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Transcript of text and dialogue in QFG5 (Note: Currently includes all or most of room narration descriptions, notices text, and voice text. Still missing enemy and character names, and enemy descriptions both living and dead).

CDN.SPKEdit

104.qgmEdit

Enter

The Rite of Rulership 1000 Dr Entry Fee

A Drachma saved is a Drachma Earned.

Drachmas make the World Go Round.

A Fool and His Drachma Are soon Parted.

He who is Foolish Spends all He Gains. He who is Wise Saves for the Rains.

A Pickpocket cannot Pocket a Purse that's Placed in the Bank.

Done

Savings

Your credit balance here is good for purchases throughout Silmaria.


109.qgmEdit

Hero be Nimble, Hero be Bad, Hero jump over the edge of the Pad. Hero be Falling, Hero land Quick, Hero be flat as the side of a Brick.

Beneath the dirt and sod so cold, Lies a man who wasn't told, All that glitters isn't gold. Sometimes beauty deceives the bold.

Alas, here lies our Hero brave, He chanced to find a watery grave. Is this the fate that meets with fools who choose to dive in unknown pools?

A tricky trap gave you a zap, And so the band shall now play taps. My advice to you that's well and sound -- Next time, just copy the dumb thing down.

Tsk, tsk. Transfixed by treacherous Triton tridents. Try tougher tactics.

RIP (Ruined by Poison)

Dark and Deadly is the Pain, Felled by poison's dire ill, Rest ye now in Hades' Domain, Because you failed to take a Pill.

Dagger black with Deadly Venom, Stalking softly, Striking well, Assassin laughs with bitter glee -- He sent the Hero straight to, um... Hades.

You bested the beast of many heads, That upon the bones of many fed. Alas, a Monster slew you too, The Monster Greed decreed you dead.

A Thief once tried to rob a bank, While guards patrolled around the town. The guards soon proved to be alert -- They quickly brought the poor thief down.


You robbed the bank with thiefly skill. Drachmas full your backpack fill. But your effort was far too shoddy, For you failed to hide the body.

Pick a pocket of Kattas, Hear the Katta wail, You didn't practice hard enough, Now you go to Jail!

"Easy pickings," you thought with feelings of Greed, Of the Katta who played on the pipe made of reed. "Easy does it," you reached with your pickpocket knife, But your unskilled attempt gave you prison for life.

The Hero cast a little spell, It landed on the Wizard well. Shakra's magic in reply -- Enough to make the Hero die.

A tempting treat you attempted to take, Alas, your skill you did not make. You were caught, As all thieves ought, The guards your crime spree now did break.


Itchy fingers reached for a purse, Your knife did slip, and things got worse. The guards did come, and you got caught, And all your heroics have come to naught.

Sneaky, sneaky, plot, purloin. You tried to pick poor Wolfie's Coin. Gently, deftly...Missed it... Caught! You didn't practice as you ought.

Do unto others as they do to you, If they don't attack, then neither should you! Thou shalt not kill, or so it's said, Unless you wish to wind up dead.

The pocket that you tried to pick, Belonged to someone who was quick To catch your theft and you as well, And now in prison you will dwell.

Sneaky, sneaky, up you snuck, But you had some lousy luck. Even though you won the fight, The guards have hauled you off this night.

The guard you tried to blackjack, Quickly turned to attack. He got you on your back, mac, Because you lack the blackjack knack.

With stealthy skill, you raised your sap, To give the guard a little nap. But you failed to check to see, If other guards would come for thee.

Your Thief came in to do some wrong, Abdull did say you don't belong, The death dirge sings that old, sad song, But your demise will not be for long.

Abdull the dumb, Abdull the fat, Abdull the dim has smashed you flat.

All around the room, the rabid Abdum prances, All around the room, you ran from his advances, All around the room, the brothers did their dances, You are the victim of "Abdum-inible" Circumstances.

"You are a Thief," you told yourself, As you stole inside to steal the pelf, You were a Thief, and it wasn't right, You fought a Fighter's death tonight.

You laughed at danger, you laughed at death, You faced your foes with fearless skill. You fought the battle with confidence, I hope you remembered to make a will.

You fought the foe they call Abduel, He made you look a silly fool, He skewered you through and through, And turned you into a pool of goo.

One to one -- your odds were good, Two to one -- you're sure you could, Three to one -- it's looking worse. Four to one -- you need a hearse.

You tried to do it, It's clear you knew it, What it comes to is -- You blew it.

With studied caution you entered the room, Quietly sneaking right past the guard, The Amphora smashed with a noisy boom, This hapless sound has sealed your doom.

To be a Thief, you gotta learn the rules -- To pick the locks -- you need the best tools. To climb the walls -- you gotta have that coil. To be a sneak -- you better use that oil!

Sing a song of Blackbirds, You're in a pie, They saw the bird was missing -- Now you're going to die.

You cased the place, You knew the guards' scope, But the two grabbed you -- Hung by your own rope.

Eenie, meenie, minie, moe, Which door is the one to go? Eenie, meenie, minie, my! Each door is a way to die.

Practice makes perfect, you heard them say, And so you practiced every day. What you forgot on your lockpicking spree -- To choose your targets more carefully.

This was a death that you could fix -- Lightning Balls and water don't mix, You earned a death, and it's a beauty -- You've become an "electro-cutey."


This is the lesson you've been taught -- Guybrush Threepwood you are not. When by water you are surrounded -- Get to shore before you're drowned.


Fighting Abdull is not that hard, Just don't do it in front of the Guard.

Under arrest and thrown in jail, You didn't get a chance to bail. Couldn't you tell it was time to stop? It's a bad idea to attack a cop.

Abdull, Abdum, Abduel, Consider you a fool. Abdull, Abduel, Abdim Were pleased to pound you thin.

Katrina set a little trap, To give a thief a little zap, Katrina was a lucky trapper, You were caught by her "Thug Zapper."

Friends will cry and maidens weep, Your Hero's in the grave asleep. You may yell and you may roar -- But better if you click "Restore." The Moral's plain -- the old refrain -- Frequently just Save the game.

Hero found a Dryad wood, He didn't do just as he should, With vicious stroke, he struck a tree, Now the Hero's History.

Guardian of Hades' Gates, Cerberus forever waits. Now you lie in Halls of Stone, While Doggie heads gnaw on your bones.

You went to sea to see what you'd see, You saw a Triton, unfortunately. Sad to say, that Triton saw you -- And even worse -- he slew you, too.

Down in the depths, Atlantis lies, Resting on her sandy bed. But War has come, and Tritons rise You have been killed, and Peace is dead.

Steeltrap jaws and razor teeth -- The Ramora attacks you viciously. Crushing bone and rending flesh -- The Ramora digests you happily.

You came for Peace, but you brought war -- Don't attack those who don't attack you. Now, alas, you are no more... You came for Peace, but you leave in Pieces.

In Minos's Halls -- you tripped a trap. In Hades' Halls -- you now will nap.

Death surrounds you, dire, grim... You stop to loot; a silly whim. Now you've met your final doom, Because you made a trap go "BOOM!"

The statue had a creepy feel And its look would raise a holler. The lesson here is clear -- Don't touch! Or you'll become a creepy crawler.

Minos has a lot of Goons, Four and twenty, maybe more... And they all came after you, For failure to blockade the door.

Greed did make you die too soon, Struck down by a mighty goon. Use more caution the next time, Don't be "Gooned-down" in your prime.

Guardian of treasures grand, The Minotaur awaits command. A bull above, and man behind, A deadly foe was this bovine.

Elsa was this gal, who thought you was a pal. You done her wrong, and now you're gone, Don't make Elsa mad, lad, or it will be bad.

From a friend, you got the word, That Minos had a special bird. Keep in mind, or you'll have grief -- Ya gotta think more like a Thief.

The situation was quite grim -- Your chance of success was very slim. A hint for the next time you try... Just don't die!

To Minos's Hall, you came, To stop Minos's deadly game. The sad thing was that Minos instead, Stopped your game, for now you're dead.

All work and no play makes Jack a dull boy (or you a dead hero). Try to get some rest occasionally.

The Lemures drift in icy halls, Unbound by death and hating light. They sought your soul, they stole your life -- And trapped you in eternal night.

Shades of ages, Shades of past, Shades of those who breathe their last, Shades of Darkness, Shades of gray, In Hades' Hall, your Shade shall stay.

The Manes search in darkness seeking -- longing life to drain its zest. Drawn to drink your life blood's fervor Leaving you to sleepless rest.

You'd little choice, you had to jump -- And so you leapt to your demise. Next time, leap to this conclusion -- It's best to first re-vitalize.


To fast for days will cause a figure, To waste away a waist, or wither. Though fashion models will always try it, Heroes need a less stringent diet.


Lava, lava, broiling hot, Here's the lesson you have taught: The moral Hero should have learned -- Use protection or be burned.

No greater act can a Hero give -- Who offers his life, that others live.

You go to the Halls of Hades, Knowing that Silmaria and your friends are saved. All shall grieve your passing.

The Dragon grew stronger as it drew from the fire, Only one thing of power could yet bind this Doom. But the Pillar had fallen, and the timing was dire, And the temple of Darkness now serves as your tomb.



Time was of the essence -- the Dragon would arise, Nothing could stop it if it took to the skies. And nothing did stop it -- you could not end its flight, And Silmaria now weeps in defeat at its plight.

The Ultimate Spell of Destruction was cast -- You exploded a Thermonuclear Blast. You killed all your comrades, sent yourself to the tomb -- However, you cast it while the Doom was immune.

So you blew it -- The Dragon lived through it.

You did it! By dying, destroyed the Dragon, Immolating the place with a Nuclear Blast, Unfortunately, you killed your companions -- You should have warned them before that last cast.

The Dragon of Doom would destroy your new home, And Kill all the people who called you a friend. So you Blasted the Dragon at the cost of your life, With all Valor, you faced your victorious end.

In Honorable Death, there is Great Glory.

Flapping wings and claws of stone, Rending flesh and breaking bone. This nightmare beast's best left alone.

Flitting death on flapping wings, Flock of flying deadly things. Hating light and fearing day, At times like these -- just run away!

The force of Evil rose up this day, And in Dragon form took to the sky; Now nothing more is left to say Your battle lost, in death you lie.

Beneath the waters' roiling tides, The deadly dragonfish abides. Fins with claws and poisonous breath, Alas, it sent you to your death.

A creature of both air and sea, This amphibious monster wandered your way. You met it boldly, unfortunately... This certainly wasn't your lucky day.


The Windmill spins, but you levitated, And thus you were decapitated -- You showed the expression as only you can, Just what happens when the Twit hits the fan.

You were a Thief, and skilled at Stealth -- The quickest way to instant wealth. Your sneak was weak, and you got caught, Your tactics were too subtle -- NOT!


You came to bring a message of peace, You didn't succeed, to say the least. You killed the Queen, and sad to relate, This final move was your own checkmate.


With skill and daring, you walked the rope, The balance was tricky, and you couldn't cope. This death was not too problematic -- You need to be more acrobatic!.

You've learned today, much to your sorrow -- It's here today, and Goon tomorrow.

Your magic spell flowered Into a mushroom cloud; There's not enough of you To put into a shroud.

Don't mess with Magic, Don't take actions hostile. Wizards are usually Quick to go postal.

You summoned the Dark Master back from the grave, With Katrina, the least you could do is behave. When dealing with Wizards, it's wise to be nice, For Katrina can rapidly put you on ice.

While trying to steal on a whim, You fought a guy named Abdim, While this isn't to big a sin, The least you could do is to win.

Spelling Error: It pays to prove your aim When learning how to spell Lest when you zap a monster You kill yourself as well.


The hydra has won, not two or three. Your picked clean bones, Didn't seem to agree.

Like Rip Van Winkle, you lay down for a nap Perhaps for just two hours or four But it seems that candy was a trap You'll fulfill this quest nevermore.

When breaking into a guarded house, Take chances few, and make no noise, For guards are jolly and like to play, And bad boys play with deadly toys.

You sought to slay a leader of men, The Master of Mercenaries, hardened and tough, The General was not gentle, you fought and you lost, The truth is you didn't quite have the Right Stuff.

When the musical Centaur of Sifnos Casts his magical Spell, The bells that you hear ringing, Are those of your death knell.

The prophecy stone has gone boom, It has something to do with the tune, In order to avoid your doom, Just carefully search the room.

140.qgmEdit

You have just set the trap in motion. You have one minute to disarm this before it blows you up.

To start your disarming, memorize the position of the Greek Figure around the wheel. When you are ready, click the center button.

Now select the section of the wheel that conceals the Greek figure matching the center figure.


Good Luck!

Oops, that was not a match.

Hmmm, that wasn't right.

Better luck next time!

Uh-oh, this was not good.

Try again, you can do it. I hope you can do it!

You got it!

That's the one!

Great choice!

By George, you've got it!

Boy, what big brains you got there!

You deftly disarmed the dastardly trap.

You successfully disarmed the trap.

With your uncanny knack for memorization, you have disarmed the trap, and avoided certain annihilation..

Your creative cunning carefully calibrates the conundrum quite cleverly, and the trap is disarmed..

The trap is cleverly disarmed, you sneaky person, you.

Drat, you blew it!

Oh, no... it's going to explode, destroying everything in a five mile radius! Then again, maybe not.

BOOM!


Rats. Now you've done it.

You missed it by that much!

These buttons indicate how many correct choices you must make to disarm this puzzle.

These buttons indicate how many mistakes you can make before you blow things up.

This shows how many seconds you have to disarm this trap.

This center area reveals the piece you need to match. Push this when you have the positions memorized.

You memorize the dancing man's position so that you can match the center.

160.qgmEdit

Okay

Cancel

Defaults

Score

Controls

Messages

Manual

Credits

Quit

Exit

Remove

Drop

Use

Cast

Player

Ping

Send

Chat Messages

Send Chat Message

Message 1:

Message 2:

Message 3:

Message 4:

Customize Keyboard

Multiplayer

Play Game

Load Game

Introduction

Host Game

Join Game

Press ENTER to change, BACKSPACE to clear.

entered the game.
left the game.

Press RETURN to change, DELETE to clear.

You picked up the

Game Name:

Name:

Connect to WON.net

TCP/IP

IPX

Modem

Serial

Connection Type

Max Players:

Game

Players

Searching for games...

Search

Internet Address:

Joystick

Admin

The host has left the game.

It's a %s.

Import

Enter Phone Number:

Modems Available

Dial

You don't have enough money.

Spells

Items

Buy

Take

Sell

Inventory

Purchase

Chest

Character

Bargain

Play

Quest for Glory V

Restore

You are undergoing the Rite of Freedom.

You are undergoing the Rite of Conquest.

You are undergoing the Rite of Valor.

You are undergoing the Rite of Destiny.

You are undergoing the Rite of Courage.

You are undergoing the Rite of Peace.

You are undergoing the Rite of Justice.

You have not yet begun the Rites of Rulership.

.

,

Equipment

Equip

Fighter

Thief

Wizard

Elsa

Magnum

Imported

Strength

Paladin

Intelligence

Agility

Vitality

Luck

Honor

Offense

Defense

Magic

Climbing

Acrobatics

Throwing

Stealth

Lock Picking

Pickpocket

Swimming

Health

Stamina

Mana

Hero

Armor Class

Guard

Time %s

Day

Day %d

%s a.m.

%s p.m.

Quantity price

Bat Boy

Hadji

Dragon

Merchant's offer:

Your counter offer:

Value:

Your Purse:

Accept

Reject

Offer

drachmas
drachma

Controls

You do not have enough drachmas in your purse and savings account to purchase this item at this price.

You have no items to sell that are of interest to this merchant.

You do not have enough money in your purse and savings account to purchase this many items.

Reset

Dialogue Volume

Music Volume

Screen Brightness

Game Difficulty

Loud

Medium

Hard

Easy

Bright

Dark

Soft

Quantity

All

None

Yes

No

Save Game

QFG5 Saved Games

Quest for Glory Character Files

Crane Rotation

Claw Position

Open

Closed

Run

Crane Controller

Crane Extension

ACRO

AGIL

STR

DEF

LUCK

OFF

MAG

ACRO

STL

Magic

AC

To use another item or a spell on this item, drag it to this box.

To equip an item, drag it to this box.

You prepare for combat by wielding the %s.

Weight Bar

You have no problem carrying this much weight.

Weight Bar

All of this stuff is starting to get a little heavy.

Weight Bar

You are carrying so much weight that you're having a hard time standing up.

You put on the %s.

You take up the %s in your left hand.

You secure the %s on your head.

You put on the %s.

Zap Bonus

You are now holding the lit torch.

Forward

Backward

Turn Left

Turn Right

Step Left

Step Right

Swim/Levitate Up

Swim/Levitate Down

Run

Run Modifier

Sidestep Modifier

Up/Down Modifier

Attack 1

Defend

Chat Mode

Chat Message 1

Chat Message 2

Chat Message 3

Chat Message 4

Inventory Screen

Equipment Screen

Spells Screen

Character Screen

Automatic

Change Screen Size

Sneak

Attack 2

Load Game

Save Game

Toggle Compass

Pick Up Item

Movement Modifier

Combat Mode

Done

Weapon

Offense

Defense

Keyboard

Silly Clown


Warning: You have just turned on Silly Clowns.


Oops: You cannot turn off Silly Clowns once it is turned on.


Oh, no... Not again. I told you you can't turn off Silly Clowns.


Warning: Silly Clowns is now exceeding critical mass.


Danger. Danger, Will Robinson.


Silly Clown Alert!!!


DON'T TOUCH THAT BUTTON!


O.K., that's it. You can stop clowning around now.


Sorry, only the host can change the difficulty in a multiplayer game.

Congratulations! You have discovered how to turn off Silly Clowns!

Color

3 In A Row

Rules

Forget It

Rest

Please insert the Quest For Glory 5 CD.

Unable To Load File

List

Off

Detail

Maximum

Minimum

Quest for Glory: Dragon Fire

Cost

Payoff

Hmmm... Are you sure you want to pay more for that item than the merchant is charging? Some bargain hunter you are!

The file you selected currently exists. Do you want to replace it with a new one?

If you drop something here, you would probably never see it again. You'd better hold on to it for now.

You carefully remove your encumbering equipment..

The guard sees your drawn weapon, and prepares to defend himself.

Select an Item to Purchase:

Select an Item:

You still have points you can allocate to your character. Do you wish to play this character as is?

You can't sell the shirt off your back, and you can't sell an item you have currently equipped.

There is no fast way to use a magnet -- you need to activate the Mystic Magnet manually.

Do you wish to save your Quest for Glory V character?

You find nothing of value on the body.

You can't search a body while you're in combat.

Quit!

Play On

Do You Really Want To Quit?

Enter

Unequip

Restart

Delete

Are you sure you want to delete this file?

Take All

Default Movement

Run

Swindle

Haggle

Teach Spell

Eat

Drink

Merchant's counter offer:

Your offer:

Walk

Screen Size

Full Screen

Bordered Window

AM

PM

Read

Show Compass

Sound Effects Volume

Options

Ignite

We could not import the character from that file. Make sure you are using a "character save" file (smaller than 1000 bytes) from Quest for Glory 1-4.

Characters saved in Quest for Glory 5: Dragon Fire may not be imported into this game.

Save

Alcove

Staff

Play Demo

161.qgmEdit

Deeds Deeds Successfully Completed Deeds Yet To Be Done Done Experience Points High Score Multiplayer Multiplayer Scores Puzzle Points Score To Do Total Score You have completed all Deeds You have completed no Deeds Enter Rulership Rite Return Sarra's Lost Basket Map Healing Pills Poison Cure Pill Give Drugged Chocolate Stamina Pills Buy Mystic Magnet Read Swim Handbook Sign Logbook Use Mystic Magnet Give Anchovy and Artichoke Pizza Give Pepperoni and Jalapeno Pizza Get Hippocrene Water Get Black Lotus Flower Get Sigil Get General's Shield Feathers Wax Use Wax on Wings Make Icarus Wings Get to Hydra Island Hydra Teeth Hydra Scales Use Fire Proofing at the Dragon Blood Pool Balloon Picture Get Sheet Wind Proof Goo Sewn Sheet Winged Gondola Brazier Make Flying Machine Arrive in Delos Proof of Destiny Opening Gate to Hades River Lethe Water Water from the River Styx Visit Science Island Enter Science Lab Deed to Gnome Inn Defeat Assassin Use Fire Proofing with Dragon Statue of Poseidon Find Invader's Fort Waterbreathing Amulet Give Hippocrene Water Get into Minos's Palace Restore the Dragon Pillar Defeat Dragon Accept or Decline Throne Passed the Science Aptitude Test Gort lives through battle with Dragon Toro lives through battle with Dragon Make Thief Sign to Ugarte Make Thief Sign to Bruno Make Thief Sign to Arestes Make Thief Sign to Ferrari Get Magic Dagger Get Poisoned Dagger Get Rope Make Rope and Grapnel Disarm Trap, Thieves Guild Enter Chief Thief Contest Enter Thieves' Guild Talk to Ferarri about Blackbird Learn Pickpocketing Successfully Pickpocket the Dummy Successfully Pickpocket People Break into Bank, get money Break into Bank, second time Break into Breakin House Get Blackjack Use Blackjack Successful Break into Minos's Island Get Blackbird Give Blackbird to Ferrari Give Blackbird to Wolfie Get Fake Blackbird Break into Ferarri's House Trade/Steal Blackbird Use Poisoned Dagger on Dragon Play the Wheel of Fortune game Win Wheel of Fortune 3 times Win Chief Thief Contest Enter treasure room without raising alarm Visit Erasmus Investigate Bank Robbery Bring Clue to Erasmus Apprehend Arestes Get Augment spell Buy Rip Spell Use Resistance spell in Dragon Blood Pool Learn the Boom spell Buy the Fascination spell Buy Mana Potions Play Wizard's Maze game Get Whirlwind spell Get Thermonuclear Blast spell Find Shrink spell Get Magic Wood Release Erana Release Katrina Get spell from Katrina or Erana Create Magic Staff Get Drugged Chocolate from Fenris Win Rite of Peace in Peace Mode Give Black Lotus to Salim Gave Lethe Water to Salim Solve Naxos without alarm Visit Erana Visit Katrina Tell Julanar about Arestes Tell Julanar about Andre Get Paros Town Token Get Naxos Town Token Get Tinos Town Token Heal Ugarte Heal Rakeesh Defeat the General Learn about Ring of Truth Get Ring from Logos Forged by Dragon Fire Bathe Ring in Paladin Blood Bathe Ring in the River Styx Paladin offers to sacrifice self Hero actually sacrifices self to save others Give up Throne to Elsa Healed Gort during the Dragon Battle Healed Toro during the Dragon Battle Bribing Cerberus Fight Magnum Fight Elsa Fight Gort Fight Toro Gamble on Self Win Rite One Win Rite Two Win Rite Three Win Rite Four Win Rite Five Win Rite Six Get Magic Helm Get Dragon Slayer Sword Get Magic Armor Defeat War Minotaur Free Village of Tinos Warn Guard of Kokeeno's Death See Science Island Lab Dance in the Gnome Inn Get Married to Nawar Get Married to Elsa Get Married to Erana Get Married to Katrina Dance with the Dryads Tell Wolfie about Balloon Give Seeds to Ann Magic Weapon Tied in Rite One Win Rite One Second Win of Rite One Get General's Shield Win Rite Two Win Rite Three Win Rite Four Second Win of Rite Four Get to Sifnos without raising alarm Defeat Hydra Kill Boar Man Kill Bear Man Kill Cougar Man Kill Triton Kill Dragon Fish Kill Shark Kill Ghostie Kill Goon Kill Batties or the Winged Homunculi Defeat Queen of Alantis Kill Wizard of Sifnos Defeat Cerberus Kill Grangler Kill Winner Free Village of Keros Free Village of Ios Free Village of Naxos Free Village of Paros Kill Dragonling Kill Salamander Attach Feathers to Frame Final Score

161-1.qgmEdit

Deeds Deeds Successfully Completed Deeds Yet To Be Done Done Experience Points High Score Multiplayer Multiplayer Scores Puzzle Points Score To Do Total Score You have completed all Deeds You have completed no Deeds Enter Rulership Rite Return Sarra's Lost Basket Map Healing Pills Poison Cure Pill Give Drugged Chocolate Stamina Pills Buy Mystic Magnet Read Swim Handbook Sign Logbook Use Mystic Magnet Give Anchovy and Artichoke Pizza Give Pepperoni and Jalapeno Pizza Get Hippocrene Water Get Black Lotus Flower Get Sigil Get General's Shield Feathers Wax Use Wax on Wings Make Icarus Wings Get to Hydra Island Hydra Teeth Hydra Scales Use Fire Proofing at the Dragon Blood Pool Balloon Picture Get Sheet Wind Proof Goo Sewn Sheet Winged Gondola Brazier Make Flying Machine Arrive in Delos Proof of Destiny Opening Gate to Hades River Lethe Water Water from the River Styx Visit Science Island Enter Science Lab Deed to Gnome Inn Defeat Assassin Use Fire Proofing with Dragon Statue of Poseidon Find Invader's Fort Waterbreathing Amulet Give Hippocrene Water Get into Minos's Palace Restore the Dragon Pillar Defeat Dragon Accept or Decline Throne Passed the Science Aptitude Test Gort lives through battle with Dragon Toro lives through battle with Dragon Make Thief Sign to Ugarte Make Thief Sign to Bruno Make Thief Sign to Arestes Make Thief Sign to Ferrari Get Magic Dagger Get Poisoned Dagger Get Rope Make Rope and Grapnel Disarm Trap, Thieves Guild Enter Chief Thief Contest Enter Thieves' Guild Talk to Ferarri about Blackbird Learn Pickpocketing Successfully Pickpocket the Dummy Successfully Pickpocket People Break into Bank, get money Break into Bank, second time Break into Breakin House Get Blackjack Use Blackjack Successful Break into Minos's Island Get Blackbird Give Blackbird to Ferrari Give Blackbird to Wolfie Get Fake Blackbird Break into Ferarri's House Trade/Steal Blackbird Use Poisoned Dagger on Dragon Play the Wheel of Fortune game Win Wheel of Fortune 3 times Win Chief Thief Contest Enter treasure room without raising alarm Visit Erasmus Investigate Bank Robbery Bring Clue to Erasmus Apprehend Arestes Get Augment spell Buy Rip Spell Use Resistance spell in Dragon Blood Pool Learn the Boom spell Buy the Fascination spell Buy Mana Potions Play Wizard's Maze game Get Whirlwind spell Get Thermonuclear Blast spell Find Shrink spell Get Magic Wood Release Erana Release Katrina Get spell from Katrina or Erana Create Magic Staff Get Drugged Chocolate from Fenris Win Rite of Peace in Peace Mode Give Black Lotus to Salim Gave Lethe Water to Salim Solve Naxos without alarm Visit Erana Visit Katrina Tell Julanar about Arestes Tell Julanar about Andre Get Paros Town Token Get Naxos Town Token Get Tinos Town Token Heal Ugarte Heal Rakeesh Defeat the General Learn about Ring of Truth Get Ring from Logos Forged by Dragon Fire Bathe Ring in Paladin Blood Bathe Ring in the River Styx Paladin offers to sacrifice self Hero actually sacrifices self to save others Give up Throne to Elsa Healed Gort during the Dragon Battle Healed Toro during the Dragon Battle Bribing Cerberus Fight Magnum Fight Elsa Fight Gort Fight Toro Gamble on Self Win Rite One Win Rite Two Win Rite Three Win Rite Four Win Rite Five Win Rite Six Get Magic Helm Get Dragon Slayer Sword Get Magic Armor Defeat War Minotaur Free Village of Tinos Warn Guard of Kokeeno's Death See Science Island Lab Dance in the Gnome Inn Get Married to Nawar Get Married to Elsa Get Married to Erana Get Married to Katrina Dance with the Dryads Tell Wolfie about Balloon Give Seeds to Ann Magic Weapon Tied in Rite One Win Rite One Second Win of Rite One Get General's Shield Win Rite Two Win Rite Three Win Rite Four Second Win of Rite Four Get to Sifnos without raising alarm Defeat Hydra Kill Boar Man Kill Bear Man Kill Cougar Man Kill Triton Kill Dragon Fish Kill Shark Kill Ghostie Kill Goon Kill Batties or the Winged Homunculi Defeat Queen of Alantis Kill Wizard of Sifnos Defeat Cerberus Kill Grangler Kill Winner Free Village of Keros Free Village of Ios Free Village of Naxos Free Village of Paros Kill Dragonling Kill Salamander Attach Feathers to Frame Final Score

163.qgmEdit

Default Keypad Layout Forward Backward Turn Left Turn Right Step Left Step Right Go Up Go Down Sidestep Modifier Up/Down Modifier Attack Defend Inventory Chat Message 1 Chat Message 3 Chat Message 4 Chat Message 2 Up Pad 8 Up Pad 8 Down Pad 5 Down Pad 5 Left Arrow Pad 4 Right Arrow Pad 6 Pad 7 Pad 9 A Page Up Z Page Down Ctrl K Ctrl F Pad 1 D Pad 2 I Pad 0 F1 F2 F3 F4 Left Arrow Right Arrow A Z Ctrl K Ctrl F D I F1 F2 F3 F4 Pad 4 Pad 6 Pad 7 Pad 9 Page Up Page Down Pad 1 Pad 2 Pad 0 Sneak Mode Game Cursors White Hand Cursor When you click the White Hand Cursor on the screen, you will move toward the object you clicked upon. ???? If there is an action normally associated with that object, your character will perform the action. You can manipulate items, talk to people, or move around using this cursor.????When you click on an object in the belt that can be used, the object will attach to the hand. Click on a person to give or show the object to him. If the object is a weapon, clicking on a monster will attack it. Clicking an object on something in the room will use the object upon it. Eye Cursor When you click this cursor on an object, you can look at that object and gain more information about it. Black Hand Cursor This cursor is solely used for movement around a screen, usually when someone is talking directly to you.????Actions other than movement cannot be taken while this cursor is active. Target Cursor This cursor appears when you click on a throwable object or spell in your belt. This allows you to aim your item, and then throw it by clicking on the desired target.

163-1.qgmEdit

Default Keypad Layout Forward Backward Turn Left Turn Right Step Left Step Right Go Up Go Down Sidestep Modifier Up/Down Modifier Attack Defend Inventory Chat Message 1 Chat Message 3 Chat Message 4 Chat Message 2 Up Pad 8 Up Pad 8 Down Pad 5 Down Pad 5 Left Arrow Pad 4 Right Arrow Pad 6 Pad 7 Pad 9 A Page Up Z Page Down Ctrl K Ctrl F Pad 1 D Pad 2 I Pad 0 F1 F2 F3 F4 Left Arrow Right Arrow A Z Ctrl K Ctrl F D I F1 F2 F3 F4 Pad 4 Pad 6 Pad 7 Pad 9 Page Up Page Down Pad 1 Pad 2 Pad 0 Sneak Mode Game Cursors White Hand Cursor When you click the White Hand Cursor on the screen, you will move toward the object you clicked upon. ???? If there is an action normally associated with that object, your character will perform the action. You can manipulate items, talk to people, or move around using this cursor.????When you click on an object in the belt that can be used, you will have that object attached to the hand. Click on a person to give or show the object to him. If the object is a weapon, clicking on a monster will attack it. Clicking an object on something in the room will use it on that something. Eye Cursor When you click this cursor on an object, you can look at that object and gain more information about it. Black Hand Cursor This cursor is solely used for movement around a screen, usually when someone is talking directly to you.????Actions other than movement cannot be taken while this cursor is active. Target Cursor This cursor appears when you click on a throwable object or spell in your belt. This allows you to aim your item, and then throw it by clicking on the desired target.

200.qgmEdit

"Ohee, efhareesto. I cannot accept gifts while I am on duty." "Seegnome, you are under arrest." "Leepam-eh, then katalaveno." "Seegnomee, then katalaveno." This person seems to be a native of this island. "Kap-ee-oss moo eklepseh ta hreem-ata moo!" The townsperson indignantly calls for the cops, and you are captured. "Ohee, efhareesto." "Yassas, meelat-eh elleen-eeka?" The costume and appearance of this man indicate he was born on the island of Marete. This person is impatient and reckless, but seems to be a very hard worker. "Seegnomee, kap-ee-oss moo eklepseh ta hreem-ata moo." The townsperson notices your clumsy attempt to steal his money pouch, and calls the guards. "Ohee, then maresee." "Kaleemehra, hehr-o polee." Since the people of this island dress in the same kind of clothes, it is difficult to tell if you have met this person already. You sense this person is not very bright, but is kind and gentle. "Poo eeneh ee too-al-et-a?" The woman does not like your attempt to take her purse, and calls to the guards to get you. "Ohee efhareesto." "Ohee efhareesto." "Then kat-alav-en-o, seeg-nom-ee." This woman looks like she has worked as a fisherman or a sailor at one time in her life. You sense this is a hard woman who is quick to argue and slow to forgive a slight. "Eh-hassa teen tsanda moo." The person yells for the guards, and you are arrested for your clumsy attempts to pick pockets. "Ohee efhareesto." This person has the bronze armor and helm typical of the soldiers and guards of Marete. This seems to be the type of person who is a dreamer and seldom plans anything in advance. The guard ignores you as he carries out his duties. "The bank is closed. You should go now." "You should not be out now. There are sometimes thieves this time of night." "You are under arrest for suspicion of murder. You will go with me to the Hall of Kings ammesos!" The guards escort you to the Hall of Kings. You quickly murder this poor person. This guard seems rather annoyed at having to stand in this location. You sense that he thinks he is too important to waste his time in Town Square, and would rather look out the watch gates for invaders. This person has the alert look of a city guard who is on duty. The guard has noticed you. You cannot blackjack a suspicious person. You realize that you are being watched by the other guard who has been keeping an eye on the patrolling guard. It is not safe to blackjack the guard while being watched. You've already stolen everything of value from the purse. You totally annihilate the poor passerby. The guard does not respond to your questions. You attempt to cosh the watch guard on the back of his head. The guard has noticed you sneaking up on him and is watching you out of the corner of his eye. Loot the Body You carefully search the body and find only a spear and 30 drachmas worth taking. Examine the Guard Hide the Body Never Mind This guard is middle-aged and has a slight beer belly. His clothes are patched, but carefully stitched. He isn't rich, but he takes care of what he has. You drag the unconscious guard over to Wolfie's stand and shove him under the covers. The guard's body is hidden from sight. Hey, you're supposed to be a Hero, right? Do Real Heroes run around slitting the throats of defenseless, unconscious people who were only doing their jobs? Naughty, naughty! You try to sneak up behind the guard and knock him out. You see the patrolling guard tense up, and realize that he suspects you are trying to get him. The guard nods at you, but continues his patrol. This guard has a pleasant though serious expression, as if he's planning his next meal. This guard is barely breathing. This guard is a rather friendly person who is thinking of retiring from the guard force and opening a restaurant when things get back to normal in Silmaria. Loot the Body Examine the Body Hide the Body This guard is about seventeen years old, and has some minor acne problems. He is rather sloppy about eating pizza, for he has pepperoni grease on his uniform. You find 10 drachmas and a spear that has been used to catch fish, judging from the smell. You leave the spear with the guard. Never Mind You drag the body to a place where you can hide it from sight. This guard looks like he is seriously guarding the bank. The guard ignores your attempts to distract him from his duties. Quietly, you sneak up on the guard and prepare to knock him unconscious. The bank guard senses your presence. Loot the Body This person is not going to be conscious any time soon. This earnest person is intent on doing his best in order to be promoted within the guard force. Examine the Body Hide the Body You find that this man is well-dressed and has the look of someone who has more money than the average guard. Checking his purse, you find 60 drachmas. You also take his fine spear. Done You drag the unconscious guard behind the bank and carefully conceal him from sight. You tell the guard that Ugarte has been murdered by the assassin. He shouts some orders, and leads you to Logos at the Hall of Kings.

201.qgmEdit

Ask about Marrak "Good day to you. There is talk that you might be the next King of Silmaria. That is good news indeed." Artichoke Pizza Fruit "I am honored and enriched by your selection." "Is there something the matter with this that you would give it back? Please keep it." "I am sorry, but I cannot make this agreement." "That is very good. We have made a deal." "I hope this will serve you well. Good luck, and please be careful." "Ah, that is a most kind offer. May it serve you well." "I am honored by your kindness, but I cannot accept such a fine gift." "My thanks, but you will have more use of it than shall I." "Your kindness warms me like the sun, but I, alas, do not need such a thing." "May your mouth be charmed by the taste of it. Many thanks." "My price is what I have set." "That is not a fair offer. We cannot make such a deal." "I cannot accept such an offer. I do not care to haggle with you over this." "Do you intend to cheat me, or is it just that you are ignorant of manners. Your offer is an insult." "No. I have no desire to bargain with you. Pay what I ask, or do not buy from me." "Forgive me, but I must feed my family upon my profits. Perhaps you are willing to pay this for such a delight." "Guards! This villain is a thief. Protect me from this thieving!" "Ah, but a merchant must make a profit, or he ceases to be a merchant. Will you pay this for such a delight?" "Alas, this is so low a price that I am almost giving this away to you. Can you not match its value?" "That is it. I cannot make such a deal." "That is most unique, but I do not think it will be popular in this area." Marrak thanks you, but does not accept your kind offer. Your spell has extremely gruesome results. "Many thanks. I cannot resist such a delicacy." "This is Sarra's basket! She will be so happy if you give it to her. Thank you, for you will make my mate most pleased." "What is this? It is unlike anything I have ever seen in this world." You explain that this is a picture of a balloon, and you are trying to build one. "How very remarkable. But what has this to do with me? You explain that you have need of a heat source, and would like to buy a brazier. "My brazier? It is something that I need, if I am to sell my freshly prepared wares. However, I do have an extra brazier I could sell you." "If your belly aches so from hunger, perhaps you should buy some fruit from me. It makes a good between meals snack." Your weapon cruelly murders the innocent merchant. Marrak smiles his thanks, but does not accept your gift. You can feel the earnestness and friendliness of this Katta. He is someone you know you can trust. His heart is true and deep. He enjoys his work, and is pleased that he can help people by selling them food. Gyros Pepperoni Pizza Sokolatak-ya Ask about the Food Stand Ask about Marrak "Welcome, welcome, stranger. I am Marrak, and this is my stand of food. If you find yourself suffering from the pangs of hunger, or desire just a snack to brighten your day, you have come to the proper place." "May I aid you in any way, just let me know, for I am at your service." Say Goodbye Greet Marrak Tell about your Adventures Ask about the Bank Ask about the Apothecary Ask about the Magic Shop Ask about Merchandise Ask about Rumors Ask about Fishing Villages Say Goodbye Greet Marrak Ask about Sarra's Basket Ask about Marrak "Greetings! You have made my Sarra most happy by returning her basket. It was something she treasured. Thank you for your kindness." Ask about Gyros Ask about Rumors Say Goodbye Greet Marrak Ask about Marrak Ask about Rumors "Welcome. May I entice you with some tasty treat?" "O Friend of My People, it is always a pleasure to see you." Say Goodbye Greet Marrak Ask about Merchandise Ask about Silmaria "My Greetings, fair warrior woman. What may I sell to you?" "Greetings, Prince of Shapeir. How may I be of aid to you?" "Welcome, great warrior. What may I do for you this day?" "Ahh...This is a treat from Hesperia to the northwest. A flat bread covered with pesto and cheese, topped with the hearts of delicate artichokes, and broiled to crisp and chewy perfection." "My fruit is the gift of the vine and the tree. Rich purple sweet grapes, tart and spicy apples, and a unique delicacy from the distant jungles. It is soft and sensuous banana." "Ah, that is the delight of Helena, the mainland to the north. It is roasted honey lamb, covered with yogurt and savory spices, and wrapped in pita bread. May it bring you pleasure." "This is a treat that is unequaled. A crispy bread covered with a sauce from tomatoes and cheese. Then on the top, the savory and spicy pepperoni sausage." "Here is something that may be a private pleasure, or a welcome gift to any. A small box of sweet sokolatak-ya that will delight the tongue with smooth joy." "The Apothecary is run by a most interesting human and his lifemate. They are both caring people, and will aid you in any way that they can." "It is a pleasure to meet you, and I hope that I may aid you in any way that I can." "Ah, I have foods of all types to delight the taste. From savory to sweet, I have something that is unique." "I am Marrak, a Katta from the land of Raseir, desert birthplace of my people. My family and I have journeyed afar to serve one and all with such pleasures that they might fancy." "I am well and fine, thank you. It is a beautiful day, is it not?" "This city can be confusing to those new here. Silmaria has four plazas. This is the Town Center, and the place of merchants. Above us is the plaza called, "Nob Hill." "There are two paths that lead downward from this plaza. One will take you to the docks, the other to the westmost gates of the town." "So you are a friend of my people? It is an honor to meet such a Hero. You are already a part of Katta stories and history." "My mate and beloved is Sarra, maker of gifts who has a stand on the other side of the plaza. My darling daughter is a fine musician, and shares her love of music with all who have ears." "We Katta are a desert people from the lands to the East. We are traders and merchants to the world." "It has been said that a mighty Hero was brought to the desert lands by my people. He defeated the foul wizard that drove away the Katta. The Hero is said to be a most kind and brave man." "Several years ago, my people were driven from our homeland and scattered with the winds by a most evil man who usurped the throne of Rasier from its rightful Emir." "I have heard word that my homeland has been freed by a Hero, and the land is now ruled by a wise and gracious woman. One day my family and I shall all return to the desert lands once more." "The island of Marete is usually very popular this time of year. Unfortunately, the death of the King and the invasion have driven many away." "My family and I sell joys for the ear and the taste and the eye. My wares treat the mouth to a variety of sensory experiences from this region and beyond." "The new ruler of Rasier is the daughter of the old Emir. She proved herself to be resourceful and wise, and welcomes my people home. Her name is Zayishah." "Here is where you may buy things of beauty of my lifemate, enjoy the music of my daughter, or find things of use from Wolfie, the artisan." "You might also save your money at the bank, find things of mysterious power at the shop of magic, or items to improve your health at the apothecary's shop." "The bank is the fine building with the winged lion statues. The banker will be happy to take your money." "Do not be dismayed by the Wizard Shakra. He is powerful and wise, and has a deep heart." "Sarra is so thrilled to have her basket back. It is mostly that she was overwhelmed by your kindness in returning it." "At his shop beside the Docks, you will meet the Weaponer, Pholus. There is also an inn and tavern there. I have heard there is some sort of school located nearby, but I do not know for certain." "At Nob Hill, you will find the Hall of Kings, center of the leadership of this city. You will also find the Arena, a place where combats are held for the recreation." "Many of the wealthiest of Silmaria reside on Nob Hill. There is also a magical device of which I have no real knowledge." "Ann is a very amusing person, and I believe that her inn would be a good place to spend one's nights." "It is supposed to be located near the East Gate of the city. I have heard that it is a school for adventurers, so you, with your skills, may have no need of such lessons." "The Dead Parrot Inn attracts adventurers and travelers to relax within its walls. I have never ventured there myself, for those who stand guard remind me unpleasantly of why I left Rasier." "Pholus is a centaur weaponsmith, and he makes a variety of weapons. He would be delighted to sell you something, I am certain." "At the west end of this city, you will find the Adventurer's Guild and Gnome Ann's Inn." "A small army of Hesparian Mercenaries have taken over the countryside. They arrived just after the King died, and many of Silmaria's soldiers and guards have died trying to defend this island." "If you wish to learn more about this, you will need to ask someone more learned than I." "I am well and hope that you are also." "Sarra is happy, and I am content. There is nothing quite like a pleased lifemate to make your home life happy. You should find yourself a mate, and experience such married bliss." "The pepperonis are particularly appetizing today. Their perfume tickles my whiskers, and tempts me to try some myself." "There are nasty rumors that Magnum Opus is really a spy for the invading army. I do not believe such things, but you should be wary of that man." "Sarra and I used to gather shells on the beach near the village of Naxos to the west of Silmaria. Then the invaders took over the fishing villages, and it is too dangerous to travel outside the city gates." "Made from savory spiced lamb, and the sour yogurt, sweet cucumber, and pungent onions offer interesting contrasts to the blandness of the pita bread. It is a symphony of complementary culinary experiences." "I have heard from my people in our homeland that the owner of the Dead Parrot Inn is not a man to trust. Senor Ferrari will make a profit any way he is able." "Farewell, and I wish you good fortune on the Rulership Rites." "How is it that I might serve you today?" "I remember the days when the sea was filled with sailors, and the dock was covered with fresh calamari and mackerel. I miss the fish." "They say that after the King died, people wanted to make Logos the Centaur ruler of this land. He refused, saying that the Rite of Rulership would bring forth the finest possible new King." "A few years back, the islands around Silmaria were plagued with pirates. Trading ships found it difficult to get here. Now that the invaders have landed, no trading ship dares to come here." "There is talk that the woman warrior who enters the Rite of Rulership is a nobleperson from a distant land. Her fearsome companion is now Guildmaster for the Adventurer's Guild. They make a most formidable pair." "Many of the people who have chosen to stay in Silmaria are those that came from other lands. Perhaps they have learned well the lesson of how hard it is to leave your home behind." "One year ago, this was a thriving city, and this marketplace was filled with the laughter and chatter of the crowds. Alas, now the streets are almost silent, and the happiness has passed." "Most of the merchants are very concerned with the Rites of Rulership. We hope that it will truly choose the best possible King, but fear that it will only pick the best warrior and not the finest person. You would make a good King for Silmaria." "It is a pleasant day for basking in the sunlight. I am content." "There is nothing quite like the warm glow of pizza in the belly, and the quiet fire of pepperoni on the tongue." "The wind is brisk today. You can smell the sea spray even up here." "The cold wind blows through my fur. I would be much happier beside a warm fireplace right now, lapping hot milk with melted sokolatak-ya." "I am very well this day, for the wind has died down again, and I can enjoy being outside." "It is such a pleasure to see you, O Prince." "May you always find what you are seeking, even as you found my Sarra's basket." "May your day be filled with pleasures and surprises, O Prince." "What can I sell to you today?" "I suggest you go up to Nob Hill and look at the thing yourself. You are more likely to know more of it than I." "I have much that is tasty and tantalizing. If you wish a meal, then try the pizzas. If you would like a delicate snack, perhaps a selection of fruit will please your palate. If you seek a sweet, the sokolatak-ya is unsurpassed. May they please you well." Ask about Silmaria Ask about the Island Ask about the Gnome Inn Ask about Marrak's family Ask about Kattas Ask about Pleasures Ask about the Woman Ask about the Hero Ask about the Docks Ask about the Town Center Ask about Nob Hill Ask about the West Gate Ask about the Weaponer Ask about the Tavern Ask about the School Ask about the Invasion Ask about the Spinning Hat Ask about Rasier "This city can be confusing to those new here. Silmaria has four plazas. This is the Town Center, and the place of merchants. Above us is the plaza called "Nob Hill." "There are two paths that lead downward from this plaza. One will take you to the docks, the other to the westmost gates of the town." The Katta fruit seller looks cheerful, bright-eyed, and eager to help. He juggles his fruit with an ease that bespeaks long practice. Talk to Marrak Never Mind Buy Things Make Thief Sign Text deleted as per Lori. You'll soon starve if you chase off the food sellers. You quickly murder the innocent Katta merchant. You sense this merchant has the calm personality of the Katta people, and an abiding amusement in what he is doing. Delicate melodies waft from the lovely Katta musician's pan pipes. You can look, but don't touch. Salla is deeply involved with her music. You killed the poor, defenseless musician. The shy Katta smiles her thanks, but shakes her head to refuse your kind offer. You utterly destroy the poor, innocent musician. The shy Katta thanks you with a smile and a song. Salla is a talented but shy individual who truly enjoys playing her music. She has a crush on you. Salla thanks you with a song.

202.qgmEdit

Ask about Marrak Ask about Salla "Kattir khairak, but no thank you. We have more than enough of that at home." "Kattir khairak, but no thank you. We have more than enough of that at home." "Thank you greatly. Your kindness brightens my day as much as these flowers." "We are in agreement. I accept your offer." "That would be a fair and fine agreement. I hope that you enjoy your new prize." "Thank you, but I have no need of this." "You are a thief! How could you, such a Hero, do this thing? Guard, help me!" Ask about Merchandise Ask about Rumors Ask about Kattas Ask about Merchandise Ask about Sarra Ask about Silmaria Ask about Rumors "Greetings, Wanderer from afar. Welcome to the sea sands and shores of Silmaria." Say Goodbye Greet the Merchant Tell about Your Adventures in Shapeir "I am Sarra, a Katta merchant of jewelry and gifts. How may I aid you on your journey?" Ask about Sarra Ask about Fishing Villages "Welcome, He Who Will Be King. I have no doubt that you shall be whatsoever you desire to become." Say Goodbye Greet Sarra Tell about Yourself Ask about Sarra's Basket Ask about Rumors Ask about Good Luck Charm Ask about Jewelry Ask about Shell Necklaces Ask about Hera's Ring Ask about Shells "May it please you, and anyone with whom you share it." Ask about Sarra "Greetings, O Finder of Lost Things. I am most pleased to have back my basket." Say Goodbye Greet Sarra Tell about Finding the Basket Ask about Rumors Ask about Sarra "Greetings, Prince of Shapeir. How may I serve you?" "Welcome, friend to all Kattas. May that pin be ever the sign of friendship between us." Say Goodbye Greet Sarra Ask about Merchandise Ask about Silmaria "Greetings, Prince of Shapeir. How may I aid you upon your glorious quest?" "Welcome, woman from the Northlands. How may I aid you?" "Good day to you, great warrior. How may I help you?" This attractive Katta lady has the beautifully expressive eyes and the sweet smile so common to her people. "I thank you for your kindness, but I will not take this from you." "I cannot take advantage of your kind nature. I do not need such a thing, thank you." "I will not sell it for anything less." "That is not an offer, that is an insult. If you think it worth so little, then perhaps you should not buy it." "Do you think I am trying to cheat you with my prices? It is rather clear that you intend to cheat me." "Enough is enough! I do not wish to sell anything to you on this day." "Perhaps you will be willing to offer me this much?" "Surely it is more valuable than that. Will you not pay this?" "Enough. Such quibbling is like kittens squabbling over a toy. Either buy it for this, or own it not." "Will you accept this much in trade?" "Will you accept this much in trade for the shells?" "This is all I can offer you." "I am very sorry, but I cannot accept your offer." "Kattir khairak, but no thank you. We have more than enough of that at home." "This is a token of true love! Forgive me, but I cannot accept it. I am already deeply in love with my lifemate, Marrak." "Kattir khairak, but no thank you. We have more than enough of that at home." "Kattir khairak, but no thank you. We have more than enough of that at home." "Kattir khairak, but no thank you. We have more than enough of that at home." "Oh, thank you. They do make such a nice snack, don't you think?" "My basket! Oh, thank you. I had given up upon ever seeing it again. It was made by my grandmother, and it was given to me when I was still a kitten." "I cannot thank you enough for this. Here is the reward of which I wrote in my notice at the Adventurer's Guild." Sarra hands you a shell necklace. "I know it is not much of a reward, but it is a token of my eternal friendship. Thank you again." "Does your belly ache? Perhaps you should eat some anchovies. They always aid Marrak." You lunge across the stand and slice Sarra's throat. This Katta woman seems gentle and friendly. She reminds you of your dear friend Shema. Ask about Invaders "It is so good to have my basket back. I thought I would never see it again." "May you find in this land the heart's content which you seek." "Welcome again, and thrice more welcome. You have the manners of one who earns the respect of all around you." "We are the children of the desert sands, traders and merchants to a thousand lands. My mate, Marrak the food seller, and my daughter, Salla, the maker of music, have come to this land of water and waves to make our fortune." "I am the seller of jewelry and baubles to please the eye and enhance the beauty of the wearer." "I am most well, kind sir. I hope that I may be of service to you always." "This is a beautiful city, although there is too much water for the desert fur of a Katta. This is the town square, where the merchants have shops and stands." "There is word said that a Hero has been summoned to this land to drive away the invaders and restore the peace of Silmaria." "It is said that an assassin walks the streets, and no one is safe from his poisoned blade." "Farewell, and good luck upon your quest." "As they say in the deserts of flowing sands, mar haba! It is a pleasure, as always, to see you." "The countryside has been overwhelmed with an army of outsiders. The city may be attacked at any time. That is why this city is so empty -- most of the people and visitors have gone elsewhere." "So you are the Prince of Shapeir? You are a great hero of our homeland. I am most honored to speak with you, Katta-Friend." "My lifemate, Marrak, sells food from a cart. He is on the other side of this plaza." "I have much that would please another as a gift, were you wishing to please someone. It is said by our people that all need someone with whom to share the joys and sorrows of life." "Salla is still but a kitten, but she has talent and the will to become a highly skilled musician someday. Perhaps soon she will be invited to perform somewhere other than the streets of Silmaria." "However, she is shy and doesn't speak except with her music." "Well as ever, many thanks. Though it seems from my sales that few in Silmaria have thoughts of romance at this time. They should know that life is too short without love." "There are fishing villages all along the shorelines of this island. However, it is said that they have all been abandoned when the invaders landed on these sands." "Farewell, and a thousand thanks go with you." "The Good Luck Charm is a magical bauble that enhances the fortune of the wearer. May it serve you well, for all adventurers need good luck at times." "Jewelry is pleasing to the eye and heart. Jewels but reflect the beauty of the wearer." "The shell necklaces are a pretty gift that will give a smile to the wearer. I seek the finest of shells upon the beaches of Silmaria to make these." "So you now compete to become Ruler of Silmaria? That would be indeed a wonderous thing should you succeed in this quest. Silmaria would again be a land of peace and prosperity." "This ring is the token of eternal love. When someone accepts this as a gift from you, then you are lifemates as long as you both shall live." "Before the invaders landed upon Silmaria, I would seek shells upon the shoreline to the west of town. However, it has grown too wild and dangerous for me to gather them now." "I will buy shells, if you care to gather them from beaches." "May your journey be ever to your liking." "Welcome, my friend. Thank you yet again for the return of my basket." "You are a true Hero, to risk so much for such a little thing." "Welcome and good day. How may I please you?" "I am a seller of jewelry and trinkets." "It is said that there is an assassin that stalks the city by night and no one is safe." "It is most fortunate for Silmaria that you are now here to stop this murderer, Hero-Friend." "I am most fine, and very pleased to have back my basket." "This city is on an island of great beauty. However, there are great dangers, as well. Be very wary when you wander away from the city." "There is a rumor that the last king of Silmaria was murdered. It is a very sad thing, for he was a good ruler." "I am pleased, as always, to speak with you." "It is a beautiful day this time of year, and I am well content, thank you." "Business has been slow, for few think of romance this time of year." "My day has been brightened by your presence. You are always so kind and polite." "It is more damp and cool today than I am used to, but as long as the clouds do not bring rain, I am content." "I have sold some jewelry today to someone who wanted to please a woman. Perhaps he will one day marry her." "The gentle Healer, Julanar, is with child. This is a wonderful thing, because both she and her husband are sweet people." "Many people have left Silmaria because they feared the invaders. I hope that they might be able to return soon." "People in this city are talking about the crime in the streets. There seem to be more pickpockets and thieves than ever before. Such is ever the way when a city has no ruler." "I have heard from my sister in Shapeir that the Sultan Harun al-Rashid, may he live forever, has been blessed by his new wife with a son." "My cousin, Shema, sends word to tell you that she and Shameen are well and happy, and hopes that you are the same." Talk to Sarra Never Mind Buy Something from Sarra Sell Something to Sarra Make Thief Sign From Sarra, you will be able to purchase jewelry, shell necklaces, a wedding ring, and a magical item. You completely obliterate this kind Katta. You will be able to sell Sarra some shells so that she may make more necklaces. You cannot reach Sarra to pick her purse with the pickpocket knife.

203.qgmEdit

"That is a most unusual food item you are having there, but I do not think that the fish enhances it." "That looks very good indeed. You are most generous. I am thanking you highly for your kindness." "Thank you very kindly, but your flowers make me sneeze." "This is very, very good. We have made an agreement which we both agree upon." "This is not good. I do not think that we can bargain." "Welcome, welcome, Elsa of Spielburg. I am Wolfie, a much unrecognized fine artist. It is nice to be seeing you." "Hello to you. Good it is to be helping you in any way. I am called Wolfie, for that is my name." "Greetings, greetings, greetings. It is always a pleasure to meet someone new. Welcome to Silmaria. I am Wolfie, an artist and artisan of Grecian urns and amphorae." "Thank you, thank you, thank you. I am most grateful." "Forgive me, but you failed to pay for that which you have taken. I fear I must call the guards to stop you. I'm most sorry about this, you know." Wolfie is a Canine, sort of a cross between a human and a German Shepherd. He has big brown eyes. Talk to Wolfie Purchase Something Make Thief Sign Never Mind "Namaste, my friend. It is exceedingly happy you have made me, for I have had a chance to do a thing I love very much. This is a good thing." "It is a good day, is it not? A fine day for flying, if one could fly." Say Goodbye "Oh, I am so excited. I have heard you have made a thing that flies like the picture I painted, and that you have taken it far away. I only wish that I could see it." "Ah, I am glad to be seeing you again. I have made your statue of the raven for you." "It was such a thrill to see your flying machine in the air! I ran from my stand all over town to keep it in sight. I have told everyone that it was you who made such a wonderous thing. This is all very good." "Namaste, and may you be having a pleasant day." "Greetings. I hope that you are well today. You may call me Wolfie, if you wish to call me." "I am sorry, but this is not very much money that you are offering me. If you do not think this is worth more, then do not try to buy it." "Oh my. It does not seem to be that you and I are speaking the same words. It is difficult to bargain with someone who will not understand." "It is most unfortunate, but I do not think we will be making a deal here. You should be going now." "That is a very good offer, but it is not enough for me to accept. Perhaps you will give me this much for it." "I have told you how much I want, and I shall not take any less." "Now we seem to be getting forward movement here. I think that you should offer me this." "Very good, very good. This is close to being an agreement. Perhaps you will pay me this?" "I'm very sorry, but I do not think we have made a good deal here. That is to be speaking, it is not a good deal for me." You disintegrate this doggy. "Thank you very much, but I do not eat meat. I am an ethical vegetarian." "That is very sweet of you, but I do not think such a mixed marriage would be very practical. " "It is kind of you to offer, but that is not good for my teeth." "Thank you very much, but I do not eat meat. I am an ethical vegetarian." What's a Grecian Urn? "I am very sorry, but I do not need such a thing." "Yes, I am very proud of my painting. I painted it up in Albion when I was most fortunate enough to meet a man named Phineas. He had made a flying machine, and intended to sail around the world with it. I watched his machine take off, but I do not know where it went." "Ah, a snack of fruit is always welcome. You are so kind, and I am most grateful." "Perhaps maybe you should be taking a swim. That is a good way I have found to get rid of such itchy fleas." Greet Merchant Ask about Amphorae Ask about Wolfie Ask about Silmaria Ask about Canines Ask about Soldiers Ask about War Ask about the Assassin Ask about Thieves Ask about Punjabi Ask about Art Tell about Yourself Say Goodbye Ask about Wolfie Ask about Inn Ask about Rumors Greet Wolfie Compliment the Inn Painting Greet Wolfie Ask about Wolfie Ask about Flying Ask about Rumors Tell about Rite of Destiny Say Goodbye Ask about Wolfie Ask about Rumors Greet Wolfie Say Goodbye Tell about Balloon Ask about Wolfie Ask about Rumors Ask about Blackbird Greet Wolfie Say Goodbye Tell about Blackbird Ask about Wolfie Ask about Rumors Tell about your Balloon Ask about Invaders Greet Wolfie Say Goodbye Ask about Rites of Rulership Ask about Merchandise Ask about Silmaria Ask about Wolfie Ask about Amphorae Ask about Map Ask about Paintings Your weapon slashes through Wolfie's midsection, skewering him completely. "Amphorae are a Grecian Urn for holding liquids. I am making them because many people here are using them." "An Amphora is a Grecian urn. It is used to carry liquids of all varieties." "Are we speaking union or non-union?" From Wolfie, you will be able to buy Amphorae, a map, and a lovely painting of a balloon. You feel that you could trust this person. He is honest and extremely loyal. He is also very intelligent and enthusiastic. No, no, no. You don't Fetch the dog. You tell the dog to Fetch the stick. However, Wolfie isn't really a dog, so he won't listen to your unreasonable commands. You can't reach Wolfie's purse while he is behind the stand. Wolfie admires the beauty of the statue, while you explain to him that you want him to carve a duplicate blackbird. He agrees to have it ready for you as soon as possible. "Silmaria is a very fine city, yes indeed. This is the best place to buy many things in this town square. You can meet many people here as well. Some of them will be so kind as to not pick your pocket as they walk by." "You wish to know more about me? I am only an artist trying to make a living by selling what crafts that I can. I came from the lands of Punjabi, where my people, the Canines, live." "I am skilled at making art with clay or paint. If you have need of something made or painted, then I will be most happy to be doing it for you." "I am making these amphorae and pots to sell for the people. I am also making nice maps for people to get lost with. Most of all, I am painting fine pictures that never sell. Tails do make very good paintbrushes, if you are lucky enough to have one." "The King of Silmaria was killed by an assassin, or so it is said. There is another person that the assassin has murdered, if the rumor is to be true. It is a wonder if we are not all killed by him." "Silmaria is a very fine city, yes indeed. This is the best place to buy many things in this town square. You can meet many people here, as well. Some of them will be so kind as to not pick your pocket as they walk by." "At the Docks, you can rent a boat and take a pleasant sea voyage. It is most fun, as long as you do not drown or get attacked by the sea people." "I am not much up at Nob Hill, except daily to read the notices and to keep informed of many things that go on in this city. It is how I know the assassin has been killing people on the streets of Silmaria." "I have even made a visit to the Guild of the Adventurers in the west part of town, even though I am not an adventurer. The Guildmaster there is most impressive. If he came where I came from, he would be sacred." "I think you will be very happy in Silmaria. It is a very good place to be, even if the city is soon to be overrun with foreign soldiers and destroyed economically by war with the sea people. Oh, you must be very careful of the monsters, thieves, and the assassins here, too." "All in all, you will find Silmaria to be most exciting." "It is said that the countryside is overrun by the invaders from the north. Soon they will be knocking at our gates and asking to take over the kingdom, I am thinking." "The sea people have been attacking many of the ships that sail to and from our harbor. The lives of many fish have been spared, for the fishermen have left this island. It is just as well, for they lost their homes to the soldiers." "My people are cunning and clever, I am thinking. There is not a one of us who does not make very much money by working all the time. In this way, we do not find the time to spend the money we make." "This was once a very fine place for thieves. There was not a day gone by when I did not admire how a thief had taken something before my eyes without me seeing him. Ah, most of them are gone away right now." "I have heard that these thieves are off searching for an ebony raven. This is most curious, for I have seen such a bird flying over the city. You would think that they would look up there for it, first." "Punjabi is lying to the east of here by many, many miles. It is in the land of Inja. Some day, I hope to sell enough to be making my way back to there. At times I am most homesick." "It is a great pity that your flying machine is destroyed. My tail and ears droop at the thought of such a loss. Still, it is a good thing that the flying machine could fly." "As they would say in the lands I have come from, namaste. This means 'greetings to you,' and I am hoping much to see you again." "It is most genuinely a pleasure to be seeing you. My tail wags very fast." "It was good to be seeing you. I am perhaps going to the Inn more. Perhaps I shall see you there some time." "Painting the Land Inn was a very good thing, I am thinking. Now it is more like Gnome Ann -- funny to look at. I used many bright colors to make things like Ann should want. Many people should be coming to see how it is looking, or so it is hoped." "Gnome Ann is saying that her business is getting so much better because you are here. It is always good to be having a customer who is paid for in advance, and cannot run off taking all the towels." "Oh, my goodness. You are certainly a hero. This is very good, because it is that Silmaria could use your help, I am thinking." "Happy most am I, for an artist is glad to be making art. The Gnome Ann is a very fun person, and she is happy indeed. She is always laughing as I am talking." "I am most happy that you are noticing my work. It is an artist's pleasure to hear about his art." "Good luck in your quest for destiny. I have learned that one can build the future from what one does today. Namaste." "I have seen a man to fly once without wings or other magic. It is something that I painted in the picture to show that this was true and that I did not make up such a thing. For some reason, people still did not believe what I saw." "Wagging my tail I am, to see you." "There was talk that after your last meeting in the Hall of Kings, several arguments were heard. Dr. Mobius, the scientist, was most displeased about the Rite of Destiny, and he said to his person Gort that they will have to try something to even the odds in the next contest." "I am getting much better. I used to take a lope outside the city gates every morning, but things were getting so much dangerous that I could not. Now that you have driven off the bad soldiers, I can run off all the rice I eat again." "The woman warrior, Elsa, was also heard to show her displeasure to Minos. It seems that he wished to take Elsa directly to this island of Delos, and Elsa wished to find her way there herself. She said that she does not take his orders and he said 'yet' and she was most angry." "This is all very interesting, is it not?" "The notice board said that you would be off to find your destiny. I hope it is not lost too badly." "I hope that you will have as much fun on your next quest as on this one. Greetings go with you." "You must have had a very fine time in your flying machine, I am thinking." "Holy cow, I did not know that Destiny was so hard to find. I always thought that the future comes to you, whether you look for it or not." "I have been hearing many rumors of some very nasty prophecy which is supposed to be coming true. It is something about a big lizard that ate Atlantis and is going to be eating all of us. I am hoping that this story is not true." "I would very much like to fly someday. I would be like a bird and fly away south for the winter, except that my homeland is to the east, and I would be flying there." "You are building a machine that flies? This is very thrilling. I will be looking in the air to be seeing it. Thank you for letting me hear about this. My tail will not stop wagging for days." "Oh, yes, I am forgetting... Here is the statue that you have brought me. It looks like a nice piece of artwork, but not all that valuable, I would think." "Things that I have heard is that this statue is highly prized by those people of the dishonest profession. You should be watching out, for they may be trying to take this from you." "If you are having any other statues for me to be making, let me know. Have very good travels, my friend." "My pleasure, as always. Your black bird was good to make." "I am always pleased to be working on art. It is good fun to make your statue, thank you very much." "It is most interesting that the black bird is so desirable. I wonder if there is something hidden inside of it. If so, it would have to be broken to learn such a thing." "Business has been rather slow today. I am thinking that not many people have been breaking their amphorae. I make very strong amphorae, which is good for those that buy them, but bad for me that sells them." "I am good and happy, for someone said today that I have made a very fine map. Now if only that person had bought my map instead of stealing it, I would be more pleased." "Things are very sunny today, and I wish I could curl up and take a nap in the sunshine. This is not very good for business, however." "I am thinking that I am getting fleas. Most annoying fleas. I shall be needing to take a long bath in the sea tonight." "My mouth waters at the thought of a good curry right now. I think that I must be getting hungry." "Very good I am feeling. I hope that you are feeling very good as well." "Be very careful. I would not like to read any bad news about you on the notice board. Good day." "Welcome very much. It is always a better day when I see you." "Let me be thinking... It has been said that the one who had the old King killed wished to take over all of Silmaria. This is a very bad person. I do not think he would make a good king." "I have heard that the second man killed by the assassin was most powerful among those of the dishonest guild. This would explain why he was a wealthy man." "It is said that the one who lives in the Famous Adventurer's School was once a famous adventurer. Now he seems just like a tired old man." "The two who run the Apothecary are very happy. They always act as if they had been fated to be together. This is a good thing." "There is talk that you are most attractive to women. There is one fine woman who works at the casino who thinks you would be a very good catch. Perhaps you should throw yourself at her some day." "There are many people who have left Silmaria with all the bad things that have happened here. Just because we have murders in the street, a war with the Tritons, an invasion, and eventual destruction of the whole island, does not mean things are all bad. Pickpocketing is at an all time low here, after all." "I have heard that the fishing villages were taken over by the paid soldiers from another land. There is a village called Naxos to the southwest of town where this is truly so. You cannot get there now though, for there are some invaders who try to kill you if you attempt this." "Pleased will I be to sell you an amphora to hold water, or maybe a map to make your way around Marete and Silmaria." "Oh, that is very pleasant news, indeed. It will be good to have you as King here. I do not know many kings that have bought things from my stand, after all." "This is very good to be speaking to you. Is there any way I can be helping you more?" "A map can be a very useful thing, if you are not knowing where you are." "My paintings are of things that I am most fond. It is difficult to paint at times because my tail is wagging so."

205.qgmEdit

The banner is securely attached to the top of the post. This banner of arcane symbols seems to indicate that this building is the apothecary of the city. From this archway, you can see the path that leads down to the docks of Silmaria. You find yourself in the center of Silmaria, a region known as Town Square. There are a variety of shops and buildings to explore and many interesting people to meet here. While minor magical auras are detected on some of the doors, the bank door has a more powerful magical field placed upon it. The Magic Shop obviously has the strongest magical field in the vicinity. The marketplace hustles and bustles with the intensity of human energy and activity. This door looks solid and well-constructed. Despite your efforts, the window stubbornly refuses to open. Looking through the window, you can tell that the apothecary is a cheerful and bright place. You can also tell that the druggist loves plants, judging from the pots. Examine the Door You open the door and walk right into the apothecary. The door is a fairly standard door with a standard lock. Knock on the Door Listen at the Door Pick the Lock You get no response to your knock. Perhaps the owners are upstairs and cannot hear you. There is nothing significant to hear through this door. This lock is trivial to unlock. However, the bolt on the inside prevents you from entering. This key doesn't fit the lock on this door. The door doesn't seem to be opening from your spell -- there must be a bar across the other side. Careful examination of the bars reveals the name of the maker -- L. Chrisenon. These seem to be Lars' bars. Peering through the window, you can see a wide variety of ingredients used to make potions and pills. The bank is a most impressive edifice. This barrel might have come from a seafaring vessel. It has the odor of pine tar and rotten fish. The door is definitely locked. This seems to be a door. The stairs lead up to the balcony that bridges the viaduct. The door seems to lead to a small apartment. Through this archway, you can see the road leading down to the west end of town. The stream flows briskly through the aqueduct. The viaduct passes over the aqueduct. Viaduct? Why not a Goose? The curtains inside this building obscure your view. You expertly pick the lock on the door, only to discover there is a bar across it on the far side. You just can't open this door. This key doesn't fit the lock on this door. This door must be protected by a magical lock. You see a rather sparsely furnished room. This window is firmly in place, and cannot be opened. What are you, some sort of Peeping Tom? This window is firmly in place, and cannot be opened. This window is firmly in place, and cannot be opened. Swim in that cold water? Brrr... You could catch your death. Judging from the colorful pots and paintings, you would guess this stand is owned by someone who appreciates art. Through this archway, you can walk down to the west side of town. The stand has been draped to indicate it is closed for the night. Buy Something Examine the Stand Steal Something from Stand Inside the stand, you see a variety of carving tools and paints, as well as ceramic clay. This stand obviously belongs to an artesan and artist. Judging from the beauty of the pots and paintings, Wolfie is highly skilled at his craft. You can purchase amphora and a map here. There is nothing under the curtain but the empty stand. Are you trying to steal something from this stand? I am Not a Crook! Sure! (At least I'm an Honest Thief.) You hear a satisfying "Snick" as your pick unlocks the door. Then you realize that the door is also protected by a magical lock that defies your skills. This door is locked. This key doesn't fit the lock on this door. This door must be protected by a magical lock. This door seems to be securely barred on the inside to keep outsiders out. This has all the quiet elegance of a door. This barrel is filled with rainwater. It is too heavy to push around. This door does not open to any tool you have available. The door and the door peephole are shut. The door unlocks, but it remains barred on the inside. This is the wrong door for your key. This door must be protected by a magical lock. This winged lion makes an impressive statue. The bowls on this merchant stand are filled with beads and jewelry. These stairs give you passage over the aqueduct. Got it! However, there seems to be a secondary magical lock that you cannot get past. This key doesn't fit the lock on this door. This door must be protected by a magical lock. The stand has been closed up for the night. Examine the Wares Buy Something Steal Something There are several bowls of shell beads, but most appear to be empty. Must be a bad year for shells, or something. There are a few nicer looking pieces of jewelry and rings, but they are stored near the Katta merchant, out of your reach. There's nothing here to take except for the stand, and it's just a trifle large to fit in your backpack. Are you trying to steal some beads from this stand? I will not steal from my friend. Practice makes perfect -- Steal it! This lion statue shows no sign that birds land on it, but there is a pile of feathers on the ground below, and the lion looks very pleased with himself. The lion statue is far too large to put in your pocket. This lion is too stubborn to move. The large doors on the bank building suggest that one enters here. This seems to be a fine place to save your money from the pickpockets in town. This basket is filled with fruit and veggies. This bridge crosses over the reeds and rushes that grow beside the stream. The clear water pours down from the rocks above Town Square. The bank is closed and locked. Examine the Door You open the door, and enter the bank. Knock on the Door There is no response to your knock. Listen at the Door You see that there is a complicated trap upon the door. Pick the Lock You hear nothing moving inside the bank. You did not manage to pick the lock on the bank door. Hmmm, maybe you should practice this skill elsewhere first, before you get caught here. This key doesn't fit the lock on this door. This door must be protected by a magical lock, because your spell won't work. You could probably take a shower in this, but it's not a good idea. You would most likely drown in the stream. You would be a very clean corpse, though! The eye seems to be the universal symbol of magic shops wherever you travel. Judging from the luscious fruit, the brazier glowing with warm coals, and the searing meat upon the grill, this must be the food cart. The door to the magic shop seems to be massive and impressive. Try as you might, you'll never reach this eye. The magic shops in the other lands had huge eyes too, but that just keeps getting cornea and cornea. You just can't duct these jokes fast enough! The door is unmovable, and totally unopenable. You believe it has some sort of magical lock cast upon it. A sign on the door says, "Closed due to illness." You open the doors and enter the magic shop. Your key can't open this door. The cart has been closed up for the night, and all the merchandise has been removed. Purchase Something Examine the cart carefully Steal Something A special area under the brazier on this cart is used to bake things or keep them warm. You can feel the hot air rising from the brazier. It feels good to warm your hands on this cool day. You will be able to purchase food from this stand. Bananas, anyone? The cart cannot be moved, and there is nothing here worth taking. Are you trying to steal something from this cart? You attempt to steal from the Katta's cart. Whew... For a moment, I thought you were trying to be dishonest. No Possibility of Purloining Steal What You Can This basket is filled with bananas and apples. The only fruit left behind in this basket is too ripe to sell. Buy Some Fruit Examine the Fruit Steal Some Fruit You can see bunches of rich ripe grapes, dried dates, and some turnips in this basket. There's not anything here worth stealing. Are you trying to steal from this poor, honest Katta? Steal from the Basket I Wouldn't Dream of Stealing! This basket has some unidentifiable rotten vegetable. The bananas left behind in the basket look over-ripe and squishy. Examine the Basket Buy Some Fruit Steal Some Fruit The apples are a sweet red variety with the fragrant, mild odor of ripe fruit. The bananas are still slightly green, and far from over-ripe. There's nothing here worth stealing. You really want to steal this fruit? No Way I'd Steal! Gimme that Fruit! This bench was carved from marble. The veggies remaining in this basket are rotten. Steal Some Onions Examine the Onions Buy Some Food Onions? You don't need no stinking onions! After all the garlic you ate in Mordavia, you've lost your taste for onions, too. There's nothing here worth stealing. The onions make your eyes water just looking at them. This window is firmly in place, and cannot be opened. This room looks like someone left here in a hurry. This bench is too heavy to move. When you start to sit upon it, it's every bit as hard as a rock. Some things are better left alone. This room is stark and practically bare, as though the owner begrudges spending a penny for furniture. Nothing can open this window. It seems to be painted on the wall. The banner is way above your head. You'd have to use magic or a rope and grapnel to get to this. Then again, there's no reason to go to the trouble. This attractive banner draws your attention to the apothecary building. Why, this looks just like a window. The windows, even if you were to reach them, cannot be opened. It reminds you a little of the banner on the wall of Abu Al-Njun, the astrologer in Raseir. These look like splendid examples of diffenbachia. You can smell the spicy potpourri of flowers and herbs that make up the apothecary drugs. This light and airy building seems to be owned by someone with a fondness for plants. Judging from the signs, this must be the apothecary. All things considered, someone in the apothecary really, really likes flowers and plants. There's no need to try to get up there. You can get plenty of flowers nearby. Despite your efforts, the window stubbornly refuses to open. There are plants, herbs, and vegetables trying to sun themselves in the light from this window. This upper window does not look like it was made to open. Like most of the rocks around here, it seems to be igneous in nature. The flowers in this windowbox are fragrant and lovely. You pick some flowers. There are plenty to share. You may be a bold adventurer, but the rock is "boulder." It is unimpressed by your actions. You couldn't open these windows even if you could reach them. This canopy shields the merchant's goods from the summer sun and the winter rain. This ornate window has its window shade drawn. You can't peep in here. This window allows guards in the wall to watch over Town Square. The window is too narrow for you to enter, and too high for you to spy through. Unfortunately, this window can't be opened. If you hit this, it would break. Remember the rule -- you break it, you buy it. This amphora is too heavy to steal or borrow without the owner knowing about it. This looks like an amphora. There's no need to move the canopy; it looks fine where it is. This is too large to be practical for you to carry around the town. It's better off left here. This looks like a fine pot for houseplants. This ornate bench was carved from marble. It looks very uncomfortable. This looks like a houseplant set out to enjoy the sun. These pots look very artistic. It's hard to steal something when the merchant is watching you with those big, brown, trusting doggy eyes. Please "leaf" this alone. Someone must be awfully "frond" of it. This canopy shields the Katta from the cold sea spray and the rain. What do you know? This bench is way too uncomfortable to sit upon. There's no need to move the canopy; it looks fine where it is. These trees are prickly and stickery, and terrible to climb. This cypress stand seems simply splendid. Through this passageway lies the ritzy Nob Hill of Silmaria. Yes This unique building has a look of mystery and power. You suspect that this is the magic shop. This pyramid looks like the architectural style of Fricana. It reminds you of your adventures in Tarna. This looks like a cattail. This looks like a "phoenix dactilifera" -- the date palm. This rock is too old to roll. This rock has ridges. If you have climbing skill, you could easily climb this palm. Unfortunately, someone has harvested all the dates already. Although young cattails are rumored to be good to eat, this one doesn't look very appetizing. The magic shop is a great place to buy magic items or spells. No Inside this amphora, you see coins that people have given the musician. You can't knock someone out in broad daylight -- you'd get caught. Hmm. You successfully picked Wolfie's money pouch, but unfortunately it is empty. With a deft flick of your pickpocket knife, you take Marrak's money pouch. However, it seems to be empty. Either he's broke or someone has already taken all the cash. You skillfully pick with the pickpocket knife, and return with a prize -- Marrak's purse of 25 drachmas. Your pickpocket knife slits Wolfie's pursestrings and snatches it up into your waiting hands. You happily pocket 35 drachmas. You successfully pick a pocket, but the pocket is bare. You carefully snatch Salla's purse, but it is empty. With a deft flick of your pickpocket knife, you have just swiped 30 drachmas from the musician. With a deft twitch of the pickpocket knife, you unfortunately snag the material, dropping your knife and all the money to the ground. Smooth, real smooth. The guard's body has already been stripped of anything valuable. You successfully pick the pocket, and pocket some drachmas. You steal some beads from the stand. You cleverly conceal a purloined amphora into your inventory. You filch some fruit. You cop some cash from the musician's coindrop. You have aroused the suspicions of the merchant, and don't dare try stealing this right now. Examine the Musician's Amphora Steal some Coins from the Amphora You judge there to be some fifteen coins or so in the amphora. Street musicians don't quickly make a million, it seems. Do you wish to steal from the musician? This door must lead to the place where the Katta merchant stores the stand and its merchandise at night. Steal? I Wouldn't Dream of It! Grab Some Cash! These steep stairs lead down from Nob Hill. You certainly get your exercise walking around this city! You can't get near enough to the door to be able to do anything with it. These steep stairs lead up to Nob Hill. You certainly get your exercise walking around this city! This tree leaves you stumped as to what branch of the family has its roots. This neatly designed aqueduct carries water through the center of town. Watch out! This tree's bark is worse than its bite. The top of the stairs leads to the viaduct. Via Duck? Who knows? This doesn't look like a good place to swim. It's clogged with cattails and reeds. There is a small landing at the top of the stairs. This looks like a torch to light the town at night. The torch is securely fastened to the wall, and you can't move it. The light from the torch keeps this corner from being too dark to see. The torch is securely fastened to the wall, and you can't move it. This torch is meant to light the stairway at night. You light the torch with your tinderbox. You can't light a lit torch. This torch lights the staircase. The flowers growing along the wall are fragrant and lovely. Even though it's daylight and you really don't need to do this, you light the torch with your tinderbox. You can't light a lit torch. You pick some pretty posies. This cypress points primly to the sky. Climbing a cypress is like kissing a porcupine. It can be done, but it's not fun. The water looks cold and clear as it flows from the waterfall. There are better places to drown around here than this.

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"Abdull not take bribes." "I get you." "Dead Parrot is open." "You are under arrest for fighting and disobeying the order of the guard of Silmaria." "You must stop this fighting. There is no fighting on the streets of Silmaria." "I don't take stuff from strangers." "We got a deal." "I'm not making any deals now. Pay what I ask, or you don't buy it." "You here to enter the Rite of Rulership? Most of the newcomers are here for it right now. Fools! It's going to take a real warrior to become King of Silmaria." "You don't have enough money. I'm not giving this stuff away." The Centaur weaponsmith looks like a veteran of many battles. He has muscles on top of muscles. Talk to the Weaponsmith Never Mind Purchase Something Sell Something Make Thief Sign "So you entered the Rites of Rulership. That'll certainly prove whether you have the Rite stuff or not! Heh, heh, heh, heh." "The Rite of Conquest sounds like it will weed out the wusses. We'll see who's the real warrior around here." "Heard the news about that Liontaur. That's a tragedy. Rakeesh was supposed to be a real warrior, even if he was a goody-goody." "Someone's got to stop that assassin before there's no one left in Silmaria." "Going to Hades, huh? You got guts if you take on this Rite." "Got to really learn how to tread water for this Rite, don't you?" "What can I sell you?" "What do you want, lady? I just sell weapons." "What you looking for?" "Kaleemehra, Magnum. Good luck in the Rites. I got my bet on you for the next King." "It's worth a lot more than you're offering. Pay me this." "You're sure cheap. I'm not taking less than this for it." "You think I'm made of money? I won't pay more than this for it." "This is my final offer." "Hey, I won't pay more than this for it." "Nice dealing with you." "If you don't want it, don't bargain for it." "You trying to insult me, or are you just too stupid to know a good deal when you see it?" "I've had it with you. Go." "You won't find a better weapon than that when it comes to fighting dragons. It's worth everything you paid for it." "You got it." "No way I'm dealing with you." "That's a very magical weapon. Little delicate for real warriors, but it's really sweet." "That's the best spear I've ever seen. Treat it with respect." "Best dagger money can buy." "I only buy weapons and armor, not junk." "I'll make you a fair offer for that." Ask about Magical Chain Ask about Magical Weapons Ask about Magical Leather Ask about DragonSlayer Sword Ask about Ice Diamond Sword Ask about Wurmbane Spear Ask about Slasher Dagger Greet Merchant Ask about Rite of Rulership Ask about Weaponsmith Ask about Newcomers Ask about Merchandise Say Goodbye Tell about Yourself Ask about Rite of Freedom Greet Pholus Ask about Weaponsmith Ask about Merchandise Say Goodbye Ask about Rite of Conquest Greet Pholus Ask about Pholus Ask about Merchandise Say Goodbye Ask about Rite of Valor Greet Pholus Ask about Pholus Ask about Rakeesh Say Goodbye Ask about Pholus Greet Pholus Ask about Rite of Courage Say Goodbye Ask about Rite of Peace Greet Pholus Ask about Pholus Say Goodbye Ask about Pholus Greet Pholus Say Goodbye Ask about Merchandise Greet the Weaponsmith Ask about Weaponsmith Ask about Merchandise Say Goodbye The weaponsmith just looks at you and shakes his head in disbelief. The weaponsmith looks at you appraisingly. You realize that you'd rather have this Centaur fighting with you rather than against you. "You know where to look if you're looking for weapons." "Yeah, welcome to sunny Silmaria. What do you want?" "Unless you have a bow, you will not need arrows. I do not make bows here." "I sell only the finest of axes. A fine axe will do more damage than a fine sword, but it does weigh more." "If you do not want your head to be shattered like a Grecian urn, wear a helmet in combat." This person seems to be as hard as the weapons he makes. He thinks that all problems can be solved with a strong sword arm, and that might makes right. He's a card-carrying member of the Eternal Order of Fighters and very proud of it. He is also extremely loyal to the kingdom of Silmaria. "If you do not want a spear through your heart, use a shield." "A sword is a good weapon. It does a fair amount of damage, and is only moderately heavy. I sell regular and fine swords. If you have the money, you should always buy the fine over the regular. It is that much better." "No real warrior would use a dagger in combat." "A spear is the traditional weapon for real warriors. It can be used as a distance weapon or a close combat weapon. It is lightweight compared to most weapons, and does reasonable damage, in the right hands." "The DragonSlayer sword is the best weapon I have. It is an old weapon that has earned its name many times. It is a magical sword that is as good as the best magical sword in regular combat. However, against those of a dragon nature, it is a killer." "I do have magical weapons, but I only sell them to worthy warriors. The best weapon for the best man is what I say." "I have a set of magical chainmail. It is lighter weight than ordinary chainmail, and protects the body more." "A true warrior would never wear leather. However, for the ladies and the lesser men, I have magical leather. It is the best defense for those who can't bear the good stuff." "Ice Diamond is a fine magical sword. It is lightweight, and very maneuverable. Ice Diamond is called that because it is cold to the touch, and does extra damage to all creatures associated with fire." "As daggers go, the Slasher is the best there is. It can almost do as much as a real weapon." "I recently added the Wurmbane Spear to my collection. It is the best of magic spears, and is purposed against dragons and their kin. It is the only magical spear of its kind." "You want to see my weapons? Show me you've got the cash, and I'll show you my stuff." "There's a strong warrior in town who calls himself Magnum Opus. He knows how to use real weapons." "The Rites of Rulership are not for wimps. They prove who is the finest man suited to become the King. You've got to be tough to be the King of Silmaria -- brains and brawn, the best combination for the true warrior." "I'm Pholus, weaponsmith and weapon seller. You need a good weapon, you go see me. You got a spare weapon you want to get rid of, I may decide to buy it. If it's about weapons, I'm the person you want to deal with." "There's also a big, ugly guy that hangs around with the scientists. I don't see that he's got any weapons, but I'd hate to mess with the size of those fists." "Then there's a woman. I can't believe a woman thinks she can become King here. Kings are men, not dames. She'll learn her lesson soon enough. If you play in the big leagues, you've got to be tough." "Keep your weapon sharp." "You need some new weapons?" "You're a Hero? Wouldn't know it to look at you. You'll have a chance to prove it around here. Just enter the Rites of Rulership, and we'll see who's a Hero." "Well, seeing that you are going for the gold by entering the Rites, I guess I could let you buy some of the good stuff, if you got the money." "You've got a tough one with that assignment. Outnumbered, outgunned, and the mercenaries have had a chance to learn the lay of the land." "They're good little soldiers, those guys. Not a lot of imagination, but they know their weapons. Don't give up easily, either." "I've been working overtime to make extra weapons. I figure when the mercenaries attack Silmaria directly, we'll need every weapon we can get." "Magnum Opus will win this one, you'll see. He's my bet for the next King of Silmaria." "You look like you could use a good spear. Want to buy one?" "I'm always ready to buy back weapons now. There's quite a market for the used weapons with the threat of mercenaries." "That General Claudius has a reputation of being a good leader. Wouldn't surprise me none to learn he has a fortress hidden somewhere. He'll have the place well-defended -- not like those little fishing villages you guys cleaned out." "If I was a few years younger and didn't have to think about my family, I would have entered the Rite of Rulership and shown you what a real warrior is like." "With Magnum dead, my money's riding on you, kid. Win this Rite, and I'll make a few drachmas off my bet." "Heard you were with Rakeesh when he got hit. Pity you didn't get a good look at the assassin." "Rakeesh had a good reputation as a fighter, but I sure never saw him use that big sword he carried. Supposed to be a magical sword of some sort. Didn't buy it from me, that's all I know." "Don't know how you're going to get to Hydra. Fishing boats don't go out that far." "That Hydra is bad news. I wouldn't go after it unless I had an army to help take it on. Damn thing is immune to most damage. You got to go for the heads, according to the old stories. Even then, the thing heals rapidly." "You could buy one of my magical weapons that's good against dragons. DragonSlayer would be great against the Hydra. Costs a lot of money, though." "It's been nice doing business with you." "You're really planning to do this one, aren't you? The only one that will win this Rite is Hades." "All rivers run to Hades, I hear tell. You find where the river runs with blood, and you can open the gates to the Underworld. You're always welcome to enter in, but you'll never get out again alive. That's according to the legends." "I've risked death in my time, but I've never opened its jaws and walked right in. I'm not that stupid. You're a dead man if you go to Hades." "I bet you can do this one. Don't know how, but I'm sure you'll win. You'd better, or we might get stuck with a woman as King of Silmaria." "I'm surprised to see you still around, considering the last Rite." "Those Tritons are bad news. Even if you don't drown trying to fight them, they got spells and everything. They're supposed to talk to the fish, and get them to help them, too. Most people just drown, though." "I learned to swim from the Famous Adventurer. He gave me a book about it." "You won't find a better weapon than the ones I sell." "So what do you want?" "Remember, I do buy used weapons." "You want to buy something, or are you just wasting my time?" "I'll be glad to tell you about my weapons, once you show me the dough." "I'm busy. I'm always busy." "I sell regular, fine, and magical stuff here. Show me your drachmas, and I'll show you the best weapons you've ever seen." "I make 'em, buy 'em, and sell 'em. I got the best weapons you can get. You can always sell me your old weapon and get a better one." The guard refuses to be drawn into conversation. This guard looks like he takes his job too seriously. "This is your first warning. You will both be arrested if you fight on the streets again." The guard watches you with suspicion, and refuses your offer. This person looks tough, but stupid. This guard seems like he'd rather be taking a nap right now, but otherwise, he's devoted to his duty. "You can go in Inn." "Dead Parrot is good place to go." "You will like Dead Parrot." "Abdull make sure Dead Parrot safe." "Dead Parrot real fun place. You like." Abdull is dead. You don't seem to be doing any noticeable damage to Abdull. This guy is either the toughest person you've ever fought, or he's got magical protection. You are not winning this battle. "Abdull happy to take bribe." Ask about Daggers Ask about Helms This person may be rather dumb, but he's extremely loyal and very stubborn. Ask about Fine Axe Ask about Shields Ask about Swords Ask about Arrows Ask about Spears This one-armed man is heading for the west side of town. Where do you suppose he's going? This man is too far away to hear you. The weaponer will not accept that shield until the Rite has ended.

211.qgsEdit

"Anchovies on pizza? What a strange idea! Good thing I really like anchovies. Thank you very much for this." "I am very fond of pizza. This is very kind of you to share this with me." "They are very pretty. Did you pick them for a girlfriend?" "Kalimehra! That means 'good day' here in Silmaria. Welcome to our city. I hope you find happiness on this island." This young man looks like he is around twenty years of age, and has been outdoors most of his life. Talk to Andre Make Thief Sign Rent the Boat "I am Andre, a fisherman. I am also happy to ferry people to the nearby islands on my boat." "Greetings! So you are competing to become King of Silmaria in the Rulership Rites. It will be good to have the fishing villages free from the mercenaries. I hope you are all successful." "Kalimehra! So you are hunting for the leader of the mercenaries. If you need to look off the island of Marete, let me know. My boat is always ready in the morning." "Great! We shall go for a boat ride together. You guide the way, and I'll sail." "The Hydra is dead! It is amazing. I managed to sail near Hydra Island last night. As long as I swing the boat near the shores of the islands, I am not attacked by the Tritons." "Kalimehra! It is good to know that you are to bring peace with the Tritons again. It will not be long before the fishermen may return to Marete." "I am to be a Healer! I have been spoken to by Julanar. She said that you told her of my dream. I thank you so much, my friend." "Kalimehra. Are you interested in taking a boat ride today?" "You wish me to marry you? I am sorry, but I already have a girlfriend whom I wish to wed." "Sokolatak-ya! I do have a sweet tooth, I must admit. Thank you for this gift. You are very kind." "Many thanks, but I do not need such a thing." "I mostly use anchovies to attract bigger fish, but they can be eaten. Would you like some? I am happy to share. Here, take a few." "I am out on this dock on most mornings. I fish for most of the day and evening, and come back in the night. I know the waters around Silmaria in my sleep." Ask about Andre Ask about Boat Ask about Fishermen Ask about Silmaria Greet Andre Say Goodbye Ask about Tritons Ask about Mercenaries Ask about Andre Greet Andre Ask about Rite of Rulership Ask about Islands Say Goodbye Ask about Andre Ask about Rite of Conquest Ask about Mercenaries Greet Andre Ask about Islands Say Goodbye Ask about Andre Greet Andre Ask about Islands Ask about Hydra Say Goodbye Ask about Andre Greet Andre Ask about Rite of Peace Ask about Tritons Say Goodbye Ask about Andre Greet Andre Ask about Julanar Ask about Dream Say Goodbye Ask about Andre Greet Andre Ask about Fishing Ask about Boat Ask about Small Fish Ask about Large Fish Ask about Anchovies Say Goodbye Andre looks at you with curiosity, but says nothing in response. You sense this person is bright, competent, and brave. He believes the sea is a very dangerous place to travel, but he's good at avoiding trouble. He is also ambitious, and would probably prefer a different job to being a fisherman all his life. "I do not think I would like to be a King. If I could, I would become a great healer, and make everyone well and happy. That is a much better job than giving everyone orders, at least to me." "If you ever wish to go for a boat ride, I'll be happy to take you around the bay or to the nearby islands. Any further out than that, and boats are attacked by sea creatures." "It was good speaking with you. Yassas." "Most fishermen on Marete live in the villages outside town. That is, they used to live there." "They have been driven from their homes by attacks from armed mercenaries. They have been driven from the sea by attacks from Tritons and sea monsters. Most have left this island." "I am the sole remaining Silmarian fisherman." "Yassas! It is nice to see a new face around here." "Silmaria is the only city on the island of Marete. Marete is a large island, as you can see if you look on the map. In good years, you can sail around the entire island. This is not a good year, and the seas are too dangerous to travel that far." "I've never spoken with a Hero like you before. I am honored." "The mercenaries are armed soldiers who have been sailing into the fishing villages and driving all the fisherfolk away. They could invade the city any day." "Tritons are half-men, half-fish people who live under the water. They used to be friendly and helpful to fishermen." "Lately, though, they have attacked every ship that sails past the nearby islands. No one knows why they have become hostile." "The fishing has been poor the last few days. I am having to fish the same locations over and over. I hope you and your friends will drive away the mercenaries so that I can fish the islands again." "Good luck. I hope you drive the mercenaries far from our shores." "Every time I travel near the small islands in the daytime, I am attacked by a boat of the mercenaries who shoot at me. I do not have many places I can fish right now." "The fishing villages are now too dangerous to sail too close. The mercenaries shoot arrows at my boat. However, they are only a day's travel from here by land. To go to Naxos, go west, and take the road to the south." "It is good to see you again." "Perhaps they have a camp somewhere in the islands. I have been attacked by a boat of mercenaries whenever I approach that area by day." "You are supposed to drive away the mercenaries by yourself? It seems to be an impossible task." "Still, it seems impossible that one person could take on all the mercenaries in a fishing village, and yet you proved that this could be done. I am very impressed." "As soon as I heard the rumor that the Hydra had been destroyed, I tried to see if I could get there. Unfortunately, by the time I got near the island, it was time to return." "Good luck on your quest. Yassas." "There are a string of islands not far from the coast of Marete. Some are full islands and have names. Some are no more than rocks sticking out of the water." "The main islands are Psara, Piperi, Kea, Sifnos, and Spetsai. There is another string of islands a little farther out, but it is too dangerous to go there right now." "Yassas! It is good to know that the Hydra could not defeat you." "I have missed the company of other fishermen as I work. It is not very safe to be out on the sea by one's self." "I wish you good luck on your next Rite. I'm certain you will need it." "I've been told stories of the Hydra in my youth. It must have been a great honor to defeat such a legendary creature." "The islands near Hydra are known to have fierce monsters living there. We fishermen have always avoided that area. I think that is why the Tritons did not attack my ship last night. They did not expect me to be in that area." "Welcome. If there's any sailing you wish to do, just let me know." "I am so thrilled. I am to study with Julanar in the Spring. I cannot thank you enough for this. I would not have dared to speak with the Healer." "I know that you will bring peace soon. You have done so much already. Yassas!" "If you do make peace with the Tritons, our people would welcome you gladly as King of Silmaria." "I have found that the Tritons are most aggressive when I sail off the west coast of Marete past Naxos." "Yassas, my friend. You are a real Hero to me." "I am well, as always." "Thank you again. It may not seem like much to you, but for me, it is a great kindness." "I am a fisherman because my father and grandfather were fishermen. I will become a Healer because I want to become one. It is good to know that dreams can come true, if you work to make it so." "Julanar is a wonderful woman. She told me what I need to learn before I become her apprentice. I will be studying very hard before I go to learn from her. It is so much better than fishing." "Yassas. That is the Silmarian greeting." "I catch only a few fish each day. This is a bad time of year, for the large fish swim to deep water. Only the small fish remain near the shallows." "The large fish are very good to eat. There is more meat than bone upon them, and they are easier to scale." "Small fish are usually young fish who are avoiding the bigger predators. I use a rope net to catch them. For anchovies, I must use a cloth net." "My boat can be rented any morning before I go off to fish." "Yassas. That is the Silmarian farewell."

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"Thanks, although I prefer to wear something a little more fancy. I'm not into cheap frills, you know." "Money? I am not for sale. It might be possible to rent me for a while, though." "Flowers, for me? You are a romantic, aren't you?" "Well, hello there. I have always dreamed of being alone with you on a dark night." "You have given me so many gifts. You are very generous. I am very fond of generous people." Nawar looks very attractive this evening. "What, out late again? You need someone to keep you in bed at night." "I thought you'd never get here. It's a little cold out tonight, and I was hoping you could warm me up." "You have such a way with words. My ears love the way you tease me with your tongue." "Before I can marry you, I'd like you to do a little favor for me. You know Abdum, who guards inside the Inn? He thinks I should be his." "If this is the only thing you're giving me, I'm disappointed. I thought you were more generous than this. I'm not some cheap date, you know." "So soon? We've hardly gotten to know one another. Maybe if we get a chance to talk again, in private, we can discuss some very private things." "Before I can accept this, let's get to know each other a little better. A girl likes to hear sweet things said to her. I'd like to be certain you appreciate me." "I'd like for you to teach him a little lesson. How about, say, a little sword practice? I'd love to watch." "Before I can give you my heart, and take your ring, there is one more little thing I'd like you to do. I'd like you to make Ferrari pay." "I'd just like someone else to get the better of a deal with him. That's not too much to ask for, is it?" "I can't think of anyone I'd rather be.. that is, wed to. Let's get married as soon as the Rites of Rulership is over. It would be even better if I wear the ring of a king, after all." "Chocolates! I love sokolatak-ya. You are so kind." Ask about Nawar Greet Nawar Ask about Inn Say Goodbye Tell about Yourself Ask about Nawar Tell Nawar She's Beautiful Flirt with Nawar Greet Nawar Say Goodbye Tell about Yourself Ask about Nawar Greet Nawar Praise Her Dance Flirt with Nawar Ask for a Kiss Say Goodbye Nawar is wearing nothing that is magical. "How lovely. You do know the way to win a woman's heart, don't you?" "You think that I am lovely? Flattery will definitely get you somewhere." "Leaving so soon? We were just getting to know each other better. Maybe we'll get a chance to know each other very well some other night." "Do you always walk the streets at night, or were you just looking for a little excitement?" It's obvious that Nawar is attracted to you, attracted like a miser is to a gold piece. She's trying to calculate your net worth. "Oh, let's not talk about my work. I'd much rather talk about my play." "I was feeling a little hot. How about you?" "See you soon, I hope." "I was feeling a little lonely all by myself tonight. I love to watch the rocking and rolling of the waves in the moonlight. I wouldn't mind a little rock and roll, myself." "My, you have been busy since we first met. I have a weakness for Heroes, you know." "Isn't that just like a man? Always coming and going too soon." "I love a man with a ready wit. Nothing risque, nothing gained, after all." "Your voice is music to my ears. We should make sweet music together sometime." "I will think of you this night in my bed... asleep. Sweet dreams." "Thanks, I know all the right moves." "Are you happy to see me, or is that just a sword in your sheath?" "A man like you does a lot to a girl like me." "The first time I saw you, I thought you were someone I'd like to get to know better. I know a lot better, now." "I always love passes from men with nice..., um, buns." "Are your lips as sweet as your words? I'd love to take a taste, but I'm afraid I might be tempted to go further. I can't resist temptation."

215.qgmEdit

This archway opens onto the Town Square. This archway leads to the west side of town. You'll have to pass through here for the "west side story." This sailing ship looks like something that could be used to cruise the Med or go fishing. The brisk sea wind flings the cold sea spray into your face. The air is filled with the subtle aroma of dead fish. You've found the docks of Silmaria. Other than some minor magic on the doors of the Dead Parrot, you can sense very little in this area. This place feels relatively safe from danger. This dock looks like a perfect place to dive into the sea. You do know how to swim, don't you? How long can you hold your breath? Examine the Boat Pretty high tech, too. Looks like it has full "winternet" access. Everything's on sail today! What's up dock? Schooner or later, you're going to keel over... ...but then think of the fun you'd be mizzen! Given your extensive knowledge of seamanship, you think this boat is a sailboat. Sail the Boat Steal the Boat Rent the Boat Unfortunately, this boat is too complicated for you to sail. You'd be better off borrowing a row boat somewhere. Given your previous experiences with boats, you're not sure you can sail a boat that won't float in your bathtub. After all, your bathtub boat always capsized. Are you kidding? You don't know a forecastle from a mizzen, or a trireme from a galleon. It will cost you %I drachma. Do you wish to rent the boat? This balcony is a perfect place for Gnomeo to meet his Juliette. According to the hanging sign, this is the entrance to "The Dead Parrot Inn." If the sign could talk, it would say, "Dead Parrot Inn." The sign gives nary a squawk. It only communicates in sign language. The Science Island crowd prefers to call it the "Polly Gone" Inn. This is not the path to inner peace. The stairs lead to the balcony to the pathway to the archway to the Town Square. You can't reach the balcony from here. Oh, you don't want to do anything with that -- it's path-etic. This seems to be a Weapon Shop. Hefting your hefty pack, you hoof your way towards the town. From the wall above, the guard raises the portcullis. The address says 12345 Aerris Way. That sounds familiar. You have found the entrance to the Famous Adventurer's Correspondence School. Why, it's your Alma Mater! This seems to be a Weapon Shop. This seems to be a Weapon Shop. It looks like there was a sale on clubs last month. Clubs are useful against certain mythological creatures... ...especially clubs made from a certain wood cut down after sunset... ...once a year, people would attend their favorite night clubs and shout "Harpy, yew near!" This is the east gate of the city. Through this portal lies Science Island and the exciting island of Marete. Why, it's a sail. This is a sailing ship, after all. You start to read the palm, hoping to learn something important about the future. Oh, wait, this isn't the kind of palm one reads, is it? You magically open the gate with your spell. You run your hand over the rough bark of the palm. Fortunately, its bark is worse than its bite. You shimmy your way up the palm, skinning one knee in the process. The view isn't any better from up there, so you climb back down. This is a ruined section of the old town wall. Once Silmaria was a mighty fortress overlooking the sea. The sea looks calm and inviting. Like a Siren's song, it lures you to danger. You can't afford the sail -- it isn't on sale at the moment. The dock would be a perfect place to take a dive into this inviting water. The Glide spell would not work on these waters. You rummage around in the crate, but find nothing of value. Crate. Just crate. You attempt to read the palm. It remains inscrutable. The palm looks "frondly" over the Dead Parrot Inn. You climb around the old town wall for a while. It reminds you of your childhood. You shimmy your way up the palm, skinning one knee in the process. The view isn't any better from up there, so you climb back down. Wooden you know it... You resist the urge to put on boxing gloves. This sign reveals that the building is called "The Dead Parrot Inn." The roof of the building is constructed out of carefully laid red tiles. You can't reach the upstairs door from here. This door leads into an upstairs room of the Dead Parrot Inn. The door to this inn appears to have been crafted from exotic, imported woods. Obviously no expense was spared here. The portico is neat and well-constructed. This looks like an expensive joint. Examine the Door Pick the Lock The door is well-constructed. The ornate carved wood reminds you of some of the doors you saw in Shapeir. The lock is a simple keyhole, and there is no discernable trap. Knock on the Door Listen at the Door No one responds. Everyone must have passed out or gone to bed. You hear only the reverberation of the surf upon the rocks. You successfully pick the lock, but the door is securely barred. You suspect the owner does not desire uninvited guests. Your key will not open this door. Your spell doesn't seem to work -- the door must be barred on the inside. Topiary was never in your job description. Just looking at this plant makes you feel bushed. The promenade around the Dead Parrot Inn's second story accesses the path leading to Town Square. At first glance, this building looks like a fortress, its windows heavily barred. Then you observe that the quality and opulence of its construction befits a small palace. You suspect someone with a lot of money built this atypical inn. Past a gap in the window curtain you see... Hey! What are you, a Peeping Tom? The window is securely fastened (no matter how fasten-ating you might find it). This door probably leads to the second story of the Dead Parrot Inn, where the guests have rooms. Examine the Door This door is plain, but very solid. The keyhole has a unique lock on it -- one that you've never seen before. You guess this takes a special guest key. Knock on the Door Pick the Lock Listen at the Door You enter the corridor of the Dead Parrot Inn that leads to your bedroom. No one answers your knock. You can only hear the sound of your breath and the murmur of the sea. This lock is unique... Someone knows thieves here, and has found a lock that the toolkit's tools won't unlock. It's probably magical. This door must be magically locked. This well-worn path leads up to the Town Square of Silmaria. Heavy boulders border the path, reminders of a glacial past. The boulders are too heavy for even you to move. Climbing the walls already, are we? Unfortunately, the walls are slick with the sea spray and prove too difficult to get a footing. The wall of the Town Square looms above the dock area. Reaching down, you discover that the path to the Town Square is covered in... dust! Oh, maybe that isn't so surprising, come to think of it. You can't reach the windows from here. Windows high in the wall look down over the dock area. You can't make out anything behind them from here. You're barred from breaking the barn. The Weaponer would probably disapprove. The old barn looks well maintained, but out of place. Why would anyone need a barn in Silmaria? Perhaps the Weaponer wants to be the Centaur of attention. An old brick chimney rises above the weapon maker's forge. It takes a lot of heat to make a fine weapon. This is the smithy where weapons, shields, and helms are manufactured in Silmaria. Ouch! Those spiky bits are sharp! The spiked branch rises out of the rocks like a cactus in the desert. Peering through the windows, you see the weaponsmith's workshop. Everything is clean and neatly arranged. The weaponsmith's windows are securely latched. The chimney carefully funnels the heat away from the building. It is barely warm to the touch. The barn doors are barred. This seems to be the Centaur weaponsmith's home. You wonder why the doors of this building look like something you'd see on a barn. Then you realize that the Weaponer is a Centaur, and it all makes sense. It's a shrubbery all right, but it's going "ni-where." It looks like a nice enough shrubbery, but you're not sure you'd want your sister to marry one. Your spell has no effect -- there must be a bar on the other side. This fortress protects the city of Silmaria from the monsters and invaders on the rest of the island of Marete. Slimy with seaweed and salty water, these stones struggle to survive the surf and sand. You can barely make out the sillouette of a guard through the window. Unfortunately, the guard pays no attention to you. Ha! Foolish person, there is glass in this window, and your spell has no effect on the person inside. You'd best keep your distance from that -- you might get bushwhacked. Are there two heads to this bush? And it looks so presidential. Maybe it's a Georgia Bush. This is the guard tower where the city guards come to play bridge and pinochle during work hours instead of patrolling the walls like good little guards. The rocks along the shoreline feel smooth and polished from years of wind and tide. Besides the fact that you can't get up to the tower from here, those snobby guards probably wouldn't invite you into their pinochle game anyway. That would be quite a climb... and this really isn't the climate for it. The rocks along the cliff look totally igneous. That's very gneiss. Just don't take it for granite. It's the sediment that counts. You can't get to the sea this way. The rocks here are too slick to climb safely. You don't want to get seriously injured, do you? The waves of the Med Sea roll gently on the rocks. This is the entrance to the school you feel you know so well, and yet have never seen or visited. Through the open window you see a selection of quality weapons, shields, and armor. The smith obviously takes a great deal of pride in his work. While it is said that one's reach should exceed one's grasp, you'll most likely have your grasp severely shortened if you reach into the smith's window like that. The weapon shop looks closed for the night. The wooden shutter which blocks the weapon shop window is securely barred and cannot be opened. The door does not look like anyone has used it for some time. This rounded building stands as a lookout tower. (Look out!) Examine the Door This door is covered with sandy dust and spiderwebs. The lock is a simple one, but it has been locked. Listen to the Door Knock on the Door Pick the Lock You hear the gentle sound of snoring. You knock loudly, but the person inside must be a sound sleeper. You easily pick this lock and try to open the door. There's either a bar on the other side of the door, or one of the stacks of books has fallen over. There is no way to push your way into the room. Your key will not open this door. This door must be barred on the inside. You can't get to the round tower from this side of the gate. This sand is mixed with gravel and rocks. Your head feels like Abdull sat on it. Your mouth tastes like you've been eating sand. Your stomach is rolling like the waves a storm. In general, you have a terrible hangover. You don't have enough money to afford to rent a boat right now. Hmmm, now you've done it. You pick out some fist-sized rocks for throwing, and put them away for ammunition.

220.qgmEdit

"We will notify Logos that you have completed the Rite of Destiny." You tell the guards about Rakeesh. The guard returns to watching his post. "We are not here to answer questions." "This is the Hall of Kings. No one enters without permission." "We are not tour guides. Ask a merchant in the Town Square." "Our duty is to guard the Hall of Kings." "We do not converse on duty." "Logos is expecting you. You may enter." The guard is watching you with a pugnacious look. He definitely has a bad attitude. The guard curtly nods his head in response. The Guard briefly smiles at you. "We will bring aid ammesos! Guards, Guards!" "You have won the Rite of Conquest. Everyone will be summoned to the Hall of Kings." "Oreh-a! You have completed the Rite of Freedom. You will soon be summoned to the Hall of Kings." "You may enter the Hall of Kings now." "What has happened? Guards, to me! Trouble!" One guard races to give Rakeesh the antidote to the poison, the other escorts you into the Hall of Kings. Parakalo, wait. We will summon the others." "No one may enter the Hall of Kings until all the contenders have fully funded the Rite of Rulership." Ask about Hall of Kings The locked gate prevents entrance into the Hall of Kings. The guards ignore you. The guard tells you to return in the morning. Ask about Guard Say Goodbye Ask about Silmaria Greet the Guard Ask about Guard Tell about Rakeesh's Words Ask about Duty Say Goodbye Say Goodbye The gate guard does not seem to be impressed with the sigil in your hand. "Bravo! You have won the Rite of Valor. All will be summoned to the Hall of Kings." The guard ignores your offer of the shield. Guards of Silmaria do not take bribes. The guard looks with some curiosity at the Hydra Teeth, but makes no comment. "You have completed the Rite of Peace. All will be summoned shortly." "It looks like water to me. I will trust your word in this matter." The guard shows little interest in examining the object. The guard shows no interest in your water-filled amphora. "You have found my weakness. I do have a taste for this strange food." "They are lovely. Thank you. I will send them to my beloved Kreesha." "Wait! There is Evil nearby here. We are in danger." "Greetings, my friend. It is good to see you here in Marete. This island is already in need of your skills. I fear that it will need more heroism from you as things continue." Your Liontaur friend Rakeesh, once the King of Tarna, walks with a pronounced limp from his battle against the Demons. Still, he looks ready to fight again whenever he may be needed. Now you've done it. You've gotten him mad. The guard is obviously not impressed by the statue, and makes no response. This person has a sense of pride in doing his duty well. Your friend lies nearly motionless. His life force is rapidly dissipating as the deadly poison courses through his veins. Talk to Rakeesh Make Thief Sign Never Mind "You left behind most of your equipment when last I saw you. I am sorry, but I was unable to bring most of it. I can, however, give you this." "Greetings, my friend. I sense that your adventures in Mordavia have altered you. You seem more mature and wise, but there is some sorrow in your soul. The price for being a hero is sometimes costly." "Take some time to relax and enjoy yourself in Silmaria. I do not believe there will be any great disasters until the Rites of Rulership begin. Once they do start, you will have need of all your skills to determine the truth behind what goes on here." "That reminds me. You left a few things behind when you were summoned away from us in Tarna. I have brought Soulforge, the Paladin sword that I gave you when you took oath as a Paladin." "However, I sense you have another Paladin sword the equal of Soulforge. If you do not object, I will keep Soulforge. I may have need of it in Silmaria." "I will return the sapphire pin you always wore. I could sense the magic of friendship which it contains." "Good day. The first of the quests begins, and I can see you are eager for information. How may I aid you?" "Greetings. Forgive me for being so solemn after your success. However, the murder of Kokeeno disturbs me greatly. This is but the first of the Rites, and already one has died." "Good day to you. Ready to begin your next quest? You will need the use of a boat if you are to find where the Hesparian Mercenaries have established their base." "You do not know how glad I am to see you here safely. Magnum Opus is dead, and Erasmus has been poisoned. I knew that the Rite would be dangerous, but I did not fully realize the dangers here." "This Rite of Valor is a throwback to tradition. The Hydra is a monster from antiquity, and is seldom defeated. It cannot truly be killed, for it regenerates from any injury." "Your greatest challenge will be in getting to Hydra Island. It is beyond the area where the fishing boats can safely travel." "Get down!" You quickly obey Rakeesh's order. "Thank you, but no thanks. Kreesha would be most jealous if I married you." "Thank you, but I do not care for such things." "Thank you for the offer, but I have no need for it." "Congratulations. I am glad that you were victorious." "Good. I am pleased at your success. The mercenaries will regret they ever heard of Silmaria." Ask about Skills Greet Rakeesh Rakeesh does not seem to even notice your offering. He is in too much pain from the poison. Ask about Rakeesh Ask about Tarna Ask about Kreesha Ask about Shakra Ask about Heroism Ask about Logos Ask about Assassin Ask about King Ask about Rites of Rulership Tell about your Adventures in Mordavia Say Goodbye Ask about Rakeesh Ask about Truth Ask about Paladin Greet Rakeesh Tell about Your Adventures in Mordavia Say Goodbye Ask about Ring of Truth Ask about Invasion Ask about War Ask about Rakeesh Greet Rakeesh Ask about Quests Ask about Naxos Ask about Invaders Say Goodbye Ask about Paladins Ask about Rakeesh Greet Rakeesh Ask about Rite of Rulership Ask about Kokeeno Say Goodbye Ask about Invaders Greet Rakeesh Ask about General Ask about Boats Ask about Rakeesh Say Goodbye Ask about Sifnos Ask about Magnum Opus Ask about Erasmus Greet Rakeesh Ask about Hesparian Mercenaries Ask about Rakeesh Say Goodbye Ask about Hydra Ask about Rite of Rulership Ask about Rakeesh Say Goodbye Ask about Rakeesh Ask about Antidote Ask about Getting Help Ask about Logos Ask about Tarna Ask about Kreesha Ask about Shakra Ask about King Ask about Rites of Rulership Ask about Assassin You tell Rakeesh how you defeated the General. "Your methods are different than mine would be, but you obviously used your intelligence and wisdom. You would make a good king, I am certain." "Good. We need more Truth here to shatter the lies." "It is unwise to make such a sign before someone that you know is not a guild member. They might suspect that you are not entirely honest, my friend." "Forgive me, my friend, but I cannot practice with you. My hindquarters have grown stiff, and my ability to fight is very poor now. Perhaps when the weather grows warm again, we shall improve our skills together." "I gave my pills... to Logos. His pills... were missing." "I arrived not long after King Justinian had been killed by the assassin. Judging from the evidence, the assassin has the skills of a thief, for he scaled several walls and avoided many guards." "I am pleased to see you again, Prince of Shapeir." You manage to get Rakeesh to swallow a Poison Cure Pill before he passes out from the agony. Rakeesh is not poisoned, so there is no need to give him the pills now. Healing cannot help Rakeesh until the poison has been purged from his body. You tell Rakeesh how you found this at the bank, and he suggests you speak to Erasmus about it. Erasmus is good at finding out about things. Your healing has little effect against the deadly poison. You feel the honor and majesty of your friend. He radiates with the power and magic of a Paladin. You sense that Rakeesh is indeed worried and troubled. He is very frustrated that he cannot do more to help you. You can feel the agony of the poison coursing through Rakeesh's body. He is dying. "There are very disturbing signs here. I do not yet know what is going on, but I do sense as if something very dangerous lies near here." "Kreesha has a new apprentice she is instructing in the magical arts, or she would have joined us here. She said there's a strong magic surrounding this island. I suggest you speak with Shakra about that." "I was summoned here by my son Shakra, who has made this island his home. We are a long way from Tarna. My lifemate, Kreesha, will be pleased to learn that you are well and now in Silmaria." "Shakra has his own magic shop in the Town Square, and I am staying with him there. It has been a while since I had last seen him, and he has grown much." "There is an invading army of Hesperian Mercenaries on Marete. No one is certain how large this force is yet. The skills you used to bring peace in Tarna might be useful here." "Tarna is enjoying the peace you brought to our land. Your friends Yesufu and Johari are married now, and Uhura's child grows strong and proud like his mother. You are missed there." "However, the mercenaries do not seem willing to negotiate in any way. It seems the only language they understand is the sound of sword and shield." "Fortunately for Silmaria, you are here." "King Justinian was a good ruler for this land. He ruled for almost twenty years, and Silmaria has flourished." "The Centaur and I have remained good friends over the years. He is a wise counsel, and has guided two kings in Silmaria. He will soon guide a third, when the Rites of Rulership are over." "Now a new king shall be chosen by the Rites of Rulership. If you do enter the Rites, make certain that the one who does win is a worthy successor to Justinian. Silmaria deserves a good king." "The Rites of Rulership are a series of quests to prove the worth of those who would be King. The quests vary, depending upon the needs of the kingdom. Logos and I will be determining what those Rites shall be." "Shakra says that magic was used also, but he does not believe that the assassin is a spellcaster." "The poison the assassin used is deadly. It is death to any who are touched by it, unless an antidote is given within seconds. Even then, the poison cannot be cured, and only the strongest will survive the coma it brings." "I know so little about boats. I prefer the solid land below my feet rather than deep water. Liontaurs do not swim particularly well." "Enjoy this city, my friend. It is beautiful. This is why we are Heroes, you and I -- that such places remain beautiful and the people remain safe." "If you decide to pursue the Truth, speak to Logos about the King's ring. You should be able to get into the Hall of Kings by telling the guards that I sent you." "I am honored to see you again, my dear friend." "It is for the best that Ad Avis has been destroyed forever. If the Dark One had been summoned, the entire world would have been endangered. I hope sincerely that whatever menaces Silmaria is but a shadow of the Dark One." "There are too few Paladins in this world, my friend. The path of selfless goodness is difficult to travel." "Hold in your heart the truths for which we stand. We bring peace where there is war. We must show mercy to our defeated enemies. We fight for justice, rather than revenge." "Let your sword be guided by your wisdom, and your actions guided by your heart." "Go with honor, my friend." "Good luck, and be careful, my friend. I shall eagerly await your success." "You look ready and eager to face this Rite. Do not let your courage override your cunning. Think before you fight." "The island of Marete has been invaded by an army of Hesparian Mercenaries. Silmaria has no army, and while the city is well-defended, the island was not. If you travel beyond the city gates, you may encounter those fierce warriors." "It grieves me to learn of Erana's death, but at least her soul is free. She was a Wizard with the soul of a Paladin, and she brought kindness and joy to the world. It was good that you were there to give her peace." "The Ring of Truth is a magical device that only a Paladin can make, or so I have been told. I have never made one myself. I know of it from the Paladin who first gave me a sword, and set me upon the path of righteousness." "I believe that much of the problems in Silmaria are masking a greater evil. Too many things have happened recently -- the assassination, the invasion, sea folk declaring war. I am certain they are tied in some way." "Silmaria needs a Ring of Truth to uncover the lies that hide here." "A Ring of Truth is made from the ring of a true King. It must be forged in the blood of a dragon, and consecrated by the blood of a Paladin. Lastly, it must be tempered by the waters of binding." "When these things have been completed, then shall a Ring of Truth be made. When a lie is spoken in its presence, it will glow. By this, you can prove the guilt of one who would deceive you." "I fear that Silmaria will need this ring to banish the falsehoods." "For several months now, the ships of Silmaria have been under attack by the Tritons -- the half-men, half-fish sea folk. Fishing and sea trade with other kingdoms have ceased. Marete has been virtually isolated from the outside world, except for magic." "The Hesparian Mercenaries are hired soldiers. They train all their lives for war. They are disciplined, and take their time in battle. They fight with sword and shield, and are skilled archers. Do not underestimate their abilities. They will show no mercy." "Naxos is a fishing village to the west of Silmaria. Follow the road which leads south from the crossroads. All of the fisherfolk who lived there fled when the invaders arrived. Thus you will find only enemies within the village." "This Rite of Freedom will require you to face a small army. Prepare yourself for battle, but avoid it if you can. You are but one person." "I am eager and anxious about this Rite of Freedom. It is a difficult and dangerous quest. The five of you who pursue this Rite are worthy individuals, but I do not believe you will all succeed at your mission." "It is always difficult for me to send others to do a job that I would rather do myself. However, my fighting days are mostly over." "As far as we were able to determine, there is no central leader in the villages. This means that no one can give the order to surrender, although you may be able to convince individuals to do so." "I see no real solution but battle, my friend. Show mercy where you can, and take care to stay alive." "Be very careful. I am certain that the assassin will strike again." "Thank you for your kindness, my friend. Your cheerfulness does make me feel better." "Kokeeno was assassinated. This could mean only that the assassin will be trying to kill off all who entered the Rites of Rulership. However, I suspect there is more to Kokeeno's death than that." "Kokeeno's death weighs upon my soul. It would be one thing if he died bravely in battle to free his home village. No, he died by treachery -- a dagger in the back. I mourn for Kokeeno, my friend." "The next Rite will start when you enter the Hall of Kings this evening. Logos will give you more information when you get there." "Why was Kokeeno murdered so far from the city? Why in that particular spot, next to a broken pillar? Why was the pillar broken? Too many questions, and I have so few answers." "While you are on the next Rite, I will be seeking more knowledge. I will let you know if I learn anything significant." "It is always a pleasure to speak with you." "The Hesparian Mercenaries are very loyal to the one that hired them. They will not betray the secret of who is behind this. When you find them, see if you can also find some evidence of his identity. He must be brought to justice also." "If you do not know how to swim, I'd advise you to learn. The waters are very dangerous for boats." "Farewell, and remember, forethought and planning are vastly superior to afterthoughts and regrets. Prepare yourself well." "General Claudius is a ruthless warlord, but he has some aspects of honor within him. His word is law, and if you can get him to surrender, all his men will follow." "You will need to face this as a warrior, and the mercenaries will respect your skills. Try to show mercy, and ask your foes to surrender even if they despise you for it." "I am in darkness, my friend. I believe I know who is behind these things, but he is shielded to me. I cannot sense the good or evil within him. Until I know for certain, I cannot act." "General Claudius is the key to this. If you defeat him, or get him to surrender, then the rest of the mercenaries will accept their defeat. Do not kill more than is necessary." "Through your actions, perhaps those who live for war will learn peace." "Be very careful, my friend. You are a target of the assassin. May you see your enemy before he sees you." "Erasmus has been drugged, and is sleeping so deeply he cannot be awakened. He may seem harmless and humorous, but Erasmus is a powerful Wizard and a good friend to have in times of danger." "It is so good to hear your friendly voice and know that you are safe. You are as much my son as Shakra." "I hope that Salim the Apothecary can discover a way to awaken Erasmus soon. Silmaria needs him." "Never have I felt so helpless and useless! People are dying around me, and I cannot stop it." "With the defeat of General Claudius, I do not believe we will be troubled by an invading army any time soon. All who wage war knew of the general's reputation and respected his abilities. They will not dare to share his defeat." "I am comforted only by the fact you are at my side once more. I know that we will bring justice and peace to Silmaria again." "Be particularly careful right now. I have a bad premonition of impending violence." "The Hydra is a three-headed dragon. It is almost entirely immune to magical spells. It can only be injured by a magical weapon. Not even the legendary heroes of yore could defeat the Hydra by themselves." "Magnum Opus was found murdered on the road west of town. He was slumped against a broken dragon pillar. It was just like Kokeeno's death." "This is no mere assassination. It is a ritualistic murder, and has a darker purpose than we now know. We must learn the purpose of these murders, and stop it before the murderer accomplishes it." "I am frustrated and angry, and Silmaria feels like a cage. The assassin is waiting somewhere nearby, I am certain of that. I am afraid I am not the calm Paladin I should be right now." "Logos insisted that the Hydra would be the Rite of Valor. He thought that it would get you, Elsa, and Gort away from Marete, and thus you would be safer from the assassin." "I argued that by turning your back to a murderer, you only get struck from behind. You should be seeking the assassin, rather than fighting some fabulous beast." "Minos sided with Logos, and so you are seeking a monster rather than a madman." "Forgive me, my friend. The assassin is just a tool, and his master is the one that enrages me. I want vengeance rather than justice for the wrongs he has caused." "The pain... it fills me... as if burning. The poison... I cannot heal..." "You must hurry... I cannot bear this for long. If I let the blackness take me... I.... I will die." You have a very bad feeling right now. There is danger to the southwest. Rakeesh hands you the Magical Grapnel given to you by the Sultan of Shapeir. Rakeesh hands you your Katta pin, a gift from the Cat People of Shapeir, symbolizing their friendship. "I was summoned here by my son Shakra, who has made this island his home. We are a long way from Tarna. My lifemate, Kreesha, will be pleased to learn that you are well and now in Silmaria." "The Centaur and I have remained good friends over the years. He is a wise counsel, and has guided two kings in Silmaria. He will soon guide a third, when the Rites of Rulership are over." "Tarna is enjoying the peace you brought to our land. Your friends Yesufu and Johari are married now, and Uhura's child grows strong and proud like his mother. You are missed there." "Kreesha has a new apprentice she is instructing in the magical arts, or she would have joined us here. She said there's a strong magic surrounding this island. I suggest you speak with Shakra about that." "Shakra has his own magic shop in the Town Square, and I am staying with him there. It has been a while since I had last seen him, and he has grown much." "King Justinian was a good ruler for this land. He ruled for almost twenty years, and Silmaria has flourished." "The Rites of Rulership are a series of quests to prove the worth of those who would be King. The quests vary, depending upon the needs of the kingdom. Logos and I will be determining what those Rites shall be." "I arrived not long after King Justinian had been killed by the assassin. Judging from the evidence, the assassin has the skills of a thief, for he scaled several walls and avoided many guards." "Shakra says that magic was used also, but he does not believe that the assassin is a spellcaster." "The poison the assassin used is deadly. It is death to any who are touched by it, unless an antidote is given within seconds. Even then, the poison cannot be cured, and only the strongest will survive the coma it brings." This man shall guard the walls of Silmaria never again. Unfortunately, the guard was poor as well as aggressive. You can find nothing of value on his soon-to-be-rotting corpse. The guard stands directly in front of the door to the building. He reminds you a little of a Goon -- big and dumb. However, he looks like he knows how to use the huge scimitar he wields. Ask about Guard "Abdim good guard. Abdim not take bribes." "Go away." Never Mind This guy is either one of the toughest people you've ever fought, or he's got magical protection. You are not winning this battle. You don't seem to be doing much damage to Abdim. "Abdim guard Ferrari's house. No one get into Ferrari's house now." Ask about Ferrari Ask about Ferrari's House Greet the Guard Ask about Hat Say Goodbye Ask about Ferrari's Secret "You want fight? You get fight!" You can tell that Abdim is wearing strong protective magic. This person seems very dim, but rather friendly. "Ferrari got big secret in house. Ferrari very happy." "No thief ever get in house. House safe." "Abdim guard. Abdim not talk." "Hat fez. Pretty spiffy, eh?" "Bye-bye." "Boss got blackbird. It's big secret." "Abdum get you now!" Although Abdum bears a strong resemblance to all his brothers, he's not as dumb as they look. "Abdum kill you dead." You can tell that Abdum is wearing strong protective magic. You don't seem to be doing much damage to Abdum. This guy is either one of the toughest people you've ever fought, or he's got magical protection. You are not winning this battle. This person is very aggressive, and is looking for an opportunity to fight. This guard's face shows irritation. It's not a pleasant expression. This guard ignores any attempt at conversation. Abdim seems to have swung his last sword. Abdum is a deader. This guard is permanently off-duty. This guard bit the dust. The poison of the Assassin has killed Rakeesh. You are unfortunately too late to save Rakeesh. The poison has taken its toll and he lies dead.

221.qgmEdit

"Abdim good guard. Abdim not take bribes." "Go away." The guard stands directly in front of the door to the building. He reminds you a little of a Goon -- big and dumb. However, he looks like he knows how to use the huge scimitar he is wielding. Greet the Guard "Abdim guard. Abdim not talk." Ask about Abdim Ask about Ferrari's House Ask about Ferrari Ask about Ferrari's Secret Ask about Hat Say Goodbye "You want fight? You get fight!" "Abdim guard Ferrari's house. No one get into Ferrari's house now." "No Thief ever get in house. House safe." "Ferrari got big secret in house. Ferrari very happy." "Boss got blackbird. It big secret." "Hat fez. Pretty spiffy, yes?" "Bye-bye." "Abdum get you now!" Although he looks a lot like all his brothers, he's not as dumb as he looks. "Abdum kill you dead."

225.qgmEdit

This arena is huge and impressive. It obviously holds a lot of sports fans. This is the entranceway to the Arena of Silmaria. This bulletin board will keep adventurers up to date with what is going on in and around the island of Marete. This passageway leads to the stairs down to Town Square. This is Nob Hill, the ritzy section of town. You can hobnob with the nabobs here. You sense magic all around you. There is a major magical field upon the hat, moon, and pillared area beneath them. There is a little magic on the doors of the nearby houses. There is a guarded feeling here, a lingering aura of danger. It's a long way down. Good thing you're not afraid of heights. This home obviously has a wealthy owner. You're obviously in the prime real estate location. The guardhouse of the Hall of Kings is supposed to be used for the changing of the guards. The Hall of Kings is an impressive sight. This is where the King and his councilors usually meet. You get a good look at the bulletin board. Looking for a job? There are some great bennies for being a king. However, as long as the assassin is running around, the job security may not be so good. You fail to make an impression upon the Hall of Kings. Guards use diapers??? This is a guardhouse for the Hall of Kings. The guard ignores your actions. Wonder where they put the kitchen??? Why, it's Half Dome, symbol of Sierra On-Line. This is obviously a subliminal suggestion to buy more games. Buy more games.... Buy more games.... The guardhouse ignores your actions. The house is unmoved by your actions. The building pretty much ignores you. Step right on in... the door is open. The entrance to the arena is closed. Apparently, the fights are over for the evening. There is a sign on the entranceway indicating that the Combat Competition is over for the season, and the arena is closed. You cannot enter through the closed grate. Your spell can unlock the door, but it cannot open the bolt on the other side. Your key doesn't unlock this door. Sort of reminds you of a song... "Like a bridge over quiet waters..." This rock platform is perfect for basking in the sun. Looks like a good place for cats. Judging from the huge paw prints in the sand, it's a favorite spot for a really big kitty... This arena is an impressive example of coliseum architecture. This hangs suspended in mid-air. Instead of moonlight, it's a light moon! Your spell no longer activates the magic of the portal. This is a very strange area. You have a strong suspicion that magic is involved here. There is a minor magical field that keeps this moon suspended above the hat. Examine the Platform Kick It Kick It Listen to It Examine the Area Kick It Carefully studying this contraption, you are certain that magic was used to create this area. Even the pillars have a strangeness about them. You sprain your toe on one of the pillars. You hear the hum of magic. The area is silent but for the subtle sound of the nearby stream. The stonework on the pillars has lost the bright glow, and the hat hovers listlessly above you. Nothing happens when you kick the portal. You activate a Teleport Spell upon this magical portal. You sense an active spell upon this area that has something to do with teleportation. This door leads into the Hall of Kings. It can only be opened by the guards inside of it. The huge door makes a rather impressive entrance for the Hall of Kings. Through this passage, you can see the stairs down to Town Square. It's a loooong way doooown. This fern is a healthy example of "polypodiophyta." Many of the rocks around here seem to be of volcanic origin. Considering that this island is a dormant cinder cone, this makes a degree of sense. The Hall of Kings will not allow a murderer like you to enter. You will not be able to compete in the Rite of Rulership. You realize that your spell has little effect on the magically protected doors of the Hall of Kings. This upper window is barred securely. The owner probably has some expensive things inside, and knows how to deter theft. The bars on this upper window seem to be slightly rusty. You work the oil between the bars and the window frame. You can now twist the bars in place. You can't get close enough to the window from the ground to be able to do much with the obviously rusted bars. Examine the Window Through the rusted bars blocking the window, you see a well-lit room with many interesting and potentially valuable items that attract your avarice and attention. The bars of this window have been replaced, and the damaged framework has been repaired. The bars that secure this window are rusty, but still holding. In this damp sea air, you wonder if perhaps a few more days' rust will do the trick. Examine the Bars The oil has worked its way into the wood that holds the rusting bars. This creates a small gap around each bar, and allows you to move the bars slightly. The bars that secure this window run through the frame into the wall. You would have to remove the bars before you could open the window. However, these bars were made from a cheap metal, and are seriously starting to rust. Open the Window Remove the Bars Use your Acme Thief Toolkit Use Your Acme Thief Toolkit Break the Window Twist the Bars The bars and the window frame have been replaced and reinforced. There is no way to break in through this window without awaking the entire city. This window cannot be opened until the bars that secure it are removed. It will take more than brute force to remove these bars without making too much noise. You try using your thief kit to remove the bars, but the bars aren't quite loose enough to move. The rust is sealing them in place, and the bars aren't slick enough to rotate. With the clever use of your tools, you carefully extract the bars, pry up the nails, and remove the window, frame and all. You have gained entry to Ferrari's House, and you quickly take advantage of this to enter. Breaking the window glass would only alert Ferrari's guards. Until the bars are removed, you can't get into the house. Twisting the slippery bars loosens the rust that holds them in place. You see a gap forming between the bar and the frame, so you jiggle the bars even more. The window is latched on the inside; your toolkit won't help. This is a very tempting door for anyone of a dishonest nature. Who knows what treasures lie beyond? The bars are fixed in place. You would have to destroy the entire window frame to remove them. Since you are trying to be stealthy, that isn't a practical solution. The bars that secure this window run through the frame into the wall. You would have to remove the bars before you could open the window. However, they are firmly seated, and almost impossible to remove without making loud noises. Remove the Bars Examine the Window This window offers you a view of the stairway and a wall hung with some nice paintings. A white vase attracts your desire for closer inspection. You suspect it's worth some money. This window cannot be opened unless the bars are removed, but they are firmly set in place. As tempting as those windows might be, you can't get at them from here. Open the Window Use your Acme Thief Toolkit The window cannot be opened until the bars that secure it are removed. The bars are set into the frame too firmly for your toolkit to be of much use. You pour the oil around the bottom and top of the bars, but it only makes them slick. The window is latched on the inside; your toolkit won't help. The fence is too well-made to move, and too difficult to climb over. This fence looks like it was made from spears. Not a nice thing to try to climb, unfortunately. This door looks rather dull and unimpressive, as doors go. This building looks rather small and dull compared to most of the houses along this area. This wall attaches tightly to the fence of spears. Knock on the Door There is no response to your knock except the sound of a loud snore. Someone is sleeping very soundly quite close to the door. Listen at the Door Examine the Door Pick the Lock The guard blocks the door, and you cannot get around him to reach the door. You are practically deafened by the sound of snoring from someone sleeping near the door. The door is made from expensive hard wood, and is extremely thick and sturdy. The lock is elaborate and tricky. You suspect that the owner of this house has money, and knows how to discourage thieves. There's obviously some magic involved with this door, because your spell will not work. You detect the faint aura of a magical lock here. Considering the noise within and the guards without, just as you pick the lock you realize that this would probably not be the best of ideas. You decide not to commit social suicide. The fence is a nifty barrier to prevent your approach to the building. You can't get near this boring door to try to open it. This roof is taller than most and should afford a good view from the top, assuming you could get up to it. The tower building seems to be connected to the building in the middle. Your rope will not reach to the top of the building. You will need to be closer to the roof before you throw it. You set the grapnel firmly on the roof, and then climb the rope. It would take a thief to get into this building. This house looks like it is closed up for the winter. The owners have left it all alone. Lonely, isn't it? The roof of this building looks safe and secure. The high windows on this towering building seem to be shaded. It's hard to tell from this distance. Through the shade, you see this window is high above the floor of an empty room. You would have to remove the window frame or break the window to open this. It's probably not worth the chance of getting caught. The roof of this building seems solidly built, and can easily support your weight. You set the grapnel firmly on the roof, and then climb the rope. Your rope will not reach to the top of the building. You will need to be closer to the roof before you throw it. This is the entranceway to the arena's antechamber. This is a very well-made door. This is a door to the upstairs section of the building. You simply open the door and enter the building. There seems to be magical protection on this door to prevent your spell from working. You don't suppose the townspeople have heard of the Open Spell before, do you? This is the wrong key for this door. You knock at the door. However, there is no response. Examine the Door Listen at the Door Knock at the Door Pick the Lock Looking carefully at the door, you notice that sand has blown up against it, and some grass strands are starting to sprout. This door obviously hasn't been opened for at least a week. The lock is just a simple keyhole, but there are several scratch marks near the opening. There is no discernible sound from the other side of this door. Open the Door Seeing as it is broad daylight, you take this opportunity to scope out the place and see if anyone is at home. No one seems to be here right now. Hmm, this could be an opportunity for tonight. There is no response to your knock; apparently no one is home right now. Hmm, this could be an opportunity. The door is securely locked. Trying to force it open would probably attract the guards. You detect a faint hint of a magical lock on this door. Hmmm. This lock is trickier than it looks. You obviously need more practice at this. This is not the best time to pick locks. The guards might see you doing this, and you'd just get caught. You hear the satisfying click as the door is unlocked. Stealthily you make your way into the dark interior of the house. This key does not unlock this door. You open the door and enter the dark room beyond it. There seems to be magical protection on this door to prevent your spell from working. You don't suppose the townspeople have heard of the Open Spell before, do you? These aren't coconut palms, so there's nothing useful you can get from them. This palm looks prim and proper. If rocks could talk, this stone would moan to leave it a "loam." This large rock looks firmly entrenched in the dirt. Oh fern, I'm awfully frond of you! This palm proudly provides a perch for pelicans (if there were any in this area). You clamber up the palm, which is not a pleasant thing to do, considering how rough a palm is. Then you quickly climb back down before you are too bored by the view. This appears to be a date palm, but when you ask it for a date, it coyly turns you down. You quickly climb to a point where pelicans would nest, if pelicans nested in trees and if there were any in Silmaria. Failing to find anything fowl, you find your way down. The calm palm has a green sheen and a brown crown. The walls of this city are extremely well-constructed. This pathetic palm grows grimly beside its bolder brother. This rock platform is perfect for basking in the sun. Looks like a good place for cats. Judging from the huge paw prints in the sand, it's a favorite spot for a really big kitty... This is a spiffy spruce. A pack of palms parades properly in place. This sweet spruce is a real "tree-t." This upper window is a Siren's lure for any thief who wants a chance to break into places. Unfortunately, it seems to be barred. This rock is greatly granite and pockmarked with pimples of pyrite. You'd get a hernia before this rock would roll. This wall is lined with spikey bits. It'is probably not something you want to try to jump or climb, especially when you can see the entrance. Examine the Window Through this barred window, you can see a lavishly decorated central room with a staircase leading to the second story. There is a door on the side of the building, but it is also securely barred. The bars that secure this window run through the frame into the wall. You would have to remove the bars before you could open the window. However, they are firmly seated, and almost impossible to remove without making loud noises. Remove the Bars You don't think anything inside this building is worth the amount of effort it would take to open this window. These bars are really, really secure. As tempting as those windows might be, you can't get at them from here. Open the Window Use your Acme Thief Toolkit The bars are fixed in place. To remove them would require breaking the window and using a crowbar. This is not the subtle approach. The window cannot be opened until the bars securing the window are removed. The bars are too firmly set into the frame for your toolkit to be of much use. You pour the oil around the bottom and top of the bars, but it only makes them slick. The window is latched on the inside; your toolkit won't help. The spikes at the top of the wall are sufficiently daunting that you decide against climbing this thing. The spikes at the top of the wall are sufficiently daunting that you decide better than to climb this thing. This wall is lined with spikey bits. It's probably not something you want to try to jump or climb, especially when you can see the entrance. This cylindrical building looks "cylly." This rounded building doesn't seem very exciting. This looks like a Wizard's hat. Do you suppose it's magical? Duh... This widow's walk wraps around the front and side of the upper story of this building. At the side of the building, you notice a door opening to this balcony section. The magic surrounding this hat keeps this chapeau afloat. You quickly realize that you cannot use the rope and grapnel here without being noticed by the guards. The upper story walkway is well-constructed and unmoved by your actions. The roof of this building is flat. Obviously, they don't get a lot of snow around here, or it would collapse under the weight. You try to catch your breath and recover from that close call. You know that you won't get a second chance with this one, and you are really disappointed. You feel the hair start to rise on your neck, and you have an impending sense of grave danger. You are all summoned to the Hall of Kings for the Rite of Rulership. You return to your room for some needed rest and relaxation, and are summoned to the Hall of Kings the next morning. You are too far from this window to do anything with it. You cannot reach Rakeesh's purse to pick it without looking like an utter fool and getting caught. You are all summoned to the Hall of Kings for the Rites of Rulership ceremony. The ceremony for the Rite of Freedom will begin when all approach the Hall of Kings. This balcony walkway extends around the front and to the side of this building. The windows are dusty and shuttered, so you cannot see into the building. You use your thiefly skills to traverse to the building's walkway. This sort of thing is really frowned upon by the city officials. You'd better wait until night before trying this. You climb down the rope to get to the ground. The flags wave continually from the steady wind that blows off the sea. These flags proclaim that this is the center of government for the city of Silmaria. This rooftop would be a nice place to put a lawn chair to sun yourself, if there was some way to get to it. Your rope will not reach to the top of the building. You will need to be closer to the roof before you throw it. You set the grapnel firmly on the roof, and then climb the rope. This towering building overhangs the building below it. This rock is cleft. It must be the rock of ages! This boulder won't budge. This rock is ignorant that it is igneous. This stone won't turn. This aquaduct diverts the stream around Nob Hill. This seems to be a variety of evergreen known as Joonas Juniper. It's common in the far northlands of Finelandia. This upper building looks like the same basic design as the building down the way. Silmarian tract housing? There is a sign on the arena entrance saying that there will be a combat competition tonight at 8:00. The doors will open at 6:00 this evening. Right now, the arena is closed. The metal grate cannot be moved. There is a sign on the arena entrance saying that there will be a combat competition tonight at 8:00. The doors will open at 6:00 this evening. Right now, the arena is closed. This building is well-constructed.

225-1.qgmEdit

This arena is huge and impressive. It obviously holds a lot of sports fans. This is the entranceway to the Arena of Silmaria. This bulletin board will keep adventurers up to date with what is going on in and around the island of Marete. This passageway leads to the stairs down to Town Square. This is Nob Hill, the ritzy section of town. You can hobnob with the nabobs here. You sense magic all around you. There is a major magical field upon the hat, moon, and pillared area beneath them. There is a little magic on the doors of the nearby houses. There is a guarded feeling here, a lingering aura of danger. It's a long way down. Good thing you're not afraid of heights. This home obviously has a wealthy owner. You're obviously in the prime real estate location. The guardhouse of the Hall of Kings is supposed to be used for the changing of the guards. The Hall of Kings is an impressive sight. This is where the King and his councilors usually meet. You get a good look at the bulletin board. Looking for a job? There are some great bennies for being a king. However, as long as the assassin is running around, the job security may not be so good. You fail to make an impression upon the Hall of Kings. Guards use diapers??? This is a guardhouse for the Hall of Kings. The guard ignores your actions. Wonder where they put the kitchen??? Why, it's Half Dome, symbol of Sierra On-Line. This is obviously a subliminal suggestion to buy more games. Buy more games.... Buy more games.... The guardhouse ignores your actions. The house is unmoved by your actions. The building pretty much ignores you. Step right on in... the door is open. The entrance to the arena is closed. Apparently, the fights are over for the evening. There is a sign on the entranceway indicating that the Combat Competition is over for the season, and the arena is closed. You cannot enter through the closed grate. Your spell can unlock the door, but it cannot open the bolt on the other side. Your key doesn't unlock this door. Sort of reminds you of a song... "Like a bridge over quiet waters..." This rock platform is perfect for basking in the sun. Looks like a good place for cats. Judging from the huge paw prints in the sand, it's a favorite spot for a really big kitty... This arena is an impressive example of coliseum architecture. This hangs suspended in mid-air. Instead of moonlight, it's a light moon! Your spell no longer activates the magic of the portal. This is a very strange area. You have a strong suspicion that magic is involved here. There is a minor magical field that keeps this moon suspended above the hat. Examine the Platform Kick It Kick It Listen to It Examine the Area Kick It Carefully studying this contraption, you are certain that magic was used to create this area. Even the pillars have a strangeness about them. You sprain your toe on one of the pillars. You hear the hum of magic. The area is silent but for the subtle sound of the nearby stream. The stonework on the pillars has lost the bright glow, and the hat hovers listlessly above you. Nothing happens when you kick the portal. You activate a Teleport Spell upon this magical portal. You sense an active spell upon this area that has something to do with teleportation. This door leads into the Hall of Kings. It can only be opened by the guards inside of it. The huge door makes a rather impressive entrance for the Hall of Kings. Through this passage, you can see the stairs down to Town Square. It's a loooong way doooown. This fern is a healthy example of "polypodiophyta." Many of the rocks around here seem to be of volcanic origin. Considering that this island is a dormant cinder cone, this makes a degree of sense. The Hall of Kings will not allow a murderer like you to enter. You will not be able to compete in the Rite of Rulership. You realize that your spell has little effect on the magically protected doors of the Hall of Kings. This upper window is barred securely. The owner probably has some expensive things inside, and knows how to deter theft. The bars on this upper window seem to be slightly rusty. You work the oil between the bars and the window frame. You can now twist the bars in place. You can't get close enough to the window from the ground to be able to do much with the obviously rusted bars. Examine the Window Through the rusted bars blocking the window, you see a well-lit room with many interesting and potentially valuable items that attract your avarice and attention. The bars of this window have been replaced, and the damaged framework has been repaired. The bars that secure this window are rusty, but still holding. In this damp sea air, you wonder if perhaps a few more days' rust will do the trick. Examine the Bars The oil has worked its way into the wood that holds the rusting bars. This creates a small gap around each bar, and allows you to move the bars slightly. The bars that secure this window run through the frame into the wall. You would have to remove the bars before you could open the window. However, these bars were made from a cheap metal, and are seriously starting to rust. Open the Window Remove the Bars Use your Acme Thief Toolkit Use Your Acme Thief Toolkit Break the Window Twist the Bars The bars and the window frame have been replaced and reinforced. There is no way to break in through this window without awaking the entire city. This window cannot be opened until the bars that secure it are removed. It will take more than brute force to remove these bars without making too much noise. You try using your thief kit to remove the bars, but the bars aren't quite loose enough to move. The rust is sealing them in place, and the bars aren't slick enough to rotate. With the clever use of your tools, you carefully extract the bars, pry up the nails, and remove the window, frame and all. You have gained entry to Ferrari's House, and you quickly take advantage of this to enter. Breaking the window glass would only alert Ferrari's guards. Until the bars are removed, you can't get into the house. Twisting the slippery bars loosens the rust that holds them in place. You see a gap forming between the bar and the frame, so you jiggle the bars even more. The window is latched on the inside; your toolkit won't help. This is a very tempting door for anyone of a dishonest nature. Who knows what treasures lie beyond? The bars are fixed in place. You would have to destroy the entire window frame to remove them. Since you are trying to be stealthy, that isn't a practical solution. The bars that secure this window run through the frame into the wall. You would have to remove the bars before you could open the window. However, they are firmly seated, and almost impossible to remove without making loud noises. Remove the Bars Examine the Window This window offers you a view of the stairway and a wall hung with some nice paintings. A white vase attracts your desire for closer inspection. You suspect it's worth some money. This window cannot be opened unless the bars are removed, but they are firmly set in place. As tempting as those windows might be, you can't get at them from here. Open the Window Use your Acme Thief Toolkit The window cannot be opened until the bars that secure it are removed. The bars are set into the frame too firmly for your toolkit to be of much use. You pour the oil around the bottom and top of the bars, but it only makes them slick. The window is latched on the inside; your toolkit won't help. The fence is too well-made to move, and too difficult to climb over. This fence looks like it was made from spears. Not a nice thing to try to climb, unfortunately. This door looks rather dull and unimpressive, as doors go. This building looks rather small and dull compared to most of the houses along this area. This wall attaches tightly to the fence of spears. Knock on the Door There is no response to your knock except the sound of a loud snore. Someone is sleeping very soundly quite close to the door. Listen at the Door Examine the Door Pick the Lock The guard blocks the door, and you cannot get around him to reach the door. You are practically deafened by the sound of snoring from someone sleeping near the door. The door is made from expensive hard wood, and is extremely thick and sturdy. The lock is elaborate and tricky. You suspect that the owner of this house has money, and knows how to discourage thieves. There's obviously some magic involved with this door, because your spell will not work. You detect the faint aura of a magical lock here. Considering the noise within and the guards without, just as you pick the lock you realize that this would probably not be the best of ideas. You decide not to commit social suicide. The fence is a nifty barrier to prevent your approach to the building. You can't get near this boring door to try to open it. This roof is taller than most and should afford a good view from the top, assuming you could get up to it. The tower building seems to be connected to the building in the middle. Your rope will not reach to the top of the building. You will need to be closer to the roof before you throw it. You set the grapnel firmly on the roof, and then climb the rope. It would take a thief to get into this building. This house looks like it is closed up for the winter. The owners have left it all alone. Lonely, isn't it? The roof of this building looks safe and secure. The high windows on this towering building seem to be shaded. It's hard to tell from this distance. Through the shade, you see this window is high above the floor of an empty room. You would have to remove the window frame or break the window to open this. It's probably not worth the chance of getting caught. The roof of this building seems solidly built, and can easily support your weight. You set the grapnel firmly on the roof, and then climb the rope. Your rope will not reach to the top of the building. You will need to be closer to the roof before you throw it. This is the entranceway to the arena's antechamber. This is a very well-made door. This is a door to the upstairs section of the building. You simply open the door and enter the building. There seems to be magical protection on this door to prevent your spell from working. You don't suppose the townspeople have heard of the Open Spell before, do you? This is the wrong key for this door. You knock at the door. However, there is no response. Examine the Door Listen at the Door Knock at the Door Pick the Lock Looking carefully at the door, you notice that sand has blown up against it, and some grass strands are starting to sprout. This door obviously hasn't been opened for at least a week. The lock is just a simple keyhole, but there are several scratch marks near the opening. There is no discernible sound from the other side of this door. Open the Door Seeing as it is broad daylight, you take this opportunity to scope out the place and see if anyone is at home. No one seems to be here right now. Hmm, this could be an opportunity for tonight. There is no response to your knock; apparently no one is home right now. Hmm, this could be an opportunity. The door is securely locked. Trying to force it open would probably attract the guards. You detect a faint hint of a magical lock on this door. Hmmm. This lock is trickier than it looks. You obviously need more practice at this. This is not the best time to pick locks. The guards might see you doing this, and you'd just get caught. You hear the satisfying click as the door is unlocked. Stealthily you make your way into the dark interior of the house. This key does not unlock this door. You open the door and enter the dark room beyond it. There seems to be magical protection on this door to prevent your spell from working. You don't suppose the townspeople have heard of the Open Spell before, do you? These aren't coconut palms, so there's nothing useful you can get from them. This palm looks prim and proper. If rocks could talk, this stone would moan to leave it a "loam." This large rock looks firmly entrenched in the dirt. Oh fern, I'm awfully frond of you! This palm proudly provides a perch for pelicans (if there were any in this area). You clamber up the palm, which is not a pleasant thing to do, considering how rough a palm is. Then you quickly climb back down before you are too bored by the view. This appears to be a date palm, but when you ask it for a date, it coyly turns you down. You quickly climb to a point where pelicans would nest, if pelicans nested in trees and if there were any in Silmaria. Failing to find anything fowl, you find your way down. The calm palm has a green sheen and a brown crown. The walls of this city are extremely well-constructed. This pathetic palm grows grimly beside its bolder brother. This rock platform is perfect for basking in the sun. Looks like a good place for cats. Judging from the huge paw prints in the sand, it's a favorite spot for a really big kitty... This is a spiffy spruce. A pack of palms parades properly in place. This sweet spruce is a real "tree-t." This upper window is a Siren's lure for any thief who wants a chance to break into places. Unfortunately, it seems to be barred. This rock is greatly granite and pockmarked with pimples of pyrite. You'd get a hernia before this rock would roll. This wall is lined with spikey bits. It'is probably not something you want to try to jump or climb, especially when you can see the entrance. Examine the Window Through this barred window, you can see a lavishly decorated central room with a staircase leading to the second story. There is a door on the side of the building, but it is also securely barred. The bars that secure this window run through the frame into the wall. You would have to remove the bars before you could open the window. However, they are firmly seated, and almost impossible to remove without making loud noises. Remove the Bars You don't think anything inside this building is worth the amount of effort it would take to open this window. These bars are really, really secure. As tempting as those windows might be, you can't get at them from here. Open the Window Use your Acme Thief Toolkit The bars are fixed in place. To remove them would require breaking the window and using a crowbar. This is not the subtle approach. The window cannot be opened until the bars securing the window are removed. The bars are too firmly set into the frame for your toolkit to be of much use. You pour the oil around the bottom and top of the bars, but it only makes them slick. The window is latched on the inside; your toolkit won't help. The spikes at the top of the wall are sufficiently daunting that you decide against climbing this thing. The spikes at the top of the wall are sufficiently daunting that you decide better than to climb this thing. This wall is lined with spikey bits. It's probably not something you want to try to jump or climb, especially when you can see the entrance. This cylindrical building looks "cylly." This rounded building doesn't seem very exciting. This looks like a Wizard's hat. Do you suppose it's magical? Duh... This widow's walk wraps around the front and side of the upper story of this building. At the side of the building, you notice a door opening to this balcony section. The magic surrounding this hat keeps this chapeau afloat. You quickly realize that you cannot use the rope and grapnel here without being noticed by the guards. The upper story walkway is well-constructed and unmoved by your actions. The roof of this building is flat. Obviously, they don't get a lot of snow around here, or it would collapse under the weight. You try to catch your breath and recover from that close call. You know that you won't get a second chance with this one, and you are really disappointed. You feel the hair start to rise on your neck, and you have an impending sense of grave danger. You are all summoned to the Hall of Kings for the Rite of Rulership. You return to your room for some needed rest and relaxation, and are summoned to the Hall of Kings the next morning. You are too far from this window to do anything with it. You cannot reach Rakeesh's purse to pick it without looking like an utter fool and getting caught. You are all summoned to the Hall of Kings for the Rites of Rulership ceremony. The ceremony for the Rite of Freedom will begin when all approach the Hall of Kings. This balcony walkway extends around the front and to the side of this building. The windows are dusty and shuttered, so you cannot see into the building. You use your thiefly skills to traverse to the building's walkway. This sort of thing is really frowned upon by the city officials. You'd better wait until night before trying this. You climb down the rope to get to the ground. The flags wave continually from the steady wind that blows off the sea. These flags proclaim that this is the center of government for the city of Silmaria. This rooftop would be a nice place to put a lawn chair to sun yourself, if there was some way to get to it. Your rope will not reach to the top of the building. You will need to be closer to the roof before you throw it. You set the grapnel firmly on the roof, and then climb the rope. This towering building overhangs the building below it. This rock is cleft. It must be the rock of ages! This boulder won't budge. This rock is ignorant that it is igneous. This stone won't turn. This aquaduct diverts the stream around Nob Hill. This seems to be a variety of evergreen known as Joonas Juniper. It's common in the far northlands of the Danesmark. This upper building looks like the same basic design as the building down the way. Silmarian tract housing? There is a sign on the arena entrance saying that there will be a combat competition tonight at 8:00. The doors will open at 6:00 this evening. Right now, the arena is closed. The metal grate cannot be moved. There is a sign on the arena entrance saying that there will be a combat competition tonight at 8:00. The doors will open at 6:00 this evening. Right now, the arena is closed. This building is well-constructed.

227.qgmEdit

Done Next Previous Welcome to Silmaria Rites of Rulership Island News Silmaria News Current Events Silmaria Wants You!??If you have courage, moral strength, and leadership skills, you may have what Silmaria needs in a King. Enter the Rites of Rulership for 1,000 drachmas and compete to prove your worth as the next leader of Silmaria. The Rites of Rulership have begun!  ??First Rite: The Rite of Freedom. ??Contestants must free a fishing village from the mercenary invaders and return with the Sigil of the village. The Rite of Conquest begins!??Competitors must find the location of the Hesparian Mercenaries' fortress and defeat their general. The person that returns with the general's shield shall be deemed the winner of this quest. Fishermen and Bees Flee??The fishing villages of Marete have been deserted by the fishermen. Fishing boats have been attacked by Hesparian Mercenaries, and the fishermen feared their villages would be attacked next.  ??Honeybees have also been deserting their hives. This is considered by many to be a very bad omen. The Rite of Valor begins!??Competitors must travel to the island of Hydra, defeat the Hydra, and return with the Hydra's teeth.  ??May the best person win! The Rite of Destiny begins!??Competitors must travel to Delos and find the mysterious Sibyl who foretells the future. They must learn their destiny, and return with the proof from the oracle. The Rite of Courage begins!??Competitors must seek a way to enter the gates of Hades, travel to the depths, and return with water from the river Styx. The Rite of Peace begins!??Competitors must find the sunken city of Atlantis and convince the Tritons and their Queen to agree to a peace treaty between Silmaria and Atlantis. The Final Rite begins!??Competitors must find the assassin of King Justinian, bring him to justice, and discover the plot behind the destruction of Silmaria. This is the Rite of Justice. Fishing Villages Invaded??The fishing villages around the shores of Marete have been invaded by mercenaries from the northwest. Contestants of the Rites of Rulership are expected to drive the mercenaries away soon. Keros Freed!??The mercenaries who invaded the fishing village of Keros have been vanquished by Gort, a contestant in the Rites of Rulership. Gort has been sponsered by the Academy of Science on Science Island. Marete Mourns Her King??The Kingdom of Silmaria is still shocked and in mourning for the assassination of our beloved king, Justinian. May he rest peacefully in the Elysian Fields of Hades. Ios Freed!??The fishing village of Ios has been released from the invasion by Hesparian Mercenaries. Elsa von Spielburg, sponsered by Minos, was victorious over the invaders. Tinos Freed!??The fishing village of Tinos has been liberated from the mercenaries. Magnum Opus, one of the competitors in the Rites of Rulership, was successful in driving off the invaders. Keros Freed!??The Rite of Freedom has just begun, and already a contestant has proven his worth by freeing Keros from the mercenaries.  %s, Prince of Shapier, has driven the invaders from the village. Ios Freed!??The Hesparian invaders have been defeated at the fishing village of Ios. The Prince of Shapeir, %s, proved victorious and has driven the mercenaries away. Tinos Freed!??The fishing village of Tinos has been liberated from the Hesparian mercenaries through the actions of %s, the Prince of Shapeir. He is currently a competitor in the Rites of Rulership. Naxos Freed!??The fishing village of Naxos has been freed from the mercenaries by %s, the Prince of Shapeir. Paros Freed!??The Hesperian Mercenaries were driven away from the fishing village of Paros.  %s, the Prince of Shapeir, was successful in vanquishing these enemies of Marete. Kokeeno Pookameeso Assassinated!??Kokeeno, a member of the Silmarian guards and competitor for the Rites of Rulership, was found murdered at the crossroads. A Dragon Pillar was shattered near his body. He died bravely in the cause of our Kingdom. He shall be mourned. The Archmage Erasmus is Ill??The great Wizard Erasmus, who has been a friend of Silmaria for many years, is reported to have contracted a mysterious illness. He remains unconscious at his home in the clouds. Magnum Opus Murdered??The body of Magnum Opus, competitor for the Rites of Rulership, was found beside the shattered remains of a second Dragon Pillar. Marete mourns his courage and bravery. Mercenaries Defeated??The Hesparian Mercenaries have been driven from our shores and their leader defeated, thanks to the actions of those competing in the Rites of Rulership. However, sea travel is still restricted by the mass attacks of Tritons upon ships and boats.??Dragon Pillar Destroyed??The Dragon Pillar to the north of town was destroyed by the murder of Magnum Opus. This is the second of the Pillars that has been broken. Third Dragon Pillar Broken??The Dragon Pillar to the north of the village of Ios has been destroyed. Sages say that this could lead to the release of the legendary Dragon of Doom. City guards have been sent out to protect the remaining pillars. The probable next target, the fourth Pillar, is north of Tinos. Fourth Dragon Pillar Broken??With the destruction of yet another Dragon Pillar, it is obvious that someone is attempting to destroy Silmaria as well. Legends say that if the Dragon of Doom is released, it cannot again be bound by magic. A large reward is posted for the capture of the perpetrator. Sixth Dragon Pillar Destroyed!??The Dragon Pillar near the Pegasus Nest has been destroyed. Only the pillar near the Dragon Blood Pool remains intact. The primary suspect is the assassin of King Justinian. There is a huge reward for his capture.??Peace with Atlantis??With the successful completion of the Rite of Peace, a treaty has been made with the Tritons of the sunken city of Atlantis. The waters of the Med are again safe for boats and fishermen. Bank Robbery??The First Bank of Silmaria was robbed last night. Estimated loss to the bank is about 5,000 drachmas. A 2,000 drachma reward has been posted for the arrest of the robber. Bank Robber Arrested!??Arestes, formerly a sailor, was arrested and found guilty of bank robbery. He broke into the safe at the First Bank of Silmaria and stole the drachmas stored there. Arestes is currently in the West Gate jail.??Reward goes to %s, Prince of Shapeir, for his apprehension of the criminal. Rites of Rulership??The Rites of Rulership shall begin when five or more contestants have entered. Bank Robbery??The First Bank of Silmaria was robbed, despite the city guards which patrol the area. Someone picked the bank's lock and disarmed the trap on the safe to steal the drachmas stored there.??The banker Samuel assures his customers that their money will eventually be available, despite this loss. Ugarte Assassinated??A resident of Silmaria was assassinated by a poisoned dagger. Ugarte, former resident of Rasier, and business partner of Senor Ferrari, was killed at night near West Gate bridge. Guards continue to search the city for the King's murderer as well. Assassination Attempt??A citizen of Silmaria, Ugarte, narrowly escaped assassination thanks to %s, the Prince of Shapeir. According to %s, a hooded figure threw a poisoned dagger at Ugarte. The timely application of Poison Cure Pills saved this man's life. Guards are searching the city for the assassin. Rakeesh Assassinated??Silmaria is now in mourning for the death of Rakeesh Sah Tarna, Paladin and friend to the kingdom. Rakeesh was assassinated by poisoned dagger after the conclusion of the Rite of Valor. The assassin escaped by use of magic. The world has lost a great Hero. Another Assassination Attempt??Rakeesh Sah Tarna, Paladin, narrowly escaped death by poisoned dagger. The assassin escaped by magical means.  %s, Prince of Shapeir, saved Rakeesh's life by giving the Liontaur some Poison Cure Pills. The assassin is still at large and considered to be extremely dangerous. Silmaria's Wizard Drugged??Shakra Sah Tarna, owner of the Magic Shop of Silmaria, was found drugged in his shop. Healers were unable to restore the Liontaur to consciousness. His malady appears similar to the one affecting the archmage Erasmus. The cause and the culprit are currently unknown. Scientist Apprehended??Dr. Pretorius, also known as Dr. Mobius, has been arrested on charges of drugging the Wizards Erasmus and Shakra. The scientist is also charged with attempting to interfere with the Rites of Rulership. Another Bank Robbery!??The First Bank of Silmaria was robbed again, despite increased security and the new trap set upon the safe. The robber knocked the bank guard unconscious in order to enter the bank. A reward is posted for the burglar's arrest. The Rites of Rulership has begun.??Contestants: The Rite of Freedom has been completed.??Current Standings for the Rites of Rulership: Press when you've finished looking at the News The Rite of Conquest has been completed. The Rite of Valor has been completed. The Rite of Destiny has been completed. The Rite of Courage has been completed. The Rite of Peace has been completed. The Current Message Press to see the previous message Press to see the next message Press when you've finished looking at the messages The city of Silmaria welcomes all contestants to the Rites of Rulership. Marete in State of Emergency??Hesparian Mercenaries invade the countryside, and Tritons from Atlantis have driven off all the sailing vessels from these shores. Monsters freely roam the island. A travel warning is given to all who leave the safety of Silmaria's walls. The following contestants are unranked: The following contestants are tied for first place: %s Elsa von Spielburg Magnum Opus Gort Winner of this Rite is %s.??Current Standings in the Rites of Rulership: Winner of this Rite is Gort.??Current Standings in the Rites of Rulership: Winner of this Rite is Elsa von Spielburg.??Current Standings in the Rites of Rulership: Gort has been officially disqualified from this competition. Rites of Rulership??May the best person win! Press to return to the News board Kokeeno Pookameeso Emergency! Welcome Rites of Rulership Enter Rites? Rite of Freedom Rite of Conquest Rite of Valor Rite of Destiny Rite of Courage Rite of Peace Final Rite Fishermen Flee Villages Invaded Keros Freed! Ios Freed! Tinos Freed! Keros Freed! Ios Freed! Tinos Freed! Naxos Freed! Paros Freed! Assassination! Archmage Ill Murder! Victory! 3rd Dragon Pillar 4th Dragon Pillar 6th Dragon Pillar Justinian Dead Bank Robbery Robber Arrested Bank Robbery Assassination Assassination Attempt Another Assassination Rakeesh Saved Wizard Drugged Scientist Arrested Another Robbery Rites of Rulership Contestants Standings After Freedom Standings After Conquest Standings After Valor Standings After Destiny Standings After Courage Standings After Peace Select a Message to Read

230.qgmEdit

"Hey, I gotta thank ya. That healer babe came by and fixed my arm as good as new. She said ya sent 'er to me. You're a real first mate, lad." "Ain't as bad as it could be. Ain't starving." "Come back here and let's settle this thing now. I've been looking forward to this, coward, and I won't let you get away." "You killed me. I can't believe it...." "Gotcha! This time, you don't get away from Bruno. Ha, ha, ha. You're dead meat." "Gotcha! I just gave you a one-way trip to Hades for good, this time. Tell 'em Bruno sent you!" You tell the guard that Ugarte has been killed. You tell the guard that Ugarte has been poisoned. "Greetings. It is so very good to see you. I have been waiting for some time, and I was beginning to worry that I had missed you. I hope that you were not followed." This small man looks very nervous, but there is a predatory smile on his face. "If you will pay me 5,000 drachmas, I will be willing to give you this information. I know you will gladly make such a deal considering how important this information is." "He is looking for his next victim, as it is almost time. You must be very cautious, for I do not believe he is fond of you." "I have been rather nervous lately. I think he's watching me, but I have not been certain. He is very good at hiding, after all." "Arghhh." Ask about Ugarte Ask Who is Following Whom Ask about Meeting Ask about Information Ask about Agreement Say Goodbye Ask Ugarte Who "He" Is Ask Ugarte Why He is Watched You sense Ugarte's excitement. He knows something that you will want to know, and he thinks you will pay him a lot of money for this. He is fearful that someone else will try to kill him because of this information. However, his greed outweighs his fear. You get the distinct impression of impending danger for Ugarte. "I just happened to be in the right place the other night and I overheard a very interesting conversation. I know that you -- since you are a Hero -- will want to find out more about the assassin, and the one who has hired him." "I am a businessman, of course. I have some information I know you will be most interested in, and I thought that we might be able to make an agreement that will be beneficial to both of us." "Who else would I be talking about to you like this? He's not someone I want to know that I am meeting you in secret. It is only that this is so near to the gate guards that I feel this is safe." "We both know he is very good with daggers, after all. I would not like to meet him in a dark alleyway." Ugarte seems distracted, and does not answer. "Guards, it is an emergency!" "We will see to Ugarte. You need to report to the Hall of Kings." "A murder? It will be handled immediately. Guards!" "I came as soon as I could. I've dispatched the other guards to follow the assassin. We need to get this man to a healer, and to report to the Hall of Kings." "You are under arrest for suspicion of murder. You will go with me to the Hall of Kings amessos!." The pain in your body is so intense, you know you are about to pass out. The poison will soon kill you. You can feel the agony of the poison throughout your body. The intense pain you feel from the dagger wound proves you have been poisoned. You sense the prickling of your hairs at the back of your neck, and have a very bad feeling about this. Something wicked this way comes. Ugarte is dead, and there is nothing more you can do for him. The assassin seems more intent upon killing you than discussing the matter with you. With the death of the assassin, the magic around this area fades. Guards quickly enter, and lead you to the Hall of Kings. The face of this assassin is clearly visible, and you know your enemy -- Bruno, the brigand-thief from Spielburg. The look in his eyes shows that he recognizes you too, and is very eager to kill you. "I ain't telling you nothing. Least I'll die knowing you're hosed." "When you die and go to Hades, tell 'em Bruno sent ya..." "Surprised you, didn't I? Let's just say I learned some new tricks. Now you're going to die, and I get the pleasure of seeing you suffer. This one's for free." "Man, I shoulda killed you and Elsa both in Spielburg the first time. You screwed me there. This time, you're screwed. Fair's fair." The trap on the door is not set, yet the door appears to be barred on the inside. No one responds to your efforts. There is an overwhelming evil that cannot be disguised by the magic he wears to shield his nature. He enjoys killing people, and is thrilled at this opportunity to kill you. Actually, you'd be better off using magic. You will need all your strength to open the door in this manner. "Bad man dead. Good for you." "Shoulda died long time go. Much better for all." "You okay? Not look good." The world goes black as you pass out from the poison. "It's as good as it ever was, thanks ta you." "Okay, no hard feelings. Ya did your job, matey." "They gots back all the money, so they let me off, cheap. I'm in for twenty. Might even live that long, if I'm lucky." "It's a living. Better'n starving. Didn't want ta be a thief, but there ain't no work for a one-armed sailor, ya know." "Yeah, bye. Seems like my worst enemy's my only friend, right now." "That healer is a swell lass. She said ya helped her once too, and was just passing the good along. I've not met the likes a either a ya before. Guess it's me job to do someone else a good turn someday, as well." "Lost it when some rigging on the sails got tangled in a storm. I was getting it loose when the wind shifted. I was knocked aft and my arm was smashed. Like to die, I was." "Well, if I never see ya again, ya know I'll never forget ya. Good day to ya, and good luck." "It's nice ta see ya again. I've never had a pal like you before." "I made a deal with that Centaur who runs the city. Gonna start a locksmith shop in my hometown... Pay off me debt to Silmaria with cash instead of wasting away in jail me whole life." "I'll be outta here soon." "I'll remember that. Never thought much about it before, but for now on, I'll do what I can to help others. Sort of like sharing good fortune, I guess. Thanks." "Come ta gloat? Ya gots me fair and square." "Trying ta get the money ta get a new arm. Reckon I'll never get one, now." You sense magic on the gates, and magic on the man with the daggers. The thief is standing in a small jail cell which is surprisingly clean for a prison. "I'll soon be sailing outta here." Ask about the Prisoner Ask about Crime Ask about Missing Arm Ask about Bank Robbery Greet Prisoner Say Goodbye Tell about Arrest Ask about "Babe" Ask about Arm Ask about Release from Jail Greet Prisoner Say Goodbye Tell about Doing Good Deeds It is rather nasty of you to add insult to injury by robbing the body of Ugarte. Nevertheless, you do pocket his cash. Search the Body Loot the Body Examine Ugarte Apply First Aid Never Mind You carefully pick the pocket of your former acquaintance. You manage to extract some drachma from his purse. You search the body. He is in possession of 250 drachmas in his purse, and the dagger which killed him. Ugarte lies very still, and does not seem to be breathing. You cannot find a pulse. Ugarte is obviously dead now. Too late for that -- Ugarte has gone to his reward, wherever that might be. You've already swiped everything he had. You ruthlessly pick the pocket of your dying companion. You manage to extract some drachmas from his purse. Tsk, tsk... looting the body before he is even dead. That's cold, man, cold. You already swiped everything of value that Ugarte had on his person. Help Ugarte You try to stop the bleeding on the knife wound, but the wound refuses to close. Examine Ugarte Search the Body Never Mind Ugarte seems to be unconscious. A throwing dagger is embedded in his stomach. Around the wound, the flesh seems to be turning black. There is a good deal of blood flowing from the injury. Ugarte was carrying only his coin purse. You force some Poison Cure pills down Ugarte's throat in hopes of saving him. You already swiped all that Ugarte had of value upon his person. Searching the assassin's body carefully, you find one last dagger covered with dark poison. A careful examination of the assassin's body reveals the cruel face of Bruno, the traitorous brigand-thief from Spielburg. You don't have time to search this dead body while there is still combat continuing around you. This cloaked man has a look of deadly intent. You'd really like to get your weapon on this man.

235.qgmEdit

This archway leads you to the docks of Silmaria. This archway leads to Town Square, the marketplace of Silmaria. This door leads to the guard tower and the parapet. Silmaria is built like a fortress here. It should be able to withstand any invasion -- unless there is treachery. Through this gate lies adventure, excitement, and danger. This could be the "Gnome Ann's Land Inn," your Gnome, er, that is, home away from home. You won't find a more unusual place to stay in Silmaria than this. The Med Sea looks calm and placid from the shore. Unfortunately, there are many dangers lurking beneath these waves. There is a definite aura of magic at the base of the bridge tower. Other than that, things show no magic. You find yourself in the West Gate section of the beautiful city of Silmaria by the sea. You discern no magic in this immediate area. The thief guild has been permanently put out of business here. There is a good deal of magic present in this area now. All gates and doors have a magical field around them. There is a strong glow of magic around the bridge, outlining the figure of the man who stands upon it. There is a feeling of latent danger lingering in this area. There is some sort of magic preventing your magnet from working. You detect nothing of significant magic in the immediate area. The rocks between you and the sea are too slick with sea spray to climb. A Glide spell would not work on these waters. The Gnome Ann's Inn is now covered with lovely flowers. You pick some of the flowers from the wall. They certainly won't be missed from this spectacle. A magical field prevents the gate from opening, and the guard in the tower from seeing or hearing you. You magically open the gate with your spell. When you peer through the window in the door, you can see a cell for felons. This is where the foolish thieves are placed. Good thing you are nobody's fool. A magical field prevents you from touching the door. Listen at the Door Examine the Door Knock at the Door Pick the Lock Open the Door You can hear the breathing of a man standing near the inside of the door. This is a heavy wooden door with a normal lock. Peeking through the bars on the door, you can see a medium-sized room with a table and chairs in the center. You also see a guard standing beside the door. "If this is not an emergency, do not disturb us. Go away." You knock violently on the door. "How did you open this door? It used to be locked. Thief tools are illegal in the city of Silmaria. If I catch you using them again, you will be arrested. Go away." You need to practice your lockpicking skills more before you can open this door. The door is securely locked. You try to pick the lock on the door. The key won't work on this door. This carefully concealed secret door is obviously hidden for some nefarious purpose. Fortunately, you have a keen eye for detecting the unusual. The door is really, most sincerely secured. You see that the one-armed bank robber has been placed in this jail. A magical field prevents you from touching the door. You fail to unlock this door. They must bar it from inside the barracks to prevent escape attempts. The key won't work on this door. Now that you captured the thief, the city guards have closed the Thieves' Guild. You see a small sign. "The Thieves' Guild is closed for the day." Seems reasonable -- thieves are naturally nocturnal. Knock on the Secret Door Examine the Hidden Door Disarm the Trap Force the Secret Door Maybe this wasn't such a good idea. Maybe you should have examined the situation more carefully first. Listen at the Concealed Door Listen at the Concealed Door Bash the Door Down Examine the Door Knock on the Door Pick the Lock For some obscure reason, the Thieves' Guild is closed. A magical field prevents you from touching the door. Close inspection of this wall shows you the outline of a hidden door, and a small area for a lock. Beside the lock, you see the mechanism for a trap. This could be tricky. You carefully attempt to pick the lock. You need to practice your lockpicking skill more. You didn't quite unlock this concealed door. You think you hear something on the other side of the door, but it is hard to tell. Eavesdropping isn't something you were trained to do. You faintly hear the sound of someone humming a sea chanty. With that macho crash to the door, you hurt your shoulder. You think you see the remains of a trap. No one answers. Did you really think they would? You just weren't designed to be a brute force fighter-type. It's time to try some magic. You haven't been eating enough spinach. Time to exercise to build up muscles if you want to get this thing opened. You sense a magical trap upon this hidden door. There is no sense of magic in this location. Your spell sets off the magical trap on the hidden door. Fortunately, you are not harmed by it. Your spell opens the concealed door. You can find no keyhole for a key. Something prevents your spell from working on this concealed door. Can you think of anything else to do here besides casting this spell? There is no spell here to trigger. This bridge spans the gap where the waters of the island meet the sea. The waterfalls are lovely in Silmaria this time of year. Of course, they are lovely all times of the year here. You see a sign on the door that indicates this is the Adventurer's Guild. You recall the many guilds you have been in with pleasure -- they seem like homes away from home. This parapet is usually patrolled by a guard watching over this entrance to the city. Through this window, you see a group of old men sitting around mending nets and reminiscing of the ones that got away. This must be the "Old Fishermen's Home." The door pushes open, and you enter the Adventurer's Guild. The Adventurer's Guild is closed for the night. A magical field prevents you from touching the door. This key won't work on this door. The smell of dead fish from inside gives you "Vertigo." You'd have to be "Psycho" to live there. Why, it looks like Alfred Hitchcock! Through this "Torn Curtain," you see someone who looks vaguely familiar. He reminds you of a man that was "Notorious" for directing pictures. Hey, it's the "Rear Window." You see worms and anchovies in little boxes through here. This must be the "Bait's Motel." As slick and smooth as these rocks are, you cannot gain purchase to climb them. The rocks are slick with the sea spray, and smooth with the sandpaper of time. These windows are very small. It would take a Gnome to get through them. These rocks are "boulder" than the others. This is the guard tower for the western wall. These huge rocks protect the city as well as the fortress walls. This grim-looking building houses the prisoner confinement area. No one is in the jail right now. Either this place is remarkably crime free, or they could use someone to bring justice here. This is the barracks for the city guards. There are many guards in the city of Silmaria. This makes things tough for thieves, unless they are very, very clever. This boulder was too large to move, so they built around it. You might say it "stonewalled" the engineers. The tower provides a good lookout point to sea and shore. This thing is built like a rock. The barracks windows provide light for the rooms within during the daytime. The sturdy bars are obviously placed on these windows to prevent escape from the jail. This tower overlooks the waters streaming to the sea. This is the Jail House Rock. The graffitti on the side says, 'Elvis did this." These rocks block the sandy land from the stray spray of the salty sea. This water is too cold for skinny-dipping. The water flows swiftly out to see the sea. This cliff side has been worn away by the continual crash of the waves upon its sides. The building structures spanning the stream are part of the Town Square viaduct. The windows over this archway provide a scenic view of the sea. This building appears to be the Adventurer's Guild of Silmaria. This cliff side is slick, and an attempt to climb it would probably lead to your swift demise upon the rocks below. Through this portal lies adventure, and old fishermen. These windows would not be fun to clean. This wall is the ruined remains of Silmaria's border from centuries past. This date palm has been hybridized with an olive tree to produce a soap-like fruit used for washing amphorae. It's called a "Palmolive." As you try to peek in through the window, you see someone looking back at you. A second look reveals that you are looking at a mirror for Peeking Toms. As you peek in through the window, you see a rather dull, ordinary inn. Not quite what you'd expect, given a Gnome's taste in decor. This window is barred, and cannot be opened. Not only is this window barred, but the window frame is covered with sticky, dark tar. Talk about leaving fingerprints! It must be the Gnome Home Protection. This window reveals some sort of stage with a curtain over it. Wonder what the floor show is here? You can barely make out a fireplace with the logs burning merrily, casting a cheery glow to the walls. This reminds you of Gnomish personality, also. You can't get close enough to open this, even if you could squeeze through the bars, which you can't. You notice that these bars are covered with grease. It smells like rancid bacon. These are better left alone. This tiny balcony must be designed for Gnomeo and Juliette. The door to the inn looks like there are no practical jokes hidden here. How unusual for a Gnome. This is the home for retired sailors. It is the "Old Fisherman's Home" and the Fryer's ("Former Liars") Club. A magical field prevents you from touching the door. Examine the Door Knock on the Door Pick the Lock The inn is locked up for the night. No one responds to your knocks. Gnome Ann is either asleep or helping the cooks prepare the next meal. You hope she is asleep. Use your Key on the Door The door is sturdy and rather normal, except for the handle and keyhole which are closer to the ground than usual. You need to practice your lockpicking skills a little more before you can open this door. You unlock the door with your room key. You try to pick the lock. The lookout guard opens the portcullis for you. That was a very nasty trap on that door. You are lucky to have survived the explosion. Unfortunately, the trap also survived. You disarm the trap and open the concealed door. Hmm. It doesn't look like you successfully disarmed the trap. The hair on the nape of your neck stands up, and you have a sense of danger in this area. You believe there is a magical trap somewhere nearby. It hits you like a V8 -- ya shoulda used magic! After a blast like that, you definitely need some healing. You feel a wave of hatred, and sense mortal danger. You feel lucky today. You notice a glint in the sand that looks like a gold coin.

You sense the dagger spinning toward your chest, and dodge the deadly weapon.

A dagger spins harmlessly over your head. The glint in the sand was only a shiny stone, but it saved your life. This was your lucky night. The sign proudly proclaims that this is the Gnome Ann's Land Inn. Perhaps this will attract some paying customers here. A deep pit in your stomach informs you that you have walked into a trap. The intense burning sensation from the dagger wound makes you see black for a moment. The blade was obviously poisoned. A wave of blackness passes over you. The poison of the wound is spreading rapidly through your body, filling you with pain. The agony of the poison is overwhelming. You are dying from it. You awaken suddenly from a nightmare. You have a horrible suspicion that this was a premonition of the future. You tell the guard of Kokeeno's death. The guard is obviously shocked, but he thanks you for your responsible action, and assures you that the guards will take it from here. You successfully pick the lock, only to face the guard on the other side of the door. You tell the guard that Ugarte has been struck with a poisoned dagger. The guard calls to the others to race to Ugarte's aid. He then accompanies you to the Hall of Kings. You watch the one-armed man walk down under the bridge and open the concealed door at the bottom. You successfully demonstrate to the guard that you are a thief. He arrests you and puts you in jail. Now that you are an official member of this guild, you know how to bypass the trap on the door. The door seems to be unopenable, and the sign says, "Closed for a while." You sense you are near great Evil. The door has been bolted to prevent you from entering. You are considered to be a very dangerous person. The sign is secured to the rock, and defies any attempt at theft. With the pill's magic beginning to work, you can feel the agony ebbing from the dagger wound. This sign says, "Gnome Ann's Land Inn. Tourists welcome." When you touch the sign, your finger becomes covered with sticky paint. Seems appropriate for a Gnome's sign. This sturdy piece of wood holds up an oddly shaped sign.

