Return to Krondor - Part 1 The game is a bit more linear than either Betrayal at Krondor or Betrayal in Antara. All instructions as to direction will be with reference to the screen unless I give instructions to turn right or left at an intersection. The interface jumps around a lot and the camera views and character facings may vary. Save your game often. The bookmark key (F5) saves the game to the bookmark file and F6 restores the game bookmarked. Use this for the fast saves that you do all the time, just in case the game crashes. The other save game is in the Krondor menu, use this for sequential saves at critical plot points. Unless you travel overland, time does not move unless you rest or perform alchemy (which uses time for brewing). You will not be able to rest or perform alchemy until the third chapter. So up until chapter three you will be doing everything at night. Note that when you brew you must rest for at least four hours to brew. Read the manual on alchemy. You are fortunate that several shops remain open day and night to sell and buy things. Return to these areas as soon as your weight gets over 75%. Weight over 75% will impair your performance in battle. Travel: You can use the map to travel instantly in Krondor, in the Evil Temple, and in Haldon Head. Just click on the area of the map that glows and you will jump there instantly. Spend some time using the mouse and the keyboard to move and familiarize yourself with the awkward interface and controls. The roving camera views can only be changed in combat and sometimes indoors by hitting the right and left bracket keys ("[" and "]"). The map views jump uncontrollably from left to right and up and down and this may disorient you if you do not get to know the streets of Krondor. Money: Shops convert your gold into diamonds which are used as for large sums of gold as currency in Krondor. The diamonds are easier to lug around than gold. Large flawless diamonds are worth 1000 gold. Small flawless diamonds are worth 100 gold. This conversion by the merchants lightens your character and lessens the encumbrance from carrying around the heavier gold. Large diamonds weigh one tenth of a pound. Gold coins and small flawless diamonds weigh 1/20th of one pound. Fighting: Concentrate all firepower on one guy and take him down and then move on to the next guy. By killing a potential source of damage quickly, you drastically reduce the damage that can be done to your characters. The flame bolt spell is especially nice in the early parts of the game. In later parts of the game use lightning bolt, conjure sky warrior (one lightning bolt per turn for duration of battle) or chaos storm (chain lightning) Character Development: Skill Advancement Points are exchanged 1:1 in 0-50 points of skill. From 51 to 75 the skill points increase the skill at a rate of two advancement points per two skill points. At very high levels your skills advance even slower. From 76 to 90 the rate is 3 for 1. And from 91 to 100 it is 4: 1. Early on put your skills into the 1:1 area and start spreading them into any desirable skill for each character after that to give maximum effect. Look below to see what are the desirable skills. James: Put all your points into blade, defence, and initiative at first. Later put them into disarm traps and pick locks. James will never need any other skills but blade, defence, initiative, bow, disarm traps and pick locks. Juzhara: Put all your points into 2-Handed weapon, initiative, defence, and her four spell areas (fire, mind, change, and storms). Assessment is used to evaluate or assess items and you will find in the first (chapter 0) two artifacts to artificially enhance assessment to 90 points: rings of assessment and the dagger of hesperon. The dagger has a value of 145 gold so be watchful of this property. Do not use any wands as they all will permanently drain some characteristic of the wielder. There are secret scrolls and secret books of magery which can be purchased for about 10k for the scroll and 5k for the books. Secret books add 20 points to some specific mage skill. Books will add 10 points to some specific mage skill and scrolls will add 5 points. You should save books and scrolls to advance spells in the higher levels, preferably above 75 points, since the book advancement is always ten points. There appears to be some limit to the number of books and scrolls that you can find. You can tell what you have by they cost: secret book of the flame (22500), secret book of the mind (21500), secret book of storms (24500), secret book of change (25000), secret mage book of flames (12500), secret mage book of the mind (13500), secret mage book of storms (15000) secret mage book of change (17500), book of necromancy (25000), secret mage scroll of fire (5000), secret mage scroll or mind (8000), secret mage scroll of storms (8000) and secret mage scroll of change (10,000). William is a straight out fighter who can develop 2-handed, defence and initiative. William does not need any other skills. Make sure William uses 2-handed weapons like swords. Kendaric is a mage and an alchemist. I suggest that you develop Kendaric in the same way as Jazhara except instead of developing assessment develop alchemy. Technically alchemy as a skill need not be developed at all since if you have the equipment and use a recipe you can never fail in brewing potions. You may want to not give Kendaric any alchemy or assessment points, since he joins your group half-way through the game. Solon is a priest and also a wall. He will be very helpful in combat if he just acts as a target for the enemy in his enchanted armor that you can get from the prince's storeroom at the end of chapter 3. With the right armor Solon is very hard to hurt with anything even spells. Solon needs points in blunt, 2-handed, defence, initiative, and his priestly spells (life and diving paths). I used Solon very little for the priestly spells, but it could be a very good powerful use of the items. You can find the holy battlehammer of Onan-ka that can be used once at the beginning of the battle to cast battle hymn before each battle. Chapter Zero: peaceful Krondor, the Capital of Midkemia You play Squire James at the beginning of this chapter. Your task is to greet Juzhara, the new court mage, at the north gate and escort her to the palace gate. Take your time and use it to garner much needed experience to weather the later chapters. Time does not advance in the first three chapters so take your time and get your characters up some levels. Save often and if you die restore and try again. At the start of the chapter go to Ye Bitten Dog sector and take Allnight Amy on the second floor landing in the city up on her offer to come up and see her. You will be mugged. You will awake in a room in the Rainbow Parrot sector. The whisperer will appear and give you an amulet and a 400/400 level dagger if you agree to take the amulet to Selestra, his lost love, up north. Equip the dagger. Return to Ye Bitten Dog sector and Amy's pimp who is lurking at the bottom of the stairs up to her place will attack you as you approach. Dispatch Amy's pimp to get back all your stuff and the pimp's serviceable but not excellent armor. Go to the north gate sector and click on the building to the right of you (to your left and east of the character) on the screen. You enter this area facing north. Bookmark and heal if needed then go to the left again and two street thugs will accost you. Do not go directly north and get Juzhara. If you have Juzhara in your party, you will not be able to do this combat. Always take everything after a combat, you will need the money. If you go further down this street and turn left, you will come to the healing temple. It is at this temple that a small donation will heal all your wounds. This is a good area to get initial experience before moving on, since cheap healing is available close by. You can return here very easily so remember this if you are hurt and you do not want to spend the 250 gold on a healing potion. Once you have Juzhara in your party do not return to the Palace gate. You can travel to the gate using your map, but once at the gate area, DO NOT MOVE. Just click on the door behind the party to access the Palace Provisions shop there. Also to leave the area use your map in the Krondor menu. For now you want to get both Juzhara and James up a level or two. If you walk once you come into the Palace Gate area, an encounter with a small thief will ensue. You can talk to the guard and you will find the thief waiting for you just east of the Palace Provisions shop near the palace wall. The street urchin will tell you about the sweatshops of the false yellow shield. Yusef is using children to make things to sell and Yusef is using the false yellow shield rings to lure the children in. The real yellow shield are very noble and good people who provide shelter, clothing, and food to homeless children. You can find Yusef and his sweat shop in the poor sector of the city. Upon arriving in the poor sector you can click on the door to your right as you arrive or proceed straight down the street and make a right into the first alley there. Talk to the rather large man and then push by him. A fight will ensue. Take his stuff and click on the door behind where the man was standing. The next battle is with Yusef and one of his henchmen. Kill them. Read the papers on Yusef's desk on the first floor and then open the desk drawer, which is locked and trapped. See Picking Locks, An Elementary Primer section below for help in disarming the trap first and then opening the drawer. Clean out the