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▄▀ ASCii·JED<ACiD>
╓────────────────────────[ RELEASE INFORMATION ]───────────────────────╖
╓────────────────────────────────────────────────────────────────────────────╖
║ - /\ - QUEST FOR GLORY IV - FULL DOX & TUTORIAL - /\ - ║
╙────────────────────────────────────────────────────────────────────────────╜
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╓──────────────────────────────────────┬─────────────────────────────────────╖
║ SUPPLIER: PTG │ WRITER : FANFAN LATULIPE ║
║ -────────────────────────────────────┼──────────────────────────────────-- ║
║ RELEASED: [ 12/18/93 ] [ PM ] │ PACKAGER : DR. INSANITY ║
╟──────────────────────────────────────┴─────────────────────────────────────╢
║ GRAFX SUPPORT: [*] EGA [*] VGA [ ] S-VGA [ ] WINDOWS [ ] NONE ║
║ SOUND SUPPORT: [*] BEEPER [*] ADLIB [*] SBLASTER [*] ROLAND [ ] NONE ║
╙────────────────────────────────────────────────────────────────────────────╜
╙────────────────────────────────────────────────────────────────────╜
╓──────────────────────────[ RELEASE NOTES ]─────────────────────────╖
╓────────────────────────────────────────────────────────────────────────────╖
╙────────────────── ── · · ── ─────────────────╜
We bring you more great dox, this time for Quest for Glory IV.
I ask everyone in the scene who uses dox, just to compare some
of the dox done by RaZ0R-DoX to the ones from PTG. There is
no comparison, RaZ0R-DoX simply suck. We are in depth, insightful,
and much more comprehensive. Have fun with this game, and
stay tuned for more great releases from your favorite group!
- DR. INSANITY [PENTAGRAM]
THE DiGiTAL UNDERGROUND
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Quest for Glory IV:
Shadows of Darkness
*************************
Full Docs & Tutorial
*************************
by Fanfan LaTulipe [PTG]
*************************
Introduction
^^^^^^^^^^^^
This Sierra game is more in the regular tradition of their previous
releases than the breakthoughs like Gabriel Knight: Sins of the Fathers, or
future release Outpost... The first thing I have to say is that the crew
that made this game is very good as far as programming goes, but it is a
bunch of loosers as far as humour is concerned. It is my personal opinion
that the game looses a lot to the constant nonsensical and boring jokes.
Moreover, these jokes are totally inappropriate. You cannot make such an
interesting piece of software, requiring extreme analysis of the action and
hints in a timely manner, and throw an absurd ambiance into it.
The game's graphics are decent at best. Sometimes, a bug may occur and
some of the characters may litterally appear to you in EGA-like graphics.
The drawings being quite bad, and the overall gloomy atmosphere being
sustained with a dark hued palette of colors, you will often need to use
visual tools to get a description of items that do not appear at all like
what they are supposed to be.
The musical score is Ok... I personnaly find the tunes somewhat typical
of Sierra, and therefore, they fail to lend character to the game.
The storyline is relatively straightforward, and the background plot,
once again ruined by the humour of the geeks at Sierra, is old and boring.
Something, however, does outset all those drawbacks: The action, and
gameplay setup. The first thing to understand, is that depending on whether
you're a fighter, magic user or thief, the game will be drastically
different. You will have to face the challenge from totally different
perspectives. Second, the game is rich in plots and puzzles. Time is also
involved, making the challenge very tough and constant. If you lag too much,
you will loose, for parts of the plot proceed with or without your actions
influencing it. Finally the interface, especially in battle, is quite
interesting and pace breaking. It lends the feeling of "game within a game"
which I cannot help but find refreshing, especially for a Role Playing
Computer Game that tend to require too much thinking.
Overall this is a game to play, provided you ignore the Humour! And more
than ever are those docs invaluable to fully undertanding the options at your
disposal and taking advantage of them. PTG proudly brings you these full docs
and tutorial for Quest for Glory 4: Shadows of Darkness.
We also wish to remind you to acquire the following files in conjunction
to this one:
- QFG4xPTG.ZIP The game itself, from yours truely.
- QFG4SCPTG.ZIP The special codes whithout which the game CANNOT be
played to completion.
- A HD install patch, I believe couple have been spread around, and I am
sorry to say I do not remember what group, or individual was to be
thanked for it...
The Story thus far...
^^^^^^^^^^^^^^^^^^^^^
"Wanted: Hero. No experience necessary. Visit beautiful Spielburg, fight
monsters, defeat brigands. Reward & Title: `Hero of Spielburg' to the
successful applicant."
As a graduate from some obscure Famous Adventurer's Training Halls, you
found this scroll, sent to all new graduates by the local's Adventurer's Guild
most interesting... That of course was before you realized the ommissions
made in the job description: fight Viscious monsters, solve mind-buggling
puzzles and evade deadly traps, walk miles to a probable doom in a trackless
desert... Work your tail off for uncertain reasons and unprobable rewards,
in other words...
Part I : "So, You Want to be a Hero?"
You first rescued the Baron's children: Elsa and Bernard, from an
enchantement, and crossed the path of a band of brigands. You later learned
that the ruffians were part of a larger scheme... the Baron had offended the
powerfull ogress Baba Yaga, and she retaliated with a gruesome curse she laid
upon Spielburg Valley. You managed, in the end to turn her own magic against
the ogress, thus driving her and her foul enchantements out of Spielburg.
Part ][ : "Trial by Fire"
You then travelled with your new found friends Shameen, Shema and Abdulla
Doo on a magic carpet to the exotic and mysterious desert land of Shapeir.
