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Quest for Glory/Plot

Plot Summary for the Series

Quest for Glory I: So You Want To Be A Hero?
The user-named hero of the series begins the game as a recent graduate of the Famous Adventurer's Correspondence School for Heroes as either a Fighter, Magic User, or Thief. The Hero learned from his local Adventurer's Guild that the Barony of Spielburg was in desperate need of a hero to defeat a vicious band of brigands and that there was "No Experience Necessary."

He arrived in Spielburg valley just before the passes were cut off by a late Spring snow. When he got to the town, he learned the full nature of Spielburg's problem. A viscious band of Brigands led by a canny and brilliant Leader were terrorizing the land. The Baron of Spielburg was missing his daughter and son and was under a curse placed on him by the evil Ogress Baba Yaga:

"Upon von Spielburg and all his clan, this curse I now demand. What I will shall come full measure, so shall ye lose all that ye treasure."

According to the Wizard Erasmus, the only way to break the curse was to fulfill its equal and opposite countercurse, in the form of a prophecy:

"Comes a Hero from the East Free the Man from in the Beast Bring the Child from out the Band Drive the Curser from the Land."

Within the land our Hero met many strange characters. The Innkeepers, Shameen and Shema, were Kattas from the land of Shapeir to the South and had come North in search of wealth (and, as is revealed at the end of Quest for Glory II, to find a hero to save Raseir). Abdulla Doo, their dear friend, was brutally robbed by the Brigands and now lives with them, a pauper.

Bruno was an unsavory thief with poisoned daggers who enjoyed hanging out outside the town gates in the afternoons. For a price, he would give information that usually led the Hero to his near-death. Sam was a poor beggar living in the alleyway and hearing rumors. The local tavern served up a drink called Dragon's Breath that would instantly kill the average human drinker. The tavern also housed the local Thieves' Guild underground, and if one knew the password he would be in.

The Faerie Zara, along with her familiar Damiano, owned and operated the magic shop in town. Erasmus and his familiar Fenrus had a house atop Mount Zauberberg, and the Magic User could engage in a rousing game of Mage's Maze with him for the Dazzle spell. In a small clearing to the North stood Erana's Peace, a place of tranquility and a haven for those caught out in the night created long ago by the mysterious Wizard Erana. 'Enry the 'Ermit was a hermit that lived by the flying falls and enjoyed company whenever it was around. A small band of Meeps camped out in the West.

Our Hero helped the Dryad of the Forest by retrieving the seed of the Spore Spitting Spirea, and in return she gave him the ingredients for the creation of a dispel potion. Monsters were everywhere, and a horde of goblins had an encampment in the forest.

Our Hero managed to find his way into a cave guarded by an Ogre and occupied by a terrible Kobold magic user. After defeating the Kobold, the Hero then freed the Baronet von Spielburg from an enchantment that had turned him into a bear.

Eventually the Hero found his way to the Brigand's headquarters. There he encountered Yorick, the Baron's court jester, who had been posing as a Warlock to stay close to the Brigand Leader, whom was an enchanted Elsa von Spielburg, the Baron's daughter. He also encountered Toro, Elsa's loyal minotaur, and escaped a gauntlet of enemies on his way to fulfill his mission. Right before the leader was about to skewer him, the Hero splashed the dispel potion on her and she returned to normal.

After defeating the Brigands and returning the two children to the Baron, our intrepid Hero fulfilled the last part of the curse by defeating Baba Yaga, reflecting a spell back upon her that turned her into a frog. Her hut, with chicken legs and wings, flew off into the sky, hopefully never to be seen again.

After a great party and award ceremony bestowing upon our hero the title "Hero of Spielburg," he traveled with Shameen, Shema, and Abdulla on a magic carpet to the land of Shapeir and further exciting adventures.

Quest for Glory II: Trial By Fire
The hero then found himself in Shapeir, a sprawling Arabian metropolis in the middle of a great desert. Despite the ideal conditions and pleasant demeanor of its citizens, the city was marred by tragedy. Its sister city, Raseir, had become a place of great oppression, and the laws had become more important than the men. The Emir Arus Al-Din had been missing for a year, and his brother Ali Hasan ruled with an iron fist. The Katta, who lived in Raseir before there was a city, were driven away from their ancestral homeland and scattered to the winds. Few people now entered Raseir, and even fewer left it. Neither the reason for this tragedy, its extent, nor those responsible for it were known.

Shameen and Shema, the Katta innkeepers from Spielburg, quicky set up the Katta's Tail Inn and became the premier spot of culture and entertainment for the city. The poet Omar, famous weaver of words, performed shows on select nights, and Shema performed her spellbinding dance.

Shortly after the Hero's arrival, Shapeir became plagued by elementals, fierce personifications of fire, air, earth, and water brought to life through dark sorcery. With the help of the Enchantress Aziza, the Liontaur Paladin Rakeesh, the gnome Keapon Laffin, and Harik the Apothecary, the hero discovered the knowledge to best each elemental and turn their destructive power into helpful tools in his quest.

The Magic User traveled through the streets of Shapeir guided by his Detect Magic spell and discovered the Wizard's Institute of Technocery (WIT). After undergoing an intense initiation, tested by his sponsor Erasmus and the Wizards of Fire, Air, Water, and Earth, the Hero was given the rank of Wizard and was offered a chance to spend 20 years studying at WIT, forgetting the material world. The Hero refused and the Wizards turned him away. As a graduation present, Erasmus gave him the spell of Reversal.

The Fighter, after performing many great deeds, underwent a test to enter into the Eternal Order of Fighters (EOF). The Thief, as always, stole things, aided and abetted by Dinarzad, the sultry moneychanger.

In the desert, there existed a woman Healer named Julanar who was transformed by a Djinni into a tree hundreds of years ago. At the request of the Enchantress Aziza, the Hero journeyed to her and restored her soul with acts of kindness and love, reminding her that there was still joy and good in the world. While she would not be returned to human form until she encountered her true love, the Hero restored her hope and faith in mankind.

After the Hero defeated the elementals in Shapeir, he journeyed by caravan to the broken city of Raseir. There he met Signor Ferrari, the slimy proprietor of the Blue Parrot Inn, who enlisted the hero in the retrieval of the fabled Blackbird from the house of Khaveen, the despotic leader of the Raiserian Guard. The Blackbird, however, was discovered to be a fake. Shortly afterward, Signor Ferrari's friend and henchman Ugarte was discovered smuggling water by Khaveen and dragged off to an uncertain fate. Ferrari explains that Khaveen had always known about Ugarte's water smuggling, but he was only arrested now because he asked questions about the Hero.

The Hero then encountered Zayisha, the daughter of the Emir, and helped her to escape the city by disguising herself as the Hero, taking his Visa. The next day, without a given reason, the Hero was arrested and thrown in the dungeon.

In the dungeon he encountered Sharaf, Shema's cousin and leader of the Underground Resistance in Raseir. Sharaf helped the Hero to escape, and as the Hero was making his way back to the Blue Parrot Inn he was stopped and hypnotized by Ad Avis, the true reason for all the troubles of Raseir. Ad Avis, after convincing the Hero that he was his best friend, took him to the Forbidden City to retrieve the Statue of Iblis and fulfill a prophecy. Once the Hero retrieved the statue, Ad Avis trapped him and took the statue back to Raseir to perform a ritual binding the evil Djinn Iblis to him, making him immortal and giving him the ability to rule the world.

All was not lost, though, as the Hero discovered another Djinn, "He Who Waits Behind," inside a ring, who granted him three wishes and took him to the Palace of Raseir. After sneaking into the Palace and having a final confrontation with Khaveen, the Hero burst into the ritual room and disrupted the ceremony, ruining Ad Avis' plan. After avoiding Ad Avis' magical attacks, the Hero knocked over his brazier, setting him on fire and pushing him off the balcony where he was to fall to his death.

The Underground Resistance made a final siege on the Palace and forced the Emir to end the reign of terror that was run by Ad Avis. During the final celebrations, the Hero sneaked away to Raseir's dry, cracked fountain and released the essence of the Water Elemental into it, making the fountain flow again and magically restoring the city. His task complete, Shameen, Shema, and Abdulla returned on the flying carpet to escort him to the Sultan.

In a final ceremony, all those the Hero helped along the way spoke for his bravery and his truth. Roget, the Hero's trusted Saurus, was revealed to be the true Emir of Raseir, and was transformed back into his true form with the aid of a dispel potion. The Sultan Harun al Rashid -- revealed to be the Poet Omar -- adopted the Hero as his son, titling him the Prince of Shapeir. If the Hero was honorable above all exception, put others before himself in all areas of his journey, and showed mercy to his enemies, he was given by Rakeesh the magical sword Soulforge and deemed a Paladin.

Quest for Glory III: Wages of War
The hero begins the game by learning of the uncertain fate of Ad Avis and someone he referred to as the dark master, and is transported to the world of Tarna by Aziza with the Liontaur Rakeesh. Rakeesh reunites with his wife, Kreesha. The hero explores the city of Tarna and learns that it is ruled by Liontaurs, and that humans are only allowed into certain parts of the city. Rakeesh brought the hero to Tarna in the hopes that he could prevent a war between the Simbani and the Leopard Men, a war which Rakeesh believes has demonic influence surrounding it. When trying to explore the Liontaur temple the hero learned that he would need to bring a gem from the heart of the world to reveal his destiny. The hero also stopped a thief from escaping in the streets of Tarna, and was summoned to the court to testify before the Rajah, Rakeesh's brother. The hero later testified before Rajah and swore to seek peace at all costs, and Rajah agreed to delay waging war on the side of the Simbani for a while.

The hero traveled with Rakeesh to the Simbani village and stayed with Uhura, where he learned that the Leopard Men had stolen the Simbani's Spear of Death and that they were holding the Magical Drum of the Leopard Men in exchange. The hero befriended Yesufu, the son of the leader of the Simbani, and tried to persuade the people there to seek peace. The hero rescued a monkey named Manu, and also traveled to the heart of the world to gain a magical gem. A magic user could also acquire magical wood to create a magical staff. Back in Tarna, the hero learned his destiny to seek balance by returning to the temple of the Liontaurs, and found the thief he had stopped earlier to be wandering the streets, unable to buy or sell from anyone.

