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Gnome Ranger


Part 1 (Animal)
---------------

     From  the  starting  point  just outside the Centaur`s shop first
Knock  on  the  Door. Enter the shop and do things such as Examine All
until the Centaur (Cap) asks you to deliver a letter for him. Take the
letter  and  then  when asked by the Centaur, take the Shovel. Now you
may  GO  TO  or  RUN  TO  any  of the important locations. There is no
particular order in which to do things, and many of the items you will
find  are of no real use. A random element exists here and some things
will require perseverence to achieve. This is one solution.

     Move  around until you see the Eagle above you. Examine Eagle and
then  WAIT  until it lands and carries you off to its nest. HIT CHICKS
to  be  rewarded  by  the  Eagle.  Go  to just outside the gate at the
entrance  to  the Witch`s Cottage. DO NOT ENTER! It is a one-way gate!
Ring  the Bell that the Eagle gave you and wiat until the Eagle lands.
Say  (for  example) EAGLE< GO TO PEG AND TAKE IT THEN FIND ME AND DROP
PEG. The Eagle should then go into the cottage garden and free the Dog
from  its  kennel.  The  Dog  will  now come thgrough the garden gate.
Follow  the dog until it meets the Swarm Of Dogs. They will reward you
with  a  whistle  for  freeing their friend. The Llama will give you a
flower.  There  is  a hank of hair in the brambles. There is a coin in
the  mud  beside  the puddle. There is a nugget and a yellow fungus in
the middle of the marsh. If you take the nugget and fungus a mist will
suddenly  come  down and you will be unable to move. To find a way out
either dropeverything you are holding OR wait for someone to come past
and  FOLLOW  them. You could for example summon the Dogs and send them
somewhere and then follow them.

     Go  to  the Forest in the Northeast of the land and WAIT. After a
while  a  nymph  will appear and wait to be given something pretty. If
you  have  the  Flower from the Llama or the Necklace from the Centaur
then  give  one  to  the  nymph.  (To  get  things from the Centaur in
addition  to  the  Shovel  you  will  need  to  trade other items on a
two-for-one basis).

     Once the nymph has been befriended you can give her commands. One
of  the first should be to go the the Rock under which is a Bridle. If
you  drop  all  you  are  carrying and lift the rock, you can tell the
nymph  to  get  the  Bridle.  Pick everything up again and go with the
nymph  to  a position just West of the Waterfall where you can see the
Rainbow. Give the Shovel to the nymph and tell her to go East and then
Dig.  Wait  for a while and then go East. You will now find a Crock of
Gold  and  a  Leprechaun.  Take  the  Crock  of  Gold  and give it the
Leprechaun  who  will now offer to help you in future. He will tel you
how to summon him when you are in need. Bear in mind that the ONLY way
to  complete  the first part of Gnome Ranger is to defeat the Witch by
destroying  her  source  of  power,  her  Magic Wand. In fact only the
Leprechaun is strong enough to break the Wand.

     Blow  your  Whistle and when the Swarm of Dogs arrives say, DOGS,
FIND  UNICORN.  Then tell the nymph to follow the Dogs and then follow
the  Dogs yourself. Once the Dogs track down the Unicorn and the nymph
sees  the  Unicorn  you  will  be  rewarded  again,  this  time by the
Unicorn.He  will  give  you a set of pipes with which to summon him if
you need his help.

     Now  open  the envelope the Centaur gave you, read the letter and
go  back into the shop. You will be thrown out but that is no problem,
it is the game points that we after here.

     It is now time to go through the gate into the cottage garden. Go
round  to  the  back door and summon the Unicorn by blowing the pipes.
When  he arrives tell him to break the door. Go South into the cottage
and  snap  your fingers to summon the Leprechaun. When he arrives wait
for the Witch to also turn up and quickly tell the Leprechaun to break
the Wand. Be quick or the Witch will turn one of you into stone.

     At  this  point you should have scored 300 out of 300 and will be
offered the opportunity of moving on to part 2.

Part 2 (Vegetable)
------------------

     Start  by  taking  the  tea leaf. Then go to the kitchen and from
there into the library. Read the books to get several clues as to what
to  do  and how to do it. Go back to the kitchen and take the seed and
the bulb. Go back to the garden and plant the seed. The seed will grow
at once and become the greenslave. It needs to be animated, brought to
life. To make the animate potion taje the elder berry, thistle flower,
rowan  berry and mint leaf and take them to the kitchen. put them into
the  pot  one  at  a  time  in  the  order  given above to produce the
anitidote  potion which will automatically be added to your inventory.
Return to the garden and put the potion onto the greenslave. Plant the
bulb  in  the garden and the blue telelily and the white telelily will
appear. Climb the trees to get to the treehouse. The treehouse and the
greenslave  can  be given instructions in the same way as the dogs and
the nymph etc in part 1.

     Take  the  telelilies and the compost heap. Go northeast and drop
the  compost heap. You will need to take the compost heap at times and
drop  it  on rocky ground in various places to enable the treehouse to
move.  Send  the  treehouse and greenslave to the cave and then follow
them.  When  you, the treehouse and the greenslave are all outside the
cave  give the blue telelily to the greenslave then enter:- treehouse,
hold  cave  wait  5. Then enter:- greenslave, find stinkwort shoot and
put it in blue telelily.