There you fought the elemental forces of nature itself to protect and rescue
cities from the evil rule of the wicked Wizard Ad Avis. You made new
formidable friends along your quest: Rakeesh the Liontaur Paladin and the
Simbani warrior woman to cite a few. For the service you provided to his land
the Sultan Harun Al-Rashid, taken of affection for you, decided to adopt you
as his son and heir.
Part ]I[ : "Final adventures?"
But that was not the last you heard of the evil Wizard, Ad Avis, for
although you witnessed his downfall, his mangelled body was never found...
Had his evil Dark Master granted him the help he had screamed for, as he
plummeted to his death? The Sorceress Aziza informed you that the mage's
evil magic had survived him. The vile energy had allowed a Powerful Demon
Wizard to break the veil between worlds and attack Tarna, homeland of the
Liontaur, Simbani and Leopard people. Travelling through a magical portal,
you accompanied Rakeesh and Uhura to attempt to save their homeland from a
Demon-Incited civil war.
Part IV : "Not again!!!"
Even as your friends were congratulating you for your victory defeating
the evil Demon Wizard and closing the World Portal it had summoned with the
help of Ad Avis'magic, you are precipited to your next adventure... You
are seized by a dark magical force and wrenched away from the land of Tarna.
You awaken in a dark cave, and barely distinguish shapes in the gloom with
the green phosphorescence of fungii covering the roof of the cave. You
discover human skeletons littering the ground and something ominous breathing
an inner power and glowing a dark light: an altar to the Dark one...
And so begins your new Quest...
Generating your character
^^^^^^^^^^^^^^^^^^^^^^^^^
Left-click on Create a Character, then left-click on the class you desire.
On the Skill/Abilities options click right to add points in increments of 5,
and left to take the points away.
Classes:
--------
They will be further discussed in the Special Topics section.
--> The Fighter:
This is the chap who relies on muscle and weapon skill to face most
conflicts, when there seem to be no easier way around a problem.
- Key abilities :
Strength THEN Vitality THEN Agility THEN Intelligence and the rest.
- Key skills :
Weapon use & Parry THEN the rest.
--> The Magic User:
This character, being less phisically inclined to sustain damage will tend
to think and avoid unecessary confrontations. In battle he'll rely on his
spells and a good distance from close combat.
-Key abilities :
Intelligence THEN Agility THEN Vitality THEN the rest.
-Key Skills :
Dodge & Weapon use THEN the rest.
--> The Thief:
This character will tend to avoid conflict in order to sneak behing it.
He'll rely on easily cancealable weapons and avoidance of close range melee
with range weapons and dodging.
-Key abilities :
Agility THEN Luck THEN Strength & Vitality THEN Intelligence and the rest.
-Key skills :
Stealth & Pick Locks THEN Dodge & Throw THEN Acrobatics & Weapon use and
the rest.
--> The Paladin:
This special type of fighter benefits of healing & protection magic-like
abilities. The paladin also will have to fulfill special Honor-related
quests.
Paladins are only available through transfer from previous QFGs.
Scores:
-------
--> Abilities:
+ Strength : Necessary for all physical activities.
Vital for combat.
Factor in Health points.
+ Intelligence : Vital for spellcasting.
Useful in combat to out-think the opponent.
Useful in puzzle solving.
Factor in Mana Points.
+ Agility : Vital for Lock-Picking & Stealth.
Useful in combat for dodging blows.
Factor in Stamina Points.
+ Vitality : Vital for survival of physical damage/trauma.
Factor in Health Points.
Factor in Stamina Points.
+ Luck : One never truely appriciate how much the Lady's smile may benefit in
times of need! But trust me, it does.
+ Honor : Measure of the respect of paladinhood ethics displayed by your
character. Since you're trying to be a hero, attempt to increase
this score, it will affect your reputation with good folks.
+ Communicate : Influences your dealings with others by the mean of charisma
and oratory skills.
--> Skills:
+ Weapon Use : Affects your chances of scoring a hit against opponents.
+ Parry : Affects your ease at blocking ennemy blows with your shield.
+ Dodge : Affects your ease at avoiding blows by "stepping out of the way".
+ Stealth : Affects your ability to remain unseen and unheard in situations
were others would be obvious for all to locate.
+ Pick Locks : Affects your skill at opening a lock with a tool that wasn't
meant for it ( the lock pick ).
+ Throw : Affects your chances at scoring a hit when Hurling/Firing a range
weapon/an item at a target.
+ Climb : Affects your ability to scale difficult surfaces.
+ Acrobatics : Affects your long jump skills.
Affects your chances of tumbling successfully in and out of
range in combat.
+ Magic : Affects your Mana points... your basic spellcasting ability.
--> Attributes:
+ Health Points : Reflects the amount of physical damage/trauma you can
sustain prior to death.
+ Stamina Points : Reflects how much energy you currently have for performing
streneous activities. This varies greatly throughout play
but fatigue tends to take its toll and lower your basic
fighting & injury avoidance skills.
+ Mana Points : Reflects the amount of magical energy you can cast in the
form of spells.
--> IMPORTANT:
* All scores are either unavailable ( 0 points ) or range from 200-250
at the beginning, 100 being the minimum ability for a given skill.
* All those scores will improve proportionaly to the use you make of them.
* To add a new skill to your character at the begining that isn't
characteristic of his class, you must add the whole 100 points available
( ie: Lock Picking or spell casting to a fighter ).
