Journey

The Quest Begins



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HINTS

The game is not that hard to complete and contains an in-built help system (though it is only available when you have failed or died). When this happens click on the menu item, "musings", and the points where you went wrong will be displayed with hints on what you should have thought about or attempted. I'd recommend that you at least try to solve the puzzles this way rather than using the solution below as you'll get more enjoyment from knowing you did it by yourself.

SOLUTION

Notes:

1. Due to this games structure, and the fact that you usually can't return to a location, maps are not available with this solution (nor are they needed in the game). There are 3 random elements: the colour of the residue left by spells, the cave numbers assigned to the runes in the magic mill and the name of a character.

2 Tag is the name assigned to the nameable character by default so if you chose to change names at the start this name will refer to your character assigned name 3. You can certainly complete the game choosing different options but I've listed the most direct route. i.e. In "GOING TO THE HERMIT" instead of going right you can go left where you will be set upon by bandits who you'll have to fight (flank with Minar) but there is no point doing this since you don't gain anything by taking this route.

LAVOS

Background. Start. Get advice. Enter. Examine map. Reply. Buy map. Exit. Proceed enter. Look around. Examine customers. Buy drinks (twice). Exit, accept. Proceed

GOING TO THE HERMIT

Get advice. Scout. Right. Scout. Examine bodies (Esher and Praxix). Proceed. Scout. Follow smoke. Examine hut. Knock. Tell truth. Examine hermit. Look around. Exit

THE COMING STORM

Tell legend of wizards. Magic (note colour of residue left by elevation spell). Examine bag (Praxix). Examine lake. Proceed. Examine stream (Esher). Get advice. Find gold (twice). Cast elevation at tag

MINAR`S DISAPPEARANCE

Get advice. Enter lake. Dive. Scout. Proceed. Enter cave. Cast glow on staff. Proceed. Examine pool. Get advice. Enter pool. Leave tube. Hide. Examine Minar

THE BLUE AMULET

Wide path. Left. Pick up torch. Back. Right. Examine blue amulet. Pick up blue amulet. Proceed. Pick up cover. Drop blue amulet. Junction. Smelly pool. Dive. Pick up blue amulet. Surface. Back. Back to cave. Tell legend of nymphs

THE RIVER

Proceed. Scout. Upstream (twice). Build raft. Launch raft. Cross (four times)

SUNSET MOUNTAIN

Scout. Cast glow on map. Examine map

THE CAVES OF THE DWARVES

Scout. Look around. Get help. Tell legend of dwarves. Gates and Reth a-Zar. Enter. Proceed. Stand (twice). Parley. Tell truth. Accept. Tell story of gates, caverns, orcs and elves. Proceed. Tell story of sun towers. Tell legend of elves and Bern i-Lan. Proceed

THE RUNES

Examine runes (Hurth). Enter. Scout. Left (or right). Cast flare. Cast elevation (on anyone). Scout. Right. Get advice. Examine orcs. Fight. Flank (anyone). Cast mud. Combat (three times). Return. Examine brown amulet

THE TERROR AT THE END OF THE ROAD

Proceed (three). Back. Cast tremor

THE SUN TOWERS

Up. Left. Get advice. Cast elevation (on anyone). Cast wind (again noting the colour of residue and combination of essences used in the spell). Leave (anyone). Up. Look around. Pick up spyglass. Down. Right. Exit

THE FOREST OF THE ELVES (BERGON)

Get advice. Split up. Proceed. Examine trees. Return

THE FOREST (PRAXIX)

Proceed. Examine stump. Save. Cast lightning (noting combination of essences used). Restore. Cast tremor. Down. Back

THE FOREST AND THE FIRE

Praxix route. Down. Proceed. Examine walls (Praxix and Esher). Proceed. Left or right (four times). Up. Elf home. Get advice. Examine fire and elves. Follow elves. Examine fire and elves. Cast rain

BACK TO THE CAVES

Scout. Get advice. North route. Enter. Confront. Tell story of Agrith and Cedrith. Get advice. Down (twice). This level. Scout. Get advice

