This is a fairly straight forward chapter. The object is to get
Aren and William to Panizo so that Aren can study with the Escobar
mage Finch. You start off in the town of Briala. Just as a matter of
course, you should speak with Aren's father Tyre Cordelaine (he is
just in front of the inn) and Laura, who is supposed to be Aren's
future wife (and Aren isn't too happy about that). A good suggestion
for people who are starting off slowly, sleep at Tyre's inn, you won't
be charged for staying there and there is no food used when staying at
an inn. This will get Aren's spell skills up, it takes a while but you
will be able to learn more spells more quickly. Just south of town, as
you are traveling to Aspreza there are some men harassing a woman
(Kaelyn Usher). You must defeat these men in battle and then Kaelyn
will join your group. From there it is just a matter of traveling to
Panizo. The shortest route is the best if you're in a hurry. It is
Briala to Aspreza to Balmestri to Sortiga to Panizo. Once again I will
warn you that you miss out on much of the game this way. When you get
to Panizo, simply click on the Escobar Estates and the chapter will be
This chapter starts getting things more complicated. Your first
order of business is to find the mage Finch so that he may train Aren.
Finch is located directly West of the town of Panizo in a little cleft
in the mountains. Go to Finch and he will tell you that he will teach
Aren if you can find him a cup of Chailan Tea. Go the Peerless
Importers in Midova. Order the tea with the shopkeeper. Sleep in the
inn for a week. Go back to the shop and you will discover that
everything has been stolen including your order of Chailan Tea.
Talking to the merchant leads you to the fact that the tea was taken
by a man named Antoni who owns the City Financiers (also in the same
city). Go to him and he will tell you that if you collect on an old
debt for him that he will give you the tea back. In order to collect
on this debt you must find a mystic named Enkudi. He was last seen in
Montari Territory. This territory is located just to the east of
Sortiga. If you head down to Sortiga and take the road to the east you
will come to a fork. Take the fork to the North. You will meet up with
Enkudi on the road just north of there. He will give you the gems that
Antoni wants back. (Just a side note here, take the quest that Enkudi
offers you, it will give Aren the skill of WATER.) Take the gems back
to Antoni and give them to him.
There seems to be some confusion on how to give items to NPC's so
I will explain it. When you are in the NPC screen (i.e. the background
is meshed out and the NPC is on the screen with the topics in the top
right corner) bring up one of the characters inventory screen. Notice
that in the box where your food and burlas is listed there is a man.
That is the NPC. Drag the gems onto this portrait. Antoni gives you
the Chailan tea. Take this to Finch. Next he will tell you that in
order to teach Aren, William must watch his eggs and he asks you if
you will do that - do not click on anything, a Yes or No option will
come up, it takes a second or two. Click on Yes and Aren will study
with Finch. Finch teaches Aren the following: SELF/ALLY and RESIST
skills, three other spell skills will go up by 5 points each as will
his spell casting skill. After all this, you must get our heroes to
Ticoro. In order to go West, you must cross a bridge, but the one on
the road that is shown on the map is not useable. You must cross at a
bridge which is south of where Finch is located. The bridge is in a
little gap in the mountains, you either have to look for it or
navigate next to the mountains in the overhead map view. Once you
cross the bridge proceed to Ticoro. Once you are in the gates and you
meet up with Raal, Kaelyn's friend, the chapter is over. One hint,
take a look at the Ticoro map in the town section, you must get to the
inn that you can stay at quickly. There are many battles in the
streets of Ticoro and you will need a place to heal. The Henne's
Shadow Inn is the only place to rest in Ticoro.
This chapter is where you finally begin your quest for the
consort which is a part of the main story. First you must go to the
North Gate house (you can get the locations of everything mentioned
here by looking at the Ticoro Town Map). Talk to the Captain of the
Guards. Nothing will come of this, but as you are leaving you mention
to your companions that you saw a hole that hasn't been fixed right
above the room that you were in and that you might be able to listen
in from up there. In order to do this you must get on the Ramparts.
