*********************************************************************** /ŻŻŻŻŻŻ\ / \ | | | /ŻŻ\ |__ __ _____ ____ ______ | / \ | || | ___|/ ___|__ __| | | | | || | |___ ||___ || | | _ | | || | ___|\___ \ || | \\ \ / | \/ | |___ ___|| || | \\ \ |\____/|_____||____/ || | \ \ | \ \ \/ ______ __ ______ \_____\ \ | ___| / \ | __ \ \ \| |___ / \| |__| | \ \ ___| /\ | _/ /ŻŻŻŻŻŻ\ Ż| | | \/ | |\ \ / ___ \ | | \ /| | \ \ | / \ ||__| \__/ |__| \_\ | | \_|___ __ _________ __ | | _____| | / \ | __ \ \ / / | | | | | / \| |__| | \/ / | | |__ | | | /\ | _/ \ / | | | | |__| \/ | |\ \ | | | | | | |\ /| | \ \ | | | \__/ |______| \__/ |__| \_\ |_| \ / ____________ \______/ | | |_ ______ _| \ \ / / \ \ / / \ \/ / ____\ /____ | | |____________| _______________________ | D R A G O N F I R E | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ PART 2 *********************************************************************** 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 *********************************************************************** 6. Wizard 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). Also in the Magic Shop, be sure to buy at least one Mana Potion (10), and several Mana Pills. Buy the RIP (10), Fascination (10), and Boom (10) spells when you get enough money, too. Shakra will also bring up the point of you needing a new Wizard's Staff, although he doesn't know where you could get more wood. Buy the Map from Wolfie's Stand (5). Go to the FACS and either take a swimming book or ask for FA's autograph. Then read the book (10) to get an instant 100 in Swimming. Also, pay your buddy Erasmus a visit (20). You can ask him for a spell, and he'll teach you Whirlwind (20). There are other things you can do right now, but they won't be necessary until you start the actual rites... As far as normal stocking up goes, make sure you have a few amphorae, plenty of Mana and Healing Pills, and get yourself a Magic Dagger (5). As always, practice your combat spells until they can drill holes in the enemy (figuratively). On Day 3, you'll be unpleasantly surprised when you try to buy something. You'll have no money in your account! Head to the bank to learn it's been robbed. Check out the floor of the bank and pick up the Interesting Toolkit (10). Show it around to people. Shakra will suggest you see Erasmus about it. Go show Erasmus the Toolkit (15), and he'll give you a clue about the Thief: an arm that keeps coming and going. Arm, eh? Well, one of Arestes' arms has come and gone... Go to the Dead Parrot Inn, and you'll see him get up from his table and leave. Follow him out and tail him all the way to a secret door under the bridge. Detect Magic on the door, and you'll find a trap. Trigger it a safe distance away, and cast Open to get inside. Once inside, talk to Arestes. Keep trying stuff to say, and eventually he'll go with you to the Hall of Kings to receive his sentence (20). You'll get a 2000 drachma reward for your troubles. Nice work if you can get it. There are a couple of sidequests you can do while building up skills and your bank account in preparation for the Rites. First of all is Sarra's Basket, which she posts a notice for on the Adventurers' Guild board. It's out on the shores just south of Silmaria City. Just wander around down there and you'll stumble upon an area (without hearing the fanfare hit that signifies combat). The area WILL be populated, though, probably with something nasty, too... Anyway, snag the Basket, head back to Silmaria, and give it to Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed. Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how he wants some. Might as well do both of these quests at once. Head up north to the Pegasus Peaks (marked by a horse head). On the far side of the area is the Hippocrene Stream. Fill up an amphora with the water (10), and take a sip if you like. Walk around the back side of the bluff with the nest. Walk up to the path until you're below the nest. Cast Levitate to get up to the upper path. Walk up the path to the tree and start picking up Feathers. Get as many as you want (10). Now, you can go back using the Mystic Magnets, or click Pegasus Feathers on yourself to float down to the ground, then walk back. Bring the Pegasus Feathers to Salim, but keep one for yourself. It really doesn't matter, since you can always buy them back, but you'll need at least one feather for later. Now, you can buy Stamina Pills (5). Bring the Hippocrene Water to FA (20). Leave and come back after he has his fill of it. He'll be a lot more lively, and will give you the spell of Thermonuclear Blast for your troubles (10). Now, you don't have to visit Science Island yet, but it's a good idea to get in a preliminary visit, since it constitutes exploring Silmaria. If you don't already have one, get yourself a Throwing Spear. 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 cast Force Bolt at the lever. The lever will move, and you'll be carried to Science Island (5). Hop off the gondola and head over to the giant gear, and the flickering screen next to it. You need to answer questions so that the gear will turn to let you in. If you "flunk out", just try again. The questions aren't too hard. Just think like an overstuffed scientist. Once the gear turns all the way around, you'll be able to enter the Main Lab (20). Once inside, talk to the scientist on duty (Dr. Pretorius between 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, not that it matters to you. All you may really want is Magic Leather Armor, but don't bother since you can get it in this Rite. Now, you can just go straight to Naxos and clean it out, but you'll get points for saving the other villages as well. Basically, the way to save a village is to get to the building with the locked door (it usually has a red shale roof), then beat the four Mercenaries inside, open the chest, and take the sigil inside, and the village is freed, so you can just rush past all the mercenaries outside or in the other buildings. Inside each chest, besides the sigil, is 500 drachmas and a special item. Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet, Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good idea to free all the villages. Naxos you'll want to do differently than just running around killing things. You get points for not setting off the alarm, so go at night, when the mercenaries won't immediately see you, and cast Calm and Hide and make your way over to the house with the shale roof. Cast Open on the door to make it inside without raising the alarm (10). So, free all five (20 (for the first one), 10, 10, 10, 10), and take the sigils (10 for the first one). After you're done Naxos DON'T immediately go back to Silmaria. Head to the Dragon Pillar west of Silmaria. In addition to whatever enemies are in the area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's a victim of the Assassin. Note that the Dragon Pillar is now broken... Head back to Silmaria, and knock on the door of the guardhouse on the West Gate. You'll automatically tell the guard what happened (10). Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr. Guard! Is this enough? ^_^) and you'll have one Rite under your belt. --- The Rite of Conquest This mission requires you to seek out the hidden fortress of the Hesperian Mercenaries. You must "ensure" that the General and his mercenaries never return to Silmaria. You are to return with his Shield. To begin this Rite, make the rounds and speak with everyone, especially Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot. Ugarte will mention some info he has for you. Now, at night, walk back from the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte will sneak out and speak to you. Ask him about all topics. When you Say Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte some Poison Cure Pills. If you don't have any, quickly get to the guardhouse at the gate to get some help. You'll be summoned to the Hall of Kings, where you will discuss the situation with Logos. Once you're set to find the fortress (make sure you've set your Mystic Magnets), go to Andre in the morning and rent his boat for 50d (25d if you helped him). Take the boat west and around Marete. Andre will tell you the base is rumored to be on Sifnos. Steer your boat until you hit the small island at the very left edge of your exploration area (not dark blue). Andre will wait until dark, then let you off there. (20) There are five mercenaries out here. Two are patrolling the beach, and the other three are on the dock. Take them out (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. Once most of the mercenaries are taken out, a Centaur Wizard will teleport in in one of the upper areas. Ah, a Wizard duel! He's got Reversal, but so do you, so cast it to reflect his Lightning Balls. Cast Frost Bite on him to get past his Reversal. Keep hitting him with repeated FB spells and he'll drop to the ground. Oh, and if you don't want the five points or the Augment spell, you can cast Trigger on the Wizard's staff and it'll blow him to smithereens... There'll be nothing left to search, though... Finally, after the Wizard falls, General Claudius himself will appear and challenge you. Duel with him to the best of your ability, healing as necessary. Show him a new definition of pain and suffering until he keels over. Search him to take his Shield (20). Be sure to search all the other bodies in the area, as well. The Centaur Wizard has the Scroll of Augment on him (5). Once you're done, use the Mystic Magnet to return to Silmaria. Bring the General's Shield to the Hall of Kings to complete Rite number two. Note: The Shield will remain with you after this is over, so you can sell it. Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping like flies... By the way, there's nothing you can do to discover this. It happens (and is discovered) while you're away at Sifnos. --- The Rite of Valor Your mission is to travel to Hydra Island and defeat the beast of antiquity that gives the island its name. You are to return with its teeth. Now, right after you get your briefing, you'll immediately start talking to Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison Cure Pills, or run to the guards at the Hall of Kings and tell them what happened. You'll once again meet with Logos and discuss the situation. Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of money for the inn. Have a talk with him. You won't really get anything done, though. Now, to begin the Rite. The problem will actually be getting to Hydra, since no boats go there. Be sure to speak to everyone again about the Rite. A good source of info will be flipping through the logbook at the Adventurers' Guild, and poking around the books in the FACS as well. You may happen on some references to Icarus. If you read correctly, you'll know Icarus and Daedalus used wings made of a wooden frame, and feathers stuck to it with wax. You've already got access to Feathers (of the Pegasus variety). The wooden frame is on Science Island, and you have to give at least one of the scientists their favorite pizza (see Silmarian Meanderings on how to accomplish that). The wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10). Once you have the feathers and wax, head to Science Island, and put the wax on first (10), then the feathers (5). Grab the wings and you'll head outside (20). You'll automatically flap your way over to Hydra and score a perfect one-point landing on the island (10). Walk over to the Hydra icon. First thing you should notice in the Hydra Cave area is the weird- looking stuff coming out of the tree. If you have an Amphora, get some in it (10). Now, to deal with that rather nasty-looking three-headed thing that's sitting over there. Start hacking away at him. In a few seconds, your buddy Elsa will you show up, offering help. Definitely say yes. Tell her you want to be the Torch Man. She'll start hacking away. When she lops a head off, cast Flame Dart on the stump. If you screw it up, she'll do the fire and you'll have to fight. To hit the left and right heads, you have to stand on the ledge next to them, while standing in front for the middle head. Once all three are burned, the Hydra will collapse, and the final head will hit the ground. Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all the trouble she went through. You could be noble and give her the teeth, or just suggest a search for treasure in the cave. Head inside and she'll grab a Magic Bow and take off. You can loot the rest of the cave now. First, grab the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over to that chest by the left wall. It's trapped, y'know. Stand back and cast Trigger on it to blow the trap, then cast Open on the chest. Inside the chest, you'll find 2000 drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll (10). Snag it all and read the scroll. Use the Mystic Magnets to return to Silmaria. Don't worry about leaving stuff behind. After this Rite is over, you can return using Andre's boat. Anyway, now that you're back, something bad happened. Head over to the Apothecary to drop off the Hydra Scales. You'll be given the unfortunate news that Erasmus has been drugged and sleeps a restless sleep (literally, he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of Magic Seeds. Give these seeds to Ann (10) to give her inn a little razzamatazz. Now, go visit Erasmus. Wizards can do so, because they can use Trigger on the teleporter instead of just kicking it. Head inside the house and talk to Fenris and he'll give you the Chocolate Box that Erasmus had when he fell asleep. Suspicious, yet? Give the Chocolate Box to Salim to analyze (5). That's about it for this Rite. If you didn't give the Teeth to Elsa, give them to the Hall of Kings guards to win the Rite. If you did, go back to your room. Next morning, you'll be summoned to the Hall of Kings for the close of the Rite. --- The Rite of Destiny The fourth Rite has you seeking out your Destiny on the Isle of Delos. You are to hear your fortune from the Sybil and return with proof that you've faced your fate. Again, talk to everyone. Particularly useful people to talk to are Shakra, the Famous Adventurer, and to look at the open book on the table next to the Swim Manuals, which talks about balloons. Since you no longer have the wings, and you'll have to fly to Delos, you'll need to make a balloon to fly there. First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show it around, particularly to Ann Agrama, and Marrak. You'll need several items to make this vehicle. The first and most basic is the gondola that's lying in water outside Science Island. You can use the crane to retrieve it, which I'll get to in a bit. The next is a sheet, but it has to be sewn in the shape of a balloon. You also need a Rope, some sap to windproof the sheet, and a brazier as a heat source. Okay, after you shown Ann the Painting, go up to your room, and open the drawer to take the spare Sheet (10). Head downstairs and give it to Ann to have her sew it. She'll have it for you the next day (10). While you're at it, tell her about Wolfie, and he'll paint up the inn. The Rope is in the chest in the Hydra Cave, if you didn't get