YEAR: 1993
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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PART 2
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MORNINGMIST VALLEY
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INSIDE THE DRUNK DRAGON INN
Explore the inn. Notice the Scarecrow is here. Talk to each
of the men (and Scarecrow) a few times to learn how to get to Volcania.
Pick up MUG from the table in the foreground, and fill
it from the keg that‘s hanging from the ceiling next to the window, so you have
some ROOTBEER. Drink the ROOTBEER - it‘s
very sweet. Now refill your MUG from the keg. Pour
some ROOTBEER into your empty WATER BOWL, then add
flask of VINEGAR to create SWEET & SOUR SAUCE.
Take some TAFFY from barrel on the left. Now try
to leave the inn, but you are told that it’s Poetry Night, and no-one can leave
without reciting a poem. The man with the green hat recite’s a poem.
When he is finished, click on the podium, and recite your own poem.
Now leave the inn.
ALLEY
A squid-hustler invites you to play his game of ‘Find The Pea’.
The idea is simply to guess which shell the pea is hidden under.
The only problem is, you need to give him some gold to start playing.
Enter the Drunk Dragon Inn again.
INSIDE THE DRUNK DRAGON INN
Watch the brawl between the sailors. Click on the sailor with the
blue & white striped t-shirt a few times, and he will lose his GOLD
TOOTH. Quickly use you ALCHEMIST’S MAGNET on
the GOLD TOOTH to change it into lead, then pick up LEAD
TOOTH. Leave the Inn.
ALLEY
Use ALCHEMIST’S MAGNET on the LEAD TOOTH to
change it back into a GOLD TOOTH. Now SAVE YOUR GAME
HERE. Give GOLD TOOTH to the squid-hustler.
Place an upturned HORSESHOE down on the ground (for good
luck), then pick any of the shells. Since you used your lucky HORSESHOE,
you should win, so pick up both GOLD TEETH. If you lost
your GOLD TOOTH, simply go back into the Drunken Dragon Inn, and
get another tooth from the brawling sailors. Now again, give a GOLD
TOOTH to the squid-hustler. Make sure your upturned HORSESHOE is
on the ground, then pick any shell. Pick up both GOLD TEETH.
You should have 3 GOLD TEETH at this point. The
squid-hustler will refuse to play with you again. Pick up your HORSESHOE,
then head down to Inside The City Gate.
INSIDE THE CITY GATE
Walk right to Street.
STREET
Look at the bizarre fish-shaped building. Look at the sheriff, who
is standing guard outside the building - he appears to be in a trance.
Notice the litter in the left foreground, and take WRAPPER, ORANGE
PEEL, EMPTY FLASK, and PARCHMENT. The PARCHMENT is
actually a page from your Spell Book, so place it back into your book.
Now take upper-right path to Forge.
FORGE
Look at the giant bunny statue. Use TAFFY on the
bunny’s giant foot, to get TAFFY FOOTPRINT. Look at the small
puddle of water, and take some MUD from the puddle. Walk right to the
Gorge.
GORGE
Use STICK with the hanging rope, so you can swing
across the gorge. Now right to Altar Of Doubt.
ALTAR OF DOUBT
SAVE YOUR GAME HERE. Open your Spell Book, and read the Skeptic
Spell. Now add the following ingredients to your cauldron.
- UPTURNED HORSESHOE (Lucky
horseshoe)
- TAFFY FOOTPRINT (Rabbit
footprint)
- BOWL OF SWEET & SOUR (Sweet
& sour sauce)
- FLASK OF REPTILE TEARS (Lizard
tears)
Use EMPTY FLASK on the cauldron to get flask of SKEPTIC
SERUM. Place flask of SKEPTIC SERUM onto the altar
to complete the SKEPTIC POTION. You don’t have enough EMPTY
FLASKS, so you need to return here every time you want to complete
another SKEPTIC POTION. Now head right 3 screens to the
Street.
STREET
The Sheriff is still in a trance, outside the strange fish-shaped
building. Give him SKEPTIC POTION to break his trance.
Now enter the building, into the Jail.
JAIL
SAVE YOUR GAME HERE. Marko is locked up in a jail cell.
