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    FAQ/Move List by pvannuys

    Version: 1.00 | Updated: 09/04/01 | Search Guide | Bookmark Guide

    DRAGONRIDERS - CHRONICLES OF PERN
    Walkthrough by pvannuys@vipmail.com
    Copyright(c) 2001 by pvannuys
    
    Copyright notice:
    
          This walkthrough may not be reprinted or distributed on any web 
    site or printed media without my expressed written consent.  This 
    document is provided as a free resource to its intended audience.  No 
    other party may receive any monetary compensation for any portion of the 
    material presented within this document.  If permission is given by me 
    to use this document, it must be presented in its original form 
    unedited, with the exception of correcting any spelling or grammar 
    errors contained in this document or any reformatting required to 
    present this document on a given web site.  The owner of this document 
    reserves the right to rescind permission to use this document, if the 
    owner feels that any of the conditions stated in the copyright notice 
    have been violated. This copyright notice must accompany any reprinted 
    version of this document.
    
    REVISION HISTORY:
    
    - 9/04/04 Version 1.00 – Fourth update – I finished writing the 
    walkthrough! I still have some reformatting to do so this is a little 
    more presentable, but I think I have the vast majority of the 
    information.  Thanks again to funkymushroom for telling me where the 
    final artifact was and for telling me that the artifact type does not 
    effect the weapon upgrade you receive.  I haven’t completely removed all 
    the references to knife and sword upgrades yet.  I’m sorry for the delay 
    in posting this update.  I have had a number of computer problems, which 
    have prevented me from posting this update in a timely manner.
    
    - 8/31/01 Version 0.60 – Third update – Well, I finally broke the 50-
    page mark with this update.  Completed the walkthrough up to D’Kor 
    entering the Smuggler’s Cove.  I forgot to mention the Gannell scroll in 
    the Fort Weyr Library, so I added that to the previous section. For 
    those of you following my walkthrough to the letter, you’ll have to make 
    an unscheduled trip to Fort Weyr to read this scroll, sorry about that. 
    Other than that and the addition of the jump list, all that I added in 
    this release is additional sections to the walkthrough.  Thanks again to 
    all of you that keep sending email especially funkymushroom for your 
    update. 
      
    - 8/30/01 Version .45 – Second update – Completed the walkthrough up to 
    about half way through the first night on Ista Island.  Thanks to all of 
    you that sent me email on the items I was missing in the last version.  
    I hope to finish Chapter 4 and 5 tonight and the rest of the walkthrough 
    over Labor Day.
    
    - 8/27/01 Version 0.25 – First update – Completed Chapter 2 and part of 
    Chapter 3.  Corrected some minor errors as well and omissions as well.  
    I modified the sections of the game covered by Chapters 2 and 3, because 
    I thought there was more of a clean break in the action than there 
    really was.  I’ll keep working on this walkthrough as much as I can.
    - 
    8/24/01 Version 0.1 - Initial version.  Completed the Prologue and 
    Chapter 1.  All of the quest information that starts or finishes in 
    these chapters should be complete.  (Except for the status on returning 
    Hal’s hammer.  I forgot to do that at the end of Chapter 1.)  The List 
    section should be complete for all of the information I know.  There are 
    a couple of places where I don’t remember the exact details from my 
    first run through the game, and I haven’t made it there on my second run 
    through to give precise information. Enjoy.
    
    ******************
    **** CONTENTS ****
    ******************
    
    INTRODUCTION
          - Purpose of the walkthrough
          - The standard adventure game warning
          - Layout of the rest of this walkthrough
          - Background information
          - Overview of the game
          - Fighting Tips
          - Movement keys and Sneak tips
          - Interacting with your dragon, Zenth
          - Known bugs and other issues
          - Things I haven’t figure out
    
    PROLOGUE
    CHAPTER 1 - The Weyr Meeting
    CHAPTER 2 - The Ancient Caves
    CHAPTER 3 - Unknown title
    CHAPTER 4 - Going to sleep on Ista Island
    CHAPTER 5 - Getting into the hidden cove
    CHAPTER 6 - Smuggler’s Cave
    CHAPTER 7 - The Ingredients
    CHAPTER 8 - Escape
    CHAPTER 9 - Tying up loose ends
    CHAPTER 10 - Finishing the game
    
    WALKTHROUGH JUMPS
    
    THE LISTS
          - Attribute levels and points
          - Skill providers and locations
          - Weyrwomen locations
          - Fire-lizard egg locations
          - Trundle bug locations
    - Roma’s feast ingredients
    - Answers to Emmara’s questions
          - Ancient Artifacts
    
    QUESTS
          - Prologue Quests
          - Chapter 1 Quests
          - Chapter 2 Quests
          - Chapter 3 Quests
          - Chapter 4 Quests
          - Chapter 5 Quests
          - Chapter 6 Quests
          - Chapter 7 Quests
          - Chapter 8 Quests
          - Chapter 9 Quests
          - Chapter 10 Quests
    
    ACKNOWLEDGEMENTS
    
    
    NOTE: To make searching through this document a little easier, all 
    section titles listed in the CONTENTS have four asterisks and space 
    before and after the title.  For example, if you want to find see 
    CHAPTER 1, you would search for “**** CHAPTER 1 ****”. 
    
    **********************
    **** INTRODUCTION ****
    **********************
    
    **** Purpose of this walkthrough ****
    
          I’m writing this walkthrough due to the lack of any other 
    walkthroughs out there.  I’m also writing this because some of the 
    information I found on the message boards was either incomplete or 
    misleading.  I’ve also been a big fan of all of Anne McCaffrey’s 
    Dragonriders books and want to help others enjoy their experience in 
    this world.  Finally, I’m writing this for the selfish reason of wanting 
    to finish all of the quests offered.  (I figure if I’m going to post 
    this, I better have the vast majority of the quests finished, or I’m 
    going to have to go through a lot of email messages.)  Please feel free 
    to send me an email if you notice anything missing, incomplete or 
    confusing at pvannuys@vipmail.com. 
          I am using the PC version of the game, so I’ll mention keyboard 
    keys in certain places.  I know there are console versions of the game 
    and I think the solutions I list in the walkthrough will work on any 
    platform, but I’m not 100% certain.
    
    **** The standard adventure game warning ****
    
          As much as the DRAGONRIDERS - CHRONICLES OF PERN has been 
    presented as an RPG and an action game, the vast majority of this game 
    is an adventure game.  As such, a good portion of the fun and 
    satisfaction derived from this game come from self-discovery and solving 
    the puzzles on your own.  Since this document is a walkthrough, it 
    contains the solutions to (hopefully) all of the quests and puzzles 
    presented in this game.  Reading past the particular problem that you 
    are trying to solve could deprive you of some future sense of 
    accomplishment.  In other words, read this at your own risk.
          As with all adventure games, read everything, take everything, 
    talk to everybody.  If someone says he / she thinks that there are so 
    many of a particular item, guest what, there’s that many of those items 
    in the game.  Also, if anyone gives you a task to do and you complete 
    it, make sure you go back to that person to get your reward.
    
    **** Layout of the rest of this walkthrough ****
    
          The walkthrough portion of this document is divided into two 
    sections.  The main section is a walkthrough of all of the major and 
    minor quests in the DRAGON RIDERS - CHRONICLES OF PERN.  Also include in 
    the main section are hints and advice for getting past certain action 
    sequences.  The second section of this document is the lists and quests.  
    The lists contain location of important items in the game as well as the 
    location of all the items in a multi-item quest.  (The location of the 
    ever-popular Trundle bugs being one such multi-item quest.)  The quests 
    list all of the quests I’ve identified in the game.  Some of these 
    quests are not listed as quests in your journal.
          In the main section of the walkthrough, I’ve broken the game into 
    multiple chapters.  The game itself does not actually call out chapters, 
    but I found there are distinct sections of the game.  Since the chapter 
    titles could be spoilers, I’ve deliberately tried to make them vague for 
    those who have not reached that part of the game.  Hopefully, if you’ve 
    made it to that part of the game, the titles will make some sense to 
    you.
          As you probably noticed, assuming you’ve gotten that far in the 
    game, when you ride Zenth from place to place, you get a cool movie.  At 
    least it’s a cool movie the first couple of times.  After you’ve seen it 
    once or twice, you’ve probably pressed the space bar and the escape key 
    to skip the movie.  Only the movie doesn’t end.  It keeps playing and 
    playing and … Well, you get the point.  It gets very annoying when you 
    have to travel back and forth multiple times trying to figure out what 
    to do next.  I ended up doing that a lot in Chapters 4 and 5.  So to 
    limit your exposure to this movie, I’ve tried to group things in such a 
    way to minimize your travel.
          I've also labeled all of the quests I could find in the game.  
    I've labeled each quest like this: QUEST #-#, where the first number is 
    the chapter the quest is given and the second number is the order in 
    which I present the quests in a chapter.  I've also listed every place I 
    could find where your attributes increase and by how much they increase.  
    I don't report strength increases after a certain point in the 
    walkthrough, because you can pump your strength up as much as you like.
    
    **** Background information ****
    
          In the DRAGONRIDERS - CHRONICLES OF PERN, you play D’Kor, a dragon 
    rider.  His dragon is Zenth, who is a bronze dragon.  Bronze dragons are 
    the largest male dragons, smaller only to the gold queen female dragons.  
          A little background information for those of you not familiar with 
    the Dragonrider series.  The gold and green dragons are female and the 
    bronze, brown and blue dragons are male.  The sizes of the dragons from 
    largest to smallest are gold, bronze, brown, green, and blue.  The 
    status of a dragon rider is determined by the size of his or her dragon.  
    Gold Dragonriders are always female.  The rider of the dominant gold 
    dragon in a Weyr (a home of the dragons and their riders) is the 
    Weyrwoman, a position of great power and responsibility.  The rider of 
    the dragon that mates with the gold dragon (always a bronze dragon) is 
    the Weyrleader.
          Green dragons can either have a male or a female rider, although 
    in the later years of the Dragonrider series, most of the green riders 
    were male.  Green dragons are infertile because they chew firestone.  
    (Firestone produces the dragons' flame when the dragons eat it.)  If a 
    green dragon was fertile and successfully mated, she would only produce 
    green or blue dragon eggs.   Since Bronze dragons are considered so 
    highly in the Weyr society, a Bronze dragon is not allowed to mate with 
    a green dragon.
          The society on Pern is divided into three sections, the Holds, the 
    Halls, and the dragon Weyrs.  The Halls or Crafthalls contain all of the 
    skilled workers of Pern.  These include the Harpers (singers, 
    storytellers, and information gathers) and the Healers as well as a 
    number of other trades.  The Hold owns and controls all of the land that 
    is not physically occupied by a Weyr or a Hall.  The Hold Lord rules 
    over all the people on his Hold’s lands, who do not belong to a Weyr or 
    a Hall.  Finally, the Weyrs house the dragons and their riders.  
    Together the dragons and their riders fight Thread, when it falls on 
    Pern.  Each Weyr is responsible for protecting the land of about three 
    different Holds.  In turn the Holds and the Halls are responsible for 
    supplying the Weyrs with their supplies, in the form of tithes.
          That should be enough background information for this game.  If 
    you would like more information about the Pern society and the dragons, 
    I would highly recommend reading the Dragonrider series by Anne 
    McCaffrey.
    
    **** Overview of the game ****
    
          The DRAGONRIDERS - CHRONICLES OF PERN is an adventure game with a 
    few additional components taken from RPG games.  It’s RPG components are 
    (drum roll please) that you (D’Kor) have four different statistics and 
    you will learn eight different skills before you finish the game.  I 
    guess if you want to get technical, you can also upgrade two of your 
    weapons, which gives the weapon a beautiful ‘*’ character next to it.
          D’Kor’s four attributes are Health, Knowledge, Reputation, and 
    Strength.  All of these attributes, except for Health, will improve 
    throughout the game as you accomplish different things.  Your Health 
    goes from 0 to 100%.  It is lowered when you are injured or eat a 
    poisonous herb and raised when you eat a healing herb or a medicinal 
    potion.  
          The three attributes that rise through actions, Knowledge, 
    Reputation, and Strength each have eight different levels.  Each of 
    these different levels has a name.  Certain quests and plot events 
    require you to achieve a certain attribute level.  Usually the 
    characters will tell you what attribute level you have to be before you 
    can complete a particular task.  For example, a character may say that 
    moving a lever requires "FORMIDABLE strength".  If you look at the 
    various strength levels, you will see that FORMIDABLE strength is the 
    highest strength level you can obtain.
          Of these three attributes, you only have direct control over 
    Strength.  Your strength rises every time you fight something or climb 
    on / jump to a rock ledge.  You get five points every time you perform a 
    climb / jump.  You gain more points for killing various things.  If you 
    find a ledge that you can climb up and down, you can keep repeating this 
    action, for five points a shot, until you get to FORMIDABLE strength.  
    You can also reset the tunnel snakes and Wherries by going far enough 
    away from their bodies and then returning.  Usually going far enough 
    away means going to another section you have to load and then returning 
    to the original section.  Killing these animals is more of a risk to 
    you, since you can lose health and there is a limited number of healing 
    plants available.  You can only raise your Knowledge and Reputation 
    through events and quests.
          At some point early in the game, D’Kor will get a journal where 
    every important event is recorded.  You don’t have to rush through the 
    game looking for the journal, because you are afraid you’ll lose track 
    of something without it.  All the information you receive before you get 
    the journal will automatically be added to it when you get the journal.  
    Also, some of the things you do are listed as quests in the journal and 
    some of them are just entered as information.  The journal will leave 
    room for additional information, so you’ll have an idea of how much you 
    have left to do on a quest by the amount of space between that quest and 
    the next entry.  The quest information is not highlighted very well, so 
    it can be a little challenging to figure out what you’ve done and what 
    you need to do.
          Finally, at the halfway point of Chapter 2, you have three 
    different sets of clothes, your riding gear, your Dragonrider clothes, 
    and some civilian clothes.  You have the ability to change clothes any 
    time and anywhere you want.   For the most part, you can leave your 
    Dragonrider clothes on all the time. You never need to switch into your 
    riding gear.  This will happen automatically every time you ride Zenth 
    to another location.  You will only have to wear your civilian clothes a 
    couple of times in the game.  For each of these situations, one of the 
    characters will tell you that you can’t do something while you are 
    dressed like a Dragonrider.  Also, most of the characters seem to 
    recognize you no matter how you are dressed.
    
          IMPORTANT NOTE: After triggering a certain point in the main plot, 
    you may not be able to finish certain sub-quests.  I’ll try to call out 
    in the walkthrough where these events are, so you can be sure to 
    complete these quests without having to revert to a saved game.  While 
    we’re on the topic of saving your games, here’s the next important note.
    
          SECOND IMPORTANT NOTE: You only get five different save game slots 
    in this game.  You can’t label the save games either.  The saved games 
    are named after the location that you made the save and the amount of 
    time that you’ve been playing the game.  You get four save game slots 
    when you press the escape key and another save game slot when you press 
    F9, for a quick save.  The game automatically saves the game for you at 
    certain points in a sixth slot, but you can’t really rely on this too 
    much.  Since there are so few save game slots and it is possible to get 
    in a position where it is impossible to solve a sub-quest, if you rotate 
    your save game slots too much, you may not be able to get solve a 
    particular sub-quest without restarting the game.  You could back up 
    save games to a different directory, outside of the game to help lessen 
    the chance you’ll have to restart the game.
    
          FINAL IMPORTANT NOTE: There is a bug with sneak mode and picking 
    items up.  There are a couple of locations near the end of the game 
    where you can activate sneak mode.  In some of these locations there are 
    also buttons to press or items to pick up.  The problem is, the sneak 
    mode icon is showing, not the pickup or activate icon.  You can get the 
    pickup or activate icon by pressing the 0 / Insert key (Ins) on your 
    numeric keypad.  This will toggle you between the two states.
    
          MINOR ANNOYANCE: For those of you that have sleeping spouses or 
    live in an apartment with paper thin walls, the music in this game can 
    get really loud at certain points.  The most notable times are when you 
    are at the New Game menu and when you are taking Zenth to travel to a 
    new location.
    
    **** Fighting Tips ****
    
          At various points in the game, D’Kor will have to fight different 
    creatures or people.  The fighting is pretty simply, but some of the 
    later opponents can kill you in one or two shots, so you always have to 
    be careful.  It also helps to press F9 just before a fight, so you can 
    restore your game if you get killed or take too much damage.
          You will eventually get several different weapons, but all of the 
    fighting falls into one or two different modes, melee fighting and 
    crossbow sniping.  The most common of these is the melee fighting.  The 
    most important thing to remember is always use the most powerful melee 
    weapon you have.  Even if the other opponent is attacking you with their 
    fists, the game won’t penalize you if you strike back with a sword.  The 
    order of attack strength, from greatest to smallest is sword, knife, and 
    fists.  
          Regardless of which weapon you are using, the fights will be 
    identical.  You will hold down the left or right key to get to the side 
    of your opponent.  When you get on their side, you swing by pressing the 
    up arrow key.  If you spin around your opponent and they spin around 
    with you, take a quick swing and then move to the left or right quickly 
    and attack again.  Most of the time, if you stop to take a swing, your 
    opponent will lunge after you a second later.  If you’ve moved to the 
    side when they attack, you’ll have a clear shot at their side.  If you 
    don’t kill them with this shot, start spinning again and repeat the 
    whole process.
          Note that the melee fighting can be very challenging sometimes 
    because the camera doesn’t follow you correctly.  If this happens, try 
    to maneuver yourself into an area where you can see.  You may have to 
    put away your weapon and run to a visible area, but this could lead to 
    D’Kor’s death.
          The crossbow fighting is much easier.  All you have to do is 
    select the appropriate crossbow in your inventory and activate it.  You 
    will then go to a first person view with a small crosshair in the 
    center.   Position the crosshair on your target and press the space bar.  
    If you hit your target, it will go down.  You can only hit Trundle bugs, 
    switches and targets with your first crossbow, so don’t bother aiming it 
    at anything living.  You’ll also get close to 90 arrows to hit 6 Trundle 
    bugs and a couple of targets, so don’t worry if you happen to miss a 
    couple of shots.
    
    **** Movement keys and tips ****
    
          Here’s a quick run down of the PC and Dreamcast keys used in the 
    game.  Most of this should be in your game’s documentation, but it’s 
    here again for reference.  I’ve also included a couple of hints about 
    sneaking, since some people seem to have some problems with it.
    
    Action / Item              Dreamcast key                PC Key
    ----------------------------------------------------------------------
    Action button              A (red button)              Space Bar
    Use an Item                X (yellow button)           Enter Key
    Select Item in Inventory   A (red button)              Space or Enter
    Access Inventory           Y (green button)            F1 or I key
    Cycle through available    B (blue button)             “Ins” on keypad
         Actions
    Walk                       Press analog controller half way up(DC)
    Run                        Press analog controller all the way up(DC)
    Walk / Run Toggle                                      Shift Key (PC)
    
          The most important key, which isn’t mention in the manual is the B 
    (blue) button on the Dreamcast and the “Ins” button on the PC keypad.  
    This key lets you toggle through the available options.  If there are 
    multiple people in a small area and you want to talk to one of them, you 
    don’t have to work and position D’Kor just right to talk to the person.  
    If the person is within D’Kor’s sight, you can use the B (blue) or “Ins” 
    until you find the person you want.  This becomes critical in Chapter 8 
    of this walkthrough, because there are some buttons you have to press, 
    but the Sneak icon comes up by default.  Without this key, you won’t be 
    able to finish the game.
          I’ve had a couple of people ask me about sneaking.  The action of 
    sneaking as actually pretty simple, although avoiding detection while 
    sneaking isn’t always easy.  To Sneak, you need to get to an area where 
    the Sneak icon appears.  When the Sneak icon appears, press the Action 
    button and walk wherever you want to go.  The key is to make sure you 
    are walking.  In the PC version of the game, D’Kor runs by default in 
    all outside settings.  To Sneak when you are outside, you have to hold 
    down the Shift key and press the Action button to enter Sneak mode.  You 
    have to keep the Shift key depressed to stay in Sneak mode.
          Also, just because you are in Sneak mode, it doesn’t mean that you 
    are invisible.  If you are supposed to be sneaking past someone, you 
    have to make sure the person isn’t looking at you.  If you are trying to 
    sneak past Lamrat in Chapter 2, you have to wait until Lamrat has his 
    back to you.  If Lamrat returns to his post before you sneak past him, 
    he will catch you.
    
          I’ve received an email from M. Holden that I haven’t had a chance 
    to confirm you.  According to the email, you can control the camera angle 
    on the PC.  The “5” key on the keypad toggles you between manual and 
    automatic camera modes.  When you are in manual mode, the “Del” key 
    toggles you between moving D’Kor and moving the camera.  The left, 
    right, up and down arrow keys on the keypad will move the camera.  The 
    “Home” and “End” keys move the camera vertically.  The “+” plus key will 
    supposedly lock up your machine, so don’t use it.  Like I said, I 
    haven’t confirmed this yet, but I’ll ad some more comments here when I 
    do.
    
    **** Interacting with your dragon, Zenth ****
          
          Dealing with Zenth is pretty straight forward, but I’ll include a 
    section on it, just for completeness sake.  You can ask Zenth about the 
    area you are current in, but most of what he tells you is pretty 
    obvious.  (“You are in Fort Weyr - Your home.” WOW!!! Really!!! I had no 
    idea!!!)
          You can travel to another one of the five possible locations by 
    selecting the “I’m ready to leave” option.  You have to be in a large 
    enough location for Zenth to land before you can leave.  What this 
    really means is that each of the five locations has one area where Zenth 
    can land.  In Fort Weyr, it’s the Fort Weyr bowl.  In all other 
    locations, it’s the area where Zenth originally lands.  The area is 
    defined as any place that you can go in the landing area without having 
    to load a new section.  So, in Fort Weyr, any outdoors location in the 
    Fort Weyr bowl is considered an acceptable place, even if you are by the 
    outer doors and the land spot is near the Fort Weyr entrance.
    
    **** Known bugs and other issues ****
    
          There are a number of bugs and issues with this game that make 
    your life a little difficult.  The most obvious problem with the game is 
    the camera angles.  The camera angle for some areas is fixed.  When you 
    move to another area, the camera jumps to a new location.  Only 
    sometimes, the camera forgets to jump.  Then D’Kor is in one area and 
    your looking at the area where he used to be.  If this happens, you have 
    to try to move D’Kor blindly until he’s either back where you are 
    looking or he triggers another camera change.
          This bug gets really annoying when you are melee fighting.  The 
    way the fighting system works, you have to circle your opponent and 
    strike it / him from the side.  Sometimes while you are spinning around, 
    you will spin off screen and have no idea where you are.  At other 
    times, you can see yourself just fine, but you can’t see your opponent.  
    In either case, you fight has just gotten much harder.  The only thing I 
    can tell you is to try to stay in the area where you can see the most.  
    Sometimes sliding left and right over a small area is easier than 
    completely circling your opponent.
          The other major issue happens when you have multiple actions to 
    select in the same area.  Some times your fire-lizard will give you one 
    of the actions, but not the one that you want.  There’s an undocumented 
    way to rotate through all of the available options.  On the PC version 
    of the game, pressing the 0 (Ins) key on the keypad will toggle between 
    the available options.  You have to do this to press the buttons in the 
    Prison area, but this is helpful to know throughout the game.  If you 
    see a crowd of people and want to talk with a particular person, you can 
    use the 0 (Ins) button to select the person instead of trying to 
    position D’Kor so the correct person is selected.
          There’s an annoying issue where you can’t select anything or talk 
    to a person until when you first walk into a new area.  Most of the time 
    that you make a transition from one building or level to another, an 
    image appears on the screen along with the name of the location.  You 
    won’t be able to activate anything until this image completely fades 
    away.  This means you that is you want to talk to some character, you 
    will have to stand next to the character and wait for the load image to 
    disappear before you can initiate the conversation.
          There are several situations in the game where a character will 
    tell you that you need to talk to another person or give another person 
    some item, but they will tell you the wrong character.  For example, 
    when you find your first ancient artifact, Zenth tells you that you 
    should visit Klor in Mastersmith Hall.  The correct character, however, 
    to give the ancient artifacts to is Forn.  In another situation, Fin 
    tells you that there is a Trundle bug on the beach of Ista when the 
    Trundle bug is on the beach of Ierne Island.  Just be aware that some of 
    the advice you receive in the game is inaccurate.
          There are also other random places in the game where the sound for 
    the voices will stop but the text will continue.  Do not chose the voice 
    only option or you will miss some important information when the game 
    decides to make the characters mute.
          There are other places in the game where D’Kor will suddenly 
    disappear.  I had this happen in one of the final fights.  It’s almost 
    impossible to make it through one of the melee fighting scenes without 
    being about to see D’Kor.
          I get the feeling that some quests were added or modified during 
    the development of this game, but the character’s speeches were not.  
    There seems to be a couple of places where the characters hint about a 
    quest that does not exist in the game.
          A minor thing, but it seems like N’eth’s name was changed at the 
    last moment.  Every time a character says his name, it sounds a little 
    off, almost like a different person said his name.
          The last major issue in the game is that there is no way to skip 
    any of the cut scenes.  With the exception of the opening movie, you can 
    not skip any of the movies or cut-scenes.  So if you go back to a 
    previous location in the game, you will have to listen to every 
    conversation in full, even if you’ve heard it already.  The most 
    annoying instance of this is when you travel from location to location 
    on Zenth.  This little movie takes a long time to before it finish.  
    You’ll get to see this movie a lot before the game is over.
    