Icons & Status Bars
^^^^^^^^^^^^^^^^^^^
--> The Status Bar:
Located at the top of the screen on regular action screens, it is made
of 3 elements:
[ Health ] [ Stamina ] [ Mana* ]
* if at all available.
--> The Icon Bar:
The icon bar may be accessed by moving the cursor to the top of the
screen... Some icons can also be used by simply making a right-click
on regular screens, and scrolling between the available simple cursor
patterns. The icon bar includes special menus and the inventory. Left-click
on the icon you desire to use. It consists of 10 icons:
+ Boot : Walk ( or run, if that option was toggled in the Special Actions
icon ) to whatever destination you select on the screen, if it
is accessible. To exit scenes, move to the edges leading to
other accessible areas.
+ Eye : Look at items, poeple, sceneries. Since the graphics aren't
life like, it is often useful to look at weird features, for
they may seem inconspicuous to the touch but be important to
the quest.
+ Hand : Do, touch, take things, poeple, doors etc... You will open
doors, pick up items, operate machines and mechanisms with this
cursor. Sometimes, this will lead to special puzzles and
operations which I shall describe later.
+ Mouth : Talk to poeple and things that speak. Once communication is
established, you will get a menu of the various topics to
discuss and will have a hand-shaped cursor to select amongst
the listed options.
+ 4-Arms Star : The Special Action Menu :
Upon selecting this icon, you will be displayed a sub-menu of
7 Icons
- Running : Toggles your movement mode to Run.
- Sneaking : Use stealth ( if at all available ).
- Jump : Make an acrobatic leap, if skilled at such things.
- Sleep : Rest, and recover stamina, and health points,
provided you are well fed. It displays another
menu to select the amount of time spent sleeping:
10/30/60 minutes or Until morning ( at night only ).
Notice that you may not be able to sleep long at
some locations, but still could rest a little bit.
- Character : Displays your current stats: it can be used to
gauge the effects of some actions on some skills
- Hourglass : Game day and time.
- ? : Identifies the other icons.
+ Pentagram : The best Group out there!
Cast spells, if you have magic abilities and mana points left.
The spells are described later.
Another menu of 4 icons is displayed along with the list of
available spells ( spells that require more mana points than
you currently have will not be listed ).
- Eye : Look at the spells in inventory ( this will display
info such as the name, description and Mana Points
required for the spell ).
- Hand : Cast the spell you click on.
- ? : Describes the other icons.
- OK : Go back to the main screen.
+ Use selected item window : Enables you to use the item displayed. You can
select another item from the inventory by using
the next icon.
+ Inventory : You will be diplayed a menu of 4 icons and the list of items
you have acquired throughout the quest.
- Eye : Look at the items and get a description.
- Hand : Use the items you click on ( within the inventory ).
- ? : Describes the other icons.
- OK : Go back to the main screen.
+ Lever : This will bring up the Control Panel & Skill lever.
-> Options:
- Save Game : Notice that QFG4 will automatically save your games at
different life threatening situations. While you
should still save your games often, this guaranties a
relative security that you can get back close to the
game locus of your demise or unwilling interruption.
- Restore : Load a save game
- Restart : from the character creation option.
- Quit
- Sierra : Release information.
- ? : This will describe the other options's features.
- Play : This takes you back to the game play.
- Arcade : This sets the combat mode to Arcade as opposed to
strategy. This puts the battle emphasis on a
hack & run basis versus a more calculated hit, parry
and counter attack basis...
- Strategy : The counterpart of the Arcade battle mode : Cf above.
- Autosave : Keep this option ON!!! It enables the automatic saving
of your game in view of life threatening situations.
-> Control levers:
- Detail : Increase/decrease the level of graphical details. This
may cost speed on less performant systems.
- Volume : Controls the music/sound volume.
- Speed : Controls the speed of movements of your character.
- Skill : This is a unique feature that Sierra is quit proud of.
However, it's nothing new to RPG players, considering
recent Dungeon Hack from SSI ( to only cite one example
) had such a feature. It is directly linked to the
toughness and speed of the opponents. It also is linked
to the tendency or lack of of the computer to assist
you in battle with defensive measures and/or attack
( if you leave the game controls idle ).
+ Question Mark : This will describe the function of the other Icons.
Combat:
^^^^^^^
1- The monster is at a distance, closing in on you : Cast spells or fire/
throw range weapons at it.
2- Once in close range, the battle screen will appear. An easy way to
battle is to use the mouse:
-Move toward a foe: click on a location between you and your foe.
-Attack: click on the foe, or click the right mouse button anywhere.
+ Hold the mouse button down to make the attack stronger.
+ Click the mouse button faster for a lighter faster slashing or
thrusting attack.
-Retreat: click behing you character, on the location to move to.
-Defend: click on your character to parry or dodge ( whichever is
applicable, according to your skills and equipment ).
+ Keep the button down to remain in the defensive position.
3- During battle: If you know the Acrobatic skills:
+ Click above the monster: it takes time to accomplish the
attack, but it is very effective and hard to defend against.
4- During battle: If you can cast spells:
+ Icons will appear at the bottom of the screen representing those
spells. Click on a spell icon to cast the spell.
+ Hold the button down a few seconds to cast a more powerful
version of the spell ( also more costly in mana points )
+ Click fast for a lighter version ( less costly )
If your character is hit while preparing a spell, the spell will
be lost, but not the mana points.
5- After the battle, if you stayed and vanquished the foe, remember to
search it.
