FOREWORD: We had numerous enquiries for a solve on this game, particularly
by some sceptics who wouldn't believe that it's operational at all!
In order to remove the last doubts on this we quickly wrote this
walkthrough. Have fun!
(If you follow these steps, you should end the game with
248/250 points)
DEDICATION: This solve is dedicated to our very special friends at RAZOR
who obviously cannot differentiate between a password !PROTECTION!
and a riddle which takes brains!
So if you guys have time and check out this SOLVE
KING'S BEDCHAMBER
-----------------
At the beginning of the game you will find yourself lying on your bed in
the King's Bedroom. Your wife, Fiona, will come to tell you about activities
in the dragonsphere. Tell her that you will meet her in the Council Room.
As it suits a well-educated man, the first thing to do after getting up is to
wash himself and get dressed. Do something good to your brain and open the
book sitting on the nightstand. You will learn about some love poems which
might come handy lateron! If you are interested in interior architecture, you
might look around a bit, however, this won't increase your score. Remembering
your date, you then should proceed to the room next door, the Queen's Bedroom.
QUEEN'S BEDCHAMBER
------------------
"A woman's thoughts will always be a secret for her husband!", but not for you.
You simply cannot resist to open your wife's diaries. You're forgiven since
this action will strengthen your will to succeed in your quest. Leave this
room to the south to get to the hallway. There is nothing to be done here and
you therefore can continue to explore the castle in the Ballroom.
BALLROOM
--------
This place looks a mess and it will take the servant some time to clean it up.
Being a nice guy, you greet the maid and look around. Take your goblet from
the left table and pick up the bone lying on the floor to the right. Then
go on to the next room which is the throne room.
THRONE ROOM
-----------
You will find your pretty suspicious brother sitting on your throne! Even if
he seems to be rather unpleasant, you should talk to him in a nice way (this is
what hurts provocing people most). When he finally left the room, you should
take a look at the dragonsphere and then enter the door leading to the meeting
room.
MEETING ROOM
------------
Take a closer look at the bookcase. It contains a couple of books which should
attract your attention. When trying to open them you will hear a sound coming
from the east wall. Upon careful inspection of this wall, you will find that
the tapestry can be pushed away and reveals a secret door which, however,
can not be opened at this point. It's time to meet with your wife and mother.
Go back to the throne room and enter the council room to the south.
COUNCIL ROOM
------------
Following the conversation with your wife and mother, you should take their
presents resting on the table. Just to complete your castle exploration you
should visit the guardroom and the dungeon cell.
GUARDROOM AND DUNGEON CELL
--------------------------
Both of these rooms should be visited, however, I could not find anything to
do in here. Having completed your sightseeing tour through the castle, you
should take a look at the surroundings. Return to the throne room and walk
out in the courtyard.
COURTYARD
---------
Again, there is nothing to be done here. Proceed to the market place.
MARKET PLACE
------------
You will find a number of interesting people here. Looking at each individual
will provide you with some useful information on their characters. To find out
about the latest news you should talk to the guard captain standing near the
castle gate.
Then talk to the shapechanger. This guy has a pretty rude tone which you should
ignore. Ask him about the boon and whether he really is a shapechanger. He will
explain the situation of the shapechangers in your country and, since mostly the
ones in charge know the least, you should ask him why this happens. Promise to
take care of his plight, if matters allow.
The next person to talk to is the Soptus Ecliptus. He will introduce himself
and will ask you to visit his people. Being interested in doing so, you must
ask him how to cross the desert and why he wants your visit at this time.
Upon your try to postpone your visit, the Soptus will teach you the first
lesson in his language.
Being the ambassador of his country, the Faerie has a lot of information for
you. Ask whether he wishes to annoy you, why to respect the Fair King, if
Fair Ones are humans, why faeries don't respect Fair Ones, why they annoy
Fair Ones, whether there is a Faerie King and where to find him and say
goodbye to the ambassador.
The last person to talk to is the merchant standing in the stall to the right.