    **** Things I haven’t figure out ****
    
           I think I have most of the information in the game.  There are a 
    few items that I think aren’t complete.  Most of these involve 
    incomplete journal entries.  If you come across any thing you think is 
    inaccurate in this walkthrough, please tell me.
    
          - I couldn’t get the QUEST COMPLETE journal entry for the Keriil 
    and Hellion quest.  (It’s Quest 8-3 in the walkthrough.)  I’ve found and 
    freed both Keriil and Hellion, I’ve got the cut scene of the two of them 
    together after I rescued the slaves, but I didn’t get the QUEST COMPLETE 
    journal entry.
          - After the journal entry about Govan in Mastersmith Hall, there’s 
    a bunch of room left for other entries.  I never got any other 
    information about him, so I ended up with about a page’s worth of blank 
    space after the Govan entry.  My guess was that the game designers 
    intended Govan and Rom to be the same character, since Rom isn’t 
    introduced to us until Chapter 9, the end of the game.
          - There’s a girl, Moria, in Ista Island who’s parents, Keriil and 
    Hellion, have disappeared.  You rescue her parents in Chapter 8, but 
    she’s still crying for them at the end of the game.  Is there any way to 
    bring her parents back to Ista?
    
    Any advice on anything that I’ve missed up in the walkthrough up 
    to this point would be appreciated.
    
    ******************
    **** PROLOGUE ****
    ******************
          
          The prelude is designed to let you get use to the controls without 
    much pressure.  Zenth, your dragon will tell you what to do if you get 
    stuck.  If you do something Zenth does not like, such as try and leave 
    your room, Zenth will fuss at you.
    
          After the introductory movie and a fly-over of Fort Weyr, you 
    awaken from a bad dream in you bed.  You have a hangover from drinking 
    too much the night before at Nalaya's wake.  Zenth tells you that his 
    hide itches.  He needs you to brush oil on him.
    
    Starting attributes: Health 10%   Knowledge 0 (ABLE)    Reputation 0 
    (HONEST)  Strength 0 (WEAK)
    Starting skills: none
    Starting location:       Upper Levels of Fort Weyr - your bedroom
    
    QUEST P-1: Oil Zenth
           The oil is on the shelf to the right of the fireplace.  The brush 
    is in the room to the right.  I think it's a bathroom / shower.  Just 
    take right turn at the shelf and start walking to the wall.  You'll 
    probably notice the camera issues in the game with this action.  You 
    can't see the bathroom until you step on the right spot to trigger the 
    camera change.  Sometimes, the camera doesn't change when it should and 
    you have to play with the controls until you see D'Kor again.  This gets 
    especially annoying when you're fighting.
          Enough of this aside, pick up the brush and return to the bedroom 
    and then go through the center door in the back of the room to Zenth 
    weyr.  Go to Zenth's head and activate the bottle of oil.  D'Kor will 
    pour the oil into the bucket.  Activate the brush on Zenth head to start 
    a cut scene.
    
          In the cut scene, Zenth tells you that S'bor wants to have a 
    meeting you.  The cut scene marks the end of the Prologue.
    
          None of your attributes change during the Prologue.
    
    **************************************
    **** CHAPTER 1 - The Weyr meeting ****
    **************************************
    
          Chapter 1 starts with the end of the Prologue's cut scene and ends 
    with the start of the Weyr meeting.
    
          Exit Zenth's weyr and grab the not on the table in your bedroom.   
    The note tells you to get your knife back from K'tan.  
    
    QUEST 1-1: Get your knife from K'tan.
    
          As you exit your bedroom, grab the note on the floor.  It's from 
    S'bor and tells you that he wants you to round up the other members of 
    Alpha Wing for a meeting to discuss the search for a new Weyrwoman.
    
    QUEST 1-2: Visit Lytah, S'lon, B'rak, K'tan, T'men, L'tul, F'ben, N'eth, 
    and V'hul.  Get each one of them to come to the meeting.  (Finishing 
    Quest 1-2 will end Chapter 1.)
    
          As you leave your bedroom, Zenth tells you that Craftsmaster Dorn 
    has finished repairing your riding gear, so you need to pick it up.  
    Zenth also tells you to do something about your hangover.  (The only 
    reason to come back to your bedroom after this point is to hatch fire-
    lizard eggs, so there's no reason to keep checking here.)
    
    QUEST 1-3: Pick up your riding gear from Craftsmaster Dorn.
    QUEST 1-4: Find a cure for your hangover.
    
          We're lacking two important things right now - a map of Fort Weyr 
    and a journal to record our quests.  Luckily, we can get both of these 
    things doing the same quest.  We'll start by getting the map.  Follow 
    the corridor down to the large room.  This is the Meeting Room.  Go to 
    the Fort Weyr Library, which is across the Meeting Room, directly 
    opposite the entrance to your bedroom.
    
          In the Library, talk to Lockenn.  Lockenn tells you that he is 
    looking for his journal.  Lockenn will also offer you a map of the Weyr.  
    Well, here's our map
    
    QUEST 1-5: Find Lockenn's journal and return it to him.
    
          Now that you've got your map, I just tell you the name of the room 
    instead of giving you detailed instructions to that location.  Go down 
    to the Middle Levels. Then go to Lytah's room and talk to her.  She will 
    tell you that N'eth got mixed up with one of the kitchen staff.  She 
    will also offer you Lockenn's diary.  As you leave, Lytah reminds you 
    that it is her nameday (birthday) and that you gave her a beautiful 
    pearl last year.  Lytah goes to the Weyr meeting after your 
    conversation.  (First Dragonrider for QUEST 1-2)
    
    QUEST 1-6: Find a pearl for Lytah.  (You won't be able to complete this 
    quest until Chapter 2, at the earliest.)
    
          Take the journal back to Lockenn in the library.  He gives you a 
    new journal.  He tells you to write all of the important things you 
    find, but you'll need the Scribing Skill first.
    
    QUEST 1-5 COMPLETED: Reputation +20 (Total: 20)
    
          To get the Scribing Skill, you need to go to the Scribing Room on 
    the Lower Levels of Fort Weyr.  Talk to Kevan in the Scribing Room and 
    he will teach you the Scribing Skill.  He gives you an ink stylus and 
    tells you how to use your journal.
    
    SKILL AWARDED: Scribing Skill (Your first skill.  Mom would have been so 
    proud!)
    
          Now we've got our map and our journal, so let's start finding and 
    solving quests.  We'll start at the bottom of Fort Weyr and work our way 
    up.  You'll notice that Jillan is guarding the doors to the Fort Weyr 
    bowl.  You will not be able to get to Fort Weyr bowl until we've gotten 
    most of the Dragonriders to the meeting.
    
          You'll notice Dorn's Workshop is on this level.  Since QUEST 1-3 
    wants us to pick up our riding gear from Craftsmaster Dorn, let's pay 
    him a visit.  Talk to him and he'll give you your riding gear.
    
    QUEST 1-3 COMPLETED: Riding gear acquired. (You’ll need your riding gear 
    before you can travel by Zenth to another location.)
    
          That's all for the Lower Levels, so we'll go up to the Middle 
    Levels and start recruiting Dragonriders.  We you arrive on the Middle 
    Levels, you'll hear crying coming from the unnamed rooms.  Inside 
    Gillian's crying.  When you walk in the room, Gillian will approach you 
    and tell you her son Jim is missing after playing last night in the Weyr 
    Bowl.  She says her husband Mullen is also looking for Jim.
    
    QUEST 1-7: Find Gillian's son Jim.  (We won't be able to complete this 
    quest until we can visit the Fort Weyr Bowl.)
          Now run across the main corridor to V'hul's room.  V'hul will give 
    you a ballad to give to F'ben.
    
    QUEST 1-8: Deliver V'hul's ballad to F'ben.
    
          Continuing on in the Middle Level's run down the hall until you 
    see the woman, Emmara, in front of the tapestry.  She will tell you she 
    is making a tapestry of all of Pern in great detail.  She will tell you 
    she needs someone RELIABLE to give her information about Pern.  Since 
    RELIABLE is the second level of reputation, you will need to level up 
    one level before she will take information from you.
    
    QUEST 1-9: Help Emmara finish her tapestry of Pern.
    
          Now it’s off to the Dragonriders' rooms.  Since B'rak's room is 
    closed, we'll go to the next available room, N'eth's.  Talk to N'eth and 
    he'll tell you that he can't go to the meeting because he's too afraid 
    to leave his room.  He knows he insulted someone last night and drew a 
    knife on that person, but he doesn't remember who it was.  He's afraid 
    that if he doesn't apologize to the mystery person, he's going to get a 
    dagger in the back.
    
    QUEST 1-10: Find out who N'eth insulted and apologize for him.  
    Reputation +20 (Total: 40) for accepting the quest.
    
          S'lon's room is next to Lytah's, so we'll talk to him next.  You 
    see firsthand S'bor anger towards S'bor.  After talking with S'lon, he 
    agrees to go to the meeting.  Knowledge +10 (Total: 10) for talking with 
    S'lon.
          Next stop, the Gambling Room.  You'll find T'men and B'rak playing 
    dice on one of the tables.  Talk to both of them.  They refuse to go to 
    the meeting until they've finished their game.
    
    QUEST 1-11: Stop T'men's and B'rak's game so they'll go to the Weyr 
    meeting.
    
          Walk around to the side of the table and grab the dice when they 
    are on the table.
    
    QUEST 1-11 COMPLETED: T'men and B'rak will go to the meeting.
    
          We've already taken care of T'men, so F'ben's room is next.  Talk 
    to F'ben and deliver V'hul's ballad to him.  After venting his anger on 
    you, he will go to the meeting.
    
    QUEST 1-8 COMPLETED: F'ben goes to the Weyr Meeting.  Knowledge +10 
    (Total: 20) Reputation +20 (Total: 60)
          
          L'tul's room is closed, but we'll find him later.  So, now it's up 
    the stairs to the Kitchen area.  We'll start with the Stores.  When you 
    climb the stairs, you should see a cut-scene of the Kitchens opening.  
    If you don't see this cut-scene, come back later.  Regardless of whether 
    or not you see the cut-scene, you can talk to Kendrick in the Stores.  
    Kendrick mentions that there is a great shortage of ores in the last 
    shipment.  He says he needs to ask the trader that brought the ores in 
    what happened.  Knowledge +50 (Total: 70)
    
    QUEST 1-12: Investigate the ore shortage.  (You won't be able to finish 
    the Quest until Chapter 9.)
    
          Skipping the Kitchens a moment, we'll go to the Dinning Area and 
    talk to Horlas.  Horlas tells you chef Tom is in a bad mood because a 
    Green Dragonrider insulted his food.  (A hint for the N'eth quest.) 
    Horlas also gives you a jar, which you'll use to hold Trundle bugs. 
    Dragonriders T'lor and H'ram are also in the Dinning Area.  You can talk 
    to them, but it's not necessary.
    
          Now we'll visit the Kitchens.  Rowarth is outside of the door to 
    the Kitchens and he tells you that the Kitchens are open or closed.  He 
    also tells you that Tom Keating, the chef is upset because a green rider 
    has insulted his food.  So, we'll talk to Tom.  You apologize to Tom for 
    N'eth.  Tom tells you he forgives N'eth. He also tells you that he has a 
    favor that he wants to ask of you if you go to Fort Hold. 
    
    QUEST 1-10 COMPLETED: Apologized for N'eth. N’eth goes to the meeting. 
    Reputation +20 (Total: 80), Knowledge +25 (Total: 95)
    
    QUEST 1-13: Tom wants you to return his favor by doing something for 
    him.
    
          Next, talk to Roma in the Kitchen.  Roma wants you to find some 
    ingredients to help him with his Hatching Ceremony meal. For accepting 
    the quest: Reputation +15 (Total: 95), Knowledge +25 (Total: 120, 
    Knowledge level increases to CONVERSANT)
    
    QUEST 1-14: Get the ingredients for Roma's Hatching Ceremony meal.  (You 
    won't be able to finish this Quest until Chapter 9.)
    
          Lastly, talk to Urik in kitchen.  He offers you one food item and 
    a cure for your hangover.  Drink the headache cure and your health will 
    be restored to 90%.
    
    QUEST 1-4 COMPLETE: Found a cure for you hangover.  Health +80%
    
          Since we've apologized to Tom for N'eth, we should tell N'eth the 
    good news.  Return to N'eth's room and talk to him.  N'eth decides to 
    apologize to Tom in person.  As he leaves, he tells you that his dragon 
    Azoth has identified Ramalla, Kendrick’s daughter, as a potential 
    Weyrwoman.
    
    QUEST 1-10 COMPLETED: N'eth will go to the Weyr meeting.  Reputation +40 
    (Total: 135, Reputation level increased to RELIABLE), Knowledge +50 
    (Total: 170)
    
    QUEST 1-15: Get Ramalla, Kendrick daughter.  She is a potential 
    Weyrwoman.
    
          Our Reputation level just increase, so we can now talk to Emmara 
    about her tapestry quest.  All this really does is activate official 
    activate QUEST 1-9.
    
          Let's tie up one more loose end by talking to Kendrick in the 
    Stores about his daughter Ramalla.  He's seems happy about the news.  
    Knowledge +50 (Total: 220)
    
          We've done all we can on the Middle Levels of Fort Weyr for the 
    time being, so lets go upstairs to the Upper Levels.  Head towards 
    K'tan's room and you should see Fin. Talk to him.
    
          Next, go to K'tan's room.  Talk to K'tan.  He mentions that N'eth 
    did something to upsetting last night (old news).  K'tan will give you 
    your knife back and offer to teach you how to use it.  After following 
    K'tan's instructions, you will get the Knife skill.  K'tan will offer to 
    spar with you for practice.  Take him up on it for an easy strength 
    boast.
    
    QUEST 1-1 COMPELETED: Strength +40 (40), K'tan goes to the Meeting Room 
    and waits for the Weyr meeting (Another Dragonrider for QUEST 1-2.)
    SKILL AWARDED: Knife Skill (2nd skill)
    
          Next we'll talk to V'Kai, in his room.  V'Kai won't speak to you 
    until you reach the knowledge level of CONVERSANT.  V'Kai tells you to 
    find 10 suitable Weyrwoman candidates in Pern.  He tells you to see him 
    again sometime, but he won't talk to you again until your reputation 
    level is RESPECTABLE.  
    
    QUEST 1-16: Find ten Weyrwoman candidates (You won't be able to finish 
    this Quest until Chapter 9.)
    
          Now would be a good time to go to the Library and read all of the 
    scrolls you can.  The Queen's Hatching Ballad is needed for a Quest in 
    Chapter 2.  This scroll is in the first bookshelf to the left when you 
    enter the library.  Another scroll you need to read is the one titled 
    “Gannell”.  It contains the epitaph you need for a later quest.  The 
    Gannel scroll is on the bookshelf just to the left of the entrance to 
    the Weyrleader’s Private Reading Room You can try to go to the 
    Weyrleader’s Private Reading Room, but Mishra won't let you enter until 
    your reputation level is HIGHLY REGARDED.  Your Knowledge will increase 
    +25 (Total: 245) for attempting to enter the Private Reading Room.
    
          You should now have all the Dragonriders except for L'tul.  Talk 
    to any of the riders in the Meeting Room and they will tell you that 
    L'tul is looking for Jim.  (Quest 1.7)
    
          You have to go to the Fort Weyr Bowl to find Jim, but talking to 
    the riders seated at the Meeting Room table will get Jillan to open the 
    doors to the Bowl.  Go down to the Lower Levels and out to the Fort Weyr 
    Bowl.
    
          Let's walk around the Bowl in a counterclockwise direction.  
    You'll notice there's a ramp to your right almost immediately next to 
    the exit to Fort Weyr.  You can ignore this for now.  You don't have the 
    strength to move the boulder on top yet.
          The first person you run into is J'cob.  J'cob will tell you how 
    to talk to Zenth, if you haven't figured that out already.  Cross the 
    bridge and notice the boarded up cave entrance.  We'll be going back to 
    this entrance in a few minutes.  You may notice some green herbs growing 
    in the Bowl and other places.  These herbs are either healing or 
    poisonous herbs.  You can't tell the difference until you get the 
    Healing Skill in Chapter 5.  Eating them now will either randomly 
    increase or decrease your health.
          Continue moving in forward until you find Helan playing beside the 
    water.  Talk to her and ask her about Jim.  She will tell you that Jim 
    went to trap tunnel snakes in the Dark Caves.  She tells you Jax knows 
    where the Dark Caves are.  Confront Jax and he will confirm Jim went to 
    the Dark Caves and offers to give you a map of the caves.  Accept the 
    map.
          Now talk to Jillan, who is by the main gates.  If you have the jar 
    from Horlas, he tells you his daughter Imogen wants six Trundle bugs.  
    He gives you the crossbow and the crossbow skill.  The crossbow with the 
    darts you have can only be used to stun Trundle bugs and hit targets.  
    The crossbow darts will be useless against any live opponents. Knowledge 
    +50 (Total: 295, Knowledge levels up to Knowledgeable.)
    
    SKILL AWARDED: Crossbow Skill. (3rd skill)
    QUEST 1-17: Collect 6 Trundle bugs for Jillan's daughter Imogen.
    
          Continue going counterclockwise around the bowl until you run into 
    Perry on the cart.  He will tell you that he is the head of the caravan 
    and that the Masterminer did not give him enough ore.  He speculates 
    that the ore has gone to some other project.  Knowledge +25 (Total: 320)
    
          You can ignore Hal for the time being, except to note that he has 
    a hammer.  Cross the bridge to the next island and enter the house. (Not 
    the stable)  Ramalla is in the house.  If you talk to her, she will 
    become a potential Weyrwoman.
    
    QUEST 1-15 COMPLETED: Ramalla becomes the first Weyrwoman Candidate.  
    Reputation +100 (Total: 235), Knowledge + 50 (Total: 370)
    
          Leave the house and cross the bridge to the windmill.  Talk to the 
    Miller and he will tell you that the lever to start the windmill is 
    stuck and only a person with FORMIDABLE strength can move it.
    
    QUEST 1-18: Move the lever on the Fort Weyr windmill.
    
          Now cross the final bridge so you are almost back to where you 
    started.  Just before the entrance to Fort Weyr, there's a large 
    entrance to the Hatching Grounds.  Enter the Hatching Grounds and talk 
    to Syllia.  She will give you a fire-lizard egg (blue) and tell you that 
    you can hatch it, if you have a Knowledge level of KNOWLEDGEABLE, which 
    you have.  Reputation +15 (Total: 250, Reputation levels up to LOYAL)
    
          Go back to Fort Weyr Bowl and return to the boarded up entrance.  
    Mullen will be shouting at the entrance.  Look at the boards and Mullen 
    will tell you that he thinks the boards need to be smashed.  Now we can 
    go back to Hal and talk to him.  D'Kor borrows Hal's hammer to break the 
    boards.  Return to the boarded up entrance and hit the boards with the 
    hammer.  Mullen runs into the cave.  Follow him.
    
          Mullen will stop in front of a wall and says that the wall is a 
    recent cave-in.  Smash the wall with the hammer.  (Mullen requires you 
    to have a knife before you can continue in the caves.  See the K’tan if 
    you don’t have the knife already.)  Follow Mullen through the new 
    opening to the bridge and talk to him.  (Now would be a good time to 
    save your game, by the way.)
    
          Run across the bridge and prepare your knife.  We're going to 
    fight Tunnel Snakes!  The bridge will collapse behind you as you run 
    across.  Go down the tunnel and kill the Tunnel Snake on the left.  
    Strength +20 (Total: 60).  You can run down this tunnel and you see a 
    cut scene where Jim tells you to take the other direction.  He also 
    tells you he dropped his trapping basket.  There will be a set of 10 
    darts lying on the floor of this tunnel on the way back.
          Go back and take the tunnel that you skipped.   You'll come to 
    another fork with a Tunnel Snake off to the right.  Save your game and 
    kill the Tunnel Snake.  Strength +20 (Total: 80) Go down the tunnel the 
    Tunnel snake was blocking.  Be careful because there are two more Tunnel 
    Snakes down here.  Kill both of these Tunnel Snakes.  Strength +20 for 
    each (Total: 120, Strength level increases to STANDARD.)
          After you have killed the two Tunnel Snakes, you will find a 
    Tunnel Snake egg (part of QUEST 1-14) and a Trundle bug running around 
    (part of QUEST 1-17).  Collect both of these items.  To catch the 
    Trundle bug, shoot it with the crossbow and then pick it up.  You can 
    only collect one Trundle bug at a time, so make sure you visit Jillan 
    after you capture each one.  If you are having troubles using the 
    crossbow, check out the Fighting Tips in the beginning of this 
    walkthrough.
    
          Now go back up the tunnel you came down and chose the passage that 
    did not have the tunnel snake.  You'll come to a series of rocks you can 
    hop across.  For every jump or climb you do, you gain 5 points of 
    Strength.  Since you can jump back and forth as much as you like, you 
    can pump your Strength to whatever level you would like.  Everyone's 
    Strength will be different from now on, so I won't give any more 
    Strength totals.  I will recommend what Strength level you should have 
    at different points and I will leave it up to you to get the required 
    Strength.
    
          Now back to the walkthrough, continue forward in the passageway 
    you just jumped to and you should enter a room with another tunnel 
    snake.  Kill the snake and notice the basket on the upper platform.  
    Climb up the rocks, get the basket, and climb back down.  In the same 
    room, you should see a rock blocking an opening between the last gap you 
    jumped to get the basket.  You need a Strength level of TOUGH to move 
    the rock.  Jump up and down on the rocks until you get to this Strength 
    level. Once you've reached the Strength level of TOUGH, move the rock 
    and enter the opening.  You will find an ancient artifact that looks 
    like a black rectangle with yellow, green, and red wires coming out of 
    the side.  This ancient artifact will get you a weapon upgrade, if you 
    give it to Forn in Mastersmith Hall.  (Zenth says you should take the 
    artifact to Klor, but you really give it to Forn.)
    
          To continue our rescue attempt, go down the passageway you haven't 
    entered yet.  It should be to the left of the rock that you moved when 
    looking at the rock from the direction that you entered the room.  
    There's one more Tunnel Snake here, so save as necessary.  Jax's map 
    stops here.  Kill the Tunnel Snake and notice the gray wall that looks 
    like the wall you broke earlier.  You can not do anything about this 
    wall now, but we will come back here later.
    
          Continue down the passage to Jim.  A metal door will close just 
    before you reach him.  Back up to the pile of rocks just before the 
    metal door.  Hit the rocks with your hammer.  A large stone will break.  
    Push the stone and the stone will stop in the doorway.  The stone will 
    stop the door from closing.  Now you can slide under the door.  The door 
    will slam shut behind you, breaking the rock.  You can talk to Jim and 
    he will tell you that there has to be another way out of the tunnel.
          
          Look at the metal rod to the near side of the mining cart.  Hit 
    the bar with the hammer.  The hammer will break, but the bar will move.  
    Push the cart and it will run down the tracks and smash into the wall.  
    This will lead you back to the Lower Levels of Fort Weyr.
    
    QUEST 1-7 COMPLETED: Rescued Jim.  Reputation +50 (Total: 300)
    
          L'tul will be waiting for you after the cut-scene with Jim and his 
    parents.  Talk to him and he will go to the meeting.
    
          We can go to the meeting now, but let's dump off our Trundle bug 
    with Jillan in the Fort Weyr Bowl first, just to empty our jar.  
    Reputation +15 (Total: 315)
    
          Give the hammer pieces to Hal and apologize to him.  Reputation 
    +20 (Total: 335) NOTE:  This is the only time you can talk to Hal and 
    give him back the hammer.  If you wait until after the meeting, Hal will 
    already have found a new hammer.
    
          Go back to the Middle Levels and talk to Gillian. Reputation +50 
    (Total: 385)
    
          Time to go to the Upper Levels and start the Weyr meeting.  The 
    meeting starts as soon as you walk towards the Meeting Room table in the 
    Upper Levels.
    
    QUEST 1-2 COMPELETED: After you have collected all of the Dragonriders, 
    go to the Meeting Room on the Upper Level of Fort Weyr.  The meeting 
    will start automatically when you approach the meeting table.
    
          A quick recap on the Dragonrider Quest
          - Lytah - part of QUEST 1-5 - Talk to her and get Lockenn's diary.
          - S'lon - Talk to S'lon in his room.
          - B'rak - finishing QUEST 1-11 - Take the dice from B'rak and 
    T'men.
          - K'tan - finishing QUEST 1-1 - Talk to B'rak, get the Knife Skill 
    and practice knife fighting.
          - T'men - finishing QUEST 1-11 - Take the dice from B'rak and 
    T'men.
          - L'tul - after finishing QUEST 1-7 - Talk to him after finding 
    Jim in the Dark Caves.
          - F'ben - finishing QUEST 1-8 - Give him the ballad from V'hul.
          - N'eth - finishing QUEST 1-10 - Smooth things over with Tom and 
    N'eth.
          - V'hul - He will come automatically when the meeting starts.  You 
    need to talk to him and get the ballad for F'ben first.
    
          The Weyr Meeting will be a cut scene advancing the plot.  You and 
    K'tan are to fly to Fort Hold to look for possible candidates.  You are 
    also called on to go to Mastersmith Hall to learn what is happening with 
    the missing ore.  The cut scene ends with you in your bedroom.
    
