Jump to page:
Sponsors:
want to use it.
The eighth icon is the Inventory Icon, which looks like a chest. Click
on it to access the inventory window. There, you can use the eye to
look at an item, the hand to take an item to use, the question mark to
get info about the other icons, and the OK to close the window.
The ninth icon is the Console Icon, which looks like a slider. Use it
to bring up the menu to Save, Restore, Restart, or Quit your game, as
well as adjust the speed, difficulty, and so on...
The tenth icon is the Help icon, which looks like a question mark.
Hover it over any other icon to get info about it.
---
Basic Survival
Let's start with SAVE OFTEN!!!
You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.
If you have food rations, you'll eat automatically, and you can eat
fruits and vegetables from the Market to sate your appetite. You can
also get full meals at the Inn, for a price, and there's a tree at
Erana's Peace that bears fruit that will keep you going the whole day.
Sleeping is another concern. If you do not sleep for a couple of days,
your stamina will drop much quicker. It's generally advisable to sleep
every day, and to get a full night's rest, you need to sleep before
midnight. Of course, you can't sleep just anywhere.
Learn the time scale of the game. Although you have no clock or
anything, you'll go by the sun. There are eight "times" in the game.
Day is Dawning: Town opens for the day. Day monsters appear. Ghosts
disappear from Graveyard.
Mid-morning
Midday
Mid-afternoon
Sunset Approaches: You can sleep. Sheriff goes home and Abdulla shows
up at the Inn.
Night is still young: Shops close up. Gate to town closes. Ghosts
frolic in the graveyard. Night monsters show up.
Middle of the Night: Can no longer get a full night's sleep. Inn
closes for the night.
Not yet Dawn
The best place to sleep is Erana's Peace. Even if you don't get a full
night's rest, you'll wake up completely restored.
Other decent places to sleep are the Inn, the Castle Stables, the
Dryad's Tree, and Henry the Hermit's cave. Except for the Dryad's Tree,
you'll have to pay in some way for these places. It's five silvers a
night for a room at the Inn, one of your rations (and a few games of
cribbage) in the Hermit's cave, and a rude awakening (and morning's
work) for the Stable. None of these places restore you fully.
If you're absolutely desperate for sleep, you can curl up on the streets
of the town. Just don't expect your wallet to be there when you
awaken.
Any other place you sleep in is unsafe and will result in your death.
You can also rest whenever you want by clicking on the appropriate panel
in the Special menu. But, you'll be too impatient to rest after a bit.
Resting will restore several stamina and a few health and mana.
Staying alive in a combat sense is pivotal, of course. Potions to
restore any of your three Health Meters can be purchased either at
Zara's Magic Shop or at the Healer's Hut. You'll want to buy from the
Healer's Hut, because it's cheaper.
---
Surviving Combat
Friendly piece of advice: Don't drop (or throw) your weapon. You're not
nearly skilled enough to fight unarmed, and you'll be promptly
pummeled.
Generally, you'll be set upon by a monster in one of the forested areas
in the valley. It'll be running towards you and you can let it get close
and attack you. If you want, you can throw rocks or daggers, or cast
spells such as Zap, Flame Dart, Calm, or Dazzle. You can also just run.
When engaged in combat, a little menu will appear in the lower-right corner
of the screen. Fighters, Magic Users, and Thieves have different menus, but
they're all basically the same. Press the buttons on the menu to perform
actions.
Fighter:
Top Left: Thrust with sword
Top Right: Swing with sword
Bottom Left: Block with shield
Bottom Right: Dodge to the side
Middle: Run away from combat
Magic User/Thief:
Technically, they have the same menus, but Magic Users can utilize more of
the buttoms on the menus.
Menu 1:
Top Left: Stab with dagger
Top Right: Swing with dagger
Bottom Left: Dodge to the left
Bottom Right: Dodge to the right
Middle: Switch to Menu 2
Menu 2:
Top Left: Cast Zap
Top Right: Cast Flame Dart
Bottom Left: Cast Dazzle
Bottom Right: Run away from combat
Middle: Switch to Menu 1
After combat, you should always search the body by clicking the Hand on
your fallen foe. Several monsters carry money.
