• Log In | Sign Up

  • News
  • Reviews
  • Top Games
  • Search
  • New Releases
  • Daily Deals
  • Forums

Walkthrough for Galador: The Prince And The Coward

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FORGOTTEN CEMETARY

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GRAVEYARD

Talk to the Grave Digger, and work through all the dialogue options.  When he starts work on the next grave, talk to him again, and continue working through all the dialogue options.  Eventually, he manages to summon Arivald from the dead.  But he’s so scared, he runs away. 

Arivald gives you a magic MAP, which you can use to teleport to various places.  After Arivald leaves, examine all 4 graves.  Pick up the SPADE that the Grave Digger dropped.  Use the SPADE on the Knight’s grave to dig up a DAGGER.  Use the SPADE on the thief’s grave to dig up an AMULET.  Use the SPADE on the old grave to dig up a JEWEL.  Use the SPADE on Arivald’s grave to dig up an ELIXIR OF IMMORTALITY

The Grave Digger returns - use any option to reply to him.  He’s not happy about all the graves being dug up, so he curses all the items you looted.  Examine the 4 items in your Inventory.  Examine the owl on the grave stone.  When you’re ready, use your MAP

MAP SCREEN

Go to Castle Garrahan. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE GARRAHAN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE GATE

Examine the Guard.  Talk to the Guard and work through all the dialogue options.  He tells you to flee for your life, and not to enter the castle.  Examine the castle coat of arms above the arch.  Examine Birdy on the right.  There’s nothing else you can do here at the moment, so just walk down the path, back to the Map. 

MAP SCREEN

Start walking down towards the Town at the bottom left.  As you are walking, you suddenly spot a Hermit’s Hut along the path, and it becomes a location on your Map.  Go to the Hermit’s Hut. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HERMIT’S HUT

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PATH

Examine the deer.  Walk right a few steps, to the hut.  Examine the hut, and examine the door.  Enter the door. 

HUT INTERIOR

Examine the handmade cot.  Examine the small pot.  Examine the Hermit.  Talk to the Hermit and work through all the dialogue options.  When you’re ready, leave the hut. 

PATH

Walk left, and go back to the Map Screen. 

MAP SCREEN

Go to the Town at the bottom left. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Watch the cut scene with the Town Crier.  Your father, the King, has officially disowned you! 

After the Town Crier leaves, examine the Prisoner in the stocks.  Talk to the Prisoner, using the following dialogue options. 

        -       What have you done, rascal?

        -       Really, really?

        -       So, you’re saying that you’re actually innocent?

        -       Do you swear on your honour?

Talk to the Prisoner again, using the following dialogue options.

        -       What exactly did you do, to be put in chains?

        -       Actually, that’s not an evidence.

        -       Your fingers are too thick for a thief.

He tells you to check his pockets.  You do so, and you find some LOCK PICKS and some LOADED DICE.  After you realise he’s guilty, you don’t want to talk to him anymore.  Examine the Announcement on the pillar next to the Prisoner. 

Examine the Short Merchant in purple, who is playing the dice game.  Talk to him and work through all the dialogue options.  Examine the Tall Merchant in blue, who is playing the dice game.  Talk to him and work through all the dialogue options.  Examine the bundle of stuff next to him.  Try to pick the bundle up, but the Merchant will notice you.  You need to find a way to distract him.  Examine the dice on the tree stump between the 2 Merchants, to see that they are just ordinary dice.  Now wait until the Short Merchant is facing left, so he has his back to the dice (you may have to wait for a while).  Quickly, use your LOADED DICE with the dice on the tree stump.  The 2 Merchant’s become so engrossed in their game, they don’t notice what is going on around them.  Pick up the bundle of stuff on the ground next to the tall Merchant, and you find a BOOK.  In your Inventory, examine the BOOK - it’s in a language you don’t understand. 

Examine the Fat Merchant.  Talk to him and work through all the dialogue options.  Look at his stall, and look at the door to his shop. 

Examine the Merchant on the right.  Talk to him and work through all the dialogue options.  He’s working hard on that soup. 

Walk left a few steps, and examine the shop door to the left of the Prisoner.  Open the door, and enter the Alchemist Shop. 

ALCHEMIST SHOP

Examine the Alchemist.  Talk to him and work through all the dialogue options.  Keep talking to him, and finish working through all the dialogue options.  Give your BOOK to the Alchemist, and he’ll give you a SPELL in return. 

Examine the HOMUNCULUS (little man in the jar) on the counter.  Talk to him, and he jumps out of the jar, and into your Inventory.  Looks like you have a new little friend.  Explore the shop.  When you’re ready, leave the shop. 

