********* * * * * * ******* ****** ******* * * * * * * * * * * * * ******* * * * * * ******* * * * ******* * * * * * * * * * * * * * * * * ******* ******* * * ******* * * ******* ******* * * ******* ******* ******* * * * * * * * * * * * ******* ******* * * * * * * * * * ******** ******* ******* ******* * * Version 1.00: June 07 2007 - First completed version of the guide. Version 1.10: June 10 2007 - Re-edited several sections for clarity. - Corrected several minor mistakes in the Walkthrough. - Added section on Characters. - Added section on Items. This guide is for private and personal use only. It may not be reproduced or distributed, in whole or in part, without the advanced written consent of the author. Use of this guide on any other site other than www.Gamefaqs.com is a violation of copyright and therefore, strictly prohibited. Please note that all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ is copyrighted (c) by Joe Morrison. TABLE OF CONTENTS **************** INTRODUCTION..........................[A1] STORY.................................[A2] GETTING STARTED.......................[B1] MENUS.................................[B2] CONTROLS..............................[C1] WALKTHROUGH...........................[D1] Prologue.........................[D2] The Kingdom of Weigard...........[D3] The Kingdom of Illes.............[D4] The Kingdom of Iscar.............[D5] The End..........................[D6] TRIVIA................................[E1] CHARACTERS............................[E2] ITEMS.................................[E3] CREDITS/FEEDBACK......................[F1] [A1] INTRODUCTION *************** 'Thayer's Quest' is a classic video game who's Choose-Your-Own-Adventure style play presaged the interactive DVD (iDVD) games of today. Originally developed as the first part of a planned two-part game, and one of only two games completed for the incredibly advanced yet prohibitively expensive Halcyon System, it was significantly pared down (by cutting many of its scenes) and released into the arcades as an upgrade kit for Dragon's Lair/Space Ace machines in 1984. Many years of tinkering and editing followed as various versions of the game were released on mainly cd-based systems. Finally in 1998 a completed version of the game became available to the general public with the release of 'Shadoan'... only by this time the game featured a squared-jawed protagonist named "Lathan" as its main character, along with entirely new set of animations! Some years later the good folks at Digital Leisure Inc. managed to track down an original Thayer's Quest Halcyon Laser-Disc and painstakingly restored all of the deleted scenes and soundtracks to the arcade port. After over a year of back-breaking work, they released the renewed "Thayer's Quest" as an interactive DVD game in 2005. [A2] STORY **************** The story of 'Thayer's Quest' has a very Tolkein-esque feel, as the game manual displayed in the DVD's IMAGE GALLERY attests: 'One thousand years ago, the Five Kingdoms were united under the benevolent rule of the Elder Kings. But the evil wizard Sorsabal allied himself with dark forces from the land of Shadoan and with their dread power, destroyed the Elder Kings and claimed the land as his domain. The Elder Kings preserved their power by parting the Hand of Quoid (Kwode), the great amulet that was the source and focus of all true magic, and creating the Five Relics. They concealed one relic in each of the Five Kingdoms, knowing that if Sorsabal possessed the Hand, he would wield absolute control over the land. Sorsabal and his dark minions are searching for the relics. As Thayer Alconred, last of the bloodline of the Elder Kings, you must find the Relics and restore the Amulet of Power before it is too late!' [B1] GETTING STARTED **************** Starting the game is as easy as inserting the DVD in your player and getting it to play. After the obligatory company logos, a brief introduction plays, which can be skipped by simply hitting 'Enter' on your remote. Then its off to the Main Menu... [B2] MENUS **************** On the Main Menu you'll find four sub-menus that you can select and play just like on any other DVD. In order from top to bottom, they are: INSTRUCTIONS This menu provides you with basic, well, instructions on how to play the game. I'll cover this information in the 'Controls' section down below. PLAY GAME Again, pretty self-explanatory. WRITTEN HISTORY This is an eight-minute clip that gives you a very detailed background on the history of the Five Kingdoms. It is presented as a series of illuminated pages from the first chapter of the (fictional) book 'Focus on Magic' by the Scribe Eadwine, a character whom you'll actually get to meet in the game. If you ever get bored by the presentation, you can exit back to the Main Menu anytime you like by pressing the 'Enter' button on your remote. SPECIAL FEATURES Selecting this gives you access to five more sub-menus: HISTORY OF THAYER'S QUEST This is a series of static text screens that outline the long and tortuous development of the game, from the initial development