YEAR: 1998
GENRE: Adventure
WHERE TO GET IT: GOG
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SIERRA ORIGINAL
MAGIC USER
PART 1
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WELCOME TO SILMARIA
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ERASMUS’S HOUSE
You arrive in Silmaria, in Erasmas’s bizarre mystical house.
Listen to Erasmus explaining why you have been brought here - the
king of Silmaria was assassinated, thus, the Rites Of Rulership have
been initiated in order to determine a new king. Erasmus asks you if
you want to jump straight into danger, or if you want to explore
Silmaria first. Since you are not really equipped to deal with
danger yet, you should choose Silmaria.
Erasmus teleports you out of his house.
SILMARIA
Cross over the bridge, go left to the Arena, and enter the Arena.
Talk to Ferrari about everything. Talk to Abdum about
everything. You can’t do anything else here for the moment, so leave the
Arena.
Head left and enter the Hall Of Kings. Make your way forward,
until you see Logos and your old friend Rakeesh. Listen to what they
have to say. Ask Logos about everything, and then Agree To Enter
Rites Of Rulership. Now talk to Rakeesh about everything. When
you’re ready, leave the Hall Of Kings.
Head right, all the way along, until you see Rakeesh on the platform.
Talk to Rakeesh about everything. He gives you the KATTA
PIN you got back in Shapier. When conversation is over,
open your Inventory, select the KATTA PIN, and Equip (wear)
the KATTA PIN, so that all Katta will know that you are a
friend.
Go left to the Notice Board. Click on the Notice Board, click on
each of the Notices, and click on each announcement on the Notices
to get the details. There’s a lot of quests shown on these Notices.
When you’ve read a Notice, it will turn grey, but keep checking
back here, as quests are frequently updated. When you’re ready,
click on Done to leave the Notice Board.
Walk through doorway on the left to go down the stairs into
the Main Square. Now this section is kind of a big circle, so don’t
worry about missing anything.
That large white building next to the stairs is the Bank Of Silmaria.
Enter the bank and talk to the Banker about everything. You
discover that you need 1000 DRACHMAS in order to enter
the Rites Of Rulership… but you don’t have that much money yet, so just
leave the Bank for now.
Head right and cross over the bridge. Enter the Magic Shop.
Inside the Magic Shop, walk left, until Shakra appears. Shakra is
Rakeesh’s son, and he runs this Magic Shop. Talk to Shakra
about everything. Now talk to him again, and Purchase Something.
Buy the MYSTIC MAGNETS. Buy a MAGIC DAGGER.
Don’t buy anything else yet - you can come back for the other things
later, when you have more money. Leave the Magic Shop for now.
Look at the Fruit Stall. Talk to Marrak, the Katta who runs this
stall, and ask about everything. Don’t buy anything from him yet.
Salla is sitting on a bench near Marrak, playing the flute.
Give her a DRACHMA to show you appreciate her music.
Continue right, and enter the Apothecary. Hey, it’s your old pal
Salim. And Julanar - the Tree Woman you helped in QFG2. Talk
to Salim about everything. Buy some HEALING PILLS -
3 will do for now. Buy some POISON CURE PILLS - 3
will do for now. Buy some STAMINA PILLS.
Unfortunately, Salim doesn’t have any STAMINA PILLS left
- he needs some PEGASUS FEATHERS in order to make more.
Talk to Julanar about everything. Take a JALAPENO
PEPPER from the bunch near Julanar. When you’re ready,
leave the Apothecary. Now, outside the Apothecary are some FLOWERS.
Take a few bunches of FLOWERS.
Walk right, climb up the stairs, walk along the pathway, and
down the next set of stairs. Now below the stairs is Wolfie’s stall.
Talk to Wolfie about everything. Now talk to Wolfie again, and
Purchase Something. Buy the MAP. Don‘t buy
anything else from him just yet. Continue right to the katta Still.
Talk to Sarra, who runs the stall, and ask about everything. Don’t
buy anything from her yet.
So now you’ve gone full circle, and ended up back at the beginning
of this little circle. Head left again, and go through the exit next
to Wolfie’s stall (don’t go up the stairs).
Start heading left, until you reach Gnome Ann’s Land Inn.
GNOME ANN’S INN
Enter the Inn - notice Rudolph and his flashing nose above the
door (hee hee). Talk to Gnome Ann about everything. Now sit
down at the table, and she’ll bring a meal out to you. She’s rather
long- winded!
After the meal climb up the stairs, and she’ll give you a KEY to
your room. Now again, climb up the stairs. Your room is the
door on the right, so Unlock The Door and enter the room.
Open the chest of drawers and take the spare SHEET. Now
notice that storage locker in the front of your room. You can store
items in this storage locker. Hopefully you’ve already bought
the MYSTIC MAGNETS from the Magic Shop - store one (and
keep the other one) of the MAGNETS in the storage locker
here. This means that where-ever you are, you can use the MAGNET you’re
still carrying to quickly teleport back here. You’ll probably want
to store other things here as well, as the game progresses. Now
check the time by clicking on your portrait at the boom left - it’s
probably pretty late by now. Click on the bed, and for a bit of fun,
Jump On The Bed (Wheeeeee!). Now click on the bed again, Go To
Sleep, and Sleep Until Morning.
The next morning, leave your room and go downstairs. Sit down
at the table - Gnome Ann will bring your breakfast out to you. Talk
to Ann about everything. When you’re ready, leave the Inn.
