Realms of Arkania: Shadows over Riva чит-файл №1

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Introduction

Assuming you can win all the battles, this walkthrough leads you to a
successful conclusion. I assume you are familiar with the user interface and
have a general knowledge of how to open locked doors and chests. You will
encounter many more combat sequences than I mention. Be prepared for combat at
every turn! I only specify particular items that you must find to progress.
You will also find many more chests and booty than I mention. I assume you
will open every door and chest you can.
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General Hints


1. Return to Riva at any time to sell/buy equipment or use the services of
a healer but be aware you may be captured by guards later on.
2. If you need some spare cash, there are herbs in the countryside outside
Riva, which can be gathered and sold in Riva.
3. If you have a weak party of characters you will need to gain experience
before you can tackle and win all the combat sequences. In that case it is
better to progress as far as you can with each sub-plot. Return to the
sub-plot when you think you are able to continue. Save on entering every
new area.
4. Perform the wand ritual at an inn so that you have at least a constant
light spell.
5. Mark exits on the map so you can easily find your way in and out of
areas.
6. Once you have befriended Ordo, his home is a good place for a
nutritious free meal and a night's sleep.

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Getting started

Chat to the priestess at the Temple of Travia. Ask her about Riva in
particular. She advises you visit the priestess at the temple of Firun.

Leave and turn right. Continue on until you reach the house with the red
light. Turn down the street to the left and continue on past the bridge until
you reach the Temple of Firun on the right.

Enter the temple. The priestess will tell you about a problem with the undead.


Leave and return nearly to the bridge. Turn left and open the double doors to
the cemetery.
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Boron's Field

Find the hut in the south-east corner and visit the servant. Leave and go to
the three graves opposite the double doors. Check out the middle grave and go
down the ladder.

Explore the tomb thoroughly. Find the room with dead man. Destroy the candles
of the pentagram on the floor. Find the room with the Servant of Boron. Find
the black key in a chest in the room with the bookcase. Return to the gold
amulet on the wall near the ladder. Remove it and you will use the black key
in the key hole. Go through the illusional wall. I didn't find anything to do
here. You can take the protective amulets. Leave via the ladder.

Return to the servant's hut in the south east corner and deal with the
impostor! Leave via the double doors and return right to the Temple of Firun.

Tell the priestess what you discovered. Leave.

Return to the bridge and go over it.
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Exploring Riva

The first thing to do is sell some of your excess equipment at the market to
make some room in your inventory. Now find the map maker located in the center
of the city. Buy the map.

Now you can explore Riva much more easily. Visit Quenya Stardust to find out
what you need to treat diseases. Make sure one of your characters is carrying
all these herbs, then (s)he can cure any other characters who fall ill.

The first order of business is to sort out that orc problem at the mine. Find
a city gate and leave the city.
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The Dwarven Mine

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* Level 1
* Level 2
* Level 3

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Level 1

Head toward the mountain in the east. Go though the rocky scree and examine
the rock wall here. You will find a way through the wall. Find the mine
entrance. Explore the first level.

Find the barrel containing the dwarf and get the key. Find the chest that the
key will unlock and take the cross spanner. Check out the west most bookcase
in this room and use the spanner. Go into the room behind the book case and
explore thoroughly. Open the chests and piece together the scraps. Continue
exploring and in another room read the history of the mine.
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Level 2

Explore thoroughly. If you decide to investigate the area where the orcs fell
down, make sure you have a rope with you. Fight the spiders then have the
character with the rope climb up the ramp. Check out of the seven dwarves
trapped under the rocks. Fight them and/or use a spell to banish their
spirits. Overpower the lone orc you find in the corridor and question him.
Fight the skeleton warrior. Don't enter the water and save before approaching
the pillars. When asked the five questions, the answers are, in order: No, No,
Yes, Yes and No.
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Level 3

Follow the trapped tunnels to the three doors. The letters on the walls of the
tunnels spell out a word. Answer "Remission" to get the doors to open. Return
to the tunnel where there is lichen growing on the wall. Check it out. Go up
the ramp, through the door and meet the demon. Use ignifaxus and fulminictus
spells to kill the demon. Battle Manresh the orc and when he is dead watch the
worm leave his skull. Go to the lectern and take the book. Use the destructo
spell to magically destroy the demon book.

Find your way back to the mine entrance and return to Riva.
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Stipen Hullheimer

Leave the city and find the magic college student Stipen to the east of the
city. Agree to help him. Look at the first rhyme. It is referring to the two
willow trees at the edge of the water near the city wall. Go south west to the
pair of willow trees. When you reach them, blow Stipen's horn.

