GENRE: Point & Click Adventure
WHERE TO GET IT: AGD Interactive
You begin your adventures inside Manannan’s house. For the first part of the game, Manannan will give you random menial tasks to complete, and if you don’t complete them in time, he will punish you. But he does leave his house every so often, giving you a chance to plan your escape. As always, SAVE OFTEN!
The tasks are:
CLEAN THE KITCHEN: The kitchen is on the Ground Floor, behind
the Dining Room. Go there, and pick up broom from left of the fire
place. You automatically start sweeping the floor.
EMPTY CHAMBER POT: The chamber pot is in Manannan’s
bedroom. Go up to the First Floor, and enter room at top of the
stairs. The pot is next to the bed. Pick it up, and empty it
out the window. Leave the room when you’re done.
FEED THE CHICKENS: Go outside. There is a barrel of
chicken feed next to the house. Grab a handful of chicken feed to
feed the chickens.
DUST THE STUDY: The study is on the Ground Floor. Just
as you enter the house, there’s a room right in front of you. Enter
it. Pick up duster from on top of cabinet on the left, and you
automatically start dusting the room. Leave the room when you’re
done.
MANANNAN’S HOUSE
Okay, let’s begin. Manannan will appear in a few seconds, and
give you a task to complete - do it.
When you are in the hall, look at painting in the stairway.
Manannan may come to check up on you after a few minutes, but just ignore
him.
After you’ve completed your task, go to the kitchen on the
Ground Floor (if you’re not already there). Go to table on the
right, and pick up MUTTON, BREAD, and FRUIT.
Go to shelves on the left wall and pick up the CLAY BOWL.
Go to left of the fireplace (there‘s a rack hanging on the wall),
and take the KNIFE, and take the SPOON. Walk
down to the
dining room. Go over to the table, and take CUP.
If you have time, climb up to First Floor, and look behind the
tapestry for a note about King’s Quest IV.
Shortly after 3 minutes has passed (see the clock timer at top
of screen), Manannan tells you he’s going on a journey. He’ll be
gone for about 9 minutes (returning at 12.30 on the clock timer).
When he is gone, this gives us a chance to explore the house, and begin
planning our strategy to escape.
Keep an eye on that clock timer!
You must have noticed the cat wandering around. Well, now
that Manannan is gone, look for the cat again - it could be anywhere in
the house. When you find him, walk up to him, and grab the CAT.
He’ll probably scratch you and wriggle away a few times, but keep
trying, until you have a good grip on the cat. Then pluck
some FUR from him. Hehe, stupid cat!
Go to First Floor (if you’re not already there). Go into
Manannan’s bedroom. Open cupboard on the right - look for the BLACK
CLOAK in the cupboard, and search it to find BRASS KEY.
Search the black space between the two hats to find a MAGIC
MAP. Exit close-up, and close the cupboard again. Go
over to drawers on the right, and click on drawers to open them.
Pick up ROSE ESSENCE, then exit the close-up and close the
drawer. Go over to drawers on the left, and open the drawers.
Take MIRROR from drawer, then exit the close-up and
close the drawer. Now leave the bedroom.
Walk upstairs to the tower. Watch Manannan’s cat kill the fly.
Pick up DEAD FLY. Use the telescope. Now leave
the tower.
Make your way down to the Ground Floor, and enter the study.
Now walk over to bookshelf on the right, and look at the books.
Search through all the books (love those book titles!).
Now you don’t have time to dawdle, but you should have enough
time to explore some of the village of Llewdor, so leave the study and
leave the house.
Outside, grab a handful of CHICKEN FEED, and use it to feed
the chickens. Quickly, enter the chicken coop, and grab a
chicken. It will probably evade your grasp a few times, but keep
trying. When you have good hold of a chicken, pluck a CHICKEN
FEATHER. Now release the chicken, and leave the chicken coop.
SAVE YOUR GAME HERE. Carefully walk down the long &
winding path, being careful not to fall. When you see the eagle,
give MUTTON CHOP to eagle. It will fly down, grab
the MUTTON CHOP, then fly away. Take EAGLE
FEATHER that is left behind. Continue down the path.
