YEAR: 1998
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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PART 1
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FORGOTTEN CEMETARY
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GRAVEYARD
Talk to the Grave Digger, and work
through all the dialogue options. When
he starts work on the next grave, talk to him again, and continue working
through all the dialogue options.
Eventually, he manages to summon Arivald from the dead. But he’s so scared, he runs away.
Arivald gives you a magic MAP,
which you can use to teleport to various places. After Arivald leaves, examine all 4
graves. Pick up the SPADE that
the Grave Digger dropped. Use the SPADE
on the Knight’s grave to dig up a DAGGER. Use the SPADE on the thief’s grave to
dig up an AMULET. Use the SPADE
on the old grave to dig up a JEWEL.
Use the SPADE on Arivald’s grave to dig up an ELIXIR OF
IMMORTALITY.
The Grave Digger returns - use any
option to reply to him. He’s not happy
about all the graves being dug up, so he curses all the items you looted. Examine the 4 items in your Inventory. Examine the owl on the grave stone. When you’re ready, use your MAP.
MAP SCREEN
Go to Castle Garrahan.
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CASTLE GARRAHAN
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CASTLE GATE
Examine the Guard. Talk to the Guard and work through all the
dialogue options. He tells you to flee
for your life, and not to enter the castle.
Examine the castle coat of arms above the arch. Examine Birdy on the right. There’s nothing else you can do here at the
moment, so just walk down the path, back to the Map.
MAP SCREEN
Start walking down towards the Town at
the bottom left. As you are walking, you
suddenly spot a Hermit’s Hut along the path, and it becomes a location on your
Map. Go to the Hermit’s Hut.
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HERMIT’S HUT
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PATH
Examine the deer. Walk right a few steps, to the hut. Examine the hut, and examine the door. Enter the door.
HUT INTERIOR
Examine the handmade cot. Examine the small pot. Examine the Hermit. Talk to the Hermit and work through all the
dialogue options. When you’re ready,
leave the hut.
PATH
Walk left, and go back to the Map
Screen.
MAP SCREEN
Go to the Town at the bottom left.
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TOWN
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MARKET SQUARE
Watch the cut scene with the Town
Crier. Your father, the King, has
officially disowned you!
After the Town Crier leaves, examine the
Prisoner in the stocks. Talk to the
Prisoner, using the following dialogue options.
- What have you done, rascal?
- Really, really?
- So, you’re saying that you’re actually
innocent?
- Do you swear on your honour?
Talk to the Prisoner again, using the
following dialogue options.
- What exactly did you do, to be put in
chains?
- Actually, that’s not an evidence.
- Your fingers are too thick for a thief.
He tells you to check his pockets. You do so, and you find some LOCK PICKS and
some LOADED DICE. After you
realise he’s guilty, you don’t want to talk to him anymore. Examine the Announcement on the pillar next
to the Prisoner.
Examine the Short Merchant in purple,
who is playing the dice game. Talk to
him and work through all the dialogue options.
Examine the Tall Merchant in blue, who is playing the dice game. Talk to him and work through all the dialogue
options. Examine the bundle of stuff
next to him. Try to pick the bundle up,
but the Merchant will notice you. You need
to find a way to distract him. Examine
the dice on the tree stump between the 2 Merchants, to see that they are just
ordinary dice. Now wait until the Short
Merchant is facing left, so he has his back to the dice (you may have to wait
for a while). Quickly, use your LOADED
DICE with the dice on the tree stump.
The 2 Merchant’s become so engrossed in their game, they don’t notice
what is going on around them. Pick up
the bundle of stuff on the ground next to the tall Merchant, and you find a BOOK.
In your Inventory, examine the BOOK -
it’s in a language you don’t understand.
Examine the Fat Merchant. Talk to him and work through all the dialogue
options. Look at his stall, and look at
the door to his shop.
