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Quest for Glory 4: Shadows of Darkness walkthrough

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An FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
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Table of Contents

1. Introduction
2. The Story So Far
3. Getting Started
   3A. The Classes
   3B. Importing a Hero
   3C. Character Statistics
   3D. Magic Spells and Paladin Abilities
   3E. Surviving in this Crazy World
4. The Valley of Mordavia
   4A. Map and Points of Interest
   4B. Characters
   4C. Monsters
   4D. Items
5. Fighter Walkthrough
6. Wizard Walkthrough
7. Thief Walkthrough
8. Paladin Walkthrough
9. The Whole Story and Epilogue
10. Miscellany
   10A. FAQ
   10B. Point List
   10C. Frequently Missed Points
   10D. Ways to Die
   10E. Conversation Trees
11. Standard Guide Stuff
   11A. Legal
   11B. E-mail Guidelines
   11C. Credits
   11D. Version Updates
   11E. The Final Word

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1. INTRODUCTION
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Okay, I'll admit it.  I love Quest for Glory.  I'm absolutely crazy about the 
series.  The greatest thing about the series is the well-done connection 
between RPG and the classic Sierra graphic adventure.  Unlike most other of 
Sierra's adventures, the Quest for Glory series has more non-linear elements.  
The combat, the spells, the loot, and the silly puns and jokes all make for a 
great adventure.

This is the fourth game in the five game series.  You have been snatched up by 
some weird teleportation spell.  You must find a way to survive in the land 
of Mordavia, and maybe try to help out at the same time.

Although not my favorite, I still like this game, especially the whole scary 
Gothic theme to it, not to mention the Vampire theme.  There are some nasty 
bugs in it, though.

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2. THE STORY SO FAR
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In the beginning of his adventure, our hero (you) left his hometown to make a 
name for himself as a true hero.  He went to Spielburg, a valley that had 
been cursed for many years.  The Baron tried to drive away the Ogress, Baba 
Yaga, but she cursed him instead, and he lost his son and daughter.  The 
realm was overrun with brigands and monsters, and the Baron locked himself 
away in his castle.  

Although a dangerous land, the Hero made many friends.  He made acquaintances 
of the Katta innkeepers, Shameen and Shema, and their merchant friend, 
Abdulla Doo.  He also met such people as Zara, the owner of the Magic Shop, 
the Wizard Erasmus and his rat-like familiar Fenrus, not to mention the Dryad 
who protected the woods, and the particularly nasty seller of information, 
Bruno.  He also went to many interesting places, including cliffs with 
strange plant-life, to the majestic Flying Falls, to the meadow known as 
Erana's Peace.  He first learned of the great Archmage Erana there, and, even 
though he was told the meadow was her final resting place, he found no 
evidence to prove that.

But being a hero's more than making friends and influencing people, the Hero 
set to work.  He explored a cave and found a Kobold Magic User.  Taking the 
Kobold's key, he freed an enchanted bear, who turned out to be the Baron of 
Spielburg's lost son, Barnard.  This was the first stepping stone.  By spying 
on Bruno and another brigand's plot to overthrow their leader, the Hero found 
a way into the fortress of the brigands.  Passing by a great Minotaur, Toro, 
the Hero invaded the fortress, snuck his way to the leader's room, and 
dispelled the enchantment on her.  The leader was, in reality, the Baron's 
daughter, Elsa.  After leaving the fortress, the Hero made a final visit to 
the Ogress, Baba Yaga.  Using a Magic Mirror against her, he reflected back 
her own evil magic and forced her to flee the land.

After freeing Spielburg from the curse, our Hero traveled to the desert realm 
of Shapeir, with the Kattas and Abdulla Doo.  The Emir of Raseir had 
disappeared a year ago, and a portent of evil hung over the entire realm.  
The Hero met many new friends here, as well, including the Liontaur Paladin, 
Rakeesh, the warrior woman, Uhura, and the Enchantress Aziza.  Performing as 
only a Hero can, he saved the city from the ravages of the Elementals, and 
freed the spirit of the tree healer, Julanar.

After saving the city of Shapeir, he traveled to Raseir, where he made the 
acquaintances of Senor Ferrari and Ugarte, who ran the illegal activities in 
town.  He eventually was captured and hypnotized by the evil Wizard, Ad Avis, 
and taken to the Forbidden City, to obtain the Statue of Iblis, which Ad Avis 
intended to use to take over the world.  After escaping the tomb with the 
help of a Djinni, the Hero assaulted the Palace and knocked Ad Avis off the 
balcony of the Ritual Chamber.  For his actions, the Hero was adopted by the 
Sultan Harun al-Rashid, and became the Prince of Shapeir.

A few months after his victory in Raseir, Rakeesh's wife, Kreesha, called him 
back to his homeland of Tarna.  There was talk off war between two native 
tribes.  Rakeesh brought the Prince of Shapeir and Uhura to Tarna.  The Hero 
found more friends in Tarna, including Salim the Apothecary, Yesufu the 
Simbani Warrior, and Johari the Leopardwoman.  The Hero brought peace between 
the two tribes by returning their sacred artifacts, and traveled to the Lost 
City of Eastern Fricana to put an end to the Demons that caused the war.  
After defeating them, the Hero was summoned away by dark magic.  What will 
become of him now?  The only way to find out is to play this here game.

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3. GETTING STARTED
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=================
3A. The Classes =
=================

Once you start a new game, you'll have the choice of picking one of the 
game's three classes.  Any class can easily complete the game, of 
course, but some have harder times at survival than others.

---

The Fighter

You are renowned for your aptitude of survival when faced with many a foe.  
You have knowledge of many forms of combat, both close and ranged, but the 
place you are truly in concert is with your sword and shield.  There, you are 
a work of art to behold.

The Fighter is the most straight-forward class.  He speaks mostly through his 
blade, and his diplomacy is through his muscles.  Choose the Fighter if you 
have a thrist for the blood of the enemy.

Starting Stats:

Strength: 250
Intelligence: 200
Agility: 225
Vitality: 225
Luck: 200
Communication: 200
Weapon Use: 250
Parry: 250
Dodge: 200
Throwing: 200
Honor: 200

You start the quest with Platemail Armor, and a Money Pouch with two Crowns.

---

The Wizard

Your flair for the arcane is most promising.  Although you have yet to 
compare yourself to great masters of magic such as Erasmus, Kreesha, or Erana, 
the way you intelligently spin your weave of sorcery leaves many impressed 
with your skills.  You have proven yourself a force to be reckoned with with 
the creation of your Wizard's Staff.  Unfortunately, you were forced to 
sacrifice it in order to save Tarna.  Maybe the opportunity for a new Staff 
will arise.

Choose the Wizard in order to master the skills of the great ones.  The 
Wizard often uses his magic to solve problems and open new opportunities.

Starting Stats:

Strength: 200
Intelligence: 250
Agility: 200
Vitality: 200
Luck: 200
Communication: 225
Weapon Use: 200
Dodge: 200
Magic: 250
Honor: 200

Spell Skills:

Open: 200
Detect Magic: 200
Trigger: 200
Dazzle: 200
Zap: 250
Calm: 200
Flame Dart: 250
Fetch: 200
Force Bolt: 150
Levitate: 200
Reversal: 150
Juggling Lights: 150
Lightning Ball: 150

You start the quest with Leather Armor, and a Money Pouch with two Crowns.

---

The Thief

Your associates both fear and respect you.  Your name is whispered in the 
underground as tales of your exploits are more and more exaggerated.  You 
have not only the power to remain undetected, but in the off chance that you 
are, you also have the amazing ability to escape the fuzz with your skin 
intact.

The Thief is a man of accomplishing tasks in an indirect fashion.  Mordavia's 
not a big thief-friendly town, but there's always a job or two open to you.

Starting Stats:

Strength: 200
Intelligence: 200
Agility: 250
Vitality: 200
Luck: 200
Communication: 200
Weapon Use: 200
Dodge: 225
Stealth: 200
Lockpicking: 200
Throwing: 200
Climbing: 200
Acrobatics: 150
Honor: 150

You start the quest with Leather Armor, and a Money Pouch with two Crowns.

---

Once you select your class, you'll have the opportunity to name him, and 
adjust his base statistics.  You have a pool of 100 points, which you can 
distribute to your skills in any amount you wish.

If you want to add points to a skill that your class doesn't normally have, 
you can do so, but you'll have to spend all hundred points for that one 
skill.  In this manner, you can give yourself a skill you could not normally 
have.

Speaking of creating hybrids, I personally don't like it, for every class can 
reach 500 Puzzle Points, and if you want to do particular acts, just use that 
class.  Of course, if you like being able to cast spells while sneaking 
around in houses you've broken into, go right ahead.

If you give a Fighter or Thief Magic, you'll start with Detect, Flame Dart, 
and Force Bolt, all at a skill of 100, and Zap with a skill of 150.

======================
3B. Importing a Hero =
======================

Another one of Quest for Glory's charms is the ability to carry your hero 
over from previous adventures.  Click on Import Character when you start the 
game and you'll be allowed to pull a character from a disk from any of the 
three previous Quest for Glory games.

You'll be installed in the new quest much the same as you left yourself from 
Tarna.  All your stats will be the same as you left them, unless they are 
below the entry level of skill for your class, in which case they will be 
increased to that entry level.  This includes Spell Skills.  Happily, you'll 
still be given the 100 point pool to use as you like.

If you're missing spells when you import, you'll be given all of them.

Of course, there's no inventory to import here, since you "lose" all your 
stuff travelling to Mordavia.

When you import, you'll also have the option of changing your class 
before you start.  If you change your class, you'll have all the 
starting stuff of the new class, and all the skills of the old class, 
and you'll have 100 points for every skill you didn't have of the new 
class.  It's a big mess.

---

The Paladin

This class is not accessible for creating a character.  You must have earned 
it during Quest for Glory 2 or 3, (check my respective guides for how to earn 
the right), and imported your Paladin.

As the most honorable Paladin, you'll be much like a Fighter, but you'll also 
have some special abilities.  These will be described in the Spells section.

Also, in this game, there are certain tasks that ONLY the Paladin can 
perform, so it's worth your time to explore this "hidden" character.

==========================
3C. Character Statistics =
==========================

On your Character Screen, you can observe how your stats change.  Here are 
all the stats and how to increase them.  Every stat maxes out at 400.

---

Attributes (Basic Stuff) -

Strength: Your physical prowess, Strength determines how hard you can hit, 
 how well you can muscle your way through things, and how much you can carry.  
 Strength is the most useful for the Fighter, since he spends most of his time 
 using his muscles.  Strength also determines how many Health Points you have.  

- You can increase Strength through physical exercise and through combat 
 (particularly by striking).

Intelligence: Your mental prowess.  Intelligence is most useful for Wizards.  
 Not only does it determine how effective spells are, but also factors 
 directly to Mana Points.

- You can increase Intelligence by casting spells, learning things, solving 
 puzzles, or making good moves in combat (i.e. successfully dodging an attack 
 and counterstriking).

Agility: This is a measure of how well you can move.  A good Agility means you 
 can duck, dodge, and hide better.  Thieves need top-notch Agility to perform 
 their myriad skills.  Agility also factors towards Stamina Points.

- You can increase Agility by performing some of the Thief skills (Climbing, 
 Lockpicking, Stealth), or through combat (particularly Dodging).

Vitality: Although most useful for Fighters, Vitality is good for everyone to 
 have.  This measures your ability to take damage well.  Vitality factors 
 directly to your Health Points and Stamina Points as well.

- You can increase Vitality through most any physical action, particularly by 
 taking damage in combat.

Luck: A very mysterious skill, Luck factors into a lot of things, and is most 
 useful to the Thief.  I'd imagine Luck is drawn against when performing a 
 skill that has a chance of failing, as well as random stuff like monster 
 encounters.

- Increasing Luck is not very well understood.  In this game, Luck seems to go 
 up with most any action you perform.  It's pretty slow in this game, though.

Communication: This is a skill which started in Quest for Glory II.  This is 
 your ability to speak well, but for some reason, there's no point in the game 
 that you are required to utilize it.

- Increase Communication by talking with people.

---

Skills (Specific Stuff) -

Weapon Use: Everyone has this skill, since everyone has a weapon.  This is 
 the skill of sticking your pointy object into the other guy.  A high Weapon 
 Use factors towards damage caused and successful strikes.

- Increase Weapon Use by attacking in combat.

Parry: Only Fighters have a true need for this skill, since stopping enemy 
 attacks is much easier with a sword or shield than it is with a dagger.  A 
 higher Parry skill indicates a better chance at taking less damage while 
 parrying a weapon.

- Increase Parry by blocking or parrying in combat (more so if you're 
 successful).

Dodge: Everyone has Dodge.  One can't take hits forever, and a good Dodge 
 skill ensures that you'll be able to avoid blows more successfully.

- Increase Dodge by dodging in combat (more so if you're successful).

Stealth: An essential Thief Skill.  No people want their houses robbed by 
 someone who bangs around like a drunk Moose.  Having Stealth activates the 
 "Sneak" ability, which makes you much less noticable to baddies or the 
 occasional law officer.

- Increase Stealth by having Sneak active.  Just Sneak everywhere and you'll 
 max it out eventually, but it's quite slow in the game.

Lockpicking (aka Pick Locks, I hate grammatical errors): To get into realms of 
 fabulous cash and prizes, you'll need to open door number 1, and your 
 Thief's Toolkit helps, but you need the skill to use it.

- Increase Lockpicking by doing so.  One place you can do this (without 
 actually picking any locks, mind you), is to go to one of the safes in the 
 Thieves' Guild, click the Hand on it, and click on Crack Safe.  Even if you 
 already cracked it, you'll gain skill.

Throwing: Useful for both Fighters and Thieves, a good Throwing skill can peg 
 a monster with a few extra rocks or daggers before they get close enough to 
 fight up close.  Throwing can also be used to hit or knock off things that 
 are far off.

- Increasing Throwing can come from throwing rocks or daggers out on the 
 forest.  

Climbing: Another Thief Skill, you'll need it for scaling walls, trees, gates, 
 ropes, and other non-ladder surfaces.  But, it should seem simple to some 
 other classes, since it mostly involves Strength.

- Increase Climbing by, naturally, climbing.  Best place to do this is in any 
 tree (if you use the Eye and you see something about pine trees, you know 
 you can climb that tree).

Acrobatics: This a new Thief Skill.  The concept was introduced in Quest for 
 Glory III, but now it's an actual skill.  With it, you can jump, flip, and 
 twist in the air with some amazing flair.

- Increase Acrobatics by jumping (it's a skill in your Special Menu).

Magic: The Wizard's skill at manipulating reality.  Not much else to say 
 about this, generally.  More will be said in the Spells section about each 
 individual spell's effectiveness.

- Increase Magic by casting, casting, and casting some more.

Honor: This is the measure of the good deeds one does throughout his quest.  
 This is a skill which started in Quest for Glory II. A high Honor is a 
 measure of a true hero, and helps towards becoming a Paladin.  By the way, 
 Honor can never have points assigned to it in the opening.  

- Increase Honor by doing honorable actions.  Many specific quest actions 
 will increase honor, and more simple ways are by giving gifts, such as 
 flowers, to people, such as the Rusalka.

---

General Health Points -

Health Points: If you hit 0, you die.  Pretty simple.  The maximum amount of 
 Health you have is determined by adding two-thirds of your Vitality to 
 one-third of your Strength.  So, if you have a Strength of 30 and a Vitality 
 of 60, your Health Point max is 50.

Stamina Points: This is your measure of stamina for performing strenuous acts, 
 such as fighting, casting spells, running, throwing, climbing, etc.  Your 
 max Stamina is determined by adding one-half of your Agility to one-half of 
 your Vitality.

Mana Points: Mana is your measure of magical energy.  Each spell uses a 
 certain amount of mana.  Your max Mana is determined by adding two-thirds of 
 your Magic Skill to one-third of your Intelligence.  Naturally, if your 
 Magic Skill is zero, your Mana Points will also be zero, no matter how high 
 your Intelligence.

---

Scores -

Puzzle Points: Much like most other Sierra games, you get points for doing 
 special acts.  The max is 500, and every class has its own special way of 
 reaching that high.  In the Miscellany section, there's a Point List.

========================================
3D. Magic Spells and Paladin Abilities =
========================================

While so many games give you a billion offensive spells to eviscerate 
your enemies, Quest for Glory take a different approach.  Sure, the 
magic users of other games can lay waste to any bad guy, but what 
happens if they misplace their keys, or if they need to reach the book 
at the top of the shelf?  This is why Quest for Glory makes the Wizard 
skilled in a bunch of all-around magic.

Each spell can be built up to 400 in skill by casting it repeatedly.

---

Older Spells (Spells in previous games):

"Open"
MP: 2
Found: Wizards begin with it.
Description: Open is useful for unlocking simple locks and opening doors.  
 Use it when you want to hang back from the thing you open.

"Detect Magic"
MP: 2
Found: Any class with Magic begins with it.
Description: This is a very general spell, and is used to detect any existing 
 magical auras in the immediate area.

"Trigger"
MP: 3 
Found: Wizards begin with it.
Description: This lovely little spell can be used to set off any magical 
 spells in the immediate area.  It can make invisible things visible, 
 activate teleport spells, or set off magical traps while the caster is still 
 at a safe distance.  Pretty handy.

"Dazzle"
MP: 3
Found: Wizards begin with it.
Description: Dazzle creates a brilliant flash of light that will stun 
 anything for a small time while it pauses to rub its eyes.  This only works, 
 naturally, if the creature HAS eyes.  Having more skill in this spell will 
 cause monsters to be delayed for longer.  Although it doesn't last as long 
 as Calm, this skill CAN be used in combat.

"Zap"
MP: 3
Found: Any class with Magic begins with it.
Description: Casting Zap will charge your weapon with magical energy.  The 
 next strike will release the energy.  It can only be cast once at a time.  
 Increasing your skill will increase the damage done with the charged weapon.

"Calm"
MP: 4
Found: Wizards begin with it.
Description: Since most Magic Users like to avoid direct combat, you can use 
 this spell to immediately cause any threatening monster to cease its hostile 
 intent and contemplate the universe and its bellybutton.  This works on most 
 enemies with a pulse.  It's ineffective in actual combat, however.  Having 
 more skill in this spell will cause monsters to be delayed for longer.

"Flame Dart"
MP: 5
Found: Any class with Magic begins with it.
Description: The Flame Dart produces a small ball of magical flame which you 
 can direct at an opponent, either in combat or while still at a distance.  
 It can also be used, get this, to burn things.  As you increase in skill, 
 your Flame Darts will do more damage.

"Fetch"
MP: 5
Found: Wizards begin with it.
Description: Fetch is useful for grabbing objects that are distant.  It can 
 mostly be used on small, non-living objects.  With practice, you can use it 
 to move objects from one place to another.

"Force Bolt"
MP: 6
Found: Any class with Magic begins with it.
Description: Force Bolt creates a globe of forceful energy.  This can be used 
 to attack enemies or to give things that little extra push from far off.  
 This spell can be used in close combat.

"Levitate"
MP: 7 (Initial cast, continually drains MP while active)
Found: Wizards begin with it.
Description: Levitate allows you to move up and down in your plane of 
 existence.  You cannot, however, move to side to side, but you can, in 
 theory, grab ledges or whatever while floating to pull yourself up onto 
 solid ground.

"Reversal"
MP: 8
Found: Wizards begin with it.
Description: Reversal will allow any spell cast at you to be reflected.  This 
 may not always be back at the caster.  When two Wizards duel and have 
 Reversal, the results can be quite dangerous for spectators.

"Juggling Lights"
MP: 8
Found: Wizards begin with it.
Description: While not a particularly useful spell, you can use it to light 
 up a dark area.

"Summon Staff"
MP: 5
Found: Wizards begin with it.
Description: Although you techincally know how to summon a Staff, you lost 
 yours in your last adventure.  If you come across a way to find or make 
 another, you can use this spell again.

"Lightning Ball"
MP: 10
Found: Wizards begin with it.
Description: This is another combat attack spell.  It causes a serious amount 
 of damage, but it costs quite a bit of MP.  Shocking.

---

New Spells to this Game:

"Frost Bite"
MP: 15
Found: Taught to you by Katrina upon your first meeting outside the town 
 gates.
Description: Definitely good for giving bad guys the cold shoulder, this 
 spell casts a core of frigid air in their direction.  The nice thing about 
 this spell is that it's an area effect spell, and if an opposing spellcaster 
 uses Reversal, it'll have no effect.  Some enemies, like the Undead, are 
 immune to ice attacks.

"Ritual of Release"
MP: 20
Found: Taught by the Faery Folk in the forest.
Description: This is mostly a story-based spell.  It has no real use except 
 for one thing, to remove the Staff of Erana from its rock in the town, and 
 you cannot remove it until the time is right.

"Hide", aka "Invisibility"
MP: 6
Found: Taught by Baba Yaga in exchange for some gruesome food.
Description: This is a cute little spell.  Not terribly useful in a lot of 
 situations, but it's good for getting a bad guy off your tail.  Casting Hide 
 will make you invisible, but you cannot move while the spell is in effect, 
 or you'll break it.  You CAN however, cast other spells while it's active.

"Aura"
MP: 8
Found: Taught by Magda, the Gypsy Fortuneteller
Description: The Undead have a nasty habit.  Some of the more powerful ones 
 (like Wraiths) have the power to suck the life out of a person just from 
 being near them.  Using this spell will partially negate those effects.  Of 
 course, if the Undead has other abilities, like magic spells, those will 
 still hurt.

"Protection"
MP: 7
Found: Erana's Garden, with a little magical help
Description: As we all know, Wizards aren't too big on the up close and 
 personal aspects of combat, but sometimes it cannot be avoided, so for the 
 Wizard who's too close to snapping jaws, consider this spell, which will 
 reduce the amount of physical damage taken.  Magic attacks are unaffected.

"Resistance"
MP: 10
Found: Be granted the spell while summoning Erana's Staff
Description: This spell is useful for warding off the effects of elemental 
 magic attacks, such as heat, cold, or lightning.  It also protects you 
 somewhat from the natural occurences of these elements.

"Glide"
MP: 10
Found: Dr. Cranium's Lab when you ask about Magic
Description: Although a bit limited, you'll nonetheless find a use for this 
 spell.  It allows you to skim across a pool of water as if it were ice.  This 
 can be done on most any liquid surface as long as it's not too turbulent.

---

Paladin Abilities:

"Flaming Sword"
Description: The first ability gained is the ability to encase the Paladin 
 Sword with a blue flame, which will do more damage.  Of course, you'll need 
 a Paladin Sword before you can invoke the flame.

"Healing"
Earned at 230 Honor Points
Description: This goes under your Magical Spells.  Cast it upon yourself or 
 others to increase Health Points.  It drains your Stamina when you use it, 
 and the higher your Stamina, the more Health you'll replenish.

"Sense Danger"
Earned at 250 Honor Points (but it works even if you don't have it)
Description: Once this skill is earned, you'll automatically be able to sense 
 whenever you're in any kind of danger.

"Honor Shield"
Earned at 280 Honor Points
Description: This skill allows you to take less damage when attacked.

===================================
3E. Surviving in this Crazy World =
===================================

Surviving the Interface

This game uses a variation on the classic Sierra mouse interface.  The text 
parser of the first two games is gone.  You'll use different mouse icons to 
interact.  Move the mouse off the top of the screen to select a different 
icon.  You can also cycle through the icons using the right mouse button, or 
use the third mouse button to cycle between the one currently active and Walk.

The first icon is the Walk icon, which looks like a foot.  Click it anywhere 
to walk to that location.

The second icon is the Look icon, represented by an eye.  Click to look at 
stuff.

The third icon is the Touch icon, represented by a hand.  Click on objects to 
take, search, or manipulate them.

The fourth icon is the Talk icon, represented by a mouth.  Click on people to 
ask them about things, or on yourself to tell about things.

The fifth icon is the Special icon, which looks like a swirly thing.  Click 
on it to open a new window.  In this new window:

- Click on the image of you running to start running.

- Click on the image of you sneaking to start sneaking (if you have Stealth).

- Click on the image of you snoozing to sleep for certain amounts of time.

- Click on your studly portrait to view your Character Screen.

- Click on the hourglass to get the time of day.  You'll get a view of the sun 
  or moon in its travelling across the sky (from left to right).

- Click on the image of you curled up in the air to jump around, if you have 
  the Acrobatics ability.

- Click the question mark and hover over other icons to learn about them.