What trouble has he got himself into now? Talk to him - apparently,
him and his assistant Mr Hand, were on their way to help you. Something
hit Marko on the head and knocked him out. When he woke up, he was in
this cell. Marko also tells you that the Sheriff has a habit of throwing
keys into the water. Well, you need a key to unlock Marko’s cell.
When you’re ready, leave the jail.
STREET
SAVE YOUR GAME HERE. Notice that grey, shiny thing in the water.
Use your horseshoe MAGNET with the item to get a KEY.
Make sure you pick up the MAGNET again. Now enter
the Jail again.
JAIL
Use KEY to unlock Marko’s cell. But
the Sheriff isn’t having it! He locks you up in the cell next to Marko,
then hangs the KEY up on the wall under the window.
Use MAGNET on the key. The Sheriff throws
the KEY out of the window. Notice that rug in your cell
- click on the rug a few times to get THREAD. Marko gives you
a hook, and you automatically create FISHING RIG. Now
using FISHING RIG with the window to fish for the KEY.
Use KEY to unlock your own cell, and then Marko’s cell.
Leave the Jail.
STREET
Walk left to Inside The City Gate.
INSIDE THE CITY GATE
Go up into the Store.
STORE
Give SKEPTIC POTION to the shop owner. Talk to
him to ask about passage on his ship - he charges 3 GOLD COINS.
He won’t accept your GOLD TEETH. Walk down to leave the
store.
INSIDE THE CITY GATE
Walk left 2 screens to Meadow.
MEADOW
Go down to Outside Farmhouse.
OUTSIDE FARMHOUSE
Head left to Water Wheel.
WATER WHEEL
Place each of the GOLD TEETH into the grinder, to turn
them into GOLD PIECES. Walk right to Outside Farmhouse.
OUTSIDE FARMHOUSE
Go up to Meadow.
MEADOW
Walk right 2 screens to Inside The City Gate.
INSIDE THE CITY GATE
Head up into the store.
STORE
Give all 3 of your GOLD PIECES to the Shop Owner.
He gives you a TRAVEL VOUCHER. Walk down to leave the
shop.
INSIDE THE CITY GATE
Walk right to the Street.
STREET
Take the lower-right path to the Wharf.
WHARF
Look at the Captain - he’s also in a trance. Give him SKEPTIC
POTION to wake him up. Talk to him, and give him your TRAVEL
VOUCHER. He invites you onto his ship.
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JOURNEY TO VOLCANIA
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SHIP
SAVE YOUR GAME HERE. The ship is headed for Mustard Island.
Hide your MAGNET in the coil of rope. This will
throw off the autopilot steering system, and make the ship change course to
Volcania. When the Captain realises what’s going on, he throws you
overboard. You swim to Volcania.
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VOLCANIA
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BEACH
Now you’ll have to take several trips around the island. Find and
collect the following items.
- STARFISHES
- SEASHELLS
- SAND DOLLARS
- 2 HEAVY ROCKS
- STICK
- EMPTY FLASK
You don’t have enough space for everything at once - hence needing
several trips round the island.
Talk to the man on the red settee and give him 2 STARFISH.
He’ll give you a LEATHER FOLIO.
Talk to clerk behind the desk at Department Of Anchor Guidance, and give
him 4 SEASHELLS. Try to give 4 SAND DOLLARS to
clerk behind the desk, but he’ll insist that registration must be paid for at
the yellow line (he’s at the green line). Keep trying to give him SAND
DOLLARS, until the registration woman appears. Now give 4 SAND
DOLLARS to the female clerk. Now you need to pay 4 STARFISH for
insurance. Okay, try to give her STARFISH then.
Except… you must pay for it at the green line. And the male clerk
has left. Repeatedly try to give her STARFISH, until the male
clerk returns, then give him 4 STARFISH. After all the
trouble you went to, finding starfish and sand dollars… he tells you just to
jump down one of the hot air vents!
Talk to the husband & wife elderly business couple. Pay them
6 SAND DOLLARS. Now for registration, pay them 6 STAR
FISH. Pick up EMPTY FLASK.
Talk to Jessica, the apprentice wizard, when you find her. She
tells you that you need to do something with vents and rocks, but she’s not
sure what.
