YEAR: 1998
GENRE: Adventure
WHERE TO GET IT: GOG
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SIERRA ORIGINAL
PALADIN
PART 1
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WELCOME TO SILMARIA
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ERASMUS’S HOUSE
You arrive in Silmaria, in Erasmas’s bizarre mystical house.
Listen to Erasmus explaining why you have been brought here - the
king of Silmaria was assassinated, thus, the Rites Of Rulership have
been initiated in order to determine a new king. Erasmus asks you if
you want to jump straight into danger, or if you want to explore
Silmaria first. Since you are not really equipped to deal with
danger yet, you should choose Silmaria.
Erasmus teleports you out of his house.
SILMARIA
Cross over the bridge, go left to the Arena, and enter the Arena.
Talk to Ferrari about everything. Talk to Abdul about
everything. You can’t do anything else here for the moment, so leave
the Arena.
Head left and enter the Hall Of Kings. Make your way forward,
until you see Logos and your old friend Rakeesh. Listen to what they
have to say. Ask Logos about everything, and then Agree To Enter
Rites Of Rulership. Now talk to Rakeesh about everything. When
you’re ready, leave the Hall Of Kings.
Go left to the Notice Board. Click on the Notice Board, click on
each of the Notices, and click on each announcement on the Notices
to get the details. There’s a lot of quests shown on these Notices.
When you’ve read a Notice, it will turn grey, but keep checking
back here, as quests are frequently updated. When you’re ready,
click on Done to leave the Notice Board.
Walk through doorway on the left to go down the stairs into
the Main Square. Now this section is kind of a big circle, so don’t
worry about missing anything.
That large white building next to the stairs is the Bank Of Silmaria.
Enter the bank and talk to the Banker about everything. You
discover that you need 1000 DRACHMAS in order to enter
the Rites Of Rulership… but you don’t have that much money yet, so just
leave the Bank for now.
Head right and cross over the bridge. Enter the Magic Shop.
Inside the Magic Shop, walk left, until Shakra appears. Shakra
is Rakeesh’s son, and he runs this Magic Shop. Talk to Shakra
about everything. Now talk to him again, and Purchase Something.
Buy the MYSTIC MAGNETS. 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.
Walk right, climb up the stairs, walk along the pathway, and
down the next set of stairs. Now below the stairs is Wolfie’s stall.
Talk to Wolfie about everything. Now talk to Wolfie again, and
Purchase Something. Buy the MAP. Buy AMPHORA -
5 will do for now. Buy BALLOON PAINTING.
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. Head left again, and go through the exit next
to Wolfie’s stall (don’t go up the stairs).
Start heading left, until you reach Gnome Ann’s Land Inn.
GNOME ANN’S INN
Enter the Inn - notice Rudolph and his flashing nose above the
door (hee hee). Talk to Gnome Ann about everything. Now sit
down at the table, and she’ll bring a meal out to you. She’s rather
long-winded!
After the meal climb up the stairs, and she’ll give you a KEY to
your room. Now again, climb up the stairs. Your room is the
door on the right, so Unlock The Door and enter the room.
Open the chest of drawers and take the spare SHEET.
Now notice that storage locker in the front of your room. You
can store items in this storage locker. Hopefully you’ve already
bought the MYSTIC MAGNETS from the Magic Shop - store one
(and keep the other one) of the MAGNETS in the storage
locker here. This means that 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, Go To Sleep, and Sleep Until
Morning.
The next morning, leave your room and go downstairs. Sit down
at the table - Gnome Ann will bring your breakfast out to you. Talk
to Ann about everything. When you’re ready, leave the Inn.
SILMARIA
Let’s do some more exploring. Head right, cross the bridge,
and enter the Adventurer’s Guild. Click on the logbook next to the
door - Examine Logbook, Read Logbook, and Sign Logbook. Now look
at the Notice Board, and study all the Notices, just like you did with
the other Notice Board at top of the stairs. Have a shot on the
treadmill to improve your strength. Now walk left a little bit, so
you see Toro. Toro is the Guild Master here in Silmaria. Talk
to Toro about everything. It seems Elsa has also entered the Rites Of
Rulership. When you’re ready, leave the Adventurer’s Guild.
