You begin the game on a pier at the Island called Kolyma. Look at the thing in the water then go right. Climb down the ladder, then swim left and get the net. Return to the beach then go
Search the tree to find a mallet and continue on up to the town.
Touch the haystack, then listen to the sneezing boy. Enter the town, then look at the statue. Talk to the man, then enter the building next of you. Talk to the librarian 9X, then leave the shop. Go to the door on you're right, then look at the note on the door. Use you're sword on the door, then read the letter. Enter the library, then go to the desk. Wait for the girl to look the other way, then quickly take the quill to sign your card. Show it to her, then ask for a book. Read it, then leave the shop and the town and go:
Touch the pumpkin then talk to it. Go:
You will see a little girl. If she's not here, go left and right until she appears. Talk to her 5X, then save the game. Walk around the forest until you spot a basket, then load the game and find a quick way to get it and bring it back. Give the basket to the girl, then go left and search the log to find a shell. Open it to reveal a pearl. Go:
Open the mailbox, then read the card. Knock at the door. Then go
Search the log, then you will find a set of earrings. Continue right then look at the shiny objects and the rope. Use you're sword on the rope, then take the coins. Go:
then look at the Church. Knock at the door. Then go back to town:
Drop the coins in the fountain and tell the man about it. Quickly take the pumpkin and leave town. Go back to pumpkin patch:
and give the baby pumpkin to mama pumpkin. Talk to her, the baby pumpkin is thirsty. to get him a drink go:
Take a lemon from the tree, Then go:
and fill the bowl with water. Use the lemon on the bowl then go back to the pumpkins:
and give baby pumpkin his drink. Talk to mama pumpkin 2X.
Then go left. Look at the swan and her young, then go:
Look at the baby bird, then catch it with your net. Go:
then use the baby bird on the swan. Watch it change and fly away then take the feather they leave behind. Then go:
Then cross the bridge. Go to the wall, then watch it change into a face. Talk to it, then listen to what it has to say.
Cross the bridge again, then take the paper on the ground. Go to town:
and enter it. Talk to man 4X. Give him the paper and the pearl, then enter the library. Ask the librarian for a book. Read it, then leave the shop and the town.
to the beach. Look at the mermaid, then talk to her. Give her the shell comb, then she will give you a necklace ands a kiss. All of a sudden she will pull you underwater, then you will find out that you can breath water as much as air. Take the seahorse she offers, then you will be taken to King Neptune. Talk to King Neptune 4X, then the guards will take you to the kingdom of the Sharkees. Ignore the sharks you see and go:
Go to the wrecked boat then click on it to find a bottle. Look at the bottle, then take out the cloth from the bottle. Then go:
Notice the small fish swimming through the wall and go it. Now that you know the wall is a fake. Try going through wall, it is too dark, so go back:
Look at the plant and the small glowing fish. Take some of the plant and place it in the bottle. Use the bottle on the fishies and pick it up. Return to fake wall,
andgo through. Follow the tunnel to the end, then look at the giant clamshell. Use your sword on it, then swim through the door. Watch the conversation with King Sharkee, then he will put away the trident and leave. Click on the seahorse to make a diversion, then go to the door. On the right side from above, touch the third panel once then the small one next to the big one on top twice and the fifth one once. When the door opens, take the trident then leave from the way you came, the seahorse will follow you. Take him to make you're escape. Ride the seahorse through the long cavern to escape the Sharkee guards, but watch out for the rocks in your way. Once outside the cave, use the trident on the wall. seal it, The trident will seal the wall to prevent the Sharkee guards from following you.
Return the trident to King Neptune:
After the celebration, you will receive your first stone; The Birth Gem and return to shore.
Pickup the fence picket, then go back to town :
and show the cloth to the person in the hay. Take the needle he sneezes out, and enter the town. Go to the library, then ask the girl for a book. Read it, then ask for another book. Read it, then leave. Go to the Antique Shop on your left, then talk to the proprietor.
