Betrayal at Krondor
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Betrayal at Krondor | |
---|---|
Developer(s) | Dynamix |
Publisher(s) | Sierra Entertainment |
Release date(s) | 1993 |
Genre(s) | Role-playing game |
Mode(s) | Single Player |
Platform(s) | MS-DOS |
Media | 3½" floppies (7); later released also on CD-ROM, and as a download |
Betrayal at Krondor is a DOS computer role-playing game developed by Dynamix and published by Sierra Entertainment in 1993. The gameworld of Betrayal at Krondor is derived directly from Midkemia, the fantasy world developed by Raymond E. Feist.
Although neither the dialog nor narrative were written by Feist himself, the game is considered canon in that it has been novelised by Feist as "Krondor : The Betrayal," and events taking place in the game are referred to in subsequent novels in the Riftwar series.
[edit] Technical details and graphics style
The game uses 256-color 320x200 VGA mode. The graphics engine uses textured 3D graphics to draw the terrain and uses sprites for most of the detailed objects. The engine does not support multi-level terrain as such, but obstacles such as hills and mountains are supported. Most shops, inns, temples, special locations, and large cities are done as pictures usable through hotspots. Smaller towns have 3D buildings.
NPC, character and some monster art is based on photographs. Environments are a mix of captured images and hand-drawn. In combat and puzzle screens, all characters are animated, except for movement - characters do not appear to move their legs while walking.
The game models illumination to certain extent: In the overworld, day and night are modelled, and in the dark underground locations, the player needs to use a torch or a light spell to illuminate the surroundings.
[edit] Compatibility with modern systems
The game runs in protected mode, using Borland C++'s Ergo DPMI / RTM DOS extender.[1] It remained quite compatible with Microsoft Windows up to the 9x series. The game also works quite well in DOSBox[2] and VDMSound.
xBaK is an engine recreation project which allows Betrayal at Krondor to be played natively under X Window System, using the original data files.[1]
[edit] Gameplay
Most of the gameplay happens on the 3D view of the game world. Aside of the overworld, there are also various dungeons, caves and sewers to explore. Exploration occurs mainly from a first-person view but switches to a third-person view during combat.
The game has two possible views, the 3D view and the 2D top-down map view, where the player is represented with a triangular marker. In the original game, the map view rotated when the player turned, while the player was always facing north; in patch 1.02 and later, there's an option which allows the map view to stay put while the player direction marker turns around.[3] The overworld is automatically mapped, but other locations are not; they are automatically mapped in the top-down view. The player can also view the full map of Midkemia and see their location.
The player is generally allowed to explore the world how they wish, however, only certain locations are accessible in certain chapters.
It's also possible to camp in the wilderness.
[edit] Riddle chests, graves, and other places of interest
One of the unique features of the game are the moredhel riddle chests. These chests have combination locks with letters on each dial, and a riddle written upon them whose answer will open the chest if spelled out on the lock. The chests typically hold valuable items, and sometimes hints in form of communiques between various NPCs. If no member of the player's party can read the moredhel language, the writing on the chest will appear as gibberish, although it can still be opened by trying each possible combination.
The players can also explore the world by digging up various graves, some of which are disguised equipment caches. There are also abandoned houses, pits, treasure chests, and some other caches of items that can be checked for loot.
[edit] Plot and dialogue
Plot is usually advanced through literary cutscenes. Each chapter begins and ends with a cutscene, consisting of text and dialogue with animations, usually based on location and character artwork.
The player characters meet various NPCs over time. The dialogue is text-based (often with short voice clips as greetings), and each NPC the player can discuss with has their own picture as well. The dialogue is tree-based: in certain cases, the player can choose between various dialogue keywords. This is often used to get information, training, and items, often for a price.
[edit] RPG system and player character development
There are two or three characters in the adventuring party. While the player is able to meet various non-human characters over their journeys - dwarves, elves, and dragons - all but one of the available player characters are human (the exception being Gorath, a dark elf). There are only two classes of characters: Fighters and Magicians. The main difference is that Fighters are able to use swords and crossbows, while magicians can only use a staff as a weapon - the only long-range attacks magicians are capable of are various spells.
