Quest for Glory Collection

Quest for Glory Collection

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Quest For Glory V: Dragon Fire {A Comprehensive Guide & Walkthrough}
By B3B3DAWL
A comprehensive guide to Quest for Glory V: Dragon Fire. This guide includes a full walkthrough for each character class, information on items and enemies, and easter eggs and interesting finds throughout the game. If you want to make a as-close-to-perfect run as possible with any class and avoid missing any points, you'll want to have this guide handy as you go.
   
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Table Of Contents
  • Introduction:
    This section just sums up a bit of a disclaimer on this guide, and a few opening comments about the game itself.
  • Gameplay & General Tips:
    This section gives you a crash course on the basics of the game; this includes some tips on the controls and the mechanics of the game.
  • Romance in Silmaria
    This section will tell you everything you need to know about your four possible options for romance in the game.
  • Character Classes:
    This section tells you the differences between the different classes, and how best to allocate your skill points.
  • Paladin Walkthrough
    -1: Welcome to Silmaria
    -2: Rite of Freedom/Rite of Conquest
    -3: Rite of Valor/Rite of Destiny
    -4: Rite of Courage/Rite of Peace
    -5 Rite of Justice/Dragon Fire
  • Fighter Walkthrough
    -1: Welcome to Silmaria
    -2: Rite of Freedom/Rite of Conquest
    -3: Rite of Valor/Rite of Destiny
    -4: Rite of Courage/Rite of Peace
    -5 Rite of Justice/Dragon Fire
  • Wizard Walkthrough
    -1A/B: Welcome to Silmaria
    -2: Rite of Freedom/Rite of Conquest
    -3: Rite of Valor/Rite of Destiny
    -4: Rite of Courage/Rite of Peace
    -5 Rite of Justice/Dragon Fire
  • Thief Walkthrough
    -1A/B: Welcome to Silmaria
    -2: Rite of Freedom/Rite of Conquest
    -3: Rite of Valor/Rite of Destiny
    -4A/B: Rite of Courage/Rite of Peace
    -5 Rite of Justice/Dragon Fire
  • Compendium: Characters
    This section will tell you about each of the characters, major or minor; including a picture and where you can find them.
  • Compendium: Weapons
    This section will tell you about every possible weapon, their uses and their locations.
  • Compendium: Armour & Wearables
    This section will tell you about every possible piece of armour and jewelry, their uses and their locations.
  • Compendium: Healing & Ingestables
    This section will tell you about every form of healing and anything that can be ingested.
  • Compendium: Items, Accessories & Tools
    This section will tell you about every possible item, their uses and their locations.
  • Compendium: Spells
    This section will tell you about every possible spell (for both Paladins and Wizards), how to learn them, and how to use them.
  • Compendium: Enemies
    This section will tell you about every type of enemy you can encounter in the game.
  • FAQ
    This section will answer any miscellaneous questions I could think of; this is also where I'll put any questions from comments that were not otherwise mentioned in the walkthrough.
  • Credits & In-Closing
    This section is just a quick thank you and a tribute to the team that made this classic game possible.
Introduction
Kalimera
Dear Player,

Welcome to my very first guide. Seeing as this game was one of the earliest I can remember playing, I thought it only fitting that it be the subject of my first official walkthrough. Within this guide, you will find everything from a complete compendium of characters, enemies and items; you will find details on not only how to progress through the storyline and sidequests, but how to achieve a perfect score in doing so. This is meant to be a complete guide that can help you experience the game as fully as possible.

There are two ways in which you could really use this walkthrough:
  1. Play the game on your own and only refer to this walkthrough if you are well and truly stuck. This would be great if you're simply looking to experience the game as a newcomer, but I will almost guarantee that you will not achieve a perfect score without a guide. Too many deeds are not only easy to miss, but time sensitive and impossible to go back for unless you keep a million save files.
  2. Play the game with this walkthrough attached to the back of your hand. This may ruin some elements of surprise, and while I'll try to not to douse each section with spoilers, it's difficult to write a walkthrough of this calibre without them; rest assured, I will attempt to cover up any spoilers like so:

    "Never gonna give you up,
    Never gonna let you down,
    Never gonna run around,
    And desert you."


    (As you're probably already aware, if the spoilers don't bother you, simply hover your mouse over the black bars to show the text it hides).

    Your final score in this game is based entirely on completion of various actions and deeds; any action that is required for this perfect score will be underlined.

    Please be advised that my walkthrough is an explanation of how I personally achieved the perfect score for each class. Furthermore, the romance options are not entirely dependent on which class you select; I just made the decision based off of who I thought would fit each respective character best. See the sub-section 'Romance in Silmaria' for a more in-depth guide on this avenue of the game.

    Quick note; due to Steam's character-limit, I've had to split the walkthroughs up into chapters.

    Quest For Glory V: Dragon Fire



    This game was released in 1998; as such, you can probably guess that the graphics are...well, very outdated. That being said, I find the game to be solid regardless. This is the final game in the Quest For Glory series. The development team for this game (Yosemite Entertainment) was unfortunately closed a year after it's release.

    This game takes place in a land that is based on old Greece; right up to the dialect. For example, 'Kalimera' is used as a greeting by many citizens, which translates to 'good morning.' The soundtrack of the game (composed by Emmy-winning artist Chance Thomas) is spot-on for the intended atmosphere of this game, and is easily one of my favourite elements of this game.

    Without spoiling too much, you are playing the great Prince of Shapier; you have arrived in the city of Silmaria on the island of Marete to take part in a competition to take the throne in the wake of the assassination of the previous king; however you have also been tasked with finding the culprit responsible for the assassination(s) in the process.

    Many characters that appear in this game are characters you may already be familiar with if you have already played the previous games in the series; however, I do not believe you need to have played them to enjoy this game. After all, this was the first game from the series that I'd ever played; I didn't come across the previous four until years later.

    It may be appropriate to add a quick disclaimer; some characters in this game have...not aged well. There are a few characters that are portrayed as rather negative stereotypes of certain groups of people. This game does not feature much of this, and the parts I am referring to are quite minimal, but I do feel it is important to include this disclaimer for any prospective players nonetheless.

    All in all, I think this game has something for everybody, and is highly underrated nowadays; it's my hope that it doesn't end up among the forgotten games of the previous era. I still hold out hope for an updated remake, but I won't be holding my breath too much on that.

    That being said, I'll let you get on to the juicy stuff. Please enjoy, and if you found this guide at all helpful, please take a moment to give it a nice rating. Or don't. I don't own you.

    Yassas!
Gameplay & General Tips

So It Begins...
Now, before you start reading the actual walkthough, here's a few rules of thumb to keep in mind:
  • A note before we begin; when I tell you to 'speak with a character,' I mean covering all of their dialogue; keep scrolling through until every option is highlighted yellow, unless I say otherwise.
  • The game will tell you when you're hungry; when it does, just down some fruit until you feel better. Try to keep 5-10 pieces of fruit on you.


Alright, let's cover some of the basics.
Play Game just means "new game." This will take you directly to character creation so that you may select your character class, allocate your skill points, and start a new adventure. If this is your first time playing, obviously this will really be your only option.

Load Game is where you'll go to load up your save file(s). Simple as that. Just pay attention to what you're naming your save files if you're playing multiple characters; the last thing you want to do is accidentally overwrite your progress in a file because you didn't double-check the name of the file.

Introduction is simply the introductory animatic; basically the trailer of the game. It's pretty hype, but I should give you fair warning; the trailer itself does include some relatively hefty spoilers. If you don't mind that, go ahead and check it out. Otherwise, I'd suggest waiting until you've played through the game once.

Quit is pretty self explanatory; it'll just close the game.

The Sierra Symbol at the bottom of the screen will simply show you the game's credits.

That's about all there is to the starting screen; pretty straight forward. Let's move onto our next order of business.

Starting A New Game

Alright, you've started a new game and you now need to select a character class to play. I won't go too in-depth on that here as I've made a whole sub-section for that called 'Character Classes.'
What I will say is that you may choose either a Fighter, Thief, Wizard or Paladin; to select a Paladin, simply click on the grey button labelled 'Import' in the bottom left of the screen.

You have 150 skill points to allocate as you please; how you should allocate them really depends on which class you chose; I've included details on this in the 'Character Classes' sub-section.

Setting Yourself Up For Success
Once Erasmus is done speaking with you, and has transported you wherever you've chosen to go, press your 'Esc' key. Take a moment to have a gander at your controls by selecting 'Keyboard.'
Personally, I prefer to move my character with my mouse and simply use my keyboard for quick-actions, but you'll figure out what works best for you as you go.

Now, head back to that same 'Esc' menu; this time, you'll want to select 'Controls.'
You can slide your difficulty level to wherever you feel the most comfortable; keep in mind that you may change this whenever you please.
The difficulty-level dictates how much damage enemies do, how beefy your enemies themselves are, and it will even play a hand in how quick your competition manages to get a leg up on you. While setting this to 'hard' does make a difference, it is not overbearing to play this game on a higher difficulty. I'd suggest starting this game on a higher difficulty than you'd think you should; just see how you do before taking the easy route.

Next, I always set my default movement to 'run' instead of walk; that way, you don't have to constantly keep double-clicking to make your character run.

And finally, I would select 'Show Compass.'
This will place a compass, a time and date at the right of your screen, which will help you immensely in terms of not missing any extra tasks and budgeting your time accordingly.

Once you've got all of that down, you're ready to get started!

How Do I Fight?
Fighting in this game is pretty easy. Simply keep clicking on the enemy to attack them (or, if you just want to use the keyboard, you can use the 'f' and 'g' keys). In the long black bar at the very bottom of your screen is a quick-action menu that you may configure as you please.
I would suggest that whatever healing method you've chosen (either Healing Pills or a Heal Spell) stays as quick-action '1,' and your Stamina Pills stay as quick-action '2.'
As you click and fight your enemies, keep your fingers on keys '1 and 2,' and keep an eye on your health and stamina; some enemies can deplete your energy very, very quickly. I've created a section called 'Compendium: Enemies' so that you can read up a bit about what you'll be up against.

If you want to ease the amount of damage you're taking in battle, keep another finger hovering over your 'defend' key. Once you see your enemy drawing their weapon back to strike, press and hold that button until they've connected, then keep on swinging/casting. Most of these enemies have different patterns, so it may take you a sec to get your rhythm down, but once you've got it, you've got it.

Just ensure your health and stamina don't drop too low, and you'll be basically invincible.

Oh, and a note about underwater combat; don't bother until you've found a way to breathe underwater.

Anything Else I Should Know?

A few miscellaneous things I should probably mention:

  • If you right click your mouse, your clicks will now observe individual items rather than moving your character or interacting with items. You can use this function to get some more detail on other characters, enemies, and even your surroundings. Very handy! To go back to your original cursor, just right click again.
  • Clicking on your character's portrait in the bottom left of your screen will allow you to see your stats. This is also where you'll go if you want to rest or check your score so far.
  • You can either press the 'i' key to open your inventory, or you can simply click on the latch icon at the bottom right corner. To go straight to your equipment, you can press the 'e' key, and for your spells, you'll press...you guessed it; the 's' key.
  • Save often! There's nothing worse than accidentally getting yourself killed or having the game glitch out on you, only to find you haven't saved since you started the game four hours ago. I would advise keeping a couple of save files in sequence just in case you need to go back a little further than expected, but that's your call.
Romance in Silmaria
You can court and marry any one of the following four ladies throughout your quest: Elsa, Nawar, Erana, or Katrina. Just to play it safe, I would choose one woman to court and avoid flirting with any of the others.

That being said, just a few things to keep in mind:
  • Erana will only marry Paladins and Wizards.
  • Katrina will only marry Fighters or Wizards.
  • Nawar and Elsa will marry any class.
Elsa
Elsa von Spielburg - This is the same Elsa that we rescued in Spielburg; the daughter of the Baron of Spielburg. She's a blonde-haired human female who has managed to become a well-renowned warrior in her own right, and is well-connected in this land despite her short time here. Confident and headstrong, she was sponsored by Minos, the previous king's adviser, and has come to Silmaria to compete for the crown, and help save it's people from danger's path. She can occasionally be found at the Adventurer's Guild with her friend, Toro.

Elsa will accept the following gifts:
  • Flowers
  • Slasher Dagger
  • Ice Diamond Sword
  • Atlas Armband
  • Amulet of Defense & Amulet of Offense

When to talk to her:
  • During the day of Day 3 at the Adventurer's Guild. Talk to her and give her some Flowers.
  • After starting the Rite of Conquest, you can find her again at the Adventurer's Guild. A good time to give her the Amulets of Defense/Offense, Atlas Armband and the Slasher Dagger/Ice Diamond Sword.
  • When she arrives on Hydra Island during the Rite of Valor. Before fighting the Hydra.
  • After the Hydra is defeated, talk to her before you remove the teeth from the Hydra's head.
  • During the Rite of Destiny, talk to her again at the Adventurer's Guild. I like to give her any remaining gifts at this time; Slasher Dagger and Ice Diamond Sword especially.
  • During the Rite of Peace, if you sleep in your room, she will show up. Talk to her then.
  • During the Rite of Justice, if you sleep in your room, she will show up again. Talk to her; and right before she warps away, offer her Hera's Ring. She should agree to marry you; congratulations!

Note: you will also want to defeat her when she is champion at the Arena on Day 20.
Nawar
Nawar - This fair-skinned human female was brought over with Budar from Raseir, and now dances at the Dead Parrot while also running the Wheel of Fortune. Flirtatious, sultry and shameless, Nawar is not one to hesitate if she sees something (or someone) she desires.




Nawar will accept the following gifts:
  • Flowers
  • Shell Necklace
  • Jewelry
  • Sokolotak-ya

When to talk to her (she can only be talked to at the Dead Parrot Inn at night. Some nights, if you wait until around midnight, she will be outside the inn on the balcony where you can talk even more):
  • The first three nights at the Dead Parrot Inn by the Wheel of Fortune.
  • During the Rite of Freedom (wait until closing hours to talk to her more out on the balcony)
  • During the Rite of Conquest (before and after Ugarte's incident
  • From hereon out, basically, check on her every time you're doing your rounds around the town and talking to everyone.

Important: if you are playing a Thief, and doing the Blackbird quest, be sure to ask her to marry you BEFORE this quest begins (I would do this right before the Rite of Peace begins, or at the very least, before you head to Atlantis). One of her requirements is to beat the sh*t out of one of Ferarri's cronies, but during the Blackbird quest, he essentially become unavailable.
After the Blackbird quest is complete, you should be good to ask her to marry you.
If you're not playing a Thief, you can simply finish the Rite of Peace as usual and show up Ferarri. Once this is all complete, you can ask her to marry you.
Erana
Erana - (Please note: this whole section about Erana is basically one massive spoiler).
A half-faery, half-human female Paladin whose soul had been trapped between dimensions before we freed her soul to find peace in the afterlife. She was as good as they come, and a beacon of light for all around her. If you choose to save her soul from the halls of Hades, she can be found on the island of Limnos.


Erana will accept the following gifts:
  • Flowers
  • Sokolotak-ya
  • Set of Magic Seeds

When to talk to her:
  • During the Rite of Courage, Immediately after leaving Hades, go visit her on Limnos. Give her some Flowers and a box of Sokolotak-ya.
  • Once again, right before finishing the Rite of Courage, visit her on Limnos again (even though you basically just did this). Hand her some more Flowers and/or Sokolotak-ya.
  • During the Rite of Peace, visit Limnos again. She'll give you the Waterbreathing Amulet. Give her more Flowers and/or Sokolotak-ya as a thank you.
  • During the Rite of Justice, fly out to see her again. Give her the extra Set of Magic Seeds that you received from Julanar when talking to her right after Erasmus was drugged. If you 'Say Goodbye' to Julanar a second time, she will give you another Set of Magic Seeds so you can give some to both Anne and Erana.
  • Right after defeating the assassin and leaving the Hall of Kings, go see Erana on Limnos one final time before sh*t hits the fan; do NOT sleep at the inn, or you will miss your opportunity. Talk to her and offer her Hera's Ring. Assuming you've followed my directions to the letter, she will agree to marry you; congratulations!
Katrina
Katrina - (Please note: this whole section about Katrina is basically one massive spoiler).
This human female sacrificed herself for us in Mordavia when she was known as the Dark Master. Katrina was a skilled magic user, and once had an insatiable thirst for power. Perhaps she has found the peace in death that she was unable to find during her lifetime. If you choose to save her soul from the halls of Hades, she can be found on the island of Zante.

Katrina will accept the following gifts:
  • Flowers
  • Sokolotak-ya
  • Defense Amulet

When to talk to her:
  • During the Rite of Courage, Immediately after leaving Hades, go visit her on Zante. Give her some Flowers, a box of Sokolotak-ya and the Amulet of Defense.
  • Once again, right before finishing the Rite of Courage, visit her on Zante again (even though you basically just did this). Hand her some more Flowers and/or Sokolotak-ya.
  • During the Rite of Peace, visit Zante again. She'll give you the Waterbreathing Amulet. Give her more Flowers and/or Sokolotak-ya as a thank you.
  • During the Rite of Justice, fly out to see her again.
  • Right after defeating the assassin and leaving the Hall of Kings, go see Katrina on Zante one final time before sh*t hits the fan; do NOT sleep at the inn, or you will miss your opportunity. Talk to her and offer her Hera's Ring. Assuming you've followed my directions to the letter, she will say she wants to wait until the danger has passed, but she will announce her intention to marry you after the final battle; congratulations!
Character Classes
Choosing your class is an important part of any playthrough of this game, as certain elements of the story are unique to a specific character class; this allows for a little more re-playability, so I highly recommend playing through each class to fully experience this classic game in it's entirety.

So what class should you start with?

My suggestion would be to start with the Paladin; I personally believe it to be the "true-route" of the game, and you get a little bit of the elements of all the different classes; lots of fighting, a touch of magic use, and the suggestion that you find other interesting ways of completing quests rather than simply killing everything in sight.

That being said, any character playthrough can be a rewarding experience, so go with whichever of the following that catches your attention the most.
Paladin
As a Paladin, you are essentially the hero's hero; you are encouraged to find non-violent ways to face your challenges; don't worry, though. Not everything in this path is solved with idle chatter; there will be blood. However, as you level up your honour stat, you are given new magical abilities; and those abilities will be taken away one-by-one if you allow that score to drop too low.

You've got 150 skill points to spend; now how should you spend them? At the end of the day, the choice is entirely up to you. The only thing I would advise against is allocating into the following:
  • Swimming
  • Magic
  • Lock Picking/Stealth

Here's how I usually allocate my points; the final choice is in your hands:
  • Vitality - 50 points
  • Intelligence - 50 points
  • Offense - 30 points
  • Defense - 20 points

















Recommended Romance: Erana.
The only girl out of the four you will not be able to marry as a Paladin is Katrina.


Starting Items & Equipment
  • Paladin's Sword
  • Magic Shield
  • Chain Mail
  • Drachmas (200)
  • Tinder Box
  • Fruit (5)

Starting Spells
  • Heal
  • Honour Shield
  • Magic Ward
Fighter
All you really need to do as a Fighter is play the part of the gladiator and fight your way through every challenge. After all, why talk when you can m U r D e R?
But no, all joking aside, the fighter class is a wise choice if you're less-interested in the story and it's dialogue, and more interested in battling every challenge you find. This is the only class that will give you points for the first type of each monster you kill.

I like to spend most of my extra skill points into Strength & Vitality; I'll sprinkle a few into Agility, Offense & Defense.

You've got 150 skill points to spend; now how should you spend them? At the end of the day, the choice is entirely up to you. The only thing I would advise against is allocating into the following:
  • Swimming
  • Magic
  • Intelligence
  • Lock Picking
  • Stealth

Here's how I usually allocate my points; the final choice is in your hands:
  • Strength - 50 points
  • Vitality - 50 points
  • Agility - 10 points
  • Offense - 20 points
  • Defense - 20 points


Recommended Romance: Elsa.
As a Fighter, you will not be able to marry Erana.

Starting Items & Equipment
  • Sword
  • Shield
  • Chain Mail
  • Drachmas (200)
  • Tinder Box
  • Fruit (5)

Starting Spells

(None)
Wizard
As a Wizard, you are encouraged to use your magic and wit rather than your brawn to survive; this is a fun and interesting experience as the spells vary quite a bit for a game this old, and you are able to learn more spells as you go on. Furthermore, non-Muggles- er...magically-inclined characters will have different interactions for you, and will be willing to aid you even more in your quest!

I like to spend most of my extra skill points into Magic & Intelligence; I'll sprinkle a few into Vitality & Agility.

(Please see 'Compendium: Spells' for a description of each spell).

You've got 150 skill points to spend; now how should you spend them? At the end of the day, the choice is entirely up to you. The only thing I would advise against is allocating into the following:
  • Swimming
  • Lock Picking
  • Stealth

Here's how I usually allocate my points; the final choice is in your hands:
  • Magic - 50 points
  • Intelligence - 50 points
  • Vitality - 30 points
  • Agility - 20 points


Recommended Romance: Katrina

Starting Items & Equipment
  • Dagger
  • Tinder Box
  • Fruit (5)
  • Drachmas (200)

Starting Spells
  • Aura Spell
  • Calm Spell
  • Dazzle Spell
  • Detect Magic Spell
  • Fetch Spell
  • Flame Dart Spell
  • Force Bolt Spell
  • Frost Bite Spell
  • Hide Spell
  • Juggling Lights Spell
  • Levitate Spell
  • Lightning Ball Spell
  • Open Spell
  • Protection Spell
  • Resistance Spell
  • Reversal Spell
  • Trigger Spell
  • Zap Spell


Thief
As a Thief, you are given a relatively long and interesting side-quest involving the Thieve's Gulid and the search for the fabled Blackbird (a clever nod to the classic 1941 film "The Maltese Falcon"). This class not only encourages you to find more clever ways to overcome your challenges, but it is also the class that offers even more story and plot than the Paladin route. If you're looking for a class to start with, but the Paladin doesn't interest you as much, I would highly recommend playing this character class.

I like to spend most of my extra skill points into Luck & Vitality; I'll sprinkle a few into Throwing & Stealth.

You've got 150 skill points to spend; now how should you spend them? At the end of the day, the choice is entirely up to you. The only thing I would advise against is allocating into the following:
  • Swimming
  • Magic

Here's how I usually allocate my points; the final choice is in your hands:
  • Vitality - 50 points
  • Luck - 50 points
  • Stealth - 30 points
  • Throwing - 20 points



Recommended Romance: Nawar
As a Thief, you will not be able to marry Katrina or Erana.

Starting Items & Equipment
  • Dagger
  • Leather Armour
  • Acme Tool Kit
  • Drachmas (200)
  • Tinder Box
  • Fruit (5)

Starting Spells

(None)
Paladin Walkthrough (1: Welcome To Silmaria)
Welcome To Silmaria

Please note I have written the Paladin walkthrough with the assumption that you are courting Erana. If you are courting someone else, please see 'Romance in Silmaria.'

1. Have Erasmus send you to Silimaria. Welcome to Nob Hill! Talk to Ferrari and Abdum in the Arena.

2. Go to the Hall of Kings. Speak with Logos and Rakeesh. Head outside and talk to Rakeesh on his platform by the Arena; he will talk about the Ring of Truth. Go talk to the guard at the Hall of Kings and tell Logos and Rakeesh you'll agree to make the ring. Logos will give you the King's Ring. Go west of the Hall of Kings and read the notice board. Now head through the arch.

3. Welcome to Town Square! Talk to everyone. While you're at it, here's your shopping list:
  • Wolfie - 5 Amphora, Map, Painting
  • Sarra - Good Luck Charm
  • Sam/Banker - withdraw all of your money (just trust me).
  • Marrak - 3 Sokolotak-ya, Gyro, 1 of Each Pizza
  • Shakra - Mystic Magnets
  • Julanar/Salim - 11 Poison Cure Pills, 1 Healing Pill; also, pick a Jalapeno Pepper from the hanging bundle by the back counter; combine it with your Pepperoni Pizza to create a P & J Pizza (do not eat).
    Also, eat 1 Poison Cure Pill.

    Let's max out your Paladin abilities; go to the flower box by the Apothecary. Pick a bunch. Now start giving them to Salla. You will gain new spells! Do this until you get the Awe ability. This may take a while. Keep a couple flowers for yourself.
    Go through the arch beside Salla.