of the Halcyon System to the release of this DVD. MAP OF THE FIVE KINGODMS An 'interactive' map that's only interactive insofar as it allows you to zoom in one level on selected portions of the map. It is very well drawn, though. HALCYON SYSTEM A section detailing some of the promotional materials released for the now-defunct system, including trailers for the other four Halcyon games that were planned but never completed (three animated games entitled 'Orpheus', 'Voyage to the New World', 'Shadow of the Stars', and one live-action horror game called 'The Spirit of Whittier Mansion'), a series of news reports detailing the development of the system (worth watching just for the creepiness factor of seeing techs interacting a machine nick-named "Hal" via a voice-activation protocol), and a gallery of posters and other static media. There's even a shot of the 'Thayer's Quest' laserdisc thrown in for good measure. IMAGE GALLERY This gallery displays many of the materials created specifically for 'Thayer's Quest', including both its laserdisc and arcade versions. PREVIEWS This lets you view a variety of short promotional clips for other Digital Leisure Inc. games. When you're done browsing, hit PLAY GAME to start the 'Thayer's Quest' game proper. Just be sure to read up on how to use the controls first. [C1] CONTROLS **************** As can be expected, the controls for Thayer's Quest are relatively simple. After the animation for the scene plays, a list of options (usually denoting other locations you can travel to) appears on-screen. You can use the arrow keys on your DVD remote to switch between them, and then press 'Enter' to select that option. Additionally, sometimes you'll be able to interact with objects that appear in the animation itself. This can be accomplished by pressing either the right or left select arrows on your remote, at which point the object, if its available, will become highlighted, and then pressing 'Enter'. Two options that will almost always appear are the pouch icon, and the double arrow icon. The double arrow icon will replay the animation scene, while the pouch icon will open up the inventory screen. Here, using the commands presented on the left side of the screen, you can scroll through the items in your inventory using the NEXT and PREVIOUS buttons, delete an item from your inventory by using the DROP ITEM button, or use an item (if it is possible) in your current location by choosing the USE ITEM button. The RETURN button brings you back to the gameplay options, while you can turn on the subtitles for the animation scenes by toggling the ON/OFF button under the 'Subtitles' heading at the bottom of the screen. When choosing to either retain or delete an item in your inventory, you should always remember that you can carry up to eight items in your pouch while Thayer's at full health, with that number falling to a paltry four when he's wounded. Should the number of items you're attempting to carry ever exceed the inventory limit, you'll automatically be taken to a screen where you'll be forced to discard items until you're back within that limit. Some deleted items can be recovered by returning to the area where you found them in the first place, but others will be effectively gone once you drop them, so you should always be careful about what you choose to delete. Finally, you should be aware that some events, usually the ones in which Thayer finds himself in mortal danger, are timed. When this happens you'll have to choose quickly between a number of limited options, or the scene will start up again and Thayer will be killed/wounded. And yes, the timed events carry over to the inventory screen, so don't think you can go there to buy a few extra seconds to make up your mind. If you go to the inventory screen, you'll either have to choose the right item to use, quickly go back to the game menu and choose another option, or sit back and watch Thayer get what's coming to him. [D1] WALKTHROUGH **************** Please note: In this walkthrough, for the sake of clarity, on-screen options will be written in ALL CAPS, while the names of items will be enclosed in "double quotation marks". [D2] PROLOGUE **************** Select PLAY GAME on the main menu and you'll be treated to a brief transition scene in which Sorsabal, the main baddie of the game, throws a fireball at your head. Great way to start things off, eh? After this you'll be taken to the 'Play Game' screen where you can select the 'type' of game you wish to play. ARCADE mode is analogous to a hard mode in which you'll have only five lives to complete the game while HOME mode is the easy mode in which you'll have unlimited lives to explore the game with. You can also toggle subtitles for animation scenes on and off by using the appropriate buttons at the bottom of the screen. After selecting your game difficulty, you'll be treated to the opening animation, in which Druce's crystal globe shows Sorsabal and his ring-tailed goblin minions killing off some of the last of the Elder Kings. Sorsabal then sends the Black Magician to hunt down the rest. When