The character system is unique. Character statistics are based on numeric attributes. The two key attributes in combat are Health and Stamina. Speed tells how many combat grid squares the character can move. Strength influences the amount of damage the character inflicts in mêlée combat. Spellcasting, swinging one's weapon, and combat damage first use up stamina. Once stamina is depleted, health is used and as it decreases, the character's other abilities (such as weapon accuracy) are affected. When health reaches zero, the character is knocked out and near death, taking a long time to heal. If the entire party's health drops to zero, the party dies.
In addition to the attributes, each character has a set of skills, which are expressed as percentages. The skills can be emphasized, which means they will improve faster, while unemphasized skills improve slower. Skills are generally improved by using them; For example, fixing weapons will improve the Weaponcraft skill, which in turn will make the character more effective at fixing weapons in the future. Some of the skills include weapon accuracy, weapon and armor repair, lockpicking, haggling, barding, and spellcasting accuracy. There are also items which improve the skills permanently (i.e. books and practice lutes) or temporarily (i.e. redweed brew for melee accuracy or truesight tea for crossbow accuracy)
Characters can also acquire various statuses. Characters that are knocked out in combat acquire "Near Death" status, meaning they're extremely ineffective in combat and heal very slowly; if the wounds are properly cared for (using herbal packs or restoratives), they will start healing faster. Healing items are generally moderately effective. If the entire party is near death, the game will end. Improved rate of healing is handled as a status effect as well, as are things like poisonings and drunkenness.
[edit] Magic
Spells are organized into six groups, grouped by a magic symbol. Four groups of spells are combat spells and two groups are non-combat spells.
The spells generally drain the caster's stamina and health. Some spells have variable strength; the player can choose how much energy the spell consumes. Some combat spells also require that the target being within line of sight of the caster.
Spells are learned from scrolls sold in shops or found in various locations throughout the world.
[edit] Items and inventory
The game features a wide variety of items, including equipment, food, treasure, and magical artifacts. Each item also has detailed background information available by right-clicking it.
The inventory management allows transferring items between the party characters. In case of stacks of multiple items, there's also an option to share them all evenly with the party. The game also manages money and keys independently.
Each weapon and type of armor has modifiers affecting its combat effectiveness, such as accuracy, damage, blessing, and racial modifiers. After combat, weapons and armor must be kept in shape with a whetstone or armorer's hammer, respectively, by a character skilled in their use. There are also certain items that augment weapons and armor, such as Silverthorn which is used to poison weapons or crossbow quarrels.
The player characters also have to eat rations every day, or their health starts dropping. They're sold in taverns and can be found on enemies. Some of rations are poisoned or spoiled and will make characters poisoned or sick, respectively, if eaten.
[edit] Combat and traps
Combat takes place on a grid, similar to tactical role-playing games such as Fire Emblem or Final Fantasy Tactics.
In combat there are several options. The player can move to a different location on the grid. If the player can reach the enemy they can attack in the same move. Once next to the enemy the player can attack with their weapon. There are two options: a thrust and a swing. The swing does more damage but has less chance of hitting, depending on the character's melee skill, and uses up one point of health/stamina. If a crossbow is equipped the character can attack from a distance. Magicians may use spells. In combat, the player can also choose to defend, or rest, which regains health and stamina. Finally, it's possible to assess the enemy to get information on them.
The damaged enemies may try to run away, unless the player can cut them down in time or freeze them with a spell. After battle killed enemies remain on the ground in the map, and the player can loot their corpses.
The combat interface is also used in solving magical traps. These traps, which are small puzzles, involve various kinds of hazards, such as fireball throwers, and the player either has to defuse them somehow using the objects provided, or otherwise navigate through. The trap is solved if one character can make it through the trap alive.
[edit] Temples, Stores and Inns
Temples offer variety of services, for example healing and adding magical enchantments to weapons. They also sell a comparatively expensive teleportation service; the player is able to teleport between any two temples or shrines they have visited earlier, the price depending on the distance travelled.
Stores sell and buy various kinds of items. Some of the shops also sell repair services. Inns generally allow the characters to buy food, sleep over night (with improved healing of wounds and fatigue, compared to resting in wilderness), get information, and earn money by trying to entertain people by playing the lute.
