Copy protection in this game requires entering a random word from the manual text at the start of the game.
Around Tamir
You begin on a stretch of beach with a stream running into the ocean. Go one screen north and two east. Look under the bridge and get the golden ball. Go one screen north. Find the frog in the pond. You have to stand on the eastern shore of the pond, parallel with the frog. Drop the ball. The frog will retrieve it for you. Pick up the frog and kiss it. You will be left with a tiny golden crown. Go two screens east, walk up the steps, and open the mansion door. Go west one screen. Examine the bookshelves. Take the book of Shakespeare. Return east and leave the mansion.
Go three screens west to a screen with a tree stump. If there is not a minstrel playing there, leave and return until he appears. Listen to him; then give him the book of Shakespeare. You will be left with his lute. Go north one screen. If you do not see a satyr playing a flute, continue one more screen north. If he is not here either, go back and forth between these two screens until you see him. Play the lute. Give it to Pan. You now have a flute. Play it if you like. Return south to the stump and go one more screen south, then two east. Open the door. Clean the house. The dwarves will then arrive and get soup for themselves. During the meal, talk to the dwarves three times. Shortly, they will leave. Get the pouch that remains on the table and open it. Leave the house and go one screen south. Walk up the path into the mine. Carefully follow the path down to the floor and then go one screen east. Stand in front of the dwarf at the right who has a lantern at his feet. Give him the pouch. He will refuse and give you the lantern. Leave the mine and walk down the path to the ground. Go one screen east. If you don't see a robin pulling a worm out of the ground, go one screen north. Alternate between these screens until you see it. Get the worm. Ready to get the fruit? OK!
Getting the Magic Fruit
If you are in the screen with the stream and the mansion in the distance, go east. If you are east of the mine, go one screen north first. Stand on the riverbank near the falls and wear the crown. You will swim under the falls as a frog and end up near a cave entrance. Get the board. Light the lantern. Save the game. Each time you enter a cave screen, wait for a few seconds to be sure the troll is not there. If not, save the game and proceed. If so, it is possible to run away, but it is difficult and you might be less frustrated just letting him catch you and then restoring the game. (On the first screen, at least, you can tell the difference because you hear music instead of the silence that precedes the troll's growl.) Inside the cave now? OK. Take a bone from the pile near the entrance.
Go straight east across the first screen. On the next screen, walk east until you pass a Y-shaped rock formation; then turn and go south off the bottom of the screen. In the next screen, continue south until you bump up against a stalagmite, then turn east until you bump into another rock, south a bit more, and then east off the screen. In the next screen, slow the game down a bit and use your mouse. You want to walk to the left centre of the screen, so that you can see some lines in your lantern light. This is the edge of a chasm. When you find it (you may get a hint by falling in it!), lay the board across the chasm. Walk straight east across it. You will automatically pick up the board; walk to the east edge of the screen (just to make sure you don't fall in the chasm from this side), then north towards the blue light at right centre, and then east out of the cave. Save the game again.
Walk up to the edge of the swamp. Type jump and repeat this until you are on the last tuft before the island with the tree and snake. Lay the board down. Walk almost all the way across it, but don't set foot on the island or you're bitten. Play the flute. Quickly walk up to the fruit, take it, and walk back across the board. Pick up the board and jump back across the swamp to the cave entrance. Reverse the way you came in to get out: south from the entrance, west across the chasm, north, west, and west out of the cave. Remember to pause for a moment to wait for the troll, and save if he is not there. When you're out of the cave, extinguish the lantern and walk out under the falls.
For Your Amusement:
Wear the crown in the swamp and jump into the swamp as a frog.
Meeting Lolotte and Getting the Unicorn
Go one screen south and then walk up the mountain path. On the next screen you will be captured by some flying goons and taken to see Lolotte. Relax and watch the cut-scene. When you are dropped back at the foot of the mountain, go all the way west to the beach, then south twice. Walk out to the end of the pier. If the fisherman is not there, leave and return until he is. Walk up to him and talk to him. (Not very talkative, is he?) Wait until he stands up and leaves, then follow him back to his house. Give the fisherman the diamonds and he will give you his fishing pole. Walk back out to the end of the pier. Put the worm on the hook and then fish. Repeat until you catch a fish. Now, walk off the end of the pier into the ocean. Save the game.
Swimming right at the bottom of the screen, head west. If you see a shark fin, dodge off the bottom edge of the screen and immediately return. After two screens you will reach Genesta's island. Wander around the beach until you find a peacock feather, and pick it up. Return to the screen where you came ashore and begin swimming east again. This time, you want to get swallowed by the whale, so when you see it, swim towards it (but don't change screens). If you make it back to land without being caught, just try again. In the whale now? Ok. Get the bottle that's floating around, open it, and read the note. Pick either the left or right side of the tongue, and start at the bottom outside of the curve. Climb carefully up and over, up and over, until you can stand up on the middle of the tongue. Walk up to the very top (under the uvula) and tickle the whale with the feather. Swim north to the island. Walk inside the bow of the wrecked boat. Look at the ground and you will get the bridle. Throw the fish to the pelican. Get the whistle. Blow the whistle and ride the dolphin it summons.