Upon returning to the Simbani village, the hero discovered a caged Leopard Man who was being guarded by the Simbani. By using a dispel potion the hero revealed the human form of the Leopard Man to be a woman. By paying a bride price the hero was allowed to take the prisoner for himself. The hero tried giving her gifts to soften her heart, but she ran away as soon as he opened her cage. The hero met with her in the forest and learned that the Leopard Men were convinced the Simbani had stolen their Magical Drum and so were holding their Spear of Death. A Fighter or Paladin would compete in the Simbani trials to be declared the best warrior and win the Magical drum, to be exchanged for the Spear of Death held by the Leopard Men, a thief would have to sneak into the village of the Leopard Men and steal the Magical Drum, and magic users would engage in a duel with the greatest wizard of the Leopard Men to win their respect and take the Spear of Death. After the two items were restored to their owners, the leaders of the two villages left for peace talks in Tarna, and if the hero was a fighter he had the chance to become a Paladin.

In Tarna the peace talks went wrong when a demonic influence caused the leaders of the two tribes to kill each other, and the hero left Tarna to try to find the cause of these events. The hero met the monkey Manu who agreed to take him to his village if the hero would keep safe. The hero convinced Manu to take him to the lost city however, which he believed to be the source of the demonic influence. After fighting their way through the jungle and crossing a bridge with the help of his skills, the hero went into the lost city and used a magical stone he obtained from a friendly forest creature to enter the lair of the demons. The hero met Rakeesh's missing daughter, Reeshaka, and saved her from demonic influence. All the hero's friends united to fight the demons, and the thief the hero had met earlier ended up saving him from a fight with a demonic double.

The hero then defeated a demon wizard, by sacrificing his magical staff and detonating its energy as a wizard, by using a magical grappling hook as a thief, throwing away his Paladin sword as a Paladin, or using the Spear of Death as a fighter. The hero destroyed the demonic portal serving as the source of the demons, and re-united with his friends, only to be ripped away by dark magic to some other realm.

Quest for Glory IV: Shadows of Darkness
For the first time since the first game, you carry over no inventory, tools, or money from the previous game. All character classes start essentially with a suit of armor and nothing else, after being transported to the valley of Mordavia by unknown forces. After escaping the cave of the Dark One the hero meets a friendly woman named Katrina who offers to be his friend. The hero turns out to be an unwelcome presence in the town of Mordavia however, where they are suspicious of strangers and afraid of the undead monsters in the valley. The valley of Mordavia was host to an epic battle between Erana and the followers of the Dark One, and ended with both Erana and the Dark One being sealed away in another dimension, and the cave of the Dark One being a lasting sign of his presence in the valley. The cult of the Dark One also built a monastery in the town of Mordavia itself, which is also host to an eccentric scientist named Dr. Cranium, a grumpy Burgomeister named Dmitri, and a family of innkeepers, Yuri and Bella who lost their daughter years ago.

Tensions ease towards the hero after he saves the gravedigger Igor from being trapped in a tomb and clears the name of a gypsy suspected for the crime. The gypsies take the hero under their wing and help him learn of his fortune and the events and characters affecting his present. The hero learns that he was transported to the valley of Mordavia by the dark wizards living in the castle of the Boyar, and that they intended to bring him straight to the castle but the influence of the Dark One's cave threw their spell off and dropped him in the middle of the cave instead. He also learns of the presence of seven ritual spells which were designed to bring the Dark One into the world of the living, which were all apparently hidden away inside the valley of Mordavia.

The hero also ran into his own nemesis Baba Yaga, who had deprived a local gnome of his sense of humor. After preparing a gruesome meal for the witch the hero was able to restore the gnome's humor and in return the ultimate joke, which was guaranteed to make anyone that heard it laugh uncontrollably the first time it was used. Exploring a crypt which led to the castle of the Boyar, the hero found that Tanya, the daughter of the innkeeper, was still alive... in a sense. She had been turned into a vampire and was living in the castle with Ad Avis, and Katrina, who turned out to be a vampire herself and the source of all the problems in Mordavia including the hero's presence there. Ad Avis had been turned into a vampire by Katrina, his dark master, and forced into servitude to her. By bringing her a doll from the inn the hero was able to gain Tanya's trust, and offer her a chance to become alive again and rejoin her family if some creature was willing to sacrifice its life for her. Her monster pet Toby agreed to the promise, and traded his life for hers using the staff of Erana so Tanya could rejoin her family. The hero gained the staff and won the adoration and respect of the townspeople.

The hero received an urgent message from Katrina asking that they meet, but was surprised to find his old enemy Ad Avis, who captured him and locked him up in the castle, with a hammer and stake inches away, taunting him. The hero was able to free himself and travel down to where Katrina slept in her coffin, but he was unable to bring himself to kill her, also knowing that that would allow Ad Avis complete freedom to do as she wished. Katrina was nonetheless angered by the intrusion and unwilling to let the hero go. She bound his will with a magical spell and forced him to return in a week's time with the five rituals hidden throughout the valley. One ritual, the ritual of the mouth was owned by Katrina herself and used to open the cave of the Dark One so the hero could escape at the beginning, and one ritual, the ritual of essence was inside the Dark One's cave itself guarded by the last Borgov.

The hero retrieved the ritual of blood by gaining entrance to the cult's monastery and traveling to its basement to drink unholy drink and receive a vision of the Dark One arising to destroy life within the valley. The hero gained the ritual of bone by revealing a secret within a squid-shaped stone in the swamp, and gained the breath ritual by doing another favor for Baba Yaga, who had removed it from the hangman's tree. The ritual of the senses was hidden within the swamp and guarded by followers of the Dark One. The heart ritual had to be obtained from the fairy queen seeking Erana's staff for a magic user, and the other classes would need to raid the lair of a wraith.

Thieves also had the ability to investigate the Adventurer's Guild to find a hidden Thieves' guild and restore a cursed chief thief to human form, as well as rob the Burgomeiser's and old man Nikolai's house, and free the gypsy by breaking in. All classes could reconcile the shopkeeper Olga and her husband, and burn down the monastery for good measure. Paladins could free the Rusalka from an undead existence and restore the honor of the Burgomeister Dimitri.

After bringing the rituals to Katrina, the hero was taken to the cave of the dark one where he had to seize the ritual of essence by sneaking past or defeating the last Borgov, and use the rituals to unwillingly bring back the Dark One. After completing the last ritual the hero was attacked by Ad Avis, and Katrina retaliated against the hero's nemesis, breaking the bonds which bound him to servitude. Ad Avis attempted to cast a spell to kill the hero but Katrina sacrificed herself to save his life. The hero managed to do away with Ad Avis by telling him the ultimate joke he had learned, and using Erana's staff to knock him away so he would be consumed by the Dark One. The hero then was able to use Erana's staff to revive her, who was able to remove the Dark One from the world of the living forever.

In the celebrations that followed, Dmitri was appointed the new Boyar of Mordavia, and trade was finally reopened with the rest of the world. It wasn't too long however, before the hero was summoned away by Erasmus and Fenrus to save the land of Silmaria.

Quest for Glory V: Dragon Fire
After being summoned to the land of Silmaria by the wizard Erasmus, our hero learns of the assassination of the king of Silmaria, and how his old friend Rakeesh is helping the centaur Logos choose a new ruler by the Rites of Rulership. With the help of Rakeesh and a gift from his father, the Sultan of Shapier, the hero set out to enter the rites and find the assassin and the sinister forces trying to undermine Silmaria. The hero's old friends Salim and Julanar worked as healers in the village, Rakeesh's son owned a magic shop, and Ugarte and Ferrari were back as members of the Thieves guild, and Ferrari hosted a tournament where champions could go to fight. Nawar and Budar, the harem girls from Rasier worked in an inn owned by Ferrari. The hero also met the Famous Adventurer (FA) who had taught the correspondence course he initially took, and was able to restore the old man's strength with some hippocrene water.

The hero competed in the first rite of rulership, the rite of freedom, by freeing a fishing village from the clutches of Hesperian mercenaries. His competitors were his old friend Elsa from the land of Spielburg, a Silmarian guard named Kokeeno, a Roman general named Magnum Opus, and a strange sort of Frankenstein's monster named Gort. Gort was sponsered by the scientists at the Academy of Silmaria, Dr. Mobius and Praetorius, and Elsa was sponsered by a wealthy man named Minos, an advisor to the king, and previously part of a ruling family. Not long after the hero completed the rite Kokeeno was found dead, and his blood used to shatter a dragon pillar. The seven dragon pillars and a prophesy stone were erected to imprison a dragon that had previously risen and destroyed the kingdom of Atlantis.

The hero then was summoned to compete in the second rite, the rite of conquest, by defeating the mercenary General Claudius. To do so he had to travel to the isle of Sifnos by boat and fight a horde of mercenaries. The hero's friend Ugarte was also attacked by the assassin for trying to give him information. When he returned the hero Magnum Opus was found killed, with another dragon pillar nearby destroyed.

The next rite the hero had to complete was the rite of valor, which required defeating the immortal hydra. The hero built a pair of wings with some materials from the academy of science, and was able to fly to the Hydra's island. With some help from Elsa Spielburg, the two of them were able to cut off the Hydra's heads and burn the stumps. The hero had to decide which one of them would receive credit for the rite. Rakeesh was also attacked by an assassin during this rite, and the wizard Erasmus was found drugged by magical chocolates.

For the rite of destiny, the hero had to travel to the oracle at Delphi to learn his future. With the help of the local innkeeper, gnome ann, and a friendly wolf who had drawn a flying balloon, the hero was able to build a flying balloon at science island and travel to the Oracle at Delphi and learn his future, as well as be able to dance with the dryads. The hero also gained a flower which helped the healers in town provide an antidote to the assassin's poison.

For the rite of courage, the hero journeyed to the depths of Hades itself, passing by the three-headed dog Cerberus, and entering the heart of the underworld to gain water from the river Styx. The hero also could choose to revive one of his lost loves, Erana or Katrina, at great cost to himself. The hero also gained waters from the river Lethe to aid the drugged wizards Erasmus, and Rakeesh's son Shakra.