[edit] Major Characters and NPCs
[edit] Playable Characters
- Seigneur Locklear
- (Chapters 1, 5, 7) Locklear is the youngest son of the Baron of Land's End, a Seigneur in Prince Arutha's service, and a skilled swordsman decorated for his service at Armengar and Sethanon during the Great Rising. Locklear recently entered the service of a northern Kingdom garrison in order to investigate reports of moredhel activity, where he encounters Gorath shortly after his arrival.
- Owyn Beleforte
- (Chapters 1, 2, 3, 4, 6, 8, 9) Owyn is a nineteen year old magician and the youngest son of the Count of Tiburn. Having wanted to study magic all his life, he was a political embarrassment to his father. A resourceful and crafty boy, Owyn used his part of his father's wealth to travel and study magic in secret. His father eventually discovered what he has been doing and recalled him home. Owyn is traveling through Yabon, where he was visiting his aunt, when he meets Locklear and Gorath.
- Gorath
- (Chapters 1, 2, 3, 4, 6, 8, 9) Gorath is chieftain of the clan Ardanien and Delekhan's rival to the throne in Sar-Sargoth. Gorath thinks Delekhan's plan to invade the Kingdom is madness and betrays the moredhel to warn Prince Arutha of the impending attack, believing it to be the only way to save his people. Gorath also has another reason: he is one of the "returned," a moredhel who has broken away from the Dark Path and attempts to journey to Elvandar to rejoin the eledhel, assuming he isn't killed by his brethren first.
- Seigneur James
- (Chapters 2, 3, 5, 7) Once known as Jimmy the Hand, James is the son of the Upright Man, though he is unaware of his parentage. He was forced to give up his life as a thief in the Mockers when he saved the life of Prince Arutha (Silverthorn), who made him a squire in his court. James eventually rose to the rank of Seigneur, becoming one of Arutha's most trusted and loyal servants. However, he still sometimes wanders among thieves in disguise, often on business for the Crown.
- Patrus
- (Chapters 5, 7) Patrus is the court magician and magical adviser to Baron Gabot in Northwarden. Though he is old, he is still spry and a capable magician. Patrus' knowledge of the spell "Union" allows him to read moredhel, albeit temporarily.
- Pug conDoin
- (Chapters 8, 9) Pug was an orphan who grew up in Crydee. He was apprenticed to Kulgan the magician but initially showed little magical ability until he was captured by the Tsurani during the Riftwar (Magician: Apprentice). Seeing potential in the boy, Tsurani Great Ones trained him in the magic of the Greater Path, which did not previously exist on Midkemia. When he returned to Midkemia, Pug helped the sorcerer Macros the Black end the Riftwar and was adopted into the royal family and given land to start his Academy of Magic at Stardock. Pug is the most powerful magician in Midkemia, having inherited much of Macros' power, and has an adopted daughter Gamina, who has telepathic powers.
[edit] Other Characters
- Arutha conDoin
- Prince Arutha of Krondor is ruler of the Western Realm, younger brother to King Lyam, and half-brother of Duke Martin of Crydee. Arutha proved himself one of the Kingdom's best field commanders during the Riftwar and became Prince after the unexpected deaths of King Rodric, Prince Erland, and Duke Borric. He is a well-loved and capable ruler, albeit a reluctant one.
- Delekhan
- Delekhan is the leader of the moredhel Nations the North. One of the Murmandamus' field generals during the Great Rising (A Darkness at Sethanon), Delekhan believes Murmandamus still lives, imprisoned by Prince Arutha at Sethanon. He has unified his people with the help of magicians known only as "the Six" (later revealed to be Tsurani Great Ones helping Makala) in order to invade the Kingdom, free Murmandamus, and finish what was started a decade before.
- Makala
- Makala is a Great One, a magician from the Tsurani homeworld of Kelewan, who is visiting Prince Arutha's court, ostensibly as a representative of the Emperor of Tsuranuanni. Makala is actually acting independently of the Emperor and the Assembly of Magicians on Kelewan. Believing that Pug hid some weapon of tremendous power which could be used against the Tsurani, Makala set out to investigate what really happened at the battle of Sethanon. He manipulates Delekhan and the moredhel, using their attack as a diversion so that he can enter Sethanon.
