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See Curse of Enchantia Solution, Solution #2, Solution #3 here!
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Solution for Curse of Enchantia
Злой колдунье из волшебной страны захотелось "пошутить". И она перенесла
мальчика, играющего в гольф, в свою страну, в подземную тюрьму, где он
оказался в плачевном состоянии - прикованным кандалами к стене за ноги,
вниз головой...
Для начала надо разобраться в управлении - оно довольно оригинально в этой
игре. При нажатии на правую клавишу "мыши" высвечивается меню действий в виде
диаграмм. Слева направо:
1. Сумка - тут находятся предметы, которые наш герой (дадим ему для удобства
какое-нибудь имя, например - Том) будет находить в процессе игры.
2. Рука со стрелкой - брать предмет. Чтобы взять предмет его надо увидеть
(см. далее).
3. Рука - различные действия.
Выбрав эту диаграмму (нажать левую клавишу "мыши"), увидим дополнительное
меню действий.
Опять слева направо.
а) Открывать ключом или чем-либо дверь;
б) Вставлять предмет в отверстие, щель, углубление;
в) Производить какие-либо действия руками - толкать, ломать, разбирать и
т.д.;
г) Есть;
д) Одевать одежду, надевать головной убор;
е) Бросать что-либо;
ж) Давать предмет кому-нибудь;
з) Соединять предмет с предметом (обратить на это внимание).
4. Глаз - "увидеть" предмет, объект.
Прежде чем предпринимать какие-либо действия, нужно убедиться, что Том
"видит" этот предмет или объект.
5. Речь - можно произнести всего два слова.
HI! - привет!
HELP! - помогите!
6. Рыцарь - сражаться с кем-либо с помощью какого-нибудь предмета, разрушать
что-либо.
7. Прыгун - перепрыгивать через что-либо.
8. Дискета - сохранять игру и загружать отложенные игры.
9. Патефон - для красоты.
10. Листок - информация о набранных очках.
Итак в путь!
Но как же освободиться?
Выбрать "речь" и крикнуть "HELP". Войдет стражник и бросит ключ. Выбрать
"Глаз" - Том видит кандалы и ключ. Выбрать "Руку со стрелкой" - подобрать
ключ. При этом "кисть руки" покажет большой палец вверх - то есть действие
выполнено правильно. Выбрать "сумку" - ключ будет там.
Для того чтобы освободится от кандалов, нужно внимательно проделать
следующие действия.
Выбрать "Руку", далее выбрать первое действие - открывание замка.
В меню будут показаны сумка и кандалы. Выбрать "сумку", взять ключ - опять
появятся сумка и кандалы (но ключ уже в руке!). Выбрать кандалы. Том
освободился от них!
Подойди к месту где из стены вытекает вода. Посмотреть на стену. (Том
видит часть каменной кладки). Разобрать стену - выбрать "Руку", выбрать
"действия руками" (третья диаграмма) - появятся сумка и стена, выбрать
стену. В разобранной кладке взять скрепку.
Идти в нижний правый угол камеры. Найти монету. На экране ее не видно -
заслоняет кусок стены.
Подойти к двери ."Увидеть" замочную скважину . Открыть дверь скрепкой -
выбрать "Руку", выбрать "открывание замка", выбрать "сумку", взять скрепку,
выбрать "замочную скважину".
Для того чтобы лучше усвоить принцип управления, лучше начать все сначала
(CTRL+C) и проделать все действия самостоятельно - будет видна логика в
последовательности операций.
Выйдя в следующий зал, взять аквариум с рыбкой. Идти налево через зал,
уклоняясь от ударов колотушками.
Выйдя из зала, Том срывается с обрыва и падает в воду. Ему нечем дышать под
водой, он аж посинел, бедняга! Срочно помочь ему - одеть аквариум на голову.
Теперь можно продолжать путешествие. Спасти рыбку. Выбрать "Руку",
выбрать "действие руками", выбрать "рыбку".
Подобрать ракушку рядом с решеткой.
Идти налево. Обратить внимание на темное пятно на песке (не доходя
до магазина мистера Фиша). Выбрать "Глаз", выбрать "пятно". Том расчистит
грязь - там окажется червяк. Взять червяка. Идти в магазин к мистеру Фишу.
Поздороваться с ним. Он предложит сделку - поменять червяка на баллон
с кислородом. Но что за мошенник этот Фиш! Дал только немного наполнить
аквариум кислородом.
Идти налево. Предложить черепахе раковину. Черепаха перевезет Тома через
электрических змей. Взять в водорослях электрическое ружье.
Идти налево. Начнет нападать акула. Убить ее из ружья в определенный
момент: когда она будет еще подплывать, нажать правую клавишу "мышки". Выбрать
"Рыцаря", выбрать "ружье".
Налево. Перепрыгнуть через ракушку в тот момент, когда она будет закрыта.
Налево. Открыть пробку с помощью ружья ("Рука", диаграмма "б", см. описание
управления).
В голубом гроте, рядом с большим камнем взять зеленый мох. Найти кнопку
на скале (слева от большого камня, светло-голубого цвета). Нажать ее - откроется
проход в скале. Идти туда.
Исследовать всю пещеру, подбирать все камни, которые встретятся.
Идти в пещеру к старичку, который размышляет над смыслом жизни, ударяя
камень о камень. Отдать ему все найденные камни. Количество нарисованных
камней на картине, висящей на стене будет уменьшатся. Находить и отдавать
камни до тех пор, пока нарисованных камней не останется. Старик даст
клубок веревки.
В пещере с одной норкой в стене взять монитор.
Выйдя из этой пещеры, посмотреть внимательно на землю, найти монету (около
прохода вверх).
Идти направо, в пещеру с несколькими норками. Заглянуть в каждую норку.
Том увидит забавных червячков. В одной из норок будет веточка, взять ее.
Идти в пещеру, где лежит доска. Взять доску. В этот момент Том увидит
магнит и камень. Положить доску на камень ("Рука", "з", доска, камень).
Бросить монитор. Том окажется на карнизе, где лежит магнит. Взять магнит.
Спрыгнуть вниз ("Прыгун").
Идти в пещеру с одной норкой. Заглянуть в норку. Там лежит катушка с
проволокой, но как же ее достать? Привязать к магниту веревку ("Рука", "з",
веревка, сумка, магнит). Опустить магнит в норку и достать катушку ("Рука",
"б", магнит с веревкой, норка).
Идти к привидению. Привязать проволоку к одному из колец, торчащих из
земли. Снять с проволоки то, что осталось от привидения.
Идти к колодцу. Бросить монету в колодец. Появится волшебник и предложит
выполнение трех желаний. Можно пожелать все по очереди, начиная с денег.
("брать предмет").
Взять кепку. Идти к камнепаду. Одеть кепку. Теперь можно пройти через
камнепад.
Зайти в пещеру со своеобразным подъемником в виде ведра. Запрыгнуть в
ведро. Крикнуть "HELP" - помогите! Но никто и не собирается помогать. На стене
же нарисовано, что мальчики не обслуживаются, а вот всякие там лешие, кикиморы
и всякие сказочные страшные персонажи перевозятся.
Что бы такое придумать?
Нужно изготовить маскировочный костюм. Для этого соединить вместе три
предмета: веточку, зеленый мох, и кусок привидения. Надеть полученную
"спецодежду". Подъем начался...
Красиво, не правда ли?
Идти прямо, в долину. Вдруг выскочил разбойник, но споткнулся, упал,
потерял сознание. Взять меч. Ударить мечом разбойника. На его месте останется
мешок с деньгами. Взять деньги. Идти через мост, в город. В городе зайти
в магазин к Францу. Поздороватся с ним. Он ответит, что за деньги можно
приобрести какую либо еду. Идти к центру города к фонтану. Налево. Зайти в
дом с табличкой "SALLY SEE-ALL". Там сидит морской котик - ясновидец.
Поздороваться с ним. За определенную плату он может рассказать куда нужно идти
Тому дальше. Дать котику денег - он начнет гадать.
Сначала идти к магу, потом нужно пройти в маске мимо стражника-жука,
затем идти в костюмный магазин, затем...
Идти к центру города. Наверх. Зайти в дом с табличкой "MAGE'S".
Появится маг. Поздороваться с ним. За деньги он может совершить волшебство.
Тому интересно и он дает денег магу... Вот это волшебство! Том оказался на
обрыве. Здесь трудный участок игры, лучше после каждого правильно
выполненого задания сохранять игру. Идти направо. Подойти к большому камню
и толкнуть его. Теперь перепрыгнуть через пропасть, оттолкнувшись от камня.
Осторожно! Может упасть камень сверху. Взять красные перчатки. Что такое?
Опять пропасть?! Посмотреть на стену, где находятся 4 кнопки. Надо подобрать
код, чтобы появился мост. Методом простого перебора Том успешно справляется
с задачей. Код 1101 (1 - кнопка нажата). Взять моток веревки.
Подойти к электрическому стражнику (когда не будет камнепада). Столкнуть
его с обрыва, надев перчатки ("рыцарь"). Пройти через камнепад, отсиживаясь в
пещерках. В первой пещерке подобрать кусок белой глины.
Подойти к краю обрыва, над которым висит большой кусок скалы. Немного
отступить назад, встать на темное пятно на дороге. На голову Тома начнет
падать маленький камень. Положить ("надеть") кусок глины на голову, камень
прилипнет. Бросить маленький камень в большой кусок скалы - он упадет.
Направо. Опять обрыв! Бросить веревку на другую сторону обрыва.
Переправится по веревке ("прыгун"). Направо. Опс! Опять камнем прихлопнуло!
Внимательней надо быть. Надо маленькими шажками и успеть увернуться.
Подойти к концу дороги. А что теперь? Что-то вроде на стене есть. Что-то
беленькое чернеется. Посмотреть на стену. Ага! "Сезам, откройся!" Зайти
в пещеру слева и произнести эти слова. Идти внутрь. Поздороваться с попугаем.
Попугай сказал что-то про огнетушитель и про снег. К чему бы это? И вот Том
снова в городе.
Надо идти опять к магу за новым чудом. Дать магу денег. Ну вот, это дело!
Маска! Пройти мимо стражника-жука, около домика морского котика.
Изучить новую местность. Взять пучок сена из кучи сена, слева от
музыкантов. Постоянно обугливаясь от огней вулкана, взять поднос. Идти
направо, вниз. Поздороваться с хиппи с магнитофоном. Он скажет, что ему нужна
кассета с записью поп-музыки. Взять марку и ручку из кучи ручек. Взять
носок из кучи носков. Направо, взять кассету из кучи кассет. Направо.
Наполнить золотыми монетами носок ("рука", "з", носок, монеты). Получился
увесистый мешок.
Подойти к роботу, который стоит у корабля и трахнуть ему по голове этим
мешком. Войти на корабль. Здесь одно из самых трудных заданий в игре. Нужно
достать желтую тряпочку, лежащую на другом берегу ручья, протекающего под
кораблем. Необходимо переправится на этот берег с помощью двух досок
(лежат слева). Но трудность в том, что длина доски равна ширине ручья.
Как же быть?
Взять одну из досок и передвинуться немного вправо и чуть-чуть вверх, так
чтобы оказаться около ручья на небольшой земляной "выпуклости", которая
вдается в ручей. Бросить доску. Она должна лечь по обе "выпуклости" одного
берега и находиться над ручьем. Взять вторую доску. Встать на середину
первой доски и бросить вторую. Переправа готова!
Взять желтую тряпочку. Идти к куче писем. Найти около кучи письмо.
Наклеить марку на письмо, а затем опустить письмо в красный почтовый ящик.
Теперь у хиппи в руке будет ключ от магнитного замка на двери справа от
музыкантов. Подойти к звукозаписывающему аппарату около музыкантов.
Вставить в него кассету. Взять кассету нельзя - нет пульта управления. Идти к
"носу",
который стоит и пыхтит. Пощекотать ему в ноздре соломой - он чихнет и
улетучится. Одновременно исчезнут и губы с кучи пультов управления. Идти
к этой куче и взять пульт. Подойти к звукозаписывающему аппарату со стороны
кнопок управления. Использовать пульт ("рука", "в", сумка, пульт). Том взял
записанную кассету. Отдать кассету хиппи. Он даст ключ от магнитного замка.
Войти в пещеру и подойти к поваленным камням. Крикнуть "HELP!", камни
развалятся. Взять аэрозоль и идти к двери с магнитным замком. Вставить ключ
в магнитный замок. Дверь открылась и .... Том упал на облако. Здесь еще
одно трудное задание - необходимо взять мешочек, лежащий на облаке. Но как?
Нужно как бы раскачаться: вперед, назад, вперед и, улучшив момент, схватить
мешочек. Идти вниз по облаку. Том спрыгнет вниз. Идти туда, где
раньше стоял "нос" там появится дверь, войти в нее.
Новое трудное задание. Подойти к стене перед решеткой. На ней ничего нет.
Бросить аэрозоль (!?). На самом деле Том распылит аэрозоль на стену. Протереть
желтой тряпкой стену. Появится кнопка. Нажать на нее и подойти к электрическому
полу. Бросить мешочек, найденный на облаке. Том бросит на пол разноцветные
шарики. Бросить поднос на шарики. И вот Том миновал препятствие. Взять
вентилятор. Открыть скрепкой дверь. Ба! Знакомые места!
