YEAR: 1998
GENRE: Adventure
WHERE TO GET IT: GOG
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SIERRA ORIGINAL
THIEF
PART 1
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WELCOME TO SILMARIA
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As a thief, it’s important for you to be able to get in and out of places
undetected. As soon as you can, press ‘K‘ on your keyboard to enter Sneak
Mode. If at any time the game takes you into a Normal walk, make sure to
press ‘K‘ again, so you are Sneaking again.
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, sneak left to the Arena, and enter the Arena.
Talk to Ferrari about everything. Talk to Abdul about everything.
You can’t do anything else here for the moment, so leave the Arena.
Sneak 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.
Sneak 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.
Sneak through doorway on the left to sneak 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.
Sneak right and cross over the bridge. Enter the Magic Shop.
Inside the Magic Shop, sneak 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 and buy the MAGIC
DAGGER. As a thief, you don’t need the other items here, so
just leave the shop.
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.
Sneak right, climb up the stairs, sneak 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 yet - you’re just starting out, and you need to watch your
money.
Continue right to the Katta Stall. 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. Sneak left again, and sneak through the exit
next to Wolfie’s stall (don’t go up the stairs).
Sneak 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 wherever 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 bottom 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, and Steal
The Sheet, so you have 2 SHEETS. Yet again, click on the
bed, then Go To Sleep, and Sleep Until Morning.
The next morning, leave your room and sneak 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. Sneak 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 sneak 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.
Sneak right and sneak 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.
Sneak 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 - 1 will do
for now. Don’t buy anything else from him yet.
Sneak right a little bit more. Notice those ROCKS on
the ground - pick up all the ROCKS. 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.
Back-track left a little, and make your way up through the archway.
Continue left, cross over the bridge, and climb up the stairs.
Sneak right, all the way along, until you see Rakeesh on the
platform. Talk to Rakeesh about everything. He gives you
the MAGIC GRAPNEL you got back in Shapier.
Make your way back down to the Main Square. Sneak right,
and sneak through the archway near the Fruit Stall. Now make your
way down to Pholus’s stall, and then continue right and 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. Make sure you have some ROCKS from
in front of his building.
Sneak right, and sneak through the tall Portcullis gate.
SCIENCE ISLAND
Sneak left, and continue left, until you see the Windmill contraption.
Sneak 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, throw some ROCKS 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 :
BOTONY: WHAT IS A DAFFODIL?
2. A member of the Narcissus Genus…
PHYSICS: WHAT IS AERODYNAMICS?
C. The branch of science…
GEOMATRY: WHAT IS A QUADRANT?
4. An arc of 90 degrees.
ASTRONOMY: NAME A CONSTELLATION?
D. None of the above.
ZOOLOGY: WHAT IS AN OCTOPUS?
1. A cephalopod mollusk.
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 sneak through the arch to the pier. If it’s
after 5pm, the Dead Parrot Inn will be open, so enter it.
DEAD PARROT INN
Sneak up stairs on the left to a private table. Talk to Ugarte
about everything. Now talk to Ugarte again, and Show Thief Sign
to Ugarte. He recognises you as a fellow thief, and tells you that
the Guild is hidden near the West Gate, under a bridge. He also
warns you to look out for traps. Talk to Ferrari about everything.
It seems that Ferrari owns this Dead Parrot Inn. Talk to
Ferrari again, and Show Thief Sign to Ferrari. He denies recognises
the Thief Sign. Sneak 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.
Talk to Arestes about everything. Now Show Thief Sign to Arestes
- he also tells you that the Guild is under the bridge to the west.
Now sneak 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 sneak to the upper-area of The Dead Parrot.
There is a cloaked man sitting at a table up here - Talk to him,
and Show Thief Sign to the cloaked man.
When you see the ghost in this upper-area, click on it for some
extra points.
Now leave The Dead Parrot Inn.
SILMARIA
Head left, to the bridge next to the Adventurer’s Guild. The
area under this bridge, next to the water, is where the Thieves Guild
is hidden. Go down to this spot now.
SAVE YOUR GAME HERE. There is a hidden doorway on the base
of the tower under the bridge. Use your ACME TOOLKIT on
the hidden door - you’ve set off a trap, and you have 1 minute (and 5
chances) to disarm it.