240.qgmEdit

"Thank you for this honor. I will be proud to rule Silmaria." "The new King of Silmaria and I have an announcement to make. He and I have agreed to be married." Say You will Seek New Adventures Elsewhere Say that Elsa is More Worthy Explain the Situation "Why? Why have you gone through so much for us, risked your life for Silmaria? Why do you not want the reward of the rulership of this kingdom?" "Where is Elsa, and what have you done with her, Minos?" "Greetings, Prince of Shapeir. I am Logos, counselor to rulers and Speaker of Silmaria. Welcome to the kingdom of Silmaria. I have heard much of you from your friends Erasmus and Rakeesh." Logos looks like a dignified and trustworthy Centaur. "Greetings, my friend. It is good to know that you are here. This land needs a Hero of your abilities." "I trust you understand why you were summoned here. The Rites of Rulership need one more entrant before it can begin. All of the competitors are worthy individuals. However, I suspect that these Rites will be more dangerous than they are intended." "We believe that the one or ones who assassinated the King of Silmaria will attempt to make certain the contestant they support will win." "You must understand that your life will be in grave danger from the moment you enter the Rite of Rulership. We will be doing everything we can to stop the assassin, but you need to be wary." "Hero of the lands of Shapeir, Tarna, and Mordavia, will you enter the Rites of Rulership?" "Behold, the new King of Silmaria!" "I hope you are feeling better. You have been given Salim's latest anti-venom for the poison. He believes with the knowledge you have given him, this will cure the poison." "Dr. Pretorius, you are accused of drugging the Wizards Erasmus and Shakra, and attempting to drug others. What have you to say of this?" "However, again, tragedy has struck the Rites of Rulership. Magnum Opus was found dead outside the city beside the Dragon Pillar to the east." "The man Ugarte is dead, and his body was found not far from your inn. He was said to be looking for you before he died. What do you know of this matter?" "Your friend, Ugarte, is dead. There is nothing our healers could do for him. The poison of the assassin's blade is too deadly." "It is with great sorrow that I must now speak these words. One of the Five who compete in the Rites of Rulership has fallen." "The King of Silmaria is dead, and the kingdom mourns his loss. We are gathered here to determine the future of this land through Rites of ancient ritual and tradition." "Silmaria has suffered the afflictions of war, invasion, and regicide. People have been murdered on the streets, and we were helpless to stop the assassin's poison. By the Rites of Rulership, we have peace. Now it is time that we have Justice, as well." "The assassin of our King has been justly punished for his crimes. The Prince of Shapeir has completed that portion of this Rite. It is now his duty to complete this Rite." "Prince of Shapeir, who is it that hired the assassin? Who is it that started the war between those of Atlantis and ourselves? Who hired the mercenaries? Who had the King killed, and all the other victims of the assassin?" "By the Rites of Rulership, Heroes will prove their worth.??By the Rites of Rulership, Silmaria will arise from the ashes of mourning like the Phoenix rises to the sun.??By the Rites of Rulership, a new King will ascend to the throne of this land!" "Who here is worthy to compete in the Rites of Rulership?" "Gort, a shining example of the triumph of Science over superstition, is more than worthy to lead Silmaria to a rational, logical future." "Gort has been named as a contender. Who else is worthy to compete in the Rites of Rulership?" "Elsa von Spielburg has proven herself to be a leader and a Hero in the lands to the north. She is quite capable of becoming the first woman King of Silmaria as well. I, Minos, counselor to Silmaria, am proud to sponsor her." "Elsa von Spielburg has been named as a contender. Who else is worthy to compete in the Rites of Rulership?" "I, Magnum Opus of the homeland of Romulus and Remus, leader of armies, peerless in the weapons of war, fierce, fearless, and fearsome in battle, shall win the Rites of Rulership and become King of this kingdom!" "Magnum Opus has been named as a contender. Who else is worthy to compete in the Rites of Rulership?" "I am Kokeeno Pookameeso. I have been a guard in the protection of Silmaria for years. I am one of the people of this land, and I am proud to aid my kingdom and my homeland." "Kokeeno Pookameeso has been named as a contender. Who else is worthy to compete in the Rites of Rulership?" "The Prince of Shapier, hero of Tarna and Mordavia, is worthy to compete in the Rites to become King of this land." "The Prince of Shapeir has been named as a contender. By the ancient traditions of this land, five Heroes shall compete in this challenge. Five Heroes shall make this land stronger. One Hero shall rise to the throne of Silmaria." "The Rites of Rulership shall begin!" "The first Rite is the Rite of Freedom. The fishing villages of our kingdom and the island of Marete have been invaded by Hesparian Mercenaries. Ios, Keros, Paros, Tinos, and Naxos have been overwhelmed. The invaders need to be driven from this land." "I shall free Paros, for it is the village in which I was born." "Gort shall choose Keros, for it is closest to the Academy of Science." "Elsa shall choose Ios, for it is closest to my island." "Thank you, Minos, for making my choice for me." "Forgive me, Elsa, but I only wished to assure your success. Ios is still the best choice." "It matters not which village I shall release from the yoke of oppression, but Tinos shall be avenged by Magnum Opus!" By process of elimination, you realize you get to free the village of Naxos. "Five shall go forth from the gates of Silmaria. Five shall bring freedom to the fishing villages, and return to the gates of the Hall of Kings with the sigils of those villages. Five shall begin the Rite of Rulership." "The first person who returns with the sigil of their freed village shall be deemed the winner. Let the Rite of Freedom begin!" "The Prince of Shapeir has freed the village from the invaders. He returned to the gates of the Hall of Kings before all others. He is the winner of the Rite of Freedom." "Kokeeno Pookameeso was found murdered outside of the city beside a broken Dragon Pillar. He sought to free a village and win a throne. He lived with honor, but fell by foul means. He will not be forgotten." "The Rite of Freedom has ended. You will all be summoned for the next Rite of Rulership. Farewell." "Gort, representative of Science Island, has freed the village from the invaders. He returned to the gates of the Hall of Kings before all others. He is the winner of the Rite of Freedom." "However, it has been rumored that one of you has gone beyond the call of duty. One of you has freed more than just the village this rite has required. One of you has risked your life not once, but yet again in the cause of freedom." "Who of you out there now lights the way of freedom?" You step forward, holding the sigils. "Prince of Shapeir, you too deserve the praise of this Rite. Both you and Gort shall share the title of Winner of the Rite of Rulership." "I must protest this. Gort has clearly won by the rules of the contest." "A King is not judged by the rules he follows. He is judged by the rules he makes. This is not a contest to determine who can follow, but to determine who will lead. The Prince of Shapeir and Gort have both won this ritual." "Your friend, Ugarte, is unconscious but alive, thanks to your actions. It will be considerable time before he is well, though. We still do not have a true counterpoison to the assassin's poison." "Our guards are on the streets, searching for the assassin. Hopefully we can stop him now." "I do not understand why this Ugarte was a target, though. He does not seem to be connected with the others in any way." "At any rate, you have our thanks and appreciation for your actions." "We thank you for reporting this unfortunate occurrence. Our guards are searching the streets for signs of the murderer right now. He must be stopped." "Invaders have been driven from our fishing villages, and the Rite of Freedom has been completed. All of Silmaria rejoices at your actions." "This is the second Rite of Rulership. The invaders are led by a General named Claudius, who has the reputation of being a ruthless and powerful strategist." "He and the rest of the Hesperian Mercenaries are believed to be based on an island near Marete." "You shall seek out this General, and make certain that he shall never invade our kingdom again. Return with his shield." "This is the Rite of Conquest!" "The shield of General Claudius has been brought back by the Prince of Shapeir. The invader base has been destroyed, and our kingdom shall remain free from their menace." "Behold the winner of the Rite of Conquest!" "This was not a noble death. This was murder, pure and simple. All of your lives are in great danger. Take care, and be wary always." "Go now. Mourn our fallen comrade. You will all be summoned to the next Rite of Rulership." "The Paladin Rakeesh is dead. Though his heart was strong, not even it could prevail against the assassin's venom." "The Hesperian Mercenaries were vanquished, and Silmaria stands proudly. General Claudius was defeated." "The shield of General Claudius has been brought back by Elsa von Spielburg. The invader base has been destroyed, and our kingdom shall remain free from their menace." "Behold the winner of the Rite of Conquest!" "There is one enemy of this kingdom that has long been a foe for long centuries. It has the soul of Evil, and thus draws Evil to it. While it lives, there is fear. While it breathes, there is anguish." "You'll have to journey to the heart of terror and pain. You will face fire and fury and above all, death. Journey to Hydra, there to face the creature that gives the island name. Teach it the fear and pain it has given others, and destroy it. Return with its teeth to prove your word." "This is the Rite of Valor!" "His son, Shakra, will take Rakeesh's body back to Tarna, for his family to mourn him. I have never met a finer being, and I will mourn him also." "You, too, were Rakeesh's friend, and he trusted and respected you. It is you who will bear the burden of nemesis. You must bring this assassin the justice he deserves." "May the Furies of Vengeance guide your way to avenge our fallen friend." "Again, however, tragedy mocks the joy of victory. Rakeesh sah Tarna, Paladin, was killed by the assassin's blade. This kingdom, and kingdoms across the lands now mourn." "Rakeesh is unconscious, but he will live. He was struck by the poison, and without your antidote, he would be dead. You acted wisely and quickly." "Rakeesh is a Paladin, and does not believe in Revenge. However, we all believe in Justice. This assassin must be found, and pay the price for his actions." "Find this assassin, Prince of Shapeir, and make him face Justice." "The Hydra has been defeated. The fire and poison of its many heads has ceased. Here stands the one who faced the death and destruction of this foul creature. Here stands the man of courage who is now victorious. Here stands the Prince of Shapeir!" "Thus ends the Rite of Valor." "Rakeesh lived as a Paladin should live. Rakeesh taught well the lessons of virtue and valor. Go forth with honor, and Rakeesh's legacy shall continue." "The Hydra has been defeated. The fire and poison of its many heads has ceased. Here stands the one who faced the death and destruction of this foul creature. Here stands the woman of courage who is now victorious. Here stands Elsa von Spielburg!" "I am not the only one who faced the Hydra. The Prince of Shapeir fought at my side. Without him, the Hydra would never have been defeated." "Honesty and righteousness are a ruler's virtues, too, Elsa of Spielburg. You have earned this victory." "So, too, shall stand the Prince of Shapeir. He has faced the mouth of death with courage." "Thus ends the Rite of Valor." "The Hydra has been defeated. The fire and poison of its many heads has ceased. Here stands the one who faced the death and destruction of this foul creature. Here stands the man of courage who is now victorious. Here stands Gort, of the Academy of Science!" "Science shall prevail against mythological monsters always. Intelligence always wins over superstition!" "Thus ends the Rite of Valor." "The Hydra is dead, and the terror it has brought has ended." "A ruler must be willing to face danger for his kingdom. A brave man can face death without flinching. There are things, though, that even a brave man fears to face." "You shall go to the island of Delos. Seek out the Sybil there, the prophetess who sees the web of fate. Speak with her, and confront your future. Return with proof that you have faced yourself." "This is sheer superstitious nonsense! We shall not participate in such poppycock. Sybils who see the future, hah. Gort is a product of rational science and has no time for some soothsaying swindler's lies." "Nevertheless, this is the Rite of Destiny. Go forth, and face your fate." "The web of the future is woven, and few dare to face what the Fates have sewn. One man has looked upon his future. The Prince of Shapeir knows now what lies before him, for better or for worse." "Thus ends the Rite of Destiny." "The web of the future is woven, and few dare to face what the Fates have sewn. One person has looked upon her future. Elsa von Spielburg knows now what lies before her. Elsa knows her own fate." "Thus ends the Rite of Destiny." "I have said before that a ruler must be willing to face death for his kingdom. A king must be willing to go through Hell if that is what it takes to make certain Silmaria is safe." "You, too, must enter the depths of death. You must open the gates of the Underworld. You must face the fearsome guardian of the dark reaches -- Cerberus. You must journey downward to the very center of the Abyss." "Enter the realm of Hades. Find the river Styx, with which even gods swear oaths of binding. Return from this infernal land with the water of the Styx to swear your honor and valor." "This is the Rite of Courage." "The Underworld is a place of death, and few that live return to speak of its darkness. Do you, Prince of Shapeir, swear an oath by the river Styx, that you have entered the gates of Hades?" You swear by the river Styx that you entered Hades. "An oath by the river Styx cannot be a lie. The Prince of Shapeir has won the Rite of Courage." "The Underworld is a place of death, and few that live return to speak of its darkness. Do you, Elsa von Spielburg, swear an oath by the river Styx that you have entered the gates of Hades?" "I, Elsa, do swear by the river Styx that I have entered the gates of Hades, and have rightfully won this Rite!" "An oath by the river Styx cannot be a lie. Elsa von Spielburg has won the Rite of Courage." "Silmaria has been at peace with its neighbors for centuries. Recently though, a people have turned against our people. A nation wars with us, although no word of this war has been spoken." "I speak now of the lost nation of Atlantis. Though it was buried beneath the waters centuries ago, its people still rule the waves. Now the Tritons have been attacking our ships, and driving away our trade. They have shattered the harmony we once all shared." "You will seek out the lost city of Atlantis. Speak with her Queen, and forge a new alliance between their lands and ours. Return with the symbol of the agreement. " "This is the Rite of Peace." "I have harmed no one. I have merely attempted to make certain that those pesky perverters of reality who call themselves Wizards do not interfere with this contest." "This was done to make certain that Science should prevail over such nonsensical sorcery. This Kingdom must be ruled by Reason, not magical quackery." "You do not deny that you and Gort are directly involved with drugging the Wizards?" "Of course not. I'm a perfectly honest person." "Very well. By your own words, Dr. Pretorius, you have convicted yourself of the crime of distributing illegal drugs. Gort, you too are accused of being an accomplice and accessory to this crime. You are disqualified from the Rites of Rulership." "No! You can't disqualify Gort. I protest! Science must rule!" "Gort, the representative of the Academy of Science, has withdrawn from this ceremony. According to the letter from Dr. Pretorius, the good doctor has not been himself lately." "The people of Atlantis have pledged their alliance with Silmaria. Our boats will again be able to sail without fear of attack from the Tritons of the sea. Our harbor will again be safe for free trade." "The Prince of Shapeir went into the depths of the sea. He found Atlantis, and brought forth the symbol of peace between our lands and people." "Thus ends the Rite of Peace." "Dr. Pretorius does not feel that Gort is quite ready to rule a kingdom, nor does Gort show any desire to rule. Thus Gort has been dropped from the Rites of Rulership." "By tradition, there have always been seven Rites of Rulership. The quests have always been of the highest importance to the kingdom. The last of these quests is always the most critical." "This is the final Rite of Rulership. Our kingdom has been terrorized by an assassin. Our King, our citizens, and our comrades have fallen to his poisonous blade. He must be stopped." "However, an assassin is but a tool. Mercenaries invading our countryside are but a tool. Inciting war between the Tritons and Silmaria, too, somehow ties into our present situation. It is not a coincidence that all these events have occurred now." "You will seek out the cause of all these events. You will find the one person responsible for these terrible deeds. You will make that person pay for all the death and destruction he has brought to Silmaria." "This is the Rite of Justice!" "So, the assassin is dead, and his master is still unknown. I know whom you suspect. However, we cannot act without real proof." "You said that this Bruno mentioned Elsa von Spielburg's name, and obviously knew her from her homeland. Yet the assassin was avoiding Elsa rather than just killing her, even though it risked his secrecy to do so. Again, this points suspicion to one person behind all this -- Minos." "Minos has always acted as a man of integrity. He has been a trusted member of the counsel to the King for many years. If this is a power play on his part, then he is a most subtle and devious man." "What do you suggest we do in this matter?" "The Rites of Rulership are over. Here are the Heroes who have saved Silmaria." "If Minos is involved, then unless Elsa von Spielburg is also a part of this conspiracy, she will be in danger if she learns anything. I sincerely hope that she will be careful. Let us hope she will show up for the end of the Rite." "Prince of Shapeir, I rely upon you to stop Minos. If Minos breaks the Prophecy Stone, then Silmaria will be devastated and Atlantis completely destroyed." "Silmaria has suffered the afflictions of war, invasion, and regicide. People have been murdered on the streets, and we were helpless to stop the assassin's poison. By the Rites of Rulership, we have Peace. Now it is time that we have Justice, as well." "The assassin of our King has been justly punished for his crimes. The Prince of Shapeir has completed that portion of this Rite. It is now his duty to complete this Rite." "Prince of Shapeir, who is it that hired the assassin? Who is it that started the war between those of Atlantis and ourselves? Who hired the mercenaries? Who had the King killed, and all the other victims of the assassin?" "I will seek what allies I can find, but time is critical. I will send you directly to Minos on the fastest ship Silmaria has. Go now, and may the Furies of Vengeance ride with you!" "We are honored to have another Paladin in our city. Rakeesh has spoken of your deeds in Tarna and Shapeir. You have truly earned the title." "I have a sense of underlying danger in Silmaria. I believe that the aid of the Prince of Shapeir will be necessary here. I also have a premonition that we will have need for a Ring of Truth." "A Ring of Truth? I thought those existed only in folk tales." "They are rare, and only a Paladin can make one. It requires four parts -- the ring of a rightful ruler, forged in the blood of the earth, purified by the blood of a Paladin, and bathed in the waters of binding." "The ring seems impossible. Where does one find earth's blood or water of binding?" "Those answers are the essense of the Quest. My friend, will you strive to create a Ring of Truth?" "They have freed our fishing villages, and driven the invaders off Marete. They have defeated the General of the Mercenaries, and made certain that they will never return to Silmaria's shores." "They have dared the depths of Hades, and proved their courage and valor. They have brought us Peace with Atlantis, and made the sea safe for boats and travel." "They have brought the Unjust to Justice, and made the murderers pay for their crimes." "They defeated the Dragon of Doom, and the prophecy of Silmaria's destruction will not come to pass. These are the ones who averted this dire fate." "One person has proven himself beyond others. He has shown again and again the true meaning of heroism. He has earned the title of Hero in four lands, and again in ours." "These are the Heroes of Silmaria." "Silmaria has never had someone more fitting to sit upon her throne. Prince of Shapeir, will you bear the burden of our crown? Will you become the next King of Silmaria?" "I would hope that your adventures in Silmaria were enough. However, it is your life, and you may live as you chose." "There is but one other who has proven that she deserves the throne of Silmaria. Elsa von Spielburg, will you be the next King of Silmaria?" "Yes. I will serve this kingdom gladly. I will be King of Marete!" Greet Logos Ask about Logos Ask Logos about Assassin Ask about Rakeesh Ask about Rite of Rulership Ask Logos about Silmaria Ask about Quests Ask about Marete Ask about City of Silmaria Ask about Islands Ask about Bank Ask about Mount Draconis Ask about Lake Morae Ask about Tritons Ask about Atlantis Ask about Sea Monsters Ask about Sultan Tell about Yourself Say Goodbye Agree to Enter Rites of Rulership Ask about Assassin Ask about Logos Tell about Ugarte Ask about Rite of Rulership Ask about Ugarte Say Goodbye Ask about Ugarte Ask about Assassin Confess You Murdered Ugarte Plead Innocent Confront Minos with Suspicions Tell about Ugarte Use the Ring of Truth Agree to Become King of Silmaria Refuse to be King of Silmaria "This is not fair! You are fools, all of you, to believe that neutralizing magicians is some sort of crime. They perpetrate the crime of altering reality! Why don't you convict them?" Ask about Logos Say Farewell You sense this Centaur is an honorable and trustworthy person. He grieves for the late King, and will do everything in his power to bring the assassin to justice. He is obviously fond of Rakeesh, and trusts his judgement. Thus Logos hopes you will become the next King of Silmaria. "We scientists deserve to rule this misbegotten little kingdom. Only we can show the world the way to the future. Only we can destroy the superstitious sorcerers, and let technology triumph! We will overcome the occult! Science rules!" "Take them away." Consult with Minos Trick Minos to Confess Threaten Minos Accuse Minos of All Crimes Tell Minos about Assassin Consult with Minos about Crimes Ask Minos Where Elsa Is Say the Assassin Confessed Threaten Minos to Confess his Crimes Refuse to Make the Ring Agree to Make the Ring "The Ring of Truth upon the Paladin reveals your lies, Minos. You cannot hide the Truth from us now. You are guilty of these crimes." Accuse Minos of the Crimes Tell Minos about Bruno Ask Minos about Elsa "Then enough of this! I will rule Silmaria despite your foolish toys. I have the Prophecy Stone in my possession. One by one, I have fulfilled the omens of destruction." "You will crown me King of Silmaria, or I shall release the Doom that befell Atlantis, and the Dragon will destroy you all!" "Silmaria will never be ruled by you. Guards, seize Minos!" Say You are Not Worthy Explain the Way of the Paladin You Nod Quietly "A Paladin does what is needed. The Prince of Shapeir does not need to rule Silmaria. Elsa von Spielburg is just as worthy of the throne. However, there are evils in the world that need defeating, and other deeds that need doing, and only a Paladin can do them." The white hair in his mane shows that your dear friend Rakeesh has aged since last you saw him, but he still bears the unmistakable aura of strength and nobility. "The Prince of Shapeir has chosen as a Paladin. He will walk forever the path of the Hero." Ask about Rakeesh Ask about Logos Say Goodbye Greet Rakeesh Ask about Rite of Rulership Ask about Silmaria Tell about Erana You can tell that Rakeesh is pleased to see you here, and is proud of how true a Paladin you have become. There is a friendship between Rakeesh and Logos. and you know you are among friends. "You are very much like Rakeesh. He would be very proud of you right now." "Then Silmaria will have a worthy King and a worthy Queen. Congratulations, both of you." "Long live the King!" "As the next King of Silmaria, I wish to make an announcement. The Prince of Shapeir and I have agreed to be wed. Together we will rule this kingdom." "Then Silmaria will have the finest rulers in all the world. Congratulations, and I wish you great happiness." "Long live the King!" "Excuse me, please, but I need to say something before all of you. The next King of Silmaria has asked me to wed him. We shall married soon after he sits on the throne." "Then our King shall have a Queen as worthy as he is. Congratulations to you both." "Long live the King!" "There is something I wish to mention to all of you. The Prince of Shapeir and I are to be married. He gave me his life, and now he gives me his love and my happiness." "Congratulations. You both deserve great happiness." "I, Katrina, Master of the arcane arts, wish to speak here. I have agreed to marry your future King. He has given me new life, and taught me how to love. I shall give that love back to him." "It seems that Silmaria will have powerful as well as wise rulers. Congratulations to you both." "Long live the King!" "I, Katrina, Master of the arcane arts, wish to speak. He who could have ruled Silmaria, he who is Prince of Shapeir and hero of five lands, has asked me to wed him. I have accepted. He has given me life, and taught me to love." "I wish you both all the happiness in the world." "You dare to accuse me of attempting to subvert Silmaria? I am a wealthy and powerful man. Why would I care about such a minor kingdom?" "The assassin used a poisoned dagger to kill our King. The poison is very deadly, and unknown to our healers. Unless an antidote is administered immediately, the victim is dead within a minute." "Even with an antidote, unless the victim has a very hardy constitution, he will remain unconscious for weeks. We are trying to learn the exact nature of the poison in order to cure this." "The assassin of the King is a man skilled in stealth and the use of a poisoned dagger. A merchant was also presumed to be killed by the assassin, for his body was found by the docks and he died from the same poison." "This murderer must be stopped. Three dead -- the King, a respected businessman, a challenger for the throne -- and another would be dead if you had not aided him." "Atlantis was a kingdom that sank beneath the sea in a disaster eons ago. It is said that the inhabitants were transformed into Tritons and other sea creatures." "The entire island of Marete is the base of Mount Draconis. Draconis is too steep to climb, and though there are trails that traverse this island, most of Marete is uninhabited, save for the isolated fishing villages along the coast." "There are many small islands that surround Marete. They are mostly uninhabited save by animals and monsters. A few of the larger islands are owned by the individuals that live there." "I am the Speaker of Silmaria. I am the voice of the King and of the People. I will make certain that only the most worthy shall attain the rulership of this kingdom. That is my duty, and my honor." "Rakeesh and I have been friends for many years. When the King was assassinated, I contacted him through Erasmus for his wise counsel. Both Rakeesh and Erasmus mentioned you, and spoke of your worthiness." "The Rites of Rulership is a series of quests that will aid Silmaria. Five individuals will compete to complete these quests. The one who accomplishes the most will be judged worthy to become King." "To enter these Rites, you must first contribute 1,000 drachmas to the Rulership fund. This can be done at the Bank of Silmaria." "Your father, the Sultan of Shapeir, was informed of this by myself and my wife, and has contributed 300 drachmas toward your entrance in the Rites. Erasmus and I have each deposited another 100 drachmas." "Our kingdom of Silmaria consists of the isle of Marete and the outlying islands in the center of the Med Sea. The city of Silmaria was built upon the prime port of this island, and is a thriving center of trade for the world." "Travel to some of the outer islands has become very dangerous lately. Many fishing boats have not returned, and reports of attacks by Tritons and sea monsters are all too common." "Marete is a large, volcanic island that is said to have risen when Atlantis fell. It is mostly rock and seashore rising steeply to the peaks of Mount Draconis. In the caldera of Draconis is the most inaccessible Lake Morae." "Lake Morae rests in the heart of Mount Draconis. It is said to be linked to the sea, for it rises and falls with the moods of the tides. However, few have seen the Lake other than by magic. Draconis is unclimbable." "The Bank of Silmaria is located in Town Square. The bank manager will be expecting you, and explain the Rite Fund." "The city of Silmaria is built on various levels. It was designed as a defensible fortress in the days when wars were more common. However, this city has been a center for peace and prosperity for generations. We have had no need for an army, and have none." "Unfortunately, Marete has been invaded by Hesperian Mercenaries. They have taken the outlying fishing villages. We do not have the force to drive them away." "When was your island invaded?" "Two days after the King was assassinated. We do not presume this is a coincidence. However, Silmaria has the resources to withstand a siege, and has never in its history fallen to invasion." "The sea is a very dangerous place. There are many fierce creatures that prey upon anyone foolish enough to swim far from shore." "The Tritons are half-human, half-fish people who live under the sea. We have been at peace with their people for generations. We have no idea why they now turn against our fishermen." "We will be pleased and proud to have such a worthy Hero contesting to become our leader." "It is an honor to meet you." "During the Rites of Rulership, all quests will be announced one at a time. Some Rites can be fulfilled by only one person. Other Rites cannot end until all contenders accomplish their assignment." "The Sultan Harun Al-Rashid has sent a letter of recommendation about you. He says you would make a most splendid King, to use his words. He also sends you his blessing, and trusts you will choose the future you wish to fulfill." "A more detailed explanation of the Rites will be given when the Rites of Rulership begin. We await your entry into the contest." "You have a wide range of experiences to draw upon from your past. It should serve you well in Silmaria." "I shall see you again when the Rites of Rulership begin. May Tyche, Goddess of Good Fortune, smile upon you." "I am deeply concerned about the situation in Silmaria. This has always been a peaceful land with little conflict. We have had our share of thieves here, yes. But there has not been a murder here for decades." "Ugarte is a minor business associate of Senor Ferrari, the proprietor of the Dead Parrot Inn. They both arrived from Rasier earlier this year. Other than that, we know little about him." "The omens and portents are not favorable. I fear that things will get much worse before they get better." "The Rite of Conquest will begin tomorrow evening. You will be summoned for the ceremony. However, I will not speak more of it now." "Until the assassin is captured, I am certain there will be more death. We do not know what his purpose is, or why. We can only hope we can stop him soon." "Your description of the Assassin will be given to all the guards in town. We will soon be increasing our patrols everywhere. Thank you for your aid in this matter." "There are too many unknowns about this murderer. What is this poison he uses? Why is he doing this? How is he selecting his victims? Then of course, the questions we need to answer -- Who is he, and where can we find him." "Be careful, Prince of Shapeir. Do not become a victim of the assassin yourself." "Ugarte was trying to tell you something? It is possible that he knew something about the assassin, or at least that the assassin suspected him of such. That would explain why Ugarte was the target, and not you." "We will do what we can to bring Ugarte to consciousness. We need to know what information almost cost Ugarte his life." "I hope that someone will discover these answers, and soon." "Why are you telling me about this assassin? Surely you don't believe that I have anything to do with this?" "You met with Ugarte, and watched the murderer slay him? Why didn't you report this to the guards? How could you just leave your friend's body lying there on the ground?" "Do not lie to me. We are aware you are not the assassin." "We are charging you with no crime other than that of negligence. You were not in this land when the first two victims were assassinated, therefore you are not suspected of being the assassin." "It is always a shame when a man dies for no purpose. Few will mourn Ugarte, but many will remember him." "However, it was your duty to report this to the authorities. You left your friend lying dead on the ground, and did nothing. This was not an act of honor." "By entering the Rites of Rulership, you have clearly shown yourself as a man who would be King. You are expected to act for the good of everyone in Silmaria. This means aiding the living and the dead, by whatever means possible." "Your behavior in this matter will be judged. Take him away." "However, your behavior in this matter is unacceptable for someone who strives to rule Silmaria. Confessing to a murder you did not commit, leaving a friend lying dead on the ground, neglecting to alert the guards that a murderer was running loose on the streets... These are all serious failures on your part." "If you wish to become a King, you must always act as a King should act. You must act for the benefit of all." "You will be judged in this matter. Take him away." "Your actions in this matter were not of the highest honor. You are striving for the rulership of this kingdom. You willed be judged in this matter." "Leave now, but consider this... It is your responsibility and duty to act for the good of everyone of Silmaria. You are a man who would be King -- so act like it." "Take him away." "That is probably our best solution. We should confront him directly about his involvement in these matters. You will be able to determine if he is telling the truth. Thus the matter will be resolved one way or another." "I shall announce that this Rite has ended. We will see if Minos dares to show up." "You have said before that your ancestors once ruled the island of Marete. We believe you are trying to restore the past glory of your forefathers." "You, too, accuse me of this, Logos? I, Minos, who has aided this kingdom again and again?" "When the King died, it was you who suggested that the Council select the next ruler of Silmaria rather than the Rites of Rulership. When we would not agree, you instead sponsored a contestant in the Rites." "Where now is Elsa von Spielburg?" "I have had enough of this foolishness! I shall rule Marete, as did the ancient Kings of my family. I have the Prophecy Stone in my possession." "Yield to me the throne of Silmaria, or I shall release the Dragon and destroy everything!" "Guards! Seize him!" "How dare you accuse me of being a villain? I have always aided Silmaria, and guided her faithfully." "Why are you telling me these things? I am not the one responsible for the assassin. Do not insult my honor, Prince of Shapeir. I am not a villain." "Very well. We will speak to Minos directly, and tell him of our suspicions. I sincerely hope that we are correct. He is not someone I wish to anger without cause." "How should I know? She is no doubt trying to discover the real culprit behind these crimes, instead of asking meaningless questions." "I shall announce that this Rite has ended. We will see if Minos dares to show up." "Interesting approach. We can inform Minos of all the evidence in this matter, and hear his opinions. We may well be blinded by our suspicions. On the other hand, Minos may not dare to even show up for this, in which case, our suspicions are confirmed." "I shall announce that this Rite has ended. We will see if Minos dares to show up." "So the person behind all these crimes is still unknown. He is obviously a devious and subtle individual. I would not be surprised if he tries some other method to take over this kingdom." "You suggest that we tell Minos that Bruno confessed before he died? I do not lie easily or very believably. If we attempt this, you will need to confront him with this deceit." "I do not like the idea of threats. However, given the critical nature of this situation, I do not see a better solution. I must ask that you be the one to confront Minos this way. I believe you can do this better than I." "I shall announce that this Rite has ended. We will see if Minos dares to show up." "I shall announce that this Rite has ended. We will see if Minos dares to show up." "In fact, considering the omens lately, it would not surprise me that the master villain has the Prophecy Stone in his possession. I believe he will threaten to release the Dragon unless he is put on the throne." "However, I believe I can stop this villain. I have in my power the resources to regain the Prophecy Stone. I will make certain that Silmaria will not be threatened by the Dragon of Doom." "You have only to crown me King." "And if we do not crown you King, you will allow Silmaria to be destroyed?" "It would be most unfortunate if it should come to that. The choice is clearly yours. Award me the throne of Silmaria, or suffer the tyranny of threats and destruction." "The only villain who threatens Silmaria is you. Guards, seize Minos!" "So Bruno confessed before he died? And you believe an assassin's word against my reputation?" "Do not think you can threaten me! I make a very dangerous enemy. Apologize to me in front of all these people, or I will not take your slanders lightly." "Minos, you are a trusted member of the King's Council. However, you are one of the few people who could benefit from this chaos. The Prince of Shapeir believes that you are responsible for Silmaria's problems." "You are fools, both of you. You should have arrested me instead of just talking to me. I will control Silmaria, despite your attempts to stop me." "I have the Prophecy Stone in my possession. One by one, I have fulfilled the omens. Either yield to me Silmaria, or I will release the Dragon of Doom. You and all of Silmaria will be destroyed!" "Silmaria will not yield to you. Guards, seize him!" "We did not mention the assassin by name, Minos." "Then enough of this! I will rule Silmaria despite your foolish contests. I have the Prophecy Stone in my possession. One by one, I have fulfilled the omens of destruction." "You will crown me King of Silmaria, or I shall release the Doom that befell Atlantis, and the Dragon will destroy you all!" "Guards, seize him!" "Very well. I do not believe that I can make such a thing. I only hope this Kingdom will survive without a Ring of Truth. Good day, my friends." "Thank you for accepting this quest. It will be dangerous, I am certain. First, though, we will need a King's Ring." "I do wear the ring from Justinian, the last King of Silmaria. It was not forged in the blood of the earth, though." "The Ring can be re-forged. Logos, I really believe that this will aid Silmaria." "Very well. I give you the ring of Justinian. You now bear the King's Ring. I wish you luck with it." "You will need luck, my friend, and all the wisdom and valor that lies within you. Farewell." Your Ring of Truth glows brightly at Mino's lies. "I have no idea. She is probably searching for the master villain behind all these misdeeds, trying to win the Rite of Justice fairly. Elsa will make a far better ruler than you could ever be, oh Prince of Shapeir." Your ring sparkles brightly when Minos lies. The Ring of Truth on your finger glows brightly at Minos' lies. "I know of none save Elsa here who is as worthy as you to rule this kingdom. However, I shall abide by your desires." "You risked your life and soul for nothing more than our thanks in return? This is what being a Paladin is? You will walk away from the highest honor we can give you? "Ugarte was trying to tell you something? It is possible that he knew something about the assassin, or at least that the assassin suspected him of such. That would explain why Ugarte was the target, and not you." "It is a great pity, but we shall never learn what Ugarte meant to say. The assassin has assured his silence." You tell how you freed the soul of the Wizardess Erana from the darkness of Avoozl in Mordavia. "I will see you soon, my friend." "It is a pleasure to see you again. I can think of none I would rather have by my side in times of danger than you, dear friend." "Logos and I first met in Thebes when he was a young scholar, and I was just earning my warrior rank." "I am deeply concerned about the situation in Silmaria. This has always been a peaceful land with little conflict. We have had our share of thieves here, yes. But there has not been a murder here for decades." "The omens and portents are not favorable. I fear that things will get much worse before they get better." "Be careful, Prince of Shapeir. Do not become a victim of the assassin yourself." "I had journeyed there to study the riddles of the Sphinx. I mistook Rakeesh for a Sphinx when we first met." "When he contacted me about the assassination and the invasion, I had a bad sense that things were even worse than they appeared. Thus I came here." "I am well and fine, my friend. We can speak later of these matters and of old times. You will find me during the day basking in the sunshine near the Arena on the other side of Nob Hill from here." "The Rites of Rulership are a wise and honorable way to choose a leader. The very quests will strengthen the kingdom, and allow Logos to judge who will be worthy enough to be King of Silmaria." "Silmaria is a lovely city. I have visited Logos here before these tragic occurrences. It reminds me of my homeland, Tarna. You should take some time to explore and enjoy yourself while you are here." "I sorrow to learn that Erana is truly dead. She was a Paladin in all but name, and the world has lost a great goodness. I rejoice though, that her soul is free. Thank you for your words." You are led to a small, fast sail boat that swiftly launches into the sea. The wild winds drive you onward to face Minos directly in his fortress home. You must find a way to prevent Minos from destroying the Prophecy Stone. Just as you assume the throne of Silmaria, vicious rumors are spread that you are a thief, guilty of bank robbery and other crimes. A thorough investigation destroys your reputation, and your rulership. Ferrari does not make idle threats. He really wanted that Blackbird. The guard blocks the way to the stairs. The guard ignores your actions. This guard doesn't like what you are doing.

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"The Dragon of Doom has been defeated, and the prophecy of Silmaria's destruction will not come to pass. These are the ones who averted this dire fate." "Drat. He escaped again. You people will have to go after him. I hope you stocked up on supplies before coming in here, because you won't be able to come back to Silmaria until the game is over. Good luck, and have fun. That's an order!" "The King of Silmaria is dead, and the kingdom mourns his loss.  ??We are gathered here to determine the future of this land through Rites of ancient ritual and tradition." Refuse to Swear by the River Styx Swear by the Water of the Styx "By the Rites of Rulership, Heroes will prove their worth.??By the Rites of Rulership, Silmaria will arise from the ashes of mourning like the Phoenix rises to the sun.??By the Rites of Rulership, a new King will ascend to the throne of this land!" "Who here is worthy to compete in the Rites of Rulership? By your actions, you shall each prove yourself." "The first Rite is the Rite of Freedom. The fishing villages of our kingdom and the island of Marete have been invaded by Hesparian Mercenaries. Ios, Keros, Paros, Tinos, and Naxos have been overwhelmed. The invaders need to be driven from this land." "The first person who returns with the sigil of a freed village shall be deemed the winner. If someone returns with more than one sigil, then that person will also be judged well. Let the Rite of Freedom begin!" "This is the one who has first freed a fishing village from the invaders. You returned to the gates of the Hall of Kings before all others. You are the winner of the Rite of Freedom." "However, you have gone beyond freeing one village. You clearly understand the essence of this Rite. Its purpose is to bring freedom to the people of Silmaria, not just win a Rite. You have brought more freedom from tyranny than the others." "However, you have gone beyond freeing one village. You clearly understand the essence of this Rite. Its purpose is to bring freedom to the people of Silmaria, not just win a Rite. You have brought more freedom from tyranny than the others." "The Rite of Freedom has ended, and the invaders have been driven from the villages of Marete." "This is the second Rite of Rulership. The invaders are led by a General named Claudius, who has the reputation of being a ruthless and powerful stategist." "He and the rest of the Hesperian Mercenaries are believed to be based on an island off the coast of Marete." "You shall seek out this General, and make certain that he shall never invade our kingdom again. Return with his shield." "This is the Rite of Conquest!" "The shield of General Claudius has been brought back by you. The invader base has been destroyed, and our kingdom shall remain free from their menace." "Behold the winner of the Rite of Conquest!" "Now shall a new Rite begin." "There is one enemy of this kingdom that has long been a foe for long centuries. It has the soul of Evil, and thus draws Evil to it. While it lives, there is fear. While it breathes, there is anguish." "You will have to journey to the heart of terror and pain. You will face fire and fury and above all, death. Journey to Hydra, there to face the creature that gives the island name. Teach it the fear and pain it has given others, and destroy it. Return with its teeth to prove your word." "This is the Rite of Valor!" "The Hydra has been defeated. The fire and poison of its many heads has ceased. Here stands the one who faced the death and destruction of this foul creature. Here stands the one of courage who is now victorious." "Thus ends the Rite of Valor." "A true King must be willing to face death for his kingdom. To rule this kingdom, you must be willing to go through Hell if that is what it takes to make certain Silmaria is safe." "You must indeed enter the depths of death. You must open the gates of the Underworld. You must face the fearsome guardian of the dark reaches -- Cerberus. You must journey downward to the very center of the Abyss." "Enter the realm of Hades. Find the river Styx, with which even gods swear oaths of binding. Return from this infernal land with the water of the Styx to swear your honor and valor." "This is the Rite of Courage." "Will you swear by the river Styx that you have indeed gone to the depths of Hades and returned with those waters of binding oaths?" "The Underworld is a place of death, and few that live return to speak of its darkness. Do you swear an oath by the river Styx that you have entered the gates of Hades?" "Silmaria has been at peace with its neighbors for centuries. Recently though, a people have turned against our people. A nation wars with us, although no word of this war has been spoken." "I speak now of the lost nation of Atlantis. Though it was buried beneath the waters centuries ago, its people still rule the waves. Now the Tritons have been attacking our ships, and driving away our trade. They have shattered the harmony we once all shared." "You will seek out the lost city of Atlantis. Speak with her Queen, and forge a new alliance between their lands and ours. Return with the symbol of the agreement. " "This is the Rite of Peace." "The people of Atlantis have pledged their alliance with Silmaria. Our boats will again be able to sail without fear of attack from the Tritons of the sea. Our harbor will again be safe for free trade." "You have gone into the depths of the sea. You have found the fabled city of Atlantis, and brought forth a symbol of peace between our lands and people. You have truly won the Rite of Peace." "By tradition, there have always been the Rites of Rulership to select a new King. The quests have always been of the highest importance to the kingdom. The last of these quests is always the most critical." "This is the final Rite of Rulership. Our kingdom has been terrorized by an assassin. Our King, our citizens, and our comrades have fallen to his poisonous blade. He must be stopped." "Seek out this assassin. Learn if you can who is responsible for his actions. Capture him if you can, but kill him if you must. Return with one of his poisoned daggers as proof that he has met the fate he deserves." "This is the Rite of Justice." "The poisoned dagger has been found, and the assassin has been slain. You are the one who has brought the Furies' vengeance down upon this murderer of Kings and Heroes. You have won the Rite of Justice." "However, as important as this Rite was, there is one more part that is even more critical than stopping the assassin's blade. We must know who is behind the assassin and mercenaries. We must learn who caused the war with Atlantis, and who had the King murdered." "Who is the master villain behind all these crimes?" "One person, however, has proven his skills beyond the others. One person has gone beyond duty. One person has won the crown of Silmaria." "You will become the next King of Silmaria." "Long live the King!" "They have freed our fishing villages, and driven the invaders off Marete. They have defeated the General of the Mercenaries, and made certain that they will never return to Silmaria's shores." "They have dared the depths of Hades, and proved their courage and valor. They have brought us Peace with Atlantis, and made the sea safe for boats and travel." "They have brought the Unjust to Justice, and made the murderers pay for their crimes. These are the Heroes of Silmaria!" Accuse Butler Accuse Logos Accuse Minos Accuse Another Competitor Blame the Competition Blame Logos for Being Stuck Up Accuse Minos of the Crimes Point and Shout, "He did it!" Okay, Accuse Minos Pick Minos Choose Minos Accuse Minos Blame Minos for Everything "You realize, of course, that this is not Mystery Theater, I trust." "I think NOT." "You have refused to bind your oath by the river Styx. You cannot be judged to have won this Rite." "An oath by the river Styx cannot be a lie. You have won the Rite of Courage." "You dare to accuse me, who has advised the King and supported Silmaria for years. My forefathers once ruled Marete, and you believe that I would hire forces to destroy Silmaria, that I would..." "Minos, please, they already know you did it. They have played this game before, after all. Could we skip the indignation, and get on with the threat part, please?" "Oh, very well. I do like the threat part." "Then enough of this! I will rule Silmaria despite you foolish Heroes. I'm smarter than you are any day. I have the Prophecy Stone in my possession. One by one, I have fulfilled the omens of destruction." "You will crown me King of Silmaria, or I shall release the Doom that befell Atlantis, and the Dragon will destroy you all!" "Silmaria is never to be ruled by you, Minos. Guards, seize him!" "Every person has refused to swear by the river Styx. This Rite cannot be judged to be won." "You have sworn by the river Styx. A winner has been found, and shall be so judged." "Are you making a joke or are you just being a jerk? You certainly succeeded in the latter, that's for sure." "Slander feeds lawyers and libel suits." "Liar, liar, pants on fire." "I do not find you humorous."

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It's simple double entry bookkeeping. This is where the audience sits to watch major pronouncements and ceremonies. This place is a huge amphitheatre, obviously designed so that all Silmarians could witness decisions made by the King or the King's council. You sense the power of nobility and the peoples' pride in their King. They believed in and respected the leadership demonstrated in this room. However, these impressions are from the past. Now there is a sense of sorrow and loss, mingled with fear and uncertainty. You sense only protective magic surrounding this area, preventing any hostile spellcasting. In the left column you write what's left out. In the right column you write what's left in. So all that's left in is left, right? And all that's left out you write in the right column, right? So nothing is left out, right? Left outright. It's the pillar of the community. Job posted: Columnist wanted. It's Column Meany! There's no looking back. It's a pillar of salt. This is a fifth columnist. Sturdy stone pillars encircle the enormous hall. This must be the society column. This is the sports column. This is the obituary column. This must be the advice column. The pedestal has a small sign on it: "The sword swings close..." This is the local business column. "...Like mace and bat..." "...But you have had..." "...Closer shaves than that. Mynamar Shave." There is a small sign on this pedestal. "He saw the axe..." "...And tried to duck it..." "...he slipped and fell..." "...then kicked the bucket. Mynamar Shave." This is the base of the eighth pillar. It's the bottom of the ninth... ...the score is tied... You made it to first base. The crowd cheers. This looks like the symbol of honor and humility, the banner of Paladins. You slide into home plate! The Oakhurst Talking Bears win the pennant! The Bears win the pennant! You're rounding third base. The coach is waving you in! You slide into second base! The crowd goes wild! ...and the bases are loaded. This banner represents health and long life -- the hopes of the individual. This banner shows the symbol of justice and law, the principals of the council. This represents justice tempered by mercy -- the virtues of a good lawmaker. This is the banner of truth and honesty. This looks like the banner of courage and valor -- the strengths of the city guard. This is the banner of nobility and pride, the symbol of Kings. You wonder what this banner means. This is the banner of cooperation and competition -- the virtues of sportsmanship. This is the banner of subtlety and grandiloquence -- the skills of the diplomat. This looks like the banner of courtesy and civility, the virtues of council. The drape muffles the sound, and prevents echoes. You see the banner of peace and harmony -- the goal of good government. The crest is a symbol of royalty for Silmaria. This must be the up stairs... The seal over the door is the symbol of wisdom. This raised area is designed so that the speaker can address everyone in the hall. This door probably leads to the private areas of the Hall of Kings. There is a small sign next to the door. "The more you read..." "...the verse you get..." "...I'd suggest you stop..." "...before we get the net." "Mynamar Shave" The seal over the door is the symbol of wisdom. This entrance looks back at the long hallway which leads to the main doors of the Hall of Kings. A small sign next to the entranceway reads: "The exit lies..." "...like a deep dark hole..." "...to the enchanted land..." "...of Lori and Corey Cole." "Mynamar Shave" These must be the cheap seats. It's a support for the balcony. ...and this must be the down stairs. The drape muffles the sound, and prevents echoes. The structure gives support and stability to the balcony. The hall's drapes are well-maintained. You cannot see any dust on them. The drapery is made from some sort of thickly woven material. The drape muffles the sound, and prevents echoes. This drape reminds you of your old cape. Well, in the EGA version, anyway. Yeah, yeah, I know your old EGA cape was black, not blue. The drape muffles the sound, and prevents echoes. The drape also adds to the atmosphere of majesty in this room. You are informed by the guards you will be summoned from your bedroom at the inn in time for the conclusion of the Rite of Justice. You are escorted by guards through the corridors of the Hall of Kings, and eventually led out of the gate. You are dismissed to rest up for the next Rite. You then return to the Hall of Kings. The guard prevents you from climbing up the stairs. The scientist is arrested, and led off by the guards. The guard ignores you. This guard looks determined to protect his post. This guard looks alert and ready for anything. The guard is obviously trying to do his duty. He refuses to be distracted.

250.qgmEdit

"When yer a sailor at sea, ya learn ta be eating some mighty strange foods. Once yer ashore, ya can be more picky. Thanks, but no thanks." The man nods at you and takes the drink. "Under the bridge. Don't forget to knock." This man's features are concealed beneath his short cloak. Though you cannot see his face, you feel his eyes glaring at you. Talk to the Man Show Thief Sign Never Mind Greet the Man You can feel his glare of deep suspicion, and he refuses your offer. This man acknowledges you with a grim smile that has no trace of humor. He doesn't seem too friendly, or willing to talk. Ask His Name Ask about Silmaria Say Goodbye Ask about Rumors There is a strong aura of magic around this person, but it seems to be based on magical items rather than personal spells. Despite your burning desire to see this man six feet underground, this isn't the time or place for a fight. There are too many potentially hostile witnesses around. The cloaked man watches you with obvious suspicion. You can't pick his pocket. "Be seeing you." "What do you want?" The man seems very guarded. You suspect that something is magically interfering with your ability. You feel a distinct prickling on the nape of your neck, as though something wicked is near. You don't trust this man for some reason, so you don't want to show him this imitation. "None of your business." "Fools don't last long here." "See for yourself." "Umm...Thanks, but no thanks. A girl has to watch her figure, you know." "How sweet. There's nothing like a new flame to burn up an old boyfriend." "Well, Nawar, look who walked in. What can I do for you, tall, blond, and handsome?" This woman is overweight and underdressed, but she has a merry and rather wicked smile. She looks like she likes what she sees, and she's looking at you. Budar dancing is one sight that really is awesome. Talk to Woman Show Thief Sign Buy a Drink Never Mind "I know what I'd like to do for him." "My name is Budar. If you see something you like, just let me know." "If you like what you see, let me know." Budar hands you a mug filled with liquid. "Marriage is a great institution, but I'm not ready for an institution, yet." "Thanks, but no thanks. I have what I want already." "That Blackbird looks more like a dead duck than a golden goose. Well, there's no accounting for tastes." "Umm...What can I get for you, pretty boy?" "Have you had too much to drink?" Ask about Budar Ask about Inn Tell about Yourself Greet Budar Ask about Silmaria Flirt with Budar Ask about Dance Ask about Nawar's Dance Ask for a Kiss Ask about Nawar Ask about Budar Ask about Nawar Ask about Nawar Ask Budar for a Kiss Ask Budar for a Kiss Ask about Nawar Flirt with Budar Flirt with Budar Flirt with Budar Flirt with Budar Flirt with Budar Ask for a Kiss Say Goodbye Ask about Budar Ask about Today's Special Greet Budar Say Goodbye Ask about Budar Ask about Nawar Greet Budar Flirt with Budar Say Goodbye Ask about Budar Ask about Nawar Greet Budar Say Goodbye Ask about Budar Ask about Nawar Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Ask about Budar Talk about Ugarte Greet Budar Flirt with Budar Say Goodbye Ask about Budar Ask about Ugarte Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Flirt with Budar Ask about Today's Special Ask about Budar Ask about Drinks Greet Budar Say Goodbye Ask about Bartender Ask about Drinks Ask about Dead Parrot Greet Bartender Say Goodbye Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Nawar Tell about Ugarte You can tell that this woman carries no magic. You can't pick Budar's purse because it is behind the counter. "Umm...What can I get for you?" "I like a man who knows how to treat a girl right." "Budar, you like a man, period." "I do not eat such things. Bad for the digestion, you know." "Greetings. I am Senor Ferrari, and this is my associate, Ugarte. I believe we've had the pleasure of meeting you sometime ago in distant Raseir." "Thanks, but that is not what I would like to eat." "Flowers, for me? You are a romantic, aren't you?" "Before I can marry you, I'd like you to do a little favor for me. You know Abduel, who guards outside the inn? He thinks I should be his." "You have given me so many gifts. You are very generous. I am very fond of generous people." This attractive woman is watching you with a smile and a wink. Her harem dress fits her very well. Nawar dances passionately, and you find yourself sweating while you watch her. You can tell that this woman is friendly and trustworthy. Although she likes to flirt, she is teasing more than seriously interested. She enjoys laughing at herself and others. She is happy with her life in Silmaria, and determined to get the most from life. You don't trust this person enough to show her this imitation Blackbird. Talk to Woman Show Thief Sign Never Mind Play the Wheel of Fortune "You have such a way with words. My ears love the way you tease me with your tongue." "So soon? We've hardly gotten to know one another. Maybe if we get a chance to talk again, in private, we can discuss some very private things." "Before I can accept this, let's get to know each other a little better. A girl likes to hear sweet things said to her. I'd like to be certain you appreciate me." "I'd like for you to teach him a little lesson. How about, say, a little sword practice? I'd love to watch." "You are so sweet. You've done so much for me. Could I get you to do just one more little thing?" "Before I can give you my heart, and take your ring, I'd like you to get the better of Ferrari." "I'd just like to see Ferrari shown up. That's not too much to ask for, is it?" "Hello there, stranger. My name is Nawar, and I'll be happy to help you any way I can." "Oh, how wonderful you are. Look, Budar, what my dear lover boy has given me!" "So, he put a ring on your finger, and you put one through his nose, is that it?" "Don't be so rude, Budar." "I'm not being rude. I'm just being honest." "Well, anyway, I'd love to marry you. We'll just have to wait until after your coronation to finally tie the knot. Then we can live happily ever after." "There's nothing quite like marriage to break up a good romance." "If this is the only thing you're giving me, I'm disappointed. I thought you were more generous than this. I'm not some cheap date, you know." "Before I can marry you, I'd like you to do a little favor for me. You know Abdim, who guards outside the inn? He thinks I should be his." "I'd like for you to teach him a little lesson. How about, say, a little sword practice? I'd love to watch." "Chocolates! I love sokolatak-ya." "How generous you are. Pity I have no need for such things." "Thanks, although I prefer to wear something a little more fancy. I'm not into cheap frills, you know." "So, you want to play with me a little?" "You look like you could use a drink." Ask about Nawar Ask about Silmaria Ask about Inn Greet Nawar Ask about Nawar Flirt with Nawar Ask about Nawar Ask about Nawar Ask Nawar for a Kiss Kiss Nawar Ask about Nawar Ask Nawar for a Kiss Flirt with Nawar Flirt with Nawar Flirt with Nawar Flirt with Nawar Ask for a Kiss Say Goodbye Tell about Yourself Ask about Budar Greet Nawar Say Goodbye Ask about Budar Flirt with Nawar Ask about Nawar Greet Nawar Say Goodbye Ask about Budar Ask about Nawar Greet Nawar Say Goodbye Greet Nawar Say Goodbye Talk about Ugarte Greet Nawar Flirt with Nawar Say Goodbye Ask about Ugarte Greet Nawar Say Goodbye Greet Nawar Say Goodbye Greet Nawar Say Goodbye Flirt with Nawar Greet Nawar Say Goodbye Greet Nawar Say Goodbye Ask about Wheel of Fortune Greet Nawar Say Goodbye Ask about Dead Parrot Inn Greet Woman Say Goodbye Ask about Ferrari Ask about Wheel of Fortune Ask about Wheel of Fortune Ask about Wheel of Fortune Ask about Wheel of Fortune Ask about Nawar Ask about Nawar Ask about Wheel of Fortune Ask about Nawar Ask about Wheel of Fortune Tell Nawar You Love Her Ask about Nawar Tell Nawar You Love Her Tell Nawar You Love Her Tell Nawar You Love Her Ask about Nawar Ask about Wheel of Fortune Ask Her Name Ask about Wheel of Fortune Ask about Ugarte Tell about Ugarte This person carries no magic. "How lovely. You do know the way to win a woman's heart, don't you?" "This is it? This is the Blackbird that Ferrari is always talking about? Not very impressive, somehow." Hmmm. There doesn't seem to be a purse to pick on her, or much of anything else. "Still, it would be great if Ferrari could get his hands on this Blackbird, and you could take it away from him. It would make him so mad. It would make me so happy. Why don't you see what you can do about tricking Ferrari, just for me, or maybe for you, too." "Mmmm. You sure know how to show a girl a good time." "That's not all Nawar would like you to show her." Talk to Ferrari This overweight man looks very familiar. You dealt with him before in the city of Raseir. He is Senor Ferrari, a most suspicious gentleman. You can sense this woman is attracted to you, but it's a very predatory attraction. It's obvious she wants someone to buy her everything she desires. She's greedy and fickle. You are not certain you can trust this person with the knowledge of the Blackbird, so you don't show it to her. Show Thief Sign Never Mind "You've made quite a name for yourself, haven't you? It will be interesting to see what you can do for Silmaria. Rumor has it that you could be her next King." "I am the owner of this Dead Parrot Inn. I'm a man of vast influence, and I'm certain we should get to know each other better." "Greetings, my friend. How can I assist you this evening?" "Greetings again. The Rite of Rulership has begun, and the city is filled with rumors and speculation of who will become the next King." "It is most unfortunate that Ugarte should die to the assassin. He was always so useful." "However, I have some information that could be valuable to both of us." "It is most unfortunate that the assassin managed to poison Ugarte. Even with the aid you gave him, Ugarte will not be of any use for some time." "However, I do have knowledge of some information Ugarte was trying to sell you. I, however, will not be greedy. I will give it to you for free. You will, of course, owe me for this favor." "You look very pleased with yourself. What can I do for you now?" "Welcome. You will always be welcome here." "I have no interest in things of little value." "Could it be? Yes. Yes! It is real! It is the real Blackbird. At last, I have the real Blackbird." "I do not normally accept bribes. However, I am willing to make an exception for special occasions." "Interesting. It does have distinct possiblities." "This may be valuable, but it is not the Blackbird. I'm afraid you disappoint me. I will take nothing less than the real Blackbird." Ask about Ferrari Greet Senor Ferrari Say Goodbye Greet Ferrari Say Goodbye Talk about Ugarte Greet Ferrari Say Goodbye Ask about Ugarte Greet Ferrari Say Goodbye Greet Ferrari Say Goodbye Greet Ferrari Say Goodbye Greet Ferrari Say Goodbye Ask about Inn Ask about Silmaria Ask about Ugarte Ask about Ferrari Ask about Rite of Rulership Ask about Silmaria Ask about Dead Parrot Inn Ask about Information Say Goodbye Ask about Ferrari Ask about Information Ask about Ferrari Ask about Ferrari Ask about Ugarte Ask for Information Greet Ferrari Say Goodbye Ask about Ferrari Ask about Deed Ask about Gnome Ann's Inn Ask about Blackbird Ask about Ferrari Greet Ferrari Ask about Deed Ask about Ferrari Ask about Deed Say Goodbye Ask about Ferrari Ask about Blackbird Ask about Ferrari Talk about Ugarte Greet Ferrari There are some minor magic items upon Ferrari, but nothing major. "This is an acceptable trade for the deed to the Gnome Inn. I thank you for such a kind offer." "You may give this deed back to Ann Agrama with my compliments." "Surely you don't think that I would acknowledge that sign, do you?" Ferrari knows you too well to allow you to pick his pocket, so he keeps an eye on your hands. Ferrari refuses to acknowledge he has ever seen such a thing. "I must congratulate you, my friend. I always knew you were a man of infinite resource." "Here, take the deed to the Gnome Inn. I have no interest in it now. Oh, and you have my word as a gentleman that no mention of certain unsavory aspects of your profession will ever be revealed, at least, not by me." "Why, thank you. You do have noble qualities, don't you?" While you don't sense an actual lie, you have the impression that Ferrari isn't telling the whole truth, either. Ferrari might be a little angry at you for stealing back the blackbird, and he will probably not keep his end of the bargain. All in all, this probably isn't the best idea you've ever had. Thus, you keep the bird to yourself. "No, thank you. I never accept food from others. You never can be too sure about poison, you know." "Good evening. Congratulations on the success of your mission." This short man with the shifty look is familiar to you. The last time you saw him, he was being dragged away by the guards of Rasier. He is Ugarte, the seller of information. This is a man of great cunning and deviousness. He is avaricious and will stop at nothing to get his way. He respects you, but he will try to use you if he can. You know that Ferrari wants the real blackbird. This imitation blackbird could be useful -- if Ferrari doesn't know about it first. Thus, you keep the bird to yourself. Talk to Ugarte Show Thief Sign Never Mind "You are most generous, but I must refuse your kind offer." "Oh, thank you. You are very generous." "Ah yes, a fellow felon. The guild is hidden near the west gate. Look under the bridge and be sure to watch for traps." Ask about Ugarte Ask about Silmaria Greet Ugarte Say Goodbye Greet Ugarte Ask about Ugarte Ask about Ferrari Greet Ugarte Say Goodbye Greet Ugarte Say Goodbye Ask about Rumors Ask about Rumors Say Goodbye Ask about Ugarte Ask about Rumors Ask about Rites of Rulership Ask about Silmaria Ask about Rumors Ask for Information Ask about Ugarte This person carries nothing of a magical nature. "Thanks. Don't mind if I do." Ugarte is watching you through narrowed eyes. You suspect he suspects you. You can't pick his pocket now. Ugarte makes a "tsk, tsk, tsk," noise, and then just smiles. This one-armed man has the weathered, tanned skin of a sailor who has spent many a year at sea. You can sense this man has delusions of his own importance. He is devious and deceptive, but he does have some sense of honor. He would blackmail someone without a qualm, but he hates to tell lies. You remember Ugarte from Raseir, and you are certain he would be interested in the real Blackbird. Thus, you decide not to show him this pale copy -- it might be useful, later. The one-armed man seems to be leaving the inn right now. Talk to the Man Show Thief Sign Never Mind The man does not seem to notice that you are trying to speak to him. "I lost me taste fer fish a looong time ago, thank you." "Sorry, matey, but I have no interest in that." "Why, thank ye, mate. Never turn down the offer." "It's under the bridge to the west. Watch for traps." Ask His Name Ask about Silmaria Ask about Rumors Greet the Man Say Goodbye Greet Arestes Say Goodbye Ask about Arestes Ask about Silmaria Ask about the Sea This man has only the slight magic of a dagger and Mystic Magnets upon him. The man has a friendly look, but he's watching you too closely for you to use the pickpocket knife unobserved. Arestes eyes widen in surprise, then he shakes his head and says he has no interest in toolkits. "Ya want ta be knowing more about me? Well, I lost me arm when a Great White Shark decided I might make a tasty snack. Might say it dis-armed me, so ta speak, heh, heh." "Be seeing you around, I be sure." "A right pleasure it is to be meeting you, mate." "This be a fine place to be, stranger. You'll like it here." "My name is Budar, and I'll be happy to help you any way I can." "Nawar and I come from Rasier, where the desert sand is hot." This man has a slightly dishonest feel to him. He is not actively evil, but you don't think you could trust him. He seems like he is genuinely friendly, but also fluent in lying. Considering how valuable the real blackbird could be, you think that showing this around town may not be wise. There may be thieves around.... "That's not the only thing that's hot." "I'll be happy to serve you a drink. What can I get for you?" "I've got ample measure to show men pleasure." "I dated an undertaker once, but he just wanted my body." "Nawar knows catching a man is like catching a fish... You've got to wiggle the bait a bit." "This is not a bad place to be, once you get to know it." "There are better things to get to know here." "Some girls love to dance... Nawar dances to love." "Just call her Melody -- she's real sharp, knocks guys flat, and boy, does she know the score!" "I know what I like, and I like what I see." "Come on back and see me sometime." "Running after women never hurt anyone. It's the catching that does the damage." "It's not the size of the sheath, but the skill with the sword that counts." "Kissing may be the language of love, but money still does the talking." "Sorry, handsome, but I never let a fool kiss me, or a kiss fool me." "You really should ask Nawar out sometime... A good girl is good, but a bad girl is better." "Nawar has what it takes to take what she wants." "Nawar knows to stop playing ball when she makes a good catch." "You'll get a real kick out of kissing me... Nawar will give it to you!" "Every time some men plant a kiss, they expect to reap a harvest." "A wise girl is determined to mate good." "Always flirting describes Nawar to a 'tease.'" "Love is nothing more than a passion fancy." "Stealing a kiss may be petty larceny, but usually, it's grand." "Oooh...It's always a pleasure to meet a man like you." "I'll have none of your lip." "I prefer the pleasures that come after meeting the man." "Nawar may be amiss, but she doesn't miss much." "Welcome to Silmaria, Oh-Hider-In-Harems. We didn't get a chance to get to know you last time we met." "I'd certainly like to get to know you better." "Ferrari better not hear you say such things." "It seems, Nawar, that Ferrari wouldn't be the only jealous person around here." "Ferrari and I have a thing for one another. He's very broad-minded, and I'm very broad." "Come back soon." "You certainly have a way with words." "I wish he had his way with me." "Come back often." "Nawar knows the right moves to move a man, doesn't she?" "Ferrari likes me because I know how to throw my weight around." "You should tell Nawar you liked watching her dance. She'll be pleased you liked what you saw." "Your knowledge of love depends upon how well you grasp the subject." "You'll need something to wet your whistle after you've watched Nawar, won't you?" "I like a man who knows what I like." "Leaving so soon? We've barely gotten to know one another." "It's nice to see you're back." "Nawar is a woman of simple wants... All she wants is simply all you've got." "It's better to see your front." "We haven't gotten to know you... at all." "I like a man who likes what I know." "It's been a little slow here tonight." "See ya later, hero." "What would you like today, handsome?" "Nawar is looking for a generous man -- one she can take to, and from." "You look like you've seen a ghost." "We needed you to make our night." "I can't get over Ugarte's assassination. This seemed like such a nice place compared to Raseir." "See you later." "Ugarte's been killed? We better let the city guards know. They may think we had something to do with it." "See you, lover." "I know how to show a guy a good time." "Take care of yourself, and watch your back. I'd hate to have something happen to you. Nawar would never get over it." "Sorry, sweetheart, but I don't feel like flirting right now." "Maybe you can liven the mood here. It's been like a morgue since Ugarte got hit." "There were times I wanted to strangle Ugarte, but I never wanted him dead." "You've certainly got a lot to show." "It's not the men in my life... It's the life in my men." "Keep an eye out for that assassin." "Welcome back to the inn." "Ugarte is unconscious, but he's still alive. You were quite a hero for Ugarte." "He's quite a hero for me, too." "He sure has a welcome back. A welcome front, too." "Ta-ta for now." "Are you happy to see Nawar's dance, or is that just the sword in your sheath?" "Budar not only kept her girlish figure -- she doubled it." "There's nothing a girl likes better than a man who takes an interest in her." "Ta-ta for now." "Hello there. Oooh... What can we do for you?" "What can we do to you?" "Remember, crime doesn't pay -- if you get caught." "You look like you're the cat that caught the canary -- or is it another bird you caught?" "There's nothing a girl likes better than a man -- period." "Well, I wish you and Nawar all the happiness in the world. You are basically incompatible -- You're the income, and she's the pat-able." "Farewell, and don't tell." "When I'm hot, I'm hot." "When you're hot, you're not." "When you're not, you're hot." "So you asked Nawar to marry you? Remember, the trouble with marriage is that it can break up a good romance." "I'll be happy to serve you whatever you like." "I'm looking forward to seeing you two wed." "I'm looking forward to seeing him to bed." "It's not the size of the wand, but the amount of magic in it that counts." "Today's special is Rum and Croak. It'll get rid of a frog in the throat and I've been 'toad' it's pretty good." "The Dead Parrot Inn is the place to visit if you'd like a little nip now and then." "I know I like to nip every once and awhile." "Oh, you can gamble on combat or skill or on love, if you like." "I know which I'd like." "So would I." "It's so sad to see you go." "The nice thing about bars is that there's always 'rum' for one more." "Oooh... It's always nice to see a man who knows how to dress." "It's nice to see a man who knows how to undress, too." "Come back soon." "I'd tell you to name your poison, but that's gotten a bad name around here recently." "It's nice to see you here." "You can buy a drink from me or for me. What'll it be?" "Have some of our Centaur Saki -- one sip, and you'll feel like a stud." "The drink of the day is a specialty from Shapeir... It's Djinn and Tonic. One sip and you'll dream of Djinni." "The special today is a Bloody Mary. A Vampire is a real sucker for that. But don't get drunk with Dracula or you'll be out for the Count." "Today we're out of Bloody Marys, but I can get you a Blood Lite." "The drink of the evening is called 'Dragon's Breath.' Don't even think of drinking it unless you're really hot stuff." "The drink of the evening is called 'Dragon's Breath.' Don't even think of drinking it unless you're really hot stuff." "Our specialty tonight is the Fount Vesuvius. You'll get a real bang out of it." "Care to go horsing around? I'd not say neigh..." "Care to try our Satyr-day Night Special? It will make girls 'faun' all over you." "I'll be happy to 'Pan-der' to your tastes." "Tonight you can try some Werewolf Whiskey -- it's made with Monster Mash and will make you howl." "I've always had a thing for wolves." "Would you like some Pegasus Punch? One drink will make a 'foal' out of you and you'll be flying high." "It has been an immense pleasure doing business with you." "I believe that the Blackbird is the most suitable trade for the deed to the Gnome's Inn." "I cannot remember when I have ever felt so triumphant as I do now. Years I have spent chasing this thing, and now I can hold it in my hand." "Forgive me, I'm a little overcome with emotion. This is it -- the true Blackbird. I finally have it." "I have great trust that you will find the Blackbird. When you do, I will reward you greatly." "Ha, ha. It is good to see you again. I am quite certain that we'll be seeing more of one another in the future." "It is always a pleasure to meet old friends in new places, is it not?" "Silmaria reminds me of Raseir when Ad Avis first took over it. The warning signs are there that things will get worse here before they get better." "Budar and I have known each other for longer than a girl is willing to admit." "Come back soon. I can't wait to see your... um, smile again." "You seem to be a man of many talents. I, too, have many skills. We'll just have to have a talent contest some night, just you and I." "I've always had a thing for men with big swords." "The way you lick your lips makes me shiver with anticipation." "I'd be happy to kiss you." "It's a pleasure to meet you. Speaking of pleasure..." "Silmaria can be cold at night this time of year. You might need something to warm your bed. Or perhaps, someone." "Are you here to play the game?" "I always feel safe and warm when you're around." "I'm very happy to have your ring. You're everything I ever wanted in a man." "This really isn't the place for a real romance. If we're going to do it, I want to do it right." "I can tell by the way you use your weapon that you've had a lot of experience." "You have a wicked way with words." "I'm always feeling fine... when you're around." "You've already saved Ugarte. Now won't you save yourself for me?" "I'm happy to greet you any day." "You want to kiss me? I'm open to such suggestions." "So we have met before... I thought so. I'd never forget your... face." "Budar believes "The more, the merrier." I've always preferred, "The more, I'll marry." "Gotta go so soon? We were just starting to get to know each other." "Seeing you here again makes my evening." "If you like what you see, I'd like to see what you like." "Budar and Ferrari deserve one another." "You're going to just leave me like this? All dressed up, and no beau." "It's always nice to see you. I'd like to see more of you." "I'm the kind of girl who's looking for a kind of guy like you." "I'll have to think over some of the things you've said. We can talk more about them later. See you then." "Are you going to keep walking out of my life all the time?" "I always look forward to having you near me." "I'm feeling a little chilly tonight. How would you like to warm me up?" "We've hardly had a chance to talk. Isn't there something you want to say to me?" "This slow night suddenly got faster..." "Ugarte's been killed? That's terrible. He owed me money." "You've got to call the city guards. At least this way, whatever Ugarte knew won't be used against us." "Try not to be a target, okay?" "Not tonight... I've got a headache." "Well, at least there is some bright spot to this dark evening." "Ugarte made a living by selling things he shouldn't have, or shouldn't know. Ugarte was a man who knew too much. You were lucky he didn't get a chance to talk to you. Otherwise, you might know too much, too." "Take care... Someone might want to put a dagger in your back, too." "You're quite a hero around here. Ugarte would be dead, if you hadn't been there to help him." "He's sleeping it off in his room. He's not well, but it's better than being dead." "Welcome back... I've been wondering when you would return here." "I look forward to your return." "How are things going with you? I don't see you nearly as much as I'd like." "Come back soon, and often." "It's so nice to see you again." "See you later, lover man."?? "Hello, my hero. I can't wait for the date when we can really get to know one another." "I'll be happy to see you whenever you return." "Something in the way you move attracts me like no other hero." "Welcome to the Dead Parrot. I'll be happy to help you any way you want." "The Dead Parrot is a good place to come when you want some company." "Come back anytime." "What can I do for you?" "The Dead Parrot Inn is a good place to relax, buy a few drinks, or test your throwing skills." "You're good at taking chances, aren't you? Why don't you take a chance with me?" "Ferrari brought us here from Raseir. He's ruthless, cunning, and deceitful. Those are his good points." "This is the Wheel of Fortune. Just show me your money." "All it takes is a little toss, and the house takes a loss. If you are as good as you seem to be, you can't lose." "Round and round the wheel will go." "It's not the size of the blade, but how well you wield it... " "Quiet nights make me want to slip into something a little more comfortable -- like your arms." "Ugarte is a sneaky little twerp who knows everything about everybody. One day, he's going to learn something he shouldn't, and someone will teach him to mind his own business." "I kind of miss Ugarte already. He was a skulking little twerp, but he was a part of this joint." "I've always had this thing for Heroes..." "I don't want to think about daggers after what happened to Ugarte." "You love me? You aren't just saying that, are you? There are some things that shouldn't be joked about." "I've always admired a man who's got a steady hand and a good aim." "Love is a good way to ruin a friendship, but it can be the start of a better one." "I've been waiting for a guy like you to come into my life" "I never thought I would hear you say those words. I figured you were more the flirt and farewell type." "I love you as much as you love me." "I'm Nawar, and I run the Wheel of Fortune. Care to try your skill with me?" "I've always admired a man who knows what he wants and gets what he can." "If you want to play the Wheel, I'll be happy to show you around." "Show me your money, and I'll show you a good time." "How fortunate for Silmaria that you are here." "I will be seeing you soon, I hope." "Good luck. It would be most unfortunate if you did not return from your Rite." "Ha, ha... It is good to see you here tonight." "Ferrari is just pleased that you are not out accomplishing your first Rite, as you ought to be." "Be very careful. As long as the assassin is alive, you will be in danger." "It is good to know that you were not the target of the assassin as well as Ugarte." "Ugarte and I have been business associates for many years. You could trust him as long as you paid him well." "Farewell, my friend, and I wish us both the best of luck in our mutual business endeavors." "It is good to know that you were not the target of the assassin as well as Ugarte." "Ugarte and I have been business associates for many years. You could trust him as long as you paid him well." "You have the look of a troubled man. A man that perhaps needs another favor?" "You aren't just going to leave without relieving my suspense, are you?" "When I see you with a smile like that, I begin to worry." "It is always gratifying to have something that someone else wants. I hope my warning is sufficient. I would regret it if you try to take the Blackbird back. You will fail, and I shall mourn you, my friend." "You have fulfilled my finest dream. I am happy to see you." "I am first and foremost a businessman, and I need to make a profit off my deals. The Gnome Inn is a very valuable property, and I stand to lose a lot of money if poor Ann cannot pay for it." "I was forced to leave Raseir not long after you did. When the Sultan of Shapeir took the city over, he did not approve of the way I did business." "The Dead Parrot Inn is an Oasis in this dreary little kingdom. It is a place to relax, refresh yourself from your busy day. If you are skilled, you can earn some money at the Wheel of Fortune." "If you are lucky, you can make some real money betting on the combat held each night at the arena. If you are very, very skilled, you can make even more money by fighting in the arena, and backing your winnings with a few well-placed bets." "All in all, you will find plenty to amuse yourself here at the Dead Parrot." "There is a lot of money to be made in times like this, if you are willing to take some chances. You are a risk taker yourself, I know. I am certain we will be of use to one another soon." "The Rite of Freedom is a most dangerous mission. I advise you to take your time with it, and take a lot of precautions." "Silmaria can be very dangerous, if you don't watch where you are going, and watch where you've been, as well." "Ugarte has his uses." "I am a businessman, and I've always had my sources for information. If you need to know something, I'm certain I can find out what you want to know. For a modest fee, of course." "Do not listen to him. He is just trying to delay you so you do not win." "Nevertheless, I am acting in our friend's best interest. Unless you have the healing and weapons you need, your life will be in grave danger." "I am very disappointed in Ugarte's death. I thought that you of all people could have prevented such a waste of a life." "We have been doing a lot of business here lately. People tend to drink more when times are troubled." "Farewell, my friend, and I wish us both the best of luck in our mutual business endeavors." "I came to Silmaria for the same reason I first traveled to Raseir. Ugarte found out that the fabled Blackbird had been brought here. Not just another fake, no, this one is the real Blackbird." "I will let you in on a little scheme that Ugarte and I were working upon." "I have been searching for the real Blackbird for many years now, and I don't intend to give up until I hold it in my hands." "I know you are a man of many skills. If anyone can find where the Blackbird is hidden in Silmaria, it will be you. Bring it to me, and I am certain we can make a business arrangement that will satisfy both of us." "I had hoped that Ugarte would learn more about where the Blackbird was to be found. It was in the city recently, and must still be nearby. I want that Blackbird!" "With Ugarte incapacitated for who knows how long, I will have to rely upon other resources. Nevertheless, I can be of service to you right now." "Ugarte died because he overheard the wrong thing. I believe he suspected the assassin's identity. You've seen the man here -- he's known only as Bruno." "Ugarte had been watching Bruno for some time. I suspect that Bruno was also watching Ugarte." "Farewell, my friend, and I wish us both the best of luck in our mutual business endeavors." "I know you are a man of many skills. If anyone can find where the Blackbird is hidden in Silmaria, it will be you. Bring it to me, and I am certain we can make a business arrangement that will satisfy both of us." "I had hoped that Ugarte would learn more about where the Blackbird was to be found. It was in the city recently, and must still be nearby. I want that Blackbird!" "I came to Silmaria for the same reason I first traveled to Raseir. Ugarte found out that the fabled Blackbird had been brought here. Not just another fake, no, this one is the real Blackbird." "I will let you in on a little scheme that Ugarte and I were working upon." "I have been searching for the real Blackbird for many years now, and I don't intend to give up until I hold it in my hands." "Thus I intend to take the Gnome Inn back, to spare Ann the financial burden." "However, I'm willing to hold off on collecting my money, if that is what you wish. If you bring me something of great value, I might even consider giving the deed to you." "Then there is the little matter of your rather unsavory profession. It would be most unfortunate if your membership in the Thieves' Guild were to be made common knowledge. Few would want a known thief as King of Silmaria." "Bring me the Blackbird, and I will make certain that your illegal activities remain a secret." "I have a feeling that I will soon come into possession of a very valuable piece of real estate." "The Gnome Inn is a farce. It will never be able to make a profit. What fool would ever stay there?" "I feel as though I am about to experience an unwelcome surprise." "Do you have something to trade for the Gnome's deed?" "The Blackbird is securely placed in my house. All of my trusted guards are there, and they're looking forward to killing any thief foolish enough to walk into the trap." "I know that I cannot trust you. You want the Blackbird as badly as I do. However, I have it, and you cannot get it. So I can afford to be pleased with you." "Even if a thief gets by the guards, he cannot take the Blackbird. The minute the Bird is moved, an alarm will go off. Thus, there will be no chance that I will lose my most prized possession." "I look forward to selling you the information you desire." "I only wish you had done better. I had quite a sum of money on you, you know." "Farewell, my friend. If you have any need of my services in the future, you can usually find me here at the inn." "It is good to see you again. We parted the last time under most unfortunate circumstances. I was afraid I would not see you or anything else again. Fortunately, I got lucky." "Silmaria has her little secrets, and I make a point of finding them. This island is not the pretty little resort it seems to be. There are many dangers for the unwary here." "I am hoping we will be able to do business together. You always seem to be in the middle of things. I am always happy to play the role of a middleman." "Ah, it is good to see you. You are finding your way around this fair city, I trust." "Good luck on your mission. I have quite a sum of money on your success." "It is always a pleasure to see you." "Oh, Senor Ferrari is probably at the arena tonight. He enjoys witnessing the combats. He also enjoys the money so many people are willing to pay to watch these combats." "Myself, I am not interested in watching such brutality." "The fishing village you are supposed to free is to the southwest. It is well-guarded, but if you do not take the guards out one by one, you will be overwhelmed. I will be most sad if you were not to survive this." "You wish to know rumors? I make a living from selling rumors. However, since we are such old friends, I will be happy to share a little of my knowledge with you." "I am doing rather well for myself here in Silmaria. There are many things which I know that others want to know as well." "It is amazing what some people will pay for the right information. Why, just today, I sold someone some secrets about his wife that he did not know. Poor man, I'm afraid they did not make him happy." "There is talk that there will soon be an invasion of this island. Already, many people have left. I will be happy to provide letters of transit, should you care to leave here, too." "Tsk, tsk. You seem to think that information is free. However, I will let you know that a certain attractive young woman has been asking about you." "You seem to be quite popular with the ladies, no?" "You are ruining my reputation as a businessman, asking for free information. However, I will let you know this... Magnum Opus may seem to be a pompous ass, but he is a strong fighter." "I heard you had entered the Rite of Rulership. I will be honored to help you by selling you information about your fellow associates in this contest." "He is the odds-on favorite to become the next King of Silmaria. Except for you, of course." "There is much speculation around town whether any of you can complete the first Rite. Some people think you are going to your deaths. I have complete faith in your abilities, however. If anyone can defeat the invaders, it will be you." "There is this little matter of a bet, you see." "Well, at least I am willing to bet on my friends." "You are interested in learning more about the assassin? I will do what I can to find things out. It will be dangerous for me, you know. I will have to charge you, oh, say... 500 drachma? It will certainly be worth every drachma you spend." "There is talk that the person who killed poor Kokeeno also killed King Justinian. It does seem a little much of a coincidence that they both died by a poisoned dagger." "It is sad that one of your competition in the Rite is dead so soon. There is speculation that one of the competitors is the murderer. I would watch my back, if I were you." "Nice talking to ya." "Good ta see ya again. Will ya join me in a toast ta the salt seas of Silmaria?" "I be Arestes, a retired seaman, as it were." "Rumors is it, you want to be knowing? Well, matey, dead men tell no tales -- nor do I." "The sea right now be dangerous. Besides the sea monsters looking for tasty bits, there's the sea folk who be attacking ships. It ain't safe fer travel." "Silmaria's the land of adventure. See for yerself, lad." "Fifteen men on a dead parrot. Help!" "Help! Help! Parrot in bondage! Parrot in bondage!" "Lousy shot. Missed by a mile. Arcchhh." "Missed me. Missed me! Arrch!" This parrot looks rather nervous. "Fifteen men on a dead parrot. Help!" "I give up! I give up!" "Help! Help! Parrot in bondage! Parrot in bondage!" "Pieces of eight. Pieces of Polly. Arccch!" "Ooops! Got me pinfeather." "Pieces of eight. Pieces of Polly. Arccch!" "Ooops! Got me pinfeather." "Polly want some Dramamine." "Polly want some Dramamine." "I give up! I give up!" "You lose, sucker!" "You win! Now lemme outta here!" This person is probably the brother of the guard who stands outside the Dead Parrot Inn. You have tied. You win a free game. Okay The huge man ignores you. Though you wave your weapon menacingly in front of the guard, he watches you impassively. The guard ignores your actions. You can feel the stubbornness and strength of this man. He is bored to the point of falling asleep, and dreams of fighting in the arena like his brother. Abdum glares at you, watching you very closely. You can't sneak close enough to pick his pocket. He looks happy for a second, then grim as he has to refuse your offer of a drink. You successfully picked Ugarte's pocket, and pulled out 200 drachmas.

250-1.qgmEdit

"When yer a sailor at sea, ya learn ta be eating some mighty strange foods. Once yer ashore, ya can be more picky. Thanks, but no thanks." The man nods at you and takes the drink. "Under the bridge. Don't forget to knock." This man's features are concealed beneath his short cloak. Though you cannot see his face, you feel his eyes glaring at you. Talk to the Man Show Thief Sign Never Mind Greet the Man You can feel his glare of deep suspicion, and he refuses your offer. This man acknowledges you with a grim smile that has no trace of humor. He doesn't seem too friendly, or willing to talk. Ask His Name Ask about Silmaria Say Goodbye Ask about Rumors There is a strong aura of magic around this person, but it seems to be based on magical items rather than personal spells. Despite your burning desire to see this man six feet underground, this isn't the time or place for a fight. There are too many potentially hostile witnesses around. The cloaked man watches you with obvious suspicion. You can't pick his pocket. "Be seeing you." "What do you want?" The man seems very guarded. You suspect that something is magically interfering with your ability. You feel a distinct prickling on the nape of your neck, as though something wicked is near. You don't trust this man for some reason, so you don't want to show him this imitation. "None of your business." "Fools don't last long here." "See for yourself." "Umm...Thanks, but no thanks. A girl has to watch her figure, you know." "How sweet. There's nothing like a new flame to burn up an old boyfriend." "Well, Nawar, look who walked in. What can I do for you, tall, blond, and handsome?" This woman is overweight and underdressed, but she has a merry and rather wicked smile. She looks like she likes what she sees, and she's looking at you. Budar dancing is one sight that really is awesome. Talk to Woman Show Thief Sign Buy a Drink Never Mind "I know what I'd like to do for him." "My name is Budar. If you see something you like, just let me know." "If you like what you see, let me know." Budar hands you a mug filled with liquid. "Marriage is a great institution, but I'm not ready for an institution, yet." "Thanks, but no thanks. I have what I want already." "That Blackbird looks more like a dead duck than a golden goose. Well, there's no accounting for tastes." "Umm...What can I get for you, pretty boy?" "Have you had too much to drink?" Ask about Budar Ask about Inn Tell about Yourself Greet Budar Ask about Silmaria Flirt with Budar Ask about Dance Ask about Nawar's Dance Ask for a Kiss Ask about Nawar Ask about Budar Ask about Nawar Ask about Nawar Ask Budar for a Kiss Ask Budar for a Kiss Ask about Nawar Flirt with Budar Flirt with Budar Flirt with Budar Flirt with Budar Flirt with Budar Ask for a Kiss Say Goodbye Ask about Budar Ask about Today's Special Greet Budar Say Goodbye Ask about Budar Ask about Nawar Greet Budar Flirt with Budar Say Goodbye Ask about Budar Ask about Nawar Greet Budar Say Goodbye Ask about Budar Ask about Nawar Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Ask about Budar Talk about Ugarte Greet Budar Flirt with Budar Say Goodbye Ask about Budar Ask about Ugarte Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Ask about Budar Greet Budar Say Goodbye Flirt with Budar Ask about Today's Special Ask about Budar Ask about Drinks Greet Budar Say Goodbye Ask about Bartender Ask about Drinks Ask about Dead Parrot Greet Bartender Say Goodbye Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Today's Special Ask about Nawar Tell about Ugarte You can tell that this woman carries no magic. You can't pick Budar's purse because it is behind the counter. "Umm...What can I get for you?" "I like a man who knows how to treat a girl right." "Budar, you like a man, period." "I do not eat such things. Bad for the digestion, you know." "Greetings. I am Senor Ferrari, and this is my associate, Ugarte. I believe we've had the pleasure of meeting you sometime ago in distant Raseir." "Thanks, but that is not what I would like to eat." "Flowers, for me? You are a romantic, aren't you?" "Before I can marry you, I'd like you to do a little favor for me. You know Abduel, who guards outside the inn? He thinks I should be his." "You have given me so many gifts. You are very generous. I am very fond of generous people." This attractive woman is watching you with a smile and a wink. Her harem dress her very well. Nawar dances passionately, and you find yourself sweating while you watch her. You can tell that this woman is friendly and trustworthy. Although she likes to flirt, she is teasing more than seriously interested. She enjoys laughing at herself and others. She is happy with her life in Silmaria, and determined to get the most from life. You don't trust this person enough to show her this imitation Blackbird. Talk to Woman Show Thief Sign Never Mind Play the Wheel of Fortune "You have such a way with words. My ears love the way you tease me with your tongue." "So soon? We've hardly gotten to know one another. Maybe if we get a chance to talk again, in private, we can discuss some very private things." "Before I can accept this, let's get to know each other a little better. A girl likes to hear sweet things said to her. I'd like to be certain you appreciate me." "I'd like for you to teach him a little lesson. How about, say, a little sword practice? I'd love to watch." "You are so sweet. You've done so much for me. Could I get you to do just one more little thing?" "Before I can give you my heart, and take your ring, I'd like you to get the better of Ferrari." "I'd just like to see Ferrari shown up. That's not too much to ask for, is it?" "Hello there, stranger. My name is Nawar, and I'll be happy to help you any way I can." "Oh, how wonderful you are. Look, Budar, what my dear lover boy has given me!" "So, he put a ring on your finger, and you put one through his nose, is that it?" "Don't be so rude, Budar." "I'm not being rude. I'm just being honest." "Well, anyway, I'd love to marry you. We'll just have to wait until after your coronation to finally tie the knot. Then we can live happily ever after." "There's nothing quite like marriage to break up a good romance." "If this is the only thing you're giving me, I'm disappointed. I thought you were more generous than this. I'm not some cheap date, you know." "Before I can marry you, I'd like you to do a little favor for me. You know Abdim, who guards outside the inn? He thinks I should be his." "I'd like for you to teach him a little lesson. How about, say, a little sword practice? I'd love to watch." "Chocolates! I love sokolatak-ya." "How generous you are. Pity I have no need for such things." "Thanks, although I prefer to wear something a little more fancy. I'm not into cheap frills, you know." "So, you want to play with me a little?" "You look like you could use a drink." Ask about Nawar Ask about Silmaria Ask about Inn Greet Nawar Ask about Nawar Flirt with Nawar Ask about Nawar Ask about Nawar Ask Nawar for a Kiss Kiss Nawar Ask about Nawar Ask Nawar for a Kiss Flirt with Nawar Flirt with Nawar Flirt with Nawar Flirt with Nawar Ask for a Kiss Say Goodbye Tell about Yourself Ask about Budar Greet Nawar Say Goodbye Ask about Budar Flirt with Nawar Ask about Nawar Greet Nawar Say Goodbye Ask about Budar Ask about Nawar Greet Nawar Say Goodbye Greet Nawar Say Goodbye Talk about Ugarte Greet Nawar Flirt with Nawar Say Goodbye Ask about Ugarte Greet Nawar Say Goodbye Greet Nawar Say Goodbye Greet Nawar Say Goodbye Flirt with Nawar Greet Nawar Say Goodbye Greet Nawar Say Goodbye Ask about Wheel of Fortune Greet Nawar Say Goodbye Ask about Dead Parrot Inn Greet Woman Say Goodbye Ask about Ferrari Ask about Wheel of Fortune Ask about Wheel of Fortune Ask about Wheel of Fortune Ask about Wheel of Fortune Ask about Nawar Ask about Nawar Ask about Wheel of Fortune Ask about Nawar Ask about Wheel of Fortune Tell Nawar You Love Her Ask about Nawar Tell Nawar You Love Her Tell Nawar You Love Her Tell Nawar You Love Her Ask about Nawar Ask about Wheel of Fortune Ask Her Name Ask about Wheel of Fortune Ask about Ugarte Tell about Ugarte This person carries no magic. "How lovely. You do know the way to win a woman's heart, don't you?" "This is it? This is the Blackbird that Ferrari is always talking about? Not very impressive, somehow." Hmmm. There doesn't seem to be a purse to pick on her, or much of anything else. "Still, it would be great if Ferrari could get his hands on this Blackbird, and you could take it away from him. It would make him so mad. It would make me so happy. Why don't you see what you can do about tricking Ferrari, just for me, or maybe for you, too." "Mmmm. You sure know how to show a girl a good time." "That's not all Nawar would like you to show her." Talk to Ferrari This overweight man looks very familiar. You dealt with him before in the city of Raseir. He is Senor Ferrari, a most suspicious gentleman. You can sense this woman is attracted to you, but it's a very predatory attraction. It's obvious she wants someone to buy her everything she desires. She's greedy and fickle. You are not certain you can trust this person with the knowledge of the Blackbird, so you don't show it to her. Show Thief Sign Never Mind "You've made quite a name for yourself, haven't you? It will be interesting to see what you can do for Silmaria. Rumor has it that you could be her next King." "I am the owner of this Dead Parrot Inn. I'm a man of vast influence, and I'm certain we should get to know each other better." "Greetings, my friend. How can I assist you this evening?" "Greetings again. The Rite of Rulership has begun, and the city is filled with rumors and speculation of who will become the next King." "It is most unfortunate that Ugarte should die to the assassin. He was always so useful." "However, I have some information that could be valuable to both of us." "It is most unfortunate that the assassin managed to poison Ugarte. Even with the aid you gave him, Ugarte will not be of any use for some time." "However, I do have knowledge of some information Ugarte was trying to sell you. I, however, will not be greedy. I will give it to you for free. You will, of course, owe me for this favor." "You look very pleased with yourself. What can I do for you now?" "Welcome. You will always be welcome here." "I have no interest in things of little value." "Could it be? Yes. Yes! It is real! It is the real Blackbird. At last, I have the real Blackbird." "I do not normally accept bribes. However, I am willing to make an exception for special occasions." "Interesting. It does have distinct possiblities." "This may be valuable, but it is not the Blackbird. I'm afraid you disappoint me. I will take nothing less than the real Blackbird." Ask about Ferrari Greet Senor Ferrari Say Goodbye Greet Ferrari Say Goodbye Talk about Ugarte Greet Ferrari Say Goodbye Ask about Ugarte Greet Ferrari Say Goodbye Greet Ferrari Say Goodbye Greet Ferrari Say Goodbye Greet Ferrari Say Goodbye Ask about Inn Ask about Silmaria Ask about Ugarte Ask about Ferrari Ask about Rite of Rulership Ask about Silmaria Ask about Dead Parrot Inn Ask about Information Say Goodbye Ask about Ferrari Ask about Information Ask about Ferrari Ask about Ferrari Ask about Ugarte Ask for Information Greet Ferrari Say Goodbye Ask about Ferrari Ask about Deed Ask about Gnome Ann's Inn Ask about Blackbird Ask about Ferrari Greet Ferrari Ask about Deed Ask about Ferrari Ask about Deed Say Goodbye Ask about Ferrari Ask about Blackbird Ask about Ferrari Talk about Ugarte Greet Ferrari There are some minor magic items upon Ferrari, but nothing major. "This is an acceptable trade for the deed to the Gnome Inn. I thank you for such a kind offer." "You may give this deed back to Ann Agrama with my compliments." "Surely you don't think that I would acknowledge that sign, do you?" Ferrari knows you too well to allow you to pick his pocket, so he keeps an eye on your hands. Ferrari refuses to acknowledge he has ever seen such a thing. "I must congratulate you, my friend. I always knew you were a man of infinite resource." "Here, take the deed to the Gnome Inn. I have no interest in it now. Oh, and you have my word as a gentleman that no mention of certain unsavory aspects of your profession will ever be revealed, at least, not by me." "Why, thank you. You do have noble qualities, don't you?" While you don't sense an actual lie, you have the impression that Ferrari isn't telling the whole truth, either. Ferrari might be a little angry at you for stealing back the blackbird, and he will probably not keep his end of the bargain. All in all, this probably isn't the best idea you've ever had. Thus, you keep the bird to yourself. "No, thank you. I never accept food from others. You never can be too sure about poison, you know." "Good evening. Congratulations on the success of your mission." This short man with the shifty look is familiar to you. The last time you saw him, he was being dragged away by the guards of Rasier. He is Ugarte, the seller of information. This is a man of great cunning and deviousness. He is avaricious and will stop at nothing to get his way. He respects you, but he will try to use you if he can. You know that Ferrari wants the real blackbird. This imitation blackbird could be useful -- if Ferrari doesn't know about it first. Thus, you keep the bird to yourself. Talk to Ugarte Show Thief Sign Never Mind "You are most generous, but I must refuse your kind offer." "Oh, thank you. You are very generous." "Ah yes, a fellow felon. The guild is hidden near the west gate. Look under the bridge and be sure to watch for traps." Ask about Ugarte Ask about Silmaria Greet Ugarte Say Goodbye Greet Ugarte Ask about Ugarte Ask about Ferrari Greet Ugarte Say Goodbye Greet Ugarte Say Goodbye Ask about Rumors Ask about Rumors Say Goodbye Ask about Ugarte Ask about Rumors Ask about Rites of Rulership Ask about Silmaria Ask about Rumors Ask for Information Ask about Ugarte This person carries nothing of a magical nature. "Thanks. Don't mind if I do." Ugarte is watching you through narrowed eyes. You suspect he suspects you. You can't pick his pocket now. Ugarte makes a "tsk, tsk, tsk," noise, and then just smiles. This one-armed man has the weathered, tanned skin of a sailor who has spent many a year at sea. You can sense this man has delusions of his own importance. He is devious and deceptive, but he does have some sense of honor. He would blackmail someone without a qualm, but he hates to tell lies. You remember Ugarte from Raseir, and you are certain he would be interested in the real Blackbird. Thus, you decide not to show him this pale copy -- it might be useful, later. The one-armed man seems to be leaving the inn right now. Talk to the Man Show Thief Sign Never Mind The man does not seem to notice that you are trying to speak to him. "I lost me taste fer fish a looong time ago, thank you." "Sorry, matey, but I have no interest in that." "Why, thank ye, mate. Never turn down the offer." "It's under the bridge to the west. Watch for traps." Ask His Name Ask about Silmaria Ask about Rumors Greet the Man Say Goodbye Greet Arestes Say Goodbye Ask about Arestes Ask about Silmaria Ask about the Sea This man has only the slight magic of a dagger and Mystic Magnets upon him. The man has a friendly look, but he's watching you too closely for you to use the pickpocket knife unobserved. Arestes eyes widen in surprise, then he shakes his head and says he has no interest in toolkits. "Ya want ta be knowing more about me? Well, I lost me arm when a Great White Shark decided I might make a tasty snack. Might say it dis-armed me, so ta speak, heh, heh." "Be seeing you around, I be sure." "A right pleasure it is to be meeting you, mate." "This be a fine place to be, stranger. You'll like it here." "My name is Budar, and I'll be happy to help you any way I can." "Nawar and I come from Rasier, where the desert sand is hot." This man has a slightly dishonest feel to him. He is not actively evil, but you don't think you could trust him. He seems like he is genuinely friendly, but also fluent in lying. Considering how valuable the real blackbird could be, you think that showing this around town may not be wise. There may be thieves around.... "That's not the only thing that's hot." "I'll be happy to serve you a drink. What can I get for you?" "I've got ample measure to show men pleasure." "I dated an undertaker once, but he just wanted my body." "Nawar knows catching a man is like catching a fish... You've got to wiggle the bait a bit." "This is not a bad place to be, once you get to know it." "There are better things to get to know here." "Some girls love to dance... Nawar dances to love." "Just call her Melody -- she's real sharp, knocks guys flat, and boy, does she know the score!" "I know what I like, and I like what I see." "Come on back and see me sometime." "Running after women never hurt anyone. It's the catching that does the damage." "It's not the size of the sheath, but the skill with the sword that counts." "Kissing may be the language of love, but money still does the talking." "Sorry, handsome, but I never let a fool kiss me, or a kiss fool me." "You really should ask Nawar out sometime... A good girl is good, but a bad girl is better." "Nawar has what it takes to take what she wants." "Nawar knows to stop playing ball when she makes a good catch." "You'll get a real kick out of kissing me... Nawar will give it to you!" "Every time some men plant a kiss, they expect to reap a harvest." "A wise girl is determined to mate good." "Always flirting describes Nawar to a 'tease.'" "Love is nothing more than a passion fancy." "Stealing a kiss may be petty larceny, but usually, it's grand." "Oooh...It's always a pleasure to meet a man like you." "I'll have none of your lip." "I prefer the pleasures that come after meeting the man." "Nawar may be amiss, but she doesn't miss much." "Welcome to Silmaria, Oh-Hider-In-Harems. We didn't get a chance to get to know you last time we met." "I'd certainly like to get to know you better." "Ferrari better not hear you say such things." "It seems, Nawar, that Ferrari wouldn't be the only jealous person around here." "Ferrari and I have a thing for one another. He's very broad-minded, and I'm very broad." "Come back soon." "You certainly have a way with words." "I wish he had his way with me." "Come back often." "Nawar knows the right moves to move a man, doesn't she?" "Ferrari likes me because I know how to throw my weight around." "You should tell Nawar you liked watching her dance. She'll be pleased you liked what you saw." "Your knowledge of love depends upon how well you grasp the subject." "You'll need something to wet your whistle after you've watched Nawar, won't you?" "I like a man who knows what I like." "Leaving so soon? We've barely gotten to know one another." "It's nice to see you're back." "Nawar is a woman of simple wants... All she wants is simply all you've got." "It's better to see your front." "We haven't gotten to know you... at all." "I like a man who likes what I know." "It's been a little slow here tonight." "See ya later, hero." "What would you like today, handsome?" "Nawar is looking for a generous man -- one she can take to, and from." "You look like you've seen a ghost." "We needed you to make our night." "I can't get over Ugarte's assassination. This seemed like such a nice place compared to Raseir." "See you later." "Ugarte's been killed? We better let the city guards know. They may think we had something to do with it." "See you, lover." "I know how to show a guy a good time." "Take care of yourself, and watch your back. I'd hate to have something happen to you. Nawar would never get over it." "Sorry, sweetheart, but I don't feel like flirting right now." "Maybe you can liven the mood here. It's been like a morgue since Ugarte got hit." "There were times I wanted to strangle Ugarte, but I never wanted him dead." "You've certainly got a lot to show." "It's not the men in my life... It's the life in my men." "Keep an eye out for that assassin." "Welcome back to the inn." "Ugarte is unconscious, but he's still alive. You were quite a hero for Ugarte." "He's quite a hero for me, too." "He sure has a welcome back. A welcome front, too." "Ta-ta for now." "Are you happy to see Nawar's dance, or is that just the sword in your sheath?" "Budar not only kept her girlish figure -- she doubled it." "There's nothing a girl likes better than a man who takes an interest in her." "Ta-ta for now." "Hello there. Oooh... What can we do for you?" "What can we do to you?" "Remember, crime doesn't pay -- if you get caught." "You look like you're the cat that caught the canary -- or is it another bird you caught?" "There's nothing a girl likes better than a man -- period." "Well, I wish you and Nawar all the happiness in the world. You are basically incompatible -- You're the income, and she's the pat-able." "Farewell, and don't tell." "When I'm hot, I'm hot." "When you're hot, you're not." "When you're not, you're hot." "So you asked Nawar to marry you? Remember, the trouble with marriage is that it can break up a good romance." "I'll be happy to serve you whatever you like." "I'm looking forward to seeing you two wed." "I'm looking forward to seeing him to bed." "It's not the size of the wand, but the amount of magic in it that counts." "Today's special is Rum and Croak. It'll get rid of a frog in the throat and I've been 'toad' it's pretty good." "The Dead Parrot Inn is the place to visit if you'd like a little nip now and then." "I know I like to nip every once and awhile." "Oh, you can gamble on combat or skill or on love, if you like." "I know which I'd like." "So would I." "It's so sad to see you go." "The nice thing about bars is that there's always 'rum' for one more." "Oooh... It's always nice to see a man who knows how to dress." "It's nice to see a man who knows how to undress, too." "Come back soon." "I'd tell you to name your poison, but that's gotten a bad name around here recently." "It's nice to see you here." "You can buy a drink from me or for me. What'll it be?" "Have some of our Centaur Saki -- one sip, and you'll feel like a stud." "The drink of the day is a specialty from Shapeir... It's Djinn and Tonic. One sip and you'll dream of Djinni." "The special today is a Bloody Mary. A Vampire is a real sucker for that. But don't get drunk with Dracula or you'll be out for the Count." "Today we're out of Bloody Marys, but I can get you a Blood Lite." "The drink of the evening is called 'Dragon's Breath.' Don't even think of drinking it unless you're really hot stuff." "The drink of the evening is called 'Dragon's Breath.' Don't even think of drinking it unless you're really hot stuff." "Our specialty tonight is the Fount Vesuvius. You'll get a real bang out of it." "Care to go horsing around? I'd not say neigh..." "Care to try our Satyr-day Night Special? It will make girls 'faun' all over you." "I'll be happy to 'Pan-der' to your tastes." "Tonight you can try some Werewolf Whiskey -- it's made with Monster Mash and will make you howl." "I've always had a thing for wolves." "Would you like some Pegasus Punch? One drink will make a 'foal' out of you and you'll be flying high." "It has been an immense pleasure doing business with you." "I believe that the Blackbird is the most suitable trade for the deed to the Gnome's Inn." "I cannot remember when I have ever felt so triumphant as I do now. Years I have spent chasing this thing, and now I can hold it in my hand." "Forgive me, I'm a little overcome with emotion. This is it -- the true Blackbird. I finally have it." "I have great trust that you will find the Blackbird. When you do, I will reward you greatly." "Ha, ha. It is good to see you again. I am quite certain that we'll be seeing more of one another in the future." "It is always a pleasure to meet old friends in new places, is it not?" "Silmaria reminds me of Raseir when Ad Avis first took over it. The warning signs are there that things will get worse here before they get better." "Budar and I have known each other for longer than a girl is willing to admit." "Come back soon. I can't wait to see your... um, smile again." "You seem to be a man of many talents. I, too, have many skills. We'll just have to have a talent contest some night, just you and I." "I've always had a thing for men with big swords." "The way you lick your lips makes me shiver with anticipation." "I'd be happy to kiss you." "It's a pleasure to meet you. Speaking of pleasure..." "Silmaria can be cold at night this time of year. You might need something to warm your bed. Or perhaps, someone." "Are you here to play the game?" "I always feel safe and warm when you're around." "I'm very happy to have your ring. You're everything I ever wanted in a man." "This really isn't the place for a real romance. If we're going to do it, I want to do it right." "I can tell by the way you use your weapon that you've had a lot of experience." "You have a wicked way with words." "I'm always feeling fine... when you're around." "You've already saved Ugarte. Now won't you save yourself for me?" "I'm happy to greet you any day." "You want to kiss me? I'm open to such suggestions." "So we have met before... I thought so. I'd never forget your... face." "Budar believes "The more, the merrier." I've always preferred, "The more, I'll marry." "Gotta go so soon? We were just starting to get to know each other." "Seeing you here again makes my evening." "If you like what you see, I'd like to see what you like." "Budar and Ferrari deserve one another." "You're going to just leave me like this? All dressed up, and no beau." "It's always nice to see you. I'd like to see more of you." "I'm the kind of girl who's looking for a kind of guy like you." "I'll have to think over some of the things you've said. We can talk more about them later. See you then." "Are you going to keep walking out of my life all the time?" "I always look forward to having you near me." "I'm feeling a little chilly tonight. How would you like to warm me up?" "We've hardly had a chance to talk. Isn't there something you want to say to me?" "This slow night suddenly got faster..." "Ugarte's been killed? That's terrible. He owed me money." "You've got to call the city guards. At least this way, whatever Ugarte knew won't be used against us." "Try not to be a target, okay?" "Not tonight... I've got a headache." "Well, at least there is some bright spot to this dark evening." "Ugarte made a living by selling things he shouldn't have, or shouldn't know. Ugarte was a man who knew too much. You were lucky he didn't get a chance to talk to you. Otherwise, you might know too much, too." "Take care... Someone might want to put a dagger in your back, too." "You're quite a hero around here. Ugarte would be dead, if you hadn't been there to help him." "He's sleeping it off in his room. He's not well, but it's better than being dead." "Welcome back... I've been wondering when you would return here." "I look forward to your return." "How are things going with you? I don't see you nearly as much as I'd like." "Come back soon, and often." "It's so nice to see you again." "See you later, lover man."?? "Hello, my hero. I can't wait for the date when we can really get to know one another." "I'll be happy to see you whenever you return." "Something in the way you move attracts me like no other hero." "Welcome to the Dead Parrot. I'll be happy to help you any way you want." "The Dead Parrot is a good place to come when you want some company." "Come back anytime." "What can I do for you?" "The Dead Parrot Inn is a good place to relax, buy a few drinks, or test your throwing skills." "You're good at taking chances, aren't you? Why don't you take a chance with me?" "Ferrari brought us here from Raseir. He's ruthless, cunning, and deceitful. Those are his good points." "This is the Wheel of Fortune. Just show me your money." "All it takes is a little toss, and the house takes a loss. If you are as good as you seem to be, you can't lose." "Round and round the wheel will go." "It's not the size of the blade, but how well you wield it... " "Quiet nights make me want to slip into something a little more comfortable -- like your arms." "Ugarte is a sneaky little twerp who knows everything about everybody. One day, he's going to learn something he shouldn't, and someone will teach him to mind his own business." "I kind of miss Ugarte already. He was a skulking little twerp, but he was a part of this joint." "I've always had this thing for Heroes..." "I don't want to think about daggers after what happened to Ugarte." "You love me? You aren't just saying that, are you? There are some things that shouldn't be joked about." "I've always admired a man who's got a steady hand and a good aim." "Love is a good way to ruin a friendship, but it can be the start of a better one." "I've been waiting for a guy like you to come into my life" "I never thought I would hear you say those words. I figured you were more the flirt and farewell type." "I love you as much as you love me." "I'm Nawar, and I run the Wheel of Fortune. Care to try your skill with me?" "I've always admired a man who knows what he wants and gets what he can." "If you want to play the Wheel, I'll be happy to show you around." "Show me your money, and I'll show you a good time." "How fortunate for Silmaria that you are here." "I will be seeing you soon, I hope." "Good luck. It would be most unfortunate if you did not return from your Rite." "Ha, ha... It is good to see you here tonight." "Ferrari is just pleased that you are not out accomplishing your first Rite, as you ought to be." "Be very careful. As long as the assassin is alive, you will be in danger." "It is good to know that you were not the target of the assassin as well as Ugarte." "Ugarte and I have been business associates for many years. You could trust him as long as you paid him well." "Farewell, my friend, and I wish us both the best of luck in our mutual business endeavors." "It is good to know that you were not the target of the assassin as well as Ugarte." "Ugarte and I have been business associates for many years. You could trust him as long as you paid him well." "You have the look of a troubled man. A man that perhaps needs another favor?" "You aren't just going to leave without relieving my suspense, are you?" "When I see you with a smile like that, I begin to worry." "It is always gratifying to have something that someone else wants. I hope my warning is sufficient. I would regret it if you try to take the Blackbird back. You will fail, and I shall mourn you, my friend." "You have fulfilled my finest dream. I am happy to see you." "I am first and foremost a businessman, and I need to make a profit off my deals. The Gnome Inn is a very valuable property, and I stand to lose a lot of money if poor Ann cannot pay for it." "I was forced to leave Raseir not long after you did. When the Sultan of Shapeir took the city over, he did not approve of the way I did business." "The Dead Parrot Inn is an Oasis in this dreary little kingdom. It is a place to relax, refresh yourself from your busy day. If you are skilled, you can earn some money at the Wheel of Fortune." "If you are lucky, you can make some real money betting on the combat held each night at the arena. If you are very, very skilled, you can make even more money by fighting in the arena, and backing your winnings with a few well-placed bets." "All in all, you will find plenty to amuse yourself here at the Dead Parrot." "There is a lot of money to be made in times like this, if you are willing to take some chances. You are a risk taker yourself, I know. I am certain we will be of use to one another soon." "The Rite of Freedom is a most dangerous mission. I advise you to take your time with it, and take a lot of precautions." "Silmaria can be very dangerous, if you don't watch where you are going, and watch where you've been, as well." "Ugarte has his uses." "I am a businessman, and I've always had my sources for information. If you need to know something, I'm certain I can find out what you want to know. For a modest fee, of course." "Do not listen to him. He is just trying to delay you so you do not win." "Nevertheless, I am acting in our friend's best interest. Unless you have the healing and weapons you need, your life will be in grave danger." "I am very disappointed in Ugarte's death. I thought that you of all people could have prevented such a waste of a life." "We have been doing a lot of business here lately. People tend to drink more when times are troubled." "Farewell, my friend, and I wish us both the best of luck in our mutual business endeavors." "I came to Silmaria for the same reason I first traveled to Raseir. Ugarte found out that the fabled Blackbird had been brought here. Not just another fake, no, this one is the real Blackbird." "I will let you in on a little scheme that Ugarte and I were working upon." "I have been searching for the real Blackbird for many years now, and I don't intend to give up until I hold it in my hands." "I know you are a man of many skills. If anyone can find where the Blackbird is hidden in Silmaria, it will be you. Bring it to me, and I am certain we can make a business arrangement that will satisfy both of us." "I had hoped that Ugarte would learn more about where the Blackbird was to be found. It was in the city recently, and must still be nearby. I want that Blackbird!" "With Ugarte incapacitated for who knows how long, I will have to rely upon other resources. Nevertheless, I can be of service to you right now." "Ugarte died because he overheard the wrong thing. I believe he suspected the assassin's identity. You've seen the man here -- he's known only as Bruno." "Ugarte had been watching Bruno for some time. I suspect that Bruno was also watching Ugarte." "Farewell, my friend, and I wish us both the best of luck in our mutual business endeavors." "I know you are a man of many skills. If anyone can find where the Blackbird is hidden in Silmaria, it will be you. Bring it to me, and I am certain we can make a business arrangement that will satisfy both of us." "I had hoped that Ugarte would learn more about where the Blackbird was to be found. It was in the city recently, and must still be nearby. I want that Blackbird!" "I came to Silmaria for the same reason I first traveled to Raseir. Ugarte found out that the fabled Blackbird had been brought here. Not just another fake, no, this one is the real Blackbird." "I will let you in on a little scheme that Ugarte and I were working upon." "I have been searching for the real Blackbird for many years now, and I don't intend to give up until I hold it in my hands." "Thus I intend to take the Gnome Inn back, to spare Ann the financial burden." "However, I'm willing to hold off on collecting my money, if that is what you wish. If you bring me something of great value, I might even consider giving the deed to you." "Then there is the little matter of your rather unsavory profession. It would be most unfortunate if your membership in the Thieves' Guild were to be made common knowledge. Few would want a known thief as King of Silmaria." "Bring me the Blackbird, and I will make certain that your illegal activities remain a secret." "I have a feeling that I will soon come into possession of a very valuable piece of real estate." "The Gnome Inn is a farce. It will never be able to make a profit. What fool would ever stay there?" "I feel as though I am about to experience an unwelcome surprise." "Do you have something to trade for the Gnome's deed?" "The Blackbird is securely placed in my house. All of my trusted guards are there, and they're looking forward to killing any thief foolish enough to walk into the trap." "I know that I cannot trust you. You want the Blackbird as badly as I do. However, I have it, and you cannot get it. So I can afford to be pleased with you." "Even if a thief gets by the guards, he cannot take the Blackbird. The minute the Bird is moved, an alarm will go off. Thus, there will be no chance that I will lose my most prized possession." "I look forward to selling you the information you desire." "I only wish you had done better. I had quite a sum of money on you, you know." "Farewell, my friend. If you have any need of my services in the future, you can usually find me here at the inn." "It is good to see you again. We parted the last time under most unfortunate circumstances. I was afraid I would not see you or anything else again. Fortunately, I got lucky." "Silmaria has her little secrets, and I make a point of finding them. This island is not the pretty little resort it seems to be. There are many dangers for the unwary here." "I am hoping we will be able to do business together. You always seem to be in the middle of things. I am always happy to play the role of a middleman." "Ah, it is good to see you. You are finding your way around this fair city, I trust." "Good luck on your mission. I have quite a sum of money on your success." "It is always a pleasure to see you." "Oh, Senor Ferrari is probably at the arena tonight. He enjoys witnessing the combats. He also enjoys the money so many people are willing to pay to watch these combats." "Myself, I am not interested in watching such brutality." "The fishing village you are supposed to free is to the southwest. It is well-guarded, but if you do not take the guards out one by one, you will be overwhelmed. I will be most sad if you were not to survive this." "You wish to know rumors? I make a living from selling rumors. However, since we are such old friends, I will be happy to share a little of my knowledge with you." "I am doing rather well for myself here in Silmaria. There are many things which I know that others want to know as well." "It is amazing what some people will pay for the right information. Why, just today, I sold someone some secrets about his wife that he did not know. Poor man, I'm afraid they did not make him happy." "There is talk that there will soon be an invasion of this island. Already, many people have left. I will be happy to provide letters of transit, should you care to leave here, too." "Tsk, tsk. You seem to think that information is free. However, I will let you know that a certain attractive young woman has been asking about you." "You seem to be quite popular with the ladies, no?" "You are ruining my reputation as a businessman, asking for free information. However, I will let you know this... Magnum Opus may seem to be a pompous ass, but he is a strong fighter." "I heard you had entered the Rite of Rulership. I will be honored to help you by selling you information about your fellow associates in this contest." "He is the odds-on favorite to become the next King of Silmaria. Except for you, of course." "There is much speculation around town whether any of you can complete the first Rite. Some people think you are going to your deaths. I have complete faith in your abilities, however. If anyone can defeat the invaders, it will be you." "There is this little matter of a bet, you see." "Well, at least I am willing to bet on my friends." "You are interested in learning more about the assassin? I will do what I can to find things out. It will be dangerous for me, you know. I will have to charge you, oh, say... 500 drachma? It will certainly be worth every drachma you spend." "There is talk that the person who killed poor Kokeeno also killed King Justinian. It does seem a little much of a coincidence that they both died by a poisoned dagger." "It is sad that one of your competition in the Rite is dead so soon. There is speculation that one of the competitors is the murderer. I would watch my back, if I were you." "Nice talking to ya." "Good ta see ya again. Will ya join me in a toast ta the salt seas of Silmaria?" "I be Arestes, a retired seaman, as it were." "Rumors is it, you want to be knowing? Well, matey, dead men tell no tales -- nor do I." "The sea right now be dangerous. Besides the sea monsters looking for tasty bits, there's the sea folk who be attacking ships. It ain't safe fer travel." "Silmaria's the land of adventure. See for yerself, lad." "Fifteen men on a dead parrot. Help!" "Help! Help! Parrot in bondage! Parrot in bondage!" "Lousy shot. Missed by a mile. Arcchhh." "Missed me. Missed me! Arrch!" This parrot looks rather nervous. "Fifteen men on a dead parrot. Help!" "I give up! I give up!" "Help! Help! Parrot in bondage! Parrot in bondage!" "Pieces of eight. Pieces of Polly. Arccch!" "Ooops! Got me pinfeather." "Pieces of eight. Pieces of Polly. Arccch!" "Ooops! Got me pinfeather." "Polly want some Dramamine." "Polly want some Dramamine." "I give up! I give up!" "You lose, sucker!" "You win! Now lemme outta here!" This person is probably the brother of the guard who stands outside the Dead Parrot Inn. You have tied. You win a free game. Okay The huge man ignores you. Though you wave your weapon menacingly in front of the guard, he watches you impassively. The guard ignores your actions. You can feel the stubbornness and strength of this man. He is bored to the point of falling asleep, and dreams of fighting in the arena like his brother. Abdum glares at you, watching you very closely. You can't sneak close enough to pick his pocket. He looks happy for a second, then grim as he has to refuse your offer of a drink. You successfully picked Ugarte's pocket, and pulled out 200 drachmas.

