DEATH KNIGHTS OF KRYNN
PART 1
INTRODUCTION
This walkthru is divided into several sections for different levels of help.
GETTING STARTED will give you tips on party composition, general combat tips,
and a skeleton storyline which will give you a feel for what you have to do.
As DEATH KNIGHTS OF KRYNN (DKOK) is a fairly linear game, the segments are
then listed in order by location, with the goals and events explained. This
will get you through the game in short order and is good for a transferred
party from CHAMPIONS OF KRYNN which is well-equipped and experienced.
Next, the side quests are detailed for those who want to play the whole
game, or for those using new characters or the party supplied with the game.
These quests can yield good magic items and experience. "Dave's Challenge" is
a bonus available after the main game is won, and out of respect for the game,
I'll only give general information about it. I was able to play the entire
game at "Champion" level using the starter party, and if you save before the
tough battles you shouldn't have *much* trouble.
Finally, I list each location, and where possible, the exact locations of the
encounters and known treasure caches. This is for those who don't want to miss
*anything*.
GETTING STARTED
The party supplied with DKOK is well suited for the forces you'll encounter
in the game. Five of the characters are Clerics or have the clerical ability
to turn Undead (Paladin), important as there are so many of them. In addition,
one character is a Majere Cleric, allowing him to turn Undead as well as a
cleric two levels higher. You also have both a Red and White robes Mage, along
with the spells your high-level Ranger gets. As Skeletal Warriors and other
Undead are not affected by most magic and are hard to turn, everyone is a good
Fighter. Add to that the Knight's leadership ability and the Thief's backstab
(devastating if you set up the enemy properly), and you have a good group.
If you make your own group, a Knight is a must, for he can use the powerful
Dragonlance to be found. Despite the slow advancement, if he has sufficient
statistics to become a Knight of the Rose, the clerical spells and additional
leadership ability are worth the sacrifice of the Order. There are enough
chances for experience when playing at Champions level to get him to at least
level 11. As stated before, Clerics are a must also, and a Thief's backstab
is handy in a pinch. A Ranger has his bonus against Giant class monsters
(Zombies, Skeletal Warriors, Golems) and the Paladin has a constant Protection
from Evil 10' spell in effect and the ability to Heal once per day (useful if
all your clerics are knocked out). Make sure one mage learns Haste, it can be
invaluable in key battles.
Weapons and armor aren't much of a problem, your characters are outfitted
pretty well at the beginning of the game. Knights are provided with Solamnic
Plate armor, mages with Bracers AC 6, thieves with Leather Armor +2, and all
fighters get regular plate armor. Each character gets a plus one weapon that
is appropriate for his class (Long Sword, Short Sword, Mace, Quarter Staff)
and 500 steel pieces. Better weapons and armor can be found after key battles
and side quests, including the Dragonlance. Magic weapons (plus) are a must,
as most creatures in the game are immune to normal weapons. This also means
that non-magical ranged weapons (bows, darts, etc.) that you can buy aren't
much good except to disrupt spellcasters.
Money certainly isn't a problem. In the version (1.00) I played I never
seemed to get charged for healing. Every battle with spellcasters yields at
least one Bracers AC 6, worth 3000 SP each. In fact, aside from thugs, the
occasional inn, and a magic shop that appears in Cekos after that side
mission, there really isn't much to spend your money on.
Most of the "routine" battles involve Evil Warriors, Black Wizards, Rogue
High Mages, Patriarchs and Skeletal Warriors. Fireballs, Magic Missiles,
Stinking Cloud, Hold Person, and Silence 15' radius are the best spells
against all but Skeletal Warriors and other Undead. The most important thing
is to hit the spellcasters every round, before they cast their Hold Person or
Slay Living spells. When fighting Skeletal Warriors, work on one at a time,
and make use of your Thief's backstab; attack from the exact opposite direc-
tion that the target was last hit or the direction he attacked. Also remember
that pointed and edged weapons only do half damage to many Undead, so switch
to maces, staves, and other blunt weapons.
With the Undead, if they are far enough away, give each cleric character a
shot at turning them. Fireballs are good against most types, and remember that
Vampires will stay right where they are, you have to go after them. On Undead
Beasts, don't waste magic, switch to blunt weapons.
Dragons: what can I tell you? Remember that their breath attacks will do
50-100% of their hit points in damage, which can kill most characters. Spread
out, and with dragons that breathe lightning, stay away from walls! Your
Knight armed with a Dragonlance does his own (remaining) hit points in damage,
and dragons are susceptible to Stinking Cloud. Other than these tips, if you
know dragons are in your future, cast Haste and Resist Fire, and hope for the
initiative and lucky rolls!
As soon as you feel up to it, you may want to do the CURSED VILLAGE side
quest. You'll get Olin's Quarter Staff, a valuable weapon that can stun any
creature for at least 2 rounds, even dragons.
Basically, your mission in this game is to defeat Lord Soth, a Death Knight
intent on stealing the bodies of great Solamnic Knights to convert into an
army of Death Knights. The only way to defeat Lord Soth is to use the Rod of
Omniscience to send him into another dimension. You must gain the trust of
Sebas Astmoor, Soth's former servant cleric, before he'll tell where he laid
the Rod. After returning from the quests he sends you on, you find he's been
kidnaped by forces loyal to Kitiara, Lord Soth's consort, who wants the Rod
for herself. A rescued knight tells you where Sebas hid the rod, which you
retrieve. Entering Soth's castle, you fight your way to him, uncovering de-
ceptions and saving the body of the famous hero Sturm Brightblade. Using the
Rod, you send him away, followed by Kitiara who tries to take the Rod from
you. In a nutshell, you've saved Krynn again!
