K I N G ' S Q U E S T V ['Absence Makes The Heart Go Yonder'] (Sierra On-Line) NOTES: You are King Graham of Daventry. You arrive home from a stroll one morning to discover that your home - Castle Daventry - has disappeared, and your family with it. The only eyewitness to the disappearance is an owl named Cedric who informs you that an evil wizard by the name of Mordack did the deed, but for what reason is a mystery. You accompany Cedric to the land of Serenia and meet his employer, another wizard (although a good one) named Chrispinophur - Crispin for short. Crispin also has no knowledge of why Mordack would do such a deed, but does do three things for you to aid you in your quest:- (1) He feeds you magic whitesnake so you can communicate with animals you might meet on your journey. (2) He gives you an old magic wand that doesn't work right now, but just might after it gets to know you. (3) He sends Cedric along to help show you the way around Serenia. Your quest is to find and rescue your family. You are equipped with only your wits, Crispin's wand, and the clothes on your back. You begin your adventures outside Crispin's house in Serenia. In your initial wanderings, there are several places where you must be careful:- (4) The WARNING! sign in the woods just WEST of Crispin's House. There is a Witch living beyond there to the North, and she'll turn you into a toad if you're not ready for her! Also, once you enter the Dark Forest, you cannot leave unless you've dealt with the Witch and possess specific items. The area with the sign is safe, but do not go North from there into the Dark Forest until you collect the necessary equipment. (5) The RIVER. If you try to drink, walk or swim in the river you will die. (6) The BEE TREE. The bees will kill you unless you make friends with them, and you can't make friends with them unless you have the right item. On the other hand, even if you do have it, the Bear can kill you! (7) The INN West of the Bakehouse. You can easily get mugged there and lose the game. Later in the game you must experience the mugging, but the beginning of the game is NOT the time! (8) The DESERT. You will die of thirst unless you can find the Oasis, Temple or the Bandit's Camp. In the latter two places, the Bandits will kill you if they notice you. You must go there in order to win the game. THE SOLUTION SERENIA - FIRST VISIT Watch the opening cartoon sequence. After it's completed you will find yourself in front of Crispin's house along with Cedric - he will be your sidekick throughout the entire adventure. Take this opportunity to experiment a little with the game icons. LOOK at the contraption in front of Crispin's. Try to take it. TALK TO CEDRIC. Now go SOUTH along the path. In the screen immediately South of Crispin's, if you try to walk east to the next screen, the Snake will kill you. You will have to go there later, however. From the same screen just South of Crispin's, follow the path WEST. LOOK AT THE PRINCE, then TALK to him and listen to his story. When you're done, return EAST to the screen below Crispin's. Walk SOUTH one screen. You are now outside the town of Serenia. Enter the town - just walk Graham right up the path into it. You are now in the town of Serenia. LOOK AROUND. There's a man fixing the wheel on his cart. TALK to him. Behind the man, across the alley, is a barrel. LOOK AT THE BARREL. Reach into the barrel (place the HAND icon on it and 'activate' it). TAKE THE FISH (2/260) then leave town the same way you entered it. From outside the town, follow the path WEST. Under no circumstances enter the river, attempt to drink from it or get too close. If you'd like to try, SAVE the game now and do it! Death awaits!! The house in this screen is the Bakehouse. Leave it for now. Continue WEST one screen. There is an Inn here with a haystack outside. Do not enter the Inn now or you will lose the game! If you wish, you can search the haystack, but you will find nothing at this time. Walk WEST one more screen and stop as soon as you get there. You will see a Bear pawing at a tree. If you get too near the bear, it will kill you. THROW THE FISH AT THE BEAR (just click on the FISH in the INVENTORY BAG, click on the 'OK' box, place the new icon over the Bear, and click again) (6/260). When the bear leaves, and you've heard from Queen Beetrice, walk up to the tree. LOOK ON THE GROUND to the EAST side of the tree. TAKE THE STICK (8/260). Walk right up to the tree beneath the hole. Reach into the hole and GET THE HONEYCOMB by clicking the HAND icon on the hole (10/260). THE DESERT Walk WEST one screen. You are now in Brushland. To the West is an endless Desert that you must explore. However, unless you find either the hidden Temple, the Bandit's Camp, or one of FOUR Oases, Graham will die of thirst and excessive sun. The trick to surviving the desert is knowing that, once inside it, Graham can only walk 7 SCREENS without perishing. The 8th screen is fatal. The 'safe' spots are located so that you can reach everything you need to, and still survive. If you don't drink while at an oasis, Graham will die. Outside the Temple, there is a spring by the rocks in the cliff opening. At the Bandit's Camp, there is a clay jar with water in it by the campfire. REMEMBER - Graham needs to drink at the Temple or in the Bandit's Camp! The obvious strategy is to find a safe spot, SAVE the game, and explore from there using trial-and-error. You should also be aware that there are deadly scorpions living along the Desert's South-eastern border. They mean death!! SAVE THE GAME HERE! Walk WEST FOUR Screens from the bee tree to an Oasis. DRINK (12/260). SAVE THE GAME again. Walk NORTH TWO screens to the cliffs, then WEST THREE screens to the hole in the cliffs, with the Temple visible in the distance. There are rocks to the east side of the opening in the cliffs. Stand behind them - you