home *** CD-ROM | disk | FTP | other *** search
- YOOOOOOOOOOOOOOOOOOO!! I captured this file from THE SIERRA ON-LINE BBS,
- with some modifications heheh.... Anyways, try to finish this game, it's
- look easy to finish, but maybe not during the game, hahaha later!
-
- GREETS: THE JUDGE -THE LAST TRIAL- (514)923-0895
- MACHO CONCEPTOR -THE WILD FAITHS- (514)454-5493
- REBELS BONES -THE UNDERGROUND- (514)257-1214
- VGAMAN (AHHHHHHH,C'MON DON'T BE A LAMER! OR LEECHER!)
- -EQUALIZER BBS- (514)659-6235 HST ONLY
-
- Your Friend,
- SYMETRIC SHADOW
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
-
- :::GETTING STARTED:::
-
- Problem:
- Tips on playing as a Fighter.
-
- Hint:
- To create a fighter, add more points to your Strength, Vitality, Weapon Use and
- Parry skills. A fighter needs a daily regimen of exercise to build up his
- abilities. Practice Spear Throwing and Wrestling. To practice and learn more
- about Spear Throwing, click the Hand cursor on a spear. To practice on the
- Wrestling Bridge, click the Hand cursor on the center part of the Bridge to
- build up strength. Click the Hand cursor on the rope at the left side of the
- Bridge to learn how to balance and build up your Agility.
-
- Problem:
- Tips on playing as a Magic User.
-
- Hint:
- To create a Magic User, add more points to your Intelligence, Agility, and
- Magic skill. Read the section on Mysterious, Mystical Magical Explorers in your
- "Famous Explorers' Correspondence Course for Wayward Wanderers: Field Guide to
- East Fricana". Talk with Kreesha in her house for more information about magic.
- Make sure you check out the gift the Sultan gives you from Keapon Laffin
- thoroughly. Seek a giant tree in the jungle to find some magic wood and follow
- the directions from the one who guards the tree. You also can gain a spell from
- wooing another magic user later in the game.
-
- Problem:
- Tips on playing as a Thief.
-
- Hint:
- To create a Thief, add more points to your Agility, Vitality, Luck, Stealth and
- Lock Picking. Read the section on Larcenous, Light-fingered, Lock-picking
- Explorers in your "Famous Explorers' Correspondence Course for Wayward
- Wanderers: Field Guide to East Fricana". Try to make contact with allies by
- making the "Thief Sign" (click TALK on your character). You can greatly improve
- your agility if you are willing to pay for it from someone you greet in Tarna.
- Make sure you have all the equipment you need before you leave Tarna.
-
- Problem:
- Tips on playing as a Paladin.
-
- Hint:
- To begin play as a Paladin in Wages of War, you must first become a Paladin
- through your actions in "Quest for Glory II: Trial by Fire". Import your
- Paladin character into this game and you will gain magical skills as you
- complete honorable deeds. The more good deeds you do, the more skills you will
- acquire. Read the section on "Peerless, Personable Paladin Explorers" in your
- "Famous Explorers' Correspondence Course for Wayward Wanderers: Field Guide to
- East Fricana".
-
- Problem:
- How to become a Paladin.
-
- Hint:
- Unless you have a saved character from Quest for Glory II, you cannot start out
- in this game as a Paladin. You must become one through your actions. Only a
- Fighter can become a Paladin, and to do so you must concentrate on doing things
- honorably. Read the section on Paladins under "Combat Careers" in your Famous
- Adventurer's Correspondence School Manual. Talk to Rakeesh about Paladins. Do
- good deeds wherever and whenever you can, and be polite. Always choose the most
- honorable way to do something. Your actions will eventually be rewarded. Read
- the section on "Peerless, Personable Paladin Explorers" in your "Famous
- Explorers' Correspondence Course for Wayward Wanderers: Field Guide to East
- Fricana".
-
- Problem:
- Importing characters.
