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You just arrived at the port of Kolyma.

In the water at the end of the pier is a net in the water. Walk to the right off the pier and on the beach walk to the left into the water. Swim further left until you reach the net and then take the NET (1/1).  Swim to the right back to the beach and walk north on the beach to a white picket fence that’s falling apart. Take the PICKET (1/2) and walk further north.

At the pointy rocks walk north again until you can see a cave in the distance. You should be able to find a little girl in a red dress. If you don’t walk back south and then north again until you do (or explore the area and return here often). Once the girls shows, talk to her and she’ll tell you about the lost basket.

Walk to the right and at the large rock mound, walk south to a pond and a yellow little duckling.  Walk to the south side of the pond and when the duckling is nearby use the net on it to catch the DUCKLING (1/3). Walk to the right to find a lemon tree and take a LEMON fresh from the tree (1/4).

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Walk to the right to a tree house and walk further right behind the tree house to a chasm.  From here walk north and follow the sign north to town. Before you reach it, you’ll find a large tree with a hole in it. Use the hole to find a MALLET (1/5).  Follow the path north to the town gate.

Use the haystack in front of the wall to get in touch with the strange occupant. After the conversation, walk north and watch the events at the fountain. Talk to the merchant and notice the baby pumpkin. It’s looking for it’s mama. Use the door to the right of the merchant to enter the library. Talk to the librarian and this will get you not far so leave the library again.

Walk over to the door on the right and read the sign on the door and then notice the letter under the door. Try to take the letter and when unsuccessful, use the picket on the door to get the LETTER (1/6). Use the letter in your inventory to get the LIBRARY CARD (1/7). Enter the library again and show the card to the librarian. Alas, it’s not signed yet. When the librarian is looking to the side, use the card on the quill on the desk to quickly sign the card (1/8).

Talk to the librarian again and ask for a recommendation. She’ll give you a book and when you take it (1/9) you’ll learn more about Kolyma. Leave the library and walk south to leave town. Walk south again to the tree with the hole and walk south once more to the direction sign. Follow the path to the left and walk north behind the tree.  Here you will find a pumpkin patch.

Try to take the large pumpkin and learn about the stolen child. Walk south to the path and south again to the tree house. Walk south again to the trees and look at the one on the right. There’s a piece of rope around the upper branch. Use your sword to cut the rope. This will spoil the trap and you’ll be able to pick up the gold coins from the grass which appears to be FOOLS GOLD (1/10).

Walk north and to the right to the chasm. Walk north to the sign and north again into town. At the three with the hole, walk north to the town gate. Walk north once more into town and throw the fools gold into the fountain. Talk to the merchant and he’ll try to retrieve the coins. Meanwhile you can get the BABY PUMPKIN (1/11).

Walk south to leave town. Walk south again to the tree with the hole and walk south once more to the direction sign. Follow the path to the left and walk north behind the tree, back to the pumpkin patch. Put the baby pumpkin back in the soil (1/12) (you’ll keep the BOWL) and as thanks mama pumpkin will give you a GOLD BROOCH (1/13). Talk to mama pumpkin and she’ll ask you for some bitter water for her baby.

Walk south back to the path and follow it to the right. At the town sign walk south and at the chasm walk south again. Walk south once more to find a spring. Use the bowl on the spring to get some FRESH WATER (1/14). It’s now time to look for Possum’s basket. It can be anywhere but your best bet is to walk to the left all the way to the beach and then all the way north to where the rocks block your path. You should have found the BASKET by now (1/15).

[Note: You can come across an evil wizard when traversing the forest. If you encounter him, quickly leave the screen before he catches up with you.]

Once you’ve found the basket, walk to the beach on the far left and north until you reach Possum. Give her back her basket and she’ll give you a FLOWER (1/16). Walk to the right three times and north behind the tree to return to the pumpkin patch. Before giving the water, in your inventory, add the lemon to the water (1/17) and then give the water to the pumpkin (1/18). As a reward this time you’ll receive a CANDLE.

