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.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: