Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
1093 lines
67 KiB
Plaintext
1093 lines
67 KiB
Plaintext
# Quest for Glory IV: Shadows of Darkness - Walkthrough by CRYSTALSHARD
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# Date archived: 2018
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<h2 class="title">Walkthrough by <a class="contrib1" href="/web/20190511092255/https://gamefaqs.gamespot.com/community/CrystalShard">CrystalShard</a></h2>
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<p><b>Updated:</b> 01/21/18</p> </div>
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<pre class="faqtext" id="faqtext"><span id="faqspan-1">Quest for Glory IV: Shadows of Darkness - Walkthrough
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This solution assumes you haven't taken any foreign skills - that is, none
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other than those standard for the class. If you add any new skills it makes
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the game less fun and challenging. Imho.
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Paladins use the fighter solution. You can play one if you brought a non-
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thief character in from QfG2 or 3 and did the right things. It's basically a
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fighter that can sense danger (but you could also watch when the autosave is
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triggered, or the music changes), fight even better yet (flame weapon and
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honor shield) and heal himself (but you can buy plenty of healing potions
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since you don't need money anyway). So I wouldn't bother if I were you. Oh,
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if you play a Wizard and become a Paladin, you have just become a fighter
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with prodrigous magic skill.
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---Cave of Shadows---
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All: Search the three bodies. Light the torches using the flint (or a Flame
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Dart), then take the rightmost one. Open the door.
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Fighter: Take sword and shield. Cross the rope hand over hand.
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Wizard: Take cloth. Near the chasm, cast Levitate. This doesn't work, so use
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the cloth for a sail, then cast Levitate again.
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Thief: Walk the tightrope.
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All: Leave the cavern. Katrina will greet you, then leave. You'll meet her
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again later. You should go to town now; it's six screens north, one east.
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---Town---
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All: The first thing you see is Erana's staff. Try and pick it up. Then, go
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and speak to everybody. Also buy everything you can buy in the shop, and
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lots and lots of rations. Ask Igor about the guildhouse, then get the key
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from the burgomeister. You can train strength and climbing in there, and of
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course write your name in the guest book. Be sure to read all books on the
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shelf.
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Fighter: Smash the showcase to get the fine sword. Also get the rope.
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Thief: Just get the rope, forget about the sword. Now swing the rope to the
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ceiling hook and climb it. Note the scribbling in the wood. Then look at
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the painting above the bookshelf, and under the desk. Note the combination
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of hooks. Turn the clothing hooks next to the bookshelf to open the secret
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passage, then climb into the Thief Guild.
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First thing to take is the guild card; it opens the door to the left. Read
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the books on the shelf; now you can disarm the trap on the desk. Also check
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out the wall underneath the safe, both paintings and both drain grates. Use
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the dial on the safe; now open it with the combination FILCH (doh). Use the
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lockpick on the desk and read the book, now open both safes with the thief
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kit. Finally move the barrel and use the mechanism underneath. The code is
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in the book - blue blue yellow, green green green, red green red. Talk to
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the master, er, thief. You can use the exit behind him to get out of town
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if you want, but you could also have climbed the gate. By the way climbing
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out of your inn room window scores extra points.
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All: Dr. Cranium's house is a large puzzle. First is the doorbell; just
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repeat the sequence shown. Next is a sliding puzzle on the far door. Then
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open the right door. Use the TRAP and identify your animal as a baby
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antwerp. Put a sandwich as bait in the TRAP, then open the left door and
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maneuver the antwerp to the key and to the exit. Use the TRAP again and
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identify a hexapod. Now open the north door and go speak to Dr. Cranium.
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Also ask for a couple of empty flasks. You can buy healing and curing
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potions here (this is copy protected, though). You needn't actually bother
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though, as you'll find a couple of heals and you don't really need cures.
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Wizard: Ask for magic and you'll be given the Glide spell.
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All: Next stop is the monastery in town. You can open the door with the Dark
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One symbol.
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Fighter: You can also climb into the building via the window. Climb to the
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black bird statue in between the windows. If you're really strong you
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can force the cabinet open. Feed the hexapod some garlic to calm it.
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Wizard: You can also Levitate into the building, but you cannot get out
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unless you have climbing skill. Fetch the black bird statue from in between
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the windows. Destroy the hexapod by Force Bolting it several times. You
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can't open the cabinet. There's only a healing potion inside anyway.
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Thief: You can also climb into the building via the window. Climb to the
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black bird statue in between the windows. Pick the lock to the cabinet for
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a healing potion. Feed the hexapod some garlic to calm it.
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All: Open the secret passage by pulling the right lever near the fireplace.
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Drink from the vat down there, and take the Ritual. Open the desk (i.e.