There is, of course, a gate which blocks you from doing this. You need
to get the key. Go to the Keys and Bolts shop and speak to the owner.
He will give you a copy of the key if you can discover who has been
popping his "unpickable" locks all over the city and giving him a bad
It turns out that it was his former apprentice who is responsible
for picking the locks. He is located in the south-east corner of the
town map (after you talk to the owner of the Keys and Bolts). After
talking with him, go back and talk to the owner of the Keys and Bolts
and he will give you a copy of the Rampart Key. Take this to the gate
and open it. Go up and walk along the ramparts until you are above the
gate house. You will see the hole. Click on it and you will discover
that the consort is staying at The Green and White Inn. After you have
discovered this, go to the inn and try to get in. After this (you
can't get in) return to your room and go to sleep. This ends the
chapter. At this point Caverton's guards will burst in and take you
from your room.
This chapter is a long and twisting chapter. It is thus far, the
longest chapter that there is. First, Raal breaks you out of prison
and tells Kaelyn that her father has disappeared and that Raal's pack
leader has a request to make of her. She leaves with Raal. This will
split the part up for the next 3 chapters (you get back together again
at the end of chapter 7). For this chapter, you stay with William and
Aren. Your goal is simple: Get into the Shepard's Headquarters.
Unfortunately you have no idea where to start, you don't even have a
Shepard's Medallion anymore because Lord Caverton's men took the one
you had. So here's what you have to do.
First go north to Isten. There you need to get into the theatre
to meet Maria Liana. In order to do that you need to get tickets to
the theatre as the amphitheatre is all sold out. The tickets are
located in a bead chest just to the south of Isten. If you find this
difficult just beat the Lord in the inn at cards and he will give you
After you get the tickets, go to the theatre. Talk to Maria Liana
and she will tell you that Simon is her son and that he is presently a
Child of Henne and he is stationed in Durst. That is all the info you
need from her. When you get to Durst you will meet a Child of Henne
named Jhana (she is located in the local Temple of Henne). You
discover that Simon was reassigned by the Hand of Henne. This is an
NPC that you met in Ticoro. Head back to Ticoro and you will meet him
at the crossroads at the gate of Ticoro. He will tell you that he
reassigned Simon to the Chapel in Ravenne. Upon going to Ravenne you
will find his house because you are attacked by several imperial
You must defeat them. You will find a letter inside Simon's house
that he has gone to officiate at a wedding in Levosche. When you get
to Levosche, you will find Simon. He tells you the location of the
Shepard's Headquarters (it is located just north of Ticoro by a lake
there). He tells you that you need a Shepard's Medallion to get in. He
buried his in his garden in Ravenne. Go there and double click on the
garden and you will get the Medallion. Take this to the Shepard's
Headquarters and use it to open the door. Look under the quest page to
discover how to open the door using the medallion. Once the door
opens,the chapter ends. One major hint, before you go through that
door, you need to stock up on food and torches if you are going to
explore the caverns, you run low quickly.
For this chapter you trade in William and Aren in for Raal and
Kaelyn. Your objective in this chapter is to find Kaelyn's father and
talk with Raal's Pack Leader. Kaelyn's father is located north of
Darvi in The Waste. When you head up there, you will run into the
pack's leader (just north of Darvi). The pack leader will tell you
that there are Wraith's in the Waste and that there is no way to kill
them (at this point, you should not attempt to fight them as you
cannot kill them). After talking with him, continue north and you will
find Kaelyn's father's house in the Waste. There is a note there
telling you that he is in a cave to the north of the waste. Head to
the north west and you will find the entrance (note, it is easier to
find on the overhead map). Make sure you have torches with you. He is
located in the back of the cave. He tells you that he is a mage and he
came up with a formula that can kill wraiths. You apply it to your
weapons. You can now kill the wraiths. For the next part of this
chapter, you must kill all the wraiths. They are all in the Waste.