          At the end of Chapter 1, my attribute statistics are:
    Knowledge: 370 level - KNOWLEDGEABLE, Reputation: 385 Level - LOYAL, 
    Strength: 500 Level - TOUGH
    
          We made 0 jumps on Zenth this chapter for a total of 0 jumps in 
    the game so far.
    
    ******************************************
    **** CHAPTER 2 - The Fort Hold Gather ****
    ******************************************
    
          Chapter 2 starts with the end of the Weyr Meeting and ends when 
    you see the cut scene of Branth making a jump Between.
    
          You start this Chapter in your room, after being awaken by K'tan.  
    He wants you to meet him in the Fort Weyr Bowl to fly to Fort Hold.  We 
    have a couple of little things to tidy up before we leave for Fort Hold, 
    however.
          First, we have a fire-lizard egg that we received from Syllia in 
    the Hatching Grounds.  You can hatch the fire-lizard egg by selecting 
    the sand container next to the fireplace.  You will see D'Kor place the 
    egg in the sand and a blue fire-lizard will appear on the nearby rail.  
    If you select the blue fire-lizard, it will replace your green fire-
    lizard.  The only real change this has on the game is that your fire-
    lizard change color and the wings surrounding your selection action show 
    the color of your current fire-lizard.  Pick whichever fire-lizard you 
    like best and exit your room.
          When you reach the Meeting Room, V'hul gives you a message to give 
    to Lamrat.  He says the message officially informs Fort Hold of Nalaya's 
    death.
    
    QUEST 2-1: Deliver V'hul's message to Lamrat.
    
          Go down to the Middle Levels and talk to Jim.  He tells you that 
    his mother has banned him from eating sweets and playing with his toys 
    for two weeks.
          Run and talk to Emmara on the Middle Level.  She will ask you what 
    type of animal lives down in the Dark Caves.  Answer her with "Tunnel 
    Snakes".  Reputation +15  (Total: 400)
    
          Now go to the Kitchens and talk with J’cob.  J'cob tells you that 
    he isn't feeling well and that Healer Hall is full.
          Talk with Tom, since he asked you to do him a favor next time you 
    go to Fort Hold.  He asks you to deliver a letter to his brother Jak 
    Keeting, who's the head chef at Fort Hold.  (Second part of Quest 1-13) 
    Reputation +20 (Total: 420)
          Talk with Roma and give him your Tunnel Snake egg.
          Talk to Kendrick in the Stores.  He will tell you that there is a 
    black Trundle bug running around.  Look down and you should find it.  
    Collect the stunned black Trundle bug, which is our second Trundle bug. 
    (Quest 1-17)
          Jax should be running around the kitchen level some place.  Talk 
    with Jax, he tells you someone wants Llama hair in the cow pens exchange 
    for Flax.  Now go to the Fort Weyr Bowl.
    
          Even though K'tan is waiting for you in Fort Weyr Bowl, let's do a 
    couple of more things first.  Take the ramp that lies to the right of 
    the entrance to Fort Weyr.  At the top of the ramp is a rock you can 
    push.  Behind the rock are another Ancient Artifact and 10 more crossbow 
    darts.  Now drop off the black Trundle bug with Jillan.  Reputation +20 
    (Total: 440)
          If you run into Helan, she will tell you that she found something 
    very old, but she will only give it to somebody DEPENDABLE.  Since you 
    are not at this level yet, she tells you she can't trust you.
          Now we can finally talk to K'tan.  You can't miss him.  He's next 
    to that huge dragon.  K'tan will tell you how to use Zenth to travel to 
    different places.  Take Zenth to Fort Hold.
    
          After a long cinematic cut-scene, you will arrive at Fort Hold.  
    (Since when did dragons open a wormhole when they jump Between?  They're 
    just supposed to just disappear.  I guess that doesn't look as good in a 
    movie, though.)
    
          When you land, K'tan says that he will talk to Lord Gralt and that 
    you should look for search candidates.  Knowledge +10 (Total: 380)
    
          Your journal tells you that we should deliver the note to Lamrat 
    first, so lets do just that.  If you run straight ahead from where you 
    landed, you will see a person in white standing in the middle of an 
    archway.  (He's directly opposite the man with the broken cart.)  Walk 
    up to Lamrat and watch a cut scene.  Pleasant isn't he.  He mentions 
    that there is a thief in the market, so he won't let anyone into the 
    Hold.  
    
    QUEST 2-1 COMPLETED: Note Delivered to Lamrat. Knowledge +50 (Total: 
    430)
    QUEST 2-2: Get past Lamrat somehow to enter Fort Hold.
    
          From Lamrat, we'll walk around the courtyard in a counterclockwise 
    direction.  The first person will reach is in the stall just to the 
    right of the main entrance (with the broken cart).  Either Parlan or 
    Archen will be at the both.  Talk to whichever one is there.  Parlan 
    will give you new boots and Archen will give you a new set of clothes.  
    You need both the clothes and the boots, so you can either wait for 
    Parlan and Archen to switch or you can come back later and hope the 
    correct one is there.
    
          Next to the clothes stall, there's a man named Faran with a broken 
    cart.  The bracket on the wheel broke and the HerdBeast pulling the cart 
    died.  The cart is blocking the exit to Fort Hold, so you won't be able 
    to leave Fort Hold until you help Faran.  Knowledge +15 (Total: 455), 
    Reputation +20 (Total: 460)
    
    QUEST 2-3: Faran needs a new bracket and a new HerdBeast so he can fix 
    this cart.
    
          You should see a young girl name Keela playing around the broken 
    cart.  She asks if she can touch your Dragon. 
    
    QUEST 2-4: Keela wants to touch Zenth.
    
          Agree to her request, and Keela will give you some sweets as a 
    thank you gift.
    
    QUEST 2-4 COMPLETED: Keela gives you sweets. Reputation +15 (Total: 475)
    
          Now let’s move on to the next vendor, Skarn.  He asks you to 
    deliver a tapestry to Salyn, headwoman of the Harpers.  Knowledge +10 
    (Total: 465)
    
    QUEST 2-5: Deliver a tapestry to Salyn for Skarn and return to him when 
    you are done.
    
          The next booth is empty, but the one perpendicular to it, manned 
    by Borl is giving drinks.  Accept all of the drinks he offers you.  
    Don't worry, you won't get drunk.  He gives you a bunch of advice.  
    Knowledge +25 (Total: 490).  You may see Parlan or Archen at the drink 
    booths, but they don't tell you anything important.
          
          Next we'll talk to Taolousien, on the benches next to the drink 
    stand.  He tells you that there are ancient caves below Fort Hold.  
    Knowledge +25 (Total: 515, Knowledge level increases to INFORMED)
          Now talk to Malorien, on the benches next to Taolousien.  He 
    confirms Taolousien's story and tells you the entrance is in the 
    kitchen.  He hands you a map of the Ancient Caves.
    
          Arrie is selling pies next to the men on the benches.  She tells 
    you that there is a thief in the Gather and that the thief took a bunch 
    of pies and her map of the Gather.  You both agree that your Dragonrider 
    uniform will scare off the thief.
    
    QUEST 2-6: Capture the thief in the Fort Hold Gather.
    
          Moving along past the doors, we come to the trinket stand of 
    Derna.  She has a mining bracelet and a wooden top available. Ask her 
    for the top and then talk to her again and ask for the mining bracelet.  
    She says the mining bracelet costs three marks.  Knowledge +25 (Total: 
    540)
    
    QUEST 2-7: Buy the mining bracelet from Derna.
    
          The final man in the Fort Hold courtyard is Joliad on the noisy 
    pottery wheel.  If you talk to him, he tells you to go away.  The 
    journal says that D'Kor thinks the potter needs a new bracket for his 
    wheel.  Knowledge +20 (Total: 565)
    
          Let's go into the Fountain Square before capturing the thief.  The 
    Fountain Square is through the doors between Arrie's and Derna's stands.  
    We'll walk around Fountain Square clockwise. 
          
          The first important person we find is Harat.  He sells HerdBeasts.  
    He won't lend you his HerdBeast, but he'll give you one for a baby 
    Tunnel Snake.  Knowledge +30 (Total: 590)
    
    QUEST 2-8: Harat wants a baby Tunnel Snake in exchange for a HerdBeast.
    
          Next to a coach is Manwor.  He tells you that one of his crew is 
    sick, he has sick cattle, and bandits attacked him on the way to the 
    Gather.  He does tell you that he is good with a sword.
    
          On a bench near the fountain is Skjald, playing a harp.  D'Kor 
    tells him to play his music in the main square so he will get a bigger 
    audience.  Reputation +15 (Total: 490)
    
          Daize is crying on another bench, between her two parents Kastalla 
    and Sanell.  Daize is upset about losing her toy dragon.  Reputation +15 
    (Total: 505, Reputation level increased to Trustworthy), Knowledge +10 
    (Total: 600)
    
    QUEST 2-9: Find Daize's toy dragon, near the kitchens or storeroom of 
    Fort Hold.
          
          Neelet will tell you that the archery contest is for civilians 
    only. Knowledge +25 (Total: 625)
    
          The final group of people is next to the doors.  They are 
    complaining about the size of the Gather.  Stephe can't find the Llama 
    hair he's looking for.
    
    QUEST 2-10: Stephe is looking for some Llama hair.
    
          Take a look near the fountain.  There should be another blue 
    Trundle bug running around.  Capture the blue Trundle bug. (Our third 
    Trundle bug for Quest 1-17)
    
          Time for a change of clothes. Change into your civilian clothes.  
    (You may want to save your game first.)  Go back and talk to Neelet.  
    Agree to join the archery contest.  Wait you turn and then try to hit 
    the yellow part of the target.  If you get a ring closer to the middle 
    than any of the three other players attempt, you win.  If one of the 
    other players get closer to the center than you did, you lose.  When you 
    win, you get one mark.
    
          Now it's back to the Fort Hold courtyard.  You may again want to 
    do a quick save before you enter the courtyard.  You should see a cut 
    scene of the harp player, Skjald arguing with the potter, Joliad.  At 
    the end of the cut scene, Joliad storms off.
    
          When you are in the courtyard dressed as a civilian, at some point 
    the thief will steal your knife.  The thief's name is Natty.  When you 
    attempt to talk to Natty, he will run away.  A cut scene will start 
    where you chase Natty.  He gives you your knife back and a map.  You 
    threaten to turn him in and he teaches you how to sneak past Lamrat.
    
    SKILL AWARDED: Stealth Skill
    
          Talk to Skjald and he will thank you then tell you that the potter 
    ran off and left his wheel.  Sounds like an invitation to pick up that 
    wheel, if you ask me.
    
          Return to Arrie.  She thanks you, but lets you keep the map.
    
    QUEST 2-6 COMPLETED: Thief captured and Arrie informed.  Reputation +15 
    (Total: 520)
    
          Run over and talk to Faran.  He will tell you that the bracket on 
    the potter's wheel is the right size for his cart, but you have to get a 
    smith to remove it.  Knowledge +25 (Total: 650)
    
          Talk to the potter, Joliad, again and he complains that someone 
    stole his wheel.
    
    QUEST 2-11: Return the pottery wheel to Joliad.
    
    `      Time to break into Fort Hold.  Go behind the boxes, where you 
    cornered Natty the Thief.  Switch into Stealth mode, and sneak past 
    Lamrat into the Hold.  (You have to wait for Lamrat to move away before 
    you can sneak past him.)
    
    QUEST 2-2 COMPLETED: Got past Lamrat to enter Fort Hold Hall.
    
          Walk past the pillars to the large Hall.  Let's walk down the 
    right side of the Hall.  You can walk past the two men arguing in from 
    of Lord Gralt's doorway.  The first person after them you'll run into is 
    Larin, in front of a statue.  He will tell you he has to fix one of his 
    statues and he doesn't have time to uncover the other five of them.  
    Knowledge +10 (Total: 660)
    
    QUEST 2-12: Uncover the statues for Larin.
    
          Directly across from the statues are some men working on a wooden 
    stage.  Janeth should be the first person you see.  He has lost his bag 
    of nails.  Knowledge +10 (Total: 670)
    
    QUEST 2-13: Find Janeth's bag of nails.
    
          Walking around the stage, you should find Tolwin hammering.  Talk 
    to him and he drops his bag of nails and walks away.  Pick up the bag of 
    nails and return it to Janeth.
    
    QUEST 2-13 COMPLETED: Janeth gives you one mark.  Reputation +15 (Total: 
    535)
    
          Move back to the second stage.  You should find Tregard next to a 
    bunch of boxes.  He complains that the boxes are in the wrong locations.  
    Knowledge +10 (Total: 680)
    
    QUEST 2-14: Move the boxes from in front of the kitchen to where Tregard 
    is standing.
    
          On the stage is a man named Narak who complains that he can't get 
    the acoustics right in the Hall.  I don't know if there is anything to 
    do to help him.  If you know of anything to help him, please tell me.
    
          Near the boxes blocking the kitchen, Ralliss is sweeping.  She 
    will give you a bronze key if you talk to her.  The bronze key opens are 
    door in Harper Hall.
    
          Now, let's move the boxes to Tregard.  All you have to do is 
    select the box and D'Kor will move it automatically.  You get +10 
    Strength for every box.  Reputation +15 (Total: 550) after the last box 
    is moved.  Talk to Tregard after you move the boxes.
    
    QUEST 2-14 COMPLETED: Tregard gives you one mark.
    
          There's a carved wooden dragon toy under one of the boxes you 
    moved.  Go back and pick up the toy.  This is the toy Daize lost for 
    Quest 2-9.
          Finish the statue quest (2-12) by walking around the Hall and 
    selecting each covered statue.  Return to Larin when you are done.
    
    QUEST 2-12 COMPLETED: Larin gives you one mark.  Reputation +15 (Total: 
    565)
    
          We've finished all of the quests in the Fort Hold Grand Hall, so 
    now we can go to the Kitchen.
    
          Run straight back in the Stores and Kitchens.  You should run into 
    Jak, Tom's brother.  Talk to him and deliver the Tom's message.  He 
    tells you if you need anything, come back to him.  
    
    QUEST 1-13 COMPLETED: Reputation +30 (Total: 595)
    
          There's no one else in the Kitchens that helps to advance the 
    story, but Anne is a tribute to Anne McCaffrey, the creator of the 
    Dragonrider stories.  Exit the Kitchens and go back to the Fort Hold 
    Courtyard.  As you approach the exit to the courtyard, Lamrat will 
    accost you.  (You may have talked to Lamrat if you waited in the 
    entranceway too long.)  Lamrat asks you to get the cure for the disease 
    going around from the Ancient Caves below Fort Hold.  Accept his quest 
    and he will tell you that you need a light source to enter the caves.
    
    QUEST 2-15: Lamrat wants you to retrieve the disease's cure from the 
    Ancient Caves below Fort Hold.  Knowledge +25 (Total: 705)
    
          Now go outside and visit Derna again.  Buy the miner's bracelet, 
    since you now have enough money.  We could go back, talk to Lamrat and 
    enter the Ancient Caves, but let's do some other things first.  Go back 
    to the Fountain Square and give the toy dragon we found in the Grand 
    Hall back to Daize.
    
    QUEST 2-7 COMPLETED: Mining bracelet purchased.
    QUEST 2-9 COMPLETED: Kastalla gives you carving of Fort Hold's Harper.  
    Reputation +20 (Total: 615)
    
          Go back to the Fort Hold courtyard and call Zenth.  It's time for 
    our second viewing of the travel movie.  Tell Zenth to take you to 
    Mastersmith Hall.  You change back to your Dragonrider clothes when you 
    land, but that's all right because we won't need the civilian’s clothes 
    again until Chapter 4.
    
          In the pond next to where you landed, you will see some shells 
    zipping around.  These are oysters.  If you shoot them with the 
    crossbow, they will open.  When you pick up an open oyster, you will 
    either get an edible oyster or a pearl.  I did not find a pearl in any 
    of the oysters at Mastersmith Hall, but I think it is possible to find 
    one here.
          Run past the large building and the windmill until you see two men 
    sitting on a mining cart.  Talk to both of these men, Rellat and Nisan.  
    Rellat will tell you that there has been an increase in the demand for 
    ore and a decrease in the available supply.  Rellat thinks that someone 
    is taking the ore for a big project.
          Nisan notices your mining bracelet and offers to teach you the 
    mining skill.  Accept his offer and he will tell you that you need to 
    find a pickaxe to break open hidden seams.
    
    SKILL AWARDED: Mining skill.
    
          Now go back and talk to the Miller.  He tells you that the lever 
    on his windmill is stuck and the sails on the windmill are missing.
    
    QUEST 2-16: Find new sails for the Mastersmith Hall Miller and get 
    FORMIDABLE strength to move the lever.
    
          Head back towards the main building we past earlier.  In the 
    standing rocks in front of that building, you will find Guy.  Guy has 
    lost his pickaxe.  Knowledge +10 (Total: 715)
    
    QUEST 2-17: Find Guy's pickaxe.
    
          The pickaxe is lying on one of the large rocks near where you talk 
    to Guy.  You'll have to walk around the stones to find it.  Give the 
    pickaxe back to Guy.  (We'll find another pickaxe to use for our mining 
    skill soon.)
    
    QUEST 2-17 COMPLETED: Guy gives you a sword.  Knowledge +25 (Total: 
    740)Reputation +15 (Total: 630)
    
          Guy tells you that you need to find someone to teach you how to 
    use the sword.  He recommends finding a trader to do this.
          
    QUEST 2-18: Find someone to teach you how to use your new sword.
    
          Now we will finally enter the large building.  You will find Govan 
    on entering the Workshops.  Talk to him and he will tell you to go away.  
    Knowledge +35 (Total: 765)
    
          Next in the shop is Forn.  He asks you if you have any artifacts.  
    If you give him an artifact, he will upgrade a weapon for you.  You have 
    two ancient artifacts, so give both of them to Forn.  He will give you 
    two knife upgrades for your two artifacts. (You have to talk to him once 
    for each artifact.)  Knowledge +25 (Total: 790)
          In the back of the Workshop, you will find Klor.  Talk to him and 
    he will remove the bracket from the pottery wheel and fix the pottery 
    wheel (needed for QUEST 2-3).  If you talk to Klor again, he will tell 
    you that he dislikes Govan.
          Leave the Workshops and go back to where you talked to Nisan.  
    There should be a pickaxe next to the cart they were sitting on.  Here's 
    the pickaxe you needed.  We're now done with Mastersmith Hall, for the 
    time being, so call Zenth and go back to Fort Weyr.  (You don't have to 
    go back to the landing zone, you can call Zenth from right next to 
    Nisan.)  This is our third jump with Zenth.
    
          Back at Fort Weyr, drop your blue Trundle bug off with Jillan.  
    Reputation +25 (Total: 655).
          Enter the Dark Caves from the entrance that used to be boarded up.  
    Across from the entrance you smashed to get to the bridge is a rock 
    seam.  Hit the seam with your pickaxe to open it.  Behind the wall, 
    you'll find a medicinal brew.
          Now go into Fort Weyr, the Lower Levels.  Enter the Dark Caves 
    from here.  You should see Gethen looking at the metal door.  Go through 
    the metal door and up the passage way to the next seam.  Break this seam 
    and you will find a Tunnel Snake egg. Note:  If you go too far up the 
    passageway, you will have to fight a Tunnel Snake.
          Go back to Fort Weyr and go to the Middle Levels.  Talk to Jim, 
    near the entrance to the Upper Levels.  He will give you a baby Tunnel 
    Snake if you give him the sweets and the wooden top.  Reputation +30 
    (Total: 685)  (Baby Tunnel Snake is part of Quest 2-8.)
          While we're here, visit Roma and give him the Tunnel Snake egg we 
    just found.
    
          The important thing for us to get was the baby Tunnel Snake.  
    Since we've gotten this, we can go back to Fort Hold.  This will be our 
    fourth trip Between.
          
          Back in Fort Hold, talk to Faran.  You will give him the wheel 
    bracket.  Talk to Joliad again and give him his wheel back.
    
    QUEST 2-11 COMPLETED: Reputation +20 (Total: 705) (Hey, 20 Reputation 
    points for returning something you stole!  We should steal more stuff 
    and we'll be most trustworthy person around.)
    
          Now head back to the Fountain Square and talk to Harat.  You will 
    give him your baby Tunnel Snake and automatically take the HerdBeast 
    back to Faran.  Reputation +80 (Total: 785)
    
    QUEST 2-3 COMPLETED: Faran moves his cart out of the way so you can 
    visit Harper Hall.  Reputation +80.
    QUEST 2-8 COMPLETED: Harat gives you a HerdBeast for Faran.
    
          Before going through the opened gate, go back to Fountain Square.  
    The pen where the HerdBeast use to be is now empty, so we can enter it.  
    Near an isolated gate, is a pile of Llama hair.  Pick this up and give 
    it to Stephe.  He will offer you a bundle of Flax for it.  Since we need 
    Flax for Roma's feast, accept his offer.
    
    QUEST 2-10 COMPLETED: Stephe gives you some Flax.  Knowledge +10 (Total: 
    800, Knowledge level increases to Intelligent.)
    
          Now we can go through the gates cleared by Faran and enter Harper 
    Hall.  As you leave Fort Hold, Zenth tell you that K'tan wants you to go 
    to Harper Hall and get the ballad of Moreta's Ride from Hered.  Zenth 
    tells you that K'tan is very ill.  Knowledge +25 (Total: 825)
    
    QUEST 2-19: Get the ballad of Moreta's Ride from Hered.
    
          In the courtyard of Harper Hall, you will find Malan sitting on a 
    bench.  She tells you that Nayala made peace with Belan in Ista before 
    she died.  Nayala and Belan use to be lovers.  Knowledge +25 (Total: 
    850)
          The door that is closest to where Malan was sitting has a bronze 
    lock.  Select the bronze key you got from Ralliss and open the door.  On 
    the table in the room, you will find ancient artifact.
    
          Exit the room with the ancient artifact, and enter the main Harper 
    hall.  Go in the open door on the left wall.  You will be in the dinning 
    room.  You'll find Brona and Salyn near the fireplace.  Talk to Salyn 
    and give her the tapestry.  Salyn will tell you to come back to her if 
    you travel someplace new. (Half of Quest 2-5 finished: Tapestry given to 
    Salyn.) Knowledge +50 (Total: 900), Reputation +20 (Total: 805)
          Leave the dinning room and go up the ramp on the left side of 
    Harper Hall.  You will come across a door on the left.  Enter it and you 
    will find Lockenn and Mianna.  Mianna tells you that she is looking for 
    something that Lockenn lost.  (Lockenn is searching for something 
    different.)
    
    QUEST 2-20: Find whatever Mianna is looking for. (You won't be able to 
    complete this quest until Chapter 9.)  
    
          Read all of the scrolls you find in the library.  Behind one of 
    the bookshelves, you will see a secret chamber.
    
    QUEST 2-21: Get in the secret chamber in the Harper Hall library.
    
          You can try to continue up the passageway, but Boralen will not 
    let you enter Healer Hall.  Go back and climb the stairs of Harper Hall.  
    Go in the first door on you left.  You will find Kilimi singing.  
    Knowledge +25 (Total: 925)
    
    QUEST 2-22: Kilimi can't remember the second verse to the song she is 
    singing.
    
          You should have already read this ballad in the Fort Weyr Library, 
    so talk to her again and you will sing to her the missing verse.
    
    QUEST 2-22 COMPLETE: Kilimi becomes a Weyrwoman candidate.  Knowledge 
    +75 (Total: 1000), Reputation +25 (Total: 925)
    
          Run across the hallway to the run where Seph and Tinossi are 
    sitting.  Talk to Seph and he will tell you that he likes the drum 
    better than the harp.  Talk to Tinossi about Hered.  She tells you that 
    Hered, her husband, is in Fort Hold.  You have to summon him through a 
    drum pattern.  Knowledge +50 (Total: 1050)
    
    QUEST 2-23: Summon Hered to Harper Hall.
    
          You'll find the scribe you need in the room to the left of 
    Tinossi's.  Yallin the scribe will give you the drum pattern when you 
    talk to him.  He tells you that you need to find a Harper to use the 
    drum pattern in the drum tower.  Go back to Tinossi's room and talk to 
    Seph. He will play the drum pattern for you.  Reputation +15 (Total: 
    940)
    
          Talk to Seph again when he comes back.  Tinossi will tell you that 
    Hered is on his way.  Then she complains that one of her students, Kurn, 
    is late again.  Knowledge +10 (Total: 1060)
    
    QUEST 2-24: Find Kurn
    
          If you wait a few moments, Hered shows up and a cut scene starts.  
    It ends with K'tan in Healer Hall. 
    
    QUEST 2-23 COMPLETED: Knowledge +50 (Total: 1100)
    
          Talk with everyone in Healer Hall.  Siral will ask you to give his 
    wife, Maria, a pearl.  Knowledge +20 (Total 1120)
    
    QUEST 2-25: Give Siral's pearl to Maria on Ista Island.  (You won't be 
    able to finish this quest until Chapter 4.)
    
          Merrick tells you to fetch some hot food for all of the patients, 
    so they may gain strength.  Knowledge +10 (Total: 1130)
    
    QUEST 2-26: Get some hot food for Healer Hall.
    
