THE SAGA OF ERIK THE VIKING (Level 9) ------------------------------------- HINTS To get the crew, blow the horn. To set sail, push the ship, get in and go W. To escape from the mist, wave the tube. To escape the Maelstrom, throw the plug overboard. To survive the Sea Dragon, climb the mast, enter the dragon's nose, go E and N, take the feather then go back. The dragon will let you go. To enter the church, kneel and pray, when inside, read the book. To enter the cairn, knock with the hammer. To enter the enchanter's maze, pull the tapestry. To pass the eagle at gravel beach, give mutton. To pass the icicles on iceberg ledge, light a fire. To stop the ship sinking, take the trestle tables, break them, take hammer and nails and enter MEND SHIP. The Enchanter can be found by going N from the launch site then W, W, N, N, N, IN. SOLUTION 1 (You begin on Mountain Path) D, W, S, GET KINDLING, GET WHETSTONE (used to make fire), N, W, N, W, N, GET HAMMER, S, W, S, E, BREAK TABLE (with the hammer. You get a plank to repair the ship), GET PLANK, EXAMINE RUSHES, GET BLUEBLADE, D, EXAMINE BEDDING, GET HORN, BLOW IT (Erik's men run to the boathouse), DROP IT, U, W, N, GET STEWPOT, E, N, DROP KINDLING, GET NAILS, N, W, NE, PULL BOAT (with your men's help you launch the boat), IN, D, MEND LEAK (using plank, hammer and nails), DROP HAMMER, DROP BLUEBLADE, DROP STEWPOT, U, OUT, E, S, GET KINDLING, GET SCALES, N, W, IN, D, DROP SCALES, GET SKATES, U, W (you sail off), W, N, W. Deep Fjord: OUT, GET DRIFTWOOD, W, N, N, N, N, IN, W, CLOSE DOOR, GET CHALICE, THROW IT (the enchantress melts and leaves a mirror behind), GET MIRROR, OPEN DOOR, E, OUT, S, S, S, E, E, IN (the journey to the iceberg appears to be randomized). Iceberg Ledge: OUT, LIGHT DRIFTWOOD (with Whetstone; this melts the icicles), N, N, N, N, W, D, GET PLUG (water starts pouring in), E, S, S, S, S, IN, D, DROP MIRROR, DROP KINDLING, DROP WHETSTONE, DROP SKATES, DROP KINDLING, U, S, S, W, W. Rock in the Maelstroem: THROW PLUG (this blocks the stream!), S, W, S, W, W, W, W, S, S, S. Slimy Rocks: OUT, E, EXAMINE HAY, GET NEEDLE, E, EXAMINE TOOLS, GET SPADE, GET CLIPPERS, W, W, IN, MEND SAIL (with the needle, otherwise it will tear real soon), W, W, S, S, E, E, E, S, E, E, E. Shady Cove: OUT, E, E, KNEEL, PRAY (the door opens), IN, E, GET BELL, GET CANDLE, GET BOOK, W, OPEN DOOR, OUT, S, W, IN, D, DROP BOOK, DROP NEEDLE, DROP CLIPPERS, DROP SPADE, DROP CANDLE, DROP BELL, U, W, W, W, W, N, W, W, W, S, S, W, S, S. Stone Quay: OUT, N, N, N, N (you hear a voice from the chest), OPEN CHEST, YES (inside is the wizard Al Kwasarmi, who will make you a magic potion. He gives you some things to gather the ingredients in), GET SPITTOON, GET FLASK, GET JAR, S, S, S, S, IN, D, DROP FLASK, DROP JAR, GET STEWPOT, U, E, N, N, N, N, N, E, E, E, E. Gravel Beach: OUT, EMPTY STEWPOT (you find your helmet and some meat. In addition, the stew will make Bear Sinews, one of the ingredients, appear on the beach in a while), DROP STEWPOT, GET MUTTON, U, U, U (don't give the eagle anything to eat till it has spit in the spittoon), GIVE MUTTON, GET BRACELET, GET STICK, D, D, D, GET SINEWS, GET HELMET, WEAR IT, IN, D, DROP SINEWS, DROP SPITTOON, DROP BRACELET, GET JAR, U, S, W, S, S, E, S, S. Loch: OUT, E, THROW STICK (it hooks on to the amulet), DROP STICK, GET AMULET, FILL JAR (with water for the plant), IN, U, U, GET RING, D, D, OUT, W, IN, D, DROP RING, DROP JAR, GET SCALES, GET BRACELET, GET WHETSTONE, GET CANDLE, LIGHT CANDLE, DROP WHETSTONE, GET CLIPPERS, U, N, N, E, S, S, S, W. Jorvik Wharf: OUT, N, N, E, N, GET CAT (guards appear, demanding silver for the cat), GIVE BRACELET, WEIGH BRACELET (you prove that it weighs 2 ounces), GIVE IT, GET CAT, DROP SCALES, S, S, S, S, IN, E, N, N, N, W, W, W, W, N, N, N. Hot Rock: DROP CAT, OUT, E, NW, E, SE (don't carry more than necessary), N (wear a helmet!), D, D, E, SHAVE DWARF, DROP CLIPPERS, GET BEARD, RUB AMULET (you are transported back to the ship), D, DROP AMULET, DROP HELMET, DROP CANDLE, U, S, E, N, N, E, N, N, D, DROP BEARD. Rocky Shore: OUT, U, W, W (Freya tells you that her father has left you some stuff in his study), PULL TAPESTRY, N, N, E, N, W, W, S, OPEN DOOR, S, OPEN CUPBOARD, GET SCROLL, GET DUST, GET SPECTACLES, GET BEAN, GET BAG, GET TUBE, PULL LEVER (you fall down), D, IN, D, DROP TUBE, DROP SPECTACLES, DROP DUST, DROP SCROLL, DROP BEAN, DROP BAG, GET SPADE, GET JAR, U, S, S, W, W, W, S, W. Sandy Shore: OUT, N, SHAKE TREE (a fruit drops to the ground), GET FRUIT, S, PLANT FRUIT, EMPTY JAR (with Mineral Water in Jar. A stone tree grows here. Now you need dolphin breath in the jar), GET ROOTS, IN, E, S, E, S, S, S, S, S, S, D, DROP SPADE, GET BELL, GET SINEWS, GET BEARD, GET FLASK, U. Stone Quay: OUT, N, N, N, N, NO, DROP ROOTS, DROP JAR, DROP FLASK, DROP BEARD, DROP SINEWS, S, S, S, S, IN, GET CAT, D, GET SPITTOON, U, OUT, N, N, N, N, NO, TIE BELL (to the cat -> Sound of a Cat moving), S, N, YES (Al Kwasarmi makes a ribbon to you from the ingredients), GET RIBBON, S, S, S, S, IN, D, GET BEAN, EAT IT, GET AMULET, WEAR AMULET, GET HELMET, WEAR IT, GET MIRROR, GET RING, WEAR IT, U, E, N, N, N, W. Farthest Shore: OUT, W, W, W (you make it past the dogfighters), W, W, READ INSCRIPTION, TIE FENRIS (with Ribbon), DROP RING, DROP HELMET, DROP MIRROR, DROP AMULET, DROP CAT, DROP BELL, OPEN DOOR, W (emptyhanded you walk through the door and find your family. The game is now solved with a score of 1000/1000 !!) DOLPHIN: When you meet the dolphin, you go OUT, FILL JAR, FILL FLASK, IN. This gives you the required breath. Note that it is necessary to use either bottle or jar to water the plant, and subsequently must be filled with breath again. DRAGON: When you come across him, go U, U, E, N, GET FEATHER (which is tickling the beast), S, W, D, D. As thanks you get a whistle which you can use to summon the dragon. This is not necessary, however. SHELTERED BEACH: It is not important and leads to the dwarves, like Hot Rock; it doesn't matter which route you choose. To open the door hit it with the hammer. Ingredients for the ribbon -------------------------- Roots of a Mountain - plant Fruit on Sandy Shore and water it. Sinews of a Bear - just empty the Stewpot. Breath of a Fish - from the dophin. Both Flask and Jar must be filled. A Birds Spittle - bring along the spittoon at the eagle above Gravel Beach. A Woman's Beard - shave the sleeping dwarf with Clippers at Hot Rock. Sound of a Cat moving - tie the bell to the cat at Al Kwasarmi. SOLUTION 2 Erik starts off on a mountainside on his way to the homestead - where he'll discover that his family has vanished - and he needs to pick up the first items. The sequence is D, W, S into the barn where the whetstone and kindling are, then N, W, W through the farmyard to the kitchen. Empty the stewpot here to produce the helmet, mutton and bear sinews - all useful items. Now go S into the Great Hall and E on to the platform and search the rushes to find Blueblade, your trusty sword. The trestle table found here will also be useful later for a bit of shipwright's work. Now go D to reach the furs on the bench and search them to find the horn - which you must blow to summon your friends. Go back up to the platform, then W and N to the kitchen and E, N to the smithy. Take the scales, hammer and nails. Next go N, W, NE to the boathouse. If you have not done so before, blow the horn to call your friends, examine the boat and give it a push to launch it. When you find your ship is sinking, hit the trestle table with the hammer to produce some planks and then mend her with the hammer, planks and nails. Below deck you'll find some deer antler skates and a medallion, on deck is a cloth sail and the open sea lies to Westward. Head W, W, W, W, W, S, S, S, S from here, which should bring you to some slimy rocks. Now you must go E to the byre, search the haystack and