GARGATH OUTPOST
Gargath outpost is where Sir Karl commanded during CHAMPIONS OF KRYNN, and
was buried there after being kidnaped and slain in Neraka. Your party has been
invited back to celebrate the victory over Myrtani one year ago, and to hear
Maya's eulogy for her fallen love. During the ceremony, Sir Karl himself,
raised by Lord Soth, swoops down astride a Death Dragon to shower taunts and
cursed items upon the gathering. Flying away with Maya (in her White Dragon
form) in hot pursuit, he steals the Dragonlance on display and leaves a force
of Skeletal Warriors and Nightmares to cover his retreat. This is your first
battle, and you should have used the rest period offered at the start of the
game to memorize Fireball and Cure Light Wounds spells.
After this battle, you take the casualties back to the keep and the exits are
sealed against the enemy siege. You take the dead and wounded to the temple
and are offered a chance to heal a wounded person, in exchange for which you
are given a Ring of Protection +1. Gargath outpost is a place to get used to
combat, get some background information, and to meet the old knight Sir Thom.
He will give you the Sleepstone, in which is captured his strange dream con-
cerning Lord Soth and Sebas Astmoor. Gargath outpost also has an store on the
north side of the street just inside the gates, a bank (the only one in the
game, including a vault) across from the temple, a training hall in the south-
east and a bar south of the store where you might hear more about the Dream
Merchant (Journal Entry 29).
There also is an inn in the northwest corner, where you should go and rest in
the room the innkeeper points out. You'll have to fight two or three battles
against combinations of Mercenaries, Black Wizards, and Patriarchs before the
siege lifts. Memorize spells appropriate for the occasion (Magic Missile, Hold
Person, Stinking Cloud, Silence) as well as one Charm Snakes. You then can go
to the Commander's office on the upper level (the stairs are directly east
from the main gates) to receive an assignment from Sir Bertil. It does not
matter whether you choose Cemetery, Patrol, or Guard duty: if you don't choose
Cemetery, Bertil will assign it to you after one or two tasks.
If you choose Guard or Patrol, Sir Bertil will send you to see Ann Rampyke,
who you find by wandering the upper battlements and towers. When patrolling,
your encounter should occur at the southwest area of the battlements or the
northeast area of the outpost, near the cemetery. Guard duty is either by the
well by the south wall or the temple. When you return to Bertil's office
after a task, you will first encounter Sir Garren and Commander Bertil arguing
whether to break the siege. Garren storms out, with a cursed sword which Sir
Karl dropped during on his visit. Upon returning from your second task, you
will meet Sir Thom and get the Sleepstone.
Cemetery duty involves no combat, but you hear the priest's story about the
disappearance of Sir Karl's body from it's grave. After you help lay the
fallen to rest, go south and west to the alcove where Sir Karl was buried and
you will meet the Dread Wolf for the first of several times. This time he's
just there to taunt you, though carrion snakes will attack (this is why you
memorize the Charm Snakes spell, otherwise the priest will rescue you).
After the encounters with Garren, Sir Thom, the priest, and the Dread Wolf,
the siege will lift. Now you should have a clear idea of where to go and what
to do. Subsequent visits may reveal a Sivak spy, a attack by Sivaks and an
attack by Blue Dragons. For defeating these, you will get a Wand of Fireballs.
KALAMAN
On the way to Kalaman, of course you will assist the knights being attacked
by Undead. There are many opportunities for your Knight to get experience, and
you should seize them all. Kalaman has an inn, a temple, a store in the center
of the bazaar, and a training hall. Gangs roam the street and will sell you a
map (Journal Entry 37), useful for finding your way through the bazaar. It
also shows a spot where a bar opens at night, good for brawls and rumors. The
gangs will attack you a couple of times in the southeast corner, but after you
beat them once or twice they'll bother you no more.
Upon entering Kalaman, the knights will ask you to report to City Commander
Daine's house in the northeast corner of town. There, Daine, his consort
Ariela, and Major Tems await your news from Gargath outpost. If you tell Daine
about the Dream Merchant, Ariela will tell you his pavilion is in the bazaar,
and warn you about Sebas Astmoor. Ariela is really a Red Dragon in human form,
serving Kitiara (surprised?) and wants to find Sebas to get the location of
the Rod of Omniscience. You aren't aware of this at this point, but it ex-
plains the attack on Gargath (to get Sir Thom) and the soon to come kidnaping
of the Dream Merchant to learn the meaning of Sir Thom's dream (within the
Sleepstone you now carry).
Head for the Dream Pavilion, located in the northwest part of the bazaar.
Sivaks will attack to slow you down while more Sivaks take the Merchant away.
The forces will retreat in two directions. One force cuts a pretty clear path
that leads to the back door of the inn in the SW, a diversion while the other
group heads into the Commander's house by a secret one way door in the north-
east. You can't catch either group, so just go to the room in the southwest
part of the inn, rest and read the kidnaper's note (Journal Entry 58). If you
don't find the note, it'll find you some other way.
Return to the bazaar and wait for the meeting. Ariela shows up in her dragon
form with the Dream Merchant. Keeping the truce earns you experience and you
avoid fighting 3 blue dragons as well as losing the Dream Merchant's trust.
