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         | S O   Y O U   W A N T   T O   B E   A   H E R O |
          ―――――――――――――――――――――――――――――――――――――――――――――――――

                            (VGA VERSION)

******************************************************************************
An FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
******************************************************************************

Table of Contents

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

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

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

In this, the first out of five in the series, our nameless hero (well, 
you name him) enters the Valley of Spielburg to prove himself.  This is 
by far the simplest of the five games, but there are still some 
head-scratchers for puzzles.

Note: This FAQ is for the VGA version.  If you have any questions about 
the EGA version, look on GameFAQs.  My EGA FAQ is under a separate 
game heading.

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

Since this is the first game in the series, there's not much backstory.  Our 
hero, who's at this point just a mere adventurer, leaves his home town of 
Willowsby to prove himself as a bonafide hero.  He notices, in his home 
Adventurer's Guild, a notice for a Hero wanted in Spielburg Valley.  What 
looked particularly good to him was the "No Experience Necessary" tag added.  
With that, he set off for Spielburg, and certain adventure.

******************************************************************************
3. GETTING STARTED
******************************************************************************

=================
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

Swinger of Swords, Basher of Barriers, Head of Thickness, the Fighter is by 
far the simplest and most straightforward character.  He solves his problems 
with the edge of his blade and can handle almost any monster that crosses his 
path, with a little practice.

Starting Stats:

Strength: 25
Intelligence: 10
Agility: 15
Vitality: 15
Luck: 10
Weapon Use: 20
Parry: 15
Dodge: 10
Throwing: 10

---

The Magic User

While not the strongest of the characters, there is much that is capable 
by the Magic User.  He can weave spells that can do things the other classes 
couldn't even hope to do with only the power of his mind.  Choose the Magic 
User if you like to dabble in the arcane.

Starting Stats:

Strength: 10
Intelligence: 25
Agility: 15
Vitality: 15
Luck: 10
Weapon Use: 10
Dodge: 15
Magic: 25

---

The Thief

My favorite class, the Thief always has to be the most ingenious of the 
classes.  While the Fighter can just muscle his way through things, and the 
Magic User can utilize any of the spells at his command, the Thief is required 
to improvise.  And, of course, there's always the opportunity to add to one's 
wallet.

As a Thief, you should know about the basic tools of survival.  The best help 
you can get is from your fellow Thieves.  Of course, no one goes about asking 
where Thieves are, so a simple method of contact was developed: The Thief 
Sign.  Simply click your Lockpick on a person whenever you suspect they're a 
Thief and they'll respond in kind, and may offer you some aid, or at least 
directions to the nearest Thieves' Guild.

Starting Stats:

Strength: 10
Intelligence: 15
Agility: 25
Vitality: 10
Luck: 10
Weapon Use: 10
Dodge: 5
Stealth: 10
Lockpicking: 10
Throwing: 5
Climbing: 5

---

Once you select your class, you'll have the opportunity to name him, and 
adjust his base statistics.  You have a pool of 50 points, which you can 
distribute to your skills in five-point increments.

If you want to add five points to a skill that your class doesn't normally 
have, you can do so, but you'll have to spend fifteen points for the first 
five.  In this manner, you can give yourself three skills that 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 the Thieves Guild, go right ahead...

==========================
3B. Character Statistics =
==========================

Any time you press click on the swirly bar at the top of the screen, and then 
on your character's portrait in the sub-menu, you'll bring up your Character 
Screen, where you can observe how your stats change.  Here are all the stats 
and how to increase them.  Every stat maxes out at 100.

---

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, so just keep fighting or performing 
 skills and Luck should increase enough.

---

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 Antwerp.  Having Stealth activates the 
 "Sneak" ability in the "Special" menu, which reduces the amount of noise 
 you make.  In addition to being useful when robbing houses, it's also useful 
 for the wilderness, as you can avoid potential battles while sneaking.

- Increase Stealth by having Sneak active.  Just Sneak everywhere and 
 you'll max it out eventually...

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

- Increase Lockpicking by picking on doors.  The best place to do this 
 is the Healer's house, because her door is barred (so you can't actually 
 enter), you won't get in trouble for it, and you can do it in the daytime.  
 You can only get so high picking that door, though, so to top it off, you'll 
 have to pick your nose.  Seriously!  It works!

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.  Rocks, 
 naturally, are much more economic, considering the fact that you can pick up 
 a whole bunch then throw them all repeatedly.  My favorite place for this is 
 the Healer's Hut, as the "grabbing rocks" animation is very quick.

Climbing: Another Thief Skill, you'll need it for scaling walls, trees, 
 gates, ropes, and other non-ladder surfaces.

- Increase Climbing by, naturally, climbing.  Early on, you can practice 
 on the tree outside the Healer's house, but a better place is the town 
 gate.  Once you've plateaued there, you can max it out on the wall to the 
 Brigand Fortress (but only on your first trip, mind you).

Magic: The Magic User'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...

---

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.

Experience: This is much like a basic score.  Talk to someone, buy something, 
 kill something, and you'll get some experience.  It's not really worth 
 anything, but once you hit 1000, you'll get tougher monsters during the 
 daytime.

==================
3C. Magic Spells =
==================

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 Magic User skilled in a bunch of all-around 
magic.

Each spell can be built up to 100 in skill by casting it repeatedly.

Leyden's Latent 'Lectrical Discharge, aka "Zap"
MP: 3
Found: You start the game 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.

"Open"
MP: 2
Found: Zara's shop for 30 silvers.
Description: Open is useful for unlocking simple locks.  With practice, 
 doors can be opened.  Open can also be used for magical items that have 
 been set to react to an Open spell.

Lowenhard's Lariat of Legerdemain, aka "Fetch"
MP: 5
Found: Zara's shop for 40 silvers.
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.

"Flame Dart"
MP: 5
Found: Zara's shop for 60 silvers.
Description: Your only attack spell in the game, the Flame Dart produces 
 a small ball of magical flame which you can direct at an opponent, either in 
 combat or while still at a distance.  It can also be used, get this, to burn 
 things.  As you increase in skill, your Flame Darts will do more damage.

"Detect Magic"
MP: 2
Found: Meep's Peep.  Ask the Green Meep about magic.
Description: This is a very general spell, and is used to detect any 
 existing magical auras in the immediate area.

R. Rogers' Reactivating Ritual, aka "Trigger"
MP: 3 
Found: Henry the Hermit's cave.  Ask about magic and the related topics.
Description: This handy little spell can be used to set off any magical 
 spells in the immediate area.  It can make invisble things visible, activate 
 teleport spells, or set off magical traps while the caster is still at a safe 
 distance.

"Calm"
MP: 4
Found: Erana's Peace, under the rock.
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.  Don't try it on the Undead, and do NOT use it once in 
 actual combat, because a calmed monster is far more dangerous than one 
 blinded by rage.  Having more skill in this spell will cause monsters to be 
 delayed for longer.

Erasmus' Razzle Dazzle, aka "Dazzle"
MP: 3
Found: Erasmus' House.  Beat him in Mage's Maze.
Description: Dazzle creates a brilliant flash of light that will stun 
 anything for a small time while it pauses to rub its eyes.  This only 
 works, naturally, if the creature HAS eyes.  Having more skill in this spell 
 will cause monsters to be delayed for longer.  Although it doesn't last as 
 long as Calm, this skill CAN be used in combat.

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

Surviving the Mouse Interface

With the new edition of Quest for Glory I comes a new mouse interface.  Move 
the cursor to the top of the screen to view the icon sets.  You can also 
toggle through the 1st, 2nd, 3rd, 4th, and 7th icons using the right mouse 
button.

The first icon is the Walk icon, which looks like a miniature you.  
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 walking to resume walking if you've been 
  running or sneaking.

- 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 message 
 approximating the time.

- 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: Snapping Fingers
Dazzle: Multiple Sparkles
Zap: Sword
Calm: Open Hand
Flame Dart: Small Fire
Fetch: Cupped Hand

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.

---

Basic 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 food rations, you'll eat automatically, and you can eat 
fruits and vegetables from the Market to sate your appetite.  You can 
also get full meals at the Inn, for a price, and there's a tree at 
Erana's Peace that bears fruit that will keep you going the whole day.

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.  Of course, you can't sleep just anywhere.

Learn the time scale of the game.  Although you have no clock or 
anything, you'll go by the sun.  There are eight "times" in the game.

Day is Dawning: Town opens for the day.  Day monsters appear.  Ghosts 
  disappear from Graveyard.
Mid-morning
Midday
Mid-afternoon
Sunset Approaches: You can sleep.  Sheriff goes home and Abdulla shows 
  up at the Inn.
Night is still young: Shops close up.  Gate to town closes.  Ghosts 
  frolic in the graveyard.  Night monsters show up.
Middle of the Night: Can no longer get a full night's sleep.  Inn 
  closes for the night.
Not yet Dawn

The best place to sleep is Erana's Peace.  Even if you don't get a full 
night's rest, you'll wake up completely restored.

Other decent places to sleep are the Inn, the Castle Stables, the Dryad's 
Tree, and Henry the Hermit's cave.  Except for the Dryad's Tree, you'll have 
to pay in some way for these places.  It's five silvers a night for a room at 
the Inn, one of your rations (and a few games of cribbage) in the Hermit's 
cave, and a rude awakening (and morning's work) for the Stable.  None of 
these places restore you fully.

If you're absolutely desperate for sleep, you can curl up on the streets of 
the town.  Just don't expect your wallet to be there when you awaken.

Any other place you sleep in is unsafe and will result in your death.

You can also rest whenever you want by clicking on the appropriate panel in 
the Special menu.  But, you'll be too impatient to rest after a bit.  Resting 
will restore several stamina and a few health and mana.

Staying alive in a combat sense is pivotal, of course.  Potions to restore any 
of your three Health Meters can be purchased either at Zara's Magic Shop or at 
the Healer's Hut.  You'll want to buy from the Healer's Hut, because it's 
cheaper.

---

Surviving Combat

Friendly piece of advice: Don't drop (or throw) your weapon.  You're not 
nearly skilled enough to fight unarmed, and you'll be promptly pummeled.

Generally, you'll be set upon by a monster in one of the forested areas 
in the valley.  It'll be running towards you and you can let it get close 
and attack you.  If you want, you can throw rocks or daggers, or cast 
spells such as Zap, Flame Dart, Calm, or Dazzle.  You can also just run.

When engaged in combat, a little menu will appear in the lower-right corner 
of the screen.  Fighters, Magic Users, and Thieves have different menus, but 
they're all basically the same.  Press the buttons on the menu to perform 
actions.  Alternatively, you can use the numeric keypad to fight, using the 
buttons' relative positions.

Fighter:
Top Left: Thrust with sword
Top Right: Swing with sword
Bottom Left: Block with shield
Bottom Right: Dodge to the side
Middle: Run away from combat

Magic User/Thief:

Technically, they have the same menus, but Magic Users can utilize more of 
the buttoms on the menus.

Menu 1:
Top Left: Stab with dagger
Top Right: Swing with dagger
Bottom Left: Dodge to the left
Bottom Right: Dodge to the right
Middle: Switch to Menu 2

Menu 2:
Top Left: Cast Zap
Top Right: Cast Flame Dart
Bottom Left: Cast Dazzle
Bottom Right: Run away from combat
Middle: Switch to Menu 1

After combat, you should always search the body by clicking the Hand on 
your fallen foe.  Several monsters carry money or other useful objects.

---

Surviving Financially

The currency of Spielburg is the gold and silver coin, with 10 silvers 
in exchange for one gold.  You start your adventure with 4 gold and 
10 silver.  Opportunities for more cash will arise in your adventure:

Renewable Resources:

Working in the Castle: Every day, the manure in the stable piles up.  
They need someone to clean up.  That's where you, the poor sap, come 
in.  Every time you clean the stables, you pick up five silvers.

Killing Monsters: Most humanoid-type monsters carry money.  Search them 
after you kill them.

Components for the Healer: Finding components for the Healer will earn 
you money as well:

Empty Flasks: 1 silver
Flowers from Erana's Peace: 5 silvers
Magic Mushrooms: 1 gold (she won't need these after a while)
Cheetaur Claws: 5 silvers each
Troll Beard: Two Healing Potions (which is as good as 80 silvers, since 
   you probably were gonna spend it on healing anyway)

Non-renewable Resources:

Finding Treasure: Although not occuring very often, certain caves contain 
treasure that could be very useful to the adventurer on the go.

Thieving: Not only do houses in the area have money, but they also have goods 
that can be fenced at the local Thieves Guild...

Completing Quests: You only get a couple of Quest Completion rewards in-game, 
but they're actually pretty good rewards.

******************************************************************************
4. SPIELBURG VALLEY - *CONTAINS SOME SPOILERS*
******************************************************************************
================================
4A. Map and Points of Interest =
================================

While not terribly big, Spielburg has a lovely charm to it.  Nestled in a ring 
of mountains, the land is home to many a creature, both fair and foul, and 
there are quite a few special locations.  Since this is based on ye olde 
16-color game, every place is divided into screens.  Here's the big main map:

                                     =====                             
                                    ‡  EP ‡                            
                                    ‡     ‡                            
                               ===== ----- =====                       
                              ‡     |     | *C  ‡                    
                              ‡     |     |     ‡                      
                         ===== ----- ===== =====       =====           
                        ‡ SSS |     |     |     ‡     ‡ *EH ‡          
                        ‡     |     |     |     ‡     ‡     ‡          
             ===== ===== ----- ----- ===== ----- ===== -----           
            ‡*BYH ‡     |     |     ‡ *SC ‡     |     |  MZ ‡          
            ‡     ‡     |     |     ‡     ‡     |     |     ‡          
             ----- ----- ----- ----- ----- ----- ===== =====           
            ‡     |     |     |     ‡  CG ‡     |     ‡                
            ‡     |     |     |     ‡     ‡     |     ‡                
       ===== ----- ----- ----- ----- ----- ----- ----- =====           
      ‡     | GCT |     |     |  F  | *HH |     |     |  SF ‡          
      ‡     |     |     |     |     |     |     |     |     ‡          
 ===== ----- ----- ----- ===== ===== ----- ----- ----- =====           
‡  MP |     |     |     |  GY ‡ *ST |  E  |  R  |  R  |  R  ‡          
‡     |     |     |     |     ‡     |     |     |     |     ‡          
 ===== ----- ----- ----- ----- ===== ----- ----- ===== =====           
      ‡     |  MR |     |     |  AR |     |     ‡                      
      ‡     |     |     |     |     |     |     ‡                      
       ===== ----- ----- ----- ----- ----- =====                       
      ‡  DT |  +  |  +  |     |     |   / | *FF ‡                      
      ‡     |     |     |     |     |     |     ‡                      
       ===== ===== ----- ===== ===== ----- =====                       
                  ‡ *AT |     |     ‡  SS ‡                            
                  ‡     |     |     ‡     ‡                            
                   ===== ===== ----- =====                             
                  ‡ *BF |  BA |     ‡                                  
                  ‡     |     |     ‡                                  
                   ===== ===== =====                                  
                                                                       
Key: "-, |" = Screen Edge (passable)
     "=, ‡" = Screen Edge (impassable)
     Letters = Special Location without Random Monsters
     "*" = Location has more than one screen
     "/" = Log.  Only a landmark.  Can still be attacked.
     "+" = White Stag location.  Cannot be attacked.

