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TRINITY Walkthru
World tensions seem to be running high, but so what else is new? Darned if
you're going to let that get in the way of enjoying the last day of your
vacation. You don't get over to the east side of the Atlantic often and
there's no reason for angry rhetoric to spoil a stroll through Kensington
Gardens. It's a spot you will have to learn to love, since you're doomed to
passing through it forever. But the good news is you're going to become an
integral part of the space time continuum. But that's for physicists; let's
get on with the game!
As in any game, make sure to map. The mapping is especially fun in this
game, since it shows great symmetry with the props included with the
package, particularly, the Sundial. You start off at the Palace Gate,
getting ready for a stroll through the park. The first place to go is off
to the northeast, The Wabe. Here you'll find an object that is the central
theme for the whole game, a Sundial. If you examine it, you'll notice that
the gnomon, the piece that casts the shadow, is loose. Hmmm. UNSCREW
GNOMON. It falls to the ground. TAKE GNOMON.
From the Wabe go southeast to the Flower Walk. But what's that in the
bushes? A soccer ball. TAKE BALL. (There are very few red herrings in this
game.) Go north from here. I'll meet you at Lancaster Walk.
There is water on two sides of us here. First try going east toward the
Long Water. Whoa! That's some tough grass. But notice what an easy time the
bicyclists have. Well, let's head off to the West. This is the Round Pond,
a quaint European scene. Take a look at the boats. What's this, a paper
bird? TAKE BIRD. Look at the bird. There's some writing. OPEN BIRD. READ
PAPER. Take a look at your watch. Four p.m. isn't far away. You're going to
have to find a way across that grass.
Go northwest. This is the Black Lion Gate. Some irresponsible nanny has
forgotten her perambulator. (Don't worry, you can call it a pram.) OPEN
PRAM. Whew! At least she didn't forget the child. This has wheels, kind of
like bicycle tires. Better bring it with you. PUSH PRAM SOUTH.
Here at the Broad Walk you see an old woman selling crumbs. At least she
isn't on the dole. Patronize the woman; BUY CRUMBS. She offers the bag and
your change: TAKE BAG AND COIN. Put the coin and the paper (from the bird)
in your pocket. Might as well give some crumbs to the birds. FEED BIRDS.
(Once, and only once. You'll notice that the wind shifts.) What's this? A
Ruby? Try to take it. Beep Beep! A Roadrunner in England? These crumbs are
going to be useful, so take care not to spill them.
PUSH PRAM NORTHEAST. Here you are at the Iverness Terrace. There is a
typically preoccupied British youth listening to his walkman and blowing
bubbles. Don't antagonize the fellow, just remember the scene for future
reference. PUSH THE PRAM EAST.
Here at the Lancaster Gate you'll see a woman struggle with and lose her
umbrella. Oh, the poor woman, look at her face. Before you can help, she
has left and her umbrella is in the tree. Well, maybe you can give it back
to her at some other time. THROW BALL AT UMBRELLA. Down it falls. TAKE
UMBRELLA. PUSH THE PRAM SOUTH, back to Lancaster Walk.
Time is running out. GET IN THE PRAM. (Don't you feel silly? You certainly
look silly.) Now how to get this thing moving? Remember the wind? OPEN
UMBRELLA. Ayiee! When you get up you'll notice you will have dropped
everything. TAKE ALL. (Don't worry about the pram.) When you read the
description, you'll notice that the rhetoric has turned into war and the
first missile is on the way. Fortunately, a door appears over the water.
ENTER WATER. ENTER DOOR. (And yes it is a good direction!) You're on your
way to the other side!
You find yourself in a meadow. A shadow lies across the room. You will
become very familiar with the shadow. Also here is a gigantic mushroom.
There are six others like it in this part of the game. Five of them must be
solved before the sixth one can be solved. (If you haven't yet done so,
save the game and have a look around and then continue here.) The only way
out of this room is to the north. You are now at the Summit, and have seen
or will see a meteor fly through the sky and hear it hit the ground. From
the Summit go northeast to the South Bog.
