YEAR: 2010
GENRE: Point & Click Adventure
WHERE TO GET IT: AGD Interactive
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PART 2
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GROWTH GEM
Walk right once, and use BRIDLE on the winged horse,
then mount him. Watch a cutscene with the Cloud Spirit. He
decides to test you in mind and spirit, to see if you are worthy of the
Growth Gem.
In your mind, he sends you back to the past, when you’re playing
with your best friend. When the King asks you who threw the ball
that landed on his head, talk to the King, and select ‘The Sacrificial
Lamb’ option (thus taking the blame yourself for the mishap).
The second test takes you to the future. The 3-headed dragon
has taken your daughter, Rosella, as a sacrifice. A cloaked figure
appears, and demands your crown. In return, he’ll lift the curse
that plagues your land and your family. Talk to him, and
choose ‘Severing The Lifeline’ option (thus saving
Daventry from falling victim to the cloaked figure’s tyrannical rule).
The third test takes you even further into the future, and you are
an old man now. Connor is due to be knighted, but the fact that he
is not of royal blood bothers some of the other knights. Choose ‘Knight Time’,
to knight him anyway.
You have passed all 3 tests. Take the GROWTH GEM from
the Cloud Spirit’s mouth, then quickly mount the winged horse (if you
hang around for too long, you’ll fall through the clouds to your death).
The winged horse takes you back to the Town sign, with the GROWTH GEM in
your possession. Two down, one to go!
KOLYMA
It is dark, when you land. The Winged Horse has given you a
magic SUGARCUBE that will protect you from poisonous growth.
You still need to find that 3rd stone, so let’s get cracking.
Go right once, and look at the church. That’s odd… why is the
church bell ringing at this time of night? Enter the church.
Have a look around if you want - creepy, isn’t it? Pick up BIBLE from the
pew, and read the first page. Now pick up the BIBLE PAGE that
fell from the bible to read it - remember those words. Try and talk
to the monk, but he ignores you. Kneel down next to the monk, and
pray with him. Talk to the monk again, and this time, he talks to
you. He gives you a SILVER CROSS to protect you.
Talk to the monk again, and keep talking until he returns to his
prayers. Now leave the church.
SAVE YOUR GAME HERE. Walk left, and watch the cutscene.
Now THAT was creepy!
When cutscene is over, go left 3 times, and down twice.
Enter Grandma’s cottage. Grandma tells you that her
grandaughter (Possum) is missing. Walk right twice, and you hear a
child sobbing.
Head down once to find Possum. Talk to her, and she tells you a
dwarf attacked her and stole the food she had bought for Grandma.
You decide to get the food back for her.
Walk up twice, and SAVE YOUR GAME HERE. Knock on the
treehouse door, and then hide behind the tree (make sure you are far
enough behind the tree). The dwarf opens the door, and then wanders
off. This is your chance. Quickly enter his house and climb down
the ladder.
Go right, and see a cosy living room. Grab CHICKEN SOUP from
the fire. Also, look at trunk on the right, open it, and take GOLD
COINS. Now leave the treehouse.
Now let’s get this CHICKEN SOUP to Grandma. Walk
left twice, and down once, and enter Grandma’s house. Try to
give CHICKEN SOUP to Grandma, but it has gone cold.
Heat the CHICKEN SOUP up over the fire, then give CHICKEN
SOUP to Grandma. Wait until she’s finished eating it.
Talk to her, and she tells you to look under the bed. Do
so, and you find a BLACK CLOAK and a RUBY RING.
Talk to her again, and keep talking, until you learn the sad fate of
her husband. This takes a lot out of her, and she falls asleep.
Leave the cottage.
