CREATING CHARACTERS, COMBAT TIPS
Problem:
Advice on creating and playing as a Fighter.
Hint:
A Fighter's most important stats are Strength, Vitality, Agility,
Weapon Use, and Parry. Strength and Weapon Use are the easiest to
build up during the game, so you may want to use your bonus points in
the other areas. Carefully read the articles in your game manuals on
combat and monster types. Work out every day on the exercise machine
and get a quality sword from the Guild. Pace yourself with the
monsters at first -- don't be too proud to run away when you're
losing, and make sure you rest and heal between encounters. Remember
though, fighting is crucial for building up your skills. You will have
an opportunity to learn the "Climbing" skill in this game. Be sure to
practice this extensively once you get the chance.
Problem:
Advice on creating and playing as a Magic User.
Hint:
A Magic User needs Intelligence, Agility, and Magic Skill. Read
your "Hero" manual about Spells and the interview with Erasmus and
Fenrus. There are five new spells to seek out in this world. Talk to
Dr. Cranium, the Gypsies, Baba Yaga, and Katrina about magic.
Carefully investigate Erana's Garden. You will gain another spell when
you have gained Erana's Staff and return to the Faerie Folk. Katrina
will teach you "Frost Bite" outside the town gates at night after Day
3. You can learn another spell in Erana's Garden by casting spells.
Once you have befriended the Gypsies, they will teach you the "Aura"
spell at their camp. Trade something tasty to Baba Yaga and you will
learn another spell.
Problem:
Advice on creating and playing as a Thief.
Hint:
A Thief's most important stats are Agility, Vitality, and Luck.
Climbing, Stealth, Acrobatics, and Lock Picking are easily built up
through practice. Read the section in your "Hero" manual about Thieves
and pick up the Tools of the Trade in town. There is a Thieves' Guild
in town, but you'll need to look for it.
Problem:
Advice on playing as a Paladin.
Hint:
You can only play a Paladin if you became one in a previous Quest
for Glory game and "Imported" your character into this game. The
Paladin needs to look to the past to find what needs to be done in the
present. Visit the Staff area in town at night to learn what things
need to be done in town by speaking with the ghost of the Paladin
Piotyr. Talk to Olga and Boris, and try to get them back together. Let
no opportunity pass to do good for someone, and always use courtesy
and kindness.
Problem:
How to import a character.
Hint:
To transfer characters from other Quest for Glory games, you must
play "So You Want to Be A Hero", "Trial by Fire", or "Wages of War" to
the conclusion and follow the directions to create a character disk
for transfer. Then, when you start "Shadows of Darkness", select
"Import Character" from the opening menu and follow those directions.
Problem:
General combat tips.
Hint:
Fight monsters to build up your skills and to earn money from the
man-like creatures. Don't be too much of a Hero -- if the monster is
winning, run away and live to fight another day. Store extra equipment
in your room at the inn; you fight much worse when carrying a lot of
weight. Build up your character's skills at every opportunity. If you
like fast action and direct involvement, use the "Arcade Combat" mode,
and set your Skill Level according to the amount of challenge you
want. There is no "puzzle point" penalty for using a lower Skill
Level. If you prefer using strategy and your character's skills to
determine the combat, play in "Strategy Mode" combat. The computer
will act for your character according to the strategy you set for him.
Different monsters require different strategies.
Problem:
Fighting tips for Fighters or Paladins.
Hint:
The best close-combat tactic is to spend about two-thirds of your
time defending and one-third attacking. Your strikes are much more
accurate if you wait a few seconds between attacks, and the monsters
will hurt you less if you defend. Try to get in close to spell casting
monsters and hit them before they can get their spells off at you. Use
the Jump and Duck commands to avoid incoming spells.
Problem:
Fighting tactics for Magic Users.
Hint:
Magic Users can't stand up to a lot of heavy damage. Try
attacking monsters from a distance with your spells, then run away
from close combat and cast another spell. Calm is useless in close
combat, but Dazzle can be very effective against monsters that can see
you. Magic Users should also look for alternatives to combat.
Sometimes you can use your spells to get the same result without a
fight. The longer you hold down the mouse button on a spell icon, the
more powerful the spell. If you cast the spell at maximum power, it
will do a LOT of damage. However, you have to time this carefully; if
you are hit while casting a spell, you'll have to start over. Always
keep a "Zap" spell on your weapon -- cast it before you go into combat
so it will be ready. The Zap spell lasts until you successfully hit a
monster with your weapon.
Problem:
Fighting tips for Thieves.