The rite of peace forced the hero to travel to the kingdom of Atlantis to seek a treaty with the Tritons who had disrupted all sea travel. With a water-breathing-amulet and some advice from the famous adventurer he was able to return with a sign of peace. Dr. Mobius and Praetorius were discovered to have been drugging the wizards, and were also revealed to be the same person as Gort was disqualified from the contest, leaving only the hero and Elsa.

The final rite was the rite of justice, and had the hero search to discover the evil force behind the problems in Silmaria. The dragon pillars had almost all been broken, and the dragon itself was on the verge of being unleashed. Elsa also warned the hero of the treachery of Minos against the land of Silmaria. After helping out gnome ann in recovering her inn from Ferrari, and getting engaged to the woman of his dreams, the hero did battle with the assassin, who turned out to be the deadly poison-dagger wielding Bruno of Spielburg. The hero informed Logos of what he suspected about the assassin and Minos, and confronted Minos, who escaped to his island. The hero sent out to storm Minos's fortress alone, and defeated his Minotaur as Minos broke the prophesy stone at the cost of his own life and released the dragon of doom.

With the help of all his friends, including the guildmaster and minotaur Toro, Elsa's friend from Spielburg, the hero challenged the dragon of doom and defeated it once and for all, and was offered the ultimate reward of ruling the kingdom of Silmaria. Thieves also had the chance to find the real blackbird they had been searching for since the second game, and steal it twice from unwary opponents, and Paladins were able to forge a Paladin's ring to reveal all lies.

Notable Characters

 * Devon Aidendale, often referred as The Hero is the main character of the game. His name, however, can be selected at the beginning of the game, and Devon Aidendale is only used for strategy guides and other documents where a "formal name" has to be given. In the games themselves he is usually referred to by one of his titles, such as "Hero of Spielburg" or later on, "Prince of Shapeir." He completed his Famous Adventurer's Correspondence School course, and left his homeland to become a hero. He arrived at Spielburg just before the snows blocked the only exit, and helped finding both the Baron's lost children and scare Baba Yaga away, earning him the title of "Hero of Spielburg". After that, he restored peace to Raseir, eliminated the demon threat in Tarna, freed the soul of Erana, stopped the resurrection of Avoozl and in the final game, became the king of Silmaria, also marrying Elsa, Katrina, Erana or Nawar.

 * Rakeesh Sah Tarna, the liontaur which introduces the Hero to honor and becoming his guide in the ways of the Paladin. A former ruler of his hometown of Tarna, where he was injured by a demon while defending it. He forfeited the throne in favour of his proud brother Rajah Sah Tarna; Rakeesh disagrees with his brother on many points, especially on Rakeesh's decision to become a Paladin. He left his wife Kreesha Mar Asha and his homeland due to his duties as a Paladin - be where needed, and later overviews the Rites of Rulership in Silmaria. He helped run the Adventurers' Guild in Shapeir with his friend Uhura, the Simbani woman warrior who left her village in the outskirts of Tarna as she wanted to be both a warrior and a mother, a thing Simbanian people would not allow.

 * Erasmus is a powerful, friendly and somewhat insane wizard that helps the player in his quests. Always with his familiar Fenrus, both provide some comic relief with witty comments and bad jokes. In the second game, he can introduce a magic user to the Wizard's Institute of Technocery, turning the Hero into a wizard.

 * Erana, a powerful fairy who was killed battling Avoozl (the Dark One) in Mordavia along with the mythical paladin Piotyr. Erana only appears in character in the fifth game (with a brief appearance at the end of the fourth), but in each game except Trial by Fire there is a spot named after her where the player is able to rest peacefully and recover his strength.

 * Baba Yaga, an ogress-witch known for her chicken-legged hut was the villain of the first game. When she first arrived in Spielburg, the Baron tried to force her to leave so she put a curse on him that led to the death of his wife and the disappearance of their son and daughter. After the Hero forced her to leave Spielburg, she settled in Mordavia. Her hut is always guarded by Bonehead, a talking skull. In order to access Baba Yaga's hut in both games, the Hero must give him something he wants - first an eye, and later something with which to cover his head.

 * Elsa von Spielburg, the daughter of the Baron, kidnapped very young, who grew to become the Brigand leader without being aware of her past. In Dragon Fire the player learned that she and Toro, her guard minotaur from her Brigand ways, left Spielburg as his brother, Barnard von Spielburg did not approve of her adventuring ways.

 * Shameen and Shema, the Kattas who fled to Spielburg in search of a hero after Ad Avis took control of their native city of Raseir. While expecting to return with their friend, the trader Abdulla Doo, he was robbed of his magic carpet by the brigands. In the second game, after returning, they set up an inn in the twin city of Raseir, Shapeir, and at the start of the third game they appear for a final time, asking the Hero to deliver a note to their nephew in Tarna, Shallah.

 * Ad Avis, the wizard who controls Raseir, and supposedly dies when the Hero knocks him out from the tower where he was attempting to summon Iblis. He re-appears in Mordavia, serving his Dark Master, later revealed to be Katrina, the first human (in reality, a nosferatu) the Hero sees in Mordavia, and acting mysteriously, she plays with him long enough to awaken the Dark One, Avoozl. As the story closes, Ad Avis, now serving as a servant to Katrina, attacks the hero out of rage; Katrina sacrifices herself to protect the Hero, giving him enough time to kill Ad Avis once and for all.

 * Salim Nafs, the herbalist in Tarna, resembles Corey Cole. When he heard the story of Julanar, the healer woman turned to tree after being lured to a trap, which had her faith in humanity restored by the Hero, he left for Shapeir and completed her transformation from tree back to woman with the only thing the Hero couldn't do - love her. Both moved to Silmaria to run a local apothecary.

 * Henry the Hermit, 'Enry the 'Ermit lives alone in a cave upon a rocky ledge near the Flying Falls in the Valley of Spielburg. He is a magician, master cribbage player and source of information on all topics. Henry loves to talk and is known to be friends with the great wizard Erasmus, his associate Fenrus and the mysterious Brigand Warlock. Henry can be quite ruthless when crossed, but otherwise is very friendly and always offers guests to 'hit the hay' in his glowing moss covered cave.

title: Quest for Glory/Plot


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Quest for Glory/Quest for Glory IV/Walkthrough

Walkthrough

Because the Structure of the game is largely non-linear, the walkthrough is broken into a few sections. The Introduction section describes the opening puzzles you need to get through to reach the Mordavian Valley. The Town of Mordavia section describes the essential places and puzzles in the town proper, and the Valley of Mordavia section does the same for everything outside the town gates.

The above sections briefly describe most of the puzzles which are neccessary for beating the game, and the sidequests section describes optional quests particular to individual character classes, but may be solvable by anyone depending upon what abilities your hero possess.

The Rescuing Igor section describes a strictly plot related set of events which occurs on day 5 and must be completed to beat the game, and Dealing with Baba Yaga and Rescuing Tanya are two more detailed quests which must be completed after certain events in the game are activated. Obtaining the Rituals is a non linear set of quests which must be completed before The Dark One's Cave/EndGame.

Strictly speaking, you could just use all the sections from Rescuing Igor onward as a direct walkthrough to the game. Keep in mind that many puzzles have alternate solutions, and any method of progressing through the game varies by skills and abilities although sometimes purely based on class.

Dark One's Cave/Introduction
All character classes will begin the game after being mysteriously transported away from your friends in Tarna, landing in a strange room in the cave of the Dark One. You'll have nothing more than the clothes on your back. Thieves will need to seek a new set of tools and daggers, Fighters will need to acquire more weapons and equipment, although Magic Users and Paladins will still have all their usual abilities at their disposal.

The room will start out dark and get lighter. Magic Users can light the place up with juggling lights, but what you basically need to do is search each of the corpses to acquire a dagger, some flint, and some money left on the corpses. You'll be able to to take a torch from the central altar, and light it by creating a spark with the flint and dagger. The magically inclined can just use a simple flame dart spell to show off. Once you have some illumination you'll be able to force your way out of the door to the north, and arrive in a room with another large altar. Thieves will see a mark advising them on how to leave, Magic Users will find a cloth, and Fighters/Paladins will gain a rusty sword and shield and have to do battle with some badders. Try to avoid being poisoned, and if you are you'll want to move quickly from then on.

The next room will have you crossing a dangerous pit with only a rope bridge. Thieves can use their agility to walk it as a tightrope, Fighters can rely on strength to cross underneath the bridge by holding on, and magic users will have to hold up the cloth they grabbed earlier as a sail and fly across with the Levitate spell. From there it's just a dash to the exit, although you'll see a tentacled monster reaching up from below. You'll end up outside of the Dark One's cave and watch the mouth of the cave shut behind you. A young woman named Katrina will greet you with puzzlement and ask how you arrived here, then run away. You'll notice it's just turning to daylight.

Nearby is an arch with seven symbols inscribed in it, mouth, bone, blood, breath, senses, heart, and essence, with a golden six tentacled starfish at the base of the arch. Take the starfish, although you can come back for it later. Head down the path and you'll end up slipping down the slime to find yourself in front of a rock column with a Squid Stone on the top of it. Depending upon your skills and abilities, you can either cast Trigger on the stone, Levitate to the top, or use a rope and grapnel to pull yourself up if you want to come back later.

There will be a swamp to the west with grasping arms and some will-o-wisps if it's still nighttime. What you'll want to do know is head straight North until you can't go any farther then one screen east to reach the town of Mordavia where you'll get your bearings and conduct a good deal of your business in the game.

Town of Mordavia
The front of the town of Mordavia is two large gates with some scarecrows standing nearby. You'll want to take some corn and search the nearby stump to acquire some more money. Just as a reminder, the gates will be closed all night long so if you need to get in or out after then you'll want to be able to either levitate or climb over. Inside the first screen of the town Erana's Staff watches over the villagers and prevents evil from entering the town walls. You won't be able to do anything with it yet so don't worry about it.