- Martin conDoin
- Once known as Martin Longbow, Duke Martin of Crydee is the elder half-brother of King Lyam and Prince Arutha. The illegitimate son of Duke Borric, he was raised and trained by the elves in Elvandar before becoming Huntmaster, and later Duke, of Crydee. One of the best archers among both men and elves, Martin can often be found roaming the forests with his longbow in hand.
- The Oracle of Aal
- The Aal are among the oldest races in the universe and one of the few to survive the Chaos Wars between the Valheru and the gods. The Oracle, last of its dying race, agreed to help Pug and Tomas during the Great Rising ('A Darkness at Sethanon') in exchange for salvation. After the battle of Sethanon, Pug brought the Oracle to Sethanon and had it placed in the body of the golden dragon Ryath, whose mind was drained during a fight with a Dreadlord. The Oracle of Aal now watches over the Lifestone and will send word to the secret garrison near Sethanon if it is disturbed.
- Squire Phillip
- A squire Owyn met at a party in Yabon just prior to the start of the game, Phillip looks about the same age though he is thirty-seven years old. While he appears to be a young noble, Phillip is actually a captain in the army and serves as a courier for the secret garrison near Sethanon.
- Tomas
- Tomas is Prince Consort to Queen Agalaranna of Elvandar and childhood friend of Pug, whom his parents adopted into their home in Crydee. After marrying Aglaranna (Magician: Master) he considers Elvandar to be under his protection and only leaves under the most extreme of circumstances. Tomas is a strange blend of human and Valheru and possesses the powerful abilities and memories of Ashen-Shugar, the ancient entity whose armor he was given by the dying dragon Rhuagh (Magician: Apprentice).
[edit] Locations
[edit] Midkemia
- Cavall Keep
- (Accessible in Chapters 1, 2, 3, 6) Cavall Keep is a small farming town in the Kenting hills. It is currently ruled by Count Geoffrey Corvalis. The keep burned down mysteriously three years ago, preventing access to the caverns underneath, which runs south to the waterfall known as Cavall Run.
- Elvandar
- (Accessible in Chapter 6) The forest city of Elvandar lies to the northwest of Yabon and and is home of the eledhel, the light elves, and is ruled by Queen Aglaranna and Prince Consort Tomas. Though isolated from humans and well protected, Elvandar was attacked by the Tsurani during the Riftwar and there are occasional skirmishes with the moredhel on its northern borders.
- Highcastle
- (Accessible in Chapters 1, 2, 3) The frontier fort town of Highcastle guards the pass between the Kingdom and the Northlands known as Cutter's Gap. Overrun by the moredhel during the Great Rising, Prince Arutha has had the fortifications reinforced in recent years. Highcastle is currently commanded by Baron Baldwin de la Troville and, in his absence, Baron Kevin.
- Krondor
- (Accessible in Chapters 1, 2, 3, 6) Krondor is the capital of the Western Realm of the Kingdom of the Isles and the traditional home of the heir apparent to the throne. It is currently ruled by Prince Arutha and Princess Anita. The sewers under the city are a maze of tunnels known as the Thieves' Highway and are controlled by the Mockers, the thieves' guild of Krondor, and their mysterious leader, the Upright Man.
- LaMut
- (Accessible in Chapters 1, 2, 3, 6) Located in the duchy of Yabon and near the reopened rift to Kelewan, the city of LaMut is ruled by the Earl Kasumi and has a large Tsurani population who settled there after the Riftwar.
- Malac's Cross
- (Accessible in Chapters 1, 2, 3, 6) The city of Malac's Cross is home to the Abbaye Ishap, an ancient temple run by the Abbot Graves. Outside of the city, where the old city once stood, is a statue of a dragon built as a tribute to Malac himself.
- Northwarden
- (Accessible in Chapters 1, 2, 3, 5, 6) The fortress of Northwarden lies on a narrow mountain path overlooking the second of four passes between the Kingdom and the Northlands. Northwarden is currently commanded by Baron Gabot.
- Romney
- (Accessible in Chapters 1, 2, 3, 6) Known as the City of Guilds, Romney is an eastern duchy located on the river Rom. Though ruled by the Duke Romney, various merchants guilds vie for control over the city, leading to the occasional guild war.
