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Travels in the Land of Erden (travels_land_erden_solu.txt)

Segmented Walkthrough for
Travels in the Land of Erden:
In Quest of the Adventure

The sections of this walkthrough are generally chronological.  If you reach a section that you  have
not completed yet, you may find the game more enjoyable if you try to complete that section on your
own before looking through the latter portions of the walkthrough.

Traveling to Misty Island

The Sensible Method:
1.  Spot the misty island with your spyglass while on the beach.
2.  Talk to Ma and Pa about either the island or the canoe in the shop to discover that they have a
boat they are willing to sell.
3.	Once you have found the silver coins, return to the Odds N Ends shop to trade the boat for the
coins.
4. 	Return to the location on the beach where you spotted the misty island through the spyglass and
sail away!

The Accidental Method:
1.	Find the kite and make it flyable.
2.	Notice that one  of the few spots where the wind is suitable for kite flying is atop the rock
bridge overlooking the ocean.
3.  As soon as you fly the kite on the rock bridge a monstrous bird will swoop down, plucking the
kite out of the sky and soaring off to the misty island with you along with it.

The Suicidal Method:
1.	Notice that when you are atop the rock bridge overlooking the west ocean, anything you toss over
the bridge is plucked out of the sky by a huge bird beast and carried off before it hits the ocean
waves.
2.  Suicidally attempt to see if this bird will carry off people as well as objects by jumping over
the bridge.
3.  Fortunately, your suppositions are correct and you wind up with any other object you've
tossed over the bridge in a gigantic bird's nest on the mountainous side of the misty island.

Returning from Misty Island
	     If you came by boat, you find that the boat didn't survive the journey and only wreckage
is left along the island shore.  If you look through the wreckage, however, you will discover that
one of the pieces of wood, a large wooden plank, survived the wreck relatively undamaged.  You may
paddle back to the mainland with this plank.
	     If you wander around the beach area of Misty Island, you will find an old abandoned raft that
you may sail back to the mainland.
	     In the island clearing, notice the many logs lying around.  Some of them are portable enough
to drag around.  If you take one of these logs, you can go to the beach and paddle back to the
mainland using the log to keep you afloat.

Entering the Castle to Visit Princess Thalia

If You Have Not Attempted to Maim or Kill Anyone
1.  Ezmarelda will grand you the token of safe passage into the castle.
2.  Give this token to the royal guard at the Gate House and ask the two guards at the entry to the
palace about Princess Thalia.
3.  Once admitted to the palace, follow the footman until he leads you to the chambers of Princess
Thalia.

If You Have Attempted to Maim or Kill Anyone
1.	Ezmarelda will deny giving you the token to enter the palace through the Gate House, so you must
find a sneaky way into the castle.
2.  While examining the moat at various locations, you will discover a spot from where you can see a
marshy embankment abutting the castle wall.
3.  In order to cross the moat to the embankment, you must first retrieve a fish, and then toss it
into the reptiles in the moat.
4.  For the brief time while the reptiles are occupied with the fish, you must cross the moat at the
spot from which you saw the embankment.
5.  After arriving at the embankment, you notice a sluice gate that is part of the royal postern is
raised to just above the waters edge.
6.  After swimming under the gate, following the 'secret passage' will lead you into the
palace.
7.  Once in the palace, you encounter a multitude of unfortunate circumstances when entering the
rooms and find yourself hopelessly lost.
8.  You must wander aimlessly through the caste, climbing up the stairs whenever you spot them in a
room and eventually make your way up to the battlements atop the palace.
9.  If you examine the castle grounds while upon the battlements, you discover a window ledge poking
out from the exterior wall of the palace.  You also see the flags of Darinore flying all about and
may choose to take one.
10. Climbing down the walls to the ledge, and entering the palace through the opened window, you
find yourself in the princess's chambers.

In the Witch's Hut

Shrinking
    The Accidental Method
	1.  Read the witch's spell book.
	2.  Say the word "Grumboodeegi"
    The Suicidal Method
	    Attack the witch or her cat (if he's in the hut)

Saving Yourself from the Cauldron
	1. Wait until the witch throws in the carrots, and notice that they are whole and propped up 		   
against the side of the cauldron
	2.  Climb the carrots.

