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Amy offers James an invitation.
When your characters earn enough experience points to level up, distribute their points first to Initiative and Defense skills. James should also first buff up his Blade and Bow as well as Disarm Trap skills. Later he can concentrate on Pick Lock, Evaluate and Stealth. Jazhara should also fully develop Analyze and Path of Storms first, then Path of Change. William should also develop his Two-Handed skills while Kendaric also needs Path of Change. Solon needs to develop his Blunt and Shield skills.

Shop initially at the Palace Provisions and then Lim's Consignment in the Sea Gate sector. Morraine's Golden Grimoire in the Wealthy sector is not available until Chapter Three. It is the best shop in town for alchemy supplies. Sell Jazhara's alchemy equipment. Kendaric has a complete set and is the better alchemist.

James confronts Amy's business manager.
An effective spell is Lightning Blade. The mage must first cast it on him or herself before targeting an enemy. Demonblade is an effective spell to cast on James or William. The damage they cause is then greater because their blows also cause fire damage. Chaos Storm is very useful for large tough groups of monsters. It's a chain lightening spell that strikes every one of them (leaving your party alone). Another useful spell is Speed of Thought. All allies of the caster will double their movement rate and number of strikes per round. Sunray blinds an enemy.

It is often important to change camera angles during battles (using the two bracket keys). You may also need to change camera angles in order to find desks, doors and chests after the battles are over.

Characters may be so encumbered with weight during battles they can't even move. They also fight less effectively when they are over 80 percent of weight capacity. Go shopping often. Lighten your load.

Chapter Zero
Talk to the guards at the front gate of the Palace to learn that you are to go to Krondor's North Gate and escort a Lower Path Mage named Jazhara to the Palace.

After a full night of looting bodies, James goes shopping.
First explore your immediate environs and open the two doors you find in the area. One may lead to a random battle, while the other leads to the Palace Provisions shop where you may buy and sell items day or night. Next tap the Krondor button on your screen and use the map to transport you to the Ye Bitten Dog sector for a rendezvous with Amy, a prostitute.

After you wake, penniless, dazed and confused in another sector (the Rainbow Parrot) the Whisperer offers you a dagger in return for a favor. Agree to his offer and use the map again to confront Amy's pimp near the back alley stairway in Ye Bitten Dog. Kill him and take back what he stole from you, as well as his leather armor.

Finally, James meets Jazhara at North Gate.
Transport to the North Gate sector and kick in a few doors to find some more random battles. Near The Yellow Shield orphanage is Prandur's temple. Enter it if you need healing. Port back to the Palace sector to sell excess items and then return to North Gate to pick up Jazhara and take her to the Palace.

Near the Palace gates a little girl picks Jazhara's pockets and runs away. Talk to the gate guards and then catch up to her and learn of the evil Yusif. Transport to the Poor sector where a henchman stands guard outside Yusef's sweatshop. Enter it and dispose of Yusef and his stooge. Check out the office, particularly the desk drawer (you may have to use the two bracket keys to change camera angles to find it). Climb upstairs and slay two more thugs and liberate the children (with a key from one of the bodies). Back at the Palace, lighten your load by shopping and then take Jazhara through the gates to the Palace.

James, William and Jazhara free the scribe
Chapter One
The next day Jazhara asks you to take her to see William, a soldier in the Prince's city guard. You will automatically be taken to the Rainbow Parrot bar where William's girlfriend Talia is a barmaid. William is engaged in a barroom brawl. Help him take out the opposition (Talia always dies during the battle).

After you hear and see an explosion, William joins your party and you all automatically go to the burning jail where the Captain of the Guards asks for your help. Rush the archers in the alley. Enter the back door of the jail and defeat the three knaves inside. Dispose of the villains in the flaming room behind the next door. Return to the back room where the Captain of the Guards now asks you to clear out the rest of the jail.

"Why you little devil," says James
Free the scribe upstairs. Kill the scoundrels on the other side of the door and interrogate the scribe to learn about Sullen Michael. Climb down the stairs into the flaming room and then into the basement. Talk to the man in the cell to learn of Bear and Knute's sad fate (his body is in the last cell).