Head right and go through the archway.
You’ve reached the Pier area. If Andre is here (on the boat), talk
to him about everything. Andre is a fisherman, and he often leaves
the pier early to go fishing, so if he’s not here, don’t worry about it.
Look at The Dead Parrot Inn. It only opens in the evening, so
you won’t be able to enter it at the moment.
Walk right a little bit, and talk to Pholus at the Weapons Stall,
and ask about everything. Now talk to him again and Purchase Something.
Buy THROWING SPEAR - just 1 will do for now.
Walk 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.
Head right, all the way along, until you see Rakeesh on the platform.
Talk to Rakeesh about everything. Take note of what he says
about the RING OF TRUTH. He gives you the KATTA
PIN you got back in Shapier. When conversation is over,
open your Inventory, select the KATTA PIN, and Equip (wear)
the KATTA PIN, so that all Katta will know that you are a
friend.
When conversation is over, go left to the Hall Of Kings. Talk to
the guards at the gate, and Tell About Rakeesh’s Words. Now enter
Hall Of Kings.
Logos and Rakeesh discuss the RING OF TRUTH with you -
Agree To Make The Ring. Logos will give you King
Justinian’s RING. King Justinian was King of Silmaria,
before he was recently assassinated. Make your way back down to the
Main Square. Head right, and go 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.
Go right, and go through the tall Portcullis gate.
SCIENCE ISLAND
Walk left, and continue left, until you see the Windmill contraption.
Walk right up to the contraption and pull the lever to set the windmill
in motion. Slightly to the right, is another (blue)
control mechanism. Look at it to see that it’s a brake device for
Science Island. Now interact with the lever, and Examine Lever, Pull
Lever, Push Lever, Use Force On Lever - OOPS! You broke it.
You need to find something to use in place of the lever. Open
your Inventory, and use a THROWING SPEAR in the blue contraption.
It fits perfectly! Okay, now pull the repaired lever to start the
gondolas running. Time it correctly, and when a gondola pulls up at
the edge of the platform, pull the brake lever again to stop it from
moving. Now climb into the gondola. Now when you’re in the
gondola, 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
:
ANATOMY: NAME PART OF THE SKELETAL STRUCTURE.
D. All of the above.
GEOLOGY: WHAT IS GNEISS?
3. A foliated metamorphic rock.
GEOMETRY: WHAT IS A POLYGON?
C. A closed plane figure bounded by straight lines.
ASTRONOMY: NAME A STAR
4. Sol.
CHEMISTRY: WHAT IS A SOLUTION?
A. The result when a substance is…
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 enter the Adventurer’s Guild again.
Use the treadmill for a while, resting for an hour when you have to.
Try to get your Strength up to at least 450.
When it’s roughly 5pm, leave the Adventurer’s Guild.
Continue right, and go through the arch to the pier. The Dead
Parrot Inn opens at 5pm, so enter it.
DEAD PARROT INN
Head up stairs on the left to a private table. Talk to Ugarte
about everything. Talk to Ferrari about everything. It seems
that Ferrari owns this Dead Parrot Inn. Go back down the stairs to
the main area of the pub.
There is a man - Arestes - dressed in red sitting at one of the tables.
Notice that he only has one arm. Talk to Arestes about everything.
Now walk right to the bar. Talk to Budar about everything.
Talk to Nawar about everything. Now this is where you can earn
a bit of money, as well as improving your throwing skills, so SAVE
YOUR GAME HERE. Talk to Nawar again and Play Wheel Of Fortune.
To begin with, you can only play the ‘Catch A Colour’ variant
of the game, which is to hit 3 of the same colour. SAVE your
game after each successful turn (you win money), and reload your game
when you don’t win. After a few successful wins, you can also play
the ‘3 In A Row’ variant, which is to get 3 of the same colour
lined up. Each time you win, the game will become harder, and
faster. When you’ve had enough of Wheel Of Fortune, climb up stairs
on the right to go to the upper-area of The Dead Parrot.
SAVE YOUR GAME HERE. When you see the ghost in this upper-area,
click on it for some extra points.
