Games completed: - Simon the Sorcerer (SIMON) - Surreal/comedy logic, British puzzle design - Legend of Kyrandia (LK1) - Magic spell casting puzzles, cross-realm artifacts - SpaceQuest III (SQ3) - Sci-fi comedy infiltration, sequential repair chains - Quest for Glory III (QFG3) - War/siege espionage, multi-faction diplomacy, class-specific trials - Quest for Glory IV (QFG4) - German folklore riddles, Darkland multi-realm traversal, rune translation - Gabriel Knight 1 (GK1) - Detective investigation, voodoo/occult mechanics, Rada drum cipher New puzzle types created: - repair-chain-construction.md - Sequential component installation with hard dependencies - predator-chase-escape.md - Environmental trap exploitation during pursuit - corporate-infiltration.md - Multi-layer security breach with disguise synthesis - multi-faction-diplomacy.md - Conflict resolution across opposing factions Total puzzles documented: ~30+ new examples across 25+ puzzle type files.
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***********************************************************************
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/¯¯¯¯¯¯\
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/ \
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| /¯¯\ |__ __ _____ ____ ______
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| / \ | || | ___|/ ___|__ __|
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| | _ | | || | ___|\___ \ ||
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| \\ \ / | \/ | |___ ___|| ||
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| \\ \ |\____/|_____||____/ ||
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\ \ \/ ______ __ ______
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\_____\ \ | ___| / \ | __ \
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\ \| |___ / \| |__| |
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\ \ ___| /\ | _/
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/¯¯¯¯¯¯\ ¯| | | \/ | |\ \
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/ ___ \ | | \ /| | \ \
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| / \ ||__| \__/ |__| \_\
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| | \_|___ __ _________ __
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| | _____| | / \ | __ \ \ / /
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| | | | | / \| |__| | \/ /
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| | |__ | | | /\ | _/ \ /
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| | | | |__| \/ | |\ \ | |
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| | | | |\ /| | \ \ | |
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| \__/ |______| \__/ |__| \_\ |_|
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\ / _______________
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\______/ | |
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|_ ______ _|
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| |\ \ / /
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| | \ \ / /
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| | \ \/ /
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_| |___\ /____
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|_______________|
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_______________________________________
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| S H A D O W S O F D A R K N E S S |
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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***********************************************************************
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An FAQ/Walkthrough by CyricZ
|
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Version 1.0
|
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E-mail: <a href="/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="d0b3a9a2b9b3aae4e290a9b1b8bfbffeb3bfbd">[email protected]</a>
|
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***********************************************************************
|
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|
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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. The Valley of Mordavia
|
||
A. Map and 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. Point List
|
||
C. Ways to Die
|
||
D. Conversation Trees
|
||
11. Standard Guide Stuff
|
||
A. Legal
|
||
B. E-mail Guidelines
|
||
C. Credits
|
||
D. Version Updates
|
||
E. The Final Word
|
||
|
||
***********************************************************************
|
||
|
||
1. Introduction
|
||
|
||
Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy
|
||
about the series. The greatest thing about the series is the well-done
|
||
connection between RPG and the classic Sierra graphic adventure. Unlike
|
||
most other of Sierra's adventures, the Quest for Glory series has more
|
||
non-linear elements. The combat, the spells, the loot, and the silly
|
||
puns and jokes all make for a great adventure.
|
||
|
||
This is the fourth game in the five game series. You have been snatched
|
||
up by some weird teleportation spell. You must find a way to survive
|
||
in the land of Mordavia, and maybe try to help out at the same time.
|
||
|
||
Although not my favorite, I still like this game, especially the whole
|
||
scary Gothic theme to it, not to mention the Vampire theme. There are
|
||
some nasty bugs in it, though...
|
||
|
||
***********************************************************************
|
||
|
||
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
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||
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. What will become of him now? The only
|
||
way to find out is to play this here game...
|
||
|
||
***********************************************************************
|
||
|
||
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...
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||
|
||
The Fighter
|
||
|
||
You are renowned for your aptitude of survival when faced with many a
|
||
foe. You have knowledge of many forms of combat, both close and ranged,
|
||
but the place you are truly in concert is with your sword and shield.
|
||
There, you are a work of art to behold.
|
||
|
||
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 thrist for the blood of the enemy.
|
||
|
||
Starting Stats:
|
||
|
||
Strength: 250
|
||
Intelligence: 200
|
||
Agility: 225
|
||
Vitality: 225
|
||
Luck: 200
|
||
Communication: 200
|
||
Weapon Use: 250
|
||
Parry: 250
|
||
Dodge: 200
|
||
Throwing: 200
|
||
Honor: 200
|
||
|
||
You start the quest with Platemail Armor, and a Money Pouch with two
|
||
Crowns in it.
|
||
|
||
---
|
||
|
||
The Wizard
|
||
|
||
Your flair for the arcane is most promising. Although you have yet to
|
||
compare yourself to great masters of magic such as Erasmus, Kreesha, or
|
||
Erana, the way you intelligently spin your weave of sorcery leaves many
|
||
impressed with your skills. You have proven yourself a force to be
|
||
reckoned with with the creation of your Wizard's Staff. Unfortunately,
|
||
you were forced to sacrifice it in order to save Tarna. Maybe the
|
||
opportunity for a new Staff will arise...
|
||
|
||
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: 200
|
||
Intelligence: 250
|
||
Agility: 200
|
||
Vitality: 200
|
||
Luck: 200
|
||
Communication: 225
|
||
Weapon Use: 200
|
||
Dodge: 200
|
||
Magic: 250
|
||
Honor: 200
|
||
|
||
Spell Skills:
|
||
|
||
Open: 200
|
||
Detect Magic: 200
|
||
Trigger: 200
|
||
Dazzle: 200
|
||
Zap: 250
|
||
Calm: 200
|
||
Flame Dart: 250
|
||
Fetch: 200
|
||
Force Bolt: 150
|
||
Levitate: 200
|
||
Reversal: 150
|
||
Juggling Lights: 150
|
||
Lightning Ball: 150
|
||
|
||
You start the quest with Leather Armor, and a Money Pouch with two
|
||
Crowns in it.
|
||
|
||
---
|
||
|
||
The Thief
|
||
|
||
Your associates both fear and respect you. Your name is whispered in
|
||
the underground as tales of your exploits are more and more exaggerated.
|
||
You have not only the power to remain undetected, but in the off chance
|
||
that you are, you also have the amazing ability to escape the fuzz with
|
||
your skin intact...
|
||
|
||
The Thief is a man of accomplishing tasks in an indirect fashion.
|
||
Mordavia's not a big thief-friendly town, but there's always a job or
|
||
two open to you...
|
||
|
||
Starting Stats:
|
||
|
||
Strength: 200
|
||
Intelligence: 200
|
||
Agility: 250
|
||
Vitality: 200
|
||
Luck: 200
|
||
Communication: 200
|
||
Weapon Use: 200
|
||
Dodge: 225
|
||
Stealth: 200
|
||
Lockpicking: 200
|
||
Throwing: 200
|
||
Climbing: 200
|
||
Acrobatics: 150
|
||
Honor: 150
|
||
|
||
You start the quest with Leather Armor, and a Money Pouch with two
|
||
Crowns in it.
|
||
|
||
---
|
||
|
||
Once you select your class, you'll have the opportunity to name him, and
|
||
adjust his base statistics. You have a pool of 100 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 all hundred points for
|
||
that one skill. 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 500 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 Detect, Flame
|
||
Dart, and Force Bolt, all at a skill of 100, and Zap with a skill of
|
||
150.
|
||
|
||
---
|
||
|
||
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 three previous Quest for Glory games.
|
||
|
||
You'll be installed in the new quest much the same as you left yourself
|
||
from Tarna. All your stats will be the same as you left them, unless
|
||
they are below the entry level of skill for your class, in which case
|
||
they will be increased to that entry level. This includes Spell Skills.
|
||
Happily, you'll still be given the 100 point pool to use as you like.
|
||
|
||
If you're missing spells when you import, you'll be given all of them.
|
||
|
||
Of course, there's no inventory to import here, since you "lose" all
|
||
your stuff travelling to Mordavia...
|
||
|
||
When you import, you'll also have the option of changing your class
|
||
before you start. If you change your class, you'll have all the
|
||
starting stuff of the new class, and all the skills of the old class,
|
||
and you'll have 100 points for every skill you didn't have of the new
|
||
class. It's a big mess...
|
||
|
||
---
|
||
|
||
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.
|
||
|
||
---
|
||
|
||
C. Character Statistics
|
||
|
||
On your Character Screen, you can observe how your stats change. Here
|
||
are all the stats and how to increase them. Every stat maxes out at
|
||
400.
|
||
|
||
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
|
||
dodging 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 (particularly
|
||
Dodging).
|
||
|
||
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. It's pretty slow in
|
||
this game, though.
|
||
|
||
Communication: This is a skill which started in Quest for Glory II.
|
||
This is your ability to speak well, but for some reason, there's no
|
||
point in the game that you are required to utilize it.
|
||
|
||
- Increase Communication by talking with people.
|
||
|
||
Skills (Specific Stuff) -
|
||
|
||
Weapon Use: Everyone has this skill, since everyone has a weapon. This
|
||
is the skill of sticking your pointy object into the other guy. A high
|
||
Weapon Use factors towards damage caused and successful strikes.
|
||
|
||
- Increase Weapon Use by attacking in combat.
|
||
|
||
Parry: Only Fighters have a true need for this skill, since stopping
|
||
enemy attacks is much easier with a sword or shield than it is with a
|
||
dagger. A higher Parry skill indicates a better chance at taking less
|
||
damage while parrying a weapon.
|
||
|
||
- Increase Parry by blocking or parrying in combat (more so if you're
|
||
successful).
|
||
|
||
Dodge: Everyone has Dodge. No, this is not your skill at driving a
|
||
Durango. One can't take hits forever, and a good Dodge skill ensures
|
||
that you'll be able to avoid blows more successfully.
|
||
|
||
- Increase Dodge by dodging in combat (more so if you're successful).
|
||
|
||
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...
|
||
|
||
Lockpicking (aka Pick Locks, I hate grammatical errors): To get into
|
||
realms of fabulous cash and prizes, you'll need to open door number 1,
|
||
and your Thief's lock pick helps, but you need the skill to use it.
|
||
|
||
- Increase Lockpicking by doing so. One place you can do this (without
|
||
actually picking any locks, mind you), is to go to one of the safes in
|
||
the Thieves' Guild, click the Hand on it, and click on Crack Safe. Even
|
||
if you already cracked it, you'll gain skill.
|
||
|
||
Throwing: Useful for both Fighters and Thieves, a good Throwing skill
|
||
can peg a monster with a few extra rocks or daggers before they get
|
||
close enough to fight up close. Throwing can also be used to hit or
|
||
knock off things that are far off.
|
||
|
||
- Increasing Throwing can come from throwing rocks or daggers out on
|
||
the forest.
|
||
|
||
Climbing: Another Thief Skill, you'll need it for scaling walls, trees,
|
||
gates, ropes, and other non-ladder surfaces. But, it should seem
|
||
simple to some other classes, since it mostly involves Strength.
|
||
|
||
- Increase Climbing by, naturally, climbing. Best place to do this is
|
||
in any tree (if you use the Eye and you see something about pine trees,
|
||
you know you can climb that tree).
|
||
|
||
Acrobatics: This a new Thief Skill. The concept was introduced in
|
||
Quest for Glory III, but now it's an actual skill. With it, you can
|
||
jump, flip, and twist in the air with some amazing flair.
|
||
|
||
- Increase Acrobatics by jumping (it's a skill in your Special Menu)
|
||
|
||
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...
|
||
|
||
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 becoming a Paladin.
|
||
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 ways are by giving gifts,
|
||
such as flowers, to people, such as the Rusalka.
|
||
|
||
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 500, and every class has its own
|
||
special way of reaching that high. In the Miscellany section, there's
|
||
a Point List.
|
||
|
||
---
|
||
|
||
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 400 in skill by casting it repeatedly.
|
||
|
||
Older Spells (Spells in previous games):
|
||
|
||
"Open"
|
||
|
||
MP: 2
|
||
Found: Wizards begin with it.
|
||
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: 2
|
||
Found: Any class with Magic begins with it.
|
||
Description: This is a very general spell, and is used to detect any
|
||
existing magical auras in the immediate area.
|
||
|
||
"Trigger"
|
||
|
||
MP: 3
|
||
Found: Wizards begin with it.
|
||
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: 3
|
||
Found: Wizards begin with it.
|
||
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. Although it doesn't
|
||
last as long as Calm, this skill CAN be used in combat.
|
||
|
||
"Zap"
|
||
|
||
MP: 3
|
||
Found: Any class with Magic begins with it.
|
||
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: 4
|
||
Found: Wizards begin with 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. It's ineffective
|
||
in actual combat, however. Having more skill in this spell will cause
|
||
monsters to be delayed for longer.
|
||
|
||
"Flame Dart"
|
||
|
||
MP: 5
|
||
Found: Any class with Magic begins with it.
|
||
Description: The Flame Dart produces a small ball of magical flame
|
||
which you can direct at an opponent, either in combat or while still at
|
||
a distance. It can also be used, get this, to burn things. As you
|
||
increase in skill, your Flame Darts will do more damage.
|
||
|
||
"Fetch"
|
||
|
||
MP: 5
|
||
Found: Wizards begin with it.
|
||
Description: Fetch is useful for grabbing objects that are distant. It
|
||
can mostly be used on small, non-living objects. With practice, you
|
||
can use it to move objects from one place to another.
|
||
|
||
"Force Bolt"
|
||
|
||
MP: 6
|
||
Found: Any class with Magic begins with it.
|
||
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 can be used in close combat.
|
||
|
||
"Levitate"
|
||
|
||
MP: 7 (Initial cast, continually drains MP while active)
|
||
Found: Wizards begin with it.
|
||
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.
|
||
|
||
"Reversal"
|
||
|
||
MP: 8
|
||
Found: Wizards begin with it.
|
||
Description: Reversal will allow any 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.
|
||
|
||
"Juggling Lights"
|
||
|
||
MP: 8
|
||
Found: Wizards begin with it.
|
||
Description: While not a particularly useful spell, you can use it to
|
||
light up a dark area.
|
||
|
||
"Summon Staff"
|
||
|
||
MP: 5
|
||
Found: Wizards begin with it.
|
||
Description: Although you techincally know how to summon a Staff, you
|
||
lost yours in your last adventure. If you come across a way to find or
|
||
make another, you can use this spell again.
|
||
|
||
"Lightning Ball"
|
||
|
||
MP: 10
|
||
Found: Wizards begin with it.
|
||
Description: This is another combat attack spell. It causes a serious
|
||
amount of damage, but it costs quite a bit of MP. Shocking...
|
||
|
||
New Spells to this Game:
|
||
|
||
"Frost Bite"
|
||
|
||
MP: 15
|
||
Found: Taught to you by Katrina upon your first meeting outside the town
|
||
gates.
|
||
Description: Definitely good for giving bad guys the cold shoulder, this
|
||
spell casts a core 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.
|
||
|
||
"Ritual of Release"
|
||
|
||
MP: 20
|
||
Found: Taught by the Faery Folk in the forest.
|
||
Description: This is mostly a story-based spell. It has no real use
|
||
except for one thing, to remove the Staff of Erana from its rock in
|
||
the town, and you cannot remove it until the time is right.
|
||
|
||
"Hide", aka "Invisibility"
|
||
|
||
MP: 6
|
||
Found: Taught by Baba Yaga in exchange for some gruesome food.
|
||
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: 8
|
||
Found: Taught by Magda, the Gypsy Fortuneteller
|
||
Description: The Undead have a nasty habit. Some of the more powerful
|
||
ones (like Wraiths) 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: 7
|
||
Found: Erana's Garden, with a little magical help
|
||
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: Be granted the spell while summoning Erana's Staff
|
||
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.
|
||
|
||
"Glide"
|
||
|
||
MP: 10
|
||
Found: Dr. Cranium's Lab when you ask about Magic
|
||
Description: Although a bit limited, you'll nonetheless find a use for
|
||
this spell. It allows you to skim across a pool of water as if it were
|
||
ice. This can be done on most any liquid surface as long as it's not
|
||
too turbulent.
|
||
|
||
---
|
||
|
||
Paladin Abilities:
|
||
|
||
"Flaming Sword"
|
||
|
||
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.
|
||
|
||
"Healing"
|
||
|
||
Earned at 230 Honor Points
|
||
Description: This goes under your Magical Spells. Cast it 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.
|
||
|
||
"Sense Danger"
|
||
|
||
Earned at 250 Honor Points (but it works even if you don't have it)
|
||
Description: Once this skill is earned, you'll automatically be able to
|
||
sense whenever you're in any kind of danger.
|
||
|
||
"Honor Shield"
|
||
|
||
Earned at 280 Honor Points
|
||
Description: This skill allows you to take less damage when attacked.
|
||
|
||
---
|
||
|
||
E. Surviving in this Crazy World
|
||
|
||
---
|
||
|
||
Surviving the Interface
|
||
|
||
This game uses a variation on the classic Sierra mouse interface. The
|
||
text parser of the first two games is gone. You'll use different
|
||
mouse icons to interact. Move the mouse off the top of the screen to
|
||
select a different icon. You can also cycle through the icons using the
|
||
right mouse button, or use the third mouse button to cycle between the
|
||
one currently active and Walk.
|
||
|
||
The first icon is the Walk icon, which looks like a foot. Click it
|
||
anywhere to walk to that location.
|
||
|
||
The second icon is the Look icon, represented by an eye. Click to look
|
||
at stuff.
|
||
|
||
The third icon is the Touch icon, represented by a hand. Click on
|
||
objects to take, search, or manipulate them.
|
||
|
||
The fourth icon is the Talk icon, represented by a mouth. Click on
|
||
people to ask them about things, or on yourself to tell about things.
|
||
|
||
The fifth icon is the Special icon, which looks like a swirly thing.
|
||
Click on it to open a new window. In this new window:
|
||
|
||
- Click on the image of you running to start running.
|
||
|
||
- Click on the image of you sneaking to start sneaking (if you have
|
||
Stealth).
|
||
|
||
- Click on the image of you snoozing to sleep for certain amounts of
|
||
time.
|
||
|
||
- Click on your studly portrait to view your Character Screen.
|
||
|
||
- Click on the hourglass to get the time of day. You'll get a view of
|
||
the sun or moon in its travelling across the sky (from left to right).
|
||
|
||
- Click on the image of you curled up in the air to jump around, if you
|
||
have the Acrobatics ability.
|
||
|
||
- Click the question mark and hover over other icons to learn about
|
||
them.
|
||
|
||
The sixth icon is the Magic Icon, which looks like a five-pointed star.
|
||
Click it to open a Magic Spells window. There, you can use the eye to
|
||
get info about a spell, the hand to pick a spell to cast, the question
|
||
mark to get info about the other icons, and the OK to close the window.
|
||
Each magic spell is represented by a different icon:
|
||
|
||
Open: Key
|
||
Detect: Eye
|
||
Trigger: Circular Flash
|
||
Dazzle: Multiple Sparkles
|
||
Zap: Sword
|
||
Calm: Open Hand
|
||
Flame Dart: Small Fire
|
||
Fetch: Grasping Hand
|
||
Force Bolt: Small Star-type Ball
|
||
Levitate: Ball with Vertical Lines under it
|
||
Reversal: Arrow that Curves
|
||
Juggling Lights: Three Balls on the outside of a Circle
|
||
Summon Staff: Staff
|
||
Lightning Ball: Ball with Electricity
|
||
Frost Bite: Snowflake
|
||
Ritual of Release: Eight-pointed Star
|
||
Hide: A vertical line with half a man on one side
|
||
Aura: Top half of a Sunburst
|
||
Protection: Shield
|
||
Glide: A curved Chevron
|
||
Resistance: Dual Arrows
|
||
|
||
Some spells need to be targeted. Once you select them, you'll see a
|
||
crosshair. Click the crosshair on your target to cast it there.
|
||
|
||
The seventh icon is the Active Item Icon. Click on it to use the
|
||
Inventory Item you have recently selected. Click the item where you
|
||
want to use it.
|
||
|
||
The eighth icon is the Inventory Icon, which looks like a chest. Click
|
||
on it to access the inventory window. There, you can use the eye to
|
||
look at an item, the hand to take an item to use, the question mark to
|
||
get info about the other icons, and the OK to close the window.
|
||
|
||
The ninth icon is the Console Icon, which looks like a slider. Use it
|
||
to bring up the menu to Save, Restore, Restart, or Quit your game, as
|
||
well as adjust the speed, difficulty, and so on...
|
||
|
||
The tenth icon is the Help icon, which looks like a question mark.
|
||
Hover it over any other icon to get info about it.
|
||
|
||
While the interface is hidden at the top of the screen, you'll have a
|
||
small status bar in its place. This measures your Health, Stamina, and
|
||
Mana points in bar meters so that you can keep an eye on them. If your
|
||
Health bar turns green, you've been poisoned. To the right of the Mana
|
||
bar is an area to show what spells you have cast that are currently
|
||
active on your person. It monitors Reversal, Zap, Protection, Aura, and
|
||
Resistance.
|
||
|
||
---
|
||
|
||
Mordavian 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.
|
||
|
||
If you have Rations bought from the General Store, you'll eat
|
||
automatically. You also have the option of dining every morning and
|
||
night at the Hotel Mordavia (included in the cost of your stay).
|
||
|
||
Sleeping is another concern. If you do not sleep for a couple of days,
|
||
your stamina will drop much quicker. It's generally advisable to sleep
|
||
every day, and to get a full night's rest, you need to sleep before
|
||
midnight.
|
||
|
||
There are a few places to sleep in Mordavia. Of course, the Hotel
|
||
Mordavia is a nice place. You can also sleep in front of Erana's Staff,
|
||
out in the Gypsy Camp (when they let you in), and in Erana's Garden.
|
||
Anywhere else the game will not let you sleep.
|
||
|
||
Staying alive in a combat sense is pivotal, of course. Potions to
|
||
restore Health or cure poison can be received from Dr. Cranium. Once
|
||
you tell him the respective formulae, you can pick up a new potion every
|
||
day. You can also cure yourself from poison by drinking water from the
|
||
pool in Erana's Garden.
|
||
|
||
To restore mana, you'll need to go to Erana's Garden. The tree in the
|
||
center island has Mana Fruit, and you can get one a day. You'll need to
|
||
cast Fetch to get them.
|
||
|
||
Unfortunately, there is no potion to restore Stamina, but it's very
|
||
easy to restore. If you have a fast computer (and who doesn't
|
||
nowadays), as soon as you enter combat, your Stamina will shoot right to
|
||
the top in a matter of seconds.
|
||
|
||
---
|
||
|
||
Surviving Combat
|
||
|
||
When beset by a monster, the music will generally change and you'll see
|
||
the monster bearing down upon you. At a distance you can throw rocks or
|
||
daggers at it, or perhaps cast some combat related spells, such as
|
||
Zap, Flame Dart, Force Bolt, Lightning Ball, Frost Bite, Calm, Dazzle,
|
||
Hide, Aura, Reversal, or Protection.
|
||
|
||
When the monster gets close enough, you will engage in combat, which
|
||
will take place on a special screen.
|
||
|
||
This is quite different from the other forms of combat in the previous
|
||
games. In this game you can use the mouse to click on certain points
|
||
and attack in certain manners.
|
||
|
||
The basic setup for combat puts you on the left side of the screen, and
|
||
your opponent on the right.
|
||
|
||
Clicking the right mouse button anywhere on ground level but yourself
|
||
will swing your weapon. Clicking the left mouse button on the monster
|
||
will do the same.
|
||
|
||
Clicking the left mouse button in front of you will move you forward,
|
||
and clicking it behind you will move you backwards.
|
||
|
||
Clicking the left mouse button above you will cause you to jump, and
|
||
clicking the right moust button above you will cause you to perform a
|
||
jump-slash.
|
||
|
||
Clicking the left or right mouse buttons on yourself will cause to
|
||
dodge or parry, depending on which button, which monster, and which
|
||
class you are. Note that Fighters and Paladins CAN block certain
|
||
magical attacks with their Shield.
|
||
|
||
There's also a menu bar at the bottom of the screen. On the left side
|
||
are your Stamina, Mana, and Health bars. On the bottom right is the
|
||
enemy's Health bar.
|
||
|
||
Above the enemy's Health Bar may be several buttons. There may be
|
||
certain buttons that are or aren't there depending on your skill with
|
||
magic.
|
||
|
||
The Left pointing Arrow will make you run away from battle.
|
||
|
||
The "S" will start up Strategy Combat, which basically does the fighting
|
||
for you. You can adjust your character's aggressiveness, etc with a
|
||
menu bar that you'll bring up by clicking the left mouse button, and you
|
||
can drop back out of Strategy Combat with the right mouse button.
|
||
|
||
There may also be spells between those two buttons. If you wish to fire
|
||
up a spell, hold down the button, and the Spell Strength bar (bottom
|
||
center) will fill up. When it maxes, you'll cast your spell at the
|
||
enemy.
|
||
|
||
The spells from left to right are as follows: Zap (which doesn't need
|
||
to be charged, Flame Dart, Lightning Ball, Force Bolt, and Frost Bite
|
||
(once you get it).
|
||
|
||
Also, if you're a Thief, you can right click on the menu bar and you'll
|
||
throw daggers at the enemy.
|
||
|
||
Once you kill your enemy, you can search him if you wish, but the only
|
||
bad guys you'll find stuff on are Revenants, Chernovy Wizards, and
|
||
Wraiths.
|
||
|
||
---
|
||
|
||
Surviving Financially
|
||
|
||
The currency of Mordavia is the golden crown and the copper kopek.
|
||
There are 100 kopeks to a crown. You'll have to find your money mostly,
|
||
since you won't start with any of your own.
|
||
|
||
Opportunities for more money aren't all that common, but a big load of
|
||
cash isn't all that necessary.
|
||
|
||
Renewable Resources:
|
||
|
||
Revenants and Chernovy Wizards carry money. This is the only renewable
|
||
source of income in the game.
|
||
|
||
Non-Renewable Resources:
|
||
|
||
Killing Wraiths is by far the most profitable way to earn more money,
|
||
but there are only a limited number.
|
||
|
||
There is also some money to be found in odd places. At the beginning,
|
||
you can get some cash, and there's a hoard in Erana's Garden for you to
|
||
take (honorably, of all things).
