Quest for Glory IV walkthrough
-[ CREATING CHARACTERS, COMBAT TIPS ]-
Problem:
Advice on creating and playing as a Fighter.
Hint:
A Fighter's most important stats are Strength, Vitality, Agility, Weapon Use,
and Parry. Strength and Weapon Use are the easiest to build up during the game,
so you may want to use your bonus points in the other areas. Carefully read the
articles in your game manuals on combat and monster types. Work out every day
on the exercise machine and get a quality sword from the Guild. Pace yourself
with the monsters at first -- don't be too proud to run away when you're
losing, and make sure you rest and heal between encounters. Remember though,
fighting is crucial for building up your skills. You will have an opportunity
to learn the "Climbing" skill in this game. Be sure to practice this
extensively once you get the chance.
Problem:
Advice on creating and playing as a Magic User.
Hint:
A Magic User needs Intelligence, Agility, and Magic Skill. Read your "Hero"
manual about Spells and the interview with Erasmus and Fenrus. There are five
new spells to seek out in this world. Talk to Dr. Cranium, the Gypsies, Baba
Yaga, and Katrina about magic. Carefully investigate Erana's Garden. You will
gain another spell when you have gained Erana's Staff and return to the Faerie
Folk. Katrina will teach you "Frost Bite" outside the town gates at night after
Day 3. You can learn another spell in Erana's Garden by casting spells. Once
you have befriended the Gypsies, they will teach you the "Aura" spell at their
camp. Trade something tasty to Baba Yaga and you will learn another spell.
Problem:
Advice on creating and playing as a Thief.
Hint:
A Thief's most important stats are Agility, Vitality, and Luck. Climbing,
Stealth, Acrobatics, and Lock Picking are easily built up through practice.
Read the section in your "Hero" manual about Thieves and pick up the Tools of
the Trade in town. There is a Thieves' Guild in town, but you'll need to look
for it.
Problem:
Advice on playing as a Paladin.
Hint:
You can only play a Paladin if you became one in a previous Quest for Glory
game and "Imported" your character into this game. The Paladin needs to look to
the past to find what needs to be done in the present. Visit the Staff area in
town at night to learn what things need to be done in town by speaking with the
ghost of the Paladin Piotyr. Talk to Olga and Boris, and try to get them back
together. Let no opportunity pass to do good for someone, and always use
courtesy and kindness.
Problem:
How to import a character.
Hint:
To transfer characters from other Quest for Glory games, you must play "So You
Want to Be A Hero", "Trial by Fire", or "Wages of War" to the conclusion and
follow the directions to create a character disk for transfer. Then, when you
start "Shadows of Darkness", select "Import Character" from the opening menu
and follow those directions.
Problem:
General combat tips.
Hint:
Fight monsters to build up your skills and to earn money from the man-like
creatures. Don't be too much of a Hero -- if the monster is winning, run away
and live to fight another day. Store extra equipment in your room at the inn;
you fight much worse when carrying a lot of weight. Build up your character's
skills at every opportunity. If you like fast action and direct involvement,
use the "Arcade Combat" mode, and set your Skill Level according to the amount
of challenge you want. There is no "puzzle point" penalty for using a lower
Skill Level. If you prefer using strategy and your character's skills to
determine the combat, play in "Strategy Mode" combat. The computer will act for
your character according to the strategy you set for him. Different monsters
require different strategies.
Problem:
Fighting tips for Fighters or Paladins.
Hint:
The best close-combat tactic is to spend about two-thirds of your time
defending and one-third attacking. Your strikes are much more accurate if you
wait a few seconds between attacks, and the monsters will hurt you less if you
defend. Try to get in close to spell casting monsters and hit them before they
can get their spells off at you. Use the Jump and Duck commands to avoid
incoming spells.
Problem:
Fighting tactics for Magic Users.
Hint:
Magic Users can't stand up to a lot of heavy damage. Try attacking monsters
from a distance with your spells, then run away from close combat and cast
another spell. Calm is useless in close combat, but Dazzle can be very
effective against monsters that can see you. Magic Users should also look for
alternatives to combat. Sometimes you can use your spells to get the same
result without a fight. The longer you hold down the mouse button on a spell
icon, the more powerful the spell. If you cast the spell at maximum power, it
will do a LOT of damage. However, you have to time this carefully; if you are
hit while casting a spell, you'll have to start over. Always keep a "Zap" spell
on your weapon -- cast it before you go into combat so it will be ready. The
Zap spell lasts until you successfully hit a monster with your weapon.
Problem:
Fighting tips for Thieves.
