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- THIS IS A COMPLETE SOLVE FOR DRAGONSPHERE!!!
-
- FOREWORD: We had numerous enquiries for a solve on this game, particularly
- by some sceptics who wouldn't believe that it's operational at all!
- In order to remove the last doubts on this we quickly wrote this
- walkthrough. Have fun!
- (If you follow these steps, you should end the game with
- 248/250 points)
-
- DEDICATION: This solve is dedicated to our very special friends at RAZOR
- who obviously cannot differentiate between a password !PROTECTION!
- and a riddle which takes brains!
-
- So if you guys have time and check out this SOLVE
-
- KING'S BEDCHAMBER
- -----------------
- At the beginning of the game you will find yourself lying on your bed in
- the King's Bedroom. Your wife, Fiona, will come to tell you about activities
- in the dragonsphere. Tell her that you will meet her in the Council Room.
- As it suits a well-educated man, the first thing to do after getting up is to
- wash himself and get dressed. Do something good to your brain and open the
- book sitting on the nightstand. You will learn about some love poems which
- might come handy lateron! If you are interested in interior architecture, you
- might look around a bit, however, this won't increase your score. Remembering
- your date, you then should proceed to the room next door, the Queen's Bedroom.
-
- QUEEN'S BEDCHAMBER
- ------------------
- "A woman's thoughts will always be a secret for her husband!", but not for you.
- You simply cannot resist to open your wife's diaries. You're forgiven since
- this action will strengthen your will to succeed in your quest. Leave this
- room to the south to get to the hallway. There is nothing to be done here and
- you therefore can continue to explore the castle in the Ballroom.
-
- BALLROOM
- --------
- This place looks a mess and it will take the servant some time to clean it up.
- Being a nice guy, you greet the maid and look around. Take your goblet from
- the left table and pick up the bone lying on the floor to the right. Then
- go on to the next room which is the throne room.
-
- THRONE ROOM
- -----------
- You will find your pretty suspicious brother sitting on your throne! Even if
- he seems to be rather unpleasant, you should talk to him in a nice way (this is
- what hurts provocing people most). When he finally left the room, you should
- take a look at the dragonsphere and then enter the door leading to the meeting
- room.
-
- MEETING ROOM
- ------------
- Take a closer look at the bookcase. It contains a couple of books which should
- attract your attention. When trying to open them you will hear a sound coming
- from the east wall. Upon careful inspection of this wall, you will find that
- the tapestry can be pushed away and reveals a secret door which, however,
- can not be opened at this point. It's time to meet with your wife and mother.
- Go back to the throne room and enter the council room to the south.
-
- COUNCIL ROOM
- ------------
- Following the conversation with your wife and mother, you should take their
- presents resting on the table. Just to complete your castle exploration you
- should visit the guardroom and the dungeon cell.
-
- GUARDROOM AND DUNGEON CELL
- --------------------------
- Both of these rooms should be visited, however, I could not find anything to
- do in here. Having completed your sightseeing tour through the castle, you
- should take a look at the surroundings. Return to the throne room and walk
- out in the courtyard.
-
- COURTYARD
- ---------
- Again, there is nothing to be done here. Proceed to the market place.
-
- MARKET PLACE
- ------------
- You will find a number of interesting people here. Looking at each individual
- will provide you with some useful information on their characters. To find out
- about the latest news you should talk to the guard captain standing near the
- castle gate.
- Then talk to the shapechanger. This guy has a pretty rude tone which you should
- ignore. Ask him about the boon and whether he really is a shapechanger. He will
- explain the situation of the shapechangers in your country and, since mostly the
- ones in charge know the least, you should ask him why this happens. Promise to
- take care of his plight, if matters allow.
- The next person to talk to is the Soptus Ecliptus. He will introduce himself
- and will ask you to visit his people. Being interested in doing so, you must
- ask him how to cross the desert and why he wants your visit at this time.
- Upon your try to postpone your visit, the Soptus will teach you the first
- lesson in his language.
- Being the ambassador of his country, the Faerie has a lot of information for
- you. Ask whether he wishes to annoy you, why to respect the Fair King, if
- Fair Ones are humans, why faeries don't respect Fair Ones, why they annoy
- Fair Ones, whether there is a Faerie King and where to find him and say
- goodbye to the ambassador.