Points of Interest:

---

"ST" - Town of Spielburg:
 Much like the valley, the town is rather small.  The town was formed first 
 and the castle was built a long time ago by the residents of the town.  The 
 isolation of the valley meant that the population of the town never got very 
 big.  One of the town's major charms is that it's completely safe from the 
 inside.  The Archmage Erana cast a greatly amplified spell of Calm many years 
 ago, which still exists today.  No magic may be cast in the walls, and there 
 can be no aggression towards another, which keeps the town safe from brigand 
 attack.

There are four street screens:

Corner of Main Street and Market Street:

- Sheriff's Office: No one's actually sure if the door even opens.  The 
  Sheriff and his assistant Otto always hang out on the porch.

- Hero's Tale Inn: Run by two Kattas, Shameen and Shema, the Inn is a welcome 
  respite from an adventurer's long day.  Rooms are available for five silvers 
  a night, and food and drink is available at three and one silvers, 
  respectively.

- Barber's Shop: The barber's been out to lunch for some time.

End of Main Street:

- Magic Shop: A enygmatic being named Zara runs the Magic Shop.  She sells 
  items of magic to any who are skilled in the art.  She also sells potions.

  Prices:
  Open Spell: 30 silvers
  Fetch Spell: 40 silvers
  Flame Dart Spell: 60 silvers
  Healing Potion: 50 silvers
  Vigor Potion: 25 silvers
  Mana Potion: 75 silvers

- Little Old Lady's House: A private (and very tempting) residence.

- Adventurer's Guild Hall: A home away from home for adventurers, the Guild is 
  a place to relax and talk about stories.  Since there aren't many 
  adventurers in Spielburg, there's only the Guildmaster, Wolfgang, to talk 
  to.  There is a Quest Board and a logbook here as well.

Corner of Market Street and Tavern Street:

- Farmer's Mart: A small fruit and veggie stand, run by Hilde the Centaur.

  Prices:
  Vegetables: 5 for 1 silver
  Apples: 10 for 1 silver

- Dry Goods Store: Run by Kaspar, this shop contains some staples for 
  adventurers:

  Prices:
  Flask: 2 silvers
  Food Rations: 5 for 5 silvers
  Dagger: 25 silvers
  Chainmail Armor: 500 silvers

- Sheriff's Home: The sheriff's private (and also very tempting) residence.

End of Tavern Street:

- Bakery: The Baker's been gone fishing with the Butcher for some time.

- Butchery: See Bakery

- Alley: Very dark, and colder than the rest of town.  Sam the Beggar hangs 
  out here by day.  More unsavory characters hang out here at night.

- The Aces and Eights Tavern: A place for when one wants some hearty ale.  
  The folks aren't all that nice, but the drinks are terrible.  There is some 
  use for this place, though, if one is of a dishonest nature.

  Prices:
  Ale: 1 silver
  Troll's Sweat: 5 silvers
  Dragon's Breath: 20 silvers

  That, by the way, is all merely a formality.  Dragon's Breath will kill 
  you.  Troll's Sweat will cause you to pass out immediately, and three ales 
  will do the same.  If you pass out, you'll wake up outside with five lost 
  Puzzle Points and an empty wallet.

- Workshop: In the EGA version, this was an odd building no one ever figured 
  out, since it seemed to be occupied, but in the VGA version, it's obvious 
  that it's quite abandoned.

- Thieves' Guild: It's in this area somewhere; a place where the thieves in 
  the area can relax without worrying about being thrown in the slammer.  You 
  can fence your stolen goods, or play a little Dag-Nab-It to get some extra 
  cash if you're skilled.  There's also a modest set up for fencing and a 
  shop for Thief items:

  License: 25 silvers
  Lock Pick: 15 silvers
  Tool Kit: 100 silvers

---

"E" - Entrance to Town

Sometimes an unsavory-looking character will be outside the gate.  This is 
Bruno, the seller of information.  He may be willing to help, for a price.  
Just take his advice with a grain of salt.

Prices:
1 silver - Directions to Goblins, Baba Yaga, or the Castle
1 gold - Thieves' Guild (Lie)
2 gold - More info about Baba Yaga (Useful, but obtainable elsewhere)
10 gold - Brigand Fortress (Misleading)

---

"R" - Road to Mountain Pass

Nothing much going on here except for the fact that you can't be attacked 
here.  You may spot a trapped animal on one of the screens.

---

"HH" - Healer's Hut

The Healer resides here.  She can sell you several different potions, and can 
help you make some of the more complicated ones.  You can also sell 
components to her:

Prices:
Healing Potion: 40 silver
Vigor Potion: 20 silver
Magic Power Potion: 60 silver
Undead Unguent: 100 silver

Outside, you'll see a nest with a small Pterosaur in it.  This is the nest of 
the Healer's pet pterosaurs.

---

"F" - Farm

This is the farm of Heinrich the Centaur.  Not much you can do here but talk 
to him.

---

"CG" - Castle Gates

You can speak to Karl, the gate guard, about may of the things going on, or 
you could just ask him to let you in by clicking the Hand on the gate.

---

"SC" - Spielburg Castle

Built a long time ago, Spielburg Castle is an impressive sight, but is a bit 
small as far as castles go.  There is just a main wall and a keep.  The Barony 
of Spielburg inherited the castle from King Siegfried the Third two centuries 
ago.  Baron Stefan von Spielburg lives here, and, at the moment, he lives 
alone with his sadness (and a few guards).

- Courtyard: Sometimes, one can find the Weapon Master here, practicing.  
  He'll give lessons to aspiring Fighters for one gold a lesson.

- Stables: East of the Courtyard, you'll find the stables.  The Stable 
  Hand is more than willing to let you work in the stables cleaning up 
  the place.  He'll pay you five silvers for each time you clean it out.

- Barracks: West of the Courtyard is the Barracks for the guards.  There's not 
  much to do there except be told by the guard to leave.

- Keep: North of the Courtyard is the door to the Keep, which opens for 
  no one, unless they're important.

- Great Hall: Not very flashy, but if one does well, one may see the 
  place.

---

"AR" - Archery Range

A lonely little archery target sits on the town's south wall.  While you 
have no bow, it is a good place to practice throwing daggers.

---

"GY" - Graveyard

A neglected and run-down place, the Graveyard hasn't been tended to in 
years since Baba Yaga cursed it.  What was the curse?  Take a wild guess.

---

"SF" - Snow Field

This area contains a pass through the mountains, but it's very treacherous 
for all but the most skilled, or giant-like, of spelunkers.

---

"FF" - Flying Falls

The magnificent Flying Falls are a wonder to behold.  On one of the walls of 
the cliffside is a door that must lead to someone's residence, but it's atop 
a ledge that's several feet up.  It's rumored that a Hermit lives there.

---

"SS" - Spiegelsee

Also called Mirror Lake, you can pause here for some peaceful reflection, and 
maybe see a sight gag or two, but that's it.

---

"MZ" - Mount Zauberburg

Magic Mountain is the home to a powerful, yet humorful, Wizard named Erasmus 
and his familiar Fenrus.

---

"EH" - Erasmus' House

After a tough climb up Mount Zauberburg, one must match wits with the 
Gargoyle watching the gate.  Answering three questions correctly will allow 
you to see the Wizard.

---

"C" - Cave

Few people know what's inside the cave in this northeastern corner of the 
valley.  They probably haven't the guts to go in given the huge Ogre standing 
in front of it.

---

"EP" - Erana's Peace

Rumored to be the final resting place of the Archmage Erana, this is a very 
safe meadow.  There are many flowers of different varieties, a tree that bears 
fruit that can satisfy the most ravenous of hungers, and a gift for those 
knowledgeable in magic.

---

"SSS" - Spore Spitting Spirea

On a rocky ledge rest four very rare plants.  These plants spit some odd 
sort of seed around.  Naturally, nothing this weird exists unless you have 
some use for it, right?

---

"BYH" - Baba Yaga's Hut

As you'll see, it's not an easy place to get into.  The skull guarding the 
gate will force you to bargain with him, and even if you can get inside the 
hut, you may find out you didn't want to.

---

"GCT" - Goblin Central Combat Training Zone

If ever you needed an endless supply of Goblins, this would be the place to 
find them.  Every time you fight here, the number of Goblins that attack you 
increase by one.  You can get some good money from them.

---

"MP" - Meep's Peep

Fuzzy Meeps live in the holes here.  They have a generally positive outlook 
on life, but they're rather shy.  Only the rare Green Meeps have any capacity 
for conversation.

---

"MR" - Mushroom Ring

A circle of mushrooms is in this area.  You can give these mushrooms to the 
Healer, or you can visit at night for an interesting light show.

---

"DT" - Dryad Tree

In a small corner of the forest, the Dryad, the protector of the woods, 
sleeps.  She is known to ask favors of those she thinks are friends of 
the forest, and is willing to return those favors.

---

"AT" - Antwerp Area

This has to be seen to be believed.  There may be more to this place, 
however, than that big blue bouncy thing.

---

"BA" - Brigand Ambush

Their fortress must be nearby, because the brigands in the area have set 
up a very nasty ambush in this area, to fill any intruders with arrows.  
A strong hero could push through this ambush.  A smart hero may avoid 
it altogether.

---

"BF" - Brigand Fortress

Well, we assume it's there, since there's an ambush nearby.  Built halfway 
into the mountainside, and protected with fancy fortifications, this 
fortress is ready to withstand the nastiest of assaults.  If you plan to get 
through this place alive, you'll need to use brains and skills.

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

Some are good, and some are bad.  Some are more than what they seem.

---

The Hero (Ego) - (human male from Willowsby)
 Fresh from basic training as your home Adventurer's Guild, you need a chance 
 to prove that you've got the guts and the talent to change this world.  Much 
 about your past is hidden, and doesn't really need to be revealed, since one 
 needs to identify with his character, and the less known, the better.  You're 
 a strapping, dirty-blonde-haired man in his late teens or early twenties.  
 You wear a white shirt, brown trousers, and a brown belt and shoulder strap 
 for carrying equipment.  For the added flair, you also sport a red cape.

---

Townsfolk:

Schultz von Meistersson, aka The Sheriff - (human male from Spielburg)
 A former adventurer, Schultz decided to settle down after the day to day 
 became too much hassle.  He married a local town girl, and was installed as 
 Sheriff of Spielburg.  He prefers to do the thinking half of the job, leaving 
 the rest to his able-bodied assistant, Otto.

Otto von Goon - (Goon male from Spielburg)
 Goons aren't very bright, but they can be housebroken, much like pets.  
 Otto's not a monster per se, but he's pretty darn strong.  He's the muscle 
 half of the law enforcement team in Spielburg.

Sheriff's Wife - (human female from Spielburg)
 She's mostly implied.  She looks after the house while the Sheriff's at work.

Shameen - (Katta male from Raseir)
 Katta are a humanoid feline species.  Shameen, in the language of the Katta, 
 means "He of the Lion".  He established the Inn in the town of Spielburg 
 hoping to find a Hero to save his land (but that's a whole different game).  
 Now he wishes to head back to his homeland, but he's stranded in Spielburg, 
 due to the attack on his friend Abdulla.

Shema - (Katta female from Raseir)
 Shameen's wife and soulmate, her name means "She of the Dance".  She 
 cleans and cooks at the Inn and serves meals.

Abdulla Doo - (human male from Shapeir)
 A Master Merchant and trader, Abdulla traveled to Spielburg to sell his 
 wares and pick up Shameen and Shema on his way back to Shapeir.  
 Unfortunately, he was attacked a week before the Hero's arrival by the 
 brigands in the valley.  His guards were overwhelmed and he was left 
 penniless.  He's now living at the Inn, a burden on his friends.

Zara Shashina - (half-Faery Folk female from Western Woods)
 A powerful magic user, Zara tends the Magic Shop in Spielburg.  She's 
 very no-nonsense, and is quite blunt and to the point.

Damiano - (Familiar)
 Zara's familiar, Damiano, has the appearance of a man-bat.  It doesn't 
 speak at all.

Little Old Lady - (human female from Spielburg)
 An old widow who lives on her own with her kitty.

Wolfgang Abenteuer, aka The Guildmaster - (human male from Spielburg)
 Wolfgang runs the Adventurer's Guild because, frankly, someone needs to.  
 He's had his share of adventures, and is more than willing to speak about 
 them to younger adventurers.

Hilde Pferdefedern - (Centaur female from Spielburg)
 This young Centaur runs the Farmer's Mart in town.  She's rather shy, but she 
 does a good job peddling the wares.

Kaspar - (human male from Spielburg)
 Kaspar tends the Dry Goods Store in Spielburg.  He's not very active, but he 
 runs a good store.  He has stars in eyes about one day being an adventurer.

Silas Sourdough, aka The Baker - (human male from Spielburg)
Butch Beefmeister, aka The Butcher - (human male from Spielburg)
The Barber - (human male from Spielburg)
 Since these gents have been cut off from supplies for a while with the 
 winter, they have nothing better to do than hang out at the Tavern.

Sam the Beggar - (human male from Spielburg)
 Poor Sam's hit the skids.  He's taken to begging on the streets.  Offer 
 a silver to him, and he may give you some useful information.

Tavern Keeper - (human male from Spielburg)
 He serves drinks.  You want a drink?  Order one.  You want to know about the 
 tavern keeper, you can forget it.

Crusher - (Goon male from Spielburg)
 Crusher maintains his quiet dignity by guarding the entrance to the Thieves' 
 Guild.  He's the Guild's personnel manager.

The Chief - (human male from parts unknown)
 The Chief Thief's not happy with his position, but he'll have to live with 
 chiefing a podunk town until the pass clears.  There's not much for him to do 
 except to play Dag-Nab-It, which you can play with him.

Boris - (human male from Spielburg)
 The Thieves' Guild's accountant, Boris provides thieves with their essential 
 tools for survival in the world of purloining, as well as acting as a fence 
 for valuable items.

Sneak and Slink - (human males from Spielburg)
 These two thieves, seemingly joined at the hip, patrol the alley.  They set 
 a trap for mugging anyone who wanders into the alley.  Being active thieves, 
 they know all the latest passwords for getting into the Guild.

---

Just Outside of Town:

Bruno - (human male from Spielburg)
 Bruno's a member in good standing in the Spielburg Thieves' Guild.  Since 
 there's not much work here, Bruno spends his time outside the main gate of 
 town, selling information to those who'd buy.  He's a pretty dangerous 
 fellow, however, and he's rumored to not be completely loyal to even the 
 Thieves' Guild.

Amelia Appleberry, aka The Healer - (human female from Spielburg)
 She's a pretty darn good healer for such a small area.  She lives in her hut 
 just outside of town and sells her potions.  She has a pet pterosaur, Pterry, 
 who has a mate, Pteresa, who lives in the tree outside her house.  She'll 
 pay for components, and she recently lost a rather valuable ring.

Heinrich Pferdefedern - (Centaur male from Spielburg)
 He tends his farm outside of town.  He makes a living selling the produce he 
 harvests in town.  One of his claims to fame having survived an onslaught by 
 the brigands.

---

Castle Dwellers:

Karl - (human male from Spielburg)
 The gate guard, Karl knows much about what goes on in the castle.  He'll 
 open the gates for anyone who's not a monster.

Weapon Master - (human male from parts unknown)
 A very skilled, but rather arrogant man, the Weapon Master taught all the 
 guards how to fight.  He is extremely gifted with a sword, and will teach 
 anyone else with a sword for a gold a lesson.

Stable Hand - (human male from Spielburg)
 Not much of a conversationalist, but he'll give you work if you want it.