          Leave Healer Hall and go back upstairs in Harper Hall.  Take the 
    passageway to the left of Kilimi's room.  You will end up in some sort 
    of barracks.  At the back of the room, you'll see a man sleeping.  When 
    he roll over, you can take a key from underneath him.  Use the key on 
    the chest at the foot of his bed.  You will find a flute with Kurn 
    engraved on it.  Use the flute to on Kurn to wake him up.
    
    QUEST 2-24 COMPLETED: Reputation +15 (Total: 955)
    
          Our good deed done, we can return to the Fort Hold courtyard.  (If 
    you see Fin in the courtyard, you can talk to him and he will give you 
    information on the location of Trundle Bugs or Tunnel Snake Eggs.)  When 
    you get back to Fort Hold, talk to Skarn.  He gives you a small tapestry 
    in return.
    
    QUEST 2-5 COMPLETED: Skarn gives you a small tapestry. Reputation +20 
    (Total: 975)
    
          Next, talk to Arrie at the food stand.  She gives you a basket of 
    cold pies.  Go inside Fort Hold.  You will meet Lamrat and he will take 
    you to the entrance of the Ancient Caves.  He will give you the key to 
    the caves.  Run down the corridor and take the first tunnel on the left.  
    You will get a cut scene of a giant Tunnel Snake.  D'Kor will say he 
    needs a bigger weapon.  We already have the weapon, we just need the 
    skill to use it.  Go to Manwor in the Fountain Square to get this skill.  
    (If you don't want to see the cut scene, get this skill right after you 
    pick up the pies.)
    
          Manwor will teach you the sword skill if you agree to make the 
    Lord Holder pay him the decided amount even though the HerdBeast have 
    died.  Accept Manwor's proposition and he will teach you the sword 
    skill. Knowledge +50 (Total: 1180)
    
    QUEST 2-18 COMPLETED: SKILL AWARDED: Sword Skill
    
    QUEST 2-27: Make Lord Gralt pay the traders the agreed amount even 
    though the traders lost most of their HerdBeasts.
    
          Now go back to the Stores and Kitchens and use Lamrat's key to 
    enter the Ancient Caves.  Select the mining bracelet and activate it.  
    This will give you some extra green light.  (Save your game here.) Again 
    go down the tunnel and take a left.  Kill the Tunnel Snake.  You get +20 
    to Strength for killing the Tunnel Snake.  
    
          Continue down the tunnel guarded by the now dead Tunnel Snake.  
    You will come to a room with a shaky looking rock bridge.  Run across 
    it, but the bridge will collapse and you will be dropped to the bottom.  
    You will end up in a pool of water.  There's another Tunnel Snake in the 
    water, so be prepared.  Near the dead Tunnel Snake, there's a rock you 
    can climb up.
          Jump to the second rock and you will see a Wherry.  The Wherry 
    will attack you, so kill it with your sword.  You get +50 for killing 
    the Wherry.  (If the Wherry hits you, you will lose a significant 
    portion of your health.) Climb up to the tunnel and enter it.  You will 
    find another Tunnel Snake in the corridor.  Kill it and continue on.  
    You will come to another bridge, which you can safely cross.  Guess 
    what, you'll meet another Tunnel Snake on the other side of the bridge.
          At the fork, take the tunnel to the left, kill the next Tunnel 
    Snake and you will eventually get to another rock landing.  (The tunnel 
    to the right will take you back to the collapsed bridge and another 
    Tunnel Snake.)  A Wherry will fly over an attack you.  Kill it and start 
    jumping rocks.  (Watch out, there's an herb on the platform that D'Kor 
    would rather pick up than fight the Wherry.)
          Enter the next tunnel and kill the next Tunnel Snake.  Keep going 
    and at the fork, take the right and kill the next Tunnel Snake.  You 
    can't go any further down this passage, so go back to the tunnel on the 
    left.  You will go down a ramp and be at a stream.  There are two paths 
    to the left and right each of which takes you up to stone.  You have to 
    push the stones into the water and then hop across the stones to get to 
    the next tunnel.  You get +10 Strength for pushing each stone.  (By the 
    way, this is not a bad place to hop rocks and get the next Strength 
    level or even FORMIDABLE Strength.)
          After your rock jumping fun, climb up to the next tunnel.  Follow 
    the tunnel to the Wherry.  Kill the Wherry, and the door behind the 
    Wherry will open.  Enter the door and you are now in the Metal Cave.
    
          When you enter the cave, the door behind you will slam shut.  Turn 
    to your left and follow walk behind the boxes. You should see a metal 
    pipe resting against the crates.  Take the pipe and move to the next 
    door on you right.  When you approach the door, the door should open 
    slightly.  Use the pipe on the half open door to open it completely.  
    You may have to move around to get the action to trigger.  Enter the 
    door and you'll be in some kind of computer room.  Between the third and 
    fourth computer console, you will find a strangely textured skin.  Take 
    the skin and read it.  It gives you the safe entry code.  Now walk to 
    the top of the ramp near the door.  Facing the door, turn to your left.  
    You should see a grate on the floor.  Select the grate, and D'Kor should 
    open it.  Enter the grate, and you will be in some kind of storage room.  
    There will be another skin on the floor.  This skin will have the door 
    entry code.  Once you have read the skin, D'Kor should be able to use 
    the keypad next to the door.  Open the door to the storage room to get 
    back to the first room in the Metal Cave.  Go to the only door you 
    haven't entered you and activate the keypad.  Then walk to the door and 
    the door should open.
          In this new room, there will be a safe on the left. If you've 
    looked at the safe skin, D'Kor will open the safe.  Inside the safe are 
    another an ancient artifact and the skin for Lamrat.  Now walk to the 
    table and move it.  Activate it again and D'Kor will climb on the table 
    and open the vent.  D'Kor will automatically climb out of the vent and 
    end up back in the Ancient Caves.
          There will be a nice Tunnel Snake waiting for you when you arrive.  
    Kill it and go down the tunnel it was guarding.  You will arrive at a 
    rock bridge.  You can safely run across the bridge.  Across this bridge, 
    you will climb another tunnel to a ledge you can walk across.  There 
    will be a new tunnel across the ledge.  Part way up this tunnel, there 
    will be a rock seam you can break with your pickaxe.  Behind this wall 
    is a Wherry egg, medicinal brew, and a drum pattern.  D'Kor says that 
    the drum pattern looks similar to the one the scribe gave to him.  
    Knowledge +10 (Total: 1190)
    
    QUEST 2-28: Take the ancient drum pattern to Tinossi.
          
          Back in the tunnel, there will be another Tunnel Snake around the 
    bend.  After dispatching the snake, follow the tunnel to the top.  You 
    will find a boulder at the top.  Push the boulder and jump down.  You 
    should be almost at FORMIDABLE Strength by now, if you aren't already 
    there.  Do some rock climbing until you get FORMIDABLE Strength.
          Next to the tunnel in the lower chamber is another rock seam.  
    Behind this seam are a Tunnel Snake egg, 10 more bug darts, an herb, and 
    the ballad the Kilimi is trying to remember.  (You can find the ballad 
    here or in the Fort Weyr Library.)  Walk straight down the tunnel and 
    you'll be at the door back to Fort Hold.  Open the door and in a cut 
    scene, Lamrat will take the cure from you.
    
    QUEST 2-15 COMPLETED: Gave the cure to the disease to Lamrat.
    
          Talk to Jak in the kitchen and he will heat the pies up for you.  
    Head back to Healer Hall with the warm pies. As you run down the Great 
    Hall, Zenth tells you that K'tan is dying.  You are brought back to 
    Healer Hall.  Give the pies to Merrick.  Merrick will pull you into the 
    back of Healer Hall and he gives you a warning about the sickness.  He 
    tells you that you need to go to Ista Island.
    
    QUEST 2-26 COMPLETED: Get food for the sick in Healer Hall.  Knowledge 
    +25 (Total: 1215) Reputation +50 (Total: 1005, Reputation level 
    increased to OF GOOD STANDING)
    
          There’s a medicinal brew in the back room of Healer Hall.  You can 
    only get the brew if the woman, <name> is not in the room.  Talk to 
    K'tan then exit Healer Hall and go to see Tinossi.  Tinossi will take 
    the drum pattern so she can show it to Hered. 
    
    QUEST 2-28 COMPLETED: Tinossi takes the drum pattern says she will give 
    it to Hered. Reputation +30 (Total: 1035) (Tinossi will never tell you 
    anything more about the pattern.)
    
    
          Exit Harper Hall and go back to Fort Hold.  You will see a cut 
    scene of Branth, K'tan's dragon, committing suicide.  (This means that 
    K'tan has died.)  This also means that Chapter 2 is complete.
    
          At the end of Chapter 2, my attribute statistics are:
    Knowledge: 1215 level - INTELLIGENT, Reputation: 1035 Level - OF GOOD 
    STANDING, Strength: 1400 Level - FORMIDABLE
    
          We made 4 jumps on Zenth this chapter for a total of 4 jumps in 
    the game so far.
    
    *********************************
    **** CHAPTER 3 - Healer Hall ****
    *********************************
    
          Chapter 3 starts after the cut scene of the Branth jumping Between 
    and ends when D'Kor leaves for Ista Island.
    
          After Branth jumps, Zenth tells you that Lord Gralt wants to see 
    you and that S'lon in Fort Weyr wants to know what happened.  Since Lord 
    Gralt is in Fort Hold, let's visit him first.
    
          Go to Lord Gralt's Room off of the Grand Hall of Fort Hold.  He 
    will tell you more of the disease and of a conspiracy against your Weyr.  
    D'Kor asks Lord Gralt to help Manwor and the rest of the traders.  
    Knowledge +50 (Total: 1265, Knowledge levels up to CLEVER)
    
          Go back outside and talk with Manwor.  He is happy that he is 
    going to be paid.
    
    QUEST 2-27 COMPLETED: Reputation +40 (Total: 1075)
    
          Now go back to the Fort Hold Courtyard.  We're going back to Fort 
    Weyr.  WARNING - Once you leave Fort Hold, all the traders will leave.  
    If you still need to talk with one of them, now is your last chance. END 
    OF WARNING.
    
          As you leave, Lamrat stops you and tells you that he overheard a 
    conversation that between S'lon and another person.  He said that he 
    thinks S'lon is trying to poison S'bor.  Lamrat gives you a letter to 
    give to V'hul.
    
    QUEST 3-1: Give Lamrat’s letter to V’hul.
    
          Ride on Zenth to the Fort Weyr.  Before advancing talking to S’bor 
    and advancing the plot, we need to work on some of the side quests.  
    First, go up the ramp in the Fort Weyr Bowl where we pushed the rock and 
    found the ancient artifact.  When you reach the top, you should see a 
    cut scene of Jim and Helan talking.  Listen to Helan when she asks if 
    she can tell you something.  At the end of the conversation, Helan will 
    give you a Wherry egg. Reputation +30 (Total: 1105)
    
          Now go back down the ramp and to the house we found Ramalla.  
    Behind this house is a well.  Activate the well and you will get a fire-
    lizard egg.  (Thank you to everybody who told me about this!)  If you 
    activate the wheel again, you will get 10 darts.  If you activate the 
    wheel again, you will get an amusing conversation between Zenth and 
    D’Kor.
          Since we now have FORMIDABLE strength, run across the bridge to 
    the windmill.  Pull the lever and the gate in the back of the windmill 
    will open.  There are 10 more darts inside.
    
    QUEST 1-18 COMPLETE: 10 darts available.
    
          Go now to the Middle Levels of Fort Weyr and talk with Emmara.  
    She will ask you what the dominant animal in the Ancient Caves is.  The 
    correct answer is “Wherries”.  Reputation +20 (Total: 1125)
    
          Go up to the Kitchens and talk with Roma.  You will give him the 
    two Wherry eggs, one Tunnel Snake egg, and the bundle of Flax you’ve 
    collected.
    
          Now it’s up to the Upper Levels.  There’s a meeting about to start 
    on the Upper Levels.  When you approach the table, a cut scene begins.
    
          After the cut scene, you learn that you are supposed to travel to 
    Fort Hold and then to Ista Island.  The cut scene ends with you in your 
    room.  Knowledge +100 (Total: 1415).  
    
    You can hatch the fire-lizard egg before you leave.  You will get 
    a brown fire-lizard on the perch next to the fireplace.  We need to go 
    to Fort Hold, so make your way to the Fort Weyr Bowl.  When you reach 
    the Middle Levels, you will give Lamrat’s letter to V’hul.
    
    QUEST 3-1 COMPLETED: Reputation +25 (Total: 1155)
    
          Take Zenth to Fort Hold.  (Yeah! The wormhole section of the video 
    is gone!)  When you land a cut scene discussion between you and Lamrat 
    will start.  At the end of the scene, Levitt appears, but all he will 
    tell you if you talk to him is that all the traders have returned to 
    Ista.
    
          Next we should go to Harper Hall.  When you arrive there, you will 
    see a cut scene of Lord Gralt entering the Harper Hall Kitchens.  Take 
    that as a cue to follow him.  In the kitchen, a cut scene will start 
    with Lord Gralt.  He tells you that the Master Healer is back in Healer 
    Hall and wants to see you.  Knowledge +25 (Total: 1440)
    
          Talk to Salyn, who is also in the kitchen.  She will tell you that 
    the Harper at Ista Island will not talk to you until you have proven 
    yourself worthy.  Knowledge +25 (Total: 1460)
    
          Now run to Healer Hall and enter the new door.  Talk to Jazon 
    inside.  He tells you that he is looking for the cure you gave Lamrat.  
    Knowledge +15 (Total: 1475)
    
    QUEST 3-2: Find the cure and give it to Jazon.
    
          Now we can go back to the Fort Hold Courtyard and hitch a ride on 
    Zenth to Ista Island.  Landing at Ista Island ends this chapter.
    
    At the end of Chapter 3, my attribute statistics are:
    Knowledge: 1475 level - CLEVER, Reputation: 1155 Level - OF GOOD 
    STANDING, Strength: 1400 Level – FORMIDABLE
    
    We made 3 jumps on Zenth this chapter for a total of 7 jumps in 
    the game so far.
    
    ***************************************************
    **** CHAPTER 4 - Going to sleep on Ista Island ****
    ***************************************************
    
          Chapter 4 starts after the dragon jump cut scene and ends when you 
    finally go to sleep on Ista Island.
    
          You will see N’eth and S’lon standing on the beach when you land.  
    Talk to both of them to advance the plot a little.  You are supposed to 
    find a place for the three of you to sleep.
    
    QUEST 4-1: Find a place to sleep on Ista Island.
    
    Walk to the ocean, between the two rocky projections.  You should 
    see a bunch of shells zipping around.  If you shoot them, they will 
    open.  When you collect them, you will get either a pearl or an edible 
    oyster.  Keep shooting oysters until you get one with a pearl.  I’ve 
    always gotten the pearl on the first oyster I shot here.  You can try to 
    activate the dolphin nearby, but Zenth will tell you that you need to be 
    a GENIUS to understand what the dolphin is saying.
          Sitting on the left rock wall is a man fishing.  Talk to the man, 
    Hammit, and he will give you a map of Ista Hold.  Now walk of the rock 
    wall and continue straight until you hit the side of the semi-circular 
    building.  To your right should be a break in the rocks with a reddish 
    herb.  When you pick it, you will find the Featherfern that Roma 
    requested.  There are also three other unknown green herbs, so make sure 
    you get the Featherfern.
          On the other side of the semi-circular building is a grave with 
    some flowers on it.  When you pick of the flowers, you will get a cut 
    scene with Kiristi.  She will tell you that her grandfather Gannell’s 
    tomb has been worn away by the weather.  She asks you to get a new 
    headstone and figure out what the inscription said.  Knowledge +25 
    (Total: 1500), Reputation +25 (Total: 1175)
    
    QUEST 4-2: Get a new headstone and the find inscription for Kiristi.
    
          You can walk up the ramp and enter the semi-circular building, but 
    all that is in there are 10 bug catching darts and a medicinal brew.
    
          Now walk down the beach on the same side as Kiristi and the grave.  
    You should see two men on the beach to the left of the main path.  You 
    can talk to H’tem and K’larn, if you wish.
    
          It’s time to enter Ista Hold.  In Ista Hold, there are a number of 
    houses we can or will be able to enter.  The doors to these houses have 
    a white doorframe.  The houses that we are unable to enter have a brown 
    doorframe.  You should be able to distinguish the two door types easily, 
    once you know to look for them.  
    
    From the beach go up the path to the right of the Ista 
    Dragonriders.  Follow the path until the ground flattens out.  There 
    should be a man to the right next to some stables.  Talk to the man, 
    Drakk.  He tells you that the diseased cattle do not come from Ista.  
    Knowledge +50 (Total: 1550)
    
    QUEST 4-3: Find out where the diseased cattle come from.
    
          On the opposite side of the rode from Drakk are some cottages.  
    Enter the first one from the road.  You will find Moria and Laria in the 
    house.  Laria will tell you that Moria’s parents, Keriil and Hellion, 
    have disappeared.  Reputation +20 (Total: 1195)
    
    QUEST 4-4: Find Keriil and Hellion (You won’t be able to complete this 
    Quest until Chapter 8.)
    
          Back outside, you may see a woman, Loretta walking around.  She 
    will tell you that her husband Joseph went to investigate some noises 
    from the other side of the mountain and never came back.
    
    QUEST 4-5: Find Joseph.  (You won’t be able to complete this quest until 
    Chapter 8.)
    
          Follow the trail around the bend to the Dawn Sisters.  You will 
    see Sam and Ralf outside.  Talk to Ralf and he will tell you that his 
    brothers have gone missing.  Knowledge +50 (Total: 1600)
    
          Talk to Sam and he will tell you that dragon riders are not 
    allowed into the Dawn Sisters.  Change into your civilian clothes and 
    Sam will let you enter.  Talk to Gamut inside and buy the drink he 
    offers.  He tells you that the herd shipments come to Ista Beach first 
    thing in the morning. Knowledge +10 (Total: 1610) No one else in the bar 
    has anything useful to tell you.
    
          Exit the Dawn Sisters and change back to your dragon rider 
    costume.  Continue down the street and you will see a villager pushing 
    at a door.  Talk to the villager and he will tell you that the door to 
    his house is stuck.  Push the door open for him and he will let you take 
    an item from his house.  You’ll find a medicinal brew on the bookshelf.
    
          Leaving the house, continue up the road to the Rising Star Inn.  
    Watch the road though.  It can some times be a little tricky to follow 
    the turn of the road just before the inn.  Talk to Foral on the roof of 
    the inn.  He will tell you to enter, so take his advice.
    
          Enter the Rising Star Inn.  Inside, talk to Matrice, the owner.  
    She will tell you to come back later and she’ll see what rooms are 
    available.
    
          Go back outside again and continue walking up the road.  The first 
    house you come across will have a villager sitting behind a box.  Talk 
    to him and he will ask you a riddle.  The answer is “Between”.  Inside 
    of his house, there are 10 darts.
    
          Go back on the road and continue until you reach the next upward 
    curve.  Enter the house just before the curve and talk to Roem’s father.  
    He will tell you his daughter if very sick and ask you to help her.
    
    QUEST 4-6: Cure Roem. (Even though Zenth said the situation is urgent, 
    you can’t help Roem until Chapter 5, so there’s no need for a trip to 
    Healer Hall right now.)
    
          Exit the house and continue up the road.  Enter the last house 
    before you reach the Harper Drumming Platform.  Inside, you should find 
    Maria, Siral’s wife.  Talk to her and give her the pearl Siral gave you.
    
    QUEST 2-25 COMPLETED: Maria becomes a Weyrwoman candidate. Knowledge +50 
    (Total: 1660), Reputation +100 (Total: 1295)
    
          Return back to the Rising Star Inn and watch a cut scene with 
    Matrice.  She will tell you that a man named Holin just left without 
    paying his bill.  Knowledge +25 (Total: 1685)
    
    QUEST 4-7: Find Holin and get him to pay his bill.
    
          Exit the Rising Star Inn and enter the Dawn Sisters (changing to 
    your civilian clothes, if necessary.)  Talk to Gamut to get some more 
    information on Holin.  Exit the Dawn Sisters and head back up the hill, 
    past the Rising Star Inn.  When you get to the alley between two houses, 
    you’ll see a cut scene of Holin and two of his lackeys harassing a man.  
    Walk towards Holin and you will get another cut scene.  Select the 
    “teach you some manners” option and you’ll start a fight.  I think 
    you’re supposed to use your fist in the fight, but if you hit him with 
    the sword, he’ll go down in one swing.  After the fight, he will hand 
    you some money and all four of the people will run off.
          Return with the money to Matrice in the Rising Star Inn.
    
    QUEST 4-7 COMPLETED: Matrice gives you a free room to sleep in.  
    Reputation +50 (Total: 1345)
    
          Exit the Inn and head down the hill.  You will find Sorian, the 
    man who was getting beaten up, next to the Ista Supply house.  Talk to 
    him and he will ask you to restore his reputation.  If you agree to help 
    him, he will tell you that you need to get Holin’s dice and show them to 
    Gamut in the Dawn Sisters.  Knowledge +10 (Total: 1695), Reputation +50 
    (Total: 1375)
    
    QUEST 4-8: Restore Sorian’s reputation by exposing Holin.
    
          Now run back up to the hill to where you answered the villager’s 
    riddle.  Just past his house will be a pile of rocks and some barrels.  
    Pick up the rock and move towards the barrels until you see the Sneak 
    icon.  Enter sneak mode to see a cut scene of Holin and his friends.  
    Knowledge +25 (Total: 1720)
    
          You might want to save now, because the next part is a little 
    tricky.  (Or at least it was for me.  It took me a couple of times to 
    get it right the first time.)  Anyway, standing where you are with the 
    Sneak icon, ready the rock you picked up and use it.  You should see a 
    cut scene of Holin telling his friends to investigate it.  After the cut 
    scene, you have to sneak towards Holin.  Keep sneaking until you are 
    right on top of him.  Only then can you use the grab icon to grab his 
    dice off of him.  (Remember that you are outside, so the default 
    movement action is to run.  You will need to hold down the run / walk 
    toggle, the insert key on the PC, and simultaneously press the action 
    key, the space bar on the PC, to enter stealth mode.)
    
          Once you have the dice, run down the hill and enter the Dawn 
    Sisters.  You’ll have to be wearing your civilian clothes to enter the 
    pub.  Talk to Gamut behind the counter to clear Sorian’s name and get 
    some plot information.
    
    QUEST 4-8 COMPLETED: You get Holin’s loaded dice.  Knowledge +10 (Total: 
    1730), Reputation +50 (Total: 1425)
     
          It’s time to go to sleep and end this chapter.  Go back to your 
    room in the Rising Star and select the bed to go to sleep (leaving the 
    door wide open.)
    
    At the end of Chapter 4, my attribute statistics are:
    Knowledge: 1730 level - CLEVER, Reputation: 1425 Level - OF GOOD 
    STANDING, Strength: 1400 Level – FORMIDABLE
    
    We made 0 jumps on Zenth this chapter for a total of 7 jumps in 
    the game so far.
    
    **************************************************
    **** CHAPTER 5 - Getting into the hidden cove ****
    **************************************************
    
          Chapter 5 starts when you wake up after your night on Ista Island 
    and ends when you get in the Smuggler's Cove.
    
          You start this chapter in your room at the Rising Star Inn.  Go 
    upstairs and talk to Matrice.  She will tell you that Belan, Nalaya’s 
    old lover, is staying in the room next to yours.  Knowledge +25 (Total: 
    1755)
    
    Go down and enter his room to start an interesting cut scene.  
    Knowledge +50 (Total: 1805, Knowledge increases level to Sharp)
    
    Exit the Inn and go up to the Harper Drumming Platform.  Talk to 
    N’eth and Terrol.  Give Terrol the Harper statue, when he asks for it.  
    He will let you take anything from the Ista Supplies shop in exchange.  
    Reputation +20 (Total: 1445)
    
    Run down to the Supplies shop and pick up the citron fruit lying 
    on the counter.  Search all of the bookshelves.  You should find a 
    medicinal brew, 10 darts and a Sweatroot herb.  The Sweatroot herb will 
    be listed as an unknown herb for the time being.
    
    Leave the shop and talk to the Drudge standing in the house across 
    the street.  He will thank you for getting rid of Holin and complain 
    that he can’t open his door.  Reputation +15 (Total: 1460)
    Push on the door to open it for the Drudge.  He will let you take 
    anything you want in return.  You will find 10 darts on a table.
    
    Now head down the street and enter the Ista Tapestries store.  
    Talk to Hela inside.  She will ask to look at your tapestry (from 
    Skarn).  Let her look at it and she will tell you that Nalaya’s family 
    lives at the bottom of the hill.  She also tells you to come back later.
    
    Take this cue to run down the hill.  You will see a wagon near 
    Drakk and his animals.  There will also be two more men near Drakk.  
    Approach the men to see a cut scene.  The two men are Faran and Manwor 
    from the Gather.  They will head to the Dawn Sisters after the cut 
    scene.
    
