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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter D » Dragon Riders: Chronicles Of Pern - Strategy Guide (Page 03)

Dragon Riders: Chronicles Of Pern - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Dragon Riders: Chronicles Of Pern - Strategy Guide (Page 03).

      When you enter the cave, the door behind you will slam shut.  Turn 
to your left and follow walk behind the boxes. You should see a metal 
pipe resting against the crates.  Take the pipe and move to the next 
door on you right.  When you approach the door, the door should open 
slightly.  Use the pipe on the half open door to open it completely.  
You may have to move around to get the action to trigger.  Enter the 
door and you'll be in some kind of computer room.  Between the third and 
fourth computer console, you will find a strangely textured skin.  Take 
the skin and read it.  It gives you the safe entry code.  Now walk to 
the top of the ramp near the door.  Facing the door, turn to your left.  
You should see a grate on the floor.  Select the grate, and D'Kor should 
open it.  Enter the grate, and you will be in some kind of storage room.  
There will be another skin on the floor.  This skin will have the door 
entry code.  Once you have read the skin, D'Kor should be able to use 
the keypad next to the door.  Open the door to the storage room to get 
back to the first room in the Metal Cave.  Go to the only door you 
haven't entered you and activate the keypad.  Then walk to the door and 
the door should open.
      In this new room, there will be a safe on the left. If you've 
looked at the safe skin, D'Kor will open the safe.  Inside the safe are 
another knife ancient artifact and the skin for Lamrat.  Now walk to the 
table and move it.  Activate it again and D'Kor will climb on the table 
and open the vent.  D'Kor will automatically climb out of the vent and 
end up back in the Ancient Caves.
      There will be a nice Tunnel Snake waiting for you when you arrive.  
Kill it and go down the tunnel it was guarding.  You will arrive at a 
rock bridge.  You can safely run across the bridge.  Across this bridge, 
you will climb another tunnel to a ledge you can walk across.  There 
will be a new tunnel across the ledge.  Part way up this tunnel, there 
will be a rock seam you can break with your pickaxe.  Behind this wall 
is a Wherry egg, medicinal brew, and a drum pattern.  D'Kor says that 
the drum pattern looks similar to the one the scribe gave to him.  
Knowledge +10 (Total: 1190)

QUEST 2-28: Take the ancient drum pattern to Tinossi.
      
      Back in the tunnel, there will be another Tunnel Snake around the 
bend.  After dispatching the snake, follow the tunnel to the top.  You 
will find a boulder at the top.  Push the boulder and jump down.  You 
should be almost at FORMIDABLE Strength by now, if you aren't already 
there.  Do some rock climbing until you get FORMIDABLE Strength.
      Next to the tunnel in the lower chamber is another rock seam.  
Behind this seam are a Tunnel Snake egg, 10 more bug darts, an herb, and 
the ballad the Kilimi is trying to remember.  (You can find the ballad 
here or in the Fort Weyr Library.)  Walk straight down the tunnel and 
you'll be at the door back to Fort Hold.  Open the door and in a cut 
scene, Lamrat will take the cure from you.

QUEST 2-15 COMPLETED: Gave the cure to the disease to Lamrat.

      Talk to Jak in the kitchen and he will heat the pies up for you.  
Head back to Healer Hall with the warm pies. As you run down the Great 
Hall, Zenth tells you that K'tan is dying.  You are brought back to 
Healer Hall.  Give the pies to Merrick.  Merrick will pull you into the 
back of Healer Hall and he gives you a warning about the sickness.  He 
tells you that you need to go to Ista Island.

QUEST 2-26 COMPLETED: Get food for the sick in Healer Hall.  Knowledge 
+25 (Total: 1215) Reputation +50 (Total: 1005, Reputation level 
increased to OF GOOD STANDING)

      Talk to K'tan then exit Healer Hall and go to see Tinossi.  
Tinossi will take the drum pattern so she can show it to Hered.  
Reputation +30 (Total: 1035)

      Exit Harper Hall and go back to Fort Hold.  You will see a cut 
scene of Branth, K'tan's dragon, committing suicide.  (This means that 
K'tan has died.)  This also means that Chapter 2 is complete.

      At the end of Chapter 2, my attribute statistics are:
Knowledge: 1215 level - INTELLIGENT, Reputation: 1035 Level - OF GOOD 
STANDING, Strength: 1400 Level - FORMIDABLE

      We made 4 jumps on Zenth this chapter for a total of 4 jumps in 
the game so far.

