YEAR: 1998
GENRE: Adventure
WHERE TO GET IT: GOG
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SIERRA ORIGINAL
MAGIC USER
PART 2
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4. RITE OF DESTINY
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SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Destiny. You must travel to
the Island Of Delos, seek out the Sybil to learn your destiny. You
must return with proof that you have spoken to the Oracle.
After you are escorted from the Hall Of Kings, look at the
Notice Board and read all the new notices. Now head downstairs to
the Main Square.
Go to Wolfie’s stall and talk to Wolfie about everything. If you
have not already done so, buy BALLOON PAINTING from
Wolfie.
Go to the bank, enter the bank, and talk to the Banker. Make
A Transaction, and deposit roughly 2000 into your account,
making sure you still have enough money to buy supplies. Now leave
the bank.
Go to the Magic Shop and enter it. Talk to Shakra about
everything. He tells you that Delos is too far to get there by boat
or wings, so you’ll need to find another way. Leave the Magic Shop.
Talk to Marrak at the Fruit Stall. Show him the BALLOON PAINTING.
You explain to him that you’re trying to make a HOT
AIR BALLOON, and that you need a BRAZIER to use as a
heat source for the BALLOON. He agrees to sell you his
spare BRAZIER.
Go to the Apothecary. Salim and Julanar tell you that
something has happened to Erasmus - he’s been drugged, and no-one can
wake him. Give the drugged CHOCOLATE BOX to Salim.
He’s glad to have this, so he can start making an antidote to the
drug. Talk to Julanar about everything. When you say Goodbye
to her, she gives you some MAGIC SEEDS. Talk to Salim about
everything. Give the HYDRA SCALES you got from the
last Rite, to Salim. Now leave the Apothecary.
Make your way to the Famous Adventure’s place. Talk to
Famous Adventurer about everything, and take a mental note of the poem
he tells you. When you’re ready, leave Famous Adventurer.
Head along to the Adventurer’s Guild. Look at Notice Board and
read the new notices. Talk to Toro about everything. Talk to
Elsa about everything. Leave the Adventurer’s Guild.
Return to Gnome Ann’s Inn.
GNOME ANN’S INN
Show BALLOON PAINTING to Gnome Ann, then give her the
spare SHEET you got from your bedroom. She agrees to sew
it into a balloon-shape, and tells you it will be ready tomorrow.
Now talk to Ann, and Tell About Wolfie. If Wolfie could paint
her Inn, it would be more appealing to potential customers. Give MAGIC
SEEDS to Gnome Ann, and tell her they are fast-growing SEEDS.
Now leave the Inn.
SILMARIA
Do what you like for the rest of the day. When it’s evening,
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Gnome Ann will bring a meal out for you.
Now go on up to your room.
Lie down in the bed and Sleep Until Morning. The next
morning, leave your room and go back downstairs.
Gnome Ann gives you back the SEWN SHEET you gave her
yesterday. Sit down at the table and Gnome Ann will bring your breakfast.
Now leave the Inn.
SILMARIA
Make sure you have at least 7 AMPHORAS of HIPPOCRENE
WATER. If you don’t, buy some more AMPHORAS from
Wolfie, then head up to Pegasus Peaks at top of the map to fill them
with HIPPOCRENE WATER.
Make your way to Science Island, using the Gondola to get across
to the island.
SCIENCE ISLAND
Enter the lab and talk to whichever scientist is there about everything.
Now go up the lift to the First Floor, where Gort is, then head out
through the Exit which is slightly to the left.
You’re outside, on a crane platform. SAVE YOUR GAME HERE.
There is a gondola below you that you have to get out of the water
- this is the base for your hot air balloon. Look at the nearby
monitor, and change the settings as so:
Crane Extension - 100
Crane Rotation - 55
Claw Position - Closed
RUN
The crane picks up the gondola and places it on the platform
beside you. Use SEWN SHEET, ROPE, GOO, BRAZIER,
and TINDERBOX on the gondola. SUCCESS! Your
hot air balloon is flying!