6- Status bars:
Yours: Opponent's
[ Stamina ]
[ Mana ]
[ Health ] [ Mana buildup for spell ] [ Health ]
Using skills and fighting will lower your stamina. If depleted the health
points will used. Damage also uses the health points. When you run out of
Health points, you die... While out of stamina, you will be huffing and
puffing but unable to attack unless you recover a little.
A file containing the combat keys was released by Nexus. I praise them
for that, but strongly recommend the use of the mouse. I also re-mention
them here:
ESC : Flee
Z : Cast Zap
X : Flame dart
C : Lightning ball
V : Force bolt
B : Frostbite
Arrows: Up : Jump ( + Shift : Attack High )
Down : Duck ( + SHift : Defend )
Left : Move Back ( + Shift : Defend )
Right : Move right ( + Shift : Attack )
Using Thief Skills:
^^^^^^^^^^^^^^^^^^^
1- Pick a lock : You need the skill and a tool. click on the locked item or
door ( Thieves' Toolkit works the best ), and select the
Pick Lock Option.
2- Disarm traps : You need the toolkit and to study a book on disarming traps
from the Thieves' Guild. Click on the potentially trapped
object, and select Search for traps or Disarm trap from
the options.
Commonly the setup is a grid of flashing colored lights.
You need 3 colors in a line of any direction to disarm.
If you select 3 different ones in a row, you'll set off
the trap. If you have trouble, exit and try again.
3- Be on the lookout for Thief's marks ( CF special topics )
4- Use the sneak icon in the woods to avoid encountering monsters, or
in houses where you weren't invited in.
Special Issues:
^^^^^^^^^^^^^^^
--> Spells:
I- Offensive Spells:
--------------------
- Flame Dart : Good both in range and close combat. Not very effective
against Ethereal creatures ( Ghosts ) and slime coated
creatures ( Slugs ).
- Zap : Uncharacteristic of magic-users, the spell enchants a weapon that
will, in combat, help doing damage and enable normal weapons to bring
harm to monters normally unaffected by such weapons.
- Lightning Ball : Less costly than Flame dart, the spell can be more potent
in experienced hands. It is very useful against creatures
that resist fire damage.
- Force Bolt : This is the heavy artillery of range spells, capable to knock
massive targets down ( opponents as well as items for puzzle
solving ).
- Whirlwind : Potentially one of the most powerful spells in experienced
hands, this spell is very costly in mana point, and few wizards
can cast it without the use of a magical staff. It will affect
a designated area.
- Frost Bite : This is the only offensive spell that can affect more than a
creature at a time. Try to launch it at regrouped monsters,
especially fiery creatures ( Fire Lizards ). Cold-bound
creatures ( Frost Giants ) and Undead will be unaffected.
- Dazzle : This area effect spell will blind creatures, and make them
temporarily helpless. This only works if the creature has eyes,
and won't work on magicl creatures ( Demons ).
][- Defensive Spells
--------------------
- Reversal : This is a potent spell against magic casting opponents. It will
reflect toward the attacker the spells they cast at you. This
does not work on area effect spells.
- Calm : This area effect spell that will pacify most live creatures,
provided you are not engaged in closed combat. It will remain
harmless for the duration of the spell, as long as you do not attack.
- Aura : This spell will protect you against the special strength draining
powers of Ghosts and Ghouls. They will, however, still be capable
of inflicting you bodily harm.
- Hide : Cast it if being chased by a monster, and, as long as you do not
move, it will not know you're there. Beware, though, for it doesn't
work on Undeads.
- Protection : This acts like a mystic shield that helps reduce damage from
vicious physical attacks.
- Resistance : This spell reduces the damage you may suffer from element-
based damage such as fire, lightning and ice. It also will
greatly improve your natural resistance to the elements in
nature.
]I[- General Spells
-------------------
- Levitate : This spell will allow you to move vertically at will. It
requires a great deal of concentration, so while you can
grab items and such, you cannot cast further spells while
levitating. Keep in mind that you will expend mana point
as long as you levitate, so make sure you are ready to come
down where you are by the time your mana point run out.
- Detect Magic : This enables you to detect magical objects and things with
spells cast upon them.
- Fetch : This enables you to obtain small unattached objects you can see,
without having to move to their location.
- Open : This will unlock and open doors. If it is trapped and you're at
a safe distance, it will set off the trap without harming you. It
will not work on magically locked doors, and doors bolted on the
other side.
- Trigger : This spell enables you to set off the spells laid on items and
things. It is useful against magical traps, and can be
quite interesting when cast on magic users who like to set up
special spells on themselves for special occasions.
- Juggling Lights : This creates a light display that will illuminate the
darkest situations, but only for a short moment.
- Summon Staff : If you own a magical staff, this enables you to hide it
away and summon it in times of need. Otherwise, it will
be safe from trigger spells and other attacks.
- Glide : It alows you to step fast over liquid surfaces. It consumes
mana points rapidely, but beats swiming or stepping into lava.
--> Mordavian Bestiary
Since the days when the Cult of Amon Tillado first surfaced on the land
of Mordavia, hideous hordes and abberant abominations have been roaming.
More than ever in a Quest for Glory quest, remember that there often is no
better alternative than to flee a combat which tide isn't turning your way.
Domovoi
-------
This is the slavic house spirit. Harmless and occasionally helpfull,
they are seldom seen or heard. Should you meet one, make sure to follow
any advice it might provide you with.
Leshy
-----
This spirit of the Forest is mischevious in nature, and will play tricks
on the unwarry traveller. They love riddles, and if you can answer one,
the might be helpfull in return. As a rule of thumb, don't let them get to
you -keep your cool-.
