|Walkthrough||Contributed by Jeanne (76308) on Feb 21, 2002.|
Beginning - Be sure to go NW and examine the weed. read the Legend and Lore of Quendor, or ask the old woman in the magic shop about the weed. It has healing powers (see Mist)
Warf/Sailor - "Hello, sailor". wait. take driftwood. name it (opt.)
Pub - take the lantern. you'll need it. open the door. leave the rug alone until you get out of the cellar. go west into the kitchen. be sure to take the dagger (see Lighthouse).
Kitchen - open the door. be sure you have something to kill with, and the lantern. listen to the cook. enter the cellar.
Cellar - take the scroll and READ it. when the lanter goes out, type the word in the scroll to light it again. in the throne room, "search debris". there's a gold coin you can sell/trade to the old woman. squeeze any moss you find (improves dexterity). then you can climb the stacks. "LOOK AT AMULET THROUGH BOTTLE". if you have the transport scroll and used it BEFORE you entered the cellar, you can escape that way. or wear the amulet and say the word on the amulet. bash the cellar door in with extra power. once out, "roll the onion east". be sure to take the rug.
Lighthouse/Cliffs - read the inscription. type "answer, lightning". Be sure to have the onion, rug and dagger from Pub/Kitchen. If you haven't done this, go NW and take the salt from the brine. Roll the onion in the direction you want to go. put salt on the slug. rub the rug and touch the dust bunny. take/wear the ring. at the top, search debris, THEN read the chest. cut the onion with dagger when the dorn beast attacks, then take chest and run like h***. (Maybe this is where I missed level 9. try using the annihalation stick to destroy it).
Arcadia - wait for the monkey grinder. wait until the grinder deals with the nymph who won't let you go north. try to kill him (unlikely), or give the chest to him (after you opened it first). monkey grinders can't read! a weapons shop is here as well.
Mist - if the vapor takes anything from you, it will be in another location in the mist area. be sure to "wield the driftwood" before the vapors appear. if you don't already have it, get the saddle from the stable (see Stable). with the pterodactyl, either set dial on the gurdy to ear and turn crank right, or point annesthesia rod at pterodactyl. take whistle,arrow. put weed (see beginning) in wound. put saddle on pterodactyl. only blow the whistle when needed (you only get 3 opportunities). when you get on, fly.
Private Way - take horseshoe. kiss the unicorn's horn (good luck). give the chest to the unicorn. if you have the levi-tation staff, you can float the saddle out of the stall. Or speak the word on the amulet (it's clobbering time!). an armour shop is here as well. you'll need the horseshoe, by the way, for later (see Underground).
Gondola (cable car) - once inside, wait and listen to the speaker. when you get to a support towers, exit. then down.
Town NW of Private Way - eat the cake you find on the street. there is a magic shop here. this is where most of your questions about certain objects can be answered ("ask woman about ...."). buy the rabbit's foot (see Underground).
Forest - the puppet and hellhound are very hard to kill. use something that is very good for this (stick of annihalation or the equivalent). at the boulder, answer "youth". if you have the minx (see Village), wait by an oak for the minx to find the truffle, then put the truffle in the pool. keep the truffle in you pack until needed (see Ruins) or the minx will get it.
Bridge - there is no way across or back. take the umbrella, open it, then jump. best to use the pterodactyl or the gating spell to get across to the ruins.
Ruins - have the vial from the church in the Village for the undead warrior. Have minx! Also the hourglass from the magic shop (after you give the jewel from the Jungle to the woman). go to the arch, then enter. turn hourglass over. go south twice and wait. when the prince is killed, put the truffle in the trench. then turn the hourglass and go north until you reach desolation. wait. let the minx do the work for you. take/wear the helmet. go back to the arch, then exit.
Castle - here is where the pterodactyl comes in. fly to the castle (you may have to find it). use the compass rose to adjust the winds (see Plains). be sure you are not on your third turn with the whistle or you will never leave. hide behind the bush. take roots and eat them (strength). wait. open the statue and take the jar.
Jungle - if you are wearing the cloak, take it off. attack baby hungus. let mother hungus chase you (wait each turn. she's kinda slow). go up on the idol. when the mother hungus gets on the bottom of the teeter-totter, take the jewel. oops, you drop it and are dumped in the idol. if you have the lantern, light it. squeeze the moss (it can't hurt). either use the gating or transportation spells, or point the Eversion stick at idol to get out. Now that you're free, point Eversion at mother to get jewel, THEN point levitation at baby (to gain more compassion). the jewel is worth 1000 zorkmids and is needed to buy the hourglass (see Ruins).
Village - erase the footprints of the minx. you definitely need the minx! enter the church and sit down. look under the pew. be sure you have the caterpillar (see Plains) so you can get by the christmas tree monsters. open the reliquary after you defeat the tree monsters. take white hemi-sphere. "put peg in hole" (examine black & white hemispheres).
Mountaintop - open mailbox.read leaflet.open parcel. in cottage, search table and take the black hemisphere. READ THE BOOK. you'll need something powerfull to get past the snow wight (annihalation or the equivalent). point the dispel wand (from north room when you first met the monkey grinder in Arcadia) at the dome, then run like H***. Before the lava cools (AND if you're wearing the ring), "inscribe glyph with burin" to ward off the monsters that weren't killed by the lava.
Etherial Plane - read the scroll of gating. use the phase blade to cut the outline. this will take you to the Implementors and their kin. wait. take the goblet and lick it (more luck).
Plains - have the hurdy-gurdy. set dial to the eye and turn crank right when you get to the scarecrow in the flourishing fields. NOTICE THE COLOR. when the butterfly appears, wait until it lands on the goblet. put butterfly in gurdy, set dial to clock, then turn crank to the LEFT. take caterpillar and save it for later (see Village). when you reach the farmhouse, go in AND STAY. wait for the tornado to pick you up and take you away (see Flowers). if you enter the house then exit, or if you wait too long to enter the house, the storm will kill you. take the clover you find as all good luck charms (including the rabbit's foot in the magic shop) are needed (see Underground). take the key you get from the mayor (see Flowers) to where the corbies are. then take the rose (useful when on the pterodactyl).
Flowers - exit the house. examine the flowers. wait. when the mayor offers you a key, take the key of the same color as the flourishing field scarecrow (see Plains).
Underground - after you have eaten the cake, drank the potion of enlightenment, and worn the helmet, you can "look into the gray sphere" (see Village) for the password to open the rock wall. you need all luck charms (rabbit's foot, clover, horseshoe, and anything else you think is a luck charm). also you'll need the jar and the best armour you can buy. go to the wall NW of the Village. say the word and open the door. once inside, take the circlet from the jar. "blow bubble. turn mirror south". remember that angle of incidence equals angle of reflection. if light is coming from the SE and you want to go SW, you must turn mirror South for the light to reflect. strike all lucksuckers (i.e. black cat, stepladder, umbrella, etc) with luck charms. once in the treasure chamber, turn your mirror to shine on the shadow. then search treasure, take the coconut, then run/wait/whatever. you will eventually get buried, but help is on it's way .....
congratulations! you made it!
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