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/ŻŻŻŻŻŻ\
/ \
| |
| /ŻŻ\ |__ __ _____ ____ ______
| / \ | || | ___|/ ___|__ __|
| | | | || | |___ ||___ ||
| | _ | | || | ___|\___ \ ||
| \\ \ / | \/ | |___ ___|| ||
| \\ \ |\____/|_____||____/ ||
| \ \ |
\ \ \/ ______ __ ______
\_____\ \ | ___| / \ | __ \
\ \| |___ / \| |__| |
\ \ ___| /\ | _/
/ŻŻŻŻŻŻ\ Ż| | | \/ | |\ \
/ ___ \ | | \ /| | \ \
| / \ ||__| \__/ |__| \_\
| | \_|___ __ _________ __
| | _____| | / \ | __ \ \ / /
| | | | | / \| |__| | \/ /
| | |__ | | | /\ | _/ \ /
| | | | |__| \/ | |\ \ | |
| | | | |\ /| | \ \ | |
| \__/ |______| \__/ |__| \_\ |_|
\ / ____________
\______/ | |
|_ ______ _|
\ \ / /
\ \ / /
\ \/ /
____\ /____
| |
|____________|
_______________________
| D R A G O N F I R E |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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An FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: [email protected]
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Table of Contents
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
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
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1. Introduction
Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy
about the series. The greatest thing about the series is the well-done
connection between RPG and the classic Sierra graphic adventure. Unlike
most other of Sierra's adventures, the Quest for Glory series has more
non-linear elements. The combat, the spells, the loot, and the silly
puns and jokes all make for a great adventure.
This is the fifth and final game in the series. The Hero must enter
the Rites of Rulership in the Kingdom of Marete and find out what's
behind the murder of the King of Silmaria. In the process, he may
become King himself, and may even decide settle down...
This game has a special place in my heart. I know it's not the best
as far as game structure and compared to other titles of its day, but
it puts together the entire series, and is great for its fans.
***********************************************************************
2. The Story So Far
In the beginning of his adventure, our hero (you) left his hometown to
make a name for himself as a true hero. He went to Spielburg, a valley
that had been cursed for many years. The Baron tried to drive away the
Ogress, Baba Yaga, but she cursed him instead, and he lost his son and
daughter. The realm was overrun with brigands and monsters, and the
Baron locked himself away in his castle.
Although a dangerous land, the Hero made many friends. He made
acquaintanes of the Katta innkeepers, Shameen and Shema, and their
merchant friend, Abdulla Doo. He also met such people as Zara, the
owner of the Magic Shop, the Wizard Erasmus and his rat-like familiar
Fenrus, not to mention the Dryad who protected the woods, and the
particularly nasty seller of information, Bruno. He also went to many
interesting places, including cliffs with strange plant-life, to the
majestic Flying Falls, to the meadow known as Erana's Peace. He first
learned of the great Archmage Erana there, and, even though he was told
the meadow was her final resting place, he found no evidence to prove
that.
But being a hero's more than making friends and influencing people, the
Hero set to work. He explored a cave and found a Kobold Magic User.
Taking the Kobold's key, he freed an enchanted bear, who turned out to
be the Baron of Spielburg's lost son, Barnard. This was the first
stepping stone. By spying on Bruno and another brigand's plot to
overthrow their leader, the Hero found a way into the fortress of the
brigands. Passing by a great Minotaur, Toro, the Hero invaded the
fortress, snuck his way to the leader's room, and dispelled the
enchantment on her. The leader was, in reality, the Baron's daughter,
Elsa. After leaving the fortress, the Hero made a final visit to the
Ogress, Baba Yaga. Using a Magic Mirror against her, he reflected back
her own evil magic and forced her to flee the land.
After freeing Spielburg from the curse, our Hero traveled to the
desert realm of Shapeir, with the Kattas and Abdulla Doo. The Emir of
Raseir had disappeared a year ago, and a portent of evil hung over the
entire realm. The Hero met many new friends here, as well, including
the Liontaur Paladin, Rakeesh, the warrior woman, Uhura, and the
Enchantress Aziza. Performing as only a Hero can, he saved the city
from the ravages of the Elementals, and freed the spirit of the tree
healer, Julanar.
After saving the city of Shapeir, he traveled to Raseir, where he made
the acquaintances of Senor Ferrari and Ugarte, who ran the illegal
activities in town. He eventually was captured and hypnotized by the
evil Wizard, Ad Avis, and taken to the Forbidden City, to obtain the
Statue of Iblis, which Ad Avis intended to use to take over the world.
After escaping the tomb with the help of a Djinni, the Hero assaulted
the Palace and knocked Ad Avis off the balcony of the Ritual Chamber.
For his actions, the Hero was adopted by the Sultan Harun al-Rashid,
and became the Prince of Shapeir.
A few months after his victory in Raseir, Rakeesh's wife, Kreesha,
called him back to his homeland of Tarna. There was talk off war
between two native tribes. Rakeesh brought the Prince of Shapeir and
Uhura to Tarna. The Hero found more friends in Tarna, including Salim
the Apothecary, Yesufu the Simbani Warrior, and Johari the Leopardwoman.
The Hero brought peace between the two tribes by returning their sacred
artifacts, and traveled to the Lost City of Eastern Fricana to put an
end to the Demons that caused the war. After defeating them, the Hero
was summoned away by dark magic.
He was summoned to the land of Mordavia. He turned up in a very odd
cave. Upon escaping it, he met a peasant girl named Katrina who seemed
interested in him. That was the only friendly person, however. He
quickly learned that Mordavia wasn't all that taken to Heroes. He
had to establish himself from the ground up. He learned of the
darkness upon Mordavia, how the Dark Master supposedly ruled the
land from Castle Borgov, how Baba Yaga had made this valley her summer
home, how a swamp had cut off the valley from the outside world, and
how the Dark One had an influence on this land, which tied into the
history of the Archmage Erana.
He established his reputation through acts great and small. He saved a
gravedigger from his own clumsiness, a gypsy from being burned at the
stake, and a young daughter from life as a Nosferatu. Soon, he became
a puppet in a much greater game. He learned that Ad Avis existed in
unlife as a Vampire, serving the Dark Master who turned out be Katrina.
He was forced to perform the foul rituals that would summon the Dark
One and bring the Shadow of Darkness on the land. At the pinnacle of
the summoning, Ad Avis attacked the Hero. Katrina, who had grown fond
of the Hero, sacrificed herself for him. The Hero used Erana's own
Staff to destroy Ad Avis once and for all and free the imprisoned spirit
of Erana from the clutches of the Dark One, who drove it back to its
own dimension, allowing her to pass into her rest.
And now, Erasmus and Fenris are summoning you to the city of Silmaria
to solve the mystery of who murdered their King.
***********************************************************************
3. Getting Started
---
A. The Classes
Once you start a new game, you'll have the choice of picking one of the
game's three classes. Any class can easily complete the game, of
course, but some have harder times at survival than others...
The Fighter
Your strength and skill in combat are legendary. You are skilled with
many types of weapons, and can take a lickin' and keep on tickin'. Your
strategic abilities are great, and you are well-renknowed as one of the
world's most foremost combatants.
The Fighter is the most straight-forward class. He speaks mostly
through his blade, and his diplomacy is through his muscles. Choose
the Fighter if you have a thirst for the blood of the enemy.
Starting Stats:
Strength: 350
Intelligence: 300
Agility: 320
Vitality: 320
Luck: 300
Weapon Use: 350
Defense: 350
Climbing: 300
Throwing: 300
Honor: 300
You start the quest with a Sword, a Shield, Chainmail Armor, five
rations of Fruit, a Tinderbox, and 200 drachmas.
---
The Wizard
You are one of the greats, almost qualifying for full Wizard status.
You could have been a great scholar at the Wizards' Institute of
Technocery, but you turned that down. After all, what good is magic if
you don't use it? And with the gift, you're no slouch at all. You've
mastered a great number of spells dealing both with and without combat.
Your adversaries know to stay away from you for fear of being turned
into a smoking crater.
Choose the Wizard in order to master the skills of the great ones. The
Wizard often uses his magic to solve problems and open new
opportunities.
Starting Stats:
Strength: 250
Intelligence: 350
Agility: 300
Vitality: 300
Luck: 300
Offense: 300
Defense: 300
Magic: 350
Honor: 300
Spell Skills:
Open: 250
Detect Magic: 300
Trigger: 200
Dazzle: 200
Zap: 300
Calm: 200
Flame Dart: 300
Fetch: 200
Force Bolt: 250
Levitate: 200
Reversal: 200
Juggling Lights: 200
Lightning Ball: 250
Frost Bite: 200
Protection: 200
Aura: 200
Resistance: 200
You start the quest with a Dagger, five rations of Fruit, a Tinderbox,
200 drachmas.
---
The Thief
A world-renowned Master Thief, very few don't know of your exploits and
learn to hide their valuables better. Your friends of the underworld
count themselves lucky to find your favor, and your adversaries know
to stay out of your way.
The Thief is a man of accomplishing tasks in an indirect fashion.
Silmaria's got a nice active Thieves' Guild. Most of the thieving
opportunities are sealed up tightly, though. This isn't to say your
skills will go to waste, of course...
Starting Stats:
Strength: 250
Intelligence: 300
Agility: 350
Vitality: 250
Luck: 300
Offense: 300
Defense: 320
Climbing: 350
Throwing: 300
Acrobatics: 300
Lockpicking: 300
Stealth: 300
Honor: 250
You start the quest with a Dagger, Leather Armor, a Thieves' Tool Kit,
five rations of Fruit, a Tinderbox, and 200 drachmas.
---
Once you select your class, you'll have the opportunity to name him, and
adjust his base statistics. You have a pool of 150 points, which you
can distribute to your skills in any amount you wish.
If you want to add points to a skill that your class doesn't normally
have, you can do so, but you'll have to spend a hundred points for
that one skill to get it up to 100. In this manner, you can give
yourself a skill you could not normally have.
Speaking of creating hybrids, I personally don't like it, for every
class can reach 1000 Puzzle Points, and if you want to do particular
acts, just use that class. Of course, if you like being able to cast
spells while sneaking around in houses you've broken into, go right
ahead...
If you give a Fighter or Thief Magic, you'll start with Zap, Detect,
Calm, Flame Dart, Force Bolt, Lightning Ball, Protection, Aura, and
Frost Bite, all at a skill of 200.
---
B. Importing a Hero
Another one of Quest for Glory's charms is the ability to carry your
hero over from previous adventures. Click on Import Character when
you start the game and you'll be allowed to pull a character from a
disk from any of the four previous Quest for Glory games.
You'll be installed in the new quest much the same as you left yourself
from your previous adventure. All your stats will be the same as you
left them, except for the fact that 100 points will be added to all
skills that you have for every game you go back. So, if you import a
character from QfG3, you'll have 100 points added to every skill, 200
for QfG2, and 300 for QfG1. Happily, you'll still be given the 150
point pool to use as you like.
If you're missing spells when you import, you'll be given all of the
old spells.
There's no inventory carried into Silmaria. All characters start with
the same stuff regardless of whether or not you imported.
When you import, you'll also have the option of changing your class
before you start, but it's not worth it, since all you'll really keep
is the name, and your skills are automatically changed to the base
amounts of the new class, with no points for any classes you did have
but wouldn't in the new class.
---
The Paladin
This class is not accessible for creating a character. You must have
earned it during Quest for Glory 2 or 3, (check my respective guides for
how to earn the right), and imported your Paladin.
As the most honorable Paladin, you'll be much like a Fighter, but you'll
also have some special abilities. These will be described in the
Spells section.
Also, in this game, there are certain tasks that ONLY the Paladin can
perform, so it's worth your time to explore this "hidden" character.
Paladins start with a Paladin Sword, a Magic Shield, Chainmail Armor,
five rations of Fruit, a Tinderbox, and 200 drachmas.
---
C. Character Statistics
On your Character Screen, you can observe how your stats change. Here
are all the stats and how to increase them. Almost every stat maxes out
at 500. The developers decide to modify the stat maxes for this game.
Whereas, in previous games, the Fighter, could be as smart or as strong
as a Wizard, now certain classes can push stats to 550.
The Fighter has boosted stats of Strength and Offense.
The Wizard has boosted stats of Intelligence and Magic.
The Thief has boosted stats of Agility and Stealth.
The Paladin has boosted stats of Vitality and Honor.
Also, be aware that some weapons, armor, and charms adjust your stats
when you equip them.
Attributes (Basic Stuff) -
Strength: Your physical prowess, Strength determines how hard you can
hit, how well you can muscle your way through things, and how much you
can carry. Strength is the most useful for the Fighter, since he
spends most of his time using his muscles. Strength also determines
how many Health Points you have.
- You can increase Strength through physical exercise and through combat
(particularly by striking).
Intelligence: How smart youse is. Intelligence is most useful for
Wizards. Not only does it determine how effective spells are, but also
factors directly to Mana Points.
- You can increase Intelligence by casting spells, learning things,
solving puzzles, or making good moves in combat (i.e. successfully
blocking an attack and counterstriking).
Agility: This is a measure of how well you can move. A good Agility
means you can duck, dodge, and hide better. Thieves need top-notch
Agility to perform their myriad skills. Agility also factors towards
Stamina Points.
- You can increase Agility by performing some of the Thief skills
(Climbing, Lockpicking, Stealth), or through combat.
Vitality: Although most useful for Fighters, Vitality is good for
everyone to have. This measures your ability to take damage well.
Vitality factors directly to your Health Points and Stamina Points as
well.
- You can increase Vitality through most any physical action,
particularly by taking damage in combat.
Luck: A very mysterious skill, Luck factors into a lot of things, and
is most useful to the Thief. How does Luck factor into things? I
really don't know, exactly...
- Increasing Luck is not very well understood. In this game, Luck
seems to go up with most any action you perform.
Skills (Specific Stuff) -
Offense: Everyone has this skill, since everyone has a weapon. This
is the skill of sticking your pointy object into the other guy. A high
Offense factors towards damage caused and successful strikes. This
skill used to be Weapon Use in the other games.
- Increase Offense by attacking. You don't even have to be aiming at
anyone.
Defense: Everyone has this skill, and it used to be split into Parry
and Dodge. Now, since dodging is really tough in this game, this skill
is mostly derived from your blocking ability, which everyone can do if
they have a weapon.
- Increase Defense by successfully blocking enemy attacks.
Stealth: An essential Thief Skill. No people want their houses robbed
by someone who bangs around like a drunk Moose. Having Stealth
activates the "Sneak" ability, which makes you much less noticable to
baddies or the occasional law officer.
- Increase Stealth by having Sneak active. Just Sneak everywhere and
you'll max it out eventually. It'll all go faster if you equip an
item that decreases Stealth.
Lockpicking: To get into realms of fabulous cash and prizes, you'll
need to open door number 1, and your Thief's Tool Kit helps, but you
need the skill to use it.