    4. Welcome to the Docks! Talk to Pholus. Head west to the archway leading to the West Gate area.

    5. Head into the Adventurer's Guild. Speak with Toro; give him some flowers to munch. Read the bulletin board by the door and examine/read/sign the logbook.
    Head outside, cross the bridge, and go left until you reach the cottage-like building. Speak with Ann. Start to walk up the stairs to get your key.
    Go into your room, and get a Sheet from the dresser under the painting of Elsa.

    Put the following into your trunk:
    • 1 Mystic Magnet
    • Painting
    • 3 Sokolotak-ya & Gyro
    • Sheet

    Sleep until evening (if it isn't already 6PM). Head to the Docks.

    6. Go to The Dead Parrot Inn. Talk to Ferarri, Ugarte, Budar and Nawar (don't flirt), Arestes, and the Cloaked Man upstairs (buy him a drink and he'll talk). Use your Mystic Magnet to return to your room.

    7. Sleep until morning. Speak with Toro. Go to the Docks; speak with Andre (he's only around in the morning) and Pholus. Head to the Adventurer's School and speak with Famous Adventurer; pick up a Swimming Handbook and ask for FA's autograph. Now, read it.

    8. Speak to everyone in the Town Square again; buy another Pepperoni Pizza from Marrak. Speak with Erasmus and Fenris (go to the Spinning Hat and give it a kick). Wait until evening and go talk to everyone at the Dead Parrot Inn (do not flirt). Use your Mystic Magnets when you're done. Drop off your Pepperoni Pizza in your trunk. Sleep until morning; this should bring you to Day 3.

    9. Talk to Toro and Elsa in the morning; then go talk to Famous Adventurer.

    10. Go to the bank and talk to Sam; pick up the Interesting Toolkit that's on the ground to the left of the safe and show it to him. Next, go show it to Shakra. Finally, go show the clue to Erasmus.

    11. Wait until evening and head to the Dead Parrot Inn, but don't talk to anyone. Wait until Arestes has walked out of the building, then follow him.Keep following him until you find out where he's headed. Bust into the Thieve's Guild by forcing it open, but cast Magic Ward on yourself first (if you're not strong enough, just hold the punch/kick button until your strength is high enough). Talk to Arestes and he'll eventually agree to go quietly. Deposit most of your drachmas.

    12. Go to the West Gate beyond the bridge by the Adventurer's Guild; you should see Arestes in the jail. Talk to him. Now, go tell Julanar about him. Go talk to Arestes again.

    13. Go talk to Andre; he'll give you some Anchovies. Like you did with the P & J Pizza, drag them onto the Artichoke Pizza. Buy 1 Throwing Spear from Pholus and pick up some rocks from the ground across from Pholus' shop and go on past the Adventurer's School to the gates.

    14. Follow the path and pull the lever on the left. Then force the lever on the right; it will break. Replace it with your Throwing Spear. Pull it. A gondola will come in a few seconds. It will disappear behind the little building to your left; the moment you see it again, pull the lever. Jump in. Throw a rock at the lever to make your gondola move again. Hop off and answer the questions on the little screen beside the big circular door (see the FAQ for answers). Walk into the Science Lab.
    Speak with Dr. Pretorious; give him the A & A Pizza.
    Go outside and wait until evening. Talk to Dr. Mobius; give him the P & J Pizza.
    By the entrance of the lab, there is a panel in the left corner with another test. Pass the test (see the FAQ for answers).
    Use the gondola to head back to the Dead Parrot Inn; speak to everyone (don't flirt).

    15. Pop into the Adventurer's Guild around noon; speak with Toro and Magnum.

    16. Gear up and get ready for battle; make sure you have some rocks. You're leaving Silmaria for a bit. Leave the city through the gates near the jail. Leave the city limits. Head to the Dragon Pillar icon to the north. Grab some wax from the beehive on the ground. Fight the baddies if you want.
    Leave and head south past Silmaria and the southern Dragon Pillar. Hug the coastline and you will be attacked by Goons. Fight them if you want, but be sure to pick up the Basket on the ground before you leave.
    Let yourself take at least one hit so you can take the King's Ring and click on yourself to bathe it in your own blood, and then down a single Healing Pill.
    Leave this area and start heading northeast and around the base of the mountain (eastward, not west); you will come to a Dragon Icon. Head into the cave and douse the King's Ring in the lava stream.

    17. Leave and keep following the mountain base northward and around until you can get to the Pegasus icon. Find the stream and click on the stream to take a drink. Now fill two amphorea full of the Hippocrene water (don't drink them, though).
    Look around until you find a plank of wood angled over a rock in front of a ledge with a boulder on top. Stand on one end of the board and throw a rock at the boulder to launch yourself onto the other pillar's ledge. Run up the slope until you reach the base of Pegasus' nest. Collect 100 feathers, then teleport back to the inn. Eat and sleep until morning.

    18. Go to Sarra and give the basket to her. Then, buy Hera's Ring. Sell all but one of your feathers to Salim, and buy about 50 Stamina Pills; use one Stamina Pill while you're at it. Head back to the Famous Adventurer and give him one of your Hippocrene waters. Talk to him for a bit, leave, then immediately come back and he'll give you a helm and talk to you some more. Head to the inn and drop off your Shell Necklace, Hera's ring, Wax, your Feather and your spare Hippocrene Water.

    19. It's time. You're ready to enter the Rites of Rulership; go to the bank and pay the fee. Chat with Sam for a bit before you head off to the Hall of Kings. Speak to the guard, and you're ready to begin!
Paladin Walkthrough (2: Rite of Freedom/Rite of Conquest)
The Rite of Freedom

Your first Rite of Rulership has officially begun; you didn't get to pick which village you get to save, but that's okay. You're going to save them all.

I hope that by now, you've managed to get all of your Paladin abilities as I instructed in Chapter One. You'll at least need to know Peace; but Awe is better. Aside from that, all you'll want to replenish are some Stamina Pills (50 should be more than enough) if you haven't already.

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Rakeesh (he'll be in his usual spot on the platform by the Arena).
  • Marrak, Sarra, Wolfie
  • Pholus
  • Toro
  • The Scientists
Wait until night, then head to the Dead Parrot Inn. Talk to:
  • Ferarri, Ugarte
  • Budar, Nawar (don't flirt)

Go and sleep until morning, then go talk to Andre; you'll want to go tell Julanar what he told you. Then go back to Andre once more and he'll thank you for your kindness.

2. Armour up; it's time to free those fishing villages. Use your Map to determine where you're going; I would suggest saving Naxos (your village) for last. The order of the other four doesn't matter.

I can't stress this enough: no matter how over-encumbered you are, do NOT use your Mystic Magnet or return to Silmaria until I tell you to, or you [i[will[/i] miss out on points that you cannot get back.

For each village, you will be outnumbered, but just keep using Awe. The invaders will make like trees and get hell out of there. You'll need to reach the 'final house' in each village; run right past any stragglers until you reach the final house. Either knock or force the door open; it doesn't matter which. There will be four mercenaries in the room, but move away from the door a bit and use Awe once more to make them leave.
Open the chest and take everything that lies within.

The final houses are as follows:



3. Now for love of Odin, do NOT use your Mystic Magnet and do NOT return to Silmaria, yet. Head to the Dragon Pillar Icon just southwest of Silmaria. You will see a very dead Kokeeno lying next to the broken pillar. Scare off the stragglers with Awe and examine the body if you want to. Head back to Silmaria on-foot, and knock on the door of the guard tower.

You'll tell them about Kokeeno's death for some easy points. Alright, you may now use your Mystic Magnets whenever you wish.

4. Head to the guards at the Hall of Kings and show them any one of your Sigils; assuming you didn't take too long, you will have easily won this Rite!
The Rite of Conquest

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Rakeesh (he'll be in his usual spot on the platform by the Arena).
  • Pholus
  • Toro & Elsa
  • Dr. Pretorius
Wait until night and talk to Dr. Mobius.
Next, make sure you have at least one Poison Cure Pill with you, and then head to the Dead Parrot Inn. Talk to Ugarte.

2. Start heading toward the inn (on-foot). As you pass the Adventurer's Guild, Ugarte will sneak out to meet you. Talk to him; when he goes down, use a Poison Cure Pill on him.
Once you're done at the Hall of Kings, head back to the Dead Parrot Inn and speak with Ferarri, Nawar and Budar (do not flirt).

3. Sleep until morning and go talk to Salim and Julanar.

4. Go talk to Andre and rent his boat. Make your way to Sifnos and you will be there by nightfall.

5. Just like in the Rite of Freedom, use Awe to scare off any attackers; including the Centaur Wizard. You cannot scare off the General. Kill him off and loot the body. Nearby, there is a cart of Throwing Spears; pick up 100 of them. Trust me, you'll want them for later.
Use your Mystic Magnets to get back to your room and put all of those Throwing Spears in your trunk. Sleep until morning, and make sure you've got at least one Poison Cure Pill before you leave the inn.

6. Go speak with Rakeesh if he's on his platform by the Arena before you show the guards at the Hall of Kings the General's Shield. Congratulations on yet another win!

You can choose to use either your Magic Shield or the General's Shield from hereon out. Either sell the other shield, or you may just put it in your trunk for safe-keeping.
Paladin Walkthrough (3: Rite of Valor/Rite of Destiny)
The Rite of Valor

1. You will automatically be talking to Rakeesh once the Rite ceremony is over. Talk to him, and once he goes down, use a Poison Cure Pill on him.

2. Head to the inn and talk to Ann. You'll want to take your Wax and Feathers out of your trunk, and make sure you have an Amphora on you.

During the day, go and talk to:
  • Andre
  • Famous Adventurer
  • Pholus
  • Shakra
  • Salim & Julanar
  • Toro
  • Dr. Pretorius

At night, go and talk to Ferarri at the Dead Parrot Inn.

Next, go talk to Dr. Mobius. Once you're done talking to everyone, take your Wax and apply it to the frame display behind Dr. Mobius/Pretorius. Now, apply the Feathers. If it's night-time, wait a few hours until it's morning. Now, click on the frame display and let's take this baby for a spin!

3. Welcome to Hydra Island. Down the slope, you'll see a tree oozing green goo. Put some in an Amphora. Now, cast Magic Ward and head to the left across the upper level and slash the right-most Hydra head once.

Good job. You sure showed him. Now run the hell away; Elsa's gonna come help you out. Accept her help, and tell her to burn the stumps after you remove the Hydra's heads. Once the final head is burned, talk to Elsa for a bit (don't flirt or try to romance her).

Approach the Hydra's Head and remove it's Teeth and Scales. Personally, I like to give Elsa the Hydra Teeth. She did the work, too; and you're going to win literally every other Rite. It's your call, though.
Head into the cave. Elsa's going to take her spoils and peace out. Pick up the pile of drachmas on the ground where she was. Now, cast your Magic Ward again and force open the chest at the back of the cave.

Once it's morning, use your Mystic Magnet to return to your room (rest a couple hours if you need to). You'll want to pick up a few things from your trunk:
  • Painting
  • Sheet
  • HIppocrene Water

4. Once you're back in Silmaria, you'll want to go talk to:
  • Shakra (if there's anything you want to buy from Shakra, you should do it pretty soon).
  • Salim & Julanar (Julanar will give you a set of seeds when you Say Goodbye to her. If you want to court Erana, you'll want two sets of them. So Say Goodbye to her a second time before you leave).

Head back to the inn and give Ann one set of your Magic Seeds. Now, off to bed until morning with you. You'll be summoned to the Hall of Kings to celebrate Elsa's big win (or yours. If you're
r u d e).
The Rite of Destiny

1. The Rite of Destiny begins! Let's talk to a few folks during the day:
  • Wolfie
  • Shakra
  • Marrak (show him the Painting and buy his Brazier)
  • Famous Adventurer
  • Andre
  • Toro & Elsa
  • Pretorius

At night, you'll want to talk to:
  • Budar & Nawar (don't flirt)
  • Dr. Mobius

2. Head back to the inn and show Ann the Painting as well as the Sheet; she should agree to sew the sheet for you. Now, talk to her and tell her about Wolfie. Go back to your room and sleep for the night. Talk to Ann in the morning, and she should give you your new Sheet.

Before you head to the next step, make sure you have the following in your inventory:
  • Rope
  • Sewn Sheet
  • Brazier
  • Goo
  • Tinder Box
  • Hippocrene Water
  • At Least 1 Drachma

3. Go to Science Island during the day and use the elevator in front of Gort to reach the second level. Head left to the exit to the crane platform.
To retrieve the gondola, use the following settings:
  • Crane Extension: 100
  • Crane Rotation: 55
  • Crane Position: Closed

Apply the following items to your gondola in this order: Rope, Sewn Sheet, Brazier, Goo, Tinder Box.

Now, immediately stop flying and walk back into Silmaria (don't worry, your balloon will be right where you left it when you come back). Go and tell Wolfie about your balloon to make his day.

Now it's time to get back to the Rite!

4. Fly off to Delos and go to the northmost icon. Walk up to the collapsed statue in front of the fountain and read the text on the plaque.

Just fair warning, be careful not to jump into the fountain (don't ask how I know that). But be sure to pick up that purple flower that's floating on the surface. Now, drop a drachma into the fountain and the Sybil will come alive; once she's done, she'll leave you proof of your destiny. Pick it up and head back out.

5. Go to the southern icon on Delos and you will find yourself in a beautiful grove. Go to each and every dryad and pour some of your Hippocrene water on her roots. Enjoy the dance. Once it's done, you can return to your balloon and fly back to Silmaria.

6 Go and talk to Salim and Julanar; then hand Salim the Black Lotus Flower. Talk to Wolfie as well.

7. Teleport back to your room and drop off your Tinder Box and Painting in your trunk. Pop out to see if the interior of the inn looks...different. If so, go ahead and talk to Wolfie and Ann. They should both be there in the lobby.

8. Show the guard at the Hall of Kings your Proof of Destiny. Congratulations! You're the winner of the Rite of Destiny!
Paladin Walkthrough (4: Rite of Courage/Rite of Peace)
The Rite of Courage

1. Let's start this Rite by doing your rounds. You'll want to talk to:
  • Pholus
  • Famous Adventurer
  • Toro
  • Dr. Pretorius (and Dr. Mobius in the evening)

2. Walk back to the inn; Ann's going to have some words for you. Head up to your room and pick up the pink box of chocolates. Now, if you could go ahead and not eat those, that'd be grrreeeaaaat. Get some sleep until morning and pick up a few things from your trunk:

  • Pepperoni Pizza
  • Gyro
  • Sokolotak-ya

Make sure you have at least 3 Amphora in your inventory, as well as the King's Ring.

3. Head back out to the Town Square and pick up a couple of Flowers from the Apothecary flower box; now head inside and chat with Salim and Julanar; hand Salim the box of chocolates so he can do a little investigating. Be sure to replenish your Stamina Pills supply if you need it. This is a relatively long journey, and you'll be using a decent amount of magic.

4. Alright, now you can go straight to hell.
No, seriously, it's time to get started on your Rite, so it's off to Hades with you.
You might as well take your balloon; fly northwest until you see the little green Skull of Hades icon. Here, you'll see a dead guard beside yet another broken Dragon Pillar. Take your Amphora and fill it will some water from the river beside the body. Now, follow the little river to the left where it seems to run underground and start pouring it into the water to reveal the gates of Hades. As you attempt to enter the gate of Hades, you will be greeted by the undead good-boi.

4. Chat with Cerberus. Give them a Gyyo, Pepperoni Pizza and Sokolotok-ya, and they'll let you pass without a fuss. Now, before you head in, there're a few things you should know:
  • Have your Heal ability ready, as well as your Stamina Pills
  • Have your Magic Ward ability ready and ensure it is cast at all times the moment you step into Hades. Shades and Lemures aren't particularly threatening, but the Manes' fire-attacks will deplete your Stamina and Health in literal seconds.
  • You don't have to kill any undead; you can mostly run past them. However, if you're finding it difficult to get past some of them, have your Destroy Undead ability ready.
  • Save often. If you die, you don't want to trek all the way through Hades again and again.

Cast Magic Ward and head inside.

5. Head down and east from the entrance; then head down the slope. You'll be running under the arch. Keep following that S-shaped path until you reach the cliff. You may need to Destroy Undead to kill off the Mane by the cliff; it can kill you before you even jump down the cliff (even if you have Magic Ward cast).

Yeet yourself off the cliff and run under the arch of the cliff that you just jumped from; go straight into that white marble doorway. Now, start running westward; have your Stamina Pills handy as the Manes on this level can be a bit tenacious. Keep running down and out through the mouth of the giant dragon skull.

Follow the path north and down the slope to the bank of the swirling red river. This is the infamous River Lethe. You'll need an Amphora filled with the swirling water. Now, keep following the path rightward to where the river is calm; this is the River Styx. Fill an Amphora with this water as well. You should now have an Amphora filled with Styx Water, and an Amphora filled with Lethe Water. Now, dip your King's Ring in the calm water. The ring should now become 'The Ring of Truth.'

Now run back to the left and around the far side of the rivers. Keep following the path and you will come across The Guardian; and he will offer you a choice. You may save either Katrina or Erana; I am assuming you're marrying Erana, so choose her and agree to pay the price.

And that's it, that's game over! Good job!

Nah, I'm just messing with you; you've got stuff to do, you can die later. Follow the same path you took to escape the underworld; your Mystic Magnets won't work here. Now, let's go visit Erana before we return to Silmaria. She'll be on Limnos; an island to the northeast of Keros.

Take a moment to chat with her, and give her a Flower and a box of Sokolotak-ya before you take your balloon back to Silmaria. Go ahead and sleep until morning and have a bite to eat.

In the morning, go talk to Salim and Julanar; then give Julanar the Amphora of Lethe Water.



As odd as it sounds, go chat with Erana on her island again and give her another flower and/or some chocolates.

Now, show the guards at the Hall of Kings the Styx Water; congratulations! You've won the Rite of Courage!
The Rite of Peace

1. As usual, do your rounds! Talk to:
  • Andre
  • Pholus (don't forget to buy a Magic Spear while you're at it)
  • Famous Adventurer
  • Toro
  • Salim & Julanar
  • Budar & Nawar (don't flirt)

2. Head back to Science Island. Huh. Dr. Pretorius and/or Dr. Mobius don't appear to be in their usual places, and you know what? Neither is Gort. Interact with the keypad that he used to guard and type in the password you received from the second science test.

Now you can talk to Dr. Pretorius/Dr. Mobius (if you want to talk to whichever scientist wasn't there at the time, just wait until day/night and reveal the secret lab a second time).

3. Go ahead and sleep until morning at the inn; you will have a surprise visit (don't flirt). You may as well take Hera's Ring out of the trunk.

4. Fly out to speak with Erana; she'll help you out by giving you the Waterbreathing Amulet! Give her a Flower and/or more Sokolotak-ya as a thank you!

5. Now, put on your new amulet and get aboard your balloon. It's off to Atlantis with you! It's just west of the fortress where you fought General Claudius. You'll see a small icon with a white statue.

Dive in and use your magic spear to pry the golden gates open. Let the Tritons swim out so they're not right in front of the doorway; they're going to come out swingin', so be sure to cast your Magic Ward and avoid them. Once they're out of your way, cast Peace and swim into the tunnel.

6. Welcome to the city of Atlantis! Swim west until you see the castle. Keep casting Peace and swim right past the Tritons to the golden gates of the castle; do NOT hurt a single Triton. Force the gates open and swim right up to Queen Hippolyta to speak with her; again, have Peace handy. When you reach her and speak with her, you may either give her Flowers and mention the Famous Adventurer or explain your Paladin ways.

Either way, as long as you walk out of there with the Statue of Peace and no Tritons were harmed, you succeeded. Hop into your balloon and fly back to Erana. Chat with her and give her Flowers and/or Sokolotak-ya.

7. Fly back to Silmaria and wait until evening. Walk into Gnome Ann's Inn from the front door and help her provide some...entertainment for the patrons. Talk to Ann, Wolfie and Salla.

8. Show the Statue of Peace to the guards at the Hall of Kings! Look at you go!
Paladin Walkthrough (5: Rite of Justice/Dragon Fire)
The Rite of Justice

1. Here we are; the big showdown with the elusive assassin. Now, before you rush out to fight him, you've got a few things to do before the encounter. So for the time being, avoid crossing the bridge from the Adventurer's Guild to the West Gate in the evening. You don't want to trigger the fight until it's time.

2. To start, let's go talk to the Famous Adventure.

3. Fly out to see Erana and give her the Set of Magic Seeds. She'll love those. Fly back to Silmaria and go back to the inn.

4. Sleep until evening; you'll have another visit that night (once again, no flirting). Once you're ready to head out, make sure you have some Poison Cure Pills handy.

5. Go to the Dead Parrot Inn and speak with Nawar (as usual, no flirting). Now, go talk to Ferarri and give him the Peace Statue as a trade for Gnome Ann's Deed. Mystic Magnet back to the inn and hand it off to Gnome Ann to solve basically all of her problems; chat with her for a bit. You may as well order a meal; it may just be the best meal you've ever had at this inn.

6. It's time, Hero. That assassin is going d o w n. To trigger the encounter, you'll want to approach the bridge by the Adevnturer's Guild from the archway leading up from the Docks. You'll know you've done it right when you see your Paladin senses say you are sensing danger nearby. As you go to cross the bridge, you will have a showdown with the assassin. Take him down.


Just FYI: you will end up with a Poisoned Dagger after the fight. Don't use it; you'll lose honour, and you don't want to end up losing your Paladin abilities. They can be kind of fun though; I once literally exploded a Goon with one. But then I lost the ability to use Awe, so...yeah don't do that.

Dragon Fire
1. This is the final part of the story. This is the last time you'll have to get your affects in order. Use this time to make sure you buy/have the following items:
  • Hera's Ring
  • Stamina Pills and/or Vitality Potions
  • Fireproofing Oil (honestly, just 2 should be fine)
  • 100 Throwing Spears (that you placed in your trunk after the Rite of Conquest)
  • Ring Of Truth
  • Whatever you plan to wear during your final battle; shield, sword, helm, armour, jewelry, etc.

Anything else can go right into the trunk so as to not weigh you down further. That includes your drachmas. You won't be needing them where you're going.

2. Fly out to the Dragon Pool; use your Fireproofing Oil by the lava and get a quick lay of the land in this cave. You will be coming back here shortly under much more tense circumstances.

3. Go see Erana; speak with her. It's time to offer her Hera's Ring. Assuming you've followed this walkthrough and/or the 'Romance in Silmaria' sub-section, she should accept your offer. Congratulations, lovebirds.

4. Use your Mystic Magnet to transport back to your room. Go to sleep. You will be awakened to face Minos at the Hall of Kings. Use the Ring of Truth to expose his lies.

5. You have arrived at Minos' Palace. Just use Awe as you run past the Goons and enemies. You'll come to massive iron gates; just bash them down. Keep using Awe and bash down the front doors.

6. Awe everyone away once you get inside as well. You just need to get to the left-most door on the upper level of the room. Bust it open and you will be in the final room of the palace.

7. You can Awe Minos' Goons away, but the Minotaur doesn't give a damn about your magic tricks. Go and grab Elsa's Toolkit from the table and hand it to her in her cell at the side of the room. She'll bust herself out while you get started on the Minotaur. Once you take him down, Minos will rage-quit life and start the sh*t-storm. You've only got a little bit of time, so cast your Magic Ward and open every chest and alcove in the room. Take everything.

Once you're done, search Minos' body and take his stuff. Erana will arrive and summon you to the final battle.


Now, you should know a few things before you get into it:
  • You want to make sure everyone gets out of this alive. So if you hear someone say they're on their last potion, or you see their health dropping low, use your Heal ability (or hand them Health Potions) and keep them in the fight.
  • While you can get points for sacrificing yourself to the dragon, you will (obviously) just die and end the game; and if you offer to sacrifice yourself, someone else will just sacrifice themselves instead, which will also screw you out of points. So don't even offer. This fight can be won without sacrifice.
  • With that being said, I have noticed that fighting the dragon on the highest difficulty will result in the dragon breaking free and destroying Silmaria regardless of whether or not you fixed the pillar. For this reason, I usually just drop the difficulty down so that the final battle can be won.