After that, go back to Kaelyn's father. That is the end of this
This chapter again returns us to William and Aren. The are inside
the Shepard's Headquarters. The first goal is to find the way out -
difficult because you can't get there until you win the chapter.
First, you must open the word lock chest in the south eastern part of
the cave system. The answer to this chest is Malkere. Inside, you will
find a lantern of sorts. All the way to the east of the cave system
(you should use Spelunker's Star to find your way) is a door with a
series of buttons on it. In order to get the correct code, place the
lantern over the flame and certain buttons will be circled with blue.
Push all of these buttons and the door will open. After that there is
a series of passages which will eventually take you to the leader of
the Shepards. After you speak with him, you discover that the consort
was kidnaped from them. The mage that kidnaped him shows up just as
you are leaving. You must fight this mage and win. She is fairly
powerful, so a good solution is to send William up to her so that she
is in his zone of control (i.e. he is facing her) so that she cannot
cast any spells. Then use Aren to finish her off with a spell or two.
After this, make your way to the secret exit which previously had bars
over it, but the leader opened it when he went to make his escape from
the Imperial Guards which stormed the Headquarters. From this point
you must find the Consort. Start by going to Ganath, and ask about
Kaleth at the Pearl Spittoon (have some Halder's Brew with you, you
can find some in the hole located just outside where you escaped the
Shepard's Headquarters, or buy it in Ligano, or find it in a hut in
Brikal). He will tell you to go see Lokath in Choth. He is located in
front of the inn. As a test for you, he will tell you to deliver
supplies to Birge in Imazi. Go to Birge in Imazi (he is in front of
Lord Garson's House) and he will tell you that they are trying to
overthrow Lord Garson but that they can't get in. Click on the hole
that they started digging and you will come up with the idea for the
Montari to tunnel under the moat.
Go see Chee, the Gold Montari in the Montari cave system located
east of Sortiga. Then go back to Imazi and talk to Birge. He will send
you back to Lokath with a report on your performance. Lokath will then
send you to Kaleth. He is located just outside of town surrounded by
tents (they look like stones). He gives you a potion for swamp walking
and tells you to meet up with his men and get the consort. His men are
located just south of Darvi (and I do mean just south). Give them the
potion and you will find the consort in a cabin that is right there in
the swamp. This ends.
This chapter again returns us to Kaelyn and Raal. This time the
goal is to join up with William and Aren and the Consort. To make life
easy and quick just journey to Durst and take a carriage to Isten. If
you try to walk it you will find out that the bridge is out and it's a
whole hassle to go the long way. Just pay for it and live with it,
money isn't all that important anyway. Before you leave Isten, stop
and pick up a Rope (8) and Oil (5). Then, travel on the road to the
east. At the juncture of the three roads (to Teal, to Durst and to
Isten) you will find William and Aren and the Consort. You have to
come up with a distraction for the mercenaries in the area so that
they can get the consort to Antara. This is how you do it, join the
rope and the oil 5 times. It will create explosive flasks (5 of them).
Go up to the individual mercenary groups (i.e. there are 5 of them)
and use the flasks (i.e.go to the inventory, click on them once and
then click on the hand in the lower right corner) and then click on a
mercenary. When you do that to all 5 groups the way will be clear and
Kaelyn will say so. After that, simply go to the gates of Antara. At
this point the chapter is over.
After the Consort and the Princess are taken by the Wraith, you
are set loose to find the culprit. This part of the journey takes
place in the northeast corner of the map. The goal here is simple, get
to Nathby. You need to find out as much as you can about Gregor. You
start out in Breland. A big hint, go to the store there and buy Fidali
Leaves and Senwater. In Nathby, go to the docks and talk to the
captain of the ship that sank. He sends you to talk to Poul at one of
the inn's there (he's in the Lusty Maiden). He will tell you about a
woman in Beluckre named Misha who runs the local Brothel. She will
tell you about Gregor, only if you get her sencream. At the local
mercantile store they tell you that they are waiting for the
ingredients for the sencream before they can make more. Go to the inn
at Beluckre and buy some fatty meat.