-
- Hint:
- To import characters from "Quest for Glory I - So You Want to Be a Hero", or
- "Quest for Glory II: Trial by Fire", first play the games to the conclusion and
- follow the directions to create a character disk for transfer. When you start
- "Quest for Glory III - Wages of War", select the "Play Game" button, choose the
- "Import Character" button and follow the directions given.
-
- Problem:
- Monster combat.
-
- Hint:
- To learn more about combat, read the combat section in your Technical Manual.
- If you are a fighter, build up your Strength and Agility by practicing in the
- Simbani Village. If you are a Thief, practice your throwing skills. A Magic
- User should work up his skills with magic spells. The Thief and the Magic User
- should avoid close combat whenever possible. All the characters should use
- distance combat to take down the monsters a bit before close combat. Rocks are
- available everywhere on the ground, and if you have throwing skill, they make a
- cheap weapon. Remember to search the bodies of the monsters after you defeat
- them. In close combat, keep an eye on your gauges at the top of the screen.
- Whenever you are low in Health Points, run away. Always carry Healing Pills
- with you in case of emergency.
-
- Problem:
- Basic briefing on prior events.
-
- Hint:
- In "Quest for Glory I - So You Want to Be a Hero", you were a beginning
- adventurer fresh from the Famous Adventurer's Correspondence School for Heroes.
- You visited the land of Spielburg, drawn by a notice that the town was besieged
- by brigands. You helped rescue the son and daughter of the Baron Stefan von
- Spielburg, and drove Baba Yaga from the land. You also made many friends,
- including Shameen, Shema, and Abdulla Doo. In "Quest for Glory II: Trial by
- Fire", you journeyed to the land of Shapeir with Shameen, Shema, and Abdulla
- Doo on a Flying Carpet. Here, you rid the city of the Elementals which
- threatened to destroy it. You met the Paladin Rakeesh, the Warrior Uhura, the
- enchantress Aziza and many others. You traveled with a caravan to the city of
- Raseir, where you defeated the Wizard Ad Avis. You were adopted as the son of
- the Sultan as your reward.
-
- Problem:
- Wages of War - plot synopsis.
-
- Hint:
- Watch the opening cartoon and listen carefully to what Aziza and Kreesha tell
- you. Demons are loose in this land, and seek revenge upon Rakeesh. Talk with
- Rakeesh about his previous experiences with demons. By talking with many people
- in Tarna, you will learn that a peace mission was ambushed and destroyed.
- Rakeesh's daughter is now missing. The Simbani villagers declare war upon the
- Leopardmen. The Leopardmen are attacking everyone who enters the jungle. A
- Demon Wizard is behind the scenes, manipulating everyone in order to start a
- huge war and avenge himself upon Rakeesh. Once the war is started, the death
- energy released will allow the armies of Demons to cross into this world, and
- destroy all living creatures. Your mission is to bring peace to this land and
- force the Demon Wizard back to his own world.
-
- :::GENERAL INFORMATION ON TARNA:::
-
- Problem:
- How do I exchange my money?
-
- Hint:
- Once you exit from Kreesha's house, walk down the stairs to the lower plateau
- off to the west. This takes you to the Middle Bazaar. Exit northwest from this
- room and you will enter the North Bazaar. Here you can find the Money Changer
- of Tarna.
-
- Problem:
- What should I do with the thief?
-
- Hint:
- The honorable thing to do here is to try to stop the thief. If events go by too
- quickly for you to figure things out, restore your game to the Automatic Save
- position and try reacting to the situation again. Any character can try to stop
- the Thief by either running after him (select "Run" from the Special Action
- Icon Bar) or by knocking over the fruit (click the Hand cursor on the obvious
- fruit basket. A Magic User can try to use spells to stop the running Thief. A
- Thief Character can try to use his throwing daggers. Some of these solutions
- are more honorable than others.
-
- Problem:
- How do I find my way around Tarna?