- The last person to talk to is the merchant standing in the stall to the right.
- Buy some fruit from him and talk to him again. He will tell you about rumors
- going on.
- Follow the road to the east. You will see a map of Gran Callahach. Select
- Brynn-Fann as your next destination.
-
- BRYNN-FANN - The Faerieland
- ---------------------------
- You are standing in front of the entrance to the Faerie maze. Talk to the Faerie
- sitting on the large boulder. This one is really a cheeky little devil, however,
- since you are the adult here, you naturally are above things and show your best
- behaviour. Greet the Faerie and ask him/her for the Butterfly King. Being
- overwhelmed by so much friendliness, he/she will make the guardian of the
- entry disappear so that you can now proceed into the maze.
-
- MAZE
- ----
- There are 8 sprites floating around. They have names and change to three
- different colors: blue, red and yellow. Each sprite will answer differently
- to your questions and the responses also depend on their actual color.
- Meeting the sprites means for you to solve one of the most time consuming
- riddles in this game. But -- Lucky You!! Aren't you just reading a complete
- game solve? So, to save you from spending a whole night on figuring out what
- to do here and how to pass the guards, I will share my knowledge on this:
- Try to find RALPH when he is RED. Ask him whether it is safe for you to cross.
- He will respond negatively. Immediately after THIS, and ONLY THIS particular
- conversation, you can pass the guards safely to find the Butterfly King.
-
- BUTTERFLY KING
- --------------
- The Butterfly King is standing on a huge mushroom. When you talk to him, you
- may have the impression that this gentleman is a little confused. However,
- he will teach you another lesson in the Soptus language and will make you pass
- a quiz consisting of five questions. The answers are 3,1,2,3,3. The king will
- give you a red powerstone required to destroy the evil sorcerer. Since this is
- a great help in your quest, you should naturally thank him for his kindness.
- Mr. Megabutterfly must be a fan of game shows (though I couldn't find any
- TV-sets) for he has another quiz for you. The correct answers this time are
- 1,1,1. When being addressed, ask about the toads and about the king's knowledge
- on Sanwe. Also, he will share his wisdom with you and tell you about the oracles
- if being asked nicely. The first prize for winning the second quiz is a little
- bird figurine. You now have time to look around a bit. Pick the crystal flower
- and look at the crown guarded by the toads. Does this look familiar?
- Well, there is nothing left to do here at the moment. To experience the
- sensational feeling and to avoid walking all the way back, invoke your signet
- ring. It "beams" you back to the market place from where you should go east
- to reach the map.
-
- At this point, you will see an insert from the castle. The dragonsphere shows
- some activity and there is a conversation between your mother and your wife.
-
- The next location to be visited is Slathan ni Patan.
-
- SLATHAN NI PATAN
- ----------------
- The guards are not very cooperative. Tell them that you are the king and offer
- them to escort you. Find out why they call the shapeshifters dirty shifters and
- ask them to escort you again. They will refuse and should be told to treat
- the shifters with respect. Make clear to them that you must enter this land
- and offer them something to get past (e.g. your goblet). If they suspect a
- bribe you can simply explain that a king may grant his subjects boons from
- time to time and that they are supposed to keep it as a deposit until your
- return. Finally, you will be able to follow the path.
-
- POOL
- ----
- You will have to deal with the pool monster now. Do you remember the gift you
- received from your loving wife? Throw the shieldstone on the monster. This
- action will, unfortunately, cut off some tentacles but don't worry, monsters
- are tough. They might come in handy for you though, so you should take them and
- then follow the path to the right.
-
- CAVE OF DREAMS
- --------------
- In front of the cave you can see a man sitting on a boulder. Talk to him and
- ask him about the pool monster, about who he is and what he guards. In return,
- he wants to know who you are. Tell him that you are King Callash and he will
- ask you a question. Answer that their own hatred does not help and you will
- receive a polystone from the wise man and he will tell you something about
- the tower. After this conversation you will automatically enter the Cave of
- Dreams, watch the vision coming up, pick up a doll lying on the floor and leave
- the cave. You should now talk to the wise shifter again. He will tell you
- something about the doll and you should then ask him about ALL races. When
- asking about the Soptus Ecliptus, you will get your last and most important
- lesson in their language. This completes your stay in Slatan ni Patan. You
- must walk back to the guards rather than invoke the signet ring this time.