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force it, cast Open or check for traps) and read the book. The one in the
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desk, I meant, not the necrophilicon!
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Thief: There's also a statue to steal downstairs. You are not to touch it
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with your bare hands, so use the shopping bag to carry it back to the guild
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and give it to the master thief.
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---Woodlands---
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All: Pick some flowers, then locate the Rusalka in the lake at the southwest
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and give her the flowers. Now you can talk to her. Also speak to the
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gatekeeper at the castle gate. He and the shopkeeper in town have a lot to
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say about one another, so you can keep going in between until their dialog
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is over. Now find six wiggly bushes and touch them to reveal the Leshy.
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That name is also the answer to his first riddle. Leave and return. Return
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to the swamp and take a bone from underneath the tree, then go to the Dark
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One pillar.
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Fighter/Thief: Use the rope on the bonsai bush until it's loose, then climb
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to the platform above it with the rope and fetch the bush, again, with the
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rope. You may not be able to do all this yet, as it requires good throwing,
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climbing and strength scores respectively. If it doesn't work, train in
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town then return later.
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Fighter: You can climb back up to the cave by pushing the obelisk.
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Wizard: Force Bolt the rocks under the bonsai bush until it's loose, then
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fetch the bush. You can climb back up by Triggering the obelisk.
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Thief: You can climb back up to the cave via the center platform, then by
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jumping to the topmost one.
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All: Get some goo in an empty flask. You'll need two portions, three if
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you're a wizard. Now wait until nightfall. In the swamp, use some candy on
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the ground near the will-o-wisps, then catch them in a bottle. Go to the
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Dark One pillar nearby and use the wisps on it, then use the Symbol on it
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and turn it to A-V-O-O-Z-L in that order to get a part of the Ritual.
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There's also a ghost in the forest. Talk to her and help her. Return and do
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this again a couple of times until she understands she's a ghost. Now go to
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Erana's Garden and plant the bonsai bush in the hole. By the way there's
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some gold in the left lantern.
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Wizard: Fetch a fruit from the tree. It restores your mana when you eat it.
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You can get one every day. Also, south of Erana's is a fountain. If you
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drink from it, a faerie will speak to you - once...
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You can get a ritual here.
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All: Sleep at Erana's often, as this reveals a dream sequence.
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---Baba Yaga---
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All: Return to town. Talk to the old man about his ghostly wife, and he'll
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leave. There should be a gnome in the inn, during the evening hours. Speak
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to him, then go to his room the next day and hear him out. Get some corn
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from just outside town. At night, meet the ghost (now ghosts) again twice,
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and get the male ghost's hat.
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Return to the Leshy. The answer to the next question is Rusalka. He'll tell
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you about somebody hiding behind a bush. That would be to the southeast.
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Talk to the bush to make it vanish.
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Wizard: Detect reveals which bush it is, and Trigger causes it to disappear
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even before you've spoken to the Leshy.
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All: This is Baba Yaga's hut. Speak to the skull a lot, and mention the
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gnome. He'll agree to let you pass if you give him the hat. Now give the
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hut some corn and enter. Baba Yaga wants you to make a pie, so go and do it
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or you'll be eaten instead. Locate the vampiric elderbury bush.
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Fighter/Thief: Throw rocks at the bush until berries fall off, and take them.
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Wizard: Force Bolt the bush until some berries fall off. Fetch them.
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All: Return to Baba Yaga. Use the bone in the grinder, then take it out in a
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potion bottle. Put the ground bone, berries and swamp goo in the pie pan,
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then use it on a skull to fry it. Enter the hut. You can get a gift of your
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choice and are thrown out. Enter again and give Baba some goo to get the
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next gift; there's two gifts, three for a wizard.
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Return to the Leshy. The answer to the next questions are, Baba Yaga and
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Elderbury.
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Fighter/Thief: The final answer is Wraith. Return here one last time, and the
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Leshy will be gone.
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Wizard: The final answer is Erana's Staff. Return one last time, too.
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All: Return to town and feed the gnome the Good Humor Bar. You can meet him
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one last time in the inn at night, and he'll be gone too.
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Fighter/Thief: At night, you can climb into the old man's house east in town.
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Look in both sides of the closet, and the desk, for some gold and a potion.
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Wizard: Same here, except you Levitate instead of climbing.
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Thief: You can pick the chest to obtain a locket. Also, you can break into
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the burgomaster's house via the window. Pick the lock to his desk for some
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more gold. If you tell the master thief about your ventures he'll be real
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proud.
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---Gypsies---
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All: By now you may have met Katrina at the town gate at dusk. You can talk
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to her, which is fun but not that useful. After a while she agrees to meet
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you at the castle gate, and then she'll ask you for a favor. Ask for
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details. She always leaves after three questions though.