should now be hidden. WAIT for the Bandits to gallop up. If you're hidden, you're safe, if you're not then you're dead! Watch what happens (15/260). When the Bandits leave, DRINK at the spring, then go NORTH to the Temple door. Try and enter. Return to the opening-in-the-cliff screen. DRINK. SAVE THE GAME again. Walk WEST TWO screens, then SOUTH THREE screens to the next Oasis. DRINK. SAVE THE GAME. From the Oasis, walk WEST ONE more screen, then SOUTH until you find yourself in the Bandit's Camp. There are two tents here, a large one on the left where you can see revelling going on inside, and a smaller one to the right. There is also a campfire with a clay jar near it. Go to the jar and click the HAND icon on it. Graham will drink. Do not try to enter the big tent. If you do, or get too close to it, the Bandits will discover and kill Graham. Go to the smaller tent and SAVE THE GAME. ENTER the TENT. Inside, there is a sleeping Bandit who will wake up and kill Graham if Graham touches him or tries to talk to him. This encounter is timed - Graham only has a short amount of time to find the MAGIC STAFF, get it and safely escape before the Bandit awakens. If the Bandit wakes, he will discover Graham who will be captured and killed. This is why the game was saved before entering the tent. If Graham gets caught, RESTORE the game and try again. Repeat this as often as is necessary. LOOK AROUND. You need to GET the STAFF that is at the back of the tent. Walk straight back on the RIGHT (East) side of the tent pole. If you go on the left side, you will surely wake the Bandit. Carefully go and LOOK AROUND in the back without touching the sleeping Bandit. TAKE THE STAFF (17/260). Again, without touching the sleeping Bandit, LEAVE THE TENT. SAVE THE GAME. From the Bandit's Camp, walk EAST FOUR screens, then NORTH ONE screen to the Oasis. DRINK. SAVE THE GAME. From the Oasis, walk NORTH TWO screens, where you will find a SKELETON in the Desert. LOOK AT IT then LOOK AROUND. Nearby the skeleton, in the sand, is an object. LOOK AT IT. TAKE THE BOOT (19/260). Walk NORTH ONE screen, then EAST TWO more screens to an Oasis. DRINK. SAVE THE GAME. You are now back at the first Oasis that you visited, and it's now time to return to the Temple. As before, go NORTH TWO screens to the Cliffs, then WEST THREE screens. Walk NORTH to the Temple. DRINK. SAVE THE GAME. Walk up to the Temple door and click the STAFF on it (21/260). Once the door opens and you enter the Temple, you'll have a short - VERY SHORT - time to loot the place. And, you only have ONE TRY at it! In front of Graham, you'll see a small glitter on the ground. TAKE THE GOLD COIN (23/260). Next to it is a large BRASS BOTTLE. TAKE THE BRASS BOTTLE (25/260). Leave at once, don't try to get anything else. If you didn't get out in time, RESTORE your saved game and try again. Practice makes perfect! (This will probably take you several tries - do not despair! If getting the coin first doesn't work, try getting the bottle first. Keep trying and don't forget to DRINK again before returning to the Desert). Once safely outside, go to the spring and DRINK. SAVE THE GAME again. You have now accomplished all you need to do in the Desert and it's time to get out. From the opening in the cliffs, go EAST THREE screens then SOUTH TWO screens to the Oasis. DRINK. From the Oasis go EAST FIVE screens to the bee tree. SAVE THE GAME. NOTE:- Do not experiment with the brass bottle; if you open it you will be trapped and so lose the game! ON THE WAY TO THE DARK FOREST From the bee tree, walk NORTH ONE screen. LOOK AROUND. THROW THE STICK you've been carrying at the DOG (29/260). After the Ants promise you their help, continue NORTH ONE screen to the Gypsy Camp. LOOK AROUND, then walk towards the man you see. GIVE him the GOLD COIN (32/260). ENTER the WAGON to meet Madame Mushka who will fill you in on more details about what's happened to Graham's family. She'll give you a MAGIC AMULET (34/260). When the animated sequence has finished, click the AMULET icon on Graham - he is now WEARING the AMULET. The amulet will not protect Graham if he is not wearing it. SAVE YOUR GAME. Walk EAST from the Gypsy Camp. LOOK AROUND. LOOK AT THE WEEPING WILLOW. TALK TO THE WEEPING WILLOW and listen to her story. LOOK AT THE HARP, then try and take it. Walk EAST ONE more screen. LOOK AT THE WARNING SIGN. (You must now be wearing the AMULET and carrying the BRASS BOTTLE and the HONEYCOMB. THE DARK FOREST Walk NORTH ONE screen past the warning sign (36/260). LOOK AROUND. You are at a fork in the path and can choose to go either East or West. Leave this screen using the path to the EAST and NORTH. You will find yourself deep in the Dark Forest. An unfriendly Witch lives in these parts. If you meet her, the AMULET will protect Graham from being turned into a toad. If you do meet her, LOOK AT HER, TALK TO HER, then GIVE THE WITCH THE BRASS BOTTLE (40/260). After the Witch becomes trapped in the bottle, she'll neither bother Graham nor anyone else for a long time. The only place you are certain to meet the Witch is in front of her house. Continue NORTH through the Forest. In the next screen you'll see a tree with a SMALL DOOR in it. LOOK AROUND, then LOOK AT THE TREE. Go up to the tree and attempt to open the door. Nice try! Now walk WEST ONE screen. You are now in front of the Witch's House. If she's here, LOOK AT HER, TALK TO THE WITCH, GIVE THE WITCH THE BRASS BOTTLE. LOOK AROUND a bit, then ENTER the WITCH'S HOUSE. LOOK AROUND. LOOK AT THE TRUNK, then OPEN it. Inside is a small Spinning Wheel. TAKE IT (42/260). LOOK at the INCENSE BURNER hanging in the room. TAKE the SMALL KEY that is inside it (44/260). LOOK at the TREE TRUNK TABLE, there is a DRAWER in it. OPEN THE DRAWER, then TAKE THE BAG (46/260). Once the BAG is in your INVENTORY, click on it with the HAND icon to OPEN it. You now have