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

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              /¯¯¯¯¯¯\
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              \_____\ \ |   ___| /  \ |  __  \
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            |  |     \_|___      __   _________    __
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             \        /   _______________
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                         |_     ______  _|
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                         |_______________|

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Fighter

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

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

Starting Stats:

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

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

---

The Wizard

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

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

Starting Stats:

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

Spell Skills:

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

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

---

The Thief

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

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

Starting Stats:

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

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

---

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

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

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

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

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

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

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

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

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

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

---

The Paladin

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

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

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

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

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

---

Attributes (Basic Stuff) -

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

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

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

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

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

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

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

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

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

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

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

- Increase Communication by talking with people.

---

Skills (Specific Stuff) -

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

- Increase Weapon Use by attacking in combat.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

General Health Points -

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

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

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

---

Scores -

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

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

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

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

---

Older Spells (Spells in previous games):

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

New Spells to this Game:

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

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

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

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

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

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

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

---

Paladin Abilities:

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

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

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

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

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

Surviving the Interface

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Mordavian Survival

Let's start with SAVE OFTEN!!!

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

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

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

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

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

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

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

---

Surviving Combat

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Surviving Financially

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

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

Renewable Resources:

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

Non-Renewable Resources:

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

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

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

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

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

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

Mordavia is divided into screens, much like Spielburg.

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

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

---

Points of Interest:

---

"TM" - Town of Mordavia

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

There are four screens to the town.

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

Western Mordavia:

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

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

 Prices:
 Candy: 5 kopeks
 Rations: 50 kopeks
 Garlic: 25 kopeks
 Flask of Oil: 100 kopeks
 Shopping Bag: 50 kopeks
 Pie Pan: 250 kopeks
 Hand Broom: 350 kopeks

 Oh, and prices are non-negotiable.  Your bargaining is of no use, here.

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

Eastern Mordavia:

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

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

Northern Mordavia:

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

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

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

---

"TG" - Town Gates

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

---

"CG" - Castle Gates

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

---

"CB" - Castle Borgov

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

---

"CY" - Cemetery

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

---

"GC" - Gypsy Camp

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

---

"L" - Leshy Bushes

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

---

"EG" - Erana's Garden

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

---

"LM" - Lake Mordavia

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

---

"EB" - Elderbury Bush

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

---

"BY" - Baba Yaga's Hut

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

---

"S" - Swamp Shore

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

---

"SS" - Squid Stone

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

---

"DC" - Dark One's Cave

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

---

"G" - Ghost

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

---

"W" - Wraith Barrow

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

---

"FF" - Fairy Fountain

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

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

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

---

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

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

---

Mordavian Townsfolk:

Dmitri Ivanov, aka the Burgomeister - (human male from Mordavia)
A Burgomeister is a mayor/sheriff of his town.  Dmitri is a man with many
problems on his shoulders.  He's having a tough time running this town, and
there are times when he feels that all his efforts are for naught.  He's the
grandson of the Paladin, Piotyr.
 VA: Gregg Berger
</pre><pre id="faqspan-2">
Olga Stovich, aka The Shopkeeper - (human female from Mordavia)
She tends the General Store in Mordavia.  She knits a lot and has lots and
lots of cats.  Apparently, her husband has been missing for many years now.
She's probably the biggest gossip you'll ever meet.
 VA: Susan Silo

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Valley Residents:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Guest Stars:

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

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

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

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

---

Random Monsters

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

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

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

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

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

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

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

---

Semi-unique Monsters

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

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

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

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

---

Combat Items

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

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

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

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

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

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

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

---

Thief Tools and Thief-Related Items

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

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

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

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

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

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

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

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

---

Store Items

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

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

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

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

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

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

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

---

Simple Purpose Items

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

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

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

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

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

---

Flask Items

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

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

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

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

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

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

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

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

---

Dark One Rituals

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

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

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

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

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

---

Other Quest Items

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Stake
Found: Castle Borgov Dungeon
Description: See Hammer

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

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

All points for deeds are added in parentheses.