The sixth icon is the Magic Icon, which looks like a five-pointed star.  
Click it to open a Magic Spells window.  There, you can use the eye to get 
info about a spell, the hand to pick a spell to cast, the question mark to 
get info about the other icons, and the OK to close the window.  Each magic 
spell is represented by a different icon:

Open: Key
Detect: Eye
Trigger: Circular Flash
Dazzle: Multiple Sparkles
Zap: Sword
Calm: Open Hand
Flame Dart: Small Fire
Fetch: Grasping Hand
Force Bolt: Small Star-type Ball
Levitate: Ball with Vertical Lines under it
Reversal: Arrow that Curves
Juggling Lights: Three Balls on the outside of a Circle
Summon Staff: Staff
Lightning Ball: Ball with Electricity
Frost Bite: Snowflake
Ritual of Release: Eight-pointed Star
Hide: A vertical line with half a man on one side
Aura: Top half of a Sunburst
Protection: Shield
Glide: A curved Chevron
Resistance: Dual Arrows

Some spells need to be targeted.  Once you select them, you'll see a 
crosshair.  Click the crosshair on your target to cast it there.

The seventh icon is the Active Item Icon.  Click on it to use the Inventory 
Item you have recently selected.  Click the item where you want to use it.

The eighth icon is the Inventory Icon, which looks like a chest.  Click on it 
to access the inventory window.  There, you can use the eye to look at an 
item, the hand to take an item to use, the question mark to get info about 
the other icons, and the OK to close the window.

The ninth icon is the Console Icon, which looks like a slider.  Use it to 
bring up the menu to Save, Restore, Restart, or Quit your game, as well as 
adjust the speed, difficulty, and so on.

The tenth icon is the Help icon, which looks like a question mark.  Hover it 
over any other icon to get info about it.

While the interface is hidden at the top of the screen, you'll have a small 
status bar in its place.  This measures your Health, Stamina, and Mana points 
in bar meters so that you can keep an eye on them.  If your Health bar turns 
green, you've been poisoned.  To the right of the Mana bar is an area to show 
what spells you have cast that are currently active on your person.  It 
monitors Reversal, Zap, Protection, Aura, and Resistance.

---

Mordavian Survival

Let's start with SAVE OFTEN!!!

You are a human, and as such, you'll need to eat, sleep, and keep from 
getting hurt too much.  

If you have Rations bought from the General Store, you'll eat automatically.  
You also have the option of dining every morning and night at the Hotel 
Mordavia (included in the cost of your stay).

Sleeping is another concern.  If you do not sleep for a couple of days, your 
stamina will drop much quicker.  It's generally advisable to sleep every day, 
and to get a full night's rest, you need to sleep before midnight.

There are a few places to sleep in Mordavia.  Of course, the Hotel Mordavia 
is a nice place.  You can also sleep in front of Erana's Staff, out in the 
Gypsy Camp (when they let you in), and in Erana's Garden.  Anywhere else the 
game will not let you sleep.

Staying alive in a combat sense is pivotal, of course.  Potions to restore 
Health or cure poison can be received from Dr. Cranium.  Once you tell him 
the respective formulae, you can pick up a new potion every day.  You can 
also cure yourself from poison by drinking water from the pool in Erana's 
Garden.

To restore mana, you'll need to go to Erana's Garden.  The tree in the center 
island has Mana Fruit, and you can get one a day.  You'll need to cast Fetch 
to get them.

Unfortunately, there is no potion to restore Stamina, but it's very easy to 
restore.  If you have a fast computer (and who doesn't nowadays), as soon as 
you enter combat, your Stamina will shoot right to the top in a matter of 
seconds.  If you have the SCI patch installed, however, your stamina won't 
change as drastically, so you'll have to rely on resting to fix yourself.

---

Surviving Combat

When beset by a monster, the music will generally change and you'll see the 
monster bearing down upon you.  At a distance you can throw rocks or daggers 
at it, or perhaps cast some combat related spells, such as Zap, Flame Dart, 
Force Bolt, Lightning Ball, Frost Bite, Calm, Dazzle, Hide, Aura, Reversal, 
or Protection.

When the monster gets close enough, you will engage in combat, which will 
take place on a special screen.

This is quite different from the other forms of combat in the previous games.  
In this game you can use the mouse to click on certain points and attack in 
certain manners.

The basic setup for combat puts you on the left side of the screen, and your 
opponent on the right.

Clicking the right mouse button anywhere on ground level but yourself will 
swing your weapon.  Clicking the left mouse button on the monster will do the 
same.

Clicking the left mouse button in front of you will move you forward, and 
clicking it behind you will move you backwards.

Clicking the left mouse button above you will cause you to jump, and clicking 
the right moust button above you will cause you to perform a jump-slash.

Clicking the left or right mouse buttons on yourself will cause to dodge or 
parry, depending on which button, which monster, and which class you are.  
Note that Fighters and Paladins CAN block certain magical attacks with their 
Shield.

There's also a menu bar at the bottom of the screen.  On the left side are 
your Stamina, Mana, and Health bars.  On the bottom right is the enemy's 
Health bar.

Above the enemy's Health Bar may be several buttons.  There may be certain 
buttons that are or aren't there depending on your skill with magic.

The Left pointing Arrow will make you run away from battle.

The "S" will start up Strategy Combat, which basically does the fighting for 
you.  You can adjust your character's aggressiveness, etc with a menu bar 
that you'll bring up by clicking the left mouse button, and you can drop back 
out of Strategy Combat with the right mouse button.

There may also be spells between those two buttons.  If you wish to fire up a 
spell, hold down the button, and the Spell Strength bar (bottom center) will 
fill up.  When it maxes, you'll cast your spell at the enemy.

The spells from left to right are as follows: Zap (which doesn't need to be 
charged, Flame Dart, Lightning Ball, Force Bolt, and Frost Bite (once you get 
it).

Also, if you're a Thief, you can right click on the menu bar and you'll throw 
daggers at the enemy.

Once you kill your enemy, you can search him if you wish, but the only bad 
guys you'll find stuff on are Revenants, Chernovy Wizards, and Wraiths.

---

Surviving Financially

The currency of Mordavia is the golden crown and the copper kopek.  There are 
100 kopeks to a crown.  You'll have to find your money mostly, since you 
won't start with any of your own.

Opportunities for more money aren't all that common, but a big load of cash 
isn't all that necessary.

Renewable Resources:

Revenants and Chernovy Wizards carry money.  This is the only renewable 
source of income in the game.

Non-Renewable Resources:

Killing Wraiths is by far the most profitable way to earn more money, but 
there are only a limited number.

There is also some money to be found in odd places.  At the beginning, you 
can get some cash, and there's a hoard in Erana's Garden for you to take 
(honorably, of all things).  Search the stump at the town gates for some 
more money, and the castle has a few spots with money.

There's also a little bit of thieving to be done, where you can pick up 
some extra cash.  It's not much, though.

******************************************************************************
4. THE VALLEY OF MORDAVIA *CONTAINS SPOILERS*
******************************************************************************

Mordavia will probably remind you much of Spielburg, in both terms of scenery 
and game-like.  The name means "Dark Valley", and for many years, it has 
suffered a curse of darkness.  You'll learn more as you explore.

================================
4A. Map and Points of Interest =
================================

Mordavia is divided into screens, much like Spielburg.

                                                 =====                 
                                                ‡ GC* ‡                
                                                ‡     ‡                
       =====       =====             ===== ===== -----                 
      ‡ CB* ‡     ‡ TM* ‡           ‡  W/ |     |     ‡                
      ‡     ‡     ‡     ‡           ‡     |     |     ‡                
       -----       -----             ----- ----- =====                 
      ‡ CG  ‡     ‡ TG  ‡           ‡     |     ‡                      
      ‡     ‡     ‡     ‡           ‡     |     ‡                      
       ----- ===== -----       ===== ----- ----- =====                 
      ‡     |     |     ‡     ‡ CY* ‡     |     |     ‡                
      ‡     |     |     ‡     ‡     ‡     |     |     ‡                
       ----- ----- ----- ===== ----- ----- ----- -----                 
      ‡     |     ‡     |  W/ |     |  L  |     |  W/ ‡                
      ‡     |     ‡     |     |     |     |     |     ‡                
       ----- ----- ----- ----- ----- ===== ----- =====                 
      ‡     |     |     |  G/ |     ‡ EG  ‡     ‡                      
      ‡     |     |     |     |     ‡     ‡     ‡                      
 ===== ===== ----- ----- ----- ----- ----- ----- =====                 
‡     |     |     |  W/ ‡     |     | FF/ |     |     ‡                
‡     |     |     |     ‡     |     |     |     |     ‡                
 ----- ----- ----- ===== ----- ----- ----- ===== -----                 
‡ LM  ‡     |     ‡     ‡ EB  |     |     ‡     ‡     ‡                
‡     ‡     |     ‡     ‡     |     |     ‡     ‡     ‡                
 ===== ----- -----       ===== ----- ===== ===== -----                 
      |  S  |     ‡           ‡  W/ ‡     ‡ BY* |     ‡                
      |     |     ‡           ‡     ‡     ‡     |     ‡                
       ----- ----- ===== ===== =====       ===== =====                 
            |  S  | SS  | DC* ‡                                        
            |     |     |     ‡                                        
             ----- ===== =====                                         

Key: "-, |" = Screen Edge (passable)
     "=, ‡" = Screen Edge (impassable)
     Letters = Special Location without Random Monsters
     "*" = Location has more than one screen
     "/" = Location only has event at night.  Can be attacked during the 
            day.

---

Points of Interest:

---

"TM" - Town of Mordavia

Built soon after the castle to house those who worked in and on it, the Town 
soon became almost its own entity.  The people who live here are mostly 
farmers.  The town is safe from monsters, thanks to the protection of Erana's 
Staff.

There are four screens to the town.

Southern Mordavia:
 This is where Erana's Staff resides.  After the Time of Darkness, the 
 Paladin Piotyr brought Erana's Staff here and placed it in the rock.  A 
 garden sprang up around it, and Erana's Protection filled the town, 
 preventing any of the dark creatures from attacking the town.

Western Mordavia:

- Burgomeister's Office: The Burgomeister keeps watch on the town from here.  
  He also has his quarters here, and the town jail cell is also here.

- General Store: There's not a whole heck of a lot you can buy here, but 
  you may be able to pick up some supplies for this mission.

  Prices:
  Candy: 5 kopeks
  Rations: 50 kopeks
  Garlic: 25 kopeks
  Flask of Oil: 100 kopeks
  Shopping Bag: 50 kopeks
  Pie Pan: 250 kopeks
  Hand Broom: 350 kopeks
  
  Oh, and prices are non-negotiable.

- Hotel Mordavia: Run by the innkeepers Yuri and Bella Markarov, the Hotel is 
  a safe place to spend the night.  Many farmers hang out here, as well.  
  Rooms cost 15 kopeks a night.  You'll pay one week in advance automatically.

Eastern Mordavia:

- Nikolai's House: A private residence.  Nikolai spends most of his time 
  outside, searching for his missing wife.

- Dr. Cranium's House: Dr. Cranium values his privacy, and he only allows the 
  most intelligent of people to enter his house and laboratory.  He has 
  designed his house to test those who wish to enter.

Northern Mordavia:

- Adventurers' Guild Hall: There are no adventurers left in Mordavia.  This is 
  an empty guild, but you can still gain some useful skills and information 
  here.

- Thieves' Guild: Connected to the Adventurers' Guild, this place is also 
  deserted, so it seems.

- Monastery: Well, Erana's Staff prevents evil from entering the town gates, 
  but what about the evil that's already here?  This foul building was 
  constructed before the Time of Darkness to house the worshippers of the 
  Dark One.  There is much danger here.

---

"TG" - Town Gates

There's not all that much going on outside the gates of town, but it's 
relatively safe, and you may meet someone here at night.

---

"CG" - Castle Gates

The gates to Castle Borgov are closed at all times.  The Gatekeeper, Boris, 
watches the gate during the day, and two vicious Necrotaurs guard the gate at 
night.

---

"CB" - Castle Borgov

This edifice housed the rulers of Mordavia, known as Boyars.  The last Boyar 
disappeared some time before the Time of Darkness.  Not that long afterwards, 
some strangers moved into the castle.  No one knows who they are, or cares 
about bothering them.

---

"CY" - Cemetery

Apparently a hot tourist attraction, this is where many of the town's 
residents are put to their final rest.  The Crypt of the Borgovs also sits 
here.  Oddly enough, this place is actually quite safe for the most part, 
even at night.

---

"GC" - Gypsy Camp

A roving band of gypsies has camped in the northeast corner of the valley.  
The fact that they can't go anywhere is hard on their lives, and they've 
become very suspicious of strangers.

---

"L" - Leshy Bushes

There are some odd bushes in this area.  It is reported a Leshy, or forest 
man, hangs out here.

---

"EG" - Erana's Garden

Another place of safety courtesy of your friendly neighborhood Archmage, 
Erana.  This one has a bit of an Oriental theme to it.  The water and fruit 
of the trees are supposed to have restorative properties.

---

"LM" - Lake Mordavia

One of the few bodies of water not poisoned by the swamp, this lake is a 
lovely tourist spot.  Some have reported seeing a young woman swimming in the 
lake from time to time.

---

"EB" - Elderbury Bush

This area has a rather strange bush in it.  It may just be me, but I've never 
known berry bushes to have tentacles and eyes.

---

"BY" - Baba Yaga's Hut

Will wonders never cease?  It seems your old Ogress adversary, Baba Yaga flew 
to this valley after she left Spielburg.  Of course, to get inside, you'll 
have to deal with Bonehead, as usual.

---

"S" - Swamp Shore

The famed Mordavian Swamp fills the pass between the valley and the outside 
world.  It started forming soon after the Time of Darkness, and now no one 
can leave or enter Mordavia without magical means.  You can explore the swamp, 
but I wouldn't recommend it unless you have a darn good reason or darn good 
preparations.

---

"SS" - Squid Stone

This area is rather nasty, with a small slimy stream running over everything.  
A tall monument with a squid perched on top sits here, but for what purpose, 
few know.

---

"DC" - Dark One's Cave

You start your adventure here, as you'll soon find out.  This place is 
horrid, to say the least.  Apparently, it was built to summon the Dark One to 
this world, but it seems far too weird to have been shaped by human hands.  
Something must have happened to the cave to make it its current state.

---

"G" - Ghost

At night, you can find the ghost of a young lady here.  Who is she, and what 
can you do with her?

---

"W" - Wraith Barrow

At these points on the map, you'll see a raised mound of stones at night.  
This is the barrow of a Wraith.  Getting close to a Wraith could prove 
painful, but the barrows contain a lot of treasure.

---

"FF" - Fairy Fountain

At night, some have reported seeing an odd fountain just south of Erana's 
Garden.

================
4B. Characters =
================

You'll meet many new characters here.  The opportunites for old friends are 
very small, but there's always an old face to remember, even here.

---

The Hero (Ego) - (human male from Willowsby)
 The Prince of Shapeir, and hero of the lands of Spielburg and Tarna.  You 
 were yanked from your victory in Tarna by magical means and now find yourself 
 thrust in this world where people are scared of their own shadows and are 
 very suspicous of strangers, of which you qualify.  Your costume changed 
 little since the last game, but your pants are a lighter blue and your jacket 
 is a light red, now.

Narrator
 Yeah, he's not a real character, but he follows you everywhere, so I suppose 
 he's worth mentioning.
  Voice: John Rhys-Davies - Perfect for this role.  John really adds to the 
  Gothic setting of this game.  Another thing is that he doesn't get annoying, 
  unlike the narrators of, say Laura Bow 2 or Gabriel Knight 1.

---

Mordavian Townsfolk:

Dmitri Ivanov, aka the Burgomeister - (human male from Mordavia)
 The Burgomeister of Mordavia is a man with many problems on his shoulders.  
 He's having a tough time running this town, and there are times when he 
 feels that all his efforts are for naught.  He's the grandson of the 
 Paladin, Piotyr.
  Voice: Gregg Berger - Brusque, demanding and straight-forward, with a rich 
  Eastern European accent.  Very well done.

Olga Stovich, aka The Shopkeeper - (human female from Mordavia)
 She tends the General Store in Mordavia.  She knits a lot and has lots and 
 lots of cats.  Apparently, her husband has been missing for many years now.  
 She's probably the biggest gossip you'll ever meet.
  Voice: Susan Silo - Another well-done Eastern European accent.  Shrill and 
  piercing, the perfect for the town gossip.

Yuri Markarov, aka The Innkeeper - (human male from Mordavia)
 The Innkeeper of the Hotel Mordavia, he's a pretty basic fellow.  He's 
 straightforward, but a nice guy.
  Voice: Stu Rosen - Decent voice.  More Eastern European accents.  
  Straightforward, but not demanding.

Bella Markarov - (human female from Mordavia)
 Bella used to be pretty (by the town's standards).  Apparently, losing her 
 only daughter took it out of her.  She runs the kitchen of the Inn and 
 supplies the meals.
  Voice: Mitzie McCall - Oi!  Zis is the most Eaztern European of zem all!
  She speaks slowly, and it's kind of annoying, but it's still a good voice.

Tanya Markarov - (human female from Mordavia)
 A few years ago, Tanya was taken away in the night by a fearsome monster, 
 and no one knows what became of her.  Yuri and Bella assumed she was dead, 
 and the topic of her sweet eight-year-old daughter has become rather taboo 
 in town.
  Voice: Russi Taylor - A very sweet and cute little voice.  Maybe a bit 
  overdone at times, but it fits well.

Hans - (human male from Mordavia)
 A farmer of pumpkins and corn, Hans hangs out at the inn at night with 
 his pals.
  Voice: Jim Cummings - Like the rest of his buddies, a lot of Hans' voice is 
  improvised in certain lines.  Listening to the three of them is often a 
  riot.

Franz - (human male from Mordavia)
 A farmer of garlic, Franz prides himself on his stink.  He also hangs out at 
 the Inn at night.
  Voice: Jess Harnell - This guy does a great Rodney Dangerfield.  I tell ya, 
  I get no respect.

Ivan - (human male from Mordavia)
 He used to be an elephant herder, until all the elephants left Mordavia.  
 Now, he just sits around at the Inn and helps the others drink.
  Voice: Neil Ross - A Jack Nicholson voice.  Hilarious with the improv.

Punny Bones - (Gnome male from parts unknown)
 Poor Punny has no sense of humor.  He didn't always used to be this way, 
 until he said a bad joke about Baba Yaga near the wrong audience.
  Voice: Hamilton Camp - I don't like Punny much, and the voice may have 
  something to do with it.  He's got the classic comedian "yuk"-y voice.

Domovoi
 This is a spirit-type being that inhabits buildings and brings good luck.  
 There are two you'll meet in the game.  One you'll have to help, and the 
 other will help you in return.
  Voice: Cam Clark - A gravelly, quiet kinda voice.  He speaks a rather 
  loose Common.

Nikolai - (human male from Mordavia)
 Not as old as he looks, Nikolai aged horribly after his wife disappeared in 
 the forest many years back.  He spends his days wandering around town 
 looking for her.
  Voice: Cam Clark - An old coot voice.  Nikolai speaks slowly and always as 
  if he's confused.

Anna - (human female from Mordavia)
 Nikolai's wife went out into the forest to pick berries and never came back.  
 It is said her ghost haunts the forest to this day.
  Voice: Catherine Blove - Anna's breathy, quiet Eastern European voice is 
  good for her role as a ghost.

Dr. Cranium - (human male from parts unknown)
 Several years before the swamp completely blocked the pass, Dr. Cranium 
 entered the valley and set up a personal laboratory in town.  Most of the 
 townsfolk stay away from him, assuming he's a madman.  He's not entirely 
 there, but he can prove useful sometimes.
  Voice: Jeff Bennett - The classic mad scientist voice. 

Igor - (human male from Mordavia)
 He's the kind of guy you bring home to mother, if mother's also a hunchback.  
 Igor's the resident gravedigger, and he also helps out at Dr. Cranium's lab.  
 He's a nice guy, though.
  Voice: Jeff Bennett - A very comical voice that befits his hunchbackness.  
  Is that a word?

Lorre Petrovich, aka The Chief - (human male from Mordavia)
 The Chief has had to deal with rough times.  The Mordavian Thieves' Guild was 
 once famous as a training ground for prospective thieves, but the 
 encroachment of the swamp has caused a slowdown of business.  And, then 
 there's the problem of the Chief's "condition".
  Voice: Hamilton Camp - No, it's not a coincidence that the name looks 
  like Peter Lorre, and that it also sounds like him.

---

Valley Residents:

Katrina - (human female from Mordavia)
 A young and rather fetching peasant girl, Katrina is the first human being 
 you meet in this godforsaken land.  She lives and works in the castle, and it 
 seems she has a thing for you.
  Voice: Jennifer Hale - A famous VA of cartoons and video games.  In 
  addition to this relatively early role, Jennifer has also done voices for 
  Alex Rovias of Eternal Darkness and Sheena Fujibayashi of Tales of 
  Symphonia, just to name two.  I may be biased, but I'm in love with her 
  voice.  Very alluring and seductive, and, of course, being a native, she 
  employs an Eastern European accent.

Boris Stovich - (human male from Mordavia)
 Boris is the gatekeeper of Castle Borgov.  He works the day shift at the 
 gates, and is most welcome to have a visitor to talk to.  Hey.  Who else do 
 we know that's named Stovich?  Think they're related?
  Voice: Jim Cummings - A deep Boris Karloff voice.

Gypsy Davy - (nomadic human male)
 Davy's one of the lead men in the Gypsy Camp northeast of town.  He's not 
 all that approachable early on, but he's an okay guy when he wants to be.
  Voice: Cam Clark - A very rich gypsy-type accent.

Magda - (nomadic human female)
 The leader of the gypsy tribe, Magda is also a fortuneteller.  She'll impart 
 some valuable knowledge to you, and will impress you by telling you things 
 you already know.
  Voice: Joannie Gerber - This is one of the few voices I have a problem 
  with.  Sure, it's executed well enough, but it would appear that the 
  original actress quit most of the way through the recording, since 
  sometimes, she'll have a voice from a different actress.

Leshy
 The Leshy is a mischievous forest sprite.  He's known to play tricks on 
 people, but he knows much about the forest, being rather nosy as well.
  Voice: Bill Farmer - I'm reminded of "crazy old coot" when I hear this 
  voice.

Rusalka - (Undead)
 A Rusalka is a spirit of a drowned, unmarried woman.  Rather specific as far 
 as undeads go.  She drowns any men who wander nearby to their water deaths.  
 She's also really nude.  Unfortunately, to keep this game okay for the kids, 
 she's got really long hair.
  Voice: Diane Pershing - This is an Eastern European area.  Supposedly, the 
  Rusalka lived here.  For some reason, she's got an American voice.  Yeah, 
  it's seductive, but it doesn't really fit.

Bonehead - (Undead)
 A familiar face (or lack of one) at last!  If you've played QfGI, this is 
 the skull that was on the gate.  He's not very nice, but he's really got no 
 way to hurt you, so he just gets by by insulting you.
  Voice: Jeff Bennett - This Joe Pesci knock-off really fits Bonehead's style.

Baba Yaga - (Ogre female from Surria)
 Where Bonehead goes, you can imagine his mistress goes as well.  Baba Yaga's 
 still quite sore about you turning her into a frog (she's normal now).  
 She's still got her knack for curses and shape-changing spells.  Don't visit 
 her unless you have a darn good reason.
  Voice: Mitzie McCall - Another classy Eastern European accent.

Tatiana, Queen of the Faery Folk - (Faery Folk female from parts unknown)
 Tatiana and her entourage came to this valley to retrieve the Staff of 
 Erana.  Since Erana is half-Faery Folk, Tatiana believes that the Staff is 
 rightfully hers.  Unfortunately, releasing it can get pretty messy, so she 
 needs a sucker to help her.  Guess who that sucker is.
  Voice: Susan Silo - It's easy to tell that this is also Olga's voice, as 
  it's just minus the accent.

Toby - (unknown monster male)
 Toby is a monster living in the castle.  He's something of a Wookie, I 
 suppose.  He's really a nice guy, but he looks pretty darn spooky.
  Voice: Mmm.  Grunting.  He's not casted.

Goon Guards - (Goon males)
 They're guards.  They guard the castle dungeon.  There's not much else to 
 it.  They're far tougher than you.
  Voices: Stu Rosen, Bill Farmer - Classic "stoopid" voices.

Ad Avis - (human male from Raseir, undead, Nosferatu)
 Your arch-nemesis from Raseir has returned, as a vampire.  He now serves his 
 Dark Master unwillingly, having been bitten back when he was seeking the 
 black arts.  He still hates you a lot, though.
  Voice: Jeff Bennett - Ad Avis has such a cool syrupy sinister voice.