LlEWDOR TOWN
At bottom of path, walk right twice, then down once to the
Library.
Look at library, then look at note next to the door of library.
So the library is closed indefinitely? We’ll see about that!
Look at boxes at side of library, and climb up boxes to the window.
The window is not open wide enough for you to get through - simply
use your SPOON to flip the latch, and open the window
wider. Now open the window, and climb through,
Inside the library, look at BLUE BOOK on the floor.
Pick up BLUE BOOK, and click it on yourself to start
reading it. It’s a JOURNAL of Manannan’s last slave,
and it makes for interesting, but sad reading. Pay particular
attention to Page 12, where he talks about the bookshelf in the study, and
the trapdoor. This could help a lot with your escape. Note
down the 10 (2 rows of 5) symbols that are on the page. It changes
with every game, so it’s important to note them down now. Climb
ladder and leave the library.
Walk left twice, and up once to the Mountain Path. SAVE
YOUR GAME HERE. Climb up the mountain, and return to Manannan’s
house.
MANANNAN’S HOUSE
Enter house, and enter the study. Walk over to cabinet in the
bottom-left corner. You have the KEY from Manannan’s
bedroom, so use KEY to unlock cabinet. Wow, there’s a magic WAND in
here - take the WAND. Now walk over to bookshelf on the
right. Search through the books again, and this time, you notice
something unusual. In the close-up, click on the book spines to
reveal some levers. According to the journal, you need to pull
Levers in the correct order. Look at symbols above the levers -
they‘re the same as the symbols in the journeal. Pull levers in the
correct order (according to Page 12 on the journal), and a trapdoor is
revealed. SAVE YOUR GAME HERE, and walk down the steps
into the secret laboratory. If the cat is here, it will trip you up
and make you fall down the stairs, so go back up the steps, then come back
down.
Continue down steps to the bottom, making sure you don’t fall.
Walk over to the shelves next to the stairs. The shelves are
filled with jars of stuff. Search through the shelves, and pick
up EMPTY FLASK, TOAD SPITTLE, TOADSTOOL
POWDER, SAFFRON, NIGHTSHADE JUICE, and GROUND
FISH SCALES. SAVE YOUR GAME HERE.
Now click on the Spell Book on table at the bottom to get a
close-up. You’re ready to prepare your first spell - ‘Flying Like
An Eagle Or A Fly‘.
Flying Like An Eagle Or A Fly
Turn to relevant page in the Spell Book - the second page
In your inventory, add SAFFRON to ROSE ESSENCE
Exit your inventory
Recite the spell from Spell Book
In your inventory, wave WAND over ROSE ESSENCE
You now have MAGIC ROSE ESSENCE. Congratulations.
Now time is running short. Remember, green timer means you’re
safe, yellow timer means Manannan is on his way back so you have less
than 2 minutes left, red timer means he’s in the house and looking for
you. So SAVE YOUR GAME HERE, and leave this lab, and
head back up to the study. Again, watch out for the cat.
Back in the study, you have to cover your tracks, so Manannan won’t
know what you’re up to. Close the trap door. Return WAND to
cabinet on the left, and close the cabinet door. Leave the study,
and go to the Entrance Hall.
Climb up stairs to the First Floor, and walk right, into your
bedroom. Pretty shabby, isn’t it? Specially compared to
Manannan’s luxury room. Anyway, you must hide everything that’s
magic-related, or Manannan will kill you. Click on your bed,
and HIDE all the blue-outlined stuff under your bed.
Leave your bedroom.
When Manannan returns in a puff of smoke, he will demand a
meal, before disappearing again. Make your way to the dining hall -
he’s there, waiting to get fed. You better do something about it
soon. Give BREAD to Manannan, and he’ll scoff it down
quickly. Talk to him, and ask about residents of Llewdor. He
doesn’t speak very highly of them. Leave the dining room, and walk
around for a while.
Hang around the house until Manannan tells you he’s going to bed.
You can use this time to work on your escape plan again. Go to
your bedroom, click on your bed, and Retrieve All your items. Now
leave the house, and SAVE YOUR GAME HERE. Carefully
walk down the mountain path, all the way to the bottom.