desk. Click on the stairs to go upstairs in to where the children are caged. Kill the two henchmen there and either use Yusef's key from the desk or Yusef or pick the lock to free the children. Do not go back to the palace yet. Stay in the streets and build your character up a level or two. There will be tough fighting to start off the day tomorrow. You cannot rest during this chapter and must rely on healing and spellcasting potions to restore health and mana. Kill and loot bad guys found in the streets and behind doors in the poorer sections of town. Simply open any door you can and a random encounter may or may not start. Don't be concerned if there are not bad guys behind a door, just keep moving throughout the city kicking down doors and take the encounters as they come. Sometimes you have to open three doors for a decent encounter. Save your game or bookmark it before kicking any doors. If you die you can reload the fight and start again. Look for chests and bags of loot even in rooms that are empty. Collect all artifacts and take them to the stores that remain open at night for identification. Keep the good stuff and sell the junk. Palace Provisions in the north side of the Palace Gate area in the east of Krondor buys and sells most things except for metal armor. Lim's Consignment in the Sea Gate Sector in the central west wall of Krondor right next to the sea gate buys and sells metal armor and most things except potions. The Fair Trader in Ye Bitten Dog sector in the middle of the block on the right hand side before you get to the Ye Bitten Dog bar. Avoid selling at Ye Bitten Dog since their prices are lower than the rest of the city, they do not pay as much for the goods you find. Before you go to the palace sell all items that are extra at the stores. I recommend selling the alchemy apparatus that you have and all that you find until after Kendaric joins your group. Kendaric has a full set of alchemy apparatus and pretty good supplies. Kendaric will join your group after chapter 3. The first time you may brew potions is within Chapter 3. Make sure you buy or find some good chain mail armor for William to wear in chapter 1 and 2. There are two magical chainmail shirts that you can find somewhere in the city from the random encounters. The mail of invulnerability is immune to critical hits and has special enchantments that turn most weapons. The Voix chainmail shirt seems to be the better of the two because it gives +50% to strength and gives the wearer special courage. Sell the chainmail leggings of clumsiness and the sleeves of strength, if you find them. These "cursed" armors each give +25% to strength and -50% to agility. Enchanted and magical weapons and armor has the added advantage that it is stronger than regular armor and weapons and never needs repair. Save your game to a new slot and end the chapter by clicking on the gate to the palace. Chapter One: Bear destroys the peacefulness in Krondor This chapter starts with a bang of a fight. You will go to the Rainbow Parrot to find William. When you get there William is in a fight with an axeman, a swordsman and a bowman. William's girlfriend is on the floor in front of the fireplace with a serious wound. William screams for your help and the fight is on. The axeman can do the most damage so take him out first. Get Juzhara to incapacitate the archer, but he is really little more than an annoyance. Search the bad guys and get their loot after the death scene with Talia. Note the plot is developing so listen up for clues. A man named Bear killed Talia. Talia swears vengeance by Kerhouli, the god of Vengeance. Click on the door and the game will take the group, including William who now joins you for two chapters only, to the street in front of the jail, where three archers have the city guard captain and his men pinned down. Two men have fallen to the archers. Equip William with any special chain mail armor or plate which you may have found in your travels during the first chapter, Chapter 0. You have no choice but to rush the archers and storm into the burning jail. Two swordsmen will appear, one out of the second door on the right of the alley and the other will come around the left side of the jail to attack you. Have James and William move quickly up the alley together and engage the archers and swordsmen, while Juzhara lays back and pelts them with spells. Lightning blades should work well. Lightning blades is cast on the caster who now holds a ball of lightning which he/she can hurl at others for several of the ensuing turns. It lasts proportionately with the level of the caster. If you wish you can enter the jail from the back burning corner by going down the alleyway to the right of the soldiers and approaching the archers from the rear. You can also enter the jail through the blazing