255.qgmEdit

This chair looks like it was built to support a lot of weight. This table is covered with a clean cloth and looks very neat. You sense that some sort of magic is used here to prevent hostile magic from being cast. It interfers with your spell. This huge room is rather elegant, and obviously designed to accommodate the many tourists who fled the island like rats deserting a ship. What should have been a bustling place is now almost empty. You sense the aura of drunkenness and lost hopes, despair and loneliness. What should be a place of cheer feels more like the desperation of the current situation. This pot has a palm sticking out of it. This torch brings a warm glow to this inn. No thanks, the torch is just fine where it is. It's a spare chair there. This window looks out on a small balcony near the docks. The stairs of this entranceway lead up to the main door of this inn. These stairs lead to the separate landing. This area is probably reserved for the owner of the inn. This place either believes in recycling or is just cheap. The table is made from an empty barrel. The stairs are well constructed. It's a cool stool. These barrels are too far to reach, so they are not good for what "ales" you. This stack of barrels probably contains the ale available at this bar. This door leads to the back of the bar. These stools look well-worn. The door is locked, and will not open. There are places to practice this skill, but this is not one of them unless you'd like to be arrested and thrown in jail. This ceramic vessel is probably used to hold something rather volatile. The bar listens sympathetically to your tale of woe. The honey-colored wood that made this bar is obviously designed to attract many barflies. This is definitely the most central of all the tables in this place. This crate is probably used to transport bottles. The shelf of the bar is stocked with barrels and bottles. It is firmly supported by crossbars to keep things from falling on the bartenders. This is known as "Shelf Defense." Looking at the graffitti carved into this, you figure this was a school stool. This table provides a good view of Nawar. This inn has all of its full barrels and bottles stored up on this shelf away from the customers' reach. They are being very "Shelfish." This establishment obviously stores its junk in plain sight. You wonder whatever happened to Kahla, Layla, Sulayma, Ruzhat, and Dunya. These barrels are carefully stacked where you can't reach them. These stairs are sturdy, but after a few drinks, they aren't very steady. They must lose a lot of customers. This section of the bar looks like it could be used as a stage. This landing is a lonely sort of place. This stool has drool. This would be a good place to sit if you wanted to be totally antisocial and drinkless for an evening. And that's not why you're here, is it? These stairs are bare and very spare. This stool looks like someone didn't like the number of drinks he had imbibed. If this was the only place in the room to sit, you'd prefer to stand. This isn't a very interesting place to sit unless you want a good view of the wall. You don't want to sit on a seat that looks and smells this bad. This barstool looks like someone large sat on it and broke the seat. There's got to be a better place to sit than here. The seat is so sticky from spilled drinks, it would probably attach itself to the seat of your pants. This is obviously a popular seat, judging from the amount of drink sticking to it. If you sit here, you'd probably fall on your tush. Better not. This barstool would either stick to you or fall apart. Either way, someone here would expect you to pay for it. This seat looks like it is held together with chewing gum. Considering the view, you decide to sit somewhere else. This seat gives you a good view of Budar. This is not a good place to sit if you are afraid of heights. This table has something very sticky and bright orange written on the stools. It looks like "Punny Bones was Here." This table affords a good view of the bottom floor. Good thing there are no rowdy drunks around here. This table would make a nice place sit all alone. This table is directly above the Wheel of Fortune. This would be a good place to sit if you want to socialize. Assuming, of course, there was someone to socialize with you. This is a Padelios Palm planted here. Its order is Oreldwin. This is the most antisocial of tables. It's a misted Pizza Plant. Luciano and Sabitino twisted it. This looks exactly like a Wijaya Wisteria from Idonesia. This seems to be some sort of betting device for gambling. This is a false aralia -- not to be mistaken for a cannabis sativa. The barrels are nailed together to keep them from falling over, so you can't do much with them. These neatly stacked barrels and boxes have a strong smell of ale, but they are empty. This broken box has been left lying around. These empty barrels are just placed here to be out of the way. Crate. Just crate. This stack of crates appears very rickety. You've seen one plant, you've seen them all. This barrel seems to be used as a trash receptacle. This empty barrel used to be the bottom of a disabled table. This poster says, "No magic is permitted within these walls." This pile of barrels is a peril should they fall at all. This poster has the message, "For an exciting evening, place your bets on the Combat Competition at the betting board, and watch the thrill of gladiatorial confrontation in the Arena. Return here to claim your winnings and celebrate!" This sign reads, "The Dead Parrot Inn -- The finest place in all Silmaria to relax." Your magic doesn't seem to work in this area. You suspect they have some sort of magical damper field in here to prevent a Wizard War, or at least save on the fire insurance. This poster reads, "For that unique treat, try Today's Special!" The board says that the Arena contests are over for the year, and the betting has been closed. The sign says that there is no gambling in this establishment. Wow. As tough as you are, that Dragon's Breath still packs a wallop. Arestes waves a greeting with his one hand as he walks out the door. Nawar pays no attention to you while she is dancing. Budar is too carried away with her waltzing to hear you speak to her. After gulping down that warm and smoky tasting drink, you have an unpleasant rumbling sensation in your belly. Wow! Now that was a drink with a kick! The glowing flames of this oil lamp illuminate this raised nook. You successfully picked a purse and added %i drachmas to your own purse. You failed to pick the pocket, but fortunately, your victim didn't notice. Not only did you fail to pick a purse, you got caught! You are hauled off to jail, and before you can escape, Silmaria is destroyed. By the way, you were destroyed with it. You leave your drinking mugs behind on a nearby stand before exiting the Dead Parrot. You've already stolen the purse from this person. You just gave away the item you needed to prove you completed the Rite of Peace. Smooth maneuver, Hoover. I hope you've saved your game recently if you wanted to win this game. This looks like a huge dart board. Leave the lamp alone; this place would be scary in the dark. This parrot looks suspiciously alive. This person looks like he is here to relax after a hard day. The person ignores you. You can tell this person has been working too hard and just wants to relax. He probably works for a software company. The person seems to be rather wooden and stiff, and obviously needs something to calm his nerves. You can tell that this is basically a good person, but he tends to cheat at tax time and likes to take off work early. This is his idea of a good time. This person carries no magic. You successfully picked the person's pocket, and added to your ready cash. This person looks like he is feeling no pain. This person is too wrapped up in personal sorrows to pay attention to you. This person looks like the world's about to end. This person is blitzed. The person is hard-working and rather enjoys being a tax collector, but would really rather be a lumberjack. This person has no magic with him. This looks like someone you would see in Silmaria. Funny how everyone around here starts to look alike. You swear you've met this person before somewhere. There is no sense of magic around this person. This person obviously doesn't understand what you are saying. This person is in love, but separated from his lover by circumstances beyond their control. There is no magic on this person. This person gestures for you to go away. You see someone who looks like they need to be alone for a while. This person obviously comes here frequently, judging from the ouzo stains. This person has an unpleasant expression, and looks angry about something. You sense that this person is putting off thinking about life, the universe, and everything, and is seriously contemplating the bottom of the ale glass. A strange, free-floating vapor glides silently through here. There is the impression of someone trapped in deep sorrow. There is a chill of the grave as you approach, but the spirit ignores you. The ghost takes no notice of your hostility. There is a weak aura of magical energy surrounding the spirit. You sense a dim impression that the spirit is haunted by past deeds, and can find no rest. You can feel the grief that surrounds this restless ghost. The ghost seems to breathe the waters of the Lethe, and forget that which torments him. He has found peace at last. It's hard to pick the pocket of a non-corporal creature. It really doesn't have pockets.

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Will You Challenge the Champ? ??Would you like to be the Champion?????It will cost you 500 drachmas. This Week's Champion: ??Would you like to challenge the Champion to combat in the arena?????It will cost you 100 Drachma to enter. Day %d Current Drachmas Better Luck Next Time! The Contest of Champions is Over. The House wins on a No Show. You need more money before you can place this bet. You cannot afford to challenge the Champion. You cannot afford to enter the Contest of Champions. No Show Place Your Bets! Tote Board How much do you want to bet? Silmaria Arena Combat Place Your Bet Today Week # Challenge Exit No Place Bet OK Yes Challenger Champion Date/Winner Please return to the Dead Parrot after a match to find out the results.???? Thank You?? The Management You won You lost

Drachmas.
bets for 

You must choose a contestant on whom to bet. Sorry, but the betting board is closed during the combats.???? Thank You?? The Management

bet for 

Help Press to bet on the Champion Press to bet on the Challenger Your current drachmas To increase your bet Your bet To decrease your bet Exit the Betting Board Place or Change a Bet This week's Champion Betting Board Instructions The Challenger on the first day The Challenger on the second day The Challenger on the third day The Challenger on the fourth day This Challenger could be You! The Challenger on the last day Date of this Match Press to place a bet on this match Press to Challenge this week's Champion Press to exit the Tote Board This tote board allows you to bet on this week's matches in the Challenge of Champions. Press for help on how to bet If this is a new bet Choose to bet on the Champion or Challenger by selecting their button. If you have already made a bet Your choice of Champion or Challenger is fixed and cannot be changed. Quit Play Again Wheel of Fortune Rules Will you pay the 10 drachmas to play the Catch a Color game? Will you pay the 50 drachmas to play the Wheel of Fortune - 3-In-A-Row game? I am sorry, but you do not have enough money to play this game. Rules for the Wheel of Fortune Game General Use the cursor to point to where you want the dagger to stick. Press the left mouse button. While it is depressed, the strength meter will rise. The higher you allow the meter to go, the stronger you will throw the dagger. Release the mouse button to throw the dagger. If you hit a ring, the dagger will pin it, stopping its rotation. If your Game Difficulty Level is set to easy mode, the daggers will be automatically placed in your hand.  ????If your Game Difficulty Level is set to difficult mode, the dagger will be automatically thrown when the strength meter reaches full power. Catch a Color The Catch a Color game costs 10 drachmas to play. You can win 50 drachmas! Throw your daggers at the wheel. If all three end up in the same color, you win! When you win a game, it will get harder to win the next game. When you win three games, you get access to the next game. Remember, the Parrot is the judge of the game, so please don't hit the Parrot. 3-in-a-Row 3-in-a-Row costs 50 drachmas to play. You can win 500 drachmas! Throw three daggers to stop the wheels. If you line up all three wheel segments of the same color with the daggers in a row, you're a Big Winner! Whenever you win a game, it will get even harder to win the next game. Well, maybe the Parrot does deserve it! Wheel of Fortune Play Catch a Color Rules Play 3-in-a-Row Forget It Betting Board If you change your mind, exit and re-enter this board. Your bet is limited, you can bet up to the total amount of Drachmas you have on your person plus what is in your bank account. Also, you cannot bet more than 1,000 Drachmas on any one contest. Your previous bet is shown. You can increase this bet up to your current amount of drachmas, but you cannot decrease this bet below your previous wager. Tote Board This week's Champion is on the top as well as down the left column. The second column records the daily Challenger. The third column is the date of the match if it has not happened yet, "Closed" if the arena is open and matches are in progress, or the winners' name if the match is over. Odds represent the Bookie's expectation of how the betting will go. They are designed to allow the bookie to regulate the betting to insure that the most important person always wins---him. The buttons in the last column allow you to place bets on a match. Across the bottom are entries where you can join the contest as a Challenger. (And maybe someday as the Champion?) Catch a Color Score: 3-in-a-Row Score: Play Again Wins Quit Losses The bookie will not accept a bet for zero drachmas. The bookie will not allow you to decrease your current bet. Today's results will not be posted until 9:00 PM.??Please return then. Today's results will not be posted until tomorrow.??Please return then. Previous Bet Amount to be added to your bet Are you sure you want to quit playing the Wheel of Fortune? How much more do you want to bet? Current Bet New Bet R The parrot is the sole judge of who wins and loses. Whatever you do, don't try to hit the Parrot. He doesn't like it at all! The Winner! Forfeit Odds if you bet on the Challenger Odds if you bet on the Champion Press to reset to as-of the last placed bet You do not have enough money to play this game. You do not have enough cash in your backpack, so the drachmas have been automatically withdrawn from your savings account at the bank. The Dead Parrot loves to let you spend your money. I'm sorry, youare not allowed to bet more than 1,000 Drachma on any one contest. You failed to show up for your match, all bets for that day are forfeit. How much you will win. The bookie pays after the fight has taken place. The payoff is based on the odds after the last bet. (Others are betting and may change the odds after you have placed your bet.) If you bet 20 Drachmas at 5:2 odds, you will receive 70 Drachmas back (if you win). You will get 50 Drachmas from the pool of all money bet, plus your original bet of 20 Drachmas (50+20=70). Betting on this match is closed This match was forfeited Bets may be placed between the time the arena opens and 8PM. You can collect on a days' bet any time after midnight of that day. The Closed sign is hung out while the arena is open on that day. However, bets may be placed on future matches. The odds will change as you place bets. (If the Arena is closed, come back after midnight to get the result of that days' match.) Grand Champion

260.qgmEdit

This looks like a sturdy chair for someone with a good bedside manner. Your bed looks very uncomfortable. The maid has not changed the sheets in years. The chair is hard and uncomfortable. This chest of drawers looks as though someone nailed the drawers shut to keep it from falling apart. The thought of sleeping in that dirty, uncomfortable bed appalls you. It does seem perfectly suitable for a little exercise, however. This chest is a secure place to store your equipment and protect your drachmas from pickpockets. The door leads to the corridor out of the Dead Parrot Inn. This is a secure storage chest. You can store extra equipment here and take things back out when you need them. This wall sconce is very sweet... It holds a torch for you. This torch is optimistically bright and cheery. This is either a grecian urn or a spittoon. Threadbare and worn with age, this rug adds that certain something to the shoddy atmosphere of your room. This wood once framed a picture that has long since faded and crumbled to dust. My, this place has a lovely assortment of pictureless frames. Maybe they are trying to start a new trend in decor. This urn looks cracked and worthless. No wonder it was left in your room. The floor of your room is covered with a thick layer of dust. Good thing you don't suffer from allergies. A single decorative vase rests on the small shelf. You carefully place one of the magical magnets in the chest. You can now use the other magnet to transport yourself back here.

270.qgmEdit

"Thanks, but I don't eat much." "Hi there. Hear you're out for a little monster mashing soon. That Hydra is impossible to kill, you realize." "Welcome back, lad. I've wanted to really thank you in return for shaking the cobwebs from my head and dusting me off with the Hippocrene water." "I've got something for you. You might find it useful, being a Hero and all." "I'll let you in on some well-kept secrets, because I know you're a good guy. Atlantis isn't out in the middle of the sea. It's right smack dab in the middle of the island of Skyros, in the lake in the center of the island." "Used to love books as a kid. They taught me things, made me want to go places and do things. Now all I do is write them." "Got some advice for you, kid. Don't grow old. It ain't worth it." "This is the Famous Adventurer's Correspondence School. You think this was the library of Silmaria?" "What? Oh, what are you doing here? Can't you see I'm busy?" "Name? What's a name, boy? I've been called a lot of things in my time. You can call me Famous Adventurer. That's mostly what I'm known as now." "New in town, huh? I was going to write a travel book about Silmaria sometime. Maybe I did -- just can't remember. Anyway, go see for yourself. Only way to learn." "So you're a graduate of this school? I didn't think anyone ever read the crap I write." "There was a time when I was a lot like you -- young, adventurous, good-looking, bound to see the world. Running around became such a hassle, though. I've been there and I've done that and there's not much left to do." "I started this school awhile ago. Just got tired of doing things one day, and decided to settle down for a while. Picked up a pen and started to write about some of the things I had done. Guess I've been here for a long time now." "Remember, that Hydra is tough to defeat. You'll need all the healing you can take with you." "There's nothing here, kid, just dust and dried ink. That's all I am anymore -- dried up like a prune, and about as much fun." "You again. Haven't you got anything better to do than disturb my writing? Go read a book or something." "So you really wanted to be a Hero? Sounds like you managed pretty well. Books helped, I'm sure, but it's what you got to do with the knowledge that counts. Been a long time since I was like you. Guess I just got tired." "Tell you what. You being an adventurer and all, you'll probably want to explore this island. Well, somewhere to the north is the genuine Pegasus, that winged horse of legend. Tried to ride him once, but he threw me right into the sea. Took me a while to get to the shore." "If you ever see where Pegasus nests, look for a stream nearby. That's the Hippocrene stream, boy. Pegasus stomped its hoof one day, and the water came pouring out." "Bring me some of that water, kid. It's been so long since I tasted its sweet inspiration. I'll make sure it's worth your while." "Farewell, and enjoy every moment of your adventure. Even the worst is better than being dead." "I am alive again. I feel like I've just wakened from a long sleep. I've got some books to write and stories to tell, and then I'm off to find some new adventures and new tales. Life's too short not to enjoy fully." "Come back here after I've had the chance to enjoy this. I'll try to find something you'd be interested in." "Ask me that question again when I've had my quaff of this stuff. I've been dead for so long here, and I didn't even know it. This will bring me back to life again." "It's beautiful, isn't it? There's only one in all the world. Kind of sad, thinking of it all alone like that. Everyone needs a lover sometime." "You tasted it, didn't you? You couldn't help but drink deep the waters of the Hippocrene. It's the milk of mother nature, the liquor of inspiration, the very spirit of adventure." "Forgetting my manners, am I? I thank you greatly for this gift. I couldn't ask for anything better." "Right now, I'm still bone-weary and so withered I can't think. Wait till I've had a chance to drink this elixer of dreams. I'll try to find a suitable reward for you." "You want to know my real name? Which one do you want to know?" "So the old King is dead. Just goes to show how much I've been paying attention around here. The Rites of Rulership is a good way to pick a King. Better than most, anyway." "My name is Davy Jones when I sail upon the sea,??I've chorused with the Sirens as they sang their songs to me.??I've supped on Circe's island, though she thought I was a boar,??And she's the only gal I hope to never see once more." "Keep on adventuring." "Couldn't be better. Started a new chapter in my novel, 'Quest for Glory Story.' It's about this correspondence school graduate who wants to become King. Purely fictional, of course." "It's a gorgeous morning today, isn't it? Makes me want to run outside and dive off the dock. Swim to who knows where. It's that kind of a day." "Good to see you, lad." "Didn't like the last name I gave you? Well, how about this one..." "If I know anything that will help you on the Rites, I'll let you know." "Gypsy Davy I am called by when a lady follows me,??Black Jack Davy, Wraggle Taggle, as together we both flee.??Though she leaves me for a husband when she tires of the game,??Still, she blushes and looks wistful when she hears folks call my name." "I'm starting to get out more now. Got to build up some muscles before I go adventuring again. Besides, the women like a man with muscles." "The Hydra is immortal. Can't be destroyed, but it can be defeated. The only part that can be damaged are its heads. Unfortunately, they grow back as soon as they're cut off unless you burn the stumps." "You've got enough stories to fill a book. Maybe enough to fill five books." "Once all the heads have been taken off, the thing takes a long time to heal back up. So for all intents and purposes, it may as well be dead." "Fighting the Hydra goes back to the days of Hercules. It takes a great hero to take that monster out." "I read about you and the Rites on the announcement board beside the Hall of Kings. Doing pretty well for yourself, it seems." "Curious sort, aren't you? Well, here's one I was called a bit before your time." "She called me Silvertongue when I seduced the Ocean Queen,??And I favored her with flowers which my love had never seen.??Though I loved her, soon I left her, for our love could never be,??For I needed air to breathe in, and she ruled beneath the sea." "Never made it to Shapeir in my travels. Have to make some plans to visit the next time I go adventuring." "Wish I was going with you to Delos. Have to get back there sometime after I've finished writing this book." "That's a ways away from here. Be kind of tricky to get there, but it's worth it." "You know, there are some nice-looking women in Silmaria. I got my eye on a couple of beauties. Nothing like a little romance to put some fire in your blood." "Let me think, what did she call me? Oh, yeah. Here's a moment from my past that's rather appropriate here." "I dallied with the Dryads in their hidden oaken glade,??Pirouetted with the Pixies as I sang a serenade.??I tried to flirt with Sibyl as she told me of my fate,??She laughed and called me 'Eros,' but I didn't get the date." "Here's something from my past you might know a bit about." "Went to brunch with Baba Yaga, though I did not dare to eat,??Had a queasy sort of feeling when I looked upon the meat.??She called me 'sweet Prince Ivan' as she licked her lips at tea,??So quickly I deserted ere she made dessert of me." "Hippolyta, that's her name. The Queen, I mean. She and I... well, we had some times together. She called me Silvertongue. She'll remember me." "You want to know all my secrets, don't you? Let me think for a moment... Yes, here's one." "My name, it was Don Juan when I journeyed to Madrid,??The senoritas were quite fond of all the things I said and did.??I've been known as Casanova when I strolled Venice by night,??All the ladies would throw kisses; all the men would pick a fight." "The Sibyl can be kind of cold, at times. She hangs out in that old temple, what remains of it. Takes a little gold offering to bring her around." "The Dryads though, they're worth the whole trip, themselves. The thought of that magical glade brings the chill of real beauty through my heart even now." "Takes a real gift to get them going, though. Something to really sink their roots into, and send the life sap soaring." "If you haven't danced with the Dryads, boy, you've never danced at all." "Didn't notice you coming in. Trying to get the phrasing just right in my new book, "How to be a Writer in Ten Easy Lessons." 'Course, lesson number one is to be inspired -- like taking a drink from the Hippocrene." "Learning one's fate isn't much fun at times. Seems like you always see the bad parts of the future. Can be a little depressing." "Remember, though, fortune-tellers never say things straight. What they tell you may be right, but it's always subject to interpretation. Watch for all meanings of the words when you hear your destiny." "You got the nerve to brave the bowels of oblivion and dally with death, my friend? Good luck... You're sure gonna need it." "I'm getting more and more itchy to go out adventuring again. Come the spring, and I'm flying north like the birds. You interested in a job as Famous Adventurer while I'm gone?" "You who are about to die, salute me, is that what it is? Can't remember my Latin grammar to say it right, though. Well, I salute you right back." "Hades? That's one place I've never wanted to visit. My buddy Orpheus went looking for his wife there once. He was never quite the same afterwards." "On the way to Hades, he met Cerberus, the three-headed dog of the Underworld. Orpheus charmed them with a song, but then Orpheus charmed everyone." "Orpheus almost drank from the river Lethe, which makes you forget all worries and rest peacefully. But Orpheus was goal-oriented, and wanted his wife back from the Underworld. Didn't get her out, though." "According to legends, all streams and rivers that run into the earth flow all the way down to Hades. To open a path to Hades, pour blood mixed with water into the hole." "Then you got to chant something or other, but I never learned the words. Never really intend to go there, you see." "They are really making you work for this Rulership Rite. You'd think they didn't want you to come back from Hades." "I've been thinking about your next Rite. Reminds me of some good times I had a long time ago. Kind of wish I was going with you." "Tough getting there, though. Those Tritons guard those waters pretty thoroughly." "If you think of it, you might take the Queen some flowers. Tell her they were from me. She might like that." "If you're going to Atlantis, you better find a way to breathe water. No way you can get there without drowning, otherwise." "Well, there are a few secret panels I found in Atlantis. The last side panel of the first sections of the wall had a small secret passage. Got me past a guard, if I recall right." "Then there was a big, circular tower with a shell on it. Yeah, it had a secret passage on the side that lead directly to the throne room. You've got to be very sneaky to use them, though." "The Tritons will be doing their best to kill all intruders." "I do feel like things are going to get worse around here before they get better. Watch yourself." "I've got a bad feeling that something big is about to happen. It's the kind of feeling I had when I visited Pompeii just before Vesuvius decided to blow. It's not exactly a good thing, whatever it is." "You practice your swimming lessons? Sounds like they are going to come in handy for you." "Hi there. Been making a list of the stuff I want to take with me when I go adventuring again. I've got to get some healing potions. You can never have too many healing potions, you know." "Suspicious of that rich miser? He has been in the midst of stuff lately." "Several centuries ago, Marete was ruled by the house of Minos. That kingdom was lost when the King decided to pursue revenge rather than rule the city." "Minos had been an advisor for the late King for a year or so. Not sure how good his advice was. Minos reminds me of his ancestor -- rather petty and fond of revenge." "Don't get too caught up in this rulership thing. There's been a lot of stuff going on besides the Rites here on Marete. Someone's been breaking the Dragon Posts, and obviously setting up to release the dragon." "Now, this dragon isn't one of those flying beasties that trophy hunters are fond of putting up on walls. This is the monster that the Wizards of Atlantis inadvertantly released many, many eons ago." "The Wizards had to send Atlantis to the bottom of the sea to escape the total destruction by the Dragon. Most of the Wizards died trying to bind the dragon. That's why Atlantis is still underwater. No one was powerful enough to release it after the Wizards were killed." "The Dragon will destroy Marete completely if it's released, and probably Atlantis this time as well. Legend says it can't be bound unless there is a standing Dragon Pillar. Legend also says it can't be destroyed unless someone sacrifices his life for the Dragon." "This won't be much of a kingdom to rule if the Dragon rises." You see a vibrant man with a smile on his face and a twinkle in his eye. You see a weary old man who looks very, very bored. Talk to the Man Show Thief Sign Never Mind?? "It's a magical helm. Got it from a guy called Perseus. Wanted to settle down with his girlfriend, Andromeda, so he gave it to me. Haven't had much use for it lately, so you might as well take it." "You know, there's not much I can give you in return for the Hippocrene Water. I never was much into that magic stuff." "Here, take this in return for the Hippocrene water. It's a Stealth Charm." "Got it from a kid that was known as the greatest thief in Gaul. Called himself 'The Mouse.' Retired to take up falconry, or so I heard. Anyway, hope it helps you as much as this helps me." "I did meet a dying Leopardman while traveling through the jungles of Tarna once. He had a magical scroll on him." "Said it was the worst magic there was. Destroys everything for miles, including the magic user. The old guy never had the nerve to try the spell, so he gave it to me." "It's not much of a gift. Sometimes, though, a last resort is all that is left. Sure hope you never have to use it." "Good to see you again. Got any stories you'd like folks to know about being a Hero? I'm writing a new book." "I've got enough junk cluttering this place already." "That's it! You've got it. I'd know its smell anywhere. It's got the scent of the sweat of the wild bull you're riding, the chill of a starlit night on the top of a mountain peak, the perfume of a lover's lips..." "Oh, no. I'm not going to admit I know that sign. It can get a guy in real trouble, you know." Ask about Famous Adventurer Ask about the School Ask His Name Ask about Silmaria Greet the Man Tell about Yourself Say Goodbye Ask about Famous Adventurer's Correspondence School Ask about Famous Adventurer Ask about Books Greet Famous Adventurer Tell about Yourself Say Goodbye Ask about Hippocrene Water Say Goodbye Ask about Pegasus Thank Famous Adventurer Ask about Famous Adventurer Ask about the Hydra Ask about Famous Adventurer Ask for Famous Adventurer's Name Ask about Rites of Rulership Greet Famous Adventurer Say Goodbye Greet the Famous Adventurer Ask about Famous Adventurer Ask about Famous Adventurer's Name Ask about Rites of Rulership Tell about Yourself Say Goodbye Ask about the Rites of Rulership Ask for the Famous Adventurer's Name Greet the Famous Adventurer Tell about Yourself Say Goodbye Ask about Famous Adventurer Ask for Famous Adventurer's Name Ask for Famous Adventurer's Name Ask for Famous Adventurer's Name Ask for Famous Adventurer's Name Ask about Hades Ask about Delos Ask about Rite of Destiny Greet the Famous Adventurer Say Goodbye Ask about Famous Adventurer Ask about Rite of Courage Greet the Famous Adventurer Say Goodbye Ask about Famous Adventurer Ask about Atlantis Ask about Rite of Peace Ask about Atlantis's Secrets Greet Famous Adventurer Say Goodbye Ask about Famous Adventurer Ask about Minos Ask about Rite of Justice Greet the Famous Adventurer Say Goodbye "How could I ever forget this? It's the drink that makes men become gods. It's adventure and glory and life. It's what you're here for, isn't it? It's why I was here for so long. I just didn't realize it." You feel the excitement of adventure and a yearning for new places radiating from the Famous Adventurer. This is a man you could like, but perhaps not entirely trust to tell the complete truth. You feel the dullness of a person who has grown too tired to care about anything.

275.qgmEdit

This globe is a map of the world of Gloriana. This stack of books is higher than the bookshelf beside it. This room has the smell of dust and musty books. It is so cluttered that there is hardly room to walk. From the layer of dust you can scuff on the floor, you gather that no one but you has come through the entrance in some time. There is no discernable magic in this room. That would wreck these priceless books. Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. Don't squid yourself -- there's a lot to sea here and you cod learn something, if you know where to hook. The books on this shelf are packed like sardines. This must be where to look if you're fishing for information. You spin the globe around a few times to check it out. Yes, there to the north are Spielburg and Mordavia. You can find Tarna to the south in Fricana. On the northern coast of the Med Sea is Silmaria. The twin cities of Shapeir and Rasier are on the north coast of Fricana on the southern edge of the Med Sea. One manuscript is entitled, "Grim and Bear It -- The Completely Unauthorized Biography of 'Bear-on' Barnard von Spielburg" by Yorick. This bookshelf is a mess of papers and half-finished books that were started and never finished, or at least, never published. That would wreck these priceless books. One pile of papers has a title page that reads, "The Funniest Jokes of Punny Bones." The rest of the pages are blank. Another pile of papers is entitled, "To Serve Man," by B. Yaga. It seems to be a recipe book. One pile of papers has the note -- "Won't sell in Wallmat." It's "The Heart of Seduction," by Katta Nova. You see a document entitled, "Precise Project Management -- On Time and On Budget," by J. Usher. Looks like the book never got finished... You see the familiar books, "Field Guide to Fricana," and "Scenic Shapeir on less than 5 Dinars a Day." There's also a copy of "Elephants in Mordavia - An Endangered Species." This neat shelf has a variety of travel books, and a model of a ship. That would wreck these priceless books. This stack of books looks like heavy literature. That would wreck these priceless books. You also see every back issue of HERO: The Journal of General Job Adjusting, including the hard-to-find issue 1 ! You see a yellowed piece of paper tucked into issue 1. It's an unfinished love letter to someone named Boopsie. How sad it was never mailed. The letter is obviously private, so you return it to the shelf. The boxes are filled with books, of all things. These books are very dusty, and yellowed with age. That would wreck these priceless books. Browsing through the books, you see one about "Local Legends of Marete." One legend tells of a man who returned to his fishing village after visiting a local tavern, only to find his wife and family murdered. He died of grief, and his ghost haunts the taverns and inns of Marete. A local legend tells of how Perseus slew the gorgon Medusa, and from her blood arose a winged horse. Pegasus now flies the skies of Marete on the northern part of the island. Another legend tells how it is always good luck to put a coin in a fountain. You come to the end of the book, and wonder if any of this information will be useful. That would wreck these priceless books. You come to the end of the book. All in all, the myths of this region are fascinating, and well worth reading. This looks like a book about the Mythology of Silmaria. These books look like travel guides. The bulletin board is covered with notes and announcements tacked to a cork board. This short stack of books is ready to stack in the empty box nearby for shipment elsewhere. Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. That would wreck these priceless books. Checking out the items on the board, you see an announcement for last year's E4: Expert Existential Explorer's Expedition. The convention had Prof. Grant Gottfield's famous lecture on "Future Fieldtrips to Fricana" and "South Fricana Safaris" with Henk Malan. Here's a yellowed advertisement -- "Interested in owning an Inn? You too can be a part of our exciting Hero's Tale Inn franchise. Talk to Shavi Rah in Spielburg." There's a scrawled note -- "Leo's Design Group has openings for system level architects. Talk to Kahul at The Evil Empire, Inc." A business card posted on the bulletin board reads, "New World Translations.  ??Rodrigues Salvio.  ??Rio D, South Vespuciland" Here's a elegantly scrawled note --??"Cavalier at Large:??No Noble Deed too small. No Danger too great. Wooing Fair Damsels our Specialty.  ??Kau Taufman" Read a Book As you scan through these books, you see they are all copies of the "Hero's Guide to Sightseeing in Silmaria." Since you already have a copy of that book within the Hero's Manual, you decide you don't need another copy. You know you'll never get around to reading it anyways. Steal a Book Ask for the Man's Autograph Examine the Books Borrow a Swim Manual A quick probe with the dagger reveals that nothing is hidden within the books or their bindings. Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. Glancing through the book, you see many myths and legends of this land. The book looks fascinating.

One story tells how Hercules defeated the monstrous Hydra with the help of his nephew Iolaus who burned the Hydra's heads as Hercules chopped them off. 

Another story relates how Hercules went into the depths of Hades to rescue his friend's wife from the dead. One tale is of Daedalus who made wings by placing wax and feathers on a wooded framework. He and his son, Icarus, used them to fly away from Marete. However, Icarus flew too close to the sun, thus melting the wings and plunging to his death. One story tells of how the winged horse, Pegasus, sprang from Medusa's blood, spilled when Perseus cut off the gorgon's head. You've already picked up a copy of this book. You see a wide variety of books, but most of them seem to be "How to Swim" manuals. The plaque under the schooner reads, "The Gypsy King" and "Captain P. Trowe." It's the wheel from a clipper ship. None of the books are locked. A quick probe with the dagger reveals that nothing is hidden within the book or its binding. The flowers are prettier fresh than pressed. Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. The wheel is secured to the wall. It must not be your "turn." That ship is a little small for you to take sailing. This looks like a comfortable chair. This large, sturdy desk obviously makes a good writing surface, judging from the amount of literature produced here. This small oil lamp illuminates the top of the desk. A quick probe with the dagger reveals that nothing is hidden within the books or their bindings. Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. You daren't move the lamp; it is filled with burning oil. The lamp is already lit. Stealth oil doesn't burn very well. Besides, the lamp has plenty of lamp oil in it. The desk is unmoved by your actions. There is no drawer in the desk to unlock. There is no drawer in the desk to unlock. There is no drawer in the desk to unlock. You've read that handbook before, so there is no point in taking another one. This box is filled with "How to Be A Hero" handbooks. Through this window, you have a fine view of the city wall. No, not the comfy chair! You've heard tales of vicious, predatory comfy chairs, after all. Unfortunately, the window doesn't open. That's a shame, since it's rather stuffy in here. This is an empty box. Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. Near the end of the book, you read, "Unfortunately, the nature of a balloon is to float wherever the wind will blow it. The next time I decide to travel in this manner, I will attach wings to the basket, and thus control my passage." The top book in this stack is entitled, "Around the World in a Balloon," by Vules Jern. These seem to be books of limericks. The coatrack is bare of hats and cloaks. This door provides the exit to this cluttered room. You feel around in the empty box for a while. Eventually, you discover there is nothing in it! Oh, you knew that. The door is already unlocked. The door is unlocked. Unfortunately, you don't have a hat to hang here. You read the first limerick:??"An arrogant man from Marete,??Declared he would not face defeat.??When he met with a foe,??Who could make him eat crow,??He would thus beat a quite fleet retreat."?? "A musical maid from Marete,??Was delicate, dainty, and neat. ??When she played with a band,???She had drums at each hand,??And she tooted a flute with her feet."?? "This mademoiselle in Marete,??Did everything quickly and fleet.??For her tutor did say,??When learning to play,??If you blow on the flute, ah, toot sweet!" "A handsome young Hero from Greece,??When in search of the fabulous fleece,??Got help from Medea,??Not the brightest idea,??Now he can't get a moment of peace."???? "There once was a maid from Marete,??Who was pretty, and pert and petite.???When she played with a man,??She had whips in each hand,??And spurs on the boots on her feet."?? A quick probe with the dagger reveals that nothing is hidden within the books or their bindings. " I'm sorry to say, my dear friend,??There is nothing left here but 'The End.'"?? Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. As you glance through the writings, you see instructions for building a balloon. The narrator intones:??"Having purchased a quantity of cloth, I had my housekeeper sew the material into the shape of a pomegranate." The writer further speaks, "I managed to procure the sticky sap of a tree that had been burned for a long time. This made an excellent formula for windproofing the balloon material." The text goes on, "I attached this balloon to a large basket by means of a rope. A metal brazier filled with coals provided the hot air to fill the balloon bag, causing the balloon to rise into the air." As you read one of the books, you believe that with a little study, you could learn how to swim rather well. This small chair is remarkably free from a pile of books. A quick probe with the dagger reveals that nothing is hidden within the books or their bindings. The End Burning books will earn you a place in the fires of Hades. Don't do it. Burning books will earn you a place in the fires of Hades. Don't do it. As you start to sit on the chair, you quickly realize why there aren't any books on it. It wouldn't hold their weight, let alone yours. You decide not to sit. The Famous Adventurer signs the book, and hands it to you to keep. The books all seem to be manuals titled, "How to Swim." They were written by "The Famous Adventurer," copyright last year by Famous Adventurer's Correspondence School Publishing. The Famous Adventurer nods permission for you to borrow the swimming manual. The Famous Adventurer watches you with suspicion, and you decide you cannot get away with this theft. You need to be a little less obvious when practicing your art. Perhaps you should try again later, after you get more skilled at pickpocketing. You succeed in concealing a book in your backpack, and get away with the theft. The frenetic fish swims swiftly 'round the tiny tank. While you're sure that a fishbowl on your head would make you the life of the party, it would be singularly unhealthy for the fish. I bet his name is Erman...as in "this is my fish..."

280.qgmEdit

"When yer a sailor at sea, ya learn ta be eating some mighty strange foods. Once yer ashore, ya can be more picky. Thanks, but no thanks." You can't get to Arestes to attack him. He is thoroughly protected by the partition wall. "Good evening, matey. What can I be doing fer ya?" "So I hear the killer got Ugarte. Lucky for the little snitch ya happened ta be near. There's word he'd be dead but fer you." "So, the little snitch got caught, I hear. Poor Ugarte. He thought he had it made." "The Chief Thief contest is over now. We'll be announcing a winner soon. You'll be called when the time comes to tell." "It gotcha. If ya ring the bells, ya know ya need ta practice more. If ya get the coin, I'll set up the tougher dummy next time." "So, ya found the place, did ya? Check it out, matey. This be the finest Thieves' Guild in all of Silmaria." Arestes still looks hale and strong despite his missing arm. Talk to the Man Buy Something Sell Something Show Thief Sign Never Mind "I be Arestes, and I'll be glad ta sell ya some needed tools, or teach ya a new trick a the trade. Ya can come here to hone some skills, or just ta gab." "Or maybe you're here ta enter the contest. Word's gotten around that you be a right tricky picky with the locks, and a snappy sneak." "Ya need ta be joining the Guild before ya can practice skills around here. We ain't no non-profit organization, ya know." "Ya did it! Well, matey, ya can be trying your skills on the townsfolk around here. Be careful on the guards and the merchants, though. They tend ta be more wary." You get five drachmas from the dummy's purse. "Ya need the pickpocket knife around here ta be getting the gold from the dummy or the folks in town." "So, you're back. Keeping outa trouble, ain't ya?" "Hey, what are you doing here? This place is not for the likes a you. Get out!" "Greetings, oh Prince. It is a nice night, is it not?" "What da ya be wanting now?" "Oh, it's you. Good ta see ya. What can I be doing for ya today?" "It's a fine night ta be sailing, mate. Welcome aboard." "Little suspicious that ya happened ta be there just at the right time. It's a wonder that you were not offed as well." "Ain't none of us at the Guild what's fond of assassins, ya know." "I hears tell a guy robbed the bank. Got away with a hefty sum." "Someone broke inta Ferrari's place last night. Don't know if anything was swiped, but the Fat Man was really mad at his guards fer not catching the thief." "I figure Ferrari deserves anything he gets." "If ye be looking fer some work, I mights be able to steer yer course, as it were." "Have ya been noticing that things have been a bit different about the Dead Parrot lately?" "Well, mateys, it be the time ta say the name a the next Chief Thief." "Good evening. Welcome ta the Guild. What can I be doing for ya?" "Ya know, I be growing a taste for this gyro stuff. Thank you, matey." "Let me take a look at that. I might be willing ta buy it from ya fer a reasonable sum." "You trying ta cheat me outta an honest living, such as it were? I'll starve if I accept anything less than this." "So, giving me a hard time, are ya? Well, match this, ya pennypinching landlubber!" "Why, you money-grubbing shore-hugger! I'll take no less than this, and that's that." "That be worse than piracy, ya scurvy dog. I'll not be dealing with anyone that cheats that badly. Take this, or leave it." "I'd have ya keel-hauled for such an offer if we was asea! I'll not take any less than this after that insult." "That does it! I'll not be dealing with the likes a you." "I'll not take a penny less. My offer stands." "A pleasure doing business, as it were." "You're cheatin' me blind, but I know a sharp dealer when I meets one. You got it." "Done! It's a deal, matey." "Forget it. I'll not be making any deal with ya this day." "Ha! Ya must be thinking this be some non-profit organization, this Guild. I'll be a cheat ta try to sell it for such a price. I'll offer ya this." "Yer trying to rob me blind. I'll not pay ya more than this." "Look, this is me best offer, and no better." "No thanks, it be bad fer the teeth." "I lost me taste fer fish a looong time ago, thank you." "Sorry, matey, but I have no interest in that. I'll fence a lot of goods, but there's not exactly a market for that sort of thing." Ask about Blackjack "It were a tough battle, and the betting stakes were high, but it all comes down ta the Blackbird. The person with the real Blackbird be leader of us all." "Then it seems that I am now the Chief Thief of Silmaria. I have the Blackbird." "Drop your anchor, me bucko. There's more than one Blackbird, and only the real one will do here." "I have the real one. I made certain of that personally." "Oh, did ya now? Then I think ya should be checking your bird again." "What are you talking about? This is... No! It cannot be! This cannot be a fake! How?" "The new Chief Thief a Silmaria will be the one with the real Blackbird." "Oh, so you outwitted Ferrari? You are such a clever man." "We be here tonight ta greet the next Chief Thief a the Thieves' Guild of Silmaria." "It were a close battle, but the one with the most generous purse won this contest. It were the one that proved his skills at out-thieving us all. It were the man with the most cunning, the greatest stealth and stealer of all." "Could you please just get this over with?" "The new Chief a this Guild is the former Prince of Shapeir." "You did it! You won!" Greet the Man Join the Guild Ask about Arestes Ask about Tricks Ask about Thieves' Guild Ask about the Blackbird Ask about Chief Thief Ask about the Contest Ask about Entrants Ask about Bets Tell about Yourself Say Goodbye Ask the Man's Name Accuse the Man of the Bank Robbery Ask about this Business Greet the Man Tell about Proof Tell Arestes He's Under Arrest Tell about the Thief Tool Tell about the Magic Spell Tell about Erasmus Tell about Shakra Tell about Yourself Tell about Yourself Ask about Arestes Greet Arestes Ask about Ugarte Ask about Contest Ask about Merchandise Ask about Rumors Say Goodbye Ask about Arestes Ask about the Other Thief Ask about Rumors Greet Arestes Say Goodbye Ask about Arestes Ask about Ugarte Ask about Rumors Greet Arestes Say Goodbye Ask about Arestes Ask Where Arestes was the Night of Ugarte's Death Ask about Ugarte Ask about Ugarte's Death Ask about Rumors Ask about Rumors Greet Arestes Talk about Ugarte Say Goodbye Ask about Arestes Greet Arestes Ask about the Bank Robbery Ask about Rumors Tell about Robbery Say Goodbye Ask about Arestes Greet Arestes Ask about Ferrari Ask about the Break In Ask about Rumors Tell about Robbery Say Goodbye Ask about Arestes Greet Arestes Ask about Rumors Say Goodbye Ask about Bank Robbery Ask about Work Ask about News Ask about Thieves' Guild Ask about Merchandise Ask about Stealth Oil Ask about Pickpocket Knife [not used] Ask about Grapnels Ask about Rope Ask about Torch "Hmmph. Looks cheap ta me. I ain't interested in buying it." You sense no magic on Arestes. "I rather gathered at this point that ye be a thief. Not too many get here otherwise." "Ya can sell it ta the weaponer in town. He ain't selling thief stuff; I ain't selling weapons." "I be minding the store, keeping the Guild honest, as it were. I'm trusted because I didn't set out fer this job. I made me livelihood at sea, till I went one way and me arm went another." "Well, matey, you gots good manners. Can't say that about most what comes in here." You can't reach Arestes to pick his pocket. That's probably why he put that door there. "So that's me life story in a nutshell as it were." "Things ain't too bad around here. The Chief Thief contest is worth watching. Who knows how high that betting's gonna get?" "You ain't no guard here. What makes ya think ya can arrest me?" "What are ya trying ta say? Why should I be knowing anything about the bank robbery? There's none that ever saw me near the bank." "Oh, it's a betting game, and a real gamble. You can bet, raise, or call, and try ta get the others to drop out. Only one bet a week, though." "Ya mean ta be saying ya haven't heard o' the Blackbird? There's plenty a fakes been found, but only one really true genuine article. She's worth a fortune, if ya can find it." "Ya know what I means -- the cap'n o' this motley crew a scalawags -- The one what calls the shots and makes the waves. Head honcho here can make a bunch a bucks. It's a cushy job, and the pension's good, if ya live long enough ta collect it." "Ya wants ta be Chief Thief around here? All ya gotta do is be able to make a lotta drachmas ta enter. Ya keep betting you'll outbid the other entrants, and winner takes all, once the bird is back." "If ya don't know how ta take out a trap, ya better check out the chest over there. Most important stuff around here tends ta have a trap on it. If ya got a toolkit, ya probably knows your stuff, but ya can always practice here, as long as ya gots the cash ta feed the safe." "The other trick ya can learn here is ta pick a pocket. Fer that ya be needing a good pickpocket knife. I'd be happy ta sell ya one." "The thing that might save yer skin best is the blackjack. Ta use that, ya need ta sneak up behind someone and hit 'em in the back of the neck. If ya don't sneak enough or hit 'em just right, yer in for a fight. But with practice, you can take a person out." "The Guild's willing ta pay a reasonable sum if she's brought here. I hear Ferrari's willing ta pay more, though. If someone with the bird is in the contest ta be Chief, then he'll win fair and square, or as fair as a thing like this gets." "Rumor has it that the bird is somewhere around Silmaria. That's why the Guild's a bit empty-like. Most mates'd rather the get rich quick scheme than working fer a living, even at this profession." "There's five now in the running fer the position. A few have dropped out when the stakes got high. Ya gots ta be a high spender, or bring in the bird, if ya gonna win." "Who's in it is kept secret. Not everyone is known by this job, after all. Most a them keep a steady, respectable sort a profession. It's good fer the Guild ta have a boss on the up and up. Gets ta know things better that way, if people trust him." "Be seeing ya later. Good night to ya." You hand over 100 drachmas to Arestes. "This place is open most nights. We don't likes ta open in the daytime, 'cuz someone might be seeing ya." "The fees for the Guild are a bit stiff. It'll cost ya a hundred drachmas to become a Guild member. Still, you can make that back in a week or so. And where else are you going to fence your hot stuff but here?" "So what do you say, me bucko? You going ta join, or make the mistake a going it alone, with no union at your side?" "Welcome aboard, me hearty. It'll be good ta see someone new around here." "Seems ya be an experienced sort a thief, ain't ya? You'll do well around here, no doubt." "I be Arestes, a retired seaman and honest merchant. Why do you want to be knowing?" "Why should I be telling ya anything? You're naught but a landlubbing, lily-livered revenuer and I gots nothing ta say ta ya." "Ya ain't gots no right ta be here, and I'll not be welcoming ya. Go on with ya outta here." "Proof? What sorta proof ye be talking about? Ye ain't got nothing ta pin on me." "That crazy Wizard with a talking rat? I saw him come ta town after the King got offed. He just appeared right in the middle a the Hall a Kings. He's the real thing." "Magic? Ya mean that pull a rabbit outta a hat, pick a card sorta ruck? Who do ya gets ta do yer spells, a Gnome? They're tricksy sorts, and no one trusts them." "Ya found a tool, and ya think it's mine? Ya still gots no proof. I happens ta sell such tools here. Anyone could a owned it." "I'm not messing with magic. I've no desire ta be a toad the rest a my life. A toad with no arm might have a bitta trouble hopping, or so I thinks. I'll go quietly with ya, while I still be walking on me own legs." "Well, matey, things have been mighty quiet-like around here 'til you and Ugarte showed up ta talk." "You're a Wizard? Never much know it ta look at ya. Meaning no disrespect, but I thought you magic makers all had pointy hats and big sticks." "That's the lion monster, ain't it? Scupper me with a marlin's spike, but I don't wanta mess with that thing." "Well, I guess I really don't wanta raise the wrath a someone who can tear me ta shreds and voodoo me. Let's be going ta the guards, then." "I don't want no trouble, and I ain't going ta fight ya with your spells and all. Let's be going." "You're one a those hero-types, is that it? You'll lop me head off if I ain't following your orders, I guess." "I'm not about ta take you on. I'm no fighter, not without me arm. I'll follow and not make no trouble." "I've had better times, let me tell ya. That guy over there makes me nervous." "Ugarte's a good source a information. He's certainly the chief gossip around here." "Check out the betting board. Ye can see fer yerself that the stakes are getting high." "That is not the only thing I will be chief in. You will see, I shall win the bets and become the guildmaster here." "Where ya going ta gets that kinds a cash ta win?" "Oh, I have my sources." "And what if someone brings home the bird? Yer sure ta be losing then." "The Blackbird, hah. There is no such thing. It is all a big joke. It is about as real as those rumors of a dragon underneath this island." "A man would be an idiot to still be looking for the Blackbird. They are all only fakes." "Take care now, and don't get caught doing anything I wouldn't do." "I gots everything ya could want fer our profession here, so shows me some gold and I'll be happy ta sell ya things." "Well, if ya be wanting information, maybe you should be asking Ugarte there. He's the one who tells me all the rumors around here." "You are most kind. It is very true that I make a point of learning information. I am also eager to share my rumors, although some knowledge has a price tag." "I'd not be minding a mug a grog right now, but it's a fine night." "Watch yer back. I don't like the way that guy is looking at ya." "It's nice ta be seeing a friendly face, let me tell ya." "I shouldn't be saying this, seeing that he's here and all, but I'd hate ta see him win. That guy is in the running fer Chief Thief. If he wins, I'll not be wanting ta be working here under him." "He came here a few months back. He never said much, just hangs out here at times. Don't even know his name. I'd not trust him as far as I could throw him." "Perhaps you could go to the Dead Parrot. We could mind the store for you while you are gone." "Aye, and set the rats ta guard the cheese? Thank ye, but I'll pass on that for now." "I don't like mates getting it like that. Ugarte may a been a rat, but he was a bloody mite better than some rats I could name." "We're first mates, ain't we, Ugarte?" "Oh, yes. You might say we're thick as thieves, heh, heh, heh." "Have a drink at the parrot fer me, and good night." "There's not another thief I'd rather see than you walk in right now." "Well, let's see... Ugarte tells me there's a gal at the Parrot what's sweet on ya. She'd make a fine catch, if one wanted ta set anchor." "Oh, yes. Nawar does look forward to seeing you. She and Budar talk about you all the time." "I'm hurt. Are you not pleased to see me?" "You can't very well walk in when yer already here, Ugarte. We're mates, all of us, ain't we?" "I been watching that bank fer quite a while now. Planned ta do it meself, sometime. Figured there'd be enough fer me ta retire. Guess I just waited too long." "Keep yer eyes peeled. That next dagger might be fer you." "It's a bad night. With the attack on Ugarte, the Guild members are getting real nervous. I gots a feeling this place will be pretty quiet fer a while." "Look, I closed early and went ta wet my whistle with grog. Don't blame me fer Ugarte. I'm a lousy throw without me arm." "I'm no snitch like Ugarte, and a sailor hates rats. Still, if yer looking fer the slimy shark that took out Ugarte, I'd keep me eye on that guy with the daggers what comes in here." "There's some what says you offed Ugarte. I doubt that you'd be standing here if the bosses a this city believed that. You'd never a gotten away from the guards once they had their mitts on you." "I was told it would be awhile afore we see Ugarte. Until the healers figure out the poison, all they can do is keep Ugarte from dying." "He was looking fer ya the night he died. Seems he had the stuff ya wanted ta know. Didn't say too much about it, but he did mention that he knew who was behind everything." "Ya gots a good rep, and Ugarte seemed to trust you. I don't think he'd trust someone he was blackmailing, so I guess you're not the one that knifed him." "The one person Ugarte really didn't trust, I don't trust either. The guy with the dagger that sometimes hangs around here and calls himself 'B.' He's going fer the Chief Thief seat." "If there's a more likely assassin than B., I've never met him." "The one that did in Ugarte has gotta be the one that did in the King." "He calls himself 'B.' and is betting ta be Chief here. If he makes it, I'm not sticking around." "That's a long way fer the assassin ta throw a dagger. There's magic involved someway. I heard rumors that Wizards can magic a dagger so that it will always hit its target. Might only be sea shanties, but that's what I think." "You look like a pirate what's taken a galleon. A grin like that is a little suspicious, when I'm talking robbery." "Anything what gets the fat fart mad makes me happy. He's too full of himself." "It were done real professional-like. It'll be a time before the bank's worth taking again, unless they catch the robber with the cash." "More an likely, it means they'll add some more guards, and make that bank even tougher ta get stuff from." "Don't act too cocky and get yerself arrested." "Yer too trusting. I could turn ya in, get a reward, maybe get me arm fixed. Lucky fer ye, I be an honest man." "So far, no one's heard who did it. They figure it was someone new around here, though." "It's a good evening, it is. Folks are laughing all over behind Ferrari's back. All those guards, and a guy still got inta the house." "I'm pretty much as always." "Ferrari's place was loaded with his guards. There's nary a doubt the Fat Man had something he wanted ta keep safe. The one that got in must not a got it. Ferrari's acting too full of it." "Ferrari's not the worst sort, but he's definitely pompous, arrogant, and self-centered." "I hopes ya got whatever you were looking for." "Hold off there, matey. There's some things I best not know about. I might start laughing in the Fat Man's face the next time I see him." "It's whispered that the Fat Man's got the Blackbird. Damn me if it's true. He'll be Chief Thief fer sure." "Happy ta see ya, matey." "Watch yourself out there. Things can get dangerous." "Ferrari's fat guards don't watch the Parrot right now. They're all up guarding his house. Ferrari's got something important there, no doubt." "Dead men tell no tales, and I ain't going to, either. At least, not when I don't know no news." "If ya haven't checked it out yet, there's an empty house up on Nob Hill that fit fer taking. Not sure there's anything left since the owners left fer vacation, but it's worth a look." "It's the house nearest ta the arena. You never know what you'll find til you look." "The best job in town ta be making yer fortune is ta take the bank. It's a tough job, since the guard patrols the streets a Town Square each night. I hear told that there's traps, too." "Most Guild members want ta crack the bank, but not a one a them has tried that didn't get caught." [not used] "A good grapnel and rope will let ya climb most anywheres. It's another little item that's standard in the guild." "A pickpocket knife be just the thing ta cut a coinpurse from someone's belt, or slip inta a pocket and pull out a pouch a coins." "Ya shows me yer coins, and I'll show ya the goods. I'll answer yer questions about them then." "This be the best place there be ta be practicing some skills so ya won't be caught by the guards." "The dummy over there is where ya gets good at pickpocketing. Ya need ta buy the pickpocket knife first though. I'll be pleased ta sell ya one fer a reasonable price." "The safe will cost a bit ta practice, but it's better than having a trap blow up in yer face." "Stealth oil is used ta grease a rusty hinge, or silence a squeak. It'll help loosen something that be stuck, as well. No self-respecting burglar will break in without it." "If ya buy the knife, we even let ya practice on that dummy. And if ya can get a coin from it without ringing the bells, ya can keep the coin. We'll then give ya the harder dummy ta practice on. When ya gets the coins from it, yer ready ta pick some real pockets." "We sells only the strongest a ropes here. Buy from the best, and you'll not need the rest, or so it be said." "Those a the Guild tends ta be night owls, and a torch be just the thing ta light yer way in a darkened room." The man gives a sneer in response to your sign. "Ya want ta start something with me? Good. I've been looking forward ta this." As you look around this room, you have a sense of guarded wariness with just a trace of danger. "The thing that might save yer skin best is the blackjack. Ta use that, ya need ta sneak up behind someone and hit 'em in the back of the neck. If ya don't sneak up enough or hit 'em just right, yer in for a fight. But with practice, you can take a person out." "If you are willing to pay for information, I will be interested in selling some to you." "Arestes is a good person to know. When I become Chief Thief around here, I will let him keep his job." "I have been learning some very interesting things lately. I think you might find such things interesting, as well." "Nice ta know I gots some job security around here, but ain't ya counting yer cannons afore they fire? Ya ain't won the betting yet." "Oh, this time not even the Fat Man can beat me. I shall soon be coming into a considerable sum of cash." "Watch yer backside, matey. Blackmail is a very risky profession." "Blackmail, me? I would not put it quite so crudely as blackmail. I prefer to think of it as, say, keeping a secret. I am very careful with my secrets." "I even have some information of a certain old acquaintance of yours. It seems he holds a grudge from the last time you met. You do need to be careful, you know." "However, this is not the place for such a deal. We will speak of this later for, oh, about a thousand drachmas?" "I am thinking that perhaps the information in which you would be most interested is worth more than I first thought. Give me a few days, and I will know exactly what you are needing." "Do be careful. I would hate for anything to happen to you, at least until I am able to sell you some information." "I am most well, thank you. I hope you are equally well, my friend." "You wish me to tell you something for free? Do you take me for a fool? Why give away something for nothing when one can make a good living selling what one knows?" "I received a letter from my uncle who is Chief Thief in Mordavia. He had the nerve to call me a little sneak. Little sneak indeed." "Soon I will be Chief Thief here, and then perhaps my uncle will respect me more." "The Fat Man would certainly have a fit if ya were ta win." "Yes, indeed. It will be very good to be his boss. I will be certain to treat him with as much respect as he has treated me." "I am looking forward to this very much." "Of course, I am taking a big risk for this. Maybe about 2000 drachmas worth of risk, shall we say? You do not have to pay this, mind you, if you do not wish to know." "I will be letting you know as soon as I have the information you need. Farewell." "It is always a pleasure to see you. It is more of a pleasure doing business with you." "You should not trust Ferrari, my friend. He is very fond of using people like you." Never Mind The sinister-looking cloaked man seems familiar somehow, but he is keeping his face hidden from you. You have a bad feeling about him. Talk to the Man Make Thief Sign Ask the Man's Name You can feel his glare of deep suspicion, and he refuses your offer. Ask about His Dagger Ask about Rumors Greet the Man Say Goodbye There is a strong aura of magic around this person, but it seems to be based on magical items rather than personal spells. "No! I'll not be having that in here. If ya want ta go fer each other's throat, get outta here." "If ya fight in here, I'll throw ya outta the Guild meself. Ya will not be a Chief Thief if yer not in the union." "I deal with you later." The man just stares at you, and narrows his eyes. "I'm good with daggers. Maybe someday I'll show you just how good I am." "What's it to you? My friends know me, and my enemies don't last too long." The cloaked man watches you with obvious suspicion. You can't pick his pocket. The man seems very guarded. You suspect that something is magically interfering with your ability. The man glares at you and nods. "I don't spread rumors. I start them." "Hmmph. It seems that you've gotten the better of me this time. I'll know not to underestimate you the next time we deal with one another." "Congratulations. The Thieves' Guild will be very interesting with you as Chief. I look forward to your leadership here." "You did it! You won!" "No thank you. I am watching my figure." "You should show that to Arestes. Perhaps he will buy it from you." Now here's a rather unsavory character. Ugarte reminds you of a half-drowned rat. Talk to Ugarte Make Thief Sign Never Mind "Oh, thank you. Don't mind if I do take a piece." "I have little interest in such things." "If you think I am going to make that silly sign to you here of all places, you should think again." Ask about Ugarte Ask about Arestes Ask for Information Ask about Rumors Greet Ugarte Say Goodbye Ask about Ugarte Greet Ugarte Ask for Information Ask about Rumors Say Goodbye Oh, you'd be able to take him with no trouble. But it's just possible that Ugarte is worth more to you alive. Ugarte carries nothing of a magical nature. You can sense this man has delusions of his own importance. He is devious and deceptive, but he does have some sense of honor. He would blackmail someone without a qualm, but he hates to tell lies. Ugarte is watching you through narrowed eyes. You suspect he suspects you. You can't pick his pocket now. You successfully picked Ugarte's pocket, and pulled out 200 drachmas. Ugarte sees you trying to steal his purse, and gives you a dirty look. He won't let you try this again.

285.qgmEdit

The passageway through this arch leads out to the bridge tower in West Gate. It looks like every thief who ever entered here carved his or her initials into the top of this table. You have found your way to a dim and dark den of desperados. This must be the Thieves' Guild. You sense little magic in this guild. Scratch your initials on this table? How tacky. Besides, the thief here might see you doing this. He probably wouldn't approve, since you are not a member of the Guild. In fact, someone with a lot of time carefully carved a list in one corner... "From the home office of Pegleg Willie... TOP TEN MOST INSULTING NAMES TO CALL A MAGIC USER 10. "Wand-Lover" 9. "Lucky-Charmer" 8. "Dunce-Capper" 7. "Wizzy" 6. "Philosophy Major" 5. "Kreskin" 4. "Applause Junkie" 3. "Friend to the Birds, the Flowers, and All Things Wussy" 2. "Confirmed Bachelor" And the Number One Most Insulting Name to Call a Magic User... 1. "Samantha" The shelves of the back wall are lined with various valuable items. You wonder who used to own them before this. The bells are obviously designed to ring whenever someone touches the dummy. How is anyone supposed to get the purse without sounding the alarm? There must be something more to this. The dummy is covered with bells and has a small coin purse attached to it. This looks like a training tool of some sort. Through this window, you can see a wide variety of tools of the Thief trade. A grapnel and rope might be handy for climbing the cliffs around here. That lockpick set could be handy if you lose your keys. Hmmm, there are many nifty things displayed here. Over on the shelf, you can see a Handy Dandy Pickpocket Knife. What a shame it's out of reach. For some reason, all the objects behind this window are too far to reach, and the bars are firmly embedded in the masonry. For some reason, all the objects behind this window are too far to reach, and the bars are firmly embedded in the masonry. The safe is definitely locked. It would take an expert locksmith and a good set of tools to open this. Then there's this little matter of a trap... This safe looks very tempting. It must be here to allow thieves to practice their safecracking. This is not a law-abiding place by any means. Pity you can't reach them from here to "examine" them more closely. This bench has been carved with the initials of many thieves who have passed through this Guild. There's even a heart with "RH loves MM" scratched into the wood. This raised brazier casts light upon this corner of the cave. This bench has the carved initials and names of numerous thieves that have visited here. You see "Prof. M," "Thief of Bagdad," and "R 'I am not a Thief' N." This isn't a very comfortable place to sit. You scratch your initials into the wood, for all thieves to know you are one of them. This is the place where thieves get their equipment and fence stolen items. Through this window, you can see a wide variety of interesting items. This torch lights the way in this den of iniquity. This shows the current status of the Chief Thief contest. So the thieves are looking for someone to run this place. Hmmm, this has possiblilities... The bulletin board is an advertisement for Acme Thiefkits and Pickpocket Knives. This torch has a warning carved into the wood. "Property of the Thieves' Guild of Silmaria -- Do Not Steal." You don't really think that you could just steal that torch from here, do you? This torch is so securely attached to the wall that no one could "borrow" this in a subtle manner. The sign on the chest says, "Before disarming this simple trap, please deposit 1 drachma in the slot." There is an arrow pointing to a slot on the left side of the safe. The sign on the chest says, "Before disarming this tough trap, please deposit 5 drachmas in the slot." The sign on the chest says, "Before disarming this tough trap, please deposit 10 drachmas in the slot." The sign on the chest says, "Before disarming this tough trap, please deposit 15 drachmas in the slot." You successfully open the safe and add 5 drachmas to your coin purse. You successfully disarm the trap and add 10 drachmas to your coin purse. You have definitely disarmed the difficult detonator, and discover 15 drachmas. With extreme difficulty, you manage to disarm the trap. However, you find only 20 drachmas and a sign that says you have successfully survived this test. A sign displays, "This was a test of your disarm trap skills. This was only a test. In the event of a real trap, you would have been blown to high heavens right now. Lucky you." A sign says, "You blew it, buddy." A sign says, "This trap tricked you -- too sad." The sign says simply, "Bang -- You're dead!" You do not have enough money to activate the trap on the safe. You did not manage to pick the dummy's pocket. You successfully pick the tough purse on the dummy, and pocket a grand total of 50 drachmas. You stealthily steal the coin from the dummy. You can probably pick dummies pretty well, but that doesn't make you a first class snitch just yet. You again steal a coin right from under the sensitive bells of the dummy. You manage to pick the dummy's pocket, but alas, it is empty of coin. You have already stolen all that was there. You will need to return later after Arestes has changed to the more difficult dummy. You will need to earn some more money before you can afford to join the Thieves' Guild. Horrors -- you might even have to work for it! You lead the thief to the guardpost above and have the guards place him under arrest. You are soon summoned to the Hall of Kings. After explaining the situation to the guards, you are sent to the bank the next morning. It will cost you 100 drachmas to join the Silmarian Thieves' Guild.??Will you pay the membership fee? Call Done Enter Raise Chief Thief Competition JACKPOT: And Counting! Today's Entry Fee ? Fold You don't have enough money to enter this contest. You don't have the cash to make this raise. You don't have enough money to make this bet. OK Current Drachmas Help This contest will choose the next Chief Thief of Silmaria. Initials of the entrants in the Contest Status of the entrants in the Contest Press to Enter the Chief Thief Contest Press to Call the Bet Press to Raise the Bet This shows you how many drachmas you are currently carrying This shows the total amount of money that has been bet towards the Chief Thief Competition This is today's Entry Fee This will increase your Bet This is your Current Bet This will decrease your Bet Press for help about the Chief Thief Contest Press when finished with this screen No Yes From that point on, it is similar to a poker game. Each contestent gets a daily chance to Call (bet the minimum), Raise (increase the bet), or Fold (drop out of the game). Your bets (and all other bets) go into the Jackpot. Each week, the game will restart, but the Jackpot will continue. Sooner or later, all contestants will fold -- except one. That last remaining contestant becomes the new Chief Thief... and collects all of the Jackpot! If you have the cash, you can enter. All entry fees go into the Jackpot. Silmaria Chief Thief Contest Rules You cannot bet more than 2,000 drachmas at a time. Your bet has been lowered. Folded Press to get out of the Contest You don't let Arestes take the blackbird. Arestes then writes something down on the guild logbook, and winks at you. (For the obvious reasons, the Thieves guild insists on cash. Credit from the bank is not acceptable.) Do you really want to fold--and lose all of the money you have bet so far?

290.qgmEdit

"Thanks, but if the cooks saw me eating someone else's cooking, they'd go on strike." "You know, for a human, you're a real sweetie. You wouldn't happen to have Gnome in your genes, would you?" "Oh, you've got a girlfriend. I thought we were going steady, Freddy. Are you trying to make me jealous?" "I really, really need your help. Oh, please say you will -- pretty, pretty please?" "Then they made the soup from his bath water." "Today's treat is goop soup with cabbage. It was supposed to be spaghetti and meatballs, but Rover threw a cabbage at Tony Maloney, and it fell in the sauce." "Hello, sailor. I'm Ann Agrama, Gnome Ann, and this is my Land Inn." The message tree should be displayed, and not this message. Ann is a cheery-looking, squat Gnome with laughing eyes and a large smile. Talk to the Gnome Order a Meal Make Thief Sign Never Mind Ann motions you to sit down at the table. She'll be right with you. "Then Tony threw the meatballs back at Rover, but Rover dodged them and they hit Sal instead, so she dropped all the spaghetti." "That wouldn't have been a problem, but Tessie slipped on the spaghetti while she was carrying the carrot salad, so that went everywhere." "When they looked around, everything was mixed up so they picked up what they could salvage and put it all in with the sauce and cabbage." "They just added some water and salt, and voila! A meal you won't find anywhere else." "Today's special is something I think you'll really love... Well, maybe not love exactly, more like, um, well, you'll find it interesting. It's garlic smashed potatoes and pistachio cream." "Tessie was making baked potatoes and ice cream for dessert, but Tony, who was juggling the garlic, slipped on the banana that Miigal Sal dropped." "Tony's garlic landed on the potatoes, and Tony landed on Tessie. Tessie landed on the potatoes, and they were really smashed. So that was okay." "Then Rover found that Tessie had set the ice cream on the stove, and it had all melted. Fortunately, no one likes smashed potatoes without gravy, so things worked out just fine." "The cooks have fixed something really special -- pancakes topped with fruit." "They started to make a salmon souffle, but they didn't have any salmon. They did get a good deal from Andre on some anchovies though. Sal wanted to make a blueberry pie, but Marrak was selling bananas and grapes, so she made those into a pie instead." "Just as Rover was taking the souffle out of the oven, Tony called Tessie a frumpy old toadstool, so she threw the pie at him. She got him square on the face, and the fruit pie pan fell on the souffle, squashing it flat." "So now we have anchovy pancakes and baked fruit. Hope you like it." "We're having goulash." "You don't want to know. You really don't want to know." "Today, we are having macaroni and cheese. Plain, old macaroni and cheese." "I gave the cooks the day off." "The soup for tonight is Lobster Brisk." "Rover brought in a huge lobster for dinner, but Messie Tessie couldn't bear to drop the lobster alive into the boiling pot. So the cooks decided to get the lobster drunk first." "Soon they were all singing 'Little Brown Jug,' with the lobster singing harmony. While Tessie was reaching for the barrel of beer, she knocked over the flour which soon covered everything." "So they gave the lobster a bath and a group hug for being such a good sport, and turned him loose." "Hi, sugar-pie. Well, make that bye-bye, pretty soon. The mortgage is due, and I'm out of moolah." "If you want to get into your room or the Inn late at night, you'll need a key. Here you are." "Hey, you better watch your weight. You eat too much. You should be going on a diet." "Talk about Flower Power -- It's the man of the hour! You're a blossom bud-dy and my he-rose. I'd love to plant my tulips on yours." "Look! Isn't this Inn-terior beautiful? It's just as I always wanted it to be -- Home, sweet Gnome." Say Yes "I just wanted to thank you again for giving me the deed. I didn't want you to think I was an Inn-grate." "So the cooks and I whipped up a special meal for you." "Howdy, Ranger. I rope you reckon to stay in this here two-centaur town fer a while." "Did you get a chance to talk to Bar Belly about the deed? I'd hate to lose this place to such a scum." "I sewed up that sheet you wanted. Hope it works for you." "We call this Hero Surprise." "Messie Tessie was fixing roast beast stuffed with crab for you. Tony Maloney was fixing broiled quail with brandy sauce. Miigal Sal was making a Chocolate Temptation Cake, and Rover was making bouillabaisse." "Unfortunately, Tony sniffed a little too much brandy, and set the quail on fire. Tessie dumped the bouillabaisse to put out the fire, and poured it all over Sal's cake, instead." "During the confusion, the crab ate the beast and wandered off." "So I went out and bought you a pizza." "There you go. Take care of yourself. I wouldn't want anything to happen to the sheet." You tell Ann about Ferrari and the deed. "Well, thanks for trying, anyway. I trust Ferrari about as far as I can owe him. Leave him a loan, and he'll take my home." "What's cooking, good-looking?" "Aloha, boy. Oy, you're a sight for shore eyes since islanded here." "What's the word, lovebird? Shall we wing it before we take a tern for the worst? This chick's crowing bold, so hen do we flock together? I'd love to cock-a-doodle-doo it with you." "How's your day, Jose? You know, we could make a great couple -- You've got beauty, brains, and brawn, and I've got, well... a good sense of humor. Hey, it could work." "Hi, guy. When are you coming over to my place? Oh, I forgot, this is my place." "Sorry, sister, but these rooms are all taken." "Hi there, Hero. New in town? You can have the room at the top of the stairs." "Hi there, sweetie. You look familiar. Haven't I seen you somewhere before? You can have the middle room upstairs. It will be your home away from Gnome." "My, my, who is this? Don't tell me, let me guess. You're the new Hero in town." "You look super, man. Shame I rented out all my rooms. I'd love to see more of you." "Sorry, this place is reserved for Heroes and Gnomes." "What do you think this is, a restaurant? Go fix your own food." "Hey, I'm flattered. Really I am. Not too often a girl like me gets a guy like you." "Sorry, though, I've got to say no. I've kind of got the hots for this really funny guy named Punny Bones. He worked here for a few weeks, then went back to Zurich. Said this place was deader than Mordavia." "I'm hoping business will start to pick up a little, so I can invite Punny back. He makes me laugh." "Thanks a lot for the offer." "Come to think of it, that may not be such a bad thing." "Hey, thanks. The cooks were looking for something to put on the cheesecake." "This place may drive me loony, but I'm not a basket case yet." "For little old me? Why, how sweet. You trying to worm your way out of paying this month's rent?" "Oohh, pretty. Reminds me of an ice cream cone." "Oh, don't worry. Your rent is paid through the end of the week. Lucky for you, this town has really long weeks." "No thanks. I'm watching my weight. Either that, or I'm waiting my watch. I'm never sure which." "That's really silly looking. A Gnome knows silly, after all." "What is this, a stick-up? 'Your money or your life' sort of thing? Get real. Didn't your mother teach you it's not polite to point?" Ask about Ann Greet the Gnome Ask about the Inn Ask about Silmaria Ask about Your Room Say Goodbye Introduce Yourself Ask about Ann Greet Ann Ask about Inn Ask about Moolah Ask about Mortgage Say Goodbye Talk about Wolfie Ask about Ann Greet Ann Ask about the Inn Ask about Flowers Say Goodbye Tell about Wolfie Ask about Ann Greet Ann Ask about Wolfie Ask about the Inn Say Goodbye Say No Ask about Ann Ask about Favor Greet Ann Say Goodbye Ask about Dance Ask about Ann Say Goodbye Ask about Ann Ask about Girlfriend Ask about Jealousy Greet Ann Say Goodbye Ask about Ann Ask about Inn Greet Ann Ask about Cooks Say Goodbye Ask about Ann Ask about Inn Say Goodbye Ask about Room Ask about Key Ask about the Inn Tell about Wolfie Say Goodbye Ann doesn't seem to be very magically inclined. "Is that the latest dance craze? Looks like you need lessons." "You're generous and sweet, but I'm not a charity case yet. You keep it." "What? You got it? Yippee! The deed is done." "What's this for, high protein snacks?" "Hmm, that looks familiar. Hey, it is familiar. You got the sweets for sheets or something?" "You here to complain about your being short-sheeted? Let me tell you, bud, all sheets around here are short." You tell Ann about making the sheet into a balloon. "Well, as long as it doesn't involve a straight stitch. I can't do anything straight..." "Sure. I'll have it for you tomorrow or sew. So-sew!" You explain that these are magic seeds. "You mean like, 'Grow to the clouds, steal from a giant, Jack-and-the-Beanstalk' sort of seeds? Cool, I could really use these." You explain to Ann that the seeds only grow really fast. "Well, so much for that get-rich-quick scheme. Still, it is a nice gift. Thanks." "Thanks so much. I'd be a homeless Gnome without this, and the cooks would have to find jobs as circus clowns again. You've saved us." "Want to get to know me a little better? I'd sure like to get to know you." "Kalifornia, or whatever it is they say around here." As much as you would like to pick Ann's pocket, you just can't see a purse on her person. Ann is basically a cheery person who is doing everything she can to keep this inn going and the kitchen Gnomes employed. "I came all the way from Zurich to make this little bed 'n breakfast in winterless wonderland, and what happens? No tourists. That's the way my life goes..." "I'm singing the blues, boy, for I'm going to lose. I've sunk all my savings, and 'loan' behold, the Inn will be repossessed and I'll be depressed. That louse gets the house, and I get ousted. This Gnome's on her own with no home." "Yours is the first door at the top of the stairs. All the comforts of Gnome, including Gnome-cooked meals!" "This seemed like a good deal. I got a good loan from the other innkeeper in town. Nice guy, if a little chubby." "As my first, and only customer, I'll let you have the best room in the joint." "I don't know much about Silmaria, because I've only been here a short time. I'm always 'inn' and never out." "I'll be seeing you." "Nice to see someone who's not totally depressed right now." "Oh, so you're the guy the chatting rat made arrangements for? Cheesed to meet you." "Your room's paid up through the month." "I'm in the bloom of health and just dandy, Lion." "Pretty please with strawberries, will you talk to Ferrari about my loan, Ranger? I'd be happy to refund every penny rent you've paid so far." "Ferrari'll take this shack back, Jack. The Inn's out, without a doubt. Old Fez Head will probably turn it into another saloon." "You know -- dough. Money, honey. Cash on demand, man. Drachma, Ja? Na, not me. It's no joke, I'm flat broke." "I took out a loan from Ferrari to pay for this place, and now he wants his money back. I can't pay him, so he'll take the Inn, inn stead." "If I had more time, or more money, or knew someone who could paint good, I'd fix this place up and show Fez Face a thing or too. I'd give his inn some real competition." "Say, Ferrari knows you. He dropped your name when he came by. Maybe if you talked to him, you could get him to extend the deadline. Would you do me this teensy little favor?" "I'd be very thankful, and I'm sure the cooks will be very grateful you saved their jobs for them. They'll fix your favorite food and everything." "Kaliflower! I didn't be-leaf you at first, but you ex-seeded my expectations." "He's the guy that painted the flying ice cream cone? Anyone who could paint that could certainly paint my Inn. I'll have to talk to him about it." "I'm really proud of this place. I picked out the colors myself." "Have a good daisy." "It has to be seed to be be-leaved. The magic worked just vine, and it all stems from you." "With all those flowers growing outside, the place looks positively blooming, Dale." "Hi, cutie pie. How do you like the Inn's new look?" "That was fun. I don't think I laughed so hard since Tony Maloney made phoney baloney." "I'll be all right. I'm just a little disappointed." "Are you pastelling me good-bye? Must we art so soon? You're breaking my art." "Paint it grand? I chalk it all up to hue." "He's okay, nein? A real top dog painter and plaid to the bone." "Darn. Sorry, folks, show's over. You can go home now." "Great. I told everyone that I had a bellydancer to entertain this evening. Unfortunately, Tessie couldn't fit into the bellydancing costume." "Miigal Sal has a black eye, and Tony has a broken toe, so they couldn't do it. That left Rover, and he refused." "All you need to do is go up on stage, get dressed, and come out dancing. Just wiggle your butt and wave your arms, and you'll do fine. We're all rooting for you." "Bye. (Sigh) I was sure looking forward to this." "I just wanted you to help dress the bellydancer, that's all. Oh, and maybe give some girls a good time. (Sigh)" "Oh, hi." "My heart is broken, you two-timer. I bet you flirt with all the girls." "It was fun, honeybun." "You did good. You can dance for me any day, Jay." "Having this deed is a big weight off my shoulders, let me tell you. I was afraid I was going to be Inn-digent and Inn-capable of making a living." "Love me and leave me, that's the way with you? Remind me never to fall for you again." "She sent you a box of chocolates. A big, big, really big guy came in and handed me a note that said, 'Candygram for Hero.' The other side said, 'Love, Elsa.' I put it in your room." "I cook for you, I clean up after you, and what thanks do I get? You drop me for a girl half my age and twice my height. That's gratitude for you." "Why is this Elsa chick sending you stuff? She got the hots for you?" "You're my Hero, Joe." "With all the neat stuff we did to this inn, I'm sure this will be a big hit with the tourists. I just hope we get some tourists." "It's funny, honey, how I'd love to bee with you. Hive got this sting for you." "Sit down. Let me get you something to eat before you go." "They really wanted to go out of their way to make an unforgettable dinner for you." "I'm really Inn to this. Inn fact, I was going to name this place the D Hotel. Welcome to D Hotel, Kaleemehra. You can enter any time you like, but you can never grieve... sort of thing. However, I decided to be more Inn-teresting." "Take it easy, Rider." "Have fun. Remember, save dames early and often." "This place can get a bit noisy at times, so you might find it impossible to sleep here. Nevertheless, you will be able to stow your stuff in the chest for safe keeping." "Your key will only open your door, and the door to the inn. You can't go into anyone else's room. Sorry." "I hope you like it. All the comforts of Gnome." "I am very sorry, but I am afraid that I have already eaten here, and I do not wish to eat again for a long time. Thank you very much." "He's the guy that painted the flying ice cream cone? Anyone who could paint that could certainly paint my Inn. I'll have to talk to him about it." "He's the guy that painted the flying ice cream cone? Anyone who could paint like that could certainly paint my Inn. I'll have to talk to him about it." Wolfie doesn't exactly look comfortable in the chair, but he looks happy enough. Talk to Wolfie Talk to Wolfie Never Mind Wolfie notices your attempt at pickpocketing his purse, and he growls at you. You decide that this is not a good idea and you put away your knife. "I am thanking you very much, but there is nothing that I am needing right now." "If you are still suffering from fleas, perhaps you should feed them some of the food here." Ask about Wolfie Ask about Ann Ask about Wolfie Ask about the Inn Greet Wolfie Say Goodbye Ask about Dance Say Goodbye Ask about the Painting Wolfie has no magic upon him. "Gnome Ann asked me to come to the inn this night to see a dance. I did not know that it would be you that was dancing." "Good luck on your adventures. It would be very nice if you were to become King here. I have never painted for a King before." "It is good to be seeing you again. Thank you very much for getting me this job." You try to pick poor Wolfie's purse. Wolfie is genuinely fond of you and of Ann and Salla. It is the closest he has come to being with his family since he left his homeland. "This is a very nice place to be staying, although I do not think it is very peaceful. I do not think I would want to be eating here very much, either." "It was very much fun to be painting such a place. It was very much hard work, too. I am as tired as the proverbial dog." "Thank you very much for the dance. I have never seen anything like it before this." "The dance was most interesting, I am thinking." "It is very colorful, is it not? Gnome Ann picked out all the colors, and I merely painted as she said. I am happy to have pleased her so." "It is very nice to be out at night instead of painting all the time alone." The Katta musician seems very content to play in this inn. Salla seems very pleased to have you scratch behind her ears. All Kattas are alike in enjoying this. Thank Salla for the Music Say Goodbye Salla sees your knife near her purse. She removes temptation by sitting on her purse. Praise Salla's Music Salla smiles at you, and nods her head. Salla waves farewell with her tail. You try to steal the money from the musician. The only thing magical about Salla is her music. You can feel the joy of performing that fills this little Katta. Salla's eyes twinkle at your compliments. You eat this as rapidly as you can, trying not to think about the taste or the ingredients. You see that Wolfie is watching your pickpocket knife with curiosity, so you decide not to try this. You eat your meal, but it tastes mighty peculiar. The food smells odd, and tastes odder. You eat it. You've tasted worse. Hmmm, either this tastes good, or you've been around Gnome Ann's Inn way too long. You eat it quickly, content that at least you didn't pay anything for the food. Salla is watching you with suspicion. This is probably not the best of times to try to pick her purse. You elegantly manage to pocket 40 drachmas from Wolfie. Although you successfully pick Wolfie's purse, to your disappointment there were no more drachmas to be found there. You carefully extract 35 drachmas from Salla's purse. Unfortunately, Salla has nothing left to steal in her purse. You failed to pick the purse, but you did not get caught.