|
||
|
||
There's also a little bit of thieving to be done, where you can pick up
|
||
some extra cash. It's not much, though...
|
||
|
||
***********************************************************************
|
||
|
||
4. The Valley of Mordavia *CONTAINS SPOILERS*
|
||
|
||
Mordavia will probably remind you much of Spielburg, in both terms of
|
||
scenery and game-like. The name means "Dark Valley", and for many
|
||
years, it has suffered a curse of darkness. You'll learn more as you
|
||
explore.
|
||
|
||
---
|
||
|
||
A. Map and Points of Interest
|
||
|
||
Mordavia is divided into screens, much like Spielburg...
|
||
|
||
=====
|
||
‡ GC* ‡
|
||
‡ ‡
|
||
===== ===== ===== ===== -----
|
||
‡ CB* ‡ ‡ TM* ‡ ‡ W/ | | ‡
|
||
‡ ‡ ‡ ‡ ‡ | | ‡
|
||
----- ----- ----- ----- =====
|
||
‡ CG ‡ ‡ TG ‡ ‡ | ‡
|
||
‡ ‡ ‡ ‡ ‡ | ‡
|
||
----- ===== ----- ===== ----- ----- =====
|
||
‡ | | ‡ ‡ CY* ‡ | | ‡
|
||
‡ | | ‡ ‡ ‡ | | ‡
|
||
----- ----- ----- ===== ----- ----- ----- -----
|
||
‡ | ‡ | W/ | | L | | W/ ‡
|
||
‡ | ‡ | | | | | ‡
|
||
----- ----- ----- ----- ----- ===== ----- =====
|
||
‡ | | | G/ | ‡ EG ‡ ‡
|
||
‡ | | | | ‡ ‡ ‡
|
||
===== ===== ----- ----- ----- ----- ----- ----- =====
|
||
‡ | | | W/ ‡ | | FF/ | | ‡
|
||
‡ | | | ‡ | | | | ‡
|
||
----- ----- ----- ===== ----- ----- ----- ===== -----
|
||
‡ LM ‡ | ‡ ‡ EB | | ‡ ‡ ‡
|
||
‡ ‡ | ‡ ‡ | | ‡ ‡ ‡
|
||
===== ----- ----- ===== ----- ===== ===== -----
|
||
| S | ‡ ‡ W/ ‡ ‡ BY* | ‡
|
||
| | ‡ ‡ ‡ ‡ | ‡
|
||
----- ----- ===== ===== ===== ===== =====
|
||
| S | SS | DC* ‡
|
||
| | | ‡
|
||
----- ===== =====
|
||
|
||
Key: "-, |" = Screen Edge (passable)
|
||
"=, ‡" = Screen Edge (impassable)
|
||
Letters = Special Location without Random Monsters
|
||
"*" = Location has more than one screen
|
||
"/" = Location only has event at night. Can be attacked during the
|
||
day.
|
||
|
||
Points of Interest:
|
||
|
||
"TM" - Town of Mordavia
|
||
|
||
Built soon after the castle to house those who worked in and on it, the
|
||
Town soon became almost its own entity. The people who live here are
|
||
mostly farmers. The town is safe from monsters, thanks to the
|
||
protection of Erana's Staff.
|
||
|
||
There are four screens to the town.
|
||
|
||
Southern Mordavia:
|
||
|
||
This is where Erana's Staff resides. After the Time of Darkness, the
|
||
Paladin Piotyr brought Erana's Staff here and placed it in the rock. A
|
||
garden sprang up around it, and Erana's Protection filled the town,
|
||
preventing any of the dark creatures from attacking the town.
|
||
|
||
Western Mordavia:
|
||
|
||
- Burgomeister's Office: The Burgomeister keeps watch on the town from
|
||
here. He also has his quarters here, and the town jail cell is also
|
||
here.
|
||
|
||
- General Store: There's not a whole heck of a lot you can buy here, but
|
||
you may be able to pick up some supplies for this mission.
|
||
|
||
Prices:
|
||
Candy: 5 kopeks
|
||
Rations: 50 kopeks
|
||
Garlic: 25 kopeks
|
||
Flask of Oil: 100 kopeks
|
||
Shopping Bag: 50 kopeks
|
||
Pie Pan: 250 kopeks
|
||
Hand Broom: 350 kopeks
|
||
|
||
Oh, and prices are non-negotiable...
|
||
|
||
- Hotel Mordavia: Run by the innkeepers Yuri and Bella Markarov, the
|
||
Hotel is a safe place to spend the night. Many farmers hang out here,
|
||
as well. Rooms cost 15 kopeks a night. You'll pay one week in
|
||
advance automatically.
|
||
|
||
Eastern Mordavia:
|
||
|
||
- Nikolai's House: A private residence. Nikolai spends most of his time
|
||
outside, searching for his missing wife.
|
||
|
||
- Dr. Cranium's House: Dr. Cranium values his privacy, and he only
|
||
allows the most intelligent of people to enter his house and
|
||
laboratory. He has designed his house to test those who wish to
|
||
enter.
|
||
|
||
Northern Mordavia:
|
||
|
||
- Adventurers' Guild Hall: There are no adventurers left in Mordavia.
|
||
This is an empty guild, but you can still gain some useful skills and
|
||
information here.
|
||
|
||
- Thieves' Guild: Connected to the Adventurers' Guild, this place is
|
||
also deserted, so it seems...
|
||
|
||
- Monastery: Well, Erana's Staff prevents evil from entering the town
|
||
gates, but what about the evil that's already here? This foul
|
||
building was constructed before the Time of Darkness to house the
|
||
worshippers of the Dark One. There is much danger here.
|
||
|
||
---
|
||
|
||
"TG" - Town Gates
|
||
|
||
There's not all that much going on outside the gates of town, but it's
|
||
relatively safe, and you may meet someone here at night...
|
||
|
||
"CG" - Castle Gates
|
||
|
||
The gates to Castle Borgov are closed at all times. The Gatekeeper,
|
||
Boris, watches the gate during the day, and two vicious Necrotaurs guard
|
||
the gate at night.
|
||
|
||
"CB" - Castle Borgov
|
||
|
||
This edifice housed the rulers of Mordavia, known as Boyars. The last
|
||
Boyar disappeared some time before the Time of Darkness. Not that long
|
||
afterwards, some strangers moved into the castle. No one knows who
|
||
they are, or cares about bothering them.
|
||
|
||
"CY" - Cemetery
|
||
|
||
Apparently a hot tourist attraction, this is where many of the town's
|
||
residents are put to their final rest. The Crypt of the Borgovs also
|
||
sits here. Oddly enough, this place is actually quite safe for the
|
||
most part, even at night.
|
||
|
||
"GC" - Gypsy Camp
|
||
|
||
A roving band of gypsies has camped in the northeast corner of the
|
||
valley. The fact that they can't go anywhere is hard on their lives,
|
||
and they've become very suspicious of strangers...
|
||
|
||
"L" - Leshy Bushes
|
||
|
||
There are some odd bushes in this area. It is reported a Leshy, or
|
||
forest man, hangs out here.
|
||
|
||
"EG" - Erana's Garden
|
||
|
||
Another place of safety courtesy of your friendly neighborhood Archmage,
|
||
Erana. This one has a bit of an Oriental theme to it. The water and
|
||
fruit of the trees are supposed to have restorative properties.
|
||
|
||
"LM" - Lake Mordavia
|
||
|
||
One of the few bodies of water not poisoned by the swamp, this lake
|
||
is a lovely tourist spot. Some have reported seeing a young woman
|
||
swimming in the lake from time to time.
|
||
|
||
"EB" - Elderbury Bush
|
||
|
||
This area has a rather strange bush in it. It may just be me, but
|
||
I've never known berry bushes to have tentacles and eyes...
|
||
|
||
"BY" - Baba Yaga's Hut
|
||
|
||
Will wonders never cease? It seems your old Ogress adversary, Baba Yaga
|
||
flew to this valley after she left Spielburg. Of course, to get inside,
|
||
you'll have to deal with Bonehead, as usual...
|
||
|
||
"S" - Swamp Shore
|
||
|
||
The famed Mordavian Swamp fills the pass between the valley and the
|
||
outside world. It started forming soon after the Time of Darkness, and
|
||
now no one can leave or enter Mordavia without magical means. You can
|
||
explore the swamp, but I wouldn't recommend it unless you have a darn
|
||
good reason or darn good preparations.
|
||
|
||
"SS" - Squid Stone
|
||
|
||
This area is rather nasty, with a small slimy stream running over
|
||
everything. A tall monument with a squid perched on top sits here,
|
||
but for what purpose, few know...
|
||
|
||
"DC" - Dark One's Cave
|
||
|
||
You start your adventure here, as you'll soon find out. This place is
|
||
horrid, to say the least. Apparently, it was built to summon the Dark
|
||
One to this world, but it seems far too weird to have been shaped by
|
||
human hands. Something must have happened to the cave to make it its
|
||
current state.
|
||
|
||
"G" - Ghost
|
||
|
||
At night, you can find the ghost of a young lady here. Who is she, and
|
||
what can you do with her?
|
||
|
||
"W" - Wraith Barrow
|
||
|
||
At these points on the map, you'll see a raised mound of stones at
|
||
night. This is the barrow of a Wraith. Getting close to a Wraith
|
||
could prove painful, but the barrows contain a lot of treasure.
|
||
|
||
"FF" - Fairy Fountain
|
||
|
||
At night, some have reported seeing an odd fountain just south of
|
||
Erana's Garden...
|
||
|
||
---
|
||
|
||
B. Characters
|
||
|
||
You'll meet many new characters here. The opportunites for old friends
|
||
are very small, but there's always an old face to remember, even here...
|
||
|
||
The Hero - (human male from Willowsby)
|
||
|
||
The Prince of Shapeir, and hero of the lands of Spielburg and Tarna.
|
||
You were yanked from your victory in Tarna by magical means and now
|
||
find yourself thrust in this world where people are scared of their own
|
||
shadows and are very suspicous of strangers, of which you qualify. Your
|
||
costume changed little since the last game, but your pants are a lighter
|
||
blue and your jacket is a light red, now.
|
||
|
||
Narrator
|
||
|
||
Yeah, he's not a real character, but he follows you everywhere, so I
|
||
suppose he's worth mentioning...
|
||
Voice: John Rhys-Davies - Perfect for this role. John really adds to
|
||
the Gothic setting of this game. Another thing is that he doesn't get
|
||
annoying, unlike the narrators of, say Laura Bow 2 or Gabriel Knight 1.
|
||
|
||
Mordavian Townsfolk:
|
||
|
||
Dmitri Ivanov, aka the Burgomeister - (human male from Mordavia)
|
||
|
||
The Burgomeister of Mordavia is a man with many problems on his
|
||
shoulders. He's having a tough time running this town, and there are
|
||
times when he feels that all his efforts are for naught. He's the
|
||
grandson of the Paladin, Piotyr.
|
||
Voice: Gregg Berger - Brusque, demanding and straight-forward, with a
|
||
rich Eastern European accent. Very well done.
|
||
|
||
Olga Stovich, aka The Shopkeeper - (human female from Mordavia)
|
||
|
||
She tends the General Store in Mordavia. She knits a lot and has lots
|
||
and lots of cats. Apparently, her husband has been missing for many
|
||
years now. She's probably the biggest gossip you'll ever meet.
|
||
Voice: Susan Silo - Another well-done Eastern European accent. Shrill
|
||
and piercing, the perfect for the town gossip.
|
||
|
||
Yuri Markarov, aka The Innkeeper - (human male from Mordavia)
|
||
|
||
The Innkeeper of the Hotel Mordavia, he's a pretty basic fellow. He's
|
||
straightforward, but a nice guy.
|
||
Voice: Stu Rosen - Decent voice. More Eastern European accents.
|
||
Straightforward, but not demanding.
|
||
|
||
Bella Markarov - (human female from Mordavia)
|
||
|
||
Bella used to be pretty (by the town's standards). Apparently, losing
|
||
her only daughter took it out of her. She runs the kitchen of the Inn
|
||
and supplies the meals.
|
||
Voice: Mitzie McCall - Oi! Zis is the most Eaztern European of zem all!
|
||
She speaks slowly, and it's kind of annoying, but it's still a good
|
||
voice.
|
||
|
||
Tanya Markarov - (human female from Mordavia)
|
||
|
||
A few years ago, Tanya was taken away in the night by a fearsome
|
||
monster, and no one knows what became of her. Yuri and Bella assumed
|
||
she was dead, and the topic of her sweet eight-year-old daughter has
|
||
become rather taboo in town.
|
||
Voice: Russi Taylor - A very sweet and cute little voice. Maybe a bit
|
||
overdone at times, but it fits well.
|
||
|
||
Hans - (human male from Mordavia)
|
||
|
||
A farmer of pumpkins and corn, Hans hangs out at the inn at night with
|
||
his pals.
|
||
Voice: Jim Cummings - Like the rest of his buddies, a lot of Hans'
|
||
voice is improvised in certain lines. Listening to the three of them is
|
||
often a riot.
|
||
|
||
Franz - (human male from Mordavia)
|
||
|
||
A farmer of garlic, Franz prides himself on his stink. He also hangs
|
||
out at the Inn at night.
|
||
Voice: Jess Harnell - This guy does a great Rodney Dangerfield. I tell
|
||
ya, I get no respect...
|
||
|
||
Ivan - (human male from Mordavia)
|
||
|
||
He used to be an elephant herder, until all the elephants left Mordavia.
|
||
Now, he just sits around at the Inn and helps the others drink.
|
||
Voice: Neil Ross - A Jack Nicholson voice. Hilarious with the improv.
|
||
|
||
Punny Bones - (Gnome male from parts unknown)
|
||
|
||
Poor Punny has no sense of humor. He didn't always used to be this way,
|
||
until he said a bad joke about Baba Yaga near the wrong audience.
|
||
Voice: Hamilton Camp - I don't like Punny much, and the voice may have
|
||
something to do with it. He's got the classic comedian "yuk"-y voice.
|
||
|
||
Domovoi
|
||
|
||
This is a spirit-type being that inhabits buildings and brings good
|
||
luck. There are two you'll meet in the game. One you'll have to help,
|
||
and the other will help you in return.
|
||
Voice: Cam Clark - A gravelly, quiet kinda voice. He speaks a rather
|
||
loose Common.
|
||
|
||
Nikolai - (human male from Mordavia)
|
||
|
||
Not as old as he looks, Nikolai aged horribly after his wife disappeared
|
||
in the forest many years back. He spends his days wandering around town
|
||
looking for her.
|
||
Voice: Cam Clark - An old coot voice. Nikolai speaks slowly and always
|
||
as if he's confused.
|
||
|
||
Anna - (human female from Mordavia)
|
||
|
||
Nikolai's wife went out into the forest to pick berries and never came
|
||
back. It is said her ghost haunts the forest to this day.
|
||
Voice: Catherine Blove - Anna's breathy, quiet Eastern European voice is
|
||
good for her role as a ghost.
|
||
|
||
Dr. Cranium - (human male from parts unknown)
|
||
|
||
Several years before the swamp completely blocked the pass, Dr. Cranium
|
||
entered the valley and set up a personal laboratory in town. Most of
|
||
the townsfolk stay away from him, assuming he's a madman. He's not
|
||
entirely there, but he can prove useful sometimes...
|
||
Voice: Jeff Bennett - The classic mad scientist voice,
|
||
|
||
Igor - (human male from Mordavia)
|
||
|
||
He's the kind of guy you bring home to mother, if mother's also a
|
||
hunchback. Igor's the resident gravedigger, and he also helps out at
|
||
Dr. Cranium's lab. He's a nice guy, though...
|
||
Voice: Jeff Bennett - A very comical voice that befits his
|
||
hunchbackness... Is that a word?
|
||
|
||
Lorre Petrovich, aka The Chief - (human male from Mordavia)
|
||
|
||
The Chief has had to deal with rough times. The Mordavian Thieves'
|
||
Guild was once famous as a training ground for prospective thieves, but
|
||
the encroachment of the swamp has caused a slowdown of business. And,
|
||
then there's the problem of the Chief's "condition"...
|
||
Voice: Hamilton Camp - No, it's not a coincidence that the name looks
|
||
like Peter Lorre, and that it also sounds like him...
|
||
|
||
Valley Residents:
|
||
|
||
Katrina - (human female from Mordavia)
|
||
|
||
A young and rather fetching peasant girl, Katrina is the first human
|
||
being you meet in this godforsaken land. She lives and works in the
|
||
castle, and it seems she has a thing for you...
|
||
Voice: Jennifer Hale - Very alluring and seductive, and, of course,
|
||
being a native, it's Eastern European.
|
||
|
||
Boris Stovich - (human male from Mordavia)
|
||
|
||
Boris is the gatekeeper of Castle Borgov. He works the day shift at
|
||
the gates, and is most welcome to have a visitor to talk to. Hey...
|
||
Who else do we know that's named Stovich? Think they're related?
|
||
Voice: Jim Cummings - A deep Boris Karloff voice.
|
||
|
||
Gypsy Davy - (nomadic human male)
|
||
|
||
Davy's one of the lead men in the Gypsy Camp northeast of town... He's
|
||
not all that approachable early on, but he's an okay guy when he wants
|
||
to be...
|
||
Voice: Cam Clark - A very rich gypsy-type accent.
|
||
|
||
Magda - (nomadic human female)
|
||
|
||
The leader of the gypsy tribe, Magda is also a fortuneteller. She'll
|
||
impart some valuable knowledge to you, and will impress you by telling
|
||
you things you already know.
|
||
Voice: Joannie Gerber - This is one of the few voices I have a problem
|
||
with. Sure, it's executed well enough, but it would appear that the
|
||
original actress quit most of the way through the taping, since
|
||
sometimes, she'll have a voice from a different actress...
|
||
|
||
Leshy
|
||
|
||
The Leshy is a mischievous forest sprite. He's known to play tricks on
|
||
people, but he knows much about the forest, being rather nosy as well...
|
||
Voice: Bill Farmer - I'm reminded of "crazy old coot" when I hear this
|
||
voice.
|
||
|
||
Rusalka - (Undead)
|
||
|
||
A Rusalka is a spirit of a drowned, unmarried woman. Rather specific
|
||
as far as undeads go. She drowns any men who wander nearby to their
|
||
water deaths. She's rather attractive, and, since she's a really
|
||
really old undead, her clothes have rotted away, and she hasn't aged...
|
||
You do the math... Unfortunately, to keep this game okay for the kids,
|
||
she's got really long hair.
|
||
Voice: Diane Pershing - This is an Eastern European area. Supposedly,
|
||
the Rusalka lived here. For some reason, she's got an American voice...
|
||
Yeah, it's seductive, but it doesn't really fit. Note that I only took
|
||
attention to this after I stopped taking attention at other things.
|
||
|
||
Bonehead - (Undead)
|
||
|
||
A familiar face (or lack of one) at last! If you've played QfGI, this
|
||
is the skull that was on the gate. He's not very nice, but he's really
|
||
got no way to hurt you, so he just gets by by insulting you.
|
||
Voice: Jeff Bennett - This Joe Pesci knock-off really fits Bonehead's
|
||
style.
|
||
|
||
Baba Yaga - (Ogre female from Surria)
|
||
|
||
Where Bonehead goes, you can imagine his mistress goes as well. Baba
|
||
Yaga's still quite sore about you turning her into a frog (she's normal
|
||
now). She's still got her knack for curses and shape-changing spells.
|
||
Don't visit her unless you have a darn good reason...
|
||
|
||
Tatiana, Queen of the Faery Folk - (Faery Folk female from parts
|
||
unknown)
|
||
|
||
Tatiana and her entourage came to this valley to retrieve the Staff of
|
||
Erana. Since Erana is half-Faery Folk, Tatiana believes that the Staff
|
||
is rightfully hers. Unfortunately, releasing it can get pretty messy,
|
||
so she needs a sucker to help her. Guess who that sucker is...
|
||
Voice: Susan Silo - It's easy to tell that this is also Olga's voice, as
|
||
it's just minus the accent.
|
||
|
||
Toby - (unknown monster male)
|
||
|
||
Toby is a monster living in the castle. He's something of a Wookie, I
|
||
suppose. He's really a nice guy, but he looks pretty darn spooky...
|
||
Voice: Mmm... Grunting... He's not casted...
|
||
|
||
Goon Guards - (Goon males)
|
||
|
||
They're guards... They guard the castle dungeon... There's not much
|
||
else to it. They're far tougher than you.
|
||
Voices: Stu Rosen, Bill Farmer - Classic "stoopid" voices...
|
||
|
||
Ad Avis - (human male from Raseir, undead, Nosferatu)
|
||
|
||
Your arch-nemesis from Raseir has returned, as a vampire. He now
|
||
serves his Dark Master unwillingly, having been bitten back when he was
|
||
seeking the black arts. He still hates you a lot, though...
|
||
Voice: Jeff Bennett - Ad Avis has such a cool syrupy sinister voice.
|
||
|
||
The Dark Master - (???)
|
||
|
||
The cause of all the recent woe in Mordavia, The Dark Master came to
|
||
the valley soon after the last Borgov died. Mordavia had its share of
|
||
problems before, but the Dark Master now makes the townsfolk afraid of
|
||
their own shadows...
|
||
Voice: ???
|
||
|
||
Avoozl, the Dark One - (Dark One from another dimension)
|
||
|
||
Dark Ones come from another dimension. They're really dang powerful
|
||
(which begs the question what they do in said dimension). Long ago, the
|
||
Chernovy Cult almost succeeded in summoning Avoozl. It's kinda weird,
|
||
since they "almost" summoned him, the cave they picked to be his body
|
||
"almost" turned into him, so it's really weird inside.
|
||
|
||
Erana - (half Faery Folk female from parts unknown)
|
||
|
||
Legend has it that Erana sacrificed her life to prevent the summoning of
|
||
Avoozl. She still has a strong influence on the valley. Magically, of
|
||
course.
|
||
Voice: Diane Pershing - Pretty lousy, really. Good thing she only has
|
||
a couple of lines...
|
||
|
||
Guest Stars:
|
||
|
||
Erasmus - (human male from Zauberberg)
|
||
|
||
Your old buddy Erasmus isn't in the valley, but he'll provide a hand
|
||
whenever he can.
|
||
Voice: Neil Ross - A nice goofy, old man voice. The kind you'd expect
|
||
out of a wizard.
|
||
|
||
Fenris - (familiar)
|
||
|
||
Fenris never strays from Erasmus' side, and always provides the comedy
|
||
relief for the Erasmus/Fenris duo.
|
||
Voice: Susan Silo - A high-pitched, smart-alecky voice.
|
||
|
||
---
|
||
|
||
C. Monsters
|
||
|
||
Mordavia has become a very dangerous place to wander around. The
|
||
monsters in this game are particularly vicious, and many are related
|
||
to the Gothic nature of this game. Monsters are difficulty-rated from
|
||
1 (easiest) to 10 (hardest).
|
||
|
||
Random Monsters
|
||
|
||
After QfG3's "location-sensitive" monster system, QfG4 goes back to the
|
||
classic time-sensitive system of 1 and 2.
|
||
|
||
Vorpal Bunny - These rodents are a tip of the hat to the horrendous
|
||
creature featured in Monty Python and the Holy Grail. Fortunately,
|
||
these lepuses are far less fierce, but no less frightening in
|
||
appearance. If you lose against one of these guys, you're either very
|
||
weak or very bad. Standard strategy is waiting for it to get close
|
||
and just hack it to death. It may jump to dodge your blow, but just
|
||
keep attacking. These guys only appear at daytime. Difficulty: 1
|
||
|
||
Revenant - These Undead of the lower class burst out of the ground and
|
||
lurch towards you slowly. For that matter, they're rather slow and not
|
||
very dangerous, but you should still be wary around them. They
|
||
relinquish a random amount of kopeks when you defeat them. They only
|
||
appear at night. Difficulty: 4
|
||
|
||
Badders - These odd creatures (supposedly) resemble a cross between a
|
||
bat and a spider. They fly in groups and you have to attack them one
|
||
at a time they swoop down on you. They have poison in their bite, but
|
||
it's a very light poison, and will fade after about a minute of game
|
||
time. What makes these guys moderately difficult is just hitting them.
|
||
They only appear at night. Difficulty: 5
|
||
|
||
Wyvern - These dragon-like creatures are actually one of the ancient
|
||
creatures of Mordavia, and have been around even before the dark times.
|
||
They're mostly snake-like, and have large leathery wings. They can
|
||
breathe fireballs, and their tail is poisonous. The poison is one of
|
||
the worst in the game, and takes a few game minutes to wear off. They
|
||
only appear at daytime. Difficulty: 7
|
||
|
||
Chernovy Wizard - These followers of the Dark One Cult have shed their
|
||
original human bodies. No one really knows their full anatomy, but the
|
||
disfigured faces and tentacles for arms discourage anyone from getting
|
||
all that close. They only appear at night. Their magic is quite
|
||
formidable, and half the trouble is just getting close enough to hit
|
||
them. Difficulty: 8
|
||
|
||
Necrotaur - One of the most difficult characters in the game, and they
|
||
appear at all times of the day. The Necrotaur hits very hard and
|
||
charges really fast. If you repeatedly hit them with magic or daggers,
|
||
you can keep them at bay. Difficulty: 10
|
||
|
||
---
|
||
|
||
Semi-unique Monsters
|
||
|
||
Wraith - There are only a few Wraiths in the game. They can be found
|
||
at night in barrows that only appear when the moon rises. When they
|
||
arise from their barrows, they'll use some serious undead coldness to
|
||
suck the life right out of you. Get close as fast as possible. The
|
||
Wraith will continue to suck life out of you in combat unless you have
|
||
some kind of protection. While fighting, your objective is to keep
|
||
dodging and get close so you can repeatedly hack and kill the Wraith.
|
||
Difficulty: 9
|
||
|
||
Pit Horror - I'm not gonna say too much about this thing, but it's got
|
||
a nasty acid spit and tentacles. A well-trained fighter shouldn't have
|
||
much trouble, though. Difficulty: 7
|
||
|
||
---
|
||
|
||
D. Items
|
||
|
||
All the items in this game show up as cute little icons in your
|
||
inventory window. Most of them are pretty self-explanatory. There will
|
||
be some spoilers if you look these up without playing through the game
|
||
first.
|
||
|
||
---
|
||
|
||
Combat Items
|
||
|
||
Dagger
|
||
Found: In the beginning, in the Thieves' Guild, in a Wraith's barrow.