*********************************
**** CHAPTER 3 - Healer Hall ****
*********************************

      Chapter 3 starts after the cut scene of the Branth jumping Between 
and ends when D'Kor leaves for Ista Island.

      After Branth jumps, Zenth tells you that Lord Gralt wants to see 
you and that S'lon in Fort Weyr wants to know what happened.  Since Lord 
Gralt is in Fort Hold, let's visit him first.

      Go to Lord Gralt's Room off of the Grand Hall of Fort Hold.  He 
will tell you more of the disease and of a conspiracy against your Weyr.  
D'Kor asks Lord Gralt to help Manwor and the rest of the traders.  
Knowledge +50 (Total: 1265, Knowledge levels up to CLEVER)

      Go back outside and talk with Manwor.  He is happy that he is 
going to be paid.

QUEST 2-27 COMPLETED: Reputation +40 (Total: 1075)

      Now go back to the Fort Hold Courtyard.  We're going back to Fort 
Weyr.  WARNING - Once you leave Fort Hold, all the traders will leave.  
If you still need to talk with one of them, now is your last chance. END 
OF WARNING.

      As you leave, Lamrat stops you and tells you that he overheard a 
conversation that between S'lon and another person.  He said that he 
thinks S'lon is trying to poison S'bor.  Lamrat gives you a letter to 
give to V'hul.

QUEST 3-1: Give Lamrat’s letter to V’hul.

      Ride on Zenth to the Fort Weyr.  Before advancing talking to S’bor 
and advancing the plot, we need to work on some of the side quests.  
First, go up the ramp in the Fort Weyr Bowl where we pushed the rock and 
found the knife upgrade artifact.  When you reach the top, you should 
see a cut scene of Jim and Helan talking.  Listen to Helan when she asks 
if she can tell you something.  At the end of the conversation, Helan 
will give you a Wherry egg. Reputation +30 (Total: 1105)

      Now go back down the ramp and to the house we found Ramalla.  
Behind this house is a well.  Activate the well and you will get a fire-
lizard egg.  (Thank you to everybody who told me about this!)  If you 
activate the wheel again, you will get 10 darts.  If you activate the 
wheel again, you will get an amusing conversation between Zenth and 
D’Kor.
      Since we now have FORMIDABLE strength, run across the bridge to 
the windmill.  Pull the lever and the gate in the back of the windmill 
will open.  There are 10 more darts inside.

QUEST 1-18 COMPLETE: 10 darts available.

      Go now to the Middle Levels of Fort Weyr and talk with Emmara.  
She will ask you what the dominant animal in the Ancient Caves is.  The 
correct answer is “Wherries”.  Reputation +20 (Total: 1125)

      Go up to the Kitchens and talk with Roma.  You will give him the 
two Wherry eggs, one Tunnel Snake egg, and the bundle of Flax you’ve 
collected.

      Now it’s up to the Upper Levels.  There’s a meeting about to start 
on the Upper Levels.  When you approach the table, a cut scene begins.

      After the cut scene, you learn that you are supposed to travel to 
Fort Hold and then to Ista Island.  The cut scene ends with you in your 
room.  Knowledge +100 (Total: 1415).  

You can hatch the fire-lizard egg before you leave.  You will get 
a brown fire-lizard on the perch next to the fireplace.  We need to go 
to Fort Hold, so make your way to the Fort Weyr Bowl.  When you reach 
the Middle Levels, you will give Lamrat’s letter to V’hul.

QUEST 3-1 COMPLETED: Reputation +25 (Total: 1155)

      Take Zenth to Fort Hold.  (Yeah! The wormhole section of the video 
is gone!)  When you land a cut scene discussion between you and Lamrat 
will start.  At the end of the scene, Levitt appears, but all he will 
tell you if you talk to him is that all the traders have returned to 
Ista.

      Next we should go to Harper Hall.  When you arrive there, you will 
see a cut scene of Lord Gralt entering the Harper Hall Kitchens.  Take 
that as a cue to follow him.  In the kitchen, a cut scene will start 
with Lord Gralt.  He tells you that the Master Healer is back in Healer 
Hall and wants to see you.  Knowledge +25 (Total: 1440)

      Talk to Salyn, who is also in the kitchen.  She will tell you that 
the Harper at Ista Island will not talk to you until you have proven 
yourself worthy.  Knowledge +25 (Total: 1460)

      Now run to Healer Hall and enter the new door.  Talk to Jazon 
inside.  He tells you that he is looking for the cure you gave Lamrat.  
Knowledge +15 (Total: 1475)

QUEST 3-2: Find the cure and give it to Jazon.