The Dark Master - (???)
 The cause of all the recent woe in Mordavia, The Dark Master came to the 
 valley soon after the last Borgov died.  Mordavia had its share of problems 
 before, but the Dark Master now makes the townsfolk afraid of their own 
 shadows.
  Voice: ???

Avoozl, the Dark One - (Dark One from another dimension)
 Dark Ones come from another dimension.  They're really dang powerful (which 
 begs the question what they do in said dimension).  Long ago, the Chernovy 
 Cult almost succeeded in summoning Avoozl.  It's kinda weird, since they 
 "almost" summoned him, the cave they picked to be his body "almost" turned 
 into him, so it's really weird inside.

Erana - (half Faery Folk female from parts unknown)
 Legend has it that Erana sacrificed her life to prevent the summoning of 
 Avoozl.  She still has a strong influence on the valley.  Magically, of 
 course.
  Voice: Diane Pershing - Pretty lousy, really.  Good thing she only has a 
  couple of lines.

---

Guest Stars:

Erasmus - (human male from Zauberberg)
 Your old buddy Erasmus isn't in the valley, but he'll provide a hand 
 whenever he can.
  Voice: Neil Ross - A nice goofy, old man voice.  The kind you'd expect out 
  of a wizard.

Fenris - (familiar)
 Fenris never strays from Erasmus' side, and always provides the comedy 
 relief for the Erasmus/Fenris duo.
  Voice: Susan Silo - A high-pitched, smart-alecky voice.

==============
4C. Monsters =
==============

Mordavia has become a very dangerous place to wander around.  The monsters in 
this game are particularly vicious, and many are related to the Gothic nature 
of this game.  Monsters are difficulty-rated from 1 (easiest) to 10 (hardest).

---

Random Monsters

After QfG3's "location-sensitive" monster system, QfG4 goes back to the 
classic time-sensitive system of 1 and 2.

Vorpal Bunny - These rodents are a tip of the hat to the horrendous creature 
 featured in Monty Python and the Holy Grail.  Fortunately, these lepuses are 
 far less fierce, but no less frightening in appearance.  If you lose against 
 one of these guys, you're either very weak or very bad.  Standard strategy 
 is waiting for it to get close and just hack it to death.  It may jump to 
 dodge your blow, but just keep attacking.  These guys only appear at 
 daytime. -- Difficulty: 1

Revenant - These Undead of the lower class burst out of the ground and lurch 
 towards you slowly.  For that matter, they're rather slow and not very 
 dangerous, but you should still be wary around them.  Their health 
 regenerates slowly, but if you strike quickly enough, that shouldn't be an 
 issue.  Their attacks consist of not much besides a swing of the arm.  They 
 relinquish a random amount of kopeks when you defeat them.  They only appear 
 at night. -- Difficulty: 4

Badders - These odd creatures (supposedly) resemble a cross between a bat and 
 a spider.  They fly in groups and you have to attack them one at a time they 
 swoop down on you.  They have poison in their bite, but it's a very light 
 poison, and will fade after about a minute of game time.  What makes these 
 guys moderately difficult is just hitting them.  I suggest standing still, 
 waiting for them to come to you, then taking a slash as they dive.  They 
 only appear at night. -- Difficulty: 5

Wyvern - These dragon-like creatures are actually one of the ancient creatures 
 of Mordavia, and have been around even before the dark times.  They're mostly 
 snake-like, and have large leathery wings.  They can breathe fireballs, and 
 their tail is poisonous.  The poison is one of the worst in the game, and 
 takes a few game minutes to wear off.  You can jump over or block the 
 fireballs, but little can protect you from the tail or teeth besides luck.  
 They're pretty fast, so the only real good way to take them out is to pin 
 them against the far side.  They only appear at daytime. -- Difficulty: 7

Chernovy Wizard - These followers of the Dark One Cult have shed their 
 original human bodies.  No one really knows their full anatomy, but the 
 disfigured faces and tentacles for arms discourage anyone from getting all 
 that close.  They only appear at night.  Their magic is quite formidable, 
 and half the trouble is just getting close enough to hit them.  Since they 
 can cast high and low, it's tough to avoid their shots, and they can 
 strike at close range, too.  Wizards should have Reversal up and should 
 spell from a distance. -- Difficulty: 8

Necrotaur - One of the most difficult characters in the game, and they appear 
 at all times of the day.  The Necrotaur hits very hard and charges really 
 fast.  If you repeatedly hit them with magic or daggers, you can keep them 
 at bay.  If that's not an option, then try a strike just as they charge. 
 -- Difficulty: 10

---

Semi-unique Monsters

Wraith - There are only a few Wraiths in the game.  They can be found at 
 night in barrows that only appear when the moon rises.  When they arise from 
 their barrows, they'll use some serious undead coldness to suck the life 
 right out of you.  Get close as fast as possible.  The Wraith will continue 
 to suck life out of you in combat unless you have some kind of protection.  
 While fighting, your objective is to keep dodging and get close so you can 
 repeatedly hack and kill the Wraith. -- Difficulty: 9

Pit Horror - I'm not gonna say too much about this thing, but it's got a 
 nasty acid spit and tentacles.  A well-trained fighter shouldn't have much 
 trouble, though. -- Difficulty: 7

===========
4D. Items =
===========

All the items in this game show up as cute little icons in your inventory 
window.  Most of them are pretty self-explanatory.  There will be some 
spoilers if you look these up without playing through the game first.

---

Combat Items

Dagger
Found: In the beginning, in the Thieves' Guild, in a Wraith's barrow.
Description: Once again, we're back on one type of dagger, which can be used 
 for both throwing and in-fighting.  The game will automatically stop you 
 when you're down to your last dagger so you aren't completely weaponless.

Sword (battered)
Found: In the beginning (Fighter/Paladin only)
Description: This piece of metal isn't worthy of cutting hot butter, but it's 
 all you've got for a while.

Sword (fine)
Found: Adventurer's Guild (Fighter/Paladin only)
Description: A much better weapon for your continued survival, this sword is 
 available in the Adventurer's Guild in case of "emergency".

Battle Axe
Found: Wraith's barrow (Fighter only)
Description: This powerful weapon is better than the Fine Sword.  It's 
 perfect for chopping up evil into tiny bits.

Sword (Piotyr's)
Found: Wraith's barrow (Paladin only)
Description: The sword of the Paladin, Piotyr, this weapon is encased in blue 
 flame when a true Paladin wields it.

Leather Armor
Found: Wizard and Thief start with it
Description: As usual, Leather Armor protects you from the slight scratches 
 and purple nerples of life, but doesn't do much against REAL combat.

Platemail Armor
Found: Fighter and Paladin start with it
Description: This rough and tumble plate will keep you alive in your line of
 work.

---

Thief Tools and Thief-Related Items

Rope & Grapnel
Found: Adventurers' Guild
Description: This is also a useful tool for Fighters and Paladins, once they 
 learn the skill, but Thieves are well-versed in tossing grapnels and scaling 
 walls.

Guild Card
Found: Thieves' Guild
Description: Proving you're a member in good standing of the resident 
 Thieves' Guild.  This card has all the benefits of any other thin plastic 
 card.

Lock Pick
Found: Thieves' Guild
Description: Back to basics.  You've become well-versed in the Art of the 
 Probe.  This pick will only be with you a short time as you complete your 
 Thieves' Guild entrance exam.

Tool Kit
Found: Thieves' Guild
Description: The new and improved Acme Mark II Thieves' Tool Kit has a special 
 addition of the ability to disarm traps.  Disarming traps is a matter of 
 clicking on a square when one of the symbols comes up, and matching three 
 symbols in a row.  The best way is to pick one color and click whenever that 
 color comes up until you get a row.

Safe Knob
Found: Thieves' Guild
Description: Found in a drainage grate, this knob attaches to a safe, if you 
 can believe that.

Magic Statue
Found: Monastery
Description: This is a very mysterious piece of art.  Shaped like a bug, it 
 has the power to turn anyone who touches it into some weird insect/gastropod 
 thing.  Best to be avoided.

Blackbird
Found: Monastery
Description: For those of you who've played previous games, yes, this is 
 ANOTHER Blackbird, almost exactly like all the other cheap plaster 
 imitations found in Raseir and Tarna.  Where's the REAL Blackbird?

Locket
Found: Nikolai's House
Description: This locket has a picture of Nikolai and his wife inside.  It 
 wouldn't be a good idea to hang on to it when thieving his house, since he'd 
 easily notice it missing.

---

Store Items

Garlic
Found: General Store, Nikolai's House, Hotel Mordavia
Description: The old Allium Sativum is good for stews, soups, and repelling 
 Werewolves and Vampires.

Food Rations
Found: General Store
Description: These avocado and garlic sandwiches are, if you can believe it, 
 your rations for this quest.  You'll eat them automatically as you need them.

Candy
Found: General Store
Description: These twists of taffy are perfect for giving yourself cavities.

Shopping Bag
Found: General Store
Description: You already have your backpack, but this bag can be used to hold 
 relatively unsafe items safely.

Hand Broom
Found: General Store, Nikolai's House
Description: Hey, a clean Adventurers' Guild is a happy Adventurers' Guild.

Pie Pan
Found: General Store
Description: Did you know that the Frisbee guy realized his creation from a 
 pie pan?  Well, that really doesn't have anything to do with your current 
 situation.  You won't be using this for any weird task, just to make a pie.

Flask of Oil
Found: General Store
Description: Although it can be considered a Thief item, just about everyone 
 could use this sneaky stuff at some point in the game to oil hinges.

---

Simple Purpose Items

Money Pouch
Found: Start with one
Description: This pouch, oddly enough, carries all your money.  In case you 
 needed a reminder, the currency of Mordavia is 100 kopeks to the crown.

Key Ring
Found: When you receive your first key.
Description: The key ring contains all the keys you've found throughout your 
 quest.

Rock
Found: Click the Hand anywhere on bare ground in the forest.
Description: As always, rocks are cheap throwing weapons, and a good way to 
 boost your Throwing skill.

Bone
Found: Northwest Swamp Shore, Wraith Barrow
Description: Yep.  You can carry some bones around, if that's your thing.

Flower
Found: In many different flower patches in the forest, Erana's Staff
Description: Flowers are useful as cute presents for lovely ladies.

---

Flask Items

Empty Flask
Found: Dr. Cranium's Lab
Description: Once again, flasks are the liquid etc. carryall.  Poor Salim 
 would have a fit, seeing as how there's no recycling center for flasks.  Just 
 ask Dr. Cranium for one and he'll give it to you.

Flask of Water
Found (filled): In any little brook or stream
Description: There's little use to this, but I guess it keeps your thirst 
 down.

Healing Potion
Found: Dr. Cranium's Lab, Wraith Barrow, Monastery, Thieves' Guild
Description: You can get one a day from Dr. Cranium once you return the 
 formula to him.  When taken, you'll recover about half your Health.

Poison Cure
Found: Dr. Cranium's Lab, Thieves' Guild
Description: If you get poisoned by Badders, Wyverns, or a poison trap, you 
 can take this to nullify its effects.  Once you give the formula to Dr. 
 Cranium, you can have one a day.

Rehydration Solution
Found: Dr. Cranium's Lab
Description: On your second visit to Dr. Cranium, you can give Dr. Cranium 
 the formula to this solution.  Once you give him a Flask of Goo, you'll 
 receive it.  It can rehydrate dry things.

Flask of Goo
Found: Squid Stone Area
Description: This is the stuff that leaks out of the Dark One's Cave.  As 
 Bonehead describes it, it's like molasses gone bad.  REAL bad.  You can use 
 it for different purposes.

Flask of Bonemeal
Found: Baba Yaga's Hut Area
Description: Bonemeal's powdery stuff.  The only way you can hang onto it is 
 in a flask.  Why would you need bonemeal?  Well, why not?

Flask of Will O' Wisps
Found: Swamp Shore
Description: Somehow, you can get Will O' Wisps in a flask, but you can't get 
 Prince Albert in a can.  Just make sure to let them out before daybreak or 
 else they'll expire.

---

Dark One Rituals

Bone Ritual
Found: Mad Monk's Tomb
Description: This ritual fills the bones of the Dark One with life.

Blood Ritual
Found: Monastery
Description: This ritual starts the flow of blood in the Dark One.

Breath Ritual
Found: Baba Yaga's Hut
Description: This ritual causes the Dark One to breathe again.

Sense Ritual
Found: Squid Stone
Description: This ritual restores the Dark One's sight, sound, smell, taste, 
 and touch.

Heart Ritual
Found: Wraith Barrow (Fighter, Paladin, Thief) or Fairy Fountain (Wizard)
Description: This ritual causes the Dark One's heart to beat again.

---

Other Quest Items

Flint
Found: Beginning
Description: If you know your Boy Scout skills, you may recall what happens 
 when you rub flint and steel together.

Sheet
Found: Beginning (Wizard only)
Description: This is a small square of cloth.  What was it doing where you 
 found it?  Waiting for you, of course.

Dark One Sign
Found: Dark One's Cave Mouth
Description: This odd six-tentacled figurine has several uses in the game.  
 It represents the Dark One, and it's pretty darn evil, so why are we 
 carrying it again?

Corn
Found: Town Gates
Description: This odd plant consists of a stalk and a pod which contains a 
 bunch of yellow seeds surrounded by leaves.

Mana Fruit
Found: Erana's Garden
Description: This soft fruit is used to restore one's Mana.  You can get one 
 a day from the tree in Erana's Garden, but you can only get it by casting 
 the Fetch spell on the tree.

Bonsai Bush
Found: Squid Stone Area
Description: This bush isn't all that healthy.  You'll need to find a way to 
 restore its growth.

Undead Amulet
Found: Gypsy Camp (Fighter, Thief)
Description: If you can't use the Aura Spell, this Amulet will protect you 
 from many of the severe cold touch effects of Undead.

Rusalka Hair
Found: Lake Mordavia (Paladin only)
Description: Unfortunately, she snags this clump of hair from the back of her 
 hair as opposed to the front.  Dang.

Rubber Chicken
Found: Hotel Mordavia
Description: Punny Bones' rubber chicken is available to you as soon as you 
 visit him.  What use could you possibly have for this?

Elderbury Berries
Found: Elderbury Bush
Description: These red berries are quite poisonous, but would I put them here 
 if you didn't need them for some obscure purpose?  Of course not.

Hat
Found: Forest (Ghost Area)
Description: You are given this hat by a ghost.  So, he gave you his ghost 
 hat, but it's quite real.  Don't try to figure it out.

Good Humor Bar
Found: Baba Yaga's Hut
Description: This (perpetually?) frozen treat tastes kinda funny.

Jewelry
Found: Wraith Barrow
Description: This is one of the few useless items in the game.  I have no 
 idea why you carry this stuff around.  You can't fence it or nothing.

Doll
Found: Hotel Mordavia
Description: This doll used to belong to Tanya Markarov.  You'll need it to 
 gain someone's trust, namely, Tanya Markarov.

Hammer
Found: Castle Borgov Dungeon
Description: Although technically a useless item, this is used as a trick, 
 along with the stake.

Stake
Found: Castle Borgov Dungeon
Description: See Hammer

Staff of Erana
Found: South Area of Town of Mordavia
Description: You can only hold this, per se, if you're a Fighter, Paladin, or 
 Thief.  The Wizard absorbs it as his own Staff.  Of course, that doesn't 
 mean that non-Wizards have no use for it.  Au contraire.

******************************************************************************
5. FIGHTER WALKTHROUGH
******************************************************************************

All points for deeds are added in parentheses.

---

Welcome to Mordavia

You'll begin in some freaky old cave, filled with bones, having no idea how 
the heck you got there or where your stuff is.  You can walk around the 
bones.  That odd-looking door thing on the back wall is your exit, but you 
can't get out yet.  First thing to do is look around certain points.  There 
are a few skeletons in the area you can search (2) for equipment (you may 
accidentally trip over one).  On one you'll find a dagger and coins.  On 
another you'll find a piece of flint and coins, and on the third you'll just 
find coins.  Now, turn your attention to the nearby altar.  You can grab one 
of the torches flanking the altar.  Go into your inventory and grab the 
flint.  Now, click the flint on the unlit torch to light it (6).  Now that 
you can see more than your hand in front of your face, make your way to the 
door in the back of the room, and use your hand on it to open it.

In this next room, the first thing you'll probably see is the sword and 
shield lying nearby.  They must've known you were coming, eh?  Grab the two 
and you'll be somewhat armed (the sword's not all that great).  Head towards 
the exit and you'll be assaulted by a small group of Badders.  Deal with 
them (2).  Leave by the south.

In this next room, you'll see a rope suspended over a chasm.  All you need to 
do is simply cross the rope hand-over-hand (15).  The nasty tentacled beast 
won't get you unless you stand way too close to the edge on the starting 
side.  Walk outside by the northwest.

Once you leave, you'll hop across a few rocks and you'll be met by a rather 
attractive peasant girl.  She'll tell you you're in Mordavia and that the 
town is due north and that her name is Katrina.  After she walks off, take a 
look at the arch.  Note that one symbol nearest you.  You can take this Dark 
One Sign (6), so do so.  Leave this area by the west.

In this next gooey area (how 'bout this place, eh?) You'll see a slimy path.  
Walk down it, and eventually you'll slip to the bottom.  You can't do anything 
else here, but note that big stone, and the bonsai bush in the lower right 
corner.  Anyway, exit to the west.

You're now at the edge of the swamp.  Head north (finally some real forest) 
and when you can't go north anymore, go east, and you'll be outside the town 
gates.  Enter the town.

---

Man About Town

You'll be in the south end of town, near the Staff of Erana.  Head north, on 
the left side of the stone, and you'll have your first lovely chat with the 
Burgomeister.  Talk to him if you wish.  You can go inside the office and ask 
him about different things.  If you ask him about the Adventurers' Guild, 
he'll give you a key for it.

On this street, you can also visit the General Store.  Talk to Olga.  With 
your money pouch in hand, purchase about ten Food Rations, a clove of Garlic, 
a Pie Pan, a Flask of Oil, and some Candy.

Now, head to the Hotel Mordavia, you'll pay for one week in advance 
automatically, and you'll get the key to your room.  Talk to the innkeeper 
and the three gents at the table.  You can go up to your room if you want, 
and you can get a clove of Garlic from the strands on the ceiling.

Head to the north part of town.  The Adventurer's Guild is the dilapidated 
building to your left, and the Monastery is the huge stone thing.  You can 
talk to Igor, who's busily chipping away.  Use the key you just got and 
unlock the door to the Guild and enter (6).

First thing to do is sign the logbook (2), like always.  Next, head over to 
the bookcase and read all the books.  Particularly, the one that should 
interest you is the one on Climbing (2).  Once you read it, you'll have a 
Climbing skill of 100.  Now, pick up the Rope & Grapnel (2) and you can toss 
it on the iron ring on the ceiling and practice climbing.  Now, turn your 
attention to the case on the wall.  You'll notice the rather nice-looking 
sword inside it.  Smash it open (if you have enough Strength), and you'll 
take this lovely sword in your possession.  Lastly, you can use the exercise 
machine on the left side of the room to build up your Strength (2).  Come 
back whenever you have enough stamina until you can't do any more in the day, 
then come back the next day, and add weight until you can't exercise no more.

Go to the east part of Mordavia.  You'll notice Nikolai, the old man, 
wandering around.  You can talk to him, but you won't get much.  Now, go to 
Dr. Cranium's house.  To open the door, you'll have to repeat the sequence of 
the bells (6).  Once inside, open the door on the right to get Antwerped 
(oof!).  You'll now need to catch one of these Antwerps, using the device on 
the floor, the T.R.A.P.  So, answer all the questions with intent of finding 
Antwerps (bounces, no legs, does NOT sing Waltzing Matilda).  Once you 
identify it (2), you'll need to bait the T.R.A.P. with avocado from one of 
your food rations.  The T.R.A.P. will start working, and will catch an 
Antwerp (2).  Right now, you can identify another animal.  The animal you 
want is a hexapod.  Six legs, resembles a squid, and eating Heroes does NOT 
sound good to you.  You'll learn that the food is Garlic (2).  Now, back to 
the Antwerp.  Open the the left door, and you'll start working on the Antwerp 
maze.  What you have to do now is rotate the maze so that the Antwerp bounces 
towards the key, and then to the exit.  Avoid the holes, and time the turns 
so that the Antwerp bounces properly.  Once you get the key (6), go to the 
door on the far wall.  Now, you'll need to rearrange the squares so that 
you'll see a keyhole.  Once you form it, click on the treasure chest in the 
upper right corner, and you'll grab the key and use it on the lock to enter 
Dr. Cranium's Lab (6).  Talk to the good Doctor and be sure to ask him about 
Science, and then Healing Potions, Poison Cures, and one or two Empty Flasks.  
To give him the formulae for each of the potions (2, 2), you need to look in 
your manual, and match up the formula with the respective elements.  If you 
don't have your manual, too bad.  In a couple of days, you'll be able to ask 
him about a Rehydration Solution, and you'll need to give him a formula for 
that (2).  Once you do that, you'll need to get him some Goo from the Squid 
Stone Area in order to receive the solution.

If you want to go to the Monastery, go right ahead now.  You can climb in if 
your skill is high enough (doubtful), or you can use the far easier method of 
using the Dark One Sign to open it (6).  Once inside, use the Garlic on 
Hector the Hexapod, who's over the fireplace to subdue him.  Now, you can 
activate the rather obvious secret passage in the fireplace and head down to 
the basement (6).

The basement is a very nasty place, as you'll soon see.  Stay away from the 
book and the far wall.  Note the letters on the wall.  It spells "Avoozl", 
the name of the Dark One.  The desk is something you need to pay attention 
to.  Force it open and take the poison gas like a man.  Rifle through the 
desk and you'll learn about Amon Tillado and where the Dark One Rituals are:

"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever 
 guarded by followers".
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of 
 a dead child's soul".
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit 
 which dwells there".
Blood Ritual: "Magically concealed in the monastery, and only he who 
 willingly seeks dark visions will find it".
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing 
 in the forest and presumed dead, but where is the Heart Ritual?"

So, what does it all mean?  Well, you already got the Dark One Sign, and 
there was no Mouth Ritual.  Hmm.

What about another?  Well, the Blood Ritual's supposed to be in here, and 
it's quite easy to find it.  Take a look at the "Cask of Amon Tillado" 
(hyuk).  Tap the oddly ruddy brew, and pass out.  You'll witness an 
interesting vision of the Dark One rising.  Once that's over, you'll wake up 
and pick up the scroll formed from the droplets.  You now have the Blood 
Ritual.  That was easy, eh?

There's another thing you can do in the monastery, but you won't have to for 
some time, so let's just leave it until later.

One last thing you can do for some Honor is to take the Torch to the 
curtains, rug, or book, and burn the monastery down.  The game won't let you 
do it before you've done EVERYTHING there is to do, and it won't get you 
puzzle points, but it's fun if you're a pyromaniac.

---

Scenic Mordavia

Just outside of town, you can snag an ear of corn from the stalks.  Also, 
after a few days, you may meet Katrina outside.  You can keep meeting her 
when she requests it, even in front of the castle, where she'll be without 
her scarf. ^_^  There's really little to do with it, though.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  You can chat with him, and be sure to tell him about Olga.  Keep 
going back and forth between the two.  You'll get no points for this, but 
it's a good deed.

Now, on to the actual wilderness.  Like past Quest for Glory games, the 
Fighter gets points from killing monsters.  Check out the Monsters section 
for tips on dealing with them and when to fight them.

Vorpal Bunny: 2
Necrotaur: 2
Wyvern: 2
Chernovy: 2
Revenant: 2
Wraith: 2

Note that I didn't include Badder.  Well, you've already killed Badders in 
the Dark One's Cave, so there.  Oh, and don't plan on fighting any Wraiths 
any time soon.  Those demons will the suck the life out of you unless you get 
some protection.

Okay, so, there are a few things to do out here.  More will become available 
as you do important things or as time passes.

There isn't much to do in the Cemetery.  Read the gravestones for a few 
laughs, or climb the tree for practice.  Igor's sometimes here chipping away 
at a new tombstone.

The Gypsy Camp is more or less off limits.  You won't be allowed in.

