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| D R A G O N F I R E |
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An FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
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Table of Contents
1. Introduction
2. The Story So Far
3. Getting Started
3A. The Classes
3B. Importing a Hero
3C. Character Statistics
3D. Magic Spells and Paladin Abilities
3E. Surviving in this Crazy World
4. Kingdom of Silmaria
4A. Points of Interest
4B. Characters
4C. Monsters
4D. Items
5. Fighter Walkthrough
6. Wizard Walkthrough
7. Thief Walkthrough
8. Paladin Walkthrough
9. The Whole Story and Epilogue
10. Miscellany
10A. FAQ
10B. Guide to Courting the Ladies
10C. Point List
10D. Frequently Missed Points
10E. Ways to Die
10F. Conversation Trees
11. Standard Guide Stuff
11A. Legal
11B. E-mail Guidelines
11C. Credits
11D. Version Updates
11E. The Final Word
Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy about the
series. The greatest thing about the series is the well-done connection
between RPG and the classic Sierra graphic adventure. Unlike most other of
Sierra's adventures, the Quest for Glory series has more non-linear elements.
The combat, the spells, the loot, and the silly puns and jokes all make for a
great adventure.
This is the fifth and final game in the series. The Hero must enter the Rites
of Rulership in the Kingdom of Marete and find out what's behind the murder of
the King of Silmaria. In the process, he may become King himself, and may
even decide to settle down.
This game has a special place in my heart. I know it's not the best as far
as game structure and compared to other titles of its day, but it puts
together the entire series, and is great for its fans.
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2. THE STORY SO FAR
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In the beginning of his adventure, our hero (you) left his hometown to make a
name for himself as a true hero. He went to Spielburg, a valley that had
been cursed for many years. The Baron tried to drive away the Ogress, Baba
Yaga, but she cursed him instead, and he lost his son and daughter. The
realm was overrun with brigands and monsters, and the Baron locked himself
away in his castle.
Although a dangerous land, the Hero made many friends. He made acquaintanes
of the Katta innkeepers, Shameen and Shema, and their merchant friend,
Abdulla Doo. He also met such people as Zara, the owner of the Magic Shop,
the Wizard Erasmus and his rat-like familiar Fenrus, not to mention the Dryad
who protected the woods, and the particularly nasty seller of information,
Bruno. He also went to many interesting places, including cliffs with strange
plant-life, to the majestic Flying Falls, to the meadow known as Erana's
Peace. He first learned of the great Archmage Erana there, and, even though
he was told the meadow was her final resting place, he found no evidence to
prove that.
But being a hero's more than making friends and influencing people, the Hero
set to work. He explored a cave and found a Kobold Magic User. Taking the
Kobold's key, he freed an enchanted bear, who turned out to be the Baron of
Spielburg's lost son, Barnard. This was the first stepping stone. By spying
on Bruno and another brigand's plot to overthrow their leader, the Hero found
a way into the fortress of the brigands. Passing by a great Minotaur, Toro,
the Hero invaded the fortress, snuck his way to the leader's room, and
dispelled the enchantment on her. The leader was, in reality, the Baron's
daughter, Elsa. After leaving the fortress, the Hero made a final visit to
the Ogress, Baba Yaga. Using a Magic Mirror against her, he reflected back
her own evil magic and forced her to flee the land.
After freeing Spielburg from the curse, our Hero traveled to the desert realm
of Shapeir, with the Kattas and Abdulla Doo. The Emir of Raseir had
disappeared a year ago, and a portent of evil hung over the entire realm.
The Hero met many new friends here, as well, including the Liontaur Paladin,
Rakeesh, the warrior woman, Uhura, and the Enchantress Aziza. Performing as
only a Hero can, he saved the city from the ravages of the Elementals, and
freed the spirit of the tree healer, Julanar.
After saving the city of Shapeir, he traveled to Raseir, where he made the
acquaintances of Senor Ferrari and Ugarte, who ran the illegal activities in
town. He eventually was captured and hypnotized by the evil Wizard, Ad Avis,
and taken to the Forbidden City, to obtain the Statue of Iblis, which Ad Avis
intended to use to take over the world. After escaping the tomb with the
help of a Djinni, the Hero assaulted the Palace and knocked Ad Avis off the
balcony of the Ritual Chamber. For his actions, the Hero was adopted by the
Sultan Harun al-Rashid, and became the Prince of Shapeir.
A few months after his victory in Raseir, Rakeesh's wife, Kreesha, called him
back to his homeland of Tarna. There was talk off war between two native
tribes. Rakeesh brought the Prince of Shapeir and Uhura to Tarna. The Hero
found more friends in Tarna, including Salim the Apothecary, Yesufu the
Simbani Warrior, and Johari the Leopardwoman.The Hero brought peace between
the two tribes by returning their sacred artifacts, and traveled to the Lost
City of Eastern Fricana to put an end to the Demons that caused the war.
After defeating them, the Hero was summoned away by dark magic.
He was summoned to the land of Mordavia. He turned up in a very odd cave.
Upon escaping it, he met a peasant girl named Katrina who seemed interested
in him. That was the only friendly person, however. He quickly learned that
Mordavia wasn't all that taken to Heroes. He had to establish himself from
the ground up. He learned of the darkness upon Mordavia, how the Dark Master
supposedly ruled the land from Castle Borgov, how Baba Yaga had made this
valley her summer home, how a swamp had cut off the valley from the outside
world, and how the Dark One had an influence on this land, which tied into the
history of the Archmage Erana.
He established his reputation through acts great and small. He saved a
gravedigger from his own clumsiness, a gypsy from being burned at the stake,
and a young daughter from life as a Nosferatu. Soon, he became a puppet in a
much greater game. He learned that Ad Avis existed in unlife as a Vampire,
serving the Dark Master who turned out be Katrina. He was forced to perform
the foul rituals that would summon the Dark One and bring the Shadow of
Darkness on the land. At the pinnacle of the summoning, Ad Avis attacked the
Hero. Katrina, who had grown fond of the Hero, sacrificed herself for him.
The Hero used Erana's own Staff to destroy Ad Avis once and for all and free
the imprisoned spirit of Erana from the clutches of the Dark One, who drove
it back to its own dimension, allowing her to pass into her rest.
And now, Erasmus and Fenris are summoning you to the city of Silmaria to
solve the mystery of who murdered their King.
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3. GETTING STARTED
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=================
3A. The Classes =
=================
Once you start a new game, you'll have the choice of picking one of the
game's three classes. Any class can easily complete the game, of course, but
some have harder times at survival than others.
---
The Fighter
Your strength and skill in combat are legendary. You are skilled with many
types of weapons, and can take a lickin' and keep on tickin'. Your strategic
abilities are great, and you are well-renknowed as one of the world's most
foremost combatants.
The Fighter is the most straight-forward class. He speaks mostly through his
blade, and his diplomacy is through his muscles. Choose the Fighter if you
have a thirst for the blood of the enemy.
You start the quest with a Sword, a Shield, Chainmail Armor, five rations of
Fruit, a Tinderbox, and 200 drachmas.
---
The Wizard
You are one of the greats, almost qualifying for full Wizard status. You
could have been a great scholar at the Wizards' Institute of Technocery, but
you turned that down. After all, what good is magic if you don't use it?
And with the gift, you're no slouch at all. You've mastered a great number
of spells dealing both with and without combat. Your adversaries know to
stay away from you for fear of being turned into a smoking crater.
Choose the Wizard in order to master the skills of the great ones. The
Wizard often uses his magic to solve problems and open new opportunities.
You start the quest with a Dagger, five rations of Fruit, a Tinderbox, and
200 drachmas.
---
The Thief
A world-renowned Master Thief, very few don't know of your exploits and learn
to hide their valuables better. Your friends of the underworld count
themselves lucky to find your favor, and your adversaries know to stay out of
your way.
The Thief is a man of accomplishing tasks in an indirect fashion. Silmaria's
got a nice active Thieves' Guild. Most of the thieving opportunities are
sealed up tightly, though. This isn't to say your skills will go to waste,
of course.
You start the quest with a Dagger, Leather Armor, a Thieves' Tool Kit, five
rations of Fruit, a Tinderbox, and 200 drachmas.
---
Once you select your class, you'll have the opportunity to name him, and
adjust his base statistics. You have a pool of 150 points, which you can
distribute to your skills in any amount you wish.
If you want to add points to a skill that your class doesn't normally have,
you can do so, but you'll have to spend a hundred points for that one skill
to get it up to 100. In this manner, you can give yourself a skill you could
not normally have.
Speaking of creating hybrids, I personally don't like it, for every class can
reach 1000 Puzzle Points, and if you want to do particular acts, just use
that class. Of course, if you like being able to cast spells while sneaking
around in houses you've broken into, go right ahead.
If you give a Fighter or Thief Magic, you'll start with Zap, Detect, Calm,
Flame Dart, Force Bolt, Lightning Ball, Protection, Aura, and Frost Bite, all
at a skill of 200.
======================
3B. Importing a Hero =
======================
Another one of Quest for Glory's charms is the ability to carry your hero
over from previous adventures. Click on Import Character when you start the
game and you'll be allowed to pull a character from a disk from any of the
four previous Quest for Glory games. First, make sure you put your saved
game file in the QfG5 Imports folder.
You'll be installed in the new quest much the same as you left yourself from
your previous adventure. All your stats will be the same as you left them,
rounded to the nearest ten, except for the fact that 100 points will be added
to all skills that you have for every game you go back. So, if you import a
character from QfG3, you'll have 100 points added to every skill, 200 for
QfG2, and 300 for QfG1. If, even after that, your stats are below the
starting amount for a new character, it will be increased to that amount.
Happily, you'll still be given the 150 point pool to use as you like.
If you're missing spells when you import, you'll be given all of the old
spells.
There's no inventory carried into Silmaria. All characters start with the
same stuff regardless of whether or not you imported.
When you import, you'll also have the option of changing your class before
you start, but it's not worth it, since all you'll really keep is the name,
and your skills are automatically changed to the base amounts of the new
class, with no points for any classes you did have but wouldn't in the new
class.
---
The Paladin
This class is not accessible for creating a character. You must have earned
it during Quest for Glory 2 or 3, (check my respective guides for how to earn
the right), and imported your Paladin.
As the most honorable Paladin, you'll be much like a Fighter, but you'll also
have some special abilities. These will be described in the Spells section.
Also, in this game, there are certain tasks that ONLY the Paladin can
perform, so it's worth your time to explore this "hidden" character.
Paladins start with a Paladin Sword, a Magic Shield, Chainmail Armor, five
rations of Fruit, a Tinderbox, and 200 drachmas.
==========================
3C. Character Statistics =
==========================
On your Character Screen, you can observe how your stats change. Here are
all the stats and how to increase them. Almost every stat maxes out at 500.
The developers decide to modify the stat maxes for this game. Whereas, in
previous games, the Fighter, could be as smart or as strong as a Wizard, now
certain classes can push stats to 550.
The Fighter has boosted stats of Strength and Offense.
The Wizard has boosted stats of Intelligence and Magic.
The Thief has boosted stats of Agility and Stealth.
The Paladin has boosted stats of Vitality and Honor.
Also, be aware that some weapons, armor, and charms adjust your stats when
you equip them.
---
Attributes (Basic Stuff) -
Strength: Your physical prowess, Strength determines how hard you can hit, how
well you can muscle your way through things, and how much you can carry.
Strength is the most useful for the Fighter, since he spends most of his time
using his muscles. Strength also determines how many Health Points you have.
- You can increase Strength through physical exercise and through combat
(particularly by striking).
Intelligence: Your mental prowess. Intelligence is most useful for Wizards.
Not only does it determine how effective spells are, but also factors
directly to Mana Points.
- You can increase Intelligence by casting spells, learning things, solving
puzzles, or making good moves in combat (i.e. successfully blocking an attack
and counterstriking).
Agility: This is a measure of how well you can move. A good Agility means
you can duck, dodge, and hide better. Thieves need top-notch Agility to
perform their myriad skills. Agility also factors towards Stamina Points.
- You can increase Agility by performing some of the Thief skills (Climbing,
Lockpicking, Stealth), or through combat.
Vitality: Although most useful for Fighters, Vitality is good for everyone to
have. This measures your ability to take damage well. Vitality factors
directly to your Health Points and Stamina Points as well.
- You can increase Vitality through most any physical action,
particularly by taking damage in combat.
Luck: A very mysterious skill, Luck factors into a lot of things, and is most
useful to the Thief. I'd imagine Luck is drawn against when performing a
skill that has a chance of failing, as well as random stuff like monster
encounters.
- Increasing Luck is not very well understood. In this game, Luck seems to go
up with most any action you perform. It's pretty slow in this game, though.
---
Skills (Specific Stuff) -
Offense: Everyone has this skill, since everyone has a weapon. This is the
skill of sticking your pointy object into the other guy. A high Offense
factors towards damage caused and successful strikes. This skill used to be
Weapon Use in the other games.
- Increase Offense by attacking. You don't even have to be aiming at anyone.
Defense: Everyone has this skill, and it used to be split into Parry and
Dodge. Now, since dodging is really tough in this game, this skill is
mostly derived from your blocking ability, which everyone can do if they
have a weapon.
- Increase Defense by successfully blocking enemy attacks.
Stealth: An essential Thief Skill. No people want their houses robbed by
someone who bangs around like a drunk Moose. Having Stealth activates the
"Sneak" ability, which makes you much less noticable to baddies or the
occasional law officer.
- Increase Stealth by having Sneak active. Just Sneak everywhere and you'll
max it out eventually. It'll all go faster if you equip an item that
decreases Stealth, like Chainmail Armor.
Lockpicking: To get into realms of fabulous cash and prizes, you'll need to
open door number 1, and your Thief's Tool Kit helps, but you need the skill
to use it.
- Increase Lockpicking by doing so. One place you can do this is on the
other doors in the Inn (you don't even have to worry about Ann watching
you). Just keep picking them and you'll boost the skill.
Throwing: Useful for both Fighters and Thieves, a good Throwing skill can peg
a monster with a few extra rocks, daggers, or spears before they get close
enough to hit you. Throwing can also be used to hit or knock off things
that are far off.
- Increasing Throwing can come from throwing rocks, daggers, or spears. A
good place to do this is on the target just outside the West Gate.
Climbing: Originally a Thief Skill, the Fighter/Paladin also learned it last
adventure. This is your ability to shimmy up ropes, walls, and trees.
- Increase Climbing by, naturally, climbing. Best place to do this is on a
palm tree in the city.
Acrobatics: This skill denotes your ability to twist, flip, and contort your
body with a natural flair that can impress the ladies and fool your enemies.
- Increase Acrobatics by kicking (the G key) repeatedly. Soon, you'll start
doing fancy spinning kicks. It'll go faster if you equip armor that drops
your Acrobatics, like a Shield.
Magic: The Wizard's skill at manipulating reality. Not much else to say
about this, generally. More will be said in the Spells section about each
individual spell's effectiveness.
- Increase Magic by casting, casting, and casting some more. It'll go faster
if you equip armor that drops your Magic skill.
Swimming: A useful skill when on an island. You didn't know your Hero
couldn't swim, eh? Dropping points into this is pretty useless at the
beginning, since you can get 100 from reading a Swim Manual.
- Increase Swimming by swimming around underwater. It's much easier after
you get the Waterbreathing Amulet.
Pickpocketing: You won't be able to assign points to this skill at the
beginning. You'll have to learn it in game. This is the skill of relieving
people of their hard-earned cash. You need to buy the Pickpocket Knife to
be able to use the skill, of course.
- Increase Pickpocketing by practicing on the dummy or doing some actual
fieldwork. You can even increase the skill by "restealing" peoples' purses,
even if they don't have any. Just don't get caught.
Honor: This is the measure of the good deeds one does throughout his quest.
This is a skill which started in Quest for Glory II. A high Honor is a
measure of a true hero, and helps towards Paladins and their skill. Also,
the old Communication skill was removed and applied to this skill. A higher
Honor means you can bargain better. By the way, Honor can never have points
assigned to it in the opening.
- Increase Honor by doing honorable actions. Many specific quest actions
will increase honor, and more simple actions such as giving coins to Salla,
or Flowers to many ladies. Honor is decreased by performing Thief-like
actions (stealing and the like).
---
General Health Points -
Health Points: If you hit 0, you die. Pretty simple. The maximum amount of
Health you have is determined by adding two-thirds of your Vitality to
one-third of your Strength. So, if you have a Strength of 30 and a Vitality
of 60, your Health Point max is 50.
Stamina Points: This is your measure of stamina for performing strenuous
acts, such as fighting, casting spells, running, throwing, climbing, etc.
Your max Stamina is determined by adding one-half of your Agility to
one-half of your Vitality.
Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-thirds of
your Magic Skill to one-third of your Intelligence. Naturally, if your
Magic Skill is zero, your Mana Points will also be zero, no matter how high
your Intelligence.
---
Scores -
Puzzle Points: Much like most other Sierra games, you get points for doing
special acts. The max is 1000, and every class has its own special way of
reaching that high. In the Miscellany section, there's a Point List, and
you can always observe your progress in the Score section.
Experience: The old experience is back. Basically, any kind of act will
boost the old exp. Doesn't mean a thing. It's just another measure of
scoring.
Total Score: This is just the sum of the Experience and Puzzle Points.
========================================
3D. Magic Spells and Paladin Abilities =
========================================
While so many games give you a billion offensive spells to eviscerate your
enemies, Quest for Glory take a different approach. Sure, the magic users of
other games can lay waste to any bad guy, but what happens if they misplace
their keys, or if they need to reach the book at the top of the shelf? This
is why Quest for Glory makes the Wizard skilled in a bunch of all-around
magic.
Each spell can be built up to 500 in skill by casting it repeatedly.
---
Older Spells (Spells in previous games):
"Open"
MP: 6
Found: Wizards begins with it.
Icon: Lock
Description: Open is useful for unlocking simple locks and opening doors.
Use it when you want to hang back from the thing you open, such as a trapped
treasure chest.
"Detect Magic"
MP: 5
Found: Any class with Magic begins with it.
Icon: Roving eye in a triangle
Description: This is a very general spell, and is used to detect any existing
magical auras in the immediate area. This is the only spell that'll work in
an area protected from magic.
"Trigger"
MP: 10
Found: Wizards begin with it.
Icon: Crosshatch with a small explosion in the middle
Description: This lovely little spell can be used to set off any magical
spells in the immediate area. It can make invisible things visible,
activate teleport spells, or set off magical traps while the caster is still
at a safe distance. Pretty handy.
"Dazzle"
MP: 15
Found: Wizards begin with it.
Available from the Magic Shop for 200d
Icon: A set of pearly-white teeth flashing their smile
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only works,
naturally, if the creature HAS eyes. Having more skill in this spell will
cause monsters to be delayed for longer. It doesn't last as long as Calm.
"Zap"
MP: 10
Found: Any class with Magic begins with it.
Available from the Magic Shop for 200d
Icon: A steel lightning bolt
Description: Casting Zap will charge your weapon with magical energy. The
next strike will release the energy. It can only be cast once at a time.
Increasing your skill will increase the damage done with the charged weapon.
"Calm"
MP: 25
Found: Any class with Magic begins with it.
Icon: An open hand with mellow colors around it
Description: Since most Magic Users like to avoid direct combat, you can use
this spell to immediately cause any threatening monster to cease its hostile
intent and contemplate the universe and its bellybutton. This works on most
enemies with a pulse. Having more skill in this spell will cause monsters
to be delayed for longer. Attacking Calmed monsters isn't good for your
Honor.
"Flame Dart"
MP: 10
Found: Any class with Magic begins with it.
Icon: A small ball of flame
Description: The Flame Dart produces a small ball of magical flame which you
can direct at an opponent. It can also be used, get this, to burn things.
As you increase in skill, your Flame Darts will do more damage.
"Fetch"
MP: 8
Found: Wizards begin with it.
Icon: A lasso
Description: Fetch is useful for grabbing objects that are distant. It can
mostly be used on small, non-living objects, like items lying on the ground.
"Force Bolt"
MP: 12
Found: Any class with Magic begins with it.
Icon: A blue globe of energy
Description: Force Bolt creates a globe of forceful energy. This can be used
to attack enemies or to give things that little extra push from far off.
This spell bounces off any barriers in the area as well, such as walls or
floors.
"Levitate"
MP: 10 (Initial cast, drains 10 MP every second)
Found: Wizards begin with it.
Icon: A person levitating
Description: Levitate allows you to move up and down in your plane of
existence. You cannot, however, move to side to side, but you can, in
theory, grab ledges or whatever while floating to pull yourself up onto
solid ground. Use the A and Z buttons to float up and down.
"Reversal"
MP: 8
Found: Wizards begin with it.
Icon: A yellow and blue yin-yang
Description: Reversal will allow any direct spell cast at you to be
reflected. This may not always be back at the caster. When two Wizards
duel and have Reversal, the results can be quite dangerous for spectators.
Spells in the game that can be reflected include Flame Dart, Force Bolt, and
Lightning Ball. Area-effect spells like Frost Bite will not be deterred by
Reversal.
"Juggling Lights"
MP: 8
Found: Wizards begin with it.
Available from the Magic Shop for 100d
Icon: Bouncing balls of light
Description: While not a particularly useful spell, you can use it to light
up a dark area.
"Summon Staff"
MP: 50
Found: Wizards gain the knowledge as they make a Staff.
Icon: A Wizard's Staff
Description: Although you techincally know how to summon a Staff, you don't
currently have one. If you come across a way to make another, you can use
this spell again. NOTE: No other class besides a Wizard can make a Staff.
"Lightning Ball"
MP: 15
Found: Wizards begin with it.
Icon: A lightning ball
Description: This is another combat attack spell. It causes a serious amount
of damage, but it costs a bit more MP. Shocking. If you use this spell
while holding your staff, you'll cast a Lightning Bolt instead, which is a
snazzy area-effect spell, as opposed to standard LB which is just a direct
spell.
"Frost Bite"
MP: 40
Found: Any class with Magic starts with it.
Icon: A snowflake with a skull in the middle
Description: Definitely good for giving bad guys the cold shoulder, this
spell casts a cone of frigid air in their direction. The nice thing about
this spell is that it's an area effect spell, and if an opposing spellcaster
uses Reversal, it'll have no effect. Some enemies, like the Undead, are
immune to ice attacks. This spell is great for wearing someone down
gradually.
"Hide"
MP: 15
Found: Only available to imported Wizards (for some reason)
Icon: A person becoming invisible
Description: This is a cute little spell. Not terribly useful in a lot of
situations, but it's good for getting a bad guy off your tail. Casting Hide
will make you invisible, but you cannot move while the spell is in effect,
or you'll break it. You CAN however, cast other spells while it's active.
"Aura"
MP: 10
Found: Any class with Magic starts with it.
Icon: An ankh
Description: The Undead have a nasty habit. Some of the more powerful ones
(like Manes) have the power to suck the life out of a person just from being
near them. Using this spell will partially negate those effects. Of
course, if the Undead has other abilities, like magic spells, those will
still hurt.
"Protection"
MP: 8
Found: Any class with Magic starts with it.
Icon: A person surrounded by a force field
Description: As we all know, Wizards aren't too big on the up close and
personal aspects of combat, but sometimes it cannot be avoided, so for the
Wizard who's too close to snapping jaws, consider this spell, which will
reduce the amount of physical damage taken. Magic attacks are unaffected.
"Resistance"
MP: 10
Found: Wizards begin with it.
Available from the Magic Shop for 200d
Icon: An open hand with a flash emanating from it
Description: This spell is useful for warding off the effects of elemental
magic attacks, such as heat, cold, or lightning. It also protects you
somewhat from the natural occurences of these elements, such as fire breath.
This is a good counter for area spells and breath attacks.
---
New Spells to this game:
"Fascination"
MP: 20
Found: Available from the Magic Shop for 200d
Icon: A swirl of light
Description: This spell creates a bunch of lights that will attract and
distract particularly stupid enemies. Once the spell wanes, the lights
detonate, lightly damaging the enemy.
"RIP"
MP: Doesn't matter, since you'll recover MP from casting it.
Found: Available from the Magic Shop for 200d
Icon: A moonlit scene
Description: Casting this out in the wilderness will ensure you eight hours
of blissful uninterrupted slumber.
"Boom"
MP: 30
Found: Available from the Magic Shop for 200d
Icon: An exploding skull
Description: This a spell that should be used carefully. When you cast it,
you'll toss a magical skull onto the ground. When anyone gets near it,
it'll explode, causing some pretty nasty amount of damage to anyone in
range, including you. Also, if you set skulls in certain areas (like the
city), they'll remain there forever.
"Whirlwind"
MP: 50
Found: Erasmus' will teach it to you.
Icon: A tornado
Description: Use this for some irony if someone calls you a windbag. This
spell doesn't cause a heck of a lot of damage, but it incapacitates any
enemy caught in it, momentarily.
"Augment"
MP: 20
Found: On the dead body of any Centaur Wizard
Icon: Several concentric circles
Description: Cast this spell and your next spell will be amplified in power.
You can use it to add a little extra punch to just about any spell.
"Shrink"
MP: 50
Found: Chest in Hydra Cave
Icon: Shrinking person
Description: Cast this on any normal enemy and it'll be smaller and less
threatening. You may even be able to chase it off.
"First Aid"
MP: 10
Found: Taught by Erana after freeing her
Icon: A red cross
Description: Cast this spell to restore 100 Health Points. It's nice and
refreshing after a hard battle.
"Dragon Fire"
MP: 100
Found: Taught by Katrina after freeing her
Icon: A silhouette of a dragon against fiery red
Description: The most powerful offensive spell, this conjures up the head of
a dragon, which blasts a small area with blazing fire breath. Just stay out
of its way. Don't use the belt icon shortcut for this spell, because the
dragon head will appear right on top of you.
"Thermonuclear Blast"
MP: Doesn't really matter
Found: Given to you by the Famous Adventurer
Icon: A spinning atom
Description: Casting this spell will cause a nuclear explosion destroying
everything in a ten mile radius and makes the area uninhabitable for several
decades thereafter. The caster is also turned into hamburger.
---
Paladin Abilities:
Most Paladin abilites will take a toll on your Stamina, instead of MP.
"Flaming Sword" (automatic)
Description: The first ability gained is the ability to encase the Paladin
Sword with a blue flame, which will do more damage. Of course, you'll need
a Paladin Sword before you can invoke the flame. You'll start with Piotyr's
Sword, which you wrested from the barrow of a Wraith back in Mordavia.
"Sense Danger" (automatic)
Description: With this skill, you'll automatically be able to sense whenever
you're in any kind of danger. You'll be given a message in the "incidental"
text window on the bottom of the screen.
"Healing"
Honor Required: 300
Icon: A white shield with a red cross
Description: Cast this upon yourself or others to increase Health Points. It
drains your Stamina when you use it, and the higher your Stamina, the more
Health you'll replenish.
"Honor Shield"
Honor Required: 325
Icon: A yellow shield with a fleur-de-lis
Description: This skill creates an aura around your shield when activated.
You'll take less damage from enemy attacks.
"Magic Ward"
Honor Required: 350
Icon: A red shield with a multi-colored swirl
Description: Casting this on yourself around a magical trap or an enemy
spellcaster and you won't take damage from the magic or the exploding trap.
Your stamina will take a hit for it.
"Destroy Undead"
Honor Required: 375
Icon: A shield with a skull on fire
Description: This spell creates a ball of light. Hit Undead with it and
you'll damage them.
"Peace"
Honor Required: 400
Icon: A shield with a peace sign and a hippie daisy
Description: This spell has the same effect of the Calm spell. Your enemies
will cease to fight, but you'll lose Honor if you attack them in that state.
"Sense Aura"
Honor Required: 425
Icon: A purple shield with a person's aura
Description: Not a terribly useful ability, but interesting. You can use
this on any living creature to sense its general aura and karma.
"Holy Strength"
Honor Required: 450
Icon: A gold shield with a cross
Description: This spell will steadily increase your Strength while active. I
don't know exactly how high it can get, or when it stops, but I've seen a
Strength as high as 700 come out of this. Once the effect fades, your
Strength returns to its original value.
"Awe"
Honor Required: 475
Icon: A purple shield with a flashy diamond
Description: A quite useful spell, this gives you power over your enemies by
sheer force of prescence. Activate it near enemies and they'll run for the
hills at your radiant goodness. This is, naturally, ineffective on boss
bad guys.
===================================
3E. Surviving in this Crazy World =
===================================
Surviving the Interface
This game uses a new interface. You only have two mouse cursors. Clicking
the right mouse button will switch between the two or clicking on the Action
Icon on the bottom of the screen. The first is an eye, which will allow you
to look at anything, and the other is a hand, which will allow you to
interact with objects. Clicking it on an item will pick it up. Clicking it
on a switch or whatever will make you use it. Clicking it on a person will
make you talk to them. Clicking on an enemy will attack it. Clicking in an
arbitrary location will walk you there. Double clicking will run to that
spot.
There are two dialogue windows in this game, one on the top and one on the
bottom. The one on the top is a general purpose window, where you'll see
information whenever you look at something, attempt to manipulate, speak to
someone, etc. The dialogue window on the bottom is an incidental window,
which notifies you when you're hungry, sleepy, poisoned, being attacked
indirectly, or when a Paladin senses danger.
---
Keyboard Controls
Movement:
Walk/Swim Forward - Up Arrow / Numpad 8
Turn Left - Left Arrow / Numpad 4
Turn Right - Right Arrow / Numpad 6
Step Backward - Down Arrow / Numpad 5
Run Forward - Numpad Slash
Strafe Left - Numpad 7
Strafe Right - Numpad 9
Swim/Levitate Up - A / Page Up
Swim/Levitate Down - Z / Page Down
Sneak - K
Attack 1 - F / Numpad 1
Attack 2 - G / Numpad 3
Defend - D / Numpad 2
Pick Up Item - P
Run Modifier - Shift
Strafe Modifier - Ctrl
Game Commands:
Inventory Screen - I / Numpad 0
Spell Screen - S
Equipment Screen - E
Character Screen - C / Numpad .