Give the Sleepstone to him, and the Dread Wolf sends Soth's forces to stop the
Merchant from revealing the dream. Soth doesn't want his consort Kitiara to
get to the Rod, the key to his destruction.
Ariela flees the scene, the Dream Merchant escapes to Vingaard Keep, and you
must defeat the troops the Dread Wolf brought (you still don't meet the beast
in combat...yet). After this battle, you get a Clerical scroll with three
spells. If you visit the Commander's house, Ariela (you don't know that she's
a dragon) will let it slip the that Dream Merchant has a shop in Vingaard
Keep. You'll return to Kalaman later after you find the truth.
VINGAARD KEEP
Vingaard is one of the areas of the game where the overhead map view and
coordinate display are not available. Although it can be mapped into a 16-by-
16 grid, Crook Street (the only street) has three points which wrap around to
other points. This will make direction-giving difficult, but there are only
three locations important to find and remember how to get to. There are
several taverns and training halls, a fletcher's shop (bows, arrows, etc), an
armorer, a temple, an inn (just inside the entrance) and other miscellaneous
shops.
Lord Soth and Kitiara both have forces searching for Sebas Astmoor. Soth's
men are usually slinking around between arches or meeting in back rooms while
Kitiara's Sivaks don't show up much until you find Sebas. There are thugs who
set up toll gates, after a few beatings they'll leave you alone. The Dread
Wolf will taunt you with occasional attacks, and visiting the taverns can
bring on a fight: you can even LEAVE "Too Loudly!"
To find the Dream Merchant's shop, turn east on Crook immediately after
entering Vingaard. Continue south, not east, after the well, through the next
two arches. The shop is on the west side of the street, a door with a half-
closed eye on it. Make sure you rest and memorize some good healing spells at
the inn before you seek the Dream Merchant.
You may have to fight some tough battles before you can rest again. If you
broke the truce in Kalaman and kept the Sleepstone, you will have to fight a
dream battle to gain the Merchant's trust. After he explains the dream to you
(Journal Entries 7 & 12), you may have nightmares and be unable to sleep until
you defeat the beasts that plague his dreams. Once in a dream battle, you have
the option to awake after each fight if you are too badly hurt. However, you
will not be able to rest until you finish all three fights without waking.
After your nightmares are cured, you can rest in the shop before seeking
Sebas.
The candle shop can be reached from the Merchant's shop by going south
through the arches, turning east at the next arch, continuing east to the well
then directly south. Or, on return visits, head south from the entrance then
east. Follow the directions exactly, and ignore the voices. When you first
meet Sebas, choose "Talk" to start the dialogue and answer the questions to
stop him from killing himself. If you have a knight, have him answer for the
party. Sebas then tells his story (Journal Entry 66).
Sebas still doesn't trust you enough to reveal the Rod's location. The party
must prove that it is a strong force of good, powerful enough to wield the Rod
to destroy Soth. He will first send you to the High Clerist's Tower to protect
the bodies of the Knights within, then to the Dragon Pit to face Lord Soth and
the Dread Wolf (finally). On your last visit to Sebas' hideout, you will fight
a Sivak ambush, find Sebas kidnaped, and find the proof of Ariela's treachery.
HIGH CLERIST'S TOWER
The first quest that Sebas requires you to do in order to prove yourselves
involves the defense of the High Clerist's Tower. The crypts within contain
the bodies of famous Solamnic Knights, including the hero Sturm Brightblade.
This is an irresistible source of bodies for Soth to convert into Death
Knights, so he sends his forces to loot the tombs via an underground tunnel.
Normally, you are only permitted in the room just inside the entrance to rest,
but during this attack you'll be allowed into the lower levels.
On the way from Vingaard Keep to the Clerist's Tower, you'll most likely en-
counter an enemy attack. When you enter the tower, the Knight in charge will
be skeptical of your report of the imminent attack that Sebas told you to
defend against. To allay your fears, he takes you down to the crypts, and to
his surprise, the Undead legion is ransacking the tombs! One aged Knight, Sir
Durfey, is making a valiant stand but soon will fall. He joins your party and
together you repel the attack. While other Knights continue the defense, you
and Sir Durfey go on the offensive, pursuing the Undead who seem to have
someone helping them with directions.
During these battles, you can retreat to the rooms upstairs to rest. Once in
the tunnels, it's usually safe to rest for short periods after a battle. On
the crypt level, the party is aided by Knights. You can explore all of the
rooms, discovering more looted tombs, but your objective is to the far south-
west where Sturm's tomb is located. When you arrive at this location, the body
has been taken along with a Red Dragon that was imprisoned to the north. You
can't stop the thefts, you must chase Soth and his troops through the tunnels.
After entering the tunnels, head south where you'll meet the Red Dragon that
Soth's forces freed. The leader of the attack turns out to be Sir Garren, who
is acting under the influence of the cursed sword he obtained at Gargath
Outpost. He orders the dragon to hurl a boulder at the party, which collapses
the tunnel behind you. Garren retreats with the bodies, and as you follow, you
must fight his rear guard at several spots. Stick to the main, wide passage,
the side corridors lead to Giant Zombies who are trying to destroy the tower's
supports.
After fighting two groups of Skeletal Warriors and Undead, the party must
fight the Red Dragon. Cast Resist Fire on everyone first, and hope for lucky
rolls. Continue on and you will battle two more guard groups. The first will
get you a Short Sword +4 and a Staff Sling +3. You find a Hoopak +3 after the
second battle, then head west to finally meet Sir Garren. Take his cursed
sword away from him and he'll revert to normal and tell you his story (Journal
Entry 31). An angry Lord Soth will attempt to slay Garren, have your Knight
throw himself into the path of the blast for the party to gain experience.