hole in the back wall and avoid fighting the archers altogether. You need the experience here, so fight the archers either from the rear flank or from the front. The frontal assault is fun, and with William's enchanted armor, he will take no damage from arrows. Heal up with potions and move into the jail. I fast save (bookmark with the F5 key) before kicking in doors so that I can go back outside and prepare for the fight better if needed. Refighting the battle as a feature is great, but going back outside and preparing for the battle is a better option. You can unequip the staff from Juzhara or make sure your characters are healed and armor and weapons are repaired. Then you can kick the door again. There are three guys here. Kill and loot these bad guys. They do not have oil so, if you like, you can guard William and James. Juzhara may do better with a staff here than spells. Spells may be blocked more often. Kick the door to the back room and kill three more bad guys. Return to the captain of the guard and report and he will send you upstairs to clear out the second floor while he secures the first floor. There is a scribe who is tied up on the first room on the second floor. The scribe will not talk until you kill the guys in the next room. Kick the door to the back room. Kill and loot the three guys there. Return and interrogate the scribe. The scribe will tell you about Sullen Michael who supposedly was responsible for the raid. Keep talking until he repeats himself. You will be returning to him after you chase Bear down and investigate Sullen Michael more. Report back to the captain. Go downstairs to the cells and talk to the old man there. Examine the body of Knute, the slain prisoner. Keep talking to the old man or the drunk until he starts repeating himself. Report back to the captain. Immediately, sell the junk you have at one of the stores. Any store will do, but the one on the sea gate will buy the chain armor you picked up in the battles. Go to the north gate sector. Go to the north gate. Just to the east (or right) of the gate when you are facing the gate is the Yellow Shield Orphanage, which is now in flames. You must go inside and save the children. Talk to the people in front of the door to the orphanage until they repeat themselves. Talk to the guard. Click on the door to the orphanage and Judzara will cast the Fire-Eater spell on you. You must select this option from the menu box. Inside the building you must click the lips version of the cursor over the child before the child will leave the building. You somehow get the child to his feet and push him towards the door. (This is a dumb move since you both should be crawling if there is smoke.) As you enter the orphanage with the door behind you on the right side of the screen and in the center just to the right (Jame's left) are two children, approach them and click on them. Be careful in here. If you use the cursor to click to move, you will not avoid the fire when you move and you will be burned for some hit points. Fire eater will save you while it is active, so being quick is more important than being careful. On the other side of the room, facing the door on the left side of the screen) are two more kids. One near the tables and the other closer to the front of the house. In the back to the James' right as he is walking to the back is a bunk room with three more kids. One is on the "left" wall (left is relative to James' as he walks into this back room). In the center of the room is a row of bunks I will call them the center row of bunks. At the wall end of the center row of bunks near the back wall of the room you will find one child. To the right closer to the far back corner of the back room is the third child. Take one last good look around as you exit the burning building. If you have cleared the building of all the kids, you will be congratulated as you exit the burning building. If not go back in and find the one or ones you missed and Juzhara will cast the Fire-Eater again. Talk to everyone who will talk to you before leaving this area. Head over to Ye Bitten Dog sector. If you see a spy standing on Allnight Amy's landing, ignore him. Head down to the other end of the street to Ye Bitten Dog Inn. Fight and kill the three guys who ambush you at the entrance to the bar. As you come in the door, the first table to the right of the door is where Sullen Michael is sitting with two of his pals. (If you are facing the door to the outside of the pub, the table with Sullen Michael is on the left.) Click on any of these three guys to start a conversation. Explore all conversation options with Sullen Michael until you are given a choice to believe him or fight. Believe Sullen Michael, because he is really innocent of this crime. Click on the Nighthawks, two guys clad in dark blue