BETRAYAL AT KRONDOR HINTS
This file contains a list of hints for this Sierra/Dynamix game. I hope
that it helps you. If you are stuck on any other Sierra game we can send
you complete walk-throughs for 30 Sierra games(See list below). If you
would like the hints just send a $15 check or money order to 2806 Silent
Spring Creek Drive, Katy, Texas, 77450. If you are writing out a check,
make it out to Houston Deeboockum. You will be enrolled in out gamers club
(CGE-Computer Gaming Experts) and will be sent new hints and info and games
when they become avaible. The $15 charge covers the cost of the disk
containing the 30 walk-throughs, enrollment in our club, and shipping &
handling. Here is a list of the game walk-throughs you would
recieve...King's Quests 1-5 (6 is avaible online), The Colonel's Bequest,
The Dagger of Amon Ra, The Larry series (4 games), Police Quest 1-3, Quest
for Glory 1-3, Space Quest 1-5, Goblins I and II, Freddy Pharkas, Rise of
the Dragon, Willy Beamish, The Prophecy, Inca, and Betrayal at Krondor. If
you do not want walk-throughs of certain games, please specify another that
you would rather have.
Locklear and Owyn escort a Moredhel prisoner named Gorath, to Krondor.
The strategic and political importance of this trip South will become clear
soon enough as you adventure.
Krondor is the Southernmost city in the Kingdom of Midkemia. If you are
having trouble finding it, refer to the color map included in your box. You
will find it along the coast of the Bitter Sea, just East of Sorcerer's
Moredhel Word Locks
Spin the tumblers on the chest until they spell the correct answer to the
Magical Trap South of Zun.
South of Zun you will encounter a magical trap with four crystals that
rise out of the ground. You may click on your RETREAT button, (it could take
several tries), and bypass this trap, taking another route to Krondor; or
you could attempt to "solve" the puzzle. In this case, walking between like
colored crystals will trigger a magical lightning bolt that could kill a
member of your party. Try walking around the deadly pairs. Tap the "G" key
on your keyboard if you need extra help.
When you get close to Krondor, you will be prompted as to whether you
want to continue following the road that leads toward the castle. Answer
"YES" then wait until the picture of the castle appears. Move your cursor
over this picture and you will see it change to words like "SHOP", "INN" and
"PALACE." If you left click when the cursor says "palace" you will learn
that the gates have been jammed. Move your cursor down to the cliff face
beneath the gates and you will find an alternate entrance into the castle.
You will not be able to get into the palace from the sewers until you
have found a character named James. He has been cornered by a group of
Nighthawks (wearing black) in the NW corner of the sewer network. You must
kill them, then head down the side passage that branches off to the North.
The Palace Grate
James will give you a key to unlock one of the grates leading up into the
palace. (The key will show up with your other keys automatically.) You'll
find the grate in a room East of where you found James. When you see a
ladder, click on it with your left mouse button. From the "lock screen" drag
James' key to the lock and release your button.
If you've found the correct ladder, the lock will open and you will have
successfully completed the first chapter!
James and Gorath meet Owyn in the sewers under Krondor and together they
head to the town of Romney to rendezvous with a detachment of King Lyam's
troops at the Black Sheep Tavern.
The sewer exit is South. You will exit the sewers through the same
entrance that you used in chapter one.
Nighthawks dress all in black and you'll encounter a powerful group of
them near the temple of Ruthia. If you are having trouble killing them, try
hugging the mountain range South of the road and you should be able to slip
past them without being detected.
Due to the Guild war in and around Romney, Mitchell Waylander will refuse
to allow you into town without a Glazer's Guild seal. If you haven't been to
Silden yet, you will find an important clue regarding the Guild seals in a
chest outside the city.
A Glazer's guild seal
Search for a farmhouse just West of the town of Lyton. (You may run into
Max Feeber, the farmer who lives there.) Search the barn and inside you will
find four Glazer's Guild seals!
The fever mad townsfolk who attack you outside Silden will give you the
plague. For a cure, continue into town and left click on the ship on the
right side of the screen---it will take you to the Temple of Eortis on
Temple Isle. Inside the temple, left click on the curtains that lead into
the cloisters and then choose the TALK option from the menu. The priestess
will cure you of the plague as you leave.