Turn south and you will see the bodies being loaded onto Nightmares. Jump
right in and attack to rescue as many bodies as possible. Then comes a mock
battle with Lord Soth, as he can't be destroyed by physical means. When he is
defeated, he gets back up, mounts a Nightmare and escapes. Don't worry, he's
not that easy the next time around. Soth will still get some bodies, including
Sturm Brightblade's. You'll get the chance to save him later.
Now rest, return to Vingaard Keep and seek Sebas Astmoor again. He will send
you to the Dragon Pit, where you'll finally battle the Dread Wolf, see a
touching end to the love story of Sir Karl and Lady Maya, and retrieve the
Dragonlance at last.
THE DRAGON PIT
Because of your "failure" to stop Soth at the High Clerist's Tower, Sebas
still won't trust you with the location of the Rod of Omniscience. Instead, he
sends you to the Dragon Pit, a temple to Takhisis and the stronghold of Sir
Karl and his Undead forces. You will not be able to enter the main part of the
temple until Sebas gives you the map (Journal Entry 41). The Dragon Pit is
located northwest of Vingaard Keep, and the party stands a greater chance of
encountering dragons in this area.
Maya will meet you after you enter the Dragon Pit, and when you approach the
secret entrance that Sebas told you about, she'll leave and fly across the
chasm to seek Sir Karl. You can't cross the chasm from this side, you'll have
to take the long way around. There are no absolutely safe places to rest,
Undead patrols wander the main temple, and on the west and south sides there
is a chance of disturbing slumbering Undead Dragons.
Once through the secret passageway, there is a room to the northeast where
a decomposing Knight is changed into a Wight as you enter. Defeat him and his
fellow Undead to lay him to rest. The Knight, Sir Bregen, disappeared on
patrol a few weeks before, as Sir Durfey tells you after the battle.
From the secret passageway, go west to the T-intersection, south to the next
intersection then east. The south door leads to the main altar room of the
temple, where the Dread Wolf appears once again to taunt you, then leaves you
to battle Skeletal Warriors and Nightmares. After the fight, you will find a
valuable cache in the altar to the south, containing Plate Mail +3, a Shield
+2, a White Mage scroll and a Clerical scroll.
Head all the way west from the altar room and through the arch. Undead
Dragons sleep here, but will occasionally awake and attack the party. They
aren't a big threat as they have no breath attacks. Through the first arch to
the south is another altar room, with Undead Dragons guarding it. A bit fur-
ther south, a Red Dragon is chained, soon to be converted to an Undead. If the
party frees it, it will give general directions to find Sir Karl.
Continue south then east through the arches. The far eastern exit is magic-
ally warded to allow only non-living creatures by, the party will take damage
if it tries. Turn north then west, the rooms to the east are a stables for
Nightmares and a barracks for Skeletal Warriors. At the end of the west pass-
age, you will confront Sir Karl, who retreats through the north door.
Follow Sir Karl through the door and he will retreat to the east, finally
calling on the Dread Wolf to attack the party. Fortunately, in this battle
he's behind a row of Skeletal Warriors, giving you some breathing room. The
corridor is only 4 squares wide, so your fighters can work on the Skeletal
Warriors while the back rank uses any magical ranged weapons (Staff Sling,
Hoopak) on the Dread Wolf. When you finally are able to attack the Dread Wolf
directly (and he you), what can I tell you? Hack away, and keep a Cleric away
from the fray to cast Cure spells. The Dread Wolf gets 3-6 attacks per round
and can hit pretty hard. Rest before resuming the chase after Sir Karl, who
fled around the corner to the north.
In the open courtyard Maya rejoins the party and asks if you've seen Sir Karl
anywhere. Before you can answer, Sir Karl steps forward and Maya changes back
into dragon form. Sir Karl plunges the stolen Dragonlance deeply into Maya's
side, and although mortally wounded, she lifts off with Sir Karl and the
Dragonlance. Too bad for you, your party will have to battle Sir Karl's mount
without that powerful weapon. The Death Dragon was awakened by the fuss and
attacks. This is one tough battle, the Death Dragon breathes Death, and it can
do 50-100% of the Dragon's hit points in damage to the characters it hits. At
Champion level, the damage is 90-180 hit points, enough to kill most of your
characters outright. You must hope for the initiative and try to immobilize
the Dragon immediately with Stinking Cloud or stun it with Olin's Quarter
Staff (if you've done the CURSED VILLAGE side quest).
After this climactic battle, you finally recover the Dragonlance for your
knight to use. Through the eastern doorway is the dragon's hoard, with more
silver pieces, gems and jewelry than the party can probably carry. Of more
interest to you is a Short Bow +3, Leather Armor +3 and Plate Mail +2. After
collecting the loot, take the east door, follow the passage to the chasm which
is now crossable. Exit the temple and witness the end to the story of Sir Karl
and Maya, at peace at last.
ARIELA EXPOSED
With the Dragon Pit quest completed, you should return once again to Vingaard
Keep to seek Sebas, who is finally going to reveal the location of the Rod of
Omniscience, right? The door sequence is the same, but the final secret door
to Sebas' hideout doesn't appear. Pass through two more special doors to the
*real* hideout. Upon entering, you fight a Sivak ambush for which the party
gets a Long Sword +3 and a Red Mage scroll. After the battle, you find that
Sebas has been kidnaped and evidence of Ariela's involvement, an earring!