Walk to the left where there’s a swan lake. Put the duckling in the pond and it’ll turn into a beautiful swan. Pick up the FEATHER that was dropped (1/19).  Walk to the right back to the pumpkin patch and south back to the path. Walk to the right to the town sign and south to the chasm. Walk south again to the cluster of rocks and from here walk to the right to find a bridge.

Walk to the right across the bridge (careful! You can die here) and you’re on the other side of the chasm. Walk to the right between the rocks and a magic door will appear. Talk to the door (9/28) and you’ll learn about the three stones that will bring you to your destiny. Now only you need to find them. Walk south and back across the bridge where there’s a FLYER next to the tree. Pick it up (1/29) and learn it’s contents.

Walk to the left until you reach the white fence and search the trunk to the right of the path to find a pair of EARRINGS (1/30). Walk to the left in front of the fence and tree and walk over to the mailbox next to the opening in the fence. Use the mailbox to find the letter and the card about the church services.

Walk left to the beach where you’ll find a mermaid on a rock. Leave her for now and walk north twice to where you found Possum. Walk left from here to the beach. Use the log next to the trees to find a CLAM (1/31). In your inventory use the clam to open it and find a PEARL inside (1/32).

Walk all the way to the right until you reach the town-sign and then walk north three times on the town square. Talk to the merchant again and learn about the shell-shaped comb he has for sale. Talk to him again to find out the price. You don’t have that kind. Talk once more to get to know his other desire. Give him the pearl and in return you’ll get the COMB (1/33).

Use the door on the right to enter the library and talk to the librarian. Ask her to recommend another book and once she returns with a book, use it to learn about mer-people (1/34). Leave the library and walk  south three times to the town-sign. From here walk left four times to the spot where you met Possum. Walk south here twice where you should find the mermaid again. Give the comb to the mermaid and she’ll give you an OPAL NECKLACE in return (1/35). She’ll also give you the power to breathe under water and once in the sea, use the seahorse to travel to Neptune (1/36).

Talk to Neptune and learn about the Water Gem and the stolen trident. You need to get that one first. After the conversation go south on your seahorse and the guards will take you to the border. Once they’ve left, go left once more and then north where you’ll find a ship wreck. Use the wreck to search the debris and you’ll find an ancient BOTTLE (/37).

Swim south, to the left twice and north. Here you should find a school of luminescent fish. Move over to the plant and take the WEED from the fish (1/38). In your inventory, look at the plant to discover the saccharine content.  Use the bottle in your inventory to take the CLOTH out (1/39) and put the weed in the bottle (1/40). Use the bottle on the luminescent fish to catch a few LUMINESCENT FISH and then pick up the bottle again (1/41).

Go three screens south and one screen left to the rock wall on the left. Then one screen south to a rock wall on the south and two screens left in front of the rock wall. This looks like a dead end. If you pay attention to the fish, you’ll see them swim into the wall on the left. Use this part of the wall to find a passage and then go left here.

Follow the tunnel (twice left, twice right) (good thing you have the luminescent fish!) until you see a large shell-shaped door. Use your sword on the door to pry it open. Swim through the door and find the Sharkee King. Pay attention to the order in which he presses the buttons next to the door.

Use the seahorse to distract the guards (1/42) and use the door on the right to swim to it. Use the ‘buttons’ on the right side of the door to open it: number them from 1 to 7 from top to bottom (starting to the right of the horizontal stone) and press 3, 1, 1 and 6. (1/43). Quickly grab the TRIDENT from the back and swim south to leave the cave (9/52).

Use the seahorse to get out of here and a small arcade game will follow. Just move left and right to avoid the rocks and prevent from being captured (3/55). Once out of the tunnels and at the dead end, use the trident on the rock face you just went through to turn in into stone and trap the Sharkees (1/56).

