YEAR: 1988
GENRE: Text Adventure \ Interactive Fiction
WHERE TO GET IT: GOG
LAND OF TAMIR
After the intro, you begin your adventures on the beach of Tamir.
Walk up 1 screen, and the right twice, to the bridge. Notice
how there’s something glinting under the bridge? Walk to left side
of the bridge, and LOOK UNDER BRIDGE - you see a
small GOLDEN BALL, which you automatically take with you.
If you see the flute-playing Pan, ignore him for now. We can deal
with him later.
Walk right again. Oh, there’s a quaint little house here, built
into the tree. Walk up to the door, KNOCK DOOR, and
then OPEN DOOR, and enter. Hmm, there’s 7 place settings on
the table - this must be the 7 Dwarves cottage. It’s rather messy
though, so CLEAN HOUSE. When the dwarves come home - one
by one - they are grateful to you for tidying their house. But when
the leave, you must once again CLEAN HOUSE. Notice that
blue thing on the table? LOOK TABLE, GET POUCH,
and then LOOK POUCH, to see that it’s full of diamonds.
Oh my! The dwarves must have left this behind by mistake. Better
return it to them.
Leave house, and go down one screen. You’ll find the Dwarf mine
here. Walk up the path and enter the mine.
Inside the mine, try to talk to any of the dwarfs if you like, but
they’re too busy. Walk down the ramp, and right into the next
screen. Now approach the dwarf on the far right, and TALK
DWARF. He seems to be in charge around here, so GIVE POUCH to
dwarf. He’s touched by your honesty, and tells you to keep the
diamonds. He also gives you a spare LANTERN. That’s all
you can do here, so leave the mine.
Walk right one screen - you should see a bird here, pecking at a
worm. Walk up to the bird to scare it away, then GET WORM.
Walk right to the mountain path. Follow the path right one screen
- Lolotte’s goons will grab you and bring you before Lolotte
herself. She accuses you of being a spy, before telling her goons to
take you to a cell. This is the evil witch who stole Genesta’s
talisman. You can’t escape, so just wait for a while.
Lolotte’s goons will soon return, and bring you before Lolotte
again. It seems, she will let you go, on condition that you capture
the unicorn from the meadows for her. Then her goons fly you back to
bottom of the mountain path. We’ll deal with the poor unicorn later.
From the mountain path, walk left once, and up twice, to the
spooky house. OPEN DOOR and enter the house.
Inside the house, walk left into parlour. Walk over to bookcase on
the right, and LOOK BOOK. The Shakespeare one looks
interesting, so GET BOOK. Now LOOK PICTURE of
the young girl above the fire place - her eyes seem to be staring at wall
on the left. LOOK LEFT WALL to discover a latch,
then FLIP LATCH. A-HA! A secret door. Enter
through the door.
You find yourself at the bottom of a very tall staircase. There’s
a spade here, so GET SPADE. Now SAVE YOUR GAME
HERE. Make your way to the top of the stairs, being careful not
to fall.
At top of the steps, is an organ. Walk over to the organ, SIT on
the bench, and PLAY ORGAN. Wow, who knew Rosella could
play like that? Anyway, when you’ve finished playing, STAND up,
and walk to top of the stairs. SAVE YOUR GAME HERE, and
make your way back down the stairs.
Explore the rest of the house if you want, but you can’t do
anything else here at the moment. When you’re ready, leave the
house.
Outside the house, go left to the cemetery. READ
GRAVESTONEs if you want.
Go left again, to the pond. LOOK POND to see a
frog sitting on top of a lily pad (it‘s middle-rightish)… and it’s wearing
a crown! Hmmm, if he has a crown, he must be a royal frog! Now
try as you might, you can’t get near him - he just hops
away. Remember that gold ball you found under the bridge earlier?
So instead, face the pond, and THROW BALL IN POND. The frog
jumps in to retrieve it, and then sits at far end of the pond. Now
you can walk over to the frog, and GET FROG. Now if you
remember the old fairytale, you know what’s coming. There’s no way
round it, hehe. KISS FROG. The frog turns into a
prince… but what a jerk he is! Still, at least he gives you
his GOLD CROWN before he leaves. Before you
forget, GET BALL.