The Leshy lives in the area with several bushes.  Touch all the bushes to 
find him.  He'll ask you riddles.  The very first riddle he asks is what his 
name is.  If you've read HERO's Magazine in the Adventurers' Guild, you'll be 
able to respond and select "Leshy" (2).  Leave and come back and he'll ask 
you to save a bush from goo.  I'll explain the bush in a second.  Once you 
get it, tell him about it (2), and he'll tell you to plant it.  Once you've 
tossed it in Erana's Garden, he'll give you your next riddle of "who's in the 
lake".  You can either find out for yourself or just read about it in HERO's 
Magazine.  Respond "Rusalka" (2).  His next riddle involves giving you Baba 
Yaga's secret password.  If you've visited her, or know she's here by hearsay 
from Punny Bones, you can answer "Baba Yaga" (2).  His next riddle involves 
the Elderbury Bush.  If you have done the whole Baba Yaga thing (made her a 
pie and all), you can respond "Elderbury Bush" (2).  The last riddle involves 
the Heart Ritual.  Once you find it, you can respond with what has possession 
of it, which is a "Wraith" (2).

To get the bush that the Leshy refers to, go all the way back to the Squid 
Stone area.  The bush is in goo behind a pile of rocks.  Get some rocks and 
toss them at the pile to bust them up and grab the bush (15).  While you're 
here, grab some goo in a flask (6).  Sometimes the game will get buggy when 
you throw rocks.  After you bust the pile, your character will get frozen in 
an odd place.  To rectify this, just grab some goo in a flask.

Erana's Garden is a nice place to visit.  If you have the bush, you can plant 
it here (6).  This is a safe place to spend the night, and you'll get some 
weird dreams.  Be sure to check out the leftmost Oriental lantern for a hoard 
of 30 crowns.

If you're a guy, you'll definitely want to make a visit to the Rusalka.  
Don't be fooled by her charms.  She's just trying to drag you to your death.  
Instead, show her kindness by giving her Flowers or Candy (6).  She'll like 
you as a person, now.  Unfortunately, that's all you can do with her, besides 
talking and learning stuff about the lake and the swamp.

There are a couple of Rituals that are available from the get-go.  If your 
Strength is up enough from leg exercises, head into the swamp for some 
sloshing good fun.  Keep walking and saving at certain points and avoid the 
grasping hands.  Once you finally reach the Mad Monk's Tomb (6), you'll find 
a couple of Chernovy Wizards pounding on you with magic.  Walk up and deal 
with them.  Now, you'll have to open the tomb.  This is accomplished by 
sticking the Dark One Sign on it and inputing the Rituals in their proper 
order.  The order is simple.  It starts at the Mouth at the upper right and 
goes clockwise around to the upper left.  The tomb opens and (tada) you have 
the Bone Ritual (2).  I'm aware that there is a serious problem with this 
ritual and the CD version.  Check the FAQ for how to deal with that problem.

Now, for the Sense Ritual.  It's in the Squid Stone, and only revealed by the 
light of a dead child's soul (according to the Mad Monk).  So, you need to 
capture a Will O' Wisp or three.  At night, on the swamp shore, you'll see 
them dancing around.  Place some Candy on the ground, and they'll swarm 
towards it.  Snag them in a flask and bring them over to the Squid Stone.  
Use that flask on the stone and it'll light up.  Use the Dark One Sign on the 
stone.  You need to spell out the Dark One's name, Avoozl, to open the stone.  
This causes some problems with faster computers, so I'll tell you that 
AVVOOOZZLL usually works, but you may want to fudge around with it, because 
it's not perfect.  Once the stone opens, grab the Sense Ritual (6).  Lastly, 
go back to the swamp and click the flask o' Wisps on the ground to release 
them, unless you want them to die the next morning, costing you Honor.

---

The Gypsy and the Hunchback

About Day 4 or 5, you'll see a gathering of the villagers outside the 
Burgomeister's office.  They'll talk about how Igor is missing, and how the 
villagers found a gypsy outside the village.  You can question the villagers, 
the Burgomeister, and even the Gypsy inside the office, but you won't get 
much help.

Solving this mystery isn't really all that hard.  Just visit Igor's haunts.  
He's not at Dr. Cranium's lab, he's not at his usual hangout.  Head to the 
cemetery.  Ooo!  Horrible moaning from a grave with the stone fallen on it!  
Can it be that obvious?  It sure can.  Simply lift the grave and Igor will 
pop right out (15).  He'll give you his due thanks, and the gypsy will be 
immediately freed.

The next day, you can head to the gypsy camp (2), and Davy will let you in.  
You'll talk to the leader of their pack, Magda, the fortuneteller, and you'll 
learn some interesting things about them.  Give her a crown (2), and she'll 
tell your fortune.  You can come back here three more times and have your 
fortune told, and she'll focus on three people in your life.

One of the important things you can get from Magda is the Undead Amulet, this 
will allow you to do battle with Wraiths and not have your health sucked out 
while in actual combat.  Now you can go on a rampage and kill as many Wraiths 
as you desire.  Just be sure to rush up to their barrows the second you enter 
the area.  The Wraith you really need to take out is the one southwest of 
Erana's Garden.  This Wraith has a ton of money, a Battle Axe, and the Heart 
Ritual (15).

---

The Way to Baba Yaga's Heart

On Day 3 or 4, you'll find Punny Bones performing at the Inn.  You can talk 
to everyone after his act, then go up to his room, where he'll tell you how 
he lost his sense of humor.  If you can stomach his horrible jokes, grab his 
rubber chicken (2), and take off.

Now, to see Baba Yaga about that sensahuma.  Go to the southeastern part of 
the forest.  If you've received the magic saying from the Leshy, or possibly 
from Gypsy Davy, say it, and the bushes will disappear.  Continue to the west, 
and you'll see a familiar sight (6).  Walk up to the skull and Bonehead will 
almost immediately recognize you.  You can Tell About Gnome (most of the 
time) and he'll tell you he wants a deal (you know, like last time).

There's a little something you need to do first, though, to get this dealing 
item.  At night, go two screens west of Erana's Garden, and you'll see a 
ghost.  Talk to her, leave, and come back to talk to her again.  Leave once 
more, then come back one more time and tell her she's a ghost (6).  She'll 
accept that fact.  Now, come back, and she'll mention Nikolai.  D'oh.  This 
is Anna, Nikolai's lost wife.  Go back to Nikolai the next morning and tell 
him about her (6).  He'll wander off to find her.  As you'll guess, he won't 
last long.  Go out to the forest at night (to the ghost spot), and you'll see 
the two lovers reunited at last.  Leave and return one last time, and the two 
will thank you, and will ask if there's anyway they can help.  Ask for 
Nikolai's hat and he'll give it to you (2).  Yeah, it's a rather roundabout 
way to get one, but it's the only way.

Hat in hand, head back to Baba Yaga's Hut.  Give the hat to Bonehead (6), and 
he'll let you in, kinda.  As soon as you get close to the hut, it'll walk 
away from you.  Put some corn down on the ground, and it'll sit down (6).  
Walk right into the hut.  After the scene inside, tell Baba Yaga about the 
Gnome, and she'll give you a mission to make a pie for her.  An Elderbury 
Pie.  You need four things for it.  The Pie Pan (which can buy at the General 
Store), a flask of Grue Goo (which you can get from the Squid Stone Area), a 
flask of Bonemeal (get some bones, stick them in that giant mortar, and grind 
them (2)).  The final ingredient is Elderbury berries.  Head towards the 
Elderbury bush, which is marked on the map.  First, throw some rocks at the 
bush to dislodge a berry branch, then put the Rubber Chicken on the ground 
(yes, you read right), and move around the bush to grab the berries (6).  
Don't get too close to it, or it'll hurt you good.

Mix all the ingredients together, then show it to Bonehead.  Put it down in 
front of the cluster of four skulls which will laser it up.  Now, head into 
the hut.  As soon as you regain control, click on your backpack (for some 
reason, you won't be able to click on Active Item), and give her the pie (6).  
She'll ask what you want for this.  You can really ask for anything on the 
list (don't ask for nothing), because you can get everything, but for the 
sake of continuity, ask for the Gnome's humor, and you'll get the Good Humor 
Bar (d'oh).  Take it back to the Gnome, and he'll have his humor 
restored (15).  After you leave his room, he'll give you the gift of telling 
you the Ultimate Joke.  You can stick around for his last show if you wish.

There's one more thing you can do.  Remember the Hangman Tree outside Baba 
Yaga's hut?  Remember the Mad Monk's Diary said that's where a Ritual was?  
It's not there, though.  Who could've snagged it I wonder, hmmm?  Bring a 
flask of Grue Goo, a flask of Bonemeal, or some more Elderbury Berries to 
Baba Yaga, and ask for Ritual, and she'll give you the Breath Ritual.  You 
now have all five of the missing Rituals (besides the Mouth Ritual).

---

The Destiny Spell

If you wait until after midnight in the Inn, you can see a Domovoi in the 
main hall of the Inn.  It'll tell you about problems and ask you to come back 
another night.  Do so, then he'll give you a task of helping a "bad place" 
Domovoi.  That "bad place", of course, is the Monastery.  Head to the 
Monastery, then use a Flask of Water, or the Rehydration Solution on the 
Domovoi, and you'll restore it (6).  Now, go back to see the Domovoi, and 
he'll tell you about Tanya Markarov, the Innkeepers' daughter, and about a 
doll she had, which the Domovoi will let you take now.  Go to the china 
cabinet in the back and take the Doll.

Also, make sure you ask the gypsies about Erana and her staff, so you'll 
learn about the Destiny Spell.

Now, to find Tanya.  Maybe she's in the only place you haven't been to, yet: 
Castle Borgov.  There are two ways to enter Castle Borgov, and to get full 
points, you'll have to enter both ways.  The first way is the direct 
approach, to smash down the gate, and battle the Necrotaurs on the other side 
at night.  Then you can force open the main door (2).  The other way is 
through the crypt.  Since you saved Igor, he'll give you the Crypt Key if you 
ask for it.  Use the key to enter the crypt (6).  Inside the crypt, make sure 
you escape (to get full points).  Shake the Reaper's hand next to the 
entrance, and you'll be able to leave (6).  Go back in, and you'll need to 
find another way out of the crypt.  Go take a look at the crest.  It's a 
color puzzle.  Remember, this crypt is owned by the Borgovs.  Borgov.  
B-O-R-G-O-V.  The answer is Blue, Orange, Red, Green, Orange, Violet.  
Yeah. ^_^  Take the key and open the rightmost relief, to enter Castle 
Borgov (6).

               =====     |---------------------------------|     3           
 =====   |----|safe |----|                                 |   -^^^-         
‡  7  ‡  |4   |     |        |-----------------|           |  ‡  6  |-|      
‡     ‡  |     =====         |                 |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  5  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ----- -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

The Castle is a little complicated, and it's tough to draw a proper map of 
it.  The lines leading to screens are staircases, which are screens in 
themselves.  Each of the numbers is a special area.  Area #1 is the 
connecting area to the crypt.  Clicking the hand on the candle will bring you 
back to the crypt.  Area #2 is a staircase, and at night you can oil the door 
leading to the Great Hall, and you'll hear an interesting conversation in the 
next room.  Area #3 has a secret passage.  Click the hand on the crest above 
the bookcase and you'll go to the next room, but it's one way.  Area #4 has a 
ghost in it, and there's absolutely nothing you can do with or to it.  
Area #5 has a bench you can rest on.  Area #6 has a bookcase.  Click the 
books E-X-I-T and you can go back to Area #3.  Don't bother going to the 
Dungeon, 'cause there are two large Goon Guards there.  In the safe area, you 
can bust the lock open with your muscles to get some change inside.  The 
west exit of the great hall isn't very distinct, but it's in front of the 
staricase, which leads to Area #7, where you'll find a chest at the foot of 
the bed, and a Wraith guarding it.  Kick it's butt, and use your muscles on 
the chest to get a potion and some change.  Wait until night before you go to 
the Tanya area, since that's where she is.  You can talk to her and her 
buddy, Toby, if you want, but what you, of course, really need to do is give 
her the Doll (15).  She'll trust you from now on.  Now, you can tell her 
about the Destiny Spell.  She and Toby will go with you to Erana's Staff.

You'll automatically go to the town, and the Staff will begin the spell.  
Toby will offer to give his life up so Tanya can live again as a human.  
He'll get zapped, and you'll get Erana's Staff into your possession (25).

The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank you 
profusely.  Stay another night, and things will get into motion.  You'll have 
a note on the chest at the foot of your bed, asking you to come to the castle 
gate at night.  It's signed, "Katrina".

---

Ave Avoozl

This is more or less the point of no return in the game.  Once you respond to 
the letter and go to the area below the castle gate, you'll run into your 
good friend, Ad Avis, now undead and a vampire, under the control of the Dark 
Master.  You can talk to him a bit if you want.  After a while, he'll summon 
the Hounds of Death (really just a bunch of Necrotaurs).  You may be able to 
make it back to the town, but there's no point.  Just get captured, and 
you'll be taken to the dungeon.  Ad Avis will threaten you a bit, then you'll 
be cast to sleep to wake up at sunset of the next day.  Once you wake up, 
simply break the chains, then grab the stake and hammer.  Isn't it smart of 
Ad Avis not to take your stuff?  Sure.  Listen to the door, and you'll hear 
the Goons gabbing.  Secret passage, eh?  Well, I'll just cut to the chase and 
tell ya it's in the iron maiden.  Walk over there, open it up, and hop right 
in.  You'll enter the Master's bedroom.  Surprise, surprise, the Dark Master 
is Katrina!  Do anything to her EXCEPT kill her, and she'll wake up.  Try to 
explain yourself during the next scene, but it'll all end up the same way.  
Katrina will Geas you.  You'll have to seek out the missing five Rituals of 
the Dark One and return them to her.  How 'bout that?  You should have all 
five already, so you can go right back to the castle.  If you don't, you can 
go to the gypsies for some cool info on finding them, or you could just look 
back through this walkthrough.

Anyway, once you have the rituals, walk right up the castle gate, and you'll 
be teleported to the Dark One's Cave to summon the Dark One.  Katrina will 
use the Mouth Ritual (ah, see, she had it the whole time, which is how she 
let you out).  You'll have to find the very last ritual inside.  So, let's 
get in there and get it on. (15)

In the pit area, you'll notice that big tentacled beast from the beginning.  
That book next to him (must've gotten a hankering for some light reading) is 
where the last ritual is.  Use your Rope & Grapnel to lower yourself down to 
the cave floor and take him out (4).  Take the book and you'll memorize the 
Essence Ritual (15).  Use the hook to get back out and cross the rope to the 
Heart Chamber.

There will be a pulsating valve on the right side of the chamber.  Open it 
and re-enter the Bone Chamber.  Brings back memories, eh?  Use your Torch to 
light the other one stuck in the sconce.  Put the one you have back in its 
hole.  Now, use the Dark One Sign on the altar and it will fulfil it's 
purpose.  Use the Bone Ritual on the Altar (6) to perform it.  Oh, poopie.  
The bones closed on you.  Fortunately, you're buff.  Just bust them open, 
grab the torch and leave the cave (15).

Next, head towards the cave on the left side that's pulsating.  The Blood 
Chamber is new, of course.  Pretty, eh?  Head down around the bottom of the 
chamber and up the bowls to the altar.  Use the Blood Ritual on it (6), and 
acidic blood will start pouring out of the altar.  Great, huh?  Use the 
grapnel to climb up on the nearby ledge above you, and push the rock down 
into the bowl.  It'll plug into the bottom and the flow will be cut off, 
allowing you to go back down and escape the chamber (15).

Enter the next chamber, the Breath Chamber, and head over to the altar on the 
left side.  Use the Breath Ritual on that freaky-looking piped-up altar.  
You'll get some new instructions.  There are six pipes on the Breath Altar.  
They're kind of tough to make out, though.  The first pipe you blow on is the 
one on the lower right, then the one on the lower left, then the one between 
the first two, and finally, the one directly above the third one (middle on 
the top row).  Save before every puff, since an incorrect puff will kill 
ya. (6)

Once you've finished the blowing, walk back to the right.  WHOA, LADY!  Cute, 
eh?  Click the hand on a piece of hanging plant that's on the floor as you 
pass it, and you can leave the chamber (15).

Now, there's one chamber left.  Head into the Sense Chamber.  You'll be 
struck senseless (d'oh).  Walk around the lower left, then to the upper left, 
then the upper right.  If you wish, you can click the hand in various areas 
when you regain certain senses.  Anyway, when you reach the altar, read the 
Sense Ritual (6).  Now, the dendrites in the area will become electrified.  
To get out of here, first use the Rope and Grapnel on the stirrup (part of 
the inner ear) in the upper-middle portion of the screen, and you'll land way 
past most of the dendrites.  Run through the rest of them and you can 
leave (15).

All right.  All that's left is the Heart Ritual.  Use the Heart Ritual on the 
heart altar in the middle of the room (6), and an opening will appear in the 
ceiling.  Use the Rope and Grapnel on the ceiling, and you'll pull yourself 
up into the Essence Chamber (6).

In this final area, you'll begin the final Ritual, with Katrina and Ad Avis 
watching over.  As you complete the Ritual, the Dark One will begin to 
awaken, and Ad Avis will attack the platform you're standing on.  Katrina 
will take offense and attack Ad Avis, releasing the bonds that bind him to 
her.  The two will exchange spells for a bit, then Ad Avis will get the idea 
of attacking you, who Katrina has become so fond of.  She won't let you die, 
so she jumps in the path of Ad Avis' greatest spell, Dragon Fire.  She'll 
survive the spell, but the spell is so powerful that Avoozl will be attracted 
by it, and will consume her.  You'll cling to the crumbling platform, then 
use your strength and determination to destroy Ad Avis to pull yourself up to 
a standing position.  Time to finish Ad Avis for good, this time.

Pull out your most powerful weapon, Erana's Staff.  Funky.  It transforms 
into a spear.  Of course, like Ad Avis says, you can't just throw it, cause 
he'll knock it aside.  Click the mouth on yourself and "Tell Ultimate Joke".  
Now, THROW IT!  Imagine your own satisfying sound of the spear penetrating 
his heart.  Now, the staff will return to you.  Click it on the crystal to 
free the spirit of Erana, which was trapped by the darkness of Avoozl and 
win the game (50).

Congratulations, Hero!  You've saved the dark realm of Mordavia!  Now, you're 
are going to be called to Silmaria to face your ultimate quest.

******************************************************************************
6. WIZARD WALKTHROUGH
******************************************************************************

All points for deeds are added in parentheses.

---

Welcome to Mordavia

You'll begin in some freaky old cave, filled with bones, having no idea how 
the heck you got there or where your stuff is.  You can walk around the 
bones.  That odd-looking door thing on the back wall is your exit, but you 
can't get out yet.  First thing to do is look around certain points.  There 
are a few skeletons in the area you can search (2) for equipment (you may 
accidentally trip over one).  On one you'll find a dagger and coins.  On 
another you'll find a piece of flint and coins, and on the third you'll just 
find coins.  Now, turn your attention to the nearby altar.  You can grab one 
of the torches flanking the altar.  Go into your inventory and grab the 
flint.  Now, click the flint on the unlit torch to light it (6).  Now that 
you can see more than your hand in front of your face, make your way to the 
door in the back of the room, and use your hand on it to open it.

In this next room, the first thing you'll probably see is the sheet of cloth 
lying nearby.  Take the Sheet, and leave through the south exit.

In this next room, you'll see a rope suspended over a chasm.  Unfortunately, 
you, the puny mage, can't use it.  First, use the Sheet on yourself and 
you'll unfurl it.  Now, cast Levitate and you'll be dragged over to the other 
side (15).  The nasty tentacled beast won't get you unless you stand way too 
close to the edge on the starting side.  Walk outside by the northwest.

Once you leave, you'll hop across a few rocks and you'll be met by a rather 
attractive peasant girl.  She'll tell you you're in Mordavia and that the 
town is due north and that her name is Katrina.  After she walks off, take a 
look at the arch.  Note that one symbol nearest you.  You can take this Dark 
One Sign (6), so do so.  Leave this area by the west.

In this next gooey area (how 'bout this place, eh?) You'll see a slimy path.  
Walk down it, and eventually you'll slip to the bottom.  You can't do anything 
else here, but note that big stone, and the bonsai bush in the lower right 
corner.  Anyway, exit to the west.

You're now at the edge of the swamp.  Head north (finally some real forest) 
and when you can't go north anymore, go east, and you'll be outside the town 
gates.  Enter the town.

---

Man About Town

You'll be in the south end of town, near the Staff of Erana.  Head north, on 
the left side of the stone, and you'll have your first lovely chat with the 
Burgomeister.  Talk to him if you wish.  You can go inside the office and ask 
him about different things.  If you ask him about the Adventurers' Guild, 
he'll give you a key for it.

On this street, you can also visit the General Store.  Talk to Olga.  With 
your money pouch in hand, purchase about ten Food Rations, a clove of Garlic, 
a Pie Pan, a Flask of Oil, and some Candy.

Now, head to the Hotel Mordavia, you'll pay for one week in advance 
automatically, and you'll get the key to your room.  Talk to the innkeeper 
and the three gents at the table.  You can go up to your room if you want, 
and you can get a clove of Garlic from the strands on the ceiling.

Head to the north part of town.  The Adventurer's Guild is the dilapidated 
building to your left, and the Monastery is the huge stone thing.  You can 
talk to Igor, who's busily chipping away.  Use the key you just got and 
unlock the door to the Guild and enter (6).

First thing to do is sign the logbook (2), like always.  Next, head over 
to the bookcase and read all the books.  Particularly, the one that should 
interest you is the one on Creative Casting.  You can use the exercise 
machine on the left side of the room to build up your Strength.  Hey, just 
because you're a Wizard, doesn't mean you shouldn't keep fit.

Go to the east part of Mordavia.  You'll notice Nikolai, the old man, 
wandering around.  You can talk to him, but you won't get much.  Now, go to 
Dr. Cranium's house.  To open the door, you'll have to repeat the sequence of 
the bells (6).  Once inside, open the door on the right to get Antwerped 
(oof!).  You'll now need to catch one of these Antwerps, using the device on 
the floor, the T.R.A.P.  So, answer all the questions with intent of finding 
Antwerps (bounces, no legs, does NOT sing Waltzing Matilda).  Once you 
identify it (2), you'll need to bait the T.R.A.P. with avocado from one of 
your food rations.  The T.R.A.P. will start working, and will catch an 
Antwerp (2).  Right now, you can identify another animal.  The animal you 
want is a hexapod.  Six legs, resembles a squid, and eating Heroes does NOT 
sound good to you.  You'll learn that the food is Garlic (2).  Now, back to 
the Antwerp.  Open the the left door, and you'll start working on the Antwerp 
maze.  What you have to do now is rotate the maze so that the Antwerp bounces 
towards the key, and then to the exit.  Avoid the holes, and time the turns 
so that the Antwerp bounces properly.  Once you get the key (6), go to the 
door on the far wall.  Now, you'll need to rearrange the squares so that 
you'll see a keyhole.  Once you form it, click on the treasure chest in the 
upper right corner, and you'll grab the key and use it on the lock to enter 
Dr. Cranium's Lab (6).  Talk to the good Doctor and be sure to ask him about 
Science, and then Healing Potions, Poison Cures, and one or two Empty Flasks.  
To give him the formulae for each of the potions (2, 2), you need to look in 
your manual, and match up the formula with the respective elements.  If you 
don't have your manual, too bad.  Also, ask him about Magic, and he'll give 
you his disdain for magic, as well as a scroll that has the runes for the 
Glide Spell (2), saying it's poppycock, etc.  In a couple of days, you'll be 
able to ask him about a Rehydration Solution, and you'll need to give him a 
formula for that (2).  Once you do that, you'll need to get him some Goo from 
the Squid Stone Area in order to receive the solution.

If you want to go to the Monastery, go right ahead now.  You can Levitate in 
if you wish, or you can use the far easier method of using the Dark One Sign 
to open it (6).  Once inside, use the Garlic on Hector the Hexapod, who's 
over the fireplace, to subdue him.  Now, you can activate the rather obvious 
secret passage in the fireplace and head down to the basement (6).

The basement is a very nasty place, as you'll soon see.  Stay away from the 
book and the far wall.  Note the letters on the wall.  It spells "Avoozl", 
the name of the Dark One.  The desk is something you need to pay attention 
to.  Cast Open while standing quite a distance away from the desk.  Rifle 
through the desk and you'll learn about Amon Tillado and where the Dark One 
Rituals are:

"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever 
 guarded by followers".
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of 
 a dead child's soul".
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit 
 which dwells there".
Blood Ritual: "Magically concealed in the monastery, and only he who 
 willingly seeks dark visions will find it".
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing 
 in the forest and presumed dead, but where is the Heart Ritual?"

So, what does it all mean?  Well, you already got the Dark One Sign, and 
there was no Mouth Ritual.  Hmm.

