NOTICE: The Quest for Glory series is now available at "Good Old Games", 
GOG.com!  If you want to experience this series, go there to buy it!

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               | S H A D O W S   O F   D A R K N E S S |
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An FAQ/Walkthrough by CyricZ
Version 1.2
E-mail: cyricz42 at yahoo.com
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Table of Contents

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

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1. INTRODUCTION
******************************************************************************

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

This is the fourth game in the five game series.  At the very climax of your 
previous adventure, you were snatched up by some weird teleportation spell.  
You and your character must find a way to survive in the dark land of Mordavia, 
and maybe try to help out at the same time.

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

******************************************************************************
2. THE STORY SO FAR
******************************************************************************

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

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

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

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

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

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

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

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

---

The Fighter

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

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

Starting Stats:

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

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

---

The Wizard

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

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

Starting Stats:

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

Spell Skills:

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

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

---

The Thief

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

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

Starting Stats:

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

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

---

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

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

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

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

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

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

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

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

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

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

---

The Paladin

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

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

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

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

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

---

Attributes (Basic Stuff) -

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

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

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

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

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

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

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

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

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

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

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

- Increase Communication by talking with people.

---

Skills (Specific Stuff) -

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

- Increase Weapon Use by attacking in combat.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

General Health Points -

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

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

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

---

Scores -

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

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

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

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

---

Older Spells (Spells in previous games):

"Open"
MP: 6 (although it says 2 in the Spell Menu)
Found: Wizards begin with it.
Description: Open is useful for unlocking simple locks and opening doors.  
 Use it when you want to hang back from the thing you open.

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

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

"Dazzle"
MP: 3
Found: Wizards begin with it.
Description: Dazzle creates a brilliant flash of light that will stun 
 anything for a small time while it pauses to rub its eyes.  This only works, 
 naturally, if the creature HAS eyes.  Having more skill in this spell will 
 cause monsters to be delayed for longer.

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

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

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

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

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

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

"Reversal"
MP: 8
Found: Wizards begin with it.
Description: Reversal will allow any spell cast at you to be reflected.  This 
 may not always be back at the caster.  It should be pointed out that this 
 only works where direct attacks are concerned, and any spell that has an 
 area effect will not be repelled by Reversal.

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

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

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

---

New Spells to this Game:

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

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

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

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

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

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

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

---

Paladin Abilities:

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

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

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

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

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

Surviving the Interface

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Mordavian Survival

Let's start with SAVE OFTEN!!!

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

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

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

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

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

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

Unfortunately, there is no potion to restore Stamina, so you'll have to rely 
on resting.  Also, your stamina steadily increases while in combat (call it 
an adrenaline surge), so sitting still while in combat will allow it 
regenerate.

---

Surviving Combat

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

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

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

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

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

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

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

Clicking the left or right mouse buttons on yourself is for defense.  You'll 
either dodge or parry, depending on which button, which monster, and which 
class you are.  Note that Fighters and Paladins CAN block certain projectile 
attacks with their Shield.

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

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

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

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

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

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

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

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

---

Surviving Financially

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

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

Renewable Resources:

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

Non-Renewable Resources:

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

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

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

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

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

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

Mordavia is divided into screens, much like Spielburg.

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

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

---

Points of Interest:

---

"TM" - Town of Mordavia

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

There are four screens to the town.

Southern Mordavia:
 This is where Erana's Staff resides.  After the Time of Darkness, the 
 Paladin Piotyr brought Erana's Staff here and placed it in the rock.  A 
 garden sprang up around it, and Erana's Protection filled the town, 
 preventing any of the dark creatures from attacking.  The town gate is to the 
 south of the Staff, and walking up left or up right will lead you to either 
 Western or Eastern Mordavia.

Western Mordavia:

- Burgomeister's Office: The Burgomeister keeps watch on the town from here.  
  His personal living quarters and the town's only jail cell are also here.

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

  Prices:
  Candy: 5 kopeks
  Rations: 50 kopeks
  Garlic: 25 kopeks
  Flask of Oil: 100 kopeks
  Shopping Bag: 50 kopeks
  Pie Pan: 250 kopeks
  Hand Broom: 350 kopeks
  
  Oh, and prices are non-negotiable.  Your bargaining is of no use, here.

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

Eastern Mordavia:

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

- Dr. Cranium's House: Dr. Cranium values his privacy, and he only allows the 
  most intelligent of people to enter his house and laboratory.  He has 
  designed his house to test those who wish to enter.  This place is the 
  apothecary, of sorts, in this game.  Once you give him the proper formulae, 
  you will be able to collect Healing and Poison Cure potions, once per day.

Northern Mordavia:

- Adventurers' Guild Hall: There are no adventurers left in Mordavia.  This is 
  an empty guild, but you can still gain some useful skills and information 
  here.  It is initially locked, but if you question the Burgomeister about it, 
  he'll give you the key.

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

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

---

"TG" - Town Gates

Once you leave the town gate, you'll come upon this screen.  While there's 
not all that much going on outside the gates of town, it is relatively safe, 
and you may meet someone here at night.

---

"CG" - Castle Gates

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

---

"CB" - Castle Borgov

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

---

"CY" - Cemetery

Apparently a hot tourist attraction, this is where many of the town's 
residents are put to their final rest.  The Crypt of the Borgovs also sits 
here.  Oddly enough, unlike some other cemeteries you have visited in the 
past, this place is actually quite safe for the most part, even at night, 
unless, of course, you go too far in disturbing the rest of the dead.

---

"GC" - Gypsy Camp

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

---

"L" - Leshy Bushes

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

---

"EG" - Erana's Garden

Another place of safety courtesy of your friendly neighborhood Archmage, 
Erana.  This one has a bit of an Asian theme to it.  Drinking the water in 
the pond can cure poison, and if you catch Fetch on the tree, you can take a 
Mana Fruit once a day.  You can also sleep here at night, but the 
management makes no guarantee that your dreams will be peaceful.

---

"LM" - Lake Mordavia

One of the few bodies of water not poisoned by the swamp, this lake is a 
lovely tourist spot.  Some have reported seeing a young woman swimming in the 
lake from time to time.  This lake also has picked up a rather foreboding 
nickname of "Lake of the Lost".

---

"EB" - Elderbury Bush

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

---

"BY" - Baba Yaga's Hut

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

---

"S" - Swamp Shore

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

---

"SS" - Squid Stone

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

---

"DC" - Dark One's Cave

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

---

"G" - Ghost

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

---

"W" - Wraith Barrow

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

---

"FF" - Fairy Fountain

At night, some have reported seeing an odd fountain just south of Erana's 
Garden, but it will only appear to those who are skilled in magic.

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

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

---

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

Narrator
 Yeah, he's not a real character, but he follows you everywhere, so I suppose 
 he's worth mentioning.  Take the time to enjoy his rich narrative and 
 occasional improv.
  VA: John Rhys-Davies (Yes, THE John Rhys-Davies.  Gimli himself.  Enjoy.)

---

Mordavian Townsfolk:

Dmitri Ivanov, aka the Burgomeister - (human male from Mordavia)
 A Burgomeister is a mayor/sheriff of his town.  Dmitri is a man with many 
 problems on his shoulders.  He's having a tough time running this town, and 
 there are times when he feels that all his efforts are for naught.  He's the 
 grandson of the Paladin, Piotyr.
  VA: Gregg Berger

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

Yuri Markarov, aka The Innkeeper - (human male from Mordavia)
 The Innkeeper of the Hotel Mordavia is a dour individual.  Life in Mordavia 
 has been rather harsh on him, but he doesn't let it interfere with his 
 business.
  VA: Stu Rosen

Bella Markarov - (human female from Mordavia)
 Bella used to be pretty (by the town's standards).  Apparently, losing her 
 only daughter took it out of her.  She runs the kitchen of the Inn and 
 supplies the meals.
  VA: Mitzie McCall

Tanya Markarov - (human female from Mordavia)
 A few years ago, Tanya was taken away in the night by a fearsome monster, 
 and no one knows what became of her.  Yuri and Bella assumes she is dead, 
 and the topic of their sweet eight-year-old daughter has become rather taboo 
 in town.
  VA: Russi Taylor

Hans - (human male from Mordavia)
 A farmer of pumpkins and corn, Hans hangs out at the inn at night with 
 his pals.
  VA: Jim Cummings

Franz - (human male from Mordavia)
 A farmer of garlic, Franz prides himself on his stink.  He also hangs out at 
 the Inn at night.
  VA: Jess Harnell (aka Wakko Warner)

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

Punny Bones - (Gnome male from Zurich)
 Poor Punny has no sense of humor.  He didn't always used to be this way, 
 until he said a bad joke about Baba Yaga near the wrong audience.
  VA: Hamilton Camp

Domovoi
 This is a spirit-type being that inhabits buildings and brings good luck.  
 There are two you'll meet in the game.  One you'll have to help, and the 
 other will help you in return.
  VA: Cam Clarke (aka Liquid Snake)

Nikolai - (human male from Mordavia)
 Not as old as he looks, Nikolai aged horribly after his wife disappeared in 
 the forest about fifteen years back.  He spends his days wandering around 
 town looking for her.
  VA: Cam Clarke

Anna - (human female from Mordavia)
 Nikolai's wife went out into the forest to pick berries and never came back.  
 It is said her ghost haunts the forest to this day.
  VA: Cathianne Blore

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

Igor - (human male from Mordavia)
 He's the kind of guy you bring home to mother, if mother's also a hunchback.  
 Igor's the resident gravedigger, and he also helps out at Dr. Cranium's lab.  
 He's a pretty nice guy, though.  Just beware of his grave sense of humor.
  VA: Jeff Bennett

Lorre Petrovich, aka The Chief - (human male from Mordavia)
 The Chief has had to deal with rough times.  The Mordavian Thieves' Guild was 
 once famous as a training ground for prospective thieves, but the 
 encroachment of the swamp has caused a slowdown of business.  And, then 
 there's the problem of the Chief's "condition".
  VA: Hamilton Camp

---

Valley Residents:

Katrina - (human female from Mordavia)
 A young and rather fetching peasant girl, Katrina is the first human being 
 you meet in this godforsaken land.  She lives and works in the castle, and it 
 seems she has a thing for you.
  VA: Jennifer Hale (in her FIRST video game role ever, launching a career 
   that has now spanned over a hundred video games)

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

Gypsy Davy - (nomadic human male)
 Davy's one of the lead men in the Gypsy Camp northeast of town.  He's not 
 all that approachable early on, but he's an okay guy when he wants to be.
  VA: Cam Clarke

Magda - (nomadic human female)
 The leader of the gypsy tribe, Magda is also a fortuneteller.  She'll impart 
 some valuable knowledge to you, and will impress you by telling you things 
 you already know.
  VA: Joannie Gerber (for most of her lines)

Leshy
 The Leshy is a mischievous forest sprite.  He's known to play tricks on 
 people, but he knows much about the forest, being rather nosy as well.
  VA: Bill Farmer

Rusalka - (Undead)
 A Rusalka is a spirit of a drowned, unmarried woman.  Rather specific as far 
 as undeads go.  She entices any men who wander nearby to their watery deaths.  
 She's also really nude.  Unfortunately, to keep this game okay for the kids, 
 she's got really long hair.
  VA: Diane Pershing

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

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

Tatiana, Queen of the Faery Folk - (Faery Folk female from parts unknown)
 Tatiana and her entourage came to this valley to retrieve the Staff of 
 Erana.  Since Erana is half-Faery Folk, Tatiana believes that the Staff is 
 rightfully hers.  Unfortunately, releasing it can get pretty messy, so she 
 needs a sucker to help her.  Guess who that sucker is.
  VA: Susan Silo

Toby - (unknown monster male)
 Toby is a monster living in the castle.  He's something of a Wookiee, I 
 suppose.  He's really a nice guy, but he looks pretty darn spooky, and is 
 quite protective of his ward.

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

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

The Dark Master - (???)
 The cause of all the recent woe in Mordavia, The Dark Master came to the 
 valley not long after the last Borgov disappeared.  Mordavia had its share of 
 problems before, but the Dark Master now makes the townsfolk afraid of their 
 own shadows.
  VA: ???

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

Erana - (half Faery Folk female from parts unknown)
 Legend has it that Erana sacrificed her life to prevent the summoning of 
 Avoozl.  She still has a strong influence on the valley, and much of what 
 you will do in this quest revolves around her.
  VA: Diane Pershing

---

Guest Stars:

Erasmus - (human male from Zauberberg)
 Your old buddy Erasmus isn't in the valley, but he'll provide a hand 
 whenever he can.
  VA: Neil Ross

Fenris - (familiar)
 Fenris never strays from Erasmus' side, and always provides the comedy 
 relief for the Erasmus/Fenris duo.
  VA: Susan Silo

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

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

---

Random Monsters

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

Vorpal Bunny - 
 Time: Day
 Difficulty: 1
 These rabbits are a tip of the hat to the horrendous creature featured in 
 Monty Python and the Holy Grail.  Fortunately, these lepuses are far less 
 fierce, but no less frightening in appearance.  If you lose against one of 
 these guys, you're either very weak or very thick.  Standard strategy is 
 waiting for it to get close and just hack it to death.  It may jump to dodge 
 your blow, but just keep attacking.  They're pretty short, so any spells will 
 sail right over them.

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

Badders - 
 Time: Night, Event
 Difficulty: 5
 These odd creatures (supposedly) resemble a cross between a bat and a 
 spider.  They fly in groups and you have to attack them one at a time as 
 they swoop down on you.  They have poison in their bite, but it's a very 
 light poison, and will fade after about a minute of game time.  What makes 
 these guys moderately difficult is just hitting them.  I suggest standing 
 still, waiting for them to come to you, then taking a slash as they dive.  
 Spells will cruise under the pack and miss, so don't use those.

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

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

Necrotaur -
 Time: Anytime, Event
 Difficulty: 10
 One of the most difficult foes in the game, and they appear at all times of 
 the day.  The Necrotaur hits very hard and charges really fast.  If you 
 repeatedly hit them with magic or daggers, you can keep them at bay.  If 
 that's not an option, then try a strike just as they charge, but be warned 
 that the timing for that is insanely difficult.  Consider yourself extremely 
 lucky if you make it out of a Necrotaur fight unscathed.
 
---

Semi-unique Monsters

Wraith - 
 Difficulty: 9
 There are only a few Wraiths in the game.  Most can be found at night in 
 barrows placed around the forest that only appear when the moon rises.  When 
 they arise from their barrows, they'll use some serious undead coldness to 
 suck the life right out of you.  Get close as fast as possible.  The Wraith 
 will continue to suck life out of you in combat unless you have some kind of 
 protection, like the Aura Spell or the Undead Amulet.  While fighting, your 
 objective is to keep dodging and get close so you can repeatedly hack and 
 kill the Wraith.  Ice spells will not affect it.

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

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

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

---

Combat Items

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

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

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

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

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

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

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

---

Thief Tools and Thief-Related Items

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

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

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

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

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

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

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

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

---

Store Items

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

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

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

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

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

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

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

---

Simple Purpose Items

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

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

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

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

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

---

Flask Items

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

Flask of Water
Found (filled): In any little brook or stream
Description: Keeps your thirst down.  Also serves as a substitution for a 
 Rehydration Solution in a pinch.  Note that the poison-curing water from 
 Erana's Peace will not hold its properties if you put it in a flask.

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

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

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

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

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

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

---

Dark One Rituals

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

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

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

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

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

---

Other Quest Items

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Stake
Found: Castle Borgov Dungeon
Description: See Hammer

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

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

All points for deeds are added in parentheses.

---

Welcome to Mordavia

You'll being your adventure in a rather freaky cave, half made out of bones, 
with no idea how you got there or where your stuff is.  The bones serve as 
your platforms for walking around on.  That odd-looking door thing on the back 
wall is your exit, but you can't get out yet.  First thing to do is look around 
certain points of the room.  Specifically, see if you can spot some human-
shaped skeletons.  Search one of them (2) by clicking the Hand on it.  It's 
also possible, if you walk around long enough, that you'll trip over one and 
get the items on its body anyway.  On one skeleton you'll find a dagger and 
some coins.  On another you'll find a piece of flint and coins, and on the 
third you'll just find coins.  Now, turn your attention to the nearby altar.  
It's that head-shaped thing on the right.  Use the hand on the torch to the 
right of the altar to grab it.  Now, go into your inventory (the chest at the 
top screen panel).  Click on the flint to grab it, then click the flint on 
the unlit torch to light it (6).  Now that you can see more than your hand in 
front of your face, make your way to the door in the back of the room, and use 
your hand on it to open it.

In this next room, note the lower right corner of the room.  Take the sword 
and shield lying there.  You'll note that the sword is in poor condition, but 
it's better than trying to fight with a dagger.  Head south towards the exit 
and you'll be assaulted by a small group of Badders.  Fighting is more 
completely described in the Combat section (Section 3E), but for now, simply 
right-click anywhere in the battle besides yourself and you should swing at 
the Badders.  Don't worry if they poison you.  It will wear off quickly.  
With the Badders defeated (2), you can now leave by the south.

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

As you leave the cave, the mouth will slam shut behind you (as if it were an 
actual mouth).  As you hop across the lake of goo towards the far left side, 
you'll meet a rather attractive peasant girl.  She'll introduce herself as 
Katrina.  She tells you that you're in Mordavia, and that the town is due 
north.  She'll then walk off before you get a chance to question her.  Before 
leaving this area, take a look at the arch.  There are several symbols on it, 
and one close to you that appears raised.  Click the Hand on it to take this 
Dark One Sign (6).  You may now leave to the west.

This next area is even more hideous, covered in a green slippery goo.  Walk 
to the west down the path and you'll automatically slide to the bottom.  In 
addition to the rather obvious standing stone, take note of that bonsai bush 
in the lower right corner.  You can't do anything with either at the moment, 
so let's continue west.

This place gets better by the minute as you find yourself at the shore of a 
dark fetid swamp with grasping arms reaching out of it.  Ignore them and head 
north and you'll *finally* reach some real forest.  Continue straight north 
until you hit the forest edge, then head east and you'll see the town gate in 
the distance.  Enter the town.

---

Man About Town

As you enter the town, take note of the staff in the monument.  This is the 
Staff of Erana, and it protects this town from monsters.  You can't do 
anything with the Staff at the moment, but it will naturally become important 
later.  Head north on the left side of the stone and you'll come to the first 
street in Mordavia, where you'll meet the town's Burgomeister.  He's 
understandably quite suspicious about your arrival and is rather evasive 
regarding your questions.  You can chat with him both through the window and 
can also go inside his office for a different conversation tree.  If you ask 
him about the Adventurer's Guild, he'll give you a key to unlock it.

Just to the left of the Burgomeister's Office is the General Store.  Go 
inside and you can speak to Olga, the town's resident gossip depository.  
While she keeps her ears open about rumors, I wouldn't rely on their veracity.  
That said, she is your main source of shopping in this land, so click your 
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the 
shopping screen.  To shop, click on the item, then click on "Buy".  If you 
buy nothing else, I'd buy about ten Food Rations right now.  If you want to 
buy everything you'll need for your adventure right now, then you can also 
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, and some Candy.

To the left of the General Store is the Hotel Mordavia.  As soon as you walk 
in, the Innkeeper will explain the rates, and you'll pay automatically for 
your room and board.  He'll give you the key to your room.  Question the 
Innkeeper as well as the three farmers seated nearby.  Make sure you listen 
well to the farmers' dialogue, because it's quite hilarious.  If you wish to 
check out your room, do so.  The room has a bed where you can rest for the 
night as well a chest you can use to store things, although certain items the 
game will not let you store.

You can now leave the inn, and head left along the street and under the arch 
to the back towards the north part of town.  There are three things to notice 
in this area.  First is that large monastery that takes up much of the screen.  
Second is the hunchbacked fellow merrily chipping away at a gravestone on the 
left.  Third is the dilapidated building that the hunchback is sitting in 
front of.  You can question Igor here if you wish.  More importantly, use the 
key that the Burgomeister gave you to unlock the door to the building on the 
left, and enter the Adventurer's Guild (6).

The first thing to do in the Guild is sign the logbook on the back wall, as one 
should do when entering any Adventurer's Guild (2).  Next, head over to the 
bookshelf and read all the books stored there.  In particular, you'll want 
to read the book on Climbing (2), which will automatically give you 100 points 
in the Climbing skill.  This is a skill you will definitely need in this game, 
so be sure to practice it and get it up to a respectable level.  Best way to 
practice is go out into the forest and click the Hand on trees.

Also, while you're here, take the Rope and Grapnel on the floor (2).  This 
will be quite a climbing aid in the game.  You can use it on the hook on the 
ceiling to practice, but it's much faster to grind this skill through tree 
climbing.  Next, turn your attention to the case on the wall.  If you have 
enough Strength, you can smash or force it open and you'll be able to take the 
Fine Sword, which is a much better blade than the one you picked up in the 
cave.  Finally, you can use the exercise machine on the left to build up your 
leg strength (2).  In addition to your Strength numbers increasing, this will 
also be put to good use in a quest later.  You can only exercise so much in 
one day, and you'll be informed if you won't be allowed to continue, 
regardless of your current stamina.  Once that happens, add weight the next 
day and continue, until you're out of weights.

---

The Doctor and the Monastery

Leave the Guild, and head to the east under the arch.  You'll reach the 
eastern part of Mordavia and you'll notice old man Nikolai wandering around.  
Although you can question him, you won't get much besides the fact that he's 
searching for his Anna.  Now, turn your attention to Dr. Cranium's office on 
the right side of the screen.  You'll have to demonstrate your smarts to 
enter his laboratory.  Begin by clicking the Hand on the door or the bell 
rope.  Match the sequence of bells that come up to enter (6).

Inside is the anteroom of his laboratory.  You may notice some simliarities 
with another old Sierra series.  There are three doors in this area and a 
weird device in the center.  Start by opening the door on the right.  You'll 
get properly Antwerped, and the little bouncing babies will hop around the 
room.  You'll need to capture one of these Antwerps.  To do so, click the Hand 
on the T.R.A.P. device in the center of the room.  The T.R.A.P. will ask you 
a series of yes/no questions, and you need to provide answers that whittle 
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing 
Matilda).  Once you identify the baby Antwerp (2), the device will ask you 
for avocado.  If you've bought Food Rations from Olga, click one of them on 
the device.  It will start working and shortly capture one of the babies (2).  
While you're here, click the Hand on the trap again to identify another 
animal.  The animal you want is a "hexapod".  It has six legs, resembles a 
squid, and you should remind it that eating Heroes does NOT sound good to you.  
While there are no hexapods in the area, the T.R.A.P. will inform you that 
hexapods do like garlic (2), so log that info away for later.

Now, back to the Antwerp.  Open the door on the left and you'll place the 
Antwerp inside the "Key Maze".  The puzzle here is to rotate the maze so that 
the baby bounces towards the key, and then out the exit at the edge of the 
maze.  Try to avoid the holes as you rotate, or else the Antwerp will be sent 
back to the beginning.  Once you get the key (6), you can now go to the back 
door.  The lock on this door is another puzzle.  You need to switch the panels 
to create the picture of a keyhole.  It's not particularly difficult, but the 
edge pieces may cause you some trouble.  Be sure to match colors of the 
background keys.  You'll know you're done when the grid lines of the puzzle 
vanish.  With that done, click on the chest in the upper right corner of the 
puzzle window, and use the key you take on the lock to open the door to Dr. 
Cranium's private lab (6).