Hint:
Use your Acrobatics attack to do serious damage then run away and
soften up the monster with thrown rocks or daggers. You can also throw
daggers in close combat by clicking the right mouse button on the
control area. Don't stand there and let a monster whomp on you; your
armor isn't good enough for that.
Problem:
Help! The monsters are just too fast and powerful for me!
Hint:
If you are having trouble with the "Arcade" combat, set your
Skill Level to Easy in the Control Panel. This will also make some of
the logic puzzles easier. If you aren't having any fun using Arcade
combat, try using the Strategy combat feature. This mode uses your
chosen strategy and your character's skills to determine the result of
the fight. If you don't like the way a fight is going you can
interrupt the Strategy Mode at any time by clicking the right mouse
button. You can also use the left mouse button to change your strategy
settings. Full details on Strategy Combat are on the Combat Reference
Card included in your game package.
Problem:
What are Special Attacks and how should I use them?
Hint:
Sorry, the programmer made me promise not to reveal the secret
techniques for using Special Attacks. But they're there -- experiment
with your mouse and keyboard. In Strategy mode you must set
Aggressiveness high. Setting Special Attacks high will cause your hero
to use them more often. Don't overuse this attack method -- your
character will be open to attack, and will tire very quickly.
GETTING STARTED
Problem:
How do I get out of this Bone Cave?
Hint:
You need a source of light. There is a torch just to the right of
the Bone Altar on the right side of the room. Take the torch. Search
the skeletal remains to find a couple of objects to create a spark in
order to light the torch. Searching may also turn up some ready cash.
To light the torch go into your inventory and click one of the items
on the torch.
Problem:
What do I do in the Heart of the Cave?
Hint:
There are some objects in this room that you need to find before
you exit from the botomof the scree. If yu arent Fihter, avoid combat
by picking up things and get out as soon as possible.
Problem:
How do I cross the Pit Cave?
Hint:
Crossing the pit is easy for the Fighter and Thief. The rope is a
useful way to cross, as long as you are strong or agile enough. The
Magic User needs something from the Heart of the Cave in order to
cross. Click this item on your character, cast the spell that makes
you weightless, and let the crosswinds carry you over to the other
side. Find the town of Mordavia as soon as you leave the Caves!
THE TOWN OF MORDAVIA
Problem:
Where is the town of Mordavia?
Hint:
After exiting the cave, travel to the west until you come to a
swamp. Go north until your way is blocked. Go east until your path is
again blocked. The town will be visible to the north. Go north to the
town gate.
Problem:
How do I return to the town after sundown?
Hint:
The gates of the town close at sundown. You can get back in by
either climbing or using the Levitation spell.
Problem:
Where is it safe to sleep in town?
Hint:
Your room at the inn is safe. If the inn is closed, you can
safely sleep in the town square in the grass beneath the Staff.
Problem:
How do I get a room and a meal at the Inn?
Hint:
Enter the Inn and talk to the Innkeeper about the Hotel and a
room. Your room will be the first door at the top of the stairs. To
eat, seat yourself at the chair on the right side of the right table.
You will be served.
Problem:
What should I do at the Hotel?
Hit
Talk the various characters and get some background information
about what is going on in Mordavia. Go downstairs at night when you
hear some noise, listen at the Innkeeper's doorway and you'll learn
why the Innkeeper and his wife are so grim. On other nights, you can
meet and speak with the Domovoi here. You will have some most peculiar
dreams sleeping at this inn. If you are a thief, use the window to get
out at night and practice some of your stealthier skills.
Problem:
What should I do in town?
Hint:
Spend the next few days exploring the town and the areas beyond,
Practice and build up your skills. Visit Dr. Cranium. (if you are a
Magic User, ask him about Magic). Talk to everyone and find out what
is going on in Mordavia.
Problem:
Of special interest to Paladins.
Hint:
Visit the town square where the staff is at night will put you in
contact with another Paladin. He will suggest quests for you to go on.
Help anyone you can in the game. Your goal is not to kill things, but
getting rid of dangerous Undead is certainly a good thing to do.
Problem:
What should I do with the Burgomeister?
Hint:
Talk to him and get the key to the Adventurer's Guild. Although
he doesn't like or trust you very much, you can win his respect by
helping others. Visit his office when the Gypsy is caught. The Paladin
character needs to return here with Piotyr's Sword.
Problem:
What should I buy at the Shop?
Hint:
Buy rations, garlic, candy, and a pie pan. The Thief needs a
shopping bag. The Paladin needs a broom.
Problem:
How do I help the Old Man find his wife?
Hint:
Search the forest at night for the Lost Ghost. Convince her that
she is a ghost. This will take several visits. Once she remembers her
name, go back to town and tell the old man about her. Return to this
screen later to visit the happy couple and get the old man's hat.