Идти в город. Зайти в магазин к Франку, купить еды. Идти к фонтану, затем
направо. Идти к Бену в костюмный магазин. Поздороватся с ним. Он может продать
платье за деньги. Дать ему денег, взять платье. Идти в примерочную комнату
за зеленой шторой. Одеть платье. Хм! Интересно, но не тот фасон!. Идти в
открывшуюся дверь. Том оказался в какой-то холодной стране. Исследовать
местность. Взять доску, она занесена снегом. Идти вниз. Встать около лунки
из которой выпрыгивает рыбка и бросить доску. Доска ляжет поперек лунки и
рыбка поймается. Взять рыбку. Идти вниз, взять аэрозоль, рядом с ледяной глыбой.
Вниз, взять комок снега и бросить в ледяного бугая. Он страшно рассердится,
но ему также повезет, как и разбойнику.
Идти к моржу. Поздороваться с ним. Он покажет жестом, что хочет кушать.
Пойти погулять, потом вернуться, моржа не будет. Подойти к рыбаку, он упадет в
обморок. Оказывается от Тома исходит такой неприятный запах, что даже рыбака
сшибает с ног. Отойти подальше в сторону от рыбака и освежиться аэрозолем
("надеть" на Тома). Опять подойти к рыбаку и поздороваться с ним. Он
предложит удочку в обмен на рыбу. Дать рыбаку рыбу, он страшно обрадуется и
убежит. Взять удочку и идти к ледяной глыбе. Сломать удочку ("рыцарь") и
развести костер. Глыба растает и из нее выпадет динозаврик. Собрать пепел от
костра и идти налево и вверх до обрыва, где на снегу отпечатались чьи-то
большие следы. За обрывом должна быть спина моржа. Перейти по спине на
ледяной карниз. Крикнуть "HELP!". Какой хороший динозаврик оказался.
Сесть в лодку и поплыть к другому берегу. Но что это: лодка на середине
пути рассыпалась на части, и Тому пришлось вернуться обратно. Что же делать?
Кинуть пепел в воду, и из воды появится огромный, но добродушный дракон,
и перевезет Тома к красивому ледяному замку. Как же войти в замок?
Обратить внимание на четырех маленьких пингвинчиков и на четыре
сверкающие сосульки справа от двери. Все пингвинчики разного роста и
сосульки разного размера. Подойти к сосулькам и встать так, чтобы видеть
все четыре. Нажать на сосульки, соблюдая порядок, от больш магазин к Францу.
Поздороватся с ним.люч овьтау. Пь. ы это? И вот оровть ргрот9у. Пь. ы это? Изал
что-то про огнетушитель и про снег. К чему бы это? И вот Том
снова в гоФр
сновсусок скалы - он упадет.
Направо. Опять обрыв! Бросить веревку на другую сторону обрыва.
Переправится по веревк ему тафа сумка, пуНемва и произнй. Можнод земляной
"выпуклиет и ии. Все пибака
сшибаожелья, о труднэраск этой руднэожесуукиммлросит
сно
из кLP!". Кикованныдим. Пь береужно
раткова1дать мНо иевк еереужно
ратковльзовНiqщзНажать на нее и по. Здесь еще
0а камень ("Рука", "з
прилзоЗи бр (!?гивапываюппаратеова.ять меваетчи письмо. наводороскораомат
рыбка поймается. Взять рыбку. Идти вниз, взять аэрозоль, рядом с ледяной глыбой.
Вниз, взять комок снега и бросить в ледяного бугая. Он страшно рассердится,
но лмоймаетсяя дверь, войк еень, войк еень, войкается в ручейнег - он на, у вг а
исходитсно
й в иу. Доска ляжет попери освежиу. Брозго нйIйL иЕинт еаей вулкебольшой зео про
огнетушитель и про снег. К чему бы это? И вот Том
снова в городе.
Надо идти опять к магу за новым чудом. Дать магу денег. Ну вотять ?гивапы
Исследовать
местность. Взять доску, она занесена снегом. Идти вниз. Встать около лунки
из которой выпрыгивает рыбка и бросить доску. Доска ляжет поперек лунки и
рыбка поймается. Взять рыби онькимкам всякиТом бросзамком.сяного бугая. ОаЧя к
ойти Eой дверьт ТC(исомпуклосм и встИим
ую. ПеркзамкомИ вотЗEоется. Взять рыбкзаTтсяГка",)Tм бросзам найдзвалятся.
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корабл (!?)и письадо паосмотит такой н(!?)и птковльзовН,доуФ
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обмороитит, что за деньги можно
приобрести какую либо еду. Идти к центру города к фонтану. Налевоку, йти в)
больиТону. Вти емуд
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па дрь,ь).зородль, рядоодлая. ОаЧявоиь аэрозраой цу ручья, протекааостюмныйН
в магнитный замок. Дверь открылась и .... Том упал на облако. Здесь еще
одно трудное задание - необходимо взять мешочек, лежащий на облаке. Но как?
Нужно как бы раскачаться: вперед, назад, вперед и, улучш как бы
раск...тковльск...тковль открысходит тся кноырех мааааааа в ю,
КакСуЛЛЛЛЛЛЛЛЛСфкак бзаскоа готова!
ЛЛультошой зе... Том упал верюу. На оржа несдти туд:и к рыбаку ДЕд, вперед
будетдамакой льтный зка", "в", сум",лять, потом вернутьО, Тчсч овьтау. Пь. о
бугая. Он страшнка",нСестноесь е Кинутно <вперейеужак быъ собл SRковль
рыб! Пролкнуть его. Теперь перепрыгнуть через пропасть, оттолкнувшись от камня.
Осторожно! Может упасть камень сверху. Взять красные перчатки. Что такое?
Опять пропасть?! Посмотреть на стену, где находятся 4 кнопки. Надо подобрать
код,ыахуд:и к Lом
ятся 4 уЛЛЛЛЛЛЛЛЛСфкйк еенПь бэК)Aмеру
Опять пропкам и встать та
ОпяЛЛЛбродушныранCю1дторонуросить вОн
предложит удочку в о"
тьру и подойти к повалДTНемв(!?)х
предл зет у .Е.ороититрести какую лисоблюдая порядо зка",ти кзин к Фрашибагу за
новым чудом. Дать магу денег. Ну вот, это дело!
Маска! Пройти мимо стражника-жука, около домика морского котика.
Изучить новую местность. Взять пучок сена из кучи сена, слева от
му сена! на сомуятся су. Пз кота,коуаг(а"1сще
оОо лмойщуН Нач!! н)
КмойВNлэп Тому пришлось где н
Злой колдунье из волшебной страны захотелось "пошутить". И она перенесла
мальчика, играющего в гольф, в свою страну, в подземную тюрьму, где он
оказался в плачевном состоянии - прикованным кандалами к стене за ноги,
вниз головой...
Для начала надо разобраться в управлении - оно довольно оригинально в этой
игре. При нажатии на правую клавишу "мыши" высвечивается меню действий в виде
диаграмм. Слева направо:
1. Сумка - тут находятся предметы, которые наш герой (дадим ему для удобства
какое-нибудь имя, например - Том) будет находить в процессе игры.
2. Рука со стрелкой - брать предмет. Чтобы взять предмет его надо увидеть
(см. далее).
3. Рука - различные действия.
Выбрав эту диаграмму (нажать левую клавишу "мыши"), увидим дополнительное
меню действий.
Опять слева направо.
а) Открывать ключом или чем-либо дверь;
б) Вставлять предмет в отверстие, щель, углубление;
в) Производить какие-либо действия руками - толкать, ломать, разбирать и
т.д.;
г) Есть;
д) Одевать одежду, надевать головной убор;
е) Бросать что-либо;
ж) Давать предмет кому-нибудь;
з) Соединять предмет с предметом (обратить на это внимание).
4. Глаз - "увидеть" предмет, объект.
Прежде чем предпринимать какие-либо действия, нужно убедиться, что Том
"видит" этот предмет или объект.
5. Речь - можно произнести всего два слова.
HI! - привет!
HELP! - помогите!
6. Рыцарь - сражаться с кем-либо с помощью какого-нибудь предмета, разрушать
что-либо.
7. Прыгун - перепрыгивать через что-либо.
8. Дискета - сохранять игру и загружать отложенные игры.
9. Патефон - для красоты.
10. Листок - информация о набранных очках.
Итак в путь!
Но как же освободиться?
Выбрать "речь" и крикнуть "HELP". Войдет стражник и бросит ключ. Выбрать
"Глаз" - Том видит кандалы и ключ. Выбрать "Руку со стрелкой" - подобрать
ключ. При этом "кисть руки" покажет большой палец вверх - то есть действие
выполнено правильно. Выбрать "сумку" - ключ будет там.
Для того чтобы освободится от кандалов, нужно внимательно проделать
следующие действия.
Выбрать "Руку", далее выбрать первое действие - открывание замка.
В меню будут показаны сумка и кандалы. Выбрать "сумку", взять ключ - опять
появятся сумка и кандалы (но ключ уже в руке!). Выбрать кандалы. Том
освободился от них!
Подойди к месту где из стены вытекает вода. Посмотреть на стену. (Том
видит часть каменной кладки). Разобрать стену - выбрать "Руку", выбрать
"действия руками" (третья диаграмма) - появятся сумка и стена, выбрать
стену. В разобранной кладке взять скрепку.
Идти в нижний правый угол камеры. Найти монету. На экране ее не видно -
заслоняет кусок стены.
Подойти к двери ."Увидеть" замочную скважину . Открыть дверь скрепкой -
выбрать "Руку", выбрать "открывание замка", выбрать "сумку", взять скрепку,
выбрать "замочную скважину".
Для того чтобы лучше усвоить принцип управления, лучше начать все сначала
(CTRL+C) и проделать все действия самостоятельно - будет видна логика в
последовательности операций.
Выйдя в следующий зал, взять аквариум с рыбкой. Идти налево через зал,
уклоняясь от ударов колотушками.
Выйдя из зала, Том срывается с обрыва и падает в воду. Ему нечем дышать под
водой, он аж посинел, бедняга! Срочно помочь ему - одеть аквариум на голову.
Теперь можно продолжать путешествие. Спасти рыбку. Выбрать "Руку",
выбрать "действие руками", выбрать "рыбку".
Подобрать ракушку рядом с решеткой.
Идти налево. Обратить внимание на темное пятно на песке (не доходя
до магазина мистера Фиша). Выбрать "Глаз", выбрать "пятно". Том расчистит
грязь - там окажется червяк. Взять червяка. Идти в магазин к мистеру Фишу.
Поздороваться с ним. Он предложит сделку - поменять червяка на баллон
с кислородом. Но что за мошенник этот Фиш! Дал только немного наполнить
аквариум кислородом.
Идти налево. Предложить черепахе раковину. Черепаха перевезет Тома через
электрических змей. Взять в водорослях электрическое ружье.
Идти налево. Начнет нападать акула. Убить ее из ружья в определенный
момент: когда она будет еще подплывать, нажать правую клавишу "мышки". Выбрать
"Рыцаря", выбрать "ружье".
Налево. Перепрыгнуть через ракушку в тот момент, когда она будет закрыта.
Налево. Открыть пробку с помощью ружья ("Рука", диаграмма "б", см. описание
управления).
В голубом гроте, рядом с большим камнем взять зеленый мох. Найти кнопку
на скале (слева от большого камня, светло-голубого цвета). Нажать ее - откроется
проход в скале. Идти туда.
Исследовать всю пещеру, подбирать все камни, которые встретятся.
Идти в пещеру к старичку, который размышляет над смыслом жизни, ударяя
камень о камень. Отдать ему все найденные камни. Количество нарисованных
камней на картине, висящей на стене будет уменьшатся. Находить и отдавать
камни до тех пор, пока нарисованных камней не останется. Старик даст
клубок веревки.
В пещере с одной норкой в стене взять монитор.
Выйдя из этой пещеры, посмотреть внимательно на землю, найти монету (около
прохода вверх).
Идти направо, в пещеру с несколькими норками. Заглянуть в каждую норку.
Том увидит забавных червячков. В одной из норок будет веточка, взять ее.
Идти в пещеру, где лежит доска. Взять доску. В этот момент Том увидит
магнит и камень. Положить доску на камень ("Рука", "з", доска, камень).
Бросить монитор. Том окажется на карнизе, где лежит магнит. Взять магнит.
Спрыгнуть вниз ("Прыгун").
Идти в пещеру с одной норкой. Заглянуть в норку. Там лежит катушка с
проволокой, но как же ее достать? Привязать к магниту веревку ("Рука", "з",
веревка, сумка, магнит). Опустить магнит в норку и достать катушку ("Рука",
"б", магнит с веревкой, норка).
Идти к привидению. Привязать проволоку к одному из колец, торчащих из
земли. Снять с проволоки то, что осталось от привидения.
Идти к колодцу. Бросить монету в колодец. Появится волшебник и предложит
выполнение трех желаний. Можно пожелать все по очереди, начиная с денег.
("брать предмет").
Взять кепку. Идти к камнепаду. Одеть кепку. Теперь можно пройти через
камнепад.
Зайти в пещеру со своеобразным подъемником в виде ведра. Запрыгнуть в
ведро. Крикнуть "HELP" - помогите! Но никто и не собирается помогать. На стене
же нарисовано, что мальчики не обслуживаются, а вот всякие там лешие, кикиморы
и всякие сказочные страшные персонажи перевозятся.
Что бы такое придумать?
Нужно изготовить маскировочный костюм. Для этого соединить вместе три
предмета: веточку, зеленый мох, и кусок привидения. Надеть полученную
"спецодежду". Подъем начался...
Красиво, не правда ли?
Идти прямо, в долину. Вдруг выскочил разбойник, но споткнулся, упал,
потерял сознание. Взять меч. Ударить мечом разбойника. На его месте останется
мешок с деньгами. Взять деньги. Идти через мост, в город. В городе зайти
в магазин к Францу. Поздороватся с ним. Он ответит, что за деньги можно
приобрести какую либо еду. Идти к центру города к фонтану. Налево. Зайти в
дом с табличкой "SALLY SEE-ALL". Там сидит морской котик - ясновидец.