- Sarth
- (Accessible in Chapters 1, 2, 3, 6) Located north of Krondor, Sarth is an ancient mountaintop fortress converted into an abbey and library by the Order of Ishap. The vaults have thousands and thousands of books, containing a wealth of knowledge about the history and lore of Midkemia tended to by Brother Anthony and Brother Marc. Beneath the vaults is an old abandoned dwarven emerald mine known as the Mac Bourgalan Dok.
- Sar-Isbandia (Armengar)
- (Accessible in Chapter 4) Located north of the Inclindel Gap, the fortress city of Sar-Isbandia was built atop miles of naphtha tunnels by the glamredhel before they were obliterated by the moredhel. Hundreds of years ago, human exiles settled in the city, renaming it Armengar. During the battle of Armengar, the Armengarians were among Murmandamus' first targets of the Great Rising so Prince Arutha and Guy du Bas Tyra attempted to destroy Murmandamus' army by incinerating the city. Recently, moredhel have moved into the rubble of Armengar and started to rebuild.
- Sar-Sargoth
- (Accessible in Chapter 4) Twin city of Sar-Isbandia, the fortress city of Sar-Sargoth to the north was also built by the glamredhel and taken by the moredhel as their capital. The tunnels beneath the city are home to Delekhan's dungeons.
- Sethanon
- (Surface ruins accessible in Chapters 1, 2, 3, 6, underground ruins only accessible in Chapter 9) Once a minor Barony located in the heart of the Kingdom, Sethanon was completely destroyed during the Great Rising. Built by coincidence above the ruins of the ancient Valheru city containing the Lifestone, King Lyam and Prince Arutha ordered the city abandoned after the Battle of Sethanon as a memorial to those who had died there and stationed a secret garrison nearby to protect the city as a future precaution. Within a hidden chamber in the labyrinth beneath the city lies the Lifestone and its guardian, the dragon Ryath, whose mind contains the Oracle of Aal.
- Silden
- (Accessible in Chapters 1, 2, 3, 6) The fishing town of Silden is a seaport on the Kingdom Sea known for its shady dealings with smugglers and slavers. Located on a nearby island off the coast is the abandoned temple of Eortis, god of the sea.
[edit] Timirianya
- (Accessible in Chapter 8) The desolate world of Timirianya was destroyed by the Valheru and is currently inhabited by Panath-Tiandn, humanoid serpents akin to Pantathians. During the war with the Valheru, the gods of Timirianya repelled the Valheru by crystallizing magic into manna, causing the Valheru to leave when they thought the world's energy was depleted.
- The Temple of Karzeen Mauk
- Once the high temple of the gods of Timirianya, all that remains of the temple are nine pillars, within which the surviving gods have taken refuge. Only Dhatsavan, Lord of Gates, still has enough power left to communicate with visitors.
- The Temple of Dhatsavan
- The ruins of the temple are buried underground and are currently occupied by Panath-Tiandn.
[edit] Plot
Ten years after the events of A Darkness at Sethanon, Seigneur Locklear is serving at a northern Kingdom garrison when he saves Gorath of the Ardanien,[4] a renegade moredhel chieftain, from an assassin. Gorath has betrayed his people to warn Prince Arutha of an invasion planned by Delekhan, leader of the moredhel Nations of the North. Locklear agrees to escort him to Krondor to see the Prince. They are joined by Owyn Beleforte, a young magician from Tiburn.
[edit] Chapter I: Into A Dark Night
The game begins in their camp near LaMut. Owyn is bandaging Gorath's and Locklear's injuries when they are attacked by an assassin. Gorath kills the assassin and the three of them set out south.[5] Along the way, the recover a ruby that was recently stolen from the Tsurani magician Makala in LaMut and kill Nago, one of Delekhan's advisers. When they reach Krondor, they find the palace gates jammed and instead enter through the sewers. Once inside, they meet Prince Arutha and Pug, but another moredhel assassin attempts to kill Gorath and is stopped by Pug.[6]
[edit] Chapter II: Shadow Of The Nighthawks
Gorath informs Arutha that Delekhan is planning to invade the Kingdom, but Arutha does not trust him because he does not know where the attack will occur. Gorath thinks they can find out by intercepting a message from Delekhan's Nighthawk spies in Romney. Arutha arranges for James and Gorath to meet with a group of King Lyam's soldiers in Romney while he musters his army and awaits word of where the attack will occur.[7] James and Gorath meet Owyn as they secretly leave through the sewers and the three of them travel to Romney. But when they reach Romney, they find that someone has poisoned King Lyam's soldiers.