LLEWDOR TOWN
At bottom of mountain path, keep an eye out for the Bandits, and avoid
them if you can. If they catch you, simply reload your game.
Now walk down twice, to The 3 Bears House. The bears should be
leaving their house.
Enter house, and look at 3 bowls of porridge on the
table. Take the smallest (middle) bowl of PORRIDGE.
Head upstairs to the bedroom, and look at dresser in top-right
corner. Open drawer, and get the THIMBLE. Now
leave the 3 Bears House.
Look at the flowerbed, and use THIMBLE on
flowerbed to get DEW. Also, use hand icon on garden to
grab some FERTILE SOIL.
Walk right one screen. There’s a nice tree here, on the cliff
top. Notice the white speckles in the tree? That’s mistletoe
- this is a mistletoe tree. So go over to it, and get the MISTLETOE.
Walk up once, to the town. There is a seagull here, sitting on
the net at lower-right corner. Walk over to it, to scare it away,
then take the FISH that is left behind. Enter tavern,
and talk to the barmaid twice. Now leave the tavern.
Walk right onto the pier. Remember that Fly spell you
prepared earlier? Now, we can have some fun with it, but you have to
be quick, so SAVE YOUR GAME HERE. In your inventory,
use hand icon on the FLY, so you are left with FLY WINGS.
Now combine FLY WINGS with the jar of pink MAGIC
ESSENCE. Wow, you really have turned into a fly!
Now fly left to the Tavern, and fly in the open window on right of
the Tavern. There should be 2 bandits here, sitting at the table
(if they’re not here, fly back out to the pier, then return). Fly
over to them, and overhear their conversation about the hideout.
Fly out of the tavern.
Back outside, SAVE YOUR GAME HERE. Fly left 2
screens, so you are at the Oak Tree. You’re hard to spot since
you’re a fly, so be careful. Fly in through hole in the base of the
tree, so you can see the rope. You automatically leave the tree,
before the spell wears off.
When you become human again, search hole at base of tree, and pull
the trigger to release the rope ladder. SAVE YOUR GAME HERE.
Climb up the ladder, but don’t enter the hut yet. When
you’re standing on the porch, look into the hut. If someone is
moving around, simply Restore your game, and try again. If someone
is asleep in the chair, it’s safe to enter the treehouse.
Inside the treehouse, creep around the right edge of the treehouse,
and then take the COIN PURSE from table on the left. If you’ve been
whacked by the bandits, all your stuff will be here in the treehouse.
Go to bin at top-right and search the bin, then retrieve all your
items. Now leave the treehouse and go back down the ladder.
Now you have money, thanks to those nasty bandits. Walk right
twice, and enter the General Store.
Give COIN PURSE to the shop owner, and buy SALT,
buy POUCH, buy LARD, and buy FISH OIL.
Click on ‘Done’ to exit the BUY option.
Pet the dog, to get some DOG HAIR. Now leave the
shop.
Walk up 3 times, until you see the spider web. Imagine the spider
that spun a web this big (shudder!). In your inventory, combine EAGLE FEATHER with MAGIC
ESSENCE. Wow, you’ve turned into an eagle!
Fly into the web, and watch as Eagle-Gwydion deals with the spider.
After the cutscene, you turn back into human form. Now that
the spider’s gone, simply walk up into the cave.
Take MANDRAKE ROOT from the ground - it’s easy to miss,
but it’s there. The Oracle appears, so talk to her. Time does
not pass when you’re with the Oracle, so don’t worry about that.
Watch a cutscene, as the Oracle slowly reveals the truth about
your past. In the flashback, look around the room. Make sure
you look at the blue cot twice, to see Manannan abducting you as a baby.
Continue talking to the Oracle, and ask about everything you can.
When cutscene is over, leave the cave.
Walk right, to the ocean. Use your glass FLASK on
the ocean to get FLASK WITH OCEAN WATER. Walk left 4 times,
to the desert. Use hand icon on the ground, to get a handful
of SAND. Walk up to the door, and look at it.
You can’t do anything with it yet, but it ‘marks’ this area on your
map, so you can transport here later on. Now walk down 3 times, and
pick up SNAKE SKIN.