Amid the bog if a decaying log. It sparkles as it decays. Most adventurers
recognize a potential light source when they see one, and this is certainly
one. KICK LOG. TAKE SPLINTER. No need to worry about grues or other such
creatures now. Go East, to the Bottom of the Stairs. Go up twice, to the
Top of Vertex, and notice the temperature. EXAMINE HOLE. EXAMINE RING. Try
to screw the gnomon in the hole. The threading doesn't match. You'll try
again later. Go down twice.
From the bottom of the stairs go south, to the Trellises and southwest to
the Arborvitaes. Go east to the Arboretum and notice the statue. Go north
to the North Arbor and then up to the Top of Arbor. Here you'll see an axe.
TAKE AXE. It will be an extremely important piece of equipment. Go down (to
the south if they ask) and you'll be in the South Arbor. Go down into the
Arboretum and once again notice the statue. The name is sdrawkcaB!
Go west and then northeast to get back to the Trellises and then north
again to the Bottom of Stairs. Go up twice. Now SCREW GNOMON IN HOLE. It
works this time because the threading (and everything else) has been
reversed. EXAMINE THE RING again. Notice that the symbols on the ring are
the same that are on the sundial in the game package. Also note that they
are present in the "Illustrated Story of the Atomic Bomb" in the game
documentation. You'll notice a lever has popped up, too.
Go down twice, south, southeast, west, south, up, down (north if they
ask), and down. You will have gone through the Arboretum again and will
have re-reversed everything so the name on the statue should be back to
normal. This makes the orientation much easier. (Make sure the name is
normal.) Now go back to the Vertex by going west, northeast, north, up and
up again. PULL LEVER DOWN. You'll see a nifty effect. TURN RING TO FOURTH
SYMBOL.
Go down twice. From here go northeast to Under Cliff. You will see a bee
hive here. Go east to the Crater's Edge and east again into the crater.
Here is that meteorite that you saw earlier. You can't take it now,
however, because it is too hot. You will have to find a way to cool it
down. Go west and then northwest to the Bluff. Here is a cottage. OPEN
DOOR. Go east into the Cottage. Examine the surroundings, they are
interesting and amusing. LISTEN TO THE BIRD. Get the whole recipe; be sure
of it by WAITing enough times so that bird repeats the first thing you
heard. (Not including "Awks!" or other bird-type sounds.) Now you have a
quest.
OPEN THE BACK DOOR. Go east to the Herb Garden. You'll see some mushrooms,
one with a door, and a refuse pile. SEARCH PILE. TAKE GARLIC. You now have
one of the necessary ingredients. Go west back into the cottage and DROP
THE GARLIC (not in the cauldron). Go west again to the bluff and then
southwest to the Chasm's Brink. You'll see the shadow here and a big tree.
In order to cross the chasm, you have to fell this tree. Fortunately, you
have your axe with you. CHOP TREE WITH AXE. Make sure the tree falls where
you want it to: PUSH TREE NORTH. The tree will bridge the gap and you can
go north to the Mesa. When you get there you will see another mushroom, but
the white is open. ENTER DOOR.
If you've noticed the correlation between the sundial and the
documentation, then you know where you are. Climb down from the Scaffold.
OPEN BOX. TURN ON SWITCH. You can listen to the final procedure checks.
PUSH BUTTON. Now you can get out as the doors open. Go south to the South
Beach. You can walk around a bit, but better just to go northwest to West
Beach. You can see a small islet a short way off shore. Try to enter the
water. Owww! Don't bother trying to placate these crabby creatures, it
can't be done. If you simply WAIT a few turns some interesting things
happen. You will see a large dark fin approach you and you will see a
coconut fall from a tree on the islet.
Don't back away from the fin; just prepare yourself for...a dolphin! He's
friendly and intelligent and, sadly, probably soon dead. When the tide has
risen so that the coconut is afloat, POINT AT COCONUT. The clever dolphin
understands you and sends it to your feet. TAKE COCONUT. You must now take
leave of the dolphin and go back through the door. Go southeast then north.
UP. ENTER DOOR.
You are now back on the Mesa. Go south and then northwest. You see the boy
again, but now he's huge. You'll get back to him. Go south. This is the
North Bog, directly north of the South Bog. Notice the Venus Flytrap. Go
southeast to the Bottom of the Stairs. DROP UMBRELLA here. Go northeast.