- Increase Lockpicking by doing so. One place you can do this is on the
other doors in the Inn (you don't even have to worry about Ann watching
you). Just keep picking them and you'll boost the skill.
Throwing: Useful for both Fighters and Thieves, a good Throwing skill
can peg a monster with a few extra rocks, daggers, or spears before
they get close enough to hit you. Throwing can also be used to hit or
knock off things that are far off.
- Increasing Throwing can come from throwing rocks, daggers, or spears.
A good place to do this is on the target just outside the West Gate.
Climbing: Originally a Thief Skill, the Fighter/Paladin also learned it
last adventure. This is your ability to shimmy up ropes, walls, and
trees.
- Increase Climbing by, naturally, climbing. Best place to do this is
on a palm tree in the city.
Acrobatics: This skill denotes your ability to twist, flip, and contort
your body with a natural flair that can impress the ladies and fool
your enemies.
- Increase Acrobatics by kicking (the G key) repeatedly. Soon, you'll
start doing fancy spinning kicks. It'll go faster if you equip armor
that drops your Acrobatics.
Magic: The Wizard's skill at manipulating reality. Not much else to
say about this, generally. More will be said in the Spells section
about each individual spell's effectiveness.
- Increase Magic by casting, casting, and casting some more. It'll go
faster if you equip armor that drops your Magic skill.
Swimming: A useful skill when on an island. You didn't know your Hero
couldn't swim, eh? Dropping points into this is pretty useless at the
beginning, since you can get 100 from reading a Swim Manual.
- Increase Swimming by swimming around underwater. It's much easier
after you get the Waterbreathing Amulet.
Pickpocketing: You won't be able to assign points to this skill at the
beginning. You'll have to learn it in game. This is the skill of
relieving people of their hard-earned cash. You need to buy the
Pickpocket Knife to be able to use the skill, of course.
- Increase Pickpocketing by practicing on the dummy or doing some
actual fieldwork. You can even increase the skill by "restealing"
peoples' purses, even if they don't have any. Just don't get caught...
Honor: This is the measure of the good deeds one does throughout his
quest. This is a skill which started in Quest for Glory II. A high
Honor is a measure of a true hero, and helps towards Paladins and their
skill. Also, the old Communication skill was removed and applied to
this skill. A higher Honor means you can bargain better. By the way,
Honor can never have points assigned to it in the opening.
- Increase Honor by doing honorable actions. Many specific quest
actions will increase honor, and more simple actions such as giving
coins to Salla, or Flowers to many ladies.
General Health Points -
Health Points: If you hit 0, you die. Pretty simple. The maximum
amount of Health you have is determined by adding two-thirds of your
Vitality to one-third of your Strength. So, if you have a Strength of
30 and a Vitality of 60, your Health Point max is 50.
Stamina Points: This is your measure of stamina for performing strenuous
acts, such as fighting, casting spells, running, throwing, climbing,
etc. Your max Stamina is determined by adding one-half of your Agility
to one-half of your Vitality.
Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-
thirds of your Magic Skill to one-third of your Intelligence.
Naturally, if your Magic Skill is zero, your Mana Points will also be
zero, no matter how high your Intelligence.
Scores -
Puzzle Points: Much like most other Sierra games, you get points for
doing special acts. The max is 1000, and every class has its own
special way of reaching that high. In the Miscellany section, there's
a Point List, and you can always observe your progress in the Score
section.
Experience: The old experience is back. Basically, any kind of act will
boost the old exp. Doesn't mean a thing. It's just another measure of
scoring.
Total Score: This is just the sum of the Experience and Puzzle Points.
---
D. Magic Spells and Paladin Abilities
While so many games give you a billion offensive spells to eviscerate
your enemies, Quest for Glory take a different approach. Sure, the
magic users of other games can lay waste to any bad guy, but what
happens if they misplace their keys, or if they need to reach the book
at the top of the shelf? This is why Quest for Glory makes the Wizard
skilled in a bunch of all-around magic.
Each spell can be built up to 500 in skill by casting it repeatedly.
Older Spells (Spells in previous games):
"Open"
MP: 6
Found: Wizards begins with it.
Icon: Lock
Description: Open is useful for unlocking simple locks and opening
doors. Use it when you want to hang back from the thing you open.
"Detect Magic"
MP: 5
Found: Any class with Magic begins with it.
Icon: Roving eye in a triangle
Description: This is a very general spell, and is used to detect any
existing magical auras in the immediate area. This is the only spell
that'll work in an area protected from magic.
"Trigger"
MP: 10
Found: Wizards begin with it.
Icon: Crosshatch with a small explosion in the middle
Description: This lovely little spell can be used to set off any
magical spells in the immediate area. It can make invisible things
visible, activate teleport spells, or set off magical traps while the
caster is still at a safe distance. Pretty handy.
"Dazzle"
MP: 15
Found: Wizards begin with it.
Available from the Magic Shop for 200d
Icon: A set of pearly-white teeth flashing their smile
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only
works, naturally, if the creature HAS eyes. Having more skill in this
spell will cause monsters to be delayed for longer. It doesn't
last as long as Calm.
"Zap"
MP: 10
Found: Any class with Magic begins with it.
Available from the Magic Shop for 200d
Icon: A steel lightning bolt
Description: Casting Zap will charge your weapon with magical energy.
The next strike will release the energy. It can only be cast once at a
time. Increasing your skill will increase the damage done with the
charged weapon.
"Calm"
MP: 25
Found: Any class with Magic begins with it.
Icon: An open hand with mellow colors around it
Description: Since most Magic Users like to avoid direct combat, you
can use this spell to immediately cause any threatening monster to
cease its hostile intent and contemplate the universe and its
bellybutton. This works on most enemies with a pulse. Having more
skill in this spell will cause monsters to be delayed for longer.
Attacking Calmed monsters isn't good for your Honor.
"Flame Dart"
MP: 10
Found: Any class with Magic begins with it.
Icon: A small ball of flame
Description: The Flame Dart produces a small ball of magical flame
which you can direct at an opponent. It can also be used, get this, to
burn things. As you increase in skill, your Flame Darts will do more
damage.
"Fetch"
MP: 8
Found: Wizards begin with it.
Icon: A lasso
Description: Fetch is useful for grabbing objects that are distant. It
can mostly be used on small, non-living objects, like items lying on the
ground.
"Force Bolt"
MP: 12
Found: Any class with Magic begins with it.
Icon: A blue globe of energy
Description: Force Bolt creates a globe of forceful energy. This can
be used to attack enemies or to give things that little extra push from
far off. This spell bounces off any barriers in the area as well, such
as walls or floors...
"Levitate"
MP: 10 (Initial cast, drains 10 MP every second)
Found: Wizards begin with it.
Icon: A person levitating
Description: Levitate allows you to move up and down in your plane of
existence. You cannot, however, move to side to side, but you can, in
theory, grab ledges or whatever while floating to pull yourself up onto
solid ground. Use the A and Z buttons to float up and down.
"Reversal"
MP: 8
Found: Wizards begin with it.
Icon: A yellow and blue yin-yang
Description: Reversal will allow any direct spell cast at you to be
reflected. This may not always be back at the caster. When two
Wizards duel and have Reversal, the results can be quite dangerous for
spectators. Spells in the game that can be reflected include Flame
Dart, Force Bolt, and Lightning Ball. Area-effect spells like Frost
Bite will not be deterred by Reversal.
"Juggling Lights"
MP: 8
Found: Wizards begin with it.
Available from the Magic Shop for 100d
Icon: Bouncing balls of light
Description: While not a particularly useful spell, you can use it to
light up a dark area.
"Summon Staff"
MP: 50
Found: Wizards gain the knowledge as they make a Staff.
Icon: A Wizard's Staff
Description: Although you techincally know how to summon a Staff, you
don't currently have one. If you come across a way to make another,
you can use this spell again. NOTE: No other class besides a Wizard
can make a Staff.
"Lightning Ball"
MP: 15
Found: Wizards begin with it.
Icon: A lightning ball
Description: This is another combat attack spell. It causes a serious
amount of damage, but it costs a bit more MP. Shocking. If you use
this spell while holding your staff, you'll cast a Lightning Bolt
instead, which is a snazzy area-effect spell, as opposed to standard
LB which is just a direct spell.
"Frost Bite"
MP: 40
Found: Any class with Magic starts with it.
Icon: A snowflake with a skull in the middle
Description: Definitely good for giving bad guys the cold shoulder, this
spell casts a cone of frigid air in their direction. The nice thing
about this spell is that it's an area effect spell, and if an opposing
spellcaster uses Reversal, it'll have no effect. Some enemies, like
the Undead, are immune to ice attacks. This spell is great for wearing
someone down gradually.
"Hide"
MP: 15
Found: Only available to imported Wizards (for some reason)
Icon: A person becoming invisible
Description: This is a cute little spell. Not terribly useful in a lot
of situations, but it's good for getting a bad guy off your tail.
Casting Hide will make you invisible, but you cannot move while the
spell is in effect, or you'll break it. You CAN however, cast other
spells while it's active...
"Aura"
MP: 10
Found: Any class with Magic starts with it.
Icon: An ankh
Description: The Undead have a nasty habit. Some of the more powerful
ones (like Manes) have the power to suck the life out of a person just
from being near them. Using this spell will partially negate those
effects. Of course, if the Undead has other abilities, like magic
spells, those will still hurt.
"Protection"
MP: 8
Found: Any class with Magic starts with it.
Icon: A person surrounded by a force field
Description: As we all know, Wizards aren't too big on the up close and
personal aspects of combat, but sometimes it cannot be avoided, so for
the Wizard who's too close to snapping jaws, consider this spell, which
will reduce the amount of physical damage taken. Magic attacks are
unaffected.
"Resistance"
MP: 10
Found: Wizards begin with it.
Available from the Magic Shop for 200d
Icon: An open hand with a flash emanating from it
Description: This spell is useful for warding off the effects of
elemental magic attacks, such as heat, cold, or lightning. It also
protects you somewhat from the natural occurences of these elements,
such a fire breath.
New Spells to this game:
"Fascination"
MP: 20
Found: Available from the Magic Shop for 200d
Icon: A swirl of light
Description: This spell creates a bunch of lights that will attract and
distract particularly stupid enemies. Once the spell wanes, the lights
detonate, lightly damaging the enemy.
"RIP"
MP: Doesn't matter, since you'll recover MP from casting it.
Found: Available from the Magic Shop for 200d
Icon: A moonlit scene
Description: Casting this out in the wilderness will ensure you eight
hours of blissful uninterrupted slumber.
"Boom"
MP: 30
Found: Available from the Magic Shop for 200d
Icon: An exploding skull
Description: This a spell that should be used carefully. When you
cast it, you'll toss a magical skull onto the ground. When anyone gets
near it, it'll explode, causing some pretty nasty amount of damage to
anyone in range, including you.
"Whirlwind"
MP: 50
Found: Erasmus' will teach it to you.
Icon: A tornado
Description: Use this for some irony if someone calls you a windbag.
This spell doesn't cause a heck of a lot of damage, but it incapacitates
any enemy caught in it.
"Augment"
MP: 20
Found: On the dead body of any Centaur Wizard
Icon: Several concentric circles
Description: Cast this spell and your next spell will be amplified in
power. You can use it to add a little extra punch to just about any
spell.
"Shrink"
MP: 50
Found: Chest in Hydra Cave
Icon: Shrinking person
Description: Cast this on any normal enemy and it'll be smaller and
less threatening. You may even be able to chase it off.
"First Aid"
MP: 10
Found: Taught by Erana after freeing her
Icon: A red cross
Description: Cast this spell to restore 100 Health Points. It's nice
and refreshing after a hard battle.
"Dragon Fire"
MP: 100
Found: Taught by Katrina after freeing her
Icon: A silhouette of a dragon against fiery red
Description: The most powerful offensive spell, this conjures up the
head of a dragon, which blasts a small area with blazing fire breath.
Just stay out of its way.
"Thermonuclear Blast"
MP: Doesn't really matter
Found: Given to you by the Famous Adventurer
Icon: A spinning atom
Description: Casting this spell will cause a nuclear explosion
destroying everything in a ten mile radius and makes the area
uninhabitable for several decades thereafter. The caster is also
turned into hamburger.
---
Paladin Abilities:
Most Paladin abilites will take a toll on your Stamina, instead of MP.
"Flaming Sword" (automatic)
Description: The first ability gained is the ability to encase the
Paladin Sword with a blue flame, which will do more damage. Of course,
you'll need a Paladin Sword before you can invoke the flame. You'll
start with Piotyr's Sword, which you wrested from the barrow of a
Wraith back in Mordavia.
"Sense Danger" (automatic)
Description: With this skill, you'll automatically be able to sense
whenever you're in any kind of danger.
"Healing"
Honor Required: 300
Icon: A white shield with a red cross
Description: Cast this upon yourself or others to increase Health
Points. It drains your Stamina when you use it, and the higher your
Stamina, the more Health you'll replenish.
"Honor Shield"
Honor Required: 325
Icon: A yellow shield with a fleur-de-lis
Description: This skill creates an aura around your shield when
activated. You'll take less damage from enemy attacks.
"Magic Ward"
Honor Required: 350
Icon: A red shield with a multi-colored swirl
Description: Casting this on yourself around a magical trap or an
enemy spellcaster and you won't take damage from the magic or the
exploding trap. Your stamina will take a hit for it.
"Destroy Undead"
Honor Required: 375
Icon: A shield with a skull on fire
Description: This spell creates a ball of light. Hit Undead with it
and you'll damage them.
"Peace"
Honor Required: 400
Icon: A shield with a peace sign and a hippie daisy
Description: This spell has the same effect of the Calm spell. Your
enemies will cease to fight, but you'll lose Honor if you attack them
in that state.
"Sense Aura"
Honor Required: 425
Icon: A purple shield with a person's aura
Description: Not a terribly useful ability, but interesting. You can
use this on any living creature to sense its general aura and karma.
"Holy Strength"
Honor Required: 450
Icon: A gold shield with a cross
Description: This spell will steadily increase your Strength while
active. I don't know exactly how high it can get, or when it stops, but
I've seen a Strength as high as 700 come out of this.
"Awe"
Honor Required: 475
Icon: A purple shield with a flashy diamond
Description: A quite useful spell, this gives you power over your
enemies by sheer force of prescence. Activate it near enemies and
they'll run for the hills at your radiant goodness.
---
E. Surviving in this Crazy World
---
Surviving the Interface
This game uses a new interface. You only have two mouse cursors.
Clicking the right mouse button will switch between the two or clicking
on the Action Icon on the bottom of the screen. The first is an eye,
which will allow you to look at anything, and the other is a hand, which
will allow you to interact with objects. Clicking it on an item will
pick it up. Clicking it on a switch or whatever will make you use it.
Clicking it on a person will make you talk to them. Clicking on an
enemy will attack it. Clicking in an arbitrary location will walk you
there. Double clicking will run to that spot.