SILMARIA
Let’s do some more exploring. Head right, cross the bridge,
and enter the Adventurer’s Guild. Click on the logbook next to the
door - Examine Logbook, Read Logbook, and Sign Logbook. Now look
at the Notice Board, and study all the Notices, just like you did with
the other Notice Board at top of the stairs. Have a shot on the
treadmill to improve your strength. Now walk left a little bit, so
you see Toro. Toro is the Guild Master here in Silmaria. Talk
to Toro about everything. It seems Elsa has also entered the Rites Of
Rulership. When you’re ready, leave the Adventurer’s Guild.
Head right and go through the archway.
You’ve reached the Pier area. If Andre is here (on the boat), talk
to him about everything. Andre is a fisherman, and he often leaves
the pier early to go fishing, so if he’s not here, don’t worry about it.
Look at The Dead Parrot Inn. It only opens in the evening, so
you won’t be able to enter it at the moment.
Walk right a little bit, and talk to Pholus at the Weapons Stall,
and ask about everything. Now talk to him again and Purchase Something.
Buy THROWING SPEAR - just 1 will do for now.
Don’t buy anything else from him yet.
Walk right a little bit more. Now enter the Famous
Adventurer’s Correspondence School (it opens at 9am), which is the
building next to the barn.
The Famous Adventurer’s Correspondence School seems to be some kind
of library. Have a look around - there’s a lot of interesting
things to see here. Talk to the Famous Adventurer (FA) and ask
about everything. Now click on the books near front of the screen,
and Read A Book (it’s a book about swimming), Examine The Books,
and Ask For Man’s Autograph. Now open your Inventory, select
the Handbook Of Swimming, and Read it. Congratulations, you
now know how to swim. Leave the Famous Adventurer’s Correspondence School
for now.
Immediately enter the Famous Adventurer’s Correspondence
School again. Talk to Famous Adventurer about everything. You
learn about the Hippocrene water - remember that for later. The
Famous Adventurer sounds he misses his glory days - poor old man.
Anyway, when conversation is over, leave his building.
Go right, and go through the tall Portcullis gate.
SCIENCE ISLAND
Walk left, and continue left, until you see the Windmill contraption.
Walk right up to the contraption and pull the lever to set the windmill
in motion. Slightly to the right, is another (blue)
control mechanism. Look at it to see that it’s a brake device for
Science Island. Now interact with the lever, and Examine Lever, Pull
Lever, Push Lever, Use Force On Lever - OOPS! You broke it.
You need to find something to use in place of the lever. Open
your Inventory, and use a THROWING SPEAR in the blue
contraption. It fits perfectly! Okay, now pull the repaired lever
to start the gondolas running. Time it correctly, and when a gondola
pulls up at the edge of the platform, pull the brake lever again to stop
it from moving. Now climb into the gondola. Now when you’re in
the gondola, Cast FORCE BOLT at the brake lever to start
the gondola moving again. The gondola takes you to Science Island.
As you may have guessed, Science Island is a small island
dedicated to the pursuit of science. The Entrance to the Lab is a
huge gear wheel, but it’s currently closed off. SAVE YOUR GAME
HERE. Look at the small green screen next to the gear wheel, and
you’ll see the Science Academy Quiz screen. Click on Take Test.
Now you have to answer a series of questions in order to prove
yourself a worthy scientist. Answer the questions as so :
WHAT IS THE PURPOSE OF SCIENCE?
2. To discover the true meaning of life.
WHAT IS THE GOAL OF THE TRUE SCIENTIST?
D. All of the above.
WHAT DOES EVERY SCIENTIST NEED?
3. A diploma.
WHAT IS A QUARK?
D. All of the above.
WHY IS SCIENCE ESSENTIAL?
1. Without science, the world would be destroyed.
You’ve answered the questions correctly, and the door to the science lab
is now open to you - enter the lab.
SAVE YOUR GAME HERE. Look at the pie chart poster on the
wall, and note what pizza it‘s advertising (either artichoke &
anchovy, or pepperoni & jalapeno). You’ll have to make both
types of pizza, but we’ll get to that later. Now notice there is
another green screen next to the poster - this is the Science Aptitude Test.
Click on the test, Take Test, and answer the questions like so :
MATHEMATICS: WHAT IS A HYPERBOLA?
3. A curve formed by the intersection of a cone.
PHYSICS: WHAT IS FLUID MECHANICS?
B. A branch of mechanics dealing with fluid and mechanics.
GEOMETRY: WHAT IS PI R SQUARED?
2. The surface area of the top of a pizza.
ASTRONOMY: WHAT IS “A.U.”?
C. Astronomical Unit.
BIOLOGY: WHAT IS A BACTERIUM?
3. A single cell organism.
Congratulations, you have passed the test, and you are now a qualified Lab
Assistant. You are given a Password. Take note of
the Password, because it changes for every game, and you’re going
to need it later. Make your way round to the table, and talk to
the scientist about everything (NOTE: Dr Pretorius is here from
6pm-6am, Dr Mobius is here from 6am-6pm).
There’s nothing else you can do on Science Island at the moment,
so let’s head back to the main island. Now you COULD leave the lab,
get on the gondola, and travel back that way. But it’s much easier
and quicker to use your MYSTIC MAGNETS to teleport back
to your bedroom at Gnome Ann’s Inn, so do that now.
GNOME ANN’S INN
Those MYSTIC MAGNETS are handy, aren’t they? Back
in the Inn, leave your room, climb downstairs, and leave the Inn.
SILMARIA
Outside the Inn, make your way right, cross over the bridge, and
continue right, and go through the arch to the pier. If it’s after
5pm, the Dead Parrot Inn will be open, so enter it.