Options Screen - Esc
Toggle Compass - T
Change Screen Size - \
Advance Dialogue - Space
---
Options Screen
Save Game - Allows you to save your game
Load Game - Allows you to restore a previously saved game
Controls - Allows you to adjust the game
Difficulty - Adjust the difficulty of combat and certain other skill-
related points of the game.
Dialogue Volume - Adjusts the volume of voice
Sound Effects Volume - Adjust effects volume
Music Volume - Do I really need to explain ALL of them?
Detail - Adjusts how detailed the landscape is
Screen Size - Full Screen puts all the menu stuff at the bottom of the
screen, while Bordered Window spreads it out around the screen.
Default Movement - Sets the default movement to Walk or Run
Compass - Turns the compass (as well as the time of day) on or off
Keyboard - Allows you to remap the keyboard commands
Manual - Gives you basic overviews of the game
Silly Clowns - Don't push this unless you really mean it
Play - Return to the game
Quit - Allows you to return to the main menu, or just quit the game
---
Status Screens
Click on your portrait to access the Character Screen. You'll be able to see
your current stats. A green number means the stat increased since you last
looked at it, and a red number means it decreased. Don't forget that some
equipped items can affect your stats.
Click on the latch in the bottom right to open your Inventory/Spells/
Equipment screens.
The Inventory Screen shows all items you're carrying at the current time.
Hover the cursor over the item to see its weight, number your carrying, and
other pertinent info (Armor Class, Damage). Click on the item to see a
larger portrayal of it and some descriptive text in the window on the left.
The colored bar on the left side of the screen determines how much you're
carrying out of your maximum weight capacity.
The Equipment Screen only shows items you can equip on yourself. It also
shows a portrait of how you look and several stats that can be changed by
what you equip. You can equip or unequip items and observe how your stats
change. Keep in mind that you can only equip one weapon, shield, helm, body
armor, and accessory at a time.
The Spell Screen shows what spells you know. Hover over the spell to see
what skill you have in it (unless it's a Paladin ability). Click on the
spell to see it in the bigger window and some descriptive text.
Double clicking on any inventory/spell icon will open up a separate window
asking if you want to use the item (equip, cast, eat, etc.). As far as
spells are concerned, casting them in this manner will generally cast the
spell on yourself, unless the spell is offensive, in which case it'll be cast
straight ahead of you.
NOTE: Be careful when doing this with Dragon Fire, since doing that will put
the dragon on top of you and you'll be IN RANGE of the spell.
Also, there is a strip down at the bottom of the screen. This is the Belt
area. You can move any nine items or spells down there, and you can activate
them (more or less the same as double-clicking) by pressing the number (on
the top-row number keys) corresponding to it. Also, if you click once on an
item in the Belt area, your cursor will change so that that item will follow
it, and you can use the item on a specific area. This is useful for giving
items to someone, and also targeting spells at specific enemies.
Lastly is combining items, such as combining a rope and a grapnel. To do
this, you must be in the Inventory window (can't combine on the Belt) and
click on the first item so that it's in the window on the left side. Next,
click and hold on the second item, so that you drag it onto the big window.
The two items will be combined.
---
Silmarian Survival
Let's start with SAVE OFTEN!!!
You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.
As you get hungry, your "incidental" dialogue window at the bottom will let
you know. If you have Fruit, Gyros, or Pizza, you can eat them and your
hunger will be satisfied. Note that you'll be told you're hungry, but
nothing will actually happen to your stamina. It's only on the second notice
that you start losing stamina (generally more than a day). You can also eat
one full meal at Gnome Ann's Land Inn per day. This covers much of the day.
Sleeping is another concern. If you do not sleep for a couple of days, your
stamina will drop much quicker. You'll be notified by the incidental window
when you feel like sleeping, and again, you'll start losing stamina after the
second notice. It's generally advisable to sleep every night, and to get a
full night's rest, you need to sleep about eight hours or more. You can
sleep for eight hours in the wilderness if you have the RIP spell, and you
can sleep in the Gnome Ann's Land Inn. You'll have the option of sleeping
until morning, evening, or eight hours. Also, you can rest for one hour
anywhere to build up stamina.
Staying alive in a combat sense is pivotal, of course. Potions and Pills to
restore Health, Stamina or cure poison can be bought from Salim the
Apothecary. Mana Pills and Potions can be bought from Shakra in the Magic
Shop. As a general rule, Potions restore more than Pills, but are less
cost-effective.
---
Surviving Combat
When you encounter monsters, you'll be on a normal screen. There are no
special screens for combat in this game. You can find enemies out in random
encounters on the main island, and there are some places that will have a
bunch of monsters everyday, such as the "normal" Dragon Pillars and the
Dragon Blood Pool.
When fighting enemies, first be sure you have your weapons and armor
equipped. Simply walk up and attack them with "F" and "G", and defend from
their attacks with "D".
When attacking, you'll do different things with the two attacks depending on
what kind of weapon you have.
Fists - F: Punch, G: Kick (spinning kick if you have Acrobatics)
Dagger - F: Stab, G: Side Slash
Sword - F: Thrust, G: Overhead Slash
Spear - F: Thrust, G: Lunge
Axe - F: Side Chop, G: Overhead Chop
Staff - F: Overhead Hit, G: Side Hit
Generally, the "F" attack is faster and more useful.
The major thing that separates combat in this game is the fact that you can
face multiple enemies. Only two will attack you at once, but you can have a
lot of enemies in an area, depending on the area. Most random encounters
won't have too many more than five.
Note that you'll have full access to your inventory during battles, so at any
time you can whip out other weapons to throw (daggers, spears, rocks) or cast
some spells. Also, you'll be taking damage in these encounters, so you'll
have full access to your potions and pills.
Underwater combat is tougher, since you have reduced mobility. First of all,
don't even try fighting underwater until you can breathe under there. You'll
have reduced choices in weaponry, as well. As armor goes, you can't use
anything but Leather Armor. In weapons, you're limited to daggers and
spears. Also, certain spells won't work underwater. Flame Dart will just
fizzle out, and Lightning Ball will shock everything in the area, including
you.
Also, there are some enemies, the Undead, the Hydra, and the Dragon, that can
only be harmed by a magic weapon, so it'll be worth your while to invest in
them as soon as possible.
---
Surviving Financially
The currency of Silmaria is the drachma. You'll have plenty of opportunities
to get more cash, which is good, 'cause the best things in life are pretty
pricey.
A good skill to learn early on is the fine art of bargaining. Whenever you
buy or sell something, you'll be able to offer a counterprice to the opening
price the merchant gives you. In both buying and selling, there is an actual
limit you can go down or up to, and it's determined by your Honor. No matter
how low your buying price or how high your selling price offer, you can only
go so low or high.
Renewable Resources:
Fighting Enemies - Not a whole lot of enemies carry cold cash, but most of
the humanoids carry something, which you can either use yourself or sell for
cash.
Dead Parrot Gambling - Betting on the Wheel of Fortune is a quick way to make
some money with your Throwing skill. Also, there's the Arena Betting. Bet
on some fights, or back up your own fight with a bet, or you can even bet on
the other guy and throw the fight.
Non-Renewable Resources:
Treasure - Completing quests may result in some treasure. There may be
money/merchandise on important enemies or chests lying around.
Thieving - There aren't too many marks in the game, but you can get some big
scores.
******************************************************************************
4. THE KINGDOM OF SILMARIA *CONTAINS SPOILERS*
******************************************************************************
========================
4A. Points of Interest =
========================
City of Silmaria
The city is built on various levels. It was originally constructed in time
of war to hold off invasion, but it's expanded in recent years. There is no
army, just a garrison of guards.
The city is separated into four major areas. Each of these areas is its own
panoramic screen:
- West Gate: This area of Silmaria has the scenic waterfall which flows from
the Town Center. This is also the area of the barracks for the guards and
the small prison for criminals. Other points of interest include:
-- Gnome Ann's Land Inn: This Gnome away from home is where you lie your head
in this adventure. Fenris has advanced your payment through the month, so
you'll have a room all your own. You can also have Gnome-cooked meals
once a day. You also have a storage chest in your room for storing items
so you don't have to always hold onto them.
Hours: Ann is awake from 7AM-11PM, but if you have a Key, you can
enter anytime.
-- Adventurer's Guild: The good old Guild is run by Toro the Minotaur.
There's the classic logbook, and there's also a treadmill exercise
machine. You might also find some other adventurers in here from time to
time.
Hours: 7AM-6PM
-- Thieves' Guild: This is a real active guild compared to some others you've
seen. You can purchase some essential supplies, fence stolen items, or
even enter the Chief Thief contest. There is also a dummy for practicing
pickpocketing, and a safe to practice trap disarming.
Hours: 6PM-6AM
Prices:
Oil: 25d
Torch: 15d
Pickpocket Knife: 100d
Blackjack: 300d
Rope: 35d
Grapnel: 50d
- Docks: This section of town isn't as busy as it would be in times of peace.
The docks should be full of boats, but now all fishermen but Andre have left
the area. Andre will rent his boat out to you if you want to go sailing for
50 drachmas. You'll find the East Gate here, which will lead out to Science
Island. This area connects to the Town Center and the West Gate area.
-- Dead Parrot Inn: Owned by Senor Ferrari, this tavern/hotel is home to most
of the entertainment in town. They have a full-service bar, a gambling
wheel, and betting boards for the Arena. The sultry Nawar and
not-so-sultry Budar also hang out here.
Hours: 5PM-12AM
Prices: (non-negotiable)
Greek Coffee - 5d
Ale - 10d
Ouzo - 15d
Retsina - 20d
Today's Special - 25d
Wheel of Fortune - Talk to Nawar to play. There are two games: Catch a
Color, and Three in a Row. In Catch a Color, bet 10d, and you have to
throw daggers at the three wheels. If there are three daggers on the
same color of each of the three wheels, you'll get 50d. In Three in a
Row, bet 50d, and you'll have to have three daggers on the same color
segment in a line. Depending on the difficultly level, you could have
more or less daggers. On the hardest diffculty, you'll release your
dagger as soon as the power meter fills. A higher power will make the
dagger fly faster, but land higher.
Arena Betting Board - This is relatively self-explanatory. Each week
(period of five days), there is a new champion. The Champion will fight
four competitors for the first four days of the week. The fifth spot
will be open for you to challenge the champion yourself (costs 100d).
Each week sees a new champion. On the sixth week, you'll have the option
to become champ yourself for 500d. Now, the betting can be done by
clicking the Place Bet button next to each bout. You'll get the odds for
each of the fighters and you can place bets on either of them. Note that
as you place your bets, the odds may automatically change. Place your
bet on the fighter who you think will win. The relative strength of the
fighters is as follows from strongest to weakest: Elsa, Toro, Magnum,
Gort, Kokeeno, Abduel. This relative strength is only relevant if you
actually watch the fight. If you skip it, it's 50/50 up for grabs.
-- Pholus' Weapon Stand: Pholus is a veteran of many battles. He knows his
stuff about weapons, there's little doubt about that. He carries the
basic supply of weapons, and he also has some magical ones for those he
feels worthy.
Hours: 7AM-5PM
Prices:
First Batch:
Arrows - 2d
Dagger - 20d
Sword - 100d
Magic Sword - 550d
Throwing Spear - 25d
Spear - 50d
Fine Axe - 500d
Shield - 200d
Helm - 150d
Second Batch:
Slasher Dagger - 2000d
Magic Spear - 400d
Wurmbane Spear - 6000d
Ice Diamond Sword - 8000d
Dragonslayer Sword - 10000d
Magic Helm - 4000d
Magic Leather Armor - 2000d
Magic Chainmail - 5000d
-- Famous Adventurer's Correspondence School: Your old Alma Mater, this is
the reason you became an Adventurer in the first place. Taking a look
inside, you'll see that it's not all it's cracked up to be. The FA is
getting kind of old and depressed.
Hours: 9AM-4PM
- Town Center: This area has most of the merchant action in the city. Most
of the residents live here as well. This was the center of trade for
Silmaria before the coming of the invaders.
-- Marrak's Food Stand: Marrak the Katta sells his wares from this cart.
Hours: 7AM-5PM
Prices:
Fruit - 1d
Gyro - 5d
Artichoke Pizza - 10d
Pepperoni Pizza - 15d
Sokolotak-ya - 20d
-- Sarra's Jewelry Stand: Sarra the Jeweler has her stand here.
Hours: 7AM-5PM
Prices:
Shell Necklace - 10d
Jewelry - 40d
Good Luck Charm - 200d
Hera's Ring - 500d
-- Wolfie's Art Stand: Wolfie sells his merchandise from this cart.
Hours: 7AM-5PM
Prices:
Amphora - 20d
Map - 50d
Balloon Painting - 100d
-- Apothecary: This holistic health emporium is full of plants and life. To
get Stamina Pills and Vitality Potions to be sold, you'll have to give
Salim some Pegasus Feathers, and he'll need some dragon scales to be able
to sell Fireproofing Oil.
Hours: 7AM-6PM
Prices:
Stamina Pill: 5d
Poison Cure Pill: 10d
Healing Pill: 10d
Fireproofing Oil: 60d
Vitality Potion: 80d
Health Potion: 80d
Pegasus Feather: 5d (once you give some to Salim)
-- Magic Shop: Shakra's Magic Shop is an odd cave-like building, which has
many items of magic in its walls. Only the Magic Dagger, Mystic Magnets,
and Magic Charm Bracelet are available to non-Magic Users. Wizards also
have the option of teaching Shakra spells without actually selling them to
him.
Hours: 7AM-6PM
Prices:
Magic Dagger: 500d
Mystic Magnets: 100d
Magic Charm Bracelet: 1500d
Zap Spell: 200d
Dazzle Spell: 200d
Juggling Lights Spell: 100d
Resistance Spell: 200d
Fascination Spell: 200d
RIP Spell: 200d
Boom Spell: 500d
Mana Pill: 10d
Mana Potion: 80d
-- First Bank of Silmaria: You can use this Bank to store your cash, which
gets heavy when you carry a ton of it. Sam the Banker will be happy to
hold onto them for you. Thieves: A potential target, maybe? Wizards/
Paladins: Someone else may have the same idea.
Hours: 7AM-6PM
- Nob Hill: This ritzy section of town. This place is about as deserted as
all the other parts of town. In addition to the places below, you'll find
Ferrari's House and the town's News Board.
-- Hall of Kings: This palace is the home for king and court. This is where
all the contenders of the Rites of Rulership meet to hear about each of
the Rites. Logos is in charge right now. One of the five competitors in
the Rites will soon live here.
-- The Arena: Ah, the blissful sound of bloody hack-and-slash for no other
reason than cheap thrills. Fortunately(?), no one gets killed in the
Arena. All losers are healed up. Anyway, the scheduled fight is on the
board, and you can look at the Betting Board in the Dead Parrot for the
week's lineup. The gates to the arena open at 6PM and close at 9PM for
the fight. If you're fighting, or watching for five drachmas, you need to
get in before 9PM. Don't forget that if you're betting on someone else's
fight, you may want to watch, or else the outcome will be random.
-- The Spinning Hat (Erasmus' House): Kicking the platform or casting Trigger
on it will allow you to travel to a cloud high above the city. Answer the
cloud's three questions (they're easy) and you can visit your old buddies
Erasmus and Fenris.
---
The Islands of the Med Sea
- Marete: The main island is mostly the base of Mount Draconis. Much of the
Kingdom of Silmaria's population lives on Marete.
-- Science Island: This artifical land mass contains much of the greatest
technology known to the world. Most of the resident scientists are on
sabbatical, leaving only the senior scientist, Dr. Pretorius, and the
self-proclaimed greatest scientist, Dr. Mobius. To gain access to this
place, you'll need to display some levels of intelligence. I'll cover how
to get there in the walkthroughs. Oh, and you actually get to Science
Island from the East Gate, not by the outside island.
-- Fishing Villages: The five villages, Ios, Keros, Paros, Tinos, and Naxos.
These villages were abandoned when the Hesperian Mercenaries invaded.
There's not much in them now. The icons for the villages are their sigils.
-- Dragon Pillars: These magical pillars were used to root the Dragon of Doom
in its slumber. They contain ancient magics from the Wizards of Atlantis.
If you enter most of these pillar areas, you'll find enemies every day.
The icons for these are red pillars.
-- Pegasus Peaks: This area is home to the Pegasus. No, you can't ride it.
The only place to get feathers is near the nest at the top of the bluff.
The Hippocrene stream is nearby, and it's a great source of stamina.
-- Entrance to Hades: It's rumored that all rivers that flow into the earth
flow to Hades. You cannot visit Hades before you need to, and you can't
return once you leave (not that you'd want to). This place is largely one
long combat run with important stuff at the end.
-- Dragon Blood Pool: This is a rather interesting cavern. There's an
intricate temple built into the rock. It's rumored that the Dragon of
Doom is buried here. The temple is cut off from access by a river of
lava, the eponymous Dragon Blood.
- Other Islands
-- Hydra: This foreboding island is home to the creature that gives it the
name. Getting to this island is tough with the sea monsters plaguing the
area.
-- Delos: Another tough-to-get-to island, this place is quite a lush
paradise. It has one of the last remaining Dryad groves in the world, and
the Sybil, the seer of the future resides here.
-- Limnos: This island will become the home of Erana if you free her.
-- Zante: This island will become the home of Katrina if you free her.
-- Sifnos: This tiny piece of land is rumored to have the fortress of the
mercenaries.
-- Atlantis: The legendary sunken kingdom, Atlantis' Wizards sunk the
continent to protect their people from the first attack by the Dragon of
Doom. All its inhabitants became Tritons.
-- Minos: This island is named after its owner. Minos has his fortress-like
palace on this island.
The Hero (Ego) - (human male from Willowsby)
A veteran of many battles now, the Hero maintains his snazzy outfit of the
last game, with the added touch of a belt. He's now respected by just about
everyone in the game, which is a bit of an improvment over Mordavia.
---
Old Friends:
Erasmus - (human male from Zauberberg)
The Archmage of Zauberberg has moved to his winter home in the clouds. It's
obvious he's being a tad more active than he's been in previous quests, as
opposed to just sitting on the side lines.
Voice: Steve Bulen - The kind of voice you'd expect from an old man wizard.
Fenris - (familiar)
Erasmus' constant companion, the rat familiar is often the first to crack
jokes in any situation. Don't underestimate him, though. He's just as
powerful as Erasmus.
Voice: Stephen Poletti - I prefer the squeaky voice that Susan Silo did
back in Mordavia over this simple high-pitched voice.
Rakeesh sah Tarna - (Liontaur male from Tarna)
Once the King of Tarna, Rakeesh still walks with a pronounced limp from his
fight with a Demon Wizard years ago. He'll be in Silmaria to help oversee
the Rites of Rulership and provide with advice and moral support.
Voice: Bo Billingsley - Veteran of many video games and anime, John
Billingslea has long played characters of dignity, size, and strength.
Sam, the Banker - (human male from Spielburg)
You met this guy back in Spielburg when he was working as a professional
panhandler. He made a small fortune once the pass cleared and moved out to
Silmaria. He needed a place to store his cash, so he started his own bank.
Voice: Michael Carvin - For a panhandler, he sure developed a nice snooty
voice.
Salim Nafs - (human male from parts unknown)
This druggist from Tarna has met the love of his life in Julanar. He now
runs the Apothecary in Silmaria, making all kinds of good pills and potions.
Voice: Steven J. Blum - Also a veteran of many video games and anime.
Steve Blum is a very active VA, having done voices of popular characters
such as Cowboy Bebop's Spike and Rurouni Kenshin's Shishio. Anyway, Steve
puts on the hippie airs for this voice, one of my favorites.
Julanar - (human female from Shapeir)
You met her back in Shapeir, but she was no more than a tree at that point.
You freed her spirit, and Salim showed her love and now the Healer walks the
world as a human. If you're injured, stop into the Apothecary and she'll
heal you right up. She doesn't restore mana, though.
Voice: Joyce Kurtz - One of my favorites is paired with one of my un-
favorites. I don't like Julanar's voice or tone at all. It just doesn't
fit her.
Senor Ferrari - (human male from parts unknown)
This man of shady dealings you first met in Raseir. If you remember why he
came to Raseir, you'll know he came here for the same reason. He owns the
Dead Parrot Inn and is the deedholder for Gnome Ann's Land Inn.
Voice: Michael Sorich - Sounds exactly like the Fat Man from Casablanca.
Pretty darn good.
Ugarte - (human male from Raseir)
The information broker is back from Raseir. Apparently, he escaped from
his situation in the dungeons. He's also an active member of the Thieves'
Guild. You can find him hanging out there, or at the Dead Parrot Inn.
Voice: Doug Stone - A very good Peter Lorre, much like the Chief in
Mordavia, which makes sense, since that Chief is Ugarte's uncle.
Elsa von Spielburg - (human female from Spielburg)
The lovely daughter of the Baron of Spielburg has resurfaced after all this
time. She is one of the competitors in the Rites of Rulership. She looks a
lot different than when you last left her. After being broken of the
Brigand Leader enchantment, she didn't lose an ounce of her fighting
prowess. Her brother, now Baron after their father retired, doesn't approve
of her attitudes, so she left for Silmaria.
Voice: Ariana Weil - This lovely German accented voice is pretty nice. My
problem with Elsa are her lines. She should have been more gruff and less
proper.
Toro - (Minotaur male from Spielburg)
Elsa's companion isn't a genius, but he's got enough basic intelligence to
get by. He's currently the Guildmaster of the Adventurers' Guild in
Silmaria, after the former GM ran off.
Voice: Greg O'Neill - A voice that'd bespeak low intelligence, even though
he's not really that dumb.
Nawar - (human female from Raseir)
You only meet her as a Thief in Raseir, but she'll still "remember" you no
matter what your class is. At any rate, you met this girl for a brief
minute while storming the Palace of Raseir in the harem. She dances and
runs the Wheel of Fortune in the Dead Parrot.
Voice: Elisa Gabrielli - A sweet, sexy voice for such a sultry babe.
Budar - (human female from Raseir)
This slightly overweight harem girl runs the bar in the Dead Parrot. She'll
flirt with you like no tomorrow.
Voice: Diane Michelle - This reminds me of Mae West. Why doncha come up
and see me sometime.
Erana - (half Faery Folk female from parts unknown)
Well, I hope I spoiled everyone in that you can revive Erana during the
course of the game. Few beings on Gloriana have the popularity that this
compassionate Archmage had. She was killed while dueling with Avoozl, the
Dark One, generations ago in Mordavia, and her spirit and Avoozl's were
bound in stasis until the Hero came along and released both, allowing Erana
to pass on.
Voice: Wendy Cutler - A nice sweet voice, yet not without a slight aura
of the intensity of Erana's power.
Katrina, the Dark Master - (human female from parts unknown)
Again, spoilers and stuff. Katrina began her life has a promising and
gifted user of magic, but greed and lust for power drove her to tap the
powers of un-life, and she transformed herself into a Nosferatu, which gave
her the title of Dark Master. Soon afterward, she was expelled from WIT.
She then settled into Mordavia, where she attempted to bring about the
revival of Avoozl, the Dark One, in order for eternal darkness to cover the
world. She used the Hero towards this purpose, growing fond of him in the
process. In the end, she sacrificed her un-life to save the Hero's life
when her puppet, Ad Avis, turned on her. If you choose to revive her,
she'll come back as a human, still with her power, but no longer a desire
for conquest.
Voice: Joyce Kurtz - While I love Jennifer Hale with a passion, I think
this actress does a better of job of portraying what we all believe Katrina
to be. A calm, yet demanding voice, with an Eastern European accent.
---
New Faces
Justinian - (human male from Silmaria)
The former king of Silmaria now rests in the Elysian Fields of Hades. He
was a good king, and Silmaria prospered for the twenty years he sat on the
throne. His assassination seemed totally out of the blue.
Voice: Greg Tomko-Pavia - This is the guy talking over the Introduction.
Not much else to be said.
Logos - (Centaur male from Silmaria)
The Speaker of Silmaria is currently running the kingdom. He's a wise and
noble Centaur, like many of his kind. He spends his time in the Hall of
Kings, carrying out duties of state, and arranging the Rites of Rulership.
Voice: Larry Moss - It's good to have a nice neutral voice for a character
you hear a lot, and who recites things. There's an air of dignity in his
voice.
Minos - (human male from Silmaria)
This advisor to Justinian lives on his island to the northeast. His family
used to rule these islands. He's sponsoring Elsa in the Rites of Rulership.
Voice: Steve Bulen - A nice gravelly voice for a distinguished man.
Marrak - (Katta male from Raseir)
This Katta fled here from Raseir. He sells many local and imported
delicacies from his cart.
Voice: Steve Poletti - A slight Arabic accent. This guy's good. Just
listen to him describe one of his food items, and your mouth will water.
Sarra - (Katta female from Raseir)
Marrak's wife crafts and imports fine jewelry to sell on her stand.
Voice: Wendy Cutler - Another slight Arabic accent. She has a very
pleasant motherly voice.
Salla - (Katta female from Raseir)
Marrak's daughter is very good on the panflute for her age. She's very shy,
and doesn't speak except through her music.
Wolfie - (Canine male from Inja)
This artisan has great skill in painting and sculpture. He's very friendly,
and will be quite happy to make art for you if you need it.
Voice: Doug Stone - A very cute mockery of an Indian voice.
Shakra sah Tarna - (Liontaur male from Tarna)
The only male Liontaur to ever practice magic, Shakra was chided by his
warrior friends as a cub. He has since become a very talented magician, and
he runs the Magic Shop in Silmaria.
Voice: Bo Billingsley - Same actor as Rakeesh, voiced a little higher in
range. Shakra sounds young, but still has the pride of the Liontaurs in
his voice.
Pholus - (Centaur male from Silmaria)
This warrior has hung up his fighting gloves after many years. Now, he just
sells weapons and armor to those he feels are decent warriors. He's quite
gruff, but he knows good warriors.
Voice: Roy Lee - Gruff as his attitude suggests.
Famous Adventurer - (human male from Silmaria)
This old man has written all the FACS books that you've read throughout the
four games. He's getting old and a little tired of adventures, so the poor
guy's a bit depressed.
Voice: Ian Ruskin - The mark of a good voice actor is one who can make the
transition between depressed old man and way-too-excited old man.
Andre - (human male from Silmaria)
This fisherman has spent most of his life outside. He's the last fisherman
left in Silmaria since the invasion, and he rents his boat out to anyone who
needs a ride.
Voice: Steven J. Blum - Steve Blum turns up his range, using the voice of
youth and energy. He sounds a bit too excited for my tastes, though.
Ann Agrama - (Gnome female from Zurich)
This cheery lady runs the Gnome Ann's Land Inn. Like all Gnomes, she loves
horrible puns and bad jokes. She's a bit down, though, due to the lack of
tourists staying at the Inn.
Voice: Mari Devon - A bouncy, cheery voice, quite typical of a Gnome. Not
nearly as annoying as Punny Bones, thankfully.
Arestes - (human male from Silmaria)
This one-armed seaman is a mostly friendly and jovial character. Since he's
run aground on land with only one arm, he's taken up a new kind of
profession.
Voice: Doug Stone - Arrr. This be the classic sea dog voice.
Abdum, Abdim, Abdull, Abduel - (human males from Raseir)
These rotund fighting guards from Raseir came with Ferrari when he fled the
city. They now guard his establishments. None of them are particularly
bright.
Voices (respectively): Michael Sorich, Steve Bulen, Doug Stone, Steven
J. Blum - All four voices have distinctly similar tones in intelligence.
Kokeeno Pookameeso - (human male from Silmaria)
This native has been a guard since he was 16, and is arguably the best
fighter to come out of the ranks of the guards. He's entering to compete in
the Rites of Rulership.
Voice: Steven J. Blum - Steve Blume uses the tones of a no-nonsense guard,
with just a hint of intensity.
Magnum Opus - (human male from Nova Roma)
This decorated fighter is a prime example of what happens when one gets too
much glory. He may know how to fight, but he's become incredibly arrogant
as a result of his exploits. He's competing in the Rites of Rulership.
Voice: Steven J. Blum - Steve Blum's haughty, pompous, "I'm so better than
you" voice. It fits the character well.
Gort - (reconstituted human male from Science Island)
Yes, the scientists have created Frankenstein! This guy has the brains and
brawn. His only downfalls are a speech impediment and rather pasty skin.
He's a competitor in the Rites of Rulership.
Voice: Doug Stone - Gort doesn't talk much at all, but he's got a
pronounced speech impediment.
Dr. Pretorius - (human male from Science Island)
The senior scientist on Science Island, Pretorius is a good example of a
cheerful and slightly eccentric scientist. He's good to talk to about
scientific matters. Just don't mention magic.
Voice: Marc Blancfield - A good voice to match his character of the old
scientist, who's at least a bit friendly.
Dr. Mobius - (human male from Science Island)
The self-proclaimed greatest scientist on Science Island. He's the far more
pompous of the two remaining scientists. Honestly, how good can he be if he
thinks the world revolves around him? Get it? Ah, never mind.
Voice: Greg O'Neill - Definitely the haughty "holier than thou" attitude
one would expect from Mobius.
General Claudius - (human male from Hesperia)
No one knows why the Hesperian Mercenaries have invaded Silmaria. This
individual is the their leader. He is the key to their continued prescence
in Silmaria.
The Sybil
This enigmatic being sees the web of the future. It's unknown how human she
really is.