On the west side of town you have the inn, the burgomeister's, and the general store.

The Inn is where you'll want to spend most of your nights and get free meals whenever you sit down provided you've paid your rent. The inn will be locked up from the evening on so you have to knock to get in, and completely closed after midnight. If you need to get in or out after midnight you can levitate or climb out the window. Staying up until midnight will also allow you to meet a creature named the Domovoi, whose help you'll require later on. You can eat meals any time and chat with the townspeople in the evening. They aren't the friendliest bunch, but they're amusing to listen to and the voice actors ad-lib a lot of their lines.

The General Store has goods for sale and rations most importantly, as well as a gossipy shopkeeper who will fill you in on the valley and comment on certain events when they happen. Only thieves will need the shopping bag, only Paladin's will need the small broom, and only Thieves require the oil although it's helpful for all classes. An optional quest also involves reuniting the shopkeeper with her husband and going back and forth between them.

The Burgomeister's Office houses the law enforcement official himself and the jail. The Burgomeister will offer you the key to the Adventurer's Guild if you ask for it and will provide you with information about the valley and the people in it. Thieves may be able to break in through his window and loot some money from his desk, or a sufficiently skilled magic user with Open or any member of another class for that matter.

To the east side of town you have Nikolai's house and Dr. Cranium's.

Nikolai's House will have Nikolai himself wandering during the daytime and it's possible to break in through the window at night, but only advisable after you've helped him. See the Thieves section for more on this.

Dr. Cranium has some essential puzzles to get through. The doorbell is a simple Simon Says game to follow, and once inside you'll want to open up the right door and use the T.R.A.P. to learn how to catch an Antwerp. Give it an Avacado Sandwich and it'll work like a charm. You can also use it to learn about how to deal with a Hexapus for more points. You can then open the left door to use the antwerp in a maze to get a key, and go through the north door to create a keyhole by solving a puzzle and using it to reach Dr. Cranium. The difficulty of all the puzzles can be adjusted by using the Skill slider in the game's menu.

You'll want to see Dr. Cranium at least once a day from when you find him onward. For each of the first five days you talk to him you'll both have new things to say, and you can ask him about poison cure potions and healing potions to have him supply you with both, at the rate of one of each per day. You'll need to fill in a formula from the game's copyright protection to do so, and also to obtain a Rehydration Solution which is essential for beating the game. You'll have the option to get the Rehydration Solution the fourth day after you meet Dr. Cranium.

At the back of town you have two buildings, the Adventurer's Guild and the Monastery, as well as a gravedigger named Igor who usually hangs around. Igor's good for a little conversation and information, but you'll notice that the game automatically saves your progress whenever you reach this screen. Standing too close to the Monastery or trying to gain access is an easy way to be eaten by the Squidish carving standing above the door.

The Monastery will kill you if you get too close, so to get in with your vitals intact you'll want to take the six pointed golden starfish you found earlier, which is actually the sign of the Dark One, and place it upon the Monastery door. Other classes may also be able to climb in and out of the window up above. Inside the Monastery there's a shriveled up Domovoi sitting on the left cabinet. Once you've obtained Dr. Cranium's Rehydration Solution you'll want to use it on the Domovoi to restore it to life. Resting above the fireplace is a Hexapus named Hector. You can either kill it and lose some honor for beating up on a poor defenseless evil beastie, or feed it some garlic to placate it. You can then use on the pole to the right of the fireplace to head into the basement of the Monastery.

To get into the mad monk's desk, Thieves will want to disarm the trap, Fighters will want to just bash it open and bear the blow and maybe cure themselves of poison later, and Magic Users will want to cast open from a distance. However you get inside, you'll learn some more about each of the Dark One's rituals and where they're hidden. You can use the keg full of dripping blood-like wine to see a dark vision and gain the Blood Ritual. Thieves also have an optional quest in the Monastery, and any class can burn the place to the ground after they've done everything by lighting the evil book or curtains/rugs on fire and escaping, although only Paladins get points for this.

The Adventurer's Guild is the other building in the back of town, and the Burgomeister will give you the key to it if you ask nicely about it. You should read all the books in the library to gain some climbing skills if you're a Fighter/Paladin, improve your casting for Wizards, and learn how to use the exercise machine. Fighters or Paladins can break open the case for a better sword, and all classes except Magic Users can also get a rope and grapnel to make climbing a little easier. You should use the machine as much as possible every day until it says you've done enough for one day, adding some more weights each time. It'll increase your strength each time you do it. You should also sign the logbook as usual and read the past entries to learn about Piotyr and Erana.

Thieves also have a special quest to do in the Adventurer's Guild, but that will be covered in the Thieves Sidequest Section.

Valley of Mordavia
(map coming soon hopefully)

Town of Mordavia Gates

The town of Mordavia is to the North-West of the forest, and far north and one screen east of the swamp. If you can't find it keep following the north wall until you see it. You can pick up some corn from the field, get some money from the stump, and Katrina will meet you twice at night in this location. You can talk to her or use the hand icon on her for some options, and she may provide you with potions or a magical spell. The first time she meets you will be just after a few nights if you show up, and after that she may leave a note for you at the inn.

Erana's Garden.

Erana's Garden is only accessible from the south. To reach it you'll need to head three screens south of the town gates, two screen east, then south, east, and north to arrive in the garden. You'll find some change inside the first magical lantern, wizards should cast the fetch spell at least once a day on the tree to gain some mana-restoring fruit, and wizards should also detect, trigger, open, and fetch a spell scroll to learn Protection. Erana's Garden is one of the only safe places to sleep at night, and resting either here or near Erana's staff will give you some strange dreams about Erana being trapped with the Dark One.

The Cemetery.

The cemetery is one screen south, one screen west, then all the way north in relation to Erana's Garden, or two screens south, two screens east, and one screen north from the town gates. There's not a whole lot to do in the cemetery itself, although you can open the right crypt at night to fight a wraith, and Paladins will complete a special quest relating to the Rusalka here. Igor can be found hear during the daytime early on, and on the fifth day he will be stuck under the tombstone. There's also the locked Borgov crypt which you can either break into or wait to receive the key from Igor after saving him.

The Rusalka.

The Rusalka is to the south west corner of the map. You can head four screens south from the town gates, three screens east, and one screen south to reach her. She's the spirit of a drowned women who achieves a bit of undead revenge by drowning any men who stop by. You can give her some flowers to gain some points and win her respect, and Paladins have the chance to rescue her as well.

The Leshy.

The Leshy is one screen south and east of the cemetery, or one screen above Erana's Garden although the passage is blocked by trees. The Leshy plays games on visitors by hiding inside a bush or running away from you until you clear away all the bushes in an area. The first riddle it asks you will be what its name is. If you've read the Hero's Magazine in the Adventurer's Guild you'll be able to tell it it is the Leshy. The next thing the Leshy will tell you is that if you give it save a plant from glue, it will help you with a clue. It's easy to miss this particular puzzle, so you'll want to go to the swamp, and visit the Squid Stone to find the Bonsai Bush stuck behind some rocks. You'll want to blast away the rocks with spells or rocks you picked up yourself, and either fetch the bush or use the rope and grapnel to reach the top ledge and "fish" it up. Make sure you take the bush back to the Leshy and it will advise you to put it in Erana's Garden.

To solve the next riddle you'll need to visit the Rusalka at the lake to the south west to let the Leshy know that the Rusalka lives in the watery brine. After completing that riddle the Leshy will let you know the password to get past the Bushes in front of Baba Yaga's hut, which you can confirm to visit the hut and answer the next riddle, saying that Baba Yaga lives in a hut of sticks. To complete the next riddle you'll need to finish the quest related to baking Baba Yaga an Elderberry pie, to be able to answer about the Elderberry bush. Finally you'll need to either gain the heart ritual from the wraith guarding it or learn about the faeries seeking Erana's staff as a wizard to answer his last riddle correctly. Then you'll be done and Leshy will have one last surprise for you.

Completing the riddles is not essential to beating the game, it mainly provides you with some clues and gives you a measure for your progress so far, as well as giving you some extra points. The Leshy will let you know the password to get past Baba Yaga's bush, but so will the gypsies if you wait long enough.

The Castle Gates.

The castle gates are to the northwest of the forest, one screen south, two screens west, and one screen north of the Mordavian Gates. Boris Stovich, Olga's missing husband is the guard there. Katrina will meet you here at night twice after you've met her twice in front of the town gates. You can talk to Boris for information during the day or to reconcile him and his wife, and at night the Fighter or Paladin can break in and get past some Necrotaurs.

The Gypsy Camp.

The gypsy camp is to the absolute northeast of the forest. From Erana's garden if you head one screen east, all the way north, and one screen east then north you will reach it. Initially the gypsies will not trust you and refuse to let you enter their camp, but you'll get points for showing up anyway. Later on after you rescue Gypsy Davy you will be able to come here to have your fortune told or learn more information.

The Swamp.

The swamp is in the south west area of the map. If you south, one screen west, then all the way south you'll reach the swamp. There are two main swamp areas touching the land which having grasping arms, and will-o-wisps at night. You will need to journey through the swamp itself and take a will-o-wisp to gain two of the Dark One's rituals. To the east of the swamp is the Squid Stone rock which houses another puzzle and a nearby trapped bush. You can cross back up to the Dark One's cave by pushing or trigger the stone column, or using the rope and grapnel.

Baba Yaga's Hut.

The entrance to Baba Yaga's place is one screen south, two screens east, and two screens south of Erana's Garden. The trick is that the path is blocked by an enchanted bush. Wizards can just trigger the bush to get rid of it but other classes will need to learn the magic phrase from either the gypsies or the Leshy. What to do with Baba Yaga is covered in her section.

Wraiths.