THREE EMERALDS. SAVE YOUR GAME. Leave the Witch's House. Return ONE screen EAST to the tree with a door in it. Click the KEY on the DOOR (49/260), then TAKE THE HEART that you find inside the tree (51/260). Walk SOUTH ONE screen, then turn WEST and go TWO more screens in that direction. As you walk, LOOK AROUND - you are being watched by Elves! Walk NORTH ONE screen and you will arrive at a Small Clearing. LOOK AROUND. You are now in a 'six-screen-loop' (actually, you HAVE been since you left the screen with the fork in the path!). You will wander forever in this loop unless you can find a way out!! DROP ONE EMERALD on the ground (53/260) - an Elf will scoot out of the brush and take it. DROP A SECOND EMERALD (55/260). Same effect! SQUEEZE THE HONEYCOMB (59/260). A puddle of HONEY will be created on the ground. DROP THE LAST EMERALD NEAR THE HONEY (61/260). The Elf that comes for it will get stuck, and Graham will capture him. LOOK AT THE ELF. TALK TO THE ELF. Graham will let the Elf go, and an opening will be created on the WEST side of the screen by a strange creature! Walk WEST ONE screen and you will see the Elf entering a tunnel farther to the West. FOLLOW the Elf into the tunnel (63/260). You are now in the Elve's Cavern. LOOK AROUND. During this animated sequence, the Shoemaker Elf will give Graham a fine pair of SHOES (65/260), and Graham will be shown the way out of the Forest. When the sequence has finished, Graham will be in a Tunnel which finally ends in the screen with the warning sign. You are now finished with the Dark Forest. SAVE YOUR GAME. You can, if you wish, have Graham return to the Elve's Cavern, although there is nothing more to be gained there. You can look around and admire the sights but everybody will be gone. Graham can also fall in the Chasm there and die! SERENIA - SECOND VISIT From the warning sign, walk WEST ONE screen to the Weeping Willow. GIVE THE HEART TO THE TREE (69/260). Observe the result and the reunion. LOOK AT THE HARP, then TAKE THE HARP (71/260). Walk WEST ONE screen. You are now in the area where the Gypsy wagon used to be. It isn't there now. LOOK AROUND. TAKE THE TAMBOURINE that they've left behind (73/260). (If you had tried the old 'edge-of-the-screen' trick and returned to this screen right after leaving Madame Mushka, the wagon would still have been there. The Gypsies don't leave until Graham gives the brass bottle to the Witch). Walk EAST ONE screen back to where you returned the heart to the Weeping Willow. Walk SOUTH ONE screen. LOOK AROUND. You are in front of a Gnome's House. This is one of the places where the 'edge-of-the-screen' trick works in this game. If the Gnome and his grandson are not there, leave the screen and return. Repeat until successful. LOOK AT THE GNOME. LOOK AT HIS GRANDSON. TALK TO THE GNOME then GIVE THE SPINNING WHEEL TO THE GNOME. The Gnome will give Graham a MARIONETTE in return for the spinning wheel (77/260). Walk SOUTH ONE screen. You are now at the Inn with the haystack. SEARCH THE HAYSTACK. Since Graham helped the Ants earlier, they will help him now and give Graham the NEEDLE in the haystack! (79/260) SAVE YOUR GAME. The next sequence happens quickly, so go to Graham's INVENTORY screen and select the old SHOE - NOT the nice ones which the Elf gave him. Have it ready. Switch to the WALK icon, and follow the path EAST to the Bakehouse. At some point in this screen, you will see a Rat being chased down the path by a Cat. Immediately - as soon as you see it happening - switch to the READY icon and THROW THE OLD BOOT AT THE CAT (83/260). The Rat/Cat sequence will happen the first time you enter this screen AFTER you have left the Desert with the boot. But you only get one chance at doing it properly. If you waste it, you can't complete the game. That is why the game was saved prior to this scene. SAVE YOUR GAME again. Now it's time to return to the town. Walk EAST TWO screens. The man repairing his cart has left now, but there's something barely glinting in the street near where he had been. LOOK AT IT. TAKE THE SILVER COIN (85/260). There are three shops in this town that you must visit. LOOK at the various buildings. The shop nearest to where the man was fixing his cart is the Tailor's Shop. ENTER THE SHOP. LOOK AROUND at the various people and items. LOOK AT THE CLOAK on the Tailor's form. TALK TO THE TAILOR. GIVE THE GOLD NEEDLE TO THE TAILOR then GET THE CLOAK (89/260). LEAVE THE TAILOR SHOP. East of the Tailor's is the Toy Shop. ENTER THE TOY SHOP. LOOK AROUND at the people and items. LOOK AT THE SLED on the wall. TALK TO THE TOYMAKER. GIVE THE MARIONETTE TO THE TOYMAKER and then GET THE SLED (93/260). LEAVE THE TOY SHOP. There is a small Shoe Shop at the far Eastern part of the town. GO INSIDE THE SHOE SHOP. LOOK AROUND. PET THE DOG. TALK TO THE SHOEMAKER. GIVE THE SHOES - not the boot - TO THE SHOEMAKER then GET THE COBBLER'S HAMMER (97/260). LEAVE THE SHOE SHOP. LEAVE the town. You are now finished with the town of Serenia. SAVE YOUR GAME. After leaving Serenia, walk WEST ONE screen to the Bakehouse. ENTER THE BAKEHOUSE. LOOK AROUND at the people and the pies. TALK TO THE BAKER. GIVE THE SILVER COIN TO THE BAKER and then GET THE CUSTARD PIE (99/260). LEAVE THE BAKEHOUSE. Walk WEST ONE screen to the Inn. SAVE YOUR GAME. ENTER THE INN. LOOK AROUND at the people in the bar. If Graham walks up to them, or talks them, they will beat him up, tie him up. and imprison him in the Inn's cellar. If he tries to walk through the bar, they will beat him up. You just have to go through with this! TALK TO THE MEN and suffer the consequences. Graham soon recovers and finds himself tied up securely, with no way of escape. If Graham's saved the Rat from the Cat, it will arrive and free him. LOOK AROUND. TAKE THE ROPE (101/260). Walk UP the stairs to the door. LOOK AT THE DOOR. It's locked. HIT THE DOOR WITH THE