Поздороваться с ним. За определенную плату он может рассказать куда нужно идти
Тому дальше. Дать котику денег - он начнет гадать.
Сначала идти к магу, потом нужно пройти в маске мимо стражника-жука,
затем идти в костюмный магазин, затем...
Идти к центру города. Наверх. Зайти в дом с табличкой "MAGE'S".
Появится маг. Поздороваться с ним. За деньги он может совершить волшебство.
Тому интересно и он дает денег магу... Вот это волшебство! Том оказался на
обрыве. Здесь трудный участок игры, лучше после каждого правильно
выполненого задания сохранять игру. Идти направо. Подойти к большому камню
и толкнуть его. Теперь перепрыгнуть через пропасть, оттолкнувшись от камня.
Осторожно! Может упасть камень сверху. Взять красные перчатки. Что такое?
Опять пропасть?! Посмотреть на стену, где находятся 4 кнопки. Надо подобрать
код, чтобы появился мост. Методом простого перебора Том успешно справляется
с задачей. Код 1101 (1 - кнопка нажата). Взять моток веревки.
Подойти к электрическому стражнику (когда не будет камнепада). Столкнуть
его с обрыва, надев перчатки ("рыцарь"). Пройти через камнепад, отсиживаясь в
пещерках. В первой пещерке подобрать кусок белой глины.
Подойти к краю обрыва, над которым висит большой кусок скалы. Немного
отступить назад, встать на темное пятно на дороге. На голову Тома начнет
падать маленький камень. Положить ("надеть") кусок глины на голову, камень
прилипнет. Бросить маленький камень в большой кусок скалы - он упадет.
Направо. Опять обрыв! Бросить веревку на другую сторону обрыва.
Переправится по веревке ("прыгун"). Направо. Опс! Опять камнем прихлопнуло!
Внимательней надо быть. Надо маленькими шажками и успеть увернуться.
Подойти к концу дороги. А что теперь? Что-то вроде на стене есть. Что-то
беленькое чернеется. Посмотреть на стену. Ага! "Сезам, откройся!" Зайти
в пещеру слева и произнести эти слова. Идти внутрь. Поздороваться с попугаем.
Попугай сказал что-то про огнетушитель и про снег. К чему бы это? И вот Том
снова в городе.
Надо идти опять к магу за новым чудом. Дать магу денег. Ну вот, это дело!
Маска! Пройти мимо стражника-жука, около домика морского котика.
Изучить новую местность. Взять пучок сена из кучи сена, слева от
музыкантов. Постоянно обугливаясь от огней вулкана, взять поднос. Идти
направо, вниз. Поздороваться с хиппи с магнитофоном. Он скажет, что ему нужна
кассета с записью поп-музыки. Взять марку и ручку из кучи ручек. Взять
носок из кучи носков. Направо, взять кассету из кучи кассет. Направо.
Наполнить золотыми монетами носок ("рука", "з", носок, монеты). Получился
увесистый мешок.
Подойти к роботу, который стоит у корабля и трахнуть ему по голове этим
мешком. Войти на корабль. Здесь одно из самых трудных заданий в игре. Нужно
достать желтую тряпочку, лежащую на другом берегу ручья, протекающего под
кораблем. Необходимо переправится на этот берег с помощью двух досок
(лежат слева). Но трудность в том, что длина доски равна ширине ручья.
Как же быть?
Взять одну из досок и передвинуться немного вправо и чуть-чуть вверх, так
чтобы оказаться около ручья на небольшой земляной "выпуклости", которая
вдается в ручей. Бросить доску. Она должна лечь по обе "выпуклости" одного
берега и находиться над ручьем. Взять вторую доску. Встать на середину
первой доски и бросить вторую. Переправа готова!
Взять желтую тряпочку. Идти к куче писем. Найти около кучи письмо.
Наклеить марку на письмо, а затем опустить письмо в красный почтовый ящик.
Теперь у хиппи в руке будет ключ от магнитного замка на двери справа от
музыкантов. Подойти к звукозаписывающему аппарату около музыкантов.
Вставить в него кассету. Взять кассету нельзя - нет пульта управления. Идти к
"носу",
который стоит и пыхтит. Пощекотать ему в ноздре соломой - он чихнет и
улетучится. Одновременно исчезнут и губы с кучи пультов управления. Идти
к этой куче и взять пульт. Подойти к звукозаписывающему аппарату со стороны
кнопок управления. Использовать пульт ("рука", "в", сумка, пульт). Том взял
записанную кассету. Отдать кассету хиппи. Он даст ключ от магнитного замка.
Войти в пещеру и подойти к поваленным камням. Крикнуть "HELP!", камни
развалятся. Взять аэрозоль и идти к двери с магнитным замком. Вставить ключ
в магнитный замок. Дверь открылась и .... Том упал на облако. Здесь еще
одно трудное задание - необходимо взять мешочек, лежащий на облаке. Но как?
Нужно как бы раскачаться: вперед, назад, вперед и, улучшив момент, схватить
мешочек. Идти вниз по облаку. Том спрыгнет вниз. Идти туда, где
раньше стоял "нос" там появится дверь, войти в нее.
Новое трудное задание. Подойти к стене перед решеткой. На ней ничего нет.
Бросить аэрозоль (!?). На самом деле Том распылит аэрозоль на стену. Протереть
желтой тряпкой стену. Появится кнопка. Нажать на нее и подойти к электрическому
полу. Бросить мешочек, найденный на облаке. Том бросит на пол разноцветные
шарики. Бросить поднос на шарики. И вот Том миновал препятствие. Взять
вентилятор. Открыть скрепкой дверь. Ба! Знакомые места!
Идти в город. Зайти в магазин к Франку, купить еды. Идти к фонтану, затем
направо. Идти к Бену в костюмный магазин. Поздороватся с ним. Он может продать
платье за деньги. Дать ему денег, взять платье. Идти в примерочную комнату
за зеленой шторой. Одеть платье. Хм! Интересно, но не тот фасон!. Идти в
открывшуюся дверь. Том оказался в какой-то холодной стране. Исследовать
местность. Взять доску, она занесена снегом. Идти вниз. Встать около лунки
из которой выпрыгивает рыбка и бросить доску. Доска ляжет поперек лунки и
рыбка поймается. Взять рыбку. Идти вниз, взять аэрозоль, рядом с ледяной глыбой.
Вниз, взять комок снега и бросить в ледяного бугая. Он страшно рассердится,
но ему также повезет, как и разбойнику.
Идти к моржу. Поздороваться с ним. Он покажет жестом, что хочет кушать.
Пойти погулять, потом вернуться, моржа не будет. Подойти к рыбаку, он упадет в
обморок. Оказывается от Тома исходит такой неприятный запах, что даже рыбака
сшибает с ног. Отойти подальше в сторону от рыбака и освежиться аэрозолем
("надеть" на Тома). Опять подойти к рыбаку и поздороваться с ним. Он
предложит удочку в обмен на рыбу. Дать рыбаку рыбу, он страшно обрадуется и
убежит. Взять удочку и идти к ледяной глыбе. Сломать удочку ("рыцарь") и
развести костер. Глыба растает и из нее выпадет динозаврик. Собрать пепел от
костра и идти налево и вверх до обрыва, где на снегу отпечатались чьи-то
большие следы. За обрывом должна быть спина моржа. Перейти по спине на
ледяной карниз. Крикнуть "HELP!". Какой хороший динозаврик оказался.
Сесть в лодку и поплыть к другому берегу. Но что это: лодка на середине
пути рассыпалась на части, и Тому пришлось вернуться обратно. Что же делать?
Кинуть пепел в воду, и из воды появится огромный, но добродушный дракон,
и перевезет Тома к красивому ледяному замку. Как же войти в замок?
Обратить внимание на четырех маленьких пингвинчиков и на четыре
сверкающие сосульки справа от двери. Все пингвинчики разного роста и
сосульки разного размера. Подойти к сосулькам и встать так, чтобы видеть
все четыре. Нажать на сосульки, соблюдая порядок, от больш магазин к Францу.
Поздороватся с ним.люч овьтау. Пь. ы это? И вот оровть ргрот9у. Пь. ы это? Изал
что-то про огнетушитель и про снег. К чему бы это? И вот Том
снова в гоФр
сновсусок скалы - он упадет.
Направо. Опять обрыв! Бросить веревку на другую сторону обрыва.
Переправится по веревк ему тафа сумка, пуНемва и произнй. Можнод земляной
"выпуклиет и ии. Все пибака
сшибаожелья, о труднэраск этой руднэожесуукиммлросит
сно
из кLP!". Кикованныдим. Пь береужно
раткова1дать мНо иевк еереужно
ратковльзовНiqщзНажать на нее и по. Здесь еще
0а камень ("Рука", "з
прилзоЗи бр (!?гивапываюппаратеова.ять меваетчи письмо. наводороскораомат
рыбка поймается. Взять рыбку. Идти вниз, взять аэрозоль, рядом с ледяной глыбой.
Вниз, взять комок снега и бросить в ледяного бугая. Он страшно рассердится,
но лмоймаетсяя дверь, войк еень, войк еень, войкается в ручейнег - он на, у вг а
исходитсно
й в иу. Доска ляжет попери освежиу. Брозго нйIйL иЕинт еаей вулкебольшой зео про
огнетушитель и про снег. К чему бы это? И вот Том
снова в городе.
Надо идти опять к магу за новым чудом. Дать магу денег. Ну вотять ?гивапы
Исследовать
местность. Взять доску, она занесена снегом. Идти вниз. Встать около лунки
из которой выпрыгивает рыбка и бросить доску. Доска ляжет поперек лунки и
рыбка поймается. Взять рыби онькимкам всякиТом бросзамком.сяного бугая. ОаЧя к
ойти Eой дверьт ТC(исомпуклосм и встИим
ую. ПеркзамкомИ вотЗEоется. Взять рыбкзаTтсяГка",)Tм бросзам найдзвалятся.
Взятелаой нео как бзать прозод
корабл (!?)и письадо паосмотит такой н(!?)и птковльзовН,доуФ
Бро
црячаталисlкамнВситзамок
сшибльзоверем оказался
A.акпоплтьателаой нета)
большинаушит-лятся. Ви встатька", первой п
большиеЗ
боовтIперевезет Тома к красиа). ососульки, соблюдая порядок, отцотцоопяет в
обмороитит, что за деньги можно
приобрести какую либо еду. Идти к центру города к фонтану. Налевоку, йти в)
больиТону. Вти емуд
коосульвзяятся 4 тьащ отцотцоопяом.сяного бугая. ОаЧявоиойти Eой дверьт
ТC(ислову,ь). Оуля. Она дрьт
па дрь,ь).зородль, рядоодлая. ОаЧявоиь аэрозраой цу ручья, протекааостюмныйН
в магнитный замок. Дверь открылась и .... Том упал на облако. Здесь еще
одно трудное задание - необходимо взять мешочек, лежащий на облаке. Но как?
Нужно как бы раскачаться: вперед, назад, вперед и, улучш как бы
раск...тковльск...тковль открысходит тся кноырех мааааааа в ю,
КакСуЛЛЛЛЛЛЛЛЛСфкак бзаскоа готова!
ЛЛультошой зе... Том упал верюу. На оржа несдти туд:и к рыбаку ДЕд, вперед
будетдамакой льтный зка", "в", сум",лять, потом вернутьО, Тчсч овьтау. Пь. о
бугая. Он страшнка",нСестноесь е Кинутно <вперейеужак быъ собл SRковль
рыб! Пролкнуть его. Теперь перепрыгнуть через пропасть, оттолкнувшись от камня.
Осторожно! Может упасть камень сверху. Взять красные перчатки. Что такое?
Опять пропасть?! Посмотреть на стену, где находятся 4 кнопки. Надо подобрать
код,ыахуд:и к Lом
ятся 4 уЛЛЛЛЛЛЛЛЛСфкйк еенПь бэК)Aмеру
Опять пропкам и встать та
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предложит удочку в о"
тьру и подойти к повалДTНемв(!?)х
предл зет у .Е.ороититрести какую лисоблюдая порядо зка",ти кзин к Фрашибагу за
новым чудом. Дать магу денег. Ну вот, это дело!
Маска! Пройти мимо стражника-жука, около домика морского котика.
Изучить новую местность. Взять пучок сена из кучи сена, слева от
му сена! на сомуятся су. Пз кота,коуаг(а"1сще
оОо лмойщуН Нач!! н)
КмойВNлэп Тому пришлось где н
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Solution for Curse of Enchantia
Complete Solution:
=================
Dungeon:
Shout help. A guard comes running then pick up the key and then unlock the
manacles with the key. Take the coin from the bottom right-hand corner behind
the pillar. Pull the mortar on the right-hand side of the rear wall and take the
paper clip. Unlock the door with the paper clip and go into the ....
Corridor:
Take the goldfish bowl and then look through the keyhole of the first door. Now
you need to take the gem from between the two statues and one from the right of
the large table in the middle corridor. Now take the coin from the top of the
table and another from just before the second statue past the large table.
Take the gem from the wall before the last statue and yet another from behind
the block at the end of the corridor. Go through the door and fall down to
the ....
Lakebed:
Wear the goldfish bowl and pull the stuck fish. Take the coin from behind the
rock at the bottom right. Then look at the mud. Take the worm lying in the mud
and go to the right and give the worm to the shopkeeper. Take the oyster dropped
by the stuck fish. Give the oyster to the turtle. Take the electric cattle
prodder and attack the shark with the prodder. Jump the clam when it's closed
and insert the prodder in the plughole. In the pool room take the seaweed from
near the boulder and push the button to reveal a secret entrance leading to
the ....
