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enough money, you might want to buy some more daggers. I suggest having
at least five.
Head west to Tavern Street. Head into the alley. You'll find Sam
begging on the street. Give him a silver (1), and you'll be able to
question him (1). Ask him about night and the brigands. Also, ask some
other topics related to what he brings up.
Walk into the Tavern. Note the odd thing next to the center stool.
That's a note. Pick up the note, and you'll learn some interesting
things about two guys named "B" (2). You can order some ale if you
want, but don't drink three glasses of ale, or any Troll's Sweat (-5),
or Dragon's Breath (too hot to handle)...
That's about all there is to do inside town during the daytime. It's
probably not Sunset yet, so you can go outside for a bit. When Sunset
rolls around, go to the inn, where you'll find Abdulla Doo lost in his
own sorrows. Have a seat. You can order some food now if you haven't
already. Have a chat with Abdulla (5). Ask him about the brigands and
his attack. Give him some money or a ration (2). He'll tell you about
his magic carpet and Shapeir, giving you some foreshadowing of your
next quest. Might want to deal with this one first. Anyway, you
probably should sleep at the Inn tonight (1).
Of course, I said that's all there was to do at the daytime. After
hours, of course, is a different story altogether, particularly for
one of your talents.
The very first thing you'll want to do is wait until dark, and go into
the alley at night. You'll notice a flashing coin at the end. Head
towards it, and Sneak and Slink will jump out at you. Click your Lockpick
on one of them and he'll tell you to give the password to Crusher in the
Tavern (3). Go into the Tavern and tell him the password and he'll let you
into the Thieves' Guild. (5) Hooray... ^_^
Inside the Guild, the Chief will rant a bit about amateurs, and he'll
tell you it'll cost 25 silvers to work in the town. You should have
the cash, so cough it up, and you'll get your Thieves' Guild License,
Local 1313. (3)
Now, you'll want to build up your Lockpicking skill considerably before
you try to rob any houses. You have two potential marks: The Little
Old Lady's house and the Sheriff's house. Both have their elements of
danger, so save often.
Little Old Lady's House:
Definitely the easier of the two. Pick the lock on the door (5) and
you'll enter a musty, smelly old house. You'll note the cat wandering
around. Search the desk at the left wall (1), search the couch (1),
open the purse on the couch (1), check the basket for the string of
pearls (1), and take the silver candlesticks (1) on the coffee table.
Also, feed or pet the kitty (3). Whatever you do, don't act aggressive
towards the cat, or go upstairs. You can, however, play with the cage
for a little giggle.
Sheriff's House:
More risk involved here. Pick the lock on the door (5) and you'll
enter a relatively well-kept place. Take the candelabra off the roll-
top desk (1). Take the silver in the desk. You can open the music box
on the table for another chuckle. Take it afterwards (1). Note the
vase on the mantle. You need to take or move the vase to get behind
the painting, otherwise you'll break it, and that would make lots of
unwanted noise. Take the vase (1), and move the painting (1). Open
the safe (1), and take the bag of silver inside (1).
That's about all the true thievery you can do. All the rest of it
is more quest-related.
Go back to the Thieves' Guild. Fence any stolen goods you have to
Boris (3). If you have enough, be sure to buy a Thieves' Tool Kit (3).
Also, you can play Dag-Nab-It with the Chief for some extra cash.
The rules to Dag-Nab-It are simple. Score more than the Chief by
throwing well. Adjust your angle with the left and right arrow keys and
adjust your force with the up and down arrow keys. Press Enter to
throw. Wager however much you want. Wager at least one game at more
than 25 silvers and win (5).
The next morning, head out to start your adventure proper.
Outside the Town:
You're now outside of town, whistling to yourself (1). You can do this
on whatever day you want, but be sure to always keep an eye on the time
so you know when to bed down.
First order of business is to head down the road. You'll eventually
reach the end of the road, where a recent avalanche has blocked the
pass. Dang... Head back along the road. Walk back and forth between
road screens and eventually you'll come upon a fox trapped near the
road. He'll ask you to free him. Do so, and he'll give you a piece
of advice and info (10).
Head back towards the gate. There's a chance there'll be a guy
outside the gate. This is Bruno, the seller of info. You can try
asking him things, but he'll want money first. Give him a silver, and
he'll ask for another one. Give him another and you can ask about
Baba Yaga, the Castle, and goblins. You don't really need info from
him, but you get points for some preliminary questioning (2). You can
also use the Thief Sign on him and he'll give you REAL scoop on the
Guild.
