This solution assumes you haven't taken any foreign skills; you shouldn't do
that anyway as it makes the game less fun. Paladins use the Fighter solution,
except during the final scene, but have some additional abilities, being
Flame Weapon (does more damage), Heal (recovers health at the expense of some
stamina; can also be used on others but there seems to be no point to that),
Danger Sense (kind of useless, as it warns you of random encounters, but you
knew there was one anyway because the map screen disappeared) and Honor
Shield (should protect you in combat, but I didn't obtain it until the
endgame finished).
Oh, in case you didn't figure this out - to tell people about something,
click the mouth icon on yourself.
Tarna
-----
All: Go to the moneychanger (western part of the marketplace). You will see
Harami the thief running away. Follow him; if you're feeling cruel you can
also cast any combat spell at him, or throw a dagger in his back. You'll
end up talking first to the Council, then to the King. After this, return
to the moneychanger and change your money.
Now, walk through the marketplace and buy the following: waterskin, zebra
skin times FIVE, fine dagger, fine spear, tinderbox, honey, bead necklace,
rope, woodcarving and fine robes. While you're doing this, talk to every
merchant about all available subjects, and give the letter to the katta.
Thief: Attach the rope to your grappling hook. Now go and buy oil and as many
throwing daggers as you think you need for combat. You can also buy the
black bird if you like. The rope seller can train your agility if you make
the thief sign and pay him fifty royals.
All: Next stop is the inn. Speak with the welcome woman, and read the sign.
Next to the inn is a potion seller; speak to him, tell him about Julanar,
and learn which ingredients he needs. Then go back to Kreesha's and speak
to her. Finally, enter the temple and walk up to the statue until you're
thrown out.
You're now ready to leave the city. You can also speak to the gate guards.
You can't stray far, but there's something interesting near the rocks in
the southeast of the map. It's the poison vine.
Mage: Cast Fetch on the central vine.
Thief: Use the grappling hook on the central vine.
All: Leave, then return. Now a small meerbat is caught. Rescue him by
attacking the vine in any way you like (preferably missile weapons, or
you'll get poisoned). Leave, then return. Now pick up the stone and the
fruit.
Walk around and pick some fights if you like. Wait until the end of day two
and you'll go to the council meeting. For most points, take the oath, even
though you don't have to. You and Rakeesh now travel to the Simbani.
Simbani Village
---------------
All: During the initial visit with Rakeesh, speak to Uhura and him about
everything. When the day ends, Rakeesh leaves.
You can now explore the village. The main thing you can do here is train
your skills: spear throwing, agility and strength (under the agility bars).
Uhura can help you with training. Also you can speak to the elder, Uhura,
Yesufu, the storyteller and the Laibon. Be sure to ask the Laibon about
the spear and the drum until he gets sick of you.
Thief: Be sure you train enough to walk the bars without falling.
Wilderness
----------
All: First stop is the pool of peace. Fill your waterskin. Now go to the
huge tree and climb it. There's two paths near the top - east and west. Go
east first, and speak to the Guardian to obtain a gem. Next take the west
road. Use the water on the platform to obtain the gift.
Mage: Also take a stick from here.
All: Now go further east into the jungle until you find a caged monkey. Free
him. Now return to the pool of peace for a refill. Somewhere west of here,
on the savanna, you should find the honey bird; just keep walking around
until you find it. When you do, follow him east and put some honey on the
ground. Leave and return, then take the feather.
Fighter: You will have to defeat a running death dinosaur on the savannah and
take his horn. If you can't yet, train at the Simbani until you're
stronger. They're the strongest random monster short of a leopardman, but
if you train well enough you can kill them with few scratches yourself.
Tarna Revisited
---------------
All: Go to the apothecary and give him the feather, poison berries, world
apple and waterskin. Then go to the temple and get your fortune telled; it
doesn't matter at all what answers you give. You can also speak to Rakeesh
and the merchants again, to get some more rumors.
Two people to look out for are Harami, in the marketplace at night, and
the survivor, in the inn during the evening. Speak to both; give Harami
some food.
The next day, pick up the dispel potions at the apothecary.
Mage: Go talk to Kreesha to obtain the Summon Staff spell. Also, if you
haven't already done so, open the package to get the Juggling Lights spell.
Simbani Village
---------------
All: You can do some more training; you'll have to wait until the prisoner
appears, which is a randomly timed event so it can take a week or so. The
fastest way to pass time is by walking around outdoors.
When there's the prisoner, use the dispel potion on him (or, as it turns
out, her). Now go and talk to the Laibon.
Fighter: You can't marry the leopard lady until you become a member of the
tribe. Give the dinosaur horn to the Laibon to start the initiation. You
will be racing against Yesufu, but it doesn't really matter what you do
as you'll win anyway.
The first stop has a ring in a tree. If you have climbing skill (which you
shouldn't) you can use that. Otherwise, use the spears. The second stop has
a ring in a thorn circle. Use the nearby log to pass the thorns. For a
third stop, Yesufu will get hurt. Helping him is the honorable thing to do.
