18 October 2021

Quest For Glory 5: Dragon Fire

 

YEAR:  1998


GENRE:  Adventure


WHERE TO GET IT:   GOG



Part 1

Part 2




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SIERRA ORIGINAL

FIGHTER

PART 2

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4.  RITE OF DESTINY

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SILMARIA

After some rest, you return to the Hall Of Kings.  Logos announces the next Rite - The Rite Of Destiny.  You must travel to the Island Of Delos, seek out the Sybil to learn your destiny.  You must return with proof that you have spoken to the Oracle.  

 

After you are escorted from the Hall Of Kings, look at the Notice Board and read all the new notices.  Now head downstairs to the Main Square.  

 

Go to Wolfie’s stall and talk to Wolfie about everything.  If you have not already done so, buy BALLOON PAINTING from Wolfie.  

 

Go to the bank, enter the bank, and talk to the Banker.  Make A Transaction, and deposit roughly 3000 into your account, making sure you still have enough money to buy supplies.  Now leave the bank.  

 

Go to the Magic Shop and enter it.  Talk to Shakra about everything.  He tells you that Delos is too far to get there by boat or wings, so you’ll need to find another way.  Leave the Magic Shop.  

 

Talk to Marrak at the Fruit Stall.  Show him the BALLOON PAINTING.  You explain to him that you’re trying to make a HOT AIR BALLOON, and that you need a BRAZIER to use as a heat source for the BALLOON.  He agrees to sell you his spare BRAZIER.  

 

Go  to the Apothecary.  Salim and Julanar tell you that something has happened to Erasmus - he’s been drugged, and no-one can wake him.  Talk to Julanar about everything.  When you say Goodbye to her, she gives you some MAGIC SEEDS.  Talk to Salim about everything.  Give the HYDRA SCALES you got from the last Rite, to Salim.  Now leave the Apothecary.  

 

Make your way to the Famous Adventure’s place.  Talk to Famous Adventurer about everything, and take a mental note of the poem he tells you.  When you’re ready, leave Famous Adventurer.  

 

Head along to the Adventurer’s Guild.  Look at Notice Board and read the new notices.  Talk to Toro about everything.  Talk to Elsa about everything.  Leave the Adventurer’s Guild.  

 

Return to Gnome Ann’s Inn.

 


GNOME ANN’S INN

Show BALLOON PAINTING to Gnome Ann, then give her the spare SHEET you got from your bedroom.  She agrees to sew it into a balloon-shape, and tells you it will be ready tomorrow.  Now talk to Ann, and Tell About Wolfie.  If Wolfie could paint her Inn, it would be more appealing to potential customers.  Give MAGIC SEEDS to Gnome Ann, and tell her they are fast-growing SEEDS.  Now leave the Inn.  

 


SILMARIA

 

Do what you like for the rest of the day.  When it’s evening, return to Gnome Ann’s Inn.  

 


GNOME ANN’S INN

Sit down at the table, and Gnome Ann will bring a meal out for you.  Now go on up to your room.  

 

Lie down in the bed and Sleep Until Morning.  The next morning, leave your room and go back downstairs.  

 

Gnome Ann gives you back the SEWN SHEET you gave her yesterday.  Sit down at the table and Gnome Ann will bring your breakfast.  Now leave the Inn.   


SILMARIA

Make sure you have at least 7 AMPHORAS of HIPPOCRENE WATER.  If you don’t, buy some more AMPHORAS from Wolfie, then head up to Pegasus Peaks at top of the map to fill them with HIPPOCRENE WATER.  

 

Make your way to Science Island, using the Gondola to get across to the island.  

 


SCIENCE ISLAND

Enter the lab and talk to whichever scientist is there about everything.  Now go up the lift to the First Floor, where Gort is, then head out through the Exit which is slightly to the left.  

You’re outside, on a crane platform.  SAVE YOUR GAME HERE.  There is a gondola below you that you have to get out of the water - this is the base for your hot air balloon.  Look at the nearby monitor, and change the settings as so:  

 


Crane Extension  -  100
Crane Rotation  -  55
Claw Position  -  Closed
RUN

The crane picks up the gondola and places it on the platform beside you.  Use SEWN SHEETROPEGOOBRAZIER, and TINDERBOX on the gondola.  SUCCESS!  Your hot air balloon is flying!  

