GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
SERENIA
You begin your adventures outside Crispin‘s house.
Head down one screen, and Cedric will comment about the
poisonous snake (blocking exit to the right). Go down again, and you
will be at the edge of town. Go right, to enter the town.
Notice the barrel at the edge of the alleyway. Open the barrel,
and you see an old FISH inside. Take the FISH.
There is a man in the alleyway, trying to fix his wagon - talk to the man.
Leave town, and immediately return. The man has gone, but he
dropped a silver coin in the street, so get SILVER COIN.
Investigate the shops, and talk to everyone if you want, but you
can’t really do anything useful right now. When you’re ready, walk
left to leave town.
Outside the town, walk left again to the Baker Shop. Enter the
Baker’s, and when the mum and her young son have left, talk to the
baker. Give your SILVER COIN to the baker, to buy
a CUSTARD PIE, and then leave the Baker Shop.
Walk left twice, and watch the bear getting honey from the
beehive. Throw your FISH to the bear, and he takes
the FISH and then trots off. The Bee Queen thanks
you for saving them from the bear. Reach in to the hive, and take
a HONEYCOMB from the beehive (if you go near the bees
before dealing with the bear, the bees will sting you to death). Get STICK that’s
lying on the ground next to the tree.
Go up one screen, to the anthill and dog. Throw your STICK to
the dog, and he will chase the still before running off. The Ant King is
very grateful to you for saving them.
Walk right once, to the gnomes. Try and talk to the gnomes,
but they’re not very friendly. Now head down to the haystack.
Start to search through the haystack - as you do, the ant swarm will
come and help you out, as gratitude for you saving them from the dog.
They find a GOLDEN NEEDLE (needle in a haystack,
hehe), and give it to you.
Walk right 3 times, and enter the town again. Enter the Tailor’s
Shop (next to the alleyway), and talk to the shop assistant (the one
in green). Give GOLDEN NEEDLE to the shop
assistant, and he gives you a CLOAK in return.
Leave the shop, and leave the town. Head left 3 times, until you
are back at the beehive. SAVE YOUR GAME HERE.
DESERT
Now, we want to get to the Temple, which is through the desert, but you
need to drink every so often, or you will die of dehydration. This
is how to get through the desert.
From the beehive, head left 5 times, till you reach the oasis.
Drink the water from the oasis. Walk down once, and left twice.
There’s a skeleton here - get the SHOE. Go up once
and right twice. Drink water from the oasis. Go up twice and
left 3 times. Hey, you’ve reached the Temple.
Hide behind the tall rocks, so you are mostly hidden, and wait for
the bandits to enter the Temple. Watch the cutscene, and notice how
the bandits tap the staff on the Temple door to open it. Hmm, looks
like we‘re going to need that staff. There’s a small oasis between
the 2 rocks - drink water from oasis. SAVE YOUR GAME HERE.
Head down 3 times and left twice. Drink water from oasis. Go
down 3 times and left once.
The bandits camp is here. SAVE YOUR GAME HERE. Enter
the smaller tent (the tent on the right). There is a sleeping bandit
here. Inside the tent, take the STAFF, being very
careful not to step on the rug that the bandit is sleeping on. Now
leave the tent again. Drink water from the urn, then SAVE
YOUR GAME HERE.
Walk right once and up 3 times. Drink water from the oasis.
Go up 3 times and right twice, so you are back at the Temple entrance.
Walk up to the entrance, and SAVE YOUR GAME HERE.
Use STAFF on the Temple door to open it.
Your STAFF broke, but at least you’re inside.
Don’t hang around here for long, or the door will seal shut
again, trapping you inside. Quickly grab the BRASS BOTTLE and
the GOLD COIN, and then leave. SAVE YOUR GAME HERE.
For a bit of fun, open the BRASS BOTTLE. What a
nice Genie!
Now Load your game, and walk back down to the desert.
Drink water from the oasis, and SAVE YOUR GAME HERE.