Proof in hand, go to Commander Daine's house back in Kalaman and show the ear-
ring to Daine. He will have Major Tems watch the party while he confronts his
consort and the Major will tell you of his suspicions (Journal Entry 46). This
will give you an idea where Ariela goes to meet Kitiara.
When Ariela is exposed, she slays Daine and orders some Sivak troops to fight
you while others take Sebas away (Journal Entry 25). You'll have the help of
some Solamnic Knights for this battle, afterwards Tems leaves you to guard
Ariela (you still don't know her true form) while they chase the Sivaks.
Ariela changes into her Red Dragon form and you must fight her, which should
be easier if you have a Knight to use the Dragonlance. This battle will get
the party an Elixir of Youth.
With Ariela defeated, pursue the kidnapers west, through the second door to
the south, and out the secret one way door to the west which leads into the
bazaar. The Sivaks split into two groups once again, and as before, one is a
diversion and the other has Sebas. You'll not be able to catch the group with
Sebas, but defeating the other group will get you a Dart of Hornet's Nest and
let you rescue the young knight that was in Sir Thom's dream. He was in a cell
with Sebas inside the Commander's house, and relays the message Sebas gave him
concerning the Rod (Journal Entry 36). He also teaches you the chant to enter
Voice Wood. If you don't find the group with the Knight, (in the southwest
corner of the bazaar), go to Daine's office where Major Tems gives you the
same message and teaches you the chant.
Although you now know that Ariela visited Cerberus to meet with Kitiara
(there is a tunnel in Cerberus graveyard leading into Daargard Keep), Cerberus
and the graveyard are really a side quest and are not essential to the story.
I will describe them later, Dulcimer is the next step in this walkthru.
DULCIMER
Dulcimer is a twisted duplicate of Cerberus, created by a lich who admired
the town. Save often here, as the town is inhabited by Undead and once the
fighting starts, the potential for lost levels is great. Shortly after you
enter the town, you are greeted by the Lich Mayor and warned to stay out of
his personal quarters and the eastern exit from the town (which is the en-
trance to Voice Wood). If you attempt to leave by the eastern exit, a spectre
appears and tells that the Lich must be destroyed before he can let you pass
and be freed himself. Slaying the Lich isn't enough, he will keep regenerating
until you find and destroy the phylactery, which contains his soul.
Dulcimer's citizens are all Undead, going through the motions of life. The
tavernkeeper will serve you a glass of acid, and the Farmer's Market doesn't
offer anything remotely palatable. There are a few locations in the game where
your clerics will have less success Turning Undead, Dulcimer is one of them.
For the most part the town is safe to wander save for an occasional attack by
Spectral Minions and Wraiths.
In the far northeast is a building where Zombie Giants are gambling. You may
want to battle them before going into Town Hall, as you will get a Scroll of
Protection against Dragon's Breath, a Long Sword +4, 4 Darts +3, and a Potion
of Invisibility. These items will free for the taking after the Lich is gone,
but you may want to have the Potion and Sword for the next battles.
The Lich's quarters are in the Town Hall, just go straight north from the
town entrance. On the side of Town Hall is a live man in the stocks who tried
to kill the Lich but forgot to destroy the phylactery. Enter Town Hall and
pass through the door to the north. If you immediately go west and confront
the Lich, you will face his guard of Spectres and High Wizards as well. Cast
Protection from Evil spells as well as Bless and Prayer (Haste is helpful,
also) before entering the room. Well-placed Fireballs will do a lot of damage,
but try to take out the Spectres first, remembering that a Lich can immobilize
a character but that it doesn't drain levels.
An alternative to battling the Lich and his guard at once is to first enter
the guard room to the east. If you fight the force in here (Spectres, Zombie
Giants and Skeletal Giants) and reenter the room to fight another wave; after-
wards, you can enter the Lich's quarters and battle the Lich alone.
If you fight the Lich with his guards, you will may recover some Darts +3, if
the Wizards haven't used them all. After slaying the Lich, head directly for
the garden (of sorts), located directly west from the entrance to Dulcimer.
You may encounter a battle or two along the way, but don't stray or stop to
rest as the Lich will soon regenerate. You will get three warnings in the form
of increasing winds before he strikes again. Use the Area command and head
directly for the center row of rotting asparagus. Dig up the phylactery and
smash it and all the Undead will crumble, including the Zombie Giants who
guard the treasure in the northeast.
With the evil removed from Dulcimer, the spectre is free to leave as well.
You may enter Voice Wood via the eastern exit from Dulcimer and recover the
Rod of Omniscience from the Hall of the Voice.
VOICE WOOD
After destroying the Dulcimer Lich the party is free to enter Voice Wood if
it has learned the chant from the young Knight rescued in Kalaman. You must
make your way through the hedges and trees as well as an enemy attack to the
Hall of the Voice at the eastern side of the Wood. Although Voice Wood is
strongly protected from evil forces, powerful High Wizards can cast a short
lived Protection from Good spell to allow them to enter.
The Area command is available inside this area until you receive the Rod, so
remember the path to the Dulcimer exit. Should you become lost, there are
arches that will transport you to four different areas of Krynn. The arch in
the Northwest corner takes you to Throtl, the northeast arch sends you to the
forest just north of Dulcimer, the arch in the southeast goes to Turef (Dwarf
Village) and the arch in the southwest corner transports you to the west of
Turef. There are a few enemy encounters to be found if you wander, a band of
High Wizards and Undead are in a clearing to the south, Fire Minions leap from
a rock in a glade to the east, and Whisper Spiders lurk by the far north and
south walls.