    Run back to the road and keep running straight past the first 
    house.  At the second house, you will see Doorin outside.  Talk to him 
    and he will bring you inside to meet his wife Mantrel and his daughter 
    Janifer.  (Mantrel is Nalaya’s sister, in case you were wondering.)  At 
    the end of the conversation, Zenth will tell you that he thinks Janifer 
    would make a good Weyrwoman.  Talk to Janifer and she will become a 
    Weyrwoman candidate. (You ask her to be a Weyrwoman candidate even 
    though you just swore to Doorin that you wouldn’t take his daughter.  
    Your reputation even goes up for your lie to Doorin!)  Knowledge +50 
    (Total: 1855), Reputation +100 (Total: 1560)
    
    Now go back and enter the Rising Star. (Make sure you are wearing 
    you civilian clothes before you try to enter.)  You’ll find Manwor and 
    Faran at a table opposite the bar.  Talk to them and they will tell you 
    that they have something from Lamrat that they are supposed to deliver 
    to the Green dragon rider.  It does not matter how you answer them when 
    they ask if you are the dragon rider they are to deliver the message to.  
    Knowledge +50 (Total: 1905)
    
    QUEST 5-1: Get the cure from Manwor.
    
    Exit the Dawn Sisters and head up the hill.  You should run into 
    N’eth coming down the hill.  Talk to him and he will agree to get the 
    cure from Manwor and Faran.  You have to talk to him again in front of 
    the Dawn Sisters before he will go in and get the cure.  N’eth will take 
    a while to get the cure, so we can move on the other things.
    
    Go back and talk to Hela in the Ista Tapestries shop.  Since we 
    are OF GOOD STANDING, she will give us some heavy canvas.
    
    Run back down to the beach and talk the Hammit, fishing on the 
    rock wall.  He will ask you to push his fishing boat into the water.  
    D’Kor is strong enough for the task, so go to the boat closest to the 
    rock wall and give it a push.  (Strength +10)  Return to Hammit and he 
    will give you a bottle of wine.  Reputation +20 (Total: 1580)
    
    It seems that going to Ista Beach is the trigger needed for N’eth 
    to get the cure.  Run back up to the Rising Star Inn.  You will find 
    N’eth in front of the Inn.  Talk to him and he will give you the cure.
    
    QUEST 5-1 COMPLETED: You have the cure, again.
    
          Head back down towards Ista Beach. Zenth should tell you that 
    Salyn at Harper Hall wishes to speak with you.  Knowledge +10 (Total: 
    1915) Go to Ista Beach.  Time to leave Ista Island.  Call Zenth and jump 
    to Fort Hold for our eighth jump.
    
          It’s nighttime again when you land at Fort Hold.  Head over to 
    Harper Hall and go downstairs to the kitchen.  You should find Salyn 
    there.  Talk to her and she will tell you that Ista Island’s Harper is 
    ready to meet with you, but you have to summon the Harper with a drum 
    pattern.  She gives you the drum pattern and tells you to talk with the 
    instrument maker to get a drum.
    
    QUEST 5-2: Find a Harper drum.
    
          Leave the kitchen and go to the second floor of Harper Hall.  Run 
    to the barracks and you will find Limoriad sleeping. Talk to him and he 
    will tell you that the only drum he has needs a new skin.  Run back to 
    the kitchen and talk with Kelli.  She will tell you that all of her drum 
    skins will take a few days to cure.  Go back to the barracks and you 
    should find a sleeping man across from Limoriad.  Wake him (his name is 
    Yallen) and he will give you the skin.  Go back and talk to Limoriad.  
    After some grumbling, he will give you a drum.
    
    QUEST 5-2 COMPLETED: You have a working drum.
    
          Now go down to the Healer Hall and talk with Jazon.  Give him the 
    cure.  He will teach you the Healing Skill.  Jazon will then run off.
    
    QUEST 3-2 COMPLETED: Healing Skill Acquired.  Reputation +100 (Total: 
    1680, Reputation increases level to DEPENDABLE)
    
          It’s time for our ninth jump back to Ista Island.  Run back to 
    Fort Hold and take Zenth to Ista.   At Ista, run up the hill and enter 
    Roem’s house. Talk to Roem’s father.  With your new Healing skill and 
    the Sweatroot you picked up from Ista Supplies, you should be able to 
    help Roem.  Roem’s Father tells you to come back later.  Knowledge +50 
    (Total: 1965), Reputation +20 (Total: 1700)
    
          Exit the house and go to the Harper Drumming Platform at the top 
    of the hill.  Use the drum when you are on the Platform, and Fin will 
    appear.  He will tell you that the Harper will meet you on the beach in 
    one hour.  Knowledge +25 (Total: 1990)
    
          Go back to Roem’s house and Roem will be healed.  Talk to her and 
    she will become a Weyrwoman candidate.
    
    QUEST 4-6 COMPLETED: Roem becomes a Weyrwoman candidate.  Knowledge +50 
    (Total: 2040), Reputation +100 (Total: 1800)
    
          Now go back to the Rising Star Inn and check on Belan.  Foral will 
    now be guarding the room.  Talk to him and he will tell you that Belan 
    left fifteen minutes earlier with another dragon rider.  Knowledge +50 
    (Total: 2090)
          Enter Belan’s room and search the trunk near his bed.  You will 
    find a map to the Smuggler’s Cove and some heavy crossbow bolts.  Leave 
    the Rising Star Inn. Outside of the Inn, you will find S’lon.  He will 
    tell you that N’eth is missing.  You accuse him of being a traitor.  
    Knowledge +25 (Total: 2115)
    
    QUEST 5-3: Find N’eth
    
    Head down the hill and towards the beach.  Save your game before 
    you enter the canyon.  When you get to the end of the canyon, Holin and 
    his thugs will ambush you.  After a brief cut scene, you with have to 
    face both of the thugs before you can get Holin.  This fight can be a 
    little challenging because you have to reset your fighting stance after 
    killing each person.  When you reset your stance, you leave yourself 
    vulnerable for a couple of seconds.  The camera angle for this fight 
    also seems particular bad.  If you successfully attack Holin, you will 
    get a cut scene and you can continue on your way to the beach.  (When I 
    say reset your fighting stance, I mean you have to release select key, 
    the space bar on the PC, and the press the select key again.)
    
    On Ista Beach, if you run to the landing area, you will see a 
    familiar character.  This is the Harper.  The Harper will show you a 
    group of three men you should talk to.  The men are Jurinor, Fillian, 
    and Jorak.  Talk to Jurinor first.  He will tell you that the cattle are 
    not from Ista and that there is a strange ship called the Clear Endeavor 
    sailing the seas.  He recommends that you find this ship.  Knowledge +50 
    (Total: 2165) Jorak will tell you that there are some strange people 
    around Ista recently, mostly up in the village.  Knowledge +10 (Total: 
    2175)  Finally, Fillian won’t give you any information unless you know 
    how to play dice.
    
    To learn how to play dice, we need to talk with a gambling expert.  
    The only expert we know is B’rak who’s back in Fort Hold.  Call Zenth 
    for our tenth jump.  Talk to B’rak when you land.  He will tell you that 
    to roll a high number, keep your palm up.  To roll a low number, keep 
    your palm down.  Never win a 3 mark bet more than twice, never win a 2 
    mark bet more than 3 times, and never win any bet more than 4 times.  He 
    also lets you sell him items for marks.  I always sell the two plas film 
    items from the Ancient Caves for 2 marks each.  Knowledge +25 (Total: 
    2200)
    There’s nothing else to do at Fort Hold, so we can call Zenth and 
    take our eleventh trip back to Ista Hold.  Back on Ista, talk to Fillian 
    again.  You will sit down to play a game of Blind Man Shards. You may 
    want to save your game before you begin the game.  Use the knowledge you 
    got from B’rak to beat Fillian.  NOTE:  Just because you set yourself up 
    to roll a high number, doesn’t mean that you will win the three mark bet 
    every time.  Also, just because you set the dice to roll a low number 
    doesn’t mean that you will lose a one mark bet every time. 
    After you win somewhere between 10 and 12 marks, Fillian will tell 
    you that N’eth is probably in the deserted cove behind Ista Hold.  He 
    says you will have to find the back entrance into the cove to sneak in 
    undetected.  (If you are caught cheating, you will give Fillan his money 
    back and he will refuse to talk to you.) Knowledge +50 (Total: 2250)
    Talk to the Harper and you will tell the Harper want you learned.  
    The Harper tells you that there are secret tunnels leading to the cove 
    from the village, but the Harper doesn’t know where they are.  The 
    Harper says that you should ask someone else farther up the hill about 
    suspicious characters.  Knowledge +10 (Total: 2260)
    
    QUEST 5-4: Find and enter the Smuggler’s Cove
    
    We could go into the Smuggler’s Cove right now, but let’s take a 
    little detour.  We have to visit the Mastersmith Hall two more times to 
    get Kiristi’s tomb stone, so let’s make one of those visits now.  This 
    will let us get a sword upgrade as well.  Call Zenth and take him for 
    our twelfth trip to Mastersmith Hall.
    Talk to Guy first.  He said he was a stone mason, so he should be 
    able to make Kiristi’s Cairn stone.  The epitaph you need for Gannell is 
    located in the Fort Weyr Library.  (I hope you read this scroll 
    earlier.) He will ask you for 5 marks to do the job.  If you agree to 
    his price, he will tell you to come back for the headstone later.  
    Knowledge +25 (Total: 2285)
    Now go and talk to the Miller near the broken windmill.  You will 
    give him the heavy canvas that you hold.  Once you do, pull the lever to 
    start the windmill.  A side panel of the windmill with opens to revel 
    another fire-lizard egg.  I think this is the bronze fire-lizard.
    
    QUEST 2-16 COMPLETED: Reward is the fire-lizard egg.
    
    Go into the workshops and talk to Forn twice.  He should upgrade 
    your knife and sword with the two artifacts that you carry.  After this, 
    we can call Zenth and go back to Ista Island.  This will be our lucky 
    thirteenth jump.
    
    On Ista Island, run up to the where Sorian’s house is shown on the 
    map.  Right across the street from his house is another house.  If you 
    knock on the door of that house, a man tells you to go away.  After he 
    does this, Sorian opens the door to his house and motions you to come 
    in.  He agrees to distract the men while you break into the house.  
    After the cut scene with Sorian ends, you should probably do a quick 
    save.  Then exit his house and Sorian will walk to the side of the 
    target house.  Talk to him and then enter the dark opening where the 
    boxes use to be.
    Always sneak around while you inside this house.  If you get 
    caught here, a man will beat you up and throw you outside.  Anyway, when 
    you are inside, wait for Sorian to knock on the door.  When he does, 
    sneak up behind the men at the door.  One of them has the key to the 
    trap door.  Steal the key and use it on the trap door.  This will open 
    the trap door and lead you to the Smuggler’s Cove and the end of this 
    chapter.
    
    QUEST 5-4 COMPLETED: Entered the Smuggler’s Cove
    
    At the end of Chapter 5, my attribute statistics are:
    Knowledge: 2285 level - SHARP, Reputation: 1800 Level DEPENDABLE, 
    Strength: 1410 Level – FORMIDABLE
    
    We made 6 jumps on Zenth this chapter for a total of 13 jumps in 
    the game so far.
    
    *************************************
    **** CHAPTER 6 - Smuggler’s Cove ****
    *************************************
    
          Chapter 6 starts with the Smuggler's Cave and ends when you get 
    sent back to Ierne Island.
    
          When you enter Smuggler’s Cove, you will get a long cut scene of 
    D’Kor and Zenth talking.  Watch the cut scene because it will show you 
    the location of all the smugglers and the layout of the cave.  The cut 
    scene will tell you that N’eth is staked down on the sand and the tide 
    is coming in.
    
    QUEST 6-1: Rescue N’eth. (This Quest is on a timer, so you can’t take 
    too long to rescue N’eth or he will die.)
    
          I think you are supposed to be able to sneak through this area 
    undetected, but I’ve never been able to successfully do that.  I’ve also 
    had to fight every person in the Smuggler’s Cove from the entrance until 
    you reach N’eth.  On the plus side, you do get +80 Strength for each man 
    you kill, not that you really need it at this point.  Most of Smuggler’s 
    Cove is pretty straightforward.  There’s only really one path with a 
    couple of parallel branches.  That being said, I’ll still guide you 
    through this area.
    
          From the entrance, run straight out and follow the path to the 
    right.  One of the smugglers will probably see you and attack.  There’s 
    nothing in the room he came from, so you don’t have to look.  Stay on 
    the walkway and then follow it in to the stone tunnel.  At the end of 
    the tunnel you should be on a downward stone ramp.  Go down the ramp 
    until it ends at an inaccessible house, and then take the lower road 
    back to a big complex.  Enter the complex and take the first right you 
    can.  Follow the walkway you are on and don’t take any left turns unless 
    there is no other option.  There are three men in the complex and you 
    may still be forced to fight them.  There’s nothing in the complex, so 
    you don’t have to double back and check.
          Anyway, follow the walkway until it brings you back into the 
    complex.  You should be able to take a left or a right.  Take the right 
    and you should end up on a dock area where you can take a right onto the 
    pier and a left into another building.  Somewhere around here Zenth 
    should tell you to hurry because N’eth doesn’t have much time left.  
    Enter the building and follow the passageway to the end.  There should 
    be tunnels leading off to the right and the left from here.  Take the 
    right hand tunnel and you should be at the top of a series of ledges 
    with an egg on a lower ledge.  Jump down all of the ledges past the egg.  
    You’re on a timer here to save N’eth, so don’t pick up the egg yet.  At 
    the bottom of the ledges, you should see N’eth lying on the sand.  When 
    you select him, you will get a cut scene of you rescuing N’eth.
    
    QUEST 6-1 COMPLETED: N’eth freed
    
          After rescuing N’eth, climb back up the first ledge and take the 
    egg.  We now have Roma’s fourth Tunnel Snake egg.  Climb back up all of 
    the ledges until you reach the original passageway.  Take the tunnel we 
    skipped and you should be in a room with dying cattle and a dead man.  
    The dead man is Belan.  Select him and you should get the brooch that he 
    showed you earlier.  Now make your way back to the dock.  At the end of 
    the pier is the ship, the Clear Endeavor.  The captain is guarding the 
    entrance to the ship.  You have a couple of options on how to sneak onto 
    the ship.  You can walk up to the boxes on the dock, enter sneak mode, 
    and walk around the captain. (Make sure you walk behind the captain, not 
    in front of him.)  Alternately, you can switch to your civilian clothes, 
    select and activate the brooch, then talk your way past the captain.  If 
    the captain sees you and you are not in civilian clothes and wearing the 
    brooch, the captain will try to attack you.  Don’ try to fight him, 
    because he will kill you before you get a chance to defend yourself.  
    You can run back to the dock and the captain will reset himself.  I’ve 
    heard that after the captain has chased you once, he will completely 
    ignore you on your second attempt.
          
    Either path you chose, you will be on the Clear Endeavor.  You will get 
    a cut scene of the ship leaving the harbor.  When you regain control of 
    D’Kor, you will be in the cargo hold.  The only thing you have to do 
    while on the Clear Endeavor is to catch the green Trundle bug that’s 
    running around. There should also be another 10 bug catching darts near 
    where you started.  After a few moments, a cabin boy will appear and 
    wander around the ship’s hold.  If you hide from him, he will eventually 
    leave and the ship will dock.  If he sees you, you will either have to 
    kill him or bribe him so he won’t raise an alarm.  If you bride him, you 
    will lose 3 marks and gain Reputation +20 (Total: 1820)
          After the cabin boy incident, you will get a cut scene of the 
    Clear Endeavor docking.  At the end of the scene, D’Kor will be standing 
    on a dock.
    
    QUEST 4-3 COMPLETED: You now know where the diseased cattle come from.
    
          Welcome to Ierne Island.  You can either get through the next 
    section with a lot of fighting or with none.  I personally don’t feel 
    like doing a bunch of unnecessary fighting.  If you call Zenth now, he 
    will tell you he can not land while the Clear Endeavor is still docked.  
    The ship will leave when you climb the ramp to the plateau.  The only 
    thing on Ierne Beach to collect is another Trundle bug, which you can’t 
    do right now because you already have a green Trundle bug.  So, all you 
    have to do right now is run past the captain and then keep close to the 
    rock wall on the left.  If you hug the left wall, you should get to the 
    ramp without having to fight anyone.  Climb the ramp and you will see a 
    cut scene of the ship leaving.  There’s not much else we can do here, so 
    call Zenth and head back to Fort Weyr.
          When you call Zenth to leave, you will get a cut scene about the 
    island before arriving at Fort Weyr.  After our fourteenth jump, we get 
    to do the Fort Weyr run again.  Go across to bridge towards Ramalla’s 
    cottage.  You should see Helan playing around here.  (If you don’t she 
    should be somewhere in the Bowl.)  Talk to her and she will give you an 
    ancient artifact.  Reputation +30 (Total: 1850)
          Now run to the Fort Weyr doors and talk to Jillan.  Give him the 
    fourth Trundle bug.  Reputation +30 (Total: 1880).
          Go to the Middle Levels of Fort Weyr and talk with Emmara.  She 
    will ask you who served at the Food Stall during the Gather.  The answer 
    is “Arrie”.  Reputation +25 (Total: 1905)
          Talk to Emmara again and she will tell you that she is weaving the 
    fruits of Ista Island into the tapestry.  She asks you if you have a 
    citron fruit.  You give her yours from the Ista Supplies shop.  
    Reputation +25 (Total: 1930) Talk to Emmara a third time and she will 
    ask you what is the fishermen’s favorite catch in Ista Island. The 
    answer is “fingerfish”.  Reputation +40 (Total: 1970)
          Now that we’ve caught Emmara up on all her quests, it’s time to 
    give Lytah her pearl.  Walk to her room and talk to her.  Take the 
    conversation option, “Lytah, I must go” if you don’t feel like being 
    scolded by Zenth.  
    
    QUEST 1-6 COMPLETED: Gave pearl to Lytah.  Reputation +30 (Total: 2000)
    
    Next go to the Kitchens and pay Roma a visit.  You will give Roma 
    a Tunnel Snake egg, a bunch of Featherfern, and a bottle of rare wine.
    Time to advance the plot, so run up to the Upper Levels and talk 
    to S’bor.  S’bor will tell you to go and find V’hul and S’lon.  
    Knowledge +10 (Total: 2295)
    
    QUEST 6-2: Find V’hul and S’lon.
    
    Before looking for these two, run into your room and hatch your 
    fire-lizard egg.  You should get a new bronze fire-lizard on your 
    bathroom rail.  (I think the room next to your bedroom is a bathroom or 
    wash room of some sort.)  Pick your favorite color and go to V’hul’s 
    room on the Middle Levels.
    Rowarth will be outside of V’hul’s room.  If you talk to him, he 
    will tell you that S’lon is in V’hul’s room.  Enter the room and you 
    will find S’lon looking for some incriminating evidence.  If you attempt 
    to leave, S’lon will tell you to help him look.  Look at the table to 
    find a note and a vial of liquid.  This will start a cut scene which 
    will end with you having to go to Ierne Island to find the cure to the 
    disease and prove your innocence in the poisoning attempt on S’bor.
    
    QUEST 6-2 COMPLETED: Our reward is being branded a traitor.
    QUEST 6-3: Find the three herbs required for the cure to the disease.
    
    Call Zenth and take our fifteenth trip back to Ierne Island.  
    Landing on Ierne Island the second time ends Chapter 6.  You can talk to 
    Helan before you leave and she will tell you that she has a Tunnel Snake 
    egg, but she won’t give it to you yet.
    
    At the end of Chapter 6, my attribute statistics are:
    Knowledge: 2295 level - SHARP, Reputation: 2000 Level DEPENDABLE, 
    Strength: 1760 Level – FORMIDABLE
    
    We made 2 jumps on Zenth this chapter for a total of 15 jumps in 
    the game so far.
    
    *************************************
    **** CHAPTER 7 - The Ingredients ****
    *************************************
    
          Chapter 7 starts when you visit Ierne Island for the second time 
    and ends when you get ambushed.
    
          When you arrive on Ierne Island, run down the ramp to the beach.  
    On the left side of the beach between the water and the standing rock 
    formations, you should find a sand colored Trundle bug.  The Trundle bug 
    looks like a funny glint on the sand from the distance.  The bug travels 
    between the water and the stone formations, so you may have to hunt a 
    little to find it.  Once you have the Trundle bug, call Zenth and take a 
    ride to Fort Weyr.
          At Fort Weyr, give the Trundle bug to Jillan and call Zenth to 
    take you back to Ierne Island.  You can also buy a Tunnel Snake egg from 
    Helan before you leave for 2 marks, although you don’t need the extra 
    egg.  (Sorry about this long round trip jump, but you have to drop the 
    Trundle bug off before the end of the chapter or you won’t be able to 
    get the last Trundle bug.  You can wait a little longer to make this 
    trip, but don’t wait too long.)  Reputation +35 (Total: 2035) for giving 
    the Trundle bug to Jillan.
    
          Back on Ierne Island, in the area where you landed, there’s a 
    rock-enclosed section to the left.  A boulder blocks the entrance.  
    Instead of being intelligent and climb over the rock, D’Kor can push it 
    out of the way. In the enclosed area, there are 10 darts, 2 healing 
    herbs and one poisonous herb.
          Going back to the spot where you landed, if you look around you 
    should see some type of feline guarding an entrance.  There should be an 
    open entrance to the left of the feline.  Go through that entrance and 
    you should be in the Hunter’s Lodge.  As you enter this area, you should 
    see a cut scene of a plant up ahead.  Walk until forward a cut scene 
    should start.
    
          During the cut scene, you meet Lear.  Lear will tell you how to 
    sneak undetected using the shadows.  You have to sneak up to Lear before 
    you can continue.  Sneaking to Lear is pretty easy, once you know the 
    path.  Activate Stealth mode and turn left.  Follow the rock you are 
    near until it ends.  Continue straight until you hit the rock wall that 
    makes the left side of the canyon.  Walk to the wall keep as close to 
    the edge as possible.  You will eventually reach a ‘U’ shaped dead end.  
    Sneak to the outer edge of the dead end wall and follow that wall until 
    you are just below Lear.  You really have to stay close to the wall or 
    Lear will see you.  Keep going forward.  Every time you reach a point 
    where you can’t go forward any more, turn a little to the right until 
    you can walk again.  Continue doing this, turning a little to the right 
    every time you get stuck.  Once you reach the bottom of the ramp, you’ve 
    successfully made it to Lear.  Lear will tell you that you can now get 
    the herb that is on the bottom of an extinct volcano.
    
    QUEST 7-1: Find the herb at the bottom of the volcano.
    
          This is a good time to remind you about one of the bugs in this 
    game.  There are some herbs scattered around the Hunter’s Lodge, but you 
    can’t pick them up because the Stealth icon shows up instead of the 
    Pickup icon.  If you press the 0 / “Ins” key on the PC or B (Blue) 
    button on the Dreamcast, you can toggle between the Stealth icon and the 
    Pickup Icon.
          Grab whatever herbs you want, then go out to the landing area of 
    Ierne Island.  The entrance that used to have the feline is now open to 
    you.  Go through that entrance and you will be in the Ierne Volcano.
    
          You are supposed to sneak around the volcano avoiding the felines, 
    but I was never able to do that successfully.  What’s more, if I was 
    sneaking, when I did get caught, I was immediately surrounded by several 
    felines.  So, I usually just walk down the middle of the pathway, 
    killing the felines with my sword.  Be careful fighting the felines, 
    because the can kill you in one or two hits.  (I think it’s too 
    difficult to sneak around because you can’t always see far enough ahead.  
    If the camera angle would let you see where the felines are you should 
    easily be able to avoid them.)
          Anyway, just walk down the path.  There’s only one direction to 
    go, so it shouldn’t be too hard to follow.  There’s one feline 
    patrolling just after the first niche.  (The niches are where you can 
    switch to into sneaky mode.)  After you get by the first feline, you 
    will arrive at a gap in the path that you have to jump over.  There are 
    two felines that can see you immediately after you cross the gap.  There 
    is another feline patrolling the back part of this area.  If you keep 
    taking rights, you should get to an area where you have to hop rocks.  
    Hop the rocks to the next landing.  There is another feline here that 
    may be waiting for you to land.  After you get past this feline, grab 
    the herb on the raised rock.  This should start a cut scene that leaves 
    you back in the Hunter’s Lodge.  Lear will then automatically give you 
    the large crossbow skill.  You also pick up the Silverthorn herb.  
    
    QUEST 7-1 COMPLETED: Receive Silverthorn herb. Reputation +40 (Total: 
    2075)
    SKILL AWARDED: Large Crossbow Skill.
    
          In the Hunter’s Lodge, go to the spot where Lear was standing when 
    you were trying to sneak up on him.  Take the green bottle near where he 
    was standing.  Find the metal contraption consisting of three 
    cylindrical containers near the back of the Hunter’s Lodge.  Look at the 
    contraption and then use your bottle on it.  This will give you a vial 
    of acid.
          
          Exit the Hunter’s Lodge to the main landing area of Ierne Island.  
    Take the only exit off this area where we haven’t gone.  (It should be 
    directly across from the Hunter’s Lodge.)  If you haven’t emptied your 
    Trundle bug jar yet, you better do it now.
    
          The new area you are in is called the Ierne Temple.  To the left 
    is a big mass of green vines.  Look at the vines, and then use your 
    bottle of acid on them.  This should open a pathway to the temple 
    itself.
    