Walk up twice, to the pond. Wow, it looks so beautiful and so
peaceful. SAVE YOUR GAME HERE. Wait for a while, and
Cupid will fly in, and take a dip in the pool (you may have to leave the
screen, and return a few times). Doesn’t he look sweet, playing in
the pool. Walk over to him, but he gets scared and flies away.
So GET BOW.
Go down once, and left twice, to the fisherman’s house. Walk
left, along the pier, and TALK FISHERMAN, but he’s not feeling
very chatty. Follow him back to his house (you must let him get in
front of you on the pier), then KNOCK DOOR, OPEN DOOR,
and enter the house.
The fisherman is sitting at the table, while his wife is cooking In the
kitchen. TALK FISHERMAN again, and he’ll tell you how
he’s not having much luck with catching fish. Maybe you would have
more luck, Rosella? GIVE POUCH TO MAN, to buy his FISHING
POLE, then leave the house.
With your newly acquired FISHING POLE, walk left along the
pier, till you get to the end (careful not to fall in). BAIT
POLE with your worm, and then FISH. Keep FISHing,
until you get a tug on the line. You end up with an old DEAD
FISH. How lovely!
Since you are here, LOOK OCEAN - it stretches out
before you. Maybe you should explore it. SAVE YOUR
GAME HERE. Jump into the ocean, and swim left a few screens
until you reach Genesta’s island. If you get swallowed by the whale,
reload your game.
GENESTA’S ISLAND
There are lost of peacocks strutting around. Explore the island
until you see a peacock feather, then GET FEATHER.
Explore the palace if you like. Genesta is in the tower, but she’s
too weak to talk to you. So just go back to the beach at
bottom-right. SAVE YOUR GAME HERE. Go into the
sea, and start swimming right. Now we want a whale to swallow us
(don’t ask). The whale is random, so you may need to swim back and
forth a few times before it appears. Also, you need to have seen
Lollotte, before it will appear.
WHALE
Okay, the whale has swallowed you, and you find yourself trapped
in it’s giant mouth. There’s a BOTTLE here that
keeps floating about, so GET BOTTLE. Now LOOK BOTTLE, OPEN
BOTTLE, GET NOTE, and READ NOTE. It’s a plug
for another Sierra game, lol.
Now we have to get out of here. This bit is frustratingly hard, so
save your game at every progress. Swim over to the right, then climb
up onto the tongue. Navigate up & left, until you are in middle
of the screen. See that black thing hanging down? That’s the
whales uvula - the thing that hangs down the back of the throat.
When you are near the uvula, TICKLE WHALE with the
feather. The whale sneezes, sending you back into the ocean.
Swim up to the small island.
SMALL ISLAND
Notice that pelican on the left? He looks hungry. THROW
FISH to pelican, who greedily catches it. As he does so,
something falls from his beak. Walk over to where the pelican was
perched, and LOOK SAND. Now GET WHISTLE, but
resist the urge to blow it.
Walk over to the right side of the island, in the middle of the
boat wreck, and LOOK GROUND. You see a golden BRIDLE,
which you automatically pick up.
BLOW WHISTLE to summon a dolphin (top right of island), then RIDE
DOLPHIN back to Tamir.
LAND OF TAMIR
You’re back on the shores of Tamir now. Walk down to
the fisherman’s house.
Walk right, and then down, to the minstrel. If he’s not there,
leave the screen, and come back again. TALK MAN, and
he’ll play you a song. He’s awful, isn’t he? GIVE BOOK to
the minstrel, and he’ll be so impressed with Shakespeare’s work, he’ll not
want to play the lute anymore. He’ll give you his LUTE before
walking off.
Now you may have encountered a flute-playing Pan before. Let’s go
and find him again. Go up twice - Pan should be here. PLAY
LUTE to get his attention. He watches you for a
while. GIVE LUTE to Pan, and he gives you his FLUTE in
exchange, then happily dances away.
Go down 3 screens, and right 4 screens, so you are at the
waterfall. Try to swim through the waterfall, but the current is too
strong for you. Okay, WEAR CROWN. You turn into a
frog, and easily swim through the current.