8. Erana will summon a couple buddies to help out; cast your Magic Ward on yourself. Talk to Gort and Toro straight away and get them to help you fix the pillar. Give them a hand.

9. Once that's done, give Toro the Minotaur Axe you picked up from the previous fight. Use your Heal ability on Gort, Toro, Elsa and Erana once during the battle. Each one will give you extra points to your final score.

10. Slather some Fireproofing Oil on yourself. Just once will be fine.

11. Now get over there and just start beating the crap out of the dragon. It will break free, but it shouldn't escape the cave. Once it's airborn, start yeeting those Throwing Spears at it like you've never yeeted before; until you've killed the dragon.

12. It's time for the coronation; let's spice things up a bit and Decline the Throne and explain your Paladin ways as reasoning. Elsa'll make a great King of Marete; you've got other Hero stuff to do elsewhere.


Congratulations! You've beaten the game with the highest possible score I could get!
There will be a few things on the 'To Do' list, but those were mostly alternative options; you quite literally cannot accomplish all of them.

Great work! Try another Character Class and take a different approach for a whole new challenge! Leave a review if you found this walkthrough/guide helpful :)
Fighter Walkthrough (1: Welcome To Silmaria)
Welcome To Silmaria

Please note I have written the Fighter walkthrough with the assumption that you are courting Elsa. If you are courting someone else, please see 'Romance in Silmaria.'

1. Have Erasmus send you to Silimaria. Welcome to Nob Hill! Talk to Ferrari and Abdum in the Arena.

IMPORTANT NOTES:
1. Before you begin the Rites of Rulership, you must fight Kokeeno and Magnum in the Arena. The fight with Kokeeno will happen on the evening of Day 5, and the fight with Magnum will happen on the evening of Day 10, so be sure you've entered the challenges at the Dead Parrot before then, and do NOT miss those fights. Pay attention to these notes going forward.

2. You need to defeat the following enemies at some point; this can happen anytime throughout the game, but I would suggest keeping a list and crossing them off as you finish them. You may want to see the sub-section 'Compendium: Enemies' for more on where to find these baddies:
  • Batties/Winged Homunculi
  • Bearman
  • Boreman/Goreman
  • Cougarman
  • Dragonling
  • Goon
  • Grangler
2. Go to the Hall of Kings. Speak with Logos and Rakeesh. Head outside and talk to Rakeesh on his platform by the Arena. Go west of the Hall of Kings; read the notice board. Now head through the arch.




3. Welcome to Town Square! Talk to everyone. While you're at it, here's your shopping list:
  • Wolfie - 5 Amphora, Map, Painting
  • Sarra - Good Luck Charm
  • Marrak - 1 of Each Pizza
  • Shakra - Mystic Magnets
  • Julanar/Salim - 11 Poison Cure Pills, 50 Healing Pills; also, pick a Pepper from the hanging bundle by the back counter; combine it with your Pepperoni Pizza to create a P & J Pizza (do not eat).
Also, eat 1 Poison Cure Pill.
Go to the flower box by the Apothecary; pick a Flower.
Go through the arch beside Salla.

4. Welcome to the Docks! Talk to Pholus. Head west to the arch leading to the West Gate.

5. Go into the Adventurer's Guild. Speak with Toro; give him some flowers to munch. Read the board by the door and examine/read/sign the logbook.
Head outside, cross the bridge, and go left until you reach the cottage-like building. Speak with Ann. Start to walk up the stairs to get your key.
Go to your room, and get a Sheet from the dresser under the painting of Elsa.

Put the following into your trunk:
  • 1 Mystic Magnet
  • Painting
  • Sheet

Sleep until evening (if it isn't already 6PM). Go to the Docks.

6. Head to The Dead Parrot Inn. Talk to Ferarri, Ugarte, Budar and Nawar (don't flirt), Arestes, and the Cloaked Man upstairs (buy him a drink and he'll talk). Go to the betting board to the left of the Cloaked Man and challenge the Champion; bet a few drachmas on yourself to win. You can (and should) bet the full 1000 drachmas on yourself to make a good pile of money, but you can come back to the inn to increase your bet as many times as you need before the fight.
Use your Mystic Magnet to return to your room.

7. Sleep until morning. Speak with Toro. Go to the Docks; speak with Andre (he's only around in the morning) and Pholus. Head to the Adventurer's School and speak with Famous Adventurer; pick up a Swimming Handbook and ask for FA's autograph. Now, read it.


8. Speak to everyone in the Town Square again; pick another flower. Speak with Erasmus and Fenris (go to the Spinning Hat and give it a kick). Wait until evening and go talk to everyone at the Dead Parrot Inn (do not flirt). Use your Mystic Magnets when you're done. Sleep until morning; this should bring you to Day 3.

9. Go talk to Toro and Elsa at the guild in the morning; give Elsa a Flower. Go talk to Famous Adventurer.

10. Talk to Andre; he'll give you some Anchovies. Like you did with the P & J Pizza, drag them onto the Artichoke Pizza. Buy 1 Throwing Spear from Pholus and pick up some rocks from the ground across from Pholus' shop and go on past the Adventurer's School to the gates.

11. Follow the path and pull the lever on the left. Then force the lever on the right; it will break. Replace it with your Throwing Spear. Pull it. Soon, a gondola will come. It will disappear behind the little building to your left; the moment you see it again, pull the lever. Jump in. Throw a rock at the lever to make your gondola move again. Hop off and answer the questions on the little screen beside the big circular door (see the FAQ for answers). Walk into the Science Lab.
Speak with Dr. Pretorious; give him the A & A Pizza.
Go outside and wait until evening. Talk to Dr. Mobius; give him the P & J Pizza.
By the entrance of the lab, there's a panel in the left corner with another test. Pass the test (see the FAQ for answers).
Use the gondola to head back to the Dead Parrot Inn; speak to everyone (don't flirt) and increase your bet at the betting board if you have the drachmas.

12. Get some sleep; this should bring you to Day 4. Go to the Adventurer's Guild around noon; speak with Toro and Magnum.

13. Gear up and be ready for battle; make sure you have some rocks. You're leaving Silmaria for a bit. Leave the city through the West Gates. Head to the Dragon Pillar icon to the north. Grab some wax from the beehive on the ground.
Leave and head south past Silmaria and the southern Dragon Pillar. Hug the coastline and you will be attacked. Fight them and take a Healing Pill; be sure to pick up the Basket on the ground.

14. Teleport back to the inn and sleep until the morning of Day 5; put the Wax into your trunk. If you picked up any other loot, sell off what you don't want to bring in some more drachmas.

15. Go to Sarra and give the basket to her.

16. Wait until the evening and go defeat Kokeeno in the Arena.

17. Get some sleep until the next evening. Go and enter the next fight at the Dead Parrot Inn and collect your winnings from your bet at the board. Your next fight is with Magnum on Day 10, so you have some time to kill. Go ahead and sleep until morning if you want to.

18. Leave Silmaria and start heading north and around the mountain's base (eastward); you will come to a Dragon Icon. Keep following the mountain base north and around until you get to the Pegasus icon.
19. Find the stream and click on the stream to drink. Fill two amphora full of the Hippocrene water (don't drink them, though).
Find the plank of wood angled over a rock in front of a ledge with a boulder on top. Stand on one end of the board and throw a rock at the boulder to launch yourself onto the other ledge. Run up the slope until you reach Pegasus' nest. Collect 100 feathers.

19. If you have more time to kill until Day 10, do some monster-hunting before you Defeat Magnum.

20. Buy Hera's Ring from Sarra. Sell all but one of your feathers to Salim, and buy about 50 Stamina Pills; use one Stamina Pill while you're at it. Head back to the Famous Adventurer and give him one of your Hippocrene waters. Talk to him for a bit, leave, then immediately come back and he'll give you a Magic Helm and talk to you some more. Head to the inn and drop off your Shell Necklace, Hera's ring, your Feather and your spare Hippocrene Water.

21. It's time. You're ready to enter the Rites of Rulership; go to the bank and pay the fee. Chat with Sam before you head off to the Hall of Kings. Speak to the guard, and you're ready to begin!
Fighter Walkthrough (2: Rite of Freedom/Rite of Conquest)
The Rite of Freedom

Your first Rite of Rulership has officially begun; you didn't get to pick which village you get to save, but that's okay. You're going to save them all.

All you'll want to replenish are some Stamina Pills and Healing Pills (50 of each should be more than enough) if you haven't already.

IMPORTANT NOTE: I've put the Arena Check at the bottom of this section. Be mindful of your dates!

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Marrak, Sarra, Wolfie
  • Pholus
  • Toro
  • The Scientists
Wait until night, then head to the Dead Parrot Inn. Do your Betting Board business. Talk to:
  • Ferarri, Ugarte
  • Budar, Nawar (don't flirt)

Go and sleep until morning, then go talk to Andre; you'll want to go tell Julanar what he told you. Then go back to Andre once more and he'll thank you for your kindness.

2. Armour up; it's time to free those fishing villages while you're waiting for the night of your next arena fight. Use your Map to determine where you're going. Save Naxos (your village) for last. The order of the other four doesn't matter. Don't free Naxos until this walkthrough instructs you to, however.

For each village, you will be outnumbered, but just keep healing and fighting. I would suggest running clean past everyone and clearing all of the houses (aside from the final house) first, then take out the rest of the invaders outside. Loot every single invader; you can get a lot of drachmas by selling their swords and shields to Pholus. Once you reach the 'final house' in each village; bust down that door (or knock if you're weird). There will be four mercenaries in the room; take them down and open the chest and take everything that lies within.

The final houses are as follows:



3. Did you leave Naxos for last? Good. Work your magic on Naxos as you did with the other villages. Now for love of Odin, do NOT use your Mystic Magnet and do NOT return to Silmaria, yet. Head to the Dragon Pillar Icon just southwest of Silmaria. You will see a very dead Kokeeno lying next to the broken pillar. Take out the enemies there and examine the body if you want to. Head back to Silmaria on-foot, and knock on the door of the guard tower.

You'll tell them about Kokeeno's death for some easy points. Alright, now you may use your Mystic Magnets whenever you wish.

4. Head to the guards at the Hall of Kings and show them any one of your Sigils; assuming you didn't take too long, you will have easily won this Rite!
The Rite of Conquest

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Pholus; assuming you have enough drachmas, buy the Magic Chainmail Armor (even if you already have your own; just sell any extras). If you have enough, buy the Slasher Dagger and Ice Diamond Sword as well.
  • Toro & Elsa; give Elsa the Slasher Dagger and the Ice Diamond Sword (if you didn't have enough for both, just be sure to get them when you can and don't forget to give them to Elsa next time you see her. See the sub-section 'Romance in Silmaria' for more information on courting Elsa). If you have a Flower, give her that as well.
  • Dr. Pretorius
Wait until night and talk to Dr. Mobius.
Next, make sure you have at least one Poison Cure Pill with you, and then head to the Dead Parrot Inn. Talk to Ugarte.

2. Start heading toward the inn (on-foot). As you pass the Adventurer's Guild, Ugarte will sneak out to meet you. Talk to him; when he goes down, use a Poison Cure Pill on him.
Once you're done at the Hall of Kings, head back to the Dead Parrot Inn and speak with Ferarri, Nawar and Budar (do not flirt).

3. Sleep until morning and go talk to Salim and Julanar; replenish your pills if you need to.

4. Go talk to Andre and rent his boat. Make your way to Sifnos and you will be there by nightfall.

5. Just like in the Rite of Freedom, clear out any attackers; including the Centaur Wizard. Defeat General Claudius and loot the body for his shield. Nearby, there is a cart of Throwing Spears; pick up 100 of them. Trust me, you'll want them later. Teleport back to your room and put all of those Throwing Spears in your trunk. Sleep until morning, and make sure you've got at least one Poison Cure Pill before you leave the inn.

6. If you have enough drachmas, buy the Dragon Slayer Sword from Pholus as well as the Slasher Dagger and/or Ice Diamond Sword if you haven't already. You don't have to buy the Wurmbane Spear, but it's still good to have if you have the drachmas to spare.

7. Go speak with Rakeesh if he's on his platform by the Arena before you show the guards at the Hall of Kings the General's Shield. Congratulations on yet another win! You have a nice new shield now, too.
ARENA CHECK:
  • Toro - Day 15
  • Elsa - Day 20
  • Gort - Day 25 {you'll need to defeat Gort before the end of The Rite of Peace, which is the sixth Rite of Rulership}.
  • You - Days 26-30 {this means you are the champion, and will need to be present for the fights on every night leading up to Day 30; if you defeat each opponent, you will be made the Grand Champion!
Fighter Walkthrough (3: Rite of Valor/Rite of Destiny)
The Rite of Valor

As usual, keep your arena fights in mind; refer to the Arena Check at the bottom of this section.

1. You will automatically be talking to Rakeesh once the Rite ceremony is over. Talk to him, and once he goes down, use a Poison Cure Pill on him.

2. Head to the inn and talk to Ann. You'll want to take your Wax and Feathers out of your trunk, and make sure you have an Amphora on you.

During the day, go and talk to:
  • Andre
  • Famous Adventurer
  • Pholus {if you haven't already, see if you can get your hands on the Dragon Slayer Sword}
  • Shakra
  • Salim & Julanar {replenish your pills if you need to}
  • Toro
  • Dr. Pretorius

At night, go and talk to Ferarri at the Dead Parrot Inn. Take care of your betting board business.

Next, go talk to Dr. Mobius. Once you're done talking to everyone, take your Wax and apply it to the frame display behind Dr. Mobius/Pretorius. Now, apply the Feathers. If it's night-time, wait a few hours until it's morning. Now, click on the frame display and let's take this baby for a spin!

3. Welcome to Hydra Island. Down the slope, you'll see a tree oozing green goo. Put some in an Amphora. Now, head to the left across the upper level and slash the right-most Hydra head once.

Good job. You sure showed him. Now run the hell away; Elsa's gonna come help you out. Accept her help, and tell her to burn the stumps after you remove the Hydra's heads; the Dragon Slayer Sword or Wurmbane Spear is good against it. Once the final head is burned, talk to Elsa for a bit.

Approach the Hydra's Head and remove it's Teeth and Scales. Don't give them to Elsa; you need to win this Rite for the score points.
Head into the cave. Elsa's going to take her spoils and peace out. Pick up the pile of drachmas on the ground where she was. Now, heal your health and stamina completely and force open the chest at the back of the cave.

Teleport back to your room and get some rest. You'll want to pick up a few things from your trunk:
  • Painting
  • Sheet
  • HIppocrene Water

4. Once you're back in Silmaria, you'll want to go talk to:
  • Shakra (if there's anything you want to buy from Shakra, you should do it pretty soon).
  • Salim & Julanar (Julanar will give you a set of seeds when you Say Goodbye to her).

Head back to the inn and give Ann one set of your Magic Seeds. Now, go show those Hydra Teeth to the guard at the Hall of Kings and you'll have won the Rite of Valor!
The Rite of Destiny

1. The Rite of Destiny begins! Let's talk to a few folks during the day:
  • Wolfie
  • Shakra
  • Marrak (show him the Painting and buy his Brazier)
  • Famous Adventurer
  • Andre
  • Toro & Elsa {once again, if you have gifts for Elsa, hand them over}
  • Pretorius

At night, you'll want to talk to:
  • Budar & Nawar (don't flirt)
  • Dr. Mobius

2. Head back to the inn and show Ann the Painting as well as the Sheet; she should agree to sew the sheet for you. Now, talk to her and tell her about Wolfie. Go back to your room and sleep for the night. Talk to Ann in the morning, and she should give you your new Sheet.

Before you head to the next step, make sure you have the following in your inventory:
  • Rope
  • Sewn Sheet
  • Brazier
  • Goo
  • Tinder Box
  • Hippocrene Water
  • At Least 1 Drachma

3. Go to Science Island during the day and use the elevator in front of Gort to reach the second level. Head left to the exit to the crane platform.
To retrieve the gondola, use the following settings:
  • Crane Extension: 100
  • Crane Rotation: 55
  • Crane Position: Closed

Apply the following items to your gondola in this order: Rope, Sewn Sheet, Brazier, Goo, Tinder Box.Time to fly!

Now, immediately stop flying and walk back into Silmaria (don't worry, your balloon will be right where you left it when you come back). Go and tell Wolfie about your balloon to make his day.

Now it's time to get back to the Rite!

4. Fly off to Delos and go to the northmost icon. Walk up to the collapsed statue in front of the fountain and read the text on the plaque.

Just fair warning, be careful not to jump into the fountain (don't ask how I know that). But be sure to pick up that purple flower that's floating on the surface. Now, drop a drachma into the fountain and the Sybil will come alive; once she's done, she'll leave you proof of your destiny. Pick it up and head back out.

5. Go to the southern icon on Delos and you will find yourself in a beautiful grove. Go to each and every dryad and pour some of your Hippocrene water on her roots. Enjoy the dance. Once it's done, you can return to your balloon and fly back to Silmaria.

6 Go and talk to Salim and Julanar; then hand Salim the Black Lotus Flower. Talk to Wolfie as well.

7. Teleport back to your room and drop off your Tinder Box and Painting in your trunk. Pop out to see if the interior of the inn looks...different. If so, go ahead and talk to Wolfie and Ann. They should both be there in the lobby.

8. Show the guard at the Hall of Kings your Proof of Destiny. Congratulations! You're the winner of the Rite of Destiny!
ARENA CHECK:
  • Toro - Day 15
  • Elsa - Day 20
  • Gort - Day 25 {you'll need to defeat Gort before the end of The Rite of Peace, which is the sixth Rite of Rulership}.
  • You - Days 26-30 {this means you are the champion, and will need to be present for the fights on every night leading up to Day 30; if you defeat each opponent, you will be made the Grand Champion!
Fighter Walkthrough (4: Rite of Courage/Rite of Peace)
The Rite of Courage

As usual, keep your arena fights in mind; refer to the Arena Check at the bottom of this section. You should have defeated every contender around Day 24; on Day 25, make sure you sign up as the champion at the betting board.

1. Let's start this Rite by doing your rounds. You'll want to talk to:
  • Pholus
  • Famous Adventurer
  • Toro
  • Dr. Pretorius (and Dr. Mobius in the evening)

2. Walk back to the inn; Ann's going to have some words for you. Head up to your room and pick up the pink box of chocolates. Now, if you could go ahead and not eat those, that'd be grrreeeaaaat. Get some sleep. Make sure you have at least 2 Amphora in your inventory.

3. Chat with Salim and Julanar; hand Salim the box of chocolates so he can do a little investigating. Be sure to replenish your pills supply if you need it. This is a relatively long journey and you'll be doing a lot of fighting and running.

4. Alright, now you can go straight to hell.
No, seriously, it's time to get started on your Rite, so it's off to Hades with you.
You might as well take your balloon; fly northwest until you see the little green Skull of Hades icon. Here, you'll see a dead guard beside yet another broken Dragon Pillar. Take your Amphora and fill it will some water from the river beside the body. Now, follow the little river to the left where it seems to run underground and start pouring it into the water to reveal the gates of Hades. As you attempt to enter the gate of Hades, you will be greeted by the undead good-boi.

4. Chat with Cerberus. Now use F or G to smack him and initiate a fight; you'll need to bring their health down nothing three times before they'll let you pass. Now, before you head in, there're a few things you should know:
  • Shades and Lemures aren't particularly threatening, but the Manes' fire-attacks will deplete your Stamina and Health in literal seconds; so be ready to heal, heal, heal.
  • You only need to kill one undead enemy somewhere in Hades; you may as well run clean past the rest.
  • Save often. If you die, you don't want to trek all the way through Hades again and again.

5. Head down and east from the entrance; then head down the slope. You'll be running under the arch. Keep following that S-shaped path until you reach the cliff.

Make sure your health is full, then yeet yourself off the cliff and run under the arch of the cliff that you just jumped from; go straight into that white marble doorway. Now, start running westward; have your Stamina Pills handy as the Manes on this level can be a bit tenacious. Keep running down and out through the mouth of the giant dragon skull.

Follow the path north and down the slope to the bank of the swirling red river. This is the infamous River Lethe. You'll need an Amphora filled with the swirling water. Now, keep following the path rightward to where the river is calm; this is the River Styx. Fill an Amphora with this water as well. You should now have an Amphora filled with Styx Water, and an Amphora filled with Lethe Water.

Now run back to the left and around the far side of the rivers. Keep following the path and you will come across The Guardian; and he will offer you a choice. You may save either Katrina or Erana; I usually choose Erana as a Fighter; agree to pay the price.

And that's it, that's game over! Good job!

Nah, I'm just messing with you; you've got stuff to do, you can die later. Follow the same path you took to escape the underworld; your Mystic Magnets won't work here. Now, let's go visit Erana before we return to Silmaria. She'll be on Limnos; an island to the northeast of Keros.
Take a moment to chat with her before you take your balloon back to Silmaria. Go ahead and sleep until morning and have a bite to eat.

In the morning, go talk to Salim and Julanar; then give Julanar the Amphora of Lethe Water. As odd as it sounds, go chat with Erana on her island again.



Note: you'll want to have defeated Gort in the Arena before finishing this Rite!
Now, show the guards at the Hall of Kings the Styx Water; congratulations! You've won the Rite of Courage!
The Rite of Peace

1. As usual, do your rounds! Talk to:
  • Andre
  • Pholus (buy the Wurmbane Spear; it'll be handy in Atlantis. At least have a Magic Spear if you can't afford the Wurmbane)
  • Famous Adventurer
  • Toro
  • Salim & Julanar
  • Budar & Nawar (don't flirt)

2. Head back to Science Island. Huh. Dr. Pretorius and/or Dr. Mobius don't appear to be in their usual places, and you know what? Neither is Gort. Interact with the keypad that he used to guard and type in the password you received from the second science test.

Now you can talk to Dr. Pretorius/Dr. Mobius (if you want to talk to whichever scientist wasn't there at the time, just wait until day/night and reveal the secret lab a second time).

3. Go ahead and sleep until morning at the inn; you will have a surprise visit. Give her any gifts you have on you. You may as well take Hera's Ring out of the trunk, but she won't accept it just yet.

4. Fly out to speak with Erana; she'll help you out by giving you the Waterbreathing Amulet!

5. Now, put on your new amulet and get aboard your balloon. It's off to Atlantis with you! It's just west of the fortress where you fought General Claudius. You'll see a small icon with a white statue. This would be a good time to get your Wurmbane Spear ready.

Dive in and force open the golden gates open. Let the Tritons swim out and defeat them. Once they're defeated, swim into the tunnel.

6. Welcome to the city of Atlantis! Swim around and take down every Triton you see as well as the big red Remora fish. Force the gates open and start fighting the Tritons. The Queen will summon a Dragonfish at some point; take it down. She should now call for surrender and agree to a peace treaty.
Hop into your balloon and fly back to Erana. Chat with her and fly back to Silmaria.

7. Fly back to Silmaria and wait until evening. Walk into Gnome Ann's Inn from the front door and help her provide some...entertainment for the patrons. Talk to Ann, Wolfie and Salla.

8. Show the Statue of Peace to the guards at the Hall of Kings! Another Rite won!
ARENA CHECK:
You should have defeated every champion before starting the Rite of Peace (Gort being the last contender). Now, it's your turn. You'll need to be at the Arena every single night from Day 26-Day 30 to become the grand champion! Don't miss a single fight, and don't forget to sign up as the champion at the betting board on Day 25.
Fighter Walkthrough (5: Rite of Justice/Dragon Fire)
The Rite of Justice

Arena Check: anytime before the showdown with the assassin would be a good time to finish your last Arena fights. Once you've defeated the final contender, you will have become the Grand Champion, but it wouldn't surprise me if you've finished this already. Good job!

1. Here we are; the big showdown with the elusive assassin. Now, before you rush out to fight him, you've got a few things to do before the encounter. So for the time being, avoid crossing the bridge from the Adventurer's Guild to the West Gate in the evening. You don't want to trigger the fight until it's time.

2. To start, let's go talk to the Famous Adventure. Talk to Salim and Julanar, and buy about 5 Fireproofing Oils from them.

3. Fly out to see Erana (no flirting). Fly back to Silmaria and go back to the inn. Before you sleep, be sure to have Hera's Ring equipped on your toolbelt.

4. Sleep until evening; you'll have another visit that night; chat with Elsa. Now, quickly, before she teleports away, offer her Hera's Ring. Assuming you've followed this walkthrough and the 'Romance in Silmaria' sub-section, she should accept your proposal. Once you're ready to head out, make sure you have some Poison Cure Pills handy.