DEAD PARROT INN
Head up stairs on the left to a private table. Talk to Ugarte
about everything. Talk to Ferrari about everything. It seems
that Ferrari owns this Dead Parrot Inn. Go back down the stairs to
the main area of the pub.
There is a man - Arestes - dressed in red sitting at one of the tables.
Notice that he only has one arm. Talk to Arestes about everything.
Now walk right to the bar. Talk to Budar about everything.
Talk to Nawar about everything. Now this is where you can earn
a bit of money, as well as improving your throwing skills, so SAVE
YOUR GAME HERE. Talk to Nawar again and Play Wheel Of Fortune.
To begin with, you can only play the ‘Catch A Colour’
variant of the game, which is to hit 3 of the same colour. SAVE your
game after each successful turn (you win money), and reload your game
when you don’t win. After a few successful wins, you can also play
the ‘3 In A Row’ variant, which is to get 3 of the same
colour lined up. Each time you win, the game will become harder, and
faster. When you’ve had enough of Wheel Of Fortune, climb up stairs
on the right to go to the upper-area of The Dead Parrot.
SAVE YOUR GAME HERE. When you see the ghost in this upper-area,
click on it for some extra points.
Now leave The Dead Parrot Inn.
SILMARIA
Practice Casting FORCE BOLT for a while. This is
a good spell for attacking enemies.
When you’ve had enough of Casting spells, use your MYSTIC MAGNETS to
teleport yourself back to your bedroom at Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on your bed, and Sleep Until Morning.
Next morning, you awake much refreshed. Leave your room,
head downstairs, and sit at the table. Gnome Ann will bring your
breakfast for you. When you’re ready, leave the Inn.
SILMARIA
Walk right a little, and head up through the portcullis.
EXPLORING THE WILDERNESS
Make sure you have FORCE BOLT spell in your belt for
easy access. Now SAVE YOUR GAME HERE, and head right into the
wilderness. Be aware that time moves a lot faster out in the wilderness.
Now if you remember, one of the notices on the Notice Board, said
that the Katta Sarra has lost her basket. So let’s go an find it.
It’s on a beach, south of Silmaria - keep searching until you find
it.
In the Dragon Pillar North-East of Silmaria, get some WAX from
the beehive. From the Dragon Pillar North of that, pick up the SHELL.
Return to Silmaria.
SILMARIA
You should have a bit more money now, so you can buy some
more supplies.
Head up to the Main Square. Talk to Wolfie about everything.
Now click on Wolfie again and Purchase Something. Buy
some AMPHORAS from him - 20 should be enough. Also
buy BALLOON PAINTING from him. Now walk right a bit
more, to Sarra’s stall. Talk
to Sarra about everything - she comments on the KATTA PIN you’re wearing.
Now hopefully, you have Sarra’s lost BASKET - it’s on
the beach just south of Silmaria. Give her the BASKET,
and she rewards you with a BEAD NECKLACE.
Enter the bank. OH NO! The bank has been robbed! Talk
to Banker about everything. Now take the INTERESTING TOOLKIT from
the floor - this could be valuable evidence. Now leave the bank.
Climb up stairs next to the bank. Walk right, all the way along,
until you see the Spinning Hat device. This teleports you to
Erasmus’s Mystical House. Stand inside the device and Cast Trigger
on one of the beams supporting the Teleport Device.
ERASMUS’S MYSTICAL HOUSE
You find yourself somewhere up in the clouds. Click on the
cloud face on the left. The cloud face will ask you 3 questions
before he will let you pass. Answer the questions like so:
WHAT IS YOUR NAME?
Tell the cloud your name.
WHAT IS YOUR QUEST?
To save Silmaria.
WHAT IS THE MEANING OF LIFE?
Ours is not to reason why. Ours is but to do and die.
You have answered the questions correctly, so the cloud face lets you
pass.
You walk through the cloud, and see a magnificent castle.
Walk along the red carpet, click on the door, and Knock On The Door.
The door opens, and you enter into the castle.
You find yourself floating in the room you first arrived in.
Float around until you find Erasmus. Talk to Erasmus about
everything. Show Erasmus the INTERESTING TOOLKIT, and he’ll
see if he can find anything out about it for you. Hmmm, he sees an
arm coming and going. What a strange clue. Now if you
remember, Arestes from the Dead Parrot Inn had one arm missing. I
wonder if he has anything to do with the bank robbery. Talk to Erasmus
again and ask about everything again. There’s nothing more you can
do here at the moment, so leave Erasmus’s castle.
Walk down the red carpet, and into the Teleport Device to return
to Silmaria.
SILMARIA
Check the time, and when it’s after 5pm, make your way down to
the Dead Parrot Inn.
DEAD PARROT INN
Notice that Arestes, the one-armed man, is leaving the Inn.
Follow him.
SILMARIA
Follow Arestes left through the arch, and watch as he enters
a hidden doorway under the bridge next to the Adventurer’s Guild.
Approach the door, SAVE YOUR GAME HERE, and look at the
hidden door. Now Cast DETECT MAGIC on the
door, TRIGGER on the door and OPEN on
the door. You walkthrough the door, into the Thieves Guild.
Arestes is here in the Thieves Guild, and he’s not pleased to see you.
Talk to him about everything. You convince him to turn himself in
for the bank robbery, and the guards place him under arrest.
Next morning, you are automatically sent to the bank.
The Banker is delighted that the thief was caught and all the money is
returned. Talk to Banker about everything. When conversation
is over, leave the bank.