Go two screens to the right, one screen north and one screen to the right (all to avoid the Sharkees). Then two screens north and three screens to the right. This will bring you back to Neptune. After the exchange of the trident and the WATER GEM, you party and learn more about the other two gems. You eventually end up on the beach where you entered the water (8/64).

Walk to the right twice, to the north twice and to the right twice. At the town sign go north twice to the town gate. Use the cloth you pulled from the bottle and give it to the hay-feverish occupant in the haystack. When you take back the cloth, you’ll also pull out a needle. Pickup the NEEDLE (1/65) and walk north into town. Enter the library and talk to the librarian to ask for another interesting book. Use the book to learn about legends (1/66).

Talk to the librarian once more and get another interesting book. Use this one as well to learn about Power, Politics and Pulpits (1/67). Leave the library and use the door on the far left to enter the shop. Talk to the shopkeeper and learn about the lamp and the nightingale. Another quest to fulfill. Use the door to leave the shop and walk south out of town.  Walk south twice more to reach the town sign. From here walk to the left four times and north once to the entrance of the cave.

Look at the skull on the right and notice the blue stone wedged in one of the eye sockets. Look at the skull on the left and see there are two empty sockets. Use the water gem on this skull (the lower right point of the gem) and use the mallet on the skull the force the gem into place. Now use both skulls to let them face the bat above the entrance and clear the danger that lurks within.

Walk into the cave and walk towards the robe in the back behind Hagatha. Use the robe to find a SILVER KEY and a GOLDEN RING (1/68).  Walk over to the cage on the right and use the key on the chain to unlock it and then use the cloth on the cage to cover it (1/69). Pick up the CAGE (1/70) and  walk the same route back as you came so Hagatha doesn’t spot you. Also, entering the cave and all actions inside need to be at the steady pace because at some point Hagatha will be finished with her spell and notice you anyway.

Once outside use the cage in your inventory to remove the cloth and look at the cage again to find a LETTER. Use the letter to learn its contents (1/71). Use the mallet on the skull on the left to smash it and you’ll be able to pick up  the WATER GEM.  Walk south once and to the right four times to reach the town sign. Walk north three times to enter the town and use the door on the left to return to the shop.

Give the bird cage to the shopkeeper and in return you’ll get the magic lamp. Take the LAMP from the counter (1/72) and use it in your inventory. Instead of a genie you’ll get a SCROLL. You’ll see the contents. Look at the suit of armor on the right  and use the suit of armor (1/73) to reveal a trapdoor and walk into that door to enter into the basement of the shop.

At the bottom, next to the stairs is a desk with a letter on it. Use the letter to read it (2/75). On the far left is a rolled up carpet. Take the CARPET (1/76) and listen to what unfolds upstairs. Pick up the YOUTH POTION from the pile of dust (1/77) and use the trapdoor at the top of the stairs to leave the basement. Use the lever on the armor on the right to close the trapdoor.

Use the door to leave the shop and walk south to leave the town. Walk south twice more to reach the town sign and use the carpet here on yourself to float to higher grounds (1/78). Walk to the right and find a snake between the rocks blocking your path. Use the opal pendant to hypnotize the snake and walk further to the right where you’ll find a cave entrance.

Walk into the cave and use the book on the desk to learn how to protect yourself with an emerald. Now to make one: look at the workbench you’re standing to look closer. Use the earrings on the beaker on the left and add the flower to it. Use the iron mallet on the flint under the beaker to light the wick and watch the objects turn into a green liquid. Use the white feather to stir the mixture. In your inventory use the picket on your sword to pry the crystal from it and add the crystal to the mix. Now talk to the beaker to recite the spell and take the EMERALD from the beaker (9/87).

Leave the cave on the left and walk to the left to return to the snake. Use the emerald on the snake to break the spell and watch the Pegasus emerge. Talk to the Pegasus to learn about the enchanter and the bridle. Walk to the right and enter the cave again and wait here for the enchanter to return. Once you’ve made him leave and the cave is empty, look at the inscription on the wall on the right (1/88).