Problem:
How do I get Olga and her husband back together?
Hint:
You will meet Olga's husband elsewhere in the game. They
definitely are having some marital difficulties. Just keep talking to
both of them and telling them what the other says.
Problem:
What about this Gnome?
Hint:
Eat supper at the inn on the third evening to meet the Gnome.
Catch his act and visit him upstairs at the last door at the end of
the hall. Ask him about humor, borrow the Rubber Chicken and visit him
several times to find out about Baba Yaga. Your quest will be to help
him get his sense of humor back.
THE GUILDS
Problem:
How do I get into the Guild?
Hint:
The Burgormeister has the key. Talk to him until he gives it to you.
Problem:
What should I do at the Adventurers' Guild as a Fighter?
Hint:
Do some reading in the Guild. Use the exercise machine there to
build up your leg muscles and increase your strength. Once you learn
how to climb, practice a few times with the rope and grapnel on the
ceiling hook there. Take the rope with you. Pick up a better sword
here.
Problem:
What should I do at the Adventurers' Guild as a Thief?
Hint:
Use the rope and grapnel on the ceiling hook. This will give you
the clue of how to find the Thieves' Guild. Look under the table for
more clues, then solve the puzzle of the coat hooks hanging on the
wall to open up the secret passage into the Thieves' Guild.
Problem:
How do I use the exercise equipment?
Hint:
Read the manual on the bookshelf. Once you are strong enough to
require more weights, pick some of them up and drop them into the
baskets. Click "Do" on the stair-stepper to use it. Adjust the weights
according to your strength. You can only build up your muscles a
certain amount each day, so you will want to come back here every day
for a while.
Problem:
What do I do with the rope?
Hint:
If you are a Fighter, read some good books before trying to deal
with the rope. Both the Thief and the Fighter need to click the rope
on the ceiling hook to get in some climbing practice. Practice
repeatedly to improve your climbing skill. Be sure to take the rope
with you later.
Problem:
Where is the Thieves' Guild?
Hint:
You can only reach the Thieves' Guild by way of the Adventurers'
Guild. Look for the Thief Marks there. One is up so high you need a
rope to find it. Another is down low. You'll have to find your way up
and out by hook or by crook.
Problem:
I'm in the Thieves' Guild, but everything is locked up!
Hint:
A Thief is nothing without a toolkit, and you lost yours on the
way in. Still, a good Thief can improvise. If you don't have a
lockpick, try slipping the latch with a credit card (or the
equivalent). Maybe it's time for you to recruit yourself. You might
want to study up on traps before you start cracking safes or opening
desks.
Problem:
How can I bypass the Thieves' Guild traps?
Hint:
Those traps are intended for practice, but they can still sting!
Break into the back room and visit the library. You may learn
something. You can disarm simple traps just by knowing how they work,
but you'll need a Thieves' Toolkit (Mark 2) for the complicated ones.
Problem:
How do I open the main safe in the back room?
Hint:
The safe seems to be missing its knob. Where could that have
rolled off to? Search low and lower, in a really GRATE hiding place.
(That's a pun, son.) Finding the combination is sort of like the "Case
of the Purloined Letter" -- it's right there in plain sight on the
safe.
Problem:
How do I open the Chief Thief's desk?
Hint:
You'll need a lockpick and some knowledge about disarming traps.
You can get the lockpick from the main safe in the back room. To learn
about traps, carefully study the books on the bookshelf in the back
room. Locate and disarm the desk trap. Pick the lock. If at first you
don't succeed, keep practicing. Once you get into the desk, read the
Chief Thief's logbook carefully; even the "nonsense" section contains
important clues.
Problem:
Where is the Chief Thief?
Hint:
The Chief Thief is hiding out because of an embarrassing skin
condition. Check behind the barrels in the back. The secret passage
has a very complicated lock; you'll never guess the solution.
Fortunately, it's so complicated that the Chief couldn't remember it
either, so he wrote it down in his logbook. Find the part that makes
the least sense, then think of words as colors.
Problem:
How can I cure the Chief Thief?
Hint:
The answer is in the secret basement of the Monastery. Take care
that you don't wind up in the same state as the Chief. You can get
some supplies that will help in the store. There is some useful
information in Dr. Cranium's hallway.
DR. CRANIUM
Problem:
How do I get into Dr. Cranium's house?
Hint:
Ring the bells that you see (and hear) the same number of times,
in the same order. If you have trouble ringing the bells correctly,
change your skill Level to low. If you've turned off the sound, turn
it back on; it may help you here.
Problem:
Where do I get a key to Cranium's inner door?