Examine the Merchant on the right. Talk to him and work through all the dialogue
options. He’s working hard on that
soup.
Walk left a few steps, and examine the
shop door to the left of the Prisoner.
Open the door, and enter the Alchemist Shop.
ALCHEMIST SHOP
Examine the Alchemist. Talk to him and work through all the dialogue
options. Keep talking to him, and finish
working through all the dialogue options.
Give your BOOK to the Alchemist, and he’ll give you a SPELL in
return.
Examine the HOMUNCULUS (little
man in the jar) on the counter. Talk to
him, and he jumps out of the jar, and into your Inventory. Looks like you have a new little friend. Explore the shop. When you’re ready, leave the shop.
MARKET SQUARE
The Alchemist hangs a ‘Closed’ sign on
the door of his shop, so you can’t get back in.
Walk left a few steps, to the Tavern.
Enter the Tavern.
TAVERN
You can see Arivald in the far corner,
but every time you try and approach him, the dwarf makes you leave the
Tavern. Examine the Announcement on the
wall near the door. Examine the Monk at
the table, talk to him, and work through all the dialogue options. Examine the Dwarf. Try to give the JEWEL to the Dwarf,
but he won’t accept it. When you’re
ready, leave the Tavern.
MARKET SQUARE
Examine the Beggar sitting in the
street, outside the Tavern. Talk to him
and work through all the dialogue options.
If necessary, talk to him again, and continue working through all the
dialogue options. Walk up through the
arch on the left, and into the Lane.
LANE
Examine the old carriage. Examine the balcony. Examine the cat on the balcony. Examine the door to the Bard’s house. Examine the sign above the door. Use the door to knock on it. Talk to the woman that answers the door and
use any dialogue option. No matter what
you say, she will not let you in. You
can’t really do anything here at the moment, so just leave the Lane.
MARKET SQUARE
Head left, to return to the Map Screen.
MAP SCREEN
Go to the Temple.
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TEMPLE
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GROUND FLOOR
Walk right, through the arch, to the
Lower Ground Floor.
LOWER GROUND FLOOR
Examine the banner leaning against the
wall next to the exit. Examine the altar
on the right, and examine the mysterious sign above the altar. Use your HOMUNCULUS on the mysterious
sign. You learn that if the entire
inscription is read out, it would summon a god, but that a letter is
missing. The mysterious inscription now
shows as runes. Talk to the altar (not
the runes), and keep talking, until you can say ‘Zandahan’. The god Zandahan appears. Work through all the dialogue options with
him. You manage to make a deal with him
- he un-curses the items you looted from the graves, and in return, you’ll give
him the ELIXIR OF IMMORTALITY.
After he un-curses your items, head back through the exit on the
left.
GROUND FLOOR
Leave the Temple through the door on the
left.
MAP SCREEN
Go to Town.
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TOWN
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MARKET SQUARE
Enter the Tavern.
TAVERN
The dwarf still won’t let you past. Give him the JEWEL. Now it’s un-cursed, he accepts it. Examine the bonfire in the back wall. Talk to Arivald in the back corner. Give SPELL to Arivald, who tells you
that it’s a morphing spell. Talk to
Arivald again. He tells you about Fjord
Castle, which is apparently full of vampires.
Walk right a few steps, and examine the
chest on top of the drawers. Talk to the
Innkeeper and work through all the dialogue options with him. Decide if you want to play his game of
Clip-Clap, or not. If you decide to
play, the aim of the game, is to tap his hands before he can pull them out of
the way. Just click on his hands when
you think you’ll win. If you win, he
gives you a COIN. If he wins, he
takes a coin from you.
Examine the Bard, who is sitting at the
desk on the right. Try and talk to him
if you like, but you don’t want to interrupt him. Pick up the SCROLL from his
pocket. In your Inventory, examine the SCROLL
to see that it’s a POEM.
Examine the Missing Persons Poster for Shandria, above Bard.