 

Guide your HOT AIR BALLOON North-West, until you reach Delos.  

 


DELOS

Once you reach Delos, simply click on the HOT AIR BALLOON to land.  

 

There are 2 icons on this island.  Click on the lower icon to visit the Dryads.  Give some HIPPOCRENE WATER to each of the 7 Dryads.  Wait a few moments, and they’ll sing to you.  You get so caught up in the moment, you start dancing!  When the song is over, leave the Dryads.  

 

Now go to the top icon to see the Sybil.  SAVE YOUR GAME HERE.  A stone statue of the Sibyl stands in her temple.  Walk right to the pool, and see the BLACK LOTUS floating in the pool.  There is a toppled pillar in front of the pool.  Click on the pillar to read the inscription - this is very important, otherwise you won’t be able to complete the next Rite.  Now take BLACK LOTUS from the pool, then throw a DRACHMA into the pool.  This wakes up the Sibyl, and she tells you your destiny.  Sounds kinda scary!  Anyway, she leaves a PROOF OF DESTINY disc on the floor - take it.  Now leave the Sibyl.  

 

Now you have to return to Silmaria, but DON’T use the MYSTIC MAGNETS this time.  Click on the HOT AIR BALLOON, and fly South-East back to Silmaria.  

 


SILMARIA

It’s probably pretty late by now, so return to Gnome Ann’s Inn.  

 


GNOME ANN’S INN

Head up to your room, lie on the bed, and Sleep Until Morning.  The next morning, leave your room and head back downstairs.  

 

As soon as you leave your room… WOW!  What a difference!  The place has been painted, and it’s nice and bright and colourful!  Wolfie is sitting here - talk to him about everything.  Talk to Gnome Ann about everything.  Now sit down at the table, and she’ll bring your breakfast for you.  When you’re ready, leave the Inn.  

 


SILMARIA

Head up to the Main Square.  Wolfie’s back in his stall, so talk to him about everything.  

 

Go along to the Apothecary.  Talk to Julanar about everything and talk to Salim about everything.  Give the BLACK LOTUS to Salim - he’ll be able to use this to make an antidote to the Assassin’s poison.  Leave the Apothecary.  

 

Make your way up to the Hall Of Kings and give PROOF OF DESTINY to the guards at the gate.  

 

Logos declares the Rite Of Destiny ended, with you, Hero, as the winner.  

 

You are given a chance to rest, before the next Rite starts.  

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5.  RITE OF COURAGE

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SILMARIA

After some rest, you return to the Hall Of Kings.  Logos announces the next Rite - The Rite Of Courage.  You must enter Hades, face the Guardian Cerberus, and return with WATER FROM THE RIVER STYX.  This will prove your courage.  

 

After you are escorted from the Hall Of Kings, look at the Notice Board and read all the new notices.  Now head downstairs to the Main Square.  

 

Talk to Wolfie about everything.  

 

Make your way back to Gnome Ann’s Inn.  


GNOME ANN’S INN

Talk to Gnome Ann.  She starts complaining about your girlfriend.  Wait… GIRLFRIEND?  What girlfriend?  Head on up to your room.  

 

There’s a big CHOCOLATE BOX on the chair for you.  Why would anyone leave chocolate for you?  Pick up the CHOCOLATE BOX, but whatever you do, DON’T eat it.   Now leave your room and leave the Inn.  

 


SILMARIA

Head down to Pholus’s Weapons Stall and talk to Pholus about everything.  

 

Continue along to the Famous Adventurer’s place.  Talk to him about everything - he gives you a hint as to how to get into Hades.  Now leave the Famous Adventurer.  

 

Make your way up to Wolfie’s stall, and talk to him about everything.  Now talk to him again and Purchase Something.  Buy 2 empty AMPHORAS from him - you’re going to need them when you’re in Hades.  

 

Do what you like for the rest of the day, but keep an eye on the time.  When it’s evening, return to Gnome Ann’s Inn.  


GNOME ANN’S INN

Sit down at the table and Ann will bring a meal for you.  Now climb up the stairs to your room.  