-
- Hint:
- Tarna is divided into two sections, the eastern section is inhabited by
- Liontaurs and you will not be able to enter there. The western section is where
- the game action takes place. There are three plateaus to the western section.
- You start out on the Middle Plateau. Here you can enter the Apothecary, the
- Welcome Inn, or Kreesha's House. The stairs up from here will take you to the
- upper plateau. The stairs down will take you to the bazaar on the lower
- plateau. If you exit past Kreesha's house you will arrive at the gates of
- Tarna. The Upper Plateau has entrances to the Hall of Judgment and the King's
- Chambers. You will need an invitation to enter the King's Chambers. The stairs
- up on the right lead to the Temple of Sekhmet. The stairs down lead back to the
- gates of Tarna. The Lower Plateau has four sections of bazaar and the boat
- docks. You have no need to go to the boat docks.
-
- Problem:
- What do I do in Tarna?
-
- Hint:
- Talking to everyone you meet and asking questions will give you a feel for what
- is going on in Tarna. You can always go mongering for rumors. Buy things at the
- bazaar. Chat at the Apothecary. Re-visit Kreesha and Rakeesh. Flirt with the
- Welcome Woman (to do so, click Talk on your character). If you really want some
- adventure, go out into the savanna and fight some monsters. That should keep
- you busy.
-
- Problem:
- How do I talk to people?
-
- Hint:
- Click the TALK icon (the mouth) on your character and others. This will bring
- up a list of things to talk about. Select what you want and hold the
- conversation of your choice.
-
- Problem:
- The bazaar is empty! What happened to the merchants?
-
- Hint:
- If you enter a plaza and the merchants are gone select the Hourglass from the
- Special Icon Bar. This will give you the time of day. The merchants of the
- bazaar fold up their stands at evening. Just because all the merchants are gone
- does not mean there is nothing to do in the bazaar at night. Later in the game,
- you might make an important contact here.
-
- Problem:
- What do I do if I encounter the thief again?
-
- Hint:
- Talk to the thief. It isn't easy being "Honorless" in Tarna. Tell him about
- things. Try giving him some food to eat. You might just make a friend.
- Remember, though, these things are against the law of Tarna. You will have to
- decide for yourself whether it is more important to obey the law or to help
- someone in trouble.
-
- :::SPECIFIC PLACES IN TARNA:::
-
- Problem:
- The Welcome Inn.
-
- Hint:
- The Welcome Inn is a place to stay the night and get meals, as well as a great
- place to get information. The Welcome Woman, Janna, is a good source of
- information and fun to flirt with. Just click the Hand cursor on an empty
- pillow, and she will be happy to serve you. Make sure to ask the "Survivor"
- some questions if he is here. Ask him about the Peace Mission. When you look at
- the bulletin board at the back of the room, you'll be able to learn more
- information about Tarna. Upstairs is your room. Here you can store those
- non-essential tourist items you've bought in the bazaar. You can also get a
- good night's sleep.
-
- Problem:
- The Apothecary.
-
- Hint:
- The Apothecary is the source of pills which will help you survive. Salim is
- quite a character. Ask him about his pills and potions. Ask him about his
- dreams and you may be able to tell him about something which he regards as very
- important. If you need more healing pills than he has you will have to help him
- obtain ingredients. You'll need to be sweet if you want to get the feather. If
- you want to buy a dispel potion search the jungle and savanna to get the things
- he needs.
-
- Problem:
- Kreesha's House.
-
- Hint:
- Kreesha's house is a good place to get information. Drop in several times
- during the game, particularly if you are a magic user. Kreesha will teach your
- Magic User a spell if you bring her some magic wood. Try looking in the jungle
- for a magical place where you would be likely to find wood. The guardian there
- may give you some information on how to get the magic wood.
-
- Problem:
- The Hall of Judgment.
-
- Hint:
- The Hall of Judgment is where all the laws and decisions concerning Tarna are
- made. You will be invited here several times during the game. Just make sure
- you act honorably.