Inside the lab, you will be allowed to question the good doctor.  He's a 
rather long-winded type, but the point of talking to him is to ask him 
about Science, and then ask him about Healing Potions and Poison Cures.  When 
you ask him about each of these, he'll mention having forgotten the formula.  
This is another puzzle, but it requires your game manual (it was a form of 
copy protection).  If you bought the QfG Anthology or bought the game from 
GOG.com, you should have manual files in the game files.  Honestly, if you 
don't have either, or can't be bothered to look for them, I have a list at the 
bottom of this guide in the FAQ section.  Use that.  Anyway, give him the 
formula for each of the potions and he'll give you one of each (2, 2).  You 
can now return to him once a day to get another of each potion.  Also, you 
can ask the Doctor at any time for an Empty Flask and he'll give you one free 
of charge.

There's one more thing to do with Dr. Cranium, and it won't become important 
until a bit later, but on Day 3 (or the third day you visit him), he'll bring 
up the idea of Rehydration Solution.  Ask him about it and you'll have to 
input one more formula from your manual (2).  He won't give you the solution, 
though, until you go down to the Squid Stone area (the area with the slippery 
path) and get him some Grue Goo from there, so be sure to bring an empty 
flask next time you visit that neck of the woods and pick up some Goo (6).

Well, that takes care of much of the logistics in town, so let's have some 
danger.  Head back to the north part of the town with the monastery.  The door 
is locked and guarded by that enchanted stone hectapus, but you can enter via 
two ways.  One is to climb through the window, although I doubt your skill 
is high enough to do so.  The other is to simply use the Dark One Sign on the 
door (6).  The inside of the monastery contains a few points of interest.  
First, you can smash open the glass cabinet to the left to get a free Healing 
Potion.  Second, note the fireplace, and that thing above it.  That's a 
hexapod.  Remember when we ID'd the hexapod at Dr. Cranium's?  Give him 
Garlic if you're carrying any so he won't bother you if you get close.  Now, 
click the Hand on the right side of the fireplace to open the rather obvious 
secret passage to the basement (6).

The basement is quite a bit more interesting than the main floor.  You'll want 
to stay away from the book and the far left wall, but note the letters 
written there.  The roll-top desk in the lower right is important.  Force it 
open and you'll be poisoned, so be ready with an antidote (there's no safe way 
to open it with your class).  Rifle through the desk and you'll learn about 
Amon Tillado, the Mad Monk, and the location of the Dark One Rituals:

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

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

Note that the monastery was mentioned in those notes, regarding the Blood 
Ritual, and that you have to seek dark visions.  Click the Hand on the "Cask 
of Amon Tillado" (groan) and you'll pass out.  After witnessing a vision of 
the Dark One rising, you'll find a scroll forming from the droplets.  You now 
have the Blood Ritual.  Don't worry, that was the only easy ritual to get.

There's one last thing to do in the monastery, but it's part of another quest, 
so I'll bring it up there.  Suffice to say you'll be back here.

Once you finish all quest-related tasks in the monastery, you can let your 
inner pyro unleash and set fire to this evil building.  Take the Torch and 
click it on the rug, curtains, or the book in the basement and you'll burn 
the insides up.  While this doesn't get you any Puzzle Points, you will get 
Honor for it, and the townspeople will comment on it.  Fortunately, the game 
will stop you if there's something left to do inside, so don't worry about 
getting yourself stuck over a little barbecue.

---

Scenic Mordavia

First of all, let's get down to the main brass tacks of the Fighter class: 
killing anything that moves.  Like past Quest for Glory games, you get points 
for each different monster you kill:

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

Check out the Monsters section for tips on fighting them.  I didn't include 
Badder in this list because you killed some back in the cave, so you'll 
already have those points.  Also, although I included Wraiths, I'd suggest 
against fighting them immediately.  Their life-sucking abilities are going to 
grate on you until you get some protection, and that comes later.

There's much to do in the valley, so let's take things in a direction that 
spreads out from the town.  Let's begin at the town gate.  You'll see some 
pumpkins and corn to the right.  Take an ear of Corn for later.  Click the 
Hand on the stump on the left side of the screen and you'll find a few 
Crowns someone left there.  Lastly, after a few days, come to the gates at 
night and you may run into Katrina.  If you show up wounded, she'll give 
you a Healing Potion.  You can flirt with her for a bit before she has to 
leave, but there's not much to be gained from these little talks.  She may 
even leave a note in your room to see her.  After a couple of meetings, 
she'll ask to meet you by the castle gates.  Meet her there and you'll see 
what she looks like without her scarf.  Despite her suggestions and vague 
talk about how she needs your help with something, not much will come of 
these meetings, so they're not necessary.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  Note that he and Olga the Shopkeeper have the same last name.  
Tell Olga about Boris and she'll get all snippy about her estranged husband.  
Play messenger as you go back to Boris and tell him about Olga, and continue 
bouncing back and forth until the two agree to get back together.  You get no 
Puzzle Points for this, but you do get Honor.

Next, let's go to the Cemetery.  From the town gates, head south two screens, 
east two screens, and then north one.  If you get lost, look at the map I 
put in Section 4A or just click the Eye around and you'll get a general idea 
of where you are and what you're near.  As for the Cemetery itself, there 
isn't much to do there besides read the gravestones and sometimes meet Igor 
here, busy at work.

In the far northeastern corner of the forest is the Gypsy Camp.  For now, 
it's off-limits, but make sure you note its location.

One screen south and one screen east from the Cemetery is a cluster of bushes 
notable by its whimsical soundtrack.  This is where the Leshy, the forest 
spirit, hangs out.  To speak to him (or be spoken to by him), you may have to 
click on several giggling bushes.  Once you're asked a riddle, click the 
Mouth on yourself to respond.  You cannot answer a riddle correctly until your 
character has the knowledge, so don't think you'll be able to just type in 
the answer.  Here are the series of riddles, shortened to avoid silly rhymes:

- Q: Who am I?
- A: "Leshy" (2)
- Found in Hero's Magazine in Adventurer's Guild.

- Q: Save a plant from goo.
- A: "Bush" (2)
- You must have the bush in your possession, which I describe below the 
 riddles.  Once you answer this one, he'll tell you to plant it.  Put it in 
 Erana's Garden and come back to get the next riddle.

- Q: Who's in the lake?
- A: "Rusalka" (2)
- You must have visited her at least once.

- Q: Who hides behind "trick sticks"?
- A: "Baba Yaga" (2)
- You must have visited her or spoken to Punny Bones about her.

- Q: A berry bush with attitude?
- A: "Elderbury Bush" (2)
- You must finish Baba Yaga's quest of making her a pie.

- Q: Who has the Heart Ritual?
- A: "Wraith" (2)
- You must have collected the Heart Ritual.

Now, getting the bush for the Leshy in that second riddle is its own small 
quest.  Go to the far southwest back to the Squid Stone area.  You should be 
able to see the little bonsai bush in the far right corner, in a small puddle 
of goo behind some rocks.  Throw some rocks at the pile to break them (if you 
need rocks, go back to the forest and click the Hand on the ground).  Once the 
pile breaks, the bush should slide down the gooey slide right to you.  Take 
the bush (15).  Now that you have the Bush, go back to answer the Leshy's 
riddle, then go to Erana's Garden and plant it (6).

NOTE ABOUT BUG: In some versions, throwing those rocks will cause game to bug 
up a bit and you'll slide around without walking animations.  To fix this, 
grab some goo in a flask.

While we're on the subject of Erana's Garden, it's directly south of the 
Leshy's clearing, but you have to walk all the way around and enter from the 
south.  This is a safe place to spend the night, and you'll get some weird 
dreams thrown in at no charge.  The water in the pond will cure poison if you 
drink it directly, and there is a hoard of thirty Crowns in the leftmost 
lantern.

Next on the exploration parade is Lake Mordavia, also known as the Lake of 
the Lost.  From the town gates, head south until you hit a wall, then go 
west until you hit a wall, then go south one screen.  There's a lot to see at 
this lake.  Soooo much to see.  This is the Rusalka, and I'm sure you're too 
smart to fall for her charms and get dragged underwater.  Your goal here is to 
show her kindness, and do so by giving her Flowers or Candy (6).  From this 
point on, you'll be able to question her about the lake and the swamp that 
borders it.  Unfortunately, your class cannot help her any further.

While there are other things you can do right now in the forest, most of them 
are related to major quests, so we'll get to them when we get to them.

---

The Gypsy and the Hunchback

On the morning of Day 4 or 5, head to the front of the Burgomeister's office 
and you'll see the three farmers that usually hang out in the Inn at night.  
Ask them all what's going on and they'll tell you that Igor is missing and 
that they found a gypsy.  Actually, wait, no.  They tell you that the gypsy 
they caught is a Werewolf and he ate Igor.  It's a little confusing as to what 
the facts are in this investigation.  You may question the farmers, the 
Burgomeister, and the gypsy himself, but you'll get very little help, so the 
majority of the investigation has to be done on your own.

To solve this mystery, visit Igor's normal haunts.  He's not at his usual 
hangout, and Dr. Cranium will make no mention of him.  That leaves the 
cemetery.  As soon as you reach it, you'll see a headstone tipped over on an 
open grave and hear horrible moaning coming from underneath.  It can't be 
that simple, can it?  You bet it can!  Click the Hand on the headstone to 
lift it up and Igor will hop on out (15).  He'll give you due thanks and head 
on back to town.  At this point, the gypsy will immediately be freed.

Later that day, or the next day, as you exit town, the gypsy will approach 
you in the town gate area.  He'll invite you to their camp, so head up to 
the northeast corner of the forest to find their wagons (2).  Davy will 
introduce to Magda, the leader of their pack and fortuneteller.  Give her a 
Crown (2), and she will perform a Tarot reading.  You can get up to four 
readings, no more than one per day.  These readings first focus on you (King 
of Swords), then on three other people in your life who may be important (King 
of Coins, Queen of Swords, Queen of Cups).  You can also learn quite a bit 
about the meanings of Tarot cards (and these are actual interpretations of the 
cards).  Educational!

You get one more thing from Magda: the Undead Amulet.  This will allow you to 
engage in combat with Wraiths without having your health steadily draining, 
but it's only effective while in actual combat.  You may now run around the 
forest at night and go on a Wraith-killing rampage.  The barrows each have a 
fair amount of treasure in them.  You can check the map in Section 4A to learn 
where, or just work from this list:

1) Four screens south of the Town Gates.
2) From the Leshy bushes, two screens west.
3) From the Leshy bushes, three screens north.
4) From the Leshy bushes, two screens east.
5) From Erana's Garden, one screen west and three screens south.

The fifth one is a tougher variety than the rest, but the reward is worth 
it.  You get a TON of money, a Battle Axe, and the Dark One's Heart Ritual 
from its barrow (15).

---

The Way to Baba Yaga's Heart

On the evening of Day 3 (yes, we're going back in time, these quests overlap 
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit 
performing his... "comedy" act.  Speak to Punny Bones and he'll tell you he's 
staying at the room at the end of the upstairs landing.  Go up to his room on 
any future day and question him.  He'll tell you that he was cursed to get a 
0-point skill in Jokes by the mistress of curses herself, Baba Yaga.  While 
you're here, take the Rubber Chicken (2) on his bed.  You'll need it for this 
quest.

So, Baba Yaga's in Mordavia, eh?  Few people will actually tell you where her 
hut is, so I'll tell you it's in the southeastern corner of the forest.  
From Erana's Garden, go one screen south, all the way east, then all the way 
south to a dead end of the forest.  If you look at the bushes to the west, 
you'll be told they seem to have been planted deliberately.  You'll need a 
magic phrase to get past these, and there are two places to get it.  One way is 
to answer the Leshy's riddles.  In one of them, he'll mention the magic 
phrase.  The other way is to visit the gypsies repeatedly.  At one point, 
Davy will tell you that he heard someone say the magic phrase, which is 
"Bushes, hear!  Disappear!"  In the southeastern dead-end of the forest, click 
the Mouth on the bush, and "Say Magic Phrase".  The bushes will vanish, and 
you'll be able to proceed west towards a familiar sight (6).

Walk up to the skulls and the lead skull will threaten you, and then almost 
immediately recognize you.  Bonehead is the skull that you gave a glowing 
gem to way back in Spielburg, and just like then, he won't let you buy until 
you bargain with him.  Click the Mouth on yourself and "Tell About Gnome" and 
he'll mention wanting something to keep the sun out of his eyes.

Now, pay attention, because coming up is one of those classic Sierra "there 
had to have been an easier way to do this" quests.  Wait until night in the 
forest, then go two screens west of Erana's Garden.  You'll see a ghostly 
apparition floating in the clearing.  Talk to her and she'll ask you to help 
her get home.  You can question her or tell her whatever you want, but there's 
not much point to it.  Leave the screen and return and you'll speak to her 
again, but not make any progress.  Leave and return a third time.  This time, 
she'll became agitated as to why she can't follow you.  Tell her she's a 
Ghost (6).  Leave and return a fourth time and she'll have remembered 
everything.  Ask her Name and you'll learn that this is Nikolai's lost wife, 
Anna.  Return to Nikolai in the east part of town and tell him about Anna.  
He'll wander off to find her.  As you can imagine, he won't last long.  Go out 
to Anna's clearing at night again to find the two reunited (6).  Leave and 
return one last time and two will thank you, and ask if there's any way they 
can return the favor.  Ask them about whatever you want, but what you really 
need is Nikolai's Hat (2).  That's right, you needed to kill an old man to 
get a hat for Bonehead.  I suppose you can get some solace that the two are 
happy in death.

So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the 
hat on Bonehead (6).  He'll turn off the laser skulls and you can walk up to 
the hut, which will walk away, as it apparently doesn't like you.  If you 
haven't yet, return to the Town Gates to pick up some corn, then place it 
on the ground in front of the hut (6).  It'll squat, and you can head inside.

As you enter the hut, Baba Yaga will quickly spring a trap on you and once 
again contemplate on how delicious Hero Sandwiches are.  As soon as you gain 
control, Tell her about the Gnome, and, after some finagling, she'll agree 
to help you if you make her a delicious Elderbury Pie.  Once you sends you 
back outside, talk to Bonehead and he'll tell you about what you need to make 
it:

Pie Pan - Easily done.  Go to the General Store and pick one up for 250 kopeks.
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the 
 green goop.
Bonemeal - You'll need a Bone for this.  There are a couple of places to get 
 them.  A couple of the Wraith barrows have bones in them, but a sure-fire 
 means is to go to the northwestern of the two swamp shore screens in the 
 southwest.  That screen has a skeleton in it, and you can grab a Bone from 
 there.  Now, head back to Baba Yaga's, place the Bone in the mortar, then 
 click the Hand on the mortar to grind it.  Use an Empty Flask on the mortar 
 to collect the Bonemeal (2).
Elderbury Berries - This is the fun part.  First, you'll need to find the 
 Elderbury Bush.  From Erana's Garden, go two screens south and two screens 
 west.  You'll know you're in the right place once you see the bush with 
 yellow eyestalks.  Throw some rocks at the bush to dislodge a berry branch.  
 Now, you have to move the bush so you can get to the berries without it 
 lashing at you.  Place Punny Bones' Rubber Chicken on the ground (yes, you 
 read right) and the bush will move.  Step carefully around it and get the 
 berries (6).

NOTE: There actually is a hint about this.  If you go visit the Gypsies, 
Magda will mention having a dream about seeing you throwing something that's 
a bird, yet not a bird.  It's a bit subtle, I admit.

Combine all the ingredients together in your Inventory, then head back to Baba 
Yaga's and show it to Bonehead.  Click the Pie on the cluster of four skulls 
in the lower left and they'll laser it up to golden brown.  You'll 
automatically re-enter the hut.  Once you regain control of yourself, click 
on your Inventory, select the Pie and give it to her (6).  She'll ask what 
you want for your trouble.  Tell her about the Gnome and she'll give you the 
Good Humor Bar.  Bring it back to Punny Bones at the Inn and his humor will 
(allegedly) be restored (15).  As you leave his room, he'll give you a gift 
of telling you the Ultimate Joke.  Stop by the Inn that evening and you'll 
see his last show before he leaves the valley.

---

The Destiny Spell

This is a series of tasks that leads to the major turning point in the game, 
so we'll tackle them starting with the simplest.  The quest revolves around 
Tanya, the daughter of the Innkeepers.  If you question them about Tanya, 
you'll learn that she was taken from her room one night and nobody knows 
where she is.  Sounds like a job for a hero, but you need more clues to this 
mystery besides "she's gone".

Fortunately, you can rely on the help of one more being who lives in the Inn.  
Sleep in your bed an hour at a time until it's after midnight (you get a 
"You're getting tired" message).  Everyone else will have gone to bed, but if 
you go to the main room of the Inn, you'll see a blue creature perched above 
the fireplace.  This is a Domovoi, a spirit that lives in households and 
brings good luck.  Unfortunately, this one's a little depressed over the 
grim atmosphere of the Inn.  He mentions needing your help at a later date, so 
come back another night to speak to him.  At this visit, he'll mention a 
"bad place Domovoi" that needs some help.  As you can probably imagine, that 
"bad place" is the monastery.  Head inside the monastery and you'll see a 
dried up Domovoi on the cabinet on the left-hand wall.  If you have Dr. 
Cranium's Rehydration Solution, use it on the Domovoi (6).  To get the 
Solution, simply visit him at anytime on Day 3 or afterwards and give him the 
formula for it, then give him some Grue Goo to trade for it.  

Anyway, with the brown Domovoi restored to full wetness, you can return to the 
Inn and speak to the blue Domovoi.  He'll spin the entire tale of how Tanya was 
scared of the dark, how she was visited at night by a "friendly monster", and 
how that monster gave her a doll.  After her parents were frightened by the 
sudden appearance of the doll, Tanya, worried that her parents would be 
frightened of her new friend, the monster, went away with him.  The Domovoi 
gives you leave to take the Doll from the china cabinet in order to get 
Tanya's trust.

Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could 
hazard a guess.  If you go to Castle Borgov and speak to Boris, and ask him 
"Who Lives In the Castle", he'll mention who he believes to be "the Master's 
daughter".  Can't get more obvious than that.  Now, the trick is to get in 
the castle, and there are two ways go about it.  As a Fighter, you'll be 
given points for both ways, so we'll do both.  The first is the most direct.  
At night, go to the castle gate, click the Hand on the gate, and smash it 
down.  You'll have to beat down the two Necrotaurs behind it, of course, and 
then go up to the courtyard and force the main door open (2).  The other 
route is more subtle; through the crypt in the cemetery.  Speak to Igor, and, 
having rescued him earlier, he'll give you the key to the crypt if you ask 
for it.  Head to the cemetery and unlock the crypt door (6).  

Once inside the crypt, there's no obvious way to leave.  If you look at the 
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet 
the Reaper".  Click the Hand on it and you'll leave the crypt (6).  Since you 
get points for it, you may as well do it on your first trip in.  Now, we'll 
need to find a way into the castle.  Search the wall-mounted coffins, and 
you'll find that the one on the far right has a keyhole in it.  To get the 
key, click the Hand on the Borgov crest on the floor.  To solve this puzzle, 
you'll need to spell out the name "BORGOV" in colors, meaning you have to 
click Blue, Orange, Red, Green, Orange, and Violet.  Doing so will give you 
the key for the coffin, so unlock it and enter the secret passage (6).

Here's a rather crude map of Borgov Castle.  The squares are rooms while the 
long lines connecting certain squares are screens with staircases.  The castle 
can be rather complicated, given how some screens kind of turn you around.  I 
tried to compensate as best as possible with the ways to leave and enter 
screens.

               =====     |---------------------------------|     3           
 =====   |----|  5  |----|                                 |   -^^^-         
‡  8  ‡  |4   |     |        |-----------------|           |  ‡  7  |-|      
‡     ‡  |     =====         |        9        |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  6  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ===== -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just 
came from one of those two directions.  

Great Hall - This is simply a large open main hall, and has three exits (not 
 counting the main door, since you can't leave via that way).  One exit is the 
 obvious door to the right, the second is the door up the short flight of 
 stairs (which on the map points to 4), and the third is a not very visible 
 exit to the left of the stairs, but it's there.
Dungeon - On the far right of the map is the castle dungeon, which is not 
 normally accessible.  The staircase room before it is populated by two Goon 
 guards, who will kill you if you try to pass.
Tanya - This is Tanya's playroom.  You can only enter this room and speak to 
 Tanya at night, for reasons that are probably obvious.  We'll discuss that 
 more down below.
Area #1 - This is the room that you enter from the crypt secret passage.  To 
 get back to the crypt, click the Hand on the candelabra on the wall.
Area #2 - This is a staircase just off the Great Hall.  At night, walk up to 
 the upper door and you'll be told you hear voices.  Make sure you use Oil on 
 the door, then click the Hand on it and choose "Listen" to hear a very 
 interesting conversation.
Area #3 - This is a room with a secret passage.  Click the Hand on the crest 
 above the bookcase to open this one-way passage.
Area #4 - This staircase has a ghost in it.  Although it's rather chilling, 
 it's actually quite harmless and you can't interact with it in any 
 meaningful way.
Area #5 - This room has as safe in it.  Smash it open (be prepared to heal 
 up afterwards) to find some money.  You can also find a few coins in the 
 cabinet behind the safe.
Area #6 - This hallway has a bench on it which you can rest on.
Area #7 - This is a library room.  Click on the center bookshelf, then click 
 on the books E-X-I-T.  This will give you a secret passage back to Area #3.
Area #8 - This is a bedroom which a chest on it.  Smash open the trapped lock 
 and take the damage, then defeat the Wraith inside.  You'll get some money 
 and a Healing Potion.
Area #9 - This staircase simply has some Badders that you'll have to fight.

Phew.  Now that we've exhausted all the interesting stuff in here, speak to 
Tanya.  If it weren't obvious, she's a vampire now.  Her friend here is the 
friendly monster, Toby.  If you question her she mentions "Aunt Trina" and 
"The Dark Man".  Give her the Doll (15) and both she and Toby will trust you.  
Still, you obviously can't take her back to her parents like this.

Head out to the Gypsy Camp.  Ask Magda about the Staff of Erana, and then the 
Destiny Spell.  It's a spell by which one can sacrifice their life to give 
life to one that they love.  Sounds pretty heavy.  Go back to the castle and 
speak to Tanya.  Tell her about the Destiny Spell.  Toby will take the 
initiative and you will all immediately travel to the Staff.  The Staff will 
begin the Destiny Spell, with Toby offering to give up his life so Tanya can 
live again as a human.  After all is said and done, the Staff will fall to 
the ground and you'll take it into your possession (25).

You'll wake up the next morning.  You can talk to Yuri, Bella, and Tanya, and 
they'll all thank you profusely for last night's efforts.  At this point, 
things will be set into motion to get towards the finale of the game.  Stay 
another night at the inn and a note will appear on your storage chest.  The 
note is signed "Katrina" and requests you come to the castle gates at night.

---

The Geas

Once you respond to the note, the game will pretty much be on a time limit 
towards the end, so make an effort to finish up any skill-grinding you wish 
to do.  You can complete the game without a large supply of potions, but I 
suggest having a few on hand just in case.

When you feel you're ready, head over to the screen below the castle gates and 
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the 
control of the Dark Master.  You can talk with him for a bit, but after a 
few topics, he'll summon a bunch of Necrotaurs to chase after you.  If you 
want, you can play along with this chase.  It's even possible to make it all 
the way back to town, but there's no real point, as you can't move the game 
forward until you get captured.