it before, and the goo you need to windproof it is also on Hydra Island in a tree, which you'll need an amphora for. After you shown the Painting to Marrak, you can buy a Brazier from him for 100d (5). Also, make sure you still have your Tinderbox from the beginning of the game. Take all this stuff and head to Science Island. Go outside the back exit on the second floor. You'll be out on the crane platform, above the gondola. Look for the monitor on the wall nearby. To grab the gondola, set the Rotation for 55, the Extension for 100, and the position to Closed. You'll snag the gondola. If you make a mistake, your next move doesn't matter, but it'll have to be set to Open so you can open the claw, then close it on the next move. Anyway, once the gondola's on the platform (10), use the Sewn Sheet, Rope, Goo, Brazier and Tinderbox on the gondola. You'll have made your balloon and you'll take off for adventure (20)! Wait! There's one task here that EVERYONE misses. As soon as you launch the balloon, get to a spot on land and hop off and head back to Silmaria. Go to Wolfie and tell him about the balloon (10). Right, once you've done that, head northwest to the Pegasus Peaks to get some more Hippocrene Water. Now, head to Delos. Once you reach it (10), go to the Dryad Grove. Use the Hippocrene Water on each of the Dryads. Once you water all seven, relax and watch the Dance of Mystery and Intrigue (10). Well, hey. That's interesting. Who'da thunk you could get Magic Wood from a magical grove of trees... Pick up the Magic Woood that just sprouted out of the ground, there (20). Now, walk over to the ruined temple where you'll find the Sybil. There are three things to do here. #1, grab the Black Lotus Flower in the small pool (10). It's VERY important. #2, Read the pillar in front of the pool, which has a very useful verse that you HAVE to know to get through the next Rite. #3, drop a drachma into the pool and hear your fortune from the Sybil. Once she's done, get your Proof of Destiny on the floor nearby (30). Make sure you FLY back to Silmaria, not Magnet. First, and I know you're itching to do this, give the Magic Wood to Shakra, and the two of you will create your new Wizard's Staff (20). This new Staff is a bit different from those of old. You can move around with it, and use it as a weapon, and it has half as much as your current Mana, so once you use up the Staff's power, it'll vanish and you'll have to summon it again. Now, give the Black Lotus Flower to Salim (10). Now, when you come back the next day, Salim will switch your old Poison Cure Pills for the new ones, which will completely cure the Assassin's poison. Also, this will completely restore Rakeesh and Ugarte after the game ends. Now, give the Proof of Destiny to the guard at the Hall of Kings and you'll complete Rite Four. --- The Rite of Courage This is gonna be a rough Rite. Your task is to journey to the depths of Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths of Hades, and bring back water from the River Styx. First of all, check out your room, and you'll discover a box of chocolate on your chair. That's the same box that you found at Erasmus'! I wouldn't eat it if I were you. You've already given one box to Salim, so don't worry about this one. To learn stuff about this Rite, talk to Pholus and the FA. They'll give you all the info you need. Be sure to buy ALL the MANA ITEMS you think you'll need for the rest of the game! Shakra won't be available after you come back from Hades, so buy all the Mana Pills and Potions you think you'll need. A good number is about thirty Mana Potions and around 200 Mana Pills, if you're into boosting all your magic skills. You'll need a lot of Healing, Stamina, and Mana items for this one. Also, you'll definitely need at least two Amphorae to hold the liquids you're bound to find. Buy a Gyro, a Pepperoni Pizza, and a Box of Sokolotak-ya, too. Head out to the Dragon Pillar marked with a skull on the map. That's the gateway to Hades. Make sure you've gone to Delos and read the verse on the pillar at the Ruined Temple. Note the body next to the broken Dragon Pillar. Geez, another one. Fill up one of your amphora with water near the body. Now, take the water, and pour it near the spot where the river goes into the mountainside. If you read the verse at Delos, you'll recite it now, and the gates to Hades will open (20). Walk up to the gate, then back away slowly as Cerberus lopes up to yell at you. He won't let you in unless you first die, or come up with a suitable bribe. This is why you brought those three food items I mentioned. Give the Gyro, Pizza, and Chocolate to Cerberus, and he'll (they'll) let you in. Once you get past the mutt, you can enter Hades. You can fight the bone bags if you wish, but it'll be best in the long run just to run. Be sure to cast Aura to keep from having the life sucked out of you. Head to the right side of the screen. Eventually, you'll reach a dead end, with a path below you on a cliff. Target the Levitate cursor on the bottom path and you'll float down. Head into the arch on the right side, and you'll enter the next screen. Run left down the dragon's skeleton, and enter the next area. In the last area, you'll see the rivers of Hades. Go down the front, near the bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe Water (10). Move further to the right in the same area and fill up the other Amphora with water from the river to get Styx Water (10). Now, go back to the left, then to the back path and around all the way to the right until you reach the view of the Hall of Hades. The Guardian of the Dead will speak to you and tell you about two souls connected to you through love. Erana and Katrina are those souls. He'll tell you that you can end the suffering of one of them and bring her back to life. You may pick either, or no one. If you pick no one, Erana will give you the Amulet of Waterbreathing before the two depart. If you do pick one, you'll have to pay "the price", which is giving up your life for her. If you do, you'll be "killed", but then brought back to life, minus half your Vitality. The one you free will tell you where she'll go. Erana (40) will go to Lymnos, and Katrina (40) will go to Zante. Now, to get out of here. Pretty much leave the way you came in. When you go back to the first area, you'll be on the left side of the main entrance. Head out and the gate will close. You may now fly to meet the woman you freed (10). Ask her about Magic and she'll teach you a spell (10). You'll learn First Aid from Erana, and Dragon Fire from Katrina. After which, head back to Silmaria. More bad news awaits. Shakra is down with the same malady affecting Erasmus, so the Magic Shop is closed. Go to the Apothecary and give Salim or Julanar the Lethe Water (10). Now, Shakra and Erasmus will finally get some rest. Bring the Styx Water to the guard at the Hall of Kings and you'll win this Rite. --- The Rite of Peace The sixth Rite requires you to seek out the lost City of Atlantis. You are to forge a new alliance between the land-dwellers and the sea people, and return with proof of your actions. Good people to talk to are the FA, and the girl you freed from Hades, if you did free one. The girl will give you a Waterbreathing Amulet as you tell her about the Rite of Peace (20). The FA will actually tell you about some secrets of Atlantis. He'll also tell you to bring the Queen some flowers, so get some off the Gnome Inn or the Apothecary. Now, head to Science Island. In the lab, you'll notice it's empty. No scientist. No Gort. Keypad's open! Head up to the second floor, and punch in your secret code, and the secret door will open (10). The scientist inside (Pretorius or Mobius) will be a bit more eccentric and mad then before. You'll learn that Gort is not actually a human, but an kinda undead. You'll also learn that the scientists are the ones drugging the wizards... Here's some more commonly missed points. During this Rite (and afterwards), if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help. Say Yes and you'll take a little job as the entertainment for the night (10). Also, if you sleep in your room before taking off for Atlantis, Elsa will visit you in your room at night. She'll be suspicious about who's behind all this and will let you in on her opinions. There's not much else to do, though. So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly over there (southwest corner), then enter the area marked by the shell icon. You'll be a water area with an ancient looking door. Simply cast Open, and the great door will give way. Two Tritons will swim out to attack. QUICKLY cast Calm on them, and head through the tunnel and you'll reach Atlantis. Swim directly to the right, behind the guards, and over to the wall. Click on the third panel from the right and you'll open it and get past the guard nearby. Now, swim to the bottom of the ocean floor, and down to the front of the screen until your perspective shifts. Hug the wall you're on until you reach the tower. There's another secret door in the wall here. Cast Open on it to enter the throne room. Swim up to the Queen. Give her the Flowers, and tell her about the FA and all related topics that pop up. Her heart will soften, and she'll give you the Peace Statue (30). Now, you could have done this using your muscles, but it's far better for your health, and your point total, to do this peacefully (10). Fly back to Silmaria. For once, nothing weird happened while you were gone. You can go right up to the Hall of Kings and give the guards the Peace Statue (which you'll keep) to win the Rite of Peace. At the end of the Rite, you'll first see a little hearing involving Gort and the scientists and the drugging of the Wizards. Gort will be disqualified for the Rites, and Pretorius and Mobius will be revealed to be the same person. Freaky. --- The Rite of Justice Simply put, the final Rite is to find the cause for all the problems in Silmaria and bring that person to justice. First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll accept it as a trade for the Gnome Inn's Deed. Teleport back to the Inn and give Ann the Deed (10). She'll be eternally grateful. Now, sleep at the Inn tonight, and Elsa will sneak into your room one last time, telling you she's going to try and expose the man she's suspicious of. If you've been courting her well, give her Hera's Ring, and she'll accept (15). This is also the best time, if you've been courting them, to ask Nawar (10), Erana (20), or Katrina (20) to marry you. If you need any help with dating, check the guide in Miscellany. Now, head to the Apothecary and stock up on Health Potions and Vitality Potions. Twenty to thirty of each should be enough. Also, make sure you have a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. Oh, and pray you have enough Mana items left. Now, you're at the point of no return. To set the final crunch in motion, wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers' Guild. When you get to the guild area, a black cloaked figure will teleport into the area. Yes, it's the Assassin. You'll learn that the Assassin is Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated out of the brigand treasure. Time to settle the score, it seems. Blast him with your best spells, and take Poison Cure Pills if necessary. Once he dies (20), you'll get a Poisoned Dagger. Toro will come out and help you. You'll meet with Logos again and he'll ask you what to do about the situation. It's quite obvious that Minos is the source of the problem, but proof is necessary. Make any choice about weeding him out that you want. Now, go back to the Inn and sleep. You'll be summoned to the Hall of Kings the next day. In this confrontation, pick just about any topic you want. Either Minos will respond, or he'll be cornered. Soon, he'll be exposed, and will teleport out. He has the Prophecy Stone, which can raise the Dragon of Doom if broken, along with the Dragon Pillars. You will be sent on the fastest boat Silmaria has to Minos' Island. Once you reach the island, ready your spells and plunge into the fray. Cast Open on the main gate, then the door to the palace, and enter (15). Once inside, take out all the Goons and the Centaur Wizards (by Triggering their staffs). Open the door on the top left corner of the screen and you'll enter the Treasure Room. Minos will give you some preliminary taunting, then two Goons will enter, and you'll also have to deal with that big Minotaur over there. First run up to the desk in the foreground and grab the Interesting Toolkit there. Give it to Elsa who's trapped in one of the alcoves, and she'll make her way out. She'll grab her stuff and start fighting alongside you. Defeat the two Goons and the Minotuar and Minos will taunt you some more, telling you that he still won, because he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll then jump off the balcony and kill himself, breaking the Prophecy Stone in the process. You'll see a small cutscene with the Dragon rising. Elsa will mention the amount of trouble you're in. There are three things you have to do to get out of here. The first thing is to go over to the alcove Elsa points out, put on some Fireproofing Oil, and open the gate. Take all the potions inside. Next, search Minos and take all the stuff he has. Finally, search the Minotaur to take his axe. After that's all done, either Erana, Katrina, or Fenris (if you saved neither) will show up and will take you to the final battle... --- Dragon Fire Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a big Dragon right across from you. Ready? Okay... Let's go! First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a help against the Dragon, and then Gort will show up, saying how he wants to be a Hero, too. Sometimes, Fenris will just teleport them both in right at the beginning. Sometimes, they'll skip that part, and you'll have to ask Erana/Katrina for Help so she'll summon them. Once they arrive, click on each of them and ask them to Help Fix the Pillar. They'll rush towards the lopsided pillar and start pushing. You'll have to push, too. Once the three of you have the Pillar up, the Dragon will be bound to the earth and cannot leave the cave (20). There are a couple of other things you can do before starting the battle proper. Tell your girl you love her, if she's here. Be sure to pass the Minotaur Axe to Toro. Give both Toro and Gort (10) Health Potions so that they can restore their health when needed, because they can die during the course of the battle. Also, use some Fireproofing Oil on yourself (10 (for using it at the Pool), 10 (for using it for the Dragon)). Finally, cast Resistance on yourself to take less damage from fire breath (10). All right. The rest of this battle can go in one of MANY ways. The Sybil told you someone has to sacrifice themselves for the Dragon to be destroyed, but that's not true. All the sacrifice does is knock off about half the Dragon's health. You can still just rush up and freeze his butt. If you want to be the sacrifice, offer it to Elsa/Katrina/ Erana, and walk in front of the dragon on the opposite side of the pool. The Dragon will fill you with flame, and you'll fall, getting