This hive is no doubt the place for the honey. This is no time to stop
taking risks: PUT HAND IN HIVE. Now you've done it. You need a defense. The
Flytrap! Without hesitation go west twice. The bee will get sidetracked
(permanently) and you can go back for the honey. Go east twice. PUT HAND IN
HIVE.
From here you must go back to the cottage to get rid of this honey which
is stuck to your hand. Go east then northwest, then east again to enter the
cottage. You were daring to get the honey, now be daring to get rid of it:
PUT HAND IN CAULDRON. That's one down, three to go. DROP COCONUT. CRACK
COCONUT WITH AXE. TAKE COCONUT. POUR MILK IN CAULDRON. That's two down and
two to go, and the garlic is right here on the floor. But what about the
lizard? DROP THE COCONUT and let's find it.
Go west, southeast, west and southwest to get back to the Bottom of the
Stairs. Go up twice and TURN RING TO THIRD SYMBOL. Go down twice and west
twice until you reach the Waterfall. Go north to the Cemetery, noticing the
crypt, and then north again into the Barrow. You'll see a barrow wight
here, but he'll not bother you so long as you have a light source. You will
also see a small hole in the wall. Go north again and you'll be in the
Ossuary, surrounded by those less fortunate then yourself. SEARCH THE BONES
and you should find (appropriately enough) a skeleton key. TAKE KEY. The
mushroom here has its white door open. (The shadow from the enormous gnomon
is the key to the doors; by changing the position of the gnomon by turning
the ring, you direct the shadow from the suns toward a particular door.
While the shadow touches the door it remains open (until you pass back
through it). By keeping the lever down the suns are prevented from moving.)
ENTER DOOR.
This area is the Underground. You'll notice a small thermonuclear device
waiting to be detonated. You will also see a lantern. TAKE LANTERN. Go
west. TAKE WALKIE-TALKIE. A skink is a small lizard, by the way. Go west.
By now you have probably noticed that the skink is afraid of light. To get
it out of the crevice, PUT SPLINTER IN CREVICE. The skink then runs by to
the east. Time to corral that li'l critter. Go east. TURN ON LANTERN. DROP
LANTERN. Go west and there is the confused and bewildered skink running
around at you feet. TAKE SKINK. PUT SKINK IN POCKET. This is no time to be
squeamish. Go east and TAKE LANTERN. Go east twice, the second time being
back through the door.
Now that you are back in the Ossuary, you have to get out of this creepy
place but those bars are there to see that you don't. Go south. Remember
that hole? PUT KEY IN HOLE. TURN KEY. Just go DOWN to get out to th Ice
Cavern. First thing to do is TURN OFF LANTERN. You will need it again
later. In fact, LOOK AT LANTERN. It is now time for some inventory
management.
Go east to get to the Waterfall and then east twice more to get to the
Bottom of Stairs. DROP WALKIE TALKIE AND LANTERN. Those two items and the
umbrella should now be here. Return to the Ice Cavern by going west three
times. LOOK AT CEILING. There are icicles there, just the thing to cool a
hot meteorite. THROW AXE AT ICICLES. One falls to the ground. TAKE AXE AND
ICICLE. Save the game here. (I hope you have been doing so regularly.) Take
the icicle to the Crater using the shortest possible route.
Oops, didn't quite make it, eh? A detour is in order. From the Ice Cavern
go east three times to the Bottom of the Stairs and up twice to the Vertex.
(Remember that it's cold in thin air.) While you're here, TURN RING TO
SECOND SYMBOL. Now that the icicle is refrozen, go down twice, northeast,
and east twice to get into the crater. No time to lose, PUT ICICLE ON LUMP.
You can feel its pull on the axe, so you know it is a magnet of sorts. TAKE
LUMP. It is now time to visit the bubble boy.