295.qgmEdit

It's a fine sign, nein? You see a surprisingly ordinary inn, considering that it is owned by a Gnome. Now this colorful change is more what you'd expect to see in a Gnome-owned home. You can sense no real magic in this inn other than friendship. Who ever heard of a red-nosed reindeer? In Raseir, my old lunch buddies and I used to visit a place like this. Yep, those were the days. There was nothing quite like Salaam, Me, and Chi's ! This is the Inn door. It's also the out door. You can't reach the nose of this reindeer to tweak it. It's very festive. Going gnome for the holidays? For holidays, I like to visit ??Sam, Fran, & Sisco to see ??the Fisherman's Dwarf. This cupboard is cluttered with various mismatched chipped dishes and cracked cups. This door leads to a bedroom much like the one you are using in this inn. There is nothing of value here worth borrowing. You assume this is the counter for the inn. However, since this is a Gnome Inn, that may be counter-intuitive. Listen at the Door Unlock the Door Examine the Door Pick the Lock No problem. It's as easy as algebra. This room is empty, but you got some lockpicking practice. This is a very normal door with a very normal lock. Well, normal except for the fingerprint matching identi-guard attached to the doorknob. Don't see too many of those things around here. Through the wood of the door and the walls, you can hear a food fight coming from the kitchen. However, you can't hear a thing in the room. This room is empty, but you got some lockpicking practice. Unfortunately, you don't have the right key for this door. You either have the wrong key, or the wrong door. Considering how high this shelf is, and how tall Gnome Ann is, you understand why this shelf is covered with dust. The counter is slick with oil. You would probably slip if you tried to stand on it. This is an unstable table. Seems appropriate for this inn. Nothing on this shelf is worth getting your hands dirty enough to grab. Unfortunately, when Ann goes to bed, there's no such thing as service around here. You don't want to sit down right now. Gnome Ann might try to feed you. Could this be the fabled Table of Sable? Nah. This door looks familiar. Could it be? Yes! This door is identical to the door of your bedroom. What a coincidence! This is a door to a room in this inn. It's probably just a bedroom. This room is empty, but you got some lockpicking practice. Examine the Door Listen at the Door Unlock the Door Pick the Lock This looks like your average, ordinary door with an average, ordinary lock that automatically does a retina scan to ascertain if you are the proper opener for this door. Either someone left the radio on in here or there is a whole lot of shaking going on directly below the floor of this room. Oh, it's just the kitchen. This is a trivial lock to open. This room is empty, but the effort wasn't totally wasted. You got some valuable lockpicking practice. Unfortunately, you don't have the right key for this door. You either have the wrong key, or the wrong door. This is the door to your bedroom. It's a good place to get away from the hassles of adventuring, and to store things that are too heavy to carry around all the time. The fire in the fireplace shines with a cheery glow. Reminds you of Gnome Ann. Your key and skill cannot open this door. Examine the Door Listen at the Door Unlock the Door Pick the Lock You either have the wrong key, or the wrong door. This is a very normal door with a very normal lock. Through the wood of the door and the walls, you can hear a food fight coming from the kitchen. However, you can't hear a thing in your room. You pick the lock on your bedroom door, even if it would be faster to use your key. After all, this is good practice. You unlock the door, and enter your bedroom. This seems to be a performance stage. Wonder what entertainment this inn provides? The fireplace feels warm and pleasant while you warm your cold hands at the hearth. What do you want to do on stage? Dance? This is a deluxe arch. If I described it the other way around, I'd be infringing on Ronald's copyright. There is not too much you can do with this. It's too big for "arch-ery" practice. The steps lead up to the stage. This rug looks like it's been well worn. You're already taking steps to improve your skills; you don't need these. Lifting a small corner of the rug, you discover that a huge quantity of dust has been swept under it. This scarlet curtain conceals the small area behind the stage. A peep behind the curtain reveals only a small dressing room. You eat this as rapidly as you can, and try not to think about the taste or the ingredients. This looks like a fairly sturdy seat, but rather plain. It's a bare chair. Behind the front counter of this inn, you hear all sorts of noises coming from the kitchen. Whatever else is going on back there, they are obviously having fun. This seat is unique -- it must be a rare chair. You sit down on this unbearable chair. This seat is rarely used. This chair looks like someone furry sat on it. It's a hairy chair for the derriere. The seat of this chair is sticky to the touch and smells like fruit. Somebody must have spilled some jelly on it, making it a sweet seat. You don't want to sit here -- you'd get hair on your pants. You don't want to sit here -- you'd get berry there on your derriere. This chair looks like it's made of wood. Better not sit here -- they might make you chair-man of the board. The fire burns brightly on driftwood logs. Haven't you learned not to get burned? This pyre is dire. These stairs are there to bear your wares upstairs.

300.qgmEdit

"This is not the time or the place to be eating. I am in a hurry to be off. Still, I applaud your kindness." "These flowers are lovely, although rather crushed by your backpack. I guess I should thank you for them. I'm not used to anyone giving me such a simple gift. I am grateful." "You are extremely generous. You have shown me more than enough kindness. I do not need for you to give me anything, but it is nice that you have done so." "I brought the Blackbird with me from Spielburg when Minos invited me here. I thought it was me he wanted to see, but it is obvious that the Blackbird is valuable to him." "I must go now. Do not bother to get up." "Do not move. I will only speak with you for a short time, then I must go." "I am being watched, so I had to make certain no one sees me speaking with you." "You! Wake up! I need to speak with you." "You are summoned to the Hall of Kings." "I have orders for your arrest for suspicion of murder. You will come with us to the Hall of Kings. Any resistance will be considered an admission of guilt." "You are officially under arrest." Elsa looks like she has been under a lot of pressure lately. Talk to Elsa Kiss Elsa Make Thief Sign "I believe that my sponsor, Minos, is behind all of the problems in Silmaria. He acts kind to me, but I do not trust him." "He knows too much about what is going on here. I also know he does not like you very much at all." "It would not surprise me if the assassin tries to kill you next. You are the biggest threat to Minos. You may be the next King here." "Wake up. I heard from Arestes that you were seeking the Blackbird. Now is your chance." "It is now in his treasure room in his palace on the island. I would not mind if it were stolen from Minos. I would be happy to see him angry. However, I cannot be suspected of this." "So if you will come with me to Minos' ship, I will smuggle you to the palace. You will need to find your own way back once you have stolen the bird. I will stay with Minos, so he knows it is not me who has done this." "While Minos is searching for the Blackbird, I will be searching for the evidence to prove that he is the villain." "You and I will both achieve our goals by working together this way. You will have the Blackbird, and I will have Minos." "Come. The ship will sail soon." "Hey, Prince, wake up! I need to speak with you again." "I'm heading back to Minos' island. I now know where I can find the proof that he's guilty." "I just want you to know who to blame if I don't come back." "It is always a pleasure speaking with you. I feel we are good friends, yes?" "You give me so little, and then you give me this? If you are in love with me, it would be nice if you showed it more often. It is hard to tell if you are serious or not." "We may be friends, but we shall be no more than that. You have shown yourself to be unkind and foolish at times. I shall not marry you." "We hardly know one another. Oh yes, I know you are a Hero many times over, but what are you like as a person? How do you know you could live with me if we have hardly spoken to each other? Please, let us learn to love each other." "You act as if I were some prize to be won. I am a woman, ja, but I am also a warrior. You have never acted as if you respected my fighting skills, or my aid to you. I do not wish to marry you. Sorry." "This is not the time for such things. I care for you deeply, I will admit. You are a friend as well as a Hero. From the moment we met in Spielburg, I knew you were a man I could respect." "Now I know you are the man that I love." "However, things are very dangerous. It is possible that neither you nor I will survive what is to come. Let us be Heroes first, then, and lovers afterwards." "I am very proud that I love you, and that you love me." "You are asking me to marry you? I am flattered and pleased. I did not realize you cared for me so much. I will consider the matter, for this is not the time for romance. Perhaps when we meet again, I shall gladly wear your ring." "You give me this? This is a gift that I will gladly accept. You understand my warrior's heart. I thank you fully." "What need have I of this? No, thank you." "Your offer of Healing is most kind. Thank you for your true concern. I have never met anyone quite like you." "You wish me to take this healing potion? I thank you, and hope I do not need it. You are very kind." Tell Elsa about the Candy Say Goodbye Ask about Motives Ask about Minos Ask about Elsa Ask about Threat Ask about King Ask about Assassin Greet Elsa Ask about Minos Ask about Proof Ask about Elsa Ask Elsa to be Careful Tell Elsa You Love Her Tell Elsa Goodbye "You received poisoned candy as well? Mine said that it was from you. I threw it away immediately. I knew that you would not do such a thing." Elsa nods, then makes the countersign. You can sense that Elsa has several magic items on her. "I thank you for your kind offer. However, I have a supply of them already." "I have not had the pleasure to see the assassin, but I am looking forward to the meeting. I, too, carry antidote, and I am very capable of making him pay for the deaths he has brought here." "I must be very cautious. I cannot be seen speaking with you again. If Minos suspects that I am working with you rather than against you, I think both of us will be the target of the assassin." "Make no mistake, I will do everything I can to become King here. However, I will do this the right way, the proper way. I will earn the kingdom fairly, or I will not accept the title." "I believe that Minos wishes to be King of Marete. His family once ruled this island, and he believes that he should as well." Elsa is worried about what is going on with Minos and Silmaria. She trusts you enough to seek your aid, but she really does want to become King of Silmaria. "He is trying to use me to gain control of the kingdom, but he is learning that I do not follow orders very well. I am not such a good little girl as he first believed." "You and I may be allies, but we are also competitors. The best of us will rule Silmaria, and I believe that will be me." "Minos was not pleased that I aided you with the Hydra. He has invested a lot of money in getting me here. He wants me to win by any means possible." "Minos is not a very good judge of character. He knows that I led the brigands in Spielburg, although I do not know from where he got this information. He believes I ran the brigands to overthrow my father. He thinks I'm a rogue without scruples." "I do not intend to alter this opinion. If he believes me to be a villain like himself, he may confide more in me. When I have the proof that he is guilty, I will make him face justice." "You are correct. I must be returning to Minos' ship before I am missed. I will see you in the Hall of Kings. Take care." "Are you always so polite to someone who breaks into your bedroom, or only to the women who do so?" "I just wished you to know my suspicions in case I am killed. If I cannot prove that Minos is guilty, then you must do so." "Besides, you and I could be friends, if it were not that we always seem to be playing on the opposite sides." "Of course I shall be careful. I am not an inexperienced fool, as you should know." "These Rites will soon be over. They have been difficult and dangerous. It may well be that you will win and I shall lose. Still, I regret nothing. It has been most interesting working with you, and against you." "This is not the time for such things. I am not some flirtatious harem girl. This is strictly business." "Minos and I have been getting into many arguments lately. He is learning that I do not follow his orders. He wants people to obey him without question. I do not like Minos, nor do I trust him." "I saw something in Minos' treasure room that looked like the Prophecy Stone. If it is the Prophecy Stone, then that means that Minos is behind all the breaking of the Dragon Pillars. I don't know what he's up to yet, but I intend to find out." "Still, it is good that you care for my safety. You are a fine Hero." "We will meet again. I am certain of that. Farewell." "You love me? Do not say such things unless you mean them."

305.qgmEdit

This urn should be returned -- its back is cracked. This bedroom is your home away from home while in Silmaria. It isn't the fanciest place you've ever been, but it's clean and comfortable. You detect only your own magical items in this room. There's nothing that can be done for this urn -- it's past repair. These torches provide the light for your room. It's a good thing these are long-burning torches. The torch is firmly attached to the wall. This looks like a fairly comfortable bed, and relatively free of bedbugs. Jump on the Bed This would be a pretty comfortable bed, but some blighter seems to have stolen the sheet. Steal the Sheet Make the Bed Go to Sleep This is absolutely "a door-able." You neatly make the bed. Sleep until Morning Sleep until Evening Sleep 8 Hours This looks like a portrait of Elsa von Spielburg. She obviously wants to keep an eye on you. The bedroom door easily yields to the power of your Open spell. This is firmly attached to the wall. This looks like a landscape done by some amateur painter and purchased at a yard sale for a drachma. It was not a bargain. This shelf was perfectly positioned next to the bed so that you cannot reach it while you are on the bed. This is firmly attached to the wall. This is a rare bare chair. Considering this place is run by a Gnome, you were expecting a Whoopie Cushion at the least. This is firmly attached to the wall. This is a most uncomfortable seat. This looks like a good place to get rid of unwanted trash. Noticing a fancy box of chocolates on the chair, you pick it up before sitting down. It seems to be nailed to the floor. Must be difficult to take out the trash around here. This is a another example of an artist with too much paint on his hands. This is firmly attached to the wall. This looks like a storage locker for unneeded junk. Just the place to take a little load off your backpack. This small, low stand is the perfect size -- for a Gnome. It's a little on the short side for you to find practical. This is a secure storage chest. You can store extra equipment here and take things back out when you need them. You get a bit of lockpicking practice on the chest. You open the storage chest with your powerful spell. Hopefully any thieves in town haven't learned Open yet. This is not the place to learn furniture moving for fun and profit. This flimsy nightstand would probably fall apart. You aren't tired enough to go to sleep right now. The inn management has not seen fit to replace the bed sheet after you stole the first one. You appropriate the bed sheet for future use. The small lamp is just there for decoration. The torches provide most of the room's illumination. The thick rug is simply woven but feels really nice on your bare feet after a hard day's adventuring. You peek under the corner of the rug. What you see is best left there, or at least that seems to have been the attitude of the housekeeping staff. You awaken much refreshed early the next morning. You climb back out of bed, ready to face the night. Opening the bottom drawer, you find a spare bed sheet. You "borrow" the sheet in case you need it later. The top drawer is empty. The top drawer doesn't seem to be used as often as the bottom one. You are awakened by a loud knock at the door. The guard leads you to the Hall of Kings. Elsa smuggles you on board Minos' ship, and you are taken to his island fortress. You wade ashore. Elsa puts out the torches, then softly sneaks out of your room. How did she get in here anyway? Oops! You almost locked your key in the chest. You retrieve it before closing the lid. You awaken much refreshed after eight hours of blissful slumber. You are too hungry to sleep. You carefully place one of the magical magnets in the chest. You can now use the other magnet to transport yourself here. Elsa glares at you as you near the door. It would be best for you to stay and hear what she has to say. Elsa glares at you. It would be best for you to stay awake and hear what she has to say. Your mystic magnets are useless unless you keep one with you. You grab one of the magnets and put it in your backpack. You dream that you are standing near the Gates of Hades. From the dark depths of Hades, you hear the voice of Erana, calling your name. You feel a sense of loneliness, and great loss. You dream that you are trapped in darkness, powerless and unable to move. You are caught in your own coffin, and your soul has been sent to the depths of Hades.  ?? Then you waken from this sad dream. Then you hear a familiar voice. It is someone for whom you once cared very deeply. It is the voice of your friend, %s. The the voice fades, and you are again alone. You find yourself walking through the darkness of Hades. The spirits and lost souls try to destroy you, but you fight them as you make your way to the very depths of the underworld. You feel you have left something behind. As you awaken, you realize you have been dreaming you were Katrina, the vampire who saved your life in Mordavia. Someone calls to you, needs you. You know that you must go to the very end of Hades, or a soul will be lost forever. There is nothing else useful in the drawer. The drawer is empty except for a single spare bedsheet. The dresser is plain, but serviceable. The drawers are empty. There is nothing else in either of the drawers. These torches provide the light for your room. It's a good thing these are long-burning torches. The torch is firmly attached to the wall.

310.qgmEdit

"Oh, those are Jalapeno peppers. They're nice and hot. They'll clean you right out and burn out all the bad bugs in your system." "That's very lovely, but I have no need of gifts. Salim brings me everything I need." "No, thank you. I am not hungry." "Sokolatak-ya for me? Thank you! Of all the things I missed while I was a tree, chocolate may have been the greatest loss." "It is good to see you again. I have been reading some fascinating works on the healing arts. Did you know that it is possible to use healing magic even to regrow a missing limb?" "You have been injured! Please, allow me to heal your wounds." "This friend of yours may be just the student I've been hoping to find. If he is truly serious about this, then I shall be delighted to teach him what I know of medicine and the art of healing." "Salim has been able to prepare new poison cure pills using the black lotus you brought to us. One cannot stop a truly deadly poison without some of the poison itself." "With Salim's knowledge of potions and pills, and my healing abilities, we have much business here." "It is good to be human again. In the form of a tree, you can learn great wisdom, but it is the knowledge born of solitude. I now enjoy greatly the company of others. I am mastering the arts of healing both the body and the soul." "Salim is a man of great kindness and heart. I am deeply happy with him." "Thanks, but it's not like we've got any unused space around here. You might as well hold on to that." "Oh no, I can't eat that stuff. It always gives me gas." "Some people say chocolate isn't very good for you. But you know, sokolatak-ya comes from plants, and if it's good enough for Nature, it's good enough for me!" "Cool! Come on in and talk to a plant or two." "Oh, Julanar, look! It's that prince person who told me about you. I'll never forget him." "Sorry, I don't have any of that right now. I've got most of the ingredients, but I'm missing the scales of a dragon. I just can't make it work without them." This bearded man looks much happier than he did in Tarna. Talk to Salim Never Mind Buy Something from Salim Sell Something to Salim Make Thief Sign "Let's see... Where is it? If I were a little bottle, where would I be?" "I am afraid that you have sold the last bottle to that strong fighter who came here yesterday." "Oh, right. We ran out of Pegasus feathers the last time we were making it. Sorry, but we won't have any stamina pills until we get a few more Pegasus feathers." "It seems we're fresh out of vitality potions. I can't make any more without Pegasus feathers, and I'm totally out of them." "I can't tell you how happy I am that you told me about Julanar back in Tarna, uh, whatever your name is." "Welcome to our apothecary. I believe we have met before, although I was in quite another form at the time." "Oh, that's right. Julanar was a tree when you last saw her, wasn't she? Well, it's good to see you again." "It's a really beautiful day! The stars are smiling on us. Erasmus and Shakra are sleeping like babies and soon they'll get better. That Lethe water was just the stuff!" "Ugarte is really lucky to be alive right now, even if he is still unconscious. That poison is nasty stuff. It was sure a good thing that you happened to have those poison cure pills handy." "There now, you're all patched up. Doesn't that feel so much better?" "It was really sad hearing that Ugarte died. If he'd been carrying a few of my poison cure pills, he might still be alive." "Did you hear the latest news? The weird Wizard has fallen asleep and can't be awakened. Something even stranger than usual is going on there." "We fear the Archmage Erasmus has been drugged in some manner." "You know that chocolate you brought us? It was really wigged out stuff." "You sure had a close call there, man. That cool lion guy is still alive, but it will be awhile before he's up and around. We don't have a real antidote for the poison yet." "Sorry your friend Rakeesh bit the big one. He was a prince among lions. Or was that a lion of princes?" "Julanar and I have dug up some more clues about that drug. It's about sleeping. Or maybe it's about not sleeping." "Check this out! I took that black lotus you brought me and mixed just a little pinch into my poison cure pills. Now they're cosmically attuned to that poison and will homeopathically shut it down." "I'll just swap these for any of the old poison cure pills you still have. You might want to get some more of the new ones, just in case." "Good to see you again." "Hero guy, it's good to see you again." "Hi! Any herbs or healing we can lay on you?" "Hey, thanks! This'll really help me keep the shop going so I can make some more good pills and potions." With all the grace of a klutz, you not only fail to take Salim's purse, you let Salim see you reaching for it. Fortunately, Salim is a true innocent and just shakes your hand. "Thanks." "Are those shell beads? I can hear the ocean in them. Thanks!" "Thanks! I bet this will really hit the spot for the late night munchies." Salim looks at you blankly for a moment, then raises one arm and starts rubbing his belly with the other. When he sees that you aren't boogying along with him, Salim stops and looks confused again. Say "Hi" to Salim Ask about Julanar Ask about the Apothecary Ask about Silmaria Say Goodbye Say "Hi" to Salim Ask about Salim Ask about the Apothecary Ask about the Poison Say Goodbye Say "Hi" to Salim Ask about Salim Ask about the Poison Ask about the Apothecary Say Goodbye Say "Hi" to Salim Ask about Salim Ask about the Apothecary Ask about Erasmus Say Goodbye Say Goodbye Ask about Salim Say "Hi" to Salim Ask about the Apothecary Ask about the Drug Say Goodbye Ask about Salim Ask about the Poison Say "Hi" to Salim Ask about Rakeesh Say Goodbye Ask about Salim Ask about the Apothecary Ask about Rakeesh Say "Hi" to Salim Say Goodbye Say Goodbye Say "Hi" to Salim Say Goodbye Say "Hi" to Salim Say Goodbye Ask about the Apothecary Ask about the Apothecary Ask about Shakra Say "Hi" to Salim Say "Hi" to Salim Say Goodbye Say "Hi" to Salim Ask about the Drug Ask about the Black Lotus Ask about the Antidote Ask about Lethe Water Ask about the Drug Ask about Salim Ask about Salim Ask about Salim Ask about Salim Ask about Salim Ask about Silmaria Fire Proofing Oil Stamina Pills Poison Cure Pills Vitality Potion Health Potion Healing Pills You detect no magic on Salim. He's all natural. You explain that you believe this chocolate is drugged. "Oh, then I guess they'd give me the munchies instead of fixing them. That's not so good. I'll have to check these things out. I'll let you know what I learn about them." "Ooh, a black lotus! Pretty! I've always wanted to gather one of these magic flowers. I'll get right to work adding it to my poison cure pills. That's homeopathics for you!" "Purest river water, just like Nature made it! This should be just the ticket for curing Erasmus and Shakra. Right, Julanar my sweet?" "I do not think that even the waters of Lethe can bring them out of their coma. But it will let them sleep properly, and in time the drug will cleanse itself from their bodies. Thank you for bringing us the Lethe water." "Sure, that'll work. You've got a deal." "I've made up a whole batch of poison cure pills using the black lotus. They should work just like my old ones, except now they'll also cure poisons based on black lotus." "We're doing a good business here. The plants just love this place and grow really well. We like making people happy too." "I left Tarna and went all the way to Shapeir by boat. I followed your directions, and there I found Julanar all alone in the desert just like you told me. I guess even trees get lonely." You can tell that Salim is relaxed and very pleased to see you. You can feel his good vibrations. "So I camped out there and talked to her, gave her some hugs, and some really good plant food I brewed. Her leaves really perked up with my kind words." "Then I awoke one night, and the tree was gone. There sat the girl of my dreams in her place. I was totally thrilled, even if I did kind of miss the tree. We've been together ever since." "I think that more people will be buying poison cure pills now, so if you use any, be sure to replace them before we run out of them." "Come back soon. You need to mellow out a little more. Put some flowers in your hair... that sort of thing." "Hi. It's so good to see you again. I really have to thank you for telling me about Julanar. She's everything I dreamed she would be." "This is such a wonderfully cosmic place to be. I'm really glad we came here." "I'm happy to know that the poison cure pills helped Ugarte. Of course, they didn't actually cure him, but at least they kept him alive." "I think that the poison cure pills we make here might help against this bad stuff, but I don't know. It's hard to test things when everyone who's been poisoned has died." "Watch your step. Sagittarius is rising early, and it always makes him cranky. You never want to cross a cranky constellation, you know. You might become its arch-enemy. The Zodiac never lies -- old Sag is a straight shooter." "It's a real trip to see you again." "I'm trying to find a true antidote to that really freaky poison, but it's tough. It's got some rare kind of stuff that I've never seen before." "I'm trying to find a true antidote to that really freaky poison, but it's tough. It's got some rare kind of stuff that I've never seen before." "I got so bummed out hearing about Ugarte that I had to take five blue algae tablets and a cup of green tea to feel better." "We're trying to figure out what kind of drug has Erasmus out of it, but we really need to get some of the drug to tell for sure. Let me know if you happen to score any of it." "If you run across that assassin again, you might want to take a poison cure pill. If you come back, you can tell me whether it helps against his poison." "You were lucky that you didn't get poisoned like Ugarte. That would really bum me out. You too, come to think of it." "If Colonel Mustard comes up to you carrying the lead pipe, don't trust him. I suspect he eats meat and has other nasty habits." "With all the murders going on here, I bet I know who did it. It must have been the Druggist in the Apothecary with the Poison!" "Beloved, YOU are the druggist." "Oh, that's right. I've got an alibi. Guess it was someone else then." "Julanar and I were teleported to this really cool place by a talking mouse. It sounds wild, but we weren't tripping, honest." "It was so mellow there, we just sort of floated around. We couldn't get the Wiz to wake, but other than that, it was totally neat." "We've got a lot of drugs here. The medicine drugs, not the cosmic enlightenment kind. They're bad for the body, and put you out of harmony with your soul. But we don't have any drugs like the chocolate one." "Hi again. You know what kind of a guy would ruin tasty chocolates by drugging them? Probably the kind of person who outlaws flowers because they make people smile, or thinks no one should eat candy because it's bad for the teeth." "I'm delighted that my business has boomed so, but it's kind of a bummer when you think about the why of it." "I took a good look at the box of stuff you brought us. I am seriously bummed that anyone would ruin chocolate. That's really evil." "Even the plants are depressed around here now. All these bad vibes and negative waves are drooping their leaves and wilting their flowers. That drug has them dragging." "If you find anything else as interesting as this drug, let us know!" "That drug was really wild. It was sort of like a bunch of super itty bitty bugs and nasty, non-organically grown chemicals that combine for a totally bad one-way trip." "Way to go! Come back soon." "You know, people are really lucky to have you for a friend. You save their lives and find them wives, and all sorts of really neat things." "This is a really bad trip, this poison. It's got snake spit and spider bite and toad oil mixed with arsenic and belladonna and some plant we've never even seen before." "Rakeesh is a really tough lion, man. There was enough poison in his system to kill five men, but he managed to survive, thanks to the poison cure pills. He'd be dead for sure without them." "All this poisoning and drugging and murder is a real downer. We came here to help and heal and spread the good word about macrobiotic backrubs and pyramid power. Instead, we wind up trying to cure nasty poisons and dealing with dirty drugs." "All this poisoning and drugging and murder is a real downer. We came here to help and heal and spread the good word about macrobiotic backrubs and pyramid power. Instead, we wind up trying to cure nasty poisons and dealing with dirty drugs." "Life's a bummer at times." "See you later. If you find out who made that bummer drug, have a serious talk with them. They probably need someone to help straighten them out." "Take care. I'd hate for you to take that final trip." "I'm feeling really out of tune with the universe about now." "If he'd only had more poison cure pills, Rakeesh might have lived to roar another day." "Be seeing you! I hope you manage to sleep better than poor Shakra." "Watch your back out there. Remember, if you run into that bad guy, chew up one of those lotus-enhanced poison-proof pills. Come back in one piece, okay?" "I'm totally jazzed to see you too. Thanks for that cool lotus flower!" Salim smiles. "OK, take it easy." "Have a cosmic time out there!" "Y'know, that drug is really bad karma. It's like the people who ate it are sleeping, but not really asleep. I'll bet their dreams are no fun at all right now." "Have you ever noticed how the stars shine brighter when good karma is in the air? Thanks for bringing that nice fresh water." "You're always welcome here. Julanar and I wouldn't even have met if you hadn't helped us find each other." "The weird thing is I still can't figure out what makes that drug work. It's got some stuff in it that definitely didn't come from Nature." "Good to see you too. Pick up a few good herbs or just smell the dirt and soak in some karma." "So they aren't getting any rest and their bodies just keep getting tireder and tireder. This is not good, man." "That black lotus was just exactly what I needed! Somehow that was the main poison ingredient, though I can't think how since you can't find black lotus anywhere except where you got that one." "Shakra's really in bad shape from that drug. He can't sleep and he can't wake up. I almost wish I could take him to the River Lethe so he could just get some decent sleep." "Anyway, I used the principles of contagion and sympathy. To cure a poison, I need to put a little of the poison in my pills. You just take a little bit and that makes the big amount not hurt you." "That's called homeopathic medicine and it's really scientific. I'll bet those guys on Science Island would really appreciate this." "The plants are growing happily here in Silmaria. The shop is doing well too." "That drug was really strange stuff. I don't know where it came from, but I'm sure it wasn't any plant. It was like some kind of chemical or something." "I found little bits of tomato in there, but tomatoes are totally good for you. They probably make a nice contrast to the chocolate, too." "That Lethe water is great stuff: clean, clear, and totally natural. It's just what Erasmus and Shakra needed to help clean out that totally yucky and unnatural drug." "We're selling all kinds of healing pills and poison cure pills these days. I kind of wish people would go back to just needing the stamina pills for dates, though." "OK, we'll do a deal some other time." "I'd really like to be able to sell stuff that cheaply, but then I wouldn't be able to buy food for my poor starving plants. How about this deal?" "These are just the thing for curing snake bite and most other kinds of bad poison. They've got charcoal to absorb and herbs to neutralize the poison." "These little pills are 100 percent organic and just full of solar energy. They'll keep you from that grungy tired feeling." "I've been studying that candy some more. It's really weird, like somehow that drug is something made, not grown. Usually something that powerful can only come from Mama Nature." "Whoa! It's one bad thing after another. Who's going around putting the hurt on all these nice people? Shakra's in a total coma." "I'm doing a lot better since you brought in that lotus blossom. It feels good to know we can actually do something about that poison now, know what I mean?" "You know me. I'm Salim, herbalist and druggist extraordinaire! But none of those bad drugs that mangle your mind, only good healthy plant stuff here!" "I'm groovy. Hope you're happy and healthy too." "Silmaria is like the coolest place on the planet. Well, it's kind of warm, actually, but my plants like that. Julanar likes the sun too." "I wish people didn't need so many of my healing pills lately. But you fight monsters and stuff, so I guess that means getting hurt sometimes. A few of these will take care of most of the damage." "I have to charge a little more for the health drink than for the healing pills, but it's worth it. This stuff will get you back on your feet in no time flat!" "This oil is something new I thought of after I'd been out in the sun too long one day. I might have gotten a little carried away. It'll help your sunburn for sure, but it came out so strong you're practically fireproof. Crazy stuff, huh?" "The vitality potion is a lot like the stamina pills, but it's really intense. It's kind of a super milk shake with algae and wheat germ and lots of other good stuff. I left out the milk though, so it won't spoil. Drink one of these and you'll be ready to run a marathon." "I couldn't even buy the ingredients to make more if I sold my stuff that cheap. Maybe we can settle on this price." "You know, I never liked that number. It comes out really bad on the numerology charts. Maybe you can bring it up just a little." "I can't do that. I don't have much margin as it is. Here's what I can afford to pay." "I could really use that stuff, but that's just more than I can afford to pay. Maybe we can come in somewhere in between." "Whoa, you must think that Julanar and I are made of money! Those are drastic drachmas you're asking. Maybe I can pay this much." "Much as I love to haggle, there has to be an end sometime. This is just the best deal I can possibly offer." "You're trying to get me to 'buy high and sell low,' aren't you? I don't think I could keep this shop very long if I started paying more for my ingredients than I sell the potions and pills for." "Sorry, but I just can't do that deal. Maybe some other time." "Maybe someone like Minos could afford to make a deal like that, but I'm just a poor apothecary." "I thought you were my friend. Why are you trying to ruin my business?" "We are used to dealing with many rare plants and minerals here, but I have never before encountered the main ingredient of the assassin's poison. It must be a very rare plant." "If you are ever injured, I will be honored to heal you." "It is a great pleasure to see you. You have been most kind to me." "This land is so much more alive than the deserts I grew up in. It is so green and lush that it soothes the soul." "You said it, Julanar. Plants make people happy." "Oh man. Using a sweet, innocent little plant to make a nasty poison -- that's like really mean!" "We have been working with all our skills to learn the nature of this poison, but so far, we have been chasing shadows." "May your path be guided by your wisdom." "Welcome. You have proved yourself a Hero once more with Ugarte." "Even after the poison cure pills, the poison remains in Ugarte's system. He is alive, but he will not be well until we find the antidote." "I have been tending Ugarte. It is most sad that with all my knowledge of healing, he is not getting better." "If we could but find a sample of this poison that has not yet tasted blood, I am certain we could determine its nature." "Be careful. Sometimes those you trust may betray you, as I have good cause to know." "May your kindness bring kindness." "You are most fortunate that the assassin had other prey. We rejoice that you are well." "That's what they call 'karma.' What goes around, comes around." "I know that you grieve for your Wizard friend. Here, take these magical flower seeds. They grow almost overnight and spread great beauty and fragrance. I hope that this will make your journey less sad." "It is a pleasure in this time of so many hardships to see your friendly face." "I am saddened by the death of Ugarte. If we could but find a cure, no one need die by the assassin's dagger." "Yeah, flowers soothe the soul. See ya!" "May you walk with harmony." "The Wizard Fenris assured us that his companion was not suffering from a magical spell, nor did I find signs of illness upon the Archmage. Thus I believe that it must be some sort of drug of which we do not know." "He appears to sleep peacefully, but it is strange. Like the coma that those poisoned by the assassin suffer, it is a sleep that brings no healing to the body. It is a sleep without rest." "It disturbs me, this drug that has stricken the Archmage. I have heard of sickness from which the victim will fall asleep, but not one from which they will not awaken." "It is like sunshine to see you." "May you always be so fortunate as to chose the right path." "This is not a poison, and will not directly kill the one who takes it. However, the victim needs to be fed and given water, or he will starve in his restless sleep." "I am very puzzled at this drug. It is almost more a disease than a poison." "It is always a great pleasure to speak with you." "Until we discover the missing ingredient for the poison, we cannot make an antidote. It is probably a rare flowering plant, but it is not one of which we know." "And we know a lot of plants. There are the pretty flowering ones, the common garden variety herbs, and of course, trees are our best friends." "Your friend is still in a deep coma, but he is alive. When we have an antidote, I am certain he will be well." "May the daggers aimed for you always miss their target, my friend." "There is great sorrow at the loss of such a hero as Rakeesh. Our lives are darkened at his passing." "Like Salim, I am saddened that we cannot find cures to the poison and the drug. We are doing everything that we can to aid the victims, but little has helped them." "There was little I could do for the brave Liontaur. His soul has passed onward." "May your sleep come from nature and cure all ills." "I mourn for Rakeesh and for your loss of a dear friend." "Until we discover the missing ingredient for the poison, we cannot make an antidote. It is probably a rare flowering plant, but it is not one of which we know." "Go forth with care. There are other dangers about than the assassin's poison." "You have helped many here. I thank you on behalf of those you have helped to heal." "Welcome, good Hero. It is good to see that you have not joined those in the sleep which brings no rest." "Farewell. May your path always lead where you are most needed." "Come again soon. Our herbs will always be here when you need them." "It seems that one gains no benefit from sleep while under the influence of that drug. Perhaps they could benefit from a still deeper sleep." "Thank you for bringing us the water of Lethe. Erasmus and Shakra are now sleeping peacefully. In time they will be fully healed of the drug's effects." "Welcome back. Is there any way in which we can help you?" "Welcome to our small shop. We can provide healing and herbs when you need them." "I'm finding it difficult to sleep knowing that Shakra has been drugged. He seems to sleep, but get no rest himself. "It is said that the waters of the river Lethe have miraculous properties. I do not know for certain that even that would be enough, I fear." "I am happy that Salim has managed to find an antidote to the assassin's poison. Perhaps we can now start to turn the tide back to the cycle of life from that of death." "Shakra lies in a deep coma, seemingly asleep but getting no rest. Somehow we must cleanse his system or help him get true rest, else I fear he may die." "I had heard of the fabled black lotus, but did not truly credit its existence until you brought it here. Somehow the assassin found the lotus as well and used it in his foul poison." "This apothecary is a dream fulfilled for Salim and myself. Here we are able to heal and help people with Salim's herbs." "We still do not fully understand the sleep drug, although the waters of Lethe seem to have cured its effects. I could find no trace of magic in the candy, yet it acted almost magical on its victims." "I am feeling very well. Erasmus and Shakra are on the path to recovery and I now can rest again as well." "Salim and I are well. Silmaria needed an apothecary like this one." "The waters of Lethe have great magical properties. Shakra and Erasmus will sleep for a long while, but when they awake, the drug will have been cleansed from their bodies." "Business has been very strong lately. Sadly, it is this way only because of the evil events here in Silmaria. It would please me more to have fewer, but happier, patrons." "I am well, thanks to you and Salim." "You say that this Arestes lost his arm at sea? I will try to help him with my healing arts." "Erasmus is a great and very kindly Wizard. His spells have greatly aided the people here." Julanar appears to be an attractive young lady with a good deal of common sense. Talk to Julanar Never Mind Make Thief Sign "Have you ever thought of learning the healing arts? I would like to be able to spread my knowledge to others so that more may be healed." You clumsily slip with your pickpocket knife. Julanar notices you frantically trying to hide your knife behind your back. "How lovely they are. You have given me a most welcome gift." "Candy? For me? Thank you!" Julanar looks at you with a compassionate expression, evidently thinking you are suffering from a stomach-ache. Greet Julanar Ask about Julanar Ask about Salim Ask about the Apothecary Ask about Silmaria Say Goodbye Greet Julanar Ask about the Apothecary Ask about the Poison Ask about Julanar Say Goodbye Greet Julanar Ask about the Apothecary Ask about the Poison Ask about Julanar Say Goodbye Greet Julanar Ask about Julanar Ask about Erasmus Say Goodbye Ask about the Drug Greet Julanar Greet Julanar Say Goodbye Ask about Julanar Ask about the Chocolates Greet Julanar Say Goodbye Ask about the Poison Ask about Rakeesh Ask about Julanar Ask about Rakeesh Greet Julanar Greet Julanar Say Goodbye Say Goodbye Ask about Julanar Ask about the Poison Say Goodbye Greet Julanar Greet Julanar Say Goodbye Say Goodbye Say Goodbye Greet Julanar Ask about Julanar Ask about Julanar Ask about the Drug Ask about Shakra Ask about Julanar Ask about the Black Lotus Ask about the Antidote Ask about Julanar Ask about the Drug Ask about Lethe Water Ask about Julanar Ask about the Apothecary Ask about Erasmus Ask about Apothecary Tell about Arestes Tell about Andre You sense she has some magical ability dealing with healing. Quickly you explain that you suspect the chocolate may have been drugged. "Oh! I am glad you brought this to us. Salim and I may be able to find out how to cure the effects of the drug now that we have a sample." "So this is the fabled black lotus blossom. I am told that it is a potent source of mana, although it can also be a deadly poison." "You have truly been to the river Lethe and brought back its water? You shall never cease to amaze me. This may be exactly what Shakra and Erasmus need to help them sleep properly." "If the lotus is indeed the main ingredient of the assassin's poison, Salim should be able to use this one to make an antidote." This person radiates concern and caring. You can tell she loves Salim dearly, and is very happy here. Julanar is watching you too closely to use your pickpocket knife right now. Salim is looking at you with a blank expression, but you believe he is suspicious and decide not to pick his purse right now. You successfully steal %s drachmas. Even though you managed to pick Julanar's purse, you find the purse is empty. You manage to steal 55 drachmas from Salim's purse. With a careful twist of the pickpocket knife, you swipe Salim's purse, but find it empty. You blew your attempt at pickpocketing, but fortunately, nobody caught you. Salim is very pleased, because now he can make some Fire Proofing Oil.

315.qgmEdit

The door is crafted from the finest natural organic wood. Salim probably talked to a tree and asked it to volunteer for this service. The interior of the apothecary is humid and fragrant with the smell of spices and herbs. There is a warm atmosphere here, and you feel very welcome. You sense a little magic behind the counter. This place is filled with good vibrations. An empty basket rests on the floor. This is the largest bunch of parsley you've ever seen. They say it grows taller on a fruit tree. (Haven't you heard of "Parsley in a pear tree"?) The potted tree will soon need to be transplanted. The windows of the world are covered in... plants? This one is obviously there just to let a little light in, because you sure can't get close enough to see anything through it. It looks like a tall fern. Maybe Salim keeps it here as "ferniture." You pick a few parsley leaves and chew them. You've heard they were good for the breath. It's a celebrity rhododendron -- you could call it "Plant Hollywood." The curtained alcove holds a few bottles of potions and herbal extracts. The broad planter contains a variety of recently sprouted plants and herbs. Two stands bring several potted plants closer to the sunshine from the window. The reddish-brown pot looks just right for starting a redwood. Bulbs of garlic decorate the wall. They remind you of Mordavia. Say this seven times, fast -- "Peter Piper picked a peck of pickled peppers." This is a bunch of peppers, not yet pickled. Perhaps you could start a gray birch in the gray clay pot. You see a wide variety of bottles and herbal supplies. The tall clay amphora looks really heavy, reminding you of the old saying, "Amphora penny; amphora pound." Some say that garlic is the sovereign cure for all illnesses. Others say that it mostly cures relationships. A variety of herbs thrive in small containers on the table. Let's see -- there's parsley, maybe some sage, a bit of rosemary, and some thyme. It all reminds you of a song. There are a few clumps of dirt on the seat of this stool. It's apparently used more to reach the hanging plants for watering than it is for sitting. This high shelf features a cactus and a few miscellaneous potted herbs. You brush the dirt off the seat, but it's too wet to sit upon it. The barrel is full of topsoil and organic fertilizer. Mmmm, such an aroma! This plant "moss" be from a "fern-away" place. Assorted herbs grow in this pot. You think you recognize lemon grass and coriander. You pick a few leaves and taste them. Ah, the fresh taste of mint! This plant has grown so large that it may have to stay here forever. We're all rooting for it. This looks like an aloe plant. 'Allo, aloe! A plant basket hangs from a neatly tied macrame rope. "Ooh, Jalapeno peppers. They're nice and hot. They'll clean you right out and burn out all the bad bugs in your system. Good stuff!" You pick yourself some peppers from your generous friends' supplies. You'd love to pick a particular pepper, but this is above your reach. This looks like a lovely bunch of jalapeno peppers. You sell some of your feathers to Salim. Salim and Julanar no longer need any more Pegasus Feathers.

320.qgmEdit

"Ah, pizza. It is one of the most delightful of foods. You have found my weakness. Thank you most gratefully." "My thanks, but I have no interest in that." "This is acceptable. We have a deal." "I am always interested in learning new spells. What would you like in return?" "Hand me your weapon, that I may cast the Zap Spell upon it." This Liontaur looks a lot like his father Rakeesh. Talk to Shakra Never Mind Purchase Something Sell a Magic Scroll Sell Something to Shakra "This weapon already has a Zap Spell cast upon it. Until the spell is used, I cannot cast another upon it. Please, hand me another weapon that you wish enchanted." "Cast your spells at the Staff, Wizard. Teach it your spells and let it learn your ways. Cast until you can cast no more." "I'm afraid that you have taught me all I care to learn. Perhaps if you learn a few new spells, I will learn from you again." "Your new spell, Augmentation Proclamation, intrigues me. Shall we trade?" "I am quite interested in learning the Aura Spell in return." "I will trade that in exchange for your Frost Bite Spell, if you desire." "Greetings, Prince of Shapeir. My father, Rakeesh, informed me of your arrival. I am Shakra sah Tarna, and this is the Magic Shop of Silmaria." "I am interested in learning the Whirlwind Spell. I was never quite able to get Erasmus to teach me that spell." "Greetings. Rakeesh is very pleased that you entered the Rites of Rulership. Even if you do not become King of Silmaria, you will undoubtably discover who is behind the ill that has been done here lately." "The archmage Erasmus has been drugged! No one has been able to bring him out of his sleep." "I cannot believe my father is dead. Rakeesh deserved a Hero's death with honor, not an assassin's poisoned blade." "Rakeesh is still alive, but he remains unconscious. If it were not for your quick actions, he would be dead. I thank you deeply." "Welcome. You have a difficult task ahead of you with the Rite of Destiny. Delos, like Hydra, is too far for boats. You will need to fly without wings there." "We have made an agreement. I hope you are satisfied with this." "That is enough. I will cast the binding spell now." "I will accept no less than the price I have set." "Welcome again to the Magic Shop." "You now have a Magic Staff again at your command, Wizard." "Now, summon your new staff!" "Welcome to my Shop of Magic, Elsa von Spielburg." "Welcome to my Magic Shop, Hero of Tarna." "This is my Shop of Magic. You are welcome here." "The amount you offer is out of the question. Make me a reasonable offer or we will not deal." "You are so far beyond what I consider to be reasonable, it is almost an insult. I do not think you wish to insult me. It would be unwise." "I am afraid that we cannot come to an agreement. I have no desire to quibble with you further." "I have had enough of this penny-pinching. Either accept my amount or leave." "A reasonable offer, but I would be more content if you were to agree to this amount." "Perhaps you would consider offering this. Surely it is worth more to you." "We are very close to an agreement. Offer me this, and we will close the deal." "I'm afraid your price is beyond my means. Perhaps you will accept this amount?" "I thank you for doing business with me." "I am not wealthy, and I can only offer you this much for the spell." "You are most reasonable. Perhaps we can agree upon this?" "This is not an acceptable amount. Do you still wish to purchase the item?" "I am flattered, but I'm afraid my tastes prefer more legs than you have." "I have little taste for such a thing. My thanks, but no thanks." "There is a good deal of magic in this, but it is more suited for a warrior than a wizard." "Thank you, but I have virtually everything I need in my shop." Teach Shakra a Spell Shakra is surrounded by a strong aura of magic. "This seems to be a set of tools related to lockpicking. You say that you found this at the bank? Perhaps you should show this to Erasmus. He may be able to tell you more than I. He has a few spells that let him judge the past of an object." "Ah, you have found some magical wood! Let us make you a Magical Staff, symbol of the Wizard." "Place the wood on the magical drum, please." "Farewell, and it will be interesting to know where the next Rite will lead you." "If you are interested, I will teach you the Enchant Object spell. Come back in a few days when we both have a chance to restore our magic." "You will find that you will be able to cast double the amount of spells with your magical Staff. Summon the Staff, then cast other spells." "Good luck, and I hope you find Silmaria as wondrous as I do." "Welcome to Silmaria and my Magic Shop." "You would make a fine King, you know. You remind me of my father. Rakeesh would have been a great King for Tarna, but he chose the way of the Paladin instead. Thus he can aid people everywhere, rather than in just his own kingdom." Shakra is as honorable as his father. He is obviously intelligent and enjoys your company. "The Mystic Magnets are a pair. You set one in a place of safety -- a bedroom, for example. You have only to use the other magnet upon yourself to teleport instantly back to the room with the other magnet. As you can tell, this can save your life when you are in danger." "I am a Wizard, the only male Liontaur who has ever practiced the fine art of magic. I have made Silmaria my home for several years now. If you are but half the Hero my father thinks you are, then I will be very happy to see you rule this island." "I sense that you do not have the essence of magic within your soul, but I do sell some things that might interest you. For instance, every adventurer could use a Mystic Magnet to carry them to safety. I am certain you will find it useful." "This is a land that is rich with magic. This island is rumored to have risen when Atlantis was destroyed eons ago. There are many magical items and weapons to be found here. Many merchants sell such items, if they consider you to be trustworthy." "It is good to see my father again. I summoned him when the King was assassinated. He has been aiding Logos, the High Counselor." "Good luck upon your Rite." "I enjoyed watching the opening ceremony for the Rite of Rulership. It seems that you will have tough competition for the throne." "The enchantress Aziza is a very good teacher. She demands precision and dedication to the art of magic. I had to work very hard to please her, but I learned much." "I am a Wizard like yourself. I apprenticed with my mother, Kreesha, and the enchantress Aziza of Shapeir. I am specializing in object enchantment." "May you walk ever with wonder, Wizard." "The Magic Charm Bracelet increases the wearer's magical skills immensely. It is very difficult to create, and I have only one available for sale right now." "I make Mystic Magnets, and have made a Magical Charm Bracelet that enhances a Wizard's skills. I also create Mana Pills and Mana Potions." "My mother thinks highly of your magical skills. With several years of devotion to the art, you could become one of the most powerful of Wizards." "The Mystic Magnets are a pair. You set one in a place of safety -- a bedroom, for example. You have only to use the other magnet upon yourself to teleport instantly back to the room with the other magnet. As you can tell, this can save your life when you are in danger." "Greetings unto you, Wizard." "This is a land that is rich with magic. This island is rumored to have risen when Atlantis was destroyed eons ago. There are many magical items and weapons to be found here. Many merchants sell such items, if they consider you to be trustworthy." "Mana Pills help restore some of your magical essence after you have cast spells, and the container will vanish when the pills have been used." "Mana Potions restore your Mana completely. It is more efficient than taking the Mana Pills, but it is more expensive." "This is my home and workshop, in addition to being a magic shop. If you are interested in purchasing something, just let me know." "What is a Shop of Magic without spells? However, you are an experienced Wizard, and I have only a few spells that you are unlikely to have learned elsewhere." "You freed Erana's soul from Avoozl? I grieve to learn that Erana is indeed dead, but I rejoice that her soul is at rest." "The Magic Charm Bracelet increases the wearer's magical skills immensely. It is very difficult to create, and I have only one available for sale right now." "The Mystic Magnets are a pair. You set one in a place of safety -- a bedroom, for example. You have only to use the other magnet upon yourself to teleport instantly back to the room with the other magnet. As you can tell, this can save your life when you are in danger." "Mana Pills help restore some of your magical essence after you have cast spells, and the container will vanish when the pills have been used." "Mana Potions restore your Mana completely. It is more efficient than taking the Mana Pills, but it is more expensive." "The RIP spell provides an aura of protection around a small area. It allows you to rest without being attacked by monsters. However, it will not work if a monster has already spotted you before you cast the spell." "Besides the assassinations and the invasion, we also seem to be at war with the sea people. If there is someone behind all this, I do not know his purpose." "You would make a fine King, you know. You remind me of my father. Rakeesh would have been a great King for Tarna, but he chose the way of the Paladin instead. Thus he can aid people everywhere, rather than in just his own kingdom." "If you have not done so, I suggest you buy a map of Silmaria from Wolfie in the bazaar outside. The fishing villages should be marked on the map." "I would suggest you watch the other competitors in the Rite of Rulership carefully. It is possible that one of them is behind Silmaria's problems." "I will let you know if there is more news about Erasmus. Farewell, and good luck." "The drug does not appear to be magical in nature. The Healer Julanar says that it is similar to 'Sleeping Sickness.' She does not yet know how to cure it, but she is doing everything she can think of to awaken Erasmus." "Forgive my manners today. I am distracted by what has happened to Erasmus. You are very welcome here." "Remember, you have many spells at your command. Try to avoid direct combat if you are able. Take care, and good luck." "Welcome, Wizard who would be King." "Plan this mission carefully. You'll be up against great odds, and seasoned warriors. Use caution, and make certain you have enough healing and mana potions to survive this difficult Rite." "I wish that I had more magic that I could teach you. I think you will need as much magic as you can get to complete the Rites of Rulership." "You would make an excellent King for Silmaria. Few Kings have the magical talent, although it obviously is very useful. If an officious person drones endlessly at you, you could always cast a Sleep spell on him before he bores you to sleep. Yes, there are definite advantages to magic." "Fenris is enough of a Magic User to keep all Erasmus's enchantments running while Erasmus sleeps, otherwise it could be disastrous. Fenris is very upset at the situation, but he seems to be handling things." "Erasmus and Fenris are friends of mine. Although Erasmus may seem little strange, he is kind. Many a night have I spent at his house, playing magical games, talking, and drinking tea. We have had good times together." Shakra pauses for a moment in thought. "I just cannot understand why anyone would want to harm Erasmus. He is a friendly, amusing person as well as a powerful Archmage. He seldom interferes in Silmaria. The only thing he did recently was to summon you here. "This drugging greatly disturbs me. It makes me wonder what next disaster will strike Silmaria." "Please keep Rakeesh's memory alive through your actions, wherever you go." "Welcome to this place of mourning. I grieve deeply for my father." "Be careful. There are many forms of danger, and some may be as innocent in appearance as a cup of tea. Farewell." "Fenris suspected that Erasmus was drugged when Erasmus fell asleep in the middle of drinking tea while playing a magical game. Erasmus loves games and is a keen competitor, so Fenris knew something was wrong with the tea. Fortunately, Fenris prefers root beer." "Erasmus seems to be sleeping peacefully, but he cannot be awakened. Neither my spells nor Julanar's healing have had any effect. If Fenris were not there to help him, Erasmus could very well sleep himself to death." "I tried many spells to awaken Erasmus, but he remains asleep. I don't understand what is going on here. Why harm Erasmus this way? It bothers me greatly that I cannot seem to do anything about this situation. I do not like feeling helpless." "Fortunately for Erasmus, Fenris casts most of the household spells himself. Fenris is very upset, but he can keep the house afloat as long as Erasmus is alive. Fenris does not want to think what will happen if Erasmus does die." "Forgive my manners today. I am distracted by what has happened to Erasmus. You are very welcome here." "I have sent his body back to Tarna, where he is mourned by the nation. I mourn here for the Paladin who was my father. He was always a Hero. May the ideals Rakeesh taught be with us forever." "Rakeesh was always the best of fathers. I was always so proud that I had a Paladin for a father. He never minded that I was not a fighter like he and my sister." "Rakeesh encouraged me to take up the magical arts, even when my uncle the King was incensed that I learned a 'female' skill. 'Go where your heart leads you,' Rakeesh would tell me. Thus I became a Wizard and moved here. Rakeesh was more than a father; he was a dear friend." "Take care. The next assassin's blade may be for you." "I cannot thank you enough for saving my father's life." "The poison remains in his system. Julanar and Salim are trying to find a cure. Until they do, Rakeesh is being kept alive by antidote pills." "I am taking care of Rakeesh in my quarters. When he regains consciousness, I will let you know. I am certain he will want to speak with you." "Farewell, and I hope that your destiny is favorable." "Delos is a very interesting place. There is a good deal of magic there. It is well worth visiting. However, the Sibyl of Delos must be treated with respect. She reads the strands of the future." "Even if you made the wings again, they could not get you to Delos. The wind is wrong for that. You will need to find a flying device that you can control." "Habari, my friend. How may I aid you?" "The Rite of Destiny will be difficult to accomplish only because Delos is far from here, across the most dangerous of waters. No boat will dare sail there unless it could sail through the sky." "I am still upset about my father and the events in Silmaria. Erasmus is still asleep. I am worried, my friend. Very worried." "That drum reverberates with magic. It will contain and amplify the magic which is cast upon it." "To make a magical Staff, the magical wood must be enchanted with many spells. Some of the spells I shall cast; the rest must be cast by you. Each spell cast at the Staff will increase its power." "I shall be casting the magic of Enchantment, and you shall be casting the spells that you will be using from the Staff." "Those other spells will use the magic of the Staff rather than your own. The Staff will vanish when it runs out of spells, or you can no longer concentrate upon it." "You are most welcome, my friend. You certainly deserved to regain your magical Staff after all the good you did with your last Staff." "There are few true Wizards who do not carry a Staff. You are the only Wizard I know that has ever sacrificed his Staff to defeat an enemy. Nor have I ever heard of anyone carrying another's Staff, like you did with Erana's. You are a most exceptional Wizard." "Farewell, and may your luck be good." "Good luck on your adventures." "Welcome, friend of my father. You will always be welcome here." "I am honored to greet you." "You may be interested in purchasing a magical dagger or the Mystic Magnets." "If you wish to purchase something, please let me know." "There is little that I sell here that is of use to those who do not use magic. However, the Mystic Magnets and Magical Dagger may be of interest to you." "The magic that you really need more than new spells is to make yourself a new magical Staff. I will be happy to aid you in this, but first you must find some magical wood." "If I can assist you magically, please let me know." "May magic flow with you always." "Welcome, Wizard, to a place of magic." "I sense the magic is strong within you. You are a very powerful Wizard now. If I can aid you in any way, please let me know." "No Wizard should be without one. A magical Staff is an important tool for spellcasting." "I do not know where you can find such a wonder as magical wood around here. I made my Staff from the same wood as you did when you made your first Staff. I, too, went to the Heart of the World in Tarna. However, I am certain you will know magical wood when you find it." "Most of the spells I sell here are spells you probably know already. After all, you and I both learned some of them from my mother, Kreesha." "May your spells keep you safe." "I am honored by the presence of another spellcaster." "I sell many items of use to the spell caster. I hope you will find something that you like." "I am always pleased to deal with others who understand the art of magic." "I have only a few spells for sale right now. I hope you will find something you wish to learn." "A magical dagger is an elegant weapon if you have to fight in combat. It can even damage the Undead which normal weapons cannot." "Dazzle can be very useful in combat. It allows the magic user to temporarily blind his opponent." "I will gladly cast a Zap Spell upon your weapon. It will add more damage to your initial blow, then goes away. Unfortunately, a weapon can only have one Zap Spell upon it at a time." "Juggling Lights is a little spell I learned from a magic shopkeeper in Shapeir. It allows you to illuminate the darkness with a spell." "A Zap Spell must be cast upon a weapon. This gives it extra magical damage when it strikes an opponent." You are so caught up in the enchantment of the magic, you cannot do anything but cast more magic. Greet Shakra Ask about Magic Ask about the Magic Shop Ask about Shakra Ask about Mystic Magnets Ask about Rakeesh Say Goodbye Ask about Shakra Ask about Magic Ask about Aziza Ask about Enchantments Ask about Kreesha Ask about Magic Charm Bracelet Ask about Mystic Magnet Ask about Mana Pills Ask about Mana Potions Ask about Magic Spells Tell about Your Adventures in Mordavia Greet Shakra Say Goodbye Ask about Magic Shop Ask about Rites of Rulership Ask about Silmaria Greet Shakra Ask about the King Ask about Naxos Say Goodbye Greet Shakra Ask about Shakra Ask about the Rites of Rulership Say Goodbye Ask about the King Greet Shakra Ask about Shakra Ask about Erasmus Ask about Fenris Ask about the Drug Say Goodbye Ask about Shakra Ask about Erasmus Ask about Fenris Ask about the Drug Tell Shakra Goodbye Greet Shakra Ask about Shakra Greet Shakra Ask about Rakeesh Say Goodbye Greet Shakra Ask about Rakeesh Ask about Shakra Say Farewell Greet Shakra Ask about the Rite of Destiny Ask about Delos Ask about Flying Say Goodbye Ask about Shakra Ask about Staff Ask about Drum Ask about Magic Ask about Staff Ask about Magic Thank Shakra Ask about Wizard Say Goodbye Greet Shakra Ask about Merchandise Ask about Magic Ask about Shakra Say Goodbye Ask about Shakra Ask about Magical Staff Ask about Magical Wood Greet Shakra Ask about Spells Say Goodbye Greet Shakra Ask about Merchandise Ask about Shakra Greet Shakra Ask about Merchandise Ask about Shakra Say Goodbye Ask about Spells Say Goodbye Ask about Mystic Magnets Ask about Magic Dagger Ask about Magic Charm Bracelet Ask about Magical Pills Ask about Magical Potion Ask about Enchanted Weapons Ask about RIP Spell Ask about Dazzle Spell Ask about Juggling Lights Ask about Zap Spell

325.qgmEdit

Stalactite or Stalagmite? Stalactites stick "tite" to the ceiling. This room has the look of a cave that was shaped by magic to meet the needs of the Wizard. You would judge that this would take very powerful magic to create. You sense magic throughout this room. What do you know? This stalactite is stuck tight to the ceiling. Stalagmite or Stalactite? Stalagmites "mite" grab the ground. You might not be able to move this stalagmite. This candle illuminates the mystical book which lies open upon this table. The candle gives off too much heat for you to touch it. This seems to be a tome of magical text. Studying the magical words, you make out the title, "The Binding of the Dark." Though the pages are yellow and brittle with age, the words of the first page are powerful:??"I, Magister Aristotle, last Sorceror of Silmaria, speak now of the foul dark magic bound beneath this island in the form of a red dragon. This is the Doom of Atlantis, that will one day rise again to destroy the world!" Flipping through some of the pages, this passage catches your eye -- "Seven Pillars bind the Darkness to the bowels of the earth. Forged with blood and magic, only with blood can they be destroyed. As long as one Dragon Pillar still stands, the Darkness cannot take shape, and thus cannot break the magical bindings." Again, you turn some of the pages, until this passage attracts your eye:??"The power of darkness lies deep within Marete's rocks. Its soul has been bound into the Stone of Prophecy. Unless the Soul of Doom drinks deep of life blood and feeds again upon death, the soul will remain in the Prophecy Stone." A few pages further, you read this section:??"The Temple of Flames gave birth to such evil, and now lies buried deep with the Dark. May it never again be disturbed, nor the Dragon of Doom rise from its flames." A study of one page reveals the following:??"With the willing sacrifice of the Wizards of ancient Atlantis, the Doom was bound. Only with the willing sacrifice of life and love may the Dark Dragon ever be destroyed." Near the end of the book, you discern the following:??"As long as the Dragon Pillars stand, and the stone of Prophecy remains safe, the Doom of Atlantis shall remain bound. If it should ever again be released, it cannot be bound again. Only through the total destruction of the Dark Dragon can the world be saved from annihilation." No amount of study can translate these arcane runes without magical skill. The final page of this book is blank. This table is honed from sturdy oak. The table is securely fixed to the floor, and cannot be moved. This crystal globe glows with coruscating lights. You can feel the power of magic radiating from this crystalline device. This archway seems to be carved from the same rock as the entranceway. The stone is bitterly cold to the touch, as though it was drawing from you something other than just warmth. These candles glow wanely. The slight warmth from the candle is a relief from the intense cold of this part of the room. This sculpture is grim and unpleasant, not something most people would want to look at for long. As you reach toward the sculpture, it is as if you reached into a blizzard. You pull back your hand before it becomes frostbitten. Somethings are better left untouched. Stalactites hang from the ceiling. Stalagmites grow up from the ground. No amount of sheer strength on your part will move this. No amount of sheer strength on your part will move this. This appears to be a storage chest of some sort. You don't dare touch this -- there might be a magical trap. This looks like a drum carved from wood and covered with stretched animal hide. You gather it is more than what it seems. You can sense the magical energy that resounds within this mystical instrument. This candle is made from beeswax and herbs. Its smoke smells of incense. You cannot reach this object. This looks like an earthen urn. Things in a Shop of Magic are best left alone. This chest looks securely locked. Things in a Shop of Magic are best left alone. This looks like a Wizard's library stuffed with arcane tomes and mystical manuscripts. You cannot get close enough to examine the books. Through this portal must lie the living quarters of Shakra. Some sort of magical barrier prevents you from approaching. Something boils merrily away in this cauldron. It smells of cinnamon and spice. It is either some sort of arcane potion or the Liontaur is making mulled cider. The cauldron is too hot to touch. This carved cornerstone marks the boundary between cave wall and carved rock. No amount of sheer strength on your part will move this. An impressive entranceway made of sandstone fills this side of the room. Mounted at the top are two faces made from some unknown mineral. Polished sandstone steps lead up the entranceway. They appear worn from years of use. This stone face seems to guard the entranceway. The flickering light from the candles cast an eerie light upon it. A thin mist seems to seep from the door opening. This stone face seems to guard the entranceway. The flickering light from the candles cast an eerie light upon it. This stone face seems to guard the entranceway. The flickering light from the candles cast an eerie light upon it. Jester and Wednesday are my favorite magicians. You try not to think about the thousands of stalactites hanging over your head in the darkness. Part of the entranceway was built around this stalagmite. You do not wish to disturb the candle. The cavern is already too cold. You already have a Zap Spell. You avoid this pot for some good reason. Would you prefer to sell or trade a spell to Shakra? Do you wish to trade for this spell? You cannot reach Shakra to pick his purse. You must complete the ritual before you can do anything else. Trade Sell No Deal Yes No You have nothing in your pack that Shakra wishes to purchase from you.

340.qgmEdit

"Hey, don't bring food in here. You might get the money dirty." "What do you think this is, a pawnshop? I only deal with cold, hard cash." "Good to see you, my friend. Got some money to deposit?" "That's the way. A few more drachmas, and you'll be entering the Hall of Kings." "Congratulations! You're fully vested in the Rite of Rulership. Make your way to the Hall of Kings, and I'm sure they will set up the ceremony soon." "Greetings, and welcome to the First Bank of Silmaria. This is the safest place to keep your savings secure from pickpockets and thieves. Would you like to leave your money with me?" The banker has a conservative, reserved look about him. Talk to Banker Show Thief Sign Make a Transaction Never Mind "Oh, it's you. I was told you were coming. Your friends set up a savings account in your name. Hefty sum of 500 drachmas. You've got some generous friends, let me tell you." "They still haven't got the guy that took our money. We may never get our cash back." "We got our money back! The thief still had all the cash, hadn't spent a drachma. Guess I don't need to polish the old begging bowl just yet." "I was robbed last night! Well, that is, the bank was robbed. Thief cleaned out the safe entirely. Was a pretty professional job of it, too." "I was robbed last night! Well, that is, the bank was robbed. Thief cleaned out the safe entirely. Was a pretty professional job of it, too." "Again! Again the bank was robbed! What do they think this place is, made of money? To think, I left a successful career as a begger, only to be robbed blind!" "Hey, kid. You did good. Congrats on the winning of the Rite. Did you make some money from it?" "Hey there, how's the next King of Silmaria doing? Got some more money to invest, I hope." "How's the Rite of Freedom doing? Sounds pretty tough to me." "I heard tell that Hydra has a lot of treasure. It's great that you took the monster out, and I sure hope you'll save some of its treasure here." "A drachma saved is a drachma earned, I always say." "Whoa there. What good is money if all you do is spend it?" "Hi. How is it going? Make some more money to save?" "Greetings, Fraulein von Spielburg. Would you like to save some money today?" "You have honored this bank with your presence, I know. So would you like to honor this bank with some drachmas?" "This isn't a storage place, you know. Take that someplace else." "What is that? I do not recognize it. It may be that the thief left it behind. After all, he left in a hurry." The banker looks at you blankly. Ask about the Bank Ask about the Banker Greet the Banker Ask about Silmaria Ask about Savings Ask about Rite of Rulership Tell about Your Friends Say Goodbye Tell about Yourself Ask about Banker Ask about Robbery Greet the Banker Ask about the Thief Ask about Evidence Say Goodbye Ask about Banker Greet the Banker Ask about the Bank Ask about the Thief Ask about Reward Say Goodbye Ask about Banker Greet the Banker Ask about Thief Ask about the Bank Say Goodbye Ask about the Bank Ask about the Banker Greet the Banker Ask about the Thief Say Goodbye Ask about Rite of Rulership Ask about Hall of Kings Ask about Ceremony Say Goodbye Ask about Logos Ask about Minos Ask about the Bank Greet the Banker Ask about the Banker Ask about Rumors Say Goodbye Ask about the Bank Ask about Savings Account Ask about Rulership Fund Greet the Banker Say Goodbye You'd never get away with that. Attack the banker and you'll have every guard in the city swarming over you. You sense no magic on the banker. "The First Bank of Silmaria will keep your money safe and secure. Drachmas can get heavy when you carry too much of it, and you make yourself a target for every cut-purse around." "I'm Sam, Sam the banker man. I own and run this bank. Would you like to make a deposit?" "Hi there. Have you invested in your future? This is the place to save." Sam the banker is basically an ambitious person who will do almost anything to make a reasonable living. "This is the place to save all that heavy old cash. Keeps the pickpockets away, you know." "Things are settling back to normal. Care to make a deposit to your savings account? You know it's safe, because we got all the money back the last time." "I can't believe it. A guy just waltzed in here past the street guards, who naturally didn't see a thing. What are we paying taxes for, blind men?" "Our banking hours are dawn to dusk daily. When you save here, you know your money is safe." "The Rite of Rulership fund is set up for the competition to become King of Silmaria. You need to contribute 1,000 drachmas in order to enter the Rite of Rulership." "Your savings will be kept in the most secure safe in all of Silmaria. The safe is equipped with the latest in modern locks, and has a complex trap guaranteed to fry the robber foolish enough to try it." "Thanks to your good friends, you've already got 500 drachmas in your account." "Usually people have friends and relatives help raise that much cash. We have one fund which gets contributions from all the guards in Silmaria. It takes a lot of money to enter the Rite of Rulership, but it is a great honor to compete to become King." "Silmaria is a great place to settle down and save a little for the future. Too many people forget how important a savings account can be, particularly adventurers." "Adventurers think they can fight monsters forever. Next thing they know, they are begging in alleyways. A sad fate for a once respectable Hero. So save today to keep the alleys away, I always say." "My bank is robbed and I have a headache. You expect me to have a good day?" "I thought you looked familiar. Yeah, we met in Spielburg where I was working the alley as a professional panhandler." "It wasn't long after you left Spielburg that the pass cleared and the tourists flocked back to town. I made a small fortune, and said bye-bye to those cold climes." "Came to Silmaria, and needed some place to stash my cash. So I started my own bank. Seemed appropriate, after all. I'm still asking others for their money." "Last night, somewhere around dawn, a guy picks the lock on the door and breaks in. He figured out some way to disarm the trap on the safe, and crack the safe that had a written guarantee which said it couldn't be picklocked by thieves." "The guy took everything, including the guarantee paper. Probably intends on collecting the money back guarantee himself." "Considering the odds that the guards will ever catch the guy, I'll be begging on the streets of Silmaria soon." "Now that the money is back and I can collect on the guarantee for the safe, things are going my way again. I may even be able to buy a better safe." "If you see anything suspicious, let the guards know. We've got to get that guy." "What am I, a detective? If you want to look around, be my guest. There is a reward for the capture of the robber. If you figure out who done it, make sure you get the money back. Lots of unhappy folks around here want their cash." "It looked like he was in a great hurry, 'cause he spilled some coins around and left things a mess. My luck to be robbed by a slob." "Hi there. Heard you helped catch the crook that robbed the bank. Good job. The reward money has been automatically deposited to your savings account. You are getting quite a sum in there." "They put the crook away in the jail by West Gate. He only had one arm, and he could crack the best safe in Silmaria. Guess they don't make safe traps like they used to." "Don't worry, the bank is still a really safe place to save money. We get more money in every day. And I've switched the combination on the safe. That robber will never steal from here again." "How do you expect me to feel? The money's all gone. People are coming in all the time demanding their cash back, and I haven't got it. They seem to think it's my fault that the money's been stolen. All in all, I've had better days." "Go out there and make some more money. Can't have too much in savings, you know." "Yeah, I already put the 2,000 drachmas into your account just so you know it will be safe. Good job on getting that robber, the scum." "What are you so happy about? Your money was stolen from here, too." "All the guards are out looking for the crook. We can't let him get away with all that money. He's got to get caught." "We should be getting some more money soon. I've got a loan from the government to cover the immediate debts, but one more theft like that and this bank is bankrupt." "I'm broke, that's what I am. Well, maybe not entirely broke. This bank is still in business, you know. If you were to make a substantial deposit, I'd feel a lot better." "There's a reward for the capture of the thief. If they get the crook, he'll never get out of jail again. Keep your eyes out for anyone who seems suspicious, okay?" "Oh, I'm having a wonderful day today, let me tell you. I love having my bank robbed." "It's got to be a gang. They cased the joint. They knocked out the guard outside. They broke into the safe, and ran away before the patrol guard saw what was going on. They are slick, got to hand them that." "This is the finest bank in the entire kingdom of Silmaria, and don't you forget it." "If you just happen to run across a lot of money somewhere, remember to deposit it to your account here, okay? I wouldn't want the safe to get lonely, you know." "The Hall of Kings awaits you, kid. I'm sure you'll do swell." "Hey, the Hall of Kings is a great place for a celebration. All the bigwigs will be in the audience. You'll get to stand before Logos and Minos and the rest of the entrants for the Rites. It will be a great event, and I wouldn't miss it for the world." "Just go up to the guards outside the Hall of Kings. I'll let them know you're coming. They'll be happy to let you in now." "You'll do fine, I'm sure. You've got the stuff of Heroes, so don't worry. Yeah, sure you'll be facing terrible monsters, overwhelming odds, and almost certain death, but it's all in the line of duty. Who knows, you may even be Silmaria's next King." "The Centaur has been an advisor and spokesman, er, spokescreature, for the kings here for a while. He saves here regularly. A great guy, he understands the value of an investment." "Minos does a lot of advising around here, although he doesn't really live in Silmaria. Supposed to have a big place on some island off the north coast. He's said to have a lot of money, but you wouldn't know that by me. He sure doesn't keep any drachmas here." "That lion guy said that he and Erasmus the Wizard were starting the savings account for you. They wanted you to enter the Rite of Rulership. Man, you have strange taste in friends, but they sure make good ones." "Have you saved a drachma today? Your savings account is very lonely." "Things are okay. If you make a large deposit, things will be a lot better. You know that, don't you?" "That's it. Go out there and bring back the drachmas. Looking forward to seeing you again." "The only rumor I know is that this is a great place to save." "Remember, drachmas make the world go round. See you later." "It takes 1,000 drachmas to enter the Rite of Rulership. Lucky for you, you've got such a good start." "It's always wise to save for a rainy day. Never know what tomorrow will bring, so save while you can." "Nice to see you and your money again."

345.qgmEdit

There is some magic on the safe, probably some sort of trap. This looks like a very respectable place to keep money safely stored in the enormous safe. The winged lion seems to be a symbol of dependability and the security of this banking establishment. Either that or the statue maker had a sale on winged lions. The sign on the wall says, "Tired of dragging that heavy load of drachmas around town? Start a savings account here. Coming soon -- Edifice Checks." You feel a vague hint of avarice and desire. "Feeling 'Loan-ly?' We'll be happy to let you borrow money for your next house at only 25 percent interest compounded weekly." Today, the sign reads, "Drachmas make the World Go Round." The slogan for today is: ??"He who is Foolish, Spends all He Gains.??He who is Wise, Saves for the Rains." Today's words of wisdom:??"A Pickpocket cannot Pocket a Purse that's Placed in the Bank." This day's words on the bank bulletin board read:??"A Fool and His Drachma are soon Parted." This is a picture of a man counting money. The caption says, "Our Hero -- Scrooge." The teller window is a likely place to find the teller, when he's here. Get me a loan and I'll tell you all about it. Otherwise leave me a loan. I'm losing interest. Each new pun just compounds the problem. It's too taxing! Dime and dime again, nothing makes cents, but change is in the air. This statue is too heavy to move. Don't mind me, I'm just coining phrases. No acri-money intended. This scale is used to weigh coins. This safe is empty. This window reminds you a little of lovely Dinarzad, the money changer in Raseir. You smile at the memory. Examine the Safe Door Open the Safe Door Disarm the Trap There is a recently installed trap attached to this solid metal safe door. You have stolen everything you can get from this safe. Before you can open this safe, you'll have to disarm the trap. This large vase is cheap and too heavy to swipe. These weights are used for the scale. You readjust the scale so it is more accurate. If you take his weights, the banker won't be able to weigh. This table is stable. Or perhaps it's the Loan Arranger! Hide yo' silver away! The bars of this area are designed to keep customers from the cash. This table holds a heavy scale. It was covered in sable. Found below a green gable. From which hung a cable. The cable was labeled... "Hands off! This is Mabel's!" A legendary table, found only in fables. Continue? I'm unable! Sometimes the townsfolk use this table to put items on display. Why, just last month, Gnome Ann had her best seashells on display in the bank to invite people to stay at her Inn. It was quite a fine Ann's shell Inn-to-toot! And the month before that, Pholus displayed his typesetter. It was quite a bench press. This is a good place for fiscal fitness. The design is a plaster relief of ornate origin. The safe of this bank is obviously state-of-the-art in money keeping. It will take a truly skilled and sneaky thief to break into this. Tempting, isn't it? Now that you've removed every possible thing of value from this safe, it looks hollow and empty. Wow! You're rich! You're rich! You're fabulously wealthy! There's enough cash here to start your own bank. The magic on the safe seems to counter your spell. The tile floor is typical of Grecian decorative style. The urn is very appropriate for the bank. After all, a drachma saved is a drachma urned. The torch illuminates this illustration. This torch casts light upon the painting. Yes, just as you suspected, the fire is indeed hot. This torch shines upon the wall poster. This torch is scorched. This is a brightly lit torch. The torch is secured to the wall. You must have 1,000 drachmas in order to enter the Rites of Rulership. You warm your hands on the flame. The King's Rite Entry Fee: 1,000 drachmas Savings Account Bank of Silmaria You have entered the Rites of Rulership. A Drachma Saved is a Drachma Earned Drachmas make the world go round. A Drachma a Day keeps the Poor House away. A Drachma in the Bank is worth two in the purse. Save today and keep the Pickpockets away! Drachmas, People who have Drachmas --??Are the Luckiest People in the World. Through the door of the bank gate, you can see the vault door. You need more practice in this skill before you will be able to open this lock. This is a very complex lock. You need more experience in lockpicking before you can open this. You successfully out-maneuvered that tricky lock. Current Drachmas Deposit Please Deposit Withdraw Withdrawal Please Your account balance is available for purchases throughout Silmaria. You take the treasure that lies within the safe. The bank vault is empty! Some no-good, lousy scum robbed this bank before you did!! The rat. Examine the Gate Open the Gate Pick the Lock The gate is made of iron, and locked with a complex latch system. Oddly enough, this gate is locked. What a concept! You can't pick the lock while the Banker is watching! Duh! You see a small kit of various types of tools. It looks like someone dropped it here. You pick up the toolkit. You wonder who left it behind, and who could tell you something about it?

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"Not interested." "You must go, arena archway now, or lose." This overweight character reminds you of a eunuch you once met in Raseir. "No fight. No fee. Go home." Ask about the Arena Greet the Man Ask the Man's Name Ask about the Fight Say Goodbye Greet Abdum Ask about Fight Ask about Fee Say Goodbye Greet Abdum Ask about the Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Say Goodbye Greet Abdum Ask about Fight Say Goodbye Say Goodbye Ask about Fight Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Greet Abdum Ask about Fight Say Goodbye Ask about Fight Say Goodbye Say Goodbye Greet Abdum Ask about Fight Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Say Goodbye Greet Abdum Ask about Fight Abdum accepts your five drachmas and allows you to enter the arena. Abdum has no detectable magic on him. "This place to fight, or watch fight." You feel this person is very bored. This person is a friend of Ferrari. Perhaps this is not something you should show him. "Go." "Read board. Board tell fight." "What you want?" "I be Abdum." "Scary man fight. Strong. Bad. Good fight." "You fight Kokeeno. Go arena. Go fight." "You fight Kokeeno. Go arena. Go fight." "Five drachmas to watch fight." "No fight. No show. Go home." "Only five drachmas to watch fight." "Five drachmas to watch fight." "Five drachmas to watch fight." "You fight Kokeeno. Go arena. Go fight." "No fight. No show. Go home." "No fight. No show. Go home." "No one challenge Kokeeno. No fight now." "No one challenge Kokeeno. No fight now." "No one challenge Kokeeno. No fight now." "Magnum fight. Good fight." "Magnum fight. Good fight." "Magnum fight. Good fight." "Magnum no show. No fight tonight." "Magnum no show. No fight tonight." "Magnum no show. No fight tonight." "Fight Magnum. Magnum good. Magnum win. You lose." "Fight Magnum. Magnum good. Magnum win. You lose." "Fight Magnum. Magnum good. Magnum win. You lose." "No fight. No challenge for Magnum. All afraid." "No fight. No challenge for Magnum. All afraid." "No fight. No challenge for Magnum. All afraid." "Bull man fight. Good fight." "Bull man fight. Good fight." "Bull man fight. Good fight." "You fight bull man. Bull man tough. Good fight." "No challenge for bull man. No fight." "No challenge for bull man. No fight." "You fight bull man. Bull man tough. Good fight." "No challenge for bull man. No fight." "Woman think she know how to fight. She learn." "You fight bull man. Bull man tough. Good fight." "Woman think she know how to fight. She learn." "Woman fight good. Maybe teach you fight." "Woman fight good. Maybe teach you fight." "Woman fight good. Maybe teach you fight." "No one want fight woman." "No one want fight woman." "No one want fight woman." "Scary man fight. Strong. Bad. Good fight." "Scary man fight. Strong. Bad. Good fight." "You fight scary man. You lose." "You fight scary man. You lose." "You fight scary man. You lose." "All afraid scary man. No fight." "All afraid scary man. No fight." "All afraid scary man. No fight." "You fight. Go arena. Fight start." "You fight. Go arena. Fight start." "You fight. Go arena. Fight start." "No fight. No show. Go home." "No fight. No show. Go home." "No fight. No show. Go home." "I do not wish to be distracted before my battle. Please discuss this with me later." "Guten Abend. Tonight, I am to fight one of Ferrari's bully boys, Abduel. I believe he will not be happy with the results." "Perhaps we can talk business later at the Dead Parrot Inn." "Ah, good to see you again. I, Senor Ferrari, welcome you to the arena of Silmaria. Here we are holding gladiatorial combats each evening for the next few weeks." Ferrari exudes a calculating and pompous nature that grates on your nerves. "Woman think she know how to fight. She learn." "You may come each evening to witness these displays of man's most brutal nature. It costs but five drachmas to observe the spectacle of combat." "If you wish to do more than just observe, you may bet upon the outcome of such battles at the Dead Parrot Inn." "However, I observe you are a man of action. Perhaps you would like to participate? There is a prize purse worth winning." "It is a fine place to observe the strengths and frailties of your opponents. I am presuming, of course, that you wish to participate in these barbaric and brutal acts of violence." "As always, it is a pleasure to again be in your company." Ask about Arena Greet Ferrari Ask about Betting Ask about Prize Ask about the Gladatorial Competition Say Goodbye You sense some protective magic upon Ferrari's portly frame. You can tell that while Ferrari is not trustworthy, he is also not totally unscrupulous. He pays his debts, and keeps his word as long as it suits him. You know Ferrari wants the real thing, so you probably shouldn't show him the fake -- it may be useful later. "The betting board in the Dead Parrot lists the champion for the week and the challengers for the winner's prize. You may bet ten drachmas or more upon either. The odds will be affected directly by your bet." "We shall meet again soon, I hope." "I am hoping to see you compete in this. It will be a pleasure to witness your skills in action." "If you are a challenger in the competition, you can more than double the amount of your entry fee when you win. If you are a champion, you can triple your entry fee. Knowing your reputation, I assume that that will be easy money for you to earn." "You may enter the competition at the betting board in the Dead Parrot, as well as place your bets." "My thanks, but I must concentrate upon the battle which I soon face." "Kaleemehra. I am Kokeeno Pookameeso and I shall be fighting the challenger Abduel. It will be a good fight." Kokeeno has the air of enthusiasm and youthful confidence. This is a man who will try anything, and is willing to make his dreams come true. "Yassas. This evening I shall fight the stranger called 'Hero of Spielburg.' I have not met this one, so I cannot judge the fight. I will, however, win." "Kaleemehra. We shall meet in battle. May the best warrior win." "Yassas. Tonight, I shall fight against the Roman gladiator, Magnum Opus. He is a formidible opponent. However, I will stand victorious against this braggart." "Greetings. This night I, Kokeeno, shall battle a fearsome Minotaur. However, no mythological monster shall defeat me." "I shall look forward to meeting you again." "I am very good with spear and shield." "Good day to you. You must be here to compete in the Rites of Rulership. I, too, will compete to become King of my beloved homeland." Greet Kokeeno Ask about the Fight Ask about Kokeeno Wish Kokeeno Luck Say Goodbye Kokeeno doesn't seem to be carrying any magical items. You have the feeling that Kokeeno is honest and forthright, but probably not ruthless enough to rule the kingdom of Silmaria. "I have been a guard of Silmaria since I was sixteen. This is my home, and I intend to become the next King. No outsider could rule her with more love than I." "Efhareesto, stranger. It shall be a good contest." "I do not accept bribes." "I, Magnum Opus, the valiant, peerless spearman of the Roman Empire, shall prove the superiority of my skills in battling the fighter known as Abduel." Magnum has the air of extreme confidence and arrogance. His modesty underwhelms you. "I, Magnum Opus, leader of warriors and master of men, will be forced to fight the woman, Elsa of Spielburg. I shall be merciful in her defeat." "I, Magnum Opus, superior of body and brilliant of mind, shall show that strange pawn of the scientists that Gort is nothing but mincemeat to my spear." "I, Magnum Opus, Roman gladiator unexcelled, and brilliant spearman, shall show this Silmaria yokel, Kokeeno, that a mere guard is no match for my majesty and skills." "I, Magnum Opus, magnificent of body and spirit, must fight the beast, Toro. I shall teach the creature that he is only a monster, and that I am a man!" "So you dare to challenge me, Magnum Opus? Poor, overconfident fool, your defeat will come swiftly." "You may leave my presence, if you so desire." "This will not be a fight, but a spectacle of my brilliance and an ignoble defeat for all who dare challenge my wondrous skills." "Greetings. You are fortunate to bask in the brilliance of my presence." Greet Magnum Ask about Fight Ask about Magnum Say Goodbye Magnum is carrying some powerful magical items. Magnum has an overblown opinion of himself, but he would not make a bad ruler if anyone could stand to listen to him. "I am Magnum Opus, wondrous warrior of the Roman Empire and artist extraordinaire. My body is my canvas, and it is a true masterpiece." "Not now. Too busy." "Toro fight fat man, Abduel. Good practice." Your old friend Toro bears a look of bovine complacency. Although his strength is phenomenal, it looks like Elsa has trained him well. "Not want fight Elsa. Elsa friend. Not fight friend." "Elsa say fight Elsa. Toro fight Elsa." "Fight monster man. Tough fight. Good practice." "Fight little man guard. Okay practice." "Fight loudmouth. Toro like fight loudmouth. Make loudmouth shut up." "Fight you. Not want fight you. Like you. Be good fight. You good fighter." "See you. Hope like fight." "Toro not like fight much, but Toro keep in shape. Toro need to prove not just monster Minotaur. Tough monster Minotaur." "Good see you, Hero man. Toro like Hero man." Greet Toro Ask about the Fight Ask about Toro Say Goodbye Toro does not have anything magical with him. Toro genuinely likes you, primarily because Elsa likes you. He is deeply devoted to Elsa, after all. "Toro okay. Like Silmaria. Good job. Toro happy. If Elsa King, Toro very happy." Elsa looks vibrant and ready for a fight. She definitely gives the impression of someone you don't want to mess with. "So you think to challenge me, do you? At least you consider me as worthy an opponent as I consider you to be." "Good evening. I am to battle with the strange man, Gort, tonight. This should prove interesting." "You have come to watch me in battle? Tonight, I shall again face Kokeeno Pookameeso. I do not expect him to have improved since our last battle." "So upon whom have you placed your bets -- myself or the bragging gladiator, Magnum? I hope to break his spear and teach Magnum to respect women warriors, but I suspect he is incapable of learning anything." "Gute nacht, Prince of Shapeir. Tonight I shall fight with my friend, Toro. This should be interesting. He will try not to hurt me, and I shall try not to hurt him." "Good evening. I hope this fight entertains and enlightens you." "I am in this arena to prove to Silmaria that I am a warrior. I am here in Marete to prove to Silmaria that I will be King." "You know from experience that I am good in battle. I have improved my skills considerably since we last met in Spielburg." "You are wise to watch this fight. It is always wise to assess the competition, is it not?" Greet Elsa Ask about Fight Ask about Elsa Say Goodbye You can sense the magical items Elsa is wearing. She is certainly well equipped. Elsa is eager to prove her skills of combat to those fools who think a woman is unfit to be a warrior. "Mrrrph." "Gort, say goodbye to the nice man." "Hmmmph. I have no time for such things now. I am in the middle of a magnificent experiment." "This night, Gort, graduate of the Academy of Science in Silmaria, shall defeat the so-called champion Abduel." Dr. Mobius has a calculating expression, and a shrewdness that you don't want to underestimate. "Tonight shall be no match at all. Gort must fight a woman. What is this kingdom coming to?" "You have the opportunity to learn the benefits of science first hand tonight. I hope that you will be capable of learning this lesson." "In tonight's primitive display of brutality, the overly-muscled gladiator, Magnum, shall learn an important lesson. Gort shall teach him that brains shall always triumph over brawn." "In accord with the barbaric customs of this land, Gort shall prove that science shall triumph over beast." Greet the Scientist Ask about the Fight Ask about the Scientist Say Goodbye You sense a monomaniacal desire to rule Silmaria. Dr. Mobius has no trace of magic upon his person. "Mmmmph" "Gort is ready and eager to prove his worth this night." "Mrrrph." "Gort has a slight speech impediment. We are working on it on Science Island. Other than that minor defect, he is a triumph of science!" "Gort, you should speak when spoken to." "Mrrrrph." "If you were reading a science book, you wouldn't be here!" "It is unfortunate that we men of science must stoop to demonstrating our superiority in a contest of mere muscle. This place should be devoted to science fairs and spelling bees! Then will Silmaria see real contests!" "Good evening, young man. Haven't you got better things to do than watch this barbarous event? You could be improving your mind, you know. Have you read a good science textbook lately?" "I am Mobius, senior scientist upon Science Island, and dean of studies at the Academy of Science. I have an IQ of 180, and I can calculate the square root of Pi to fifty places in four point six seven seconds." "When was the last time you practiced your calculus? You seem more interested in watching a fight than improving your brainpower. A mind is a terrible thing to waste." Gort looks strangely out of proportion and gawky. His eyes are milky-blue, and he looks at you with a dull expression. "Please do not feed or annoy the Gort." Greet Gort Ask about Fight Ask about Gort Say Goodbye You do not have enough money to enter this arena. There is a strange, magic-like effect upon Gort, but no magical items of any sort. You sense only a faint remnant of emotion and the shadows of thoughts within Gort.