Cave corridors:
Pick up all the rocks. You can give them to the rock basher. Take the coin and
when you get to the mud monsters tie wire to the loops. Take the mud when a
monster's passed over the wire. In the well room throw a coin into the well and
take the helmet (the other wishes are attractive but not real). Wear the helmet
and head off to the ....
Rock basher:
Give him all the rocks you've collected (you should have three of each size). Go
to the polo room. Take the monitor and go to the room with the large boulder in
the middle. Take the plank and attach it to the boulder. Throw the monitor on to
the plank. Take the magnet from the hole. Jump down and go back to the polo room
Tie the string to the magnet and throw the magnet down the hole. Then go to the
holey room. Look in the three left-most holes and then look in the right-most
hole. Take the twigs and go to the exit room. Then jump into the bucket. Attach
the mud to the seaweed and attach the twigs to the mud and seaweed. Wear the
mask and pull on the rope and you arrive in ....
The country:
Walk down the path. Pick up the sword. Attack the man with the sword and pick up
the money. Go to see Sally See-All and pay her to tell your fortune. She tells
you to go to see the Mage. Walk into the town and to the Mage's shop in Sorcery
street. Give him the money and he transports you to the ....
Edge of the World:
Move right along the ledge. Avoid the rockfall and pick up the rubber gloves.
Push the large boulder that blocks your path and jump on the rock to get over
the gap. Keep going to the right. Avoid falling rocks and when you get to the
buttons press them in this order: 1 3 4 3 2 and a bridge magically appears.
Cross the bridge and pick up the rope. When you get to the electric monster put
on the gloves and push him off. Keep walking to the right and wait until the
rocks stop falling.
Now you need to make a dash for the first alcove. Wait for the rocks to stop
falling and then make a dash for the second. Pick up the sweet and then run on
when the next rockfall stops.
Now put the sweet on your head to be able to catch the falling pebble. Throw
the pebble up to hit the boulder and it falls to make a bridge over the next
gap. Walk straight to the right. Throw the rope over the next gap and then keep
walking right and stop to read the sign on the wall. Say 'Open sesame' and you
find you're suddenly in the wise man's cave. He tells you that you need a fan
and a fire extinguisher. Go back to the Mage's shop. Pay him some more money and
then he gives you a pig's head disguise. Walk down the Gypsy Road and to the ...
Valley of the Lost:
You're here to get the fan. Go left from the Slugs and pick up the hair brush.
Come back to the Slugs and then go south. Go to the right and insert the hair
into the nose monster's nostril. Keep going. Stop at the first pile and then
pick up the pen and the stamp. At the next pile you need to pick up the sock and
then go straight down the stairs. The teeth should be gone so you need to pick
up a remote control. Leave to the north and you're at the Marie Celeste. Pick up
one of the cassette tapes. Go back to the Slugs. Put the tape in the mixing deck
Hit the remotes control and then you get a recording of the Slugs.
Head left to the post box. Pick up the letter by the bug pile. Attach the
stamp to it and post it. Walk to the left avoiding the fireballs. Pick up the
tray. Now you need to go back to the clearing. Go south. Give the tape to the
guy with the ghetto blaster and he gives you a letter with a key. Walk into the
cave. Shout 'HELP!' and pick up the detergent from the back wall. Go to the
Marie Celeste and attach some coins to the sock. Go to the robot guarding the
ship and attack him with the sock. Go inside. Place the planks at right angles
over the stream. Cross over and pick up the cloth.
Go back to the clearing. Open the door with the security key and when you're
on the cloud move left and right to build up the momentum. Pick up the bag and
when you fall off the cloud you're back at the clearing.
Go south and a door should be open for you. Go through. Throw the detergent on
the wall. Push the cloth over the mess and and then push the button that's
revealed. Throw the marbles. Throw the tray and you glide over the electrified
floor. Pick up the fan. Use the paper clip to unlock the door and go back to the
town and into Mr Benn's costume shop. Give him some money. Take the dress. Go
into the changing room. Put the dress on and go through the door to the ....
Snowy Waste:
Take the plank and go south. Throw the plank on the water hole and pick up the
fish from the plank. Go right and then south until you get to the walrus and the
ice monster. Say 'Hi' to the walrus. Go left to the ledge and then north. Ignore
the trapped creature and pick up the deodrant.
Now you need to go back to the ice monster. Pick up the snow balls and throw
them at him. Wear the deodrant. Go back to the Eskimo. Give him the fish and
pick up his fishing rod. Go back to the trapped creature and attack it with the
fishing rod. Now pick up the ashes from the fire and then head north until you
reach the ledge where the sleeping walrus is located. Now you need to walk
across the walrus to reach the other ledge and then shout 'Help!'. You should
now find you're in the ....
Ice Palace:
Throw the ashes on to the lake and a giant sea monster appears and takes you to
the Ice Palace. Push the icicles in the order - largest to smallest (2 3 1 4)
and enter the palace.
In the dice room take the brush from the right-hand wall and the dice from the
table. Throw the dice to open the numbered doors. Now go through each door in
turn to collect the following objects - a jack. Loud hailer. Ice cube.
Magnifying glass. Gun and stalactite end.
To get the gun and the stalactite you have to attack them with the brush. Go
back to the start of the ice corridor and insert the gun into the holster on the
left of the pulley. Then go to the right side. Pick up the suntan lotion and the
glass shard from the tray. Go to the top of the corridor and pick up the whistle
from the floor in front of the back window. Attach the whistle to the loud-
hailer and then attack with this object to break the glass. Jump through the
window and into the ....
Laser room:
Attack the magnifying glass directly under the laser and the other objects to
points in the room (going anti-clockwise) ice cube. Stalactite. Glass shard.
When the laser self destructs insert the jack in the door to open it and go
through. Move forward and jump over the ice bolts when they're fired. Keep
jumping to avoid the bolts and move up the steps to the springy seat where
you're boinged out of harm's way. Wear the suntan lotion when you're grabbed by
the giant hand in the next room. Go through either door into the ....
Ice maze:
Keep moving and you eventually find a box of matches. Now you need to keep going
to get out of the maze and you find your way blocked by an ice guard. Stand
to the left of the pillar so that he can't see you and then he eventually nods
off. When he's sound asleep attach a match from the match box to his toes.
Attack with the match box and then he disappears. Pick up the fire extinguisher
and the second part of your quest is complete. Once back in Mr Benn's shop make
your way to the Mage's shop.
Give him some more money and you're whisked away to the ....
Graveyard:
Pick up the bone and attack with it to get out of the grave. Take the shovel and
move to the left of the open grave when attacked by the vampire. After he's
fallen in the grave search the graveyard for a vacuum cleaner. Cross. Tray and
cymbals. Make sure you avoid all the open graves.
When a vampire blocks your way up the steps move round to the side of him and
attack him with the shovel. Get rid of the next vampire by pushing the
gravestone in front of him. Go back to the grave you first came out of and pick
up the garlic bread. When you see the fourth vampire eat the garlic bread. Get
rid of the fifth vampire by attacking him with the cross. Attack the sixth from
behind with the cymbals. Leave the graveyard via the gate at the back. Go to the
copse but there's nothing there. Open the gate and walk quickly up to the ....
Witch's castle:
Go left from the entrance hall and into the study. Take the ring from the floor
and go back through the entrance hall and into the library. Pull the book in the
second alcove and enter the Queen's chamber. She first attacks you with a spirit
Attack it with the vacuum cleaner to suck it up. Attack with the fire
extingusher to douse her second attack. While she shoots on her third attack
attack with the fan. Timing is extremely important in all these manoeuvres. When
she's down walk up to her and attach the ring to her. And then that's it. Many
congrats - you've done it.
Complete Solution:
=================
Dungeon:
Shout help. A guard comes running then pick up the key and then unlock the
manacles with the key. Take the coin from the bottom right-hand corner behind
the pillar. Pull the mortar on the right-hand side of the rear wall and take the
paper clip. Unlock the door with the paper clip and go into the ....
Corridor:
Take the goldfish bowl and then look through the keyhole of the first door. Now
you need to take the gem from between the two statues and one from the right of
the large table in the middle corridor. Now take the coin from the top of the
table and another from just before the second statue past the large table.
Take the gem from the wall before the last statue and yet another from behind
the block at the end of the corridor. Go through the door and fall down to
the ....
Lakebed:
Wear the goldfish bowl and pull the stuck fish. Take the coin from behind the
rock at the bottom right. Then look at the mud. Take the worm lying in the mud
and go to the right and give the worm to the shopkeeper. Take the oyster dropped
by the stuck fish. Give the oyster to the turtle. Take the electric cattle
prodder and attack the shark with the prodder. Jump the clam when it's closed
and insert the prodder in the plughole. In the pool room take the seaweed from
near the boulder and push the button to reveal a secret entrance leading to
the ....
Cave corridors:
Pick up all the rocks. You can give them to the rock basher. Take the coin and
when you get to the mud monsters tie wire to the loops. Take the mud when a
monster's passed over the wire. In the well room throw a coin into the well and
take the helmet (the other wishes are attractive but not real). Wear the helmet
and head off to the ....
Rock basher:
Give him all the rocks you've collected (you should have three of each size). Go
to the polo room. Take the monitor and go to the room with the large boulder in
the middle. Take the plank and attach it to the boulder. Throw the monitor on to
the plank. Take the magnet from the hole. Jump down and go back to the polo room
Tie the string to the magnet and throw the magnet down the hole. Then go to the
holey room. Look in the three left-most holes and then look in the right-most
hole. Take the twigs and go to the exit room. Then jump into the bucket. Attach
the mud to the seaweed and attach the twigs to the mud and seaweed. Wear the
mask and pull on the rope and you arrive in ....
The country:
Walk down the path. Pick up the sword. Attack the man with the sword and pick up
the money. Go to see Sally See-All and pay her to tell your fortune. She tells
you to go to see the Mage. Walk into the town and to the Mage's shop in Sorcery
street. Give him the money and he transports you to the ....
Edge of the World:
Move right along the ledge. Avoid the rockfall and pick up the rubber gloves.
Push the large boulder that blocks your path and jump on the rock to get over
the gap. Keep going to the right. Avoid falling rocks and when you get to the
buttons press them in this order: 1 3 4 3 2 and a bridge magically appears.
Cross the bridge and pick up the rope. When you get to the electric monster put
on the gloves and push him off. Keep walking to the right and wait until the
rocks stop falling.
Now you need to make a dash for the first alcove. Wait for the rocks to stop
falling and then make a dash for the second. Pick up the sweet and then run on
when the next rockfall stops.
Now put the sweet on your head to be able to catch the falling pebble. Throw
the pebble up to hit the boulder and it falls to make a bridge over the next
gap. Walk straight to the right. Throw the rope over the next gap and then keep
walking right and stop to read the sign on the wall. Say 'Open sesame' and you
find you're suddenly in the wise man's cave. He tells you that you need a fan
and a fire extinguisher. Go back to the Mage's shop. Pay him some more money and
then he gives you a pig's head disguise. Walk down the Gypsy Road and to the ...
Valley of the Lost:
You're here to get the fan. Go left from the Slugs and pick up the hair brush.
Come back to the Slugs and then go south. Go to the right and insert the hair
into the nose monster's nostril. Keep going. Stop at the first pile and then
pick up the pen and the stamp. At the next pile you need to pick up the sock and
then go straight down the stairs. The teeth should be gone so you need to pick
up a remote control. Leave to the north and you're at the Marie Celeste. Pick up
one of the cassette tapes. Go back to the Slugs. Put the tape in the mixing deck
Hit the remotes control and then you get a recording of the Slugs.
Head left to the post box. Pick up the letter by the bug pile. Attach the
stamp to it and post it. Walk to the left avoiding the fireballs. Pick up the
tray. Now you need to go back to the clearing. Go south. Give the tape to the
guy with the ghetto blaster and he gives you a letter with a key. Walk into the
cave. Shout 'HELP!' and pick up the detergent from the back wall. Go to the
Marie Celeste and attach some coins to the sock. Go to the robot guarding the
ship and attack him with the sock. Go inside. Place the planks at right angles
over the stream. Cross over and pick up the cloth.
Go back to the clearing. Open the door with the security key and when you're
on the cloud move left and right to build up the momentum. Pick up the bag and
when you fall off the cloud you're back at the clearing.
Go south and a door should be open for you. Go through. Throw the detergent on
the wall. Push the cloth over the mess and and then push the button that's
revealed. Throw the marbles. Throw the tray and you glide over the electrified
floor. Pick up the fan. Use the paper clip to unlock the door and go back to the
town and into Mr Benn's costume shop. Give him some money. Take the dress. Go
into the changing room. Put the dress on and go through the door to the ....
Snowy Waste:
Take the plank and go south. Throw the plank on the water hole and pick up the
fish from the plank. Go right and then south until you get to the walrus and the
ice monster. Say 'Hi' to the walrus. Go left to the ledge and then north. Ignore
the trapped creature and pick up the deodrant.
Now you need to go back to the ice monster. Pick up the snow balls and throw
them at him. Wear the deodrant. Go back to the Eskimo. Give him the fish and
pick up his fishing rod. Go back to the trapped creature and attack it with the
fishing rod. Now pick up the ashes from the fire and then head north until you
reach the ledge where the sleeping walrus is located. Now you need to walk
across the walrus to reach the other ledge and then shout 'Help!'. You should
now find you're in the ....
Ice Palace:
Throw the ashes on to the lake and a giant sea monster appears and takes you to
the Ice Palace. Push the icicles in the order - largest to smallest (2 3 1 4)
and enter the palace.