Behind the waterfall, there’s an old board next to the entrance,
so GET BOARD. There’s also a little cave here. SAVE
YOUR GAME HERE. Enter cave, and wait a moment. If the
troll is coming, leave quickly. If he‘s not coming, great.
GET BONE from the cave entrance. It’s dark in the cave, so LIGHT LAMP. SAVE
YOUR GAME HERE. Now this part is like a maze, so go slowly, and
save often. I’ll guide you through the maze, but always watch out
for the troll. You can tell it’s nearby when you hear
the fanfare.
Go down one screen, then right twice. Now stop as soon as you
enter this room, and SAVE YOUR GAME HERE. There’s a
chasm here (see the light in the distance). Edge right very slowly,
and when you lantern picks up the edge of the chasm, stop, and SAVE
YOU GAME HERE. PUT BOARD OVER CHASM, and SAVE
YOUR GAME HERE again. After successfully crossing the
chasm, you automatically retrieve your BOARD. Now
slowly, head up towards the light, and then right towards the light. You
find yourself at the edge of a swamp.
SAVE YOUR GAME HERE. You have to use those tufts of grass to
get across the swamp. Walk to edge of the land, and then JUMP onto
the tuft of grass. If necessary, adjust your position, then
try JUMPing again. Now use the F3 command
to repeat JUMPing until you get to that last tuft of
grass. The jump here is too much for you, so PLACE BOARD,
to use as a bridge onto the island. But beware the cobra
here! PLAY FLUTE to hypnotise the cobra, then
quickly cross over onto the island, and GET FRUIT - but
keep your distance from that snake! This is the fruit that will save
your father’s life! If only you could give it to him right
now. But you have to save Genesta first, before she can send
you home. After you have the fruit, SAVE YOUR GAME HERE.
Carefully walk back over the board, onto the tuft of grass. Remember
to GET BOARD again. Now JUMP onto
the next tuft of grass, and use the F3 command to repeat JUMPing
until you reach the other side.
Enter the dark cave again. Walk down one screen, and SAVE
YOUR GAME HERE. Edge your way forward until you see the chasm,
and PUT BOARD DOWN. Once you’ve crossed the chasm, SAVE
YOUR GAME HERE, then go left to next screen. Go left twice, then
up towards the cave entrance. Finally, go back through the cave
entrance, so you are behind the waterfall again. Now simply walk
left, through the waterfall. Phew, bet you never want to do that again!
Now we should really deal with that unicorn that Lolotte is
wanting. Walk left 3 screens, and down one screen - wow, the unicorn
really is lovely. SHOOT UNICORN with Cupid’s arrow,
and it will no longer be afraid of you. Walk up to it, and PUT
BRIDLE ON UNICORN. Now RIDE UNICORN, and, you both return
to Lolotte’s castle.
But Lolotte isn’t satisfied. Now she wants the legendary hen
that lays the golden egg. It’s kept by the ogre, unfortunately, but
it’s up to us to get it for her.
Walk left 2 screens, and then down one screen, to the ogre’s house.
Make sure the ogre or his wife are not nearby, then SAVE YOUR
GAME HERE, OPEN DOOR, and then enter the house.
Wow, that dog looks big. And mean. And hungry!
Quickly THROW BONE to the dog.
Phew, that was a close call. Now go upstairs, LOOK ROOM,
and GET AXE. Go back downstairs and SAVE YOUR
GAME HERE. There’s a closed door to the right of the stairs
- OPEN DOOR, and enter the cupboard. When you hear the
ogre coming home, LOOK KEYHOLE to spy on the ogre, until
he falls asleep. SAVE YOUR GAME HERE, OPEN DOOR,
and then walk over to the table and GET HEN. Now you’ve
got the hen, you just have to escape, so SAVE YOUR GAME HERE.
The hen will wake up the ogre. Type OPEN DOOR, but
don’t press Enter yet. Head towards the door, and when you are close
enough, press Enter to open the door and leave the house. Now
quickly make your right to the spooky forest. The ogre will be to
afraid to chase you here, but make sure to keep away from the
trees! SWING AXE to scare the trees (who knew trees
could be scared?). SAVE YOUR GAME HERE.