5. Go to the Dead Parrot Inn and speak with Nawar (as usual, no flirting). Now, go talk to Ferarri and give him the Peace Statue as a trade for Gnome Ann's Deed. Mystic Magnet back to the inn and hand it off to Gnome Ann to solve basically all of her problems; chat with her for a bit. You may as well order a meal; it may just be the best meal you've ever had at this inn.

6. Refer back to your monster list and find out which monsters you haven't defeated, yet; the Salamander is the most likely as they are rare and ill-advised to fight until you are able to breathe underwater. See 'Compendium: Enemies' sub-section for more information.
While you're at it, fly out to the Dragon Pool; use your Fireproofing Oil by the lava and get a quick lay of the land in this cave. You will be coming back here shortly under much more tense circumstances.

Assuming you've done the following, you are ready to move onto the next step:
  • become the Grand Champion & collected your winnings from the betting board.
  • got engaged to Elsa (of the woman of your choice)
  • have Poison Cure Pills handy
  • used the Fireproofing Oil at the Dragon Pool
  • defeated the enemies listed at the very beginning of the Fighter Walkthrough at least once

8. It's time, Hero. That assassin is going d o w n. To trigger the encounter, you'll want to approach the bridge by the Adevnturer's Guild from the archway leading up from the Docks. As you go to cross the bridge, you will have a showdown with the assassin. Take him out.




Just FYI: you will end up with a Poisoned Dagger after the fight. They can be kind of fun to use even though it decreases your honour; I once literally exploded a Goon with one.
Dragon Fire
1. This is the final part of the story. This is the last time you'll have to get your affects in order. Use this time to make sure you buy/have the following items:
  • Health Potions & Vitality Potions (you may as well sell your Healing Pills and Stamina Pills; you should be swimming in drachmas by now and you'll want some more heavy-duty healing for the final battle). I typically load up like, 75 Health Potions and 50 Vitality Potions. Better safe than sorry.
  • Fireproofing Oil (about 10)
  • 100 Throwing Spears (that you placed in your trunk after the Rite of Conquest)
  • Whatever you plan to wear during your final battle.

Anything else can go right into the trunk so as to not weigh you down further. That includes your drachmas. You won't be needing them where you're going.

2. Go see Erana; speak with her (no flirting).

4. Use your Mystic Magnet to transport back to your room. Go to sleep. You will be awakened to face Minos at the Hall of Kings. Do whatever you must to get him to confess. I like to show concern for Elsa in this route.

5. You have arrived at Minos' Palace. Take down anyone/anything who stands in your way. You'll come to massive iron gates; just bash them down. Keep fighting your way through.

6. Once you get inside, take out all the Goons and both Centaur Wizards. Head to the left-most door on the upper level of the room. Bust it open and you will be in the final room of the mansion.

7. Take down the Goons. Go and grab Elsa's Toolkit from the table and hand it to her in her cell at the side of the room. She'll bust herself out while you get started on the Minotaur. Once you take him down, Minos will rage-quit life and start the sh*t-storm. You've only got a little bit of time, so throw some Fireproofing Oil and open every chest and alcove in the room (just force them). Take everything.

Once you're done, search Minos' body and take his stuff. Erana will arrive and summon you to the final battle.

Now, you should know a few things before you get into it:
  • You want to make sure everyone gets out of this alive. So if you hear someone say they're on their last potion, hand them some Health Potions and keep them in the fight.
  • While you can get points for sacrificing yourself to the dragon, you will (obviously) just die and end the game; and if you offer to sacrifice yourself, someone else will just sacrifice themselves instead, which will also screw you out of points. So don't even offer. This fight can be won without sacrifice.
  • With that being said, I have noticed that fighting the dragon on the highest difficulty will result in the dragon breaking free and destroying Silmaria regardless of whether or not you fixed the pillar. For this reason, I usually just drop the difficulty down so that the final battle can be won.

8. Erana will summon a couple buddies to help out; throw some Fireproofing Oil onto yourself. Talk to Gort and Toro straight away and get them to help you fix the pillar. Give them a hand.

9. Once that's done, give Toro the Minotaur Axe you picked up from the previous fight. Give Health Potions to Gort, Toro, and Elsa once each during the battle. Each one will give you extra points to your final score.

10. Now get over there and just start beating the crap out of the dragon. It will break free, but it shouldn't escape the cave. Once it's airborn, start yeeting those Throwing Spears at it like you've never yeeted before; until you've killed the dragon.

12. It's time for the coronation! Accept the Throne and Elsa will take her place at your side as the Queen of Marete.
Congratulations! You've beaten the game with the highest possible score I could get!
There will be a few things on the 'To Do' list, but those were mostly alternative options; you quite literally cannot accomplish all of them.

Great work! Try another Character Class and take a different approach for a whole new challenge! Leave a review if you found this walkthrough/guide helpful :)
Wizard Walkthrough (1A: Welcome To Silmaria)
Welcome To Silmaria

Please note I have written the Wizard walkthrough with the assumption that you are courting Katrina. If you are courting someone else, please see 'Romance in Silmaria.'

1. Have Erasmus send you to Silimaria. Welcome to Nob Hill! Talk to Ferrari and Abdum in the Arena.

2. Go to the Hall of Kings. Speak with Logos and Rakeesh. Head outside and talk to Rakeesh on his platform by the Arena; he will hand you your Katta Pin. Go west of the Hall of Kings and read the notice board. Now head through the arch.




3. Welcome to Town Square! Talk to everyone. While you're at it, here's your shopping list:
  • Wolfie - 3 Amphora, Map
  • Sam/Banker - withdraw all of your money (just trust me).
  • Marrak - 2 Sokolotak-ya, Gyro, 1 of Each Pizza
  • Shakra - Mystic Magnets and 10 Mana Pills
  • Julanar/Salim - 10 Poison Cure Pills, 1 Healing Pill; also, pick a Jalapeno Pepper from the hanging bundle by the back counter; combine it with your Pepperoni Pizza to create a P & J Pizza (do not eat).

    Now, as a Wizard, you have the most expensive shopping list out of all the classes - main reason being there's no need for any other character to buy spells, potions, pills, or the charm bracelet from Shakra. Don't worry - you'll come into a hefty sum of drachmas sooner than you think. The following list is what you should buy whenever you have the drachmas:
  • Sarra - Good Luck Charm
  • Wolfie - 2 more Amphora, Painting
  • Shakra - RIP Spell, Fascination Spell, Boom Spell, and 1 Mana Potion. I also like to pick up a Magic Dagger[/b] and the Magic Charm Bracelet.

    Go to the flower box by the Apothecary. Pick a bunch. If you'd like, just for fun, you can give a few to Salla - the Katta musician by the archway. Keep a couple flowers for yourself.
    Go through the archway beside Salla.

    4. Welcome to the Docks! Talk to Pholus. Head west to the archway leading to the West Gate area.

    5. Head into the Adventurer's Guild. Speak with Toro; give him some flowers to munch. Read the bulletin board by the door and examine/read/sign the logbook.
    Head outside, cross the bridge, and go left until you reach the cottage-like building. Speak with Ann. Start to walk up the stairs to get your key.
    Go into your room, and get a Sheet from the dresser under the painting of Elsa.

    Put the following into your trunk:
    • 1 Mystic Magnet
    • Painting
    • 3 Sokolotak-ya & Gyro
    • Sheet

    Sleep until evening (if it isn't already 6PM). Head to the Docks.

    6. Head to The Dead Parrot Inn. Talk to Ferarri, Ugarte, Budar and Nawar (don't flirt), Arestes, and the Cloaked Man upstairs (buy him a drink and he'll talk). Use your Mystic Magnet to return to your room.

    7. Sleep until morning. Speak with Toro. Head to the Docks; speak with Andre (he's only around in the morning) and Pholus. Head to the Adventurer's School and speak with Famous Adventurer; pick up a Swimming Handbook and ask for FA's autograph. Now, give it a read.


    8. Speak to everyone in the Town Square again; buy another Pepperoni Pizza from Marrak. Speak with Erasmus and Fenris (go to the Spinning Hat and cast your 'Trigger' spell on it) - Erasmus should teach you the Whirlwind Spell. Head back to the Town Square. You should be able to teach Shakra a few spells for some drachmas, so be sure to do that. Wait until evening and go talk to everyone at the Dead Parrot Inn (once again, do not flirt). Use your Mystic Magnets when you're done. Drop off your Pepperoni Pizza in your trunk. Sleep until morning; this should bring you to Day 3.

    9. Go talk to Toro and Elsa at the guild in the morning; then go talk to Famous Adventurer.
Wizard Walkthrough (1B: Welcome To Silmaria)
10. Go to the bank and talk to Sam; pick up the Interesting Toolkit that's on the ground to the left of the safe and show it to him. Next, go show it to Shakra. Finally, go show the clue to Erasmus.

11. Wait until evening and head to the Dead Parrot Inn, but don't talk to anyone. Wait until Arestes has walked out of the building, then follow him. Keep following him until you find out where he's headed. Cast Detect Magic on the door Arestes disappeared through. Then, stand back a little; maybe just up the dirt path - and cast Trigger on the door. Now finally, cast your Open spell and make your way into the Thieves Guild (if for whatever reason, you don't see Arestes after you leave the inn, don't sweat it. Head up the hill towards the Adventurer's Guild and cross the bridge. There's a little dirt path down towards the water at the pillar of the bridge). Talk to Arestes and he'll eventually agree to go quietly.[/b] Deposit most of your drachmas, but you can always hang onto a couple hundred if you want.

12. Go to the West Gate beyond the bridge by the Adventurer's Guild; you should see Arestes in the jail - you can have a friendly chat with him. He's a good sport about the whole thing. As a Paladin, you can actually do something nice for him - but as a Wizard, you don't get the option.

13. Go chat with Erasmus and Fenris, then go talk to Andre; he'll give you some Anchovies. Like you did with the P & J Pizza, drag them onto the Artichoke Pizza. Buy 1 Throwing Spear from Pholus and pick up some rocks from the ground across from Pholus' shop and go on past the Adventurer's School to the gates.

14. Follow the path and pull the lever on the left. Then force the lever on the right; it will break. Replace it with your Throwing Spear. Pull it. A gondola will come in a few seconds. It will disappear behind the little building to your left; the moment you can see it again, pull the lever. Jump in. You can throw a rock at the lever to make your gondola move again, but I like to smack it with my Force Bolt spell (hey, you've got an arsenal of spells; use them every chance you get). Hop off and answer the questions on the little screen beside the big circular door (see the FAQ for answers). Walk into the Science Lab.
Speak with Dr. Pretorious; give him the A & A Pizza.
Go outside and wait until evening. Talk to Dr. Mobius; give him the P & J Pizza.
By the entrance of the lab, there is a panel in the left corner with another test. Pass the test (see the FAQ for answers).
Use the gondola to head back to the Dead Parrot Inn; speak to everyone (don't flirt).

15. Gear up and get ready for battle; make sure you have a few rocks. You're leaving Silmaria for a bit. Leave the city through the gates near where you saw Arestes in jail. Leave the city limits. Head to the Dragon Pillar icon to the north. Grab some wax from the beehive on the ground. Fight the baddies if you want, but you could always just cast Calm and get what you're there for.
Leave and head south past Silmaria and the southern Dragon Pillar. Hug the coastline and you will be attacked by Goons. Fight them if you want, but just be sure to pick up the Basket on the ground before you leave.
Start heading north and go around the base of the mountain.

17. Keep going until you reach the the Pegasus icon. Find the stream and click on the stream to take a drink. Now fill two amphorea full of the Hippocrene water (don't drink them, though).
As a Paladin or Fighter, you would find a plank of wood angled over a rock in front of a ledge with a boulder on top. As a Wizard, though, you can just use Levitate at this spot to get yourself up that ledge (be sure to cast Levitate on where you are trying to go - not necessarily on yourself. This may cause you to levitate uselessly on the spot until you run out of mana).
Then use Levitate again to cross the area between the rock you're on and the spire across from you. Run up the slope until you reach the base of Pegasus' nest. Collect 100 feathers, then teleport back to the inn. Sleep until morning.

18. Go to Sarra and give the basket to her. Then, buy Hera's Ring. Sell all but one of your feathers to Salim, and buy about 25 Stamina Pills; use one Stamina Pill while you're at it. Head back to the Famous Adventurer and give him one of your Hippocrene waters. Talk to him for a bit, leave, then immediately come back and he'll give you a helm and talk to you some more. Head to the inn and drop off your Shell Necklace, Hera's ring, Wax, your Feather and your spare Hippocrene Water.

19. It's time. You're ready to enter the Rites of Rulership; go to the bank and pay the fee (if you don't have 1,000 drachmas, you can either play the knife throwing game at the Dead Parrot Inn by talking to Nawar, or you can head out into the wilds to kill some baddies and take all their stuff to sell back in town). Chat with Sam for a bit before you head off to the Hall of Kings. Speak to the guard, and you're ready to begin!
Wizard Walkthrough (2: Rite of Freedom/Rite of Conquest)
The Rite of Freedom

Your first Rite of Rulership has officially begun; you didn't get to pick which village you get to save, but that's okay. You're going to save them all.

All you'll want for this rite are about 30-50 Mana Pills, about 25 Stamina Pills, and say, 25 Healing Pills. Also, be sure to have your spells ready to go (Hide, Calm, Protection, and whatever spells you use for attacking - I personally like to catch the enemies in a Whirlwind, then cast Frostbite to drain their health, but it's up to you).

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Rakeesh (he'll be in his usual spot on the platform by the Arena).
  • Marrak, Sarra, Wolfie
  • Pholus
  • Toro
  • The Scientists
Wait until night, then head to the Dead Parrot Inn. Talk to:
  • Ferarri, Ugarte
  • Budar, Nawar (don't flirt)

Go and sleep until morning, then go talk to Andre; you'll want to go tell Julanar what he told you. Then go back to Andre once more and he'll thank you for your kindness.

2. Get ready; it's time to free those fishing villages. Use your Map to determine where you're going; I would suggest saving Naxos (your village) for last. The order of the other four doesn't matter.

I can't stress this enough: no matter how over-encumbered you are, do NOT use your Mystic Magnet or return to Silmaria until I tell you to, or you [i[will[/i] miss out on points that you cannot get back.

For each village, you will be outnumbered, but there's no need to fight anyone out here. Just keep casting Calm and make a beeline for the 'final house' in each village. Knock on the door to get in. There will be four mercenaries in the room. Take them out however you see fit.
Open the chest and take everything that lies within. Do this for each village (except Naxos).

For Naxos, you'll get some points for clearing the place out without sounding the alarm. I managed to do this by:
  • Going at night
  • Pressing 'K' to sneak the moment I arrived
  • Casting the Hide spell
  • Casting the Calm spell
  • Continuing to sneak all the way to the "final house" and knocking on the door

You can fight and take down the mercenaries in the final house - that won't affect your achievement.

The final houses are as follows:



3. Now for love of Odin, do NOT use your Mystic Magnet and do NOT return to Silmaria, yet. Head to the Dragon Pillar Icon just southwest of Silmaria. You will see a very dead Kokeeno lying next to the broken pillar. Scare off the stragglers with Awe and examine the body if you want to. Head back to Silmaria on-foot, and knock on the door of the guard tower.

You'll tell them about Kokeeno's death for some easy points. Alright, you may now use your Mystic Magnets whenever you wish.

4. Head to the guards at the Hall of Kings and show them any one of your Sigils; assuming you didn't take too long, you will have easily won this Rite - but even if somehow, someone else got there before you, don't worry. Wizards don't get points for winning the Rites of Rulership - only for completing them.
The Rite of Conquest

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Rakeesh (he'll be in his usual spot on the platform by the Arena).
  • Pholus
  • Toro & Elsa
  • Dr. Pretorius
Wait until night and talk to Dr. Mobius.
Next, make sure you have at least one Poison Cure Pill with you, and then head to the Dead Parrot Inn. Talk to Ugarte, and do NOT use your Mystic Magnet.

2. Start heading toward the inn (on-foot). As you pass the Adventurer's Guild, Ugarte will sneak out to meet you. Talk to him; when he goes down, use a Poison Cure Pill on him.
Once you're done at the Hall of Kings, head back to the Dead Parrot Inn and speak with Ferarri, Nawar and Budar (do not flirt).

3. Sleep until morning and go talk to Salim and Julanar.

4. Go talk to Andre and rent his boat. Make your way to Sifnos and you will be there by nightfall.

5. No need to be sneaky this time around; just take down every mercenary in your path. Now, the Centaur Wizard can be annoying, but if you cast Reversal, he can't do much to you while it's taking effect. You can take him out however you please, but I personally love yeeting Boom spells at him until he's down (he'll teleport from ledge to ledge if you try to attack him physically, or use something like Frostbite. Be sure to pick up the Augmentation Spell from his body before you leave the island. General Claudius should appear; take him down and take his shield.

Use your Mystic Magnets to get back to your room. Sleep until morning, and make sure you've got at least one Poison Cure Pill before you leave the inn.

6. Go speak with Rakeesh if he's on his platform by the Arena before you show the guards at the Hall of Kings the General's Shield. Congratulations on yet another win!

You get to keep General Claudius' Shield after the rite is over. Feel free to use it, store it, or sell it if you wish.
Wizard Walkthrough (3: Rite of Valor/Rite of Destiny)
The Rite of Valor

1. You will automatically be talking to Rakeesh once the Rite ceremony is over. Talk to him, and once he goes down, use a Poison Cure Pill on him.

2. Head to the inn and talk to Ann. You'll want to take your Wax and Feathers out of your trunk, and make sure you have an Amphora on you.

During the day, go and talk to:
  • Ann
  • Andre
  • Famous Adventurer
  • Pholus
  • Shakra {replenish your pills if you need to}
  • Salim & Julanar {replenish your pills if you need to}
  • Toro
  • Dr. Pretorius

At night, go and talk to Ferarri at the Dead Parrot Inn.

Next, go talk to Dr. Mobius. Once you're done talking to everyone, take your Wax and apply it to the frame display behind Dr. Mobius/Pretorius. Now, apply the Feathers. If it's night-time, wait a few hours until it's morning. Now, click on the frame display and let's take this baby for a spin!

3. Welcome to Hydra Island. Down the slope, you'll see a tree oozing green goo. Put some in an Amphora. Now, head to the left across the upper level. The Hydra will see you and start spewing it's green breath at you.

Good job. You sure showed him. Now run the hell away; Elsa's gonna come help you out. Accept her help, and she'll suggest that you burn the stumps after she removes the Hydra's heads. Just hang out down on the lower level near the middle hydra, but not close enough to get hit by it's breath Elsa will do her thing - when she tells you to, go ahead and aim a Flame Dart spell at that sucker. Boom! Cauterised! Rinse and repeat. Once the final head is burned, talk to Elsa for a bit.

Approach the Hydra's Head and remove it's Teeth and Scales. You can choose to keep the Hydra's teeth for yourself, or you can give them to Elsa to allow her to win this rite. It's entirely up to you - again, you don't get any points or anything for winning the rites as a Wizard.
Head into the cave. Elsa's going to take her spoils and peace out. Pick up the pile of drachmas on the ground where she was.

Now, at the back end of the cave is an enchanted chest. If you try to open it by force, it'll likely kill you with the explosion. Stand back, just enough so you can still see the whole chest on the screen. Cast Trigger on it and wait for the explosion. Then cast Open and collect your goodies!

You should also have picked up the Shrink spell. Teleport back to your room.

4. Once you're back in Silmaria, you'll want to go talk to:
  • Shakra
  • Salim & Julanar (Julanar will give you a set of seeds when you Say Goodbye to her). Be sure to sell your Hydra Scales to Salim and buy yourself a bottle of Fireproofing Oil.

Once you're done with that, go and see Fenris; he'll hand you the same chocolates that messed up Erasmus. Obvoiusly, do not eat them.

Head back to the inn and give Ann one set of your Magic Seeds, and show those suspicious chocolates Fenris gave you to Salim. Go ahead and grab the Balloon Painting, the Sheet and the Hippocrene Water from your trunk.

Now, you can either go show those Hydra Teeth to the guard at the Hall of Kings and win the Rite of Valor or, if you gave them to Elsa, go ahead and get some sleep at the inn. You will be summoned to the Hall of Kings afterward.


The Rite of Destiny

1. The Rite of Destiny begins! Let's talk to a few folks during the day:
  • Wolfie
  • Shakra
  • Marrak (show him the Painting and buy his Brazier)
  • Famous Adventurer
  • Andre
  • Toro & Elsa
  • Dr. Pretorius

At night, you'll want to talk to:
  • Budar & Nawar (don't flirt)
  • Dr. Mobius

2. Head back to the inn and show Ann the Painting as well as the Sheet; she should agree to sew the sheet for you. Now, talk to her and tell her about Wolfie. Go back to your room and sleep for the night. Talk to Ann in the morning, and she should give you your new Sheet.

Before you head to the next step, make sure you have the following in your inventory:
  • 1 Fireproofing Oil
  • Rope
  • Sewn Sheet
  • Brazier
  • Goo
  • Tinder Box
  • Hippocrene Water
  • At Least 1 Drachma

3. Go to Science Island during the day and use the elevator in front of Gort to reach the second level. Head left to the exit to the crane platform.
To retrieve the gondola, use the following settings:
  • Crane Extension: 100
  • Crane Rotation: 55
  • Crane Position: Closed

Apply the following items to your gondola in this order: Rope, Sewn Sheet, Brazier, Goo, Tinder Box.Time to fly!

Now, immediately stop flying and walk back into Silmaria (don't worry, your balloon will be right where you left it when you come back). Go and tell Wolfie about your balloon to make his day.

Hop back into your balloon. Before flying to Delos, fly your balloon to the Dragon symbol on the northeast corner of the main island. Get off and pop into the cave. Just throw on some Fireproofing Oil here for the achievement.

Now it's time to get back into your balloon again and return to the Rite!

4. Fly off to Delos and go to the northernmost icon. Walk up to the collapsed statue in front of the fountain and read the text on the plaque.

Just fair warning, be careful not to jump into the fountain (don't ask how I know that). But be sure to pick up that purple flower that's floating on the surface. Now, drop a drachma into the fountain and the Sybil will come alive; once she's done, she'll leave you proof of your destiny. Pick it up and head back out.

5. Go to the southern icon on Delos and you will find yourself in a beautiful grove. Go to each and every dryad and pour some of your Hippocrene water on her roots. Enjoy the dance. Once it's done, the pixies will gift you with some Magical Wood! You can finally go and make your Wizard's Staff when you get back to Silmaria! You can return to your balloon and fly back to the city.

6 Go and talk to Salim and Julanar; then hand Salim the Black Lotus Flower. Talk to Wolfie as well. Go show the Magical Wood to Shakra and he'll help you turn it into your new best friend: The Wizard's Staff!

7. Teleport back to your room and drop off your Tinder Box and Painting in your trunk. Pop out to see if the interior of the inn looks...different. If so, go ahead and talk to Wolfie and Ann. They should both be there in the lobby.

8. Show the guard at the Hall of Kings your Proof of Destiny. Congratulations! You're the winner of the Rite of Destiny!
Wizard Walkthrough (4: Rite of Courage/Rite of Peace)
The Rite of Courage

1. Let's start this Rite by doing your rounds. You'll want to talk to:
  • Pholus
  • Famous Adventurer
  • Toro
  • Dr. Pretorius (and Dr. Mobius in the evening)

2. Walk back to the inn; Ann's going to have some words for you. Head up to your room and pick up the pink box of chocolates. Now, if you could go ahead and not eat those, that'd be grrreeeaaaat. You already gave them the chocolates from Fenris, but you can go ahead and give those to Salim again. Get some sleep until morning and pick up a few things from your trunk:

  • Pepperoni Pizza
  • Gyro
  • Sokolotak-ya

Make sure you have at least 3 Amphora in your inventory.

3. Head back out to the Town Square and pick up a couple of Flowers from the Apothecary flower box; now head inside and chat with Salim and Julanar; hand Salim the box of chocolates so he can do a little investigating. Be sure to replenish your Healing, Stamina and Mana Pills supply if you need it. This is a relatively long journey, and you'll be using a decent amount of magic.