There are two dialogue windows in this game, one on the top and one on
the bottom. The one on the top is a general purpose window, where
you'll see information whenever you look at something, attempt to
manipulate, speak to someone, etc. The dialogue window on the bottom
is an incidental window, which notifies you when you're hungry, sleepy,
poisoned, being attacked indirectly, or when a Paladin senses danger.
Keyboard Controls
Movement:
Walk/Swim Forward - Up Arrow / Numpad 8
Turn Left - Left Arrow / Numpad 4
Turn Right - Right Arrow / Numpad 6
Step Backward - Down Arrow / Numpad 5
Run Forward - Numpad Slash
Strafe Left - Numpad 7
Strafe Right - Numpad 9
Swim/Levitate Up - A / Page Up
Swim/Levitate Down - Z / Page Down
Sneak - K
Attack 1 - F / Numpad 1
Attack 2 - G / Numpad 3
Defend - D / Numpad 2
Pick Up Item - P
Run Modifier - Shift
Strafe Modifier - Ctrl
Game Commands:
Inventory Screen - I / Numpad 0
Spell Screen - S
Equipment Screen - E
Character Screen - C / Numpad .
Options Screen - Esc
Toggle Compass - T
Change Screen Size - \
Advance Dialogue - Space
Options Screen
Save Game - Allows you to save your game
Load Game - Allows you to restore a previously saved game
Controls - Allows you to adjust the game
Difficulty - Adjust the difficulty of combat and certain other skill-
related points of the game.
Dialogue Volume - Adjusts the volume of voice
Sound Effects Volume - Adjust effects volume
Music Volume - Do I really need to explain ALL of them?
Detail - Adjusts how detailed the landscape is
Screen Size - Full Screen puts all the menu stuff at the bottom of
the screen, while Bordered Window spreads it out around the
screen.
Default Movement - Sets the default movement to Walk or Run
Compass - Turns the compass (as well as the time of day) on or off
Keyboard - Allows you to remap the keyboard commands
Manual - Gives you basic overviews of the game
Silly Clowns - Don't push this unless you really mean it.
Play - Return to the game
Quit - Allows you to return to the main menu, or just quit the game.
Status Screens
Click on your portrait to access the Character Screen. You'll be able
to see your current stats. A green number means the stat increased
since you last looked at it, and a red number means it decreased. Don't
forget that some equipped items can affect your stats.
Click on the latch in the bottom right to open your Inventory/Spells/
Equipment screens.
The Inventory Screen shows all items you're carrying at the current
time. Hover the cursor over the item to see its weight, number your
carrying, and other pertinent info (Armor Class, Damage). Click on the
item to see a larger portrayal of it and some descriptive text in the
window on the left. The colored bar on the left side of the screen
determines how much you're carrying out of your maximum weight capacity.
The Equipment Screen only shows items you can equip on yourself. It
also shows a portrait of how you look and several stats that can be
changed by what you equip. You can equip or deequip items and observe
how your stats change. Keep in mind that you can only equip one
weapon, shield, helm, body armor, and accessory at a time.
The Spell Screen shows what spells you know. Hover over the spell to
see what skill you have in it (unless it's a Paladin ability). Click
on the spell to see it in the bigger window and some descriptive text.
Double clicking on any inventory/spell icon will open up a separate
window asking if you want to use the item (equip, cast, eat, etc.).
As far as spells are concerned, casting them in this manner will
generally cast the spell on yourself, unless the spell is offensive, in
which case it'll be cast straight ahead of you.
NOTE: Be careful when doing this with Dragon Fire, since doing that will
put the dragon on top of you and you'll be IN RANGE of the spell...
Also, there is a strip down at the bottom of the screen. This is the
Belt area. You can move any ten items or spells down there, and you
can activate them (more or less the same as double-clicking) by
pressing the number (on the top-row number keys) corresponding to it.
Also, if you click once on an item in the Belt area, your cursor will
change so that that item will follow it, and you can use the item on
a specific area. This is useful for giving items to someone, and also
targeting spells at specific enemies.
Lastly is combining items, such as combining a rope and a grapnel. To
do this, you must be in the Inventory window (can't combine on the Belt)
and click on the first item so that it's in the window on the left side.
Next, click and hold on the second item, so that you drag it onto the
big window. The two items will be combined.
---
Silmarian Survival
Let's start with SAVE OFTEN!!!
You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.
As you get hungry, your "incidental" dialogue window at the bottom will
let you know. If you have Fruit, Gyros, or Pizza, you can eat them and
your hunger will be satisfied. Note that you'll be told you're hungry,
but nothing will actually happen to your stamina. It's only on the
second notice that you start losing stamina (generally more than a day)
You can also eat one full meal at Gnome Ann's Land Inn per day. This
covers much of the day.
Sleeping is another concern. If you do not sleep for a couple of days,
your stamina will drop much quicker. You'll be notified by the
incidental window when you feel like sleeping, and again, you'll start
losing stamina after the second notice. It's generally advisable to
sleep every night, and to get a full night's rest, you need to sleep
about eight hours or more. You can sleep for eight hours in the
wilderness if you have the RIP spell, and you can sleep in the Gnome
Ann's Land Inn. You'll have the option of sleeping until morning,
evening, or eight hours. Also, you can rest for one hour anywhere to
build up stamina.
Staying alive in a combat sense is pivotal, of course. Potions and
Pills to restore Health, Stamina or cure poison can be bought from Salim
the Apothecary. Mana Pills and Potions can be bought from Shakra in
the Magic Shop. As a general rule, Potions restore more than Pills, but
are less cost-effective.
---
Surviving Combat
When you encounter monsters, you'll be on a normal screen. There are
no special screens for combat in this game. You can find enemies out
in random encounters on the main island, and there are some places that
will have a bunch of monsters everyday, such as the "normal" Dragon
Pillars and the Dragon Blood Pool.
When fighting enemies, first be sure you have your weapons and armor
equipped. Simply walk up and attack them with "F" and "G", and defend
from their attacks with "D".
When attacking, you'll do different things with the two attacks
depending on what kind of weapon you have.
Fists - F: Punch, G: Kick (spinning kick if you have Acrobatics)
Dagger - F: Stab, G: Side Slash
Sword - F: Thrust, G: Overhead Slash
Spear - F: Thrust, G: Lunge
Axe - F: Side Chop, G: Overhead Chop
Staff - F: Overhead Hit, G: Side Hit
Generally, the "F" attack is faster and more useful.
The major thing that separates combat in this game is the fact that you
can face multiple enemies. Only two will attack you at once, but you
can have a lot of enemies in an area, depending on the area. Most
random encounters won't have too many more than five...
Note that you'll have full access to your inventory during battles, so
at any time you can whip out other weapons to throw (daggers, spears,
rocks) or cast some spells. Also, you'll be taking damage in these
encounters, so you'll have full access to your potions and pills.
Underwater combat is tougher, since you have reduced mobility. First
of all, don't even try fighting underwater until you can breathe
under there. You'll have reduced choices in weaponry, as well. As
armor goes, you can't use anything but Leather Armor. In weapons,
you're limited to daggers and spears. Also, certain spells won't work
underwater. Flame Dart will just fizzle out, and Lightning Ball will
shock everything in the area, including you.
Also, there are some enemies, the Undead, the Hydra, and the Dragon,
that can only be harmed by a magic weapon, so it'll be worth your while
to invest in them as soon as possible...
---
Surviving Financially
The currency of Silmaria is the drachma. You'll have plenty of
opportunities to get more cash, which is good, 'cause the best things
in life are pretty pricey.
A good skill to learn early on is the fine art of bargaining. Whenever
you buy or sell something, you'll be able to offer a counterprice to
the opening price the merchant gives you. In both buying and selling,
there is an actual limit you can go down or up to, and it's determined
by your Honor. No matter how low your buying price or how high your
selling price offer, you can only go so low or high.
Renewable Resources:
Fighting Enemies - Not a whole lot of enemies carry cold cash, but
most of the humanoids carry something, which you can either use yourself
or sell for cash.
Dead Parrot Gambling - Betting on the Wheel of Fortune is a quick way
to make some money with your Throwing skill. Also, there's the Arena
Betting. Bet on some fights, or back up your own fight with a bet, or
you can even bet on the other guy and throw the fight.
Non-Renewable Resources:
Treasure - Completing quests may result in some treasure. There may be
money/merchandise on important enemies or chests lying around.
Thieving - There aren't too many marks in the game, but you can get
some big scores...
***********************************************************************
4. The Kingdom of Silmaria *CONTAINS SPOILERS*
---
A. Points of Interest
City of Silmaria
The city is built on various levels. It was originally constructed in
time of war to hold off invasion, but it's expanded in recent years.
There is no army, just a garrison of guards.
The city is separated into four major areas. Each of these areas is
its own panoramic screen:
- West Gate: This area of Silmaria has the scenic waterfall which flows
from the Town Center. This is also the area of the barracks for the
guards and the small prison for criminals. Other points of interest
include:
-- Gnome Ann's Land Inn: This Gnome away from home is where you lie your
head in this adventure. Fenris has advanced your payment through
the month, so you'll have a room all your own. You can also have
Gnome-cooked meals once a day. You also have a storage chest in
your room for storing items so you don't have to always hold onto
them.
Hours: Ann is awake from 7AM-11PM, but if you have a Key, you can
enter anytime.
-- Adventurer's Guild: The good old Guild is run by Toro the Minotaur.
There's the classic logbook, and there's also a treadmill exercise
machine. You might also find some other adventurers in here from
time to time.
Hours: 7AM-6PM
-- Thieves' Guild: This is a real active guild compared to some others
you've seen. You can purchase some essential supplies, fence stolen
items, or even enter the Chief Thief contest. There is also a dummy
for practicing pickpocketing, and a safe to practice trap disarming.
Hours: 6PM-6AM
Prices:
Oil: 25d
Torch: 15d
Pickpocket Knife: 100d
Blackjack: 300d
Rope: 35d
Grapnel: 50d
- Docks: This section of town isn't as busy as it would be in times of
peace. The docks should be full of boats, but now all fishermen but
Andre have left the area. Andre will rent his boat out to you if you
want to go sailing for 50 drachmas. You'll find the East Gate here,
which will lead out to Science Island. This area connects to the Town
Center and the West Gate area.
-- Dead Parrot Inn: Owned by Senor Ferrari, this tavern/hotel is home
to most of the entertainment in town. They have a full-service bar,
a gambling wheel, and betting boards for the Arena. The sultry
Nawar and Budar also hang out here.
Hours: 5PM-12AM
Prices: (non-negotiable)
Greek Coffee - 5d
Ale - 10d
Ouzo - 15d
Retsina - 20d
Today's Special - 25d
Wheel of Fortune - Talk to Nawar to play. There are two games:
Catch a Color, and Three in a Row. In Catch a Color, bet 10d, and
you have to throw daggers at the three wheels. If there are three
daggers on the same color of each of the three wheels, you'll get
50d. In Three in a Row, bet 50d, and you'll have to have three
daggers on the same color segment in a line. Depending on the
difficultly level, you could have more or less daggers. On the
hardest diffculty, you'll release your dagger as soon as the power
meter fills. A higher power will make the dagger fly faster, but
land higher.
Arena Betting Board - This is relatively self-explanatory. Each
week (period of five days), there is a new champion. The Champion
will fight four competitors for the first four days of the week.
The fifth spot will be open for you to challenge the champion
yourself (costs 100d). Each week sees a new champion. On the sixth
week, you'll have the option to become champ yourself for 500d.
Now, the betting can be done by clicking the Place Bet button next
to each bout. You'll get the odds for each of the fighters and you
can place bets on either of them. Note that as you place your bets,
the odds may automatically change. Place your bet on the fighter
who you think will win. The relative strength of the fighters is
as follows from strongest to weakest: Elsa, Toro, Magnum, Gort,
Kokeeno, Abduel. This relative strength is only relevant if you
actually watch the fight. If you skip it, it's 50/50 up for grabs.
-- Pholus' Weapon Stand: Pholus is a veteran of many battles. He knows
his stuff about weapons, there's little doubt about that. He
carries the basic supply of weapons, and he also has some magical
ones for those he feels worthy.
Hours: 7AM-5PM
Prices:
First Batch:
Arrows - 2d
Dagger - 20d
Sword - 100d
Magic Sword - 550d
Throwing Spear - 25d
Spear - 50d
Fine Axe - 500d
Shield - 200d
Helm - 150d
Second Batch:
Slasher Dagger - 2000d
Magic Spear - 400d
Wurmbane Spear - 6000d
Ice Diamond Sword - 8000d
Dragonslayer Sword - 10000d
Magic Helm - 4000d
Magic Leather Armor - 2000d
Magic Chainmail - 5000d
-- Famous Adventurer's Correspondence School: Your old Alma Mater, this
is the reason you became an Adventurer in the first place. Taking a
look inside, you'll see that it's not all it's cracked up to be.
The FA is getting kind of old and depressed.
Hours: 9AM-4PM
- Town Center: This area has most of the merchant action in the city.
Most of the residents live here as well. This was the center of trade
for Silmaria before the coming of the invaders.
-- Marrak's Food Stand: Marrak the Katta sells his wares from this cart.
Hours: 7AM-5PM
Prices:
Fruit - 1d
Gyro - 5d
Artichoke Pizza - 10d
Pepperoni Pizza - 15d
Sokolotak-ya - 20d
-- Sarra's Jewelry Stand: Sarra the Jeweler has her stand here.
Hours: 7AM-5PM
Prices:
Shell Necklace - 10d
Jewelry - 40d
Good Luck Charm - 200d
Hera's Ring - 500d
-- Wolfie's Art Stand: Wolfie sells his merchandise from this cart.
Hours: 7AM-5PM
Prices:
Amphora - 20d
Map - 50d
Balloon Painting - 100d
-- Apothecary: This holistic health emporium is full of plants and life.
To get Stamina Pills and Vitality Potions to be sold, you'll have to
give Salim some Pegasus Feathers, and he'll need some dragon scales
to be able to sell Fireproofing Oil
Hours: 7AM-6PM
Prices:
Stamina Pill: 5d
Poison Cure Pill: 10d
Healing Pill: 10d
Fireproofing Oil: 60d
Vitality Potion: 80d
Health Potion: 80d
Pegasus Feather: 5d (once you give some to Salim)
-- Magic Shop: Shakra's Magic Shop is an odd cave-like building, which
has many items of magic in its walls. Only the Magic Dagger, Mystic
Magnets, and Magic Charm Bracelet are available to non-Magic Users.
Wizards also have the option of teaching Shakra spells without
actually selling them to him.
Hours: 7AM-6PM
Prices:
Magic Dagger: 500d
Mystic Magnets: 100d
Magic Charm Bracelet: 1500d
Zap Spell: 200d
Dazzle Spell: 200d
Juggling Lights Spell: 100d
Resistance Spell: 200d
Fascination Spell: 200d
RIP Spell: 200d
Boom Spell: 500d
Mana Pill: 10d
Mana Potion: 80d
-- First Bank of Silmaria: You can use this Bank to store your cash,
which gets heavy when you carry a ton of it. Sam the Banker will be
happy to hold onto them for you. Thiefs: A potential target, maybe?