Thayer volunteers himself to defeat Sorsabal, Druce notes he's already lost 22 apprentices who tried to do the same thing (the look on Thayer's face when he says this is priceless). So he resolves to test Thayer's skills once last time. Select the TRAVELLING SPELL option, and Thayer will quickly find himself in wackyland. Before it destructs, quickly choose to go through the LEFT DOOR (the one that's lit up in the animation) and you'll find yourself back at Druce's house. The White Wizard (yes, that's his job description) will give you your pouch, along with three spells; a "Spell of Seeing", a "Spell of Understanding", and a "Spell of Release". Feel free to discard the "Spell of Understanding" at any time; you won't be needing it. After that Druce will ask where you want to go and present you with three starting options, all in the Kingdom of Weigard. [D3] THE KINGDOM OF WEIGARD **************** Choose to go to the VILLAGE OF GLENDOE. If you ignore the ladies you meet there and head to the GUILD HALL, you'll be thrown in the dungeon and devoured by rats. So instead, pay heed and head for the town's OUTSKIRTS, and then on to TIMBERLAND. Ignore the anti-social woodcutter but listen carefully to what his homely wife says, and then make for the MARSH WASTES. Once the animation stops, press left on your remote to highlight the swamp flames, then 'Enter' to obtain the "Cold Fire". Take the MISTY PATH, as the FOGGY PATH leads to death and the MUDDY PATH to a Bog Banshee head massage. Forms will appear out of the mist and attack you. Quickly dip into your pouch and use the "Cold Fire" to burn them off. At the fork in the road, take the ROCKY PATH. You'll come across the "Crystal of Lothar" embedded in the rocks, with hundreds of disembodied voices urging you to take it. Ignore them (remember, peer pressure is bad, kids) and instead access your pouch and use the "Spell of Release" to obtain it without getting zapped. Then head back to the FLATLANDS and onwards to the MARSH WASTES. Ignore the sign directing you to ILLES and instead return to TIMBERLAND. Unfortunately, the woodcutter hasn't gotten any friendlier, but his wife still offers some good advice, so lend an ear, as her words will come in handy later. Make for the FOREST PATH but keep in mind the Black Magician can attack you in any of Weigard's forest locations. If he appears, use the TRAVELLING SPELL to warp to a random location and then backtrack. You'll find nothing in your pouch that can aid you against him and if you wait too long, he'll wound you with an evil black mist (which will kill you if you are already wounded). Once on the path, you'll bump into a party of Dryads who will offer you their "Wood Elf Staff". Click the left arrow on your remote to highlight the staff, then 'Enter' to obtain it. Then head off to the HUNTING GROUND. (Optionally, if you're injured you can go to the ENCHANTED POOL and then to the WATERFALL to get healed. If you do, however, make sure you stay away from the WATERFRONT unless you want to see Thayer get sucked up by a waterspout and killed.) Say hello to Nigel the Huntsman, then continue on to the FOREST CLEARING. Don't bother going into the DENSE WOODS or the Black Magician will appear and attack you. Instead use the "Wood Elf Staff" to summon a fairy. In exchange for the staff he'll open up a path to the CRYSTAL CASTLE. Once on the castle grounds, you'll be attacked by two Familiars. Go into your pouch and use the "Crystal of Lothar" to destroy them (alternately, you can use another ball of "Cold Fire" to quiet them down, but as they'll still be on guard, you'll be unable to proceed), then ENTER CASTLE. Listen to the mysterious female voice as you creep through the antechamber, then choose to enter the BRONZE DOOR. Once inside click left on your remote to highlight the object on the stand, and then 'Enter' to obtain your first relic, the "Black Mace", and a rather poetical message. After the animation ends, choose to leave through the BRONZE DOOR (as the CRYSTAL DOOR will warp you to a random 'magical' location and the BLACK DOOR will kill you outright), then exit to the FOREST CLEARING. Backtrack to the HUNTING GROUND where Nigel will give you a clue as to the next relic's location. Then continue on through TIMBERLAND and the MARSH WASTES, and then finally to ILLES. [D4] THE KINGDOM OF ILLES **************** Once in Illes you'll find yourself presented with a variety of options. If you choose to go to the MOVING DUNES, you'll either get a warning from Druce how you'll be robbed of all your possessions if you go to the ROCKY DESERT AREA, or you'll find yourself in the midst a sandstorm you'll have to quickly flee if you want to survive. The OASIS is home to a tribe of man-hating Amazons, who will 'politely' advise you to move on, or, if you attempt to steal their bow, simply kill you, while the SHIMMERING OASIS is a death-trap that will not only electrocute you, but blow you up as well. So ignore all these options and make for the SALTFLATS. There the Black Magician will suddenly appear and conjure up three monsters to attack you. Use