The idea behind the Thieves Traps is this:
You see a circle of 8 Greek men in various poses. I suggest you
take a note of the poses, as well as the position in the circle.
Start the trap by clicking on the centre button. The 8 men
will be covered up, and one pose will be displayed in the centre.
You have to identify whereabouts on the circle this pose is located.
You have to get this right 3 times, and you have 5 chances to do
this.
Once you’ve successfully disarmed the Thieves Trap, enter into
the Thieves Guild.
THIEVES GUILD
SAVE YOUR GAME HERE. Talk to Arestes about everything.
Now talk to Arestes again, and Join The Guild. Talk to Arestes
yet again and Buy Something. Now buy STEALTH OIL, TORCH, PICKPOCKET KNIFE, ROPE,
and BLACKJACK. In your Inventory window, select the MAGIC
GRAPNEL (from Rakeesh), and drag the ROPE onto it, to
get ROPE AND GRAPNEL. Also, select the TORCH, and
drag the TINDERBOX onto it, to get a LIT TORCH.
Look at the Betting Board on wall on the right. This board
keeps tabs on what’s going on in the Chief Thief Competition. As a
thief, you should strive to become Chief Thief. SAVE YOUR GAME
HERE. Click on the Betting Board and Enter the competition. Now
it’s like any other poker game - it’s up to you if you want to accept
the current bet, raise it, fold, or call it. I recommend just to
accept the current bet. When you’re ready, click on Done.
Now as a thief, you need to be good at pick pocketing. Look at
the dummy, and use PICKPOCKET KNIFE on the dummy to
practice your skills. Keep doing this until you can successfully
pick the dummy’s pocket without setting off the bell. When you can
pick the dummy’s pocket, Arestes needs time to set up the more advanced
dummy.
There’s nothing more you can do here at the moment, so leave
the Thieves Guild.
SILMARIA
It’s getting late. Return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Gnome Ann will get some supper for you.
Now stand up and go up to your room.
Lie down on the bed and Sleep Until Morning. Next morning,
leave your room.
Go downstairs and sit at the table for breakfast. When you’re
ready, leave the Inn.
SILMARIA
Sneak right a little, and sneak up through the portcullis.
EXPLORING THE WILDERNESS
SAVE YOUR GAME HERE, and sneak right into 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 and find it.
It’s on a beach, south of Silmaria - keep searching until you find
it. A word of warning - run away from any enemies you see.
You’re not properly equipped to deal with them yet.
Also, 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.
That’s enough of the Wilderness for now, so use your MYSTIC MAGNETS to
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
You should have a bit more money now, so you can buy some more supplies.
Make your way to Pholus at the Weapons Stall and talk to him
about everything. Now talk to him again and Purchase Something.
Buy SPEAR - 3 will do for now. Buy THROWING
SPEAR - 3 will do for now. Buy DAGGER - 3
will do for now.
Sneak up to the Main Square. Talk to Wolfie about everything.
Now click on Wolfie again and Purchase Something. Buy
some AMPHORAS from him - 15 should be enough. Buy BALLOON PAINTING.
Now sneak right a bit more, to Sarra’s stall. Talk to Sarra
about everything. 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.
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.
Sneak down to the Adventurer’s Guild. Talk to Toro
about everything. Talk to Elsa about everything. Now talk to
Elsa again, and Make Thief Sign to Elsa. She recognises it and makes
the counter- sign. Now leave the Adventurer’s Guild.
Wait until 5pm, then go to the Dead Parrot Inn.
DEAD PARROT INN
Climb up stairs on the left, to the private seating area. Talk
to Ugarte about everything. Now sneak back down the stairs.
Talk to Budar (at the bar) about everything, and talk to Nawar
about everything. Play Wheel Of Fortune if you like, to win some
more money.
When you’re ready, leave the Dead Parrot Inn.
SILMARIA
Make your way up through the Main Square, and up the stairs to
the Arena, but don’t enter the Arena.
ROBBING THE MANSION
Next to the Arena, is an abandoned mansion. As a thief, this is
a good place for you to practice all your thieving skills.