Buy some fruit from him and talk to him again. He will tell you about rumors
going on.
Follow the road to the east. You will see a map of Gran Callahach. Select
Brynn-Fann as your next destination.
BRYNN-FANN - The Faerieland
---------------------------
You are standing in front of the entrance to the Faerie maze. Talk to the Faerie
sitting on the large boulder. This one is really a cheeky little devil, however,
since you are the adult here, you naturally are above things and show your best
behaviour. Greet the Faerie and ask him/her for the Butterfly King. Being
overwhelmed by so much friendliness, he/she will make the guardian of the
entry disappear so that you can now proceed into the maze.
MAZE
----
There are 8 sprites floating around. They have names and change to three
different colors: blue, red and yellow. Each sprite will answer differently
to your questions and the responses also depend on their actual color.
Meeting the sprites means for you to solve one of the most time consuming
riddles in this game. But -- Lucky You!! Aren't you just reading a complete
game solve? So, to save you from spending a whole night on figuring out what
to do here and how to pass the guards, I will share my knowledge on this:
Try to find RALPH when he is RED. Ask him whether it is safe for you to cross.
He will respond negatively. Immediately after THIS, and ONLY THIS particular
conversation, you can pass the guards safely to find the Butterfly King.
BUTTERFLY KING
--------------
The Butterfly King is standing on a huge mushroom. When you talk to him, you
may have the impression that this gentleman is a little confused. However,
he will teach you another lesson in the Soptus language and will make you pass
a quiz consisting of five questions. The answers are 3,1,2,3,3. The king will
give you a red powerstone required to destroy the evil sorcerer. Since this is
a great help in your quest, you should naturally thank him for his kindness.
Mr. Megabutterfly must be a fan of game shows (though I couldn't find any
TV-sets) for he has another quiz for you. The correct answers this time are
1,1,1. When being addressed, ask about the toads and about the king's knowledge
on Sanwe. Also, he will share his wisdom with you and tell you about the oracles
if being asked nicely. The first prize for winning the second quiz is a little
bird figurine. You now have time to look around a bit. Pick the crystal flower
and look at the crown guarded by the toads. Does this look familiar?
Well, there is nothing left to do here at the moment. To experience the
sensational feeling and to avoid walking all the way back, invoke your signet
ring. It "beams" you back to the market place from where you should go east
to reach the map.
At this point, you will see an insert from the castle. The dragonsphere shows
some activity and there is a conversation between your mother and your wife.
The next location to be visited is Slathan ni Patan.
SLATHAN NI PATAN
----------------
The guards are not very cooperative. Tell them that you are the king and offer
them to escort you. Find out why they call the shapeshifters dirty shifters and
ask them to escort you again. They will refuse and should be told to treat
the shifters with respect. Make clear to them that you must enter this land
and offer them something to get past (e.g. your goblet). If they suspect a
bribe you can simply explain that a king may grant his subjects boons from
time to time and that they are supposed to keep it as a deposit until your
return. Finally, you will be able to follow the path.
POOL
----
You will have to deal with the pool monster now. Do you remember the gift you
received from your loving wife? Throw the shieldstone on the monster. This
action will, unfortunately, cut off some tentacles but don't worry, monsters
are tough. They might come in handy for you though, so you should take them and
then follow the path to the right.
CAVE OF DREAMS
--------------
In front of the cave you can see a man sitting on a boulder. Talk to him and
ask him about the pool monster, about who he is and what he guards. In return,
he wants to know who you are. Tell him that you are King Callash and he will
ask you a question. Answer that their own hatred does not help and you will
receive a polystone from the wise man and he will tell you something about
the tower. After this conversation you will automatically enter the Cave of
Dreams, watch the vision coming up, pick up a doll lying on the floor and leave
the cave. You should now talk to the wise shifter again. He will tell you
something about the doll and you should then ask him about ALL races. When
asking about the Soptus Ecliptus, you will get your last and most important
lesson in their language. This completes your stay in Slatan ni Patan. You
must walk back to the guards rather than invoke the signet ring this time.
