A FAQ/Walkthrough to Sierra's amazing freeware RPG game, Betrayal at Krondor. By reading this document, I assume you already know how. What should you know before you play Betrayal at Krondor? BaK is an old and old-school game with a lot of unique and interesting mechanics. I think it still holds up years later, but there are quite a few things worth knowing if you plan to play it for the first time (or even replay it after many years) right now.
One of the best RPGs ever made, Betrayal at Krondor is a classic example of games that get rave reviews yet do poorly in stores (at least until it was re-released on CD-ROM).
Flat 'paper-doll' digitized graphics is just about the only criticism you can level at this classic, which features an excellent plot written by best-selling fantasy author Raymond Feist (who also had considerable input in the design process), memorable characters, cool spellcasting interface, and an abundance of optional sub-quests and riddle chests. Sierra made the game freeware in 1997 to promote their own sequel Betrayal at Antara (which, without Feist' s input, is a pale shadow of its predecessor). Suffice to say that noone can claim to be an old-time RPGer if they have never set foot in Krondor :)
Note: Although the CD version is for sale for only $5 at E CD-ROM shop, it is the cut-down, 'Sierra Classic' version that includes neither the interview with Raymond Feist nor the CD music. It also includes no manual :/ You are therefore advised to either go buy it somewhere else, or download our near-complete CD rip below.
Review By HOTUD
severus2017-08-061 point
Raymond e feist is a legend
Steke2017-06-13-3 points
Hi do I install this?
Jake2014-12-30-11 points DOS version
I was never a big fan of this series, they were OK, just over-rated and over-hyped. That said, worth playing if your a fan of story driven CRPGs.
Grotius2014-02-0610 points DOS version
One of the greatest role-playing games ever designed.
mahnamahna2013-08-290 point DOS version
https://notendur.hi.is/eybjorn/krondor/krondor.html
Beedoo2013-06-230 point DOS version
Oh, wow. I'm excited just looking at the screencaps! I grew up on Betrayal In Antara and have long been curious to play its forerunner. Here's hoping the files run okay. Thank you for uploading this!
Human2012-10-270 point DOS version
You are thinking of BETRAYAL IN ANTARA.
alen2012-09-061 point DOS version
i miss this game so much! awesome! but.. wasn't it published by sierra?
shinyspoongod2012-04-184 points DOS version
Moredhel wordlocks be damned! Long live Jimmy the Hand!
cubiclegnome2011-10-195 points DOS version
One of the finest RPGs ever made.
Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online.
Betrayal at Krondor is available a small price on the following websites, and is no longer abandonware. GoG.com provide the best releases and does not include DRM, please buy from them! You can read our online store guide.
Fellow retro gamers also downloaded these games:
Developed by Dynamix and published by Sierra On-Line back in 1993, Betrayal at Krondor is an ambitious CRPG designed to resemble an interactive fantasy book. Car mechanic workshop garage rental. It is also a game based on a series of novels that are in turn based on a D&D-inspired tabletop RPG. And if you're curious about how a game like this could possibly work without becoming an incoherent mess, you should check out the latest post on The Digital Antiquarian blog that features a detailed retrospective review of Betrayal at Krondor, and briefly mentions its two sequels. Here are a few sample paragraphs:
The biggest appeal of the Midkemia novels, Hallford believed, was indeed the world itself, with its detailed culture and geography and its cast of dozens of well-established characters. It would be better, he thought, to set a brand new story there, one that would let Feist’s many fans meet up with old friends in familiar locales, but that wouldn’t force them to step by rote through a plot they already knew. During the crash course on Midkemia which he’d given himself in the few weeks before starting at Dynamix — like Cutter, he’d come to Feist fandom cold — Hallford had identified a twenty-year “hole” in the chronology where he and Cutter could set a new story: just after A Darkness at Sethanon, the concluding volume in the original Riftwar Cycle that had started the ball rolling. Somewhat to everyone’s surprise, Feist was willing to entrust this young, unproven writer with creating something really new in his world. Betrayal at Krondor was off and running.
Hallford may have come to Midkemia late, but his dogged determination to capture the world exactly as it existed in the novels would come to a large degree to define the project. He calls himself a “born fanboy” by nature. Thus, even though he wasn’t quite of Feist’s hardcore fandom, he had enormous empathy for them. He points back to an experience from his youth: when, as a dedicated Star Trek fan, he started to read the paperback novels based on the television series which Pocket Books published in the 1980s. I read them as well, and can remember that some of them were surprisingly good as novels, at least according to my adolescent sensibilities, while also managing to capture the spirit of the series I saw on television. Others, however… not so much. Hallford points to one disillusioning book in particular, which constantly referred to phasers as “ray guns.” It inculcated in him a sense that any writer who works in a beloved universe owes it to the fans of said universe — even if he’s not really one of them — to be as true to it as is humanly possible.