Hint:
You must sucessfully guide an Antwerp through the key maze. If
you can't get an Antwerp for the maze, try TRAPping one.
Problem:
What do I do with the TRAP?
Hint:
You need to figure out what those beasties from behind the right
door eat, so start entering everything you know about them into the
Animal Identifier. Once you find the type of treat that Antwerps eat,
you need to figure out where to get some. Fortunately, you probably
have some already in inventory. It is something every adventurer
needs. Just click it on the trap, and you'll soon catch a bouncing
beastie.
Problem:
How do I get the Antwerp through the maze?
Hint:
If you have an Antwerp, change your skill level and your speed
control to low in the Control Panel. Open the door to the Key Maze;
this will start the maze. Take your time and maneuver the Antwerp to
the key and out through the side exit.
Problem:
How do I solve the Keyhole Puzzle?
Hint:
Once you have the key from the Antwerp Maze, set your skill level
to low. Use the Help key on the puzzle bar to obtain some hints. Once
you solve the puzzle, click your set of keys on the door.
Problem:
What do I do with Dr. Cranium?
Hint:
Talk to him. You can get potions and flasks from him if you help
him with his ingredients. You can also get a "Rehydration Solution",
if you trade him something he is interested in.
Problem:
What are the missing ingredients for Dr. Cranium's potions?
Hint:
To find the ingredients you will need to look the word he gives
you in your Technical Manual. This is the copy protection, in case you
hadn't guessed. We apologize for the necessity. [ HOLLY FUCK A COPY
PROTECTION?!?!?!?! ]
THE MONASTERY
Problem:
How do I get into the Monastery without being eaten?
Hint:
Most characters need the Dark One Sign to get into the Monastery.
You can find it just outside the Dark One's Cave where you started
out. If you are a Thief and have a rope and grapnel, you can climb the
walls and break into the upstairs window. Once you're in, don't forget
to pick up anything loose that's lying around on the shelf.
Problem:
What do I do with the blob in the cabinet? (The Dehydrated Domovoi)
Hint:
You need to get some "Rehydration Solution" from Dr. Cranium, or
at least a flask of water.
Problem:
How do I get past the Hexapod above the fireplace?
Hint:
Visit Dr. Cranium and use his animal Identification Machine to
find out what a Hexapod eats (assuming you already found out about
Antwerps). Feed the Hexapod. Pull one of the andirons by the fireplace
to reveal secret stairs to the basement.
Problem:
What do I do in the Monastery basement?
Hint:
Check out the Cask of Amon Tillado. That's one powerful vintage!
Open the desk, but watch out, it's trapped. A Fighter is going to have
to force the trap and take some damage. A poison cure would help. The
Magic User should use a spell to open the desk. The Thief had better
visit the Thieves' Guild, pick up some tools, and learn about
disarming traps before he even thinks about unlocking this desk. Read
the Diary of the Mad Monk. If you are a Thief - look for the Magic
Statue, but don't pick it up with your bare hands. Cover it up with
something first. You can get something appropriate at the store. If
you are a Paladin, you should seriously consider how to permanently
get rid of the evil in this place. It's so cold and dark in here, a
little light and warmth might be a good idea. Maybe even a lot of
warmth!
PLACES AND CREATURES OF THE FOREST
Problem:
Forest survival tips.
Hint:
The forest is a dangerous place, particularly at night. Try to
spend your nights in the Inn or at Erana's Garden. To the west of the
town is the Lake and the Gates to the castle. To the south of town is
the swamp and the Dark One's Cave. To the east of town is the
graveyard and the Gypsies' Camp. To the southeast is Erana's Garden
and Baba Yaga's Hut.
Problem:
Who is the woman in the lake and how do I deal with her?
Hint:
The woman is a Rusalka. If you want to be more than her victim
you need to be kind to her. Think of giving her something. Once you
win her friendship, ask her about the Swamp and Will-o- wisps.
Problem:
How do I release the Rusalka?
Hint:
You must be a Paladin to help the Rusalka. When Piotyr sends you
to help the Rusalka, you should first make friends and talk to her a
bit. If you are friends of the Gypsies ask them about her. To find her
true name, search the one place that has "death records". Get a broom
and a bit of the Rusalka's hair. Sweep the grave of her untrue lover
and give him some just desserts. Follow the rest of the Gypsies'
advice.
Problem:
Where is Erana's Garden?
Hint:
Erana's Garden is to the southeast of town, south and a little
east of the graveyard. You can only enter it from the south.
Problem:
What can I do in Erana's Garden?