Pick up your deposit from the guards and return to the map.
Now, there will be a second insert from the castle. The dragonsphere is getting
more active.
You're ready to go to Soptus Ecliptus now.
SOPTUS ECLIPTUS
---------------
In the middle of the desert you will meet a Soptus trader. Ask him for help.
He will ask "Ka Vinkiotum Tratratrashab?" which means "are you seeking death?",
therefore the answer must be no. He will then continue asking "Ka Vinkiotum
Soptus?" meaning "are you seeking the Soptus?", answer yes. Now, the trader
explains the way. From what you learnt from the wise shifter, you now know:
ECLIPTUS = West, FALLA = South and SHAB = North. The directions may differ,
when I played the game for the first time, I had to go west five times, for
the second game it was W W N W W. In any case, the last direction will start
with "POPO" meaning again. Follow the trader's directions and you will reach
an oasis where the Soptus leader currently resides.
OASIS
-----
Talk to the shaman sitting in front of the pool. Ask them about the Spirit
Plane twice and introduce yourself. He will give you another powerstone. Then
ask the guard for an audience with the Caliph and enter the tent.
CALIPH'S TENT
-------------
Tell the Caliph that you hoped to aid each other and inform him of Tilshumet's
request to visit him. Upon his invitation for amusement you should tell him
that your time is short. Nevertheless, he will insist on gambling with you
and offers a wager. Accept it. There are three objects that can be obtained
from the Caliph. You need to win three games in order to get one object which
make 3 times 3 winnings for all objects. However, you can also gamble until
the Caliph informs you that he ran out of prizes. Following your gambling
session you should ask him for any help he may be able to provide. You will
leave the tent automatically afterwards.
OASIS
-----
Talk to the shaman again and ask him whether he will take you to Spirit Plane.
He will request some sort of payment to do that. End the conversation and
invoke your signet ring to get back to the map. The next destination is the
Hightower.
HIGHTOWER
---------
When you reach the mountainside, you will notice a stranger hiding behind
the large boulder. Ask him to come out. It's Llanie De Summers, the daughter
of one of your council members. When you ask her why she is so far from home,
she will offer to help you in the quest. Tell her that you wouldn't want to
endanger her and reject her offer politely. Llanie will give you an amulet
which appears to be useless. Since you've been travelling across the country
for quite some time now and feel a little lonesome, you should flatter her and
tell her that her gift will remind you of her beauty in darkness. She will
thank you in a special way for this compliment. But enough flirting now, back
to serious business. Go west and look at the waterfall. On its left side you
will find a gold nugget. Take it and enter the cave.
CAVE
----
There are a number of questions to ask the hermit:
Who are you, What are you doing here, How did you get here, Do you know any
secrets, What do you know about the tower. Tell him that you have a score to
settle with the sorcerer and continue asking about the powerstones and their
use. This guy is an old man and needs a rest now. Leave the cave and return
to the place where you met Llanie. Climb up the rough stones.
NEST
----
Pick up the feathers lying to your left. Recalling the word of the wise shifter,
you now should use your sword to carve up the bird figurine into a birdcall.
Make noise with it and a shak will appear. Introduce yourself. The shak will
get mad at you but you politely ask him if they dwell in these mountains. Since
you are willing to change their situation, you should request advice on what to
do and what he means with "If you can". Then climb further.
LEDGE
-----
Surprise, surprise, who is there? Llanie! Tell her off and use your sword to
attack the beast behind you. Unfortunately, there is no way to save Llanie
from falling down the mountainside. Walk to the right.
SHAK
----
You will find another shak blocking the passage. Talk to him and tell him that
you are a friend. Point out that you will do your best to defeat the sorcerer.
He will tell you a rhyme in return. Take some mud from the ground (near the
waterfall) and go east again. You need to do some more muscle training and
climb up the mountainside.
TOWER
-----
Finally, you reached the tower. Follow the path around it until you find a door.