MARKET SQUARE

The Alchemist hangs a ‘Closed’ sign on the door of his shop, so you can’t get back in.  Walk left a few steps, to the Tavern.  Enter the Tavern. 

TAVERN

You can see Arivald in the far corner, but every time you try and approach him, the dwarf makes you leave the Tavern.  Examine the Announcement on the wall near the door.  Examine the Monk at the table, talk to him, and work through all the dialogue options.  Examine the Dwarf.  Try to give the JEWEL to the Dwarf, but he won’t accept it.  When you’re ready, leave the Tavern. 

MARKET SQUARE

Examine the Beggar sitting in the street, outside the Tavern.  Talk to him and work through all the dialogue options.  If necessary, talk to him again, and continue working through all the dialogue options.  Walk up through the arch on the left, and into the Lane. 

LANE

Examine the old carriage.  Examine the balcony.  Examine the cat on the balcony.  Examine the door to the Bard’s house.  Examine the sign above the door.  Use the door to knock on it.  Talk to the woman that answers the door and use any dialogue option.  No matter what you say, she will not let you in.  You can’t really do anything here at the moment, so just leave the Lane. 

MARKET SQUARE

Head left, to return to the Map Screen.

MAP SCREEN

Go to the Temple. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TEMPLE

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GROUND FLOOR

Walk right, through the arch, to the Lower Ground Floor. 

LOWER GROUND FLOOR

Examine the banner leaning against the wall next to the exit.  Examine the altar on the right, and examine the mysterious sign above the altar.  Use your HOMUNCULUS on the mysterious sign.  You learn that if the entire inscription is read out, it would summon a god, but that a letter is missing.  The mysterious inscription now shows as runes.  Talk to the altar (not the runes), and keep talking, until you can say ‘Zandahan’.  The god Zandahan appears.  Work through all the dialogue options with him.  You manage to make a deal with him - he un-curses the items you looted from the graves, and in return, you’ll give him the ELIXIR OF IMMORTALITY.  After he un-curses your items, head back through the exit on the left. 

GROUND FLOOR

Leave the Temple through the door on the left. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

The dwarf still won’t let you past.  Give him the JEWEL.  Now it’s un-cursed, he accepts it.  Examine the bonfire in the back wall.  Talk to Arivald in the back corner.  Give SPELL to Arivald, who tells you that it’s a morphing spell.  Talk to Arivald again.  He tells you about Fjord Castle, which is apparently full of vampires. 

Walk right a few steps, and examine the chest on top of the drawers.  Talk to the Innkeeper and work through all the dialogue options with him.  Decide if you want to play his game of Clip-Clap, or not.  If you decide to play, the aim of the game, is to tap his hands before he can pull them out of the way.  Just click on his hands when you think you’ll win.  If you win, he gives you a COIN.  If he wins, he takes a coin from you. 

Examine the Bard, who is sitting at the desk on the right.  Try and talk to him if you like, but you don’t want to interrupt him.  Pick up the SCROLL from his pocket.  In your Inventory, examine the SCROLL to see that it’s a POEM.  Examine the Missing Persons Poster for Shandria, above Bard. 

Walk left, and leave the Tavern. 

MARKET SQUARE

Walk left, to the Map Screen. 

MAP SCREEN

Go to Castle Fjord. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE FJORD

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

OUTSIDE THE CASTLE

Examine the castle, castle gate, and dragon statue.  Try to approach the castle gate, but the dragon statue prevents you.  Walk left, back to the Map Screen. 

MAP SCREEN

Go back to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Talk to Arivald and choose the following dialogue option. 

        -       How do I defeat this devilish guardian?

Arivald mentions something about a mirror.  Talk to the Innkeeper, who tells you that there is a mirror kept in the King’s treasury.  Talk to Arivald again, who will then turn you into a bear.  You and Arivald travel back to Castle Garrahan together. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE GARRAHAN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE GATE

Arrivald convinces the guard to let you both inside. 

COURTYARD

Watch the cut scene.  After everyone leaves, you break the chain that tethered you to the wall.  Enter through the door in the back wall. 

CORRIDOR

Examine the flag on the wall.  Examine both suits of armour.  Examine door on the left, then open door on the left, and go through the door, into the bedroom. 

BEDROOM

The woman, Princess Sheila, is extremely short-sighted, so she doesn’t realise you are a bear.  Examine Princess Sheila, talk to her, and choose any dialogue option.  Use a ribbon from the right side of the bed, in order to pick it up.  Princess Sheila will kiss you, returning you to your normal, human form.  You automatically leave the bedroom. 