Walk right 8 times, until you reach the gypsy camp.
SERENIA
Give your GOLD COIN to the gypsy, and he lets you in
the caravan to see Madame Mushka. Watch the cutscene as King Graham
looks into the crystal ball. Ahhh, Mordack, the wizard that
kidnapped your family and took your castle, is Manannan’s brother.
And Alexander turned Manannan into a cat, and now Mordack wants him
to turn Manannan back into a human. So THAT’S why Mordack is after
your family! Madame Muska gives you a magical amulet to protect you
from evil magic. Use the AMULET on Graham, to wear
it.
Walk right to the Willow tree, and talk to the Willow tree to learn
her sad story. The only way to break her curse, is to find her
golden heart, and return it to her.
Walk right again, and then down one screen. There’s a prince
sitting on a log here. And he’s not very happy. Talk to him,
and listen to his tale of woe. Hmm, I wonder if he’s the same prince the
Willow tree told us about? SAVE YOUR GAME HERE.
Walk down one screen. Now you have to be quick here. You
are outside the baker. Walk back & forth along this
screen. Now as soon as you see the cat chasing the rat, throw
your SHOE at the cat to scare it away, thus saving the
rat’s life. The rat thanks you, before scurrying away.
Now walk up twice, to the entrance of the Dark Forest. SAVE
YOUR GAME HERE, then walk up into the Dark Forest.
DARK FOREST
Let’s go and get the Willow tree’s Golden Heart now. Since you
have the AMULET from the gypsy fortune teller, you should
be safe in here. Walk left, into the next screen. The witch
should show up, and throw a spell at you. But thanks to the amulet,
the spell has no effect - she‘s not happy about this. Continue left,
and the witch will follow you.
Follow path round to the next screen - yep, she follows you again.
You can see the witch’s house from here, so try to walk up to enter
it, but the witch blocks your way. Okay, let’s get rid of her.
Give BRASS BOTTLE to the witch. She opens it, and
get trapped inside the bottle. Couldn’t happen to a nicer person,
hehe.
Now the witch has gone, head up to the big house. The witch’s
house is very creepy! Open drawer on the left, and get POUCH.
Open POUCH in your inventory to find 3 EMERALDS.
Open trunk at the back wall, and get the SPINNING WHEEL.
Grab INSCENSE BURNER, which is hanging from the tree
branch, to find a BRASS KEY. Now leave the house.
Walk right to the next screen, and you see a strange tree with a
little door built into it’s trunk. Use BRASS KEY on
the tree door to unlock it, then take the GOLDEN HEART from
inside.
Walk left twice - you should see some eyes peeking out at you
from the foliage. Try talking to the eyes, but it’s no use.
You’ll have to coax them out another way.
Use HONEYCOMB on the ground (leaving you with
some BEESWAX), then drop EMERALD on the
ground. Awww, a cute little elf comes out and grabs the EMERALD.
Drop another EMERALD on the ground, and the elf
comes out again to claim it. Drop your 3rd (and final) EMERALD on
the ground. This time, the elf gets stuck in the honey. Grab the
elf, and he agrees to show you the way out of the forest. The elf
tells Rocky the rock to move out of the way… and Rocky obediently
does so. What a good little rock! Now follow the elf through
the path, until you reach the cave. The elf gives you some FINE
SHOES in return for the EMERALDS. Now can
continue along the path, and finally find your way out of the Dark Forest.
SERENIA
Now you have the GOLDEN HEART, so let’s return It to it’s
rightful owner - the Willow tree.
Walk left one screen, and give GOLDEN HEART to the
Willow tree. Watch the cutscene as she becomes human again, and
Alicia & Herbert are re-united. Awww, young love! Get
the HARP that Willow Tree\Alicia left behind.
Walk down one screen, to the gnome’s house, and give SPINNING WHEEL to
the gnomes. The old gnome is glad to get it back, and explains that
it can spin straw into gold. He gives you a MARIONETTE in
return.