take the needle before going E again into the stone room where you should examine the tools to find the sheep clippers and spade. Don't forget to investigate the loft. Returning to the slimy rocks, you move S, N, N, N, E, E, E, E to reach the deep fjord. It's time to go exploring. W takes you ashore - take the driftwood - W again lands you in the forest and N, N should put you on the ledge with the dense forest to the south. Proceed N again to the rocky platform and then into the red room. Here the Enchantress awaits you, promising untold delights if only you will do her bidding. Don't. Instead, take the chalice and throw it at her, before looking around to find the mirror which you should take. From the ledge, S, S, E, E will take you back to your ship The Golden Dragon, and from here you must travel S, E, N, E, N, N to the iceberg ledge. Drop the driftwood and kindling, then light a fire so that the icicles melt. Now proceed N into the cold tunnel, N again to the frost cavern, N into the ice passage and W to enter the giant bedroom. You should now go down into the cold cellar and take the plug, then return to the Golden Dragon by the shortest route so as to avoid drowning in icy water. Now make sure that you have the plug on deck, ready to chuck over the side at the Maelstrom, together with the bear's sinews and the needle in case of a torn sail, and head S, S, W, S, W, W, W, W, W, W, N. Climb up from the shore to the clifftop and go west twice to reach the Enchanter's Hall. Here Freya will inform you that Dad has left you something in his study before she vanishes. Now press the tapestry to reveal an exit leading to the yellow room. This is an unusual maze. Each room has a political colour: if it is red, you move LEFT out of the room; if it is blue, move RIGHT; and if it is yellow, move AHEAD. (The correct sequence is A, R, L, L, A, L, open door). Once you get to the Enchanter's study, LOOK. Get everything, and pull the lever. You should find yourself back at the clifftop. If you then return to your ship, you'll find a message. Go S, S, W, five moves S again, W, and three moves S will take you to the Stone Quay. Here you should find the start of a golden brick road. Four moves N will take you to the Throne Room and you'll get some threatening words from Al Kwasarmi. Ignore these and open the oak chest anyway - to reveal the jar, flask and spittoon. Now Al Kwasarmi starts to bargain: He'll help you if you bring him six objects (the sound of a cat mewing, a woman's beard, the breath of a fish, the roots of a mountain, and the sinews of a bear). Investigate the Throne - one move N - before returning to the Golden Dragon. It's time to sail to the gravel beach, so move E, N, N, N, N, N, E, E, E, E. Take the spittoon and the boiled mutton and climb up and up to the cliff edge and then up again to the ledge with the untidy, smelly nest on it. You will be able to take the polished bent stick and the bracelet once the eagle has used the spittoon and you have given it the boiled mutton. Back you go to the ship once more, and this time your destination is the Loch. Travelling S, W, S, S, E, S will get you there: Arm yourself with the jar or flask and the bent stick and go south and east to the grassy bank. The bent stick turns out to be a boomerang - so throw it - and you'll get the amulet. Now fill your jar or flask at the pool - it's now full of mineral water. It's time to move NE into the tower and then continue up until you reach the tower room in which is the gold ring. Take the ring and return once more to the Golden Dragon. Your next destination is the sandy shore. So go N, W, W, N, N, W, W, N, W. You must have the spade and the jar or flask containing the mineral water. North of the sandy shore is a fertile valley and a stone tree. Shake the tree so that a stone fruit drops from it. Now take the fruit, plant it and water it with the mineral water. Then stand back as the fruit grows