-
- Problem:
- The King's Chambers.
-
- Hint:
- You can only enter here by invitation. Try to be polite and only speak when
- spoken to. Rajah is the king here, and his influence could send Tarna to war.
-
- Problem:
- The Temple of Sekhmet.
-
- Hint:
- After you enter, talk with the priestess. Someone very important will send you
- on a quest. Look in the jungle in a very high place to find this object. Just
- remember not to be too greedy when you get there.
-
- Problem:
- The Gem of the Guardian.
-
- Hint:
- Once you return to the Temple of Sekhmet with the Gem of the Guardian, you will
- be involved in the ceremony known as the "Weighing of Souls". Choose your
- answers carefully. If you are honest, you will receive an important prophecy.
-
- :::BAZAAR & CITY GATES:::
-
- Problem:
- The North Bazaar.
-
- Hint:
- In the North Bazaar, you will find the Money Changer, the Fruit Merchant, and
- the Leather Merchant. You will also watch a confrontation with a thief. It's up
- to you what happens with the thief. If you can't think of anything else to do,
- run after the thief. From the Money Changer, you can exchange coins by talking
- to him or answering his question. You need to exchange your money before you
- can buy anything. The Leather Merchant will sell you a leather waterskin which
- is useful. Later in the game you will need other things he sells. The Fruit
- Merchant sells fruit. Fruit is useful if you run out of rations or if you need
- to feed things that eat fruit.
-
- Problem:
- The Middle Bazaar.
-
- Hint:
- The Middle Bazaar is where you can buy some very useful items. Talk to all the
- merchants and see what they sell. A Thief can always use a few extra throwing
- daggers and there is something strangely familiar-looking for sale that you
- might want to purchase for later use. Everyone can use a tinderbox, and the
- Junk Merchants will sell you one. The honeyseller's honey will prove useful if
- you want to help the Apothecary. Later in the game you can meet a former thief
- here at night.
-
- Problem:
- The Open Air Bazaar.
-
- Hint:
- The Open Air Bazaar is a good place to buy something to charm the ladies. You
- can also buy dried fish in case you run out of rations while out of the city.
- The Rope Maker is most useful if you are a Thief - you need what he sells. You
- can also learn from his talent. Use the proper approach for your character and
- see what you can learn.
-
- Problem:
- The South Bazaar.
-
- Hint:
- The South Bazaar has many things of interest to see and do. The Katta merchant
- is from the land of Shapeir, where you started this game. You have something he
- wants. You also have information he would like to have. What he sells is not
- something you need right away, but it will be appreciated by someone else in
- the game. The Meat Merchant will sell you dried meat which will be useful if
- you run out of rations. The Amulet Seller sells mostly junk, but it is
- interesting to talk with him occasionally. The Cloth Seller will sell you
- something that will make a good gift later in the game. The Drummer will
- entertain you whenever you enter the bazaar. It might be nice to leave him a
- tip.
-
- Problem:
- The City Gates.
-
- Hint:
- The City Gates are east of Kreesha's House. Talking to the guards will give a
- little perspective on the Liontaur view of the world. Here you can come and go
- freely into the savanna. The gates are always open, except in times of war.
- Once they are closed, they will not open until you stop the war at its source.
-
- :::SIMBANI VILLAGE:::
-
- Problem:
- How do I deal with the Laibon?
-
- Hint:
- The Laibon is a very proud man, and wants the Spear of Death back. You may
- notice he has the Drum of Magic in his hut. He is very sensitive about the drum
- so watch what you say. If you decide to take a wife in this village (one may
- prove useful), you will need to talk to the Laibon to find out the bride price.
- If you are a fighter character, you must be initiated as a Warrior before you
- can buy a bride. The Laibon will tell you how to qualify for the Initiation
- Contest. Return here when you have what the Laibon wants. The Thief Character
- can enter this room at night by being particularly observant in the Center of
- the village and using his weapon. Take a close look at the Laibon's hut. Save
- your game before you go in. To steal the object of your desire will take all
- your stealth. If you get greedy, remember what your Explorer's manual says
- about Thieves' Tools and use some common sense.