|
||
Description: Once again, we're back on one type of dagger, which can
|
||
be used for both throwing and in-fighting. The game will automatically
|
||
stop you when you're down to your last dagger so you aren't completely
|
||
weaponless.
|
||
|
||
Sword (battered)
|
||
Found: In the beginning (Fighter/Paladin only)
|
||
Description: This piece of metal isn't worthy of cutting hot butter,
|
||
but it's all you've got for a while...
|
||
|
||
Sword (fine)
|
||
Found: Adventurer's Guild (Fighter/Paladin only)
|
||
Description: A much better weapon for your continued survival, this
|
||
sword is available in the Adventurer's Guild in case of "emergency".
|
||
|
||
Battle Axe
|
||
Found: Wraith's barrow (Fighter/Paladin only)
|
||
Description: This powerful weapon is better than the Fine Sword. It's
|
||
perfect for chopping up evil into tiny bits.
|
||
|
||
Sword (Piotyr's)
|
||
Found: Wraith's barrow (Paladin only)
|
||
Description: The sword of the Paladin, Piotyr, this weapon is encased in
|
||
blue flame when a true Paladin wields it.
|
||
|
||
Leather Armor
|
||
Found: Wizard and Thief start with it
|
||
Description: As usual, Leather Armor protects you from the slight
|
||
scratches and purple nerples of life, but doesn't do much against REAL
|
||
combat.
|
||
|
||
Platemail Armor
|
||
Found: Fighter and Paladin start with it
|
||
Description: This rough and tumble plate will keep you alive in your
|
||
line of work.
|
||
|
||
---
|
||
|
||
Thief Tools and Thief-Related Items
|
||
|
||
Rope & Grapnel
|
||
Found: Adventurers' Guild
|
||
Description: This is also a useful tool for Fighters and Paladins, once
|
||
they learn the skill, but Thieves are well-versed in tossing grapnels
|
||
and scaling walls.
|
||
|
||
Guild Card
|
||
Found: Thieves' Guild
|
||
Description: Proving you're a member in good standing of the resident
|
||
Thieves' Guild. This card has all the benefits of any other thin
|
||
plastic card.
|
||
|
||
Lock Pick
|
||
Found: Thieves' Guild
|
||
Description: Back to basics. You've become well-versed in the Art of
|
||
the Probe. This pick will only be with you a short time as you
|
||
complete your Thieves' Guild entrance exam.
|
||
|
||
Tool Kit
|
||
Found: Thieves' Guild
|
||
Description: The new and improved Acme Mark II Thieves' Tool Kit has a
|
||
special addition of the ability to disarm traps. Disarming traps is a
|
||
matter of clicking on a square when one of the symbols comes up, and
|
||
matching three symbols in a row. The best way is to pick one color and
|
||
click whenever that color comes up until you get a row.
|
||
|
||
Safe Knob
|
||
Found: Thieves' Guild
|
||
Description: Found in a drainage grate, this knob attaches to a safe,
|
||
if you can believe that.
|
||
|
||
Magic Statue
|
||
Found: Monastery
|
||
Description: This is a very mysterious piece of art. Shaped like a bug,
|
||
it has the power to turn anyone who touches it into some weird
|
||
insect/gastropod thing. Best to be avoided.
|
||
|
||
Blackbird
|
||
Found: Monastery
|
||
Description: For those of you who've played previous games, yes, this is
|
||
ANOTHER Blackbird, almost exactly like all the other cheap plaster
|
||
imitations found in Raseir and Tarna. Where's the REAL Blackbird?
|
||
|
||
Locket
|
||
Found: Nikolai's House
|
||
Description: This locket has a picture of Nikolai and his wife inside.
|
||
It wouldn't be a good idea to hang on to it when thieving his house,
|
||
since he'd easily notice it missing.
|
||
|
||
---
|
||
|
||
Store Items
|
||
|
||
Garlic
|
||
Found: General Store, Nikolai's House, Hotel Mordavia
|
||
Description: The old Allium Sativum is good for stews, soups, and
|
||
repelling Werewolves and Vampires.
|
||
|
||
Food Rations
|
||
Found: General Store
|
||
Description: These avocado and garlic sandwiches are, if you can
|
||
believe it, your rations for this quest. You'll eat them automatically
|
||
as you need them.
|
||
|
||
Candy
|
||
Found: General Store
|
||
Description: These twists of taffy are perfect for giving yourself
|
||
cavities.
|
||
|
||
Shopping Bag
|
||
Found: General Store
|
||
Description: You already have your backpack, but this bag can be used
|
||
to hold relatively unsafe items safely.
|
||
|
||
Hand Broom
|
||
Found: General Store, Nikolai's House
|
||
Description: Hey, a clean Adventurers' Guild is a happy Adventurers'
|
||
Guild.
|
||
|
||
Pie Pan
|
||
Found: General Store
|
||
Description: Did you know that the Frisbee guy realized his creation
|
||
from a pie pan? Well, that really doesn't have anything to do with the
|
||
current situation. You won't be using this for any weird task, just
|
||
to make a pie.
|
||
|
||
Flask of Oil
|
||
Found: General Store
|
||
Description: Although it can be considered a Thief item, just about
|
||
everyone could use this sneaky stuff at some point in the game to oil
|
||
hinges.
|
||
|
||
---
|
||
|
||
Simple Purpose Items
|
||
|
||
Money Pouch
|
||
Found: Start with one
|
||
Description: This pouch, oddly enough, carries all your money. In case
|
||
you needed a reminder, the currency of Mordavia is 100 kopeks to the
|
||
crown.
|
||
|
||
Key Ring
|
||
Found: When you receive your first key.
|
||
Description: The key ring contains all the keys you've found throughout
|
||
your quest.
|
||
|
||
Rock
|
||
Found: On the ground, all around.
|
||
Description: As always, rocks are cheap throwing weapons, and a good
|
||
way to boost your Throwing skill.
|
||
|
||
Bone
|
||
Found: Northwest Swamp Shore, Wraith Barrow
|
||
Description: Yep. You can carry some bones around, if that's your...
|
||
...thing...
|
||
|
||
Flower
|
||
Found: In many different flower patches in the forest
|
||
Description: Flowers are useful as cute presents for lovely ladies.
|
||
|
||
---
|
||
|
||
Flask Items
|
||
|
||
Empty Flask
|
||
Found: Dr. Cranium's Lab
|
||
Description: Once again, flasks are the liquid etc. carryall. They're
|
||
glass... Whee... (Sorry, I'm running out of cute Descriptions) Just
|
||
ask Dr. Cranium for one and he'll give it to you.
|
||
|
||
Flask of Water
|
||
Found (filled): In any little brook or stream
|
||
Description: There's little use to this, but I guess it keeps your
|
||
thirst down.
|
||
|
||
Healing Potion
|
||
Found: Dr. Cranium's Lab, Wraith Barrow, Monastery, Thieves' Guild
|
||
Description: You can get one a day from Dr. Cranium once you return the
|
||
formula to him. When taken, you'll recover about half your Health.
|
||
|
||
Poison Cure
|
||
Found: Dr. Cranium's Lab, Thieves' Guild
|
||
Description: If you get poisoned by Badders, Wyverns, or a poison trap,
|
||
you can take this to nullify its effects. Once you give the formula to
|
||
Dr. Cranium, you can have one a day.
|
||
|
||
Rehydration Solution
|
||
Found: Dr. Cranium's Lab
|
||
Description: On your second visit to Dr. Cranium, you can give Dr.
|
||
Cranium the formula to this solution. Once you give him a Flask of Goo,
|
||
you'll receive it. It can rehydrate dry things.
|
||
|
||
Flask of Goo
|
||
Found: Squid Stone Area
|
||
Description: This is the stuff that leaks out of the Dark One's Cave.
|
||
As Bonehead describes it, it's like molasses gone bad... REAL bad...
|
||
You can use it for different purposes.
|
||
|
||
Flask of Bonemeal
|
||
Found: Baba Yaga's Hut Area
|
||
Description: Bonemeal's powdery stuff. The only way you can hang onto
|
||
it is in a flask. Why would you need bonemeal? Well, why not?
|
||
|
||
Flask of Will O' Wisps
|
||
Found: Swamp Shore
|
||
Description: Somehow, you can get Will O' Wisps in a flask, but you
|
||
can't get Prince Albert in a can. Just make sure to let them out
|
||
before daybreak or else they'll expire.
|
||
|
||
---
|
||
|
||
Dark One Rituals
|
||
|
||
Bone Ritual
|
||
Found: Mad Monk's Tomb
|
||
Description: This ritual fills the bones of the Dark One with life.
|
||
|
||
Blood Ritual
|
||
Found: Monastery
|
||
Description: This ritual starts the flow of blood in the Dark One.
|
||
|
||
Breath Ritual
|
||
Found: Baba Yaga's Hut
|
||
Description: This ritual causes the Dark One to breathe again.
|
||
|
||
Sense Ritual
|
||
Found: Squid Stone
|
||
Description: This ritual restores the Dark One's sight, sound, smell,
|
||
taste, and touch.
|
||
|
||
Heart Ritual
|
||
Found: Wraith Barrow or Fairy Fountain
|
||
Description: This ritual causes the Dark One's heart to beat again.
|
||
|
||
---
|
||
|
||
Other Quest Items
|
||
|
||
Flint
|
||
Found: Beginning
|
||
Description: If you know your Boy Scout skills, you may recall what
|
||
happens when you rub flint and steel together.
|
||
|
||
Sheet
|
||
Found: Beginning (Wizard only)
|
||
Description: This is a small square of cloth. What was it doing
|
||
where you found it? Waiting for you, of course...
|
||
|
||
Dark One Sign
|
||
Found: Dark One's Cave Mouth
|
||
Description: This odd six-tentacled figurine has several uses in the
|
||
game. It represents the Dark One, and it's pretty darn evil, so why
|
||
are we carrying it again?
|
||
|
||
Corn
|
||
Found: Town Gates
|
||
Description: This odd plant consists of a stalk and a pod which contains
|
||
a bunch of yellow seeds surrounded by leaves.
|
||
|
||
Mana Fruit
|
||
Found: Erana's Garden
|
||
Description: This soft fruit is used to restore one's Mana. You can
|
||
get once a day from the tree in Erana's Garden, but you can only get it
|
||
by casting the Fetch spell on the tree.
|
||
|
||
Bonsai Bush
|
||
Found: Squid Stone Area
|
||
Description: This bush isn't all that healthy. You'll need to find a
|
||
way to restore its growth.
|
||
|
||
Undead Amulet
|
||
Found: Gypsy Camp (Fighter, Thief)
|
||
Description: If you can't use the Aura Spell, this Amulet will protect
|
||
you from many of the severe cold touch effects of Undead.
|
||
|
||
Rusalka Hair
|
||
Found: Lake Mordavia (Paladin)
|
||
Description: Unfortunately, she snags this clump of hair from the back
|
||
of her hair as opposed to the front. Dang.
|
||
|
||
Rubber Chicken
|
||
Found: Hotel Mordavia
|
||
Description: Punny Bones' rubber chicken is available to you as soon as
|
||
you visit him. What use could you possibly have for this?
|
||
|
||
Elderbury Berries
|
||
Found: Elderbury Bush
|
||
Description: These red berries are quite poisonous, but would I put them
|
||
here if you didn't need them for some obscure purpose? Of course not.
|
||
|
||
Hat
|
||
Found: Forest (Ghost Area)
|
||
Description: You are given this hat by a ghost. So, he gave you his
|
||
ghost hat, but it's quite real. Don't try to figure it out...
|
||
|
||
Good Humor Bar
|
||
Found: Baba Yaga's Hut
|
||
Description: This (perpetually?) frozen treat tastes kinda funny...
|
||
|
||
Jewelry
|
||
Found: Wraith Barrow
|
||
Description: This is one of the few useless items in the game. I have
|
||
no idea why you carry this stuff around. You can't fence it or nothing.
|
||
|
||
Doll
|
||
Found: Hotel Mordavia
|
||
Description: This doll used to belong to Tanya Markarov. You'll need
|
||
it to gain someone's trust, namely, Tanya Markarov...
|
||
|
||
Hammer
|
||
Found: Castle Borgov Dungeon
|
||
Description: Although technically a useless item, this is used as a
|
||
trick, along with the stake.
|
||
|
||
Stake
|
||
Found: Castle Borgov Dungeon
|
||
Description: See Hammer
|
||
|
||
Staff of Erana
|
||
Found: South Area of Town of Mordavia
|
||
Description: You can only hold this, per se, if you're a Fighter or
|
||
Thief. The Wizard and Paladin absorb it as their Staff. Of course,
|
||
that doesn't mean that the Fighter or Thief has no use for it. Au
|
||
contraire...
|
||
|
||
***********************************************************************
|
||
|
||
5. Fighter Walkthrough
|
||
|
||
All points for deeds are added in parentheses.
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll begin in some freaky old cave, filled with bones, having no idea
|
||
how the heck you got there or where your stuff is. You can walk around
|
||
the bones. That odd-looking door thing on the back wall is your exit,
|
||
but you can't get out yet. First thing to do is look around certain
|
||
points. There are a few skeletons in the area you can search (2) for
|
||
equipment. On one you'll find a dagger and coins. On another you'll
|
||
find a piece of flint and coins, and on the third you'll just find
|
||
coins. Now, turn your attention to the nearby altar. You can grab
|
||
one of the torches flanking the altar. Go into your inventory and grab
|
||
the flint. Now, click the flint on the unlit torch to light it (6).
|
||
Now that you can see more than your hand in front of your face, make
|
||
your way to the door in the back of the room, and use your hand on it to
|
||
open it.
|
||
|
||
In this next room, the first thing you'll probably see is the sword and
|
||
shield lying nearby. They must've known you were coming, eh? Grab the
|
||
two and you'll be somewhat armed (the sword's not all that great). Head
|
||
towards the exit and you'll be assaulted by a small group of Badders.
|
||
Deal with them (2). Leave by the south.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. All you
|
||
need to do is simply cross the rope hand-over-hand (15). The nasty
|
||
tentacled beast won't get you unless you stand way too close to the
|
||
edge on the starting side. Walk outside by the northwest.
|
||
|
||
Once you leave, you'll hop across a few rocks and you'll be met by a
|
||
rather attractive peasant girl. She'll tell you you're in Mordavia and
|
||
that the town is due north and that her name is Katrina. After she
|
||
walks off, take a look at the arch. Note that one symbol nearest you.
|
||
You can take this Dark One Sign (6), so do so. Leave this area by the
|
||
west.
|
||
|
||
In this next gooey area (how 'bout this place, eh?) You'll see a slimy
|
||
path. Walk down it, and eventually you'll slip to the bottom. You
|
||
can't do anything else here, but note that big stone, and the bonsai
|
||
bush in the lower right corner. Anyway, exit to the west.
|
||
|
||
You're now at the edge of the swamp. Head north (finally some real
|
||
forest) and when you can't go north anymore, go east, and you'll be
|
||
outside the town gates. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
You'll be in the south end of town, near the Staff of Erana. Head
|
||
north, on the left side of the stone, and you'll have your first
|
||
lovely chat with the Burgomeister. Talk to him if you wish. You can
|
||
go inside the office and ask him about different things. If you ask him
|
||
about the Adventurers' Guild, he'll give you a key for it.
|
||
|
||
On this street, you can also visit the General Store. Talk to Olga.
|
||
With your money pouch in hand, purchase about ten Food Rations, a clove
|
||
of Garlic, a Pie Pan, a Flask of Oil, and some Candy.
|
||
|
||
Now, head to the Hotel Mordavia, you'll pay for one week in advance
|
||
automatically, and you'll get the key to your room. Talk to the
|
||
innkeeper and the three gents at the table. You can go up to your room
|
||
if you want, and you can get a clove of Garlic from the strands on the
|
||
ceiling.
|
||
|
||
Head to the north part of town. The Adventurer's Guild is the
|
||
dilapidated building to your left, and the Monastery is the huge stone
|
||
thing. You can talk to Igor, who's busily chipping away. Use the key
|
||
you just got and unlock the door to the Guild and enter (6).
|
||
|
||
First thing to do is sign the logbook (2), like always. Next, head over
|
||
to the bookcase and read all the books. Particularly, the one that
|
||
should interest you is the one on Climbing (2). Once you read it,
|
||
you'll have a Climbing skill of 100. Now, pick up the Rope & Grapnel
|
||
(2) and you can toss it on the iron ring on the ceiling and practice
|
||
climbing. Now, turn your attention to the case on the wall. You'll
|
||
notice the rather nice-looking sword inside it. Smash it open (if you
|
||
have enough Strength), and you'll take this lovely sword in your
|
||
possession. Lastly, you can use the exercise machine on the left side
|
||
of the room to build up your Strength (2). Come back whenever you have
|
||
enough stamina until you can't do any more in the day, then come back
|
||
the next day, and add weight until you can't exercise no more.
|
||
|
||
Go to the east part of Mordavia. You'll notice Nikolai, the old man,
|
||
wandering around. You can talk to him, but you won't get much. Now,
|
||
go to Dr. Cranium's house. To open the door, you'll have to repeat the
|
||
sequence of the bells (6). Once inside, open the door on the right to
|
||
get Antwerped (oof!). You'll now need to catch one of these Antwerps,
|
||
using the device on the floor, the T.R.A.P. So, answer all the
|
||
questions with intent of finding Antwerps (bounces, no legs, does NOT
|
||
sing Waltzing Matilda). Once you identify it (2), you'll need to bait
|
||
the T.R.A.P. with avocado from one of your food rations. The T.R.A.P.
|
||
will start working, and will catch an Antwerp (2). Right now, you
|
||
can identify another animal. The animal you want is a hexapod. Six
|
||
legs, resembles a squid, and eathing Heroes does NOT sound good to you.
|
||
You'll learn that the food is Garlic (2). Now, back to the Antwerp.
|
||
Open the the left door, and you'll start working on the Antwerp maze.
|
||
What you have to do now is rotate the maze so that the Antwerp bounces
|
||
towards, the key, and then to the exit. Avoid the holes, and time the
|
||
turns so that the Antwerp bounces properly. Once you get the key (6),
|
||
go to the door on the far wall. Now, you'll need to rearrange the
|
||
squares so that you'll see a keyhole. Once you form it, click on the
|
||
treasure chest in the upper right corner, and you'll grab the key and
|
||
use it on the lock to enter Dr. Cranium's Lab (6). Talk to the good
|
||
Doctor and be sure to ask him about Science, and then Healing Potions,
|
||
Poison Cures, and one or two Empty Flasks. To give him the formulae
|
||
for each of the potions (2, 2), you need to look in your manual, and
|
||
match up the formula with the respective elements. If you don't have
|
||
your manual, too bad... In a couple of days, you'll be able to ask him
|
||
about a Rehydration Solution, and you'll need to give him a formula for
|
||
that (2). Once you do that, you'll need to get him some Goo from the
|
||
Squid Stone Area in order to receive the solution.
|
||
|
||
If you want to go to the Monastery, go right ahead now. You can climb
|
||
in if your skill is high enough (doubtful), or you can use the far
|
||
easier method of using the Dark One Sign to open it (6). Once inside,
|
||
use the Garlic on Hector the Hexapod, who's over the fireplace to
|
||
subdue him. Now, you can activate the rather obvious secret passage
|
||
in the fireplace and head down to the basement (6).
|
||
|
||
The basement is a very nasty place, as you'll soon see. Stay away from
|
||
the book and the far wall. Note the letters on the wall. It spells
|
||
"Avoozl", the name of the Dark One. The desk is something you need to
|
||
pay attention to. Force it open and take the poison gas like a man.
|
||
Rifle through the desk and you'll learn about Amon Tillado and where
|
||
the Dark One Rituals are:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be
|
||
forever guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the
|
||
light of a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the
|
||
spirit which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark
|
||
One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is
|
||
missing in the forest and presumed dead, but where is the Heart
|
||
Ritual?"
|
||
|
||
So, what does it all mean? Well, you already got the Dark One Sign, and
|
||
there was no Mouth Ritual... Hmm...
|
||
|
||
What about another? Well, the Blood Ritual's supposed to be in here,
|
||
and it's quite easy to find it. Take a look at the "Cask of Amon
|
||
Tillado" (hyuk). Tap the oddly ruddy brew, and pass out. You'll
|
||
witness an interesting vision of the Dark One rising. Once that's over,
|
||
you'll wake up and pick up the scroll formed from the droplets. You
|
||
now have the Blood Ritual. That was easy, eh?
|
||
|
||
There's another thing you can do in the monastery, but you won't have
|
||
to for some time, so let's just leave it until later.
|
||
|
||
One last thing you can do for some Honor is to take the Torch to the
|
||
curtains, rug, or book, and burn the monastery down. The game won't
|
||
let you do it before you've done EVERYTHING there is to do, and it won't
|
||
get you puzzle points, but it's fun if you're a pyromaniac...
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
Just outside of town, you can snag an ear of corn from the stalks.
|
||
Also, after a few days, you may meet Katrina outside. You can keep
|
||
meeting her when she requests it, even in front of the castle, where
|
||
she'll be without her scarf... ^_^ There's really little to do with
|
||
it, though.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich
|
||
the Gatekeeper. You can chat with him, and be sure to tell him about
|
||
Olga. Keep going back and forth between the two. You'll get no points
|
||
for this, but it's a good deed.
|
||
|
||
Now, on to the actual wilderness. Like past Quest for Glory games, the
|
||
Fighter gets points from killing monsters. Check out the Monsters
|
||
section for tips on dealing with them and when to fight them.
|
||
|
||
Vorpal Bunny: 2
|
||
Necrotaur: 2
|
||
Wyvern: 2
|
||
Chernovy: 2
|
||
Revenant: 2
|
||
Wraith: 2
|
||
|
||
Note that I didn't include Badder. Well, you've already killed Badders
|
||
in the Dark One's Cave, so there. Oh, and don't plan on fighting any
|
||
Wraiths any time soon. Those demons will the suck the life out of you
|
||
unless you get some protection.
|
||
|
||
Okay, so, there are a few things to do out here. More will become
|
||
available as you do important things or as time passes.
|
||
|
||
There isn't much to do in the Cemetery. Read the gravestones for
|
||
a few laughs, or climb the tree for practice. Igor's sometimes here
|
||
chipping away at a new tombstone.
|
||
|
||
The Gypsy Camp is more or less off limits. You won't be allowed in.
|
||
|
||
The Leshy lives in the area with several bushes. Touch all the bushes
|
||
to find him. He'll ask you riddles. The very first riddle he asks is
|
||
what his name is. If you've read HERO's Magazine in the Adventurers'
|
||
Guild, you'll be able to respond and select "Leshy" (2). Leave and come
|
||
back and he'll ask you to save a bush from goo. I'll explain the bush
|
||
in a second. Once you get it, tell him about it (2), and he'll tell you
|
||
to plant it. Once you've tossed it in Erana's Garden, he'll give you
|
||
your next riddle of "who's in the lake". You can either find out for
|
||
yourself or just read about it in HERO's Magazine. Respond
|
||
"Rusalka" (2). His next riddle involves giving you Baba Yaga's secret
|
||
password. If you've visited her, or know she's here by hearsay from
|
||
Punny Bones, you can answer "Baba Yaga" (2). His next riddle involves
|
||
the Elderbury Bush. If you have done the whole Baba Yaga thing (made
|
||
her a pie and all), you can respond "Elderbury Bush" (2). The last
|
||
riddle involves the Heart Ritual. Once you find it, you can respond
|
||
with what has possession of it, which is a "Wraith" (2).
|
||
|
||
To get the bush that the Leshy refers to, go all the way back to the
|
||
Squid Stone area. The bush in goo behind a pile of rocks. Get some
|
||
rocks and toss them at the pile to bust them up and grab the bush (15).
|
||
While you're here, grab some goo in a flask (6). Sometimes the game
|
||
will get buggy when you throw rocks. After you bust the pile, your
|
||
character will get frozen in an odd place. To rectify this, just grab
|
||
some goo in a flask.
|
||
|
||
Erana's Garden is a nice place to visit. If you have the bush, you can
|
||
plant it here (6). This is a safe place to spend the night, and you'll
|
||
get some weird dreams. Be sure to check out the leftmost Oriental
|
||
lantern for a hoard of 30 crowns.
|
||
|
||
If you're a guy, you'll definitely want to make a visit to the Rusalka.
|
||
Don't be fooled by her charms. She's just trying to drag you to your
|
||
death. Instead, show her kindness by giving her Flowers or Candy (6).
|
||
She'll like you as a person, now. Unfortunately, that's all you can do
|
||
with her, besides talking and learning stuff about the lake and the
|
||
swamp.
|
||
|
||
There are a couple of Rituals that are available from the get-go. If
|
||
your Strength is up enough from leg exercises, head into the swamp for
|
||
some sloshing good fun. Keep walking and saving at certain points and
|
||
avoid the grasping hands. Once you finally reach the Mad Monk's
|
||
Tomb (6), you'll find a couple of Chernovy Wizards pounding on you with
|
||
magic. Walk up and deal with them. Now, you'll have to open the tomb.
|
||
This is accomplished by sticking the Dark One Sign on it and inputing
|
||
the Rituals in their proper order. The order is simple. It starts at
|
||
the Mouth and goes clockwise around. The tomb opens and (tada) you have
|
||
the Bone Ritual (2). I'm aware that there is a serious problem with
|
||
this ritual and the CD version. Check the FAQ for how to deal with
|
||
that problem.
|
||
|
||
Now, for the Sense Ritual. It's in the Squid Stone, and only revealed
|
||
by the light of a dead child's soul (according to the Mad Monk). So,
|
||
you need to capture a Will O' Wisp or three. At night, on the swamp
|
||
shore, you'll see them dancing around. Place some Candy on the ground,
|
||
and they'll swarm towards it. Snag them in a flask and bring them over
|
||
to the Squid Stone. Use that flask on the stone and it'll light up.
|
||
Use the Dark One Sign on the stone. You need to spell out the Dark
|
||
One's name, Avoozl, to open the stone. This causes some problems with
|
||
faster computers, so I'll tell you that AVVOOOZZLL usually works, but
|
||
you may want to fudge around with it, because it's not perfect. Once
|
||
the stone opens, grab the Sense Ritual (6).