Frederick and Pierre - (human males from Spielburg)
 They guard the castle keep, and that's about it.  Don't mention Pierre's 
 bald spot.

Baron Stefan von Spielburg - (human male from Spielburg)
 The 12th Baron of Spielburg Castle, the Baron has had many hardships.  Ever 
 since the loss of his son and daughter, he has shut himself in his castle 
 and will see no one.

Baronet Barnard von Spielburg - (human male from Spielburg)
 Five years ago, Barnard went off hunting.  Several days later, his horse 
 returned with vicious claw marks.  No sign of the Baronet was ever found.

Elsa von Spielburg - (human female from Spielburg)
 Ten years ago, soon after Baba Yaga cursed the Baron, Elsa was stolen away by 
 some flying creature.  No one knows what became of her.

Yorick - (human male from Spielburg)
 After some time, everyone gave up the search for Elsa, except for the court 
 jester Yorick.  He was a man of infinite jest.  No one knows where he is now.

---

Other Folks in Spielburg:

Brauggi - (Frost Giant male from Jotunheim)
 He's a hungry giant.  He's come far and wide to search for food to mellow his 
 mead horn, and his search has brought him to the valley, specifically, the 
 Snow Field.

Erasmus - (human male from parts unknown)
 From his house atop Mount Zauberberg, Erasmus the Wizard keeps an eye on the 
 happenings in the valley.  While he prefers not to meddle directly in 
 current affairs, he's more than willing to help others trained in the 
 mystical arts, or even just offer passersby some useful information.  If you 
 have the skill, he may even challenge you to a game of Mage's Maze.  Beware 
 his wit, however, for it's sharper than any blade you carry.

Fenrus - (rat familiar)
 Erasmus' familiar is Fenrus, a talking rat.  The two are constantly trading 
 jokes and jabs back and forth, and have developed one of those special 
 relationships that only exist between Wizards and Rat Familiars.

Henry the Hermit - (human (I suppose) male from Spielburg)
 'e lives in 'is cave near Flying Falls.  'e'd be 'appy to share his knowledge 
 of whatever with you, if you can reach 'is 'ome, sez I.  Just be careful you 
 read 'is manner of speaking correctly.

Meeps - (Meep males and females from Spielburg)
 The Meeps are happy Meeps living in their happy holes.  Don't worry, be 
 happy! ^_^

Bonehead - (undead/enchanted)
 Don't know exactly how undead Bonehead is.  Maybe he's just an enchanted 
 talking skull (like Murray).  At any rate, he's posted on Baba Yaga's gate, 
 and he won't let anyone in who doesn't deal with him.

Baba Yaga - (Ogre female from Surria)
 Y'know, you just can't settle your flying chicken hut down anywhere these 
 days without someone trying to get you to leave.  Several years ago, Baba 
 Yaga left her homeland and journeyed to Spielburg.  When the Baron threatened 
 her to leave, she cursed him, and he lost his son, daughter, and many of his 
 guards.  She now lives cozily there, content that she'll be at relative 
 peace.

Dryad
 The Dryad is a tree nymph that watches over the forest.  She is a bit 
 tempermental and to the point, but she does have a soft spot for magical 
 balance in a land (which Spielburg needs in spades).

Brigand Warlock - (human male from parts unknown)
 Not many people ever get a good look at the Warlock, but he's supposed to be 
 a powerful magic user, with the ability to subdue enemies before the main 
 force of the brigands sets upon them.

Brigand Leader - (???)
 No one knows what the Leader looks like, because he goes everywhere with 
 a full helm and cloak on.  He surfaced a few years back and changed the 
 brigands from a petty nuisance to a major force to be reckoned with.  One 
 will need to be particularly skilled to defeat him.

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

The general definition of a monster is "that which attacks without asking 
questions first".  Every adventure's got 'em, and this one has quite a few.  
The difficulty is rated out of 10, with one being a cake walk, and ten being 
something huge that'll kill you unless you're very skilled.

---

Random Monsters

These monsters can attack you in any wooded area.  They'll attack from either 
the left or the right side of the screen.  Humanoid monsters will chase you 
for a while, but the rest will give up as soon as you go up or down a screen 
(they don't have up or down sprites ^_^).

Goblin - A squat, ugly, green humanoid.  They have little armor, but they wear 
 a horned skull cap, carry a wooden shield, and wield a small mace to attack 
 with.  They attack only with a simple swipe.  They're not all that hard to 
 kill, but, in the GCT, they can gang up on you.  They carry anywhere between 
 1 and 10 silvers. -- Difficulty: 2

Purple Saurus - These descendants of the ancient dinosaurs don't have much 
 brain, but they have a nasty set of teeth, which they'll bite you with, 
 repeatedly.  They only attack in the daytime. -- Difficulty: 3

Brigand - The terror of Spielburg; these guys wear helms, leather armor, 
 carry a solid shield, and attack with a spear.  Their attack consists of 
 stabbing.  You shouldn't take them on too early.  They carry between five and 
 twenty-five silvers. -- Difficulty: 5

Mantray - This is a rather magical creature.  It lives on the land and looks 
 like a cross between a Sting Ray and a Manta Ray.  It hides on the ground 
 waiting for its prey.  Then it flies up and attacks.  It uses its tail as a 
 weapon, which has an electrical current running through it.  It only appears 
 at night until you reach 1000 exp, when it'll appear at the daytime as 
 well. -- Difficulty: 5

Cheetaur - This guy is nasty with a capital NASTY!  Think of it as a centaur, 
 only with the body of a panther instead of a horse, and the upper body is 
 catlike, only shaped like a human.  Like the Mantray, it will only appear at 
 night until you hit 1000 exp.  It attacks hard, and with both hands, so hits 
 are very frequent.  After you beat one, take its claws.  It carries anywhere 
 between 2 and 7 claws. -- Difficulty: 9 

Saurus Rex - The Big Saurus!  Although not as nasty as a Cheetaur, they run 
 faster than you, so outrunning them is tough.  A big set of chompers can make 
 short work of you, and it can absorb hits.  They only appear at night until 
 1000 exp, much like the Mantray and Cheetaur.  The fact that they don't carry 
 anything makes them not very pleasant targets. -- Difficulty: 8

Troll - Probably one of the more resilient enemies you'll meet, Trolls have 
 rock-hard gray skin and carry huge clubs.  They cause damage, but they don't 
 attack as often as Cheetaurs.  They only come out at night, end of story on 
 that one.  They carry between 25 and 50 silvers, and their beard is very 
 useful for the Healer (worth two Healing Potions). -- Difficulty: 8

---

Unique Monsters

There are only one of each of these monsters, and they tie into the story for 
the most part.

Ogre - A nasty-looking fella, the Ogre has reddish skin and carries a massive 
 club, along with a chest filled with his belongings.  He's pretty tough, but 
 not all that bad, particularly if you rest up prior to fighting him.  His 
 chest has 1 gold and 43 silver in it. -- Difficulty: 7

Bear - Although not really a monster, this thing will attack you.  I suggest 
 not attacking back.  Well, you could, but save first. -- Difficulty: 7

Kobold - He's a powerful magic user, and he's not really very friendly.  He's 
 also the only bad dude you fight outside normal combat.  It's not necessary 
 to fight him directly unless you are the Fighter, though.  He's not 
 particularly tough in that sense, unless you're rather weakened.
 -- Difficulty: 6

Minotaur - The mythical cross between a man and a bull, the Minotaur is the 
 toughest monster in the game.  Only the Fighter needs to attack him.  The 
 Minotaur attacks you with a flail, and he absorbs hits quite well.  His flail 
 has 50 silvers in it. -- Difficulty: 10

---

Other Hazardous Creatures

Antwerp - An odd creature from God Knows Where, this bouncy being inhabits a 
 spot in the south.  Throwing and casting stuff at him doesn't work, and 
 fighting him could produce nasty results.  It's best just to try and leave 
 him alone.  If you DO fight him, he'll bounce very high up and out of sight.  
 He'll drop down on the next screen and squash you unless you click your sword 
 or dagger on him.  He'll explode and you'll cause an Antwerp POPulation 
 explosion.

Ghost - Phantasms composed of ectoplasm and weird stringy stuff.  They can 
 suck the life right out of you if you're not protected with Undead Unguent.  
 Fortunately, they only hang out at the Graveyard at night.

Night Gaunt - Personally, I think these guys are fantasy.  They're supposed to 
 be the "bump in the night" creatures that get you if you bed down in an 
 unsafe place, but that really makes no sense.  Why have a special creature to 
 eat you?  No, I believe they're just stories to frighten young children to 
 sleep, and if you bed down in an unsafe spot, it's just a random monster that 
 munches on you.

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

Here's where I collected and compiled all the items that exist in the 
game and what they're used for.  Take care, for looking up some of these 
items can result in plenty bad spoilers.

---

Combat Carryables:

Broadsword -
Found: Start Fighter Quest with one.
Description: Your right hand as a Fighter (assuming you're right-handed), the 
 sword is your main weapon in this crazy battle called life.  It does 
 generally more damage than a dagger.

Shield -
Found: Start Fighter Quest with one.
Description: A big piece of metal that you can stick between you and a set of 
 big nasty teeth, or thrusting pointy sticks.

Dagger -
Found: Start Magic User or Thief Quest with one.  Purchase at Dry Goods for 
 20 silvers.
Description: A small knife.  It's useful for throwing, and can be used in 
 close combat in a pinch.  Thieves should have a good supply of these.

Leather Armor -
Found: Start any Quest with one.
Description: Your basic armor.  It's made from strips of leather boiled and 
 hardened in wax.  It doesn't take much to pierce it, but it's better than 
 going naked (and a lot less disconcerting).

Chainmail Armor -
Found: Dry Goods for 500 silvers.
Description: Made from tiny rings of steel, it's heavier than leather, but not 
 so heavy that it impairs movement too much.  You'll take less damage while 
 wearing this.

---

Survival Staples:

Food Ration -
Found: Start any Quest with five.  Purchase at Dry Goods at five for five 
 silvers.
Description: Not too tasty, but the rations will keep you going throughout the 
 day.

Vegetable -
Found: Farmer's Mart at five for a silver.
Description: Vegetables left over from last year's harvest.  Not enough 
 for a balanced diet, but other things besides you need to eat.

Apple -
Found: Farmer's Mart at ten for a silver.
Description: Apples left over from last year's harvest.  Again, not enough 
 nutrition to keep you alive, but they could be useful in other ways.

Potion of Healing -
Found: Purchase in Healer's Hut for 40 silvers, or Magic Shop for 50.  Also 
 can be found in other places.
Description: A mixture of restorative herbs and country goodness, healing 
 potions will restore about half of your Health Points.  When used, you'll be 
 left with a flask.

Vigor Potion -
Found: Purchase in Healer's Hut for 20 silvers, or Magic Shop for 25.
Description: Caffeine, Vivarin, Jolt, Espresso Beans, Mountain Dew, and GNC 
 Mega Vita Fuel, all in one little flask.  When used, you'll be left with a 
 flask and completely restored Stamina Points.

Potion of Magic Power -
Found: Purchase in Healer's Hut for 60 silvers, or Magic Shop for 75.
Description: Just brimming with electricity, these potions will restore about 
 half your Mana Points.  Like other potions, it will leave a flask behind.

---

Thief Thingies:

Lock Pick -
Found: Begin Thief Quest with it, or purchase at Theives' Guild for 15 
 silvers.
Description: While it seems to be no more than a thin shaft of metal, this is 
 your ticket to realms of unimaginable treasures, with enough practice.

Thieves' Guild License -
Found: Purchased in the Thieves' Guild for 25 silvers.
Description: Rather necessary for the Thieves' Guild not to tip off the fuzz 
 about you.  It also allows you purchase supplies and fence your stolen items 
 at the Guild.  Dental plan!

Thieves' Tool Kit -
Found: Purchased in the Thieves' Guild from 100 silvers.
Description: The short story is that it gives you a higher lockpicking 
 success rate.  The long story is that this kit contains everything from 
 skeleton keys, to thin pieces of wire, to credit cards.

---

Stuff for Stealing:

Alabaster Vase -
Found: In the Sheriff's House
Description: While rather fragile, this large vase can net you some cash.

Golden Candelabra -
Found: In the Sheriff's House
Description: Let's see.  Could this be better used for candles, or as a dust 
 collector in the Thieves' Guild's stash?

Silver Candlesticks -
Found: In Little Old Lady's House
Description: See Golden Candelbra

Music Box -
Found: In the Sheriff's House
Description: One of Otto's favorite toys, but it's rather valuable.  He'll 
 live without it.

String of Pearls -
Found: In Little Old Lady's House
Description: They just don't suit you.  Better off selling them to the Guild.  
 The good news is, they're real.

---

Items for Ingredients:

Flowers -
Found: Erana's Peace
Description: Some magic keeps them perpetually fresh.  Not bad, eh?  Sell 
 them to the Healer for five silvers per bunch.

Magic Mushrooms -
Found: Mushroom Ring
Description: They're colored a rather hazy purple.  It's advisable not to eat 
 them.  You can, however, sell them to the Healer for one gold per handful.

Cheetaur Claw -
Found: Dead Cheetaurs
Description: Killing Cheetaurs is tough, but it's well worth the reward of 
 claws, which can net you 5 silvers apiece from the Healer.

Troll Beard -
Found: Dead Trolls
Description: Trolls take quite a beating, but, in addition to whatever you 
 find on their dead bodies, you can give their beards to the Healer for two 
 Healing Potions.

Kobold Mushroom -
Found: Cave
Description: These are baaad 'shrooms.  They're mostly poisonous.  Don't 
 even bother getting them, they're useless.  Supposedly, if you give them to 
 the Healer, she won't accept the other mushrooms from you.

---

Miscellaneous Megusalems:

Money Pouch -
Found: You start the game with it.
Description: This is where you keep your fortune.  It's always with you no 
 matter what.  Click on it people to buy their wares.

Piece of Paper -
Found: Any place you get spells, or the Tavern.
Description: This is a complex interweave of wood fiber, but it's rather 
 useless.

Empty Flask -
Found: Purchase at Dry Goods for 2 silvers, or get whenever you drink a 
 potion.
Description: A carefully blown piece of glass.  It's rather useful for 
 carrying liquids and powders.  If you have extra, you can sell them to the 
 Healer for 1 silver each.  Reduce, reuse, recycle.

Flask of Water -
Found: Spiegelsee
Description: Water's not all that useful, but it exists, so there ya go.

Rock -
Found: Click the hand on most any patch of bare ground in the forest.
Description: Cheap and handy throwing weapons.  Rocks can give a bad guy a 
 nasty bump before you actually hurt him.

---

Puzzle Pieces:

Golden Ring -
Found: Nest outside Healer's Hut
Description: This is the Healer's lost ring.  Give it back for your reward of 
 six gold and two Healing Potions.

Glowing Gem -
Found: Snow Field, given by Brauggi in exchange for 50 apples.
Description: A gem that glows like the flare of the frost flame.  Use it to 
 light up someone's life.

Undead Unguent -
Found: Healer's Hut for 100 silvers
Description: Rub this unguent on your body to repel the undead.  Normally, 
 they repel you.  It doesn't last long, so use it just before you enter a 
 dangerous undead situation.

Mandrake Root -
Found: Graveyard
Description: This root's has rather powerful magical properties.  According to 
 the legends, it must be pulled from a dead man's grave at midnight to be 
 useful.