HAMMER - it will break the latch (105/260). LEAVE THE CELLAR. You are now back in the Inn's Kitchen. The Inn's Bar is to the East. You don't want to go in there. LOOK AROUND. Go to the cupboard at the top of the screen. LOOK AT THE CUPBOARD. OPEN THE CUPBOARD and LOOK INSIDE. TAKE THE LEG OF LAMB (107/260). EXIT the Inn through the door on the WEST side of the screen. (If Graham returns East to the bar, the Innkeeper and his toughs will become quite annoyed that he has escaped the cellar. Graham will be killed this time. From the Inn, walk EAST to outside the town, then NORTH another screen. You are now in the area which is one screen South of Crispin's House. You are now finished in Serenia. THE MOUNTAINS From the screen immediately South of Crispin's House, there is a path going East. LOOK AROUND. There is a Snake on the path. LOOK AT THE SNAKE. SHAKE THE TAMBOURINE (110/260). Walk EAST. You are now on a Mountain Trail. WEAR THE CLOAK - without it, Graham will soon die from the cold (114/260). Walk EAST. LOOK AROUND. You are on a path in the mountains and a frozen waterfall has washed out the trail. If Graham is not wearing the cloak, do so now. Graham will also start to become hungry here. He can eat either the custerd pie or the leg of lamb. EAT THE LAMB (118/260). (If Graham eats the pie, the game cannot be finished! When he eats the lamb, he will only munch on half of it, leaving the rest for later). LOOK AROUND above Graham. There are both a tree branch and a rock overhang. Click the ROPE on the OVERHANG - it's the one away from the branch. Graham will throw the rope up and it will catch. Walk to the rope and CLIMB it to the upper ledge (123/260). (The rope will also catch on the tree branch but the branch will break as Graham nears the top of his climb, resulting in his death). You are now on a higher path through the mountains. LOOK AROUND. Another frozen waterfall has washed out the trail which leads east. LOOK AT THE WATERFALL. LOOK AT THE LOG. LOOK AT THE ROCK STEPS. SAVE YOUR GAME. The only way to cross is to jump from rock to rock (by clicking the HAND icon on the desired landing place), and then crossing the log. However, certain rock 'steps' can, or will, collapse under Graham's weight and cause his death. The rocks closest to the top of the screen are all stable. The three rocks closest to the bottom of the screen works as follows:- The farthest LEFT (WEST).........collapses 50% of the time The middle.......................ALWAYS collapses! The farthest RIGHT (EAST)........never collapses if Cedric is with Graham. It will always collapse if Cedric has been captured by the Wolves, and Graham tries to cross back over the rocks. So, JUMP Graham across on the UPPER rocks, then to the rock farthest EAST on the BOTTOM row, and then to solid ground by the log. Once on this solid ground, SAVE YOUR GAME. Set the game to a SLOWER speed and carefully walk Graham across the log (125/260). SAVE YOUR GAME again and continue EAST. You are now nearing the end of the level path. It ends abruptly, and you can see it sloping down near the centre of the screen. When Graham and Cedric first enter this area, they will be ambushed by a Wolf. Cedric will be carried off, leaving Graham by himself. Walk to near where the path starts down. Don't try to walk down the path or Graham will tumble down. LOOK AROUND. Once Graham commences the forthcoming sled-ride, he cannot return back to retrace his steps. Since this is a one-way trip, make sure that you have the following items: CRISPIN'S WAND, THE TAMBOURINE, THE REAMAINING LAMB, THE CUSTARD PIE, THE BEESWAX (that was left over from the HONEYCOMB), THE COBBLER'S HAMMER and THE HARP. You will need them all to finish the game. From here on, there is no turning back! Click the SLED on Graham or on the ground near the slope. Graham will then embark on a wild ride down the path. It will end with a crashed sled, but a live Graham. (130/260). SAVE YOUR GAME. If Graham tumbled down the slope, he will find himself on the north side of a thin ice bridge spanning a crevasse. If Graham attempts to cross the bridge on foot, it will crack, and he will fall to his death. It is too wide to jump. All Graham can do at this point is climb back up to the beginning of the sled run and use the sled. You are now at the end of the sled run. LOOK AROUND. Do not attempt to cross the ice bridge. Walk EAST. You are now on a Narrow Path through the mountains. In the distance to the North, you can see the outlines of a Castle. LOOK AROUND. LOOK AT THE EAGLE. TALK TO THE EAGLE. GIVE the remaining LAMB to the EAGLE (133/260). (The Eagle will also take the custard pie, but that would prevent you from finishing the game. The same fate will befall you if you don't feed the Eagle). SAVE YOUR GAME. Follow the path NORTH and watch Graham get captured by the wolves (135/260). There is now an animated sequence in which Graham is brought before Queen Icebella. As soon as the Queen tells her wolves to take Graham and Cedric away to be executed, game control will be briefly returned to you. PLAY THE HARP AT ONCE (139/260). This will appease the Queen somewhat. After more plot and animation, you will find Graham back on a Narrow Path in the mountains. LOOK AROUND. There is a cave in the distance. LOOK AT THE WOLF. TALK TO THE WOLF. He will prevent Graham from going anywhere except towards the cave. Follow the path NORTHEAST towards the cave. SAVE YOUR GAME and leave the screen. You are now at the entrance to the Yeti's cave. This is another place where the 'edge-of-the-screen' trick doesn't work. A Yeti will come after Graham as he moves nearer towards the cave entrance. It will come from the RIGHT side of the screen - the EAST. If you attempt to escape the Yeti by running away back down the path, Graham will be followed until he is caught. The Yeti will also catch him if he tries to escape