      Now we can go back to the Fort Hold Courtyard and hitch a ride on 
Zenth to Ista Island.  Landing at Ista Island ends this chapter.

At the end of Chapter 3, my attribute statistics are:
Knowledge: 1475 level - CLEVER, Reputation: 1155 Level - OF GOOD 
STANDING, Strength: 1400 Level – FORMIDABLE

We made 3 jumps on Zenth this chapter for a total of 7 jumps in 
the game so far.

***************************************************
**** CHAPTER 4 - Going to sleep on Ista Island ****
***************************************************

      Chapter 4 starts after the dragon jump cut scene and ends when you 
finally go to sleep on Ista Island.

      You will see N’eth and S’lon standing on the beach when you land.  
Talk to both of them to advance the plot a little.  You are supposed to 
find a place for the three of you to sleep.

QUEST 4-1: Find a place to sleep on Ista Island.

Walk to the ocean, between the two rocky projections.  You should 
see a bunch of shells zipping around.  If you shoot them, they will 
open.  When you collect them, you will get either a pearl or an edible 
oyster.  Keep shooting oysters until you get one with a pearl.  I’ve 
always gotten the pearl on the first oyster I shot here.  You can try to 
activate the dolphin nearby, but Zenth will tell you that you need to be 
a GENIUS to understand what the dolphin is saying.
      Sitting on the left rock wall is a man fishing.  Talk to the man, 
Hammit, and he will give you a map of Ista Hold.  Now walk of the rock 
wall and continue straight until you hit the side of the semi-circular 
building.  To your right should be a break in the rocks with a reddish 
herb.  When you pick it, you will find the Featherfern that Roma 
requested.  There are also three other unknown green herbs, so make sure 
you get the Featherfern.
      On the other side of the semi-circular building is a grave with 
some flowers on it.  When you pick of the flowers, you will get a cut 
scene with Kiristi.  She will tell you that her grandfather Gannell’s 
tomb has been worn away by the weather.  She asks you to get a new 
headstone and figure out what the inscription said.  Knowledge +25 
(Total: 1500), Reputation +25 (Total: 1175)

QUEST 4-2: Get a new headstone and the find inscription for Kiristi.

      You can walk up the ramp and enter the semi-circular building, but 
all that is in there are 10 bug catching darts and a medicinal brew.

      Now walk down the beach on the same side as Kiristi and the grave.  
You should see two men on the beach to the left of the main path.  You 
can talk to H’tem and K’larn, if you wish.

      It’s time to enter Ista Hold.  Go up the path to the right of the 
men on the beach.  Follow the path until the ground flattens out.  There 
should be a man to the right next to some stables.  Talk to the man, 
Drakk.  He tells you that the diseased cattle do not come from Ista.  
Knowledge +50 (Total: 1550)

QUEST 4-3: Find out where the diseased cattle come from.

      On the opposite side of the rode from Drakk are some cottages.  
Enter the first one from the road.  You will find Moria and Laria in the 
house.  Laria will tell you that Moria’s parents, Keriil and Hellion, 
have disappeared.  Reputation +20 (Total: 1195)

QUEST 4-4: Find Keriil and Hellion (You won’t be able to complete this 
Quest until Chapter 8.)

      Back outside, you may see a woman, Loretta walking around.  She 
will tell you that her husband Joseph went to investigate some noises 
from the other side of the mountain and never came back.

QUEST 4-5: Find Joseph.  (This may not be a real quest.)

      Follow the trail around the bend to the Dawn Sisters.  You will 
see Sam and Ralf outside.  Talk to Ralf and he will tell you that his 
brothers have gone missing.  Knowledge +50 (Total: 1600)

      Talk to Sam and he will tell you that dragon riders are not 
allowed into the Dawn Sisters.  Change into your civilian clothes and 
Sam will let you enter.  Talk to Gamut inside and buy the drink he 
offers.  He tells you that the herd shipments come to Ista Beach first 
thing in the morning. Knowledge +10 (Total: 1610) No one else in the bar 
has anything useful to tell you.

      Exit the Dawn Sisters and change back to your dragon rider 
costume.  Continue down the street and you will see a villager pushing 
at a door.  Talk to the villager and he will tell you that the door to 
his house is stuck.  Push the door open for him and he will let you take 
an item from his house.  You’ll find a medicinal brew on the bookshelf.

      Leaving the house, continue up the road to the Rising Star Inn.  
Watch the road though.  It can some times be a little tricky to follow 
the turn of the road just before the inn.  Talk to Foral on the roof of 
the inn.  He will tell you to enter, so take his advice.