In the dice room take the brush from the right-hand wall and the dice from the
table. Throw the dice to open the numbered doors. Now go through each door in
turn to collect the following objects - a jack. Loud hailer. Ice cube.
Magnifying glass. Gun and stalactite end.
To get the gun and the stalactite you have to attack them with the brush. Go
back to the start of the ice corridor and insert the gun into the holster on the
left of the pulley. Then go to the right side. Pick up the suntan lotion and the
glass shard from the tray. Go to the top of the corridor and pick up the whistle
from the floor in front of the back window. Attach the whistle to the loud-
hailer and then attack with this object to break the glass. Jump through the
window and into the ....
Laser room:
Attack the magnifying glass directly under the laser and the other objects to
points in the room (going anti-clockwise) ice cube. Stalactite. Glass shard.
When the laser self destructs insert the jack in the door to open it and go
through. Move forward and jump over the ice bolts when they're fired. Keep
jumping to avoid the bolts and move up the steps to the springy seat where
you're boinged out of harm's way. Wear the suntan lotion when you're grabbed by
the giant hand in the next room. Go through either door into the ....
Ice maze:
Keep moving and you eventually find a box of matches. Now you need to keep going
to get out of the maze and you find your way blocked by an ice guard. Stand
to the left of the pillar so that he can't see you and then he eventually nods
off. When he's sound asleep attach a match from the match box to his toes.
Attack with the match box and then he disappears. Pick up the fire extinguisher
and the second part of your quest is complete. Once back in Mr Benn's shop make
your way to the Mage's shop.
Give him some more money and you're whisked away to the ....
Graveyard:
Pick up the bone and attack with it to get out of the grave. Take the shovel and
move to the left of the open grave when attacked by the vampire. After he's
fallen in the grave search the graveyard for a vacuum cleaner. Cross. Tray and
cymbals. Make sure you avoid all the open graves.
When a vampire blocks your way up the steps move round to the side of him and
attack him with the shovel. Get rid of the next vampire by pushing the
gravestone in front of him. Go back to the grave you first came out of and pick
up the garlic bread. When you see the fourth vampire eat the garlic bread. Get
rid of the fifth vampire by attacking him with the cross. Attack the sixth from
behind with the cymbals. Leave the graveyard via the gate at the back. Go to the
copse but there's nothing there. Open the gate and walk quickly up to the ....
Witch's castle:
Go left from the entrance hall and into the study. Take the ring from the floor
and go back through the entrance hall and into the library. Pull the book in the
second alcove and enter the Queen's chamber. She first attacks you with a spirit
Attack it with the vacuum cleaner to suck it up. Attack with the fire
extingusher to douse her second attack. While she shoots on her third attack
attack with the fan. Timing is extremely important in all these manoeuvres. When
she's down walk up to her and attach the ring to her. And then that's it. Many
congrats - you've done it.
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Solution #2 for Curse of Enchantia
CURSE OF ENCHANTIA is a simple game that is amusing at times but not a whole
lot of fun to play. You will never die. If you have to fight a monster, the
monster will always loose. There is no challenge.
Throughout this game, you deal mostly with your inventory items. You pick up
objects and manipulate one or more objects with another. You are allowed to
have a maximum of 10 inventory items. If a situation arises where you come
across an object but are out of inventory slots, that means you have not
correctly used the objects already in your possession. In fact, at one point
in the game, you are allowed to pick up an object (a dress) before it is time
to use that object. You will then carry this dress around with you.
Ultimately, at some point in the game where it is necessary to store 8
objects, you will not have enough inventory slots and will be unable to finish
the game. Since you can not simply discard objects that are of no use, you
will be forced to start the game over.
Don't waste your money purchasing the CD-ROM version. You have to install the
game to a hard drive and the CD-ROM offers no extras over the floppy version.
The music and sound effects (what few effects there are) are atrocious. When
you finish the game, there will be no spectacular effects or music. You will
be left with the feeling that you shouldn't have even bothered.
Curse of Enchantia begins in a Dungeon where you have been teleported by the
evil witch.
DUNGEON
Yell for help. Pick up key and unlock shackles with it. Walk in front of the
North wall till you "see it". Push on the wall. Pick up the paper clip. Walk
over to the door and unlock the door with the paper clip.
Outside the door, pick up the Fish Bowl. Now walk West to exit the Knight
Room. You do not need any of the objects lying on the floor. Open the door at
the West wall and walk off the cliff.
UNDERWATER
Put the Fish Bowl on your head. Push on the Fish behind the grate. The fish
will come back and drop a Sea Shell. Pick up the Sea Shell. Look in the Mud
Puddle. Pick up the Worm. At Mr. Fish's Shop, give the fish the worm. He will
fill you up with oxygen and leave.
Give the Sea Shell to the Turtle who will then take you over the Electric
Eels. Get the Bow (Stun Gun) out of the Seaweed. Fight the Sharks with the Bow
(Stun Gun). This is one of those "instances" where you must be positioned
correctly in order for the object manipulation to work. Jump over the clam
when his jaws are closed. Insert the Bow (Stun Gun) into the Plunger.
CAVES
Pick up the Moss. Push Button on wall to open Secret Door. Go through the
door and pick up 4 small, 4 medium, and 4 large rocks (You'll have to make 2
trips). The rocks are spread out inside the cave. Find the weird guy that
likes to throw rocks on his head. Give him your rocks. After you've given him
the correct number of rocks, he will give you a spool of String.
Pick up the Coin outside one of the passage ways. Get the computer from one
of the Caves. Remember where this Cave is located.
Go into the cave where there are several holes in the walls. Look in the hole
in the North wall. Now look in each hole that the little Mud Monsters jump out
of. Get the Tree Branch out of the last hole. Go to the Cave where the Board
and Large Rock are. Pick up the Board and then Use the Board on the Rock (note
that throughout this document "use" means to use the two LEGO icons). Without
moving, throw the Computer. You will be hurled up where you may then pick up
the Magnet. Jump down.
Go back to the Cave where the Computer was. Use the string with the Magnet
and while standing in front of the hole on the North Wall, throw the
String/Magnet in hole. You will now have a spool of Steel Wire. Go to the Mud
Hole where the Mud Monsters are. Use the Steel Wire with the Hook. When a Mud
Monster moves over the Wire, pick up the Pile of Mud.
Go to the Wishing Well. Throw the Coin. You will be given 3 wishes. You will
need something practical. Select the item you desire and then Pick it Up. Go
to where the Rocks are Falling. Put the Helmet on (You did wish for a helmet,
right?). Walk through the falling rocks.
Walk into the Cave. Look on the wall and you will see that one of the
characters is wearing a mask. You too will need to wear a mask. To create the
Mask, use Mud with the Moss, then use the Mud/Moss with the Branch. Put the
Mask on and then Jump into the Bucket.
Outside the Cave, head down the road. A Mugger will try to attack you. Pick
up his Knife and then Fight with it. Pick up the Bag of Money. Head towards
the city.
CITY (FIRST TIME)
Walk to the center where the Fountain is, then North to the Magician's shop.
Give the Magician some money. He will transport you to the Cliffs.
CLIFFS
To dodge falling rocks, hide in a Crevice until the rocks stop falling. Push
the Big Rock and then Jump on it. Watch out for Falling Rock and pick up
Gloves. Push the Buttons on cliff face in the following order: 4, 1, 2. Walk
across the Bridge. Pick up the Rope. Walk up to Electro Man, put the Gloves
on, and push him. Pick up the Blue Stone in the crevice. Watch out for falling
rocks.
Walk to where the Large Rock is suspended in the air. Wear the Blue Stone and
a Rock will fall on your head. Throw the Rock at the Large, overhanging Rock.
Walk to the end of the trail and Throw the Rope to the other side and then
Jump on the Rope. Watch out for Big Rock and walk to end of trail. Look at the
side of the cliff. "Look" at the inscription. Now Talk and say what the
inscription says. Go inside the cave and Talk to Parrot. He'll give you some
clues and you'll end up back in the city.
CITY (SECOND TIME)
Walk back to the Magician's shop and give him some money. He'll turn you into
a Rabbit where you can then walk past the Guard at the West entrance to the
city.
FABULAND
Pick up the Swath of Hay. Walk through the falling fire balls and pick up the
Serving Tray. Walk off the cliff, then walk towards the Boat and turn left.
Pick up a Blank Audio Tape. At the Sock Pile, pick up a Sock. Walk in front of
the Nose and Insert the Hay into the Nose. He and the Lips downstairs will
disappear. At the pile of pens, pick up a Pen and a Stamp. Walk down the
stairs and pick up a Cellular Phone.
On the right side of the Ship is a pile of Gold. Use the Sock with the Gold
and then fight the Robot with the Sock/Gold. Go inside the Ship. You need to
position the boards so that they form an upside down T. This can be a bit
tricky as you need to stand in the correct position in order for this to work.
Pick up a board and walk to the bend in the river and then throw the board.
When done correctly, the board will lie horizontally with the river. Pick up
the other board and walk onto the board that is laying parallel to the river.
Position yourself in the exact center of the board and then throw the board
you have in your hands. If you threw the boards correctly, they will form an
inverted T and you will be able to walk across the river to pick up the Gold
Sheet.
Walk to the MailBox. Pick up the Letter. Use the Stamp with the Letter and
then Insert the Letter into the MailBox. Walk to the Tape Recorder that is in
front of the musicians. Insert the Blank Audio Tape into the Recorder. Now,
Push the Cellular Phone. Walk over to the Hippie and give him the Audio Tape.
He will give you the Letter that contains a Key Card. Walk inside the Cave and
face the North Wall. Now Yell for Help. Pick up the canister of Acid. Walk
over to the Door next to the musicians. Insert the Key Card into the door.
The Cloud is tricky. You need to pick up the Marbles but in order to do so,
you have to balance yourself on the cloud. The secret is to walk away from the
marbles and then when you are returned to the center of the cloud, walk
towards the marbles and quickly pick them up. You will have to try this
several times before you are able to pick up the marbles.
Walk off the cloud and back towards the cave. A Door will fall from the sky
and open up. Go inside the door. Look at the wall to the Left of the Gate.
Throw the bottle of Acid at the Wall. Now Push the Gold Sheet at the Wall, and
then Push the Button. Throw the Marbles at the Electric Floor, then Throw the
Serving Tray. Pick up the Fan and then Unlock the Door with the Paper Clip.
Walk back to the City.
CITY (THIRD TIME)
Go to the Costume Shop and Buy a Dress. Pick up the Dress after you Buy it.
Go inside the dressing room and put the Dress on. Go outside.
ICELAND
Pick up the Snow Ball and throw it at the Ice Monster. Walk around until you
find a Block of Ice and a Can of Deodorant. Wear the Deodorant. Walk around
till you find a board. Pick up the board and find the hole where the fish is
jumping into the air. Throw the board across the hole and pick up the Fish.
Find the Eskimo and trade him the Fish for the Fishing Pole. If you come
across a Walrus, Talk to him. Go back to the block of Ice and fight it with
the Fishing Pole. Pick up the Ashes. Now find the Walrus. He will be lying
down between two cliffs. Walk across him and Yell for Help. Go inside the hole
that was opened up for you. Jump into the board. After it sinks, throw the
ashes into the River.
ICE CASTLE
Look at the Penguins. You need to push the 4 Icicles in the same sequence as
the penguins (large to small). A door will open where you may then walk
inside. At this point, if you have more than 2 objects in your inventory, you
will have to start over. This is a terrible quirk in the game.
Pick up the Broom. Pick up the Dice and then Throw them. You will have to
come back to this room, pick up the dice and throw them several times in order
to obtain all the objects you need. The Broom is used for Fighting to pick up
objects that are out of your reach.
You will need the following items: Jack, Gun, Magnifying Glass, Icicle,
Mirror, Bottle of Suntan Lotion, Megaphone, and a Block of Ice. The Gun goes
inside the holster which will lower the counter weight so you can pick up two
objects out of the tray. These two objects won't appear until after you've
found some of the other objects.
Once you have all the objects, a whistle will appear in the hallway. Pick up
the whistle and go to the end of the hallway. Use the Megaphone with the
Whistle, then fight with the Megaphone/Whistle. Jump through the broken
window.
In the Laser room, you need to use 4 objects with the 4 holes in the floor.
Use the objects in the following order: Magnifying Glass on 1st hole, Ice Cube
on 2nd hole, Icicle on 3rd hole, and Mirror on 4th hole. After you've broken
the Laser Beam, insert the Jack into the partially opened door. Jump over the
Queen's Fire Balls. Keep jumping until you end up on the Throne. You will then
be catapulted to a room where a hand grabs you. Wear the Sun Tan lotion to
slip out of the hand.
Walk through the door and use the doors on the left side as you keep walking.
You will find some matches. After picking up the matches, walk through the
doors, this time using the doors on the right.
The Green Monster won't let you pass. You have to hide behind the column
until he falls asleep. You will need to attempt this several times and you
must be in the correct position behind the column or he won't fall asleep.
When the monster begins to snore, insert the match between his Toes and then
Fight with the Match Book. If he wakes up, try again. Pick up the Fire
Extinguisher.
CITY (FOURTH TIME)
Go back to the Magician's shop and give him some money. He'll put you in a
coffin at a Cemetery.
CEMETERY
Pick up the Bone and then Fight with it. Walk behind the Tree and Face it.
The vampire will fall in the grave. Pick up the Mirror, Shovel, and Symbols.
Fight next vampire with the Shovel. Pick up the Garlic. Pick up the Crucifix.
Pick up the Vacuum Cleaner. Walk up to vampire and Push the Tombstone. This
will scare him away. At the next vampire, eat the garlic to scare him away.
