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Each chapter begins and ends with a cutscene, consisting of text, dialogue, and animations. The storyline is advanced primarily through literary cutscenes. However, "bonus" wordlock chests are typically hidden in areas where the player is not likely to travel unless they are assiduously searching for treasure. Wordlock chests containing essential quest items are relatively easy to find, either located near roads or their locations being disclosed through interaction with NPCs. Gorath, a Moredhel, can read it, and casting the Union spell allows Patrus to do so for short periods of time. The Moredhel alphabet is a character substitution of the A-Z alphabet.


If no member of the player's party can read Moredhel, the writing on the chest will appear untranslated, although it can still be opened by a brute force method of systematically cycling through each tumbler. Wordlock chests can hold valuable items and equipment, as well as quest items essential to completing the game. These chests have combination locks with letters on each dial, and a riddle written upon them whose answer opens the chest. One of the game's unique features is the large assortment of Moredhel wordlock chests, hidden throughout the land. While traveling, the party camps in the wilderness to rest and recover lost health and stamina, provided that there are no enemies in the vicinity.
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Only certain locations are accessible in each chapter, though the player is free to explore anywhere within those boundaries as well as take their time performing quests.
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However, the player is given enormous freedom to explore the world however they wish, with ample opportunity to perform optional sub-quests and enhance their characters' abilities, gain cash, upgrade weapons and armor, and so on.
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The player can also view the full map of Midkemia and see their location.Įach chapter's main plot usually takes place completely within one or two regions of the game world.

The overworld is completely mapped, but other locations are automatically mapped in the top-down view as the player explores them. The game has two possible views, the 3D first-person view and the 2D top-down map view, where the player is represented with a triangular marker. The user interface is mouse-driven, with keyboard hotkeys for each action. Gameplay occurs mainly from a first-person perspective while traveling the overworld, dungeons, and caves, but switches to a third-person view during combat. The party is travelling east along a road. The main interface of Betrayal at Krondor. GOG.com released an emulated version of Betrayal at Krondor for Microsoft Windows in 2010. Its protracted development experienced considerable delay, and the finished product was not nearly as warmly received as Betrayal. PyroTechnix completed a sequel, Return to Krondor, which was released by Sierra in 1998. Events in the game were also written into the Riftwar novels. The game is designed to resemble a book, separated into chapters and narrated in the third-person with a quick-save bookmark feature.Īlthough neither the dialog nor narrative were written by Feist himself, the game is considered canon, having been novelized as Krondor: The Betrayal five years later. Betrayal at Krondor takes place largely in Midkemia, the fantasy world developed by Raymond E. Betrayal at Krondor is an MS-DOS-based role-playing video game developed by Dynamix and released by Sierra On-Line in the summer of 1993.