What about another?  Well, the Blood Ritual's supposed to be in here, and 
it's quite easy to find it.  Take a look at the "Cask of Amon Tillado" 
(hyuk).  Tap the oddly ruddy brew, and pass out.  You'll witness an 
interesting vision of the Dark One rising.  Once that's over, you'll wake up 
and pick up the scroll formed from the droplets.  You now have the Blood 
Ritual.  That was easy, eh?

There's another thing you can do in the monastery, but you won't have to for 
some time, so let's just leave it until later.

One last thing you can do for some Honor is to take the Torch to the 
curtains, rug, or book, and burn the monastery down.  The game won't let you 
do it before you've done EVERYTHING there is to do, and it won't get you 
puzzle points, but it's fun if you're a pyromaniac.

---

Scenic Mordavia

Just outside of town, you can snag an ear of corn from the stalks.  Also, 
after a few days, you may meet Katrina outside.  On your first meeting, 
she'll teach you how to cast Frostbite (6).  You can keep meeting her when 
she requests it, even in front of the castle, where she'll be without her 
scarf. ^_^  There's really little to do with it, though.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  You can chat with him, and be sure to tell him about Olga.  Keep 
going back and forth between the two.  You'll get no points for this, but 
it's a good deed.

Okay, so, there are a few things to do out here.  More will become available 
as you do important things or as time passes.

There isn't much to do in the Cemetery.  Read the gravestones for a few 
laughs.  Igor's sometimes here chipping away at a new tombstone.

The Gypsy Camp is more or less off limits.  You won't be allowed in.

The Leshy lives in the area with several bushes.  Touch all the bushes to 
find him.  He'll ask you riddles.  The very first riddle he asks is what his 
name is.  If you've read HERO's Magazine in the Adventurers' Guild, you'll be 
able to respond and select "Leshy" (2).  Leave and come back and he'll ask 
you to save a bush from goo.  I'll explain the bush in a second.  Once you 
get it, tell him about it (2), and he'll tell you to plant it.  Once you've 
tossed it in Erana's Garden, he'll give you your next riddle of "who's in the 
lake".  You can either find out for yourself or just read about it in HERO's 
Magazine.  Respond "Rusalka" (2).  His next riddle involves giving you Baba 
Yaga's secret password.  If you've visited her, or know she's here by hearsay 
from Punny Bones, you can answer "Baba Yaga" (2).  His next riddle involves 
the Elderbury Bush.  If you have done the whole Baba Yaga thing (made her a 
pie and all), you can respond "Elderbury Bush" (2).  The last riddle involves 
the Fairy Queen.  Once you've dealt with her, you can respond "Heart 
Ritual" (2).

To get the bush that the Leshy refers to, go all the way back to the Squid 
Stone area.  The bush is in goo behind a pile of rocks.  Cast Force Bolt at 
the pile of rocks to bust them lose, then cast Fetch on the bush to grab 
it (15).  While you're here, grab some goo in a flask (6).

Erana's Garden is a nice place to visit.  If you have the bush, you can plant 
it here (6).  This is a safe place to spend the night, and you'll get some 
weird dreams.  Be sure to check out the leftmost Oriental lantern for a hoard 
of 30 crowns.  Everyday, you can cast Fetch on the tree growing in the area, 
and take a Mana Fruit, which will restore your mana.  Also, cast Detect Magic 
in the area, to find some magic in the pond.  Cast Trigger to raise a cute 
little flower.  Cast Open on the flower to find a scroll.  Now Fetch it, and 
you'll learn the spell of Protection (6).

If you're a guy, you'll definitely want to make a visit to the Rusalka.  
Don't be fooled by her charms.  She's just trying to drag you to your death.  
Instead, show her kindness by giving her Flowers or Candy (6).  She'll like 
you as a person, now.  Unfortunately, that's all you can do with her, besides 
talking and learning stuff about the lake and the swamp.

There are a couple of Rituals that are available from the get-go.  Head to 
the shore of the swamp, then cast the Glide spell and coast along the swamp, 
avoiding the grasping hands.  Once you finally reach the Mad Monk's Tomb (6), 
you'll find a Chernovy Wizard pounding on you with magic.  Glide up and deal 
with him.  Now, you'll have to open the tomb.  This is accomplished by 
sticking the Dark One Sign on it and inputing the Rituals in their proper 
order.  The order is simple.  It starts at the Mouth at the upper right and 
goes clockwise around to the upper left.  The tomb opens and (tada) you have 
the Bone Ritual (2).  I'm aware that there is a serious problem with this 
ritual and the CD version.  Check the FAQ for how to deal with that problem.

Now, for the Sense Ritual.  It's in the Squid Stone, and only revealed by the 
light of a dead child's soul (according to the Mad Monk).  So, you need to 
capture a Will O' Wisp or three.  At night, on the swamp shore, you'll see 
them dancing around.  Place some Candy on the ground, and they'll swarm 
towards it.  Snag them in a flask and bring them over to the Squid Stone.  
Use that flask on the stone and it'll light up.  Use the Dark One Sign on the 
stone.  You need to spell out the Dark One's name, Avoozl, to open the stone.  
This causes some problems with faster computers, so I'll tell you that 
AVVOOOZZLL usually works, but you may want to fudge around with it, because 
it's not perfect.  Once the stone opens, grab the Sense Ritual (6).  Lastly, 
go back to the swamp and click the flask o' Wisps on the ground to release 
them, unless you want them to die the next morning, costing you Honor.

---

The Gypsy and the Hunchback

About Day 4 or 5, you'll see a gathering of the villagers outside the 
Burgomeister's office.  They'll talk about how Igor is missing, and how the 
villagers found a gypsy outside the village.  You can question the villagers, 
the Burgomeister, and even the Gypsy inside the office, but you won't get 
much help.

Solving this mystery isn't really all that hard.  Just visit Igor's haunts.  
He's not at Dr. Cranium's lab, he's not at his usual hangout.  Head to the 
cemetery.  Ooo!  Horrible moaning from a grave with the stone fallen on it!  
Can it be that obvious?  It sure can.  Simply cast Open on the grave and Igor 
will pop right out (15).  He'll give you his due thanks, and the gypsy will 
be immediately freed.

The next day, you can head to the gypsy camp (2), and Davy will let you in.  
You'll talk to the leader of their pack, Magda, the fortuneteller, and you'll 
learn some interesting things about them.  Give her a crown (2), and she'll 
tell your fortune.  You can come back here three more times and have your 
fortune told, and she'll focus on three people in your life.

One of the important things you can get from Magda is the Aura Spell (6).  
This will allow you to do battle with Wraiths and not have your health sucked 
out while in actual combat.  Now you can go on a rampage and kill as many 
Wraiths as you desire.  Just be sure to rush up to their barrows the second 
you enter the area.  The Wraith you may really want to take out is the one 
southwest of Erana's Garden.  This Wraith has a ton of money.

---

The Way to Baba Yaga's Heart

On Day 3 or 4, you'll find Punny Bones performing at the Inn.  You can talk 
to everyone after his act, then go up to his room, where he'll tell you how 
he lost his sense of humor.  If you can stomach his horrible jokes, grab his 
rubber chicken (2), and take off.

Now, to see Baba Yaga about that sensahuma.  Go to the southeastern part of 
the forest.  If you've received the magic saying from the Leshy, or possibly 
from Gypsy Davy, say it, and the bushes will disappear.  Continue to the west, 
and you'll see a familiar sight (6).  Walk up to the skull and Bonehead will 
almost immediately recognize you.  You can Tell About Gnome (most of the 
time) and he'll tell you he wants a deal (you know, like last time).

There's a little something you need to do first, though, to get this dealing 
item.  At night, go two screens west of Erana's Garden, and you'll see a 
ghost.  Talk to her, leave, and come back to talk to her again.  Leave once 
more, then come back one more time and tell her she's a ghost (6).  She'll 
accept that fact.  Now, come back, and she'll mention Nikolai.  D'oh.  This 
is Anna, Nikolai's lost wife.  Go back to Nikolai the next morning and tell 
him about her (6).  He'll wander off to find her.  As you'll guess, he won't 
last long.  Go out to the forest at night (to the ghost spot), and you'll see 
the two lovers reunited at last.  Leave and return one last time, and the two 
will thank you, and will ask if there's anyway they can help.  Ask for 
Nikolai's hat and he'll give it to you (2).  Yeah, it's a rather roundabout 
way to get one, but it's the only way.

Hat in hand, head back to Baba Yaga's Hut.  Give the hat to Bonehead (6), and 
he'll let you in, kinda.  As soon as you get close to the hut, it'll walk 
away from you.  Put some corn down on the ground, and it'll sit down (6).  
Walk right into the hut.  After the scene inside, tell Baba Yaga about the 
Gnome, and she'll give you a mission to make a pie for her.  An Elderbury 
Pie.  You need four things for it.  The Pie Pan (which can buy at the General 
Store), a flask of Grue Goo (which you can get from the Squid Stone Area), a 
flask of Bonemeal (get some bones, stick them in that giant mortar, and grind 
them (2)).  The final ingredient is Elderbury berries.  Head towards the 
Elderbury bush, which is marked on the map.  First, First, cast Force Bolt at 
the bush to dislodge a berry branch, then put the Rubber Chicken on the ground 
(yes, you read right), and move around the bush to grab the berries (6).  
Don't get too close to it, or it'll hurt you good.

Mix all the ingredients together, then show it to Bonehead.  Put it down in 
front of the cluster of four skulls which will laser it up.  Now, head into 
the hut.  As soon as you regain control, click on your backpack (for some 
reason, you won't be able to click on Active Item), and give her the pie (6).  
She'll ask what you want for this.  You can really ask for anything on the 
list (don't ask for nothing), because you can get everything, but for the 
sake of continuity, ask for the Gnome's humor, and you'll get the Good Humor 
Bar (d'oh).  Take it back to the Gnome, and he'll have his humor 
restored (15).  After you leave his room, he'll give you the gift of telling 
you the Ultimate Joke.  You can stick around for his last show if you wish.

There are a couple more things you can do.  Remember the Hangman Tree outside 
Baba Yaga's hut?  Remember the Mad Monk's Diary said that's where a Ritual 
was?  It's not there, though.  Who could've snagged it I wonder, hmmm?  Bring 
a flask of Grue Goo, a flask of Bonemeal, or some more Elderbury Berries to 
Baba Yaga, and ask for Ritual, and she'll give you the Breath Ritual.  Go 
back once more and give her one more gruesome item, and you can ask for a 
magical spell.  She'll give you the spell of "Hide" (6).

---

The Destiny Spell

If you wait until after midnight in the Inn, you can see a Domovoi in the 
main hall of the Inn.  It'll tell you about problems and ask you to come back 
another night.  Do so, then he'll give you a task of helping a "bad place" 
Domovoi.  That "bad place", of course, is the Monastery.  Head to the 
Monastery, then use a Flask of Water, or the Rehydration Solution on the 
Domovoi, and you'll restore it (6).  Now, go back to see the Domovoi, and 
he'll tell you about Tanya Markarov, the Innkeepers' daughter, and about a 
doll she had, which the Domovoi will let you take now.  Go to the china 
cabinet in the back and take the Doll.

Also, make sure you ask the gypsies about Erana and her staff, so you'll 
learn about the Destiny Spell.

After having done all this, go south of Erana's Garden, where you'll find a 
floating Staff.  Touch it, and you'll be visited by the Faerie Folk, who'll 
task you with getting Erana's Staff.  They'll teach you the Ritual of Release 
to use on the staff when the time comes.

Now, to find Tanya.  Maybe she's in the only place you haven't been to, yet: 
Castle Borgov.  The best way to enter is through the crypt.  Since you saved 
Igor, he'll give you the Crypt Key if you ask for it.  Use the key to enter 
the crypt (6).  Inside the crypt, make sure you escape (to get full points).  
Shake the Reaper's hand next to the entrance, and you'll be able to 
leave (6).  Go back in, and you'll need to find another way out of the crypt.  
Go take a look at the crest.  It's a color puzzle.  Remember, this crypt is 
owned by the Borgovs.  Borgov.  B-O-R-G-O-V.  The answer is Blue, Orange, Red, 
Green, Orange, Violet.  Yeah. ^_^  Take the key and open the rightmost relief, 
to enter Castle Borgov (6).

               =====     |---------------------------------|     3           
 =====   |----|safe |----|                                 |   -^^^-         
‡  7  ‡  |4   |     |        |-----------------|           |  ‡  6  |-|      
‡     ‡  |     =====         |                 |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  5  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ----- -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

The Castle is a little complicated, and it's tough to draw a proper map of 
it.  The lines leading to screens are staircases, which are screens in 
themselves.  Each of the numbers is a special area.  Area #1 is the 
connecting area to the crypt.  Clicking the hand on the candle will bring you 
back to the crypt.  Area #2 is a staircase, and at night you can oil the door 
leading to the Great Hall, and you'll hear an interesting conversation in the 
next room.  Area #3 has a secret passage.  Click the hand on the crest above 
the bookcase and you'll go to the next room, but it's one way.  Area #4 has a 
ghost in it, and there's absolutely nothing you can do with or to it.  
Area #5 has a bench you can rest on.  Area #6 has a bookcase.  Click the 
books E-X-I-T and you can go back to Area #3.  Don't bother going to the 
Dungeon, 'cause there are two large Goon Guards there.  In the safe area, you 
can bust the lock open with the Trigger spell to get some change inside.  The 
west exit of the great hall isn't very distinct, but it's in front of the 
staricase, which leads to Area #7, where you'll find a chest at the foot of 
the bed, and a Wraith guarding it.  Kick it's butt (be sure to cast Aura 
before fighting), cast Trigger on the chest, and Open it to get a potion and 
some change.  Wait until night before you go to the Tanya area, since that's 
where she is.  You can talk to her and her buddy, Toby, if you want, but what 
you, of course, really need to do is give her the Doll (15).  She'll trust 
you from now on.  Now, you can tell her about the Destiny Spell.  She and 
Toby will go with you to Erana's Staff.

You'll automatically go to the town, and will cast the Ritual of Release.  
Toby will offer to give his life up so Tanya can live again as a human.  
He'll get zapped, and you'll get Erana's Staff into your possession (25).

The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank you 
profusely.  Stay another night, and things will get into motion.  You'll have 
a note on the chest at the foot of your bed, asking you to come to the castle 
gate at night.  It's signed, "Katrina".

Oh, you've got the Staff, now, so now you can visit the Faerie Folk south of 
the garden.  They'll try to steal the Staff.  No dang way.  It's yours now.  
They'll try to kill you to take it.  First, summon the Staff.  Next, cast 
Reversal.  Ha!  Oh, crap, they're using area-effect.  Well, check your spell 
menu.  Hey.  Notice something different?  Look for the one with the up and 
down arrows.  That's Resistance.  Cast it, and their attacks won't cause as 
much damage.  Now, blast the Queen with Frost Bite.  Take a Healing Potion if 
you need it, but keep hitting them with Frost Bite (and nothing else) and 
they'll eventually give up and take off.  The Queen will leave behind a 
scroll.  Hello.  It's the Heart Ritual.  Now you have all five missing 
rituals (15).

---

Ave Avoozl

This is more or less the point of no return in the game.  Once you respond to 
the letter and go to the area below the castle gate, you'll run into your 
good friend, Ad Avis, now undead and a vampire, under the control of the Dark 
Master.  You can talk to him a bit if you want.  After a while, he'll summon 
the Hounds of Death (really just a bunch of Necrotaurs).  You may be able to 
make it back to the town, but there's no point.  Just get captured, and 
you'll be taken to the dungeon.  Ad Avis will threaten you a bit, then you'll 
be cast to sleep to wake up at sunset of the next day.  Once you wake up, 
cast Open on the chains, then grab the stake and hammer.  Isn't it smart of 
Ad Avis not to take your stuff?  Sure.  Listen to the door, and you'll hear 
the Goons gabbing.  Secret passage, eh?  Well, I'll just cut to the chase and 
tell ya it's in the iron maiden.  Walk over there, open it up, and hop right 
in.  You'll enter the Master's bedroom.  Surprise, surprise, the Dark Master 
is Katrina!  Do anything to her EXCEPT kill her, and she'll wake up.  Try to 
explain yourself during the next scene, but it'll all end up the same way.  
Katrina will Geas you.  You'll have to seek out the missing five Rituals of 
the Dark One and return them to her.  How 'bout that?  You should have all 
five already, so you can go right back to the castle.  If you don't, you can 
go to the gypsies for some cool info on finding them, or you could just look 
back through this walkthrough.

Anyway, once you have the rituals, walk right up the castle gate, and you'll 
be teleported to the Dark One's Cave to summon the Dark One.  Katrina will 
use the Mouth Ritual (ah, see, she had it the whole time, which is how she 
let you out).  You'll have to find the very last ritual inside.  So, let's 
get in there and get it on. (15)

In the pit area, you'll notice that big tentacled beast from the beginning.  
That book next to him (must've gotten a hankering for some light reading) is 
where the last ritual is.  Cast Calm to put the thing to sleep, then Levitate 
down to the floor.  Take the book and you'll memorize the Essence 
Ritual (15).  Levitate out on the far side and cross the rope to the Heart 
Chamber.

There will be a pulsating valve on the right side of the chamber.  Open it 
and re-enter the Bone Chamber.  Brings back memories, eh?  Use your Torch to 
light the other one stuck in the sconce.  Put the one you have back in its 
hole.  Now, use the Dark One Sign on the altar and it will fulfil it's 
purpose.  Use the Bone Ritual on the Altar (6) to perform it.  Oh, poopie.  
The bones closed on you.  Force Bolt just isn't enough to break them.  Start 
by casting Frost Bite to freeze the bones, then Flame Dart to make the bones 
brittle.  Now, use Force Bolt to bust them open, grab the torch, and leave 
the cave (15).

Next, head towards the cave on the left side that's pulsating.  The Blood 
Chamber is new, of course.  Pretty, eh?  Head down around the bottom of the 
chamber and up the bowls to the altar.  Use the Blood Ritual on it (6), and 
acidic blood will start pouring out of the altar.  Great, huh?  Use Frost Bite 
on the acid flow to freeze it momentarily, allowing you to QUICKLY go back 
down and escape the chamber (15).

Enter the next chamber, the Breath Chamber, and head over to the altar on the 
left side.  Use the Breath Ritual on that freaky-looking piped-up altar.  
You'll get some new instructions.  There are six pipes on the Breath Altar.  
They're kind of tough to make out, though.  The first pipe you blow on is the 
one on the lower right, then the one on the lower left, then the one between 
the first two, and finally, the one directly above the third one (middle on 
the top row).  Save before every puff, since an incorrect puff will kill 
ya. (6)

Once you've finished the blowing, walk back to the right.  WHOA, LADY!  Cute, 
eh?  Once you get sucked inside the lung, cast Calm, and then cast Open on 
the valve and you can leave the chamber (15).

Now, there's one chamber left.  Head into the Sense Chamber.  You'll be 
struck senseless (d'oh).  Walk around the lower left, then to the upper left, 
then the upper right.  If you wish, you can click the hand in various areas 
when you regain certain senses.  Anyway, when you reach the altar, read the 
Sense Ritual (6).  Now, the dendrites in the area will become electrified.  
Getting out of here is a simple matter of casting Lightning Ball on the 
dendrites.  Do so and book it out of there (15).

All right.  All that's left is the Heart Ritual.  Use the Heart Ritual on the 
heart altar in the middle of the room (6), and an opening will appear in the 
ceiling.  Cast Levitate to float up and you'll pull yourself up into the 
Essence Chamber (6).

In this final area, you'll begin the final Ritual, with Katrina and Ad Avis 
watching over.  As you complete the Ritual, the Dark One will begin to 
awaken, and Ad Avis will attack the platform you're standing on.  Katrina 
will take offense and attack Ad Avis, releasing the bonds that bind him to 
her.  The two will exchange spells for a bit, then Ad Avis will get the idea 
of attacking you, who Katrina has become so fond of.  She won't let you die, 
so she jumps in the path of Ad Avis' greatest spell, Dragon Fire.  She'll 
survive the spell, but the spell is so powerful that Avoozl will be attracted 
by it, and will consume her.  You'll cling to the crumbling platform, then 
use your strength and determination to destroy Ad Avis to pull yourself up to 
a standing position.  Time to finish Ad Avis for good, this time.

Summon your most powerful weapon, Erana's Staff.  Of course, like Ad Avis 
says, you can't just cast a dumb spell, cause he can block it, or return the 
favor.  Click the mouth on yourself and "Tell Ultimate Joke".  Now, cast 
Force Bolt on him and he'll be knocked back to the wall, where Avoozl will 
take him to join Katrina in his darkness.  Now, summon your Staff once more 
to free the spirit of Erana, which was trapped by the darkness of Avoozl and 
win the game (50).

Congratulations, Hero!  You've saved the dark realm of Mordavia!  Now, you're 
are going to be called to Silmaria to face your ultimate quest.

******************************************************************************
7. THIEF WALKTHROUGH
******************************************************************************

All points for deeds are added in parentheses.

---

Welcome to Mordavia

You'll begin in some freaky old cave, filled with bones, having no idea how 
the heck you got there or where your stuff is.  You can walk around the 
bones.  That odd-looking door thing on the back wall is your exit, but you 
can't get out yet.  First thing to do is look around certain points.  There 
are a few skeletons in the area you can search (2) for equipment (you may 
accidentally trip over one).  On one you'll find a dagger and coins.  On 
another you'll find a piece of flint and coins, and on the third you'll just 
find coins.  Now, turn your attention to the nearby altar.  You can grab one 
of the torches flanking the altar.  Go into your inventory and grab the 
flint.  Now, click the flint on the unlit torch to light it (6).  Now that 
you can see more than your hand in front of your face, make your way to the 
door in the back of the room, and use your hand on it to open it.

You may notice an odd mark on a rock on the floor.  Take a closer look and 
you'll notice it's a Thief Mark.  It depicts an exit is down to the south.  
Sounds good to me.  Leave by the south.

In this next room, you'll see a rope suspended over a chasm.  All you need to 
do is simply walk the rope (15).  The nasty tentacled beast won't get you 
unless you stand way too close to the edge on the starting side.  Walk 
outside by the northwest.

Once you leave, you'll hop across a few rocks and you'll be met by a rather 
attractive peasant girl.  She'll tell you you're in Mordavia and that the 
town is due north and that her name is Katrina.  After she walks off, take a 
look at the arch.  Note that one symbol nearest you.  You can take this Dark 
One Sign (6), so do so.  Leave this area by the west.

In this next gooey area (how 'bout this place, eh?) You'll see a slimy path.  
Walk down it, and eventually you'll slip to the bottom.  You can't do anything 
else here, but note that big stone, and the bonsai bush in the lower right 
corner.  Anyway, exit to the west.

You're now at the edge of the swamp.  Head north (finally some real forest) 
and when you can't go north anymore, go east, and you'll be outside the town 
gates.  Enter the town.

---

Man About Town

You'll be in the south end of town, near the Staff of Erana.  Head north, on 
the left side of the stone, and you'll have your first lovely chat with the 
Burgomeister.  Talk to him if you wish.  You can go inside the office and ask 
him about different things.  If you ask him about the Adventurers' Guild, 
he'll give you a key for it.

On this street, you can also visit the General Store.  Talk to Olga.  With 
your money pouch in hand, purchase about ten Food Rations, a clove of Garlic, 
a Pie Pan, a Flask of Oil, a Shopping Bag, and some Candy.

Now, head to the Hotel Mordavia, you'll pay for one week in advance 
automatically, and you'll get the key to your room.  Talk to the innkeeper 
and the three gents at the table.  You can go up to your room if you want, 
and you can get a clove of Garlic from the strands on the ceiling.

Head to the north part of town.  The Adventurer's Guild is the dilapidated 
building to your left, and the Monastery is the huge stone thing.  You can 
talk to Igor, who's busily chipping away.  Use the key you just got and 
unlock the door to the Guild and enter (6).

First thing to do is sign the logbook (2), like always.  Next, head over to 
the bookcase and read all the books.  Take the Rope and Grapnel (2), toss it 
on the hook, and shimmy on up.  You'll notice a Thief Mark at the top telling 
you to look under the desk.  Do so, and you'll notice another Thief Mark 
telling you how to rotate the coat hooks.  Yes, the coat hooks.  The numbers 
indicate which order you should rotate them in.  Rotate the third one from 
the left first, until it points up, then the the second one from the left 
until it points down, then the one on the far right until it points right, 
then the one on the left until it points left.  A secret passage will open 
above the bookcase, and you can climb up and enter the Thieves' Guild (6).  
Hot dang, eh?