Guide your HOT AIR BALLOON North-West, until you reach
Delos.
DELOS
Once you reach Delos, simply click on the HOT AIR BALLOON to
land. There are 2 icons on this island. Click on the lower icon to
visit the Dryads. Give some HIPPOCRENE WATER to
each of the 7 Dryads. Wait a few moments, and they’ll sing to you.
You get so caught up in the moment, you start dancing! When
the song is over, watch as some MAGIC WOOD is created by
the Dryads. Wait a minute… didn’t Shakra say you needed MAGIC
WOOD to create a MAGIC STAFF? Walk left, and take
the MAGIC WOOD. Now leave the Dryads.
Now go to the top icon to see the Sybil. SAVE YOUR GAME HERE. A stone
statue of the Sibyl stands in her temple. Walk right to the pool,
and see the BLACK LOTUS floating in the pool. There is
a toppled pillar in front of the pool. Click on the pillar to read
the inscription - this is very important, otherwise you won’t be able
to complete the next Rite. Now take BLACK LOTUS from
the pool, then throw a DRACHMA into the pool. This
wakes up the Sibyl, and she tells you your destiny. Sounds kinda
scary! Anyway, she leaves a PROOF OF DESTINY disc on the
floor - take it. Now leave the Sibyl.
Now you have to return to Silmaria, but DON’T use the MYSTIC MAGNETS this
time. Click on the HOT AIR BALLOON, and fly South-East back
to Silmaria.
SILMARIA
It’s probably pretty late by now, so return to Gnome Ann’s Inn.
GNOME ANN’S INN
Head up to your room, lie on the bed, and Sleep Until Morning.
The next morning, leave your room and head back downstairs.
As soon as you leave your room… WOW! What a difference!
The place has been painted, and it’s nice and bright and colourful!
Wolfie is sitting here - talk to him about everything. Talk to
Gnome Ann about everything. Now sit down at the table, and she’ll
bring your breakfast for you. When you’re ready, leave the Inn.
SILMARIA
Head up to the Main Square. Wolfie’s back in his stall, so talk to
him about everything.
Go along to the Magic Shop. Talk to Shakra about everything.
Now give MAGIC WOOD to Shakra, and watch as you and
he create the MAGIC STAFF. Notice how your Mana Bar has now
changed to a Staff Bar. Nice work! Now leave the Magic Shop.
Go along to the Apothecary. Talk to Julanar about everything
and talk to Salim about everything. Give the BLACK LOTUS to
Salim - he’ll be able to use this to make an antidote to the Assassin’s
poison. Leave the Apothecary.
Make your way up to the Hall Of Kings and give PROOF OF DESTINY to
the guards at the gate.
Logos declares the Rite Of Destiny ended, with you, Hero, as
the winner.
You are given a chance to rest, before the next Rite starts.
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5. RITE OF COURAGE
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SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Courage. You must enter Hades,
face the Guardian Cerberus, and return with WATER FROM THE RIVER
STYX. This will prove your courage.
After you are escorted from the Hall Of Kings, look at the
Notice Board and read all the new notices. Now head downstairs to
the Main Square.
Talk to Wolfie about everything.
Make your way back to Gnome Ann’s Inn.
GNOME ANN’S INN
Talk to Gnome Ann. She starts complaining about your
girlfriend. Wait… GIRLFRIEND? What girlfriend? Head on
up to your room.
There’s a big CHOCOLATE BOX on the chair for you.
Why would anyone leave chocolate for you? Pick up the CHOCOLATE
BOX, but whatever you do, DON’T eat it. Now leave your room and
leave the Inn.
SILMARIA
Head down to Pholus’s Weapons Stall and talk to Pholus
about everything.
Continue along to the Famous Adventurer’s place. Talk to him
about everything - he gives you a hint as to how to get into Hades.
Now leave the Famous Adventurer.
Make your way up to Wolfie’s stall, and talk to him about
everything. Now talk to him again and Purchase Something. Buy
2 empty AMPHORAS from him - you’re going to need them when
you’re in Hades.