Read the second rhyme. This is referring to a picture on the city wall near
the northern gate. Go north to the city gate and look at the picture of the
dragon on the wall. It is left of the gate. Blow Stipen's horn.

Read the third rhyme. This is referring to a place on the rock wall very close
to the scree. Have your strongest warrior pull the legs free. Fight the
trapped warrior to free him. Take the boots. Blow Stipen's horn.

Read the fourth rhyme. This is referring to the broken down dock. Go south to
the broken down dock. It is quite close to the good dock. Blow Stipen's horn.

Read the second parchment in Stipen's inventory. Return north east to the hut
near where you first met Stipen. Check out the logs. Stipen finds the ring and
returns to the college. Wait for Stipen to return. Be magnanimous and let him
keep his graduation gifts. He should let you have the most valuable item.
Return to Riva.
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The Sewers

Go the Harbour Maid tavern to find Tarik. Talk to Tarik extensively. When you
can't talk to him any more go to his house and interrogate him further. Find a
sewer grating and enter the sewers.

Explore the sewers thoroughly. You should briefly meet the rat-catcher and
watch a monster eating. Do not try to open the trellis that leads to the
castle. When you can't find anything else to do here, return to the surface.

You should be lead to the scene of a murder. Ask around for some more
information. When the guards have left the scene of the crime, return to the
house and use the secret door. As you explore, one of you characters will
suggest you return to the place you first saw the monster. Return to the
surface and find a sewer grating that enters the main area of the sewers.

Explore thoroughly again. You will find a bridge that leads to a solid wall.
You realize there must be an opening here but you can not find how to activate
it. Keep exploring and you will find a new area. Here Mandara will join you.
Return to the bridge and Mandara will activate the opening. You immediately
encounter the guild members.who are hostile! Mandara reveals her true identity
and you escape from everyone back to the surface.

You now have plenty of topics to ask people about. Visit the more significant
places, particularly the temples and find out as much as you can. Also try to
talk to the inn keepers and house occupants. Definitely visit the
rat-catcher's residence. It is the house at the north end of the bridge. Enter
the house and look around. Take the strange device then talk to the rat
catcher.
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The Guild

Eventually the guild will contact you and arrange a meeting at the warehouse
south of the Efferd Temple around midnight. If you need to kill time until
midnight, rest at the Might Fortress Inn for a few hours.

Enter the warehouse and you will be taken by the guild. They will instruct you
to help them deal with the pirates. All you have to do is find out the names
of Adran Seahoff's contacts. You find yourself in the sewers again. Find the
nearest exit to the surface and head for the bridge. Go over the bridge and
find the north most house along side the harbour. Wait for Adran Seahoff then
talk to him. Put the house under observation, watch and wait until he leaves.
You may have to wait some hours. Follow him when he leaves. Prepare for
combat! Break into the house he enters. When you have won the fight you will
find the document naming the pirate conspirators.

Return to Tarik and hand over the pirate document. Interrogate Tarik again. He
has plenty of new information.
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The Old Sewers

Put on the blue guild armbands and visit a temple. Talk to the priest or
priestess and you will gain access to the old sewers. I found these sewers
were a quicker way of getting around Riva. So mark all the temple names on the
map as you explore. Explore thoroughly. Don't bother entering the water. When
you find the three holes, you will place the rat-catcher's device in them.
This will open up access to more of the old sewers. You should find an
entrance to the rat-catcher's house. Leave via the Efferd Temple when you have
the old sewers mapped and all the exits marked.
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The Sorcerer's Tower

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* Level 1
* Level 2
* Level 3
* Level 4

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Scout around the city above ground for a bit and you should come across an
angry mob attacking a Holberkian. Do not attack the mob, just disperse them.
You will take the Holberkian home and meet his family. They want you to return
the following day. Build up your supplies as you are in for a tough and
interesting time.

The next day, return to Ordo's house in the Holberkian area. Haffel will ferry
you to the island. Head north then west then south to the tower, avoiding the
swampy areas where possible. Make you way round to the back of the tower and
open the door on the south wall. Go into the area with cages, then reopen the
door you just came through. Most of the dogs leave, but you will have to kill
some that have gone mad.

Open the inner door and you will encounter the steward. Defeat the steward and
you will enter the garden. Ignore the door to the tower here. Part of the
hedge to the south is an illusion so walk through it to the other part of the
garden. Go up to the door to the tower and check it out. Investigate the locks
and open one lock with a spell, while picking the other.