Leave the shop and town and go to Hagatha's Cave:
Walk to the cave entrance, then look at the bat sign above the cave and the two skulls on the sticks. Use the blue Birth Gem on the far skull, then use the mallet on the skull. Turn the skulls, then the bat will disappear. Enter the cave, then go to the cloak on the north wall and search it. Go to the cage, then use the cloth to cover the bird. Unlock the cage's chain with the key you got from cloak and take the cage. Quickly leave cave and use the mallet on the skull to get back the Birth gem. Unveil the cage. Look at the bird, then read the letter. and go back to the town:
Enter Antique Shop and give the bird to the old lady. Then listen to what she has to say. Oh dear, it appears that she's not a very nice person at all. Poor nightingale.
Take the lamp and rub it and read the note. Look at the statue in the right corner. Touch it to reveal a trapdoor, then go down to the basement. Read the letter on the desk, then take the carpet in the left corner. Suddenly a commotion will start upstairs. When it is over, take the bottle that fell through the floor. Leave the shop and town. Then go:
Use the carpet. At the mountain top, go right then look at the snake. Use the necklace to hypnotize it, then go right (put your hand in the hole of the small mound for an Easter Egg.)
Enter the cave then click on the desk. Read book and look at your sword, then use the fence picket to pop out the crystal in the hilt of your sword. Place your yellow flower and the earrings in the flask that is on the desk, Use your sword on the flint under candle to light it up. Put the feather and the crystal in the flask, then recite the magic verse. Take the green crystal in the flask.
Leave the cave, then go back to the snake. Use the crystal on the snake to transform it. Talk to the flying horse 3X, and return to the cave. Look at the inscription on the east wall then wait for the Enchanter to appear. After the cut scene where you make the wizard disappear, leave the cave and use the carpet, Then go:
Look at the small rocks, then use the crystal on the second last one. Take the bridle you find and go right. Use the carpet to go back up the mountain and give the bridle to the horse. Climb on the horse and he will take you for a flight. After the flight you will have a conversation with the Cloud Spirit. He will give you three challenges.
When the tasks are done, you will return to the cloud and receive the birth gem. Take it, then quickly mount the horse.
As you return to Kolyma, day turns to night. You will receive a sugar cube before the horse flies away. Go right and enter the church, then pray at the altar. Talk to the monk 4X, and he will give you a cross. Take the Bible from the pew and read it, Pickup the page that falls from Bible. put on cross and leave the Church and go:
Suddenly, two wolves will come towards you and mysteriously pass you by. After you discover the monk's true form, go to Granny's House:
Enter and listen to what Granny has to say. Go;
Talk to Possum, then go:
to the little door built into the tree. Knock at the door, then hide to the right of the tree. When you see the dwarf leave, enter through the door then climb down the ladder. Go right, then take the soup from the fireplace and search the chest. Close the lid, then quickly leave the house. If you are too slow, hide in the chest untill the dwarf leaves again. Then go back to granny's house:
Warm the soup on the fire and give it to her. Then talk to her. Click under the bed to find a cloak and ring, then talk to her 2X. After you hear her sad story, leave the house. After the cut-scene, put on the cloak and ring and go to the swamp:
Look at the paper you found at the church. Take the first letters of the poem:
Seeking Not Well Without Night
Sleeping While Sun Shining White
and follow it until you see a Castle in the distance. Go up then talk to the Ferryman 3X. Give him a gold coin, then you will be taken to the Castle.
Eat the sugar cube to protect you from the poison thorns and go up the path to the Castle. Go left and read the first tombstone in the middle of the graveyard. Go back to the Castle door. The ghosts will fly away and leave you alone. Use the cross to unlock the door and go in.
Inside the Castle, look at the pictures on the wall and go up the left stairway. Take the shovel and light your candle on the torch. Go back down and go up the right staircase. Go right and down to the basement. Go to the left room and take off the cloak. Open the coffin, then look inside. Suddenly a vampire appears, it's the Count. Now he's the undead, a Nosferatu. Talk to him, then try to escape. In a flash, he makes his move and pushes you against the wall. Use the cross and the ring on him. He will leave. Look in the coffin then take the pillow and the gem of death. Leave, then go up to the Castle entrance.
Go back up the left stairway and up the flight of stairs to the top. Escape through the window and climb down the wall. Suddenly, three bats appear and knock you off the wall. After the vision and the long conversation with the two vampires, talk to the Count. Talk to the Countess, then talk to the Count 2X. Take the ham from the table, then go left and back to the main entrance. Go down the hall.