Fight with the Crucifix when you encounter the next vampire. At the gate,
fight with the Symbols. The vampire will open the gate and you can walk out.
WITCH'S CASTLE
Push the Gate. Inside the castle, pick up the Ring in front of the Fire
Place. In the Library, push the Book in the second section. Walk through the
hidden door. Inside the witch's chambers, fight with the Vacuum Cleaner and
then Push the Fire Extinguisher. Next, fight with the Fan. When the witch
falls, quickly use the Ring with the witch.
That's it! You are now back at the Baseball Park. Not much fanfare.
CURSE OF ENCHANTIA is a simple game that is amusing at times but not a whole
lot of fun to play. You will never die. If you have to fight a monster, the
monster will always loose. There is no challenge.
Throughout this game, you deal mostly with your inventory items. You pick up
objects and manipulate one or more objects with another. You are allowed to
have a maximum of 10 inventory items. If a situation arises where you come
across an object but are out of inventory slots, that means you have not
correctly used the objects already in your possession. In fact, at one point
in the game, you are allowed to pick up an object (a dress) before it is time
to use that object. You will then carry this dress around with you.
Ultimately, at some point in the game where it is necessary to store 8
objects, you will not have enough inventory slots and will be unable to finish
the game. Since you can not simply discard objects that are of no use, you
will be forced to start the game over.
Don't waste your money purchasing the CD-ROM version. You have to install the
game to a hard drive and the CD-ROM offers no extras over the floppy version.
The music and sound effects (what few effects there are) are atrocious. When
you finish the game, there will be no spectacular effects or music. You will
be left with the feeling that you shouldn't have even bothered.
Curse of Enchantia begins in a Dungeon where you have been teleported by the
evil witch.
DUNGEON
Yell for help. Pick up key and unlock shackles with it. Walk in front of the
North wall till you "see it". Push on the wall. Pick up the paper clip. Walk
over to the door and unlock the door with the paper clip.
Outside the door, pick up the Fish Bowl. Now walk West to exit the Knight
Room. You do not need any of the objects lying on the floor. Open the door at
the West wall and walk off the cliff.
UNDERWATER
Put the Fish Bowl on your head. Push on the Fish behind the grate. The fish
will come back and drop a Sea Shell. Pick up the Sea Shell. Look in the Mud
Puddle. Pick up the Worm. At Mr. Fish's Shop, give the fish the worm. He will
fill you up with oxygen and leave.
Give the Sea Shell to the Turtle who will then take you over the Electric
Eels. Get the Bow (Stun Gun) out of the Seaweed. Fight the Sharks with the Bow
(Stun Gun). This is one of those "instances" where you must be positioned
correctly in order for the object manipulation to work. Jump over the clam
when his jaws are closed. Insert the Bow (Stun Gun) into the Plunger.
CAVES
Pick up the Moss. Push Button on wall to open Secret Door. Go through the
door and pick up 4 small, 4 medium, and 4 large rocks (You'll have to make 2
trips). The rocks are spread out inside the cave. Find the weird guy that
likes to throw rocks on his head. Give him your rocks. After you've given him
the correct number of rocks, he will give you a spool of String.
Pick up the Coin outside one of the passage ways. Get the computer from one
of the Caves. Remember where this Cave is located.
Go into the cave where there are several holes in the walls. Look in the hole
in the North wall. Now look in each hole that the little Mud Monsters jump out
of. Get the Tree Branch out of the last hole. Go to the Cave where the Board
and Large Rock are. Pick up the Board and then Use the Board on the Rock (note
that throughout this document "use" means to use the two LEGO icons). Without
moving, throw the Computer. You will be hurled up where you may then pick up
the Magnet. Jump down.
Go back to the Cave where the Computer was. Use the string with the Magnet
and while standing in front of the hole on the North Wall, throw the
String/Magnet in hole. You will now have a spool of Steel Wire. Go to the Mud
Hole where the Mud Monsters are. Use the Steel Wire with the Hook. When a Mud
Monster moves over the Wire, pick up the Pile of Mud.
Go to the Wishing Well. Throw the Coin. You will be given 3 wishes. You will
need something practical. Select the item you desire and then Pick it Up. Go
to where the Rocks are Falling. Put the Helmet on (You did wish for a helmet,
right?). Walk through the falling rocks.
Walk into the Cave. Look on the wall and you will see that one of the
characters is wearing a mask. You too will need to wear a mask. To create the
Mask, use Mud with the Moss, then use the Mud/Moss with the Branch. Put the
Mask on and then Jump into the Bucket.
Outside the Cave, head down the road. A Mugger will try to attack you. Pick
up his Knife and then Fight with it. Pick up the Bag of Money. Head towards
the city.
CITY (FIRST TIME)
Walk to the center where the Fountain is, then North to the Magician's shop.
Give the Magician some money. He will transport you to the Cliffs.
CLIFFS
To dodge falling rocks, hide in a Crevice until the rocks stop falling. Push
the Big Rock and then Jump on it. Watch out for Falling Rock and pick up
Gloves. Push the Buttons on cliff face in the following order: 4, 1, 2. Walk
across the Bridge. Pick up the Rope. Walk up to Electro Man, put the Gloves
on, and push him. Pick up the Blue Stone in the crevice. Watch out for falling
rocks.
Walk to where the Large Rock is suspended in the air. Wear the Blue Stone and
a Rock will fall on your head. Throw the Rock at the Large, overhanging Rock.
Walk to the end of the trail and Throw the Rope to the other side and then
Jump on the Rope. Watch out for Big Rock and walk to end of trail. Look at the
side of the cliff. "Look" at the inscription. Now Talk and say what the
inscription says. Go inside the cave and Talk to Parrot. He'll give you some
clues and you'll end up back in the city.
CITY (SECOND TIME)
Walk back to the Magician's shop and give him some money. He'll turn you into
a Rabbit where you can then walk past the Guard at the West entrance to the
city.
FABULAND
Pick up the Swath of Hay. Walk through the falling fire balls and pick up the
Serving Tray. Walk off the cliff, then walk towards the Boat and turn left.
Pick up a Blank Audio Tape. At the Sock Pile, pick up a Sock. Walk in front of
the Nose and Insert the Hay into the Nose. He and the Lips downstairs will
disappear. At the pile of pens, pick up a Pen and a Stamp. Walk down the
stairs and pick up a Cellular Phone.
On the right side of the Ship is a pile of Gold. Use the Sock with the Gold
and then fight the Robot with the Sock/Gold. Go inside the Ship. You need to
position the boards so that they form an upside down T. This can be a bit
tricky as you need to stand in the correct position in order for this to work.
Pick up a board and walk to the bend in the river and then throw the board.
When done correctly, the board will lie horizontally with the river. Pick up
the other board and walk onto the board that is laying parallel to the river.
Position yourself in the exact center of the board and then throw the board
you have in your hands. If you threw the boards correctly, they will form an
inverted T and you will be able to walk across the river to pick up the Gold
Sheet.
Walk to the MailBox. Pick up the Letter. Use the Stamp with the Letter and
then Insert the Letter into the MailBox. Walk to the Tape Recorder that is in
front of the musicians. Insert the Blank Audio Tape into the Recorder. Now,
Push the Cellular Phone. Walk over to the Hippie and give him the Audio Tape.
He will give you the Letter that contains a Key Card. Walk inside the Cave and
face the North Wall. Now Yell for Help. Pick up the canister of Acid. Walk
over to the Door next to the musicians. Insert the Key Card into the door.
The Cloud is tricky. You need to pick up the Marbles but in order to do so,
you have to balance yourself on the cloud. The secret is to walk away from the
marbles and then when you are returned to the center of the cloud, walk
towards the marbles and quickly pick them up. You will have to try this
several times before you are able to pick up the marbles.
Walk off the cloud and back towards the cave. A Door will fall from the sky
and open up. Go inside the door. Look at the wall to the Left of the Gate.
Throw the bottle of Acid at the Wall. Now Push the Gold Sheet at the Wall, and
then Push the Button. Throw the Marbles at the Electric Floor, then Throw the
Serving Tray. Pick up the Fan and then Unlock the Door with the Paper Clip.
Walk back to the City.
CITY (THIRD TIME)
Go to the Costume Shop and Buy a Dress. Pick up the Dress after you Buy it.
Go inside the dressing room and put the Dress on. Go outside.
ICELAND
Pick up the Snow Ball and throw it at the Ice Monster. Walk around until you
find a Block of Ice and a Can of Deodorant. Wear the Deodorant. Walk around
till you find a board. Pick up the board and find the hole where the fish is
jumping into the air. Throw the board across the hole and pick up the Fish.
Find the Eskimo and trade him the Fish for the Fishing Pole. If you come
across a Walrus, Talk to him. Go back to the block of Ice and fight it with
the Fishing Pole. Pick up the Ashes. Now find the Walrus. He will be lying
down between two cliffs. Walk across him and Yell for Help. Go inside the hole
that was opened up for you. Jump into the board. After it sinks, throw the
ashes into the River.
ICE CASTLE
Look at the Penguins. You need to push the 4 Icicles in the same sequence as
the penguins (large to small). A door will open where you may then walk
inside. At this point, if you have more than 2 objects in your inventory, you
will have to start over. This is a terrible quirk in the game.
Pick up the Broom. Pick up the Dice and then Throw them. You will have to
come back to this room, pick up the dice and throw them several times in order
to obtain all the objects you need. The Broom is used for Fighting to pick up
objects that are out of your reach.
You will need the following items: Jack, Gun, Magnifying Glass, Icicle,
Mirror, Bottle of Suntan Lotion, Megaphone, and a Block of Ice. The Gun goes
inside the holster which will lower the counter weight so you can pick up two
objects out of the tray. These two objects won't appear until after you've
found some of the other objects.
Once you have all the objects, a whistle will appear in the hallway. Pick up
the whistle and go to the end of the hallway. Use the Megaphone with the
Whistle, then fight with the Megaphone/Whistle. Jump through the broken
window.
In the Laser room, you need to use 4 objects with the 4 holes in the floor.
Use the objects in the following order: Magnifying Glass on 1st hole, Ice Cube
on 2nd hole, Icicle on 3rd hole, and Mirror on 4th hole. After you've broken
the Laser Beam, insert the Jack into the partially opened door. Jump over the
Queen's Fire Balls. Keep jumping until you end up on the Throne. You will then
be catapulted to a room where a hand grabs you. Wear the Sun Tan lotion to
slip out of the hand.
Walk through the door and use the doors on the left side as you keep walking.
You will find some matches. After picking up the matches, walk through the
doors, this time using the doors on the right.
The Green Monster won't let you pass. You have to hide behind the column
until he falls asleep. You will need to attempt this several times and you
must be in the correct position behind the column or he won't fall asleep.
When the monster begins to snore, insert the match between his Toes and then
Fight with the Match Book. If he wakes up, try again. Pick up the Fire
Extinguisher.
CITY (FOURTH TIME)
Go back to the Magician's shop and give him some money. He'll put you in a
coffin at a Cemetery.
CEMETERY
Pick up the Bone and then Fight with it. Walk behind the Tree and Face it.
The vampire will fall in the grave. Pick up the Mirror, Shovel, and Symbols.
Fight next vampire with the Shovel. Pick up the Garlic. Pick up the Crucifix.
Pick up the Vacuum Cleaner. Walk up to vampire and Push the Tombstone. This
will scare him away. At the next vampire, eat the garlic to scare him away.
Fight with the Crucifix when you encounter the next vampire. At the gate,
fight with the Symbols. The vampire will open the gate and you can walk out.
WITCH'S CASTLE
Push the Gate. Inside the castle, pick up the Ring in front of the Fire
Place. In the Library, push the Book in the second section. Walk through the
hidden door. Inside the witch's chambers, fight with the Vacuum Cleaner and
then Push the Fire Extinguisher. Next, fight with the Fan. When the witch
falls, quickly use the Ring with the witch.
That's it! You are now back at the Baseball Park. Not much fanfare.
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Solution #3 for Curse of Enchantia
This solution is copyright, but may be freely distributed as long as the
copyright notice below remains intact.
(c)1996 Philip M Reynolds and The Adventure Workshop
You start in the dungeon, hanging by your feet from the ceiling locked in
chains, shout "Help" and the guard will come in, shout at you to "Shut Up" and
then leave in the process he drops a key. Get the key and unlock the chains.
Go to the bottom right of the screen and look behind the pillar, get the coin
then move to the back wall. Look and push the wall, the wall will fall away,
look again and get the paper clip. Go across to the door and unlock it with
the paper clip, leave the dungeon and you're in a corridor with a monstrous
guard. Go to the door and look through the keyhole to see another guard beyond
the door, move to the goldfish bowl and get it, the guard will then go off,
travel along the corridor avoiding the swinging maces of the suits of armour
by stopping just before you reach each one, ( there is a small dot on the
floor just before each suit stop at this point ) wait for the mace to fall
then go past. Along the corridor are five jewels to be picked up these are
between each of the sets of statues and all are visible except the last one
which is after the last statue behind the boxes at the bottom of the screen.
There is also a coin to be collected, this is on the table in the middle of
the corridor. When you reach the end of the corridor go out through the door
and you fall from a ledge to land in the water and sink to the lake bed.