Hint:
This is a safe place to sleep at night. You will need to plant
something here when asked. Magic Users can fetch magical fruit that
restores their Mana from the fruit tree. A Magic User should carefully
investigate the garden for other magical places. A secret there will
yield to the correct combination of spells; start with Detect Magic to
locate it.
Problem:
Where can I find the Faerie Queen?
Hint:
If you are a Magic User the Leshy will warn you of the Faerie
Queen. Meet her south of Erana's Garden at night.
Problem:
What should I do about the Faerie Folk?
Hint:
You will only encounter the Faerie Folk as a Magic User. The
Faerie Folk believe Erana's Staff belongs to them. You need to play
along because they have something you need. Visit the Faeries several
times at night just south of Erana's Garden. You can only get the
Staff after you've rescued someone from the castle. In the final
battle, start by summoning Erana's Staff and using all of its
protective spells. Be prepared for a difficult magical duel and heal
yourself as needed. Area effect spells like Frost Bite will be more
useful than direct attacks.
Problem:
What is a Leshy and what do I do with it?
Hint:
The Leshy is a mischievous character often disguised as a bush,
who likes to ask riddles and play tricks on travelers. However, his
riddles often contain useful clues.
Problem:
How do I solve the Leshy's "bush quest"?
Hint:
The bush of the Leshy is down near the Dark One's Cave by the
swamp. In the room where you slide down the slippery goo path, the
bush is stuck on the right side of the screen. If you are a Fighter or
Thief, throw some rocks to break up the rock dam. If you are a Magic
User, use a couple of spells to do the same and retrieve the bush with
another spell. As a Thief, use your rope to get above the bush, and go
fishing. Take the bush to Erana's Garden for replanting.
Problem:
How can I help the captured Gypsy?
Hint:
The best way to help the Gypsy is to find Igor. You need to look
in the most obvious place to find the gravedigger.
Problem:
How can I free the captured Gypsy?
Hint:
As a thief, improve your skills by breaking into the
Burgomeister's Office window at night. Set the Gypsy free. All
character types should search and find Igor.
Problem:
How do I get into the Gypsy camp? What do I do there?
Hint:
You can't get into the Gypsy camp until you've saved the Gypsy.
The camp is a valuable place for hints and clues. Crossing the Fortune
Teller's palm with silver will give you information about the past and
present. Be sure to ask about sacrifices when you get the chance. This
is a good place to keep coming back to for more information later in
the game.
THE GRAVEYARD
Problem:
What do I do in the graveyard?
Hint:
From the Town Gate you need to walk South for two forest squares,
East for two forest squares, then North. Later in the game you can
find a passageway to the castle from the Borgov's crypt. Igor can help
you get into the crypt after you do a favor for him. The Paladin can
find some information about the Rusalka and avenge her death.
Problem:
How do I move the fallen tombstone?
Hint:
If you are a Fighter move it by brute force. As an alternative or
if you are a Thief, Climb the tree. Use the rope from your inventory
on the pulley and raise the Tombstone. If you are a Magic User you
need to know how to spell relief.
Problem:
What do I do as Paladin in the graveyard to help the Rusalka?
Hint:
If you were sent on this quest by Piotyr and have talked to the
Gypsies, you should have a good idea of what to do. Add her hair to
the broom and sweep the correct grave. Fight and defeat the villan.
Problem:
How do I get into the Borgov's Tomb?
Hint:
Ask Igor for a key once you have helped him, or try some skills
or spells.
Problem:
What do I do in the Borgov's Tomb? How do I get out of here?
Hint:
There is an entrance to a secret passageway to the castle in
here. It is accessed by finding the Borgov crest on the floor and take
a colorful approach to the problem. Think of the names of the colors
and of whose crest it is. When you solve this puzzle, you will receive
a key to a secret passageway to the castle. Look behind the rightmost
coffin.
Problem:
How do I get out of the Borgov's Tomb?
Hint:
Shake hands with the Grim Reaper.
BABA YAGA
Problem:
Where is the Baba Yaga's hidden hut?
Hint:
Baba Yaga's hut is hidden by a magical spell. Help the Leshy and
he'll give you the magical phrase in a riddle, or visit the Gypsies
after you've aided one and ask them about Baba. Once you know about
the magic phrase (or know magic), go to the farthest southeast forest
room. A Magic User can cast a couple of spells to get by the
protective magic here. A Thief may be able to go over the barrier. If
you are playing with other skills, click the talk icon on your
character and say the magical phrase. Walk to the west.
Problem:
What does the Skull guard want?
Hint:
Bonehead really wants something to cover his bald spot. You will
have to help a ghost's identity crisis first, then tell someone about
his missing wife. If you visit them a couple of times after they are
back together, you can get the thing you need to give the skull.