---
Surviving Financially
The currency of Spielburg is the gold and silver coin, with 10 silvers
in exchange for one gold. You start your adventure with 4 gold and
10 silver. Opportunities for more cash will arise in your adventure:
Renewable Resources:
Working in the Castle: Every day, the manure in the stable piles up.
They need someone to clean up. That's where you, the poor sap, come
in. Every time you clean the stables, you pick up five silvers.
Killing Monsters: Most humanoid-type monsters carry money. Search them
after you kill them.
Components for the Healer: Finding components for the Healer will earn
you money as well:
Empty Flasks: 2 silvers
Flowers from Erana's Peace: 5 silvers
Magic Mushrooms: 1 gold
Cheetaur Claws: 5 silvers each
Troll Beard: Two Healing Potions (which is as good as 80 silvers, since
you probably were gonna spend it on healing anyway)
Non-renewable Resources:
Finding Treasure: Although not occuring very often, certain caves
contain treasure that could be very useful to the adventurer on the go.
Thieving: Not only do houses in the area have money, but they also have
goods that can be fenced at the local Thieves Guild...
Completing Quests: You only get a couple of Quest Completion rewards
in-game, but they're actually pretty good rewards.
***********************************************************************
4. Spielburg Valley - *CONTAINS SOME SPOILERS*
A. Map and Points of Interest
While not terribly big, Spielburg has a lovely charm to it. Nestled in
a ring of mountains, the land is home to many a creature, both fair and
foul, and there are quite a few special locations. Since this is based
on ye olde 16-color game, every place is divided into screens. Here's
the big main map:
=====
Î EP Î
Î Î
===== ----- =====
Î | | *C Î
Î | | Î
===== ----- ===== ===== =====
Î SSS | | | Î Î *EH Î
Î | | | Î Î Î
===== ===== ----- ----- ===== ----- ===== -----
Î*BYH Î | | Î *SC Î | | MZ Î
Î Î | | Î Î | | Î
----- ----- ----- ----- ----- ----- ===== =====
Î | | | Î CG Î | Î
Î | | | Î Î | Î
===== ----- ----- ----- ----- ----- ----- ----- =====
Î | GCT | | | F | *HH | | | SF Î
Î | | | | | | | | Î
===== ----- ----- ----- ----- ===== ----- ----- ----- =====
Î MP | | | | GY Î *ST | E | R | R | R Î
Î | | | | Î | | | | Î
===== ----- ----- ----- ----- ===== ----- ----- ===== =====
Î | MR | | | AR | | Î
Î | | | | | | Î
===== ----- ----- ----- ----- ----- =====
Î DT | + | + | | | / | *FF Î
Î | | | | | | Î
===== ===== ----- ===== ===== ----- =====
Î *AT | | Î SS Î
Î | | Î Î
===== ===== ----- =====
Î *BF | BA | Î
Î | | Î
===== ===== =====
Key: "-, |" = Screen Edge (passable)
"=, Î" = Screen Edge (impassable)
Letters = Special Location without Random Monsters
"*" = Location has more than one screen
"/" = Log. Only a landmark. Can still be attacked.
"+" = White Stag location. Cannot be attacked.
Points of Interest:
"ST" - Town of Spielburg:
Much like the valley, the town is rather small. The town was formed
first and the castle was built a long time ago by the residents of the
town. The isolation of the valley meant that the population of the town
never got very big. One of the town's major charms is that it's
completely safe from the inside. The Archmage Erana cast a greatly
amplified spell of Calm many years ago, which still exists today. No
magic may be cast in the walls, and there can be no aggression towards
another, which keeps the town safe from brigand attack.
There are four street screens:
Corner of Main Street and Market Street:
- Sheriff's Office: No one's actually sure if the door even opens. The
Sheriff and his assistant Otto always hang out on the porch.
- Hero's Tale Inn: Run by two Kattas, Shameen and Shema, the Inn is a
welcome respite from an adventurer's long day. Rooms are available
for five silvers a night, and food and drink is available at three and
one silvers, respectively.
- Barber's Shop: The barber's been out to lunch for some time...
End of Main Street:
- Magic Shop: A enygmatic being named Zara runs the Magic Shop. She
sells items of magic to any who are skilled in the art. She also
sells potions.