Wait until 8pm then SAVE YOUR GAME HERE. Make sure
you’re in Sneak Mode (press ‘K’ on your keyboard), then use ACME
TOOLKIT on the door to pick the lock. It may take you a few
attempts, but keep trying until you’re inside the mansion.
Use the LIT TORCH on yourself so you can see where
you’re going. Look at chest next to the door and Pick The Lock.
Dang! It’s empty! Sneak right to the table and take ALABASTER
AMPHORA. Search settee on the back wall to get GOLD RING.
Search drawers on the right to get some DRACHMAS.
Now SAVE YOUR GAME HERE. Move painting on the
right wall to reveal a hidden safe. The safe is booby-trapped with a
Thieves Trap. Click on the safe then Disarm The Trap. You see a
circle of 8 Greek men in various poses. Take a note of the poses, as
well as the position in the circle. Start the trap by clicking on
the centre button. The 8 men will be covered up, and one pose will
be displayed in the centre. You have to identify whereabouts on the
circle this pose is located. You have to get this right 3 times,
and you have 5 chances to do this.
Once you’ve successfully disarmed the Thieves Trap, click on the
safe again to get DRACHMAS and some JEWELLRY.
You’ve done all you can here. Use MYSTIC MAGNETS to
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and head downstairs.
If Gnome Ann is still here, sit down at the table, and she will
bring you a meal.
When you’re ready, leave the Inn.
SILMARIA
Now it’s time to fence the goods you ‘acquired’ in the
abandoned mansion.
Sneak right a bit, to the area under the bridge, next to the
water. This is where the Thieves Guild is hidden. Now you are
an official member of the Thieves Guild, you know how to bypass their
Thieves Trap, so just click on the hidden door to enter the Thieves Guild.
THIEVES GUILD
Ugarte is here - talk to him about everything. Talk to Arestes
about everything. Talk to Arestes again and Sell Something to him.
Sell him the ALABASTER AMPHORA, GOLD RING,
and JEWELLRY you got from the abandoned mansion.
Use PICKPOCKET KNIFE on the dummy to practice your
pick pocking skills. Keep trying until you can pick the dummy’s
pocket without setting off the bell.
There’s nothing more you can do here at the moment, so leave
the Thieves Guild.
SILMARIA
Return to Gnome Ann’s Inn.
GNOME ANN’S INN
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
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
If you need more ROCKS, you can pick some up from in front
of Famous Adventurer’s house.
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. Sneak 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
Sneak up through the archway next to Gnome Ann’s Inn. Make
sure you’re equipped with your DAGGER, and SAVE YOUR
GAME HERE.
EXPLORING THE WILDERNESS
If you run into any monsters, fight them with your DAGGER 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.
Sneak 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.
Use your MAGIC GRAPNEL to cross the gap, then follow
path up & round, until you see the overhanging branch. Click on
the branch to swing, Tarzan-style, over the gap. Now follow path up
to the top. Take the PEGASUS FEATHERS. Actually, take a
few PEGASUS FEATHERS - it will save you coming back
later.
There’s nothing else you can do here, so use 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. Sneak 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 head downstairs.
SILMARIA
Make your way right 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 STEALTH CHARM 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,
equip (wear) the STEALTH CHARM he gave you - it will
improve your Stealth Skills.
Sit at the table so Gnome Ann will bring a meal out to you.
When you’re ready, leave the Inn.
SILMARIA
It’s evening once again. Time to practice your… ahem… special
skills. Make your way to the bank in the Main Square.
ROBBING THE BANK
SAVE YOUR GAME HERE. Make sure the guard is walking
away from you. Now click on the bank door and Pick The Lock.
Keep trying until you get into the bank.
Inside the bank, make sure you are Sneaking (press ‘K’ on
your keyboard). Click on the gate and Pick The Lock. SAVE
YOUR GAME HERE. Click on the safe - you’re faced with another
Thieves Trap. This time, the Greek men are only revealed one-at-a-time.
And you have to get it right 4 times.
When you have successfully disarmed the trap, click in the safe
to take the 5000 DRACHMAS. Now sneak out of the bank.
SILMARIA
Use MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning. Next morning,
leave your room and go downstairs.