Once you come to, you'll find yourself in chains in the castle dungeon.  Ad 
Avis will taunt you for a moment, then cast a spell to make you sleep until 
the next day's sunset.  When you awaken, click the Hand on yourself to break 
your chains, then grab the nearby stake and hammer.  Head over to the 
dungeon door and listen at it.  The Goon guards will mention a secret passage 
in there.  Head back to iron maiden and click the Hand on it to step inside.  
You'll find yourself in the Master's bedroom.  Open the coffin and you'll 
discover that, surprise, surprise, Katrina IS the Dark Master!  Do anything 
to Katrina EXCEPT kill her, and she'll wake up.  She'll haul you back off to 
the dungeon and start whaling on you.  You can say whatever you want to her, 
but in the end she will decide she still has a use for you.  She invokes a 
Geas on you to find the five missing Dark One Rituals.  With the Rituals, she 
intends to awaken the Dark One so he will cover the world with the Shadows of 
Darkness, meaning she will never have to be vulnerable again.  You have three 
days in which to accomplish this or else.

You will reappear outside the castle.  Ah, Hero.  What kind of mess have you 
got yourself into this time?  It's entirely possible to already have all five 
Rituals at this point, but for the sake of continuity, I'll detail here how 
to find them all.  First, you may want to make a trip to visit the Gypsies.  
Magda will give you a free reading in which she details all the missing 
Rituals, including the sixth, which you'll deal with while in the Dark One 
Cave.  Also, the basement of the monastery contains the Mad Monk's notes which 
can help you as well.  Here we go:

#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's 
 Tombstone.  Well, I hope you've been exercising on the leg-stepper machine 
 at the Adventurer's Guild, because all that hard legwork is about to pay off.
 Head to the shore of the swamp and walk on in for some sloshing good fun.  
 Avoid the grasping hands, and head down and left routinely.  After a while, 
 you'll reach the tomb (6).  Two Chernovy Wizards stand here, blasting you 
 with magic.  Walk up and deal with each of them.  Now, you need to open the 
 tomb.  Place the Dark One Sign upon it.  You need to input the symbols of 
 the order of the Rituals to open it.  It's actually quite easy: start at the 
 Mouth at the upper-right corner, then proceed clockwise in a circle.  The 
 tomb will open and you'll find the Ritual inside (2).  Head back out the way 
 you came in.

#2 - Blood Ritual: This Ritual is in the monastery.  If you've followed the 
 walkthrough, you should already have it, but I'll detail it again: enter the 
 monastery by placing the Dark One Sign on its door.  Once inside, use Garlic 
 on the hexapod hanging over the fireplace, then click the Hand on the 
 fireplace to descend into the basement.  Tap the wine cask in the back.

#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's 
 Tree, which is on the same screen as Baba Yaga's hut.  Well, it's obviously 
 not there, so that means the Ogress has it.  You'll need something to trade 
 with her for it.  Either get some Grue Goo or make some more Bonemeal and 
 give it to her.  Ask for the Ritual in return.

#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone, 
 and only revealed by the light of a dead child's soul.  Head to the 
 southeastern swamp shore at night and you'll see some Will O' Wisps dancing 
 out there.  Buy some Candy from Olga and place it on the ground.  Trap the 
 Wisps in an Empty Flask (6).  Now head east to the Squid Stone and use the 
 Flask o' Wisps on it.  Images and a hole appear on it.  Use the Dark One 
 Sign on the stone, now.  You'll see a series of letters, and your objective 
 is to spell out the Dark One's name, which is "Avoozl".  Unfortunately, this 
 is kinda bugged on faster computers, but it's still possible to work it.  
 Click AVVOOOZZLL (note how on some clicks the sign points to the C without 
 lighting up).  Once that's done, the stone will open and you can take the 
 Ritual (6).  Now, make sure you go back to the Swamp Shore and release the 
 Wisps, unless you want to lose some Honor the next morning.

#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the 
 notes.  Well, that's not very helpful.  Talking to the Gypsies will inform 
 you that a Wraith has it.  I'll cut to the chase and let you know that it's 
 the Wraith that's two screens west and two screens south of Erana's Garden.  
 If you've followed the walkthrough, you should have it already, along with 
 the cool Battle Axe inside.

With all five Rituals, return to the castle and you'll find the main gate 
open.  Head inside, and Katrina and Ad Avis will teleport you to the game's 
finale.

---

Ave Avoozl

You'll be in front of the Dark One's Cave.  Katrina will perform the Mouth 
Ritual to open the cave (proving she was the one who had it, which makes 
sense since she used it to let you out).  She'll tell you you'll find the 
final Ritual inside, so let's get in there and get it on (15).

We're back in the pit chamber of the cave.  The tentacled beast from long 
ago is now hanging around in the open.  That book next to him has the last 
Ritual in it.  Use the Rope and Grapnel to lower yourself down to the 
lower floor and slash the Pit Horror to pieces (4).  Take the book and you'll 
learn that this thing was the last Boyar, and you'll also get the Essence 
Ritual (15).  Use your Rope and Grapnel to get back out the way you came 
down, then cross the rope as you did in the beginning to head further into 
the cave.

In the Heart Chamber, you should be able to notice the pulsating valve on 
the right side of the room.  Open it and you'll re-enter the Bone Chamber, 
the very room you started the game in.  Walk over to the altar and use your 
Torch on the left-hand sconce to light it, then replace your Torch in the 
right-hand sconce for some nice spooky lighting.  Use the Dark One Sign on 
the altar and it will disappear, finally having served its purpose.  Now, it's 
time to use the Bone Ritual on the altar (6).  Once you finished the reading, 
the bones in the room will close on you.  Fortunately, you're buff.  Click 
the Hand on them to bust them open, then grab your Torch and leave this 
room (15).

The next room you need to enter is on the left.  This is the Blood Chamber.  
Make your way down to the bottom of the room, then climb up the bowls to the 
altar on the right.  Use the Blood Ritual on the altar to read it (6) and 
highly corrosive blood will start gushing out of the altar.  The truly 
dangerous part is in the lowest bowl, since the blood is leaking out over the 
sides.  You have to stop up that flow so you can get back out of the chamber, 
so use the Rope and Grapnel to climb up to the ledge above you, then click the 
Hand on the rock sitting on the ledge to push it into the bowl.  You'll plug 
up the upper bowl, allowing you to climb back down and walk out the way you 
came in (15).

The next chamber is the Breath Chamber.  Head over to the left side and use 
the Breath Ritual on the altar with all the odd pipes sticking out of it.  
Just reading it won't be enough, though.  Pay attention to what the Ritual 
says.  These are instructions for how to blow on the pipes on the altar.  
There are six pipes altogether, and you have to blow them in exactly the 
correct order or you'll be killed.  The order is lower right, lower left, 
lower middle, and upper middle.  If you do it right, a massive wind will 
start blowing in the chamber (6).  As you try to escape, you'll be swept up 
by the wind in a rather comical fashion.  As you fly by the plants on the 
ground, try to grab one and you'll pull yourself to safety.  Head back out of 
the room (15).

The final chamber is the Sense Chamber.  As you enter, you'll realize you've 
been struck completely senseless.  Walk to the lower left of the room, then 
to the upper left, then to the upper right.  As you walk, you'll slowly 
regain your senses.  For some fun, click the Hand after you regain each 
sense to get some interesting messages about what you're feeling, smelling, 
or hearing.  Once you reach the altar, use the Sense Ritual on it (6).  This 
will charge the spiky dendrites in the room with electricity.  It's possible 
to escape simply by timing your movements past the dendrites, but the 
preferred method is to use your Rope and Grapnel on the stirrup at the top 
middle of the room so you swing past the majority of them.  Either time your 
movements past the last few, or just run and take the damage and leave this 
chamber (15).

All the remains is the Heart Ritual.  Use it on the heart-shaped altar in the 
center of the room (6) and an opening will appear in the ceiling.  Use the 
Rope and Grapnel to climb up to the opening, and you'll enter the Essence 
Chamber (6).

Both Katrina and Ad Avis will be here, and you'll automatically begin the 
final Ritual to summon the Dark One.  Once you finish, the Dark One will begin 
to awaken, and Ad Avis will seize the opportunity, blasting the platform 
you're standing on.  Katrina will take offense to this and blast Ad Avis with 
a spell, officially severing the bonds of servant and master between them.  
The two will battle for short while, but neither will gain any real ground.  
Ad Avis then has the bright idea of attacking you instead.  Katrina, not 
wanting to let you die, jumps in the path of his Dragon Fire.  While she 
survives the spell, Avoozl, drawn by the incredible power of the spell, will 
wrap a tentacle around her and consume her.  Through Katrina's sacrifice, you 
find the strength and determination to destroy Ad Avis for good and pull 
yourself up onto your platform.

Pull out your most powerful weapon, the Staff of Erana.  It seems that the 
staff has read your intentions, for it transforms into a spear.  Ad Avis will 
mock you, telling you that he can simply block your throw.  You need a 
distraction.  Click the Mouth on yourself and "Tell Ultimate Joke".  Ad Avis 
will be bent over in laughter.  Now, THROW IT!  Ad Avis will be impaled on the 
spear and destroyed forever.  The Staff will float back to you.  Click it on 
the massive crystal in the room and you'll free the spirit of Erana, who will 
use the Rituals to banish Avoozl back to its own dimension, where it will 
never threaten the world again.  Her spirit passes on with the knowledge that 
the two of you have saved the land of Mordavia (50).

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

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

All points for deeds are added in parentheses.

---

Welcome to Mordavia

You'll being your adventure in a rather freaky cave, half made out of bones, 
with no idea how you got there or where your stuff is.  The bones serve as 
your platforms for walking around on.  That odd-looking door thing on the back 
wall is your exit, but you can't get out yet.  First thing to do is look around 
certain points of the room.  Specifically, see if you can spot some human-
shaped skeletons.  Search one of them (2) by clicking the Hand on it.  It's 
also possible, if you walk around long enough, that you'll trip over one and 
get the items on its body anyway.  On one skeleton you'll find a dagger and 
some coins.  On another you'll find a piece of flint and coins, and on the 
third you'll just find coins.  Now, turn your attention to the nearby altar.  
It's that head-shaped thing on the right.  Use the hand on the torch to the 
right of the altar to grab it.  Now, go into your inventory (the chest at the 
top screen panel).  Click on the flint to grab it, then click the flint on 
the unlit torch to light it (6).  Now that you can see more than your hand in 
front of your face, make your way to the door in the back of the room, and use 
your hand on it to open it.

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

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

As you leave the cave, the mouth will slam shut behind you (as if it were an 
actual mouth).  As you hop across the lake of goo towards the far left side, 
you'll meet a rather attractive peasant girl.  She'll introduce herself as 
Katrina.  She tells you that you're in Mordavia, and that the town is due 
north.  She'll then walk off before you get a chance to question her.  Before 
leaving this area, take a look at the arch.  There are several symbols on it, 
and one close to you that appears raised.  Click the Hand on it to take this 
Dark One Sign (6).  You may now leave to the west.

This next area is even more hideous, covered in a green slippery goo.  Walk 
to the west down the path and you'll automatically slide to the bottom.  In 
addition to the rather obvious standing stone, take note of that bonsai bush 
in the lower right corner.  You can't do anything with either at the moment, 
so let's continue west.

This place gets better by the minute as you find yourself at the shore of a 
dark fetid swamp with grasping arms reaching out of it.  Ignore them and head 
north and you'll *finally* reach some real forest.  Continue straight north 
until you hit the forest edge, then head east and you'll see the town gate in 
the distance.  Enter the town.

---

Man About Town

As you enter the town, take note of the staff in the monument.  This is the 
Staff of Erana, and it protects this town from monsters.  You can't do 
anything with the Staff at the moment, but it will naturally become important 
later.  Head north on the left side of the stone and you'll come to the first 
street in Mordavia, where you'll meet the town's Burgomeister.  He's 
understandably quite suspicious about your arrival and is rather evasive 
regarding your questions.  You can chat with him both through the window and 
can also go inside his office for a different conversation tree.  If you ask 
him about the Adventurer's Guild, he'll give you a key to unlock it.

Just to the left of the Burgomeister's Office is the General Store.  Go 
inside and you can speak to Olga, the town's resident gossip depository.  
While she keeps her ears open about rumors, I wouldn't rely on their veracity.  
That said, she is your main source of shopping in this land, so click your 
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the 
shopping screen.  To shop, click on the item, then click on "Buy".  If you 
buy nothing else, I'd buy about ten Food Rations right now.  If you want to 
buy everything you'll need for your adventure right now, then you can also 
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, and some Candy.

To the left of the General Store is the Hotel Mordavia.  As soon as you walk 
in, the Innkeeper will explain the rates, and you'll pay automatically for 
your room and board.  He'll give you the key to your room.  Question the 
Innkeeper as well as the three farmers seated nearby.  Make sure you listen 
well to the farmers' dialogue, because it's quite hilarious.  If you wish to 
check out your room, do so.  The room has a bed where you can rest for the 
night as well a chest you can use to store things, although certain items the 
game will not let you store.

You can now leave the inn, and head left along the street and under the arch 
to the back towards the north part of town.  There are three things to notice 
in this area.  First is that large monastery that takes up much of the screen.  
Second is the hunchbacked fellow merrily chipping away at a gravestone on the 
left.  Third is the dilapidated building that the hunchback is sitting in 
front of.  You can question Igor here if you wish.  More importantly, use the 
key that the Burgomeister gave you to unlock the door to the building on the 
left, and enter the Adventurer's Guild (6).

The first thing to do in the Guild is sign the logbook on the back wall, as one 
should do when entering any Adventurer's Guild (2).  Next, head over to the 
bookshelf and read all the books stored there.  In particular, you'll want 
to read the book on "Creative Casting", which will teach you new ways to use 
spells.  Take note of where it suggests using alternating flame and frost 
spells to make something brittle.  The only other thing you can do here is 
use the exercise machine.  You can only exercise so much in one day, and you'll 
be informed if you won't be allowed to continue, regardless of your current 
stamina.  Once that happens, add weight the next day and continue, until 
you're out of weights.  Hey, just because you're a Wizard, doesn't mean you 
shouldn't keep fit.

---

The Doctor and the Monastery

Leave the Guild, and head to the east under the arch.  You'll reach the 
eastern part of Mordavia and you'll notice old man Nikolai wandering around.  
Although you can question him, you won't get much besides the fact that he's 
searching for his Anna.  Now, turn your attention to Dr. Cranium's office on 
the right side of the screen.  You'll have to demonstrate your smarts to 
enter his laboratory.  Begin by clicking the Hand on the door or the bell 
rope.  Match the sequence of bells that come up to enter (6).

Inside is the anteroom of his laboratory.  You may notice some simliarities 
with another old Sierra series.  There are three doors in this area and a 
weird device in the center.  Start by opening the door on the right.  You'll 
get properly Antwerped, and the little bouncing babies will hop around the 
room.  You'll need to capture one of these Antwerps.  To do so, click the Hand 
on the T.R.A.P. device in the center of the room.  The T.R.A.P. will ask you 
a series of yes/no questions, and you need to provide answers that whittle 
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing 
Matilda).  Once you identify the baby Antwerp (2), the device will ask you 
for avocado.  If you've bought Food Rations from Olga, click one of them on 
the device.  It will start working and shortly capture one of the babies (2).  
While you're here, click the Hand on the trap again to identify another 
animal.  The animal you want is a "hexapod".  It has six legs, resembles a 
squid, and you should remind it that eating Heroes does NOT sound good to you.  
While there are no hexapods in the area, the T.R.A.P. will inform you that 
hexapods do like garlic (2), so log that info away for later.

Now, back to the Antwerp.  Open the door on the left and you'll place the 
Antwerp inside the "Key Maze".  The puzzle here is to rotate the maze so that 
the baby bounces towards the key, and then out the exit at the edge of the 
maze.  Try to avoid the holes as you rotate, or else the Antwerp will be sent 
back to the beginning.  Once you get the key (6), you can now go to the back 
door.  The lock on this door is another puzzle.  You need to switch the panels 
to create the picture of a keyhole.  It's not particularly difficult, but the 
edge pieces may cause you some trouble.  Be sure to match colors of the 
background keys.  You'll know you're done when the grid lines of the puzzle 
vanish.  With that done, click on the chest in the upper right corner of the 
puzzle window, and use the key you take on the lock to open the door to Dr. 
Cranium's private lab (6).

Inside the lab, you will be allowed to question the good doctor.  He's a 
rather long-winded type, but the point of talking to him is to ask him 
about Science, and then ask him about Healing Potions and Poison Cures.  When 
you ask him about each of these, he'll mention having forgotten the formula.  
This is another puzzle, but it requires your game manual (it was a form of 
copy protection).  If you bought the QfG Anthology or bought the game from 
GOG.com, you should have manual files in the game files.  Honestly, if you 
don't have either, or can't be bothered to look for them, I have a list at the 
bottom of this guide in the FAQ section.  Use that.  Anyway, give him the 
formula for each of the potions and he'll give you one of each (2, 2).  You 
can now return to him once a day to get another of each potion.  Also, you 
can ask the Doctor at any time for an Empty Flask and he'll give you one free 
of charge.

Also, as a Wizard, be sure to ask Cranium about Magic.  He'll scoff at the 
idea, giving you a scroll he deems useless, but reading the scroll, you'll 
learn the Glide spell (2).

There's one more thing to do with Dr. Cranium, and it won't become important 
until a bit later, but on Day 3 (or the third day you visit him), he'll bring 
up the idea of Rehydration Solution.  Ask him about it and you'll have to 
input one more formula from your manual (2).  He won't give you the solution, 
though, until you go down to the Squid Stone area (the area with the slippery 
path) and get him some Grue Goo from there, so be sure to bring an empty 
flask next time you visit that neck of the woods and pick up some Goo (6).

Well, that takes care of much of the logistics in town, so let's have some 
danger.  Head back to the north part of the town with the monastery.  The door 
is locked and guarded by that enchanted stone hectapus, but you can enter via 
two ways.  One is to Levitate up to the window.  The other is to simply use the 
Dark One Sign on the door (6).  The inside of the monastery contains a few 
points of interest.  First, you can smash open the glass cabinet to the left 
to get a free Healing Potion.  Second, note the fireplace, and that thing 
above it.  That's a hexapod.  Remember when we ID'd the hexapod at Dr. 
Cranium's?  Give him Garlic if you're carrying any so he won't bother you if 
you get close.  You also have the option of casting spells to kill him, but 
that's not very nice, is it?  Now, click the Hand on the right side of the 
fireplace to open the rather obvious secret passage to the basement (6).

The basement is quite a bit more interesting than the main floor.  You'll want 
to stay away from the book and the far left wall, but note the letters 
written there.  The roll-top desk in the lower right is important.  Get a good 
distance away from it and cast Open so you'll avoid the poison gas inside.  
Rifle through the desk and you'll learn about Amon Tillado, the Mad Monk, and 
the location of the Dark One Rituals:

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

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

Note that the monastery was mentioned in those notes, regarding the Blood 
Ritual, and that you have to seek dark visions.  Click the Hand on the "Cask 
of Amon Tillado" (groan) and you'll pass out.  After witnessing a vision of 
the Dark One rising, you'll find a scroll forming from the droplets.  You now 
have the Blood Ritual.  Don't worry, that was the only easy ritual to get.

There's one last thing to do in the monastery, but it's part of another quest, 
so I'll bring it up there.  Suffice to say you'll be back here.

Once you finish all quest-related tasks in the monastery, you can let your 
inner pyro unleash and set fire to this evil building.  Take the Torch and 
click it (or cast Flame Dart) on the rug, curtains, or the book in the basement 
and you'll burn the insides up.  While this doesn't get you any Puzzle Points, 
you will get Honor for it, and the townspeople will comment on it.  
Fortunately, the game will stop you if there's something left to do inside, so 
don't worry about getting yourself stuck over a little barbecue.

---

Scenic Mordavia

There's much to do in the valley, so let's take things in a direction that 
spreads out from the town.  Let's begin at the town gate.  You'll see some 
pumpkins and corn to the right.  Take an ear of Corn for later.  Click the 
Hand on the stump on the left side of the screen and you'll find a few 
Crowns someone left there.  Lastly, after a few days, come to the gates at 
night and you may run into Katrina.  If you show up wounded, she'll give 
you a Healing Potion.  As a Wizard, your first meeting with her at the gates 
will get you the Frost Bite spell (6).

You can flirt with her for a bit before she has to leave, but there's not much 
to be gained from these little talks.  She may even leave a note in your room 
to see her.  After a couple of meetings, she'll ask to meet you by the castle 
gates.  Meet her there and you'll see what she looks like without her scarf.  
Despite her suggestions and vague talk about how she needs your help with 
something, not much will come of these latter meetings, so they're not 
necessary.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  Note that he and Olga the Shopkeeper have the same last name.  
Tell Olga about Boris and she'll get all snippy about her estranged husband.  
Play messenger as you go back to Boris and tell him about Olga, and continue 
bouncing back and forth until the two agree to get back together.  You get no 
Puzzle Points for this, but you do get Honor.

Next, let's go to the Cemetery.  From the town gates, head south two screens, 
east two screens, and then north one.  If you get lost, look at the map I 
put in Section 4A or just click the Eye around and you'll get a general idea 
of where you are and what you're near.  As for the Cemetery itself, there 
isn't much to do there besides read the gravestones and sometimes meet Igor 
here, busy at work.

In the far northeastern corner of the forest is the Gypsy Camp.  For now, 
it's off-limits, but make sure you note its location.

One screen south and one screen east from the Cemetery is a cluster of bushes 
notable by its whimsical soundtrack.  This is where the Leshy, the forest 
spirit, hangs out.  To speak to him (or be spoken to by him), you may have to 
click on several giggling bushes.  Once you're asked a riddle, click the 
Mouth on yourself to respond.  You cannot answer a riddle correctly until your 
character has the knowledge, so don't think you'll be able to just type in 
the answer.  Here are the series of riddles, shortened to avoid silly rhymes:

- Q: Who am I?
- A: "Leshy" (2)
- Found in Hero's Magazine in Adventurer's Guild.

- Q: Save a plant from goo.
- A: "Bush" (2)
- You must have the bush in your possession, which I describe below the 
 riddles.  Once you answer this one, he'll tell you to plant it.  Put it in 
 Erana's Garden and come back to get the next riddle.

- Q: Who's in the lake?
- A: "Rusalka" (2)
- You must have visited her at least once.

- Q: Who hides behind "trick sticks"?
- A: "Baba Yaga" (2)
- You must have visited her or spoken to Punny Bones about her.

- Q: A berry bush with attitude?
- A: "Elderbury Bush" (2)
- You must finish Baba Yaga's quest of making her a pie.

- Q: What does the Faerie Queen want?
- A: "Staff" (2)
- You must have the Ritual of Release spell.

Now, getting the bush for the Leshy in that second riddle is its own small 
quest.  Go to the far southwest back to the Squid Stone area.  You should be 
able to see the little bonsai bush in the far right corner, in a small puddle 
of goo behind some rocks.  Cast Force Bolt at the rocks to bust them up, then 
cast Fetch to snag the Bush itself (15).  Now that you have the Bush, go back 
to answer the Leshy's riddle, then go to Erana's Garden and plant it (6).