          Enter the temple (there’s nothing important outside the temple.)  
    Go upstairs and walk towards the center of the room.  You should see a 
    cut scene of D’Kor puzzling over the pattern on the floor.  The stairs 
    to go up are to the right of the main gate in front of you.  The pattern 
    on the floor represents the solution needed to open the door on the 
    floor below.  There are four rooms closed off by gates.  Each room has a 
    different color, matching the color of the pattern.  Inside of each room 
    is a lever.  You have to move the lever to the position marked on the 
    pattern.  I think that once you’ve looked at the pattern, D’Kor will 
    automatically push the levers to the correct spot.
    
    QUEST 7-2: Open the gate on the ground floor of the Ierne Temple
    
          Come down the stairs so we can open up the gates protecting the 
    levers.  You will see four different stone heads on the ground. You open 
    up the gates to the lever by moving each stone head to pad on the floor.  
    The scrap marks from each head lead to the pad that you need to push the 
    head onto.  You have to push each head twice to get it onto the pad.  Be 
    careful, because you can push the head the wrong direction and be unable 
    to move it again.  You should see a cut scene the second time you push a 
    head.
          The head near the stairs going up needs to be pushed to the 
    opposite side to the temple.  This head will open the green room.  The 
    head on one side of the yellow room (which is across from the green 
    room) needs to be pushed to the corner to open the yellow room gate.  On 
    the other side of the middle gate, there is a stone on the same wall as 
    the red room.  You have to push this stone towards the middle gate.  
    (D’Kor will automatically push the stone in the second direction.)  The 
    final stone head is on the wall between the blue and red rooms.  Push 
    this head towards the blue room to open the final gate.  When you pull 
    all four of the levers, the middle gate should open.
          Once the middle gate opens, run down stairs.  You might want to 
    turn on your mining bracelet for some more light.  You should find a 
    door with a plaque on the left side and some plant on the right side.  
    Pick up the plant to get the roseleaf, the second herb needed for the 
    cure.  Then look at the plaque.  If D’Kor has enough intelligence, he 
    will realize the plaque is actually a lock for the door.  To open the 
    door, shoot the colored circles in the order in which D’Kor says they 
    should be shot.  For all of my games, the order has always been red, 
    red, blue, and yellow.  When you shot the last target, the door will 
    open.  Inside the room on a pedestal is a fire-lizard egg.  This is the 
    white fire-lizard.
    
    QUEST 7-2 COMPLETED: Roseleaf acquired.
    
          After you get the egg climb up the stairs and exit the temple.  
    You will get a cut scene of Lamrat watching you.  Continue on to the 
    landing area, and Lamrat will ambush you.  When you wake up, you are in 
    the Prison.  This ambush ends this chapter.
          
    At the end of Chapter 7, my attribute statistics are:
    Knowledge: 2295 level - SHARP, Reputation: 2075 Level DEPENDABLE, 
    Strength: 2270 Level – FORMIDABLE
    
    We made 2 jumps on Zenth this chapter for a total of 17 jumps in 
    the game so far.
    
    ***************************
    **** CHAPTER 8 - Escape ****
    ****************************
    
          Chapter 8 starts when you wake up in the prison and ends after 
    your encounter with the Hold Lord.
    
          When you wake up in Prison, you met Flick.  Flick says that he has 
    the key to your cell, but you have to agree to help him and find a 
    weapon.  If you check your inventory, you will realize that you have 
    lost all of your items.  Don’t worry, this is only a temporary setback.
    
    QUEST 8-1: Help the prisoners to escape.
    QUEST 8-2: Escape from your prison cell.
    
          In your cell, there is a plant growing.  Pick it.  It is the 
    elusive Nettleweed, the last ingredient for Roma’s feast.  Then grab the 
    bedpost from the corner of the bed.  When you pick up the bed leg, Flick 
    will tell you that you need to get the guard’s attention.  He tells you 
    that you need something other than the bed leg to do that.  There’s a 
    chamber pot laying on the floor near the bed pick that up.  When you 
    pick up the chamber pot, a cut scene starts.  At the end of the cut 
    scene, you are free!
          
    QUEST 8-2: You’re free!
    
          Press the button to your left to open the gate that lets you out 
    of the prison cell area.  Talk to all five of the prisoners on your way 
    to the exit. Yuse is in the cell next to Flick’s.  Talk to him and agree 
    to help him escape.  Reputation +20 (Total: 2095) Joseph is next to your 
    old cell.  Tell him that his wife sent you to help him.  (This is part 
    of Quest 4-5.)  Reputation + 20 (Total: 2115) In the cell next to Yuse 
    is Keriil.  She asks you to find her husband Hellion.  She asks you to 
    return to her if you find anything about him.  (Hellion and Keriil are 
    the missing parents from Quest 4-5) Reputation +20 (Total: 2135) Daeril 
    is in the final cell.  Reassure him.  Reputation +20 (Total: 2155)
    
    QUEST 8-3: Find Hellion
    
          Leave the prison area and you’ll be in a hallway with closed gates 
    on either end.  If you take a right, there will be an area to the left 
    where there are two buttons and a torch.  Pressing one button will open 
    the far gate and pressing the other will extinguish the torch.  Remember 
    to press the “Ins” key on the PC or the B (Blue) button on the Dreamcast 
    to toggle between the Stealth Mode icon and the Action Icon.
    
          Go through the gate you just opened.  On the table are all of your 
    weapons and a bell hammer.  Picking these items up will give you a cut 
    scene of all the guards on this level.  What you are supposed to do is 
    sneak to the bell and strike it with the hammer.  This will cause some 
    of the guards to move to some other area of the prison.  I personally 
    find sneaking past all of the guards to be too difficult and unreliable.  
    You shouldn’t attack the guards with your sword either, because you 
    don’t have any healing items with you and you won’t get any for a while.  
    The best approach I’ve found is to kill all the guards with the large 
    crossbow.  The crossbow will kill a guard in one shot, no matter where 
    you hit the guard.  Also, the guards are really stupid.  If you kill are 
    the person standing right next to a live guard, the live guard will not 
    react, assuming the guard does not see you.  So, you can sneak around, 
    picking off each guard as soon as you seen them.  Your 20 crossbow bolts 
    should take you through the prison, as long as you only use one or two 
    bolts per guard.  You should still sneak around as much as you can, so 
    you don’t activate any guards unknowingly.
    
          Back to the walkthrough, there’s a button near the gate you 
    entered this current room.  Press the button and the other gate in the 
    room will open.  This will get you out into the area with all the 
    guards.  Walkthrough the gate and you’ll see another gate to your left.  
    Behind this gate are keys to the prison cells, but we can’t open the 
    gate yet.  Continue down the passageway until just before you reach the 
    next corner.  There are some guards on the connecting hallway, so be 
    careful.  Just around the corner is another switch, which will 
    extinguish the torch nearby.  There are two guards that patrol nearby, 
    so be very careful.  They leave a room to the right of the new hallway 
    at different times, so wait for both of them.  (As in, save your game 
    before you turn the corner.)  After you dispatch these guards, sneak 
    down the new hallway.
    
          Sneak into the opening on the left side of the hallway.  (If you 
    go into the right entrance, three or four guards will surround you.)  
    There will be an alcove on either side of the new entrance.  Dive into 
    the alcove on the left and press both buttons.  One button should 
    extinguish the torch and the other will open three gates.  Sneak to the 
    other alcove and press the button there to extinguish that torch.  Then 
    you can sneak up the stairs to the brightly-lit room.  Sneak up the 
    right side of the stairs.  Ready the hammer and hit the bell.  D’Kor 
    should automatically dive into the second alcove.  The three men in the 
    far room should hear the bell and run past D’Kor and the bell, then up 
    the stairs.  The gate to the upper area will remain closed.  If you 
    can’t get the guards to leave, you can snipe them from the alcoves with 
    the crossbow.  
    When the guards are gone, run down to the room they occupied.  
    Press both buttons to extinguish a torch and open another gate.  Take 
    the keys to cells 2, 3, and 4 off the key rack near the table.  Now 
    leave this room and take a right into the corridor.  At the end of the 
    corridor is another button to extinguish another torch.  Push this 
    button then go down the new hallway to the right.  Be careful when you 
    cross the next entranceway, because there are two guards waiting there.  
    You’ll have to eliminate the guards somehow.  After the guards are gone, 
    go through that entrance and push all three buttons on the wall.  You 
    will extinguish two torches and open another gate.
    
    Leave this area and go back to the hallway where we just were.  
    Continue down the hallway through the gate until it ends.  Take a right 
    then an immediate left.  You should be in a room with a chest.  Open the 
    chest and you will get the rest of your inventory.  There is also a 
    button in this room that will open the gate where we just eliminated the 
    two guards.
    
    Exit the room with your inventory, go down the hallway, and take a 
    left.  Keep going until you reach the room where you picked up you 
    weapons.  Take a right into the next passageway and then the first left 
    you can take.  You should be next to another key board where you can to 
    take the key to cell 5.  Turn around and continue down the hallway and 
    take a right into the next corridor.  You should be in the same hallway 
    that the room that had the three guards intersects.  Go past the now 
    empty guardroom to the next opening on the left.  There should be 
    another board with the key to cell 1.
    
    Head back to the prison and release all of the prisoners.  Keriil 
    will make the same comment regardless of whether you’ve released her 
    husband or not.  She will also refuse your request to become a Weyrwoman 
    candidate.  For releasing Daeril you get Reputation +50 (Total: 2205).  
    For releasing Yuse you get Reputation +50 (Total: 2255).  For releasing 
    Joseph, you get Reputation +50 (Total: 2305, Reputation level increases 
    to RESPECTABLE.) For releasing Flick, you get some Southern Star and 
    Reputation +50 (Total: 2355) Southern Star is the last ingredient you 
    need for the cure.  The prisoners will take care of themselves once you 
    finish most of the Prison area.
    
    QUEST 8-1 COMPLETED: You get a sprig of Southern Star. Reputation +250 
    for releasing all prisoners
    QUEST 6-3 COMPLETED: You found the three ingredients for the cure.
    
    Go back to the area where you killed the two guards, save your 
    game, and go through the last gate you opened.  At the top of the 
    stairs, you will meet your old friend, Lamrat.  At the end of the cut 
    scene, you’ll fight him.  The fight will end in a cut scene.  After the 
    cut scene you will fight him again and kill him.  Pickup the key next to 
    his body. Reputation +100 (Total: 2455)
    
    Go enter the room to the left of the staircase.  The final Trundle 
    bug is in this room.  (Make sure you get the Trundle bug with the 
    correct crossbow!)  When you approach the window, you will get a cut 
    scene with Zenth.
    
    Return to the room that has Lamrat’s body and walk towards the 
    next room.  As you enter the room, you will see a cut scene.  After the 
    V’hul leaves to entertain your fire-lizard, you will regain control.  Go 
    in and kill Druse either with your sword or with your crossbow.  Don’t 
    be afraid to use your collection of herbs.  You won’t need them after 
    this chapter.  After you defeat Druse, the slaves will gather in the 
    middle.  Talk to Harrow and he will give you some plot information.  
    Take the slaves to the Window room.
    
    Leave the Window room you’re in, and go into the Kitchen on the 
    right.  When you get to the far edge of the kitchen, you will see two 
    guards.  You should be able to take them down with your large crossbow. 
    (Make sure you’ve switched to the large crossbow from your bug one.)
    
    In a hallway parallel to the guard’s body is a table.  On the 
    table is a skin with the bell signals.  Go on through the next room, 
    which has a bell in it.  You can play around with ringing the bell three 
    times or you can just kill the three guards in the next room.  These are 
    the last remaining guards on the level, so it’s your choice.  You should 
    be able to hit all of the guards from the bell room with the crossbow 
    without activating them.
    
    After you’ve removed the guards, enter the room that they were in.  
    You should see a familiar stone head next to a trap door.  Push the 
    stone head on the door to break it open.  This will release Gladeril, 
    who Zenth says will be a good Weyrwoman candidate.
    
    Go into the next room, where you will see a man working.  This man 
    is Hellion, who is working on the next batch of the disease.  He tells 
    you that he was working out of fear for his wife and his life.  He gives 
    you a rusty key as thanks for helping him.  Knowledge +25 (Total: 2320), 
    Reputation +30 (Total: 2485)
    
    QUEST 8-3 COMPLETED?: This is all I’m able to do for Hellion and Keriil, 
    but I don’t get the QUEST COMPLETED line in the journal.
    
    Take the key and use it on one of the two closed doors in the room 
    where we rescued Gladeril.  One of the doors will open with the key.  
    Inside, we find V’hul who attacks us after a long cut scene.  Defeat him 
    and he will give D’Kor an ornate key. Reputation +100 (Total: 2585)
    
    Go through the opposite door from the one we came in from and take 
    a right.  You should be in the room with the slaves.  Move the slaves to 
    the Courtyard.  You will see a cut scene of Keriil and Hellion 
    reuniting.
    
    Go back to the room that originally held Druse and the slaves.  If 
    you rang the bell three times, the men from Gladeril’s room will be 
    here.  Move them again with the bell or snipe them with the crossbow.  
    The ornate key that V’hul gave you will open one of the two doors in 
    here.  The door may already be opened, but if it is not, ready the 
    ornate key and walk into the door.  Behind the door will be a small room 
    and some stairs leading up.
    
    Take the stairs then save your game.  There are three exits of the 
    stairwell room.  You have to enter the doors to you left and right 
    before you enter the one behind you.  The one behind you looks like a 
    bedroom.  Start with the room to the left.  It looks like a room blocked 
    by a boulder.  Have D’Kor push the boulder then take the disc piece from 
    the pedestal.  Now go to the entrance on the right side of the 
    staircase.  A metal door should block this entrance.  You can open this 
    door by using the brooch you took off of Belan’s body.  Behind the door 
    is another pedestal with another disc piece.  Take this piece.  Enter 
    the bedroom and watch the log cut scene.  You’ll have to fight the 
    occupant of the room after the cut scene.  After fighting the man in the 
    room for a while, another cut scene will start, which will end with you 
    very weak, in your bedroom.  This cut scene marks the end of Chapter 8.  
    Upon waking up, you statistics are boasted.  Knowledge +25 (Total: 
    2345), Reputation +100 (Total: 2685)
    
    At the end of Chapter 8, my attribute statistics are: HEALTH 10%, 
    Knowledge: 2345 level - SHARP, Reputation: 2685 Level RESPECTABLE, 
    Strength: 2990 Level – FORMIDABLE
    
    We made 0 jumps on Zenth this chapter for a total of 17 jumps in 
    the game so far.
    
          (OK, I have to say this.  Wasn’t that speech by Roth incredible 
    stupid?  After you’re lying on the ground fainting from the sickness, 
    Roth tells you that he likes you the most of all the dragonriders, but 
    thought you were too pure to be turned.  He liked us the most!  He’s mad 
    at Fort Weyr because he didn’t impress Zenth, our dragon.  Yet the 
    person who took Zenth from him, D’Kor, he likes to most.  D’Kor, should 
    be the one person that he hates the most and wants to suffer the most!  
    I just don’t get it!  
    Thanks for listening to my little rant.  I feel better now.  On 
    with the walkthrough.)
    
    *****************************************
    **** CHAPTER 9 - Tying up loose ends ****
    *****************************************
    
         Chapter 9 starts when you wake up weak in your bedroom and finishes 
    when you start the sequence to end the game in Fort Weyr.  This chapter 
    is called “Tying up loose ends” because we will be solving a bunch of 
    quests started in other chapters.
    
          During the cut scene that starts this chapter, B’rak told us that 
    V’Kai, the Weyrleader wants to talk to us.  Before we go there, we have 
    a fire-lizard egg to hatch.  This egg will release the white fire-
    lizard, which will appear on the bathroom perch.  Choose your favorite 
    fire-lizard and leave your room.  If you check your inventory here, you 
    will realize that you’ve lost all of your healing items.
    
          Talk to V’Kai.  He will tell you that he will not contest the next 
    Queen’s mating flight and he thinks that Zenth is the strongest dragon 
    in Fort Weyr.  He thinks Zenth will probably mate with the new queen.  
    (For those of you, who aren’t familiar with the Dragonrider series, the 
    dragon that mates with the dominant Gold queen, becomes the next 
    Weyrleader.  In other words, V’Kai is tell D’Kor that he thinks D’Kor 
    will be the next Weyrleader.)  At the end of the conversation, V’Kai 
    will tell you that he is looking for someone HIGHLY REGARDED to make 
    FlightLeader.  We haven’t quite reached that level yet so we’ll have to 
    come back later.  Reputation +100 (Total: 2785)
    
          Now go into the library and walk into the Private Reading Room.  
    You will be allowed to enter this room now, because you have a 
    reputation level of RESPECTABLE.  The shelves in the Reading Room 
    contain artwork from the game.  On the desk in the Reading Room is an 
    iron key with the Harper’s symbol etched on it.  This is the key that 
    Lockenn is looking for.
    
          Now head done to the Middle Levels.  You will find B’rak standing 
    next to Emmara’s platform.  Talk to him and he will tell you that you 
    are the new Wingleader.
          Talk to Emmara, who’s at her normal spot.  She will ask you what 
    are the main features of Ierne Temple?  Answer her with “Statues and 
    Fungi”.  She will then ask you how many statues are in Ierne Temple.  
    The correct answer is “Four” statues.  After you answer these questions, 
    Emmara becomes a Weyrwoman candidate. 
    
    QUEST 1-8 COMPLETED: Emmara becomes a Weyrwoman candidate. Knowledge +50 
    (Total: 2395), Reputation +100 (Total: 2885)
    
          We have the final ingredients for Roma’s feast, so let’s pay him a 
    visit in the Kitchens.  He’ll even take our extra Tunnel Snake egg!  
    
    QUEST 1-14 COMPLETED: Delivered all of the ingredients to Roma. 
    Knowledge +25 (Total: 2420), Reputation +60 (Total: 2945)
    
          Now talk to Tom, who’s also in the Kitchens.  He will offer you 
    two different types of food items.  Tom tells you that Rowarth is 
    missing and so is another drudge.  This is part of Chapter 10, so we’ll 
    deal with this later.  Urik is in the Dining Area, but talking to him is 
    also part of Chapter 10.
    
          Now leave the Kitchens and go to the Fort Weyr Bowl.  Talk to 
    Jillan for the last time.  When you give him the sixth Trundle bug, he 
    will summon his daughter Imogen.  Imogen will then become a Weyrwoman 
    candidate.  
    
    QUEST 1-17 COMPLETED: Imogen will become a Weyrwoman Candidate. 
    Knowledge +50 (Total: 2470), Reputation +100 (Total: 3045)
    
          We’re not going to make our final levels in Knowledge and 
    Reputation at Fort Weyr, so call Zenth and hitch a ride to Fort Hold, 
    our eighteenth jump.
     
          Go to the Harper Library and talk to Lockenn.  D’Kor will give him 
    the iron key he found in the Private Reading Room.  Lockenn will then 
    ask where the secret area of the library is.  If you’ve already found 
    the secret area, D’Kor will tell Lockenn where it is.  If you haven’t 
    found the secret area yet, look at the bookshelf directly opposite the 
    entrance to the library.  D’Kor should comment that there is a hidden 
    room behind the bookshelf.  After you see this message, you can tell 
    Lockenn where the area is.  Lockenn will open up the bookshelf to reveal 
    a hidden desk.  There’s a piece of paper on the desk that you can pick 
    up.  Examine the piece of paper.  You need to search the bookshelf that 
    is on the far right wall, when entering the library.  The bookshelf is 
    closest one to on the right wall to the newly opened secret area.  When 
    D’Kor searches the bookshelf, he will find a small rusty, Ancient Key.  
    After a cut scene, Mianna becomes a Weyrwoman candidate. 
    
    QUEST 2-20 COMPLETED: Mianna becomes a Weyrwoman candidate.  Knowledge 
    +50 (Total: 2530, Knowledge level increases to GENIUS), Reputation +100 
    (Total: 3145, Reputation level increases to HIGHLY REGARDED) (Jackpot! 
    We just reached the highest levels for both Knowledge and Reputation.)
    
          Use the small rusty key on the same bookshelf where you found the 
    key.  The bookshelf should open revealing a small room.  Enter the room 
    and you should find an ancient artifact on the table.  The artifact 
    looks like some type of electronic gauge.
          
          There’s nothing else to do in Fort Hold, so it’s time to take 
    Zenth on a joyride to Mastersmith Hall.  This will be our nineteenth 
    jump.
    
          When you arrive at Mastersmith Hall, go into the Workshops and 
    talk to Forn three times.  He will give you a fire-lizard egg for the 
    two disc pieces and two sword upgrades for the other two artifacts you 
    hold.  This should be all of the ancient artifacts.
    
          After you’ve talked to Forn, go outside and talk with Guy.  He 
    will give you the tombstone for Kiristi.  Knowledge +25 (Total: 2555), 
    Reputation +20 (Total: 3165)
    
          Now it’s time for some plot fun.  Take the miner hall key that you 
    got from Lamrat’s body and open the door to the Masterminer Hall 
    building.  Some people have reported a bug if you read the following 
    reports in the wrong order, so you might want to follow this carefully.  
    If you get interrupted by Rom before you complete each of the task, 
    chose the “I’m sorry” line.  You will be thrown out of the building.  
    You can reenter the building immediately and pickup where you left off.  
    When you enter the building, there should be a skin on the second table 
    to the right of the door.  Take and read that message.  There should be 
    a second skin in the second of bookshelf past the table with the last 
    skin.  Take and read that message.  Once you have read both messages, go 
    behind boxes near the fireplace. Move around until the stealth mode icon 
    is displayed and activate stealth mode.  Wait there until Rom enters the 
    building.  You will see a cut scene of Rom entering the building and 
    opening the box on the table.  Once Rom leaves the building, go to the 
    box and read the message inside.  After reading all three messages, wait 
    until Rom returns.  Now use the “confront Rom” option.  You should get a 
    cut scene with Rom and one of the other dragonriders.  At the end of the 
    cut scene, you should be outside.
    
    QUEST 1-12 COMPLETED: Now we know what happened with the missing ore.
    
          There are no more tasks to do at the Mastersmith Hall, so we can 
    jump to Ista Beach, for our twentieth ride.  At Ista Beach, talk to 
    Kiristi.  She will thank you for getting a new tombstone and will become 
    the final Weyrwoman Candidate.
    
    QUEST 4-2 COMPLETED: Kiristi becomes a Weyrwoman Candidate.  Knowledge 
    +50 (Total: 2605), Reputation +100 (Total: 3265)
    
          Now walk to the ocean and select the dolphin.  You can either go 
    into the water or walk on the right rocky wall to talk with the dolphin.  
    Since we are now a GENIUS, we can understand what the dolphin is saying.  
    There’s going to be a sequel, how touching.
    
          There’s nothing left to do on Ista and there’s nothing to do and 
    no one left on Ierne Island, so we can go back to Fort Weyr now.  Call 
    Zenth for our twenty-first and final jump.
    
          When you arrive back in Fort Weyr, you can check out all of the 
    Weyrwoman candidates you’ve collected.  They are all standing above the 
    Hatching Grounds.  You can talk to them if you wish to learn more about 
    them, but you won’t get any recognition from the game for doing so.
          We really only have a couple of tasks left to end this chapter.  
    First, go up to your room on the Upper Levels. There you can hatch you 
    final fire-lizard egg.  This egg will produce the gold fire-lizard, 
    which you can find hanging out in your bathroom.
          From there, go talk to V’Kai for the last time.  He will promote 
    you to Flightleader.  This promotion ends chapter 9.  You can now do the 
    final few items to finish the game.
          
    At the end of Chapter 9, my attribute statistics are: Knowledge: 
    2605 level - GENIUS, Reputation: 3265 Level HIGHLY REGARDED, Strength: 
    2990 Level – FORMIDABLE
    
    We made 4 jumps on Zenth this chapter for a total of 21 jumps in the 
    game so far.
    
    *****************************************
    **** CHAPTER 10 - Finishing the game ****
    *****************************************
    
          Chapter 10 starts when you start the final sequence in Fort Weyr 
    and ends with the final movie.
    
          Go to the Dining Area in the Kitchens level and talk to Urik.  He 
    will mention the Rowarth is missing.  He was last seen with an 
    unfamiliar drudge.  Urik is concerned about Rowarth’s safety.  Knowledge 
    +50 (Total: 2655)
    
    QUEST 10-1: Find Rowarth. 
    
          Now return to the Fort Weyr Bowl.  Head off to the right and you 
    should find Jax and Jim behind the ramp up to the previously retrieved 
    artifact.  Talk to them and they will tell you that they saw Rowarth and 
    a stranger enter the Dark Caves.  Knowledge +50 (Total: 2705)
    
          Enter the Dark Caves and you will see a cut scene with Rowarth.  
    When you exit the caves, Zenth will tell you that you need to round up 
    four other riders and bring them to the Hatching Grounds. 
    
    QUEST 10-1 COMPLETED: Rowarth Found.  Reputation +50 (Total: 3315)
    QUEST 10-2: Round up four dragonriders then go to the Hatching Grounds.
    
          Run back to Fort Weyr and go to the Middle Levels.  B’rak should 
    be where we left him in the main area.  Talk to him to get the first 
    rider.  You will find T’men by himself in the Gambling Room.  Talk to 
    him to get the second rider.  L’tul will be in his room at the end of 
    the long corridor starting in the Gambling Room.  He is your third 
    rider.  Your final rider is Lytah who is in the Library on the Upper 
    Levels.  After you talk to all four of the riders, head down to the 
    Hatching Grounds.
    