      Enter the Rising Star Inn.  Inside, talk to Matrice, the owner.  
She will tell you to come back later and she’ll see what rooms are 
available.

	Go back outside again and continue walking up the road.  The first 
house you come across will have a villager sitting behind a box.  Talk 
to him and he will ask you a riddle.  The answer is “Between”.  Inside 
of his house, there are 10 darts.

	Go back on the road and continue until you reach the next upward 
curve.  Enter the house just before the curve and talk to Roem’s father.  
He will tell you his daughter if very sick and ask you to help her.

QUEST 4-6: Cure Roem. (Even though Zenth said the situation is urgent, 
you can’t help Roem until Chapter 5, so there’s no need for a trip to 
Healer Hall right now.)

	Exit the house and continue up the road.  Enter the last house 
before you reach the Harper Drumming Platform.  Inside, you should find 
Maria, Siral’s wife.  Talk to her and give her the pearl Siral gave you.

QUEST 2-25 COMPLETED: Maria becomes a Weyrwoman candidate. Knowledge +50 
(Total: 1660), Reputation +100 (Total: 1295)

	Return back to the Rising Star Inn and watch a cut scene with 
Matrice.  She will tell you that a man named Holin just left without 
paying his bill.  Knowledge +25 (Total: 1685)

QUEST 4-7: Find Holin and get him to pay his bill.

	Exit the Rising Star Inn and head back up the hill.  When you get 
to the alley between two houses, you’ll see a cut scene of Holin and two 
of his lackeys harassing a man.  Walk towards Holin and you will get 
another cut scene.  Select the “teach you some manners” option and 
you’ll start a fight.  I think you’re supposed to use your fist in the 
fight, but if you hit him with the sword, he’ll go down in one swing.  
After the fight, he will hand you some money and all four of the people 
will run off.
	Return with the money to Matrice in the Rising Star Inn.

QUEST 4-7 COMPLETED: Matrice gives you a free room to sleep in.  
Reputation +50 (Total: 1345)

	Exit the Inn and head down the hill.  You will find Sorian, the 
man who was getting beaten up, next to the Ista Supply house.  Talk to 
him and he will ask you to restore his reputation.  If you agree to help 
him, he will tell you that you need to get Holin’s dice and show them to 
Gamut in the Dawn Sisters.  Knowledge +10 (Total: 1695), Reputation +50 
(Total: 1375)

QUEST 4-8: Restore Sorian’s reputation by exposing Holin.

	Now run back up to the hill to where you answered the villager’s 
riddle.  Just past his house will be a pile of rocks and some barrels.  
Pick up the rock and move towards the barrels until you see the Sneak 
icon.  Enter sneak mode to see a cut scene of Holin and his friends.  
Knowledge +25 (Total: 1720)

	You might want to save now, because the next part is a little 
tricky.  (Or at least it was for me.  It took me a couple of times to 
get it right the first time.)  Anyway, standing where you are with the 
Sneak icon, ready the rock you picked up and use it.  You should see a 
cut scene of Holin telling his friends to investigate it.  After the cut 
scene, you have to sneak towards Holin.  Keep sneaking until you are 
right on top of him.  Only then can you use the grab icon to grab his 
dice off of him.  (Remember that you are outside, so the default 
movement action is to run.  You will need to hold down the run / walk 
toggle, the insert key on the PC, and simultaneously press the action 
key, the space bar on the PC, to enter stealth mode.)

	Once you have the dice, run down the hill and enter the Dawn 
Sisters.  You’ll have to be wearing your civilian clothes to enter the 
pub.  Talk to Gamut behind the counter to clear Sorian’s name and get 
some plot information.

QUEST 4-8 COMPLETED: You get Holin’s loaded dice.  Knowledge +10 (Total: 
1730), Reputation +50 (Total: 1425)
 
	It’s time to go to sleep and end this chapter.  Go back to your 
room in the Rising Star and select the bed to go to sleep (leaving the 
door wide open.)

At the end of Chapter 4, my attribute statistics are:
Knowledge: 1730 level - CLEVER, Reputation: 1425 Level - OF GOOD 
STANDING, Strength: 1400 Level – FORMIDABLE

We made 0 jumps on Zenth this chapter for a total of 7 jumps in 
the game so far.

**************************************************
**** CHAPTER 5 - Getting into the hidden cove ****
**************************************************

      Chapter 5 starts when you wake up after your night on Ista Island 
and ends when you get in the Smuggler's Cove.