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These must be here for the canceled barrel race. No one showed up to watch because barrels run so slowly. This looks like a barrel. This is the exit to Nob Hill. You are in the antechamber of the arena. This is where they separate the passives from the aggressives, and the brains from the brawns. There is a distinct absence of magic in this area. This looks like another barrel. It's not just any barrel; it's an empty barrel. Silmaria is more fun than a barrel. This barrel just doesn't want to move. It's a barrel! The box office to the arena seems to be closed right now. This archway accesses the stairs to the audience stands. When an event is scheduled, you can watch the goings-on from there. You feel movement inside this barrel, and decide not to open it. You don't want to know. This door is solidly sealed shut. No free views of the arena battles for you today. This door leads to the corridor surrounding the arena. The corridor takes you to the inner doors of the arena. This door is solidly sealed shut. No free views of the arena battles for you today. This must be a barrel of laughs. It's a very boring barrel, and it's best left alone. It's sealed with laugh tacks. This torch illuminates the bulletin board announcing the current gladatorial confrontations. This looks like announcements for the arena events. It says that there will be a series of combat tournaments to determine the "Champion of Silmaria." There is also a warning that magical spells will not work in the Arena. The banners provide a touch of color to the drab surroundings. This looks like the banner of Sir Cumference and his half-brother, Sir Cumstances Beyond Our Control. This sturdy table is dirty. Welcome to the Grand Arena of Silmaria!??Today's Champion: Kokeeno Pookameeso??Today's Challenger: Abduel Welcome to the Grand Arena of Silmaria!??Today's Champion: Kokeeno Pookameeso??Today's Challenger: Elsa von Spielburg Welcome to the Grand Arena of Silmaria!??Today's Champion: Kokeeno Pookameeso??Today's Challenger: Toro Welcome to the Grand Arena of Silmaria!??Today's Champion: Kokeeno Pookameeso??Today's Challenger: Magnum Opus Welcome to the Grand Arena of Silmaria!??Today's Champion: Kokeeno Pookameeso??Today's Challenger: No Challenger??Match Cancelled. Welcome to the Grand Arena of Silmaria!??Today's Champion: Kokeeno Pookameeso??Today's Challenger: Hero of Mordavia Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: Abduel??Let the Battle Begin! Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: Elsa von Spielburg??Let the Battle Begin! Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: Toro??Let the Battle Begin! Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: Kokeeno Pookameeso??Let the Battle Begin! Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: Gort??Let the Battle Begin! Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: Hero of Tarna??Let the Battle Begin! Welcome to the Grand Arena of Silmaria!??Today's Champion: Magnum Opus??Today's Challenger: No Challenger Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: Abduel??Shall a Minotaur Triumph over Man? Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: Elsa??Shall a Minotaur Triumph over Woman? Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: Kokeeno Pookameeso??Shall a Minotaur Triumph over Man? Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: Gort??Shall a Minotaur Triumph over ??? Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: Magnum Opus??Shall a Minotaur Triumph over Man? Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: No Challenger?? Welcome to the Grand Arena of Silmaria!??Today's Champion: Toro??Today's Challenger: Hero of Rasier??Shall a Minotaur Triumph over Man? Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: Abduel??Will the Woman Win? Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: Kokeeno Pookameeso??Will the Woman Win? Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: Gort??Will the Woman Win? Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: Magnum Opus??Will the Woman Win? Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: Toro??Will Beauty Beat the Beast? Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: No Challenger??Event Canceled. Welcome to the Grand Arena of Silmaria!??Today's Champion: Elsa von Spielburg??Today's Challenger: Prince of Shapeir??Will the Woman Win? Welcome to the Grand Arena of Silmaria!??Today's Champion: Gort??Today's Challenger: Abduel??Battle of the Brutes! Welcome to the Grand Arena of Silmaria!??Today's Champion: Gort??Today's Challenger: Toro??Battle of the Brutes! Welcome to the Grand Arena of Silmaria!??Today's Champion: Gort??Today's Challenger: Magnum Opus??Battle of the Champions! Welcome to the Grand Arena of Silmaria!??Today's Champion: Gort??Today's Challenger: Abduel??Beauty versus the Brute! Welcome to the Grand Arena of Silmaria!??Today's Champion: Gort??Today's Challenger: No Challenger Welcome to the Grand Arena of Silmaria!??Today's Champion: Gort??Today's Challenger: Hero of Many Lands.?? Welcome to the Grand Arena of Silmaria!??Today's Champion: Prince of Shapeir??Today's Challenger: Abduel Welcome to the Grand Arena of Silmaria!??Today's Champion: Prince of Shapeir??Today's Challenger: Gort Welcome to the Grand Arena of Silmaria!??Today's Champion: Prince of Shapeir??Today's Challenger: Elsa Welcome to the Grand Arena of Silmaria!??Today's Champion: Prince of Shapeir??Today's Challenger: Toro Welcome to the Grand Arena of Silmaria!??Today's Champion: Prince of Shapeir??Today's Challenger: Magnum Opus The sign says the fight for tonight has been cancelled. Well, most banners provide a touch of color to the drab surroundings. However, this one reminds you of the banner of Sir Rhosis of Deliver. This banner is firmly attached to the wall to prevent theft. Somebody is not very trusting around here. Wonder why? Or is it the banner of Sir Jing Riva, a frequent visitor from El Knee Nyo? At least it's not the banner of Sir Cuss of the Stars. This banner is particularly attractive. It displays a very fine longsword design -- the banner of Sir Prize, Sir Prise, and Sir Price of the Ghomer Pile. This banner is firmly attached to the wall to prevent theft. If you try to remove it, someone is sure to get upset. This banner looks like someone used it as a towel.. This banner is unmovable. They must use a medieval version of superglue, and a lot of starch. This looks like something they use to haul bodies away from the arena. Are those blood stains you see? Hope not. This curtained doorway is obviously the "Employees Only" entrance to the arena corridor. The banners provide a touch of color to the drab surroundings. This banner smells like someone has been using it for a towel after a tough workout. You really don't want this banner near you. This banner is firmly attached to the wall to prevent theft. Somebody is not very trusting around here. Wonder why? The curtain cannot be reached from the counter. This torch flanks the entrance to the arena's audience stands. The wagon must weigh a ton. You don't want to fight the guy that has to move this wagon around regularly. He must have the muscles of an ox, and possibly the brains of one, too. This torch flanks the entrance to the audience stands of the arena. This torch flanks the entrance to the contestant corridor of the arena. This torch flanks the entrance to the contestant corridor of the arena. This is not the place for a fight. Wait until you get into the arena or neither of you will be paid for your efforts. You've stayed here past closing time, and Abdum kicks you out.

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"I, Elsa von Spielburg, shall prove my skills upon the field of combat." "Our champion is challenged by the finest of fighting guards from the city of Raseir. I summon to battle Abduel." "Our champion is now challenged by a skilled and experienced combatant. I summon to battle Elsa von Spielburg." "To challenge our champion comes a deadly warrior. I summon Magnum Opus to battle." "In tonight's battle for excellence, we have the final champion of these contests. Here is a man who has proved his skills in many lands. From the brigands of Spielburg to the deadly elementals of Shapier, he has mastered the art of intelligent combat." "On this night, we have a most unusual combination of beauty and deadly skill at arms. From the Barony of Spielburg, we have someone of the noble line." "Tonight, the champion of this contest is someone most of you know. He has served the city of Silmaria for many years as a guard. He has proven himself to be valiant and brave." Ferrari seems eager to watch this vulgar battle. "Ladies and gentlemen, I call to battle Kokeeno Pookameeso." "Tonight's champion has more than proven himself in battle. He has the reputation as a leader of warriors, and tireless student of the martial arts." "My greetings to all of you. Welcome to the arena and tonight's spectacle of deadly combat." "I, Ferrari, am your host for these events. As you know, the combatants may choose the style of combat they prefer. They will fight in deadly earnest to bring their opponent to his knees." "When a foe has fallen, the combat is over. The winner shall receive the purse of gold drachmas, and the defeated will be healed to fight another day." "May the contest begin!" "From the city-state of Nova Roma, I summon to battle Magnum Opus." "The contest of combat tonight has a most unusual champion. He is an experienced adventurer, and now hosts a guild devoted to such in our beautiful city of Silmaria." "He is a fearsome creature whose kind has brought terror to the people of this land. I summon to battle the Minotaur Toro." "I summon to combat Elsa von Spielburg." "This evening's contest of combat shall have an extraordinary individual. His size and obvious strength seem to belie the towering intellect that must be concealed in that huge frame." "He is a graduate of the Academy of Sciences in Silmaria. I call to battle Gort." "From the demon worms of distant Tarna to the hideous wraiths of Mordavia, he has demonstrated his talent for survival. Ladies and gentlemen, I summon to battle the Prince of Shapeir." "Our champion is challenged by a giant of a man. I summon to battle Gort." "Our champion has been challenged by an experienced and accomplished guard of Silmaria. I summon to battle Kokeeno Pookameeso." "Our champion this night is challenged by a monstrous Minotaur. I call to battle Toro." "Our champion is challenged by a most renown hero. I summon to battle the Prince of Shapeir." "The winner of tonight's challenge is my faithful bodyguard, Abduel." "The victor of tonight's battle is the Prince of Shapeir!" "The winner of tonight's display of gladiatorial greatness is Elsa von Spielburg." "The victor in this bloody battle is the Minotaur, Toro." "The winner of this evening's contest of arms is Gort." "The victor of arms at this contest is Kokeeno Pookameeso." "Tonight's victory belongs to Magnum Opus." "I, Magnum Opus, brilliant tactician and strategist, shall demonstrate to all in Silmaria that I am unsurpassed in my combat skills. I shall defeat all who challenge me." Magnum seems supremely confident in his skills as a fighter. "Ave, Ferrari. I, who shall make my opponent die, salute you." Elsa is flushed with the thrill of battle. "Mrrrrph." Gort does not seem thrilled to be here. "I, Kokeeno Pookameeso, shall defend the honor of the guards of Silmaria." Kokeeno looks cocky and eager to test his skills. "Toro fight." Toro can be placid at times, but he has the look of an angry bull right now. "You make bad mistake. You no belong here. Now, I get you. I break you in bits." Abduel looks tougher than his brothers.

356.qgmEdit

It's the pillar of the community. This is where Ferrari, the owner of the arena, usually sits to watch the events and gloat over the profits he's making. This door leads to the antechamber corridor. This is the official arena of Silmaria. Anyone wandering around here is expected to fight for the entertainment of the crowds. Your spell doesn't seem to be working properly. This pit is very deep, and very, very dangerous if you make a misstep. This door leads to the antechamber corridor. This grate allows air to circulate through the arena. This torch shows you the exit from the arena. This banner gives this arena a look of ceremony rather than just slaughter. The arena is crowded with cheering patrons of the martial arts. This hanging banner bears the emblem of black bars on a field of spleen. It's the sigil of the Jailers and Torturers Union. This banner shows a sword, upright, on a field of azure. This banner depicts rules of courtesy. It's the Manner banner. This banner shows the blue crescent moon rising over a mountain. This is the symbol of the Silmarian Swordfighting team. The bottom of this pit is a long way down from the top. It's the pits. This lights the way from dusty death. This torch lights the night brightly. This torch is scorched. This canopy obviously protects the pampered box seat holders from the glare of the lights and the audience. This seems to be a grim grate. This is a great grate. Would you like to leave the arena? Kokeeno Magnum Elsa Toro Gort Abduel Ferrari You are awarded the prize purse for winning this contest. You are now richer by 250 drachmas. You are awarded the grand prize of 500 drachmas.

360.qgmEdit

There's nothing left in the cupboard of any value. This cupboard shows signs of forced entry. This room is decorated in a fairly well-to-do manner. It should make easy pickings. The darkness makes it very difficult to discern anything in this room. You find the cupboard difficult to open because someone pulled off the handles trying to open it before you. Looks like that someone had to pry it open. Using your dagger, you pry open the cupboard. Unfortunately, this thing has been thoroughly searched. The only thing left here of any value is the dagger someone else used to open the cupboard, and accidentally forgot. You take it. You leave the room. This looks like a very standard door. This ornate pillar supports the walkway above the door. At night, this window sheds little light through the shutters. The multiple pillars in this room were apparently supposed to add a touch of classical style to the room. They fail miserably. The picture doesn't move... They nailed it to the wall rather securely. This framed document seems to be a listing of names. This pillar is a pretentious portent of pomposity. Examine the Painting This appears to be a scrawled list of the home owner's family tree. You get the impression that he would like to be more important than he is. The listing is nailed to the back wall. Move the Painting Take the Picture Your assessment is that no one other than the owner would want this. It's not worth the bother to bother it. This small ceramic pot shows little indication of being valuable. You quickly jimmy the lock with your picks, but someone has probably beaten you to it. The chest is empty. This is a medium-sized chest such as one you would use to store linens or valuables. This chair is an unpleasant reminder that stylish furniture is seldom practical. This stand merely supports the pot upon it. You thoroughly check out the chair for hidden objects or coins, but you find nothing. Examine the Chest This locked chest is made from walnut wood. The lock shows scrape marks around the opening. Open the Chest Pick the Lock You can't open a locked chest without using your thiefkit's lockpicks. There's nothing left in the couch but the dusty crumbs. This couch looks like it is more ornamental than comfortable. Sort of the kind of furniture you'd expect to see in the house of a maritally-challenged aunt. You unlatch the door, and leave the room. This door looks like it is locked with a simple latch. This looks like a simple end table made for placing a drink while eating pizza. This small shelf holds only a few shells and empty bottles. This is too heavy to tote around, and it just isn't very valuable. Checking the back edge of the couch, you find assorted pizza crust crumbs, dust, and a small gold ring. You decide to take the ring and leave the rest. You move the painting to reveal a concealed safe. This is a painting of a richly dressed, older woman holding an overweight small dog. She has an unpleasant expression, as if she disapproves of everything you are and do. This table looks unusual, like something one would buy at a yardsale. Examine the Painting Studying this painting, you get the impression that this is the portrait of some important (well, wealthy anyway) member of the family. The owners must be trying to inherit from her, but they put the painting under the stairs so they wouldn't have to look at her. Move the Painting Take the Painting The woman in the portrait seems to glare at you with disdain. This painting is best left where it is. If you stole this, the owners would probably rejoice. However, no one else could ever want to own this thing. This painting looks like the colors are very primative. Examine the Picture Take the Painting The picture is secured to the wall on the left side. You cannot remove it from the wall. This painting is done in a fairly primitive art style. It was probably painted by a relative of the homeowners. It is secured to the wall by hinges on the left side. Move the Painting There's nothing of value left in the drawers of the chest. This small chest has several drawers. This pot looks decorative and tasteful -- but not something you could fence. You carefully search the chest drawers, only finding some loose change which you add to your purse. You thoroughly check out the chair for hidden objects or coins, but you find nothing. This chair is small and not designed for anyone who weighs more than 60 quarks. This plant has perished from lack of water and sunshine. This shuttered window would add little light to this room during the daytime. This amphora looks like it was carved from alabaster. This small pot looks like it was used to hold trash, such as pizza crusts and gyro wrappers. The stairs have a sturdy look and the banister is solid. You can't see a thing through the shuttered windows. No sense in taking out the garbage; that should be the owner's job. Hoping it is valuable, you add the alabaster amphora to your backpack. Examine the Safe Open the Safe There's nothing left in the safe. The safe seems to be of fairly standard manufacture, with a very standard trap set upon it. Disarm the Trap You open the safe, and remove 300 drachmas and some jewelry. Since you have an allergy to pain, you think twice about trying to open the safe without first disarming the trap. You attempt to disarm the trap. You obviously did not manage to disarm this trap. You successfully disarm the trap on the safe. This room is unlit. Darkness dominates. You bumped into something in the darkness. It's hard to make out anything in the dark. It's hard to do anything in the dark. If you use your weapon in the darkness, you are likely to injure yourself. Although you could make a big mess here, you can't see well enough to be able to appreciate any artistic endeavors. Besides, you've been warned before about playing with your food.

370.qgmEdit

"Huh? You kill them. You kill my brothers. I kill you now." "What the matter is? What you are doing here? No matter. Now I get you. Now I break you in little bits." "You! You have defeated my brothers. Now I will destroy you." "Abdull, what is this noise? You! Good to see you here. Now I get you. I break you in bits." This guard has fallen asleep on his feet. Abdull may seem dull, but he's very angry right now. "You make bad mistake. You no belong here. Now, I get you. I break you in bits." "What is this? Abdim, you were not to let him in! Get him!" "I not let him in. He come in himself." "Don't just stand there. Get him!" "Grab him!" "You idiot. You were to get the thief, not me." "Now the thief is trapped. We will get him." "What? Huh? Where? Oh. Good. Now we see real fight." "What? Who? Where?" "Come here and get him." "What is it? Oh, the Blackbird! You took the Blackbird. Now I take you." "What was that? Oh, so the thief has found a trap. Abduel, we have caught a thief." "Huh? What? Oh. Okay, Boss. Everything's okey-dokey. We get. We kill." "What? Huh? A mouse? Oh no, a rat. A big rat." "What? Huh? The vase! You broke vase!" "What are you doing here? Why did you break vase?" "Abduel, we caught a rat by his squeek." "No! Just stand there. I'll grab him." Abduel looks tougher than the other brothers. "You should not be here. Boss be angry. Very angry." "I am Abduel. You killed my brother. Prepare to die." "So you think you come here to steal. No, you come here to die." "Abdull, the Blackbird is gone. Someone has taken the Blackbird!" "Caught like a rat in a trap." "Everything's all right, Boss. Everything's just great." "I will make the rat squeek. I will make the rat go splat." "Abdull, you idiot! Don't stand there talking to him. Get him!" Abdim looks much like his brothers. "I am to guard the front door. I am to keep people out. How did you get in here?" "You kill him. You kill Abdull. Abduel! Abdull dead. Very, very dead." "What you are doing here?" "Little thief, you have killed my brothers. Now I will kill you." "What is going on in here? Oh, so the thief has come for the bird. Good. Then you will get what you deserve. I will get you, and I will break you into little, teensy bits." "What? So, you have come into the trap. You will not get away this time. Abdull, we have a guest." "What is wrong? Oh, Boss, nothing is wrong here. Everything will soon be under control. I will make sure of it." "What is going on out there? Abduel, what are you doing?" "Fools, if the Blackbird is stolen, you will all wish you were eunuchs." Abdim is a has-been. Abduel is definitely dead.

375.qgmEdit

This torch looks almost burned out. They must have used it for a while. This room looks like Ferrari has done well for himself financially. He certainly knows how to live a life of luxury. There is some magic connected with the front door and some on the Blackbird, but nothing else of significance. This window is pretty secure -- you couldn't open it without breaking it. This window is dark with the night sky. You attach the rope and grapnel to the balustrade. The missing glass and bars are not too noticeable at night, but they will be very visible in the daytime. Leave Through the Window Shut the Window Open the Window Break the Window Fortunately, you've already removed the window glass. If you broke it, you would just alert everyone in the house. You exit this room through the window. Forget It You've already opened this window! It's hard to shut this window, since you've taken it all apart. This window is rather dirty, and probably hasn't been washed in ages. You cannot hear much more than the heavy breathing of the nearby guard. This door seems to be made from quality materials. Examine the Door Listen at the Door Open the Door Pick the Lock This is obviously the front door of the building. Through the keyhole you see the back of the large guard who stands in front of the door. Forget It You open the door. You pick the unlocked door. This pillar is ornate and rather tacky. This pillar supports the balustrade and the balcony. You carefully grease the feet of the small table. This small table looks quite sturdy and well-constructed. This pillar is impractical. Steal the Table Examine the Table Push the Table This table is made of hard wood. Judging from the quality, it was built by a master carpenter. It doesn't have any padding on its feet, and so would probably mark the tile if dragged. Forget It Climb the Table You push the table. This table is too bulky and awkward to steal. The table seems sturdy enough to support your weight. 1. No medical and no dental, but man, is the pay good! For our biggest fans... This plant is made from silk. It's phony fern. From the home office of Pegleg Willie... TOP TEN PERKS OF BEING A THIEF 10. Flexible work hours ensure never missing Family Ties reruns. 9. Unlimited "Super-sizing." 8. None of that pesky guilty feeling after polishing off entire box of cookies. 7. Secret Thieves Sign earns free sundae with dinner entree at??participating Friendly's restaurants.?? 6. Instead of three proofs-of-purchase and 4 to 6 weeks for delivery, NO proofs-of-purchase and 4 to 6 weeks for delivery. 5. All the Poland Springs you can drink. 4. That special bond you feel with Han Solo. 3. Dark, tortured persona resulting from constant internal struggle of life as a criminal waging war with your selfless heroic exploits really attracts the babes!?? 2. Nifty "Li'l Swindlers" decoder ring. And the Number One Perk of Being a Thief... This lounge chair is of the traditional Hellenic style used for dining and entertainment. This drape is mostly used for ornamental purposes, judging from the dust upon it. Look, it's got corduroy pillows. They're making headlines! You can hear the breathing of the guard standing on the other side of the door. This is probably the door to the outside balcony. Examine the Door Listen at the Door Open the Door Pick the Lock Through the door's window, you see a guard standing on the other side. You quietly test the doorknob. The door is not locked. Forget It You open this door. You pick the unlocked door. You move the painting aside to reveal a concealed safe. You'd think someone would invent a more original hiding place than this. You see a smug and self-satisfied portrait of Ferrari. No self-respecting thief in his right mind would ever try to fence this. No one else would want it! This looks like a rather ordinary candelabrum, not worth enough to bother stealing. This small end table has no drawers or items of interest to the discerning eye. Careful examination reveals that this was made from base metal. It is too heavy to be worth the effort of carrying it around. He's got a mind like a steel trap -- rusty and illegal in 23 states. I'd fez up, but gosh, what a tassle! These pots are too impractical to backpack. These pots are more ornamental than valuable. You place your replica of the Blackbird carefully on the alcove. This alcove is obviously designed as a special display area. You can see through the back of the alcove into the other room. This door seems to lead into a bedroom. Examine the Door Open the Door Pick the Lock Listen at the Door This door seems to lead into a darkened bedroom. It has been locked on the inside. Forget It You hear some loud, obnoxious snores. Of course, it's locked. You try to pick the lock of this bedroom door. Unfortunately, this triggers an alarm on the inside. By standing on the table, you can see through the alcove into the other room. The guard called Abduel is seated at a table, eating. If he glances up from his food, he would see you and the Blackbird clearly. You can hear the sounds of someone pigging out in the other room. This looks like the door to the kitchen area. Examine the Door Pick the Lock Open the Door Through the keyhole, you can see into what looks like a kitchen. One of Ferrari's guards is seated at the table, facing you while he eats. He occasionally looks up from his meal to glance at the door from where you watch him. Listen at the Door Forget It You open this door. You pick the unlocked door. This pitcher is a simple clay pot used for water. It isn't worth the effort to take it with you. This looks like a standard safe of Silmaria. You examine the area, and find nothing that would support the weight of the grapnel, rope, and your body. This balustrade looks sturdy enough to support your weight, as long as you don't stand in one place too long. The stairs are covered with a thick carpet, and the railing looks classy. Yes, this is exactly what you suspected -- a safe with a complex trap attached to it. Disarm the Trap Use the Force Forget It You prepare to disarm the trap. There are better ways to commit suicide than this, and many are far less painful. You decide to avoid setting off explosive devices as best you can. You've already cleared out the entire contents of the safe. You're rich! You're rich! You're wealthy beyond your wildest dreams! Well, maybe not that rich. But you are 1,000 drachmas richer. Better still, Ferrari is 1,000 drachmas poorer. You hear the sound of muffled surprise coming from the other side of the door as someone notices the Blackbird is missing from the alcove. You see the Blackbird proudly displayed in front of the glass-backed alcove. The door is locked, and you don't have time to pick it now. You cannot do that while in combat because you would just become an easy target for some very angry person. You don't dare move too much -- you may fall off this narrow ledge. You look around the room from this new vantage point, then get down. The door is now locked, and you have no time to unlock it while combat is imminent. You cannot blackjack someone who is trying to get you. You carefully enter Ferrari's house, and survey the treasures of this room. From your precarious perch on this narrow ledge, you can hear loud snores coming from directly below you. You carefully hide the Blackbird in your backpack. You carefully exchange the imitation Blackbird for the real Blackbird. You place the real thing in your backpack. The Blackbird is too high for you to safely take it without a chance of dropping it. This amphora looks like it was carved from the finest of alabaster. It's probably pretty valuable. This torch is scorched. You can't reach the Blackbird in order to exchange it with your cheap imitation. You happily add this to your backpack. The balcony of this room has a door to the outside and a door which probably leads to a bedroom. The wall is painted a lovely shade of blue. This small stand is more ornamental than practical. This stand is too flimsy to take. This looks just like the real thing. You readjust the position of the imitation, so that it is identical to the original's position. TMP MSG: Clicked DO on imitation blackbird while NOT on table..

380.qgmEdit

"My thanks, but I have no need of this." "You are giving me these flowers? They are very pretty. No one but my father has given me flowers before you." "It would seem that Gort defeated both you and I in the Rite of Freedom. We must do better. Gort will not make a good King for Silmaria. The scientists would then run this kingdom." "It seems that you have done very well for the Rite of Freedom. I will do better on the next Rite, I assure you." "I drove the brigands away after you left the valley. I was called a Hero by all except my brother, Barnard. He considered my actions to be unladylike and unsuitable for his little sister. He wished me to wear dresses and marry a nearby nobleman." "As you recall, I was the Brigand Leader you were seeking to destroy in Spielburg. Fortunately, you removed the curse upon me before we came to sword blows. I am an excellent swordsman, you know." "Good straw. Toro like snack straw." "Toro like smell pretty flowers. Like eat pretty flowers, too." "Good see Hero man. Good Hero man here. Toro like Hero man." This Minotaur is very familiar to you... It's Toro, from Spielburg. He looks likes he is a lot tougher than the first time you met. "Hero man go water place. Elsa not go water place." "Hero man! Elsa here. Elsa, Hero man here." "It is good to see you again. I assume you are here to be my rival in the Rites of Rulership. We seem to have the bad habit of working against one another each time we meet." "Ah, you are highly fortunate to have entered into the presence of the epitome of the Heroic Prototype. I, Magnum Opus, have graced this Guild with my magnificent presence." "Good see Hero man. Hero man not talk too much." "Hero man and Elsa try be King. Not let Magnum man be King. Magnum man only talk big." "Rite one all done. Hero man do good." "Hero man do last Rite good." "Hero man and Elsa kill Hydra good. Both do good." "Elsa do Rite, too. Learn destiny. Not like what she hear." "Bad Rite. Hades bad place." "Hero man see Elsa? Toro no see Elsa some time. Toro worry." "Good see Hero man." "Good see Elsa. Elsa good friend." "Good see Hero man." "See you, Magnum." "Not like. No thanks." Ask about Toro Ask about Toro Ask about the Adventurer's Guild Ask about Silmaria Ask about the Guild Master Greet Toro Ask about Elsa Ask about the Man Say Goodbye Ask about Toro Greet Toro Ask about Elsa Say Goodbye Ask about the Adventurer's Guild Greet Toro Say Goodbye Ask about Magnum Ask about Toro Ask about Elsa Greet Toro Ask about Toro Ask about Rites of Rulership Greet Toro Say Goodbye Ask about the Adventurer's Guild Ask about Toro Greet Toro Ask about Elsa Say Goodbye Ask about Elsa Ask about Magnum Greet Toro Say Goodbye Ask about Toro Ask about Elsa Greet Toro Say Goodbye Ask about Toro Ask about Elsa Greet Toro Say Goodbye Ask about the Rite of Destiny Ask about Toro Ask about Elsa Greet Toro Say Goodbye Ask about Toro Ask about Elsa Greet Toro Say Goodbye Ask about Toro Greet Toro Ask about Elsa Ask about the Adventurer's Guild Say Goodbye Ask about Toro Ask about the Adventurer's Guild Greet Toro Say Goodbye Ask about Rites of Rulership Ask about Toro Say Goodbye "Hope see Hero man later. You good man." "Elsa good. Elsa Hero. Make brigands leave Spielburg. Fight brother all time. Brother dumb, but brother boss. Dumb boss, bad boss. Elsa leave Spielburg. Elsa come here be boss. Elsa good boss." "Good see Hero man." "Toro come here. Guild guy ask Toro if adventurer. Toro say yes. Guild guy say Toro Guildmaster. Guild guy go, Toro stay. Toro Guildmaster." "Come here with Elsa. No like man Elsa with. Stay here in Silmaria." "Good place talk adventure. Good place make body strong. Good place learn things. Good place." "Man got money. Man got big house. Man got big boat. Man got Elsa. No like man." "Like Silmaria. Feel like home. Like Guild. Important job. Miss Elsa. Want Elsa be here more. Glad see you." "Good luck, Hero man." "Sad see go." "Elsa best person. Friend." "Happy see you." "Okay. Happy Elsa here." "Sad see go. Sad see Magnum man stay." "Better day now Hero man here." "Good luck, Hero man." "See you Hall of Kings. Hero man look good with Elsa." "Too much hot air here." "Work out here lots." "Mens sana in corpore sano, I, Magnum Opus, always say. You look as if you could use some exercise to build up some muscles. I am an excellent example of physical fitness." "It is warm in here. Rigorous exercise tends to produce heat." "Smells like sweat." "Sweat is a manly odor, beast. Physical exercise cleans the body." "Water cleans body better." "Toro okay until Magnum man show up." "I, Magnum Opus, have transformed the beast's day from 'Okay' to a memorable event." "True. Not easy forget Magnum man." "See soon." "Elsa not like lose." "Happy Hero man and Elsa here safe." "Fishing village not far. Hero man good. Drive away invaders. Beat Magnum man." "Toro like Silmaria. Want Elsa win. Elsa be good King." "Elsa not like lose. Elsa lose, Elsa go. Toro go too. Toro miss Silmaria." "Toro sad. Elsa mad." "I am not mad, Toro. I'm just a little upset at losing." "I will do better next time." "Guild quiet. Magnum man busy with Rite." "Rite done. New Rite soon. Elsa win new Rite. Elsa be happy." "Hero man be careful. Not want Hero man not come back." "Toro okay-dokey. How you?" "Keep watch for Killer man. Keep live, Hero man." "Not see Elsa since Rite over. Worry about Elsa. Worry killer man get Elsa." "Not like Magnum man. Not like Magnum man dead. Killer man get Magnum. Bad thing." "Hydra bad. Hero man and Elsa good. Hydra dead." "Bad things happen Silmaria. Not like bad things." "Don't let Killer man get you." "Elsa like Hero man. Elsa think Hero man fight good." "Hero man find destiny. Hope destiny good." "Glad both did good. Make Toro happy see both happy." "Elsa say very bad things happen soon. Destiny not good thing to know." "Elsa say bad dragon come soon if not stop Killer man. Elsa hunt Killer man." "Elsa no go water place. Elsa no hold breath too long. Minos try get magic breath thing, but no find. Minos mad." "Elsa go dead place. Not good place to go. She mad you first." "Good see you alive after dead place." "Worry for Elsa. Worry for Hero man. Toro not happy." "Hero man do good, bring peace." "Happy Hero man and Elsa back safe from dead place." "Toro not swim." "Hero man look Elsa. Hero man make sure Elsa okay? Pretty please." "Elsa go with Minos after Rite begun. No trust Minos. No like Minos. Elsa think Minos bad. Worry Elsa deep trouble." "Toro not want be here. Toro want be with Elsa. Toro worry." "Elsa best friend. Want Elsa safe. Want Elsa not go to Minos. Minos bad." "Hero man stay okay, okay?" "Elsa okay." "Hero man okay." "Guild okay." "Toro okay." "See you later." "Good day today." "Guild good place work out. Make tougher. Get stronger." "Toro good. Tough Minotaur." Toro nods his head gravely. "He also did not approve of my choice of Toro as a friend. I informed him bluntly how little I cared for his suggestions upon my life and future." "We shall see each other soon, I believe." "I am impatient for the Rites of Rulership to begin. I do not like to be idle. As soon as you enter the Rites, we shall see which of us will rule Silmaria. I shall enjoy your competition." "Minos is a wealthy man, and his ancestors once ruled this island. He says that he is content to advise the ruler of Silmaria. I am staying with him at his palace on an island some miles from here." "I was invited here by Minos, one of the counselors to the assassinated King. He heard of my reputation as Hero, and wished me to enter the Rites. He believes I will make an excellent ruler of Silmaria." "My brother is now the Baron of Spielburg after my father retired. Barnard and I do not agree on many things. He does not approve of my behavior. Thus I sought any chance to get away from my homeland and Barnard." "I did not become Brigand Leader by my good looks. The Brigands respected only the force of the blade. Therefore, I became very good with my sword and dagger." "This is a very fine city. It needs a strong ruler right now. I am precisely the leader the island needs." "I look forward to competing against you for the rulership of Silmaria. You will be a formidable opponent, and I shall have to strive fully to win." "Toro continues to be my loyal companion. However, he seems to have found this job as Guildmaster to his liking. I do not see him as much as I would prefer." "Miss Elsa, too." "Still, Toro, I am happy you have found a life of your own." "We shall see each other at the Hall of Kings. Farewell." "I am not proud of my performance in this instance. Minos insisted that I take his ship to the fishing village. He wished to send in some Goon guards to aid me. I had a difficult time convincing Minos I needed no help." "The invaders saw Minos' ship, and were prepared for my attack. This made the task very difficult. Next Rite, I shall insist to Minos that I shall do things my way." "Gort is very strange. The scientists lead him around as if he were a small child. The scientists speak for him. I do not think Gort has a mind of his own." "That man is very irritating. He seems to believe that he is simply irresistible to women. I find him to be a braggart and a bore. He is not half the person he thinks he is." "It is good to relax after the Rite of Freedom. I do not think we shall have much time to relax soon." "His death was most tragic. No one deserves to die that way." "This Rite of Freedom was indeed a challenge. If this is only the first and simplest of the quests, then I look forward to the other Rites. They will certainly prove which of us is more worthy of the crown of Silmaria." "I look forward to our next quest together." "It matters not who was judged the winner of this Rite. We both did well against the Hydra. We should both have won." "I had an argument with Minos this day. He does not think we should have worked together against the Hydra. He is a fool, and I have told him so. He is not used to anyone telling him such things, and he does not like it." "With the treasure from the Hydra's cave, we could both be wealthy and not need to compete to be ruler. It is obvious we are not in this for the money." "You have done much since we first met. You are very much a Hero." "Leaving so soon? You've hardly worked out at all. You will never become the epitome of the perfect physique as I have become." "I, Magnum Opus, permit you to speak with me." "I, Magnum Opus, supreme warrior of the city-state of Nova Roma, unrivaled as a spearman, unparalleled as a shieldsman, and unsurpassed as a strategist, shall now show Silmaria how great I am." "I, Magnum Opus, am here to win the Rites of Rulership and rule this little backwater city. They obviously need my indomitable leadership skills and matchless statesmanship." "The beast appears to be the guildmaster here. It seems that no one else wanted the job." Elsa von Spielburg has changed since you last said farewell. Then she was wearing a dress in her father's castle. Of course, when you first met her, she was the enchanted leader of the Brigands. She's always been an impressive person. Talk to Elsa "You have won another Rite. You would not have won without my help. Remember that you owe me for this." "I could not have won without your help. We work together well." "I cannot believe that Gort fought the Hydra, and returned to Silmaria before we did. We should have won this Rite!" Elsa nods her head in acknowledgement and makes the countersign. "Thank you for the offer, but I already have some of these." "You are most kind. It is true that I can always use healing potions. I thank you." Ask about Elsa Ask about Rites of Rulership Ask about Swordsmanship Ask about Brigands Ask about Spielburg Ask about Silmaria Ask about Habits Greet Elsa Say Goodbye Ask about Elsa Ask about Toro Ask about Magnum Ask about Gort Ask about Kokeeno Ask about Rite of Freedom Greet Elsa Say Goodbye Ask about Elsa Talk about the Hydra Greet Elsa Say Goodbye Talk about Yourself Ask about Minos Show the Thief Sign "This is most kind of you to give this to me. I am not certain why you are doing this, but I do appreciate your offer. Thank you." "Do you offer me this? It is most fine and valuable. I will be very happy to own such a thing. I thank you truly." "I, Magnum Opus, have no need to accept anything from anyone." He may be very masculine, but this guy is definitely too arrogant. Ask about Toro Ask about Silmaria Ask about Magnum Greet Magnum Say Goodbye

385.qgmEdit

Just for the halibut, you yell. He's hard of herring. Hey, that's the way the cods fall. Yikes. For a moment, you thought you accidentally entered the Lawyers' Guild. This plaque looks almost like the one from the Lawyers' Guild. It reminds you of something from your old FACS training: "What do you get when you cross a lawyer with a demon from hell? Another lawyer." You remember your old Town Guildmaster's lesson: "What do you do if you're trapped in a room with a Cheetaur, a Minotaur, and a Lawyer, and have only two flame darts left? Shoot the Lawyer. Twice." It was the beast of times. It was the worst of rhymes. Calling all carps! Calling all carps! Be on the fluke out! Shad up! It's Mickey's mantle. If you are not "moose-taken," this is the rare Moosefish. Remember -- No moose is good moose. That's a tough way to make a buck. A small plaque below it reads: "Property of the Yosemite Entertainment Software Prop Department." A moose once bit my sister... No, really! Mynd you, moose bites kan be pretti nasti... I await you with baited breath. You cod swear this fish just winked at you. It must be either a flirting finnie or a kissing gourami. You recognize this creature -- you must have turtle recall. The fireplace is hot. There's no fuel like an old fuel, I wood say. A little no ledge can be a dangerous thing. Error 52: A script is being disposed and there is a cloned object that is still using a class in it. "On the wall of the Guild,??The tortoise sits.??That rabbit's foot??Didn't help a bit."????Mynamar Shave Take some time to mullet over. This zebra obviously didn't hide before... for it's hide now. This is the Minotaur Chair. The Minotaur Dining Set, Minotaur China Cabinet, and Minotaur Love Seat are on lay-away. Error 47: Not an object: $0 Script 64997/$146 Hah koo nah mah tah tah! Oh no! Pumba! He didn't go whole hog. He looks "boared" to death. Early ham radio. He looks disgruntled. Picking a lock is not something you should do when you are being watched. This grate blocks off the stairs to the upper level. You engage in the strenuous task of physical fitness. It takes a lot of energy to do this much work. Is it a treadmill or a torture device? Hard to tell. It's a dolphin-free tuna. It was caught on porpoise. It's a tippy gnu and antlers too! These are ill-tempered swords... These swords are so dull, they are more likely to bore you than to bore a hole in you. What would Arne Saknoosan say? Upon closer inspection, you detect an empty holder. It looks like a strong cudgel used to hang next to the swords. Beggars and bums sometimes disguised them as canes or walking sticks. For protection after sunset, clubs were often made of special wood to strike fear into evil creatures. Once a year, hordes of drunken bums would attend their favorite night clubs and yell out "Harpy, yew near!" The Simbani say, "People who live in grass houses shouldn't stow thrones." Sha kha kaa! The last time you saw a chair like this was in a gnome's pawnshop. That same shop sold strange things like musical jokes and oddly colored metal-plated feathers. "Rap Puns Sale! Rap Puns Sale! Lead down, hue rare!" That last joke was pretty hairy, huh? Actaully, this seat reminds you a little of the Laibon's chair. Man, sometimes he'd talk forever! Or is it a piano tunie? At least it's not a two-knee fish. It's a numb skull. Oops! You have tried something we didn't think of. SCI version 1.000.072 Examine the Door This metal grate prevents access to the stairs. There is a simple lock on the grate. The stairs lead to a landing, then continue upwards. You can make out several voices snoring upstairs. The small sign on the door says, "Old Fishermen's Home." Knock on the Grate Pound on the Grate Pick the Lock There is no response. People are still asleep upstairs. Your pounding doesn't begin to disturb the sleepers upstairs. They must really be "re-tired." Ni! The knight is always darkest just before the pawn. The writing on the plaque shimmers for a moment, then reads: "To unlock the mystic gate to untold riches and power, you have but to say the word that rhymes with 'Orange.'" I'll look out the door, but I can't look out the window. It gives me the shutters. This door leads outside to town. How can you tell if there's a drummer at your door? The knocking always speeds up. Speaking of musicians, what do you call a city dwarf who keeps exact time? A metro-gnome. For a moment the writing on the plaque wavers, then reads:??"He Who Would Cross??The Sea of Fate??Must Answer Me??These Questions Twenty-Eight." The writing on the plaque flashes for an instant, then reads:??"Ee Ni? Me Ni? My Ni? Moe! Katcha tie grr byda tow! Iffee holl rrs leddum gho!" The rest is indecipherable. Words rapidly scroll off the plaque, only to be replaced by new words. Most of the messages are too quick to read, but it looks like many of them are from adventurers named "Kimmus," "Mona," "Ozbloke," and "Pegleg Willy". I wouldn't send a knight out on a dog like this. It's a knight who says, "Neeeee... wom!" You see a bunch of notices that various people have posted. Legend says only virgins can see unicorns. You pretend you can't see it. It stands to reason that it stands corrected. Understand? Looking the logbook over, you realize that it is relatively new. You figure it was started when Toro took over as the Adventurer Guildmaster of Silmaria. You see the logbook of adventurers in Silmaria. You spot a small piece of paper tucked almost out of sight... "From the home office of Pegleg Willie... TOP TEN SPECIAL PALADIN ABILITIES IN DRAGON FIRE 10. Keen Paladin ability to sense nougat 9. Unusually good fashion sense 8. Extra-supple skin 7. "Punky Power" 6. Super-good relationship with in-laws 5. Magic Spandex 4. Extra-lusterous ??ear-hair 3. Ability to read the mind of Steven Seagal 2. Very high lactose tolerance And the Number One Special Paladin Ability in Dragon Fire... 1. Flaming Paladin Rash (Don't worry about that last item. Twenty Honor points later, you earn the Flaming Paladin Soothing Balm.)?? You have already signed the logbook. Read the Logbook Examine the Logbook Sign the Logbook You take the pen lying upon the table, dip it into the octopus ink, and sign your name and quest into the book. You glance through some of the pages of the logbook. The latest entry in the logbook is your own. The latest entry says,??"I, Elsa von Spielburg, have come to Silmaria to win the Rites of Rulership and become ruler of this kingdom." The previous entry in this logbook has the following message:??"I, Magnum Opus, warrior extraordinaire, shall soon rule all who are here. You are most privileged to be in my presence." A fairly recent entry in the logbook reads:??"Kokeeno Pookameeso, guard of Silmaria, has become an adventurer so that he may compete in the Rites of Rulership. Silmaria shall have the ruler she deserves." The earliest entries mention something about the Dragon of Agnor... ...the vicious Chicken of Bristol... ...and something about "Sir Not Appearing In This Picture." There are no other interesting entries in this logbook. The previous entry says:??"I, Elsa von Spielburg, have come to Silmaria to win the Rites of Rulership and become ruler of this kingdom." One of the entries in this logbook has the following message:??"I, Magnum Opus, warrior extraordinaire, shall soon rule all who are here. You are most privileged to be in my presence." One entry reads:??"Kokeeno Pookameeso, guard of Silmaria, has become an adventurer so that he may compete in the Rites of Rulership. Silmaria shall have the ruler she deserves." One page has the following:??"For a good time, see Nawar at the Dead Parrot.??I'll be happy to give your wheel a spin." There is a large entry in the book:??"Toro now Guildmaster Silmaria." A faded entry near the beginning of the logbook says, "I, Daedalus, and my son, Icarus, shall leave Marete forever, flying on wooden wings covered with wax and feathers." There are no other notable entries. You can read your signature in the logbook. The logbook is filled with the names of the adventurers who have visited this Guild. You are too exhausted to continue exercising on this treadmill.

387.qgmEdit

Previous Lost:??Small Wicker Basket??Last seen: Beach southwest of Silmaria??Return to Sarra the Bead Merchant??Small Reward Reward for Water??From the Hippocrene Stream ??Located near the foot of the Pegasus Peaks.??Bring to the Famous Adventurer??c/o The Famous Adventurer's Correspondence School??Eris Way, Silmaria, Marete. Top Drachmas Paid ??For Used Weapons.??The Easy Way to Riches.??See Pholus the Weapon Smith. Hey man, need some Energy???So do we!??Bring the Feathers of a Pegasus to the Apothecary,??and we'll fix you up!??Keep on Truckin! Whoa, Dude!??You into some Heavy Duty Fighting???We could really use some Dragon or Hydra Scales.??Get a dandy Potion to keep away sunburn.??Your Friends at the Apothecary Thank You. Yo, Adventurer Dudes and Dudettes,??We could use rare flowers or plants.??Maybe we could stop this poison thing going around.??Check us out!  ??Salim and Julanar. You know, there's some serious Sleeping going on around Town!??We could use some magic sleep stuff to fix things.??You got any Lethe Water from Hades???Sure could use it.??Peace, Brothers and Sisters!??Salim and Julanar. Wanted for the Crime of Regicide.??Assassin of the King of Silmaria.??Reward of 2,000 drachmas for information leading to arrest. Wanted for Murder and Wanton Destruction.??Slayer of Kokeeno Pookameeso.??Destroyer of Dragon Pillar southwest of Silmaria.??500 drachma Reward for information leading to arrest. Wanted for Murder and Regicide.??Assassin of the King.??Attempted Murder of Ugarte.??Reward of 2,500 drachmas for arrest. Wanted for Murder and Regicide.??Assassin of the King of Silmaria??and Ugarte.??Reward of 3,000 drachmas for his arrest. Wanted for Murder and Wanton Destruction.??Slayer of Kokeeno Pookameeso and Magnum Opus.??Destroyer of Dragon Pillars west and east of Silmaria.??3,000 drachma Reward for information leading to arrest. Wanted for attempted Murder and Regicide.??Assassin of the King of Silmaria.??Attempted Murder of Rakeesh Sah Tarna.??Reward of 5,000 drachmas. Wanted for Murder and Regicide.??Assassin of the King of Silmaria, ??Rakeesh Sah Tarna, and others.??Reward of 5,000 drachmas. Wanted for Destruction of Dragon Pillars and Murder.??The Dragon Pillar near Tinos was destroyed, the body of an invader found beside it. Death was similar to Kokeeno Pookameeso and Magnum Opus.??Reward of 10, 000 drachmas for Information leading to arrest of this assassin. Ios Dragon Pillar Broken??The Dragon Pillar near Ios has been broken.??This is the fourth Pillar destroyed with the Blood of Sacrifice.??Pillars have deep magical significance.??This criminal must be stopped!??Reward of 10,000 drachmas for significant information. Northwest Pillar Destroyed??The Dragon Pillar northwest of Tinos has been destroyed with Sacrificial Blood. ??Pillars have deep magical significance.??This could lead to the destruction of Marete.??Reward of 15,000 drachmas to stop this foul ritual. North Dragon Pillar Destroyed??The North Dragon Pillar has been destroyed with Sacrificial Blood. ??Marete is in danger of being destroyed, and the Dragon of Doom released to the world.??Stop this foul ritual! Enter Rites of Rulership??Be King of Silmaria??Good Job for Best Man or Woman??Go to Hall of Kings Rites of Rulership Contest??Rite of Freedom Over??Elsa is Second??Good for Elsa Rites of Rulership Contest??Rite of Freedom Over??Elsa Not Win??Too Bad Rites of Rulership Contest??Rite of Conquest Over??Friend of Elsa Win Rites of Rulership Contest??Rite of Valor Over??Friend of Elsa Win Rites of Rulership Contest??Rite of Valor Over??Elsa Win!??Good for Elsa! Rites of Rulership Contest??Rite of Valor Over Rites of Rulership Contest??Rite of Destiny Over??Friend of Elsa Win Rites of Rulership Contest??Rite of Destiny Over??Elsa Win!??Go Elsa! Rites of Rulership Contest??Rite of Courage Over??Elsa Win! Rites of Rulership Contest??Rite of Courage Over??Friend of Elsa Win Rites of Rulership Contest??Rite of Peace Over??Friend of Elsa Win Lost Basket Water Needed Weapons Bought Feathers Scales Flowers or Plants Water Regicide! Information Needed Reward 2,500 drachmas Reward 3,000 drachmas Reward 3,000 drachmas Reward 5,000 drachmas! Reward 5,000 drachmas! Tinos Pillar Destroyed Ios Pillar Gone Northwest Pillar Destroyed Destruction Imminent! Rites Open Rite of Freedom Over Rite of Freedom Over Rite of Conquest Over Rite of Valor Over Rite of Valor Over Rite of Valor Over Rite of Destiny Over Rite of Destiny Over Rite of Courage Over Rite of Courage Over Rite of Peace Over Next Done Adventurers' Guild Bulletin Board Help Wanted Potion Ingredients Needed Wanted Help Announcements Press when finished looking at the Want Ads The Current Message Press to see the previous message Press to see the next message Press when finished looking at the messages Press to return to the main Want Ads board Select a Message to Read

390.qgmEdit

This palm is so pathetic, all it ever has is blind dates. This shoreline forms a path along the steep sea cliffs on one side, and the rising cliff wall on the other. You can sense no real magic in this area other than the sheer beauty of this seaside landscape. Warm ocean waves gently wash onto the well-tended shore. The clear sparkling water darkens to a cold, deeper blue further out. It's a very calm palm for such a balmy day. Steady sea breezes enable the metal windmill to power the control room. This appears so well-constructed, it is clearly a pier without peer. This sandy ridge rises about twelve feet above sea level, allowing passage to the island of Marete. The Glide spell would be of no use on these waters. While it might fit perfectly in place here, this spear is not something you want to take a chance on breaking or losing. This piece of equipment has a slot for a lever and a small sign reading, "To set or release the gondola, pull the lever." This building seems to house some of the gears and machinery leading from the windmill to the cable car pulleys. There is a slight jerk as the spear sets into place. It seems to fit perfectly. There is a slight jerk as the spear sets into place. It seems to fit perfectly. While it might fit perfectly in place here, this spear is not something you want to take a chance on breaking or losing. This strange device is some sort of a gondola with a wooden horse's head attached to it. Perhaps it was salvaged from a defunct carnival. The strange towers and devices on this artificial island are definitely odd by anyone's standards. This must be the fabled Science Island. This is obviously a stock rock from our prop department. These sturdy supports seem awfully strong just to suspend a little cable. The fortress walls surrounding Silmaria give the city a military look. Someone has already harvested all the dates from this palm. This palm looks embalmed. It must be Egyptian. This rock must be a coward -- or else it would be "boulder." This tower's view of the sea allows watchers to keep an eye out for invading maritime marauders. The fortress windows allow the guards to watch this area for invading armies and other nuisances. This tower allows guards to keep an eye on the shore, watching for island invaders. This is Bill's Gate. This plant is "fernly" in place. These rocks form a ridge that rises rapidly above this rim. The guard in the fortress window raises the gate for you. Your spell opens this portcullis to town. This mechanical device has a lever on the left side. A section extends into the windmill's gears, and a section extends back into the control room. These gears utilize the motion of the turning windmill in a most mechanical manner. The rudder applies stability to the windmill, keeping it aligned so that it always faces the wind when the windmill turns. When open, the blades of the windmill catch the air and make the windmill turn. This device seems to have something to do with the cable. This support seems to deal with the mechanics of the nearby brakebox. Academy of Science is on Sabbatical.?? You see some sort of sign about Science Island. 1) Release Gears on Windmill??2) Release Brake??3) Set Brake as Gondola Arrives?? 1) Enter Gondola??2) Release Brake??3) Ride Gondola to Academy of Science To enter the Science buildings, simply take the Science Knowledge Quiz near the entranceway. When you have passed the Quiz, the door will be opened. To Activate Cable Car:??1) Release Gears on Windmill??2) Release Brake??3) Set Brake as Gondola Arrives??4) Enter Gondola??5) Release Brake again No Salesmen or Magical Charlatans allowed.??If you don't believe in Science --??We don't believe in you! I am involved in serious scientific research and cannot be disturbed.??Sorry for the inconvenience. Science Shall Prevail!??Go Away. Closed for Repairs. Science Island is Closed Today. Welcome to Science Island! To Activate Windmill for Cable Car: To Utilize Cable Car: Welcome to the Academy of Science No Admittance to Science Island. Welcome to Science Island! Cable Car to Science Island is Out of Service. Science Island is Closed Tonight. Welcome to Science Island! This device seems to be a wheel around which passes the chain cable. Science Island looks like it was built upon an artificial platform supported by huge pylons. It's quite an engineering feat. This ramp would make a very dangerous diving platform, considering the cables below. You wonder what its purpose is. This narrow tower might be a chimney to carry the heat of a furnace below. It's made of brick so it won't catch on fire and become a towering inferno. This open air building looks like a perfect place from which to observe the sea and sky without getting too wet from the water spray. This very narrow tower makes a handy barometer. If it is wet, then the air pressure is low. You study the complex screen. This seems to be some sort of display screen for information about a Science Quiz. This curiously shaped building is rather enigmatic and "in-conic-lusive." Why, this looks like it might be the Brain of Dr. Castle! This entranceway seems to lead back into the building. This looks like an entranceway into the Science buildings. However, the way is blocked by the huge metal gear. The huge gear has rotated around until the opening has cleared. You can see into the darkened building. This looks like an enormous gear. You cannot physically move the gear out of your way, and you cannot enter the building while it remains in place. You pass through the opening into the Science Institute. This odd combination of pulleys, chains, metal bars, and a mechanical claw is obviously designed to move. This circular platform has an unfathomable purpose. These thick metal pylons support the platform upon which Science Island rests. Nasty spikes attached halfway up the pylons discourage uninvited guests. This metal chain runs through the supports from the windmill area to Science Island. The crane controls do not respond to your touch. You push the lever to release the windmill gears from the drive shaft. As you apply pressure and start to open the windmill blades, the rope attached to the upper ring breaks and falls into the water. Done Welcome to the Academy of Science!??You too can have a career as a successful research assistant for a brilliant scientist.??Please take the simple Science Quiz to enter.??Do Serious Research! ??That was not the correct answer! You will have to do better than that. Take Test Science Academy Quiz Done ??That was your second wrong answer. Maybe you are just not cut out to be a scientist? ??That was your third wrong answer. I'm sorry, you are not qualified to enter our presence. ??Congratulations! You are now able to try to be a scientist. Lucky guy. Next The Quiz Questions and Answers Press to take the quiz. Press to leave without finishing the quiz. You missed your target, and need to try again. The movement of the giant gear now reveals an open door into the Science Academy. The crane automatically places the winged gondola upon the platform. The balloon inflates from the hot air of the brazier, and the winged gondola begins to rise. You quickly seat yourself and start pulling the oars to flap the wings. Press to leave the test. Press for the next question. There's no point in stopping the gondola there; it's too far away. The Science Academy seems to have been closed for some reason. You can't find a way to open the entranceway now. You pull the lever to re-engage the gears of the windmill. The lever seems to have rusted in place, and cannot be moved. You grab the rudder with your rope and grapnel, open the blades and rudder of the windmill, then quickly pull back your rope. You firmly grab the upper ring attached to the rudder, and levitate to the ground. You pull on the ring, but the chain is taut and the ring doesn't move. This looks like some sort of crank that has rusted on its chain. 2. To discover the true meaning of Life, the Universe, and Everything. 1. To explore new worlds and new civilizations. 3. To find out what dimension the missing socks go to when they're washed. 4. To provide telepathic communication with ants. What is the purpose of Science? Wrong.??While you are an "enterprising" individual, you are clearly not a Scientist. Wrong.??Unfortunately, some things cannot be determined. A scientist needs to know what is knowable, and what is beyond the limits of knowledge. Wrong.??Psi, I was afraid you'd say that. Correct.  ??A true scientist would be willing to hitchhike to the end of the galaxy for answers. What is the Goal of the True Scientist? D. All of the Above A. To get tenure at a major University and be set for life. B. To impress babes with your towering intellect. C. To plot to take over the world! Wrong.??Scientists have "broad-er" goals than just gals. Wrong.??Tenure is just the means to a greater end. Wrong.??That's just what we do tonight. Correct.??A Scientist has a diverse portfolio of desires and goals. What does every Scientist need? 1. To be able to spell Betelgeuse. 2. To be able to tell the difference between a hawk and a handsaw. 3. A diploma from the Academy of Science in Silmaria. 4. A perpetual motion machine. Wrong.??Only Rocket Scientists can spell Batalgoose, um... Beetlejuice, ah... Well, who cares? Wrong.??Only when the wind is southernly. Correct.??You are definitely a degree above the ordinary. Nah... Everyone has one of those! What is a Quark? D. All of the Above A. A bartender on a Space Station. B. A measure of weight. C. A particle of an atom. Incorrect.??You belong in Deep Space, nein? Incorrect.??You didn't weigh the question enough. Wrong.??You only got "particle" answer. Correct.??A true scientist looks for all the anwers. Why is Science Essential? 1. Without Science, the world would be destroyed by ignorance and superstition! 2. It keeps Scientists employed. 3. Were it not for Science, gravity wouldn't exist, and everyone would fly around everywhere. 4. All of the Above Wrong.??The superior mind of a scientist could easily find a job in the food service industry. Wrong.??Everyone knows that without gravity, everyone would laugh their heads off. Correct.??The shining beacon of science shall shatter the darkness of superstition! Incorrect.??Tried to outsmart this test, did you? Caught ya! What is the Essence of the Scientist? C. An incredible intellect and a flare for the savoir faire. A. A profound mind in a round body. D. Subtlety and a bad temper. B. Brains, brilliance, and a body that won't quit! Incorrect.??Scientists are immune to flattery; however, I like the way you think! Wrong.??It's not that Scientists are portly; it's just that smocks are baggy. Correct.??Scientists are cool, calculating, cunning, capable, incredible, and modest. Wrong.??That's Wizards, you nit! What is the Academy of Science? 2. A gathering place for the greatest minds, a training zone for towering intellects, and an excellent and exciting environment for experiments. The best place in the world to be! 1. The domain where trained brains are disdained. 3. A collection of backbiting, plagiarizing, criticizing, crazy old coots who think they should rule the world. 4. A place where people who have no lives tell other people how to run their lives. Incorrect.??It's plain you've strained YOUR brain. Wrong.??Who are you calling Old? Wrong.??You obviously need to study more and goof off less. Correct!??You have obviously come to the right place! You grab the upper ring firmly, and levitate to the ground. What would happen if you levitated into the whirling windmill blades? It would be a clear case of the "Twit hitting the fan." Too gruesome... You have no problem adjusting this brake lever. Examine the Lever Pull the Lever Push the Lever Use Force on the Lever Leave It Alone This lever looks like it affects the machinery leading from the control box below and out to the overhanging pole. You assess that it probably switches something in someway. The lever seems to be stuck firmly in place. The lever doesn't want to move. With a surge of strength, you force the lever to move. Unfortunately, you feel a snap and the lever flips out of your hands. You adjust the brake. You place the sheet sewn by Gnome Ann upon the winged gondola. The rope on the winged gondola doesn't seem to help matters right now, but it could be useful if you wanted to tie something onto this later. Smearing goo on the gondola doesn't seem to improve its aerodynamics any. This is a gondola in which wings have been attached. Someone may have been trying to make a flying machine, but this is too heavy to fly like this. The winged gondola is lightweight, although it is too bulky to be carried around. The wings are too small to be of any use, except maybe for steering. All in all, there's not much you can do with it right now. You can use the sheet as a sail on this ship, but it won't fly. This thing needs greater lift than just an ordinary sheet. The wood of this Gondola is too wet to catch fire. Besides, with as much work as it took to raise this out of the sea, burning it doesn't sound particularly useful. The wood of this Gondola is too wet to catch fire. Besides, with as much work as it took to raise this out of the sea, burning it doesn't sound particularly useful. The brazier doesn't do anything for the winged gondola right now. You place the windproofed sewn sheet upon the gondola. You attach the sewn sheet to the winged gondola with the rope. You could tie the sheet onto the winged gondola, but it won't do a lot of good. You need the sheet sewn before you can turn it into a balloon. The Gondola is neatly attached to a rope. You have secured the rope to the gondola, and made certain the rope could sustain the gondola and your own weight. This stuff doesn't do much for the ropes or the gondola. Your rope is resistant to fire, and the gondola is still a little damp from the sea. All in all, it is futile and useless to try to set it on fire. Your rope is resistant to fire, and the gondola is still a little damp from the sea. All in all, it is futile and useless to try to set it on fire. You tie the sewn sheet to the gondola. An unlit brazier doesn't do much for this winged gondola with a rope tied around it. This rather ugly sewn sheet now covers the winged gondola. You stretch out the sheet, and center the hole over the center of the winged gondola. You smear the goo over the covered sheet, to make this thing hold hot air. You secure the windproof sheet to the gondola. The brazier is not very useful at this point, and only gets in your way in the winged gondola, so you put it away for now. The sheet starts to catch fire, and you realize that you could destroy the thing you need right now, so you quickly put the flickering flame. The sheet starts to catch fire, and you realize that you could destroy the thing you need right now, so you quickly put the flickering flame. This looks like a sewn sheet hung up on the cover of the gondola, and doesn't seem too useful, yet. You try to attach the sewn sheet to the gondola, but you probably need something to hold the two together better. You smear the windproof goo on the attached sheet. The sheet on the balloon looks tacky, but this contraption is starting to come together. If you used the brazier right now, the balloon would sail off without the gondola. Thus, you keep the brazier out of the way for now. Setting fire to this thing might be momentarily satisfying, but unfortunately, not very useful if you want to use it later. The balloon would float away, and the gondola would be ashes. Setting fire to this thing might be momentarily satisfying, but unfortunately, not very useful if you want to use it later. The balloon would float away, and the gondola would be ashes. You secure the rope over the sheet, and make certain it won't slip loose. You place the brazier onto the winged gondola, light the brazier, and attempt to inflate the sheet. Nothing happens. The sheet refuses to retain the hot air. If you tried to light this contraption, you'd just burn up all the work you've gone through. Besides, the smoke would just flow through the sheet, and wouldn't inflate it. If you tried to light this contraption, you'd just burn up all the work you've gone through. Besides, the smoke would just flow through the sheet, and wouldn't inflate it. You smear windproof goo upon the balloon. You've got the makings of a terrific balloon here, if only you could catch the wind. You secure the ropes, and make things ready to fly. You carefully place the brazier under the opening of the sewn sheet, but the cold brazier does nothing. You light the brazier, but the smoke just flows through the sheet, and dissapates. You need something to make the balloon windproof. Thus, you put the fire in the brazier out for now. This thing isn't very attractive, but it is almost ready to go. You light the brazier, but the smoke just flows through the sheet, and dissapates. You need something to make the balloon windproof. Thus, you put the fire in the brazier out for now. You could get into the gondola and start flapping the wings, but you have a feeling something is missing from this contraption. If you try to set a fire in the winged gondola, it will just burn a hole in the bottom. You need something to contain the fire so it won't burn the gondola, and you along with it. If you try to set a fire in the winged gondola, it will just burn a hole in the bottom. You need something to contain the fire so it won't burn the gondola, and you along with it. You light the brazier. This sends warm air into the opening of the attached sewn sheet. As it inflates, the balloon starts to rise, and you flap the wings to guide this curious flying machine. This weird conglomeration is starting to come together. You do what you can to make this thing ready to fly. A gondola lies semi-submerged in the water. It looks like it has wings. You don't suppose someone was trying to build a flying machine, do you? Everyone knows machines can't fly! You light the brazier. This sends warm air into the opening of the attached sewn sheet. As it inflates, the balloon starts to rise, and you flap the wings to guide this curious flying machine. You can't get near the winged gondola while it's on the water. The rusted lever cannot be moved. What is Magic? A. Superstitious hogwash. B. Ludicrous legerdemain deceiving weak and shallow minds. D. All of the Above C. An irrational ideology of incredible idiocy. Wrong.??This answer was a mere understatement. Incorrect.??Accurate, but inadequate. Not Quite Right.??Close, but not all encompassing. Correct.??Science shall send superstitious stupidity to oblivion. What is a Lab Assistant? 1. An underpaid undergraduate with delusions of tenure. 2. A bright young student with a brilliant career in the tremendous field of Science Research. 3. The person whose brilliant thoughts and studious research gets plagiarized by the professor. 4. Chief petri dish and bottle washer. Wrong.??Tsk, tsk... Such a cynical answer for one so young. Correct!??Congratulations, and welcome to the Academy of Science. Wrong??It's not plagiarization -- you'll be credited in the footnotes. Incorrect??You'll also get to wash test tubes and microscope slides. You see some sort of control panel on this wall.

400.qgmEdit

"Are you trying to poison me? First you ruin a pizza by putting dead plants on top, then you dare to cover it with salty fish remains! Destroy it quickly before it kills us all." "Bah! That is disgusting! Artichokes belong in a compost heap, not on a pizza." "Yes! It is a pepperoni and jalapeno pizza, the ultimate blend of science and art! If we could but harness this power, we could rule the world. Care for a piece?" "That bears a passing resemblance to a proper pizza, but pepperoni cannot carry a meal by itself. It needs a bit more fire before it can be good enough for science!" "I will have nothing to do with sickeningly sweet things like that! Science is not about sweetness." "Much better. It is time I returned to my work, now that that meddlesome Pretorius has gone for the night." "You fool! I have no time for this; science awaits! It is something to sink one's teeth into." "Don't touch that! You could set off a chain reaction of cataclysmic proportions!" "You do have a bit of intelligence about you. But don't overestimate yourself. There is nothing here that a non-scientist can even hope to comprehend." "Why, this is quite marvelous! An anchovy and artichoke pizza, the ultimate combination of ingredients! You have the makings of a true scientist. Feel free to look around and learn what lessons you can fathom." "An artichoke pizza! How deformed it looks without anchovies to give it flavor. A true scientist accepts nothing less than perfection." "Uggh. How could anyone do this to a pizza? This is a perversion of the ultimate nutritional food. You obviously have no taste, young man." "Uggh. How could anyone do this to a pizza? This is a perversion of the ultimate nutritional food. You obviously have no taste, young man." "It has been scientifically proven that candy is a major contributor to tooth decay and obesity. You should be ashamed of yourself, promoting bad dietary habits." "Ah, that feels much better. There is nothing quite like the feeling of rising with the dawn to get in a good day's work at scientific research and experimentation. Good morning!" "Please do not disturb me. I am conducting an important experiment to see if the leading paper towel actually does absorb 50 percent more than the nearest competitor. You should leave... now!" "Please do not touch the equipment. It is delicate, and should not be touched by anyone other than a true scientist." "Greetings! You must be looking for a successful career as a lab assistant for extremely important scientists. You come at a good time. All you need to do is pass the final test on the screen over there, then you can start your training." This distinguished scientist seems to be a pleasant and reasonable eccentric. Dr. Pretorius seems somehow more sinister and cruel than the pleasantly crazy simple servant of science that you once thought him to be. Talk to Dr. Pretorius Make Thief Sign Never Mind "I am Dr. Pretorius. I shall be your mentor and advisor. Gort over there is my senior lab assistant. We'll make a true scientist out of you." "I do not have time to talk. I am in the critical moment of a sophisticated mathematical calculation. My research will determine once and for all whether pigs have wings." "Ah, my instruments indicate that the solar orb has crossed beneath the horizon line. That means it is time for me to go. Farewell, young student of science." "Ah, you do show scientific promise! However, the wind is quite fierce out right now. I suggest you put off your test flight until the weather is more calm. Otherwise, it will interfere with your data, and you will probably crash." "You hold an element of the perfect pizza in your hands, but it is incomplete as yet. Anchovies need to be balanced with a more subtle element." "Hmph! That smacks of superstitious folderol. No scientist would ever be deluded by such mystical mumbo-jumbo." "I have no need of that. This laboratory is fully equipped." "Fascinating. A pity it is just the fevered imagination of an artist and not a true work of science. You could almost envision the gondola outside being supported underneath that floating ball." "It has been scientifically proven that candy is a major contributor to tooth decay and obesity. You should be ashamed of yourself, promoting bad dietary habits." Pretorius looks at you with curiosity as though cataloging a new scientific phenomenon in his mind. He has obviously never seen the thief sign before. Ask about Dr. Pretorius Greet Dr. Pretorius Ask about Pizza Ask about Science Ask about Gort Ask about Science Island Say Goodbye Ask about Rites of Rulership Greet Dr. Pretorius Ask about Dr. Pretorius Ask about Dr. Mobius Ask about Science Ask about Gort Say Goodbye Ask about Rite of Valor Ask about Dr. Pretorius Ask about Science Ask about Dr. Mobius Ask about Gort Ask about Science Ask about Science Ask about Science Ask about Science Say Goodbye Ask about Gort Greet Dr. Pretorius Say Goodbye Ask about Dr. Pretorius Ask about Rite of Destiny Ask about Flight Greet Dr. Pretorius Greet Dr. Pretorius Ask about Rite of Courage Ask about Rite of Peace Ask about Gort Ask about Gort Ask about Flight Say Goodbye Ask about Crane Ask about Dr. Pretorius Ask about Gort Ask about Flight Say Goodbye Greet Dr. Pretorius Greet Dr. Pretorius Say Goodbye Ask about Secret Laboratory Ask about Dr. Pretorius Ask about Dr. Pretorius There is a vague sense of magic within this man. "That will not be necessary. We are fully funded by our alumni, tuitions, research grants from major corporations, and private donations." "When you come to the revelation that science is the ultimate adventure of a lifetime, you may return here to begin your academic career." "Other than a slight speech impediment, Gort is the perfect example of the self-made man. He is the very model of the Aristotelian ideal. Just look at that splendid cranium capacity! You'll not find a finer specimen anywhere." "You mean, you are not here to become a famous scientist? Um, I'm afraid I am very busy right now and have no time for salesmen, reporters, adventurers, or other riff raff." This scientist seems calmly dedicated to the principles of science. However, there is another angry personality somewhere below the surface. It feels as though he has two minds inside each other. "You are wise to ask that. Pizza is the essence of scientific principles. A well-designed pizza is like a well-designed experiment, balanced and planned in every aspect." "I am head scientist and instructor at the Academy of Sciences here in Silmaria. Most of the scientists are on sabbatical right now. There was a little disagreement about one of the experiments... However, we are fully operational as an educational facility." "The crust must be crisp and to the point, like the hypothesis one seeks to prove by experimentation. The sauce must be the careful combination of the various substances distilled to their essence, like the exploration of a hypothesis of the experimentation." "The cheese must be binding, like the culmination of the exploration of a hypothesis of the experimentation." "The anchovies and artichokes which are necessary for the truly well-designed pizza are there because they happen to be my favorite pizza toppings." "Science is the application of mathematics and reasoning towards solving the problems of the universe." "For example, one could say that the flair of the hypothesis is equal to the sum of the glares on the opposite sides. Unless, of course, you consider that to be triangular reasoning." "Science Island was constructed by careful scientific processes. It has all the necessary elements for research, a microscope for the minuscule, and a telescope to explore the cosmos." "There is a platform designed to land flying machines, and a crane to retrieve sub-sea-surface vehicles. There is also a slide for launching upper orbital artificial satellites." "Unfortunately, most of those things haven't been invented yet." "I am certain that Gort and I will come up with the perfect formula for removing the invaders from Keros in a non-violent fashion." "Gort will make the perfect King for Silmaria. He will be backed by the power of science, not superstition or brute force." "Dr. Mobius is a... um... colleague of mine. He tends to work nights on his research." "Gort and I are developing a way to defeat the invading mercenaries without actually engaging them with physical combat. We are scientists, not barbarians." "You can't always find all of the answers on the surface. For example, the so-called Rite of Freedom seems to demand killing the barbaric invaders." "But that would be a brutish, unscientific answer. Science declares that all things are possible. Hence, it must be scientifically possible to defeat these invaders without resorting to force. Gort and I are working on a non-violent solution to the problem." "Oh, are you here again? Come to worship at the altar of divine reason, no doubt." "Farewell, young person. May the science be with you." "Like myself, Gort may be said to be truly a product of science! Knowledge runs though his veins and drives everything he does." "Mobius and I may disagree on methods, but we have many things in common. We both believe that science should rule the world." "I am looking forward to the next Rite of Rulership and a new set of experimental results. This time, Gort will do even better." "I am disappointed that the first Rite of Rulership should be such a trivial matter. I would think it should be something important, like calculating Pi to the ten thousandth decimal place." "Perhaps you're starting to get an idea of what can be accomplished with the aid of science. You know what they say -- Science is Golden!" "Science has the ultimate solution to every problem confronting the cosmos. Of course, the goal of the scientist is to find the solutions of science." "Here's a scientific conundrum for you. What is lighter than air?" "Science shall prevail where superstition fails. Hmm. That was rather clever, wasn't it? I shall have to write that down." "Why does smoke rise and rain fall? Because smoke is hotter than the outside air, and seeks to escape to a cooler atmosphere. Rain is cold, and so seeks the warmer ground." "So, what is lighter than air? Hot air!" "Why cannot man fly like a bird? Because he doesn't have wings and feathers. That's an obvious scientific conclusion." "Science shall rule Silmaria whether Silmaria wishes it or not. Too long it has suffered from superstitious poppycock under the domination of the so-called Wizards. With those charlatans properly drugged, we scientists will reign supreme." "Gort is even now on his way to the Isle of the Hydra. With science behind him, he should have no difficulty resisting the Hydra's acid blood and defeating it." "Time for you to fly, is it? Let knowledge guide your path." "Good luck on your journeys. There's something new to learn everywhere." "The crane outside? It is quite a remarkable invention, able to move in multiple degrees of freedom while lifting very heavy objects." "It has long been the dream of scientists to invent wings and fly like birds. It's theoretically possible, you know... Icarus and Daedalus even managed it once, although with somewhat unfortunate results." "Ah, it's another beautiful day for scientific discovery. Did you know that preliminary research indicates that the moon might NOT be made of green cheese after all?" "I am feeling particularly light-hearted this day. My research has been flying along lately." "Is that all the council can come up with, slaying monsters to prove your worth? Gort will have no problem with this one, but it's hardly a test of brain power." "We still have the survivor's set of artificial wings on display. Unfortunately, they would fall apart if anyone actually tried to fly with them again. Pity. I should like to try it sometime." "It's a shame you no longer have the wings. Through the air is the best way to get to Delos." "We should not have to waste our time or Gort's sending him to Delos. What can he learn from an oracle?" "Good day. I'm happy to see you taking such an active interest in scientific research. We could use a new junior scientist or two here." "Welcome back to Science Island. I trust you are spending your time well with experimental research. I've been studying ways to get whiter whites and more colorful colors." "Unfortunately, relatively few of the sheets have survived the process thus far. Well, none actually." "This is the stupidest one yet. Getting to Delos is an interesting challenge, but why would one want to go there? Oracles are for people who can't make up their own minds, usually because they don't have any." "This Rite is fundamentally impossible. It will be a waste of time for all involved. Thus, Gort and I shall wisely study whether paramecium actually come in pairs, while you all pursue this nonsense." "Gort is now completely waterproof. He should have no problem seeking Atlantis, assuming that it exists, of course." "Some scientists here tried to put wings on a gondola once, but they couldn't get it to fly very far. Well, actually, it crashed almost as soon as it took off." "We built a crane to retrieve the winged gondola, but no one has had time to continue that particular experiment." "Of course, it's not the easiest thing in the world to program. One must plan ahead and perform each step in its proper order." "I'm beginning to get a bit peeved. The new King should be someone who can think, not one who listens to the nonsense spouted by oracles." "I suggest you spend your time wisely. Study your trigonometry and forget Hades!" "That flying machine you created was truly amazing. It's a pity you did not return with it. I would have liked to study it further." "Gort has better things to do than waste my time with meaningless Rites. Go ahead, if you so choose, but you are wasting your time." "This superstitious tripe about oracles and destiny is precisely why we scientists are going to rule the world. Such balderdash!" "By the way, try not to mention the fact that Gort isn't quite human. Some people just won't understand. It shall be our little secret. Oh, and that bit about the drugged Wizards? Forget you heard that, why don't you? That's a good lad." "Some people might object to having a re-animated dead creature for a King. However, Gort shall be guided by my scientific genius, and such superstitious prejudice shall be eliminated." "You should not have done that! You are not yet mentally prepared for the marvels that science reveals within this secret lab. Please go away." "You have not yet proved yourself worthy of the knowledge of this laboratory. Kindly forget that you have seen this." "A journey to Hades is utterly preposterous! Everyone knows that when people die, they go to that great research center in the sky!" "I was just doing some minor adjustments on Gort. He was starting to act a bit heroic, and that would be most unwise. Science should be cautious, not foolhardy!" This scientist has an angry expression, and a mad cast to his eyes. Dr. Mobius seems more sinister and cruel in this secret laboratory than he did before. Talk to Dr. Mobius Make Thief Sign Never Mind "I am Dr. Mobius. For now, you are an ignorant peasant. If you wish to prove otherwise, you will have to pass the Test." "Not now. I have very important research to attend to. Very important! Go away." "Ach, the day is upon us! I shall be off. No competent scientist has anything to do with mornings." "Anchovies survive because they are too disgusting for anything to eat. Get that smelly rotting fish away from me!" "Magic. The delusion of superstitious fools. Some day science will rule and magic will lose its sway over little minds." "I have no use for that. Put it away." "A ball of cloth floating in the air? That sounds like a lot of hot air to me. It would collapse in the wind." "I will have nothing to do with sickeningly sweet things like that! Science is not about sweetness." Mobius looks at you intently as if you were some sort of specimen in a jar. Perhaps he's expecting your imminent demise. Greet the Scientist Ask about Dr. Mobius Ask about Pizza Ask about Science Ask about Gort Ask about Science Island Say Goodbye Greet Dr. Mobius Ask about Dr. Mobius Ask about Dr. Pretorius Ask about Science Ask about Gort Ask about Rites of Rulership Say Goodbye Ask about Dr. Mobius Ask about Dr. Pretorius Ask about Science Ask about Rite of Valor Ask about Gort Ask about Science Ask about Science Ask about Science Ask about Science Say Goodbye Ask about Gort Greet Dr. Mobius Say Goodbye Ask about Rite of Destiny Greet Dr. Mobius Ask about Flight Ask about Dr. Mobius Greet Dr. Mobius Ask about Rite of Courage Ask about Rite of Peace Ask about Gort Ask about Dr. Mobius Ask about Gort Ask about Flight Say Goodbye Ask about Crane Ask about Dr. Mobius Ask about Dr. Mobius Ask about Gort Ask about Flight Say Goodbye Greet Dr. Mobius Greet Dr. Mobius Say Goodbye Ask about Secret Laboratory Oddly enough, there's a slight magical field on Mobius himself. It's as if he was not completely himself. "Soon enough I will have all the money I need to complete my experiments. I will not perform feats of science on charity!" "Had enough of science for now? I shouldn't wonder. You may safely assume that science has had enough of you as well." "Ah, Gort, now there is a truly worthwhile specimen! Have you noticed his magnificent upper body development, the finely tuned coordination in his extremities? And he manages to keep his mouth shut, unlike some." "I have no time for stupid social noises. Save them for those with nothing better to do." You sense a burning anger within this man, and a crazed driving ambition to impress his beliefs upon everyone. He is totally committed to ruling the world, and removing all aspects of magic. Yet underneath, there is a gentler nature struggling to gain control of this man. "You reveal the depth of your ignorance by asking such a question. Every two bit researcher knows the importance of pizza in scientific research!" "Pizza is the ultimate fuel. Some day we will invent cars, airplanes, even spaceships. Undoubtedly they will need pizza to get anywhere. Of course, the pizza needs sufficient fire to achieve its full potency." "Pepperoni and jalapeno toppings, those are the secret to a truly world dominating pizza. Everything else is incidental; those are incendiary!" "Science is the ultimate power. It bends everything else to its needs." "Watch a glassblower make hard glass melt by applying a little heat. That is science at work!" "We created this island to keep out the prying eyes of jealous neighbors. Here we can pursue our research and experiments without fear of offending some petty peasant." "You can find the results of past experiments everywhere around here. Just remember, there is no such thing as a failure in science, only evidence against one hypothesis in favor of another." "Yes, you had best be off to chase invaders. It's quite irrelevant, you know -- Gort will inevitably win this challenge." "Gort is fully prepared to do whatever it takes to ensure the dominance of science over these weak-minded invaders." "My research has lately thrust into the dark recesses of the human mind. I have made discoveries that would leave you gasping in amazement. Lately I have been working on a critical project with Gort." "Ah, so you've met my counterpart, Dr. Pretorius. He takes a rather naive viewpoint into the world of scientific experimentation." "When science and brute force battle, science must inevitably win." "Watch as Gort uses what we have learned here to decimate those barbarian invaders. I doubt they can even factor a polynomial without a reference book." "You've come back just like a bad penny. Maybe you should just turn tail and go back where you came from." "Good. I shall return to the very important research you have been interrupting." "Gort performed magnificently in the last challenge. He is coming along just as we hoped he would." "I am Dr. Mobius, the greatest scientist on Science Island. Unfortunately, that understates my true genius since I am surrounded by dolts. Fortunately, most of them have left me in peace at last." "So, my experiments have gone just as I expected. With science there are no mysteries, only phenomena to be explored. Some day I shall publish my results and astound them all!" "Pretorius is more than a bit lacking in the ruthlessness it takes to pursue a scientific trail to its conclusion. Nonetheless, he is a scientist and has occasionally been of great use to me. "Rites of Rulership. Hah! These tests are just an excuse so the politicians can get someone to do all their work for them. "Science is what separates man from brute animals." "Or, in the case of dissection, it's what the scientist uses to separate brute animals. You'd be surprised at what a true scientist can do with a few loose body parts." "You should never underestimate the power of science." "Heat rises, cold sinks. That's science. But where to get the heat, and how to keep it from escaping? These are the deeper questions." "Science is about going beyond the limitations of nature. We can create unimaginable power at our whim." "With science, man can conquer the land, the oceans, even the sky. A few feathers, a little wax, and the scientist becomes a bird. You, on the other hand, are at best a stuffed pheasant." "Now you can see true science at work. I have created a man! Nyaah hah hah!" "Gort has his own special ways of getting around. He won't let a little thing like a sea get in his way." "Good riddance to you as well." "Tell the oracle she should get a real job. Picking pockets or something else more honest than making up prophecies." "Using the crane requires some forethought, not one of your strengths. Each action has to be preset, then activated. I can't imagine what you'd want to lift with it anyway." "You, fly? Hah! Like as not you'd let the wax on your wings melt like Icarus did, and fall into the sea. He didn't even think to tie the feathers together. A scientist always makes a backup." "Shouldn't you be off getting killed by a Hydra or something?" "The real trick isn't killing the Hydra; it's finding a way to get to its island when no boat will go near it." "The so-called researchers who built that flying gondola lacked rigor. The boat is much too heavy to fly. A real scientist would have figured out how to make it lighter before trying to fly in it." "Sending Gort to Delos is a total waste. He needs scientists, not seers!" "Oh, it's you again. Watch if you must; maybe you'll become worth something some day." "Good evening? What's so good about it? Oracles and prophecies. Poppycock!" "The fluid! I must have the fluid! Hydrogen hydroxide is just the thing. Fortunately, I can get all I need of that here." "I am boiling with rage! Instead of science, they want Gort to indulge in prophecies. They want us to guide our lives on some faker's made-up fortune!" "Destiny. Hogwash! A scientist's destiny is whatever he chooses to make of it." "More philosophical nonsense. How is Gort supposed to go into a place that doesn't exist?" "If this so-called underwater city actually exists, Gort will have little trouble getting there. We made him waterproof, of course, and he's quite heavy enough to walk there under the waves." "That's right, go off on your hopeless quest when you could be learning real science here. Say hello to Hades for me. Argh!" "That flying trick was fairly clever. You may not be quite as hopeless as I'd supposed." "This time Gort will remain here so we can continue our research. I will not send him off on a wild Hades chase!" "First that charlatan on Delos, now this insane figment of a land which does not exist. There is no such place as Hades!" "Now at last you begin to see a hint of my true genius! My research draws near its completion. Just imagine a world populated by Gorts!" "What is the meaning of this outrage, asking that we pretend mythology is history and Hades a real land? There shall be an accounting for this!" "Goodbye, young man. When next we meet you will see me in quite a different light, I assure you." "Gort is my finest work of science to date. Now you understand his strength and power -- they came from MY brain!" "How did you find your way in here? Only Pretorius and I know about this laboratory! Or has he too betrayed me now?" "What are you doing here? This lab is restricted! Only master scientists are permitted here. Go away!" This tall man is strangely proportioned, and has an odd complexion. He seems to be ignoring everything you say to him. Gort appears to be unconscious while strapped to that ominous-looking lab table. You sense no magic on this person. This person seems as calm as death.

405.qgmEdit

There's no wick for the rested. The grimy, scorched metal hood attests to the long operation of this brick furnace. The inside of this Academy of Science seems very dark and gloomy. You detect nothing strongly magical in the area around you. There is a sense of unrestrained ambition lingering in this area. Interesting furniture. The top is smooth but oddly shaped. There is a subtle repetitive pattern in the grain. This must be the famed Periodic Table. The brick furnace does a lousy job of heating the room. Most of the heat is vented away by the long pipe. Then again, it might be used for some sort of arcane science experiment. A stairwell winds upward well out of sight. A small elevator sits in this corner of the room. A brass plate bolted to the base shows it was made by the "Oh, 'tis Levitator" company. Signed,"Eyesack Gnutun." Various things you could do with this bench: mark, press, or warm it. These lights are awfully high up. Some graffiti on the ceiling reads, "If I reached them, it was by standing on the shoulders of giants." A positron microscope sits in this corner of the room. It's a powerful telescope. Or an upside down microscope. You just hope it's not one of those trick telescopes that puts a black ring around the viewer's eye. This ramp leads outside to the circular platform. Noxious and innocuous chemicals share the shelves of this small chemistry set. Some wag arranged the chemicals on the bottom shelf to read?? "C - He - Mo - S - Tr - Y Co - Rn - Er." Too bad "Mi" wasn't available. The case is made from some sort of skin. It must be an ??"ox hide". You'd best not mess with such things -- people might think you are mad. You think this way leads out to the crane. You remember the crane outside looked very strong. After you saved Raseir's sister city, you remember there were many cranes used to help in the reconstruction of Shapeir. In fact, you remember a wooden one that had been damaged in a fierce storm, but was still being used despite inadequate repairs. You wondered at the sanity in trusting a "doctored fir Raseir crane". The operating bed looks cold and hard. You can see the impressions of fingernails dug into the restraints. Sinister hooks and rings dangle high above. Oh, that reminds you... You've got a dentist appointment next week. It's a...no, wait, it's more like a...no, no, that's not it. What the heck IS this thing? A tall cage is set partially into the floor. Small lights above it would allow for close examination of the trapped subject. Hmm... It just gauss to show you... There's no place like ohm. My resistance is weakening. Oh, it's a pizza pie chart. Is this a pie chart or a pizza? This long pipe vents the smoke from the furnace out of the room. It looks exhausting. This fluid would look a lot scarier if it weren't cotton candy colored. This is no Laughing Matter. The controls for the operating bed are inconveniently out of reach. This seems to be a requirement of every hospital on the planet. I hope you've been brushing regularly! It looks a lot like a map of Gondwanaland right after the Wild Party of '42. It could be a blueprint for something really scientific. Then again, you wouldn't know a superconducting supercollider from a hole in the ground. A long brush is held in place by a lavish Bavarian gripping mechanism. This must be the famous broom "hilda." The last time you saw pipes this big was in a Cheech and Chong movie. Several huge pipes of unknown purpose run the height of this room. You thought you were clever, but you can't guess what they are for. Oh, canny boy, the pipes, the pipes are galling you. The entrancing entrance. Or an egregious egress. Just a guest's guessed jest. The bright flickering green screen hurts your eyes a little as it displays test questions. This broom is so dirty, it would make sweeping changes to a clean floor. Thus, you leave it alone. Gee, you'd think the mad scientists would have at least invented VGA and ditched this monochrome text-only screen by now.

      • Temporary message so WINGS_405 will be added .h file.***

It's a micro brewery. If this was Septemberfest, you'd crank this baby right up. It's a Tester. Or maybe an ATM. You better hops to it! We mead something to drink. Yeast beer with me. I'd rice to the occasion but I barley know how to operate the machine. Don't wine! It's a whiskey venture... (that one deserved a lot of booze!) Whose cider you on? These puns are unbarrelable. Let's claret up before I schnapp. Physics: What is Gravity? B. The weak attractive force between objects. C. Something served with biscuits and potatoes. A. A companion of depravity. D. All of the above. 2. The sound emitted by the opposing fans who hoped the batter would strike out. 1. The sound people make at the top of a ferris wheel. 3. A chemical emitted by an organism in order to stimulate behavior in another organism of the same species. 4. None of the above. Biology: What is a pheromone? Astronomy: What is a heavenly body? C. Nawar at the Dead Parrot. A. Any of the infinite objects that exist outside of this planet's atmosphere. B. A salacious joke about prostitutes made by an astronomer (or was that a heavenly bawdy?). D. All of the above. Astronomy: What is a Tachyon? 1. A rude involuntary intake of breath. 3. A hypothetical particle that travels faster than light. 2. A sticky switch. 4. All of the above. Chemistry: What is a catalyst? D. All of the above. B. A substance that provokes significant change or action. A. A Katta with one leg shorter than the other. C. How Santa keeps track of whether Marrak and Sarra have been bad or good this year. Mathematics: What is a Hyperbola? 4. None of the above. 3. A curve formed by the intersection of a cone with a plane. 2. A very fast moving Minotaur. 1. A perbola on drugs. Mathematics: Name the Sum of Two Plus Two. 3. How much would you like it to be? (Oops, that's the Lawyer response.) 4. Four. 2. At the very least you're fairly sure it's three. (Oh, that's the doctor who's afraid of malpractice.) 1. What's a Sum? Physics: What is fluid mechanics? D. None of the above. B. A branch of mechanics dealing with fluids and gasses. C. A plumber. A. Graceful engineers. What is Geometry? 4. All of the above. 3. A branch of mathematics that deals with measurement. 2. What the acorn says when it becomes an oak. 1. I don't know. Geometry: What is "Pi R Squared"? 4. None of the above. 2. The surface area of the top of a pizza pie on which the slices are "R" long. 1. Pi R not squared, Pi R round! 3. Pan Pizza. Astronomy: What is "A.U."? D. All of the above. C. Astronomical Unit, or about 93 million miles. B. Something you yell to get someone's attention. A. The school for Astrologers. Biology: What is a Bacterium? 4. All of the above. 3. A single cell organism. 2. A type of camel. 1. The opposite of a Fronterium. You know, it's kinda hard to see things through a telescope in the daytime. It's just too bright. So you want to be a scientist? It takes real brains to wrestle quadratic equations. If you believe you have what it takes to be a successful scientist, take this simple test. You, too, can be formulating theorems of the universe in no time. To open the secret lab door, enter your Access Code. Access Denied. Botany: What is a Daffodil? You place the wing harness over your shoulders, and you now wear the wings like Icarus. You cannot wait to test these wings out. You realize that it would be very difficult to fly by night because you could not see where you are going. It would be better to wait until daytime to fly. ABC Your Secret Scientific Laboratory Access Code is: "ALGEBRA" You are Correct. Incorrect. Try the Test for Assistant Lab Researcher. Hmm. You seem to be almost capable of handling simple directions. It is possible you might be able to be an assistant assistant lab assistant. With assistance, of course. Congratulations. You have successfully passed the test. You are fully qualified as a lab assistant. You are not correct. Perhaps you should try the assistant assistant lab assistant test. Congratulations. You have somehow managed to guess your way through this test. You are probably competent enough to become an assistant lab assistant. Your Secret Scientific Laboratory Access Code is: "PIZZA" Your Secret Scientific Laboratory Access Code is: "SCIENCE" Your Secret Scientific Laboratory Access Code is: "FUNMATH" Your Secret Scientific Laboratory Access Code is: "LOGIC" Cancel DEF Enter GHI JKL MNO PQR STU VWX YZ SECRET LABORATORY Enter Access Code ALGEBRA FUNMATH LOGIC PIZZA SCIENCE The Access Panel has been Reset. Science Aptitude Test Take Test Escape You have failed miserably. Perhaps you should pursue a career as a computer game programmer instead!?? ??I Have You Now, You Cannot Escape!?? Done! Bye Bye Password The Test Questions and Answers Press to take the test. Press to leave without finishing the test. Press for the letters A, B, or C. Press for the letters D, E, or F. Press for the letters G, H, or I. Press for the letters J, K, or L. Press for the letters M, N, or O. Press for the letters P, Q, or R. Press for the letters S, T, or U. Press for the letters V, W, or X. Press for the letters Y or Z. Press to reset the password. Press to enter your password. Press to get your personal, secret password! Artichoke & Anchovy Pizza Jalapeno & Pepperoni Pizza <-- Crunchy Crust <------ Tasty Pepperoni <------ Interesting Anchovies <---------------- Fiery Jalapenos <-------------- Smooth Artichokes <-- Tomato Sauce <------ Melted Cheese "An Anchovy and Artichoke Pizza, the Ultimate Combination of Ingredients!" "It is a Pepperoni and Jalapeno Pizza, the Ultimate Blend of Science and Art!" 4. A Pickled Duck. 2. A member of the Narcissus Genus. 3. A very silly Crocodile. 1. A Great Price on a Daff. This framework is too unwieldy to remove from the wall right now. You'd have to carry it on your shoulders, and that would look really strange. This weird contraption is labeled, "Flying Machine Prototype 1. Some assembly required." It reminds you of the stories of the flying wings of Icarus and Daedalus. The last time you saw a set of wings was in Keapon Laffin's shop back in Raseir. You wonder how the old gnome is doing. You dust the frame with the feathers, but the feathers will not stick to the frame. You apply the wax to the framework to create a wing-like shape. This waxed framework is not really aerodynamic enough to fly. The wings now have a waxy buildup. You attach the feathers into the soft beeswax and create wings. You carefully remove your handiwork from the wall and place it on your shoulders. There are some straps to tie in place, and then you look like you are ready to fly. With a bob of the wings to the scientist, you head upstairs to the ramp. The Icarus Wings look very impressive, now that the feathers have been properly applied. Physics: What is Aerodynamics? D. All of the above. C. The branch of science that deals with the motion of air. B. A type of exercise to music. A. The forensic study of death by being pushed off a flying Namic. Geometry: What is a Quadrant? 1. A four-person flame war. 4. An arc of 90 degrees. 2. 1/4 of an ant. 3. Where they keep the space-time anomalies. Astronomy: Name a Constellation. A. Carcinogenic, the crustacean. D. None of the above. B. Prego, the Not-So-Virtuous. C. O'Reilly, the Radar. Zoology: What is an Octopus? 4. All of the above. 1. A cephalopod mollusk. 3. An eight-armed Katta. 2. What the parrot said as the cat ate him. Anatomy: Name part of the Skeletal Structure. A. Funny, you didn't think science was Humerus. D. All of the above. B. Get this right, or you'll get a Sternum lecture. C. You've never Metatarsal you didn't like. Geology: What is Gneiss? 4. None of the above. 3. A foliated metamorphic rock. 2. A resort city in France. 1. A cold lemonade on a hot day. Geometry: What is a Polygon? D. All of the above. C. A closed plane figure bounded by straight lines. B. An ex- parrot. A. Something that removes polyunsaturated fat from food. Astronomy: Name a Star. 1. Mel Gibson. 4. Sol. 2. The Crab Nebula. 3. Beetle juice. Biology: What is an Insect? D. All of the above. A. A member of the class of six-legged arthropods. A. The result when a substance is homogeneously mixed with a liquid. B. The answer to the previous question. C. When there can be but one Ution. D. None of the above. Chemistry: What is a Solution? Chemistry: Name Three Elements. A. Pizza. D. All of the above. B. Air. C. Fire. 1. What ties a quadrilateral down. 3. A factor of a number that when squared gives the number. 2. The base of a tree grown in a box. 4. All of the above. Mathematics: What is a Square Root? B. The Opposite of an Outsect. C. Ugarte. Geology: What is an Earthquake? 4. All of the above. 2. A shaking of the earth that is volcanic or tectonic in nature. 1. The latest fad in computer games. 3. What the ground does when Budar dances. Astrology: What is an Orbit? D. All of the above. B. A path described by a celestial body in its revolution around another. C. The Opposite of an AND bit. A. Epitaph for a dead rabbit. Botany: What is Flora? D. All of the above. B. What you hit after three ouzos. C. Plant or bacteria life of a region or environment. A. The fairy sister of Fauna and Merryweather. Zoology: What is a Reindeer? D. The Ruling Elk. C. A quadrupedal mammal also known as a Caribou. B. Warm snow, Darling. A. Steering straps for a Tractor. Anatomy: Name a Part of the Body. 2. Ear. 4. All of the above. 1. Eye. 3. Occipital Lobe. This panel says, "Access to Secret Laboratory." Interesting use of the word "Secret" in this context, no? You can't get to the panel control. Gort blocks your way.

