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Machintosh Kingdom: The Far Reaches Cheats, Codes, Hints, Tips and Walkthroughs
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Apprentice mode solution  -  Get the Spell of Release from Daelon. Your character may need to wander until they are available. 

Go to the Barren Rocks and take the left pathway. Use the Spell of Release to get the Crystal of Kaldar. 

Get the Spell of Seeing from Daelon. Go to the Treefolk Forest and get the Wood Elf Staff. Go to the Fairy Circle. Cast a Spell of Seeing, and give the Fairies the Wood Elf Staff. 

Go to the Crystal Castle and use the Crystal of Kaldar on the tigers. Enter the Crystal Castle and go to the back room. Take the Black Mace. 

Exit and go to the Marsh Wastes. Cast a Spell of Seeing and follow the sign to Illes. 

Go to the Shimmering Oasis and then to the Temple of Cindra. Then go to the West Sea Coast and use the Black Mace on the Devil Fish. Go to the East Sea Coast and head toward the Black Keep. 

Use the Crystal of Kaldar to get past the Plague Magician. Enter the main door to the Keep and take the Bloodsword. 

Go to the Valley of the Argent Kings and then to Drakesblood's Palace. Follow the crowns above the door until your character enters the throne room. Use the Blood Sword to slay Drakesblood to complete the quest. 

Wizard mode solution  -  Note: This solution is listed by major location, then by sub-location in partial chronological order. 

Wiegard
Center of Glendoe  -  Listen to the two women. If the blind beggar in the Outskirts of Glendoe has not been healed, do not go to 
The Guildhall. 

Outskirts of Glendoe  -  Use the Spell of Seeing to heal the blind beggar. This will allow access to the Haunted Waterfalls from The 
Guildhall. 

The Guildhall  -  Do not enter until the blind beggar has been healed. 

Haunted Waterfalls  -  If your character arrived from Daelon's Mansion, then nothing happens. If your character arrived from The 
Guildhall, all lives will be restored. If your character arrived from Skylar's Temple, the power of Tide Control will be granted to allow access to the Sea Dwellers' Pavilion. 

Upper Pools  -  The Troglitots will give hints on Tide Control and the Crystal of Kaldar. 

Lower Pools  -  Do not travel here. 

Treefolk Forest  -  Take the Wood Elf Staff from the Wood Elves when they offer it. 

Fairy Circle  -  Use a Spell of Seeing to make the Fairies appear. Give them the Wood Elf Staff (see Treefolk Forest). Do not go 
to the Crystal Castle without the Crystal of Kaldar. 

Crystal Castle  -  Use the Crystal of Kaldar (see Barren Rocks) to defeat the Crystal Tigers. 

Interior of Crystal Castle  -  Selecting the book will display the game credits. Use the Onyx Seal (see Dunespeople Camp Site) to get into the room containing the Black Mace. Once in the room, take the Black Mace. 

Forester's Camp  -  Listen to the woman for clues. 

Huntsman's Crossroads  -  Nordon the Huntsman will greet your character with various clues. 

Barren Rocks  -  Use the Cold Fire (see Marsh Wastes) to defeat the Mist Monsters. Use a Spell of Understanding to read the 
ancient runes on the rock. The path straight ahead leads back to the Outskirts of Glendoe while the path that veers to the left will take your character to the Crystal of Kaldar. 

Crystal of Kaldar  -  Use a Spell of Release on the Crystal and it will come to your character. Use the Crystal of Kaldar to defeat the 
Crystal Tigers at the Crystal Castle and to dispel the Plague Magician. 

Moors  -  Do not travel here. Your character will be wounded. 

Marsh Wastes  -  Use a Spell of Seeing to gain access to the Open Desert and Illes. Until then, your character cannot get into 
Illes without dying. Pick up the Cold Fire on the ground. It is needed to defeat the Mist Monsters at the Barren Rocks. 

Bogs on the Moors  -  Do not travel here. 

Daelon's Mansion  -  Daelon will give your character spells after a sufficient amount of time has passed. A good order to take the 
spells is: Seeing, Release, Understanding, and Travel. The Spell Of Release is used to get the Crystal of Kaldar, and the Spell of Understanding is used to get the Onyx Seal. 

Plague Magician  -  Use the Crystal of Kaldar if the Plague Magician is encountered in the forest. If your character does not have the Crystal he will be wounded. 

Illes
Open Desert  -  Do not stay here too long or your character will die. If a Spell of Seeing has not yet been cast in the Marsh Wastes, the path will not be visible and your character will die immediately. 

Desert Oasis  -  Show the women here the Talisman Scepter (see Temple of Cindra). They will give your character the Enchanted Bow. Do not take the Enchanted Bow until it is offered. 

Shimmering Oasis  -  Do not touch the water here. Your character will be killed. 

Temple of Cindra  -  Do not travel here until your character has the Black Mace (see Crystal Castle). 

Temple of Cindra: Left Door  -  This leads to Torlock's secret hiding place. If your character does not have the Black Mace, he will die. If your character has the Black Mace, use it to send Torlok out of the Temple. 

Temple of Cindra: Front Door  -  If Torlok has not been sent away from his hiding place behind the Left Door of the Temple of Cindra, there will be nothing of value inside the temple. The door on the right will lead to your sacrifice. The priests will give 
your character the Talisman Scepter when he leaves the Temple after it has been freed of Torlok's evil influence. 

Dunespeople Campsite  -  The Dunespeople want to see the Talisman Scepter (see Temple Of Cindra). Since your character will not have it initially, use a Spell of Understanding. This will lead to the Onyx Seal that is used to get the Black Mace in the Crystal Castle. Do not return to the Dunespeople Campsite until your character has the Talisman Scepter. 