Voice: Marabina James - A direct and to the point voice, but quite pleasant.
Cerberus
The three-headed guardian of Hades has all the tact and poise of a rabid
dog. He makes sure no one enters Hades alive, or leaves it, period. He can
be passed, of course, but it takes ingenuity or a really strong force of
blade.
Voices: Michael Sorich - Reminds me of Randy Savage. Oooo YEAH!
Steve Bulen - A shrill growly voice, like a yippy dog.
Stephen Apostolina - An odd contrast, a refined British voice.
Guardian of the Dead
This robed and mysterious guy watches over the dead, and knows all who dwell
within. He seems a bit of a pushover, as you'll find out, but he's very
serious about his work.
Voice: Michael Sorich - Very dark and sonorous, as if that wasn't expected.
Hippolyta - (Triton female from Atlantis)
While Atlantis is underwater after the first attack by the Dragon, Hippolyta
rules the depths over a still-thriving culture. For some reason, the
Atlanteans have been attacking Silmarian ships.
Voice: Carol Baxter - Quite regal and proper, if a bit annoying.
The Assassin - (???)
No one knows who this mad killer is or even who hired him. All that's known
is that he is male, and that he wears a short black cloak, the kind that
disguises ones face, but still leaves room for good mobility.
Voice: Steve Bulen - The gruff and scratchy voice conveys the fact that
the Assassin is little more than a lowborn thug, despite the threat he
poses.
==============
4C. Monsters =
==============
Silmaria has been overrun by a horrendous amount of evil within the last few
months. Most monsters can be defeated using the same tactics of attack and
defend. Those humanoid monsters that carry items often carry two things. If
I use "or" in the list of carryables, then you cannot get both of the items,
only one or the other. If I use a plural, you'll get more than one,
otherwise you'll only get one, regardless. Difficulty is on a scale from one
to ten, with one being the easiest.
---
Humanoid Monsters -
Hesperian Mercenary: These invaders wear skeletal armor to strike fear in
their enemies. They have two attacks: a sword swing when close and arrows
when distant. When they have their sword and shield out, they can defend.
As enemies go, they're relatively weak. -- Difficulty: 3
Location: Southern portion of Marete (day), Rite of Freedom, Rite of
Conquest, Rite of Justice
Loot: (Two of the following) Sword, Shield, Arrows, Drachmas
Goreman, Boarman, Bearman, Grizzlyman, Cougarman: These man-beasts all use
spears. They're capable of defending, and they have consecutive attacks.
I've arranged them in order of increasing difficulty. Not all of them carry
the same items. -- Difficulty: 4 to 5
Location: Any area of the islands, day or night
Loot: (Two of the following) Drachmas, Spearheads, Stamina Pills,
Leather Armor (Bears), Chainmail Armor (Cougars)
Goon: These green-skinned behemoths aren't very bright, and they can't defend,
but they hit hard with their hammers and can take lots of hits. They're not
very fast, fortunately. They come in three varieties in increasing order of
toughness, "red-crested", "purple-crested", and "brown skullcap".
-- Difficulty: 5
Location: Red-crested: Southern Marete (day), Rite of Justice
Purple-crested: Non-Marete islands (day), Rite of Justice
Brown Skullcap: Rite of Justice
Loot: Red-crested: Drachmas, Healing Pills
Purple-crested: Drachmas, Stamina Pills
Brown Skullcap: Drachmas, Vitality or Health Potion
Triton: The fish-people of Atlantis are at war with Silmaria for some reason.
When you fight them underwater, they'll have the advantage of speed. They
attack both with their Tridents and with a Force Bolt Spell. -- Difficulty: 5
Location: Underwater areas (pre-Rite of Peace), Rite of Peace
Loot: (Two of the following) Drachmas, Trident, Mana Pills, Mana Potion
Grangler: This odd monstrosity is quite quick and ferocious. It uses its
great strength and sharp claws to rend you, and it defends by crouching.
It's also quite fast. -- Difficulty: 7
Location: Rarely on Marete, Non-Marete Islands
Loot: (One or two of the following) Vitality Potion, Health Potion, Drachmas
Weirding: This green alien creature is nasty. It uses a long scythe to
attack, has a shield, is very fast and manueverable. It also takes a lot of
hits. It's basically a super monster. -- Difficulty: 9
Location: North end of Marete at night
Loot: (Two of the following) Drachmas, Health Potion, Vitality Potion,
Magic Chainmail Armor
---
Non-Humanoid Monsters -
Batty: These small creatures are more of a nuisance than anything. They
flitter around and are tough to hit, but they fall quite easily.
-- Difficulty: 1
Location: South end of Marete at night
Winged Homunculi: These guys are a bit larger than Batties, but aren't all
that more difficult. They can hit a bit harder, though. -- Difficulty: 2
Location: West/East end of Marete at night
Dragonling: These small cousins of dragons are kind of tough. They fly about,
making them tough to hit, and they spew acid breath at their enemies.
They're good for using throwing weapons against. -- Difficulty: 6
Location: Northwest Dragon Pillar
Razored Remora: This large fish seems threatening, but isn't all that tough.
It's pretty slow and it hits with a tail swipe. They can take hits, but
can't dish them out. -- Difficulty: 4
Location: Underwater, Rite of Peace
Salamander: The manual calls these guys Walking Salamanders, but they
actually swim. They move about as fast as Remoras. I forget if they carry
anything, but I don't think so. They're quite rare. -- Difficulty: 4
Location: Underwater
Dragonfish: These dragon-like fish move faster than other waterborne enemies.
They have both a bite and a breath attack. They aren't all that nasty, but
probably the hardest of all water enemies. -- Difficulty: 6
Location: Underwater, Rite of Peace
---
Undead Monsters -
Lemure: These guys are your basic skeletal enemy. They only appear in Hades.
They were warriors in life. -- Difficulty: 2
Location: Rite of Courage
Shade: These undead were once mages in life. They float around and attack
with a cold touch and Flame Darts. -- Difficulty: 4
Location: Marete at night, Rite of Courage
Manes: These guys are the souls of heroes and villains. They float, have a
sword, cast Lightning Ball, have a fiery breath, and will drain your life
when you get close. All in all, they're one tough dead guy. -- Difficulty: 8
Location: Rite of Courage
---
Unique Monsters -
Centaur Wizard: These Wizards are used for an extra magic punch on the
battlefield. They use Reversal, a Teleportation Spell, and Lightning Ball.
Sometimes, they'll use First Aid, too. Oh, they have a Staff. Veterans may
know that casting Trigger on a Staff is one bad idea for its holder. For
those without magic, throwing weapons may be the best idea so you're not
running back and forth between teleport points. -- Difficulty: 7
Location: Rite of Conquest, Rite of Justice
Loot: 45 drachmas, Magic Dagger, Augment Scroll
General Claudius: The leader of the Hesperian Mercenaries is a bit of a
contrast, with the grey-tone armor and the sunburst shield. He's armed with
a Magic Axe. Like most unique enemies, he can take a lot of hits.
Fortunately, he doesn't hit really hard. -- Difficulty: 7
Location: Rite of Conquest
Loot: 50 drachmas, Magic Axe, General Shield
Hydra: This three-headed lizard beast from antiquity is immortal, but it can
be defeated. It regenerates from most any grevious injury. If you know
your mythology, you know that one person has to cut off a head, while
another burns the stump. Once all the heads are gone, the thing takes a
heckuva long time to heal back up, so it may as well be dead.
-- Difficulty: 8
Location: Rite of Valor
Cerberus: If you choose to fight Cerberus, he'll put up a decent fight. He
hits hard, and you have to empty his life bar three times. Once you do
that, he'll give up and let you in. -- Difficulty: 8
Location: Rite of Courage
Minotaur: No, this isn't Toro, but another Minotaur. Hope you've been
watching Toro's movements, because this guy uses the same moves. His axe
bites right into you, and it takes time to drop his HP. -- Difficulty: 9
Location: Rite of Justice
The Dragon of Doom: This isn't a normal Dragon, actually, but an elemental
force of dark magic and hatred. It's real enough, though. Its fire breath
and bite will drop your HP almost to nothing in no time, so be prepared to
use Health Potions. -- Difficulty: 10
Location: Dragon Fire
===========
4D. Items =
===========
Weapons:
(Fists) -
Description: Although not really an item, this is a weapon you can use
against the enemy. After all these adventures, you have enough confidence to
fight bare-handed, although it's still not recommended.
Damage: 5 (Additional Strength Bonus)
Rock -
Found: On the ground in the Docks, outside the West Gate, Pegasus Peaks
Description: These lumps of igneous, sedimentary, or metamorphic deposit make
cheap throwing weapons.
Damage: 5
Dagger -
Bought: Weapon Shop for 20d
Found: Breakin House, Wizard and Thief start with one.
Description: Standard Daggers have no special thrills, but they're a popular
standby for Thieves as throwing weapons.
Damage: 10
Magic Dagger -
Bought: Magic Shop for 500d
Found: Slain Centaur Wizards, Mansion Treasure Room
Description: This is a good weapon for Wizards as a last resort. It's a small
dagger with some extra pink magic punch.
Damage: 15
Bonuses: Offense +30, Throwing +30
Slasher Dagger -
Bought: Weapon Shop for 2000d
Description: This magical dagger is a wicked little weapon. It's sinister
desire for blood makes it a good Thief weapon. Since it's unique, it can't
be thrown.
Damage: 20
Bonuses: Offense +40
Poisoned Dagger -
Found: Slain Assassin, Slain Mastermind
Description: This dagger is covered in black lotus poison. If you hit
someone with it, or throw it at them, it'll hurt REALLY bad. After using the
dagger once, though, it'll convert back to a normal Dagger.
Damage: 100
Bonuses: Offense +1000, Throwing +1000
Wizard's Staff -
Found: You create it by bringing Magic Wood to Shakra
Description: Yep. Your Staff is now a weapon you can use physically against
your enemies. Of course, it's far more useful as a spell enhancer.
Damage: 5
Bonuses: Offense +30
Throwing Spear -
Bought: Weapon Shop for 25d
Found: Sifnos Fortress
Description: This lightweight spear can be used as both a close-combat weapon
or a thrown weapon. This is a good throwing weapon for a Fighter.
Damage: 12
Spear -
Bought: Weapon Shop for 50d
Found: Guards
Description: This spear is heavier, so it's not good for throwing, but it
causes more damage as a close combat weapon than a Throwing Spear. Spears
as a whole have the advantage of reach on swords, but lesser power overall.
Damage: 20
Trident -
Found: Defeated Tritons
Description: This weapon is quite long. It's more effective than a normal
spear, and it's spear classification means it can be used in water.
Damage: 25
Magic Spear -
Bought: Weapon Shop for 400d
Found: Mansion Treasure Room
Description: More spear for your buck. This spear has the added treat of
green magic, whatever that is.
Damage: 30
Bonuses: Offense +30
Wurmbane Spear -
Bought: Weapon Shop for 6000d
Description: This spear is huge. It's insane. It's also got a neat drill
motif for the tip. When used in combat, you'll hit harder against Hydras
and Dragons.
Damage: 35
Bonuses: Offense +60
Fine Axe -
Bought: Weapon Shop for 500d
Description: An axe is a risky weapon. It's quite slow, but it has lots of
power and a good reach, so you may want to employ hit and run tactics when
using one, striking just as an enemy gets in range, then running back.
Damage: 35
Magic Axe -
Found: Keros Chest, Defeated General
Description: This lightning-laced axe hits even harder than a normal axe, but
it's no faster.
Damage: 40
Bonuses: Offense +40
Minotaur Axe -
Found: Defeated Minotaur
Description: This axe is no good to you. It's far too heavy to use. You may
be able to lend it to a strong friend, though.
Damage: 45
Sword -
Bought: Weapon Shop for 100d
Found: Defeated Mercenaries, Fighter starts with one.
Description: A weapon your Fighter has used since his earliest days. Will it
become obsolete in the face of new types of weapons? Well, that's largely
up to you.
Damage: 25
Magic Sword -
Bought: Weapon Shop for 550d
Found: Mansion Treasure Room
Description: This golden sword trails gold sparkles. If you can believe it,
it's stronger than a regular sword.
Damage: 35
Bonuses: Offense +30
Ice Diamond Sword -
Bought: Weapon Shop for 8000d
Description: The chill of ice is flowing through this magical blade. Anything
made of fire or born of fire won't be able to stand up to this.
Damage: 35
Bonuses: Offense +60
Dragonslayer Sword -
Bought: Weapon Shop for 10000d
Description: The finest sword for your Fighter. This sword has a damage
bonus against Dragons. It also looks real pretty.
Damage: 40
Bonuses: Offense +60
Paladin Sword -
Found: Paladin starts with one.
Description: This symbol of honor is the Paladin's shining beacon of justice.
He only draws this blade as a last resort, when the desire for peace has
failed. The blue flame enveloping the sword strikes fear in the heart of
evil.
Damage: 40 (plus Honor bonus)
Bonuses: Offense +40
---
Armor:
Shield -
Bought: Weapon Shop for 200d
Found: Defeated Mercenaries, Fighter starts with one
Description: This figure-eight type shield is a design not seen in these
games, yet. This is a standard shield, so use it, and it may save your life.
Armor Class: 5
Bonuses: Defense +30
Handicaps: Agility -20, Magic -60, Acrobatics -100
Magic Shield -
Found: Mansion Treasure Room, Paladin starts with one
Description: This pretty shield with a blinking eye on it offers more
effective protection than a standard shield.
Armor Class: 10
Bonuses: Defense +50
Handicaps: Agility -20, Magic -60, Acrobatics -100
General's Shield -
Found: Defeated General
Description: This magic shield has a sunburst design. It's lighter than a
normal shield, but more protective.
Armor Class: 15
Bonuses: Defense +50
Handicaps: Agility -20, Magic -60, Acrobatics -100
Helm -
Bought: Weapon Shop for 150d
Description: This piece of steel is ingeniously designed to fit around one's
head. It has the uncanny ability to protect said appendage. You'll wonder
how you survived the other four games without one.
Armor Class: 5
Handicaps: Agility -20, Magic -20, Acrobatics -40
Magic Helm -
Bought: Weapon Shop for 4000d
Found: Fighter/Paladin receives from FA from Hippocrene Water, Hydra Cave
Description: The magical variety of the helm is more effective than the
normal. It's in the specs.
Armor Class: 10
Handicaps: Agility -20, Magic -20, Acrobatics -40
Leather Armor -
Found: Defeated Bearmen, Thief starts with one
Description: This thin armor provides some basic protection and allows for
easy movement, but it's no good against a heavy weapon blow.
Armor Class: 15
Magic Leather Armor -
Bought: Weapon Shop for 2000d
Found: Tinos Chest, Mansion Treasure Room
Description: Light as silk, but able to resist a hit from a blade. It's
crazy, I tell ya.
Armor Class: 20
Chainmail Armor -
Found: Fighter/Paladin start with one, Defeated Cougarmen
Description: Heavy armor comprised of links and links of chain provides decent
protection, while still allowing decent mobility that our Hero relies on in
a pinch.
Armor Class: 20
Handicaps: Agility -20, Magic -30, Stealth -60, Acrobatics -40
Magic Chainmail Armor -
Bought: Weapon Shop for 5000d
Found: Defeated Weirdings, Hydra Cave Chest
Description: Gentlemen! We can make it stronger! Lighter! We can make it
glow pretty colors!
Armor Class: 25
Handicaps: Agility -20, Magic -30, Stealth -30, Acrobatics -40
---
Accessories:
Shell Necklace -
Found: Gift from Sarra for returning her Basket
Bought: Sarra's Stand for 10d
Description: You can appreciate the workmanship in these necklaces, but
they're not very useful. To the best of my knowledge, no one accepts them
as a gift.
Jewelry -
Found: Breakin House in the Safe, Mansion Treasure Room
Bought: Sarra's Stand for 40d
Description: This is generic jewelry. It's valuable, and material girls
might like it.
Katta Pin -
Found: Given by Rakeesh to Fighter/Wizard/Paladin
Description: This pin was given to you long ago in Shapeir by the Katta. It's
magical, but it's magic lies in friendship. Let's face it, isn't that the
greatest magic of all? Anyway, Rakeesh brought it with him after you left it
behind in Tarna.
Hera's Ring -
Bought: Sarra's Stand for 500d
Description: This lovely ring is a symbol of eternal love. If you think
you're ready to settle down, give this to a girl you've wooed, and you just
may marry her after all this is over.
King's Ring -
Found: Given by Logos after speaking to Rakeesh about the Ring of Truth
(Paladin Only)
Description: The ring of King Justinian is part of the quest to make a Ring
of Truth. The ring must be forged in dragon blood, purified by the blood of
a Paladin, and tempered in the waters of binding.
Ring of Truth -
Found: Once created from the King's Ring
Description: This rare and powerful ring has the powers over truth and
falsehood. While wearing this, a Paladin cannot tell a lie, and he will
always know when a lie is spoken.
Good Luck Charm -
Bought: Sarra's Stand for 200d
Found: Mansion Treasure Room
Description: This magical bauble can increase your Luck. Hey, everyone
needs luck sometimes.
Bonuses: Luck +50
Attack Amulet -
Found: Ios Chest, Mansion Treasure Room, Mastermind
Description: This charm magically enhances your ability to land a blow.
Bonuses: Offense +50
Defense Amulet -
Found: Paros Chest, Mastermind
Description: This charm magically enhances your ability to block a blow.
Bonuses: Defense +50
Atlas Armband -
Found: Naxos Chest, Mansion Treasure Room
Description: This armband will boost your Strength, in case you need to hit
something real hard, or move some furniture.
Bonuses: Strength +50
Stealth Charm -
Found: Thief receives from FA for Hippocrene Water, Mansion Treasure Room
Description: This charm clouds the minds of men. Well, not really, but it
does make you less noticable.
Bonuses: Stealth +50
Magic Charm Bracelet -
Found: Magic Shop for 1500d
Description: This bracelet has some serious magic oomph stored up in it.
Bonuses: Magic +50
Waterbreathing Amulet -
Found: Given by Erana/Katrina
Description: This charm pumps oxygen into your lungs while you're underwater,
or something to that effect.
---
Thief Items:
Thieves' Tool Kit -
Found: Thief starts with one.
Description: The Thief's ever-ready kit has all the utensils needed to pick
the trickiest locks and disarm the most devious traps. Lock picks, skeleton
keys, a crowbar, a hacksaw, weapons-grade plutonium, etc.
Stealth Oil -
Bought: Thieves' Guild for 25d
Description: Good old WD-40 is the best thing to stop the rustiest of rusts,
and the squeakiest of squeaks.
Blackjack -
Bought: Thieves' Guild for 300d
Description: This carefully and delicately crafted tool is designed to
provide the most precise blow to the back of an unsuspecting enemy's skull.
A knockout is just as good as a kill.
Torch -
Bought: Thieves' Guild for 15d
Description: Many nighttime raids end up being quite dark. Torches are good
for lighting one's way.
Lit Torch -
Found: Made when combining a Torch and the Tinderbox
Description: Of course, Torches are much more useful once they're lit.
Rope -
Bought: Thieves' Guild for 35d
Found: Hydra Cave Chest
Description: A basic woven hemp rope is every thief's key to survival when
they want to ascend their position in life.
Grapnel -
Bought: Thieves' Guild for 50d
Description: As far as second story work goes, ropes aren't very useful
unless you have one of these spiky things to attach to them.
Magic Grapnel -
Found: Given by Rakeesh to Thief
Description: This gift from the Sultan of Shapeir likes to get a grip on
things. Just don't bring it near any women, if you take my meaning.
Rope & Grapnel -
Found: Formed when combining Rope with either Grapnel or Magic Grapnel
Description: You'll find a couple of uses for this in the game. There's some
climbing and tightrope-walking to be done.
Pickpocket Knife -
Bought: Thieves' Guild for 100d
Description: This Zurich Army Knife slices, dices, and juliennes the purse
off anyone if you're skilled enough. Yeah, I know I stole it from the
game's flavor text, but it's a good line.
Alabaster Amphora -
Found: Breakin House, Ferrari's House
Description: This amphora isn't practical for carrying liquids, but it has
some good street value.
Gold Ring -
Found: Breakin House
Description: It's not incredibly value, but this little ring that someone
carelessly left behind is worth the snag.
Winged Lion Statue -
Found: Mansion Treasure Room
Description: This heavy solid gold statue is quite valuable. Of course, it'd
also look nice in your room. :-P
Magic Statue -
Found: Mansion Treasure Room
Description: If you remember Mordavia, you know not to completely trust Magic
Statues. Just don't touch it with your bare hands.
Imitation Blackbird -
Found: Imported Thief starts with one. Get from Wolfie after giving him the
Blackbird.
Description: This replica of the real Blackbird is only noticable since it's
quite a bit lighter.
Blackbird -
Found: Mansion Treasure Room
Description: This statue is rumored to be worth a king's ransom. It
certainly doesn't look all that valuable, though.
---
Restorative Items:
Stamina Pills -
Bought: Apothecary for 5d
Found: Animal Men, Purple-crested Goons
Description: These little pills boost your Stamina by 200. They're not
available in the Apothecary until you give Salim at least one Pegasus
Feather.
Healing Pills -
Bought: Apothecary for 10d
Found: Red-crested Goons
Description: These pills restore your Health by 100. You'll probably be
buying a lot of these if you're a Fighter.
Poison Cure Pills -
Bought: Apothecary for 10d
Description: So far as I know, only one enemy uses poison, and that's the
Assassin. So, that's all you need these for. Of course, these may not work
unless you give them a bit of a charge from the main ingredient of the
poison. Still, it's best to carry some around, because you never know when
the Assassin will stirke.
Mana Pills -
Bought: Magic Shop for 10d
Found: Tritons
Description: Chew on these pills to boost your Mana by 100. Be sure to buy a
lot before the Rite of Courage. You'll see why.
Vitality Potion -
Bought: Apothecary for 80d
Found: Granglers, Weirdings and Brown Skullcap Goons, Mansion Treasure Room
Description: This wacky potion boosts your Stamina to its maximum. They're
not available in the Apothecary until you give Salim at least one Pegasus
Feather.
Health Potion -
Bought: Apothecary for 80d
Found: Granglers, Weirdings and Brown Skullcap Goons, Mansion Treasure Room,
Mastermind
Description: This potion will completely restore your Health. I suggest not
going hog-wild on these until the end of the game.
Mana Potion -
Bought: Apothecary for 80d
Found: Tritons
Description: This potion completely restores your Mana. Be sure to buy enough
before the Rite of Courage.
Fireproofing Oil -
Bought: Apothecary for 60d
Found: Mansion Treasure Room
Description: Rubbing this oil on your body will protect you from the effects
of extreme heat. You won't be able to purchase this until you give Salim the
scales of a dragon (or a Hydra).
---
Food Items:
Fruit -
Bought: Marrak's Stand for 1d
Description: Apples, grapes, bananas. It's all good, and it counts for a
meal, so stock up on this cheap stuff.
Gyro -
Bought: Marrak's Stand for 5d
Description: Thin strips of meat, with onions and a cucumber dressing. It's
yummy.
Artichoke Pizza -
Bought: Marrak's Stand for 10d
Description: This is a white pizza, made with pesto and cheese. It has
artichoke hearts for a topping. If you're into slapstick, you can throw it
at enemies.
Anchovies -
Found: Given by Andre when you ask him for them
Description: These small fish are sometimes used as bait for larger fish.
A & A Pizza -
Found: Made by combining the previous two items
Description: This is Dr. Pretorius' favorite pizza. Figure that out.
Pepperoni Pizza -
Bought: Marrak's Stand for 15d
Description: This is better than anything you get from Domino's, I'll tell ya
that. If you're feeling artistic, you can even toss them around.
Jalapenos -
Found: Apothecary, on the back wall
Description: These hot hot peppers will clean you out good.
P & J Pizza -
Found: Made by combining the previous two items
Description: This is Dr. Mobius' favorite pizza. Some like it hot, I suppose.
Sokolotak-ya -
Bought: Marrak's Stand for 20d
Description: This box of candy is good for upping your calorie count, and it
makes a nice gift.
Chocolate Box (pink) -
Found: Your room once the Rite of Courage starts. Erasmus' house after the
Rite of Valor.
Description: This candy smells of over-ripe fruit, according to the game.
Doesn't that sound a little more suspicious than delicious?
---
Drinks:
Greek Coffee -
Bought: Dead Parrot for 5d
Description: Tastes like mud, which is probably how it wakes you up.
Drinking it will increase your Stamina.
Ale -
Bought: Dead Parrot for 10d
Description: A fine generic beer.
Ouzo -
Bought: Dead Parrot for 15d
Description: This indigenous liquor tastes like licorice. Ever see My Big
Fat Greek Wedding?
Retsina -
Bought: Dead Parrot for 20d
Description: This Greek beverage tastes and smells like pine.
Today's Special -
Bought: Dead Parrot for 25d
Description: This changes throughout the game. Blood Lite, Rum and Croak,
and even the infamous Dragon's Breath, which, by the way, you're tough
enough to survive in this game.
---
Amphora Items:
Amphora -
Bought: Wolfie's Stand for 20d
Description: These clay vases are your containers for liquids. Through some
strange quirk of dimensional magics, they change shape and color when you
put liquids in them.
Amphora with Water -
Found: Any normal stream
Description: You can drink this when you're thirsty, but they're not all that
useful, since this isn't Shapeir.
Hippocrene Water -
Found: Hippocrene Stream
Description: This water will immediately max out your Stamina when you drink
it.
Amphora of Goo -
Found: A tree on Hydra Island
Description: This boiling sap feels like rubber as it dries.
Styx Water -
Found: In the River Styx in Hades
Description: The water with which even gods swear oaths of binding. It's
pretty darn cold.
Lethe Water -
Found: In the River Lethe (whirlpool) in Hades
Description: The waters of forgetfulness. This water will make you curl up
and take a nice long nap.
---
Other Items:
Drachma -
Found: Umm. Everywhere.
Description: This gold coin with some goddess' face on the front and an eagle
on the back is the currency of Silmaria.
Tinderbox -
Found: Everyone starts with one.
Description: Start fires with this if that's your bag.
Mystic Magnets -
Bought: Magic Shop for 100d
Description: This a cute little teleportation device. Put one magnet in the
chest in your room at the Inn. Once you do that, you can use the other and
you'll automatically teleport to your room. Note that there are some places
the magnets will not work in.
Flower -
Found: Outside the Apothecary, outside the Gnome Inn after they grow
Description: Some plants produce a strange phenomenon where the parts called
"petals" blossom apart from the stem. Many a hopeless romantic has taken
advantage of this phenomenon.
Key -
Found: Given by Ann at the Inn
Description: This key unlocks your bedroom door and the Inn door late at
night. That's it. Nothing else. Stop reading. You'll find nothing
amusing here.
Map -
Bought: Wolfie's Stand for 50d
Description: This map will give you a layout of the Kingdom of Silmaria with
all the islands. The city and fishing villages are also labelled.
Shell -
Found: Seashores
Description: Bring these shells to Sarra for 1 drachma each. It's an
insanely slow way to get rich.
Basket -
Found: Seashore northwest of Naxos (search that shore area)
Description: This small wicker basket was given to Sarra when she was a
kitten. Find and return it to her to do your good deed of the day.
Arrow -
Bought: Weapon Shop for 2 drachmas
Found: Mercenaries
Description: Arrows are useless to the person without a bow. You don't have
a bow, and you never will have a bow, so arrows are useless.
Spearhead -
Found: Defeated Animal Men
Description: These are all that remains of a once-deadly spear. You can only
sell them to Pholus.
Interesting Toolkit -
Found: Bank (after robbery), Mansion Treasure Room
Description: Not being a Thief, you don't know much about these little
thingamabobs.
Scrolls (Various spells) -
Found: (Thermonuclear Blast) Wizard receives from FA for Hippocrene Water,
(Augment) Centaur Wizards, (Shrink) Hydra Cave
Description: Non-magic users have no use for these items, and can sell them
to Shakra. Magic Users just need to read the scroll, and will learn the
spell.
Sigil of Ios -
Found: Ios Chest
Description: A chi is inscribed on this sigil.
Sigil of Keros -
Found: Keros Chest
Description: A gamma is inscribed on this sigil.
Sigil of Tinos -
Found: Tinos Chest
Description: A nu is inscribed on this sigil.
Sigil of Paros -
Found: Paros Chest
Description: A delta is inscribed on this sigil.
Sigil of Naxos -
Found: Naxos Chest
Description: A sigma is inscribed on this sigil. Although you can get all
the sigils, this one's the only one you need.
Pegasus Feather -
Bought: Apothecary for 5d (after giving some to Salim)
Found: Pegasus Peaks at the nest
Description: These glowing feathers have great magical properties of
restoration and flight.
Beeswax -
Found: Dragon Pillar north of Silmaria
Description: This wax is sticky and pliable.
Hydra Teeth -
Found: Hydra
Description: These needle-sharp teeth can prick your finger good. They're
required for the victory of the Rite of Valor.
Hydra Scale -
Found: Hydra
Description: Well, they're not officially dragon scales, but they'll work
well enough for the Fireproofing Oil. Give them to Salim.
Set of Magic Seeds -
Found: Apothecary, after Rite of Valor ("Say Goodbye" in the topic about
Erasmus)
Description: These seeds grow incredibly fast. They'd be a good gift for
someone looking to spruce up their place, or someone who really loves
flowers.
Painting -
Bought: Wolfie's Stand for 100d
Description: This painting of a balloon is incredibly lifelike. There's
little to do with it directly, but it's good for inspiration.
Sheet -
Found: On your bed or in your drawers in your room
Description: This is a large square of cloth. It's pretty boring. It may
bring back fond memories of the Dark One's Cave if you're a Wizard.