North into the Cave. There are no other ways out of the screen. Click the CUSTARD PIE on the Yeti, and Graham will throw the pie in its face (143/260). You and Graham are now rid of the Yeti. LOOK AROUND. ENTER THE CAVE to the NORTH. LOOK AROUND. LOOK at the various clumps of CRYSTAL, especially the clump that is near the centre of the screen. Click the HAMMER on the CLUMP that has a "particularly brilliant crystal" that catches Graham's attention - it is about in the centre of the screen, so keep looking. He'll take it (147/260). EXIT the screen to the SOUTH and continue on the path until you return to the waiting Wolf. An animated sequence now follows. Graham is returned to the Ice Queen and reunited with Cedric. When the sequence is over, Graham and Cedric will find themselves on the Mountain Path with instructions to journey SOUTH. SAVE YOUR GAME. Walk SOUTH. South leads to a screen with a narrow path that climbs upwards. It is confusing at first, and slippery. LOOK AROUND. CLIMB Graham SLOWLY and carefully UP the slope towards the EAST. Graham can easily fall and die here. As Graham nears the end of the path, a great bird - a Roc - will swoop in and carry him off in his claws (149/260). Graham is deposited in the Roc's nest. LOOK AROUND. You will notice the egg beginning to crack. Soon, a baby Roc will hatch. This sequence, like the sequence inside the Desert Temple, is timed. Once Graham is in the nest, he needs to find the LOCKET BEFORE the Eagle rescues him. LOOK AT THE NEST. SEARCH THE NEST. TAKE THE LOCKET (151/260). LOOK around some more until the Roc begins hatching. If Graham fed the lamb to the Eagle, the grateful bird will now arrive and save him from being the baby's first meal! If not, end of game. The Eagle flies Graham far away - to a trail that leads down to a Beach. LOOK AROUND. Follow the path to the Beach. LOOK AROUND some more at the bottom of the path. You will notice an object. LOOK AT IT. TAKE THE IRON BAR (153/260). Not surprisingly, there is an ocean by this beach and the beaches to the north and south of it. Graham can walk into it, but if he tries to swim then he'll die. Walk SOUTH. LOOK AROUND. LOOK AT THE HOUSE. LOOK AT THE BELL. RING THE BELL. When the Hermit comes out, LOOK AT THE MAN. TALK TO HIM. Walk NORTH TWO screens. Graham is in a beach area with a Waterfall and a Boat. LOOK AROUND. LOOK AT THE BOAT. Stand Graham RIGHT NEXT to the BOAT and LOOK again. That is LOOK INTO THE BOAT. Click the BEESWAX into the BOAT to PLUG THE HOLE (158/260). If you don't do this then the boat will sink after you get a short way into the ocean. After Graham plugs the hole, click the HAND icon on the BOAT. Graham will push the boat into the ocean and and then jump aboard. You are now sailing. The main part of the ocean is a FOUR SCREEN by FOUR SCREEN square. It is dotted with rocky islets. These islets should be avoided. Harpies Island is in this section of the ocean, and you must go there. However, this part of the ocean is surrounded by an endless expanse of open seas which are inhabited by sea serpents. It is NOT advisable to sail there! From the screen where the boat leaves the Beach, sail ONE screen EAST, then ONE screen SOUTH. You are now due East of the area where the path reaches the Beach - the middle beach screen. From here, sail due EAST. Harpies Island will be sighted in three screens. LOOK AT THE ISLAND. Sail right up to the Bay. As Graham lands the boat, he and Cedric will be attacked by Harpies and carried off (161/260). Another animated sequence now commences, and you will soon see close-up shots of the Harpies arguing over who will eat Graham. When the perspective changes to a wider view of the clearing, the game's control is returned for a short time to the player. PLAY THE HARP. If you listen to the conversation for a while you will eventually hear them say "I am not!", "You are too!". Make sure that Graham plays the harp AT ONCE (165/260). They'll say this twice in succession. then they eat Graham. After the harp is played, the Harpies will take it and leave. Graham is now free to explore the island. Be careful to ensure that Graham doesn't fall to his death. LOOK AROUND THE CLEARING. TAKE THE FISH HOOK (167/260) that you find in the grass. Walk WEST ONE screen. You are now on a path on the island. LOOK AROUND. LOOK AT CEDRIC. TALK TO CEDRIC. PICK UP CEDRIC (170/260). Walk WEST ONE screen. You are now at the Beach on Harpies Island. LOOK AROUND. LOOK AT THE BEACH. LOOK AT THE CONCH SHELL. TAKE THE CONCH SHELL (172/260). PUT CEDRIC IN THE BOAT. Click on the BOAT in order to have Graham push it off the beach and leave. You are now done with Harpies Island. SAVE YOUR GAME. If for some reason you forgot the fish hook and must return to the island, there's a very good chance that the Harpies will be waiting for Graham. If he meets them, then he's dead. However, the Harpies will NEVER appear in the middle screen - the one where Graham found Cedric - so there is safety there. Sail due WEST from the island until you return to the Beach. Walk to the Hermit's House. RING THE BELL. When the Hermit comes out, Click the CONCH SHELL on him (176/260). He can now hear Graham and another animated sequence will begin. When it's over, Graham and Cedric will be shipwrecked on Mordack's Island (179/260). THE WIZARD'S ISLAND You are now on the Beach on Wizard's Island. LOOK AROUND at the various sights. TAKE THE DEAD FISH (181/260). Follow the steps to the next screen. Stop at once after the screen changes. You are now on the path to Mordack's Castle. LOOK AROUND. LOOK AT THE CASTLE. LOOK AT THE COBRA-DRAGON STATUES. SAVE YOUR GAME. Walk Graham closer to the statues, but not up to or between them. The statues will fry Graham if he gets too close! Click the CRYSTAL on Graham or the COBRAS, and he will hold it up. Beams will zap from the snakes' eyes and reflect back at them