Walk left, and leave the Tavern.
MARKET SQUARE
Walk left, to the Map Screen.
MAP SCREEN
Go to Castle Fjord.
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CASTLE FJORD
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OUTSIDE THE CASTLE
Examine the castle, castle gate, and
dragon statue. Try to approach the
castle gate, but the dragon statue prevents you. Walk left, back to the Map Screen.
MAP SCREEN
Go back to Town.
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TOWN
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MARKET SQUARE
Enter the Tavern.
TAVERN
Talk to Arivald and choose the following
dialogue option.
- How do I defeat this devilish guardian?
Arivald mentions something about a
mirror. Talk to the Innkeeper, who tells
you that there is a mirror kept in the King’s treasury. Talk to Arivald again, who will then turn you
into a bear. You and Arivald travel back
to Castle Garrahan together.
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CASTLE GARRAHAN
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CASTLE GATE
Arrivald convinces the guard to let you
both inside.
COURTYARD
Watch the cut scene. After everyone leaves, you break the chain
that tethered you to the wall. Enter
through the door in the back wall.
CORRIDOR
Examine the flag on the wall. Examine both suits of armour. Examine door on the left, then open door on
the left, and go through the door, into the bedroom.
BEDROOM
The woman, Princess Sheila, is extremely
short-sighted, so she doesn’t realise you are a bear. Examine Princess Sheila, talk to her, and
choose any dialogue option. Use a ribbon
from the right side of the bed, in order to pick it up. Princess Sheila will kiss you, returning you
to your normal, human form. You
automatically leave the bedroom.
CORRIDOR
Try to open the Treasury door on the
right, but it’s locked. Use your LOCKPICKS
on lock, and enter the Treasury.
TREASURY
Explore the room. Open the chest on the right, in front of the
curtain, to see a close-up of 3 skulls.
This is basically a slot machine, and you have to win the jackpot, in
order to find the MIRROR. Click
on the lever on the left to start the skulls spinning, then click on the red
button to stop each skull from spinning.
The aim is to get all 3 skulls with opened mouths lined up. It’s really tricky, and will probably take
you many attempts. But keep trying, and
you’ll eventually succeed.
After you win, the chest opens, and you
get the SILVER MIRROR. Now leave
the Treasury.
CORRIDOR
Walk down to the Courtyard.
COURTYARD
Notice the 3 metal rings below the
stairs on the right. Use the broken
chain attached to one of the rings (you were tied up here earlier) - you start
roaring, which attracts Arivald’s attention.
He turns you back into a bear, and takes you back to town.
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TOWN
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MARKET SQUARE
Walk up through the arch at the top
left, and head into the lane.
LANE
Open the door. When the woman appears, quickly give her the POEM. She reads the POEM, and thinks her
husband is having an affair with someone, so she throws his belongings out the
window. Examine the pile of junk on the
street, and pick up the pile of junk to find a LUTE. Notice the NIGHTCAP hanging from the
window. Try to pick it up, but it’s out
of your reach. Head up through the arch,
back to Market Square.
MARKET SQUARE
Enter the Tavern.
TAVERN
Walk right a few steps. Talk to Bard and tell him what happened in
the lane. Watch the cut scene, as he
patches things up with his wife. Now
walk left, and leave the Tavern.
MARKET SQUARE
Again, walk up through the arch at the
top left, and head into the lane.
LANE
Since Bard and his wife have gone out
for a romantic walk together, the house is now empty. Open the door, and enter the house.
BARD’S HOUSE
Explore the house. Pick up the green FLASK from the
dressing table with the mirror. It
becomes PERFUME BOTTLE in your Inventory. Examine the cage with the bird in it. Open the lock on the cage to set the bird
free. You can’t get out to the balcony, so when you’re ready,
climb back down the stairs on the left to leave the house.