Watch a cutscene with Hagatha. Now click BLACK CLOAK on
yourself to wear it, and click RUBY RING on yourself to
wear it. Go left once, and up 4 times, and right once, so you are at
the swamp. SAVE YOUR GAME HERE. Don’t try to
navigate through it yourself, or you’ll get hopelessly lost. Now
remember that BIBLE PAGE? Click it on yourself to read
it again. Seems to be a lot of nonsense, right? Well look at
it again, and pay attention to the first letter of each word. It’s
compass directions. Take note of these directions (it changes with
every game, so I can’t help you here). Follow the directions, making
sure to avoid the poisonous waters.
If you have followed directions correctly, you will see a castle in
the distance. Head up once screen to The Ferryman’s boat.
Talk to The Ferryman, and keep talking, until he has nothing more to
say. Give him GOLD COINS, and he takes you across the toxic
lake.
CASTLE
SAVE YOUR GAME HERE. You see a long path leading up to
the castle. However, the thorns and brambles on either side of the
path are poisonous, making it very tricky to navigate the path.
Eat your SUGARCUBE (it protects you from poisonous
growth), then walk up the path to the castle.
Two ghosts greet you at the castle entrance. Walk towards
the ghosts - since you’re wearing the BLACK CLOAK, they
mistake you for someone else, and float away without bothering you.
Try to open the doors, but there are no handles. Insert
your SILVER CROSS into slot on the door to unlock the
door. Now push the door open and enter the castle.
SAVE YOUR GAME HERE. Walk up stairway on the left, and take
the SPADE that is lying here. Use CANDLE on
the torch to light it. Go right, back to the Main Hall.
Walk up stairway on the right to find yourself in a dining room.
Walk right again, and climb down the stairs (aren’t you glad you
have a lit CANDLE!). Walk through doorway on the left to see
a coffin. Yikes!
Click BLACK CLOAK on yourself to remove it. Now
open the coffin to find… nothing! It’s empty! Look inside the
coffin again. The Count arrives. He pins you against the wall.
Quickly use your RUBY RING on him. As he
talks, he reveals that Grandma is his wife. Then he changes into a
bat, and flies away (presumably to be with Grandma). He may be a
cold-blooded vampire, but his love for his wife is clear for anyone to
see!
When The Count has gone, look inside the coffin, move pillow and
take DEATH GEM. This is the final gem! However, The
Count has taken your SILVER CROSS, so you cannot leave the
castle.
Make your way back to the Main Hall, and then head back up
stairway on the left. Climb up more stairs, to top of the tower.
Use hand cursor on the window to climb out. You are now on a
ledge outside the castle. Carefully climb down until you trigger a
cutscene.
Watch the cutscene - very interesting. The Count offers you a deal
- If you can find a certain TIARRA for him, he will let
you keep the DEATH GEM. Talk to the Count &
Countess, and keep talking to them until they have nothing more to say.
Now take HAM from the table, and return to the Main
Hall.
So you have to find the TIARRA before sunrise.
Walk through door at back of the Hall to enter the library.
There is a young woman here, surrounded by books. Talk to the
young woman… wait a minute… this is… POSSUM! She’s transformed into
a beautiful young woman called Anastasia. She gives you a BLACK
BOOK. Click BOOK on yourself to find a SILVER
KEY. Look at the BLACK BOOK again to see a strange
poem. Exit close-up, and SAVE YOUR GAME HERE. Look at bookshelf at
back of the room, and use hand cursor on the books. Now you have to
use poem from the BLACK BOOK to solve the riddle and click
on books in the right order. So click on the following books:
Cinderella (3rd shelf, first section, 2nd book)
The Three Little Pigs (bottom shelf, 3rd section, 6th book)
Little Bo Peep (2nd shelf, 3rd section, last book)
Rumplestiltskin (3rd shelf, 4th section, last book)
Romeo & Juliet (top shelf, second ‘section’, second book)
If you have done this correctly, a new book will appear on the
3rd shelf - Treasure Island. Take this BOOK, and in your
inventory, use SILVER KEY with TREASURE ISLAND BOOK to
open it. Use TREASURE ISLAND BOOK on yourself to see a
map and a cryptic clue. It also tells you that the TIARRA has
been buried near one of the graves. Try to leave the library, and
Anastasia will ask you to place her BRACELET on her mother’s
grave. Now leave the library.