from the crystal (186/260). Continue to follow the path straight towards the Castle. Make sure that Graham does not fall off the path. When the scene changes, LOOK AROUND. Graham is now near the front gate of the Castle. LOOK AT THE DOOR. LOOK AT THE CASTLE. LOOK AT THE CHASM. LOOK AT THE SMALL STAIRWAY ON THE LEFT. Follow the stairs and path around the WEST side of the Castle. Don't fall! The scene changes to an area next to the Castle. LOOK AROUND. LOOK AT THE GRATE. Click the IRON BAR on the GRATE and Graham will be able to move it (190/260). Click the HAND icon on the GRATE and Graham will be able to enter. If Graham has gone this far and does NOT have the iron bar in his possession, Mordack's henchmen will appear and imprison him in a dungeon cell. Graham will die there, thus prematurely ending the game. THE WIZARD'S MAZE Graham is now in the Wizard's Maze. Here are some things that you should know BEFORE you start: (1) Somewhere in the Maze, Graham will meet a Creature called Dink. In fact, Graham must encounter Dink in order to leave the Maze at all. There are FOUR places where Dink can appear. If the exit door is reached before the Dink encounter, you'll have to go back until you find him. When Graham does come across Dink, PLAY THE TAMBOURINE (193/260) or suffer the consequences! When Dink leaves, LOOK AROUND then TAKE THE HAIRPIN (195/260). (2) There are FOUR places in the Maze where Dink can appear. He will only be in ONE of these, however. When Graham enters the Maze, the game program will determine which square of the Maze that will be. It is up to the player to discover which one it is. (3) The Maze is 8 screens by 8 screens in extent, with solid walls bordering it, and passages throughout. This totals 64 different possible locations. There are several dead ends and a dungeon cell, although you will never see the cell when you enter the Maze from the outside world. There is only one exit. (4) The Maze is seen from Graham's perspective. If he, for example, is facing NORTH and exits the screen to the LEFT (WEST), the next screen will have him ONE screen WEST (as you would expect). However, the top of the screen in the Maze is Graham's view straight-ahead - it is not necessarily North. It can be any direction in the Maze. In this hypothetical case, it's WEST - the way he hypothetically exited the first screen. Since you are accustomed to the top of the screen always being North, this change of perspective is confusing at first. You do get used to it after a bit of moving around. SAVE YOUR GAME in the Maze's FIRST screen, and be assured that you can always RESTORE to there if you get lost. When Graham arrives in the Maze, North is at the top of the screen. But do not assume that the top of the screen is always North in the Maze - it's not! MAP OF THE MAZE ____ ____ ____ ____ ____ ____ ____ ____ 7 |SD| |SD| |DK| |SD| |DR| |SD| |SD| |DK| ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 6 |SD| | | | | |SD| | | | | | | | | ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 5 | | | | |SD| | | |SD| |SD| | | |SD| ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 4 | | | | | | | | |SD| | | | | | | ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 3 | | | | |HL| |SD| | | | | |SD| |SD| ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 2 |SD| |SD| | | | | | | |SD| | | |EX| ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 1 |DK| |SD| | | |SD| | | | | | | |SD| ---- ---- ---- ---- ---- ---- ---- ---- ____ ____ ____ ____ ____ ____ ____ ____ 0 | | | | | | | | | | |SD| | | |DK| ---- ---- ---- ---- ---- ---- ---- ---- 0 1 2 3 4 5 6 7 LEGEND SD = SoliD wall DK = Possible location for DinK DR = DooR EX = EXit Cell HL = HoLe in ceiling (where you enter!) HOW TO MAP THE MAZE Think of the maze as a big square made up of a lot of smaller squares. Draw an 8 by 8 grid on a piece of paper, or get some graph paper and mark off an area 8 by 8. Make the top of the grid North, the bottom South and the sides, East and West. From the bottom left corner of the map, write the numbers 0 to 7 next to the squares going North, and the squares going East - one number next to each square in sequence. Now each square has a numbered location - the bottom left corner square is location 0-North by 0-East (0,0 for short). The top right corner square is 7-North by 7-East (7,7). The lower right corner square is 0-North by 7-East (0,7). The top left corner is 7-North by 0-East (7,0), and all the other squares can be numbered and identified in the same manner. Each time you move to another screen, mark it somehow. If there is a wall blocking Graham, fill in that square to indicate that it is solid. If it is just dungeon floor, put a light dot in the square to indicate that you've already been there - just in case you get lost. In this manner, you should always know exactly where Graham is. Keep exploring and filling in your map until Graham escapes. Graham enters the Maze at 3-North and 2-East (3,2). Mark it on your map. There is a solid wall to the East, and Graham is facing North. You will eventually get out of the Maze - and don't forget Dink! INSIDE MORDACK'S CASTLE After finding his way through the Maze, Graham will now be facing a door in the maze wall. LOOK AT THE DOOR. Click the HAIRPIN on the DOOR, and Graham will pick the lock (199/260). OPEN the DOOR and walk through to the next screen. Graham is now in the Castle Pantry and Supply Room. LOOK AROUND. LOOK AT THE CUPBOARD on the LEFT side of the screen. OPEN THE CUPBOARD. TAKE THE BAG OF PEAS (201/260). Exit the room at the TOP of the screen. From here on, whenever Graham enters a room in the Castle, there is a chance that he will see a Cat. This is Manannan! If Graham sees the cat then the cat sees him!! If Manannan sees Graham, Mordack will arrive shortly and kill Graham - no matter where Graham is at the time. Graham cannot escape if he