There are six wraiths in Mordavia, not counting the one which can be found in the Castle of the Boyar, and the one which only Paladins can fight. One wraith can just be found in the cemetery by opening the right crypt at nighttime. One can be found all the way south of the town gates, and another can be found two screens south and one screen east of the town gates. Still another wraith can be found four screens east from the last location, and another wraith is one screen south and two screens west of the gypsies. The last wraith is the most interesting one, and is found all the way south from the cemetery. This particular wraith may have the heart ritual in its burrow for non-wizards, and some Paladin equipment which will allow the Paladin to complete one of his optional quests. In general wraiths drain your life when you so much as stand in their area and you'll get a warning that you feel a cold chill coming on. You should be armed with the aura spell or an amulet, both of which you can get from the gypsies after you save Gypsy Davy. You can click the hand icon on the gray rocky burrow to engage the wraiths in battle, do your best to finish them as fast as possible, and make sure to loot their homes for treasure afterwards.

Other locations:

The Elderberry Bush is necessary for completing Baba Yaga's quest and can be found four screens south and west of the cemetery. The Faeries show up at night for the wizard sometimes, and are one screen south of Erana's Garden. Anna's Ghost appears at nighttime, two screens south and one screen west of the cemetery. She needs to be saved for Baba Yaga's quest as well, and is covered in that section.

SideQuests
Sidequests are optional puzzles or challenges, usually for extra points if done by the appropriate class, although some of them can be done by everyone. The sidequests which can not be done by everyone include breaking into the castle gates as a Fighter, confronting the faeries as a Magic User, and rescuing the Rusalka and restoring the Burgomeister's honor as a Paladin. Any class which adds the magic skill can learn all the spells in the game except ritual of release or resistance, and any class which adds the Pick Locks skill can do all the thieves guild quests and rob the houses in town, and wizards with open can rob the houses anyway.

Fighter SideQuests

Fighters get extra points for killing each type of monster, including the pit horror inside the Dark One's cave. Fighters can also break into the Castle of the Boyar at nighttime and fight past two Necrotaurs to do so.

Thief SideQuests

Thieves will need to get into the Thief's Guild and solve some puzzles there, as well as rescue the Chief Thief by getting a statue from the monastery. They can also break in to Nikolai's house and the Burgomeister's, break the gypsy out of prison, and they'll need to pick all the locks to get around in the castle. Any class with pick locks can explore the Thieves Guild and other characters may be able to break into places with their own skills.

More to come later.

Magic User SideQuests

The main magic user sidequest involves dealing with the faeries and gaining the heart ritual, which is described in the section for Rescuing Tanya and obtaining the heart ritual. Magic Users can also gain the Hide spell by doing an extra favor for Baba Yaga by bringing her some more Garlic, Grue Goo or Bone Meal, there's a Protection spell to be found in Erana's Garden by detecting, triggering, opening, and fetching a spell scroll, and Dr. Cranium himself happened to have a spell lying around. Magic Users will definitely want to meet Katrina often enough to learn the Frost Bite spell, which allows them to do a magical area attack and is required to beat the game for that class. Any character with magic can complete all the quests which do not involve the faeries, but they will receive no points for their efforts.

Paladin SideQuests

Paladins have it easy in a sense since they can go to Erana's staff at nighttime and be advised by the ghost of Piotyr what honorable actions they should take. They will want to reconcile Olga and Boris by talking to both of them enough times and going back and forth between them and telling each what the other had to say until they're back together again. Olga is in the General Store, Boris can be found at the castle gates in the daytime. Paladins will also want to burn the Monastery to the ground once they've done everything inside of it, which leads to a couple amusing situations. Paladin's are also the only class which can save the Rusalka from an undead existence, and the only ones that can restore the Burgomeister's honor by finding the last remnants of the paladin Piotyr.

More to come later.

Rescuing Igor
On the fifth day, Igor will turn up missing and the townspeople will be gathered in the square discussing the situation. They'll have found a gypsy wandering outside town at the same time Igor turned up missing and demand that the gypsy be hanged for Igor's death. The long and the short of it is that if you don't save the gypsy in the next three days or so you'll die as he is hung and curses the town. You can break the gypsy out of prison at night if you have the skills to sneak into the Burgomeister's, but if you're not a thief you'll probably be caught eventually unless you find Igor as well.

Luckily finding Igor is a fairly simple task, he's not in town or at Dr. Cranium's so all that's left to check is the cemetery. You'll hear a low moaning sound coming from underneath a grave. Curiouser and curiouser. If you have enough brute strength you may be able to lift the tombstone by sheer force. Magic Users are actually able to cast open on the stone to lift it out of the way, and Thieves or Fighters may use the rope and pulley to acquire some leverage in lifting the stone. Igor will leave the tomb delighted and hobble back to town. If you talk to him later in town he'll give you a key to the crypt.

Things will settle down around town and after a day or so the gypsy you rescued will show up outside the gates of town and invite you to stay at the gypsy camp sometime. He'll also announce himself a shapeshifter and turn into a wolf. Head to the gypsy camp and you'll talk with Magda the fortuneteller and Gypsy Davy, the man you rescued. Ask her and tell her about everything you've come across, and pay her by giving her money from your purse to have your fortune told. She'll give a fortune which describes yourself and some of the players who have had an influence on your past, present, and future.

You should return to talk to her at least once in each of the following days until she has no more fortunes or information to offer you. You'll need to talk to the gypsies about the Destiny Spell to free Erana's staff, and every time you have your fortune told you'll learn more about some of the characters in the valley who will affect you.

You'll also be treated in a friendlier fashion by the Burgomeister, the innkeeper and the townspeople, and you'll be able to talk to Bella, the innkeeper's wife about the valley and what happened to her family in particular with losing their daughter.

Dealing with Baba Yaga
Sooner or later you're going to have to confront the evil hag. On the night of the third day a jester will show up in town who's totally unable to tell a joke. If you visit him in his room you'll learn he was cursed by Baba Yaga to lose his sense of humor, and you can also get a rubber chicken from him. Learning about the curse is necessary if you plan on invading Baba Yaga's hut.

There are two ways to gain entrance to the area where Baba Yaga lives. Geographically the entrance is south, east, then south of Erana's Garden, however it's blocked by an enchanted bush. Magic Users can simply Trigger the bush, but other classes will need to learn the magic phrase. This can be done by solving the first of the Leshy's riddles and rescuing the bush, or talking to the gypsies enough times.

This will let you get to the area outside Baba Yaga's hut, but it's guarded by a group of magical skulls, including a talking one who should look familiar to you. Yep, he's the one you gave a magical gem to in the first game, and if you can similarly enhance his appearance he'll let you pass. To do this you'll need to help Nikolai and his wife Anna.

Rescuing Tanya
This quest is probably the one which gets most gamers stuck. You need to rescue the Domovoi in the Monastery by getting the Rehydration Fluid from Dr. Cranium, available on the fourth day if you give him the formula and a flask of grue goo. You also need to stay up until midnight at the inn to find the Domovoi sitting in the main hall of the inn. If you talk to him twice, once after you've rescued the Domovoi he'll tell you the story of Tanya and allow you to take the doll from the center cabinet that once belonged to her. The problem is if you don't do this in the first ten days or so you may never get the chance to meet the Domovoi.

In addition, all classes need to rescue the gypsy Davy and talk to the gypsies to learn about the Destiny Spell and how Erana's staff will allow one life to be sacrificed for another. Magic Users as well will need to learn the Ritual of Release spell from the faeries. Wizards need to the area south of Erana's Garden twice, and at least once after saving Igor. You'll find a magical fountain and staff on your two visits, both of which are illusions made by the faeries. You'll learn that the faeries want you to bring them back Erana's staff, and they'll teach you the spell you need to release it.

Obtaining the Rituals
The Mouth Ritual, in case you're wondering, claimed that it would be left underneath the Dark One's sign but you'll find that it certainly isn't there. This is actually in the possession of the owner of the castle, Katrina, and is how she was able to open the mouth of the Dark One's cave at the beginning to let you out.

The Bone Ritual has to be found inside the Squid Rock, near the slippery path and outside the Dark One's Cave. It needs to be "illuminated by the light of a dead child's soul." It turns out that according to the gypsies the Will-O-Wisps who fly around the swamp at night are the souls of dead children. If you put out some candy which you can get from the general store you can scoop some up in a flask like fireflies. (you can also get free flasks from Dr. Cranium) Use the jar of Will-O-Wisps on the Squid Stone and you'll see some indentations which will let you use the Dark One's sign. Spell out the name of Avoozl, A-v-o-o-z-l, which you can learn from either the Monastery or the gypsies, and you'll unlock the Bone Ritual. Hitting the combination can be tricky, so you can hit the question mark enough times to skip the puzzle and any points, just make sure to click each of the letters until they change color and the sign is for sure pointing at them in turn, and it should open up. Make sure you let the Will-O-Wisps escape back into the swamp before morning or they'll die, and you'll lose some honor for it.

The Blood Ritual can be found inside the Monastery easily enough just by drinking from the keg in the basement. See the section on the town of Mordavia to learn how to get into the Monastery.

The Breath Ritual, according to the diary in the Monastery was left inside the Hangman's tree in a notch, but given that it's not there now the likely culprit was the nearby witch, Baba Yaga. The ritual is fairly simple to obtain once you've completed the main quest. See the section on Dealing with Baba Yaga for more about her quest. If you've completed the main task involving her, you can bring her an extra flask of Bone Meal or Grue Goo and ask for the ritual of the Dark One.

The Senses Ritual is hidden deep within the swamp next to the Mad Monk's tomb, guarded by Chernovy. Magic Users can use the Glide spell from Dr. Cranium to cross over the swamp with ease, Thieves can leap from one tuft of grass to the next with the Acrobatics skill, and Fighters can expect to slog their way through with brute force in getting through the swamp. Paladins may be able to use either the Glide spell or the brute force method. Head south until you reach the tomb, guarded by two Chernovy. Magic users can cast reversal and try engaging the monsters from a distance with spells, but they'll eventually get sick of that and cast a spell of darkness on you. Use juggling lights to dispel it, and you'll have to fight them in close quarters. Any other class can just reach the island where one of the Chernovy is and fight it directly in the usual manner. Once you've reached the tomb use the Dark One's sign on it, and you'll notice a bunch of symbols corresponding to the names of each of the rituals. You can use the question mark sign repeatedly to skip the puzzle and any points, or just enter the combination of the rituals in order, mouth, bone, blood, breath, sense, heart, and essence. As with the Bone Ritual you may need to select a symbol more than once to make sure the sign lands on it. After you're done just head north and exit the swamp for good.