CORRIDOR

Try to open the Treasury door on the right, but it’s locked.  Use your LOCKPICKS on lock, and enter the Treasury. 

TREASURY

Explore the room.  Open the chest on the right, in front of the curtain, to see a close-up of 3 skulls.  This is basically a slot machine, and you have to win the jackpot, in order to find the MIRROR.  Click on the lever on the left to start the skulls spinning, then click on the red button to stop each skull from spinning.  The aim is to get all 3 skulls with opened mouths lined up.  It’s really tricky, and will probably take you many attempts.  But keep trying, and you’ll eventually succeed. 

Image #1

After you win, the chest opens, and you get the SILVER MIRROR.  Now leave the Treasury. 

CORRIDOR

Walk down to the Courtyard. 

COURTYARD

Notice the 3 metal rings below the stairs on the right.  Use the broken chain attached to one of the rings (you were tied up here earlier) - you start roaring, which attracts Arivald’s attention.  He turns you back into a bear, and takes you back to town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Walk up through the arch at the top left, and head into the lane. 

LANE

Open the door.  When the woman appears, quickly give her the POEM.  She reads the POEM, and thinks her husband is having an affair with someone, so she throws his belongings out the window.  Examine the pile of junk on the street, and pick up the pile of junk to find a LUTE.  Notice the NIGHTCAP hanging from the window.  Try to pick it up, but it’s out of your reach.  Head up through the arch, back to Market Square. 

MARKET SQUARE

Enter the Tavern. 

TAVERN

Walk right a few steps.  Talk to Bard and tell him what happened in the lane.  Watch the cut scene, as he patches things up with his wife.  Now walk left, and leave the Tavern. 

MARKET SQUARE

Again, walk up through the arch at the top left, and head into the lane. 

LANE

Since Bard and his wife have gone out for a romantic walk together, the house is now empty.  Open the door, and enter the house. 

BARD’S HOUSE

Explore the house.  Pick up the green FLASK from the dressing table with the mirror.  It becomes PERFUME BOTTLE in your Inventory.  Examine the cage with the bird in it.  Open the lock on the cage to set the bird free.  You can’t  get out to the balcony, so when you’re ready, climb back down the stairs on the left to leave the house. 

LANE

The nightingale bird you freed is perched on the balcony.  A cat is also sunbathing on the balcony.  Talk to the cat, and keep talking until the inevitable happens.  You can‘t bear to watch, so you go back into the Bard’s house.  Poor little bird! 

BARD’S HOUSE

Walk down the stairs to leave the house again. 

LANE

The cat looks rather pleased with himself.  The NIGHTCAP flutters down to the ground, landing next to the door.  Pick up the NIGHTCAP, then walk up through the arch, and back to the Market Square. 

MARKET SQUARE

Examine the Beggar, sitting outside the Tavern.  Wait for the Beggar to remove his SLIPPER and scratch his foot (you may have a long wait here).  When he does so, QUICKLY pick up the SLIPPER.  Walk right a few steps, to the Fat Merchant.  Give SLIPPER to the fat merchant, and choose any dialogue options to talk to him.  He tells you about a jewelled knuckle duster hidden in the Tumulus.  Walk left, to the Map Screen. 

MAP SCREEN

Go to Tumulus, on the left. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TUMULUS

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GRASSY SLOPE

Walk left, towards the entrance of the tomb.  Several nasties will try to scare you, but just keep clicking on the entrance, until you realise that the nasties are just an illusion, and they disappear.  Enter the tomb. 

TOMB

Examine the giant skeleton.  Talk to the giant skeleton, and use the following dialogue options. 

        -       I swear on my honour that…

        -       I will receive a holy mission from you…

        -       … And will use your weapon…

        -       … Only destruction of evil. 

The giant skeleton drops something - pick up DIAMOND BRASS KNUCKLES from the floor.  Examine the shield on the right.  Try to leave the tomb, but you can’t.  Look at the lever in the floor, on the left, and try to use the lever.  It’s jammed.  Use DIAMOND BRASS KNUCKLES with the lever, and the door opens.  Leave the tomb. 

GRASSY SLOPE

Walk right, back to the Map Screen. 