Walk right, cross over the bridge, and enter the Magic Shop. Talk
to Shakra about everything. Take a mental note of what he says
about the MAGICAL STAFF. Teach Shakra the FROSTBITE spell
and the AURA spell. Click on Shakra again and Purchase
Something. Buy RIP spell, BOOM spell,
and FASCINATION spell. Also buy some MANA PILLS from
him - 30 should be enough for now. Buy MANA POTION from
him - 10 is enough for now. When you’re ready, leave
the Magic Shop.
Continue right to Marrak’s fruit stall, and talk to Marrak about
everything. Now click on Marrak again and Buy Things. Buy 2 each
of GYRO, ARTICHOKE PIZZA, PEPPERONI PIZZA,
and SOKOLATAK.
Go right slightly, and enter the Apothecary. Talk to Julanar
about everything. Talk to Salim about everything. Now leave
the Apothecary.
Make your way to the pier. Andre should be here on his boat, so
talk to him about everything. Make sure you ask him about ANCHOVIES - he
gives you some.
Now make your way to Science Island, using the gondola to
cross over to the island. Check the map I made, if you get lost.
SCIENCE ISLAND
You answered all the science questions last time you were here,
so you can just enter the lab without answering the questions again.
SAVE YOUR GAME HERE. Now look at poster on the wall, and
take note of which pizza it’s advertising - Artichoke & Anchovy
or Pepperoni & Jalapeno. It’s day time, so it should be
Artichoke & Anchovy. In your Inventory, select the ARTICHOKE
PIZZA. Now drag the ANCHOVIES onto the pizza,
and voila! One ARTICHOKE & ANCHOVY PIZZA. Walk
right a little bit, and talk to Dr Pretorious about everything. Give
him the ARTICHOKE & ANCHOVY PIZZA.
You can’t do anything else here for the moment, so use MYSTIC MAGNETS to
teleport back to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Head right, and notice Arestes in the jail cell. Talk to Arestes
about everything. You lean the story of how he lost his arm - poor
Arestes.
Go up to the Main Square, then continue up stairs next to the bank.
Walk all the way right to the Spinning Hat Teleporter. Walk into
the Teleporter and Cast TRIGGER on one of the beams
supporting the Teleporter.
ERASMUS’S MYSTICAL HOUSE
Walk left through the cloud face. Now walk along the red carpet,
to the castle. Knock On Door and enter the castle.
Talk to Erasmus about everything. Make sure you Ask About Spells
- he’ll teach you the WHIRLWIND spell.
Use MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Make sure you have FORCE BOLT spell in your belt for
easy access. Now SAVE YOUR GAME HERE, and head right into the
wilderness.
EXPLORING THE WILDERNESS
If you run into any monsters, attack them with FORCE BOLT if
you like. But since your not really a fighter, you might prefer just
to avoid them.
Make your way up to top of the map, and look for Pegasus Peaks.
It’s marked by Pegasus head.
PEGASUS PEAKS
This is Pegasus’s home, and you can see her flying around here.
There’s a few things you need from this area.
Walk to the far-right of this area, so you can see the
Hippocrene stream. Take a drink from the Hipoocrene stream - it
tastes incredible! Fill all your AMPHORAS with
Hippocrene water.
Walk around, behind the tall stone mesas (pillars), so you can see
the path. Follow path up & round, until you reach the edge.
Cast LEVITATE to rise up to the path above you.
Now follow the path up to the top. Take the PEGASUS
FEATHERS. Actually take a few PEGASUS FEATHERS - it
will save you coming back later.
Use your MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Make your way to Science Island, using the Gondola to get across
to the island.
SCIENCE ISLAND
Wait until 6pm, then enter into the lab and SAVE YOUR
GAME HERE. Look at the poster on the wall to see what pizza
it’s advertising. Since it’s after 6pm, it should be Jalapeno &
Pepperoni. In your Inventory, select the PEPPERONI PIZZA.
Now drag the JALAPENOS onto the pizza to create JALAPENO
& PEPPERONI PIZZA. Walk right a little bit, and talk to Dr
Mobius about everything. Now give JALAPENO & PEPPERONI
PIZZA to Dr Mobius. You’ve now given both scientist their
favourite pizza, so you have free reign of the lab now. Have a look
around if you want. When you’re ready, use MYSTIC MAGNETS to
teleport back to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Outside, practice Casting some of your spells for a while.
Eventually, you should aim to get each spell up to at least 400.
When you’ve have enough of Casting spells, return to Gnome Ann’s
Inn.
GNOME ANN’S INN
Sit down at the table so that Gnome Ann can bring a meal for you.
After the meal, go up to your room.
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room and sit down at the table, ready
for Gnome Ann to bring your breakfast to you. After breakfast, leave
the Inn.
SILMARIA
Head right to the Adventurer’s Guild, and have a shot on the treadmill
to improve your strength. Check the Notice Board for any
new notices. Talk to Toro about everything. Elsa is also here,
so talk to Elsa about everything. Now leave the Adventurer’s Guild.
Make your way to the pier, and then right to the
Famous Adventurer’s house. Enter the house and give some HIPPOCRANE WATER to
Famous Adventurer, then talk to him about everything. Leave his
house, and immediately return. Talk to Famous Adventurer again.
He has drunk some of the HIPPOCRANE WATER, and he seems
much more alive now. He gives you a scroll containing the THERMONUCLEAR spell
to show his appreciation. Talk to him again about everything.
Again, leave his house then return. Talk to him about
everything. Now leave his house again. Outside his house, open
your Inventory, click on the THERMONUCLEAR SCROLL, and read
the SCROLL. You now know the THERMONUCLEAR Spell.
