Part 115: The Rite of Destiny
Chapter 22: The Rite of Destiny
Famous Adventurer posted:
You see, in the three months of downtime the kid was being bored by,
someone else had been busy. The liontaur’s wife, a wizard of some renown,
called her husband and warned of an impending war in their homeland.
Although the details were still sketchy, it seemed like a demon was meddling
with a couple local tribes, so she wanted the paladin to come back
immediately. The kid, being the local hero, was invited along, and much to
his own surprise, he accepted.
According to him, he figured on it being a vacation of sorts, a chance to
travel to an exotic land while his friends did all the hard work. Of course,
the only problem with that excuse is that he was in an exotic land on
vacation. The kid was jumping at the opportunity to go back to work and
didn’t even realize it. And sure enough, within the week it was clear that
everything was up to him once again. He may hate the pressure of saving
the world, but I think they’d have stopped asking if he weren’t so dependable.

On the airship, we can now go anywhere. Of course, this doesn’t mean we can land anywhere; we’re still basically limited to the green areas in terms of landing zones, and we won’t land anywhere near the volcano crater.

We will, however, be traveling up to the northwest, where Delos is. As you can see, there are no fewer than two locations to visit there.

Climbing in and out of the airship is fairly easy: simply click on the blimp itself while it’s floating still over a place you can land, and you’ll pop out. You get back on by overlapping the ship with your figure and clicking on it.
Oh, and here’s an important tip: when you’re anywhere in the airship, don’t use the Mystic Magnet. If you can’t get back to the ship, then unless you are right at the end of the game, you have just made it unwinnable. So don’t do it.

To the southwest is the dryad grove FA was talking about. Use the Hippocrene water to get things started. What, you ask, are we starting? The best song in the game, that’s what.
The hero’s dancing for this sequence was patterned after the dancing baby, an early viral video and something once featured on Ally McBeal. The dancing may be goofy, but I happen to like the song and the effects with the pixies. I used the wizard for this sequence because unlike with the other classes, their dance with the dryads actually has a point. Specifically, this is the one and only place to get yourself some magic wood. Everyone else just has a nice time.

But enough mucking around, on to the Sybil!

Rite of Destiny






“Die horribly” is your only option, sadly. This particular black lotus follows more in Conan’s original footsteps and kills whoever eats it.

You can also jump into the pool…

…And drown horribly. And here I bet some of you were wondering if this was still a Sierra game.

Of course, the correct action is to toss a drachma in the water. The Sybil feels sort of like the evil gypsy quarter machine from Big.


I am the Sybil, who sees what is to come. Hear now the future that fate brings you. Your way is darkened with blood and death. The first death you soon face is Death itself. Embrace it or not, Death shall soon 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.






“Peace 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.
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.”
Sounds like something an angsty teen would write. Alas, that it should stand here instead. Whatever, I’m going.


Yet again, the poisoning of a wizard happened while the hero was out adventuring. Fortunately, Shakra manages to hold off on unconsciousness long enough to help the wizard.








After some fancy effects and flashing lights, the staff is ready.



As a matter of fact, it does! That’s right, it took them three games but they finally figured out how to make the staff useful! You might have noticed just now that the staff appeared as 8 on the quick item bar, and that “Staff” has replaced the mana bar in the hero’s stats. The staff is now an item you can equip like a sword, and…well, I’ll let the game give the description.


Simple enough, yes? The staff is a method the wizard hero can use to extend his mana almost indefinitely, and at a much cheaper rate than by mana potion. The only two things limiting its power are the phrase “current mana” and the spell’s rather hefty cost, but that’s not too much of an issue, really. Especially since you can hang on to your staff until it runs out of mana, rather than when you move even a little bit like before.





























*You are dismissed to rest up for the next Rite. You then return to the Hall of Kings.*


*You are escorted by guards through the corridors of the Hall of Kings, and eventually led out of the gate.*