James, Owyn and Gorath must discover who was responsible for killing the
King's soldiers at the Black Sheep Tavern. They must solve the mystery of
the spyglass and the spider, then find enough evidence to convince Arutha
that Nighthawks are operating in the area. You should start by talking to
the people in and around Romney.
The killer of the King's men
You will uncover many clues by talking to the people in and around
Romney, but you will learn the most valuable information by heading North
toward the town of Kenting Rush. Check out the Temple of Kahooli North of
town and talk to the Priest.
Priests at the temple of Kahooli
You won't learn anything at the temple of Kahooli until you have proven
you are pious in the eyes of their god. To do this you must drop ALL your
food in a bag, then use the ENCAMP option until all your characters are
"starving." Only then should you enter the temple and talk to the priest.
Navon Du Sandau
The priests at the temple of Kahooli will implicate Navon Du Sandau as
the leader of the Nighthawks and the man responsible for slaying the King's
soldiers. You will find him on the road, in or around the town of Kenting
Having killed Navon Du Sandau you must now find evidence of Nighthawk
involvement in a Moredhel attack on the Kingdom...to take back to Prince
Arutha in Krondor. You may find what you seek behind the waterfall, which is
just North of the Temple of Banath, between Cavall Keep and Prank's Stone.
It will be down a dirt road that branches West off the main road.
The locked door at the Nighthawks quarters
To enter the caverns behind the waterfall, move your cursor around near
the base of the falls until it changes to the word ENTER, then press your
left mouse button. You will need a "Knight's Piece" to get past the door.
Head back to Kenting Rush and attempt to use the well on the South side
The Virtue Wall
The lock on the well in Kenting Rush can only be opened with a "virtue
key." You will find such a key in the shop in Kenting Rush. There is also a
key located in a grave North of Prank's Stone, next to the river.
Evidence against the Nighthawks
Once you've entered the caverns behind the waterfall, head NE. You will
need Navon Du Sandau's cellar key to get into his room. Once inside, you
will find a Moredhel wordlock chest, which contains the evidence you need to
end the chapter! The answer to the riddle is: "Darkness."
Owyn and Gorath must escape from the dungeons at Sar-Sargoth and then
fight their way South to The Teeth of the World...and freedom!
The Dungeons at Sar-Sargoth
The door South of your starting location when the chapter begins, is the
only way to get to the upper level of the mine. To open that door you will
need to find an interdictor key. You may find an interdictor key by going
through the East door. You will need a Guildis Thorn key to open the East
door. Once through the South door, simply head south, then west. The upper
level is much smaller then then other levels. The exit is NE of the
Nalar's Rib is an extremely powerful, yet non-essential item that you may
want to spend some time looking for. It can be tricky to find. First, you
must collect the emerald and the note from the skull at Sar-Sargoth. Then,
when you leave the city, head south -- off the main road -- until you hit a
mountain and a graveyard. Go around the West side of the mountain and
continue heading south until you trigger a magical trap with three Ogre
magicians in it. Once this is dealt with, head SW and look for a large stone
slab among a group of trees.
The easiest and most painless way to get out of the Northlands is to find
Irmelyn in the Giant's Broth Tavern in Armangar. He will ask you to rescue a
character named Obkhar from the naphtha mines nearby.
Obkhar and the Naphtha mines
The naphtha mines are located NE of Armangar. Go around the North side of
the mountains separating the river and the road, then follow the river
South. You can squeeze between the river and the mountains and enter a
secluded canyon. The entrance to the naphtha mines is across the bridge.
Obkhar is located NE of the cave entrance.
Cullich can be found in a house South of Caern and West of the crossroads
that lead to Raglam and Wyke. Use your brass spyglass, or have Owyn cast an
Eyes of Ishap spell if you are still having trouble.
Moreaulf is located in the town of Harlech in one of the Northern
You will need to cast the spell "And the Light Shall Lie" in order to
speak with him. (Only Cullich can teach you this short duration spell. HINT:
It can be cast several times in succession to increase the duration.)
Moreaulf will only give you the password for the guards on the bridge if you
have talked to them first.
The bridge to northlands
Before you talk to Moreaulf (using the spell "And the Light Shall Lie, of
course) you should attempt to cross the bridge by heading south past
Armangar. This way you will be able to ask him about a "password." Once you
have received the password from Moreaulf, simply head back to the bridge and
you will be allowed across.