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
About Day 4 or 5, you'll see a gathering of the villagers outside the
|
||
Burgomeister's office. They'll talk about how Igor is missing, and how
|
||
the villagers found a gypsy outside the village. You can question the
|
||
villagers, the Burgomeister, and even the Gypsy inside the office, but
|
||
you won't get much help.
|
||
|
||
Solving this mystery isn't really all that hard. Just visit Igor's
|
||
haunts. He's not at Dr. Cranium's lab, he's not at his usual hangout.
|
||
Head to the cemetery. Ooo! Horrible moaning from a grave with the
|
||
stone fallen on it! Can it be that obvious? It sure can. Simply lift
|
||
the grave and Igor will pop right out (15). He'll give you his due
|
||
thanks, and the gypsy will be immediately freed.
|
||
|
||
The next day, you can head to the gypsy camp (2), and Davy will let you
|
||
in. You'll talk to the leader of their pack, Magda, the fortuneteller,
|
||
and you'll learn some interesting things about them. Give her a crown
|
||
(2), and she'll tell your fortune. You can come back here three more
|
||
times and have your fortune told, and she'll focus on three people in
|
||
your life.
|
||
|
||
One of the important things you can get from Magda is the Undead Amulet,
|
||
this will allow you to do battle with Wraiths and not have your health
|
||
sucked out while in actual combat. Now you can go on a rampage and
|
||
kill as many Wraiths as you desire. Just be sure to rush up to their
|
||
barrows the second you enter the area. The Wraith you really need to
|
||
take out is the one southwest of Erana's Garden. This Wraith has a ton
|
||
of money, a Battle Axe, and the Heart Ritual (15).
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On Day 3 or 4, you'll find Punny Bones performing at the Inn. You can
|
||
talk to everyone after his act, then go up to his room, where he'll tell
|
||
you how he lost his sense of humor. If you can stomach his horrible
|
||
jokes, grab his rubber chicken (2), and take off.
|
||
|
||
Now, to see Baba Yaga about that sensahuma. Go to the southeastern part
|
||
of the forest. If you've received the magic saying from the Leshy, or
|
||
possibly from Gypsy Davy, say it, and the bushes will disappear.
|
||
Continue to the west, and you'll see a familiar sight (6). Walk up to
|
||
the skull and Bonehead will almost immediately recognize you. You can
|
||
Tell About Gnome (most of the time) and he'll tell you he wants a deal,
|
||
(you know, like last time).
|
||
|
||
There's a little something you need to do first, though, to get this
|
||
dealing item. At night, go two screens west of Erana's Garden, and
|
||
you'll see a ghost. Talk to her, leave, and come back to talk to her
|
||
again. Leave once more, then come back one more time and tell her she's
|
||
a ghost (6). She'll accept that fact. Now, come back, and she'll
|
||
mention Nikolai. D'oh. This is Anna, Nikolai's lost wife. Go back
|
||
to Nikolai the next morning and tell him about her (6). He'll wander
|
||
off to find her. As you'll guess, he won't last long. Go out to the
|
||
forest at night (to the ghost spot), and you'll see the two lovers
|
||
reunited at last. Leave and return one last time, and the two will
|
||
thank you, and will ask if there's anyway they can help. Ask for
|
||
Nikolai's hat and he'll give it to you (2). Yeah, it's a rather
|
||
roundabout way to get one, but it's the only way...
|
||
|
||
Hat in hand, head back to Baba Yaga's Hut. Give the hat to Bonehead
|
||
(6), and he'll let you in, kinda... As soon as you get close to the
|
||
hut, it'll walk away from you. Put some corn down on the ground, and
|
||
it'll sit down (6). Walk right into the hut. After the scene inside,
|
||
tell Baba Yaga about the Gnome, and she'll give you a mission to make
|
||
a pie for her. An Elderbury Pie... You need four things for it. The
|
||
Pie Pan (which can buy at the General Store), a flask of Grue Goo (which
|
||
you can get from the Squid Stone Area), a flask of Bonemeal (get some
|
||
bones, stick them in that giant mortar, and grind them (2)). The final
|
||
ingredient is Elderbury berries. Head towards the Elderbury bush,
|
||
which is marked on the map. First, throw some rocks at the bush to
|
||
dislodge a berry branch, then put the Rubber Chicken on the ground (yes,
|
||
you read right), and move around the bush to grab the berries (6).
|
||
Don't get too close to it, or it'll hurt you good.
|
||
|
||
Mix all the ingredients together, then show it to Bonehead. Put it
|
||
down in front of the cluster of four skulls which will laser it up.
|
||
Now, head into the hut. As soon as you regain control, click on your
|
||
backpack (for some reason, you won't be able to click on Active Item),
|
||
and give her the pie (6). She'll ask what you want for this. You can
|
||
really ask for anything on the list (don't ask for nothing), because
|
||
you can get everything, but for the sake of continuity, ask for the
|
||
Gnome's humor, and you'll get the Good Humor Bar (d'oh). Take it back
|
||
to the Gnome, and he'll have his humor restored (15). After you leave
|
||
his room, he'll give you the gift of telling you the Ultimate Joke.
|
||
You can stick around for his last show if you wish.
|
||
|
||
There's one more thing you can do. Remember the Hangman Tree outside
|
||
Baba Yaga's hut? Remember the Mad Monk's Diary said that's where a
|
||
Ritual was? It's not there, though... Who could've snagged it I
|
||
wonder, hmmm? Bring a flask of Grue Goo, a flask of Bonemeal, or some
|
||
more Elderbury Berries to Baba Yaga, and ask for Ritual, and she'll
|
||
give you the Breath Ritual. You now have all five of the missing
|
||
Rituals (besides the Mouth Ritual).
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
If you wait until after midnight in the Inn, you can see a Domovoi in
|
||
the main hall of the Inn. It'll tell you about problems and ask you
|
||
to come back another night. Do so, then he'll give you a task of
|
||
helping a "bad place" Domovoi. That "bad place", of course, is the
|
||
Monastery. Head to the Monastery, then use a Flask of Water, or the
|
||
Rehydration Solution on the Domovoi, and you'll restore it (6). Now,
|
||
go back to see the Domovoi, and he'll tell you about Tanya Markarove,
|
||
the Innkeepers' daughter, and about a doll she had, which the Domovoi
|
||
will let you take now. Go to the china cabinet in the back and take
|
||
the Doll.
|
||
|
||
Also, make sure you ask the gypsies about Erana and her staff, so you'll
|
||
learn about the Destiny Spell.
|
||
|
||
Now, to find Tanya. Maybe she's in the only place you haven't been to,
|
||
yet: Castle Borgov. There are two ways to enter Castle Borgov, and to
|
||
get full points, you'll have to enter both ways. The first way is the
|
||
direct approach, to smash down the gate, and battle the Necrotaurs on
|
||
the other side at night. Then you can force open the main door (2).
|
||
The other way is through the crypt. Since you saved Igor, he'll give
|
||
you the Crypt Key if you ask for it. Use the key to enter the crypt
|
||
(6). Inside the crypt, make sure you escape (to get full points).
|
||
Shake the Reaper's hand next to the entrance, and you'll be able to
|
||
leave (6). Go back in, and you'll need to find another way out of the
|
||
crypt. Go take a look at the crest. It's a color puzzle. Remember,
|
||
this crypt is owned by the Borgovs... Borgov... B-O-R-G-O-V... The
|
||
answer is Blue, Orange, Red, Green, Orange, Violet. Yeah... ^_^ Take
|
||
the key and open the rightmost relief, to enter Castle Borgov (6).
|
||
|
||
===== |---------------------------------| 3
|
||
|----|safe |----| | -^^^-
|
||
|4 | | |-----------------| | ‡ 6 |-|
|
||
| ===== | | | ‡ | |
|
||
----- ----- ===== ----- ===== ----- ----- |
|
||
Agreat|----------| ‡ { 3 |-| |-| | | | 5 ‡ |
|
||
Ahall | 2| ‡ { | | | | | | | ‡ |
|
||
----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt{ 1 | | |-| | -----
|
||
----- ‡ } | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== | ===== =====
|
||
‡Tanya|-| ‡ 7 | A
|
||
‡ | ‡ | A
|
||
===== ===== =====
|
||
|
||
The Castle is a little complicated, and it's tough to draw a proper map
|
||
of it. The lines leading to screens are screens themselves, but
|
||
they're staircases. Each of the numbers is a special area. Area #1 is
|
||
the connecting area to the crypt. Clicking the hand on the candle will
|
||
bring you back to the crypt. Area #2 is a staircase, and at night you
|
||
can oil the door leading to the Great Hall, and you'll hear an
|
||
interesting conversation in the next room. Area #3 has a secret
|
||
passage. Click the hand on the crest above the bookcase and you'll
|
||
go to the next room, but it's one way. Area #4 has a ghost in it, and
|
||
there's absolutely nothing you can do with or to it. Area #5 has a
|
||
bench you can rest on. Area #6 has a bookcase. Click the books
|
||
E-X-I-T and you can go back to Area #3. Don't bother going to the
|
||
Dungeon, 'cause there are two large Goon Guards there. In the safe
|
||
area, you can bust the lock open with your muscles to get some
|
||
change inside. There's a west exit from the Great Hall, marked with
|
||
A's, that'll take you to the other room, marked with A's and onto Area
|
||
#7, where you'll find a chest at the foot of the bed, and a Wraith
|
||
guarding it. Kick it's butt, and use your muscles on the chest to
|
||
get a potion and some change. Wait until night before you go to the
|
||
Tanya area, since that's where she is. You can talk to her and her
|
||
buddy, Toby, if you want, but what you, of course, really need to do is
|
||
give her the Doll (15). She'll trust you from now on. Now, you can
|
||
tell her about the Destiny Spell. She and Toby will go with you to
|
||
Erana's Staff.
|
||
|
||
You'll automatically go to the town, and the Staff will begin the
|
||
spell. Toby will offer to give his life up so Tanya can live again as
|
||
a human. He'll get zapped, and you'll get Erana's Staff into your
|
||
possession (25).
|
||
|
||
The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank
|
||
you profusely. Stay another night, and things will get into motion.
|
||
You'll have a note on the chest at the foot of your bed, asking you to
|
||
come to the castle gate at night. It's signed, "Katrina"...
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
This is more or less the point of no return in the game. Once you
|
||
respond to the letter and go to the area below the castle gate, you'll
|
||
run into your good friend, Ad Avis, now undead and a vampire, under
|
||
the control of the Dark Master. You can talk to him a bit if you want.
|
||
After a while, he'll summon the Hounds of Death (really just a bunch
|
||
of Necrotaurs). You may be able to make it back to the town, but
|
||
there's no point. Just get captured, and you'll be taken to the
|
||
dungeon. Ad Avis will threaten you a bit, then you'll be cast to sleep
|
||
to wake up at sunset of the next day. Once you wake up, simply break
|
||
the chains, then grab the stake and hammer. Isn't it smart of Ad Avis
|
||
not to take your stuff? Sure. Listen to the door, and you'll hear the
|
||
Goons gabbing. Secret passage, eh? Well, I'll just cut to the chase
|
||
and tell ya it's in the iron maiden. Walk over there, open it up, and
|
||
hop right in. You'll enter the Master's bedroom. Surprise, surprise,
|
||
the Dark Master is Katrina! Do anything to her EXCEPT kill her, and
|
||
she'll wake up. Try to explain yourself during the next scene, but
|
||
it'll all end up the same way. Katrina will Geas you. You'll have to
|
||
seek out the missing five Rituals of the Dark One and return them to
|
||
her. How 'bout that? You should have all five already, so you can go
|
||
right back to the castle. If you don't, you can go to the gypsies for
|
||
some cool info on finding them, or you could just look back through
|
||
this walkthrough...
|
||
|
||
Anyway, once you have the rituals, walk right up the castle gate, and
|
||
you'll be teleported to the Dark One's Cave to summon the Dark One.
|
||
Katrina will use the Mouth Ritual (ah, see, she had it the whole time,
|
||
which is how she let you out). You'll have to find the very last
|
||
ritual inside. So, let's get in there and get it on... (15)
|
||
|
||
In the pit area, you'll notice that big tentacled beast from the
|
||
beginning. That book next to him (must've gotten a hankering for some
|
||
light reading) is where the last ritual is. Use your Rope & Grapnel to
|
||
lower yourself down to the cave floor and take him out (4). Take the
|
||
book and you'll memorize the Essence Ritual (15). Use the hook to get
|
||
back out and cross the rope to the Heart Chamber.
|
||
|
||
There will be a pulsating valve on the right side of the chamber. Open
|
||
it and re-enter the Bone Chamber. Brings back memories, eh? Use your
|
||
Torch to light the other one stuck in the sconce. Put the one you have
|
||
back in its hole. Now, use the Dark One Sign on the altar and it will
|
||
fulfil it's purpose. Use the Bone Ritual on the Altar (6) to perform
|
||
it. Oh, poopie. The bones closed on you. Fortunately, you're buff.
|
||
Just bust them open, grab the torchand leave the cave (15).
|
||
|
||
Next, head towards the cave on the left side that's pulsating. The
|
||
Blood Chamber is new, of course. Pretty, eh? Head down around the
|
||
bottom of the chamber and up the bowls to the altar. Use the Blood
|
||
Ritual on it (6), and acidic blood will start pouring out of the altar.
|
||
Great, huh? Use the grapnel to climb up on the nearby ledge above you,
|
||
and push the rock down into the bowl. It'll plug into the bottom and
|
||
the flow will be cut off, allowing you to go back down and escape the
|
||
chamber (15).
|
||
|
||
Enter the next chamber, the Breath Chamber, and head over to the altar
|
||
on the left side. Use the Breath Ritual on that freaky-looking piped-
|
||
up altar. You'll get some new instructions... There are six pipes on
|
||
the Breath Altar. They're kind of tough to make out, though. The first
|
||
pipe you blow on is the one on the lower right, then the one on the
|
||
lower left, then the one between the first two, and finally, the one
|
||
directly above the third one (middle on the top row). Save before
|
||
every puff, since an incorrect puff will kill ya... (6)
|
||
|
||
Once you've finished the blowing, walk back to the right... WHOA, LADY!
|
||
Cute, eh? Click the hand on a piece of hanging plant that's on the
|
||
floor as you pass it, and you can leave the chamber (15).
|
||
|
||
Now, there's one chamber left. Head into the Sense Chamber. You'll be
|
||
struck senseless (d'oh). Walk around the lower left, then to the upper
|
||
left, then the upper right. If you wish, you can click the hand in
|
||
various areas when you regain certain senses. Anyway, when you reach
|
||
the altar, read the Sense Ritual (6). Now, the dendrites in the area
|
||
will become electrified. To get out of here, first use the Rope and
|
||
Grapnel on the stirrup (part of the inner ear) in the upper-middle
|
||
portion of the screen, and you'll land way past most of the dendrites.
|
||
Run through the rest of them and you can leave (15).
|
||
|
||
All right. All that's left is the Heart Ritual. Use the Heart Ritual
|
||
on the heart altar in the middle of the room (6), and an opening will
|
||
appear in the ceiling. Use the Rope and Grapnel on the ceiling, and
|
||
you'll pull yourself up into the Essence Chamber (6).
|
||
|
||
In this final area, you'll begin the final Ritual, with Katrina and
|
||
Ad Avis watching over. As you complete the Ritual, the Dark One will
|
||
begin to awaken, and Ad Avis will attack the platform you're standing
|
||
on. Katrina will take offense and attack Ad Avis, releasing the bonds
|
||
that bind him to her. The two will exchange spells for a bit, then Ad
|
||
Avis will get the idea of attacking you, who Katrina has become so fond
|
||
of. She won't let you die, so she jumps in the path of Ad Avis'
|
||
greatest spell, Dragon Fire. She'll take the spell, but the spell is
|
||
so powerful that Avoozl will be attracted by it, and will consume her.
|
||
You'll cling to the crumbling platform, then use your strength and
|
||
determination to destroy Ad Avis to pull yourself up to a standing
|
||
position. Time to finish Ad Avis for good, this time...
|
||
|
||
Pull out your most powerful weapon, Erana's Staff. Funky... It
|
||
transforms into a spear. Of course, like Ad Avis says, you can't just
|
||
throw it, cause he'll knock it aside. Click the mouth on yourself and
|
||
"Tell Ultimate Joke". Now, THROW IT! Imagine your own satisfying sound
|
||
of the spear penetrating his heart. Now, the staff will return to you.
|
||
Click it on the crystal to free the spirit of Erana, which was trapped
|
||
by the darkness of Avoozl and win the game (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now,
|
||
you're are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
***********************************************************************
|
||
|
||
6. Wizard Walkthrough
|
||
|
||
All points for deeds are added in parentheses.
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll begin in some freaky old cave, filled with bones, having no idea
|
||
how the heck you got there or where your stuff is. You can walk around
|
||
the bones. That odd-looking door thing on the back wall is your exit,
|
||
but you can't get out yet. First thing to do is look around certain
|
||
points. There are a few skeletons in the area you can search (2) for
|
||
equipment. On one you'll find a dagger and coins. On another you'll
|
||
find a piece of flint and coins, and on the third you'll just find
|
||
coins. Now, turn your attention to the nearby altar. You can grab
|
||
one of the torches flanking the altar. Go into your inventory and grab
|
||
the flint. Now, click the flint on the unlit torch to light it (6).
|
||
Now that you can see more than your hand in front of your face, make
|
||
your way to the door in the back of the room, and use your hand on it to
|
||
open it.
|
||
|
||
In this next room, the first thing you'll probably see is the sheet of
|
||
cloth lying nearby. Take the Sheet, and leave through the south exit.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm.
|
||
Unfortuantely, you, the puny mage, can't use it. First, use the Sheet
|
||
on yourself and you'll unfurl it. Now, cast Levitate and you'll be
|
||
dragged over to the other side (15). The nasty tentacled beast won't
|
||
get you unless you stand way too close to the edge on the starting
|
||
side. Walk outside by the northwest.
|
||
|
||
Once you leave, you'll hop across a few rocks and you'll be met by a
|
||
rather attractive peasant girl. She'll tell you you're in Mordavia and
|
||
that the town is due north and that her name is Katrina. After she
|
||
walks off, take a look at the arch. Note that one symbol nearest you.
|
||
You can take this Dark One Sign (6), so do so. Leave this area by the
|
||
west.
|
||
|
||
In this next gooey area (how 'bout this place, eh?) You'll see a slimy
|
||
path. Walk down it, and eventually you'll slip to the bottom. You
|
||
can't do anything else here, but note that big stone, and the bonsai
|
||
bush in the lower right corner. Anyway, exit to the west.
|
||
|
||
You're now at the edge of the swamp. Head north (finally some real
|
||
forest) and when you can't go north anymore, go east, and you'll be
|
||
outside the town gates. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
You'll be in the south end of town, near the Staff of Erana. Head
|
||
north, on the left side of the stone, and you'll have your first
|
||
lovely chat with the Burgomeister. Talk to him if you wish. You can
|
||
go inside the office and ask him about different things. If you ask him
|
||
about the Adventurers' Guild, he'll give you a key for it.
|
||
|
||
On this street, you can also visit the General Store. Talk to Olga.
|
||
With your money pouch in hand, purchase about ten Food Rations, a clove
|
||
of Garlic, a Pie Pan, a Flask of Oil, and some Candy.
|
||
|
||
Now, head to the Hotel Mordavia, you'll pay for one week in advance
|
||
automatically, and you'll get the key to your room. Talk to the
|
||
innkeeper and the three gents at the table. You can go up to your room
|
||
if you want, and you can get a clove of Garlic from the strands on the
|
||
ceiling.
|
||
|
||
Head to the north part of town. The Adventurer's Guild is the
|
||
dilapidated building to your left, and the Monastery is the huge stone
|
||
thing. You can talk to Igor, who's busily chipping away. Use the key
|
||
you just got and unlock the door to the Guild and enter (6).
|
||
|
||
First thing to do is sign the logbook (2), like always. Next, head over
|
||
to the bookcase and read all the books. Particularly, the one that
|
||
should interest you is the one on Creative Casting. You can use the
|
||
exercise machine on the left side of the room to build up your Strength,
|
||
if that's your thing.
|
||
|
||
Go to the east part of Mordavia. You'll notice Nikolai, the old man,
|
||
wandering around. You can talk to him, but you won't get much. Now,
|
||
go to Dr. Cranium's house. To open the door, you'll have to repeat the
|
||
sequence of the bells (6). Once inside, open the door on the right to
|
||
get Antwerped (oof!). You'll now need to catch one of these Antwerps,
|
||
using the device on the floor, the T.R.A.P. So, answer all the
|
||
questions with intent of finding Antwerps (bounces, no legs, does NOT
|
||
sing Waltzing Matilda). Once you identify it (2), you'll need to bait
|
||
the T.R.A.P. with avocado from one of your food rations. The T.R.A.P.
|
||
will start working, and will catch an Antwerp (2). Right now, you
|
||
can identify another animal. The animal you want is a hexapod. Six
|
||
legs, resembles a squid, and eathing Heroes does NOT sound good to you.
|
||
You'll learn that the food is Garlic (2). Now, back to the Antwerp.
|
||
Open the the left door, and you'll start working on the Antwerp maze.
|
||
What you have to do now is rotate the maze so that the Antwerp bounces
|
||
towards, the key, and then to the exit. Avoid the holes, and time the
|
||
turns so that the Antwerp bounces properly. Once you get the key (6),
|
||
go to the door on the far wall. Now, you'll need to rearrange the
|
||
squares so that you'll see a keyhole. Once you form it, click on the
|
||
treasure chest in the upper right corner, and you'll grab the key and
|
||
use it on the lock to enter Dr. Cranium's Lab (6). Talk to the good
|
||
Doctor and be sure to ask him about Science, and then Healing Potions,
|
||
Poison Cures, and one or two Empty Flasks. To give him the formulae
|
||
for each of the potions (2, 2), you need to look in your manual, and
|
||
match up the formula with the respective elements. If you don't have
|
||
your manual, too bad... Also, ask him about Magic, and he'll give you
|
||
his disdain for magic and will give you a scroll that has the runes for
|
||
the Glide Spell (2), saying it's poppycock, etc. In a couple of days,
|
||
you'll be able to ask him about a Rehydration Solution, and you'll need
|
||
to give him a formula for that (2). Once you do that, you'll need to
|
||
get him some Goo from the Squid Stone Area in order to receive the
|
||
solution.
|
||
|
||
If you want to go to the Monastery, go right ahead now. You can
|
||
Levitatein if you wish, or you can use the far easier method of using
|
||
the Dark One Sign to open it (6). Once inside, use the Garlic on
|
||
Hector the Hexapod, who's over the fireplace to subdue him. Now, you
|
||
can activate the rather obvious secret passage in the fireplace and head
|
||
down to the basement (6).
|
||
|
||
The basement is a very nasty place, as you'll soon see. Stay away from
|
||
the book and the far wall. Note the letters on the wall. It spells
|
||
"Avoozl", the name of the Dark One. The desk is something you need to
|
||
pay attention to. Cast Open while standing quite a distance away from
|
||
the desk. Rifle through the desk and you'll learn about Amon Tillado
|
||
and where the Dark One Rituals are:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be
|
||
forever guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the
|
||
light of a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the
|
||
spirit which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark
|
||
One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is
|
||
missing in the forest and presumed dead, but where is the Heart
|
||
Ritual?"
|
||
|
||
So, what does it all mean? Well, you already got the Dark One Sign, and
|
||
there was no Mouth Ritual... Hmm...
|
||
|
||
What about another? Well, the Blood Ritual's supposed to be in here,
|
||
and it's quite easy to find it. Take a look at the "Cask of Amon
|
||
Tillado" (hyuk). Tap the oddly ruddy brew, and pass out. You'll
|
||
witness an interesting vision of the Dark One rising. Once that's over,
|
||
you'll wake up and pick up the scroll formed from the droplets. You
|
||
now have the Blood Ritual. That was easy, eh?
|
||
|
||
There's another thing you can do in the monastery, but you won't have
|
||
to for some time, so let's just leave it until later.
|
||
|
||
One last thing you can do for some Honor is to take the Torch to the
|
||
curtains, rug, or book, and burn the monastery down. The game won't
|
||
let you do it before you've done EVERYTHING there is to do, and it won't
|
||
get you puzzle points, but it's fun if you're a pyromaniac...