Wear the goldfish bowl on your head, to prevent yourself from drowning then go
to the bottom right of the screen and look behind the rocks, get the coin then
go over to the fish stuck in the railing and pull it free. Proceed left a
short way and you'll see a dark patch, have a look at it and you will find a
worm, get this and while your doing so the fish you freed from the railings
will return and drop an oyster, get the oyster then continue left to Mr Fish's
stall, give him the worm and he'll let you fill your 'goldfish bowl' helmet
with air from the tank. Continue left until you meet up with a barrier of
electric eels, above it is swimming a large turtle, give the oyster to the
turtle and it will swim down, allow you get on its back and carry you across
the barrier. Get the cattle prod that's lying in the seaweed where the turtle
drops you, then move left a couple of paces, wait here until a shark comes
into view then attack it with the prod to drive it off. Continue left to the
clam and wait until it closes then jump over it, continue left to a giant plug
and insert the cattle prod into it, this lifts it and you will be sucked down
the hole and end up in a small cave.
Move across to the large boulder and look, get the seaweed then move left to
the wall between the boulder and the blocked passage, look and press the
button to open the passage then move into the passage. You are now in a system
of caverns, scattered around these caverns are a number of rocks, eighteen in
all, six each of large, medium and small. Wander around the caves and pick up
as many as you can then go to the Rock Basher Meditator's cave at the eastern
end of the lower large cavern (ignore the mud monster it can't hurt you) and
give all of the rocks to the guru there. Get the rest of the rocks that you
missed the first time and return here to give them to the guru also. Once you
have given him four of each size he will give you a ball a string, make sure
you give him all eighteen rocks to score the maximum points. Leave the Rock
Basher cave and go to the western end of the large cavern and go into the
tunnel, continue east and then go down at the entrance just before the rock
fall, as you enter there is a coin just to the left of the entrance, get this
then go east and into the cave here. Look in the middle hole and a small
creature will pop out of another hole, look in this hole and the same will
happen again, keep doing this until you find a branch in one of the holes then
get the branch. Leave the cave and go to the western end of this cavern then
enter the cave here. Look in the hole (to see a coil of wire) then get the
computer monitor. Return to the rock fall and go to the western end of this
cavern, enter the northern cave and get the plank. Attach the plank to the
rock then throw the monitor to be catapulted onto the ledge, get the magnet
then jump down.
Return to the cave where you saw the coil of wire and attach the string to the
magnet and insert the magnet into the hole to get the wire. Travel back to
where the mud monster keeps appearing and attach the wire to the rings, wait
for a monster to pass then get the mud that it leaves on the wire. Enter the
tunnel just left of here then continue into the cave on the opposite side of
the cavern, there is a wishing well here. Throw the coin into the well and a
game show host will appear and offer you a choice of three wishes, bags of
money, a gorgeous girl or a hard hat. Get the hat then go to the rock fall and
wear the hat to pass through it, enter the tunnel here and you are beside a
bucket at the bottom of a well. Attach the mud to the seaweed then attach the
resultant mess to the branch, jump into the bucket then wear the resultant
messy mask. The bucket is wound up a you are grabbed by a monster at the top
of the well which instantly falls in love with you, your mask falls off and
the monster jumps down the well in terror when it sees what you really look
like. Follow the path away from here and you will come to a point where a
rather inept bandit will jump out to attack you, he trips on a rock and falls
flat on his face with his sword stuck in the ground next to him, get the sword
then attack the bandit with it. The bandit disappears and a bag of money is
left in his place, get the bag and continue along the path to the town. Go
west at the cross-roads and into "Sally Seeall's", give her some money and she
will give you some clues as to what to do next. Proceed to the Mage's shop
north of the cross-roads and give him some money, he then transports you to a
ledge on the edge of the world.
Travel along the ledge to where it is blocked by a boulder, picking up the
rubber gloves along the way, push the boulder then jump over it and continue
along the ledge. You will see a boulder perched on the cliff top above the
ledge, stop just before you reach it then carefully edge forwards until the
boulder falls, hopefully missing you. Continue along the ledge to a ravine,
there are four buttons on the wall here, push buttons one, two and four from
left to right and a bridge will extend across the ravine. Cross the bridge and
continue until you find a rope, get this then proceed on until you see a blue
man wait about four of five paces to the left of him until the next rock fall
ceases then creep up behind him and wear the gloves to push him over the edge.
Move back and wait for the next rock fall to cease then move forward and into
the niche in the rock wall, get the small rock here and then wait for the next
rock fall to cease. Move on to the next niche and wait again for the rock fall
to end. Continue swiftly to the next ravine where a large boulder is suspended
above it and where a single rock falls, wear the small rock on your head to
gain a bigger rock then throw this at the boulder to make it fall bridging the
ravine. Proceed to the next ravine the throw the rope across it, jump onto the
rope to swing across then continue along the ledge. You will see another
boulder perched on the cliff top above the ledge, stop just before you reach
it then carefully edge forwards until the boulder falls, hopefully missing
you. Continue on to the end of the ledge and look at the writing, move back to
the niche and say "open sesame" to enter a small cave. Say "hi" to the wise
old bird to get some clues, you then turned into a frog that leaps up through
the roof.
Your now in the abandoned Joke shop back in the town. Go to Benn's costume
shop, east of the cross-roads, and give him some money, get the dress then go
into the back room and wear the dress to open the door here. Go through and
you are on the ice wastes, a snow monster will be in the process of eating a
small green creature here, go over to the snowball, get it then throw it at
the monster, who get annoyed and charges at you, fortunately it trips and
falls, regurgitating the little creature. Go north to a large ice cube, ignore
this for the moment but get the aerosol can lying on the snow nearby, wear the
aerosol ( this will stop the Eskimo running off when you meet him ) then
continue north then west and get the plank lying in the snow. Go south again
to a hole in the ice where a fish keeps leaping out, throw the plank over the
hole to stop it from falling back in and get the fish then go east to the
igloo and Eskimo, give him the fish and he will run off leaving his rod
behind. Get the fishing rod then return west and south to the large ice cube
where you found the aerosol. Attack with the rod, and you break it using it to
start a fire that melts the cube freeing the creature it was trapping. Get the
ashes from the fire then proceed east until you meet a walrus, say "hi" to him
to make him bored then go west as far as you can then north until you see the
walrus's back bridging a gap between the mainland and a small island. Cross
over the walrus onto the island and shout for help.
The creature you released from the ice cube will cut a hole in the ice wall
and beckon you in. You enter the hole and end up beside a expanse of water,
sitting by the shore is a small boat, go over to this and jump into it. You'll
start out across the water, but the boat will sink and you swim back to the
shore. Throw the ashes into the water and a large friendly 'Loch Ness' monster
will rise from the water and give you a lift over to the other side. You're
now standing outside the main door of an Ice Castle, to the right of the door
are a number of icicles, and while your here four penguins will waddle across
the scene. Pull the icicles in the same order as the penguins, ( i.e. longest
to shortest ) to open the door, and enter the castle. Get the broom from the
left side of the room then go over to the table and get the dice. Throwing
these will open a number of doors in the corridor beyond the door at the top
of the screen. There are six doors, three each to the left and right of the
corridor and depending on what number you throw a combination of these doors
will open. Throw the dice and go through the door into the corridor.
The doors from here lead into rooms which each contain an item you will need,
starting from where your standing the left hand doors lead into rooms
containing, a jack, a pistol and an ice cube. The right hand doors lead into
rooms containing a magnifying glass, a megaphone, and an icicle. Go into each
of the open rooms and get the object it contains, then return to the dice
table. Get the dice and throw them again, repeat this until you have collected
all six items from the rooms. To get the gun from the second left room, attack
the shelf with broom, and to get the icicle from the third left room attack it
with the broom. Once you have the gun insert it into the holster hanging near
the start of the corridor, this lowers the bowl and enables you get the two
items it contains, a prism and a bottle of sun tan oil. Once you have all
these items, walk down the corridor towards the window and on the floor just
before you reach it you will find a whistle, get this and attach it to the
megaphone. Attack the window using this object to break it then jump through
the window. Your now in a room with a door to the right protected by a beam
that comes down from the ceiling. Attach the magnifying glass to the hole in
the ice under the beam, follow the beam and attach the ice cube to the next
hole, repeat this with the icicle and prism to deflect the beam back on itself
destroying it. Go to the door and insert the jack under it to open it and pass
through.
Move left as soon as you enter to avoid being hit by the ice witches bolts,
then position yourself just left of the rocks at the bottom left of the
screen. Now the tricky part, click at centre of the base of the steps to the
left of the witch then as the witch is about to unleash a energy bolt, jump
up. If your timings right you should jump over the bolts to land at he bottom
of the steps which you'll climb to sit in the throne and be catapulted out of
the room. You'll now find yourself in an empty room but as you try to leave a
giant hand will swoop down and grab you. Wear the suntan oil to slip out of
it's grasp then leave the room, you now travel through a series of empty
rooms, when you reach one with two doors tae the right one and you should see
a box of matches lying on the floor, take these then continue on until you
reach a room where a large green troll is guarding a fire extinguisher.
Position yourself behind the pillar out of sight of the troll and it will
eventually fall asleep, go over to the troll and insert a match between its
toes, if it wakes up again go back behind the pillar again until it falls
asleep. Attack with the matchbox to light the match and inevitable will happen
with the troll leaping through the roof. Get the extinguisher and Benn will
appear to transport you back to his shop in the town. Return to the Mage's
shop and give him some money, he will then disguise you this will let you get
past the guard outside Sally Seall's shop.
After passing the guard your in a location where a pop group are playing, go
west and get the tuft of hair from behind the large pile. Continue west past
the post box and through the volcano's fall out, avoiding it if you can, get
the tray and continue west off the cliff. There is a pile of remote controls
here with a large mouth sitting on top of them, ignore these for the moment
and go to the wreck of the "Marie Celeste" then west to a pile of cassettes,
get the cassette then continue west, get a sock from behind the pile. Insert
the hair into the large nose to the west of here, it will sneeze, getting rid
of itself and the large mouth on the pile of remotes. Get a pen and stamp from
behind the pile of pens then go down the stairs to the right back to the pile
of remotes. Get a remote from behind the pile and go to the wreck, continue
east to a pile of gold coins and attach the sock to the pile to fill it with
coins. Return to the robot at the wreck and attack it with the sock then enter
the wreck and get one of the planks at the bottom left of the screen.
Move to the edge of the water ( there is a small cross on the ground near the
centre of the screen ) throw the plank then get the other plank and move to
the centre of the first plank. Throw the second plank to form a bridge then go
and get the gold foil from the top right of the screen. Return across the
plank and leave the wreck then go west until you see a man with a man with a
ghetto blaster. Travel south back to the band then west to the pile of
letters, get the letter from the ground to the left of the pile and attach the
stamp to it, post the letter then return east to the band. Insert the cassette
into the console and press the remote control to make a recording and retrieve
the cassette. Go south to the man with the ghetto blaster and give him the
cassette, he will then give you a letter containing a pass card. Enter the
cave and shout "help" causing the rocks at the back of the cave to collapse,
get the canister of glue revealed then return to the band. Go to the door (
top left ) and insert the card in the slot to go though. You are now standing
on a cloud, click near the bag and when you stop you automatically slide back
to the centre of the cloud, click near the bag again then as you start to
slide back click on the left edge of the cloud then as you arrive click next
to the bag again this time you should be close enough to get the bag ( of
marbles ). Walk off the cloud and your back next to the band.
Go south back to the pile of pens and a door will now appear enter this and
you're in a room blocked by a portcullis. Throw the canister of glue against
the back wall then push the foil onto it to form a button, press this to raise
the portcullis. Move to the edge of the electric grid and throw the bag of
marbles across it. Throw the tray onto these and you slide across the grid on
the tray. Get the fan then pick the lock on the door with the paper clip to
open it and go through. You're now back on the path where you were attacked by
the bandit earlier, proceed to the town and on to the Mage's shop. Give the
Mage some money and you are again transported, this time to end up buried in a
grave. Get a bone and attack the wall of the grave with it to get out. Once
out move directly behind the pile of earth at the head of the grave, Dracula
with now rush in and in an effort to get to will fall into the grave. Get the
shovel, disc, and cymbals then go east until stopped by Dracula, attack him
with the shovel then get the garlic and bread from where he fell. Get the
crucifix from the top of the steps then move over to Dracula and push the
gravestone onto his foot. Go east until you meet up with Dracula again and eat
the garlic.
Go and get the vacuum cleaner then return to where Dracula appears and attack
him with the crucifix, continue east avoiding the graves until Dracula appears
behind you then creep up behind him and attack him using the cymbals. Proceed
east to the gates and Dracula having had enough will open them as he leaves
the graveyard. Follow him out then go north to some gates, push them open and
continue through and up into the castle. Go left and get the ring from the
floor in front of the fireplace then return to the hall and go right into the
library. Move into the first alcove and push the book there to open a door in
the second alcove, go through this to the final confrontation with the witch.
The first spell she casts is a ghost, attack this with the vacuum, then as she
prepares to unleash a fire ball, push the fire extinguisher to put out the
fire. She now prepares to attack with and energy bolt, before she releases it
attack with the fan to drive it back at her, you then go over to her. Attach
the ring to the witch and she is destroyed and you are transported back to the
basket ball field. Adventure completed.
This solution is copyright, but may be freely distributed as long as the
copyright notice below remains intact.
(c)1996 Philip M Reynolds and The Adventure Workshop
You start in the dungeon, hanging by your feet from the ceiling locked in
chains, shout "Help" and the guard will come in, shout at you to "Shut Up" and
then leave in the process he drops a key. Get the key and unlock the chains.
Go to the bottom right of the screen and look behind the pillar, get the coin
then move to the back wall. Look and push the wall, the wall will fall away,
look again and get the paper clip. Go across to the door and unlock it with
the paper clip, leave the dungeon and you're in a corridor with a monstrous
guard. Go to the door and look through the keyhole to see another guard beyond
the door, move to the goldfish bowl and get it, the guard will then go off,
travel along the corridor avoiding the swinging maces of the suits of armour
by stopping just before you reach each one, ( there is a small dot on the
floor just before each suit stop at this point ) wait for the mace to fall
then go past. Along the corridor are five jewels to be picked up these are
between each of the sets of statues and all are visible except the last one
which is after the last statue behind the boxes at the bottom of the screen.