[edit] Chapter III: The Spyglass And The Spider
Nighthawks were responsible for killing the king's soldiers and left two clues behind: an enchanted spyglass and a silver spider. Following the trail of the spyglass and the spider leads the party north to Cavall Keep, home of Owyn's uncle, Count Geoffrey Corvalis, and the enigmatic merchant Navon du Sandau. James, Owyn, and Gorath learn that Navon is the illegitimate son of Corvalis' wife and the leader of the Nighthawks and are forced to kill him. They use his keys to enter the Nighthawks' hideout in the caverns beneath Cavall Keep. Finding Delekhan's plans to attack Northwarden, they realize that Nighthawks may have infiltrated the fortress and decide to split up. James heads north to Northwarden while Owyn and Gorath head south to warn Arutha. Before they can reach Arutha though, Owyn and Gorath are captured by Narab, another of Delekhan's advisers.[8]
[edit] Chapter IV: Marked For Death
Gorath and Owyn are taken north to Sar-Sargoth, where Narab presents them to Delekhan, who is enraged at Narab for ruining their plans. Delekhan interrogates Gorath and Owyn, but is unable to find out anything. Later, Narab magically opens Owyn's cell, allowing Gorath and Owyn escape the city and head south.[9] Along the way, they rescue the moredhel chieftain Obkhar and, with the help of Gorath's ex-wife Cullich, obtain the passwords needed to safely pass south from Delekhan's son, Moraeulf. Gorath and Owyn eventually reach the Inclindel Gap and are escorted them to Arutha's camp by a Kingdom patrol. Arutha is hesitant, but Owyn convinces him they're telling the truth and Arutha readies his army to head to Northwarden. He sends Owyn and Gorath back to Krondor to inform Pug of what is happening in case magic is used during the attack.[10]
[edit] Chapter V: When Rivers Run Blood
James and Locklear arrive at Northwarden and are sent by Baron Gabot to find his magical adviser Patrus. After meeting up with Patrus, the three of them help Duke Martin prepare for the attack by:[11]
- Poisoning moredhel food caches.
- Finding Tamney the Minstrel and returning him to Northwarden.
- Stealing the moredhel battle plans from their headquarters in Raglam.
- Killing six moredhel magicians who have slipped behind Kingdom lines.
The party returns to Northwarden as the moredhel attack, but Nighthawks infiltrate the castle and kill the Baron and his commanders, leaving James in charge. The battle goes badly and they are about to be overrun when Arutha arrives with his army in time to drive off the moredhel.[12]
[edit] Chapter VI: Betrayal
In Krondor, Makala visits Pug and tells him that the Assembly of Magicians considers Gamina to be an abomination and that he has imprisoned her until her fate can be decided. Pug is enraged and vows to find her, burning "The Book Of Macros" into the wall after Makala leaves. When Katala is unable to find him or their daughter, she discovers his message and tells Owyn and Gorath.[13] Following clues about the Book of Macros from Sarth and the Abbaye Ishape in Malac's Cross, Owyn and Gorath head west to Elvandar. Once they arrive, Gorath pledges his allegiance to Queen Aglaranna, becoming one of the eledhel, and Tomas shows them the Book of Macros, a gift from Pug to find him if he ever left the message to do so. Recently injured by a poisoned arrow during a skirmish, Tomas cannot go and sends Owyn and Gorath in his stead. Owyn and Gorath read the book, which teleports them into the unknown.[14]
[edit] Chapter VII: The Long Ride
In Northwarden, the moredhel raiding leader is captured and reveals that they believe Murmandamus is alive and imprisoned at Sethanon. The moredhel have a rift machine that they plan to use to bypass Arutha's army and enter Sethanon. Realizing that the attack was a diversion engineered by Makala, Arutha readies his troops to head to Sethanon and instructs James, Locklear, and Patrus to find and destroy the rift machine.[15] With the help of Duke Martin, Obkhar, and Squire Philip, they find the rift machine and destroy it using a device called a Waani. As the rift collapses, it pulls in everything nearby. James and Locklear grab onto trees, but Patrus is sucked in, killing him. The air flashes purple, signalling the arrival of Spellweavers...[16]
[edit] Chapter VIII: Of Lands Afar
Owyn and Gorath are teleported to Timirianya, where Owyn realizes that he cannot use his magical powers and neither would Pug.[17] They find the ruins of the temple of Karzeen Mauk, where the god Dhatsavan tells Owyn that he enclosed Pug within a protective barrier since he was rendered powerless and asks Owyn to retrieve the Cup of Rlnn Skrr. Owyn and Gorath retrieve the cup and in exchange, Dhatsavan teleports them to Pug.