the "Crystal of Lothar" to beat them back down (using "Cold Fire" will allow you to escape, albeit wounded), and then travel to the LOST MINES. The White Monk there will heal you, so FOLLOW MONK to the next area where he'll give you a little advice. As he walks be sure to note the 'beware CLIFFS' sign and stay away from that area, unless you're determined to make like Wile E. Coyote. Instead, head for the HILLS. Here a little gust of wind will wound Thayer. After he's done complaining about how he's all cramped and achy, go to the TEMPLE OF CIBAR, ignoring the DUNES CAMPSITE for now. Here you'll encounter a parade of monks leaving the temple. When the scene ends, hit the left arrow key on your remote to highlight the object in the lead monk's hand. Hit 'Enter' and the monk will hand over the "Talisman Sceptre" without so much as a word. Backtrack to the SALTFLATS (making sure you go through the LOST MINES to get healed), and this time go visit the Amazon encampment at the OASIS. The Amazons will be as mouthy as only determined misandrists can be, but show them the "Talisman Sceptre" and you'll soon get some respect. The warrior women will even offer up their "Enchanted Bow" and tell you how and where to use it. Next, strike out for the MOVING DUNES. If you find yourself in the middle of a sandstorm, remember to quickly flee back to the SALTFLATS and then try again. Eventually, you'll make it through to the DUNES CAMPSITE. The Dunespeople make the woodcutters of Timberland seem downright friendly in comparison. They'll demand proof of your good intentions and if you don't produce it quickly enough, they'll kill you. While you could waste one of your spells on these guys, unless it is "Spell of Understanding", you'll just end up needing it later. Instead, use your "Talisman Sceptre", and they'll quickly give you free run of the settlement. FOLLOW DUNESPEOPLE, and when an old Dunesman offers up what looks to be a great black claw, use the left arrow on your remote to highlight it, then press 'Enter' to receive the "Great Onyx Seal". Next take the old jibber-jabber up on his word and ATTEND FEAST. After you're done chatting up the cute Duneswoman, head back to the TEMPLE OF CIBAR. This time there will be no parade of monks to greet you at the door. ENTER TEMPLE, and once in the VESTIBULE, feel free to tune out the monk and go over your options. You'll find nothing of interest in the INNER SANCTUM and if you visit the CIBAR'S ALTER you'll find yourself strung up as a human sacrifice. So instead, steel yourself and go visit the CATACOMBS. Once there, none other than Sorsabal will make an appearance and shoot off a fireball at your head. Quickly dip into your pouch and grab the "Black Mace" to whack said fireball straight back at him. The evil wizard will vanish, then taunt you about your imminent demise once you EXIT CATACOMBS. Go to CLOUD KEEP, and make sure to ignore the CLIFFS (unless you actually want Sorsabal to be right). Ascend the STEPS, and then, if you're overly polite like me, take the angry voice's advice and GO AWAY. Immediately return and, this time with permission, ENTER CLOUD KEEP. If not, then feel free to barge right in, you jerk. Inside side you'll find Feldon, the 'Keeper of the Clouds' Nigel referred to, who's furious that a wizard/kleptomaniac has made off with his "Golden Chalice". With no input from you, he immediately offers to exchange the "Hunting Horn" for the chalice should you find it. If you try to take the "Hunting Horn" from him right away, he'll blast you with lightning. If you don't, he gives you 'until the sands run out' (roughly 5 minutes) to bring him back the chalice, and if you fail, then he'll blast you with lightning. Looks like you had better get going. At the end of the scene, Feldon opens up a doorway to each of the three surrounding kingdoms. Choose the door that leads to ISCAR, then pay close attention to the ghost that appears out of the treasure chest. Head INLAND, where you'll come across the Scribe Eadwine's hut, and then continue UP THE COAST where you'll receive a vision of Druce. Do not go to the BLACK KEEP as the Black Magician will waiting for you there and you'll either have to use a TRAVELLING SPELL or be killed. Make instead for the SEA PAVILLION where you'll find a committee of Sea People waiting for you. Pay heed to their words, and when they're done, hit the left arrow on your remote to highlight the cup in the committee leader's hand. Hit 'Enter' and you'll receive the "Golden Chalice" along with a hint on how you can obtain the "Silver Wheat", the very last item you'll need for your quest. Remember, if you find that your inventory is full, you can always stand to lose the "Spell of Understanding", since you won't need to use it at any point in the game. With no time to spare, continue your trek DOWN THE COAST, then follow the sign back to ILLES. Make for the MOVING DUNES, (remember you can flee to the SALTFLATS if you get caught in a sandstorm and then try again) and then on to the DUNES CAMPSITE. FOLLOW DUNESPEOPLE, and, if you got rid of it earlier, again take the "Great Onyx Seal" so you can ATTEND FEAST. After the festivities, go to the TEMPLE OF CIBAR. ENTER TEMPLE, then descend into the CATACOMBS. EXIT CATACOMBS, go to CLOUD KEEP, hurry up the STEPS, then ENTER CLOUD KEEP. After Feldon finishes blustering, access your pouch and use the "Golden Chalice". Feldon's attitude will change in an instant, and he'll give you the second relic, the "Hunting Horn" in exchange as promised. When he offers to transport you away, choose to go back to ISCAR. [D5] THE KINGDOM OF ISCAR **************** This time you can safely ignore the ghost of the chest (just don't try to take his treasure or you'll die), and pass on to the PALACE. Listen to the courtier on the steps to hear about evil king Torloc and his band of thuggish magicians, then make your way to the LAST BATTLEFIELD. Lend an ear to the ghosts, if you wish, but don't attempt to take the wheat growing there unless you want to be sliced and diced to bits. Instead, continue on to the HEDGE MAZE. Isonbey, the Grand Master of the Maze will meet you at the entrance, and then the maze will rise up all around you. As it does so, quickly access your pouch and use the "Enchanted Bow". You'll hit the prize at the centre of the labyrinth with a fantastic shot, creating a trail of yellow light between you and it. After Isonbey disappears, follow the GOLDEN PATH, then use the left arrow and 'Enter' to retrieve the third relic, the "Orb of Quoid". Taking the NARROW PATH will get you eaten by plant life, while going on the STRAIGHT PATH will simply get you lost, so take the WIDE PATH twice in succession. Upon exiting the maze you'll end up back at the LAST BATTLEFIELD. Go back to the PALACE, and then head for the CASTLE RUINS. After the ghost is done blathering, open your pouch and use the "Orb of Quoid" to obtain the "Pentacle Coins". Exit back to the PALACE and then ENTER PALACE. In the COURT ROOM, you'll get to hear the courtiers sneer about how they think you're here to kill their precious king. Laugh at the irony, then head to the NORTH CHAMBER to meet Alita the Sad, and the GREAT HALL to hear how that's one of the most prophetic names ever conceived. Do not go to the WIZARDS CHAMBER unless you enjoy being mugged. Head instead for the SOUTH CHAMBER and admire the tapestry. After you're done, open up your pouch and use the "Spell of Seeing". A black palace will appear in the tapestry scene, opening up a secret passage in the chamber. Take care to note just where the "Pentacle Coins" are in your inventory, then enter the THRONE ROOM. King Torloc will waste no time sending his guards after you to feed you to his pet carnivorous octopus. Quickly dip into your pouch and give him the "Pentacle Coins". Torloc will be so bedazzled by them he'll offer to let you leave via his SECRET PASSAGE. Do not REFUSE his offer, or your game will effectively be over. You'll wind up at the entrance to the BLACK KEEP, but this time the Black Magician won't be around to bother you. ENTER, and you'll find yourself in the courtyard, where two lizardmen will suddenly appear and attack. Quickly open your pouch and use the "Hunting Horn" to blow them back into nothingness. Then enter the TOWER DOOR. Once inside use your right arrow key and hit 'Enter' to claim the very cool looking "Blood Sword of Elder Kings", then continue on to the FRONT ROOM. Ignore the evil voice, admire the hissing snake, and then enter the MAGIC ARCHWAY. You'll end up back in the THRONE ROOM, where an enraged Torloc will again command his guards to go and feed you to his pet. Spare no time in accessing your pouch, but this time choose to use the "Blood Sword of Elder Kings". You'll stab Torloc through the heart, killing him instantly. A stuttering Thayer will begin to apologize, but the overjoyed guards will cut him short and rush off to restore Alita the Sad to her rightful place on the throne. LEAVE PALACE and you'll end up back on the LAST BATTLEFIELD. Open your pouch and again select the "Blood Sword of Elder Kings". With the sword, you will be able to harvest the "Silver Wheat" and add it to the inventory. Return to the PALACE (you can go inside if you want to see how Queen Alita's doing), then head for the TEMPLE RUINS. Ignore yet another Elder King ghost and proceed to the MOUNTAIN PASS. Here a very ugly man with a very large axe will demand payment before he'll let you cross the bridge. Give him the "Silver Wheat" and he'll let you by with a final warning. Choose to CROSS BRIDGE and, then surprise! You're done! [D6] THE END **************** While the ending here can be a little abrupt, you should keep in mind it was always intended that 'Thayer's Quest' would be merely the first of a two part game. However, with the demise of the Halcyon system, the makers of the game went bankrupt, and it wouldn't be until 1998 that a completed (and completely reworked) sequel game would be released. The ending you receive will depend on which version of the game you played. If you chose to play in 'Home' mode, you'll see a message urging you to try the game again in 'Arcade' mode. If you did choose to play the game in 