---

Welcome to Mordavia

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

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

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

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

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

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

---

Man About Town

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

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

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

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

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

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

---

The Doctor and the Monastery

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

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

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

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

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

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

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

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

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

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

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

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

---

Scenic Mordavia

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Gypsy and the Hunchback

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

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

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

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

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

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

---

The Way to Baba Yaga's Heart

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

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

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

Now, pay attention, because coming up is one of those classic Sierra "there
had to have been an easier way to do this" quests.  Wait until night in the
forest, then go two screens west of Erana's Garden.  You'll see a ghostly
apparition floating in the clearing.  Talk to her and she'll ask you to help
her get home.  You can question her or tell her whatever you want, but there's
not much point to it.  Leave the screen and return and you'll speak to her
again, but not make any progress.  Leave and return a third time.  This time,
she'll became agitated as to why she can't follow you.  Tell her she's a
Ghost (6).  Leave and return a fourth time and she'll have remembered
everything.  Ask her Name and you'll learn that this is Nikolai's lost wife,
Anna.  Return to Nikolai in the east part of town and tell him about Anna.
He'll wander off to find her.  As you can imagine, he won't last long.  Go out
to Anna's clearing at night again to find the two reunited (6).  Leave and
return one last time and two will thank you, and ask if there's any way they
can return the favor.  Ask them about whatever you want, but what you really
need is Nikolai's Hat (2).  That's right, you needed to kill an old man to </pre><pre id="faqspan-3">
get a hat for Bonehead.  I suppose you can get some solace that the two are
happy in death.

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

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

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

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

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

---

The Destiny Spell

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

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

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

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

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

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

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

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

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

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

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

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

---

The Geas

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

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

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

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

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

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

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

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

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

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

---

Ave Avoozl

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

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

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

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

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

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

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

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

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

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

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

All points for deeds are added in parentheses.

---

Welcome to Mordavia

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

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

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

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

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

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

---

Man About Town

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

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

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

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

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

---

The Doctor and the Monastery

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Scenic Mordavia

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Gypsy and the Hunchback

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

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

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

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

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

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

---

The Way to Baba Yaga's Heart

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

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

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

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

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

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

Pie Pan - Easily done.  Go to the General Store and pick one up for 250 kopeks.
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the
green goop.
Bonemeal - You'll need a Bone for this.  There are a couple of places to get
them.  A couple of the Wraith barrows have bones in them, but a sure-fire
means is to go to the northwestern of the two swamp shore screens in the </pre><pre id="faqspan-4">
southwest.  That screen has a skeleton in it, and you can grab a Bone from
there.  Now, head back to Baba Yaga's, place the Bone in the mortar, then
click the Hand on the mortar to grind it.  Use an Empty Flask on the mortar
to collect the Bonemeal (2).
Elderbury Berries - This is the fun part.  First, you'll need to find the
Elderbury Bush.  From Erana's Garden, go two screens south and two screens
west.  You'll know you're in the right place once you see the bush with
yellow eyestalks.  Cast Force Bolt at the bush to dislodge a berry branch,
then cast Fetch on the little branch so you can take the berries (6).  This
would have been where you used the Rubber Chicken, but who needs convoluted
puzzles when you've got magic on your side?

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

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

---

The Destiny Spell

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Geas

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

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

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

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

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

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

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

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

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

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

---

Ave Avoozl

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

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

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

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

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

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

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

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

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

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

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

All points for deeds are added in parentheses.

---

Welcome to Mordavia

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

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

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

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

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

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

---

Man About Town

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

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

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

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

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

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

---

The Thief's Training Ground

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

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

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

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

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

"Bad Boys Yell
Good Girls Giggle
Rich Girls Run"

That can be shortened to:

BBY
GGG
RGR

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

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

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

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

---

The Doctor and the Monastery

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

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

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

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

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

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

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

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

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

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

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

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

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

---

Scenic Mordavia

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Gypsy and the Hunchback

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

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

Now, the gypsy's free, but Igor is still missing.  To solve this mystery,
visit Igor's normal haunts.  He's not at his usual hangout, and Dr. Cranium
will make no mention of him.  That leaves the cemetery.  As soon as you reach
it, you'll see a headstone tipped over on an open grave and hear horrible
moaning coming from underneath.  It can't be that simple, can it?  You bet it
can!  Climb the tree to the left and use your Rope and Grapnel on the branch
to hang it down as if it were a pulley system.  Climb back down and pull on
the rope.  The headstone will lift up and Igor will hop on out (15).  He'll </pre><pre id="faqspan-5">
give you due thanks and head on back to town.