Your timer is probably yellow now, so you should get back
to Manannan’s house quickly. Remember the MAGIC MAP you
found earlier? Click that on yourself, and you’ll see a partly-drawn
map. Only the areas you have already visited will be accessible to
you. Click on the mountain top, and you’ll transport to half-way up
the mountain path. SAVE YOUR GAME HERE, and climb the
rest of the way up to Manannan’s house.
MANANNAN’S HOUSE
Enter house, and climb upstairs to the First Floor. You can
see Manannan sleeping in his bed. Go right, into your bedroom.
Click on your bed, and Hide everything that’s outlined in blue
(items connected with magic). Now leave your bedroom.
Manannan will wake up soon, and tell you he’s hungry. He
demands food, then disappears again.
Walk down to the dining room - he’s there, waiting for you. Give
him the FRUIT, and he scoffs it down quickly. Talk to
him to ask how long you’ve been here. The answer doesn’t give you
much confidence!
Now leave Manannan, and walk around the house until he tells
you he’s going on another journey. Now you can finalise your Escape
Plans.
Go to your bedroom, click on your bed, and Retrieve All your
items. Leave the bedroom, and go to Study on the Ground Floor.
SAVE YOUR GAME HERE. Use KEY on
cabinet on the left, and take MAGIC WAND.
Now walk over to bookshelf on the right. Look at that set of
blue books on the bottom shelf, and click the hand icon on them to
open the secret trapdoor. SAVE YOUR GAME HERE.
Walk down stairs, all the way to the bottom. You are back in
the secret lab.
Walk over to table at the bottom - the one with the spell book on.
Now click on the Spell Book on table at the bottom to get a
close-up. You’re ready to prepare another spell. Okay, let’s
begin.
Enhancing Musical Talent
Turn to relevant page in the Spell Book - Page 5
In your inventory, combine SAND with the FLASK
OF OCEAN WATER
Add FERTILE SOIL to the FLASK OF OCEAN WATER
Shake flask (hand icon), to mix the contents
Wave MAGIC WAND over the FLASK
Recite Spell
Now leave the lab, and make your way outside the house. Walk
down one screen, and use MAGIC MAP on yourself.
LLEWDOR TOWN
Select the Town\Pier as your destination. Enter the Tavern, and
try to take LUTE from wall on the right. Talk to the
barmaid to learn of the LUTE’s origins (could she be talking
about a previous slave to Manannan?). Keep talking to the barmaid
until she says you can take the LUTE if you give a
performance. Drink the MUSICAL TALENT POTION, then
take LUTE from the wall, and give an amazing
musical performance to the barmaid. She let’s you take the LUTE.
Leave the tavern.
Use MAGIC MAP on yourself, and select Oak Tree as your
destination. Search through ACORNS at base of the
tree, until you find DRIED ACORNS.
Walk up on screen, to the Bard. Talk to him a few times, until he
says his poems would be better sung, but he has no instrument. Give
him your LUTE, and he’ll start singing… terribly! Then
he leaves. Take the water PITCHER that he left
behind. In your inventory, look at PITCHER, and see the
world ‘Vandtolvmere’. It’s a magic word.
Walk up one screen, and look at big rock on the left - the one under
the tree. It has a big hole in it. Use PITCHER on
hole in the rock, to say the magic word. The PITCHER breaks,
but a glass bottle appears in the hole - quickly take the glass bottle,
and it changes into a PARCHMENT. In your inventory, look
at the PARCHMENT to realise it’s a page from Manannan’s
Spell Book. And a comment from his last slave on the back of it.
Click MAGIC MAP on yourself, and select Manannan’s
House. Now continue walking up the path to the house.
MANANNAN’S HOUSE
Enter house, and then walk into the study. SAVE YOUR GAME
HERE.
Walk down into the laboratory, and click on the magic book twice.
Now you’re ready to prepare the spell that will deal with
Manannan once and for all. Are you ready?
Turning Another Into A Cat
Turn to relevant page in the Spell Book - Page 8
Notice that the last past (the page with the incantation) is
gone. Luckily, you just happen to have that page, thanks to the
Bard. Replace the missing page with PARCHMENT PAGE. Now
click on ‘Exit’, so you are looking at the Work Bench.