Leave the cave on the left, walk to the left to the Pegasus and walk left again to the cliff edge. Use the carpet on yourself to descend back to the town sign. Walk three screens to the left where the boulders are next to the tree. Use the emerald on the fifth stone from the left (second from the right) and pick up the BRIDLE (1/89).

Walk three screens to the right and at the town sign, use the magic carpet on yourself to float to the cliff edge. Walk to the right and give the bridle to the Pegasus (1/90).  You’re invited on its back and when you use the Pegasus, you’ll end up on a cloud. Talk to the Pegasus and you’ll end up talking to the Cloud Spirit. He’ll have you tested.

At the first test, talk to the king and answer that you threw the ball (the sacrificial lamb) (1/91). At the second test, talk to the Father and tell him that you won’t give up the crown (severing the lifeline) (1/92). At the third test, choose not to knight (1/93). As result you have passed and the Cloud Spirit will give you your wish. Pick up the GROWTH GEM (8/101) and quickly use the Pegasus before the clouds dissolve under your feet.

Once landed, the Pegasus gives you a SUGAR CUBE before leaving. Walk to the right and enter the church. On the pew on the left there’s a bible. Pick it up to read the first few pages. As soon as you return the bible, a page falls onto the ground. Pick up the PAGE (1/102) and read it. Then walk over to the pulpit on the right and use it next to the monk to pray (2/104).

Once the monk got up, talk to him to receive a SILVER CROSS (1/105). Use the door to leave the church and walk to the left back to the town sign. Here you’ll find out the monk’s true intentions. Once back to this spot, walk to the south twice and the the left three times to reach the cottage. Walk to the door and use it to learn about Possum. Once outside again, walk to the right twice where you’ll hear a child sobbing and when you walk south, you’ll find Possum. Talk to her and find out about the stolen food. You’ll send her home and start looking for the dwarf.

Walk north twice to the tree house. Knock on the door of the tree house and hide on the right side of the tree. When the dwarf comes out and runs off, use the door again to enter the house. Use the ladder leading down and walk to the right to find the living quarters. Take the SOUP from the fire (1/106) and use the chest on the right to find some GOLD COINS (1/107).

Walk to the left to leave and use the ladder to climb it. Then leave the tree house on the left. If you encounter the dwarf whilst trying to leave, use the chest to climb in and wait until the coast is clear. Walk south and to the left twice to return to grandma’s house. Use the door to enter and put the soup on the fire. Once it’s hot give the soup to grandma (1/108).

Talk to grandma and she’ll tell you to look under the bed.  Use the bed to find the black CLOAK and the RING (1/109). She wants you to take both. Talk to grandma some more to learn about Possum’s past. Talk once more to learn more about the cloak and the ring (1/110). Leave the cottage and walk to the left to the beach. Then walk north four times, past Hagatha’s cave and then walk to the right. You’re now standing in front of a swamp. There is a way through this but it’s tricky.

Remember the page of the bible? It had a strange sentence on it. Take the capital of each word and translate it into a direction: S = south, N = north, E = east, W = west. Since the sentences are random I can’t help you out here. My sentence was: Something Wicked Started War. Shame Nobody Ever Saw. So my directions are: S W S W S N E S. This should take me through the swamp. You should now see a castle in the distance.

Walk north towards the castle and talk to the ferryman several times. Then give him the gold coins and he’ll take you to the other side (1/111). Before walking up the path, use the sugar cube (1/112) to shield you from magic. Now you can walk up the path the the castle entrance. There are ghosts in front of the gate but when you wear the black cloak and walk towards them, they’ll go (1/113). Look at the door to see the type of lock. Use the cross on the door to unlock it and use the door again to enter.

Go up the stairs on the left and in the staircase take the SHOVEL (1/114) and use the candle in your inventory on the torch on the wall to light the candle (1/115). Walk back to the hallway on the right and then ascend the stairs on the right into the dining room. Walk through and leave on the right. Go down the stairs in the stairway. It’s good that you have that candle here! Leave the staircase on the left.