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
Just outside of town, you can snag an ear of corn from the stalks.
|
||
Also, after a few days, you may meet Katrina outside. On your first
|
||
meeting, she'll teach you how to cast Frostbite (6). You can keep
|
||
meeting her when she requests it, even in front of the castle, where
|
||
she'll be without her scarf... ^_^ There's really little to do with
|
||
it, though.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich
|
||
the Gatekeeper. You can chat with him, and be sure to tell him about
|
||
Olga. Keep going back and forth between the two. You'll get no points
|
||
for this, but it's a good deed.
|
||
|
||
Okay, so, there are a few things to do out here. More will become
|
||
available as you do important things or as time passes.
|
||
|
||
There isn't much to do in the Cemetery. Read the gravestones for
|
||
a few laughs. Igor's sometimes here chipping away at a new tombstone.
|
||
|
||
The Gypsy Camp is more or less off limits. You won't be allowed in.
|
||
|
||
The Leshy lives in the area with several bushes. Touch all the bushes
|
||
to find him. He'll ask you riddles. The very first riddle he asks is
|
||
what his name is. If you've read HERO's Magazine in the Adventurers'
|
||
Guild, you'll be able to respond and select "Leshy" (2). Leave and come
|
||
back and he'll ask you to save a bush from goo. I'll explain the bush
|
||
in a second. Once you get it, tell him about it (2), and he'll tell you
|
||
to plant it. Once you've tossed it in Erana's Garden, he'll give you
|
||
your next riddle of "who's in the lake". You can either find out for
|
||
yourself or just read about it in HERO's Magazine. Respond
|
||
"Rusalka" (2). His next riddle involves giving you Baba Yaga's secret
|
||
password. If you've visited her, or know she's here by hearsay from
|
||
Punny Bones, you can answer "Baba Yaga" (2). His next riddle involves
|
||
the Elderbury Bush. If you have done the whole Baba Yaga thing (made
|
||
her a pie and all), you can respond "Elderbury Bush" (2). The last
|
||
riddle involves the Fairy Queen. Once you've dealt with her, you can
|
||
respond "Heart Ritual" (2).
|
||
|
||
To get the bush that the Leshy refers to, go all the way back to the
|
||
Squid Stone area. The bush in goo behind a pile of rocks. Cast Force
|
||
Bolt at the pile of rocks to bust them lose, then cast Fetch on the
|
||
bush to grab it (15). While you're here, grab some goo in a flask (6).
|
||
|
||
Erana's Garden is a nice place to visit. If you have the bush, you can
|
||
plant it here (6). This is a safe place to spend the night, and you'll
|
||
get some weird dreams. Be sure to check out the leftmost Oriental
|
||
lantern for a hoard of 30 crowns. Everyday, you can cast Fetch on the
|
||
tree growing in the area, and take a Mana Fruit, which will restore
|
||
your mana. Also, cast Detect Magic in the area, to find some magic in
|
||
the pond. Cast Trigger to raise a cute little flower. Cast Open on the
|
||
flower to find a scroll. Now Fetch it, and you'll learn the spell of
|
||
Protection (6).
|
||
|
||
South of Erana's Garden, you'll notice a fairy fountain at night. You
|
||
can drink from it for a bit of interesting banter involving the Fairy
|
||
Queen.
|
||
|
||
If you're a guy, you'll definitely want to make a visit to the Rusalka.
|
||
Don't be fooled by her charms. She's just trying to drag you to your
|
||
death. Instead, show her kindness by giving her Flowers or Candy (6).
|
||
She'll like you as a person, now. Unfortunately, that's all you can do
|
||
with her, besides talking and learning stuff about the lake and the
|
||
swamp.
|
||
|
||
There are a couple of Rituals that are available from the get-go. Cast
|
||
the Glide spell and coast along the swamp, avoiding the grasping hands.
|
||
Once you finally reach the Mad Monk's Tomb (6), you'll find a Chernovy
|
||
Wizard pounding on you with magic. Glide up and deal with him. Now,
|
||
you'll have to open the tomb. This is accomplished by sticking the
|
||
Dark One Sign on it and inputing the Rituals in their proper order.
|
||
The order is simple. It starts at the Mouth and goes clockwise around.
|
||
The tomb opens and (tada) you have the Bone Ritual (2). I'm aware that
|
||
there is a serious problem with this ritual and the CD version. Check
|
||
the FAQ for how to deal with that problem.
|
||
|
||
Now, for the Sense Ritual. It's in the Squid Stone, and only revealed
|
||
by the light of a dead child's soul (according to the Mad Monk). So,
|
||
you need to capture a Will O' Wisp or three. At night, on the swamp
|
||
shore, you'll see them dancing around. Place some Candy on the ground,
|
||
and they'll swarm towards it. Snag them in a flask and bring them over
|
||
to the Squid Stone. Use that flask on the stone and it'll light up.
|
||
Use the Dark One Sign on the stone. You need to spell out the Dark
|
||
One's name, Avoozl, to open the stone. This causes some problems with
|
||
faster computers, so I'll tell you that AVVOOOZZLL usually works, but
|
||
you may want to fudge around with it, because it's not perfect. Once
|
||
the stone opens, grab the Sense Ritual (6).
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
About Day 4 or 5, you'll see a gathering of the villagers outside the
|
||
Burgomeister's office. They'll talk about how Igor is missing, and how
|
||
the villagers found a gypsy outside the village. You can question the
|
||
villagers, the Burgomeister, and even the Gypsy inside the office, but
|
||
you won't get much help.
|
||
|
||
Solving this mystery isn't really all that hard. Just visit Igor's
|
||
haunts. He's not at Dr. Cranium's lab, he's not at his usual hangout.
|
||
Head to the cemetery. Ooo! Horrible moaning from a grave with the
|
||
stone fallen on it! Can it be that obvious? It sure can. Simply cast
|
||
open on the grave and Igor will pop right out (15). He'll give you his
|
||
due thanks, and the gypsy will be immediately freed.
|
||
|
||
The next day, you can head to the gypsy camp (2), and Davy will let you
|
||
in. You'll talk to the leader of their pack, Magda, the fortuneteller,
|
||
and you'll learn some interesting things about them. Give her a crown
|
||
(2), and she'll tell your fortune. You can come back here three more
|
||
times and have your fortune told, and she'll focus on three people in
|
||
your life.
|
||
|
||
One of the important things you can get from Magda is the Aura
|
||
Spell (6). This will allow you to do battle with Wraiths and not have
|
||
your health sucked out while in actual combat. Now you can go on a
|
||
rampage and kill as many Wraiths as you desire. Just be sure to rush
|
||
up to their barrows the second you enter the area. The Wraith you may
|
||
really want to take out is southwest of Erana's Garden. This Wraith
|
||
has a ton of money.
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On Day 3 or 4, you'll find Punny Bones performing at the Inn. You can
|
||
talk to everyone after his act, then go up to his room, where he'll tell
|
||
you how he lost his sense of humor. If you can stomach his horrible
|
||
jokes, grab his rubber chicken (2), and take off.
|
||
|
||
Now, to see Baba Yaga about that sensahuma. Go to the southeastern part
|
||
of the forest. If you've received the magic saying from the Leshy, or
|
||
possibly from Gypsy Davy, say it, and the bushes will disappear.
|
||
Continue to the west, and you'll see a familiar sight (6). Walk up to
|
||
the skull and Bonehead will almost immediately recognize you. You can
|
||
Tell About Gnome (most of the time) and he'll tell you he wants a deal,
|
||
(you know, like last time).
|
||
|
||
There's a little something you need to do first, though, to get this
|
||
dealing item. At night, go two screens west of Erana's Garden, and
|
||
you'll see a ghost. Talk to her, leave, and come back to talk to her
|
||
again. Leave once more, then come back one more time and tell her she's
|
||
a ghost (6). She'll accept that fact. Now, come back, and she'll
|
||
mention Nikolai. D'oh. This is Anna, Nikolai's lost wife. Go back
|
||
to Nikolai the next morning and tell him about her (6). He'll wander
|
||
off to find her. As you'll guess, he won't last long. Go out to the
|
||
forest at night (to the ghost spot), and you'll see the two lovers
|
||
reunited at last. Leave and return one last time, and the two will
|
||
thank you, and will ask if there's anyway they can help. Ask for
|
||
Nikolai's hat and he'll give it to you (2). Yeah, it's a rather
|
||
roundabout way to get one, but it's the only way...
|
||
|
||
Hat in hand, head back to Baba Yaga's Hut. Give the hat to Bonehead
|
||
(6), and he'll let you in, kinda... As soon as you get close to the
|
||
hut, it'll walk away from you. Put some corn down on the ground, and
|
||
it'll sit down (6). Walk right into the hut. After the scene inside,
|
||
tell Baba Yaga about the Gnome, and she'll give you a mission to make
|
||
a pie for her. An Elderbury Pie... You need four things for it. The
|
||
Pie Pan (which can buy at the General Store), a flask of Grue Goo (which
|
||
you can get from the Squid Stone Area), a flask of Bonemeal (get some
|
||
bones, stick them in that giant mortar, and grind them (2)). The final
|
||
ingredient is Elderbury berries. Head towards the Elderbury bush,
|
||
which is marked on the map. First, cast Force Bolt at the bush to
|
||
dislodge a berry branch, then put the Rubber Chicken on the ground (yes,
|
||
you read right), and move around the bush to grab the berries (6).
|
||
Don't get too close to it, or it'll hurt you good.
|
||
|
||
Mix all the ingredients together, then show it to Bonehead. Put it
|
||
down in front of the cluster of four skulls which will laser it up.
|
||
Now, head into the hut. As soon as you regain control, click on your
|
||
backpack (for some reason, you won't be able to click on Active Item),
|
||
and give her the pie (6). She'll ask what you want for this. You can
|
||
really ask for anything on the list (don't ask for nothing), because
|
||
you can get everything, but for the sake of continuity, ask for the
|
||
Gnome's humor, and you'll get the Good Humor Bar (d'oh). Take it back
|
||
to the Gnome, and he'll have his humor restored (15). After you leave
|
||
his room, he'll give you the gift of telling you the Ultimate Joke.
|
||
You can stick around for his last show if you wish.
|
||
|
||
There's one more thing you can do. Remember the Hangman Tree outside
|
||
Baba Yaga's hut? Remember the Mad Monk's Diary said that's where a
|
||
Ritual was? It's not there, though... Who could've snagged it I
|
||
wonder, hmmm? Bring a flask of Grue Goo, a flask of Bonemeal, or some
|
||
more Elderbury Berries to Baba Yaga, and ask for Ritual, and she'll
|
||
give you the Breath Ritual.
|
||
|
||
Oh, and one more thing. Give her one more gruesome item, and you can
|
||
ask for a magical spell. She'll give you the spell of "Hide" (6).
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
If you wait until after midnight in the Inn, you can see a Domovoi in
|
||
the main hall of the Inn. It'll tell you about problems and ask you
|
||
to come back another night. Do so, then he'll give you a task of
|
||
helping a "bad place" Domovoi. That "bad place", of course, is the
|
||
Monastery. Head to the Monastery, then use a Flask of Water, or the
|
||
Rehydration Solution on the Domovoi, and you'll restore it (6). Now,
|
||
go back to see the Domovoi, and he'll tell you about Tanya Markarove,
|
||
the Innkeepers' daughter, and about a doll she had, which the Domovoi
|
||
will let you take now. Go to the china cabinet in the back and take
|
||
the Doll.
|
||
|
||
Also, make sure you ask the gypsies about Erana and her staff, so you'll
|
||
learn about the Destiny Spell.
|
||
|
||
After having done all this, go south of Erana's Garden, where you'll
|
||
find a floating Staff. Touch it, and you'll be visited by the Faerie
|
||
Folk, who'll task you with getting Erana's Staff. They'll teach you
|
||
the Ritual of Release to use on the staff when the time comes.
|
||
|
||
Now, to find Tanya. Maybe she's in the only place you haven't been to,
|
||
yet: Castle Borgov. The best way to enter is through the crypt. Since
|
||
you saved Igor, he'll give you the Crypt Key if you ask for it. Use
|
||
the key to enter the crypt (6). Inside the crypt, make sure you escape
|
||
(to get full points). Shake the Reaper's hand next to the entrance, and
|
||
you'll be able to leave (6). Go back in, and you'll need to find
|
||
another way out of the crypt. Go take a look at the crest. It's a
|
||
color puzzle. Remember, this crypt is owned by the Borgovs...
|
||
Borgov... B-O-R-G-O-V... The answer is Blue, Orange, Red, Green,
|
||
Orange, Violet. Yeah... ^_^ Take the key and open the rightmost
|
||
relief, to enter Castle Borgov (6).
|
||
|
||
Castle Borgov Map
|
||
|
||
===== |---------------------------------| 3
|
||
|----|safe |----| | -^^^-
|
||
|4 | | |-----------------| | ‡ 6 |-|
|
||
| ===== | | | ‡ | |
|
||
----- ----- ===== ----- ===== ----- ----- |
|
||
Agreat|----------| ‡ { 3 |-| |-| | | | 5 ‡ |
|
||
Ahall | 2| ‡ { | | | | | | | ‡ |
|
||
----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt{ 1 | | |-| | -----
|
||
----- ‡ } | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== | ===== =====
|
||
‡Tanya|-| ‡ 7 | A
|
||
‡ | ‡ | A
|
||
===== ===== =====
|
||
|
||
The Castle is a little complicated, and it's tough to draw a proper map
|
||
of it. The lines leading to screens are screens themselves, but
|
||
they're staircases. Each of the numbers is a special area. Area #1 is
|
||
the connecting area to the crypt. Clicking the hand on the candle will
|
||
bring you back to the crypt. Area #2 is a staircase, and at night you
|
||
can oil the door leading to the Great Hall, and you'll hear an
|
||
interesting conversation in the next room. Area #3 has a secret
|
||
passage. Click the hand on the crest above the bookcase and you'll
|
||
go to the next room, but it's one way. Area #4 has a ghost in it, and
|
||
there's absolutely nothing you can do with or to it. Area #5 has a
|
||
bench you can rest on. Area #6 has a bookcase. Click the books
|
||
E-X-I-T and you can go back to Area #3. Don't bother going to the
|
||
Dungeon, 'cause there are two large Goon Guards there. In the safe
|
||
area, you can bust the lock open with the Trigger spell to get some
|
||
change inside. There's a west exit from the Great Hall, marked with
|
||
A's, that'll take you to the other room, marked with A's and onto Area
|
||
#7, where you'll find a chest at the foot of the bed, and a Wraith
|
||
guarding it. Kick it's butt (be sure to cast Aura before fighitn), cast
|
||
Trigger on the chest, and Open it to get a potion and some change. Wait
|
||
until night before you go to the Tanya area, since that's where she is.
|
||
You can talk to her and her buddy, Toby, if you want, but what you, of
|
||
course, really need to do is give her the Doll (15). She'll trust you
|
||
from now on. Now, you can tell her about the Destiny Spell. She and
|
||
Toby will go with you to Erana's Staff.
|
||
|
||
You'll automatically go to the town, and will cast the Ritual of
|
||
Release. Toby will offer to give his life up so Tanya can live again as
|
||
a human. He'll get zapped, and you'll get Erana's Staff into your
|
||
possession (25).
|
||
|
||
The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank
|
||
you profusely. Stay another night, and things will get into motion.
|
||
You'll have a note on the chest at the foot of your bed, asking you to
|
||
come to the castle gate at night. It's signed, "Katrina"...
|
||
|
||
Oh, you've got the Staff, now, so now you can visit the Faerie Folk
|
||
south of the garden. They'll try to steal the Staff... No dang way.
|
||
It's yours now. They'll try to kill you to take it. First, summon the
|
||
Staff. Next, cast Reversal. Ha! Oh, crap, they're using area-effect.
|
||
Well, check your spell menu. Hey... Notice something different? Look
|
||
for the one with the up and down arrows. That's Resistance. Cast it,
|
||
and their attacks won't cause as much damage. Now, blast the Queen with
|
||
Frost Bite. Take a Healing Potion if you need it, but keep hitting
|
||
them with Frost Bite (and nothing else) and they'll eventually give up
|
||
and take off. The Queen will leave behind a scroll. Hello. It's the
|
||
Heart Ritual. Now you have all five missing rituals (15).
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
This is more or less the point of no return in the game. Once you
|
||
respond to the letter and go to the area below the castle gate, you'll
|
||
run into your good friend, Ad Avis, now undead and a vampire, under
|
||
the control of the Dark Master. You can talk to him a bit if you want.
|
||
After a while, he'll summon the Hounds of Death (really just a bunch
|
||
of Necrotaurs). You may be able to make it back to the town, but
|
||
there's no point. Just get captured, and you'll be taken to the
|
||
dungeon. Ad Avis will threaten you a bit, then you'll be cast to sleep
|
||
to wake up at sunset of the next day. Once you wake up, simply Cast
|
||
Open on the chains, then grab the stake and hammer. Isn't it smart of
|
||
Ad Avis not to take your stuff? Sure. Listen to the door, and you'll
|
||
hear the Goons gabbing. Secret passage, eh? Well, I'll just cut to
|
||
the chase and tell ya it's in the iron maiden. Walk over there, open it
|
||
up, and hop right in. You'll enter the Master's bedroom. Surprise,
|
||
surprise, the Dark Master is Katrina! Do anything to her EXCEPT kill
|
||
her, and she'll wake up. Try to explain yourself during the next scene,
|
||
but it'll all end up the same way. Katrina will Geas you. You'll have
|
||
to seek out the missing five Rituals of the Dark One and return them to
|
||
her. How 'bout that? You should have all five already, so you can go
|
||
right back to the castle. If you don't, you can go to the gypsies for
|
||
some cool info on finding them, or you could just look back through
|
||
this walkthrough...
|
||
|
||
Anyway, once you have the rituals, walk right up the castle gate, and
|
||
you'll be teleported to the Dark One's Cave to summon the Dark One.
|
||
Katrina will use the Mouth Ritual (ah, see, she had it the whole time,
|
||
which is how she let you out). You'll have to find the very last
|
||
ritual inside. So, let's get in there and get it on... (15)
|
||
|
||
In the pit area, you'll notice that big tentacled beast from the
|
||
beginning. That book next to him (must've gotten a hankering for some
|
||
light reading) is where the last ritual is. Cast Calm to put the thing
|
||
to sleep, then Levitate down to the floor. Take the book and you'll
|
||
memorize the Essence Ritual (15). Levitate out on the far side and
|
||
cross the rope to the Heart Chamber.
|
||
|
||
There will be a pulsating valve on the right side of the chamber. Open
|
||
it and re-enter the Bone Chamber. Brings back memories, eh? Use your
|
||
Torch to light the other one stuck in the sconce. Put the one you have
|
||
back in its holder. Now, use the Dark One Sign on the altar and it
|
||
will fulfil it's purpose. Use the Bone Ritual on the Altar (6) to
|
||
perform it. Oh, poopie. The bones closed on you. Force Bolt just
|
||
isn't enough to break them. Start by casting Frost Bite to freeze the
|
||
bones, then Flame Dart to make the bones brittle. Now, use Force Bolt
|
||
to bust them open, grab the torch, and leave the cave (15).
|
||
|
||
Next, head towards the cave on the left side that's pulsating. The
|
||
Blood Chamber is new, of course. Pretty, eh? Head down around the
|
||
bottom of the chamber and up the bowls to the altar. Use the Blood
|
||
Ritual on it (6), and acidic blood will start pouring out of the altar.
|
||
Great, huh? Use Frost Bite on the acid flow to freeze it momentarily,
|
||
allowing you to QUICKLY go back down and escape the chamber (15).
|
||
|
||
Enter the next chamber, the Breath Chamber, and head over to the altar
|
||
on the left side. Use the Breath Ritual on that freaky-looking piped-
|
||
up altar. You'll get some new instructions... There are six pipes on
|
||
the Breath Altar. They're kind of tough to make out, though. The first
|
||
pipe you blow on is the one on the lower right, then the one on the
|
||
lower left, then the one between the first two, and finally, the one
|
||
directly above the third one (middle on the top row). Save before
|
||
every puff, since an incorrect puff will kill ya... (6)
|
||
|
||
Once you've finished the blowing, walk back to the right... WHOA, LADY!
|
||
Cute, eh? Once you get sucked inside the... lung, I guess... cast Calm
|
||
and then Open the valve and you can leave the chamber (15).
|
||
|
||
Now, there's one chamber left. Head into the Sense Chamber. You'll be
|
||
struck senseless (d'oh). Walk around the lower left, then to the upper
|
||
left, then the upper right. If you wish, you can click the hand in
|
||
various areas when you regain certain senses. Anyway, when you reach
|
||
the altar, read the Sense Ritual (6). Now, the dendrites in the area
|
||
will become electrified. Getting out of here is a simple matter of
|
||
casting Lightning Ball on the dendrites. Do so and book it out of
|
||
there (15).
|
||
|
||
All right. All that's left is the Heart Ritual. Use the Heart Ritual
|
||
on the heart altar in the middle of the room (6), and an opening will
|
||
appear in the ceiling. Cast Levitate to float up and you'll pull
|
||
yourself up into the Essence Chamber (6).
|
||
|
||
In this final area, you'll begin the final Ritual, with Katrina and
|
||
Ad Avis watching over. As you complete the Ritual, the Dark One will
|
||
begin to awaken, and Ad Avis will attack the platform you're standing
|
||
on. Katrina will take offense and attack Ad Avis, releasing the bonds
|
||
that bind him to her. The two will exchange spells for a bit, then Ad
|
||
Avis will get the idea of attacking you, who Katrina has become so fond
|
||
of. She won't let you die, so she jumps in the path of Ad Avis'
|
||
greatest spell, Dragon Fire. She'll take the spell, but the spell is
|
||
so powerful that Avoozl will be attracted by it, and will consume her.
|
||
You'll cling to the crumbling platform, then use your strength and
|
||
determination to destroy Ad Avis to pull yourself up to a standing
|
||
position. Time to finish Ad Avis for good, this time...
|
||
|
||
Summon your most powerful weapon, Erana's Staff. Of course, like Ad
|
||
Avis says, you can't just cast a dumb spell, cause he can block it, or
|
||
return the favor. Click the mouth on yourself and "Tell Ultimate Joke".
|
||
Now, cast Force Bolt on him and he'll be knocked back to the wall,
|
||
where Avoozl will take him to join Katrina in his darkness. Now,
|
||
summon your Staff once more to free the spirit of Erana, which was
|
||
trapped by the darkness of Avoozl and win the game (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now,
|
||
you're are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
***********************************************************************
|
||
|
||
7. Thief Walkthrough
|
||
|
||
All points for deeds are added in parentheses.
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll begin in some freaky old cave, filled with bones, having no idea
|
||
how the heck you got there or where your stuff is. You can walk around
|
||
the bones. That odd-looking door thing on the back wall is your exit,
|
||
but you can't get out yet. First thing to do is look around certain
|
||
points. There are a few skeletons in the area you can search (2) for
|
||
equipment. On one you'll find a dagger and coins. On another you'll
|
||
find a piece of flint and coins, and on the third you'll just find
|
||
coins. Now, turn your attention to the nearby altar. You can grab
|
||
one of the torches flanking the altar. Go into your inventory and grab
|
||
the flint. Now, click the flint on the unlit torch to light it (6).
|
||
Now that you can see more than your hand in front of your face, make
|
||
your way to the door in the back of the room, and use your hand on it to
|
||
open it.
|
||
|
||
You may notice an odd mark on a rock on the floor. Take a closer look
|
||
and you'll notice it's a Thief Mark. It depicts and exit is that way.
|
||
Sounds to good to me. Leave by the south.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. All you
|
||
need to do is simply walk the rope (15). The nasty tentacled beast
|
||
won't get you unless you stand way too close to the edge on the starting
|
||
side. Walk outside by the northwest.
|
||
|
||
Once you leave, you'll hop across a few rocks and you'll be met by a
|
||
rather attractive peasant girl. She'll tell you you're in Mordavia and
|
||
that the town is due north and that her name is Katrina. After she
|
||
walks off, take a look at the arch. Note that one symbol nearest you.
|
||
You can take this Dark One Sign (6), so do so. Leave this area by the
|
||
west.
|
||
|
||
In this next gooey area (how 'bout this place, eh?) You'll see a slimy
|
||
path. Walk down it, and eventually you'll slip to the bottom. You
|
||
can't do anything else here, but note that big stone, and the bonsai
|
||
bush in the lower right corner. Anyway, exit to the west.
|
||
|
||
You're now at the edge of the swamp. Head north (finally some real
|
||
forest) and when you can't go north anymore, go east, and you'll be
|
||
outside the town gates. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
You'll be in the south end of town, near the Staff of Erana. Head
|
||
north, on the left side of the stone, and you'll have your first
|
||
lovely chat with the Burgomeister. Talk to him if you wish. You can
|
||
go inside the office and ask him about different things. If you ask him
|
||
about the Adventurers' Guild, he'll give you a key for it.
|
||
|
||
On this street, you can also visit the General Store. Talk to Olga.
|
||
With your money pouch in hand, purchase about ten Food Rations, a clove
|
||
of Garlic, a Pie Pan, a Flask of Oil, a Shopping Bag, and some Candy.
|
||
|
||
Now, head to the Hotel Mordavia, you'll pay for one week in advance
|
||
automatically, and you'll get the key to your room. Talk to the
|
||
innkeeper and the three gents at the table. You can go up to your room
|
||
if you want, and you can get a clove of Garlic from the strands on the
|
||
ceiling. One thing you should make sure to do at least once you climb
|
||
out the window of your room at night to help your thiefy image (2).
|
||
|
||
Head to the north part of town. The Adventurer's Guild is the
|
||
dilapidated building to your left, and the Monastery is the huge stone
|
||
thing. You can talk to Igor, who's busily chipping away. Use the key
|
||
you just got and unlock the door to the Guild and enter (6).
|
||
|
||
First thing to do is sign the logbook (2), like always. Next, head over
|
||
to the bookcase and read all the books. Take the Rope and Grapnel (2),
|
||
toss it on the hook, and shimmy on up. You'll notice a Thief Mark at
|
||
the top telling you to look under the desk. Do so, and you'll notice
|
||
another Thief Mark telling you how to rotate the coat hooks. Yes, the
|
||
coat hooks. The numbers indicate which order you should rotate them
|
||
in. Rotate the third one from the left first, until it points up, then
|
||
the the second one from the left until it points down, then the one on
|
||
the far right until it points right, then the one on the left until
|
||
it points left. A secret passage will open above the bookcase, and you
|
||
can climb up and enter the Thieves' Guild (6). Hot dang, eh?
|
||
|
||
Hmm... The Guild's kinda empty. Note the poster on the wall. It's got
|
||
a real-life Guild Card in it! Snag it (2). Now, take a look at the
|
||
two grates down in the lower right corner. One has a Thief Mark to look
|
||
in the other one... The other has a safe knob in it. Wow. Now, head
|
||
to the door on the back wall. Examine it, and you'll notice it's a
|
||
simple latch. Use the Guild Card on it. Now, you'll access to a back
|
||
room. First, read the books on the bookcase to learn a bit about
|
||
traps (2). Next, use the safe knob on the safe in the back. Now to
|
||
crack it. The safe was made by the FILCH Safe Co... Well, spelling
|
||
out FILCH would be fine and dandy, but there's only an A, C, E, G, I,
|
||
and K. Ah, but between each of those letters, isn't there only one
|
||
other letter? Yes, you can click between the letters to hit B, D, F,
|
||
and so on. So, spell out FILCH and the safe will open. Search inside
|
||
and you'll find some daggers and a lockpick (2).
|
||
|
||
Now, head to the desk, and search for traps (after clicking the hand on
|
||
it). Then pick the lock. Inside, you'll find a big book and a brand
|
||
spankin new Mark II Thieves' Tool Kit (2). Take a look in the book, and
|
||
you'll find a bit of history about this Guild. Now, head towards the
|
||
empty picture frames on the wall. Each one has a safe, and you have
|
||
to disarm the trap to be safe. Disarming most traps is a simple matter
|
||
of matching up three colors (symbols) in a row as they pop up. The most
|
||
effective way to do this is to just pick one color and stop the click on
|
||
the square whenever that color shows up to freeze the square, and you'll
|
||
get three in a row in no time. Loot each of the safes, and now turn
|
||
your attention back to the book. Note the little stanza:
|
||
|
||
"Bad Boys Yell
|
||
Good Girls Giggle
|
||
Rich Girls Run"
|
||
|
||
That can be shortened to:
|
||
|
||
BBY
|
||
GGG
|
||
RGR
|
||
|
||
Seeing a color-like pattern yet? Tap the barrel under the poster, and
|
||
you'll find a trap-like grid. Instead, you'll have to click on each
|
||
square until you match the 3X3 grid above. B = Blue, Y = Yellow, etc.