Leave the castle through the front door, and SAVE YOUR GAME HERE.
Walk left to the graveyard. Show Anastasia’s BRACELET to
the ghosts, and they won’t hurt you. Look at gravestones the ghosts
are guarding, and place BRACELET on the left grave.
The ghosts vanish - pick up GOLD RING they
left behind. Now look at all the graves. At the back-left, is
a grave for Count Christopher Eveer. Use your SPADE to dig
up his grave. When your SPADE hits something hard,
search hole you’ve made at the gravestone and open tin box inside the
coffin. You find a parchment - a last will & testament for Larmon
Odnarb. The date on the parchment is 1200. Oh dear, this body
is buried in the wrong grave. Remember the poem from the BLACK
BOOK mentioned ‘a first, a second, and a double of nothing’.
This could be what it’s referring to.
Walk down to the castle, and then down again to The Ferryman.
Click on Ferryman, and he will take you back across the river.
After you have crossed the river, go down twice, to find yourself
back in Kolyma.
KOLYMA
Walk down 4 times, and right once, so you are back at
Grandma’s house. SAVE YOUR GAME HERE. Enter
Grandma’s house. If the Big Bad Wolf is in the bed, leave quickly,
then enter again. When the wolf is not there, move pillow on the
bed, and get bottle of WOLFBANE. Now leave the house.
Go up twice, and right 4 times, so you are at the church. SAVE
YOUR GAME HERE, and enter the church. Oh dear! That occult
symbol on the floor can’t be good! There is a pink BOOK on
altar on the right - click on it to read it. When you have finished
reading the journal, walk down one screen, so you are in another
graveyard.
Look at all the gravestones. The one you want is for Larmon
Odnarb. When you find it, use your SPADE to dig it
up. Now search the hole you’ve made, and open the tin box.
Success! This is what The Count had been wanting! Take
the TIARRA. Walk down into the church, and then leave
church by the front door.
Walk left one screen. A wolf will run towards you, ready to
attack. QUICKLY rub BOTTLE OF WOLFBANE over
yourself, and the wolf will run away. Phew!
Now make your way back to the swamp: left 4 times, up twice,
and then right once. SAVE YOUR GAME HERE. Now make your
way through the swamp, following directions from the BIBLE PAGE. Click
it on yourself if you need to see it again. Walk up towards the
castle. But… The Ferryman isn’t here. And now, the monk and
his wolf pack have you surrounded! Quickly take a REED from
that bush on the right. In your inventory, combine SILVER
NEEDLE with the REED, then use the makeshift PEASHOOTER in
the toxic waters behind you. Use the poisonous PEASHOOTER on
the monk to kill him, and disband the pack of wolves.
CASTLE
The Ferryman re-appears, and takes you across the lake. You automatically
enter the castle again. The Count & Countess is waiting for you,
and they give you the DEATH GEM to keep. You have all
3 GEMS now!
Leave the Count, and leave the castle. Walk down to the
Ferryman, and click on him to cross the lake. Watch a cutscene with
Hagatha.
After you have crossed the lake, you notice it is getting lighter
again. Day must be dawning. Walk down twice to return to
Kolyma.
KOLYMA
Now you have all 3 GEMS. Before you go to the Door Of
Destiny, let‘s take a detour to the library. Walk down twice, and
right 4 times, till you reach the Town Sign. Now walk up twice, to
the town gates.
TOWN GATES
Walk up through the gates, and enter the library. Talk to the
librarian, and ask her for another book. Read ‘The Annual Book Of
General Knowledge’. It has some interesting information,
referencing other KQ games. When you’re ready, leave the library.
Walk down to leave the town, then walk down twice more so you
are at the Town Sign.