Now leave The Dead Parrot Inn.
SILMARIA
Now it’s getting pretty late, and there’s nothing much you can do
for tonight. Use your MYSTIC MAGNETS to teleport
yourself back to your bedroom at Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on your bed, and Sleep Until Morning.
Next morning, you awake much refreshed. Leave your room,
head downstairs, and sit at the table. Gnome Ann will bring
your breakfast for you. When you’re ready, leave the Inn.
SILMARIA
Walk right a little, and head up through the portcullis.
EXPLORING THE WILDERNESS
Equip (wear) your CHAINMAIL, MAGIC SHIELD,
and PALADIN SWORD. Now SAVE YOUR GAME HERE,
and head 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.
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.
Now use your MYSTIC MAGNETS to return to Gnome Ann’s
Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
SAVE YOUR GAME HERE. Walk right over the bridge, and enter
the Adventurer’s Guild.
Inside the Adventurer’s Guild, use the treadmill for a while,
Resting for an hour when necessary. You have to get your strength up
to 450 (you’ll see why soon enough).
Now, you should have a bit more money now, so you can buy some more
supplies.
Head up to the Main Square. Talk to Wolfie about everything.
Now click on Wolfie again and Purchase Something. Buy
some AMPHORAS from him - 20 should be enough. Now walk right
a bit more, to Sarra’s stall. Talk to Sarra about everything - she
comments on the KATTA PIN you’re wearing. Now
hopefully, you have Sarra’s lost BASKET - it’s on the
beach just south of Silmaria. Give her the BASKET, and she
rewards you with a BEAD NECKLACE.
Enter the bank. OH NO! The bank has been robbed! Talk
to Banker about everything. Now take the INTERESTING TOOLKIT from
the floor - this could be valuable evidence. Now leave the bank.
Go right, and enter the Magic Shop. Talk to Shakra about
everything. Now show INTERESTING TOOLKIT to Shakra.
He suggest you take the TOOLKIT to Erasmus.
Now leave the Magic Shop.
Head left across the bridge again. Climb up stairs next to the
bank. Walk right, all the way along, until you see the Spinning Hat
device. This teleports you to Erasmus’s Mystical House. Stand
inside the Teleporter, click on the Teleporter, and Kick It.
ERASMUS’S MYSTICAL HOUSE
You find yourself somewhere up in the clouds. Click on the
cloud face on the left. The cloud face will ask you 3 questions
before he will let you pass. Answer the questions like so:
WHAT IS YOUR NAME?
Tell the cloud your name.
WHAT IS YOUR QUEST?
To save Silmaria.
WHAT IS THE MEANING OF LIFE?
Ours is not to reason why. Ours is but to do and die.
You have answered the questions correctly, so the cloud face lets you
pass.
You walk through the cloud, and see a magnificent castle.
Walk along the red carpet, click on the door, and Knock On The Door.
The door opens, and you enter into the castle.
You find yourself floating in the room you first arrived in.
Float around until you find Erasmus. Talk to Erasmus about
everything. Show Erasmus the INTERESTING TOOLKIT, and he’ll
see if he can find anything out about it for you. Hmmm, he sees an
arm coming and going. What a strange clue. Now if you
remember, Arestes from the Dead Parrot Inn had one arm missing. I
wonder if he has anything to do with the bank robbery. Talk to Erasmus
again and ask about everything again. There’s nothing more you can
do here at the moment, so leave Erasmus’s castle.
Walk down the red carpet, and into the Teleport Device to return
to Silmaria.
SILMARIA
Check the time, and when it’s after 5pm, make your way down to
the Dead Parrot Inn.
DEAD PARROT INN
Notice that Arestes, the one-armed man, is leaving the Inn. Follow
him.
SILMARIA
Follow Arestes left through the arch, and watch as he enters
a hidden doorway under the bridge next to the Adventurer’s Guild.
Approach the door, SAVE YOUR GAME HERE, and look at the
hidden door. Now Cast the MAGIC WARD spell on the
door, then Force The Secret Door, then Bash The Door (if you’re not strong
enough, you won’t be able to open the door - you can build strength by
using the treadmill in the Adventurer’s Guild). You walkthrough the
door, into the Thieves Guild.