Rest in Dulcimer before entering Voice Wood and memorize many healing spells
and Fireballs. The sprites will allow no one to rest, and the High Wizards
cast powerful Magic Missiles. The most direct route to the Hall of the Voice
is almost directly east, you may walk right through the shorter hedges. Upon
entering the Wood, go directly east through three arches to an altar to
Paladine. Making an offering here will make your upcoming battle easier. Exit
through the arch and go north once and east four times. East once more and you
encounter a large group of High Wizards, Wights, and Giant Undead. The Wizards
are usually in the front ranks, have your Mages cast Fireball towards the back
ranks so the edge still hits some Wizards while your fighters work on the
rest. The number of the enemy will be reduced if you offered to Paladine.
Proceed east through the arch and south once. At both spots the party will
take unavoidable minor damage from limbs and vines. You may avoid one of these
encounters by taking a slightly different route, but then the battle with evil
forces will take place in a more open area, allowing more Undead to reach you.
Now to the east where you meet Sprites that intend to block your way. This
is a test of your virtue, if you attack you'll be sent back to the entrance.
Walk past, through the eastern door into the Hall of Voice Wood. The Voice
speaks (Journal Entry 39) and you are given the Rod of Omniscience if you vow
to use it only against Lord Soth. Refuse, and you'll also be sent back. With
the Rod in your possession the overhead view and coordinate disappears, but
the maze seems to remain the same. Retrace your steps to the Dulcimer exit,
and rest.
The party now has the Rod with which it can destroy Lord Soth. You may go
directly to Dargaard Keep (described next) or complete the side quests to gain
more experience and magic items. It doesn't matter, Soth awaits.
DARGAARD KEEP: FIRST FLOOR
Dargaard Keep can be entered in two ways, both require that you have found
Ariela's key after slaying her in Kalaman. You may enter from the Cerberus
graveyard tunnel using the key, or through the main drawbridge entrance by
giving the password inscribed on the key (Journal Entry 32). Even if you know
the password from peeking at the Journal you won't be prompted to enter it
until you have the key. As in Dulcimer, Clerical Turning ability is diminished
here, however, the programmers seem to have neglected toning down the
Paladin's Turning ability. If you have a Paladin in the party, he stands the
best chance of turning the Spectres and Vampires here.
If you entered by the main entrance you will be ambushed by Vampires and
Wraiths after passing through the doors north of the drawbridge controls. If
you want to avoid this, enter through the Cerberus graveyard tunnel (see the
CERBERUS GRAVEYARD side quest). After the battle with the guards or after en-
tering the Keep via the tunnel, a young woman named Lenore will ask to tag
along with the party, giving her story (Journal Entry 57). Lenore is really
Kitiara in disguise, and is waiting for you to destroy Lord Soth so she can
take the Rod of Omniscience for herself.
If the party refuses to allow her to follow, she leaves and if Sir Durfey is
still with you, he leaves to escort her home. If Durfey is dead but still in
the party, his body disappears during your first battle. If you allow Lenore
to follow you, she will "discover" a trap or two, reinforcing her story. If
the party leaves Dargaard Keep, goes up to the second floor, or enters Camp
mode for any reason, Lenore will leave and Durfey will leave the party to see
Lenore safely "home."
Once inside the Keep, the party should make its way to the servants' quarters
in the northwest corner. From the main entrance, go north to the welded doors,
west and south through the arches. When you approach the door to the south,
talk to the maid to hear her story and receive the key to the door that leads
to their quarters. Now south through the door and follow the hall around to
the north. If you entered Dargaard from the tunnel you should go directly
south all the way to the welded doors then west all the way (you'll encounter
the maid along the way). If you encounter any patrols, go ahead and fight
them, there are four of them on this level and they must be killed to lift the
geas on the servants.
Now, use the key to enter the servants' quarters then north through the next
door. Here you'll meet the kidnaped citizens from Cerberus and hear how to
lift the geas that holds them in the Keep (Journal Entry 22). Follow the
secret passage to the Commander's closet and destroy the Orb. If you try to
enter the Commander's bedroom from the front you will have to fight two Undead
guard groups first.
If you haven't killed all four patrols, wander the area and you'll find them.
Once the geas is lifted, a servant will give you a skull stolen from the Com-
mander that will open the tunnel back to Cerberus graveyard. With the patrols
eliminated, this area of the first floor is safe to wander.
On the east side of this level is a makeshift prison where Sebas was kept for
a while. Searching any of the rooms in this area will reveal a amulet with the
initials "S.A.". In the northeast corner of Soth's throne room is a secret
door. This leads to another secret door where the party will hear priests
chanting. If you enter the room beyond before the chanting stops you will
fight the priests and find a 2-Handed Sword +3 on the altar to the east. If
you wait until the chanting stops the room will be safe to enter, but the
sword will be gone.
Pass through the two doors to the south and the party will enter a room where
it hears cries for help from a coffin in the southwest. If you open the coffin
Vampires ambush the party. There's no reward there, it's best to leave it be.
Go north through the door in the northeast corner of the room to the stairs
leading to the second floor. If Durfey is still with the party when it goes up
this stairs, Lenore and he depart.