The Heart Ritual can be obtained two ways depending upon your class. Magic Users will need to complete a sidequest with the Faeries. After gaining Erana's staff they will need to head south of Erana's Garden to be frozen in place by the faeries and engage in a magical confrontation with them. Erana's staff will declare you to be its rightful owner, and the faeries will try to attack you. Quickly summon the staff and cast resistance and reversal to block direct attacks and lessen the damage from elemental area affect magic. They'll be using reversal as well, so you'll almost certainly need to use the Frost Bite spell you hopefully learned by talking to Katrina. Take out the faeries and they'll disappear and you'll obtain the heart ritual. Other classes will need to fight a wraith south, west, then south of Erana's garden. You'll want protection from the undead by amulet or spell as usual, and simply hit it with your best attacks, and you'll find the heart ritual in its lair. Paladins may also find an extra bonus or two.

The Essence Ritual needs to be obtained within the Dark One's cave itself and is covered in that section.

The Dark One's Cave/EndGame
After completing the major events: obtaining the rituals, and rescuing Tanya, you're ready for the final stage of the game. After rescuing Tanya you'll eventually get a letter from Katrina asking to meet by the castle gates at night.

You'll run into Ad Avis when you go there, and he'll send his necrotaurs after you. You can escape back to town if you have levitate and you're really smart, but you'll need to get captured to move on with the game anyway.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
User:Karl Wick/Test/Links

Community_Portal | Puzzles:Riddles

Structure by interest group
I believe it would be useful to have a structure for the main page by interest group, by which I mean:

 * Wikids (for example), for children under 8 (I don't think we have any books in the category yet though)
 * Wikijunior, for 8 to 12 year olds
 * Wikistudy I, for those progressing towards exams usually first sat at age 15 or 16
 * Wikistudy II, for those progressing towards exams usually first sat at age 17 or 18
 * Wikiversity, for undergraduates and graduates
 * Wikiprofessional, for books useful to those engaged in a profession (eg accountancy)
 * Wikilearn, for adult-learning books (eg computer programming books)
 * Wikileisure, for books on leisure pursuits (eg the cookbook, Muggles' Guide to Harry Potter)

I'd be interested in others' views, Jguk 14:33, 9 March 2006 (UTC)

title: User:Karl Wick/Test/Links


text: User:Karl Wick/Test/Main Page Nav

title: User:Karl Wick/Test/Main Page Nav


text:
French/Lessons/Formal speech

Two people—Monsieur Bernard and Monsieur Lambert—are meeting for the first time:

This is an important difference between French and English today. English no longer distinguishes between the singular, and the plural, formal version of you. The use of thou for the informal singular version faded almost completely by the mid-nineteenth century.

In French, it is important to know when to use and when to use.

Vous is the plural form of you. This is somewhat equivalent to you all, you guys, all of you, except that it does not carry any familiarity when used with the plural. You would use it to address your friends as well as when talking to the whole government at a press conference.

Vous is also used to refer to single individuals to show respect, to be polite or to be neutral. It is used when talking to someone who is important, someone who is older than you are, or someone with whom you are unfamiliar. This is known as Vouvoiement. Note the conversation between M. Bernard and M. Lambert above as an example of this use.

Conversely, tu is the singular and informal form of vous (you) in French. It is commonly used when referring to a friend or a family member, and is also used between children or when addressing a child. If it is used when speaking to a stranger, it signals disrespect. This is known as Tutoiement. As a rule of thumb, use tu only when you would call that person by his first name, otherwise use vous. French people will make it known when they would like you to refer to them by tu. The use of vous is less common in Quebequois than in French from France.

In sociolinguistics, a T–V distinction describes the situation wherein a language has second-person pronouns that distinguish varying levels of politeness, social distance, courtesy, familiarity, or insult toward the addressee. The expressions T-form (informal) and V-form (formal), with reference to the initial letters of these pronouns in Latin, tu and vos. In Latin, tu was originally the singular, and vos the plural, with no distinction for honorific or familiar. It was only between the twelfth and fourteenth centuries that the norms for the use of T- and V-forms crystallized.

 * It's acceptable to use /mɛ.dam/ or /me.dam/ (meh-dahm) or (may-dahm)
 * Do not forget to liaison if saying Mesdames et Messieurs.

Note that with vous, the verb appelez is spelled with one 'l', whereas with tu it has two l's (appelles). This is an irregular conjugation which will be covered more in-depth in a later lesson.

title: French/Lessons/Formal speech


text:
User:Dr. Dan

Info on Dr. Dan can be found in User:Dr. Dan, in Wikipedia.

title: User:Dr. Dan


text:
French/Lessons/Greetings

When talking to one's peers or to children, Salut is used as a greeting. Its English equivalents would be hi and hey. Bonjour, literally meaning good day, should be used for anyone else. One way of remembering these greetings, is that they come in masculine/feminine pairs. One is upon arrival, the other upon departure.

jour : bonjour / bonne journée

matin : bonjour / bonne matinée (early in the morning), bonne journée (early or late in the morning)

après-midi : bonjour / bon(ne) après-midi (early in the afternoon), bonne journée (early or late in the afternoon), bonne soirée (late in the afternoon)

soir : bonjour, bonsoir / bonne soirée (early or late in the evening), bonne nuit (very late in the evening)

nuit : bonjour, bonsoir / bonne nuit

The French never say Bon matin, they do use matinée, journée, soirée but never use nuitée.

In addition to being used as an informal greeting, Salut also means bye. Again, it should only be used among friends. Another informal greeting is ciao, an Italian word commonly used in France. Au revoir is the only formal way to say Good-bye. If you will be meeting someone again soon, use À bientôt or À tout à l'heure. À demain is used if you will be seeing the person the following day.

is used to informally ask someone for his or her name. It is normal to just reply by stating your name, however you may also respond with, meaning I am called....

DIALOGUE: Two good friends, Olivier and Luc, are meeting.

Ça va ? is used to ask someone how they are doing. The phrase literally means It goes?, referring to the body and life. A more formal way to say this is Comment allez-vous ?. You can respond by using ça va as a statement; Ça va. in this case is used for I'm fine. The adverb is used to say well, and is often said both alone and as Ça va bien. Bien is preceded by certain adverbs to specify the degree to which you are well. Common phrases are assez bien, meaning rather well, très bien, meaning very well, and vraiment bien, meaning really well. The adverb is used to say badly. is commonly added to mal to form Pas mal., meaning Not bad. Comme ci, comme ça., literally translating to Like this, like that., is used to say So, so.

To be polite, you can add, meaning thank you, in your responses to the questions e.g., très bien, merci.

title: French/Lessons/Greetings


text:
Template:Grand marnier

measures Grand Marnier

This page adds Category:Cocktails with orange liqueurs to a page and helps keep all the ingredient links pointing to the correct page. /Templates

title: Template:Grand marnier


text:
Physics with Calculus/Mechanics/Harmonic Motion, Waves, and Sounds

Simple harmonic motion
A body executes simple harmonic motion if its acceleration is proportional to its displacement from a fixed point, and is always in the direction of that point.

To explore simple harmonic motion (SHM) let's take the example of a spring with a mass in the absence of gravity (interestingly, you get SHM even with gravity present). If this is our ideal spring, the force is $$~kx$$ where $$~k$$ is a measure of the stiffness of the spring and $$~x$$ is the displacement. The force is toward the origin if that is the equilibrium position of the spring, so we write $$~-kx$$ to remind ourselves of that. Now, Newton's second law becomes

$$m \frac{d^2 x}{dt^2} = -kx$$.

This differential equation is easy enough to solve, and the answer is $$~A cos( \omega_0 t + \phi)$$ where $$~A$$ and $$~\phi$$ are arbitrary constants and $$~\omega_0 = \sqrt{k/m}$$. It does not really matter how we got the solution, because we are physicists, not mathematicians. This is the answer we are expecting, so we try it, and lo and behold, it works. If you do not believe me, substitute it in. Moreover, this is the complete solution, and you will just have to believe me on that because it is slightly more difficult to prove.

Without loss of generality, we will take $$~\phi$$, also called the phase shift, to be zero (if you are concerned about this, we are just defining where $$~t=0$$ is).

Now, a remarkable thing we recognize about the solution is that the frequency (radians per second), $$~\omega_0$$ is independent of $$~A$$. That is, no matter how big the oscillations are, the frequency is the same. A pendulum approximately undergoes SHM, so this is why they are used in clocks, the amplitude doesn't affect the period! By the way, we have added the subscript zero to omega because we are going to have some other omegas soon.

Some terms to remember are frequency, f (cycles per second) = $$~ \omega_0 / (2 \pi) $$ and the period, T = $$~ 1/f $$. These are not so important, but often people will specify the frequency or the period instead of the angular frequency, so they can be helpful.

Now, to get the velocity, differentiate the position, and to get the acceleration, differentiate the velocity. We have,

$$~v = A \omega_0 sin ( \omega_0 t)$$ and $$~a = -A \omega_0^2 cos( \omega_0 t) = - \omega_0^2 x$$.

Now, we have avoided saying what $$~A$$ is. It turns out, it depends on the problem, or the initial conditions. We can say the velocity or position of the oscillator at some t is something and then use the expression for $$~v$$ or $$~a$$ to find $$~A$$. You can do the same thing with the phase if you want, but it is a little tedious and doesn't tell us much.

Notice the greatest velocity is at the equilibrium position $$~(x = 0)$$ of the oscillation. We can go on making such statements, but they are all extremely obvious if you simply plot out the position, velocity, and acceleration on the same graph.

Damping
An object that oscillates freely oscillates at its natural frequency. If it loses no energy, it will continue to oscillate forever. Damping is when an oscillating mass loses energy. There are 3 types of damping:

1) Light - The amplitude gradually decreases over time

2) Heavy - The mass would overshoot 0 displacement

3) Critical - The displacement decreases to 0 without any oscillation.

