Quest for Glory IV: Shadows of Darkness/Town of Mordavia

The front of the town of Mordavia is two large gates with some scarecrows standing nearby. You'll want to take some corn and search the nearby stump to acquire some more money. Just as a reminder, the gates will be closed all night long so if you need to get in or out after then you'll want to be able to either levitate or climb over. Inside the first screen of the town Erana's Staff watches over the villagers and prevents evil from entering the town walls. You won't be able to do anything with it yet so don't worry about it.

On the west side of town you have the inn, the burgomeister's, and the general store.

The Inn is where you'll want to spend most of your nights and get free meals whenever you sit down provided you've paid your rent. The inn will be locked up from the evening on so you have to knock to get in, and completely closed after midnight. If you need to get in or out after midnight you can levitate or climb out the window. Staying up until midnight will also allow you to meet a creature named the Domovoi, whose help you'll require later on. You can eat meals any time and chat with the townspeople in the evening. They aren't the friendliest bunch, but they're amusing to listen to and the voice actors ad-lib a lot of their lines.

The General Store has goods for sale and rations most importantly, as well as a gossipy shopkeeper who will fill you in on the valley and comment on certain events when they happen. Only thieves will need the shopping bag, only Paladin's will need the small broom, and only Thieves require the oil although it's helpful for all classes. An optional quest also involves reuniting the shopkeeper with her husband and going back and forth between them.

The Burgomeister's Office houses the law enforcement official himself and the jail. The Burgomeister will offer you the key to the Adventurer's Guild if you ask for it and will provide you with information about the valley and the people in it. Thieves may be able to break in through his window and loot some money from his desk, or a sufficiently skilled magic user with Open or any member of another class for that matter.

To the east side of town you have Nikolai's house and Dr. Cranium's.

Nikolai's House will have Nikolai himself wandering during the daytime and it's possible to break in through the window at night, but only advisable after you've helped him. See the Thieves section for more on this.

Dr. Cranium has some essential puzzles to get through. The doorbell is a simple Simon Says game to follow, and once inside you'll want to open up the right door and use the T.R.A.P. to learn how to catch an Antwerp. Give it an Avacado Sandwich and it'll work like a charm. You can also use it to learn about how to deal with a Hexapus for more points. You can then open the left door to use the antwerp in a maze to get a key, and go through the north door to create a keyhole by solving a puzzle and using it to reach Dr. Cranium. The difficulty of all the puzzles can be adjusted by using the Skill slider in the game's menu.

You'll want to see Dr. Cranium at least once a day from when you find him onward. For each of the first five days you talk to him you'll both have new things to say, and you can ask him about poison cure potions and healing potions to have him supply you with both, at the rate of one of each per day. You'll need to fill in a formula from the game's copyright protection to do so, and also to obtain a Rehydration Solution which is essential for beating the game. You'll have the option to get the Rehydration Solution the fourth day after you meet Dr. Cranium.

At the back of town you have two buildings, the Adventurer's Guild and the Monastery, as well as a gravedigger named Igor who usually hangs around. Igor's good for a little conversation and information, but you'll notice that the game automatically saves your progress whenever you reach this screen. Standing too close to the Monastery or trying to gain access is an easy way to be eaten by the Squidish carving standing above the door.

The Monastery will kill you if you get too close, so to get in with your vitals intact you'll want to take the six pointed golden starfish you found earlier, which is actually the sign of the Dark One, and place it upon the Monastery door. Other classes may also be able to climb in and out of the window up above. Inside the Monastery there's a shriveled up Domovoi sitting on the left cabinet. Once you've obtained Dr. Cranium's Rehydration Solution you'll want to use it on the Domovoi to restore it to life. Resting above the fireplace is a Hexapus named Hector. You can either kill it and lose some honor for beating up on a poor defenseless evil beastie, or feed it some garlic to placate it. You can then use on the pole to the right of the fireplace to head into the basement of the Monastery.

To get into the mad monk's desk, Thieves will want to disarm the trap, Fighters will want to just bash it open and bear the blow and maybe cure themselves of poison later, and Magic Users will want to cast open from a distance. However you get inside, you'll learn some more about each of the Dark One's rituals and where they're hidden. You can use the keg full of dripping blood-like wine to see a dark vision and gain the Blood Ritual. Thieves also have an optional quest in the Monastery, and any class can burn the place to the ground after they've done everything by lighting the evil book or curtains/rugs on fire and escaping, although only Paladins get points for this.

The Adventurer's Guild is the other building in the back of town, and the Burgomeister will give you the key to it if you ask nicely about it. You should read all the books in the library to gain some climbing skills if you're a Fighter/Paladin, improve your casting for Wizards, and learn how to use the exercise machine. Fighters or Paladins can break open the case for a better sword, and all classes except Magic Users can also get a rope and grapnel to make climbing a little easier. You should use the machine as much as possible every day until it says you've done enough for one day, adding some more weights each time. It'll increase your strength each time you do it. You should also sign the logbook as usual and read the past entries to learn about Piotyr and Erana.

Thieves also have a special quest to do in the Adventurer's Guild, but that will be covered in the Thieves Sidequest Section.