Wizards/Paladins: Someone else may have the same idea.
Hours: 7AM-6PM
- Nob Hill: This ritzy section of town. This place is about as
deserted as all the other parts of town. In addition to the places
below, you'll find Ferrari's House and the town's News Board.
-- Hall of Kings: This palace is the home for king and court. This is
where all the contenders of the Rites of Rulership meet to hear about
each of the Rites. Logos is in charge right now. One of the five
competitors in the Rites will soon live here.
-- The Arena: Ah, the blissful sound of bloody hack-and-slash for no
other reason than cheap thrills. Unfortunately, no one gets killed
in the Arena. All losers are healed up. Anyway, the scheduled fight
is on the board, and you can look at the Betting Board in the Dead
Parrot for the week's lineup. The gates to the arena open at 6PM and
close at 9PM for the fight. If you're fighting, or watching for five
drachmas, you need to get in before 9PM. Don't forget that if you're
betting on someone else's fight, you may want to watch, or else the
outcome will be random.
-- The Spinning Hat (Erasmus' House): Kicking the platform or casting
Trigger on it will allow you to travel to a cloud high above the
city. Answer the cloud's three questions (they're easy) and you can
visit your old buddies Erasmus and Fenris.
---
The Islands of the Med Sea
- Marete: The main island is mostly the base of Mount Draconis. Much of
the Kingdom of Silmaria's population lives on Marete.
-- Science Island: This artifical land mass contains much of the
greatest technology known to the world. Most of the resident
scientists are on sabbatical, leaving only the senior scientist, Dr.
Pretorius, and the self-proclaimed greatest scientist, Dr. Mobius.
To gain access to this place, you'll need to display some levels of
intelligence. I'll cover how to get there in the walkthroughs. Oh,
and you actually get to Science Island from the East Gate, not by
the outside island.
-- Fishing Villages: The five villages, Ios, Keros, Paros, Tinos, and
Naxos. These villages were abandoned when the Hesperian Mercenaries
invaded. There's not much in them now. The icons for the villages
are their sigils.
-- Dragon Pillars: These magical pillars were used to root the Dragon of
Doom in its slumber. They contain ancient magics from the Wizards of
Atlantis. If you enter most of these pillar areas, you'll find
enemies every day. The icons for these are red pillars.
-- Pegasus Peaks: This area is home to the Pegasus. No, you can't ride
it. The only place to get feathers is near the nest at the top of
the bluff. The Hippocrene stream is nearby, and it's a great source
of stamina.
-- Dragon Blood Pool: This is a rather interesting cavern. There's an
intricate temple built into the rock. It's rumored that the Dragon
of Doom is buried here. The temple is cut off from access by a river
of lava, the eponymous Dragon Blood.
- Other Islands
-- Hydra: This foreboding island is home to the creature that gives it
the name. Getting to this island is tough with the sea monsters
plaguing the area.
-- Delos: Another tough-to-get-to island, this place is quite a lush
paradise. It has one of the last remaining Dryad groves in the
world, and the Sybil, the seer of the future resides here.
-- Limnos: This island will become the home of Erana if you free her.
-- Zante: This island will become the home of Katrina if you free her.
-- Sifnos: This tiny piece of land is rumored to have the fortress of
the mercenaries.
-- Atlantis: The legendary sunken kingdom, Atlantis sunk itself to
protect itself from the first attack by the Dragon of Doom. All its
inhabitants became Tritons.
-- Minos: This island is named after its owner. Minos has his fortress-
like palace on this island.
---
B. Characters
Old Friends
Hero (human male from Willowsby)
A veteran of many battles now, the Hero maintains his snazzy outfit of
the last game, with the added touch of a belt. He's now respected by
just about everyone in the game, which is a bit of an improvment over
Mordavia.
Erasmus (human male from Zauberberg)
The Archmage of Zauberberg has moved to his winter home in the clouds.
It's obvious he's being a tad more active than he's been in previous
quests, as opposed to just sitting on the side lines.
Voice: Steve Bulen - The kind of voice you'd expect from an old man
wizard.
Fenris (familiar)
Erasmus' constant companion, the rat familiar is often the first to
crack jokes in any situation. Don't underestimate him, though. He's
just as powerful as Erasmus.
Voice: Stephen Poletti - I prefer the squeaky voice that Susan Silo did
back in Mordavia over this simple high-pitched voice.
Rakeesh sah Tarna (Liontaur male from Tarna)
Once the King of Tarna, Rakeesh still walks with a pronounced limp from
his fight with a Demon Wizard years ago. He'll be in Silmaria to help
oversee the Rites of Rulership and provide with advice and moral
support.
Voice: Bo Billingsley - This is a Mufasa-type voice. The kind you'd
expect from most any Lion King...
Sam, the Banker (human male from Spielburg)
You met this guy back in Spielburg when he was working as a professional
panhandler. He made a small fortune once the pass cleared and moved out
to Silmaria. He needed a place to store his cash, so he started his
own bank.
Voice: Michael Carvin - For a panhandler, he sure developed a nice
snooty voice.
Salim (human male from Tarna)
This druggist from Tarna has met the love of his life in Julanar. He
now runs the Apothecary in Silmaria, making all kinds of good pills and
potions.
Voice: Steven J. Blum - One of my favorites, this hippie voice is
pulled off perfectly.
Julanar (human female from Shapeir)
You met her back in Shapeir, but she was no more than a tree at that
point. You freed her spirit, and Salim showed her love and now the
Healer walks the world as a human. If you're injured, stop into the
Apothecary and she'll heal you right up. She doesn't restore mana,
though.
Voice: Joyce Kurtz - One of my favorites is paired with one of my un-
favorites. I don't like Julanar's voice or tone at all. It just
doesn't fit her.
Senor Ferrari (human male from parts unknown)
This man of shady dealings you first met in Raseir. If you remember
why he came to Raseir, you'll know he came here for the same reason.
He owns the Dead Parrot Inn and is the deedholder for Gnome Ann's Land
Inn.
Voice: Michael Sorich - Sounds exactly like the Fat Man from Casablanca.
Pretty darn good.
Ugarte (human male from Raseir)
The information broker is back from Raseir. Apparently, he escaped from
his situation in the dungeons. He's also an active member of the
Thieves' Guild. You can find him hanging out there, or at the Dead
Parrot Inn.
Voice: Doug Stone - A very good Peter Lorre, much like the Chief in
Mordavia, which makes sense, since that Chief is Ugarte's uncle.
Elsa von Spielburg (human female from Spielburg)
The lovely daughter of the Baron of Spielburg has resurfaced after all
this time. She is one of the competitors in the Rites of Rulership.
She looks a lot different than when you last left her. After being
broken of the Brigand Leader enchantment, she didn't lose an ounce of
her fighting prowess. Her brother, now Baron after their father
retired, doesn't approve of her attitudes, so she left for Silmaria.
Voice: Ariana Weil - This lovely German accented voice is pretty nice.
My problem with Elsa are her lines. She should have been more gruff
and less proper...
Toro (Minotaur male from Spielburg)
Elsa's companion isn't a genius, but he's got enough basic intelligence
to get by. He's currently the Guildmaster of the Adventurers' Guild in
Silmaria, after the former GM ran off.
Voice: Greg O'Neill - A voice that'd bespeak low intelligence, even
though he's not really that dumb.
Nawar (human female from Raseir)
You only meet her as a Thief in Raseir, but she'll still "remember" you
no matter what your class is. At any rate, you met this girl for a
brief minute while storming the Palace of Raseir in the harem. She
dances and runs the Wheel of Fortune in the Dead Parrot.
Voice: Elisa Gabrielli - If a voice can give someone a funny feeling,
then I guess it can't be all that bad... #_#
Budar (human female from Raseir)
This... slightly overweight harem girl runs the bar in the Dead Parrot.
She'll flirt with you like no tomorrow.
Voice: Diane Michelle - This is a nice Mae West "Why doncha come up and
see me sometime" voice.
Erana (half Faery Folk female from parts unknown)
Well, I hope I spoiled everyone in that you can revive Erana during the
course of the game. One of the world's greatest and kindest Archmages
she'll be available for pursuit.
Voice: Wendy Cutler - A nice sweet voice, yet not without a slight aura
of the intensity of Erana's power...
Katrina, the Dark Master (human female from parts unknown)
See Erana. You have a chance to revive the Dark Master (as a human).
She'll still have her power, but no longer a desire for conquest.
Voice: Joyce Kurtz - Katrina's voice is a lot better in this game than
in Shadows of Darkness. A calm, yet demanding voice, with an Eastern
European accent.
New Faces
Justinian (human male from Silmaria)
The former king of Silmaria now rests in the Elysian Fields of Hades.
He was a good king. Silmaria prospered for the twenty years he sat on
the throne. His assassination was totally out of the blue.
Voice: Greg Tomko-Pavia - This is the guy talking over the Introduction.
Not much else to be said.
Logos (Centaur male from Silmaria)
The Speaker of Silmaria is currently running the kingdom. He's a wise
and noble Centaur, like many of his kind. He spends his time in the
Hall of Kings, carrying out duties of a ruler, and arranging the Rites
of Rulership.
Voice: Larry Moss - It's good to have a nice neutral voice for a
character you hear a lot, and who recites things. There's an air of
nobility in his voice.
Minos (human male from Silmaria)
This advisor to Justinian lives on his island to the northeast. His
family used to rule these islands. He's sponsoring Elsa in the Rites
of Rulership.
Voice: Steve Bulen - A nice gravelly voice for a distinguished man.
Marrak (Katta male from Raseir)
This Katta fled here from Raseir. He sells many local and imported
delicacies from his cart.
Voice: Steve Poletti - A slight Arabic accent. This guy's good. Just
listen to him describe one of his food items, and your mouth will water.
Sarra (Katta female from Raseir)
Marrak's wife crafts and imports fine jewelry to sell on her stand.
Voice: Wendy Cutler - Another slight Arabic accent. She has a very
pleasant motherly voice.
Salla (Katta female from Raseir)
Marrak's daughter is very good on the panflute for her age. She's very
shy, and doesn't speak except through her music.
Wolfie (Canine male from Inja)
This artisan has great skill in painting and sculpture. He's very
friendly, and will be quite happy to make art for you if you need it.
Voice: Doug Stone - A very cute mockery of an Indian voice.
Shakra sah Tarna (Liontaur male from Tarna)
The only male Liontaur to ever practice magic, Shakra was chided by
his warrior friends as a cub. He has since become a very talented
magician, and he runs the Magic Shop in Silmaria.
Voice: Bo Billingsley - Sounding younger than his father, Shakra still
has the pride of the Liontaurs in his voice.
Pholus (Centaur male from Silmaria)
This warrior has hung up his fighting gloves after many years. Now, he
just sells weapons and armor to those he feels are decent warriors.
He's quite gruff, but he knows good warriors.
Voice: Roy Lee - Gruff as his attitude suggests.
Famous Adventurer (human male from Silmaria)
This old man has written all the FACS books that you've read throughout
the four games. He's getting old and a little tired of adventures, so
the poor guy's a bit depressed.
Voice: Ian Ruskin - A good voice actor can make the transition between
depressed old man and way-too-excited old man... ^_^
Andre (human male from Silmaria)
This fisherman has spent most of his life outside. He's the last
fisherman left in Silmaria since the invasion, and he rents his boat
out to anyone who needs a ride.
Voice: Steven J. Blum - Andre seems a little too young, lively, and
excited for my tastes...
Ann Agrama (Gnome female from Zurich)
This cheery lady runs the Gnome Ann's Land Inn. Like all Gnomes, she
loves horrible puns and bad jokes. She's a bit down, though, due to
the lack of tourists staying at the Inn.
Voice: Mari Devon - A bouncy, cheery voice, quite typical of a Gnome.
Not nearly as annoying as Punny Bones, thankfully.
Arestes (human male from Silmaria)
This one-armed seaman is a mostly friendly and jovial character. Since
he's run aground on land with only one arm, he's taken up a new kind of
profession...
Voice: Doug Stone - Arrr... This be the classic sea dog voice.
Abdum, Abdim, Abdull, Abduel (human males from Raseir)
These rotund fighting guards from Raseir came with Ferrari when he fled
the city. They now guard his establishments. None of them are
particularly bright...
Voices (respectively): Michael Sorich, Steve Bulen, Doug Stone, Steven
J. Blum - All four voices have distinctly similar tones in intelligence.
Kokeeno Pookameeso (human male from Silmaria)
This native has been a guard since he was 16, and is arguably the best
fighter to come out of the ranks of the guards. He's entering to
compete in the Rites of Rulership.
Voice: Steven J. Blum - Kokeeno has the tones of a no-nonsense guard,
with just a hint of intensity.
Magnum Opus (human male from Nova Roma)
This decorated fighter is a prime example of what happens when one gets
too much glory. He may know how to fight, but he's become incredibly
arrogant as a result of his exploits. He's competing in the Rites of
Rulership.
Voice: Steven J. Blum - A haughty, pompous, "I'm so better than you"
voice. It fits his character well...
Gort (reconstituted human male from Science Island)
Yes, the scientists have created Frankenstein! This guy has the brains
and brawn. His only downfalls are a speech impediment and rather pasty
skin. He's a competitor in the Rites of Rulership.
Voice: Doug Stone - Gort doesn't talk much at all, but he's got a
pronounced speech impediment.
Dr. Pretorius (human male from Science Island)
The senior scientist on Science Island, Pretorius is a good example of
a cheerful and slightly eccentric scientist. He's good to talk to about
scientific matters. Just don't mention magic...
Voice: Marc Blancfield - A good voice to match his character of the old
scientist, who's at least a bit friendly.
Dr. Mobius (human male from Science Island)
The self-proclaimed greatest scientist on Science Island. He's the
far more pompous of the two remaining scientists. Honestly, how good
can he be if he thinks the world revolves around him?
Voice: Greg O'Neill - Definitely the haughty "holier than thou" attitude
one would expect from Mobius.
General Claudius (human male from Hesperia)
No one knows why the Hesperian Mercenaries have invaded Silmaria. This
individual is the their leader. He is the key to their continued
prescence in Silmaria.
The Sybil
This enigmatic being sees the web of the future. It's unknown how
human she really is.
Voice: Marabina James - A direct and to the point voice, but quite
pleasant.
Cerberus
The three-headed guardian of Hades has all the tact and poise of a rabid
dog. He makes sure no one enters Hades alive, or leaves it, period. He
can be passed, of course, but it takes ingenuity or a really strong
force of blade.
Voices: Michael Sorich - Reminds me of Randy Savage... Oooo YEAH!
Steve Bulen - A shrill growly voice.
Stephen Apostolina - An odd contrast, a refined British voice.
Guardian of the Dead
This robed and mysterious guy watches over the dead, and knows all who
dwell within. He seems a bit of a pushover, as you'll find out, but
he's very serious about his work.