KOLYMA
Head down twice, then right once, so you are at the bridge. SAVE YOUR
GAME HERE. Cross the bridge, and… OH NO! You’re trapped!
The nasty dwarf appears, demanding the 3 GEMS you worked
so hard to get! In your inventory, put GEMS into the CLOTH,
and then throw them to the far side of the bridge. Now the dwarf
will NEVER get them!
While the dwarf is contemplating this dilemma, talk to him, and
he throws you his KNIFE. Use KNIFE to
cut the support rope next to you, then use hand icon on the fallen bridge
to climb up. The dwarf goes off to sulk, and you walk up to Door Of
Destiny.
At the door, SAVE YOUR GAME HERE. Click BAG
OF GEMS on yourself to separate them again, and then use
each GEM in the correct slot - BLUE GEM in
top left slot, GREEN GEM in top right slot, RED GEM in bottom
slot. Watch a short cutscene as the door opens, and select ‘Tower
Realm’ from the list.
THE TOWER
You find yourself in a VERY strange world, with a purple sea.
Notice the fish swimming around here. Use NET to
catch the FISH (it might take a few attempts). Once
you’ve caught the FISH, take pity, and use the hand icon to
throw the FISH back. The FISH is
grateful you didn’t kill it, and agrees to across the sea. Click on
the fish to climb on to it’s
back.
On the small island, walk right twice. If you look carefully,
you’ll see a patch of sand near the water that’s slightly darker.
Walk on to it, and some words will appear. Look at the words,
and then touch the sand. You’re transported to another island.
More words appear on this island. Climb the blue palm tree, get
a COCONUT, and climb back down again. Take QUARTZ
ROCK from the sand. Notice the patch of dark sand over on
the left. Walk on to it, and then look at the clue that is revealed.
In your inventory, use SWORD to cut the COCONUT in
half. Now use COCONUT-HALF in the purple water, and
then use COCONUT-HALF on symbols in the
sand. You’ve created another portal. This one will let you
escape from the island, but DON’T enter yet - you need to save your true
love first. After all, that’s why you came here in the first place.
Go back through portal on the right. Now go left, and look at
the tower. Walk up, towards the tower. Two stone lions guard
the entrance to the tower. Look at the disc-shaped indent in the
door, and place your ODD CIRCULAR DEVICE in the indent.
Place QUARTZ ROCK into centre of the door. The
stone lions will come to life, so talk to both of them. Hmmm, very
cryptic! Look at indent in the door again (not the door itself), and
press Cloud, Sun, Water Drop, Mountain. The door will open, and you
enter the tower. SAVE YOUR GAME HERE.
Climb up the stairs twice, until you reach the lion. Use GREEN EMERALD on
the lion, and watch as he transforms back into a human. Pick up
the CAT FUR that was left behind.
Now move the wooden beam that lies across the door, open the
door, and enter the room. The maiden is lying here, asleep on the
bed. Use GREEN EMERALD on her, but it has no effect.
Move the mirror closer to her, and tilt it so the light shines on
her. Use GREEN EMERALD on her again, and watch the
cutscene. Now use the hand cursor on her to kiss her. Watch
another cutscene as Hagatha appears.
Hagatha gloats over you, and starts laughing, thinking she’s one.
In your inventory, quickly put the CAT FUR into
the YOUTH POTION, and then give the YOUTH POTION to
Hagatha. She greedily gulps it down. Watch, as she transforms
into a young maiden… then a hairy young maiden. Tilt the mirror so
that it blinds her… she steps back and falls out the window. Goodbye
Hagatha! Talk to Valanice, and she agrees to marry you.
Watch the cutscene, and you magically end up in Hagatha’s cave.
Look at the GLASS DOME on table on the right, and
take GLASS DOME. Wow! The quartz tower that
Valanice was trapped in, is in the GLASS DOME.
Leave the cave, and watch the final cutscene.
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