Finding the Witch's Forgotten Note
	1.  Once you have shrunk and are on the wooden floorboards, notice the large dark spacing in 	   	 
   between the floorboards.
	2.  Climb down into the space beneath the boards.
	3.  Once under the floorboards, search around the long lost bits of garbage that have fallen 		    
through the cracks to find an old note upon which is written the ingredients to some kind of 		    
spell.
	4.  Crawl back up through the spacing.

Returning to Normal
	1.  Go under the witch's stool where she has stored numerous bottles and vials.
	2.  Look in the opened bottle to find some curious white pills.
	3.  Take a pill from the bottle and eat up!

The Witch's Forgotten Note
	1.  Once you have found the note, show it to the witch.
	2.  You  now have a new quest to find the three ingredients of the witch's potion.
	3.  Once you  have collected all three ingredients (the dragon's scale, a silver acorn, and
the 	  	     white root), give them all to the witch and ask her about the note again.  

Meeting Gwenevere
	1.  Search the aspen trees to find a small jacket that has been left behind.
	2.  Show the jacket to the children playing in the playground, and one of them will come forward.
	3.  Since you find that the jacket belongs to the girl, you give it to her.

Retrieving the Bell on the Schoolhouse
	1.  Meet Gwenevere.
	2.  Ask to get the bell for you.

Acquiring the Adventurer's Lamp
	1.  You see the lamp in the Odds N Ends Shop, but discover that Ma and Pa are holding it for 	    	
    some other adventurer.  They are, however, willing to trade it to you if you can find a rare 	 
	     object of great beauty.
	2.  In wandering about the misty island, you discover a beautiful conch shell.  Upon examining it,
		     you discover that it is indeed a rare beauty, so you decide to take it to Pa to see if it
will do for 		     the trade.

Befriending the Chick on Misty Island
	1.  Notice that the chick is hungry.
	2.  Retrieve either a worm or a beetle from underneath one of the fallen logs that abound in the 		
    forests on the mainland.
	3.  Feed the chick with either a worm or beetle.

Making the Kite Flyable
	1.  Retrieve the kite from the tree up in which it has been tangled by cutting the string with
either 	     the dagger or shears.
	2.  Search the pumpkin patch where you have the sensation that something is watching you and 	  	  
  discover a midnight black kitten playing with a length of twine among the gourds.
	3.  Once you have befriended the chick, it will travel with you.  Once you enter the spot of the 		
    pumpkin patch where the kitten is playing, the kitten will notice the tasty-looking little chick
		     and chase it off into the trees leaving behind the length of twine.
	4.  Tie the twine to the kite.  
	5.  Notice, only in a few locations is the area free of obstructions and the wind right in which to
		     fly the kite.

Retrieving the Silver Acorn
	1.  Notice that if you wait while in any scene of the forest, eventually little critters start
running 		     about and climbing the trees nearby.
	2.  Find the great oak tree in the forest basin.  Examining it reveals that the tree grows acorns
of 		     a silverish tint.  All other acorn-bearing trees in the forest are red and will not do for
the 		     potion.
	3.  Collect some of the tasty fruit bits growing on the plant in the top tier of the fountain ruins
in 	  	      the forest.
	4.  Return to the location of the great oak with the silvery acorns, drop the fruit upon the ground
		     and wait.

Retrieving the Dragon's Scale
	1.  In talking with Gwenevere about the dragon, she mentions that  his cave is somewhere in the 	  
	     mountain ranges south of the school.
	2.  When you arrive at the mountain ranges they are so vast that you'll wander aimlessly
unless 	   	     you first use your spyglass to study the vast panorama, whereby you'll spot a
dark cave 		     opening.
	3.  Heading off in the direction specified by the spyglass will lead you to another cave in the 	 
	     mountains nearby.
	4.  Pushing away the large boulders at the back of the cave reveals another cave leading deep into
	     the mountains.
	5.  You must have obtained the lamp at the Odds N Ends shop and switch it on before being able 	  	
    to proceed into the dark cave opening.
	6.  After entering the cave and exploring around a bit, you discover an old rope bridge which 	   	
    once stretched across the deep, dark chasm that prevents you from exploring the caves further. 
	     The rope bridge has been severed at the end nearest you, and hangs down on the other side of
		     the chasm.
	7.  Get the fishing pole in good working condition.
	8.  Swing the line out to the hanging rope bridge and hook it.  After reeling it in and tying the 	
 	     ends, you'll be able to cross the chasm and explore the new caves. 