Hint:
Use your Acrobatics attack to do serious damage then run away and soften up the
monster with thrown rocks or daggers. You can also throw daggers in close
combat by clicking the right mouse button on the control area. Don't stand
there and let a monster whomp on you; your armor isn't good enough for that.
Problem:
Help! The monsters are just too fast and powerful for me!
Hint:
If you are having trouble with the "Arcade" combat, set your Skill Level to
Easy in the Control Panel. This will also make some of the logic puzzles
easier. If you aren't having any fun using Arcade combat, try using the
Strategy combat feature. This mode uses your chosen strategy and your
character's skills to determine the result of the fight. If you don't like the
way a fight is going you can interrupt the Strategy Mode at any time by
clicking the right mouse button. You can also use the left mouse button to
change your strategy settings. Full details on Strategy Combat are on the
Combat Reference Card included in your game package.
Problem:
What are Special Attacks and how should I use them?
Hint:
Sorry, the programmer made me promise not to reveal the secret techniques for
using Special Attacks. But they're there -- experiment with your mouse and
keyboard. In Strategy mode you must set Aggressiveness high. Setting Special
Attacks high will cause your hero to use them more often. Don't overuse this
attack method -- your character will be open to attack, and will tire very
quickly.
-[ GETTING STARTED ]-
Problem:
How do I get out of this Bone Cave?
Hint:
You need a source of light. There is a torch just to the right of the Bone
Altar on the right side of the room. Take the torch. Search the skeletal
remains to find a couple of objects to create a spark in order to light the
torch. Searching may also turn up some ready cash. To light the torch go into
your inventory and click one of the items on the torch.
Problem:
What do I do in the Heart of the Cave?
Hint:
There are some objects in this room that you need to find before you exit from
the botomof the scree. If yu arent Fihter, avoid combat by picking up
things and get out as soon as possible.
Problem:
How do I cross the Pit Cave?
Hint:
Crossing the pit is easy for the Fighter and Thief. The rope is a useful way to
cross, as long as you are strong or agile enough. The Magic User needs
something from the Heart of the Cave in order to cross. Click this item on your
character, cast the spell that makes you weightless, and let the crosswinds
carry you over to the other side. Find the town of Mordavia as soon as you
leave the Caves!
-[ THE TOWN OF MORDAVIA ]-
Problem:
Where is the town of Mordavia?
Hint:
After exiting the cave, travel to the west until you come to a swamp. Go north
until your way is blocked. Go east until your path is again blocked. The town
will be visible to the north. Go north to the town gate.
Problem:
How do I return to the town after sundown?
Hint:
The gates of the town close at sundown. You can get back in by either climbing
or using the Levitation spell.
Problem:
Where is it safe to sleep in town?
Hint:
Your room at the inn is safe. If the inn is closed, you can safely sleep in the
town square in the grass beneath the Staff.
Problem:
How do I get a room and a meal at the Inn?
Hint:
Enter the Inn and talk to the Innkeeper about the Hotel and a room. Your room
will be the first door at the top of the stairs. To eat, seat yourself at the
chair on the right side of the right table. You will be served.
Problem:
What should I do at the Hotel?
Hit
Talk the various characters and get some background information about what
is going on in Mordavia. Go downstairs at night when you hear some noise,
listen at the Innkeeper's doorway and you'll learn why the Innkeeper and his
wife are so grim. On other nights, you can meet and speak with the Domovoi
here. You will have some most peculiar dreams sleeping at this inn. If you are
a thief, use the window to get out at night and practice some of your
stealthier skills.
Problem:
What should I do in town?
Hint:
Spend the next few days exploring the town and the areas beyond, Practice and
build up your skills. Visit Dr. Cranium. (if you are a Magic User, ask him
about Magic). Talk to everyone and find out what is going on in Mordavia.
Problem:
Of special interest to Paladins.
Hint:
Visit the town square where the staff is at night will put you in contact with
another Paladin. He will suggest quests for you to go on. Help anyone you can
in the game. Your goal is not to kill things, but getting rid of dangerous
Undead is certainly a good thing to do.
Problem:
What should I do with the Burgomeister?
Hint:
Talk to him and get the key to the Adventurer's Guild. Although he doesn't like
or trust you very much, you can win his respect by helping others. Visit his
office when the Gypsy is caught. The Paladin character needs to return here
with Piotyr's Sword.
Problem:
What should I buy at the Shop?
Hint:
Buy rations, garlic, candy, and a pie pan. The Thief needs a shopping bag. The
Paladin needs a broom.
Problem:
How do I help the Old Man find his wife?
Hint:
Search the forest at night for the Lost Ghost. Convince her that she is a
ghost. This will take several visits. Once she remembers her name, go back to
town and tell the old man about her. Return to this screen later to visit the
happy couple and get the old man's hat.