Go west three times and then northwest to get back the Promontory. GET IN
WATER. WAIT until you are swept up into a bubble. You do not have to worry
about any special means of guiding the bubble, simply give directions
normally. Go south, then southwest and finally IN. The bubble freezes and
you are floating in space. When you read the description, you will notice
that the moon, in crescent form, is coming into view. TAKE SKINK. KILL
SKINK. Soon you will collide with a satellite (the kind Cap Weinberger
dreams of) due to the force of the magnetic meteorite. Save the game. When
the satellite brings you VERY close to the white door, BREAK BUBBLE WITH
AXE. This will propel you into the door and send you back to the Waterfall.
You now have the last ingredient for the potion the bird described. Go
northeast, east, northeast, and east to get back into the Cottage. Open the
cage door and let the bird go. PUT SKINK IN CAULDRON. TAKE GARLIC. PUT
GARLIC IN CAULDRON. EAST. WAIT. After the Boom you can go back into the
cottage. The book and pedestal and map are all destroyed. However, if you
look in the cauldron there is an emerald there. TAKE EMERALD. That leaves
three mushrooms to go.
TAKE CAGE then go west, southwest, southwest again, and east back to the
Bottom of Stairs. You can now DROP ALL BUT CAGE and go up twice. SET THE
RING TO FIFTH SYMBOL and go down twice. Go west, northeast, northeast
again, east, and east again. This will bring you back to the Herb Garden
where the door in the mushroom is now awaiting you. ENTER WHITE DOOR. This
brings you out onto the Platform in Siberia. Go down to Under Platform.
Eeek, what's that? WAIT a turn and you'll see that the ground is covered
with rodents which are racing to the northeast.
May as well follow them so go northeast twice. At the Cliff Edge you
recognize these rodents as lemmings. They are so thick underfoot that they
almost obscure the fissure beneath your feet. EXAMINE FISSURE and sure
enough, there is a lemming in there just waiting for you to take it. TAKE
LEMMING. PUT LEMMING IN CAGE. CLOSE CAGE. That's what you're here to get so
go southwest twice, up, and ENTER DOOR to exit back to the Herb Garden.
Go west twice, southwest twice, and east. Now go up twice and SET RING TO
SIXTH SYMBOL. Go down twice, DROP CAGE, and TAKE UMBRELLA AND PAPER. Go
east twice to the Moor where another mushroom with an open door invites you
World tensions seem to be running high, but so what else is new? Darned if
you're going to let that get in the way of enjoying the last day of your
vacation. You don't get over to the east side of the Atlantic often and
there's no reason for angry rhetoric to spoil a stroll through Kensington
Gardens. It's a spot you will have to learn to love, since you're doomed to
passing through it forever. But the good news is you're going to become an
integral part of the space time continuum. But that's for physicists; let's
get on with the game!
As in any game, make sure to map. The mapping is especially fun in this
game, since it shows great symmetry with the props included with the
package, particularly, the Sundial. You start off at the Palace Gate,
getting ready for a stroll through the park. The first place to go is off
to the northeast, The Wabe. Here you'll find an object that is the central
theme for the whole game, a Sundial. If you examine it, you'll notice that
the gnomon, the piece that casts the shadow, is loose. Hmmm. UNSCREW
GNOMON. It falls to the ground. TAKE GNOMON.
From the Wabe go southeast to the Flower Walk. But what's that in the
bushes? A soccer ball. TAKE BALL. (There are very few red herrings in this
game.) Go north from here. I'll meet you at Lancaster Walk.
There is water on two sides of us here. First try going east toward the
Long Water. Whoa! That's some tough grass. But notice what an easy time the
bicyclists have. Well, let's head off to the West. This is the Round Pond,
a quaint European scene. Take a look at the boats. What's this, a paper
bird? TAKE BIRD. Look at the bird. There's some writing. OPEN BIRD. READ
PAPER. Take a look at your watch. Four p.m. isn't far away. You're going to
have to find a way across that grass.
Go northwest. This is the Black Lion Gate. Some irresponsible nanny has
forgotten her perambulator. (Don't worry, you can call it a pram.) OPEN
PRAM. Whew! At least she didn't forget the child. This has wheels, kind of
like bicycle tires. Better bring it with you. PUSH PRAM SOUTH.
Here at the Broad Walk you see an old woman selling crumbs. At least she
isn't on the dole. Patronize the woman; BUY CRUMBS. She offers the bag and
your change: TAKE BAG AND COIN. Put the coin and the paper (from the bird)
in your pocket. Might as well give some crumbs to the birds. FEED BIRDS.