Retrieving the White Roots
	1.  Notice the gnarled roots growing in the clearing near the purple canyons.
	2.  The viciously prickling plants surround the outcropping as the sea to an island.  Notice that 	
 	     you cannot cut or move the prickly plants.
	3.  Obtain a shovel or spade from the shed.
	4.  Obtain the boat or a piece of the boat (see returning from Misty Island)
	5.  Put this on top of the prickly plants and cross them on the boat like a bridge.
	6.  Dig up the roots with the shovel or spade.

Making a Useable Fishing Pole
	1.  After finding the old, neglected fishing pole under the weeping willow, you discover that the 	
 	     line has long since broken.
	2.  After exploring the area around the dragon's cave, you discover a pirate skeleton in one
of the 	    caves.
	3.  When you examine the skeleton, you discover that the pirate had a fine hook in place of one of
	     his hands.
	4.  Tying the hook to the fishing line is crude, but functional.

Reaching the Wooden Box in the Branches of the Willow
	1.  Since you cannot reach it by climbing up into the willow and  cannot reach it from the east 	 
	     lake because it's too high up, you'll have to wait on this one until you can
transform the 	  	     landscape.
	2.  Realize that if the lake were frozen and you climbed up the ladder found in the old shed, 	  	 
   you'd probably be able to reach high enough up into the willow's branches to reach the
	  	     wooden box.
	3.  Once you have transformed the landscape and have the ladder, go to the east part of the frozen
	     lake and climb the ladder. 	

Transform the Landscape
	1.  After obtaining the powder from the witch, notice that much of the descriptions of the white 	 
	     powder have to do with cold and chill.  In fact, if you ask the witch about the powder, she
will 	     inform you that if you can get the powder up into the air, you'll be able to
transform the 	 	     landscape.
	2.  Make the kite flyable and notice that the wind is good for kite flying upon the hill north of
the 	     lake.
	3.  Pour some of the powder onto the red kite, and fly the kite while upon the hill.  

The Lion Statues in the Forest Clearing
	1.  Notice that in the area of the lion statues, your footsteps echo below the earth as you walk 	 
	     along.  Examining further, you find that the ground is not soil at all, but wooden beams.  	 
	     There must a room beneath!
	2.  Examining the one-eyed lion statue reveals some strange rectangular lines in the lion's
belly.  
	     You wonder, could this be the door?
	3.  In studying the lion's mouth, you have an idea.  While pulling on the lion's toothy
jaw it moves, opening further.  You also hear some grinding of old gears.  When you step back and
look at the lion again, you discover that a gaping hole extends down into the earth where the
rectangle formation had been in the lion's belly, and stairs lead down into the darkness.

The Forest Temple
	1.  Unfortunately, you find that the temple has been pretty well cleared out.  You do find that a 	
	     strange metal sculpture still stands under a clear dome upon the altar.
	2.  After removing the dome, you find that the sculpture is firmly affixed in place and the leaves
	 	     on the tree, dainty though they may seem do not budge from the sculpture either.
	3.  You notice the carving of the outstretched wings.
	4.  After obtaining the bell that had been hanging from the schoolhouse, you notice that it too has
	     the same scaled carving of the outstretched wings.  
	5.  Deducing that there may be a connection between the wing carvings and the temple, you ring 	  	
    the bell while in the forest temple.

Finding the Island Temple
	1.  After reaching the 'dead end' behind the waterfall, explore around a little and find
that if you 	 	     pull away some of the ivy clinging to the cliff rocks, you discover a winged
symbol carved into 	     the rock face.
	2.  In your previous travels, you may have connected the winged symbol to indicate some kind of 		 
   importance to the temples of the ancient Etherian culture.
	3.  Pushing on the carving you find that it has been carved into a door in the mountainside that 		
    swings opened after having pushed it.