During his confinement, Pug has figured out that Makala has ascertained the existence of the Lifestone underneath Sethanon. Makala manipulated Delekhan into attacking to occupy Arutha's army and took Gamina to Timirianya to lure Pug away from Midkemia, leaving Makala free to enter Sethanon unopposed.[18] Owyn uses the Cup of Rlnn Skrr to restore Pug's powers and together Pug, Owyn, and Gorath find Gamina encased in a crystal cage within the underground ruins of the Temple of Dhatsavan. Gorath smashes the cage with his sword and, using a special pattern stone Pug has brought, the four of them teleport to Midkemia.[19]
[edit] Chapter IX: Mad Gods Rage
Pug, Owyn, and Gorath appear before James and Locklear in the Dimwood. Pug instructs James and Locklear to wait for Arutha to arrive and inform him that the moredhel will not be using magic because Makala will be waiting for Pug.[20] Pug, Owyn, and Gorath travel to the underground caverns beneath Sethanon and kill the six Tsurani Spellweavers (Great Ones) who magically sealed off the Lifestone Chamber. Makala has incapacitated the dragon guarding the Lifestone so Gorath remains behind to protect it while Pug and Owyn confront Makala. Makala believes that Pug was keeping the Lifestone hidden to use as a weapon and wants it destroyed, but Pug refuses because doing so would disturb the Valheru souls trapped inside. Pug and Owyn engage Makala in a spectacular magic battle and eventually defeat him. Immediately afterwards, Gorath and Delekhan enter the Lifestone chamber, locked in combat. Delekhan reaches for the Lifestone and Gorath tries to stop him. As they struggle over the Lifestone, Pug and Owyn are forced to kill them both with a blast of magic in order to prevent the Valheru trapped within the Lifestone from being released.
Returning above ground to the ruins of Sethanon, Pug creates illusions of Murmandamus and Delekhan, visible to the attacking moredhel. The two illusions are then destroyed by the dragon, showing the moredhel that both their leaders are dead. Moraeulf, who is leading the attack, is killed by Narab, who fulfills his plans to take over leadership of the moredhel now that Delekhan, Moraeulf, Nago, and Gorath are dead. The moredhel withdraw and Owyn is left with Pug, who reveals that since he now knows of the Lifestone's existence, Pug must ensure he stays silent. He suggests that Owyn become one of his students at Stardock and Owyn replies that he's never wanted anything else.[21]
[edit] Development
[edit] Neal Hallford and Feist's influence
Although the game was based on a license of Raymond E. Feist's Midkemian universe, a long held myth was that the text and the story of the game were actually created by Feist himself. In point of fact, Feist was busy writing The King's Buccaneer during the game's production, so the plot, text and new characters for were created by designers Neal Hallford and John Cutter (Hallford is listed first in the story credits of the game followed by Cutter and Feist).[22] Feist did have editorial final say on the game, but most of what Hallford and Cutter created was left as they created it.