Go down once, and right twice, so you are outside the town entrance.
TOWN CENTRE
Continue right, into the town centre. Enter the toyshop (the
middle shop), and talk to the Toymaker. Give MARIONETTE to
the toymaker, and he gives you a sled in return. Leave the toyshop.
Enter shoe shop on the right, and talk to the shoemaker and his
wife. They’re getting old, and they want to retire. Give them
your FINE SHOES, and he gives you his COBBLER’S HAMMER in
return. Leave the shop.
Now head left, and leave the town centre.
SERENIA
Go left twice, so you are outside the Inn. SAVE YOUR GAME HERE,
and then enter the Inn. Talk to the Innkeeper… him and his friends
rough you up a bit, and leave you tied up in the basement. You’re
not strong enough to break your bonds. Luckily, the rat you saved
earlier comes to your rescue and gnaws through the rope. Pick
up ROPE from the ground - a good rope is always handy to
have. Now try to open the wooden door, only to find it’s locked with
a padlock. Never mind, use the COBBLER’S HAMMER on
the door to break the padlock. Now try again to open the wooden door
- this time it works.
Walk through the door, to find yourself in the kitchen. Open
kitchen cupboard, and get LEG OF LAMB. Leave kitchen by
the left exit (if you go through the right exit, the innkeeper will kill
you).
Head up twice, and then left once, so you are back at the gypsy
camp. If the gypsies are still here, leave the screen, then return.
If the gypsies are gone, great. Take the TAMBOURINE they
left behind.
Go right 3 times, back to Crispin’s house, then down once to
the crossroads. SAVE YOUR GAME HERE.
There is a poisonous snake on pathway to the right. Use TAMBOURINE on
the snake, to scare it away. Now the path is clear, so head right
to the next screen.
MOUNTAINS
You’re up in the mountains now, and it’s COLD! Start walking up
the path, but you're soon begins shivering. Use your CLOAK on
yourself, to keep warm. Walk up path to the next screen.
You're feeling hungry now, so eat half of your LEG OF LAMB (keep
the other half for later). Now SAVE YOUR GAME HERE. You
seem to have reached a dead-end, but there’s an overhanging rock above
your head. Use ROPE on overhanging rock, and then climb
up the rope.
SAVE YOUR GAME HERE. The waterfall has frozen, cos it’s so
cold. There’s a gap in the rock here, but look carefully for the
small rocks sticking out from the frozen waterfall, and click on them to
cross over the gap. Cross over the log, then walk right to the next
screen.
Oh no! A wolf has kidnapped Cedric! Use your SLED on
the icy slope to chase after it. When your SLED breaks,
walk right to the next screen.
There’s a starving eagle here. Give the other half of your LEG
OF LAMB to the eagle. After the eagle flies away, SAVE
YOUR GAME HERE. Continue walking up the path, where you’ll be
greeted by wolves, who take you to Queen Icebella. She threatens to
kill you and Cedric. As soon as you are able, use your HARP on
yourself to play some music. This softens Queen Icebella, and
instead of killing you, she now tasks you with killing a yeti that is
living in her Crystal Caves. Sir Greywolf guides you to the cave
entrance.
The yeti runs towards you as soon as you approach the cave
entrance. Quickly throw your CUSTARD PIE at the
yeti - the custard will blind him and he’ll fall off the cliff. Now
head up into the cave.
Beautiful crystals sparkle everywhere in the cave. Look carefully
at back of the cave, to find ‘One particular brilliant crystal’,
and try to take it. However, you just can’t break a piece off with
your hands. So use your COBBLERS HAMMER on the
crystal, and you manage to break a piece off.
You’ve done what you came here to do - kill the yeti - so head
back down to where Sir Greywolf is waiting. Talk to wolf to tell it
that the yeti is dead. He leads you back to Queen Icebella.