While we're on the subject of Erana's Garden, it's directly south of the 
Leshy's clearing, but you have to walk all the way around and enter from the 
south.  This is a safe place to spend the night, and you'll get some weird 
dreams thrown in at no charge.  The water in the pond will cure poison if you 
drink it directly, and there is a hoard of thirty Crowns in the leftmost 
lantern.  Furthermore, the fruit on the tree can restore Mana, but you can 
only collect them by casting Fetch on the tree, and you may take only one 
Mana Fruit per day.  Finally, there's a spell to be found here.  Cast Detect 
to note some magic in the pond.  Cast Trigger on the pond and a little flower 
will rise up out of it.  Cast Open on the flower to find a scroll on it, then 
cast Fetch on the scroll.  The scroll is the Protection Spell (6), which 
reduces the damage of physical attacks.

Next on the exploration parade is Lake Mordavia, also known as the Lake of 
the Lost.  From the town gates, head south until you hit a wall, then go 
west until you hit a wall, then go south one screen.  There's a lot to see at 
this lake.  Soooo much to see.  This is the Rusalka, and I'm sure you're too 
smart to fall for her charms and get dragged underwater.  Your goal here is to 
show her kindness, and do so by giving her Flowers or Candy (6).  From this 
point on, you'll be able to question her about the lake and the swamp that 
borders it.  Unfortunately, your class cannot help her any further.

Lastly, make a point to head one screen south of Erana's Garden at night.  
You'll find an odd-looking fountain.  Interact with it and you'll hear a 
voice in your head.  Remember that for later.

While there are other things you can do right now in the forest, most of them 
are related to major quests, so we'll get to them when we get to them.

---

The Gypsy and the Hunchback

On the morning of Day 4 or 5, head to the front of the Burgomeister's office 
and you'll see the three farmers that usually hang out in the Inn at night.  
Ask them all what's going on and they'll tell you that Igor is missing and 
that they found a gypsy.  Actually, wait, no.  They tell you that the gypsy 
they caught is a Werewolf and he ate Igor.  It's a little confusing as to what 
the facts are in this investigation.  You may question the farmers, the 
Burgomeister, and the gypsy himself, but you'll get very little help, so the 
majority of the investigation has to be done on your own.

To solve this mystery, visit Igor's normal haunts.  He's not at his usual 
hangout, and Dr. Cranium will make no mention of him.  That leaves the 
cemetery.  As soon as you reach it, you'll see a headstone tipped over on an 
open grave and hear horrible moaning coming from underneath.  It can't be 
that simple, can it?  You bet it can!  Cast the Open spell on the headstone to 
lift it up and Igor will hop on out (15).  He'll give you due thanks and head 
on back to town.  At this point, the gypsy will immediately be freed.

Later that day, or the next day, as you exit town, the gypsy will approach 
you in the town gate area.  He'll invite you to their camp, so head up to 
the northeast corner of the forest to find their wagons (2).  Davy will 
introduce to Magda, the leader of their pack and fortuneteller.  Give her a 
Crown (2), and she will perform a Tarot reading.  You can get up to four 
readings, no more than one per day.  These readings first focus on you (The  
Magician), then on three other people in your life who may be important (King 
of Coins, Queen of Swords, Queen of Cups).  You can also learn quite a bit 
about the meanings of Tarot cards (and these are actual interpretations of the 
cards).  Educational!

You get one more thing from Magda: the Aura Spell (6).  Cast this spell and 
you will be able engage in combat with Wraiths without having your health 
steadily draining, but it's only effective while in actual combat.  You may now 
run around the forest at night and go on a Wraith-killing rampage.  The barrows 
each have a fair amount of treasure in them.  You can check the map in Section 
4A to learn where, or just work from this list:

1) Four screens south of the Town Gates.
2) From the Leshy bushes, two screens west.
3) From the Leshy bushes, three screens north.
4) From the Leshy bushes, two screens east.
5) From Erana's Garden, one screen west and three screens south.

The fifth one is a tougher variety than the rest, but the reward is worth 
it.  You get a TON of money.

---

The Way to Baba Yaga's Heart

On the evening of Day 3 (yes, we're going back in time, these quests overlap 
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit 
performing his... "comedy" act.  Speak to Punny Bones and he'll tell you he's 
staying at the room at the end of the upstairs landing.  Go up to his room on 
any future day and question him.  He'll tell you that he was cursed to get a 
0-point skill in Jokes by the mistress of curses herself, Baba Yaga.  While 
you're here, take the Rubber Chicken (2) on his bed.  A Wizard doesn't 
actually need it, but two points are two points, right?

So, Baba Yaga's in Mordavia, eh?  Few people will actually tell you where her 
hut is, so I'll tell you it's in the southeastern corner of the forest.  
From Erana's Garden, go one screen south, all the way east, then all the way 
south to a dead end of the forest.  If you look at the bushes to the west, 
you'll be told they seem to have been planted deliberately.  As a Wizard, all 
you need to do is cast Trigger on the bushes and they'll disappear.  There's a 
whole thing with a magic phrase that you can learn from the Leshy or Gypsy 
Davy, but why circumvent when you can cut the Gordian Knot right away?  Head 
to the west towards a familiar sight (6).

Walk up to the skulls and the lead skull will threaten you, and then almost 
immediately recognize you.  Bonehead is the skull that you gave a glowing 
gem to way back in Spielburg, and just like then, he won't let you buy until 
you bargain with him.  Click the Mouth on yourself and "Tell About Gnome" and 
he'll mention wanting something to keep the sun out of his eyes.

Now, pay attention, because coming up is one of those classic Sierra "there 
had to have been an easier way to do this" quests.  Wait until night in the 
forest, then go two screens west of Erana's Garden.  You'll see a ghostly 
apparition floating in the clearing.  Talk to her and she'll ask you to help 
her get home.  You can question her or tell her whatever you want, but there's 
not much point to it.  Leave the screen and return and you'll speak to her 
again, but not make any progress.  Leave and return a third time.  This time, 
she'll became agitated as to why she can't follow you.  Tell her she's a 
Ghost (6).  Leave and return a fourth time and she'll have remembered 
everything.  Ask her Name and you'll learn that this is Nikolai's lost wife, 
Anna.  Return to Nikolai in the east part of town and tell him about Anna.  
He'll wander off to find her.  As you can imagine, he won't last long.  Go out 
to Anna's clearing at night again to find the two reunited (6).  Leave and 
return one last time and two will thank you, and ask if there's any way they 
can return the favor.  Ask them about whatever you want, but what you really 
need is Nikolai's Hat (2).  That's right, you needed to kill an old man to 
get a hat for Bonehead.  I suppose you can get some solace that the two are 
happy in death.

So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the 
hat on Bonehead (6).  He'll turn off the laser skulls and you can walk up to 
the hut, which will walk away, as it apparently doesn't like you.  If you 
haven't yet, return to the Town Gates to pick up some corn, then place it 
on the ground in front of the hut (6).  It'll squat, and you can head inside.

As you enter the hut, Baba Yaga will quickly spring a trap on you and once 
again contemplate on how delicious Hero Sandwiches are.  As soon as you gain 
control, Tell her about the Gnome, and, after some finagling, she'll agree 
to help you if you make her a delicious Elderbury Pie.  Once you sends you 
back outside, talk to Bonehead and he'll tell you about what you need to make 
it:

Pie Pan - Easily done.  Go to the General Store and pick one up for 250 kopeks.
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the 
 green goop.
Bonemeal - You'll need a Bone for this.  There are a couple of places to get 
 them.  A couple of the Wraith barrows have bones in them, but a sure-fire 
 means is to go to the northwestern of the two swamp shore screens in the 
 southwest.  That screen has a skeleton in it, and you can grab a Bone from 
 there.  Now, head back to Baba Yaga's, place the Bone in the mortar, then 
 click the Hand on the mortar to grind it.  Use an Empty Flask on the mortar 
 to collect the Bonemeal (2).
Elderbury Berries - This is the fun part.  First, you'll need to find the 
 Elderbury Bush.  From Erana's Garden, go two screens south and two screens 
 west.  You'll know you're in the right place once you see the bush with 
 yellow eyestalks.  Cast Force Bolt at the bush to dislodge a berry branch, 
 then cast Fetch on the little branch so you can take the berries (6).  This 
 would have been where you used the Rubber Chicken, but who needs convoluted 
 puzzles when you've got magic on your side?

Combine all the ingredients together in your Inventory, then head back to Baba 
Yaga's and show it to Bonehead.  Click the Pie on the cluster of four skulls 
in the lower left and they'll laser it up to golden brown.  You'll 
automatically re-enter the hut.  Once you regain control of yourself, click 
on your Inventory, select the Pie and give it to her (6).  She'll ask what 
you want for your trouble.  Tell her about the Gnome and she'll give you the 
Good Humor Bar.  Bring it back to Punny Bones at the Inn and his humor will 
(allegedly) be restored (15).  As you leave his room, he'll give you a gift 
of telling you the Ultimate Joke.  Stop by the Inn that evening and you'll 
see his last show before he leaves the valley.

There's one more reason to bother Baby Yaga for the moment.  First, get some 
more Grue Goo or make some more Bonemeal, then head back inside and give the 
gruesome item to her.  Ask for "Magic" and she'll teach you the "Hide" 
spell (6), which allows you to remain invisible so long as you're not 
moving.

---

The Destiny Spell

This is a series of tasks that leads to the major turning point in the game, 
so we'll tackle them starting with the simplest.  The quest revolves around 
Tanya, the daughter of the Innkeepers.  If you question them about Tanya, 
you'll learn that she was taken from her room one night and nobody knows 
where she is.  Sounds like a job for a hero, but you need more clues to this 
mystery besides "she's gone".

Fortunately, you can rely on the help of one more being who lives in the Inn.  
Sleep in your bed an hour at a time until it's after midnight (you get a 
"You're getting tired" message).  Everyone else will have gone to bed, but if 
you go to the main room of the Inn, you'll see a blue creature perched above 
the fireplace.  This is a Domovoi, a spirit that lives in households and 
brings good luck.  Unfortunately, this one's a little depressed over the 
grim atmosphere of the Inn.  He mentions needing your help at a later date, so 
come back another night to speak to him.  At this visit, he'll mention a 
"bad place Domovoi" that needs some help.  As you can probably imagine, that 
"bad place" is the monastery.  Head inside the monastery and you'll see a 
dried up Domovoi on the cabinet on the left-hand wall.  If you have Dr. 
Cranium's Rehydration Solution, use it on the Domovoi (6).  To get the 
Solution, simply visit him at anytime on Day 3 or afterwards and give him the 
formula for it, then give him some Grue Goo to trade for it.  

Anyway, with the brown Domovoi restored to full wetness, you can return to the 
Inn and speak to the blue Domovoi.  He'll spin the entire tale of how Tanya was 
scared of the dark, how she was visited at night by a "friendly monster", and 
how that monster gave her a doll.  After her parents were frightened by the 
sudden appearance of the doll, Tanya, worried that her parents would be 
frightened of her new friend, the monster, went away with him.  The Domovoi 
gives you leave to take the Doll from the china cabinet in order to get 
Tanya's trust.

Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could 
hazard a guess.  If you go to Castle Borgov and speak to Boris, and ask him 
"Who Lives In the Castle", he'll mention who he believes to be "the Master's 
daughter".  Can't get more obvious than that.  Now, the trick is to get in 
the castle, and there are two ways go about it.  One way is the direct 
approach: to bust down the castle gate at night, slay the Necrotaurs guarding 
it, and bust open the front door.  The other route is more subtle, and more 
preferred, as it gives you points; through the crypt in the cemetery.  Speak 
to Igor, and, having rescued him earlier, he'll give you the key to the crypt 
if you ask for it.  Head to the cemetery and unlock the crypt door (6).  

Once inside the crypt, there's no obvious way to leave.  If you look at the 
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet 
the Reaper".  Click the Hand on it and you'll leave the crypt (6).  Since you 
get points for it, you may as well do it on your first trip in.  Now, we'll 
need to find a way into the castle.  Search the wall-mounted coffins, and 
you'll find that the one on the far right has a keyhole in it.  To get the 
key, click the Hand on the Borgov crest on the floor.  To solve this puzzle, 
you'll need to spell out the name "BORGOV" in colors, meaning you have to 
click Blue, Orange, Red, Green, Orange, and Violet.  Doing so will give you 
the key for the coffin, so unlock it and enter the secret passage (6).

Here's a rather crude map of Borgov Castle.  The squares are rooms while the 
long lines connecting certain squares are screens with staircases.  The castle 
can be rather complicated, given how some screens kind of turn you around.  I 
tried to compensate as best as possible with the ways to leave and enter 
screens.

               =====     |---------------------------------|     3           
 =====   |----|  5  |----|                                 |   -^^^-         
‡  8  ‡  |4   |     |        |-----------------|           |  ‡  7  |-|      
‡     ‡  |     =====         |        9        |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  6  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ===== -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just 
came from one of those two directions.  

Great Hall - This is simply a large open main hall, and has three exits (not 
 counting the main door, since you can't leave via that way).  One exit is the 
 obvious door to the right, the second is the door up the short flight of 
 stairs (which on the map points to 4), and the third is a not very visible 
 exit to the left of the stairs, but it's there.
Dungeon - On the far right of the map is the castle dungeon, which is not 
 normally accessible.  The staircase room before it is populated by two Goon 
 guards, who will kill you if you try to pass.
Tanya - This is Tanya's playroom.  You can only enter this room and speak to 
 Tanya at night, for reasons that are probably obvious.  We'll discuss that 
 more down below.
Area #1 - This is the room that you enter from the crypt secret passage.  To 
 get back to the crypt, click the Hand on the candelabra on the wall.
Area #2 - This is a staircase just off the Great Hall.  At night, walk up to 
 the upper door and you'll be told you hear voices.  Make sure you use Oil on 
 the door, then click the Hand on it and choose "Listen" to hear a very 
 interesting conversation.
Area #3 - This is a room with a secret passage.  Click the Hand on the crest 
 above the bookcase to open this one-way passage.
Area #4 - This staircase has a ghost in it.  Although it's rather chilling, 
 it's actually quite harmless and you can't interact with it in any 
 meaningful way.
Area #5 - This room has as safe in it.  Cast Trigger or Open on the safe from 
 long range to open it and find some money.  You can also find a few coins in 
 the cabinet behind the safe.
Area #6 - This hallway has a bench on it which you can rest on.
Area #7 - This is a library room.  Click on the center bookshelf, then click 
 on the books E-X-I-T.  This will give you a secret passage back to Area #3.
Area #8 - This is a bedroom which a chest on it.  Cast Aura, then Trigger or 
 Open on the chest from a safe distance, then defeat the Wraith inside.  
 You'll get some money and a Healing Potion.
Area #9 - This staircase simply has some Badders that you'll have to fight.

Phew.  Now that we've exhausted all the interesting stuff in here, speak to 
Tanya.  If it weren't obvious, she's a vampire now.  Her friend here is the 
friendly monster, Toby.  If you question her she mentions "Aunt Trina" and 
"The Dark Man".  Give her the Doll (15) and both she and Toby will trust you.  
Still, you obviously can't take her back to her parents like this.

Head out to the Gypsy Camp.  Ask Magda about the Staff of Erana, and then the 
Destiny Spell.  It's a spell by which one can sacrifice their life to give 
life to one that they love.  Sounds pretty heavy.  Next, remember that fairy 
fountain that knocked you out just south of Erana's Garden?  Go there now 
and you'll see a Staff floating in the air.  Touch it (or if you're feeling 
rambunctious, cast Trigger on it).  The Faery Folk will appear before you and 
their queen, Tatiana, will task you with retrieving the Staff for them.  In 
order to do so, she'll give you the Ritual of Release spell.

Go back to the castle and speak to Tanya.  Tell her about the Destiny Spell.  
Toby will take the initiative and you will all immediately travel to the 
Staff.  You'll automatically cast the Ritual of Release to remove the Staff 
and it will begin the Destiny Spell, with Toby offering to give up his life so 
Tanya can live again as a human.  After all is said and done, the Staff will 
fall to the ground and you'll take it into your possession (25).  It is now 
your Staff to summon.  When summoned, you will be able to cast any spell 
without having your MP depleted, but you cannot move or else the Staff will 
vanish and you'll have to summon it again.

You'll wake up the next morning.  You can talk to Yuri, Bella, and Tanya, and 
they'll all thank you profusely for last night's efforts.  At this point, 
things will be set into motion to get towards the finale of the game.  Stay 
another night at the inn and a note will appear on your storage chest.  The 
note is signed "Katrina" and requests you come to the castle gates at night.

---

The Geas

Once you respond to the note, the game will pretty much be on a time limit 
towards the end, so make an effort to finish up any skill-grinding you wish 
to do.  You can complete the game without a large supply of potions, or Mana 
Fruits but I suggest having a few on hand just in case.

When you feel you're ready, head over to the screen below the castle gates and 
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the 
control of the Dark Master.  You can talk with him for a bit, but after a 
few topics, he'll summon a bunch of Necrotaurs to chase after you.  If you 
want, you can play along with this chase.  It's even possible to make it all 
the way back to town, but there's no real point, as you can't move the game 
forward until you get captured.

Once you come to, you'll find yourself in chains in the castle dungeon.  Ad 
Avis will taunt you for a moment, then cast a spell to make you sleep until 
the next day's sunset.  When you awaken, cast the Open spell on yourself to 
unlock your chains, then grab the nearby stake and hammer.  Head over to the 
dungeon door and listen at it.  The Goon guards will mention a secret passage 
in there.  Head back to iron maiden and click the Hand on it to step inside.  
You'll find yourself in the Master's bedroom.  Open the coffin and you'll 
discover that, surprise, surprise, Katrina IS the Dark Master!  Do anything 
to Katrina EXCEPT kill her, and she'll wake up.  She'll haul you back off to 
the dungeon and start whaling on you.  You can say whatever you want to her, 
but in the end she will decide she still has a use for you.  She invokes a 
Geas on you to find the five missing Dark One Rituals.  With the Rituals, she 
intends to awaken the Dark One so he will cover the world with the Shadows of 
Darkness, meaning she will never have to be vulnerable again.  You have three 
days in which to accomplish this or else.

You will reappear outside the castle.  Ah, Hero.  What kind of mess have you 
got yourself into this time?  It's entirely possible to already have all five 
Rituals at this point, but for the sake of continuity, I'll detail here how 
to find them all.  First, you may want to make a trip to visit the Gypsies.  
Magda will give you a free reading in which she details all the missing 
Rituals, including the sixth, which you'll deal with while in the Dark One 
Cave.  Also, the basement of the monastery contains the Mad Monk's notes which 
can help you as well.  Here we go:

#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's 
 Tombstone.  If you haven't yet, ask Dr. Cranium about Magic to get the Glide 
 spell.  This is where you need to use it.  Cast and coast along the swamp 
 water.  You can either step onto the little tufts of grass or just keep 
 gliding.  Head down and left routinely.  After a while, you'll reach the 
 tomb (6).  Two Chernovy Wizards stand here, blasting you with magic.  Walk up 
 and deal with each of them.  Now, you need to open the tomb.  Place the 
 Dark One Sign upon it.  You need to input the symbols of the order of the 
 Rituals to open it.  It's actually quite easy: start at the Mouth at the 
 upper-right corner, then proceed clockwise in a circle.  The tomb will open 
 and you'll find the Ritual inside (2).  Head back out the way you came in.

#2 - Blood Ritual: This Ritual is in the monastery.  If you've followed the 
 walkthrough, you should already have it, but I'll detail it again: enter the 
 monastery by placing the Dark One Sign on its door.  Once inside, use Garlic 
 on the hexapod hanging over the fireplace, then click the Hand on the 
 fireplace to descend into the basement.  Tap the wine cask in the back.

#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's 
 Tree, which is on the same screen as Baba Yaga's hut.  Well, it's obviously 
 not there, so that means the Ogress has it.  You'll need something to trade 
 with her for it.  Either get some Grue Goo or make some more Bonemeal and 
 give it to her.  Ask for the Ritual in return.

#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone, 
 and only revealed by the light of a dead child's soul.  Head to the 
 southeastern swamp shore at night and you'll see some Will O' Wisps dancing 
 out there.  Buy some Candy from Olga and place it on the ground.  Trap the 
 Wisps in an Empty Flask (6).  Now head east to the Squid Stone and use the 
 Flask o' Wisps on it.  Images and a hole appear on it.  Use the Dark One 
 Sign on the stone, now.  You'll see a series of letters, and your objective 
 is to spell out the Dark One's name, which is "Avoozl".  Unfortunately, this 
 is kinda bugged on faster computers, but it's still possible to work it.  
 Click AVVOOOZZLL (note how on some clicks the sign points to the C without 
 lighting up).  Once that's done, the stone will open and you can take the 
 Ritual (6).  Now, make sure you go back to the Swamp Shore and release the 
 Wisps, unless you want to lose some Honor the next morning.

#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the 
 notes.  Well, that's not very helpful.  Talking to the Gypsies will inform 
 you that a powerful yet deceitful woman has it.  Well, geez, we know so many.  
 Actually, you may recall that you only got the Staff by virtue of the Faerie 
 Queen giving you the Ritual of Release, so head on back to the spot south 
 of Erana's Garden at night.  Tatiana will try to summon the Staff for her 
 own, but the Staff is having none of that, and will declare itself yours.  
 The Queen will be a bit miffed, and will try to kill you.  First, summon the 
 Staff.  Next, cast Reversal.  This won't slow the faeries down much as 
 they'll just switch to area-effect attacks.  Now, go to your spell menu.  
 Note that you have a new spell there that looks like two arrows pointing up 
 and down.  Cast "Resistance" and you'll take far less damage from those 
 attacks.  Now, take a Healing Potion if you need it, then pump the Faerie 
 Queen full of the Frost Bite spell.  After several hits, she and her 
 entourage will decide to cut their losses and teleport out, leaving behind 
 the Ritual (15).

With all five Rituals, return to the castle and you'll find the main gate 
open.  Head inside, and Katrina and Ad Avis will teleport you to the game's 
finale.

---

Ave Avoozl

You'll be in front of the Dark One's Cave.  Katrina will perform the Mouth 
Ritual to open the cave (proving she was the one who had it, which makes 
sense since she used it to let you out).  She'll tell you you'll find the 
final Ritual inside, so let's get in there and get it on (15).

We're back in the pit chamber of the cave.  The tentacled beast from long 
ago is now hanging around in the open.  That book next to him has the last 
Ritual in it.  First, cast Calm and you'll lull the Pit Horror to sleep, then 
cast Levitate near the ledge and you'll automatically lower yourself down to 
the floor.  Take the book and you'll learn that this thing was the last Boyar, 
and you'll also get the Essence Ritual (15).  Levitate straight up to the far 
ledge and you'll be able to head further into the cave.

In the Heart Chamber, you should be able to notice the pulsating valve on 
the right side of the room.  Open it and you'll re-enter the Bone Chamber, 
the very room you started the game in.  Walk over to the altar and use your 
Torch on the left-hand sconce to light it, then replace your Torch in the 
right-hand sconce for some nice spooky lighting.  Use the Dark One Sign on 
the altar and it will disappear, finally having served its purpose.  Now, it's 
time to use the Bone Ritual on the altar (6).  Once you finished the reading, 
the bones in the room will close on you.  You'll need to break them with 
your spells.  First, cast Frost Bite to chill them, then Flame Dart.  This 
will cause the bones to become brittle.  Cast Force Bolt and you'll blast 
them open.  Grab your Torch and leave this room (15).