Lost Mines  -  Your character will meet Maluki here. 

Maluki's Hut  -  Maluki will offer hints as well as restore full health. 

High Ground  -  Daelon will transmit an image of himself to offer some hints. 

Hills Above Desert  -  The Bridgekeeper wants the Silver Wheat (see Burial Ground of the Argent Kings), the harvest of the Argent 
Kings. 

Skylar's Temple  -  This is the most involved quest of the game, and is timed. First, go to the Haunted Waterfalls to get Tide 
Control. Then go to the Sea Dwellers' Pavilion to get the Golden Chalice. Go back to Drakesblood's Palace to get the Silver Wheat again for the bridgekeeper. Be wary of the Devil Fish on the West Sea Coast unless your character has the Enchanted Bow. The Clock Room teleporter in Drakesblood's Palace may be used to travel quickly if necessary. Once the Golden Chalice is returned 
to Skylar, he will give your character the Hunting Horn. 

West Sea Coast  -  Watch out for the Devil Fish. Use the Enchanted Bow to pass without harm. Use the Black Mace to pass after being wounded. Without either weapon, the Devil Fish will kill your character 

Sea Dwellers' Pavilion  -  Your character can only travel here by using Tide Control (see Haunted Waterfalls, Skylar's Temple). Tide Control is activated by clicking on the Tide Control Rock in the bottom right corner of the screen. The Sea Dwellers will give your character the Golden Chalice to return to Skylar. 

Thieves  -  If thieves steal your character's pouch, remember the current location. Then go to the Dunespeople Campsite where your character will be told to return to the location where the pouch was stolen. Return there to sneak up on the thieves. Use the small rock on them. 

Sand Devils  -  If the Sand Devils appear, quickly use a Spell of Release. 

Plague Magician  -  If the Plague Magician is encountered again in Illes, use the Crystal of Kaldar. Without it, he will kill your 
character. 

Iscar
East Sea Coast  -  Daelon transmits his image and gives hints. 

Black Keep  -  The Crystal of Kaldar is needed to escape from the traps around this location. 

Black Keep: Entrance Path  -  Use the Crystal of Kaldar to defeat the Plague Magician. Otherwise, he will kill your character. When the top of the path is reached, use the Hunting Horn or Crystal of Kaldar to defeat the Lizard Men. Note that the Crystal will be lost if used here and will not be accessible again in the game. 

Black Keep: Left Door  -  Use the Hunting Horn (See Skylar's Temple) to enter this door Once inside, cast a Spell of Understanding to get the Runes of Iscar. This is the last item needed to defeat Drakesblood. 

Black Keep: Main Door  -  This leads to the Blood Sword that is needed to harvest the Silver Wheat and kill Drakesblood. 

Valley of the Argent Kings  -  Use the Orb of Mobus (see Hedge Maze) to get the Pentacle Coins. When given to Drakesblood, they will allow access to the Burial Grounds. 

Temple Ruins  -  The dead sometimes appear to aid the weary traveler. This is also the exit to the Hedge Maze. 

Hedge Maze  -  Use the Enchanted Bow to find the Orb of Mobus. The Bow will disappear used here. Another one may be obtained by returning to the Desert Oasis. The Orb can be obtained by walking through the maze without the using Bow, but it is very difficult and not recommended. 

Drakesblood's Palace  -  The wizards and inhabitants of the palace do not consider your character a threat and will allow him free movement. 

Drakesblood's Palace: Harp Room  -  There are several exits here. Going upstairs will lead to the Princess' Room. The corner doorway will lead to the Clock Room, and the doorway with the crown above it will lead to the Banquet Hall. 

Drakesblood's Palace: Princess' Room  -  The Princess will give advice. The right door leads back to the Harp Room. The middle door leads to the Tapestry Room, and the left door with the crown above it leads to the Banquet Hall. 

Drakesblood's Palace: Banquet Hall  -  Corrupt wizards will offer their snide remarks. The high door leads to the Princess's Room, the smaller lower right door leads back to the Harp Room and the door with the crown above it leads to the Throne Room. 

Drakesblood's Palace: Clock Room  -  This room serves as a teleporter to either the East Sea Coast (right archway) or to Daelon's Mansion (left archway). Note that this is the only way to leave Iscar without passing by the Devil Fish or using a Spell of Travel. 

Drakesblood's Palace: Tapestry Room  -  Use the Orb on the tapestry to get a preview of Kingdom: Shadoan. The door to the left of the tapestry returns to the Harp Room or to the Wizards' Chambers if your character's pouch has been stolen. The other door always leads back to the Harp Room. 

Drakesblood's Palace: Throne Room  -  Your character can leave alive by only two methods. Give the Pentacle Coins to Drakesblood for access to the Burial Ground Of The Argent Kings. The other option is to complete the quest by using the Runes of Iscar, and then the Blood Sword to slay Drakesblood. 

Drakesblood's Palace: Wizards  -  If your character's items were stolen in the palace by the wizards, they can be found by returning to the tapestry room and exiting through the door on the left. Pull the rope when the wizards are sleeping. 

Burial Ground Of The Argent Kings  -  Use the Blood Sword to harvest the Silver Wheat. The only way to reach this location is to bribe Drakesblood in his palace with the Pentacle Coins. 

Unknown  -  Click on the Eye Icon and look at the Map Screen. Look at the various locations available as destinations. If your 
character is in the forested or marshy areas near Glendoe, then he is in Wiegard. If your character is in the southern desert areas, he is in Illes. If your character is in the eastern areas near the Black Keep and Drakesblood's Palace, then he is in Iscar. 
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