MAP SCREEN

Go to Castle Fjord. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE FJORD

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

OUTSIDE THE CASTLE

The dragon statue still prevents you from entering the castle.  But you’re better prepared now.  Use the SILVER MIRROR on the dragon statue - it doesn’t work.  Use HOMUNCULUS on the dragon statue - it jumps onto the statue, covering the dragon’s eyes.  Now use the SILVER MIRROR on the castle gate.  The dragon statue tries to breathe fire onto you, but ends up destroying itself in the process.  Head right through the castle gate, into the castle. 

ENTRANCEWAY

Don’t hang around here for too long, otherwise some nasties will chase you out again.  Quickly walk through the door on the right, into the Necromancer’s Room. 

NECROMANCER’S ROOM

Explore the room.  Examine the papers on the table - that doesn’t sound good!  Pick up the BOOK OF GREY MAGIC that’s lying on the floor in front of the table.  Pick up the NECROMANCER’S TALISMAN from the floor, near the pentagram.  When you’re ready, leave the room. 

ENTRANCEWAY

Walk left through the castle gate, and leave the castle. 

OUTSIDE THE CASTLE

Head left to the Map Screen. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Give BOOK OF GREY MAGIC to Arivald.  Now talk to Arivald and choose any dialogue options.  He gives you a TELEPORTATION SPELL, which will allow you to teleport to the Lord Sun‘s Headquarters.  Use the TELEPORTATION SPELL to get there now. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LORD SUN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MOUNTAIN

Examine the stone slab and examine the User Manual above it.  Use the HOMUNCULUS on the User Manual, to learn how to use the stone slab.  The clue may change for each play through, so take note of what is being said to you.  The HOMUNCULUS has helped you 3 times now, so it‘s time for him to leave. 

Examine the User Manual again, to remind yourself of the clue.  Use the stone slab to see a close-up, and press the correct stones accordingly. 

        Show My Friends

        -       Lightning

        -       Star

        -       Comet

        -       Moon

        -       Fire

        -       Sun in the centre

        Enemies Of The Earth

        -       Fire

        -       Tornado

        -       Water

        -       Sun in the centre

        Show My Brother

        -       Star

        -       Comet

        -       Moon

        -       Sun in the centre

If you pressed the stones correctly, a bridge will appear.  Walk left, over the bridge, and continue left to where the Lord Sun is napping. 

Talk to Lord Sun and work through the dialogue options.  He tells you that he desires music, so use the LUTE on him.  He agrees to shine light onto Castle Fjord.  Head right, back to the Map Screen. 

MAP SCREEN

Go back to Castle Fjord. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CASTLE FJORD

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

OUTSIDE THE CASTLE

Head right through the castle gate, and into the Entranceway. 

ENTRANCEWAY

True to his word, Lord Sun has cast light into the Entranceway, banishing the nasties.  Head up through the passage in the back wall, into the Vampire Prince’s Bedroom. 

VAMPIRE PRINCE’S BEDROOM

Wait a few moments - you’ll here a voice asking to be rescued.  Work through the dialogue options to learn that you have to kill the Vampire Prince in order to make the enchanted wall disappear, thus saving… whoever is talking to you.  Unfortunately, you can’t save her yet, since you‘re not ready to kill the Vampire Prince.  Examine the coffin.  Examine the Vampire Prince.  Walk left to leave the bedroom. 

ENTRANCEWAY

Walk through the castle gate on the left. 

OUTSIDE THE CASTLE

Go left, and return to the Map Screen. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Talk to Arivald, who will then teleport you into modern times. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MODERN TIMES

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STREET

Examine the red box on the wall next to you.  You have no idea what it’s for.  Go through the red door behind you, into the Butcher Shop. 

BUTCHER SHOP

Examine the Butcher, and talk to him 3 times.  He gets mad at you and throws his AXE at you.  You beat a hasty retreat. 

STREET

Enter the Butcher Shop again. 

BUTCHER SHOP

Pick up the AXE from the door.  Examine the brain on the counter on the left.  Examine the meat hanging from the wall on the left.  Examine the certificate on the wall next to the door.  Now leave the shop. 

STREET

Examine the Elegant Lady.  Talk to her if you like, but you can‘t understand her.  Give AMULET to Elegant Lady.  In return, she’ll give you her FASHION SCARF.  Examine the steel mascara (green car).  Examine the door on the left, and go through the door, into the church. 

CHURCH

Examine the Priest.  Talk to the Priest, and work through the dialogue options in this order. 

                -       Gesture:  folded hands 

                -       Gesture:  sprinkling

                -       Gesture:  itty-bitty

                -       Gesture:  bottle shape

He gives you a bottle of HOLY WATER, then goes back to his praying.  Explore the church, and when you’re ready, leave the church. 