-
- Problem:
- When and how do I meet Uhura?
-
- Hint:
- Uhura is usually in her hut at night. She will tell you some very useful things
- when you talk to her. Visit her after major events happen around you.
-
- Problem:
- Spear Throwing Practice.
-
- Hint:
- If you are a Magic User there is nothing useful you can do here. If you are a
- Thief practice dagger throwing. If you are a Fighter or Paladin, you need to
- earn the respect of the Simbani. Click the Hand cursor on a spear. Practice
- Spear Throwing here whenever you can. Uhura will give you hints at times and
- even compete in a friendly challenge. The more you practice the better you will
- become. If you are having too much trouble hitting the target you may not have
- enough throwing skill or Strength. Keep practicing or lower the Skill Level in
- the System Icon Window. If you set your skill above the lowest level remember
- to compensate for the wind. If you are a Fighter or Paladin and compete with
- Yesufu in the Initiation Contest, try leading the target when the target moves.
- If you are in low arcade, your character will do everything for you.
-
- Problem:
- The Wrestling Bridge.
-
- Hint:
- If you are a Magic User there is nothing you need to do here. If you are a
- Thief practice some acrobatic skills. To walk the bridge, click the Hand cursor
- on the left side of the bridge near the climbing rope. When your Agility is
- high enough, you will be able to practice maneuvers on the bridge - jump, duck,
- dodge, and move. The more you practice now, the better your chances of survival
- later. If you are a Fighter or a Paladin you need to earn the respect of the
- Simbani. They value a well-balanced individual. Increase your Strength by
- clicking the Hand cursor near the center of the bridge. Increase your Agility
- by clicking the Hand cursor on the left side of the bridge near the climbing
- rope, then click the Hand cursor on the center of the bridge. When you are
- sufficiently skilled, Uhura will teach you the wrestling moves of "Jump, Drop,
- Dodge Left, and Dodge Right". Practice with her and by yourself whenever you
- get the chance. When the Fighter or Paladin competes with Yesufu in the
- Initiation Contest, you may find it easier to win if you set your "Skill" level
- on the System Icon Window to low.
-
- Problem:
- The Cage Area.
-
- Hint:
- The Cage area is where you meet the young Simbani, Yesufu. Talk to him, play
- Awari with him, and make friends with him - he will become a good ally when you
- need him. You can find him at random times during the day. To play Awari,
- either ask Yesufu about the game, or click the Hand cursor on the Awari area on
- the rock. You can also talk to the Storyteller here one day. He has some very
- useful background information. He appreciates it if you tell him a bit about
- yourself. At some point in your game, the cage will contain a prisoner. This is
- triggered by different actions depending upon your character. The Magic User
- triggers this event by learning the Magic Staff spell from Kreesha. The Thief
- triggers this event by exploring the jungle up to the edge of the waterfall.
- Fighters and Paladins trigger this event by gaining enough skill at Spear
- Throwing and have been challenged by Uhura to a competition.
-
- Problem:
- The Awari game.
-
- Hint:
- The Awari game is a simple game of wits which is played throughout Africa. This
- is a good place for you to increase your Intelligence skill. You may also learn
- more about Yesufu and befriend him. Remember to talk to Yesufu and tell him
- things. It's easy to just have so much fun playing the game that you forget to
- ask questions. If you need to know the rules, just ask Yesufu about the game.
-
- Problem:
- The prisoner in the cage.