The cause of damping is frictional forces, e.g. Car suspension

Let's try to quantify this a bit. Say there is a friction force which is proportional to the velocity (this is a pretty good approximation in many cases) with constant of proportionality c. Then, by Newton's second law,

$$~m \frac{d^2 x}{dt^2} + c \frac{dx}{dt} + kx = 0$$.

This equation is a little trickier to solve than without the friction. We going to use a very nice trick which you will find throughout physics, and whenever you have similar equations. Notice that if $$~x$$ is a solution and $$~y$$ is a solution, then $$~ax + by$$ is also a solution, where $$~a$$ and $$~b$$ are constants (real or complex). This property means the equation is called "linear." We know that $$~e^{ix} = cos(x) + i sin(x)$$. Assume $$~x$$ is $$~Ae^{i \omega t}$$. Then we just take the real part of $$~x$$ and we get our answer because the equation is linear, but exponentials are so much easier to work with than sines and cosines. The equation of motion becomes

$$~(-m \omega^2 + i \omega c + k) e^{i \omega t} = 0$$

So,

$$~(m \omega^2 - i \omega c - k) = 0$$ or $$~\omega_0 = ic/2m \plusmn \sqrt{(c/m)^2 /4 - k/m}$$.

Defining $$ ~\gamma = c/m$$, and remembering $$\omega_0^2 = k/m$$

$$~\omega = i \gamma /2 \plusmn \sqrt{-\gamma ^2 /4 + \omega_0^2}$$.

Defining $$ ~\omega_\gamma = \sqrt{-\gamma ^2 /4 + \omega_0^2} $$, we have the general solution

$$ ~Ae^{-\gamma/2 + i\omega_\gamma} + Be^{-\gamma/2 - i\omega_\gamma} = e^{-\gamma/2} (A e^{i\omega_\gamma} + B e^{-i\omega_\gamma} ) $$.

All we do is take the real part of this with Euler's identity, and we have,

$$ ~C e^{-\gamma/2} cos( \omega_\gamma t + \phi) $$,

where $$~C$$ and $$~\phi$$ are just $$~A$$ and $$~B$$ written a different way. You can find them if you want, but they won't be very helpful. Notice that the oscillator oscillates with ever decreasing amplitude, but not at it's "natural" frequency, but at a different frequency.

It is conceivable that $$~\omega_\gamma$$ is imaginary, in which case, the entire solution is just a negative exponential! This is called critical damping, when it just turns into being an exponential instead of oscillatory motion.

Waves
We all have seen water waves, such as the ripples in a pond or puddle. Although the wave moves from one point to another, the water itself does not go with it. So, what are waves? They are somewhat difficult to define, yet they are present throughout physics -- water waves, seismic waves, sound waves, light waves, and many others. Waves are generally characterized by propagating themselves; if you leave a wave alone, it keeps going. But already we have exceptions because some materials absorb waves, so it won't necessarily keep going. Furthermore, waves usually travel through a medium, which is a fancy word for substance. Water waves travel in water, sound waves travel in air (or just about anything else). However, light does not seem to travel in a medium, but rather through empty space. So, a wave does not even need something to travel in, it seems. In any case, instead of asking around trying to figure out precisely what waves are, let's try to say some useful things about waves.

First, we will introduce a common wave equation (the equation which describes how waves move), which holds true for electromagnetic waves in vacuum, for small waves in a tight string, and for small sound waves. Then we will take a look at it's solutions and try to understand some of the principles of waves.

$$ ~\nabla^2 E = \frac{1}{c^2} \frac{\partial^2 E}{\partial^2 t}$$

$$ ~\nabla^2 E \equiv \frac{\partial^2 E}{\partial^2 x} + \frac{\partial^2 E}{\partial^2 y} + \frac{\partial^2 E}{\partial^2 z}$$

$$~E$$ can be pressure, displacement, or a component of the electric field, or something else, but in any case, this is the equation you get for many things.

First, let's look at the one dimensional equation.

$$~ \frac{\partial^2 E}{\partial^2 z} = \frac{1}{c^2} \frac{\partial^2 E}{\partial^2 t}$$.

I will tell you the solutions to this equations, because that is what we care about. It is a little more difficult to prove that they are the only solutions than it is to verify they are solutions, but you will have to take my word for it. We don't really care how we get the solutions because we are physicists not mathematicians.

$$ ~E = A f(x + ct) + B g(x - ct) $$

where $$~A$$ and $$~B$$ are arbitrary constants, and $$~f$$ and $$~g$$ are arbitrary functions. Interestingly enough, it does not matter what $$~f$$ and $$~g$$ are! Physically speaking, the two terms correspond waves moving to the left and to the right at the speed c. Notice that if I have two solutions, say, $$~E$$ and $$~E'$$, then $$~ aE + bE' $$ is also a solution where $$~a$$ and $$~b$$ are arbitrary constants. This is one of the most useful properties of the solutions to this wave equation. This property is known as linearity.

So, we know everything about waves since we have the solution to the wave equation, right? Wrong. Let's take some particularly special solutions to this equation and study them a bit.

$$~A cos(-\omega t + k x + \phi) $$

is a solution provided that

$$~\frac{\omega}{k} = c $$.

$$~k$$ is called the wave number or wave vector (it will be a vector when we look at the three dimensional solutions), $$~\omega$$ is called the frequency (measured in radians per second, not cycles per second), $$~\phi$$ is called the phase shift, and $$~A$$ is called the amplitude. Physically this corresponds to a sine wave of frequency $$~k$$ moving to the right, with each point going up and down with frequency $$~\omega$$. That is, $$~k$$ is the frequency in space and $$~\omega$$ is the frequency in time. $$~c$$ is called the phase velocity in this case (we will see that there is another kind of velocity, but it happens to be the same as this velocity for this particular equation).

Some people like to talk about frequency in cycles per second and give it a special name, $$~f$$. Some people like to talk about wavelength, $$~\lambda$$, which is just $$~\frac{2 \pi}{k}$$ and is the distance from crest to crest. Fairly obviously, $$~\lambda f = c $$ because $$~\frac{\omega}{k} = c $$. Some people call this one of the most important or beautiful relationships of physics, but I would disagree. It really is not that profound, it is just telling us that if $$~f$$ crests pass us per second, and the distance from crest to crest is $$ ~\lambda $$, the speed of the wave is just $$ ~f \lambda $$ which is just using conversion factors. It is actually pretty mundane.

So, what can we do with these solutions we have found? Why, make new solutions! We already know that if we have two solutions we can add them together to get another solution. We use Fourier analysis and you will find it just about anywhere you find linear systems. It turns out that we can write any periodic function, discontinuous or not, as the sum of many sine waves and cosine waves of different frequencies. So, we usually construct a solution based on a boundary condition by finding the coefficients for the different components. This is the big deal about sine waves -- they add up to make any function you want.

Three Dimensional Solutions
To generalize from one to three dimensions, we convert k and x into vectors: $$k\rightarrow\vec k$$ and $$x\rightarrow\vec r$$. To create a scalar phase, we need to take the dot product between these vectors:

$$cos(-\omega t + k x + \phi) \rightarrow cos(-\omega t + \vec k\cdot\vec r + \phi)$$


text: Template:French/Lessons/Introductory/Header


text:
French/Lessons/Dates

 * The days of the week are not capitalized in French.
 * The calender starts on Monday, unlike the English Sunday.

 * On est quel jour aujourd'hui? is less formal but more common.

 * Nous sommes... is not used with hier, aujourd’hui, or demain. C'était (past) or C'est (present/future) must be used accordingly.

 * The months of the year are not capitalized in French.

On May 5, one would say "C'est le cinq mai." However, the first of the month uses "le premier" (the first): C'est le premier août (August 1).

''Marcel and Chantal are talking about how old they are. They are good friends.''
 * Chantal - Quel âge as-tu, Marcel ?
 * Marcel - J'ai huit ans. Et toi ?
 * Chantal - J'ai dix ans. Quel âge a-t-elle ?
 * Marcel - Elle a six ans.

title: French/Lessons/Dates


text:
French/Lessons/Time

In French, il est is used to express the time; though it would literally translate as he is, it is actually, in this case, equivalent to it is (impersonal il). Unlike in English, it is always important to use heures (hours) when referring to the time. In English, it is okay to say It’s nine, but this wouldn’t make sense in French.

Time is often abbreviated using h for heure(s). For example, 9 o'clock AM would be 9h or 9h00. They also use 24-hour time in this format, so 10 o'clock PM would be 22h.

 * Jean-Quelle heure est-il?
 * Paul-Il est midi.

 * Jean -Quelle heure est-il?
 * Paul-Il est deux heures du matin.

title: French/Lessons/Time


text:
French/Lessons/Introductory/Test

Test answers The following test will confirm your progress in the French introduction. Try to answer the questions to the best of your ability without turning to the previous chapters or consulting the test answers.

Verb forms
Name the verb forms for the subject and infinitive specified. (1 point each)

English to French
Translate the following phrases and sentences into French. (2 points each)

 * 1) What day is today?
 * 2) How are you?
 * 3) What is your name?

French to English
Translate this dialogue between Henri and Jacques into English. Each phrase is worth 1 points. (11 points total)

 * 1) Bonjour! Quel est ton nom?
 * 2) Je m'appelle Jacques. Comment vous-appelez vous?
 * 3) Je m'appelle Henri. Comment ça va?
 * 4) Pas mal. Et toi, comment ça va?
 * 5) Trés bien, merci. À demain Jacques!
 * 6) À demain Henri.

Fill in the blank
Fill in the blanks in these conversations. Note: Every blank is one word. (1 point each)

Matching
Match the French words with their English definitions. (1 point each)

Test

title: French/Lessons/Introductory/Test


text:
French/Lessons/Introductory/Test answers

Verb forms
Name the verb forms for the subject and infinitive specified. (1 point each)

English to French
Translate the following phrases and sentences into French. (2 points each)

1. What day is today? Quel jour est-il, aujourd'hui?

2. How are you? Comment ça va?

3. What is your name? Comment vous appelez-vous? (formal) also accept: Comment t'appelles-tu? (informal)

French to English
Translate these dialogues into English. (14 points total)

1. Bonjour! Quel est ton nom? Hello. What is your name? (informal)

2. Je m'appelle Jacques. Comment vous-appelez? I am Jacques. What is your name? (formal)

3. Je m'appelle Henri. Comme ςa va?  My name is Henri.How are you?

4. Pas mal. Et toi, comment ça va? Not bad. And you, how are you?

5. Trés bien, merci. À demain Jacques! Very good, thanks! Until tomorrow Jacques!

6. À demain Henri. Until tomorrow Henri.

