![]() Talk to Dr Cranium about everything, including healing potions and poison cures. Now use the door on the far wall and rearrange the tiles to show a large keyhole, then open the door. ![]() Now open the left door and rotate the maze so the Antwerp gets the key and then reaches the exit. Use the machine again to identify another animal, this time with 6 legs, and say that eating Heroes is not a good idea hexopods apparently like garlic. Use one of your rations to bait the machine, and you will catch a baby Antwerp. Use the machine here, answering questions to identify a baby Antwerp. ![]() Open the right door to be attacked by baby Antwerps. Now try to open the door to Dr Cranium's house repeat the bell sequence to get inside. Make sure you take the grapnel with you when you go. Now move the barrel beneath the poster and enter the code BBY, GGG, RGR to meet the Chief. Move each of the empty picture frames on the right wall to reveal 2 safes disarm the trap on each and crack each of the safes. Read the book to find a code you will use shortly. Search for traps in the desk, then pick the lock. Look below the safe to see more Thief Marks. Open the safe by entering the code FILCH. Read the books in the next room to learn about traps, then use your safe knob on the safe. Examine the door in the back wall, then use your guild card to open it. Look in the 2 grates on the floor to see another Thief Mark, and find a safe knob. Take the guild card from the poster on the back wall. Use the coat hooks on the right rotate the 3rd one to point up, then the 2nd to point down, the 4th to point right and the 1st to point left. Now look under the desk holding the logbook to see another Thief Mark. If you are a thief, take the rope and grapnel, use it on the hook in the ceiling and climb up to see a Thief Mark.If you are a wizard, you can use the weights on the left to improve your strength.You can use the grapnel with the hook in the ceiling to practice climbing, and use the weights on the left to improve your strength. Smash open the case on the wall to get the sword. If you are a fighter, take the rope and grapnel.Talk to Igor, then use your keys to enter the Guild. Head through the archway to the north part of town. Talk to the Innkeeper and the other men here, then leave again. Go back outside and enter the Hotel Mordavia - you will automatically pay for board for a room and get a key. Talk to Olga, then buy 10 food rations, a garlic clove, 2 lots of candy, a pie pan, a flask of oil, a shopping bag and a hand broom. Go back outside and enter the General Store. Enter his office and talk to him to get keys to the Adventurers' Guild. Go north on the left side of the staff to meet the Burgomeister. Look at the staff in the stone here, and try to take it. Pick some corn and search the tree stump for some money, then continue north into the town. Go north 6 times, east and north to reach the town gates. Go west, down a slimy path, and west again. After talking to Katrina, look at the arch and take the Dark One Sign. Go south and walk over the rope to cross the chasm.Ĭontinue northwest to leave the caves. If you are a thief, look at the mark on the small rock on the ground to see it is a Thief Mark.Go south and use the sheet on yourself, then cast Levitate to cross the chasm. If you are a wizard, pick up the sheet.Go south and use the rope (hand over hand) to cross the chasm. Try to head south and you will be attacked. If you are a fighter, pick up the sword and shield.Now open the door at the back of this room. ![]() Pick up a torch from the altar on the right and use your flint on it to light it. Search the 3 skeletons to get coins, a flint and a dagger. ![]()
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