Go to the Magic Shop. This will be your last chance to enter
this shop, so as a Magic User, you should stock up now. Buy 50 MANA POTIONS and
50 MANA PILLS. Now leave the Magic Shop.
Go right to Marrak’s Fruit Stall. Talk to Marrak, and Buy Things
from him. Buy GYRO, PEPPERONI PIZZA, ARTICHOKE
PIZZA, and SOKOLATAK.
Do what you like for the rest of the day, but keep an eye on the time.
When it’s evening, return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table and Ann will bring a meal for you. Now
climb up the stairs to your room.
Lie down in the bed and Sleep Until Morning. Next morning,
leave your room and go back downstairs.
Sit down at the table so that Ann can bring your breakfast.
Now leave the Inn.
SILMARIA
Make your way up to the Apothecary. Salim tells you that thanks
to the BLACK LOTUS you gave him, he was able to find an
antidote for the Assassin’s Poison. He replaces your old POISON
CURE PILLS with his new POISON CURE PILLS. Talk to
Julanar about everything. Talk to Salim about everything. Give the CHOCOLATE
BOX from your room to Salim, and he‘ll agree to see what he can find
out about them. Now buy 30 each of POISON CURE PILLS (yes,
as well as the ones you already have), STAMINA PILLS,
and HEALING PILLS. When you’re ready, leave the Apothecary.
Head back towards Gnome Ann’s Inn, but don’t enter it. Instead,
go through the portcullis gate. SAVE YOUR GAME HERE, then
head out into the Wilderness.
WILDERNESS
Head North-West, and go to the Dragon Pillar Icon that has a skull
(a little bit past Tinos). This is the Gateway to Hades.
GATEWAY TO HADES
Look at the dead guard next to the broken Dragon Pillar. Because
he was killed so violently, his blood is tainting the water here.
Use an AMPHORA to get some of the tainted water.
Now follow the stream left, until it enters the mountain. Use
your AMPHORA WITH TAINTED WATER in the stream here, and
you’ll recite a verse. If you haven’t read the verse in the Oracle’s
Temple at Delos, this won’t work. When you recite the verse, you’ll
hear a crash of thunder, and the Gates to Hades will be revealed. SAVE
YOUR GAME HERE, then try to enter Hades. As you approach the
Gates, the Guardian Cerberus will appear. Wow, he is big! And
he’s mean!! And he won’t let you into Hades!!! Talk to
Cerberus about everything. Each of the 3 heads asks for a bribe -
give them GYRO, PEPPERONI PIZZA, and BOX OF
CHOCOLATE. He’ll let you in now. Place your AURA spell in
your belt for quick access, then enter through the gates into Hades.
HADES
As soon as you enter Hades, Cast AURA (so your life
energy isn‘t drained away), then SAVE YOUR GAME HERE.
When the AURA spell runs out, Cast it again, as many
times as necessary while you are in Hades. Now you‘re not a fighter,
so avoid all the skeletons and other monsters as much as possible.
Run right, and continue right, until you reach a dead-end, with a
path far below you. Cast LEVITATE to float down, then
run through the arch on the right.
Run left through the giant dragon’s skeleton, and exit through
it’s mouth into the next area.
SAVE YOUR GAME HERE. This is where you’ll find the River Hades.
Run right down the bottom of the screen, and use an AMPHORA on the
edge of the whirlpool to collect LETHE WATER. Continue
right until the path ends (the path is hard to see, but it‘s there), and
use an AMPHORA on the river to collect STYX WATER.
Now you have both WATERS, retrace your steps, so you’re on
the far side of the River Hades. Now run right again until you see
the Hall Of Hades.
Make sure your Health and Stamina are at maximum, and SAVE YOUR
GAME HERE. Enter into the Hall Of Hades. The Guardian
Of The Dead stops you from entering, and tells you about two souls
in pain that are connected to you - the good fairy Erana, and the
dark Vampire Katrina. He gives you the chance to end the suffering of
one of them by restoring her to life (or you can choose to save
neither, but I don’t recommend that). Unfortunately, you can only
save one - the other soul will be condemned to oblivion! After you
choose, you are told there is a price - give your life for hers.