STREET

Head right, and continue right, until you see the Merchant in the Fruit & Veg Shop.  Talk to the Merchant if you like.  Use the FASHION SCARF with him, and he’ll give you some GARLIC.  Just what you were looking for, to help you defeat the Vampire Prince.  Examine the strange machine (shopping trolley) in front of the shop on the right.  Now walk left, back to the Elegant Woman.  Give her back the FASHION SCARF, and she returns your AMULET.  Enter the Butcher Shop (red door) again. 

BUTCHER SHOP

Immediately leave the Butcher Shop. 

STREET

The Butcher Shop acted as a trigger, and as soon as you left, you teleport back to the Tavern. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TAVERN

Walk left, and leave the Tavern. 

MARKET SQUARE

Head left, to the Map Screen. 

MAP SCREEN

Go to Hermit’s Hut. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HERMIT’S HUT

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PATH

Walk right a few steps, and examine  the tree outside the hut.  Use AXE with the tree 2 times.  The AXE breaks, but you end up with 2 BRANCHes and an AXE SHAFT.  In your Inventory, use DAGGER with one of the BRANCHES to create a SHARP STAKE.  Now in your Inventory, use the other BRANCH with the SHARP STAKE to create a CROSS.  So you have a CROSSHOLY WATER, and GARLIC - all the tools you need to deal with a vampire!  Head left, and return to the Map Screen. 

MAP SCREEN

Go to Castle Fjord. 

OUTSIDE THE CASTLE

Head right through the castle gate, and into the Entranceway. 

ENTRANCEWAY

Head up through the passage in the back wall, into the Vampire Prince’s Bedroom. 

VAMPIRE PRINCE’S BEDROOM

The Vampire Prince is still fast asleep, blissfully unaware you are here.  In your Inventory, use GARLIC with the CROSS.  In your Inventory, use HOLY WATER with the CROSS WITH GARLIC.  You’ve created a FEARLESS VAMPIRE KILLER.  Use FEARLESS VAMPIRE KILLER with the Vampire Prince.  Watch the cut scene as you stake the evil fiend, and rescue the woman trapped behind the wall.  However, things don’t quite turn out as you expected.  Instead of being grateful, she punches you, and walk off.  Examine the coffin again to find a PAGE.  Examine this PAGE in your Inventory to realise that it’s another spell.  Walk left to leave the Bedroom. 

ENTRANCEWAY

Wait a moment.  You hear the woman screaming outside the castle gate.  It sounds like she’s being attacked.  Go left, through the castle gate, and back outside the castle. 

OUTSIDE THE CASTLE

Pick up the SCALE from the path.  It becomes HUSK in your Inventory.  Walk left, to the Map Screen. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Use PAGE with the Monk at the table, and QUICKLY pick up the CORD that falls to the ground.  Leave the Tavern. 

MARKET SQUARE

The Alchemist Shop is open again, so enter it. 

ALCHEMIST SHOP

Talk to the Alchemist, and read through the conversation.  He gives you PAGE FROM THE BOOK.  In your Inventory, use HUSK with the PAGE FROM THE BOOK.  The PAGE FROM THE BOOK becomes a MAP PIECE.  Leave the Shop. 

MARKET SQUARE

Walk left to return to the Map Screen. 

MAP SCREEN

Go to Hermit’s Hut. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HERMIT’S HUT

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PATH

Walk right a few steps, and enter the hut. 

HUT INTERIOR

Give HUSK to the Hermit, then give MAP PIECE to the Hermit.  He tells you where to find the Dragon’s Lair.  Leave the hut. 

PATH

Walk left, and return to the Map Screen. 

MAP SCREEN

Go to the Dragon’s Lair. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DRAGON’S LAIR

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WINDY PATH

Examine the body armour at the bottom of the path.  Examine the skull at the bottom of the path.  Examine the rock on the path.  The rock isn’t very obvious, but it’s there. 

Image #2
 

Look the cobweb.  Use your PERFUME BOTTLE with the cobweb, then quickly use your DAGGER with the rock on the path.  The cobweb disappears.  Continue along the path, to the dragon.  Examine the dragon.  Try to talk to the dragon, but you just don’t scare him.  Head left, and make your way back to the Map Screen. 

MAP SCREEN

Walk up, towards Tumulus.  As you are walking, you suddenly spot The Mill along the path, and it becomes a location on your Map.  Go to The Mill. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE MILL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE ROAD

Walk right a few steps, and examine the road.  Examine the pier.  Walk right again, and enter the Mill. 

