*********************************************************************** /ŻŻŻŻŻŻ\ / \ | | | /ŻŻ\ |__ __ _____ ____ ______ | / \ | || | ___|/ ___|__ __| | | | | || | |___ ||___ || | | _ | | || | ___|\___ \ || | \\ \ / | \/ | |___ ___|| || | \\ \ |\____/|_____||____/ || | \ \ | \ \ \/ ______ __ ______ \_____\ \ | ___| / \ | __ \ \ \| |___ / \| |__| | \ \ ___| /\ | _/ /ŻŻŻŻŻŻ\ Ż| | | \/ | |\ \ / ___ \ | | \ /| | \ \ | / \ ||__| \__/ |__| \_\ | | \_|___ __ _________ __ | | _____| | / \ | __ \ \ / / | | | | | / \| |__| | \/ / | | |__ | | | /\ | _/ \ / | | | | |__| \/ | |\ \ | | | | | | |\ /| | \ \ | | | \__/ |______| \__/ |__| \_\ |_| \ / ____________ \______/ | | |_ ______ _| \ \ / / \ \ / / \ \/ / ____\ /____ | | |____________| _______________________ | D R A G O N F I R E | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ PART 1 *********************************************************************** An FAQ/Walkthrough by CyricZ Version 1.0 E-mail: cyricz42@yahoo.com *********************************************************************** Table of Contents Part 1 1. Introduction 2. The Story So Far 3. Getting Started A. The Classes B. Importing a Hero C. Character Statistics D. Magic Spells and Paladin Abilities E. Surviving in this Crazy World 4. Kingdom of Silmaria A. Points of Interest B. Characters C. Monsters D. Items 5. Fighter Walkthrough Part 2 6. Wizard Walkthrough 7. Thief Walkthrough 8. Paladin Walkthrough 9. The Whole Story and Epilogue 10. Miscellany A. FAQ B. Guide to Courting the Ladies C. Point List D. Ways to Die E. Conversation Trees 11. Standard Guide Stuff A. Legal B. E-mail Guidelines C. Credits D. Version Updates E. The Final Word *********************************************************************** 1. Introduction 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 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. *********************************************************************** 2. The Story So Far 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. *********************************************************************** 3. Getting Started --- A. 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. Starting Stats: Strength: 350 Intelligence: 300 Agility: 320 Vitality: 320 Luck: 300 Weapon Use: 350 Defense: 350 Climbing: 300 Throwing: 300 Honor: 300 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. Starting Stats: Strength: 250 Intelligence: 350 Agility: 300 Vitality: 300 Luck: 300 Offense: 300 Defense: 300 Magic: 350 Honor: 300 Spell Skills: Open: 250 Detect Magic: 300 Trigger: 200 Dazzle: 200 Zap: 300 Calm: 200 Flame Dart: 300 Fetch: 200 Force Bolt: 250 Levitate: 200 Reversal: 200 Juggling Lights: 200 Lightning Ball: 250 Frost Bite: 200 Protection: 200 Aura: 200 Resistance: 200 You start the quest with a Dagger, five rations of Fruit, a Tinderbox, 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... Starting Stats: Strength: 250 Intelligence: 300 Agility: 350 Vitality: 250 Luck: 300 Offense: 300 Defense: 320 Climbing: 350 Throwing: 300 Acrobatics: 300 Lockpicking: 300 Stealth: 300 Honor: 250 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. --- B. 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. 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, 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. 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. --- C. 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: How smart youse is. 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. How does Luck factor into things? I really don't know, exactly... - Increasing Luck is not very well understood. In this game, Luck seems to go up with most any action you perform. 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. 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. 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. 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. --- D. 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. "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 a fire breath. 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. "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. "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. "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. "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. "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. --- E. 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 deequip 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 ten 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* --- A. 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 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. Thiefs: 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. Unfortunately, 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. -- 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 sunk itself to protect itself 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. --- B. Characters Old Friends Hero (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. 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 - This is a Mufasa-type voice. The kind you'd expect from most any Lion King... 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 (human male from Tarna) 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 - One of my favorites, this hippie voice is pulled off perfectly. 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 - If a voice can give someone a funny feeling, then I guess it can't be all that bad... #_# 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 is a nice Mae West "Why doncha come up and see me sometime" voice. 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. One of the world's greatest and kindest Archmages she'll be available for pursuit. 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) See Erana. You have a chance to revive the Dark Master (as a human). She'll still have her power, but no longer a desire for conquest. Voice: Joyce Kurtz - Katrina's voice is a lot better in this game than in Shadows of Darkness. 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. Silmaria prospered for the twenty years he sat on the throne. His assassination was 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 a ruler, 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 nobility 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 - Sounding younger than his father, Shakra 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 - A good voice actor 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 - Andre seems a little too young, lively, and excited for my tastes... 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 - Kokeeno has 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 - A haughty, pompous, "I'm so better than you" voice. It fits his 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? 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. 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 danger. --- C. 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 Carries 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 Location: Any area of the islands, day or night Carries two of the following: Drachmas, Spearheads, Stamina Pills, Leather Armor 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 Carries: 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 Carries two of the following: Drachmas, Trident, Mana Pills or 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 Carries one 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 Carries two of the following: Drachmas, Health Potion, Vitality Potion, Magic Chain Mail Non-Humanoid Enemies - 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 Enemies - 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 Enemies 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. Difficulty: 7 Location: Rite of Conquest, Rite of Justice Carries: 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 Carries: 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: 7 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 --- D. Items --- Weapons (Fists) Description: Although not really an item, this is a weapon you can use against the enemy. Finally, you can fight unarmed, although it's 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 of the problems) 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 slower. 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? 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 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. 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. 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 Animal-men, 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 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 -30, Acrobatics -40 Magic Chainmail Armor 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 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 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. Stealth Oil Bought: Thieves' Guild for 25d Description: Good old WD-40 is the best thing to stop the rustiest of rusts. 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. 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 of 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. 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. 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 suspicious? --- Drinks Greek Coffee Bought: Dead Parrot for 5d Description: Tastes like mud, which is probably how it wakes you up. Ale Bought: Dead Parrot for 10d Description: A fine generic beer. Ouzo Bought: Dead Parrot for 15d Description: This indigenous liquor tastes like licorice. 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 Breath, which, by the way, you're tough enough to survive. --- Amphora Items Amphora Bought: Wolfie's Stand for 20d Description: These clay vases are your containers for liquids. Amphora with Water Found: Any normal stream Description: You can drink this when you're thirsty, but they're not all that useful. 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. 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: 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 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... 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 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 Blackbird (or the Peace Statue, if you're not 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. *********************************************************************** 5. Fighter Walkthrough All points for deeds are added in parentheses. --- Silmarian Meanderings 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. 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. 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. Boarman/Goreman: 5 Bearman/Grizzlyman: 5 Cougarman: 5 Goon: 5 Grangler: 5 Weirding: 5 Battie/Winged Homunculi: 5 Dragonling: 5 Any Undead: 5 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 it'll fit 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 6AM 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 (who cares about an 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. 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. More bad news awaits. Shakra is down with the same malady affecting Erasmus. 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: Triton: 5 Razored Remora: 5 Dragonfish: 5 Salamander: 5 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. ***********************************************************************