James, Locklear and Patrus help Duke Martin and Baron Gabot prepare a
defense for the impending Moredhel attack on Northwarden. The first place
you should go is back to Northwarden to talk with Baron Gabot. Then head
south and look for Duke Martin, he won't be too far from the castle.
The three chests
The three chests Duke Martin tells you to find aren't far away. Head NW
and walk around the hills if you have to. When you find the chests the
wordlock answers are: "onion", "outside" and "door." The only poison that
will work on the rations is "coltari" poison, which can be purchased nearby.
You must put the rations in your inventory, poison them, then return them to
Tamney the Minstrel
Tamney the Minstrel can be found in a barn near the town of Dencamp on
the Teeth. To open the barn door, at least one member of the party must have
a STRENGTH rating of 30 or more. If this is a problem, you can buy a
strength booster called "Fadamor's Formula" at a shop nearby. The geomancy
stones Tamney asks about are in a cavern East of Dencamp. There are two side
roads that lead North to the cave entrance. Once inside you will find the
stones in a chest to the North.
There are FAR too many goblins guarding the entrance from the Kingdom
into the Northlands. You have no other choice but to pay them what they are
asking. The quickest way to raise the money is by selling the diamonds you
got from Tamney. It might be worth your while to search around for a shop
that will give you the best price.
The war planes in Raglam
Captain Kroldech is occupying one of the houses in Raglam, and he has the
plans. To get the plans away from him, talk to the engineer who lives in the
house next to the tavern in Raglam.
The engineer will only talk to the group if Patrus plays the lute POORLY.
The trick here is to lower Patrus' barding skill. The easiest and safest way
to do that is to get him drunk!
(After you fierd the catapult)
The engineer will tell you where to find the missing catapult part.
Retrieve it from the box near the river (be careful, it is trapped), then
head to the catapult and click on it with your left mouse button. Once the
catapult has been activated, head back to Raglam and click on Kroldech's
house. The plans are inside.
After returning to Duke Martin with the Kroldech's plans, the Duke will
give you one more task. This one will involve finding six invisible Moredhel
spellcasters and eliminating them. (They are SE of Dencamp on the Teeth,
near a house and well, which are both South of the main road.)
THIS IS AN EXTREMELY DIFFICULT COMBAT SCENARIO and it may be necessary to
try it many times before you succeed. Here are some tips: Use restoratives
before the combat to boost your characters up to full HEALTH, and use them
during combat if possible. Move your fighters into their ranks -- they can't
use their magic if you are standing right next to them. Also, make sure your
armor and weapons are in peak condition, and if you have any potions or
weapon or armor enhancers -- use them!
Owyn and Gorath must find Pug and Gamina. Their only clue is a cryptic
message burned onto the wall in Pug's room at Krondor: The Book of Macros.
When the chapter begins, search the sewers carefully.
Sewers under Krondor
You will encounter a character named Katt in the SE corner, almost where
the hallway dead ends. (Try heading East from the four way intersection near
the entrance.) She will ask you for the Idol of Lassur, which is located in
the second level of the sewers. The chest it is located in, is trapped.
The Pantathian serpent priests
If you head East towards Malac's Cross, watch out for the Pantathian
serpent priests surrounding the town. There are a lot of them and they are
very difficult to kill. Stock up on restoratives and use them before and
during the battle if possible. This would be a good place to use your armor
and weapons enhancers, as well. You might pay a visit to Malac's
Dragon while you are in the area. It is NW of Malac's Cross.
When Abbott Graves asks you to find Mitchell Waylander, head to Sloop.
His house is located near the shop. He will give you a note to take back to
The key to Stellan's house
The key to Stellan's house is located on a dead body just outside
Krondor. Stellan's house is located in Eggley. Once inside you will find a
map that will lead you through a secret entrance into the libraries at
You will not be able to get into Sarth by the normal means. Find the key
to Stellan's house and retrieve the map that will allow you to enter the
library through the caverns underneath. You can enter the caverns by left
clicking near the bottom of the Sarth background, when your cursor changes
to the word "ENTER." Once you have found the stairs leading up to the
library, search the shelves carefully until you find the information you are
There is only one way to get into Elvandar: through the mines of the Mac
Mordain Cadall. You will find the mine entrance on the Western side of the
road, South of LaMut.