the standard death screen, but you'll have the knowledge of saving Silmaria (50). If the person you tell is your fiancee, she may not want to let you make the sacrifice. You can also ask Gort or Toro and they'll be the sacrifice as well, although you will get points for keeping Toro (10), and Gort (10) alive... Anyway, whether or not you choose to have a sacrifice, eventually, you can bring the Dragon down to half health, and it'll burst from its bindings in the Temple. It'll take flight and head towards the opposite side of the cave. Now, it's the final crush. He'll alternate between flying and being on the ground. Cast multiple Frost Bite spells at him. Don't worry about hitting your friends because it won't happen. Make sure you keep a finger on the Health Potion and Mana Potion buttons on your belt, since his flame can knock you down to nothing real quick, and his claw and bite will take down a good half your health. Keep casting, healing, whatever and eventually you'll finish him and be victorious (50). The Dragon will rise into the air, and drop itself into a pool of molten lava, where it'll be destroyed. Your friends will go on about how you saved Silmaria. Your fiancee, if here, will get cozy with you. You can now head back to Silmaria for the closing ceremonies of the Rites of Rulership. You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water) will be standing with Logos for the final ceremonies. He'll go on about what you've done, and how you all are the Heroes of Silmaria. He'll ask you, the Hero of Five Lands, if you will take up the throne, and be the next King of Silmaria. If you decline, you'll have to provide a short reason. I leave the final decision up to you (50). Congratulations, Hero! You've saved Silmaria and proven once and for all that Heroes do exist in this world! Now, play again with some of the other types, or get the other games and play some other masterpieces. *********************************************************************** 7. Thief 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. On the second day, go visit Rakeesh outside the Arena, and he'll give you the Magic Grapnel you had back in Tarna. Go to the Adventurers' Guild and sign the logbook (5). Go to the Apothecary and buy at least one Healing Pill (5), and Poison Cure Pill (5). Go to the Magic Shop and buy the Mystic Magnets (5). Also, be sure to use them at least once (10). Buy the Map from Wolfie's Stand (5). Go to the FACS and either take a swimming book or ask for FA's autograph. Then read the book (10) to get an instant 100 in Swimming. Also, make sure you play the Wheel of Fortune (5) in the Dead Parrot Inn and win three times (10). There are other things you can do right now, but they won't be necessary until you start the actual rites... Of course, you'll want to be an active member in the local Thieves' Guild, so take the opportunity to Show Thief Sign to just about anyone you meet. Most of the people you want to show the sign to are all in the Dead Parrot Inn. They are Ferrari (5), Ugarte (5), the Cloaked Man upstairs (5), and Arestes (5). You may also want to show the Sign to Elsa. The Guild's under the bridge by the Adventurers' Guild. Watch out for traps... So, head to that spot under the bridge and use your Toolkit on the hidden door to start working on the trap: DISARMING TRAPS: This is one of the big Thief challenges. The basic idea is that you have eight pictures of a dancing guy. When you start the trap, an animated guy in the middle will start dancing and stop on a position. You have to match the position with one on the outside. The best way to prepare for this is to draw each of the positions out on a piece of paper, then assign numbers to them in order, say starting at the top right picture and going around clockwise. As you progress through the game, the traps will get harder in the studying part, with only one being shown at a time in order, one at a time in a RANDOM order, and one at a time in random and ONLY ONE look before the trap automatically starts. Okay, once you disarm the trap (5), you can enter the Thieves' Guild. Arestes will greet you. There's plenty of things you can do here. First thing is to join the Guild (5). You're going to want to buy one of all the items: Stealth Oil, a Torch, a Pickpocket Knife (5), a Blackjack (5), and a Rope (5). You won't need a Grapnel, if you got one. Once you get the Rope, combine it with your Magic Grapnel (remember how to do that?) (5) and you'll have a Rope and Grapnel set. Once you've got all your supplies, practice Pickpocketing on the dummy. Once you successfully pickpocket it (5), you'll be ready to start pickpocketing real people (5). Try everyone, but save before you try. A lot of people will have purses to pick. One last thing to do is enter the Chief Thief contest. There's a betting board on the wall. Everyone in the contest needs to make a bet every week. You place money just like in a poker game, raising and calling, and folding if you can't make a bet. You don't really have to worry about winning, just enter (20). When Arestes tells you the contest is over, you've won, more or less, but it helps to bring back the bird... Now, there's no point in being a Thief if you don't have places to steal from, and there are two good places in town to do that... Customer #1 no longer lives here. Right next to the Arena is a house that was abandoned when the mercenaries invaded. Think of it as your training job, because there's really no way to get caught. You'll need your Toolkit, and a Torch (make sure you've lit it). Make sure you're sneaking, and pick the lock on the door (oh, and make sure it's night, for God's sake) and get inside (20). Once inside, take a look at the chest nearby and the cupboard. Both show signs of already being hit. Use a Dagger to pry open the cupboard, and you'll see the Dagger the last guy used and you can grab it. Snag the Alabaster Amphora on the table, and search the couch on the back wall to find a Gold Ring. Search the drawers in the foreground on the right side for 20 drachmas. Now, move the painting on the right wall to find a safe. Disarm the trap on the safe and open it up to get 300 drachmas and some Jewelry. Head back out and sell your loot to Arestes. Customer #2 is the Bank itself, and you can hit it twice. Wait until night, and sneak into the Town Square area by way of Nob Hill... Wait until the guard has started to march away from the Bank and sneak your way over to the door, and pick the lock. Once inside, pick the lock on the gate, and disarm the trap on the safe. Take your prize of 5000 drachmas (20) and leave by the Mystic Magnets. The second time you try to rob the bank, you'll need a Blackjack. There will be a guard marching around outside the door, so you'll need to sneak up on the area the same way and clout him (5). Pick the lock on the door, then on the gate, then disarm the trap on the safe and take the loot (10). Just as a note, you may want to hold off on your second time looting the bank, because the amount of money in there increases by 100 every day, so you'll get 1000 if you wait ten days. DON'T try to rob the bank a third time, as a guard will be posted inside, who you cannot take out... Oh, and don't even try to hit Ferrari's house. You can't get in until he has something you need. As far as normal stocking up goes, make sure you have a few amphorae, and a good supply of throwing Daggers, and you'll want to buy a Magic Dagger from Shakra. There are a couple of sidequests you can do while building up skills and your bank account in preparation for the Rites. First of all is Sarra's Basket, which she posts a notice for on the Adventurers' Guild board. It's out on the shores just south of Silmaria City. Just wander around down there and you'll stumble upon an area (without hearing the fanfare hit that signifies combat). The area WILL be populated, though, probably with something nasty, too... Anyway, snag the Basket, head back to Silmaria, and give it to Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed. Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how he wants some. Might as well do both of these quests at once. Head up north to the Pegasus Peaks (marked by a horse head). On the far side of the area is the Hippocrene Stream. Fill up an amphora with the water (10), and take a sip if you like. Walk around to the back of the bluff with the nest on it. When you reach the edge, use your Rope and Grapnel on the opposite bluff to tightrope walk over there. Walk around to the top and grab the low-hanging root to swing over to the bluff with the nest. Walk up the path to the tree and start picking up Feathers. Get as many as you want (10). Now, you can go back using the Mystic Magnets, or click Pegasus Feathers on yourself to float down to the ground, then walk back. Bring the Pegasus Feathers to Salim, but keep one for yourself. It really doesn't matter, since you can always buy them back, but you'll need at least one feather for later. Now, you can buy Stamina Pills (5). Bring the Hippocrene Water to FA (20). Leave and come back after he has his fill of it. He'll be a lot more lively, and will give you a Stealth Charm for your troubles. Now, you don't have to visit Science Island yet, but it's a good idea to get in a preliminary visit, since it constitutes exploring Silmaria. If you don't already have one, get yourself a Throwing Spear, and pick up some Rocks. Now, head out the East Gate (out by the Docks). You'll see Science Island off in the distance. Head down to the cabin at the edge of the cliff. Read the directions on the sign if you wish. Switch the lever on the left to start up the windmill. Now, the right lever is the brake lever, but it's stuck. Force it. D'oh... This is why you brought the spear. Click it on the lever base and you'll 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 Sam you want to Make a Transaction, then click the Enter button on the Rites section (10). It's a hefty 1000 drachmas, but it's a decent price to pay for the experience you're about to go through. Now, head up to the Hall of Kings, and you, Gort, Elsa, Kokeeno, and Magnum will stand before Logos, ready to begin. --- The Rite of Freedom Your task here is for each of you to go to one of the Fishing Villages, clean it out of invaders, and return with the sigil of the village. The village you have to take care of is Naxos. Now, don't get into turbo mode yet. You have plenty of time to beat out your competitors. It's a good idea to make the rounds around town and talk to everyone. Specifically, talk to Andre, and you just might be able to help him out, although you'll get no points for it... Note that Pholus is now selling his good stuff. There's a nice Slasher Dagger on sale now. You don't have to get it now. Just a heads up. Now, you can just go straight to Naxos and clean it out, but you'll get points for saving the other villages as well. Basically, the way to save a village is to get to the building with the locked door (it usually has a red shale roof), then beat the four Mercenaries inside, open the chest, and take the sigil inside, and the village is freed, so you can just rush past all the mercenaries outside or in the other buildings. Inside each chest, besides the sigil, is 500 drachmas and a special item. Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet, Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good idea to free all the villages. You can free Naxos the sneaky way if you like. Start sneaking BEFORE entering the village at night, then sneak around and start clouting people with the Blackjack, and break into the shale roof house. So, free all five (20 (for the first one), 10, 10, 10, 10), and take the sigils (10 for the first one). After you're done Naxos DON'T immediately go back to Silmaria. Head to the Dragon Pillar west of Silmaria. In addition to whatever enemies are in the area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's a victim of the Assassin. Note that the Dragon Pillar is now broken... Head back to Silmaria, and knock on the door of the guardhouse on the West Gate. You'll automatically tell the guard what happened (10). Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr. Guard! Is this enough? ^_^) and you'll have one Rite under your belt. --- The Rite of Conquest This mission requires you to seek out the hidden fortress of the Hesperian Mercenaries. You must "ensure" that the General and his mercenaries never return to Silmaria. You are to return with his Shield. To begin this Rite, make the rounds and speak with everyone, especially Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot. Ugarte will mention some info he has for you. Now, at night, walk back from the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte will sneak out and speak to you. Ask him about all topics. When you Say Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte some Poison Cure Pills. If you don't have any, quickly get to the guardhouse at the gate to get some help. You'll be summoned to the Hall of Kings, where you will discuss the situation with Logos. Once you're set to find the fortress (make sure you've set your Mystic Magnets), go to Andre in the morning and rent his boat for 50d (25d if you helped him). Take the boat west and around Marete. Andre will tell you the base is rumored to be on Sifnos. Steer your boat until you hit the small island at the very left edge of your exploration area (not dark blue). Andre will wait until dark, then let you off there. (20) There are five mercenaries out here. Two are patrolling the beach, and the other three are on the dock. Immediately start sneaking and hug the rock wall that the fortress is on. Make sure you save regularly, just in case you do get caught. Once you reach the stairs, use your Rope and Grapnel on the ledge instead of walking around in front. Climb the stairs partway, then jump down near the drainage grate. Use your Toolkit on the grate and you'll climb up through the outhouse (10). Fun, eh? There are eight mercenaries inside. Finish them all off however you choose, but the best way is probably just to Blackjack them. If you wish you can grab Throwing Spears from the cart in the center of the courtyard, or in a barrel by the wall. Once most of the mercenaries are taken out, a Centaur Wizard will teleport in in one of the upper areas. You can try to run up and hit him, but it'll take forever to get around, and he may heal himself during that time. The fastest way is to continually chuck Throwing Spears at him. He'll teleport back and forth, but if you keep hitting him, he'll eventually fall. Make sure you keep your health up while doing this, of course. Finally, after the Wizard falls (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. Search him to take his Shield (20). Be sure to search all the other bodies in the area, as well. Once you're done, use the Mystic Magnet to return to Silmaria. Bring the General's Shield to the Hall of Kings to complete Rite number two. Note: The Shield will remain with you after this is over, so you can sell it. Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping like flies... By the way, there's nothing you can do to discover this. It happens (and is discovered) while you're away at Sifnos. --- The Rite of Valor Your mission is to travel to Hydra Island and defeat the beast of antiquity that gives the island its name. You are to return with its teeth. Now, right after you get your briefing, you'll immediately start talking to Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison Cure Pills, or run to the guards at the Hall of Kings and tell them what happened. You'll once again meet with Logos and discuss the situation. Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of money for the inn. Have a talk with him (5). He'll mention a fair trade. If you bring him the Blackbird, he'll give you the Deed, and he'll keep quiet about your extracurricular activities. Ferrari's quite the blackmailer, isn't he? Now, to begin the Rite. The problem will actually be getting to Hydra, since no boats go there. Be sure to speak to everyone again about the Rite. A good source of info will be flipping through the logbook at the Adventurers' Guild, and poking around the books in the FACS as well. You may happen on some references to Icarus. If you read correctly, you'll know Icarus and Daedalus used wings made of a wooden frame, and feathers stuck to it with wax. You've already got access to Feathers (of the Pegasus variety). The wooden frame is on Science Island, and you have to give at least one of the scientists their favorite pizza (see Silmarian Meanderings on how to accomplish that). The wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10). Once you have the feathers and wax, head to Science Island, and put the wax on first (10), then the feathers (5). Grab the wings and you'll head outside (20). You'll automatically flap your way over to Hydra and score a perfect one-point landing on the island (10). Walk over to the Hydra icon. First thing you should notice in the Hydra Cave area is the weird- looking stuff coming out of the tree. If you have an Amphora, get some in it (10). Now, to deal with that rather nasty-looking three-headed thing that's sitting over there. Start hacking away at him. In a few seconds, your buddy Elsa will you show up, offering help. Definitely say yes. She'll ask if you want to fight or fire. Say Fire. She'll start attacking the heads, and you should get out your Torch. When she chops the head off, click the Torch on the stump to burn it. If you screw it up, you'll switch roles. To hit the left and right heads, you have to stand on the ledge next to them, while standing in front for the middle head. Chop them off one at a time, and Elsa will burn them. Once all three are burned, the Hydra will collapse, and the final head will hit the ground. Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all the trouble she went through. You could be noble and give her the teeth, or just suggest a search for treasure in the cave. Head inside and she'll grab a Magic Bow and take off. You can loot the rest of the cave now. First, grab the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over to that chest by the left wall. It's trapped, y'know. Simply disarm it and you'll be set. Inside the chest, you'll find 2000 drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll. Snag it all. Use the Mystic Magnets to return to Silmaria. Don't worry about leaving stuff behind. After this Rite is over, you can return using Andre's boat. Anyway, now that you're back, something bad happened. Head over to the Apothecary to drop off the Hydra Scales. You'll be given the unfortunate news that Erasmus has been drugged and sleeps a restless sleep (literally, he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of Magic Seeds. Give these seeds to Ann (10) to give her inn a little razzamatazz. That's about it for this Rite. If you didn't give the Teeth to Elsa, give them to the Hall of Kings guards to win the Rite. If you did, go back to your room. Next morning, you'll be summoned to the Hall of Kings for the close of the Rite. --- The Rite of Destiny The fourth Rite has you seeking out your Destiny on the Isle of Delos. You are to hear your fortune from the Sybil and return with proof that you've faced your fate. Again, talk to everyone. Particularly useful people to talk to are Shakra, the Famous Adventurer, and to look at the open book on the table next to the Swim Manuals, which talks about balloons. Since you no longer have the wings, and you'll have to fly to Delos, you'll need to make a balloon to fly there. First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show it around, particularly to Ann Agrama, and Marrak. You'll need several items to make this vehicle. The first and most basic is the gondola that's lying in water outside Science Island. You can use the crane to retrieve it, which I'll get to in a bit. The next is a sheet, but it has to be sewn in the shape of a balloon. You also need a Rope, some sap to windproof the sheet, and a brazier as a heat source. Okay, after you shown Ann the Painting, go up to your room, and open the drawer to take the spare Sheet (10). Head downstairs and give it to Ann to have her sew it. She'll have it for you the next day (10). While you're at it, tell her about Wolfie, and he'll paint up the inn. 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. --- The Rite of Courage This is gonna be a rough Rite. Your task is to journey to the depths of Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths of Hades, and bring back water from the River Styx. First of all, check out your room, and you'll discover a box of chocolate on your chair. Check it out in the Inventory. Overripe fruit? I wouldn't trust that if I were you. You may want to bring it to Salim or Julanar (5). To learn stuff about this Rite, talk to Pholus and the FA. They'll give you all the info you need. You'll need a lot of Healing and Stamina items for this one. Also, you'll definitely need at least two Amphorae to hold the liquids you're bound to find. Buy a Gyro, a Pepperoni Pizza, and a Box of Sokolotak-ya too. Head out to the Dragon Pillar marked with a skull on the map. That's the gateway to Hades. Make sure you've gone to Delos and read the verse on the pillar at the Ruined Temple. Note the body next to the broken Dragon Pillar. Geez, another one. Fill up one of your amphora with water near the body. Now, take the water, and pour it near the spot where the river goes into the mountainside. If you read the verse at Delos, you'll recite it now, and the gates to Hades will open (20). Walk up to the gate, then back away slowly as Cerberus lopes up to yell at you. He won't let you in unless you first die, or come up with a suitable bribe. Give him the three food items you just bought: Gyro, Pizza, Chocolate, and he'll be satisfied and let you in. Once you get past the mutt, you can enter Hades. You can fight the bone bags if you wish, but it'll be best in the long run just to run. Head to the right side of the screen. Eventually, you'll reach a dead end, with a path below you on a cliff. Use your Rope and Grapnel on the ledge and you'll lower yourself down. Head into the arch on the right side, and you'll enter the next screen. Run left down the dragon's skeleton, and enter the next area. In the last area, you'll see the rivers of Hades. Go down the front, near the bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe Water (10). Move further to the right in the same area and fill up the other Amphora with water from the river to get Styx Water (10). Now, go back to the left, then to the back path and around all the way to the right until you reach the view of the Hall of Hades. The Guardian of the Dead will speak to you and tell you about two souls connected to you through love. Erana and Katrina are those souls. He'll tell you that you can end the suffering of one of them and bring her back to life. You may pick either, or no one. If you pick no one, Erana will give you the Amulet of Waterbreathing before the two depart. If you do pick one, you'll have to pay "the price", which is giving up your life for her. If you do, you'll be "killed", but then brought back to life, minus half your Vitality. The one you free will tell you where she'll go. Erana will go to Lymnos, and Katrina will go to Zante. Now, to get out of here. Pretty much leave the way you came in. When you go back to the first area, you'll be on the left side of the main entrance. Head out and the gate will close. You may now fly to meet the woman you freed. After which, head back to Silmaria. 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. --- The Rite of Peace The sixth Rite requires you to seek out the lost City of Atlantis. You are to forge a new alliance between the land-dwellers and the sea people, and return with proof of your actions. Good people to talk to are the FA, and the girl you freed from Hades, if you did free one. The girl will give you a Waterbreathing Amulet as you tell her about the Rite of Peace (20). The FA will actually tell you about some secrets of Atlantis. He'll suggest bringing the Queen some flowers, so take some from the Inn, or the Apothecary. Now, head to Science Island. In the lab, you'll notice it's empty. No scientist. No Gort. Keypad's open! Head up to the second floor, and punch in your secret code, and the secret door will open (10). The scientist inside (Pretorius or Mobius) will be a bit more eccentric and mad then before. You'll learn that Gort is not actually a human, but an kinda undead. You'll also learn that the scientists are the ones drugging the wizards... Here's some more commonly missed points. During this Rite (and afterwards), if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help. Say Yes and you'll take a little job as the entertainment for the night (10). Also, if you sleep in your room before taking off for Atlantis, Elsa will visit you in your room at night. She'll be suspicious about who's behind all this and will let you in on her opinions. There's not much else to do, though. --- Interlude: Quest for the Blackbird First, make sure you're holding all the stuff you need. You should have all your Thief Tools. Also, Steal the Sheet from the bed so you have an extra one. Now, sleep one more night at the Inn. Elsa will come by again. She'll mention that she brought the Blackbird with her from Spielburg. (So, the one in Spielburg WAS the real one). She'll take you to Minos' Island, where he's holding the Blackbird now. While you do that, she'll be trying to find evidence against Minos. Anyway, once you're on the island, immediately start sneaking. There's a patrolling Goon right in front of you. Blackjack him, and sneak past the main gate under cover of the rocks. Sneak up the path on the left side of the gate, and use your Rope and Grapnel on the dead tree. You'll pull yourself up to the ledge. Now, sneak along the cliff path, and hop onto the palace wall once you get close. Blackjack the archer up here, and pick the lock on the door to get inside (15). Once inside, you'll notice two Goons patrolling the balcony, and one on the main floor, which his back conveniently turned to you. Knock him out, then sneak over to the left foreground, and use the Rope and Grapnel on the balcony near the upper left door (10). Open the door up here to enter Minos' Treasury (10). All right! Looter's paradise! There are two Goons here. Fortunately, they're far away from alarms, so rid the universe of two less Goons however you wish to do it. Once that's done, you've got the room to yourself. There are six alcoves on the walls that have booty, and two chests, one to the left of the entrance, and one on the left wall between two alcoves. Everything's trapped here. Before you start hitting traps, I suggest you take the Winged Lion Statue on the table in front of you. Also, notice the Magic Statue above the middle left alcove. Use your Rope and Grapnel to get up on top of the cornice. Now, DON'T TOUCH IT! Use your Sheet on it to pick it up. Now, you can start dealing with all these traps. Chest by the entrance: 1000 drachmas Chest by the alcoves: Magic Charm Bracelet, Jewelry, Amulet of Defense Back Left Alcove: 5 Vitality Potions, 5 Healing Potions, 5 Mana Potions, and 5 Fireproofing Oils Middle Left Alcove: Magic Dagger, Magic Spear, Magic Sword Front Left Alcove: Magic Leather Armor, Magic Helm, Magic Shield Front Right Alcove: 5000 drachmas Middle Right Alcove: Attack Amulet, Good Luck Charm, Atlas Armband, Stealth Charm Back Right: Blackbird You could do it the hard way and disarm all those traps, or you could just rub a Fireproofing Oil on yourself and bust them all open. You won't set off any alarms or nothing. Now, I don't know about this, but you'll need to open the Potion Alcove later, so you may want to just leave it alone for now, not like you needed potions right now anyway. Also, if you disarm the trap (as opposed to setting it off) on the Blackbird alcove, you'll set off an alarm. At any rate, once you get the Blackbird (20), you'll want to leave anyway, so just teleport out with your Magnets. Now that you're back safe and sound in Silmaria, you'll need to give Ferrari the Blackbird to shut him up, but don't do it yet. First, go to Wolfie's stand and show him the Blackbird, and you'll tell him you want an imitation made (5). He'll take the bird. Leave and come back and he'll already have it finished. Buy it from him (5), and BE SURE to ask him about the Blackbird so that he gives it back to you. Now, it's time to go to the Dead Parrot and give Ferrari the real Blackbird (5). He'll give you the Deed to the Gnome Inn and will promise to keep quiet about your activities. Go ahead and give the Deed to Ann and she'll be eternally grateful (10). Now, it's time to get your bird back. Head out to Ferrari's House at night. You'll notice more than one guard is at the house. You can't directly assault the house, so go to the house next door (the old Breakin house) and use your Rope & Grapnel to scale it. Climb up to the roof, then down to the ledge that overlooks Ferrari's house. Start sneaking, and jump across the gap onto Ferrari's terrace. Sneak over to the middle window, which has bars that are starting to rust. Oil the bars to start to loosen them up. Click your Toolkit on the window to help further, now click the hand on it, and click Use Your Toolkit. That will open the window and allow you to get inside. Now, click the hand on the balcony to move yourself off the ledge. Sneak downstairs. Grab the Alabaster Amphora on the table. Go over to the painting underneath the staircase and you'll can disarm the trap on the safe behind it. Take the 1000 drachmas inside. Now, push the table in the middle of the room over to the door, and climb up on it. Click the Imitation Blackbird on the real one in its display case, and you'll switch them (20). Now, leave the house the same way you came in (10). Once outside, you can leave along the rooftops, or just teleport to your room. Now, show the bird to Arestes, and you'll have your position as Chief Thief clinched. --- Return to the Rite of Peace So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly over there (southwest corner), then enter the area marked by the shell icon. You'll be a water area with an ancient looking door. First, check