|
||
|
||
Once you complete the puzzle (2), the wall on the right side will open
|
||
and you'll meet the Chief. He's a little different than your average
|
||
Chiefs. Talk to him about everything. After you go out and steal some
|
||
stuff, he'll trust you enough to let you help him by going to the
|
||
Monastery and stealing a statue for him (which I'll detail later). Once
|
||
you do that, he'll turn back into a human (2).
|
||
|
||
Go to the east part of Mordavia. You'll notice Nikolai, the old man,
|
||
wandering around. You can talk to him, but you won't get much. Now,
|
||
go to Dr. Cranium's house. To open the door, you'll have to repeat the
|
||
sequence of the bells (6). Once inside, open the door on the right to
|
||
get Antwerped (oof!). You'll now need to catch one of these Antwerps,
|
||
using the device on the floor, the T.R.A.P. So, answer all the
|
||
questions with intent of finding Antwerps (bounces, no legs, does NOT
|
||
sing Waltzing Matilda). Once you identify it (2), you'll need to bait
|
||
the T.R.A.P. with avocado from one of your food rations. The T.R.A.P.
|
||
will start working, and will catch an Antwerp (2). Right now, you
|
||
can identify another animal. The animal you want is a hexapod. Six
|
||
legs, resembles a squid, and eathing Heroes does NOT sound good to you.
|
||
You'll learn that the food is Garlic (2). Now, back to the Antwerp.
|
||
Open the the left door, and you'll start working on the Antwerp maze.
|
||
What you have to do now is rotate the maze so that the Antwerp bounces
|
||
towards, the key, and then to the exit. Avoid the holes, and time the
|
||
turns so that the Antwerp bounces properly. Once you get the key (6),
|
||
go to the door on the far wall. Now, you'll need to rearrange the
|
||
squares so that you'll see a keyhole. Once you form it, click on the
|
||
treasure chest in the upper right corner, and you'll grab the key and
|
||
use it on the lock to enter Dr. Cranium's Lab (6). Talk to the good
|
||
Doctor and be sure to ask him about Science, and then Healing Potions,
|
||
Poison Cures, and one or two Empty Flasks. To give him the formulae
|
||
for each of the potions (2, 2), you need to look in your manual, and
|
||
match up the formula with the respective elements. If you don't have
|
||
your manual, too bad... In a couple of days, you'll be able to ask him
|
||
about a Rehydration Solution, and you'll need to give him a formula for
|
||
that (2). Once you do that, you'll need to get him some Goo from the
|
||
Squid Stone Area in order to receive the solution.
|
||
|
||
If you want to go to the Monastery, go right ahead now. You can climb
|
||
in if your skill is high enough, or you can use the far easier method of
|
||
using the Dark One Sign to open it (6). Once inside, climb up to the
|
||
ledge above the door and pick up the Blackbird (6). Yes, another one.
|
||
Also, use the Garlic on Hector the Hexapod, who's over the fireplace to
|
||
subdue him. Now, you can activate the rather obvious secret passage
|
||
in the fireplace and head down to the basement (6).
|
||
|
||
The basement is a very nasty place, as you'll soon see. Stay away from
|
||
the book and the far wall. Note the letters on the wall. It spells
|
||
"Avoozl", the name of the Dark One. The desk is something you need to
|
||
pay attention to. Disarm the trap on the desk so you can open it
|
||
safely. Rifle through the desk and you'll learn about Amon Tillado and
|
||
where the Dark One Rituals are:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be
|
||
forever guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the
|
||
light of a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the
|
||
spirit which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark
|
||
One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is
|
||
missing in the forest and presumed dead, but where is the Heart
|
||
Ritual?"
|
||
|
||
So, what does it all mean? Well, you already got the Dark One Sign, and
|
||
there was no Mouth Ritual... Hmm...
|
||
|
||
What about another? Well, the Blood Ritual's supposed to be in here,
|
||
and it's quite easy to find it. Take a look at the "Cask of Amon
|
||
Tillado" (hyuk). Tap the oddly ruddy brew, and pass out. You'll
|
||
witness an interesting vision of the Dark One rising. Once that's over,
|
||
you'll wake up and pick up the scroll formed from the droplets. You
|
||
now have the Blood Ritual. That was easy, eh?
|
||
|
||
Note the small statue in the alcove. That's the one that turned the
|
||
Chief into a bug. DON'T TOUCH IT with your bare hands. If you have
|
||
the Shopping Bag, use it on the statue to scoop it up. Now, you can
|
||
take it back to the Chief to cure him.
|
||
|
||
There's another thing you can do in the monastery, but you won't have
|
||
to for some time, so let's just leave it until later.
|
||
|
||
One last thing you can do for some Honor is to take the Torch to the
|
||
curtains, rug, or book, and burn the monastery down. The game won't
|
||
let you do it before you've done EVERYTHING there is to do, and it won't
|
||
get you puzzle points, but it's fun if you're a pyromaniac...
|
||
|
||
It's not worth any points, but you can loot Nikolai's house if you wish.
|
||
You'll have to go in through the window. Make sure you sneak, of
|
||
course. Use your oil on both doors of the wardrobe and loot it. Take a
|
||
look at the chest at the foot of the bed. You'll find a Locket. PUT
|
||
IT BACK. He'll notice if it's gone. Head downstairs and over to the
|
||
desk near the door. Move the mug onto the floor, then open the desk.
|
||
Leave via the window.
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
Just outside of town, you can snag an ear of corn from the stalks.
|
||
Also, after a few days, you may meet Katrina outside. You can keep
|
||
meeting her when she requests it, even in front of the castle, where
|
||
she'll be without her scarf... ^_^ There's really little to do with
|
||
it, though.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich
|
||
the Gatekeeper. You can chat with him, and be sure to tell him about
|
||
Olga. Keep going back and forth between the two. You'll get no points
|
||
for this, but it's a good deed.
|
||
|
||
Okay, so, there are a few things to do out here. More will become
|
||
available as you do important things or as time passes.
|
||
|
||
There isn't much to do in the Cemetery. Read the gravestones for
|
||
a few laughs, or climb the tree for practice. Igor's sometimes here
|
||
chipping away at a new tombstone.
|
||
|
||
The Gypsy Camp is more or less off limits. You won't be allowed in.
|
||
|
||
The Leshy lives in the area with several bushes. Touch all the bushes
|
||
to find him. He'll ask you riddles. The very first riddle he asks is
|
||
what his name is. If you've read HERO's Magazine in the Adventurers'
|
||
Guild, you'll be able to respond and select "Leshy" (2). Leave and come
|
||
back and he'll ask you to save a bush from goo. I'll explain the bush
|
||
in a second. Once you get it, tell him about it (2), and he'll tell you
|
||
to plant it. Once you've tossed it in Erana's Garden, he'll give you
|
||
your next riddle of "who's in the lake". You can either find out for
|
||
yourself or just read about it in HERO's Magazine. Respond
|
||
"Rusalka" (2). His next riddle involves giving you Baba Yaga's secret
|
||
password. If you've visited her, or know she's here by hearsay from
|
||
Punny Bones, you can answer "Baba Yaga" (2). His next riddle involves
|
||
the Elderbury Bush. If you have done the whole Baba Yaga thing (made
|
||
her a pie and all), you can respond "Elderbury Bush" (2). The last
|
||
riddle involves the Heart Ritual. Once you find it, you can respond
|
||
with what has possession of it, which is a "Wraith" (2).
|
||
|
||
To get the bush that the Leshy refers to, go all the way back to the
|
||
Squid Stone area. The bush in goo behind a pile of rocks. Get some
|
||
rocks and toss them at the pile to bust them up. Now, use the Rope and
|
||
Grapnel on the ledge above and climb up. Now, use it again on the bush
|
||
and you'll fish it up (15). While you're here, grab some goo in a
|
||
flask (6). Sometimes the game will get buggy when you throw rocks.
|
||
After you bust the pile, your character will get frozen in an odd
|
||
place. To rectify this, just grab some goo in a flask.
|
||
|
||
Erana's Garden is a nice place to visit. If you have the bush, you can
|
||
plant it here (6). This is a safe place to spend the night, and you'll
|
||
get some weird dreams. Be sure to check out the leftmost Oriental
|
||
lantern for a hoard of 30 crowns.
|
||
|
||
If you're a guy, you'll definitely want to make a visit to the Rusalka.
|
||
Don't be fooled by her charms. She's just trying to drag you to your
|
||
death. Instead, show her kindness by giving her Flowers or Candy (6).
|
||
She'll like you as a person, now. Unfortunately, that's all you can do
|
||
with her, besides talking and learning stuff about the lake and the
|
||
swamp.
|
||
|
||
There are a couple of Rituals that are available from the get-go. If
|
||
your Acrobatics is up enough from jumping around, hop around on the
|
||
hummocks of grass in the area. Keep jumping and saving at certain
|
||
points and avoid the grasping hands. Once you finally reach the Mad
|
||
Monk's Tomb (6), you'll find a Chernovy Wizard pounding on you with
|
||
magic. Jump up and deal with him. Now, you'll have to open the tomb.
|
||
This is accomplished by sticking the Dark One Sign on it and inputing
|
||
the Rituals in their proper order. The order is simple. It starts at
|
||
the Mouth and goes clockwise around. The tomb opens and (tada) you have
|
||
the Bone Ritual (2). I'm aware that there is a serious problem with
|
||
this ritual and the CD version. Check the FAQ for how to deal with
|
||
that problem.
|
||
|
||
Now, for the Sense Ritual. It's in the Squid Stone, and only revealed
|
||
by the light of a dead child's soul (according to the Mad Monk). So,
|
||
you need to capture a Will O' Wisp or three. At night, on the swamp
|
||
shore, you'll see them dancing around. Place some Candy on the ground,
|
||
and they'll swarm towards it. Snag them in a flask and bring them over
|
||
to the Squid Stone. Use that flask on the stone and it'll light up.
|
||
Use the Dark One Sign on the stone. You need to spell out the Dark
|
||
One's name, Avoozl, to open the stone. This causes some problems with
|
||
faster computers, so I'll tell you that AVVOOOZZLL usually works, but
|
||
you may want to fudge around with it, because it's not perfect. Once
|
||
the stone opens, grab the Sense Ritual (6).
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
About Day 4 or 5, you'll see a gathering of the villagers outside the
|
||
Burgomeister's office. They'll talk about how Igor is missing, and how
|
||
the villagers found a gypsy outside the village. You can question the
|
||
villagers, the Burgomeister, and even the Gypsy inside the office, but
|
||
you won't get much help.
|
||
|
||
Well, you're a Thief, and breaking and entering is indeed your style.
|
||
You could get the Gypsy off the hook just by finding Igor, but what fun
|
||
would that be? Come back at night and pick the lock on the
|
||
Burgomeister's window. Sneak right on in. Open up the desk and you'll
|
||
find some money and the key to the cell. Let the gypsy loose (6).
|
||
|
||
Solving this mystery isn't really all that hard. Just visit Igor's
|
||
haunts. He's not at Dr. Cranium's lab, he's not at his usual hangout.
|
||
Head to the cemetery. Ooo! Horrible moaning from a grave with the
|
||
stone fallen on it! Can it be that obvious? It sure can. Climb the
|
||
tree, and use the Rope and Grapnel on the branch to hook it onto the
|
||
grave, like a pulley. Now, just pull the rope to lift the grave and
|
||
Igor will pop right out (15). He'll give you his due thanks, and the
|
||
gypsy will be immediately freed.
|
||
|
||
The next day, you can head to the gypsy camp (2), and Davy will let you
|
||
in. You'll talk to the leader of their pack, Magda, the fortuneteller,
|
||
and you'll learn some interesting things about them. Give her a crown
|
||
(2), and she'll tell your fortune. You can come back here three more
|
||
times and have your fortune told, and she'll focus on three people in
|
||
your life.
|
||
|
||
One of the important things you can get from Magda is the Undead Amulet,
|
||
this will allow you to do battle with Wraiths and not have your health
|
||
sucked out while in actual combat. Now you can go on a rampage and
|
||
kill as many Wraiths as you desire. Just be sure to rush up to their
|
||
barrows the second you enter the area. The Wraith you really need to
|
||
take out is the one southwest of Erana's Garden. This Wraith has a ton
|
||
of money and the Heart Ritual (6).
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On Day 3 or 4, you'll find Punny Bones performing at the Inn. You can
|
||
talk to everyone after his act, then go up to his room, where he'll tell
|
||
you how he lost his sense of humor. If you can stomach his horrible
|
||
jokes, grab his rubber chicken (2), and take off.
|
||
|
||
Now, to see Baba Yaga about that sensahuma. Go to the southeastern part
|
||
of the forest. If you've received the magic saying from the Leshy, or
|
||
possibly from Gypsy Davy, say it, and the bushes will disappear.
|
||
Continue to the west, and you'll see a familiar sight (6). Walk up to
|
||
the skull and Bonehead will almost immediately recognize you. You can
|
||
Tell About Gnome (most of the time) and he'll tell you he wants a deal,
|
||
(you know, like last time).
|
||
|
||
There's a little something you need to do first, though, to get this
|
||
dealing item. At night, go two screens west of Erana's Garden, and
|
||
you'll see a ghost. Talk to her, leave, and come back to talk to her
|
||
again. Leave once more, then come back one more time and tell her she's
|
||
a ghost (6). She'll accept that fact. Now, come back, and she'll
|
||
mention Nikolai. D'oh. This is Anna, Nikolai's lost wife. Go back
|
||
to Nikolai the next morning and tell him about her (6). He'll wander
|
||
off to find her. As you'll guess, he won't last long. Go out to the
|
||
forest at night (to the ghost spot), and you'll see the two lovers
|
||
reunited at last. Leave and return one last time, and the two will
|
||
thank you, and will ask if there's anyway they can help. Ask for
|
||
Nikolai's hat and he'll give it to you (2). Yeah, it's a rather
|
||
roundabout way to get one, but it's the only way...
|
||
|
||
Hat in hand, head back to Baba Yaga's Hut. Give the hat to Bonehead
|
||
(6), and he'll let you in, kinda... As soon as you get close to the
|
||
hut, it'll walk away from you. Put some corn down on the ground, and
|
||
it'll sit down (6). Walk right into the hut. After the scene inside,
|
||
tell Baba Yaga about the Gnome, and she'll give you a mission to make
|
||
a pie for her. An Elderbury Pie... You need four things for it. The
|
||
Pie Pan (which can buy at the General Store), a flask of Grue Goo (which
|
||
you can get from the Squid Stone Area), a flask of Bonemeal (get some
|
||
bones, stick them in that giant mortar, and grind them (2)). The final
|
||
ingredient is Elderbury berries. Head towards the Elderbury bush,
|
||
which is marked on the map. First, throw some rocks at the bush to
|
||
dislodge a berry branch, then put the Rubber Chicken on the ground (yes,
|
||
you read right), and move around the bush to grab the berries (6).
|
||
Don't get too close to it, or it'll hurt you good.
|
||
|
||
Mix all the ingredients together, then show it to Bonehead. Put it
|
||
down in front of the cluster of four skulls which will laser it up.
|
||
Now, head into the hut. As soon as you regain control, click on your
|
||
backpack (for some reason, you won't be able to click on Active Item),
|
||
and give her the pie (6). She'll ask what you want for this. You can
|
||
really ask for anything on the list (don't ask for nothing), because
|
||
you can get everything, but for the sake of continuity, ask for the
|
||
Gnome's humor, and you'll get the Good Humor Bar (d'oh). Take it back
|
||
to the Gnome, and he'll have his humor restored (15). After you leave
|
||
his room, he'll give you the gift of telling you the Ultimate Joke.
|
||
You can stick around for his last show if you wish.
|
||
|
||
There's one more thing you can do. Remember the Hangman Tree outside
|
||
Baba Yaga's hut? Remember the Mad Monk's Diary said that's where a
|
||
Ritual was? It's not there, though... Who could've snagged it I
|
||
wonder, hmmm? Bring a flask of Grue Goo, a flask of Bonemeal, or some
|
||
more Elderbury Berries to Baba Yaga, and ask for Ritual, and she'll
|
||
give you the Breath Ritual. You now have all five of the missing
|
||
Rituals (besides the Mouth Ritual).
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
If you wait until after midnight in the Inn, you can see a Domovoi in
|
||
the main hall of the Inn. It'll tell you about problems and ask you
|
||
to come back another night. Do so, then he'll give you a task of
|
||
helping a "bad place" Domovoi. That "bad place", of course, is the
|
||
Monastery. Head to the Monastery, then use a Flask of Water, or the
|
||
Rehydration Solution on the Domovoi, and you'll restore it (6). Now,
|
||
go back to see the Domovoi, and he'll tell you about Tanya Markarov,
|
||
the Innkeepers' daughter, and about a doll she had, which the Domovoi
|
||
will let you take now. Go to the china cabinet in the back and take
|
||
the Doll.
|
||
|
||
Also, make sure you ask the gypsies about Erana and her staff, so you'll
|
||
learn about the Destiny Spell.
|
||
|
||
Now, to find Tanya. Maybe she's in the only place you haven't been to,
|
||
yet: Castle Borgov. There are two ways to enter Castle Borgov, and to
|
||
get full points, you'll have to enter both ways. The best way is
|
||
through the crypt. Since you saved Igor, he'll give you the Crypt Key
|
||
if you ask for it. Use the key to enter the crypt (6). Inside the
|
||
crypt, make sure you escape (to get full points). Shake the Reaper's
|
||
hand next to the entrance, and you'll be able to leave (6). Go back
|
||
in, and you'll need to find another way out of the crypt. Go take a
|
||
look at the crest. It's a color puzzle. Remember, this crypt is owned
|
||
by the Borgovs... Borgov... B-O-R-G-O-V... The answer is Blue,
|
||
Orange, Red, Green, Orange, Violet. Yeah... ^_^ Take the key and open
|
||
the rightmost relief, to enter Castle Borgov (6).
|
||
|
||
Castle Borgov Map
|
||
|
||
===== |---------------------------------| 3
|
||
|----|safe |----| | -^^^-
|
||
|4 | | |-----------------| | ‡ 6 |-|
|
||
| ===== | | | ‡ | |
|
||
----- ----- ===== ----- ===== ----- ----- |
|
||
Agreat|----------| ‡ { 3 |-| |-| | | | 5 ‡ |
|
||
Ahall | 2| ‡ { | | | | | | | ‡ |
|
||
----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt{ 1 | | |-| | -----
|
||
----- ‡ } | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== | ===== =====
|
||
‡Tanya|-| ‡ 7 | A
|
||
‡ | ‡ | A
|
||
===== ===== =====
|
||
|
||
The Castle is a little complicated, and it's tough to draw a proper map
|
||
of it. The lines leading to screens are screens themselves, but
|
||
they're staircases. Each of the numbers is a special area. Area #1 is
|
||
the connecting area to the crypt. Clicking the hand on the candle will
|
||
bring you back to the crypt. Area #2 is a staircase, and at night you
|
||
can oil the door leading to the Great Hall (2), and you'll hear an
|
||
interesting conversation in the next room. Area #3 has a secret
|
||
passage. Click the hand on the crest above the bookcase and you'll
|
||
go to the next room, but it's one way. Area #4 has a ghost in it, and
|
||
there's absolutely nothing you can do with or to it. Area #5 has a
|
||
bench you can rest on. Area #6 has a bookcase. Click the books
|
||
E-X-I-T and you can go back to Area #3. Don't bother going to the
|
||
Dungeon, 'cause there are two large Goon Guards there. In the safe
|
||
area, you can disarm the trap on the safe, and crack it to get some
|
||
change inside. There's a west exit from the Great Hall, marked with
|
||
A's, that'll take you to the other room, marked with A's and onto Area
|
||
#7, where you'll find a chest at the foot of the bed, and a Wraith
|
||
guarding it. Kick it's butt, and disarm the trap on the chest to
|
||
get a potion and some change. Wait until night before you go to the
|
||
Tanya area, since that's where she is. You can talk to her and her
|
||
buddy, Toby, if you want, but what you, of course, really need to do is
|
||
give her the Doll (15). She'll trust you from now on. Now, you can
|
||
tell her about the Destiny Spell. She and Toby will go with you to
|
||
Erana's Staff.
|
||
|
||
You'll automatically go to the town, and the Staff will begin the
|
||
spell. Toby will offer to give his life up so Tanya can live again as
|
||
a human. He'll get zapped, and you'll get Erana's Staff into your
|
||
possession (25).
|
||
|
||
The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank
|
||
you profusely. Stay another night, and things will get into motion.
|
||
You'll have a note on the chest at the foot of your bed, asking you to
|
||
come to the castle gate at night. It's signed, "Katrina"...
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
This is more or less the point of no return in the game. Once you
|
||
respond to the letter and go to the area below the castle gate, you'll
|
||
run into your good friend, Ad Avis, now undead and a vampire, under
|
||
the control of the Dark Master. You can talk to him a bit if you want.
|
||
After a while, he'll summon the Hounds of Death (really just a bunch
|
||
of Necrotaurs). You may be able to make it back to the town, but
|
||
there's no point. Just get captured, and you'll be taken to the
|
||
dungeon. Ad Avis will threaten you a bit, then you'll be cast to sleep
|
||
to wake up at sunset of the next day. Once you wake up, simply break
|
||
the chains, then grab the stake and hammer. Isn't it smart of Ad Avis
|
||
not to take your stuff? Sure. Listen to the door, and you'll hear the
|
||
Goons gabbing. Secret passage, eh? Well, I'll just cut to the chase
|
||
and tell ya it's in the iron maiden. Walk over there, open it up, and
|
||
hop right in. You'll enter the Master's bedroom. Surprise, surprise,
|
||
the Dark Master is Katrina! Do anything to her EXCEPT kill her, and
|
||
she'll wake up. Try to explain yourself during the next scene, but
|
||
it'll all end up the same way. Katrina will Geas you. You'll have to
|
||
seek out the missing five Rituals of the Dark One and return them to
|
||
her. How 'bout that? You should have all five already, so you can go
|
||
right back to the castle. If you don't, you can go to the gypsies for
|
||
some cool info on finding them, or you could just look back through
|
||
this walkthrough...
|
||
|
||
Anyway, once you have the rituals, walk right up the castle gate, and
|
||
you'll be teleported to the Dark One's Cave to summon the Dark One.
|
||
Katrina will use the Mouth Ritual (ah, see, she had it the whole time,
|
||
which is how she let you out). You'll have to find the very last
|
||
ritual inside. So, let's get in there and get it on... (15)
|
||
|
||
In the pit area, you'll notice that big tentacled beast from the
|
||
beginning. That book next to him (must've gotten a hankering for some
|
||
light reading) is where the last ritual is. Quickly start Sneaking,
|
||
tben use your Rope & Grapnel to lower yourself down to the cave floor.
|
||
Take the book and you'll memorize the Essence Ritual (15). Use the
|
||
hook to get back out and cross the rope to the Heart Chamber.
|
||
|
||
There will be a pulsating valve on the right side of the chamber. Open
|
||
it and re-enter the Bone Chamber. Brings back memories, eh? Use your
|
||
Torch to light the other one stuck in the sconce. Put the one you have
|
||
back in its holder. Now, use the Dark One Sign on the altar and it will
|
||
fulfil it's purpose. Use the Bone Ritual on the Altar (6) to perform
|
||
it. Oh, poopie! The bones are closing! Quick! Jump! If you're
|
||
quick enough, the bones will close on nothing. Grab the torch and
|
||
leave the cave (15).
|
||
|
||
Next, head towards the cave on the left side that's pulsating. The
|
||
Blood Chamber is new, of course. Pretty, eh? Head down around the
|
||
bottom of the chamber and up the bowls to the altar. Use the Blood
|
||
Ritual on it (6), and acidic blood will start pouring out of the altar.
|
||
Great, huh? Use the grapnel to climb up on the nearby ledge above you,
|
||
Jump onto the ledge further above you, then to the ledge halfway across
|
||
the chasm, then to the left side to escape the chamber (15).
|
||
|
||
Enter the next chamber, the Breath Chamber, and head over to the altar
|
||
on the left side. Use the Breath Ritual on that freaky-looking piped-
|
||
up altar. You'll get some new instructions... There are six pipes on
|
||
the Breath Altar. They're kind of tough to make out, though. The first
|
||
pipe you blow on is the one on the lower right, then the one on the
|
||
lower left, then the one between the first two, and finally, the one
|
||
directly above the third one (middle on the top row). Save before
|
||
every puff, since an incorrect puff will kill ya... (6)
|
||
|
||
Once you've finished the blowing, walk back to the right... WHOA, LADY!
|
||
Cute, eh? Click the hand on yourself as you slam into the screen and
|
||
you'll climb down and you can leave the chamber (15).
|
||
|
||
Now, there's one chamber left. Head into the Sense Chamber. You'll be
|
||
struck senseless (d'oh). Walk around the lower left, then to the upper
|
||
left, then the upper right. If you wish, you can click the hand in
|
||
various areas when you regain certain senses. Anyway, when you reach
|
||
the altar, read the Sense Ritual (6). Now, the dendrites in the area
|
||
will become electrified. To get out of here, first use the Rope and
|
||
Grapnel on the stirrup (part of the inner ear) in the upper-middle
|
||
portion of the screen, and you'll land way past most of the dendrites.
|
||
Use it again on the ledge near the entrance to be able to escape
|
||
unscathed (15).
|
||
|
||
All right. All that's left is the Heart Ritual. Use the Heart Ritual
|
||
on the heart altar in the middle of the room (6), and an opening will
|
||
appear in the ceiling. Use the Rope and Grapnel on the ceiling, and
|
||
you'll pull yourself up into the Essence Chamber (6).
|
||
|
||
In this final area, you'll begin the final Ritual, with Katrina and
|
||
Ad Avis watching over. As you complete the Ritual, the Dark One will
|
||
begin to awaken, and Ad Avis will attack the platform you're standing
|
||
on. Katrina will take offense and attack Ad Avis, releasing the bonds
|
||
that bind him to her. The two will exchange spells for a bit, then Ad
|
||
Avis will get the idea of attacking you, who Katrina has become so fond
|
||
of. She won't let you die, so she jumps in the path of Ad Avis'
|
||
greatest spell, Dragon Fire. She'll take the spell, but the spell is
|
||
so powerful that Avoozl will be attracted by it, and will consume her.
|
||
You'll cling to the crumbling platform, then use your strength and
|
||
determination to destroy Ad Avis to pull yourself up to a standing
|
||
position. Time to finish Ad Avis for good, this time...
|
||
|
||
Pull out your most powerful weapon, Erana's Staff. Funky... It
|
||
transforms into a stake. Of course, like Ad Avis says, you can't just
|
||
use it, cause he can zap you first. Click the mouth on yourself and
|
||
"Tell Ultimate Joke". Now, JUMP ON HIM! Imagine your own satisfying
|
||
sound as you jam the stake into Ad Avis' foul heart. Now, the staff
|
||
will tell you to free its mistress. Jump back to your original spot,
|
||
and click the staff on the crystal to free the spirit of Erana, which
|
||
was trapped by the darkness of Avoozl and win the game (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now,
|
||
you're are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
***********************************************************************
|
||
|
||
8. Paladin Walkthrough
|
||
|
||
All points for deeds are added in parentheses. Just as a note, you'll
|
||
get no points for new Paladin abilites (unlike QfG3).