Spirea Seed -
Found: Spore Spitting Spirea
Description: This simple seed seems to be solid, so don't sell the sucker, 
 since you should send it to some sexy sapling.

Magic Acorn -
Found: Dryad Tree
Description: Well, who knows exactly what it does, but it's an ingredient for 
 the Dispel Potion, in exchange for the Spirea Seed.

Flask of Flying Water -
Found: Flying Falls
Description: Now, it'll only say "Flask of Water", but if you pick it up, 
 it'll be the proper water.  It's an ingredient for the Dispel Potion.

Handful of Green Fur -
Found: Meep's Peep
Description: It's cute, fuzzy, and an ingredient for a Dispel Potion.

Flask of Fairy Dust -
Found: Mushroom Ring (night)
Description: Mysterious stuff.  For all we know, it could be the Fairy's 
 excrement.  Ick.  Good thing it's in a flask.

Dispel Potion -
Found: Healer's Hut
Description: This mystical brew contains the power to dispel any enchantment 
 or shape-change spell.

Large Brass Key -
Found: Cave and Archery Range
Description: There are two in the game, but they're the "same" item.  The 
 first disappears after you use it, and they're used for two different 
 things.

Magic Mirror -
Found: Brigand Fortress
Description: A face (not yours) is on the mirror.  This vanity item is used 
 for reflecting spells back on the user.

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

Points added will be shown in parentheses.

As a Fighter, you'll be doing a lot of such, so you'll probably want to boost 
your Strength, Vitality, and Weapon Use.  Of course, if you're going for max, 
you'll probably want to dump it all in Intelligence, since that's the hardest 
stat to raise.

You'll start with a Broadsword, a Shield, Leather Armor, five Rations, four 
gold, and 10 silver.

---

Town of Spielburg:

You'll stroll into town (1), take a short look around, and the Sheriff will 
greet you.  Question him for a bit (1).  First good place to head is to the 
Hero's Tale Inn.  You can question Shameen there (1).  Have a sit down and 
Shema will show up.  You can ask her a few things.  Order some food (1).  Be 
sure to ask one or both of them about Abdulla, to know that he'll show up 
later that night.

Leave the Inn and head west to the end of Main Street.  Enter the Magic Shop 
(y'know, the place with the big eye above it).  Meet and question Zara (1).  
Since you're not a practitioner, all you're really here for is the point you 
get for questioning her.  Leave the Magic Shop.

Head to the Guild at the end of the screen.  Enter and read the Adventurer's 
Logbook (4).  Sign it, too (1).  Take a look at the Quest Board, too (6).  
Wake up the Guildmaster, Wolfgang.  Question him (1) about heroes, monsters, 
and the stuff on the Quest Board.  Question him about the "curse", too, and 
related topics.

Once you've finished with that, leave and go the other way on Main Street.  
You'll eventually reach Market Street.  Speak to Hilde the Centaur (1).  If 
you wish, you can buy 50 apples (3).  At five silvers total, you should 
easily be able to afford it, but it could weigh you down considerably.  Also, 
head into the Dry Goods Store and speak to Kaspar the proprietor (1).  Buy 
some food if you wish.  As you'll notice, you won't have enough to buy armor.  
Deal with it for now.  You'll have enough, eventually.

Head west to Tavern Street.  Head into the alley.  You'll find Sam begging on 
the street.  Give him a silver (1), and you'll be able to question him (1).  
Ask him about night and the brigands.  Also, ask some other topics related to 
what he brings up.

Walk into the Tavern.  Note the odd white thing next to the center stool.  
That's a note.  Pick up the note, and you'll learn some interesting things 
about two guys named "B" (2).  You can order some ale if you want, but don't 
drink three glasses of ale, or any Troll's Sweat (-5), or Dragon's Breath 
(too hot to handle).

That's about all there is to do inside town.  It's probably not Sunset yet, 
so you can go outside for a bit.  When Sunset rolls around, go to the inn, 
where you'll find Abdulla Doo lost in his own sorrows.  Have a seat.  You can 
order some food now if you haven't already.  Have a chat with Abdulla (5).  
Ask him about the brigands and his attack.  Order some food for him (click 
the money pouch on him when Shema's near) or give him a ration (2).  He'll 
tell you about his magic carpet and Shapeir, giving you some foreshadowing of 
your next quest.  Might want to deal with this one first.  Anyway, you 
probably should sleep at the Inn tonight (1).

The next morning, head out to start your adventure proper.

---

Outside the Town:

You're now outside of town, whistling to yourself (1).  Just as a quick note, 
be sure to always keep an eye on the time so you know when to bed down.

First order of business is to head down the road.  You'll eventually reach the 
end of the road, where a recent avalanche has blocked the pass.  No easy way 
out of this quest.  Head back along the road.  Walk back and forth between 
road screens and eventually you'll come upon a fox trapped near the road.  
He'll ask you to free him.  Do so, and he'll give you a piece of advice and 
info (10).

Head back towards the gate.  There's a chance there'll be a guy outside the 
gate.  This is Bruno, the seller of info.  You can try asking him things, but 
he'll want money first.  Give him a silver, and he'll ask for another one.  
Give him another and you can ask about Baba Yaga, the Castle, and goblins.  
You don't really need info from him, but you get points for some preliminary 
questioning (2).

Now, head north to the Healer's Hut.  Knock on the door and question the 
Healer (2) about her potions, components, and her ring.  Head on outside.  
Note the nest in the tree.  Click the Hand on the ground to grab some rocks.  
Click a rock on the nest, and after a few throws, the nest will drop to the 
ground.  You'll find the ring (that was easy) (3).  Go back inside and give 
the ring to her.  She'll give you six golds and two Healing Potions for your 
reward (10).

Head west to the farm.  You'll find Heinrich the Centaur there.  Question 
him (1) about his name, his daughter, the farm, and the brigands.  Be 
absolutely sure to ask him about "leader" as well (3).

Go back east and north to the Castle Gates.  Question Karl the Gatekeeper (5), 
about the castle, the baron, Barnard, Elsa, Baba Yaga, and the curse.  Click 
the Hand on the gate and he'll open it for you.  Enter the Castle (1).

Once inside the Courtyard, you may chance to see the Weapon Master.  Question 
him (1) about fighting.  He'll ask you if you fight.  Say yes, and he'll ask 
if you want to train.  Say yes, and you'll give him a gold and fight against 
him in a side view battle (3).  Fight him, and you'll probably get exhausted 
before long.  Once you build up your skills a lot, (Stamina and Weapon Use at 
100 each) you can probably beat him.  Just attack repeatedly, and push him to 
the far end of the courtyard.  He'll give up, and walk off, never to 
return (10).

NOTE: Make sure you download the SCI patch fix before attempting this.  See 
the FAQ for more info.

Also, you can head east to the Stables.  The Stable Hand will ask you to 
work.  Agree to it, and you'll do some good old fashioned raking (5).  You'll 
get five silvers for your troubles.

That's about all you can do for now in the outskirts of town.  You'll do some 
more later, but this is all the preliminary stuff.

---

Spielburg Forest:

If you're feeling up to it, you can finally head out into the wild woods and 
take out one or two monsters.  Make sure your stamina and health are high 
enough before you do any fighting.

You probably won't be able to fight everything right off the bat, but, as a 
Fighter, you'll get points for all the different monsters you kill.  

Goblin: 1
Purple Saurus: 1
Brigand: 1
Mantray: 2
Cheetaur: 4
Saurus Rex: 4
Troll: 4

Check the Monsters section for how and when to fight these guys.  Also, 
remember to get Claws from the Cheetaur, and the beard from a Troll.  Give 
them both to the Healer (2, 2).

Head up to Erana's Peace (start from the farm, go four screens north, one 
east, and one north).  This is the best place to sleep, as it will fully 
restore you.  Also, you can chow on the fruit trees (2) once a day to fully 
satisfy you and save on rations.  Grab a bunch of flowers while you're here.  
You can give them to the Healer (1).

Now, head towards the Mushroom Ring (start from the farm, go three screens 
west, and two south).  Grab some Magic Mushrooms to give to the Healer (1).

---

Other Points of Interest:

Head to the Snow Field (three screens east of the Healer's Hut).  You'll find 
Brauggi here.  He'll want a bargain of fruit.  If you hadn't done it yet, buy 
fifty apples from Hilde in town.  Give them to him, and you'll get the Glowing 
Gem (8).  Neato.

Head to Spiegelsee (three screens south of the town entrance).  Pause for 
some peaceful reflection (1).

Go to Flying Falls (two screens south of the town entrance and one east).  
You'll see a door on the cliffside.  Throw some rocks at the door.  Hit it 
three times and Henry the Hermit will walk out and make the ladder appear on 
his wall.  Climb up it.  Knock on the door (1).  Make sure you step to the 
right of the door so it doesn't knock you off the cliff.  You'll walk 
inside (5).  Have a seat and chat it up with Henry (2).  Ask him about the 
cave, magic, the brigands, and all related topics he brings up.

Go to Mount Zauberburg (one screen east of the Healer's Hut, then two screens 
north and two screens east).  Read the cute magic signs, then climb the 
mountain.  Once you reach the house, the Gargoyle above the house will ask 
you three questions.  Make sure you answer them correctly.  Here's the list of 
possible questions:

Name: Click on your name
Quest: "Glory" or "Hero"
Fave Color: "Purple" (like the house) or "Red and Black" (like your outfit)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus" or "Fenrus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)

Anyway, once inside (3), try not to fiddle with things.  Look all you want, 
just don't touch.  Head up to the tower.  Have a seat and you'll talk to 
Erasmus and Fenrus.  Ask them (1) about all the spellcasters in the valley.  
Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry, and anything magic 
you might want to know about.  Also, ask him about curse and countercurse.  
Try to Walk once you're done and he'll send you to the bottom of the mountain.

At some point in your adventure, preferably after you built up your skills a 
bit, and have a decent cash flow, go to the Healer and purchase Undead Unguent 
for 100 silvers.  Head to Baba Yaga's Hut (from the farm, three screens west 
and two screens north).  Bonehead (the skull at the gates) will turn you away, 
unless you agree to deal with him.  Agree to deal with him (2).  He'll want a 
glowing gem for his eyes.  Also, ask him about the hut and the rhyme (Hut of 
brown, now sit down).  If you have the Glowing Gem from the Snow Field, give 
it to Bonehead, and he'll lower the gate (10).  Click the Mouth on the house 
and click on the proper rhyme, which will appear if you know it and the house 
will squat (7).  Head on in (2).  Baba Yaga doesn't take too kindly to 
visitors, as you'll soon see.  When she asks you your name, tell her, then 
agree to help, and agree to the task she gives you, and she'll turn you 
loose.  Your mission now is to go to the graveyard and get some Mandrake, and 
you have to pull it at midnight (when it says "Middle of the Night" on the 
time thing).  Fight a bit and rest until it says "You are getting tired."  At 
that time, use the Undead Unguent (2) and head to the graveyard.  You'll see 
the ghosts playin' around.  Walk over to the little red plant growing out the 
grave and take it (6).  Once you snag it, run on back to Baba Yaga's and 
she'll take it from you (3), and you'll be off the hook.

---

Comes a Hero from the East:

Now that you've messed around a bit, it's time to do what you came here to 
do.  To start that, head to the Dryad's Tree in the southwest corner of the 
forest.  You'll follow a white stag in there.  Once you enter the area with a 
tree, the Dryad will pop out of her tree and ask if you're a friend of the 
forest.  Say "yes" (1) and she'll ask you to get a seed from the Spore 
Spitting Spirea in the north.

Find the Spore Spitting Spirea area (starting at the farm, go three screens 
north and one screen west).  Once you get there, throw some rocks, and you'll 
eventually connect with the seed they're tossing around.  Pick it up (7) and 
head back to the Dryad's Tree.  Say "yes" and you'll give her the seed (7).  
She'll give you the recipe for a Dispel Potion:

Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water

Once she returns to her tree, she'll drop a Magic Acorn from her branches.  
Grab it (1).

Odds are you'll already have the Flowers turned in.

Green Fur: Head towards the Meep's Peep (from the farm, two screens west, one 
screen south, and three screens west).  Note the cute little meeps popping out 
of their holes.  Click the Mouth on a Meep when one's popped up.  The Green 
Meep will jump out and talk to you.  Question him (1) about meeps, rocks, and 
fur.  Ask about green fur, and he'll give you some (5).

Flying Water: If you have an Empty Flask, go to Flying Falls.  Get some water 
from the falls (3).

Fairy Dust: Wait until night and go to the Mushroom Ring.  You'll see the 
cute little fairies dancing around.  They'll tell you to dance.  So agree to 
dance (3).  After you finish, ask them (1) about things (fairies, dryad, 
dust).  Once you ask them about dust, they'll give you some (8).  Make sure 
you have an empty flask to put it in.

Now that you have all five ingredients, go to the Healer's Hut.  Give her the 
Acorn (5), Green Fur (2), Fairy Dust (2), Flying Water (2), and the Flowers 
if you haven't already (1, if you haven't already).  She'll get to work on 
the Potion.  Leave and come back, and she'll give it to you (7).

---

Free the Man from in the Beast:

Okay, you should be all set to tackle some real quests, now.  You'll probably 
want your important skills at about 60 (Strength, Agility, Vitality, Weapon 
Use) or more.

You'll probably want some Healing and Vigor Potions for this.  Head to the 
Cave (from Erana's Peace, one screen south and one east) and you'll find an 
Ogre.  Kick his butt (2).  Once he's dead, click your Sword on the chest, and 
if your Strength is high enough, you'll force it open and get 1 gold and 
43 silvers.

Heal up, and enter the cave.  You'll notice that rather nasty-looking bear 
chained to the floor by a manacle.  Don't fight him.  Give him a ration 
instead (or an apple or vegetable) (5) and you'll be able to walk past him.

Enter this new section of the cave (2) and you'll see a Kobold sitting with a 
key around his neck.  Fight the bugger.  Just keep stabbing until he 
dies (sinks into the ground) (10).  Pick up the key he leaves behind (7).  
Drink a Healing Potion and walk towards the bottom of the cave.  You'll bump 
into a chest.  Click the Sword on the chest (BOOM!) and take the 6 golds and 
10 silvers left behind (5).

Now, return to the bear and click the Brass Key on the manacle.  The bear 
will turn into (Tah dah!) the Baronet, Barnard von Spielburg! (25) He'll act 
all snooty, and teleport back to the castle with his amulet.

Go to the castle.  Karl will let you in.  Walk up to the keep and they'll let 
you in to see the Baron (10).  The Baron will thank you himself for helping 
his son.  Ask him (3) about himself, his family, the brigands (leader and 
warlock), and the prophecy.  Leave the Great Hall and he'll ask you to stay 
the night and will give you the 50 gold reward.

---

Bring the Child from the Band:

Now it's time to take care of the Brigands.  But how?  Well, you could go to 
the Ambush down south, jump over the log, and fight your way in, but you won't 
get full credit.