into the mountain roots that you need as part of Al Kwasarmi's bribe. Now return to the ship. Now go to the shady cove, by moving E, S, E, E, S, S, E, E, E, E, S, E, E, E. If you follow the right track, you find the Stave Church: Examine the tombstone first and then kneel at the church door and pray, then go IN. In the chancel you'll find those essential items a bell, book and candle. Examine the book and take the other two back to the ship. Now we must travel to the sheltered beach - W, W, W, S, S, S, S, S, S, W, N. Take the hammer, kindling, whetstone, candle, clippers and amulet and climb up the hill path until you are at the top. Examination of the granite slab there, elicits the instruction 'Knock like Thor' and you should give the door seals a good belt with the hammer. When the door opens, light the candle, since you are going underground, and the door will close behind you as you enter. Proceed steadily down until you get to the hot passage, where you should go east into the round cave. There are seven snoring dwarves here, who, upon examination, turn out to be ladies who just happen to have grown magnificant beards. Since you need to acquire a womans's beard for Al, I suggest you do so and delay not upon your going. West from the round cave takes you back into the hot passage, and if you continue W from there to the beaten ground, you can try exploring the sunless plain area. As you can't get out, rub the amulet, and you will be back on board the Golden Dragon. The simplest method of proceding from here is to retrace your steps from the sheltered beach to the shady cove. Now your destination is the hot rocks - W, W, W, W, N, W, W, W, W, N, N, N. Wear the helmet and carry the clippers and amulet here. E, NW, E, SE leaves you marooned as the ground collapses behind you. Go N to the rocks by the cave, and then down into the warm cave. If you now go D from here, you are in a hot passage and you should now rub the amulet to get back to your ship. Your destination now is Jorvik's Wharf, which is reached by going S, E, E, S, S, E, E, S, S, S, W. Arm yourself with the scales, bracelet, bell and jar. Make your way to the house - N, N, E, N - and help yourself to the cat. You'll be asked to cough up a couple of ounces of gold, so offer the bracelet and, when its weight is disputed, use the scales to verify its value. Then take the cat, tie the bell to it and when the cat shakes it loose, the noise will go into the jar. You have got one more of the items demanded by Al Kwasarmi. Now it is time to travel back to the stone quay. But there are two random encounters which occur while you are at sea - you meet the dolphin and the dragon. The dolphin is happily blowing bubbles and these can be captured with the flask. When you encounter the dragon, climb up the mast but don't take anything with you or the dragon will sneeze, blasting you to a random location virtually anywhere in the adventure. When you are up the mast, you can enter the dragon's nose. Explore the mast, and find the tickly feather. Take it and go back to the deck of the Golden Dragon. Now look and you'll discover a whistle with a picture of the dragon on it. SAVE your position here and then BLOW the whistle. I'll leave you to work out when it should be used! Now go E, N, N, N, W, W, W, W, S, S, S, S to the stone quay and head for the Throne Room. Once there, Al Kwasarmi will help himself to the objects he requires and after that you should look to discover a yellow ribbon. Take it and go back to your ship. Your final destination is the farthest shore: E, N, N, N, W from the stone quay will get you there. Disembark and head for the rank grass, only taking with you the yellow ribbon and the mirror. The mirror will sort out the dogfighters and enable you to encounter Fenris the wolf who is fast asleep. Tie the yellow ribbon on him, then LOOK and you should be able to work out how to enter the prison and release your family.