(Once, and only once. You'll notice that the wind shifts.) What's this? A
Ruby? Try to take it. Beep Beep! A Roadrunner in England? These crumbs are
going to be useful, so take care not to spill them.
PUSH PRAM NORTHEAST. Here you are at the Iverness Terrace. There is a
typically preoccupied British youth listening to his walkman and blowing
bubbles. Don't antagonize the fellow, just remember the scene for future
reference. PUSH THE PRAM EAST.
Here at the Lancaster Gate you'll see a woman struggle with and lose her
umbrella. Oh, the poor woman, look at her face. Before you can help, she
has left and her umbrella is in the tree. Well, maybe you can give it back
to her at some other time. THROW BALL AT UMBRELLA. Down it falls. TAKE
UMBRELLA. PUSH THE PRAM SOUTH, back to Lancaster Walk.
Time is running out. GET IN THE PRAM. (Don't you feel silly? You certainly
look silly.) Now how to get this thing moving? Remember the wind? OPEN
UMBRELLA. Ayiee! When you get up you'll notice you will have dropped
everything. TAKE ALL. (Don't worry about the pram.) When you read the
description, you'll notice that the rhetoric has turned into war and the
first missile is on the way. Fortunately, a door appears over the water.
ENTER WATER. ENTER DOOR. (And yes it is a good direction!) You're on your
way to the other side!
You find yourself in a meadow. A shadow lies across the room. You will
become very familiar with the shadow. Also here is a gigantic mushroom.
There are six others like it in this part of the game. Five of them must be
solved before the sixth one can be solved. (If you haven't yet done so,
save the game and have a look around and then continue here.) The only way
out of this room is to the north. You are now at the Summit, and have seen
or will see a meteor fly through the sky and hear it hit the ground. From
the Summit go northeast to the South Bog.
Amid the bog if a decaying log. It sparkles as it decays. Most adventurers
recognize a potential light source when they see one, and this is certainly
one. KICK LOG. TAKE SPLINTER. No need to worry about grues or other such
creatures now. Go East, to the Bottom of the Stairs. Go up twice, to the
Top of Vertex, and notice the temperature. EXAMINE HOLE. EXAMINE RING. Try
to screw the gnomon in the hole. The threading doesn't match. You'll try
again later. Go down twice.
From the bottom of the stairs go south, to the Trellises and southwest to
the Arborvitaes. Go east to the Arboretum and notice the statue. Go north
to the North Arbor and then up to the Top of Arbor. Here you'll see an axe.
TAKE AXE. It will be an extremely important piece of equipment. Go down (to
the south if they ask) and you'll be in the South Arbor. Go down into the
Arboretum and once again notice the statue. The name is sdrawkcaB!
Go west and then northeast to get back to the Trellises and then north
again to the Bottom of Stairs. Go up twice. Now SCREW GNOMON IN HOLE. It
works this time because the threading (and everything else) has been
reversed. EXAMINE THE RING again. Notice that the symbols on the ring are
the same that are on the sundial in the game package. Also note that they
are present in the "Illustrated Story of the Atomic Bomb" in the game
documentation. You'll notice a lever has popped up, too.
Go down twice, south, southeast, west, south, up, down (north if they
ask), and down. You will have gone through the Arboretum again and will
have re-reversed everything so the name on the statue should be back to
normal. This makes the orientation much easier. (Make sure the name is
normal.) Now go back to the Vertex by going west, northeast, north, up and
up again. PULL LEVER DOWN. You'll see a nifty effect. TURN RING TO FOURTH
SYMBOL.
Go down twice. From here go northeast to Under Cliff. You will see a bee
hive here. Go east to the Crater's Edge and east again into the crater.
Here is that meteorite that you saw earlier. You can't take it now,
however, because it is too hot. You will have to find a way to cool it
down. Go west and then northwest to the Bluff. Here is a cottage. OPEN
DOOR. Go east into the Cottage. Examine the surroundings, they are
interesting and amusing. LISTEN TO THE BIRD. Get the whole recipe; be sure
of it by WAITing enough times so that bird repeats the first thing you
heard. (Not including "Awks!" or other bird-type sounds.) Now you have a
quest.