Use the cloak from your inventory on yourself to remove it and then use the stone coffin to open it. Look at the coffin and you’ll be greeted by the count.  Try to talk to him and he’ll try to strangle you. Use the ring from your inventory to distract him (1/116) and eventually he’ll leave you alone and flee.

Look at the coffin again to see it in close up now and use the pillow to reveal the Death Gem. Take the DEATH GEM (1/117) and now you need to find a way out of here. Leave the room on the right and climb the stairs.

Upstairs walk to the left into the dining room and leave on the left again to the main hall. Go up the stairs on the left into the stairwell and climb the stairs here as well.  Use the window to climb out (1/118) and now climb down the wall.

Halfway you’ll be attacked by bats and fall down (-1/117). You’ll end up in the dining room with the count and in the end he’ll tell you about the tiara. Now you need to find it before sunrise. Keep talking to the count and countess and learn about the brotherhood and when both have nothing more to tell you, take the HAM from the table (1/118) and leave the room on the left. In the main hall walk north on the left into the library.

Talk to the girl sitting on the ground and she’ll give you a black BOOK (1/119). Use the book in your inventory to find a silver KEY inside (1/120). Use the book again in your inventory to read the riddle on the back. It all represents all famous stories.

Use the bookshelf in the back to see it close up and use your eyes to read the titles. Select the ones that are in the riddle: number the shelves from 1 to 6 from top to bottom and books from left to right starting at 1. Select: shelf 3, book 2 (Cinderella), shelf 6 , book 25 (The three little Pigs), shelf 2, book 24 (little Bo Peep), shelf 3, book 16 (Rumpelstiltskin), shelf 1, book 10 (Romeo & Julia).

On the third shelf a new book appears (book 14): Treasure Island. Take the BOOK from the shelf (1/121) and find it locked. Use the small key from the other book to unlock it (1/122) and read the book to discover the location of the tiara and another riddle (1/123). Leave the library south and Anastasia will give you a BRACELET and ask you to put it on her mothers grave (1/124).

Walk south to leave the castle and walk to the left into the graveyard. Use the bracelet on the ghosts to calm them down and look at the graves in front of the ghosts. Use the bracelet on one of the graves (1/125) and the ghosts will leave, leaving a ring. Pick up the RING (1/126) and find the gravestone that has the year 1200 on it (1st, 2nd, double nothing).  Use the shovel on this grave until you hit something hard (1/127).

Use the grave to see the coffin and search the chest to find the testament. Something’s not right here. Walk south to leave the graveyard. Walk south again to the path and follow it to the ferryman. Use the ferry to cross to the other side.

Walk south twice to return to the swamp and south once again to Hagathas cave. Walk south three times more to the white fence next to the beach and walk to the right to the house. Walk to the front door and open it but be careful! When you find the wolf in the bed, leave straight away and re-enter until the bed is empty. Use the pillow on the bed to find the WOLFBANE ointment underneath and take it. Leave the house and walk to the right three times. Then walk north to the chasm and north again to the town sign. Walk to the right to the church and go inside.

Take the book from the altar on the right to read the contents (1/128). Walk south into the graveyard and find the grave with the same date as the one in the other graveyard (1200). Use the shovel on this grave (1/129) and use the hole to find a similar chest. And there’s the tiara. Take the TIARA (8/137) and walk south back into the church. Use the door to exit the church and walk to the left to return to the town sign.

A wolf will appear out of nowhere and you can fight it off by using the wolfbane ointment on yourself (1/138). Walk to the left four times and then north twice. Walk to the right to the start of the swamp and then the same sequence you did previously to traverse the swamp. But when you walk up towards the castle, the ferryman is not there! Instead you’re attacked by wolves and an angry monk. You need to be quick now! Take a REED from the water (1/139) and take the needle from your inventory. Use the needle on the water which is toxic (1/140). In your inventory use the needle with the reed (1/141) and use the makeshift blow dart on the monk (1/142).  You now got rid of the Brotherhood and are able to cross the river.