Prices:
Open Spell: 30 silvers
Fetch Spell: 40 silvers
Flame Dart Spell: 60 silvers
Healing Potion: 50 silvers
The eighth icon is the Inventory Icon, which looks like a chest. Click
on it to access the inventory window. There, you can use the eye to
look at an item, the hand to take an item to use, the question mark to
get info about the other icons, and the OK to close the window.
The ninth icon is the Console Icon, which looks like a slider. Use it
to bring up the menu to Save, Restore, Restart, or Quit your game, as
well as adjust the speed, difficulty, and so on...
The tenth icon is the Help icon, which looks like a question mark.
Hover it over any other icon to get info about it.
---
Basic Survival
Let's start with SAVE OFTEN!!!
You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.
If you have food rations, you'll eat automatically, and you can eat
fruits and vegetables from the Market to sate your appetite. You can
also get full meals at the Inn, for a price, and there's a tree at
Erana's Peace that bears fruit that will keep you going the whole day.
Sleeping is another concern. If you do not sleep for a couple of days,
your stamina will drop much quicker. It's generally advisable to sleep
every day, and to get a full night's rest, you need to sleep before
midnight. Of course, you can't sleep just anywhere.
Learn the time scale of the game. Although you have no clock or
anything, you'll go by the sun. There are eight "times" in the game.
Day is Dawning: Town opens for the day. Day monsters appear. Ghosts
disappear from Graveyard.
Mid-morning
Midday
Mid-afternoon
Sunset Approaches: You can sleep. Sheriff goes home and Abdulla shows
up at the Inn.
Night is still young: Shops close up. Gate to town closes. Ghosts
frolic in the graveyard. Night monsters show up.
Middle of the Night: Can no longer get a full night's sleep. Inn
closes for the night.
Not yet Dawn
The best place to sleep is Erana's Peace. Even if you don't get a full
night's rest, you'll wake up completely restored.
Other decent places to sleep are the Inn, the Castle Stables, the
Dryad's Tree, and Henry the Hermit's cave. Except for the Dryad's Tree,
you'll have to pay in some way for these places. It's five silvers a
night for a room at the Inn, one of your rations (and a few games of
cribbage) in the Hermit's cave, and a rude awakening (and morning's
work) for the Stable. None of these places restore you fully.
If you're absolutely desperate for sleep, you can curl up on the streets
of the town. Just don't expect your wallet to be there when you
awaken.
Any other place you sleep in is unsafe and will result in your death.
You can also rest whenever you want by clicking on the appropriate panel
in the Special menu. But, you'll be too impatient to rest after a bit.
Resting will restore several stamina and a few health and mana.
Staying alive in a combat sense is pivotal, of course. Potions to
restore any of your three Health Meters can be purchased either at
Zara's Magic Shop or at the Healer's Hut. You'll want to buy from the
Healer's Hut, because it's cheaper.
---
Surviving Combat
Friendly piece of advice: Don't drop (or throw) your weapon. You're not
nearly skilled enough to fight unarmed, and you'll be promptly
pummeled.
Generally, you'll be set upon by a monster in one of the forested areas
in the valley. It'll be running towards you and you can let it get close
and attack you. If you want, you can throw rocks or daggers, or cast
spells such as Zap, Flame Dart, Calm, or Dazzle. You can also just run.
When engaged in combat, a little menu will appear in the lower-right corner
of the screen. Fighters, Magic Users, and Thieves have different menus, but
they're all basically the same. Press the buttons on the menu to perform
actions.
Fighter:
Top Left: Thrust with sword
Top Right: Swing with sword
Bottom Left: Block with shield
Bottom Right: Dodge to the side
Middle: Run away from combat
Magic User/Thief:
Technically, they have the same menus, but Magic Users can utilize more of
the buttoms on the menus.
Menu 1:
Top Left: Stab with dagger
Top Right: Swing with dagger
Bottom Left: Dodge to the left
Bottom Right: Dodge to the right
Middle: Switch to Menu 2
Menu 2:
Top Left: Cast Zap
Top Right: Cast Flame Dart
Bottom Left: Cast Dazzle
Bottom Right: Run away from combat
Middle: Switch to Menu 1
After combat, you should always search the body by clicking the Hand on
your fallen foe. Several monsters carry money.
---
Surviving Financially
The currency of Spielburg is the gold and silver coin, with 10 silvers
in exchange for one gold. You start your adventure with 4 gold and
10 silver. Opportunities for more cash will arise in your adventure:
Renewable Resources:
Working in the Castle: Every day, the manure in the stable piles up.