Choose to Pay The Price. You will be killed. But you
will be brought back to life, but with only half of your Health and
Stamina. Now, time to get out of here. Run left, and continue left,
until you reach the mouth of the giant dragon skeleton again.
Run right through the dragon skeleton, until you see the archway.
Run through the archway.
Run right until you see another archway - this is the Main
Entrance, so run through it.
GATEWAY TO HADES
You’ve escaped from Hades. The gate closes behind you, leaving
no trace of it ever being there.
Leave the area and go back out to the Wilderness.
WILDERNESS
Start heading back towards Silmaria, but don’t enter Silmaria.
Your Hot Air Balloon should be parked nearby. Click on it to
enter, and start flying. Now, where you go next depends on who you
saved in Hades.
- SAVED ERANA
If you saved Erana, fly North-East
towards Lymnos. When you reach
Lymnos, simply click on the Hot Air
Balloon to land it. Click on the
Erana’s Retreat Icon to enter that
area. Walk left a little bit, and
Erana will appear. Talk to her
about everything. Make sure to Ask
About Magic, and she teaches you the FIRST
AID spell. Walk left a
little bit more, so you see the
Fountain. Click on the Fountain, and
Drink From The Fountain to replenish
your energy. Now leave
Erana’s Retreat, and head back into
the Wilderness.
- SAVED KATRINA
If you saved Katrina, fly East
towards Zante. When you reach Zante,
simply click on the Hot Air Balloon
to land it. Click on the Katrina’s
Retreat Icon to enter that area.
Walk left a little bit, click on the
door, and Knock On The Door.
Katrina will appear, and she‘s been
restored to human - not Vampire.
Talk to her about everything.
Make sure to Ask About Magic, and she
teaches you the DRAGON
FIRE spell.
Now leave Katrina’s Retreat, and head back into the
Wilderness.
WILDERNESS
Click on the Hot Air Balloon to start flying, and fly back to Silmaria.
Land the Balloon near Silmaria, then click on Silmaria to enter
the town again.
SILMARIA
Check the time - it’s probably really late now, so use MYSTIC MAGNETS to
return to your room at Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning. When morning
arrives, leave your room.
Head downstairs and sit at the table so that Gnome Ann can
bring your breakfast. After breakfast, leave the Inn.
SILMARIA
Make your way up to the Apothecary in the Main Square. Talk
to Julanar about everything. Talk to Salim about everything.
You learn that the BOX OF CHOCOLATES you gave to
Salim contained a very strange drug he’d never seen before, and it left
victims in a state of ‘Restless Sleep’. Give the LETHE
WATER to Salim, so he can start working on a cure for Erasmus and
Shakra. Now leave the Apothecary.
Head up to the Hall Of Kings and give STYX WATER to the
guards at the gate.
Logos declares the Rite Of Courage ended, with you, Hero, as the winner.
You are given a chance to rest, before the next Rite starts.
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6. RITE OF PEACE
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SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Courage. This next mission
concerns the nation of Atlantis - the underwater city. Tritons from
Atlantis have been attacking Silmaria’s ships. You must visit the
queen in Atlantis and forge a Peace Treaty with them, then bring back
proof of this new alliance.
After you are escorted from the Hall Of Kings, look at the
Notice Board and read all the new notices.
Make your way down to the pier area, and talk to Pholus in
his Weapons Stall about everything.
Continue right to the Famous Adventurer’s house and talk to
him about everything. He has some good information for you.
When conversation is over, leave the Famous Adventurer.
Head back towards Gnome Ann’s Inn, but don’t enter the Inn.
Instead, go through the portcullis gate next to the Inn.
SAVE YOUR GAME HERE. Now head out into the Wilderness.
WILDERNESS
Your Hot Air Balloon should be nearby. Click on it to start
flying. Your destination depends on who you saved in Hades.