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Another thing to wait for is a gypsy. One day a gypsy will be in town,
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in the prison cell. Hear everybody out, then go to the graveyard.
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Fighter: Just lift the gravestone.
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Wizard: Cast a Fetch spell on the gravestone.
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Thief: Use the rope on the tree for extra leverage to lift the stone.
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All: One or two days from now you'll be allowed into the gypsy camp. You can
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speak to the fortune teller every day and get some more story background
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and hints. Also she gives you something to protect you from an undead's
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life drain (either an amulet or the Aura spell).
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Some day you have to go out at night and defeat all five wraiths. Without
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their life drain they're not so tough. Search their vaults for a lot of
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treasure, a plate mail armor, and another Ritual (unless you're a wizard).
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The next Ritual is in the swamp tomb.
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Fighter: One of the wraiths has a battle axe, which is a better weapon. Your
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strength should be high enough to enter the swamp without killing yourself.
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Walk around until you find the tomb. You need to kill two chernovy.
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Wizard: Use the Glide spell to pass the swamp. Also cast Reversal as soon as
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you see the chernovy. The fight shouldn't be too hard, as long as you keep
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shooting large fireballs etc, which will absorb their small ones.
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Thief: Jump from one solid spot to another to get past the swamp. There's
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only one chernovy this time.
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All: Use the Dark One symbol on the crypt pillar, then solve the puzzle to
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get the Ritual. Apparently the code is 'Avoozl' again, but it doesn't do
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much - I am told you have to try it a dozen times or so. However you can
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also pass the puzzle by clicking beside it ten times.
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---Castle---
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All: Get Igor's crypt key. Now you can enter the crypt in the graveyard.
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Wizard: Alternately, you could have cast Open on it.
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All: Down in the crypt, use the crest on the floor to spell BORGOV in colors
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(blue, orange, etc.) then unlock the rightmost relief to enter the castle.
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Thief: Most doors in the castle are locked, so you'll have to pick them.
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All: The castle is large but doesn't have much of interest inside. There's
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a chest on the first floor, and on the ground floor. Both are trapped, and
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the second is guarded by a wraith. Neither contains much of interest. At
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night, you can overhear a conversation in the lower hall (do not forget to
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oil the door first!) and you can speak to Tanya in her bedroom. There's
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also some goons guarding the jail. The secret passages in the castle can be
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opened by 1.touching the bent rightmost candle, 2.turning the borgov crest
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above a bookshelf, and 3.spelling EXIT on the books in the library
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Wizard: There's a fourth secret door that you can open by casting Open on a
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wall in the bedroom. This leads to the library (opposite of the EXIT door).
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All: Go to the inn room late at night. You can do this either by sleeping for
|
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a couple of hours in your room, or by climbing/levitating inside when it's
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late. Speak to the domovoi. Return the next day and speak to him again.
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Now go to Dr. Cranium and buy the rehydration solution; this is also copy-
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protected. Enter the monastery and use the solution on the local domovoi.
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Now that you're done here you can burn the monastery to the ground, by
|
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using the torch, tinderbox or Flame Dart spell on the carpet.
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Return to the inn and speak to that domovoi, then take the doll from the
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closet. Bring the doll to Tanya in the castle, and tell her about the
|
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sacrifice to be made. If you don't have this option, you have to click on
|
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Erana's staff and then ask the gypsy Magda about it.
|
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Wizard: You now have the Summon Staff spell back.
|
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All: Go speak to the gypsies again, asking about the dark one. Keep this up
|
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every day until you get a meaningful answer. Sleep in the inn at night,
|
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until you get a note from Katrina. When you do, go to the meeting place and
|
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you'll meet Ad Avis. No matter what you try you'll get captured and thrown
|
|
in the dungeon.
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Fighter: Break the chain open. Take the hammer and stake.
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Wizard: Fetch the hammer and stake. Cast Open on the chain.
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Thief: Pick the lock on the chain. Take the hammer and stake.
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All: Enter the iron maiden. Open the coffin you find and speak to Katrina. Or
|
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whatever you do - she'll wake up anyway. You'll hear her part of the story,
|
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and she'll let you go when you agree to help.