-
- Hint:
- You should talk to the prisoner to discover where the Leopardman village is. He
- can't talk as long as he's in leopard form. You need to use something which
- will cancel the spell which gives him his leopard shape. Once you break the
- spell you will find that many others are now interested in the prisoner. Go to
- the Laibon's hut and talk to the Laibon about the prisoner. He will ask for
- several objects. You can buy them at the bazaar in Tarna. Once you give the
- gifts to the Laibon, Uhura may be able to offer some suggestions. Kreesha will
- be able to help you once you tell her about what is going on. The three gifts
- for the prisoner may not seem to do any good at first but you will be rewarded
- for them later. Don't worry if the prisoner escapes. If you have shown him
- enough kindness, you will meet him again.
-
- Problem:
- Warrior Initiation.
-
- Hint:
- Only the Fighter and Paladin can be initiated into the Simbani Warriors. Build
- up your skills at spear throwing and wrestling. When you are better at them
- than Uhura, talk to the Laibon about Initiation. Once you have the item he
- requests, you will be competing with Yesufu to see who makes the better
- Warrior. The first contest is running. Yesufu is the fastest runner in the
- village and you don't stand much of a chance against him. At the end of the
- first race you arrive at the first puzzle. Watch Yesufu get the ring with his
- spear. You must get the ring with fewer moves. Don't copy Yesufu. Try a
- variation on what he does, or use a different skill. The second race ends at
- the Wall of Thorns. The method Yesufu uses is slow. Try to use a faster way to
- get past the Thorns to the ring. Once you arrive back at the village, you will
- compete at Spear Throwing and on the Wrestling Bridge. Even if your character
- loses, you may still win if you behaved honorably during the contest.
-
- :::THE SAVANNA & THE JUNGLE:::
-
- Problem:
- Exploring the Savanna.
-
- Hint:
- From the Savanna maps, you can visit Tarna, the Pool of Peace, the Venomous
- Vine area and the Simbani Village. You can only get to the pool and the village
- after game day three. You can find the Honeybird if you are properly equipped.
- When you camp out at night make a campfire if you have the tinderbox. The fire
- helps keep monsters away while you sleep. The Pool of Peace is a safe place to
- spend the night without a fire.
-
- Problem:
- Exploring the Jungle.
-
- Hint:
- From the Jungle maps, you can visit the giant tree. You will need guides to
- lead you to the Leopardman village and the Lost City, so make friends whenever
- possible. Once you have friends they will take you where you need to go. The
- Magic User can find the flower he is looking for here. When you camp out at
- night make a campfire if you have the tinderbox.
-
- Problem:
- Venomous Vines.
-
- Hint:
- The Venomous Vines are hidden in a pile of rocks to the Southeast of Tarna. Be
- careful, they are nasty if you get too close. If they catch you show them who
- has the bigger weapons and take a poison cure pill afterwards. The Magic User
- can use one of his spells to retrieve the fruit. The Thief can use the gift he
- received from the Sultan to get the fruit. The Fighter and Paladin need to use
- kindness to get the fruit. Be sure to leave this area and return. Something may
- happen. Be sure to help if you can. When you return later, you will be
- rewarded.
-
- Problem:
- The Pool of Peace.
-
- Hint:
- The Pool of Peace is a great place to rest after combatting monsters. Nothing
- will bother you here. The water is tasty and good for you. You may take some
- along in your waterskin for later. You will require some of this water latter.
- If you are a Magic User try casting "Detect Magic" here. You may see the sign
- left by the person who created this place of peace. The Magic User can dip the
- flower in the Pool of Peace when the moon shines upon it.
-
- Problem:
- The Giant Tree.
-
- Hint:
- The Giant Tree is also known as "Mother of the World". Talk to the strange
- entity who lives here. Follow the path upwards until you come reach an entrance
- to the tree. There are two hollow areas to enter at upper part of the tree. In
- the lower hollow, you will meet an entity which will give you information to
- obtain a gift. He will give you a gem if you are searching for it. If you are a
- Magic User, the entity will tell you how to get find magic wood. In the upper
- hollow, you will enter the center of the "Mother of the World". Place the
- proper gifts on the center platform, and you will be rewarded.
-
- Problem:
- Fighting the Leopardmen.