Problem:
How do I get Olga and her husband back together?
Hint:
You will meet Olga's husband elsewhere in the game. They definitely are having
some marital difficulties. Just keep talking to both of them and telling them
what the other says.
Problem:
What about this Gnome?
Hint:
Eat supper at the inn on the third evening to meet the Gnome. Catch his act and
visit him upstairs at the last door at the end of the hall. Ask him about
humor, borrow the Rubber Chicken and visit him several times to find out about
Baba Yaga. Your quest will be to help him get his sense of humor back.
-[ THE GUILDS ]-
Problem:
How do I get into the Guild?
Hint:
The Burgormeister has the key. Talk to him until he gives it to you.
Problem:
What should I do at the Adventurers' Guild as a Fighter?
Hint:
Do some reading in the Guild. Use the exercise machine there to build up your
leg muscles and increase your strength. Once you learn how to climb, practice a
few times with the rope and grapnel on the ceiling hook there. Take the rope
with you. Pick up a better sword here.
Problem:
What should I do at the Adventurers' Guild as a Thief?
Hint:
Use the rope and grapnel on the ceiling hook. This will give you the clue of
how to find the Thieves' Guild. Look under the table for more clues, then solve
the puzzle of the coat hooks hanging on the wall to open up the secret passage
into the Thieves' Guild.
Problem:
How do I use the exercise equipment?
Hint:
Read the manual on the bookshelf. Once you are strong enough to require more
weights, pick some of them up and drop them into the baskets. Click "Do" on the
stair-stepper to use it. Adjust the weights according to your strength. You can
only build up your muscles a certain amount each day, so you will want to come
back here every day for a while.
Problem:
What do I do with the rope?
Hint:
If you are a Fighter, read some good books before trying to deal with the rope.
Both the Thief and the Fighter need to click the rope on the ceiling hook to
get in some climbing practice. Practice repeatedly to improve your climbing
skill. Be sure to take the rope with you later.
Problem:
Where is the Thieves' Guild?
Hint:
You can only reach the Thieves' Guild by way of the Adventurers' Guild. Look
for the Thief Marks there. One is up so high you need a rope to find it.
Another is down low. You'll have to find your way up and out by hook or by
crook.
Problem:
I'm in the Thieves' Guild, but everything is locked up!
Hint:
A Thief is nothing without a toolkit, and you lost yours on the way in. Still,
a good Thief can improvise. If you don't have a lockpick, try slipping the
latch with a credit card (or the equivalent). Maybe it's time for you to
recruit yourself. You might want to study up on traps before you start cracking
safes or opening desks.
Problem:
How can I bypass the Thieves' Guild traps?
Hint:
Those traps are intended for practice, but they can still sting! Break into the
back room and visit the library. You may learn something. You can disarm simple
traps just by knowing how they work, but you'll need a Thieves' Toolkit (Mark
2) for the complicated ones.
Problem:
How do I open the main safe in the back room?
Hint:
The safe seems to be missing its knob. Where could that have rolled off to?
Search low and lower, in a really GRATE hiding place. (That's a pun, son.)
Finding the combination is sort of like the "Case of the Purloined Letter" --
it's right there in plain sight on the safe.
Problem:
How do I open the Chief Thief's desk?
Hint:
You'll need a lockpick and some knowledge about disarming traps. You can get
the lockpick from the main safe in the back room. To learn about traps,
carefully study the books on the bookshelf in the back room. Locate and disarm
the desk trap. Pick the lock. If at first you don't succeed, keep practicing.
Once you get into the desk, read the Chief Thief's logbook carefully; even the
"nonsense" section contains important clues.
Problem:
Where is the Chief Thief?
Hint:
The Chief Thief is hiding out because of an embarrassing skin condition. Check
behind the barrels in the back. The secret passage has a very complicated lock;
you'll never guess the solution. Fortunately, it's so complicated that the
Chief couldn't remember it either, so he wrote it down in his logbook. Find the
part that makes the least sense, then think of words as colors.
Problem:
How can I cure the Chief Thief?
Hint:
The answer is in the secret basement of the Monastery. Take care that you don't
wind up in the same state as the Chief. You can get some supplies that will
help in the store. There is some useful information in Dr. Cranium's hallway.
-[ DR. CRANIUM ]-
Problem:
How do I get into Dr. Cranium's house?
Hint:
Ring the bells that you see (and hear) the same number of times, in the same
order. If you have trouble ringing the bells correctly, change your skill Level
to low. If you've turned off the sound, turn it back on; it may help you here.
Problem:
Where do I get a key to Cranium's inner door?
