by Erik Futtrup, Denmark futtrup@daimi.aau.dk) and
Twan Lintermans, Holland
-----------------------------------------------------------------------------
Wait near the old sailer and take driftwood. 'Wield' a weapon before using it.
Exit gondola when you're near a platform.
To get the Minx, wipe the tracks and wait for hunters to leave. This will give
you 15% compassion.
The Minx can discover truffles at every location where an oak is present. Just
wait for him to dig it up. Eating a truffle costs 1% compassion but an
"everTfresh" truffle can come in handy later!
The answer to the riddle about the 'tines' is 'lightning'.
The answer to the riddle on the boulder is 'youth'.
To get rid of the dust bunnies, get the rug and a staff or stick and type "rub
rug with staff" (for static electricity!), then type "touch bunny" and watch
what happens! The ring can be used later in the game!
Use Sayonara to get rid of the Dorn near the chest or better yet, cut the
onion with the axe and watch him cry his 69 eyes out.
To get the onion you'll need the wine bottle from the cellar, up with the
stacks, which only works with 15% dexterity.
Still in the cellar? Use the scroll of recall outside the pub and say the word
that hangs in the sky once you're in the cellar. You can also kick the door
in, using one of the stars on the amulet (see later for explanation)
Haven't found a light? Use the lantern on the hook outside the pub, which can
be renewed with the scroll of renewal.
Having trouble reading scrolls, get your intelligence up by eating the cake
from the market (20% gain) or drinking the potion of enlightenment (20%).
Kiss horn of unicorn for 15% luck, buy and rub rabbit's foot for 10% luck.
More luck can be obtained by touching the coating in the goblet, given to you
by the Implementors! (another 15%).
How do you get the goblet? Open the chest once and take the outline and the
palimpsest when you return.
Use palimpsest and create an entrance by cutting the outline with the phase
blade (formerly the outline, Magick can do wonders, you know).
The pterodactyl can be very helpful, if only you could cure it! Take weed at
Edge of Storms (spenceweed), use anesthesia on pterodactyl, take arrow and put
weed on wound. Don't forget to take his whistle to summon him if you need.
All you need is a saddle, and you can fly on the pterodactyl: the saddle is in
the stable and can be taken with the levitation or by using the amulet.
How do I use the amulet? This is only possible, if you have the wine bottle!
Look at amulet through bottle, so the red twines don't blurr the picture
anymore! Then you can say the word, written on the amulet and get 99% strength
for a few moves, using one of the three stars on the amulet.
Put the saddle on the pterodactyl and fly north (wait if wind is blowing
against you! Cloudy directions cannot be entered) to get to the ruins.
Use the vial from under the pew in the Chapel (Jungle) to get rid of the
undead warrior.
To get more dexterity, squeeze moss in cellar or idol, giving you 8% each.
To get rid of the monkey grinder, give him the closed chest, after you've
opened it once to get to the implementors! He can't read..
To get the jewel, hit the baby hungus, wait for its mother to follow you to
the maw of the idol. Get up and take the jewel when
the hungus is on the jaw!
How do I get out of the idol and get the jewel from the hungus? Use the
eversion twice! Point it at idol and hungus
To get more compassion (15%), use levitation on the baby hungus (who deserves
it after being hit by you!).
Sell the jewel (1000 zorkmids) and buy the hourglass, which can be used at the
ruins, under the arch (shaped like an hourglass!).
Once under the arch, turn the hourglass and you can travel through time! Take
the minx and a truffle, who has been in the pool of youth, so it will stay
fresh forever! Throw the truffle in the trench (where the helmet rolls into)
and travel through time to the place called "desolation" and wait for the minx
to dig up the truffle. Then you can take the helmet! [Don't go back to the
battle trench after that, because history will start all over again and you'll
lose the helmet you're carrying.
Wearing the helmet gives you 30% intelligence and 5% armor class extra.
Use the hurdyTgurdy from the monkey grinder near the corbies in the gray field
of Frotzen! Set dial to eye and close lid. Then turn the crank right until a
farmhouse will fall down. Find the farm, enter it and wait to get to a giant
boot!
Examine the flowers near the boot and choose the right key .... the one having
the same colour as the thirdscarecrow after turning the hurdyTgurdy. Carrying
this key gives you access through the giant wall of corbies and you'll find a
(compass) rose.