You'll have to engage the magician in combat until he disappears. Leave any
equipment you won't need in the shelves and coat rack here.
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Level 1

Go through the door and explore the ground floor thoroughly. Find a dog
figurine and a key in a chest in the most south-easterly room. Take them. Go
to the door with the ornate lock in the south-middle area of this floor. Use
the dog figurine in the lock.

At the winch, leave your weakest member of the team. The rest of the team
should go up the level 2.
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Level 2

You have to fight the undead creatures for the eight diamonds. You should end
up with two red, two blue, two green and two yellow diamonds. You should also
find a horrible statue that speaks the word "fire".

At the door leading north with the ornate lock use a red then yellow diamond
to open it. At the door leading west with the ornate lock use a green then
blue diamond to open it. Through here you will find another horrible creature
that speaks the word "washes".

At the door leading north with the ornate lock use a red then blue diamond to
open it. Through here you will find two more horrible statues that speak the
words "blood" and "cleans".

Go to the statue that asks you "What is the truth?". Answer "blood washes fire
cleans".

Now go up the steps to the door to level 3.
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Level 3

When you feel a breeze, do not continue in that direction or you will find the
floor is an illusion and fall into the garden below. Mark the breezes and rest
areas on the map.

Find the bedroom and search the chest of drawers for the two letters. Read the
letters. At the picture that asks "Who am I", answer "Borbarad". Go through to
the room with the statue of the wizard. First destroy the statue, then open
the chest. You need the allen key.

Don't use magic in the library or you won't be able to leave.

When you have killed the magician and dog men, fetch the vial from the dead
wizard's pocket using the motoricus spell.

Go up the steps and through the door to level 4.
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Level 4

Here you will have to defeat the magician once again!

Go up the steps and through the door to the north. At the door that asks "What
devours the one and warms the other?", answer "flame". Surprise, surprise!
Fire elementals! Return to the main room via the green teleport.

Go up the steps and through the door to the west. At the door that asks "What
will light your way, but becomes your certain doom?", answer "flame". More
fire elementals, of course! Return to the main room via the green teleport.

Go up the steps and through the door to the east. . At the door that asks
"What crackles, hisses and stings, and in the dark of night vivid pictures
brings, but becomes your certain doom?", answer "flame". Take the green
teleport to a new area.

Here you will fight a shapechanger who keeps returning in different guises.
Periodically you will have the chance to rearrange a picture. This is how the
picture should look:



When you have completed the picture you will finally defeat the shapechanger.
Go though to the magnificently decorated bedroom and find another green
teleport. Take this and you will end up in another part of the garden. Leave
via the door. Return to the tower via the shack, illusional wall and back
door. Collect the character you left by the winch and collect any inventory
items you left at the entrance. Return to the dock where Haffel will row you
back to the main shore.
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Gorm Goldrecht/Bosper Jarnug/Malmodir Elin

Return to the city and go to the Holberkian area. Here you will hear the story
of how the Gorm Doldrecht used a Holberkian child to give gifts to the orcs. A
highly suspicious thing to be doing! Find the grocer's house and enter. You
interrogate Gorm but all he does is implicate Bosper Jarnug, the judge.

Ask around about Bosper Jarnug. Tarik and the healers will be most helpful. At
some point Tarik will contact you and ask that you meet with Malmodir Elin in
the Harbour Maid after dark tonight.
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Bride of the Winds

Be prepared for an ordeal! At dusk, go to the Harbour Maid. You will be
abducted and taken on board. Untie yourselves and go into the next area
through the damaged wall. Open the chest and recover most of your possessions.
Leave via the door and Jann, the boy, asks to join you. Accept. Find your way
up to the top deck. Before going out to the top deck, redistribute your load
evenly across all party members excluding Jann. Make sure you cut the ropes
around the mast before fleeing. Flee to the ship's stern. If you are danger of
drowning, drop the easily replaceable heavy items, preferably the cheaper
ones! Get away in the small boat being towed behind the ship. You will land in
Riva late at night.

Find an inn and sleep until morning.
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Arrested!

Leave the inn. Before long you will be arrested for the murder of Malmodir
Elin. Fortunately the judge is fair and sets you free. You can visit the judge
in the courthouse to hear more of his views on Gorm's accusations.

Try entering the castle via the sewers. Go to the trellis and open it. You
will have to fight with many guards. You realize it is trap and flee.

Spend some time in Riva recuperating, re-supplying and wait to be contacted by
Tarik.