I just hope you never have to use it.
Make your way to the Main Square.
Enter the Apothecary and talk to Julanar about everything. Talk
to Salim about everything. Sell some PEGASUS FEATHERS to
Salim (but keep most of them for yourself). Click on Salim again and
Buy Something From Salim. Buy some STAMINA PILLS from
him - 15 should be enough for now. Also buy some HEALING
PILLS and POISON CURE PILLS - 15 of each should be
enough for now. When you’re ready, leave the Apothecary.
Enter the Magic Shop, and talk to Shakra about everything. Talk
to Shakra again, and Purchase Something. Buy some MANA PILLS from
him - another 20 should do it. When you’re ready, leave the Magic
Shop.
Spend the rest of the day Casting Spells - you need the practice.
If necessary, buy more MANA PILLS from the Magic
Shop.
When evening arrives, make your way to the Dead Parrot Inn.
DEAD PARROT INN
Walk up stairs on the left, to the Private Seating area. Talk to
Ugarte about everything. Now walk down to the bar. Notice that
Arestes isn’t sitting at his usual table.
SAVE YOUR GAME HERE. Talk to Nawar, and play Wheel Of
Fortune for a while, to get some more money. When you’ve had enough
of playing, leave the Inn.
SILMARIA
Return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Gnome Ann will bring a meal for
you. After the meal, go up to your room.
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, sit down at the table, and enjoy
your breakfast. When you’re ready, leave the Inn.
SILMARIA
Head along to the Adventurer’s Guild. Toro is here, along
with Magmum Opus. Toro clearly doesn’t like Magmum very much.
Talk to Toro about everything. Talk to Magnum Opus about
everything. Now leave the Adventurer’s Guild.
You should have a decent amount of money at this point. Make
your way to Silmaria Bank in the Main Square. SAVE YOUR GAME HERE.
Talk to the Banker about everything. Now click on the Banker
again, and Make A Transaction, then Deposit 1000 DRACHMAS into
your back account. Finally, Enter The King’s Rite.
The Rites Of Rulership finally has enough contestants. Again, talk
to the Banker about everything. When you’re ready, leave the bank.
Make your way up to the Hall Of Kings, and enter it. Logos announces
The Rites Of Rulership has now begun, and each of the 5 contenders - You,
Magmum Opus, Elsa Von Spielburg, Gort (Dr Mobius’s creation), and Kokeeno
Pookameeso introduce themselves. The first Rite is the Rite Of
Freedom.
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1. RITE OF FREEDOM
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SILMARIA
Five villages have been over-run by mercenaries, and each of
those villages must be freed. By process of elimination, you are
assigned to free the village of Naxos. You must also bring back
the SIGIL of the village, to prove that the mercenaries are
gone. Although you have been assigned the village of Naxos, you get
extra points if you free the other villages as well. After the
opening ceremony, you are escorted out of the Hall Of Kings.
As eager as you are to get started on your mission, don’t rush into
it yet. It’s best to start this mission early-morning, so you have a
full day to complete it.
For now, go right, all the way along, until you see Rakeesh. Talk
to Rakeesh about everything.
Walk left to the Notice Board, and look at the Notice Board for
new notices. Now head down the stairs, into the Main Square.
Talk to Sarra the Katta about everything. Talk to Wolfie about
everything. Go into the Magic Shop and talk to Shakra about everything.
Talk to Marrak at his Fruit Stall about everything.
Go into the Apothecary. Click on Salim and Buy Something
From Salim. Now buy 15 each of STAMINA PILLS, POISON
CURE PILLS, and HEALING PILLS. Now leave the
Apothecary.
Explore Silmaria until evening. When it’s 5pm, go along to the
Dead Parrot Inn. Go up stairs on the left, to the private seating
area. Talk to Ugarte about everything. Talk to Ferrari about
everything. Now leave the Dead Parrot Inn.
Practise Casting spells for a while. When you’ve had enough,
use your MYSTIC MAGNETS to teleport yourself to Gnome
Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, climb downstairs, and sit at the
table for your breakfast. When you’re ready, leave the Inn.
Head along to the pier, and talk to Andre about everything.
Make your way to the portcullis next to Gnome Ann’s Inn, and
head up through it. Make sure you have the CALM spell
and the HIDE spell in your belt, for easy access.
Now SAVE YOUR GAME HERE.
EXPLORING THE WILDERNESS
Time to get started on the first Rite. The following villages can
be tackled in any order, but make sure you tackle Naxos (your
assigned village) last.
KEROS
SAVE YOUR GAME HERE. Cast CALM and then
Cast HIDE. Now run right over the bridge until you see a
house with a red roof. Touch the door of this house and Force The
Door Open. Inside the house, Cast CALM. Now there is a
chest in the lower-right corner. Open the chest, and take all the
goodies, including SIGIL OF KEROS and MAGIC AXE.
Now leave the house. Since you have the SIGIL, all
the mercenaries have fled, and the village is free.
IOS
SAVE YOUR GAME HERE. Cast CALM and then
Cast HIDE. Run left to the house at the very left edge.
Touch the door and Force The Door open. Inside the house,
Cast CALM. Now there is a chest in the left corner.
Open the chest and take all the goodies, including SIGIL OF
IOS and AMULET OF ATTACK. Now leave the house.
Since you have the SIGIL, all the mercenaries have fled, and
the village is free.