Now, head north to the Healer's Hut. Knock on the door and question
the Healer about her potions, components, and her ring (2). Head on
outside. Note the nest in the tree. Click the Hand on the tree and you'll
shimmy up the bark if your skill is high enough. If it isn't, just keep
trying and it'll get there. Once you are up high enough, click the Hand
on the nest. You'll find the ring (that was easy) (3). Go back inside
and give the ring to her. She'll give you six golds and two Healing
Potions for your reward (10).
Head west to the farm. You'll find Heinrich the Centaur there.
Question him about his name, his daughter, the farm, and the brigands
(1). Be absolutely sure to ask him about "leader" as well (3).
Go back east and north to the Castle Gates. Question Karl the
Gatekeeper (5), about the castle, the baron, Barnard, Elsa, Baba Yaga,
and the curse. Click the Hand on the gate and he'll open it for you.
Enter the Castle (1).
Once inside the Courtyard, you may chance to see the Weapon Master.
Question him (1) about fighting. Unfortunately, you can't fight him,
since you're not a fighter...
Also, you can head east to the Stables. The Stable Hand will ask you
to work. Agree to it, and you'll do some good old fashioned raking (5).
You'll get five silvers for your troubles.
That's about all you can do for now in the outskirts of town. You'll
do some more later, but this is all the preliminary stuff.
Spielburg Forest:
If you're feeling up to it, you can finally head out into the wild
woods and take out one or two monsters. Make sure your stamina and
health are high enough before you do any fighting.
You probably won't be able to fight just anything right off the bat.
No more than a goblin or two per day...
Check the Monsters section for how and when to fight all the monsters.
Also, remember to get Claws from the Cheetaur, and the beard from a
Troll. Give them both to the Healer (2, 2). Yeah, even though you
don't get points for killing, you still have to fight the Cheetaur and
Troll for the components.
Now's a good time to check the map. Head up to Erana's Peace. This is
the best place to sleep, as it will fully restore you. Also, you can
chow on the fruit trees (2) once a day to fully satisfy you and save on
rations. Grab a bunch of flowers while you're here. You can give them
to the Healer (1).
Check the map and head towards the Mushroom Ring. Grab some Magic
Mushrooms to give to the Healer (1).
Other Points of Interest:
Head to the Snow Field. You'll find Brauggi here. He'll want a
bargain of fruit. If you hadn't done it yet, buy fifty apples from
Hilde in town. Give them to him, and you'll get the Glowing Gem (8).
Neato.
Head to Spiegelsee in the south end. Pause for some peaceful
reflection (1).
Go to Flying Falls. You'll see a door on the cliffside. Try to climb
up the wall. Once you're high enough in Climbing skill, you'll shimmy
right up. Knock on the door (1). Make sure you step to the right of
the door so it doesn't knock you off the cliff. You'll walk inside (5).
Have a seat and chat it up with Henry (2). Ask him about the cave,
magic, the brigands, and all related topics he brings up.
Go to Mount Zauberburg. Read the cute magic signs, then climb the
mountain. Once you reach the house, the Gargoyle above the house will
ask you three questions. Make sure you answer them correctly. Here's
the list of possible questions:
Name: Select your name
Quest: "Glory"
Fave Color: "Purple" (like the house)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)
Anyway, once inside (3), try not to fiddle with things. Look all you
want, just don't touch. Head up to the tower. Have a seat and you'll
talk to Erasmus and Fenrus. Ask them (1) about all the spellcasters in
the valley. Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry,
and anything magic you might want to know about. Also, ask him about
curse and countercurse. Try to Walk once you're done and he'll send you to
the bottom of the mountain.
At some point in your adventure, preferably after you built up your
skills a bit, and have a decent cash flow, go to the Healer and
purchase Undead Unguent for 100 silvers. Head to Baba Yaga's Hut on
the map. Bonehead (the skull at the gates) will turn you away, unless
you agree to deal with him. Ask about the deal then say "yes" (2). He'll
want a glowing gem for his eyes. Also, ask him about the hut and the
rhyme (Hut of brown, now sit down). If you have the Glowing Gem from
the Snow Field, give it to Bonehead, and he'll lower the gate (10).