DARGAARD KEEP: SECOND FLOOR
On this level, the party chases guards who are rushing their prisoners
further into the Keep. The prisoners are Clerics from the High Clerist Tower
and some citizens from Cerberus. The Clerics are here to recover the body of
Sturm Brightblade before Soth's forces convert him into a Death Knight. You
will find Sebas on this level and a treasure cache. There are no wandering
Undead here, but two battles will include a Death Knight.
Immediately upon ascending the stair you see the guards to the west, and a
group of spectres and vampires attack. Chasing the guards, they flee around
the corner to the south and a portcullis closes behind them. The room to the
west is guarded by vampires who are distracted by something, allowing the
party to sneak past into the next room if you wish. However, if you intend to
leave Dargaard for some reason (training, identifying treasure, restoration)
you may want to fight them now, otherwise they will appear as you go down the
stairs.
In the center of the room beyond the vampires, pull the lever to raise the
portcullis. Head east then south through the open portcullis. Cast Resist Fire
on everyone, as just to the south you will encounter a guard group with Black
Mages, Vampires, and a Death Knight. The Death Knight is not really tough
after he casts his Fireball, but he can cause the nearest party members to
flee from his aura of Fear. After the battle, you rescue the clerics from the
High Clerist Tower and they ask your help in locating and recovering the body
of Sturm Brightblade. If you need to leave Dargaard, the clerics will wait at
the stairs for your return.
The remaining guards flee to the west and south through another portcullis.
The party must fight Flesh Golems in the room to the west to reach the lever
that opens the portcullis. South from this room you can now reach a row of
cells, any of which is safe to rest in. When you're ready to move on, go south
then turn east at the corner. Through the north door is a guard posted with
Spectres, Flesh Golems and Vampire Mages. This group defeated, exit through
the east door and enter the first cell to the north. You find Sebas Astmoor,
tortured to the point of death. His dying speech (Journal Entry 54) warns the
party to beware of Kitiara, Soth's mistress, who also wants the Rod. Any of
the other three cells on this hall are safe resting places.
After resting (be sure to make sure there's enough Resist Fire spells for
everyone) go east to the intersection then north. The prisoners from Cerberus
are about to be converted into rats by evil Clerics. If the party attacks im-
mediately, the battle is much easier. Afterwards, the few prisoners not
changed will ask you to find a way to restore their friends to human form.
If you haven't done the Cerberus quest yet, they will tell you of the trouble
there. Before you seek the counterspell, you may want to claim the treasure
cache in the Cleric's quarters. Through the western door and all the way down
the hall, enter the west room where you find Plate Mail +4, a Wand of
Lightning, a Potion of Extra Healing, a Necklace of Missiles and a Red Mage
scroll.
Return to the intersection, through the eastern door and enter the room to
the south. Read the circled incantation in the tome to change the townspeople
of Cerberus back into humans. Head back to the intersection and go south where
you find mages and clerics attempting to convert Sturm Brightblade into a
Death Knight. You interrupt the spell and they attack, with another Death
Knight. Make sure you have cast Resist Fire on all the party members before
entering the temple and Fireball the magic users before they can get their
spells off.
With this battle won, the Clerics will shower you with praise, proclaim you
heroes, and carry Sturm's body back to the High Clerist's Tower. You still
must find and destroy Lord Soth, deal with Kitiara, and, by the way, where did
Durfey go? From the temple, pass through the west door and go west then south
and east around the corner to the stairs to the third floor. Before you make
this ascent, I advise returning to Kalaman to train, identify items, and rest.
DARGAARD KEEP: THIRD FLOOR & ENDGAME
Save before climbing the stairs to the third level of Lord Soth's castle.
Once you get past the first room, there is no way back. This floor has several
one way doors, fake doors, and dead ends. The Area command is not available,
and Lord Soth will not allow the party to rest often. There are only two or
three battles to be fought, unless you pass through a wrong door.
Starting from the stairs, go west and enter the room with 3 doors. Soth's
voice tells you that two of the doors lead to death. That's not quite true:
the right door is an illusion and will do damage to the party, while the mid-
dle door leads to a dead end and a battle with weretigers. Pass through the
door on the left, this is the point of no return. Enter the next room to face
another set of doors and Soth speaks again. The left door is fake, the right
door contains more weretigers, and the middle one (one way) leads on.
The next room has another trio of doors, the middle and right ones merely
open into empty rooms. The left door also leads into a room with a secret door
to the north. Here Lady Lenore rejoins the party, claiming that she and Sir
Durfey were attacked by Death Knights on the road. She says Durfey was slain
and made Undead, while she fled and hid here. She follows the party from here
on, claiming to need "protection," and "helpfully" points out the secret door
to the north, also one way.
Entering the next room, pass through the east door and proceed east then
south through the archway. If you approach the south doors, trapped with
spikes and razors, Lenore will tell you there's a secret passage bypassing the
doors. If a party member attempts to open these doors, it is likely he will
take damage and be unable to open it. A high-level thief has a better chance,
but it is wiser to follow the secret passage. The door is in the northeastern
corner, pass through and go through the door to the east. Now, through the
door just to the right and follow the narrowing passage to the secret door
that leads into the room on the other side of the trapped doors. Wasn't Lenore
helpful?
Through the archway to the south then east and you come to a door with two
statues who warn the party not to proceed. These are Iron Golems, and the
party may want to attack them now, otherwise they will join in the next fight
just beyond this door. Enter the next room and confront an Undead Durfey, who
attacks his old comrades aided by spectres and the pair of Iron Golems (if you
didn't fight them already). Slay the Undead Durfey to send him to his final
rest, and prepare to face Lord Soth.