Fill in the blank
Fill in the blanks in these conversations. Note: Every blank is one word. (1 point each)

Matching
Match the French words with their English definitions. (1 point each)

Test answers


text:
Orthopaedic Surgery/Hand:Design and Function

The concept is difficult to grasp. This expression is telling of the significance beyond function alone that our hands hold for us. Indeed the use of the word hold in this way alludes to the same point. With our hands we verify the reality of our physical existence and with our hands we make our way in the world and manipulate it's resources to improve our existence.

An encyclopedia of the periodic table attests to the fact that man has indeed sought to make some use of every element which composes the matter around us*. We are born to explore and exploit our world and our hands are not just the implements but symbolize that nature in us as well.

Even the most ardent atheist is given to wonder at the reiteration of forms found in our hands in our DNA and in the shapes of galaxies and consider that some universal design principle is at work. spiralfibonacci

Yet as we consider the intricacies it is apparent that this beautiful tool did indeed come about through a process of evolution from a limb for support to one of suspension then to a tool to modify the world.thumb

 * Emsley, John: "Nature's Building Blocks"


text:
Orthopaedic Surgery/Group Practice

Each orthopedic surgeon seeks the optimal job and in some cases finds it without effort, and in other cases can never seem to find the right fit. Indeed the decision as to where to work may be governed more by priorities other than the work itself. We may be satisfied with a lower income or the need to travel to several hospitals or a demanding call schedule if the pay off in a nice home by the water's edge.

Nothing it seems will do more for your happiness in your work than finding good partners to work with. While a partnership is not a marriage there is indeed a relationship based on trust, mutual respect, and a tendency to help one another out as a matter of course and without a rigid quid quo pro approach as one might have in ones general interactions in society. It is more than just the sharing of overhead. This is the setting in which most orthopedics tend to work. A staff model or faculty position functions in much the same way although the larger the group the more difficult it is to maintain a cohesive working structure.

A group practice in orthopedic surgery is a form of kinship group.

http://www.pnas.org/cgi/content/full/102/33/11951?maxtoshow=&HITS=&hits=&RESULTFORMAT=&fulltext=work+group+size&searchid=1&FIRSTINDEX=0&resourcetype=HWCIT

The most common basis for group structure is a shared call schedule. This is generally looked upon as a shared burden. Typically the work week is split each member of the group alternating each 24hours, as in from 7:30 to 7:30. Weekends are usually covered by one member who is available to the Emergency room, to field questions from patients and to be available for referrals to the practice occurring during this time. Inpatient rounds are likewise accomplished by the physician on call for the group.

The structure of the work week creates a natural tendency for an optimal group size of 5 which allows for one member absent on vacation and the remaining 4 each taking one day during the week, and one weekend a month. In groups smaller than 5 the burden of call can be one of the most onerous aspects of the job and one which even becomes the deciding factor in a decision to retire.

title: Orthopaedic Surgery/Group Practice


text:
California Environmental Quality Act

California Environmental Quality Act (2006)

The simplified CEQA Guidelines in plain English.

Definitions

 * Summary Section-this tells what the definitions are.
 * Agricultural land
 * Emergency
 * Environment
 * Environmental
 * Impact Report
 * Infill Site
 * Feasible

Statutes

 * Policy
 * Short Title
 * General
 * State Agencies, boards and commissions
 * Local Agencies
 * Streamlined Environmental Review
 * Submission of Information
 * Limitations

Guidelines

 * General
 * General Responsibilities
 * Authorities Granted to Public Agencies by CEQA
 * Lead Agency
 * Preliminary Review of Projects and Conduct of Initial Study
 * Negative Declaration Process
 * EIR Process
 * Time Limits
 * Contents of Environmental Impact Reports
 * Considerations in Preparing EIRs and Negative Declarations
 * Types of EIRs
 * Master Environmental Impact Report
 * Special Situations
 * Review and Evaluation of EIRs and Negative Declarations
 * Projects Also Subject to the National Environmental Policy Act (NEPA)
 * Litigation
 * EIR Monitor
 * Exemption for Certified State Regulatory Programs
 * Statutory Exemptions
 * Categorical Exemptions
 * Definitions

Court Cases
Any listed court cases will be shown by the relevant laws in which they were affected by.

CEQA Filters

 * Search by article or reference number
 * Water
 * Air
 * Waste

title: California Environmental Quality Act


text:
User talk:Mayen~enwikibooks

between barbeque stick and needle, what will prick you first, applying equal force?

07:41, 11 March 2006 (UTC)mayen07:41, 11 March 2006 (UTC)Mayen 07:41, 11 March 2006 (UTC)

Your account will be renamed
Hello,

The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

Unfortunately, your account clashes with another account also called Mayen. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Mayen~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

Your account will still work as before, and you will be credited for all your edits made so far, but you will have to use the new account name when you log in.

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:29, 17 March 2015 (UTC)

Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 05:14, 19 April 2015 (UTC)

title: User talk:Mayen~enwikibooks


text:
California Environmental Quality Act/Statutes/Policy

SS 21000-210006: Policy

Summary: It is the role of the government and its citizens to prevent environmental devastation caused by human interactions.

21000: legislative intent

 * Summary: The environment must be maintained relevant to our socioeconomic condition.
 * A.The environmental matters all the time
 * B.A healthy environment for man
 * C.To study the relationship of a good environment
 * D.Resources are limited. The legislature must do something
 * E. Citizens must help the environment
 * F. Cooperation is needed in society to enhance the environment
 * G. The legislature will regulate it entities to prevent environmental damage.

21001: Additional legislative intent
Summary: To develop standards which ensure health of the people
 * A. maintain environmental quality
 * B. Provide a healthy environment to the people
 * C. ensure marine biodiversity
 * D. The environment shall be hospitable.
 * E. Nature and man will exist in harmony to fulfill social and economic requirements.
 * F. Develop standards
 * G. Consider many factors which affect the environment in our society

21001.1: Review of Public Agency projects

 * Summary: private and public agencies will have the same standards of review

21002: Approval of Projects; Feasible Alternative or Mitigation Measure

 * Summary: if alternatives are found which impact the environment less, than proposed projects may not be simply approved. Depending on the situation, approval may vary

21002.1: Use of Environmental Impact Reports; Policy

 * A. The purpose of Environmental Impact Reports are to show that if alternatives can be made to reduce project pollution and its affects.
 * B. Projects which show significant affects on the environmental will not be approved.
 * C. If socioeconomic factors favor high polluting projects, it may be approved by a public agency under certain laws.


text:
User talk:Chriswaterguy

Notes to self -
Discussions I'm watching:
 * Staff_lounge
 * Votes_for_deletion

Check also Special:Contributions especially the talk spaces.

Wecome!
I put some ideas about how to use the paper at your request for a good location at Wikibooks staff lounge. Maybe we can get an initial standard tree in the namespace proposed/specified/requested by our hosting Wikibookean community while we wait for our own URL root so we can devise our own better specialized local tailoring. If they (WikiXXXeans, Board, etc.) give you any useful information regarding this please put a pointer on my talk page. Some other Wikiversity people do not really care how we get started as long as we have freedom to evolve improvements sooner or later. Lazyquasar 11:51, 11 March 2006 (UTC)

Policy
Thanks for the head's up. I was actually in the middle of reading and commenting on your suggestions in staff lounge when you left me the message. I'll finish my comments! --Whiteknight (talk) (projects) 12:07, 4 August 2006 (UTC)

 * Since you seem to be interested in policy as well, I would like to mention that we are doing some major discussions for the new "General Voting Rules" policy proposal, and you are certainly welcome to read through the proposed policy, and to give some feedback. Once we get an official voting policy in place (can you believe we've gone all this time without one?), we will have a solid foundation for preparing other policies. --Whiteknight (talk) (projects) 14:41, 4 August 2006 (UTC)

Writing lessons
Hello,

thanks for the nice feedback on my "Bite-sized language lessons" proposal. I'm presently working on writing lessons that follow the same principle of step-by-step learning rather than trying to cramp everything into the student's head at once. You can see sample lessons for the Modern Greek script. I believe this approach would also work out well for Thai and take away a major stumbling block for people interested in learning Thai but afraid of learning a new alphabet. If you'd like to try it, make a page similar to Modern Greek/Writing lessons plan listing as many suitable words and names as you can think of and their transliteration and inform me. I'll gladly help you by finding a good order to introduce letters and starting to write the lessons. Deal?

Junesun 16:04, 16 August 2006 (UTC)

Your account will be renamed
Hello,

The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

Unfortunately, your account clashes with another account also called Singkong2005. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Singkong2005~enwikibooks that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name.

Your account will still work as before, and you will be credited for all your edits made so far, but you will have to use the new account name when you log in.

Sorry for the inconvenience.

Yours, Keegan Peterzell Community Liaison, Wikimedia Foundation 23:42, 17 March 2015 (UTC)

title: User talk:Chriswaterguy


text:
Cookbook:Hawberry

Hawberries are berries known to grow on Manitoulin Island thanks to its distinctive alkaline soil. During the pioneer days, white settlers ate these berries during the winter as the only remaining food supply. People who saw these settlers collecting the berries started to call them "haweaters". People born on the island are now called "haweaters".

A hawberry is small and oblong, similar in size and shape to a small olive or grape. It is red in colour when ripe and grows on bushes. Varying from a shrub to a small tree, hawberries develop in groups of 2-3 along smaller branches. Berries delicate in taste and are pulpy with multiple seeds.

The hawberry is edible, but is commonly made into jellies, jams, and syrups rather than eaten whole. Some people say pick them when they are bright red in color, and others say to wait until they are black and are about to fall apart.

title: Cookbook:Hawberry