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Submitted by System on 09/03/2006, 09:50. Print file.
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DEATH KNIGHTS OF KRYNN

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).
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