	You start this chapter in your room at the Rising Star Inn.  Go 
upstairs and talk to Matrice.  She will tell you that Belan, Nalaya’s 
old lover, is staying in the room next to yours.  Knowledge +25 (Total: 
1755)

Go down and enter his room to start an interesting cut scene.  
Knowledge +50 (Total: 1805, Knowledge increases level to Sharp)

Exit the Inn and go up to the Harper Drumming Platform.  Talk to 
N’eth and Terrol.  Give Terrol the Harper statue, when he asks for it.  
He will let you take anything from the Ista Supplies shop in exchange.  
Reputation +20 (Total: 1445)

Run down to the Supplies shop and pick up the citron fruit lying 
on the counter.  Search all of the bookshelves.  You should find a 
medicinal brew, 10 darts and a Sweatroot herb.  The Sweatroot herb will 
be listed as an unknown herb for the time being.

Leave the shop and talk to the Drudge standing in the house across 
the street.  He will thank you for getting rid of Holin and complain 
that he can’t open his door.  Reputation +15 (Total: 1460)
Push on the door to open it for the Drudge.  He will let you take 
anything you want in return.  You will find 10 darts on a table.

Now head down the street and enter the Ista Tapestries store.  
Talk to Hela inside.  She will ask to look at your tapestry (from 
Skarn).  Let her look at it and she will tell you that Nalaya’s family 
lives at the bottom of the hill.  She also tells you to come back later.

Take this cue to run down the hill.  You will see a wagon near 
Drakk and his animals.  There will also be two more men near Drakk.  
Approach the men to see a cut scene.  The two men are Faran and Manwor 
from the Gather.  They will head to the Dawn Sisters after the cut 
scene.

Run back to the road and keep running straight past the first 
house.  At the second house, you will see Doorin outside.  Talk to him 
and he will bring you inside to meet his wife Mantrel and his daughter 
Janifer.  (Mantrel is Nalaya’s sister, in case you were wondering.)  At 
the end of the conversation, Zenth will tell you that he thinks Janifer 
would make a good Weyrwoman.  Talk to Janifer and she will become a 
Weyrwoman candidate. (You ask her to be a Weyrwoman candidate even 
though you just swore to Doorin that you wouldn’t take his daughter.  
Your reputation even goes up for your lie to Doorin!)  Knowledge +50 
(Total: 1855), Reputation +100 (Total: 1560)

Now go back and enter the Rising Star. (Make sure you are wearing 
you civilian clothes before you try to enter.)  You’ll find Manwor and 
Faran at a table opposite the bar.  Talk to them and they will tell you 
that they have something from Lamrat that they are supposed to deliver 
to the Green dragon rider.  It does not matter how you answer them when 
they ask if you are the dragon rider they are to deliver the message to.  
Knowledge +50 (Total: 1905)

QUEST 5-1: Get the cure from Manwor.

Exit the Dawn Sisters and head up the hill.  You should run into 
N’eth coming down the hill.  Talk to him and he will agree to get the 
cure from Manwor and Faran.  You have to talk to him again in front of 
the Dawn Sisters before he will go in and get the cure.  N’eth will take 
a while to get the cure, so we can move on the other things.

Go back and talk to Hela in the Ista Tapestries shop.  Since we 
are OF GOOD STANDING, she will give us some heavy canvas.

Run back down to the beach and talk the Hammit, fishing on the 
rock wall.  He will ask you to push his fishing boat into the water.  
D’Kor is strong enough for the task, so go to the boat closest to the 
rock wall and give it a push.  (Strength +10)  Return to Hammit and he 
will give you a bottle of wine.  Reputation +20 (Total: 1580)

It seems that going to Ista Beach is the trigger needed for N’eth 
to get the cure.  Run back up to the Rising Star Inn.  You will find 
N’eth in front of the Inn.  Talk to him and he will give you the cure.

QUEST 5-1 COMPLETED: You have the cure, again.

	Head back down towards Ista Beach. Zenth should tell you that 
Salyn at Harper Hall wishes to speak with you.  Knowledge +10 (Total: 
1915) Go to Ista Beach.  Time to leave Ista Island.  Call Zenth and jump 
to Fort Hold for our eighth jump.

	It’s nighttime again when you land at Fort Hold.  Head over to 
Harper Hall and go downstairs to the kitchen.  You should find Salyn 
there.  Talk to her and she will tell you that Ista Island’s Harper is 
ready to meet with you, but you have to summon the Harper with a drum 
pattern.  She gives you the drum pattern and tells you to talk with the 
instrument maker to get a drum.

QUEST 5-2: Find a Harper drum.