410.qgmEdit

There is no visible lock to pick. These huge doors are oddly shaped, but what else is any different? This entranceway is very impressive. This circular roof looks like something you once saw in a book about houses. It is the dome of the home tome. This looks like a very young type of plant commonly used by armies -- the "infant-tree." This tower was probably built in Australia. This strange place is obviously the home of your wizard friend, Erasmus. You sense the whimsy of this location. Besides the fact that this entire place radiates magic, the doors have even more magic associated with them. Other than a slight dizziness at the height, and the potential for falling, there isn't any true danger right now. Knock on the Door Examine the Doors Listen at the Doors Open the Door Pick the Lock These huge wooden doors have metal rings attached to their centers. Heavy chains run from the door rings to the large rings in the mouths of the two dragons which flank the doors. The doorknobs are made of gold. The doors magically begin to open. You hear a curious whistling noise as if air were rushing around. Then again, it might just be the wind. Your hand seems to slide off the door knobs. You cannot get a grip on them, nor do you leave any fingerprints. However, you soon get a little help from some friends. This path is lined with red carpet. This would be very classy, if the whole thing wasn't floating miles above the ground. You're very glad you don't have a problem with heights. At least when you live in the air, you don't have to worry about anyone looking in through your windows -- except for maybe a peeping tom bird. This appears to be the main part of this building. However, knowing Erasmus, you are certain that nothing is as it seems. This tower looks like an ice cream cone twisted by a giant. This building floats in the air! Oh, well, I guess everything here floats in the air. This strange tower looks like it is grinning at you. How appropriate -- a path floats to a floating building. The dragon has a hollow sound when you hit it. It seems to be constructed of metal. This looks like a dragon, but it doesn't seem to be alive. This arcane symbol is either a magic sigil, or mere decoration. Hard to tell. This roof looks "tile-ish" and "reddy" nice. This looks like a very young type of plant commonly used by armies -- the "infant-tree." The turrets on this tower point in various directions -- to maximize tanning possibilities perhaps? This marvelous dragon seems like it was shaped of metal and carefully painted. Then again, maybe this is just a monster magically mutated to metal. The sound of your fist hitting the metal reverberates tremendously. Look, the only thing you could do at this edge is jump. There's got to be a better way to end it all than by becoming ground meat. The view from the edge is awesome... You are so high up, and the ground is so very far down. Looking over this edge could easily induce "acrobatphobia" -- fear of tumbling endlessly over this edge. A nicer pair of parapets you never saw. The view from the edge is awesome... You are so high up, and the ground is so very far down. It's a long way to go for a very short life. Do You Want to Jump? Jump No Way This is definitely a strange and wonderful place.

415.qgmEdit

Say "%s." "You are correct. You may pass." "He that wishes to pass through me,??First must answer questions three." "What is your name?" "What is the meaning of life?" "What is your quest?" "The Wizard is expecting you." "Wrong." "Fenris awaits you." "You may enter." "It is a pleasure to greet you, Elsa von Spielburg." "Erasmus and Fenris are expecting you." "I suppose I have to let you enter, Magnum Opus." Say "King Arthur of Pendragon." Say "Putentane." Say "Sir Robin-the-Not-So-Brave." Say "Oh, no, not again." 42 Ours is not to reason why. Ours is but to do and die! He that dies with the most toys, still dies. This is a stupid question. To save money. To rule the world. To find the perfect cup of tea. To boldly go where no one has gone before! To respect great wizards and fulfill their every desire. To save Silmaria.

416.qgmEdit

Of course, this place is magical! You have the dizzy feeling you aren't in Silmaria any more. My, what big eyes you have! This cloud looks very much like a face. My, what a big mouth you have! My, what a big nose you have! This floating hat reminds you of Erasmus. This crescent moon is not very "moon-dane." From where you are standing, it is difficult to see if there is anything underneath this floating area other than clouds. You set the Teleport spell off. It does it for you. This platform appears to be firm and solid. You sincerely hope it is as sturdy as it looks. This looks rather familiar -- it must be deja vu! This path seems to lead directly into the cloud. You are prevented from approaching the edge by a magical barrier formed by the small fence. This narrow ledge is on the other side of the magical barrier. You feel a magical field that will not allow you to cross the barrier. Obviously, this is for your own protection. This small fence doesn't look like it would keep anyone from falling off the edge. You are prevented from approaching the edge by a magical barrier formed by the small fence. The cloud's magic doesn't seem to work right now.

420.qgmEdit

"I'm not the fan of cheese in this household." "Ah, there's nothing as sweet as chocolate. Thank you, thank you." "Trizzle, trazzle, truzzle, tree,??Turn our hero true 3D!" "So, dear boy, the reason Fenris and I brought you here is this -- you are a Hero. And so, in the grand tradition of all Heroes, you need to go where you are most needed. That happens to be Silmaria at this moment." "This spell will show us something about the previous owner of this rather quaint tool box." Erasmus is a little informal about the way he dresses. He looks like he's either forgotten to wear pants, or else his robe shrunk in the wash. "Sort of a cheap peep on a creep?" "More of a brief relief of a thief, I would say." "The former king was assassinated a short while back. We have no idea why this was done, or even, who did it. Thus you were summoned." "Silmaria needs a new king, and thus the Rite of Rulership is about to begin. This Rite will determine the next ruler for the kingdom." "We would like you to enter the Rite of Rulership. It is the most likely way to find the villain behind the nefarious deeds going on in Silmaria." "If you choose to accept this mission, you will need to go to the Hall of Kings to speak with Logos, the centaur who is in charge of Silmaria right now." "You will enjoy Silmaria. I am certain you will meet some old friends and make new ones. This is an interesting city, and these are interesting times." "Silmaria needs a new King, and thus the Rite of Rulership is about to begin. This Rite will determine the next ruler for the kingdom." "I've arranged for you to stay at the most amusing inn in Silmaria. Would you like to go there now, or are you ready to head into danger?" "That entrance had to be seen to be disbelieved." "Ah, greetings to you again. I just wanted to make a grand entrance for once. Impressive, wasn't it?" "Yeah, it'll really blow you away." "Perfect timing. You are most welcome right now. Fenris and I have just finished a game of Wizard's Whirl." "Erasmus was losing, so he blew up the game." "I just got a little over-enthusiastic, that's all. Now what can I do for you?" "Oh, yes, of course... Here. Take this scroll. You will now have the scroll of 'Whirlwind.' It's a 'wind-erful' spell." "It seems to be an arm that keeps coming and going..." "I got to 'hand' it to you, that's some clue. It's clearly the 'Case of the Purloining Palm Reader.' He'll soon be under 'a wrist.'" "Don't be absurd. This clearly means something. I only wish I could help you more." "That means he's been practicing so he can win this time." "Welcome, welcome! Have a seat while I put away the viewing screen." "I used to use crystal balls, but with the big screen, the reception is better." "What's seen on the screen is more clear than the sphere." "Ah, there you are. I've been warming up the Wizard's Whirl for you." "Would you like to join your companion now?" "Greetings, my friend. It is so nice to see you." "Would you like to play a game of Wizard's Whirl?" "Would you like to observe the activities of your competitors?" "Is there anyone else you wish to observe?" "The former King was assassinated a short while back. We have no idea why this was done, or even, who did it." "If you want to compete in the Rites, you will need to go to the Hall of Kings to speak with Logos, the Centaur who is in charge of Silmaria right now." "Drat." "Nice try." "I believe I go first this time." "I believe this game is mine. Well played." "Open wide." "Candy is dandy, after all." "Hey, don't waste great food on ingrates. You know rats like cheese." "I thought you didn't believe in stereotypes." "So I happen to have a yen for Edam and a hankering for Havarti -- it just shows I have Gouda taste. Certainly Cheddar taste than you." "Thank you, but I'd be burping for days. Do you know how difficult it is to cast a spell when you're burping?" "Yeah, it makes your Razzle-Dazzle fizzle." "Hmmm, I'm certain we have something around here just like that. Thank you, but we do not need it." "Hmmm, where did you find this little kit?" Ask about Silmaria Ask for a Joke Ask for a Joke Ask for a Joke Ask for a Joke Ask for a Joke Ask for a Joke Ask about Rites of Rulership Ask about Fenris Say Goodbye Ask about Erasmus Greet Erasmus Ask about Silmaria Say Goodbye Greet Erasmus Ask about Magical Spells Ask about Fenris Say Goodbye Ask about the Clue Ask about the Crime Say Goodbye Ask about Erasmus Say Goodbye Ask about Fenris Ask about Silmaria Greet Erasmus Ask about Erasmus Greet Erasmus Ask about Fenris Ask about Silmaria Say Goodbye You can sense a great deal of magical ability surrounding Erasmus. Ask for Another Joke You explain that you found it at the bank. "Well then, shall we see what we can learn from this?" "That's why he showed you that thing, after all." "All right then:??Trissle, Trassle, Trussle, Tree,??Show us what we learn from thee." "Why, it's a spell scroll. I'll add it to my collection. Thank you." "Leaving so soon? Farewell, my friend, and I hope you will enter the Rite of Rulership." "Talking behind my back in front of me again, eh? What am I, gefilte fish?" "What's the difference between a Gypsy fortuneteller and you, Fenris?" "Would you like to hear a joke? I'm always happy to tell one." "Mmmm, mmmmm. Nothing like cheese! I can 'edam' any time, even with all this other junk on it." "Hi again. The boss decided to show off for you. Follow me, and I'll show you around." You can tell that Erasmus genuinely likes you. You can also judge that he is a more powerful Wizard than he likes to admit. This familiar rat has hands instead of paws, and his face bears a mischievous grin. "There's something wrong with Erasmus. He was staying up so late practicing the Wizard Whirl game, and now he won't wake up." "He's here!" "Before, he was wired. Now, he's unplugged." "All rat!" Fenris seems to be deliberately avoiding you. You don't suppose Fenris is afraid of mice, do you? "You don't expect me to eat that, do you?" "Hmmm. Pretty shoddy workmanship, if you ask me." Ask about Fenris Ask for a Joke Ask about Erasmus Greet Fenris Ask about Silmaria Say Goodbye Ask about Fenris Ask about Erasmus Greet Fenris Say Goodbye Ask about the Clue Talk about the Crime Say Goodbye Ask about Fenris Ask about Erasmus Say Goodbye Greet Fenris Ask about Fenris Ask about Erasmus Greet Fenris Say Goodbye Ask about Fenris Ask about Erasmus Greet Fenris Ask about Erasmus's Sleep Say Goodbye There is a great deal of magical ability within this small rodent form. You can tell this is a very intelligent, friendly person who happens to be a rat. He's got a distinct sense of humor, and really likes being here with Erasmus. "What style is Baba Yaga's handwriting?" "I didn't know she could write." "Of course, she can. She uses CURSE-ive." "Did you hear about the man who didn't pay his exorcist on time?" "His skeletons came out of the closet and the ghost played hostess?" "No. When he didn't pay his exorcist, he was repossessed. Re-possessed, get it?" "I'd rather I didn't." "Let me tell this one..." "A man walked up to a healer. He has a cucumber up his nose, a carrot in his left ear, and a banana in his right ear." "'Healer, healer, what's the matter with me?' he asked. "'You're not eating properly,' replied the healer." "All right, if an Ogre and a Goon jumped off the cliff at the same time, who would land first?" "The Ogre, because he's here today, and Goon tomorrow?" "No, the Ogre, because the Goon would have to stop and ask directions." "What's the difference between a Silmarian sunbather and a Shapeirian desert dweller?" "One sifts sands by the sea shore, the other shifts sands by the Palace door?" "No, one gets tanned by the sun, the other gets sand by the ton!" "All right, what is the difference between us?" "She's the psychic, and you're the side-kick!" "Hey, I resemble that remark." "What do Silmarians consider the cuisine of Kings?" "Why, Rex-grecs cooking, of course." "Since all the troubles started in Silmaria, people have been leaving like rats deserting a ship." "Hey, I resent that remark. It promotes negative stereotypes of my racial species." "I'm a member of RABID -- Rodents Against Boring Idiosyncratic Discrimination. Our slogan is 'Rat is where it's at!'" "Fenris is quite a skilled Wizard in his own right. He's a Master of Arcane Arts from Mythcatonic U." "Dangerous place for rats -- right next door was Catatonic U." "It could have been a real cat-astrophe." "The Rites of Rulership are a series of quests designed to determine the next King of Silmaria. Interesting custom, really." "He who quests with zest and bests the rest will own the throne for his home." "Gotta go, Hero? Don't be late for your date with fate, mate." "Have a good time doing all those Hero sort of things." "This is my winter home, here in Silmaria. I have trouble working my magic when it's too cold." "Always a pleasure to see you, dear boy. I hope you have been having a good time in Silmaria. Plenty of things to do there, after all. All those merchants..." "Shop 'til you drop and buy 'til you cry?" "Oh, they aren't that expensive." "Yeah. Snow way he'll stay in Spielburg this time of year. He's a Med man." "For years, the kingdom of Silmaria has been a peaceful place for my winter home. I don't generally get involved in things. When you are as powerful as I, you know it is better not to meddle in the affairs of others." "In what sort of affairs do you like to meddle?" "And if you can't be good -- be careful." "That's ir-rat-tating. We rodents don't gnaw when to quit." "Contemplating a crime, eh?" "You look a little distracted, as if you had something on your mind..." "Fenris can be rather irritating at times." "So you're off again, are you?" "Farewell. I wish we could have been of more assistance." "The spell usually reveals something significant about the person who owned the item upon which the spell is cast. It may be a bit obscure, but the clue is important." "Off to another exciting adventure, no doubt. I went adventuring once. I had a lot of interesting experiences, and learned a great deal. My advice to adventurers is this -- never get your boots wet. They make nasty squishy noises, and they never quite fit right." "Speaking of robberies, I, too, had an item of importance stolen from this house while we were in Spielburg. I am missing the 'Prophecy Stone,' a magical rock I was researching. It had something to do with the destruction of Atlantis, I believe." "Someone with magical aid managed to sneak into my castle without the cloud guardian seeing him. I was most displeased, let me tell you." "Don't ever get Erasmus really angry. It's not a pleasant sight..." "Let me think... a toolkit, a hand... I know! It must have been the handyman. You see, the 'fix' was in." "No kidding." "After you and Baba Yaga left Spielburg, it started getting a bit dull there. I puttered around for a while, then decided to come down here to Silmaria for the winter." "The infestation of several thousand baby Antwerps had nothing to do with it, I'm sure." "It's a little quiet floating up here, but I guess I shouldn't complain. It's rather pleasant being involved in exciting adventures without leaving the comforts of home." "Fenris has been acting a bit strange lately. I think it's something to do with those RABID types." "So I tend to foam at the mouth a little..." "I trust you've been taking care of yourself since I last saw you. Have you been eating healthy fruits and vegetables on your adventures?" "Yeah, you need strong bones and healthy muscles when you get eaten by monsters. More nutritious that way." "Good to see you too. I trust you haven't been over-doing your magic practice." "Silmaria is a fascinating place. Fenris and I were just looking over some of the beautiful scenery." "He was paying particularly close attention to this one redhead." "If he was any more sedentary, he'd be in a cemetery." "My house used to be infested with cats, but they're no problem since Fenris took up magic." "I occasionally like to check in on the scenic wonders of Silmaria with my crystal ball." "So far, his favorite scenic wonder seems to be a certain redhead." "Bye-bye. Buy bananas, by Jupiter." "Erasmus can be a pain to live with at times, especially when he's swatting flies with Lightning Bolts. Almost burned the house down." "I've come up with a new syncopated song:??'When you're walking with your lady and she screams to see a mouse,??You know ya gotta leave her 'cause she's acting like a louse.'" "What do you think I am, a standup comedian?" "Off to another exciting adventure, no doubt. I went adventuring once. I had a lot of interesting experiences, and learned a great deal." "Tell us, oh great Guru of the magical tower, will you share some of your hard-earned knowledge with us?" "My advice to adventurers is this -- never get your boots wet. They make nasty squishy noises, and they never quite fit right." "It would be preferable to the ribald rat, at times." "I call it -- Rat Music." "After that entrance, you can tell Erasmus has become an incorrigible ham. So try not to 'incorrige' him." "Fenris exaggerates, as usual. I only caught the curtain in flames, and I immediately blew it out with a Whirlwind Spell." "One thing you can say about being around Erasmus is that it's never boring." "I don't make it to the city often. Too many other things to have fun with. Besides, I get a little nervous in crowds." "People tend to step on his tail, you see." "A rat is like a bard, we're nothing without a tail." "That's it... Hello, I must be going? What's the matter, we suffer from the heartbreak of halitosis or something?" "Erasmus can be irascible at times." "It's invigor-rat-ing to see you again." "Fenris would try the patience of a pachyderm." "As cor-rat-spondent for the Rodent Anti-defamation League, I'm about to cover a real story. Three visually challenged mice are about to sue the life partner of an agricultural engineer for mutilating them unmercifully." "They're sure to win. They got a first-rat lawyer." "We'll be seeing you." "Be seeing you." "Be careful. Sounds like a 'wristy' business." "After all, forewarned is forearmed." "But I thought four-armed was half an octopus." "Bye-bye, good guy. Try not to die." "Erasmus likes to watch what's going on in Silmaria." "I always like to keep abreast of what's going on..." "Or coming off!" "Erasmus can't wait to play you in Wizard's Whirl again. Spends most of the night practicing." "Horrors! I, president of RABID, just found out that people are eating us rodents." "Fenris, I don't think anyone around here would even consider eating your species." "I found them listed on a menu -- rat-atouille and chocolate mouse." "That's chocolate mousse." "Oh, that's all right then. Moose are dangerous." "The screen is keen -- you can spy unseen. We could see you were on your way here." "Game for a game -- Erasmus thinks the 'whirl' of you." "This game has him fired -- he's tired, but he's wired." "Some vampire bats wanted to join RABID, but we had to say no fangs to those suckers. Blood is thicker than water, and they're just not our type." "Crime doesn't pay... enough. Wait till that hand-some felon meets up with the long arm of the law." "I'm really worried. I'm not sure what I would do without Erasmus. If you think of a way to help Erasmus, let me know, okay? Bye." "Erasmus seemed fine -- a little obsessed with that game, but that's normal, for him." "I'm starting to get really worried. I've tried every thing and spell I know trying to wake Erasmus." "Then he had a snack and he fell asleep and he hasn't woken up since. I'd expect him to be playing the game sleep or no." "It's taking a lot of magic to keep this house up here. I never expected to do this on my own. It's a real drain on my resources, let me tell you." "He was just eating those chocolates you sent him, then he zonked out. He's not even snoring! I've never seen him like this -- quiet!" You explain that you never gave Erasmus chocolate. "But the chocolate box said that they were from you! We found them on the platform in Silmaria, and Erasmus assumed you'd left them for him." "I know the box is around there somewhere. Here, you take it." Erasmus is concentrating upon a spell, and cannot respond to your actions. Fenris ignores you while he casts a spell. Fenris 421 does not respond to your actions. Well, do you remember being born? Fenris Model 421. Looking better than last month's model!

425.qgmEdit

If you squint, it's a map to Half Moons Bay, with a detour through Petalumier to avoid 101 during rush hour! You think it's a calendar or a zodiac wheel. What's your sign? You think it's just a painted roof, but you never know... These huge doors serve as entrance and exit from this strange place. This entire house is bizarre. You feel like laughing from the feeling of fun surrounding you. The very air itself is filled with magic here. There doesn't seem to be a thing that doesn't radiate magic. You leave Erasmus's marvelous mansion. Erasmus must have a magical door lock on this door. Your spell has no effect. Or is it a clock? It could be a very weird Ouija board. Hey! It's Gandalf! If he was cast in a sitcom, he'd be "My Favorite Maiar-tian." Get it? This is a pretty good likeness of Erasmus. The eyes seem to follow you around the room. If you squint and tilt your head, it looks like a wheel of fortune. If you squint, tilt your head, and drool, people will start avoiding you. It's a flattering painting of Fenris. A large silken curtain shimmers gently along this wall. You resist the urge to peek behind it. It's an impressive illuminati sigil. It's rumored in the global conspiracy theory that the Wizards are secretly running the world. Does this world feel like Erasmus is running it? There would probably be a lot more jokes if he did... Erasmus is quite a fan of the whirled wide web. This is one home mage worth visiting! "Frosted Yucky Charms. They're magically contagious!" Here are the sun, moon, and stars. This message will self-destruct in 10 seconds.

  • --------o

x-------o +------o x-----o +----o x---o +--o x-o +o

boom b o o m b o o m b o o m Where are the pink hearts and green clovers? Not to mention the blue diamonds and purple horseshoes! It's a mystic portal. Only the most skilled can construct one. You wonder if someday you'll know enough to cast one of your own. Brightly polished, wide, wooden tiers serve as both steps and stage to the portal. (No comments from the peanut gallery, please.) Zoinks! A mystic heptacle protects this wall. Wait a minute. A pentacle has five points, and this has seven points... ...then this could have been called a septacle! Rats. I could have made a lot of bad jokes about not making a "s-P-eptacle" of yourself... ...or that I'm "s-K-eptacle" of your sanity... ...or that it smells like this place has "septical" problems. If it had 6 points it would be a sextacle. Hmmm... An image of the sun appears around the portal. You wonder if it's just for decoration or if it helps maintain the portal's integrity. I'm sure you will vouch that this is a very comfy couch. The furniture appears to float. It's an air chair up there. This popcorn machine is popping a'plenty. This table may have legs to stand on, but it's taken to the air. You munch a bunch of popcorn. This is obviously Fenris's seat. His fur is floating all around it. It's a very hairy chair. This is the spare chair. Would you like some more information, or to just start the game? It's a loony moon. This vase is misplaced. This plant is positively potted. Action Information Where would you like to go today? Silmaria Danger Would you like to play a game of Wizard's Whirl? Yes No Where do you want to go today? Marete %s %s It's a cheese wheel. Or is that a wheel of cheese? This pot is obviously not filled with coffee or it would be grounded.

440.qgmEdit

This rock is totally ignorant that it is igneous. There is a low level magic radiating around the strange entranceway, but no spell is currently active. There seems to be strong magic surrounding the entranceway. You suspect that a spell locks the doorways. You have the feeling that there is some danger nearby, but it seems to be hidden. The mood here is of wary watchfulness. You can't just take this rock for granite -- it's too difficult to move. This rock looks like a beached blue whale or stoned sea lion. This battered boulder is blistered with barnacles and beaten by breakers. This rock is a chip off the old block. This rock is wrapped with writhing weeds and watery waves. The seaweed provides both food and shelter for small ocean creatures. This curious ediface seems to be an entranceway into a large tube. The double doors are massive and impressive. These pillars probably supported a framework for the nearby entranceway at one time. The wavering weeds wiggle wildly in the water. This hinge has a pin that has lost its cap on the bottom. The passageway beyond the fallen gate looks dark and uninviting. This hinge has a pin that is capped top and bottom so that it cannot be removed. Getting the oil to go where you want is tricky under water. However, with some effort, your oil begins to work into the edges of the hinge where it holds the pin. The hinge on this door has been recently replaced, and is now very well-constructed. The hinge has been dismantled. The hinge pin is now too slippery to get a grip on it. Examine the Hinge Pry Off the Hinge Your tool twists the pin in the hinge, loosening it greatly. However, the oil works its way to the top, and soon you can't get a grip on the pin with your tools. They keep slipping off! The broken pin in this hinge is too difficult to remove with your bare hands. Pull Out the Pin from the Hinge The hinge is made from a strong metal, and would defy the use of force. On the other hand, the bottom cap piece of the iron pin holding the hinge has broken off. The rest of the pin looks unbreakable. Use Your Thiefkit The hinge pin has been repaired and replaced, and the hinge is as good as new... In other words, it's impossible to break open. It would take considerably more force than you have to pry this door off the hinge. The pin is tightly held by the metal of the entranceway and the door. It needs to be loosened before your tool will help. The hinge pin has been repaired and replaced, and the hinge is as good as new... In other words, it's impossible to break open. Your magnet is highly attracted to the hinge and its pin, but they are too firmly attached to one another to be moved with the magnet. The pin's cap is attracted to the magnet, lifting it out of the hinge. With a pull on the edge of the door, you have disengaged the hinge. This strange tube-like construction leads into the rock and sand behind the entranceway. Although you work the oil into the hinge and the pin, you quickly realize that you still can't get the pin out. This hinge is solid and well-designed to prevent the door from being removed from the entranceway. Your actions are to no avail. This hinge will work much better now that you've oiled it, but the door still won't come off the hinge. Examine the Hinge Pry Off the Hinge This is a well-constructed hinge and pin combination. The door and the entranceway are designed to work together, and the pin has a cap on either end to prevent its removal. Pull Out the Pin from the Hinge Use Your Thiefkit Considering the good craftsmanship and thick metal used to construct this hinge and door, you would break your tool before you could pry open this hinge. The cap on the top and bottom of the pin prevent its removal. Your hacksaw won't begin to saw through the metal of this hinge or the pin. The rest of your tools are equally useless. The magnet is attracted to the hinge pin, sticking to it firmly. However, the pin cannot be moved with the magnet. This ornate door has gold inlayed in the blackened metal. This tube has thick walls, but it could be hollow. This ornate metal door has gold inlayed in the blackened metal. The opening leads into a tunnel filled with darkness. Examine the Door Listen at the Door Knock at the Door Force the Door Bash the Door Pick the Lock The door is made from some sort of dark metal that has been inlayed with gold. It is thick, and probably very heavy. There is no discernable locking mechanism on this side of the door. There is only an obvious hinge on the right side. This door has been repaired and reinforced since the last time you were here. No one answers your knock. You think you hear something on the other side, but the sound is very muffled. You suddenly realize how difficult it is to bash something while swimming. You cannot force the doors with your bare hands. You could probably use a crowbar or something as a lever. You find no lock to pick. You try to wedge the spear into the crack, using it to lever the door open. This just doesn't make a very good lever. It's not long enough to give you proper leverage, or strong enough to endure the pressure. Your weapons are useless as levers now that the doors have been reinforced to prevent such break-ins. You try to wedge the spear into the crack, using it to lever the door open. You use the trident as a lever by wedging it into the crack between the doors. You use the magical Wurmbane Spear to wedge open the door. You use your magical spear to wedge the door. The door does not respond to your spell. It must be magically sealed on the other side of the entranceway. This pillar looks like it supported a crossbeam at one time, but things have undergone some serious tectonic destruction around here. Examine the Door The passageway beyond this door looks dark and uninviting. Listen at the Door Knock at the Door Force the Door Bash the Door Pick the Lock The door is made from some sort of dark metal that has been inlayed with gold. It is thick, and probably very heavy. There is no discernable locking mechanism on this side of the door. There is only an obvious hinge on the right side. This door has been reinforced since the last time you were here. No one responds to your knock. You think you hear a weird sort of breathing on the other side of the door, but the sound is very muffled. You are tempted to swim backwards, then swim rapidly forward until you ram the door with your head, but you think better of it. Now that's using your head! You cannot force the doors with your bare hands. You could probably use a crowbar or something as a lever. You find no lock to pick. You try to wedge the spear into the crack, using it to lever the door open. This just doesn't make a very good lever. It's not long enough to give you proper leverage, or strong enough to endure the pressure. Your weapons are useless as levers now that the doors have been reinforced to prevent such break-ins. You try to wedge the spear into the crack, using it to lever the door open. You use the magical Wurmbane Spear to wedge open the door. You use your magical spear to wedge the door. You use the trident as a lever by wedging the end into the crack between the doors. The door does not respond to your spell. It must be magically sealed on the other side of the entranceway. This broken pillar is a pitiful remnant of a once impressive building. As precarious as these pillars seem, this one is solidly embedded in the sea bottom. You suspect that the pillar's base is buried in at least three feet of sand. This stone stands steady against the shore. This is an example of the old saying, "All's shell that ends shell." This broken pillar is heavy and unmovable. The shoreline of Skyros melds with the sea. This ornate metal door has gold inlayed in the blackened metal. The fallen door lies wedged in the sea bottom. You enter the blackness of the tunnel. Fortunately, you see that the passageway walls are luminescent, allowing you to find your way. You feel like you've been swimming for miles and miles along an endless passageway. Suddenly, there is light in the distance, and you quickly make for the exit. You now need a new spear. It's possible that you need a more powerful item as a lever. The wood of an ordinary spear just wasn't strong enough to take the pressure. You strain to open the door, but you just don't have the strength to lever it. You probably need to do some more weightlifting before you can accomplish this. Either that, or try using something other than just your muscles. On the other hand, you could try a different approach. This rock is musically inclined -- it's "Rockmaninov." The Triton has noticed you. You've lost the necessary element of surprise. You cannot deal with such things when you don't know how to swim. This is the kind of boulder used for rocking chairs. The open door is not as lovely in this position. The door is now open, revealing the dark passageway into the tube. This door is so heavy, it would take more effort to close than it's worth. The open door doesn't budge. The frenetic fish frantically find floating food. To catch a fish, you've got to be faster than it is. This fish would rather be a codfish than a codpiece. This fish wishes you didn't. Something's very fishy about this. The fish does its best to avoid your advances. You've invented Frozen Fish! Unfortunately, the sudden icy blast blows the fish into bait-sized chunks. You blew the fish up! You've created "Fish in Chips." This Triton looks like he is ready to destroy all intruders to his realm. The Triton seems more interested in combat than communication. The Triton is definitely unconscious. Whoops! That hit on the head was not accurate enough. Now the Triton has a raging headache which doesn't seem to improve your situation. You judge this Triton to be totally dedicated to protecting Atlantis with his life.

450.qgmEdit

A thin scrim of oxidized marble covers every exposed surface. The seaweed floats and waves gently with the warm ocean currents. You detect that you are in dire danger from the defenders of Atlantis. You sense hostility. This looks like it could be the Seapreme Court. These columns once supported a roof when Atlantis was above the waves. Shell of a roof, isn't it? And you wouldn't have to worry about leaks. The ornate metal doors seem newer than the surrounding palace. The original wooden doors must have rotted away sometime in the past. The architecture of this entranceway matches what you've seen on the islands. The main building of this underwater palace is well tended. The stairs and walkways are kept cleared of the underwater debris and sand that covers the rest of the courtyard. These decorative panels seem to be a reoccurring theme in the design around here. This huge circular building has an enormous shell for a roof. An enormous conch shell sits atop this underwater tower. Examine the Main Doors Force the Main Doors Open the Main Doors These doors are barred from the inside to prevent entry in times of danger. They obviously consider you to be a serious danger. Knock on the Doors It is impossible to open these doors while someone is fighting with you. Did you really think the people of Atlantis would just leave these doors open for you? Hmmm... No response. Do you suppose no one's home? They wouldn't just ignore you, would they? This building looks a lot like the school where Corey learned ??Sea ++. This shell appears to have been created by a conch. In school, Corey was also known as "Nap King" Cole. Kelp! I seaweeds in the yard! This shell is all that remains of a rather large mollusk. The blocky look of the column reflects that it was carved centuries ago. The wall is covered with barnacles and lichen. The marble wall looks like a geometrical coral reef. With fronds like these, who needs anemones? Underwater archaeology is a fascinating field of study, combining historical research with deep sea adventure. These stairs were obviously built when these buildings were above the water level. This pillar appears in good condition, despite its long exposure to saltwater. You wonder what caused this pillar to break. The marble floor shows deep scratches where the top half originally fell. You see the long, narrow tunnel you swam through on your way into this underwater city. This bivalve looks benign, but basically it's belligerent. This fortification wall was built right into the cliffside. The waving seaweed wanders with the waves. This fortification makes this a wall-guarded area. This is either a large boulder half-buried in the sea floor or the calcified remains of a walrus head. The massive archway stands watch over the entrance to Atlantis. The intricately carved design reminds you of seaweed. You've never seen a yo-yo with three strings before. This fallen pillar lies far from its neighbors as though tossed here by a giant Kraken. The kelp makes poor concealment from the watchful eyes of the Triton guards. The fortress walls bespeak a time when Atlantis stood above the waves in proud defiance of the world. The fortifications of Atlantis were obviously well built to have survived the cataclysmic descent to the ocean floor. This alcove has a dark, narrow passageway behind it. This carved area is covered with moss and small sea creatures. You find yourself in a very confusing area, and swim wildly for a while. This design was carefully carved into the wall after it was constructed. The stonework is unmoved by your actions. These enscribed designs look like they may have had a practical purpose at one time, rather than being purely ornamental. The design on this wall does not seem to have much purpose. No amount of effort will move this wall. With a healthy shove, nothing happens whatsoever. This dark passageway leads back towards the entrance. This design looks like most of the other carved areas. Even with more leverage than you can get underwater, you still wouldn't be able to move this wall. Your actions have no obvious impact on the granite wall or design. The marble walls of this ancient city have withstood the ravages of sea and time. These rough, carved granite blocks might have been used at one time to reinforce the fortress walls. This passageway leads right and left of the opening. You swim through a dark, narrow passageway to an unknown destination. Good thing you're not claustrophobic. This passageway is extremely disorienting, so you wind up swimming toward the light. This block of granite remains partially buried in the sands. This depression has a crack that runs all along the edge of the square design. You push upon the area with all your strength, but the damaged secret panel refuses to open. Careful examination of this design reveals that the area has been carefully painted to resemble the rest of the wall. You slide the concealed panel aside to reveal a hidden passageway. This dark passageway leads to your right, back towards the doors of the main building. This area has the distinctive marks of a movable panel. Dimly lit by an eerie glow, this passageway leads along a narrow corridor to another secret panel which is easily opened. Examine the Panel Force Open the Secret Panel Open the Secret Panel Pick the Lock You use your toolkit's Handy-Dandy crowbar to try to pry open the panel. You can't get a suitable grip on this panel in order to move it. You test your strength against the locking mechanism that holds this panel in place. This panel seems to be designed to open from the inside as an escape rather than an entrance. Opening this could be difficult. The secret panel has been reinforced on the other side to prevent entry into the hidden passage. You will need to practice your thief skills more often; you can't quite manage to open this. You strain your powerful muscles and force the doors open. You use a tool from your kit to open the door. You haven't been working out enough; you're too weak to force open the secret panel. Gee, this is a bad time and place to wimp out. The reinforcements will be getting you soon. Use the force. Despite your attempts as a strongman, you haven't managed to break open the door. Put more back muscle into it! You see a Triton guard who looks like he would really like to skewer you with his trident. It's a little late for blackjacking when they know you're coming at them. Unfortunately, your weapon skill is not as capable as your sneaking skills. It takes a lot to knock out a Triton, and you didn't have it. Now you'll have to fight for your life. That did it. You WERE being quiet! But not anymore. Bad idea. You conk the Triton on the noggin. Unfortunately, the Triton has noticed you, and is ready for a fight. This razored remora looks fierce and very dangerous. The Triton is dedicated to your destruction. A thick layer of sand covers the marble tiles. The floor tiles are made of marble slabs still bearing the fossilized remnants of the sea creatures who formed the original limestone. Drifting sand slowly buries the broken column and pedestal. Silent and relentless, sand and seaweed encroach on the marble ruins. Even as you watch, eddying currents move the sand in drifting patterns. The sinuous movement is strangely mesmerizing. Fine, white sand drifts grain by grain across the sea floor. This Triton is in a state of slow decay. You detect no lingering lifeforce.

460.qgmEdit

"Flowers. I have not seen such things in years. Why have you brought these here?" "You may approach the throne. I warn you, we are more than capable of killing you if you try to attack." "Tritons, destroy the intruder!" "Enough of this bloodshed. You have defeated the people of Atlantis, air-breather. What do you demand of us?" "We have accepted the air-breather's demand for peace. We shall no longer attack the boats or people of the land." The Queen ignores your words in an attempt to destroy you. Greet the Queen of Atlantis This female Triton looks very regal as she swims above what looks like a throne. "You have gotten our price of defeat. Return to your own land and leave us." "Tritons, hear me. There shall be peace between us and the people of Silmaria. We shall avoid all contact with the air-breathers." "Tritons! I need aid. Sound the alarms!" "There shall be peace between those of the land and ourselves." "This rogue who would be King wants peace with us. We shall grant him this peace, as long as our people are unharmed by it." "Go, and may you earn the kingdom you seek, and the peace you bring here." "Go now, ye who should be King. Send word of the peace between us, and the war that awaits us all." "Go now, friend of Silvertongue. You have the peace treaty for the sake of an old love." "Intruder, I demand you drop your weapon, or you shall be destroyed." "Tritons! There is an intruder here." "He refuses to obey my commands. Tritons, attack him." "That is close enough. Who are you? Why have you invaded the Halls of Atlantis?" "I asked you questions. I expect you to answer me." "You there! Intruder! Come no farther." "I order you to stay where you are, or we shall destroy you." "Enough. You have proven to be a powerful opponent." "Why have you invaded this kingdom? What do you want from us?" "Flowers? I have no interest is such things." "Why have you brought death and destruction to the waters of Atlantis?" "I am Hippolyta, Queen of Atlantis. If you kill me, you will die, and all of Atlantis will be destroyed." Ask about the Queen Talk about the Peace Treaty Ask about the War Tell about Yourself Ask about the Queen Talk about a Peace Treaty Greet the Queen of Atlantis Ask about the War Tell about Yourself Ask about the Queen Talk about Peace Treaty Tell about Rites of Rulership Greet the Queen of Atlantis Ask about the War Talk about Yourself Explain the Paladin's Ways Tell about the Prophecy Tell about the Truth Talk about Being a Paladin Ask about the Queen Greet the Queen of Atlantis Tell about Yourself Tell about the Famous Adventurer Talk about a Peace Treaty Tell about Silvertongue Talk about Romance Tell about Silvertongue's Message The Queen is furious that you have evaded her guards, and wants you out of her domain as quickly as possible. The Queen has strong magical ability. The crown on her head has both protective magic, and is linked directly to the buildings and waters surrounding Atlantis. "You demand peace after all the blood you have shed here? Very well then, there will be peace between your people and mine. This peace will remain until the blood of my people is shed again by those of the land." "Take this statue as a symbol of our peace treaty. If the peace is broken, so shall the statue break." "You would be King of Silmaria? You begin your reign with the blood of my people upon your hands." "Silmaria declared war upon us by killing my people! We had been at peace for generations. Then ships from around Silmaria began attacking Tritons. Thus, we armed for war and returned violence with violence, as you have done to us." "What is the point of telling me about an old air-breather?" "You bring a simple gift. What is your purpose here?" "So you are a friend of this Famous Adventurer. What does this have to do with your coming here?" "You have proven yourself powerful. We will listen to what you say. Remember though, you are outnumbered, and we have great power too." "I am Hippolyta, Queen of Atlantis. This is my kingdom that you have invaded." "Why have you entered the palace of Atlantis like some thief in the night? What is your purpose to coming here?" "I am Hippolyta, Queen of Atlantis. Why have you invaded these waters?" "What right have you to ask us for peace? You air-breathers started this war by attacking us. As long as the blood of my people is shed by yours, there will be no peace." "What makes you think that you can stop this bloodshed? How will you prove this peace is real?" "You compete to become King of Silmaria? You come here asking for peace with nothing but your life. You are a strange mixture of confidence and conciliation." "Several months back, my people were attacked by ships sailing from the port of Silmaria. Four-legged Wizards would cast spells at Tritons, and the sailors cast nets to drag the seafolk to their deaths." "These sailors and Wizards bought war to us, and so we return death for death." "Very well, King-to-be, we will take you at your word. As long as no Triton is harmed by your kind, there shall be peace between our worlds." "Take this statue as a symbol of our treaty. If one of my people is harmed, then this peace is broken, and the statue will break." "What right have you to ask us for peace? You air-breathers started this war by attacking us. As long as the blood of my people is shed by yours, there will be no peace." "I have not met one like you. You speak words of peace, and there is strength behind your speech. But you are only one man. How can you assure this peace, and prevent the air-breathers from attacking us again?" 'You are a Hero in many lands, and you now seek the end to this war? How do I know that your words are not lies?" "Several months back, my people were attacked by ships sailing from the port of Silmaria. Four-legged Wizards would cast spells at Tritons, and the sailors cast nets to drag the seafolk to their deaths." "We have retaliated by attacking all ships and boats that we can. We avoid harm by staying deep underwater. We will win this war." "A Paladin is bound by honor, you say. Very well, then you must find the one who caused this war, and bring him to justice. Only then can there be lasting peace between our people." "So Silmaria desires peace. Silmaria started this war, no matter what your leaders say to you. The ships sailed directly from your port, and bore the flag of your kingdom." "There can be no true treaty when one side does not tell the truth." "What mad man would dare to release the dark Dragon? It destroyed Atlantis before, and it will utterly destroy both Silmaria and Atlantis this time." "You trust that Logos is telling the truth. I believe that I can trust your judgment upon this. Someone, though, betrayed your kingdom and started this war." "We, too, know the prophecies. War and bloodshed were the first omens of doom. We reacted to the attacks upon our people as a call to war, and thus the first omen was fulfilled." "From this point onward, there shall be peace between your people and mine. This statue is a sign of our peace agreement." "However, what was done, was done. The prophecy is in motion, and this peace will not prevent the Dragon from rising. We shall prepare ourselves for the final battle." "I am Hippolyta, Queen of Atlantis. Why have you invaded these waters?" "What right have you to ask us for peace? You air-breathers started this war by attacking us. As long as the blood of my people is shed by yours, there will be no peace." "Silvertongue was a rogue who stole my heart and broke it. Still, he brought me a joy I have never known elsewhere." "I have no interest in your affection. No matter what magic allows you to breathe our water, you still belong upon the land." "Silvertongue. I have not heard that name for years. He used to bring me flowers like this. Why has he sent you?" "In the name of someone who was once dear to me, what do you ask of me?" You ask for peace between the people of Atlantis and Silmaria. "For the sake of an old friend, it shall be so. However, it will be a fragile peace. If any of my people are harmed by yours, this treaty shall be broken." "Here is a statue as a sign of our agreement. Tell Silvertongue I have not forgotten."

465.qgmEdit

This weed has managed to force its way through the marble floor to stay alive. It's inspiring, in a way. The last time you encountered an iris like this was in the Cave of the Dark One in Mordavia. The comparison is not at all comforting. This pillar looks much like the others. A crab seems to have taken a liking to it though. There is definite danger here, and the primary source is from the female Triton. There is great outrage and fear at your presence. You'd think people would be more careful with their furniture. This heavy stone chair looks as though it was just "throne" here. The ornate golden floor design reminds you of a stylized octopus. Holy tantalizing tentacles! The fallen pillar is a testimony to the age and lack of maintenance here. All is not well in the Temple of Poseidon. A set of white marble steps leads up to the throne of the Queen of Atlantis. This once mighty support has fallen. It's a sobering thought to a Hero. Don't break the clam shell -- that would be a "clamity." The shell is practically "clam"oring for your attention. Behind the ornate gilded gate are the Queen's private chambers. The fallen pillar is a testimony to the age and lack of maintenance here. All is not well in the Temple of Poseidon. The last time you encountered an iris like this was in the Cave of the Dark One in Mordavia. The comparison is not at all comforting. The crab futilely tries to climb up the pillar. It seems odd to see a balcony here in this three-dimensional realm. This temple must once have been on land before the sea rose up to claim it. The balcony is made from well-preserved marble. The massive pillars solidly support the upper balcony. You'd best not speak too rudely to this pillar lest you be pilloried. This is a true pillar of undersea society. Something looks odd about this section of the wall. Even marble may crumble when centuries go by. This Temple is OLD. It's a pillar. You unbolt the doors and open them. You close the massive doors and lock them. This is the main exit from the Temple of Poseidon. Well-armed Tritons guard the seas outside. A crotchety crab clings to the center of the fallen pillar. These doors are now locked and you cannot unlock them. You don't have time to pick this lock. A large block of granite has broken loose from the ceiling and come to rest here near the entrance doors. Tritons look like they are half-fish and half-man, and very displeased with you. These Tritons are too upset to speak with you right now. The Triton ignores your peace offering. You are escorted out of Atlantis by the Tritons. This Triton is determined to save his queen and his country. You sense the magical power inherent in this Triton. This Triton has been terminated. You are handed a statue as a symbol of peace.

470.qgmEdit

The single Dryad in Spielburg filled you with awe. The sight of a copse of seven Dryads overwhelms you. You are surrounded by magic, but the Dryads most strongly radiate this magical aura. You find that the magic of this area prevents you from casting any spell that could be potentially harmful. The Dryads have a serene look, as if contemplating some quiet, secret knowledge. Their roots must run deep. The magical water pours into the roots of the Dryad, and she comes to life. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. The circle of Dryads is filled with a soft glow. You cannot detect the location of the light. As you pour the water onto the Dryad, she begins to move. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. You've heard of this Dryad before. You think her name is "Buff deWood." You wonder what this Dryad is thinking of. The path out of the Dryad circle is overrun with roots. Over time, the path may become impassable. It's not a bear's breech. The Hippocrene water flows to the Dryad's root, and she awakens. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. It's not a night jessamine. It's not an angel's trumpet. It's not impatiens (although this is what you're getting). It's not woodruff (but the game is pretty cool). It's not a staghorn sumac. It's not a princess flower. It's not kingsfoil. I'm just killing thyme. Don't en-curry-age me with un-savory behavior. Oh heck. As long as it's not toxicodendron radicans (otherwise known as poison ivy)! You wonder what this Dryad is thinking of. You wonder what this Dryad is thinking of. You wonder what this Dryad is thinking of. "Mmm. I sure miss those Ents. Ruff ruff! Awoooooo!" This Dryad seems to watch the forest path. You feel this woodland would be a safe refuge from evil creatures. Large roots appear in the center of the circle of Dryads. You cannot tell if they are from an old tree, or if all seven Dryads are somehow linked. The Dryad responds to your gift of water from the Hippocrene. A while ago a flower seller was exploring this area when the Dryads surprised him. There's nothing quite like a petrified florist. Except a florist flyer, of course. These jokes can be rootless! We hope you can stoma them! Did you know that old headache remedies were made from willow bark? Personally, I prefer "a seed of Salla's cyrillic aphid." Just call me an aspirin comedian, anacin until proven guilty. From the home office of Pegleg Willie... TOP TEN SHOCKING REVELATIONS ABOUT THE DRYAD 10. After High School, used college money to get face sanded. 9. Spends every Arbor Day with a six-pack and a one pound box of chocolates. 8. Once found wandering around during a lightning storm screaming, "Hit me!"?? 7. Always thought squirrels were sort of "goofy" looking. 6. Received one week suspension in 9th grade for refusing to take Shop.?? 5. Always chooses plastic at supermarket check-out. 4. Has trouble sleeping at night what with all them "woodsy" noises. 3. Known as "Large Marge" on pro-wrestling circuit. 2. Often lies about her ring-count. And the Number One Shocking Revelation about the Dryad... 1. The name on her birth certificate? Hector. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. This is a very tall and lovely Dryad. The air seems to vibrate slightly with some unseen power. The roots of the Dryads appear to grow around the granite boulders in this cove. Regular trees would have split through the rocks by now. Small plants and flowers make their home in the Dryad circle. By the pouring of the Hippocrene water, the Dryad begins to sing. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. The water of the Hippocrene awakens the Dryad. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. Enormous granite boulders block access to this part of the woods. The Dryad awakens from the water of the Hippocrene stream. This water seems to put even the grass to sleep. This water does nothing for the Dryad. This water may cheer up the grass, but it is not special enough to awaken the Dryad. The ferns grow well in the rich loam. A baby fern grows securely near the Dryad. Large ferns adorn the green cove. It looks like part of the largest boulder split off, probably due to expanding ice in the rock crevices over the years. This is a geologic process known as "spalling." These rocks look like they are being hugged by the Dryad. Fragrant flowers bloom throughout this open area. An old, dead, gnarled tree rests near the Dryad circle. You cannot tell if it used to be a Dryad. You wonder if it was the progenitor of the current seven. This sure is one fern gully! I fought the lawn and the lawn won. A large, gently sloped rock lies next to the forest path. Arcane shapes seem to appear in the grainy stone. A thick tree flanks one end of the forest path. Its roots are growing on top of the path, making walking difficult. If this keeps up, the circle will be completely closed in by roots and large granite boulders. These ferns get little sunlight. but that doesn't seem to stunt their growth. A clump of plants grow near the center of the circle. For some reason, you do not seem to be able to cast this spell in this grove of Dryads. You suspect the strong magic here is protective in nature. Thistle never dew. There is some form of magical barrier protecting these trees. Within the glow of magic, you think you can see a Pixie flirting and dancing with you. Try as you might, the Pixie deftly flies out of reach. This human shape is formed of light and magic. You cannot touch the light of this creature.

475.qgmEdit

Cue 1: pixie#1 spiral around

Cue 0: pixies appear

Cue 1a: pixie#1 reverse path

Cue 2: pixie#7 spiral around

Cue 2a: pixie#7 reverse path

Cue 3: pixie#2 spiral around

Cue 3a: pixie#2 reverse path

Cue 4: pixie#4 spiral around

Cue 4a: pixie#6 reverse path

Cue 5: pixie#3, pixie#5 spiral around

Cue 5a: pixie#3, pixie#5 reverse path

Cue 6: pixie#1, pixie#4, pixie#6 spiral around

Cue 6a: pixie#1, pixie#4, pixie#6 reverse path

Cue 7: all pixies spiral around (like electorns)

Cue 7a: all pixies return to base

Cue 8: all pixies spiral around (eliptical patterns)

Cue 8a: all pixies return to base

Cue 9: pixie#1 spiral around (begin follow-the-leader)

Cue 9a: all pixies return to base

Cue 10: all pixies form spiral seven feet from ego

Cue 10a: pixie#2, pixie#4, pixie#6 revolve around two-foot radius

Cue 10b: pixie#3, pixie#5, pixie#7 join the revolution

Cue 10c: pixie#1 joins the revolution

Cue 11: sparkle explosion; all pixies return to base

Cue 11a: dancer appears; dances in spiral eight-feet from ego

Cue 12: pixies follow dancer and ego in figure-eight pattern

Cue 12a: pixies revolve around dancer

Cue 13: dancer fades away; dyrad heads lower

Cue 14: pixie#1, pixie#3, pixie#6 spiral off

Cue 15: pixie#2, pixie#5, pixie#7 spiral off

Cue 16: pixie#4 bobs three times in front of ego

Cue 17: pixie#4 disappears

pixie#1 spirals in, lands on ground, spirals off

pixie#2 spirals in, lands on ground, spirals off

pixie#3 spirals in, lands on ground, spirals off

pixie#4 spirals in, lands on ground, spirals off

480.qgmEdit

"Greetings, Slayer of Monsters and Master of Swords." "I am the Sibyl, who sees what is to come. Hear now the future that fate brings you." This realistic statue was carved from the finest marble. "Your way is darkened with blood and death." "The first death you soon face is Death itself. Embrace it or not, Death shall drag you to its depths. Go willingly and you will gain." "The next death you face is one whose fate crosses yours. That which he cannot own, he would destroy. He will seek victory, even in his defeat." "Seven deaths, and the Dragon grows restless in dreamless sleep. Four posts that pinned it to darkness have been broken in blood. Three more shall be shattered with death. The last death shall awaken the Dragon fully." "New awakened, the Dragon is weak. Each feel of fear and pain feeds it. Fix first the pillar, or it shall fly free." "Death brought the Dragon to life. Only death shall defeat it. One must give up life willingly before the Dragon can die. Without sacrifice, the Dragon is deathless." "Your way is marked with death. Face it gladly, and your way is marked with glory." "That is the fate that awaits you." "Welcome, Wizard, Master of Magic." "Greetings, Thief, Disarmer of Traps and Expert at Stealth." "I speak the words of greatest aid, in times of greatest need." "Welcome, Paladin, honor bright and noble." "Hirelings from the northern lands,??Aspect of a conquest plot.??Seek on island small to south.??Fortress walls hide what is sought." "With one, cannot be done.??Fire the foe that cannot regrow." "Blood and Water shall entwine,??Water flows where Hades waits.??Pour libation to the depths,??Speak the chant to open gates." "Water, water everywhere,??But there is no air.??Touch the mouth where water flows,??To gain the gift for brave Heroes." "The Pillars shall be broken,??The Dragon shall be awoken.??Prophecy stone breaks, Dragon awakes.??All must fight, or Dragon takes flight."

485.qgmEdit

The statue is truly magical, as is the fountain and the small plate that has appeared on the marble floor. There is some radiant magic in the vicinity of the fountain with flowing water, and strong magic on the statue in the center of the raised platform. This was probably the remains of another fountain that flanked the Temple entrance before the "tree-mendous" outgrowth here. This tree has grown gracefully around the remains of a fountain, and obviously flourishes. The marble that makes up this platform was perfectly shaped to show no sign of the seam between blocks. This tall, standing pillar must have supported the roof over this place, or so you assume. This platform is the base for the robed statue placed upon it. This ruined pillar has been broken for centuries. The box is too large and heavy to carry. This empty marble box may have once contained Temple treasures, but not now. This is the only pillar that remains intact to flank the altar of this once sacred place. This looks like a carving of a Greek tragedy mask. You wonder what the face on the destroyed fountain once looked like, and whether it smiled. The clear waters flow freely from the fountainhead to the awaiting pool. This tall pillar must have at one time supported the back crossbeam that formed the roof of this area. Examine the Fountain Drink from the Fountain This pool does not seem big enough to swim in. Swim in the Fountain The fountainhead is carved from marble. The waters flow freely from the large, open mouth of the sculpture's face into the pool. The pool is not large, and you can see numerous gold coins upon the bottom. Search the Fountain The water is cool and refreshing as it flows from the mouth of the fountainhead. An elegant black flower floats upon the waters. It emits a rich, heavy perfume. Nestled in its lovely center is a drop of honey and the body of a dead bee. You try searching this fountain, particularly interested in the tempting gold that lies at the bottom. Despite your numerous attempts, you cannot touch the pool's bottom to reach the coins. You feel something lodged in the mouth of the fountainhead. You drop a drachma into the depths of the fountain. It sinks slowly to the bottom, which looks so near. The opening of the mouth is much larger than your fist. The water is clear and sparkling. You feel the cool waters flowing through your fingers, but there is nothing within the opening of the mouth. You remove an amulet and chain that lies in the mouth of the carved head in the fountain. It is obviously magical, and looks like the fabled "Amulet of Waterbreathing." There is an inscription carved into the stone of this strange Monolith. The water in the pool tastes strangely bitter. "Sing unto Hades this sad sorrow's song.??Alas, all life is quickly passed,??And the gates of Hades shall open before you.??Alas, this song shall be your last." You read the message:??"Paean Unto Hades. All waters that flow in the earth, flow to Hades. Alas, all life soon flows there, too.??Where those waters flow, a gate will open. Alas, too soon it opens for you."???? "When death is near, then pour the waters.??Alas, they flow to Hades' shore.??Where darkness awaits at the river's end. ??Alas, this lament shall open the door." This beautiful, purple-black flower floating upon the pool attracts your attention with its powerful perfume. This pot may have at one time held flowery offerings for the gods of fate and destiny, but it has been smashed beyond usefulness. You pick this beautiful black lotus flower. Its odor entrances you with its honeyed sweetness. The purple necter glistens in the light like amethyst. You gently brush aside the dead bug that detracts from the black lotus bloom's allure. You fetch this beautiful black lotus flower to your hands. Its perfume fills your senses with its heady fullness. It is the odor of incense, myrrh, and dreams of death. The chill in your spine tells you this flower is as deadly as it is lovely. The black lotus has a sudden sharp taste of bitter honey. Your mouth fills with a curious cold numbness that flows through your body. You feel blackness overwhelming your mind, and then, nothing more. This ceramic plate looks rather ordinary with only the symbol of a lyre for decoration. This must be your Proof of Destiny, but it certainly doesn't look impressive. You pick up the disk and add it to your backpack. The water of the fountain sparkles as it falls into the awaiting pool below. The water tastes delightfully refreshing.

500.qgmEdit

The sea runs right up to the rocky shore. There is no beach. A small dock allows boats to moor. The gates have some sort of enchantment on them. You can sense there are many archers and goons in this area. Most of the sky is blocked by huge walls of ancient stone. You've got a bad feeling about this. A dock allows small boats to moor off the stony shore. Parts of the cliff don't seem to get much direct light. Strange shadows stretch downward. This sea cliff has been worn smooth over time. It looks very slippery. A short trail leads up the cliff. You might be able to get to the ledge, but not directly over the courtyard walls. Be careful. There are few places to hide from these guard towers. Not much can be said about the right wall. You are protected from a precipitous drop by a stone parapet which circles the courtyard walls. Heavy rocks litter the stony ground. Some of the smaller rocks seem luggable, but you have no room to store them. An undersized bush trying to grow in the stony ground. You dismiss the notion of trying to get access to the right roof from the cliff walls. The walls are too steep. The balcony commands a wide view of the courtyard. It would allow both archers and Wizards great control over courtyard battles. There is no safety rail to block one's fall off the balcony. The tower roofs protect the guards from sun and rain as they watch for intruders. A tree managed to take root here years ago, but died from lack of sunlight. It still looks reasonably sturdy, and a fun thing to climb. This rock is far too heavy to lift. The tower roofs protect the guards from sun and rain as they watch for intruders. The cold courtyard walls seem smooth. On closer inspection, you can see old blood stains and deep scratches (perhaps made with an axe). Twin guard towers offer a commanding view of all intruders to this valley. You hope no one is home. The stony ground was worn smooth by the sea. These loose rocks must have fallen from the cliff walls over time. You hope an earthquake doesn't strike any time soon. The top of this rock is very sharp. You throw your grapnel to snag on a branch of the tree. It's an easy climb up to the ledge. It's a dead branch. A smooth path leads from the dock to the fortress. The relentless sea must have worn it down. Mighty walls of ancient and crumbling stone surround the fortress palace. They block most of the light, casting strange shadows. A small ledge supports the dead tree. A huge gate blocks the entrance to a fortress palace set in a dead end canyon. You see a courtyard past the gate. Twin parapets guard the gate. These parapets are designed to prevent obstructions to the guards' view. Angled roofs keep the rain and sun from distracting the guards. The ground looks harder than a left turn outside a mall. If you can't climb the cliffs, don't bluff! Examine the Gate Ram the Gate Open the Gate Pick the Lock This gate is made from heavy metal and is secured by a stout wooden bar on the other side. If you could open this gate easily, you wouldn't have to read this stupid message. You ram the gate with all of your incredible strength. For some odd reason, you can't pick the lock of something that doesn't have a lock. You magically open the gate. The gates have some sort of enchantment on them. The mansion rooftop is angled to allow rainwater to sluice away. The left cliff wall is unscalable. It feels dank. Your grapnel flies through the air and catches on the tree above the edge. Mighty walls of ancient and crumbling stone surround the fortress palace. They block most of the light, casting strange shadows. It looks like a tree tried to grow here a long time ago, but died from lack of sunlight. You can see other dead or dying trees and plants scattered throughout the valley. The fortress palace appears to buttress up against the cliff walls. Appearances can be deceiving. Old scratch marks on the ground indicate some rocks have been removed in the past. A fence runs the length of the patio, indicating safety was preferred over shooting unobstructed arrows. The patio is bare, but it's probably the friendliest part of the fortress palace. It seems to receive the most light, as indicated by the large tree nearby. This doorway allows access to the balcony. The balcony itself does not have a guard rail, suggesting that a clear path for arrows and spells shot down to the courtyard was preferred over safety. The patio door beckons you, suggesting easy access to parts of the fortress. Examine the Door Pick the Lock Open the Door Ram the Door Subtle, aren't you? Doing this will alert the entire fortress. You should try quieter methods first. This sturdy door is secured by a simple lock. You find out that it is indeed locked securely. You easily pick the lock on the door. Your magic opens the door. These pillars offer protection to archers on the balcony. Beware. Drops of water falling off the surrounding cliffs strike the patio roof with a hollow sound. This cliff tree is the largest of the living plants on this island, probably due to the amount of sunlight, available soil, and water dripping down the canyon walls. Some lichen and moss cover the unclimbable cliff walls. The cliffs are gouged from eons of winter rains. A long ledge juts out of the cliff walls, allowing rain water to collect and support small plants in this otherwise inhospitable area. Years of water dripping down the cliff have worn through the courtyard stones. A few scraggly plants eke out a meager existence here. This is the beginning of a long ledge that parallels the fortress. Over the years, the winds have deposited enough soil to allow a tree to take root. It looks dead, but still solid. You always wanted to see a "ledge-end." What's your "strata-gy" now? Beware! These barracks supply a continual horde of Goons and Invaders. You are at the bottom of a great canyon. Huge walls of stone stretch up to block out most of the light. You hear water dripping in the distance. This door offers access to the deadly barracks. It would not be a good idea to enter. A pair of marble lions guard the doorway. The gateway leads into a courtyard in front of the impressive fortress. Strong heavy doors block the entrance to the palace. The doors must be partly magical; they look brand new. Igneous is bliss, eh? Examine the Doors Pick the Lock Ram the Doors These doors are built to withstand the force of a battering ram. You trivially pick this lock. You ram these sturdy doors. They are easy compared to the main gate. Your spell magically opens these doors. Some marble lions watch the courtyard. These windows will not allow direct access to the palace. Try the courtyard door instead! The polished stone steps lead up to the doorway. The ground here is quite hard, but a few sickly bushes manage to grow in the courtyard. These are the barrack windows. The barracks do not allow access to the fortress palace. A tall marble pillar helps support the balcony. This pillar has old weapon marks on it from past battles. This marble pillar supports the balcony. You are too busy with combat to deal with that right now. On the other side of this immense gate, a wooden support creaks slightly. You didn't really think you could move this much mass, did you? You feel the jolt of impact. The gate gives a little, but remains closed. You would have to be a Superduperman to open the gate this way! With a tremendous crash, you break the wooden pole holding the gate closed, and force open the portal. You attempt to knock out this monstrous Goon guard. This Goon looks determined to carry out his appointed task. He also looks tough and very dangerous. The Goon sees you, and your chance for blackjacking him is lost. You can't search a body while you are in combat. Your Mystic Magnet doesn't seem to be working here. You could be in serious trouble getting away. You unexpectedly crunch on some rocks, and alert the Goon. It's clobbering time! This Goon looks very strong and tough. You misjudge the right spot to aim for when knocking out a Goon, and you fail to blackjack him. Now you've made him angry. This Goon is out for the count. The Goon is completely happy to clobber any intruders to this island. There is nothing really magical about this Goon. Examine the Body Slit the Throat Search the Body The Goon is unconscious, but not badly damaged. You judge he weighs about 2100 quarks, and has muscles the size of your head. Not something you want to fight hand to hand. You kill the poor, defenseless little Goon. You take everything of value from this body. You search the body of the fallen Goon. This Goon looks like a goner. These mercenary archers look prepared to launch arrows at any time. The guards in this place seem alert and nervous, as if they were expecting something unpleasant. You sense a skilled and deadly opponent with tremendous skill at archery. You attempt to knock out the archer. You just weren't stealthy enough to knock this archer out. You failed to hit the right spot with the blackjack, and you've upset this unsuspecting archer. This archer has now expired. The Guards are definitely on alert, and ready to destroy any outsiders. This Goon fights no more. There is no life left in this person. The archer is completely unconscious. Examine the Body This archer looks like he is a Hesparian mercenary. Search the Body Slit the Throat You take everything of value. You slit the throat of the defenseless person.

510.qgmEdit

Your spell magically opens the main doors. These doors lead out to the main courtyard of this fortress. They are the core floor doors. This room has a great deal of danger. The wizards are the greater threat than the Goons, but you feel the strongest danger coming from behind the west door on the balcony. You feel the arrogance and monomania of Minos permeating this room. You have a feeling you shouldn't be here. The Goons shouldn't be too dangerous, but you are breaking and entering here. This isn't a very good idea for a Paladin. Examine the Door Open the Doors Knock on the Doors Lock the Door These doors are obviously expensive and well constructed. The gold leaf on the inside verifies what you suspected -- Minos is extremely wealthy. There is a bolt on this door that could be used to secure it. Knock, knock.??Who's there???Goon.??Goon, who???Goon to tear you into little shreds for knocking on this door! You fasten the lock on the door. This fountain adds a note of tranquility to this room. Unfortunately, the situation is too dangerous to relax right now. This curved foyer adds an interesting architectural feature to the design of this building. If things weren't so dangerous, you'd enjoy a quick drink of water. Unfortunately, you don't have the time. Your spell magically opens the door. This door looks like it would open into a corridor. Examine the Door Open the Door Knock on the Door Lock the Door This door is not as thick as the doors to the outside, but it is ornately carved. There is a small bolt to secure this door. Looking through the keyhole, you can see that this leads to a long hallway lined with Goon guards. Knock, knock.??Who's there???Sue.??Sue, who???Sue - icide! You open this door. You lock this door. This table has a top of smooth, blue marble that looks elegant and must have cost a fortune. Your spell opens the door. Examine the Door This door is sturdy, and probably opens to the outdoors. Open the Door Knock on the Door Lock the Door This thick wooden door is obviously an exterior door. Looking through the keyhole, you can see the upper balcony of the palace, and the gates beyond. There is a lock on this door. This door does not want to open. Something prevents your spell from working here. Knock, Knock.??Who's there???Boo.??Boo, who???You'll really be crying if you alert those guards! You open the door. You fasten the lock on the door. Your spell opens the door. Examine the Door The door at the top of the stairs must lead out to an upper balcony of the mansion. Open the Door Knock on the Door Lock the Door This thick wooden door leads to the upper balcony of the palace. There is an archer standing within your field of view through the keyhole. This door has a small lock. You want to alert the guards? Why not just scream, "Take me! Take me!" You want to be a Hero or just landfill? You open the door. You fasten the lock on the door. Your spell magically opens the door. Examine the Door This door leads out to the side patio of the fortress. This is the less stress egress. Open the Door Knock on the Door Lock the Door This door is thick, and ornately carved. Obviously, no expense was spared here. There is a medium-sized bolt to secure this door. You decide to leave well enough alone. Right. Announce to the world you are coming out. Silly person. You open the door. You fasten the lock on the door. Your spell opens the door. Examine the Door This double door looks finer than some of the others, but it's curious that they would put a double door at the top of a balcony. Knock on the Door Open the Door Lock the Door This door is unusually reinforced for the entrance to an interior room. Through the keyhole, you see a huge, well-lit chamber. You have the impression that wealth lies within here. Don't knock it. You open the door. You fasten the lock on the door. These seats look very uncomfortable and rigid. This table was made of ash wood. This elegant tapestry bears an emblem of an eagle grasping a Minotaur. It is well-made, and probably very old. The upright backs of these seats force good posture and alertness. You couldn't fall asleep on these things on a bet. This vase weighs a ton, and is probably not worth trying to haul around since it would fill your backpack. This ornate bronze vase is probably ancient and valuable. This enormous vase is finely painted. This brass plate is probably relatively valuable, but not worth stealing. This narrow pot was probably not designed to be practical. This thing is heavy, and probably made of solid brass. It's not worth taking. This pot is obviously just for decoration. As much as you'd enjoy knocking over this mediocre work of art and smashing it to bits, this is not the time nor place for meaningless destruction. You've got more meaningful destruction ahead. Growing in this pot is a junior member of the agave family. It's a decade plant. This pot is empty, and useful only as a decoration. This stylized eagle is an apt metaphor for the House of Minos -- a vicious bird of prey that remorselessly kills any creature that would invade its chosen territory. The rug looks like it was made in Shapeir. This is more practical than expensive, and your experienced eye judges that it isn't worth taking. This small bronze candelabra contains several, recently used wax candles. The stairs are lined with carpeting, and have a sturdy banister alongside them. This pillar makes a great support for the balcony. You could light the candles, but it would be too dangerous. Your theme song would be "Baby, won't you light my pyre?" This huge pillar runs from the stairs to the ceiling. You hook the balustrade with your grapnel, and climb up the rope. The narrow balusters of the banister look deceptively fragile. However, you believe that they are well built, and will support a good deal of weight. This pillar is probably more decorative than practical. If you try to use the rope and grapnel here, you will be very visable and an easy target. You'd best try this where you aren't likely to be used as a pinata. This banister is long, and supported only at the ends. It probably isn't all that secure. You cannot use a rope and grapnel while someone is swinging at you. Holding onto that rope would make you a helpless target. You cannot fiddle with the door while someone is trying to pound you like a drum. You cannot use a blackjack on someone who knows you are there. You are so noisy, even the Goon notices you. You cannot concentrate on your spell while you are about to get killed. After all you've been through, you've had it with fighting Goons. Maybe you should try another door. This huge, ugly Goon looks devoted to what he does best -- looking for something to kill. Your Mystic Magnet does not seem to be working. You could be in serious deep kimchee trying to get away from here. You fail to knock out the Goon, and now the Goon intends to knock you out. The Goon has no discernable magic. A Goon may be stupid, but he is devoted to his duties of protecting this place. There is a feeling of latent hostility and a desire to break something, preferably a skull. The Wizard does not carry anything of magic. Even his staff is only a targetting device. This looks very similar to the Centaur you fought in Sifnos. Minos must have a herd of these things! This Wizard looks familiar... Have you met somewhere before? You sense this Wizard Centaur is a member of the mercenary mages who are only here for the high salary. This is only a job. You trigger the magic on the Wizard's Staff. The Wizard has only his magical ability, but no magical items. This Wizard harbors hopes of some day being powerful enough to take this fortress from Minos, and rule Silmaria himself. You trigger the magic on the Wizard's Staff. This Goon is defunct. You try to find something of value on the Goon. This Centaur kicked the bucket. This magic user is no more.

520.qgmEdit

"There's no time for that now. We need to get Minos!" "There's no time for that now. We've got to stop Minos from releasing the Dragon!" You cannot reach him to give him that. "You think you have won, do you? You are mistaken." "So, you have made it all the way here, despite my guards and protections. You really are a most persistent Hero, aren't you?" Minos looks smug, completely confident that you are going to die here. There is danger from the Minotaur, but the biggest threat is Minos, himself. You can feel that he is ready to destroy everything. There is a heightened mood that approaches insanity and megalomania. "You would have actually made a good King of Silmaria. Pity you are the very instrument of Silmaria's destruction. That is, of course, unless you die!" "Guards, you idiots, get in here!" "I will not be defeated. I will destroy everything, and you both will die." "I hold the Prophecy Stone in my hands. When it breaks, the Dark Dragon will rise to destroy all of Silmaria. If I cannot rule what is rightfully mine, then I shall destroy it." "You cannot stop me. No one can stop me. I am your doom." "I'm very pleased to see you here. I so look forward to seeing you die." "Welcome to my treasure room. You too will soon die." "Well now. I have the three of you trapped. Good. This will be most entertaining." Elsa obviously would like to get her hands on her weapons and get to Minos right now. Minos is riding on the thin edge of sanity, and would rather destroy himself and everything rather than let anyone else win. Elsa heals herself. Elsa looks upset at what's going on, but she's still under control. "Now it's my turn to get even here." "This gate is locked and they took away my equipment." "Minos is as dead as he can be. I do not think many will mourn for him. He has done his best to destroy Silmaria." "My friend, the Dragon of Doom has awakened. We must stop it before it destroys Silmaria." You can tell that Elsa is well-protected by magic. Elsa is obviously concerned that something terrible is going to happen soon. "By the grace of goodness, I summon thee to darkest battle." "Sorry to interrupt your victory, but Silmaria is in great danger from the Dragon that Minos just released. I'll just teleport you over there." "I hate to disturb you guys in your victory and all that, but things don't look good for Silmaria. In fact, things are pretty rotten in Silmaria." "Hear me, Heroes of Silmaria. The Dark Dragon has risen, and will breathe the flames of destruction throughout these lands. It seems this time, I too must play the Hero's role." "By the power of magic that lies within the Hero's soul, I call to thee. By the power of magic that once bound the Dragon, I bind thee to me. By the power of magic that I have mastered, I summon thee to me." "I know you won't want to miss out on any fun, so I'm sure you won't mind if I invite you both to a little slumber party. Your job is to put the Dragon to sleep -- permanently." "So away you go!" Minos landed in such a way that the Prophecy Stone shattered, driving a shard through his heart. Examine Minos's Body Kick Minos Search the Body Minos is really quite sincerely definitely dead. You loot the body. You get a momentary satisfaction from kicking Minos's corpse. This Minotaur is huge, and has the look of an enraged bull on his face. Not surprising, that. Death removes all trace of the mind of Minos. The only thing you can do with this creature is kill it or be killed. You search the Minotaur's dead body, and find only its huge magical axe worth taking. This Minotaur looks "terra-bull." This monster minotaur is hungry, and wants to feed upon your fresh blood. This Goon looks grim and gruesome. There's no emotions left here to detect. Goons do not make great conversationalists. It's even more gruesome than ever, now that it is dead. This Goon enjoys inflicting pain on other creatures. You search the Goon for what treasure you can loot. Elsa takes a Healing Potion to restore her health. It is completely at peace. Minos' goons have blocked the door!! You are trapped!!!

525.qgmEdit

You lock the bolt of the door to prevent anyone who was coming after you from getting in here. This door is covered with gold and silver leaf. Minos obviously can't leaf well enough alone. You detect powerful traps on the Alcoves. You know you are in trouble now. There are strong emotions of fear, hatred, and bloodlust in this area. Examine the Door Listen at the Door Open the Door Lock the Door The gold and silver leaf is thin, too thin to be worth stealing. The quality of the workmanship on the door is high, and it was probably very expensive. There is a solid bolt on this side of the door. The door is broken, and cannot be bolted or moved from this side. Examine the Door Listen at the Door Lock the Door Open the Door You hear the sound of heavy movement on the other side of this door. The door seems to be magically locked to keep you in here. This huge vase looks like it's made of copper. These large upper doors were hand-carved and covered with gold leaf. You toy with the idea of scraping off some gold, but just the thought makes you feel "gilty." The gold and silver leaf is thin, too thin to be worth stealing. There is a solid bolt on this side of the door. However, it isn't strong enough to stop a Goon from ramming the door open. It's hard to hear anything with all that noise going on around you. You slide the bolt shut, but you don't think it will stop a Goon from getting in. There are smart things and there are dumb things. This is a dumb thing. You are better off leaving the door shut. This vase looks like a twin of the other vase. You add the Lion Statue to your bulging backpack. This winged statue of a lion is covered with gold, and shows exquisite workmanship. You believe it is very valuable. This appears to be a set of ornamental axes. You assume that this candleholder is meant to burn beeswax candles as it is whimsically decorated with bees and honeycombs. This pot is decorated with images of warriors and Centaurs fighting. You try to disarm this trap. This looks like a storage chest. This pot has images of women dancing and singing. Examine the Chest Open the Chest Disarm the Trap This is a sturdy, well-constructed chest with metal bands protecting it. The lock is fairly simple, but the trap on the chest looks daunting. You got a death wish or something? You successfully disarm the trap and open the chest to gain the treasure within. The chest is filled with money. Examine the Alcove This gated alcove contains armor, shields, and helms. A cluster of amphorae await classification. This large bronze vase is obviously very old and valuable. It's also very, very heavy. Examine the Alcove You see a variety of fine armor, including a suit of leather that is obviously magical. There are shields of many sorts, but the one that catches your eye has the glow of magic. There is even a magical helm among the treasures here. This metal gate is firmly locked, and there is a complex trap upon it. Open the Alcove Gate Disarm the Trap There are a variety of weapons within this gated alcove. Hmmm. That wasn't very bright. You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. Examine the Alcove You can see some obviously magical weapons within this barred area. The sword, spear, and axe in the corner catch your eye with their glow, and the dagger on the shelf has a pleasing gleam. However, the gate is definitely trapped. Open the Alcove Gate Disarm the Trap This alcove contains a variety of bottles and amphorae filled with liquids. Not again! You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. Examine the Alcove Elsa is standing in this alcove, trapped by Minos in his treasure room. Open the Alcove Gate No! Not that! Disarm the Trap You see some potions of Healing, similar to the ones you can purchase at the Apothecary in Silmaria. There are some potions for aiding the Magic User, and some for protection from fire. The sturdy metal gate that blocks this alcove is locked and trapped. You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. Examine the Alcove Open the Alcove Gate Open the Alcove Gate Disarm the Trap Disarm the Trap Examine the Alcove This gated and trapped alcove contains only an ebony statue of a bird. Elsa looks angry, but unharmed. She is not touching the heavily trapped gate that contains her within this small alcove. This alcove contains antiques and jewelry behind its bars. Ahhhhh! "No! It's trapped! Get me my toolkit from near the chest, and I'll get myself out of here." You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. "Let me do this. You go deal with more important things right now." You attempt to disarm the trap. Examine the Alcove This alcove contains assorted valuable antiques, but nothing that particularly attracts you. However, the shelf displaying magical jewelry looks tempting, though the magical trap on the gate is daunting. Open the Alcove Gate Disarm the Trap This alcove contains bags and urns of drachmas. Bad idea. You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. This alcove is filled with containers of drachmas. Containers and containers of drachmas. You estimate more than a King's ransom in gold is held within this trapped gate. Open the Alcove Gate Disarm the Trap What part of the word "TRAP" don't you understand? You successfully disarm the trap and open the alcove gate. This cornice forms a narrow shelf above the gated alcove. This cornice is more decorative than structural. This cornice adds a delicate contrast to the stark structure of the gate below. You snag the cornice with your rope and grapnel, and scramble up to the top of it. As cornices go, this one looks much like the others. This piece of architecture is not something of great interest to you. These are ceramic vases called amphorae. These carpets look like they were made in Shapeir, but none of them seem to be magical. As much as you would like to, there is no time to explore all aspects of this room. The guards could come in at any moment. How did this weapon get here? Maybe it was an "axe-ident." This seems to be a golden statue of a vulture. Why anyone would make such a thing is beyond you, but it seems appropriate for this place. This is obviously a portrait of Minos, Lord of this fortress. Checking behind this painting, you discover that there is no safe. Amazing. This escutcheon is probably someone's coat of arms. This looks like some sort of polearm weapon, most likely a souvenir from a distant land. This modified spear looks like it was designed to skewer an elephant. The polearm is heavy and unwieldy unless you practice new techniques. This is no time to learn a new weapon. The bowl is filled with some sort of iridescent powder, perhaps made from crushed gems. This looks like a musical instrument from some distant country. The odor of perfume lingers within this vase's open mouth. The wooden shipping crate lists such interesting ports of call as Mallorca, Minorca, and Medorca. This looks like a collection of ceremonial weapons that aren't extremely practical for combat. This is a beautiful painting of a queenly woman with her arms around the neck of a huge bull. The placard at the bottom of the frame says, "Pasiphae." The back of the painting looks like the rough wood it was painted upon. This box is thoroughly sealed, and it would take so much noise and effort to open it, there is no point in trying. This looks like a musical instrument from some distant country. These seem to be bronze plates. They are probably very old, but not very valuable or they wouldn't just be lying around on the floor. This pot was probably used to carry coins around in this room. These pots are empty and rather plain. This chair is probably used for sitting at the table while counting money. This table is very sturdy and practical. This small oil lamp is obviously used for illuminating the tabletop for fine work. There is a pile of several hundred drachmas set out for weighing and counting. These are cloth bags filled with coins. This scale is intended to weigh coins and verify that they are made of gold. You can't begin to carry these; the coins weigh too much. This pot is painted with designs of ships and sea monsters. You try to disarm this trap. This seems to be crossed flags on a huge shield. These pots are covered and sealed with wax. They seem to be filled with scented oils. Examine the Chest Open the Chest Disarm the Trap This chest is smaller and more compact than some chests, but weighs several hundred quarks. It is constructed from wood, and has a brass lock with a trap inset within the lock. I can't believe you did that. You successfully disarmed the trap, and open the chest to gain the treasure within. It seems to be filled with jewelry. You quickly pick out the best of the pile. You don't have time to deal with this now -- you're about to be killed. This seems to be a sack of money. Judging from its weight, you guess it contains about 1000 drachmas, far more than you can carry. Although you strain your back, you can't carry it this way. They must have filled the bottom with lead. Nor can you untie the knot that secures this bag. Now you know why Minos can leave the bag lying around. The Open Spell cannot open a trapped object. "There! Let me get my equipment and I'll help you." "There's no time for talk now. We must do what must be done." Something seems to be interfering with the magic of the magnets. You cannot teleport away. After all you've been through, you've had it with fighting Goons. Maybe you should try another door. Either this door is jammed, or there's some sort of magical lock preventing you from exiting. Something magical prevents your spell from working. The magical effect of the statue transforms you into a bug. In the alcove, this medium-sized statue of a black bird appears to be more falcon than a member of the thrush family. "Thank you. I will disarm this trap quickly. Do what you can." "You're getting hurt! Get me my toolkit near the chest so I can help you." "You are going to be killed! Free me so that I may help you!" "I fear we are in very big trouble now." "Look what I found! We may need these soon." "My thanks." This looks like a large and very heavy statue of a standing lion. Trying to lift this statue would give Hercules a hernia. You can't even budge it. There is something unpleasant and frightening about this strange statue. You cannot reach this statue from here. You carefully cover the nasty-looking statue with the sheet, binding it tightly before putting it away. The Fetch spell does not seem to affect the magic statue. The overstuffed chair by the door looks quite heavy. Sit on the Chair Examine the Chair Push the Chair You really do have better things to do than rest right now, you know. This looks like a sturdy, heavy chair that could even bear the weight of a Minotaur. The chair is best left right where you put it. It's covering your backside right now. You remember a lesson you learned a long time ago, and block that door with this heavy chair. These seem to be bags filled with coins. Lots and lots of coins. The prophecy stone is shattered but its pieces glow with an unholy light. The pieces of the prophecy stone is blazing with magical energy and you cannot get near it.

525-1.qgmEdit

You lock the bolt of the door to prevent anyone who was coming after you from getting in here. This door is covered with gold and silver leaf. Minos obviously can't leaf well enough alone. You detect powerful traps on the Alcoves, and a protection from magic placed upon the traps. Thus, Trigger and Open spells will not work. You know you are in trouble now. There are strong emotions of fear, hatred, and bloodlust in this area. Examine the Door Listen at the Door Open the Door Lock the Door The gold and silver leaf is thin, too thin to be worth stealing. The quality of the workmanship on the door is high, and it was probably very expensive. There is a solid bolt on this side of the door. The door is broken, and cannot be bolted or moved from this side. Examine the Door Listen at the Door Lock the Door Open the Door You hear the sound of heavy movement on the other side of this door. The door seems to be magically locked to keep you in here. This huge vase looks like it's made of copper. These large upper doors were hand-carved and covered with gold leaf. You toy with the idea of scraping off some gold, but just the thought makes you feel "gilty." The gold and silver leaf is thin, too thin to be worth stealing. There is a solid bolt on this side of the door. However, it isn't strong enough to stop a Goon from ramming the door open. It's hard to hear anything with all that noise going on around you. You slide the bolt shut, but you don't think it will stop a Goon from getting in. There are smart things and there are dumb things. This is a dumb thing. You are better off leaving the door shut. This vase looks like a twin of the other vase. You add the Lion Statue to your bulging backpack. This winged statue of a lion is covered with gold, and shows exquisite workmanship. You believe it is very valuable. This appears to be a set of ornamental axes. You assume that this candleholder is meant to burn beeswax candles as it is whimsically decorated with bees and honeycombs. This pot is decorated with images of warriors and Centaurs fighting. You try to disarm this trap. This looks like a storage chest. This pot has images of women dancing and singing. Examine the Chest Open the Chest Disarm the Trap This is a sturdy, well-constructed chest with metal bands protecting it. The lock is fairly simple, but the trap on the chest looks daunting. You got a death wish or something? You successfully disarm the trap and open the chest to gain the treasure within. The chest is filled with money. Examine the Alcove This gated alcove contains armor, shields, and helms. A cluster of amphorae await classification. This large bronze vase is obviously very old and valuable. It's also very, very heavy. Examine the Alcove You see a variety of fine armor, including a suit of leather that is obviously magical. There are shields of many sorts, but the one that catches your eye has the glow of magic. There is even a magical helm among the treasures here. This metal gate is firmly locked, and there is a complex trap upon it. Open the Alcove Gate Disarm the Trap There are a variety of weapons within this gated alcove. Hmmm. That wasn't very bright. You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. Examine the Alcove You can see some obviously magical weapons within this barred area. The sword, spear, and axe in the corner catch your eye with their glow, and the dagger on the shelf has a pleasing gleam. However, the gate is definitely trapped. Open the Alcove Gate Disarm the Trap This alcove contains a variety of bottles and amphorae filled with liquids. Not again! You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. Examine the Alcove Elsa is standing in this alcove, trapped by Minos in his treasure room. Open the Alcove Gate No! Not that! Disarm the Trap You see some potions of Healing, similar to the ones you can purchase at the Apothecary in Silmaria. There are some potions for aiding the Magic User, and some for protection from fire. The sturdy metal gate that blocks this alcove is locked and trapped. You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. Examine the Alcove Open the Alcove Gate Open the Alcove Gate Disarm the Trap Disarm the Trap Examine the Alcove This gated and trapped alcove contains only an ebony statue of a bird. Elsa looks angry, but unharmed. She is not touching the heavily trapped gate that contains her within this small alcove. This alcove contains antiques and jewelry behind its bars. Ahhhhh! "No! It's trapped! Get me my toolkit from near the chest, and I'll get myself out of here." You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. "Let me do this. You go deal with more important things right now." You attempt to disarm the trap. Examine the Alcove This alcove contains assorted valuable antiques, but nothing that particularly attracts you. However, the shelf displaying magical jewelry looks tempting, though the magical trap on the gate is daunting. Open the Alcove Gate Disarm the Trap This alcove contains bags and urns of drachmas. Bad idea. You attempt to disarm the trap. You successfully disarm the trap and open the alcove gate. This alcove is filled with containers of drachmas. Containers and containers of drachmas. You estimate more than a King's ransom in gold is held within this trapped gate. Open the Alcove Gate Disarm the Trap What part of the word "TRAP" don't you understand? You successfully disarm the trap and open the alcove gate. This cornice forms a narrow shelf above the gated alcove. This cornice is more decorative than structural. This cornice adds a delicate contrast to the stark structure of the gate below. You snag the cornice with your rope and grapnel, and scramble up to the top of it. As cornices go, this one looks much like the others. This piece of architecture is not something of great interest to you. These are ceramic vases called amphorae. These carpets look like they were made in Shapeir, but none of them seem to be magical. As much as you would like to, there is no time to explore all aspects of this room. The guards could come in at any moment. How did this weapon get here? Maybe it was an "axe-ident." This seems to be a golden statue of a vulture. Why anyone would make such a thing is beyond you, but it seems appropriate for this place. This is obviously a portrait of Minos, Lord of this fortress. Checking behind this painting, you discover that there is no safe. Amazing. This escutcheon is probably someone's coat of arms. This looks like some sort of polearm weapon, most likely a souvenir from a distant land. This modified spear looks like it was designed to skewer an elephant. The polearm is heavy and unwieldy unless you practice new techniques. This is no time to learn a new weapon. The bowl is filled with some sort of iridescent powder, perhaps made from crushed gems. This looks like a musical instrument from some distant country. The odor of perfume lingers within this vase's open mouth. The wooden shipping crate lists such interesting ports of call as Mallorca, Minorca, and Medorca. This looks like a collection of ceremonial weapons that aren't extremely practical for combat. This is a beautiful painting of a queenly woman with her arms around the neck of a huge bull. The placard at the bottom of the frame says, "Pasiphae." The back of the painting looks like the rough wood it was painted upon. This box is thoroughly sealed, and it would take so much noise and effort to open it, there is no point in trying. This looks like a musical instrument from some distant country. These seem to be bronze plates. They are probably very old, but not very valuable or they wouldn't just be lying around on the floor. This pot was probably used to carry coins around in this room. These pots are empty and rather plain. This chair is probably used for sitting at the table while counting money. This table is very sturdy and practical. This small oil lamp is obviously used for illuminating the tabletop for fine work. There is a pile of several hundred drachmas set out for weighing and counting. These are cloth bags filled with coins. This scale is intended to weigh coins and verify that they are made of gold. You can't begin to carry these; the coins weigh too much. This pot is painted with designs of ships and sea monsters. You try to disarm this trap. This seems to be crossed flags on a huge shield. These pots are covered and sealed with wax. They seem to be filled with scented oils. Examine the Chest Open the Chest Disarm the Trap This chest is smaller and more compact than some chests, but weighs several hundred quarks. It is constructed from wood, and has a brass lock with a trap inset within the lock. I can't believe you did that. You successfully disarmed the trap, and open the chest to gain the treasure within. It seems to be filled with jewelry. You quickly pick out the best of the pile. You don't have time to deal with this now -- you're about to be killed. This seems to be a sack of money. Judging from its weight, you guess it contains about 1000 drachmas, far more than you can carry. Although you strain your back, you can't carry it this way. They must have filled the bottom with lead. Nor can you untie the knot that secures this bag. Now you know why Minos can leave the bag lying around. The Open Spell cannot open a trapped object. "There! Let me get my equipment and I'll help you." "There's no time for talk now. We must do what must be done." Something seems to be interfering with the magic of the magnets. You cannot teleport away. After all you've been through, you've had it with fighting Goons. Maybe you should try another door. Either this door is jammed, or there's some sort of magical lock preventing you from exiting. Something magical prevents your spell from working. The magical effect of the statue transforms you into a bug. In the alcove, this medium-sized statue of a black bird appears to be more falcon than a member of the thrush family. "Thank you. I will disarm this trap quickly. Do what you can." "You're getting hurt! Get me my toolkit near the chest so I can help you." "You are going to be killed! Free me so that I may help you!" "I fear we are in very big trouble now." "Look what I found! We may need these soon." "My thanks." This looks like a large and very heavy statue of a standing lion. Trying to lift this statue would give Hercules a hernia. You can't even budge it. There is something unpleasant and frightening about this strange statue. You cannot reach this statue from here. You carefully cover the nasty-looking statue with the sheet, binding it tightly before putting it away. The Fetch spell does not seem to affect the magic statue. The overstuffed chair by the door looks quite heavy. Sit on the Chair Examine the Chair Push the Chair You really do have better things to do than rest right now, you know. This looks like a sturdy, heavy chair that could even bear the weight of a Minotaur. The chair is best left right where you put it. It's covering your backside right now. You remember a lesson you learned a long time ago, and block that door with this heavy chair. These seem to be bags filled with coins. Lots and lots of coins. The prophecy stone is shattered but its pieces glow with an unholy light. The pieces of the prophecy stone is blazing with magical energy and you cannot get near it.

530.qgmEdit

"Thank you, but I have no appetite right now." "This seems an odd time to give me flowers, but I do thank you." "Burn it now!" "You are dead meat now. Prepare to die." "I have healed myself. Shall we continue?" "I have taken too much damage. I must heal myself. Excuse me for a moment." Elsa is armed and seems ready to do battle with the Hydra. Elsa is waiting for you to burn the stump. She looks like she could use a hearty mug of ale after defeating the Hydra. Elsa is not in the mood for conversation. Elsa is healing herself. "If what you have heard is correct, then perhaps I should do the fighting, and you should burn what is left when the head is chopped off." "You look as if you could use a little help. Mind if I join you?" "What are you backing off for? I will not fight this alone. When you are back in position, I shall attack." "I shall use the torch when you chop off the head." "If that is so, which would you prefer? To fight or to fire?" "Quickly, set fire to it before the head grows back." "Look, if you want to work together, you chop this thing, and I'll torch the Hydra." "You've got the teeth to prove you won this Rite, but what is my reward for all the effort I went through here?" "That did it! We have defeated the Hydra!" Elsa ignores you in the heat of action. "What is this? Oh, I see, it is a magical device which aids combat. I have heard of such things before this. This is very kind of you. You have my thanks." "Many thanks, but I do not need such a thing." "After that Hydra, I will need these. Thank you." "After that Hydra, I will need these. Thank you." "You give these to me? This will mean that I shall win this Rite. I thank you. I did not expect this generosity." Ask about Elsa Ask about the Hydra Tell about Defeating the Hydra Greet Elsa Ask about Elsa Talk about the Hydra Talk about the Win Talk about Rakeesh Ask about Elsa Say Goodbye Say that Defeating the Hydra is a Reward Ask for a Kiss Suggest a Search for Treasure Say Goodbye "You are giving this to me? I am most impressed. You are very generous, and I assure you I will put this to good use. Many thanks." "What is this? Oh, I see, it is a magical device which aids combat. I have heard of such things before this. This is very kind of you. You have my thanks." "I have gotten here by Minos's ship. We had to battle some sea people to do so. I can understand why the fishermen do not dare come here in their little boats." "Oh, I have no doubt you are pleased to see me here. Misery loves company, ja?" "It is very ugly, and obviously tough. Working together, though, we should be able to defeat it." "I am not ready to leave just yet. I am certain we can find something of value here." "That was a good battle. We have certainly proved our worth here." "It was a vicious thing, but at least it stays on this island. I do not understand why this was considered to be a Rite, when it was certainly not a great threat to Silmaria." "That is a great tragedy. I enjoyed speaking with the Liontaur. I know that he was your friend. I am sorry for you." "The Hydra could not be defeated without us working together. Perhaps it is teamwork that this Rite is about." "That was not an easy job. We both deserve to win this Rite, but I do not think that this one can be a tie. There were too few teeth in that last snakey face." "If you wish to leave now, do so. I intend to search this place more thoroughly." "A kiss? If you think your kiss is worth winning a Rite of Rulership, you certainly have a big opinion of yourself." "Hah! I am not one of those who gets a great thrill from killing things. It is a duty, not a pleasure." "There may be something in the cave behind the Hydra. Why do we not go look?" Fight the Hydra Torch the Hydra The bleeding stump already appears to be healing. The Hydra is starting to regenerate another head. Elsa picks up the Hydra's teeth from the fallen head. Elsa, perhaps feeling greedy, hands you the scales! There is a burnt, ugly scar forming where the head was removed from the Hydra's body. You dare not touch the ruined remains of the Hydra's head, for fear of the acid blood that drips from the wound. Your spell cauterizes the wound, preventing the Hydra's head from regenerating. The flame of the torch cauterizes the wound. The fierce Hydra is a deadly opponent -- its three heads all prepared to send you to your doom. Even missing one of its heads, the Hydra is deadly. Even with only one head, the Hydra is more than capable of destroying you. The acid blood of the Hydra still flows, and the last of its heads starts to regrow. There is no sign of life in this ancient creature's corpse. You cannot get near enough to touch the gleaming scales of the Hydra's enormous body. You touch the remains of the dead creature, but it is still and silent. You remove some of its scales, and place them away. The creature is lifeless. Its acid blood is burning away what is left of its corpse. The flames of your sword sizzle as your Paladin Sword slices into the Hydra's neck. You search the head of the Hydra, and find only a few teeth within its skull. You reach for the decapitated head of the Hydra, but the acid blood drips down, burning your hand. The Hydra's head is cold and lifeless.