From where you come ashore, go two screens east. Stay hidden behind the trees and wait to see if Cupid flies down to bathe. If he doesn't, leave the screen and return. While Cupid is splashing about, walk into the pool. He will fly away, startled, and forget his bow and arrows. Walk out of the pool and get them. Go north one screen. If you see the unicorn, shoot it. (If not, alternate between this screen and the one to the west.) Walk up to it and put the bridle on it. Ride the unicorn and it will take you to Lolotte's.
Getting the Hen
Once at the foot of the mountain again, go three screens west, one south, and one east. If the ogre or his wife appear (you will hear music), immediately leave the screen to the west. When you are sure no one is there, walk up to the door of the house and open it. Throw the bone to the dog. Go up the stairs and get the axe that is leaning against the eastern wall of the bedroom. Return down the stairs and walk across the rug, in front of the dog, to the closet door under the stairs. Open the door and hide in the closet. Wait until you hear the ogre come home. Look through the keyhole. When you see that the ogre is asleep, open the closet door. Walk up to the table and get the hen. Walk across the rug towards the front door and open it. As soon as you do, the hen will squawk and wake up the ogre. Keep going! As soon as you are outside, turn to the north and continue off the screen. Go east to the mountain path and go up.
Getting Pandora's Box
Once more at the foot of the mountain, go three screens north. Swing the axe to frighten the trees. Continue one more screen north to a cave shaped like a skull. Save the game, slow it down a bit and go inside. Watch the witch as she comes towards you. Wait a bit before heading to the right so that you lead her around the cauldron as you slip right in between the other two witches (careful not to touch them!). Get the eye. Leave the cave, then immediately return. One of the witches will throw a scarab at you. Pick it up, then stand at the bottom of the screen and throw them the eye. Leave the cave. Go south two screens, west, and open the door. Go west. Examine the portrait, then examine the wall where its gaze is directed. Flip the latch and go one screen west. Get the shovel that is leaning against the wall.
By now you should be hearing a baby crying. (Note that you have to hear each ghost before you will find their "treasure" in their grave; you can't dig up the graves ahead of time.) Leave the mansion and go to the western graveyard. Dig at the tiny tombstone at the far back left of the graveyard (Hiram Bennet). Return to the mansion. Go upstairs, through the left door, and west into the nursery. Put the rattle in the cradle. Shortly, you will hear a second ghost. As you leave the mansion you will probably see him. Go to the western graveyard and dig at the tombstone at the very bottom left (Newberry Will). Take the bag of coins into the mansion and give it to the ghost. Next you will hear "sorrowful weeping". Go to the eastern graveyard and dig at the grave at bottom left/center (Betty Cowden). Take the locket upstairs and through the right door and give it to the ghost. Next, you will hear "anguished wailing". Go to the western graveyard and dig at the left-hand of the two graves at bottom right (Lord Coningsby). Return to the mansion and give the medal to the ghost. Lastly you will see a small boy ghost. Go to the eastern graveyard and dig at the grave at top left (Willy). Return to the mansion, go upstairs, and through the right door. Climb the ladder. Give the toy horse to the ghost. Open the trunk and look inside. Go downstairs and west to the secret tower. Climb the stairs, sit down at the organ, and play sheet music. Look in the drawer and get the key. Return downstairs and go into the eastern graveyard. Use the key to unlock the crypt door which is between the pillars at right. Open the door and go east into the crypt. Lower the ladder and pick up Pandora's Box from the corner. Leave the crypt and go south two screens and up the mountain path.
For Your Amusement:
Read all the gravestones.
Kiss a zombie.
Shake the rattle.
Open Pandora's Box.
Getting the Talisman and Saving Genesta Once in Edgar's room, wait until he slips a rose under the door. Examine the rose and get the key. Unlock the door with the golden key. Open the door and go down the stairs. These have blind corners, so you may wish to alternate between a couple of saved games. At the bottom of the tower, hug the lower curve of the wall so as not to wake up the guard. In the next room, stay close to the bottom of the screen, then hug the right wall and go in the top door. Open the right-hand cabinet and get all your possessions. Leave the room, hug the wall, and go east through the bottom doorway. Again, stay close to the bottom of the screen to bypass the guard, and then hug the curve of the wall to start up the stairs of the other tower. Unlock Lolotte's door with the gold key. Shoot Lolotte. Go up to her and take the Talisman.
Leave Lolotte's room and go halfway down the stairs. Go through the doorway off the landing. Open the door. Get the hen (this may take a few tries; try pinning it against the west wall) and Pandora's Box. Leave the room and continue down the stairs, west one screen, and south out of the castle. Enter the stable, walk up to the centre pole, and open the gate to let the unicorn go free. Walk carefully down the mountain path. When you get to the bottom, go two screens north. Put the box in the crypt. Leave the crypt, close the door, and lock it.. Go west to the beach, north one screen, and swim west to Genesta's island. Go south and west. Open the door, enter the palace, and go up the stairs on the left. Give the Talisman to Genesta, and watch the ending movie.
For Your Amusement:
Get caught sneaking around Lolotte's castle and watch the wedding between
Rosella and Edgar.
For Your Amusement at various times:
Try swear words.
Repeatedly read the note in the bottle.
Remove your dress.