Part 80: Night
Chapter 12: Night
QfG4 Manual posted:
Who's Who in the Wizard's World:
An Interview with Erasmus and Fenris
In the world of wizardry, Erasmus and his familiar, Fenris the rat, are
widely recognized as the greatest magical team since Merlin and Archimedes
the owl. Best known for his invention of the "Razzle Dazzle" spell and his
sponsorship of "Erasmus' Rootin' Tootin' Root Beer", Erasmus has his summer
home on Zauberberg Mountain in Spielburg Valley. He and Fenris spend their
winters in their modest Wizard Tower in Silmaria. He is always ready to
lend a helping hand (or a guiding light) to aspiring Wizards.
JGJA: Other than yourself, of course, who do you think are the most
influential members of the magical community?
Erasmus: Well, of course, when one thinks about magic, one could hardly do
better (after my own all-too-modest self) than to think of Erana. Prior to
her unfortunate disappearance some years ago, Erana made quite a reputation
for herself by creating areas of safety in many lands. Mind you, going
around making magical gardens and things is a little trivial for a major
mage, don't you think?
Fenris: As opposed to making Root Beer?
Erasmus: It takes real skill to make good Root Beer -- you have to keep the
little bubbles from getting loose. At any rate, Erana was supposed to be
half Faerie Folk, which explains her extraordinary magical talent. She
never did settle down in a typical Wizard tower, but instead wandered around
helping people and doing spells of great wonder and beauty. Rumor has it
she died trying to drive a Dark One back to its own world. Pity.
On the other hand, for future promise, there's the young man I sponsored
into the Wizards' Institute of Technocery a while ago. He has distinguished
himself through Heroism and clever use of spells in lands ranging from
Spielburg to Shapeir and Tarna. But let's wait and see how he continues to
develop his skills before naming any names.
Fenris: Making certain he has made a real name for himself before you start
dropping it, eh?
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Mordavian Nights
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At night in Mordavia, certain things appear that weren’t there before, presumably to increase your paranoia level. The broken trunk in the foreground here,
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Even entire dead trees. Oh, and one other thing:
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Directions: One south and one east of the town screen, on the way to the graveyard. What you see here is a wraith barrow, and that little red light is the wraith. What you can’t see is the hero’s health slowly draining away because Aura only works in close quarters. Luckily (and unluckily, depending on your setup), the drain speed is directly tied to your processor speed.
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If you wait too long to approach the barrow, the wraith will manifest and start chucking spells in addition to draining your health. Your best bet for survival is to run directly at it.
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Wraith Battle
Until you get the hang of them, wraiths are the most annoying fights in the game. They never move from their side of the screen, but simply wait over there throwing spell after spell. You can block them, but it takes a while before you learn which movements it uses for high and low attacks. Or you can cast your own spells, though it does have some sort of magic defense which makes killing it take a rather long time.
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However, once you move into strike range, it’s all over since it can’t defend against physical attacks and can’t throw a spell.
QfG4 Manual posted:
Wraiths
These are the jealous ghosts of miserly men. A Wraith always hovers near
the site of its death, guarding some item of value. These undead spirits
are powerful and can cast magical spells. They also have the innate ability
to drain the health of anyone who ventures too near them. Unless you have
magical protection, avoid Wraiths!
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Then there’s the reward itself.
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There are only so many barrows in Mordavia, and they never respawn. It’s a good thing, though, since wraiths and ghosts are also the only things that actively drain your health when you’re fighting them. Plus there’s only so much money you need to get through the game.
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*whap* *whap* *whap*
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The only appreciable difference between this and a wraith encounter is the missing barrow.
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As a bonus, we can also encounter a free, pointless ghost in this crypt.
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See?
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Revenant Battle
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QfG4 Manual posted:
Revenants
These are low-power Vampires. They are undead creatures that have no
memory of what they were before they died. They only know the hunger for
living flesh that drives them out of their graves at night. They may look
like walking corpses, but they're far more vicious and bloodthirsty than any
mere Zombie.
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They are also stupidly weak to Flame Dart.
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Directions: five south from the graveyard. This is what’s called the Master Wraith, although only Piotyr will actually call it anything. For everyone else, it’s just a wraith that takes an unusually large number of hits to go down. He might also have a faster health drain, but as I said before, your effective processor speed has a greater impact than the in-game modifiers.
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Overkill much with the crowns there? Anyway, only the fighter and the paladin get anything out of this guy beyond the gold and the scroll, although those are certainly enough. If you were wondering, the sword is actually Piotyr’s and I probably should have waited until his ghost brought it up, but screw that. I want my flaming sword. As for the fighter…
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And now we never have to hear from him again.
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There are three more barrows beyond the two I’ve shown.
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One is three screens north of the leshy.
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And here’s the brand new flaming sword, with complementary Honor Shield.
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One is two screens east of the leshy.
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And one is three screens south from the town screen.
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Fairy Fountain. Directions: directly south from Erana’s Garden. You can’t miss it.
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QfG4 Manual posted:
Domovoi
This Slavic house spirit inhabits many family residences in this region.
Harmless and occasionally helpful, Domovoi are seldom seen or heard.
Should you actually meet a Domovoi, you will do well to follow any advice
it gives you.
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Magda posted:
Ah, the mystery woman will now be revealed. Let us see that which was her distant past.
The eight of swords. In her past, she has been dominated and defeated. Her Significator card reinforces this impression of tragedy, of some cruel event that shaped her life. Let us learn more. Hmm, Strength is the card of courage and defiance. That which bound her in the past could not break her. She gained her freedom not through luck, but through her own actions. This is a woman with great inner qualities. The tragedy of her past has molded her present, but she alone has shaped her life through fortitude and determination. Reveal now that which is in the more recent past.
The sign of the Magus, the master of magic and self. She has great power and self-confidence. This can also imply self-deception and illusion, as well. Let us learn what else the cards will reveal of this woman. An inverted Death! This signifies stagnation. She has not grown beyond the past. Rather, she is trapped by immobility. She is changeless, and her gains have been balanced by her losses. What now can we learn of the present?
The ten of clubs, I see. This card shows that she is working towards some goal, some desire that has yet to be fulfilled. It can also show power used for selfish purposes, some result she desires heedless of the cost to others. Again, turn the card to reveal more. Ah, the three of cups is the card of love! Her present is influenced by affection for another. It seems that our mystery woman is falling in love with someone. This is not what she was striving for; it is something in addition to her current goals. Now you shall reveal the future as she would have it.
The World is the summation of all desires and goals. It can represent the reward of all one’s actions, or the admiration of others. This can be the symbol of eternal life. It can mean attainment of ultimate power and perfection. Now will the cards reveal more of her desires. Ha, the seven of cups! This is truly the card of illusionary goals. That which she seeks is only a delusion. What she desires and what she will gain through her actions are very different things. She cannot see that she is seeking an illusion, and should she attain her goal, she will ultimately lose. Now let us see the card which rules over all.
Fie, the Void again! The Dark One plays a part in her present and future as well. Somehow her goals are linked to it. Everyone in this accursed land is affected by the Dark One! Aiee, that we had never set foot here! The reading is over. No more shall be said about this.