Another important note: this will be the last time you have the chance to buy anything from Shakra, so if you need Mana Pills, Mana Potions, or any spells you haven't learned yet, this is the time to get them. By now, I typically have my Wizard's Staff, so I like to make sure I have around 25 Mana Potions, and a good 200 Mana Pills; this may be slightly overkill, but I like to be prepared.

4. Alright, now you can go straight to hell.
No, seriously, it's time to get started on your Rite, so it's off to Hades with you.
You might as well take your balloon; fly northwest until you see the little green Skull of Hades icon. Here, you'll see a dead guard beside yet another broken Dragon Pillar. Take your Amphora and fill it will some water from the river beside the body. Now, follow the little river to the left where it seems to run underground and start pouring it into the water to reveal the gates of Hades. As you attempt to enter the gate of Hades, you will be greeted by the undead good-boi.

4. Chat with Cerberus. Give them a Gyro, Pepperoni Pizza and Sokolotok-ya, and they'll let you pass without a fuss. Now, before you head in, there're a few things you should know:
  • Have your pills ready at a moment's notice.
  • Have your Aura and Resistance spells ready and ensure they are cast at all times the moment you step into Hades. Shades and Lemures aren't particularly threatening, but the Manes' fire-attacks will deplete your Stamina and Health in literal seconds.
  • You don't have to kill any undead; you can mostly run past them.
  • Save often. If you die, you don't want to trek all the way through Hades again and again.

Cast your protection spells and head inside.

5. Head down and east from the entrance; then head down the slope. You'll be running under the arch. Keep following that S-shaped path until you reach the cliff. Cast Levitate on the bottom of the cliff and you'll float right down.

Run under the arch of the cliff that you just jumped from; go straight into that white marble doorway. Now, start running westward; have your pills handy as the Manes on this level can be a bit tenacious. Keep running down and out through the mouth of the giant dragon skull.

Follow the path north and down the slope to the bank of the swirling red river. This is the infamous River Lethe. You'll need an Amphora filled with the swirling water. Now, keep following the path rightward to where the river is calm; this is the River Styx. Fill an Amphora with this water as well. You should now have an Amphora filled with Styx Water, and an Amphora filled with Lethe Water.

Now run back to the left and around the far side of the rivers. Keep following the path and you will come across The Guardian; and he will offer you a choice. You may save either Katrina or Erana; I usually choose to marry Katrina if I'm playing a Wizard, but it's really your call, so choose one and agree to pay the price.

And that's it, that's game over! Good job!

Nah, I'm just messing with you; you've got stuff to do, you can die later. Follow the same path you took to escape the underworld; your Mystic Magnets won't work here. Now, let's go visit Katrina before we return to Silmaria. She'll be on Zante; an island to the southeast of the map.

(If you've chosen to court someone else, see the Romance in Silmaria section).

Take a moment to chat with her - she will grant you the knowledge of the spell of Dragon Fire. Give her a Flower, a box of Sokolotak-ya and the Amulet of Defense before you take your balloon back to Silmaria. Go ahead and sleep until morning and have a bite to eat.

In the morning, go talk to Salim and Julanar; then give Julanar the Amphora of Lethe Water.

As odd as it sounds, go chat with Katrina on her island again and give her another flower and/or some chocolates.

Now, show the guards at the Hall of Kings the Styx Water; congratulations! You've won the Rite of Courage!
The Rite of Peace

1. As usual, do your rounds! Talk to:
  • Andre
  • Pholus
  • Famous Adventurer
  • Toro
  • Salim & Julanar
  • Budar & Nawar (don't flirt)

2. Head back to Science Island. Huh. Dr. Pretorius and/or Dr. Mobius don't appear to be in their usual places, and you know what? Neither is Gort. Interact with the keypad that he used to guard and type in the password you received from the second science test.

Now you can talk to Dr. Pretorius/Dr. Mobius (if you want to talk to whichever scientist wasn't there at the time, just wait until day/night and reveal the secret lab a second time).

3. Go ahead and sleep until morning at the inn; you will have a surprise visit (don't flirt). You may as well take Hera's Ring out of the trunk.

4. Fly out to speak with Katrina; she'll help you out by giving you the Waterbreathing Amulet! Give her a Flower and/or more Sokolotak-ya as a thank you!

5. Now, put on your new amulet and get aboard your balloon. It's off to Atlantis with you! It's just west of the fortress where you fought General Claudius. You'll see a small icon with a white statue.


Dive in and cast your Open spell on the golden gates. Let the Tritons swim out so they're not right in front of the doorway; they're going to come out swingin', so be ready to heal and avoid them as best you can, but don't hurt them! Once they're out of your way, cast Calm and swim into the tunnel.

6. Welcome to the city of Atlantis! Swim west until you see the castle. Keep casting Calm and swim right past the Tritons to the golden gates of the castle; do NOT hurt a single Triton. Force the gates open and swim right up to Queen Hippolyta to speak with her; again, have Calm handy. When you reach her and speak with her, mention Famous Adventurer and give her Flowers.

As long as you walk out of there with the Statue of Peace and no Tritons were harmed, you succeeded.

7. Fly back to Silmaria and wait until evening. Walk into Gnome Ann's Inn from the front door and help her provide some...entertainment for the patrons. Talk to Ann, Wolfie and Salla.

8. Show the Statue of Peace to the guards at the Hall of Kings! Look at you go!
Wizard Walkthrough (5: Rite of Justice/Dragon Fire)
The Rite of Justice

1. Here we are; the big showdown with the elusive assassin. Now, before you rush out to fight him, you've got a few things to do before the encounter. So for the time being, avoid crossing the bridge from the Adventurer's Guild to the West Gate in the evening. You don't want to trigger the fight until it's time.

2. To start, let's go talk to the Famous Adventure as well as Salim and Julanar.

3. Fly out to see Katrina and give her some more Flowers and chocolate. Fly back to Silmaria and go back to the inn.

4. Go to sleep; you'll have another visit that night (once again, no flirting). Once you're ready to head out, make sure you have some Poison Cure Pills handy.

5. Go to the Dead Parrot Inn and speak with Budar and Nawar (as usual, no flirting). Now, go talk to Ferarri and give him the Peace Statue as a trade for Gnome Ann's Deed. Mystic Magnet back to the inn and hand it off to Gnome Ann to solve basically all of her problems; chat with her for a bit.

6. It's time, Hero. That assassin is going d o w n. To trigger the encounter, you'll want to approach the bridge by the Adevnturer's Guild from the archway leading up from the Docks. As you go to cross the bridge, you will have a showdown with the assassin. Take him down.


Just FYI: you will end up with a Poisoned Dagger after the fight. If you use it; you'll lose some honour. They can be kind of fun though; I once literally exploded a Goon with one. You could always just hold onto it or store it away.

Dragon Fire
1. This is the final part of the story. This is the last time you'll have to get your affects in order. Use this time to make sure you buy/have the following items:
  • Hera's Ring
  • Healing Pills and/or Healing Potions
  • Stamina Pills and/or Vitality Potions
  • Mana Pills and/or Mana Potions
  • Fireproofing Oil (honestly, arounf 5-10 should be more than enough)
  • Whatever you plan to wear during your final battle; shield, sword, helm, armour, jewelry, etc.

Anything else can go right into the trunk so as to not weigh you down further. That includes your drachmas. You won't be needing them where you're going.

2. Go see Katrina; speak with her. It's time to offer her Hera's Ring. Assuming you've followed this walkthrough and/or the 'Romance in Silmaria' sub-section, you should hear the achievemenr jingle; even though Katrina seems to be a bit uncertain, and says she wants to wait until the danger passes.

3. Use your Mystic Magnet to transport back to your room. Go to sleep. You will be awakened to face Minos at the Hall of Kings. You can expose him any way you see fit.

4. You have arrived at Minos' Palace. Take out anyone that stands in your way, or use Calm if you don't want to fight. You'll come to massive iron gates; just use the Open spell. Do the same for the front doors.

5. Once again, either take down all the enemies, or Calm them into submission. You just need to get to the left-most door on the upper level of the room. Cast your Open spell again, and you will be in the final room of the palace.

6. Take down Minos' Goons. Go and grab Elsa's Toolkit from the table and hand it to her in her cell at the side of the room. She'll bust herself out so she can get started on the Minotaur. Honestly, while she's doing that, go ahead and cast Trigger and Open on the 5 other alcoves in the room, as well as the two chests. If she hasn't already, help Elsa take out the Minotaur once you've collected your loot.
Once you take him down, Minos will rage-quit life and start the sh*t-storm. You've only got a little bit of time, so start casting Trigger and Open on any other chest and alcove in the room if you missed any.

Once you're done, search Minos' body and take his stuff. Katrina will arrive and summon you to the final battle.


Now, you should know a few things before you get into it:
  • You want to make sure everyone gets out of this alive. So if you hear someone say they're on their last potion, or you see their health dropping low, try to hand them Health Potions and keep them in the fight. You can get extra points for keeping Toro and Gort alive.
  • While you can get points for sacrificing yourself to the dragon, you will (obviously) just die and end the game; and if you offer to sacrifice yourself, someone else will just sacrifice themselves instead, which will also screw you out of points. So don't even offer. This fight can be won without sacrifice. All the sacrifice does is half the dragon's health.
  • With that being said, I have noticed that fighting the dragon on the highest difficulty will result in the dragon breaking free and destroying Silmaria regardless of whether or not you fixed the pillar. For this reason, I usually just drop the difficulty down so that the final battle can be won.

7. Throw on some Fireproofing Oil once you've arrived at the Dragon Pool.

8. Ask Katrina to summon a couple buddies to help out. Cast your Resistance on yourself. Talk to Gort and Toro straight away and get them to help you fix the pillar. Give them a hand.

9. Once that's done, give Toro the Minotaur Axe you picked up from the previous fight against Minos' Minotraur. Hand some Healing Potions to Gort, Toro, Elsa during the battle. Each one will give you extra points to your final score.

10. Now get over there and just start beating the crap out of the dragon. It will break free, but it shouldn't escape the cave. Be sure that your Resistance spell stays active, and cast your Augmentation spell before every attack to beef it up a little bit - and be ready to heal yourself at a moment's notice; it's fire breath can deplete your health bar in less than 3 seconds. Once it's airborn, start yeeting those Frostbite spells at it like you've never yeeted before; until you've killed the dragon.

11. It's time for the coronation; you spice things up a bit and Decline the Throne if you wish, but there's nothing wrong with Accepting the Throne either; you'll get the same amount of points regardless of what you choose. Elsa'll would still make a great King of Marete if you just wanna go do you Wizard thang elsewhere.


Congratulations! You've beaten the game with the highest possible score I could get!
There will be a few things on the 'To Do' list, but those were mostly alternative options; you quite literally cannot accomplish all of them.

Great work! Try another Character Class and take a different approach for a whole new challenge! Leave a rating/review if you found this walkthrough/guide helpful :)
Thief Walkthrough (1A: Welcome To Silmaria)
Welcome To Silmaria

Please note I have written the Thief walkthrough with the assumption that you are courting Nawar. If you are courting someone else, please see 'Romance in Silmaria.'

(Before you begin; when talking to people, you will often have the option to make the thief sign at them. There are no consequences for it, so go ahead and make the sign at whoever you come across).

1. Have Erasmus send you to Silimaria. Welcome to Nob Hill! Talk to Ferrari and Abdum in the Arena.

2. Go to the Hall of Kings. Speak with Logos and Rakeesh. Head outside and talk to Rakeesh on his platform by the Arena. Go west of the Hall of Kings and read the notice board. Now head through the arch.

3. Welcome to Town Square! Now, let's do a little light thieving while you're here. Let's get some goodies from some merchant's stalls. (You can crouch into a sneak by pressing 'K').Now, for the love of Odin, save before you steal. Every time. I don't care if it's save-scumming; getting caught is an immediate game over.

You can steal Bead Necklaces from Sarra, which serve as nice cheap gifts for Nawar. You can steal Amphorea from Wolfie (you should try to pocket about 5 if you can). As for Marrak, you'll never go hungry again - because you can steal Fruit from his cart.

You don't need to rob them blind, but it's good to practice and get that stealth up. I like to try to hit up each stall once whenever I happen to be in the Town Square.

Talk to everyone. While you're at it, here's your shopping list:
  • Wolfie - Map and the Balloon Painting
  • Sarra - Good Luck Charm
  • Sam/Banker - withdraw all of your money (just trust me).
  • Marrak - 5 Sokolotak-ya, Gyro, 1 of Each Pizza
  • Shakra - Mystic Magnets and the Magic Dagger
  • Julanar/Salim - 11 Poison Cure Pills, 25 Healing Pills; also, pick a Jalapeno Pepper from the hanging bundle by the back counter; combine it with your Pepperoni Pizza to create a P & J Pizza (do not eat).

    If you don't have enough Drachmas for all of this stuff right away, don't stress - you're going to be pretty rich sooner than you may think.

    Go to the flower box by the Apothecary. Pick a bunch.
    Go through the arch beside Salla.

    4. Welcome to the Docks! Talk to Pholus. Head west to the archway leading to the West Gate area.

    5. Head into the Adventurer's Guild. Speak with Toro; give him some flowers to munch. Read the bulletin board by the door and examine/read/sign the logbook.
    Head outside, cross the bridge, and go left until you reach the cottage-like building. Speak with Ann. Start to walk up the stairs to get your key.
    Go into your room, and steal Sheet from your bed.

    Put the following into your trunk:
    • 1 Mystic Magnet
    • Painting
    • Gyro
    • Sheet

    Sleep until evening (if it isn't already 6PM). Head to the Docks.

    6. Go to The Dead Parrot Inn. Talk to Ferarri, Ugarte, Arestes, and the Cloaked Man upstairs (and show them all the Thief Sign - you get 5 points for each of them). Also, buy the Cloaked Man a drink and he'll talk. Now you can talk to Nawar and Budar. Also, I'm assuming you're courting Nawar, so be sure to flirt with her every chance you get; hand her some Shell Necklaces, Jewelry, Sokolotak-ya and Flowers; whatever you have. You'll be seeing a lot of her, so you'll have plenty of opportunities. Oh, and you can flirt with both Nawar and Budar; it won't mess anything up.
    You'll also want to play the Wheel of Fortune game, and win three times. If I were you, I'd keep playing and winning until you've got at least 875 drachmas, but it never hurts to have more. I like to play until I've got about 1,000 drachmas; it's easier if you get really good at the 3-In-A-Row game mode at the Wheel of Fortune. It's a little tougher, but the payout's 500 drachmas.

    7. Let's leave the Dead Parrot and go find the Thieves Guild. Head up the hill towards the Adventurer's Guild. Cross the bridge and turn to head the way you would go to get to Gnome Ann's Inn, but head down that little path to the base of the bridge pillar and down by the water. Now, click on the wall, and I don't care what the Cloaked Man told you - don't force it, and don't knock. Unless you like dying for no reason.

    Let's disarm this bad boy - and you'll be doing this a LOT throughout the game, so get used to it!

    It's a memory game. Around the centre of the puzzle, you will see a dancer with 8 different poses. When the timer starts, the centrepiece will open to reveal a dancer who will freeze on one of those poses, which will then be covered. You're supposed to remember where each pose was so when the dancer stops, you reveal which card matches their pose.
    Now, if you're like me, and you have the memory of a goldfish, just get a piece of paper, draw a circle with 8 slots around it, and just draw a line in each slot in the shape of the dancer's arm position; or you could always just take a picture with your phone or something. I won't judge you either way.

    Once you've solved the puzzle, the door will be revealed and you can head on into the Thieves Guild.

    8. Welcome to the Thieves Guild, you smooth criminal, you. Go ahead and chat with Arestes. Now, Join the Guild for the low, low price of 100 drachmas. Go ahead and buy basically everything from him except the Grapnel; your Magic Grapnel is far better. You'll not only get points for buying the Rope, the Blackjack and the Pickpocket Knife, but if you go ahead and combine your Rope and Grapnel in your inventory, you can make your Rope and Grapnel!

    Before you leave the Thieves Guild for the night, you should:
    • Enter the Chief Thief Contest at the betting board.
    • Try your luck and pickpocket the practice dummy.

    Now, get psyched - because it's time to do a little breaking and entering!

    9. Head back to the Arena area (while it's still night-time, of course). There's a red door for the house nearest to the Arena (not the one being guarded by one of Ferarri's boys). Crouch into a sneaking position, and pick the lock (if you don't get it the first time, don't worry - just keep picking the lock until you succeed). You'll automatically sneak inside.

    Whoo, boy. It's dark in here. Let's fix that. Go into your inventory and combine your fancy new Torch and your Tinder Box; let there be light. You'll need to equip it for it to do anything, obviously.

    Here's what you can get your hands on:
    • Some Jewelry and 300 drachmas from the safe behind the painting on the far right wall (there is a trap to disarm here).
    • A single dagger from the empty cupboard near the front door.
    • The Alabaster Amphora from the small table in the middle of the room.
    • A Gold Ring from the yellow couch under the stairs.
    • Some drachmas from the drawers at the far right side of the room.
    • Some lockpicking experience from the empty chest by the front door.

    10. Ah, baby's first felony; this is a momentous occasion. Let's go and sell our loot to Arestes before we turn in for the night - hold onto the Jewelry, though. You can gift that to Nawar. You may as well chat with him for a bit as well while you're at it.

    11. Now, you've gotten a little practice; you're ready for the big leagues. I know we only JUST arrived in Silmaria, but to hell with it - let's rob the freaking bank.
Thief Walkthrough (1B: Welcome To Silmaria)
12. Head up to Nob Hill by the bulletin boards and settle into your sneaking position. Now, tip-toe into the Town Square. Wait until the guard walks away from the bank. Sneak on up to the front doors of the bank and pick the lock. Pick the lock to the vault, then disarm the trap for the safe. Take your spoils!

Use your Mystic Magnet to return to your room - you're home free!

Now, you can rob the bank a second time, but let's hold off on that for now. After all, you just looted the place. There won't be much to rob right away. You'll be back in 10 days for another pay day, don't you worry.

For now, go ahead and get some well-earned sleep. All this crime can make a person tired.

13. Sleep until morning. Speak with Toro. Go to the Docks; speak with Andre (he's only around in the morning) and Pholus. Head to the Adventurer's School and speak with Famous Adventurer. Now, this is an easy way to boost your Pickpocket skill to around 200 - just keep selecting 'Steal the Book' until you are successful. No, seriously - it's that easy. Now, read it.

8. Speak to everyone in the Town Square again, including Same; buy another Pepperoni Pizza from Marrak.
If there's anything you still need to buy from yesterday's shopping list, do so. You may as well buy the Good Luck Charm and Hera's Ring from Sarra - you can certainly afford it, and you can never have too much luck as a thief.

While you're here, choose a civilian (any one of the nameless Silmarians walking around). Use your Pickpocket Knife on someone to...well, pick their pocket - but save first. You really only have to do it successfully once to get the points. If you try every civilian, and all their purses are empty, don't worry - just try again the next time you're in the Town Square. Again, you only have to succeed once.

9. Speak with Erasmus and Fenris (go to the Spinning Hat and give it a kick).

10. Alright, it's time to do something nice for someone for once. You know, after you've robbed everyone blind. Exit the city through the gates near Gnome Ann's Inn, and leave the city limits. Head to the Dragon Pillar icon to the north. Grab some wax from the beehive on the ground. I wouldn't bother fighting the baddies. You may not be particularly equipped for combat, after all.

11. Now, leave and head south past Silmaria and the southern Dragon Pillar. Hug the coastline and you will be attacked by Goons. Again, you don't need to fight them, but be sure to pick up the Basket on the ground before you leave. Use your Mystic Magnets to teleport back to your room.

12. Wait until evening (unless of course, it's evening already), and swing by the Thieves Guild to brag to Arestes just for fun.

13. Now, go talk to everyone at the Dead Parrot Inn. May as well give Nawar that Jewelry you pocketed earlier.

14. Head back to the Thieves Guild to catch up with Arestes (again) and Ugarte. Use your Mystic Magnets when you're done. Drop off your Pepperoni Pizza in your trunk. Sleep until morning; this should bring you to Day 3.

15. Talk to Toro and Elsa in the morning; then, you can go to Sarra and give the basket to her. Talk to Marrak as well.

16. Go an talk to the Famous Adventurer, as well as Andre; he'll give you some Anchovies. Like you did with the P & J Pizza, drag them onto the Artichoke Pizza. Buy 1 Throwing Spear from Pholus and pick up some rocks from the ground across from Pholus' shop and go on past the Adventurer's School to the gates.

17. Follow the path and pull the lever on the left. Then force the lever on the right; it will break. Replace it with your Throwing Spear. Pull it. A gondola will come in a few seconds. It will disappear behind the little building to your left; the moment you see it again, pull the lever. Jump in. Throw a rock at the lever to make your gondola move again. Hop off and answer the questions on the little screen beside the big circular door (see the FAQ for answers). Walk into the Science Lab.
Speak with Dr. Pretorious; give him the A & A Pizza.
Go outside and wait until evening. Talk to Dr. Mobius; give him the P & J Pizza.
By the entrance of the lab, there is a panel in the left corner with another test. Pass the test (see the FAQ for answers).

18. Use your Mystic Magnets to head back to your room. Go to the Thieves Guild to hang with Arestes and the oh-so-cheery Cloaked Man. Go chat and flirt at the Dead Parrot too.

19. It's time for a little journey across Marete. Leave the city and start heading north. Keep following the mountain base northward and around until you can get to the Pegasus icon. Find the stream and click on the stream to take a drink. Now fill two amphorea full of the Hippocrene water (don't drink them, though).

Look around until you find a path up one of the lathe rock spires. Run up until you get to the ledge between your spire and the other one across the drop. You'll need your Acrobatics skill to be at about 350; if you're not there yet, just press and hold 'G' to do the can-can until you've got that score up. Then, cast your Rope & Grapple on the spire across from you to tightrope walk over the space!
Swing back across using the vine and run up the slope until you reach the base of Pegasus' nest. Collect 100 feathers, then teleport back to the inn. Eat and sleep until morning.

20. Sell all but one of your feathers to Salim, and buy about 50 Stamina Pills. Head back to the Famous Adventurer and give him one of your Hippocrene waters. Talk to him for a bit, leave, then immediately come back and he'll give you a Stealth Charm (which is actually, pretty neat - go ahead and equip that bad boy) and talk to you some more. Head to the inn and drop off your Wax, your Feather and your spare Hippocrene Water.

21. Now, take this chance to do your rounds one more time. Talk to everyone from Erasmus and Fenris to the folks in the Town Square, from the scentists to the patrons in the Dead Parrot. Assuming no one has anything new to say, you should be ready to enter the Rites of Rulership! Go ahead and rest up at the inn if you need to.

22. Head to the bank and enter the Rites of Rulership! Let the games begin...
Thief Walkthrough (2: Rite of Freedom/Rite of Conquest)
The Rite of Freedom

Your first Rite of Rulership has officially begun; you didn't get to pick which village you get to save, but that's okay. You're going to save them all.

You'll want to make sure you've got some Healing Pills and Stamina Pills (50 or so each should be more than enough) if you haven't already.

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Rakeesh (he'll be in his usual spot on the platform by the Arena).
  • Marrak, Sarra, Wolfie
  • Pholus - I like to buy the Slasher Dagger at some point, but it may be wise to buy a proper weapon. You'll need to do some fighting in this rite. I personally like to use the Wurmbane Spear or the Ice Diamond Sword if I can swing it, but it's all up to you.
  • Toro
  • The Scientists
At night, then head to the Dead Parrot Inn. Talk to Ferarri, Ugarte, Budar and Nawar. Wait until about midnight, then leave the inn. You should see Nawar chilling over the balcony. Rizz her up with some flirty conversation and a flower or two.

Pop into the Thieves Guild and chat with Arestes and Ugarte as well.

Go and sleep until morning, then go talk to Andre; you can go tell Julanar what he told you, but you won't get any points. It's just a nice little thing to do. Then go back to Andre once more and he'll thank you for your kindness.

2. Armour up; it's time to free those fishing villages. You can use your Map of you want to do them in a specific order, but I like to leave Naxos for last.

I can't stress this enough: no matter how over-encumbered you are, do NOT use your Mystic Magnet or return to Silmaria until I tell you to, or you [i[will[/i] miss out on points that you cannot get back.

For each village, you will be outnumbered, but just make a break for the 'final house' in each village; run right past any stragglers. Knock on the door, and it'll open. There will be four mercenaries in the room; you'll need to fight them off.
Open the chest and take everything that lies within.

The final houses are as follows:



3. Now for love of Odin, do NOT use your Mystic Magnet and do NOT return to Silmaria, yet. Head to the Dragon Pillar Icon just southwest of Silmaria. You will see a very dead Kokeeno lying next to the broken pillar. Head back to Silmaria on-foot, and knock on the door of the guard tower.

You'll tell them about Kokeeno's death for some easy points. Alright, you may now use your Mystic Magnets whenever you wish.

4. Head to the guards at the Hall of Kings and show them any one of your Sigils; assuming you didn't take too long, you will have easily won this Rite!
(but even if you didn't, you don't get points for winning the Rites; only for completing them.
The Rite of Conquest

1. Start by talking to Rakeesh on his usual platform. Then, do your rounds. During the day, talk to:
  • Rakeesh (he'll be in his usual spot on the platform by the Arena).
  • Pholus
  • Toro & Elsa
  • Dr. Pretorius
Wait until night and talk to Dr. Mobius.
Next, make sure you have at least one Poison Cure Pill with you, and then head to the Dead Parrot Inn. Talk to Ugarte, Budar & Nawar.

2. Start heading toward the inn (on-foot). As you pass the Adventurer's Guild, Ugarte will sneak out to meet you. Talk to him; when he goes down, use a Poison Cure Pill on him.
Once you're done at the Hall of Kings, head back to the Dead Parrot Inn and speak with Ferarri, Nawar and Budar.

Pop into the Thieves Guild and chat with Arestes.

3. Sleep until morning and go talk to Salim and Julanar.

4. Go talk to Andre and rent his boat. Make your way to Sifnos and you will be there by nightfall.

5. Alright - time to put those stealth skills to the test. The moment you've arrived on the island, start sneaking. Hug the wall and keep sneaking until you reach the staircase up to the base. There are a bunch of mercenaries posted on the beach, but just click on the edge of the first landing to climb up. Go up the one flight of stairs a bit further, but instead of going through the arch, hop down from the second landing and click on the black hole in the wall. Use your toolkit and you can sneak into the base without setting off the alarm.

For this part, I like to get a little practice with my Blackjack in. Just start sneaking up to guards, take your blackjack from your quick menu and use it on every mercenary you see (save before each one just in case you're unsuccessful).

Take down the Centaur Wizard. Again, I like using the Wurmbane Spear, but you can just start grabbing Throwing Spears off the cart in the centre of the room and just hyuck them at the Wizard until he goes down. Killing him should bring in General Claudius. Kill him off and loot the body. Nearby, there is a cart of Throwing Spears; pick up 100 of them, or as many as the game will allow you to. Trust me, you'll want them for later.

Use your Mystic Magnets to get back to your room and put all of those Throwing Spears in your trunk. Sleep until morning, and make sure you've got at least one Poison Cure Pill before you leave the inn.

6. Go speak with Rakeesh if he's on his platform by the Arena before you show the guards at the Hall of Kings the General's Shield. Congratulations on yet another win!

You can choose to use either your Magic Shield or the General's Shield from hereon out. Either sell the other shield, or you may just put it in your trunk for safe-keeping.
Thief Walkthrough (3: Rite of Valor/Rite of Destiny)
The Rite of Valor

1. You will automatically be talking to Rakeesh once the Rite ceremony is over. Talk to him, and once he goes down, use a Poison Cure Pill on him.

2. Head to the inn and talk to Ann. You'll want to take your Wax and Feathers out of your trunk, and make sure you have an Amphora on you.

During the day, go and talk to:
  • Andre
  • Famous Adventurer
  • Pholus
  • Shakra
  • Salim & Julanar
  • Toro
  • Dr. Pretorius

At night, go and talk to Ferarri, Budar and Nawar at the Dead Parrot Inn.

Next, go talk to Dr. Mobius. Once you're done talking to everyone, take your Wax and apply it to the frame display behind Dr. Mobius/Pretorius. Now, apply the Feathers. If it's night-time, wait a few hours until it's morning. Now, click on the frame display and let's take this baby for a spin!

3. Welcome to Hydra Island. Down the slope, you'll see a tree oozing green goo. Put some in an Amphora. Now, arm yourself and head to the left across the upper level and slash the right-most Hydra head once.

Good job. You sure showed him. Now run the hell away; Elsa's gonna come help you out. Accept her help, and tell her you will burn the stumps after she removes the Hydra's heads. Stand at the base of the Hydra, right in front of it on the ground level, but stand back enough to ensure it can't harm you. Once Elsa chops off a head, run up there with your Torch and use it on the stump to do your part. Once the final head is burned, talk to Elsa for a bit.

Approach the Hydra's Head and remove it's Teeth and Scales. Now, you can choose to give Elsa the Hydra's Teeth to allow her to win the Rite, but I like to keep them all for my greedy self when I play the thief. It's your call, though.
Head into the cave. Elsa's going to take her spoils and peace out. Pick up the pile of drachmas on the ground where she was. Now, head to the chest at the back of the cave, disarm the trap, and collect your spoils.

Use your Mystic Magnet to return to your room (rest a couple hours if you need to). You'll want to pick up a few things from your trunk:
  • Painting
  • Sheet
  • HIppocrene Water

4. Once you're back in Silmaria, you'll want to go talk to:
  • Shakra (if there's anything you want to buy from Shakra, you should do it pretty soon).
  • Salim & Julanar (Julanar will give you a set of seeds when you Say Goodbye to her. If you want to court Erana, you'll want two sets of them. So Say Goodbye to her a second time before you leave).

Now, if you're courting Nawar, this is where I like to go and see her again before I finish this rite. She probably has nothing new to say at her usual spot by the wheel, but go to the inn and wait until closing hours to talk to her on the balcony a second time. Give her some gifts while you're at it.

Now, assuming it's around Day 11 - this is your chance to rob the bank a second time[/b]. You won't be able to just walk up to the front door quite like last time - you'll need to use your Blackjack on the guard that's posted outside the entrance. The easiest way I've found to do it is to sneak and wait by the left lion statue. Save your game and wait for the guard to come closer and turn away from you. Once he does, wack him one until he goes down and make your way into the bank just like last time. Once again, disarm the trap, take your cash and use your Mystic Magnet to get the hell outta there.

Now, off to bed until morning with you.

Give Ann one set of your Magic Seeds. If you gave Elsa the Hydra Teeth, you should be summoned in the morning to celebrate her big win, but if not, head on over to the Hall of Kings to show the Hydra Teeth to the guard.
The Rite of Destiny

1. The Rite of Destiny begins! Let's talk to a few folks during the day:
  • Wolfie
  • Marrak (show him the Painting and buy his Brazier)
  • Famous Adventurer
  • Andre
  • Toro & Elsa
  • Pretorius

At night, you'll want to talk to:
  • Budar & Nawar (if Nawar is dancing, she won't talk, but if you wait until closing and leave the inn, you can talk to her out on the balcony for a second time)
  • Dr. Mobius

2. Head back to the inn and show Ann the Painting as well as the Sheet; she should agree to sew the sheet for you. Now, talk to her and tell her about Wolfie. Go back to your room and sleep for the night. Talk to Ann in the morning, and she should give you your new Sheet.

Before you head to the next step, make sure you have the following in your inventory:
  • Rope
  • Sewn Sheet
  • Brazier
  • Goo
  • Tinder Box
  • Hippocrene Water
  • At Least 1 Drachma

3. Go to Science Island during the day and use the elevator in front of Gort to reach the second level. Head left to the exit to the crane platform.
To retrieve the gondola, use the following settings:
  • Crane Extension: 100
  • Crane Rotation: 55
  • Crane Position: Closed

Apply the following items to your gondola in this order: Rope, Sewn Sheet, Brazier, Goo, Tinder Box. Tada! You now have your very own Hot Air Balloon!

Now, immediately stop flying and walk back into Silmaria (don't worry, your balloon will be right where you left it when you come back). Go and tell Wolfie about your balloon to make his day.

Hop back into your balloon. Before flying to Delos, fly your balloon to the Dragon symbol on the northeast corner of the main island. Get off and pop into the cave. Just throw on some Fireproofing Oil here for the achievement.

Now it's time to get back to the Rite!

4. Fly off to Delos and go to the northmost icon. Walk up to the collapsed statue in front of the fountain and read the text on the plaque.

Just fair warning, be careful not to jump into the fountain (don't ask how I know that). But be sure to pick up that purple flower that's floating on the surface. Now, drop a drachma into the fountain and the Sybil will come alive; once she's done, she'll leave you proof of your destiny. Pick it up and head back out.

5. Go to the southern icon on Delos and you will find yourself in a beautiful grove. Go to each and every dryad and pour some of your Hippocrene water on her roots. Enjoy the dance. Once it's done, you can return to your balloon and fly back to Silmaria.

6 Go and talk to Salim and Julanar; then hand Salim the Black Lotus Flower. Talk to Wolfie as well.

7. Teleport back to your room and drop off your Tinder Box and Painting in your trunk. Pop out to see if the interior of the inn looks...different. If so, go ahead and talk to Wolfie and Ann. They should both be there in the lobby.

8. Show the guard at the Hall of Kings your Proof of Destiny. Congratulations! You're the winner of the Rite of Destiny!
Thief Walkthrough (4A: Rite of Courage/Rite of Peace)
The Rite of Courage

1. Let's start this Rite by doing your rounds. You'll want to talk to:
  • Pholus
  • Famous Adventurer
  • Toro
  • Dr. Pretorius (and Dr. Mobius in the evening)

2. Walk back to the inn; Ann's going to have some words for you. Head up to your room and pick up the pink box of chocolates. Now, if you could go ahead and not eat those, that'd be grrreeeaaaat. Get some sleep until morning and pick up a few things from your trunk:

  • Pepperoni Pizza
  • Gyro
  • Sokolotak-ya

Make sure you have at least 3 Amphora in your inventory.

3. Head back out to the Town Square and pick up a couple of Flowers from the Apothecary flower box; now head inside and chat with Salim and Julanar; hand Salim the box of chocolates so he can do a little investigating. Be sure to replenish your Stamina Pills supply if you need it. This is a relatively long journey, and you'll be using a decent amount of magic.

4. Alright, now you can go straight to hell.
No, seriously, it's time to get started on your Rite, so it's off to Hades with you.
You might as well take your balloon; fly northwest until you see the little green Skull of Hades icon. Here, you'll see a dead guard beside yet another broken Dragon Pillar. Take your Amphora and fill it will some water from the river beside the body. Now, follow the little river to the left where it seems to run underground and start pouring it into the water to reveal the gates of Hades. As you attempt to enter the gate of Hades, you will be greeted by the undead good-boi.

4. Chat with Cerberus. Give them a Gyro, Pepperoni Pizza and Sokolotok-ya, and they'll let you pass without a fuss. Now, before you head in, there're a few things you should know:
  • Have your Healing Pills ready, as well as your Stamina Pills
  • Shades and Lemures aren't particularly threatening, but the Manes' fire-attacks will deplete your Stamina and Health in literal seconds if you're not careful.
  • You don't have to kill any undead; you can mostly run past them.
  • Save often. If you die, you don't want to trek all the way through Hades again and again.

It's time to head inside.

5. Head down and east from the entrance; then head down the slope. You'll be running under the arch. Keep following that S-shaped path until you reach the cliff.

Use your Rope and Grapple on the ledge to safely climb down the cliffside and run under the arch of the cliff that you just jumped from; go straight into that white marble doorway. Now, start running westward; have your Stamina Pills handy as the Manes on this level can be a bit tenacious. Keep running down and out through the mouth of the giant dragon skull.

Follow the path north and down the slope to the bank of the swirling red river. This is the infamous River Lethe. You'll need an Amphora filled with the swirling water. Now, keep following the path rightward to where the river is calm; this is the River Styx. Fill an Amphora with this water as well. You should now have an Amphora filled with Styx Water, and an Amphora filled with Lethe Water.

Now run back to the left and around the far side of the rivers. Keep following the path and you will come across The Guardian; and he will offer you a choice. You may save either Katrina or Erana; unless you're romancing one, it doesn't matter which, so make your choice and agree to pay the price.

And that's it, that's game over! Good job!

Nah, I'm just messing with you; you've got stuff to do, you can die later. Follow the same path you took to escape the underworld; your Mystic Magnets won't work here. Now, let's go visit Erana/Katrina before we return to Silmaria. Erana will be on Limnos, Katrina will be on Zante; use your Map to see where you need to go.

Take a moment to chat with her before you take your balloon back to Silmaria. Go ahead and sleep until morning and have a bite to eat.

In the morning, go talk to Salim and Julanar; then give Julanar the Amphora of Lethe Water.



As odd as it sounds, go chat with Erana on her island again and give her another flower and/or some chocolates.

Now, show the guards at the Hall of Kings the Styx Water; congratulations! You've won the Rite of Courage!
The Rite of Peace

1. As usual, do your rounds! Talk to:
  • Andre
  • Pholus
  • Famous Adventurer
  • Toro
  • Salim & Julanar
  • Budar & Nawar

2. Head back to Science Island. Huh. Dr. Pretorius and/or Dr. Mobius don't appear to be in their usual places, and you know what? Neither is Gort. Interact with the keypad that he used to guard and type in the password you received from the second science test.

Now you can talk to Dr. Pretorius/Dr. Mobius (if you want to talk to whichever scientist wasn't there at the time, just wait until day/night and reveal the secret lab a second time).

3. Go ahead and sleep until morning at the inn; you will have a surprise visit (don't flirt). You may as well take Hera's Ring out of the trunk.

4. Fly out to speak with Erana/Katrina; she'll help you out by giving you the Waterbreathing Amulet!

5. Now, put on your new amulet and get aboard your balloon. It's off to Atlantis with you! It's just west of the fortress where you fought General Claudius. You'll see a small icon with a white statue.

Dive in and check out the golden gates. First, use your Toolkit, then your Oil, and finally, your Mystic Magnet to open the gate. Let the Tritons swim out so they're not right in front of the doorway; they're going to come out swingin', so just try and avoid them, but don't harm them. Once they're out of your way, swim into the tunnel.

6. Welcome to the city of Atlantis! Now, hugging the wall the entire time, swim to the right side of the screen until you see that line of stone panels against the wall. Go to the third one and interact with it; you'll swim right through!
Keep hugging the wall, but try to swim downward, as when your camera angle changes, there will be a couple Tritons hanging out by the walls. Keep swimming along that wall, staying low, until you see the three panels with gold bordering. Select the one in the middle, and you should be able to pick the lock to the throne room.

Rock right up to the Queen and hand her some Flowers and mention the Famous Adventurer; or you could just talk and convince her.

As long as you walk out of there with the Statue of Peace and no Tritons were harmed, you succeeded. Hop into your balloon and fly back to Erana/Katrina. Chat with her, then fly back to Silmaria. Wait until evening.

7. If you've been courting Nawar, now is the time to offer her Hera's Ring at the Dead Parrot. She'll ask you to fight Abdull, the guard that stands just outside the Dead Parrot. Don't kill him; just smack him around a bit and a guard will tell you to stop. Go back inside and ask her again. Now, we just need to show up Ferarri.

8. Walk into Gnome Ann's Inn from the front door and help her provide some...entertainment for the patrons. Talk to Ann, Wolfie and Salla.

Head up to your room and make sure you have the following in your inventory:
  • Rope and Grapnel
  • Blackjack
  • Sheet (you can steal one from the dresser, or from your bed)
  • Fireproofing Oil[/list[
    It's time to find the Blackbird and secure your position as Chief Thief! Go to sleep in your room again, and Elsa will wake you up a second time. It's off to Minos' Island!
Thief Walkthrough (4B: The Hunt for the Blackbird)
The Hunt For the Blackbird

1. Make sure you're instantly sneaking, and Blackjack the Goons; there should be three. Just stay close to the wall and save before each Goon just in case you mess up. Keep move along the path until you get to the opposite wall; there should be a dirt path up to a ledge with a skinny, white, dead tree. Use your Rope and Grapnel on it to climb up.

Make sure you're still sneaking!

Now, keep moving right along the wall until you get to a less-dead tree. Click on the stone walkway below to jump down, then onto the balcony below to jump down again behind the Mercenary guard. Give him the Blackjack treatment and continue to the door. Pick the lock and get inside!

2. There should be a single Goon at the bottom of the stairs. Use your Blackjack to take him out. There should be two Goons patrolling up on the balcony; you won't be able to get past them without triggering the alarm, so sneak past the Goon you just took down to the left side of the room and use your Rope and Grapnel to climb up to the upper left-most door. Interact with it and get inside.

3. Alright! You've made it to the treasure room! There are two Goons here, but you can just kill them; you don't need to be sneaky about it.

4. This is your big payday! Every alcove and chest in this room has a trap, but if you use a bottle of Fireproofing Oil on yourself, you can just open them without taking damage or having to disarm any traps. So lather some on and start opening alcoves. There are three alcoves on the right side of the room (one of them containing the fabled Blackbird Statue, three on the left, two chests on the left side of the room, and a lion statue on the table at the far side of the room.
Lastly, there is a strange statue on the ledge above the middle alcove on the left side of the room. You can use your Rope and Grapnel on the door frame of the alcove to climb up, but do not touch the statue! It will kill you. Remember that Sheet I told you to bring? This is why. Use your Sheet on the statue to safely pick it up.

5. Assuming you've grabbed everything, you're good to use your Mystic Magnets to head back to your room! Well done!

6. Now, don't go showing off the Blackbird just yet - if we're gonna do this, we're gonna do it right. Now that you're back in Silmaria, it should still be night-time. Pop into the Thieves Guild and sell your non-Blackbird spoils to Arestes.

7. Head back to your room and sleep until morning. Put away whatever you decide you want to keep, but not carry (this is all up to you). Now, head into town and sell whatever you want to sell, but be sure to show the Blackbird statue to Wolfie. He will make you a fake version of it; be sure to talk to him right away and ask about the Blackbird to get it back from him.

Now, buy the Imitation Blackbird statue from Wolfie.

8. Wait until Nightfall and head to the Dead Parrot. Give Ferarri the real Blackbird statue in exchange for Ann's Deed.

9. Now, I don't know about you, but I don't much like being blackmailed by Ferarri. So let's go steal the Blackbird back! Remember that house by the Arena that we broke into near the beginning of the game? Go back to that door, crouch into a sneak, but don't go inside. Instead, use your Rope and Grapnel to scale up to the ceiling above it, then again to the next level, and yet again to the highest level. Then jump down off that top ledge, and then one more time. You can now jump across the gap between the houses.


10. Sneak over to the middle window and examine it. You'll then want to use your Oil on it, then examine it again. Use your Toolkit on it (it may not work if you try to do this from the menu; use your Toolkit by selecting it from your quick menu and physically click it onto the window). You should be inside Ferarri's house!

11. Now, obviously, stay sneaking, and sidle across the ledge so you can jump onto the balcony on the far side of the room. Sneak down the stairs. You should be able to see the Blackbird up on the alcove overlooking the room, but let's not be too hasty. We can take much more than that from Ferarri while we're here. Under the balcony, there is a painting on the wall on the right side of the room. Examine it and disarm the trap to pocket a good handful of drachmas. Now, sneak over to the table in the middle of the room and take the Alabaster Amphora.

12. Push the table over to the other side of the room, climb up onto it and grab the Blackbird. Place the Imitation Blackbird up on the alcove in it's place. Now, don't teleport away just yet - you get points for actually leaving Ferarri's house. Head up the stairs and out the window. One of Ferarri's guards will probably spot you as soon as you're outside, but that doesn't matter. Use your Mystic Magnet to teleport to safety.

13. It's time to head back to the Thieves Guild and show Arestes the real Blackbird! Congratulations, soon-to-be Chief Thief!

14. Head back to your room and sleep until the next evening. Give Ann the Deed for the inn! You can also go chat with Ferarri, Nawar and Budar again at the Dead Parrot.

15. Finally, you can show the Statue of Peace to the guards at the Hall of Kings! Look at you go!
Thief Walkthrough (5: Rite of Justice/Dragon Fire)
The Rite of Justice

1. Here we are; the big showdown with the elusive assassin. Now, before you rush out to fight him, you've got a few things to do before the encounter. So for the time being, avoid crossing the bridge from the Adventurer's Guild to the West Gate in the evening. You don't want to trigger the fight until it's time.

2. To start, let's go talk to the Famous Adventure.

3. Fly out to see Erana/Katrina and chat with her. Fly back to Silmaria and go back to the inn.

4. Sleep until evening; you'll have another visit that night. Once you're ready to head out, make sure you have some Poison Cure Pills handy.

5. Go to the Dead Parrot Inn and speak with Nawar. Now that you've kicked Adull's ass and humbled Ferarri, she should agree to marry you; just offer her the ring! Congratulations, lovebirds.

6. It's time, Hero. That assassin is going d o w n. To trigger the encounter, you'll want to approach the bridge by the Adevnturer's Guild from the archway leading up from the Docks. You'll know you've done it right when you see your Paladin senses say you are sensing danger nearby. As you go to cross the bridge, you will have a showdown with the assassin. Take him down.


Just FYI: you will end up with a Poisoned Dagger after the fight. They can be kind of fun to use, not gonna lie; I once literally exploded a Goon with one.

Dragon Fire
1. This is the final part of the story. This is the last time you'll have to get your affects in order. Use this time to make sure you buy/have the following items:
  • Stamina Pills and/or Vitality Potions
  • Fireproofing Oil (honestly, just 2 should be fine)
  • 100 Throwing Spears (that you placed in your trunk after the Rite of Conquest)
  • Whatever you plan to wear/wield during your final battle; shield, sword, helm, armour, jewelry, etc.

Anything else can go right into the trunk so as to not weigh you down further. That includes your drachmas. You won't be needing them where you're going.

2. Fly out to the Dragon Pool; use your Fireproofing Oil by the lava if you haven't done so already, and get a quick lay of the land in this cave. You will be coming back here shortly under much more tense circumstances. At night, go say your last words to Nawar before ♥♥♥♥ hits the fan. This will be the last time you see her until the end of the game.

3. Go see Erana/Katrina; speak with her.

4. Use your Mystic Magnet to transport back to your room. Go to sleep. You will be awakened to face Minos at the Hall of Kings. Use any method you see fit to expose his lies.

5. You have arrived at Minos' Palace. Just grab your weapon and take everyone down; there's no need to sneak during this part. Fight your way across to the dead tree and use your Rope & Grapnel just like you did the last time you were here. Once you get to the door, you'll have to fight off about four Goons before you can get through the door.

6. Take out ever enemy once you get inside as well. You just need to get to the left-most door on the upper level of the room. Bust it open and you will be in the treasure room again.

7. Take down the two Goons, then and grab Elsa's Toolkit from the table and hand it to her in her cell at the side of the room. She'll bust herself out while you get started on the Minotaur. Once you take him down, Minos will rage-quit life and start the sh*t-storm. You've only got a little bit of time, so, if there are any alcoves/chests that you forgot to rob last time you were here, throw on some Fireproofing Oil and do that now.

Once you're done, search Minos' body and take his stuff. Erana/Katrina/Fenris will arrive and summon you to the final battle.


Now, you should know a few things before you get into it:
  • You want to make sure everyone gets out of this alive. So if you hear someone say they're on their last potion, or you see their health dropping low, hand them Health Potions and keep them in the fight.
  • While you can get points for sacrificing yourself to the dragon, you will (obviously) just die and end the game; and if you offer to sacrifice yourself, someone else will just sacrifice themselves instead, which will also screw you out of points. So don't even offer. This fight can be won without sacrifice.
  • With that being said, I have noticed that fighting the dragon on the highest difficulty will result in the dragon breaking free and destroying Silmaria regardless of whether or not you fixed the pillar. For this reason, I usually just drop the difficulty down so that the final battle can be won.

8. Erana/Katrina/Fenris will summon a couple buddies to help out. Talk to Gort and Toro straight away and get them to help you fix the pillar. Give them a hand.

9. Once that's done, give Toro the Minotaur Axe you picked up from the previous fight. Offer Health Potions to Gort and Toro once during the battle. Each one will give you extra points to your final score.