Sewn Sheet -
Found: Given by Ann after showing her the Painting and giving her the Sheet
Description: Ann will stitch up your sheet so that it will resemble a
balloon shape.
Brazier -
Bought: Marrak's Stand for 50d, after showing him the Painting
Description: This Brazier can be used as a heat source for supper or a small
room.
Magic Wood -
Found: Dryad Grove on Delos after dancing (Wizard Only)
Description: As you may remember from Tarna, Magic Wood is the most essential
element to creating a Wizard's Staff.
Black Lotus Flower -
Found: Ruined Temple on Delos
Description: This pungent blossom is very suspicious. It's the main
ingredient in the poison used by the Assassin.
Proof of Destiny -
Found: Ruined Temple on Delos
Description: Once you hear your Destiny, you will receive this ceramic plate
as proof.
Peace Statue -
Found: Given by the Queen of Atlantis
Description: Once you bring Peace to Atlantis, you will receive this marble
statue.
Deed -
Found: Given by Ferrari in exchange for the Peace Statue, or the Blackbird if
you're a Thief
Description: Ann took out a loan from Ferrari to open the Gnome Inn, so he
needs to be paid back or he'll take it over. With the Deed, Ann wouldn't
have to worry about it.
You'll start in Erasmus' floaty house. He'll explain the basic premise of
your mission, and will ask if you want to go to Silmaria, or head into
danger. If you say Danger, you'll go to the Dragon Pillar west of Silmaria,
where there'll be several enemies. If you say Silmaria, you'll simply appear
at the Spinning Hat teleporter. For the sake of argument, we'll assume you
were dropped in Silmaria.
Firstly, head over to the Hall of Kings and enter to speak with Logos and
Rakeesh. You'll get the basic info about Silmaria and what's going on.
After that, you have the rest of the day to yourself, so explore the city.
Talk to as many people as you can during the day and head to the Dead Parrot
at night. Be sure you get to the Gnome Inn before midnight, since that's
when Ann turns in, and you won't be able to get in.
All right, there are several points you can get right off the bat by buying
things or doing a few minor things, so let's get to it.
Make sure you visit Rakeesh outside the Arena on the second day. He'll give
you the Katta Pin you received back in Shapeir.
Go to the Adventurers' Guild and sign the logbook (5). Go to the Apothecary
and buy at least one Healing Pill (5), and Poison Cure Pill (5). Go to the
Magic Shop and buy the Mystic Magnets (5). Also, be sure to use them at least
once (10). Buy the Map from Wolfie's Stand (5). Go to the FACS and either
take a swimming book or ask for FA's autograph. Then read the book (10) to
get an instant 100 in Swimming. There are other things you can do right now,
but they won't be necessary until you start the actual rites.
As far as normal stocking up goes, make sure you have a few amphorae, and a
good supply of throwing weapons, preferably Throwing Spears. It'd also be a
good idea to pick up a Magic Sword until the Rites start and Pholus lets you
in on the good stuff.
Now, be sure you head out into the wilderness every now and again, since,
like all games, the Fighter gets points for killing bad guys.
You also get points for killing the aquatic enemies, but there's no point in
fighting them now, since you're bound to lose underwater.
Also, the Arena calls a Fighter such as yourself. Be sure to monitor the
battles as they happen and take part in every possible battle. You get
points for going up against the other competitors: Magnum (5), Elsa (5),
Toro (5), Gort (5). Don't forget to place a bet on yourself at the Dead
Parrot Inn, too (5).
There are a couple of sidequests you can do while building up skills and your
bank account in preparation for the Rites. First of all is Sarra's Basket,
which she posts a notice for on the Adventurers' Guild board. It's out on
the shores just south of Silmaria City. Just wander around down there and
you'll stumble upon an area (without hearing the fanfare hit that signifies
combat). The area WILL be populated, though, probably with something nasty,
too. Anyway, snag the Basket, head back to Silmaria, and give it to
Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed.
Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit
the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how
he wants some. Might as well do both of these quests at once. Head up north
to the Pegasus Peaks (marked by a horse head). On the far side of the area
is the Hippocrene Stream. Fill up an amphora with the water (10), and take a
sip if you like. Now, head over to that rather obvious seesaw contraption.
If you have a Rock, throw it at the big one that looks like it's ready to go
and you'll get vaulted over to the opposite bluff. Walk around to the top and
grab the low-hanging root to swing over to the bluff with the nest. Walk up
the path to the tree and start picking up Feathers. Get as many as you
want (10). Now, you can go back using the Mystic Magnets, or click Pegasus
Feathers on yourself to float down to the ground, then walk back.
Bring the Pegasus Feathers to Salim, but keep one for yourself. It really
doesn't matter, since you can always buy them back, but you'll need at least
one feather for later. Now, you can buy Stamina Pills (5).
Bring the Hippocrene Water to FA (20). Leave and come back after he has his
fill of it. He'll be a lot more lively, and will give you a Magic Helm for
your troubles (10).
Now, you don't have to visit Science Island yet, but it's a good idea to get
in a preliminary visit, since it constitutes exploring Silmaria. If you don't
already have one, get yourself a Throwing Spear, and pick up some Rocks.
Now, head out the East Gate (out by the Docks). You'll see Science Island
off in the distance. Head down to the cabin at the edge of the cliff. Read
the directions on the sign if you wish. Switch the lever on the left to start
up the windmill. Now, the right lever is the brake lever, but it's stuck.
Force it. D'oh. This is why you brought the spear. Click it on the lever
base and you'll find it fits perfectly. Now, move it to start the gondola
moving. Stop it once it gets in front of the platform. Now, jump onto it,
and toss one of your Rocks at the lever. The lever will move, and you'll be
carried to Science Island (5). Hop off the gondola and head over to the
giant gear, and the flickering screen next to it. You need to answer
questions so that the gear will turn to let you in. If you "flunk out", just
try again. The questions aren't too hard. Just think like an overstuffed
scientist. Once the gear turns all the way around, you'll be able to enter
the Main Lab (20). Once inside, talk to the scientist on duty (Dr. Pretorius
between 7AM and 6PM and Dr. Mobius the other times). To get full points, you
should please both of these scientists. To do this, you'll need to give them
their favorite pizza. Just ask them what their favorite kind is. Pretorius'
is Anchovy and Artichoke, and Mobius' is Pepperoni and Jalapeno. The pizzas
themselves, minus one of the toppings (Anchovies and Jalapenos, respectively)
can be bought from Marrak, so pick up one of each. You can get Jalapenos
from the bunches in the Apothecary, and talk to Andre about fish to get
Anchovies. Combine the ingredients to make the pizzas, and then you give
them to each of the scientists (10, 10). There's one more thing to do right
now. Walk over to the monitor in the lab. This lets you to try to become a
Junior Scientist. You have to answer REAL science questions (not that joke
stuff outside) to be able to pass. Use your best brain power (or the ones
that sound right), and you can get your super secret lab password (which
changes each game) (10). Note, however, that you cannot enter your code on
the keypad upstairs, since Gort's standing in the way.
Okay. Now, that you've done the majority of cool stuff to do in Silmaria up
to this point, and hopefully beefed up your skills and items, you can enter
the Rites of Rulership. Go to the Bank, tell him you want to Make a
Transaction, then click the Enter button on the Rites section (10). It's a
hefty 1000 drachmas, but it's a decent price to pay for the experience you're
about to go through.
Now, head up to the Hall of Kings, and you, Gort, Elsa, Kokeeno, and Magnum
will stand before Logos, ready to begin.
---
The Rite of Freedom
Your task here is for each of you to go to one of the Fishing Villages, clean
it out of invaders, and return with the sigil of the village. The village
you have to take care of is Naxos.
Now, don't get into turbo mode yet. You have plenty of time to beat out your
competitors. It's a good idea to make the rounds around town and talk to
everyone. Specifically, talk to Andre, and you just might be able to help him
out, although you'll get no points for it.
Note that Pholus is now selling his good stuff. You can't upgrade your
Shield here, and you already have the Magic Helm covered from the FA. What
you need to buy from him to get full points are Magic Chain Mail (10), and
the Dragonslayer Sword (10). You don't have to do it now. Just a heads up.
Now, you can just go straight to Naxos and clean it out, but you'll get
points for saving the other villages as well. Basically, the way to save a
village is to get to the building with the locked door (it usually has a red
shale roof), then beat the four Mercenaries inside, open the chest, and take
the sigil inside, and the village is freed, so you can just rush past all the
mercenaries outside or in the other buildings.
Inside each chest, besides the sigil, is 500 drachmas and a special item.
Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet,
Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good
idea to free all the villages.
So, free all five (20 (for the first one), 10, 10, 10, 10), and take the
sigils (10 for the first one).
After you're done Naxos DON'T immediately go back to Silmaria. Head to the
Dragon Pillar west of Silmaria. In addition to whatever enemies are in the
area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's
a victim of the Assassin. Note that the Dragon Pillar is now broken. Head
back to Silmaria, and knock on the door of the guardhouse on the West Gate.
You'll automatically tell the guard what happened (10).
Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr.
Guard! Is this enough? ^_^) and you'll have one Rite under your belt (20).
---
The Rite of Conquest
This mission requires you to seek out the hidden fortress of the Hesperian
Mercenaries. You must "ensure" that the General and his mercenaries never
return to Silmaria. You are to return with his Shield.
To begin this Rite, make the rounds and speak with everyone, especially
Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot.
Ugarte will mention some info he has for you. Now, at night, walk back from
the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte
will sneak out and speak to you. Ask him about all topics. When you Say
Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss
a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte
some Poison Cure Pills. If you don't have any, quickly get to the guardhouse
at the gate to get some help. You'll be summoned to the Hall of Kings, where
you will discuss the situation with Logos.
Once you're set to find the fortress (make sure you've set your Mystic
Magnets), go to Andre in the morning and rent his boat for 50d (25d if you
helped him). Take the boat west and around Marete. Andre will tell you the
base is rumored to be on Sifnos. Steer your boat until you hit the small
island at the very left edge of your exploration area (not dark blue). Andre
will wait until dark, then let you off there. (20)
There are five mercenaries out here. Two are patrolling the beach, and the
other three are on the dock. Take them out (Alarm? What alarm?) and head up
the stairs and into the fortress. There are eight mercenaries inside.
Finish them all off however you choose. If you wish you can grab Throwing
Spears from the cart in the center of the courtyard, or in a barrel by the
wall. Once most of the mercenaries are taken out, a Centaur Wizard will
teleport in in one of the upper areas. You can try to run up and hit him,
but it'll take forever to get around, and he may heal himself during that
time. The fastest way is to continually chuck Throwing Spears at him. He'll
teleport back and forth, but if you keep hitting him, he'll eventually fall.
Make sure you keep your health up while doing this, of course.
Finally, after the Wizard falls (5), General Claudius himself will appear and
challenge you. Duel with him to the best of your ability, healing as
necessary. Show him a new definition of pain and suffering until he keels
over (20). Search him to take his Shield (20). Be sure to search all the
other bodies in the area, as well. Once you're done, use the Mystic Magnet to
return to Silmaria. Bring the General's Shield to the Hall of Kings to
complete Rite number two (10).
Note: The Shield will remain with you after this is over, so you can hang
onto this awesome piece of equipment.
Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in
the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping
like flies. By the way, there's nothing you can do to discover this. It
happens (and is discovered) while you're away at Sifnos.
---
The Rite of Valor
Your mission is to travel to Hydra Island and defeat the beast of antiquity
that gives the island its name. You are to return with its teeth.
Now, right after you get your briefing, you'll immediately start talking to
Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh
oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison
Cure Pills, or run to the guards at the Hall of Kings and tell them what
happened. You'll once again meet with Logos and discuss the situation.
Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of
money for the inn. Have a talk with him. You won't really get anything
done, though.
Now, to begin the Rite. The problem will actually be getting to Hydra, since
no boats go there. Be sure to speak to everyone again about the Rite. A good
source of info will be flipping through the logbook at the Adventurers' Guild,
and poking around the books in the FACS as well. You may happen on some
references to Icarus. If you read correctly, you'll know Icarus and Daedalus
used wings made of a wooden frame, and feathers stuck to it with wax. You've
already got access to Feathers (of the Pegasus variety). The wooden frame is
on Science Island, and you have to give at least one of the scientists their
favorite pizza (see Silmarian Meanderings on how to accomplish that). The
wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10).
Once you have the feathers and wax, head to Science Island, and put the wax on
first (10), then the feathers (5). Grab the wings and you'll head
outside (20).
You'll automatically flap your way over to Hydra and score a perfect
one-point landing on the island (10). Walk over to the Hydra icon. First
thing you should notice in the Hydra Cave area is the weird-looking stuff
coming out of the tree. If you have an Amphora, get some in it (10). Now, to
deal with that rather nasty-looking three-headed thing that's sitting over
there. Start hacking away at him. In a few seconds, your buddy Elsa will you
show up, offering help. Definitely say yes. She'll have a Torch she'll use
to burn the heads after you chop them off. To hit the left and right heads,
you have to stand on the ledge next to them, while standing in front for the
middle head. Chop them off one at a time, and Elsa will burn them. Once all
three are burned, the Hydra will collapse, and the final head will hit the
ground (40).
Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra
Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all
the trouble she went through. You could be noble and give her the teeth, or
just suggest a search for treasure in the cave. Head inside and she'll grab a
Magic Bow and take off. You can loot the rest of the cave now. First, grab
the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over
to that chest by the left wall. It's trapped, y'know. Heal yourself up to
the max, then bust it open and take it like a man. If you still die at max
Health, come back once you have Fireproofing Oil. Inside the chest, you'll
find 2000 drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll. Snag
it all. Use the Mystic Magnets to return to Silmaria.
Don't worry about leaving stuff behind. After this Rite is over, you can
return using Andre's boat.
Anyway, now that you're back, something bad happened. Head over to the
Apothecary to drop off the Hydra Scales. You'll be given the unfortunate
news that Erasmus has been drugged and sleeps a restless sleep (literally,
he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing
Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of
Magic Seeds. Give these seeds to Ann (10) to give her inn a little
razzamatazz.
That's about it for this Rite. If you didn't give the Teeth to Elsa, give
them to the Hall of Kings guards (10) to win the Rite. If you did, go back to
your room. Next morning, you'll be summoned to the Hall of Kings for the
close of the Rite.
---
The Rite of Destiny
The fourth Rite has you seeking out your Destiny on the Isle of Delos. You
are to hear your fortune from the Sybil and return with proof that you've
faced your fate.
Again, talk to everyone. Particularly useful people to talk to are Shakra,
the Famous Adventurer, and to look at the open book on the table next to the
Swim Manuals, which talks about balloons. Since you no longer have the wings,
and you'll have to fly to Delos, you'll need to make a balloon to fly there.
First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show
it around, particularly to Ann Agrama, and Marrak. You'll need several items
to make this vehicle. The first and most basic is the gondola that's lying in
water outside Science Island. You can use the crane to retrieve it, which
I'll get to in a bit. The next is a sheet, but it has to be sewn in the
shape of a balloon. You also need a Rope, some sap to windproof the sheet,
and a brazier as a heat source.
Okay, after you shown Ann the Painting, go up to your room, and open the
drawer to take the spare Sheet (10). Head downstairs and give it to Ann to
have her sew it. She'll have it for you the next day (10). While you're at
it, tell her about Wolfie, and he'll paint up the inn.
The Rope is in the chest in the Hydra Cave, if you didn't get it before, and
the goo you need to windproof it is also on Hydra Island in a tree, which
you'll need an amphora for. After you shown the Painting to Marrak, you can
buy a Brazier from him for 100d (5). Also, make sure you still have your
Tinderbox from the beginning of the game.
Take all this stuff and head to Science Island. Go outside the back exit on
the second floor. You'll be out on the crane platform, above the gondola.
Look for the monitor on the wall nearby. To grab the gondola, set the
Rotation for 55, the Extension for 100, and the position to Closed. You'll
snag the gondola. If you make a mistake, your next move doesn't matter, but
it'll have to be set to Open so you can open the claw, then close it on the
next move.
Anyway, once the gondola's on the platform (10), use the Sewn Sheet, Rope,
Goo, Brazier and Tinderbox on the gondola. You'll have made your balloon and
you'll take off for adventure (20)!
Wait! There's one task here that EVERYONE misses. As soon as you launch the
balloon, get to a spot on land and hop off and head back to Silmaria. Go to
Wolfie and tell him about the balloon (10).
Right, once you've done that, head northwest to the Pegasus Peaks to get some
more Hippocrene Water. Now, head to Delos. Once you reach it (10), go to the
Dryad Grove. Use the Hippocrene Water on each of the Dryads. Once you water
all seven, relax and watch the Dance of Mystery and Intrigue (10).
Now, walk over to the ruined temple where you'll find the Sybil. There are
three things to do here. #1, grab the Black Lotus Flower in the small
pool (10). It's VERY important. #2, Read the pillar in front of the pool,
which has a very useful verse that you HAVE to know to get through the next
Rite. #3, drop a drachma into the pool and hear your fortune from the Sybil.
Once she's done, get your Proof of Destiny on the floor nearby (30). Make
sure you FLY back to Silmaria, not Magnet. More bad news awaits. Shakra is
down with the same malady affecting Erasmus.
First, give the Black Lotus Flower to Salim. Now, when you come back the next
day, Salim will switch your old Poison Cure Pills for the new ones, which will
completely cure the Assassin's poison. Also, this will completely restore
Rakeesh and Ugarte after the game ends. Now, give the Proof of Destiny to the
guard at the Hall of Kings and you'll complete Rite Four (10).
---
The Rite of Courage
This is gonna be a rough Rite. Your task is to journey to the depths of
Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths
of Hades, and bring back water from the River Styx.
First of all, check out your room, and you'll discover a box of chocolate on
your chair. Check it out in the Inventory. Overripe fruit? I wouldn't
trust that if I were you. You may want to bring it to Salim or Julanar (5).
To learn stuff about this Rite, talk to Pholus and the FA. They'll give you
all the info you need.
You'll need a lot of Healing and Stamina items for this one. Also, you'll
definitely need at least two Amphorae to hold the liquids you're bound to
find. Head out to the Dragon Pillar marked with a skull on the map. That's
the gateway to Hades. Make sure you've gone to Delos and read the verse on
the pillar at the Ruined Temple. Note the body next to the broken Dragon
Pillar. Geez, another one. Fill up one of your amphora with water near the
body. Now, take the water, and pour it near the spot where the river goes
into the mountainside. If you read the verse at Delos, you'll recite it now,
and the gates to Hades will open (20).
Walk up to the gate, then back away slowly as Cerberus lopes up to yell at
you. He won't let you in unless you first die, or come up with a suitable
bribe. Well, you're a Fighter, and don't do bribes, so just kick his butt.
You have to drain his HP three times to get him to give up (10).
Once you get past the mutt, you can enter Hades. You can fight the bone bags
if you wish, but it'll be best in the long run just to run. Head to the right
side of the screen. Eventually, you'll reach a dead end, with a path below
you on a cliff. The only way to make it is to jump down, so heal up before
you do that. Head into the arch on the right side, and you'll enter the next
screen. Run left down the dragon's skeleton, and enter the next area.
In the last area, you'll see the rivers of Hades. Go down the front, near the
bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe
Water (10). Move further to the right in the same area and fill up the other
Amphora with water from the river to get Styx Water (10). Now, go back to
the left, then to the back path and around all the way to the right until you
reach the view of the Hall of Hades. The Guardian of the Dead will speak to
you and tell you about two souls connected to you through love. Erana and
Katrina are those souls. He'll tell you that you can end the suffering of one
of them and bring her back to life. You may pick either, or no one. If you
pick no one, Erana will give you the Amulet of Waterbreathing before the two
depart. If you do pick one, you'll have to pay "the price", which is giving
up your life for her. If you do, you'll be "killed", but then brought back
to life, minus half your Vitality. The one you free will tell you where
she'll go. Erana will go to Lymnos, and Katrina will go to Zante.
Now, to get out of here. Pretty much leave the way you came in. When you go
back to the first area, you'll be on the left side of the main entrance. Head
out and the gate will close. You may now fly to meet the woman you freed.
After which, head back to Silmaria. Go to the Apothecary and give Salim or
Julanar the Lethe Water. Now, Shakra and Erasmus will finally get some rest.
Bring the Styx Water to the guard at the Hall of Kings and you'll win this
Rite (10).
---
The Rite of Peace
The sixth Rite requires you to seek out the lost City of Atlantis. You are
to forge a new alliance between the land-dwellers and the sea people, and
return with proof of your actions.
Good people to talk to are the FA, and the girl you freed from Hades, if you
did free one. The girl will give you a Waterbreathing Amulet as you tell her
about the Rite of Peace (20). The FA will actually tell you about some
secrets of Atlantis.
To get ready for your trip to Atlantis, buy a Magic Spear and some Magic
Leather Armor if you don't already have some, because you're going
underwater. At this point, you can go to some shoreline area, and jump in the
water to fight underwater monsters:
Now, head to Science Island. In the lab, you'll notice it's empty. No
scientist. No Gort. Keypad's open! Head up to the second floor, and punch
in your secret code, and the secret door will open (10). The scientist
inside (Pretorius or Mobius) will be a bit more eccentric and mad then
before. You'll learn that Gort is not actually a human, but an kinda undead.
You'll also learn that the scientists are the ones drugging the wizards.
Here's some more commonly missed points. During this Rite (and afterwards),
if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help.
Say Yes and you'll take a little job as the entertainment for the night (10).
Also, if you sleep in your room before taking off for Atlantis, Elsa will
visit you in your room at night. She'll be suspicious about who's behind all
this and will let you in on her opinions. There's not much else to do,
though.
So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly
over there (southwest corner), then enter the area marked by the shell icon.
You'll be a water area with an ancient looking door. Arm yourself with the
Magic Spear and use it on the door. You'll pry it open. Be ready to receive
a reception from two Tritons coming out the other side. Once they're dead,
head through the tunnel and you'll reach Atlantis. You can muscle your way
through or sneak around, but enter the area with the shell on the tower.
Once you enter, Hippolyta will sound the alarm. Kill the Dragonfish that pops
out (you can leave the other guys). Once you do, Hippolyta will
surrender (10). Talk to her about a Peace Treaty and she'll begrudgingly give
you the Peace Statue (30).
Fly back to Silmaria. For once, nothing weird happened while you were gone.
You can go right up to the Hall of Kings and give the guards the Peace
Statue (which you'll keep) to win the Rite of Peace (10).
At the end of the Rite, you'll first see a little hearing involving Gort and
the scientists and the drugging of the Wizards. Gort will be disqualified for
the Rites, and Pretorius and Mobius will be revealed to be the same person.
Freaky.
---
The Rite of Justice
Simply put, the final Rite is to find the cause for all the problems in
Silmaria and bring that person to justice.
First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll accept
it as a trade for the Gnome Inn's Deed. Teleport back to the Inn and give
Ann the Deed (10). She'll be eternally grateful.
Now, sleep at the Inn tonight, and Elsa will sneak into your room one last
time, telling you she's going to try and expose the man she's suspicious of.
If you've been courting her well, give her Hera's Ring, and she'll
accept (15).
This is also the best time, if you've been courting them, to ask Nawar (10),
or Katrina (20) to marry you. If you need any help with dating, check the
guide in Miscellany.
Now, head to the Apothecary and stock up on Health Potions and Vitality
Potions. Twenty to thirty of each should be enough. Also, make sure you have
a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. If
you're up to it, snag a bunch of Throwing Spears, too.
Now, you're at the point of no return. To set the final crunch in motion,
wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers'
Guild. When you get to the guild area, a black cloaked figure will teleport
into the area. Yes, it's the Assassin. You'll learn that the Assassin is
Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated
out of the brigand treasure. Time to settle the score, it seems. Run your
blade through his heart, and take Poison Cure Pills if necessary. Once he
dies (20), you'll get a Poisoned Dagger. Toro will come out and help you.
You'll meet with Logos again and he'll ask you what to do about the
situation. It's quite obvious that Minos is the source of the problem, but
proof is necessary. Make any choice about weeding him out that you want.
Now, go back to the Inn and sleep. You'll be summoned to the Hall of Kings
the next day. In this confrontation, pick just about any topic you want.
Either Minos will respond, or he'll be cornered. Soon, he'll be exposed, and
will teleport out. He has the Prophecy Stone, which can raise the Dragon of
Doom if broken, along with the Dragon Pillars. You will be sent on the
fastest boat Silmaria has to Minos' Island.
Once you reach the island, ready your weapons and plunge into the fray. Use
throwing weapons to take out the archers if you wish. Break down the gate to
the courtyard, then the door to the palace, and enter (15).
Once inside, take out all the Goons and the Centaur Wizards. Open the door
on the top left corner of the screen and you'll enter the Treasure Room.
Minos will give you some preliminary taunting, then two Goons will enter, and
you'll also have to deal with that big Minotaur over there. First run up to
the desk in the foreground and grab the Interesting Toolkit there. Give it to
Elsa who's trapped in one of the alcoves, and she'll make her way out. She'll
grab her stuff and start fighting alongside you. Defeat the two Goons and the
Minotuar (35) and Minos will taunt you some more, telling you that he still
won, because he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll
then jump off the balcony and kill himself, breaking the Prophecy Stone in
the process.
You'll see a small cutscene with the Dragon rising. Elsa will mention the
amount of trouble you're in. There are three things you have to do to get out
of here. The first thing is to go over to the alcove Elsa points out, put on
some Fireproofing Oil, and open the gate. Take all the potions inside. Next,
search Minos and take all the stuff he has. Finally, search the Minotaur to
take his axe. After that's all done, either Erana, Katrina, or Fenris (if you
saved neither) will show up and will take you to the final battle.
---
Dragon Fire
Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a
big Dragon right across from you. Ready? Okay. Let's go!
First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a
help against the Dragon, and then Gort will show up, saying how he wants to be
a Hero, too. Sometimes, Fenris will just teleport them both in right at the
beginning. Sometimes, they'll skip that part, and you'll have to ask
Erana/Katrina for Help so she'll summon them. Once they arrive, click on each
of them and ask them to Help Fix the Pillar. They'll rush towards the
lopsided pillar and start pushing. You'll have to push, too. Once the three
of you have the Pillar up, the Dragon will be bound to the earth and cannot
leave the cave (20).
There are a couple of other things you can do before starting the battle
proper. Tell your girl you love her, if she's here. Be sure to pass the
Minotaur Axe to Toro. Give both Toro and Gort (10) Health Potions so that
they can restore their health when needed, because they can die during the
course of the battle. Also, use some Fireproofing Oil on yourself (10 (for
using it at the Pool), 10 (for using it for the Dragon)).
All right. The rest of this battle can go in one of MANY ways. The Sybil
told you someone has to sacrifice themselves for the Dragon to be destroyed,
but that's not true. All the sacrifice does is knock off about half the
Dragon's health. You can still just rush up and kick his butt. If you want
to be the sacrifice, offer it to Elsa/Katrina/Erana, and walk in front of the
dragon on the opposite side of the pool. The Dragon will fill you with flame,
and you'll fall, getting the standard death screen, but you'll have the
knowledge of saving Silmaria (50). If the person you tell is your fiancee,
she may not want to let you make the sacrifice. You can also ask Gort or Toro
and they'll be the sacrifice as well, although you will get points for
keeping Toro (10), and Gort (10) alive.
Anyway, whether or not you choose to have a sacrifice, eventually, you can
bring the Dragon down to half health, and it'll burst from its bindings in the
Temple. It'll take flight and head towards the opposite side of the cave.
Now, it's the final crush. He'll alternate between flying and being on the
ground. Throw things at him while he's in the air, and strike while he's on
the ground. Make sure you keep a finger on the Health Potion button on your
belt, since his flame can knock you down to nothing real quick, and his claw
and bite will take down a good half your health. Keep striking, healing,
whatever and eventually you'll finish him and be victorious (70).
The Dragon will rise into the air, and drop itself into a pool of molten lava,
where it'll be destroyed. Your friends will go on about how you saved
Silmaria. Your fiancee, if here, will get cozy with you. You can now head
back to Silmaria for the closing ceremonies of the Rites of Rulership.
You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned
the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water)
will be standing with Logos for the final ceremonies. He'll go on about what
you've done, and how you all are the Heroes of Silmaria. He'll ask you, the
Hero of Five Lands, if you will take up the throne, and be the next King of
Silmaria. If you decline, you'll have to provide a short reason. I leave the
final decision up to you (50).
Congratulations, Hero! You've saved Silmaria and proven once and for all that
Heroes do exist in this world! Now, play again with some of the other types,
or get the other games and play some other masterpieces.
You'll start in Erasmus' floaty house. He'll explain the basic premise of
your mission, and will ask if you want to go to Silmaria, or head into
danger. If you say Danger, you'll go to the Dragon Pillar west of Silmaria,
where there'll be several enemies. If you say Silmaria, you'll simply appear
at the Spinning Hat teleporter. For the sake of argument, we'll assume you
were dropped in Silmaria.
Firstly, head over to the Hall of Kings and enter to speak with Logos and
Rakeesh. You'll get the basic info about Silmaria and what's going on.
After that, you have the rest of the day to yourself, so explore the city.
Talk to as many people as you can during the day and head to the Dead Parrot
at night. Be sure you get to the Gnome Inn before midnight, since that's
when Ann turns in, and you won't be able to get in.
All right, there are several points you can get right off the bat by buying
things or doing a few minor things, so let's get to it.
Make sure you visit Rakeesh outside the Arena on the second day. He'll give
you the Katta Pin you received back in Shapeir.