After hearing another explosion you are automatically taken to the North Gate sector to learn that Bear failed in an attempt to escape from the city. Rescue the seven Yellow Shield orphans from the burning building (Jazhara automatically casts a Fire-Eater spell on you after you talk to the bystanders). Avoid stepping into the flames. Four of the orphans crouch near the walls in the first room (now would be a good time to sell all the loot you've gathering).

Talk to Sullen Michael in Ye Yellow Dog Inn to learn that the scribe at the jail lied. Pay the scribe another visit (in the Rainbow Parrot sector). After knocking the rascal out (don't kill him) examine his desk. His papers point to Ye Yellow Dog where Knute had rented a room. Transport there, get a key from the bartender, kill the thieves and search Knute's room (up the stairs at the end of the hall). Kill the knaves you find there.

Kendaric's girlfriend knows where he is
Chapter Two
To find Lucas, you should at least partially map your way through the maze of sewer conduits to find a circular spillway. On your way to the spillway you may find a monster to kill, a group of thugs you can talk to (and shouldn't fight) and three more ruffians you can easily frighten away by invoking the Prince's name. Five Keshian assassins will jump you as you try to walk around the spillway.

There are several conduits connecting to the spillway. One has a wooden floor. Trace it to its end to find where Bare made good his escape. Return to the spillway and explore the next passageway. Take a right where the passage forms a "Y." Three members of the thieves guild—the Mockers—will confront you. You do not have to fight them.

Enter the passageway with the "Z" above it. It leads to Lucas. However, you will be stopped and offered a deal: No Lucas until you kill the Sewer Monsters.

There are many battles on the road to Widow's Point
Return to the spillway and enter the tunnel that has an upside down "Y" hovering over a rectangle with a dot in the center. Enter, take a right at the T and kill mama and papa monster. Don't forget to destroy their eggs. Return to the "Z" tunnel and at the end of the passageway you will find Lucas.

Chapter Three
William has split from the party in order to find Bear. You and Jazhara are entrusted with the task of enlisting the help of the Wrecker's Guild to raise the sunken ship and recover the missing artifact.

Speak to the chubby guy outside the guild's doors in the Sea Gate sector (Old Tom the Sailor doesn't show up until evening). Scoot inside to chat with Jorath in his office behind the stairs. Bound upstairs to converse with Abigail and search Kendaric's room (take the Shell of Eortis from the bed drawer). Search Jorath's room, also.

The forests outside Krondor are scenic
Come back at 9:00 p.m. Take a right at the first alley just before the Wrecker's Guild. Three Nighthawks are roughing up Old Tom. Dispose of them and pump Tom for information. Sneak up to Jorath's room in the guild and pick the lock on his desk. Check out the incriminating documents.

Enter Kendaric's room again to find three villains, including a Necromancer! Eliminate them and then search the desk for papers. There is also a tricky jigsaw puzzle in the left desk drawer you must solve to get a Ship-Raising spell. Rapidly click on all of the white pieces first to assemble the ship's sails, then work on the pieces that form the body of the ship, mostly brown, but there are also two light gray pieces.

Stopping by this farmhouse leads to a merry little adventure
Talk to Lucky Pete (the bartender) in Ye Bitten Dog. Try to hire the Nighthawks, speak slyly, and offer a well paying job. Pete sends you to the back room (down a hall in back of the bar). Kill the Nighthawks and enter the next room. Climb down the stairs and waste the gang in the alley.

Through an alley door waits a Necromancer and his pet demon. Blow them away and open the chest. Return to the main barroom and speak with the guards. Rest until day and port to the Wealthy sector.

Meanwhile, William interrogates a prisoner
Talk to Aaron in Aaron's Weapons then talk to Gerard in the building (Gerard's Gems and Luxury Goods) to the left. The hole in the floor leads to the sewers. Jump down and perambulate to the spillway again. Turn right and enter the second passageway. When you run into two men, follow them through a secret passageway to fight with three miscreants and a Necromancer. Search the table and open the lock. Return to Gerard and confront him with the information you found. Wipe out everyone in the shop.

Now go to Morraine's shop and talk to her until she leads you to Kendaric. He finally agrees to help you and the chapter ends.

mmorphon00@yahoo.com

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