Arestes is here in the Thieves Guild, and he’s not pleased to see you.
Talk to him about everything. You convince him to turn himself in
for the bank robbery, and the guards place him under arrest.
Next morning, you are automatically sent to the bank.
The Banker is delighted that the thief was caught and all the
money is returned. Talk to Banker about everything. When
conversation is over, leave the bank.
Go down to the jail, which is the building next to Gnome Ann’s
Inn. See Arestes in the cell. Talk to Arestes about
everything, and learn the story of how he lost his arm. Poor
Arestes.
Head back up to the Main Square. Go along to Marrak’s fruit
stall, and talk to Marrak about everything. Now click on Marrak
again and Buy Things. Buy 2 each of GYRO, ARTICHOKE
PIZZA, PEPPERONI PIZZA, and SOKOLATAK.
Go right slightly, and enter the Apothecary. Talk to Julanar
about everything. Make sure you Tell About Arestes - she‘ll want to
help him by healing his arm. Talk to Salim about everything.
Now leave the Apothecary.
Go back down to the jail, and talk to Arestes about everything. He’s grateful
to Julanar for healing him, and he is eager to pay off his debt to
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. Walk
right a little bit, and talk to Dr Pretorious about everything. Give
him the ARTICHOKE & ANCHOVY PIZZA.
You can’t do anything else here for the moment, so use MYSTIC MAGNETS to
teleport back to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Go up through the archway next to Gnome Ann’s Inn. Make
sure you’re equipped with your MAGIC SHIELD, CHAINMAIL,
and PALADIN SWORD, and SAVE YOUR GAME HERE.
EXPLORING THE WILDERNESS
Make your way up to top of the map, and look for Pegasus Peaks.
It’s marked by Pegasus head.
PEGASUS PEAKS
This is Pegasus’s home, and you can see her flying around here.
There’s a few things you need from this area.
Walk to the far-right of this area, so you can see the
Hippocrene stream. Take a drink from the Hipoocrene stream - it
tastes incredible! Fill all your AMPHORAS with
Hippocrene water.
Go over to the see-saw contraption, and stand on the right edge
of it. Throw ROCK at the boulder on the ledge high
up, and you’ll be catapulted up to the high ledge on the right.
Follow path up & round, until you reach the overhanging branch.
Click on the branch to swing across the gap, Tarzan-style, onto the
opposite path. Follow the path up to the top. Take the PEGASUS
FEATHERS. Actually take a few PEGASUS FEATHERS -
it will save you coming back later.
Check the time. If it’s after 5pm, use your MYSTIC MAGNETS to return
to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave you room and sit down at the table so that Gnome Ann
will bring a meal for you. When you’re ready, leave the Inn.
SILMARIA
Make your way to Science Island, using the Gondola to get across
to the island.
SCIENCE ISLAND
Enter into the lab and SAVE YOUR GAME HERE. Look at
the poster on the wall to see what pizza it’s advertising. Since
it’s after 6pm, it should be Jalapeno & Pepperoni. In your
Inventory, select the PEPPERONI PIZZA. Now drag the JALAPENOS onto
the pizza to create JALAPENO & PEPPERONI PIZZA. Walk
right a little bit, and talk to Dr Mobius about everything. Now
give JALAPENO & PEPPERONI PIZZA to Dr Mobius.
You’ve now given both scientist their favourite pizza, so you have
free reign of the lab now. Have a look around if you want.
When you’re ready, use MYSTIC MAGNETS to teleport back
to Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, sit down at the table, and enjoy
your breakfast. When you’re ready, leave the Inn.
SILMARIA
Head right to the Adventurer’s Guild, and have a shot on the treadmill
to improve your strength. Check the Notice Board for any
new notices. Talk to Toro about everything. Elsa is also here,
so talk to Elsa about everything. Now leave the Adventurer’s Guild.
Make your way to the pier, and then right to the
Famous Adventurer’s house. Enter the house and give some HIPPOCRANE WATER to
Famous Adventurer, then talk to him about everything. Leave his house,
and immediately return. Talk to Famous Adventurer again. He
has drunk some of the HIPPOCRANE WATER, and he seems much more
alive now. He gives you a MAGICAL HELM 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 MAGICAL HELM he
gave you - it will protect your head from attacks.