Problem:
Why does the hut run away from me?
Hint:
Because it was a big chicken! You'll need to bribe it with
chickenfeed. Look around the town gate for some.
Problem:
Where do I find elderbury berries?
Hint:
When Baba Yaga sends you for elderbury pie, seek out the killer
bush in the south of the central part of the forest. You'll need
special tools to get the berries.
Problem:
How do I get the elderbury berries?
Hint:
The Fighter and Thief will need to knock some berries off at long
range, then lure the bush away from its position. You need to use the
kind of lure a Gnome would really appreciate. Sneak around and get the
berries. Magic Users only need to knock the berries off with a spell,
then pick them up with another spell.
Problem:
How do I make a pie?
Hint:
You can get the pie pan from the shop in town. To get the Grue
Goo, you'll need an empty flask. Go to the slippery path near the Dark
One's Cave. You'll find plenty of goo there. You can make bonemeal
after you pick up a bone. You can find bones at the west edge of the
swamp. Take the bones to Baba's hut and grind put them in the mortar.
Use the pestle on the mortar to grind them. Use an empty flask to get
the bonemeal. Mix all the ingredients together in inventory. To bake,
click your mixture on one of the skulls.
Problem:
I've given Baba the pie. How do I get the Gnome's Humor back?
Hint:
You need to tell Baba about the Gnome by clicking on your
character. She may not be too sympathetic, but she will help you.
Problem:
What else can I get from Baba Yaga?
Hint:
The way to Baba's heart is through her stomach. You'd better have
a tasty (by her standards) bribe to feed her or you'll wind up in a
stew. Almost anything nasty will do. Once fed, you can get some good
information about the Dark One and a magical ritual you will need
later in the game. As a Magic User you can also get a new spell from
her.
THE CASTLE
Problem:
What should I do in the castle?
Hint:
If you are just exploring, you might learn a thing or two here.
Problem:
How can I find Tanya?
Hint:
Once you pass through the secret entrance into the castle, exit
the room to the right. Go North in the next room and follow the
stairs. The secret passageway in this room is behind the bookshelves.
This takes you to the other side of the castle. Leave the room, take
the stairs, and exit the next room to the left. These stairs will take
you to Tanya's room. To leave the castle, go right through five rooms
until you come to another set of bookshelves. This secret passage
leads back to the other secret passage. Just go to the main passageway
and out.
Problem:
How can I help Tanya?
Hint:
Win her confidence. Give her something she loves from home (the
Domovoi should help you with it). You need to talk to the Gypsies
about sacrifice in order to convince Tanya to go home with her.
Problem:
How do I escape the dungeon?
Hint:
If you are a Fighter, click the "do" icon on the chains to break
them. As a Thief, use your Thief skills. For a Magic User, just spell
it correctly. Once free from the chains check out the Iron Maiden for
an escape route.
Problem:
How do I avoid being killed by Ad Avis in Katrina's room?
Hint:
Killing Katrina is not a wise thing to do while Ad Avis is still
around. As long as she's still alive, he still needs you. Try
awakening her with a kiss, or just talking to her. She won't be happy
about it, but you won't be dead, either.
RITUALS OF THE DARK ONE
Problem:
How do I learn the Heart Ritual?
Hint:
If you are a Fighter, Paladin, or Thief, you need to defeat a
powerful Wraith to obtain this Ritual. His mound is 3 screens south of
the Town gate, 2 screens east, and then 3 more screens south. To
defeat the Wraith, you will need protection from the Gypsies and a lot
of practice building up your fighting or throwing skills. If you are a
Magic User, you need to take Erana's Staff to the Faerie Folk.
Problem:
How do I learn the Blood Ritual?
Hint:
This is in the basement of the Monastery. You have no Madeira,
m'dear, so try a little Amontillado instead.
Problem:
How do I learn the Breath Ritual?
Hint:
Your favorite hag from Spielburg has this one. Remember Baba
Yaga? Be sure to bring something she might like to munch on when you
visit her.
Problem:
How do I learn the Sense Ritual?
Hint:
It is hidden within the swamp. All roads lead to the Mad Monk's
Tomb. If you're a Fighter/Paladin, make certain you are in tip-top
physical strength before you try this. You are going to have to use
brute force to get there. Thieves can use their Acrobatics to go from
dry land to dry land. Magic Users have a spell made for this, but
they'd better stay out of the way of the Grasping Hands. Once you make
it there, you have a couple of nasty dudes who will try to keep you
away from the tomb. When you have defeated them, use the Dark One's
Sign on the Tomb to open it. Spell out the proper order of the rituals
- Mouth, Bone, Blood, Breath, Sense, Heart, and Essence. Go North to
leave the swamp.