Hmm.  The Guild's kinda empty.  Note the poster on the wall.  It's got a 
real-life Guild Card in it!  Snag it (2).  Now, take a look at the two grates 
down in the lower right corner.  One has a Thief Mark to look in the other 
one.  The other has a safe knob in it.  Wow.  Now, head to the door on the 
back wall.  Examine it, and you'll notice it's a simple latch.  Use the Guild 
Card on it.  Now, you'll access to a back room.  First, read the books on the 
bookcase to learn a bit about traps (2).  Next, use the safe knob on the safe 
in the back.  Now to crack it.  The safe was made by the FILCH Safe Co.  Well, 
spelling out FILCH would be fine and dandy, but there's only an A, C, E, G, 
I, and K.  Ah, but between each of those letters, isn't there only one other 
letter?  Yes, you can click between the letters to hit B, D, F, and so on.  
So, spell out FILCH and the safe will open.  Search inside and you'll find 
some daggers and a lockpick (2).  Check below the safe for another set of 
Thief Marks.

Now, head to the desk, and search for traps (after clicking the hand on it), 
then pick the lock.  Inside, you'll find a big book and a brand spankin' new 
Mark II Thieves' Tool Kit (2).  Take a look in the book, and you'll find a 
bit of history about this Guild.  Now, head towards the empty picture frames 
on the wall.  Each one has a safe, and you have to disarm the trap to be 
safe.  Disarming most traps is a simple matter of matching up three colors 
(symbols) in a row as they pop up.  The most effective way to do this is to 
just pick one color and click on the square whenever that color shows up to 
freeze the square, and you'll get three in a row in no time.  Loot each of 
the safes, and now turn your attention back to the book.  Note the little 
stanza:

"Bad Boys Yell
Good Girls Giggle
Rich Girls Run"

That can be shortened to:

BBY
GGG
RGR

Seeing a color-like pattern yet?  Tap the barrel under the poster, and you'll 
find a trap-like grid.  Instead, you'll have to click on each square until 
you match the 3X3 grid above.  B = Blue, Y = Yellow, etc.

Once you complete the puzzle (2), the wall on the right side will open and 
you'll meet the Chief.  He's a little different than your average Chiefs.  
Talk to him about everything.  After you go out and steal some stuff, he'll 
trust you enough to let you help him by going to the Monastery and stealing a 
statue for him (which I'll detail later).  Once you do that, he'll turn back 
into a human (2).

Go to the east part of Mordavia.  You'll notice Nikolai, the old man, 
wandering around.  You can talk to him, but you won't get much.  Now, go to 
Dr. Cranium's house.  To open the door, you'll have to repeat the sequence of 
the bells (6).  Once inside, open the door on the right to get Antwerped 
(oof!).  You'll now need to catch one of these Antwerps, using the device on 
the floor, the T.R.A.P.  So, answer all the questions with intent of finding 
Antwerps (bounces, no legs, does NOT sing Waltzing Matilda).  Once you 
identify it (2), you'll need to bait the T.R.A.P. with avocado from one of 
your food rations.  The T.R.A.P. will start working, and will catch an 
Antwerp (2).  Right now, you can identify another animal.  The animal you 
want is a hexapod.  Six legs, resembles a squid, and eating Heroes does NOT 
sound good to you.  You'll learn that the food is Garlic (2).  Now, back to 
the Antwerp.  Open the the left door, and you'll start working on the Antwerp 
maze.  What you have to do now is rotate the maze so that the Antwerp bounces 
towards the key, and then to the exit.  Avoid the holes, and time the turns 
so that the Antwerp bounces properly.  Once you get the key (6), go to the 
door on the far wall.  Now, you'll need to rearrange the squares so that 
you'll see a keyhole.  Once you form it, click on the treasure chest in the 
upper right corner, and you'll grab the key and use it on the lock to enter 
Dr. Cranium's Lab (6).  Talk to the good Doctor and be sure to ask him about 
Science, and then Healing Potions, Poison Cures, and one or two Empty Flasks.  
To give him the formulae for each of the potions (2, 2), you need to look in 
your manual, and match up the formula with the respective elements.  If you 
don't have your manual, too bad.  In a couple of days, you'll be able to ask 
him about a Rehydration Solution, and you'll need to give him a formula for 
that (2).  Once you do that, you'll need to get him some Goo from the Squid 
Stone Area in order to receive the solution.

If you want to go to the Monastery, go right ahead now.  You can climb in if 
your skill is high enough, or you can use the far easier method of using the 
Dark One Sign to open it (6).  Once inside, climb up to the ledge above the 
door and pick up the Blackbird (6).  Yes, another one.  Also, use the Garlic 
on Hector the Hexapod, who's over the fireplace to subdue him.  Now, you can 
activate the rather obvious secret passage in the fireplace and head down to 
the basement (6).

The basement is a very nasty place, as you'll soon see.  Stay away from the 
book and the far wall.  Note the letters on the wall.  It spells "Avoozl", 
the name of the Dark One.  The desk is something you need to pay attention 
to.  Force it open and take the poison gas like a man.  Rifle through the 
desk and you'll learn about Amon Tillado and where the Dark One Rituals are:

"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever 
 guarded by followers".
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of 
 a dead child's soul".
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit 
 which dwells there".
Blood Ritual: "Magically concealed in the monastery, and only he who 
 willingly seeks dark visions will find it".
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing 
 in the forest and presumed dead, but where is the Heart Ritual?"

So, what does it all mean?  Well, you already got the Dark One Sign, and 
there was no Mouth Ritual.  Hmm.

What about another?  Well, the Blood Ritual's supposed to be in here, and 
it's quite easy to find it.  Take a look at the "Cask of Amon Tillado" 
(hyuk).  Tap the oddly ruddy brew, and pass out.  You'll witness an 
interesting vision of the Dark One rising.  Once that's over, you'll wake up 
and pick up the scroll formed from the droplets.  You now have the Blood 
Ritual.  That was easy, eh?

Note the small statue in the alcove.  That's the one that turned the Chief 
into a bug.  DON'T TOUCH IT with your bare hands.  If you have the Shopping 
Bag, use it on the statue to scoop it up.  Now, you can take it back to the 
Chief to cure him.

There's another thing you can do in the monastery, but you won't have to for 
some time, so let's just leave it until later.

One last thing you can do for some Honor is to take the Torch to the 
curtains, rug, or book, and burn the monastery down.  The game won't let you 
do it before you've done EVERYTHING there is to do, and it won't get you 
puzzle points, but it's fun if you're a pyromaniac.

It's not worth any points, but, hey, it's your only job in town, so go ahead 
and loot Nikolai's house if you wish.  You'll have to go in through the 
window.  Make sure you sneak, of course.  Use your oil on both doors of the 
wardrobe and loot it (both doors).  Take a look at the chest at the foot of 
the bed.  You'll find a Locket.  PUT IT BACK.  He'll notice if it's gone.  
Head downstairs and over to the desk near the door.  Move the mug onto the 
floor, then open the desk.  Leave via the window.

---

Scenic Mordavia

Just outside of town, you can snag an ear of corn from the stalks.  Also, 
after a few days, you may meet Katrina outside.  You can keep meeting her 
when she requests it, even in front of the castle, where she'll be without 
her scarf. ^_^  There's really little to do with it, though.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  You can chat with him, and be sure to tell him about Olga.  Keep 
going back and forth between the two.  You'll get no points for this, but 
it's a good deed.

Okay, so, there are a few things to do out here.  More will become available 
as you do important things or as time passes.

There isn't much to do in the Cemetery.  Read the gravestones for a few 
laughs, or climb the tree for practice.  Igor's sometimes here chipping away 
at a new tombstone.

The Gypsy Camp is more or less off limits.  You won't be allowed in.

The Leshy lives in the area with several bushes.  Touch all the bushes to 
find him.  He'll ask you riddles.  The very first riddle he asks is what his 
name is.  If you've read HERO's Magazine in the Adventurers' Guild, you'll be 
able to respond and select "Leshy" (2).  Leave and come back and he'll ask 
you to save a bush from goo.  I'll explain the bush in a second.  Once you 
get it, tell him about it (2), and he'll tell you to plant it.  Once you've 
tossed it in Erana's Garden, he'll give you your next riddle of "who's in the 
lake".  You can either find out for yourself or just read about it in HERO's 
Magazine.  Respond "Rusalka" (2).  His next riddle involves giving you Baba 
Yaga's secret password.  If you've visited her, or know she's here by hearsay 
from Punny Bones, you can answer "Baba Yaga" (2).  His next riddle involves 
the Elderbury Bush.  If you have done the whole Baba Yaga thing (made her a 
pie and all), you can respond "Elderbury Bush" (2).  The last riddle involves 
the Heart Ritual.  Once you find it, you can respond with what has possession 
of it, which is a "Wraith" (2).

To get the bush that the Leshy refers to, go all the way back to the Squid 
Stone area.  The bush is in goo behind a pile of rocks.  Get some rocks and 
toss them at the pile to bust them up.  Now, use the Rope and Grapnel on the 
ledge above and climb up.  Now, use it again on the bush and you'll fish it 
up (15).  While you're here, grab some goo in a flask (6).  Sometimes the 
game will get buggy when you throw rocks.  After you bust the pile, your 
character will get frozen in an odd place.  To rectify this, just grab some 
goo in a flask.

Erana's Garden is a nice place to visit.  If you have the bush, you can plant 
it here (6).  This is a safe place to spend the night, and you'll get some 
weird dreams.  Be sure to check out the leftmost Oriental lantern for a hoard 
of 30 crowns.

If you're a guy, you'll definitely want to make a visit to the Rusalka.  
Don't be fooled by her charms.  She's just trying to drag you to your death.  
Instead, show her kindness by giving her Flowers or Candy (6).  She'll like 
you as a person, now.  Unfortunately, that's all you can do with her, besides 
talking and learning stuff about the lake and the swamp.

There are a couple of Rituals that are available from the get-go.  If your 
Acrobatics is up enough from jumping around, hop around on the hummocks of 
grass in the area.  Keep jumping and saving at certain points and avoid the 
grasping hands.  Once you finally reach the Mad Monk's Tomb (6), you'll find 
a Chernovy Wizard pounding on you with magic.  Jump up and deal with him.  
Now, you'll have to open the tomb.  This is accomplished by sticking the Dark 
One Sign on it and inputing the Rituals in their proper order.  The order is 
simple.  It starts at the Mouth at the upper right and goes clockwise around 
to the upper left.  The tomb opens and (tada) you have the Bone Ritual (2).  
I'm aware that there is a serious problem with this ritual and the CD 
version.  Check the FAQ for how to deal with that problem.

Now, for the Sense Ritual.  It's in the Squid Stone, and only revealed by the 
light of a dead child's soul (according to the Mad Monk).  So, you need to 
capture a Will O' Wisp or three.  At night, on the swamp shore, you'll see 
them dancing around.  Place some Candy on the ground, and they'll swarm 
towards it.  Snag them in a flask and bring them over to the Squid Stone.  
Use that flask on the stone and it'll light up.  Use the Dark One Sign on the 
stone.  You need to spell out the Dark One's name, Avoozl, to open the stone.  
This causes some problems with faster computers, so I'll tell you that 
AVVOOOZZLL usually works, but you may want to fudge around with it, because 
it's not perfect.  Once the stone opens, grab the Sense Ritual (6).  Lastly, 
go back to the swamp and click the flask o' Wisps on the ground to release 
them, unless you want them to die the next morning, costing you Honor.

---

The Gypsy and the Hunchback

About Day 4 or 5, you'll see a gathering of the villagers outside the 
Burgomeister's office.  They'll talk about how Igor is missing, and how the 
villagers found a gypsy outside the village.  You can question the villagers, 
the Burgomeister, and even the Gypsy inside the office, but you won't get 
much help.

Well, you're a Thief, and breaking and entering is indeed your style.  You 
could get the Gypsy off the hook just by finding Igor, but what fun would 
that be?  Come back at night and pick the lock on the Burgomeister's window.  
Sneak right on in.  Open up the desk and you'll find some money and the key 
to the cell.  Let the gypsy loose (6).

Solving this mystery isn't really all that hard.  Just visit Igor's haunts.  
He's not at Dr. Cranium's lab, he's not at his usual hangout.  Head to the 
cemetery.  Ooo!  Horrible moaning from a grave with the stone fallen on it!  
Can it be that obvious?  It sure can.  Climb the tree, and use the Rope and 
Grapnel on the branch to hook it onto the grave, like a pulley.  Now, just 
pull the rope to lift the grave and Igor will pop right out (15).  He'll give 
you his due thanks, and the gypsy will be immediately freed.

The next day, you can head to the gypsy camp (2), and Davy will let you in.  
You'll talk to the leader of their pack, Magda, the fortuneteller, and you'll 
learn some interesting things about them.  Give her a crown (2), and she'll 
tell your fortune.  You can come back here three more times and have your 
fortune told, and she'll focus on three people in your life.

One of the important things you can get from Magda is the Undead Amulet, which 
will allow you to do battle with Wraiths and not have your health sucked out 
while in actual combat.  Now you can go on a rampage and kill as many Wraiths 
as you desire.  Just be sure to rush up to their barrows the second you enter 
the area.  The Wraith you really need to take out is the one southwest of 
Erana's Garden.  This Wraith has a ton of money, and the Heart Ritual (15).

---

The Way to Baba Yaga's Heart

On Day 3 or 4, you'll find Punny Bones performing at the Inn.  You can talk 
to everyone after his act, then go up to his room, where he'll tell you how 
he lost his sense of humor.  If you can stomach his horrible jokes, grab his 
rubber chicken (2), and take off.

Now, to see Baba Yaga about that sensahuma.  Go to the southeastern part of 
the forest.  If you've received the magic saying from the Leshy, or possibly 
from Gypsy Davy, say it, and the bushes will disappear.  Continue to the west, 
and you'll see a familiar sight (6).  Walk up to the skull and Bonehead will 
almost immediately recognize you.  You can Tell About Gnome (most of the 
time) and he'll tell you he wants a deal (you know, like last time).

There's a little something you need to do first, though, to get this dealing 
item.  At night, go two screens west of Erana's Garden, and you'll see a 
ghost.  Talk to her, leave, and come back to talk to her again.  Leave once 
more, then come back one more time and tell her she's a ghost (6).  She'll 
accept that fact.  Now, come back, and she'll mention Nikolai.  D'oh.  This 
is Anna, Nikolai's lost wife.  Go back to Nikolai the next morning and tell 
him about her (6).  He'll wander off to find her.  As you'll guess, he won't 
last long.  Go out to the forest at night (to the ghost spot), and you'll see 
the two lovers reunited at last.  Leave and return one last time, and the two 
will thank you, and will ask if there's anyway they can help.  Ask for 
Nikolai's hat and he'll give it to you (2).  Yeah, it's a rather roundabout 
way to get one, but it's the only way.

Hat in hand, head back to Baba Yaga's Hut.  Give the hat to Bonehead (6), and 
he'll let you in, kinda.  As soon as you get close to the hut, it'll walk 
away from you.  Put some corn down on the ground, and it'll sit down (6).  
Walk right into the hut.  After the scene inside, tell Baba Yaga about the 
Gnome, and she'll give you a mission to make a pie for her.  An Elderbury 
Pie.  You need four things for it.  The Pie Pan (which can buy at the General 
Store), a flask of Grue Goo (which you can get from the Squid Stone Area), a 
flask of Bonemeal (get some bones, stick them in that giant mortar, and grind 
them (2)).  The final ingredient is Elderbury berries.  Head towards the 
Elderbury bush, which is marked on the map.  First, throw some rocks at the 
bush to dislodge a berry branch, then put the Rubber Chicken on the ground 
(yes, you read right), and move around the bush to grab the berries (6).  
Don't get too close to it, or it'll hurt you good.

Mix all the ingredients together, then show it to Bonehead.  Put it down in 
front of the cluster of four skulls which will laser it up.  Now, head into 
the hut.  As soon as you regain control, click on your backpack (for some 
reason, you won't be able to click on Active Item), and give her the pie (6).  
She'll ask what you want for this.  You can really ask for anything on the 
list (don't ask for nothing), because you can get everything, but for the 
sake of continuity, ask for the Gnome's humor, and you'll get the Good Humor 
Bar (d'oh).  Take it back to the Gnome, and he'll have his humor 
restored (15).  After you leave his room, he'll give you the gift of telling 
you the Ultimate Joke.  You can stick around for his last show if you wish.

There's one more thing you can do.  Remember the Hangman Tree outside Baba 
Yaga's hut?  Remember the Mad Monk's Diary said that's where a Ritual was?  
It's not there, though.  Who could've snagged it I wonder, hmmm?  Bring a 
flask of Grue Goo, a flask of Bonemeal, or some more Elderbury Berries to 
Baba Yaga, and ask for Ritual, and she'll give you the Breath Ritual.  You 
now have all five of the missing Rituals (besides the Mouth Ritual).

---

The Destiny Spell

If you wait until after midnight in the Inn, you can see a Domovoi in the 
main hall of the Inn.  It'll tell you about problems and ask you to come back 
another night.  Do so, then he'll give you a task of helping a "bad place" 
Domovoi.  That "bad place", of course, is the Monastery.  Head to the 
Monastery, then use a Flask of Water, or the Rehydration Solution on the 
Domovoi, and you'll restore it (6).  Now, go back to see the Domovoi, and 
he'll tell you about Tanya Markarov, the Innkeepers' daughter, and about a 
doll she had, which the Domovoi will let you take now.  Go to the china 
cabinet in the back and take the Doll.

Also, make sure you ask the gypsies about Erana and her staff, so you'll 
learn about the Destiny Spell.

Now, to find Tanya.  Maybe she's in the only place you haven't been to, yet: 
Castle Borgov.  The best way to enter is through the crypt.  Since you saved 
Igor, he'll give you the Crypt Key if you ask for it.  Use the key to enter 
the crypt (6).  Inside the crypt, make sure you escape (to get full points).  
Shake the Reaper's hand next to the entrance, and you'll be able to 
leave (6).  Go back in, and you'll need to find another way out of the crypt.  
Go take a look at the crest.  It's a color puzzle.  Remember, this crypt is 
owned by the Borgovs.  Borgov.  B-O-R-G-O-V.  The answer is Blue, Orange, Red, 
Green, Orange, Violet.  Yeah. ^_^  Take the key and open the rightmost relief, 
to enter Castle Borgov (6).

               =====     |---------------------------------|     3           
 =====   |----|safe |----|                                 |   -^^^-         
‡  7  ‡  |4   |     |        |-----------------|           |  ‡  6  |-|      
‡     ‡  |     =====         |                 |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  5  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ----- -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

For the Thief, just about all doors in the castle are locked, and you'll have 
to pick them all open.  Just make sure you don't leave your Tool Kit behind 
in the storage chest.

The Castle is a little complicated, and it's tough to draw a proper map of 
it.  The lines leading to screens are staircases, which are screens in 
themselves.  Each of the numbers is a special area.  Area #1 is the 
connecting area to the crypt.  Clicking the hand on the candle will bring you 
back to the crypt.  Area #2 is a staircase, and at night you can oil the door 
leading to the Great Hall (2), and you'll hear an interesting conversation in 
the next room.  Area #3 has a secret passage.  Click the hand on the crest 
above the bookcase and you'll go to the next room, but it's one way.  Area #4 
has a ghost in it, and there's absolutely nothing you can do with or to it.  
Area #5 has a bench you can rest on.  Area #6 has a bookcase.  Click the 
books E-X-I-T and you can go back to Area #3.  Don't bother going to the 
Dungeon, 'cause there are two large Goon Guards there.  In the safe area, you 
can disarm the trap and unlock it to get some change inside.  The west exit 
of the great hall isn't very distinct, but it's in front of the staricase, 
which leads to Area #7, where you'll find a chest at the foot of the bed, and 
a Wraith guarding it.  Kick it's butt, and disarm the trap on the chest and 
pick it open to get a potion and some change.

NOTE: I had problems with returning to the Great Hall after going to Area 
#7 as a Thief.  I'd try to open the door back to the Great Hall and then 
return to the room I just came from with no other way to escape.  It's just a 
Healing Potion and loose change, so you don't really have to bother.

Wait until night before you go to the Tanya area, since that's where she is.  
You can talk to her and her buddy, Toby, if you want, but what you, of course, 
really need to do is give her the Doll (15).  She'll trust you from now on.  
Now, you can tell her about the Destiny Spell.  She and Toby will go with you 
to Erana's Staff.

You'll automatically go to the town, and the Staff will begin the spell.  
Toby will offer to give his life up so Tanya can live again as a human.  
He'll get zapped, and you'll get Erana's Staff into your possession (25).

The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank you 
profusely.  Stay another night, and things will get into motion.  You'll have 
a note on the chest at the foot of your bed, asking you to come to the castle 
gate at night.  It's signed, "Katrina".

---

Ave Avoozl

This is more or less the point of no return in the game.  Once you respond to 
the letter and go to the area below the castle gate, you'll run into your 
good friend, Ad Avis, now undead and a vampire, under the control of the Dark 
Master.  You can talk to him a bit if you want.  After a while, he'll summon 
the Hounds of Death (really just a bunch of Necrotaurs).  You may be able to 
make it back to the town, but there's no point.  Just get captured, and 
you'll be taken to the dungeon.  Ad Avis will threaten you a bit, then you'll 
be cast to sleep to wake up at sunset of the next day.  Once you wake up, 
pick open the chains, then grab the stake and hammer.  Isn't it smart of 
Ad Avis not to take your stuff?  Sure.  Listen to the door, and you'll hear 
the Goons gabbing.  Secret passage, eh?  Well, I'll just cut to the chase and 
tell ya it's in the iron maiden.  Walk over there, open it up, and hop right 
in.  You'll enter the Master's bedroom.  Surprise, surprise, the Dark Master 
is Katrina!  Do anything to her EXCEPT kill her, and she'll wake up.  Try to 
explain yourself during the next scene, but it'll all end up the same way.  
Katrina will Geas you.  You'll have to seek out the missing five Rituals of 
the Dark One and return them to her.  How 'bout that?  You should have all 
five already, so you can go right back to the castle.  If you don't, you can 
go to the gypsies for some cool info on finding them, or you could just look 
back through this walkthrough.

Anyway, once you have the rituals, walk right up the castle gate, and you'll 
be teleported to the Dark One's Cave to summon the Dark One.  Katrina will 
use the Mouth Ritual (ah, see, she had it the whole time, which is how she 
let you out).  You'll have to find the very last ritual inside.  So, let's 
get in there and get it on. (15)

In the pit area, you'll notice that big tentacled beast from the beginning.  
That book next to him (must've gotten a hankering for some light reading) is 
where the last ritual is.  Quickly start Sneaking, then use your Rope & 
Grapnel to lower yourself down to the cave floor.  Take the book and you'll 
memorize the Essence Ritual (15).  Use the hook to get back out and cross the 
rope to the Heart Chamber.

There will be a pulsating valve on the right side of the chamber.  Open it 
and re-enter the Bone Chamber.  Brings back memories, eh?  Use your Torch to 
light the other one stuck in the sconce.  Put the one you have back in its 
hole.  Now, use the Dark One Sign on the altar and it will fulfil it's 
purpose.  Use the Bone Ritual on the Altar (6) to perform it.  Oh, poopie.  
The bones are closing!  Quick!  Jump!  If you're quick enough, the bones will 
close on nothing.  Grab the torch and leave the cave (15).

Next, head towards the cave on the left side that's pulsating.  The Blood 
Chamber is new, of course.  Pretty, eh?  Head down around the bottom of the 
chamber and up the bowls to the altar.  Use the Blood Ritual on it (6), and 
acidic blood will start pouring out of the altar.  Great, huh?  Use the 
grapnel to climb up on the nearby ledge above you, jump onto the ledge 
further above you, then to the ledge halfway across the chasm, then to the 
left side to escape the chamber (15).

Enter the next chamber, the Breath Chamber, and head over to the altar on the 
left side.  Use the Breath Ritual on that freaky-looking piped-up altar.  
You'll get some new instructions.  There are six pipes on the Breath Altar.  
They're kind of tough to make out, though.  The first pipe you blow on is the 
one on the lower right, then the one on the lower left, then the one between 
the first two, and finally, the one directly above the third one (middle on 
the top row).  Save before every puff, since an incorrect puff will kill 
ya. (6)

Once you've finished the blowing, walk back to the right.  WHOA, LADY!  Cute, 
eh?  Click the hand on yourself as you slam into the screen and you'll climb 
down and you can leave the chamber (15).

Now, there's one chamber left.  Head into the Sense Chamber.  You'll be 
struck senseless (d'oh).  Walk around the lower left, then to the upper left, 
then the upper right.  If you wish, you can click the hand in various areas 
when you regain certain senses.  Anyway, when you reach the altar, read the 
Sense Ritual (6).  Now, the dendrites in the area will become electrified.  
To get out of here, first use the Rope and Grapnel on the stirrup (part of 
the inner ear) in the upper-middle portion of the screen, and you'll land way 
past most of the dendrites.  Use it again on the ledge near the entrance to 
be able to escape unscathed (15).