clothing with hoods, and they will tell you to get lost. Sullen Michael tells you that the jail scribe is on the take. Go to the jail in the Rainbow Parrot sector and talk with the scribe again. Explore all conversation options until you are given a choice whether to show mercy or attack and kill him. Show the scribe mercy for more experience points. William will now knock the scribe out, if you don't kill him. Check the scribe's desk for more papers. These papers will show that Knute, the murdered man from the jail, has paid for 3 months rent for a room at Ye Bitten Dog. Return to Ye Bitten Dog and speak to Sullen Michael and then the bartender exploring all options. Bribe the bartender to give you information and the key to the room. (You can just go upstairs to his room and pick the lock and save money.) At the top of the stairs, Knute's room is the second one to James' left on the back wall. Make sure you want to end the chapter before you do the next thing. Go and visit all the stores and sell off any stuff that you have on William that you do not need. This is the last chance you will have to sell off William's stuff. There are no stores where William is going. William will need some of the stuff in chapter four and chapter six. William will have no need for gold and gems. Give him his magic armor for legs, arms and chest, a stout weapon, if he uses the bow, give him bow and arrows, a few health potions and some fire oil would not hurt. After chapter six William will fall in the river and loose everything, armor, weapon, potions, money, the lot. The god of vengeance will be his armor and his sword in the final battle with Bear. Walk down the corridor and click on the door. Kill the three thugs in the room and look for evidence. You will find a key in Knute's room which will lead you to Lucas in the sewers. This chapter is over. Chapter Two: Into the Stinking Sewers Old Lucas is Talia's father. Old Lucas was in with Knute in hiding the treasure from Bear. Old Lucas has a secret storeroom somewhere down in the sewers. Prince Arutha sends you into the sewers to find Lucas and the treasure that is causing so much trouble. Once you are in the sewers you may run into several different groups roaming the sewers. One group of three guys is the mockers and you just want to talk to them. DO NOT attack or provoke a fight. Pump them for information. If you meet the three stupid treasure hunters try to talk with them and they will know nothing. You can kill them for experience or just let them go. Another group is the thugs and they are good to get information from, but you may not want to fight them. Your call. Enter the sewers. Follow the sewer tunnel until you reach the T intersection. If you look quickly you will get a glimpse of one of the sewer monsters. Turn left. Follow the passage until you see a tunnel going off to James' left. Go down this passage and the three treasure hunters should approach you. Talk with them. If these guys seem to be rather stupid treasure hunters and provide little information you may have the option of killing them for experience. Down this passage past a bend is one of the three sewer monsters at the dead end. Kill the monster. Return to the main passage (T-intersection) and turn left. This should take you to the circular spillway. If you get lost wander around a bit and you will eventually get to the circular spillway which has several arched passageways leading off of it. At the spillway, you will be attacked by five Keshan assassins. William and James will flank the assassins who will approach you out of two tunnels. Juzhara should be in the middle of William and James. Have Juzhara throw lightning blade and stay between William and James. Kill the assassins. Get everything. Get the poison knives. These Izmali poison daggers are worth 3000 gold each. You just made 15000 gold on the knives alone. You will also find out from James' and Juzhara's death contract, looks like a scroll, that Bear has hired the Izmali assassins from Kesh to kill you. Bookmark the page. After killing the kesh you may be attacked by some local thugs. You can invoke Prince Arutha's name and they will run off. I fought them for even more experience. But you can restore the earlier bookmark after you save the game and try it both ways. Follow this passage until you reach a Y intersection and turn right. Three guys will approach from the rear. These should be the Mockers. Talk with these guys and do not provoke a fight and you will gain invaluable information. Not fighting gives you more experience than fighting so talk to these guys. The spillway passages are all topped with a very hard to see dark green symbol. Take a moment to look at them. At the circular spillway you can literally walk in circles all day. You cannot get lost here because the next