          When you reach the Hatching Grounds, you will get a brief cut 
    scene where you are told to go to the viewing area.  Go up to the area 
    where our ten Weyrwoman candidates are hanging out.  Make sure your 
    sword is still readied.  Wait there or talk to the candidates if you 
    chose.  After a while you will start getting messages from Zenth.  Stay 
    up in the viewing area until Zenth tells you that one of the riders sees 
    something.  When you hear that message, run down and talk to that rider.  
    Soon after you talk to the rider, a cut scene will start.  When the cut 
    scene ends, you will have one more easy fight.  Once you win this fight, 
    the final cut scene will play.
    
    QUEST 10-2: Roth is caught
    
          Congratulations! You’ve just completed the game!  And the future 
    Weyrwoman is... well it’s random.  The game will chose one of the 
    available women to impress the new gold queen.  If you are attached to 
    one of the women, you can keep replaying the ending until your favorite 
    gets chosen, I suppose.  When I finished the game I was playing to write 
    this walkthrough, Kilimi was chosen.  (I’ve seen three other candidates 
    chosen when I finished the game before, so you don’t have to write me 
    telling me whom got chosen in your game.)
    
    At the end of game, my attribute statistics are: Health 100%, 
    Knowledge: 2705 level - GENIUS, Reputation: 3315 Level HIGHLY REGARDED, 
    Strength: 2990 Level – FORMIDABLE
    
    (I saved the medicinal brew in Healer Hall to get my health back 
    up for the end of the game.)
    
    ***************************
    **** WALKTHROUGH JUMPS ****
    ***************************
    
          This section lists all the jumps you take on Zenth in the 
    walkthrough.  I’m not sure how useful this is, but helps me try and cut 
    down the number of jumps I make.
    
    1) Fort Weyr to Fort Hold – Chapter 2 – The start of the search.
    2) Fort Hold to Mastersmith Hall – Chapter 2 – Getting the mining skill 
    and removing the pottery wheel bracket.
    3) Mastersmith Hall to Fort Weyr – Chapter 2 – Get the baby Tunnel Snake 
    from Jim.
    4) Fort Weyr to Fort Hold – Chapter 2 – Advance the plot.
    5) Fort Hold to Fort Weyr – Chapter 3 – Plot requirement to discuss the 
    events of Chapter 2.
    6) Fort Weyr to Fort Hold – Chapter 3 – Plot requirement to drop off 
    B’rak.
    7) Fort Hold to Ista Island – Chapter 3 – Plot requirement to track the 
    tainted meat.
    8) Ista Island to Fort Hold – Chapter 5 – Respond to Salyn’s summons
    9) Fort Hold to Ista Island – Chapter 5 – Summon the Ista Island Harper.
    10)  Ista Island to Fort Hold – Chapter 5 – Learn how to gamble from 
    B’rak.
    11)  Fort Hold to Ista Island – Chapter 5 – Get more information from the 
    Fillian to by gambling.
    12)  Ista Island to Mastersmith Hall – Chapter 5 – First of two trips 
    required to get Kiristi’s headstone.
    13)  Mastersmith Hall to Ista Island – Chapter 5 – Advance the plot by 
    entering the Smuggler’s Cove.
    14) Ierne Island to Fort Weyr – Chapter 6 – Report your findings to 
    advance the plot.
    15) Fort Weyr to Ierne Island – Chapter 6 – Look for the cure.
    16) Ierne Island to Fort Weyr – Chapter 7 – Drop off the sand colored 
    Trundle bug.
    17) Fort Weyr to Ierne Island – Chapter 7 – Continue ingredient search.
    18) Fort Weyr to Fort Hold – Chapter 9 – Getting the ninth Weyrwoman 
    candidate. 
    19) Fort Hold to Mastersmith Hall – Chapter 9 – Getting Kiristi’s 
    headstone and more plot information.
    20) Mastersmith Hall to Ista Beach – Chapter 9 – Collect Kiristi, the 
    tenth and final Weyrwoman.
    21) Ista Beach to Fort Weyr – Chapter 9 – The final jump to start to the 
    end sequence.
    
    *******************
    **** THE LISTS ****
    *******************
    
          The following lists tell you where the important items are in the 
    game.  These are MAJOR SPOILERS, but use them if you are having trouble 
    finding that last Trundle bug.
    
    **** Attribute levels ****
    
          Below is the list of the four different attributes and how you can 
    raise them.
    
    Health - This is the only attribute that does not naturally increase as 
    you proceed in the game.  You start the game with 10% health.  You can 
    increase your health by eating healing herbs, oysters, food, and healing 
    potions.  You can decrease your health by eating poisonous herbs and by 
    getting hit by an opponent.  If your health goes to 0%, D’Kor dies and 
    the game ends.  You can tell the difference between a healing and a 
    poisonous herb once you get the Healing Skill.
    
    A partial list of the items that modify your health statistic is shown 
    below.  I finish filling out this list on my next update.
     
    Oysters - 10 Health
    Healing Herbs - 15 health
    Meat rolls - ? health
    Meat pie - ? health
    Fruit - ? health
    Medicinal Brews - 80 Health
    Poisonous Herb - -? Health
    
    The following is a list of the different attribute levels and the 
    minimum point total needed for a particular level.  Once you get to 
    level 8 of a skill, you will keep collecting attribute points, but they 
    will not have any effect on the game itself.
    
    Knowledge -       Level 1:           Able             (starting skill)
                      Level 2:           Conversant       (100 points)
                      Level 3:           Knowledgeable    (250 points)
                      Level 4:           Informed         (500 points)
                      Level 5:           Intelligent      (800 points)
                      Level 6:           Clever           (1250 points)
                      Level 7:           Sharp            (1800 points)
                      Level 8:           Genius           (2500 points)
    
    Reputation -      Level 1:           Honest           (starting skill)
                      Level 2:           Reliable         (100 points)
                      Level 3:           Loyal            (250 points)
                      Level 4:           Trustworthy      (500 points)
                      Level 5:           Of good standing (1000 points)
                      Level 6:           Dependable       (1600 points)
                      Level 7:           Respectable      (2300 points)
                      Level 8:           Highly regarded  (3100 points)
    
    Strength -        Level 1:           Weak             (starting skill)
                      Level 2:           Standard         (100 points)
                      Level 3:           Strong           (250 points)
                      Level 4:           Tough            (450 points)
                      Level 5:           Fierce           (650 points)
                      Level 6:           Powerful         (900 points)
                      Level 7:           Mighty           (1150 points)
                      Level 8:           Formidable       (1400 points)
     
    **** Skill providers and locations ****
    
          To finish various quests, you will need to have different skills.  
    You will get the skills from various characters in the game.  For most 
    of the skills, you will need to have a certain item or finish a certain 
    quest first.
    
    1) Scribing skill - Kevan, on the bottom level of Fort Weyr - You will 
    need to get a journal first.  You can get a journal by returning 
    Lockenn’s journal to him.  Lockenn will give his journal and then Kevan 
    will teach you the Scribing skill.  This Skill is obtained by completing 
    QUEST 1-5.
    
    2) Knife skill - K'tan, Upper Level of Fort Weyr - When you get your 
    knife back from K'tan, he will ask you if you would like to know how 
    to use it correctly.  If you answer yes, he will give you the Knife 
    skill.  This Skill is obtained by completing QUEST 1-1.
    
    3) Crossbow skill - Jillan, near the gates of Fort Weyr Bowl - When 
    Jillan gives you the Trundle bug quest, he will give you the crossbow 
    and the crossbow skill.
    
    4) Sword skill - Manwor, in the Fort Hold Courtyard - You need to get a 
    sword before you can get the sword skill.  Guy outside of the Smith 
    Hall will give you a sword if you find his pickaxe.
    
    5) Mining skill - Nisan outside in the Mastersmith Hall area - If you 
    talk to him and you have the mining bracelet, Nisan will teach you 
    this skill.
    
    6) Stealth skill - Natty the thief, Fort Hold courtyard - After you 
    corner Natty for stealing your knife, he will offer to teach you the 
    Stealth skill in return for not reporting him to the local 
    authorities.
    
    7) Healing skill - Jazon, Healer Hall side room - Jazon will teach you 
    the Healing skill in Chapter 5, once you give him the cure.  The 
    Healing skill will let you identify herbs and heal Roem, the 4th 
    Weyrwoman candidate. 
    
    8) Large Crossbow Skill - Lear, in the Hunter’s Loge, Ierne Island - 
    Lear will upgrade your Sneak skill and give you Large Crossbow skill, 
    if you can successfully approach him unseen.
    
    **** Weyrwomen locations ****
          
          You are tasked with finding ten Weyrwoman candidates at the 
    beginning of the game by V’Kai.  Almost every non-married woman that you 
    come across that and looks like they are in their twenties or thirties 
    will turn out to be a Weyrwoman candidate.  You will know that you have 
    found a Weyrwoman when you receive the “Potential Weyrwoman found” 
    message.  All found Weyrwoman will appear in the Hatching Grounds. 
    
    1) Ramalla - In the cottage in Fort Weyr Bowl - You need to talk with 
    her father Kendrick in the Fort Weyr Storage room first.  (COMLETE 
    QUEST 1-15)
    2) Kilimi - Harper Hall, second floor, on the door to the left of the 
    stairs - Kilimi is singing a song and can not remember the second 
    verse.  You can find the second verse either behind a wall in the 
    Ancient Caves or in the Fort Weyr Library.  (COMPLETE QUEST 2-22)
    3) Kiristi - On Ista Beach, beside the grave - Once you complete the 
    quest to replace the headstone, Kiristi will become a Weyrwoman 
    candidate.  (COMPLETE QUEST 4-2)
    4) Roem - In a house near the top of Ista Hold - Roem is lying on the 
    bed very ill and her father asks for your help.  You must get the 
    healer skill and find the Sweatroot to heal her before she will 
    become a candidate.  You won’t get the Healer skill until Chapter 5.  
    (COMPLETE QUEST 4-6)
    5) Maria - In a house at the top of Ista Hold - Siral on a bed in Healer 
    Hall gives you a pearl to give to his wife Maria.  When you give her 
    the pearl, she becomes a Weyrwoman candidate. (COMPLETE QUEST 2-25)
    6) Janifer - In a house at the bottom of Ista Hold - Janifer is 
    available to be a Weyrwoman candidate in Chapter 5. Doorin will be 
    waving to you outside of their house.  (In case you missed the 
    connection, Janifer’s mother is Nalaya’s sister.)
    7) Gladeril - In the prison on the second floor - On the second floor of 
    the prison, just before the room where you find Hellion, there is a 
    trap door on the floor and a stone head next to it.  If you push the 
    stone head onto the trap door, the door will open and Gladeril will 
    be freed.
    8) Mianna - In Harper Hall Library - Once you find the ornate key, 
    Mianna will be a Weyrwoman candidate.  To find the ornate key, you 
    will first have to have a RESPECTABLE reputation and get the key from 
    the Weyrleader’s private reading room off of the Fort Weyr Library.  
    Give this key to Lockenn, show him where the secret room in the 
    library is, and collect the piece of paper when he opens the door.  
    After you read the piece of paper, look at the bookshelf to the right 
    of the secret room.  You’ll find the ornate key, which frees Mianna 
    to be a Weyrwoman. (COMPLETE QUEST 2-20)
    9) Emmara - Middle Level of Fort Weyr - Emmara is weaving the tapestry 
    in the main room. Once you answer all of her questions, Emmara will 
    go to the Hatching Grounds. (COMPLETE QUEST 1-9)
    10) Imogen - Fort Weyr Bowl - Once you give all six Trundle bugs to 
    Jillan, he will call his daughter Imogen.  If you talk to her, she 
    will become a Weyrwoman candidate.  (COMPLETE QUEST 1-16)
    
    **** Fire-lizard egg locations ****
          There are six different fire-lizards you can use on your journey.  
    When you get a fire-lizard egg, take it back to your room and place it 
    in the sand tray near the fireplace.  The egg will hatch immediately and 
    the fire-lizard will take its spot on the perch near the fireplace.  You 
    must have a Knowledge level of KNOWLEDGEABLE before you can hatch fire-
    lizard eggs. (The Green, Blue, and Brown fire-lizards will rest on the 
    perch need the fireplace, when you are not using them.  The bronze, 
    crystal and gold fire-lizards will take their spot on the perch in your 
    bathroom.)
    
    1) Green fire-lizard - You start the game with the green fire-lizard.
    2) Blue fire-lizard - Syllia in the Fort Weyr Hatching Grounds will give 
    you the fire-lizard egg.
    3) Brown fire-lizard – In the well at the Fort Weyr Bowl – You have to 
    activate the wheel near Ramalla’s house to get this egg.
    4) Bronze fire-lizard – In the windmill in the Mastersmith Hall - Solve 
    the windmill Quest 2-16 in the Mastersmith Hall to get this egg.
    5) Gold fire-lizard - Forn in Smith Hall gives you this fire-lizard egg 
    if you give him both halves of the disc you find in the upper levels 
    of the prison, before you confront Roth.  WARNING - If you confront 
    Roth before you get these two pieces, you will not be able to get the 
    final fire-lizard egg.
    6) White fire-lizard - In the bottom level of the Ierne Temple.  You 
    have to open the closed door by hitting the colored targets on the 
    panel.  You need a certain level of knowledge to do this, but I’m not 
    sure what that level is.  I’ve always had at least a SHARP Knowledge 
    level when I got to this point.
    
    **** Trundle bug locations ****
    
          Jillan, located at the main gates of the Fort Weyr bowl, will tell 
    you that his daughter Imogen is looking for six Trundle bugs before she 
    will start doing her Hatching Ceremony duties.  Jillan will give you a 
    crossbow, the crossbow skill and a few darts to catch the bugs.  See the 
    section on fighting tips for more information about using the crossbow.  
    You will also need a glass jar to hold the bugs, which you can get from 
    Horlas in the Dining Area.  You can only hold one Trundle bug at a time, 
    so you will have to return to Jillan after you catch each one.
    
    1) Fort Weyr Stores - In the room to the right of the kitchen, where 
    Kendrick is originally located, there’s a black Trundle bug.
    
    2) The Dark Caves - In the room below the stones you have to jump 
    across, there’s a brown Trundle bug.  Watch out for the two tunnel 
    snakes down there.
    
    3) Fort Hold Fountain Square - There’s a blue Trundle bug running around 
    near the fountain in Fort Hold's Fountain Square.
    
    4) Clear Endeavor - In the hold of the Clear Endeavor, there’s a green 
    Trundle bug.  WARNING - You have to grab this Trundle bug quickly, 
    because once the ship leaves Ierne Island, you will not be able to 
    get the bug again.
    
    5) Ierne Island - On the far side of the beach where you land, there is 
    a sand colored Trundle bug wandering around.  WARNING - You must 
    return this Trundle bug to Jillan before finishing the Ierne Temple 
    area, otherwise you will not be able to capture the Prison bug.
    
    6) Prison - There is a crystal colored Trundle bug on the middle floor 
    of the prison.  This bug is in the same location where you confront 
    Lamrat.
    
    **** Roma’s feast ingredients ****
    
          In Chapter 1, Roma in the Fort Weyr kitchen is talking about the 
    feast he’s preparing for the Hatching Ceremony.  He needs you to collect 
    a number of ingredients.
    
    1) 2 Wherry Eggs
    1a) The Ancient Caves - There’s one Wherry Egg behind a wall in the 
    tunnels on your way out of the Metal Caves. You need the pickaxe and 
    the Mining skill to get this egg.
    1b) Jim -After Chapter 2, if you go up the ramp outside of where the 
    ancient artifact 2 is located, you will find Jim and Jax talking.  If 
    you confront them, Jim will give you a Wherry egg.
    
    2) 4 Tunnel Snake Eggs -
    2a) The Dark Caves - There’s one Tunnel Snake egg lying on the ground 
    protected by two Tunnel Snakes.  This egg is in the room below where 
    you jump from rock to rock to get to the room with Jim's Tunnel Snake 
    basket. 
    2b) The Dark Caves - There’s one Tunnel Snake egg behind the wall in the 
    same tunnel as the slamming metal door.  You need the pickaxe and the 
    Mining skill to get this egg.
    2c) The Ancient Caves - There’s one Tunnel Snake egg behind a wall in 
    the tunnels on your way out of the Metal Caves. You need the pickaxe 
    and the Mining skill to get this egg.
    2d) The Smugglers Cave, Ista Island - Just before you rescue N’eth, 
    there’s a tunnel snake egg.  WARNING - Since the N’eth quest is on a 
    time, rescue N’eth first, then get the Tunnel Snake egg.
    2e) There is an extra Tunnel Snake egg available.  You can purchase a 
    Tunnel Snake egg from Helan for two marks after she has given you an 
    ancient artifact.
    
    3) Flax - Fort Hold Fountain Yard - Go into the stalls, near the back 
    fence.  There’s a pile of Llama hair.  Pick the hair up and give it 
    to the three men standing just to the left of the doors to the main 
    courtyard, if you are facing the doors.  One of the men (Stephe) will 
    give you Flax in return from the Llama hair.
    4) Bottle of Rare Wine - Fisherman on Ista Beach will give you this at 
    daybreak on Ista Isle, Chapter 5, after you push his boat into the 
    water.
    5) Featherfern – On Ista Beach – Featherfern is the reddish herb that is 
    located at the right end of the semi-circular house.  It is in the 
    indentation in the rock near the three green herbs.
    6) Nettleweed - Prison - There’s some Nettleweed growing in your prison 
    cell.
    
    **** Answers to Emmara’s questions ****
    
          Emmara will ask you seven questions about Pern so she can finish 
    her tapestry.  She will start asking you questions when you talk to her 
    after getting you first Reputation level increase.  After that, she will 
    ask you questions about each new area you visit.  Note that there’s no 
    penalty for giving the wrong answer.  Emmara will just keep asking you 
    the question every time you talk to her, until you give her the correct 
    answer.
    
    1) Paraphrased question – “What creature lives in the Dark Caves under 
    Fort Weyr?” Answer – “Tunnel Snakes” Question asked in Chapter 2 
    after visiting the Dark Caves to rescue Jim. (Quest 1-7)
    2) Paraphrased question – “What is the dominant creature in the Ancient 
    Caves under Fort Hold?” Answer – “Wherries” Question asked in Chapter 
    3 after visiting the Ancient Caves. (Quest 2-15 )
    3) Paraphrased question – “Who served food at the food stall” Answer – 
    “Arrie” Question asked after visiting the Fort Hold Gather.
    4) Paraphrased question – “Do you have a citron fruit from Ista Island?” 
    Answer – Hand the citron fruit to Emmara. Question asked after you 
    got the citron fruit from the Ista Island Supplies store.
    5) Paraphrased question – “What is the favorite fish of the Ista Island 
    fisherman?” Answer – “Fingerfish” Question asked after visiting the 
    fisherman on Ista Island 
    6) Paraphrased question – “What features are there in the Ierne Temple?” 
    Answer – “Statues and fungi“ Question asked after visiting Ierne 
    Temple. 
    7) Paraphrased question – “How many statues where there at Ierne 
    Temple?” Answer – “Four” Question asked after visiting Ierne Temple. 
    
    **** Ancient Artifacts ****
          
          There are three different types of artifacts you can find in the 
    game.  The first three artifacts you give to Forn will upgrade your 
    knife.  The next three artifacts will upgrade your sword.  There are two 
    addition artifacts that, when given to Forn at the same time, will get 
    you the final fire-lizard egg.
    
    The first and most common artifact look like a black rectangle with 
    three wires (yellow, green, and red) coming out of the side.  There are 
    three of these artifacts (numbers 1, 2, and 3).  The second artifact 
    look like a white rectangle with two ‘L’ shaped black lines on it and a 
    black line on the bottom.  There are two of these artifacts (numbers 4 
    and 5).  The third artifact looks like some type of electronic meter.  
    There is one of these types of artifacts (number 6).  The final artifact 
    is a half of a disc.  There are two of these artifacts (numbers 7 and 
    8).  You will need both of these artifacts to get the reward from Forn.
    
    1) The Dark Caves - You have to move a rock to get to it.  The rock is 
    below the tunnel snake basket in the final room before you locate 
    Jim.  You will need a Strength level of at least TOUGH to move the 
    rock.
    2) Fort Weyr Bowl, above the Dark Caves - You have to move another rock 
    to get this one.  There is a ramp up to this rock just before the 
    bridge to the Dark Caves.  You will need a Strength level of at least 
    TOUGH to move the rock.
    3) The Metal Cave, in the Ancient Caves of Fort Hold - This artifact is 
    in the safe with the cure for Lamrat.
    4) In the courtyard of Harper Hall, there’s a door that has a bronze 
    lock.  You can open this lock with the key you get from Ralliss in 
    Fort Hold Grand Hall.
    5) Helan gives you an ancient artifact if you have the reputation level 
    of Dependable.
    6) In the library of Harper Hall, there is a secret passageway that 
    leads to the last weapon upgrade artifact.  You must complete Quest 2-20 
    to get the key needed to open this passageway.  To open this passageway, 
    you need to use the Ancient Key or the small, rusty key on the same 
    bookshelf that you found the key.  (Mianna calls the key the ANCIENT 
    KEY, but it is called the small, rusty key in your inventory.)
    7) In the top level of the Prison, there is one half of the disc on a 
    pedestal in a room blocked by a boulder.
    8) In the top level of the Prison, directly opposite the room that holds 
    artifact 7, there is a room blocked by a metal door.  If you use the 
    brooch you found from Belan, you can open this room.  There is one 
    half of the disc on a pedestal in this room.
    
    
    ****************
    **** QUESTS ****
    ****************
          
          I've listed all of the quest that I could find in the game.  The 
    quests are listed by the chapter in which they are given.  For each 
    question, I’ve included a description of the quest, a synopsis on how to 
    solve the quest, the rewards for completing the quest and the first 
    chapter that you can finish the quest.  Not all of the quests I've 
    listed are listed as quests in your journal.  There are some things that 
    you can do for rewards that are only mentioned in passing in the journal 
    or are not mentioned at all.
    
    **** Prologue Quests ****
    
    QUEST P-1: Oil Zenth 
          QUEST P-1 COMPLETED: in Prologue
          SOLUTION TO QUEST P-1: Use the oil and brush on Zenth.
          REWARD FOR QUEST P-1: A cut-scene and advancement to Chapter 1
    
    **** Chapter 1 Quests ****
    
    QUEST 1-1: Get your knife from K'tan
          QUEST 1-1 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-1: Talk to K'tan in his room.
          REWARD FOR QUEST 1-1: Knife Skill Awarded, Strength +40
    
    QUEST 1-2: Visit Lytah, S'lon, B'rak, K'tan, T'men, L'tul, F'ben, N'eth, 
    and V'hul.  Get each one of them to come to the meeting.  
          QUEST 1-2 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-2: Complete Quests 1-1 (K'tan), talk to Lytah, 
    finish Quest 1-10 (N'eth), talk to S'lon, finish Quest 1-11 (T'men and 
    B'rak), deliver ballad to complete Quest 1-8 (F'ben), and finish Quest 
    1-7 then talk to L’tul.
          REWARD FOR QUEST 1-2: A cut-scene and advancement to Chapter 2
    
    QUEST 1-3: Pick up your riding gear from Craftsmaster Dorn.
          QUEST 1-3 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-3: Talk to Craftsmaster Dorn located in Dorn's 
    Workshop on the Lower Levels.
          REWARD FOR QUEST 1-3: You will be able to travel to different 
    locations on Zenth in later chapters.
    
    QUEST 1-4: Find a cure for your hangover. 
          QUEST 1-4 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-4: Talk to Urik and get the Headache Cure.
          REWARD FOR QUEST 1-4: Health + 80%.
    
    QUEST 1-5: Find Lockenn's journal and return it to him   
          QUEST 1-5 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-5: Get Lockenn's journal from Lytah.  Return 
    journal to Lockenn.
          REWARD FOR QUEST 1-5: You very own journal.  Reputation +20
    
    QUEST 1-6: Find a pearl for Lytah.
          QUEST 1-6 COMPLETED: in Chapter 2 or 4 (Chapter 6 in the 
    walkthrough.)
          SOLUTION TO QUEST 1-6: Shoot oyster in the pond at Mastersmith 
    Hall or in the ocean at Ista beach to get a pearl.  There seems to be 
    only one oyster with a pearl in the game.  The oyster can be in either 
    Ista Beach or Mastersmith Hall.  Give pearl to Lytah.
          REWARD FOR QUEST 1-6: Reputation +30
    
    QUEST 1-7: Find Gillian's son Jim
          QUEST 1-7 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-7: Travel through the Dark Caves to find Jim 
    at the end.  Open another entrance to the Dark Caves by ramming the 
    mining cart into the wall.
          REWARD FOR QUEST 1-7: Reputation +50 plus an addition Reputation 
    +50 if you talk to Gillian in her room.
    
    QUEST 1-8: Deliver V'hul's ballad to F'ben.
          QUEST 1-8 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-8: Deliver the ballad to F'ben in his room.
          REWARD FOR QUEST 1-8: F'ben goes to the Weyr Meeting.  Knowledge 
    +10, Reputation +20 
    
    QUEST 1-9: Help Emmara finish her tapestry of Pern
          QUEST 1-9 COMPLETED: in Chapter 9
          SOLUTION TO QUEST 1-9: After visiting new places go back to Emmara 
    and give her whatever information she asks for.  The Quest is complete 
    when you give her the last piece of information she wants.
          REWARD FOR QUEST 1-9: Emmara becomes a Weyrwoman candidate. 
    Knowledge +50, Reputation +100 (part of Quest 1-16.)
    