Problem:
How do I learn the Bone Ritual?
Hint:
This is inside the Squid Rock near the Dark One's Cave. You will
learn this from the Gypsies. You'll need to get a Will-o-wisp from the
swamp first by luring it with candy and using a flask on it. Use your
Will-o-wisp on the Squid Stone. The secret writing will be revealed.
Touch your Dark One's Sign on the Stone and spell out the name of the
Dark One (This is found in the Mad Monk's Diary at the Monastery
Basement, or from the Gypsy camp when you have the final Fortune
Reading.)
Problem:
How do I learn the Mouth Ritual?
Hint:
Katrina has this Ritual. It's how she got you out of the Dark
One's Cave at the beginning of the game.
Problem:
How do I learn the Essence Ritual?
Hint:
You can find this ritual inside the Dark One's Cave. It is in a
book guarded by the former Boyar of Mordavia, although he's not quite
himself anymore. If you are a Fighter or Paladin, use your rope to get
to the bottom of things, then put the last of the Borgov's out of his
misery. The Thief needs to use some common skills to get down and out.
The Magic User better do something to the Boyar to keep him relaxed
before going down and across to the other side
Problem:
What are the Rituals about and why am I looking for them?
Hint:
Katrina will eventually get around to telling you about them. She
wants to bring Darkness to the world. The rituals are used to summon
the Dark One. The reason you want to find them, besides the fact you
might die if you don't, is that only by doing all the rituals can the
spirit of the Mage Erana be released, and the Dark One banished
forever.
BLOOD, BREATH, SENSE CAVES
Problem:
How can I reach the Blood Altar?
Hint:
The Altar is the large bowl on the right of the picture. Follow
the path as far as it goes, then climb up to the upper path -- if you
are a Magic User, cast Levitate; anyone else can use the Rope and
Grapnel. Click "Do" or Acrobatics on the lower shelf, then on the
Altar platform, to get back to the Altar. Use the Blood Ritual on the
Altar, and then the fun begins! Acid blood starts flowing throughout
the cave; you need to get out without it killing you.
Problem:
How to escape the Blood Cave?
Hint:
If you are a Fighter use your Grapnel to climb up to the shelf
just above the Altar. Push the large rock; it falls blocking the flow
of acid from the Altar. Click "Do" on your rope to climb back down.
Walk over to the lower path and out. If you are a Magic User cast
Frost Bite on the spout of acid flowing from the Altar head. Cast
another Frost Bite on the spout from the base of the Altar. Walk
across the now-frozen blood and follow the path to the exit. If you
are a Thief get back up to the upper shelf the same way you came down.
Use Acrobatics to get to the central "island" and again to get to the
main path.
Problem:
How do I perform the Breath Ritual?
Hint:
Go up to the Altar, the multi-tentacled statue on the left. Read
the Breath Ritual for instructions. Save your game; there are some fun
special effects if you blow on the tentacles out of order. To blow
into a tentacle click the "hand" icon on it. Start with the rightmost
tentacle on top. Click on the leftmost tentacle on the side. Then
click on the center tentacle of the middle group. Finally click on the
large black tentacle on top. Once you've completed the Ritual, the
wind begins to blow.
Problem:
How do I escape the winds as a Fighter or Paladin?
Hint:
Grab one of the tendrils to the right of the screen. When your
character is flung off onto the ground, run to the exit and out. Make
sure you stay on the side of the screen closest to the exit, or the
winds will catch you again.
Problem:
How do I escape the winds as a Magic User?
Hint:
Wait for a pause between breaths when your character is out of
sight inside the lung valve. Cast a Calm spell. That buys a little
time. Cast Open on the valve and race towards the exit before the wind
starts up again.
Problem:
How do I escape the winds as a Thief?
Hint:
The Thief needs to take a page from the mime's book -- climb an
invisible wall. When he is plastered up against the front of the
screen, click the Hand anywhere towards the right. You will climb the
"glass wall" in front in the direction you clicked. Once you climb
down, run to the exit. Make sure you stay on the side of the screen
closest to the exit, or the winds will catch you again.
Problem:
What do I do in the Sense Cave?
Hint:
At first, none of your senses seem to work. Walk around (try
moving to the left) until you bump into something that gives you back
your sense of touch. This will make it slightly easier to move without
falling off the path. You can also click the Hand icon here and there
to get a "feel" for what is in this cave. Once you can feel, work your
way around to the left and up until you regain your sense of smell.