Since you completed your task, she releases you and Cedric, so you
are free to go. Sir Greywolf leads you out of the cave.
SAVE YOUR GAME HERE. Follow the path along, until you
are captured by the Roc (a giant 2-headed bird). Now you have to
act quickly here. The Roc takes you to her nest, as a meal for her
egg which is about to hatch. As soon as you land in the nest, get
the GOLDEN LOCKET. Just as the baby Roc is hatching, the
eagle you fed earlier comes to your rescue, and flies you to a beach area.
BEACH
On the beach, get the IRON BAR from the sand.
Walk up to the waterfall, and look at the boat. You need to
find Harpy Island - maybe this boat can help you get there. Use
your BEESWAX on the boat, to fix a hole. Now maybe
we can use the boat to get out of here. SAVE YOUR GAME HERE. Push
the boat out to sea, and jump in. To get to Harpy Island, sail down
once and then right 4 times. If you sail too far up or too far down,
you get eaten by the sea monster.
HARPY ISLAND
As you approach the island, the Harpies swoop down, grab you
and Cedric, and take you up to a narrow ledge. When they start
discussing you, as soon as you are able, grab your HARP, and
click it on Graham to start playing it. This distracts the Harpies.
One of them grabs your harp and flies off - the others give chase,
leaving you free to figure out your next move. SAVE YOUR GAME HERE.
When the Harpies are gone, look around. If you look carefully, you
will see something glinting in the sand (right next to those dark
rocks jutting up). It’s a fishhook, so get the FISHHOOK.
Walk left one screen. Wow, that’s Cedric lying on the ground.
Look at him - the poor guy’s in bad shape. Get CEDRIC,
and continue left to next screen.
You’re back at the cove, where you arrived. There’s something
glinting in the sand. Walk over and get the CONCH SHELL.
SAVE YOUR GAME HERE.
Enter your boat, and sail left 4 times.
BEACH
You are back at the beach, but this time, you are outside the
Hermit’s house.
Knock (or rather, pound!) on the door, but no-one answers.
The Hermit can’t hear you. There’s a little bell hanging up to the
right of his door, so ring the bell instead.
When the hermit comes out, give him your CONCH SHELL.
He can hear you now, and invites you and Cedric inside, so he can
heal Cedric.
Watch the cutscene, as Pearl (a mermaid, no less) leads you
to Mordack’s Island.
MORDACK’S ISLAND
Get the DEAD FISH, which is lying next to the stairs, then
climb up the stairs to the next screen.
SAVE YOUR GAME HERE. Wow, those giant snake guardians
don’t look very friendly. Use your blue CRYSTAL SHARD on
the statues, to short-circuit their lasers. Now head on up to the
next screen.
The castle gates are right in front of you. Your family lies
beyond those doors. You HAVE to rescue them. But… you can’t
get in. The doors won’t open. Looks like you’ll have to find
another way inside the castle.
There’s a path on the left of the doorway, heading up - follow
it. Hmmm, this seems to be a dead-end. All that’s here, Is a
grate in the stone platform.
Wait a minute…
Use your IRON BAR on the grate, to prop it
open. Now climb down through the grate, to find yourself in a maze.
MORDACK CASTLE MAZE
SAVE YOUR GAME HERE. This maze is horrendous! What makes
it even worse, is that the prospective changes as Graham
travels through it, so North isn‘t always straight ahead. And even
when it looks like there’s a wall straight in front of you, you can often
still travel forward. But this is how to get through it:
As soon as you enter the maze…
Go Left
Go Up
Go Right
Go Up
Go Right
Go Left
Go Right
Go Left
Dink is here. Play your TAMBOURINE for him.
Get the HAIRPIN. SAVE YOUR GAME HERE.
Go Down
Go Right
Go Left
Go Right
Go Left
Go Up
Go Left
Go Up
Go Right
Go Left
Go Up
Go Left
Go Right
Go Left
Go Right
Go Left
Go Up
Go Left
Go Up
Go Right
There is a door here. Use HAIRPIN to unlock
it. Open door and enter through it.