THE MILL

Examine the bags of flour next to the door.  Make sure you examine the crack in the floor, then examine the rat in the crack.  Back away from the crack in the floor.  Examine the pile of flour on the floor.  Examine the quern high up on the wall, in the corner.  There’s nothing else you can do here at the moment, so just leave the Mill. 

THE ROAD

Head left, and continue left, back to the Map Screen. 

MAP SCREEN

Go to the Forgotten Cemetery. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FORGOTTEN CEMETERY

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GRAVEYARD

Talk to the Grave Digger.  Use NECROMANCER’S TALISMAN with the Grave Digger, and you see a vision of what he desires - a pet rat.  In your Inventory, use your MAP to get to the Map Screen. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Talk to the dwarf, and he will tell you that, since you are a human, you will not defeat the dragon.  Talk to Arivald.  Arivald takes you to Silmanion, to find more information about the dragon. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SILMANION

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

RUINS

Examine the book on the ground.  Examine Page From The Book on the ground.  Examine Yellow Parchment on the ground.  Examine the book perched up high on the stone, near the bird.  Examine the bird.  Examine the pile of stones near Arvald’s feet, and pick up a stone.  Throw it at the bird above Arivald.  While the bird is still in the air, pick up another stone from Arivald‘s feet, and throw it at the book perched high up on the stone.  While the book is rocking, pick up yet another stone from Arivald’s feet, and throw it at the bird again.  The bird will fly into the book, knocking it down to the ground.  Arivald picks up the book to look at it, and tells you about the spell that will turn you into a scary troll.  When you’re ready, walk down to the Map Screen. 

MAP SCREEN

Go to the Dragon’s Lair. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DRAGON’S LAIR

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WINDY PATH

Follow the path along, until you see the dragon.  Use DIAMOND BRASS KNUCKLES with the dragon, and use the following dialogue option. 

                -       Yukkakoppamakki!

The spell, combined with the strength of the DIAMOND BRASS KNUCKLES worked!  You scared the dragon!  Walk right a few steps, and examine the woman to see that she’s chained up.  It’s the same woman you rescued from the Vampire Prince.  Talk to her and work through all the dialogue options.  In your Inventory, use the PAGE with the DAGGER, so that it becomes a SWORD.  Now use the SWORD with the iron rims behind the woman to free her.  She becomes part of your Inventory, and will follow you everywhere from now on.  Your SWORD also turns back into a DAGGER.  Head left, and return to the Map Screen. 

MAP SCREEN

As you leave the Dragon’s Lair, you both discuss how to get into Hell.  Go to the Mill. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE MILL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE ROAD

Walk right a few steps, and examine the road.  Examine the pier.  Walk right again, and enter the Mill. 

THE MILL

If you haven’t done so already, examine the crack in the floor, and examine the rat in the crack.  Back away from the crack in the floor. 

Use the crack in the floor, and try to climb down… only to discover that you can’t get through the crack. 

Use the WOMAN on the crack on the floor, and when she starts to climb in, push her down.  Examine the crack in the floor again.  The poor WOMAN is stuck in there, and can’t get out.  But at least she caught the rat.  Try to use the CORD with the crack in the floor, to pull her up, but she doesn’t trust you now.  Besides, she wants the crack to be bigger.  In your Inventory, use PAGE with your DAGGER to turn it into a SWORD.  Use the SWORD with the crack in the floor to widen it.  Now use the CORD with the crack in the floor again.  You still can’t pull her out, and you end up dropping the CORD.  Use the AXE SHAFT with the cord on the ground.  Finally, the WOMAN is able to climb out, and she gives you the RAT.  Leave the Mill. 

THE ROAD

Head left, and return to the Map Screen. 

MAP SCREEN

Go to the Forgotten Cemetery. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FORGOTTEN CEMETERY

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GRAVEYARD

Talk to the Grave Digger.  Give him the RAT, and he gives you 2 OBELS in return.  In your Inventory, use your MAP to get to the Map Screen. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Walk right a few steps.  There is a strange woman sitting at the table where Bard was sitting earlier.  Talk to her - she mentions a poison that she’s looking for.  Hmm, interesting.  Walk left a few steps, to the dwarf.  When the dwarf stands up, try to take his DWARF PINT.  The dwarf gets angry, and wants to fight you.  Quickly use the WOMAN from your Inventory with the DWARF PINT.  You and the dwarf go outside to fight. 

MARKET SQUARE

Since the dwarf is much stronger than you, it only takes one punch to knock you down.  Enter the Tavern again. 