After the race you will have contests in spear throwing and balance. The
latter should be easy since Yesufu is clumsy. If Uhura has trained you
properly in both this could be fun.
Finally you can talk to the Laibon. Ask him for the Magic Drum.
All: You can marry the leopard lady now. Speak to the Laibon and give him his
price (five zebra skins, a spear and a robe). Now talk to Uhura about some
tact to your new wive (who doesn't like that at all). Give the leopard lady
the wood carving, the bead string and your dagger. Then let her go when the
guy who you can't speak to is guarding her (because the others won't let
you) and she'll escape.
Leopardmen
----------
All: Walk around in the jungle at night until someone is watching you. Talk
to yourself and call out. It's the leopard lady - Johari. Go and speak to
her. By the way you get to kiss her when you get to her village.
Fighter: Mention that you have the Magic Drum. She'll take you to her
village so that you can give it to her father.
Mage: This is where the fun begins. First talk to Johari and get the Ball
Lightning spell from her; it's not very useful since you should have a much
greater skill in Flame Dart and/or Force Bolt so that they do more damage,
but it's fun to watch. Now convince her you can out-magic her shaman and
have her take you to the village.
Now you have to prove yourself against the shaman. Start by summoning your
staff (although you don't have to), then cast Reversal to prevent nasty
surprises. Then counter his spells...
Against Floor Fires use Calm (NOT levitate!)
Cage Open
Field of Darkness Juggling Lights
Pitfall Levitate
Serpent Strike Dazzle
Now he will morph into a daemon. Use a dispel potion and you'll get the
Spear of Death. Return it to the Simbani, then take the Magic Drum to the
Leopardmen.
Thief: Talk to her until she leaves, then walk around until you meet her
again. Talk about your peace mission. She'll leave again. When you meet a
third time, persuade her to lead you to her village so you can steal the
Spear of Death.
Toss the guardian cat some food, then use your grappling hook to cross
to the hut. Sneak inside, free the monkey and take the spear. If you want
you can pick the lock on the chest, oil it and take the contents. Return to
Johari, then to the Simbani, then back to the Leopardmen with their Drum.
It might also be possible to steal the Drum then trade it for the Spear,
instead of the other way around, but probably not.
Wages of War
------------
All: You'll return to Tarna for the conference, which ends in disaster. You
rush out of the city. Walk all the way east to the jungle, until you meet
Manu the monkey. Let him take you to his village.
Fighter: Toss the rope up to Manu and use that to climb the tree.
Mage: Cast Levitate.
Thief: Climb the tree.
All: Persuade Manu to take you to the forbidden city. He'll lead you to a
waterfall.
Fighter: Talk to Manu and have him make a rope bridge.
Mage: Talk to Manu, tie the rope to your feet, then cast Levitate.
Thief: Use the magic grappling hook and walk across the rope.
All: You'll come across a daemon worm. You can kill him if you like, or run
away (thieves should run!)
Forbidden City
--------------
All: Tell Manu about honor, and bid him farewell. Now go into the city.
Look at the icon on the wall and put the glowing gem inside.
Fighter: Enter and fight the daemon. Then enter the door to the north.
Mage: If you don't have the gem from the meerbats, cast Fetch on the statue
and take it from there. Enter. Cast Calm and/or Dazzle to get rid of the
daemons. Cast Open on the door to the north, and enter.
Thief: If you don't have the gem from the meerbats, climb the pillar to the
statue and take it from there. Sneak past the daemons and pick the lock on
the door to the north. Oil it before entering.
All: Use your last dispel potion on Reeshaka. All your friends will be ported
in for a large battle past the eastern door. You can't win this battle, so
just keep fighting until Harami comes to your rescue.
Final
-----
Fighter: You will be given the Spear of Death. First defeat the gargoyle,
then kill the wizard using the Spear.
Mage: Cast Trigger to destroy the gargoyle, then Levitate (or Calm) to get
rid of the flames in the floor. Still you can't reach the wizard, though.
Summon your staff and wait until he Fetches it out of your hands, then cast
Trigger on the staff to destroy it along with the daemon wizard. Finally
use a Force Bolt to cast the orb into the gate.
Thief: Sneak to the pillar north of you, and climb it. Use your grappling
hook to get to the central pillar, then again to get to the southeast
pillar. Ignore the fire spells from the wizard. Finally, use the hook on
the wizard and pull him into the gate.
Paladin: First defeat the gargoyle, then push him over the chasm as a crude
bridge. Walk across until you get caught. Hurl your sword at the wizard to
disable him, then use your shield to safely push the orb into the gate.
The End ?
---------
A rather unsatisfactory end, firstly because of what Johari does, and
secondly because you are suddenly struck by a hostile spell that causes you
to writhe on the floor. This is cast from two individuals peering into a
crystal ball at you, one of which looks rather familiar...
To be continued in Shadows of Darkness!
Walkthrough by Radiant.
http://crystalshard.net