- SAVED ERANA
If you saved Erana, fly North-East
towards Lymnos. When you reach
Lymnos, simply click on the Hot Air
Balloon to land it. Click on the
Erana’s Retreat Icon to enter that
area. Erana greets you to her new
home, and thanks you for freeing her
from Hades. Talk to Erana
about everything. She gives you
an AMULET OF WATER-
BREATHING to aid in
your quest in Atlantis. Now leave Erana’s
Retreat, and head back into the
Wilderness.
- SAVED KATRINA
If you saved Katrina, fly East
towards Zante. When you reach Zante,
simply click on the Hot Air Balloon
to land it. Click on the Katrina’s
Retreat Icon to enter that area.
Katrina is here, waiting for you. Talk
to Katrina about everything.
She gives you an AMULET OF WATER-
BREATHING to aid in
your quest in Atlantis. Now leave Katrina’s
Retreat, and head back into the
Wilderness.
WILDERNESS
Click on the Hot Air Balloon to start flying, and fly back to
Silmaria. Land the Balloon near Silmaria, then click on Silmaria to
enter the town again.
SILMARIA
Check the time. If it’s evening, return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table and Ann will bring a meal for you. Now head
up to your room.
Lie down on the bed and Sleep Until Morning. You get a visit
from Elsa through the night (how on earth did she get into your room?).
She tells you that she thinks her sponsor, Minos, is behind all
the problems in Silmaria, and urges you to be careful, since you could
be Minos’s next target. Talk to her about everything - she wanted
you to know her suspicions, in case anything ‘happened‘ to her.
After she leaves, you go back to sleep. Next morning, leave
your room again.
Go downstairs and sit at the table so Gnome Ann can bring
your breakfast. When you’re ready, leave the Inn.
SILMARIA
Go along to the Adventurer’s Guild. Look at the Notice Board
and read all the new notices. Talk to Toro about everything.
Now leave the Adventurer’s Guild.
Walk along to the pier area and talk to Andre the fisherman
about everything.
Head up to the Apothecary in the Main Square. Talk to Julanar
about everything. Talk to Salim about everything. The LETHE
WATER you game them have really helped Erasmas and Shakra, and
both victims are now on the mend. Now leave the Apothecary.
Make your way to Science Island, using the gondola to get across
to the Island.
SCIENCE ISLAND
Enter the lab. Look around - there’s no scientist here. And
Gort is missing as well. How strange! Use the lift to get up
to the First Floor where Gort usually stands. There is an Access
Panel on the wall here - look at it to see it‘s the Access To Secret
Laboratory. Use the Access Panel and enter the secret code you
were given earlier. If you‘ve forgotten what the secret code is, you
can find it on the green monitor next to the pizza poster on the wall.
The wall will rise up to reveal… a Secret Lab!
One of the scientists is here, and he’s not all happy that you
found the Secret Lab. Talk to him about everything. You
discover that it’s the scientists that have been drugging Erasmus and
Shakra, because that believe that Silmaria should be ruled by science, not
magic.
Use your MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Head up through the portcullis next to Gnome Ann’s Inn. SAVE YOUR
GAME HERE, then head into the Wilderness.
WILDERNESS
If you remember what Famous Adventurer told you, Atlantis can
be found in the island of Skyros. Click on the Hot Air Balloon to
start flying.
Fly South West until you see an island with a lake in the centre.
Land your Balloon there.
SKYROS \ ATLANTIS
Click in the Pillar Icon to jump into the water. Now equip
yourself with the AMULET OF WATERBREATHING then SAVE
YOUR GAME HERE.
Swim left to the ornate door. This is the entrance to Atlantis.
Cast OPEN on the door to open it. You are ‘welcomed’
by two Tritons - quickly Cast CALM on them so they won‘t
attack you. Now swim into the tunnel.
You’ve now reached Atlantis. There are lots of Tritons here,
but don‘t fight them. Instead, Cast CALM, so they won‘t
attack you. Swim forward to another ornate gate, and Cast OPEN on
the gate. Swim through the doors into the next area.