-
- Hint:
- If you are a Magic User, a "Reversal" spell makes a good defense. The Fighter
- needs to close ranks as quickly as possible. In close combat, the Leopardman
- isn't as much of a problem. The Thief is better off retreating. The Leopardmen
- are defending their territory. The best thing to do might be to avoid them all
- together.
-
- Problem:
- Fighting the flying Cobras.
-
- Hint:
- The Flying Cobras are not extremely tough but they do spit poison. Keep some
- Poison Cure Pills around to counteract any encounter.
-
- Problem:
- Fighting Demon Worms.
-
- Hint:
- Demon Worms are one of the toughest creatures in the game. They are relatively
- immune to spells, particularly when they are underground. Avoid them whenever
- possible. If you are a fighter, you want to build up your abilities enough that
- you can defeat them. The worms are only found near the waterfall. You should be
- pretty powerful before you take these monsters on.
-
- :::LEOPARDMAN VILLAGE:::
-
- Problem:
- How do I find the Leopard Village?
-
- Hint:
- The only way to get to the Leopardman village is to make friends with a
- Leopardman. You will meet one in the Cage area of the Simbani Village. You need
- to break the spell on the Leopardman. Afterwards, talk to the Laibon, Uhura and
- Kreesha. If you follow the advice you will be able to make a friend.
-
- Problem:
- How do I convince someone to take me to the Leopardman Village?
-
- Hint:
- If you freed the prisoner from cage in the Simbani village you will meet him
- again when you go into the jungle. Show him the Magic Drum if you have it. This
- will be your ticket to the Leopardman Village. If you are a Magic User or a
- Thief talk to him. It may take some time to convince the ex-prisoner to take
- you to the village. Try again another day. The former prisoner of the Simbani
- can teach the Magic User a new spell.
-
- Problem:
- I'm a Thief. How do I get to the Leopardman Leader's hut?
-
- Hint:
- Johari will be impressed if you can enter the Chief's hut. You need to use a
- certain gift you obtained at the beginning of the game. Attach it to another
- item you can buy in Tarna. Click the item where you want to go. Be careful of
- the hungry guardian that prowls there. If you feed the guardian, you shouldn't
- have any trouble. If you are a daredevil, set your skill level on high or
- medium, and don't feed the leopard. Keep your eye on the leopard as you cross
- to the hut. When it decides to strike, you need to get out of its way fast.
- This will take a lot of skill.
-
- Problem:
- I'm a Thief. How do I get the Magic Spear?
-
- Hint:
- Give the monkey what it wants. Once you are past the monkey, you can sneak over
- and get the Spear of Death. If you are curious or greedy, it may take some
- other skills and knowledge to get out of the Leopardman village alive.
-
- Problem:
- How do I deal with the Leopardman Shaman as a Magic User?
-
- Hint:
- For every spell the Shaman casts, use a good counterspell. Don't try to attack
- the Shaman directly - it's against the rules. Choose a good defense and you'll
- have a better time of it. Remember, you can only cast a given spell once during
- the competition. Once you counter all of the Shaman's spells he will become
- angry. He will do something that will set his entire tribe against him. Once
- this happens the contest is over. Your fight will begin in earnest. Forget
- about the rules; this is life or death!
-
- Problem:
- How do I deal with the Possessed Shaman as a Magic User?
-
- Hint:
- Once the Shaman is possessed, you can use any spell against him. However,
- before you go into close combat, you might want to use an object from inventory
- first. It will save a lot of wear and tear on your body. It's also the
- honorable thing to do.
-
- :::THE LOST CITY:::
-
- Problem:
- How do I get to the Lost City?
-
- Hint:
- You will not be able to get to the Lost City until after you have returned both
- the Drum of Magic and the Spear of Death back to their villages. You will need
- someone to lead you across the Waterfall.
-
- Problem:
- How do I get someone to help me find the Lost City?