LANE
The nightingale bird you freed is
perched on the balcony. A cat is also
sunbathing on the balcony. Talk to the
cat, and keep talking until the inevitable happens. You can‘t bear to watch, so you go back into
the Bard’s house. Poor little bird!
BARD’S HOUSE
Walk down the stairs to leave the house
again.
LANE
The cat looks rather pleased with
himself. The NIGHTCAP flutters
down to the ground, landing next to the door.
Pick up the NIGHTCAP, then walk up through the arch, and back to
the Market Square.
MARKET SQUARE
Examine the Beggar, sitting outside the
Tavern. Wait for the Beggar to remove
his SLIPPER and scratch his foot (you may have a long wait here). When he does so, QUICKLY pick up the SLIPPER. Walk right a few steps, to the Fat
Merchant. Give SLIPPER to the fat
merchant, and choose any dialogue options to talk to him. He tells you about a jewelled knuckle duster
hidden in the Tumulus. Walk left, to the
Map Screen.
MAP SCREEN
Go to Tumulus, on the left.
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TUMULUS
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GRASSY SLOPE
Walk left, towards the entrance of the
tomb. Several nasties will try to scare
you, but just keep clicking on the entrance, until you realise that the nasties
are just an illusion, and they disappear.
Enter the tomb.
TOMB
Examine the giant skeleton. Talk to the giant skeleton, and use the
following dialogue options.
- I swear on my honour that…
- I will receive a holy mission from you…
- … And will use your weapon…
- … Only destruction of evil.
The giant skeleton drops something -
pick up DIAMOND BRASS KNUCKLES from the floor. Examine the shield on the right. Try to leave the tomb, but you can’t. Look at the lever in the floor, on the left,
and try to use the lever. It’s
jammed. Use DIAMOND BRASS KNUCKLES with
the lever, and the door opens. Leave the
tomb.
GRASSY SLOPE
Walk right, back to the Map Screen.
MAP SCREEN
Go to Castle Fjord.
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CASTLE FJORD
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OUTSIDE THE CASTLE
The dragon statue still prevents you
from entering the castle. But you’re
better prepared now. Use the SILVER
MIRROR on the dragon statue - it doesn’t work. Use HOMUNCULUS on the dragon statue -
it jumps onto the statue, covering the dragon’s eyes. Now use the SILVER MIRROR on the
castle gate. The dragon statue tries to
breathe fire onto you, but ends up destroying itself in the process. Head right through the castle gate, into the
castle.
ENTRANCEWAY
Don’t hang around here for too long,
otherwise some nasties will chase you out again. Quickly walk through the door on the right,
into the Necromancer’s Room.
NECROMANCER’S ROOM
Explore the room. Examine the papers on the table - that
doesn’t sound good! Pick up the BOOK
OF GREY MAGIC that’s lying on the floor in front of the table. Pick up the NECROMANCER’S TALISMAN from
the floor, near the pentagram. When
you’re ready, leave the room.
ENTRANCEWAY
Walk left through the castle gate, and
leave the castle.
OUTSIDE THE CASTLE
Head left to the Map Screen.
MAP SCREEN
Go to Town.
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TOWN
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MARKET SQUARE
Enter the Tavern.
TAVERN
Give BOOK OF GREY MAGIC to
Arivald. Now talk to Arivald and choose
any dialogue options. He gives you a TELEPORTATION
SPELL, which will allow you to teleport to the Lord Sun‘s
Headquarters. Use the TELEPORTATION
SPELL to get there now.
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LORD SUN
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MOUNTAIN
Examine the stone slab and examine the
User Manual above it. Use the HOMUNCULUS
on the User Manual, to learn how to use the stone slab. The clue may change for each play through, so
take note of what is being said to you.
The HOMUNCULUS has helped you 3 times now, so it‘s time for him
to leave.
Examine the User Manual again, to remind
yourself of the clue. Use the stone slab
to see a close-up, and press the correct stones accordingly.