Rusalka
-------
This is the spirit of a young woman who died drowning. She swims in her
watery grave and will attempt to lure the unwarry with her obvious charms to
share her fate. There is supposed to be a proper way to release a Rusalka
to a proper rest, but it was lost in legend...
Faery Folk
----------
These magical beings remain mostly aloof of humans, and dwell in remote
areas. They are gifted with an innate illusiory spell casting ability. They
have been known to deal with humans provided they want something in return.
Hexapods
--------
Those strange Octopus-like creatures are extremely rare ( ya right! ),
always hungry and frequently dangerous. Beware of any six-tentatcled things
INCLUDING statues and such... Trust me!
Vorpal Bunnies
--------------
These are killer rabbits with a taste for blood. They will hop at you and
try to suck the marrow out of your bones. They are a product of the lack
of imagination of a bunch of geeks who watched too many Monthy Python flicks.
Badders
-------
These are a cross between spiders and bats. They are small and fast and
come in flocks. Beware their bite, for it is poisonous.
Antwerps
--------
These are absurd blue, pear shaped and bouncing creatures. Whatever you
do, do not attack them with sharp or pointy objects!
Revenants
---------
These are low-power vampires who have lost memory of their living days.
They hunger for the living and far more dangerous than simple walking corpses.
Wyverns
-------
These are the smaller relatives of Dragons. They have snake like bodies
without hind legs, have bat-like wings and a poisonous sting at the end of
their tail. Beware not only of it's bloodthirst, but of the potent poison.
Chernovy
--------
Once human followers of the Dark One, these powerful spellcasters are
vile mutations that will not die of natural causes. They ressemble wretched
humanoids part insect, part spiders and octopods, wearing the remnants of
their ritual garb.
Ghosts
------
These are eldritch creatures of etheral nature. They roams cimetaries and
the places where the living fell victim to death. Some ghosts were victims
of a sudden death and left unfinished buisness behind. These ghosts have
kept a trace of humanity and can be relatively benevolent. The other type
of ghosts just refused the grave, prefering an eternal hunt for the living.
Wraiths
-------
These are the jealous ghosts of miserly men. A wraith always hovers near
the site of its demise, guarding some item of value. They are powerful
undeads, capable of casting spells and draining the life out of its victims
( health points ) just by being close to them. Beware ofthese creatures!
Necrotaurs
----------
These undead-looking creatures are actually viciously alive. They look
like a cross between a long dead Rottweiler and bear... They are formidable
opponents in close combat.
Werewolves
----------
Only silver can affect those lycanthropes. They manifest themselves on
night of full moon, when the curse that lays on them transforms them is
wolf-like humanoids thrirsting for human blood.
Vampires
--------
Most feared of the Undead, the Nosferatu are also the most powerful. They
feed upon the blood of the living. They use their natural charm to close
to their victims, and can turn them into underling undead, vampires slave to
the master vampire. They have to flee daylight and spend those hours in
relative helplessness within coffins in their crypts. The Nosferatu who
was a wizard when he was alive if the most dreaded for he retained his
spell-casting ability in his undeath. Virtually invulnerable at night,
those dreaded monster of superhuman strength can be destroyed by the driving
of a stake through their black heart.
--> Mordavia: a little travel guide
Mordavia is a small valley nestled amidst Mountains chains to the West,
North and south, and a vast range of Hills to the east. There is but one
road leading to this valley, and it is cut by a mephetic and quagmire-filled
swamp. This isolates the valley from outside interference, and creates an
atmosphere of mistrust and fear in the local population.
From the abandonned Castle Borgov to the malevolent Monastery of the
Mad Monk, not forgetting the horrific Mouth of the Dark One, the landscape is
forever stained with a touch of evil and mystery.
The town of Mordavia has much to offer the wary travelers. There is
an Inn, with garlic flavored meals, warm rooms and a quaint ambiance for
the locals, and mostly aloofness toward stangers. Ther are a few shops with
colorful residents, icluding a local mad scientist, and even an old abandoned
Adventurer's Guild. Moreover within the town also lies the ill-famed
Monastery of the Mad Monk.
The land is rich in unique features. The cimetary, Erana's Gardens,
the swamp, the woods and a lake to cite a few make it a place full of
mysteries that will provide challenge to the most skillfull of adventurers.
It is also a place of constant danger where spirits and undead lurk, stalking
the living...
--> Of religious Cults in Mordavia
Of the so-called Dark Ones, Avoozl is certainly one of the darkest.
"Ye shall know Avoozl cometh when the very Sun itself doth fear to show its
face, and the Shadows of Darkness covereth the earth." wrote the notorious
Mad Monk, Amon Tillado, before his demise.
Amon Tillado was first heard of when he founded a Monastery in the
faraway village of Mardavia, within the valley if the same name. Little
did the residents of the quaint little town realize the montrous magnitude
of the effect the malefic menage of morbid monks would have upon their
fragile lives.
Even the Boyar of the land was drawn by the new cult, thinking that
it would help him realize his dreams of power and fortune. When Amon Tilado
died, in mysterious circumstances, the monks were thrown into chaos. Boyar
Borgov seized control and became the new high priest.
One day came when the Boyar heard the accursed Call of Avoozl, and
he answered the bidding of his dark deity. The Sun did hide behind black,
foreboding clouds, and nature turned to a fury of violent winds and rainstorm
deluges... The cult began the long ritual of summoning, under the guidance
of Boyar Borgov, of the Sinister Avoozl into this world. From the depths of a
cave, the cult seccluded itself for days, practicing an horrible ritual of
black masses and human sacrifices.