The Island Temple
	1.  Once inside, you see that not many objects remain and the temple has suffered from the eons 		 
   that it has not been in use.
	2.  Notice the mural on the panel of the door that leads further into the temple.  There is a deep
	  	     hole where a carving of a deer's nose should be.
	3.  While in the first room of the temple, you can may choose to take the banner of the ancient 	 
	     Etherians that still hangs to the walls.
	4.  Entering the room to the east, you discover that some curious devices line the shelves.  
	5.  Examining the devices, you see that they have all sorts of knobs sticking out of them.
	6.  By pulling upon a knob, you find that a highly polished mirror can be removed.

Climbing up to the Precipice in the Sheer Cliff Basin
	1.  Pull the braided rope that hangs from the rotting beam of the abandoned well.
	2.  By throwing the braided rope at the rocky pinnacles jutting out near the precipice, you are 	 
	     able to hook one of them and climb up.

Unlocking the Keyhole in the Rocks
	1.  Pushing some of the rocks away while upon the rocky precipice in the sheer cliff basin reveals
	     a trapdoor embedded in the rocky floor.
	2.  Once you have reached the wooden box in the branches of the willow, you discover that the 	  	 
   box contains a wooden key.
	3.  Notice that the key and the box have been engraved with the symbol of the twin outstretched 	 
	     wings indicative of the temples in the ancient Etherian culture.  You also know that legend 	 
	     speaks of a hidden temple somewhere in the mountains near the city of Shalandria.
	4.  Trying to unlock the trapdoor with the wooden key results in a misfortune.  The wood is not
strong enough to open the metal lock and snaps in two.  Fortunately, having walked through the
forests, you notice that sap oozes out of some of the trees in the forest.  Taking some of the sap
and applying it to the broken ends successfully mends the key.  However, you still cannot open the
lock.  If the key were metal however . . . 
	5.  You must enlist the aid of the blacksmith.  Unfortunately, he does not seem to want to help you
much.  When you ask him about the possibility of doing a job for you, he suddenly brings up the
story of how his beloved dagger was stolen long ago.  If you retrieve it for him, he promises to owe
you a favor.
	6.  Once you give the dagger to the blacksmith, you try to give him the wooden key, but he informs
you that he'll need a mold first.
	7.  In the basement of the bookstore, you notice some candles burning that have collected nice
pools of melted wax.  By putting the key in the liquid wax and pulling it out.  You have made an
excellent mold of the wooden key.
	8.  If you give this mold to the blacksmith, he will keep his word and fashion an iron key in the
exact image of your wooden key.  
	9.  You are now able to use the iron key successfully in the keyhole in the rocks to enter the
ancient temple.

Inside the Great Temple
The Mural
	1.  Examining the mural, you find many similarities to the mural in the island temple.  In that
temple, however, the mural was carved on a sliding panel that lead to other rooms in the temple. 
Could this be the case here too?
	2.  Remember that the nose on the deer carving in the island temple was nothing but a gaping hole. 
Perhaps, it was the door mechanism that broke off.
	3.  Since the deer's nose on this mural appears to be intact, test the theory.  Push the
deer's nose.

The Rushing Water
	1.  You cannot cross the rushing water until you figure out the mural.
	2.  Near the reservoir, notice the sluice gate at the start of the stream through the temple.  The
mechanism on the pillar appears to have been broken.  You may deduce that it was the mechanism for
opening and closing the sluice gate.  
	3.  Noticing the sluice gate, there appears to be some kind of reflector on the sluice gate.
	4.  Remember the mirror you found in the island temple.  The Etherians appear to base some of their
technology on light.
	5.  Use the mirror to reflect the light from the opening back to the sluice gate . . .
"Reflect light with mirror"

The Great Doors
	1.  Wash the muddied stone, and acquire a metal leaf.
	2.  Notice that the stone fits inside the hole in the doors, but that is not enough to unlock the
doors.
	3.  If you hold the metal leaf up to a light source, notice that there is some kind of pattern that
is revealed in the leaf pattern.
	4.  Notice that the crystal stone has a slot in the side.  Nothing will properly fit inside the
crystal except the metal leaf.
	5.  After putting the metal leaf in the crystal, put the crystal in the hole in the door.

You Have Been Beaten to It!
	1.  Examining the altar, and then the metal prongs, you have found instead of the fabled jewel of
the Etherians you were hoping for, you instead find a jolly roger.  You have been beaten to the
treasure!
	2.  If you have spoken to Princess Thalia about anything you've found that once belonged to
the Pirates of Equindor, you know that she is very interested to find out any further information
about the pirates.  Take the jolly roger to the Princess.