out the pins on the door hinges. One is missing a cap. Use your Toolkit on the pin, and it won't work too well. Try to use your oil on it. That's pretty good, but you can't grab it, even with your tools. This is the cool part. Use your Mystic Magnet on the pin, and you'll pull it out (tricky, eh?). Two Tritons will come out and attack you. Don't fight back. Just swim through the gate and into Atlantis. Swim directly to the right, behind the guards, and over to the wall. Click on the third panel from the right and you'll open it and get past the guard nearby. Now, swim to the bottom of the ocean floor, and down to the front of the screen until your perspective shifts. Hug the wall you're on until you reach the tower. There's another secret door in the wall here. Click the hand on it, and you can use your Toolkit to open it to enter the throne room. Swim up to the Queen. Give her the Flowers, and tell her about the FA and all related topics that pop up. Her heart will soften, and she'll give you the Peace Statue (30). Fly back to Silmaria. For once, nothing weird happened while you were gone. You can go right up to the Hall of Kings and give the guards the Peace Statue (which you'll keep) to win the Rite of Peace. At the end of the Rite, you'll first see a little hearing involving Gort and the scientists and the drugging of the Wizards. Gort will be disqualified for the Rites, and Pretorius and Mobius will be revealed to be the same person. Freaky. --- The Rite of Justice Simply put, the final Rite is to find the cause for all the problems in Silmaria and bring that person to justice. Now, sleep at the Inn tonight, and Elsa will sneak into your room one last time, telling you she's going to try and expose the man she's suspicious of. If you've been courting her well, give her Hera's Ring, and she'll accept (15). This is also the best time, if you've been courting her, to ask Nawar (10) to marry you. If you need any help with dating, check the guide in Miscellany. Now, head to the Apothecary and stock up on Health Potions and Vitality Potions. Twenty to thirty of each should be enough. Also, make sure you have a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. If you're up to it, snag a bunch of Throwing Daggers, too. I suggest also getting the Dragonslayer Sword. It doesn't quite fit your Thief motif, but you really need more help than the Slasher Dagger at this point. Now, you're at the point of no return. To set the final crunch in motion, wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers' Guild. When you get to the guild area, a black cloaked figure will teleport into the area. Yes, it's the Assassin. You'll learn that the Assassin is Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated out of the brigand treasure. Time to settle the score, it seems. Run your blade through his heart, and take Poison Cure Pills if necessary. Once he dies (20), you'll get a Poisoned Dagger (5). Toro will come out and help you. You'll meet with Logos again and he'll ask you what to do about the situation. It's quite obvious that Minos is the source of the problem, but proof is necessary. Make any choice about weeding him out that you want. Now, go back to the Inn and sleep. You'll be summoned to the Hall of Kings the next day. In this confrontation, pick just about any topic you want. Either Minos will respond, or he'll be cornered. Soon, he'll be exposed, and will teleport out. He has the Prophecy Stone, which can raise the Dragon of Doom if broken, along with the Dragon Pillars. You will be sent on the fastest boat Silmaria has to Minos' Island. Once you reach the island, you can try for a sneak attack like you did with the Blackbird, but up on the patio level is a pacing Goon, who will see you if you're up on the ledge. I have yet to get past him without alerting the fortress. So, I suggest you just ready your weapons and plunge into the fray. Use throwing weapons to take out the archers if you wish. Break down the gate to the courtyard, then the door to the palace, and enter. Once inside, take out all the Goons and the Centaur Wizards. Open the door on the top left corner of the screen and you'll enter the Treasure Room. Minos will give you some preliminary taunting, then two Goons will enter, and you'll also have to deal with that big Minotaur over there. First run up to the desk in the foreground and grab the Interesting Toolkit there. Give it to Elsa who's trapped in one of the alcoves, and she'll make her way out. She'll grab her stuff and start fighting alongside you. Defeat the two Goons and the Minotuar and Minos will taunt you some more, telling you that he still won, because he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll then jump off the balcony and kill himself, breaking the Prophecy Stone in the process. You'll see a small cutscene with the Dragon rising. Elsa will mention the amount of trouble you're in. There are three things you have to do to get out of here. The first thing is to go over to the alcove Elsa points out, put on some Fireproofing Oil, and open the gate. Take all the potions inside. Next, search Minos and take all the stuff he has. Finally, search the Minotaur to take his axe. After that's all done, either Erana, Katrina, or Fenris (if you saved neither) will show up and will take you to the final battle... --- Dragon Fire Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a big Dragon right across from you. Ready? Okay... Let's go! First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a help against the Dragon, and then Gort will show up, saying how he wants to be a Hero, too. Sometimes, Fenris will just teleport them both in right at the beginning. Sometimes, they'll skip that part, and you'll have to ask Erana/Katrina for Help so she'll summon them. Once they arrive, click on each of them and ask them to Help Fix the Pillar. They'll rush towards the lopsided pillar and start pushing. You'll have to push, too. Once the three of you have the Pillar up, the Dragon will be bound to the earth and cannot leave the cave (20). There are a couple of other things you can do before starting the battle proper. Tell your girl you love her, if she's here. Be sure to pass the Minotaur Axe to Toro. Give both Toro and Gort (10) Health Potions so that they can restore their health when needed, because they can die during the course of the battle. Also, use some Fireproofing Oil on yourself (10 (for using it at the Pool), 10 (for using it for the Dragon)). All right. The rest of this battle can go in one of MANY ways. The Sybil told you someone has to sacrifice themselves for the Dragon to be destroyed, but that's not true. All the sacrifice does is knock off about half the Dragon's health. You can still just rush up and kick his butt. If you want to be the sacrifice, offer it to Elsa/Katrina/ Erana, and walk in front of the dragon on the opposite side of the pool. The Dragon will fill you with flame, and you'll fall, getting the standard death screen, but you'll have the knowledge of saving Silmaria (50). If the person you tell is your fiancee, she may not want to let you make the sacrifice. You can also ask Gort or Toro and they'll be the sacrifice as well, although you will get points for keeping Toro (10), and Gort (10) alive... Anyway, whether or not you choose to have a sacrifice, eventually, you can bring the Dragon down to half health, and it'll burst from its bindings in the Temple. It'll take flight and head towards the opposite side of the cave. Now, it's the final crush. He'll alternate between flying and being on the ground. Throw things at him while he's in the air, and strike while he's on the ground. Make sure you keep a finger on the Health Potion button on your belt, since his flame can knock you down to nothing real quick, and his claw and bite will take down a good half your health. Keep striking, healing, whatever and eventually you'll finish him and be victorious (50). Now, there is a deed for using the Poisoned Dagger against the Dragon, but I've tried everything from stabbing him with it to throwing it at him and never got credit for it. If anyone knows how to use it on him, let me know (20). The Dragon will rise into the air, and drop itself into a pool of molten lava, where it'll be destroyed. Your friends will go on about how you saved Silmaria. Your fiancee, if here, will get cozy with you. You can now head back to Silmaria for the closing ceremonies of the Rites of Rulership. You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water) will be standing with Logos for the final ceremonies. He'll go on about what you've done, and how you all are the Heroes of Silmaria. He'll ask you, the Hero of Five Lands, if you will take up the throne, and be the next King of Silmaria. If you decline, you'll have to provide a short reason. I leave the final decision up to you (50). And, if you've participated in the Chief Thief contest, you'll see the "closing ceremony" for that (basically Arestes standing on the table). Ferrari will also be there. Nawar's there, too, if you married her, but I'm not sure if Elsa's there if you married her. If you saved Ugarte, he'll be there (but the dummies made a bit of an error by sticking him directly behind your character, so you can only see him if you move). Anyway, if you re-stole the Blackbird from Ferrari the proper way and give it to him, you'll win the Chief Thief contest (20), and you and your honey will make out in a rather awkward manner. Congratulations, Hero! You've saved Silmaria and proven once and for all that Heroes do exist in this world! Now, play again with some of the other types, or get the other games and play some other masterpieces. *********************************************************************** 8. Paladin 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 want to give you Soulforge, your first Paladin Sword, but since you already got a new one in Mordavia, he'll give you the Katta Pin you received back in Shapeir. Talk to your fellow Paladin and he'll mention an item called a Ring of Truth, that may help with the situation (10). You'll need a ring of a true king, and you'll need to forge it in the blood of a dragon, purify it with a Paladin's blood, and temper it in the waters of binding. Go to the Hall of Kings and Logos will give you the Ring of Justinian (10). The dragon's blood will come later. Go to the Adventurers' Guild and sign the logbook (5). Go to the Apothecary and buy at least one Healing Pill (5), and Poison Cure Pill (5). Go to the Magic Shop and buy the Mystic Magnets (5). Also, be sure to use them at least once (10). Buy the Map from Wolfie's Stand (5). Go to the FACS and either take a swimming book or ask for FA's autograph. Then read the book (10) to get an instant 100 in Swimming. There are other things you can do right now, but they won't be necessary until you start the actual rites... As far as normal stocking up goes, make sure you have a few amphorae, and a good supply of throwing weapons, preferably Throwing Spears. Also, give as many Flowers as possible to Salla to boost your Honor and get all the Paladin Abilities. On Day 3, you'll be unpleasantly surprised when you try to buy something. You'll have no money in your account! Head to the bank to learn it's been robbed. Check out the floor of the bank and pick up the Interesting Toolkit (10). Show it around to people. Shakra will suggest you see Erasmus about it. Go show Erasmus the Toolkit (15), and he'll give you a clue about the Thief: an arm that keeps coming and going. Arm, eh? Well, one of Arestes' arms has come and gone... Go to the Dead Parrot Inn, and you'll see him get up from his table and leave. Follow him out and tail him all the way to a secret door under the bridge. Use Magic Ward and force the door open. Once inside, talk to Arestes. Keep trying stuff to say, and eventually he'll go with you to the Hall of Kings to receive his sentence (20). You'll get a 2000 drachma reward for your troubles. Nice work if you can get it. It's not over yet, though. Go to the jail the next day and you'll see Arestes there. Talk to him and you'll learn how he lost his arm. Go talk to Julanar about him (10). She'll fix his arm and he'll work off his debt. Aren't you just the nicest? ^_^ There are a couple of sidequests you can do while building up skills and your bank account in preparation for the Rites. First of all is Sarra's Basket, which she posts a notice for on the Adventurers' Guild board. It's out on the shores just south of Silmaria City. Just wander around down there and you'll stumble upon an area (without hearing the fanfare hit that signifies combat). The area WILL be populated, though, probably with something nasty, too... Anyway, snag the Basket, head back to Silmaria, and give it to Sarra (5) to receive a Shell Necklace. It's not much, but it's a good deed. Salim needs Pegasus Feathers for his Stamina concoctions, and if you visit the Famous Adventurer twice, he'll tell you about Hippocrene Water, and how he wants some. Might as well do both of these quests at once. Head up north to the Pegasus Peaks (marked by a horse head). On the far side of the area is the Hippocrene Stream. Fill up an amphora with the water (10), and take a sip if you like. Now, head over to that rather obvious seesaw contraption. If you have a Rock, throw it at the big one that looks like it's ready to go and you'll get vaulted over to the opposite bluff. Walk around to the top and grab the low- hanging root to swing over to the bluff with the nest. Walk up the path to the tree and start picking up Feathers. Get as many as you want (10). Now, you can go back using the Mystic Magnets, or click Pegasus Feathers on yourself to float down to the ground, then walk back. Bring the Pegasus Feathers to Salim, but keep one for yourself. It really doesn't matter, since you can always buy them back, but you'll need at least one feather for later. Now, you can buy Stamina Pills (5). Bring the Hippocrene Water to FA (20). Leave and come back after he has his fill of it. He'll be a lot more lively, and will give you a Magic Helm for your troubles. Now, you don't have to visit Science Island yet, but it's a good idea to get in a preliminary visit, since it constitutes exploring Silmaria. If you don't already have one, get yourself a Throwing Spear, and pick up some Rocks. Now, head out the East Gate (out by the Docks). You'll see Science Island off in the distance. Head down to the cabin at the edge of the cliff. Read the directions on the sign if you wish. Switch the lever on the left to start up the windmill. Now, the right lever is the brake lever, but it's stuck. Force it. D'oh... This is why you brought the spear. Click it on the lever base and you'll 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. He'll mention about becoming a Healer. Tell Julanar about that and you'll make his dream come true (10). Note that Pholus is now selling his good stuff. You can't upgrade your Shield here, and you already have the Magic Helm covered from the FA. Don't bother with the Magic Chainmail, since you can get a set later. Now, you can just go straight to Naxos and clean it out, but you'll get points for saving the other villages as well. Basically, the way to save a village is to get to the building with the locked door (it usually has a red shale roof), then beat the four Mercenaries inside, open the chest, and take the sigil inside, and the village is freed, so you can just rush past all the mercenaries outside or in the other buildings. Inside each chest, besides the sigil, is 500 drachmas and a special item. Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a Defense Amulet, Tinos has Magic Leather Armor, and Naxos has an Atlas Armband, so it's a good idea to free all the villages. So, free all five (20 (for the first one), 10, 10, 10, 10), and take the sigils (10 for the first one, 10 for Naxos, 20 for Paros, and 20 for Tinos). After you're done Naxos DON'T immediately go back to Silmaria. Head to the Dragon Pillar west of Silmaria. In addition to whatever enemies are in the area, you'll see a guard in red face down on the ground. Poor Kokeeno. He's a victim of the Assassin. Note that the Dragon Pillar is now broken... Head back to Silmaria, and knock on the door of the guardhouse on the West Gate. You'll automatically tell the guard what happened (10). Take your stack of sigils back to the entrance to the Hall of Kings (Hey, Mr. Guard! Is this enough? ^_^) and you'll have one Rite under your belt. --- The Rite of Conquest This mission requires you to seek out the hidden fortress of the Hesperian Mercenaries. You must "ensure" that the General and his mercenaries never return to Silmaria. You are to return with his Shield. To begin this Rite, make the rounds and speak with everyone, especially Rakeesh and Andre. One of the spots you'll want to visit is the Dead Parrot. Ugarte will mention some info he has for you. Now, at night, walk back from the Dead Parrot to the Gnome Inn. As you pass the Adventurers' Guild, Ugarte will sneak out and speak to you. Ask him about all topics. When you Say Goodbye, you'll get an unpleasant surprise. A man in a black suit will toss a Dagger at Ugarte. He'll drop to the ground in pain. Quick. Give Ugarte some Poison Cure Pills (10). If you don't have any, quickly get to the guardhouse at the gate to get some help. You'll be summoned to the Hall of Kings, where you will discuss the situation with Logos. Once you're set to find the fortress (make sure you've set your Mystic Magnets), go to Andre in the morning and rent his boat for 50d (25d if you helped him). Take the boat west and around Marete. Andre will tell you the base is rumored to be on Sifnos. Steer your boat until you hit the small island at the very left edge of your exploration area (not dark blue). Andre will wait until dark, then let you off there. (20) There are five mercenaries out here. Two are patrolling the beach, and the other three are on the dock. Use Peace or Awe to get past them and head up the stairs and into the fortress. There are eight mercenaries inside. Finish them off or just use Awe to scare them off. If you wish you can grab Throwing Spears from the cart in the center of the courtyard, or in a barrel by the wall. Once most of the mercenaries are taken out, a Centaur Wizard will teleport in in one of the upper areas. You can try to run up and hit him, but it'll take forever to get around, and he may heal himself during that time. The fastest way is to continually chuck Throwing Spears at him. He'll teleport back and forth, but if you keep hitting him, he'll eventually fall. Make sure you keep your health up while doing this, of course. Finally, after the Wizard falls, General Claudius himself will appear and challenge you. Duel with him to the best of your ability, healing as necessary. Show him a new definition of pain and suffering until he keels over (10). Search him to take his Shield (20). Be sure to search all the other bodies in the area, as well. Once you're done, use the Mystic Magnet to return to Silmaria. Bring the General's Shield to the Hall of Kings to complete Rite number two. Note: The Shield will remain with you after this is over, so you can hang onto this awesome piece of equipment. Sadly, after this Rite, you'll learn that Magnum Opus was also murdered, in the same manner as Kokeeno, next to a broken Dragon Pillar. They're dropping like flies... By the way, there's nothing you can do to discover this. It happens (and is discovered) while you're away at Sifnos. --- The Rite of Valor Your mission is to travel to Hydra Island and defeat the beast of antiquity that gives the island its name. You are to return with its teeth. Now, right after you get your briefing, you'll immediately start talking to Rakeesh about the Rite. Speak to him about all topics, then Say Goodbye. Uh oh. Bad. Very bad. The Assassin got Rakeesh, too. Give him some Poison Cure Pills (10), or run to the guards at the Hall of Kings and tell them what happened. You'll once again meet with Logos and discuss the situation. Have a talk with Ann. She'll mention the fact that she owes Ferrari a lot of money for the inn. Have a talk with him. You won't really get anything done, though. Now, to begin the Rite. The problem will actually be getting to Hydra, since no boats go there. Be sure to speak to everyone again about the Rite. A good source of info will be flipping through the logbook at the Adventurers' Guild, and poking around the books in the FACS as well. You may happen on some references to Icarus. If you read correctly, you'll know Icarus and Daedalus used wings made of a wooden frame, and feathers stuck to it with wax. You've already got access to Feathers (of the Pegasus variety). The wooden frame is on Science Island, and you have to give at least one of the scientists their favorite pizza (see Silmarian Meanderings on how to accomplish that). The wax, specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10). Once you have the feathers and wax, head to Science Island, and put the wax on first (10), then the feathers (5). Grab the wings and you'll head outside (20). You'll automatically flap your way over to Hydra and score a perfect one-point landing on the island (10). Walk over to the Hydra icon. First thing you should notice in the Hydra Cave area is the weird- looking stuff coming out of the tree. If you have an Amphora, get some in it (10). Now, to deal with that rather nasty-looking three-headed thing that's sitting over there. Start hacking away at him. In a few seconds, your buddy Elsa will you show up, offering help. Definitely say yes. She'll have a Torch she'll use to burn the heads after you chop them off. To hit the left and right heads, you have to stand on the ledge next to them, while standing in front for the middle head. Chop them off one at a time, and Elsa will burn them. Once all three are burned, the Hydra will collapse, and the final head will hit the ground. Have a chat with Elsa if you wish. Click the hand on the head to get the Hydra Teeth (20) and Hydra Scales (10). Elsa will ask what her reward is for all the trouble she went through. You could be noble and give her the teeth, or just suggest a search for treasure in the cave. Head inside and she'll grab a Magic Bow and take off. You can loot the rest of the cave now. First, grab the 1000 Drachmas and Magic Helm on the ground. Now, turn your attention over to that chest by the left wall. It's trapped, y'know. Invoke Magic Ward so you can stand the blast of the trap. Inside the chest, you'll find 2000 drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll. Snag it all. Use the Mystic Magnets to return to Silmaria. Don't worry about leaving stuff behind. After this Rite is over, you can return using Andre's boat. Anyway, now that you're back, something bad happened. Head over to the Apothecary to drop off the Hydra Scales. You'll be given the unfortunate news that Erasmus has been drugged and sleeps a restless sleep (literally, he's not dead). Give Salim the Hydra Scales, and you can now buy Fireproofing Oil. Be sure to Say Goodbye to Julanar, because she'll give you a Set of Magic Seeds. Give these seeds to Ann (10) to give her inn a little razzamatazz. Now that you have Fireproofing Oil, you can take a trip to the Dragon Blood Pool safely. Use the oil on yourself at the pool (10), and dip the King's Ring in the dragon's blood (10). Now, at any point from now when you're wounded, click the Ring on yourself to purify it with your blood (10). That's about it for this Rite. If you didn't give the Teeth to Elsa, give them to the Hall of Kings guards to win the Rite. If you did, go back to your room. Next morning, you'll be summoned to the Hall of Kings for the close of the Rite. --- The Rite of Destiny The fourth Rite has you seeking out your Destiny on the Isle of Delos. You are to hear your fortune from the Sybil and return with proof that you've faced your fate. Again, talk to everyone. Particularly useful people to talk to are Shakra, the Famous Adventurer, and to look at the open book on the table next to the Swim Manuals, which talks about balloons. Since you no longer have the wings, and you'll have to fly to Delos, you'll need to make a balloon to fly there. First, as inspiration, buy the Balloon Painting from Wolfie (10). Now, show it around, particularly to Ann Agrama, and Marrak. You'll need several items to make this vehicle. The first and most basic is the gondola that's lying in water outside Science Island. You can use the crane to retrieve it, which I'll get to in a bit. The next is a sheet, but it has to be sewn in the shape of a balloon. You also need a Rope, some sap to windproof the sheet, and a brazier as a heat source. Okay, after you shown Ann the Painting, go up to your room, and open the drawer to take the spare Sheet (10). Head downstairs and give it to Ann to have her sew it. She'll have it for you the next day (10). While you're at it, tell her about Wolfie, and he'll paint up the inn. The Rope is in the chest in the Hydra Cave, if you didn't get it before, and the goo you need to windproof it is also on Hydra Island in a tree, which you'll need an amphora for. After you shown the Painting to Marrak, you can buy a Brazier from him for 100d (5). Also, make sure you still have your Tinderbox from the beginning of the game. Take all this stuff and head to Science Island. Go outside the back exit on the second floor. You'll be out on the crane platform, above the gondola. Look for the monitor on the wall nearby. To grab the gondola, set the Rotation for 55, the Extension for 100, and the position to Closed. You'll snag the gondola. If you make a mistake, your next move doesn't matter, but it'll have to be set to Open so you can open the claw, then close it on the next move. Anyway, once the gondola's on the platform (10), use the Sewn Sheet, Rope, Goo, Brazier and Tinderbox on the gondola. You'll have made your balloon and you'll take off for adventure (20)! Wait! There's one task here that EVERYONE misses. As soon as you launch the balloon, get to a spot on land and hop off and head back to Silmaria. Go to Wolfie and tell him about the balloon (10). Right, once you've done that, head northwest to the Pegasus Peaks to get some more Hippocrene Water. Now, head to Delos. Once you reach it (10), go to the Dryad Grove. Use the Hippocrene Water on each of the Dryads. Once you water all seven, relax and watch the Dance of Mystery and Intrigue (10). Now, walk over to the ruined temple where you'll find the Sybil. There are three things to do here. #1, grab the Black Lotus Flower in the small pool (10). It's VERY important. #2, Read the pillar in front of the pool, which has a very useful verse that you HAVE to know to get through the next Rite. #3, drop a drachma into the pool and hear your fortune from the Sybil. Once she's done, get your Proof of Destiny on the floor nearby (30). Make sure you FLY back to Silmaria, not Magnet. First, give the Black Lotus Flower to Salim (10). Now, when you come back the next day, Salim will switch your old Poison Cure Pills for the new ones, which will completely cure the Assassin's poison. Also, this will completely restore Rakeesh and Ugarte after the game ends. Now, give the Proof of Destiny to the guard at the Hall of Kings and you'll complete Rite Four. --- The Rite of Courage This is gonna be a rough Rite. Your task is to journey to the depths of Hades, past the Guardian of the Gates, Cerberus. Make it down to the depths of Hades, and bring back water from the River Styx. First of all, check out your room, and you'll discover a box of chocolate on your chair. Check it out in the Inventory. Overripe fruit? I wouldn't trust that if I were you. You may want to bring it to Salim or Julanar (5). To learn stuff about this Rite, talk to Pholus and the FA. They'll give you all the info you need. You'll need a lot of Healing and Stamina items for this one. Also, you'll definitely need at least two Amphorae to hold the liquids you're bound to find. Buy a Gyro, a Pepperoni Pizza, and a Box of Sokolotak-ya too. Head out to the Dragon Pillar marked with a skull on the map. That's the gateway to Hades. Make sure you've gone to Delos and read the verse on the pillar at the Ruined Temple. Note the body next to the broken Dragon Pillar. Geez, another one. Fill up one of your amphora with water near the body. Now, take the water, and pour it near the spot where the river goes into the mountainside. If you read the verse at Delos, you'll recite it now, and the gates to Hades will open (20). Walk up to the gate, then back away slowly as Cerberus lopes up to yell at you. He won't let you in unless you first die, or come up with a suitable bribe. Give him the three food items you just bought: Gyro, Pizza, Chocolate, and he'll be satisfied and let you in (20). Once you get past the mutt, you can enter Hades. You can fight the bone bags if you wish, particularly by hanging back and using Destroy Undead to make it real easy. Head to the right side of the screen. Eventually, you'll reach a dead end, with a path below you on a cliff. The only way to make it is to jump down, so heal up before you do that. Head into the arch on the right side, and you'll enter the next screen. Run left down the dragon's skeleton, and enter the next area. In the last area, you'll see the rivers of Hades. Go down the front, near the bottom of the screen, and use an Amphora on the whirl to fill it up with Lethe Water (10). Move further to the right in the same area and fill up the other Amphora with water from the river to get Styx Water (10). Finally, dip the King's Ring into Styx (the waters of binding) and you will now have a Ring of Truth (10). Now, go back to the left, then to the back path and around all the way to the right until you reach the view of the Hall of Hades. The Guardian of the Dead will speak to you and tell you about two souls connected to you through love. Erana and Katrina are those souls. He'll tell you that you can end the suffering of one of them and bring her back to life. You may pick either, or no one. If you pick no one, Erana will give you the Amulet of Waterbreathing before the two depart. If you do pick one, you'll have to pay "the price", which is giving up your life for her. If you do, you'll be "killed", but then brought back to life, minus half your Vitality. The one you free will tell you where she'll go. Erana (30) will go to Lymnos, and Katrina will go to Zante. Now, to get out of here. Pretty much leave the way you came in. When you go back to the first area, you'll be on the left side of the main entrance. Head out and the gate will close. You may now fly to meet the woman you freed. After which, head back to Silmaria. 