Instead, go to town.  Go to the Dry Goods and buy the Chainmail Armor with 
your reward (3).  Go to the Tavern and you'll find a note under the 
stool (2, if you didn't get the first one).  Archery range at noon, eh?  Wait 
until the time says "midday" and head towards the Archery Range from the 
side (west side works best for me).  You'll see Bruno and Brutus (a brigand) 
discussing matters.  You'll learn about a secret entrance to the Fortress and 
the "secret word" (Hiden Goseke).  Bruno will take off (12).  Now, you need 
to get the key to that secret door.  If you have daggers, you can throw them 
at him to kill him, or you can go south and go back north right away (before 
Bruno spots you down there).  Once you get back north, you'll fight him.  Once 
he's dead, search him to get the key.  Leave the area and go south to where 
"the bouncer" hops around.  This is the Antwerp.  You can run around him so he 
doesn't bop you.  Once you get to the door, unlock it with the key, open 
it (10), and click the Mouth on the door to say "Hiden Goseke" (5).  This will 
cause Fred the Troll to retreat to the back of the cave.

Enter the cave (2).  The passage leads down to the bottom of the screen, and 
out a southeast exit.

You'll come upon the Fortress Gate now.  You'll see a minotaur, Toro, 
guarding the area.  What, do I have to spell it out for you?  Get out 
there and kick his butt!  (Make sure you're healed first)  You won't kill him, 
but he will pass out from blood loss (5).  Search him for 50 silvers.  Bash 
the gate open with your incredible strength and you'll enter the fortress. (8)

Now, you'll be in the courtyard of the fortress.  Directly in front of you 
will be two blockades, and a rug in between them.  You can also go to the left 
or the right of the blockades.  Don't step on the rug, or go to the 
right (without, at least, clicking the Eye on the tripline stretched there).  
Go to the left to be safe.  Now, you're in front of a pit.  There are two 
bridges.  One has a sign that says "Cross Here".  Cross on the bridge on the 
right (the one with the sign).  Now, take a close look at the last area.  Note 
the grayish-black line.  That's a tripline.  Click the Eye on it, and you can 
walk across.  Head through the back right door.  (8)

Now, you're in the fortress' main hall/mess hall.  Things will move really 
fast in here, so read carefully.  Do anything wrong, and you pretty much die, 
so save as you enter here.  Just as soon as you enter the room, click the Hand 
on the door behind you.  Walk up to the door on the upper right and the chair 
near it, but don't move it yet.  A few brigands will walk up behind you, note 
the closed door and leave.  As soon as the brigands start to leave, not before 
they leave, click the Hand on the chair.  Walk towards the nearby candelabra.  
Now, three brigands (who look awfully familiar, nyuk nyuk) will enter the 
room and walk towards you from behind the table.  As soon as the first one 
walks behind the table, click the Hand on the nearby candelabra.  Oh, a wise 
guy, eh?  Now, walk in front of the table, quickly, and after the last one 
has passed the chair on the left, click the Hand on the table, and then on 
the rope above you.  The rest will soon be history.  Walk through the far 
door. (8)

This is an interesting room.  Here's the top-view layout:

                         7       5   
                        6|   ME  |                                 
                         }   }   |2                                
                       4 +---+---+                                 
                             }   |3                                
                        1----+-+-}                                 
                               |                                   
                          +----+                                   
                          |                                        
                          E                                      

You'll enter at point E.  Note that any "}" in the area is a trap door.  
If you walk over a trap door, or off any platform, you'll tumble out 
door 5 and keep rolling.  To stop, click the Hand on yourself, and you'll 
skid to a stop.

First things first.  Talk to ME.  This is the Brigand Warlock.  If you've 
been paying attention at all, you'd guess that this is Yorick, the Jester.  
Ask him (2) about Elsa or Yorick (8).  Unfortunately, even with all that 
talking, he'll interfere with the process, tossing books, apple cores, etc. 
at you.  If, by chance, you have magic, try to cast a spell, and he'll take 
off.

Anyway, walk over to door 1 and you'll come out the doggie door at 2.  Enter 
door 3 and you'll come up at door 4 which is above the floor.  Pull the chain 
and you'll open 5.  Head back and go through 5.  You'll come out at 6.  Open 
door 7 and get out of the way (go halfway through door 6) before it flattens 
you.  Now, walk through door 7 and into the final room. (12)

NOTE: Make sure you download the SCI timing fixes patch (info in the FAQ) 
before attempting this room, or else door 5 will close really quickly.

Finally, you reach the Brigand Leader's room.  She'll hop over her desk to 
challenge you.  If you've figured anything out at all in this game, you'll 
know to throw the Dispel Potion at her.  Will our mystery guest enter and 
sign in please!  It's Elsa von Spielburg! (35)

Elsa and Yorick will take off and you'll be left in the room.  The brigands 
are trying to bash the door down.  Quick, grab the two Healing Potions and 
the Magic Mirror.  MAKE SURE YOU GRAB THE MIRROR! (10)

Now, leave the room by the passage Yorick used.

---

Drive the Curser from the Land:

It's time to settle the score with Baba Yaga.  You'll come out at the 
Antwerp's spot.  Head up to Baba Yaga's hut.  Bonehead will let you in.  Make 
the hut sit and head on in.  As soon as Baba Yaga appears, click the Mirror 
on her to hold it.  Baba Yaga will attempt to turn you into a frog again.  
Heh heh.  (50)

Anyway, she'll take off and you'll automatically head to Castle Spielburg for 
your reward ceremony. (25)

Congratulations!  You've proven yourself a hero!  If you've done everything, 
you should have 500 points!  Now, it's off to Shapeir in Quest for Glory II.

******************************************************************************
6. MAGIC USER WALKTHROUGH
******************************************************************************

Points added will be shown in parentheses.

As a Magic User, you'll be hitting the magic a lot, so be sure to practice 
all your spells, particularly Flame Dart, as it's your main combat spell.  
Your most important stats are Intelligence and Magic, but don't forget to 
beef your Vitality, Agility, and Strength, so you'll survive any chance 
encounters.

You'll start with a Dagger, Leather Armor, five Rations, four gold, ten 
silver, and the Zap Spell.

---

Town of Spielburg:

You'll stroll into town (1), take a short look around, and the Sheriff will 
greet you.  Question him for a bit (1).  First good place to head is to the 
Hero's Tale Inn.  You can question Shameen there (1).  Have a sit down and 
Shema will show up.  You can ask her a few things.  Order some food (1).  Be 
sure to ask one or both of them about Abdulla, to know that he'll show up 
later that night.

Leave the Inn and head west to the end of Main Street.  Enter the Magic Shop 
(y'know, the place with the big eye above it).  Meet and question Zara (1).  
You won't be able to afford Flame Dart yet, but you can buy Fetch or Open 
right now, and I suggest you buy one of them.  Anyway, for full points, 
you'll have to buy all three spells. (2, 2, 2)

Head to the Guild at the end of the screen.  Enter and read the Adventurer's 
Logbook (4).  Sign it, too (1).  Take a look at the Quest Board, too (6).  
Wake up the Guildmaster, Wolfgang.  Question him (1) about heroes, monsters, 
and the stuff on the Quest Board.  Question him about the "curse", too, and 
related topics.

Once you've finished with that, leave and go the other way on Main Street.  
You'll eventually reach Market Street.  Speak to Hilde the Centaur (1).  If 
you wish, you can buy 50 apples (3).  At five silvers total, you should 
easily be able to afford it, but it could weigh you down considerably.  Also, 
head into the Dry Goods Store and speak to Kaspar the proprietor (1).  Buy 
some food if you wish.  As you'll notice, you won't have enough to buy armor.  
Deal with it for now.  You'll have enough, eventually.

Head west to Tavern Street.  Head into the alley.  You'll find Sam begging on 
the street.  Give him a silver (1), and you'll be able to question him (1).  
Ask him about night and the brigands.  Also, ask some other topics related to 
what he brings up.

Walk into the Tavern.  Note the odd white thing next to the center stool.  
That's a note.  Pick up the note, and you'll learn some interesting things 
about two guys named "B" (2).  You can order some ale if you want, but don't 
drink three glasses of ale, or any Troll's Sweat (-5), or Dragon's Breath 
(too hot to handle).

That's about all there is to do inside town.  It's probably not Sunset yet, 
so you can go outside for a bit.  When Sunset rolls around, go to the inn, 
where you'll find Abdulla Doo lost in his own sorrows.  Have a seat.  You can 
order some food now if you haven't already.  Have a chat with Abdulla (5).  
Ask him about the brigands and his attack.  Order some food for him (click 
the money pouch on him when Shema's near) or give him a ration (2).  He'll 
tell you about his magic carpet and Shapeir, giving you some foreshadowing of 
your next quest.  Might want to deal with this one first.  Anyway, you 
probably should sleep at the Inn tonight (1).

The next morning, head out to start your adventure proper.

---

Outside the Town:

You're now outside of town, whistling to yourself (1).  Just as a quick note, 
be sure to always keep an eye on the time so you know when to bed down.

First order of business is to head down the road.  You'll eventually reach the 
end of the road, where a recent avalanche has blocked the pass.  No easy way 
out of this quest.  Head back along the road.  Walk back and forth between 
road screens and eventually you'll come upon a fox trapped near the road.  
He'll ask you to free him.  Do so, and he'll give you a piece of advice and 
info (10).

Head back towards the gate.  There's a chance there'll be a guy outside the 
gate.  This is Bruno, the seller of info.  You can try asking him things, but 
he'll want money first.  Give him a silver, and he'll ask for another one.  
Give him another and you can ask about Baba Yaga, the Castle, and goblins.  
You don't really need info from him, but you get points for some preliminary 
questioning (2).

Now, head north to the Healer's Hut.  Knock on the door and question the 
Healer (2) about her potions, components, and her ring.  Head on outside.  
Note the nest in the tree.  If you have the Fetch Spell, you can go right 
ahead and snag it.  You'll find the ring inside.  Go back inside and give the 
ring to her.  She'll give you six golds and two Healing Potions for your 
reward (10).  You can use it for some new spells from Zara.

Head west to the farm.  You'll find Heinrich the Centaur there.  Question 
him (1) about his name, his daughter, the farm, and the brigands.  Be 
absolutely sure to ask him about "leader" as well (3).

Go back east and north to the Castle Gates.  Question Karl the Gatekeeper (5), 
about the castle, the baron, Barnard, Elsa, Baba Yaga, and the curse.  Click 
the Hand on the gate and he'll open it for you.  Enter the Castle (1).

Once inside the Courtyard, you may chance to see the Weapon Master.  Question 
him (1) about fighting.  Unfortunately, you can't fight him, since you're not 
a fighter.

Also, you can head east to the Stables.  The Stable Hand will ask you to 
work.  Agree to it, and you'll do some good old fashioned raking (5).  You'll 
get five silvers for your troubles.

That's about all you can do for now in the outskirts of town.  You'll do some 
more later, but this is all the preliminary stuff.

---

Spielburg Forest:

If you're feeling up to it, you can finally head out into the wild woods and 
take out one or two monsters.  Make sure your stamina and health are high 
enough before you do any fighting.

You probably won't be able to fight just anything right off the bat.  No more 
than a goblin or two per day.

Check the Monsters section for how and when to fight all the monsters.  Also, 
remember to get Claws from the Cheetaur, and the beard from a Troll.  Give 
them both to the Healer (2, 2).  Yeah, even though you don't get points for 
killing, you still have to fight the Cheetaur and Troll for the components.

Head up to Erana's Peace (start from the farm, go four screens north, one 
east, and one north).  This is the best place to sleep, as it will fully 
restore you.  Also, you can chow on the fruit trees (2) once a day to fully 
satisfy you and save on rations.  As a Magic User, you should sleep here at 
least once (5).  Also, read the runes on the stone.  Open it, eh?  If you 
have the Open Spell, cast it, and grab the Calm Spell inside (4).  Hmm.  
Looks like this isn't the final resting place of Erana.  Grab a bunch of 
flowers while you're here.  You can give them to the Healer (1).

Now, head towards the Mushroom Ring (start from the farm, go three screens 
west, and two south).  Grab some Magic Mushrooms to give to the Healer (1).

---

Other Points of Interest:

Head to the Snow Field (three screens east of the Healer's Hut).  You'll find 
Brauggi here.  He'll want a bargain of fruit.  If you hadn't done it yet, buy 
fifty apples from Hilde in town.  Give them to him, and you'll get the Glowing 
Gem (8).  Neato.

Head to Spiegelsee (three screens south of the town entrance).  Pause for 
some peaceful reflection (1).

Head off to the Meep's Peep in the west.  Click the Mouth on any of the Meeps, 
and the green one will jump out and talk to you.  Ask him (1) about meeps 
and anything.  Ask him about magic and he'll give you the Detect Spell. (4)

Go to Flying Falls.  You'll see a door on the cliffside.  Cast Detect and the 
ladder to the door will appear.  Climb up it.  Knock on the door (1).  Make 
sure you step to the right of the door so it doesn't knock you off the cliff.  
You'll walk inside (5).  Have a seat and chat it up with Henry (2).  Ask him 
about the cave, magic, the brigands, and all related topics he brings up.  
When you ask about magic, be sure to ask about Trigger.  He'll give you the 
Trigger Spell. (4)

Go to Mount Zauberburg (one screen east of the Healer's Hut, then two screens 
north and two screens east).  Read the cute magic signs, then climb the 
mountain.  Once you reach the house, the Gargoyle above the house will ask 
you three questions.  Make sure you answer them correctly.  Here's the list of 
possible questions:

Name: Click on your name
Quest: "Glory" or "Hero"
Fave Color: "Purple" (like the house) or "Red and Black" (like your outfit)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus" or "Fenrus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)

Anyway, once inside (3), try not to fiddle with things.  Look all you want, 
just don't touch.  Head up to the tower.  Have a seat and you'll talk to 
Erasmus and Fenrus.  

He'll recognize you as a practitioner of magic and will want to play Mage's 
Maze with you.  You need Open, Fetch, Trigger, and Flame Dart to play.  If 
you have all those spells, agree to play (5):

So, you've got the playing field.  You start at the upper left with the white 
bug and Erasmus' is the purple bug in the upper right.  The bugs are 
self-willed, and there's not much you can do to get them moving in the 
direction you want to.  Just hope you get to the exit in the bottom right.

Use Fetch to move ladders and bridges around.  Click on the Fetch button and 
drag the thing you want to move to the spot you want.

Use Open to move boulders.  Click the button, then click the boulder to move 
it to a random location.

Use Flame Dart to create a miniature flame ball that attracts the creatures, 
or something.

Use Trigger to change the size of your bug.  You'll go from small to medium 
to large and back to small again.  Small creatures can pass through the small 
holes, and they move the fastest.  Medium creatures can climb ladders and eat 
small creatures, but they move slower.  Large creatures move the slowest, but 
they eat medium creatures, but not small creatures.  Like-sized creatures are 
generally attracted to each other.

So, do your best to get your bug there before Erasmus, and he'll teach you the 
Dazzle Spell (12).  If you fail, just keep trying once you restore your MP.

Once you've done playing, ask them (1) about all the spellcasters in the 
valley.  Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry, and 
anything magic you might want to know about.  Also, ask him about curse and 
countercurse.  Try to Walk once you're done and he'll send you to the bottom 
of the mountain.