The Queen is here, and she’s not very happy to see you! Cast CALM, and
then give FLOWERS to the Queen. Tell About The
Famous Adventurer, then Talk About Romance, then Tell About
Silvertongue, then Tell About Silvertongue’s Message. She has bitter-sweet memories
of him, and she’s now willing to listen to what you have to say. You
ask for peace between Silmaria and Atlantis. She agrees to this
request, and gives you a PEACE STATUE as proof. Her
Tritons escort you out of Atlantis. Swim back up to the surface.
Click on your Hot Air Balloon to start flying again, and fly North
East, back to Silmaria.
SILMARIA
Go through the portcullis. It’s probably quite late by now, so
enter Gnome Ann’s Inn.
GNOME ANN’S INN
As soon as you enter, Gnome Ann asks for your help - Say Yes
to agree to help her. Only now, you find out you’ve agreed to
be tonight’s entertainment… as a belly dancer! Don’t you look
adorable in the belly dancer’s costume! After the dance, talk to
Wolfie about everything. Now head on up to your room.
Lie down on the bed and Sleep Until Morning. When morning
arrives, leave your room.
Go back downstairs and sit at the table so that Gnome Ann can
bring your breakfast. After breakfast, leave the Inn.
SILMARIA
Make your way up to the Hall Of Kings and give PEACE STATUE to the
guards at the gate (don‘t worry, you get to keep it).
A trial is heard, involving the scientists from Science Island and
Gort, since it was them that drugged poor Erasmus and Shakra. We
finally find out that Dr Pretorius and Dr Mobius are one and the
same person - creepy! Gort is disqualified from the Rites Of
Rulership.
You are given a chance to rest, before the next Rite starts.
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7. RITE OF JUSTICE
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SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the final Rite - The Rite Of Justice. You must find the
person responsible for all the problems in Silmaria - the assassinations,
the poisonings, starting a war between Silmaria and Atlantis, everything -
and bring that person to justice.
After you are escorted from the Hall Of Kings, look at the
Notice Board and read all the new notices.
Make your way down to the Adventurer’s Guild. Look at the Notice
Board and read all the new notices.
Head along to the Famous Adventurer’s place and talk to him about everything.
Take note of what he says about the dragon pillar. Now leave
the Famous Adventurer.
Go to the Apothecary. Stock up on POISON CURE PILLS, STAMINA PILLS and HEALING
PILLS if you like. Also, buy some FIRE PROOFING
POTION - buy 10 if you can afford it.
Do what you like for the rest of the day. When evening comes,
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Gnome Ann will bring a meal for
you. Afterwards, head on up to your room.
Lie down on the bed, and Sleep Until Morning. Through the
night, Elsa will visit your room again. She tells you that she’s
going to try to find evidence against Minos. She wants you to know
this, in case anything happens to her. After she leaves, go back to
sleep. Next morning, leave your room.
Go downstairs and sit at the table so that Ann can bring your breakfast.
After breakfast, leave the Inn.
SILMARIA
Do whatever you like for the day.
At 5pm, then go to the Dead Parrot Inn. Climb up stairs on the
left, to the Private Seating area. Talk to Ferrari about everything.
Give him the PEACE STATUE as a trade for the DEED to
Gnome Ann’s Inn. Now leave the Dead Parrot Inn.
SAVE YOUR GAME HERE. Wait until 6pm, then head left towards Gnome
Ann’s Inn (don‘t use the MAGNETS). As you pass
the Adventurer’s Guild, you’ll come face to face with the Assassin.
It’s Bruno, from QFG1. It seems he’s been carrying a grudge
against you and Elsa, and now he wants you to pay. You have no choice
- blast him with FORCE BOLT until you defeat him.
He will attack you with his poisoned dagger though, so take POISON
CURE PILLS to cure yourself. Toro will come to help you.
Logos shares your suspicions that Minos is the one behind all the
troubles, and asks what he should do - choose Confront Minos With
Suspicions.
Now you know who the culprit is, Logos declares this Rite ended.
You are escorted from the Hall Of Kings.
Return to Gnome Ann’s Inn.