[edit] Release history
Betrayal At Krondor was originally released on 3½" disks in 1993. A special CD-ROM edition was later released, which includes Redbook CD-audio versions of the original game's MIDI music tracks, a 5-minute AVI video interview with Raymond E. Feist, and a Windows hint program/package ("Multimedia Viewer" + Krondor hint file). Sierra then re-released the CD-ROM in its budget lineup in the mid-1990s. In the final chapter of the game's history, Sierra offered a free download of Betrayal at Krondor on its website in 1997 to promote the game Betrayal in Antara. Contrary to popular belief, Vivendi Universal Games has stated that the game is not free to be redistributed by others.[23]
(However, the webmaster of the site Sierra Music Central has pointed out that Vivendi's statement is patchy at best [it mentions 'contracts with partners' that 'precludes it from being able to authorize' the download] and doesn't really repudiate the freeware release, given the game is not being sold, etc. Of course, a more cynical view could be taken about Vivendi and lawsuits and anyone trying to offer it as freeware on the Internet, but that's not relevant here.)
[edit] Krondor: The Betrayal
Feist later wrote Krondor: The Betrayal, a novelization of the game and first in a series of new Midkemia books called The Riftwar Legacy. Feist credited Hallford and Cutter as co-authors of the original story for Krondor: the Betrayal, and dedicated the book to both of them.
In regards to the Midkemia canon timeline, the book is set approximately halfway between Darkness at Sethanon and Prince of Blood. The novel, while adding some more twists of the plot, covers the main plot of the game accurately. It ignores most of the sidequests. There are also some very minor differences, such as Owyn's last name being "Belefote" rather than "Beleforte" as in game, and the small towns of Tanneurs and Eggley in game are Tannerus and Eggly in the book. The hardcover edition of the book includes a CD-ROM version of the game, albeit stripped of the CD-audio soundtrack, but still containing the video interview with Feist on his thoughts about the game.
The game is significant in the Midkemian canon in that it first introduced the existence of Lysle Rigger, Jimmy the Hand's long lost twin brother. It also introduced the characters of Abbot Graves and Kat (whose granddaughter would later become known as "Kitty" Graves in Feist's later Serpentwar books.)
[edit] Reception
The game was received well by both the players and the critics.
Finnish computer game magazine Pelit[24] gave the game a 94% verdict, and said "Krondor is as big a revolution in turn-based role playing games as the Underworlds were in 3D role playing games."
[edit] References
- ^ String in krondor.exe: "Borland C++ - Copyright 1991 Borland Intl."
- ^ Harekiet. Betrayal at Krondor DOSBox compatibility report. Retrieved on 2006-11-27.
- ^ README file included with the game
- ^ Locklear's character screen biography
- ^ In-game introduction to Chapter 1.
- ^ In-game ending scene from Chapter 1.
- ^ In-game introduction to Chapter 2.
- ^ In-game ending to Chapter 3.
- ^ In-game introduction to Chapter 4
- ^ In-game ending to Chapter 4
- ^ http://www.hi.is/~eybjorn/krondor/martin.html
- ^ In-game ending to Chapter 5
- ^ In-game introduction to Chapter 6
- ^ In-game ending to Chapter 6
- ^ In-game introduction to Chapter 7.
- ^ In-game ending to Chapter 7.
- ^ In-game introduction to Chapter 8.
- ^ http://www.hi.is/~eybjorn/krondor/chapter8.html
- ^ In-game ending to Chapter 8.
- ^ In-game introduction to Chapter 9.
- ^ In-game ending to Chapter 9 and the game.
- ^ Feist mentions this in the afterword of Krondor: The Betrayal
- ^ Matthews, Matt (September 2004). Liberated Games Forums. liberatedgames.com. Retrieved on 2006-03-03.
- ^ Nirvi, Niko, Ossi Mäntylahti. "Betrayal at Krondor", Pelit, Sanoma Magazines, 1993-05. ISSN 1235-1199. Retrieved on 2007-01-03. (in Finnish) (Note: Web archive is only available for magazine subscribers)
[edit] See also
[edit] External links
- The Betrayal at Krondor Help Web, one of the most complete resources on the game
- Betrayal at Krondor at Mike's RPG Center - lots of information about the game.
- Betrayal at Krondor at MobyGames
- Betrayal at Krondor at Home of the Underdogs
- Homepage of Betrayal at Krondor's writer/designer, Neal Hallford
- XBAK project, native play under X Windows using original files