So, Hallford wrote Betrayal at Krondor with Feist’s fans constantly in mind. He immersed himself in Feist’s works to the point of that he was almost able to become the novelist. The prose he crafted, vivid and effective within its domain, really is virtually indistinguishable from that of its inspiration, whose own involvement was limited to an early in-person meeting and regular phone conversations thereafter. Yet the latter became more rather than less frequent as the project wore on; Feist found his enthusiasm for the game increasing in tandem with his surprise at how earnestly Hallford tried to capture his novels and the extent to which he was managing to succeed with only the most limited coaching. The fan verdict would prove even more telling. To this day, many of them believe that it was Feist himself who scripted Betrayal at Krondor.
But Betrayal of Krondor is notable for more than Neal Hallford’s dedicated fan service. It’s filled to bursting with genuinely original ideas, many of which flew in the face of contemporary fashions in games. Not all of the ideas work — some of them rather pull against one another — but the game’s boldness makes it a bracing study in design.
Following the lead of GUI advocates working with other sorts of software, game designers in the early 1990s were increasingly embracing the gospel of the “mode-less” interface: a single master screen on which everything takes place, as opposed to different displays and interfaces for different play states. (For an excellent example of how a mode-less interface could be implemented in the context of a CRPG, see Origin Systems’s Ultima VII.) Cutter and Hallford, however, pitched this gospel straight into the trash can without a second thought. Betrayal at Krondor has a separate mode for everything.
The closest thing it has to a “home” screen must be the first-person exploration view, which uses 3D graphics technology poached from Dynamix’s flight simulators. But then, you can and probably often will move around from an overhead map view as well. When interesting encounters happen, the screen is given over to text with clickable menus, or to storybook-style illustrated dialog scenes. When you get in a fight, that’s also displayed on a screen of its own; combat is a turn-based affair played on a grid that ends up vaguely resembling the Battle Chess games by Interplay. (Thankfully, it’s also tactically interesting and satisfying.) And then when you come upon a locked chest, you’re dumped into yet another new mode, where you have to work out a word puzzle in order to open it, because why not? All of these modes are accompanied by different styles of graphics: 3D graphics on the main exploration screen, a no-frills Rogue-like display for the overhead movement view, pixel art with the story scenes, digitized real-world actors with the dialog scenes, the sprite-based isometric view that accompanies combat, etc.
A FAQ/Walkthrough to Sierra's amazing freeware RPG game, Betrayal at Krondor. By reading this document, I assume you already know how. What should you know before you play Betrayal at Krondor? BaK is an old and old-school game with a lot of unique and interesting mechanics. I think it still holds up years later, but there are quite a few things worth knowing if you plan to play it for the first time (or even replay it after many years) right now.
One of the best RPGs ever made, Betrayal at Krondor is a classic example of games that get rave reviews yet do poorly in stores (at least until it was re-released on CD-ROM).
Flat 'paper-doll' digitized graphics is just about the only criticism you can level at this classic, which features an excellent plot written by best-selling fantasy author Raymond Feist (who also had considerable input in the design process), memorable characters, cool spellcasting interface, and an abundance of optional sub-quests and riddle chests. Sierra made the game freeware in 1997 to promote their own sequel Betrayal at Antara (which, without Feist' s input, is a pale shadow of its predecessor). Suffice to say that noone can claim to be an old-time RPGer if they have never set foot in Krondor :)
Note: Although the CD version is for sale for only $5 at E CD-ROM shop, it is the cut-down, 'Sierra Classic' version that includes neither the interview with Raymond Feist nor the CD music. It also includes no manual :/ You are therefore advised to either go buy it somewhere else, or download our near-complete CD rip below.
Review By HOTUD
severus2017-08-061 point
Raymond e feist is a legend
Steke2017-06-13-3 points
Hi do I install this?
Jake2014-12-30-11 points DOS version
I was never a big fan of this series, they were OK, just over-rated and over-hyped. That said, worth playing if your a fan of story driven CRPGs.
Grotius2014-02-0610 points DOS version
One of the greatest role-playing games ever designed.
mahnamahna2013-08-290 point DOS version
https://notendur.hi.is/eybjorn/krondor/krondor.html
Beedoo2013-06-230 point DOS version
Oh, wow. I'm excited just looking at the screencaps! I grew up on Betrayal In Antara and have long been curious to play its forerunner. Here's hoping the files run okay. Thank you for uploading this!
Human2012-10-270 point DOS version
You are thinking of BETRAYAL IN ANTARA.
alen2012-09-061 point DOS version
i miss this game so much! awesome! but.. wasn't it published by sierra?
shinyspoongod2012-04-184 points DOS version
Moredhel wordlocks be damned! Long live Jimmy the Hand!
cubiclegnome2011-10-195 points DOS version
One of the finest RPGs ever made.
Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online.
Betrayal at Krondor is available a small price on the following websites, and is no longer abandonware. GoG.com provide the best releases and does not include DRM, please buy from them! You can read our online store guide.
Fellow retro gamers also downloaded these games:
Developed by Dynamix and published by Sierra On-Line back in 1993, Betrayal at Krondor is an ambitious CRPG designed to resemble an interactive fantasy book. Car mechanic workshop garage rental. It is also a game based on a series of novels that are in turn based on a D&D-inspired tabletop RPG. And if you're curious about how a game like this could possibly work without becoming an incoherent mess, you should check out the latest post on The Digital Antiquarian blog that features a detailed retrospective review of Betrayal at Krondor, and briefly mentions its two sequels. Here are a few sample paragraphs:
The biggest appeal of the Midkemia novels, Hallford believed, was indeed the world itself, with its detailed culture and geography and its cast of dozens of well-established characters. It would be better, he thought, to set a brand new story there, one that would let Feist’s many fans meet up with old friends in familiar locales, but that wouldn’t force them to step by rote through a plot they already knew. During the crash course on Midkemia which he’d given himself in the few weeks before starting at Dynamix — like Cutter, he’d come to Feist fandom cold — Hallford had identified a twenty-year “hole” in the chronology where he and Cutter could set a new story: just after A Darkness at Sethanon, the concluding volume in the original Riftwar Cycle that had started the ball rolling. Somewhat to everyone’s surprise, Feist was willing to entrust this young, unproven writer with creating something really new in his world. Betrayal at Krondor was off and running.
Hallford may have come to Midkemia late, but his dogged determination to capture the world exactly as it existed in the novels would come to a large degree to define the project. He calls himself a “born fanboy” by nature. Thus, even though he wasn’t quite of Feist’s hardcore fandom, he had enormous empathy for them. He points back to an experience from his youth: when, as a dedicated Star Trek fan, he started to read the paperback novels based on the television series which Pocket Books published in the 1980s. I read them as well, and can remember that some of them were surprisingly good as novels, at least according to my adolescent sensibilities, while also managing to capture the spirit of the series I saw on television. Others, however… not so much. Hallford points to one disillusioning book in particular, which constantly referred to phasers as “ray guns.” It inculcated in him a sense that any writer who works in a beloved universe owes it to the fans of said universe — even if he’s not really one of them — to be as true to it as is humanly possible.
So, Hallford wrote Betrayal at Krondor with Feist’s fans constantly in mind. He immersed himself in Feist’s works to the point of that he was almost able to become the novelist. The prose he crafted, vivid and effective within its domain, really is virtually indistinguishable from that of its inspiration, whose own involvement was limited to an early in-person meeting and regular phone conversations thereafter. Yet the latter became more rather than less frequent as the project wore on; Feist found his enthusiasm for the game increasing in tandem with his surprise at how earnestly Hallford tried to capture his novels and the extent to which he was managing to succeed with only the most limited coaching. The fan verdict would prove even more telling. To this day, many of them believe that it was Feist himself who scripted Betrayal at Krondor.
But Betrayal of Krondor is notable for more than Neal Hallford’s dedicated fan service. It’s filled to bursting with genuinely original ideas, many of which flew in the face of contemporary fashions in games. Not all of the ideas work — some of them rather pull against one another — but the game’s boldness makes it a bracing study in design.
Following the lead of GUI advocates working with other sorts of software, game designers in the early 1990s were increasingly embracing the gospel of the “mode-less” interface: a single master screen on which everything takes place, as opposed to different displays and interfaces for different play states. (For an excellent example of how a mode-less interface could be implemented in the context of a CRPG, see Origin Systems’s Ultima VII.) Cutter and Hallford, however, pitched this gospel straight into the trash can without a second thought. Betrayal at Krondor has a separate mode for everything.
The closest thing it has to a “home” screen must be the first-person exploration view, which uses 3D graphics technology poached from Dynamix’s flight simulators. But then, you can and probably often will move around from an overhead map view as well. When interesting encounters happen, the screen is given over to text with clickable menus, or to storybook-style illustrated dialog scenes. When you get in a fight, that’s also displayed on a screen of its own; combat is a turn-based affair played on a grid that ends up vaguely resembling the Battle Chess games by Interplay. (Thankfully, it’s also tactically interesting and satisfying.) And then when you come upon a locked chest, you’re dumped into yet another new mode, where you have to work out a word puzzle in order to open it, because why not? All of these modes are accompanied by different styles of graphics: 3D graphics on the main exploration screen, a no-frills Rogue-like display for the overhead movement view, pixel art with the story scenes, digitized real-world actors with the dialog scenes, the sprite-based isometric view that accompanies combat, etc.