Go to the Adventurers' Guild and sign the logbook (5). Go to the Apothecary
and buy at least one Healing Pill (5), and Poison Cure Pill (5). Go to the
Magic Shop and buy the Mystic Magnets (5). Also, be sure to use them at least
once (10). Also in the Magic Shop, be sure to buy at least one Mana
Potion (10), and several Mana Pills. Buy the RIP (10), Fascination (10), and
Boom (10) spells when you get enough money, too. Shakra will also bring up
the point of you needing a new Wizard's Staff, although he doesn't know where
you could get more wood. Buy the Map from Wolfie's Stand (5). Go to the
FACS and either take a swimming book or ask for FA's autograph. Then read the
book (10) to get an instant 100 in Swimming. Also, pay your buddy Erasmus a
visit (20). You can ask him for a spell, and he'll teach you Whirlwind (20).
There are other things you can do right now, but they won't be necessary
until you start the actual rites.
As far as normal stocking up goes, make sure you have a few amphorae, plenty
of Mana and Healing Pills, and get yourself a Magic Dagger (5). As always,
practice your combat spells until they can drill holes in the enemy
(figuratively).
On Day 3, you'll be unpleasantly surprised when you try to buy something.
You'll have no money in your account! Head to the bank to learn it's been
robbed. Check out the floor of the bank and pick up the Interesting
Toolkit (10). Show it around to people. Shakra will suggest you see Erasmus
about it. Go show Erasmus the Toolkit (15), and he'll give you a clue about
the Thief: an arm that keeps coming and going. Arm, eh? Well, one of
Arestes' arms has come and gone. Go to the Dead Parrot Inn, and you'll see
him get up from his table and leave. Follow him out and tail him all the way
to a secret door under the bridge. Detect Magic on the door, and you'll find
a trap. Trigger it a safe distance away, and cast Open to get inside. Once
inside, talk to Arestes. Keep trying stuff to say, and eventually he'll go
with you to the Hall of Kings to receive his sentence (20). You'll get a
2000 drachma reward for your troubles. Nice work if you can get it.
There are a couple of sidequests you can do while building up skills and your
bank account in preparation for the Rites. First of all is Sarra's Basket,
which she posts a notice for on the Adventurers' Guild board. It's out on
the shores just south of Silmaria City. Just wander around down there and
you'll stumble upon an area (without hearing the fanfare hit that signifies
combat). The area WILL be populated, though, probably with something nasty,
too. Anyway, snag the Basket, head back to Silmaria, and give it to
Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed.
Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit
the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how
he wants some. Might as well do both of these quests at once. Head up north
to the Pegasus Peaks (marked by a horse head). On the far side of the area
is the Hippocrene Stream. Fill up an amphora with the water (10), and take a
sip if you like. Now, head over to the bluff with the nest on it and walk
up the back side. Once you can't climb any more, Levitate up to the higher
groudn. Walk up the path to the tree and start picking up Feathers. Get as
many as you want (10). Now, you can go back using the Mystic Magnets, or
click Pegasus Feathers on yourself to float down to the ground, then walk
back.
Bring the Pegasus Feathers to Salim, but keep one for yourself. It really
doesn't matter, since you can always buy them back, but you'll need at least
one feather for later. Now, you can buy Stamina Pills (5).
Bring the Hippocrene Water to FA (20). Leave and come back after he has his
fill of it. He'll be a lot more lively, and will give you the spell of
Thermonuclear Blast for your troubles (10).
Now, you don't have to visit Science Island yet, but it's a good idea to get
in a preliminary visit, since it constitutes exploring Silmaria. If you don't
already have one, get yourself a Throwing Spear, and pick up some Rocks.
Now, head out the East Gate (out by the Docks). You'll see Science Island
off in the distance. Head down to the cabin at the edge of the cliff. Read
the directions on the sign if you wish. Switch the lever on the left to start
up the windmill. Now, the right lever is the brake lever, but it's stuck.
Force it. D'oh. This is why you brought the spear. Click it on the lever
base and you'll find it fits perfectly. Now, move it to start the gondola
moving. Stop it once it gets in front of the platform. Now, jump onto it,
and cast Force Bolt at the lever. The lever will move, and you'll be carried
to Science Island (5). Hop off the gondola and head over to the giant gear,
and the flickering screen next to it. You need to answer questions so that
the gear will turn to let you in. If you "flunk out", just try again. The
questions aren't too hard. Just think like an overstuffed scientist. Once
the gear turns all the way around, you'll be able to enter the Main Lab (20).
Once inside, talk to the scientist on duty (Dr. Pretorius between 7AM and 6PM
and Dr. Mobius the other times). To get full points, you should please both
of these scientists. To do this, you'll need to give them their favorite
pizza. Just ask them what their favorite kind is. Pretorius' is Anchovy and
Artichoke, and Mobius' is Pepperoni and Jalapeno. The pizzas themselves,
minus one of the toppings (Anchovies and Jalapenos, respectively) can be
bought from Marrak, so pick up one of each. You can get Jalapenos from the
bunches in the Apothecary, and talk to Andre about fish to get Anchovies.
Combine the ingredients to make the pizzas, and then you give them to each of
the scientists (10, 10). There's one more thing to do right now. Walk over
to the monitor in the lab. This lets you to try to become a Junior
Scientist. You have to answer REAL science questions (not that joke stuff
outside) to be able to pass. Use your best brain power (or the ones that
sound right), and you can get your super secret lab password (which changes
each game) (10). Note, however, that you cannot enter your code on the keypad
upstairs, since Gort's standing in the way.
Okay. Now, that you've done the majority of cool stuff to do in Silmaria up
to this point, and hopefully beefed up your skills and items, you can enter
the Rites of Rulership. Go to the Bank, tell him you want to Make a
Transaction, then click the Enter button on the Rites section (10). It's a
hefty 1000 drachmas, but it's a decent price to pay for the experience you're
about to go through.
Now, head up to the Hall of Kings, and you, Gort, Elsa, Kokeeno, and Magnum
will stand before Logos, ready to begin.
---
The Rite of Freedom
Your task here is for each of you to go to one of the Fishing Villages, clean
it out of invaders, and return with the sigil of the village. The village
you have to take care of is Naxos.
Now, don't get into turbo mode yet. You have plenty of time to beat out your
competitors. It's a good idea to make the rounds around town and talk to
everyone. Specifically, talk to Andre, and you just might be able to help him
out, although you'll get no points for it.
Note that Pholus is now selling his good stuff, not that it matters to you.
All you may really want is Magic Leather Armor, but don't bother since you can
get it in this Rite.
Now, you can just go straight to Naxos and clean it out, but you'll get
points for saving the other villages as well. Basically, the way to save a
village is to get to the building with the locked door (it usually has a red
shale roof), then beat the four Mercenaries inside, open the chest, and take
the sigil inside, and the village is freed, so you can just rush past all the
mercenaries outside or in the other buildings.
Inside each chest, besides the sigil, is 500 drachmas and a special item.
Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet,
Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good
idea to free all the villages.
Naxos you'll want to do differently than just running around killing things.
You get points for not setting off the alarm, so go at night, when the
mercenaries won't immediately see you, and cast Calm and Hide and make your
way over to the house with the shale roof. Cast Open on the door to make it
inside without raising the alarm (10).
So, free all five (20 (for the first one), 10, 10, 10, 10), and take the
sigils (10 for the first one).
After you're done Naxos DON'T immediately go back to Silmaria. Head to the
Dragon Pillar west of Silmaria. In addition to whatever enemies are in the
area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's
a victim of the Assassin. Note that the Dragon Pillar is now broken. Head
back to Silmaria, and knock on the door of the guardhouse on the West Gate.
You'll automatically tell the guard what happened (10).
Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr.
Guard! Is this enough? ^_^) and you'll have one Rite under your belt.
---
The Rite of Conquest
This mission requires you to seek out the hidden fortress of the Hesperian
Mercenaries. You must "ensure" that the General and his mercenaries never
return to Silmaria. You are to return with his Shield.
To begin this Rite, make the rounds and speak with everyone, especially
Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot.
Ugarte will mention some info he has for you. Now, at night, walk back from
the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte
will sneak out and speak to you. Ask him about all topics. When you Say
Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss
a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte
some Poison Cure Pills. If you don't have any, quickly get to the guardhouse
at the gate to get some help. You'll be summoned to the Hall of Kings, where
you will discuss the situation with Logos.
Once you're set to find the fortress (make sure you've set your Mystic
Magnets), go to Andre in the morning and rent his boat for 50d (25d if you
helped him). Take the boat west and around Marete. Andre will tell you the
base is rumored to be on Sifnos. Steer your boat until you hit the small
island at the very left edge of your exploration area (not dark blue). Andre
will wait until dark, then let you off there. (20)
There are five mercenaries out here. Two are patrolling the beach, and the
other three are on the dock. Take them out (Alarm? What alarm?) and head up
the stairs and into the fortress. There are eight mercenaries inside.
Finish them all off however you choose. If you wish you can grab Throwing
Spears from the cart in the center of the courtyard, or in a barrel by the
wall. Once most of the mercenaries are taken out, a Centaur Wizard will
teleport in in one of the upper areas. Ah, a Wizard duel! He's got Reversal,
but so do you, so cast it to reflect his Lightning Balls. Cast Frost Bite on
him to get past his Reversal. Keep hitting him with repeated FB spells and
he'll drop to the ground. Oh, and if you don't want the ten points or the
Augment spell, you can cast Trigger on the Wizard's staff and it'll blow him
to smithereens. There'll be nothing left to search, though.
Finally, after the Wizard falls, General Claudius himself will appear and
challenge you. Duel with him to the best of your ability, healing as
necessary. Show him a new definition of pain and suffering until he keels
over (20). Search him to take his Shield (20). Be sure to search all the
other bodies in the area, as well. The Centaur Wizard has the scroll of
Augment on him (10). Once you're done, use the Mystic Magnet to return to
Silmaria. Bring the General's Shield to the Hall of Kings to complete Rite
number two.
Note: The Shield will remain with you after this is over, so you can sell it.
Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in
the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping
like flies. By the way, there's nothing you can do to discover this. It
happens (and is discovered) while you're away at Sifnos.
---
The Rite of Valor
Your mission is to travel to Hydra Island and defeat the beast of antiquity
that gives the island its name. You are to return with its teeth.
Now, right after you get your briefing, you'll immediately start talking to
Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh
oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison
Cure Pills, or run to the guards at the Hall of Kings and tell them what
happened. You'll once again meet with Logos and discuss the situation.
Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of
money for the inn. Have a talk with him. You won't really get anything
done, though.
Now, to begin the Rite. The problem will actually be getting to Hydra, since
no boats go there. Be sure to speak to everyone again about the Rite. A good
source of info will be flipping through the logbook at the Adventurers' Guild,
and poking around the books in the FACS as well. You may happen on some
references to Icarus. If you read correctly, you'll know Icarus and Daedalus
used wings made of a wooden frame, and feathers stuck to it with wax. You've
already got access to Feathers (of the Pegasus variety). The wooden frame is
on Science Island, and you have to give at least one of the scientists their
favorite pizza (see Silmarian Meanderings on how to accomplish that). The
wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10).
Once you have the feathers and wax, head to Science Island, and put the wax on
first (10), then the feathers (5). Grab the wings and you'll head
outside (20).
You'll automatically flap your way over to Hydra and score a perfect
one-point landing on the island (10). Walk over to the Hydra icon. First
thing you should notice in the Hydra Cave area is the weird-looking stuff
coming out of the tree. If you have an Amphora, get some in it (10). Now, to
deal with that rather nasty-looking three-headed thing that's sitting over
there. Start hacking away at him. In a few seconds, your buddy Elsa will you
show up, offering help. Definitely say yes. Tell her you want to be the
Torch Man. She'll start hacking away. When she lops a head off, cast Flame
Dart on the stump. If you screw it up, she'll do the fire and you'll have to
fight. To hit the left and right heads, you have to stand on the ledge next
to them, while standing in front for the middle head. Once all three are
burned, the Hydra will collapse, and the final head will hit the ground.
Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra
Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all
the trouble she went through. You could be noble and give her the teeth, or
just suggest a search for treasure in the cave. Head inside and she'll grab a
Magic Bow and take off. You can loot the rest of the cave now. First, grab
the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over
to that chest by the left wall. It's trapped, y'know. Heal yourself up to
the max, then bust it open and take it like a man. If you still die at max
Health, come back once you have Fireproofing Oil. Inside the chest, you'll
find 2000 drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll (10).
Snag it all. Use the Mystic Magnets to return to Silmaria.
Don't worry about leaving stuff behind. After this Rite is over, you can
return using Andre's boat.
Anyway, now that you're back, something bad happened. Head over to the
Apothecary to drop off the Hydra Scales. You'll be given the unfortunate
news that Erasmus has been drugged and sleeps a restless sleep (literally,
he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing
Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of
Magic Seeds. Give these seeds to Ann (10) to give her inn a little
razzamatazz.
Now, go visit Erasmus. Wizards can do so, because they can use Trigger on
the teleporter instead of just kicking it. Head inside the house and talk to
Fenris and he'll give you the Chocolate Box that Erasmus had when he fell
asleep. Suspicious, yet? Give the Chocolate Box to Salim to analyze (5).
That's about it for this Rite. If you didn't give the Teeth to Elsa, give
them to the Hall of Kings guards to win the Rite. If you did, go back to
your room. Next morning, you'll be summoned to the Hall of Kings for the
close of the Rite.
---
The Rite of Destiny
The fourth Rite has you seeking out your Destiny on the Isle of Delos. You
are to hear your fortune from the Sybil and return with proof that you've
faced your fate.
Again, talk to everyone. Particularly useful people to talk to are Shakra,
the Famous Adventurer, and to look at the open book on the table next to the
Swim Manuals, which talks about balloons. Since you no longer have the wings,
and you'll have to fly to Delos, you'll need to make a balloon to fly there.
First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show
it around, particularly to Ann Agrama, and Marrak. You'll need several items
to make this vehicle. The first and most basic is the gondola that's lying in
water outside Science Island. You can use the crane to retrieve it, which
I'll get to in a bit. The next is a sheet, but it has to be sewn in the
shape of a balloon. You also need a Rope, some sap to windproof the sheet,
and a brazier as a heat source.
Okay, after you shown Ann the Painting, go up to your room, and open the
drawer to take the spare Sheet (10). Head downstairs and give it to Ann to
have her sew it. She'll have it for you the next day (10). While you're at
it, tell her about Wolfie, and he'll paint up the inn.
The Rope is in the chest in the Hydra Cave, if you didn't get it before, and
the goo you need to windproof it is also on Hydra Island in a tree, which
you'll need an amphora for. After you shown the Painting to Marrak, you can
buy a Brazier from him for 100d (5). Also, make sure you still have your
Tinderbox from the beginning of the game.
Take all this stuff and head to Science Island. Go outside the back exit on
the second floor. You'll be out on the crane platform, above the gondola.
Look for the monitor on the wall nearby. To grab the gondola, set the
Rotation for 55, the Extension for 100, and the position to Closed. You'll
snag the gondola. If you make a mistake, your next move doesn't matter, but
it'll have to be set to Open so you can open the claw, then close it on the
next move.
Anyway, once the gondola's on the platform (10), use the Sewn Sheet, Rope,
Goo, Brazier and Tinderbox on the gondola. You'll have made your balloon and
you'll take off for adventure (20)!
Wait! There's one task here that EVERYONE misses. As soon as you launch the
balloon, get to a spot on land and hop off and head back to Silmaria. Go to
Wolfie and tell him about the balloon (10).
Right, once you've done that, head northwest to the Pegasus Peaks to get some
more Hippocrene Water. Now, head to Delos. Once you reach it (10), go to the
Dryad Grove. Use the Hippocrene Water on each of the Dryads. Once you water
all seven, relax and watch the Dance of Mystery and Intrigue (10). Well,
hey. That's interesting. Who'da thunk you could get Magic Wood from a
magical grove of trees. Pick up the Magic Wood that just sprouted out of the
ground, there (20).
Now, walk over to the ruined temple where you'll find the Sybil. There are
three things to do here. #1, grab the Black Lotus Flower in the small
pool (10). It's VERY important. #2, Read the pillar in front of the pool,
which has a very useful verse that you HAVE to know to get through the next
Rite. #3, drop a drachma into the pool and hear your fortune from the Sybil.
Once she's done, get your Proof of Destiny on the floor nearby (30). Make
sure you FLY back to Silmaria, not Magnet.
First, and I know you're itching to do this. Give the Magic Wood to Shakra
and he'll make you your new Staff (20). When you summon this staff, it will
have a mana reserve of half your own maximum Mana, and you can also use it as
a weapon.
Now, give the Black Lotus Flower to Salim (10). Now, when you come back the
next day, Salim will switch your old Poison Cure Pills for the new ones,
which will completely cure the Assassin's poison. Also, this will completely
restore Rakeesh and Ugarte after the game ends. Now, give the Proof of
Destiny to the guard at the Hall of Kings and you'll complete Rite Four.
---
The Rite of Courage
This is gonna be a rough Rite. Your task is to journey to the depths of
Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths
of Hades, and bring back water from the River Styx.
First of all, check out your room, and you'll discover a box of chocolate on
your chair. That's the same box that you found at Erasmus'! I wouldn't eat
it if I were you. You've already given one box to Salim, so don't worry
about this one.
To learn stuff about this Rite, talk to Pholus and the FA. They'll give you
all the info you need.
Be sure to buy ALL the MANA ITEMS you think you'll need for the rest of the
game! Shakra won't be available after you come back from Hades, so buy all
the Mana Pills and Potions you think you'll need. A good number is about
thirty Mana Potions and around 200 Mana Pills, if you're into boosting all
your magic skills.
You'll need a lot of Healing and Stamina items for this one. Also, you'll
definitely need at least two Amphorae to hold the liquids you're bound to
find. Buy a Gyro, a Pepperoni Pizza, and a Box of Sokolotak-ya, too. Head
out to the Dragon Pillar marked with a skull on the map. That's the gateway
to Hades. Make sure you've gone to Delos and read the verse on the pillar at
the Ruined Temple. Note the body next to the broken Dragon Pillar. Geez,
another one. Fill up one of your amphora with water near the body. Now,
take the water, and pour it near the spot where the river goes into the
mountainside. If you read the verse at Delos, you'll recite it now, and the
gates to Hades will open (20).
Walk up to the gate, then back away slowly as Cerberus lopes up to yell at
you. He won't let you in unless you first die, or come up with a suitable
bribe. This is why you brought those three food items I mentioned. Give the
Gyro, Pizza, and Chocolate to Cerberus, and he'll (they'll) let you in.
Once you get past the mutt, you can enter Hades. You can fight the bone bags
if you wish, but it'll be best in the long run just to run. Be sure to cast
Aura to keep from having the life sucked out of you. Head to the right side
of the screen. Eventually, you'll reach a dead end, with a path below you
on a cliff. Target the Levitate cursor on the bottom path and you'll float
down. Head into the arch on the right side, and you'll enter the next
screen. Run left down the dragon's skeleton, and enter the next area.
In the last area, you'll see the rivers of Hades. Go down the front, near the
bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe
Water (10). Move further to the right in the same area and fill up the other
Amphora with water from the river to get Styx Water (10). Now, go back to
the left, then to the back path and around all the way to the right until you
reach the view of the Hall of Hades. The Guardian of the Dead will speak to
you and tell you about two souls connected to you through love. Erana and
Katrina are those souls. He'll tell you that you can end the suffering of one
of them and bring her back to life. You may pick either, or no one. If you
pick no one, Erana will give you the Amulet of Waterbreathing before the two
depart. If you do pick one, you'll have to pay "the price", which is giving
up your life for her. If you do, you'll be "killed", but then brought back
to life, minus half your Vitality. The one you free will tell you where
she'll go. Erana (40) will go to Lymnos, and Katrina (40) will go to Zante.
Now, to get out of here. Pretty much leave the way you came in. When you go
back to the first area, you'll be on the left side of the main entrance. Head
out and the gate will close. You may now fly to meet the woman you
freed (10). Ask her about Magic and she'll teach you a spell (10). You'll
learn First Aid from Erana or Dragon Fire from Katrina.
After which, head back to Silmaria. More bad news awaits. Shakra is down
with the same malady affecting Erasmus, so the Magic Shop is closed. Go to
the Apothecary and give Salim or Julanar the Lethe Water (10). Now, Shakra
and Erasmus will finally get some rest. Bring the Styx Water to the guard at
the Hall of Kings and you'll win this Rite.
---
The Rite of Peace
The sixth Rite requires you to seek out the lost City of Atlantis. You are
to forge a new alliance between the land-dwellers and the sea people, and
return with proof of your actions.
Good people to talk to are the FA, and the girl you freed from Hades, if you
did free one. The girl will give you a Waterbreathing Amulet as you tell her
about the Rite of Peace (20). The FA will actually tell you about some
secrets of Atlantis. He'll also tell you to bring the Queen some flowers, so
get some off the Gnome Inn or the Apothecary.
Now, head to Science Island. In the lab, you'll notice it's empty. No
scientist. No Gort. Keypad's open! Head up to the second floor, and punch
in your secret code, and the secret door will open (10). The scientist
inside (Pretorius or Mobius) will be a bit more eccentric and mad then
before. You'll learn that Gort is not actually a human, but an kinda undead.
You'll also learn that the scientists are the ones drugging the wizards.
Here's some more commonly missed points. During this Rite (and afterwards),
if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help.
Say Yes and you'll take a little job as the entertainment for the night (10).
Also, if you sleep in your room before taking off for Atlantis, Elsa will
visit you in your room at night. She'll be suspicious about who's behind all
this and will let you in on her opinions. There's not much else to do,
though.
So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly
over there (southwest corner), then enter the area marked by the shell icon.
You'll be a water area with an ancient looking door. Simply cast Open, and
the great door will give way. Two Tritons will swim out to attack. QUICKLY
cast Calm on them, and head through the tunnel and you'll reach Atlantis.
Swim directly to the right, behind the guards, and over to the wall. Click
on the third panel from the right and you'll open it and get past the guard
nearby. Now, swim to the bottom of the ocean floor, and down to the front of
the screen until your perspective shifts. Hug the wall you're on until you
reach the tower. There's another secret door in the wall here. Cast Open on
it to enter the throne room. Swim up to the Queen. Give her the Flowers,
and tell her about the FA and all related topics that pop up. Her heart will
soften, and she'll give you the Peace Statue (30). Now, you could have done
this using your muscles, but it's far better for your health, and your point
total, to do this peacefully (10).
Fly back to Silmaria. For once, nothing weird happened while you were gone.
You can go right up to the Hall of Kings and give the guards the Peace
Statue (which you'll keep) to win the Rite of Peace.
At the end of the Rite, you'll first see a little hearing involving Gort and
the scientists and the drugging of the Wizards. Gort will be disqualified for
the Rites, and Pretorius and Mobius will be revealed to be the same person.
Freaky.
---
The Rite of Justice
Simply put, the final Rite is to find the cause for all the problems in
Silmaria and bring that person to justice.
First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll accept
it as a trade for the Gnome Inn's Deed. Teleport back to the Inn and give
Ann the Deed (10). She'll be eternally grateful.
Now, sleep at the Inn tonight, and Elsa will sneak into your room one last
time, telling you she's going to try and expose the man she's suspicious of.
If you've been courting her well, give her Hera's Ring, and she'll
accept (15).
This is also the best time, if you've been courting them, to ask Nawar (10),
Erana (20), or Katrina (20) to marry you. If you need any help with dating,
check the guide in Miscellany.
Now, head to the Apothecary and stock up on Health Potions and Vitality
Potions. Twenty to thirty of each should be enough. Also, make sure you have
a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. Oh,
and pray you have enough Mana items left.
Now, you're at the point of no return. To set the final crunch in motion,
wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers'
Guild. When you get to the guild area, a black cloaked figure will teleport
into the area. Yes, it's the Assassin. You'll learn that the Assassin is
Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated
out of the brigand treasure. Time to settle the score, it seems. Blast him
with your best spells, and take Poison Cure Pills if necessary. Once he
dies (20), you'll get a Poisoned Dagger. Toro will come out and help you.
You'll meet with Logos again and he'll ask you what to do about the
situation. It's quite obvious that Minos is the source of the problem, but
proof is necessary. Make any choice about weeding him out that you want.
Now, go back to the Inn and sleep. You'll be summoned to the Hall of Kings
the next day. In this confrontation, pick just about any topic you want.
Either Minos will respond, or he'll be cornered. Soon, he'll be exposed, and
will teleport out. He has the Prophecy Stone, which can raise the Dragon of
Doom if broken, along with the Dragon Pillars. You will be sent on the
fastest boat Silmaria has to Minos' Island.
Once you reach the island, ready your spells and plunge into the fray. Cast
Open on the main gate, then the door to the palace, and enter (15).
Once inside, take out all the Goons and the Centaur Wizards (by Triggering
their staffs). Open the door on the top left corner of the screen and you'll
enter the Treasure Room. Minos will give you some preliminary taunting, then
two Goons will enter, and you'll also have to deal with that big Minotaur over
there. First run up to the desk in the foreground and grab the Interesting
Toolkit there. Give it to Elsa who's trapped in one of the alcoves, and
she'll make her way out. She'll grab her stuff and start fighting alongside
you. Defeat the two Goons and the Minotuar and Minos will taunt you some
more, telling you that he still won, because he'll raise the Dragon of Doom
and he'll destroy Silmaria. He'll then jump off the balcony and kill himself,
breaking the Prophecy Stone in the process.
You'll see a small cutscene with the Dragon rising. Elsa will mention the
amount of trouble you're in. There are three things you have to do to get out
of here. The first thing is to go over to the alcove Elsa points out, put on
some Fireproofing Oil, and open the gate. Take all the potions inside. Next,
search Minos and take all the stuff he has. Finally, search the Minotaur to
take his axe. After that's all done, either Erana, Katrina, or Fenris (if you
saved neither) will show up and will take you to the final battle.
---
Dragon Fire
Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a
big Dragon right across from you. Ready? Okay. Let's go!
First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a
help against the Dragon, and then Gort will show up, saying how he wants to be
a Hero, too. Sometimes, Fenris will just teleport them both in right at the
beginning. Sometimes, they'll skip that part, and you'll have to ask
Erana/Katrina for Help so she'll summon them. Once they arrive, click on each
of them and ask them to Help Fix the Pillar. They'll rush towards the
lopsided pillar and start pushing. You'll have to push, too. Once the three
of you have the Pillar up, the Dragon will be bound to the earth and cannot
leave the cave (20).
There are a couple of other things you can do before starting the battle
proper. Tell your girl you love her, if she's here. Be sure to pass the
Minotaur Axe to Toro. Give both Toro and Gort (10) Health Potions so that
they can restore their health when needed, because they can die during the
course of the battle. Also, use some Fireproofing Oil on yourself (10 (for
using it at the Pool), 10 (for using it for the Dragon)). Finally, cast
Resistance on yourself to take less damage from fire breath (10).
All right. The rest of this battle can go in one of MANY ways. The Sybil
told you someone has to sacrifice themselves for the Dragon to be destroyed,
but that's not true. All the sacrifice does is knock off about half the
Dragon's health. You can still just rush up and kick his butt. If you want
to be the sacrifice, offer it to Elsa/Katrina/Erana, and walk in front of the
dragon on the opposite side of the pool. The Dragon will fill you with flame,
and you'll fall, getting the standard death screen, but you'll have the
knowledge of saving Silmaria (50). If the person you tell is your fiancee,
she may not want to let you make the sacrifice. You can also ask Gort or Toro
and they'll be the sacrifice as well, although you will get points for
keeping Toro (10), and Gort (10) alive.
Anyway, whether or not you choose to have a sacrifice, eventually, you can
bring the Dragon down to half health, and it'll burst from its bindings in the
Temple. It'll take flight and head towards the opposite side of the cave.
Now, it's the final crush. He'll alternate between flying and being on the
ground. Cast multiple Frost Bite spells at him. Don't worry about hitting
your friends because it won't happen. Make sure you keep a finger on the
Health Potion and Mana Potion buttons on your belt, since his flame can knock
you down to nothing real quick, and his claw and bite will take down a good
half your health. Keep casting, healing, whatever and eventually you'll
finish him and be victorious (50).
The Dragon will rise into the air, and drop itself into a pool of molten lava,
where it'll be destroyed. Your friends will go on about how you saved
Silmaria. Your fiancee, if here, will get cozy with you. You can now head
back to Silmaria for the closing ceremonies of the Rites of Rulership.
You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned
the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water)
will be standing with Logos for the final ceremonies. He'll go on about what
you've done, and how you all are the Heroes of Silmaria. He'll ask you, the
Hero of Five Lands, if you will take up the throne, and be the next King of
Silmaria. If you decline, you'll have to provide a short reason. I leave the
final decision up to you (50).
Congratulations, Hero! You've saved Silmaria and proven once and for all that
Heroes do exist in this world! Now, play again with some of the other types,
or get the other games and play some other masterpieces.
You'll start in Erasmus' floaty house. He'll explain the basic premise of
your mission, and will ask if you want to go to Silmaria, or head into
danger. If you say Danger, you'll go to the Dragon Pillar west of Silmaria,
where there'll be several enemies. If you say Silmaria, you'll simply appear
at the Spinning Hat teleporter. For the sake of argument, we'll assume you
were dropped in Silmaria.
Firstly, head over to the Hall of Kings and enter to speak with Logos and
Rakeesh. You'll get the basic info about Silmaria and what's going on.
After that, you have the rest of the day to yourself, so explore the city.
Talk to as many people as you can during the day and head to the Dead Parrot
at night. Be sure you get to the Gnome Inn before midnight, since that's
when Ann turns in, and you won't be able to get in.
All right, there are several points you can get right off the bat by buying
things or doing a few minor things, so let's get to it.