Show
My Friends
- Lightning
- Star
- Comet
- Moon
- Fire
- Sun in the centre
Enemies
Of The Earth
- Fire
- Tornado
- Water
- Sun in the centre
Show
My Brother
- Star
- Comet
- Moon
- Sun in the centre
If you pressed the stones correctly, a
bridge will appear. Walk left, over the
bridge, and continue left to where the Lord Sun is napping.
Talk to Lord Sun and work through the
dialogue options. He tells you that he
desires music, so use the LUTE on him.
He agrees to shine light onto Castle Fjord. Head right, back to the Map Screen.
MAP SCREEN
Go back to Castle Fjord.
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CASTLE FJORD
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OUTSIDE THE CASTLE
Head right through the castle gate, and
into the Entranceway.
ENTRANCEWAY
True to his word, Lord Sun has cast
light into the Entranceway, banishing the nasties. Head up through the passage in the back wall,
into the Vampire Prince’s Bedroom.
VAMPIRE PRINCE’S BEDROOM
Wait a few moments - you’ll here a voice
asking to be rescued. Work through the
dialogue options to learn that you have to kill the Vampire Prince in order to
make the enchanted wall disappear, thus saving… whoever is talking to you. Unfortunately, you can’t save her yet, since
you‘re not ready to kill the Vampire Prince.
Examine the coffin. Examine the
Vampire Prince. Walk left to leave the
bedroom.
ENTRANCEWAY
Walk through the castle gate on the
left.
OUTSIDE THE CASTLE
Go left, and return to the Map
Screen.
MAP SCREEN
Go to Town.
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TOWN
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MARKET SQUARE
Enter the Tavern.
TAVERN
Talk to Arivald, who will then teleport
you into modern times.
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MODERN
TIMES
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STREET
Examine
the red box on the wall next to you. You
have no idea what it’s for. Go through
the red door behind you, into the Butcher Shop.
BUTCHER
SHOP
Examine
the Butcher, and talk to him 3 times. He
gets mad at you and throws his AXE at you. You beat a hasty retreat.
STREET
Enter
the Butcher Shop again.
BUTCHER
SHOP
Pick up
the AXE from the door. Examine
the brain on the counter on the left.
Examine the meat hanging from the wall on the left. Examine the certificate on the wall next to
the door. Now leave the shop.
STREET
Examine
the Elegant Lady. Talk to her if you
like, but you can‘t understand her. Give
AMULET to Elegant Lady. In
return, she’ll give you her FASHION SCARF. Examine the steel mascara (green car). Examine the door on the left, and go through
the door, into the church.
CHURCH
Examine
the Priest. Talk to the Priest, and work
through the dialogue options in this order.
- Gesture: folded
hands
- Gesture: sprinkling
- Gesture: itty-bitty
- Gesture: bottle shape
He gives
you a bottle of HOLY WATER, then goes back to his praying. Explore the church, and when you’re ready,
leave the church.
STREET
Head
right, and continue right, until you see the Merchant in the Fruit & Veg
Shop. Talk to the Merchant if you
like. Use the FASHION SCARF with him,
and he’ll give you some GARLIC.
Just what you were looking for, to help you defeat the Vampire
Prince. Examine the strange machine
(shopping trolley) in front of the shop on the right. Now walk left, back to the Elegant
Woman. Give her back the FASHION
SCARF, and she returns your AMULET.
Enter the Butcher Shop (red door) again.
BUTCHER
SHOP
Immediately
leave the Butcher Shop.
STREET
The
Butcher Shop acted as a trigger, and as soon as you left, you teleport back to
the Tavern.
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TOWN
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TAVERN
Walk
left, and leave the Tavern.
MARKET
SQUARE
Head
left, to the Map Screen.
MAP
SCREEN
Go to
Hermit’s Hut.
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HERMIT’S
HUT
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PATH
MAP
SCREEN
Go to
Castle Fjord.
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