Head up once and right once. Now walk right up the mountain path
- Lolotte’s goon will grab you again, and take you to her. She takes
the hen from you, but she’s STILL not satisfied. She wants Pandora’s
Box. Well, I guess we have to find it for her then.
When the goons put you back down on the mountain path, walk up 4
screens, until you reach the skull cave. SAVE YOUR GAME HERE.
Enter the cave, but keep your distance from the 3 witches. One of
the witches will approach you - let her come close, but not TOO
close! Notice that eye the other 2 are tossing to each other?
Navigate towards them, and then GET EYE at the correct
moment. When you have it, leave the cave, avoiding all 3 witches.
Wait for a few moments, then enter the cave again. The
witches will plead for their eye. They throw you a scarab, so GET
SCARAB, and LOOK SCARAB. THROW EYE TO WITCHES.
You’ve done all you can here, so leave the cave.
Head down twice, to the cemetery. It’s beginning to get dark now
- wait until the moon comes up, and then go left to the spooky house.
All the ghouls and ghosts will be out soon. But thanks to
the protection of the scarab, they can’t harm you. Now OPEN
DOOR, and enter the spooky house. You have to appease all 5
ghosts in the house.
GHOST 1. You hear a baby crying upstairs, so head upstairs and enter
the bedroom on the left, then walkthrough doorway on the left into
the nursery. The crib is rocking. LOOK IN CRIB,
but there’s no-one there. Spooky! Head back down the stairs,
and leave the house for now. Outside the house, walk left to the
cemetery. READ TOMBSTONE (ignore the ghosts, they can’t
harm you) until you find one at the back-left, for Hiram Bennett, a 6-month old
baby boy. DIG a hole next to the grave, and find
the RATTLE, which you automatically take with you. Head
right, back to the house. OPEN DOOR and enter the
house. Go upstairs to the bedroom, and then the nursery. GIVE
RATTLE to the baby in the crib. The baby is at peace now.
GHOST 2. Now you can hear moaning and rattling, coming from
downstairs. Go downstairs, and watch the ghost float past.
Follow ghost into room on the right, and LOOK GHOST to
see it’s an old miser who is looking for something. Leave the house,
and head back to the graveyard on the left. In the graveyard, READ
TOMBSTONE near the front-left corner, until you find one for
Newbury Will. DIG a hole in the grave, and automatically
get a BAG OF GOLD COINS. Take the GOLD COINS back
to spooky house on the right. OPEN DOOR, and enter the
house. In the house, search for the ghost again, and
then. GIVE COINS to the ghost. Another
satisfied customer.
GHOST 3. Now you hear more crying from upstairs. Go up to bedroom on
the right to investigate. There’s a woman in the rocking
chair. LOOK GHOST to see that she is
heartbroken. Leave house, but this time, go to cemetery on the
right. READ TOMBSTONE in lower-left area, for Betty
Cowden. DIG a hole, and automatically get a LOCKET.
Head back to the house, then up to room on the right, and GIVE
LOCKET to the ghost. That gives her comfort, and she vanishes.
GHOST 4. You now hear wailing from downstairs, so go down to
investigate. This ghost is Lord Of The Manor. Leave the house,
and head for cemetery on the left. READ TOMBSTONE at
lower-right area, for Lord Coningsby, who served his country
well. DIG HOLE, and automatically get MEDAL OF
HONOR. Return to the house, and GIVE MEDAL to
the ghost. He’s satisfied now, and leaves.
GHOST 5. You hear a little boy giggling. Go upstairs, and enter
bedroom on the right. You see the boy climb up the ladder, so SAVE
YOUR GAME, and CLIMB LADDER after him. LOOK
GHOST, to learn that he wants a toy to play with. CLIMB
LADDER again, leave house, and go to cemetery on the
right. READ TOMBSTONE at top left, for the
little boy, Willy. DIG HOLE, and automatically get the
toy. Your SPADE breaks here, but you won’t need it
again. Return to house, CLIMB LADDER up toattic,
and GIVE TOY to the little boy ghost. He leaves, to
play with his toy.
That’s all the ghosts dealt with. Finally! OPEN
CHEST that he was sitting on, LOOK IN CHEST.
You see some sheet music, so GET SHEET MUSIC.