- Pick up your deposit from the guards and return to the map.
-
- Now, there will be a second insert from the castle. The dragonsphere is getting
- more active.
-
- You're ready to go to Soptus Ecliptus now.
-
- SOPTUS ECLIPTUS
- ---------------
- In the middle of the desert you will meet a Soptus trader. Ask him for help.
- He will ask "Ka Vinkiotum Tratratrashab?" which means "are you seeking death?",
- therefore the answer must be no. He will then continue asking "Ka Vinkiotum
- Soptus?" meaning "are you seeking the Soptus?", answer yes. Now, the trader
- explains the way. From what you learnt from the wise shifter, you now know:
- ECLIPTUS = West, FALLA = South and SHAB = North. The directions may differ,
- when I played the game for the first time, I had to go west five times, for
- the second game it was W W N W W. In any case, the last direction will start
- with "POPO" meaning again. Follow the trader's directions and you will reach
- an oasis where the Soptus leader currently resides.
-
- OASIS
- -----
- Talk to the shaman sitting in front of the pool. Ask them about the Spirit
- Plane twice and introduce yourself. He will give you another powerstone. Then
- ask the guard for an audience with the Caliph and enter the tent.
-
- CALIPH'S TENT
- -------------
- Tell the Caliph that you hoped to aid each other and inform him of Tilshumet's
- request to visit him. Upon his invitation for amusement you should tell him
- that your time is short. Nevertheless, he will insist on gambling with you
- and offers a wager. Accept it. There are three objects that can be obtained
- from the Caliph. You need to win three games in order to get one object which
- make 3 times 3 winnings for all objects. However, you can also gamble until
- the Caliph informs you that he ran out of prizes. Following your gambling
- session you should ask him for any help he may be able to provide. You will
- leave the tent automatically afterwards.
-
- OASIS
- -----
- Talk to the shaman again and ask him whether he will take you to Spirit Plane.
- He will request some sort of payment to do that. End the conversation and
- invoke your signet ring to get back to the map. The next destination is the
- Hightower.
-
- HIGHTOWER
- ---------
- When you reach the mountainside, you will notice a stranger hiding behind
- the large boulder. Ask him to come out. It's Llanie De Summers, the daughter
- of one of your council members. When you ask her why she is so far from home,
- she will offer to help you in the quest. Tell her that you wouldn't want to
- endanger her and reject her offer politely. Llanie will give you an amulet
- which appears to be useless. Since you've been travelling across the country
- for quite some time now and feel a little lonesome, you should flatter her and
- tell her that her gift will remind you of her beauty in darkness. She will
- thank you in a special way for this compliment. But enough flirting now, back
- to serious business. Go west and look at the waterfall. On its left side you
- will find a gold nugget. Take it and enter the cave.
-
- CAVE
- ----
- There are a number of questions to ask the hermit:
- Who are you, What are you doing here, How did you get here, Do you know any
- secrets, What do you know about the tower. Tell him that you have a score to
- settle with the sorcerer and continue asking about the powerstones and their
- use. This guy is an old man and needs a rest now. Leave the cave and return
- to the place where you met Llanie. Climb up the rough stones.
-
- NEST
- ----
- Pick up the feathers lying to your left. Recalling the word of the wise shifter,
- you now should use your sword to carve up the bird figurine into a birdcall.
- Make noise with it and a shak will appear. Introduce yourself. The shak will
- get mad at you but you politely ask him if they dwell in these mountains. Since
- you are willing to change their situation, you should request advice on what to
- do and what he means with "If you can". Then climb further.
-
- LEDGE
- -----
- Surprise, surprise, who is there? Llanie! Tell her off and use your sword to
- attack the beast behind you. Unfortunately, there is no way to save Llanie
- from falling down the mountainside. Walk to the right.
-
- SHAK
- ----
- You will find another shak blocking the passage. Talk to him and tell him that
- you are a friend. Point out that you will do your best to defeat the sorcerer.
- He will tell you a rhyme in return. Take some mud from the ground (near the
- waterfall) and go east again. You need to do some more muscle training and
- climb up the mountainside.
-
- TOWER
- -----
- Finally, you reached the tower. Follow the path around it until you find a door.