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll begin in some freaky old cave, filled with bones, having no idea
|
||
how the heck you got there or where your stuff is. You can walk around
|
||
the bones. That odd-looking door thing on the back wall is your exit,
|
||
but you can't get out yet. First thing to do is look around certain
|
||
points. There are a few skeletons in the area you can search (2) for
|
||
equipment. On one you'll find a dagger and coins. On another you'll
|
||
find a piece of flint and coins, and on the third you'll just find
|
||
coins. Now, turn your attention to the nearby altar. You can grab
|
||
one of the torches flanking the altar. Go into your inventory and grab
|
||
the flint. Now, click the flint on the unlit torch to light it (6).
|
||
Now that you can see more than your hand in front of your face, make
|
||
your way to the door in the back of the room, and use your hand on it to
|
||
open it.
|
||
|
||
In this next room, the first thing you'll probably see is the sword and
|
||
shield lying nearby. They must've known you were coming, eh? Grab the
|
||
two and you'll be somewhat armed (the sword's not all that great). Head
|
||
towards the exit and you'll be assaulted by a small group of Badders.
|
||
Deal with them. Leave by the south.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. All you
|
||
need to do is simply cross the rope hand-over-hand (15). The nasty
|
||
tentacled beast won't get you unless you stand way too close to the
|
||
edge on the starting side. Walk outside by the northwest.
|
||
|
||
Once you leave, you'll hop across a few rocks and you'll be met by a
|
||
rather attractive peasant girl. She'll tell you you're in Mordavia and
|
||
that the town is due north and that her name is Katrina. After she
|
||
walks off, take a look at the arch. Note that one symbol nearest you.
|
||
You can take this Dark One Sign (6), so do so. Leave this area by the
|
||
west.
|
||
|
||
In this next gooey area (how 'bout this place, eh?) You'll see a slimy
|
||
path. Walk down it, and eventually you'll slip to the bottom. You
|
||
can't do anything else here, but note that big stone, and the bonsai
|
||
bush in the lower right corner. Anyway, exit to the west.
|
||
|
||
You're now at the edge of the swamp. Head north (finally some real
|
||
forest) and when you can't go north anymore, go east, and you'll be
|
||
outside the town gates. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
You'll be in the south end of town, near the Staff of Erana. Head
|
||
north, on the left side of the stone, and you'll have your first
|
||
lovely chat with the Burgomeister. Talk to him if you wish. You can
|
||
go inside the office and ask him about different things. If you ask him
|
||
about the Adventurers' Guild, he'll give you a key for it.
|
||
|
||
On this street, you can also visit the General Store. Talk to Olga.
|
||
With your money pouch in hand, purchase about ten Food Rations, a clove
|
||
of Garlic, a Pie Pan, a Flask of Oil, a Hand Broom, and some Candy.
|
||
|
||
Now, head to the Hotel Mordavia, you'll pay for one week in advance
|
||
automatically, and you'll get the key to your room. Talk to the
|
||
innkeeper and the three gents at the table. You can go up to your room
|
||
if you want, and you can get a clove of Garlic from the strands on the
|
||
ceiling.
|
||
|
||
Head to the north part of town. The Adventurer's Guild is the
|
||
dilapidated building to your left, and the Monastery is the huge stone
|
||
thing. You can talk to Igor, who's busily chipping away. Use the key
|
||
you just got and unlock the door to the Guild and enter (6).
|
||
|
||
First thing to do is sign the logbook (2), like always. Next, head over
|
||
to the bookcase and read all the books. Particularly, the one that
|
||
should interest you is the one on Climbing (6). Once you read it,
|
||
you'll have a Climbing skill of 100. Now, pick up the Rope & Grapnel
|
||
(2) and you can toss it on the iron ring on the ceiling and practice
|
||
climbing. Now, turn your attention to the case on the wall. You'll
|
||
notice the rather nice-looking sword inside it. Smash it open (if you
|
||
have enough Strength), and you'll take this lovely sword in your
|
||
possession. Lastly, you can use the exercise machine on the left side
|
||
of the room to build up your Strength (6). Come back whenever you have
|
||
enough stamina until you can't do any more in the day, then come back
|
||
the next day, and add weight until you can't exercise no more.
|
||
|
||
Go to the east part of Mordavia. You'll notice Nikolai, the old man,
|
||
wandering around. You can talk to him, but you won't get much. Now,
|
||
go to Dr. Cranium's house. To open the door, you'll have to repeat the
|
||
sequence of the bells (6). Once inside, open the door on the right to
|
||
get Antwerped (oof!). You'll now need to catch one of these Antwerps,
|
||
using the device on the floor, the T.R.A.P. So, answer all the
|
||
questions with intent of finding Antwerps (bounces, no legs, does NOT
|
||
sing Waltzing Matilda). Once you identify it (2), you'll need to bait
|
||
the T.R.A.P. with avocado from one of your food rations. The T.R.A.P.
|
||
will start working, and will catch an Antwerp (2). Right now, you
|
||
can identify another animal. The animal you want is a hexapod. Six
|
||
legs, resembles a squid, and eathing Heroes does NOT sound good to you.
|
||
You'll learn that the food is Garlic (2). Now, back to the Antwerp.
|
||
Open the the left door, and you'll start working on the Antwerp maze.
|
||
What you have to do now is rotate the maze so that the Antwerp bounces
|
||
towards, the key, and then to the exit. Avoid the holes, and time the
|
||
turns so that the Antwerp bounces properly. Once you get the key (6),
|
||
go to the door on the far wall. Now, you'll need to rearrange the
|
||
squares so that you'll see a keyhole. Once you form it, click on the
|
||
treasure chest in the upper right corner, and you'll grab the key and
|
||
use it on the lock to enter Dr. Cranium's Lab (6). Talk to the good
|
||
Doctor and be sure to ask him about Science, and then Healing Potions,
|
||
Poison Cures, and one or two Empty Flasks. To give him the formulae
|
||
for each of the potions (2, 2), you need to look in your manual, and
|
||
match up the formula with the respective elements. If you don't have
|
||
your manual, too bad... In a couple of days, you'll be able to ask him
|
||
about a Rehydration Solution, and you'll need to give him a formula for
|
||
that (2). Once you do that, you'll need to get him some Goo from the
|
||
Squid Stone Area in order to receive the solution.
|
||
|
||
If you want to go to the Monastery, go right ahead now. You can climb
|
||
in if your skill is high enough (doubtful), or you can use the far
|
||
easier method of using the Dark One Sign to open it (6). Once inside,
|
||
use the Garlic on Hector the Hexapod, who's over the fireplace to
|
||
subdue him. Now, you can activate the rather obvious secret passage
|
||
in the fireplace and head down to the basement (6).
|
||
|
||
The basement is a very nasty place, as you'll soon see. Stay away from
|
||
the book and the far wall. Note the letters on the wall. It spells
|
||
"Avoozl", the name of the Dark One. The desk is something you need to
|
||
pay attention to. Force it open and take the poison gas like a man.
|
||
Rifle through the desk and you'll learn about Amon Tillado and where
|
||
the Dark One Rituals are:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be
|
||
forever guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the
|
||
light of a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the
|
||
spirit which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark
|
||
One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is
|
||
missing in the forest and presumed dead, but where is the Heart
|
||
Ritual?"
|
||
|
||
So, what does it all mean? Well, you already got the Dark One Sign, and
|
||
there was no Mouth Ritual... Hmm...
|
||
|
||
What about another? Well, the Blood Ritual's supposed to be in here,
|
||
and it's quite easy to find it. Take a look at the "Cask of Amon
|
||
Tillado" (hyuk). Tap the oddly ruddy brew, and pass out. You'll
|
||
witness an interesting vision of the Dark One rising. Once that's over,
|
||
you'll wake up and pick up the scroll formed from the droplets. You
|
||
now have the Blood Ritual. That was easy, eh?
|
||
|
||
There's another thing you can do in the monastery, but you won't have
|
||
to for some time, so let's just leave it until later.
|
||
|
||
One last thing you can do for some Honor is to take the Torch to the
|
||
curtains, rug, or book, and burn the monastery down. The game won't
|
||
let you do it before you've done EVERYTHING there is to do, and it won't
|
||
get you puzzle points, but it's fun if you're a pyromaniac...
|
||
|
||
And, hey, if you're bored at night, go to Erana's Staff, and you'll see
|
||
the ghost of the Paladin Piotyr, who'll tell you about some of the
|
||
problems in this realm.
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
Just outside of town, you can snag an ear of corn from the stalks.
|
||
Also, after a few days, you may meet Katrina outside. You can keep
|
||
meeting her when she requests it, even in front of the castle, where
|
||
she'll be without her scarf... ^_^ There's really little to do with
|
||
it, though.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich
|
||
the Gatekeeper. You can chat with him, and be sure to tell him about
|
||
Olga. Keep going back and forth between the two. You'll get no points
|
||
for this, but it's a good deed.
|
||
|
||
Okay, so, there are a few things to do out here. More will become
|
||
available as you do important things or as time passes.
|
||
|
||
There isn't much to do in the Cemetery. Make sure you read all the
|
||
gravestones, especially the two in the foreground. You can also climb
|
||
the tree for practice. Igor's sometimes here chipping away at a new
|
||
tombstone.
|
||
|
||
The Gypsy Camp is more or less off limits. You won't be allowed in.
|
||
|
||
The Leshy lives in the area with several bushes. Touch all the bushes
|
||
to find him. He'll ask you riddles. The very first riddle he asks is
|
||
what his name is. If you've read HERO's Magazine in the Adventurers'
|
||
Guild, you'll be able to respond and select "Leshy" (2). Leave and come
|
||
back and he'll ask you to save a bush from goo. I'll explain the bush
|
||
in a second. Once you get it, tell him about it (2), and he'll tell you
|
||
to plant it. Once you've tossed it in Erana's Garden, he'll give you
|
||
your next riddle of "who's in the lake". You can either find out for
|
||
yourself or just read about it in HERO's Magazine. Respond
|
||
"Rusalka" (2). His next riddle involves giving you Baba Yaga's secret
|
||
password. If you've visited her, or know she's here by hearsay from
|
||
Punny Bones, you can answer "Baba Yaga" (2). His next riddle involves
|
||
the Elderbury Bush. If you have done the whole Baba Yaga thing (made
|
||
her a pie and all), you can respond "Elderbury Bush" (2). The last
|
||
riddle involves the Heart Ritual. Once you find it, you can respond
|
||
with what has possession of it, which is a "Wraith" (2).
|
||
|
||
To get the bush that the Leshy refers to, go all the way back to the
|
||
Squid Stone area. The bush in goo behind a pile of rocks. Get some
|
||
rocks and toss them at the pile to bust them up and grab the bush (15).
|
||
While you're here, grab some goo in a flask (6). Sometimes the game
|
||
will get buggy when you throw rocks. After you bust the pile, your
|
||
character will get frozen in an odd place. To rectify this, just grab
|
||
some goo in a flask.
|
||
|
||
Erana's Garden is a nice place to visit. If you have the bush, you can
|
||
plant it here (6). This is a safe place to spend the night, and you'll
|
||
get some weird dreams. Be sure to check out the leftmost Oriental
|
||
lantern for a hoard of 30 crowns.
|
||
|
||
If you're a guy, you'll definitely want to make a visit to the Rusalka.
|
||
Don't be fooled by her charms. She's just trying to drag you to your
|
||
death. Instead, show her kindness by giving her Flowers or Candy (6).
|
||
She'll like you as a person, now. There's more to do with her, but not
|
||
until later in the game.
|
||
|
||
There are a couple of Rituals that are available from the get-go. If
|
||
your Strength is up enough from leg exercises, head into the swamp for
|
||
some sloshing good fun. Keep walking and saving at certain points and
|
||
avoid the grasping hands. Once you finally reach the Mad Monk's
|
||
Tomb (6), you'll find a couple of Chernovy Wizards pounding on you with
|
||
magic. Walk up and deal with them. Now, you'll have to open the tomb.
|
||
This is accomplished by sticking the Dark One Sign on it and inputing
|
||
the Rituals in their proper order. The order is simple. It starts at
|
||
the Mouth and goes clockwise around. The tomb opens and (tada) you have
|
||
the Bone Ritual (2). I'm aware that there is a serious problem with
|
||
this ritual and the CD version. Check the FAQ for how to deal with
|
||
that problem.
|
||
|
||
Now, for the Sense Ritual. It's in the Squid Stone, and only revealed
|
||
by the light of a dead child's soul (according to the Mad Monk). So,
|
||
you need to capture a Will O' Wisp or three. At night, on the swamp
|
||
shore, you'll see them dancing around. Place some Candy on the ground,
|
||
and they'll swarm towards it. Snag them in a flask and bring them over
|
||
to the Squid Stone. Use that flask on the stone and it'll light up.
|
||
Use the Dark One Sign on the stone. You need to spell out the Dark
|
||
One's name, Avoozl, to open the stone. This causes some problems with
|
||
faster computers, so I'll tell you that AVVOOOZZLL usually works, but
|
||
you may want to fudge around with it, because it's not perfect. Once
|
||
the stone opens, grab the Sense Ritual (6).
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
About Day 4 or 5, you'll see a gathering of the villagers outside the
|
||
Burgomeister's office. They'll talk about how Igor is missing, and how
|
||
the villagers found a gypsy outside the village. You can question the
|
||
villagers, the Burgomeister, and even the Gypsy inside the office, but
|
||
you won't get much help.
|
||
|
||
Solving this mystery isn't really all that hard. Just visit Igor's
|
||
haunts. He's not at Dr. Cranium's lab, he's not at his usual hangout.
|
||
Head to the cemetery. Ooo! Horrible moaning from a grave with the
|
||
stone fallen on it! Can it be that obvious? It sure can. Simply lift
|
||
the grave and Igor will pop right out (15). He'll give you his due
|
||
thanks, and the gypsy will be immediately freed.
|
||
|
||
The next day, you can head to the gypsy camp (2), and Davy will let you
|
||
in. You'll talk to the leader of their pack, Magda, the fortuneteller,
|
||
and you'll learn some interesting things about them. Give her a crown
|
||
(2), and she'll tell your fortune. You can come back here three more
|
||
times and have your fortune told, and she'll focus on three people in
|
||
your life.
|
||
|
||
One of the important things you can get from Magda is the Undead Amulet,
|
||
this will allow you to do battle with Wraiths and not have your health
|
||
sucked out while in actual combat. Now you can go on a rampage and
|
||
kill as many Wraiths as you desire. Just be sure to rush up to their
|
||
barrows the second you enter the area. The Wraith you really need to
|
||
take out is the one southwest of Erana's Garden. This Wraith has a ton
|
||
of money, a magical sword, and the Heart Ritual (15).
|
||
|
||
This sword belongs to Piotyr, the ghost Paladin you've been taking
|
||
orders from. Dmitri the Burgomeister is his grandson. Return the
|
||
sword to him. He'll tell you to keep it, and he'll give you Piotyr's
|
||
Shield as well (15).
|
||
|
||
---
|
||
|
||
The Lake of the Lost
|
||
|
||
Now's a good time to free the spirit of the Rusalka. If you've seen
|
||
the ghost of the Paladin Piotyr more than once, you know he'll tell you
|
||
to ask the gypsies for help. Go there, and ask about Helping Rusalka.
|
||
Now, make sure you've seen the grave in the cemetery that says Elyssa
|
||
on it. That's her name, of course. Go to the lake and you'll
|
||
automatically tell her her name. Ask her about Hair and she'll give
|
||
you some (not enough, of course, if you know what I mean). Combine
|
||
the Hair with the Broom. Now, wait until nighttime, go to the Rusalka's
|
||
grave, and use the Broom on the grave NEXT to it (Janos' grave). Janos
|
||
will rise up and attack you. If you're protected by the Amulet (or an
|
||
Aura Spell), you'll be fine. Send him back to the spirit world (6),
|
||
and head back to the lake. EEESH! Oh, boy... Oh, wow... Umm... I
|
||
know you may not like it, but you've got to kiss that thing now. Walk
|
||
right into the lake and pucker up. She'll fade out of existence, her
|
||
spirit freed, and you'll be left cold and wet in the lake (15). Isn't
|
||
it great to be a Paladin?
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On Day 3 or 4, you'll find Punny Bones performing at the Inn. You can
|
||
talk to everyone after his act, then go up to his room, where he'll tell
|
||
you how he lost his sense of humor. If you can stomach his horrible
|
||
jokes, grab his rubber chicken (2), and take off.
|
||
|
||
Now, to see Baba Yaga about that sensahuma. Go to the southeastern part
|
||
of the forest. If you've received the magic saying from the Leshy, or
|
||
possibly from Gypsy Davy, say it, and the bushes will disappear.
|
||
Continue to the west, and you'll see a familiar sight (6). Walk up to
|
||
the skull and Bonehead will almost immediately recognize you. You can
|
||
Tell About Gnome (most of the time) and he'll tell you he wants a deal,
|
||
(you know, like last time).
|
||
|
||
There's a little something you need to do first, though, to get this
|
||
dealing item. At night, go two screens west of Erana's Garden, and
|
||
you'll see a ghost. Talk to her, leave, and come back to talk to her
|
||
again. Leave once more, then come back one more time and tell her she's
|
||
a ghost (6). She'll accept that fact. Now, come back, and she'll
|
||
mention Nikolai. D'oh. This is Anna, Nikolai's lost wife. Go back
|
||
to Nikolai the next morning and tell him about her (6). He'll wander
|
||
off to find her. As you'll guess, he won't last long. Go out to the
|
||
forest at night (to the ghost spot), and you'll see the two lovers
|
||
reunited at last. Leave and return one last time, and the two will
|
||
thank you, and will ask if there's anyway they can help. Ask for
|
||
Nikolai's hat and he'll give it to you (2). Yeah, it's a rather
|
||
roundabout way to get one, but it's the only way...
|
||
|
||
Hat in hand, head back to Baba Yaga's Hut. Give the hat to Bonehead
|
||
(6), and he'll let you in, kinda... As soon as you get close to the
|
||
hut, it'll walk away from you. Put some corn down on the ground, and
|
||
it'll sit down (6). Walk right into the hut. After the scene inside,
|
||
tell Baba Yaga about the Gnome, and she'll give you a mission to make
|
||
a pie for her. An Elderbury Pie... You need four things for it. The
|
||
Pie Pan (which can buy at the General Store), a flask of Grue Goo (which
|
||
you can get from the Squid Stone Area), a flask of Bonemeal (get some
|
||
bones, stick them in that giant mortar, and grind them (2)). The final
|
||
ingredient is Elderbury berries. Head towards the Elderbury bush,
|
||
which is marked on the map. First, throw some rocks at the bush to
|
||
dislodge a berry branch, then put the Rubber Chicken on the ground (yes,
|
||
you read right), and move around the bush to grab the berries (6).
|
||
Don't get too close to it, or it'll hurt you good.
|
||
|
||
Mix all the ingredients together, then show it to Bonehead. Put it
|
||
down in front of the cluster of four skulls which will laser it up.
|
||
Now, head into the hut. As soon as you regain control, click on your
|
||
backpack (for some reason, you won't be able to click on Active Item),
|
||
and give her the pie (6). She'll ask what you want for this. You can
|
||
really ask for anything on the list (don't ask for nothing), because
|
||
you can get everything, but for the sake of continuity, ask for the
|
||
Gnome's humor, and you'll get the Good Humor Bar (d'oh). Take it back
|
||
to the Gnome, and he'll have his humor restored (15). After you leave
|
||
his room, he'll give you the gift of telling you the Ultimate Joke.
|
||
You can stick around for his last show if you wish.
|
||
|
||
There's one more thing you can do. Remember the Hangman Tree outside
|
||
Baba Yaga's hut? Remember the Mad Monk's Diary said that's where a
|
||
Ritual was? It's not there, though... Who could've snagged it I
|
||
wonder, hmmm? Bring a flask of Grue Goo, a flask of Bonemeal, or some
|
||
more Elderbury Berries to Baba Yaga, and ask for Ritual, and she'll
|
||
give you the Breath Ritual. You now have all five of the missing
|
||
Rituals (besides the Mouth Ritual).
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
If you wait until after midnight in the Inn, you can see a Domovoi in
|
||
the main hall of the Inn. It'll tell you about problems and ask you
|
||
to come back another night. Do so, then he'll give you a task of
|
||
helping a "bad place" Domovoi. That "bad place", of course, is the
|
||
Monastery. Head to the Monastery, then use a Flask of Water, or the
|
||
Rehydration Solution on the Domovoi, and you'll restore it (6). Now,
|
||
go back to see the Domovoi, and he'll tell you about Tanya Markarove,
|
||
the Innkeepers' daughter, and about a doll she had, which the Domovoi
|
||
will let you take now. Go to the china cabinet in the back and take
|
||
the Doll.
|
||
|
||
Also, make sure you ask the gypsies about Erana and her staff, so you'll
|
||
learn about the Destiny Spell.
|
||
|
||
Now, to find Tanya. Maybe she's in the only place you haven't been to,
|
||
yet: Castle Borgov. There are two ways to enter Castle Borgov, and to
|
||
get full points, you'll have to enter both ways. The first way is the
|
||
direct approach, to smash down the gate, and battle the Necrotaurs on
|
||
the other side at night. Then you can force open the main door (2).
|
||
The other way is through the crypt. Since you saved Igor, he'll give
|
||
you the Crypt Key if you ask for it. Use the key to enter the crypt
|
||
(6). Inside the crypt, make sure you escape (to get full points).
|
||
Shake the Reaper's hand next to the entrance, and you'll be able to
|
||
leave (6). Go back in, and you'll need to find another way out of the
|
||
crypt. Go take a look at the crest. It's a color puzzle. Remember,
|
||
this crypt is owned by the Borgovs... Borgov... B-O-R-G-O-V... The
|
||
answer is Blue, Orange, Red, Green, Orange, Violet. Yeah... ^_^ Take
|
||
the key and open the rightmost relief, to enter Castle Borgov (6).
|
||
|
||
Castle Borgov Map
|
||
|
||
===== |---------------------------------| 3
|
||
|----|safe |----| | -^^^-
|
||
|4 | | |-----------------| | ‡ 6 |-|
|
||
| ===== | | | ‡ | |
|
||
----- ----- ===== ----- ===== ----- ----- |
|
||
Agreat|----------| ‡ { 3 |-| |-| | | | 5 ‡ |
|
||
Ahall | 2| ‡ { | | | | | | | ‡ |
|
||
----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt{ 1 | | |-| | -----
|
||
----- ‡ } | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== | ===== =====
|
||
‡Tanya|-| ‡ 7 | A
|
||
‡ | ‡ | A
|
||
===== ===== =====
|
||
|
||
The Castle is a little complicated, and it's tough to draw a proper map
|
||
of it. The lines leading to screens are screens themselves, but
|
||
they're staircases. Each of the numbers is a special area. Area #1 is
|
||
the connecting area to the crypt. Clicking the hand on the candle will
|
||
bring you back to the crypt. Area #2 is a staircase, and at night you
|
||
can oil the door leading to the Great Hall, and you'll hear an
|
||
interesting conversation in the next room. Area #3 has a secret
|
||
passage. Click the hand on the crest above the bookcase and you'll
|
||
go to the next room, but it's one way. Area #4 has a ghost in it, and
|
||
there's absolutely nothing you can do with or to it. Area #5 has a
|
||
bench you can rest on. Area #6 has a bookcase. Click the books
|
||
E-X-I-T and you can go back to Area #3. Don't bother going to the
|
||
Dungeon, 'cause there are two large Goon Guards there. In the safe
|
||
area, you can bust the lock open with your muscles to get some
|
||
change inside. There's a west exit from the Great Hall, marked with
|
||
A's, that'll take you to the other room, marked with A's and onto Area
|
||
#7, where you'll find a chest at the foot of the bed, and a Wraith
|
||
guarding it. Kick it's butt, and use your muscles on the chest to
|
||
get a potion and some change. Wait until night before you go to the
|
||
Tanya area, since that's where she is. You can talk to her and her
|
||
buddy, Toby, if you want, but what you, of course, really need to do is
|
||
give her the Doll (15). She'll trust you from now on. Now, you can
|
||
tell her about the Destiny Spell. She and Toby will go with you to
|
||
Erana's Staff.
|
||
|
||
You'll automatically go to the town, and the Staff will begin the
|
||
spell. Toby will offer to give his life up so Tanya can live again as
|
||
a human. He'll get zapped, and you'll get Erana's Staff into your
|
||
possession (25).
|
||
|
||
The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank
|
||
you profusely. Stay another night, and things will get into motion.
|
||
You'll have a note on the chest at the foot of your bed, asking you to
|
||
come to the castle gate at night. It's signed, "Katrina"...