East to the hall then north through the door. Save here then cast Resist
Fire, Bless, Prayer, Protection/Evil and anything else in your spellcasters'
books that applies (Haste is a good idea). Through the next door waits Lord
Soth himself, flanked by four more Death Knights and several Iron Golems. If
you concentrate on one or two Death Knights you may be able to take down at
least two of them before they can cast their Fireballs, especially if the
party is Hasted. Once the Fireballs are cast, the fight is mostly a matter of
brute strength, as most magic spells won't do much good.
With Soth down but not out, strike him with the Rod of Omniscience before he
regenerates. If allowed to rise again, he will inform you that he can not be
destroyed while Dargaard Keep stands then attacks again. The rod opens the way
to another dimension and Lord Soth is pulled into the vortex as he calls out
to Kitiara for help. Once he is banished, Lenore reveals herself to be Kitiara
and reaches out for the Rod. She recites an incantation she wrested from Sebas
Astmoor through torture, but Sebas has the last laugh even in death as the Rod
explodes, banishing her to another dimension and transporting the party to the
High Clerist's Tower.
You are led to the Knight's Council by the poor Knight in front of whom you
suddenly appeared. After telling your tale, praise is heaped upon the party
then you are left alone to do as you wish. The land is much tamer now, enemy
encounters are greatly diminished and friendly people wander freely. Now you
can finish any side quests you missed or try "Dave's Challenge," an extra
quest available in the northwest after Soth is defeated.
SIDE QUESTS
This section details locations in the game that aren't essential to the main
story but which provide experience and valuable items. If you're not using a
transferred, well equipped party from CHAMPIONS OF KRYNN, these quests may be
very good for you. If you see a quest listed that has an item you would like
and you think your party can handle the monsters, try it.
CURSED VILLAGE
This small village is located on the piece of land northwest from Vingaard
Keep where the river forks. A meteorite has crashed into the tavern, convert-
ing some of the inhabitants into Undead. Black Mages are holding the village
sorcerer prisoner while an impostor assures the villagers that the meteorite
is harmless. Undead wander the town and nowhere is safe to rest until the
meteorite is destroyed by the real sorcerer. The Area command and coordinate
display are not available here.
Upon entering the village, a boy leads the party to the sorcerer's house in
the southwest corner. The impostor tries to convince you that there is no evil
in the village. The shopkeeper and the herbalist express their concern when
visited. The real sorcerer is being held by High Wizards in a building in the
northeast corner. The High Wizards cast powerful Magic Missiles, cast Hold
Person, Stinking Cloud and Magic Missile spells to defeat them. Once the
village sorcerer is free, he fills you in about the meteorite.
The sorcerer will follow you to the tavern, the large building in the north-
west. Once you defeat the Wights, Wraiths and Spectres, the sorcerer will
destroy the meteorite. The party finds a Ring of Protection +2, a White Mage
scroll and Olin's Quarter Staff. This weapon can stun any enemy for two rounds
or more. After the battle, return to the sorcerer's house to confront the
impostor. This is an easy battle as the High Wizard is surrounded by Fire
Minions who keep damaging him when they flare.
FUN HOUSE
On the east side of the pass between Throtl Keep and Gargath Outpost, in a
little curve of mountain, a Dwarf named Gluten has built a house of riddles
and monsters. He will award treasure to those who can pass through the house
using a combination of brains and brawn. The Area command and coordinate dis-
play are not available here. Resting is completely safe.
After Gluten's introduction, enter the door to the north and go north to the
talking wall, which will ask you a riddle. If the party answers "WATER," it is
teleported to another talking wall, else it must battle Zombie Giants and
Spectres before the next riddle. Answer "HANDS" to teleport to the third
riddling wall, then answer "RING" to the riddle to gain experience. If you
fail the second riddle or after answering the third (correct or not), you are
teleported to fight Wraiths and Spectres.
Exit south from the last room, west then north at the corner. Pass through
the one way door to the west, then south through the next two doors. The party
battles a Lich and Wights and finds a Mace +4. Pass through the secret door in
the southeast, then south, west, north and east to teleport back to the en-
trance. Gluten appears and gives the party a Red Mage Scroll and a Girdle of
Giant Strength, which increases a character's strength to 23 when worn.
FATHER OF TREES
In the south central part of the land, near the bottom of the map, a faerie
forest is dying. The Father of Trees, which is the life force of the forest,
is under attack from within by evil forces. A Faerie Warrior ventured inside
with a wand of tree healing to heal the tree was captured. The party has only
one chance to do this mission, do not approach this area unless you are ready.
No magic will work inside the tree and if the party leaves before rescuing the
Faerie Warrior and recovering the wand, the quest ends and the forest dies.
Once again, the Area command and coordinate display are unavailable.
There are some tough battles in this area, Wights to the southeast, Wraiths
in the center, Whisper Spiders in the southwest, and Wyndlass in the north-
east. However, the only fight necessary to complete this quest is in the far
northwest corner where a High Wizard is using Fire Minions to burn the tree. I
advise the party (especially less experienced characters) to go straight here,
as the other battles are much harder, especially the Wyndlass. The High Wizard
can't cast spells, and the Fire Minions damage him as well you. You release
the Faerie Warrior held here and recover the wand of tree healing. The party
finds a Periapt Proof vs. Poison and Boots of Speed, which double a charac-
ter's movement points and lower his armor class by two while worn! Return to
the entrance to heal the tree and the forest, completing the quest.