Say the rhyme and the house will squat (7). Head on in (2). Baba
Yaga doesn't take too kindly to visitors, as you'll soon see. When
she asks you your name, tell her, then agree to help, and agree to the
task she gives you, and she'll turn you loose. Your mission now is to
go to the graveyard and get some Mandrake, and you have to pull it at
midnight (when it says "Middle of the Night" on the time thing).
Fight a bit and rest until it says "You are getting tired." At that
time, use the Undead Unguent (2) and head to the graveyard. You'll see
the ghosts playin' around. Walk over to the little red plant growing
out the grave and take it (6). Once you snag it, run on back to Baba
Yaga's and she'll take it from you (3), and you'll be off the hook.
Comes a Hero from the East:
Now that you've messed around a bit, it's time to do what you came here
to do. To start that, head to the Dryad's Tree in the southwest corner
of the forest. You'll follow a white stag in there. Once you enter
the area with a tree, the Dryad will pop out of her tree and ask if
you're a friend of the forest. Say "yes" (1) and she'll ask you to
get a seed from the Spore Spitting Spirea in the north.
Find the Spore Spitting Spirea area on the map (SSS). Once you get
there, climb up one of the cliff walls and click the Hand over the
plant. Soon enough, you'll have the seed (7). Head back to the Dryad's
Tree. Say "yes" and you'll give her the seed (7). She'll give you the
recipe for a Dispel Potion:
Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water
Once she returns to her tree, she'll drop a Magic Acorn from her
branches. Grab it (1).
Odds are you'll already have the Flowers turned in.
Green Fur: Head towards the Meep's Peep (MP on the map). Note the cute
little meeps popping out of their holes. Click the Mouth on a Meep when one's
popped up. The Green Meep will jump out and talk to you. Ask him
about meeps, rocks, and fur (1). Ask about green fur, and he'll give
you some (5).
Flying Water: If you have an Empty Flask, go to Flying Falls. Get some
water from the falls (3).
at least five.
Head west to Tavern Street. Head into the alley. You'll find Sam
begging on the street. Give him a silver (1), and you'll be able to
question him (1). Ask him about night and the brigands. Also, ask some
other topics related to what he brings up.
Walk into the Tavern. Note the odd thing next to the center stool.
That's a note. Pick up the note, and you'll learn some interesting
things about two guys named "B" (2). You can order some ale if you
want, but don't drink three glasses of ale, or any Troll's Sweat (-5),
or Dragon's Breath (too hot to handle)...
That's about all there is to do inside town during the daytime. It's
probably not Sunset yet, so you can go outside for a bit. When Sunset
rolls around, go to the inn, where you'll find Abdulla Doo lost in his
own sorrows. Have a seat. You can order some food now if you haven't
already. Have a chat with Abdulla (5). Ask him about the brigands and
his attack. Give him some money or a ration (2). He'll tell you about
his magic carpet and Shapeir, giving you some foreshadowing of your
next quest. Might want to deal with this one first. Anyway, you
probably should sleep at the Inn tonight (1).
Of course, I said that's all there was to do at the daytime. After
hours, of course, is a different story altogether, particularly for
one of your talents.
The very first thing you'll want to do is wait until dark, and go into
the alley at night. You'll notice a flashing coin at the end. Head
towards it, and Sneak and Slink will jump out at you. Click your Lockpick
on one of them and he'll tell you to give the password to Crusher in the
Tavern (3). Go into the Tavern and tell him the password and he'll let you
into the Thieves' Guild. (5) Hooray... ^_^
Inside the Guild, the Chief will rant a bit about amateurs, and he'll
tell you it'll cost 25 silvers to work in the town. You should have
the cash, so cough it up, and you'll get your Thieves' Guild License,
Local 1313. (3)
Now, you'll want to build up your Lockpicking skill considerably before
you try to rob any houses. You have two potential marks: The Little
Old Lady's house and the Sheriff's house. Both have their elements of
danger, so save often.
Little Old Lady's House:
Definitely the easier of the two. Pick the lock on the door (5) and
you'll enter a musty, smelly old house. You'll note the cat wandering
around. Search the desk at the left wall (1), search the couch (1),
open the purse on the couch (1), check the basket for the string of
pearls (1), and take the silver candlesticks (1) on the coffee table.
Also, feed or pet the kitty (3). Whatever you do, don't act aggressive
towards the cat, or go upstairs. You can, however, play with the cage
for a little giggle.