The next room you need to enter is on the left.  This is the Blood Chamber.  
Make your way down to the bottom of the room, then climb up the bowls to the 
altar on the right.  Use the Blood Ritual on the altar to read it (6) and 
highly corrosive blood will start gushing out of the altar.  The truly 
dangerous part is in the lowest bowl, since the blood is leaking out over the 
sides.  Cast Frost Bite on the upper bowl and you'll momentarily freeze the 
flow.  Quickly move down the bowl to the ledge and back out the way you came 
in (15).

The next chamber is the Breath Chamber.  Head over to the left side and use 
the Breath Ritual on the altar with all the odd pipes sticking out of it.  
Just reading it won't be enough, though.  Pay attention to what the Ritual 
says.  These are instructions for how to blow on the pipes on the altar.  
There are six pipes altogether, and you have to blow them in exactly the 
correct order or you'll be killed.  The order is lower right, lower left, 
lower middle, and upper middle.  If you do it right, a massive wind will 
start blowing in the chamber (6).  As you try to escape, you'll be swept up 
by the wind in a rather comical fashion.  Once you get sucked into the valve 
on the back wall, cast the Calm spell to momentarily stop the wind, then cast 
Open on the valve you're stuck behind.  You'll automatically walk to safety.  
Head back out of the room (15).

The final chamber is the Sense Chamber.  As you enter, you'll realize you've 
been struck completely senseless.  Walk to the lower left of the room, then 
to the upper left, then to the upper right.  As you walk, you'll slowly 
regain your senses.  For some fun, click the Hand after you regain each 
sense to get some interesting messages about what you're feeling, smelling, 
or hearing.  Once you reach the altar, use the Sense Ritual on it (6).  This 
will charge the spiky dendrites in the room with electricity.  It's possible 
to escape simply by timing your movements past the dendrites, but the 
preferred method is to cast Lightning Ball on them.  This will cause them to 
short out, allowing you to safely walk past and leave this chamber (15).

All the remains is the Heart Ritual.  Use it on the heart-shaped altar in the 
center of the room (6) and an opening will appear in the ceiling.  Levitate 
up to the opening, and you'll enter the Essence Chamber (6).

Both Katrina and Ad Avis will be here, and you'll automatically begin the 
final Ritual to summon the Dark One.  Once you finish, the Dark One will begin 
to awaken, and Ad Avis will seize the opportunity, blasting the platform 
you're standing on.  Katrina will take offense to this and blast Ad Avis with 
a spell, officially severing the bonds of servant and master between them.  
The two will battle for short while, but neither will gain any real ground.  
Ad Avis then has the bright idea of attacking you instead.  Katrina, not 
wanting to let you die, jumps in the path of his Dragon Fire.  While she 
survives the spell, Avoozl, drawn by the incredible power of the spell, will 
wrap a tentacle around her and consume her.  Through Katrina's sacrifice, you 
find the strength and determination to destroy Ad Avis for good and pull 
yourself up onto your platform.

Summon your most powerful weapon, the Staff of Erana.  Ad Avis will mock you, 
telling you no matter what you use against him, he'll be able to repel it.  
You need a distraction.  Click the Mouth on yourself and "Tell Ultimate Joke".  
Ad Avis will be bent over in laughter.  Now, cast any attack spell on him.  
I prefer Flame Dart because Ad Avis has had a classic fear of fire, but any 
attack spell works.  Ad Avis will take the spell like a champ, but you'll have 
turned the same tables he turned on Katrina.  The power of your spell, 
amplified by the Staff, will attract Avoozl, and a black tentacle will snake 
out and take Ad Avis to join Katrina in the darkness.  Summon your Staff one 
final time.  You'll automatically touch it to the massive crystal in the room 
and you'll free the spirit of Erana, who will use the Rituals to banish Avoozl 
back to its own dimension, where it will never threaten the world again.  Her 
spirit passes on with the knowledge that the two of you have saved the land of 
Mordavia (50).

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

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

All points for deeds are added in parentheses.

---

Welcome to Mordavia

You'll being your adventure in a rather freaky cave, half made out of bones, 
with no idea how you got there or where your stuff is.  The bones serve as 
your platforms for walking around on.  That odd-looking door thing on the back 
wall is your exit, but you can't get out yet.  First thing to do is look around 
certain points of the room.  Specifically, see if you can spot some human-
shaped skeletons.  Search one of them (2) by clicking the Hand on it.  It's 
also possible, if you walk around long enough, that you'll trip over one and 
get the items on its body anyway.  On one skeleton you'll find a dagger and 
some coins.  On another you'll find a piece of flint and coins, and on the 
third you'll just find coins.  Now, turn your attention to the nearby altar.  
It's that head-shaped thing on the right.  Use the hand on the torch to the 
right of the altar to grab it.  Now, go into your inventory (the chest at the 
top screen panel).  Click on the flint to grab it, then click the flint on 
the unlit torch to light it (6).  Now that you can see more than your hand in 
front of your face, make your way to the door in the back of the room, and use 
your hand on it to open it.

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

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

As you leave the cave, the mouth will slam shut behind you (as if it were an 
actual mouth).  As you hop across the lake of goo towards the far left side, 
you'll meet a rather attractive peasant girl.  She'll introduce herself as 
Katrina.  She tells you that you're in Mordavia, and that the town is due 
north.  She'll then walk off before you get a chance to question her.  Before 
leaving this area, take a look at the arch.  There are several symbols on it, 
and one close to you that appears raised.  Click the Hand on it to take this 
Dark One Sign (6).  You may now leave to the west.

This next area is even more hideous, covered in a green slippery goo.  Walk 
to the west down the path and you'll automatically slide to the bottom.  In 
addition to the rather obvious standing stone, take note of that bonsai bush 
in the lower right corner.  You can't do anything with either at the moment, 
so let's continue west.

This place gets better by the minute as you find yourself at the shore of a 
dark fetid swamp with grasping arms reaching out of it.  Ignore them and head 
north and you'll *finally* reach some real forest.  Continue straight north 
until you hit the forest edge, then head east and you'll see the town gate in 
the distance.  Enter the town.

---

Man About Town

As you enter the town, take note of the staff in the monument.  This is the 
Staff of Erana, and it protects this town from monsters.  You can't do 
anything with the Staff at the moment, but it will naturally become important 
later.  Head north on the left side of the stone and you'll come to the first 
street in Mordavia, where you'll meet the town's Burgomeister.  He's 
understandably quite suspicious about your arrival and is rather evasive 
regarding your questions.  You can chat with him both through the window and 
can also go inside his office for a different conversation tree.  If you ask 
him about the Adventurer's Guild, he'll give you a key to unlock it.

Just to the left of the Burgomeister's Office is the General Store.  Go 
inside and you can speak to Olga, the town's resident gossip depository.  
While she keeps her ears open about rumors, I wouldn't rely on their veracity.  
That said, she is your main source of shopping in this land, so click your 
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the 
shopping screen.  To shop, click on the item, then click on "Buy".  If you 
buy nothing else, I'd buy about ten Food Rations right now.  If you want to 
buy everything you'll need for your adventure right now, then you can also 
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, a Shopping Bag, and 
some Candy.

To the left of the General Store is the Hotel Mordavia.  As soon as you walk 
in, the Innkeeper will explain the rates, and you'll pay automatically for 
your room and board.  He'll give you the key to your room.  Question the 
Innkeeper as well as the three farmers seated nearby.  Make sure you listen 
well to the farmers' dialogue, because it's quite hilarious.  If you wish to 
check out your room, do so.  The room has a bed where you can rest for the 
night as well a chest you can use to store things, although certain items the 
game will not let you store.

I'm making a new paragraph for this because it's something you probably 
won't need to do, but you should make a point of climbing out your Inn 
window one night (2).

You can now leave the inn, and head left along the street and under the arch 
to the back towards the north part of town.  There are three things to notice 
in this area.  First is that large monastery that takes up much of the screen.  
Second is the hunchbacked fellow merrily chipping away at a gravestone on the 
left.  Third is the dilapidated building that the hunchback is sitting in 
front of.  You can question Igor here if you wish.  More importantly, use the 
key that the Burgomeister gave you to unlock the door to the building on the 
left, and enter the Adventurer's Guild (6).

The first thing to do in the Guild is sign the logbook on the back wall, as one 
should do when entering any Adventurer's Guild (2).  Next, head over to the 
bookshelf and read all the books stored there.  There's not much that 
interests a Thief class, but a little knowledge never hurt anyone.  If you 
wish, you may also use the exercise machine on the left to build up your 
Strength.  You can only exercise so much in one day, and you'll be informed if 
you won't be allowed to continue, regardless of your current stamina.  Once 
that happens, add weight the next day and continue, until you're out of 
weights.

---

The Thief's Training Ground

Still in the Adventurer's Guild, let's take the Rope and Grapnel (2) on the 
floor.  Toss it up on the hook and shimmy on up.  At the top, you'll get a 
close look at the ceiling and you'll find a Thief Mark at the top.  It will 
tell you to look under the desk.  Click the Hand on the desk with the logbook, 
and select "Look Under Desk" and you'll find yet another Thief Mark telling 
you how to rotate the coat hooks by the door.  The numbers indicate which 
order you should rotate them in.  Rotate the third one from the left first, 
until it points up, then the the second one from the left until it points down, 
then the one on the far right until it points right, then the one on the left 
until it points left.  A secret passage will open above the bookcase, and you 
can climb up and enter the Thieves' Guild (6).  

Unfortunately, it seems that this Guild is just as empty as the one you just 
left, but let's explore anyway.  The first thing that should catch your eye is 
the charming recruitment poster on the wall.  Specifically, you should note 
the card in the thief's hand.  It's a real Guild Card, so snag it (2).  Next, 
let's look at those grates in the lower right corner.  One has a Thief Mark 
that tells you to look in the other one.  The other has a Safe Knob inside 
it, so take it.  Now, let's examine the door on the back wall.  A closer look 
will reveal that it's locked by a simple latch.  Click the Guild Card on the 
door to flip the latch and open it.  

In this back room, you'll find a safe and a bookshelf.  Scour the books and 
you'll learn some basics on the ideas of traps (2).  Now, for the safe.  Click 
the knob on the safe and you'll have to crack it.  The safe was made by the 
"FILCH" Safe Co., so the code should be obvious.  Only problem is that you 
only see the letters A, C, E, G, I, and K.  That said, remember that there's 
one letter between each of those in the alphabet, meaning you can click on the 
lines midway between the letters to access B, D, and so on.  So, spell FILCH 
out and you'll open the safe (2).  Search inside to find some daggers and a 
lockpick.  You can also click the Hand beneath the safe to find another set 
of Thief Marks.

Now, let's examine the big desk that dominates the room.  Click the Hand on 
it, then select "Search For Traps" and you'll find a simple trap and disarm it 
automatically.  Next "Pick the Lock" and you'll open the desk to find a big 
logbook and a brand spanking new Mark II Thieves' Tool Kit (2).  You can use 
this Tool Kit to help crack the safes behind the paintings on the wall.  To 
disarm traps using the Mark II, you need to watch as symbols pop up on the 
grid, then click to stop them.  The idea is to match up three of the same 
symbol in a row, column, or diagonal.  It's pretty easy.  Inside the safes 
are some money, and both a Healing Potion and Poison Cure potion.

Now, let's take some time to read the book and learn some history about the 
Guild, as well as get some clues for puzzles later in the game.  You'll also 
get this interesting stanza:

"Bad Boys Yell
Good Girls Giggle
Rich Girls Run"

That can be shortened to:

BBY
GGG
RGR

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

Once you complete the puzzle (2), the wall on the right side will open and 
you'll meet the Chief Thief of Mordavia, Lorre Petrovich.  He's a little 
different from your average Chief, given how he appears to be a giant 
cockroach.  Question him about everything.  If you ask about his "condition", 
he'll be evasive and suggest that you steal something first in order to 
prove that you have the skills.

The easiest mark to steal from is Nikolai's house.  He's the old man who 
wanders around the eastern portion of the town.  Obviously, you need to wait 
until dark before entering.  His door's barred, so you'll have to climb in 
through the window.  Make sure you sneak the whole way so you don't wake him.  
Use your oil on both doors of his wardrobe, then open and loot each side of 
it.  Now, take a look at the chest at the food of his bed.  You'll find a 
Locket inside, and you'll note that it seems to have been handled a lot 
recently.  Definitely PUT IT BACK as he'll likely notice if it's missing.  
Now, head downstairs and over to the desk near the door.  Make sure you take 
the mug off the desk and onto the floor before you open it and take what's 
inside.  That's all there is to find here, so leave by the window.

Once you return to the Chief, he'll tell you about his monastery job.  He'll 
describe how he made it to the basement and found a weird statue there that 
turned him into his current form.  He'll want you to get it for him to see 
if it will restore him.

---

The Doctor and the Monastery

Leave the Guild, and head to the east under the arch.  You'll reach the 
eastern part of Mordavia and you'll notice old man Nikolai wandering around.  
Although you can question him, you won't get much besides the fact that he's 
searching for his Anna.  Now, turn your attention to Dr. Cranium's office on 
the right side of the screen.  You'll have to demonstrate your smarts to 
enter his laboratory.  Begin by clicking the Hand on the door or the bell 
rope.  Match the sequence of bells that come up to enter (6).

Inside is the anteroom of his laboratory.  You may notice some simliarities 
with another old Sierra series.  There are three doors in this area and a 
weird device in the center.  Start by opening the door on the right.  You'll 
get properly Antwerped, and the little bouncing babies will hop around the 
room.  You'll need to capture one of these Antwerps.  To do so, click the Hand 
on the T.R.A.P. device in the center of the room.  The T.R.A.P. will ask you 
a series of yes/no questions, and you need to provide answers that whittle 
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing 
Matilda).  Once you identify the baby Antwerp (2), the device will ask you 
for avocado.  If you've bought Food Rations from Olga, click one of them on 
the device.  It will start working and shortly capture one of the babies (2).  
While you're here, click the Hand on the trap again to identify another 
animal.  The animal you want is a "hexapod".  It has six legs, resembles a 
squid, and you should remind it that eating Heroes does NOT sound good to you.  
While there are no hexapods in the area, the T.R.A.P. will inform you that 
hexapods do like garlic (2), so log that info away for later.

Now, back to the Antwerp.  Open the door on the left and you'll place the 
Antwerp inside the "Key Maze".  The puzzle here is to rotate the maze so that 
the baby bounces towards the key, and then out the exit at the edge of the 
maze.  Try to avoid the holes as you rotate, or else the Antwerp will be sent 
back to the beginning.  Once you get the key (6), you can now go to the back 
door.  The lock on this door is another puzzle.  You need to switch the panels 
to create the picture of a keyhole.  It's not particularly difficult, but the 
edge pieces may cause you some trouble.  Be sure to match colors of the 
background keys.  You'll know you're done when the grid lines of the puzzle 
vanish.  With that done, click on the chest in the upper right corner of the 
puzzle window, and use the key you take on the lock to open the door to Dr. 
Cranium's private lab (6).

Inside the lab, you will be allowed to question the good doctor.  He's a 
rather long-winded type, but the point of talking to him is to ask him 
about Science, and then ask him about Healing Potions and Poison Cures.  When 
you ask him about each of these, he'll mention having forgotten the formula.  
This is another puzzle, but it requires your game manual (it was a form of 
copy protection).  If you bought the QfG Anthology or bought the game from 
GOG.com, you should have manual files in the game files.  Honestly, if you 
don't have either, or can't be bothered to look for them, I have a list at the 
bottom of this guide in the FAQ section.  Use that.  Anyway, give him the 
formula for each of the potions and he'll give you one of each (2, 2).  You 
can now return to him once a day to get another of each potion.  Also, you 
can ask the Doctor at any time for an Empty Flask and he'll give you one free 
of charge.

There's one more thing to do with Dr. Cranium, and it won't become important 
until a bit later, but on Day 3 (or the third day you visit him), he'll bring 
up the idea of Rehydration Solution.  Ask him about it and you'll have to 
input one more formula from your manual (2).  He won't give you the solution, 
though, until you go down to the Squid Stone area (the area with the slippery 
path) and get him some Grue Goo from there, so be sure to bring an empty 
flask next time you visit that neck of the woods and pick up some Goo (6).

Well, that takes care of much of the logistics in town, so let's have some 
danger.  Head back to the north part of the town with the monastery.  The door 
is locked and guarded by that enchanted stone hectapus, but you can enter via 
two ways.  One is to climb through the window.  The other is to simply use 
the Dark One Sign on the door (6).  The inside of the monastery contains a few 
points of interest.  First, you can smash open the glass cabinet to the left 
to get a free Healing Potion.  Second, climb up to the ledge above the door 
and take the Blackbird (6) from the alcove.  It serves no purpose, but it's 
a reference to a series-long quest regarding an item of great fortune, but 
that's for another game.  Third, note the fireplace, and that thing above it.  
That's a hexapod.  Remember when we ID'd the hexapod at Dr. Cranium's?  Give 
him Garlic if you're carrying any so he won't bother you if you get close.  
Now, click the Hand on the right side of the fireplace to open the rather 
obvious secret passage to the basement (6).

The basement is quite a bit more interesting than the main floor.  You'll want 
to stay away from the book and the far left wall, but note the letters 
written there.  The roll-top desk in the lower right is important, but it has 
a trap on it.  Disarm it with your mad skills so you avoid the poison gas.  
Rifle through the desk and you'll learn about Amon Tillado, the Mad Monk, and 
the location of the Dark One Rituals:

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

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

Note that the monastery was mentioned in those notes, regarding the Blood 
Ritual, and that you have to seek dark visions.  Click the Hand on the "Cask 
of Amon Tillado" (groan) and you'll pass out.  After witnessing a vision of 
the Dark One rising, you'll find a scroll forming from the droplets.  You now 
have the Blood Ritual.  Don't worry, that was the only easy ritual to get.

In an alcove to the left of the cask is a small bug-like statue.  DON'T TOUCH 
IT with your bare hands (or at least save first).  This is the statue that 
turned the Chief into a cockroach.  If you've bought a Shopping Bag from the 
General Store, click it on the statue to scoop it up.  Next time you return 
to the Thieves' Guild, give him the statue and he'll be returned to 
humanity (2).

There's one last thing to do in the monastery, but it's part of another quest, 
so I'll bring it up there.  Suffice to say you'll be back here.

Once you finish all quest-related tasks in the monastery, you can let your 
inner pyro unleash and set fire to this evil building.  Take the Torch and 
click it on the rug, curtains, or the book in the basement and you'll burn 
the insides up.  While this doesn't get you any Puzzle Points, you will get 
Honor for it, and the townspeople will comment on it.  Fortunately, the game 
will stop you if there's something left to do inside, so don't worry about 
getting yourself stuck over a little barbecue.

---

Scenic Mordavia

There's much to do in the valley, so let's take things in a direction that 
spreads out from the town.  Let's begin at the town gate.  You'll see some 
pumpkins and corn to the right.  Take an ear of Corn for later.  Click the 
Hand on the stump on the left side of the screen and you'll find a few 
Crowns someone left there.  Lastly, after a few days, come to the gates at 
night and you may run into Katrina.  If you show up wounded, she'll give 
you a Healing Potion.  You can flirt with her for a bit before she has to 
leave, but there's not much to be gained from these little talks.  She may 
even leave a note in your room to see her.  After a couple of meetings, 
she'll ask to meet you by the castle gates.  Meet her there and you'll see 
what she looks like without her scarf.  Despite her suggestions and vague 
talk about how she needs your help with something, not much will come of 
these meetings, so they're not necessary.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  Note that he and Olga the Shopkeeper have the same last name.  
Tell Olga about Boris and she'll get all snippy about her estranged husband.  
Play messenger as you go back to Boris and tell him about Olga, and continue 
bouncing back and forth until the two agree to get back together.  You get no 
Puzzle Points for this, but you do get Honor.

Next, let's go to the Cemetery.  From the town gates, head south two screens, 
east two screens, and then north one.  If you get lost, look at the map I 
put in Section 4A or just click the Eye around and you'll get a general idea 
of where you are and what you're near.  As for the Cemetery itself, there 
isn't much to do there besides read the gravestones and sometimes meet Igor 
here, busy at work.

In the far northeastern corner of the forest is the Gypsy Camp.  For now, 
it's off-limits, but make sure you note its location.

One screen south and one screen east from the Cemetery is a cluster of bushes 
notable by its whimsical soundtrack.  This is where the Leshy, the forest 
spirit, hangs out.  To speak to him (or be spoken to by him), you may have to 
click on several giggling bushes.  Once you're asked a riddle, click the 
Mouth on yourself to respond.  You cannot answer a riddle correctly until your 
character has the knowledge, so don't think you'll be able to just type in 
the answer.  Here are the series of riddles, shortened to avoid silly rhymes:

- Q: Who am I?
- A: "Leshy" (2)
- Found in Hero's Magazine in Adventurer's Guild.

- Q: Save a plant from goo.
- A: "Bush" (2)
- You must have the bush in your possession, which I describe below the 
 riddles.  Once you answer this one, he'll tell you to plant it.  Put it in 
 Erana's Garden and come back to get the next riddle.

- Q: Who's in the lake?
- A: "Rusalka" (2)
- You must have visited her at least once.

- Q: Who hides behind "trick sticks"?
- A: "Baba Yaga" (2)
- You must have visited her or spoken to Punny Bones about her.

- Q: A berry bush with attitude?
- A: "Elderbury Bush" (2)
- You must finish Baba Yaga's quest of making her a pie.

- Q: Who has the Heart Ritual?
- A: "Wraith" (2)
- You must have collected the Heart Ritual.

Now, getting the bush for the Leshy in that second riddle is its own small 
quest.  Go to the far southwest back to the Squid Stone area.  You should be 
able to see the little bonsai bush in the far right corner, in a small puddle 
of goo behind some rocks.  Throw some rocks at the pile to break them (if you 
need rocks, go back to the forest and click the Hand on the ground).  Once the 
pile breaks, the bush will get stuck in its little spot.  Use the Rope and 
Grapnel on the nearby ledge, then climb up it.  Now, above the Bush, use the 
Rope and Grapnel on the bush itself to fish it up (15).  Now that you have the 
Bush, go back to answer the Leshy's riddle, then go to Erana's Garden and 
plant it (6).

NOTE ABOUT BUG: In some versions, throwing those rocks will cause game to bug 
up a bit and you'll slide around without walking animations.  To fix this, 
grab some goo in a flask.

While we're on the subject of Erana's Garden, it's directly south of the 
Leshy's clearing, but you have to walk all the way around and enter from the 
south.  This is a safe place to spend the night, and you'll get some weird 
dreams thrown in at no charge.  The water in the pond will cure poison if you 
drink it directly, and there is a hoard of thirty Crowns in the leftmost 
lantern.

Next on the exploration parade is Lake Mordavia, also known as the Lake of 
the Lost.  From the town gates, head south until you hit a wall, then go 
west until you hit a wall, then go south one screen.  There's a lot to see at 
this lake.  Soooo much to see.  This is the Rusalka, and I'm sure you're too 
smart to fall for her charms and get dragged underwater.  Your goal here is to 
show her kindness, and do so by giving her Flowers or Candy (6).  From this 
point on, you'll be able to question her about the lake and the swamp that 
borders it.  Unfortunately, your class cannot help her any further.

While there are other things you can do right now in the forest, most of them 
are related to major quests, so we'll get to them when we get to them.