encounters Manannan. Therefore it is advisable to SAVE THE GAME just before you leave each room hereafter. Have TWO different save positions and alternate them, just in case you do something silly, and then SAVE. The 'edge-of-the-screen' trick does not work with Manannan. In every case but one, you must avoid the cat. Later you will catch him. Graham is now in the Kitchen. LOOK AROUND. LOOK AT THE WOMAN. Go to her. TALK TO THE WOMAN. GIVE THE LOCKET TO THE WOMAN (205/260). This starts another animated sequence. When it's finished, TALK TO CASSIMA again. When she goes back to her work, SAVE THE GAME and leave the room through the door to the EAST. (DON'T FORGET TO SAVE!! In case of the cat, and the next obstacle!). Things are now about to get a little difficult. Currently, Graham is in the downstairs area of the Castle. Mordack's henchman roams RANDOMLY through the rooms downstairs, and will follow and capture Graham. This is something that you must allow to happen! But ONCE only. Nevertheless, you need to explore a little more so, besides watching out for Manannan, look out also for the henchman and RESTORE your game back to the last room if he shows up. Keep trying until he ISN'T there! You are now in a Hallway. LOOK AROUND. LOOK AT THE ORGAN. DO NOT PLAY THE ORGAN. SAVE THE GAME before you leave the room. Continue EAST to the next screen. This is the Dining Room. LOOK AROUND. SAVE YOUR GAME. Exit to the SOUTH - more Dining Room. LOOK AROUND. SAVE YOUR GAME. Walk WEST to the next room. Graham is now in the Castle's Main Entrance. LOOK AROUND at things - you are going to have to make your way back here later. There are stairs leading up. LOOK AT THEM. DO NOT CLIMB THEM YET. LOOK AROUND. Avoiding the cat, explore downstairs for a while until the henchman arrives and Graham is captured (208/260). He will be taken through a Magic Door. Graham finds himself imprisoned in a Small Cell. LOOK AROUND. LOOK IN THE MOUSE HOLE. Click the FISH HOOK on the MOUSE HOLE, and Graham will be able to take the PIECE OF CHEESE that is hidden in the hole (212/260). Graham should get this cheese AS QUICKLY AS POSSIBLE. Wait a few moments for Princess Cassima to arrive and free you from the Cell; she will NOT save you if you haven't given her the locket! If this is the case, then you cannot finish the game. Quickly follow Cassima out of the Cell by clicking the HAND icon on the hole. Once outside the Cell, Graham is in the Maze again, on the bottom level. Only this time, Cassima will thankfully lead him out of the Maze! (If you didn't follow Cassima from the Cell, or you returned to the Cell, then she'll leave without you, in which case you'll have to solve the Maze a second time!). Out of the Maze, be cautious as before. Avoid Manannan, and get Graham back to the Main Entrance. When the henchman appears again, click the BAG OF PEAS on him and Graham will throw the peas (215/260). The henchman will slip on them and knock himself out. You now have an EMPTY PEA BAG (O-o-o-e-r!!) and the henchman will soon awaken. Now to deal with the cat. Once the henchman is taken care of, you want Manannan to show up. Keep walking around and SAVING your game until he does. When the cat shows up, click the DEAD FISH on MANANNAN. Click the EMPTY PEA BAG on the CAT. You have now 'bagged' Manannan! (217/260). Continue on until you reach the stairs in the Main Entrance. SAVE YOUR GAME. CLIMB THE STAIRS. You can win the game without catching Manannan but you won't score all of the points. In the unlikely event that the henchman doesn't discover Graham by the time he's climbed the stairs, forget him. He's no longer a factor in the game, and the henchman will never appear upstairs. If the henchman doesn't appear until Graham is in the room at the bottom of the stairs, Graham can escape him by going upstairs. Of course, you won't score the points for tripping him - or bagging Manannan for that matter! And if this is the case, you've got to keep watching out for the cat. It is much better to take care of Manannan and the henchman before heading upstairs. UPSTAIRS AT MORDACK'S (If you haven't 'bagged' Manannan, then you're still trying to avoid him in every room!). Graham is now in the Upstairs Hallway. LOOK AROUND. Mordack's Laboratory is through the doorway to the East. His Bedroom is to the West. SAVE YOUR GAME. Walk through the WEST doorway. This is Mordack's Bedroom. If he is there, awake or asleep, use the 'edge-of-the-screen' trick and attempt to avoid him. If not, RESTORE and try again. Once Graham enters Mordack's Bedroom - while Mordack or Manannan aren't there - he has only a brief period of time to do what he must. LOOK AROUND. QUICKLY walk SOUTH and exit the screen to the South. Graham is now in Mordack's Library. LOOK AROUND. Go to the table with the large book. LOOK AT THE BOOK. OPEN THE BOOK. Graham will begin to read it - these are spells he will need in the coming magical battle (225/260). Don't spend too long reading the book. LOOK through the doorway to Mordack's Bedroom. If he isn't sleeping in the bed, WAIT. Shortly, you will see him enter his Bedroom and go to sleep. He will not see Graham if Graham is in the Library. SAVE YOUR GAME. Enter Mordack's Bedroom. Go to the table by the bed and TAKE MORDACK'S WAND (228/260). Leave the Bedroom and walk EAST directly into Mordack's Laboratory. Graham has about TWO MINUTES from the time that Mordack goes to sleep until the time that Mordack discovers him in his Laboratory. Use that time efficiently! Inside the Laboratory, LOOK AROUND. LOOK AT THE BOTTLE with the CASTLE inside it. Walk UPSTAIRS and go to the STRANGE MACHINE on the RIGHT side of the balcony. This is the POWER-TRANSFER MACHINE. LOOK AT THE MACHINE. Click Mordack's WAND on the LEFT side of the MACHINE (231/260). It will be put on a platter there. Click CRISPIN'S WAND on the RIGHT side of the MACHINE and it will