Place MANDRAKE ROOT in the mortar, then use pestle to
grind it up. Take MANDRAKE ROOT POWDER from
the mortar in your inventory, combine MANDRAKE ROOT POWDER with
blue clay BOWL
Combine FISH OIL with the BOWL
Combine CAT HAIR with the bowl
Use SPOON to stir MIXTURE in the bowl
Place BOWL\DOUGH onto the table.
Use hand icon on dough to shape it
Click on Spell Book again, and Recite Spell
Click on Exit, so you are looking at Work Bench
Wave WAND over the COOKIE
You now have a very… ‘delicious’ looking COOKIE.
In your inventory, combine COOKIE with PORRIDGE.
Exit the inventory, and leave the secret lab.
At top of stairs, click on trapdoor to close it. Return WAND to
the cabinet. Close door of cabinet, then leave the room.
Your timer may be yellow now, which means Manannan is on his way back.
Climb up to the First Floor, then go right to your bedroom. Click
on your bed, and Hide all the items with a blue outline. Now leave
the bedroom, and wait for Manannan to return.
When he appears, he’ll demand more food, then disappear again.
Go down to the dining room - he’s waiting there for you. Give him
the (tainted) PORRIDGE, and watch as he turns into a cat!
Yippee! You’re free! You can explore all you want now,
without fear of punishment or death!
Let’s collect all the stuff you had previously hidden. Leave
dining room, and head up to your bedroom. While you are on the
stairs, look at the painting on the wall - it’s changed, now that Manannan
is no longer a threat.
In your bedroom, click on your bed, and Retrieve All your items.
Leave your bedroom, and go down to the Study on the Ground
floor. Now that Manannan can’t hurt you, you can prepare spells
whenever you want. Look at his desk. Search the desk several
times, until you find the mysterious LETTER. Use
the LETTER on yourself to read it.
Now walk over to cabinet on the left, and use KEY to
unlock it. Take the WAND. Look at bookcase on
the right, and pull blue books on the bottom shelf to open the trapdoor.
SAVE YOUR GAME HERE.
Walk down into the laboratory. Ever wandered what Manannan’s
cat (and now, Manannan himself) are saying? Well, now’s your chance
to find out. Click on the Spell Book twice.
Understanding The Language Of Creatures
Turn to relevant page in the Spell Book - the first page
In your inventory, combine THIMBLE WITH DEW with
the BOWL
Add DOG HAIR to the BOWL
Add GLASS CONTAINER OF FISH SCALES to BOWL
Add SNAKE SKIN to BOWL
Add CHICKEN FEATHER to BOWL
Use hand icon on bowl, to mix contents
Recite Spell
Wave WAND over BOWL
Use hand icon on BOWL again, to separate dough
You can now understand animals
Leave the lab, and climb back upstairs to the study. Search the
house to find the cat, and talk to him several times, for some
funny comments. When you’re ready, leave the house (leaving the
trapdoor and cabinet open, heehee). Talk to the chickens for some
more funny comments. SAVE YOUR GAME HERE. Walk
down one screen, and use MAGIC MAP on yourself.
LLEWDOR TOWN
Select Desert on the left as your destination. You should be
outside a Temple. SAVE YOUR GAME HERE. Now open
the door and enter the Temple. Begin walking along the path, and
Medusa will appear. Keep walking towards her. She asks you
some questions to determine your character. Answer like so:
Q: How would you describe a sunset to a blind man?
A: Describe the rays, clouds, and colours precisely.
Q: A poor girl offers to sell you a rotten apple from her
basket?
A: Give her money to buy riper apples.
Q: A harem slave asks for help?
A: Help her to flee. No charge.
Q: An old man, reeks of the world’s stenches, asks for shelter?
A: Invite him in.
Q: After many years of correspondence, you propose to your penpal?
A: Remember how her words moved you.
By showing compassion in your answers, and not allowing her appearance to
repel you, you have broken her curse. Walk back up the path, and
try to take SMOOTH AMBER STONE in the top-right
corner. However, she won’t let you take it yet. Give her
the HAND MIRROR, so that she can see for herself
she really is transformed back to a human (and is no longer a Gorgon).