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 (10). Now, Shakra and Erasmus will finally get some rest. Bring the Styx Water to the guard at the Hall of Kings and you'll win this Rite. --- The Rite of Peace The sixth Rite requires you to seek out the lost City of Atlantis. You are to forge a new alliance between the land-dwellers and the sea people, and return with proof of your actions. Good people to talk to are the FA, and the girl you freed from Hades, if you did free one. The girl will give you a Waterbreathing Amulet as you tell her about the Rite of Peace (20). The FA will actually tell you about some secrets of Atlantis. To get ready for your trip to Atlantis, buy a Magic Spear. You'll need it for a pry job. Now, head to Science Island. In the lab, you'll notice it's empty. No scientist. No Gort. Keypad's open! Head up to the second floor, and punch in your secret code, and the secret door will open (10). The scientist inside (Pretorius or Mobius) will be a bit more eccentric and mad then before. You'll learn that Gort is not actually a human, but a kinda undead. You'll also learn that the scientists are the ones drugging the wizards... Here's some more commonly missed points. During this Rite (and afterwards), if you enter the Inn at night BY THE FRONT DOOR, Ann will ask for your help. Say Yes and you'll take a little job as the entertainment for the night (10). Also, if you sleep in your room before taking off for Atlantis, Elsa will visit you in your room at night. She'll be suspicious about who's behind all this and will let you in on her opinions. There's not much else to do, though. So, if you listened to the FA, you'll know that Atlantis is in Skyros. Fly over there (southwest corner), then enter the area marked by the shell icon. You'll be a water area with an ancient looking door. Arm yourself with the Magic Spear and use it on the door. You'll pry it open. Two Tritons will swim out to attack. Cast Awe or Peace on them, and head through the tunnel and you'll reach Atlantis. Swim directly to the right, behind the guards, and over to the wall. Click on the third panel from the right and you'll open it and get past the guard nearby. Now, swim to the bottom of the ocean floor, and down to the front of the screen until your perspective shifts. Hug the wall you're on until you reach the tower. There's another secret door in the wall here. Force it open to enter the throne room. Swim up to the Queen. Tell her about a Peace Treaty and being a Paladin and stuff. Seems your rep precedes you. She'll give you the Peace Statue (30). Now, you could have done this using your muscles, but it's far better for your health, and your point total, to do this peacefully (10). Fly back to Silmaria. For once, nothing weird happened while you were gone. You can go right up to the Hall of Kings and give the guards the Peace Statue (which you'll keep) to win the Rite of Peace. At the end of the Rite, you'll first see a little hearing involving Gort and the scientists and the drugging of the Wizards. Gort will be disqualified for the Rites, and Pretorius and Mobius will be revealed to be the same person. Freaky. --- The Rite of Justice Simply put, the final Rite is to find the cause for all the problems in Silmaria and bring that person to justice. First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll accept it as a trade for the Gnome Inn's Deed. Teleport back to the Inn and give Ann the Deed (10). She'll be eternally grateful. Now, sleep at the Inn tonight, and Elsa will sneak into your room one last time, telling you she's going to try and expose the man she's suspicious of. If you've been courting her well, give her Hera's Ring, and she'll accept (15). This is also the best time, if you've been courting them, to ask Nawar (10), or Erana (20) to marry you. If you need any help with dating, check the guide in Miscellany. Now, head to the Apothecary and stock up on Health Potions and Vitality Potions. Twenty to thirty of each should be enough. Also, make sure you have a few of the new Poison Cure Pills. Snag a few Fireproofing Oils, too. If you're up to it, snag a bunch of Throwing Spears, too. Now, you're at the point of no return. To set the final crunch in motion, wait until after 6PM, and walk from the Dead Parrot Inn to the Adventurers' Guild. When you get to the guild area, a black cloaked figure will teleport into the area. Yes, it's the Assassin. You'll learn that the Assassin is Bruno, the brigand-thief you met ages ago back in Spielburg, who you cheated out of the brigand treasure. Time to settle the score, it seems. Run your blade through his heart, and take Poison Cure Pills if necessary. Once he dies (20), you'll get a Poisoned Dagger. Toro will come out and help you. You'll meet with Logos again and he'll ask you what to do about the situation. It's quite obvious that Minos is the source of the problem, but proof is necessary. Tell him you'll use the Ring of Truth. Make sure you have it equipped. Now, go back to the Inn and sleep. You'll be summoned to the Hall of Kings the next day. In this confrontation, Accuse Minos, and he'll lie, causing your Ring to glow. He'll be exposed, and will teleport out. He has the Prophecy Stone, which can raise the Dragon of Doom if broken, along with the Dragon Pillars. You will be sent on the fastest boat Silmaria has to Minos' Island. Once you reach the island, ready your weapons and plunge into the fray, or just cast Awe to empty the place out in seconds. Break down the gate to the courtyard, then the door to the palace, and enter (15). Once inside, use Awe again to remove all enemies inside. Open the door on the top left corner of the screen and you'll enter the Treasure Room. Minos will give you some preliminary taunting, then two Goons will enter, and you'll also have to deal with that big Minotaur over there. First run up to the desk in the foreground and grab the Interesting Toolkit there. Give it to Elsa who's trapped in one of the alcoves, and she'll make her way out. She'll grab her stuff and start fighting alongside you. Defeat the two Goons and the Minotuar and Minos will taunt you some more, telling you that he still won, because he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll then jump off the balcony and kill himself, breaking the Prophecy Stone in the process. You'll see a small cutscene with the Dragon rising. Elsa will mention the amount of trouble you're in. There are three things you have to do to get out of here. The first thing is to go over to the alcove Elsa points out, put on some Fireproofing Oil, and open the gate. Take all the potions inside. Next, search Minos and take all the stuff he has. Finally, search the Minotaur to take his axe. After that's all done, either Erana, Katrina, or Fenris (if you saved neither) will show up and will take you to the final battle... --- Dragon Fire Yes. Here you are. Elsa and Erana/Katrina are by your side here. There's a big Dragon right across from you. Ready? Okay... Let's go! First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll be a help against the Dragon, and then Gort will show up, saying how he wants to be a Hero, too. Sometimes, Fenris will just teleport them both in right at the beginning. Sometimes, they'll skip that part, and you'll have to ask Erana/Katrina for Help so she'll summon them. Once they arrive, click on each of them and ask them to Help Fix the Pillar. They'll rush towards the lopsided pillar and start pushing. You'll have to push, too. Once the three of you have the Pillar up, the Dragon will be bound to the earth and cannot leave the cave (20). There are a couple of other things you can do before starting the battle proper. Tell your girl you love her, if she's here. Be sure to pass the Minotaur Axe to Toro. Give both Toro (5) and Gort (10) Health Potions so that they can restore their health when needed, because they can die during the course of the battle. Also, use some Fireproofing Oil on yourself (10). All right. The rest of this battle can go in one of MANY ways. The Sybil told you someone has to sacrifice themselves for the Dragon to be destroyed, but that's not true. All the sacrifice does is knock off about half the Dragon's health. You can still just rush up and kick his butt. If you want to be the sacrifice, offer it to Elsa/Katrina/ Erana (20), and walk in front of the dragon on the opposite side of the pool. The Dragon will fill you with flame, and you'll fall, getting the standard death screen, but you'll have the knowledge of saving Silmaria (50). If the person you tell is your fiancee, she may not want to let you make the sacrifice. You can also ask Gort or Toro and they'll be the sacrifice as well, although you will get points for keeping Toro (15), and Gort (15) alive... Anyway, whether or not you choose to have a sacrifice, eventually, you can bring the Dragon down to half health, and it'll burst from its bindings in the Temple. It'll take flight and head towards the opposite side of the cave. Now, it's the final crush. He'll alternate between flying and being on the ground. Throw things at him while he's in the air, and strike while he's on the ground. Make sure you keep a finger on the Health Potion button on your belt, since his flame can knock you down to nothing real quick, and his claw and bite will take down a good half your health. Keep striking, healing, whatever and eventually you'll finish him and be victorious (50). The Dragon will rise into the air, and drop itself into a pool of molten lava, where it'll be destroyed. Your friends will go on about how you saved Silmaria. Your fiancee, if here, will get cozy with you. You can now head back to Silmaria for the closing ceremonies of the Rites of Rulership. You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you returned the Black Lotus), Erasmus, Fenris and Shakra (if you returned the Lethe Water) will be standing with Logos for the final ceremonies. He'll go on about what you've done, and how you all are the Heroes of Silmaria. He'll ask you, the Hero of Five Lands, if you will take up the throne, and be the next King of Silmaria. If you decline, you'll have to provide a short reason. I leave the final decision up to you (50). Let me just remind you how the Paladin is to live his life, and you may be better off just giving the throne up to Elsa (40). Congratulations, Hero! You've saved Silmaria and proven once and for all that Heroes do exist in this world! Now, play again with some of the other types, or get the other games and play some other masterpieces. *********************************************************************** 9. The Whole Story and Epilogue Centuries ago, a great civilization flourished in the isles of Atlantis. The wizards there had the most powerful magics and technology. They were too powerful for their own good, however, and ended up creating a horrendous beast comprised of dark magic and hatred. This Dragon of Doom broke from the bonds of its controllers and began to lay waste to the world. The only way Atlantis could save itself from destruction was to sink itself under the waves and turn its people to Tritons. This wasn't enough to stop the Dragon, though, so the wizards risked their very beings to erect seven Dragon Pillars, and enchant them with binding magic. By channeling the power through an artifact called the Prophecy Stone, the Dragon was contained in a Temple and forced to sleep for all eternity. Mere weeks before the occurences of this game, King Justinian, the beloved ruler of Silmaria was assassinated in his own quarters. None knew the reason for it. Silmaria needed a new king to succeed Justinian, so the Rites of Rulership began to select the one who would be the greatest king. Five competitors arose to the challenge, but the Rites were far more dangerous than were intended. Competitors and innocents alike were being killed one by one, and the Dragon Pillars were being broken in blood. Soon, at the culmination of the Rites, the Prophecy Stone itself was shattered by blood, and the Heroes of Silmaria fought the Dragon of Doom in mortal combat, and emerged victorious. Silmaria's new king will rule well over the land. What is the Epilogue? The only limits are one's own imagination, for no one knows the future. In other words, this is the end of the series, so there really is no epilogue... *********************************************************************** 10. Miscellany A. FAQ Q: I'm missing some Deeds! How do I do them? A: I've covered almost every deed in the Walkthroughs. At the end of the Point List, I've detailed some frequently missed points. Q: Can I get General Claudius to surrender? A: I don't know why Rakeesh brought that up. Maybe they'd intended to have it in the game, but couldn't get the coding right. At any rate, you can do nothing but kill the honorless General. Q: I can't make a Wizard's Staff even though Shakra's telling me to make one! A: ONLY Wizards can make the Staff. The "Magic Wood" game code is for Wizards, not just for those with magic. Q: I want to rob Ferrari! Why can't I enter his house? A: He doesn't have something you really want, yet... Q: What's with the Blackbird? A: This is an item purported to be of great wealth. There were many fakes made of it. Whoever finds the real Blackbird is said to be holding a Sultan's ransom. Q: I'm having technical problems with the game! A: The two patches for the game should solve most of your problems. You can find them at most any Sierra site. --- B. Guide to Courting the Ladies You'll notice I didn't include this stuff in the original walkthrough. This is because the courting of a lady takes a spread out amount of time and you can court different women for each class. Basic way to get a woman on your good side is to talk to her at every opportunity, give her gifts she likes (until she comments on your generosity), and do stuff that she wants you to do. It's also best just to focus on one woman, since others may become jealous. Once you're ready, simply give the girl Hera's Ring (located at Sarra's Jewelry Stand for 500d) and you'll be engaged. Nawar By far the easiest girl to court is also worth the least points. Nawar's the big flirt (read: trollop). She wants you, but she likes to play hard to get. When you talk to her, make sure you flirt with her as well. Make sure you go to the Dead Parrot Inn (outside) after closing hours to find her standing her on the balcony. Do this three times. For gifts, well, Nawar's a material girl, so Jewelry, Flowers, and Sokolotak-ya will work just fine. After she comments on your generosity, you can give her the Ring. She'll ask you for a little sword practice with Abdull outside. Go out and stab him (with F or G buttons) and you'll be stopped by a guard. Now, give it again and she'll ask you to show up Ferrari. If you're a Thief, you have