On the second day, go visit Rakeesh outside the Arena, and he'll give you the
Magic Grapnel you had back in Tarna.
Go to the Adventurers' Guild and sign the logbook (5). Go to the Apothecary
and buy at least one Healing Pill (5), and Poison Cure Pill (5). Go to the
Magic Shop and buy the Mystic Magnets (5). Also, be sure to use them at least
once (10). Buy the Map from Wolfie's Stand (5). Go to the FACS and either
take a swimming book or ask for FA's autograph. Then read the book (10) to
get an instant 100 in Swimming. Also, make sure you play the Wheel of
Fortune (5) in the Dead Parrot Inn and win three times (10). There are other
things you can do right now, but they won't be necessary until you start the
actual rites.
Of course, you'll want to be an active member in the local Thieves' Guild, so
take the opportunity to Show Thief Sign to just about anyone you meet. Most
of the people you want to show the sign to are all in the Dead Parrot Inn.
They are Ferrari (5), Ugarte (5), the Cloaked Man upstairs (5), and
Arestes (5). You may also want to show the Sign to Elsa, who you can find at
the Adventurers' Guild on Day 3. The Guild's under the bridge by the
Adventurers' Guild. Watch out for traps.
So, head to that spot under the bridge and use your Toolkit on the hidden
door to start working on the trap:
DISARMING TRAPS: This is one of the big Thief challenges. The basic idea is
that you have eight pictures of a dancing guy. When you start the trap, an
animated guy in the middle will start dancing and stop on a position. You
have to match the position with one on the outside. The best way to prepare
for this is to draw each of the positions out on a piece of paper, then assign
numbers to them in order, say starting at the top right picture and going
around clockwise. As you progress through the game, the traps will get
harder in the studying part.
There are four levels to the traps:
Level 1 - Three correct guesses required. All eight panels are visible at
once before you start.
Level 2 - Four correct guesses required. One panel visible at a time going
around clockwise before you start.
Level 3 - Five correct guesses required. One panel visible at a time in a
random order before you start.
Level 4 - Six correct guesses required. One panel visible at a time in a
random order before you start, and each panel will be visible ONLY ONCE
before the trap automatically starts.
Okay, once you disarm the trap (5), you can enter the Thieves' Guild.
Arestes will greet you. There's plenty of things you can do here. First
thing is to join the Guild (5) to get access to all its merchandise and
fencing services. You're going to want to buy one of all the items: Stealth
Oil, a Torch, a Pickpocket Knife (5), a Blackjack (5), and a Rope (5). You
won't need a Grapnel, if you got the magic one. Once you get the Rope,
combine it with your Magic Grapnel (5) and you'll have a Rope and Grapnel
set. Remember, to combine items, click on the object so it has a large
portrait in the left screen of inventory, then drag the second item onto that
portrait.
Once you've got all your supplies, practice Pickpocketing on the dummy. Once
you successfully pickpocket it (5), you'll be ready to start pickpocketing
real people (5). Try everyone, but save before you try. A lot of people
will have purses to pick.
One last thing to do is enter the Chief Thief contest. There's a betting
board on the wall. Everyone in the contest needs to make a bet every week.
You place money just like in a poker game, raising and calling, and folding
if you can't make a bet. You don't really have to worry about winning, just
enter (20). When Arestes tells you the contest is over, you've won, more or
less, but it helps to bring back the bird.
Now, there's no point in being a Thief if you don't have places to steal
from, and there are two good places in town to do that.
Customer #1 no longer lives here. Right next to the Arena is a house that was
abandoned when the mercenaries invaded. Think of it as your training job,
because there's really no way to get caught. You'll need your Toolkit, and a
Torch (make sure you've lit it with your Tinderbox). Make sure you're
sneaking, and pick the lock on the door (oh, and make sure it's night, for
God's sake) and get inside (20). Once inside, take a look at the chest
nearby and the cupboard. Both show signs of already being hit. Use a Dagger
to pry open the cupboard, and you'll see the Dagger the last guy used and you
can grab it. Snag the Alabaster Amphora on the table, and search the couch
on the back wall to find a Gold Ring. Search the drawers in the foreground
on the right side for 20 drachmas. Now, move the painting on the right wall
to find a safe. Disarm the trap on the safe and open it up to get 300
drachmas and some Jewelry. Head back out and sell your loot to Arestes.
Customer #2 is the Bank itself, and you can hit it twice. Wait until night,
and sneak into the Town Square area by way of Nob Hill. Wait until the guard
has started to march away from the Bank and sneak your way over to the door,
and pick the lock. Once inside, pick the lock on the gate, and disarm the
trap on the safe. Take your prize of 5000 drachmas (20) and leave by the
Mystic Magnets. The second time you try to rob the bank, you'll need a
Blackjack. There will be a guard marching around outside the door, so you'll
need to sneak up on the area the same way and clout him (5). Pick the lock
on the door, then on the gate, then disarm the trap on the safe and take the
loot (10). Just as a note, you may want to hold off on your second time
looting the bank, because the amount of money in there increases by 100 every
day, so you'll get 1000 if you wait ten days. DON'T try to rob the bank a
third time, as a guard will be posted inside, who you cannot take out.
Oh, and don't even try to hit Ferrari's house. You can't get in until he has
something you need.
As far as normal stocking up goes, make sure you have a few amphorae, and a
good supply of throwing Daggers, and you'll want to buy a Magic Dagger from
Shakra.
There are a couple of sidequests you can do while building up skills and your
bank account in preparation for the Rites. First of all is Sarra's Basket,
which she posts a notice for on the Adventurers' Guild board. It's out on
the shores just south of Silmaria City. Just wander around down there and
you'll stumble upon an area (without hearing the fanfare hit that signifies
combat). The area WILL be populated, though, probably with something nasty,
too. Anyway, snag the Basket, head back to Silmaria, and give it to
Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed.
Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit
the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how
he wants some. Might as well do both of these quests at once. Head up north
to the Pegasus Peaks (marked by a horse head). On the far side of the area
is the Hippocrene Stream. Fill up an amphora with the water (10), and take a
sip if you like. Walk around to the back of the bluff with the nest on it.
When you reach the edge, use your Rope and Grapnel on the opposite bluff to
tightrope walk over there. Walk around to the top and grab the low-hanging
root to swing over to the bluff with the nest. Walk up the path to the tree
and start picking up Feathers. Get as many as you want (10). Now, you can go
back using the Mystic Magnets, or click Pegasus Feathers on yourself to float
down to the ground, then walk back.
Bring the Pegasus Feathers to Salim, but keep one for yourself. It really
doesn't matter, since you can always buy them back, but you'll need at least
one feather for later. Now, you can buy Stamina Pills (5).
Bring the Hippocrene Water to FA (20). Leave and come back after he has his
fill of it. He'll be a lot more lively, and will give you a Stealth Charm
for your troubles.
Now, you don't have to visit Science Island yet, but it's a good idea to get
in a preliminary visit, since it constitutes exploring Silmaria. If you don't
already have one, get yourself a Throwing Spear, and pick up some Rocks.
Now, head out the East Gate (out by the Docks). You'll see Science Island
off in the distance. Head down to the cabin at the edge of the cliff. Read
the directions on the sign if you wish. Switch the lever on the left to start
up the windmill. Now, the right lever is the brake lever, but it's stuck.
Force it. D'oh. This is why you brought the spear. Click it on the lever
base and you'll find it fits perfectly. Now, move it to start the gondola
moving. Stop it once it gets in front of the platform. Now, jump onto it,
and toss one of your Rocks at the lever. The lever will move, and you'll be
carried to Science Island (5). Hop off the gondola and head over to the
giant gear, and the flickering screen next to it. You need to answer
questions so that the gear will turn to let you in. If you "flunk out", just
try again. The questions aren't too hard. Just think like an overstuffed
scientist. Once the gear turns all the way around, you'll be able to enter
the Main Lab (20). Once inside, talk to the scientist on duty (Dr. Pretorius
between 7AM and 6PM and Dr. Mobius the other times). To get full points, you
should please both of these scientists. To do this, you'll need to give them
their favorite pizza. Just ask them what their favorite kind is. Pretorius'
is Anchovy and Artichoke, and Mobius' is Pepperoni and Jalapeno. The pizzas
themselves, minus one of the toppings (Anchovies and Jalapenos, respectively)
can be bought from Marrak, so pick up one of each. You can get Jalapenos
from the bunches in the Apothecary, and talk to Andre about fish to get
Anchovies. Combine the ingredients to make the pizzas, and then you give
them to each of the scientists (10, 10). There's one more thing to do right
now. Walk over to the monitor in the lab. This lets you to try to become a
Junior Scientist. You have to answer REAL science questions (not that joke
stuff outside) to be able to pass. Use your best brain power (or the ones
that sound right), and you can get your super secret lab password (which
changes each game) (10). Note, however, that you cannot enter your code on
the keypad upstairs, since Gort's standing in the way.
Okay. Now, that you've done the majority of cool stuff to do in Silmaria up
to this point, and hopefully beefed up your skills and items, you can enter
the Rites of Rulership. Go to the Bank, tell him you want to Make a
Transaction, then click the Enter button on the Rites section (10). It's a
hefty 1000 drachmas, but it's a decent price to pay for the experience you're
about to go through.
Now, head up to the Hall of Kings, and you, Gort, Elsa, Kokeeno, and Magnum
will stand before Logos, ready to begin.
---
The Rite of Freedom
Your task here is for each of you to go to one of the Fishing Villages, clean
it out of invaders, and return with the sigil of the village. The village
you have to take care of is Naxos.
Now, don't get into turbo mode yet. You have plenty of time to beat out your
competitors. It's a good idea to make the rounds around town and talk to
everyone. Specifically, talk to Andre, and you just might be able to help him
out, although you'll get no points for it.
Note that Pholus is now selling his good stuff. There's a nice Slasher
Dagger on sale now. You don't have to get it now. Just a heads up.
Now, you can just go straight to Naxos and clean it out, but you'll get
points for saving the other villages as well. Basically, the way to save a
village is to get to the building with the locked door (it usually has a red
shale roof), then beat the four Mercenaries inside, open the chest, and take
the sigil inside, and the village is freed, so you can just rush past all the
mercenaries outside or in the other buildings.
Inside each chest, besides the sigil, is 500 drachmas and a special item.
Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet,
Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good
idea to free all the villages.
You can free Naxos the sneaky way if you like. Start sneaking BEFORE
entering the village at night, then sneak around and start clouting people
with the Blackjack, and break into the shale roof house.
So, free all five (20 (for the first one), 10, 10, 10, 10), and take the
sigils (10 for the first one).
After you're done Naxos DON'T immediately go back to Silmaria. Head to the
Dragon Pillar west of Silmaria. In addition to whatever enemies are in the
area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's
a victim of the Assassin. Note that the Dragon Pillar is now broken. Head
back to Silmaria, and knock on the door of the guardhouse on the West Gate.
You'll automatically tell the guard what happened (10).
Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr.
Guard! Is this enough? ^_^) and you'll have one Rite under your belt.
---
The Rite of Conquest
This mission requires you to seek out the hidden fortress of the Hesperian
Mercenaries. You must "ensure" that the General and his mercenaries never
return to Silmaria. You are to return with his Shield.
To begin this Rite, make the rounds and speak with everyone, especially
Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot.
Ugarte will mention some info he has for you. Now, at night, walk back from
the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte
will sneak out and speak to you. Ask him about all topics. When you Say
Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss
a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte
some Poison Cure Pills. If you don't have any, quickly get to the guardhouse
at the gate to get some help. You'll be summoned to the Hall of Kings, where
you will discuss the situation with Logos.
Once you're set to find the fortress (make sure you've set your Mystic
Magnets), go to Andre in the morning and rent his boat for 50d (25d if you
helped him). Take the boat west and around Marete. Andre will tell you the
base is rumored to be on Sifnos. Steer your boat until you hit the small
island at the very left edge of your exploration area (not dark blue). Andre
will wait until dark, then let you off there. (20)
There are five mercenaries out here. Two are patrolling the beach, and the
other three are on the dock. Immediately start sneaking and hug the rock wall
that the fortress is on. Make sure you save regularly, just in case you do
get caught. Once you reach the stairs, use your Rope and Grapnel on the
ledge instead of walking around in front. Climb the stairs partway, then jump
down near the drainage grate. Use your Toolkit on the grate and you'll climb
up through the outhouse (10). Fun, eh? There are eight mercenaries inside.
Finish them all off however you choose, but the best way is probably just to
Blackjack them. If you wish you can grab Throwing Spears from the cart in
the center of the courtyard, or in a barrel by the wall. Once most of the
mercenaries are taken out, a Centaur Wizard will teleport in in one of the
upper areas. You can try to run up and hit him, but it'll take forever to get
around, and he may heal himself during that time. The fastest way is to
continually chuck Throwing Spears at him. He'll teleport back and forth, but
if you keep hitting him, he'll eventually fall. Make sure you keep your
health up while doing this, of course.
Finally, after the Wizard falls, General Claudius himself will appear and
challenge you. Duel with him to the best of your ability, healing as
necessary. Show him a new definition of pain and suffering until he keels
over. Search him to take his Shield (20). Be sure to search all the other
bodies in the area, as well. Once you're done, use the Mystic Magnet to
return to Silmaria. Bring the General's Shield to the Hall of Kings to
complete Rite number two.
Note: The Shield will remain with you after this is over, so you can sell it.
Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in
the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping
like flies. By the way, there's nothing you can do to discover this. It
happens (and is discovered) while you're away at Sifnos.
---
The Rite of Valor
Your mission is to travel to Hydra Island and defeat the beast of antiquity
that gives the island its name. You are to return with its teeth.
Now, right after you get your briefing, you'll immediately start talking to
Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh
oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison
Cure Pills, or run to the guards at the Hall of Kings and tell them what
happened. You'll once again meet with Logos and discuss the situation.
Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of
money for the inn. Have a talk with him (5). He'll mention a fair trade.
If you bring him the Blackbird, he'll give you the Deed, and he'll keep quiet
about your extracurricular activities. Ferrari's quite the blackmailer,
isn't he?
Now, to begin the Rite. Before doing anything, make sure you have your Torch
with you. The problem will actually be getting to Hydra, since no boats go
there. Be sure to speak to everyone again about the Rite. A good source of
info will be flipping through the logbook at the Adventurers' Guild, and
poking around the books in the FACS as well. You may happen on some
references to Icarus. If you read correctly, you'll know Icarus and Daedalus
used wings made of a wooden frame, and feathers stuck to it with wax. You've
already got access to Feathers (of the Pegasus variety). The wooden frame is
on Science Island, and you have to give at least one of the scientists their
favorite pizza (see Silmarian Meanderings on how to accomplish that). The
wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10).
Once you have the feathers and wax, head to Science Island, and put the wax on
first (10), then the feathers (5). Grab the wings and you'll head
outside (20).
You'll automatically flap your way over to Hydra and score a perfect
one-point landing on the island (10). Walk over to the Hydra icon. First
thing you should notice in the Hydra Cave area is the weird-looking stuff
coming out of the tree. If you have an Amphora, get some in it (10). Now, to
deal with that rather nasty-looking three-headed thing that's sitting over
there. Start hacking away at him. In a few seconds, your buddy Elsa will you
show up, offering help. Definitely say yes. She'll ask if you want to fight
or fire. Say Fire. She'll start attacking the heads, and you should get out
your Torch. When she chops the head off, click the Torch on the stump to
burn it. If you screw it up, you'll switch roles. To hit the left and right
heads, you have to stand on the ledge next to them, while standing in front
for the middle head. Chop them off one at a time, and Elsa will burn them.
Once all three are burned, the Hydra will collapse, and the final head will
hit the ground.
Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra
Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all
the trouble she went through. You could be noble and give her the teeth, or
just suggest a search for treasure in the cave. Head inside and she'll grab a
Magic Bow and take off. You can loot the rest of the cave now. First, grab
the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over
to that chest by the left wall. It's trapped, y'know. Simply disarm it and
you'll be set. Inside the chest, you'll find 2000 drachmas, Magic Chainmail,
a Rope, and a Shrink Spell Scroll. Snag it all. Use the Mystic Magnets to
return to Silmaria.
Don't worry about leaving stuff behind. After this Rite is over, you can
return using Andre's boat.
Anyway, now that you're back, something bad happened. Head over to the
Apothecary to drop off the Hydra Scales. You'll be given the unfortunate
news that Erasmus has been drugged and sleeps a restless sleep (literally,
he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing
Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of
Magic Seeds. Give these seeds to Ann (10) to give her inn a little
razzamatazz.
That's about it for this Rite. If you didn't give the Teeth to Elsa, give
them to the Hall of Kings guards to win the Rite. If you did, go back to
your room. Next morning, you'll be summoned to the Hall of Kings for the
close of the Rite.
---
The Rite of Destiny
The fourth Rite has you seeking out your Destiny on the Isle of Delos. You
are to hear your fortune from the Sybil and return with proof that you've
faced your fate.
Again, talk to everyone. Particularly useful people to talk to are Shakra,
the Famous Adventurer, and to look at the open book on the table next to the
Swim Manuals, which talks about balloons. Since you no longer have the wings,
and you'll have to fly to Delos, you'll need to make a balloon to fly there.
First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show
it around, particularly to Ann Agrama, and Marrak. You'll need several items
to make this vehicle. The first and most basic is the gondola that's lying in
water outside Science Island. You can use the crane to retrieve it, which
I'll get to in a bit. The next is a sheet, but it has to be sewn in the
shape of a balloon. You also need a Rope, some sap to windproof the sheet,
and a brazier as a heat source.
Okay, after you shown Ann the Painting, go up to your room, and open the
drawer to take the spare Sheet (10). Head downstairs and give it to Ann to
have her sew it. She'll have it for you the next day (10). While you're at
it, tell her about Wolfie, and he'll paint up the inn.
There's Rope in the chest in the Hydra Cave, if you didn't get it before, or
just buy it direct from the Thieves' Guild. The goo you need to windproof it
is also on Hydra Island in a tree, which you'll need an amphora for. After
you shown the Painting to Marrak, you can buy a Brazier from him for
100d (5). Also, make sure you still have your Tinderbox from the beginning
of the game.
Take all this stuff and head to Science Island. Go outside the back exit on
the second floor. You'll be out on the crane platform, above the gondola.
Look for the monitor on the wall nearby. To grab the gondola, set the
Rotation for 55, the Extension for 100, and the position to Closed. You'll
snag the gondola. If you make a mistake, your next move doesn't matter, but
it'll have to be set to Open so you can open the claw, then close it on the
next move.
Anyway, once the gondola's on the platform (10), use the Sewn Sheet, Rope,
Goo, Brazier and Tinderbox on the gondola. You'll have made your balloon and
you'll take off for adventure (20)!
Wait! There's one task here that EVERYONE misses. As soon as you launch the
balloon, get to a spot on land and hop off and head back to Silmaria. Go to
Wolfie and tell him about the balloon (10).
Right, once you've done that, head northwest to the Pegasus Peaks to get some
more Hippocrene Water. Now, head to Delos. Once you reach it (10), go to the
Dryad Grove. Use the Hippocrene Water on each of the Dryads. Once you water
all seven, relax and watch the Dance of Mystery and Intrigue (10).
Now, walk over to the ruined temple where you'll find the Sybil. There are
three things to do here. #1, grab the Black Lotus Flower in the small
pool (10). It's VERY important. #2, Read the pillar in front of the pool,
which has a very useful verse that you HAVE to know to get through the next
Rite. #3, drop a drachma into the pool and hear your fortune from the Sybil.
Once she's done, get your Proof of Destiny on the floor nearby (30). Make
sure you FLY back to Silmaria, not Magnet. More bad news awaits. Shakra is
down with the same malady affecting Erasmus.
First, give the Black Lotus Flower to Salim. Now, when you come back the next
day, Salim will switch your old Poison Cure Pills for the new ones, which will
completely cure the Assassin's poison. Also, this will completely restore
Rakeesh and Ugarte after the game ends. Now, give the Proof of Destiny to the
guard at the Hall of Kings and you'll complete Rite Four.
---
The Rite of Courage
This is gonna be a rough Rite. Your task is to journey to the depths of
Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths
of Hades, and bring back water from the River Styx.
First of all, check out your room, and you'll discover a box of chocolate on
your chair. Check it out in the Inventory. Overripe fruit? I wouldn't
trust that if I were you. You may want to bring it to Salim or Julanar (5).
To learn stuff about this Rite, talk to Pholus and the FA. They'll give you
all the info you need.
You'll need a lot of Healing and Stamina items for this one. Also, you'll
definitely need at least two Amphorae to hold the liquids you're bound to
find. Buy a Gyro, a Pepperoni Pizza, and a Box of Sokolotak-ya too. Head out
to the Dragon Pillar marked with a skull on the map. That's the gateway to
Hades. Make sure you've gone to Delos and read the verse on the pillar at
the Ruined Temple. Note the body next to the broken Dragon Pillar. Geez,
another one. Fill up one of your amphora with water near the body. Now,
take the water, and pour it near the spot where the river goes into the
mountainside. If you read the verse at Delos, you'll recite it now, and the
gates to Hades will open (20).
Walk up to the gate, then back away slowly as Cerberus lopes up to yell at
you. He won't let you in unless you first die, or come up with a suitable
bribe. Give him the three food items you just bought: Gyro, Pizza, Chocolate,
and he'll be satisfied and let you in.
Once you get past the mutt, you can enter Hades. You can fight the bone bags
if you wish, but it'll be best in the long run just to run. Head to the right
side of the screen. Eventually, you'll reach a dead end, with a path below
you on a cliff. Use your Rope and Grapnel on the ledge and you'll lower
yourself down. Head into the arch on the right side, and you'll enter the
next screen. Run left down the dragon's skeleton, and enter the next area.
In the last area, you'll see the rivers of Hades. Go down the front, near the
bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe
Water (10). Move further to the right in the same area and fill up the other
Amphora with water from the river to get Styx Water (10). Now, go back to
the left, then to the back path and around all the way to the right until you
reach the view of the Hall of Hades. The Guardian of the Dead will speak to
you and tell you about two souls connected to you through love. Erana and
Katrina are those souls. He'll tell you that you can end the suffering of one
of them and bring her back to life. You may pick either, or no one. If you
pick no one, Erana will give you the Amulet of Waterbreathing before the two
depart. If you do pick one, you'll have to pay "the price", which is giving
up your life for her. If you do, you'll be "killed", but then brought back
to life, minus half your Vitality. The one you free will tell you where
she'll go. Erana will go to Lymnos, and Katrina will go to Zante.
Now, to get out of here. Pretty much leave the way you came in. When you go
back to the first area, you'll be on the left side of the main entrance. Head
out and the gate will close. You may now fly to meet the woman you freed.
After which, head back to Silmaria. Go to the Apothecary and give Salim
or Julanar the Lethe Water. Now, Shakra and Erasmus will finally get some
rest. Bring the Styx Water to the guard at the Hall of Kings and you'll win
this Rite.
---
The Rite of Peace
The sixth Rite requires you to seek out the lost City of Atlantis. You are
to forge a new alliance between the land-dwellers and the sea people, and
return with proof of your actions.
Good people to talk to are the FA, and the girl you freed from Hades, if you
did free one. The girl will give you a Waterbreathing Amulet as you tell her
about the Rite of Peace (20). The FA will actually tell you about some
secrets of Atlantis. He'll suggest bringing the Queen some flowers, so take
some from the Inn, or the Apothecary.
Now, head to Science Island. In the lab, you'll notice it's empty. No
scientist. No Gort. Keypad's open! Head up to the second floor, and punch
in your secret code, and the secret door will open (10). The scientist
inside (Pretorius or Mobius) will be a bit more eccentric and mad then
before. You'll learn that Gort is not actually a human, but an kinda undead.
You'll also learn that the scientists are the ones drugging the wizards.
Here's some more commonly missed points. During this Rite (and afterwards),
if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help.
Say Yes and you'll take a little job as the entertainment for the night (10).
Also, if you sleep in your room before taking off for Atlantis, Elsa will
visit you in your room at night. She'll be suspicious about who's behind all
this and will let you in on her opinions. There's not much else to do,
though.
---
Interlude: Quest for the Blackbird
First, make sure you're holding all the stuff you need. You should have all
your Thief Tools. Also, Steal the Sheet from the bed so you have an extra
one.
Now, sleep one more night at the Inn. Elsa will come by again. She'll
mention that she brought the Blackbird with her from Spielburg. (So, the one
in Spielburg WAS the real one). She'll take you to Minos' Island, where he's
holding the Blackbird now. While you do that, she'll be trying to find
evidence against Minos.
Anyway, once you're on the island, immediately start sneaking. There's a
patrolling Goon right in front of you. Blackjack him, and sneak past the main
gate under cover of the rocks. Sneak up the path on the left side of the
gate, and use your Rope and Grapnel on the dead tree. You'll pull yourself up
to the ledge. Now, sneak along the cliff path, and hop onto the palace wall
once you get close. Blackjack the archer up here, and pick the lock on the
door to get inside (15). Once inside, you'll notice two Goons patrolling the
balcony, and one on the main floor, which his back conveniently turned to
you. Knock him out, then sneak over to the left foreground, and use the Rope
and Grapnel on the balcony near the upper left door (10). Open the door up
here to enter Minos' Treasury (10).
All right! Looter's paradise! There are two Goons here. Fortunately,
they're far away from alarms, so rid the universe of two less Goons however
you wish to do it. Once that's done, you've got the room to yourself. There
are six alcoves on the walls that have booty, and two chests, one to the left
of the entrance, and one on the left wall between two alcoves. Everything's
trapped here.
Before you start hitting traps, I suggest you take the Winged Lion Statue on
the table in front of you. Also, notice the Magic Statue above the middle
left alcove. Use your Rope and Grapnel to get up on top of the cornice.
Now, DON'T TOUCH IT! Use your Sheet on it to pick it up.
Now, you can start dealing with all these traps.
Chest by the entrance: 1000 drachmas
Chest by the alcoves: Magic Charm Bracelet, Jewelry, Amulet of Defense
Back Left Alcove: 5 Vitality Potions, 5 Healing Potions, 5 Mana Potions, and
5 Fireproofing Oils
Middle Left Alcove: Magic Dagger, Magic Spear, Magic Sword
Front Left Alcove: Magic Leather Armor, Magic Helm, Magic Shield
Front Right Alcove: 5000 drachmas
Middle Right Alcove: Attack Amulet, Good Luck Charm, Atlas Armband, Stealth
Charm
Back Right: Blackbird
You could do it the hard way and disarm all those traps, or you could just
rub a Fireproofing Oil on yourself and bust them all open. You won't set off
any alarms or nothing.
Now, I don't know about this, but you'll need to open the Potion Alcove later,
so you may want to just leave it alone for now, not like you needed potions
right now anyway.
Also, if you disarm the trap (as opposed to setting it off) on the Blackbird
alcove, you'll set off an alarm. At any rate, once you get the
Blackbird (20), you'll want to leave anyway, so just teleport out with your
Magnets.
Now that you're back safe and sound in Silmaria, you'll need to give Ferrari
the Blackbird to shut him up, but don't do it yet. First, go to Wolfie's
stand and show him the Blackbird, and you'll tell him you want an imitation
made (5). He'll take the bird. Leave and come back and he'll already have
it finished. Buy it from him (5), and BE SURE to ask him about the Blackbird
so that he gives it back to you.
Now, it's time to go to the Dead Parrot and give Ferrari the real
Blackbird (5). He'll give you the Deed to the Gnome Inn and will promise to
keep quiet about your activities. Go ahead and give the Deed to Ann and
she'll be eternally grateful (10).
Now, it's time to get your bird back. Head out to Ferrari's House at night.
You'll notice more than one guard is at the house. You can't directly
assault the house, so go to the house next door (the old Breakin house) and
use your Rope & Grapnel to scale it. Climb up to the roof, then down to the
ledge that overlooks Ferrari's house. Start sneaking, and jump across the gap
onto Ferrari's terrace. Sneak over to the middle window, which has bars that
are starting to rust. Oil the bars to start to loosen them up. Click your
Toolkit on the window to help further, now click the hand on it, and click
Use Your Toolkit. That will open the window and allow you to get inside.
Now, click the hand on the balcony to move yourself off the ledge. Sneak
downstairs. Grab the Alabaster Amphora on the table. Go over to the
painting underneath the staircase and you'll can disarm the trap on the safe
behind it. Take the 1000 drachmas inside. Now, push the table in the middle
of the room over to the door, and climb up on it. Click the Imitation
Blackbird on the real one in its display case, and you'll switch them (20).
Now, leave the house the same way you came in (10). Once outside, you can
leave along the rooftops, or just teleport to your room. Now, show the bird
to Arestes, and you'll have your position as Chief Thief clinched.
---
Return to the Rite of Peace
So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly
over there (southwest corner), then enter the area marked by the shell icon.
You'll be a water area with an ancient looking door. First, check out the
pins on the door hinges. One is missing a cap. Use your Toolkit on the pin,
and it won't work too well. Try to use your oil on it. That's pretty good,
but you can't grab it, even with your tools. This is the cool part. Use
your Mystic Magnet on the pin, and you'll pull it out (tricky, eh?). Two
Tritons will come out and attack you. Don't fight back. Just swim through
the gate and into Atlantis. Swim directly to the right, behind the guards,
and over to the wall. Click on the third panel from the right and you'll
open it and get past the guard nearby. Now, swim to the bottom of the ocean
floor, and down to the front of the screen until your perspective shifts.
Hug the wall you're on until you reach the tower. There's another secret
door in the wall here. Click the hand on it, and you can use your Toolkit to
open it to enter the throne room. Swim up to the Queen. Give her the
Flowers, and tell her about the FA and all related topics that pop up. Her
heart will soften, and she'll give you the Peace Statue (30).
