The first thing you need to learn is how to talk to people. The
people who are outside will always say exactly the same thing, so you
only need to talk to them once. People inside building and so on,
however, can carry on an interactive dialogue. The big gest problem
here is that sometimes they only give you a single chance to let the
dialogue go the way you need it to in order to finish the game
(ARGHH!), so you may want to save your game and ask them in each order
until you get it right. Remember that often what they say will be
included in a "test" of sorts which you must pass in order to
Usually, though, if you say the wrong thing to a person you will
just be killed outright. So just reload the game and try another
Walk about until you get to the Duke's Castle. A short animation
sequence (isn't there a way to abort these?) and you are inside. Off
to the left is a room with sweetmeats. Pick one up. Talk to the guy in
the next room down for a bit. Back out to the mai n hall, go up one,
to the right. Pick up the match. Take the next left from the main
hall, and go on just past the mirror. The guards pass, and you
continue on your merry way. Go up and take the infrared goggles. Back
to the main hall, keep going up, (an other animation sequence), and
give the sweetmeat to the clerk. Go back for another sweetmeat for the
guard. Talk to the guys in the next room for your 1st quest: the
ordeals. In the room on the left and down, take the medieval camera.
Two rooms to the r ight, and down, and up the stairs, to the left,
down a few times, and off to the right are the onion skins. Pick them
up, and you are off to the ordeals. Go back down the stairs, to the
right twice, use the onion skins and walk under each eye once.
Hurry now to the right through the flames before you dry off.
Take a short step down in the next room, and then "speak". Walk across
the board to the next room. Believe the signs, go to the next room,
and then ignore the monster and go into the next room . Use the
infrared glasses and follow the path. Only the switch on the left
should go into the "up" position. In the next room use the match
immediately, and then continue into the last room. Step on the central
floor panel and you have solved the ordeal s. More animation, and you
get a small, very sharp knife. Go back down to near the entrance to
the castle. If you want, you can go back to the left and down and take
a picture of the guy with his statue. Leave the castle. Further on is
a building: take t he letter from the woman at the entrance. You can
now go to the next island. Just follow the path until you get to the
water and stay near the rocks. No problem.
The people here are thieves! Talk to any people when you are
outside and any GPs you have will disappear! This sucks, but can be
useful if you need some more cash... more on this later. Follow the
path and take the first left, and give the letter to the
revolutionaries, and they will give you a rosette. Continue back down
the path, to the left twice, and talk to Charlotte. If you say she's
quite an artist you will get 10 GP. Whenever you come back to her, if
you are out of cash she will give you more. I don't know how many
times it will work, but so far she has given money to me twice... This
is where letting people steal from you can be useful. If you _need_
another gold piece or two, let them steal it and go back to Charlotte
for a total of 10 more.
Then back to spend your cash. Anyway, once you have your cash,
leave her house and go back down the path. Take the left twice, and
talk to the old lady. Get her to say for you to ask the barkeep for
something "strong". And now go into the city. Talk to t he fisherman,
and ask for how to get off the island. Continue on, and enter the
city. You don't need to buy a compass now, I figure it will be better
to wait a bit. Besides, you will need to use _all_ 10 GPs later
anyway. Go down into the next screen. An imation (sigh), and you are
invited into the ring. Speak up, and get your knife ready. When the
fight starts, throw the knife and it will cut off his shorts and win
you the fight and one more GP. (No compass yet, you still need _all_
11 GPs.) To the righ t of this screen is a building, and go trample
its lawn. You will be sent into the prison. Talk to the people outside
and they will tell you how to get out. Out the building you are.
Go right, down, collect all the stuff here (key, rackets,
thermometer, canis), go down and talk to Marcel. Go up twice, go
right, into the building, go up and talk to whats-his-name. Get his
permission to use the ferry. Off to get the other authorisation ...
Out the house, up, left, into the building, go right, up, talk to him,
up, hide behind that thing over on the right, use the camera,
animation, go back to talk to the baron. Leave the house and talk to
Marcel. And you are off to the next island.
Now you have to pass a quiz. Well, you don't _really_ have to
(there is a way to get by it) but it is cheaper to do it this way.
Answer all the questions correctly and you get sent farther along.
Assuming you have asked every person every possible thing as you went
along, you will have more than enough information to pass the quiz.