	Leave the kitchen and go to the second floor of Harper Hall.  Run 
to the barracks and you will find Limoriad sleeping. Talk to him and he 
will tell you that the only drum he has needs a new skin.  Run back to 
the kitchen and talk with Kelli.  She will tell you that all of her drum 
skins will take a few days to cure.  Go back to the barracks and you 
should find a sleeping man across from Limoriad.  Wake him (his name is 
Yallen) and he will give you the skin.  Go back and talk to Limoriad.  
After some grumbling, he will give you a drum.

QUEST 5-2 COMPLETED: You have a working drum.

	Now go down to the Healer Hall and talk with Jazon.  Give him the 
cure.  He will teach you the Healing Skill.  Jazon will then run off.

QUEST 3-2 COMPLETED: Healing Skill Acquired.  Reputation +100 (Total: 
1680, Reputation increases level to DEPENDABLE)

	It’s time for our ninth jump back to Ista Island.  Run back to 
Fort Hold and take Zenth to Ista.   At Ista, run up the hill and enter 
Roem’s house. Talk to Roem’s father.  With your new Healing skill and 
the Sweatroot you picked up from Ista Supplies, you should be able to 
help Roem.  Roem’s Father tells you to come back later.  Knowledge +50 
(Total: 1965), Reputation +20 (Total: 1700)

	Exit the house and go to the Harper Drumming Platform at the top 
of the hill.  Use the drum when you are on the Platform, and Fin will 
appear.  He will tell you that the Harper will meet you on the beach in 
one hour.  Knowledge +25 (Total: 1990)

	Go back to Roem’s house and Roem will be healed.  Talk to her and 
she will become a Weyrwoman candidate.

QUEST 4-6 COMPLETED: Roem becomes a Weyrwoman candidate.  Knowledge +50 
(Total: 2040), Reputation +100 (Total: 1800)

	Now go back to the Rising Star Inn and check on Belan.  Foral will 
now be guarding the room.  Talk to him and he will tell you that Belan 
left fifteen minutes earlier with another dragon rider.  Knowledge +50 
(Total: 2090)
	Enter Belan’s room and search the trunk near his bed.  You will 
find a map to the Smuggler’s Cove and some heavy crossbow bolts.  Leave 
the Rising Star Inn. Outside of the Inn, you will find S’lon.  He will 
tell you that N’eth is missing.  You accuse him of being a traitor.  
Knowledge +25 (Total: 2115)

QUEST 5-3: Find N’eth

Head down the hill and towards the beach.  Save your game before 
you enter the canyon.  When you get to the end of the canyon, Holin and 
his thugs will ambush you.  After a brief cut scene, you with have to 
face both of the thugs before you can get Holin.  This fight can be a 
little challenging because you have to reset your fighting stance after 
killing each person.  When you reset your stance, you leave yourself 
vulnerable for a couple of seconds.  The camera angle for this fight 
also seems particular bad.  If you successfully attack Holin, you will 
get a cut scene and you can continue on your way to the beach.  (When I 
say reset your fighting stance, I mean you have to release select key, 
the space bar on the PC, and the press the select key again.)

On Ista Beach, if you run to the landing area, you will see a 
familiar character.  This is the Harper.  The Harper will show you a 
group of three men you should talk to.  The men are Jurinor, Fillian, 
and Jorak.  Talk to Jurinor first.  He will tell you that the cattle are 
not from Ista and that there is a strange ship called the Clear Endeavor 
sailing the seas.  He recommends that you find this ship.  Knowledge +50 
(Total: 2165) Jorak will tell you that there are some strange people 
around Ista recently, mostly up in the village.  Knowledge +10 (Total: 
2175)  Finally, Fillian won’t give you any information unless you know 
how to play dice.