Now she lets you take the SMOOTH AMBER STONE.
Now leave the cave.
Walk down one screen, to the cactus with a red flower. The cactus
to the right of it (with yellow flowers) is a spineless cactus - pick up
a SPINELESS CACTUS.
Use MAGIC MAP on yourself, and select the Spider Web
Cave \ Oracle’s Cave as your destination. Use SPOON on
the riverbank, to get some MUD ON SPOON. Walk right, and
use CUP on the ocean to get CUP OF OCEAN WATER.
Now click MAGIC MAP on yourself, and select Manannan’s
house as your destination. Continue walking up the path,
until you reach the house.
MANANNAN’S HOUSE
Enter house, and walk into the study. Enter through the trapdoor,
and climb downstairs all the way to the bottom, so you’re in the secret
lab.
It’s time to prepare the rest of the spells. SAVE YOUR
GAME HERE. Click twice on the Spell Book.
Brewing A Storm
Turn to relevant page in the Spell Book - Page 6
It’s important to do this spell first, to free your muddy spoon for
later spells.
In your inventory, put CUP OF OCEAN WATER into BOWL
Exit inventory screen
Click ‘Exit’, so you are looking at the work bench
Click hand icon on charcoal brazier on the right
Place BOWL on charcoal brazier on the right
In your inventory, add MUD ON SPOON to the BOWL
Add TOADSTOOL POWDER to the BOWL
Use hand icon on BOWL to blow into it
Exit inventory screen
Click on Spell Book again, and Recite Spell
In your inventory, wave MAGIC WAND over BOWL
Pour BOWL into EMPTY JAR
You now have the Storm Brew spell. SAVE YOUR GAME HERE.
Now for the next spell. Click on Spell Book twice.
Teleportation At Random
Turn to relevant page in the Spell Book - Page 3
Exit Spell Book, so you are looking at the work bench.
Pour COARSE SALT GRAINS in mortar
Use pestle to grind the SALT
Add MISTLETOE to the mortar
Use pestle to grind MISTLETOE
Rub SMOOTH AMBER STONE in the mortar to coat with
mixture
In inventory, use hand icon on STONE to kiss it
Exit inventory screen, and click on Spell Book again
Recite Spell
In inventory screen, wave MAGIC WAND over the STONE
That’s another spell down. Now for the next one. SAVE
YOUR GAME HERE.
Click on Spell Book twice.
Causing A Deep Sleep
Turn to relevant page in the Spell Book - Page 4
Exit Spell Book, so you are looking at the work bench
Place ACORNS in mortar
Use pestle to grind ACORNS
Use hand icon on mortar to scoop out ACORN POWDER
In inventory, place ACORN POWDER into BOWL
Add NIGHTSHADE JUICE into BOWL
Use SPOON on BOWL to stir mixture
Exit inventory screen
Use hand icon on charcoal brazier on the right, to light it
Place BOWL on charcoal brazier
Pick up BOWL from charcoal brazier
Pour BOWL onto table
Click on Spell Book again, and Recite spell
Exit Spell Book, so you are looking at the work bench
Wave MAGIC WAND over powder on table
Use POUCH to scoop up SLEEPING POWDER
You’re getting pretty good at this magic stuff, aren’t you.
SAVE YOUR GAME HERE.
Now for the next spell. Click on Spell Book twice.
Becoming Invisible
Turn to relevant page in the Spell Book - Page 7
In your inventory, use KNIFE to cut CACTUS
Use CACTUS HALF with SPOON to
get CACTUS JUICE
Use SPOON with BOWL
Add JAR OF LARD to BOWL
Add TOAD SPITTLE to BOWL
Use SPOON with BOWL to stir mixture
Exit inventory screen
Recite spell
In your inventory, wave MAGIC WAND over BOWL
Pour BOWL into EMPTY JAR
Congratulations, you’ve completed all the spells. Now you can
finally leave this cursed town, and find a way to get to Daventry!
Leave the lab, and leave the house. Outside the house, SAVE
YOUR GAME HERE. Walk down once screen, and use MAGIC
MAP on yourself.
Select Pier \ Town as your destination.