The count will thank you for the tiara and defeating the Brotherhood and rewards you with the DEATH GEM (8/150). Walk to the left to leave the dining room and go south to leave the castle. Walk south again and follow the path to the ferry then use it to cross the water.

Walk south three times past Hagathas cave and walk to the right four times to the town sign. Walk north three times into town and enter the library. Talk to the librarian and she’ll point you to the book of general knowledge. Use the book (1/151) for some interesting facts. Walk to the right to leave the library and walk south three times to the town sign. Walk south twice and to the right to find the bridge. Try to cross it and you’ll get stuck half way. Then the little troll will visit you and demand the gems.

Use one of the gems in your inventory on the white cloth to wrap all gems up (1/152) and then throw the cloth with gems to the right side so the troll can’t reach them. Talk to the troll and he’ll throw his knife to you (1/153). Use the knife on the rope in front of you and the bridge will collapse totally with you barely holding on. Quickly climb the bridge to safety (1/154).

In your inventory use the cloth to unwrap the gems and use the blue one on the upper left (2/156).  Use the green one on the upper right (3/159) and the red one in the bottom center (3/162). When the door asks where to go to select the Tower Realm.

Once in the realm use the net on the purple water until you catch a large golden fish. Pick up the FISH (1/163) and put it back into the water (1/164). As thanks the fish will carry you across the sea. Use the fish to travel to a surreal island (1/165). Walk to the right twice to the other side of the island and walk over to the darker patch in the lower right corner of the sand. A text will appear and when you use the text you will be teleported to another island.

More text will be visible and when you walk over the dark patch on the far left. Even more text will be visible. Look at the text to see the symbols and the actions that need to be performed. Climb into the large blue coconut tree and climb up. Pick a COCONUT (1/166) and climb down again. In the sand is a quartz stone. Pick up the QUARTZ ROCK.

In your inventory, use your sword on the coconut to cut it (1/167) and use the coconut on the water to fill it (1/168). According to the symbols you should now use this on the patch on the left and a new text will appear. This will be followed by a new portal (1/169). Don’t use this portal but walk into the one on the right to return to the first island. Walk north and to the left to find a tower. Use the door to see the rings close up and  use the ring you found in Hagatha’s robe and put it into the outer indentation (1/170).

Put the quartz stone in the center of the rings and the statues will come to life. Talk to both of them to find out who’s telling the correct sequence. So the one on the left tells you the other would always lie. If this lion never tells the truth then the one on the right would tell the truth. If he always tells the truth then the one on the right would tell the truth as well so…. the lion on the right will tell you the sequence.

On the door press the clouds (bottom), the sun (top), water drop (left) and mountain (right) (1/171). Once inside climb the stairs to the top and find the lion guarding the door. Use the emerald on the lion to break the spell (4/175). Pick up the tuft of CAT HAIR (1/176). Use the beam on the door to remove it and use the door to enter the room.

Use the emerald on the sleeping beauty to realize the light doesn’t reach. Use the broken mirror on the dresser table to push it towards the bed and push the mirror again to tilt it and reflect the light. Try the emerald on the sleeping beauty again to break the spell (4/180).

Touch the girl to kiss her and Hagatha will appear. She’ll explain some things. In your inventory put the tuft of hair in the youth potion and give the liquid to Hagatha. She’ll drink the potion (1/181) and wants to see the result. Use the mirror to tilt it and she can look at herself (1/182). The light will blind her and she’ll fall out of the window. Talk to Valanice (1/183) and you’ll end up in Hagatha’s cave in Kolyma. Take the glass dome (2/185) and overview the islands and the tower. Leave the cave on the left.

Game source: A copy of the game was found here on the internet.

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