- Upon your attempt to go through the door, you will be caught by some vines
- nearby. Magical voices will decide to test whether you are friend or foe.
- The answers to the three questions are: Red, his leg and beef stew. Enter
- the tower.
-
- EYE CHAMBER
- -----------
- A single eye is watching you in the entrance hall. To get past it, throw the
- mud on it. Go through the right doorway.
-
- SANWE'S STUDY ROOM
- ------------------
- This room is filled with more or less useless stuff. Pick up the music box
- from the pedestal and take the blue stone from the dresser. Also, look at
- some charts and books. Go east again to reach the laboratory.
-
- SANWE'S LAB
- -----------
- You will be attacked by a rope!?! This seems to be the right time to try your
- new vortex stone. Take the magic from the rope and pick it up. Open the cage
- standing in the lower right corner, take the dead rat out and put it in the
- freezer. By clicking on the small window in the freezer you can get it back,
- deep-frozen, of course. Now, let's take a look at the experiment built up
- on the lab table. Take the flask from the table and place it on the metal
- plate between the two retorts. You may now turn the petcocks on the retorts
- and fill your flask with acid. Pick it up and return to the eye chamber. Go
- left this time.
-
- LIFT
- ----
- The two buttons on the wall will operate a lift. However, you should enter the
- cell first.
-
- CELL
- ----
- Take the torch from the cell wall and return to the lift.
-
- LIFT
- ----
- Push the lower button and enter the dark room.
-
- DARK ROOM
- ---------
- When you entered this room, you will automatically place the torch into a
- holder. You will find Sanwe's powerstone, however, a magic spell will keep
- you from walking on the floor leading to it. Go back to the room before and
- push the button on the wall.
-
- CELL
- ----
- In front of the menacles on the left wall, pour some acid on the floor. The
- liquid will burn a hole into the floor through which you can see the powerstone.
- Tie the rope to the menacles and go down to get it. You will automatically be
- taken back to the cell. Return to the lift.
-
- LIFT
- ----
- Push the top button.
-
- TOP LIFT ROOM
- -------------
- Upon your arrival here, you will see a rat running through the teleportal door
- and melting away on the hot iron grate in the corridor. Thinking about how
- to avoid this deadly trap, you recall the ratsicle in your inventory. Put it
- on the door frame to change its color from red to blue. Then pick up the
- teleportal itself by putting the tentacles on it. Now, this just leaves you
- with the hot iron grate. But let's see what's going on in the machine room.
-
- MACHINE ROOM
- ------------
- Apparently, there is no way to destroy or stop the machine. However, it is
- producing water which might be useful to you. Put the teleport door in the
- window and ... right, this should be enough to cool off the iron grate. Since
- walking through the corridor should be safe now, try it.
-
- CORRIDOR
- --------
- Walk to the end of the corridor until you reach the dragon bones. This must be
- it!!! Finally, you have reached the sorcerer's final resting place. Well,
- fulfill your quest and enter this room.
-
- SANWE
- -----
- The evil sorcerer will wake up. Unfortunately, he is not too weak to cast some
- spells. What a horrible experience for you: Not only you are a different person
- than you thought but you cannot move anymore!! On top of this mess, Sanwe even
- steals your powerstones. But wait, you can move again, at least a little, so
- you better use this opportunity. Make your polystone mimic the blue stone.
- Sanwe will take the copy from you and turn to his evil work again before trying
- to destroy you. Throw the real blue stone at the cicle of spheres.
- Are you thinking:
- YES!!! I DID IT!!! I SUCCESSFULLY FINISHED THE GAME!!!
- Oops, sorry, but this is NOT true.
- The royal family played a little game on you AND on the king as you can see
- from the insert appearing now. Well, I can tell you that you at least made it
- through half of the game but there's still some hard work to do yet.
- Start by looking around for some useful things to get. Take the black sphere
- from the floor, the crystal ball and the spirit bundle from the chest. Look at
- all of the scrolls hanging on the wall. Take the map hanging above the bookshelf
- and look at the number scribbled on the large scroll above the chest. Having
- spent enough time in this weird place you decide to leave now.
-
- HIGHTOWER
- ---------
- The door to the tower disappears. There's no need for anyone to return to this
- place. Return to the mountainside and climb down the rough stones.