Hint:
You must sucessfully guide an Antwerp through the key maze. If you can't get an
Antwerp for the maze, try TRAPping one.
Problem:
What do I do with the TRAP?
Hint:
You need to figure out what those beasties from behind the right door eat, so
start entering everything you know about them into the Animal Identifier. Once
you find the type of treat that Antwerps eat, you need to figure out where to
get some. Fortunately, you probably have some already in inventory. It is
something every adventurer needs. Just click it on the trap, and you'll soon
catch a bouncing beastie.
Problem:
How do I get the Antwerp through the maze?
Hint:
If you have an Antwerp, change your skill level and your speed control to low
in the Control Panel. Open the door to the Key Maze; this will start the maze.
Take your time and maneuver the Antwerp to the key and out through the side
exit.
Problem:
How do I solve the Keyhole Puzzle?
Hint:
Once you have the key from the Antwerp Maze, set your skill level to low. Use
the Help key on the puzzle bar to obtain some hints. Once you solve the puzzle,
click your set of keys on the door.
Problem:
What do I do with Dr. Cranium?
Hint:
Talk to him. You can get potions and flasks from him if you help him with his
ingredients. You can also get a "Rehydration Solution", if you trade him
something he is interested in.
Problem:
What are the missing ingredients for Dr. Cranium's potions?
Hint:
To find the ingredients you will need to look the word he gives you in your
Technical Manual. This is the copy protection, in case you hadn't guessed. We
apologize for the necessity. [ HOLLY FUCK A COPY PROTECTION?!?!?!?! ]
-[ THE MONASTERY ]-
Problem:
How do I get into the Monastery without being eaten?
Hint:
Most characters need the Dark One Sign to get into the Monastery. You can find
it just outside the Dark One's Cave where you started out. If you are a Thief
and have a rope and grapnel, you can climb the walls and break into the
upstairs window. Once you're in, don't forget to pick up anything loose that's
lying around on the shelf.
Problem:
What do I do with the blob in the cabinet? (The Dehydrated Domovoi)
Hint:
You need to get some "Rehydration Solution" from Dr. Cranium, or at least a
flask of water.
Problem:
How do I get past the Hexapod above the fireplace?
Hint:
Visit Dr. Cranium and use his animal Identification Machine to find out what a
Hexapod eats (assuming you already found out about Antwerps). Feed the Hexapod.
Pull one of the andirons by the fireplace to reveal secret stairs to the
basement.
Problem:
What do I do in the Monastery basement?
Hint:
Check out the Cask of Amon Tillado. That's one powerful vintage! Open the desk,
but watch out, it's trapped. A Fighter is going to have to force the trap and
take some damage. A poison cure would help. The Magic User should use a spell
to open the desk. The Thief had better visit the Thieves' Guild, pick up some
tools, and learn about disarming traps before he even thinks about unlocking
this desk. Read the Diary of the Mad Monk. If you are a Thief - look for the
Magic Statue, but don't pick it up with your bare hands. Cover it up with
something first. You can get something appropriate at the store. If you are a
Paladin, you should seriously consider how to permanently get rid of the evil
in this place. It's so cold and dark in here, a little light and warmth might
be a good idea. Maybe even a lot of warmth!
-[ PLACES AND CREATURES OF THE FOREST ]-
Problem:
Forest survival tips.
Hint:
The forest is a dangerous place, particularly at night. Try to spend your
nights in the Inn or at Erana's Garden. To the west of the town is the Lake and
the Gates to the castle. To the south of town is the swamp and the Dark One's
Cave. To the east of town is the graveyard and the Gypsies' Camp. To the
southeast is Erana's Garden and Baba Yaga's Hut.
Problem:
Who is the woman in the lake and how do I deal with her?
Hint:
The woman is a Rusalka. If you want to be more than her victim you need to be
kind to her. Think of giving her something. Once you win her friendship, ask
her about the Swamp and Will-o- wisps.
Problem:
How do I release the Rusalka?
Hint:
You must be a Paladin to help the Rusalka. When Piotyr sends you to help the
Rusalka, you should first make friends and talk to her a bit. If you are
friends of the Gypsies ask them about her. To find her true name, search the
one place that has "death records". Get a broom and a bit of the Rusalka's
hair. Sweep the grave of her untrue lover and give him some just desserts.
Follow the rest of the Gypsies' advice.
Problem:
Where is Erana's Garden?
Hint:
Erana's Garden is to the southeast of town, south and a little east of the
graveyard. You can only enter it from the south.
Problem:
What can I do in Erana's Garden?