LLEWDOR TOWN
Enter tavern, and look at the sailors here. It seems they’re
about to set sail. Talk to sailors - the Captain offers you passage
in his ship, as long as you have gold. Give him your COIN
PURSE. The Captain snatches it from you, and tells you he’ll be
waiting at the docks for you. Him and his friends leave the tavern
now.
Leave the tavern. Walk right twice, onto the pier. Talk to
sailor. Now watch cutscene, as you realise you're sailing
with a bunch of pirates!
PIRATE SHIP
You now find yourself in cargo hold of the ship. All your
possessions are gone (except for the magic dough in your ears that lets
you understand animals). Those lousy pirates robbed you blind!
Walk right - there may or may not be some mice here. There’s a
small crate at front of screen. Pick up small CRATE,
and walk back left again.
Place the small CRATE on the floor, next to the big
crate, and click on ladder to automatically climb up to the deck above,
which is where the Captain‘s Quarters are.
You can’t do anything here, without getting caught, so climb up
again, and keep climbing until you reach the Crow’s Nest.
The pirate will try to attack you, but miss.
Climb down twice, so you are outside the Captain’s Quarters, and
overhear a conversation with the Captain and one of his crew.
TREASURE ISLAND
A few hours later, the Captain drops you off on an island. He
gives you a TREASURE MAP and a SPADE, and
tells you to go and find his treasure.
Walk right into the jungle, and follow path to the bridge. You
see 3 weights hovering above the bridge, and then 2 of them disappear,
with one weight remaining. What could it mean?
SAVE YOUR GAME HERE.
Use MAP on yourself, to read the strange poem.
Three bottles magically appear on the pillar next to the bridge. Pick
up the BOTTLES. The weights will now appear over the bridge
one at a time. Drink the PURPLE POTION first, then
the tall GREY POTION, then the GREEN POTION.
Now the braces holding the bridge in place rise up. You’re standing
next to a lever - click on, and Pull the lever (so the braces on the left
snap back into place), then cross the bridge in safety. Now
continue to next screen.
SAVE YOUR GAME HERE. You’re at a swamp, with stones that
flash different colours. Click MAP on yourself, to
read a new poem. Each verse of the poem relates to a different
colour - Blue, Red, Yellow, Green, White, Brown. So you need to
jump on the stones according to the colour sequence. See diagram
below, and click on stones as indicated.
* 12 10
* *
* 11 9
*
* * 8
7 *
* 3 4
6
* 2 *
5 *
* 1 *
*
GWYDION
Now click on the shore, and continue up to next screen.
SAVE YOUR GAME HERE. You’ve reached an archway. Look at
the archway. For an interesting scene, just walk straight through
the archway.
Now restore your game. Use MAP on yourself to read
the next poem. Notice there are several stone tiles scattered on the
ground - pick up all the TILES. Use TILES with
the archway to get a close-up. You have to place the TILES in
the correct order to spell out the name of the gate - Seran’s gate.
So place the tiles as so: Spider, Elephant, Rabbit, Antelope, Newt.
If you’ve done it correctly, you will automatically exit the
close-up, so simply walk through the archway.
Watch a cutscene with Seran, then SAVE YOUR GAME HERE.
Several items are scattered on the ground, and you have to choose
them in order of importance. Click Food, Tools, then Book (Look at
the items for a better description). Now click on the Treasure
Chest, then pick up the GREEN ORB. Search through the
gold coins a few times, until you find the BLACK STATUE.
Now Exit the close-up, and watch cutscene as you take the treasure
back to the Pirate Captain.
PIRATE SHIP
You’re back on the Pirate Ship again. And First Mate gives the
task of getting the stove running.
Walk left, and climb up the ladder. Enter Galley on the left, and
click on the stove to put some logs in the furnace. Take BROOM,
which is lying next to the doorway, then make your way back to First Mate.
Talk to First Mate, and he tells you to scrub the upper deck.
Walk left, and climb up the ladder. Walk right to the next screen.
Use BROOM on the deck. When you’re ready,
return to First Mate.
Talk to First Mate again, and he tells you to dust the Captain’s Cabin.