-
- SHAK
- ----
- Visit the shak which was blocking the passage before. Talk to him and he will
- invite you to look for the reward promised. Leave this scene to the west.
-
- ABYSS
- -----
- Another riddle! You will have to jump on the correct pillars to reach the
- nest. Look at the map you picked up in the sorcerer's room. It shows the
- only way over the abyss! (Start with the top right pillar)
-
- NEST
- ----
- Once you made it to the nest, take the belt. The shak will fly by and tell
- you what it's good for. You will jump down the abyss.
-
- ROCK TREES
- ----------
- Following your safe landing, you remember that Llanie must be lying around
- somewhere. Since she may need your help you start searching for her and
- go east.
-
- CAVE ENTRANCE
- -------------
- The beast is lying in front of the cave entrance but where might Llanie's
- body be? Enter the cave to ask the hermit.
-
- CAVE
- ----
- The hermit must have found Llanie and taken her to his place. Ask him how
- you could help her. First, he will explain your situation and tell you
- that you are a shapechanger and NOT the king. He will also give you some
- advice on how to heal Llanie. Try your ATLAN. Apparently, Llanie is far
- to weak to respond to its healing properties. The hermit will again advise
- you on what to do. Attach the feathers to the bone and use the vortex stone
- to put magic in this partial bundle. This is supposed to be the magic she
- needs, so put the new bundle on Llanie. Since you were requested to speak
- words of love, you must talk to her. Again, this is a very hard riddle!
- Do you remember the poems you read at the very beginning of this game? Well,
- none of them is correct and, logically, the solution must be found somewhere
- in the middle:
- THOU ART A ROSE -- BUT NO! FOR NO ROSE AS FAIR DID EVER GROW IN ANY LAND!
- Life seems to return to Llanie. This is the right time to try your ATLAN'S
- healing abilities again. She will wake up and the hermit will make a confession.
- After all this adventuring, you will be given another quest!!! This time, both
- your friends will provide you with information needed lateron. It looks like
- you had no choice: invoke your signet ring and travel back to Gran Callahach.
-
- MARKET PLACE
- ------------
- As Ner-Tom already mentioned, the guards look out for you. In this case, the
- guard captain wants to arrest you. Ask her why this should happen since you
- have only done good for the kingdom. Like all others she has prejudices against
- shapechangers. If you admit that you are one but did not kill the king she will
- want to know more about it. Tell her that your mission is to rescue the king,
- that she should know that the queen mother is evil and that she should trust
- her instincts. It's always the same with these soldiers: She will accept
- something to give her for trusting you. Something to give her is probably not
- the right expression here: Do you remember what she looked like when you saw
- her the first time? Use your ATLAN to heal her scar. When she wants to know
- why you did that just tell her that even shapechangers can do good. In total
- accordance to what people tell about women's minds, she now asks you to put
- it back again. Some arguing will go on and after you have done as she requested
- you should address her again to make sure she will be on your side after
- having rescued the king. Move on to Soptus Ecliptus now.
-
- OASIS
- -----
- Talk to the guard and visit the Caliph again.
-
- SOPTUS ECLIPTUS
- ---------------
- Explain your situation to him. Meanwhile, he has taken care for new prizes so
- that you have another opportunity to win two more useful objects from him. This
- time, you need to win 2 games for one prize. Before you can leave, you must have
- a drink of fine Soptus Sopoforic with your host. This stuff clearly was meant
- for individuals with white faces ONLY (can't be Tequila). If you don't want to
- die from this hooch you must quickly heal yourself with the help of your ATLAN.
- After this booze-up you will leave the tent and can invoke your signet ring
- again. Visit the Brynn-Fann again.
-
- BRYNN-FANN
- ----------
- Go back to the ring of toads and open the flask with flies you just won from
- the Caliph. This makes it pretty easy to get a hold of the key-crown. Using
- the signet ring you should now travel to Slatan ni Patan.
-
- SLATAN NI PATAN
- ---------------
- The guards are very careful about you. Tell them that you were no shifter and
- ask them what has been going on. They still are very nervous so calm them down
- by telling them that you were the wrong guy and suggest to go just as far as
- they can see. From their reaction to that you can see that only one thing
- will help: A gift. Offer them a sip of your soporific. Being more than cautious
- they will request you to start drinking (oh no, not again!). You can only
- convince them that you have no intent to poison them by surviving. When they
- had their shares, heal yourself again with your ATLAN. The guards are now
- unconscious which gives you free way to the Cave of Dreams.