OPEN THE BACK DOOR. Go east to the Herb Garden. You'll see some mushrooms,
one with a door, and a refuse pile. SEARCH PILE. TAKE GARLIC. You now have
one of the necessary ingredients. Go west back into the cottage and DROP
THE GARLIC (not in the cauldron). Go west again to the bluff and then
southwest to the Chasm's Brink. You'll see the shadow here and a big tree.
In order to cross the chasm, you have to fell this tree. Fortunately, you
have your axe with you. CHOP TREE WITH AXE. Make sure the tree falls where
you want it to: PUSH TREE NORTH. The tree will bridge the gap and you can
go north to the Mesa. When you get there you will see another mushroom, but
the white is open. ENTER DOOR.
If you've noticed the correlation between the sundial and the
documentation, then you know where you are. Climb down from the Scaffold.
OPEN BOX. TURN ON SWITCH. You can listen to the final procedure checks.
PUSH BUTTON. Now you can get out as the doors open. Go south to the South
Beach. You can walk around a bit, but better just to go northwest to West
Beach. You can see a small islet a short way off shore. Try to enter the
water. Owww! Don't bother trying to placate these crabby creatures, it
can't be done. If you simply WAIT a few turns some interesting things
happen. You will see a large dark fin approach you and you will see a
coconut fall from a tree on the islet.
Don't back away from the fin; just prepare yourself for...a dolphin! He's
friendly and intelligent and, sadly, probably soon dead. When the tide has
risen so that the coconut is afloat, POINT AT COCONUT. The clever dolphin
understands you and sends it to your feet. TAKE COCONUT. You must now take
leave of the dolphin and go back through the door. Go southeast then north.
UP. ENTER DOOR.
You are now back on the Mesa. Go south and then northwest. You see the boy
again, but now he's huge. You'll get back to him. Go south. This is the
North Bog, directly north of the South Bog. Notice the Venus Flytrap. Go
southeast to the Bottom of the Stairs. DROP UMBRELLA here. Go northeast.
This hive is no doubt the place for the honey. This is no time to stop
taking risks: PUT HAND IN HIVE. Now you've done it. You need a defense. The
Flytrap! Without hesitation go west twice. The bee will get sidetracked
(permanently) and you can go back for the honey. Go east twice. PUT HAND IN
HIVE.
From here you must go back to the cottage to get rid of this honey which
is stuck to your hand. Go east then northwest, then east again to enter the
cottage. You were daring to get the honey, now be daring to get rid of it:
PUT HAND IN CAULDRON. That's one down, three to go. DROP COCONUT. CRACK
COCONUT WITH AXE. TAKE COCONUT. POUR MILK IN CAULDRON. That's two down and
two to go, and the garlic is right here on the floor. But what about the
lizard? DROP THE COCONUT and let's find it.
Go west, southeast, west and southwest to get back to the Bottom of the
Stairs. Go up twice and TURN RING TO THIRD SYMBOL. Go down twice and west
twice until you reach the Waterfall. Go north to the Cemetery, noticing the
crypt, and then north again into the Barrow. You'll see a barrow wight
here, but he'll not bother you so long as you have a light source. You will
also see a small hole in the wall. Go north again and you'll be in the
Ossuary, surrounded by those less fortunate then yourself. SEARCH THE BONES
and you should find (appropriately enough) a skeleton key. TAKE KEY. The
mushroom here has its white door open. (The shadow from the enormous gnomon
is the key to the doors; by changing the position of the gnomon by turning
the ring, you direct the shadow from the suns toward a particular door.
While the shadow touches the door it remains open (until you pass back
through it). By keeping the lever down the suns are prevented from moving.)
ENTER DOOR.
This area is the Underground. You'll notice a small thermonuclear device
waiting to be detonated. You will also see a lantern. TAKE LANTERN. Go
west. TAKE WALKIE-TALKIE. A skink is a small lizard, by the way. Go west.