Hint:
This is a safe place to sleep at night. You will need to plant something here
when asked. Magic Users can fetch magical fruit that restores their Mana from
the fruit tree. A Magic User should carefully investigate the garden for other
magical places. A secret there will yield to the correct combination of spells;
start with Detect Magic to locate it.
Problem:
Where can I find the Faerie Queen?
Hint:
If you are a Magic User the Leshy will warn you of the Faerie Queen. Meet her
south of Erana's Garden at night.
Problem:
What should I do about the Faerie Folk?
Hint:
You will only encounter the Faerie Folk as a Magic User. The Faerie Folk
believe Erana's Staff belongs to them. You need to play along because they have
something you need. Visit the Faeries several times at night just south of
Erana's Garden. You can only get the Staff after you've rescued someone from
the castle. In the final battle, start by summoning Erana's Staff and using all
of its protective spells. Be prepared for a difficult magical duel and heal
yourself as needed. Area effect spells like Frost Bite will be more useful than
direct attacks.
Problem:
What is a Leshy and what do I do with it?
Hint:
The Leshy is a mischievous character often disguised as a bush, who likes to
ask riddles and play tricks on travelers. However, his riddles often contain
useful clues.
Problem:
How do I solve the Leshy's "bush quest"?
Hint:
The bush of the Leshy is down near the Dark One's Cave by the swamp. In the
room where you slide down the slippery goo path, the bush is stuck on the right
side of the screen. If you are a Fighter or Thief, throw some rocks to break up
the rock dam. If you are a Magic User, use a couple of spells to do the same
and retrieve the bush with another spell. As a Thief, use your rope to get
above the bush, and go fishing. Take the bush to Erana's Garden for replanting.
Problem:
How can I help the captured Gypsy?
Hint:
The best way to help the Gypsy is to find Igor. You need to look in the most
obvious place to find the gravedigger.
Problem:
How can I free the captured Gypsy?
Hint:
As a thief, improve your skills by breaking into the Burgomeister's Office
window at night. Set the Gypsy free. All character types should search and find
Igor.
Problem:
How do I get into the Gypsy camp? What do I do there?
Hint:
You can't get into the Gypsy camp until you've saved the Gypsy. The camp is a
valuable place for hints and clues. Crossing the Fortune Teller's palm with
silver will give you information about the past and present. Be sure to ask
about sacrifices when you get the chance. This is a good place to keep coming
back to for more information later in the game.
-[ THE GRAVEYARD ]-
Problem:
What do I do in the graveyard?
Hint:
From the Town Gate you need to walk South for two forest squares, East for two
forest squares, then North. Later in the game you can find a passageway to the
castle from the Borgov's crypt. Igor can help you get into the crypt after you
do a favor for him. The Paladin can find some information about the Rusalka and
avenge her death.
Problem:
How do I move the fallen tombstone?
Hint:
If you are a Fighter move it by brute force. As an alternative or if you are a
Thief, Climb the tree. Use the rope from your inventory on the pulley and raise
the Tombstone. If you are a Magic User you need to know how to spell relief.
Problem:
What do I do as Paladin in the graveyard to help the Rusalka?
Hint:
If you were sent on this quest by Piotyr and have talked to the Gypsies, you
should have a good idea of what to do. Add her hair to the broom and sweep the
correct grave. Fight and defeat the villan.
Problem:
How do I get into the Borgov's Tomb?
Hint:
Ask Igor for a key once you have helped him, or try some skills or spells.
Problem:
What do I do in the Borgov's Tomb? How do I get out of here?
Hint:
There is an entrance to a secret passageway to the castle in here. It is
accessed by finding the Borgov crest on the floor and take a colorful approach
to the problem. Think of the names of the colors and of whose crest it is. When
you solve this puzzle, you will receive a key to a secret passageway to the
castle. Look behind the rightmost coffin.
Problem:
How do I get out of the Borgov's Tomb?
Hint:
Shake hands with the Grim Reaper.
-[ BABA YAGA ]-
Problem:
Where is the Baba Yaga's hidden hut?
Hint:
Baba Yaga's hut is hidden by a magical spell. Help the Leshy and he'll give you
the magical phrase in a riddle, or visit the Gypsies after you've aided one and
ask them about Baba. Once you know about the magic phrase (or know magic), go
to the farthest southeast forest room. A Magic User can cast a couple of spells
to get by the protective magic here. A Thief may be able to go over the
barrier. If you are playing with other skills, click the talk icon on your
character and say the magical phrase. Walk to the west.
Problem:
What does the Skull guard want?
Hint:
Bonehead really wants something to cover his bald spot. You will have to help a
ghost's identity crisis first, then tell someone about his missing wife. If you
visit them a couple of times after they are back together, you can get the
thing you need to give the skull.