'Arcade' mode you'll get a different message congratulating you on finishing the game, and you'll be assigned a rank based on your in-game performance. You'll also be able to view a trailer for 'Shadoan', the 'Thayer's Quest' descendent sequel mentioned above, before the main credits roll. [E1] TRIVIA **************** As previously noted, 'Thayer's Quest' was always intended to be merely the first part of a much larger game. Unfortunately however, the developer of the game (RDI Video Systems) went bankrupt before the second part of the game, which would have included Thayer's journeys in the Kingdoms of Shadoan and The Far Reaches, ever got off the ground. Consequently, 'Thayer's Quest' is littered with references to these places although they never saw the light of day (or at least not with the original animation). Some of these references follow below: "The Black Mace is the first relic and enables you to take the Crown of Wereden." - Lady's Voice when you exit the BRONZE DOOR in the CRYSTAL CASTLE. "In the Enchanted Village, left leads to time." - Lady's Voice when you enter the BRONZE DOOR for the second time. "Our legends speak of a kingdom called 'Shadoan'. There in the Empty Caverns, its said to be the knowledge of how to use the Great Onyx Seal." -Duneswoman, the first time you ATTEND FEAST. "What's more, I'll tell you that in the Kingdoms of Iscar and The Far Reaches you'll find best how to use that Hunting Horn." - Feldon, when you give him the "Golden Chalice". "In Shadoan, the Empty Caverns are Sorsabal's stronghold." - The treasure ghost in ISCAR, the second time you meet him. "The Talking Rings of Alkatesh will tell you how to use the Orb of Quoid, if you have the magic to understand them." - Lady's Voice, when you get the "Orb of Quoid". "The Moonstone Amulet will let you pass safely from Shadoan into The Far Reaches." - Isonbey, when you meet him for the first time in the HEDGE MAZE. "You'll need fill that pouch of yours if you expect to survive in The Far Reaches." - Feldon, the second time you visit him after handing over the "Golden Chalice". "Once you cross into The Far Reaches you cannot return until you defeat the evil that feeds on the land, or until you die like your father did." - The Harpist in the PALACE, the second time you talk to him. "Use my blade to cross into Shadoan, or to slay those who would draw blood from you." - Man's voice when you get the "Blood Sword of Elder Kings" in the BLACK KEEP. "The Circlet of the Elder Kings will enable you to get the Silver Medallion." - Alita, after you've restored her to the throne. "You will forget all, if you go to the place of forgetting." - The ghost on the LAST BATTLEFIELD, the second time you go there after you cut the wheat. "Pass and be warned that the Southern Barbarians roam The Far Reaches. It is a lawless kingdom now." - The Guardian of the Bridge, after you hand over the "Silver Wheat". Also included are a scattering of quotes that hint at a final showdown between Thayer and the Black Magician: "To destroy our dark lord the Black Magician, use the Crystal of Lothar, the only thing..." - Evil voices in the FRONT ROOM of the BLACK KEEP. "The Black Magician will drain the power from Lothar's Crystal." - Message that appears when you re-enter the TOWER in the BLACK KEEP after taking the "Blood Sword of Elder Kings". "The Circlet of the Elder Kings can only be obtained when the Black Magician is dead." - Lady's Voice, when you obtain the "Silver Wheat". And finally there is the mystery of Falworth. Upon going DOWN THE COAST and seeing the signpost to ILLES for the second time, Thayer will remark that Illes "was Falworth's realm long ago." When Druce appears to Thayer at the MOVING DUNES for the second time, he'll note that the "Talisman Sceptre" was stolen from Falworth by the monks who dwell at the TEMPLE OF CIBAR. Just who or even what Falworth may be, however, is never revealed in the game. [E2] CHARACTERS **************** Here is some information on characters that are of some significance in the story of 'Thayer's Quest': *Quoid* Pronounced "Kwode", he was a powerful magician in the days of the Elder Kings. It was jealously over Quoid's ascension to the title of 'Archmage' that drove his brother Sorsabal to begin his study of dark magic. When the Elder Kings were destroyed, Quoid was the one who divided the Hand (said to be the focus of all magic) into the Five Relics, which were then hid throughout the land to keep it's power from falling into Sorsabal's possession. The WRITTEN HISTORY section of the DVD strongly intimates that Quoid is still alive, and dwelling in the 'Sealed Castle' that lies beyond the 'Abyss of Time' in Shadoan. *Shivon* One of the few Elder Kings to survive that race's fall, Shivon lived for many years in secret among the Sea Dwellers. Eventually forced by Sorsabal to flee that place, she ended up in Weigard, where she met and married a villager named Alconred, and gave birth to Thayer. As her death is confirmed by the two women Thayer encounters in the VILLAGE OF GLENDOE, its possible that it is her spirit that's the possessor