PAROS
SAVE YOUR GAME HERE. Cast CALM and then
Cast HIDE. Run left over the bridge, climb up the
ladder, and enter the house. Inside the house, Cast CALM.
Notice that door on the left, inside the house - click on that door
and Force The Door Open. In the next room, Cast CALM. Now
there is a chest on the left. Open the chest and take all the
goodies, including SIGIL OF PAROS and AMULET
OF DEFENCE. Now leave the house. Since you have
the SIGIL, all the mercenaries have fled, and the village is free.
TINOS
SAVE YOUR GAME HERE. Cast CALM and then
Cast HIDE. Run left, up the stairs, and go to the house
with the red roof. Click on the door and Force The Door Open.
Inside the house, Cast CALM. Now there is a chest
in the left corner. Open the chest and take all the goodies,
including SIGIL OF TINOS and MAGIC LEATHER ARMOUR.
Since you have the SIGIL, all the mercenaries have fled, and
the village is free. I recommend you equip yourself with this MAGIC LEATHER
ARMOUR, instead of the CHAINMAIL ARMOUR, as it is lighter,
and gives you more agility.
NAXOS
SAVE YOUR GAME HERE. Cast CALM and then
Cast HIDE. Run left, up the stairs to the house with the
red roof. Click on the door and Force The Door Open. Inside
the house, Cast CALM. Now there is a chest in left
corner. Open the chest and take all the goodies, including SIGIL
OF NAXOS and ATLAS ARMBAND. Since you
have the SIGIL, all the mercenaries have fled, and the village
is free.
Well you’ve successfully freed all 5 villages. Congratulations!
But DON’T rush back to Silmaria just yet. SAVE YOUR GAME
HERE. Leave Naxos and head back out into the Wilderness.
EXPLORING THE WILDERNESS
Go to the Dragon Pillar to the left of Silmaria. Cast CALM and
then Cast HIDE. There is someone lying face down in the
ground - oh no! It’s Kokeeno! Someone’s killed him in cold blood!
R.I.P. Kokeeno. Also look at the broken Dragon Pillar.
This can’t be good!
Return to Silmaria now.
SILMARIA
The guard door is right next to the portcullis, so Knock At The
Door to tell the guard about Kokeeno.
Now I know you’re excited about completing your first mission,
but it’s very late now, you’re tired, you’re hungry, and you’re extremely overloaded.
Head left, and go back to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Ann will bring a meal out for you.
After the meal, go up to your room.
Lie down in the bed and Sleep Until Morning.
Next morning, leave your room and go back downstairs. Sit at
the table so Gnome Ann can bring your breakfast. After breakfast,
leave the Inn.
SILMARIA
You’re still very overloaded from all the goodies you acquired
in yesterday’s mission. Okay, let’s deal with that.
Head right, and make your way to Pholus’s Weapons Stall. Talk
to Pholus about everything. Click on Pholus again and Sell
Something to him. Now Sell him any excess SHIELDS, CHAINMAIL
ARMOUR, and ARROWS.
Make your way to the Apothecary, and enter it. Talk to Julanar
and Tell About Andre. Talk to Salim and Buy Something From Salim.
You’ve got plenty of money, so buy 20 each of STAMINA PILLS, POISON
CURE PILLS and HEALING PILLS. Now leave
the Apothecary.
Head down to the pier, and talk to Andre the fisherman.
He’s extremely grateful that you spoke to Julanar on his behalf, so
that now he can become a healer. Talk to him about everything.
Climb up stairs next to the bank. Check the Notice Board and read the
new notices. SAVE YOUR GAME HERE.
Go to the Hall Of Kings. Give one of the SIGILS (it
doesn’t matter which one) to the guards at the gate.
Logos declares the Rite Of Freedom ended, with you, Hero, as
the winner. It is with great sorrow that Logos also announced the
news of Kokeeno’s murder.
You are given a chance to rest, before the next Rite starts.
******************************************************************
2. RITE OF CONQUEST
******************************************************************
SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Conquest. This mission
requires you to seek out the ruthless Warlord, General Claudius, who has a
fortress hidden on one of the islands surrounding Marete, and make sure
he is no longer a threat to Silmaria. You’ll need to bring back
his SHIELD as proof.
After you are escorted from the Hall Of Kings, head all the way
right, until you see Rakeesh. Talk to Rakeesh about everything.
Just as before, don’t rush into it. Prepare yourself first.
Go left to the Notice Board, look at the Notice Board, and read all
the new notices. Now head down the stairs into the Main Square.
Continue down to Pholus’s Weapons Stall and talk to Pholus
about everything.
Walk along to the Adventurer’s Guild and enter it. Look on
the Notice Board and read the new notice. Talk to Toro
about everything. Talk to Elsa about everything. Now leave the
Adventurer’s Guild.
After 5pm, go to the Dead Parrot Inn.
DEAD PARROT INN
Go up stairs on the left, to the private seating area. Talk to
Ugarte about everything. Ugarte mentions wanting payment
for information, but DON’T pay him anything yet. Now leave the
Dead Parrot Inn.
SILMARIA
SAVE YOUR GAME HERE. Make your way left, back towards
Gnome Ann’s Inn. As you cross the bridge next to the Adventurer’s
Guild, Ugarte sneaks out from the shadows and talks to you (he was in
the Dead Parrot Inn a moment ago - how did he get here before you?).
Talk to him about everything. He tells you that the Assassin
is following him, and he doesn’t feel safe. Just as you Say Goodbye
to Ugarte, the Assassin teleports in, throws a poisoned dagger
at Ugarte, then teleports out again. Poor Ugarte is in terrible
pain! QUICKLY give a POISON CURE PILL to Ugarte.