Problem:
Why does the hut run away from me?
Hint:
Because it was a big chicken! You'll need to bribe it with chickenfeed. Look
around the town gate for some.
Problem:
Where do I find elderbury berries?
Hint:
When Baba Yaga sends you for elderbury pie, seek out the killer bush in the
south of the central part of the forest. You'll need special tools to get the
berries.
Problem:
How do I get the elderbury berries?
Hint:
The Fighter and Thief will need to knock some berries off at long range, then
lure the bush away from its position. You need to use the kind of lure a Gnome
would really appreciate. Sneak around and get the berries. Magic Users only
need to knock the berries off with a spell, then pick them up with another
spell.
Problem:
How do I make a pie?
Hint:
You can get the pie pan from the shop in town. To get the Grue Goo, you'll need
an empty flask. Go to the slippery path near the Dark One's Cave. You'll find
plenty of goo there. You can make bonemeal after you pick up a bone. You can
find bones at the west edge of the swamp. Take the bones to Baba's hut and
grind put them in the mortar. Use the pestle on the mortar to grind them. Use
an empty flask to get the bonemeal. Mix all the ingredients together in
inventory. To bake, click your mixture on one of the skulls.
Problem:
I've given Baba the pie. How do I get the Gnome's Humor back?
Hint:
You need to tell Baba about the Gnome by clicking on your character. She may
not be too sympathetic, but she will help you.
Problem:
What else can I get from Baba Yaga?
Hint:
The way to Baba's heart is through her stomach. You'd better have a tasty (by
her standards) bribe to feed her or you'll wind up in a stew. Almost anything
nasty will do. Once fed, you can get some good information about the Dark One
and a magical ritual you will need later in the game. As a Magic User you can
also get a new spell from her.
-[ THE CASTLE ]-
Problem:
What should I do in the castle?
Hint:
If you are just exploring, you might learn a thing or two here.
Problem:
How can I find Tanya?
Hint:
Once you pass through the secret entrance into the castle, exit the room to the
right. Go North in the next room and follow the stairs. The secret passageway
in this room is behind the bookshelves. This takes you to the other side of the
castle. Leave the room, take the stairs, and exit the next room to the left.
These stairs will take you to Tanya's room. To leave the castle, go right
through five rooms until you come to another set of bookshelves. This secret
passage leads back to the other secret passage. Just go to the main passageway
and out.
Problem:
How can I help Tanya?
Hint:
Win her confidence. Give her something she loves from home (the Domovoi should
help you with it). You need to talk to the Gypsies about sacrifice in order to
convince Tanya to go home with her.
Problem:
How do I escape the dungeon?
Hint:
If you are a Fighter, click the "do" icon on the chains to break them. As a
Thief, use your Thief skills. For a Magic User, just spell it correctly. Once
free from the chains check out the Iron Maiden for an escape route.
Problem:
How do I avoid being killed by Ad Avis in Katrina's room?
Hint:
Killing Katrina is not a wise thing to do while Ad Avis is still around. As
long as she's still alive, he still needs you. Try awakening her with a kiss,
or just talking to her. She won't be happy about it, but you won't be dead,
either.
-[ RITUALS OF THE DARK ONE ]-
Problem:
How do I learn the Heart Ritual?
Hint:
If you are a Fighter, Paladin, or Thief, you need to defeat a powerful Wraith
to obtain this Ritual. His mound is 3 screens south of the Town gate, 2 screens
east, and then 3 more screens south. To defeat the Wraith, you will need
protection from the Gypsies and a lot of practice building up your fighting or
throwing skills. If you are a Magic User, you need to take Erana's Staff to the
Faerie Folk.
Problem:
How do I learn the Blood Ritual?
Hint:
This is in the basement of the Monastery. You have no Madeira, m'dear, so try a
little Amontillado instead.
Problem:
How do I learn the Breath Ritual?
Hint:
Your favorite hag from Spielburg has this one. Remember Baba Yaga? Be sure to
bring something she might like to munch on when you visit her.
Problem:
How do I learn the Sense Ritual?
Hint:
It is hidden within the swamp. All roads lead to the Mad Monk's Tomb. If you're
a Fighter/Paladin, make certain you are in tip-top physical strength before you
try this. You are going to have to use brute force to get there. Thieves can
use their Acrobatics to go from dry land to dry land. Magic Users have a spell
made for this, but they'd better stay out of the way of the Grasping Hands.
Once you make it there, you have a couple of nasty dudes who will try to keep
you away from the tomb. When you have defeated them, use the Dark One's Sign on
the Tomb to open it. Spell out the proper order of the rituals - Mouth, Bone,
Blood, Breath, Sense, Heart, and Essence. Go North to leave the swamp.
