How to complete Hillsfar 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. Wizard's Quests 1. Go to Guild, no 13 on the map. Talk to Master for your first quest. Ride to Trading Post for your first clue. Ride to Dead Dragon, open chests for your next clue (squid). Ride to Magic Shop, no 7 on the map. Talk to owner for the next clue. Return to the Dead Dragon, find your next clue. Ride to the Hydra's Den, no 10 on the map. Listen to gossip for the next clue. Return to the Trading Post. Talk to the Trader again for your next clue. Return to the Magic Shop, talk again with the owner for another clue. Return to the Guild and talk to the Master. 2. Talk to the Master for your next quest. Ride to the Trading Post, Talk with the Trader for your first clue. Ride to the Bookstore, no 19 on the map, and talk to Owner for a clue. Go to Magic Shop, talk to Owner for your next clue. Go to Archery Range, compete till Level 3 for another clue. Go to the Hydra's Den, listen to gossip for the next clue. Ride to the Ruins, find your next clue (gold pendant). Return to the Hydra's Den. Buy info from the barmaid for next clue. Go to the Dragon's lair, buy info from barmaid. Return to Guild and report to Master. 3. Talk to Master for the next quest. Break into the Magic Shop. Open chests for the first clue (liquid). Return to Guild and talk to Master. Go to the Archery Range, compete till 4th level for your next clue. Ride to the Wizard's Lair, find your next clue. Go to the Tower, no 17 on the map. Find the secret door in the left hand wall of the top left hand room, find your next clue. Ride to the Hermit's, find your next clue. Go to the Arena. Defeat Taurus for your next clue. Go to the Cemetery, find your next clue. Ride to the Shipwreck, find your next clue. Go to the Secret Room in the Haunted House, find your next clue. Return to Guild and talk to Master. Cleric's Quests 1. Go to Temple, no 11 on map. Talk to Master for your first quest. Ride to the Trading Post. Talk to Trader for your first clue. Ride to Big Tree, find your next clue (a body). Return to the Temple. Talk to Master for another clue. Return to Trading Post. Talk to Trader again for your next clue. Ride to Hermit's. Find your next clue (holy scriptures). Return to Temple and talk to Master. 2. Talk to Master for your next quest. Go to Sewers, find your first clue. Do not report the Thief. Go to the Dragon's Lair Pub, listen to gossip for another clue. Go to the Haunted Mansion. Find your next clue (a note). Ride to the Hut, find the next clue. Ride to the Ruins, find the next clue (incense). Return to the Temple and talk to Master. 3. Leave Temple, and search outside of Temple for your first clue. Enter Temple and talk to Master for your next clue. Go to the Mages' Tower, find your next clue (a wand). Search outside the Temple again for another clue. Go to the Rat's Nest, between 8-10 in the evening. Listen to gossip till you talk with a woman for another clue. Leave the Pub, then return after a wander and listen to gossip again for a clue. Return to the Temple and talk to Master. Return to Pub and listen to gossip for your next clue. Return again to Temple and talk to Master. Ride to the Hermit's. Find your next clue (a body). Go to the Haunted Mansion. Find your next clue (a ring). Return to the Temple and talk to the Master. Thief's Quests 1. Go to the Guild and talk to the Master for your first quest. Go to the Magic Shop and talk to owner for a clue. Go to the Sewers. Find your next clue (fungus). Return to the Guild and talk to the Master. Ride to the Hermit's. Find your next clue (liquid). Return to the Guild and talk to the Master. 2. Talk to the Master for your next quest. Go to the Pub and listen to gossip for a clue (amulet). Go to the Sewers and find a clue (a note). Go to the Dragon's Lair Pub and listen to gossip for a clue. Ride to the Hut, find a clue. Return to the Pub. Listen to gossip again for a clue. Go to Sewers, no 3 on the map. Find a clue (a body). Return to the Guild and talk to the Master. Go to the Temple, find the secret room in the left hand wall of the top left hand room, find a clue. Go to the Healer's Shop, no 14 on the map, talk with the Owner for another clue. Ride to the Hermit's House, and find a clue (a diary). Ride to the Rock Quarry and find a clue (a pick). Go to Castle, enter Castle (use force to enter the castle). Find the secret room, find the next clue (an amulet). Return to Guild and talk to Master. 3. Talk to Master for your last quest. Break into Magic Shop. Find the clue (a lock pick) Go to Pub and listen to gossip for your next clue. Ride to the Trading Post, talk to Trader for your next clue. Go to Pub, listen to gossip for your next clue. Go to the Arena, beat the Orc for your next clue. Go to Bugbear's Cave Pub, marked "a pub" on the map, listen to gossip for your next clue. Go to the Archery Range, compete for 4 levels for your next clue. Go to the Temple and search for the next clue. Go to the Mages' Tower and, in the secret room, find your next clue (a book). Go to outside the Dragon's Lair Pub at 4 in the morning and search for your next clue. Return to the Guild, talk to Master. Go to Pub and listen to gossip for the next clue. Ride to the Dead Dragon, find a clue (a lock pick) Return to the outside of the Dragon's Lair Pub and search. Return to Guild and talk to Master.