Fly back to Silmaria. For once, nothing weird happened while you were gone.
You can go right up to the Hall of Kings and give the guards the Peace
Statue (which you'll keep) to win the Rite of Peace.
At the end of the Rite, you'll first see a little hearing involving Gort and
the scientists and the drugging of the Wizards. Gort will be disqualified for
the Rites, and Pretorius and Mobius will be revealed to be the same person.
Freaky.
---
The Rite of Justice
Simply put, the final Rite is to find the cause for all the problems in
Silmaria and bring that person to justice.
First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll accept
it as a trade for the Gnome Inn's Deed. Teleport back to the Inn and give
Ann the Deed (10). She'll be eternally grateful.
Now, sleep at the Inn tonight, and Elsa will sneak into your room one last
time, telling you she's going to try and expose the man she's suspicious of.
If you've been courting her well, give her Hera's Ring, and she'll
accept (15).
This is also the best time, if you've been courting her, to ask Nawar (10) to
marry you. If you need any help with dating, check the guide in Miscellany.
Now, head to the Apothecary and stock up on Health Potions and Vitality
Potions. Twenty to thirty of each should be enough. Also, make sure you have
a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. If
you're up to it, snag a bunch of Throwing Daggers, too. I suggest also
getting the Dragonslayer Sword. It doesn't quite fit your Thief motif, but
you really need more help than the Slasher Dagger at this point.
Now, you're at the point of no return. To set the final crunch in motion,
wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers'
Guild. When you get to the guild area, a black cloaked figure will teleport
into the area. Yes, it's the Assassin. You'll learn that the Assassin is
Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated
out of the brigand treasure. Time to settle the score, it seems. Run your
blade through his heart, and take Poison Cure Pills if necessary. Once he
dies (20), you'll get a Poisoned Dagger (5). Toro will come out and help
you. You'll meet with Logos again and he'll ask you what to do about the
situation. It's quite obvious that Minos is the source of the problem, but
proof is necessary. Make any choice about weeding him out that you want.
Now, go back to the Inn and sleep. You'll be summoned to the Hall of Kings
the next day. In this confrontation, pick just about any topic you want.
Either Minos will respond, or he'll be cornered. Soon, he'll be exposed, and
will teleport out. He has the Prophecy Stone, which can raise the Dragon of
Doom if broken, along with the Dragon Pillars. You will be sent on the
fastest boat Silmaria has to Minos' Island.
Once you reach the island, you can try for a sneak attack like you did with
the Blackbird, but up on the patio level is a pacing Goon, who will see you
if you're up on the ledge. I have yet to get past him without alerting the
fortress. So, I suggest you just ready your weapons and plunge into the
fray. Use throwing weapons to take out the archers if you wish. Break down
the gate to the courtyard, then the door to the palace, and enter.
Once inside, take out all the Goons and the Centaur Wizards. Open the door
on the top left corner of the screen and you'll enter the Treasure Room.
Minos will give you some preliminary taunting, then two Goons will enter, and
you'll also have to deal with that big Minotaur over there. First run up to
the desk in the foreground and grab the Interesting Toolkit there. Give it to
Elsa who's trapped in one of the alcoves, and she'll make her way out. She'll
grab her stuff and start fighting alongside you. Defeat the two Goons and the
Minotuar and Minos will taunt you some more, telling you that he still won,
because he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll
then jump off the balcony and kill himself, breaking the Prophecy Stone in
the process.
You'll see a small cutscene with the Dragon rising. Elsa will mention the
amount of trouble you're in. There are three things you have to do to get out
of here. The first thing is to go over to the alcove Elsa points out, put on
some Fireproofing Oil, and open the gate. Take all the potions inside. Next,
search Minos and take all the stuff he has. Finally, search the Minotaur to
take his axe. After that's all done, either Erana, Katrina, or Fenris (if you
saved neither) will show up and will take you to the final battle.
---
Dragon Fire
Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a
big Dragon right across from you. Ready? Okay. Let's go!
First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a
help against the Dragon, and then Gort will show up, saying how he wants to be
a Hero, too. Sometimes, Fenris will just teleport them both in right at the
beginning. Sometimes, they'll skip that part, and you'll have to ask
Erana/Katrina for Help so she'll summon them. Once they arrive, click on each
of them and ask them to Help Fix the Pillar. They'll rush towards the
lopsided pillar and start pushing. You'll have to push, too. Once the three
of you have the Pillar up, the Dragon will be bound to the earth and cannot
leave the cave (20).
There are a couple of other things you can do before starting the battle
proper. Tell your girl you love her, if she's here. Be sure to pass the
Minotaur Axe to Toro. Give both Toro and Gort (10) Health Potions so that
they can restore their health when needed, because they can die during the
course of the battle. Also, use some Fireproofing Oil on yourself (10 (for
using it at the Pool), 10 (for using it for the Dragon)).
All right. The rest of this battle can go in one of MANY ways. The Sybil
told you someone has to sacrifice themselves for the Dragon to be destroyed,
but that's not true. All the sacrifice does is knock off about half the
Dragon's health. You can still just rush up and kick his butt. If you want
to be the sacrifice, offer it to Elsa/Katrina/Erana, and walk in front of the
dragon on the opposite side of the pool. The Dragon will fill you with flame,
and you'll fall, getting the standard death screen, but you'll have the
knowledge of saving Silmaria (50). If the person you tell is your fiancee,
she may not want to let you make the sacrifice. You can also ask Gort or Toro
and they'll be the sacrifice as well, although you will get points for
keeping Toro (10), and Gort (10) alive.
Anyway, whether or not you choose to have a sacrifice, eventually, you can
bring the Dragon down to half health, and it'll burst from its bindings in the
Temple. It'll take flight and head towards the opposite side of the cave.
Now, it's the final crush. He'll alternate between flying and being on the
ground. Throw things at him while he's in the air, and strike while he's on
the ground. Make sure you keep a finger on the Health Potion button on your
belt, since his flame can knock you down to nothing real quick, and his claw
and bite will take down a good half your health. Keep striking, healing,
whatever and eventually you'll finish him and be victorious (50).
Now, there is a deed for using the Poisoned Dagger against the Dragon, but
I've tried everything from stabbing him with it to throwing it at him and
never got credit for it. If anyone knows how to use it on him, let me
know (20).
The Dragon will rise into the air, and drop itself into a pool of molten lava,
where it'll be destroyed. Your friends will go on about how you saved
Silmaria. Your fiancee, if here, will get cozy with you. You can now head
back to Silmaria for the closing ceremonies of the Rites of Rulership.
You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned
the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water)
will be standing with Logos for the final ceremonies. He'll go on about what
you've done, and how you all are the Heroes of Silmaria. He'll ask you, the
Hero of Five Lands, if you will take up the throne, and be the next King of
Silmaria. If you decline, you'll have to provide a short reason. I leave the
final decision up to you (50).
And, if you've participated in the Chief Thief contest, you'll see the
"closing ceremony" for that (basically Arestes standing on the table).
Ferrari and Nawar will also be there. If you saved Ugarte, he'll be there
(but the dummies made a bit of an error by sticking him directly behind your
character, so you can only see him if you move). Anyway, if you re-stole the
Blackbird from Ferrari the proper way and give it to him, you'll win the
Chief Thief contest (20), and you and your honey will make out in a rather
awkward manner.
Congratulations, Hero! You've saved Silmaria and proven once and for all that
Heroes do exist in this world! Now, play again with some of the other types,
or get the other games and play some other masterpieces.
You'll start in Erasmus' floaty house. He'll explain the basic premise of
your mission, and will ask if you want to go to Silmaria, or head into
danger. If you say Danger, you'll go to the Dragon Pillar west of Silmaria,
where there'll be several enemies. If you say Silmaria, you'll simply appear
at the Spinning Hat teleporter. For the sake of argument, we'll assume you
were dropped in Silmaria.
Firstly, head over to the Hall of Kings and enter to speak with Logos and
Rakeesh. You'll get the basic info about Silmaria and what's going on.
After that, you have the rest of the day to yourself, so explore the city.
Talk to as many people as you can during the day and head to the Dead Parrot
at night. Be sure you get to the Gnome Inn before midnight, since that's
when Ann turns in, and you won't be able to get in.
All right, there are several points you can get right off the bat by buying
things or doing a few minor things, so let's get to it.
Make sure you visit Rakeesh outside the Arena on the second day. He'll want
to give you Soulforge, your first Paladin Sword, but since you already got a
new one in Mordavia, he'll give you the Katta Pin you received back in
Shapeir. Talk to your fellow Paladin and he'll mention an item called a Ring
of Truth, that may help with the situation (10). You'll need a ring of a true
king, and you'll need to forge it in the blood of a dragon, purify it with a
Paladin's blood, and temper it in the waters of binding. Go to the Hall of
Kings and Logos will give you the Ring of Justinian (10). The dragon's blood
will come later.
Go to the Adventurers' Guild and sign the logbook (5). Go to the Apothecary
and buy at least one Healing Pill (5), and Poison Cure Pill (5). Go to the
Magic Shop and buy the Mystic Magnets (5). Also, be sure to use them at least
once (10). Buy the Map from Wolfie's Stand (5). Go to the FACS and either
take a swimming book or ask for FA's autograph. Then read the book (10) to
get an instant 100 in Swimming. There are other things you can do right now,
but they won't be necessary until you start the actual rites.
As far as normal stocking up goes, make sure you have a few amphorae, and a
good supply of throwing weapons, preferably Throwing Spears. Also, give as
many Flowers as possible to Salla to boost your Honor and get all the Paladin
Abilities.
On Day 3, you'll be unpleasantly surprised when you try to buy something.
You'll have no money in your account! Head to the bank to learn it's been
robbed. Check out the floor of the bank and pick up the Interesting
Toolkit (10). Show it around to people. Shakra will suggest you see Erasmus
about it. Go show Erasmus the Toolkit (15), and he'll give you a clue about
the Thief: an arm that keeps coming and going. Arm, eh? Well, one of
Arestes' arms has come and gone. Go to the Dead Parrot Inn, and you'll see
him get up from his table and leave. Follow him out and tail him all the way
to a secret door under the bridge. Use Magic Ward and force the door open.
Once inside, talk to Arestes. Keep trying stuff to say, and eventually he'll
go with you to the Hall of Kings to receive his sentence (20). You'll get a
2000 drachma reward for your troubles. Nice work if you can get it. It's
not over yet, though. Go to the jail the next day and you'll see Arestes
there. Talk to him and you'll learn how he lost his arm. Go talk to Julanar
about him (10). She'll fix his arm and he'll work off his debt. Aren't you
just the nicest? ^_^
There are a couple of sidequests you can do while building up skills and your
bank account in preparation for the Rites. First of all is Sarra's Basket,
which she posts a notice for on the Adventurers' Guild board. It's out on
the shores just south of Silmaria City. Just wander around down there and
you'll stumble upon an area (without hearing the fanfare hit that signifies
combat). The area WILL be populated, though, probably with something nasty,
too. Anyway, snag the Basket, head back to Silmaria, and give it to
Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed.
Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit
the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how
he wants some. Might as well do both of these quests at once. Head up north
to the Pegasus Peaks (marked by a horse head). On the far side of the area
is the Hippocrene Stream. Fill up an amphora with the water (10), and take a
sip if you like. Now, head over to that rather obvious seesaw contraption.
If you have a Rock, throw it at the big one that looks like it's ready to go
and you'll get vaulted over to the opposite bluff. Walk around to the top and
grab the low-hanging root to swing over to the bluff with the nest. Walk up
the path to the tree and start picking up Feathers. Get as many as you
want (10). Now, you can go back using the Mystic Magnets, or click Pegasus
Feathers on yourself to float down to the ground, then walk back.
Bring the Pegasus Feathers to Salim, but keep one for yourself. It really
doesn't matter, since you can always buy them back, but you'll need at least
one feather for later. Now, you can buy Stamina Pills (5).
Bring the Hippocrene Water to FA (20). Leave and come back after he has his
fill of it. He'll be a lot more lively, and will give you a Magic Helm for
your troubles.
Now, you don't have to visit Science Island yet, but it's a good idea to get
in a preliminary visit, since it constitutes exploring Silmaria. If you don't
already have one, get yourself a Throwing Spear, and pick up some Rocks.
Now, head out the East Gate (out by the Docks). You'll see Science Island
off in the distance. Head down to the cabin at the edge of the cliff. Read
the directions on the sign if you wish. Switch the lever on the left to start
up the windmill. Now, the right lever is the brake lever, but it's stuck.
Force it. D'oh. This is why you brought the spear. Click it on the lever
base and you'll find it fits perfectly. Now, move it to start the gondola
moving. Stop it once it gets in front of the platform. Now, jump onto it,
and toss one of your Rocks at the lever. The lever will move, and you'll be
carried to Science Island (5). Hop off the gondola and head over to the
giant gear, and the flickering screen next to it. You need to answer
questions so that the gear will turn to let you in. If you "flunk out", just
try again. The questions aren't too hard. Just think like an overstuffed
scientist. Once the gear turns all the way around, you'll be able to enter
the Main Lab (20). Once inside, talk to the scientist on duty (Dr. Pretorius
between 7AM and 6PM and Dr. Mobius the other times). To get full points, you
should please both of these scientists. To do this, you'll need to give them
their favorite pizza. Just ask them what their favorite kind is. Pretorius'
is Anchovy and Artichoke, and Mobius' is Pepperoni and Jalapeno. The pizzas
themselves, minus one of the toppings (Anchovies and Jalapenos, respectively)
can be bought from Marrak, so pick up one of each. You can get Jalapenos
from the bunches in the Apothecary, and talk to Andre about fish to get
Anchovies. Combine the ingredients to make the pizzas, and then you give
them to each of the scientists (10, 10). There's one more thing to do right
now. Walk over to the monitor in the lab. This lets you to try to become a
Junior Scientist. You have to answer REAL science questions (not that joke
stuff outside) to be able to pass. Use your best brain power (or the ones
that sound right), and you can get your super secret lab password (which
changes each game) (10). Note, however, that you cannot enter your code on
the keypad upstairs, since Gort's standing in the way.
Okay. Now, that you've done the majority of cool stuff to do in Silmaria up
to this point, and hopefully beefed up your skills and items, you can enter
the Rites of Rulership. Go to the Bank, tell him you want to Make a
Transaction, then click the Enter button on the Rites section (10). It's a
hefty 1000 drachmas, but it's a decent price to pay for the experience you're
about to go through.
Now, head up to the Hall of Kings, and you, Gort, Elsa, Kokeeno, and Magnum
will stand before Logos, ready to begin.
---
The Rite of Freedom
Your task here is for each of you to go to one of the Fishing Villages, clean
it out of invaders, and return with the sigil of the village. The village
you have to take care of is Naxos.
Now, don't get into turbo mode yet. You have plenty of time to beat out your
competitors. It's a good idea to make the rounds around town and talk to
everyone. Specifically, talk to Andre, and you just might be able to help him
out. He'll mention about becoming a Healer. Tell Julanar about that and
you'll make his dream come true (10).
Note that Pholus is now selling his good stuff. You can't upgrade your
Shield here, and you already have the Magic Helm covered from the FA. Don't
bother with the Magic Chainmail, since you can get a set later.
Now, you can just go straight to Naxos and clean it out, but you'll get
points for saving the other villages as well. Basically, the way to save a
village is to get to the building with the locked door (it usually has a red
shale roof), then beat the four Mercenaries inside, open the chest, and take
the sigil inside, and the village is freed, so you can just rush past all the
mercenaries outside or in the other buildings.
Inside each chest, besides the sigil, is 500 drachmas and a special item.
Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet,
Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good
idea to free all the villages.
So, free all five (20 (for the first one), 10, 10, 10, 10), and take the
sigils (10 for the first one, 10 for Naxos, 20 for Paros, and 20 for Tinos).
After you're done Naxos DON'T immediately go back to Silmaria. Head to the
Dragon Pillar west of Silmaria. In addition to whatever enemies are in the
area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's
a victim of the Assassin. Note that the Dragon Pillar is now broken. Head
back to Silmaria, and knock on the door of the guardhouse on the West Gate.
You'll automatically tell the guard what happened (10).
Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr.
Guard! Is this enough? ^_^) and you'll have one Rite under your belt.
---
The Rite of Conquest
This mission requires you to seek out the hidden fortress of the Hesperian
Mercenaries. You must "ensure" that the General and his mercenaries never
return to Silmaria. You are to return with his Shield.
To begin this Rite, make the rounds and speak with everyone, especially
Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot.
Ugarte will mention some info he has for you. Now, at night, walk back from
the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte
will sneak out and speak to you. Ask him about all topics. When you Say
Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss
a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte
some Poison Cure Pills (10). If you don't have any, quickly get to the
guardhouse at the gate to get some help. You'll be summoned to the Hall of
Kings, where you will discuss the situation with Logos.
Once you're set to find the fortress (make sure you've set your Mystic
Magnets), go to Andre in the morning and rent his boat for 50d (25d if you
helped him). Take the boat west and around Marete. Andre will tell you the
base is rumored to be on Sifnos. Steer your boat until you hit the small
island at the very left edge of your exploration area (not dark blue). Andre
will wait until dark, then let you off there. (20)
There are five mercenaries out here. Two are patrolling the beach, and the
other three are on the dock. Use Peace or Awe to get past them and head up
the stairs and into the fortress. There are eight mercenaries inside.
Finish them off or just use Awe to scare them off. If you wish you can grab
Throwing Spears from the cart in the center of the courtyard, or in a barrel
by the wall. Once most of the mercenaries are taken out, a Centaur Wizard
will teleport in in one of the upper areas. You can try to run up and hit
him, but it'll take forever to get around, and he may heal himself during that
time. The fastest way is to continually chuck Throwing Spears at him. He'll
teleport back and forth, but if you keep hitting him, he'll eventually fall.
Make sure you keep your health up while doing this, of course.
Finally, after the Wizard falls, General Claudius himself will appear and
challenge you. Duel with him to the best of your ability, healing as
necessary. Show him a new definition of pain and suffering until he keels
over (10). Search him to take his Shield (20). Be sure to search all the
other bodies in the area, as well. Once you're done, use the Mystic Magnet to
return to Silmaria. Bring the General's Shield to the Hall of Kings to
complete Rite number two.
Note: The Shield will remain with you after this is over, so you can hang
onto this awesome piece of equipment.
Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in
the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping
like flies. By the way, there's nothing you can do to discover this. It
happens (and is discovered) while you're away at Sifnos.
---
The Rite of Valor
Your mission is to travel to Hydra Island and defeat the beast of antiquity
that gives the island its name. You are to return with its teeth.
Now, right after you get your briefing, you'll immediately start talking to
Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh
oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison
Cure Pills (10), or run to the guards at the Hall of Kings and tell them what
happened. You'll once again meet with Logos and discuss the situation.
Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of
money for the inn. Have a talk with him. You won't really get anything
done, though.
Now, to begin the Rite. The problem will actually be getting to Hydra, since
no boats go there. Be sure to speak to everyone again about the Rite. A good
source of info will be flipping through the logbook at the Adventurers' Guild,
and poking around the books in the FACS as well. You may happen on some
references to Icarus. If you read correctly, you'll know Icarus and Daedalus
used wings made of a wooden frame, and feathers stuck to it with wax. You've
already got access to Feathers (of the Pegasus variety). The wooden frame is
on Science Island, and you have to give at least one of the scientists their
favorite pizza (see Silmarian Meanderings on how to accomplish that). The
wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10).
Once you have the feathers and wax, head to Science Island, and put the wax on
first (10), then the feathers (5). Grab the wings and you'll head
outside (20).
You'll automatically flap your way over to Hydra and score a perfect
one-point landing on the island (10). Walk over to the Hydra icon. First
thing you should notice in the Hydra Cave area is the weird-looking stuff
coming out of the tree. If you have an Amphora, get some in it (10). Now, to
deal with that rather nasty-looking three-headed thing that's sitting over
there. Start hacking away at him. In a few seconds, your buddy Elsa will you
show up, offering help. Definitely say yes. She'll have a Torch she'll use
to burn the heads after you chop them off. To hit the left and right heads,
you have to stand on the ledge next to them, while standing in front for the
middle head. Chop them off one at a time, and Elsa will burn them. Once all
three are burned, the Hydra will collapse, and the final head will hit the
ground.
Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra
Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all
the trouble she went through. You could be noble and give her the teeth, or
just suggest a search for treasure in the cave. Head inside and she'll grab a
Magic Bow and take off. You can loot the rest of the cave now. First, grab
the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over
to that chest by the left wall. It's trapped, y'know. Invoke Magic Ward so
you can stand the blast of the trap. Inside the chest, you'll find 2000
drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll. Snag it all.
Use the Mystic Magnets to return to Silmaria.
Don't worry about leaving stuff behind. After this Rite is over, you can
return using Andre's boat.
Anyway, now that you're back, something bad happened. Head over to the
Apothecary to drop off the Hydra Scales. You'll be given the unfortunate
news that Erasmus has been drugged and sleeps a restless sleep (literally,
he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing
Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of
Magic Seeds. Give these seeds to Ann (10) to give her inn a little
razzamatazz.
Now that you have Fireproofing Oil, you can take a trip to the Dragon Blood
Pool safely. Use the oil on yourself at the pool (10), and dip the King's
Ring in the dragon's blood (10). Now, at any point from now when you're
wounded, click the Ring on yourself to purify it with your blood (10).
That's about it for this Rite. If you didn't give the Teeth to Elsa, give
them to the Hall of Kings guards to win the Rite. If you did, go back to
your room. Next morning, you'll be summoned to the Hall of Kings for the
close of the Rite.
---
The Rite of Destiny
The fourth Rite has you seeking out your Destiny on the Isle of Delos. You
are to hear your fortune from the Sybil and return with proof that you've
faced your fate.
Again, talk to everyone. Particularly useful people to talk to are Shakra,
the Famous Adventurer, and to look at the open book on the table next to the
Swim Manuals, which talks about balloons. Since you no longer have the wings,
and you'll have to fly to Delos, you'll need to make a balloon to fly there.
First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show
it around, particularly to Ann Agrama, and Marrak. You'll need several items
to make this vehicle. The first and most basic is the gondola that's lying in
water outside Science Island. You can use the crane to retrieve it, which
I'll get to in a bit. The next is a sheet, but it has to be sewn in the
shape of a balloon. You also need a Rope, some sap to windproof the sheet,
and a brazier as a heat source.
Okay, after you shown Ann the Painting, go up to your room, and open the
drawer to take the spare Sheet (10). Head downstairs and give it to Ann to
have her sew it. She'll have it for you the next day (10). While you're at
it, tell her about Wolfie, and he'll paint up the inn.
The Rope is in the chest in the Hydra Cave, if you didn't get it before, and
the goo you need to windproof it is also on Hydra Island in a tree, which
you'll need an amphora for. After you shown the Painting to Marrak, you can
buy a Brazier from him for 100d (5). Also, make sure you still have your
Tinderbox from the beginning of the game.
Take all this stuff and head to Science Island. Go outside the back exit on
the second floor. You'll be out on the crane platform, above the gondola.
Look for the monitor on the wall nearby. To grab the gondola, set the
Rotation for 55, the Extension for 100, and the position to Closed. You'll
snag the gondola. If you make a mistake, your next move doesn't matter, but
it'll have to be set to Open so you can open the claw, then close it on the
next move.
Anyway, once the gondola's on the platform (10), use the Sewn Sheet, Rope,
Goo, Brazier and Tinderbox on the gondola. You'll have made your balloon and
you'll take off for adventure (20)!
Wait! There's one task here that EVERYONE misses. As soon as you launch the
balloon, get to a spot on land and hop off and head back to Silmaria. Go to
Wolfie and tell him about the balloon (10).
Right, once you've done that, head northwest to the Pegasus Peaks to get some
more Hippocrene Water. Now, head to Delos. Once you reach it (10), go to the
Dryad Grove. Use the Hippocrene Water on each of the Dryads. Once you water
all seven, relax and watch the Dance of Mystery and Intrigue (10).
Now, walk over to the ruined temple where you'll find the Sybil. There are
three things to do here. #1, grab the Black Lotus Flower in the small
pool (10). It's VERY important. #2, Read the pillar in front of the pool,
which has a very useful verse that you HAVE to know to get through the next
Rite. #3, drop a drachma into the pool and hear your fortune from the Sybil.
Once she's done, get your Proof of Destiny on the floor nearby (30). Make
sure you FLY back to Silmaria, not Magnet. More bad news awaits. Shakra is
down with the same malady affecting Erasmus.
First, give the Black Lotus Flower to Salim (10). Now, when you come back
the next day, Salim will switch your old Poison Cure Pills for the new ones,
which will completely cure the Assassin's poison. Also, this will completely
restore Rakeesh and Ugarte after the game ends. Now, give the Proof of
Destiny to the guard at the Hall of Kings and you'll complete Rite Four.
---
The Rite of Courage
This is gonna be a rough Rite. Your task is to journey to the depths of
Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths
of Hades, and bring back water from the River Styx.
First of all, check out your room, and you'll discover a box of chocolate on
your chair. Check it out in the Inventory. Overripe fruit? I wouldn't
trust that if I were you. You may want to bring it to Salim or Julanar (5).
To learn stuff about this Rite, talk to Pholus and the FA. They'll give you
all the info you need.
You'll need a lot of Healing and Stamina items for this one. Also, you'll
definitely need at least two Amphorae to hold the liquids you're bound to
find. Buy a Gyro, a Pepperoni Pizza, and a Box of Sokolotak-ya too. Head
out to the Dragon Pillar marked with a skull on the map. That's the gateway
to Hades. Make sure you've gone to Delos and read the verse on the pillar at
the Ruined Temple. Note the body next to the broken Dragon Pillar. Geez,
another one. Fill up one of your amphora with water near the body. Now,
take the water, and pour it near the spot where the river goes into the
mountainside. If you read the verse at Delos, you'll recite it now, and the
gates to Hades will open (20).
Walk up to the gate, then back away slowly as Cerberus lopes up to yell at
you. He won't let you in unless you first die, or come up with a suitable
bribe. Give him the three food items you just bought: Gyro, Pizza, Chocolate,
and he'll be satisfied and let you in (20).
Once you get past the mutt, you can enter Hades. You can fight the bone bags
if you wish, particularly by hanging back and using Destroy Undead to make it
real easy. Head to the right side of the screen. Eventually, you'll reach a
dead end, with a path below you on a cliff. The only way to make it is to
jump down, so heal up before you do that. Head into the arch on the right
side, and you'll enter the next screen. Run left down the dragon's skeleton,
and enter the next area.
In the last area, you'll see the rivers of Hades. Go down the front, near the
bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe
Water (10). Move further to the right in the same area and fill up the other
Amphora with water from the river to get Styx Water (10). Finally, dip the
King's Ring into Styx (the waters of binding) and you will now have a Ring of
Truth (10). Now, go back to the left, then to the back path and around all
the way to the right until you reach the view of the Hall of Hades. The
Guardian of the Dead will speak to you and tell you about two souls connected
to you through love. Erana and Katrina are those souls. He'll tell you that
you can end the suffering of one of them and bring her back to life. You may
pick either, or no one. If you pick no one, Erana will give you the Amulet
of Waterbreathing before the two depart. If you do pick one, you'll have to
pay "the price", which is giving up your life for her. If you do, you'll be
"killed", but then brought back to life, minus half your Vitality. The one
you free will tell you where she'll go. Erana (30) will go to Lymnos, and
Katrina will go to Zante.
Now, to get out of here. Pretty much leave the way you came in. When you go
back to the first area, you'll be on the left side of the main entrance. Head
out and the gate will close. You may now fly to meet the woman you freed.
After which, head back to Silmaria. Go to the Apothecary and give Salim or
Julanar the Lethe Water (10). Now, Shakra and Erasmus will finally get some
rest. Bring the Styx Water to the guard at the Hall of Kings and you'll win
this Rite.
---
The Rite of Peace
The sixth Rite requires you to seek out the lost City of Atlantis. You are
to forge a new alliance between the land-dwellers and the sea people, and
return with proof of your actions.
Good people to talk to are the FA, and the girl you freed from Hades, if you
did free one. The girl will give you a Waterbreathing Amulet as you tell her
about the Rite of Peace (20). The FA will actually tell you about some
secrets of Atlantis.
To get ready for your trip to Atlantis, buy a Magic Spear. You'll need it
for a pry job.
Now, head to Science Island. In the lab, you'll notice it's empty. No
scientist. No Gort. Keypad's open! Head up to the second floor, and punch
in your secret code, and the secret door will open (10). The scientist
inside (Pretorius or Mobius) will be a bit more eccentric and mad then
before. You'll learn that Gort is not actually a human, but an kinda undead.
You'll also learn that the scientists are the ones drugging the wizards.
Here's some more commonly missed points. During this Rite (and afterwards),
if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help.
Say Yes and you'll take a little job as the entertainment for the night (10).
Also, if you sleep in your room before taking off for Atlantis, Elsa will
visit you in your room at night. She'll be suspicious about who's behind all
this and will let you in on her opinions. There's not much else to do,
though.
So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly
over there (southwest corner), then enter the area marked by the shell icon.
You'll be a water area with an ancient looking door. Arm yourself with the
Magic Spear and use it on the door. You'll pry it open. Two Tritons will
swim out to attack. Cast Awe or Peace on them, and head through the tunnel
and you'll reach Atlantis. Swim directly to the right, behind the guards,
and over to the wall. Click on the third panel from the right and you'll
open it and get past the guard nearby. Now, swim to the bottom of the ocean
floor, and down to the front of the screen until your perspective shifts.
Hug the wall you're on until you reach the tower. There's another secret
door in the wall here. Force it open to enter the throne room. Swim up to
the Queen. Tell her about a Peace Treaty and being a Paladin and stuff.