Tarik tells you witnesses saw you murdering Gorm! Now you are really being
sought by the city guards for murder and you must not be caught. Tarik tells
you the Guild needs your help and is willing to hide you underground. Enter
the sewers in the marketplace. Go the entrance to the old sewers marked on the
map.

Open up the way to old sewer area that you have already explored. Find the
Guild headquarters, enter it and talk with Lothur.
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Mandara

He needs your help with the Feylamia, Mandara, the vampiress. Lea, now out of
disguise, accompanies you.

Don't forget that Guild HQ is now your only safe resting place.

Explore the new area and find the entrance to the Feylamia's lair.

Leave someone on the first switch you come across. Explore further. Mandara
will attack the character left behind and you race back. Everything is fine
and you now find another way through so that the whole party can follow
Mandara.

Open the cells and you will find the rat-catcher in one of them. Explore
further. Find the moon lantern. Lea seems to have found Mandara, but then they
both disappear. Explore further. Take the diary and read it. From a desk
drawer, take the small key and antihypnoticum. In the Feylamia's bedroom
(where her coffin is!), take a bracelet and silver ring from the chest.

From the Feylamia's bedroom, have a character that can cast light around them,
take all the items you have found in the Feylamia's lair, wearing the jewelry.
Make this character the leader of the party. Have them stand in front of the
mirror and eat a piece of antihypnoticum. Now have the lead character walk
through the mirror.

You walk into a room you haven't seen before. Open the chest and take the
crystal. You put the crystal in the moon lantern.

Mandara will attack the rest of the party and then your lone character will
stumble into the hall of mirrors. Mandara attacks you. Then you are joined by
Lea and the rat-catcher. The rat-catcher has the silver dagger. Lea reminds
you that moonlight will kill the Feylamia. Use the moon lantern.

Have your lone character and Lea join the rest of the party. Use healing
spells on the rest of the party. Return to the Guild HQ. Lothur tells you that
another party of strangers, possibly, allies, are likely being held at the
castle. Lothur is looking for a hidden entrance to the castle.

While you wait for the entrance to be found , recuperate. Go to the Tsa temple
and pray until Tsa grants you all maxium life points. Remember you are wanted
for murder, but if you like you can risk a venture above ground to buy more
magic potions. I suggest you leave the sewers via the Phex temple and buy
anything you need in the Market Hall. You may also need to buy some thonnys
from Quenya.
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Water Dragon

Return to Guild HQ and recuperate with sleep and spells until Lothur reports
that they have found a secret entrance to the castle. Lea reports that first
you have to get past a water dragon.

Return to the Feylamia's lair and find the new passage. It leads to a drain or
underground river. Equip your non-magic users with bows and arrows. Use the
raft to approach the water dragon.
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Castle

If you are in poor shape, return to Guild HQ to recuperate. Do not enter the
castle until just after dusk or there will be too many guards about. You must
complete the castle mission by dawn.

Explore the castle thoroughly to maximize your experince and gain the most
loot. Don't tackle any of the guard posts or try to open the portcullis. You
will have enough fights without taking on an army! Find the key in the room to
the south on the right. Find the torture chamber and go up the steps so that
you are overlooking the instruments of torture.

Yuck! When you have won the fight, Rohezal thanks you and asks you to free his
companions. Return to the north of the castle and find the captain of the
guard in his room.

Return south and open the cell on the west wall (opposite the torture
chamber). Meet the rest of the magicians. They ask you to fetch three ancient
urns from the judge's quarters. The cook knows how to get to these urns.

Find the cook's bedroom. It is in the north-east near the top of the stairs.
Here you find evidence of the cook's sexual preferences. Find the kitchen. It
is a short distance south-east of the cook's bedroom.

Go to the judge's quarters. Bosper's rooms are to the south middle of the
castle. The entrance is opposite some strange holes in the corridor. Look at
his desk and take the key. Go into the next room, kill the "guard" and move
the chest. Open the hidden chest and take the three urns.

Return to where you entered the castle (the winding stair).

You return to Guild HQ and Rohezal explains how the Borbarad worms are
controlling the Orcs. The magicians are going to find where the queen is
located while you are tasked with recovering the wand that controls the
Borbarad creatures.

You have another chance to recuperate while the magicians think how all this
is to be accomplished. When the magicians are ready they equip you to go
underwater to recover the wand.
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Harbour Basin

As soon as you move forward you will enter combat with some aggressive nixes.
Move forward again and you will encounter more merpeople. Do not attack them.
Follow them.