TAVERN

While you were busy outside, the WOMAN managed to swipe the DWARF PINT, and she gives it to you.  Leave the Tavern. 

MARKET SQUARE

Enter the Alchemist Shop. 

ALCHEMIST SHOP

Watch the cut scene with the Witch.  She automatically trades your AMULET for a SPEED POTION, then you automatically leave the shop. 

MARKET SQUARE

The Alchemist closes his shop again.  Walk left, and go to the Map Screen. 

MAP SCREEN

Go to Silmanion. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SILMANION

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

RUINS

Head up through Remains Of The Gate. 

PATH

Follow the path right, as far as you can.  When you smell a terrible smell, Use the SPEED POTION to run across the path to the puddle.  Quickly use DWARF PINT with the puddle to collect a PINT FULL OF GOO.  Follow the path back to the Ruins. 

RUINS

Go down to the Map Screen. 

MAP SCREEN

Go to Town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TOWN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MARKET SQUARE

Enter the Tavern. 

TAVERN

Walk right a few steps, and give PINT FULL OF GOO to the strange woman sitting at the table.  She doesn’t believe it’s an effective poison, so you take it back, in order to prove it to her.  Walk left a few steps, and give PINT FULL OF GOO to the dwarf.  He gulps it down eagerly, then has to rush off to the bathroom.  You automatically take the PINT FULL OF GOO again.  Again, walk right a few steps, and give PINT FULL OF GOO to the strange woman sitting at the table.  This time, she accepts it, and gives you PURSE WITH GOLD as payment.  Walk left, and leave the Tavern. 

MARKET SQUARE

Examine the VEIL on the ground, next to the Begger.  The strange woman must have dropped it.  Pick up the VEIL.  Enter the Tavern again. 

TAVERN

In your Inventory, use VEIL with the WOMAN.  The WOMAN doesn’t want to take it, so you end up wearing it yourself, and disguising yourself as the strange woman.  A witch appears, and believes you are indeed the strange woman.  She takes the PINT FULL OF GOO, and gives you a POISON BOX in return.  Walk left and leave the Tavern. 

MARKET SQUARE

Go left, to the Map Screen. 

MAP SCREEN

Go to The Mill. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE MILL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THE ROAD

Walk right a few steps, and stand on the pier.  Use 2 OBULES with the pier, to poison yourself and the woman, then watch the cut scene as The Ferryman takes you into Hell. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HELL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

RIVERBANK

Talk to the Guard if you like, but he just ignores you.  Try to attack him if you like, but he’s too quick and too powerful for you.  Use the SPEED POTION, so you can react quicker.  Now in your Inventory, use the PAGE with the DAGGER to turn it into a SWORD, then use SWORD with the Guard.  You somehow managed to slice the Guard’s club into little tiny pieces.  The Guard is so surprised, he runs away, leaving the remains of his club behind.  Walk right, into the cave. 

CAVE

Examine the wooden door, and examine the placard.  Enter through the door, into the Teleport Room. 

TELEPORT ROOM

This room has 3 doors, leading to different torture rooms, depending on the severity of your sins.  Talk to the devil, and use the following dialogue option. 

                -       I collected taxes. 

The devil thinks that is the essence of evil, and sends you to the V.I.P. Room. 

V.I.P. ROOM

Explore the room.  However, something goes wrong, and you’re teleported back to the Teleport Room. 

TELEPORT ROOM

Talk to the devil again, using the same dialogue option as before. 

                -       I collected taxes. 

He’ll send you to the V.I.P. Room again. 

V.I.P. ROOM

You’re back here again.  But just like before, it isn’t long before you’re teleported away.  Keep coming back here, focus on the centre table, and examine the LEG OF MEAT.  Try to pick up the LEG OF MEAT.  You have to time it so that you’re holding onto the LEG OF MEAT as you are being teleported back to the Teleport Room.  I found it easiest to wait for 12 seconds after I enter the V.I.P. Room. 

TELEPORT ROOM

If you managed to get the LEG OF MEAT, it has now become a STONE THIGH in your Inventory.  Examine the STONE THIGH in your Inventory, to see that it is very hard.  Now from your vantage point behind the devil, use the STONE THIGH with the devil, to knock him out.  If you’re not in the correct position, you won’t be able to whack the devil.  Don’t worry if that happens, simply talk to the devil so he teleports you to the V.I.P. Room, then wait until you return here.  Once the devil is unconscious, pull him onto the teleport pad.  Use the black candle (the one at the back) to blow out the flame, and teleport him away.  Pick up the LITTLE HORNS that were left behind.  Use the white candle (the one on the left) to teleport yourself to one of the torture rooms. 