 

Lie down in the bed and Sleep Until Morning.  Next morning, leave your room and go back downstairs.  

 

Sit down at the table so that Ann can bring your breakfast.  Nowleave the Inn.  

 


SILMARIA

Make your way up to the Apothecary.  Salim tells you that thanks to the BLACK LOTUS you gave him, he was able to find an antidote for the Assassin’s Poison.  He replaces your old POISON CURE PILLS with his new POISON CURE PILLS.  Talk to Julanar about everything.  Talk to Salim about everything.  Give the CHOCOLATE BOX from your room to Salim, and he‘ll agree to see what he can find out about them.  Now buy 30 each of POISON CURE PILLS (yes, as well as the ones you already have), STAMINA PILLS, and HEALING PILLS.  When you’re ready, leave the Apothecary.  

 

Head back towards Gnome Ann’s Inn, but don’t enter it.  Instead, go through the portcullis gate.  Make sure you’re equipped with SWORDSHEILDHELM, and ARMOUR.  SAVE YOUR GAME HERE, then head out into the Wilderness.  

 

 

 


WILDERNESS

Head North-West, and go to the Dragon Pillar Icon that has a skull (a little bit past Tinos).  This is the Gateway to Hades.  

 


GATEWAY TO HADES

Look at the dead guard next to the broken Dragon Pillar.  Because he was killed so violently, his blood is tainting the water here.  Use an AMPHORA to get some of the tainted water.  Now follow the stream left, until it enters the mountain.  Use your AMPHORA WITH TAINTED WATER in the stream here, and you’ll recite a verse.  If you haven’t read the verse in the Oracle’s Temple at Delos, this won’t work.  When you recite the verse, you’ll hear a crash of thunder, and the Gates to Hades will be revealed.  SAVE YOUR GAME HERE, then try to enter Hades.  As you approach the Gates, the Guardian Cerberus will appear.  Wow, he is big!  And he’s mean!!  And he won’t let you into Hades!!!  Talk to Cerberus about everything.  Each of the 3 heads asks for a bribe, but don’t give them anything.  You’re a big, tough fighter - just fight him and defeat him.  You have to do this 3 times, since he has 3 heads.  When Cerberus has given up, heal yourself with HEALING PILLS and STAMINA PILLS.  Now go through the gates into Hades.  

 


HADES

SAVE YOUR GAME HERE.  You can fight the skeletons and other creatures if you wish, but there’s so many of them, you may prefer to just run.  Head right, and continue right, until you reach a dead-end, with a path far below you.  Jump down (it’s a big jump, but you can make it), then head through the arch on the right.  

 

Run left through the giant dragon’s skeleton, and exit through it’s mouth into the next area.  

 

SAVE YOUR GAME HERE.  This is where you’ll find the River Hades.  Run right down the bottom of the screen, and use an AMPHORA on the edge of the whirlpool to collect LETHE WATER.  Continue right until the path ends (the path is hard to see, but it‘s there), and use an AMPHORA on the river to collect STYX WATER.  

 

Now you have both WATERS, retrace your steps, so you’re on the far side of the River Hades.  Now run right again until you see the Hall Of Hades.  

 

Make sure your Health and Stamina are at maximum, and SAVE YOUR GAME HERE.  Enter into the Hall Of Hades.  The Guardian Of The Dead stops you from entering, and tells you about two souls in pain that are connected to you - the good fairy Erana, and the dark Vampire Katrina.  He gives you the chance to end the suffering of one of them by restoring her to life (or you can choose to save neither, but I don’t recommend that).  Unfortunately, you can only save one - the other soul will be condemned to oblivion!  After you choose, you are told there is a price - give your life for hers.  Choose to Pay The Price.  You will be killed.  But you will be brought back to life, but with only half of your Health and Stamina.  Now, time to get out of here.  Run left, and continue left, until you reach the mouth of the giant dragon skeleton again.  

 

Run right through the dragon skeleton, until you see the archway.  Run through the archway.  

 

Run right until you see another archway - this is the Main Entrance, so run through it.  