They need someone to clean up. That's where you, the poor sap, come
in. Every time you clean the stables, you pick up five silvers.
Killing Monsters: Most humanoid-type monsters carry money. Search them
after you kill them.
Components for the Healer: Finding components for the Healer will earn
you money as well:
Empty Flasks: 2 silvers
Flowers from Erana's Peace: 5 silvers
Magic Mushrooms: 1 gold
Cheetaur Claws: 5 silvers each
Troll Beard: Two Healing Potions (which is as good as 80 silvers, since
you probably were gonna spend it on healing anyway)
Non-renewable Resources:
Finding Treasure: Although not occuring very often, certain caves
contain treasure that could be very useful to the adventurer on the go.
Thieving: Not only do houses in the area have money, but they also have
goods that can be fenced at the local Thieves Guild...
Completing Quests: You only get a couple of Quest Completion rewards
in-game, but they're actually pretty good rewards.
***********************************************************************
4. Spielburg Valley - *CONTAINS SOME SPOILERS*
A. Map and Points of Interest
While not terribly big, Spielburg has a lovely charm to it. Nestled in
a ring of mountains, the land is home to many a creature, both fair and
foul, and there are quite a few special locations. Since this is based
on ye olde 16-color game, every place is divided into screens. Here's
the big main map:
=====
Î EP Î
Î Î
===== ----- =====
Î | | *C Î
Î | | Î
===== ----- ===== ===== =====
Î SSS | | | Î Î *EH Î
Î | | | Î Î Î
===== ===== ----- ----- ===== ----- ===== -----
Î*BYH Î | | Î *SC Î | | MZ Î
Î Î | | Î Î | | Î
----- ----- ----- ----- ----- ----- ===== =====
Î | | | Î CG Î | Î
Î | | | Î Î | Î
===== ----- ----- ----- ----- ----- ----- ----- =====
Î | GCT | | | F | *HH | | | SF Î
Î | | | | | | | | Î
===== ----- ----- ----- ----- ===== ----- ----- ----- =====
Î MP | | | | GY Î *ST | E | R | R | R Î
Î | | | | Î | | | | Î
===== ----- ----- ----- ----- ===== ----- ----- ===== =====
Î | MR | | | AR | | Î
Î | | | | | | Î
===== ----- ----- ----- ----- ----- =====
Î DT | + | + | | | / | *FF Î
Î | | | | | | Î
===== ===== ----- ===== ===== ----- =====
Î *AT | | Î SS Î
Î | | Î Î
===== ===== ----- =====
Î *BF | BA | Î
Î | | Î
===== ===== =====
Key: "-, |" = Screen Edge (passable)
"=, Î" = Screen Edge (impassable)
Letters = Special Location without Random Monsters
"*" = Location has more than one screen
"/" = Log. Only a landmark. Can still be attacked.
"+" = White Stag location. Cannot be attacked.
Points of Interest:
"ST" - Town of Spielburg:
Much like the valley, the town is rather small. The town was formed
first and the castle was built a long time ago by the residents of the
town. The isolation of the valley meant that the population of the town
never got very big. One of the town's major charms is that it's
completely safe from the inside. The Archmage Erana cast a greatly
amplified spell of Calm many years ago, which still exists today. No
magic may be cast in the walls, and there can be no aggression towards
another, which keeps the town safe from brigand attack.
There are four street screens:
Corner of Main Street and Market Street:
- Sheriff's Office: No one's actually sure if the door even opens. The
Sheriff and his assistant Otto always hang out on the porch.
- Hero's Tale Inn: Run by two Kattas, Shameen and Shema, the Inn is a
welcome respite from an adventurer's long day. Rooms are available
for five silvers a night, and food and drink is available at three and
one silvers, respectively.
- Barber's Shop: The barber's been out to lunch for some time...
End of Main Street:
- Magic Shop: A enygmatic being named Zara runs the Magic Shop. She
sells items of magic to any who are skilled in the art. She also
sells potions.
Prices:
Open Spell: 30 silvers
Fetch Spell: 40 silvers
Flame Dart Spell: 60 silvers
Healing Potion: 50 silvers
Jump to page:
Sponsors:
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