Then came the Mage Erana and Paladin Piotyr, ahead of a large army.
Beckoned by the obvious signs of the ominous coming of the Evil One, they
headed toward the cave where the Cult practiced their malevolent magic.
But they arrived too late. Already the essence of the Dark God had crossed
the ether between the worlds, and was corrupting the mountain and the monks
within it... The cult members, now atrocious beasts, the very anger of a
God of Hate, fought the large army with an incredible ferocity. Mage Erana
resorted to the use of great magic to battle the very might of the Dark
One, and the battle ended.
Sole survivor of the apocalyptic conflict, Piotyr the Paladin returned
bearing the Staff of Erana, sole remain of the Wizard, to the village of
Mordavia.
To this day, strange sounds and occurances take place around the
Mouth of the Dark One, the site of the accursed cave where the battle took
place... Undeads lurk in its vicinity and none has been known to enter
this place and return... alive.
--> Fighter & Paladins
About physical Fitness
----------------------
Your local adventurers' guild has a little gymnasium... Exercising daily,
and increasing the resistance of the workout will build up your strength.
Although you may have pressing matters to attend to to solve the quest,
remember to alternate workout and rest until you feel you've done enough
for the day on a regular basis, for building strength and stamina will be
of great help in facing the battles to come
About paladinhood
-----------------
Paladins benefit from various advantages and skills:
- Flaming Paladin Swords can affect most ethereal ennemies, which gives him
quite an edge in battle.
- Healing Hands is a skill that enables the Paladin to help dealing with
injuries.
- Protection from magic is unvaluabe against spell caster.
- Honor shield is a great asset against range weapons launched at you by the
cowardly.
However, one must keep in mind that to attain the skill to have some of
these skills, you will have to work at increasing your honor, and that
dishonorable acts would easily forfeit all those skills. A paladin's work
is never done! You must strive to be lawful, brave, pure, honest, etc...
The problem is that often, good and evil are hardly seperable, and in many
instances, the paladin will have tough decisions to make. And since he
is not allowed to make mistakes, the best course of action is often to wait
and see, make sure you know all facets of a situation, and if in doubt, not
to act. Well, that's easy to say, by try living by it in an imperfect world!
--> Spell Casters
The spells you have are very potent both in your and your opponent's
hands. Make sure to know what you can do and what can be done to you, for
only will you be able to deal with a wizard with minimum difficult. You must
custom make a list of the spells you prefer and the combinations that seem
to work the most for you... The warriors have swordplay, you have spells
that require wits, so use your brain! Know your ennemies to avoid wasting
precious time and efforts on spell resisting foes... remember that there
is hope where ther is life, so flee if you're in doubt.
--> Thieves & Other rogues
You need a lockpick kit to practice your trade! Also, with all the
poison traps these days, you should practice at your local thief's guild
before trying the real thing... Various skills can be practiced on
appropriate locations... Attempting to climb a wall that eludes you will
slowly, but surely, increase you climbing skills... Once again, and like
most other skills for all classes, you MUST PRACTICE TO IMPROVE!
The thief's Marks
-----------------
This is a way of a thief to tell his fellow crooks of something they
encountered at a given location... They are generally scratched into the
wall, table, floor, ceiling or whatever else, using the point of a dagger.
Look for them, for they may save your life.
There are some standard conventions:
- Symbol in a box : something in the room
- Numbers : something must be done in a certain sequence
- Things on top of other things : relationship between the parts
Some typical Thief Marks are:
- Arrow Up : Something Up
- Arrow Down : Something Down
- TG-like symbol : Thieves'Guild
- Skull and crossed bones : Danger
- Bomb : Trap
- Eye : Look
As usual, use your wits and common sence in interpreting the clues.
Hints & clues
^^^^^^^^^^^^^
--> In the Caves
There are 3 sets of skeletons littering the floor. You will search
them and obtain coins, a flint and a dagger.
On the altar you will find 2 sets of torches. One can be taken.
use the dagger on the flint, and use the resuting sparks ( on the flint ) to
light up the torches. Take the magical everburning torch.
Click the hand on the valve in the back of the room.
You are now in a multi-valve room... Pick up the shield ( if you
are not a fighter, there won't be one )... You will be attacked by the
Badders ( if not move to the center bottom part of the room, and they will.
[Notice: Throughout the game, depending on what your class is, you will
find different items, and meet challenges differently. ]
After beating the badders, move to the south and you end up in front
of the chasm. Cross it in whichever way is proposed to you, by clicking
on the rope. The big tentacled-monster will not get you... this time.
Move to the northern opening, thus exiting the caves.
--> Outside of the caves
As you exit the caves, the fanged mouth of the cave collapses chut,
barely missing you. You meet Katrina after you walk away from the pool of
goo surrounding the caves. She tells you that the twn is located to the
north.
There is a large stone arch bearing 8 symbols, 7 that you are familiar
with and a new one, extruding from the stone: a 6-pointed star, symbol of
the Dark One. Take it.
Move west and leave the screen.
You find yourself on a path toward a pillar below... You proceed d
down the path and side part of the way. The pillar is topped with a
6-tentacled statue... If you were strong enough you might be able to knock
the pillar down. Behind the pillar, out of reach is a bonsai tree... It
will probably be necessary for you to get a hold of the tree sometime in the
quest.
Move west and leave the screen.
You now enter the dark, gaz filled borders of a swamp. As you look
around, you'll notice creepy skeletic arms reaching out from the murky
depth and realize that attempting to cross the swamp would be pure sciucide.
Move north and leave the screen.
You now enter a nice wood. You can pick up a handfull of stones from
the ground, they about everywhere. You can throw them around, although you
won't be achieving much.
Move to the north and leave the screen.
You find a little waterfall here, and a nice bed of flowers. Take
a few flowers, just in case.
Move to the north and leave the screen.
As you go north you keep to the woods and an occasional clearing.
You might encounter an hungry hawk. If you do, you may want to feed it
but you do not have any food yet.
You also may run into monsters, such as a vorpal bunny, but you will
quickly dispose of it.
When you can no longer go north, move east and leave the screen.
You are in front of a stream... North you can distinguish the outline
of the village.
Move north and leave the screen.
--> At the village of Mordavia
In front of the gates, you'll find a few kopeck in a purse hidden in a
tree stump. You can also get an ear of corn from the tall shocks on the
other side of the road.
If you come too late at night, you might find the gates closed. You'll
have to fend for yourself through the night and survive until morning.
As you enter the town you find the flowery boulder topped by Erana's
staff. In town you 'll find different buildings and characters:
The Burgomeister
----------------
His office is open from 8am to 5pm. He is a big bear of a man. He will
greet you every morning you'll be in town. His name is Dmitri Ivanov. He
is both mayor and keeper of the peace. Talk to him often, for he has some
interesting bits of information, along with the key to the adventurer's guild
which he'll gladly give you once you bring up the topic. The guild, by the
way, is located in the north of town.
The General Store
-----------------
The shopkeeper, Olga Stovich, surrounded by her army of cats, will give
you the latest gossip and will sell you some important pieces of equipment
and some more trivial sounding items :
- Oil : 100 k
- Sandwich Ration ( with avocado ) : 50 k
- Garlic : 25 k
- Candy ( garlic flovored ) : 5 k
- Storage bag : 50 k
- Pie pan : 250 k
- Broom : 330 k
[ Currency : the Kopek, 10 kopeks = 1 gold coin ]
The Inn
-------
Hotel Mordavia is run by Yuri and Bella Markarov. The Inn is closed at
night, but a strong knock at the door will get the Innkeeper to let you in.
For 15 kopeks, you can get room and board for a week. To obtain the
meals, all you need to do is seat on the big chair behind the forefront
table, and bella will come serve you a garlic spiced meal for breakfast,
lunch and dinner. Your room will be at the top of the stairs. There is
chest in the room where you should store heavy extra equipment, as it'll
slow you down and affect your stamina.
[ Sleep: You can sleep relatively safe here. You have the option to
sleep 10,30 or 60 minutes or overnight if the night is already upon
you. You can also sleep or rest for various amounts of time at other
locations. It can be useful to spend time fast when needed. ]
At night, you will meet the 3 drunk, Hans, the pumpkin farmer, Franz, the
the garlic farmer, and Ivan, the looser ( the lamers at sierra made him
elephant herder, thinking themselves witty ). Talk to them every night, for
amongst all the nonsense, they will reveal a few important hints. You also
will eventually meet the other resident of the Inn, the Gnomish entertainer.
In her room, you'll find a rubber chicken, and who knows maybe more... The
character was so obnoxious I prefered to stay away.
Late night, if you return in the main room after sleeping couple hours,
you'll meet the Domovoi, house spirit of luck, sitting over the chimney,
protecting the house. Talk to the Domovoi often, he is crucial in solving
several problems... He 'll tell you of the sadness of your hosts, of their
missing daughter. He'll hint you that you need to find and re-hydrate the
dry Domovoi in the monastery. He'll foretell you that you'll need to
go to the castle eventually and help Tanya. He has a lot more information
but you must follow his counsel and demands to obtain it, gradually.
Sometimes, during your sleep, you'll hear the voices of a man and a woman
magically scrying over you... You won't make much of their comments, except
that in the end, you seem to be their pawn in some great project of theirs.
Igor, the Gravedigger
---------------------
North of town, in front of the Monastery and the Adventurer's guild, you
will meet Igor. The weird low-intellect and quite freaky-looking character
will talk about a few interesting things.
The cemetary is supposed to be located East of town.
This character will soon become CRUCIAL when he disappears. The townmen
will capture a Gypsy and imprison him in the Burgomeister's jails, claiming
him to be a werewolf who killed Igor. It will incomb to you to find Igor
to prove the accusation wrong and prevent the villagers from burning the
gypsy to the stake after a couple days... which would end your quest.
Nicolai, the old man
--------------------
Nickolai wanders in the eastern part of the village, still looking for
his long-departed wife Anna... for now, he won't have much to say. But he
probably will have a larger role in the future.
The House next the the Doctor's Laboratory
------------------------------------------
I was not able to enter that house with the fighter character I was playing
so who knows what the house hides?
Dr Cranulum's Laboratory
------------------------
To open the door, simply repeat the exact sequence of bells you are
displayed at first.
[ For all puzzles: there are 3 options to help you :
- Exit : allows you to return to the game and abandon your solving of
the puzzle with no consequence if you get lost.
- ? : This will provide you with a hint. Do not use it and think, you
dummy!
- Chest : This allows you to access the Inventory, provided you need an
item you own to solve the puzzle.
Once you find the solution to the puzzle, it'll automatically react and
skip to the next scene. ]
Deal with the Robot, and make the following rough selections:
- Bigger than a breadox : NO
- Smaller than an ant : NO
- Black white and red all over : NO
- Yellow, 500pds with an attitude : NO
- Grey, wrinkled in a tree : NO
- Bounces : YES
- Elephant on a pogo stick : NO
- Blue, avocado shaped and sings : NO
- Next YES, you get the description and trap design for an Antwerp.
You'll have to set the trap by using one of your avocado sandwich from
the general store on the Robot's trap. Then open the door on the Right of
the screen. You 'll be bounced down, but an Antwerp will be bouncing around.
Eventually the robot will capture it. WHen it does, open the door to the
left and play the game. Get the Antwerp on the key symbol, avoiding the
black holes, and then through the opening on a side of the maze.
When you successfully obtain the key, open the door at the back of the
room. You'll need to first move the pieces of the puzzle around so as to
shape a door lock. Once you get in, you meet doctor Cranulum. He's a
very important character in this quest. Come back frequently, an make use
of whatever he might give you if needed. He'll make you, to begin with,
cure poison and Healing potions. Later he'll also make you a Rehydration
potion ( for use of the Domovoi in the monastery ) and even more...
As you deal with him, you see his experiment improve. What will this folly
eventually lead to? To make the potions he might request some items from
you. But every time, he'll ask you for the formula:
[ The formula for the potions are actually the Special Codes I already
provided for you in the PTG release:
QFGSCPTG.ZIP
Without the codes, no potion, and there is no way you'll finish the
game or, in fact, go much farther. ]
The Monastery of the Mad Monk
-----------------------------
It is located in the northern section of the village. To enter, ignore
Igor's warnings and use the Dark One 6-armed star symbol you previously
obtained on the arch in front of the caves. If you try something else, you
will die, for the Hexapod on top of the door will get you.
In the monastery, you can find a healing potion, if you can break the
cabinet's window. In the cabinet also is the shrivelled up body of the
dry Domovoi. Other features include a niche on top of a difficult climb
above the door, and the chimney, protected by another Hexapod. You'll
have to reach the niche and somehow find a way past the hexapod to learn
more about the monastery's secrets.
The Adventurer's Guild
----------------------
I need to present the building from 2 perspectives, to give you an idea of
the difference of game play involved with classes: the Fighter and the
Thief angles... You can try out the Magic User angle to find yet more
exciting variations:
--> The Fighter experience
As a fighter, you'll find couple key features in the Guild. Sign
the register, and then read all the books on the shelves. One of them
is about climbing. Reading it imbues you with the skill ( 100 points )...
You can then practice your climbing on the wall leading to the niche in the
monastery.
Then you should do the work out on the machine. When your legs get too
stiff to continue, rest for an hour or two and do it again until you feel
you did enough for the day. Then return the following day and add weight as
instructed. This exercise will greatly improve your strength.
You'll find hints of other things in the room, but you'll see that
their more suited to the other class: the Thief...
--> The Thief experience
As a thief, you 'll be able to throw the rope and grapnel on the
hook in the ceiling, and climb the rope. On the ceiling you'll find a
mark indicating that you should look at the hooks. You can recover the
rope after your climb.
The rings will offer you a puzzle... orient them so that the secret
passage on top of the bookshelves opens, then climb up the shelves to the
secret thieves'guild.
In the guild halls, you should investigate every thing, including the
grates... Find clues, and a few items, including the membership card, which
you can use to enter the backroom. In the back room, find another safe (
beside those behind the paintings in the front room ) and bookshelves...
And I'll let you discover the rest or experience it from the Magic User
perspective...
Conclusion
^^^^^^^^^^
This game is very interesting, everything considered. I myself intend to
take time over the holiday to bring it to completion. These docs are as you
probably can tell, KEY in properly playing the game. Make sure to read
everything, for it the land of Mordavia, you will need all the help you can
get.
A great Hello! to the whole PTG gang, and thanks for a job well done,
once again, and more to come... Also an announcement: my board, the Kraal
will soon be operative, bearing 3 nodes and some 9 gigs online... I shall
provide you with more info in my future releases and eventually see you
on this new member board, dedicated to the Excellence of the one and only
Pentagram.
GROUP GREETINGS
---------------
RAZOR : Buisness ( Duping ) as usual I see... Whatever...
PCI ( Poison Control International ):
You probably are a bunch of good guys without a clue. Bail out!
Your president, Sea Wolf is the biggest LAMER this side of the
world. I won't waste time explaining the statement. Just open
your eyes and wake up!
Anyone associated with that looser should for their own sake
distance themself from him fast. And I do know what I am talking
about. It's your reputation on the line, so you decide.
TDT : Nice release of Judgement Rites.
Until next time,
Fanfan la Tulipe
[PTG]
Sysop of the Kraal
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║ and leave the sysop a DETAILED message with all appropriate information. ║
║ (You must leave your first name and voice number to be contacted at all!!) ║
║ Or if you prefer please write to either one of the P.O. Boxes listed below ║
║ ║
║ 1911 SW CAMPUS DR. P.O. BOX 81131 ║
║ SUITE 162 -<>- O·R -<>- FIDDLERS GREEN P.O. BOX ║
║ FEDERALWAY WA, USA ANCASTER, ONTARIO, CANADA ║
║ 98023 L9G 4X1 ║
║ ╓ ╖ ║
║ ║ ...IF YOU LIKE THIS SOFTWARE PLEASE TAKE IT UPON YOURSELF TO BUY IT... ║ ║
║ ╙ ╜ ║
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║ /\/\/\ KICKING BUTT AND NOT EVEN BOTHERING TO TAKE NAMES! /\/\/\ ║
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