-
- CAVE OF DREAMS
- --------------
- Enter the cave and watch your new vision. When you come out again, go east.
-
- SHIFTING MONSTER
- ----------------
- A shifting monster is blocking your way to the shifter village. Talk to it
- and heal it. Then enter the village.
-
- SHIFTER VILLAGE
- ---------------
- Talk to the lady sitting in front of the shack. She recognizes you and returns
- your shifter ring to you. Finally, you seem to be ready to go to Spirit Plane.
- Invoke your signet ring and visit the oasis again.
-
- DESERT
- ------
- On your way to the oasis, you might pick up another bone.
-
- OASIS
- -----
- Ask the shaman for more information on the Spirit Plane and give him the bundle
- so that he can take you there.
-
- SPIRIT PLANE
- ------------
- Before getting started you should get as much information about the trials as
- possible (until shaman says he doesn't know any more), then accomplish your
- quest. Go east.
-
- FLOATING DISCS
- --------------
- Walking over the floating discs works like walking over the pillars, however,
- this time you have to start on the left side rather than the right. Proceed
- east.
-
- SNAKE PIT
- ---------
- Lucky you that you have your shifter ring. Shift into a snake and cross the pit.
- The last trial awaits you.
-
- ROC
- ---
- Use the vortex stone to take magic from the grape vine. The Roc will get hungry
- and you can throw the sticky dates at him. Quickly take the soul egg out of
- his nest and replace it with the black sphere (since the shaman told you to
- leave a replacement!). That was it. Go west.
-
- SPIRIT PLANE
- ------------
- Since you successfully passed the trials in this place, you can now ask the
- shaman to take you back to your world.
-
- OASIS
- -----
- After your soul's safe landing on mother earth you should invoke your signet
- ring to travel to Gran Callahach.
-
- MARKET PLACE
- ------------
- Wearing your "safety belt", jump into the well.
-
- DUNGEON
- -------
- Pick up the rare coin lying on the floor. To cross the river you must shift
- into a seal. Swim to the shore and look at the ward. Magic green lights must
- be stopped in this game. Invoke the crystal ball and take the emerald appearing
- in the ward. Then shift into a seal again to swim down the river.
-
- CELL
- ----
- The queen is sitting in the castle cell. Introduce yourself as the shapeshifter
- and ask her about traps, about what's happening and what lies ahead. Your nice
- chitchat will be interrupted by an approaching guard and you will automatically
- swim back to the dungeon.
-
- DUNGEON
- -------
- Swim to the shore and go on the trap door.
-
- TRAP
- ----
- You will float into another cave on a stairway. Before leaving it you must place
- the statue on it (otherwise you'll end up as a swiss cheese!). Leave the room
- to the west.
-
- DARKNESS BEAST
- --------------
- When you see the darkness beast, speak the words on the parchment that Llanie
- gave you. It will crawl back and you may enter the next room.
-
- CRYSTAL CAVE
- ------------
- There you are, the king is a huge icicle or crystalcicle!?! If only you had
- the power of a bear ... but wait a minute, you have. Use your shifter ring
- for the last time to shift into a bear and push the king off the pedestal!
- He is a little dizzy but what the heck did you expect from one who lost his
- soul?
- Give the soul egg to him and tell him that your plan was to bring him in the
- castle for a final clear-out! Exit through the north door.
-
- SECRET DOOR
- -----------
- Push the wall switch and wear the key-crown. If the secret door does not open,
- repeat these actions. This will take you right in the lion's, excuse me,
- dragon's mouth.
-
- MEETING ROOM
- ------------
- MacMorn is a little too nasty for your tastes. When he strikes his sword, use
- yours to attack him. He will loudly laugh at you for he knows that you are not
- really a perfect fighter. But -- the best laugh is on you!
- At least, Llanie's amulet must be good for something. Invoke it and kill
- MacMorn. Now there's only one problem -- the queen mother. She almost gets your
- king to do something he really doesn't want to do when your saviour arrives...
-
- Congratulations on your promotion - PRINCE SHAPECHANGER - and may they live
- happily ever after ........................................................
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