Problem:
How do I learn the Bone Ritual?
Hint:
This is inside the Squid Rock near the Dark One's Cave. You will learn this
from the Gypsies. You'll need to get a Will-o-wisp from the swamp first by
luring it with candy and using a flask on it. Use your Will-o-wisp on the Squid
Stone. The secret writing will be revealed. Touch your Dark One's Sign on the
Stone and spell out the name of the Dark One (This is found in the Mad Monk's
Diary at the Monastery Basement, or from the Gypsy camp when you have the final
Fortune Reading.)
Problem:
How do I learn the Mouth Ritual?
Hint:
Katrina has this Ritual. It's how she got you out of the Dark One's Cave at the
beginning of the game.
Problem:
How do I learn the Essence Ritual?
Hint:
You can find this ritual inside the Dark One's Cave. It is in a book guarded by
the former Boyar of Mordavia, although he's not quite himself anymore. If you
are a Fighter or Paladin, use your rope to get to the bottom of things, then
put the last of the Borgov's out of his misery. The Thief needs to use some
common skills to get down and out. The Magic User better do something to the
Boyar to keep him relaxed before going down and across to the other side
Problem:
What are the Rituals about and why am I looking for them?
Hint:
Katrina will eventually get around to telling you about them. She wants to
bring Darkness to the world. The rituals are used to summon the Dark One. The
reason you want to find them, besides the fact you might die if you don't, is
that only by doing all the rituals can the spirit of the Mage Erana be
released, and the Dark One banished forever.
-[ BLOOD, BREATH, SENSE CAVES ]-
Problem:
How can I reach the Blood Altar?
Hint:
The Altar is the large bowl on the right of the picture. Follow the path as far
as it goes, then climb up to the upper path -- if you are a Magic User, cast
Levitate; anyone else can use the Rope and Grapnel. Click "Do" or Acrobatics on
the lower shelf, then on the Altar platform, to get back to the Altar. Use the
Blood Ritual on the Altar, and then the fun begins! Acid blood starts flowing
throughout the cave; you need to get out without it killing you.
Problem:
How to escape the Blood Cave?
Hint:
If you are a Fighter use your Grapnel to climb up to the shelf just above the
Altar. Push the large rock; it falls blocking the flow of acid from the Altar.
Click "Do" on your rope to climb back down. Walk over to the lower path and
out. If you are a Magic User cast Frost Bite on the spout of acid flowing from
the Altar head. Cast another Frost Bite on the spout from the base of the
Altar. Walk across the now-frozen blood and follow the path to the exit. If you
are a Thief get back up to the upper shelf the same way you came down. Use
Acrobatics to get to the central "island" and again to get to the main path.
Problem:
How do I perform the Breath Ritual?
Hint:
Go up to the Altar, the multi-tentacled statue on the left. Read the Breath
Ritual for instructions. Save your game; there are some fun special effects if
you blow on the tentacles out of order. To blow into a tentacle click the
"hand" icon on it. Start with the rightmost tentacle on top. Click on the
leftmost tentacle on the side. Then click on the center tentacle of the middle
group. Finally click on the large black tentacle on top. Once you've completed
the Ritual, the wind begins to blow.
Problem:
How do I escape the winds as a Fighter or Paladin?
Hint:
Grab one of the tendrils to the right of the screen. When your character is
flung off onto the ground, run to the exit and out. Make sure you stay on the
side of the screen closest to the exit, or the winds will catch you again.
Problem:
How do I escape the winds as a Magic User?
Hint:
Wait for a pause between breaths when your character is out of sight inside the
lung valve. Cast a Calm spell. That buys a little time. Cast Open on the valve
and race towards the exit before the wind starts up again.
Problem:
How do I escape the winds as a Thief?
Hint:
The Thief needs to take a page from the mime's book -- climb an invisible wall.
When he is plastered up against the front of the screen, click the Hand
anywhere towards the right. You will climb the "glass wall" in front in the
direction you clicked. Once you climb down, run to the exit. Make sure you stay
on the side of the screen closest to the exit, or the winds will catch you
again.
Problem:
What do I do in the Sense Cave?
Hint:
At first, none of your senses seem to work. Walk around (try moving to the
left) until you bump into something that gives you back your sense of touch.
This will make it slightly easier to move without falling off the path. You can
also click the Hand icon here and there to get a "feel" for what is in this
cave. Once you can feel, work your way around to the left and up until you
regain your sense of smell. Click the "hand" icon in various places to find out
how things smell in here. With your smell restored, keep going up, then to the
right, and your hearing will return. Use the "hand" icon to find out what
things in this cave sound like. With your hearing restored, proceed to your
right until you can see. Yuck, that was a giant nose you went through! Use the
Eye icon to see what's in here.