Voice: Michael Sorich - Very dark and sonorous, as if that wasn't
expected.
Hippolyta (Triton female from Atlantis)
While Atlantis is underwater after the first attack by the Dragon,
Hippolyta rules the depths over a still-thriving culture. For some
reason, the Atlanteans have been attacking Silmarian ships.
Voice: Carol Baxter - Quite regal and proper, if a bit annoying.
The Assassin (???)
No one knows who this mad killer is or even who hired him. All that's
known is that he is male, and that he wears a short black cloak, the
kind that disguises ones face, but still leaves room for good mobility.
Voice: Steve Bulen - The gruff and scratchy voice conveys the fact that
the Assassin is little more than a lowborn thug, despite the danger.
---
C. Monsters
Silmaria has been overrun by a horrendous amount of evil within the last
few months. Most monsters can be defeated using the same tactics of
attack and defend. Those humanoid monsters that carry items often carry
two things. If I use "or" in the list of carryables, then you cannot
get both of the items, only one or the other. If I use a plural, you'll
get more than one, otherwise you'll only get one, regardless.
Difficulty is on a scale from one to ten, with one being the easiest.
Humanoid Monsters -
Hesperian Mercenary: These invaders wear skeletal armor to strike fear
in their enemies. They have two attacks: a sword swing when close and
arrows when distant. When they have their sword and shield out, they
can defend. As enemies go, they're relatively weak.
Difficulty: 3
Location: Southern portion of Marete (day), Rite of Freedom, Rite of
Conquest, Rite of Justice
Carries two of the following: Sword, Shield, Arrows, Drachmas
Goreman, Boarman, Bearman, Grizzlyman, Cougarman: These man-beasts all
use spears. They're capable of defending, and they have consecutive
attacks. I've arranged them in order of increasing difficulty. Not all
of them carry the same items.
Difficulty: 4
Location: Any area of the islands, day or night
Carries two of the following: Drachmas, Spearheads, Stamina Pills,
Leather Armor
Goon: These green-skinned behemoths aren't very bright, and they can't
defend, but they hit hard with their hammers and can take lots of hits.
They're not very fast, fortunately. They come in three varieties in
increasing order of toughness, "red-crested", "purple-crested", and
"brown skullcap".
Difficulty: 5
Location: Red-crested: Southern Marete (day), Rite of Justice
Purple-crested: Non-Marete islands (day), Rite of Justice
Brown Skullcap: Rite of Justice
Carries: Red-crested: Drachmas, Healing Pills
Purple-crested: Drachmas, Stamina Pills
Brown Skullcap: Drachmas, Vitality or Health Potion
Triton: The fish-people of Atlantis are at war with Silmaria for some
reason. When you fight them underwater, they'll have the advantage of
speed. They attack both with their Tridents and with a Force Bolt
Spell.
Difficulty: 5
Location: Underwater areas (pre-Rite of Peace), Rite of Peace
Carries two of the following: Drachmas, Trident, Mana Pills or Mana
Potion.
Grangler: This odd monstrosity is quite quick and ferocious. It uses
its great strength and sharp claws to rend you, and it defends by
crouching. It's also quite fast.
Difficulty: 7
Location: Rarely on Marete, Non-Marete Islands
Carries one of the following: Vitality Potion, Health Potion, Drachmas
Weirding: This green alien creature is nasty. It uses a long scythe to
attack, has a shield, is very fast and manueverable. It also takes a
lot of hits. It's basically a super monster.
Difficulty: 9
Location: North end of Marete at night
Carries two of the following: Drachmas, Health Potion, Vitality Potion,
Magic Chain Mail
Non-Humanoid Enemies -
Batty: These small creatures are more of a nuisance than anything. They
flitter around and are tough to hit, but they fall quite easily.
Difficulty: 1
Location: South end of Marete at night
Winged Homunculi: These guys are a bit larger than Batties, but aren't
all that more difficult. They can hit a bit harder, though.
Difficulty: 2
Location: West/East end of Marete at night
Dragonling: These small cousins of dragons are kind of tough. They
fly about, making them tough to hit, and they spew acid breath at their
enemies. They're good for using throwing weapons against.
Difficulty: 6
Location: Northwest Dragon Pillar
Razored Remora: This large fish seems threatening, but isn't all that
tough. It's pretty slow and it hits with a tail swipe. They can take
hits, but can't dish them out.
Difficulty: 4
Location: Underwater, Rite of Peace
Salamander: The manual calls these guys Walking Salamanders, but they
actually swim. They move about as fast as Remoras. I forget if they
carry anything, but I don't think so. They're quite rare.
Difficulty: 4
Location: Underwater
Dragonfish: These dragon-like fish move faster than other waterborne
enemies. They have both a bite and a breath attack. They aren't all
that nasty, but probably the hardest of all water enemies.
Difficulty: 6
Location: Underwater, Rite of Peace
Undead Enemies -
Lemure: These guys are your basic skeletal enemy. They only appear in
Hades. They were warriors in life.
Difficulty: 2
Location: Rite of Courage
Shade: These undead were once mages in life. They float around and
attack with a cold touch and Flame Darts.
Difficulty: 4
Location: Marete at night, Rite of Courage
Manes: These guys are the souls of heroes and villains. They float,
have a sword, cast Lightning Ball, have a fiery breath, and will drain
your life when you get close. All in all, they're one tough dead guy.
Difficulty: 8
Location: Rite of Courage
Unique Enemies
Centaur Wizard: These Wizards are used for an extra magic punch on the
battlefield. They use Reversal, a Teleportation Spell, and Lightning
Ball. Sometimes, they'll use First Aid, too. Oh, they have a Staff.
Veterans may know that casting Trigger on a Staff is one bad idea.
Difficulty: 7
Location: Rite of Conquest, Rite of Justice
Carries: 45 drachmas, Magic Dagger, Augment Scroll
General Claudius: The leader of the Hesperian Mercenaries is a bit of
a contrast, with the grey-tone armor and the sunburst shield. He's
armed with a Magic Axe. Like most unique enemies, he can take a lot of
hits. Fortunately, he doesn't hit really hard.
Difficulty: 7
Location: Rite of Conquest
Carries: 50 drachmas, Magic Axe, General Shield
Hydra: This three-headed lizard beast from antiquity is immortal, but
it can be defeated. It regenerates from most any grevious injury. If
you know your mythology, you know that one person has to cut off a head,
while another burns the stump. Once all the heads are gone, the thing
takes a heckuva long time to heal back up, so it may as well be dead.
Difficulty: 7
Location: Rite of Valor
Cerberus: If you choose to fight Cerberus, he'll put up a decent fight.
He hits hard, and you have to empty his life bar three times. Once you
do that, he'll give up and let you in.
Difficulty: 8
Location: Rite of Courage
Minotaur: No, this isn't Toro, but another Minotaur. Hope you've been
watching Toro's movements, because this guy uses the same moves. His
axe bites right into you, and it takes time to drop his HP.
Difficulty: 9
Location: Rite of Justice
The Dragon of Doom: This isn't a normal Dragon, actually, but an
elemental force of dark magic and hatred. It's real enough, though.
Its fire breath and bite will drop your HP almost to nothing in no time,
so be prepared to use Health Potions.
Difficulty: 10
Location: Dragon Fire
---
D. Items
---
Weapons
(Fists)
Description: Although not really an item, this is a weapon you can use
against the enemy. Finally, you can fight unarmed, although it's not
recommended.
Damage: 5 (Additional Strength Bonus)
Rock
Found: On the ground in the Docks, outside the West Gate, Pegasus Peaks
Description: These lumps of igneous, sedimentary, or metamorphic
deposit make cheap throwing weapons.
Damage: 5
Dagger
Bought: Weapon Shop for 20d
Found: Breakin House, Wizard and Thief start with one.
Description: Standard Daggers have no special thrills, but they're a
popular standby for Thieves as throwing weapons.
Damage: 10
Magic Dagger
Bought: Magic Shop for 500d
Found: Slain Centaur Wizards, Mansion Treasure Room
Description: This is a good weapon for Wizards as a last resort. It's
a small dagger with some extra pink magic punch.
Damage: 15
Bonuses: Offense +30, Throwing +30
Slasher Dagger
Bought: Weapon Shop for 2000d
Description: This magical dagger is a wicked little weapon. It's
sinister desire for blood makes it a good Thief weapon. Since it's
unique, it can't be thrown.
Damage: 20
Bonuses: Offense +40
Poisoned Dagger
Found: Slain Assassin, Slain (mastermind of the problems)
Description: This dagger is covered in black lotus poison. If you hit
someone with it, or throw it at them, it'll hurt REALLY bad. After
using the dagger once, though, it'll convert back to a normal Dagger.
Damage: 100
Bonuses: Offense +1000, Throwing +1000
Wizard's Staff
Found: You create it by bringing Magic Wood to Shakra
Description: Yep. Your Staff is now a weapon you can use physically
against your enemies. Of course, it's far more useful as a spell
enhancer.
Damage: 5
Bonuses: Offense +30
Throwing Spear
Bought: Weapon Shop for 25d
Found: Sifnos Fortress
Description: This lightweight spear can be used as both a close-combat
weapon or a thrown weapon. This is a good throwing weapon for a
Fighter.
Damage: 12
Spear
Bought: Weapon Shop for 50d
Found: Guards
Description: This spear is heavier, so it's not good for throwing, but
it causes more damage as a close combat weapon than a Throwing Spear.
Spears as a whole have the advantage of reach on swords, but lesser
power overall.
Damage: 20
Trident
Found: Defeated Tritons
Description: This weapon is quite long. It's more effective than a
normal spear, and it's spear classification means it can be used in
water.
Damage: 25
Magic Spear
Bought: Weapon Shop for 400d
Found: Mansion Treasure Room
Description: More spear for your buck. This spear has the added treat
of green magic, whatever that is.
Damage: 30
Bonuses: Offense +30
Wurmbane Spear
Bought: Weapon Shop for 6000d
Description: This spear is huge. It's insane. It's also got a neat
drill motif for the tip. When used in combat, you'll hit harder against
Hydras and Dragons.
Damage: 35
Bonuses: Offense +60
Fine Axe
Bought: Weapon Shop for 500d
Description: An axe is a risky weapon. It's quite slow, but it has
lots of power and a good reach, so you may want to employ hit and run
tactics when using one, striking just as an enemy gets in range, then
running back.
Damage: 35
Magic Axe
Found: Keros Chest, Defeated General
Description: This lightning-laced axe hits even harder than a normal
axe, but it's no slower.
Damage: 40
Bonuses: Offense +40
Minotaur Axe
Found: Defeated Minotaur
Description: This axe is no good to you. It's far too heavy to use.
You may be able to lend it to a strong friend, though.
Damage: 45
Sword
Bought: Weapon Shop for 100d
Found: Defeated Mercenaries, Fighter starts with one.
Description: A weapon your Fighter has used since his earliest days.
Will it become obsolete in the face of new types of weapons?
Damage: 25
Magic Sword
Bought: Weapon Shop for 550d
Found: Mansion Treasure Room
Description: This golden sword trails gold sparkles. If you can believe
it, it's stronger than a regular sword.
Damage: 35
Bonuses: Offense +30
Ice Diamond Sword
Bought: Weapon Shop for 8000d
Description: The chill of ice is flowing through this magical blade.
Anything made of fire or born of fire won't be able to stand up to this.
Damage: 35
Bonuses: Offense +60
Dragonslayer Sword
Bought: Weapon Shop for 10000d
Description: The finest sword for your Fighter. This sword has a
damage bonus against Dragons. It also looks real pretty.
Damage: 40
Bonuses: Offense +60
Paladin Sword
Found: Paladin starts with one.
Description: This symbol of honor is the Paladin's shining beacon of
justice. He only draws this blade as a last resort, when the desire
for peace has failed. The blue flame enveloping the sword strikes fear
in the heart of evil.
Damage: 40
Bonuses: Offense +40
---
Armor
Shield
Bought: Weapon Shop for 200d
Found: Defeated Mercenaries, Fighter starts with one
Description: This figure-eight type shield is a design not seen in these
games, yet. This is a standard shield, so use it, and it may save your
life.
Armor Class: 5
Bonuses: Defense +30
Handicaps: Agility -20, Magic -60, Acrobatics -100
Magic Shield
Found: Mansion Treasure Room, Paladin starts with one
Description: This pretty shield with a blinking eye on it offers more
effective protection than a standard shield.
Armor Class: 10
Bonuses: Defense +50
Handicaps: Agility -20, Magic -60, Acrobatics -100
General's Shield
Found: Defeated General
Description: This magic shield has a sunburst design. It's lighter than
a normal shield.
Armor Class: 15
Bonuses: Defense +50
Handicaps: Agility -20, Magic -60, Acrobatics -100
Helm
Bought: Weapon Shop for 150d
Description: This piece of steel is ingeniously designed to fit around
one's head. It has the uncanny ability to protect said appendage.
Armor Class: 5
Handicaps: Agility -20, Magic -20, Acrobatics -40
Magic Helm
Bought: Weapon Shop for 4000d
Found: Fighter/Paladin receives from FA from Hippocrene Water, Hydra
Cave
Description: The magical variety of the helm is more effective than the
normal. It's in the specs.
Armor Class: 10
Handicaps: Agility -20, Magic -20, Acrobatics -40
Leather Armor
Found: Defeated Animal-men, Thief starts with one
Description: This thin armor provides some basic protection and allows
for easy movement, but it's no good against a heavy weapon blow.
Armor Class: 15
Magic Leather Armor
Bought: Weapon Shop for 2000d
Found: Tinos Chest, Mansion Treasure Room
Description: Light as silk, but able to resist a hit from a blade. It's
crazy, I tell ya.
Armor Class: 20
Chainmail Armor
Found: Fighter/Paladin start with one
Description: Heavy armor comprised of links and links of chain provides
decent protection, while still allowing decent mobility that our Hero
relies on in a pinch.
Armor Class: 20
Handicaps: Agility -20, Magic -30, Stealth -30, Acrobatics -40
Magic Chainmail Armor
Found: Defeated Weirdings, Hydra Cave Chest
Description: Gentlemen! We can make it stronger! Lighter! We can
make it glow pretty colors!
Armor Class: 25
Handicaps: Agility -20, Magic -30, Stealth -30, Acrobatics -40
---
Accessories
Shell Necklace
Found: Gift from Sarra for returning her Basket
Bought: Sarra's Stand for 10d
Description: You can appreciate the workmanship in these necklaces, but
they're not very useful. To the best of my knowledge, no one accepts
them as a gift.
Jewelry
Found: Breakin House in the Safe
Bought: Sarra's Stand for 40d
Description: This is generic jewelry. It's valuable, and material girls
might like it.
Katta Pin
Found: Given by Rakeesh to Fighter/Wizard/Paladin
Description: This pin was given to you long ago in Shapeir by the Katta.
It's magical, but it's magic lies in friendship. Let's face it, isn't
that the greatest magic of all? Anyway, Rakeesh brought it with him
after you left it behind in Tarna.