Seems your rep precedes you. She'll give you the Peace Statue (30). Now,
you could have done this using your muscles, but it's far better for your
health, and your point total, to do this peacefully (10).
Fly back to Silmaria. For once, nothing weird happened while you were gone.
You can go right up to the Hall of Kings and give the guards the Peace
Statue (which you'll keep) to win the Rite of Peace.
At the end of the Rite, you'll first see a little hearing involving Gort and
the scientists and the drugging of the Wizards. Gort will be disqualified for
the Rites, and Pretorius and Mobius will be revealed to be the same person.
Freaky.
---
The Rite of Justice
Simply put, the final Rite is to find the cause for all the problems in
Silmaria and bring that person to justice.
First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll accept
it as a trade for the Gnome Inn's Deed. Teleport back to the Inn and give
Ann the Deed (10). She'll be eternally grateful.
Now, sleep at the Inn tonight, and Elsa will sneak into your room one last
time, telling you she's going to try and expose the man she's suspicious of.
If you've been courting her well, give her Hera's Ring, and she'll
accept (15).
This is also the best time, if you've been courting them, to ask Nawar (10),
or Erana (20) to marry you. If you need any help with dating, check the
guide in Miscellany.
Now, head to the Apothecary and stock up on Health Potions and Vitality
Potions. Twenty to thirty of each should be enough. Also, make sure you have
a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. If
you're up to it, snag a bunch of Throwing Spears, too.
Now, you're at the point of no return. To set the final crunch in motion,
wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers'
Guild. When you get to the guild area, a black cloaked figure will teleport
into the area. Yes, it's the Assassin. You'll learn that the Assassin is
Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated
out of the brigand treasure. Time to settle the score, it seems. Run your
blade through his heart, and take Poison Cure Pills if necessary. Once he
dies (20), you'll get a Poisoned Dagger. Toro will come out and help you.
You'll meet with Logos again and he'll ask you what to do about the
situation. It's quite obvious that Minos is the source of the problem, but
proof is necessary. Tell him you'll use the Ring of Truth. Make sure you
have it equipped. Now, go back to the Inn and sleep. You'll be summoned to
the Hall of Kings the next day. In this confrontation, Accuse Minos, and
he'll lie, causing your Ring to glow. He'll be exposed, and will teleport
out. He has the Prophecy Stone, which can raise the Dragon of Doom if broken,
along with the Dragon Pillars. You will be sent on the fastest boat Silmaria
has to Minos' Island.
Once you reach the island, ready your weapons and plunge into the fray, or
just cast Awe to empty the place out in seconds. Break down the gate to the
courtyard, then the door to the palace, and enter (15).
Once inside, use Awe again to remove all enemies inside. Open the door on
the top left corner of the screen and you'll enter the Treasure Room. Minos
will give you some preliminary taunting, then two Goons will enter, and
you'll also have to deal with that big Minotaur over there. First run up to
the desk in the foreground and grab the Interesting Toolkit there. Give it to
Elsa who's trapped in one of the alcoves, and she'll make her way out. She'll
grab her stuff and start fighting alongside you. Defeat the two Goons and the
Minotuar (35) and Minos will taunt you some more, telling you that he still
won, because he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll
then jump off the balcony and kill himself, breaking the Prophecy Stone in
the process.
You'll see a small cutscene with the Dragon rising. Elsa will mention the
amount of trouble you're in. There are three things you have to do to get out
of here. The first thing is to go over to the alcove Elsa points out, put on
some Fireproofing Oil, and open the gate. Take all the potions inside. Next,
search Minos and take all the stuff he has. Finally, search the Minotaur to
take his axe. After that's all done, either Erana, Katrina, or Fenris (if you
saved neither) will show up and will take you to the final battle.
---
Dragon Fire
Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a
big Dragon right across from you. Ready? Okay. Let's go!
First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a
help against the Dragon, and then Gort will show up, saying how he wants to be
a Hero, too. Sometimes, Fenris will just teleport them both in right at the
beginning. Sometimes, they'll skip that part, and you'll have to ask
Erana/Katrina for Help so she'll summon them. Once they arrive, click on each
of them and ask them to Help Fix the Pillar. They'll rush towards the
lopsided pillar and start pushing. You'll have to push, too. Once the three
of you have the Pillar up, the Dragon will be bound to the earth and cannot
leave the cave (20).
There are a couple of other things you can do before starting the battle
proper. Tell your girl you love her, if she's here. Be sure to pass the
Minotaur Axe to Toro. Give both Toro (5) and Gort (10) Health Potions so that
they can restore their health when needed, because they can die during the
course of the battle. Also, use some Fireproofing Oil on yourself (10).
All right. The rest of this battle can go in one of MANY ways. The Sybil
told you someone has to sacrifice themselves for the Dragon to be destroyed,
but that's not true. All the sacrifice does is knock off about half the
Dragon's health. You can still just rush up and kick his butt. If you want
to be the sacrifice, offer it to Elsa/Katrina/Erana (20), and walk in front
of the dragon on the opposite side of the pool. The Dragon will fill you
with flame, and you'll fall, getting the standard death screen, but you'll
have the knowledge of saving Silmaria (50). If the person you tell is your
fiancee, she may not want to let you make the sacrifice. You can also ask
Gort or Toro and they'll be the sacrifice as well, although you will get
points for keeping Toro (15), and Gort (15) alive.
Anyway, whether or not you choose to have a sacrifice, eventually, you can
bring the Dragon down to half health, and it'll burst from its bindings in the
Temple. It'll take flight and head towards the opposite side of the cave.
Now, it's the final crush. He'll alternate between flying and being on the
ground. Throw things at him while he's in the air, and strike while he's on
the ground. Make sure you keep a finger on the Health Potion button on your
belt, since his flame can knock you down to nothing real quick, and his claw
and bite will take down a good half your health. Keep striking, healing,
whatever and eventually you'll finish him and be victorious (50).
The Dragon will rise into the air, and drop itself into a pool of molten lava,
where it'll be destroyed. Your friends will go on about how you saved
Silmaria. Your fiancee, if here, will get cozy with you. You can now head
back to Silmaria for the closing ceremonies of the Rites of Rulership.
You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned
the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water)
will be standing with Logos for the final ceremonies. He'll go on about what
you've done, and how you all are the Heroes of Silmaria. He'll ask you, the
Hero of Five Lands, if you will take up the throne, and be the next King of
Silmaria. If you decline, you'll have to provide a short reason. I leave the
final decision up to you (50). Let me just remind you how the Paladin is to
live his life, and you may be better off just giving the throne up to
Elsa (40).
Congratulations, Hero! You've saved Silmaria and proven once and for all that
Heroes do exist in this world! Now, play again with some of the other types,
or get the other games and play some other masterpieces.
******************************************************************************
9. THE WHOLE STORY AND EPILOGUE
******************************************************************************
Centuries ago, a great civilization flourished in the isles of Atlantis. The
wizards there had the most powerful magics and technology. They were too
powerful for their own good, however, and ended up creating a horrendous
beast comprised of dark magic and hatred. This Dragon of Doom broke from the
bonds of its controllers and began to lay waste to the world. The only way
Atlantis could save itself from destruction was to sink itself under the
waves and turn its people to Tritons. This wasn't enough to stop the Dragon,
though, so the wizards risked their very beings to erect seven Dragon
Pillars, and enchant them with binding magic. By channeling the power
through an artifact called the Prophecy Stone, the Dragon was contained in a
Temple and forced to sleep for all eternity.
Mere weeks before the occurences of this game, King Justinian, the beloved
ruler of Silmaria was assassinated in his own quarters. None knew the reason
for it. Silmaria needed a new king to succeed Justinian, so the Rites of
Rulership began to select the one who would be the greatest king. Five
competitors arose to the challenge, but the Rites were far more dangerous
than were intended. Competitors and innocents alike were being killed one by
one, and the Dragon Pillars were being broken in blood. Soon, at the
culmination of the Rites, the Prophecy Stone itself was shattered by blood,
and the Heroes of Silmaria fought the Dragon of Doom in mortal combat, and
emerged victorious. Silmaria's new king will rule well over the land.
What is the Epilogue? The only limits are one's own imagination, for no one
knows the future. In other words, this is the end of the series, so there
really is no epilogue.
A: I've covered almost every deed in the Walkthroughs. At the end of the
Point List, I've detailed some frequently missed points.
Q: Can I get General Claudius to surrender?
A: I don't know why Rakeesh brought that up. Maybe they'd intended to have
it in the game, but couldn't get the coding right. At any rate, you can do
nothing but kill the honorless General.
Q: I can't make a Wizard's Staff even though Shakra's telling me to make one!
A: ONLY Wizards can make the Staff. The "Magic Wood" game code is for
Wizards, not just for those with magic.
Q: I want to rob Ferrari! Why can't I enter his house?
A: He doesn't have something you really want, yet.
Q: What's with the Blackbird?
A: This is an item purported to be of great wealth. There were many fakes
made of it. Whoever finds the real Blackbird is said to be holding a
Sultan's ransom.
Q: I'm having technical problems with the game!
A: The two patches for the game should solve most of your problems. You can
find them at most any Sierra site.
===================================
10B. Guide to Courting the Ladies =
===================================
You'll notice I didn't include this stuff in the original walkthrough. This
is because the courting of a lady takes a spread out amount of time and you
can court different women for each class. Basic way to get a woman on your
good side is to talk to her at every opportunity, give her gifts she likes
(until she comments on your generosity), and do stuff that she wants you to
do. It's also best just to focus on one woman, since others may become
jealous. Once you're ready, simply give the girl Hera's Ring (located at
Sarra's Jewelry Stand for 500d) and you'll be engaged.
---
Nawar
By far the easiest girl to court is also worth the least points. Nawar's the
big flirt (read: trollop). She wants you, but she likes to play hard to get.
When you talk to her, make sure you flirt with her as well. Make sure you go
to the Dead Parrot Inn (outside) after closing hours to find her standing her
on the balcony. Do this three times. For gifts, well, Nawar's a material
girl, so Jewelry, Flowers, and Sokolotak-ya will work just fine. After she
comments on your generosity, you can give her the Ring. She'll ask you for a
little sword practice with Abdull outside. Go out and stab him (with F or G
buttons) and you'll be stopped by a guard. Now, give it again and she'll ask
you to show up Ferrari. If you're a Thief, you have to perform the whole
Blackbird thing, including stealing it back. If another class, you can just
give him the Peace Statue, and she'll accept your ring.
---
Elsa von Spielburg
The child raised by brigands, but born of nobility, Elsa is the girl you've
known for the longest time, ever since Spielburg. She has great respect for
you as a fellow Hero, but she hasn't really had romantic designs on you. To
court her, talk to her whenever you can, fight against her in the Arena to
show her you value her as an opponent. It's not necessary, but you may also
want to let her win the Rite of Valor. As for gifts, she likes Flowers,
magical weapons, and combat related amulets. Be sure to talk to her in all
subjects when she comes into your room. Once you start the Rite of Justice,
she'll sneak into your room one last time at night. That's when you're
supposed to give her the Hera's Ring.
---
Katrina
The Dark Master is a tough customer. Although you two got pretty close back
in Mordavia, now that she's human and doesn't really need you for anything,
she's become distant. You can soften her heart, though. First of all,
she'll only marry Fighters or Wizards. Thieves are too dishonest for her
tastes, and Paladins are too righteous. Talk to her after every major event.
Talk to her right after Hades, then visit again, then after the Rite of Peace
starts, then after you get the Peace Statue, then Rite of Justice. Bring her
Flowers, Sokolotak-ya, and a Defense Amulet. During the Rite of Justice,
give her the Hera's Ring.
---
Erana
Despite her amazing abilities and wonderful disposition, Erana doesn't have
very high self-esteem. She's always thought of herself as a loner. You have
to teach her to love. She only likes people of goodliness and magic, so
Thieves and Fighters need not apply. Talk to her after every major event.
Talk to her right after Hades, then visit again, then after the Rite of Peace
starts, then after you get the Peace Statue, then Rite of Justice. Give her
Flowers, the Set of Magic Seeds (to get more than one, just Say Goodbye to
Julanar twice after Erasmus falls asleep), and Sokolotak-ya. AFter all that,
during the Rite of Justice, give her the Ring and she'll accept.
=================
10C. Point List =
=================
All points are grouped in columns. The first column is for the Fighter, the
second for the Wizard, the third for the Thief, and the fourth for the
Paladin. Note that not all of these can be done in one run, but adding them
all up will get you past 1000, so you can go without several deeds and still
pass 1000.
---
Silmarian Meanderings
5 5 5 5 Sign Logbook in the Adventurers' Guild
5 5 5 5 Buy Poison Cure Pills
5 5 5 5 Buy Healing Pills
5 5 5 5 Buy Mystic Magnets
10 10 10 10 Use Mystic Magnets first time
10 10 10 10 Read Swimming Handbook
5 5 5 5 Buy Map from Wolfie
5 5 5 5 Return Sarra's Lost Basket
10 Learn about Ring of Truth from Rakeesh
10 Get King's Ring from Logos
10 10 10 10 Get Hippocrene Water at the Pegasus Peaks
10 10 10 10 Get Pegasus Feathers at the Pegasus Peaks
20 20 20 20 Give Hippocrene Water to FA
10 Get Magic Helm from FA for Hippocrene Water
5 5 5 5 Buy Stamina Pills after Pegasus Feathers
10 10 Get Interesting Toolkit after Bank Robbery
15 15 Show Interesting Toolkit to Erasmus
20 20 Apprehend Arrestes
10 Tell Julanar about Arestes
5 5 5 5 Make it to Science Island
20 20 20 20 Pass Science Island Entry Exam
10 10 10 10 Give A&A Pizza to Dr. Praetorius
10 10 10 10 Give P&J Pizza to Dr. Mobius
10 10 10 10 Pass Science Aptitude Test
10 10 10 10 Enter the Rites of Rulership
---
Fighting
5 Kill a Boarman/Goreman
5 Kill a Bearman/Grizzlyman
5 Kill a Cougarman
5 Kill a Battie/Winged Homonculi
5 Kill a Grangler
5 Kill a Dragonling
5 Kill a Weirding
5 Kill a Goon
5 Kill an Undead
5 Fight Magnum Opus at the Arena
5 Fight Elsa at the Arena
5 Fight Toro at the Arena
5 Fight Gort at the Arena
5 Gamble on Self at the Dead Parrot
---
Wizardry
10 Buy the Fascination spell
10 Buy the RIP spell
10 Buy the Boom spell
10 Buy Mana Potions
5 Buy Magic Dagger
20 Visit Erasmus
20 Get Whirlwind spell from Erasmus
10 Get Thermonuclear Blast spell from FA for Hippocrene Water
---
Thieving
5 Play Wheel of Fortune in the Dead Parrot
10 Win at Wheel of Fortune 3 times
5 Make Thief Sign to Arrestes
5 Make Thief Sign to Ferrari
5 Make Thief Sign to Ugarte
5 Make Thief Sign to Cloaked Man
5 Disarm Thieves' Guild Trap
5 Enter Thieves' Guild
5 Buy a Rope
5 Make Rope and Grapnel
5 Buy a Pickpocket Knife
5 Successfully Pickpocket Dummy
5 Successfully Pickpocket a townsperson (first time)
5 Buy a Blackjack
5 Successfully Blackjack an Enemy (first time)
20 Break into Breakin House (next to Ferrari's House)
20 Rob Bank (first time)
10 Rob Bank (second time)
20 Enter Chief Thief Contest
---
The Rite of Freedom
10 Tell Julanar about Andre
10 Buy Dragonslayer Sword
10 Buy Magic Chainmail
10 10 10 10 Get a Town Sigil
20 20 20 20 Free First Village
10 10 10 10 Free Second Village
10 10 10 10 Free Third Village
10 10 10 10 Free Fourth Village
10 10 10 10 Free Fifth Village
10 Solve Naxos without raising alarm
10 Get Sigil of Naxos
20 Get Sigil of Paros
20 Get Sigil of Tinos
10 10 10 10 Report Kokeeno's Death to Guards
20 Win Rite of Freedom
---
The Rite of Conquest
10 Aid Ugarte after Assassin Attack
20 20 20 20 Find Sifnos Fortress
10 Enter Fortress without raising alarm
5 Kill a Centaur Wizard
10 Get Augmentation spell from Centaur Wizard
20 10 Defeat General Claudius
20 20 20 20 Get General Claudius' Shield
10 Win Rite of Conquest
---
The Rite of Valor
10 Aid Rakeesh after Assassin Attack
5 Talk to Ferrari about Blackbird
10 10 10 10 Get Beeswax at the Dragon Pillar
10 10 10 10 Use Beeswax on Wings
5 5 5 5 Attach Feathers to Wings
20 20 20 20 Use the Icarus Wings
10 10 10 10 Fly to Hydra Island
10 10 10 10 Get Goo at the tree outside Hydra Cave
40 Defeat the Hydra
20 20 20 20 Get Hydra Teeth
10 10 10 10 Get Hydra Scales
10 Get Shrink Spell
10 Get Drugged Chocolate from Fenris
10 10 10 10 Give Magic Seeds to Ann
10 10 10 10 Use Fireproofing Oil at Dragon Blood Pool
10 Dip King's Ring in Lava at the Dragon Blood Pool
10 Bathe King's Ring in Paladin Blood
10 Win Rite of Valor
---
The Rite of Destiny
10 10 10 10 Buy Balloon Painting from Wolfie
5 5 5 5 Buy Brazier from Marrak
10 10 10 10 Get Bedsheet
10 10 10 10 Get Sewn Sheet from Ann
10 10 10 10 Retrieve Winged Gondola with Crane
20 20 20 20 Make Flying Machine (Balloon)
10 10 10 10 Tell Wolfie about Balloon
10 10 10 10 Fly to Delos Island
10 10 10 10 Dance with the Dryads
20 Get Magic Wood
10 10 10 10 Get Black Lotus
30 30 30 30 Get Proof of Destiny
10 10 Give Black Lotus to Salim / Julanar
20 Create Magic Staff
10 Win Rite of Destiny
---
The Rite of Courage
5 5 5 5 Give Drugged Chocolates to Salim
20 20 20 20 Open Hades Entrance
10 Defeat Cerberus
20 Bribe Cerberus
10 10 10 10 Get Lethe Water
10 10 10 10 Get Styx Water
10 Bathe King's Ring in River Styx
40 Save Katrina
40 30 Save Erana
10 Get Dragon Fire/First Aid spell from Erana/Katrina
10 Visit Erana/Katrina second time
10 10 Give Lethe Water to Salim/Julanar
10 Win Rite of Courage
---
The Rite of Peace
10 10 10 10 Dance at the Gnome Inn
10 10 10 10 Discover Secret Lab on Science Island
20 20 20 20 Get Water Breathing Amulet
5 Kill a Salamander
5 Kill a Razored Remora
5 Kill a Triton
5 Kill a Dragonfish
10 Defeat Hippolyta's Dragonfish
30 30 30 30 Get Peace Statue from Hippolyta
10 10 Win Rite of Peace Peacefully
10 Win Rite of Peace
---
Blackbird Quest
15 Enter Minos Palace
10 Reach Treasury without raising alarm
10 Break into Minos' Treasury
20 Get Blackbird from the Treasury
5 Give Blackbird to Wolfie
5 Buy Imitation Blackbird from Wolfie
5 Give Blackbird to Ferrari
10 Break into Ferrari's House
20 Trade Blackbird for Imitation Blackbird
---
The Rite of Justice
10 10 10 10 Give Deed to Gnome Ann
15 15 15 15 Get Engaged to Elsa
10 10 10 10 Get Engaged to Nawar
20 20 Get Engaged to Katrina
20 20 Get Engaged to Erana
20 20 20 20 Kill the Assassin
5 Get Poisoned Dagger from Assassin
15 15 15 Enter Minos Palace
35 Kill Minos' Minotaur
---
Dragon Fire
10 10 10 10 Use Fireproofing Oil against Dragon
20 Use Resistance spell during Dragon Battle
20 Use Poisoned Dagger on Dragon
20 20 20 20 Restore Dragon Pillar
5 Heal Toro during Dragon Battle
10 10 10 10 Heal Gort during Dragon Battle
10 10 10 15 Keep Gort alive during Dragon Battle
10 10 10 15 Keep Toro alive during Dragon Battle
20 Offer to Sacrifice Self
50 50 50 50 Sacrifice Yourself
70 50 50 50 Destroy Dragon
50 50 50 50 Accept or Decline the Throne
40 Give up Throne to Elsa
20 Win Chief Thief Contest
Here are a bunch of deeds that people often miss, or seem to be easily
missed. Also, this section details parts of the game that you must do
properly to get full credit.
Once More With Feeling -
Remember that, as a Thief, you can rob the bank twice, so be sure to do so
for full credit.
Andre's Dream -
For Paladins, right after the Rite of Freedom starts, make sure you talk to
Andre and he'll tell you about wanting to be a Healer. Tell Julanar about
him. This is easily missed if you're gung-ho for the villages.
Round the Bases -
For full points on all classes, stymie your competitors by cleaning out all
five villages before anyone can get to them.
Red Flag -
Wanting to rush back during the Rite of Freedom after getting the Naxos Sigil
is only natural, but make sure you stop by the nearby Dragon Pillar to find
Kokeeno, then go to the guard tower near the inn and tell the guards about
it.
Rat Trap -
Again for Paladins, make sure you talk to him during the Rite of Conquest,
then walk back towards the Inn from the Dead Parrot to find him and watch
him get struck down so that you can help.
Mouse in the House -
Only Wizards can access Erasmus' house after he falls asleep, and then only
once you come back from Hydra Island. Make sure you make the trip and get
the Drugged Chocolate from Fenris.
Life Imitates Art? -
Once you make a balloon similar to the one Wolfie drew, make sure you tell
him about IMMEDIATELY after you complete it. If you go to Delos first, then
his conversation tree will be different.
With These Muscles, Who Needs Brains? -
If you're a Fighter, remember that he's rewarded for taking the direct
approach, so don't bribe Cerberus or calm the Queen of Atlantis with flowers,
just slap them around a bit.
The Stuff That Dreams Are Made Of -
Imported Thieves already come with an Imitation Blackbird, but that doesn't
exclude them the points of having Wolfie make one, so do that.
500 Points in the Dancing Skill -
Late in the game, enter the Inn BY THE FRONT DOOR so Ann will request you
to dance the night away.
==================
10E. Ways to Die =
==================
Anywhere:
Exhaust yourself
Starve yourself
Drown underwater
Die from poisoning
Perform an action that hurts a bit repeatedly until you die
Get killed in standard combat
Get killed by an exploding trap
Cast Thermonuclear Blast
Cast Lightning Ball underwater repeatedly
City of Silmaria:
Get caught while breaking into the Bank
Get caught Pickpocketing
Break into the Bank a third time
Get killed breaking into Ferrari's House
Get killed by Assassin
Attack Shakra
Get arrested for fighting on the streets of Silmaria
Kill an innocent (die by the guards)
Cast Levitate and float up to the windmill out by Science Island
Rites:
Fall in the pool in Delos
Die in Hades
Attack Katrina
Get killed in Atlantis
Don't kill the Dragon in time (flies free)
Sacrifice Yourself
These are the times when you have different conversations trees with
people. People with only one conversation tree were omitted.
Rakeesh:
First Meeting in the Hall of Kings
First Meeting outside Arena
Rite of Freedom
Rite of Conquest
Second meeting during Rite of Conquest
Rite of Valor
Ferrari:
Meeting in Arena
First Meeting in Dead Parrot
Rite of Freedom
After Ugarte's Attack
After Ann tells you about Ferrari (Thief)
After Ann tells you about Ferrari (Everyone else)
After you get the Blackbird (Thief)
After you get the Peace Statue
After you give him the Blackbird (Thief)
Abdim:
Normal Meetings
After Ferrari has the Blackbird
Abdum:
First Meeting
Kokeeno fighting
You fighting Kokeeno
Magnum fighting
You fighting Magnum
Elsa fighting
You fighting Elsa
Toro fighting
You fighting Toro
Gort fighting
You fighting Toro
You fighting as champion
Erasmus:
First visit
Second visit
After you find the clue at the Bank Robbery
Fenris:
First visit
Second visit
After you find the clue at the Bank Robbery
After Erasmus falls asleep (Wizard)
Marrak:
First visit
Subsequent visits
After returning Sarra's Basket
Rite of Freedom
Sarra:
First visit
Subsequent visits
After returning Sarra's Basket
Rite of Freedom
Wolfie:
First visit
Subsequent visits
Rite of Freedom
Rite of Destiny
After returning from Delos
After painting the Gnome Inn (Inn)
After painting the Gnome Inn (his stand)
After watching you dance (Inn)
Sam:
First visit
Subsequent visits
After the bank is robbed
After you rob the bank
After you rob the bank again
After you enter the Rites
Shakra:
First visit (non-Wizard)
First visit (Wizard)
Subsequent visits (non-Wizard)
Subsequent visits (Wizard)
After Rakeesh's attack
After Erasmus is put to sleep
Rite of Destiny
Salim/Julanar:
First visit
Subsequent visits
After Ugarte's attack
After Rakeesh's attack
After Erasmus is put to sleep
After Shakra is put to sleep
After giving the Black Lotus
After giving the Drugged Candy
After giving the Lethe Water
Pholus:
First visit
Subsequent visits
Rite of Freedom
Rite of Conquest
Rite of Valor
Rite of Courage
Rite of Peace
Famous Adventurer:
First visit
Subsequent visits (before Hippocrene Water)
Visits after Hippocrene Water
Rite of Valor
Rite of Destiny
Rite of Courage
Rite of Peace
Rite of Justice
Ugarte:
First visit (Dead Parrot)
Second visit (Dead Parrot)
Second visit to Thieves' Guild
Rite of Freedom
Rite of Conquest
Outside Adventurers' Guild at night
Budar:
First visit
Subsequent visits
After Ugarte's Attack
Rite of Destiny
Rite of Peace
After getting engaged to Nawar
Nawar:
First visit
Subsequent visits
First visit outside late at night
Second visit outside late at night
Third visit outside late at night
After Ugarte's Attack
Rite of Destiny
Rite of Peace
Rite of Justice
After getting engaged to her
Arestes:
First meeting in the Dead Parrot
Subsequent meetings in the Dead Parrot
When confronting him about the Bank Robbery (Wizard/Paladin)
After arresting him (in jail) (Wizard/Paladin)
After helping him (in jail) (Paladin)
First meeting in the Thieves' Guild (Thief from here on)
When Ugarte is in Guild
When Cloaked Man is in Guild
After robbing the bank
After Ugarte's Attack
After Ferrari has the Blackbird
After stealing back the Blackbird
Andre:
First meeting
Subsequent meetings
Rite of Freedom
After telling Julanar about him
Rite of Conquest
Rite of Valor
Rite of Destiny
Rite of Peace
Ann Agrama:
First meeting
Subsequent meetings
Rite of Valor
After giving her the Magic Seeds
After asking Wolfie to paint the Inn
After finding the Chocolate Box in your room
After dancing
After giving her the Deed
Toro:
First meeting
Meeting in Arena
Subsequent meetings
Rite of Freedom
Rite of Conquest
Rite of Valor
Rite of Destiny
Rite of Courage
Rite of Peace
Elsa:
First meeting at Adv Guild
Before her fights at the Arena
Rite of Conquest
Hydra Island (during fight)
Hydra Island (after fight)
Rite of Destiny
Rite of Peace (at night in room)
Second Rite of Peace (Thief, Blackbird Quest)
Rite of Justice (at night in room)
Magnum:
First meeting in Adventurers' Guild
Before his fights at the Arena
Mobius:
First meeting
After giving pizza
Rite of Valor
Rite of Destiny
Rite of Courage
Rite of Peace (secret lab)
Before Gort's fights at the Arena
Pretorius:
First meeting
After giving pizza
Rite of Valor
Rite of Destiny
Rite of Courage
Rite of Peace (secret lab)
Erana/Katrina:
First meeting
Meetings before Rite of Peace
Rite of Peace
After Rite of Peace
Rite of Justice
******************************************************************************
11. STANDARD GUIDE STUFF
******************************************************************************
============
11A. Legal =
============
This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not take
it in whole or in part and claim it as your own. You may not alter it in any
way, even if you ask me first, and that includes putting it in HTML format.
Please don’t post this on your site unless you have express consent by me.
I’ve put a lot of time into this. Give me some credit.
Currently, the following sites have permission to post my FAQ:
If you wish to e-mail me, be sure to follow these guidelines.
- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with Quest for Glory for Pete's sake. I
don't want spam, chain letters, offers for friendship. Compliment me on the
FAQ all you want, though.
- Make sure you say Quest for Glory at one point in your e-mail. I have more
than one FAQ, and asking a generic question such as "How do I save?" doesn't
tell me much.
- Spell correctly and use proper grammar, please. If I can't understand your
e-mail, it'll go to the junk pile.
==============
11C. Credits =
==============
CJayC and Al Amaloo for having this on their sites.
Sierra, particularly Lori Ann and Corey Cole, for making such an incredible
series.
======================
11D. Version Updates =
======================
Version 1.0 - 10/27/01 - Well, there you have it. I don't really intend to do
another version, unless something else comes up.
Version 1.1 - 4/5/05 - Updated with my current format, plus some corrections,
etc.
=====================
11E. The Final Word =
=====================
A decent end to a wonderful series. Even if this wasn't the best-made game
ever, it's nice to tie all the other games together and end on a good note,
and, not to mention, end in a way that you decide. You can choose to be king
or give it up for more adventure.
Be sure to check out my other guides for the Quest for Glory games, too! I
love this series! Did I mention that?