By now you have probably noticed that the skink is afraid of light. To get
it out of the crevice, PUT SPLINTER IN CREVICE. The skink then runs by to
the east. Time to corral that li'l critter. Go east. TURN ON LANTERN. DROP
LANTERN. Go west and there is the confused and bewildered skink running
around at you feet. TAKE SKINK. PUT SKINK IN POCKET. This is no time to be
squeamish. Go east and TAKE LANTERN. Go east twice, the second time being
back through the door.
Now that you are back in the Ossuary, you have to get out of this creepy
place but those bars are there to see that you don't. Go south. Remember
that hole? PUT KEY IN HOLE. TURN KEY. Just go DOWN to get out to th Ice
Cavern. First thing to do is TURN OFF LANTERN. You will need it again
later. In fact, LOOK AT LANTERN. It is now time for some inventory
management.
Go east to get to the Waterfall and then east twice more to get to the
Bottom of Stairs. DROP WALKIE TALKIE AND LANTERN. Those two items and the
umbrella should now be here. Return to the Ice Cavern by going west three
times. LOOK AT CEILING. There are icicles there, just the thing to cool a
hot meteorite. THROW AXE AT ICICLES. One falls to the ground. TAKE AXE AND
ICICLE. Save the game here. (I hope you have been doing so regularly.) Take
the icicle to the Crater using the shortest possible route.
Oops, didn't quite make it, eh? A detour is in order. From the Ice Cavern
go east three times to the Bottom of the Stairs and up twice to the Vertex.
(Remember that it's cold in thin air.) While you're here, TURN RING TO
SECOND SYMBOL. Now that the icicle is refrozen, go down twice, northeast,
and east twice to get into the crater. No time to lose, PUT ICICLE ON LUMP.
You can feel its pull on the axe, so you know it is a magnet of sorts. TAKE
LUMP. It is now time to visit the bubble boy.
Go west three times and then northwest to get back the Promontory. GET IN
WATER. WAIT until you are swept up into a bubble. You do not have to worry
about any special means of guiding the bubble, simply give directions
normally. Go south, then southwest and finally IN. The bubble freezes and
you are floating in space. When you read the description, you will notice
that the moon, in crescent form, is coming into view. TAKE SKINK. KILL
SKINK. Soon you will collide with a satellite (the kind Cap Weinberger
dreams of) due to the force of the magnetic meteorite. Save the game. When
the satellite brings you VERY close to the white door, BREAK BUBBLE WITH
AXE. This will propel you into the door and send you back to the Waterfall.
You now have the last ingredient for the potion the bird described. Go
northeast, east, northeast, and east to get back into the Cottage. Open the
cage door and let the bird go. PUT SKINK IN CAULDRON. TAKE GARLIC. PUT
GARLIC IN CAULDRON. EAST. WAIT. After the Boom you can go back into the
cottage. The book and pedestal and map are all destroyed. However, if you
look in the cauldron there is an emerald there. TAKE EMERALD. That leaves
three mushrooms to go.
TAKE CAGE then go west, southwest, southwest again, and east back to the
Bottom of Stairs. You can now DROP ALL BUT CAGE and go up twice. SET THE
RING TO FIFTH SYMBOL and go down twice. Go west, northeast, northeast
again, east, and east again. This will bring you back to the Herb Garden
where the door in the mushroom is now awaiting you. ENTER WHITE DOOR. This
brings you out onto the Platform in Siberia. Go down to Under Platform.
Eeek, what's that? WAIT a turn and you'll see that the ground is covered
with rodents which are racing to the northeast.
May as well follow them so go northeast twice. At the Cliff Edge you
recognize these rodents as lemmings. They are so thick underfoot that they
almost obscure the fissure beneath your feet. EXAMINE FISSURE and sure
enough, there is a lemming in there just waiting for you to take it. TAKE
LEMMING. PUT LEMMING IN CAGE. CLOSE CAGE. That's what you're here to get so
go southwest twice, up, and ENTER DOOR to exit back to the Herb Garden.
Go west twice, southwest twice, and east. Now go up twice and SET RING TO
SIXTH SYMBOL. Go down twice, DROP CAGE, and TAKE UMBRELLA AND PAPER. Go
east twice to the Moor where another mushroom with an open door invites you
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- Trinity solution by System on 09/03/2006, 09:50