 


GATEWAY TO HADES

You’ve escaped from Hades.  The gate closes behind you, leaving no trace of it ever being there.  

 

Leave the area and go back out to the Wilderness.  

 

 

 


WILDERNESS

Start heading back towards Silmaria, but don’t enter Silmaria.  Your Hot Air Balloon should be parked nearby.  Click on it to enter, and start flying.  Now, where you go next depends on who you saved in Hades.  


          -  SAVED ERANA

          If you saved Erana, fly North-East towards Lymnos.  When you reach Lymnos,

          simply click on the Hot Air Balloon to land it.  Click on the Erana’s Retreat Icon to

          enter that area.  Walk left a little bit, and Erana will appear.  Talk to her about

          everything.  Walk left a little bit more, so you see the Fountain.  Click on the

          Fountain, and Drink From The Fountain to replenish your energy.  Now leave

          Erana’s Retreat, and head back into the Wilderness.  

 

 

          -  SAVED KATRINA

          If you saved Katrina, fly East towards Zante.  When you reach Zante, simply

          click on the Hot Air Balloon to land it.  Click on the Katrina’s Retreat Icon to enter

          that area.  Walk left a little bit, click on the door, and Knock On The Door.  Katrina

          will appear, and she‘s been restored to human - not Vampire.  Talk to her about

          everything.  Now leave Katrina’s Retreat, and head back into the Wilderness.  

 

 

WILDERNESS

Click on the Hot Air Balloon to start flying, and fly back to Silmaria.  Land the Balloon near Silmaria, then click on Silmaria to enter the town again.  

 


SILMARIA

Check the time - it’s probably really late now, so use MYSTIC MAGNETS to return to your room at Gnome Ann’s Inn.  


GNOME ANN’S INN

Lie down on the bed and Sleep Until Morning.  When morning arrives, leave your room. 

 

Head downstairs and sit at the table so that Gnome Ann can bring your breakfast.  After breakfast, leave the Inn.  

 


SILMARIA

Make your way up to the Apothecary in the Main Square.  Talk to Julanar about everything.  Talk to Salim about everything.  You learn that the BOX OF CHOCOLATES you gave to Salim contained a very strange drug he’d never seen before, and it left victims in a state of ‘Restless Sleep’.  Give the LETHE WATER to Salim, so he can start working on a cure for Erasmus and Shakra.  Now leave the Apothecary.  

 

Head up to the Hall Of Kings and give STYX WATER to the guards at the gate.  Logos declares the Rite Of Courage ended, with you, Hero, as the winner.  

 

You are given a chance to rest, before the next Rite starts.  

 

 

 


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6.  RITE OF PEACE

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SILMARIA

After some rest, you return to the Hall Of Kings.  Logos announces the next Rite - The Rite Of Peace.  This next mission concerns the nation of Atlantis - the underwater city.  Tritons from Atlantis have been attacking Silmaria’s ships.  You must visit the queen in Atlantis and forge a Peace Treaty with them, then bring back proof of this new alliance.  

 

After you are escorted from the Hall Of Kings, look at the Notice Board and read all the new notices.  

 

Make your way down to the pier area, and talk to Pholus in his Weapons Stall about everything.  Now talk to Pholus again and Purchase Something.  Buy a MAGIC SPEAR from him.  

 

Continue right to the Famous Adventurer’s house and talk to him about everything.  He has some good information for you.  When conversation is over, leave the Famous Adventurer.  

 

Head back towards Gnome Ann’s Inn, but don’t enter the Inn.  Instead, go through the portcullis gate next to the Inn.  

 

SAVE YOUR GAME HERE.  Now head out into the Wilderness.  


WILDERNESS

Your Hot Air Balloon should be nearby.  Click on it to start flying.  Your destination depends on who you saved in Hades.  

 


          -  SAVED ERANA

          If you saved Erana, fly North-East towards Lymnos.  When you reach Lymnos,

          simply click on the Hot Air Balloon to land it.  Click on the Erana’s Retreat Icon to

          enter that area.  Erana greets you to her new home, and thanks you for freeing her

          from Hades.  Talk to Erana about everything.  She gives you an AMULET OF

          WATERBREATHING to aid in your quest in Atlantis.  Now leave Erana’s Retreat,

          and head back into the Wilderness.  


