QUEST FOR GLORY IV: SHADOWS OF DARKNESS - Part 1 Solution by Diana Griffiths INTRODUCTION, CREATING A CHARACTER, GENERAL HINTS, SET UP, MAPS, OPENING SEQUENCE, DAY 1, DAY 2, DAY 3, DAY 4, DAY 5, DAY 6, DAY 7, DAY 8, DAY 9, DAY 10, DAY 11, DAY 12, DAY 13, DAY 14, DAY 15, DAY 16, DAY 17, DAY 18, DAY 19, DAY 20, DAY 21, DAY 22, DAY 23, DAY 24, END GAME, COPYRIGHT INTRODUCTION This walkthrough gives explicit instructions for playing Quest for Glory IV that lead to a successful conclusion. It provides, where necessary, separate directions for each of four different characters (Fighter, Magic User, Thief and Paladin). The walkthrough is designed to be used sequentially, so the game can be played completely from the instructions. Note that the day's events may not occur on the exact day as these depend on your performing actions on previous days according to the instructions in this walkthrough. The information given here assumes that the player has read the game documentation included in the Quest for Glory IV game box. The documentation comprises the 'Sierra Game Manual', 'Shadows of Darkness Technical Guide', 'The Journal of General Job Adjusting, HERO, Special Hallowe'en Issue' and 'Quest for Glory Shadows of darkness Combat Reference Card'. This walkthrough also assumes you have access to maps of the valley and of the castle. I have included maps of all the areas you will visit. Note also that if you have version 1.0 of the floppy disk based game you will need the following two patch files. Do not start the game without applying both these patches or your saved files will not be restorable after the patches are applied. Both patches can be found in CIS GAMAPUB Forum, Sierra On-Line Section 11: QG4NOT.ZIP Patch which fixes the order of events in the Hero's bedroom so that important events are certain to occur. Without this patch you will not be able to complete the game. QG4PAT.ZIP Patch which fixes a number of fatal errors and miscellaneous other problems. CREATING A CHARACTER Before you can start playing you must either import a character from a previous QUEST FOR GLORY game or create a new character. This walkthrough assumes you are either importing a Paladin or creating a new character. If you are creating a character three different characters will be displayed: Fighter, Magic User and Thief. Select whichever appeals to you. Then allocate points. This walkthrough depends on the Thief having some magic using ability so assign the extra 100 points to the Magic Skill. This will enable the Thief to perform many, but not all, of the Magic User specific actions and skills. The Fighter must be able to climb, so assign the extra 100 points to the Climbing skill. Otherwise assign the 100 points as you like. Don't forget to give your character a name. GENERAL HINTS 1. Sleeping There are a few places where you may sleep so that you can recover your health, stamina and mana: Your room at the Inn, the Staff area inside the Town Gate and Erana's Garden in the forest. (You can leave and enter the Inn in the middle of the night by climbing through your bedroom window.) 2. Eating Eat breakfast and dinner at the Inn when ever possible, and keep stocked up on Avocado and Garlic Sandwiches which you can buy at the General Store. 3. Monsters Before you start the game set your skill level in the control panel to Low. Set combat to Strategy and set Auto-Save On. This will make fighting monsters and villains as easy as possible. The game will automatically run the combat sequences for you and the monsters will not be too difficult to defeat. Provided you have built up your skills sufficiently, you should survive every encounter. If not, there is always the auto-saved file! 4. Money You will likely need to find extra cash to spend on rations and equipment. You will find stashes of money from time to time as you explore. You will encounter wraiths and undead after dark. They carry treasure and money. Take the treasure from the wraith's barrow and search an undead's 'body' after defeating them. If you are a Thief you will have many opportunities to steal money. 5. Potions You will be able to obtain two types of healing potions. The regular healing potion that restores some of your health points and the poison cure potion that will counteract the effects of poison. Both are very useful. You will find these potions from time to time as you explore and meet people. The most reliable method of obtaining potions is to visit Dr. Cranium. Each new day he will supply you with one potion of each type. 6. Mana Fruit There is a Mana Fruit tree in Erana's Garden. Only Magic Users can pick the fruit. And you will only be able to pick one fruit each day. Eating the fruit restores some of your mana points. 7. Rest and Time Driven Events Rest whenever you need to heal or recover health or mana points. Rest also when you need to kill time! Sometimes you must wait for darkness before you can perform the next required action. Sometimes you must act at a particular time of the night. Resting then checking the time will help you arrive at the proper place at the right time. SET UP Go to the control panel and set the following. 