You meet with the River Father and a young sailor. You are tasked with finding
out why some the nixes have become so predatory. If you succeed the River
Father will give you a glowstick that will open the doors in the Even Star.
Zorka accompanies you but you must take care of her and keep her unharmed.
Leave the palace.

Go into the building where you find the winery sign in the sand. From here you
will spot a nix entering the building to the north. Follow him. You will have
to deal with the sea creature blocking the entrance to this building. Go in
and find the entrance to the cellar. Go into the cellar.

Explore the cellar thoroughly. When you find the room full of bottles of
alcohol, smash all the bottles. Return to the River King. He will hand over
the glowstick.
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Even Star

Find the Even Star to the east. Enter the ship through the breach in the hull.
Overhead is a door which leads to the rest of the ship. You need to get up to
it. Remove the lead shoes of all the party. Enter the room.

Check out the chest and take the prism. Use the prism and glowstick together
to make them green. Open the green lock and enter the room. Use the prism and
glowstick together to make them orange. Save. Open the orange lock and enter
the room.

Remember you must protect Zorka, so surround her so that the water elementals
can not attack her. You must also send your strongest character into the
"maze". This character must get to the chest in the middle. When the character
heading for the chest has killed all the water elementals in his way and
reaches the chest the water elementals will disappear. You open the chest .but
it is empty!

Leave the Even Star combining the prism and glowstick to unlock the green and
orange locks as before.
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Harbour Basin

Return west to the River King's palace. He will hand over the wand. Go outside
and remove the lead boots. You will swim up to the surface and make your way
to Guild HQ.
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Borbarad's Wand

Be careful above ground but go to Quenya and have her decipher the runes on
the wand. Return to Guild HQ with the translation. Now you have another chance
to wait and recuperate. Get completely replenished by meditating with thonnys
to maximize astral points and visiting the Tsa Temple to maximize life points.
Wait at Guild HQ until . . . you hear the magicians horrible plan for you!

When you are absolutely ready, click on the icon that will start the next
action. You go to the entrance to the hive and are shrunk so that you will be
able to walk through the hive. You lose nearly all your equipment!

The Hive

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* The Edifice of the Queen
* The Chambers of the Queen

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The Edifice of the Queen

Pick up some stones from the pile ahead of you. Head west then south and kill
the worm carrying the egg. Take the egg. Continue on and collect some twigs
from the pile of wood. Equip your characters with sticks for close combat or
sling shots as missile weapons made from the Y-twigs and stones. Continue on.
Take the spines after killing the morfu. Continue on turning left at the
junction, then left again until you encounter the beetles and grasshoppers.
When you have killed them, use the beetle carapaces as armour and the stings
as swords. Return north, go right at the junction, then left. When you have
finished off the group of worms, go through the hole in the hive and climb and
slide down to . . .
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The Chambers of the Queen

Turn right and go through the fire illusion. Continue on and you will find two
worms fighting over a lump. Go right at the junction and the two fighting
worms will attack you. When you have killed them get the termite carapaces,
beetle claws and plant stalks. These carapaces make stronger armour than the
beetle carapaces. The beetle claws make better swords than the stings. Use a
sting on the plant stalks to make blow pipes. You can now use the spines and
blow pipes as missile weapons.

Return through the fire illusion and take the south-east tunnel over the pit
illusion to the acid pool. Turn left and follow the tunnel to the stalactite.
Fight the worm. Break off as many lumps off the stalactite as you can. Use
these amber lumps to boost your life and astral points later on.

Return the way you came over the pit and through the fire illusions. Turn left
at the junction. You will be confused by hallucinations sent by the Queen.
When making decisions, do the opposite of what a hero should do! Once past the
hallucinations you will enter a labyrinth. Hunt for the way out in the south
west area of the labyrinth. You will find yourself back in the Chambers of the
Queen only a little further on.

Head west and you will find a secret door at the end. Make a flute by punching
holes in one of the blow pipes with a beetle claw. Use the flute to open the
secret door. Continue on. Open the next secret door using the flute again.
Save. The next fight is very difficult. Climb down the ramp.

You must disable (kill, put to sleep or otherwise make unable to fight) all
the doubles within a certain time, or more doubles will appear. When you have
won this fight, save, equip missile weapons and boost your life and astral
energy with the lumps.

Go through to the Queen. Do your worst!

When the Queen is dead, use the amulet.

Enjoy the closing sequences!
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This walkthrough is copyright - 1997 by Diana Griffiths (email:
ggriffit@icons.net). All rights reserved.