          -  SAVED KATRINA

          If you saved Katrina, fly East towards Zante.  When you reach Zante, simply click

          on the Hot Air Balloon to land it.  Click on the Katrina’s Retreat Icon to enter that

          area.  Katrina is here, waiting for you.  Talk to Katrina about everything.  She gives

          you an AMULET OF WATERBREATHING to aid in your quest in Atlantis.  Now

          leave Katrina’s Retreat, and head back into the Wilderness.  

 


WILDERNESS

Click on the Hot Air Balloon to start flying, and fly back to Silmaria.  Land the Balloon near Silmaria, then click on Silmaria to enter the town again.  

 


SILMARIA

Check the time.  If it’s evening, return to Gnome Ann’s Inn.  

 


GNOME ANN’S INN

Sit down at the table and Ann will bring a meal for you.  Now head up to your room.  

 

Lie down on the bed and Sleep Until Morning.  You get a visit from Elsa through the night (how on earth did she get into your room?).  She tells you that she thinks her sponsor, Minos, is behind all the problems in Silmaria, and urges you to be careful, since you could be Minos’s next target.  Talk to her about everything - she wanted you to know her suspicions, in case anything ‘happened‘ to her.  After she leaves, you go back to sleep.  Next morning, leave your room again.  

 

Go downstairs and sit at the table so Gnome Ann can bring your breakfast.  When you’re ready, leave the Inn.  

 


SILMARIA

Go along to the Adventurer’s Guild.  Look at the Notice Board and read all the new notices.  Talk to Toro about everything.  Now leave the Adventurer’s Guild.  

 

Walk along to the pier area and talk to Andre the fisherman about everything.  

 

Head up to the Apothecary in the Main Square.  Talk to Julanar about everything.  Talk to Salim about everything.  The LETHE WATER you gave them have really helped Erasmas and Shakra, and both victims are now on the mend.  Now leave the Apothecary.  

 

Make your way to Science Island, using the gondola to get across to the Island.  


SCIENCE ISLAND

Enter the lab.  Look around - there’s no scientist here.  And Gort is missing as well.  How strange!  Use the lift to get up to the First Floor where Gort usually stands.  There is an Access Panel on the wall here - look at it to see it‘s the Access To Secret Laboratory.  Use the Access Panel and enter the secret code you were given earlier.  If you‘ve forgotten what the secret code is, you can find it on the green monitor next to the pizza poster on the wall.  The wall will rise up to reveal… a Secret Lab!

 

One of the scientists is here, and he’s not all happy that you found the Secret Lab.  Talk to him about everything.   You discover that it’s the scientists that have been drugging Erasmus and Shakra, because that believe that Silmaria should be ruled by science, not magic.  

 

Use your MYSTIC MAGNETS to return to Gnome Ann’s Inn.  

 


GNOME ANN’S INN

Leave your room and leave the Inn.  

 

 

 


SILMARIA

Head up through the portcullis next to Gnome Ann’s Inn.  SAVE YOUR GAME HERE, then head into the Wilderness.  


WILDERNESS

If you remember what Famous Adventurer told you, Atlantis can be found in the island of Skyros.  Click on the Hot Air Balloon to start flying.  

 

Fly South West until you see an island with a lake in the centre.  Land your Balloon there.  

 

 

 


SKYROS \ ATLANTIS

Click in the Pillar Icon to jump into the water.  Now equip yourself with the AMULET OF WATERBREATHING then SAVE YOUR GAME HERE.  

 

Swim left to the ornate door.  This is the entrance to Atlantis.  Use MAGIC SPEAR on the door to force it open.  You are ‘welcomed’ by two Tritons - try and swim past them if you can, but you may have to kill them in self-defence.  Now swim into the tunnel.  

 

You’ve now reached Atlantis.  There are lots of Tritons here, but just ignore them.  Swim forward to another ornate gate, click on the gate, and Force The Main Doors.  Swim through the doors into the next area.  