Problem:
How do I use the Sense Ritual?
Hint:
If you have all of your senses, walk over to the Altar on the right. Use the
Sense Ritual on the Altar. The cave will come to high-voltage life! The only
trick now is how to get out of here alive.
Problem:
I'm a Fighter. How do I avoid getting burned?
Hint:
Start by playing Tarzan -- click your Grapnel on the horseshoe-shaped object
(that's the stirrup of the ear). You'll swing down to the nose platform. Take a
healing potion if you need one, then escape by timing the final dendrite
cluster and running through it. You will probably take some damage, but hey,
you're a macho, tough fighter!
Problem:
I'm a Magic User. How do I avoid lighting up like a Christmas tree?
Hint:
Summon Erana's Staff and cast Resistance; this will reduce the amount of damage
you take. Try to time the "zaps" and avoid them. You can temporarily
short-circuit any of the Dendrites by casting Lightning Ball at them. If you
run out of Mana points, summon Erana's Staff; it will help restore your Mana.
Problem:
I'm a Thief. I don't want become Thief Toast!
Hint:
You'll have to be a swinger. Click your Grapnel on the horseshoe-shaped object
(that's the stirrup of the ear). You'll swing down to the nose platform. Swing
over the big cluster near the exit by clicking the Grapnel on the looped area
at the base of the Altar.
-[ OTHER CAVES ]-
Problem:
How do I defeat the Priest Horror in the Cave Pit?
Hint:
The Priest Horror is the toughest monster in the game. If you are a Magic User
or a Thief, don't fight it -- use your spells or skills to get what you need
from it. Above all, be very, very quiet. The problem for a Fighter or Paladin
is getting close enough to damage the Horror. This requires a lot of patience.
Keep ducking when it throws acid at you, then move forward just a bit and duck
again. Once you get in close, wail on it with your sword until you take it out.
Problem:
What do I do in the Bone Cave?
Hint:
Light the Torches and replace your torch on the Altar. Touch the Bone Ritual on
the Altar and take a good look at it. Use your Dark one's Sign on the Sand. Fit
the bones to make the sign. Use the Bone Ritual on the Altar again. The Thief
needs to really work fast to get out of the trap - Use your Acrobatics before
it's too late. The Fighter needs to do what he does best -- attack the bone
cage. The Magic User needs to make the bones brittle by applying some spells of
opposite temperatures and then using a little force to break the bones. Get
your magic torch before you go.
Problem:
What do I do in the the Heart Cave?
Hint:
You can't do anything here until you've completed the first four Rituals --
Bone, Blood, Breath, and Sense. Once you've done those, click the Heart Ritual
on the Altar in the center. A new passage opens in the ceiling. Heal yourself
to prepare for the final battle, then go up -- a Magic User can cast Levitate;
other characters use the Grapnel on the new passageway and climb up.
-[ ESSENCE CAVE, THE FINAL CONFRONTATION ]-
Problem:
I'm a Magic User. How do I make sense of the Essence Cave?
Hint:
It's just you and Ad Avis, and he thinks he can block all of your spells.
Summon Erana's Staff and use it to cast protective spells. Tell the Ultimate
Joke. While Ad Avis is helpless, hit him with a Force Bolt. It won't hurt him,
but it will knock him back. The Dark One does the rest. Click the Staff on the
large glowing crystal to release Erana's spirit.
Problem:
I'm a Thief. I don't want an out-of-body experience in here!
Hint:
It's just you and Ad Avis, but you can't get to him quickly enough to keep him
from knocking you into the void. Normal weapons won't hurt him, so get out
Erana's Staff. It changes to something more useful in your hands, but you still
don't have enough time. Buy time by telling the Ultimate Joke. While Ad Avis is
helpless, use Acrobatics to finish him off in impressive fashion. Click the
Staff on the glowing crystal to release Erana's spirit.
Problem:
I'm a Fighter or Paladin. I want to make certain a certain Undead Magic User
never walks this world again!
Hint:
It's just you and Ad Avis, but you can't get to him. You've been in a situation
a bit like this once before in Tarna, but this time you don't have a spear.
Take out Erana's Staff -- it changes into the weapon you need! Ad Avis now has
Vampire reflexes and will just knock it aside if you try to throw it. Tell him
the Ultimate Joke. While the Vampire is helpless, use the Staff to destroy him
once and for all. Click the Staff on the glowing crystal to release Erana's
spirit.
THE END! S.S LOG OFF.....
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