be put on the other platter (235/260). Nothing happens! Now that BOTH WANDS have been placed on the machine, Click the CHEESE on the MACHINE'S FUEL POT in the LOWER part of the contraption (239/260). Graham has now 'activated' the POWER-TRANSFER MACHINE!! A message will appear telling you that CRISPIN'S WAND is now energized. TAKE CRISPIN'S WAND - the GLOWING one near Graham - at once. Within seconds, Mordack will appear and attack Graham. The final battle has begun! There is a short animated sequence where Cedric saves Graham. Of course, if Graham had never carried Cedric back from Harpies Island for the Hermit to heal, Graham would lose very quickly at this point. The game is returned to play control when Mordack flies up to attack Graham. Mordack has now transformed himself magically, and Graham must counter with the spells that he read in Mordack's Library. First, Mordack transforms himself into a flying 'Sting' - a sort of monstrous insect. As soon as this happens, QUICKLY select CRISPIN'S WAND in your INVENTORY BAG (244/260). You will now see the list of icons from Mordack's BOOK OF MAGIC. USE CRISPIN'S WAND to select the TIGER SPELL (248/260). This turns Graham into a Tiger. Next, Mordack will transform into a Fire Dragon. Select the WAND again and use it to choose the RABBIT SPELL (252/260) for Graham. Mordack's third spell turns him into a Cobra. Graham must counter by selecting the MONGOOSE (256/260) transformation. Finally, Mordack becomes a Ring Of Fire. Graham should conjure RAIN (260/260). The RAIN SPELL extinguishes the fire, and Mordack is destroyed. Graham has triumphed! The rest of the Graham is now automatic........CONGRATULATIONS! ALL THE POINTS! THROW FISH AT BEAR..........................4 GET HONEYCOMB...............................2 GET STICK...................................2 THROW STICK AT DOG..........................4 GET GOLD NEEDLE.............................2 GIVE GOLD COIN TO GYPSY.....................3 GET AMULET..................................2 GET TAMBOURINE..............................2 GIVE HEART TO TREE..........................4 GET HARP....................................2 GET MARIONETTE..............................4 DRINK AT OASIS (1st time)...................2 FIND TEMPLE (1st time)......................3 SEE BANDITS OPEN TEMPLE DOOR................2 FIND BANDIT'S TENTS.........................3 GET STAFF...................................2 OPEN TEMPLE DOOR............................2 GET BRASS BOTTLE............................2 GET GOLD COIN...............................2 GET OLD BOOT................................2 ENTER DARK FOREST (1st time)................2 GIVE BRASS BOTTLE TO WITCH..................4 GET BAG OF EMERALDS.........................2 GET SPINNING WHEEL..........................2 GET GOLD KEY................................2 UNLOCK DOOR IN TREE.........................3 GET GOLD HEART..............................2 SQUEEZE HONEY ON GROUND.....................4 THROW FIRST EMERALD.........................2 THROW SECOND EMERALD........................2 DROP THIRD EMERALD..........................2 FOLLOW ELF THROUGH HOLE.....................2 GET SHOES...................................2 GET FISH....................................2 GET SILVER COIN.............................2 THROW BOOT AT CAT...........................4 BUY CUSTARD PIE.............................2 GET COBBLER'S HAMMER........................4 GET SLED....................................4 GET CLOAK...................................4 GET ROPE....................................2 BREAK LOCK IN CELLAR........................4 GET LEG OF LAMB.............................2 SCARE SNAKE.................................3 USE ROPE TO CLIMB...........................5 CROSS WATERFALL.............................2 WEAR CLOAK..................................4 EAT HALF OF THE LAMB........................4 CROSS CHASM.................................5 GIVE OTHER HALF OF LAMB TO EAGLE............3 CAPTURED BY WOLVES..........................2 PLAY HARP FOR ICE QUEEN.....................4 THROW CUSTARD PIE AT YETI...................4 GET CRYSTAL.................................4 CAPTURED BY ROC.............................2 GET GOLD LOCKET.............................2 GET IRON BAR................................2 PLUG HOLE IN BOAT...........................5 FIND HARPIES ISLAND (1st time)..............3 PLAY HARP FOR HARPIES.......................4 GET FISH HOOK...............................2 GET CONCH SHELL.............................2 PICK UP CEDRIC..............................3 GIVE CONCH SHELL TO HERMIT..................4 ARRIVE ON ISLAND............................3 GET DEAD FISH...............................2 EXPLODE SERPENT GATE........................5 OPEN GRATE..................................4 PLAY TAMBOURINE FOR DINK....................3 GET HAIRPIN.................................2 UNLOCK LABYRINTH DOOR.......................4 GET DRIED PEAS..............................2 THROW DRIED PEAS AT HENCHMAN................3 GIVE LOCKET TO CASSIMA......................4 CAPTURED BY HENCHMAN (1st time).............2 GET CHEESE..................................4 BAG MANANNAN................................2 GET MORDACK'S WAND..........................3 READ SPELLBOOK..............................3 PUT MORDACK'S WAND IN MACHINE...............4 PUT CRISPIN'S WAND IN MACHINE...............4 PUT CHEESE IN MACHINE.......................5 USE CRISPIN'S WAND..........................4 CAST TIGER TRANSFORMATION...................4 CAST RABBIT TRANSFORMATION..................4 CAST MONGOOSE TRANSFORMATION................4 CAST RAIN...................................4 ------------------------------------------------ TOTAL SCORE.................................260 ------------------------------------------------ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *