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               | S H A D O W S   O F   D A R K N E S S |
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An FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: cyricz42@yahoo.com
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Table of Contents

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

***********************************************************************

1. Introduction

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...

***********************************************************************

2. The Story So Far

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 
acquaintanes 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...

***********************************************************************

3. Getting Started

---

A. 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 in it.

---

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 in it.

---

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 in it.

---

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.

---

B. 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.

---

C. 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: How smart youse is.  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.  How does Luck factor into things?  I 
really don't know, exactly...

- 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.  No, this is not your skill at driving a 
Durango.  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...

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 lock pick 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.

---

D. 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.

---

E. 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.

---

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).

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.

---

A. 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...

---

B. 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 - (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 - Very alluring and seductive, and, of course, 
being a native, it's Eastern European.

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 taping, 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 rather attractive, and, since she's a really 
really old undead, her clothes have rotted away, and she hasn't aged...  
You do the math...  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.  Note that I only took 
attention to this after I stopped taking attention at other things.

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...

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.

---

C. 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.  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.  
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.  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.  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.  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

---

D. 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/Paladin 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 the 
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: On the ground, all around.
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
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.  They're 
glass...  Whee...  (Sorry, I'm running out of cute Descriptions)  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 or Fairy Fountain
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 once 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)
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 or 
Thief.  The Wizard and Paladin absorb it as their Staff.  Of course, 
that doesn't mean that the Fighter or Thief has 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.  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 eathing 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 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 and goes clockwise around.  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).

---

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 Markarove, 
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 |----|                                 |   -^^^-         
   |4   |     |        |-----------------|           |  ‡  6  |-|      
   |     =====         |                 |           |  ‡     | |      
 -----               ----- =====       ----- ===== ----- -----  |      
Agreat|----------|  ‡     {  3  |-| |-|     |     |     |  5  ‡ |      
Ahall |         2|  ‡     {     | | | |     |     |     |     ‡ |      
 -----           |   ===== =====  | |  ===== ===== ===== =====  |      
‡main ‡  ----- ----- ===== =====  | |                           |       
‡door ‡ ‡crypt{  1  |     |     |-| |                         -----     
 -----  ‡     }     |     |     |   |                        ‡dung.|   
‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
‡     ‡                             |                         =====    
 -----                       =====  |         ===== =====              
                            ‡Tanya|-|        ‡  7  |     A             
                            ‡     |          ‡     |     A             
                             =====            ===== =====              

The Castle is a little complicated, and it's tough to draw a proper map 
of it.  The lines leading to screens are screens themselves, but 
they're staircases.  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.  There's a west exit from the Great Hall, marked with 
A's, that'll take you to the other room, marked with A's and onto 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 torchand 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 take 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.  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.  
Unfortuantely, 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, 
if that's your thing.

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 eathing 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 and will give you 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 
Levitatein 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 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).

South of Erana's Garden, you'll notice a fairy fountain at night.  You 
can drink from it for a bit of interesting banter involving the Fairy 
Queen.

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.  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 and goes clockwise around.  
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).

---

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 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, 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'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.

Oh, and one more thing.  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 Markarove, 
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).

Castle Borgov Map

         =====     |---------------------------------|     3           
   |----|safe |----|                                 |   -^^^-         
   |4   |     |        |-----------------|           |  ‡  6  |-|      
   |     =====         |                 |           |  ‡     | |      
 -----               ----- =====       ----- ===== ----- -----  |      
Agreat|----------|  ‡     {  3  |-| |-|     |     |     |  5  ‡ |      
Ahall |         2|  ‡     {     | | | |     |     |     |     ‡ |      
 -----           |   ===== =====  | |  ===== ===== ===== =====  |      
‡main ‡  ----- ----- ===== =====  | |                           |       
‡door ‡ ‡crypt{  1  |     |     |-| |                         -----     
 -----  ‡     }     |     |     |   |                        ‡dung.|   
‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
‡     ‡                             |                         =====    
 -----                       =====  |         ===== =====              
                            ‡Tanya|-|        ‡  7  |     A             
                            ‡     |          ‡     |     A             
                             =====            ===== =====              

The Castle is a little complicated, and it's tough to draw a proper map 
of it.  The lines leading to screens are screens themselves, but 
they're staircases.  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.  There's a west exit from the Great Hall, marked with 
A's, that'll take you to the other room, marked with A's and onto 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 fighitn), 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, simply 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 holder.  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, I guess... cast Calm
and then Open 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 take 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.  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 and exit is that way.  
Sounds to 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.  One thing you should make sure to do at least once you climb 
out the window of your room at night to help your thiefy image (2).

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).

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 stop the 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 eathing 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.  Disarm the trap on the desk so you can open it 
safely.  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 you can 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.  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 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 and goes clockwise around.  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).

---

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, 
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 and the Heart Ritual (6).

---

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 best 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).

Castle Borgov Map

         =====     |---------------------------------|     3           
   |----|safe |----|                                 |   -^^^-         
   |4   |     |        |-----------------|           |  ‡  6  |-|      
   |     =====         |                 |           |  ‡     | |      
 -----               ----- =====       ----- ===== ----- -----  |      
Agreat|----------|  ‡     {  3  |-| |-|     |     |     |  5  ‡ |      
Ahall |         2|  ‡     {     | | | |     |     |     |     ‡ |      
 -----           |   ===== =====  | |  ===== ===== ===== =====  |      
‡main ‡  ----- ----- ===== =====  | |                           |       
‡door ‡ ‡crypt{  1  |     |     |-| |                         -----     
 -----  ‡     }     |     |     |   |                        ‡dung.|   
‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
‡     ‡                             |                         =====    
 -----                       =====  |         ===== =====              
                            ‡Tanya|-|        ‡  7  |     A             
                            ‡     |          ‡     |     A             
                             =====            ===== =====              

The Castle is a little complicated, and it's tough to draw a proper map 
of it.  The lines leading to screens are screens themselves, but 
they're staircases.  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 on the safe, and crack it to get some 
change inside.  There's a west exit from the Great Hall, marked with 
A's, that'll take you to the other room, marked with A's and onto 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 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.  Quickly start Sneaking, 
tben 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 holder.  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 take 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'll 
get no points for new Paladin abilites (unlike 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.  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.  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 eathing 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.  Make sure you read all the 
gravestones, especially the two in the foreground.  You can also 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 and goes clockwise around.  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).

---

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 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 Amulet (or an 
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 Markarove, 
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).

Castle Borgov Map

         =====     |---------------------------------|     3           
   |----|safe |----|                                 |   -^^^-         
   |4   |     |        |-----------------|           |  ‡  6  |-|      
   |     =====         |                 |           |  ‡     | |      
 -----               ----- =====       ----- ===== ----- -----  |      
Agreat|----------|  ‡     {  3  |-| |-|     |     |     |  5  ‡ |      
Ahall |         2|  ‡     {     | | | |     |     |     |     ‡ |      
 -----           |   ===== =====  | |  ===== ===== ===== =====  |      
‡main ‡  ----- ----- ===== =====  | |                           |       
‡door ‡ ‡crypt{  1  |     |     |-| |                         -----     
 -----  ‡     }     |     |     |   |                        ‡dung.|   
‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
‡     ‡                             |                         =====    
 -----                       =====  |         ===== =====              
                            ‡Tanya|-|        ‡  7  |     A             
                            ‡     |          ‡     |     A             
                             =====            ===== =====              

The Castle is a little complicated, and it's tough to draw a proper map 
of it.  The lines leading to screens are screens themselves, but 
they're staircases.  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.  There's a west exit from the Great Hall, marked with 
A's, that'll take you to the other room, marked with A's and onto 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 torchand 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 take 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.

***********************************************************************

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.  Magic is now possible.  Erasmus and Fenris 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

A. 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!

A: Yeah, this happens sometimes, most often to imported Heroes.  My only 
suggestion is to take it slow as you walk down the path, and walk to 
the exact point where the game takes over.

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: Error 52!  Error 52!  *cries*

A: Yep.  This is the biggest problem with the CD version.  It doesn't 
account that modern computers are too fast to accomodate the program.  
It occurs when you reach the Mad Monk's Tomb in the swamp.  There are 
supposed to be two text windows that pop up, but they pop up at the same 
time (screwing up the game).  Now, how to alleviate it?  Well, you can 
use a Turbo switch if your computer has one.  You could try to download 
MOSLO to slow down your processor.  Also, if you have the QfG 
Collection, there are save game files on the CD.  There's a folder 
called Error 52, which has save games near the beginning of the game 
for each of the three starting classes with everything you need up to 
that point, including the Bone Ritual and all the points you'd get from 
going into the swamp.

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

A: It's in your manual.  If you don't have one, you're out of luck...

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.

---

B. 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 Elderberry 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 

---

C. 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
Get caught whlie breaking into Nikolai's house
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
Touch the book in the Monastery basement
Wait until the Gypsy Burning
Find Igor too late

Mordavian Wilderness

Get drowned by the Rusalka
Attack the wolves in the Gypsy Camp
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)

---

D. 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 Tanay (Subsequent times)

Bella

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

Hans/Franz/Ivan

First meeting
First meeting at night
Subsequent meetings
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

---

A. 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

---

B. 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...

---

C. Credits

CJayC and Al Amaloo for having this on their sites.

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

---

D. Version Updates

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.

---

E. 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?


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