All right.  All that's left is the Heart Ritual.  Use the Heart Ritual on the 
heart altar in the middle of the room (6), and an opening will appear in the 
ceiling.  Use the Rope and Grapnel on the ceiling, and you'll pull yourself 
up into the Essence Chamber (6).

In this final area, you'll begin the final Ritual, with Katrina and Ad Avis 
watching over.  As you complete the Ritual, the Dark One will begin to 
awaken, and Ad Avis will attack the platform you're standing on.  Katrina 
will take offense and attack Ad Avis, releasing the bonds that bind him to 
her.  The two will exchange spells for a bit, then Ad Avis will get the idea 
of attacking you, who Katrina has become so fond of.  She won't let you die, 
so she jumps in the path of Ad Avis' greatest spell, Dragon Fire.  She'll 
survive the spell, but the spell is so powerful that Avoozl will be attracted 
by it, and will consume her.  You'll cling to the crumbling platform, then 
use your strength and determination to destroy Ad Avis to pull yourself up to 
a standing position.  Time to finish Ad Avis for good, this time.

Pull out your most powerful weapon, Erana's Staff.  Funky.  It transforms 
into a stake.  Of course, like Ad Avis says, you can't just use it, cause he 
can zap you first.  Click the mouth on yourself and "Tell Ultimate Joke".  
Now, JUMP ON HIM!  Imagine your own satisfying sound as you jam the stake 
into Ad Avis' foul heart.  Now, the staff will tell you to free its mistress.  
Jump back to your original spot, and click the staff on the crystal to free 
the spirit of Erana, which was trapped by the darkness of Avoozl and win the 
game (50).

Congratulations, Hero!  You've saved the dark realm of Mordavia!  Now, you're 
are going to be called to Silmaria to face your ultimate quest.

******************************************************************************
8. PALADIN WALKTHROUGH
******************************************************************************

All points for deeds are added in parentheses.  Just as a note, you get no 
points for getting new Paladin abilities (as opposed to QfG3).

---

Welcome to Mordavia

You'll begin in some freaky old cave, filled with bones, having no idea how 
the heck you got there or where your stuff is.  You can walk around the 
bones.  That odd-looking door thing on the back wall is your exit, but you 
can't get out yet.  First thing to do is look around certain points.  There 
are a few skeletons in the area you can search (2) for equipment (you may 
accidentally trip over one).  On one you'll find a dagger and coins.  On 
another you'll find a piece of flint and coins, and on the third you'll just 
find coins.  Now, turn your attention to the nearby altar.  You can grab one 
of the torches flanking the altar.  Go into your inventory and grab the 
flint.  Now, click the flint on the unlit torch to light it (6).  Now that 
you can see more than your hand in front of your face, make your way to the 
door in the back of the room, and use your hand on it to open it.

In this next room, the first thing you'll probably see is the sword and 
shield lying nearby.  They must've known you were coming, eh?  Grab the two 
and you'll be somewhat armed (the sword's not all that great).  Head towards 
the exit and you'll be assaulted by a small group of Badders.  Deal with 
them (2).  Leave by the south.

In this next room, you'll see a rope suspended over a chasm.  All you need to 
do is simply cross the rope hand-over-hand (15).  The nasty tentacled beast 
won't get you unless you stand way too close to the edge on the starting 
side.  Walk outside by the northwest.

Once you leave, you'll hop across a few rocks and you'll be met by a rather 
attractive peasant girl.  She'll tell you you're in Mordavia and that the 
town is due north and that her name is Katrina.  After she walks off, take a 
look at the arch.  Note that one symbol nearest you.  You can take this Dark 
One Sign (6), so do so.  Leave this area by the west.

In this next gooey area (how 'bout this place, eh?) You'll see a slimy path.  
Walk down it, and eventually you'll slip to the bottom.  You can't do anything 
else here, but note that big stone, and the bonsai bush in the lower right 
corner.  Anyway, exit to the west.

You're now at the edge of the swamp.  Head north (finally some real forest) 
and when you can't go north anymore, go east, and you'll be outside the town 
gates.  Enter the town.

---

Man About Town

You'll be in the south end of town, near the Staff of Erana.  Head north, on 
the left side of the stone, and you'll have your first lovely chat with the 
Burgomeister.  Talk to him if you wish.  You can go inside the office and ask 
him about different things.  If you ask him about the Adventurers' Guild, 
he'll give you a key for it.

On this street, you can also visit the General Store.  Talk to Olga.  With 
your money pouch in hand, purchase about ten Food Rations, a clove of Garlic, 
a Pie Pan, a Flask of Oil, a Hand Broom, and some Candy.

Now, head to the Hotel Mordavia, you'll pay for one week in advance 
automatically, and you'll get the key to your room.  Talk to the innkeeper 
and the three gents at the table.  You can go up to your room if you want, 
and you can get a clove of Garlic from the strands on the ceiling.

Head to the north part of town.  The Adventurer's Guild is the dilapidated 
building to your left, and the Monastery is the huge stone thing.  You can 
talk to Igor, who's busily chipping away.  Use the key you just got and 
unlock the door to the Guild and enter (6).

First thing to do is sign the logbook (2), like always.  Next, head over to 
the bookcase and read all the books.  Particularly, the one that should 
interest you is the one on Climbing (6).  Once you read it, you'll have a 
Climbing skill of 100.  Now, pick up the Rope & Grapnel (2) and you can toss 
it on the iron ring on the ceiling and practice climbing.  Now, turn your 
attention to the case on the wall.  You'll notice the rather nice-looking 
sword inside it.  Smash it open (if you have enough Strength), and you'll 
take this lovely sword in your possession.  Lastly, you can use the exercise 
machine on the left side of the room to build up your Strength (6).  Come 
back whenever you have enough stamina until you can't do any more in the day, 
then come back the next day, and add weight until you can't exercise no more.

Go to the east part of Mordavia.  You'll notice Nikolai, the old man, 
wandering around.  You can talk to him, but you won't get much.  Now, go to 
Dr. Cranium's house.  To open the door, you'll have to repeat the sequence of 
the bells (6).  Once inside, open the door on the right to get Antwerped 
(oof!).  You'll now need to catch one of these Antwerps, using the device on 
the floor, the T.R.A.P.  So, answer all the questions with intent of finding 
Antwerps (bounces, no legs, does NOT sing Waltzing Matilda).  Once you 
identify it (2), you'll need to bait the T.R.A.P. with avocado from one of 
your food rations.  The T.R.A.P. will start working, and will catch an 
Antwerp (2).  Right now, you can identify another animal.  The animal you 
want is a hexapod.  Six legs, resembles a squid, and eating Heroes does NOT 
sound good to you.  You'll learn that the food is Garlic (2).  Now, back to 
the Antwerp.  Open the the left door, and you'll start working on the Antwerp 
maze.  What you have to do now is rotate the maze so that the Antwerp bounces 
towards the key, and then to the exit.  Avoid the holes, and time the turns 
so that the Antwerp bounces properly.  Once you get the key (6), go to the 
door on the far wall.  Now, you'll need to rearrange the squares so that 
you'll see a keyhole.  Once you form it, click on the treasure chest in the 
upper right corner, and you'll grab the key and use it on the lock to enter 
Dr. Cranium's Lab (6).  Talk to the good Doctor and be sure to ask him about 
Science, and then Healing Potions, Poison Cures, and one or two Empty Flasks.  
To give him the formulae for each of the potions (2, 2), you need to look in 
your manual, and match up the formula with the respective elements.  If you 
don't have your manual, too bad.  In a couple of days, you'll be able to ask 
him about a Rehydration Solution, and you'll need to give him a formula for 
that (2).  Once you do that, you'll need to get him some Goo from the Squid 
Stone Area in order to receive the solution.

If you want to go to the Monastery, go right ahead now.  You can climb in if 
your skill is high enough (doubtful), or you can use the far easier method of 
using the Dark One Sign to open it (6).  Once inside, use the Garlic on 
Hector the Hexapod, who's over the fireplace to subdue him.  Now, you can 
activate the rather obvious secret passage in the fireplace and head down to 
the basement (6).

The basement is a very nasty place, as you'll soon see.  Stay away from the 
book and the far wall.  Note the letters on the wall.  It spells "Avoozl", 
the name of the Dark One.  The desk is something you need to pay attention 
to.  Force it open and take the poison gas like a man.  Rifle through the 
desk and you'll learn about Amon Tillado and where the Dark One Rituals are:

"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever 
 guarded by followers".
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of 
 a dead child's soul".
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit 
 which dwells there".
Blood Ritual: "Magically concealed in the monastery, and only he who 
 willingly seeks dark visions will find it".
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing 
 in the forest and presumed dead, but where is the Heart Ritual?"

So, what does it all mean?  Well, you already got the Dark One Sign, and 
there was no Mouth Ritual.  Hmm.

What about another?  Well, the Blood Ritual's supposed to be in here, and 
it's quite easy to find it.  Take a look at the "Cask of Amon Tillado" 
(hyuk).  Tap the oddly ruddy brew, and pass out.  You'll witness an 
interesting vision of the Dark One rising.  Once that's over, you'll wake up 
and pick up the scroll formed from the droplets.  You now have the Blood 
Ritual.  That was easy, eh?

There's another thing you can do in the monastery, but you won't have to for 
some time, so let's just leave it until later.

One last thing you can do for some Honor is to take the Torch to the 
curtains, rug, or book, and burn the monastery down.  The game won't let you 
do it before you've done EVERYTHING there is to do, and it won't get you 
puzzle points, but it's fun if you're a pyromaniac.

And, hey, if you're bored at night, go to Erana's Staff, and you'll see the 
ghost of the Paladin Piotyr, who'll tell you about some of the problems in 
this realm.

---

Scenic Mordavia

Just outside of town, you can snag an ear of corn from the stalks.  Also, 
after a few days, you may meet Katrina outside.  You can keep meeting her 
when she requests it, even in front of the castle, where she'll be without 
her scarf. ^_^  There's really little to do with it, though.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  You can chat with him, and be sure to tell him about Olga.  Keep 
going back and forth between the two.  You'll get no points for this, but 
it's a good deed.

Okay, so, there are a few things to do out here.  More will become available 
as you do important things or as time passes.

There isn't much to do in the Cemetery.  Read the gravestones for a few 
laughs, or climb the tree for practice.  Igor's sometimes here chipping away 
at a new tombstone.

The Gypsy Camp is more or less off limits.  You won't be allowed in.

The Leshy lives in the area with several bushes.  Touch all the bushes to 
find him.  He'll ask you riddles.  The very first riddle he asks is what his 
name is.  If you've read HERO's Magazine in the Adventurers' Guild, you'll be 
able to respond and select "Leshy" (2).  Leave and come back and he'll ask 
you to save a bush from goo.  I'll explain the bush in a second.  Once you 
get it, tell him about it (2), and he'll tell you to plant it.  Once you've 
tossed it in Erana's Garden, he'll give you your next riddle of "who's in the 
lake".  You can either find out for yourself or just read about it in HERO's 
Magazine.  Respond "Rusalka" (2).  His next riddle involves giving you Baba 
Yaga's secret password.  If you've visited her, or know she's here by hearsay 
from Punny Bones, you can answer "Baba Yaga" (2).  His next riddle involves 
the Elderbury Bush.  If you have done the whole Baba Yaga thing (made her a 
pie and all), you can respond "Elderbury Bush" (2).  The last riddle involves 
the Heart Ritual.  Once you find it, you can respond with what has possession 
of it, which is a "Wraith" (2).

To get the bush that the Leshy refers to, go all the way back to the Squid 
Stone area.  The bush in goo behind a pile of rocks.  Get some rocks and toss 
them at the pile to bust them up and grab the bush (15).  While you're here, 
grab some goo in a flask (6).  Sometimes the game will get buggy when you 
throw rocks.  After you bust the pile, your character will get frozen in an 
odd place.  To rectify this, just grab some goo in a flask.

Erana's Garden is a nice place to visit.  If you have the bush, you can plant 
it here (6).  This is a safe place to spend the night, and you'll get some 
weird dreams.  Be sure to check out the leftmost Oriental lantern for a hoard 
of 30 crowns.

If you're a guy, you'll definitely want to make a visit to the Rusalka.  
Don't be fooled by her charms.  She's just trying to drag you to your death.  
Instead, show her kindness by giving her Flowers or Candy (6).  She'll like 
you as a person, now.  There's more to do with her, but not until later in 
the game.

There are a couple of Rituals that are available from the get-go.  If your 
Strength is up enough from leg exercises, head into the swamp for some 
sloshing good fun.  Keep walking and saving at certain points and avoid the 
grasping hands.  Once you finally reach the Mad Monk's Tomb (6), you'll find 
a couple of Chernovy Wizards pounding on you with magic.  Walk up and deal 
with them.  Now, you'll have to open the tomb.  This is accomplished by 
sticking the Dark One Sign on it and inputing the Rituals in their proper 
order.  The order is simple.  It starts at the Mouth at the upper right and 
goes clockwise around to the upper left.  The tomb opens and (tada) you have 
the Bone Ritual (2).  I'm aware that there is a serious problem with this 
ritual and the CD version.  Check the FAQ for how to deal with that problem.

Now, for the Sense Ritual.  It's in the Squid Stone, and only revealed by the 
light of a dead child's soul (according to the Mad Monk).  So, you need to 
capture a Will O' Wisp or three.  At night, on the swamp shore, you'll see 
them dancing around.  Place some Candy on the ground, and they'll swarm 
towards it.  Snag them in a flask and bring them over to the Squid Stone.  
Use that flask on the stone and it'll light up.  Use the Dark One Sign on the 
stone.  You need to spell out the Dark One's name, Avoozl, to open the stone.  
This causes some problems with faster computers, so I'll tell you that 
AVVOOOZZLL usually works, but you may want to fudge around with it, because 
it's not perfect.  Once the stone opens, grab the Sense Ritual (6).  Lastly, 
go back to the swamp and click the flask o' Wisps on the ground to release 
them, unless you want them to die the next morning, costing you Honor.

---

The Gypsy and the Hunchback

About Day 4 or 5, you'll see a gathering of the villagers outside the 
Burgomeister's office.  They'll talk about how Igor is missing, and how the 
villagers found a gypsy outside the village.  You can question the villagers, 
the Burgomeister, and even the Gypsy inside the office, but you won't get 
much help.

Solving this mystery isn't really all that hard.  Just visit Igor's haunts.  
He's not at Dr. Cranium's lab, he's not at his usual hangout.  Head to the 
cemetery.  Ooo!  Horrible moaning from a grave with the stone fallen on it!  
Can it be that obvious?  It sure can.  Simply lift the grave and Igor will 
pop right out (15).  He'll give you his due thanks, and the gypsy will be 
immediately freed.

The next day, you can head to the gypsy camp (2), and Davy will let you in.  
You'll talk to the leader of their pack, Magda, the fortuneteller, and you'll 
learn some interesting things about them.  Give her a crown (2), and she'll 
tell your fortune.  You can come back here three more times and have your 
fortune told, and she'll focus on three people in your life.

One of the important things you can get from Magda is the Aura Spell, which 
will allow you to do battle with Wraiths and not have your health sucked out 
while in actual combat.  Now you can go on a rampage and kill as many Wraiths 
as you desire.  Just be sure to rush up to their barrows the second you enter 
the area.  The Wraith you really need to take out is the one southwest of 
Erana's Garden.  This Wraith has a ton of money, a magical sword, and the 
Heart Ritual (15).

This sword belongs to Piotyr, the ghost Paladin you've been taking orders 
from.  Dmitri the Burgomeister is his grandson.  Return the sword to him.  
He'll tell you to keep it, and he'll give you Piotyr's Shield as well (15).

---

The Lake of the Lost

Now's a good time to free the spirit of the Rusalka.  If you've seen the 
ghost of the Paladin Piotyr more than once, you know he'll tell you to ask 
the gypsies for help.  Go there, and ask about Helping Rusalka.  Now, make 
sure you've seen the grave in the cemetery that says Elyssa on it.  That's 
her name, of course.  Go to the lake and you'll automatically tell her her 
name.  Ask her about Hair and she'll give you some (not enough, of course, 
if you know what I mean).  Combine the Hair with the Broom.  Now, wait until 
nighttime, go to the Rusalka's grave, and use the Broom on the grave NEXT to 
it (Janos' grave).  Janos will rise up and attack you.  If you're protected 
by the Aura Spell, you'll be fine.  Send him back to the spirit world (6), 
and head back to the lake.  EEESH!  Oh, boy.  Oh, wow.  Umm.  I know you may 
not like it, but you've got to kiss that thing now.  Walk right into the lake 
and pucker up.  She'll fade out of existence, her spirit freed, and you'll be 
left cold and wet in the lake (15).  Isn't it great to be a Paladin?

---

The Way to Baba Yaga's Heart

On Day 3 or 4, you'll find Punny Bones performing at the Inn.  You can talk 
to everyone after his act, then go up to his room, where he'll tell you how 
he lost his sense of humor.  If you can stomach his horrible jokes, grab his 
rubber chicken (2), and take off.

Now, to see Baba Yaga about that sensahuma.  Go to the southeastern part of 
the forest.  If you've received the magic saying from the Leshy, or possibly 
from Gypsy Davy, say it, and the bushes will disappear.  Continue to the west, 
and you'll see a familiar sight (6).  Walk up to the skull and Bonehead will 
almost immediately recognize you.  You can Tell About Gnome (most of the 
time) and he'll tell you he wants a deal (you know, like last time).

There's a little something you need to do first, though, to get this dealing 
item.  At night, go two screens west of Erana's Garden, and you'll see a 
ghost.  Talk to her, leave, and come back to talk to her again.  Leave once 
more, then come back one more time and tell her she's a ghost (6).  She'll 
accept that fact.  Now, come back, and she'll mention Nikolai.  D'oh.  This 
is Anna, Nikolai's lost wife.  Go back to Nikolai the next morning and tell 
him about her (6).  He'll wander off to find her.  As you'll guess, he won't 
last long.  Go out to the forest at night (to the ghost spot), and you'll see 
the two lovers reunited at last.  Leave and return one last time, and the two 
will thank you, and will ask if there's anyway they can help.  Ask for 
Nikolai's hat and he'll give it to you (2).  Yeah, it's a rather roundabout 
way to get one, but it's the only way.

Hat in hand, head back to Baba Yaga's Hut.  Give the hat to Bonehead (6), and 
he'll let you in, kinda.  As soon as you get close to the hut, it'll walk 
away from you.  Put some corn down on the ground, and it'll sit down (6).  
Walk right into the hut.  After the scene inside, tell Baba Yaga about the 
Gnome, and she'll give you a mission to make a pie for her.  An Elderbury 
Pie.  You need four things for it.  The Pie Pan (which can buy at the General 
Store), a flask of Grue Goo (which you can get from the Squid Stone Area), a 
flask of Bonemeal (get some bones, stick them in that giant mortar, and grind 
them (2)).  The final ingredient is Elderbury berries.  Head towards the 
Elderbury bush, which is marked on the map.  First, throw some rocks at the 
bush to dislodge a berry branch, then put the Rubber Chicken on the ground 
(yes, you read right), and move around the bush to grab the berries (6).  
Don't get too close to it, or it'll hurt you good.

Mix all the ingredients together, then show it to Bonehead.  Put it down in 
front of the cluster of four skulls which will laser it up.  Now, head into 
the hut.  As soon as you regain control, click on your backpack (for some 
reason, you won't be able to click on Active Item), and give her the pie (6).  
She'll ask what you want for this.  You can really ask for anything on the 
list (don't ask for nothing), because you can get everything, but for the 
sake of continuity, ask for the Gnome's humor, and you'll get the Good Humor 
Bar (d'oh).  Take it back to the Gnome, and he'll have his humor 
restored (15).  After you leave his room, he'll give you the gift of telling 
you the Ultimate Joke.  You can stick around for his last show if you wish.

There's one more thing you can do.  Remember the Hangman Tree outside Baba 
Yaga's hut?  Remember the Mad Monk's Diary said that's where a Ritual was?  
It's not there, though.  Who could've snagged it I wonder, hmmm?  Bring a 
flask of Grue Goo, a flask of Bonemeal, or some more Elderbury Berries to 
Baba Yaga, and ask for Ritual, and she'll give you the Breath Ritual.  You 
now have all five of the missing Rituals (besides the Mouth Ritual).

---

The Destiny Spell

If you wait until after midnight in the Inn, you can see a Domovoi in the 
main hall of the Inn.  It'll tell you about problems and ask you to come back 
another night.  Do so, then he'll give you a task of helping a "bad place" 
Domovoi.  That "bad place", of course, is the Monastery.  Head to the 
Monastery, then use a Flask of Water, or the Rehydration Solution on the 
Domovoi, and you'll restore it (6).  Now, go back to see the Domovoi, and 
he'll tell you about Tanya Markarov, the Innkeepers' daughter, and about a 
doll she had, which the Domovoi will let you take now.  Go to the china 
cabinet in the back and take the Doll.

Also, make sure you ask the gypsies about Erana and her staff, so you'll 
learn about the Destiny Spell.

Now, to find Tanya.  Maybe she's in the only place you haven't been to, yet: 
Castle Borgov.  The best way to enter is through the crypt.  Since you saved 
Igor, he'll give you the Crypt Key if you ask for it.  Use the key to enter 
the crypt (6).  Inside the crypt, make sure you escape (to get full points).  
Shake the Reaper's hand next to the entrance, and you'll be able to 
leave (6).  Go back in, and you'll need to find another way out of the crypt.  
Go take a look at the crest.  It's a color puzzle.  Remember, this crypt is 
owned by the Borgovs.  Borgov.  B-O-R-G-O-V.  The answer is Blue, Orange, Red, 
Green, Orange, Violet.  Yeah. ^_^  Take the key and open the rightmost 
relief, to enter Castle Borgov (6).

               =====     |---------------------------------|     3           
 =====   |----|safe |----|                                 |   -^^^-         
‡  7  ‡  |4   |     |        |-----------------|           |  ‡  6  |-|      
‡     ‡  |     =====         |                 |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  5  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ----- -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

The Castle is a little complicated, and it's tough to draw a proper map of 
it.  The lines leading to screens are staircases, which are screens in 
themselves.  Each of the numbers is a special area.  Area #1 is the 
connecting area to the crypt.  Clicking the hand on the candle will bring you 
back to the crypt.  Area #2 is a staircase, and at night you can oil the door 
leading to the Great Hall, and you'll hear an interesting conversation in the 
next room.  Area #3 has a secret passage.  Click the hand on the crest above 
the bookcase and you'll go to the next room, but it's one way.  Area #4 has a 
ghost in it, and there's absolutely nothing you can do with or to it.  
Area #5 has a bench you can rest on.  Area #6 has a bookcase.  Click the 
books E-X-I-T and you can go back to Area #3.  Don't bother going to the 
Dungeon, 'cause there are two large Goon Guards there.  In the safe area, you 
can bust the lock open with your muscles to get some change inside.  The 
west exit of the great hall isn't very distinct, but it's in front of the 
staricase, which leads to Area #7, where you'll find a chest at the foot of 
the bed, and a Wraith guarding it.  Kick it's butt, and use your muscles on 
the chest to get a potion and some change.  Wait until night before you go to 
the Tanya area, since that's where she is.  You can talk to her and her 
buddy, Toby, if you want, but what you, of course, really need to do is give 
her the Doll (15).  She'll trust you from now on.  Now, you can tell her 
about the Destiny Spell.  She and Toby will go with you to Erana's Staff.

You'll automatically go to the town, and the Staff will begin the spell.  
Toby will offer to give his life up so Tanya can live again as a human.  
He'll get zapped, and you'll get Erana's Staff into your possession (25).

The next morning, you can talk to Bella, Tanya, and Yuri, who'll thank you 
profusely.  Stay another night, and things will get into motion.  You'll have 
a note on the chest at the foot of your bed, asking you to come to the castle 
gate at night.  It's signed, "Katrina".