Click the "hand" icon in various places to find out how things smell
in here. With your smell restored, keep going up, then to the right,
and your hearing will return. Use the "hand" icon to find out what
things in this cave sound like. With your hearing restored, proceed to
your right until you can see. Yuck, that was a giant nose you went
through! Use the Eye icon to see what's in here.
Problem:
How do I use the Sense Ritual?
Hint:
If you have all of your senses, walk over to the Altar on the
right. Use the Sense Ritual on the Altar. The cave will come to
high-voltage life! The only trick now is how to get out of here alive.
Problem:
I'm a Fighter. How do I avoid getting burned?
Hint:
Start by playing Tarzan -- click your Grapnel on the
horseshoe-shaped object (that's the stirrup of the ear). You'll swing
down to the nose platform. Take a healing potion if you need one, then
escape by timing the final dendrite cluster and running through it.
You will probably take some damage, but hey, you're a macho, tough
fighter!
Problem:
I'm a Magic User. How do I avoid lighting up like a Christmas tree?
Hint:
Summon Erana's Staff and cast Resistance; this will reduce the
amount of damage you take. Try to time the "zaps" and avoid them. You
can temporarily short-circuit any of the Dendrites by casting
Lightning Ball at them. If you run out of Mana points, summon Erana's
Staff; it will help restore your Mana.
Problem:
I'm a Thief. I don't want become Thief Toast!
Hint:
You'll have to be a swinger. Click your Grapnel on the
horseshoe-shaped object (that's the stirrup of the ear). You'll swing
down to the nose platform. Swing over the big cluster near the exit by
clicking the Grapnel on the looped area at the base of the Altar.
OTHER CAVES
Problem:
How do I defeat the Priest Horror in the Cave Pit?
Hint:
The Priest Horror is the toughest monster in the game. If you are
a Magic User or a Thief, don't fight it -- use your spells or skills
to get what you need from it. Above all, be very, very quiet. The
problem for a Fighter or Paladin is getting close enough to damage the
Horror. This requires a lot of patience. Keep ducking when it throws
acid at you, then move forward just a bit and duck again. Once you get
in close, wail on it with your sword until you take it out.
Problem:
What do I do in the Bone Cave?
Hint:
Light the Torches and replace your torch on the Altar. Touch the
Bone Ritual on the Altar and take a good look at it. Use your Dark
one's Sign on the Sand. Fit the bones to make the sign. Use the Bone
Ritual on the Altar again. The Thief needs to really work fast to get
out of the trap - Use your Acrobatics before it's too late. The
Fighter needs to do what he does best -- attack the bone cage. The
Magic User needs to make the bones brittle by applying some spells of
opposite temperatures and then using a little force to break the
bones. Get your magic torch before you go.
Problem:
What do I do in the the Heart Cave?
Hint:
You can't do anything here until you've completed the first four
Rituals -- Bone, Blood, Breath, and Sense. Once you've done those,
click the Heart Ritual on the Altar in the center. A new passage opens
in the ceiling. Heal yourself to prepare for the final battle, then go
up -- a Magic User can cast Levitate; other characters use the Grapnel
on the new passageway and climb up.
ESSENCE CAVE, THE FINAL CONFRONTATION
Problem:
I'm a Magic User. How do I make sense of the Essence Cave?
Hint:
It's just you and Ad Avis, and he thinks he can block all of your
spells. Summon Erana's Staff and use it to cast protective spells.
Tell the Ultimate Joke. While Ad Avis is helpless, hit him with a
Force Bolt. It won't hurt him, but it will knock him back. The Dark
One does the rest. Click the Staff on the large glowing crystal to
release Erana's spirit.
Problem:
I'm a Thief. I don't want an out-of-body experience in here!
Hint:
It's just you and Ad Avis, but you can't get to him quickly
enough to keep him from knocking you into the void. Normal weapons
won't hurt him, so get out Erana's Staff. It changes to something more
useful in your hands, but you still don't have enough time. Buy time
by telling the Ultimate Joke. While Ad Avis is helpless, use
Acrobatics to finish him off in impressive fashion. Click the Staff on
the glowing crystal to release Erana's spirit.
Problem:
I'm a Fighter or Paladin. I want to make certain a certain Undead
Magic User never walks this world again!
Hint:
It's just you and Ad Avis, but you can't get to him. You've been
in a situation a bit like this once before in Tarna, but this time you
don't have a spear. Take out Erana's Staff -- it changes into the
weapon you need! Ad Avis now has Vampire reflexes and will just knock
it aside if you try to throw it. Tell him the Ultimate Joke. While the
Vampire is helpless, use the Staff to destroy him once and for all.
Click the Staff on the glowing crystal to release Erana's spirit.
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