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Wizard Walk-through

Selecting the wizard takes you through a challenging path of spells and traps. To succeed as the wizard, you must seek out new spells and perfect spell combinations the construct effective traps. In this section, you'll find the complete walkthrough for the wizard's eleven chapter quest.

Chapter 1 - Horvath the Wizard
Quest: Find Horvath the Arch-Mage
Your journey begins on a beach, where the captain instructs you to go and find his friend Horvath. As you head east, you will encounter signposts, which you can read by either bumping into them or left-clicking on them. Their instructions are clear, although you may take a moment to locate the breakable wall to the north of the sign that refers to such walls.

When you pick up the missiles of magic book, your book of knowledge will reflect this discovery by opening. The glyph, which represents this spell, will transfer itself into one of your quick spell slots. Now, by hitting the A key, you will fire a magic missile. Note the two important words in the description of the spell: nearby and homing. This spell will be useful when you soon face urchins, who have a ranged attack.

You will fight two urchins as you proceed. Keep your left hand ready at the A key, so you can kill them with magic missiles. Don't stop to fire, but fire on the run. After you kill them, you will arrive at Horvath's house. Before you approach his door, circle around to the north of his house and get gold from a tree stump. Stumps open when you bump them or left-click on them.

In front of his house, urchins, depicted through a cutscene, surround you. Horvath will save you by slaughtering them, despite the fact that they seem to be satisfied by merely surrounding you. Talk to Horvath and follow him into his house. Once inside, explore all his rooms, and (rudely) break his barrels for goodies. Horvath awaits you on the far end of his house in his garden.

Next: Horvath the wizard (cont.)


 

 
 
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