CLIMB LADDER to leave the attic, and make your way back to the entrance
hall. Walk left into the library, and left again into the
secret room. Remember all those stairs? SAVE YOUR GAME
HERE, then navigate up the stairs to the top. Go over to the
organ, SIT, and then PLAY SHEET MUSIC.
Bravo! Encore!
When you’ve finished, a secret drawer will open, so LOOK IN
DRAWER, and GET KEY. STAND, SAVE
YOUR GAME HERE, and navigate back down the stairs. Now leave the
spooky house.
Go right to the cemetery, and walk over to the crypt. UNLOCK
DOOR, OPEN DOOR, and then enter the crypt. LOOK
ROOM, to see Pandora’s Box in the corner. Notice that bit of
rope on the platform? GET ROPE, only to discover it’s a
ladder. SAVE YOUR GAME HERE, then CLIMB LADDER to
climb down. A mummy will appear, but will be repelled by the
protective power of the scarab. GET BOX, then CLIMB
LADDER, and leave the crypt.
Time to give Lolotte what she wanted. Head down twice to
the mountain path, and then follow the path right. Lolotte’s goons
will grab you again, and take you to her. But this is something you
never expected - she wants you to marry her son, Edgar.
You find yourself locked in Edgar’s room, with all your stuff
missing. Wait for a while, and Edgar will bring you a
rose. GET ROSE, and LOOK ROSE to find
a GOLD KEY hidden in amongst them. Edgar is trying
to help you escape, that’s nice of him. GET KEY then UNLOCK DOOR and OPEN
DOOR. SAVE YOUR GAME HERE.
Make your way downstairs, being careful not to disturb the
sleeping guard. Walk right to the dining room. Go through the
uppermost doorway, and then head right into the kitchen. OPEN
CUPBOARD on the right - all your stuff is here, so GET
ALL. SAVE YOUR GAME HERE.
Go left to dining room. Carefully go to lower doorway, and then
right into the throne room. Continue right up the stairs, and
then SAVE YOUR GAME HERE. Climb the stairs all the way
to the top, then SAVE YOUR GAME HERE. You are outside
Lolotte’s bedroom. UNLOCK DOOR WITH GOLD KEY, OPEN
DOOR, and enter. LOOK WATCH, to see she’s wearing
Genesta’s TALISMAN. You can’t just take it from her, as
she will wake up and kill you. You need to find another way.
Remember Cupid’s BOW? SHOOT ARROW at
Lolotte. Hmm, not quite the reaction you were expecting. All that
sweet, pure love was too much for evil old Lolotte, and she died.
Edgar appears, and is happy to be free of his mother’s evil
influence. He gives you free reign of the castle. Walk over to
Lolotte, and GET TALISMAN, before leaving the room.
Climb down the stairs one flight, and enter room on the left.
Wow! The goons are bowing to you now! There is a wooden door
here, so OPEN DOOR and enter the room.
Pandora‘s Box is on the chest at the back wall. GET BOX,
and GET HEN. Now go downstairs, and leave the castle.
Enter stables, and you see the unicorn here. Poor little
unicorn. Approach middle stall, and OPEN GATE, so the
unicorn can be free again. Leave the stables, and SAVE GAME
HERE. Make your way back down the mountain path, being careful
not to fall.
You should return Pandora’s Box where it belongs, so it can’t
cause any harm. Go up 2 screens, and enter the crypt. CLIMB
LADDER, walk to corner of the room, and PLACE BOX.
Now CLIMB LADDER, and leave the crypt. Make sure
you LOCK DOOR, and slide the key under it, so no-one can get in
here again.
Walk left, and continue left, all the way to the beach. Now head
up twice to the fisherman’s cottage. Walk along the pier, and SAVE
YOUR GAME HERE. Jump into the water, and swim left, to Genesta’s
island.
GENESTA’S ISLAND
Walk left once, then head up into the castle. Go into tower on the
left, and climb stairs up to the top. Poor Genesta is still lying
here, to weak to move. Walk over to her, and GIVE TALISMAN to
Genesta. She opens her eyes, completely healed, now she has her
talisman back.
Now sit back, and watch the final cutscene.
Congratulations Rosella. You have saved Tamir, as well as saving your
father.
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