1. Skill level to low. 2. Combat to strategy. 3. Autosave to on. 4. Speed to high. MAPS Mordavia Town Castle Caves @~These will be in the screenshots section at the appropriate time. OPENING SEQUENCE You find you have been transported, against your will, to a dark cavern filled with bones and skeletons. You have no idea where you are or why you are here! DAY 1 BONE CAVE Search the three skeleton bodies for a dagger, a flint and money. Take a torch from the holder to the right of the altar. Create a spark using the dagger and flint and light the torch. Light the torch to the left of the altar with the lit torch. Exit through the sphincter at the top of the screen. You will enter the heart cave. HEART CAVE Fighter/Paladin: Take the sword and shield. Thief: Look for the thief mark near the exit at the bottom of the screen. Magic User: Take the cloth. Leave the cave at the bottom of the screen. PIT CAVE Fighter/Paladin: Cross the pit via the rope, crossing hand over hand. Thief: Walk the tightrope across the pit. Magic User: Use the cloth and levitate spell to fly across the pit. Leave the pit cave at the left of the screen. CAVE MOUTH After meeting Katrina, take the octopus-like shape (Dark One sign) from the bottom of the arch. Leave to the left. CAVE PATH Slide down the cave path! Now head through the forest toward the town. (Use the general map.) TOWN GATE Take a corn cob from the corn sheaths. Go through the town gate to the Staff area. STAFF Pick some flowers. Go left. WEST MAIN STREET Speak with the Burgomeister. INN Go into the Inn and speak with the Innkeeper. Leave the Inn. GENERAL STORE Go into the General Store, purchase some rations - avocado and garlic sandwiches - then leave. WEST MAIN STREET Speak with the Burgomeister. Ask about the Adventurers' Guild and he will give you the key. EAST MAIN STREET Go right to the east part of town. DR. CRANIUM Try to enter Dr. Cranium's house. Solve the puzzle by repeating the sequence exactly. Once you do this correctly, the door will open. Enter the house. (You will have to do this each time you visit Dr. Cranium's house. Note that the sequence usually changes each time.) In the hallway, open the door to the right. You will release some baby antwerps. Use the Acme Trap and identify the animal as an Antwerp. Bait the trap with one of your avocado and garlic sandwiches and wait for a baby antwerp to be caught. In the control panel, set the speed to low. Open the door on the left. Move the maze so that the antwerp moves through the maze, fetches the key, then takes the key to the exit. In the control panel, set the speed to high. You now have the key. Try to unlock the door at the end of the hallway. Solve the puzzle by moving the pieces around to form a keyhole. Once you have done this, unlock the door and enter Dr. Cranium's lab. Speak with Dr. Cranium then ask about Science. Ask about the Healing and Poison potions. You will have to refer to the Technical Guide and look up the formula the doctor requests of you for each potion. Ask Dr. Cranium for an empty flask. Magic User: Ask about magic and you will receive the glide spell. Leave Dr. Cranium's house and head north. GRAVEDIGGER Talk to Igor the Gravedigger. Enter the Adventurers' Guild. ADVENTURERS' GUILD Look at the books on the bookshelves. Sign the log book on the desk and read the log book. Practice on the stairstepper. (Do this daily, unless directed otherwise. You will need to add the weights from the top right corner of the room from time to time.) Fighter/Paladin/Thief: Pick up the rope and grapnel. Throw the grapnel up the hook on the ceiling. Practice climbing. (Do this daily.) Don't forget to collect the rope you before you leave. Fighter/Paladin: If/when you have sufficient strength, break open the Emergency Weapon Box and claim the superior sword. Fighter/Paladin/Magic User: Leave the guild after practicing your skills until you are unable to exercise any longer. Return to the Inn. Thief: Look under the table. Now look at the coat hooks on the right. Solve the puzzle as follows: Click on the skull below the third hook from the left until the hook is on top. Then, similarly, move the second hook from the left so that the hook is on the bottom. Next move the right most hook so that the hook is to the right. Lastly, move the left most hook so that the hook is on the left. Climb the bookshelf into the Thieves' Guild. THIEVES' GUILD (Thief only) Search the grid on the floor and you will find a knob. Take the card from the poster. Unlock the back door using the card. Read the books on the bookshelf and learn about disarming traps. Put the knob on the safe. Solve the safe puzzle by clicking on the letters and lines to spell out "F I L C H". Note that not all these