To learn how to play dice, we need to talk with a gambling expert.  
The only expert we know is B’rak who’s back in Fort Hold.  Call Zenth 
for our tenth jump.  Talk to B’rak when you land.  He will tell you that 
to roll a high number, keep your palm up.  To roll a low number, keep 
your palm down.  Never win a 3 mark bet more than twice, never win a 2 
mark bet more than 3 times, and never win any bet more than 4 times.  He 
also lets you sell him items for marks.  I always sell the two plas film 
items from the Ancient Caves for 2 marks each.  Knowledge +25 (Total: 
2200)
There’s nothing else to do at Fort Hold, so we can call Zenth and 
take our eleventh trip back to Ista Hold.  Back on Ista, talk to Fillian 
again.  You will sit down to play a game of Blind Man Shards. You may 
want to save your game before you begin the game.  Use the knowledge you 
got from B’rak to beat Fillian.  NOTE:  Just because you set yourself up 
to roll a high number, doesn’t mean that you will win the three mark bet 
every time.  Also, just because you set the dice to roll a low number 
doesn’t mean that you will lose a one mark bet every time. 
After you win somewhere between 10 and 12 marks, Fillian will tell 
you that N’eth is probably in the deserted cove behind Ista Hold.  He 
says you will have to find the back entrance into the cove to sneak in 
undetected.  (If you are caught cheating, you will give Fillan his money 
back and he will refuse to talk to you.) Knowledge +50 (Total: 2250)
Talk to the Harper and you will tell the Harper want you learned.  
The Harper tells you that there are secret tunnels leading to the cove 
from the village, but the Harper doesn’t know where they are.  The 
Harper says that you should ask someone else farther up the hill about 
suspicious characters.  Knowledge +10 (Total: 2260)

QUEST 5-4: Find and enter the Smuggler’s Cove

We could go into the Smuggler’s Cove right now, but let’s take a 
little detour.  We have to visit the Mastersmith Hall two more times to 
get Kiristi’s tomb stone, so let’s make one of those visits now.  This 
will let us get a sword upgrade as well.  Call Zenth and take him for 
our twelfth trip to Mastersmith Hall.
Talk to Guy first.  He said he was a stone mason, so he should be 
able to make Kiristi’s Cairn stone.  The epitaph you need for Gannell is 
located in the Fort Weyr Library.  (I hope you read this scroll 
earlier.) He will ask you for 5 marks to do the job.  If you agree to 
his price, he will tell you to come back for the headstone later.  
Knowledge +25 (Total: 2285)
Now go and talk to the Miller near the broken windmill.  You will 
give him the heavy canvas that you hold.  Once you do, pull the lever to 
start the windmill.  A side panel of the windmill with opens to revel 
another fire-lizard egg.  I think this is the bronze fire-lizard.

QUEST 2-16 COMPLETED: Reward is the fire-lizard egg.

Go into the workshops and talk to Forn twice.  He should upgrade 
your knife and sword with the two artifacts you carry.  After this, we 
can call Zenth and go back to Ista Island.  This will be our lucky 
thirteenth jump.

On Ista Island, run up to the where Sorian’s house is shown on the 
map.  Right across the street from his house is another house.  If you 
knock on the door of that house, a man tells you to go away.  After he 
does this, Sorian opens the door to his house and motions you to come 
in.  He agrees to distract the men while you break into the house.  
After the cut scene with Sorian ends, you should probably do a quick 
save.  Then exit his house and Sorian will walk to the side of the 
target house.  Talk to him and then enter the dark opening where the 
boxes use to be.
Always sneak around while you inside this house.  If you get 
caught here, a man will beat you up and throw you outside.  Anyway, when 
you are inside, wait for Sorian to knock on the door.  When he does, 
sneak up behind the men at the door.  One of them has the key to the 
trap door.  Steal the key and use it on the trap door.  This will open 
the trap door and lead you to the Smuggler’s Cove and the end of this 
chapter.

QUEST 5-4 COMPLETED: Entered the Smuggler’s Cove

At the end of Chapter 5, my attribute statistics are:
Knowledge: 2285 level - SHARP, Reputation: 1800 Level DEPENDABLE, 
Strength: 1410 Level – FORMIDABLE

We made 6 jumps on Zenth this chapter for a total of 13 jumps in 
the game so far.

*************************************
**** CHAPTER 6 - Smuggler’s Cove ****
*************************************

      Chapter 6 starts with the Smuggler's Cave and ends when you get 
sent back to Ierne Island.

	When you enter Smuggler’s Cove, you will get a long cut scene of 
D’Kor and Zenth talking.  Watch the cut scene because it will show you 
the location of all the smugglers and the layout of the cave.  The cut 
scene will tell you that N’eth is staked down on the sand and the tide 
is coming in.

QUEST 6-1: Rescue N’eth. (This Quest is on a timer, so you can’t take 
too long to rescue N’eth or he will die.)

	I’ll stop the walkthrough here, for now.  I’ll hopefully finish 
the walkthrough over the weekend.

*************************************
**** CHAPTER 7 - The Ingredients ****
*************************************

      Chapter 7 starts when you visit Ierne Island for the second time 
and ends when you get ambushed.

***************************
**** CHAPTER 8 - Escape ****
****************************

      Chapter 8 starts when you wake up in the prison and ends after 
your encounter with the Hold Lord.