Sit down at the table and Gnome Ann will bring your breakfast.
When you’re ready, leave the Inn.
SILMARIA
You’re heavily overloaded at this point (no wonder, with all those DRACHMAS!).
Make your way up to the Bank in the Main Square.
BANK
Enter the bank. The banker tells you about his misfortune
of getting robbed, having no idea that it was YOU who robbed
him. Poor banker! Talk to him about everything. Now
talk to him again and Make A Transaction. Deposit approximately
4500 DRACHMAS into your account. Now leave the
bank.
SILMARIA
Sneak right to the Apothecary and enter it. 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 10 POISON CURE PILLS and
10 HEALING PILLS from him. When
you’re ready, leave the Apothecary.
Enter the Magic Shop, and talk to Shakra about everything.
You can’t do anything else here at the moment, so leave the
Magic Shop.
Make your way down to the Adventurer’s Guild and have a shot on the
treadmill to improve your strength. Check the Notice Board for any
new notices. Toro is here, along with Magnum Opus.
Toro clearly doesn’t like Magnum very much. Talk to Toro about
everything. Talk to Magnum Opus about everything. Now leave
the Adventurer’s Guild.
Do what you like until evening.
At 6pm, go to the Thieves Guild below the Bridge.
THIEVES GUILD
Talk to Arestes about everything. Use PICKPOCKET KNIFE on
the dummy to practice your pick pocking skills. Keep trying until
you can pick the dummy’s pocket without setting off the bell.
There’s nothing more you can do here at the moment, so leave
the Thieves Guild.
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.
Afterwards, go upstairs to your room.
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, sneak downstairs, and sit at
the table so that Gnome Ann can bring your breakfast. When
you’re ready, leave the Inn.
SILMARIA
You‘ve had quite an exciting time so far in Silmaria - you‘re a
very talented thief. But you were summoned here for a reason.
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. You have plenty
of money in your account, so 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, Magnum Opus, Elsa Von Spielburg, Gort
(Dr Mobius’s creation), and Kokeeno Pookameeso introduce
themselves. The first Rite is the Rite Of Freedom.
******************************************************************
1. RITE OF FREEDOM
******************************************************************
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, sneak right, all the way along, until you see Rakeesh.
Talk to Rakeesh about everything.
Sneak 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. Sneak into the Magic Shop and talk to Shakra
about everything. Talk to Marrak at his Fruit Stall about
everything.
Sneak 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.
Make your way down to Pholus’s Weapons Stall. Talk to Pholus
and Purchase Something. Buy the SLASHER DAGGER from
him.
Explore Silmaria until evening. When it’s 5pm, sneak along to
the Dead Parrot Inn. Sneak 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. 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.
Sneak along to the pier, and talk to Andre about everything.
Make your way to the portcullis next to Gnome Ann’s Inn, and
sneak up through it. Make sure you’re equipped with your SLASHER DAGGER.
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. Ignore all the invaders out here - they
are not important. 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. Kill the 4 invaders inside the house, making sure to
take HEALING PILLS as necessary. Search the bodies
to get some goodies. 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. Ignore all the invaders out here - they
are not important. Run left to the house at the very left edge.
Touch the door and Force The Door open. Kill the 4 invaders
inside the house, and search their bodies for goodies. 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. Ignore all the invaders out here - they
are not important. Run left over the bridge, climb up the ladder,
and enter the house. Ignore the invaders here. Notice that
door on the left, inside the house - click on that door and Force The Door
Open. Kill the 4 invaders in here, then search the bodies for any
goodies. 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. Ignore all the invaders out here - they
are not important. Run left, up the stairs, and sneak to the house
with the red roof. Click on the door and Force The Door Open.
Kill the 4 invaders in here, then search the bodies for any goodies.
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. Ignore all the invaders out here - they
are not important. Run left, up the stairs to the house with the red
roof. Click on the door and Force The Door Open. Kill the 4
invaders in here, then search the bodies for any goodies. 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 sneak back out into the Wilderness.
EXPLORING THE WILDERNESS
Sneak to the Dragon Pillar to the left of Silmaria. Avoid the
enemies. 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. Sneak left, and sneak 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, sneak up to your room.