A guardsman comes to help, and says that his men are searching for
the Assassin. You are summoned to the Hall Of Kings, where Logos
tells you that Ugarte is unconscious, but he will live, thanks to your
quick actions. However, they can’t identify the poison that the Assassin
used. Talk to Logos about everything. When conversation is
over, you will be escorted from the Hall Of Kings.
Head right and talk to Rakeesh about everything.
When conversation is over, 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 the stairs up to your room.
Lie down in the bed and Sleep Until Morning. When morning
comes, leave your room again.
Sit down at the table so that Ann can bring your breakfast.
Now leave the Inn.
SILMARIA
Make your way to the Apothecary in the Main Square. Talk to
Salim about everything. Talk to Julanar about everything. Now
leave the Apothecary.
Head down to the pier, and talk to Andre the fisherman
about everything. SAVE YOUR GAME HERE. Now talk to
Andre again and Rent Boat. Andre tells you that the fortress is
rumoured to be near the island of Sifnos. Guide the boat to the
south-west area of the map. Andre will tell you when you are near -
he’ll wait until it’s dark, then drop you off, and then he’ll leave.
ISLAND OF SIFNOS
SAVE YOUR GAME HERE. There are 6 mercenaries guarding
the area. Defeat each of the mercenaries by Casting FORCE
BOLT at them. Search the bodies for any goodies.
Climb up the stairs into the fortress. There’s more mercenaries
in here. Cast FORCE BOLT on them until most of them
are defeated. Look at the pile of SPEARS on the cart,
and take several SPEARS. When you’ve taken out some of the
mercenaries, run forward to the next section, and a centaur Wizard will
teleport in one of the upper areas. Don’t bother chasing him - he’ll
just teleport himself to safety.
Quickly Cast REVERSAL and Cast PROTECTION to
protect yourself from the Wizard’s spells. Now repeatedly
throw SPEARS at the centaur Wizard, until he’s
dead. Alternatively, you could Cast FROSTBITE at the
centaur Wizard, but that is much harder and VERY frustrating. When
you defeat the centaur Wizard, search his body and take AUGMANTATION
SCROLL.
General Claudius will show up now. Cast FORCE BOLT on
the General - remember to search his body afterwards, and take GENERAL’S
SHIELD. Now without their leader, all the remaining mercenaries
flee in terror.
In your Inventory, select the AUGMENTATION SCROLL, and Read
It. You know now that spell.
Use your MYSTIC MAGNETS to teleport back to Gnome Ann’s
Inn.
GNOME ANN’S INN
Well, that was an exhausting day. But now it’s very late, and
you’re tired. Lie down on the bed and sleep until morning.
When morning comes, leave your room, go downstairs, and sit at
the table so that Gnome Ann can bring your breakfast. Now leave
the Inn.
SILMARIA
You’re really overloaded again. Make your way along to
Pholus’s Weapons Stall, and sell him any excess SHIELDS and SWORDS you picked
up from General Claudius’s island.
Head up to the Apothecary in the Main Square, and stock up on HEALING
PILLS, STAMINA PILLS, and POISON CURE PILLS -
15 of each should be enough. Leave the Apothecary.
Go to the Magic Shop. Talk to Shakra and Purchase Something.
Buy MANA POTION from him - 30 should be enough for now.
Leave the Magic Shop.
Make your way up to the Hall Of Kings and give GENERAL’S SHIELD to
the guards at the gate.
Logos declares the Rite Of Conquest ended, with you, Hero, as
the winner. Logos also announces that Magnum Opus was found
dead next to another broken Dragon Pillar. Another tragic death.
Magnum may have been arrogant and conceited, but he didn’t deserve
to be murdered.
You are given a chance to rest, before the next Rite starts.
******************************************************************
3. RITE OF VALOUR
******************************************************************
SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Valour. In this mission, you
must defeat the Hydra beast on Hydra Island, and return to Silmaria with
the HYDRA TEETH.
After you are escorted from the Hall Of Kings, you find
yourself discussing the situation with Rakeesh. Talk to him about
everything. Unfortunately, the Assassin strikes again - this time
at Rakeesh. Give POISON CURE PILL to Rakeesh.
The guards come to help. You return to the Hall Of Kings, and
an angry Logos urges you to find the Assassin. First, however, you
still have to deal with the Hydra beast.
After you are escorted from the Hall Of Kings, walk left a little bit
to the Notice Board. Look at the Notice Board and read all the new notices.
Now head down stairs to the Main Square.
Go to Wolfie’s stall, talk to Wolfie, and Purchase Something.
Buy some AMPHORAS from him - 10 should be enough.
Go to the Magic Shop and talk to Shakra about everything. Talk
to Shakra again and Purchase Something. Buy 10 MANA POTIONS and 30 MANA
PILLS from him. When conversation is over, leave the Magic
Shop.
Go to the Apothecary. Talk to Julanar about everything. Talk
to Salim about everything. Thanks to your quick thinking, Rakeesh
will survive. However, he is in a deep coma, and Salim & Julanar
can‘t find a cure for him. Now leave the Apothecary.
Make your way left to the Adventurer’s Guild, and enter it. Look
at the Notice Board and read the new notices. Read the Log
Book again, until you see the entry about Icarus and Deadalus. Talk
to Toro about everything. When you’re ready, leave the
Adventurer’s Guild.
Go down to the pier area. Go to Pholus’s Weapons Stall and talk
to Pholus about everything.
Continue right to the Famous Adventurer, and enter his library.