When you’ve paid the elderly couple everything they asked for, walk
right 1 screen from the couple, and jump down the hot air vent.
LAVA CAVERN
You’ve lost most of your items again. Pick up HEAVY ROCK, LUMP
OF LEAD, and STARFISH. Walk left 1 screen.
Pick up EMPTY FLASK. A huge dinosaur is blocking you
from going any further. Head right to the next screen.
Go right over the green bridge.
Look at the huge dinosaur. Pick up STICK,
another LUMP OF LEAD, and HEAVY ROCK. Take CRYSTAL
FUZZ from the tree. Now go up to the next screen.
There’s another dinosaur here. This one is acting like a dog.
Pick up HEART SHAPED LUMP OF LEAD from the green stairs.
Use ALCHEMIST’S MAGNET with the HEART SHAPED
LUMP OF LEAD, to change it into HEART SHAPED LUMP OF GOLD.
Look at black pebbles on the ceiling. Throw STICK for
the dinosaur - he’ll ‘fetch’ it, and throw it back to you. Again,
throw STICK for the dinosaur - he’ll ‘fetch’ it, and throw it
back to you. But this time, a rock falls from the ceiling, and blocks one
of the vents in the snake’s head. Step onto the vent that’s still open.
The jet of air will lift you up, and you automatically take 2 TEDDYBEAR
EYES. Pick up LUMP OF LEAD. Open your Spell Book,
and read the Teddy Bear Spell. Now place the following items into your
cauldron.
- CRYSTAL FUZZ (Fuzz)
- HEART SHAPED LUMP OF GOLD (Heart
Of Gold)
- TEDDY BEAR EYES (Two black
pebbles)
You’ve created the Teddy Bear Potion. Use EMPTY FLASK with
the cauldron to get flask of TEDDY BEAR POTION. Use the TEDDY
BEAR POTION on yourself to get a TEDDY BEAR. Pick up
the EMPTY FLASK again. Now go down to the next screen.
That huge T-Rex is still. And he still looks as mean as ever!
Jump on his back, and he’ll take you for a ride. At the end of the
ride, you’ll acquire a red piece of TORN CLOTH from somewhere.
Now, you know what they say about the colour red, and bulls. Walk
left to the next screen.
SAVE YOUR GAME HERE. That dinosaur looks like it’s just waiting
to charge. Now he needs to be facing up towards the door. If he’s
not, simply leave the screen, then return. When you’re ready, use red
piece of TORN CLOTH on the dinosaur. He’ll charge at you
- you step out of the way, and he bangs into the door, forcing it open.
You automatically step through the door, into Chamber Of The Anchor.
CHAMBER OF THE ANCHOR
You made it! You reached the Centre Of The World. Jessica,
the apprentice wizard you met earlier, pushes you out of the way, grabs
an ANCHOR STONE, then teleports home. Just at that moment,
Marko appears through a portal (why couldn’t he have done that at the
beginning?), and tells you that they don’t need an ANCHOR STONE after
all. The REAL problem lies at the Wheels Of Fate. Then he gets
pulled back through the portal. *Sigh* I guess there’s
nothing else for it then - you need to get up to the Wheels Of Fate. Pick
up PARCHMENT and place it in your Spell Book. Take ANCHOR
STONE from the pile. Now look at the lava vent in the
foreground, and place HEAVY ROCK onto the lava vent.
Walk right to the next screen.
LAVA CAVERN
Hmmm, isn’t that lava pool in the middle of the room, moving more
violently than before? Blocking the lava vent must have affected it.
Pick up HEAVY ROCK from the ground. Place HEAVY
ROCK on the small lava vent to block it. Walk right to the next
screen.
Place HEAVY ROCK on the small lava vent to block it.
Go right over the green bridge.
Walk up 1 screen, to the dinosaur that thinks he‘s a dog.
Place HEAVY ROCK on the small lava vent on the green
stairs to block it. Now make your way back to the screen with the large
lava pool.
With all the lava
vents blocked, the lava pool is bubbling quite ferociously. Step onto the
rock in centre of the lava pool. The lava pool explodes, sending you up
into the Enchanted Forest.
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