---

Ave Avoozl

This is more or less the point of no return in the game.  Once you respond to 
the letter and go to the area below the castle gate, you'll run into your 
good friend, Ad Avis, now undead and a vampire, under the control of the Dark 
Master.  You can talk to him a bit if you want.  After a while, he'll summon 
the Hounds of Death (really just a bunch of Necrotaurs).  You may be able to 
make it back to the town, but there's no point.  Just get captured, and 
you'll be taken to the dungeon.  Ad Avis will threaten you a bit, then you'll 
be cast to sleep to wake up at sunset of the next day.  Once you wake up, 
simply break the chains, then grab the stake and hammer.  Isn't it smart of 
Ad Avis not to take your stuff?  Sure.  Listen to the door, and you'll hear 
the Goons gabbing.  Secret passage, eh?  Well, I'll just cut to the chase and 
tell ya it's in the iron maiden.  Walk over there, open it up, and hop right 
in.  You'll enter the Master's bedroom.  Surprise, surprise, the Dark Master 
is Katrina!  Do anything to her EXCEPT kill her, and she'll wake up.  Try to 
explain yourself during the next scene, but it'll all end up the same way.  
Katrina will Geas you.  You'll have to seek out the missing five Rituals of 
the Dark One and return them to her.  How 'bout that?  You should have all 
five already, so you can go right back to the castle.  If you don't, you can 
go to the gypsies for some cool info on finding them, or you could just look 
back through this walkthrough.

Anyway, once you have the rituals, walk right up the castle gate, and you'll 
be teleported to the Dark One's Cave to summon the Dark One.  Katrina will 
use the Mouth Ritual (ah, see, she had it the whole time, which is how she 
let you out).  You'll have to find the very last ritual inside.  So, let's 
get in there and get it on. (15)

In the pit area, you'll notice that big tentacled beast from the beginning.  
That book next to him (must've gotten a hankering for some light reading) is 
where the last ritual is.  Use your Rope & Grapnel to lower yourself down to 
the cave floor and take him out.  Take the book and you'll memorize the 
Essence Ritual (15).  Use the hook to get back out and cross the rope to the 
Heart Chamber.

There will be a pulsating valve on the right side of the chamber.  Open it 
and re-enter the Bone Chamber.  Brings back memories, eh?  Use your Torch to 
light the other one stuck in the sconce.  Put the one you have back in its 
hole.  Now, use the Dark One Sign on the altar and it will fulfil it's 
purpose.  Use the Bone Ritual on the Altar (6) to perform it.  Oh, poopie.  
The bones closed on you.  Fortunately, you're buff.  Just bust them open, 
grab the torch and leave the cave (15).

Next, head towards the cave on the left side that's pulsating.  The Blood 
Chamber is new, of course.  Pretty, eh?  Head down around the bottom of the 
chamber and up the bowls to the altar.  Use the Blood Ritual on it (6), and 
acidic blood will start pouring out of the altar.  Great, huh?  Use the 
grapnel to climb up on the nearby ledge above you, and push the rock down 
into the bowl.  It'll plug into the bottom and the flow will be cut off, 
allowing you to go back down and escape the chamber (15).

Enter the next chamber, the Breath Chamber, and head over to the altar on the 
left side.  Use the Breath Ritual on that freaky-looking piped-up altar.  
You'll get some new instructions.  There are six pipes on the Breath Altar.  
They're kind of tough to make out, though.  The first pipe you blow on is the 
one on the lower right, then the one on the lower left, then the one between 
the first two, and finally, the one directly above the third one (middle on 
the top row).  Save before every puff, since an incorrect puff will kill 
ya. (6)

Once you've finished the blowing, walk back to the right.  WHOA, LADY!  Cute, 
eh?  Click the hand on a piece of hanging plant that's on the floor as you 
pass it, and you can leave the chamber (15).

Now, there's one chamber left.  Head into the Sense Chamber.  You'll be 
struck senseless (d'oh).  Walk around the lower left, then to the upper left, 
then the upper right.  If you wish, you can click the hand in various areas 
when you regain certain senses.  Anyway, when you reach the altar, read the 
Sense Ritual (6).  Now, the dendrites in the area will become electrified.  
To get out of here, first use the Rope and Grapnel on the stirrup (part of 
the inner ear) in the upper-middle portion of the screen, and you'll land way 
past most of the dendrites.  Run through the rest of them and you can 
leave (15).

All right.  All that's left is the Heart Ritual.  Use the Heart Ritual on the 
heart altar in the middle of the room (6), and an opening will appear in the 
ceiling.  Use the Rope and Grapnel on the ceiling, and you'll pull yourself 
up into the Essence Chamber (6).

In this final area, you'll begin the final Ritual, with Katrina and Ad Avis 
watching over.  As you complete the Ritual, the Dark One will begin to 
awaken, and Ad Avis will attack the platform you're standing on.  Katrina 
will take offense and attack Ad Avis, releasing the bonds that bind him to 
her.  The two will exchange spells for a bit, then Ad Avis will get the idea 
of attacking you, who Katrina has become so fond of.  She won't let you die, 
so she jumps in the path of Ad Avis' greatest spell, Dragon Fire.  She'll 
survive the spell, but the spell is so powerful that Avoozl will be attracted 
by it, and will consume her.  You'll cling to the crumbling platform, then 
use your strength and determination to destroy Ad Avis to pull yourself up to 
a standing position.  Time to finish Ad Avis for good, this time.

Pull out your most powerful weapon, Erana's Staff.  Funky.  It transforms 
into a spear.  Of course, like Ad Avis says, you can't just throw it, cause 
he'll knock it aside.  Click the mouth on yourself and "Tell Ultimate Joke".  
Now, THROW IT!  Imagine your own satisfying sound of the spear penetrating 
his heart.  Now, the staff will return to you.  Click it on the crystal to 
free the spirit of Erana, which was trapped by the darkness of Avoozl and 
win the game (50).  Paladins get a special message from Erana for being so 
super awesome. ^_^

Congratulations, Hero!  You've saved the dark realm of Mordavia!  Now, you're 
are going to be called to Silmaria to face your ultimate quest.

******************************************************************************
9. THE WHOLE STORY AND EPILOGUE
******************************************************************************

Generations ago, a darkness rose over the land of Mordavia.  Amon Tillado and 
the Cult of Chernovy had horrible designs for the world.  He brought into the 
cult the maddest of madmen that would listen to his rantings and ravings.  
The current Boyar of Mordavia endorsed such activities to increase the charm 
of his dreary valley.

Unfortunately, Amon Tillado made a slight error of dying.  With no one to 
lead the cult, the Boyar thought that his valley's charm would be lost, which 
is why he took the reins of the cult as its high priest.  It was then that he 
heard the Call of Avoozl, darkest of the Dark Ones, and answered it.

Suddenly, the cult had a purpose.  They picked a cave on Mount Malign, and 
began the summoning of the Dark One with the horrid Rituals.  The Archmage 
Erana, the Paladin Piotyr, and the armies of the nearby lands stormed the 
cave.  The armies fought with the strength of any well-trained body of 
soldiers, but the cave was already changing to form the body of the Dark One, 
and the cult along with it, to horrid slavering beasts.  The armies fought 
bravely, but the cult had the strength of the Dark One.  Erana herself 
clashed with the very will of Avoozl.  With the combined energies of the 
cult, the two fought to a near stalemate.  Just as she was about to sacrifice 
her own life to banish him back to the void from whence he came, Avoozl took 
the initiative, preferring half-existence to complete banishing.  He 
destroyed Erana's body and took her spirit captive in his own essence.  With 
the spirit holding him, he could not fully enter this world, but his 
influence was indeed upon the land.  The cave was physically altered, and the 
land was mutated, with horrid monsters roaming the area.  The only one to 
crawl from the cave was Piotyr, carrying the Staff of Erana.  He placed the 
Staff in a monument in the town, where it protects the town from monsters.  
Thus would Mordavia live for several more decades.  

Flash forward to eighty years before present day.  Ad Avis, a young and 
arrogant Wizard, approached the Dark Master, recently expelled from WIT, 
with thoughts of incredible power.  What he didn't know was that Katrina, the 
Dark Master, was a woman.  He studied with her, loathing every moment, and 
she gave him the mark of the Vampire.  He served her, always plotting the 
time he would take over as Dark Master.

Five years before present day, Katrina turned Ad Avis loose, where he became 
vizier to the Emir Arus Al-Din.  She moved into Castle Borgov, where she 
began plotting on how she would release the Dark One.  She caused heavy rains 
to form the swamp in the pass into the valley so that no one could get in or 
out.  Once she released the Dark One, the world would be covered in darkness, 
allowing her to roam free without worries about the sun.

Now, the Hero comes into play.  Once he deals with Ad Avis in Raseir, he is 
reborn as a Nosferatu.  Ad Avis travels to Mordavia, a mere slave to Katrina, 
now.  He tells her of the Hero who killed him in the flesh.  She decides this 
Hero might be useful, which leads to our story.

After the events of this story, the dark magic surrounding Mordavia was 
finally released.  Erasmus and Fenris were finally able to locate the Hero 
and summoned the Hero to the kingdom of Silmaria, where his skills are 
needed.  Ad Avis is now destroyed forever.  Dmitri is the new Boyar of 
Mordavia.  The swamp has cleared, and Mordavia is once more the peaceful 
land of its forefathers.  Katrina and Erana have died, but neither of their 
souls are completely at rest.

******************************************************************************
10. MISCELLANY
******************************************************************************
==========
10A. FAQ =
==========

Q: Where can I find this game?

A: Nowadays, this game can probably only be found as a part of the Quest for 
 Glory Anthology.  You can order it from Sierra, or maybe get lucky and find 
 it in a game store.

Q: What's with the Blackbird?

A: This is an item purported to be of great wealth.  There were many fakes 
 made of it.  Whoever finds the real Blackbird is said to be holding a 
 Sultan's ransom.

Q: My game crashed as I was trying to slide down the path!  I can't get to 
 the Mad Monk's tomb without the game crashing!

A: Hey hey HEY!  Download the SCI patch fix at http://www.geocities.com/
 TimesSquare/Arcade/7435/Downloads/Patches/qfg4.zip.  Extract the contents of 
 the folder into your game's folder and you should be all set.

Q: My game just kicked me for no reason as I switched screens!

A: This has happened to me plenty of times.  It occurs randomly, and 
 probably won't occur in the same place twice.  Just be sure to save often 
 and have Autosave turned on.

Q: How can I find the formula that Dr. Cranium needs?

A: Fourteen years is a long time, and I'm sure this game qualifies quite 
 soundly as "abandonware".  Here are the formulae to bypass the copy 
 protection.  The first letter is the first letter of the formula (there's one 
 for each letter of the alphabet).  The next five letters are the elements: 
 A = Air, E = Earth, F = Fire, P = Pizza, W = Water.

 A-PPFWW, B-WFWEF, C-EWFPE, D-EFEFW, E-PEPAA, F-APFAP, G-PWWEE, H-EAPAE, 
 I-WEEWP, J-PPAPP, K-WAWPE, L-EEWEW, M-FEPFP, N-AFEAE, O-EFPEF, P-APPAW, 
 Q-WAFPA, R-FEFAE, S-WPEAA, T-PWAEW, U-FAPPP, V-AFEFA, W-EFEAF, X-AAWAW, 
 Y-APAWP, Z-WFFAW

Q: I can't beat Ad Avis!

A: You have to do all the stuff necessary QUICKLY.  Take out the staff.  
 Immediately tell the Ultimate Joke.  Finish him off.  Delay at all or do 
 something else and Ad Avis will just knock you off the platform and Avoozl 
 will rise.

=================
10B. Point List =
=================

All points are grouped in columns.  The first column is for the Fighter, the 
second for the Wizard, the third for the Thief, and the fourth for the 
Paladin.

---

Beginning of the Game

2  2  2  2   Find Dagger on corpse
6  6  6  6   Light the Torch 
15 15 15 15  Cross pit to exit cave
6  6  6  6   Get the Dark One Sign 

---

Town of Mordavia 

South Mordavia and Gates

   6         Learn Frost Bite spell from Katrina 
25 25 25 25  Save Tanya and get Erana's Staff 

West Mordavia

      2      Exit your room via the window at night
      6      Help the gypsy escape from jail 
2  2  2  2   Get Rubber Chicken from Punny Bones' room
15 15 15 15  Restore Punny Bones' humor 
         15  Show the Burgomeister Piotyr's Sword

North Mordavia

6  6  6  6   Enter Adventurer's Guild 
2  2  2  2   Sign your name in the logbook
2     2  2   Get Rope and Grapnel
2        6   Learn Climbing
2        6   Use the stair-stepper

      6      Enter Thieves' Guild 
      2      Get Guild Card 
      2      Get Lockpick 
      2      Learn to disarm traps from bookshelf
      2      Get Thieves' Toolkit 
      2      Find Chief Thief 
      2      Turn Chief Thief back into a human

6  6  6  6   Enter the monastery 
6  6  6  6   Rehydrate dry Domovoi 
6  6  6  6   Open secret passage to basement 
      6      Get Blackbird

East Mordavia

6  6  6  6   Tell Nikolai about his wife Anna
 
6  6  6  6   Open Dr. Cranium's front door 
2  2  2  2   Identify Antwerp 
2  2  2  2   Catch an Antwerp 
6  6  6  6   Solve Antwerp maze 
6  6  6  6   Unlock Dr. Cranium's lab door 
2  2  2  2   Identify Hexapod 
2  2  2  2   Give Poison Cure formula 
2  2  2  2   Give Healing Potion formula 
2  2  2  2   Give Rehydration Solution formula 
   2         Learn Glide Spell 

---

Mordavian Forest

2            Kill a Badder 
2            Kill a Vorpal Bunny 
2            Kill a Revenant 
2            Kill a Wyvern 
2            Kill a Necrotaur 
2            Kill a Wraith 
2            Kill a Chernovy Wizard

15    6  15  Destroy Wraith holding Heart Ritual
   15        Chase away Faerie Folk and get Heart Ritual

15 15 15 15  Rescue Igor in the cemetery
         6   Beat Janos' grave with Broom and defeat his Wraith 

6  6  6  6   Enter crypt 
6  6  6  6   Take secret passage to castle 
6  6  6  6   Escape crypt 

2  2  2  2   Enter the Gypsy Camp
2  2  2  2   Get your fortune told by Magda
   6         Learn Aura spell 

2  2  2  2   Answer Leshy's name riddle 
2  2  2  2   Answer Bonsai Bush riddle (return with the bush in hand)
2  2  2  2   Answer Rusalka riddle 
2  2  2  2   Answer Baba Yaga riddle 
2  2  2  2   Answer Elderbury Bush riddle 
2  2  2  2   Answer Heart Ritual riddle
 
6  6  6  6   Convince Anna that she is a ghost 
2  2  2  2   Get a hat from Nikolai after reuniting him and Anna

6  6  6  6   Plant Bonsai bush in Erana's Garden
   6         Learn Protection Spell
 
6  6  6  6   Get Berries from the Elderbury Bush 

6  6  6  6   Find Baba Yaga's Hut 
6  6  6  6   Give Nikolai's Hat to Bonehead 
6  6  6  6   Make Baba Yaga's Hut sit still 
2  2  2  2   Make Bonemeal in mortar
6  6  6  6   Give Elderbury pie to Baba Yaga 
   6         Learn Hide spell from Baba Yaga
 
6  6  6  6   Get the Rusalka to like you 
         15  Free the Rusalka's spirit

6  6  6  6   Find the Mad Monk's tomb in the swamp
2  2  2  2   Open the Mad Monk's tomb and get the Bone Ritual 

6  6  6  6   Capture Will o' Wisp on the Swamp Shore
15 15 15 15  Get the Bonsai Bush in the Squid Stone Area
6  6  6  6   Get Grue Goo in the Squid Stone Area 
6  6  6  6   Open the Squid Stone and get the Sense Ritual 

---

Castle Borgov 

2            Enter the castle by front gate 
      2      Oil the door to great hall and listen in on the meeting
15 15 15 15  Give the Doll to Tanya 

---

The Dark One's Cave

15 15 15 15  Reenter the Cave with the Rituals 
4            Kill the Pit Horror (the last Borgov)
15 15 15 15  Get the Essence Ritual
6  6  6  6   Perform Bone Ritual 
15 15 15 15  Escape from Bone Cave 
6  6  6  6   Perform Blood Ritual 
15 15 15 15  Escape from Blood Cave 
6  6  6  6   Perform Breath Ritual 
15 15 15 15  Escape from Breath Cave 
6  6  6  6   Perform Sense Ritual 
15 15 15 15  Escape from Sense Cave 
6  6  6  6   Perform Heart Ritual 
6  6  6  6   Make it into the Essence Cave 
50 50 50 50  Free Erana's Spirit and save Mordavia 

===============================
10C. Frequently Missed Points =
===============================

Here are a bunch of deeds that people often miss, or seem to be easily 
missed.  Also, this section details parts of the game that you must do 
properly to get full credit.

TRAP Times Two -
 After identifying the Antwerp at Dr. Cranium's, make sure you go again to 
 identify the hexapod.

You've Got Talents, Use Them! -
 It's easy enough to prove the Gypsy's innocence for all classes by finding 
 Igor in the Cemetery, but the Thief should make sure to wait until night 
 and free the Gypsy from the Burgomeister's Office.

Why is a Raven Like a Writing Desk? -
 Make sure you solve ALL of the Leshy's riddles.  The easiest one to miss is 
 the bonsai bush riddle.  It may seem more logical to get the bush, plant it, 
 then go back to the Leshy, but you'll only get full points if you get the 
 bush, THEN go back to the Leshy to solve the second riddle, then plant it 
 and move on.

Spell Correctly -
 Protection and Hide aren't required to finish the game, so it's possible 
 to miss them.  Protection is in Erana's Garden and should be obvious (go to 
 the walkthrough if you're clueless), and Hide is with Baba Yaga, in 
 exchange for a gruesome food item.

In AND Out -
 It's possible to enter Castle Borgov through the crypt and not leave by it 
 (taking the Doll in the first time, then restoring Tanya in one trip), so 
 make sure to leave once as soon as you enter by shaking the Reaper's hand.  
 Additionally, for Fighters, make sure you bust down the front gate just 
 once, in addition to the whole crypt thing.

Black Gold, Texas Tea -
 If you're a Thief, oil the door to the Great Hall from the stairwell east of 
 it.  It doesn't matter when you do it or even if you listen to the 
 conversation in the next room, just do it.

==================
10D. Ways to Die =
==================

Anywhere:

Exhaust yourself
Starve yourself
Die from poisoning
Perform an action that hurts a bit repeatedly until you die

Battles:

Lose to a Vorpal Bunny
Lose to a Necrotaur
Lose to a Wyvern
Lose to a Badder
Lose to a Chernovy Wizard
Lose to a Revenant
Lose to a Wraith
Lose to the Pit Horror

Town of Mordavia:

Get caught while breaking into the Burgomeister's office (Thief)
Get caught whlie breaking into Nikolai's house (Thief)
Get eaten by the hectapus above the Monastery door
Get eaten by the Hexapod in the Monastery
Touch the little Statue in the Monastery basement (Thief)
Touch the book in the Monastery basement
Try to attack the Chief Thief while he's a monster (Thief)
Wait until the Gypsy Burning
Free the Gypsy, but don't rescue Igor for two days

Mordavian Wilderness:

Get drowned by the Rusalka
Attack the wolves in the Gypsy Camp
Cast an offensive spell on Baba Yaga's guard skulls
Don't tell Baba Yaga about the Gnome's humor the first time you meet her
Don't give Baba Yaga the pie when you have it
Get snagged by a grasping hand in the swamp
Get hit by the Elderbury Bush one too many times

Dark One's Cave:

Stand too close to the edge of the bit in the beginning
Get sizzled by the boiling blood
Get sucked up by the Breath Altar
Get zapped one too many times by the Sense Cave
Don't kill Ad Avis in time (rise of the Dark One)

==========================
10E. Conversation Topics =
==========================

These are the times when you have different conversations trees with 
people.

Katrina
 First meeting outside Town Gates
 Second meeting outside Town Gates
 First meeting at Castle Gates
 Second meeting at Castle Gates
 After being trapped by her in her dungeon
 After she asks why she shouldn't kill you

Burgomeister
 Outside his office:
  First meeting
  Subsequent meetings
  When Igor disappears
  While Igor is still missing (second time and onward)
  If Gypsy is busted loose (Thief only)
  After Igor is found (first time)
  After Igor is found (second time etc.)
  After Nikolai disappears
  After burning the Monastery
  After saving Tanya
 Inside his office:
  First time inside
  Subsequent meetings
  When Igor disappears
  After Gypsy is busted loose (Thief only)
  After Igor is found
  After Igor is found (second time etc.)
  After Nikolai disappears
  After returning Piotyr's Sword to him

Olga
 First meeting
 Subsequent meetings (she alternates Rumors each visit)
 Note: She'll also bring up some other topics under Rumors as they 
  happen.

Yuri
 First meeting
 First night meeting
 Subsequent meetings
 After Igor is rescued
 During Punny Bones' first performance
 During Punny Bones' second performance
 After saving Tanya (First time)
 After saving Tanya (Subsequent times)

Bella
 After Igor is rescued (won't talk to you earlier)
 Subsequent meetings
 After saving Tanya (First time)
 After saving Tanya (Subsequent times)

Hans/Franz/Ivan
 First meeting
 First meeting at night
 Subsequent meetings
 When Igor goes missing (outside Burgomeister's)
 Subsequent meetings outside Burgomeister's
 When Igor goes missing (in the Inn)
 After Igor is rescued
 Subsequent meetings after Igor is rescued
 After Tanya is saved

Punny Bones
 First Performance
 First meeting in his room
 Subsequent Meetings in his room
 After restoring his humor in his room
 Second Performance

Igor
 First meeting
 Subsequent meetings
 Meeting in the cemetery
 After saving him (at his normal spot)
 Subsequent meetings after saving him
 After burning the monastery

Chief
 First meeting
 Subsequent meetings
 After curing him

Nikolai
 First meeting
 Subsequent meetings
 When talking to his ghost

Dr. Cranium
 First visit
 Visit on second day
 Visit on third day
 Visit on fourth day
 Visit on fifth day
 Subsequent visits

Boris
 First visit
 Two alternating topics for subsequent visits

Gypsy Davy
 Visiting before he gets captured
 Visiting him when he gets captured
 While trying to free him
 First visit to camp when welcome (in Magda's wagon)
 Second visit to camp (outside of Magda's wagon)
 Second visit to camp (in Magda's wagon)
 Third visit to camp (in Magda's wagon)
 Subsequent visits to camp (in Magda's wagon)
 After being Geased (in Magda's wagon)
 Second visit after being Geased (in Magda's wagon)

Magda
 First visit to camp when welcome
 Second visit to camp
 Third visit to camp
 Subsequent visits to camp
 After being Geased
 Second visit after being Geased

Anna
 First visit
 Second visit
 Subsequent visits
 After you tell her she's a ghost
 After being reunited with Nikolai

Rusalka
 While she wants to drown you
 After she likes you
 Second visit after she likes you
 Subsequent visits after she likes you
 After you tell her her name
 After you destroy Janos' Wraith

Bonehead
 First visit
 Second visit
 After you give him the hat
 After Baba Yaga tells you to make the pie
 After Baba Yaga takes your pie

Baba Yaga
 First visit
 After you give her the pie
 Any subsequent visits

Ad Avis
 Encounter in the woods
 In the Dark One Cave

******************************************************************************
11. STANDARD GUIDE STUFF
******************************************************************************

============
11A. Legal =
============

This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz.  You may not take 
it in whole or in part and claim it as your own. You may not alter it in any 
way, even if you ask me first, and that includes putting it in HTML format.  
Please don’t post this on your site unless you have express consent by me.  
I’ve put a lot of time into this.  Give me some credit.

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.gamers-realm.com

========================
11B. E-mail Guidelines =
========================

If you wish to e-mail me, be sure to follow these guidelines.

- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with Quest for Glory for God's sake.  I 
 don't want spam, chain letters, offers for friendship.  Compliment me on the 
 FAQ all you want, though.
- Make sure you say Quest for Glory at one point in your e-mail.  I have more 
 than one FAQ, and asking a generic question such as "How do I save?" doesn't 
 tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand your 
 e-mail, it'll go to the junk pile.

==============
11C. Credits =
==============

CJayC and Al Amaloo for having this on their sites.

Sierra, particularly Lori Ann and Corey Cole, for making such an 
incredible series.

======================
11D. Version Updates =
======================

Version 1.1 - 3/25/05 - Hey hey!  Download the patch and NO MORE ERROR 52!

Version 1.0 - 10/17/01 - Well, there you have it.  I don't really intend to 
 do another version, unless something else comes up.

=====================
11E. The Final Word =
=====================

The fourth game in the series is a much darker and more mature scenario than 
the others.  The Hero first learns real loss, from the deaths of Erana and 
Katrina.  If you can get past the bugs of this game, it's very enjoyable.

Be sure to check out my other guides for the Quest for Glory games, too!  I 
love this series!  Did I mention that?