Make your way to the Main Square.
Enter the Apothecary and talk to Julanar about everything. Talk
to Salim about everything. Sell some PEGASUS FEATHERS to
Salim (but keep most of them for yourself). Click on Salim again and
Buy Something From Salim. Buy some STAMINA PILLS from
him - 25 should be enough for now. When you’re ready, leave the
Apothecary. Do what you like for the rest of the day. When evening
approaches, use your MYSTIC MAGNETS to teleport to Gnome Ann’s
Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, go downstairs, and sit at the
table so that Gnome Ann can bring your breakfast. When you’re
ready, leave the Inn.
SILMARIA
Head along to the Adventurer’s Guild. 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.
You should have a decent amount of money at this point. Make
your way to Silmaria Bank in the Main Square. SAVE YOUR GAME HERE. Talk
to the Banker about everything. Now click on the Banker again, and
Make A Transaction, then Deposit 1000 DRACHMAS into
your back account. Finally, Enter The King’s Rite.
The Rites Of Rulership finally has enough contestants. Again, talk
to the Banker about everything. When you’re ready, leave the bank.
Make your way up to the Hall Of Kings, and enter it.
Logos announces The Rites Of Rulership has now begun, and each of
the 5 contenders - You, Magnum Opus, Elsa Von Spielburg, Gort
(Dr Mobius’s creation), and Kokeeno Pookameeso introduce
themselves. The first Rite is the Rite Of Freedom.
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1. RITE OF FREEDOM
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SILMARIA
Five villages have been over-run by mercenaries, and each of
those villages must be freed. By process of elimination, you are
assigned to free the village of Naxos. You must also bring back the SIGIL of the
village, to prove that the mercenaries are gone. Although you have
been assigned the village of Naxos, you get extra points if you free the
other villages as well. After the opening ceremony, you are escorted
out of the Hall Of Kings.
As eager as you are to get started on your mission, don’t rush into
it yet. It’s best to start this mission early-morning, so you have a
full day to complete it.
For now, go right, all the way along, until you see Rakeesh. Talk
to Rakeesh about everything.
Walk left to the Notice Board, and look at the Notice Board for
new notices. Now head down the stairs, into the Main Square.
Talk to Sarra the Katta about everything. Talk to Wolfie
about everything. Go into the Magic Shop and talk to Shakra about
everything. Talk to Marrak at his Fruit Stall about everything.
Go into the Apothecary. Click on Salim and Buy Something
From Salim. Now buy 15 each of STAMINA PILLS, POISON
CURE PILLS, and HEALING PILLS. Now leave the
Apothecary.
Explore Silmaria until evening. When it’s 5pm, go along to the
Dead Parrot Inn. Go up stairs on the left, to the private seating
area. Talk to Ugarte about everything. Talk to Ferrari about
everything. Now leave the Dead Parrot Inn.
Use your MYSTIC MAGNETS to teleport yourself to Gnome
Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, climb downstairs, and sit at the
table for your breakfast. When you’re ready, leave the Inn.
Head along to the pier, and talk to Andre about everything.
Make your way to the portcullis next to Gnome Ann’s Inn, and
head up through it. Make sure you’re equipped with your MAGIC
HELM, MAGIC SHIELD, CHAINMAIL, and PALADIN
SWORD. 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 go 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 head back out into the Wilderness.
EXPLORING THE WILDERNESS
Go to the Dragon Pillar to the left of Silmaria. Kill any enemies
you see here and search their bodies for any goodies. There is
someone lying face down in the ground - oh no! It’s Kokeeno!
Someone’s killed him in cold blood! R.I.P. Kokeeno. Also
look at the broken Dragon Pillar. This can’t be good!
Return to Silmaria now.
SILMARIA
The guard door is right next to the portcullis, so Knock At The
Door to tell the guard about Kokeeno.
Now I know you’re excited about completing your first mission, but it’s
very late now, you’re tired, you’re hungry, and you’re
extremely overloaded. Head left, and go back to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Ann will bring a meal out for you.
After the meal, go up to your room.
Lie down in the bed and Sleep Until Morning.
Next morning, leave your room and go back downstairs. Sit at
the table so Gnome Ann can bring your breakfast. After breakfast,
leave the Inn.
SILMARIA
You’re still very overloaded from all the goodies you acquired
in yesterday’s mission. Okay, let’s deal with that.
Head right, and make your way to Pholus’s Weapons Stall. Talk
to Pholus about everything. Click on Pholus again and Sell
Something to him. Now Sell him any excess SHIELDS, CHAINMAIL
ARMOUR, and ARROWS.
Make your way to the Apothecary, and enter it. Talk to Julanar
and Tell About Andre. Talk to Salim and Buy Something From Salim.
You’ve got plenty of money, so buy 20 each of STAMINA PILLS, POISON
CURE PILLS and HEALING PILLS. Now leave
the Apothecary.
Go 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!
Head down to the pier, and talk to Andre the fisherman.
He’s extremely grateful that you spoke to Julanar on his behalf, so
that now he can become a healer. Talk to him about everything.
Climb up stairs next to the bank. Check the Notice Board and read the
new notices. SAVE YOUR GAME HERE.
Go to the Hall Of Kings. Give one of the SIGILS (it
doesn’t matter which one) to the guards at the gate.
Logos declares the Rite Of Freedom ended, with you, Hero, as
the winner. It is with great sorrow that Logos also announced the
news of Kokeeno’s murder.
You are given a chance to rest, before the next Rite starts.
******************************************************************
2. RITE OF CONQUEST
******************************************************************
SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Conquest. This mission
requires you to seek out the ruthless Warlord, General Claudius, who has a
fortress hidden on one of the islands surrounding Marete, and make sure
he is no longer a threat to Silmaria. You’ll need to bring back
his SHIELD as proof.
After you are escorted from the Hall Of Kings, head all the way
right, until you see Rakeesh. Talk to Rakeesh about everything.
Just as before, don’t rush into it. Prepare yourself first.
Go left to the Notice Board, look at the Notice Board, and read all
the new notices. Now head down the stairs into the Main Square.
Continue down to Pholus’s Weapons Stall and talk to Pholus
about everything.
Walk along to the Adventurer’s Guild and enter it. Look on
the Notice Board and read the new notice. Talk to Toro about
everything. Talk to Elsa about everything. Now leave the
Adventurer’s Guild.
After 5pm, go to the Dead Parrot Inn.
DEAD PARROT INN
Go up stairs on the left, to the private seating area. Talk to
Ugarte about everything. Ugarte mentions wanting payment
for information, but DON’T pay him anything yet. Now leave the
Dead Parrot Inn.
SILMARIA
SAVE YOUR GAME HERE. Make your way left, back towards
Gnome Ann’s Inn. As you cross the bridge next to the Adventurer’s
Guild, Ugarte sneaks out from the shadows and talks to you (he was in the Dead
Parrot Inn a moment ago - how did he get here before you?). Talk to him
about everything. He tells you that the Assassin is following him,
and he doesn’t feel safe. Just as you Say Goodbye to Ugarte, the
Assassin teleports in, throws a poisoned dagger at Ugarte, then teleports
out again. Poor Ugarte is in terrible pain! QUICKLY give
a POISON CURE PILL to Ugarte. A guardsman comes to
help, and says that his men are searching for the Assassin. You are
summoned to the Hall Of Kings, where Logos tells you that Ugarte is
unconscious, but he will live, thanks to your quick
actions. However, they can’t identify the poison that the Assassin
used. Talk to Logos about everything. When conversation is
over, you will be escorted from the Hall Of Kings.
Head right and talk to Rakeesh about everything.
When conversation is over, return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table and Ann will bring a meal for you. Now
climb the stairs up to your room.
Lie down in the bed and Sleep Until Morning. When morning
comes, leave your room again.
Sit down at the table so that Ann can bring your breakfast.
Now leave the Inn.
SILMARIA
Make your way to the Apothecary in the Main Square. Talk to Salim about
everything. Talk to Julanar about everything. Now leave
the Apothecary.
