JourneyThe Quest Begins |
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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.
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.