10. Slather some Fireproofing Oil on yourself. Just once will be fine.

11. Now get over there and just start beating the crap out of the dragon. It will break free, but it shouldn't escape the cave. Now, I've heard that you'll get points for hitting the Dragon with the Poisoned Dagger, but regardless of what method I try to use, this never seems to work for me. Now, start yeeting those Throwing Spears at it like you've never yeeted before; until you've killed the dragon.

12. It's time for the coronation; you may choose to either accept or refuse the throne, but it's your call! After this scene, another scene should trigger, where Arestes announces you as the winner of the Chief Thief contest!


Congratulations! You've beaten the game with the highest possible score I could get!
There will be a few things on the 'To Do' list, but those were mostly alternative options; you quite literally cannot accomplish all of them.

Great work! Try another Character Class and take a different approach for a whole new challenge! Leave a review if you found this walkthrough/guide helpful :)
Compendium: Characters (A-G)
Below is an alphabetical list of the remaining characters who were not mentioned in the previous sections of the compendium.
(I've had to make more than one page for this due to Steam's character limit on sub-sections).

A

  • Abdim/Abdum/Abdull - So, remember how in the 'Introduction' sub-section, I'd mentioned some characters that haven't aged well? This is the main example. They are human males that hail from Raseir. They work under the employ of Senor Ferrari, and they each wear a unique colour of vest and fez hat. Abdum can be found in the Arena; Abdull can be found outside the Dead Parrot Inn; Abdim can be found at night guarding Ferrari's house.

  • Andre - Andre is a young fisherman native to this land; he also happens to be the sole remaining fisherman in these parts. He can be found early in the morning on his boat at the docks. Though he takes pride in his work and seems to find it enjoyable enough, he does not feel that fishing is really his true calling. Perhaps he would benefit from a helping hand to steer him in the right direction.

  • Ann Agrama - 'Gnome' Ann Agrama is a female gnome who has decided to open up a small bed-and-breakfast in Silmaria. She is short, stout, and wears a pointed red cap. She is ever friendly, cracking (horrible) jokes and puns at every turn, and despite the fact that her inn is going through hard times, she always manages to keep smiling. She can be found at the reception desk of her Inn by the main gates of Silmaria.

  • Arestes - Arestes is a retired seaman with only one arm; no one seems to truly know how he lost his arm since his story changes every time you ask. There seems to be more to him than meets the eye, however. Everyone in Silmaria's got secrets, and Arestes is no different. He has short brown hair and a brown moustache, and he sports a burnt-sienna shirt and pants. He can be found in the Dead Parrot Inn in during some nights. Otherwise, you can find him manning the shop in the Thieve's Guild, of which he is also a member.

B

  • Bruno - A familiar face, though not a friendly one, we met this human male in Spielburg as well. Chances are he's escaped to Silmaria to lay low for a while; maybe make a bit of coin while he's at it. That being said, he's not exactly happy to see us; and his mood hasn't improved since we last met. He prefers to keep his identity on the down-low and isn't particularly keen on talking to anyone. He wears a black cloak and can sometimes be found upstairs in the Dead Parrot Inn or at the Thieve's Guild.

  • Budar - This voluptuous human female hails from Raseir, and now runs the bar at the Dead Parrot Inn. Curvy and confident with dark hair and thick lips, Budar always has a cheeky comment to make to spice up any conversation, and she is...involved with Senor Ferrari. Though that doesn't stop her from flirting around a little. She wears a pink harem dress and has long black hair.


D

  • Dr. Mobius - An older, balding human male that resides on Science Island with his colleague, Dr. Pretorius. Haughty and arrogant, this scientist has little time for the common, mundane concerns of the average Silmarian, and believes himself to be of the world's greatest minds. He is the sponsor for Rite of Rulership contender, Gort; alongside Dr. Pretorius, of course. He can found in the Institute of Science at night.

  • Dr. Pretorious - This older human male with frazzled hair is somewhat kinder and more patient than his esteemed colleague, Dr. Mobius. While slightly less arrogant, Dr. Pretorius can sometimes come across as rather eccentric and excitable. Dr. Pretorius and Dr. Mobius have sponsored Gort as a contender in the Rites of Rulership. He can be found at the Institute of Science during the day.

E

  • Elsa von Spielburg - This is the same Elsa that we rescued in Spielburg; the daughter of the Baron of Spielburg. She's a blonde-haired human female who has managed to become a well-renowned warrior in her own right, and is well-connected in this land despite her short time here. Confident and headstrong, she was sponsored by Minos, the previous king's adviser, and has come to Silmaria to compete for the crown. She can occasionally be found at the Adventurer's Guild with her friend, Toro.

    (Elsa is also a possible candidate for marriage).

  • Erana - A half-faery, half-human female Paladin whose soul had been trapped between dimensions before we freed her soul to find peace in the afterlife. She was as good as they come, and a beacon of light for all around her. If you choose to save her soul from the halls of Hades, she can be found on the island of Limnos. She is also a possible marriage candidate; note, however, that you may choose Erana OR Katrina to return from Hades, not both.

  • Erasmus - We and Erasmus go way back to Spielburg. He considers Silmaria his winter home, and has come here with Fenris for the time being. A human male with great magical powers, Erasmus is the one that brought us to Silmaria in the first place, hoping we may help solve the problems the city is facing. He can be found in his home in the clouds upon Nob Hill, but you'll need to trigger the Spinning Hat to get there.

F

  • Famous Adventurer - This elderly human male was once a great adventurer, and is now well-known for his many books on the subject. However, as he has grown old, he has become tired and cynical, entirely unmotivated to have anything further to do with the hardship of travel and combat. It is said that he has gone by many, many names; perhaps if someone were to help him find his inspiration, he'd be more willing to tell us all about it. He can be found at the Adventurer's School of Silmaria, located by the gates leading to Science Island.

  • Fenris - Erasmus' rat familiar, Fenris has his own share of magical powers, and serves as Erasmus' friend, confidante, and completes their magical comical duo. He always has a joke ready to go, and whl he may seem as though he can't take anything seriously, he is surprisingly perceptive. He can always be found at Erasmus' side.

G

  • Gort - A human...ish male of unknown origin with pale green skin, a squared head, and absolutely massive fists. Not much is known about him aside from the fact that he has been sponsored by Dr. Mobius and Dr. Pretorius of the Academy of Science to become the next King of Silmaria. He doesn't appear to have the ability to communicate beyond grunts and groans, and spends all of his time with his sponsors at the Institute of Science.
Compendium: Characters (H-S)
J

  • Julanar - Julanar is now a human female with shoulder-length brown hair and bright green eyes, but we've only ever met her as a tree in Shapeir. She and Salim, another familiar face, are now married and they run the Silmarian Apothecary shop in the main town square, which is where they can be found. Julanar is kind, wise and gracious, and will be happy to heal you free of charge should you ever find yourself injured.

K


  • Katrina - This human female sacrificed herself for us in Mordavia when she was known as the Dark Master. Katrina was a skilled magic user, and once had an insatiable thirst for power. Perhaps she has found the peace in death that she was unable to find during her lifetime. If you choose to save her soul from the halls of Hades, she can be found on the island of Zante. Note that you may rescue either Katrina OR Erana from Hades; not both. She is also a possible marriage candidate.

  • Kokeeno Pookameeso - A human male who has served as a guard in Silmaria since he was a teenager, Kokeeno was born in a nearby fishing village, and is looking to serve as the king of his homeland. A man of few words, Kokeeno only says what he must, and allows his work to speak for itself. He wields a spear and shield, and is a formidable opponent in his own right.

L

  • Logos - This honourable male centaur has taken on the duty of running things in Silmaria during the interim as he organises the Rites of Rulership. It is rumoured that he was offered the crown after King Justinian's death, but he refused the title, and decided to remain as the Speaker of Silmaria. Logos is measured, fair and just, and is determined to ensure the best possible entrant is selected to become Silmaria's new king. He spends his days in the Hall of Kings alongside his long-time friend Rakeesh.

M

  • Magnum Opus - This dark-haired human male hailing from Nova Roma, and is a top contender for the throne of Silmaria. Handsome and powerful, Magnum is a skilled fighter; and he knows it. Frankly, he doesn't shut up about it. He is notoriously pompous and egotistical, and would likely give Narcissius himself a run for his money. There are rumours that he is a spy for the Hesperian Mercenaries, but perhaps this is just hearsay.

  • Marrak - Marrak is a male Katta merchant who sells fresh food and produce from his cart in the main town square. Husband to Sarra the jewelry seller, and father to Salla the musician, Marrak has much love for his family, is speaks of them often. Eager to aid others, Marrak is always willing to give directions and insight, and is an expert conversationalist. He wears a red vest and purple pants, and can be found juggling produce near his cart by the Apothecary.

  • Minos - This older, human male is, in a word, loaded. His family has advised the rulers of Silmaria for generations, and Minos has taken it upon himself to sponsor Elsa in the Rites of Rulership. He resides on his own island northeast of Silmaria, so he is generally a difficult man to find unless he specifically wants to be found. Minos dons a red suit, and holds a great deal of sway and influence in the city.


N

  • Nawar - This fair-skinned human female was brought over with Budar from Raseir, and now dances at the Dead Parrot while also running the Wheel of Fortune. Flirtatious, sultry and shameless, Nawar is not one to hesitate if she sees something (or someone) she desires. Nawar is also a possible candidate for marriage.

P

  • Pholus - This male centaur was once a formidable warrior himself, but he has decided to open a shop and become a weapon smith to support his family. Gruff and blunt in his speaking, he does not mince words. However, he makes the best weapons in all of Marete, and he knows the importance of well-kept equipment. He sports long black hair, and a long black beard, and can be found manning his weapon shop near the docks.

R

  • Rakeesh Sah Tarna - A male liontaur that was once the King of Tarna, Rakeesh is an old friend who arrived in Silmaria to aid Logos in the selection of Silmar's new king. Rakeesh is proud and noble, but also incredibly humbled and wise, always willing to offer advice and guidance to those in need. He can be found at the Hall of Kings, or basking in the sun on a platform near the Spinning Hat on Nob Hill.

S

  • Salim - Salim is a human male that hails from Tarna who has always had an affinity for herbs and medicine. He met Julanar as a tree in Shapeir, and the two wound up falling in love. Julanar is now a human, and Salim's beloved wife. The couple now run the Apothecary in Silmaria, and are enjoying their life in the lush tropics of Marete. Salim is friendly, kind, and laid-back. He wears circuluar sunglasses and tye-dye clothing, and can be found within his shop alongside Julanar.

  • Salla - A young, female Katta, and the daughter of Marrak and Sarra; she and her family hail from Raseir, but she does not share her parent's talkative nature. She rather expresses herself solely through the music of her flute. She can be found on a marble bench by the Apothecary in Silmaria. She wears a teal and purple harem dress and will be happy to play a tune in exchange for drachmas.

  • Sam the Banker - Sam is an older, balding human male who runs the Bank of Silmaria. He used to be a panhandler; we happened to meet him in Spielburg when the troubles of the area had first started to arise. Once he'd made enough money, he moved to Marete and decided to open his own bank; he is friendly enough, if a little . He can be found there during the day, and wears an emerald and violet suit jacket.

  • Sarra - Sarra is a slender, golden-furred female Katta merchant from the lands of Raseir. She wears a purple dress and a purple-and-black striped Nemes hat. Wife to Marrak the food-seller, and mother to Salla the musician, she sells jewelry from a stand near the Bank of Simlaria, and can be found at her jewelry stand near the Bank during the day. She is ever-friendly, courteous and elegant to a fault.

  • Senor Ferrari - This human male hails from Raseir, and is the current owner of the Dead Parrot Inn, as well as the deed-holder for Gnome Ann's Inn. Haughty, shifty, and greedy as they come, Ferrari sees no value in things that do not result in a profit. He wears a green jacket and a blue fez hat, and can be found at the Dead Parrot Inn, or sometimes at the Arena.
Compendium: Characters (S-Z)
  • Shakra Sah Tarna - Shakra is a male liontaur, and the son of our old friend, Rakeesh, whom he strongly resembles. He happens to be an extremely accomplished wizard, and bears wisdom and knowledge beyond his years. While powerful, he fortunately shares his father's empathy and measured temperament, and is himself, a balanced individual. He can be found in his Magic Shop in the market square not far from Marrak's food cart.

T

  • Toro - This male minotaur is a longtime companion of Elsa von Spielburg, and has taken on the job as the Guild Master of Silmaria. A gentle giant of few words, Toro is ever-friendly, and is always cheering on Elsa throughout her endeavours, whatever they may be. Make no mistake, however; Toro is an accomplished fighter, and a force to be reckoned with. Luckily, he's very fond of you, and considered you a close friend. He can be found during the day at the Adventurer's Guild in Silmaria.

U

  • Ugarte - A short, brown-haired human male that hails from Raseir, Ugarte is a master at digging up information, and he makes a living off of selling what he knows. As a result, he tends to step on many toes and may have more enemies that he may even realize. Still, while his morals may be skewed, he does attempt to be a good friend nonetheless. Ugarte wears a red and gold jacket, and can found some nights at the Dead Parrot Inn or the Thieve's Guild.

W

  • Wolfie - Wolfie is a male canine artisan that hails from the eastern lands of Inja. He appears to be a cross between a human and a german shepherd, and he sports a blue tunic, and is always optimistic and chipper. He can be found during the day at his artisan stand near Sarra's jewelry stand, and he is skilled in painting and pottery. (Sidenote; I think this character may not have aged well, either. As much as Wolfie himself is a pleasant character, if you're aware of the whole Simpsons/Apu situation, this seems somewhat similar in my opinion).
Compendium: Weapons
Weapons
Daggers
  • Dagger - in the inventory of a Wizard/Thief, or bought from Pholus. Does (10) damage; can be thrown.
  • Magic Dagger - bought from Shakra, and found on Centaur Wizards. Also found in the treasure room of Minos' Mansion. Does (15) damage; can be thrown. Increases Offense (+30) and Throwing (+30).
  • Slasher Dagger - bought from Pholus. This dagger cannot be thrown. This does (20) damage, and increases Offense (+40).
  • Poisoned Dagger - coated in the assassin's poison, and does immense damage; results in a decrease in Honour. Can be thrown. This will change to a normal dagger after use. Found after slaying the assassin.
Spears
  • Spear - bought from Pholus, and found on Silmarian guards. Does (20) damage.
  • Throwing Spear - bought from Pholus, or found on a cart in the fortress on Sifnos. Does (12) damage and can also be used as a regular spear. May also be used to replace the broken lever to Science Island.
  • Magic Spear - does (30) damage and increases Offense (+30). Bought from Pholus, and found in the treasure room of Minos' Mansion.
  • Wurmbane Spear - does (35) damage and increases Offense (+60). Great against dragons.
  • Trident - found on slain Tritons. Does (25) damage.
Swords
  • Sword - Fighters will naturally have one in their inventory. Otherwise, bought from Pholus and found on defeated Mercenaries/Roman Invaders. Does (25) damage.
  • Magic Sword - bought from Pholus and found in the treasure room of Minos' Mansion. Does (35) damage and increases Offense (+30).
  • Ice Diamond Sword - bought from Pholus. Does (35) damage and increases Offense (+60).
  • Dragonslayer Sword - bought from Pholus. Does (40) damage and increases Offense (+60). Does well against dragons. Can be given to Elsa as a gift.
  • Paladin Sword - in your inventory as a Paladin. Does (40) damage and increases Offense (+40) and increases your Honour stat.
Axes
  • Fine Axe - bought from Pholus and does (35) damage.
  • Magic Axe - found in the chest of the final house in the fishing village of Keros, and on General Claudius. Does (40) damage and increases Offense (+40).
  • Minotaur Axe - found after defeating a Minotaur; can be given to Toro, but it's too heavy for you to use. Does (45) damage.

Other
  • Arrow - found after defeating Roman Invaders/Hesperian Mercenaries. These cannot be used; only sold to Pholus for drachmas.
  • Rocks - can be thrown as projectiles (also as a basic weapon (5)). Found on the ground in various places (ie; the Docks of Silmaria, by the target at the West Gate).
  • Spearhead - can be found after defeating animal/human-hybrid enemies such as Goremen/Bearmen/Cougarmen, etc. This can only be sold to Pholus for drachmas.
  • Wizard's Staff - created by a Wizard upon finding Magic Wood on Delos, and bringing it to Shakra. This enhances your magical Offense (+30) and does (5) damage as a physical weapon.
Compendium: Armour & Wearables
Armour

Helms
  • Helm - bought from Pholus. Has an Armour Class of (5).
    -Decreases Agility (-20), Acrobatics (-40) and Magic (-20).
  • Magic Helm - bought from Pholus, found in the Hydra's Cave, or given as a thank-you from the Famous Adventurer for giving him Hippocrene Water (Paladins and Fighters only). Has an Armour Class of (10).
    -Decreases Agility (-20), Acrobatics (-40) and Magic (-20).
Body Armour
  • Leather Armour - automatically in the inventory of a Thief, and found on defeated Bearmen/Grizzlymen. Has an Armour Class of (15).
  • Magic Leather Armour - bought from Pholus, and found in the chest of the final house in the fishing village of Tinos, and in the treasure room of Minos' Mansion. Has an Armour Class of (20).
  • Chainmail Armour - automatically in the inventory of Fighters and Paladins, and can be found on defeated Cougarmen. Has an Armour Class of (20).
    -Decreases Agility (-20), Acrobatics(-40), Magic (-30) and Stealth (-60).
  • Magic Chainmail Armour - can be bought from Pholus, and found on defeated Weirdings. Can also be found in the chest in the Hydra's Cave. Has an Armour Class of (25).
    -Decreases Agility (-20), Acrobatics (-40), Magic (-30) and Stealth (-30).
Shields
  • Shield - bought from Pholus, and found on defeated Roman Invaders/Mercenaries. A Fighter also has one in their inventory. Has an Armour Class of (5) and increases Defense (+30).
    -Decreases Agility (-20), Acrobatics (-100) and Magic (-60).
  • Magic Shield - in the inventory of a Paladin, and found in the treasure room of Minos' Mansion. Has an Armour Class of (10) and increases Defense (+50).
    -Decreases Agility (-20), Acrobatics (-100) and Magic (-60).
  • General's Shield - found after defeated General Claudius. Has an Armour Class (15) and increases Defense (+50).
    -Decreases Agility (-20), Acrobatics (-100) and Magic (-60).


Wearables
  • Atlas Armband - this will increase your Strength (+50). Found in the chest of the Fishing Village Naxos, and the trasure room in Minos' Mansion.
  • Attack Amulet - found in the final house's chest in the fishing village of Ios and in the treasure room of Minos' Mansion. Increases your Attack stat (+50).
  • Defense Amulet - found in the final house's chest in the fishing village of Ios. Increases your Defense stat (+50).
  • Good Luck Charm - bought from Sarra's stand, or found in Minos' treasure room. Increases your Luck stat (+50).
  • Hera's Ring - bought from Sarra's stand. Used to propose to any ladies you may be courting.
  • Jewelry - bought from Sarra's stand, and found when robbing houses. Given as a gift to Nawar.
  • Katta Pin - given to you by Rakeesh (unless you're a Thief). A symbol of friendship with the Katta.
  • King's Ring - given to a Paladin by Logos upon accepting the Ring of Truth quest.
    -Ring of Truth - the King's Ring becomes this once it's been doused in Styx Water, dragon's blood (from the lava pool), and your own blood. The ring will glow if a lie is told in it's presence.
  • Magic Charm Bracelet - bought from the Magic Shop. Increases your Magic stat (+50).
  • Shell Necklace - bought from Sarra's stand, and as a reward for finding her basket. Given as a cheap gift to Nawar.
  • Stealth Charm - given by the Famous Adventurer should a Thief give him some Hippocrene Water. Also found in the treasure room of Minos' Mansion. Increases your Stealth stat (+50).
  • Waterbreathing Amulet - this amulet allows you to breathe underwater; given to you by Erana or Katrina.
Compendium: Healing & Ingestables
Healing
  • Fireproofing Oil - bought from the Apothecary (after giving Salim the Hydra Scales). Used to help reduce damage from fire/heat.
  • Healing Pills - replenishes your health. Can be bought from the Apothecary, and found on defeated Red-Capped Goons.
  • Health Potion - this will completely replenish your health. Bought from the Apothecary, and found on defeated Weirdings, Brown-Capped Goons and Granglers. Also found in the treasure room of Minos' Mansion.
  • Hippocrene Water - this will completely replenish your stamina, awaken the dryads on Delos (which will lead to the discovery of Magic Wood for a Wizard's Staff), and it can be given to the Famous Adventurer for a thank-you and a gift (depends on what class of character you're playing). Can be found at the Pegasus' Nest. Place the water from the river into an Amphora.
  • Mana Pills - bought from the Magic Shop and found on defeated Tritons. Replenishes the mana of a magic-user. Cannot be bought after the Rite of Courage is complete.
  • Mana Potion - completely replenishes the mana of a magic-user. Cannot be bought after the Rite of Courage is complete.
  • Poison Cure Pills - bought from the Apothecary. Used to cure various poisons; but they are ineffective against the assassin's poison until a Black Lotus Flower is given to Salim/Julanar.
  • Stamina Pills - bought from the Apothecary (after giving Salim the Pegasus Feathers) and can be found on defeated Purple-Capped Goons and Animal/Human-hybrid enemies (ie; Goremen/Cougarmen, etc.)
  • Vitality Potion - replenishes your Stamina completely. Can be bought from the Apothecary (after giving Salim the Pegasus Feathe, and found on defeated Weirdings, Brown-Cap Goons and Granglers. Can also be found in the treasure room of Minos' Mansion.


