hide results

    Walkthrough by Anonymous

    Updated: 01/01/70 | Printable Version | Search This Guide

                             /~~~~~~~~~~~~~~~~~~~~~~~~\
    [KDM]                     Kingdom: The Far Reaches
                             \________________________/
    
    Walkthru (apprentice mode)
    --------
    * 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.
    
    Walkthru (wizard mode) Note, this solution is listed by major location, then
    -------- by sub-location in partial chronological order.
    
    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.
    
    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.