And what you don't already know you can actually look up in an
encyclopedia. A set of answers to the quiz is:
If you feel like it, you can fail the test and get kicked back to
island two. In the bar, ask for something strong, etc, go to the
hidden room, and ask the guy back there for something "special". You
can buy your way to the next island for 10 GPs. But si nce you can
pass the test for free anyway I figure this is a waste of money. In
any case, you will be in the complex. Wander around up and down floors
collecting cards to other floors, they will be scattered around. On
floor three, when you get there, yo u need to ask the Kirk-guy to see
the Commander and he will give you a card to floor 2. Look through the
periscope and you will see the disaster and be sent on your second
mission: stop the thing from blowing up. Down on floor two you will be
given a car d to access the transporters, but you don't actually need
to use it yet.
Just go to floor 0, off to the right, the exit sign comes on, go
out. Wander along the road to the left and you will come to the
pumping station. Walk in, up to the machine, and you will give it a
good smack. Fixed! Walk a bit more to the right, and robo t-guy will
tell you you need your own boat. Go back down the road, go straight
through, and go straight through again. Walk inside the building, jump
in, and you can get sent on your third mission: find a space map. Pick
up the flag to get rid of the int erference, and back through the
hole. Go back to the other building, up to floor 1, and go to the
washroom. Each of the three stalls teleports you to one of three
islands. You want to use the one way at the back to get to island 2.
Teleport, go back into the city, to the bar, in the back, ask for
something special, and buy yourself the starmap. Pick it up, back out
the city, transport back, and leave. Back to the moon, talk to the
astronaut, back to the other building, talk to the programmer and
watch him transport out. Done!
Teleport here from floor one of the complex. Go in the pyramid,
to the room on the right, to the far wall, pick up the Rosy Stone,
back out to the other room, walk up to the wall at the far left, take
a peek at that particular picture, and go to the next room. Tell the
genie to open the door, and go in.
R,U,L,L,D,L,U,U,R,R,R,R,D,D,R,U,U,U,L,L,L,U, out. Ignore the scorpion
on the right, go left, left, take the sceptre, use it on the cup, pick
up the cup, use it, go through the new door, right. Ignore the
statue's head, go right, avoid the little bee, right, kill the snakes,
speak to the wall, pick up the pieces, go down, left, take the statues
(except blue), left, take the statues, kill the spiders, back to the
right, right, right, down, down, left, lef t, take the knife, use it
in the cup, go back right, up, up.
Place the yellow, orange, blue statues in the upper, left, and
right doors. Go back to the hall which was just before the scepter,
place a piece of mirror, follow the light beam along, place another
piece. Go to the room with the "X" on the floor (Superm an is shown on
the wall), use the big piece of mirror, cross the path of the X
without being near it, pick up the pieces of mirror, go back to follow
the beam of light placing more mirror bits. Before you enter the room
where you placed the little statue s, use the rackets and go in. The
answers to the questions which come are 3,3,1. Pick up the rod, use
it, teleport back, use the first stall on the left to go back to
island 1, enter the castle, go to the boat room, use the rod, leave
the castle, telepor t back to island 3, go back to the pumping
station, use the boat, use the rod, and you're off sailing.
Wander to the Warren, enter, go right, avoid the jigglers, right,
go to the top of this screen, enter, get the remote, talk to the
Alchemist, and leave. Leave the warren, find the scientist, use the
flag on him, use the remote on him, and then go back to the warren.
Enter, go up two screens, go left through the semi-hidden door, talk
to the Priest, make friends with him. Go left, get captured, say "this
might be weird...", talk to the baroness's daughter, take all the
mushrooms, go down, put the plank d own, go right, take the diamond,
back to the room with the women, use the green mushroom, go right,
right, up, right, right, right. Take the bone and bowling balls, go
back left, left, left, use the diamond, go left.
Save here because you will probably slip and fall the first few
times, but you will get used to it after a while. Use the bone to stop
the lizard, avoid the first door with the bear, and enter the second
door. Go left, hide behind the pillar, get the rou nd mushroom ready,
when the chef goes to the stove run and quickly take the spices and
then use the round mushroom so that it takes their place, and run back
behind the pillar again.
Wait for him to leave the stove again, go right, right, up, left,
talk to the prince, use the bowling balls in the empty cell, go back
right, use the flute, go up, up, talk to the Evil Prince, offer him a
gift, the spell "throw the boat", and he dies. Ta ke the key, go back
down, down, into the hole. Wander over to the shark pen, throw the
lever, throw the lever again, swim across. Go to the right and push
the rock, walk over to the other side of the "pool", push the rock
back, enter the pit. Walk up and look out the window and the game is