Prince Calin will help you get through the Elvandar Forest. He is located
in the NE corner in a secluded area. Do not cross the river if you hope to
Tomas can be reached by either passing through the Ancient Ruins, or by
fighting your way to the NW corner of the forest. The Ancient Ruins are
located on the Western side of the forest, North of a river intersection.
When you reach the Easternmost mountains, head North to avoid the deadly
Sleeping Glades. You will need a key of lineages which you can get from
James, Locklear and Patrus search the Dimwood forest for the Rift
Machine. To start, head SE when the chapter begins, and cross the small
bridge when you come to it. Head SE from the bridge until you encounter Duke
Martin. If you continue to head SE you will also run into Obkhar. Both will
give helpful information.
Passwprd for the bridge
The password for the bridge can be found in a Moredhel lock chest in the
NE corner of the forest. The answer to the lock chest is "snowflake."
Once you've crossed the bridge you will have to find and talk to
Moreaulf. Head East along the river until you run into him.
The chest is located in the SW corner of the forest in a box canyon. The
answer to the wordlock puzzle is "victory."
Path to the magical item
You will need to find Squire Phillip. Look for him due North of the
chest, but it will be necessary to go around several mountains and
foothills. He is heavily guarded so be careful!
The Rift machine
The Rift Machine is located near the center of the forest on a peninsula
surrounded by rivers and mountains. One of the mountains is just an
illusion, conjured up by enemy magicians to hide the location of the
machine. This mountain must be walked through.
The enemies around the Rift machine
Goblins are particularly susceptible to the Mind Melt spell. If you don't
already possess this spell it might be a good idea to find it. The other
option would be to take a chance on Rorics Seal. This magical item will
automatically cast Mind Melt, but there is about a 30% chance it will
backfire and affect the caster instead.
Owyn and Gorath search for Pug and Gamina on a hostile, alien world. It
would be a good idea to head north when the chapter begins. Find the
marble-looking pillars and click on them. It would also be a good idea to
stock up on food...you'll need it in chapter nine!
To use magic in this strange world, Owyn will first have to find a
crystal staff. You can find a crystal staff in one of the dwellings in the
NE corner of the island, next to a mountain. There may be others as well.
You will also need crystallized manna to "rub" on the staff. Raw manna can
be found by left clicking on certain crystal growths out in the world.
There is a dangerous area in the SW corner of the island. You may not
pass through this area until you have found the pillars to the North and
The cup of Rlnn Skrr
The cup of Rlnn Skrr is located near the SE corner of the island. You
will find it in a dwelling, heavily guarded by Panth-Tiandns.
You will find Pug in the NE area of the island, in a dwelling next to a
main road. If you return the cup of Rlnn Skrr to the pillar of
Dhatsavan, then click on the pillar again you will be teleported to Pug's
Gamina is trapped in a crystal cage in an underground cavern. The
entrance to the cavern is west of the three bridges, and on the north side
of the river.
The wind elementals
The Wind Elementals you will encounter in the underground cavern can ONLY
be killed with a spell called "Strength Drain" (This spell is located in the
SW corner of the island.) Because the Wind Elementals regain strength and
health every turn, you must deplete them completely in order to kill them.
The easiest way to do this is to have both Pug and Owyn cast the spell on
the same creature. If the first blast doesn't kill it, the second surely
Owyn, Gorath and Pug must prevent Makala from reaching the Lifestone.
This means they will have to find and kill the six spellweavers that the
Tsurani Great One brought with him from Kelewan. It is important to retrieve
a key called a "Ward of Ralen-Sheb" from the body of a goblin in the first
room you encounter.
The oracle of Aal
The Oracle of Aal can be found by going through the North door of the
first room you come to. The Oracle of Aal is located in the NE area of the
Getting to the second level
The second level entrance is on the NE side of the caverns. Head through
the East door and avoid the deadends to reach the entrance.
It will be necessary to search nearly every room and passageway to find
The Six. You will discover they are all heavily guarded.
The final combat
The cup of Rlln Skrr may be used over and over again in Chapter Nine to
learn spells. Pug will eventually learn every spell in the game, but this
will take time and use up a lot of rations.