Lie down in the bed and Sleep Until Morning.
Next morning, leave your room and sneak 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.
Sneak 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, SWORDS, AXES, 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.
Sneak left a bit, and enter the Bank. Talk to the Banker and Make
A Transaction. Now deposit roughly 3000 DRACHMAS into
your account. You can deposit more or less if you want, but make
sure you still have enough DRACHMAS to buy any supplies
you might need. Now leave the Bank.
Now you’re not carrying all those DRACHMAS, and all those
excess weapons, you shouldn’t be overloaded anymore. Phew!
Sneak 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.
Sneak 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, sneak all the way
right, until you see Rakeesh. Talk to Rakeesh about everything.
Just as before, don’t rush into it. Prepare yourself first.
Sneak left to the Notice Board, look at the Notice Board, and read
all the new notices. Now sneak down the stairs into the Main Square.
Continue down to Pholus’s Weapons Stall and talk to Pholus about everything.
Sneak 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, sneak to the Dead Parrot Inn.
DEAD PARROT INN
Sneak 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.
Sneak right and talk to Rakeesh about everything. When conversation
is over, use MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and go downstairs.
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.
Sneak 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
Make sure you are Sneaking (press ‘K’), and SAVE YOUR
GAME HERE. There are 6 mercenaries guarding the area, but DON‘T
try and fight them. Equip your SLASHER DAGGER.
Sneak along the fortress wall, hugging the wall so as not to get
seen. When you reach the stairs, before you turn to corner to reach
front of the fortress, use ROPE AND GRAPNEL on the ledge
half-way up the stairs. Climb up next section of the stairs, then
jump down to the drainage grate. SAVE YOUR GAME HERE. Click
on the grate and Use Your Thief Kit To Open Grate.
You’ve made it into the fort. There’s more mercenaries in here.
Start attacking them with your SLASHER DAGGER 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. Instead, throw SPEARS at
him until you defeat him.
After you defeat the centaur Wizard, General Claudius will appear.
Take him on, and defeat him with your SLASHER DAGGER - remember
to search his body afterwards, and take GENERAL’S SHIELD.
Now without their leader, all the remaining mercenaries flee in
terror.
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, sneak downstairs, and sit
at the table so that Gnome Ann can bring your breakfast. Now
leave the Inn.
SILMARIA
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.
Sneak 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.
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, sneak left a little bit
to the Notice Board. Look at the Notice Board and read all the
new notices. Now sneak down stairs to the Main Square.
Sneak along to Wolfie’s stall, talk to Wolfie, and
Purchase Something. Buy some AMPHORAS from him - 10
should be enough. Sneak to the Magic Shop and talk to Shakra about
everything. When conversation is over, leave the Magic Shop.
Sneak 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.
GNOME ANN’S INN
Head left and 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, sneak 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. Unfortunately, you don’t have anything like that at the
moment. Make sure to ask him about the Blackbird - he’ll blackmail you
into finding the Blackbird for him by threatening to expose
your Membership Of The Thieves Guild if you don‘t do what he says.
Now leave the Dead Parrot Inn.
GNOME ANN’S INN
Return to Gnome Ann’s Inn. Talk to Ann and tell her what
Ferrari said. There’s nothing much else you can do this evening, so
sneak 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.
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 are equipped with SLASHER DAGGER. Also,
have your LIT TORCH in your belt, for quick access.
Now run along the upper-path and start attacking the Hydra head nearest
you, using the SLASHER DAGGER. 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. Now you go down to the lower-path, and when Elsa successfully
chops a Hydra head off, Equip your LIT TORCH and use it
to burn the neck, to prevent the head from growing back. 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, and click on the chest, then Disarm The Trap. The chest is
booby-trapped with one of those pesky Thieves Traps. This time, the
Greek men are shown one-at-a-time, but randomly. Take your time, and
take note of each pose, and whereabouts in the circle it is. You have to
get 5 correct guesses this time. When you’ve managed to disarm the trap,
click on the chest again to open it. Take all the goodies from the
chest, then use your MYSTIC MAGNETS to teleport back to Gnome
Ann’s Inn.
GNOME ANN’S INN
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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