Quest for Glory IV: Shadows of Darkness: Difference between revisions

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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.
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 Monestary, 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 Monestary or trying to gain access is an easy way to be eaten by the Squidish carving standing above the door.  
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 Monestary''' 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 Monestary door. Other classes may also be able to climb in and out of the window up above. Inside the Monestary 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 Monestary.
'''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's 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 Monestary, 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.
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.  
'''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.  
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'''Town of Mordavia Gates'''
'''Town of Mordavia Gates'''


The town of Mordavia is to the NorthWest of the forest, and far north and one screen east of the swamp. If you can't find it keep following the north wall until you see it. You can pick up some corn from the field, get some money from the stump, and Katrina will meet you twice at night in this location. You can talk to her or use the hand icon on her for some options, and she may provide you with potions or a magical spell. The first time she meets you will be just after a few nights if you show up, and after that she may leave a note for you at the inn.
The town of Mordavia is to the North-West of the forest, and far north and one screen east of the swamp. If you can't find it keep following the north wall until you see it. You can pick up some corn from the field, get some money from the stump, and Katrina will meet you twice at night in this location. You can talk to her or use the hand icon on her for some options, and she may provide you with potions or a magical spell. The first time she meets you will be just after a few nights if you show up, and after that she may leave a note for you at the inn.


'''Erana's Garden'''.
'''Erana's Garden'''.
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Erana's Garden is only accessible from the south. To reach it you'll need to head three screens south of the town gates, two screen east, then south, east, and north to arrive in the garden. You'll find some change inside the first magical lantern, wizards should cast the fetch spell at least once a day on the tree to gain some mana-restoring fruit, and wizards should also detect, trigger, open, and fetch a spell scroll to learn Protection. Erana's Garden is one of the only safe places to sleep at night, and resting either here or near Erana's staff will give you some strange dreams about Erana being trapped with the Dark One.
Erana's Garden is only accessible from the south. To reach it you'll need to head three screens south of the town gates, two screen east, then south, east, and north to arrive in the garden. You'll find some change inside the first magical lantern, wizards should cast the fetch spell at least once a day on the tree to gain some mana-restoring fruit, and wizards should also detect, trigger, open, and fetch a spell scroll to learn Protection. Erana's Garden is one of the only safe places to sleep at night, and resting either here or near Erana's staff will give you some strange dreams about Erana being trapped with the Dark One.


'''The Cemetary'''.
'''The Cemetery'''.


The cemetary is one screen south, one screen west, then all the way north in relation to Erana's Garden, or two screens south, two screens east, and one screen north from the town gates. There's not a whole lot to do in the cemetary itself, although you can open the right crypt at night to fight a wraith, and Paladins will complete a special quest relating to the Rusalka here. Igor can be found hear during the daytime early on, and on the fifth day he will be stuck under the tombstone. There's also the locked Borgov crypt which you can either break into or wait to receive the key from Igor after saving him.  
The cemetery is one screen south, one screen west, then all the way north in relation to Erana's Garden, or two screens south, two screens east, and one screen north from the town gates. There's not a whole lot to do in the cemetery itself, although you can open the right crypt at night to fight a wraith, and Paladins will complete a special quest relating to the Rusalka here. Igor can be found hear during the daytime early on, and on the fifth day he will be stuck under the tombstone. There's also the locked Borgov crypt which you can either break into or wait to receive the key from Igor after saving him.  


'''The Rusalka'''.
'''The Rusalka'''.
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'''The Leshy'''.
'''The Leshy'''.


The Leshy is one screen south and east of the cemetary, or one screen above Erana's Garden although the passage is blocked by trees. The Leshy plays games on visitors by hiding inside a bush or running away from you until you clear away all the bushes in an area. The first riddle it asks you will be what its name is. If you've read the Hero's Magazine in the Adventurer's Guild you'll be able to tell it it is the Leshy. The next thing the Leshy will tell you is that if you give it save a plant from glue, it will help you with a clue. It's easy to miss this particular puzzle, so you'll want to go to the swamp, and visit the Squid Stone to find the Bonsai Bush stuck behind some rocks. You'll want to blast away the rocks with spells or rocks you picked up yourself, and either fetch the bush or use the rope and grapnel to reach the top ledge and "fish" it up. Make sure you take the bush back to the Leshy and it will advise you to put it in Erana's Garden.
The Leshy is one screen south and east of the cemetery, or one screen above Erana's Garden although the passage is blocked by trees. The Leshy plays games on visitors by hiding inside a bush or running away from you until you clear away all the bushes in an area. The first riddle it asks you will be what its name is. If you've read the Hero's Magazine in the Adventurer's Guild you'll be able to tell it it is the Leshy. The next thing the Leshy will tell you is that if you give it save a plant from glue, it will help you with a clue. It's easy to miss this particular puzzle, so you'll want to go to the swamp, and visit the Squid Stone to find the Bonsai Bush stuck behind some rocks. You'll want to blast away the rocks with spells or rocks you picked up yourself, and either fetch the bush or use the rope and grapnel to reach the top ledge and "fish" it up. Make sure you take the bush back to the Leshy and it will advise you to put it in Erana's Garden.