to perform the whole Blackbird thing, including stealing it back. If another class, you can just give him the Peace Statue, and she'll accept your ring. Elsa von Spielburg The child raised by brigands, but born of nobility, Elsa is the girl you've known for the longest time, ever since Spielburg. She has great respect for you as a fellow Hero, but she hasn't really had romantic designs on you. To court her, talk to her whenever you can, fight against her in the Arena to show her you value her as an opponent. It's not necessary, but you may also want to let her win the Rite of Valor. As for gifts, she likes Flowers, magical weapons, and combat related amulets. Be sure to talk to her in all subjects when she comes into your room. Once you start the Rite of Justice, she'll sneak into your room one last time at night. That's when you're supposed to give her the Hera's Ring. Katrina The Dark Master is a tough customer. Although you two got pretty close back in Mordavia, now that she's human and doesn't really need you for anything, she's become distant. You can soften her heart, though. First of all, she'll only marry Fighters or Wizards. Thieves are too dishonest for her tastes, and Paladins are too righteous. Talk to her after every major event. Talk to her right after Hades, then visit again, then after the Rite of Peace starts, then after you get the Peace Statue, then Rite of Justice. Bring her Flowers, Sokolotak-ya, and a Defense Amulet. During the Rite of Justice, give her the Hera's Ring. Erana Despite her amazing abilities and wonderful disposition, Erana doesn't have very high self-esteem. She's always thought of herself as a loner. You have to teach her to love. She only likes people of goodliness and magic, so Thieves and Fighters need not apply. Talk to her after every major event. Talk to her right after Hades, then visit again, then after the Rite of Peace starts, then after you get the Peace Statue, then Rite of Justice. Give her Flowers, the Set of Magic Seeds (to get more than one, just Say Goodbye to Julanar twice after Erasmus falls asleep), and Sokolotak-ya. AFter all that, during the Rite of Justice, give her the Ring and she'll accept. --- C. Point List All points are grouped in columns. The first column is for the Fighter, the second for the Wizard, the third for the Thief, and the fourth for the Paladin. Note that not all of these Silmarian Meanderings 5 5 5 5 Sign Logbook in the Adventurers' Guild 5 5 5 5 Buy Poison Cure Pills 5 5 5 5 Buy Healing Pills 5 5 5 5 Buy Mystic Magnets 10 10 10 10 Use Mystic Magnets first time 10 10 10 10 Read Swimming Handbook 5 5 5 5 Buy Map from Wolfie 5 5 5 5 Return Sarra's Lost Basket 10 Learn about Ring of Truth from Rakeesh 10 Get King's Ring from Logos 10 10 10 10 Get Hippocrene Water at the Pegasus Peaks 10 10 10 10 Get Pegasus Feathers at the Pegasus Peaks 20 20 20 20 Give Hippocrene Water to FA 10 Get Magic Helm from FA for Hippocrene Water 5 5 5 5 Buy Stamina Pills after Pegasus Feathers 10 10 Get Interesting Toolkit after Bank Robbery 15 15 Show Interesting Toolkit to Erasmus 20 20 Apprehend Arrestes 10 Tell Julanar about Arestes 5 5 5 5 Make it to Science Island 20 20 20 20 Pass Science Island Entry Exam 10 10 10 10 Give A&A Pizza to Dr. Praetorius 10 10 10 10 Give P&J Pizza to Dr. Mobius 10 10 10 10 Pass Science Aptitude Test 10 10 10 10 Enter the Rites of Rulership Fighting 5 Kill a Boarman/Goreman 5 Kill a Bearman/Grizzlyman 5 Kill a Cougarman 5 Kill a Battie/Winged Homonculi 5 Kill a Grangler 5 Kill a Dragonling 5 Kill a Weirding 5 Kill a Goon 5 Kill an Undead 5 Fight Magnum Opus at the Arena 5 Fight Elsa at the Arena 5 Fight Toro at the Arena 5 Fight Gort at the Arena 5 Gamble on Self at the Dead Parrot Wizardry 10 Buy the Fascination spell 10 Buy the RIP spell 10 Buy the Boom spell 10 Buy Mana Potions 5 Buy Magic Dagger 20 Visit Erasmus 20 Get Whirlwind spell from Erasmus 10 Get Thermonuclear Blast spell for Hippocrene Water Thieving 5 Play Wheel of Fortune in the Dead Parrot 10 Win at Wheel of Fortune 3 times 5 Make Thief Sign to Arrestes 5 Make Thief Sign to Ferrari 5 Make Thief Sign to Ugarte 5 Make Thief Sign to Cloaked Man 5 Disarm Thieves' Guild Trap 5 Enter Thieves' Guild 5 Buy a Rope 5 Anywhere Make Rope and Grapnel 5 Buy a Pickpocket Knife 5 Successfully Pickpocket Dummy 5 Successfully Pickpocket a townsperson (first time) 5 Buy a Blackjack 5 Successfully Blackjack an Enemy (first time) 20 Break into Breakin House (next to Ferrari's House) 20 Rob Bank (first time) 10 Rob Bank (second time) 20 Enter Chief Thief Contest The Rite of Freedom 10 Tell Julanar about Andre 10 Buy Dragonslayer Sword 10 Buy Magic Chainmail 10 10 10 10 Get a Town Sigil 20 20 20 20 Free First Village 10 10 10 10 Free Second Village 10 10 10 10 Free Third Village 10 10 10 10 Free Fourth Village 10 10 10 10 Free Fifth Village 10 Solve Naxos without raising alarm 10 Get Sigil of Naxos 20 Get Sigil of Paros 20 Get Sigil of Tinos 10 10 10 10 Report Kokeeno's Death to Guards 20 Win Rite of Freedom The Rite of Conquest 10 Aid Ugarte after Assassin Attack 20 20 20 20 Find Sifnos Fortress 10 Enter Fortress without raising alarm 5 Kill a Centaur Wizard 10 Get Augmentation spell from Centaur Wizard 20 10 Defeat General Claudius 20 20 20 20 Get General Claudius' Shield 10 Win Rite of Conquest The Rite of Valor 10 Aid Rakeesh after Assassin Attack 5 Talk to Ferrari about Blackbird 10 10 10 10 Get Beeswax at the Dragon Pillar 10 10 10 10 Use Beeswax on Wings 5 5 5 5 Attach Feathers to Wings 20 20 20 20 Use the Icarus Wings 10 10 10 10 Fly to Hydra Island 10 10 10 10 Get Goo at the tree outside Hydra Cave 40 Defeat the Hydra 20 20 20 20 Get Hydra Teeth 10 10 10 10 Get Hydra Scales 10 Get Shrink Spell 10 Get Drugged Chocolate from Fenris 10 10 10 10 Give Magic Seeds to Ann 10 10 10 10 Use Fireproofing Oil at Dragon Blood Pool 10 Dip King's Ring in Lava at the Dragon Blood Pool 10 Bathe King's Ring in Paladin Blood 10 Win Rite of Valor The Rite of Destiny 10 10 10 10 Buy Balloon Painting from Wolfie 5 5 5 5 Buy Brazier from Marrak 10 10 10 10 Get Bedsheet 10 10 10 10 Get Sewn Sheet from Ann 10 10 10 10 Retrieve Winged Gondola with Crane 20 20 20 20 Make Flying Machine (Balloon) 10 10 10 10 Tell Wolfie about Balloon 10 10 10 10 Fly to Delos Island 10 10 10 10 Dance with the Dryads 20 Get Magic Wood 10 10 10 10 Get Black Lotus 30 30 30 30 Get Proof of Destiny 10 10 Give Black Lotus to Salim / Julanar 20 Create Magic Staff 10 Win Rite of Destiny The Rite of Courage 5 5 5 5 Give Drugged Chocolates to Salim 20 20 20 20 Open Hades Entrance 10 Defeat Cerberus 20 Bribe Cerberus 10 10 10 10 Get Lethe Water 10 10 10 10 Get Styx Water 10 Bathe King's Ring in River Styx 40 Save Katrina 40 30 Save Erana 10 Get Dragon Fire/First Aid spell from Erana/Katrina 10 Visit Erana/Katrina second time 10 10 Give Lethe Water to Salim / Julanar 10 Win Rite of Courage The Rite of Peace 10 10 10 10 Dance at the Gnome Inn 10 10 10 10 Discover Secret Lab on Science Island 20 20 20 20 Get Water Breathing Amulet 5 Kill a Salamander 5 Kill a Razored Remora 5 Kill a Triton 5 Kill a Dragonfish 10 Defeat Hippolyta 30 30 30 30 Get Peace Statue from Hippolyta 10 10 Win Rite of Peace Peacefully 10 Win Rite of Peace Blackbird Quest 15 Enter Minos Palace 10 Reach Treasury without raising alarm 10 Break into Minos' Treasury 20 Get Blackbird from the Treasury 5 Give Blackbird to Wolfie 5 Buy Imitation Blackbird from Wolfie 5 Give Blackbird to Ferrari 10 Break into Ferrari's House 20 Trade Blackbird for Imitation Blackbird The Rite of Justice 10 10 10 10 Give Deed to Gnome Ann 15 15 15 15 Get Engaged to Elsa 10 10 10 10 Get Engaged to Nawar 20 20 Get Engaged to Katrina 20 20 Get Engaged to Erana 20 20 20 20 Kill the Assassin 5 Get Poisoned Dagger from Assassin 15 15 15 Enter Minos Palace 35 Kill Minos' Minotaur Dragon Fire 10 10 10 10 Use Fireproofing Oil against Dragon 20 Use Resistance spell during Dragon Battle 20 Use Poisoned Dagger on Dragon 20 20 20 20 Restore Dragon Pillar 5 Heal Toro during Dragon Battle 10 10 10 10 Heal Gort during Dragon Battle 10 10 10 15 Keep Gort alive during Dragon Battle 10 10 10 15 Keep Toro alive during Dragon Battle 20 Offer to Sacrifice Self 50 50 50 50 Sacrifice Yourself 70 50 50 50 Destroy Dragon 50 50 50 50 Accept or Decline the Throne 40 Give up Throne to Elsa 20 Win Chief Thief Contest --- D. Ways to Die Anywhere: Exhaust yourself Starve yourself Drown underwater Die from poisoning Perform an action that hurts a bit repeatedly until you die Get killed in standard combat Get killed by an exploding trap Cast Thermonuclear Blast Cast Lightning Ball underwater repeatedly City of Silmaria: Get caught while breaking into the Bank Get caught Pickpocketing Break into the Bank a third time Get killed breaking into Ferrari's House Get killed by Assassin Attack Shakra Get arrested for fighting on the streets of Silmaria Kill an innocent (die by the guards) Cast Levitate and float up to the windmill out by Science Island Rites: Fall in the pool in Delos Die in Hades Attack Katrina Get killed in Atlantis Don't kill the Dragon in time (flies free) Sacrifice Yourself --- E. Conversation Topics These are the times when you have different conversations trees with people. People with only one conversation tree were omitted. Rakeesh: First Meeting in the Hall of Kings First Meeting outside Arena Rite of Freedom Rite of Conquest Rite of Valor Ferrari: Meeting in Arena First Meeting in Dead Parrot Rite of Freedom After Ugarte's Attack After Ann tells you about Ferrari (Thief) After Ann tells you about Ferrari (Everyone else) After you get the Blackbird After you get the Peace Statue After you give him the Blackbird Abdim: Normal Meetings After Ferrari has the Blackbird Abdum: First Meeting Kokeeno fighting You fighting Kokeeno Magnum fighting You fighting Magnum Elsa fighting You fighting Elsa Toro fighting You fighting Toro Gort fighting You fighting Toro You fighting as champion Erasmus: First visit Second visit After you find the clue at the Bank Robbery Fenris: First visit Second visit After you find the clue at the Bank Robbery After Erasmus falls asleep (Wizard) Marrak: First visit Subsequent visits After returning Sarra's Basket Rite of Freedom Sarra: First visit Subsequent visits After returning Sarra's Basket Rite of Freedom Wolfie: First visit Subsequent visits Rite of Freedom Rite of Destiny After painting the Gnome Inn (Inn) After painting the Gnome Inn (his stand) After watching you dance (Inn) Sam: First visit Subsequent visits After the bank is robbed After you rob the bank After you rob the bank again After you enter the Rites Shakra: First visit (non-Wizard) First visit (Wizard) Subsequent visits (non-Wizard) Subsequent visits (Wizard) After Rakeesh's attack After Erasmus is put to sleep Rite of Destiny Salim/Julanar: First visit Subsequent visits After Ugarte's attack After Rakeesh's attack After Erasmus is put to sleep After Shakra is put to sleep After giving the Black Lotus After giving the Lethe Water Pholus: First visit Subsequent visits Rite of Freedom Rite of Conquest Rite of Valor Rite of Courage Rite of Peace Famous Adventurer: First visit Subsequent visits (before Hippocrene Water) Visits after Hippocrene Water Rite of Valor Rite of Destiny Rite of Courage Rite of Peace Rite of Justice Ugarte: First visit (Dead Parrot) Second visit (Dead Parrot) Second visit to Thieves' Guild Rite of Freedom Rite of Conquest Outside Adventurers' Guild at night Budar: First visit Subsequent visits After Ugarte's Attack Rite of Destiny Rite of Peace After getting engaged to Nawar Nawar: First visit Subsequent visits First visit outside late at night Second visit outside late at night Third visit outside late at night After Ugarte's Attack Rite of Destiny Rite of Peace Rite of Justice After getting engaged to her Arestes: First meeting in the Dead Parrot Subsequent meetings in the Dead Parrot When confronting him about the Bank Robbery After arresting him (in jail) After helping him (in jail) First meeting in the Thieves' Guild When Ugarte is in Guild When Cloaked Man is in Guild After robbing the bank After Ugarte's Attack After Ferrari has the Blackbird After stealing back the Blackbird Andre: First meeting Subsequent meetings Rite of Freedom After telling Julanar about him Rite of Conquest Rite of Valor Rite of Destiny Rite of Peace Ann Agrama: First meeting Subsequent meetings Rite of Valor After giving her the Magic Seeds After asking Wolfie to paint the Inn After dancing After giving her the Deed Toro: First meeting Meeting in Arena Subsequent meetings Rite of Freedom Rite of Conquest Rite of Valor Rite of Destiny Rite of Courage Rite of Peace Elsa: First meeting at Adv Guild Rite of Conquest Hydra Island (during fight) Hydra Island (after fight) Rite of Destiny Rite of Peace (at night in room) Second Rite of Peace (Thief, Blackbird Quest) Rite of Justice (at night in room) Magnum: First meeting in Adventurers' Guild Before his fights at the Arena Mobius: First meeting After giving pizza Rite of Valor Rite of Destiny Rite of Courage Rite of Peace (secret lab) Before Gort's fights at the Arena Pretorius: First meeting After giving pizza Rite of Valor Rite of Destiny Rite of Courage Rite of Peace (secret lab) Erana/Katrina: First meeting Meetings before Rite of Peace Rite of Peace After Rite of Peace Rite of Justice *********************************************************************** 11. Standard Guide Stuff --- A. Legal This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not take it in whole or in part and claim it as your own. You may not alter it in any way, even if you ask me first, and that includes putting it in HTML format. Please don’t post this on your site unless you have express consent by me. I’ve put a lot of time into this. Give me some credit... Currently, the following sites have permission to post my FAQ: www.gamefaqs.com www.gamewinners.com --- B. E-mail Guidelines If you wish to e-mail me, be sure to follow these guidelines... - Make ABSOLUTELY sure I haven't already answered your question in the guide. - Make sure it has something to do with Quest for Glory for God's sake. I don't want spam, chain letters, offers for friendship. Compliment me on the FAQ all you want, though... - Make sure you say Quest for Glory at one point in your e-mail. I have more than one FAQ, and asking a generic question such as "How do I save?" doesn't tell me much. - Spell correctly and use proper grammar, please. If I can't understand your e-mail, it'll go to the junk pile... --- C. Credits CJayC and Al Amaloo for having this on their sites. Sierra, particularly Lori Ann and Corey Cole, for making such an incredible series. --- D. Version Updates Version 1.0 - 10/27/01 - Well, there you have it. I don't really intend to do another version, unless something else comes up. --- E. The Final Word A decent end to a wonderful series. Even if this wasn't the best-made game ever, it's nice to tie all the other games together and end on a good note, and, not to mention, end in a way that you decide. You can choose to be king or give it up for more adventure. Be sure to check out my other guides for the Quest for Glory games, too! I love this series! Did I mention that?