Upon your attempt to go through the door, you will be caught by some vines
nearby. Magical voices will decide to test whether you are friend or foe.
The answers to the three questions are: Red, his leg and beef stew. Enter
the tower.
EYE CHAMBER
-----------
A single eye is watching you in the entrance hall. To get past it, throw the
mud on it. Go through the right doorway.
SANWE'S STUDY ROOM
------------------
This room is filled with more or less useless stuff. Pick up the music box
from the pedestal and take the blue stone from the dresser. Also, look at
some charts and books. Go east again to reach the laboratory.
SANWE'S LAB
-----------
You will be attacked by a rope!?! This seems to be the right time to try your
new vortex stone. Take the magic from the rope and pick it up. Open the cage
standing in the lower right corner, take the dead rat out and put it in the
freezer. By clicking on the small window in the freezer you can get it back,
deep-frozen, of course. Now, let's take a look at the experiment built up
on the lab table. Take the flask from the table and place it on the metal
plate between the two retorts. You may now turn the petcocks on the retorts
and fill your flask with acid. Pick it up and return to the eye chamber. Go
left this time.
LIFT
----
The two buttons on the wall will operate a lift. However, you should enter the
cell first.
CELL
----
Take the torch from the cell wall and return to the lift.
LIFT
----
Push the lower button and enter the dark room.
DARK ROOM
---------
When you entered this room, you will automatically place the torch into a
holder. You will find Sanwe's powerstone, however, a magic spell will keep
you from walking on the floor leading to it. Go back to the room before and
push the button on the wall.
CELL
----
In front of the menacles on the left wall, pour some acid on the floor. The
liquid will burn a hole into the floor through which you can see the powerstone.
Tie the rope to the menacles and go down to get it. You will automatically be
taken back to the cell. Return to the lift.
LIFT
----
Push the top button.
TOP LIFT ROOM
-------------
Upon your arrival here, you will see a rat running through the teleportal door
and melting away on the hot iron grate in the corridor. Thinking about how
to avoid this deadly trap, you recall the ratsicle in your inventory. Put it
on the door frame to change its color from red to blue. Then pick up the
teleportal itself by putting the tentacles on it. Now, this just leaves you
with the hot iron grate. But let's see what's going on in the machine room.
MACHINE ROOM
------------
Apparently, there is no way to destroy or stop the machine. However, it is
producing water which might be useful to you. Put the teleport door in the
window and ... right, this should be enough to cool off the iron grate. Since
walking through the corridor should be safe now, try it.
CORRIDOR
--------
Walk to the end of the corridor until you reach the dragon bones. This must be
it!!! Finally, you have reached the sorcerer's final resting place. Well,
fulfill your quest and enter this room.
SANWE
-----
The evil sorcerer will wake up. Unfortunately, he is not too weak to cast some
spells. What a horrible experience for you: Not only you are a different person
than you thought but you cannot move anymore!! On top of this mess, Sanwe even
steals your powerstones. But wait, you can move again, at least a little, so
you better use this opportunity. Make your polystone mimic the blue stone.
Sanwe will take the copy from you and turn to his evil work again before trying
to destroy you. Throw the real blue stone at the cicle of spheres.
Are you thinking:
YES!!! I DID IT!!! I SUCCESSFULLY FINISHED THE GAME!!!
Oops, sorry, but this is NOT true.
The royal family played a little game on you AND on the king as you can see
from the insert appearing now. Well, I can tell you that you at least made it
through half of the game but there's still some hard work to do yet.
Start by looking around for some useful things to get. Take the black sphere
from the floor, the crystal ball and the spirit bundle from the chest. Look at
all of the scrolls hanging on the wall. Take the map hanging above the bookshelf
and look at the number scribbled on the large scroll above the chest. Having
spent enough time in this weird place you decide to leave now.
HIGHTOWER
---------
The door to the tower disappears. There's no need for anyone to return to this
place. Return to the mountainside and climb down the rough stones.
