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