hallway is the only one with the yellow brick flooring. Follow the yellow brick spillway to the end where there is a hole in the wall and a fallen grating. Click on the grating and hole and get a description of the escape route. Turn around and return to the spillway. One passageway to the screen right of the yellow flooring tunnel is a tunnel with a "Z" like symbol over the archway. Take this passageway until the mocker comes out of the niche in the wall on your left. Talk to the mocker until he makes you an offer. If you kill the other two sewer monsters he will allow you to speak with Lucas. Agree to the deal. Exhaust all conversation options. Turn around and go back to the spillway. The tunnel to the right of the mocker's tunnel has a box or rectangle shape with a dot in it capped by a curved line with a straight line coming out of the top of it, like a spiked hat on the rectangle. Go down this passageway. When you reach the T intersection take a left and follow the passage until the end. Click or walk into the apparent dead end of the tunnel to enter the sewer monster lair. Kill the two monsters. Watch out for poison, since the claws are poisoned. Kill both the male and female sewer monsters. In the lair, look directly opposite the stairs for a clutch of eggs. Click and destroy the eggs. You may need to use the "[" and "]" keys to change the view and find the eggs. Return to the spillway by reversing how you came in. Remember to turn right at the T intersection. Go back down the mocker tunnel. Tell the mocker you destroyed the eggs. The mocker will let you pass into the mocker tunnel now. Now is a good time to make sure once more that William only holds items that he will need in chapters four and six. William needs a few fire oils to chuck in the upcoming battles. Bid a fond farewell to William, James and Juzhara will not see him again until the finale to the game. You will not see him until the extremely short chapters four and six, which are purely combat chapters. I recommend you save the game here. Then continue down the mocker tunnel to its end where you will find Lucas and his sleeping mat. Talk to Lucas until there are no more options and he will tell you about the treasure. The chapter ends. Chapter Three: The Sun returns and William leaves us Unfortunately , Arutha gives the treasure back to the temple of Ishap. Arutha gives James and Juzhara the task of recovering the Tear of the Gods artifact which is missing from the Lucas' loot. Arutha sends William north with a small squad of men to pursue and apprehend Bear. This is the first chapter that you can rest and perform alchemy. If you did not sell the equipment, you can brew some potions. The game starts in the day time. Time will not progress unless you rest on your own, so you can brew some greater heal or strong fire oil potions. You can actually rest almost anywhere in the street. You cannot rest inside any buildings. I preferred to go back to the Palace Gate area and rest while in Krondor. Arutha sends you to the Wreckers guild at the Sea Gate on the west side of the city. The guild is just north and across the street from Lim's Consignment, who buys your leather armor treasure. You may remember the woman, Abigail, who tells you to shove off or she will call the guards if you knocked on the big double doors here at night earlier in the game. Talk to the big fat guildsman out front of the entrance. The guildsman will tell you that the guild master was murdered, the second to the guildmaster disappeared and the guild is now being run by Jorath, the third in line from the guild master. Keep talking to the fat guildsman until he talks to you about Old Tom the Sailor who sleeps in the alley east of Wreckers Guild. Go in the front door and a thin guy with a striped sailor shirt will meet you at the door and tell you that Jorath is in the back. He came walking around the front of the stairs so go east along the stairs (take a right when you come in the door to the guild). Jorath is a thin hawklike man of sinister demeanour and looks wearing a slightly austere shirt. Listen to Jorath's tale. Jorath accuses Kendaric of killing the Guildmaster. Exhaust all conversation options. Then ask Jorath if you can search upstairs. Go up the stairs near the entrance to the second floor. The guild master's room is behind the staircase as you reach the top of the stairs. Coming straight ahead from the top of the stairs without turning will take you into Jorath's room. Kendarick's room is to the left of Jorath's when you face Jorath's door. Search all three rooms. The Guildmaster's room has Abigail, the woman housekeeper there. Talk to the woman and exhaust all conversation options. Search the room for items. Jorath's rooms have a lock on the door and one on his desk. Juzhara will suggest that you return