The Pirate Clues
	1.  After having shown the jolly roger to Princess Thalia, she will give you a scrap of parchment
and a golden pellet that she reveals to have belonged to the Pirates of Equindor.
	2.  Notice that the two scraps fit very well together.  Read the scrap of parchment when you have
the top scrap (from the porcelain pumpkin) and the bottom scrap (from Princess Thalia).
	3.  Notice that many of the objects you have found throughout the game that you know to have
belonged to the Pirates of Equindor are marked with a four-pronged star.
	4.  From the pirate's message, you may deduce that the 'golden orb' may very well
refer to the golden pellet the princess has given you.
	5.  From your wanderings through the forest, you may have noticed a eucalyptus tree that is marked
with the four-pronged star.
	6.  Climbing the tree, and looking about, you will notice that far up into the tree, a wooden
funnel has been wedged in-between the branches.
	7.  Deduce from the pirate's parchment that this could be the 'trap'.
	8.  Put the golden pellet through the wooden funnel.
	9.  Climb down the tree and notice the divit in the ground where the pellet fell.
	10. Dig around the pellet with the shovel.

The Pirate Chest
	1.  In the pirate's chest, take the map and the key.  The loot may signify more to come when
you've deciphered the map.
	2.  Notice the 'X' on the map.  It is located near the ocean in the mountains.  Remember
that strange woman statue carved into the mountainside in the area.  Deduce that this is an
excellent place to start looking.
	3.  After the snow has thawed from the transformed landscape, you might suspect that the well,
which had been filled with snow along with the newly saturated ground may have caused the well to
fill with water.  Anything at the bottom of the well that floats, may very well have surfaced atop
the water.  When the princess had been telling you about the story of the pirates, remember that
they had been scattering their belongings, hiding them, at any odd spot they could find.  
	4.  Look in the well after the snows have thawed.  Take the floating object.
	5.  Go to the statue of the woman in the mountain.
	6.  Looking on the map, notice the drawing of the flame near the 'X'.
	7.  Notice the candle holder the woman statue is holding.  There is nothing currently on the candle
holder.
	8.  Turn your adventurer's land on and put it on the candle holder.
	9.  You have made some progress, but the light just scatters aimlessly.  Perhaps, the green stone
attached to the wooden four-pronged star that had been floating in the well has something to do with
this puzzle.
	10. Put the green stone in the woman's other hand and observe where the green spot of light
focuses upon.
	11. Push the boulder out of the way and enter the dark opening.

The Limestone Caverns
	1.  The large stone door is blocking the way.  Since the pirates have obviously come through this
way, deduce that the bronze key you found in the pirate's chest probably unlocks the door.
	2.  Unlock the door with the bronze key.
	3.  After the cave-in, all that you can really do now is explore the limestone caverns.
	4.  Wander around until you discover the oceanside grotto.

Sailing 'The Talon'
	1.  Notice that atop the mast, no flag flies on this ship.
	2.  Climbing up to the crow's nest, you find that you can attach any of the three flags you
may have picked up during your journeys.
	3.  Exploring around the ship, you find some grisly sites.  No wonder no one has seen or heard
anything about these pirates since their last raid on the land!
	4.  In the captain's quarters, you find the body of what must have been the captain.  In his
arms, his body still clenches an ornate chest.
	5.  Opening this chest reveals the magnificent ruby, the fabled jewel of the ancient Etherians!
	6.  Returning to the main deck, hoist the anchor, and sail away!

Fun Things to Try after Completion of the Game
	     Listen to the conch shell before trading it.
	     Ice skate upon the lake while it's frozen.
	     Sled down the snowy east or west hill to the north of the lake.
	     Climb atop the roofs of the Bookstore or Blacksmith's Hut.
		While atop the roof, you can look at the scenery with your spyglass.
	      If you've not attacked the witch, it is an experience.
	      Try entering the castle after having tried to attack someone.
	      Try the various ways of arriving at the misty island.
	      There are three separate ending paragraphs depending upon if you flew the flag of the
			ancient Etherians, no flag or the flag of Darinore, or the flag of the Pirates of Equindor
			atop the mast of The Talon.

Walkthrough and game by Laura A. Knauth
Copyright 1997 Laura A. Knauth