SHAK
----
Visit the shak which was blocking the passage before. Talk to him and he will
invite you to look for the reward promised. Leave this scene to the west.
ABYSS
-----
Another riddle! You will have to jump on the correct pillars to reach the
nest. Look at the map you picked up in the sorcerer's room. It shows the
only way over the abyss! (Start with the top right pillar)
NEST
----
Once you made it to the nest, take the belt. The shak will fly by and tell
you what it's good for. You will jump down the abyss.
ROCK TREES
----------
Following your safe landing, you remember that Llanie must be lying around
somewhere. Since she may need your help you start searching for her and
go east.
CAVE ENTRANCE
-------------
The beast is lying in front of the cave entrance but where might Llanie's
body be? Enter the cave to ask the hermit.
CAVE
----
The hermit must have found Llanie and taken her to his place. Ask him how
you could help her. First, he will explain your situation and tell you
that you are a shapechanger and NOT the king. He will also give you some
advice on how to heal Llanie. Try your ATLAN. Apparently, Llanie is far
to weak to respond to its healing properties. The hermit will again advise
you on what to do. Attach the feathers to the bone and use the vortex stone
to put magic in this partial bundle. This is supposed to be the magic she
needs, so put the new bundle on Llanie. Since you were requested to speak
words of love, you must talk to her. Again, this is a very hard riddle!
Do you remember the poems you read at the very beginning of this game? Well,
none of them is correct and, logically, the solution must be found somewhere
in the middle:
THOU ART A ROSE -- BUT NO! FOR NO ROSE AS FAIR DID EVER GROW IN ANY LAND!
Life seems to return to Llanie. This is the right time to try your ATLAN'S
healing abilities again. She will wake up and the hermit will make a confession.
After all this adventuring, you will be given another quest!!! This time, both
your friends will provide you with information needed lateron. It looks like
you had no choice: invoke your signet ring and travel back to Gran Callahach.
MARKET PLACE
------------
As Ner-Tom already mentioned, the guards look out for you. In this case, the
guard captain wants to arrest you. Ask her why this should happen since you
have only done good for the kingdom. Like all others she has prejudices against
shapechangers. If you admit that you are one but did not kill the king she will
want to know more about it. Tell her that your mission is to rescue the king,
that she should know that the queen mother is evil and that she should trust
her instincts. It's always the same with these soldiers: She will accept
something to give her for trusting you. Something to give her is probably not
the right expression here: Do you remember what she looked like when you saw
her the first time? Use your ATLAN to heal her scar. When she wants to know
why you did that just tell her that even shapechangers can do good. In total
accordance to what people tell about women's minds, she now asks you to put
it back again. Some arguing will go on and after you have done as she requested
you should address her again to make sure she will be on your side after
having rescued the king. Move on to Soptus Ecliptus now.
OASIS
-----
Talk to the guard and visit the Caliph again.
SOPTUS ECLIPTUS
---------------
Explain your situation to him. Meanwhile, he has taken care for new prizes so
that you have another opportunity to win two more useful objects from him. This
time, you need to win 2 games for one prize. Before you can leave, you must have
a drink of fine Soptus Sopoforic with your host. This stuff clearly was meant
for individuals with white faces ONLY (can't be Tequila). If you don't want to
die from this hooch you must quickly heal yourself with the help of your ATLAN.
After this booze-up you will leave the tent and can invoke your signet ring
again. Visit the Brynn-Fann again.
BRYNN-FANN
----------
Go back to the ring of toads and open the flask with flies you just won from
the Caliph. This makes it pretty easy to get a hold of the key-crown. Using
the signet ring you should now travel to Slatan ni Patan.
SLATAN NI PATAN
---------------
The guards are very careful about you. Tell them that you were no shifter and
ask them what has been going on. They still are very nervous so calm them down
by telling them that you were the wrong guy and suggest to go just as far as
they can see. From their reaction to that you can see that only one thing
will help: A gift. Offer them a sip of your soporific. Being more than cautious
they will request you to start drinking (oh no, not again!). You can only
convince them that you have no intent to poison them by surviving. When they
had their shares, heal yourself again with your ATLAN. The guards are now
unconscious which gives you free way to the Cave of Dreams.