---

The Gypsy and the Hunchback

On the morning of Day 4 or 5, head to the front of the Burgomeister's office 
and you'll see the three farmers that usually hang out in the Inn at night.  
Ask them all what's going on and they'll tell you that Igor is missing and 
that they found a gypsy.  Actually, wait, no.  They tell you that the gypsy 
they caught is a Werewolf and he ate Igor.  It's a little confusing as to what 
the facts are in this investigation.  You may question the farmers, the 
Burgomeister, and the gypsy himself, but you'll get very little help, so the 
majority of the investigation has to be done on your own.

As a Thief, you should realize the potential of employing your unique skills 
in this situation.  You *could* simply find Igor and the gypsy would be off 
the hook, but what fun would that be?  Wait until dark and use your Toolkit 
on the Burgomeister's window.  Sneak over to the desk and you'll find the cell 
key, plus some money for the effort.  Use the key on the cell to release the 
gypsy (6).

Now, the gypsy's free, but Igor is still missing.  To solve this mystery, 
visit Igor's normal haunts.  He's not at his usual hangout, and Dr. Cranium 
will make no mention of him.  That leaves the cemetery.  As soon as you reach 
it, you'll see a headstone tipped over on an open grave and hear horrible 
moaning coming from underneath.  It can't be that simple, can it?  You bet it 
can!  Climb the tree to the left and use your Rope and Grapnel on the branch 
to hang it down as if it were a pulley system.  Climb back down and pull on 
the rope.  The headstone will lift up and Igor will hop on out (15).  He'll 
give you due thanks and head on back to town.

Later that day, or the next day, as you exit town, the gypsy will approach 
you in the town gate area.  He'll invite you to their camp, so head up to 
the northeast corner of the forest to find their wagons (2).  Davy will 
introduce to Magda, the leader of their pack and fortuneteller.  Give her a 
Crown (2), and she will perform a Tarot reading.  You can get up to four 
readings, no more than one per day.  These readings first focus on you (Page 
of Swords), then on three other people in your life who may be important (King 
of Coins, Queen of Swords, Queen of Cups).  You can also learn quite a bit 
about the meanings of Tarot cards (and these are actual interpretations of the 
cards).  Educational!

You get one more thing from Magda: the Undead Amulet.  This will allow you to 
engage in combat with Wraiths without having your health steadily draining, 
but it's only effective while in actual combat.  You may now run around the 
forest at night and go on a Wraith-killing rampage.  The barrows each have a 
fair amount of treasure in them.  You can check the map in Section 4A to learn 
where, or just work from this list:

1) Four screens south of the Town Gates.
2) From the Leshy bushes, two screens west.
3) From the Leshy bushes, three screens north.
4) From the Leshy bushes, two screens east.
5) From Erana's Garden, one screen west and three screens south.

The fifth one is a tougher variety than the rest, but the reward is worth 
it.  You get a TON of money and the Dark One's Heart Ritual from its 
barrow (15).

---

The Way to Baba Yaga's Heart

On the evening of Day 3 (yes, we're going back in time, these quests overlap 
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit 
performing his... "comedy" act.  Speak to Punny Bones and he'll tell you he's 
staying at the room at the end of the upstairs landing.  Go up to his room on 
any future day and question him.  He'll tell you that he was cursed to get a 
0-point skill in Jokes by the mistress of curses herself, Baba Yaga.  While 
you're here, take the Rubber Chicken (2) on his bed.  You'll need it for this 
quest.

So, Baba Yaga's in Mordavia, eh?  Few people will actually tell you where her 
hut is, so I'll tell you it's in the southeastern corner of the forest.  
From Erana's Garden, go one screen south, all the way east, then all the way 
south to a dead end of the forest.  If you look at the bushes to the west, 
you'll be told they seem to have been planted deliberately.  You'll need a 
magic phrase to get past these, and there are two places to get it.  One way is 
to answer the Leshy's riddles.  In one of them, he'll mention the magic 
phrase.  The other way is to visit the gypsies repeatedly.  At one point, 
Davy will tell you that he heard someone say the magic phrase, which is 
"Bushes, hear!  Disappear!"  In the southeastern dead-end of the forest, click 
the Mouth on the bush, and "Say Magic Phrase".  The bushes will vanish, and 
you'll be able to proceed west towards a familiar sight (6).

Walk up to the skulls and the lead skull will threaten you, and then almost 
immediately recognize you.  Bonehead is the skull that you gave a glowing 
gem to way back in Spielburg, and just like then, he won't let you buy until 
you bargain with him.  Click the Mouth on yourself and "Tell About Gnome" and 
he'll mention wanting something to keep the sun out of his eyes.

Now, pay attention, because coming up is one of those classic Sierra "there 
had to have been an easier way to do this" quests.  Wait until night in the 
forest, then go two screens west of Erana's Garden.  You'll see a ghostly 
apparition floating in the clearing.  Talk to her and she'll ask you to help 
her get home.  You can question her or tell her whatever you want, but there's 
not much point to it.  Leave the screen and return and you'll speak to her 
again, but not make any progress.  Leave and return a third time.  This time, 
she'll became agitated as to why she can't follow you.  Tell her she's a 
Ghost (6).  Leave and return a fourth time and she'll have remembered 
everything.  Ask her Name and you'll learn that this is Nikolai's lost wife, 
Anna.  Return to Nikolai in the east part of town and tell him about Anna.  
He'll wander off to find her.  As you can imagine, he won't last long.  Go out 
to Anna's clearing at night again to find the two reunited (6).  Leave and 
return one last time and two will thank you, and ask if there's any way they 
can return the favor.  Ask them about whatever you want, but what you really 
need is Nikolai's Hat (2).  That's right, you needed to kill an old man to 
get a hat for Bonehead.  I suppose you can get some solace that the two are 
happy in death.

So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the 
hat on Bonehead (6).  He'll turn off the laser skulls and you can walk up to 
the hut, which will walk away, as it apparently doesn't like you.  If you 
haven't yet, return to the Town Gates to pick up some corn, then place it 
on the ground in front of the hut (6).  It'll squat, and you can head inside.

As you enter the hut, Baba Yaga will quickly spring a trap on you and once 
again contemplate on how delicious Hero Sandwiches are.  As soon as you gain 
control, Tell her about the Gnome, and, after some finagling, she'll agree 
to help you if you make her a delicious Elderbury Pie.  Once you sends you 
back outside, talk to Bonehead and he'll tell you about what you need to make 
it:

Pie Pan - Easily done.  Go to the General Store and pick one up for 250 kopeks.
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the 
 green goop.
Bonemeal - You'll need a Bone for this.  There are a couple of places to get 
 them.  A couple of the Wraith barrows have bones in them, but a sure-fire 
 means is to go to the northwestern of the two swamp shore screens in the 
 southwest.  That screen has a skeleton in it, and you can grab a Bone from 
 there.  Now, head back to Baba Yaga's, place the Bone in the mortar, then 
 click the Hand on the mortar to grind it.  Use an Empty Flask on the mortar 
 to collect the Bonemeal (2).
Elderbury Berries - This is the fun part.  First, you'll need to find the 
 Elderbury Bush.  From Erana's Garden, go two screens south and two screens 
 west.  You'll know you're in the right place once you see the bush with 
 yellow eyestalks.  Throw some rocks at the bush to dislodge a berry branch.  
 Now, you have to move the bush so you can get to the berries without it 
 lashing at you.  Place Punny Bones' Rubber Chicken on the ground (yes, you 
 read right) and the bush will move.  Step carefully around it and get the 
 berries (6).

NOTE: There actually is a hint about this.  If you go visit the Gypsies, 
Magda will mention having a dream about seeing you throwing something that's 
a bird, yet not a bird.  It's a bit subtle, I admit.

Combine all the ingredients together in your Inventory, then head back to Baba 
Yaga's and show it to Bonehead.  Click the Pie on the cluster of four skulls 
in the lower left and they'll laser it up to golden brown.  You'll 
automatically re-enter the hut.  Once you regain control of yourself, click 
on your Inventory, select the Pie and give it to her (6).  She'll ask what 
you want for your trouble.  Tell her about the Gnome and she'll give you the 
Good Humor Bar.  Bring it back to Punny Bones at the Inn and his humor will 
(allegedly) be restored (15).  As you leave his room, he'll give you a gift 
of telling you the Ultimate Joke.  Stop by the Inn that evening and you'll 
see his last show before he leaves the valley.

---

The Destiny Spell

This is a series of tasks that leads to the major turning point in the game, 
so we'll tackle them starting with the simplest.  The quest revolves around 
Tanya, the daughter of the Innkeepers.  If you question them about Tanya, 
you'll learn that she was taken from her room one night and nobody knows 
where she is.  Sounds like a job for a hero, but you need more clues to this 
mystery besides "she's gone".

Fortunately, you can rely on the help of one more being who lives in the Inn.  
Sleep in your bed an hour at a time until it's after midnight (you get a 
"You're getting tired" message).  Everyone else will have gone to bed, but if 
you go to the main room of the Inn, you'll see a blue creature perched above 
the fireplace.  This is a Domovoi, a spirit that lives in households and 
brings good luck.  Unfortunately, this one's a little depressed over the 
grim atmosphere of the Inn.  He mentions needing your help at a later date, so 
come back another night to speak to him.  At this visit, he'll mention a 
"bad place Domovoi" that needs some help.  As you can probably imagine, that 
"bad place" is the monastery.  Head inside the monastery and you'll see a 
dried up Domovoi on the cabinet on the left-hand wall.  If you have Dr. 
Cranium's Rehydration Solution, use it on the Domovoi (6).  To get the 
Solution, simply visit him at anytime on Day 3 or afterwards and give him the 
formula for it, then give him some Grue Goo to trade for it.  

Anyway, with the brown Domovoi restored to full wetness, you can return to the 
Inn and speak to the blue Domovoi.  He'll spin the entire tale of how Tanya was 
scared of the dark, how she was visited at night by a "friendly monster", and 
how that monster gave her a doll.  After her parents were frightened by the 
sudden appearance of the doll, Tanya, worried that her parents would be 
frightened of her new friend, the monster, went away with him.  The Domovoi 
gives you leave to take the Doll from the china cabinet in order to get 
Tanya's trust.

Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could 
hazard a guess.  If you go to Castle Borgov and speak to Boris, and ask him 
"Who Lives In the Castle", he'll mention who he believes to be "the Master's 
daughter".  Can't get more obvious than that.  Now, the trick is to get in 
the castle, and there are two ways go about it.  One way is the direct 
approach: to bust down the castle gate at night, slay the Necrotaurs guarding 
it, and bust open the front door.  The other route is more subtle, and more 
preferred, as it gives you points; through the crypt in the cemetery.  Speak 
to Igor, and, having rescued him earlier, he'll give you the key to the crypt 
if you ask for it.  Head to the cemetery and unlock the crypt door (6).  

Once inside the crypt, there's no obvious way to leave.  If you look at the 
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet 
the Reaper".  Click the Hand on it and you'll leave the crypt (6).  Since you 
get points for it, you may as well do it on your first trip in.  Now, we'll 
need to find a way into the castle.  Search the wall-mounted coffins, and 
you'll find that the one on the far right has a keyhole in it.  To get the 
key, click the Hand on the Borgov crest on the floor.  To solve this puzzle, 
you'll need to spell out the name "BORGOV" in colors, meaning you have to 
click Blue, Orange, Red, Green, Orange, and Violet.  Doing so will give you 
the key for the coffin, so unlock it and enter the secret passage (6).

Here's a rather crude map of Borgov Castle.  The squares are rooms while the 
long lines connecting certain squares are screens with staircases.  The castle 
can be rather complicated, given how some screens kind of turn you around.  I 
tried to compensate as best as possible with the ways to leave and enter 
screens.

NOTE: As a Thief, all doors of the castle will be locked, and you'll have to 
go through the arduous process of unlocking each one with your Toolkit.

               =====     |---------------------------------|     3           
 =====   |----|  5  |----|                                 |   -^^^-         
‡  8  ‡  |4   |     |        |-----------------|           |  ‡  7  |-|      
‡     ‡  |     =====         |        9        |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  6  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ===== -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just 
came from one of those two directions.  

Great Hall - This is simply a large open main hall, and has three exits (not 
 counting the main door, since you can't leave via that way).  One exit is the 
 obvious door to the right, the second is the door up the short flight of 
 stairs (which on the map points to 4), and the third is a not very visible 
 exit to the left of the stairs, but it's there.
Dungeon - On the far right of the map is the castle dungeon, which is not 
 normally accessible.  The staircase room before it is populated by two Goon 
 guards, who will kill you if you try to pass.
Tanya - This is Tanya's playroom.  You can only enter this room and speak to 
 Tanya at night, for reasons that are probably obvious.  We'll discuss that 
 more down below.
Area #1 - This is the room that you enter from the crypt secret passage.  To 
 get back to the crypt, click the Hand on the candelabra on the wall.
Area #2 - This is a staircase just off the Great Hall.  At night, walk up to 
 the upper door and you'll be told you hear voices.  Make sure you use Oil on 
 the door, then click the Hand on it and choose "Listen" to hear a very 
 interesting conversation (2).
Area #3 - This is a room with a secret passage.  Click the Hand on the crest 
 above the bookcase to open this one-way passage.
Area #4 - This staircase has a ghost in it.  Although it's rather chilling, 
 it's actually quite harmless and you can't interact with it in any 
 meaningful way.
Area #5 - This room has as safe in it.  Disarm the trap on it and pick it open 
 to find some money.  You can also find a few coins in the cabinet behind the 
 safe.
Area #6 - This hallway has a bench on it which you can rest on.
Area #7 - This is a library room.  Click on the center bookshelf, then click 
 on the books E-X-I-T.  This will give you a secret passage back to Area #3.
Area #8 - This is a bedroom which a chest on it.  Disarm the trap on it to 
 open it, then defeat the Wraith inside.  You'll get some money and a Healing 
 Potion.
Area #9 - This staircase simply has some Badders that you'll have to fight.

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

Phew.  Now that we've exhausted all the interesting stuff in here, speak to 
Tanya.  If it weren't obvious, she's a vampire now.  Her friend here is the 
friendly monster, Toby.  If you question her she mentions "Aunt Trina" and 
"The Dark Man".  Give her the Doll (15) and both she and Toby will trust you.  
Still, you obviously can't take her back to her parents like this.

Head out to the Gypsy Camp.  Ask Magda about the Staff of Erana, and then the 
Destiny Spell.  It's a spell by which one can sacrifice their life to give 
life to one that they love.  Sounds pretty heavy.  Go back to the castle and 
speak to Tanya.  Tell her about the Destiny Spell.  Toby will take the 
initiative and you will all immediately travel to the Staff.  The Staff will 
begin the Destiny Spell, with Toby offering to give up his life so Tanya can 
live again as a human.  After all is said and done, the Staff will fall to 
the ground and you'll take it into your possession (25).

You'll wake up the next morning.  You can talk to Yuri, Bella, and Tanya, and 
they'll all thank you profusely for last night's efforts.  At this point, 
things will be set into motion to get towards the finale of the game.  Stay 
another night at the inn and a note will appear on your storage chest.  The 
note is signed "Katrina" and requests you come to the castle gates at night.

---

The Geas

Once you respond to the note, the game will pretty much be on a time limit 
towards the end, so make an effort to finish up any skill-grinding you wish 
to do.  You can complete the game without a large supply of potions, but I 
suggest having a few on hand just in case.

When you feel you're ready, head over to the screen below the castle gates and 
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the 
control of the Dark Master.  You can talk with him for a bit, but after a 
few topics, he'll summon a bunch of Necrotaurs to chase after you.  If you 
want, you can play along with this chase.  It's even possible to make it all 
the way back to town, but there's no real point, as you can't move the game 
forward until you get captured.

Once you come to, you'll find yourself in chains in the castle dungeon.  Ad 
Avis will taunt you for a moment, then cast a spell to make you sleep until 
the next day's sunset.  When you awaken, use your Toolkit on yourself to 
unlock your chains, then grab the nearby stake and hammer.  Head over to the 
dungeon door and listen at it.  The Goon guards will mention a secret passage 
in there.  Head back to iron maiden and click the Hand on it to step inside.  
You'll find yourself in the Master's bedroom.  Open the coffin and you'll 
discover that, surprise, surprise, Katrina IS the Dark Master!  Do anything 
to Katrina EXCEPT kill her, and she'll wake up.  She'll haul you back off to 
the dungeon and start whaling on you.  You can say whatever you want to her, 
but in the end she will decide she still has a use for you.  She invokes a 
Geas on you to find the five missing Dark One Rituals.  With the Rituals, she 
intends to awaken the Dark One so he will cover the world with the Shadows of 
Darkness, meaning she will never have to be vulnerable again.  You have three 
days in which to accomplish this or else.

You will reappear outside the castle.  Ah, Hero.  What kind of mess have you 
got yourself into this time?  It's entirely possible to already have all five 
Rituals at this point, but for the sake of continuity, I'll detail here how 
to find them all.  First, you may want to make a trip to visit the Gypsies.  
Magda will give you a free reading in which she details all the missing 
Rituals, including the sixth, which you'll deal with while in the Dark One 
Cave.  Also, the basement of the monastery contains the Mad Monk's notes which 
can help you as well.  Here we go:

#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's 
 Tombstone.  It's time to show off your Acrobatics.  Click on the Special 
 menu and click on the picture of yourself curled up in a ball.  Jump across 
 the swamp using the small tufts of grass.  Avoid the grasping hands, and head 
 down and left routinely.  After a while, you'll reach the tomb (6).  A 
 Chernovy Wizard stands here, blasting you with magic.  Jump over and deal with 
 it.  Now, you need to open the tomb.  Place the Dark One Sign upon it.  You 
 need to input the symbols of the order of the Rituals to open it.  It's 
 actually quite easy: start at the Mouth at the upper-right corner, then 
 proceed clockwise in a circle.  The tomb will open and you'll find the 
 Ritual inside (2).  Head back out the way you came in.

#2 - Blood Ritual: This Ritual is in the monastery.  If you've followed the 
 walkthrough, you should already have it, but I'll detail it again: enter the 
 monastery by placing the Dark One Sign on its door.  Once inside, use Garlic 
 on the hexapod hanging over the fireplace, then click the Hand on the 
 fireplace to descend into the basement.  Tap the wine cask in the back.

#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's 
 Tree, which is on the same screen as Baba Yaga's hut.  Well, it's obviously 
 not there, so that means the Ogress has it.  You'll need something to trade 
 with her for it.  Either get some Grue Goo or make some more Bonemeal and 
 give it to her.  Ask for the Ritual in return.

#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone, 
 and only revealed by the light of a dead child's soul.  Head to the 
 southeastern swamp shore at night and you'll see some Will O' Wisps dancing 
 out there.  Buy some Candy from Olga and place it on the ground.  Trap the 
 Wisps in an Empty Flask (6).  Now head east to the Squid Stone and use the 
 Flask o' Wisps on it.  Images and a hole appear on it.  Use the Dark One 
 Sign on the stone, now.  You'll see a series of letters, and your objective 
 is to spell out the Dark One's name, which is "Avoozl".  Unfortunately, this 
 is kinda bugged on faster computers, but it's still possible to work it.  
 Click AVVOOOZZLL (note how on some clicks the sign points to the C without 
 lighting up).  Once that's done, the stone will open and you can take the 
 Ritual (6).  Now, make sure you go back to the Swamp Shore and release the 
 Wisps, unless you want to lose some Honor the next morning.

#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the 
 notes.  Well, that's not very helpful.  Talking to the Gypsies will inform 
 you that a Wraith has it.  I'll cut to the chase and let you know that it's 
 the Wraith that's two screens west and two screens south of Erana's Garden.  
 If you've followed the walkthrough, you should have it already.

With all five Rituals, return to the castle and you'll find the main gate 
open.  Head inside, and Katrina and Ad Avis will teleport you to the game's 
finale.

---

Ave Avoozl

You'll be in front of the Dark One's Cave.  Katrina will perform the Mouth 
Ritual to open the cave (proving she was the one who had it, which makes 
sense since she used it to let you out).  She'll tell you you'll find the 
final Ritual inside, so let's get in there and get it on (15).

We're back in the pit chamber of the cave.  The tentacled beast from long 
ago is now hanging around in the open, and it appears to be asleep.  That book 
next to him has the last Ritual in it.  Use the Rope and Grapnel to lower 
yourself down to the lower floor and sneak over towards him.  Take the book 
and you'll learn that this thing was the last Boyar, and you'll also get the 
Essence Ritual (15).  Use your Rope and Grapnel to get back out the way you 
came down, then cross the rope as you did in the beginning to head further 
into the cave.

In the Heart Chamber, you should be able to notice the pulsating valve on 
the right side of the room.  Open it and you'll re-enter the Bone Chamber, 
the very room you started the game in.  Walk over to the altar and use your 
Torch on the left-hand sconce to light it, then replace your Torch in the 
right-hand sconce for some nice spooky lighting.  Use the Dark One Sign on 
the altar and it will disappear, finally having served its purpose.  Now, it's 
time to use the Bone Ritual on the altar (6).  Once you finished the reading, 
the bones in the room will start closing on you.  Quickly jump straight up and 
you should land safely.  Grab your Torch and leave this room (15).

The next room you need to enter is on the left.  This is the Blood Chamber.  
Make your way down to the bottom of the room, then climb up the bowls to the 
altar on the right.  Use the Blood Ritual on the altar to read it (6) and 
highly corrosive blood will start gushing out of the altar.  The truly 
dangerous part is in the lowest bowl, since the blood is leaking out over the 
sides.  You have to stop up that flow so you can get back out of the chamber, 
so use the Rope and Grapnel to climb up to the ledge above you, then start 
jumping around the ledges to make your way back to the entrance (15).

The next chamber is the Breath Chamber.  Head over to the left side and use 
the Breath Ritual on the altar with all the odd pipes sticking out of it.  
Just reading it won't be enough, though.  Pay attention to what the Ritual 
says.  These are instructions for how to blow on the pipes on the altar.  
There are six pipes altogether, and you have to blow them in exactly the 
correct order or you'll be killed.  The order is lower right, lower left, 
lower middle, and upper middle.  If you do it right, a massive wind will 
start blowing in the chamber (6).  As you try to escape, you'll be swept up 
by the wind in a rather comical fashion.  Click the Hand on yourself as you 
flatten against the screen and you'll latch onto the front wall, climbing 
down and walking to safety.  Head back out of the room (15).

The final chamber is the Sense Chamber.  As you enter, you'll realize you've 
been struck completely senseless.  Walk to the lower left of the room, then 
to the upper left, then to the upper right.  As you walk, you'll slowly 
regain your senses.  For some fun, click the Hand after you regain each 
sense to get some interesting messages about what you're feeling, smelling, 
or hearing.  Once you reach the altar, use the Sense Ritual on it (6).  This 
will charge the spiky dendrites in the room with electricity.  It's possible 
to escape simply by timing your movements past the dendrites, but the 
preferred method is to use your Rope and Grapnel on the stirrup at the top 
middle of the room so you swing past the majority of them.  Next, click your 
Rope and Grapnel on the ledge just above the entrance to swing past the rest 
of the dendrites and leave this chamber (15).

All the remains is the Heart Ritual.  Use it on the heart-shaped altar in the 
center of the room (6) and an opening will appear in the ceiling.  Use the 
Rope and Grapnel to climb up to the opening, and you'll enter the Essence 
Chamber (6).