Head down to the pier, and talk to Andre the fisherman
about everything. SAVE YOUR GAME HERE. Now talk to
Andre again and Rent Boat. Andre tells you that the fortress is
rumoured to be near the island of Sifnos. Guide the boat to the
south-west area of the map. Andre will tell you when you are near -
he’ll wait until it’s dark, then drop you off, and then he’ll leave.
ISLAND OF SIFNOS
SAVE YOUR GAME HERE. There are 5 mercenaries guarding
the area. Cast PEACE so they don’t attack you, then
climb up stairs into the fortress.
Inside the fortress, Cast PEACE again, so the
mercenaries in here won’t attack you. Look at the pile of SPEARS on
the cart, and take several SPEARS. Now run forward to
the next section. You’ll have to attack some of the mercenaries
here, or the centaur Wizard won’t appear. But don’t worry, they’re
no match for your PALADIN SWORD. You’ll soon hear the
centaur Wizard teleporting 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. Defeat him with your PALADIN SWORD -
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, go downstairs, and sit at
the table so that Gnome Ann can bring your breakfast. Now leave the Inn.
SILMARIA
You’re really overloaded again. Make your way along to
Pholus’s Weapons Stall, and sell him any excess SHIELDS and SWORDS you picked
up from General Claudius’s island.
Head up to the Apothecary in the Main Square, and stock up on HEALING
PILLS, STAMINA PILLS, and POISON CURE PILLS -
15 of each should be enough. Leave the Apothecary.
Make your way up to the Hall Of Kings and give GENERAL’S SHIELD to
the guards at the gate.
Logos declares the Rite Of Conquest ended, with you, Hero, as
the winner. Logos also announces that Magnum Opus was found
dead next to another broken Dragon Pillar. Another tragic death.
Magnum may have been arrogant and conceited, but he didn’t
deserve to be murdered.
You are given a chance to rest, before the next Rite starts.
******************************************************************
3. RITE OF VALOUR
******************************************************************
SILMARIA
After some rest, you return to the Hall Of Kings. Logos
announces the next Rite - The Rite Of Valour. In this mission, you
must defeat the Hydra beast on Hydra Island, and return to Silmaria with
the HYDRA TEETH.
After you are escorted from the Hall Of Kings, you find
yourself discussing the situation with Rakeesh. Talk to him about
everything. Unfortunately, the Assassin strikes again - this time at
Rakeesh. Give POISON CURE PILL to Rakeesh. The
guards come to help. You return to the Hall Of Kings, and an angry
Logos urges you to find the Assassin. First, however, you still have
to deal with the Hydra beast.
After you are escorted from the Hall Of Kings, walk left a little bit
to the Notice Board. Look at the Notice Board and read all the
new notices. Now head down stairs to the Main Square.
Go to Wolfie’s stall, talk to Wolfie, and Purchase Something.
Buy some AMPHORAS from him - 20 should be enough.
Go to the Magic Shop and talk to Shakra about everything.
When conversation is over, leave the Magic Shop.
Go to the Apothecary. Talk to Julanar about everything. Talk
to Salim about everything. Thanks to your quick thinking, Rakeesh
will survive. However, he is in a deep coma, and Salim & Julanar
can‘t find a cure for him. Now leave the Apothecary.
Make your way down to the Adventurer’s Guild, and enter it. Look
at the Notice Board and read the new notices. Read the Log
Book again, until you see the entry about Icarus and Deadalus. Talk
to Toro about everything. When you’re ready, leave the Adventurer’s
Guild.
Go down to the pier area. Go to Pholus’s Weapons Stall and talk
to Pholus about everything.
Head right to the Famous Adventurer, and enter his library. Talk
to Famous Adventurer about everything. He tells you a poem about
the Ocean Queen - remember this poem for later. When you’re
ready, leave the Famous Adventurer.
GNOME ANN’S INN
Return to Gnome Ann’s Inn, and talk to Ann about everything. Hmmm,
it seems she owes money to Ferrari, and she can‘t afford to pay him back.
Oh dear! Leave the Inn for now.