     Then wait until the stinkwort shoot and the greenslave appear. If
you  experiment  with  the  telelilies you will find that anything put
into  the  blue  one  will reappear from the white one. Also note that
once  a  potion  has  been used the ingredients that have been used up
will  grow again in the garden. They must be picked again because each
potion  will  need  at least some, if not all, of the same ingredients
again. So get what you need from the garden and go back to the kitchen
and make the weedkiller potion by putting into the pot in this order:-
thistle  flower,  elder berry, mint leaf and rowan berry. Now with the
telelilies  and  the  weedkiller  being  carried  and  with greenslave
following  go  to  the  hedge. Wear the weedkiller to go east past the
hedge.  Drop  the blue telelily into the pond and put the white one on
the  skinny  beanstalk. Wait until it explodes then go up. Examine the
fern  plant  and  take  the fern shoot. The only way to pass the hedge
from  this  side  is to enter:- greenslave, push rock, push rock, push
rock.  Then  enter:-push  rock,  push  rock.  (This  way  both you and
greenslave  will  be pushing the rock at the same time). The rock will
then  roll down onto the hedge and make a path through it. Back to the
garden  again  and  then  the  kitchen  to  make  the next potion, the
antidote  to  the  poison  of  the  air plant. Make it in this order:-
stinkwort  shoot, mint leaf, fern shoot, elder berry. It helps to know
where the treehouse and the greenslave are at all times. (It generally
helps  to  send them back to the garden when they have finished a task
and  pick  them  up  from there when needed). Now go to the garden and
send  the  treehouse  to  the air plant. Drink the antidote potion and
follow  the  treehouse.  At  the  air plant examine it to find the air
flower  and  tell  the treehouse to take the air flower and give it to
you.  You  may need to leave the location while the treehouse gets the
air flower as it is scared of animals.

     Get  some more ingredients and go back to the kitchen to make the
fertilizer  potion.  The  method  is:-  mint  leaf, rowan berry, elder
berry,  air  flower.  Back to the garden and put the fertilizer on the
tea  bush. Take the tea leaf and the other ingredients needed and back
to the kitchen.

     Now  make  a pot of tea using:- tea leaf, rowan berry, mint leaf,
thistle  flower.  When  the tea is made, the old man reappears and you
drink tea with him.

     You should now have 600 points and be ready for the third part.

Part 3 (Mineral)
----------------

     Start  first on the cloud 9 area. Find the yeti and by talking to
him  in  the  usual manner, ask him to lead you to the diamond. Follow
him  carefully.  Take the diamond and the cloudstuff you find near it.
Use the cloudstuff to line the yetis snowshoes.

     Now  go  to the penguin. The mother penguin is looking for a baby
sitter.  Take  the egg and the mother penguin will become your friend.
Find the icebridge and move south onto it. The icebridge will collapse
and  you will find yourself on an icefloe. When the icefloe sails past
the  mother  penguin say:- penguin, push me west. The will then arrive
at  the iceberg. Take the sapphire and enter:- penguins, push me east.
Now you will be back on the coast.

     Go  to  the caves and find the fireking. After that go the prison
cell  and  open it. Go inside and put the icechild in the sack so that
the  fireguard  cannot  see that you are freeing the child. Now go out
and  south  to  the land of the icepeople. When the icequeen offers to
help  you,  get her, the icejester and the icepeople to follow you and
go  to  the  icefall. You cannot get out of the caves due to a flooded
series of tunnels.Water is constantly coming into the caves but cannot
get  out quickly enough because there is an obstruction, a log, in the
outlet  pipe. You have to temporarily stop the water coming in so that
you  can  enter  the  tunnels  as the water level drops and remove the
obstruction.  A  dam  can  be  built if the icefall is pushed into the
water. HOWEVER! Each player move causes the water level to increase by
1  level.  Each  push of the icefall builds the dam level up above the
water  level  by  1.  If the water level reaches the top of the dam it
will  break.  If  the  water level reaches 10 the pressure becomes too
great  and the dam breaks anyway. Help is needed here to build the dam
and  help  is needed to remove the log from the outlet. the idea is to
get  the  icequeen and the icepeople to help you by repeatedly pushing
the icefall into the water while you send the icejester down to remove
the log from the outlet.

     This,  or  something  like  it,  should  work  with the icequeen,
icejester  and  icepeople  all  together  with  you  at  the  icefall.
Enter:-ICEQUEEN,  WAIT  5  THEN  PUSH ICEFALL, PUSH ICEFALL ICEPEOPLE,
WAIT  2  THEN PUSH ICEFALL, PUSH ICEFALL, PUSH ICEFALL ICEJESTER, FIND
DEBRIS AND TAKE LOG PUSH ICEFALL

     Try  to  keep  the  dam  somewhere between 1 and 3 feet above the
water  level.  Do  this  by  either  pushing  the  icefall or waiting.
Eventually  the dam should break but a cheer should go up as the water
level  rapidly drops showing that the log has been removed. Now follow
the  icequeen  until  she  shakes hands with the fireking. Now get the
icequeen to follow you again.

     Run  to  the  treetrunk  and  enter:- ICEQUEEN, WAIT 12 THEN PUSH
TREETRUNK.  Now  run to the garden where the gnome requires a gemstone
to  let  you  enter the garden. Give him any of your gemstones and you
will  be  thrown  into  the garden. You will find your gemstone on the
ground  along  with the emerald and the ruby. Drop everything and pick
up  the  ruby  and  put  it in the sack. Put the other three gemstones
(diamond,  sapphire and emerald) into the sack as well and pick up the
sack. If you timed it right, round about now the treetrunk should come
sailing  into  view along the river. STAND ON TREETRUNK to escape from
the  garden.  The gnome will not you leave through the gate if you are
holding anything you found in the garden. The treetrunk will sail past
the  iceberg  area  and  when  you  see  a  suitable  bit  of land you
should:-get of the log.

     You  should  be  carrying the 4 gemstones and the sack. Return to
the  gate  at  the  beginning  of  the  game. Put the gemstones in the
sockets  one at a time and then go north. If all is well then you will
be in Gnomebridge on the road to Gnettlefield.

     This is the end of the adventure and you should have 1000 points.

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