The rose can be used to see in which direction the wind blows AND can actually
change the direction of the wind! "Set rose to se" enables you to fly nw with
the wind in your back (cloudy directions are still unaccessable).
You can use the palimpsest to go to the ruins as well, by saying the word on
it when you are on the ground, walk to the location you want to go to once
you're above the ground and say the word on the palimpsest again.
Search the debris in the lamphouse of the lighthouse and you'll find a
valuable sextant you can sell!
To get past the Christmas Tree monsters you have to change the butterfly in a
caterpillar using the hurdyTgurdy. The butterfly will align on the rim of the
goblet somewhere in the fields of Frotzen (it's attracted by the nectar!). Put
the butterfly in the hurdyTgurdy (open the lid first) and close the lid. Set
the dial to clock and turn the crank left ("reverse" time, a butterfly comes
out of a caterpillar normally, now it's the other way around).
Carrying the caterpillar, the trees will avoid you and you can get through.
Take the diary and the hemisphere, along with the leaflet from the mailbox.
The leaflet will turn into a burin, needed to inscribe the glyph! The real
Infocom freaks can read the diary and know what "girgol" means (from
Spellbreaker: stop time). The other ones have to rely on my tip here: point
the dispel rod at the dome to undo the spell and release the lava.
Run away from the lava, or you'll get killed.
Wear the ring and enter the lava while it's still hot. Inscribe the glyph with
the burin (the glyph is written in the diary as well, so read it if you
haven't done that earlier; without an example there'll be no glyphTwriting!).
Ask cardinal Toolbox for the leather folder and open it: the two hemispheres
can be put together, type "put peg in hole". The obtained sphere comes in real
handy, getting to the end scene of this magnificent game!
Make sure all your attributes are as high as possible before getting into the
final battle.
Fly to the castle (you can see it from the "Rock Wall" in the jungle, using
the pterodactyl and the rose. Hide behind the bush and wait for the platypus
to leave! Then take a root and eat it for 3% strength and take the jar from
the statue. Blow the whistle and fly back to the mountainside on the
pterodactyl.
You're ready to try the end scene now: high attributes, all the charms to ward
off ill luck (horseshoe, four leave clover, rabbit's foot) are also needed,
along with the jar to make mirrors.
Enter the "maze" and make mirrors to reflect the light, making you able to
penetrate the maze further. The lucksucker (cat or anything else) can be hit
with the charm that colours green! When the daylight comes from the sw, turn
the mirror s to reflect it to the se.
Keep making mirrors and try to find the urTgrue. Be careful, mirrors do not
last forever, so you'll probably have to go all the way back now and then.
Finally point a mirror at the urTgrue and you'll have defeated him (when
you've enough compassion....).
Take the coconut from the pile of treasure and walk around the maze for a few
moves ......... the game will end soon enough then and I won't tell you what
happens ...... find out for yourself!!!!
May the Spell of Good Luck be with you.....
Kwaliterma Software Unlimited, Holland!!
-----------------------------------------------------------------------------
List of objects:
Shillelagh, worth 10 (everything costs twice as much as it's worth when you
want to buy it; all the prices in this list are based upon what you get when
you sell the item).
Potion of Might, 12, gives 16% strength.
Scroll of Mischief, 1, big fun at parties (useless, but fun).
Of Eversion, 10, makes things turn inside out.
Cloak, 15, 5% armor class, can be worn over another garment.
Leather tunic, 10, 10% armor class.
Scale mail, 30,
Plate mail, 100, 60% armor class.
Scroll of Fireworks, 1, (useless, gives authors of the game)
Tusk, 40, not needed anywhere.
-----------------------------------------------------------------------------
(c) 1992 Erik Futtrup, Denmark (email: futtrup@daimi.aau.dk) and Twan
Lintermans, Holland
-----------------------------------------------------------------------------
AREA (generalized) HINT/SUGGESTIONS
--------------------- -------------------------------------
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!
******************************************************************************
If I left anything out, and you've gotten stuck on something, please feel free
to contact me. I'll be more than happy to help out.
Dave Marshburn
marshburn@niehs
́ MAILER ALASKA 2/21/90
¢Big MAC... jford1@ua1vm 2/20/90 No subject