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

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

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

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

---

The Way to Baba Yaga's Heart

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

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

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

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

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

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

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

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

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

---

The Destiny Spell

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Geas

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

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

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

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

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

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

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

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

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

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

---

Ave Avoozl

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

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

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

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

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

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

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

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

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

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

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

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

---

Welcome to Mordavia

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

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

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

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

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

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

---

Man About Town

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

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

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

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

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

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

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

---

The Doctor and the Monastery

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

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

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

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

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

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

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

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

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

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

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

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

---

Scenic Mordavia

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

The Gypsy and the Hunchback

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

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

Later that day, or the next day, as you exit town, the gypsy will approach </pre><pre id="faqspan-6">
you in the town gate area.  He'll invite you to their camp, so head up to
the northeast corner of the forest to find their wagons (2).  Davy will
introduce to Magda, the leader of their pack and fortuneteller.  Give her a
Crown (2), and she will perform a Tarot reading.  You can get up to four
readings, no more than one per day.  These readings first focus on you (King
of Swords), then on three other people in your life who may be important (King
of Coins, Queen of Swords, Queen of Cups).  You can also learn quite a bit
about the meanings of Tarot cards (and these are actual interpretations of the
cards).  Educational!

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

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

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

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

---

The Lake of the Lost

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

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

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

---

The Way to Baba Yaga's Heart

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

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

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

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

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

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

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

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

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

---

The Destiny Spell

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

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

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

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

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

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

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

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

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

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

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

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

---

The Geas

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

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

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

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

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

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

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

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

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

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

---

Ave Avoozl

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Q: Where can I find this game?

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

Q: What's with the Blackbird?

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

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

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

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

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

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

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

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

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

Q: I can't beat Ad Avis!

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

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

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

---

Beginning of the Game

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

---

Town of Mordavia

South Mordavia and Gates

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

West Mordavia

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

North Mordavia

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

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

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

East Mordavia

6  6  6  6   Tell Nikolai about his wife Anna

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

---

Mordavian Forest

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

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

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

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

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

2  2  2  2   Answer Leshy's name riddle
2  2  2  2   Answer Bonsai Bush riddle (return with the bush in hand)
2  2  2  2   Answer Rusalka riddle
2  2  2  2   Answer Baba Yaga riddle
2  2  2  2   Answer Elderbury Bush riddle
2  2  2  2   Answer final riddle

6  6  6  6   Convince Anna that she is a ghost
2  2  2  2   Get a hat from Nikolai after reuniting him and Anna

6  6  6  6   Plant Bonsai bush in Erana's Garden
  6         Learn Protection Spell

6  6  6  6   Get Berries from the Elderbury Bush

6  6  6  6   Find Baba Yaga's Hut
6  6  6  6   Give Nikolai's Hat to Bonehead
6  6  6  6   Make Baba Yaga's Hut sit still
2  2  2  2   Make Bonemeal in mortar
6  6  6  6   Give Elderbury pie to Baba Yaga
  6         Learn Hide spell from Baba Yaga

6  6  6  6   Get the Rusalka to like you
        15  Free the Rusalka's spirit

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

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

---

Castle Borgov

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

---

The Dark One's Cave

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

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

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

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

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

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

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

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

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

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

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

Anywhere:

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

Battles:

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

Town of Mordavia:

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

Mordavian Wilderness:

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

Dark One's Cave:

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

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

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

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

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

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

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

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

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

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

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

Chief
First meeting
Subsequent meetings
After curing him

Nikolai
First meeting
Subsequent meetings
When talking to his ghost

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

Boris
First visit
Two alternating topics for subsequent visits

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

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

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

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

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

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

Ad Avis
Encounter in the woods
In the Dark One Cave

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The fourth game in the series is a much darker and more mature scenario than
the others.  The Hero first learns real loss, from the deaths of Erana and </pre><pre id="faqspan-7">
Katrina.  If you can get past the bugs of this game, it's very enjoyable.

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