Sheriff's House:
More risk involved here. Pick the lock on the door (5) and you'll
enter a relatively well-kept place. Take the candelabra off the roll-
top desk (1). Take the silver in the desk. You can open the music box
on the table for another chuckle. Take it afterwards (1). Note the
vase on the mantle. You need to take or move the vase to get behind
the painting, otherwise you'll break it, and that would make lots of
unwanted noise. Take the vase (1), and move the painting (1). Open
the safe (1), and take the bag of silver inside (1).
That's about all the true thievery you can do. All the rest of it
is more quest-related.
Go back to the Thieves' Guild. Fence any stolen goods you have to
Boris (3). If you have enough, be sure to buy a Thieves' Tool Kit (3).
Also, you can play Dag-Nab-It with the Chief for some extra cash.
The rules to Dag-Nab-It are simple. Score more than the Chief by
throwing well. Adjust your angle with the left and right arrow keys and
adjust your force with the up and down arrow keys. Press Enter to
throw. Wager however much you want. Wager at least one game at more
than 25 silvers and win (5).
The next morning, head out to start your adventure proper.
Outside the Town:
You're now outside of town, whistling to yourself (1). You can do this
on whatever day you want, but be sure to always keep an eye on the time
so you know when to bed down.
First order of business is to head down the road. You'll eventually
reach the end of the road, where a recent avalanche has blocked the
pass. Dang... Head back along the road. Walk back and forth between
road screens and eventually you'll come upon a fox trapped near the
road. He'll ask you to free him. Do so, and he'll give you a piece
of advice and info (10).
Head back towards the gate. There's a chance there'll be a guy
outside the gate. This is Bruno, the seller of info. You can try
asking him things, but he'll want money first. Give him a silver, and
he'll ask for another one. Give him another and you can ask about
Baba Yaga, the Castle, and goblins. You don't really need info from
him, but you get points for some preliminary questioning (2). You can
also use the Thief Sign on him and he'll give you REAL scoop on the
Guild.
Now, head north to the Healer's Hut. Knock on the door and question
the Healer about her potions, components, and her ring (2). Head on
outside. Note the nest in the tree. Click the Hand on the tree and you'll
shimmy up the bark if your skill is high enough. If it isn't, just keep
trying and it'll get there. Once you are up high enough, click the Hand
on the nest. You'll find the ring (that was easy) (3). Go back inside
and give the ring to her. She'll give you six golds and two Healing
Potions for your reward (10).
Head west to the farm. You'll find Heinrich the Centaur there.
Question him about his name, his daughter, the farm, and the brigands
(1). Be absolutely sure to ask him about "leader" as well (3).
Go back east and north to the Castle Gates. Question Karl the
Gatekeeper (5), about the castle, the baron, Barnard, Elsa, Baba Yaga,
and the curse. Click the Hand on the gate and he'll open it for you.
Enter the Castle (1).
Once inside the Courtyard, you may chance to see the Weapon Master.
Question him (1) about fighting. Unfortunately, you can't fight him,
since you're not a fighter...
Also, you can head east to the Stables. The Stable Hand will ask you
to work. Agree to it, and you'll do some good old fashioned raking (5).
You'll get five silvers for your troubles.
That's about all you can do for now in the outskirts of town. You'll
do some more later, but this is all the preliminary stuff.
Spielburg Forest:
If you're feeling up to it, you can finally head out into the wild
woods and take out one or two monsters. Make sure your stamina and
health are high enough before you do any fighting.
You probably won't be able to fight just anything right off the bat.
No more than a goblin or two per day...
Check the Monsters section for how and when to fight all the monsters.
Also, remember to get Claws from the Cheetaur, and the beard from a
Troll. Give them both to the Healer (2, 2). Yeah, even though you
don't get points for killing, you still have to fight the Cheetaur and
Troll for the components.
Now's a good time to check the map. Head up to Erana's Peace. This is
the best place to sleep, as it will fully restore you. Also, you can
chow on the fruit trees (2) once a day to fully satisfy you and save on
rations. Grab a bunch of flowers while you're here. You can give them
to the Healer (1).
Check the map and head towards the Mushroom Ring. Grab some Magic
Mushrooms to give to the Healer (1).
Other Points of Interest:
Head to the Snow Field. You'll find Brauggi here. He'll want a
bargain of fruit. If you hadn't done it yet, buy fifty apples from
Hilde in town. Give them to him, and you'll get the Glowing Gem (8).