 

The Queen is here, and she’s not very happy to see you!  You can’t get anywhere near her!  Ignore the Tritons, but after the Queen calls for aid, kill the Dragonfish that appears.  The Queens demands you stop this bloodshed, and is finally ready to listen to what you have to say.  Click on the Queen and talk about everything.  The Queen claims that Silmaria started this war by attacking her people first, and the Tritons just retaliated to defend themselves.  However, it soon becomes apparent that someone NOT connected with Silmaria actually attacked the Tritons, in order to start this war, thus setting in motion the ancient dragon being released.  She declares peace between her people and Silmaria, and gives you a PEACE STATUE to prove it.  Her Tritons escort you out of Atlantis.  Swim back up to the surface.  

 

Click on your Hot Air Balloon to start flying again, and fly North East, back to Silmaria.  

 


SILMARIA

Go through the portcullis.  It’s probably quite late by now, so enter Gnome Ann’s Inn.  

 


GNOME ANN’S INN

As soon as you enter, Gnome Ann asks for your help - Say Yes to agree to help her.  Only now, you find out you’ve agreed to be tonight’s entertainment… as a belly dancer!  Don’t you look adorable in the belly dancer’s costume!  After the dance, talk to Wolfie about everything.  Now head on up to your room.  

 

Lie down on the bed and Sleep Until Morning.  When morning arrives, leave your room.  

 

Go back downstairs and sit at the table so that Gnome Ann can bring your breakfast.  After breakfast, leave the Inn.  

 


SILMARIA

Make your way up to the Hall Of Kings and give PEACE STATUE to the guards at the gate (don‘t worry, you get to keep it).  

 

A trial is heard, involving the scientists from Science Island and Gort, since it was them that drugged poor Erasmus and Shakra.  We finally find out that Dr Pretorius and Dr Mobius are one and the same person - creepy!  Gort is disqualified from the Rites Of Rulership.  

 

You are given a chance to rest, before the next Rite starts.  

 

 

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7.  RITE OF JUSTICE

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SILMARIA

After some rest, you return to the Hall Of Kings.  Logos announces the final Rite - The Rite Of Justice.  You must find the person responsible for all the problems in Silmaria - the assassinations, the poisonings, starting a war between Silmaria and Atlantis, everything - and bring that person to justice.  

 

After you are escorted from the Hall Of Kings, look at the Notice Board and read all the new notices.  

 

Make your way down to the Adventurer’s Guild.  Look at the Notice Board and read all the new notices.  

 

Head for Pholus’s Weapons Stall.  Buy some THROWING SPEARS from him - 20 should be enough.  

 

Walk along to the Famous Adventurer’s place and talk to him about everything.  Take note of what he says about the dragon pillar.  Now leave the Famous Adventurer.  

 

Go to the Apothecary.  Stock up on POISON CURE PILLSSTAMINA PILLS and HEALING PILLS if you like.  Also, buy some FIRE PROOFING POTION - buy 10 if you can afford it.  

 

Do what you like for the rest of the day.  When evening comes, return to Gnome Ann’s Inn.  

 


GNOME ANN’S INN

Sit down at the table, and Gnome Ann will bring a meal for you.  Afterwards, head on up to your room.  

 

Lie down on the bed, and Sleep Until Morning.  Through the night, Elsa will visit your room again.  She tells you that she’s going to try to find evidence against Minos.  She wants you to know this, in case anything happens to her.  Talk to her about everything.  After she leaves, go back to sleep.  Next morning, leave your room.  

 

Go downstairs and sit at the table so that Ann can bring your breakfast.  After breakfast, leave the Inn.  


SILMARIA

Do whatever you like for the day.  

 

At 5pm, then go to the Dead Parrot Inn.  Climb up stairs on the left, to the Private Seating area.  Talk to Ferrari about everything.  Give him the PEACE STATUE as a trade for the DEED to Gnome Ann’s Inn.  Now leave the Dead Parrot Inn.  

 

SAVE YOUR GAME HERE.  Wait until 6pm, then head left towards Gnome Ann’s Inn (don‘t use the MAGNETS).  As you pass the Adventurer’s Guild, you’ll come face to face with the Assassin.  It’s Bruno, from QFG1.  It seems he’s been carrying a grudge against you and Elsa, and now he wants you to pay.  You have no choice - fight him and defeat him.  He will attack you with his poisoned dagger though, so take POISON CURE PILLS to cure yourself.  Toro will come to help you.  Logos shares your suspicions that Minos is the one behind all the troubles, and asks what he should do - choose Confront Minos With Suspicions.  