At some point in your adventure, preferably after you built up your skills a 
bit, and have a decent cash flow, go to the Healer and purchase Undead Unguent 
for 100 silvers.  Head to Baba Yaga's Hut (from the farm, three screens west 
and two screens north).  Bonehead (the skull at the gates) will turn you away, 
unless you agree to deal with him.  Agree to deal with him (2).  He'll want a 
glowing gem for his eyes.  Also, ask him about the hut and the rhyme (Hut of 
brown, now sit down).  If you have the Glowing Gem from the Snow Field, give 
it to Bonehead, and he'll lower the gate (10).  Click the Mouth on the house 
and click on the proper rhyme, which will appear if you know it and the house 
will squat (7).  Head on in (2).  Baba Yaga doesn't take too kindly to 
visitors, as you'll soon see.  When she asks you your name, tell her, then 
agree to help, and agree to the task she gives you, and she'll turn you 
loose.  Your mission now is to go to the graveyard and get some Mandrake, and 
you have to pull it at midnight (when it says "Middle of the Night" on the 
time thing).  Fight a bit and rest until it says "You are getting tired."  At 
that time, use the Undead Unguent (2) and head to the graveyard.  You'll see 
the ghosts playin' around.  Walk over to the little red plant growing out the 
grave and take it (6).  Once you snag it, run on back to Baba Yaga's and 
she'll take it from you (3), and you'll be off the hook.

---

Comes a Hero from the East:

Now that you've messed around a bit, it's time to do what you came here to 
do.  To start that, head to the Dryad's Tree in the southwest corner of the 
forest.  You'll follow a white stag in there.  Once you enter the area with a 
tree, the Dryad will pop out of her tree and ask if you're a friend of the 
forest.  Say "yes" (1) and she'll ask you to get a seed from the Spore 
Spitting Spirea in the north.

Find the Spore Spitting Spirea area (start at the farm, then go three screens 
north and one screen west).  Once you get there, cast a Fetch Spell, and you 
should snag the seed they're tossing around.  Pick it up (7) and head back to 
the Dryad's Tree.  Say "yes" and you'll give her the seed (7).  She'll give 
you the recipe for a Dispel Potion:

Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water

Once she returns to her tree, she'll drop a Magic Acorn from her branches.  
Grab it (1).

Odds are you'll already have the Flowers turned in.

Green Fur: Return to the Meep's Peep.  Ask about green fur, and he'll give 
you some (5).

Flying Water: If you have an Empty Flask, go to Flying Falls.  Get some 
water from the falls (3).

Fairy Dust: Wait until night and go to the Mushroom Ring.  You'll see the 
cute little fairies dancing around.  They'll tell you to dance.  So agree to 
dance (3).  After you finish, ask them (1) about things (fairies, dryad, 
dust).  Once you ask them about dust, they'll give you some (8).  Make sure 
you have an empty flask to put it in.

Now that you have all five ingredients, go to the Healer's Hut.  Give her the 
Acorn (5), Green Fur (2), Fairy Dust (2), Flying Water (2), and the Flowers 
if you haven't already (1, if you haven't already).  She'll get to work on 
the Potion.  Leave and come back, and she'll give it to you (7).

---

Free the Man from in the Beast:

Okay, you should be all set to tackle some real quests, now.  You'll probably 
want your important skills at about 60 (Intelligence, Magic, and the skill in 
Flame Dart) or more.

You'll probably want some Healing, Vigor, and Magic Power Potions for this.  
Head to the Cave (from Erana's Peace, one screen south and one east) and 
you'll find an Ogre.  Kick his butt if you want.  Once he's dead, cast Open, 
and if your skill is high enough, you'll open it and get 1 gold and 
43 silvers.  If you don't want to, just cast Calm and run past him.

Heal up, and enter the cave.  You'll notice that rather nasty-looking bear 
chained to the floor by a manacle.  Don't fight him.  Give him a ration 
instead (or an apple or vegetable) (5) and you'll be able to walk past him.  
You can even Calm it if you want, which will also give you the points.

Enter this new section of the cave (2) and you'll see a Kobold sitting with a 
key around his neck.  This is your first real magical duel, although it's more 
brute force than anything.  Cast a bunch of Flame Darts at him to kill him.  
He'll counter with Force Bolt and Reversal (new spells you'll learn in the 
next game).  Keep pounding, taking potions as necessary, and he'll sink into 
the ground, dead (10).  Pick up the key he leaves behind (7).  Cast Detect 
and you'll find a chest near the bottom of the cave.  Cast Trigger or Open a 
safe distance away (BOOM!) and take the 6 golds and 10 silvers left 
behind (5).

Now, return to the bear and click the Brass Key on the manacle.  The bear 
will turn into (Tah dah!) the Baronet, Barnard von Spielburg! (25) He'll act 
all snooty, and teleport back to the castle with his amulet.

Go to the castle.  Karl will let you in.  Walk up to the keep and they'll let 
you in to see the Baron (10).  The Baron will thank you himself for helping 
his son.  Ask him (3) about himself, his family, the brigands (leader and 
warlock), and the prophecy.  Leave the Great Hall and he'll ask you to stay 
the night and will give you the 50 gold reward.

---

Bring the Child from the Band:

Now it's time to take care of the Brigands.  But how?  Well, you could go to 
the Ambush down south, jump over the log, and fight your way in, but you won't 
get full credit, and you'll get hurt a lot.

Instead, go to town.  Go to the Tavern and you'll find a note under the 
stool (2, if you didn't get the first one).  Archery range at noon, eh?  Wait 
until the time says "midday" and head towards the Archery Range from the west 
side.  You'll see Bruno and Brutus (a brigand) discussing matters.  You'll 
learn about a secret entrance to the Fortress and the "secret word" (Hiden 
Goseke).  Bruno will take off (12).  Now, you need to get the key to that 
secret door.  Cast a bunch of Flame Darts at him to kill him, or you can go 
south and go back north right away (before Bruno spots you down there).  Once 
you get back north, you'll fight him.  Once he's dead, search him to get the 
key.  Leave the area and go south to where "the bouncer" hops around.  This 
is the Antwerp.  You can run around him so he doesn't bop you.  Once you get 
to the door, unlock it with the key, open it (10), and click the Mouth on the 
rock to say "Hiden Goseke" (5).  This will cause Fred the Troll to retreat to 
the back of the cave.

Enter the cave (2).  The passage leads down to the bottom of the screen, and 
out by a southeast exit.

You'll come upon the Fortress Gate now.  You'll see a minotaur, Toro, guarding 
the area.  Cast Calm to put him to sleep.  Now, walk out and cast Open on the 
door and you'll enter the fortress. (8)

Now, you'll be in the courtyard of the fortress.  Directly in front of you 
will be two blockades, and a rug in between them.  You can also go to the left 
or the right of the blockades.  Don't step on the rug, or go to the 
right (without, at least, clicking the Eye on the tripline stretched there).  
Go to the left to be safe.  Now, you're in front of a pit.  There are two 
bridges.  One has a sign that says "Cross Here".  Cross on the bridge on the 
right (the one with the sign).  Now, take a close look at the last area.  Note 
the grayish-black line.  That's a tripline.  Click the Eye on it, and you can 
walk across.  Head through the back right door.  (8)

Now, you're in the fortress' main hall/mess hall.  Things will move really 
fast in here, so read carefully.  Do anything wrong, and you pretty much die, 
so save as you enter here.  Just as soon as you enter the room, click the Hand 
on the door behind you.  Walk up to the door on the upper right and the chair 
near it, but don't move it yet.  A few brigands will walk up behind you, note 
the closed door and leave.  As soon as the brigands start to leave, not before 
they leave, click the Hand on the chair.  Walk towards the nearby candelabra.  
Now, three brigands (who look awfully familiar, nyuk nyuk) will enter the 
room and walk towards you from behind the table.  As soon as the first one 
walks behind the table, click the Hand on the nearby candelabra.  Oh, a wise 
guy, eh?  Now, walk in front of the table, quickly, and after the last one 
has passed the chair on the left, click the Hand on the table, and then on 
the rope above you.  The rest will soon be history.  Walk through the far 
door. (8)

This is an interesting room.  Here's the top-view layout:

                         7       5   
                        6|   ME  |                                 
                         }   }   |2                                
                       4 +---+---+                                 
                             }   |3                                
                        1----+-+-}                                 
                               |                                   
                          +----+                                   
                          |                                        
                          E                                      

You'll enter at point E.  Note that any "}" in the area is a trap door.  
If you walk over a trap door, or off any platform, you'll tumble out 
door 5 and keep rolling.  To stop, click the Hand on yourself, and you'll 
skid to a stop.

First things first.  Talk to ME.  This is the Brigand Warlock.  If you've 
been paying attention at all, you'd guess that this is Yorick, the Jester.  
Ask him (2) about Elsa or Yorick (8).  Unfortunately, even with all that 
talking, he'll interfere with the process, tossing books, apple cores, etc. 
at you.  Try to cast a spell at him and he'll take off.

Anyway, walk over to door 1 and you'll come out the doggie door at 2.  Enter 
door 3 and you'll come up at door 4 which is above the floor.  Pull the chain 
and you'll open 5.  Head back and go through 5.  You'll come out at 6.  Open 
door 7 and get out of the way (go halfway through door 6) before it flattens 
you.  Now, walk through door 7 and into the final room. (12)

NOTE: Make sure you download the SCI timing fixes patch (info in the FAQ) 
before attempting this room, or else door 5 will close really quickly.

Finally, you reach the Brigand Leader's room.  She'll hop over her desk to 
challenge you.  If you've figured anything out at all in this game, you'll 
know to throw the Dispel Potion at her.  Will our mystery guest enter and 
sign in please!  It's Elsa von Spielburg! (35)

Elsa and Yorick will take off and you'll be left in the room.  The brigands 
are trying to bash the door down.  Quick, grab the two Healing Potions and 
the Magic Mirror.  MAKE SURE YOU GRAB THE MIRROR! (10)

Now, leave the room by the passage Yorick used.

---

Drive the Curser from the Land:

It's time to settle the score with Baba Yaga.  You'll come out at the 
Antwerp's spot.  Head up to Baba Yaga's hut.  Bonehead will let you in.  Make 
the hut sit and head on in.  As soon as Baba Yaga appears, click the Mirror 
on her to hold it.  Baba Yaga will attempt to turn you into a frog again.  
Heh heh.  (50)

Anyway, she'll take off and you'll automatically head to Castle Spielburg for 
your reward ceremony. (25)

Congratulations!  You've proven yourself a hero!  If you've done everything, 
you should have 500 points!  Now, it's off to Shapeir in Quest for Glory II.

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

Points added will be shown in parentheses.

As a Thief, you'll be having a lot of fun robbing the people you're trying to 
help.  To this end, build up your Agility, Vitality, and all your cute little 
Thief skills as much as possible.  In particular, make sure you Sneak 
everywhere.  Good sneaking skills can avoid fights, and prevent you from 
getting caught at inopportune times.

You'll start with a dagger, a Lock Pick, Leather Armor, five Rations, four 
gold, and 10 silver.

---

Town of Spielburg:

You'll stroll into town (1), take a short look around, and the Sheriff will 
greet you.  Question him for a bit (1).  First good place to head is to the 
Hero's Tale Inn.  You can question Shameen there (1).  Have a sit down and 
Shema will show up.  You can ask her a few things.  Order some food (1).  Be 
sure to ask one or both of them about Abdulla, to know that he'll show up 
later that night.

Leave the Inn and head west to the end of Main Street.  Enter the Magic Shop 
(y'know, the place with the big eye above it).  Meet and question Zara (1).  
Since you're not a practitioner, all you're really here for is the point you 
get for questioning her.  Leave the Magic Shop.

Head to the Guild at the end of the screen.  Enter and read the Adventurer's 
Logbook (4).  Sign it, too (1).  Take a look at the Quest Board, too (6).  
Wake up the Guildmaster, Wolfgang.  Question him (1) about heroes, monsters, 
and the stuff on the Quest Board.  Question him about the "curse", too, and 
related topics.

Once you've finished with that, leave and go the other way on Main Street.  
You'll eventually reach Market Street.  Speak to Hilde the Centaur (1).  If 
you wish, you can buy 50 apples (3).  At five silvers total, you should 
easily be able to afford it, but it could weigh you down considerably.  Also, 
head into the Dry Goods Store and speak to Kaspar the proprietor (1).  Buy 
some food if you wish.  You'll also want to use this store to build up your 
stock of daggers.  I suggest having at least five before the game's out, but 
don't bother buying more just yet.

Head west to Tavern Street.  Head into the alley.  You'll find Sam begging on 
the street.  Give him a silver (1), and you'll be able to question him (1).  
Ask him about night and the brigands.  Also, ask some other topics related to 
what he brings up.

Walk into the Tavern.  Note the odd white thing next to the center stool.  
That's a note.  Pick up the note, and you'll learn some interesting things 
about two guys named "B" (2).  You can order some ale if you want, but don't 
drink three glasses of ale, or any Troll's Sweat (-5), or Dragon's Breath 
(too hot to handle).

That's about all there is to do inside town.  It's probably not Sunset yet, 
so you can go outside for a bit.  When Sunset rolls around, go to the inn, 
where you'll find Abdulla Doo lost in his own sorrows.  Have a seat.  You can 
order some food now if you haven't already.  Have a chat with Abdulla (5).  
Ask him about the brigands and his attack.  Order some food for him (click 
the money pouch on him when Shema's near) or give him a ration (2).  He'll 
tell you about his magic carpet and Shapeir, giving you some foreshadowing of 
your next quest.  Might want to deal with this one first.  Anyway, you 
probably should sleep at the Inn tonight (1).

Of course, that's all there was to do at the daytime.  After hours, of course, 
is a different story altogether, particularly for one of your talents.

The very first thing you'll want to do is wait until dark, and go into the 
alley at night.  You'll notice a flashing coin at the end.  Head towards it, 
and Sneak and Slink will jump out at you.  Click your Lockpick on one of them 
and he'll tell you to give the password to Crusher in the Tavern (3).  Go into 
the Tavern and tell him the password and he'll let you into the Thieves' 
Guild. (5)  Hooray. ^_^

Inside the Guild, the Chief will rant a bit about amateurs, and he'll tell you 
it'll cost 25 silvers to work in the town.  You should have the cash, so 
cough it up, and you'll get your Thieves' Guild License, Local 1313. (3)

Now, you'll want to build up your Lockpicking skill considerably before you 
try to rob any houses.  You have two potential marks: The Little Old Lady's 
house and the Sheriff's house.  Both have their elements of danger, so save 
often.

---

Little Old Lady's House:

Definitely the easier of the two.  Pick the lock on the door (5) and you'll 
enter a musty, smelly old house.  You'll note the cat wandering around.  
Search the drawers at the back left wall (1), search the couch (1), open the 
purse on the couch (1), check the basket for the string of pearls (1), and 
take the silver candlesticks (1) on the dresser.  Also, feed or pet the 
kitty (3).  Whatever you do, don't act aggressive towards the cat, or go 
upstairs.  You can, however, play with the cage for a little giggle.

---

Sheriff's House:

More risk involved here.  Pick the lock on the door (5) and you'll enter a 
relatively well-kept place.  Take the candelabra off the dresser (1).  Take 
the silver in the dresser.  You can open the music box on the table for 
another chuckle.  Take it afterwards (1).  Note the vase on the mantle.  You 
need to take or move the vase to get behind the painting, otherwise you'll 
break it, and that would make lots of unwanted noise.  Take the vase (1), and 
move the painting (1).  Open the safe (1), and take the bag of silver 
inside (1).

That's about all the true thievery you can do.  All the rest of it is more 
quest-related.

Go back to the Thieves' Guild.  Fence any stolen goods you have to Boris (3).  
If you have enough, be sure to buy a Thieves' Tool Kit (3).  Also, you can 
play Dag-Nab-It with the Chief for some extra cash. (3)

The rules to Dag-Nab-It are simple.  Score more than the Chief by throwing 
well.  Adjust your angle with the left and right arrow keys and adjust your 
force with the up and down arrow keys.  Press Enter to throw.  Wager however 
much you want.  Wager at least one game at more than 25 silvers and win (5).

