How to complete Hillsfar - Part 1 Sent in by Bill Wernham The game starts at your campsite, just outside the city of Hillsfar. It is here that you must create your character and you must also return here in order to save your position in the game. The game is made up of 12 quests, with the quests divided equally between four characters: wizard, fighter, cleric and thief. You play each character individually, and complete each of the quests in order of difficulty. When creating a character, it is not a bad idea to be "human" as humans are given more hit points than any of the other races, and hit points are valuable in the arena. Get clues on how to defeat your opponents in the arena from listening to gossip in the pubs. Use daggers at the archery as these are unaffected by the wind. Forget about employing a thief when you're one of the other characters; lock-picking can be frustrating and it is impossible to pick all of the locks as some have too many tumblers to pick in the limited time available. It's better to use "knock rings", or go to the secret room in the wizards' lair and find the "chime of opening". You will have plenty of opportunity to pick locks when you become a thief. Be careful of the crazy wizard! He may leave a pot of gold, or you may end up in the arena, so you take your own chances when you ask to see a trick!! Most clues are obtained by opening chests. Some are given by obtaining higher levels in fighting or archery skills, and others by talking to characters. Unless otherwise stated in these hints it will be presumed that the clues are found by opening chests. Fighter's Quests 1. Go to the Fighters' Guild, no 4 on the map. Speak to the Master. He will tell you to increase your archery skills. Go to the Archery Range, no 8 on the map. Practice first then enter the competition till you have increased your skill by two levels. The Range Owner will then send you back to the Guild. Talk to the Master again. He will send you to the Arena to increase your fighting skills. In the Arena, you will need to defeat the Red Minotaur; he will then send you back to the Guild. Talk to the Master again. He will give you a clue about the Cemetery, no 9 on the map. Go to the Cemetery (when it is open). Open chests till you get your next clue about the Jail. Go to the Jail, no 1 on the map. Use a knock ring or similar to enter. Open chests till you find the documents. Return to the Guild and report to the Master. 2. Talk to the Master to get your next quest. Go to Castle and search. You will be given a clue. Go to the Rat's Nest Pub, no 6 on the map. Listen to gossip till you hear a clue about the Sewers. Go to the Sewers, nos 3/18/20 on the map. You will be given a clue about the Arena. Go to the Arena. You will need to defeat the Orc for your next clue. Ride to the Hermit's House (outside the city). Find your next clue (a poster). Return to the Rat's Nest Pub. Buy info from the barmaid for your next clue. Go to the Haunted House, no 16 on the map. Find the secret room in the left hand wall of the top left hand room. Find your next clue. When asked, help Jared. Return to the Guild and report to the Master. 3. Talk to the Master for your next quest. Go to the building just NW of the Stables and search till you get a clue from Hector. Go to the Cemetery. Find your next clue (a map). Take the secret road outside of town, ride to the Big Tree, open chest for your next clue (a dead body). Go to the Archery Range. Compete till you reach the 5th level for your next clue. Return to the Guild and talk to the Master. Go to the Arena. Defeat Taurus for the next clue. Go to the Dragon's Lair Pub, no 2 on the map. Listen to gossip till you get a clue about the Healer. Go to the Healer, no 14 on the map. Talk to the Healer for the next clue. Ride to the Rock Quarry (outside of town). Find your next clue (a bonnet). Return to the Guild and talk with the Master. Go to Dragon's Lair Pub. Listen to gossip for another clue. Return to Guild. Talk to Master for the next clue. Ride to Ruins (outside of town). Find your next clue (Arlana). Return to Guild and report to Master. @~Bill's solution to Hillsfar will be concluded in the next Issue @~of SynTax with playing guides to the Wizard's, Cleric's and @~Thief's quests.