Hera's Ring
Bought: Sarra's Stand for 500d
Description: This lovely ring is a symbol of eternal love. If you think
you're ready to settle down, give this to a girl you've wooed, and you
just may marry her after all this is over.
King's Ring
Found: Given by Logos after speaking to Rakeesh about the Ring of Truth
Description: The ring of King Justinian is part of the quest to make a
Ring of Truth. The ring must be forged in dragon blood, purified by
the blood of a Paladin, and tempered in the waters of binding.
Ring of Truth
Found: Once created from the King's Ring
Description: This rare and powerful ring has the powers over truth and
falsehood. While wearing this, a Paladin cannot tell a lie, and he
will always know when a lie is spoken.
Good Luck Charm
Bought: Sarra's Stand for 200d
Found: Mansion Treasure Room
Description: This magical bauble can increase your Luck. Hey, everyone
needs luck sometimes...
Bonuses: Luck +50
Attack Amulet
Found: Ios Chest, Mansion Treasure Room, Mastermind
Description: This charm magically enhances your ability to land a blow.
Bonuses: Offense +50
Defense Amulet
Found: Paros Chest, Mastermind
Description: This charm magically enhances your ability to block a blow.
Bonuses: Defense +50
Atlas Armband
Found: Naxos Chest, Mansion Treasure Room
Description: This armband will boost your Strength, in case you need to
hit something real hard, or move some furniture.
Bonuses: Strength +50
Stealth Charm
Found: Thief receives from FA for Hippocrene Water, Mansion Treasure
Room
Description: This charm clouds the minds of men. Well, not really, but
it does make you less noticable.
Bonuses: Stealth +50
Magic Charm Bracelet
Found: Magic Shop for 1500d
Description: This bracelet has some serious magic oomph stored up in it.
Bonuses: Magic +50
Waterbreathing Amulet
Found: Given by Erana/Katrina
Description: This charm pumps oxygen into your lungs while you're
underwater, or something to that effect.
---
Thief Items
Thieves' Tool Kit
Found: Thief starts with one.
Description: The Thief's ever-ready kit has all the utensils needed to
pick the trickiest locks and disarm the most devious traps.
Stealth Oil
Bought: Thieves' Guild for 25d
Description: Good old WD-40 is the best thing to stop the rustiest of
rusts.
Blackjack
Bought: Thieves' Guild for 300d
Description: This carefully and delicately crafted tool is designed to
provide the most precise blow to the back of an unsuspecting enemy's
skull. A knockout is just as good as a kill.
Torch
Bought: Thieves' Guild for 15d
Description: Many nighttime raids end up being quite dark. Torches are
good for lighting one's way.
Lit Torch
Found: Made when combining a Torch and the Tinderbox
Description: Of course, Torches are much more useful once they're lit.
Rope
Bought: Thieves' Guild for 35d
Found: Hydra Cave Chest
Description: A basic woven hemp rope is every thief's key to survival
when they want to ascend their position in life.
Grapnel
Bought: Thieves' Guild for 50d
Description: As far as second story work goes, ropes aren't very useful
unless you have one of these spiky things to attach to them.
Magic Grapnel
Found: Given by Rakeesh to Thief
Description: This gift from the Sultan of Shapeir likes to get a grip
on things.
Rope & Grapnel
Found: Formed when combining Rope with either Grapnel or Magic Grapnel
Description: You'll find a couple of uses for this in the game. There's
some climbing and tightrope-walking to be done.
Pickpocket Knife
Bought: Thieves' Guild for 100d
Description: This Zurich Army Knife slices, dices, and juliennes the
purse of anyone if you're skilled enough. Yeah, I know I stole it from
the game's flavor text, but it's a good line...
Alabaster Amphora
Found: Breakin House, Ferrari's House
Description: This amphora isn't practical for carrying liquids, but
it has some good street value.
Gold Ring
Found: Breakin House
Description: It's not incredibly value, but this little ring that
someone carelessly left behind is worth the snag.
Winged Lion Statue
Found: Mansion Treasure Room
Description: This heavy solid gold statue is quite valuable. Of
course, it'd also look nice in your room... :-P
Magic Statue
Found: Mansion Treasure Room
Description: If you remember Mordavia, you know not to completely trust
Magic Statues. Just don't touch it with your bare hands.
Imitation Blackbird
Found: Imported Thief starts with one. Get from Wolfie after giving
him the Blackbird.
Description: This replica of the real Blackbird is only noticable since
it's quite a bit lighter.
Blackbird
Found: Mansion Treasure Room
Description: This statue is rumored to be worth a king's ransom. It
certainly doesn't look all that valuable, though...
---
Restorative Items
Stamina Pills
Bought: Apothecary for 5d
Found: Animal Men, Purple-crested Goons
Description: These little pills boost your Stamina by 200. They're not
available in the Apothecary until you give Salim at least one Pegasus
Feather.
Healing Pills
Bought: Apothecary for 10d
Found: Red-crested Goons
Description: These pills restore your Health by 100. You'll probably
be buying a lot of these if you're a Fighter.
Poison Cure Pills
Bought: Apothecary for 10d
Description: So far as I know, only one enemy uses poison, and that's
the Assassin. So, that's all you need these for. Of course, these may
not work unless you give them a bit of a charge from the main ingredient
of the poison.
Mana Pills
Bought: Magic Shop for 10d
Found: Tritons
Description: Chew on these pills to boost your Mana by 100. Be sure to
buy a lot before the Rite of Courage. You'll see why.
Vitality Potion
Bought: Apothecary for 80d
Found: Granglers, Weirdings and Brown Skullcap Goons, Mansion Treasure
Room
Description: This wacky potion boosts your Stamina to its maximum.
They're not available in the Apothecary until you give Salim at least
one Pegasus Feather.
Health Potion
Bought: Apothecary for 80d
Found: Granglers, Weirdings and Brown Skullcap Goons, Mansion Treasure
Room, Mastermind
Description: This potion will completely restore your Health.
Mana Potion
Bought: Apothecary for 80d
Found: Tritons
Description: This potion completely restores your Mana. Be sure to buy
enough before the Rite of Courage.
Fireproofing Oil
Bought: Apothecary for 60d
Found: Mansion Treasure Room
Description: Rubbing this oil on your body will protect you from the
effects of extreme heat. You won't be able to purchase this until you
give Salim the scales of a dragon (or a Hydra).
---
Food Items
Fruit
Bought: Marrak's Stand for 1d
Description: Apples, grapes, bananas. It's all good, and it counts for
a meal, so stock up on this cheap stuff.
Gyro
Bought: Marrak's Stand for 5d
Description: Thin strips of meat, with onions and a cucumber dressing.
It's yummy.
Artichoke Pizza
Bought: Marrak's Stand for 10d
Description: This is a white pizza, made with pesto and cheese. It has
artichoke hearts for a topping. If you're into slapstick, you can throw
it at enemies.
Anchovies
Found: Given by Andre when you ask him for them
Description: These small fish are sometimes used as bait for larger
fish.
A & A Pizza
Found: Made by combining the previous two items
Description: This is Dr. Pretorius' favorite pizza. Figure that out.
Pepperoni Pizza
Bought: Marrak's Stand for 15d
Description: This is better than anything you get from Domino's, I'll
tell ya that. If you're feeling artistic, you can even toss them
around.
Jalapenos
Found: Apothecary, on the back wall
Description: These hot hot peppers will clean you out good.
P & J Pizza
Found: Made by combining the previous two items
Description: This is Dr. Mobius' favorite pizza. Some like it hot, I
suppose.
Sokolotak-ya
Bought: Marrak's Stand for 20d
Description: This box of candy is good for upping your calorie count,
and it makes a nice gift.
Chocolate Box (pink)
Found: Your room once the Rite of Courage starts. Erasmus' house after
the Rite of Valor.
Description: This candy smells of over-ripe fruit, according to the
game. Doesn't that sound suspicious?
---
Drinks
Greek Coffee
Bought: Dead Parrot for 5d
Description: Tastes like mud, which is probably how it wakes you up.
Ale
Bought: Dead Parrot for 10d
Description: A fine generic beer.
Ouzo
Bought: Dead Parrot for 15d
Description: This indigenous liquor tastes like licorice.
Retsina
Bought: Dead Parrot for 20d
Description: This Greek beverage tastes and smells like pine.
Today's Special
Bought: Dead Parrot for 25d
Description: This changes throughout the game. Blood Lite, Rum and
Croak, and even the infamous Dragon Breath, which, by the way, you're
tough enough to survive.
---
Amphora Items
Amphora
Bought: Wolfie's Stand for 20d
Description: These clay vases are your containers for liquids.
Amphora with Water
Found: Any normal stream
Description: You can drink this when you're thirsty, but they're not
all that useful.
Hippocrene Water
Found: Hippocrene Stream
Description: This water will immediately max out your Stamina when you
drink it.
Amphora of Goo
Found: A tree on Hydra Island
Description: This boiling sap feels like rubber as it dries.
Styx Water
Found: In the River Styx in Hades
Description: The water with which even gods swear oaths of binding.
It's pretty darn cold...
Lethe Water
Found: In the River Lethe (whirlpool) in Hades
Description: The waters of forgetfulness. This water will make you
curl up and take a nice long nap.
---
Other Items
Drachma
Found: Umm... Everywhere...
Description: This gold coin with some goddess' face on the front and an
eagle on the back is the currency of Silmaria.
Tinderbox
Found: Everyone starts with one.
Description: Start fires with this if that's your bag.
Mystic Magnets
Bought: Magic Shop for 100d
Description: This a cute little teleportation device. Put one magnet
in the chest in your room at the Inn. Once you do that, you can use
the other and you'll automatically teleport to your room. Note that
there are some places the magnets will not work in.
Flower
Found: Outside the Apothecary, outside the Gnome Inn after they grow
Description: Some plants produce a strange phenomenon where the parts
called "petals" blossom apart from the stem. Many a hopeless romantic
has taken advantage of this phenomenon.
Key
Found: Given by Ann at the Inn
Description: This key unlocks your bedroom door. That's it. Nothing
else. Stop reading. You'll find nothing amusing here.
Map
Bought: Wolfie's Stand for 50d
Description: This map will give you a layout of the Kingdom of Silmaria
with all the islands. The city and fishing villages are also labelled.
Shell
Found: Seashores
Description: Bring these shells to Sarra for 1 drachma each. It's an
insanely slow way to get rich...
Basket
Found: Seashore northwest of Naxos (search that shore area)
Description: This small wicker basket was given to Sarra when she was a
kitten. Find and return it to her to do your good deed of the day.
Arrow
Bought: Weapon Shop for 2 drachmas
Found: Mercenaries
Description: Arrows are useless to the person without a bow. You don't
have a bow, and you never will have a bow, so arrows are useless.
Spearhead
Found: Animal Men
Description: These are all that remains of a once-deadly spear. You
can only sell them to Pholus.
Interesting Toolkit
Found: Bank (after robbery), Mansion Treasure Room
Description: Not being a Thief, you don't know much about these little
thingamabobs.
Scrolls (Various spells)
Found: (Thermonuclear Blast) Wizard receives from FA for Hippocrene
Water, (Augment) Centaur Wizards, (Shrink) Hydra Cave
Description: Non-magic users have no use for these items, and can sell
them to Shakra. Magic Users just need to read the scroll, and will
learn the spell.
Sigil of Ios
Found: Ios Chest
Description: A chi is inscribed on this sigil.
Sigil of Keros
Found: Keros Chest
Description: A gamma is inscribed on this sigil.
Sigil of Tinos
Found: Tinos Chest
Description: A nu is inscribed on this sigil.
Sigil of Paros
Found: Paros Chest
Description: A delta is inscribed on this sigil.
Sigil of Naxos
Found: Naxos Chest
Description: A sigma is inscribed on this sigil. Although you can get
all the sigils, this one's the only one you need.
Pegasus Feather
Found: Pegasus Peaks at the nest
Description: These glowing feathers have great magical properties of
restoration and flight.
Beeswax
Found: Dragon Pillar north of Silmaria
Description: This wax is sticky and pliable.
Hydra Teeth
Found: Hydra
Description: These needle-sharp teeth can prick your finger good.
They're required for the victory of the Rite of Valor.
Hydra Scale
Found: Hydra
Description: Well, they're not officially dragon scales, but they'll
work well enough for the Fireproofing Oil. Give them to Salim.
Set of Magic Seeds
Found: Apothecary, after Rite of Valor ("Say Goodbye" in the topic
about Erasmus)
Description: These seeds grow incredibly fast. They'd be a good gift
for someone looking to spruce up their place, or someone who really
loves flowers.
Painting
Bought: Wolfie's Stand for 100d
Description: This painting of a balloon is incredibly lifelike. There's
little to do with it directly, but it's good for inspiration.
Sheet
Found: On your bed or in your drawers in your room
Description: This is a large square of cloth. It's pretty boring...
Sewn Sheet
Found: Given by Ann after showing her the Painting and giving her the
Sheet.
Description: Ann will stitch up your sheet so that it will resemble a
balloon shape.
Brazier
Bought: Marrak's Stand for 50d, after showing him the Painting.
Description: This Brazier can be used as a heat source for supper or a
small room.
Magic Wood
Found: Dryad Grove on Delos after dancing
Description: As you may remember from Tarna, Magic Wood is the most
essential element to creating a Wizard's Staff.
Black Lotus Flower
Found: Ruined Temple on Delos
Description: This pungent blossom is very suspicious. It's the main
ingredient in the poison used by the Assassin.
Proof of Destiny
Found: Ruined Temple on Delos
Description: Once you hear your Destiny, you will receive this ceramic
plate as proof.
Peace Statue
Found: Given by the Queen of Atlantis
Description: Once you bring Peace to Atlantis, you will receive this
marble statue.
Deed
Found: Given by Ferrari in exchange for the Blackbird (or the Peace
Statue, if you're not a Thief)
Description: Ann took out a loan from Ferrari to open the Gnome Inn, so
he needs to be paid back or he'll take it over. With the Deed, Ann
wouldn't have to worry about it.
***********************************************************************
5. Fighter Walkthrough
All points for deeds are added in parentheses.
---
Silmarian Meanderings
You'll start in Erasmus' floaty house. He'll explain the basic premise
of your mission, and will ask if you want to go to Silmaria, or head
into danger. If you say Danger, you'll go to the Dragon Pillar west
of Silmaria, where there'll be several enemies. If you say Silmaria,
you'll simply appear at the Spinning Hat teleporter.
Firstly, head over to the Hall of Kings and enter to speak with Logos
and Rakeesh. You'll get the basic info about Silmaria and what's
going on. After that, you have the rest of the day to yourself, so
explore the city. Talk to as many people as you can during the day and
head to the Dead Parrot at night. Be sure you get to the Gnome Inn
before midnight, since that's when Ann turns in, and you won't be able
to get in.
All right, there are several points you can get right off the bat by
buying things or doing a few minor things.
Make sure you visit Rakeesh outside the Arena on the second day. He'll
give you the Katta Pin you received back in Shapeir.