There is also a coin to be collected, this is on the table in the middle of
the corridor. When you reach the end of the corridor go out through the door
and you fall from a ledge to land in the water and sink to the lake bed.
Wear the goldfish bowl on your head, to prevent yourself from drowning then go
to the bottom right of the screen and look behind the rocks, get the coin then
go over to the fish stuck in the railing and pull it free. Proceed left a
short way and you'll see a dark patch, have a look at it and you will find a
worm, get this and while your doing so the fish you freed from the railings
will return and drop an oyster, get the oyster then continue left to Mr Fish's
stall, give him the worm and he'll let you fill your 'goldfish bowl' helmet
with air from the tank. Continue left until you meet up with a barrier of
electric eels, above it is swimming a large turtle, give the oyster to the
turtle and it will swim down, allow you get on its back and carry you across
the barrier. Get the cattle prod that's lying in the seaweed where the turtle
drops you, then move left a couple of paces, wait here until a shark comes
into view then attack it with the prod to drive it off. Continue left to the
clam and wait until it closes then jump over it, continue left to a giant plug
and insert the cattle prod into it, this lifts it and you will be sucked down
the hole and end up in a small cave.
Move across to the large boulder and look, get the seaweed then move left to
the wall between the boulder and the blocked passage, look and press the
button to open the passage then move into the passage. You are now in a system
of caverns, scattered around these caverns are a number of rocks, eighteen in
all, six each of large, medium and small. Wander around the caves and pick up
as many as you can then go to the Rock Basher Meditator's cave at the eastern
end of the lower large cavern (ignore the mud monster it can't hurt you) and
give all of the rocks to the guru there. Get the rest of the rocks that you
missed the first time and return here to give them to the guru also. Once you
have given him four of each size he will give you a ball a string, make sure
you give him all eighteen rocks to score the maximum points. Leave the Rock
Basher cave and go to the western end of the large cavern and go into the
tunnel, continue east and then go down at the entrance just before the rock
fall, as you enter there is a coin just to the left of the entrance, get this
then go east and into the cave here. Look in the middle hole and a small
creature will pop out of another hole, look in this hole and the same will
happen again, keep doing this until you find a branch in one of the holes then
get the branch. Leave the cave and go to the western end of this cavern then
enter the cave here. Look in the hole (to see a coil of wire) then get the
computer monitor. Return to the rock fall and go to the western end of this
cavern, enter the northern cave and get the plank. Attach the plank to the
rock then throw the monitor to be catapulted onto the ledge, get the magnet
then jump down.
Return to the cave where you saw the coil of wire and attach the string to the
magnet and insert the magnet into the hole to get the wire. Travel back to
where the mud monster keeps appearing and attach the wire to the rings, wait
for a monster to pass then get the mud that it leaves on the wire. Enter the
tunnel just left of here then continue into the cave on the opposite side of
the cavern, there is a wishing well here. Throw the coin into the well and a
game show host will appear and offer you a choice of three wishes, bags of
money, a gorgeous girl or a hard hat. Get the hat then go to the rock fall and
wear the hat to pass through it, enter the tunnel here and you are beside a
bucket at the bottom of a well. Attach the mud to the seaweed then attach the
resultant mess to the branch, jump into the bucket then wear the resultant
messy mask. The bucket is wound up a you are grabbed by a monster at the top
of the well which instantly falls in love with you, your mask falls off and
the monster jumps down the well in terror when it sees what you really look
like. Follow the path away from here and you will come to a point where a
rather inept bandit will jump out to attack you, he trips on a rock and falls
flat on his face with his sword stuck in the ground next to him, get the sword
then attack the bandit with it. The bandit disappears and a bag of money is
left in his place, get the bag and continue along the path to the town. Go
west at the cross-roads and into "Sally Seeall's", give her some money and she
will give you some clues as to what to do next. Proceed to the Mage's shop
north of the cross-roads and give him some money, he then transports you to a
ledge on the edge of the world.
Travel along the ledge to where it is blocked by a boulder, picking up the
rubber gloves along the way, push the boulder then jump over it and continue
along the ledge. You will see a boulder perched on the cliff top above the
ledge, stop just before you reach it then carefully edge forwards until the
boulder falls, hopefully missing you. Continue along the ledge to a ravine,
there are four buttons on the wall here, push buttons one, two and four from
left to right and a bridge will extend across the ravine. Cross the bridge and
continue until you find a rope, get this then proceed on until you see a blue
man wait about four of five paces to the left of him until the next rock fall
ceases then creep up behind him and wear the gloves to push him over the edge.
Move back and wait for the next rock fall to cease then move forward and into
the niche in the rock wall, get the small rock here and then wait for the next
rock fall to cease. Move on to the next niche and wait again for the rock fall
to end. Continue swiftly to the next ravine where a large boulder is suspended
above it and where a single rock falls, wear the small rock on your head to
gain a bigger rock then throw this at the boulder to make it fall bridging the
ravine. Proceed to the next ravine the throw the rope across it, jump onto the
rope to swing across then continue along the ledge. You will see another
boulder perched on the cliff top above the ledge, stop just before you reach
it then carefully edge forwards until the boulder falls, hopefully missing
you. Continue on to the end of the ledge and look at the writing, move back to
the niche and say "open sesame" to enter a small cave. Say "hi" to the wise
old bird to get some clues, you then turned into a frog that leaps up through
the roof.
Your now in the abandoned Joke shop back in the town. Go to Benn's costume
shop, east of the cross-roads, and give him some money, get the dress then go
into the back room and wear the dress to open the door here. Go through and
you are on the ice wastes, a snow monster will be in the process of eating a
small green creature here, go over to the snowball, get it then throw it at
the monster, who get annoyed and charges at you, fortunately it trips and
falls, regurgitating the little creature. Go north to a large ice cube, ignore
this for the moment but get the aerosol can lying on the snow nearby, wear the
aerosol ( this will stop the Eskimo running off when you meet him ) then
continue north then west and get the plank lying in the snow. Go south again
to a hole in the ice where a fish keeps leaping out, throw the plank over the
hole to stop it from falling back in and get the fish then go east to the
igloo and Eskimo, give him the fish and he will run off leaving his rod
behind. Get the fishing rod then return west and south to the large ice cube
where you found the aerosol. Attack with the rod, and you break it using it to
start a fire that melts the cube freeing the creature it was trapping. Get the
ashes from the fire then proceed east until you meet a walrus, say "hi" to him
to make him bored then go west as far as you can then north until you see the
walrus's back bridging a gap between the mainland and a small island. Cross
over the walrus onto the island and shout for help.
The creature you released from the ice cube will cut a hole in the ice wall
and beckon you in. You enter the hole and end up beside a expanse of water,
sitting by the shore is a small boat, go over to this and jump into it. You'll
start out across the water, but the boat will sink and you swim back to the
shore. Throw the ashes into the water and a large friendly 'Loch Ness' monster
will rise from the water and give you a lift over to the other side. You're
now standing outside the main door of an Ice Castle, to the right of the door
are a number of icicles, and while your here four penguins will waddle across
the scene. Pull the icicles in the same order as the penguins, ( i.e. longest
to shortest ) to open the door, and enter the castle. Get the broom from the
left side of the room then go over to the table and get the dice. Throwing
these will open a number of doors in the corridor beyond the door at the top
of the screen. There are six doors, three each to the left and right of the
corridor and depending on what number you throw a combination of these doors
will open. Throw the dice and go through the door into the corridor.
The doors from here lead into rooms which each contain an item you will need,
starting from where your standing the left hand doors lead into rooms
containing, a jack, a pistol and an ice cube. The right hand doors lead into
rooms containing a magnifying glass, a megaphone, and an icicle. Go into each
of the open rooms and get the object it contains, then return to the dice
table. Get the dice and throw them again, repeat this until you have collected
all six items from the rooms. To get the gun from the second left room, attack
the shelf with broom, and to get the icicle from the third left room attack it
with the broom. Once you have the gun insert it into the holster hanging near
the start of the corridor, this lowers the bowl and enables you get the two
items it contains, a prism and a bottle of sun tan oil. Once you have all
these items, walk down the corridor towards the window and on the floor just
before you reach it you will find a whistle, get this and attach it to the
megaphone. Attack the window using this object to break it then jump through
the window. Your now in a room with a door to the right protected by a beam
that comes down from the ceiling. Attach the magnifying glass to the hole in
the ice under the beam, follow the beam and attach the ice cube to the next
hole, repeat this with the icicle and prism to deflect the beam back on itself
destroying it. Go to the door and insert the jack under it to open it and pass
through.
Move left as soon as you enter to avoid being hit by the ice witches bolts,
then position yourself just left of the rocks at the bottom left of the
screen. Now the tricky part, click at centre of the base of the steps to the
left of the witch then as the witch is about to unleash a energy bolt, jump
up. If your timings right you should jump over the bolts to land at he bottom
of the steps which you'll climb to sit in the throne and be catapulted out of
the room. You'll now find yourself in an empty room but as you try to leave a
giant hand will swoop down and grab you. Wear the suntan oil to slip out of
it's grasp then leave the room, you now travel through a series of empty
rooms, when you reach one with two doors tae the right one and you should see
a box of matches lying on the floor, take these then continue on until you
reach a room where a large green troll is guarding a fire extinguisher.
Position yourself behind the pillar out of sight of the troll and it will
eventually fall asleep, go over to the troll and insert a match between its
toes, if it wakes up again go back behind the pillar again until it falls
asleep. Attack with the matchbox to light the match and inevitable will happen
with the troll leaping through the roof. Get the extinguisher and Benn will
appear to transport you back to his shop in the town. Return to the Mage's
shop and give him some money, he will then disguise you this will let you get
past the guard outside Sally Seall's shop.
After passing the guard your in a location where a pop group are playing, go
west and get the tuft of hair from behind the large pile. Continue west past
the post box and through the volcano's fall out, avoiding it if you can, get
the tray and continue west off the cliff. There is a pile of remote controls
here with a large mouth sitting on top of them, ignore these for the moment
and go to the wreck of the "Marie Celeste" then west to a pile of cassettes,
get the cassette then continue west, get a sock from behind the pile. Insert
the hair into the large nose to the west of here, it will sneeze, getting rid
of itself and the large mouth on the pile of remotes. Get a pen and stamp from
behind the pile of pens then go down the stairs to the right back to the pile
of remotes. Get a remote from behind the pile and go to the wreck, continue
east to a pile of gold coins and attach the sock to the pile to fill it with
coins. Return to the robot at the wreck and attack it with the sock then enter
the wreck and get one of the planks at the bottom left of the screen.
Move to the edge of the water ( there is a small cross on the ground near the
centre of the screen ) throw the plank then get the other plank and move to
the centre of the first plank. Throw the second plank to form a bridge then go
and get the gold foil from the top right of the screen. Return across the
plank and leave the wreck then go west until you see a man with a man with a
ghetto blaster. Travel south back to the band then west to the pile of
letters, get the letter from the ground to the left of the pile and attach the
stamp to it, post the letter then return east to the band. Insert the cassette
into the console and press the remote control to make a recording and retrieve
the cassette. Go south to the man with the ghetto blaster and give him the
cassette, he will then give you a letter containing a pass card. Enter the
cave and shout "help" causing the rocks at the back of the cave to collapse,
get the canister of glue revealed then return to the band. Go to the door (
top left ) and insert the card in the slot to go though. You are now standing
on a cloud, click near the bag and when you stop you automatically slide back
to the centre of the cloud, click near the bag again then as you start to
slide back click on the left edge of the cloud then as you arrive click next
to the bag again this time you should be close enough to get the bag ( of
marbles ). Walk off the cloud and your back next to the band.
Go south back to the pile of pens and a door will now appear enter this and
you're in a room blocked by a portcullis. Throw the canister of glue against
the back wall then push the foil onto it to form a button, press this to raise
the portcullis. Move to the edge of the electric grid and throw the bag of
marbles across it. Throw the tray onto these and you slide across the grid on
the tray. Get the fan then pick the lock on the door with the paper clip to
open it and go through. You're now back on the path where you were attacked by
the bandit earlier, proceed to the town and on to the Mage's shop. Give the
Mage some money and you are again transported, this time to end up buried in a
grave. Get a bone and attack the wall of the grave with it to get out. Once
out move directly behind the pile of earth at the head of the grave, Dracula
with now rush in and in an effort to get to will fall into the grave. Get the
shovel, disc, and cymbals then go east until stopped by Dracula, attack him
with the shovel then get the garlic and bread from where he fell. Get the
crucifix from the top of the steps then move over to Dracula and push the
gravestone onto his foot. Go east until you meet up with Dracula again and eat
the garlic.
Go and get the vacuum cleaner then return to where Dracula appears and attack
him with the crucifix, continue east avoiding the graves until Dracula appears
behind you then creep up behind him and attack him using the cymbals. Proceed
east to the gates and Dracula having had enough will open them as he leaves
the graveyard. Follow him out then go north to some gates, push them open and
continue through and up into the castle. Go left and get the ring from the
floor in front of the fireplace then return to the hall and go right into the
library. Move into the first alcove and push the book there to open a door in
the second alcove, go through this to the final confrontation with the witch.
The first spell she casts is a ghost, attack this with the vacuum, then as she
prepares to unleash a fire ball, push the fire extinguisher to put out the
fire. She now prepares to attack with and energy bolt | |