535.qgmEdit

A foul and pungent odor emanates from the dark cavern. The acrid smell of acid assaults your senses outside the legendary Cave of the Hydra. You can tell that you have entered a place of dire danger. Sticky sap wells forth from this small tree. You'd best keep your head away from it. (Surely you've heard of a "GUI in-yer-face" before!) The rib cage has been picked clean. Now you've done it -- you've gotten this gooey boiled sap all over your hands. It feels very rubbery as it dries. You gather some goo in your container, and store it away for use later. If you squint a little, those bones look almost like a big bone lizard crawling out from under that boulder. The cow skull suggests that whatever lives in that cave has a really BIG appetite. The upper path curves around and leads right up to the cave entrance. There isn't much left here. Evidently someone took the phrase "bone appetite" a little too literally. The path on this side overlooks the ominous dark cave. This patch of greenery was lovingly grown here by Citizen Genet -- surely you've heard of the Plant a Genet? Oops, sorry, that was a bit far afield. This narrow defile is the only way in or out of the valley. Above you, the rock face looks as if it was caught in a fearsome struggle with powers beyond your comprehension. The stone around the dark cave has some fascinating patterns. It is intricately etched, apparently by acid. Hmm, now that you look closely, everything in this area has been etched by acid. This could be bad. Your spell does not seem to affect this creature of myths and legends. With a mighty show of strength, you chop off the head of the Hydra. The magic of the Hydra regrows its missing head. You cut off the final head of the Hydra. Would you like Elsa's help? The body of the Hydra drips with acid. You cannot reach the stump of the Hydra's head from this ledge. You can't cast a flame dart from this angle. You can't get a good attack on the side head from this position. You'd be better off attacking from above. The blacken remains of a stump proves this wound has been cauterized. You can sense no thoughts or emotions from this dead body. The Hydra's head keeps spitting a particularly nasty acid. All that remains of the Hydra's middle head is a blackened stump. This wound does not seem to be regenerating. The Hydra seems eager to destroy you. You can sense the creature's fury that you have dared to approach its lair. It is determined to protect its territory by destroying you. You can tell that it is immune to most magics, but your Paladin Sword will be very effective. The severed head of the Hydra lies limp and lifeless. The Hydra is determined to make you his next meal. You can sense the creature's fury that you have dared to approach its lair. It is determined to protect its territory by destroying you. You can tell that it is immune to most magics, but your Paladin Sword will be very effective. You can sense the creature's fury that you have dared to approach its lair. It is determined to protect its territory by destroying you. You can tell that it is immune to most magics, but your Paladin Sword will be very effective. This head is completely severed from the body. The head has fallen lifelessly to the ground.

540.qgmEdit

"No, thank you. I seemed to have lost all appetite after that encounter." "I will return to Silmaria. It has been interesting working with you. I will see you at the Hall of Kings." "I knew it! I was certain that we would find something in this cave worthwhile. This Magical Bow will be all the reward I want from here." Elsa looks like she is tired, but exhilarated by the successful defeat of the Hydra. "This seems an odd time to give me flowers, but I do thank you." "You give this to me? You are most generous. I will certainly use this in combat. Danke, my comrade." "I do not need it now. Thank you anyway." "After that battle, I do need this. My thanks." "After that battle, I do need this. My thanks." "You are giving these to me? Then I shall be the winner of this Rite. That is very kind of you to do this. My deepest thanks." Ask about Elsa Ask for a Kiss Ask about the Cave Ask about the Treasure Say Goodbye "After what we have been through, I do not think either of us need much weapon practice right now. We should see what we can find here before we do anything else." "You are very generous. I thank you, my friend." "You give this to me? You are most generous. I will certainly use this in combat. Danke, my comrade." "Do not leave so soon. There may be more to find." "This is a large cave, and there may be some things further inside it. We should explore it thoroughly." "I feel as if I could use a long bath and a chance to relax right now." "This is not the time for romance. We are both filthy and tired. Perhaps sometime after the Rites are over, we can relax together." "We shall see if we can find some here."

545.qgmEdit

Is this a stalactite or a stalagmite? Now come on, you should know this already! The path into the cave is marked by the broad, sweeping strokes of the Hydra's tail. Strong magic radiates from the Hydra, despite its apparent death. There is also some form of fire magic on the chest. You detect danger emanating from the chest in this room. Is this a stalactite or a stalagmite? Now come on, you should know this already! It's a cow skull, you numskull. As a Hero you should be used to this sort of thing by now, but skulls still give you the creeps. These rib bones came from an unfortunate animal almost as large as the Hydra itself... a beached whale, perhaps? This large chest looks like it spent many weeks in the sea before washing up on shore. You wonder why the Hydra brought it into its lair. There is a trap set on the lock. Examine the Chest Open the Chest Force Open the Chest Disarm the Trap This is a large sea chest that probably came off a sunken ship. It looks like the Hydra dragged it into its lair many years ago. Nevertheless, there is an obvious trap set upon the lock. The chest is obviously locked. Did you really think we would make it easy on you? Now you've done it! You use your tools on the chest. You should leave acts of incredible stupidity to the fighters. Try using brains and magic instead of nearly incinerating yourself. Now that you've triggered the trap, it might be safe to open the chest. You certainly hope so. Now that you've disarmed the trap, it's a simple snick of the pick to unlock this sea chest. You trigger the trap on the chest with dramatic results. You spell magically opens the chest. Ta da! Your spell fails to affect the trap. The chest does not open. Sunlight entering the cave's mouth beckons you out of this hell hole. The Hydra's beheaded carcass sizzles as it's consumed by the oozing acid blood. This looks like a broken greave from someone's leg armor. It has been seriously munged. Hard to believe these stalactites formed one calcified drop of water at a time. Amazing. This is a multipurpose amphora. This helm is badly dented from what must have been a fatal blow. Alas, poor Yorick. I knew him, Horatio. Empty eye sockets stare into eternal oblivion. Why would a Hydra horde drachmas, you wonder. These look like hanging pantyhose -- obviously, they must be "tites." The hip bone's connected to the wrist bone. The neck bone's connected to the ankle bone. Hmmm, a chiropractor would have his work cut out with this patient. Dem bones, dem bones, dem dry bones... Another impressive example of geology in action. You manage to disarm the trap, making certain it cannot be re-set. Hmmm... You dramatically failed to disarm this trap.

550.qgmEdit

"Yech. Green stuff. What a waste of good pizza." "Now that's what I call a bribe." "Mmmm... Now this is what I call a bribe." "Share and share alike. You got something better than that for me?" "Hey, no fair. I want a bribe too." "I warned you." "You cannot kill me." "Welcome to Hades." This three-headed hound from Hades with its red, glowing eyes appears to have all the sanity of a rabid dog. "I am Cerberus." "Guardian of the Gates." "I make certain no dead shall leave Hades." "I make certain no living enter Hades." "I cannot die." "But you can!" "You cannot defeat me." "You could admit defeat and walk away, you know." "Aren't you getting a little tired?" "Don't you think this is a little foolish?" "Why don't you just admit defeat?" "Okay, okay, enough!" "I haven't done this much fighting since Hercules." "Fine. That's it. Go down into Hades." "You still may never leave." "What about me? Don't I get a yummy bribe?" "Not bad." "Mmmm... Savory." "Melts in the mouth." "All right. I'm satisfied. You can enter." "But you may not be able to leave." "At least your soul won't have far to go." "Hey, that stuff is bad for dogs." "I'm immortal, remember?" "It's bad for the teeth." "So I've got a sweet tooth. So sue me." "It's got cucumbers! I'll be burping all night." "It's got onions! It's bad enough living with your dog breath." "Mmmm. Now that's what I call a bribe." "That greasy thing? Yech." "I'm going to have indigestion, you realize." "You don't think anyone will eat that thing, do you?" "Gives me indigestion just thinking of it." "Hey, I have better taste than that." "What am I supposed to do with it? Look, paw -- no hands." "I do not need money. You might." Ask about Cerberus Ask about Hades Ask about the Dead Ask about the Living Greet Cerberus Say Goodbye Tell about Yourself Your magical spell seems to have no effect upon Cerberus. It's as if Cerberus absorbs magic. "Go, and do not attempt to enter here until you are dead." "I have been since the dawn of time." You have the impression of a creature who is quite prepared to tear you to shreds because it is his duty to do so. "I will be until the dusk of eternity." "I am immortal." "The souls of the good are gathered within to enjoy the peace they deserve." "Hades is the abode of the dead." "Their souls rest in the peace of oblivion." "Once they pass the River Styx." "If they do not cross the Waters of Binding..." "Their souls roam restlessly the halls of Hades." "Seeking the endless sleep they crave and cannot attain." "The souls of evil are punished or doomed to eternal wandering." "Even the best souls are not at rest. Some seek to live again." "You are not welcome here." "No one alive shall enter here." "They disturb the dead." "Or they disturb me." "Go away!" "Oh, sure... I've heard that before..." "All I want is a little Styx water. I won't bother anything else." "Then they try to bring someone back to life." "You don't fool me." "You won't get past me." "Unless you first die." "Or come up with a suitable bribe." "Bribe?" "Bribe!"

555.qgmEdit

This rock is made from granite, perfect for carving gravestones. This tortured trunk is all that remains of a once thriving tree. This area now looks as if the end of the world has come, and everything is dead. There is a cold electric feeling in the air, and the stench of rotting corpses. The magic of the gates of Hades radiates through this area. You can feel the cold of the Undead flowing through this opening into dark Hades. You know in your soul that you have opened a gateway into extreme danger. This marble block looks like it was once placed in the entranceway to prevent the living from entering. Or perhaps, it is there to prevent the living from leaving. This looks like the femur from a medium-sized Anglo-Saxon male of around 20 years of age who walked with a slight limp and had a fondness for gummy bears. This octagonal rock could be significant. However, it isn't. But it could be. Normally, I'd warn you of disease from carrion, but something has stripped this bone down to the... um... bone. Still, it is too nasty to carry around. This boulder is a solemn reminder that gravity prevails. These marble pillars and blocks look appropriately ominous. This looks like the humerus -- but it's not very funny. This looks like the skull of a giant gull. Ugh. Nasty. Don't touch. This marble skull doesn't look very friendly. The design over the entrance to Hades resembles wings. The opening to Hades is as black as death. This ribcage looks like something big dragged it around the room. Deja vu. This rock looks very familiar -- haven't you seen rocks before? The stream is now sluggish and clogged with rotting decay. You wouldn't touch that water on a bet, let alone drink from it. This tree looks shriveled and twisted by age and death. This looks like a great place to go -- as far away from as possible. This tree looks like it lurks to fall upon anyone who tries to enter this area. It's probably best to let gruesome remains remain gruesome. This boulder looks unchanged by its surroundings. It must be a Rock of Ageless. These boulders are the bones of the earth. This appears to be the skeleton of a man in his late sixties who enjoyed liver and cauliflower, and collected rare butterflies. Then again, you might be mistaken in your deductions. This tree trunk looks tortured and twisted like the shroud of disinterred corpse. This boulder is a prime example of a rock. What was once a lovely tree is now destroyed by what appears to be the ravages of time and disease. Even the weeds have died here. Though you'd like to give these bones a decent burial, you have a feeling they would just be dug up again the next time someone knocked on the gates of Hades. This rock projection looks like even the cliff wall here is starting to decay. The obvious igneous nature of this rock is reflected in its melted look. This natural land bridge is a perfect spot for crossing the stream without getting wet. The stream looks like it is polluted by industrial wastes. The oily sheen on the surface of the scummy water reminds you of rancid grease, and smells just about as bad. You wisely leave this water to rot. It looks like the water of this stream flows directly to the center of Hades from here. These rocks support the wooden skeleton of a dead tree. This was alive only minutes ago -- or does time pass differently in this place? If you want to get to Hades in the worst way, this could be the way to go. However, you'll never come out alive. These bones show the teeth marks of the animal that gnawed them clean. These huge cliff walls cast a pall of ominous shadow in this area. The sad wreckage of the Dragon Pillar is overshadowed by the awesome entrance to Hades. You read the inscription, "When the Dragon of Doom again rises, only by willing sacrifice can it be defeated. One must give his life of his own free will that Silmaria might remain." The inscription at the base of this pillar now reads, "Only if all who stand tall stand together shall the Dragon of Doom fall." Your weapon can do no further damage to this ruined pillar. There is no more magic remaining in this pillar. You cannot get past Cerberus to enter the gates of Hades.

557.qgmEdit

There is only a lingering magic around the shards and broken pieces of the Dragon Pillar, and a slightly stronger feel of magic around the hole where the stream flows into the earth. There is a powerful aura of magic radiating around the Dragon Pillar, and an echo of magic where the stream flows into the earth. There is also some residual magic on the granite wall near the end of the stream. This room looks calm and serene compared to many places you have been in. This boulder must have fallen from the cliff not too long ago, as it is not yet covered with moss or lichen. Beware of falling rocks! This tree looks like it drank too much coffee in its youth. You have the lingering sensation of a violent death nearby. You make the plant happy by watering it. The way out. Blue sky beckons you to leave this horrid place. This rock dreams of being a star... a rock star. You fill your amphora with the fouled water, reminding yourself not to accidentally drink it. You take a drink from the cool, clean waters of the stream. The clear waters flow swiftly through the streambed. You find it odd and vaguely unsettling that you see no ants, bugs, or other living creatures on any of these rocks. The blood from the decaying corpse flows sluggishly downstream. After what has transpired (expired?) in this area, the stream looks singularly uninviting. The thought of drinking this water right now causes your gorge to rise. You don't want to touch this water now. You fill your amphora with the clear, clean water. This granite boulder has been discolored by dirt, age, gloom, and depression. You didn't know rocks could get depressed, did you? This tree leans towards the opening in the wall as if yearning to escape this place. This boulder is made of the same material as the cliff. It's obviously a chip off the old block. This arrangement of large rocks would be considered attractive landscaping, if you were anywhere else but here. These grasses are tipped with needle-sharp points. Take care not to get jabbed. You fill your amphora with the fouled water, reminding yourself not to accidentally drink it. Grey moss and lichen grows well in this dank, humid air. This inviting stream flows freely from the spring at the base of the cliff walls. Erosion has polished these rocks smooth. The water feels cold and chill, very refreshing to the touch. You don't really want to look at what is flowing in this stream. The stream looks clear, but there's just a hint of unpleasantness about it. It could be your imagination, but you don't want to take chances. You are very reluctant to even touch this water. This stream now gives you the willies. You don't want to get too near it anymore. You fill your amphora with the clear, clean water. The flow striations in this boulder are evidence of its molten origins. The river flows under the ground at this point, creating a natural land bridge. It looks like the water of this stream flows directly into the center of the earth from here. These rocks protect the stunted tree from wind and rain. Unless you like the idea of a death similar to being flushed down a toilet, it's probably not a good idea to swim here. You pour the waters down into the depths of the earth, to the very waters of Hades. You pour the magical waters of the Hippocrene into the depths of the earth and the rivers of Hades. This granite wall is unnaturally cold to the touch. It has an wet, slimy feel that sends a shiver down your spine. This sheer cliff wall seems to be a natural granite formation. This shrub is growing between a rock and a hard place. The concave curvature of this cliff face makes it impossible to scale for any but the most experienced climbers. This stunted tree huddles close to the cliff for protection from the elements. The twisted trunk makes you believe that other forces worked to distort this tree besides mere wind and rain. This carved stone pillar has a strangely ominous appearance. Just looking at it gives you the feeling that powerful magic must be involved with this Dragon Pillar in some mysterious way. This tree's roots must be forcing their way through cracks in the granite. Interesting how life hangs on, even in this forbidding place. You water the thirsty tree. The tree roots soak up the water you pour on them. Just touching this pillar sends a thrill of magic through you. Despite its disquieting appearance, you are certain that its magic is somehow protective. The Dragon Pillar has been broken asunder and destroyed. There is nothing you can do that will restore this magical pillar. The corpse of a Silmarian guard lies mouldering in the once lovely stream. This man was killed so violently that his blood splattered on the Dragon Pillar before it had been broken. There are many questions raised here, and few answers. Search the Corpse Examine the Body Bury the Body Although you swear that this body cannot have been here very long, it's already so decayed by the water that any movement will cause it to fall apart. The stream is flowing the remains into the pit of the earth. Although the blood on the pillar shards has not yet faded, the corpse of the Silmarian guard is already rotting away. You cannot see much left of the face to identify the corpse. He is already as cold and stiff as a gravestone. Anything of value or identification has already been removed from this corpse. You find nothing left that's in any condition to take. Leave the Corpse Alone You solemnly intone the words you read at Delphi:??"All waters that flow on the earth flow to Hades.??Alas, all life soon flows there, too.??Where those waters flow, a gate will open??Alas, too soon it opens for you." This guard's violent death destroyed the Dragon Pillar. The body is gradually moldering away. It seems an odd thing to do, and you're not really sure why you are doing it, but you obviously have nothing better to do. Death cannot open the gates where there is no death. You follow your memories of the ritual of Hades.

560.qgmEdit

So this is what a Dragon's skull looks like. You can see the boilers and the steam tunnels. There are many things nearby that seek to feed upon your life force, and have you join the ranks of the Undead. You are surrounded by the magic of the dead. The mood here is one of hatred and dispair. Fortunately, this ancient Dragon no longer has eyes in its sockets. Even so, you feel as though you are being watched... and judged. This Dragon had plenty o' horn. Even Brauggi would have found this a bit too large to use for a drinking horn. New stalactites are forming from molten lava. Just looking at them makes you perspire. The Dragon nostrils still have a trace of sulfur. Maybe the Dragon created all that lava! Those claws are taller than you are. They look as sharp and deadly as swords. A dirt path runs below the huge skeleton to a stone archway. The spine of the Dragon's neck is protected by spiked plates. This beast must once have been a formidable creature. The Dragon teeth look like stalactites coming down from the Dragon's mouth. Your grapnel cannot catch on the slick surface of the upper path. A ledge forms a sort of a path through the middle of the Dragon skeleton. That's funny -- This bone must be the humerus. The shoulder bone is jointed for ease of movement. You have a feeling that there is no safe place near a Dragon. Mmm-hmm! Home cooked ribs! Unfortunately, all the meat has long since burned off them. Make no bones about it. These ribs must be 50 feet long! A bone this size would keep the average house dog happy for a LONG time. If all the skin is missing, do you suppose this is a "ribald" tale? Maybe the Dragon was a "bone" vivant. This bone is jointed. Maybe one of the Dragon's wings was once attached to it. An archway leads off into darkness. The two arches are the only unnatural structures here. This bone must have held the back of one wing. You can barely see through the lower arch into a dark tunnel beyond. Frozen deposits of lime and calcium form the icy walls. Huge stalactites hang down from the ceiling, ready to fall on your head like the sky on Chicken Little. Examine the Cliffside Climb the Cliffside Jump the Cliff The steep sides of this cliff are as cold as ice, and every bit as slippery. You cannot get a grip on the slippery sides of this cliff. It's best not to jump around here unless you absolutely have to -- you could easily fall to your death in the depths below. The sides of the cliff are so slick, you cannot get your grapnel to catch in order to climb back up to the bridge. This surface is too slick to stick your grapnel. You work the grapnel into a small crack in the otherwise slick cliffside, until you are confident that it will hold your weight. Then you carefully lower the rope. With a practiced jerk, you dislodge the grapnel and retrieve your rope. This path is like walking on ice. It would be easy to slip on this surface. You are too far to see what you are trying to do here. That hurt. This route was definitely not designed with the living in mind. Much more jumping around and you will never leave Hades. Unfortunately, the upper path is further back than this path, and you can't reach it from the edge of this lower path. The ceiling on this path is too low to go much higher, and the lower path leads to a dead end. You feel the icy presence of the Undead drawing away your strength and will to live. The aching cold of the Undead Manes fills your body and begins to drain away your life force. This Skeletal Warrior looks ready to welcome you to the land of the dead. For some strange, magical reason, your Mystic Magnet doesn't seem to work. The creature is magical by its very nature. You can sense no lingering personality in this Undead thing. This Undead looks like a mixture of demon and skeleton. It gives you the creeps just looking at it. The Manes are a manifestation of malevolent magic. You can feel an abiding evil that wishes to destroy all living creatures. It feeds upon life essence, and sucks life force just by its presence. This creature looks like a disembodied, free-floating spectre with an attitude problem. The Undead are magical by their very nature. Otherwise, they'd just be dead. The Shade has no thoughts, only a rage against all living creatures. You can feel that your Stamina can be drained from your body by the creature's mere presence.

565.qgmEdit

This is a very strange place to construct a building. Do you suppose it's an old Temple to the dead? You can feel the violence of rage against life that fills the creatures no longer are living. This is a place of great danger to body and soul. This entire area radiates magic. You feel the sorrow and loss of all that matters, and the anger and rage at all living things. This odd facade seems to melt into the rock itself. This building seems remote and uninviting in this place of fire and smoke. This mite looks very conical, and that's not funny. The glow from the river of fire gives this a molten look. This "mite" be the last you see. Not likely though; there are plenty of stagmites around here. This looks "mite-y" strange. The stalactites here look twisted and mutilated. They just don't look "tite." You can see the water dripping down these stalactites from the rivers and streams that empty into the pits of Hades. This looks like a pathway along the steep cliffs rising above oblivion. This stalactite has a messy look. It's not very "tite-y." This natural formation creates an arch bridge over the lower pathway. The surface of this path looks like someone sliced the top off the limestone formations. It is covered with a fine layer of cinder and mud. Geronimo! This area seems to lead from the far building to a perfect place for a lover's leap into nowhere. This bridge structure crosses over a short path which leads to a distant building. Examine the Lower Path Climb Down Jump Down It is a long way down to that lower path, but there doesn't appear to be any other way to get to the far edifice. Unfortunately, the surface of the ground is as smooth and slick as the surface of glass. You couldn't begin to climb the side of this bridge. This column was formed when a stalactite grew large enough to meld with the stagmite below. Considering the size of this cavern, this must have taken eons. Then again, what is time in the land of the dead? Is this a maze of twisting passageways leading nowhere? Probably not; this is Hades, not Hell... or the original Adventure game. This column is slick with the water which runs down its form. This cave formation almost looks like it was sculpted from wet clay. These stalactites are almost twins. The side of this bridge is slick and smooth. It would be very difficult to climb this surface. The view down from here fades into bright haze, and appears infinitely deep. These stalactite formations are massive. This looks like a dead end. Or is that a bad term to use here? This Skeletal Warrior looks ready to welcome you to the land of the dead. You can sense no lingering personality in this Undead thing. The creature is magical by its very nature. This creature looks like a disembodied free-floating spectre with an attitude problem. The Undead are magical by their very nature. Otherwise, they'd just be dead. The Shade has no thoughts, only a rage against all living creatures. You can feel that your Stamina can be drained from your body by the creature's mere presence. These Undead look like a mixture of demon and skeleton. You can feel an abiding evil that wishes to destroy all living creatures. It feeds upon life essence, and sucks life force just by its presence. The Manes are a manifestation of malevolent magic. Your grapnel keeps slipping off the ledge, and you can't get it to hold your weight enough to climb. You find you are unable to leave the depths of the underworld. There must be some deed you have left undone. For some strange, magical reason, your Mystic Magnet doesn't seem to work.

570.qgmEdit

"I dream I am wandering endlessly through empty gardens. Everything in the garden is pale and cold, as if made of lifeless ice. There is beauty, but no joy." "The other soul is dark, shadowed by the deeds of her past. Yet there is great power within, and a fierce yearning for the light and love that was not known in life." "Prince of Shapeir, it is not yet your time to be here. The living are not welcome. You will not cross the river Styx into Hades." "I am the Guardian of the Dead. I know the souls of all who dwell within." "There are two souls bound to you in death. You have touched their hearts. You have taught them to love." "Love is the only thing that transcends the silent sleep of death. Their souls have sensed you, and yearn to be with you." "The first soul is bright with beauty and power. It shines like the sun with all the joy and goodness it held in life." "It is the soul of Erana." "It is the soul you knew as Katrina, the Dark Master." "Their souls have been disturbed by your presence. They cannot rest in their longing to be with you." "You may end the suffering of one of them. You can restore her to life, and give her the chance to experience joy and pleasure once more." "Which soul would you choose to give the gift of life?" "You have given your life to bring life to death. Her soul shall soon be free." "There is a price for every gift. The soul does not lightly leave the silent sleep. The dead does not lightly leave the grave. You can restore this soul to life, but the cost may be more than you are willing to pay." "Will you give your life to give this soul life? Are you willing to sacrifice everything for love? You have entered the realm of the dead. Now will you remain in eternal darkness, that she shall be free to know the joy of life once more?" "Will you give your life to her?" "You have chosen to bring peace to the soul of Erana. I shall commend the soul of Katrina to oblivion." "You have chosen to free the soul of Katrina. I will commend the soul of Erana to oblivion." "That is your choice. These restless souls will not find peace until you yourself are dead." "I look forward to seeing you again when your time comes." "Then the soul shall return to oblivion." "So shall it be! A life for life." "I am seeking a light I have only seen once before in the distance. It is warm, and melts the ice that covers everything, bringing color and life to the flowers. But the light moves on, and all returns to ghostly white." "There is some magic that remains with me, and I know that you are near me. I give you a gift that I know you will need. Think of me whenever you use it." "The snow of winter is melting, and life returns again." "You have given me the gift to live again. I thank you deeply. If you wish to see me, seek me on the island of Limnos. I will look for you there." "What nightmare is this? I am in darkness, yet I am powerless. The coffin has been nailed shut, and my magic does nothing. I am trapped, and it is as if a stake has been driven through my heart." "What is this ache that fills me? Who am I waiting for? Will it be the stake through my heart, turning me to dust? Or the taste of his warm lips upon mine, restoring me to life? It does not matter which, if only he would touch me once more." "I still have power. I know you, deliverer from nightmares, are near me. You made me taste what life is worth living for, and then I was killed because of you." "I give you a gift. Use it, and never forget me. Leave here, and allow me to forget you." "I see light before me. I am awakening from this nightmare at last." "Meet me on the island known as Zante. I will be awaiting you there." The agony that sucked your soul has ended. There is only the cold and silent darkness that surrounds you. Choose Erana Choose Katrina Choose No One Refuse to Pay the Price Pay the Price Then, there is light.

575.qgmEdit

This column of limestone gleams with the slickness of the calcium-laden water that trickles down its surface. The heavy oppression of danger surrounding you comes from the presence of the Undead. There is also a strange sensation as though someone you know is calling for you. All of the rivers have strong magic, and the very air is suffused with power. However, the strongest magic is the buildings at the deepest end of Hades. This column is calcareous, not precarious. The fires of the inner circles of Hades illuminate the column of limestone. This path is worn by the passage of time and the bones of countless Shades. This 'tite is a sight right over the path. It might be dangerous. In this structure, you can almost make out the image of a giant, winged demon. It's just an illusion, isn't it? Stalactites are usually stable and seldom ever fall from the roof and crush those who walk below them. Aren't you feeling lucky? You fill your amphora with this thick and syrupy water. This water exudes the heavy odor of poppies and honey. You feel strangely lethargic breathing this scent, as if you should just lie down and take a long nap. You have a vague impression that sleeping here would not be a good idea. You decide not to drink the water. The sluggish waters of this river flow lethargically into the center of Hades. This stalactite is very similar to the one beside it. You fill your amphora with the icy waters. The waters of this river slowly flow around to meet the other waters pouring into the whirlpool. The frigid water from this river has a sharp and acidic taste that awakens your mind to the truth -- this is the water that even the gods swore by for honesty. The water of the Styx pours over the ring. It starts to glow with magical power. You cannot reach this water in order to fill your amphora. The water splashing on your hands from the murky waters below has a bitter flavor, like strong coffee that sat in a cup for days. The black waters of this river flow languorously toward the bottom of Hades. The swirling waters of the three rivers converge to form an enormous whirlpool. The glowing light from the fire below cannot drive away the chill and aching cold of this dire place. This huge inverted cone of a stalagmite does not remind you very much of ice cream. The smoke of incandescent gases distorts your vision, and the smell makes you feel disoriented. In Hades Hall, souls shall fall.??Forget the past, at last.??At peace, deceased. This path is lower than the other, and seems to lead to the water's edge. This column has only a narrow connection between the stalagmite to the stalactite high above your head. The fire flows on fits of conflagration. The Halls of Hades are supported by a huge outcropping that rises above the River Styx. This thin formation of limestone deposits bespeaks the age and immensity of Hades. These formations still flow with the waters from above. This looks like a tree was locked in stone. The dripping water from a thousand streams flowing into this land creates the grotesque beauty of this region. Dwarfed by the scale and magnitude of this cave structure, you have some inkling of the immensity of death. Some of these formations look like slags of mud fell from the ceiling and became frozen by time and the cold of the grave. This looks like it was formed by a giant taffy pull between the sky and the bowels of the earth. These remind you of three crones gathered to foretell a dark future by the twitching of their thumbs and the boiling of a cauldron. This looks like melted chocolate ice cream was poured and refrozen. The merging of the stalactite and stalagmite creates this daunting formation. This "mite" not be a "tite." You cannot reach the waters flowing below you. This "mite" makes a good place to hold onto while you consider the Halls of Hades beyond the River Styx. The waters of the River Styx flow below you, beyond your reach. The sluggish waters of this river flow slowly into the center of Hades. You find that you have been magically given the amulet of Waterbreathing. For some strange, magical reason, your Mystic Magnet doesn't seem to work. You cannot reach the water from here. You cannot reach the water from here. The Shade has no thoughts, only a rage against all living creatures. You can feel that your Stamina can be drained from your body by the creature's mere presence. This creature looks like a disembodied free-floating spectre with an attitude problem. The Undead are magical by their very nature. Otherwise, they'd just be dead. These Undead look like a mixture of demon and skeleton. The Manes are a manifestation of malevolent magic. You can feel an abiding evil that wishes to destroy all living creatures. It feeds upon life essence, and sucks life force just by its presence. This Skeletal Warrior looks ready to welcome you to the land of the dead. The creature is magical by its very nature. You can sense no lingering personality in this Undead thing.

580.qgmEdit

Sun and salt spray has blasted the paint off this door. Waves lap gently on the warm beach. It's a good day to take off your boots and play catch-a-toe with the sand crabs. You sense that you are greatly outnumbered, but not totally outclassed by the mercenaries in this region. This village was built up onto the rocks, and has a particularly defensible entrance. Unfortunately, the mercenaries obviously arrived from the sea. You can still feel the sense impressions of the villagers as they were driven off from their homes, and the mercenaries satisfaction at the fisherfolks's pain and suffering. You sense only a little magic on the doors of the buildings. A thatched roof always remind you of your favorite childhood cereal: Spork-Sized Dreaded Wheat. Rough awnings shade the windows from the hot noonday sun. This is the only house in the village with a tiled roof. You wonder what's so special about this house. This house has the luxury of two windows for extra light and ventillation. This house has the luxury of two windows for extra light and ventillation. This window is covered by a thin sheet of mica that provides privacy but permits light to pass through. This window is covered by a thin sheet of mica that provides privacy but permits light to pass through. The awning on this window is tattered and stained with rust-colored spots. You hope it's not blood. You wonder if this tiny window provided adequate light and air for the inhabitants. This window and its neighbor resemble two hooded, unwinking eyes. This window has an elevated view of the dock... or what used to be the dock. This window and its neighbor resemble two hooded, unwinking eyes. This window has an elevated view of the dock... or what used to be the dock. Flies buzz in and out through this open window. The latch on the tavern's door is well-polished from frequent use. This window overlooks the staircase, providing a good view of those coming and going. This door is made out of an unfamilar wood that seems to resist the sea spray. This door is crusted with salt deposits, indicating that this is a stormy region. The doorway is short and narrow, indicating that the tenants were small or had perpetually bruised foreheads. This door is relatively intact and undamaged. This door's wood is splintered as if someone took an axe to it. This door is scuffed and dirty. Well-worn stairs lead up from the beach to the fishing village. This door is warped from the damp sea air. Broken pillars litter the water. You wonder if this was part of an old harbor entrance. The stairs are slippery from sea foam. Waterstains indicate these stairs are underwater during high tide. The cypress tree grows tall and proud. The passageway is as dark as the mouth of a cave. You note the striking contrast between the classic marble pillar and the fishermen's rustic cottages. I think that I shall never see a poem as lovely as a binary logic tree. Or is it a BSP tree? A fishing boat is tied securely to a strong marble post. The Larch. The... Larch. Theeeee... Larch. It's a cypress tree. Or a very uptight willow. Now I willow yew an apology. It's a small farm of olive trees. You're not ready to buy the farm yet... ...but you have heard good things about the farmer's daughter. The moonshiner's daughter broke your heart... ...but you love her "still" The fishing boats are placed upside down to keep out the rain and sea foam. It's the S.S. nauSEA "...but the bad news is the chief wants to waterski! D'oh!" This boat was left behind for a reason. It needs some serious repairs before it will be useful. This ship will make a fine form of transportation for the sea. You cannot launch a ship while others are trying to kill you. Palm tree: Any of a family of mostly tropical or subtropical monocotyledonous trees, typically with a simple stem and a terminal crown of large pinnate leaves. It's the S.S. Minnow. Unfortunately, this boat doesn't look like it is seaworthy right now, and it would probably just sink under your weight... You cannot launch a ship while others are trying to kill you. You launch the ship into the water, and set sail to open sea. ...and after all, you don't want to ground the warship you walked on! Strong marble posts sunk deep provide secure moorings for the village fishing boats. The bark of this olive tree has been hacked by random blows, as if a blind man tried to chop it down. I tried to write a drinking song once, but I couldn't get past the first bar. This house looks a little like a tavern. This shack is close to the shoreline. Its inhabitants probably got used to having wet feet. Grooves in the post show where tarred ropes wore away the marble. This tile-roofed house possibly belonged to a wealthy person who enjoyed looking down on his neighbors. Old runes carved into this building read "Hoo rote deb hook cove luff?" The old fishing village has certainly seen its share of sun and storm. This house saved some money by not needing a roof. You hope for their sakes that the upstairs neighbors walked softly. You think the small glyphs next to the door read, "Bee wear uff thud hog." The weatherbeaten village must be very old. Archaic chiseled messages abound. This house has an old faded message above the doorway. This house looks very old. I pity archaeologists. Their careers are in ruins. It seems to say "Knows Moe Keen." Must either be a Stooges fan or else they like to breathe. This house boasts two large cypress trees and a lovely view of the sea. Several buildings share the long balcony. Ancient, hard to read marks were chiseled into the top of the balcony, perhaps to record some important saying. Apparently these fishermen were used to dragging their boats between pillar and post. Surrounded by water, this rock provides a safe haven for the sea birds' nests.

You think it says something like the following: ??"Chew vast dot lei dee eyesore chew width list knight?"

"Dot vast know lei dee dot vast mein vife!"

581.qgmEdit

This door is made from rough hewn wood, probably salvage from a ship's mast. This door is a classic example of a door. Isn't this "a door, Able?" You have discovered a door. There is more to the floor than the core of the door. This is a very dull door. It's a bore. It's one more door! This poor door can't take much more. This door is designed to fit securely in place to keep out rain and the elements. It obviously wasn't designed to keep out invaders. Egad, this door is an egress. Sounds like a sort of monster, doesn't it? These pots are empty of everything but dust, dead bugs, and cobwebs. The table is rough, but stable. This roof was made from thatch or straw that was gathered and tied to create a cheap building material that doesn't weigh too much when it falls down on the inhabitants during a bad storm. The floor boards look like they were made from cedar wood. This shelf holds very little of interest. This window is shuttered so that no one can see in or out. This amphora is cracked and empty. This cot doesn't look like a very comfortable place to sleep. It's hard to look out of a boarded window. This amphora was probably used to bring fresh water into the house. Now it's just a broken piece of junk. This chair looks like it was homemade. It appears as if the invaders gathered up most of the abandoned items and piled them here. This elaborate and lovely tile decoration is probably from a time when this was more than the ruins of an invaded fishing village. This chair looks a lot like the other chairs around here. They were most likely made by the same person... the chairman. This chair was made from pine. On the bottom of this chair, you see carved into the wood, "Made by John L." These chairs are relatively sturdy and completely uncomfortable. There is nothing in this basket that makes it worth the time to take it. This broom remains as a symbol of the home this once was. This roof was made out of clay tiles stacked upon one another. This pot is filled with something unpleasant to look at or smell. This ceiling has the same plaster as the walls.

590.qgmEdit

The door of this hut has been bleached by the salt from the sea. This fishing village was built to be nestled within the large rocks to shelter it from monsters and weather. Unfortunately, it didn't protect the village from marauders. You sense that there are many mercenaries around this area, but they are not nearly as experienced or well-equipped as you are. You can feel the lingering fear and horror of the villagers as this place was invaded, and the ruthlessness of the mercenaries. You sense only a little magic on the doors of the buildings. The condition of this door indicates that this building is above the level of the sea's wild waves. The door to this building has scrapemarks from boots that once knocked here for entrance. This door is scraped with the marks of weapons that cut slashes across the wood. This door looks relatively intact and undamaged despite the violence that drove away the fisherfolk who once lived here. This bridge cuts across the freshwater stream that flows through the village. This covered dock is probably more useful as a lookout than for tying up ships. This door is crusted with salt deposits, indicating that this is a very stormy region. These wooden stairs indicate that this building was constructed above the shore to protect from flooding. This palm stands like a watchful sentinel over the village... Not a very useful watchguard, considering the circumstances. This thatch is made up from the grasses that normally grow near the shore. These people obviously don't need lawnmowers, just scythes. The thatch is in very good shape, indicating that whomever made this roof has not been gone very long. You cannot launch a ship while others are trying to kill you. These boats have been staved in, either by fishermen who didn't want to leave them, or by the destructive invaders. They barely can float. Old row boats have been drawn ashore to protect them from the ravages of the sea. Though this tall ladder looks like it had been repaired several times, it appears to be sturdy. This olive tree has already been harvested. The curtain over the window adds shade to the shuttered opening. You launch the boat into the water, and start to row. This small building probably did not belong to a wealthy man. This building was probably owned by the village's most wealthy family, relatively speaking. These useless buckets have holes through them. You get the feeling someone used them for target practice. These water buckets have been knocked about. Now they have many holes in them. This building was whitewashed and re-thatched just in time to be deserted. This barrel was probably designed to salt fish for preserving at one time, but now it just has dirty sea water in the bottom. It would be difficult to look in this window even if it wasn't shuttered. This bench was probably used to sit on by the water and mend nets. This porch would probably be a pleasant place to sit on a warm summer day, if anyone here ever had a moment to relax. This building is well-protected from the elements, but not from the ravages of man. This porch is probably more useful for watching the entranceway from the land than for watching the sea. This tile roof is an expensive but very practical way to keep the rain or seawater out of the house. The wooden bench has the recent marks of initials carved into the wood. This ladder is securely attached to the patio of this building. This porch makes a good lookout point. Do you suppose this place is not entirely safe from invasion? You can see the signs that this bench was used to clean fish. There is a distinctly unpleasant odor remaining here. This building shows sign of damage from combat. Someone must have tried to defend this place. The firepit and the pot hanging over it were probably used for making food. This elevated porch is probably pleasant during warm, rainy summer evenings. However, it's now the middle of winter. The olive tree is useful for its fruit and its shade. These large boulders protect the nearby house against sea storms. Someone has been very careless with this bench, and broken it. The window was probably the major light source for the room, unless the fisherfolk have access to magical lights. This place has the luxury of two windows to illuminate and air-condition the interior. This ladder affords the only access to this building. These stairs were constructed along the lines of a ladder. This building is probably deceptive as to its interior space. This porch would have a peaceful feel, were it not for the invasion. This window affords a view of the sea, when it is not shuttered. These rocks and boulders provide a bulwark against the sea, keeping the shore sand from being washed away. The Med Sea looks very calm and peaceful for this time of year. These huge boulders have been washed by the sea for centuries. A close look reveals that there is no glass in this window. It is shuttered with wood. This path leads back between the protecting hills behind the village.

591.qgmEdit

This door leads back out into the fishing village. This thick exterior door has been waxed around the edges to prevent water from leaking inside the building. This door is obviously designed to be used for interior rather than exterior use, judging from its flimsy condition. Though sturdy, this door shows signs of water leakage around the edges. This was obviously no "door-terent" for crime. As doors go, this is one of them. You've seen doors of greater quality before, but few that would look more appropriate in this place than this one. This reminds you of Middle Earth -- it's one "Mordor." This has an "en-dooring" quality. The thatch roof is supported by beams and crossbeams. These amphorae were once used for olive oil. The window has been shuttered and nailed securely. The shelf contains nothing of value to anyone. The pots are slick with dirt and old oil, and not worth taking. This bottle probably once contained wine, but now it's only dirty. This is just a table. These fish are dried and desiccated. This isn't your idea of a comfortable way to sleep. The floor is formed from fir. Someone got up from this table in a hurry. Obviously, the former inhabitants of this residence had to leave in a hurry, or they would have taken this loom. This long table was most likely used for important village conferences. These simple ceramic plates have little decoration. This urn is unearned. Like most things left behind, this is cracked and useless. The box is empty and discarded. A wooden mattress and a blanket -- all the comforts of an elegant inn... not. These urns are unusable. This is constructed just like the benches set along the seashore of this village. This window is covered with wooden shutters. The tile roof is supported by wooden slats. This is a well-designed, ornate piece of furniture. It's probably the former inhabitants' most expensive former possession. This door is not quite as thick or secure as the outside door. Judging from the bugs crawling on this cot, this is not a good place to rest your weary body. Judging from the smell, these crates were once used to haul fish. This solitary chair may indicate that this house had a single inhabitant. Interesting... This room seems to use thatch insulation under the tile roof.

600.qgmEdit

This up-ended cart has seen more useful days. The Med Sea is warm and inviting in the shallow reaches, belying the mystery and dangers of the depths. This village looks almost like it is still inhabited by the fishermen, if the laundry was any indication. Unfortunately, no villagers remain here. The impression around this place is fear and opression. You sense only a little magic on the doors of the buildings. You can judge there are many mercenaries within the buildings, and you are seriously outnumbered. You can't launch a ship in the middle of a battle. This boat looks like it has weathered many a storm at sea. These abandoned cartwheels have begun to warp in the damp sea air. This boat is definitely under the weather because it's half under water. You untie the ship and flip it over, then climb in and row away. On stormy days, the spray must come right in off the sea whenever this door is opened. This door leads to its own private stairway. The tenants of this little house needed to use their door as a window as well. Drifts of sand pile up by this door, indicating that it's been awhile since it was last opened. This simple wooden bridge spans an inlet. In peaceful times, the children of this village must have enjoyed wading and tide-pooling in this quiet inlet. This prosperous abode boasts a private stairway to the main door. The windows of this home stare like the mournful eyes of a dog awaiting his master's return. The windows of this home stare like the mournful eyes of a dog awaiting his master's return. This building looks more well-constructed than some of the others. Based on the desiccated fish scales, this lookout tower doubled as a platform for drying fish during more peaceful times. This building seems small from this angle, but it extends back much further than is apparent. You wonder if this upper story was added on when additional children were born into the family. This rickety wood ladder leads up to the porch. You wonder if the children of the house used this back exit as a way to escape from chores. This side porch was once the perfect spot to enjoy the beauty of the setting sun. This precarious ladder is the only way to the house on the upper level. This ladder provides access to the watch tower. These fisherfolk must have got a lot of exercise climbing all these ladders. Several rungs of this ladder has been splintered by axe blows. The steps are piled high with drifting sand. It's obviously been awhile since they've been swept. These fisherfolk must have excellent balance to be able to carry things up these steeply angled ladders. This tiny shack would no doubt be described by a real estate agent as a "cozy cottage." The villagers had to leave in such a hurry that they didn't have time to take down the laundry. The once-clean shirts and pants are now stiff and caked with salt. This home sports a brand new thatched roof. The straw glows warmly in the sun. This small house huddles close to its larger neighbor, as if seeking protection against the sea spray. You can't launch a ship in the middle of a battle. This boat was apparently scuttled by the fishermen because the hole in its side looks like it was made deliberately. This boat has been secured to the shore by a thick rope. You doubt whether the raised porch kept the sea from regularly washing this home's floors. You set up the boat and row off to sea. You can't launch a ship in the middle of a battle. You note it's a boat. This boat won't float. It's an unsubtle scuttle with staves caved in. You set up the boat and row off to sea. This home must have another door leading out to the side porch. This door is scarred by heavy weapon blows. This door hangs halfway off its hinges. This door is made of new cypress wood. Looks like the homeowners had just finished refurbishing when the invaders arrived. This door is warped and encrusted with salt deposits. The planks of this deck are stained with what looks to be dried blood. The roof of the lower house serves as the porch of the upper... a good example of communal living. This well-shaded porch enjoyed a vista of both the ocean and the mountains. The people who lived here merely had to step onto their front porch to go fishing. Without the homeowner's maintenance, soon these steps will be buried by sand. This window has a great view... of the neighbor's house. This small window must not provide much light or air, nor much of a view either. The shutters hang off their hinges, as if wretched by brute force. A broad, wide path winds back between the hills. A lone cypress stands sentinel. Before the invasion, this window must have provided a good view of daily village life.

601.qgmEdit

You can't ignore a door. Hit the door and you'll be sore. You'll get no rest unless you egress. This door is of fine pine. This door is oak, no joke. As they say in Hesparia, "Ianua est." When is a door not a door? When it's a jar... There are more doors to explore. The core of this door is the same as the floor. You begin to abhore doors. This is a poor door, senor! This is a boring door. This is not a door of lore. This is one more door. Through this door, you hear the roar of the sea. This amphora is made from unpainted clay. The well-made thatch roof must do a good job of keeping the rain out of the room. The shelf has already been looted of anything worth taking. There's not much left on this shelf. This large table was probably used by the Hesperian mercenaries when they plotted their next invasion. Sleeping on this cot make you the center ring of a flea circus. You don't even want to touch it. This cot is evidence that the invaders don't understand good personal hygiene, judging from the fleas jumping everywhere. Anything of value on this shelf is long gone. This is where the invaders piled all sorts of broken junk. These windows are shuttered. The basket was ruined by either the invaders or the original owner. It's not even worth the bother of picking it up. This basket is woven from local weeds. It seems to be falling apart. These urns are heavy and impractical to carry. Since you really don't want to reek of dead fish, these boxes are best left alone. These boxes were used to haul fish, judging from the smell. This floor shows signs of wear and tear from time and footsteps. This fire pit must have been the baking center for the village, though a few glowing coals are all that remain. The sturdy table shows some sign of the craftman's hand. There must have been a good carpenter in this village. It's a burned urn. This must have been the home of the local potter. These unfinished pots are not of much use until they have been fired in a kiln. These baskets were used for archery practice, judging from all the holes in them. This chair is wobbly and useless. This chair looks like it has been broken and fitted back together. The hammock is probably more comfortable to sleep upon than a cot. These would be more useful as nets than as baskets now. You probably don't want to bother with them. This table is covered with a layer of dried clay. Unfortunately, these pots are so fragile, they would just crumble if you tried to carry them away.

610.qgmEdit

Quaint Keros appears to have been prospering before the invasion. Now the deserted fishing village is silent but for the shrieking gulls and gently lapping waves. Though trim and freshly painted, this shack is one of the smallest houses in the village. You see small, silvery fish dart about in the shallow, warm water. You feel a lingering sense of the horrors of war. You sense only a little magic on the doors of the buildings. You can easily judge you have entered a very dangerous area. Even the poorest villager enjoys a luxury view. This small roof could use a new thatching. This is either a very elaborate entrance to the house above or the opening of a mine shaft blasted through the granite. The door conveniently faces the small courtyard at the top of the stairs. Even the porch is tiled. A well-to-do family must have lived here. This clean, solid home on the upper level is most appealing. You wouldn't mind living in a house like this someday, if and when you ever stop adventuring. The colorful awnings on these windows make you think of a woman with make-up on her eyes. You almost expect one of the windows to wink at you. The colorful awnings on these windows make you think of a woman with make-up on her eyes. You almost expect one of the windows to wink at you. Adobe tiles of red clay make an attractive and functional roof. This attached addition has a separate entrance from the main house. How convenient. A broad staircase leads up to a small courtyard between neighboring houses. It appears as though this small house adjoins the two-story building beside it. You wonder if it was a recent addition built for an elderly member of the family. Because this door is level with the sand, it must be very difficult for the owner to keep her floors clean. This window has a great view... of the cypress tree. Someone, villager or invader, stove in the hull of this boat, rendering it unseaworthy. The darker thatch shows that this addition was roofed at a later time than the main house. The condition of this boat makes it more suitable for use as a planter than a vessel. This fire pot contains nought but ashes and a few embers. A harpooned heart has been carved deep into the wood of this bench. It bears the words, "MD + CA 4 ever." This stately cypress must have been here long before Keros was founded. The villagers built around the tree rather than chopping it down for more space. Brightly striped awnings give this village a cheerful, festive gaiety that belies its desolate reality. This thatch has been lightened by constant exposure to sunlight, wind, and rain. This torn, faded awning droops listlessly over the paneless window. It appears as though this homeowner experimented with tarring his thatch for enhanced waterproofing. Though its roof is thatched and the walls could use a new coat of plaster, this two-story building is still impressive when compared to its neighbors. With no front windows, you wonder if the owner kept his door open so he could see who was coming to visit. These homes are built so close to one another that your neighbors would hear every word you said. Now that's communal living. These boulders form a convenient and aesthetic handrail for the staircase. The stairway was built within a natural groove between the boulders. You note that the villagers took care to build around the natural rock outcroppings on their island. This door was made from old, warped boards set into the frame at an odd angle. Apparently this building is a temporary structure. This pole is wrapped with a good, strong rope. Apparently the fishermen left so quickly, they didn't have time to untie it and take it with them. This weathered door has been splintered by weapon blows at the hinges and knob. Tucked back among the boulders and next to the stream, this tiny building might have been used as a shed or wash house rather than a dwelling. Though a bit on the puny side, this olive tree is laden with fruit. You hope the villagers can return home in time for the harvest. Bare spots between the thatching must allow the rain to drip into this building. Apparently built to the accommodate the villagers' carts, this two-track bridge spans a freshwater stream. The tower roof is rigged with hooks and pulleys for hanging the big ones that didn't get away. The palm trees remain aloof observers of both peace and violence. Nothing sways them but the breeze. The tower platform provides a lookout or a good place to watch the stars on a clear, balmy evening. This ladder is the only way up to the lookout tower unless you can fly. It's also the only way down unless you can bounce. You can honestly say that this is the second nicest roof you have seen in all your travels. This roomy cottage enjoys a riverside vantage (at least that's what it says in the real estate listing). This window affords a good view of the rippling stream. This door has warped so much that it won't close all the way. Apparently the owner left it open most of the time. Boulders provide a natural alternative to patio furniture. This window provides additional light and ventilation for this well-situated abode. Judging from the few smashed tomatoes molding in the bottom, this wheelbarrow was used to haul garden produce. At last, something that doesn't stink of rotting fish! The gurgling brook provides a pleasant counterpoint to the sound of the ocean waves. This door, though weathered, has been recently scrubbed. The window sill is still scattered with crumbs left for the birds. Whoever lived here obviously cared more about the condition of her garden than her house. Several small birds have built their nests among the tied bundles of thatch. This once well-tended garden now droops with thirst. Overripe vegetables rot on their stalks, and the slugs are having a field-day. The porch hangs precariously over the shallows. Was it built this way intentionally, or has erosion eaten away its foundation? Ripe olives litter the ground. This olive grove is more than ready for harvesting.

611.qgmEdit

Look, it's a door. Just a door.

Ayth einai porta.

This appears to be a door. As the mercenaries would say it, "Ianua est." Lingua Latina mortua non est. This door is solid wood. You've seen doors before, but this is one of them. Yet another door. This door looks much like other doors. Mud smears on the blanket indicate that at least one invader wasn't above jumping on the bed with his boots on. You're surprised he didn't break it. This table had been set for a supper that was never served. This floor hasn't been swept in ages. The dust bunnies have grown into dust jackrabbits. Cobwebs catch dust motes in the corners of the ceiling. Even the spiders have deserted this home. This window is blocked by heavy wood shutters. A tisket, a tasket, another woven basket. A few worthless household items remain on the shelves. The occupants obviously left in a hurry. One amphora, multiple amphorae. Not much light gets through these shutters. This basket holds the dead remains of a houseplant. The invaders didn't think this chair was worth bothering with. You tend to agree with them. Though most of this houseplant is brown and dead, a few leaves stubbornly cling to life. No, wait... they're dead too. Household activities once centered around this hearth. Where once were laughter, warmth, and soup are now silence, cold ashes, and no soup. This vase is cracked and useless. Someone went to a great deal of effort to neatly stack this wood for burning. Setting fire to this wood would not be a very heroic thing. Smokey would be very disappointed in you. Setting fire to this wood would not be a very heroic thing. Smokey would be very disappointed in you. This vase contains a few dried stems. This solid wood table has been set for dinner. This vase is decorated with a faded pattern of vines and flowers.

620.qgmEdit

Though the sea's swells are gentle, the deep blue water bespeaks a steep drop off. This village has a shoddy appearance. You can still feel the sorrowful emotions of the fisherfolk who had to abandon their village, and the triumphant arrogance of the mercenaries. You sense only a little magic on the doors of the buildings. You can tell that there is danger in every building here, and it will be extremely difficult to survive this unless you are very careful. Every window in this village is boarded up tight. These barrels are empty, though a faint fishy smell indicates their previous contents. Doors typically open to sunshine and visitors are now latched against the invaders. The villagers had time to close up their homes against the invaders. These barrels were bashed in. Judging from the sticky residue, the olive oil they contained ran wastefully into the sand. This barrel was apparently meant to catch the rain. Now it just contains a puddle of dirty water. This door wouldn't keep out a child, much less an armed mercenary. It's hard to imagine that fierce invaders would bother with such an insignificant fishing village. What could be in this shack that would be worth their effort? With houses so close together, these villagers must be social and communal by nature. This porch hovers halfway over the water... a good place to fish or dive from. These thatched roofs must be quite a fire hazard during the dry season. This sturdy home with the tile roof bespeaks a permanence contradicted by its tenuous beach location. Looking around at the gray granite forming this island, you wonder where the red clay for the roof tiles came from. You doubt shuttered windows would prove much of a deterrent to the invaders' axes. The doors are unscathed by weapon blows. Apparently the invaders met with no resistance in Ios. This boat has been overturned on a rock to keep it from washing out to sea during high tides. The shuttered windows make the houses look like they're sleeping... or dead. You can't look through the tightly shuttered window. This small home is overshadowed by the cliffs, the neighboring house, and the towering palm tree. Tile roofs not only look nice, but they keep a house cool in the summer and waterproof during the winter. This boardwalk crosses a marshy area flooded at high tide. Look no more; you've found a door. At least the invaders didn't torch the village. These thatch roofs would go up in a heartbeat. This tall, sturdy palm grows confidently in the sand. Carved into the trunk of this palm tree you see the words, "L. J. Silver was here. Arrggh." This palm strives to grow as tall as its elder brother beside it. This house is closed up tight from top to bottom. In lieu of a village watch-tower, this second story balcony makes a good lookout post. There's something creepy about all these closed windows. They make you "shutter." A simple latch is supposed to keep out the mercenaries? You strongly doubt it. This door is warped from wind and salt spray. The shuttered windows make it apparent that this village has been completely deserted. You wonder what's behind this boarded window. Weeds growing in the loose, sandy soil provide a cheap, durable roofing material. This thatch is worn and badly needs replacing. You hope the villagers can return home before the rainy season. A few sand crabs have made this ruined basket their new home. This salt encrusted basket contains a dried strand of seaweed and nothing more. You can easily imagine the children of the household using this ladder to escape from their parents' summons to dinner or chores. This ramp leads to a raised walkway above the tidal zone. This building is the color of coffee with lots of cream. This must be a leftover prop from Lucas Arts. It's obviously "Java, the hut." The houses silently await the return of their owners. On a beautiful day like today, the boarded windows seem eerie and unnatural. The shuttered windows give the impression of a village battening down for a storm. It's another door, just like the one before. A few barnacles cling tenaciously to the beached fishing boat. Tiny salt crystals from the constant sea spray make the rooftops sparkle in the sun. This cluster of boats has a forlorn, abandoned look. Cracks between the staves of this rowboat render it unseaworthy. The waves lap hungrily at the narrow beach. You marvel at the village's stubborn hold on this tiny strip of land. This enormous tree probably provides the entire village with its year's supply of olives. This door opens to the porch. Very convenient for catching the afternoon breeze. Under other circumstances, this porch would be an inviting place to while away a sunny afternoon. This is the villagers' path to the interior of the island. A few stairs lead to a porch built above beach level. This raised mode of construction must help keep sand out of the house.

621.qgmEdit

The door was designed to keep the elements out. Unfortunately, it let in some unsavory elements. The door bears a startling resemblance to other doors. You are certain you've seen this door somewhere before. Deja vu. It's a door. This could lead to a frightening discovery. Nah. You're moderately certain this is a door. One more door just like the others. You are starting to get very tired of doors. This window is now shuttered and barred. Seen one door, seen them all. This long table and these chairs are probably set up for mercenary meetings and parliamentary procedure. The thatched roof insulates this home and prevents raindrops from falling on one's head. This window is now shuttered and barred. Someone took the top part of a broken pillar and turned it into a small table. This roof is made of terra cotta tiles. This wooden cot does not appear to be the most comfortable of beds. This small table and these chairs were probably the nicest pieces of furniture this tenant had. This crude bench was made from pine. Someone carved the initials "CT + SK" into the soft wood. Something seems fishy about this one... This table and chair are not particularly sturdy. This crude clay pot has been used as a chamber pot. Eeuyuck! You don't really want to touch this. It smells very gross. This table looks like it has a large blood stain on top of it. Either someone liked to carve meat right on the table or... This chair looks like it was made for a small child. These pots are cracked, reminding you of other "crackpots" you've met on your travels. These pots are all pretty useless. These half-built chairs suggest that the person who lived here was a carpenter. This table and the chairs around it are better made than most of the furniture you see in fishing villages.

631.qgmEdit

You try not to look too closely at the stains on this cot. Don't slam it on your way out! A common wood table, frequently seen round these parts. The floorboards are starting to warp. Grains of sand seep through the cracks. The shadows lurking in the corners of the ceiling send a shiver down your spine. Good thing you don't believe in ghosts... or do you? The shuttered window does little to relieve the gloom. Actually, it does nothing at all.


640.qgmEdit

There's no rest for the weary when combat is near. You cannot cast this spell while in active combat. You can't waste time picking locks while someone is trying to kill you. You search the body of the dead man. You picked the lock and enter the room. You'll need more practice at this skill before you can open this lock. Well, that wasn't too impressive. You obviously need more exercise. Better try again. Practice, practice, practice. You can do it. Try again. Someone inside that room has the audacity to close the door you just opened! This person looks definitely dead. As you close the chest, you think you can barely hear the sound of the remaining invaders evacuating this vicinity. Your spell fails to open the door. Someone must have installed the magic-proof locks here. It's too difficult to search a dead body when someone else is trying to make certain that you are soon dead as well. This looks like a door to you. You're very perspicacious, aren't you? Examine the Door Knock on the Door Listen at the Door Force the Door Open This is a sturdy door several inches thick. The door is definitely locked on the other side. You attempt to break the door open. I can't believe you knocked on the enemy's door. Not exactly the stealthy approach, is it? You hear a couple of people moving within the next room. You attempt to pick the lock of the door. Your magic opens the door to the building. It's hard to open up a chest when someone is trying to open up your chest. It's a chest. The door appears to be stuck. It refuses to budge. Placing things in this chest would not be safe, the invaders may return at any time. The chest just isn't very hungry right now. Don't touch that! That's a Roman Guard! You'll draw back a stump! That's a Roman Guard Don't go pokin' one guard while you're busy pounding another!

680.qgmEdit

The sea looks calm and quiet under the starry sky. Careful! You can't afford to relax now! You have a distinct sense that you are not exactly safe. You have the impression that there are many overconfident and arrogant individuals who believe they will one day control Silmaria around this fortress. You see the very impressive fortress built upon this small island. It's difficult to see a guard standing on this balcony, but you can guess one is up there. This tower has a superb view of the sea to the northwest, but none of the island is in sight except for that small peninsula. A few palms and a single tree are the sole surviving plants on this otherwise desert isle. The fortress has been built directly into the boulder. The crenelated parapet wall protects the guards from arrows, but restricts their downward view. Obviously they don't think anything smaller than a full-scale attack would be any threat to the fortress. The huge boulders are now part of the fortress wall. A spur of beach juts out in this corner of the island. This is probably the only part of the beach that can be seen from the northwest tower. A fair amount of the beach is probably visible from the southwestern tower. Fortunately, the huge palm blocks the guards' view of your landing spot. The crenelated parapet wall protects the guards from arrows, but restricts their downward view. Obviously they don't think anything smaller than a full-scale attack would be any threat to the fortress. This looks like the sort of boat used to ferry people to a larger ship. A torch illuminates the area where you beached your small boat. Fortunately, the torch looks fairly fresh; if a guard came to replace it, he couldn't miss seeing your boat here. This strategically located pair of palms has allowed you to beach your boat safe from the prying eyes of the fortress guards... or so you hope. This is the main entrance to the fortress. It looks well guarded, but you might not have much choice. From this tower, the guards can see the dock and part of the shoreline, but they would have to lean out a window to get a good view of the stairway. A single tree is struggling to survive in the sandy soil. You hope its scrawny branches can provide a small amount of cover from the shore guards. The main tower guards can see ships far off on the sea. Only a small boat like yours could have slipped by them. The large bell up there can probably be heard anywhere on this island. The beach in this area looks pleasant, but altogether too visible from the guard towers and parapet. This palm looks as though it could give you some cover on an approach to the fortress. Stone steps make their way up to the main entrance of the citadel. The bottom half is visible from the dock, but none of the guards have a clear view of the middle section of the stairway. The fortress has been built on and around these huge boulders. You think they might offer some cover for getting closer to the fortress. The sky is clear but dark, the moon nowhere to be seen. The fortress is huge and imposing. Guards patrol the parapets and dock. It will not be easy to reach the inside without being seen. This tower covers the sea to the north and east of the island. The guards on this parapet have a clear view of the dock and beyond, but you don't think they can see much of the area directly beneath them. The guards on this main parapet have a commanding view of the surrounding sea, but they might have a hard time seeing what is right under their noses. You cast a spell to open the grate. A rusty grate covers the large drain pipe. Examine the Grate Force the Grate Open Use your Thief Kit to Open Grate This grate covers a drainage system. You can see dark liquid leaking down from the bottom. It smells like a sewer here. The grate has been secured by metal rods which look very rusted. You try with all your strength, but you can't budge the grate. You use the tools from your kit to turn the metal rods securing the grate, then you push the grate open. You use the tools from your kit to turn the metal rods securing the grate, then you push the grate open. You use your rope and grapnel on the landing. The area above the first stair landing might be hard to see from the parapets. The dock is large enough to moor a full war galleon. Armed guards keep a vigilant watch. It's fortunate that you hid your boat on the far side of the island. As much as you'd like to avoid this unpleasant approach, it is the only option available. You use your rope and grapnel on the landing. This landing seems fairly difficult to see from the parapet, but the stairs above it are in full view of the guards. You pull yourself up onto the landing. You wriggle down from the landing. This is beyond the reach of your rope. This boulder serves to thicken and support the fortress wall. You climb down from the landing. You clamber up to the landing. This huge rock is much "boulder" than you feel right now; the guards could spot you at any moment. This palm has managed to survive right at the base of the rock wall. There is a familiar and unpleasant odor coming from the liquid dripping from the drain. You get the "de-stink" impression this must be the sewer system for the fortress. This part of the beach is in full view of the guards near the dock. You would surely be seen if you go that way. A shelter at the end of the dock protects the guards there from rain and the summer sun. You're not quite sure why this palm is growing over there. After all, you've had very little experience at "reading palms." You climb into this narrow, slimy tunnel. You have heard of castles that have been breached by men climbing up the garderobe, but you never thought you'd have to do it. Unfortunately, it's hard to hold your nose while climbing. This guard is dressed just like the mercenaries that invaded the fishing villages. You can't do that when someone is trying to kill you. You forced your way through the privy hole, and out the grate. There had to be a more pleasant way to get out of the fortress than this one. Ah, of course, the SUBTLE approach. Let's just tap the guard on the shoulder and say "Hi!" shall we? On second thought, maybe you don't want him to alert every other guard here. You attempt to blackjack this guard. You can't sneak up on an alert guard. It's too late for a stealthy approach. You did not succeed in sneaking up behind the guard before he noticed you. In your haste to sap this guard, you miss the vulnerable point at the back of the neck. Fortunately or unfortunately, the guard is willing to give you a chance to improve your weapon skill. You search the body of the motionless guard. You can't search a body during combat. This doesn't look like a good place to climb. These narrow stairs are steep and dangerous. You see a narrow ledge running along the fortress walls from the drain to the side of the stairs. This beach sand is dry and powdery near the stairs. It would make a good landing place if someone fell. You jump from the landing.

681.qgmEdit

The sea looks calm and quiet under the starry sky. Careful! You can't afford to relax now! This fortress looks far less formidable than it once did to you. You can still feel the shock and surprise of the mercenaries over their ignominious defeat lingering near the fortress. This balcony would be a good place for a guard, if there were any guards left here. This tower has a superb view of the sea to the northwest, but none of the island is in sight except for that small peninsula. A few palms and a single tree are the sole surviving plants on this otherwise desert isle. The fortress has been built directly into the boulders. The crenelated parapet wall makes a handy defensive position, when there are defenders around. The huge boulders are now part of the fortress wall. A spur of beach juts out in this corner of the island. This is probably the only part of the beach that can be seen from the northwest tower. A fair amount of the beach is probably visible from the southwestern tower. The crenelated parapet wall is an essential component of fortresses. This looks like the sort of boat used to ferry people to a larger ship. These strategically located palms have allowed you to beach your boat safe from the prying eyes of the fortress guards... or so you hope. This is the main entrance to the fortress. It looks abandoned. From this tower, the guards could have seen the dock and part of the shoreline, but apparently that didn't do them any good. A single tree is struggling to survive in the sandy soil. The main tower should have been a good place to spy on intruders, but obviously it wasn't. This area looks pleasant, but there are too many rocks around here to make for a good swimming beach. This palm looks as though it could give you some cover on an approach to the fortress. Stone steps make their way up to the main entrance of the citadel. The fortress has been built on and around these huge boulders. You think they might offer some cover for getting closer to the fortress. The sky is clear but dark, the moon nowhere to be seen. The fortress may have seemed huge and imposing, but now that the guards are gone, it is rather attractive. This tower covers the sea to the north and east of the island. Parapets should make a good point of protection. The parapet has a good view of the surrounding sea. You cast a spell to open the grate. A rusty grate covers the large drain pipe. Examine the Grate Force the Grate Open Use Your Thief Kit to Open Grate This grate covers a drainage system. You can see dark liquid leaking down from the bottom. It smells like a sewer here. The grate has been secured by metal rods which look very rusted. You try with all your strength, but you can't budge the grate. You use the tools from your kit to turn the metal rods securing the grate, then you push the grate open. You use your rope and grapnel on the landing. The area above the first stair landing might be hard to see from the parapets. The dock is large enough to moor a full war galleon. As much as you'd like to avoid this unpleasant approach, it is the only option available. You use your rope and grapnel on the landing. This landing looks like a nice piece of masonry. This is beyond the reach of your rope. This boulder serves to thicken and support the fortress wall. This huge rock is obviously "boulder" than the guards who defended this fortress. This palm has managed to survive right at the base of the rock wall. There is a familiar and unpleasant odor coming from the liquid dripping from the drain. You get the "de-stink" impression this must be the sewer system for the fortress. This "shore" is pretty. A shelter at the end of the dock provides nesting material for mice. You're not quite sure why this palm is growing over there. After all, you've had very little experience at "reading palms." You climb into this narrow, slimy tunnel. You have heard of castles that have been breached by men climbing up the garderobe, but you never thought you'd have to do it. Unfortunately, it's hard to hold your nose while climbing. This doesn't look like a good place to climb. You forced your way through the privy hole, and out the grate. There had to be a more pleasant way to get out of the fortress than this one. These stairs are narrow and dangerous. You jump from the landing.

690.qgmEdit

These barrels are heavy and quite immovable. You know what they say... Any portcullis in a storm. This fortress looks like it is filled with mercenary soldiers. This place looks mostly deserted now. You can sense a great deal of danger radiating from the far end of this fortress. There is machinery preventing you from opening this right now. Your spell doesn't work because the machinery to open this is concealed out of spell range. This would be a good place for a polka party as the barrels have already been rolled out. Decorative banners frame the portcullis in a vain attempt to lend a homey touch to the cold stone walls. The box lids are well-secured with nails, sealing wax, and chewing gum. Someone obviously values their contents. After all the effort to seal these boxes, it seems that they are empty. Decorative banners frame the portcullis in a vain attempt to lend a homey touch to the cold stone walls. The southern tower has the sturdy, fortified look of a prison. If these walls could talk, what horrid tales might they tell? The southeast guard tower. You wonder if the guards have bats in their belfry. You think of how harmless cannonballs are when they're stationary, as opposed to when they're moving toward you at great speed. The southwest guard tower. The lights are on but hopefully no one is home. You wonder how this lethal weapon got its name, then decide not to pursue that thought any further. This cart packed with spears appears to be ready for transport to the nearest battle. These things are too heavy to carry very long, and much too heavy to throw. You take a spare spear off the cart. This ladder leads to the upper deck of the parapet. Fortunately for the makers of this fortress, this catapult is not currently functioning. This ladder leads to the parapet. This parapet faces east. You wonder if invaders choose to come from this direction to ensure that the watchmen will be blinded by the morning sun. This parapet has a lovely southern exposure. You wonder if the guards bring their houseplants up here to make the most of the winter sunshine. You doubt it. Even before you see the crescent moon on the door, you can tell by the smell that this must be an outhouse. This staircase leads from the courtyard to the southwest guard tower. Whether this marble statue is of a man or a god you cannot tell, but the dramatic pose bespeaks an accomplished artisan. You sincerely hope that the guards don't actually practice their archery skills in this courtyard, which at times must be well-populated with innocent bystanders. This is no place for target practice. This silly statue is too heavy to move. You rap on the barrel with your knuckles. "Nobody home but us chickens!" booms a resounding voice. You decide to back off and leave the chickens alone. If you owned two cats (or rather, if two cats owned you), would you say you had a "pair-a-pet"? This archway leads to a small alcove for storing supplies. This barrel of spears bristles like an irate hedgehog. You take a spear out of the barrel, and add it to your supplies. This archway leads to a small barracks where the mercenaries sleep. There's nothing stored in here that is of any use to you. It's a barrel, though probably not full of monkeys. The main archway looks dark and foreboding. You can't tell where it leads... possibly to the guardhouse. There's nothing in here but cots, and this alcove is not worth entering. A crate, though full of diamonds or rust you cannot tell. This would be a very bad place to levitate. By this doorway did you enter the courtyard. You suspect that you can leave this way just as readily. The central building is flanked by twin guard towers. If you were playing SWAT 2, this guard tower would be on the one-two corner. The northwest guard tower. You wonder what the view is like from up there, but decide it's probably wisest to leave that to your imagination. Unfortunately, when you look inside, you see it's filled with dust. The night sky is chock-full of stars. You've already searched this body, and found everything of real value. You find the General's Magical Sword and Shield, and 50 drachmas. You find a Magical Dagger, a Spell Scroll, and 45 drachmas. You can't open this gate while engaged in combat. You cannot rest here. You forced your way through the privy hole, and out the grate. There had to be a more pleasant way to get out of the fortress than this one. You have taken as many spears as you can carry. Most of these spears are broken, so you take all the usable spears you can find. The stars dim next to the light of the torches of this fortress. The stars look like diamond chips scattered on the black velvet night. Too bad they're stuck way up there! This dark night is ominous. The mercenary guard looks experienced and well-prepared for combat. Although this mercenary has faced combat, he is not nearly as experienced as yourself, and so he is weak by comparison. You can sense no magic on this person. This Centaur is a Wizard who obviously was trained in the art of war. You sense that this Wizard enjoys domineering and hurting others, but at heart he's a coward when threatened or hurt. The Wizard has much Mana at his command, and he is carrying a couple of magical items. You trigger the magic on the Wizard's Staff. The helmet and armor of this man are designed to intimidate opponents. However, this is obviously a strong and powerful leader in addition to his fierce appearance. You can tell that this is the General you were sent after. He has great physical strength, but his honor has been worn away by his mercenary actions. The General is carrying several items of magic. This man is definitely deceased. This Wizard has cast his last spell. You search the Centaur's body and find a Magical Scroll, a Magical Dagger, and some money. The General seems to have preferred death to surrender. Searching the body, you find a magical sword and shield, and some 50 drachmas. According to schedule, the sun has returned to Sifnos. You wonder what adventures you'll encounter this day. The sun's harsh glare makes you look quickly away. Cirrus clouds modestly veil the brilliant blue sky. This must be a Winged Homunculus, as described by the Hero's Tour Guide to Scenic Silmaria. What are you looking up here for? Inspiration? This creature is really, most sincerely dead. You search the warm corpse and take the drachmas the creature had managed to collect. He looks like one of the mercenaries who raided the fishing villages. You try to knock the guard out. The guard you were trying to blackjack has detected your presence. You failed to knock out the guard, and he turns to fight you. This invader is permanently incapacitated. You can't blackjack an alerted guard. You search the body. You try to search the body, but the other guards are trying to kill you. The General is definitely defeated forever. You search the General's body. You search the dead Centaur's body for anything of value. This appears to lead to some sort of office area. There is nothing in this room worth taking. This small alcove was used as a sleeping area for the guards. You find nothing of value in here.

700.qgmEdit

This looks like a dragon carved on top of a marble pillar. There are some words inscribed in the base of the pillar. This small cave would make an excellent place to hide. The boulder is embedded deeply into the ground. You've wandered into one of the myriad regions of rocks. You detect no overt magic in this general area. This seems like it could be a very dangerous place. There are several hostiles hiding in this area. You feel an uncomfortably bloodthirsty impression in this area. You realize that you are entering some sort of trap, and you can sense the presence of five hostile men waiting in ambush. These rocks get "boulder" all the time. This fern is flourishing in this moist area. This tree is twisted and barely surviving. The inscription on the pillar says, "By the placing of this pillar, the binding of the Dragon of Doom begins." You can feel strong protective and binding magic radiating from the Dragon Pillar. You will dull your weapon on this magical pillar. The granite composition of these rocks indicates its plutonic origins. You turn the stone over. The bottom looks the same as the top. You've seen rocks like this before. You can take it for granite. You turn this stone over. There is nothing underneath. This rock isn't much different from all the other rocks that look exactly like it. It is obviously igneous and indigenous to the environment. You turn this stone over. Aren't you getting tired yet? You'd think there would be some variety in these rocks, but no. The sun slants through the gap in the rocks in a most inviting way. You ponder whether to linger or go on. You turn this stone over. This does not greatly affect the universe. This rock is not very attractive. These two rocks look like they are kissing. How romantic. Then again, you've probably been playing too long when you start empathizing with the rocks. Now you really know you've been at this too long when you start hugging the rocks. The Dragon Pillar has been shattered. You can see some writing on the ruined base of the pillar. This rock points up at the alcove as though indicating something significant. You see a beehive that has been abandoned by the bees rather recently. Most of the honey is gone, but there is a lot of beeswax left behind. Examining the broken remains, you see that blood has pooled and dried within the carved inscription. The inscription now reads, "By the breaking of this Pillar, so begins the unbinding of the Dragon of Doom." You sense the magic has faded from this broken pillar. You take some wax from the beehive. So you're really going to leave no stone unturned, eh? This stone is a clone of the other ones. You turn the stone over. You see a lot of angry ants. You turn the stone back. Even by stone standards, this is an unremarkable rock. You turn the stone over. You feel a sudden burst of energy after this exercise. This must be a "kee" stone. Seen one, seen them all. This cypress is flourishing among the rocks and crannies. You've spotted a spotted stone. You marvel at the mottled stone. You note that this is a fiddle fern. Ah, this is a fine example of a fern, for all you botanically-minded people. You see the wooden remains of a deceased tree. This appears to be a pillar with a Dragon carved on top. There is some writing near the bottom. The path continues out of sight. The words at the bottom of this pillar read, "This is the second of the Pillars that bind the Dragon of Doom. As long as this stands, the Dragon shall not again fly." This pillar has been destroyed. The writing on its base appears to differ from the inscription on the intact pillar. The magic of this pillar is extremely powerful. Your weapon has no effect on the Dragon Pillar. However, the Dragon Pillar dulls your weapon a little. You examine the remains of the pillar carefully, noticing the gory evidence that something was killed here. The inscription at the base of the broken pillar now reads, "Broken by blood and words of darkness, the Dragon of Doom is no longer bound by this pillar." As you look at the corpse of this Silmarian soldier, you recognize his face. Here lies Kokeeno, the guard who competed against you in the Rites of Rulership. The magic of this pillar has dissipated. You sense no magic on this dead body. Nothing more can be done to help Kokeeno, and his corpse is too heavy to carry. Someone has already taken everything of value from the body. You see some nice throwing rocks around here. You pick out some of the better rocks. You've already found all the best rocks.

701.qgmEdit

You turn over the stone. It turns itself back over the way it was. Hmm. You decide to leave this one strictly alone. This boulder looks almost too heavy for you to lift. Feeling strong? You turn over the stone. Isn't this getting a little repetitious? Now this is your idea of a rock! You turn over the stone. Turn this over again, and I'll scream. Next to this rock you see... another rock! Amazing! This is obviously an "I scream" stone.

702.qgmEdit

      • This shows approx. position for beehives.

You turn the stone over. You see a lot of angry ants, and turn the stone back. This stone intrigues you for reasons beyond your comprehension. You turn the stone over. You feel a sudden burst of energy after this exercise. This must be a "kee" stone. This rock seems to beg for your attention. You turn the stone over. You feel the energy centered inside you as you see the small stones underneath. Obviously, it's the "Kee- stone" crops. You are determined to leave no stone unturned. Why should this one be any exception?

703.qgmEdit

      • This shows the approx. position for the Dragonpillar.

You turn over the stone. It leaves a hole like a door lock. This must be a "key" stone. This rock holds such a fascination for you that you suspect that in a previous life you were either a geologist or a magpie. Are you bound and determined to leave no stone unturned in this entire game? Even if you were so incredibly determined, would we be so masochistic as to write infinite lines for your indefinite mouse-clickings? Well, would we?

706.qgmEdit

***This shows the approx. position for the Dragonpillar.

720.qgmEdit

You levitate into the air. Unfortunately, you cannot break your concentration to do much else. You sense the magic of the stream and the Dragon Pillar, and the powerful magic of the Pegasus. You fill the amphora with water from this stream. Taking a drink of these waters, you feel incredible joy and excitement. It's as if you have been reborn. You feel like you can face any monster or challenge, and be victorious. This is great! The crystal clear stream meanders through the mountain top plateau. The water looks cold and inviting. You have a feeling of the exhilaration of freedom. This rugged rock has a ragged surface. This rock makes a good fulcrum for the fallen tree branch. The cliff walls block the wind, providing a sanctuary from the elements. This natural archway leads down into a huge box canyon. This ledge is littered with leaves from the nearby tree. There is an obvious path leading around to there, and it would be much easier than climbing. The ledge is narrow, and looks dangerous. This edge could be extremely dangerous. This ledge is littered with leaves from the nearby tree. The ledge is narrow, and looks dangerous. Places on this ledge look like they have collapsed. It would be a lot easier to walk on the ramp than to climb up your rope from here. This ridge looks almost too steep to climb. The edge of this ledge looks mighty steep and crumbly. This ledge looks steep and dangerous. This part of the mesa looks rocky. The upper section of this mesa rises up to a small flat top which would probably afford a good view of the nest, if it weren't too difficult to climb. This high cliff edge is pretty precarious appearing. You've never seen a mesa quite like this one. The lower part of the mesa is curved outward, and slightly wider than the base. The middle section of the mesa is steep and slick. This path is practically perpendicular to the precipice. The root protrudes into space, its supporting soil long since eroded into dust. This root from the tree hangs out in open air. Either the ground has altered, or this is an extremely optimistic plant. You don't trust the structural integrity of this nest to hold your body weight. If you fall -- it's a looooong way down. This looks like a huge nest for a giant bird. The path ends abruptly. This mesa looks a little like someone or thing ran rings around the rock. The edge seems to be crumbling away. This huge mesa is crowned by a giant tree and an immense nest. The lower part of the mesa is curved outward, and slightly wider than the base. The middle section of the mesa is steep and slick. Through the arch, the path descends and disappears into the mist. The upper section of this mesa rises up to a small flat top which would probably afford a good view of the nest, if it weren't too difficult to climb. The flat, broad path has been trampled by many hoof prints. The path slopes steeply to the bank of the stream. You don't trust the structural integrity of this nest to hold your body weight. If you fall -- it's a looooong way down. This impressive nest rests on the platform formed by the tree top. The steep mesa rises impressively in the center of the clearing. This eroded boulder has been polished by wind and water. This rock appears to be made of weathered sandstone. A narrow trail runs around part of the mesa. Rounded boulders crumble into sand. Sandstone crumbles back into the sand of its origins. These huge boulders are rough and rugged. You push the rock so that it balances precariously on the very edge of the ledge. It would only take a little jolt to send it crashing down. This rock looks like it is almost ready to fall off the ledge. This huge rock lies rock still and steady. This rock looks a little like a very narrow pyramid. You push the rock over, off the tree branch. You push the rock until it is right on the edge of the ledge, and it wouldn't take much force at all to make it fall. The rock is now wedged between the ground and the branch. It refuses to budge. You throw your rock to try to hit the rock above. You chuck your spear at the rock. Your spell zings to the target. The rock is sunk into the dirt, and it won't move. You can't move that huge tree branch with that boulder on one end, but why would you want to? This branch would make a good teeter-totter. This remarkably smooth branch seems to have fallen from the tree above. It was sturdy enough to survive the impact. This long piece of wood seems to be a tree root growing at the mesa top. You love this. You really love this. Isn't that what adventures are for? The cliff side is too high for your rope and grapnel to reach. You throw your grapnel to catch the edge of the cliff, and pull yourself up. It would be much simpler to walk up the path rather than shimmy up a rope. It looks like the only way down is to jump. This could be painful. Very painful. Geronimo! You look down at the ground, and across at the tightrope, and realize if you fall, you will probably die. You figure you had better practice your Acrobatic skills more before you try this death-defying feat. There's no net down below. You firmly attach the grapnel to the rocks, and climb down the cliff side. You toss your rope across to the other mesa, creating a tightrope. You levitate downward to the next ledge. You levitate until you reach the ground safely. Although you can levitate upwards to the level of the cliff path, you won't be able to move sideways to get onto the trail. You move to a reasonable location, and levitate upwards and onto the narrow path. You soar upwards to the next ledge. You float upwards to the top of this small mesa. It feels like you are levitating on top of the world. It's almost like flying. You see some Pegasus feathers that have fallen from the nest. You grab an ample supply of feathers, and put them carefully away. You can't reach the feathers from here. You can't quite see your target object from this distance, so you cannot cast the spell. Your spell collects a bunch of feathers, returning with them to your awaiting hands. You have as many feathers in your backpack as you can handle. You are not at a good vantage point to accurately target your spell at the feathers. This may seem like a silly idea, but it can't be any worse than jumping to an almost certain doom, assuming no one is around to witness your attempt. Even death would be better than the jokes you'd have to endure. This marvelous creature looks like a horse with wings. This must be the legendary Pegasus. You'd try to kill the last of an endangered species? Some Hero you are! You sense a wild spirit that revels in the joy of freedom. The Pegasus seems to be immune to magic. White feathers have drifted into a small pile. Though it resembles snow, this white patch is a pile of Pegasus feathers. You pick up some feathers and stash them away. This looks like a pillar carved in the shape of a Dragon. You reach and pick up some of these large, silky feathers. There is a strong sensation of magic upon this pillar. Examining the pillar closely, you read the following inscription on the magical rock:??"By the Raising of this Stone, the Dragon now sleeps." Someone has destroyed this pillar. You cannot harm a Dragon Pillar with weapons. Examining the remains of the pillar, you see some writing. "With this destroyed, the Dragon now wakes. As long as it remains in the Temple of Blood, the Dragon grows stronger." There is only a little magic remaining in the broken pillar. The pillar is already wrecked -- you can do no further damage. In this gravel, you can see some good rocks for throwing. You search to find a few good throwing rocks. You've already found the best rocks here.

730.qgmEdit

"There is no time for talk -- only battle." "We will have time to mourn for Gort after this. First, we must all defeat this monstrosity." Erana has a serene look that belies her power and wizardry. Toro is dead. His battle hardened body will fight no more. "Thank you so much. I shall protect all of you the best I am able with this." "The Dragon has been defeated forever now. Silmaria will not face this cruel fate again." "Unless the Dragon Pillar is placed properly, that Dragon will soon be free. Silmaria will be destroyed." "Forgive me, all of you, but I have no more Mana to cast spells." "Gladly will I sacrifice my life to save all your lives and those of Silmaria." "Farewell, beloved. We shall never see each other alive again." "We will mourn our fallen dead, and rejoice at the lives we have saved through our actions." "My beloved, we shall now begin our life together." "We cannot win this without sacrifice. I will gladly give my life to defeat this evil." "I am the sacrifice of blood and life. I am the sacrifice of that which is Good to destroy that which is Evil." "By the powers of Light and Good, I now summon a heart that is bound by love to protect that love." "By my death, shall Evil be defeated." Ask Erana about Magic Ask Erana to Fix the Pillar Ask Erana for Help Ask Erana to Fix the Pillar Ask Erana for Help Ask Erana to Distract the Dragon Tell Erana Good Luck Ask Erana to Distract the Dragon Tell Erana You Love Her Tell Erana Good Luck Ask Erana about Magic Ask about the Dragon's Magic Ask Erana to Sacrifice Herself Tell Erana You will be the Sacrifice Tell Erana to Retreat Tell Erana You Love Her Tell Erana You will Cast Thermonuclear Blast Ask Erana to Heal Elsa Ask Erana about the Dragon's Magic Ask Erana to Sacrifice Herself Tell Erana to Retreat Ask Erana to Heal Toro Ask Erana to Heal Gort Heal Elsa Heal Toro Ask Erana to Heal You Ask About Gort Volunteer to Sacrifice Yourself Tell Erana You will Cast Thermonuclear Blast Ask Erana to Heal Elsa Ask Erana to Heal Toro Ask Erana to Heal You Ask Erana to Heal Gort Erana has no need for your healing potion. "Thank you so much. I shall protect all of you the best I am able with this." "Thank you. This may help all of us survive this monstrosity." "So that is the Doom of Silmaria. We shall be its doom instead." "My spells do nothing! That thing will soon be free." "We are all in severe danger now. I have used all the Mana that I have, and so I cannot cast any more spells." Katrina is definitely ready to destroy something here. You can sense that while Erana can not actively harm the dragon, she will aid you with protective and healing magic. "By the magic that flows within these cavern walls, by the destruction that seeks the death of all, I summon another to this place of death. I summon Toro to face the Dragon of Doom." "Behold the Dragon of Doom. When it gets free, it will destroy everything that it can. We must stop it before it can fly." "We have defeated the Dragon. The evil that created such destruction has been banished from this world forever." "Because we did not sacrifice of our blood willingly, the evil will dissipate from here. Although the price seems high, the end of this destruction was worth it." "Now, my beloved, we shall have time to enjoy life." "By the love of the Beast, we shall defeat this Dragon forever!" "The Dragon was destroyed by our magic, our weapons, and the power of love and sacrifice. May Toro go to the fate he truly deserves." Ask Katrina about the Pillar Ask about the Dragon's Magic Ask Katrina for Help Tell Katrina Good Luck Tell Katrina to Summon Reinforcements Ask Katrina about Magic Tell Katrina to Retreat Tell Katrina about the Sacrifice Volunteer to Sacrifice Yourself Tell Katrina about Thermonuclear Blast Ask Katrina about Magic Ask Katrina about Pillar Ask Katrina for Help Tell Katrina Good Luck Tell Katrina about the Sacrifice Tell Katrina to Retreat Offer to Sacrifice Yourself Tell Katrina about Thermonuclear Blast Katrina has no need for your healing potion. "Thank you. This may help all of us survive this monstrosity." Elsa seems determined to defeat this dragon, or die trying. Katrina has wrapped herself with magic and is prepared to destroy the dragon with destructive spells. "Thank you. With this sword, I will make certain the Dragon dies." "No, thank you. I have my own healing. Save them for yourself." "My dear friend Toro is dead. This victory has a terrible cost. Life though must go on." "The Dragon has gotten loose!" "Erana has given us the chance to destroy this thing. Let's do it." "Gort's down!" "No! No! Toro..." "This is not working. The Dragon is not taking damage." "It is not truly on this plane of existence now. Unless that Dragon Pillar binds it to the earth, we will be unable to harm it. We must restore the pillar." "This is not working. The Dragon is not taking damage." "It is not truly on this plane of existence now. Unless that Dragon Pillar binds it to the earth, we will be unable to harm it. We must restore the pillar." "Let's not let that sacrifice be in vain. Destroy the Dragon!" "Let's get back to Silmaria. We have a coronation to attend, after all." "That Dragon has paid for the pain he has given. My Prince, we have won." "We can't defeat that monster by ourselves. We need more help." "Our loss has been great, but we are triumphant. We have defeated the Dragon of Doom and have saved all of Silmaria." "I shall summon he who is most willing to fight at your side then." "We did it! The Dragon is destroyed forever!" "Let's destroy that monster!" "Toro! Old friend, we've got the fight of our lives here." "I can't damage this thing! My sword can't get past its armor." "Let's get back to Silmaria. We need to celebrate our coronation." "I will always miss my dear Toro. I will never forget him. This victory will always be painful." "Nor can my spells harm it. It is not bound to this dimension. Unless it can be bound back to this plane, it cannot be defeated." "Good to fight with Elsa." "Hey, get back here. There's no getting away now. It's the Dragon or it's us." "Let us bury our dead and mourn our fallen friends. Then we can return to Silmaria to the peace we have earned." "We cannot defeat this thing by ourselves. It will just destroy us." "Who else would be willing to face this fiery death?" "My friend Toro would face anything with me. I don't want him to die, but I don't see any way to win without him." "This isn't working. I can't damage this thing. My sword is useless." "My friend. My dear friend... I will never forget you." "We've won. Despite everything, we've won. This battle is over and Silmaria is safe. Let's return home now." Tell Elsa to Fight Ask Elsa to Distract the Dragon Tell Elsa to Help with Pillar Ask Elsa for Help Tell Elsa Good Luck Tell Elsa to Fight the Dragon Ask Elsa to Sacrifice Herself Volunteer to Sacrifice Yourself Tell Elsa to Retreat Tell Elsa about Thermonuclear Blast Spell Tell Elsa to Fight Ask Elsa to Sacrifice Herself Tell Elsa to Retreat Volunteer to Sacrifice Yourself Tell Elsa about Thermonuclear Blast Spell Elsa accepts your offer of a Healing potion. "Thank you. With this sword, I will make certain the Dragon dies." "I'm doing what I can." "Good luck, you two. You're going to need all the luck you can get. Hmmm... Maybe I can help you just a little bit more." "There you go. Now you got some real help. That's all I can do for you. Have fun!" "I kind of figure you all need some help here." "Toro fight hard." Toro seems determined to protect Elsa. You can tell that Elsa is mentally prepared for this combat. "Good. Thanks." "Good. Thanks." "Fight with Elsa." "Need help." "Last potion." "Oh, Toro... I really didn't want you here. I guess we'll just face this death together." "Toro love Elsa. Elsa love Hero man. Toro not want Elsa or Hero man die." "Toro die instead." "No. Toro, you can't." "There is no choice. Someone must die or we all shall die." "Toro die so Elsa live." "Toro love Elsa. Elsa love Hero man. Toro not want Elsa or Hero man die." "Toro die instead." "No, Toro. You can't." "Is okay. Toro die happy." Tell Toro to Fight Tell Toro to Distract the Dragon Ask Toro to Help Fix the Pillar Ask Toro to Help You with the Pillar Tell Toro Good Luck Tell Toro to Fight Tell Toro to Retreat Ask Toro to Sacrifice Himself Tell Toro You'll Sacrifice Yourself Tell Toro about Thermonuclear Blast "Good. Thanks." Toro is determined to save Elsa's life. "Good luck!" "That's what I'm doing." "I'll keep this monster distracted. You do what you can." "Good luck to all of us. We're going to need it." "I'm doing the best I can." "I'm doing the best that I can, but the Dragon still seems to be protected by magic." "Not now. Get someone else to help you. I'd rather kill this thing." "No. I will not retreat as long as I can damage this thing." "I intend to die fighting." "You are truly more of a Hero than I. Do what you think you must do." "If you think that it will allow us to destroy this monster, then do it. Better that we should die than all of Silmaria." "There's no retreat! We'd all just die that way." "Who wants to die?" "You've got to be kidding. You can't just die now. We're going to be married, remember? I love you. Please, don't even consider that suicide." "You want to cast a spell that will destroy you? Why? I love you. I don't want to lose you. Please, don't even consider casting that spell. If you die, there will be no victory for me." "I already have this creature's attention by my spellcasting." "I already have this creature's attention by my spellcasting." "I will do what I can to protect you." "I will do what I can to protect you." "That pillar has magical protections. My magic will not affect it." "Thank you. I wish you good luck as well." "Most of my magic will be to counter the Dragon's breath. However, I can do some healing when it is necessary." "That pillar has magical protections. My magic will not affect it." "Beloved, I shall always love you." "Thank you. I wish you good luck as well." "Most of my magic will be to counter the Dragon's breath. However, I can do some healing when it is necessary." "I shall be honored to do healing." "The Dragon is still protected by magic. The prophecy speaks of a sacrifice. Unless someone will sacrifice their life, I fear that this battle cannot be won." "There is no retreat for me, my love. I must do what I can to aid all of you." "I will gladly give up my life to defeat this creature." "No! No, please. I cannot bear to see you die, now that I have known your love. It is better that I should die than you." "I will gladly sacrifice my life for you." "By the power of all that lives, restore the life that lies within." "I will love you always, no matter what may happen." "No! No, please, don't even think of it. You will die horribly by your own spell." "It is better that I die. You gave me a second life and a chance to love. Now let me save your life." "I shall be honored to do healing." "The Dragon is still protected by magic. The prophecy speaks of a sacrifice. Unless someone will sacrifice their life, I fear that this battle cannot be won." "I will gladly give up my life to defeat this creature." "There can be no retreat until this force of evil is destroyed." "No. Not this time. You have given your life to give me my life. Now, I shall return to Hades that you all might have a chance to live." "There you all go. This will not be an easy battle for you. At least you won't have to make any unpleasant sacrifices. Just do what you can and do your best." "Aaarrrgh." "Aaarrrgh." "Toro fight." "Okay." "Toro help." "Hero man need luck, too." "Toro fight good." "Pillar." "Nowhere to go, but fight." "Who will die first?" "Hero man brave. Good man. Die proudly." "Toro not want die." "Do good thing." "Arrrghgh." "Aaarrrgh." "Aaarrrgh." "Aaarrrgh." "Aaarrrgh." "Aaarrrgh." "Aaarrrgh." "Aaarrrgh." "I die. I am already dead." "Aaarrghh." Gort may be only a scientist's experiment, but he seems determined to help you. "I fight the Dragon. I be Hero, too." "No. You both live. I belong dead." "Unless something is done quickly, there will be no help for any of us." "My spells of Frost should greatly harm this creature of Fire, if we can manage to bind it to this world in some way. Until then, I can do nothing." Tell Gort to Fight Tell Gort to Fight Tell Gort to Distract the Dragon Tell Gort to Fix the Pillar Ask Gort to Help You Fix the Pillar Tell Gort Good Luck Ask Gort to Sacrifice Himself Volunteer to Sacrifice Yourself Tell Gort to Retreat Tell Gort about Thermonuclear Blast Gort accept