Go to the Adventurers' Guild and sign the logbook (5). Go to the
Apothecary and buy at least one Healing Pill (5), and Poison Cure
Pill (5). Go to the Magic Shop and buy the Mystic Magnets (5). Also,
be sure to use them at least once (10). Buy the Map from Wolfie's
Stand (5). Go to the FACS and either take a swimming book or ask for
FA's autograph. Then read the book (10) to get an instant 100 in
Swimming. There are other things you can do right now, but they won't
be necessary until you start the actual rites...
As far as normal stocking up goes, make sure you have a few amphorae,
and a good supply of throwing weapons, preferably Throwing Spears. It'd
also be a good idea to pick up a Magic Sword until the Rites start and
Pholus lets you in on the good stuff.
Now, be sure you head out into the wilderness every now and again,
since, like all games, the Fighter gets points for killing bad guys.
Boarman/Goreman: 5
Bearman/Grizzlyman: 5
Cougarman: 5
Goon: 5
Grangler: 5
Weirding: 5
Battie/Winged Homunculi: 5
Dragonling: 5
Any Undead: 5
You also get points for killing the aquatic enemies, but there's no
point in fighting them now, since you're bound to lose underwater.
Also, the Arena calls a Fighter such as yourself. Be sure to monitor
the battles as they happen and take part in every possible battle. You
get points for going up against the other competitors: Magnum (5),
Elsa (5), Toro (5), Gort (5). Don't forget to place a bet on yourself
at the Dead Parrot Inn, too (5).
There are a couple of sidequests you can do while building up skills
and your bank account in preparation for the Rites. First of all is
Sarra's Basket, which she posts a notice for on the Adventurers' Guild
board. It's out on the shores just south of Silmaria City. Just
wander around down there and you'll stumble upon an area (without
hearing the fanfare hit that signifies combat). The area WILL be
populated, though, probably with something nasty, too... Anyway, snag
the Basket, head back to Silmaria, and give it to Sarra (5) to receive a
Shell Necklace. It's not much, but it's a good deed.
Salim needs Pegasus Feathers for his Stamina concoctions, and if you
visit the Famous Adventurer twice, he'll tell you about Hippocrene
Water, and how he wants some. Might as well do both of these quests at
once. Head up north to the Pegasus Peaks (marked by a horse head).
On the far side of the area is the Hippocrene Stream. Fill up an
amphora with the water (10), and take a sip if you like. Now, head over
to that rather obvious seesaw contraption. If you have a Rock, throw it
at the big one that looks like it's ready to go and you'll get vaulted
over to the opposite bluff. Walk around to the top and grab the low-
hanging root to swing over to the bluff with the nest. Walk up the
path to the tree and start picking up Feathers. Get as many as you
want (10). Now, you can go back using the Mystic Magnets, or click
Pegasus Feathers on yourself to float down to the ground, then walk
back.
Bring the Pegasus Feathers to Salim, but keep one for yourself. It
really doesn't matter, since you can always buy them back, but you'll
need at least one feather for later. Now, you can buy Stamina
Pills (5).
Bring the Hippocrene Water to FA (20). Leave and come back after he has
his fill of it. He'll be a lot more lively, and will give you a Magic
Helm for your troubles (10).
Now, you don't have to visit Science Island yet, but it's a good idea to
get in a preliminary visit, since it constitutes exploring Silmaria.
If you don't already have one, get yourself a Throwing Spear, and pick
up some Rocks. Now, head out the East Gate (out by the Docks). You'll
see Science Island off in the distance. Head down to the cabin at
the edge of the cliff. Read the directions on the sign if you wish.
Switch the lever on the left to start up the windmill. Now, the right
lever is the brake lever, but it's stuck. Force it. D'oh... This is
why you brought the spear. Click it on the lever base and you'll it'll
fit perfectly. Now, move it to start the gondola moving. Stop it once
it gets in front of the platform. Now, jump onto it, and toss one of
your Rocks at the lever. The lever will move, and you'll be carried
to Science Island (5). Hop off the gondola and head over to the giant
gear, and the flickering screen next to it. You need to answer
questions so that the gear will turn to let you in. If you "flunk out",
just try again. The questions aren't too hard. Just think like an
overstuffed scientist. Once the gear turns all the way around, you'll
be able to enter the Main Lab (20). Once inside, talk to the scientist
on duty (Dr. Pretorius between 6AM and 6PM and Dr. Mobius the other
times). To get full points, you should please both of these scientists.
To do this, you'll need to give them their favorite pizza. Just ask
them what their favorite kind is. Pretorius' is Anchovy and Artichoke,
and Mobius' is Pepperoni and Jalapeno. The pizzas themselves, minus
one of the toppings (Anchovies and Jalapenos, respectively) can be
bought from Marrak, so pick up one of each. You can get Jalapenos from
the bunches in the Apothecary, and talk to Andre about fish to get
Anchovies. Combine the ingredients to make the pizzas, and then you
give them to each of the scientists (10, 10). There's one more thing
to do right now. Walk over to the monitor in the lab. This lets you
to try to become a Junior Scientist. You have to answer REAL science
questions (not that joke stuff outside) to be able to pass. Use your
best brain power (or the ones that sound right), and you can get your
super secret lab password (which changes each game) (10). Note,
however, that you cannot enter your code on the keypad upstairs, since
Gort's standing in the way.
Okay... Now, that you've done the majority of cool stuff to do in
Silmaria up to this point, and hopefully beefed up your skills and
items, you can enter the Rites of Rulership. Go to the Bank, tell him
you want to Make a Transaction, then click the Enter button on the Rites
section (10). It's a hefty 1000 drachmas, but it's a decent price to
pay for the experience you're about to go through.
Now, head up to the Hall of Kings, and you, Gort, Elsa, Kokeeno, and
Magnum will stand before Logos, ready to begin.
---
The Rite of Freedom
Your task here is for each of you to go to one of the Fishing Villages,
clean it out of invaders, and return with the sigil of the village.
The village you have to take care of is Naxos.
Now, don't get into turbo mode yet. You have plenty of time to beat out
your competitors. It's a good idea to make the rounds around town and
talk to everyone. Specifically, talk to Andre, and you just might be
able to help him out, although you'll get no points for it...
Note that Pholus is now selling his good stuff. You can't upgrade your
Shield here, and you already have the Magic Helm covered from the FA.
What you need to buy from him to get full points are Magic Chain
Mail (10), and the Dragonslayer Sword (10). You don't have to do it
now. Just a heads up.
Now, you can just go straight to Naxos and clean it out, but you'll get
points for saving the other villages as well. Basically, the way to
save a village is to get to the building with the locked door (it
usually has a red shale roof), then beat the four Mercenaries inside,
open the chest, and take the sigil inside, and the village is freed, so
you can just rush past all the mercenaries outside or in the other
buildings.
Inside each chest, besides the sigil, is 500 drachmas and a special
item. Keros has a Magic Axe, Ios has an Attack Amulet, Paros has a
Defense Amulet, Tinos has Magic Leather Armor, and Naxos has an Atlas
Armband, so it's a good idea to free all the villages.
So, free all five (20 (for the first one), 10, 10, 10, 10), and take
the sigils (10 for the first one).
After you're done Naxos DON'T immediately go back to Silmaria. Head
to the Dragon Pillar west of Silmaria. In addition to whatever enemies
are in the area, you'll see a guard in red face down on the ground.
Poor Kokeeno. He's a victim of the Assassin. Note that the Dragon
Pillar is now broken... Head back to Silmaria, and knock on the door
of the guardhouse on the West Gate. You'll automatically tell the
guard what happened (10).
Take your stack of sigils back to the entrance to the Hall of Kings
(Hey, Mr. Guard! Is this enough? ^_^) and you'll have one Rite under
your belt (20).
---
The Rite of Conquest
This mission requires you to seek out the hidden fortress of the
Hesperian Mercenaries. You must "ensure" that the General and his
mercenaries never return to Silmaria. You are to return with his
Shield.
To begin this Rite, make the rounds and speak with everyone, especially
Rakeesh and Andre. One of the spots you'll want to visit is the Dead
Parrot. Ugarte will mention some info he has for you. Now, at night,
walk back from the Dead Parrot to the Gnome Inn. As you pass the
Adventurers' Guild, Ugarte will sneak out and speak to you. Ask him
about all topics. When you Say Goodbye, you'll get an unpleasant
surprise. A man in a black suit will toss a Dagger at Ugarte. He'll
drop to the ground in pain. Quick. Give Ugarte some Poison Cure
Pills. If you don't have any, quickly get to the guardhouse at the
gate to get some help. You'll be summoned to the Hall of Kings, where
you will discuss the situation with Logos.
Once you're set to find the fortress (make sure you've set your Mystic
Magnets), go to Andre in the morning and rent his boat for 50d (25d if
you helped him). Take the boat west and around Marete. Andre will tell
you the base is rumored to be on Sifnos. Steer your boat until you
hit the small island at the very left edge of your exploration area
(not dark blue). Andre will wait until dark, then let you off
there. (20)
There are five mercenaries out here. Two are patrolling the beach, and
the other three are on the dock. Take them out (who cares about an
alarm?) and head up the stairs and into the fortress. There are eight
mercenaries inside. Finish them all off however you choose. If you
wish you can grab Throwing Spears from the cart in the center of the
courtyard, or in a barrel by the wall. Once most of the mercenaries
are taken out, a Centaur Wizard will teleport in in one of the upper
areas. You can try to run up and hit him, but it'll take forever to
get around, and he may heal himself during that time. The fastest way
is to continually chuck Throwing Spears at him. He'll teleport back
and forth, but if you keep hitting him, he'll eventually fall. Make
sure you keep your health up while doing this, of course.
Finally, after the Wizard falls (5), General Claudius himself will
appear and challenge you. Duel with him to the best of your ability,
healing as necessary. Show him a new definition of pain and suffering
until he keels over (20). Search him to take his Shield (20). Be
sure to search all the other bodies in the area, as well. Once you're
done, use the Mystic Magnet to return to Silmaria. Bring the General's
Shield to the Hall of Kings to complete Rite number two (10).
Note: The Shield will remain with you after this is over, so you can
hang onto this awesome piece of equipment.
Sadly, after this Rite, you'll learn that Magnum Opus was also
murdered, in the same manner as Kokeeno, next to a broken Dragon Pillar.
They're dropping like flies... By the way, there's nothing you can do
to discover this. It happens (and is discovered) while you're away at
Sifnos.
---
The Rite of Valor
Your mission is to travel to Hydra Island and defeat the beast of
antiquity that gives the island its name. You are to return with its
teeth.
Now, right after you get your briefing, you'll immediately start
talking to Rakeesh about the Rite. Speak to him about all topics,
then Say Goodbye. Uh oh. Bad. Very bad. The Assassin got Rakeesh,
too. Give him some Poison Cure Pills, or run to the guards at the
Hall of Kings and tell them what happened. You'll once again meet with
Logos and discuss the situation.
Have a talk with Ann. She'll mention the fact that she owes Ferrari a
lot of money for the inn. Have a talk with him. You won't really get
anything done, though.
Now, to begin the Rite. The problem will actually be getting to Hydra,
since no boats go there. Be sure to speak to everyone again about the
Rite. A good source of info will be flipping through the logbook at
the Adventurers' Guild, and poking around the books in the FACS as well.
You may happen on some references to Icarus. If you read correctly,
you'll know Icarus and Daedalus used wings made of a wooden frame, and
feathers stuck to it with wax. You've already got access to Feathers
(of the Pegasus variety). The wooden frame is on Science Island, and
you have to give at least one of the scientists their favorite pizza
(see Silmarian Meanderings on how to accomplish that). The wax,
specifically, Beeswax, is at the Dragon Pillar north of Silmaria (10).
Once you have the feathers and wax, head to Science Island, and put the
wax on first (10), then the feathers (5). Grab the wings and you'll
head outside (20).
You'll automatically flap your way over to Hydra and score a perfect
one-point landing on the island (10). Walk over to the Hydra icon.
First thing you should notice in the Hydra Cave area is the weird-
looking stuff coming out of the tree. If you have an Amphora, get some
in it (10). Now, to deal with that rather nasty-looking three-headed
thing that's sitting over there. Start hacking away at him. In a few
seconds, your buddy Elsa will you show up, offering help. Definitely
say yes. She'll have a Torch she'll use to burn the heads after you
chop them off. To hit the left and right heads, you have to stand on
the ledge next to them, while standing in front for the middle head.
Chop them off one at a time, and Elsa will burn them. Once all three
are burned, the Hydra will collapse, and the final head will hit the
ground (40).
Have a chat with Elsa if you wish. Click the hand on the head to get
the Hydra Teeth (20) and Hydra Scales (10). Elsa will ask what her
reward is for all the trouble she went through. You could be noble and
give her the teeth, or just suggest a search for treasure in the cave.
Head inside and she'll grab a Magic Bow and take off. You can loot the
rest of the cave now. First, grab the 1000 Drachmas and Magic Helm on
the ground. Now, turn your attention over to that chest by the left
wall. It's trapped, y'know. Heal yourself up to the max, then bust
it open and take it like a man. If you still die at max Health, come
back once you have Fireproofing Oil. Inside the chest, you'll find
2000 drachmas, Magic Chainmail, a Rope, and a Shrink Spell Scroll.
Snag it all. Use the Mystic Magnets to return to Silmaria.
Don't worry about leaving stuff behind. After this Rite is over, you
can return using Andre's boat.
Anyway, now that you're back, something bad happened. Head over to the
Apothecary to drop off the Hydra Scales. You'll be given the
unfortunate news that Erasmus has been drugged and sleeps a restless
sleep (literally, he's not dead). Give Salim the Hydra Scales, and
you can now buy Fireproofing Oil. Be sure to Say Goodbye to
Julanar, because she'll give you a Set of Magic Seeds. Give these
seeds to Ann (10) to give her inn a little razzamatazz.
That's about it for this Rite. If you didn't give the Teeth to Elsa,
give them to the Hall of Kings guards (10) to win the Rite. If you did,
go back to your room. Next morning, you'll be summoned to the Hall of
Kings for the close of the Rite.
---
The Rite of Destiny
The fourth Rite has you seeking out your Destiny on the Isle of Delos.
You are to hear your fortune from the Sybil and return with proof that
you've faced your fate.
Again, talk to everyone. Particularly useful people to talk to are
Shakra, the Famous Adventurer, and to look at the open book on the
table next to the Swim Manuals, which talks about balloons. Since you
no longer have the wings, and you'll have to fly to Delos, you'll need
to make a balloon to fly there. First, as inspiration, buy the Balloon
Painting from Wolfie (10). Now, show it around, particularly to Ann
Agrama, and Marrak. You'll need several items to make this vehicle.
The first and most basic is the gondola that's lying in water outside
Science Island. You can use the crane to retrieve it, which I'll get
to in a bit. The next is a sheet, but it has to be sewn in the shape
of a balloon. You also need a Rope, some sap to windproof the sheet,
and a brazier as a heat source.