-
- Hint:
- Listen to Manu. He is trying to help you. Follow him to his village and try to
- convince him you that you need to go to the Lost City. It may take a lot of
- fast talking, but he will eventually give in.
-
- Problem:
- How do I get into the Monkey village?
-
- Hint:
- If you are a Magic User one of your spells is most appropriate for rising to
- the occasion. If you are a Thief either use one of your natural abilities or
- the gift you received from the Sultan. If you are a Fighter you are going to
- have to talk to Manu and get him to help you.
-
- Problem:
- How do I cross the Waterfall?
-
- Hint:
- If you are a Thief use your gift from the Sultan. If you are a Fighter either
- use a rope or use some vines and get Manu to help you. If you are a Magic User,
- use some vines or rope, a spell which makes you weightless, and Manu to get
- across.
-
- Problem:
- How do I enter the ruins of the Lost City?
-
- Hint:
- Manu will tell you some important information about getting into the Lost City
- before he leaves. If you helped the Meerbat earlier in the game you will have
- an object you can use to open the magical door of the ruins. The Magic User
- will not be able to use the "Open" spell here. The door is magical. If you
- don't have the gift from the Meerbat you may find something here to use. Think
- of it as an eye for an eye.
-
- Problem:
- How do I get past the Demon guards?
-
- Hint:
- If you are a Fighter you will have to fight your way to the other door. If you
- are a Thief you can sneak to the door. Use the standard thief techniques for
- opening strange doors. If you don't have a crucial thief item in your
- inventory, you may have to fight. The Magic User needs to use a spell to relax
- the guards, and then a spell on the door. This door is not magically barred.
-
- Problem:
- What should I do about the Possessed Reeshaka?
-
- Hint:
- The best thing you can do against the Reeshaka demon is to use a particular
- inventory item. If you don't, this may be a fight to the finish (for at least
- one of you).
-
- :::THE FINAL CONFRONTATION:::
-
- Problem:
- How do I defeat my demon counterpart?
-
- Hint:
- Fight your demon counterpart as best you can. Unfortunately, your best isn't
- good enough. The good news is that someone will come to your aid when you need
- help most. Don't give up!
-
- Problem:
- I am a Magic User. How can I defeat Demon Wizard?
-
- Hint:
- Make sure you have a defensive spell ready. Call upon your greatest magic. The
- Demon Wizard will be able to disarm you. But you may win by sacrificing your
- most valuable possession. Cast the forbidden spell. The results may startle
- you.
-
- Problem:
- I am a Magic User. How do I get rid of the Gate Orb?
-
- Hint:
- You need to knock the stand over with a spell to get rid of the Gate Orb.
-
- Problem:
- I am a Thief. How can I defeat Demon Wizard?
-
- Hint:
- Use your gift to get above the situation. You need to get to the pillar that is
- nearest the Gate Orb. Use your acrobatic skills to avoid an early death.
-
- Problem:
- I am a Thief. How do I get rid of the Gate Orb?
-
- Hint:
- Once you are on the top of the pillar nearest the Gate Orb, use the remainder
- of your gift and throw it at the Demon Wizard.
-
- Problem:
- I am a Fighter. How can I defeat Demon Wizard?
-
- Hint:
- Fight the Gargoyle and knock it over to form a bridge. Use a powerful magic
- item against the Demon Wizard.
-
- Problem:
- I am a Fighter. How do I get rid of the Gate Orb?
-
- Hint:
- Use your Shield against the Gate Orb to knock it into the World Gate.
-
- Problem:
- I am a Paladin. How can I defeat Demon Wizard?
-
- Hint:
- Fight the Gargoyle and knock it over to form a bridge. Use your most treasured
- possession against the Demon Wizard.
-
- Problem:
- I am a Paladin. How do I get rid of the Gate Orb?
-
- Hint:
- Use the Demon Wizard against the Gate Orb to knock them both into the World
- Gate.
-
- :::::::CONGRATULATION DUDES YOU FINISHED THE GAME!:::::::
-
-