Talk to the strange, but familiar girl 2X. Open the book she gives you to find a key, then show it to her. Read the book, then talk to the girl. Touch the bookshelf at the wall. Read the black book, then find the title of each rhyme in the book on the shelf and in order push each book in. When you find "Treasure Island," use the key to open and read the book. Leave the Castle and Anastasia will give you a bracelet.
Go left then use the bracelet on the ghosts. Look at the headstones in front of you, then put the bracelet on the grave. After the conversation with the ghosts, take the ring that appears. Look at the top headstone to the left and dig a hole to open this grave. Click on the hole then touch the box to receive a letter. Read it, then go back to the Ferryman and climb the boat. Go to the Church:
Enter it, then look around. Read the book you find. Continue through the Church to the graveyard. Look at the small headstone in front of Larmon Odnarb, then dig a hole and click on it. Open the chest, then take the tiara. Leave the Church, then go left twice. Run north or south or a wolf will suddenly attack you. If he does, take out your sword then kill the beast. Kill the second one that approach and the third that attacks.
Go west to the shore and north as far as you can and back east to the swamp Again use the poem to find your way back to the Castle. Go up and you will find that the Ferryman is no longer here. Suddenly three wolves and a werewolf approach. You are cornered. Look at the reeds to your right and take one. Dip the needle in the poison water then use it on the reed to make an air dart. Use it on the werewolf and it will kill the beast. The Ferryman will now return and take you across to the Castle.
After your conversation with the Count will give you the final stone, The Death Gem. Talk to the count again and leave the Castle. Sail back to the swamp.
After the cut-scene with Hagetha and "Father," go back to the town:
Enter the library, then ask the Librarian for a book. Read it, then leave the shop and the town. Go back to the bridge:
Cross the bridge. Oh dear, it appears the plank broke and your foot is caught in the bridge. Suddenly the dwarf appears and demands the gems. Put the gems in the cloth then throw it to the far side of the bridge. Quickly talk to the dwarf, he will give you his knife. Quickly use the knife on the rope by your leg, the bridge will fall and you will hang. Quickly climb up, leaving the angry dwarf on the other side.
At the Door of Destiny, put the blue green and red gem in the holes. After the rock face has spoken, Choose the Tower Realm. WOW! What an odd place. Notice the fish in the water and throw your net in the water until you catch it. Set the fish free and it will give you a ride across to the island. Once on shore, go:
and look at the glowing patch of sand. Step on it and words will form. Look at the words, then touch the sand. You will instantly be teleported to the smaller island across the sea. Read the words, then pickup the small stone on the sand. Walk upon the glowing sand then look at the symbols that appear. Climb the palm tree then get a coconut from above. Cut it with you're sword, then dip the half-sized coconut in the water. Pour it on the symbols, then watch another teleporter appear. Go to the blue teleporter to transport back to the isle, then go left and up to the tower.
Look at the stone lion and the door, then put the disk and stone on the door. Hear them speak, then talk to the lion on the right. Look at the door then press the symbols: cloud sun water earth. Once in the tower, go up the stairs to the top then look at the live lion. Use the crystal on the beast, then watch it transform into a skinny naked old man. After the conversation, take the fur you find on the ground and open the door.
Inside the room, you will see Valanice, the girl you saw in the magic mirror. Go to her then wake her up, but it appears a sleeping spell has been cast to prevent her from waking up. Use the crystal on the girl, but no sunlight shines through the window. Push the table and the mirror, then use the crystal on her. She will wake and the spell will be broken. Kiss Valanice, and Hagatha will appear. After the conversation, put the lion's fur in the youth potion then give it to her. She will be transformed into a beautiful but hairy girl. Push the mirror into Hagatha and she will fall out of the window. Talk to Valanice and you will be transported to Hagatha's cave.
Look at the object on the table, then pick it up. Take it, then leave the cave. Outside, you will meet the Count. You and Valanice are transported to the Castle and we see our King getting married to his bride, Valanice. Afterwards, you will both transported to Daventry where King Graham fights the evil regent who is "Father" in magical disguise. He vanishes, leaving a curse and the game ends with a happy ending.
185 points out of 185.
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