AROUND THE ORCS

Around orcs. Right. Examine runes (Praxix). Speak. "Lorem". Left. Back

PAST THE ORCS

Past orcs. Cast tremor. Cast elevation (on himself). Proceed. Scout. Proceed. Cast tremor. Combat (twice)

HEALING BERGON

Examine Bergon. Mix reagent with water essence. Use mix on Bergon. Proceed

THE MINES

Scout. Enter tunnel. Scout. Left. Scout. Old mine. Examine walls (Praxix). Get advice. Back. New mine. Enter cleft. Examine walls (Hurth). Back. Enter cleft. Examine walls (Praxix). Examine miner (Esher). Examine miners sack (Hurth). Ask miner about orcs (twice) and mine. Pick up red rock. Back (twice)

THE TOMB

Up. Right. Crude path. Get advice. Examine crack. Down. Hurth. Jump. Look around. Climb up. Examine key. Back. Ornate path. Examine door. Open door. Examine vault and runes (Hurth). Mix reagent with fire essence. Use mix on vault. Examine coffin. Examine white stone. Back (twice)

THE ANCIENT FOREST

Proceed (three times). Cast flare (noting residue colour and combination of essences). Scout. Proceed

THE MAGIC MILL (PRAXIX)

Ask tree about paths and location. Examine talking tree. Milky way. Examine mechanism. Cast glow on staff. Down. Left. Down. Up. Proceed (three times). Back (three times). Examine device. Save

TELEPORTING THE PICK AXE

(This is a random puzzle in which you`re trying to teleport the pick-axe in the second cave counting away from the control room into the first cave. The first dial means from, the second means to. There are six caves and six runes in all, but you only have access to three. The runes can go clockwise or anti-clockwise. Left dial set to (position). Right dial set to (position). Push button. Wait. (When you have successfully teleported the pick axe, you'll see a glint through the control room window in the first cave; if you fail, restore and try again.) Back to pits. Down. Pick up pick axe. Mine rock. Control room. Save. (Teleport yourself from cave one to cave three.) Left dial set to (position). Right dial set to (position). Push button. Back to pits. Down. Follow light.

THE RUINS

Examine water and bridge. Cross. Proceed. Tower. Up. Accept. Tell story about castle. Down. Examine stones. Mix reagent with fire essence. Use mix on stones. Back. Courtyard. Moat. Swim. Courtyard. Cast rain

HURTHS TOXIC ALLERGIES

Proceed. Examine Hurth (Esher)

CAPTURED BY ORCS

Proceed. Free him. Get advice. Follow orcs. Get advice. Scout. Inventory. Use red rock. Run for it

THE DEMON

Proceed. Examine shadow (Hurth). Hide. Mix air essence with water essence. Proceed

UMBER AND THE MUDWARGS

Stay. Ask Umber about mudwargs. Get advice. Examine Umber's sack. Mix black reagent with fire. Use mix on staff. Leave

ZANS CURIO SHOP

Scout. Examine emporium and curio shop. Curio shop. Look around. Reply. Examine grey stone. Buy grey stone. Trade spyglass. Proceed

ZANS TAVERN

Tavern. Order meal. Examine other table. Get advice. Cast invisibility. Eavesdrop (twice, noting name of drunk mentioned which is different each time.) Exit

WHARF

Wharf. Yes. (Give name of drunk mentioned in tavern). Get advice. Zephyr. Tell truth. Accept

INN

Inn. Check in. Accept. Exit camp out

IN JAIL

Examine cell. Escape. Call sheriff. Mix grey reagent with fire essence. Cast tremor. Examine sheriff. Use mix on sheriff

ON SHIP

Scout. Examine twin isles (Esher). Examine sky and crew (Praxix). Relax. Climb mast. Examine boat (Esher). Cast elevation tag. Cast wind

MISTY ISLE

Examine Praxix. Pick up Praxix's pouch. Save. (Using colours from the residue left with certain spells that you noted previously, and combination of essences used each time, figure out the correct combination of colours and the process of elimination to figure out coarse and fine: lightning equals water essence plus fire essence and a pinch of earth essence). Mix (essence) with (essence). Add pinch of (essence). Cast mixture.