 

Now you know who the culprit is, Logos declares this Rite ended.  You are escorted from the Hall Of Kings.  

 

Return to Gnome Ann’s Inn.  

 

 

 


GNOME ANN’S INN

Give DEED to Gnome Ann.  Sit down at the table, and Ann will bring a meal out for you.  Afterwards, go on up to your room.  

 

Lie down on the bed and Sleep Until Morning.  You are woken the next morning by the guard banging on your door, telling you that you're summoned to the Hall Of Kings.  

 


HALL OF KINGS

Logos wants to wrap up the Rites, and asks you who is behind all of the crimes in Silmaria.  Say The Assassin Confessed (it's a lie, but Minos doesn't know that).  Minos admits his true intent of becoming king of Silmaria, as well as revealing he has a PROPHECY STONE.  Then he teleports himself away.  Logos sends you to Minos's island on the fastest boat.  You must prevent Minos from destroying the PROPHECY STONE.  

 


MINOS'S ISLAND

SAVE YOUR GAME HERE.  Equip your SWORDHELMSHIELD, and ARMOUR.  Don't bother with the goons here - just run past them, and run to the gate.  At the gate, Ram The Gate, then run through to the courtyard.  
 

In the courtyard, kill the Goons.  Now run right to the doors, and again, Ram The Doors.  

 

You've made it into the Fortress.  Kill the Goons and the Wizards here (it‘s easier to use THROWING SPEARS on the Wizards).  SAVE YOUR GAME HERE.  Go to door at top-left of the stairs, and Open The Door to find yourself in the Treasure Room.  

 

Elsa is here, but she's locked in one of the alcoves.  Minos starts taunting you, then he calls his guards in.  Now you have to be quick here.  Run to desk at front of the screen, and take the INTERESTING TOOLKIT.  Now run to Elsa at the back-right alcove, and give her the INTERESTING TOOLKIT, so she can escape.  Defeat both Goons and the Minotaur (Elsa will help you, after she gets out of the alcove).  

 

Minos jumps off the balcony to his death, breaking the Prophecy Stone in the process.  By doing this, he has succeeded in waking the dragon, putting all of Silmaria in grave danger.  Search Minos's body and take everything.  Use FIREPROOFING POTION on yourself, then open the alcove Elsa points out, and take all the POTIONS.  Search the Minotaur and take MINOTAUR AXE.  Now either Erana or Katrina will show up (depending on who you saved from Hades), and summons you to the final battle.  

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THE DRAGON FIRE PROPHECY

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Toro and Gort show up to help you in this final battle.  SAVE YOUR GAME HERE.  Now if you remember what the Famous Adventurer said, you'll know that the dragon cannot be harmed while the pillar is broken.  So talk to Toro and Gort, and ask them to Help Fix The Pillar.  You'll also have to help fix the pillar.  Once the pillar is restored, the dragon is bound to this cave and cannot leave.  SAVE YOUR GAME HERE.  Give MINOTAUR AXE to Toro.  Use FIREPROOFING POTION on yourself.  

 

Now for the actual battle itself - this is one TOUGH battle!  Make sure you give HEALING POTIONS to anyone that needs it, including yourself.  Despite what the Sybil told you in one of the Rites, there's no need to sacrifice anyone, so don't do it.  Start attacking the dragon, but avoid it's fiery breath.  Eventually, the dragon will break free from it's bindings in the Temple, and fly to other side of the cave.  Follow him and attack again.  Keep doing this until the dragon falls into a pool of lava.  

 

After you defeat the dragon, you, along with the survivors of the battle, return to Silmaria.  Logos performs a Hero’s Ceremony, declaring that, thanks to your actions, Silmaria is now safe.  Notice that Rakeesh, Erasmus, and Shakra are at the ceremony.  They've all been cured, thanks to you.  

 

Logos asks if you'd like to be next King of Silmaria.  I'll leave the decision... up to you.

The End!


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