Talk to Famous Adventurer about everything. He tells you a
poem about the Ocean Queen - remember this poem for later. When
you’re ready, leave the Famous Adventurer.
GNOME ANN’S INN
Return to Gnome Ann’s Inn, and talk to Ann about everything. Hmmm,
it seems she owes money to Ferrari, and she can‘t afford to pay him back.
Oh dear! Leave the Inn for now.
DEAD PARROT INN
Check the time, and when it’s 5pm, walk along to the Dead
Parrot Inn. Enter the Inn, and go up stairs to the left, to the
private seating area. Talk to Ferrari about everything - he agrees
to trade you the DEED for Gnome Ann’s Inn, for something of
equal value. You don’t have anything like that at the moment, so
leave the Inn for now.
GNOME ANN’S INN
Return to Gnome Ann’s Inn. Talk to Ann and tell her what
Ferrari said. Leave the Inn again.
SILMARIA
Practise Casting spells for the rest of the evening. When you’ve
had enough of spell-casting, return to Gnome Ann’s Inn.
GNOME ANN’S INN
Head up to your room.
Lie down on the bed and Sleep Until Morning. When morning
comes, leave your room.
Sit down at the table, so that Ann can bring your breakfast.
When you’re ready, leave the Inn.
SILMARIA
Now you need to travel to Hydra Island. The boats don’t go that
far out, so you need to find another way.
I’ll save you some time, and tell you now that you’re going to
need some PEGASUS FEATHERS. If you don’t have any left,
return to Pegasus Peaks at top of the map to get some.
When you’re ready, head right, and make your way over to
Science Island, using the Gondola to get across to the Island.
SCIENCE ISLAND
Enter the Lab, and SAVE YOUR GAME HERE. Talk to
whichever scientist is there about everything. Now look behind the
scientist - notice the wing-frame on the wall? You can soon
transform the frame into functioning wings. Use BEESWAX on
the wing-frame to make it sticky, then attach PEGUSES FEATHERS.
Now pick up the newly restored WINGS. You
automatically take the WINGS outside, and fly like
Icarus. This is your way to Hydra Island.
Well… you fly like Icarus, but you also crash like Icarus.
HYDRA ISLAND
Luckily, you landed in Hydra Island. Click on the Hydra icon to go
to the Hydra beast, and SAVE YOUR GAME HERE.
As soon as you arrive in the Hydra beast area, look at that eerie
green GOO on the tree. Use an empty AMPHORA to
collect some of the GOO. Make sure you do this before dealing
with the Hydra beast.
Make sure you have FLAME DART in your belt, for quick
access.
Now run along the upper-path and start attacking the Hydra
head nearest you. In a few seconds, Elsa will show up, offering to
help. Say YES to Elsa’s help. Talk to her about
everything. When she asks which you prefer to do, choose Torch The
Hydra. She’ll start attacking the Hydra with her sword. Now
you go down to the lower-path, and when Elsa successfully chops a Hydra head
off, burn the dragon’s neck with FLAME DART to prevent
the head from growing back. Make sure you are near the neck, for
this to be successful. Repeat this for all 3 Hydra heads. Together,
you and Elsa slay the Hydra beast.
Talk with Elsa about everything. Click on the dead Hydra beast
and take HYDRA SCALE and HYDRA TEETH.
Elsa asks what her reward is for her part in defeating the Hydra
beast. Do the right thing - give her the HYDRA TEETH so
that she can claim victory to this Rite.
Enter the cave behind the Hydra beast. Elsa finds a magical
bow, and then leaves to return to Silmaria. You should search the
cave further. Take DRACHMAS on the ground near the
entrance. Take MAGIC HELM from the ground.
Now SAVE YOUR GAME HERE. Look at the chest on the
left - it‘s booby-trapped. From a distance, Cast TRIGGER on
the chest to set off the trap. Next, Cast OPEN on the
chest. Take all the goodies from the chest, including DRACHMAS and SHRINK
SPELL SCROLL. In your Inventory, select the SHRINK SPELL
SCROLL, and read it to learn the SHRINK SPELL. There’s
nothing more you can do here, so use your MYSTIC MAGNETS to
teleport back to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Go up to the Main Square, then continue up stairs next to the bank.
Look at Notice Board at top of the stairs, and read the new notice.
Oh No! Erasmus is sick!
Walk all the way right to the Spinning Hat Teleporter. Walk into
the Teleporter and Cast TRIGGER on one of the beams
supporting the Teleporter.
ERASMUS’S MYSTICAL HOUSE
Walk left through the cloud face. Now walk along the red carpet,
to the castle. Knock On Door and enter the castle.
Fenris is alone here, and he’s understandably worried
about Erasmus. Talk to Fenris about everything. It seemed
Erasmus was drugged by some mysterious chocolates he thought were from
you. Fenris shows you the CHOCOLATE BOX Erasmus ate
from - take the CHOCOLATE BOX, but DON‘T eat the chocolates.
You can’t do anything else here, so use MYSTIC MAGNETS to
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Practise Casting spells for a while. Mid-evening, return to
Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table and Gnome Ann will bring a meal for you.
Now head up to your room.
Lie on the bed and Sleep Until Morning. You are woken the
next morning by someone banging at your door - you are summoned
to the Hall Of Kings.
SILMARIA
Elsa has presented the HYDRA TEETH, and Logos declares her
the winner of this Rite. Elsa tells about your part in defeating the
Hydra beast. She has shown honour in doing this, so the victory is
still rightfully hers.
You are given a chance to rest, before the next Rite starts.
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