Take this and the Fidali Leaves and Senwater to the merchant.
Give all three items to the man and he will mix you a jar of sencream.
Take this to Misha and she will give you the key to Gregor's room in
Havesly. Next, journey to Havesly. There are several things to do in
Havesly. First, go to the Mantigua Holding Company. There you will
examine Lord Sheffields books. Next, go to the tailor. After that talk
to the lighthouse keeper and then go to the lighthouse where you will
get two interesting letters. After that, go talk to Lord Sheffield.
After you talk to him, go to the inn there. Talk to the bartender and
hand him the key that Misha gave you (again while your talking to him
go to the inventory screen and drag the key onto the man above the
food and burlas). He will let you into Gregor's room. After you read
the information in the book, go back and talk to Lord Sheffield. You
never actually get that far as everyone at the castle has been killed.
Chapter Nine, the last Chapter of BIA, begins with an invasion of
pirates. The pirates have captured Sheffield Manor and they have been
merciless, killing everyone except for the Sheffields themselves, who
are hiding in the locked cellar. Your first task is to find the cellar
key. This is on the top floor in a unlocked, untrapped chest just
south of the northwestern staircase. Return downstairs and use this
key to unlock the portcullis in the northeastern corner. Once
downstairs, locate the Sheffields in the far southeast segment of the
cellar. They will clear up most of the mysteries in the game. After
the events in the cellar come to a head, you must pursue the Sheffield
mage Bryce into his lair in the Wastes. Before you attempt this, rest
fully, and buy plenty of food, torches, and Senwater. You must also
have some rope. Don't be stingy with your money - this is the end of
the game and you can't take it with you. The entry to Bryce's den is
behind Sheffield Manor, in a cave system. Enter the caves,making sure
to save your game in case you forget something you need later.
In the first section of the cavern, you will encounter deep pits
that prevent forward movement. You can shimmy across these by clicking
on them with a length of rope. Pursue this tactic until you find
Bryce's study, which is in the northern part of the caves.
Once in Bryce's study, open the chest you find a corner of the
room. Within is Bryce's diary, complete with details of his diabolical
master plan. The diary also explains the method behind summoning a
Wraith from Etherea. Study this magic, but don't worry about obtaining
any of the ingredients, since they will be provided for you when there
is a need.
Exit Bryce's study through the passage to the north, which
deposits you in the Wastes. Here you will have to face lots of nasty
fire-breathing Hellhounds, which, fortunately, are all cursed with bad
aim. Bryce expects visitors and is laying in wait. You can find an
entrance to his lair in the center of the Wastes, at the north of a
vast canyon. Once in his lair, you will find him to the northeast. The
spell Spelunker's Star will help you enormously here.
Once you locate Bryce, he will set you against some pet
Hellhounds, and then turn on you himself. Bryce and his party are
using a Carluda's Chain, which distributes damage evenly among them.
This is really to your advantage, since it means you don't have to
kill Bryce directly. The key to this battle is to prevent Bryce from
casting his devastating spells. Keep him occupied by attacking him
physically at all times.
When Bryce is vanquished, you have almost completed the game.
Follow the wounded Bryce into his workroom, which is behind the nearby
door. Inside, Bryce will die after a few bitter comments about the
Imperial Shadows. Now you must summon back the Wraith that stole the
souls of the Emperor's daughter and her Consort, and convince it to
Open the chest located in the bottom-left corner of the screen.
Then add the following ingredients to the cauldron in this order:
Senwater (1), Nudberries (1), TrKaa Feather (1), Talicor Dust (1),
Hardening Fluid (1). The spell is then complete and the game is at an
CONGRATULATIONS! YOU HAVE FINISHED BETRAYAL IN ANTARA!