this evening to check the desk for papers. Kendaric's room has a drawers in the bed, a desktop, and desk drawer that you should click on. Write down the names of the merchants, all from the merchant quarter, who Kendaric owes money to. The bed drawer has a Shell of Eortis that you will need later to raise the ship in Chapter Ten. The desk has a Picture Puzzle which is similar to a Jigsaw. You click the picture and the puzzle part will open. Then click on the pieces until one jumps up to the picture area. As long as you keep clicking on pieces that add to the puzzle, including pieces that start dropping off the puzzle when you take too much time, the puzzle will continue to be active. If the puzzle dissolves from view and all the puzzle pieces fall off the picture, you need to start over. Once you place all the pieces the picture will stop fading and the drawer will open. I suggest that you look carefully at the pieces that have details in them. Not all the pieces will be in the finished puzzle. The white pieces will end up in the sails so it is logical to start with them. The hull pieces are woodgrained or black and also have some that show the details on the deck and the spars which are quite dark. The pieces that do not go into the puzzle are very grainy and different shades of grey, don't waste your time with these parts. Once the puzzle is complete it disappears and you will see the contents of the drawer. Very similar to the other trapped desk door locks from that point on. This is the only puzzle of this type in the game. Get the ship raising spell from this drawer once opened. Upon leaving talk to the chubby guildsman just outside the door to the Wreckers Guild until he mentions Old Tom. You can go to the merchant sector now and go visit your old friend Aaron who has a weapons shop, with nice weapons and some gossip. Aaron's shop is just next to where you arrive from the map in the Merchant sector. If you go to Gerard's Gem shop, next to Aaron's, Gerard will send you into the sewer to look for his stolen rubies. Click on the hole in the floor of Gerard's shop to enter the sewer after exhausting all communication options with Aaron. When you get into the sewers there is a map near the ladder back up to Gerard's shop. You emerge on the yellow brick pathway that comes from the circular spillway where Bear made his escape in Chapter Two. Following the map gets you where you want to go, but I will also give directions here. You will be attacked by thugs several times on the way to the x on the map. Go south from the ladder and follow the path to the circular spillway. Go to the right (James' left) two passageways on the spillway. Look at the map. When you are approaching where x marks the spot on the map and you will see two more men. You will watch the men. When given the option, DO NOT attack the men, follow them. The men will open a secret passageway in the wall. Make sure your characters are strong for the coming tough fight and save your game. Behind the door are the two thugs and a necromancer. Take out the necromancer as fast as you can. Throw an oil flask or have James hack him to death, but attack him first. Get the stuff in the chest against the wall including a note from Gerard to Bear mentioning his complicity in the plot to eliminate James and Juzhara from Bear's tail. Go back up the ladder to Gerard's shop and confront Gerard. You will have to kill Gerard and his two henchmen. Loot the bodies and leave. All the way down at the end of the street is Morraine's Golden Grimoire. Morraine will buy all the fake rubies, fake and real emeralds and flawed diamonds you have been carrying around. Morraine also has some secret books and secret scrolls to enhance mage abilities. So have enough cash ready or wait until daytime to return to her, after you spend a night raising money to buy stuff here. Save your game before pumping Morraine for information but after you sell and buy stuff in her shop. Otherwise I would not talk too much to Morraine because you may trigger the end of this chapter. If you look around the shop Juzhara will notice a secret panel in a wall and suggest you return after dark to see what it is. Rest or rest and brew some potions for tonight. Strong heal and fire oil would be nice. Rest until nine o'clock and go to the sea gate sector. Upon arriving in this area turn right into Old Tom's alley and proceed to the back. Three nighthawks will be trying to kill Tom. Tom will come from behind the Nighthawks and stand behind you for protection. Kill and loot the Nighthawks. This is a very tough battle and you should consider using a spell or oil flasks to kill the nighthawks. Talk to Tom until he repeats himself. Heal up and sell the junk at Lim's Consignment across the street. Also get some more potions if you need them. Go to Jorath's