The next morning, head out to start your adventure proper.

---

Outside the Town:

You're now outside of town, whistling to yourself (1).  Just as a quick note, 
be sure to always keep an eye on the time so you know when to bed down.

First order of business is to head down the road.  You'll eventually reach the 
end of the road, where a recent avalanche has blocked the pass.  No easy way 
out of this quest.  Head back along the road.  Walk back and forth between 
road screens and eventually you'll come upon a fox trapped near the road.  
He'll ask you to free him.  Do so, and he'll give you a piece of advice and 
info (10).

Head back towards the gate.  There's a chance there'll be a guy outside the 
gate.  This is Bruno, the seller of info.  You can try asking him things, but 
he'll want money first.  Give him a silver, and he'll ask for another one.  
Give him another and you can ask about Baba Yaga, the Castle, and goblins.  
You don't really need info from him, but you get points for some preliminary 
questioning (2).  You can also use the Thief Sign on him and he'll give you 
the REAL scoop on the Guild.

Now, head north to the Healer's Hut.  Knock on the door and question the 
Healer (2) about her potions, components, and her ring.  Head on outside.  
Note the nest in the tree.  Click the Hand on the tree and you'll shimmy up 
the bark if your skill is high enough.  If it isn't, just keep trying and 
it'll get there.  Once you are up high enough, click the Hand on the nest.  
You'll find the ring (that was easy) (3).  Go back inside and give the ring to 
her.  She'll give you six golds and two Healing Potions for your reward (10).

Head west to the farm.  You'll find Heinrich the Centaur there.  Question 
him (1) about his name, his daughter, the farm, and the brigands.  Be 
absolutely sure to ask him about "leader" as well (3).

Go back east and north to the Castle Gates.  Question Karl the Gatekeeper (5), 
about the castle, the baron, Barnard, Elsa, Baba Yaga, and the curse.  Click 
the Hand on the gate and he'll open it for you.  Enter the Castle (1).

Once inside the Courtyard, you may chance to see the Weapon Master.  Question 
him (1) about fighting.  Unfortunately, you can't fight him, since you're not 
a fighter.

Also, you can head east to the Stables.  The Stable Hand will ask you to 
work.  Agree to it, and you'll do some good old fashioned raking (5).  You'll 
get five silvers for your troubles.

That's about all you can do for now in the outskirts of town.  You'll do some 
more later, but this is all the preliminary stuff.

---

Spielburg Forest:

If you're feeling up to it, you can finally head out into the wild woods and 
take out one or two monsters.  Make sure your stamina and health are high 
enough before you do any fighting.

You probably won't be able to fight just anything right off the bat.  No more 
than a goblin or two per day.

Check the Monsters section for how and when to fight all the monsters.  Also, 
remember to get Claws from the Cheetaur, and the beard from a Troll.  Give 
them both to the Healer (2, 2).  Yeah, even though you don't get points for 
killing, you still have to fight the Cheetaur and Troll for the components.

Head up to Erana's Peace (start from the farm, go four screens north, one 
east, and one north).  This is the best place to sleep, as it will fully 
restore you.  Also, you can chow on the fruit trees (2) once a day to fully 
satisfy you and save on rations.  Grab a bunch of flowers while you're here.  
You can give them to the Healer (1).

Now, head towards the Mushroom Ring (start from the farm, go three screens 
west, and two south).  Grab some Magic Mushrooms to give to the Healer (1).

---

Other Points of Interest:

Head to the Snow Field (three screens east of the Healer's Hut).  You'll find 
Brauggi here.  He'll want a bargain of fruit.  If you hadn't done it yet, buy 
fifty apples from Hilde in town.  Give them to him, and you'll get the Glowing 
Gem (8).  Neato.

Head to Spiegelsee (three screens south of the town entrance).  Pause for 
some peaceful reflection (1).

Go to Flying Falls.  You'll see a door on the cliffside.  Try to climb up the 
wall.  Once you're high enough in Climbing skill, you'll shimmy right up.  
Knock on the door (1).  Make sure you step to the right of the door so it 
doesn't knock you off the cliff.  You'll walk inside (5).  Have a seat and 
chat it up with Henry (2).  Ask him about the cave, magic, the brigands, and 
all related topics he brings up.

Go to Mount Zauberburg (one screen east of the Healer's Hut, then two screens 
north and two screens east).  Read the cute magic signs, then climb the 
mountain.  Once you reach the house, the Gargoyle above the house will ask 
you three questions.  Make sure you answer them correctly.  Here's the list of 
possible questions:

Name: Click on your name
Quest: "Glory" or "Hero"
Fave Color: "Purple" (like the house) or "Red and Black" (like your outfit)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus" or "Fenrus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)

Anyway, once inside (3), try not to fiddle with things.  Look all you want, 
just don't touch.  Head up to the tower.  Have a seat and you'll talk to 
Erasmus and Fenrus.  Ask them (1) about all the spellcasters in the valley.  
Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry, and anything magic 
you might want to know about.  Also, ask him about curse and countercurse.  
Try to Walk once you're done and he'll send you to the bottom of the mountain.

At some point in your adventure, preferably after you built up your skills a 
bit, and have a decent cash flow, go to the Healer and purchase Undead Unguent 
for 100 silvers.  Head to Baba Yaga's Hut (from the farm, three screens west 
and two screens north).  Bonehead (the skull at the gates) will turn you away, 
unless you agree to deal with him.  Agree to deal with him (2).  He'll want a 
glowing gem for his eyes.  Also, ask him about the hut and the rhyme (Hut of 
brown, now sit down).  If you have the Glowing Gem from the Snow Field, give 
it to Bonehead, and he'll lower the gate (10).  Click the Mouth on the house 
and click on the proper rhyme, which will appear if you know it and the house 
will squat (7).  Head on in (2).  Baba Yaga doesn't take too kindly to 
visitors, as you'll soon see.  When she asks you your name, tell her, then 
agree to help, and agree to the task she gives you, and she'll turn you 
loose.  Your mission now is to go to the graveyard and get some Mandrake, and 
you have to pull it at midnight (when it says "Middle of the Night" on the 
time thing).  Fight a bit and rest until it says "You are getting tired."  At 
that time, use the Undead Unguent (2) and head to the graveyard.  You'll see 
the ghosts playin' around.  Walk over to the little red plant growing out the 
grave and take it (6).  Once you snag it, run on back to Baba Yaga's and 
she'll take it from you (3), and you'll be off the hook.

---

Comes a Hero from the East:

Now that you've messed around a bit, it's time to do what you came here to 
do.  To start that, head to the Dryad's Tree in the southwest corner of the 
forest.  You'll follow a white stag in there.  Once you enter the area with a 
tree, the Dryad will pop out of her tree and ask if you're a friend of the 
forest.  Say "yes" (1) and she'll ask you to get a seed from the Spore 
Spitting Spirea in the north.

Find the Spore Spitting Spirea area on the map (SSS).  Once you get 
there, throw some rocks, and you'll eventually connect with the seed 
they're tossing around.  Pick it up (7) and head back to the Dryad's 
Tree.  Say "yes" and you'll give her the seed (7).  She'll give you the 
recipe for a Dispel Potion:

Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water

Once she returns to her tree, she'll drop a Magic Acorn from her branches.  
Grab it (1).

Odds are you'll already have the Flowers turned in.

Green Fur: Head towards the Meep's Peep (from the farm, two screens west, one 
screen south, and three screens west).  Note the cute little meeps popping out 
of their holes.  Click the Mouth on a Meep when one's popped up.  The Green 
Meep will jump out and talk to you.  Question him (1) about meeps, rocks, and 
fur.  Ask about green fur, and he'll give you some (5).

Flying Water: If you have an Empty Flask, go to Flying Falls.  Get some water 
from the falls (3).

Fairy Dust: Wait until night and go to the Mushroom Ring.  You'll see the 
cute little fairies dancing around.  They'll tell you to dance.  So agree to 
dance (3).  After you finish, ask them (1) about things (fairies, dryad, 
dust).  Once you ask them about dust, they'll give you some (8).  Make sure 
you have an empty flask to put it in.

Now that you have all five ingredients, go to the Healer's Hut.  Give her the 
Acorn (5), Green Fur (2), Fairy Dust (2), Flying Water (2), and the Flowers 
if you haven't already (1, if you haven't already).  She'll get to work on 
the Potion.  Leave and come back, and she'll give it to you (7).

---

Free the Man from in the Beast:

Okay, you should be all set to tackle some real quests, now.  You'll probably 
want your important skills at about 60 (Agility, Vitality, Weapon Use, 
Stealth, Lockpicking) or more.

You'll probably want some Healing and Vigor Potions for this.  Head to 
the Cave (from Erana's Peace, one screen south and one east) and you'll find 
an Ogre.  Kick his butt if you want to.  You may be able to run past him if 
you're lucky.  If you decide to kill him, and you succeed, Use your Lockpick 
or Toolkit on his chest, and if your Lockpicking skill is high enough, you'll 
spring it open and get 1 gold and 43 silvers.

Heal up, and enter the cave.  You'll notice that rather nasty-looking bear 
chained to the floor by a manacle.  Don't fight him.  Give him a ration 
instead (or an apple or vegetable) (5) and you'll be able to walk past him.

Enter this new section of the cave (2) and you'll see a Kobold sitting with a 
key around his neck.  Don't even bother messing with him.  Just sneak up and 
lift the key right off him (7).  Walk towards the bottom of the cave.  You'll 
bump into a chest.  Pick the lock on the chest and pray your skill is high 
enough.  Get it open and take the 6 golds and 10 silvers left behind (5).

Now, return to the bear and click the Brass Key on the manacle.  The bear 
will turn into (Tah dah!) the Baronet, Barnard von Spielburg! (25) He'll act 
all snooty, and teleport back to the castle with his amulet.

Go to the castle.  Karl will let you in.  Walk up to the keep and they'll let 
you in to see the Baron (10).  The Baron will thank you himself for helping 
his son.  Ask him (3) about himself, his family, the brigands (leader and 
warlock), and the prophecy.  Leave the Great Hall and he'll ask you to stay 
the night and will give you the 50 gold reward.

---

Bring the Child from the Band:

Now it's time to take care of the Brigands.  But how?  Well, you could go to 
the Ambush down south, jump over the log, and fight your way in, but you won't 
get full credit.

Instead, go to town.  Go to the Dry Goods and buy the Chainmail Armor with 
your reward (3).  Go to the Tavern and you'll find a note under the 
stool (2, if you didn't get the first one).  Archery range at noon, eh?  Wait 
until the time says "midday" and head towards the Archery Range from the 
side (west side works best for me).  You'll see Bruno and Brutus (a brigand) 
discussing matters.  You'll learn about a secret entrance to the Fortress and 
the "secret word" (Hiden Goseke).  Bruno will take off (12).  Now, you need 
to get the key to that secret door.  If you have daggers, you can throw them 
at him to kill him, or you can go south and go back north right away (before 
Bruno spots you down there).  Once you get back north, you'll fight him.  Once 
he's dead, search him to get the key.  Leave the area and go south to where 
"the bouncer" hops around.  This is the Antwerp.  You can run around him so he 
doesn't bop you.  Once you get to the door, unlock it with the key, open 
it (10), and click the Mouth on the door to say "Hiden Goseke" (5).  This will 
cause Fred the Troll to retreat to the back of the cave.

Enter the cave (2).  The passage leads down to the bottom of the screen, and 
out a southeast exit.

You'll come upon the Fortress Gate now.  You'll see a minotaur, Toro, 
guarding the area.  Get sneaking and sneak past that bush.  Toro doesn't have 
good peripheral vision, so moving silently is good enough.  Climb over the 
gate and enter the fortress. (8)

Now, you'll be in the courtyard of the fortress.  Directly in front of you 
will be two blockades, and a rug in between them.  You can also go to the left 
or the right of the blockades.  Don't step on the rug, or go to the 
right (without, at least, clicking the Eye on the tripline stretched there).  
Go to the left to be safe.  Now, you're in front of a pit.  There are two 
bridges.  One has a sign that says "Cross Here".  Cross on the bridge on the 
right (the one with the sign).  Now, take a close look at the last area.  Note 
the grayish-black line.  That's a tripline.  Click the Eye on it, and you can 
walk across.  Head through the back right door.  (8)

Now, you're in the fortress' main hall/mess hall.  Things will move really 
fast in here, so read carefully.  Do anything wrong, and you pretty much die, 
so save as you enter here.  Just as soon as you enter the room, click the Hand 
on the door behind you.  Walk up to the door on the upper right and the chair 
near it, but don't move it yet.  A few brigands will walk up behind you, note 
the closed door and leave.  As soon as the brigands start to leave, not before 
they leave, click the Hand on the chair.  Walk towards the nearby candelabra.  
Now, three brigands (who look awfully familiar, nyuk nyuk) will enter the 
room and walk towards you from behind the table.  As soon as the first one 
walks behind the table, click the Hand on the nearby candelabra.  Oh, a wise 
guy, eh?  Now, walk in front of the table, quickly, and after the last one 
has passed the chair on the left, click the Hand on the table, and then on 
the rope above you.  The rest will soon be history.  Walk through the far 
door. (8)

This is an interesting room.  Here's the top-view layout:

                         7       5   
                        6|   ME  |                                 
                         }   }   |2                                
                       4 +---+---+                                 
                             }   |3                                
                        1----+-+-}                                 
                               |                                   
                          +----+                                   
                          |                                        
                          E                                      

You'll enter at point E.  Note that any "}" in the area is a trap door.  
If you walk over a trap door, or off any platform, you'll tumble out 
door 5 and keep rolling.  To stop, click the Hand on yourself, and you'll 
skid to a stop.

First things first.  Talk to ME.  This is the Brigand Warlock.  If you've 
been paying attention at all, you'd guess that this is Yorick, the Jester.  
Ask him (2) about Elsa or Yorick (8).  Unfortunately, even with all that 
talking, he'll interfere with the process, tossing books, apple cores, etc. 
at you.  If, by chance, you have magic, try to cast a spell, and he'll take 
off.

Anyway, walk over to door 1 and you'll come out the doggie door at 2.  Enter 
door 3 and you'll come up at door 4 which is above the floor.  Pull the chain 
and you'll open 5.  Head back and go through 5.  You'll come out at 6.  Open 
door 7 and get out of the way (go halfway through door 6) before it flattens 
you.  Now, walk through door 7 and into the final room. (12)

NOTE: Make sure you download the SCI timing fixes patch (info in the FAQ) 
before attempting this room, or else door 5 will close really quickly.

Finally, you reach the Brigand Leader's room.  She'll hop over her desk to 
challenge you.  If you've figured anything out at all in this game, you'll 
know to throw the Dispel Potion at her.  Will our mystery guest enter and 
sign in please!  It's Elsa von Spielburg! (35)

Elsa and Yorick will take off and you'll be left in the room.  The brigands 
are trying to bash the door down.  Quick, grab the two Healing Potions and 
the Magic Mirror.  MAKE SURE YOU GRAB THE MIRROR! (10)

Now, leave the room by the passage Yorick used.