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
This is more or less the point of no return in the game. Once you
|
||
respond to the letter and go to the area below the castle gate, you'll
|
||
run into your good friend, Ad Avis, now undead and a vampire, under
|
||
the control of the Dark Master. You can talk to him a bit if you want.
|
||
After a while, he'll summon the Hounds of Death (really just a bunch
|
||
of Necrotaurs). You may be able to make it back to the town, but
|
||
there's no point. Just get captured, and you'll be taken to the
|
||
dungeon. Ad Avis will threaten you a bit, then you'll be cast to sleep
|
||
to wake up at sunset of the next day. Once you wake up, simply break
|
||
the chains, then grab the stake and hammer. Isn't it smart of Ad Avis
|
||
not to take your stuff? Sure. Listen to the door, and you'll hear the
|
||
Goons gabbing. Secret passage, eh? Well, I'll just cut to the chase
|
||
and tell ya it's in the iron maiden. Walk over there, open it up, and
|
||
hop right in. You'll enter the Master's bedroom. Surprise, surprise,
|
||
the Dark Master is Katrina! Do anything to her EXCEPT kill her, and
|
||
she'll wake up. Try to explain yourself during the next scene, but
|
||
it'll all end up the same way. Katrina will Geas you. You'll have to
|
||
seek out the missing five Rituals of the Dark One and return them to
|
||
her. How 'bout that? You should have all five already, so you can go
|
||
right back to the castle. If you don't, you can go to the gypsies for
|
||
some cool info on finding them, or you could just look back through
|
||
this walkthrough...
|
||
|
||
Anyway, once you have the rituals, walk right up the castle gate, and
|
||
you'll be teleported to the Dark One's Cave to summon the Dark One.
|
||
Katrina will use the Mouth Ritual (ah, see, she had it the whole time,
|
||
which is how she let you out). You'll have to find the very last
|
||
ritual inside. So, let's get in there and get it on... (15)
|
||
|
||
In the pit area, you'll notice that big tentacled beast from the
|
||
beginning. That book next to him (must've gotten a hankering for some
|
||
light reading) is where the last ritual is. Use your Rope & Grapnel to
|
||
lower yourself down to the cave floor and take him out. Take the book
|
||
and you'll memorize the Essence Ritual (15). Use the hook to get back
|
||
out and cross the rope to the Heart Chamber.
|
||
|
||
There will be a pulsating valve on the right side of the chamber. Open
|
||
it and re-enter the Bone Chamber. Brings back memories, eh? Use your
|
||
Torch to light the other one stuck in the sconce. Put the one you have
|
||
back in its hole. Now, use the Dark One Sign on the altar and it will
|
||
fulfil it's purpose. Use the Bone Ritual on the Altar (6) to perform
|
||
it. Oh, poopie. The bones closed on you. Fortunately, you're buff.
|
||
Just bust them open, grab the torchand leave the cave (15).
|
||
|
||
Next, head towards the cave on the left side that's pulsating. The
|
||
Blood Chamber is new, of course. Pretty, eh? Head down around the
|
||
bottom of the chamber and up the bowls to the altar. Use the Blood
|
||
Ritual on it (6), and acidic blood will start pouring out of the altar.
|
||
Great, huh? Use the grapnel to climb up on the nearby ledge above you,
|
||
and push the rock down into the bowl. It'll plug into the bottom and
|
||
the flow will be cut off, allowing you to go back down and escape the
|
||
chamber (15).
|
||
|
||
Enter the next chamber, the Breath Chamber, and head over to the altar
|
||
on the left side. Use the Breath Ritual on that freaky-looking piped-
|
||
up altar. You'll get some new instructions... There are six pipes on
|
||
the Breath Altar. They're kind of tough to make out, though. The first
|
||
pipe you blow on is the one on the lower right, then the one on the
|
||
lower left, then the one between the first two, and finally, the one
|
||
directly above the third one (middle on the top row). Save before
|
||
every puff, since an incorrect puff will kill ya... (6)
|
||
|
||
Once you've finished the blowing, walk back to the right... WHOA, LADY!
|
||
Cute, eh? Click the hand on a piece of hanging plant that's on the
|
||
floor as you pass it, and you can leave the chamber (15).
|
||
|
||
Now, there's one chamber left. Head into the Sense Chamber. You'll be
|
||
struck senseless (d'oh). Walk around the lower left, then to the upper
|
||
left, then the upper right. If you wish, you can click the hand in
|
||
various areas when you regain certain senses. Anyway, when you reach
|
||
the altar, read the Sense Ritual (6). Now, the dendrites in the area
|
||
will become electrified. To get out of here, first use the Rope and
|
||
Grapnel on the stirrup (part of the inner ear) in the upper-middle
|
||
portion of the screen, and you'll land way past most of the dendrites.
|
||
Run through the rest of them and you can leave (15).
|
||
|
||
All right. All that's left is the Heart Ritual. Use the Heart Ritual
|
||
on the heart altar in the middle of the room (6), and an opening will
|
||
appear in the ceiling. Use the Rope and Grapnel on the ceiling, and
|
||
you'll pull yourself up into the Essence Chamber (6).
|
||
|
||
In this final area, you'll begin the final Ritual, with Katrina and
|
||
Ad Avis watching over. As you complete the Ritual, the Dark One will
|
||
begin to awaken, and Ad Avis will attack the platform you're standing
|
||
on. Katrina will take offense and attack Ad Avis, releasing the bonds
|
||
that bind him to her. The two will exchange spells for a bit, then Ad
|
||
Avis will get the idea of attacking you, who Katrina has become so fond
|
||
of. She won't let you die, so she jumps in the path of Ad Avis'
|
||
greatest spell, Dragon Fire. She'll take the spell, but the spell is
|
||
so powerful that Avoozl will be attracted by it, and will consume her.
|
||
You'll cling to the crumbling platform, then use your strength and
|
||
determination to destroy Ad Avis to pull yourself up to a standing
|
||
position. Time to finish Ad Avis for good, this time...
|
||
|
||
Pull out your most powerful weapon, Erana's Staff. Funky... It
|
||
transforms into a spear. Of course, like Ad Avis says, you can't just
|
||
throw it, cause he'll knock it aside. Click the mouth on yourself and
|
||
"Tell Ultimate Joke". Now, THROW IT! Imagine your own satisfying sound
|
||
of the spear penetrating his heart. Now, the staff will return to you.
|
||
Click it on the crystal to free the spirit of Erana, which was trapped
|
||
by the darkness of Avoozl and win the game (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now,
|
||
you're are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
***********************************************************************
|
||
|
||
9. The Whole Story and Epilogue
|
||
|
||
Generations ago, a darkness rose over the land of Mordavia. Amon
|
||
Tillado and the Cult of Chernovy had horrible designs for the world.
|
||
He brought into the cult the maddest of madmen that would listen to his
|
||
rantings and ravings. The current Boyar of Mordavia endorsed such
|
||
activities to increase the charm of his dreary valley.
|
||
|
||
Unfortunately, Amon Tillado made a slight error of dying. With no one
|
||
to lead the cult, the Boyar thought that his valley's charm would be
|
||
lost, which is why he took the reins of the cult as its high priest.
|
||
It was then that he heard the Call of Avoozl, darkest of the Dark
|
||
Ones, and answered it...
|
||
|
||
Suddenly, the cult had a purpose. They picked a cave on Mount Malign,
|
||
and began the summoning of the Dark One with the horrid Rituals.
|
||
The Archmage Erana, the Paladin Piotyr, and the armies of the nearby
|
||
lands stormed the cave. The armies fought with the strength of any
|
||
well-trained body of soldiers, but the cave was already changing to
|
||
form the body of the Dark One, and the cult along with it, to horrid
|
||
slavering beasts. The armies fought bravely, but the cult had the
|
||
strength of the Dark One. Erana herself clashed with the very will of
|
||
Avoozl. With the combined energies of the cult, the two fought to a
|
||
near stalemate. Just as she was about to sacrifice her own life to
|
||
banish him back to the void from whence he came, Avoozl took the
|
||
initiative, preferring half-existence to complete banishing. He
|
||
destroyed Erana's body and took her spirit captive in his own essence.
|
||
With the spirit holding him, he could not fully enter this world, but
|
||
his influence was indeed upon the land. The cave was physically
|
||
altered, and the land was mutated, with horrid monsters roaming the
|
||
area. The only one to crawl from the cave was Piotyr, carrying the
|
||
Staff of Erana. He placed the Staff in a monument in the town, where
|
||
it protects the town from monsters. Thus would Mordavia live for
|
||
several more decades.
|
||
|
||
Flash forward to eighty years before present day. Ad Avis, a young and
|
||
arrogant Wizard, approached the Dark Master, recently expelled from WIT,
|
||
with thoughts of incredible power. What he didn't know was that
|
||
Katrina, the Dark Master, was a woman. He studied with her, loathing
|
||
every moment, and she gave him the mark of the Vampire. He served her,
|
||
always plotting the time he would take over as Dark Master.
|
||
|
||
Five years before present day, Katrina turned Ad Avis loose, where he
|
||
became vizier to the Emir Arus Al-Din. She moved into Castle Borgov,
|
||
where she began plotting on how she would release the Dark One. She
|
||
caused heavy rains to form the swamp in the pass into the valley so
|
||
that no one could get in or out. Once she released the Dark One, the
|
||
world would be covered in darkness, allowing her to roam free without
|
||
worries about the sun.
|
||
|
||
Now, the Hero comes into play. Once he deals with Ad Avis in Raseir,
|
||
he is reborn as a Nosferatu. Ad Avis travels to Mordavia, a mere
|
||
slave to Katrina, now. He tells her of the Hero who killed him in the
|
||
flesh. She decides this Hero might be useful, which leads to our
|
||
story.
|
||
|
||
After the events of this story, the dark magic surrounding Mordavia was
|
||
finally released. Magic is now possible. Erasmus and Fenris summoned
|
||
the Hero to the kingdom of Silmaria, where his skills are needed. Ad
|
||
Avis is now destroyed forever. Dmitri is the new Boyar of Mordavia.
|
||
The swamp has cleared, and Mordavia is once more the peaceful land of
|
||
its forefathers. Katrina and Erana have died, but neither of their
|
||
souls are completely at rest...
|
||
|
||
***********************************************************************
|
||
|
||
10. Miscellany
|
||
|
||
A. FAQ
|
||
|
||
Q: Where can I find this game?
|
||
|
||
A: Nowadays, this game can probably only be found as a part of the
|
||
Quest for Glory Anthology. You can order it from Sierra, or maybe get
|
||
lucky and find it in a game store.
|
||
|
||
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: My game crashed as I was trying to slide down the path!
|
||
|
||
A: Yeah, this happens sometimes, most often to imported Heroes. My only
|
||
suggestion is to take it slow as you walk down the path, and walk to
|
||
the exact point where the game takes over.
|
||
|
||
Q: My game just kicked me for no reason as I switched screens!
|
||
|
||
A: This has happened to me plenty of times. It occurs randomly, and
|
||
probably won't occur in the same place twice. Just be sure to save
|
||
often and have Autosave turned on.
|
||
|
||
Q: Error 52! Error 52! *cries*
|
||
|
||
A: Yep. This is the biggest problem with the CD version. It doesn't
|
||
account that modern computers are too fast to accomodate the program.
|
||
It occurs when you reach the Mad Monk's Tomb in the swamp. There are
|
||
supposed to be two text windows that pop up, but they pop up at the same
|
||
time (screwing up the game). Now, how to alleviate it? Well, you can
|
||
use a Turbo switch if your computer has one. You could try to download
|
||
MOSLO to slow down your processor. Also, if you have the QfG
|
||
Collection, there are save game files on the CD. There's a folder
|
||
called Error 52, which has save games near the beginning of the game
|
||
for each of the three starting classes with everything you need up to
|
||
that point, including the Bone Ritual and all the points you'd get from
|
||
going into the swamp.
|
||
|
||
Q: How can I find the formula that Dr. Cranium needs?
|
||
|
||
A: It's in your manual. If you don't have one, you're out of luck...
|
||
|
||
Q: I can't beat Ad Avis!
|
||
|
||
A: You have to do all the stuff necessary QUICKLY. Take out the staff.
|
||
Immediately tell the Ultimate Joke. Finish him off. Delay at all or
|
||
do something else and Ad Avis will just knock you off the platform and
|
||
Avoozl will rise.
|
||
|
||
---
|
||
|
||
B. 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.
|
||
|
||
Beginning of the Game
|
||
|
||
2 2 2 2 Find Dagger on corpse
|
||
6 6 6 6 Light the Torch
|
||
15 15 15 15 Cross pit to exit cave
|
||
6 6 6 6 Get the Dark One Sign
|
||
|
||
Town of Mordavia
|
||
|
||
South Mordavia and Gates
|
||
|
||
6 Learn Frost Bite spell from Katrina
|
||
25 25 25 25 Save Tanya and get Erana's Staff
|
||
|
||
West Mordavia
|
||
|
||
2 Exit your room via the window at night
|
||
6 Help the gypsy escape from jail
|
||
2 2 2 2 Get Rubber Chicken from Punny Bones' room
|
||
15 15 15 15 Restore Punny Bones' humor
|
||
15 Show the Burgomeister Piotyr's Sword
|
||
|
||
North Mordavia
|
||
|
||
6 6 6 6 Enter Adventurer's Guild
|
||
2 2 2 2 Sign your name in the logbook
|
||
2 2 2 Get Rope and Grapnel
|
||
2 6 Learn Climbing
|
||
2 6 Use the stair-stepper
|
||
|
||
6 Enter Thieves' Guild
|
||
2 Get Guild Card
|
||
2 Get Lockpick
|
||
2 Learn to disarm traps from bookshelf
|
||
2 Get Thieves' Toolkit
|
||
2 Find Chief Thief
|
||
2 Turn Chief Thief back into a human
|
||
|
||
6 6 6 6 Enter the monastery
|
||
6 6 6 6 Rehydrate dry Domovoi
|
||
6 6 6 6 Open secret passage to basement
|
||
6 Get Blackbird
|
||
|
||
East Mordavia
|
||
|
||
6 6 6 6 Tell Nikolai about his wife Anna
|
||
|
||
6 6 6 6 Open Dr. Cranium's front door
|
||
2 2 2 2 Identify Antwerp
|
||
2 2 2 2 Catch an Antwerp
|
||
6 6 6 6 Solve Antwerp maze
|
||
6 6 6 6 Unlock Dr. Cranium's lab door
|
||
2 2 2 2 Identify Hexapod
|
||
2 2 2 2 Give Poison Cure formula
|
||
2 2 2 2 Give Healing Potion formula
|
||
2 2 2 2 Give Rehydration Solution formula
|
||
2 Learn Glide Spell
|
||
|
||
Mordavian Forest
|
||
|
||
2 Kill a Badder
|
||
2 Kill a Vorpal Bunny
|
||
2 Kill a Revenant
|
||
2 Kill a Wyvern
|
||
2 Kill a Necrotaur
|
||
2 Kill a Wraith
|
||
2 Kill a Chernovy Wizard
|
||
|
||
15 6 15 Destroy Wraith holding Heart Ritual
|
||
15 Chase away Faerie Folk and get Heart Ritual
|
||
|
||
15 15 15 15 Rescue Igor in the cemetery
|
||
6 Beat Janos' grave with Broom and defeat his Wraith
|
||
|
||
6 6 6 6 Enter crypt
|
||
6 6 6 6 Take secret passage to castle
|
||
6 6 6 6 Escape crypt
|
||
|
||
2 2 2 2 Enter the Gypsy Camp
|
||
2 2 2 2 Get your fortune told by Magda
|
||
6 Learn Aura spell
|
||
|
||
2 2 2 2 Answer Leshy's name riddle
|
||
2 2 2 2 Answer Bonsai Bush riddle (return with the bush in hand)
|
||
2 2 2 2 Answer Rusalka riddle
|
||
2 2 2 2 Answer Baba Yaga riddle
|
||
2 2 2 2 Answer Elderbury Bush riddle
|
||
2 2 2 2 Answer Heart Ritual riddle
|
||
|
||
6 6 6 6 Convince Anna that she is a ghost
|
||
2 2 2 2 Get a hat from Nikolai after reuniting him and Anna
|
||
|
||
6 6 6 6 Plant Bonsai bush in Erana's Garden
|
||
6 Learn Protection Spell
|
||
|
||
6 6 6 6 Get Berries from the Elderberry Bush
|
||
|
||
6 6 6 6 Find Baba Yaga's Hut
|
||
6 6 6 6 Give Nikolai's Hat to Bonehead
|
||
6 6 6 6 Make Baba Yaga's Hut sit still
|
||
2 2 2 2 Make Bonemeal in mortar
|
||
6 6 6 6 Give Elderbury pie to Baba Yaga
|
||
6 Learn Hide spell from Baba Yaga
|
||
|
||
6 6 6 6 Get the Rusalka to like you
|
||
15 Free the Rusalka's spirit
|
||
|
||
6 6 6 6 Find the Mad Monk's tomb in the swamp
|
||
2 2 2 2 Open the Mad Monk's tomb and get the Bone Ritual
|
||
|
||
6 6 6 6 Capture Will o' Wisp on the Swamp Shore
|
||
15 15 15 15 Get the Bonsai Bush in the Squid Stone Area
|
||
6 6 6 6 Get Grue Goo in the Squid Stone Area
|
||
6 6 6 6 Open the Squid Stone and get the Sense Ritual
|
||
|
||
Castle Borgov
|
||
|
||
2 Enter the castle by front gate
|
||
2 Oil the door to great hall and listen in on the meeting
|
||
15 15 15 15 Give the Doll to Tanya
|
||
|
||
The Dark One's Cave
|
||
|
||
15 15 15 15 Reenter the Cave with the Rituals
|
||
4 Kill the Pit Horror (the last Borgov)
|
||
15 15 15 15 Get the Essence Ritual
|
||
6 6 6 6 Perform Bone Ritual
|
||
15 15 15 15 Escape from Bone Cave
|
||
6 6 6 6 Perform Blood Ritual
|
||
15 15 15 15 Escape from Blood Cave
|
||
6 6 6 6 Perform Breath Ritual
|
||
15 15 15 15 Escape from Breath Cave
|
||
6 6 6 6 Perform Sense Ritual
|
||
15 15 15 15 Escape from Sense Cave
|
||
6 6 6 6 Perform Heart Ritual
|
||
6 6 6 6 Make it into the Essence Cave
|
||
50 50 50 50 Free Erana's Spirit and save Mordavia
|
||
|
||
---
|
||
|
||
C. Ways to Die
|
||
|
||
Anywhere:
|
||
|
||
Exhaust yourself
|
||
Starve yourself
|
||
Die from poisoning
|
||
Perform an action that hurts a bit repeatedly until you die
|
||
|
||
Battles:
|
||
|
||
Lose to a Vorpal Bunny
|
||
Lose to a Necrotaur
|
||
Lose to a Wyvern
|
||
Lose to a Badder
|
||
Lose to a Chernovy Wizard
|
||
Lose to a Revenant
|
||
Lose to a Wraith
|
||
Lose to the Pit Horror
|
||
|
||
Town of Mordavia
|
||
|
||
Get caught while breaking into the Burgomeister's office
|
||
Get caught whlie breaking into Nikolai's house
|
||
Get eaten by the hectapus above the Monastery door
|
||
Get eaten by the Hexapod in the Monastery
|
||
Touch the little Statue in the Monastery basement
|
||
Touch the book in the Monastery basement
|
||
Wait until the Gypsy Burning
|
||
Find Igor too late
|
||
|
||
Mordavian Wilderness
|
||
|
||
Get drowned by the Rusalka
|
||
Attack the wolves in the Gypsy Camp
|
||
Don't tell Baba Yaga about the Gnome's humor the first time you meet her
|
||
Don't give Baba Yaga the pie when you have it
|
||
Get snagged by a grasping hand in the swamp
|
||
Get hit by the Elderbury Bush one too many times
|
||
|
||
Dark One's Cave
|
||
|
||
Stand too close to the edge of the bit in the beginning
|
||
Get sizzled by the boiling blood
|
||
Get sucked up by the Breath Altar
|
||
Get zapped one too many times by the Sense Cave
|
||
Don't kill Ad Avis in time (rise of the Dark One)
|
||
|
||
---
|
||
|
||
D. Conversation Topics
|
||
|
||
These are the times when you have different conversations trees with
|
||
people.
|
||
|
||
Katrina
|
||
|
||
First meeting outside Town Gates
|
||
Second meeting outside Town Gates
|
||
First meeting at Castle Gates
|
||
Second meeting at Castle Gates
|
||
After being trapped by her in her dungeon
|
||
After she asks why she shouldn't kill you
|
||
|
||
Burgomeister
|
||
|
||
Outside his office:
|
||
First meeting
|
||
Subsequent meetings
|
||
When Igor disappears
|
||
While Igor is still missing (second time and onward)
|
||
If Gypsy is busted loose (Thief only)
|
||
After Igor is found (first time)
|
||
After Igor is found (second time etc.)
|
||
After Nikolai disappears
|
||
After burning the Monastery
|
||
After saving Tanya
|
||
|
||
Inside his office:
|
||
First time inside
|
||
Subsequent meetings
|
||
When Igor disappears
|
||
After Gypsy is busted loose (Thief only)
|
||
After Igor is found
|
||
After Igor is found (second time etc.)
|
||
After Nikolai disappears
|
||
After returning Piotyr's Sword to him
|
||
|
||
Olga
|
||
|
||
First meeting
|
||
Subsequent meetings (she alternates Rumors each visit)
|
||
Note: She'll also bring up some other topics under Rumors as they
|
||
happen.
|
||
|
||
Yuri
|
||
|
||
First meeting
|
||
First night meeting
|
||
Subsequent meetings
|
||
After Igor is rescued
|
||
During Punny Bones' first performance
|
||
During Punny Bones' second performance
|
||
After saving Tanya (First time)
|
||
After saving Tanay (Subsequent times)
|
||
|
||
Bella
|
||
|
||
After Igor is rescued (won't talk to you earlier)
|
||
Subsequent meetings
|
||
After saving Tanya (First time)
|
||
After saving Tanay (Subsequent times)
|
||
|
||
Hans/Franz/Ivan
|
||
|
||
First meeting
|
||
First meeting at night
|
||
Subsequent meetings
|
||
After Igor is rescued
|
||
Subsequent meetings after Igor is rescued
|
||
After Tanya is saved
|
||
|
||
Punny Bones
|
||
|
||
First Performance
|
||
First meeting in his room
|
||
Subsequent Meetings in his room
|
||
After restoring his humor in his room
|
||
Second performance
|
||
|
||
Igor
|
||
|
||
First meeting
|
||
Subsequent meetings
|
||
Meeting in the cemetery
|
||
After saving him (at his normal spot)
|
||
Subsequent meetings after saving him
|
||
After burning the monastery
|
||
|
||
Chief
|
||
|
||
First meeting
|
||
Subsequent meetings
|
||
After curing him
|
||
|
||
Nikolai
|
||
|
||
First meeting
|
||
Subsequent meetings
|
||
When talking to his ghost
|
||
|
||
Dr. Cranium
|
||
|
||
First visit
|
||
Visit on second day
|
||
Visit on third day
|
||
Visit on fourth day
|
||
Visit on fifth day
|
||
Subsequent visits
|
||
|
||
Boris
|
||
|
||
First visit
|
||
Two alternating topics for subsequent visits
|
||
|
||
Gypsy Davy
|
||
|
||
Visiting before he gets captured
|
||
Visiting him when he gets captured
|
||
While trying to free him
|
||
First visit to camp when welcome (in Magda's wagon)
|
||
Second visit to camp (outside of Magda's wagon)
|
||
Second visit to camp (in Magda's wagon)
|
||
Third visit to camp (in Magda's wagon)
|
||
Subsequent visits to camp (in Magda's wagon)
|
||
After being Geased (in Magda's wagon)
|
||
Second visit after being Geased (in Magda's wagon)
|
||
|
||
Magda
|
||
|
||
First visit to camp when welcome
|
||
Second visit to camp
|
||
Third visit to camp
|
||
Subsequent visits to camp
|
||
After being Geased
|
||
Second visit after being Geased
|
||
|
||
Anna
|
||
|
||
First visit
|
||
Second visit
|
||
Subsequent visits
|
||
After you tell her she's a ghost
|
||
After being reunited with Nikolai
|
||
|
||
Rusalka
|
||
|
||
While she wants to drown you
|
||
After she likes you
|
||
Second visit after she likes you
|
||
Subsequent visits after she likes you
|
||
After you tell her her name
|
||
After you destroy Janos' Wraith
|
||
|
||
Bonehead
|
||
|
||
First visit
|
||
Second visit
|
||
After you give him the hat
|
||
After Baba Yaga tells you to make the pie
|
||
After Baba Yaga takes your pie
|
||
|
||
Baba Yaga
|
||
|
||
First visit
|
||
After you give her the pie
|
||
Any subsequent visits
|
||
|
||
Ad Avis
|
||
|
||
Encounter in the woods
|
||
In the Dark One Cave
|
||
|
||
***********************************************************************
|
||
|
||
11. Standard Guide Stuff
|
||
|
||
---
|
||
|
||
A. Legal
|
||
|
||
This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not
|
||
take it in whole or in part and claim it as your own. You may not alter
|
||
it in any way, even if you ask me first, and that includes putting it
|
||
in HTML format. Please don’t post this on your site unless you have
|
||
express consent by me. I’ve put a lot of time into this. Give me some
|
||
credit...
|
||
|
||
Currently, the following sites have permission to post my FAQ:
|
||
|
||
www.gamefaqs.com
|
||
www.gamewinners.com
|
||
|
||
---
|
||
|
||
B. E-mail Guidelines
|
||
|
||
If you wish to e-mail me, be sure to follow these guidelines...
|
||
|
||
- Make ABSOLUTELY sure I haven't already answered your question in the
|
||
guide.
|
||
- Make sure it has something to do with Quest for Glory for God's
|
||
sake. I don't want spam, chain letters, offers for friendship.
|
||
Compliment me on the FAQ all you want, though...
|
||
- Make sure you say Quest for Glory at one point in your e-mail. I have
|
||
more than one FAQ, and asking a generic question such as "How do I
|
||
save?" doesn't tell me much.
|
||
- Spell correctly and use proper grammar, please. If I can't understand
|
||
your e-mail, it'll go to the junk pile...
|
||
|
||
---
|
||
|
||
C. Credits
|
||
|
||
CJayC and Al Amaloo for having this on their sites.
|
||
|
||
Sierra, particularly Lori Ann and Corey Cole, for making such an
|
||
incredible series.
|
||
|
||
---
|
||
|
||
D. Version Updates
|
||
|
||
Version 1.0 - 10/17/01 - Well, there you have it. I don't really intend
|
||
to do another version, unless something else comes up.
|
||
|
||
---
|
||
|
||
E. The Final Word
|
||
|
||
The fourth game in the series is a much darker and more mature scenario
|
||
than the others. The Hero first learns real loss, from the deaths of
|
||
Erana and Katrina. If you can get past the bugs of this game, it's
|
||
very enjoyable.
|
||
|
||
Be sure to check out my other guides for the Quest for Glory games,
|
||
too! I love this series! Did I mention that?
|
||
|
||
</pre>
|
||
<hr>
|
||
<EM><A HREF="../.."><FONT FACE="Discovery,Arial" color="orange">The Spoiler Centre</FONT></A></EM>
|
||
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