*****************************************
**** CHAPTER 9 - Tying up loose ends ****
*****************************************

     Chapter 9 starts when you wake up weak in your bedroom and finishes 
when you start the sequence to end the game in Fort Weyr.

*****************************************
**** CHAPTER 10 - Finishing the game ****
*****************************************

      Chapter 10 starts when you start the final sequence in Fort Weyr 
and ends with the final movie.

***************************
**** WALKTHROUGH JUMPS ****
***************************

      This section lists all the jumps you take on Zenth in the 
walkthrough.  I’m not sure how useful this is, but helps me try and cut 
down the number of jumps I make.

1) Fort Weyr to Fort Hold – Chapter 2 – The start of the search.
2) Fort Hold to Mastersmith Hall – Chapter 2 – Getting the mining skill 
and removing the pottery wheel bracket.
3) Mastersmith Hall to Fort Weyr – Chapter 2 – Get the baby Tunnel Snake 
from Jim.
4) Fort Weyr to Fort Hold – Chapter 2 – Advance the plot.
5) Fort Hold to Fort Weyr – Chapter 3 – Plot requirement to discuss the 
events of Chapter 2.
6) Fort Weyr to Fort Hold – Chapter 3 – Plot requirement to drop off 
B’rak.
7) Fort Hold to Ista Island – Chapter 3 – Plot requirement to track the 
tainted meat.
8) Ista Island to Fort Hold – Chapter 5 – Respond to Salyn’s summons
9) Fort Hold to Ista Island – Chapter 5 – Summon the Ista Island Harper.
10)  Ista Island to Fort Hold – Chapter 5 – Learn how to gamble from 
B’rak.
11)  Fort Hold to Ista Island – Chapter 5 – Get more information from the 
Fillian to by gambling.
12)  Ista Island to Mastersmith Hall – Chapter 5 – First of two trips 
required to get Kiristi’s headstone.
13)  Mastersmith Hall to Ista Island – Chapter 5 – Advance the plot by 
entering the Smuggler’s Cove.

*******************
**** THE LISTS ****
*******************

      The following lists tell you where the important items are in the 
game.  These are MAJOR SPOILERS, but use them if you are having trouble 
finding that last Trundle bug.

**** Attribute levels ****

      Below is the list of the four different attributes and how you can 
raise them.

Health - This is the only attribute that does not naturally increase as 
you proceed in the game.  You start the game with 10% health.  You can 
increase your health by eating healing herbs and healing potions.  You 
can decrease your health by eating poisonous herbs and by getting hit by 
an opponent.  If your health goes to 0%, D’Kor dies and the game ends.  
You can tell the difference between a healing and a poisonous herb once 
you get the Healing Skill.

The following is a list of the different attribute levels and the 
minimum point total needed for a particular level.  Once you get to 
level 8 of a skill, you will keep collecting attribute points, but they 
will not have any effect on the game itself.

Knowledge -       Level 1:           Able             (starting skill)
                  Level 2:           Conversant       (100 points)
                  Level 3:           Knowledgeable    (250 points)
                  Level 4:           Informed         (500 points)
                  Level 5:           Intelligent      (800 points)
                  Level 6:           Clever           (1250 points)
                  Level 7:           Sharp            (1800 points)
                  Level 8:           Genius           (2500 points)

Reputation -      Level 1:           Honest           (starting skill)
                  Level 2:           Reliable         (100 points)
                  Level 3:           Loyal            (250 points)
                  Level 4:           Trustworthy      (500 points)
                  Level 5:           Of good standing (1000 points)
                  Level 6:           Dependable       (1600 points)
                  Level 7:           Respectable      (2300 points)
                  Level 8:           Highly regarded  (? points)

Strength -        Level 1:           Weak             (starting skill)
                  Level 2:           Standard         (100 points)
                  Level 3:           Strong           (250 points)
                  Level 4:           Tough            (450 points)
                  Level 5:           Fierce           (650 points)
                  Level 6:           Powerful         (900 points)
                  Level 7:           Mighty           (1150 points)
                  Level 8:           Formidable       (1400 points)
 
**** Skill providers and locations ****

      To finish various quests, you will need to have different skills.  
You will get the skills from various characters in the game.  For most 
of the skills, you will need to have a certain item or finish a certain 
quest first.

1) Scribing skill - Kevan, on the bottom level of Fort Weyr - You will 
need to get a journal first.  You can get a journal by returning 
Lockenn’s journal to him.  Lockenn will give his journal and then Kevan 
will teach you the Scribing skill.  This Skill is obtained by completing 
QUEST 1-5.

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