Neato.
Head to Spiegelsee in the south end. Pause for some peaceful
reflection (1).
Go to Flying Falls. You'll see a door on the cliffside. Try to climb
up the wall. Once you're high enough in Climbing skill, you'll shimmy
right up. Knock on the door (1). Make sure you step to the right of
the door so it doesn't knock you off the cliff. You'll walk inside (5).
Have a seat and chat it up with Henry (2). Ask him about the cave,
magic, the brigands, and all related topics he brings up.
Go to Mount Zauberburg. Read the cute magic signs, then climb the
mountain. Once you reach the house, the Gargoyle above the house will
ask you three questions. Make sure you answer them correctly. Here's
the list of possible questions:
Name: Select your name
Quest: "Glory"
Fave Color: "Purple" (like the house)
Whose spell protects the town: "Erana"
Who do you seek: "Erasmus"
Baron's first name: "Stefan"
Thieves' Password: "I don't know" (No thieves allowed! ^_^)
Anyway, once inside (3), try not to fiddle with things. Look all you
want, just don't touch. Head up to the tower. Have a seat and you'll
talk to Erasmus and Fenrus. Ask them (1) about all the spellcasters in
the valley. Ask them about Erana, Baba Yaga, Zara, the Warlock, Henry,
and anything magic you might want to know about. Also, ask him about
curse and countercurse. Try to Walk once you're done and he'll send you to
the bottom of the mountain.
At some point in your adventure, preferably after you built up your
skills a bit, and have a decent cash flow, go to the Healer and
purchase Undead Unguent for 100 silvers. Head to Baba Yaga's Hut on
the map. Bonehead (the skull at the gates) will turn you away, unless
you agree to deal with him. Ask about the deal then say "yes" (2). He'll
want a glowing gem for his eyes. Also, ask him about the hut and the
rhyme (Hut of brown, now sit down). If you have the Glowing Gem from
the Snow Field, give it to Bonehead, and he'll lower the gate (10).
Say the rhyme and the house will squat (7). Head on in (2). Baba
Yaga doesn't take too kindly to visitors, as you'll soon see. When
she asks you your name, tell her, then agree to help, and agree to the
task she gives you, and she'll turn you loose. Your mission now is to
go to the graveyard and get some Mandrake, and you have to pull it at
midnight (when it says "Middle of the Night" on the time thing).
Fight a bit and rest until it says "You are getting tired." At that
time, use the Undead Unguent (2) and head to the graveyard. You'll see
the ghosts playin' around. Walk over to the little red plant growing
out the grave and take it (6). Once you snag it, run on back to Baba
Yaga's and she'll take it from you (3), and you'll be off the hook.
Comes a Hero from the East:
Now that you've messed around a bit, it's time to do what you came here
to do. To start that, head to the Dryad's Tree in the southwest corner
of the forest. You'll follow a white stag in there. Once you enter
the area with a tree, the Dryad will pop out of her tree and ask if
you're a friend of the forest. Say "yes" (1) and she'll ask you to
get a seed from the Spore Spitting Spirea in the north.
Find the Spore Spitting Spirea area on the map (SSS). Once you get
there, climb up one of the cliff walls and click the Hand over the
plant. Soon enough, you'll have the seed (7). Head back to the Dryad's
Tree. Say "yes" and you'll give her the seed (7). She'll give you the
recipe for a Dispel Potion:
Flowers from Erana's Peace
Green Fur
Fairy Dust
Magic Acorn
Flying Water
Once she returns to her tree, she'll drop a Magic Acorn from her
branches. Grab it (1).
Odds are you'll already have the Flowers turned in.
Green Fur: Head towards the Meep's Peep (MP on the map). Note the cute
little meeps popping out of their holes. Click the Mouth on a Meep when one's
popped up. The Green Meep will jump out and talk to you. Ask him
about meeps, rocks, and fur (1). Ask about green fur, and he'll give
you some (5).
Flying Water: If you have an Empty Flask, go to Flying Falls. Get some
water from the falls (3).
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Other files from this game:
- Quest for Glory solution by System on 09/03/2006, 09:50
- Quest for Glory hints by System on 09/03/2006, 09:50
Complete points list - Quest for Glory solution by System on 09/03/2006, 09:50