of the mysterious 'Lady's Voice' that aids Thayer throughout his travels in the Five Kingdoms. *Alconred* Thayer's father, he was a villager from Weigard who met and married Shivon while she was on the run from Sorsabal. That he, too, is dead is confirmed by the Harpist Thayer encounters in the PALACE in Iscar. *Druce* A descendent of Quoid's, and supposedly the last of the White Wizards, Druce is Thayer's mentor in the ways of magic. Having dedicated his life to achieving Sorsabal's downfall, Druce has lost no less than twenty-two apprentices in a quest to accomplish exactly that. Thayer, apprentice number twenty-three, was brought to him by his parents shortly before their deaths. *Thayer Alconred* The last of the blood of the Elder Kings, and the main protagonist of the game, Thayer is on a quest to recover the Five Relics (the "Black Mace", "Hunting Horn", "Orb of Quoid", and two more; one which is most likely the "Crown of Wereden", and one which looks to be some sort of dagger) and re-form the Hand of Quoid, which he can then use to defeat Sorsabal and restore peace to the land. Sorsabal, of course, doesn't think this such a great idea, and has bent all his power towards destroying the young wizard. *Nigel* A hunter Thayer encounters in the woods of Weigard, Nigel apparently used to be a man of some importance. Not only does he know much of the magical items of the realm, but he also says he even once possessed the "Hunting Horn", the second relic of the Hand of Quoid. *The White Monk* An old man who can often be found wandering around the LOST MINES in Illes, he is fond of doling out healing and sound advice to weary travellers. Just what his true name is, and how he came by his vast store of knowledge, is a mystery. *Feldon* An odd-looking, rotund little man who inhabits CLOUD KEEP, Feldon is a being of considerable power. Not only can he control the weather, and call lightning down on his enemies, but he also is the possessor two very powerful magical objects. The first, the "Hunting Horn" is no less than the second relic of the Five Kingdoms, while the other, the "Golden Chalice", is an object which aids Feldon's weather-making abilities (although it evidently has some troubles when it comes to creating 'cumulus'). *The Scribe Eadwine* The author of the book 'Focus on Magic' (the first chapter of which can be seen by selecting WRITTEN HISTORY from the 'Main Menu'), Eadwine does not suffer visitors to her hut in Iscar gladly. She will still try to help them by screeching out a few tidbits of the knowledge she's gleaned from her scrolls, however. *Isonbey* The master of the HEDGE MAZE in Iscar, Isonbey is a tough, but fair-minded individual who has the nasty habit of vanishing into thin air once he's thought he's made his point. He also seems tied to the maze somehow, and can instantly find anyone wandering about its environs. *Alita the Sad* The rightful heir to the Kingdom of Iscar, she was imprisoned in the NORTH CHAMBER of the PALACE after Torloc first married, then murdered her mother. Consequently, Alita is more than willing to impart any information that will lead to Torloc's, and his ally Sorsabal's, overthrow. *Sorsabal the Twisted* The main antagonist of the game, Sorsabal is the most powerful influence in all the Five Kingdoms. He has turned the Guildlords of Weigard into his puppets, convinced Torloc to usurp the throne in Iscar, blasted the Kingdom of Illes into a desert wasteland, and destroyed the race of the Elder Kings. Now, however, he lives in fear of a prophecy which states that the last of the Elder Kings will defeat him, and undo his rule. *The Black Magician* Sorsabal's faithful lackey, the Black Magician is a powerful wizard in his own right, capable of conjuring poison mists and animating base substances into powerful monsters, among many other talents. Sorsabal ordered the Black Magician to bring him the last of the Elder Kings, and consequently he hounds Thayer throughout the game in an attempt to carry out his master's bidding. *Torloc* A fat, nasty little man, Torloc was corrupted by Sorsabal after he had married the Queen of Iscar. When he found out that the Queen was going to warn Shivon that Sorsabal was after her, Torloc poisoned her, then usurped her throne, locking her daughter Alita away in the NORTH CHAMBER of the castle. He then proceeded to rule Iscar with an iron fist from his hidden THRONE ROOM in the PALACE. [E3] ITEMS **************** Here is some additional information on the items Thayer encounters during the game: "Spell of Release" One of Druce's last three spells, it is used to release the "Crystal of Lothar" from the rock in the MARSH WASTES to which it is magically bound. Given that it was the Black Magician who placed it there, that means that Druce's (and by extension, Thayer's) magic is at least as powerful as the Black Magician's own. "Spell of Seeing" One of Druce's last three spells, it is used to discover the secret location of Torloc's THRONE ROOM in the PALACE of Iscar. When activated, it causes a black palace to appear in the background of a tapestry, in