INSIDE THE CASTLE
SAVE YOUR GAME HERE. You made it through the maze, and into
the pantry. Open the cupboard on the left, and take the BAG
OF PEAS. Walk forward, into the kitchen.
Take a moment to look around the kitchen. There’s a young
woman here, scrubbing the floor. Try and talk to her, but she’s too
afraid. Give the GOLDEN LOCKET to her, and she
recognises it as HER locket. She tells you she is Princess Cassima.
Watch the cutscene as she tells you her tale. Now talk to here
again, and tell her you are King Graham. SAVE YOUR GAME HERE.
Walk right into the organ room, but resist temptation to play
the organ. Continue right into the dining room. A strange blue
creature should grab you, and throw you into the dungeon.
In the dungeon, look inside the mouse hole in the top wall.
There’s some CHEESE here, but it’s out of reach.
Never mind, just use your FISHHOOK to get the CHEESE.
Wait a moment, and Cassima will come and help you escape. SAVE
YOUR GAME HERE, then follow her into the dungeon.
Don’t worry, this time the dungeon is easy - simply follow
where Cassima goes, and you will end up back in the pantry. She can
only help you once, though, so don‘t get caught again.
Walk up into the kitchen, then right twice into the dining room,
and SAVE YOUR GAME HERE. Wait for the strange blue creature
to show up again, but this time, throw your BAG OF PEAS at
it - it slips and falls.
Well that’s the blue beast taken care of, but if you remember
your ‘vision’ from the gypsy fortune teller, Manannan
the cat is also in the castle… somewhere. You have to find him, and
make sure he doesn’t alert Mordack to your presence. So we need to
find that cat. SAVE YOUR GAME HERE.
From the dining room, walk down one screen, and take the
lower-left doorway. Now head up the stairs to the 1st floor.
Head left into the bedroom, and SAVE YOUR GAME HERE.
Manannan the cat is here. Quickly throw the FISH at
him to distract him, then use the empty PEA BAG to
capture him.
Walk down into the library. Look at the bookshelves if you want,
but you can’t understand most of the books. However, there is an
opened tome lying on the desk in the foreground - click on it to read
through it. It contains 4 spells that will prove useful later on.
Now SAVE YOUR GAME HERE. You can see Mordack’s bedroom
from here. Wait for a while, until you see Mordack entering and
going to sleep - just make sure you keep away from the door, so he doesn’t
see you. Creep up into his bedroom, and take his WAND from
the nightstand.
Walk right twice, so you are in the lab. Climb up the stairs, walk
over to the right, and SAVE YOUR GAME HERE. That’s a
very strange contraption you see. Basically, it transfers energy
from one object to another. Maybe you can use it to fix Crispin’s
wand?
Place Crispin’s wand in one tray, and Mordack’s wand in the other
tray. Now to power it up. Simply throw the MOULDY
CHEESE into it (don’t ask!). It’s working… Crispin’s wand
is now pulsing with energy, while Mordack’s wand barely glows. As
soon as you can, grab CRISPIN’S WAND (before Mordack
appears).
Mordack is clearly not happy! He tries to zap you, but zaps
Cedric instead. In a fit of anger, he turns himself into some kind
of flying beast. You can counter it (as long as your read that tome
in the library) by using CRISPIN’S WAND on him, and
selecting the correct counter-spell. So choose the TIGER SPELL (the
last spell) to counteract him.
Next, he transforms into a dragon, so you choose the RABBIT
SPELL (2nd spell) to counteract him.
Then he transforms into a snake, so you choose the MONGOOSE SPELL (the
first spell) to counteract him.
Lastly, he traps you in a ring of fire, so choose the RAIN SPELL (the 3rd
spell) to counteract him.
Well, that’s the end of Mordack!
Watch the final cutscene. Congratulations Graham, you are a
hero once again.
The End.
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