Both Katrina and Ad Avis will be here, and you'll automatically begin the 
final Ritual to summon the Dark One.  Once you finish, the Dark One will begin 
to awaken, and Ad Avis will seize the opportunity, blasting the platform 
you're standing on.  Katrina will take offense to this and blast Ad Avis with 
a spell, officially severing the bonds of servant and master between them.  
The two will battle for short while, but neither will gain any real ground.  
Ad Avis then has the bright idea of attacking you instead.  Katrina, not 
wanting to let you die, jumps in the path of his Dragon Fire.  While she 
survives the spell, Avoozl, drawn by the incredible power of the spell, will 
wrap a tentacle around her and consume her.  Through Katrina's sacrifice, you 
find the strength and determination to destroy Ad Avis for good and pull 
yourself up onto your platform.

Pull out your most powerful weapon, the Staff of Erana.  It seems that the 
staff has read your intentions, for it transforms into a stake.  Ad Avis will 
mock you, telling you that he's quite a distance from you and can zap you 
long before you get close.  You need a distraction.  Click the Mouth on 
yourself and "Tell Ultimate Joke".  Ad Avis will be bent over in laughter.  
Now, JUMP ON HIM!  You'll jam the stake into Ad Avis' heart and he will be 
destroyed forever.  The Staff will tell you to now free its mistress.  Jump 
back over to your original spot, then click the Staff on the massive crystal 
in the room and you'll free the spirit of Erana, who will use the Rituals to 
banish Avoozl back to its own dimension, where it will never threaten the 
world again.  Her spirit passes on with the knowledge that the two of you have 
saved the land of Mordavia (50).

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

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

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

---

Welcome to Mordavia

You'll being your adventure in a rather freaky cave, half made out of bones, 
with no idea how you got there or where your stuff is.  The bones serve as 
your platforms for walking around on.  That odd-looking door thing on the back 
wall is your exit, but you can't get out yet.  First thing to do is look around 
certain points of the room.  Specifically, see if you can spot some human-
shaped skeletons.  Search one of them (2) by clicking the Hand on it.  It's 
also possible, if you walk around long enough, that you'll trip over one and 
get the items on its body anyway.  On one skeleton you'll find a dagger and 
some coins.  On another you'll find a piece of flint and coins, and on the 
third you'll just find coins.  Now, turn your attention to the nearby altar.  
It's that head-shaped thing on the right.  Use the hand on the torch to the 
right of the altar to grab it.  Now, go into your inventory (the chest at the 
top screen panel).  Click on the flint to grab it, then click the flint on 
the unlit torch to light it (6).  Now that you can see more than your hand in 
front of your face, make your way to the door in the back of the room, and use 
your hand on it to open it.

In this next room, note the lower right corner of the room.  Take the sword 
and shield lying there.  You'll note that the sword is in poor condition, but 
it's better than trying to fight with a dagger.  Head south towards the exit 
and you'll be assaulted by a small group of Badders.  Fighting is more 
completely described in the Combat section (Section 3E), but for now, simply 
right-click anywhere in the battle besides yourself and you should swing at 
the Badders.  Don't worry if they poison you.  It will wear off quickly.  
With the Badders defeated, you can now leave by the south.

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

As you leave the cave, the mouth will slam shut behind you (as if it were an 
actual mouth).  As you hop across the lake of goo towards the far left side, 
you'll meet a rather attractive peasant girl.  She'll introduce herself as 
Katrina.  She tells you that you're in Mordavia, and that the town is due 
north.  She'll then walk off before you get a chance to question her.  Before 
leaving this area, take a look at the arch.  There are several symbols on it, 
and one close to you that appears raised.  Click the Hand on it to take this 
Dark One Sign (6).  You may now leave to the west.

This next area is even more hideous, covered in a green slippery goo.  Walk 
to the west down the path and you'll automatically slide to the bottom.  In 
addition to the rather obvious standing stone, take note of that bonsai bush 
in the lower right corner.  You can't do anything with either at the moment, 
so let's continue west.

This place gets better by the minute as you find yourself at the shore of a 
dark fetid swamp with grasping arms reaching out of it.  Ignore them and head 
north and you'll *finally* reach some real forest.  Continue straight north 
until you hit the forest edge, then head east and you'll see the town gate in 
the distance.  Enter the town.

---

Man About Town

As you enter the town, take note of the staff in the monument.  This is the 
Staff of Erana, and it protects this town from monsters.  You can't do 
anything with the Staff at the moment, but it will naturally become important 
later.  At night, you will find the ghost of Piotyr here.  He will appeal to 
your nature as a Paladin and give you tasks to help the land.

Head north on the left side of the stone and you'll come to the first street 
in Mordavia, where you'll meet the town's Burgomeister.  He's understandably 
quite suspicious about your arrival and is rather evasive regarding your 
questions.  You can chat with him both through the window and can also go 
inside his office for a different conversation tree.  If you ask him about the 
Adventurer's Guild, he'll give you a key to unlock it.

Just to the left of the Burgomeister's Office is the General Store.  Go 
inside and you can speak to Olga, the town's resident gossip depository.  
While she keeps her ears open about rumors, I wouldn't rely on their veracity.  
That said, she is your main source of shopping in this land, so click your 
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the 
shopping screen.  To shop, click on the item, then click on "Buy".  If you 
buy nothing else, I'd buy about ten Food Rations right now.  If you want to 
buy everything you'll need for your adventure right now, then you can also 
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, a Hand Broom, and some 
Candy.

To the left of the General Store is the Hotel Mordavia.  As soon as you walk 
in, the Innkeeper will explain the rates, and you'll pay automatically for 
your room and board.  He'll give you the key to your room.  Question the 
Innkeeper as well as the three farmers seated nearby.  Make sure you listen 
well to the farmers' dialogue, because it's quite hilarious.  If you wish to 
check out your room, do so.  The room has a bed where you can rest for the 
night as well a chest you can use to store things, although certain items the 
game will not let you store.

You can now leave the inn, and head left along the street and under the arch 
to the back towards the north part of town.  There are three things to notice 
in this area.  First is that large monastery that takes up much of the screen.  
Second is the hunchbacked fellow merrily chipping away at a gravestone on the 
left.  Third is the dilapidated building that the hunchback is sitting in 
front of.  You can question Igor here if you wish.  More importantly, use the 
key that the Burgomeister gave you to unlock the door to the building on the 
left, and enter the Adventurer's Guild (6).

The first thing to do in the Guild is sign the logbook on the back wall, as one 
should do when entering any Adventurer's Guild (2).  Next, head over to the 
bookshelf and read all the books stored there.  In particular, you'll want 
to read the book on Climbing (6), which will automatically give you 100 points 
in the Climbing skill.  This is a skill you will definitely need in this game, 
so be sure to practice it and get it up to a respectable level.  Best way to 
practice is go out into the forest and click the Hand on trees.

Also, while you're here, take the Rope and Grapnel on the floor (2).  This 
will be quite a climbing aid in the game.  You can use it on the hook on the 
ceiling to practice, but it's much faster to grind this skill through tree 
climbing.  Next, turn your attention to the case on the wall.  If you have 
enough Strength, you can smash or force it open and you'll be able to take the 
Fine Sword, which is a much better blade than the one you picked up in the 
cave.  Finally, you can use the exercise machine on the left to build up your 
leg strength (6).  In addition to your Strength numbers increasing, this will 
also be put to good use in a quest later.  You can only exercise so much in 
one day, and you'll be informed if you won't be allowed to continue, 
regardless of your current stamina.  Once that happens, add weight the next 
day and continue, until you're out of weights.

---

The Doctor and the Monastery

Leave the Guild, and head to the east under the arch.  You'll reach the 
eastern part of Mordavia and you'll notice old man Nikolai wandering around.  
Although you can question him, you won't get much besides the fact that he's 
searching for his Anna.  Now, turn your attention to Dr. Cranium's office on 
the right side of the screen.  You'll have to demonstrate your smarts to 
enter his laboratory.  Begin by clicking the Hand on the door or the bell 
rope.  Match the sequence of bells that come up to enter (6).

Inside is the anteroom of his laboratory.  You may notice some simliarities 
with another old Sierra series.  There are three doors in this area and a 
weird device in the center.  Start by opening the door on the right.  You'll 
get properly Antwerped, and the little bouncing babies will hop around the 
room.  You'll need to capture one of these Antwerps.  To do so, click the Hand 
on the T.R.A.P. device in the center of the room.  The T.R.A.P. will ask you 
a series of yes/no questions, and you need to provide answers that whittle 
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing 
Matilda).  Once you identify the baby Antwerp (2), the device will ask you 
for avocado.  If you've bought Food Rations from Olga, click one of them on 
the device.  It will start working and shortly capture one of the babies (2).  
While you're here, click the Hand on the trap again to identify another 
animal.  The animal you want is a "hexapod".  It has six legs, resembles a 
squid, and you should remind it that eating Heroes does NOT sound good to you.  
While there are no hexapods in the area, the T.R.A.P. will inform you that 
hexapods do like garlic (2), so log that info away for later.

Now, back to the Antwerp.  Open the door on the left and you'll place the 
Antwerp inside the "Key Maze".  The puzzle here is to rotate the maze so that 
the baby bounces towards the key, and then out the exit at the edge of the 
maze.  Try to avoid the holes as you rotate, or else the Antwerp will be sent 
back to the beginning.  Once you get the key (6), you can now go to the back 
door.  The lock on this door is another puzzle.  You need to switch the panels 
to create the picture of a keyhole.  It's not particularly difficult, but the 
edge pieces may cause you some trouble.  Be sure to match colors of the 
background keys.  You'll know you're done when the grid lines of the puzzle 
vanish.  With that done, click on the chest in the upper right corner of the 
puzzle window, and use the key you take on the lock to open the door to Dr. 
Cranium's private lab (6).

Inside the lab, you will be allowed to question the good doctor.  He's a 
rather long-winded type, but the point of talking to him is to ask him 
about Science, and then ask him about Healing Potions and Poison Cures.  When 
you ask him about each of these, he'll mention having forgotten the formula.  
This is another puzzle, but it requires your game manual (it was a form of 
copy protection).  If you bought the QfG Anthology or bought the game from 
GOG.com, you should have manual files in the game files.  Honestly, if you 
don't have either, or can't be bothered to look for them, I have a list at the 
bottom of this guide in the FAQ section.  Use that.  Anyway, give him the 
formula for each of the potions and he'll give you one of each (2, 2).  You 
can now return to him once a day to get another of each potion.  Also, you 
can ask the Doctor at any time for an Empty Flask and he'll give you one free 
of charge.

There's one more thing to do with Dr. Cranium, and it won't become important 
until a bit later, but on Day 3 (or the third day you visit him), he'll bring 
up the idea of Rehydration Solution.  Ask him about it and you'll have to 
input one more formula from your manual (2).  He won't give you the solution, 
though, until you go down to the Squid Stone area (the area with the slippery 
path) and get him some Grue Goo from there, so be sure to bring an empty 
flask next time you visit that neck of the woods and pick up some Goo (6).

Well, that takes care of much of the logistics in town, so let's have some 
danger.  Head back to the north part of the town with the monastery.  The door 
is locked and guarded by that enchanted stone hectapus, but you can enter via 
two ways.  One is to climb through the window, although I doubt your skill 
is high enough to do so.  The other is to simply use the Dark One Sign on the 
door (6).  The inside of the monastery contains a few points of interest.  
First, you can smash open the glass cabinet to the left to get a free Healing 
Potion.  Second, note the fireplace, and that thing above it.  That's a 
hexapod.  Remember when we ID'd the hexapod at Dr. Cranium's?  Give him 
Garlic if you're carrying any so he won't bother you if you get close.  Now, 
click the Hand on the right side of the fireplace to open the rather obvious 
secret passage to the basement (6).

The basement is quite a bit more interesting than the main floor.  You'll want 
to stay away from the book and the far left wall, but note the letters 
written there.  The roll-top desk in the lower right is important.  Force it 
open and you'll be poisoned, so be ready with an antidote (there's no safe way 
to open it with your class).  Rifle through the desk and you'll learn about 
Amon Tillado, the Mad Monk, and the location of the Dark One Rituals:

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

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

Note that the monastery was mentioned in those notes, regarding the Blood 
Ritual, and that you have to seek dark visions.  Click the Hand on the "Cask 
of Amon Tillado" (groan) and you'll pass out.  After witnessing a vision of 
the Dark One rising, you'll find a scroll forming from the droplets.  You now 
have the Blood Ritual.  Don't worry, that was the only easy ritual to get.

There's one last thing to do in the monastery, but it's part of another quest, 
so I'll bring it up there.  Suffice to say you'll be back here.

Once you finish all quest-related tasks in the monastery, you can let your 
inner pyro unleash and set fire to this evil building.  Take the Torch and 
click it on the rug, curtains, or the book in the basement and you'll burn 
the insides up.  While this doesn't get you any Puzzle Points, you will get 
Honor for it, and the townspeople will comment on it.  Fortunately, the game 
will stop you if there's something left to do inside, so don't worry about 
getting yourself stuck over a little barbecue.

---

Scenic Mordavia

There's much to do in the valley, so let's take things in a direction that 
spreads out from the town.  Let's begin at the town gate.  You'll see some 
pumpkins and corn to the right.  Take an ear of Corn for later.  Click the 
Hand on the stump on the left side of the screen and you'll find a few 
Crowns someone left there.  Lastly, after a few days, come to the gates at 
night and you may run into Katrina.  If you show up wounded, she'll give 
you a Healing Potion.  You can flirt with her for a bit before she has to 
leave, but there's not much to be gained from these little talks.  She may 
even leave a note in your room to see her.  After a couple of meetings, 
she'll ask to meet you by the castle gates.  Meet her there and you'll see 
what she looks like without her scarf.  Despite her suggestions and vague 
talk about how she needs your help with something, not much will come of 
these meetings, so they're not necessary.

Speaking of the Castle Gates, during the day you can meet Boris Stovich the 
Gatekeeper.  Note that he and Olga the Shopkeeper have the same last name.  
Tell Olga about Boris and she'll get all snippy about her estranged husband.  
Play messenger as you go back to Boris and tell him about Olga, and continue 
bouncing back and forth until the two agree to get back together.  You get no 
Puzzle Points for this, but you do get Honor.

Next, let's go to the Cemetery.  From the town gates, head south two screens, 
east two screens, and then north one.  If you get lost, look at the map I 
put in Section 4A or just click the Eye around and you'll get a general idea 
of where you are and what you're near.  As for the Cemetery itself, there 
isn't much to do there besides read the gravestones and sometimes meet Igor 
here, busy at work.

In the far northeastern corner of the forest is the Gypsy Camp.  For now, 
it's off-limits, but make sure you note its location.

One screen south and one screen east from the Cemetery is a cluster of bushes 
notable by its whimsical soundtrack.  This is where the Leshy, the forest 
spirit, hangs out.  To speak to him (or be spoken to by him), you may have to 
click on several giggling bushes.  Once you're asked a riddle, click the 
Mouth on yourself to respond.  You cannot answer a riddle correctly until your 
character has the knowledge, so don't think you'll be able to just type in 
the answer.  Here are the series of riddles, shortened to avoid silly rhymes:

- Q: Who am I?
- A: "Leshy" (2)
- Found in Hero's Magazine in Adventurer's Guild.

- Q: Save a plant from goo.
- A: "Bush" (2)
- You must have the bush in your possession, which I describe below the 
 riddles.  Once you answer this one, he'll tell you to plant it.  Put it in 
 Erana's Garden and come back to get the next riddle.

- Q: Who's in the lake?
- A: "Rusalka" (2)
- You must have visited her at least once.

- Q: Who hides behind "trick sticks"?
- A: "Baba Yaga" (2)
- You must have visited her or spoken to Punny Bones about her.

- Q: A berry bush with attitude?
- A: "Elderbury Bush" (2)
- You must finish Baba Yaga's quest of making her a pie.

- Q: Who has the Heart Ritual?
- A: "Wraith" (2)
- You must have collected the Heart Ritual.

Now, getting the bush for the Leshy in that second riddle is its own small 
quest.  Go to the far southwest back to the Squid Stone area.  You should be 
able to see the little bonsai bush in the far right corner, in a small puddle 
of goo behind some rocks.  Throw some rocks at the pile to break them (if you 
need rocks, go back to the forest and click the Hand on the ground).  Once the 
pile breaks, the bush should slide down the gooey slide right to you.  Take 
the bush (15).  Now that you have the Bush, go back to answer the Leshy's 
riddle, then go to Erana's Garden and plant it (6).

NOTE ABOUT BUG: In some versions, throwing those rocks will cause game to bug 
up a bit and you'll slide around without walking animations.  To fix this, 
grab some goo in a flask.

While we're on the subject of Erana's Garden, it's directly south of the 
Leshy's clearing, but you have to walk all the way around and enter from the 
south.  This is a safe place to spend the night, and you'll get some weird 
dreams thrown in at no charge.  The water in the pond will cure poison if you 
drink it directly, and there is a hoard of thirty Crowns in the leftmost 
lantern.

Next on the exploration parade is Lake Mordavia, also known as the Lake of 
the Lost.  From the town gates, head south until you hit a wall, then go 
west until you hit a wall, then go south one screen.  There's a lot to see at 
this lake.  Soooo much to see.  This is the Rusalka, and I'm sure you're too 
smart to fall for her charms and get dragged underwater.  Your goal here is to 
show her kindness, and do so by giving her Flowers or Candy (6).  From this 
point on, you'll be able to question her about the lake and the swamp that 
borders it.  If you've been speaking to Piotyr's ghost near the Staff of 
Erana, he'll mention that he wants you to free her spirit.  We'll take care 
of that a bit later.

While there are other things you can do right now in the forest, most of them 
are related to major quests, so we'll get to them when we get to them.

---

The Gypsy and the Hunchback

On the morning of Day 4 or 5, head to the front of the Burgomeister's office 
and you'll see the three farmers that usually hang out in the Inn at night.  
Ask them all what's going on and they'll tell you that Igor is missing and 
that they found a gypsy.  Actually, wait, no.  They tell you that the gypsy 
they caught is a Werewolf and he ate Igor.  It's a little confusing as to what 
the facts are in this investigation.  You may question the farmers, the 
Burgomeister, and the gypsy himself, but you'll get very little help, so the 
majority of the investigation has to be done on your own.

To solve this mystery, visit Igor's normal haunts.  He's not at his usual 
hangout, and Dr. Cranium will make no mention of him.  That leaves the 
cemetery.  As soon as you reach it, you'll see a headstone tipped over on an 
open grave and hear horrible moaning coming from underneath.  It can't be 
that simple, can it?  You bet it can!  Click the Hand on the headstone to 
lift it up and Igor will hop on out (15).  He'll give you due thanks and head 
on back to town.  At this point, the gypsy will immediately be freed.

Later that day, or the next day, as you exit town, the gypsy will approach 
you in the town gate area.  He'll invite you to their camp, so head up to 
the northeast corner of the forest to find their wagons (2).  Davy will 
introduce to Magda, the leader of their pack and fortuneteller.  Give her a 
Crown (2), and she will perform a Tarot reading.  You can get up to four 
readings, no more than one per day.  These readings first focus on you (King 
of Swords), then on three other people in your life who may be important (King 
of Coins, Queen of Swords, Queen of Cups).  You can also learn quite a bit 
about the meanings of Tarot cards (and these are actual interpretations of the 
cards).  Educational!

You get one more thing from Magda: the Aura Spell.  Cast this spell and you 
will be able to engage in combat with Wraiths without having your health 
steadily draining, but it's only effective while in actual combat.  You may 
now run around the forest at night and go on a Wraith-killing rampage.  The 
barrows each have a fair amount of treasure in them.  You can check the map 
in Section 4A to learn where, or just work from this list:

1) Four screens south of the Town Gates.
2) From the Leshy bushes, two screens west.
3) From the Leshy bushes, three screens north.
4) From the Leshy bushes, two screens east.
5) From Erana's Garden, one screen west and three screens south.

The fifth one is a tougher variety than the rest, but the reward is worth 
it.  You get a TON of money, a Paladin Sword, and the Dark One's Heart Ritual 
from its barrow (15).

This sword is Piotyr's own, and if you speak to his ghost at Erana's Staff, 
he'll mention giving it to his grandson, Dmitri.  That's the Burgomeister, of 
course.  Hand the sword to him and he'll tell you to keep it.  As a further 
bonus, he'll give you Piotyr's Shield, which is magical (15).

---

The Lake of the Lost

Now that you have protection from Wraiths, now would be a good time to free 
the spirit of the Rusalka.  If you've seen the ghost of Piotyr at Erana's 
Staff more than once, you know that he suggests going to the Gypsies for 
help.  At the camp, ask Magda about "Helping Rusalka".  She'll tell you that 
you need to know her real name, and need to tell it to her.  Next, you need 
to take some of her hair, wrap it around a broom, and beat it against the 
grave of her murderer, then you have to fight the murderer, and lastly give 
the Rusalka what she really wishes for.

Go to the cemetery and note the only two graves that don't have hilarious 
poems on them.  Elyssa and Janos.  Well, fifty-fifty shot, but I'm guessing 
her name is Elyssa.  Head down to the lake and you'll automatically tell 
Elyssa her name.  She'll remember everything now.  Question her to learn that 
it was Janos who killed her.  Ask for her Hair and she'll give you some (not 
nearly enough, of course).  Combine it with a Hand Broom that you can buy 
from Olga, then head to the cemetery at night.  Cast the Aura Spell as 
preparation, then use the Broom on Janos' grave.  He will rise up as a Wraith 
and attack.  Beat him like a rug (6).

You may now return to the lake to see the transformation that has come over 
the Rusalka.  This may seem unappealing, but click the Hand on her to kiss 
her, which is her true wish: to be kissed by a guy like you (awww).  She'll 
fade out of existence, her spirit freed, and you'll be left cold and wet in 
the lake, reflecting on how rewarding it is to be a Paladin (15).

---

The Way to Baba Yaga's Heart

On the evening of Day 3 (yes, we're going back in time, these quests overlap 
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit 
performing his... "comedy" act.  Speak to Punny Bones and he'll tell you he's 
staying at the room at the end of the upstairs landing.  Go up to his room on 
any future day and question him.  He'll tell you that he was cursed to get a 
0-point skill in Jokes by the mistress of curses herself, Baba Yaga.  While 
you're here, take the Rubber Chicken (2) on his bed.  You'll need it for this 
quest.

So, Baba Yaga's in Mordavia, eh?  Few people will actually tell you where her 
hut is, so I'll tell you it's in the southeastern corner of the forest.  
From Erana's Garden, go one screen south, all the way east, then all the way 
south to a dead end of the forest.  If you look at the bushes to the west, 
you'll be told they seem to have been planted deliberately.  You'll need a 
magic phrase to get past these, and there are two places to get it.  One way is 
to answer the Leshy's riddles.  In one of them, he'll mention the magic 
phrase.  The other way is to visit the gypsies repeatedly.  At one point, 
Davy will tell you that he heard someone say the magic phrase, which is 
"Bushes, hear!  Disappear!"  In the southeastern dead-end of the forest, click 
the Mouth on the bush, and "Say Magic Phrase".  The bushes will vanish, and 
you'll be able to proceed west towards a familiar sight (6).

Walk up to the skulls and the lead skull will threaten you, and then almost 
immediately recognize you.  Bonehead is the skull that you gave a glowing 
gem to way back in Spielburg, and just like then, he won't let you buy until 
you bargain with him.  Click the Mouth on yourself and "Tell About Gnome" and 
he'll mention wanting something to keep the sun out of his eyes.

