18 October 2021

Quest For Glory 5: Dragon Fire

 

YEAR:  1998


GENRE:  Adventure


WHERE TO GET IT:   GOG



Part 1

Part 2




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SIERRA ORIGINAL

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.  

 

HERE'S A MAP OF THE ISLAND 


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 OILTORCHPICKPOCKET KNIFEROPE, 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 GYROARTICHOKE PIZZAPEPPERONI 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 AMPHORAGOLD 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 PILLSPOISON 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 SHIELDSCHAINMAIL ARMOURSWORDSAXES, 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 PILLSPOISON 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 PILLSSTAMINA 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.  

 

 

 

 

Continued In Part 2...

 

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