"Krokotopia is an ancient land of forgotten treasures. In this place, deserts surround the life-giving oasis in the shadow of towering pyramids."
Krokotopia is a desert realm characterized by vast sands, towering pyramids, and a central oasis that sustains life amidst the arid landscape. Originally inhabited by the peaceful Manders, the world underwent a significant transformation when the Kroks arrived. The Manders, extending their hospitality, welcomed the Kroks, who eventually seized control and enslaved their hosts. In response to this tyranny, a faction of Kroks known as the Order of the Fang emerged, creating the Krokonomicon—a powerful tome of Balance magic—to subdue the oppressors and restore harmony. Centuries later, archaeological excavations by Marleybonian explorers inadvertently reawakened the dormant Kroks, reigniting old conflicts and drawing new heroes into the struggle to reclaim Krokotopia's legacy.
Arrival in Krokotopia - The Oasis
Upon arrival, you meet Tinu Bhak'mal, who informs you that Malistaire has been visiting Krokotopia repeatedly, raising the oppressive Tuts from the dead to gain their ancient knowledge.
The Tuts are re-enslaving the peaceful Manders, and you are tasked with stopping them to prevent further oppression.
Royal Hall - Secrets Unearthed
Professor Winthrop discovers an obelisk in the Royal Hall that mentions the Order of the Fang.
After obtaining rubbings from the obelisk, it's revealed that the Order was a secret group of Krok wizards who created the Krokonomicon, a powerful book of Life and Death magic rituals.
Winthrop witnessed Biti Nirini, a Krok leader, stealing an ancient tablet during an attack.
You retrieve the key to Biti's chamber, defeat him, and recover the tablet, learning that the Order used the Krokonomicon to put the Tuts into a deep sleep.
Chamber of Fire - Unearthing the Past
Professor Winthrop suggests seeking his assistant, Malcolm Danforth, in the Chamber of Fire to continue the search for the Order.
Assistant Danforth aids you in assembling two pieces of a keystone required to unlock the Palace of Fire and access a map room that may reveal the Order's location.
Palace of Fire - Clearing the Path
Lieutenant Standish requests your assistance in eliminating the attacking Kroks to secure the path to the Krokonomicon.
To access the Throne Room, you defeat Edo, Nebit, Shai, and Akori Nirini, dispelling the spirit barrier protecting it.
Throne Room of Fire - Seeking the Serpent Staff
You confront Prince Manu Nirini for the Serpent Staff, an artifact needed to reveal the Order's location.
When the staff alone proves insufficient, you retrieve the Eye of Krok from Krokenhamen to complete the necessary tools.
Using both artifacts, the map room reveals that the Order resides on another island, the Krokosphinx.
Entrance Hall - Meeting the Order
In the Entrance Hall, you encounter Alhazred, the leader of the Order of the Fang and Balance school professor.
To earn his trust, he directs you to Shalek the Wise, another Order member.
Shalek sends you to Rami, a Mander who will assist in locating General Khaba, a missing Order member.
Hall of Champions - Restoring the General
Rami informs you that the Tuts are also searching for the Order and that General Khaba will only speak to someone bearing the Seal of the Fang, which was stolen by the evil Tut Nekhbet.
You defeat Nekhbet to recover the seal and gain an audience with General Khaba.
To restore Khaba's strength, you defeat the Soul Scavenger to retrieve his Coin of Destiny and gather materials to reconstruct his sword, using the Frozen Forge after defeating Odji Sokkwi.
With Khaba restored, Shalek informs you that the next ally to find is Khai Amahte the Great, a fearless warrior.
Grand Arena - Proving Your Worth
Ako, a Mander, tells you that Khai Amahte is participating in the Arena, where Manders are prohibited.
To gain entry, you earn the Mark of the Gladiator by defeating the Wild Sunbird, Krag Stonechin, Bort Malletmane, and Itennu Sokkwi.
After proving yourself, you challenge and defeat Khai Amahte, who then rallies his fellow gladiators to join the cause.
Vault of Ice - Securing the Golden Fang
Shalek reveals the location of the Golden Fang, a powerful artifact.
You defeat the Keeper of the Fang, the Defender, the Guardian, and the Protector to obtain it before the Tuts can.
Shalek explains that the Great Sleep was initiated because the Krokonomicon had been stolen, with its last known possessor being Krokhotep, hiding in the Emperor's Retreat.
Emperor's Retreat - Confronting Krokhotep
You defeat Prince Suten Sokkwi, Prince Kebi Sokkwi, Overseer Paniwi, and the Sokkwi Keymaster to reach Krokhotep.
Upon defeating Krokhotep, you discover a Golden Scarab and learn that a member of the Order gave the Krokonomicon to Queen Krokopatra.
Alhazred presents you with another Golden Scarab, signifying your entry into the Order.
Well of Spirits - Gathering the Cipher
Hetch Al'Dim, a Mander working with summoning stones, assists you in entering the tomb.
Inside, the ghost of Krokhotep seeks redemption and guides you to obtain a two-part Cipher by defeating King Uro Ahnic and King Shemet Djeserit.
Karanahn Barracks - Unlocking the Path
Using the cipher, you unlock the Barracks and defeat the four princes: Mkhai, Meti, Ati, and Aka.
Temple of Storms - Final Confrontation
You enter the Temple of Storms with guidance from the Temple Gatekeeper, completing the Test of Strength by defeating Tempestra, Soulsapper, and the Son of Storms, and the Test of Aptitude to access the Inner Sanctum.
Inside, you defeat Krokopatra, who reveals that she sealed the Krokonomicon in the Sarcophagus of the Souls, which has already been taken to Marleybone, though not by Malistaire.