Okay, after you shown Ann the Painting, go up to your room, and open
the drawer to take the spare Sheet (10). Head downstairs and give it
to Ann to have her sew it. She'll have it for you the next day (10).
While you're at it, tell her about Wolfie, and he'll paint up the inn.
The Rope is in the chest in the Hydra Cave, if you didn't get it before,
and the goo you need to windproof it is also on Hydra Island in a tree,
which you'll need an amphora for. After you shown the Painting to
Marrak, you can buy a Brazier from him for 100d (5). Also, make sure
you still have your Tinderbox from the beginning of the game.
Take all this stuff and head to Science Island. Go outside the back
exit on the second floor. You'll be out on the crane platform, above
the gondola. Look for the monitor on the wall nearby. To grab the
gondola, set the Rotation for 55, the Extension for 100, and the
position to Closed. You'll snag the gondola. If you make a mistake,
your next move doesn't matter, but it'll have to be set to Open so you
can open the claw, then close it on the next move.
Anyway, once the gondola's on the platform (10), use the Sewn Sheet,
Rope, Goo, Brazier and Tinderbox on the gondola. You'll have made your
balloon and you'll take off for adventure (20)!
Wait! There's one task here that EVERYONE misses. As soon as you
launch the balloon, get to a spot on land and hop off and head back to
Silmaria. Go to Wolfie and tell him about the balloon (10).
Right, once you've done that, head northwest to the Pegasus Peaks to get
some more Hippocrene Water. Now, head to Delos. Once you reach
it (10), go to the Dryad Grove. Use the Hippocrene Water on each of the
Dryads. Once you water all seven, relax and watch the Dance of Mystery
and Intrigue (10).
Now, walk over to the ruined temple where you'll find the Sybil. There
are three things to do here. #1, grab the Black Lotus Flower in the
small pool (10). It's VERY important. #2, Read the pillar in front of
the pool, which has a very useful verse that you HAVE to know to get
through the next Rite. #3, drop a drachma into the pool and hear your
fortune from the Sybil. Once she's done, get your Proof of Destiny on
the floor nearby (30). Make sure you FLY back to Silmaria, not Magnet.
First, give the Black Lotus Flower to Salim. Now, when you come
back the next day, Salim will switch your old Poison Cure Pills for the
new ones, which will completely cure the Assassin's poison. Also, this
will completely restore Rakeesh and Ugarte after the game ends. Now,
give the Proof of Destiny to the guard at the Hall of Kings and you'll
complete Rite Four (10).
---
The Rite of Courage
This is gonna be a rough Rite. Your task is to journey to the depths
of Hades, past the Guardian of the Gates, Cerberus. Make it down to
the depths of Hades, and bring back water from the River Styx.
First of all, check out your room, and you'll discover a box of
chocolate on your chair. Check it out in the Inventory. Overripe
fruit? I wouldn't trust that if I were you. You may want to bring it
to Salim or Julanar (5).
To learn stuff about this Rite, talk to Pholus and the FA. They'll give
you all the info you need.
You'll need a lot of Healing and Stamina items for this one. Also,
you'll definitely need at least two Amphorae to hold the liquids you're
bound to find. Head out to the Dragon Pillar marked with a skull on
the map. That's the gateway to Hades. Make sure you've gone to Delos
and read the verse on the pillar at the Ruined Temple. Note the body
next to the broken Dragon Pillar. Geez, another one. Fill up one of
your amphora with water near the body. Now, take the water, and pour
it near the spot where the river goes into the mountainside. If you
read the verse at Delos, you'll recite it now, and the gates to Hades
will open (20).
Walk up to the gate, then back away slowly as Cerberus lopes up to yell
at you. He won't let you in unless you first die, or come up with a
suitable bribe. Well, you're a Fighter, and don't do bribes, so just
kick his butt. You have to drain his HP three times to get him to
give up (10).
Once you get past the mutt, you can enter Hades. You can fight the
bone bags if you wish, but it'll be best in the long run just to run.
Head to the right side of the screen. Eventually, you'll reach a dead
end, with a path below you on a cliff. The only way to make it is to
jump down, so heal up before you do that. Head into the arch on the
right side, and you'll enter the next screen. Run left down the
dragon's skeleton, and enter the next area.
In the last area, you'll see the rivers of Hades. Go down the front,
near the bottom of the screen, and use an Amphora on the whirl to fill
it up with Lethe Water (10). Move further to the right in the same
area and fill up the other Amphora with water from the river to get
Styx Water (10). Now, go back to the left, then to the back path and
around all the way to the right until you reach the view of the Hall
of Hades. The Guardian of the Dead will speak to you and tell you about
two souls connected to you through love. Erana and Katrina are those
souls. He'll tell you that you can end the suffering of one of them
and bring her back to life. You may pick either, or no one. If you
pick no one, Erana will give you the Amulet of Waterbreathing before the
two depart. If you do pick one, you'll have to pay "the price", which
is giving up your life for her. If you do, you'll be "killed", but
then brought back to life, minus half your Vitality. The one you free
will tell you where she'll go. Erana will go to Lymnos, and Katrina
will go to Zante.
Now, to get out of here. Pretty much leave the way you came in. When
you go back to the first area, you'll be on the left side of the main
entrance. Head out and the gate will close. You may now fly to meet
the woman you freed. After which, head back to Silmaria. More bad
news awaits. Shakra is down with the same malady affecting Erasmus.
Go to the Apothecary and give Salim or Julanar the Lethe Water.
Now, Shakra and Erasmus will finally get some rest. Bring the Styx
Water to the guard at the Hall of Kings and you'll win this Rite (10).
---
The Rite of Peace
The sixth Rite requires you to seek out the lost City of Atlantis. You
are to forge a new alliance between the land-dwellers and the sea
people, and return with proof of your actions.
Good people to talk to are the FA, and the girl you freed from Hades,
if you did free one. The girl will give you a Waterbreathing Amulet as
you tell her about the Rite of Peace (20). The FA will actually tell
you about some secrets of Atlantis.
To get ready for your trip to Atlantis, buy a Magic Spear and some Magic
Leather Armor if you don't already have some, because you're going
underwater. At this point, you can go to some shoreline area, and
jump in the water to fight underwater monsters:
Triton: 5
Razored Remora: 5
Dragonfish: 5
Salamander: 5
Now, head to Science Island. In the lab, you'll notice it's empty. No
scientist. No Gort. Keypad's open! Head up to the second floor, and
punch in your secret code, and the secret door will open (10). The
scientist inside (Pretorius or Mobius) will be a bit more eccentric and
mad then before. You'll learn that Gort is not actually a human, but
an kinda undead. You'll also learn that the scientists are the ones
drugging the wizards...
Here's some more commonly missed points. During this Rite (and
afterwards), if you enter the Inn at night BY THE FRONT DOOR, Ann will
ask for your help. Say Yes and you'll take a little job as the
entertainment for the night (10).
Also, if you sleep in your room before taking off for Atlantis, Elsa
will visit you in your room at night. She'll be suspicious about who's
behind all this and will let you in on her opinions. There's not much
else to do, though.
So, if you listened to the FA, you'll know that Atlantis is in Skyros.
Fly over there (southwest corner), then enter the area marked by the
shell icon. You'll be a water area with an ancient looking door. Arm
yourself with the Magic Spear and use it on the door. You'll pry it
open. Be ready to receive a reception from two Tritons coming out the
other side. Once they're dead, head through the tunnel and you'll
reach Atlantis. You can muscle your way through or sneak around, but
enter the area with the shell on the tower. Once you enter, Hippolyta
will sound the alarm. Kill the Dragonfish that pops out (you can leave
the other guys). Once you do, Hippolyta will surrender (10). Talk to
her about a Peace Treaty and she'll begrudgingly give you the Peace
Statue (30).
Fly back to Silmaria. For once, nothing weird happened while you were
gone. You can go right up to the Hall of Kings and give the guards
the Peace Statue (which you'll keep) to win the Rite of Peace (10).
At the end of the Rite, you'll first see a little hearing involving
Gort and the scientists and the drugging of the Wizards. Gort will be
disqualified for the Rites, and Pretorius and Mobius will be revealed
to be the same person. Freaky.
---
The Rite of Justice
Simply put, the final Rite is to find the cause for all the problems in
Silmaria and bring that person to justice.
First, go to the Dead Parrot. Give Ferrari the Peace Statue, and he'll
accept it as a trade for the Gnome Inn's Deed. Teleport back to the
Inn and give Ann the Deed (10). She'll be eternally grateful.
Now, sleep at the Inn tonight, and Elsa will sneak into your room one
last time, telling you she's going to try and expose the man she's
suspicious of. If you've been courting her well, give her Hera's Ring,
and she'll accept (15).
This is also the best time, if you've been courting them, to ask
Nawar (10), or Katrina (20) to marry you. If you need any help with
dating, check the guide in Miscellany.
Now, head to the Apothecary and stock up on Health Potions and
Vitality Potions. Twenty to thirty of each should be enough. Also,
make sure you have a few of the new Poison Cure Pills. Snag a few
Fireproofing Oils, too. If you're up to it, snag a bunch of Throwing
Spears, too.
Now, you're at the point of no return. To set the final crunch in
motion, wait until after 6PM, and walk from the Dead Parrot Inn to the
Adventurers' Guild. When you get to the guild area, a black cloaked
figure will teleport into the area. Yes, it's the Assassin. You'll
learn that the Assassin is Bruno, the brigand-thief you met ages ago
back in Spielburg, who you cheated out of the brigand treasure. Time
to settle the score, it seems. Run your blade through his heart, and
take Poison Cure Pills if necessary. Once he dies (20), you'll get
a Poisoned Dagger. Toro will come out and help you. You'll meet with
Logos again and he'll ask you what to do about the situation. It's
quite obvious that Minos is the source of the problem, but proof is
necessary. Make any choice about weeding him out that you want. Now,
go back to the Inn and sleep. You'll be summoned to the Hall of Kings
the next day. In this confrontation, pick just about any topic you
want. Either Minos will respond, or he'll be cornered. Soon, he'll
be exposed, and will teleport out. He has the Prophecy Stone, which
can raise the Dragon of Doom if broken, along with the Dragon Pillars.
You will be sent on the fastest boat Silmaria has to Minos' Island.
Once you reach the island, ready your weapons and plunge into the fray.
Use throwing weapons to take out the archers if you wish. Break down
the gate to the courtyard, then the door to the palace, and enter (15).
Once inside, take out all the Goons and the Centaur Wizards. Open the
door on the top left corner of the screen and you'll enter the Treasure
Room. Minos will give you some preliminary taunting, then two Goons
will enter, and you'll also have to deal with that big Minotaur over
there. First run up to the desk in the foreground and grab the
Interesting Toolkit there. Give it to Elsa who's trapped in one of the
alcoves, and she'll make her way out. She'll grab her stuff and start
fighting alongside you. Defeat the two Goons and the Minotuar (35) and
Minos will taunt you some more, telling you that he still won, because
he'll raise the Dragon of Doom and he'll destroy Silmaria. He'll then
jump off the balcony and kill himself, breaking the Prophecy Stone in
the process.
You'll see a small cutscene with the Dragon rising. Elsa will mention
the amount of trouble you're in. There are three things you have to
do to get out of here. The first thing is to go over to the alcove
Elsa points out, put on some Fireproofing Oil, and open the gate. Take
all the potions inside. Next, search Minos and take all the stuff he
has. Finally, search the Minotaur to take his axe. After that's all
done, either Erana, Katrina, or Fenris (if you saved neither) will show
up and will take you to the final battle...
---
Dragon Fire
Yes. Here you are. Elsa and Erana/Katrina are by your side here.
There's a big Dragon right across from you. Ready? Okay... Let's go!
First thing's first. Sometimes, Erana/Katrina will summon Toro, who'll
be a help against the Dragon, and then Gort will show up, saying how he
wants to be a Hero, too. Sometimes, Fenris will just teleport them both
in right at the beginning. Sometimes, they'll skip that part, and
you'll have to ask Erana/Katrina for Help so she'll summon them. Once
they arrive, click on each of them and ask them to Help Fix the Pillar.
They'll rush towards the lopsided pillar and start pushing. You'll
have to push, too. Once the three of you have the Pillar up, the
Dragon will be bound to the earth and cannot leave the cave (20).
There are a couple of other things you can do before starting the
battle proper. Tell your girl you love her, if she's here. Be sure to
pass the Minotaur Axe to Toro. Give both Toro and Gort (10) Health
Potions so that they can restore their health when needed, because they
can die during the course of the battle. Also, use some Fireproofing
Oil on yourself (10 (for using it at the Pool), 10 (for using it for
the Dragon)).
All right. The rest of this battle can go in one of MANY ways. The
Sybil told you someone has to sacrifice themselves for the Dragon to
be destroyed, but that's not true. All the sacrifice does is knock off
about half the Dragon's health. You can still just rush up and kick
his butt. If you want to be the sacrifice, offer it to Elsa/Katrina/
Erana, and walk in front of the dragon on the opposite side of the
pool. The Dragon will fill you with flame, and you'll fall, getting the
standard death screen, but you'll have the knowledge of saving
Silmaria (50). If the person you tell is your fiancee, she may not
want to let you make the sacrifice. You can also ask Gort or Toro and
they'll be the sacrifice as well, although you will get points for
keeping Toro (10), and Gort (10) alive...
Anyway, whether or not you choose to have a sacrifice, eventually, you
can bring the Dragon down to half health, and it'll burst from its
bindings in the Temple. It'll take flight and head towards the opposite
side of the cave. Now, it's the final crush. He'll alternate between
flying and being on the ground. Throw things at him while he's in the
air, and strike while he's on the ground. Make sure you keep a finger
on the Health Potion button on your belt, since his flame can knock you
down to nothing real quick, and his claw and bite will take down a good
half your health. Keep striking, healing, whatever and eventually
you'll finish him and be victorious (70).
The Dragon will rise into the air, and drop itself into a pool of molten
lava, where it'll be destroyed. Your friends will go on about how you
saved Silmaria. Your fiancee, if here, will get cozy with you. You
can now head back to Silmaria for the closing ceremonies of the Rites
of Rulership.
You, Elsa, Gort and Toro (if alive), Erana/Katrina, Rakeesh (if you
returned the Black Lotus), Erasmus, Fenris and Shakra (if you returned
the Lethe Water) will be standing with Logos for the final ceremonies.
He'll go on about what you've done, and how you all are the Heroes of
Silmaria. He'll ask you, the Hero of Five Lands, if you will take up
the throne, and be the next King of Silmaria. If you decline, you'll
have to provide a short reason. I leave the final decision up to
you (50).
Congratulations, Hero! You've saved Silmaria and proven once and for
all that Heroes do exist in this world! Now, play again with some of
the other types, or get the other games and play some other
masterpieces.
***********************************************************************
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 dont post this on your site unless you have
express consent by me. Ive 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?
The Spoiler Centre