---

Drive the Curser from the Land:

It's time to settle the score with Baba Yaga.  You'll come out at the 
Antwerp's spot.  Head up to Baba Yaga's hut.  Bonehead will let you in.  Make 
the hut sit and head on in.  As soon as Baba Yaga appears, click the Mirror 
on her to hold it.  Baba Yaga will attempt to turn you into a frog again.  
Heh heh.  (50)

Anyway, she'll take off and you'll automatically head to Castle Spielburg for 
your reward ceremony. (25)

Congratulations!  You've proven yourself a hero!  If you've done everything, 
you should have 500 points!  Now, it's off to Shapeir in Quest for Glory II.

******************************************************************************
8. THE WHOLE STORY AND EPILOGUE
******************************************************************************

Ten years ago, Baba Yaga entered Spielburg Valley.  Stefan von Spielburg, 
realizing the threat she stood, ordered her to leave.  She responded by 
cursing the graveyard, so that the dead walk at night.

Afterwards, the Baron sent his contingent of guards to eliminate her, or at 
least force her to leave.  It would not be nearly as simple as that.  She then 
cursed the Baron himself, declaring that he would lose all he treasures.  His 
guard force was severly weakened from the attack.

Soon afterwards, a great flying beast (most probably the hut itself) swooped 
over the castle wall and stole away the eight year old Elsa von Spielburg.  
Baba Yaga enchanted Elsa to forget her name and to believe she was a brigand's 
child.  She gave her to the brigands, who raised her as one of their own.

Two years afterwards, Yorick, the Jester, who swore he'd never give up looking 
for her, found her in her state.  He posed as the Warlock for the Brigands, 
with his knowledge of sleight of hand.

Over the next six years, Elsa would distinguish herself from the rest of the 
brigands with her skill in swordsmanship and thievery.  At the end of those 
six years, she took over the band as their leader.  For the next two years, 
the brigands would become a very formidable force, and would often rob 
travellers.

Also, five years ago, the Baronet, Barnard von Spielburg, went hunting one 
day.  He found the Kobold Cave.  The Kobold ordered him to leave, but he 
refused, and so the Kobold changed him into a bear.

So, at present day, the valley is in a sorry state.  Perfect time for a hero 
to show up.

And so he does, and saves the valley as only a hero can.

Afterwards, the Hero joined Abdulla Doo and the Kattas and took flight with 
Abdulla's carpet to Shapeir.  Baba Yaga flew off towards the land of 
Mordavia.  The Hero hasn't seen the last of her.  With the hero's departure, 
someone needed to clean out the brigands, and Elsa took it upon herself.  She 
organized the guards and drove the band out of the valley.  For her actions, 
she was also given the title "Hero of Spielburg".

Barnard didn't approve of his little sister's hero status.  Their father 
retired, and he assumed the Barony.  Elsa, disgusted with her brother's means 
of running the valley, left Spielburg, and she took Toro the Minotaur with 
her.  They'll show up later in the series.

Also, Bruno's plans of grabbing the brigand's treasure were ruined with the 
hero's and Elsa's intervention.  The Thieves' Guild was cleaned out, but he 
managed to escape.  He's since gone to ground, and is plotting his revenge, 
not to mention looking for a new job.

******************************************************************************
9. MISCELLANY
******************************************************************************
=========
9A. FAQ =
=========

Q: How can I get this game?

A: It's tough to find nowadays.  Usually you'll find it only as a part of the 
 Quest for Glory Anthology, which you can order from Sierra, or you could get 
 lucky and find it at your local game store.

Q: How do I make the Thief Sign to Sneak and Slink?

A: Click your lockpick on them.

Q: I can't beat the Weapon Master!  Erasmus won't stop telling jokes and 
 drinking tea!  I can't get through the "Secret Entrance" in the Warlock's 
 Room!

A: Download the SCI patch fix at http://www.geocities.com/TimesSquare/Arcade/
 7435/Downloads/Patches/qfg1vga.zip.  Extract the files directly into your 
 game's directory.

Q: I'm playing on WIN2K/XP and there's no sound!  How can I fix this?

A: Download a program called VDM Sound, which will allow you to run sound 
 on old DOS games.

Q: Where's Fred the Troll's hoard?

A: It was removed for the VGA version.  No idea why.

Q: I'm on the table in the Fortress Main Hall, but they still capture me!

A: Use the hand to grab the rope.

Just about all your other questions fit under the Walkthroughs.

================
9B. Point List =
================

All points are grouped in columns.  The first column is for the Fighter, 
the second for the Magic User, and the third for the Thief.

The Town of Spielburg - 

Main Street:
1  1  1     Enter the town
1  1  1     Question the Sheriff

Hero's Tale Inn:
1  1  1     Question Shameen
5  5  5     Question Abdulla Doo at night
2  2  2     Give food to Abdulla Doo or order food for him
1  1  1     Eat food
1  1  1     Stay a night

Magic Shop:
1  1  1     Question Zara
   2        Buy the Open spell
   2        Buy the Fetch spell
   2        Buy the Flame Dart spell

Adventurer's Guild:
4  4  4     Read the Adventurer's Log
1  1  1     Sign name in Logbook
1  1  1     Question Guildmaster 
6  6  6     Read Quest Board

Little Old Lady's House:
      5     Break into House 
      1     Get silver from the drawers
      1     Get silver from the couch 
      1     Get silver from the purse 
      1     Get String of Pearls 
      1     Get Silver Candlesticks 
      3     Pet or feed the cat

Farmer's Mart:
1  1  1     Question Hilde 
3  3  3     Buy Apples

Dry Good Store:
1  1  1     Question Kaspar 
3           Buy Chainmail Armor

Sheriff's House:
      5     Break into Sheriff's House 
      1     Get silver from the desk 
      1     Get Music Box 
      1     Get Gold Candelabra 
      1     Get Alabaster Vase 
      1     Move painting 
      1     Open safe 
      1     Get silver from the safe

Alley:
1  1  1     Question Sam the beggar 
1  1  1     Give money to Sam 
      3     Make the Thief Sign to Slink at night

Tavern:
2  2  2     Get either secret note 
-5 -5 -5    Get drunk and be thrown out of tavern 
      5     Enter Thieves' Guild

Thieves' Guild: 
      3     Join Thieves' Guild (buy license)
      3     Buy Tool Kit 
      3     Fence stolen goods 
      3     Play Dag-Nab-It 
      5     Win 25+ silver in a single game of Dag-Nab-It 
  
Town Outskirts -

Main Road:
1  1  1     Leave town first time 
2  2  2     Question Bruno
10 10 10    Free the Fox

Archery Range:
12 12 12    Spy on Bruno and Brutus

Cemetery: 
2  2  2     Use Undead Unguent 
6  6  6     Get Mandrake Root

Healer's Hut:
3  3  3     Get Healer's Ring 
2  2  2     Question the Healer 
10 10 10    Return Healer's Ring 
1  1  1     Sell Magic Mushrooms 
1  1  1     Sell Magic Flowers 
2  2  2     Sell Cheetaur Claws 
2  2  2     Sell Troll Beard 
5  5  5     Give Magic Acorn 
2  2  2     Give Flying Water 
2  2  2     Give Green Fur 
2  2  2     Give Fairy Dust 
7  7  7     Get Dispel Potion

Spielburg Castle: 
5  5  5     Question Karl the Gate Keeper 
1  1  1     Enter the Castle 
1  1  1     Question Weapon Master 
3           Take fighting lessons 
10          Defeat Weapon Master 
5  5  5     Work in Stables 
10 10 10    Visit the Baron (after saving Barnard)
3  3  3     Question the Baron
25 25 25    Attend Hero Ceremony (after storming Brigand Fortress)

Farm: 
1  1  1     Question Heinrich 
3  3  3     Ask Heinrich about Brigand Leader 
  
Valley of Spielburg -

Forest:
1           Kill a Goblin 
1           Kill a Purple Saurus 
1           Kill a Brigand 
2           Kill a Mantray 
4           Kill a Saurus Rex 
4           Kill a Cheetaur 
4           Kill a Troll

Dryad Tree: 
1  1  1     Agree to help the Dryad
7  7  7     Give Seed to Dryad 
1  1  1     Get Magic Acorn 
-5 -5 -5    Eat the Magic Acorn 

Mushroom Ring:
3  3  3     Get Magic Mushrooms 
1  1  1     Question Fairies at night
3  3  3     Dance by choice at night
8  8  8     Get Fairy Dust at night

Meep's Peep:
1  1  1     Question Green Meep 
5  5  5     Get Green Fur  
   4        Learn Detect Magic spell

Baba Yaga's Hut:
2  2  2     Make deal with Bonehead 
10 10 10    Give Glowing Gem to Bonehead 
7  7  7     Make the hut sit down 
2  2  2     Visit Baba Yaga 
3  3  3     Give Baba Yaga the Mandrake root 
50 50 50    Turn Baba Yaga into a frog (after getting Magic Mirror)

Spore Spitting Spirea:
8  8  8     Get Spirea Seed

Erana's Peace: 
2  2  2     Eat magic fruit 
   5        Sleep in the meadow
   4        Learn Calm spell

Cave:
2           Kill Ogre 
5  5  5     Feed or Calm Bear 
2  2  2     Enter Kobold's cave area 
10 10       Kill Kobold 
7  7  7     Get the magic Key 
5  5  5     Get Kobold Treasure 
25 25 25    Free the Bear 

Mount Zauberburg:
3  3  3     Visit the Wizard Erasmus 
1  1  1     Question Erasmus 
   5        Play Mage's Maze 
  12        Win at Mage's Maze
 
Snow Field:
8  8  8     Get Glowing Gem from Brauggi 

Flying Falls Area:
1  1  1     Visit Spiegelsee 
3  3  3     Get Flying Water 
1  1  1     Knock on door 
5  5  5     Visit Henry the Hermit 
2  2  2     Question Henry 
   4        Learn Trigger spell 
  
Secret Passage to the Brigand Fortress:
10 10 10    Open secret passage 
5  5  5     Say the Password 
2  2  2     Enter secret passage

Brigand Fortress: 
5           Knock Out Minotaur 
8  8  8     Enter Brigand Fortress 
8  8  8     Enter Main Hall 
8  8  8     Enter Warlock's Room 
2  2  2     Question Brigand Warlock 
8  8  8     Ask Warlock about Elsa or Yorick
12 12 12    Enter Leader's Room 
35 35 35    Throw Dispel Potion on Brigand Leader
10 10 10    Get Magic Mirror

==============================
9C. 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.

Questions, Questions -
 Make sure you interrogate everyone that can be in the game.  To get all 
 the points, you need to click the Mouth on the Sheriff, Shameen, 
 Abdulla Doo, Zara, Wolfgang, Kaspar, Hilde, Sam, Bruno, the Healer, Karl 
 the Gatekeeper, the Weapon Master, the Baron, Heinrich, the Fairies, the 
 Green Meep, Henry, and Erasmus.

Generosity's Reward -
 It doesn't seem like an obvious thing to do, but make sure you order food 
 for Abdulla at night when Shema's near the two of you.  Just click the 
 money pouch on him.

Professional Purloiner -
 Things to do in LOL's house: Get silver from the desk, the couch, the 
  purse, take the candlesticks, the pearls from the sewing basket, and feed 
  or pet the cat.
 Things to do in Sheriff's house: Take the silver in the drawers and safe, 
  and take the candelabra, vase, and music box.

Hidden in Plain Sight -
 Back in the day, I never knew what that white ball near the stool was in 
 the tavern.  Make sure you take that secret note (either one's fine).

Taught a Lesson -
 Build up your skills, Fighter, because you have to take down the Weapon 
 Master.  Repeatedly attack until you push him against the back wall and 
 he'll give up.

=================
9D. Ways to Die =
=================

Yes, my FAQ will be different, I said!  Not only will I include all the 
usual crud, I'll also add stuff that'll kill ya!  Y'know, stuff that 
you should probably avoid.  Some are actually worth doing for laughs.  
Yup.  I've marked funny ones with an asterisk (*).

Anywhere:
Exhaust Yourself
Starve Yourself
Do something that hurts a little bit over and over again (like falling 
 off a ledge)
"Pick Nose" with a low Lockpicking skill *
Eat Magic Mushrooms more than once
Eat Kobold Mushrooms more than once
Repeatedly throw something at yourself

In Town:
Attempt to pick any door in the first screen
When mugged by the Thieves, either attack them, cast a spell, or walk 
 out on them
Drink Dragon's Breath *
Pick too many doors (Alert Sheriff)
Walk in front of thrown knife in Thieves' Guild
Attack anyone in the Thieves' Guild
Act aggressively towards the cat in the Little Old Lady's House *
Go upstairs in the Little Old Lady's House *
Enter any of the three bedroom doors in the Sheriff's House *
Don't move the vase before moving the painting in the Sheriff's House
Cast spells during a break-in

Town Outskirts:
Attack, cast a spell, or throw something at Bruno
Attack the Castle Keep Guards in the Castle
Enter the Graveyard at night without Undead Unguent

Spielburg Forest:
Lose a battle to a monster
Go into battle unarmed
Cast Calm at a monster once in battle
Attack Brauggi until you die
Cast a spell or throw something at Brauggi
Try to steal something from Henry the Hermit *
Attack the White Stag or the Spore Spitting Spirea, then visit the Dryad
Walk in the center of the Mushroom Ring at night *
Attack the Antwerp, then get squashed on the next screen *
Get shot to pieces at the Brigand Ambush

Baba Yaga's Hut:
Say the rhyme while standing directly under the hut
Don't tell Baba Yaga your name
Don't agree to help
Don't agree to get Mandrake
Return without Mandrake
Make it to the next morning without getting Mandrake
After giving her the Mandrake, return anytime without the Magic Mirror or not 
 holding the mirror

Brigand Fortress:
Ring the bell *
Walk onto the Step Here Rug *
Get shot by arrows after alerting archers
Fall down chasm *
Walk onto the non-Cross Here Bridge *
Trip over wire and get squashed by the Antwerp *

Fortress Main Hall:
Don't close the door behind you
Move the chair while the brigands can still see you
Don't move the chair
Don't tip the candelabra *
Tip the candelabra too early *
Don't jump on the table *
Jump on the table too early *
Don't grab the rope 

Leader's Room:
Don't throw Dispel Potion
Take too much time leaving

=========================
9E. Conversation Topics =
=========================

There really is no need for this topic in the VGA version FAQ.  Every 
person has one conversation "tree" that you can use to question them.  By 
"tree", I mean that you can ask a person a question and different ones will 
pop up.

================
9F. Debug Mode =
================

Ahh!  Sorry!  No debug mode in the VGA version!  If you really wanna know 
about it, check the EGA version FAQ.

******************************************************************************
10. STANDARD GUIDE STUFF
******************************************************************************

============
10A. 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

========================
10B. 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...

==============
10C. Credits =
==============

CJayC and Al Amaloo for having this on their sites.

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

======================
10D. Version Updates =
======================

Version 1.1 - 3/15/05 - Hey!  How's everyone doing?  Go download the SCI 
 timing fix patch from http://www.geocities.com/TimeSquare/Arcade/7435/
 Downloads/Patches/qfg1vga.zip so you can fix the timing bugs in the VGA 
 version!

Version 1.0 - 7/7/01 - Well, there you have it.  I don't really intend 
 to do another version, unless something really weird comes up.  By the way, 
 it's about bloody time that CJayC made a different game heading for this 
 version.

=====================
10E. The Final Word =
=====================

So, there's the first game in this series.  It's not the most cohesive 
game, as there are many tasks that can be done in any order, but it's 
very good for the first effort of the Coles.

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