addition to revealing the passage to the throne room. This 'black palace' bears an eerie resemblance to the destroyed ruins visible in the background of the CASTLE RUINS area of Iscar. "Spell of Understanding" One of Druce's last three spells, it is the only one of the spells (and only one of two items) to serve no real purpose in 'Thayer's Quest'. Instead it's intended function, as revealed by the mysterious 'Lady's Voice', was to enable Thayer to understand the Talking Rings of Alkatesh in the game's sequel. "Cold Fire" Consisting of one of the flames that Thayer can find scattered around the entrance to the MARSH WASTES, the "Cold Fire" can be used to instantly dispel ghosts and wraiths. It can also wound or immobilize creatures who are animated primarily by magic, but it cannot destroy them. "Crystal of Lothar" Lothar was a powerful magician who possessed a crystal that could destroy beings animated primarily by magic. After Sorsabal defeated him, the crystal was hidden among the rocks of the MARSH WASTE by the Black Magician, who may also possess a weakness to the crystal. "Wood Elf Staff" Originally found in the possession of the Dryads of the FOREST PATH, the staff is much coveted by the fairies found in the woods of Weigard because they believe it can afford them protection from the evil workings of Sorsabal. "Black Mace" The first of the five relics, it can used to reflect magic spells back on the spellcaster. It was also to supposedly enable Thayer to claim the 'Crown of Wereden', possibly by helping him in some way to kill the Black Magician, in the game's sequel. "Talisman Sceptre" The Sceptre possess a power that enables its bearer to be regarded as the rightful ruler of Illes. However, its ability to do so does not extend beyond that kingdom's borders. It is given to Thayer by the monks of the TEMPLE OF CIBAR, who originally stole it from a former ruler of Illes called Falworth. "Enchanted Bow" Given to Thayer by the Amazons of the OASIS, the bow is only thing capable of finding the true path to the centre of the HEDGE MAZE in Iscar. It vanishes immediately after being used for this purpose. "Great Onyx Seal" The only other item besides the "Spell of Understanding" that serves no real purpose in 'Thayer's Quest', it's function would have been revealed when Thayer visited the Empty Caverns in Shadoan during the sequel. "Golden Chalice" Greatly prized by Feldon, the chalice was stolen from him by a wizard. After being cursed by Feldon to return it or die, Thayer finds the chalice in the possession of the Sea Dwellers. How it got there, and whatever happened to the wizard that stole it is never revealed. "Hunting Horn" Thayer receives the horn in return for bringing back the "Golden Chalice" to Feldon. The second of the five relics, it was at one time possessed by Nigel the Huntsman. It enables Thayer to get past the lizard creatures guarding the BLACK KEEP, and was also intended to come in handy during Thayer's travels in The Far Reaches. "Orb of Quoid" Found at the centre of the HEDGE MAZE, the Lady's voice advises Thayer that he must consult the Talking Rings of Alkatesh before being able to learn how to use the orb. However, Thayer later divines enough about it on his own to be able to safely remove the "Pentacle Coins" from the treasure chest found in the CASTLE RUINS in Iscar. "Pentacle Coins" Coins that bedazzle the greedy and the simple-minded, they are used to trick Torloc into revealing the location of his secret passage to the BLACK KEEP. Once Torloc is killed, they return to the chest they were originally found, suggesting that they may have been intended to have a further use in the game. "Blood Sword of Elder Kings" The only weapon that Thayer uses to actually kill someone in the game, the sword is found by him behind the TOWER DOOR in the BLACK KEEP. An unfamiliar male voice commands Thayer to take the sword, a voice that considers itself as the true owner of the blade. Sadly, Thayer never bothers to question this unseen speaker, leaving its identity a mystery. Later, when Thayer kills Torloc, the sword not only pierces the villain's heart, but melts the flesh from his bones, leaving the usurper as nothing more than a skeleton. "Silver Wheat" The so-called 'last harvest of the Elder Kings', Thayer can be killed by attempting to obtain the wheat without the aid of the "Blood Sword of Elder Kings". The Guardian of the Bridge in Iscar will not let Thayer cross without this proof of the Elder Kings' blessing of his quest, even though none of the Elder Kings, except for Thayer, are still alive. [F1] CREDITS/FEEDBACK **************** If you have any questions/comments, and you've doubled checked to make sure they haven't already been answered in the guide, feel free to email me at NuHerder@gmail.com. I'd like to thank Brian Kayfitz and all the other hard workers at Digital Leisure Inc. for putting this game together for all to enjoy, www.GameFaqs.com for agreeing to host FAQs even for out-of-the-way video games like this, and last but not least, Rick Dyer for daring to try what others would not. Thank you all.