Now, pay attention, because coming up is one of those classic Sierra "there 
had to have been an easier way to do this" quests.  Wait until night in the 
forest, then go two screens west of Erana's Garden.  You'll see a ghostly 
apparition floating in the clearing.  Talk to her and she'll ask you to help 
her get home.  You can question her or tell her whatever you want, but there's 
not much point to it.  Leave the screen and return and you'll speak to her 
again, but not make any progress.  Leave and return a third time.  This time, 
she'll became agitated as to why she can't follow you.  Tell her she's a 
Ghost (6).  Leave and return a fourth time and she'll have remembered 
everything.  Ask her Name and you'll learn that this is Nikolai's lost wife, 
Anna.  Return to Nikolai in the east part of town and tell him about Anna.  
He'll wander off to find her.  As you can imagine, he won't last long.  Go out 
to Anna's clearing at night again to find the two reunited (6).  Leave and 
return one last time and two will thank you, and ask if there's any way they 
can return the favor.  Ask them about whatever you want, but what you really 
need is Nikolai's Hat (2).  That's right, you needed to kill an old man to 
get a hat for Bonehead.  I suppose you can get some solace that the two are 
happy in death.

So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the 
hat on Bonehead (6).  He'll turn off the laser skulls and you can walk up to 
the hut, which will walk away, as it apparently doesn't like you.  If you 
haven't yet, return to the Town Gates to pick up some corn, then place it 
on the ground in front of the hut (6).  It'll squat, and you can head inside.

As you enter the hut, Baba Yaga will quickly spring a trap on you and once 
again contemplate on how delicious Hero Sandwiches are.  As soon as you gain 
control, Tell her about the Gnome, and, after some finagling, she'll agree 
to help you if you make her a delicious Elderbury Pie.  Once you sends you 
back outside, talk to Bonehead and he'll tell you about what you need to make 
it:

Pie Pan - Easily done.  Go to the General Store and pick one up for 250 kopeks.
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the 
 green goop.
Bonemeal - You'll need a Bone for this.  There are a couple of places to get 
 them.  A couple of the Wraith barrows have bones in them, but a sure-fire 
 means is to go to the northwestern of the two swamp shore screens in the 
 southwest.  That screen has a skeleton in it, and you can grab a Bone from 
 there.  Now, head back to Baba Yaga's, place the Bone in the mortar, then 
 click the Hand on the mortar to grind it.  Use an Empty Flask on the mortar 
 to collect the Bonemeal (2).
Elderbury Berries - This is the fun part.  First, you'll need to find the 
 Elderbury Bush.  From Erana's Garden, go two screens south and two screens 
 west.  You'll know you're in the right place once you see the bush with 
 yellow eyestalks.  Throw some rocks at the bush to dislodge a berry branch.  
 Now, you have to move the bush so you can get to the berries without it 
 lashing at you.  Place Punny Bones' Rubber Chicken on the ground (yes, you 
 read right) and the bush will move.  Step carefully around it and get the 
 berries (6).

NOTE: There actually is a hint about this.  If you go visit the Gypsies, 
Magda will mention having a dream about seeing you throwing something that's 
a bird, yet not a bird.  It's a bit subtle, I admit.

Combine all the ingredients together in your Inventory, then head back to Baba 
Yaga's and show it to Bonehead.  Click the Pie on the cluster of four skulls 
in the lower left and they'll laser it up to golden brown.  You'll 
automatically re-enter the hut.  Once you regain control of yourself, click 
on your Inventory, select the Pie and give it to her (6).  She'll ask what 
you want for your trouble.  Tell her about the Gnome and she'll give you the 
Good Humor Bar.  Bring it back to Punny Bones at the Inn and his humor will 
(allegedly) be restored (15).  As you leave his room, he'll give you a gift 
of telling you the Ultimate Joke.  Stop by the Inn that evening and you'll 
see his last show before he leaves the valley.

---

The Destiny Spell

This is a series of tasks that leads to the major turning point in the game, 
so we'll tackle them starting with the simplest.  The quest revolves around 
Tanya, the daughter of the Innkeepers.  If you question them about Tanya, 
you'll learn that she was taken from her room one night and nobody knows 
where she is.  Sounds like a job for a hero, but you need more clues to this 
mystery besides "she's gone".

Fortunately, you can rely on the help of one more being who lives in the Inn.  
Sleep in your bed an hour at a time until it's after midnight (you get a 
"You're getting tired" message).  Everyone else will have gone to bed, but if 
you go to the main room of the Inn, you'll see a blue creature perched above 
the fireplace.  This is a Domovoi, a spirit that lives in households and 
brings good luck.  Unfortunately, this one's a little depressed over the 
grim atmosphere of the Inn.  He mentions needing your help at a later date, so 
come back another night to speak to him.  At this visit, he'll mention a 
"bad place Domovoi" that needs some help.  As you can probably imagine, that 
"bad place" is the monastery.  Head inside the monastery and you'll see a 
dried up Domovoi on the cabinet on the left-hand wall.  If you have Dr. 
Cranium's Rehydration Solution, use it on the Domovoi (6).  To get the 
Solution, simply visit him at anytime on Day 3 or afterwards and give him the 
formula for it, then give him some Grue Goo to trade for it.  

Anyway, with the brown Domovoi restored to full wetness, you can return to the 
Inn and speak to the blue Domovoi.  He'll spin the entire tale of how Tanya was 
scared of the dark, how she was visited at night by a "friendly monster", and 
how that monster gave her a doll.  After her parents were frightened by the 
sudden appearance of the doll, Tanya, worried that her parents would be 
frightened of her new friend, the monster, went away with him.  The Domovoi 
gives you leave to take the Doll from the china cabinet in order to get 
Tanya's trust.

Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could 
hazard a guess.  If you go to Castle Borgov and speak to Boris, and ask him 
"Who Lives In the Castle", he'll mention who he believes to be "the Master's 
daughter".  Can't get more obvious than that.  Now, the trick is to get in 
the castle, and there are two ways go about it.  One way is the direct 
approach: to bust down the castle gate at night, slay the Necrotaurs guarding 
it, and bust open the front door.  The other route is more subtle, and more 
preferred, as it gives you points; through the crypt in the cemetery.  Speak 
to Igor, and, having rescued him earlier, he'll give you the key to the crypt 
if you ask for it.  Head to the cemetery and unlock the crypt door (6).   

Once inside the crypt, there's no obvious way to leave.  If you look at the 
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet 
the Reaper".  Click the Hand on it and you'll leave the crypt (6).  Since you 
get points for it, you may as well do it on your first trip in.  Now, we'll 
need to find a way into the castle.  Search the wall-mounted coffins, and 
you'll find that the one on the far right has a keyhole in it.  To get the 
key, click the Hand on the Borgov crest on the floor.  To solve this puzzle, 
you'll need to spell out the name "BORGOV" in colors, meaning you have to 
click Blue, Orange, Red, Green, Orange, and Violet.  Doing so will give you 
the key for the coffin, so unlock it and enter the secret passage (6).

Here's a rather crude map of Borgov Castle.  The squares are rooms while the 
long lines connecting certain squares are screens with staircases.  The castle 
can be rather complicated, given how some screens kind of turn you around.  I 
tried to compensate as best as possible with the ways to leave and enter 
screens.

               =====     |---------------------------------|     3           
 =====   |----|  5  |----|                                 |   -^^^-         
‡  8  ‡  |4   |     |        |-----------------|           |  ‡  7  |-|      
‡     ‡  |     =====         |        9        |           |  ‡     | |      
 ----- -----               ----- =====       ----- ===== ----- -----  |      
‡     |great|----------|  ‡     <  3  |-| |-|     |     |     |  6  ‡ |      
‡     |hall |         2|  ‡     <     | | | |     |     |     |     ‡ |      
 ===== -----           |   ===== =====  | |  ===== ===== ===== =====  |      
      ‡main ‡  ----- ----- ===== =====  | |                           |      
      ‡door ‡ ‡crypt<  1  |     |     |-| |                         -----    
       -----  ‡     >     |     |     |   |                        ‡dung.|   
      ‡gate ‡  ===== ===== ===== =====    |                        ‡     |   
      ‡     ‡                             |                         =====    
       -----                       =====  | 
                                  ‡Tanya|-| 
                                  ‡     |   
                                   =====    

Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just 
came from one of those two directions.  

Great Hall - This is simply a large open main hall, and has three exits (not 
 counting the main door, since you can't leave via that way).  One exit is the 
 obvious door to the right, the second is the door up the short flight of 
 stairs (which on the map points to 4), and the third is a not very visible 
 exit to the left of the stairs, but it's there.
Dungeon - On the far right of the map is the castle dungeon, which is not 
 normally accessible.  The staircase room before it is populated by two Goon 
 guards, who will kill you if you try to pass.
Tanya - This is Tanya's playroom.  You can only enter this room and speak to 
 Tanya at night, for reasons that are probably obvious.  We'll discuss that 
 more down below.
Area #1 - This is the room that you enter from the crypt secret passage.  To 
 get back to the crypt, click the Hand on the candelabra on the wall.
Area #2 - This is a staircase just off the Great Hall.  At night, walk up to 
 the upper door and you'll be told you hear voices.  Make sure you use Oil on 
 the door, then click the Hand on it and choose "Listen" to hear a very 
 interesting conversation.
Area #3 - This is a room with a secret passage.  Click the Hand on the crest 
 above the bookcase to open this one-way passage.
Area #4 - This staircase has a ghost in it.  Although it's rather chilling, 
 it's actually quite harmless and you can't interact with it in any 
 meaningful way.
Area #5 - This room has as safe in it.  Smash it open (be prepared to heal 
 up afterwards) to find some money.  You can also find a few coins in the 
 cabinet behind the safe.
Area #6 - This hallway has a bench on it which you can rest on.
Area #7 - This is a library room.  Click on the center bookshelf, then click 
 on the books E-X-I-T.  This will give you a secret passage back to Area #3.
Area #8 - This is a bedroom which a chest on it.  Smash open the trapped lock 
 and take the damage, then defeat the Wraith inside.  You'll get some money 
 and a Healing Potion.
Area #9 - This staircase simply has some Badders that you'll have to fight.

Phew.  Now that we've exhausted all the interesting stuff in here, speak to 
Tanya.  If it weren't obvious, she's a vampire now.  Her friend here is the 
friendly monster, Toby.  If you question her she mentions "Aunt Trina" and 
"The Dark Man".  Give her the Doll (15) and both she and Toby will trust you.  
Still, you obviously can't take her back to her parents like this.

Head out to the Gypsy Camp.  Ask Magda about the Staff of Erana, and then the 
Destiny Spell.  It's a spell by which one can sacrifice their life to give 
life to one that they love.  Sounds pretty heavy.  Go back to the castle and 
speak to Tanya.  Tell her about the Destiny Spell.  Toby will take the 
initiative and you will all immediately travel to the Staff.  The Staff will 
begin the Destiny Spell, with Toby offering to give up his life so Tanya can 
live again as a human.  After all is said and done, the Staff will fall to 
the ground and you'll take it into your possession (25).

You'll wake up the next morning.  You can talk to Yuri, Bella, and Tanya, and 
they'll all thank you profusely for last night's efforts.  At this point, 
things will be set into motion to get towards the finale of the game.  Stay 
another night at the inn and a note will appear on your storage chest.  The 
note is signed "Katrina" and requests you come to the castle gates at night.

---

The Geas

Once you respond to the note, the game will pretty much be on a time limit 
towards the end, so make an effort to finish up any skill-grinding you wish 
to do.  You can complete the game without a large supply of potions, but I 
suggest having a few on hand just in case.

When you feel you're ready, head over to the screen below the castle gates and 
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the 
control of the Dark Master.  You can talk with him for a bit, but after a 
few topics, he'll summon a bunch of Necrotaurs to chase after you.  If you 
want, you can play along with this chase.  It's even possible to make it all 
the way back to town, but there's no real point, as you can't move the game 
forward until you get captured.

Once you come to, you'll find yourself in chains in the castle dungeon.  Ad 
Avis will taunt you for a moment, then cast a spell to make you sleep until 
the next day's sunset.  When you awaken, click the Hand on yourself to break 
your chains, then grab the nearby stake and hammer.  Head over to the 
dungeon door and listen at it.  The Goon guards will mention a secret passage 
in there.  Head back to iron maiden and click the Hand on it to step inside.  
You'll find yourself in the Master's bedroom.  Open the coffin and you'll 
discover that, surprise, surprise, Katrina IS the Dark Master!  Do anything 
to Katrina EXCEPT kill her, and she'll wake up.  She'll haul you back off to 
the dungeon and start whaling on you.  You can say whatever you want to her, 
but in the end she will decide she still has a use for you.  She invokes a 
Geas on you to find the five missing Dark One Rituals.  With the Rituals, she 
intends to awaken the Dark One so he will cover the world with the Shadows of 
Darkness, meaning she will never have to be vulnerable again.  You have three 
days in which to accomplish this or else.

You will reappear outside the castle.  Ah, Hero.  What kind of mess have you 
got yourself into this time?  It's entirely possible to already have all five 
Rituals at this point, but for the sake of continuity, I'll detail here how 
to find them all.  First, you may want to make a trip to visit the Gypsies.  
Magda will give you a free reading in which she details all the missing 
Rituals, including the sixth, which you'll deal with while in the Dark One 
Cave.  Also, the basement of the monastery contains the Mad Monk's notes which 
can help you as well.  Here we go:

#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's 
 Tombstone.  Well, I hope you've been exercising on the leg-stepper machine 
 at the Adventurer's Guild, because all that hard legwork is about to pay off.
 Head to the shore of the swamp and walk on in for some sloshing good fun.  
 Avoid the grasping hands, and head down and left routinely.  After a while, 
 you'll reach the tomb (6).  Two Chernovy Wizards stand here, blasting you 
 with magic.  Walk up and deal with each of them.  Now, you need to open the 
 tomb.  Place the Dark One Sign upon it.  You need to input the symbols of 
 the order of the Rituals to open it.  It's actually quite easy: start at the 
 Mouth at the upper-right corner, then proceed clockwise in a circle.  The 
 tomb will open and you'll find the Ritual inside (2).  Head back out the way 
 you came in.

#2 - Blood Ritual: This Ritual is in the monastery.  If you've followed the 
 walkthrough, you should already have it, but I'll detail it again: enter the 
 monastery by placing the Dark One Sign on its door.  Once inside, use Garlic 
 on the hexapod hanging over the fireplace, then click the Hand on the 
 fireplace to descend into the basement.  Tap the wine cask in the back.

#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's 
 Tree, which is on the same screen as Baba Yaga's hut.  Well, it's obviously 
 not there, so that means the Ogress has it.  You'll need something to trade 
 with her for it.  Either get some Grue Goo or make some more Bonemeal and 
 give it to her.  Ask for the Ritual in return.

#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone, 
 and only revealed by the light of a dead child's soul.  Head to the 
 southeastern swamp shore at night and you'll see some Will O' Wisps dancing 
 out there.  Buy some Candy from Olga and place it on the ground.  Trap the 
 Wisps in an Empty Flask (6).  Now head east to the Squid Stone and use the 
 Flask o' Wisps on it.  Images and a hole appear on it.  Use the Dark One 
 Sign on the stone, now.  You'll see a series of letters, and your objective 
 is to spell out the Dark One's name, which is "Avoozl".  Unfortunately, this 
 is kinda bugged on faster computers, but it's still possible to work it.  
 Click AVVOOOZZLL (note how on some clicks the sign points to the C without 
 lighting up).  Once that's done, the stone will open and you can take the 
 Ritual (6).  Now, make sure you go back to the Swamp Shore and release the 
 Wisps, unless you want to lose some Honor the next morning.

#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the 
 notes.  Well, that's not very helpful.  Talking to the Gypsies will inform 
 you that a Wraith has it.  I'll cut to the chase and let you know that it's 
 the Wraith that's two screens west and two screens south of Erana's Garden.  
 If you've followed the walkthrough, you should have it already, along with 
 the awesome Paladin Sword inside.

With all five Rituals, return to the castle and you'll find the main gate 
open.  Head inside, and Katrina and Ad Avis will teleport you to the game's 
finale.

---

Ave Avoozl

You'll be in front of the Dark One's Cave.  Katrina will perform the Mouth 
Ritual to open the cave (proving she was the one who had it, which makes 
sense since she used it to let you out).  She'll tell you you'll find the 
final Ritual inside, so let's get in there and get it on (15).

We're back in the pit chamber of the cave.  The tentacled beast from long 
ago is now hanging around in the open.  That book next to him has the last 
Ritual in it.  Use the Rope and Grapnel to lower yourself down to the 
lower floor and slash the Pit Horror to pieces.  Take the book and you'll 
learn that this thing was the last Boyar, and you'll also get the Essence 
Ritual (15).  Use your Rope and Grapnel to get back out the way you came 
down, then cross the rope as you did in the beginning to head further into 
the cave.

In the Heart Chamber, you should be able to notice the pulsating valve on 
the right side of the room.  Open it and you'll re-enter the Bone Chamber, 
the very room you started the game in.  Walk over to the altar and use your 
Torch on the left-hand sconce to light it, then replace your Torch in the 
right-hand sconce for some nice spooky lighting.  Use the Dark One Sign on 
the altar and it will disappear, finally having served its purpose.  Now, it's 
time to use the Bone Ritual on the altar (6).  Once you finished the reading, 
the bones in the room will close on you.  Fortunately, you're buff.  Click 
the Hand on them to bust them open, then grab your Torch and leave this 
room (15).

The next room you need to enter is on the left.  This is the Blood Chamber.  
Make your way down to the bottom of the room, then climb up the bowls to the 
altar on the right.  Use the Blood Ritual on the altar to read it (6) and 
highly corrosive blood will start gushing out of the altar.  The truly 
dangerous part is in the lowest bowl, since the blood is leaking out over the 
sides.  You have to stop up that flow so you can get back out of the chamber, 
so use the Rope and Grapnel to climb up to the ledge above you, then click the 
Hand on the rock sitting on the ledge to push it into the bowl.  You'll plug 
up the upper bowl, allowing you to climb back down and walk out the way you 
came in (15).

The next chamber is the Breath Chamber.  Head over to the left side and use 
the Breath Ritual on the altar with all the odd pipes sticking out of it.  
Just reading it won't be enough, though.  Pay attention to what the Ritual 
says.  These are instructions for how to blow on the pipes on the altar.  
There are six pipes altogether, and you have to blow them in exactly the 
correct order or you'll be killed.  The order is lower right, lower left, 
lower middle, and upper middle.  If you do it right, a massive wind will 
start blowing in the chamber (6).  As you try to escape, you'll be swept up 
by the wind in a rather comical fashion.  As you fly by the plants on the 
ground, try to grab one and you'll pull yourself to safety.  Head back out of 
the room (15).

The final chamber is the Sense Chamber.  As you enter, you'll realize you've 
been struck completely senseless.  Walk to the lower left of the room, then 
to the upper left, then to the upper right.  As you walk, you'll slowly 
regain your senses.  For some fun, click the Hand after you regain each 
sense to get some interesting messages about what you're feeling, smelling, 
or hearing.  Once you reach the altar, use the Sense Ritual on it (6).  This 
will charge the spiky dendrites in the room with electricity.  It's possible 
to escape simply by timing your movements past the dendrites, but the 
preferred method is to use your Rope and Grapnel on the stirrup at the top 
middle of the room so you swing past the majority of them.  Either time your 
movements past the last few, or just run and take the damage and leave this 
chamber (15).

All the remains is the Heart Ritual.  Use it on the heart-shaped altar in the 
center of the room (6) and an opening will appear in the ceiling.  Use the 
Rope and Grapnel to climb up to the opening, and you'll enter the Essence 
Chamber (6).

Both Katrina and Ad Avis will be here, and you'll automatically begin the 
final Ritual to summon the Dark One.  Once you finish, the Dark One will begin 
to awaken, and Ad Avis will seize the opportunity, blasting the platform 
you're standing on.  Katrina will take offense to this and blast Ad Avis with 
a spell, officially severing the bonds of servant and master between them.  
The two will battle for short while, but neither will gain any real ground.  
Ad Avis then has the bright idea of attacking you instead.  Katrina, not 
wanting to let you die, jumps in the path of his Dragon Fire.  While she 
survives the spell, Avoozl, drawn by the incredible power of the spell, will 
wrap a tentacle around her and consume her.  Through Katrina's sacrifice, you 
find the strength and determination to destroy Ad Avis for good and pull 
yourself up onto your platform.

Pull out your most powerful weapon, the Staff of Erana.  It seems that the 
staff has read your intentions, for it transforms into a spear.  Ad Avis will 
mock you, telling you that he can simply block your throw.  You need a 
distraction.  Click the Mouth on yourself and "Tell Ultimate Joke".  Ad Avis 
will be bent over in laughter.  Now, THROW IT!  Ad Avis will be impaled on the 
spear and destroyed forever.  The Staff will float back to you.  Click it on 
the massive crystal in the room and you'll free the spirit of Erana, who will 
use the Rituals to banish Avoozl back to its own dimension, where it will 
never threaten the world again.  Her spirit passes on with the knowledge that 
the two of you have saved the land of Mordavia (50).  As a Paladin, Erana 
has a special message for you for being super awesome.

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

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

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

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

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

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

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

Now, the Hero comes into play.  Once he dealt with Ad Avis in Raseir, the 
dark wizard was reborn as a Nosferatu.  Ad Avis travels to Mordavia, a mere 
slave to Katrina, now.  He tells her of the Hero who killed him in the flesh.  
She decides this Hero might be useful, which leads to our story.  Following 
the destruction of the Demon Wizard in Tarna, the two are able to use the 
expulsion of magic to pinpoint the Hero's exact location.

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

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

Q: Where can I find this game?

A: The entire Quest for Glory collection is available on "Good Old Games", 
 GOG.com.

Q: What's with the Blackbird?

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

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

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

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

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

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

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

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

 Despite all this, you really should buy this series for real from GOG.com.  
 You'll get all the formulae in the manual files.

Q: I can't beat Ad Avis!

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

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

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

---

Beginning of the Game

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

---

Town of Mordavia 

South Mordavia and Gates

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

West Mordavia

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

North Mordavia

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

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

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

East Mordavia

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

---

Mordavian Forest

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

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

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

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

2  2  2  2   Enter the Gypsy Camp
2  2  2  2   Get a Tarot Reading from Magda
   6         Learn Aura spell 

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

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

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

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

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

---

Castle Borgov 

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

---

The Dark One's Cave

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

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

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

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

Inn and Out -
 The Thief gets points for surreptitiously leaving his Inn via the window.  
 I guess it's good to have an alibi established.

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

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

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

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

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

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

Anywhere:

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

Battles:

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

Town of Mordavia:

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

Mordavian Wilderness:

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

Dark One's Cave:

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

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

These are the times when you have different conversations trees with 
people.  Note that there are spoilers in this section, too.

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

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

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

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

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

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

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

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

Chief
 First meeting
 Subsequent meetings
 After curing him

Nikolai
 First meeting
 Subsequent meetings
 When talking to his ghost

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

Boris
 First visit
 Two alternating topics for subsequent visits

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

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

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

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

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

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

Ad Avis
 Encounter in the woods
 In the Dark One Cave

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

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

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

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

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

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

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

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

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

CJayC, SBAllen, and all webmasters for having this on their sites.

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

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

Version 1.2 - 6/15/12 - The series has been released on GOG.com and I was not 
 happy with how I wrote the guide, so I've pretty much rewritten the entire 
 set of walkthroughs.  Yeah.

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

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

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

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

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