CAVE OF DREAMS
--------------
Enter the cave and watch your new vision. When you come out again, go east.
SHIFTING MONSTER
----------------
A shifting monster is blocking your way to the shifter village. Talk to it
and heal it. Then enter the village.
SHIFTER VILLAGE
---------------
Talk to the lady sitting in front of the shack. She recognizes you and returns
your shifter ring to you. Finally, you seem to be ready to go to Spirit Plane.
Invoke your signet ring and visit the oasis again.
DESERT
------
On your way to the oasis, you might pick up another bone.
OASIS
-----
Ask the shaman for more information on the Spirit Plane and give him the bundle
so that he can take you there.
SPIRIT PLANE
------------
Before getting started you should get as much information about the trials as
possible (until shaman says he doesn't know any more), then accomplish your
quest. Go east.
FLOATING DISCS
--------------
Walking over the floating discs works like walking over the pillars, however,
this time you have to start on the left side rather than the right. Proceed
east.
SNAKE PIT
---------
Lucky you that you have your shifter ring. Shift into a snake and cross the pit.
The last trial awaits you.
ROC
---
Use the vortex stone to take magic from the grape vine. The Roc will get hungry
and you can throw the sticky dates at him. Quickly take the soul egg out of
his nest and replace it with the black sphere (since the shaman told you to
leave a replacement!). That was it. Go west.
SPIRIT PLANE
------------
Since you successfully passed the trials in this place, you can now ask the
shaman to take you back to your world.
OASIS
-----
After your soul's safe landing on mother earth you should invoke your signet
ring to travel to Gran Callahach.
MARKET PLACE
------------
Wearing your "safety belt", jump into the well.
DUNGEON
-------
Pick up the rare coin lying on the floor. To cross the river you must shift
into a seal. Swim to the shore and look at the ward. Magic green lights must
be stopped in this game. Invoke the crystal ball and take the emerald appearing
in the ward. Then shift into a seal again to swim down the river.
CELL
----
The queen is sitting in the castle cell. Introduce yourself as the shapeshifter
and ask her about traps, about what's happening and what lies ahead. Your nice
chitchat will be interrupted by an approaching guard and you will automatically
swim back to the dungeon.
DUNGEON
-------
Swim to the shore and go on the trap door.
TRAP
----
You will float into another cave on a stairway. Before leaving it you must place
the statue on it (otherwise you'll end up as a swiss cheese!). Leave the room
to the west.
DARKNESS BEAST
--------------
When you see the darkness beast, speak the words on the parchment that Llanie
gave you. It will crawl back and you may enter the next room.
CRYSTAL CAVE
------------
There you are, the king is a huge icicle or crystalcicle!?! If only you had
the power of a bear ... but wait a minute, you have. Use your shifter ring
for the last time to shift into a bear and push the king off the pedestal!
He is a little dizzy but what the heck did you expect from one who lost his
soul?
Give the soul egg to him and tell him that your plan was to bring him in the
castle for a final clear-out! Exit through the north door.
SECRET DOOR
-----------
Push the wall switch and wear the key-crown. If the secret door does not open,
repeat these actions. This will take you right in the lion's, excuse me,
dragon's mouth.
MEETING ROOM
------------
MacMorn is a little too nasty for your tastes. When he strikes his sword, use
yours to attack him. He will loudly laugh at you for he knows that you are not
really a perfect fighter. But -- the best laugh is on you!
At least, Llanie's amulet must be good for something. Invoke it and kill
MacMorn. Now there's only one problem -- the queen mother. She almost gets your
king to do something he really doesn't want to do when your saviour arrives...
Congratulations on your promotion - PRINCE SHAPECHANGER - and may they live
happily ever after ........................................................