Walk left, and enter the Captains’ Quarters. Get FEATHER
DUSTER from the bottom left corner, and you automatically dust the
shelves in Captain’s Cabin. Why does all this remind you of
Manannan?
When you’re ready, walk right again, to where the First Mate was.
You automatically go to bed. Watch an emotional cutscene with
King Graham & Queen Valanice, followed by a cutscene with the pirates.
Climb up the ladder, and notice that the Captain’s Quarters is
empty. Enter the Quarters, and take all your stuff (including the
spells you prepared) back from chest at the bottom left. Leave the
Quarters, and climb back down the ladder.
Walk right, to where the mice sometimes hang out, and SAVE
YOUR GAME HERE. Stand underneath the grating, and pour
your POUCH OF SLEEP POWDER on the ground here, knocking
out all the pirates.
Walk left again, and climb up the ladder twice, so you are on deck.
In your inventory, combine EAGLE FEATHER with MAGIC
ESSENCE, to turn into an eagle, and fly to shore.
SHORE OF DAVENTRY
You finally made it to Daventry. Your home, where you were
snatched as a baby.
Walk right 3 screens, until you see bottom of the mountain path.
MOUNTAINS
Walk on to mountain path, and follow the path back left. That big
rock is blocking your path, so simply climb up it, and head right again.
Keep following the path until you reach the cave, and SAVE
YOUR GAME HERE.
Don’t enter the cave. Instead, walk one more screen
right. You’re greeted by the Yeti - YIKES! Your goal now, is
to escape. Remember the AMBER STONE? Quickly rub
the MAGIC AMBER STONE, to teleport to a different area.
Repeat this, until the Yeti is on your left. Now run right (if
necessary), then run down the mountain path.
You’re at a group of 5 caves. SAVE YOUR GAME HERE.
Now these caves are very tricky to get through. So enter the
cave nearest you, and choose First passage. Enter cave again, and
choose Second passage.
Keep entering the cave in between each passage selection:
Second passage, First passage, First passage, Second passage, First
passage, First passage, Second passage, First passage. You
should be at bottom-right cave now. The Yeti will show up,
and taunt you.
Work through the caves again, choosing the following passages:
First passage, First passage, Second passage, Second passage, First
passage. You’re at the bottom-right cave again, and thanks to the
Yeti, the path is now clear. So simply walk right to next screen.
Follow path right two screens, and then down to the next screen.
You’ll fall here, but don’t worry, it’s just a little fall, and you
survive. You land in front of another cave, and fire is everywhere.
You’ve now reached the heart of Daventry. This is where your
sister is.
DAVENTRY
Enter cave, walk left, and climb stairs to the top. Phew, that
was quite a climb! You’re in Land Of The Clouds - Graham got here by
climbing the beanstalk many years ago. The dragon is in the next
screen, so you need to prepare yourself. SAVE YOUR GAME
HERE.
Walk left, and see the 3-headed dragon looming over your sister, who
is tied up. Use JAR OF INVISIBILITY OINTMENT on
yourself to become invisible. Now that the dragon can’t see you,
walk over to Rosella, and throw JAR OF STORM BREW at the
dragon. A fierce storm comes.
Lightning strikes the dragon, killing it, and thus eliminating the
threat from Daventry. Untie Rosella, and watch the cutscene as
Alexander proves his identity. Talk to her a few times, until you
have nothing more to say.
Walk right, back into the cave, and lead Rosella down the stairs.
At bottom of stairs, walk up to leave the cave. Watch a cutscene
with the adorable gnome.
Follow gnome right, and then walk up twice, until you see the walls
of fire. SAVE YOUR GAME HERE. Time it
right, to dash past the fire walls. Take each fire at a time, and as
soon as one stops, quickly run to the next rock. Repeat this until
you have passed both fire walls. Rosella will manage this on her
own, so you don’t have to worry about her.
Continue up to next screen. The ground here is unstable, so SAVE YOUR
GAME HERE. Walk carefully on right-edge of the path,
and continue left to next screen.
There’s a man in a black cloak here. Talk to him if you like, but
he is rather strange. Continue up, right, and right again.
Walk up into the castle, and watch the final, joyous cutscene, as Daventry
is restored to it’s former glory.
Welcome home,
Prince Alexander!
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