room in the Wrecker's Guild and open the lock on his desk. There will be documents in the locked desk drawer that incriminate Jorath in the guildmaster's murder. Go into Kendaric's room which is occupied by a necromancer and two nighthawks. Kill the necromancer quickly. Save at least one fire oil, but use one if you have it to spare. You need to take the necromancer down quickly. The papers on the necromancer indicate that Ye Bitten Dog is where the nighthawk base of operations is. You also find out that Bear has hired the Nighthawks to kill James and Judhara. Talk to Old Tom before leaving this area and he will direct you to Ye Bitten Dog. Refuel at the shop across from the Wreckers Guild. Sell all the heavy junk. Go to Ye Bitten Dog. Talk to Lucky Pete, Ye Bitten Dog's bartender. Try to hire the nighthawks, speak slyly, and tell Pete it's for a well-paying job. Pay Pete for his help if needed. Pete will direct you to the back room. Go through the door next to the bar. Go and open the door at the end of the hall. You will find James and Juzhara in a conversation with the two nighthawks with a large table separating them. Attack the nighthawks. If James advances on one nighthawk, the other will attack Juzhara. I had James attack the nighthawk on the left and had Juzhara advance behind James. Another option is to have Juzhara, James, or both toss a fire oil at the one on the right. Loot and scoot the blackbirds. Go through the hall to the left of the door to the Lucky Pete's bedroom and down the stairs for another tough fight with four nighthawks in the basement. There is a door to a corner room in the basement area. On the other side of that door is a level 8 demon and a necromancer. Get your party healed, and supplied and save the game. You can go up the street and sell surplus equipment to The Fair Trader first. If you have sold him any good potions you may want to buy them back now. Enter the room and kill the necromancer. Hitting the demon with lightning bolt may immobilize him. I tossed a fire oil at the necromancer which killed him outright. James killed the demon the very next round with his sword. At this point I had James at level 9 or 10 and Juzhara at level 8 or 9. At any time during the night you can stop to kick in a door and take on some of the random combats in the poorer sections of town. This builds valuable experience and allows you to collect powerful artifacts, armor, and weapons from the bodies of the fallen thieves and assassins who seem to be as numerous as mice in Krondor. Kill them and loot them. Open the chest in the back of the room to the left of where the necromancer is. You may need to use the "[" and "]" keys to change the view so that you can find the chest to click on. The chest contains all the evidence you need to clear Kendaric and convict Jorath. It also contains some powerful magic items including a staff of lightning bolt which can cast two lightning bolts per combat and can be used as a staff in melee combat or defence. Save the game. At this point you can spend the rest of the night training James and Juzhara by travelling the poor section and kicking doors, or you can go straight over to Morraine's Golden Grimoire and end the game. Go to the shops around town and buy stuff and sell stuff. Divest yourself of any junk that you have and you will not need and buy chain lightning, potion recipes to fill up your book, healing potions, fire oil, and magic rings and amulets if you don't already have them. I found two Rings of the Assembly that reduce the casting cost of any spell, a mind ring that casts Hammer of Will one time per round of combat, the storm ring which allows you to cast a lightning bolt once for each combat, the alchemists ring which enhances alchemical ability, two rings of appraisal which add 10 point to assessment each, meaning that with the dagger of Hesperon and both rings I had 100% assessment ability in the wilderness. I also had the amulet of protection, the amulet of the sword, the amulet of the bow, and the amulet of Sung. I also had four or more scrolls of chain lightning. Buy whatever you need before ending this chapter. If you decide to go at night just pick the lock on Morraine's door when the guards are nowhere near you. Save first. then enter the shop and turn left near the shelves. Clicking on the back shelf will give you the "I have found a secret passage message." Clicking on the shelf to your right and to the right of the secret passage will open the secret passage. Save your game to a new slot. Go up the ladder and confront Kendaric. Tell him he is cleared of all charges and ask him to assist you in raising the ship to get the holy artifact. Morraine will convince Kendaric to show a little gratitude and help you. The chapter ends. This solution will be concluded next issue - o -