GNOME ANN’S INN
Give DEED to Gnome Ann. Sit down at the table,
and Ann will bring a meal out for you. Afterwards, go on up to your
room.
Lie down on the bed and Sleep Until Morning. You are woken
the next morning by the guard banging on your door, telling you
that you're summoned to the Hall Of Kings.
HALL OF KINGS
Logos wants to wrap up the Rites, and asks you who is behind all
of the crimes in Silmaria. Say The Assassin Confessed (it's a lie,
but Minos doesn't know that). Minos admits his true intent of becoming king
of Silmaria, as well as revealing he has a PROPHECY STONE.
Then he teleports himself away. Logos sends you to Minos's
island on the fastest boat. You must prevent Minos from destroying
the PROPHECY STONE.
MINOS'S ISLAND
SAVE YOUR GAME HERE. Place the OPEN spell and
the FORCE BOLT spell in your belt for quick access.
Don't bother with the goons here - just run past them, and run to
the gate. At the gate, Cast OPEN on the gate, then run
through to the courtyard.
In the courtyard, use FORCE BOLT to kill all the goons.
Now run right to the doors, and again, Cast OPEN.
You've made it into the Fortress. Cast CALM so
the Goons and Centaur Wizards don‘t attack you. SAVE YOUR GAME
HERE. Run right past the Goons and Wizards, and go to door at
top-left of the stairs, and Cast OPEN on the door to open
it. You find yourself in the Treasure Room.
Elsa is here, but she's locked in one of the alcoves. Minos
starts taunting you, then he calls his guards in. Now you have to be
quick here. Cast CALM, and SAVE YOUR GAME HERE.
Run to desk at front of the screen, and take the INTERESTING
TOOLKIT. Now run to Elsa at the back-right alcove, and give her
the INTERESTING TOOLKIT, so she can escape. Cast FORCE
BOLT to defeat both Goons and the Minotaur (Elsa will help you,
after she gets out of the alcove).
Minos jumps off the balcony to his death, breaking the
Prophecy Stone in the process. By doing this, he has succeeded in
waking the dragon, putting all of Silmaria in grave danger. Search
Minos's body and take everything. Search the Minotaur and take MINOTAUR
AXE.
Elsa points out one of the alcoves as being of special interest.
Cast TRIGGER on this alcove, then Cast OPEN on
the alcove. Take All to gets lots of FIREPROOFING POTIONS.
Now either Erana or Katrina will show up (depending on who you saved
from Hades), and summons you to the final battle.
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THE DRAGON FIRE PROPHECY
******************************************************************
Toro and Gort show up to help you in this final battle. Use FIREPROOFING
POTION on yourself, then SAVE YOUR GAME HERE. Now if
you remember what the Famous Adventurer said, you'll know that the dragon
cannot be harmed while the pillar is broken. So talk to Elsa, Toro,
and Gort, and ask them to Help Fix The Pillar. You'll also have to
help fix the pillar. Once the pillar is restored, the dragon is
bound to this cave and cannot leave. SAVE YOUR GAME HERE.
Give MINOTAUR AXE to Toro. Cast RESISTANCE and
Cast PROTECTION to protect yourself from the dragon’s fiery
breath.
Now for the actual battle itself - this is one TOUGH battle!
Make sure you give HEALING POTIONS to anyone that
needs it, including yourself. Despite what the Sybil told you in one
of the Rites, there's no need to sacrifice anyone, so don't do it.
Cast FROST BITE on the dragon, but avoid it's fiery
breath. Eventually, the dragon will break free from it's bindings in
the Temple, and fly to other side of the cave. Follow him and attack
again. Keep doing this until the dragon falls into a pool of lava.
After you defeat the dragon, you, along with the survivors of
the battle, return to Silmaria. Logos performs a Hero’s
Ceremony, declaring that, thanks to your actions, Silmaria is now safe.
Notice that Rakeesh, Erasmus, and Shakra are at the ceremony.
They've all been cured, thanks to you.
Logos asks if you'd like to be next King of Silmaria. I'll leave
the decision... up to you.
The End!
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