Ingestables
  • A & A Pizza - 'Artichoke & Anchovie.' Buy an Artichoke Pizza from Marrak, and get Anchovies from Andre; combine them to create this. Given to Dr. Pretorius to get on his good side.
  • Anchovies - received from Andre after asking him about Anchovies. Can be eaten and combines with an Artichoke Pizza to create an 'A & A Pizza.'
  • Artichoke Pizza - bought from Marrak; can be combined with Anchovies to create an 'A & A Pizza.'
  • Fruit - can be bought from Marrak. A cheap and easy option to sate your hunger and slowly replenish your stamina.
  • Gyro - can be bought from Marrak. Give to Cerberus to gain access to Hades.
  • Jalapenos - found in the Apothecary by the back counter. Combined with the Pepperoni Pizza to create a 'P & J Pizza.'
  • P & J Pizza - 'Pepperoni & Jalapeno.' Buy a Pepperoni Pizza from Marrak, and pick Jalapenos from the Apothecary; combine them to create this. Given to Dr. Mobius to get on his good side.
  • Pepperoni Pizza - can be bought from Marrak. Can be given to Cerberus to gain access to Hades. Can be combined with Jalapenos to create a 'P & J Pizza.'
  • Sokolotak-ya - bought from Marrak's stand. Given to Cerberus to enter Hades, and given as gifts to any of the ladies you may be courting.
Compendium: Items, Accessories & Tools
Every item I could think of, no matter how mundane, is listed alphabetically below. I have included the locations, uses, and in some cases, prices for each item; so if you're stuck on how to use an item, or where to find it, find it on this list and hopefully, it'll tell you all you need to know!
  • Alabaster Amphora - found when robbing houses. Can be sold at the Thieve's Guild for drachmas.
  • Amphora - bought from Wolfie's stand and used to carry various liquids throughout the game.
  • Amphora of Goo - this is used to help create your flying machine. This green goo can be found seeping from a tree on Hyrda Island.
  • Amphora with Water - fill any Amphora with water; this has no real use in this game. You can fill your Amphora with tainted water from the river by the slain guard by Hades'. This can be poured at the end of that stream to open the gates.
  • Basket - this basket belongs to Sarra, and be given to her for a thank-you and a Shell Necklace. This can be found on a hidden beach near Naxos.
  • Beeswax - used to create Icarus' Wings at Science Island for the Rite of Valor. Found on the ground by the Dragon Pillar just north of Silmaria.
  • Blackbird - found in the treasure room of Minos' Mansion to win the Chief Thief contest (after trading it for Gnome Ann's Deed. You'll need to replace this with the Imitation Blackbird afterwards).
  • Blackjack - can be bought from the Thieve's Guild. Used to stealthily knock out targets.
  • Black Lotus Flower - found in the fountain on Delos. Give this to Salim/Julanar to help cure the assassin's poison.
  • Brazier - used to make a flying machine; show Marrak the Painting to buy his Brazier from him.
  • Chocolate Box - this box is pink of colour and is described to have the scent of over-ripe fruit. This is found in your room once the Rite of Courage begins. To be given to Salim/Julanar to be investigated. This chocolate is drugged and should not be eaten.
  • Deed - the Deed to Gnome Ann's Inn. You can get this by giving Ferrari the Peace Statue. This Deed should be given to Ann.
  • Drachma - this is the currency of the area. Found upon defeated enemies, in chests, etc.
  • Flower - this can be given to Salla and/or Toro to increase your honour, and can be given as gifts to any ladies you may be courting. Found in the flower box on the side of the Apothecary.
  • Gold Ring - found when robbing houses. Can be sold at the Thieve's Guild for drachmas.
  • Grapnel - bought from the Thieve's Guild. Need to be attached to a Rope to be useful.
    -Magic Grapnel - given to a Thief by Rakeesh.
    -Rope & Grapnel - created when a Rope and Grapnel is combined. Can be used to climb and scale.
  • Hydra Scale - can be found on the Hydra after slaying it. Sell them to Salim so that he can make Fireproofing Oil.
  • Hydra Teeth - can be found on the Hydra after slaying it. Used to win the Rite of Valor; can be given to Elsa to allow her to win instead.
  • Imitation Blackbird - received from Wolfie after giving him the Blackbird to replicate. This is left in Ferrari's house in the place of the real Blackbird so that you can win the Chief Thief contest.
  • Interesting Toolkit - found in the bank after the robbery (show to Erasmus to discover that Arestes robbed the bank), and in Minos' Mansion in the final treasure room before freeing Elsa (retrieve it and hand it to Elsa from behind the bars to free her).
  • Key - used to get into Gnome Ann's Inn (or your room at the inn) after-hours. Ann will give this to you the first time to try to go up the stairs.
  • Lethe Water - can be placed in an Amphora and is given to Salim/Julanar to help the drugged magic users get some decent rest. The River Lethe is a swirling body of red water in the depths of Hades.
  • Magic Scroll - these scrolls are used to learn new spells (non-Paladin abilities).
    -Augment - found after defeating a Centaur Wizard.
    -Shrink - found in the chest in the Hydra's Cave.
    -Thermonuclear Blast - when a Wizard gives the Famous Adventurer a Hippocrene Water, he will give this scroll as a thank you.
  • Magic Statue - found in the treasure room of Minos' Mansion. You need to use a Sheet to pick this up; it's dangerous to touch otherwise. Can be sold at the Thieve's Guild for drachmas.
  • Magic Wood - found by a Wizard on Delos after dancing with the Dryads. Take this to Shakra to make a Wizard's Staff.
  • Map - can be bought from Wolfie's stand.
  • Mystic Magnets - bought from Shakra in his Magic Shop. They come in a pair; one is placed in a chest, and the other stays on your person. You may now teleport to that chest.
  • Painting - bought from Wolfie's stand. Show this to various characters while finding supplies to create your flying machine. Can also be shown to Ann to convince her to let Wolfie paint her inn.
  • Peace Statue - used to win the Rite of Peace. You can trade this to Ferrari for the Deed to Ann's Inn.
  • Pegasus Feather - used to create Icarus' Wings at Science Island for the Rite of Valor. Can be sold to Salim so that he can make Stamina Pills/Vitality Potions. Found inside the Pegasus' nest north of Mount Draconis.
  • Pickpocket Knife - bought from the Thieve's Guild. Used to...relieve civilians of their heavy coin-purses.
  • Proof of Destiny - received from the Sybil; used to win the Rite of Destiny.
  • Rope - bought from the Thieve's Guild and found in the chest in the Hydra's Cave. Can be used to climb (when combined with a Grapnel) and create a flying machine.
  • Set of Magic Seeds - to be given to Ann to spruce up the inn, and can be given to Erana as a gift. Received after the Rite of Valor from Julanar upon 'Say Goodbye.' Say Goodbye to her multiple times to get more than one set.
  • Sheet/Sewn Sheet - used to make a flying machine. Found in the dresser in your room or taken right off your bed (honour will decrease). Show Ann the Painting, followed by the Sheet. She will sew it for you.
  • Shell - these can be sold cheaply to Sarra, and can be found on the ground on basically any beach on the main island of Marete.
  • Sigils of Ios/Naxos/Paros/Tinos/Keros - found in the final house of each Fishing Village after looting the chest. Show any one of them to the guards at the Hall of Kings to win the Rite of Freedom.
  • Stealth Oil - can be bought from the Thieve's Guild. Used to quiet and ease a squeaky lock or hinge.
  • Styx Water - placed in an Amphora and used to win the Rite of Courage. The King's Ring can be dipped within the River Styx to help forge a Ring of Truth. The River Styx can be found in the depths of Hades; it is the calm body of red water beside the swirling River Lethe.
  • Thieve's Toolkit - automatically in the inventory of a Thief. This is used to pick locks and disarm traps.
  • Tinderbox - can be used to light your Torch or your Brazier for your flying machine. You'll start the game with one of these in your inventory.
  • Torch - bought from the Thieve's Guild.
    -Lit Torch - created when combined with the Tinder Box; this will help you see in the dark.
  • Winged Lion Statue - found in the treasure room of Minos' Mansion. Can be sold at the Thieve's Guild for drachmas.
Compendium: Spells
There are two types of spells that I will be including in this list; Paladin Spells & Wizard Spells.

Paladin Spells
These spells are only available to the Paladin class; even if you are a Wizard, or if you've given your character magical ability, you will not be able to find or use these spells.

You'll start off with three of these spells automatically; Healing, Honour Shield, and Magic Ward. More can be earned by performing good deeds to boost your Honour Stat.

Furthermore, these spells do not require mana to cast. Instead, they use up your stamina. These spells are incredibly useful, but they will easily eat up your stamina if you are not careful. If you're a Paladin, you will never need Healing Pills (well, you'll want to take one just so you can gulp it down for the achievement score), but Stamina Pills are going to be your best friends in this game.

I've listed every available Paladin Spell below:
  • Healing - This spell will replenish the health of your target; whether that target be yourself, an ally, or even an enemy if you're not careful with your aim. You will already have this spell upon starting the game.
  • Honour Shield - This spell will help to protect you from physical attacks, reducing the amount of damage you will take. This is ineffective against attacks of a magical nature, however. You will already have this spell upon starting the game.
  • Magic Ward - This spell will protect you from magical attacks entirely; be it a magical trap or an enemy spell-caster. Any damage that would have been done to you will simply decrease your stamina instead. Be warned, however; if your stamina is depleted, you will then begin to take on damage to your health. You will already have this spell upon starting the game.
  • Destroy Undead - This spell can be used to cause damage to undead monsters (such as Shades and Manes) from a distance. You will require 375 Honour to learn this ability.
  • Peace - This spell will cause any nearby enemies to become non-hostile for a limited time. They will simply stop attacking and remain at a stand-still until the spell wears off. Be warned; if you attack them while in a calmed state, you will lose Honour points. You will require 400 Honour to learn this ability.
  • Sense Aura - This spell is interesting, but it's really nothing more than that. You can cast this on various creatures and people to read their auras. You will require 425 Honour to learn this ability.
  • Holy Strength - This spell will cause your Strength stat to rise. You will require 450 Honour to learn this ability.
  • Awe - Casting this spell will cause surrounding enemies to flee the area. This spell will not work on bosses, however. You will require 475 Honour to learn this ability.
Wizard Spells
Many of these spells are already in your repertoire at the beginning of the game, but there are a few that can be learned later on.

Starter Spells
  • Aura - will offer some protection from Undead enemies who have the ability to leech the life from the living. Particularly useful in Hades.
  • Calm - much like the Paladin's Peace ability, this spell renders surrounding enemies non-hostile for a short period of time. Note that if you attack a calmed enemy, your honour will be negatively affected.
  • Dazzle - emits a bright light that temporarily blinds enemies.
  • Detect Magic - this spell will detect any traces of magic nearby.
  • Fetch - allows you to bring a distant object to you with ease.
  • Flame Dart - a projectile fire attack that can be used to attack as well as burn things from a distance.
  • Force Bolt - creates a ball of energy that can be used to cause damage as well as move objects that require a little bit of...well, force. This orb will ricochet off of walls and the ground, so be careful where you cast.
  • Frost Bite - creates a wide-spread area of cold damage like a bitter wind to deplete the health any foes in the area of effect.
  • Hide. - renders you temporarily invisible, but it will be broken if you attempt to move.
  • Juggling Lights - helps light up dark areas, but that appears to be the extent of it's use.
  • Levitate - allows you to float upward and downward with ease (but you cannot move left or right), which comes in handy when trying to reach ledges. It drains your mana slowly as you maintain the spell. Use the A and Z keys to float up and down.
  • Lightning Ball - a powerful spell that hurls an orb of electricity at the caster's foe. If cast through the Wizard's Staff, the lightning will be cast as ribbons rather than a ball.
  • Open - this useful spell allows you to open locks from a distance; this can be imperative if you encounter chests armed with traps.
  • Protection - grants temporary protection from physical attacks.
  • Resistance - grants temporary protection from magical elemental attacks.
  • Reversal - can reflect projectile spells (such as Flame Dart and Lightning Ball) away from the target. The direction it reflect the spell to will be unpredictable.
  • Trigger - another highly useful spell; casting this allows you to set off traps from a safe distance, activate teleportation devices such as the Spinning Hat, and even reveal things hidden by magical means.
  • Zap - casting this spell on a weapon will cause it to do more damage with it's next strike.

Spells to Discover
  • Augment - causes your next spell casting to be a little more powerful. A scroll can be found on the body of any dead Centaur Wizard you defeat; once you read the scroll, you'll have the spell in your repertoire.
  • Boom - casts an explosive skull on the ground that will detonate upon being touched by an enemy, causing decent damage. This spell can be purchased from The Magic Shop for 200 drachmas.
  • Dragon Fire - the most powerful magical attack in the game, this spell casts a fire attack to incinerate enemies. Do not quick-cast this, as it will simply appear right above you, and it can damage you as well. Katrina will teach you this spell should you choose to save her from Hades.
  • Fascination - this only works on very stupid enemies; it creates a series of lights that lures them, then causes light damage upon dissipation. This spell can be purchased from The Magic Shop for 200 drachmas.
  • First Aid - much like the Paladin's Heal ability, it replenishes some of your lost health. Erana will teach you this spell should you choose to save her from Hades.
  • RIP - allows you to sleep in the wild without being attacked. It can be purchased from The Magic Shop for 200 drachmas.
  • Shrink - quite literally shrinks your opponent into a tiny size. The scroll for this spell is found in a chest within the Hydra's cave. Upon reading the scroll, you will have this spell.
  • Summon Staff - summons your Wizard's Staff to your hand. This spell is learned automatically upon making the staff and is only available to the Wizard class, even if you chose to give your non-Wizard character magical ability. See the 'Wizard Walkthrough' section for more information.
  • Thermonuclear Blast - causes unimagineable damage to the entire area of Marete, yourself included. Don't bother casting it; it just results in a game over. The Famous Adventurer will teach you this spell in exchange for the Hippocrene Water.
  • Whirlwind - creates a small tornado that temporarily stuns your opponent by flinging them into the air; it is not particularly damaging, however. This spell will be taught to you by Erasmus. See the 'Wizard Walkthrough section for more information.
Compendium: Enemies
Animal/Human Hybrids
These enemies can be encountered anywhere on Marete at any time, including during random encounters. Each of them may drop Drachmas, Stamina Pills or Spearheads.
  • Cougarman - the weaker of the animal/human hybrid enemies. They can be gold or deep emerald in colour with glowing red eyes. They wield spears, and can drop Chainmail Armour.
  • Bearman/Grizzlyman - resemble brown bears and wield spears. They can drop Leather Armour.
  • Boarman/Goreman - the stronger of the animal/human hybrid enemies; they wield spears

Monsters/Beasties
  • Batty - weak, but annoying, these are basically just highly aggressive normal-sized bats that can be encountered on Marete at night. Just wait for them to swoop down to attack you and take your shots and they'll go down quick. They don't tend to drop anything, however.
  • Dragonfish - the toughest of the monsters you'll encounter in the water, they are quick and are able to use their dragon breath to attack, and they can prove challenging to hit. A Wurbane Spear would be your best option to close the distance unless you're a wizard with good aim. They don't dropanything.
  • Dragonling - encountered at the Dragon Pillar in the northwest, these are small, blue dragons who can deplete your health rather fast with their dragon breath and bite. As the fly, they can be difficult to hit, so a throwing weapon may be ideal. You can also wait until they drop to your level, but you may take a fair amount of damage for landing enough blows to defeat them. They don't drop anything.
  • Grangler - large, powerful, and quick, Granglers are some of the harder monsters to fight outside of bosses. They have lots of health, and they use their claws to slash away your health. If you can maintain distance with a spear or magic, you should; otherwise, be ready to heal. They are uncommon, but when encountered, it's best not to underestimate them. They can drop Drachmas, Health Potions and Vitality Potions.
  • Minotaur - minotaurs hit hard and can take damage like nobody's business. They'll use a Minotaur Axe to deplete your health fast, and it can take a while to defeat them. Your best option would be to ensure you have a good shield and block what you can, or keep your distance with magic, throwing weapons, or perhaps a spear. You will only fight one minotaur outside of the Arena, and he will drop his axe; it's too heavy for you to use, however.
  • Razored Remora - commonly found in the water, they can cause some physical damage with their tough skin. Aside from that, they're slow and not very hard-hitting. Any underwater weapon will work. They don't drop anything.
  • Salamander - found in the water, these creatures are about as easy to take down as a Razored Remora, and they don't drop anything. They are...difficult to find, however. I've had the best luck in the waters by the Dragon Pillars along the coastline.
  • Winged Homunculi - another flying enemy, these creatures are ebony with large bat wings, and resemble gargoyles in their appearance. They can be taken down like a Batty, but they'll hit harder and drop Drachmas upon defeat.

Humanoid
  • Centuar Wizard - a mini-boss on the Rte of Conquest, and an enemy during the Rite of Justice, these mages are tenacious and have lots of health. They'll teleport around as their health depletes, and attack you with Lightning Balls with their staff. If you're a wizard, try using Trigger on their staff! Otherwise, consider using throwing weapons/projectile magic.
  • Goon - large, green-skinned enemies that wield hammers and a thick skull, they can be found commonly on Marete during the day. They have a large amount of health and can pack a punch with their hammers, but blocking them is relatively easy with a shield; they do not defend themselves, so being quick to block and dodge will ensure an easy take-down of these enemies.
    -Red-Caps are the least-threatening, and will drop drachmas and Healing Pills.
    -Purple-Caps are slightly beefier, and will drop drachmas and Stamina Pills.
    -Brown-Caps are the most formidable of the Goons, and will drop drachmas, Health Potions and Vitality Potions.
  • Hesperian Mercenary/Roman Invader - common enemies found all throughout Marete, especially in the Fishing Villages during the Rite of Freedom, and in the fortress on Sifnos, these warriors are easily defeated on their own, but their strength lies in their numbers. They wield swords and shields, and are able to use bows and arrows from a distance. They drop drachmas, Swords, Shields and Arrows as loot.
  • Triton - encountered underwater, mostly near Atlantis, these half-men/half-fish opponents are fast and tenacious. They can be challenging to hit with magic, but their Force Bolt Spells can be a nuisance, and their Tridents poke at your from a safe distance. You'll want to wield a spear or Trident yourself to level the playing field. They can drop drachmas, Mana Pills, Mana Potions and Tridents upon defeat.
  • Wierding - found randomly on Marete near the Dragon's Cave and Pegasus' Nesting Grounds, these creatures look like green aliens with large horns, and carry a shield and scythe. In my opinion, they are the largest threat on Marete outside of bosses, as they hit harder than most enemies and they can take a fair amount of damage. Their scythes will deplete your health fast, so be ready to heal. They drop great spoils such as Drachmas, Health Potions, Vitality Potions, and Magic Chainmail Armour.

Undead
These enemies cannot be harmed by non-enchanted physical weapons, and leave nothing when they are defeated.
  • Lemure - the weakest of the Undead. They are found in Hades and use basic physical attacks.
  • Shade - can be encountered across Marete at night, and in Hades. They have a basic physical attack and can use Flame Dart spells.
  • Mane - the strongest of the Undead. They may only be found in Hades, and are capable of using physical attacks, Lightning Balls and Dragon Fire, which quickly depletes stamina and health. They will kill you quickly if you're not careful.

Bosses
  • Cerberus - basically immortal, but if you take their health down to zero three times, they will let up and allow you to pass through the gates of Hades. Their bite and claws can cause decent damage.
  • Dragon Of Doom - the final boss of the game. It's claws and bite pack a hell of a punch, and it's fire breath can kill you in seconds. You'll need to deplete it's health about halfway and fix the dragon pillar or it will escape and destroy Silmaria. It's possible to defeat the Dragon of Doom without a sacrifice, but it certainly would make things easier. Once the pillar is fixed, it cannot leave the cave. Use Throwing Spears or projectile magic to deplete it's health if it takes flight. The Dragon-Slayer and Wurbane Spear are the best weapons against this dragon.
  • General Claudius - a ruthless warlord found at the end of the Rite of Conquest. He can be defeated like any mercenary, but he hits harder and can take a lot of damage. He wields the General's Shield and Magic Axe, which you may take upon his defeat, as well as his Drachmas.
  • Hydra - a fearsome dragon that resides on Hydra Island and must be fought during the Rite of Valor. Each head must be removed and the stump burned (with a Lit Torch/Flame Dart spell) quickly or the head will regenerate. It's bites are brutal and it's green acid breath can deplete your health and stamina quickly. The Dragon-Slayer or Wurmbane Spear are the best weapons against this beast. Upon it's defeat, you may take it's teeth to win the Rite and it's scales to sell to Salim so that he can make Fireproofing Oil.
FAQ
Is it worth it to play through every single character class?
In my personal opinion, yes! Each character class comes with different perks, suggested challenges, character interactions, and in most cases, story elements. For example:
  • As a Paladin, you have access to the Ring of Truth quest, and you get to start the game off with some pretty decent gear that you may just choose to use straight up until you've beaten the game. Personally, I consider this to be the "true-route" for the game, but that is open to each player's interpretation as far as I'm concerned.
  • As a Wizard, you are able to find your own Wizard's Staff, which is not doable in any other class, even if you give yourself some basic magical abilities; speaking of magical abilities, you'll be able to use a nice variety of spells, which makes for some pretty fun gameplay. Furthermore, other wizards will interact with you differently and aid you a little more on your quest!
  • As a Thief, you'll get to take part in the Thieve's Guild/Blackbird quests, and explore some buildings that are inaccessible for any other class. These quests actually add a LOT to the story; if you're to play any other class but Paladin, I would highly recommend playing as a thief; there's so much more to it than meets the eye!
  • As a Fighter, you get to...kill...things. I'm going to level with you here, there's not much added to selecting this class; I like to play this class for basically only three reasons: to kill things {which you can do as any class}, to become the champion at the area {also available for any class}, and to court Elsa {because I think a fighter-class warrior would be the best match for her; but again, this can be done by the other classes as well}. But hey, if you're a completionist like me, you should still give it a go!

How do I combine two items?
Go into your inventory and select one of the items you wish to combine. Then, drag the item you want it to combine with over to the larger picture of the other item. If it can be combined, it will be; there aren't many item combinations like this, however.

How can I use a bow and arrow?
Unfortunately, while the development team had originally intended for players to be able to use bows and arrows, it wound up being left out. I've heard of folks being able to do so via a hex editor, but I've not felt the need to try it myself.

I've reached the Dragon of Doom, and even though I fixed the pillar, it still escapes anyways! What do I do?
I ran into this issue as well, but only when I was fighting the dragon on maximum difficulty; this may simply be a glitch; the issue seemed to stop when I simply slid the difficulty down to 'easy/medium.' If I find another solution, I will update this entry, but thus far, this is the only solution I've found.

What are the answers to the Cloud Guardian's questions?
What is your name? Just...your name.
What is your quest? To save Silmaria.
What is the meaning of life? 42.

What are the answers to the Science Test at the entrance of the Laboratory?
What is the purpose of science? To discover the true meaning of Life, the Universe, and Everything.
What is the goal of the True Scientist? All of the Above.
What does every Scientist need? A diploma from the Academy of Science in Silmaria.
What is a Quark? All of the above.
Why is Science Essential? Without Science, the world would be destroyed by ignorance and superstition!

What are the answers to the Science Test inside the laboratory?
Anatomy: Name a part of the Skeletal Structure. All of the above.
Geology: What is a Gneiss? A foliated metamorphic rock.
Geometry: What is a Polygon? A closed plane figure bounded by straight lines.
Astronomy: Name a Star? Sol.
Chemistry: What is a Solution? The result when a substance is homogeneously mixed with a liquid.

I can't find a Salamander!
They are admittedly tricky to find for a basic enemy. I've had the best luck jumping into the water at the Dragon Pillars along the northwest and northeast coastlines. My advice? Just keep trying. It was easily the biggest pain in the butt for me to accomplish during the Fighter playthrough, but it will eventually show up.
Credits & In-Closing
I hope this guide was helpful for you! If there is anything you think I've missed, or something you'd like to see added, please feel free to let me know; I'm not a professional when it comes to this sort of thing, and this is my first guide, so I'm certain to have missed a few things.

With that being said, thank you for playing this old {and sadly, underrated} treasure. Maybe someday, we'll see a remake of the series that manages to up the graphics and gameplay without sacrificing any of the charm.

Stratovera's Special Thanks
I'd like to offer out a warm thank you to each and every person who helped bring this game to life, and this series overall. It's been a very long time since I came across this game as a kid, but I still enjoy it as much now as I did back then, and it's one of the games that eventually turned me into the gamer I am now. This game deserved more hype then, and I think in many ways, it still does now. So from the bottom of my heart, thank you for your work.

And finally, I'd like to thank you, the player! Not only for taking the time to read (and hopefully, favourably rate) this guide, but for playing this underrated treasure of a game!


Voice Acting Credits
  • Ariana Weil - Elsa von Spielburg
  • Beau Billingslea - Rakeesh/Shakra
  • Carol Baxter - Queen Hippolyta
  • Diane Michelle - Budar
  • Doug Stone - Abdull/Arestes/Gort/Ugarte/Wolfie
  • Elisa Gabrielli - Nawar
  • Greg O'Neill - Dr. Mobius/Toro
  • Greg Tomko-Pavia - Narrator
  • Ian Ruskin - Famous Adventurer
  • Joyce Kurtz - Julanar/Katrina
  • Larry Moss - Logos
  • Marabina Jaimes - Sibyl
  • Marc Blancfield - Dr. Pretorius
  • Mari Devon - Ann Agrama
  • Michael Carvin - Sam the Banker
  • Michael Sorich - Abdum/Cerberus/Ferrari/Guards/Guardian of the Dead
  • Roy Lee - Cloud/Pholus
  • Stephen Poletti - Fenris/Marrak
  • Steven Apostolina - Cerberus
  • Steve Blum - Abduel/Andre/Kokeeno/Magnum Opus/Parrot/Salim
  • Steven Bulen - Abdim/Bruno/Cerberus/Erasmus/Minos
  • Wendy Cutler - Erana/Sarra


Game/Official Credits
Developed by: Yosemite Entertainment
Published by: SierraFX
Produced by: Jay D. Usher, Craig Alexander & Mark Zechiel
Designed by: Lori Ann Cole
Programmed by: Eric Lengyel, Larry Scott & William Shockley
Artists: Jon Bock, Terry Robinson, Darlou Gams, Richard Hescox, Tim Loucks & Richard Powell
Visual effects by: Mark T. Aro & Renee Dunlop
Animation by: [/b]Mark T. Aro[/b]
Monster creations by: [/b]Christopher T. Warren[/b]
Soundtrack composed by: Chance Thomas
2 Comments
B3B3DAWL  [author] 22 Jan, 2022 @ 10:03am 
Thank you, Phantom Bernie; I appreciate that! :Qpiddy:
Peltron5000 17 Jan, 2022 @ 1:28pm 
Great guide! This is one of my favorite games of all time, and it's nice to see how much effort you have put into the guide/walkthrough, definitely helpful for anyone new to this game/series.