letters are present. The letters on the combination are in alphabetical order with alternate letters represented by lines. When you have solved the puzzle, the safe will open. Take the lock pick. Go over to the desk and disarm the trap. Pick the lock. (You may need to build up your skills in lock picking. If so, keep trying.) You will find a log book and a lock picking kit and some daggers. Read the log book carefully. Check out the painting near the back of the right wall. You will find a safe. Disarm the trap by selecting three in a row of the same colour. (Just decide on a colour and click on it every time it appears. Eventually you will have three squares in a row.) Open the safe by picking the lock. Look at the thief mark by the drain on the right. Check out the barrel lying under the poster. Solve the puzzle according to the poem in the log book. Make the top row: Blue, Blue Yellow; the middle row: Green, Green, Green; and the bottom row: Red, Green, Red. Speak with the Chief Thief, then leave and return to the Inn. INN Wait until the evening, then enter the Inn. Sit down at the chair on the right hand side of the table and eat. Speak with the Innkeeper and the Townspeople. Go up to your room, the first door at the top of the stairs, enter and sleep until the morning. DAY 2 INN When you wake up, go downstairs and eat breakfast. Leave and go to the Adventurers' Guild. ADVENTURERS' GUILD Practice skills until you can not exercise any more. Leave the town and go to the forest room south of the town gate. FOREST Recover your stamina by resting. Pick up rocks from the ground and practice throwing. Practice throwing until you get tired. Thief: Practice throwing with your throwing daggers. Pick up the daggers from the ground or you will lose them. Magic User: Practice your spells. Rest. Go to the Castle Gates. CASTLE GATES Speak with the Gatekeeper. Find out his name: Boris. Go to the lake. LAKE Speak with the Rusalka. Give her the flowers, then speak with her again. Return to town. TOWN GATE If it is after dark, the gate will be closed. In that case: Fighter/Paladin: Climb over wall using the rope and grapnel. Thief: Climb over gate. Magic User: Levitate over gate. Go to the Inn. INN / STAFF If the door doesn't open, knock on the door. If you get in, eat then go to your room. If no one responds, go the Staff area. Sleep until morning. NOTE: Use the above method each night unless directions indicate otherwise. DAY 3 INN / ADVENTURERS' GUILD Get breakfast, then go and practice your skills at the Adventurers' Guild. FOREST Leave town and explore the forest. Return to town. TOWN GATE If it is after dark you will meet Katrina here and receive a healing solution. If you are a magic user you will learn the frostbite spell. If it is daylight, you can leave, wait then return when it is dark, or meet Katrina on another night. INN Go into town, and go to the Inn. If it is early evening, sit in your chair and watch the Gnome Comedy act. Go to your room, return downstairs and have supper. Return to your room and rest until it is after midnight. Go downstairs and speak with the Domovoi above the fireplace. Return to your room and sleep until morning. If you fail to get in the Inn, sleep in the Staff area. The above and following days' events should happen the next evening you spend at the Inn. DAY 4 INN If you spent the evening at the Inn, visit the room at the end of the landing. Knock on the door. Enter and speak with the Gnome. Ask how he lost his humor, about the curse and about Baba Yaga. Take the rubber chicken from the bed. Eat breakfast downstairs in the Inn. ADVENTURERS' GUILD, FOREST Practice your skills and explore the forest. Return to the Inn. INN Eat, and rest until midnight. Go downstairs and speak with the Domovoi. Return to your room and sleep until morning. DAY 5 INN Eat breakfast, then leave the Inn. WEST MAIN STREET Speak with the Burgomeister and the Townspeople. BURGOMEISTER'S OFFICE Enter the Burgomeister's Office and talk to the Gypsy. Leave the town immediately and go to the Graveyard. GRAVEYARD Look at the open grave where the headstone has fallen down. Fighter/Paladin: If you are strong enough you should be able to push the headstone off the grave. If not, keep trying or try the Thief method. Thief: Climb the tree and hang the rope over the branch overhanging the grave. Magic User: Cast the Open spell on the headstone. Check out the Borgov Crypt, then leave. Return to town. WEST MAIN STREET Chat with the Burgomeister then go to the north end of the town. NORTH END OF TOWN Speak with Igor, the Gravedigger. When you ask, he will give you the key to the Borgov Crypt. Enter the Adventurers' Guild and practice until after dark. Leave the town. FOREST Go three screens south of the Town Gate then one east and you should encounter a ghost. Speak with the Ghost. Continue exploring the forest. Return to town and sleep in the Staff area. @~To be continued next issue - o -