    QUEST 1-10: Find out who N'eth insulted and apologize to him.
          QUEST 1-10 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-10: N'eth insulted Tom, the chef.  Apologize 
    to Tom for N'eth, then return to N'eth and tell him what happened.  
    N'eth will then apologize to Tom in person.
          REWARD FOR QUEST 1-10: N'eth will goes to the Weyr meeting.  
    Reputation +20, Knowledge +25
    
    QUEST 1-11: Stop T'men's and B'rak's game so they'll go to the Weyr 
    meeting.
          QUEST 1-11 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-11: Grab the dice when they are on the table.
          REWARD FOR QUEST 1-11: T'men and B'rak go to the meeting.
    
    QUEST 1-12: Investigate the ore shortage.
          QUEST 1-12 COMPLETED: in Chapter 9.
          SOLUTION TO QUEST 1-12: Take the key you get from Lamrat in 
    Chapter 8.  Use it on the door of the Masterminer Hall.  Read the three 
    notes in the building, including the one locked in the box.  Confront 
    Rom.
          REWARD FOR QUEST 1-12: You find out what happened to the ore.
    
    QUEST 1-13: Tom wants you to return his favor by doing something for 
    him.
          QUEST 1-13 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 1-13: Get the letter from Tom.  Deliver it to 
    his brother Jak in Fort Hold.
          REWARD FOR QUEST 1-13: Jak will let you heat the meat pies in his 
    oven, Reputation +30.
    
    QUEST 1-14: Get the ingredients for Roma's Hatching Ceremony meal.
          QUEST 1-4 COMPLETED: in Chapter 9.
          SOLUTION TO QUEST 1-14: The ingredients and their locations are 
    listed in the "Roma’s feast ingredients" section of the Lists.
          REWARD FOR QUEST 1-14: Knowledge +25, Reputation +60 (Total: 2945)
    
    QUEST 1-15: Get Ramalla, Kendrick daughter.  She is a potential 
    Weyrwoman Candidate.
          QUEST 1-15 COMPLETED: in Chapter 1
          SOLUTION TO QUEST 1-15: Talk to Kendrick in the Stores and the 
    Ramalla in Kendrick's house located in the Fort Weyr Bowl.
          REWARD FOR QUEST 1-15: Ramalla becomes your first potential 
    Weyrwoman (part of Quest 1-16.) Reputation +100, Knowledge + 50.
    
    QUEST 1-16: Find 10 Weyrwoman candidates.
          QUEST 1-16 COMPLETED: in Chapter 9
          SOLUTION TO QUEST 1-16: Complete Quest 1-15 (Ramalla), Quest 1-9 
    (Emmara), Quest 1-17 (Imogen), Quest 2-20 (Mianna), Quest 2-22 (Kilimi), 
    Quest 4-2 (Kiristi), Quest 4-6 (Roem), Quest 2-25 (Maria), Talk to 
    Janifer in Chapter 5, and release Gladril from her prison in Chapter 8.
          REWARD FOR QUEST 1-16: I don’t think you get anything special for 
    finding all of the 10 Weyrwoman in the PC version.
    
    QUEST 1-17: Collect 6 Trundle bugs for Jillan's daughter Imogen.
          QUEST 1-17 COMPLETED: in Chapter 9.
          SOLUTION TO QUEST 1-17: The Trundle bugs and their locations are 
    listed in the "Trundle bug locations" section of the Lists.
          REWARD FOR QUEST 1-17: Imogen because a potential Weyrwoman (part 
    of Quest 1-16.) Knowledge +50, Reputation +100
    
    QUEST 1-18: Move the lever on the Fort Weyr windmill.
          QUEST 1-18 COMPLETED: in Chapter 1, if you get Formidable strength 
    in this chapter.  Chapter 3, if you follow this walkthrough.
          SOLUTION TO QUEST 1-18: When you have formidable strength, pull 
    the lever on the windmill.
          REWARD FOR QUEST 1-18: 10 bug catching darts.
    
    **** Chapter 2 Quests ****
    
    QUEST 2-1: Give V'hul's note to Lamrat
          QUEST 2-1 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-1: Talk to Lamrat in Fort Hold.
          REWARD FOR QUEST 2-1: Knowledge +50
    
    QUEST 2-2: Get past Lamrat somehow to enter Fort Hold.
          QUEST 2-2 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-2: Learn the Stealth Skill from Natty, the 
    thief, and use the skill to sneak past Lamrat.
          REWARD FOR QUEST 2-2: Access to Fort Hold Hall.
    
    QUEST 2-3: Faran needs a new bracket and a new Herdbeast so he can fix 
    this cart.
          QUEST 2-3 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-3: Take the pottery wheel when the harpist, 
    Skjald, drives him away.  Get Klor in Mastersmith Hall to remove the 
    bracket for you.  Give the bracket back to Faran.  Also, you have to 
    complete Quest 2-8.
          REWARD FOR QUEST 2-3: Faran moves his cart out of the way so you 
    can visit Harper Hall.  Reputation +80
    
    QUEST 2-4: Keela wants to touch Zenth.
          QUEST 2-4 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-4: Agree to Keela's request.
          REWARD FOR QUEST 2-4: Keela gives you sweets. Reputation +15 
    
    QUEST 2-5: Deliver a tapestry to Salyn for Skarn and return to him when 
    you are done.
          QUEST 2-5 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-5: Give the tapestry to Salyn in Harper Hall.
          REWARD FOR QUEST 2-5: Skarn gives you a small tapestry. Reputation 
    +20
    
    QUEST 2-6: Capture the thief in the Fort Hold Gather.
          QUEST 2-6 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-6: Talk to Natty after he steals your knife 
    and talk to Arrie after you get the Stealth skill.  
          REWARD FOR QUEST 2-6: Map of Fort Hold, Reputation +15, Stealth 
    Skill.
    
    QUEST 2-7: Buy the mining bracelet from Derna.
          QUEST 2-7 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-7: Win Archery Contest and complete Quests 2-
    12, 2-13, and 2-14.  Each of these gives you one mark.  You need three 
    marks to buy the bracelet.
          REWARD FOR QUEST 2-7: Get the mining bracelet needed to enter the 
    Ancient Caves.
    
    QUEST 2-8: Harat wants a baby Tunnel Snake in exchange for a Herdbeast.
          QUEST 2-8 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-8: Get the Baby Tunnel Snake from Jim.  Jim 
    will give the Tunnel Snake to you if you give Jim some sweets (Quest 2-4 
    and a wooden top from Derna.
          REWARD FOR QUEST 2-8: Harat gives you a Herdbeast for Faran.
    
    QUEST 2-9: Find Daize's toy dragon, near the kitchens or storeroom of 
    Fort Hold.
          QUEST 2-9 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-9: The toy dragon is under the boxes near the 
    kitchen in Fort Hold Hall.  Return the dragon to Daize.
          REWARD FOR QUEST 2-9: Kastalla gives you carving of Fort Hold's 
    Harper.  Reputation +20
    
    QUEST 2-10: Stephe is looking for some Llama hair.
          QUEST 2-10 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-10: After you complete Quest 2-8, return to 
    the HerdBeast pen and pick up the Llama hair.  Give the hair to Stephe.
          REWARD FOR QUEST 2-10: Stephe gives you some Flax.  Knowledge +10
    
    QUEST 2-11: Return the pottery wheel to Joliad.
          QUEST 2-11 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-11: Return the wheel you took after Klor 
    removes the bracket.
          REWARD FOR QUEST 2-11: Reputation +20 
    
    QUEST 2-12: Uncover the statues for Larin.
          QUEST 2-12 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-12: Select each of the five covered statues in 
    Fort Hold Hall.
          REWARD FOR QUEST 2-12: Larin gives you one mark.  Reputation +15
    
    QUEST 2-13: Find Janeth's bag of nails.
          QUEST 2-13 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-13: Talk to Tolwin.  Tolwin will drop a bag of 
    nails.  Give those nails to Janeth.
          REWARD FOR QUEST 2-13: Janeth gives you one mark.  Reputation +15
    
    QUEST 2-14: Move the boxes from in front of the kitchen to where Tregard 
    is standing.
          QUEST 2-14 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-14: Select each of the boxes in front of the 
    kitchen and then talk to Tregard.
          REWARD FOR QUEST 2-14: Tregard gives you one mark. Reputation +15
    
    QUEST 2-15: Lamrat wants you to retrieve the disease's cure from the 
    Ancient Caves below Fort Hold.
          QUEST 2-15 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-15: Get the cure to the disease in the Ancient 
    Caves.  You will automatically give the cure to Lamrat upon exiting the 
    caves.
          REWARD FOR QUEST 2-15: Nothing except that warm, fuzzy feeling you 
    get from doing a good deed.
    
    QUEST 2-16: Find new sails for the Mastersmith Hall Miller and get 
    FORMIDABLE strength to move the lever.
          QUEST 2-16 COMPLETED: in Chapter 5
          SOLUTION TO QUEST 2-16: Show the Skarn’s second tapestry to Hela 
    in the Ista Tapestry Shop.  She will later give you some heavy canvas to 
    use for the new sails.  Talk to the miller to give him the sails and 
    pull the lever to start the windmill moving.
          REWARD FOR QUEST 2-16: The Bronze fire-lizard egg.
    
    QUEST 2-17: Find Guy's pickaxe.
          QUEST 2-17 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-17: Guy's pickaxe is just on a rock nearby.
          REWARD FOR QUEST 2-17: Guy gives you a sword.  Knowledge +25, 
    Reputation +15 
    
    QUEST 2-18: Find someone to teach you how to use your new sword.
          QUEST 2-18 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-18: Get the sword by completing Quest 2-17.  
    Talk to Manwor and agree to his proposition.
          REWARD FOR QUEST 2-18: Knowledge +50
    
    QUEST 2-19: Get the ballad of Moreta's Ride from Hered.
          QUEST 2-19 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-19: You never really complete this quest.  
    Once you summon Hered, you get a cut scene that effectively ends this 
    quest.
          REWARD FOR QUEST 2-19: Quest 2-19 becomes Quest 2-22.
    
    QUEST 2-20: Find whatever Mianna is looking for
          QUEST 2-20 COMPLETED: in Chapter 9
          SOLUTION TO QUEST 2-20: Complete Quest 2-21.  Take and read the 
    piece of paper from the secret chamber.  Search the bookshelf that is on 
    the right wall closest to the secret chamber, when facing the secret 
    chamber to find the ornate key.  Give the ornate key to Mianna.
          REWARD FOR QUEST 2-20: Mianna becomes a Weyrwoman candidate.  
    Knowledge +50, Reputation +100
    
    QUEST 2-21: Get in the secret chamber in the Harper Hall library.
          QUEST 2-21 COMPLETED: in Chapter 9
          SOLUTION TO QUEST 2-21: You need you a reputation level of HIGHLY 
    REGARDED.  Enter the Weyrleader’s private Reading Room and get the key 
    on the table.  Give the key to Lockenn in the Harper Hall Library.  
    Lockenn will then open the secret chamber.
          REWARD FOR QUEST 2-21: You get the map needed to find the key 
    Mianna is looking for.
    
    QUEST 2-22: Kilimi can't remember the second verse to the song she is 
    singing.
          QUEST 2-22 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-22: The ballad Kilimi is singing can be found 
    in both the Fort Weyr Library and hidden behind a rock seam in the 
    Ancient Caves.
          REWARD FOR QUEST 2-22: Kilimi becomes a Weyrwoman candidate.  
    Knowledge +75, Reputation +25
    
    QUEST 2-23: Summon Hered to Harper Hall.
          QUEST 2-23 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-23: Talk to Yallin the scribe to get the drum 
    pattern.  Talk to Step, playing the harp to get him to play the drums.
          REWARD FOR QUEST 2-23: Knowledge +50
    
    QUEST 2-24: Find Kurn.
          QUEST 2-24 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-24: Kurn is in the Harper Hall barracks.  When 
    Kurn rolls on his side, get the key from the bed.  Open the safe with 
    the key and get the flute.  Play the flute on Kurn and he will wake up 
    and go to his lesson.
          REWARD FOR QUEST 2-24: Reputation +15
    
    QUEST 2-25: Give Siral's pearl to Maria on Ista Island.  
          QUEST 2-25 COMPLETED: in Chapter 4
          SOLUTION TO QUEST 2-25: Enter the last house in Ista before the 
    Harper Drumming Platform and talk to Maria.
          REWARD FOR QUEST 2-25: Maria becomes a Weyrwoman candidate. 
    Knowledge +50, Reputation +100
    
    QUEST 2-26: Get some hot food for Healer Hall.
          QUEST 2-26 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-26: Get some food from Arrie to get the meat 
    pies.  Talk to Jak in the kitchen to heat the pies.  Give the heated 
    pies to Merrick in Healer Hall. 
          REWARD FOR QUEST 2-26: Get food for the sick in Healer Hall.  
    Knowledge +25, Reputation +50
    
    QUEST 2-27: Make Lord Gralt pay the traders the agreed amount even 
    though the traders lost most of their HerdBeasts.
          QUEST 2-27 COMPLETED: in Chapter 3
          SOLUTION TO QUEST 2-27: Talk to Lord Gralt, then talk to Manwor.
          REWARD FOR QUEST 2-27: Reputation +40
    
    QUEST 2-28: Take the ancient drum pattern to Tinossi.
          QUEST 2-28 COMPLETED: in Chapter 2
          SOLUTION TO QUEST 2-28: Give the drum pattern to Tinossi.  She 
    will tell you that she will give the pattern to Hered, but she won’t 
    tell you any more about the pattern.
          REWARD FOR QUEST 2-28: Reputation +30
    
    **** Chapter 3 Quests ****
    
    QUEST 3-1: Give Lamrat’s letter to V’hul. 
          QUEST 3- COMPLETED: in Chapter 3
          SOLUTION TO QUEST 3-1: Talk to V’hul after the meeting in the 
    Upper Levels.
          REWARD FOR QUEST 3-1: Reputation +25 (Total: 1155)
    
    QUEST 3-2: Find the cure and give it to Jazon.  
          QUEST 3-2 COMPLETED: in Chapter 5
          SOLUTION TO QUEST 3-2: Get the cure from Manwor and Faran.  
    Deliver the cure back to Jazon.
          REWARD FOR QUEST 3-2: Healing Skill Acquired.  Reputation +100
    
    **** Chapter 4 Quests ****
    
    QUEST 4-1: Find a place to sleep on Ista Island.  
          QUEST 4-1 COMPLETED: in Chapter 4
          SOLUTION TO QUEST 4-1: Complete Quest 4-8 and then use the bed.
          REWARD FOR QUEST 4-1: Solving this Quest will end Chapter 4.
    
    QUEST 4-2: Get a new headstone and the find inscription for Kiristi.  
          QUEST 4-2 COMPLETED: in Chapter 5
          SOLUTION TO QUEST 4-2: The inscription for the headstone is found 
    in the Fort Weyr Library under the “Gannell” scroll.  Talk to Guy in 
    Mastersmith Hall and he will make you a new headstone for 5 marks.
          REWARD FOR QUEST 4-2: Kiristi becomes a Weyrwoman Candidate.  
    Knowledge +50, Reputation +100
    
    QUEST 4-3: Find out where the diseased cattle come from.   
          QUEST 4-3 COMPLETED: in Chapter 6
          SOLUTION TO QUEST 4-3: Talk to the various townspeople to discover 
    the cattle come from Ista Beach, summon the Harper on Day 5, talk to the 
    men on the beach, enter the Smuggler’s Cove in Chapter 6 and board the 
    Clear Endeavor.
          REWARD FOR QUEST 4-3: You find the origin of the diseased cattle.
    
    QUEST 4-4: Find Keriil and Hellion 
          QUEST 4-4 COMPLETED: in Chapter 8
          SOLUTION TO QUEST 4-4: Both Hellion and Keriil are in the Prison 
    of Chapter 8.  They never appear back at their house in Ista, so you can 
    only free them from jail.  Completing Quest 8-1 and 8-3 will finish this 
    quest.
          REWARD FOR QUEST 4-4: You don’t get any additional reward above 
    that of completing Quest 8-1 and 8-3.
    
    QUEST 4-5: Find Joseph.
          QUEST 4-5 COMPLETED: in Chapter 8
          SOLUTION TO QUEST 4-5: Joseph is in a cell in the Prison of 
    Chapter 8.  Releasing him finishes the quest, since you can’t talk to 
    anyone in Ista about this.  Complete Quest 8-1 to free Joseph.
          REWARD FOR QUEST 4-5: You don’t get any additional reward other 
    than the standard prisoner release reward that is already included in 
    the Quest 8-1 reward listing. 
    
    QUEST 4-6: Find a cure Roem  
          QUEST 4-6 COMPLETED: in Chapter 5
          SOLUTION TO QUEST 4-6: Get the Healing Skill from Jazon after you 
    complete Quest 3-2.  Get the Sweatroot from the Ista Supplies Shop.  
    Talk to Roem’s father, then talk to Roem on a later visit.
          REWARD FOR QUEST 4-6: Roem becomes a Weyrwoman candidate.  
    Knowledge +50, Reputation +100
    
    QUEST 4-7: Find Holin and get him to pay his bill.  
          QUEST 4-7 COMPLETED: in Chapter 4
          SOLUTION TO QUEST 4-7: Beat up Holin and he will give you a 
    moneybag to pay Matrice.
          REWARD FOR QUEST 4-7: Matrice gives you a free room to sleep in.  
    Reputation +50
    
    QUEST 4-8: Restore Sorian’s reputation by exposing Holin.  
          QUEST 4-8 COMPLETED: in Chapter 4
          SOLUTION TO QUEST 4-8: Sneak up to Holin and grab his dice.  Show 
    the dice to Gamut in the Dawn Sisters.
          REWARD FOR QUEST 4-8: You get Holin’s loaded dice.  Knowledge +10, 
    Reputation +50
    
    **** Chapter 5 Quests ****
    
    QUEST 5-1: Get the cure from Manwor.   
          QUEST 5-1 COMPLETED: in Chapter
          SOLUTION TO QUEST 5-1: Talk to N’eth outside twice.  Once N’eth 
    enters the Dawn Sisters, go to Ista Beach.  When you return to the 
    Rising Star Inn, N’eth give you the cure.
          REWARD FOR QUEST 5-1: You have the cure, again.
    
    QUEST 5-2: Find a Harper drum 
          QUEST 5-2 COMPLETED: in Chapter 5
          SOLUTION TO QUEST 5-2: Talk to the sleeping men in the barracks to 
    find someone to fix the drum and provide a drum skin.
          REWARD FOR QUEST 5-2: You get a drum to summon the Ista Island 
    Harper.
    
    QUEST 5-3: Find N’eth
          QUEST 5-3 COMPLETED: in Chapter 6
          SOLUTION TO QUEST 5-3: Complete Quest 5-4 then complete Quest 6-1.
          REWARD FOR QUEST 5-3: N’eth is safe.
    
    QUEST 5-4: Find and enter the Smuggler’s Cove 
          QUEST 5-4 COMPLETED: in Chapter 5
          SOLUTION TO QUEST 5-4: Try to enter the Smuggler’s house across 
    from Sorian’s house.  Sorian will offer the help you sneak into the 
    house.  Enter the house and wait for Sorian to knock on the door.  While 
    Sorian’s distracting the men, steal the key from one of men.  Use the 
    key to open the trap door.
          REWARD FOR QUEST 5-4: Solving this Quest ends Chapter 5
    
    **** Chapter 6 Quests ****
    
    QUEST 6-1: Rescue N’eth. (This Quest is on a timer, so you can’t take 
    too long to rescue N’eth or he will die.)  
          QUEST 6-1 COMPLETED: in Chapter 6
          SOLUTION TO QUEST 6-1: Run through the Smuggler’s Cove and into 
    the building off of the dock.  At the bottom of the right hand tunnel is 
    N’eth.
          REWARD FOR QUEST 6-1: N’eth freed
    
    QUEST 6-2: Find V’hul and S’lon.   
          QUEST 6- COMPLETED: in Chapter 6
          SOLUTION TO QUEST 6-2: You’ll find S’lon in V’hul’s room.  Grab 
    the note on the table in V’hul’s room to finish this Quest.
          REWARD FOR QUEST 6-2: Our reward is being branded a traitor.
    
    QUEST 6-3: Find the three herbs required for the cure to the disease.
          QUEST 6-3 COMPLETED: in Chapter 9
          SOLUTION TO QUEST 6-3: You get the Silverthorn by completing Quest 
    7-1, the Roseleaf by completing Quest 7-2, and the Southern Star by 
    completing Quest 8-1.
          REWARD FOR QUEST 6-3: No reward other than that given by Quest 8-
    1.
    
    **** Chapter 7 Quests ****
    
    QUEST 7-1: Find the herb at the bottom of the volcano 
          QUEST 7-1 COMPLETED: in Chapter 7
          SOLUTION TO QUEST 7-1: Sneak past all of the felines or kill them 
    until you reach the herb at the bottom.
          REWARD FOR QUEST 7-1: Receive Silverthorn herb.  Reputation +40
    
    QUEST 7-2: Open the gate on the ground floor of the Ierne Temple
          QUEST 7-2 COMPLETED: in Chapter 7
          SOLUTION TO QUEST 7-2: Move all of the stone heads on the 
    triggers.  View the pattern on the floor upstairs.  Move the levers in 
    the four rooms.
          REWARD FOR QUEST 7-2: Roseleaf herb acquired.  
    
    **** Chapter 8 Quests ****
    
    QUEST 8-1: Help the prisoners to escape.   
          QUEST 8-1 COMPLETED: in Chapter 8
          SOLUTION TO QUEST 8-1: Explore the bottom level of the prison to 
    get the five keys to the five prison cells.
          REWARD FOR QUEST 8-1: You get a sprig of Southern Star. Reputation 
    +250
    
    QUEST 8-2: Escape from your prison cell.  
          QUEST 8-2 COMPLETED: in Chapter 8
          SOLUTION TO QUEST 8-2: Grab the bedpost and the chamber pot and 
    after a cut scene, you will be free.
          REWARD FOR QUEST 8-2: You’re free!
    
    QUEST 8-3: Find Hellion 
          QUEST 8-3 COMPLETED: in Chapter 8
          SOLUTION TO QUEST 8-3: Hellion is in the last room to the left.
          REWARD FOR QUEST 8-3: ? I’ve never gotten any credit for this 
    quest in the journal.  I get Knowledge +25 and Reputation +30 for what I 
    do complete.
    
    **** Chapter 9 Quests ****
          
          There are no new Quests given in Chapter 9.  All you do in this 
    chapter is finish the remaining Quests given in other chapters.  The 
    only thing close to a Quest given in this chapter is that V’Kai wants 
    you to talk to him after you get the Reputation Level of HIGHLY 
    REGARDED.
    
    **** Chapter 10 Quests ****
    
    QUEST 10-1: Find Rowarth 
          QUEST 10-1 COMPLETED: in Chapter 10
          SOLUTION TO QUEST 10-1: Rowarth is in the Dark Caves.
          REWARD FOR QUEST 10-1: Reputation +50
    
    QUEST 10-2: Gather four dragonriders and go to the Hatching Grounds.
          QUEST 10-2 COMPLETED: in Chapter 10
          SOLUTION TO QUEST 10-2: Talk to Lytah in the Library, B’rak in the 
    large area of the Middle Levels, T’men in the Gambling Room, and L’tul 
    in his bedroom.
          REWARD FOR QUEST 10-2: You get the final movie.
    
    **************************
    **** ACKNOWLEDGEMENTS ****
    **************************
    
    Dragonriders of Pern and Dragonriders: Chronicles of Pern are all 
    trademarks of Anne McCaffrey.  Thank you Anne McCaffrey for giving us 
    the world of Pern and its dragons.
    The game Dragonriders: Chronicles of Pern was developed and marketed by 
    Ubi Soft, Inc and its subsidiaries.  
    
          I want to give a special thank you to FunkyMushroom for giving me all 
    kinds of information for this walkthrough.  He gave me all Dreamcast 
    related information.  Thank you FunkyMushroom for pointing out that the 
    type of ancient artifact does not have any effect on the weapon upgrade 
    you will receive.  Thank for the numerous other pointers and information 
    you’ve given me!)
    
          I also want to give a special thank you to M. Holden for 
    discovering that you can control the camera on the PC.
    
          I got hints from reading several posts on the www.gamesfaq.com 
    message board.  I would thank the following people for pointing out a 
    few things that I didn’t catch on my passes through this game.  I hope 
    I’ve acknowledged all of the people whose posts help me. (I’m not 
    putting anyone’s full name in here unless they give me permission to use 
    it.)
    
    DexmanC (For many of posts.)
    ZeketheHairyDog (For many posts)
    Cileng (For help on confronting ROM)
    Iceburgh (For the prison / “0” (Ins) key bug)
    Fyrehawk (For a various posts)
    
    Thanks to all the people who told me where the brown and bronze fire-
    lizard eggs are located.  (The reddish looking lizard is the brown fire-
    lizard.  It’s the same color as the brown dragon in the final cut 
    scene.)  They are: (listed in the order I got the email.) 
    
    RubyDragonV
    Jaclyn
    Superferalalpha
    Linzi
    FunkyMushroom
    BEVILAJ
    Edana,
    Rosalie
    
    

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