TORTURE ROOM

Use DAGGER with the embers in the fireplace on the right.  You place some embers in the cauldron, but you also accidentally knock a piece of COAL loose.  Pick up the piece of COAL.  It’s too hot at first, so you have to do it a few times, before you can successfully pick up the COAL.  Wait a few moments, and you’ll teleport back to the Teleport Room. 

TELEPORT ROOM

You have to keep your piece of COAL hot, or it just turns to dust.  Every so often, in your Inventory, use CANDLE with the COAL, so you have HOT COAL.  Use your DAGGER with the red candle (the one on the right) to cut it loose from it’s holder.  Follow the path left, to leave the Chamber. 

CAVE

Walk right a few steps.  Examine the next wooden door, and examine the prison grille in the door.  You see the woman again.  Yep, she’s locked up, and she’s a prisoner… again!  Unfortunately, you can’t rescue her yet.  Walk right, into the Depths Of Hell. 

DEPTHS OF HELL

Walk up, through the niche, into the Devils Room. 

DEVILS ROOM

Examine both devils, and examine the magic door behind them.  Talk to either of the devils.  They soon realise you are not a devil, so you leave. 

DEPTHS OF HELL

It seems like you’ll need a disguise, if you want to full those 2 devils.  Head right, and continue right, until you see the fountain (reservoir) in the wall.  Pull the valve in the fountain, then use the LITTLE HORNS with the valve to dislodge the blockage.  You’re left with one HORN.  Now open the valve in the fountain.  It explodes!  The blast forces the door to the Torture Room opposite wide open, and also forces you back along the path.  Head right, back to the fountain. 

Pick up HORN PIECE from the ground next to the fountain.  You have 2 HORNS again.  Enter the newly-opened Torture Room. 

TORTURE ROOM

Explore the room.  Look at the cauldron of solidified tar on the right.  Use HOT COAL in the extinct bonfire under the cauldron, then use CANDLE with the extinct bonfire to heat up the solidified tar.  Walk left a few steps, and examine the puppet on the floor.  Pick up the puppet - you’ll discard the puppet, but keep the red COAT it was wearing.  However, it is a child’s COAT, and much too small for you.  Examine the nearby wooden rack, and use COAT with the wooden rack, to stretch it.  Now use the stretched COAT in the cauldron of tar, so it becomes black.  In your Inventory, use HORNS with the black COAT.  Now leave the room through the exit in the back wall. 

DEPTHS OF HELL

Walk left a few steps, so you can see the niche in the back wall.  Use the COAT - you wear it like a disguise, then automatically enter the Devil’s Room. 

DEVILS ROOM

Talk to the devils and work through all the dialogue options.  They don’t believe the story you tell them, and they certainly don’t believe you are really a devil.  Walk down, away from the Devil’s Room.  

DEPTHS OF HELL

You automatically remove your disguise.  Walk left, into the cave. 

CAVE

Examine the wooden door, and examine the prison grille in the door.  Talk to the Woman and choose any dialogue option.  The monster guards come, and they lock you in the cell along with the woman. 

PRISON CELL

Examine the stone wall on the right.  Push the stone wall, then tap Z and X on your keyboard, repeatedly, as quickly as you can, building up a rhythm.  Keep doing this, and eventually,  the wall will crumble.  You both enter through the hole, into a Torture Room. 

TORTURE ROOM

You recognise this room, since you were here earlier, and you tell the Woman that you will both be teleported out of here soon.  However, that doesn’t happen this time.  Wait a few moments, and watch the cut scene as you hug, and then get teleported out. 

TELEPORT ROOM

Follow the path left, to leave the Teleport Room. 

CAVE

Head right, and continue right, through the Pass, and into the Depths Of Hell. 

DEPTHS OF HELL

Use the black COAT again.  Watch the cut scene, as the woman removes her mask, and reveals herself to be… Shandria, the King’s long lost daughter.  You saw her Missing Persons Poster in the Tavern in Town.  You and Shandria are given access to see Lucifer. 

LUCIFER’S ROOM

Look at the piano on the left.  Walk right a few steps, and examine Lucifer sleeping in his throne.  Talk to Lucifer, using the following dialogue options. 

                -       Lucifer!

                -       That’s dirty! 

                -       We want revenge!

                -       Hello?!

Lucifer wakes up, and talks to you. 

Sit back, and enjoy the final cut scenes. 

The End!

 
Back to the top