To solve the next riddle you'll need to visit the Rusalka at the lake to the south west to let the Leshy know that the Rusalka lives in the watery brine. After completeing that riddle the Leshy will let you know the password to get past the Bushes in front of Baba Yaga's hut, which you can confirm to visit the hut and answer the next riddle, saying that Baba Yaga lives in a hut of sticks. To complete the next riddle you'll need to finish the quest related to baking Baba Yaga an Elderberry pie, to be able to answer about the Elderberry bush. Finally you'll need to either gain the heart ritual from the wraith guarding it or learn about the faeries seeking Erana's staff as a wizard to answer his last riddle correctly. Then you'll be done and Leshy will have one last surprise for you.
To solve the next riddle you'll need to visit the Rusalka at the lake to the south west to let the Leshy know that the Rusalka lives in the watery brine. After completing that riddle the Leshy will let you know the password to get past the Bushes in front of Baba Yaga's hut, which you can confirm to visit the hut and answer the next riddle, saying that Baba Yaga lives in a hut of sticks. To complete the next riddle you'll need to finish the quest related to baking Baba Yaga an Elderberry pie, to be able to answer about the Elderberry bush. Finally you'll need to either gain the heart ritual from the wraith guarding it or learn about the faeries seeking Erana's staff as a wizard to answer his last riddle correctly. Then you'll be done and Leshy will have one last surprise for you.


Completing the riddles is not essential to beating the game, it mainly provides you with some clues and gives you a measure for your progress so far, as well as giving you some extra points. The Leshy will let you know the password to get past Baba Yaga's bush, but so will the gypsies if you wait long enough.
Completing the riddles is not essential to beating the game, it mainly provides you with some clues and gives you a measure for your progress so far, as well as giving you some extra points. The Leshy will let you know the password to get past Baba Yaga's bush, but so will the gypsies if you wait long enough.
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'''Wraiths'''.
'''Wraiths'''.


There are six wraiths in Mordavia, not counting the one which can be found in the Castle of the Boyar, and the one which only Paladins can fight. One wraith can just be found in the cemetary by opening the right crypt at nighttime. One can be found all the way south of the town gates, and another can be found two screens south and one screen east of the town gates. Still another wraith can be found four screens east from the last location, and another wraith is one screen south and two screens west of the gypsies. The last wraith is the most interesting one, and is found all the way south from the cemetary. This particular wraith may have the heart ritual in its burrow for non-wizards, and some Paladin equipment which will allow the Paladin to complete one of his optional quests. In general wraiths drain your life when you so much as stand in their area and you'll get a warning that you feel a cold chill coming on. You should be armed with the aura spell or an amulet, both of which you can get from the gypsies after you save Gypsy Davy. You can click the hand icon on the gray rocky burrow to engage the wraiths in battle, do your best to finish them as fast as possible, and make sure to loot their homes for treasure afterwards.
There are six wraiths in Mordavia, not counting the one which can be found in the Castle of the Boyar, and the one which only Paladins can fight. One wraith can just be found in the cemetery by opening the right crypt at nighttime. One can be found all the way south of the town gates, and another can be found two screens south and one screen east of the town gates. Still another wraith can be found four screens east from the last location, and another wraith is one screen south and two screens west of the gypsies. The last wraith is the most interesting one, and is found all the way south from the cemetery. This particular wraith may have the heart ritual in its burrow for non-wizards, and some Paladin equipment which will allow the Paladin to complete one of his optional quests. In general wraiths drain your life when you so much as stand in their area and you'll get a warning that you feel a cold chill coming on. You should be armed with the aura spell or an amulet, both of which you can get from the gypsies after you save Gypsy Davy. You can click the hand icon on the gray rocky burrow to engage the wraiths in battle, do your best to finish them as fast as possible, and make sure to loot their homes for treasure afterwards.


'''Other locations:'''
'''Other locations:'''


The Elderberry Bush is necessary for completeing Baba Yaga's quest and can be found four screens south and west of the cemetary.
The Elderberry Bush is necessary for completing Baba Yaga's quest and can be found four screens south and west of the cemetery.
The Faeries show up at night for the wizard sometimes, and are one screen south of Erana's Garden.
The Faeries show up at night for the wizard sometimes, and are one screen south of Erana's Garden.
Anna's Ghost appears at nighttime, two screens south and one screen west of the cemetary. She needs to be saved for Baba Yaga's quest as well, and is covered in that section.
Anna's Ghost appears at nighttime, two screens south and one screen west of the cemetery. She needs to be saved for Baba Yaga's quest as well, and is covered in that section.


===SideQuests===
===SideQuests===
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'''Thief SideQuests'''
'''Thief SideQuests'''


Thieves will need to get into the Thief's Guild and solve some puzzles there, as well as rescue the Chief Thief by getting a statue from the monestary. They can also break in to Nikolai's house and the Burgomeisters, break the gypsy out of prison, and they'll need to pick all the locks to get around in the castle.  
Thieves will need to get into the Thief's Guild and solve some puzzles there, as well as rescue the Chief Thief by getting a statue from the monastery. They can also break in to Nikolai's house and the Burgomeister's, break the gypsy out of prison, and they'll need to pick all the locks to get around in the castle.  


More to come later.
More to come later.
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