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---Avoozl---
|
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All: You should already have five rituals; if not Magda the gypsy can tell
|
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you where to find the missing ones. She also has some more information on
|
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the dark one. Also, if you didn't see all of the Erana's Garden dream
|
|
sequence yet, you can watch some more by sleeping there. When you're done
|
|
(and it doesn't really matter if you take more than three days) enter the
|
|
castle via the front entrance. You'll be 'ported to the Dark One cavern.
|
|
Fighter: Climb down using the grapnel; defeat the monster and take the book.
|
|
Wizard: Cast Calm on the monster, then Fetch on the book.
|
|
Thief: Sneak mode on; climb down using the grapnel, then take the book. Climb
|
|
back up. Sneak mode off.
|
|
All: Cross the rope, then through the door, then use the rightmost door back
|
|
to the room you started the game in. Go to the altar on the right and put
|
|
the everburning torch and the dark one symbol on it. Read the Bone Ritual.
|
|
Fighter: Break open the cage.
|
|
Wizard: At the bone cage, cast flame dart, frostbite, flame dart, frostbite.
|
|
Thief: Jump out before the cage has fully closed.
|
|
All: Leave the room, then take the leftmost cavern. Climb up to the altar
|
|
platform and read the Blood Ritual.
|
|
Fighter: Use the grapnel to get to the topmost platform and push the boulder
|
|
down. Climb down again.
|
|
Wizard: Cast Frostbite on the source of the blood, then quickly walk under
|
|
the blood shower.
|
|
Thief: Use the grapnel to get to the topmost platform, then jump up then
|
|
left over the smaller platforms until you reach the exit.
|
|
All: Leave the room; take the second one from the left. Use the Breath Ritual
|
|
on the altar, then blow the center, right and left horns. I mean the ones
|
|
on the BOTTOM of the altar. Finally blow the top center one. Leave now.
|
|
Fighter: When you get caught in the breath, grab a plant.
|
|
Wizard: When you get caught inside the mouth, cast Calm then Open.
|
|
Thief: When you get caught in the breath, click the hand to your right a lot.
|
|
All: Take the final doorway.
|
|
Move all the way to the upper right corner (via a long detour). Read the
|
|
Sense Ritual, then leave the way you came. Go to the large altar and read
|
|
the Heart Ritual, then climb the altar up to the Essence chamber.
|
|
Watch the animation. Then tell the Ultimate Joke to Ad Avis.
|
|
Fighter: Use Erana's Staff. It'll transform into a spear; hit him with it.
|
|
Wizard: Simply cast Force Bolt. Then cast Summon Staff.
|
|
Thief: Use Erana's Staff. It'll transform into a stake. Jump at Ad Avis.
|
|
Apparently you can also do this by throwing daggers at him. Deja vu?
|
|
All: Finally, use the staff on the crystal. You have won.
|
|
|
|
I missed 15 points for the Fighter (probably some monster I forgot to hack to
|
|
pieces) and 20 for the Thief (probably a break-in scene, or some loot in the
|
|
sheriff's house I missed). For some reason I got full score for the Wizard,
|
|
even if I never found the Faerie Queene or got the ritual from her (a bit of
|
|
cheating there...)
|
|
|
|
---Bugs (things to avoid doing to prevent crashes)---
|
|
All: When you enter the castle you are always told you hear an argument, even
|
|
if you've already seen it. It is possible to free Tanya before hearing her
|
|
mother cry in the night; if this happens you can hear the cry afterwards
|
|
which ruins your game flags. If you try to pick up anything in Tanya's room
|
|
after she and Toby are gone, the game crashes. If you enter the dungeon
|
|
three nights after you get the geas (as you were told), the game crashes.
|
|
When Magda tells you about the rituals, she messes up which ones you do and
|
|
do not have yet. You can climb into the old man's house by day but you can
|
|
only climb out by night. If you get caught by Ad Avis's hounds of death on
|
|
the screen you meet him in, the game hangs. After Katrina releases you, if
|
|
you go to the town entrance you'll again get caught by Ad Avis and his
|
|
hounds of death. When you re-enter the Dark One cavern, you can exit by
|
|
using the exit door; Katrina will meet you like she did when you first
|
|
started the game. It takes up to eighty seconds to restore a game, even if
|
|
you saved the game five seconds ago! It also takes at least half a minute
|
|
for the quit button to take effect. Occasionally the main character stops
|
|
being animated and just slides instead of walking (you can remedy this by
|
|
messing with your speed setting). A website I read tells me the game can
|
|
occasionally hang when entering the guildhouse, among other things.
|
|
Wizard: If you levitate into the monastery you can't get out again unless you
|
|
have climbing skill. I can't make the faerie queen appear. When you cast a
|
|
wrong spell inside the lung mouth, you get stuck inside permanently. Also
|
|
when you cast anything at Ad Avis before telling the joke, you can no
|
|
longer cast any spells.
|
|
Thief: When you jump out of the cage in the Dark One cavern, the cursor will
|
|
only take on the hand shape no matter what you try to do.
|
|
|
|
Walkthrough by Radiant.
|
|
http://crystalshard.net
|
|
</span></pre>
|
|
</div>
|
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