DEAD PARROT INN
Check the time, and when it’s 5pm, walk along to the Dead
Parrot Inn. Enter the Inn, and go up stairs to the left, to the
private seating area. Talk to Ferrari about everything - he agrees
to trade you the DEED for Gnome Ann’s Inn, for something of
equal value. You don’t have anything like that at the moment, so
leave the Inn for now.
GNOME ANN’S INN
Return to Gnome Ann’s Inn. Talk to Ann and tell her what
Ferrari said. There’s nothing much else you can do this evening, so
head up to your room.
Lie down on the bed and Sleep Until Morning. When morning
comes, leave your room.
Sit down at the table, so that Ann can bring your breakfast.
When you’re ready, leave the Inn.
SILMARIA
Now you need to travel to Hydra Island. The boats don’t go that
far out, so you need to find another way.
I’ll save you some time, and tell you now that you’re going to
need some PEGASUS FEATHERS. If you don’t have any left,
return to Pegasus Peaks at top of the map to get some.
Head right, and make your way over to Science Island, using
the Gondola to get across to the Island.
SCIENCE ISLAND
Enter the Lab, and SAVE YOUR GAME HERE. Talk to
whichever scientist is there about everything. Now look behind the
scientist - notice the wing-frame on the wall? You can soon
transform the frame into functioning wings. Use BEESWAX on
the wing-frame to make it sticky, then attach PEGUSES FEATHERS.
Now pick up the newly restored WINGS. You
automatically take the WINGS outside, and fly like
Icarus. This is your way to Hydra Island.
Well… you fly like Icarus, but you also crash like Icarus.
HYDRA ISLAND
Luckily, you landed in Hydra Island. Click on the Hydra icon to go
to the Hydra beast, and SAVE YOUR GAME HERE.
As soon as you arrive in the Hydra beast area, look at that eerie
green GOO on the tree. Use an empty AMPHORA to
collect some of the GOO. Make sure you do this before dealing
with the Hydra beast.
Make sure you are Equipped with MAGIC HELM, PALADIN
SWORD, and MAGIC SHIELD.
Now go along the upper-path and start attacking the Hydra
head nearest you with your PALADIN SWORD. In a few
seconds, Elsa will show up, offering to help. Say YES to
Elsa’s help. Talk to her about everything. When you Tell About
Defeating The Hydra, she’ll agree to you chopping the Hydra’s heads, while
she uses her torch to prevent the heads growing back.
Deal with each head one at a time. Deal with the left & right
heads first by running along the upper paths and attacking each head.
Elsa will burn the head afterwards. Then deal with the middle
head by standing in front of it in the lower path. 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. Examine the chest on the left
to see that it is booby-trapped. Cast MAGIC WARD to
protect yourself from the chest’s trap, then Force Open Chest. WOW!
That was some blast! Take all the goodies from the chest,
including ROPE and MAGIC CHAINMAIL. Heal
yourself as necessary.
Use your MYSTIC MAGNETS to teleport back to Gnome Ann’s
Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Make your way to the Apothecary in the Main Square. Salim
& Julanar tell you that Erasmus has also been drugged now.
Things are really getting worse around here! Give your HYDRA
SCALES to Salim. Talk to Julanar about everything.
When you say Goodbye to her, she gives you some MAGIC SEEDS.
Talk to Sailm about everything. Buy some FIREPROOFING
POTION from Salim - 15 should be enough.
Use MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Walk up through portcullis next to Gnome Ann’s Inn. Make
sure you’re equipped with MAGIC HELM and MAGIC
SHIELD. Now SAVE YOUR GAME HERE, then go out into
the Wilderness.
WILDERNESS
Now you have some FIREPROOFING POTION from Salim,
you should travel up to the Dragon Blood Pool to carry out the next
step for creating RING OF TRUTH. This pool can be found
at a Dragon Pillar quite high up on the map of Marete. Head for the
Dragon Pillar at North-East of the Map.
DRAGON BLOOD POOL
SAVE YOUR GAME HERE. Use FIREPROOFING POTION on
yourself. Look at the lava pool on the right, and dip the KING’S
RING into the lava pool. You’re now one step closer to creating
a RING OF TRUTH.
Use MYSTIC MAGNETS to return 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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