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- ~Gnome Ranger
-
- Solution
-
- ~Part 1 (Animal)
-
- From the starting point just outside the Centaur`s shop first
- Knock on the Door. Enter the shop and do things such as Examine
- All until the Centaur (Cap) asks you to deliver a letter for
- him. Take the letter and then when asked by the Centaur, take
- the Shovel. Now you may GO TO or RUN TO any of the important
- locations. There is no particular order in which to do things,
- and many of the items you will find are of no real use. A random
- element exists here and some things will require perseverence to
- achieve. This is one solution.
-
- Move around until you see the Eagle above you. Examine Eagle and
- then WAIT until it lands and carries you off to its nest. HIT
- CHICKS to be rewarded by the Eagle. Go to just outside the gate
- at the entrance to the Witch`s Cottage. DO NOT ENTER! It is a
- one-way gate! Ring the Bell that the Eagle gave you and wiat
- until the Eagle lands. Say (for example) EAGLE< GO TO PEG AND
- TAKE IT THEN FIND ME AND DROP PEG. The Eagle should then go into
- the cottage garden and free the Dog from its kennel. The Dog
- will now come thgrough the garden gate. Follow the dog until it
- meets the Swarm Of Dogs. They will reward you with a whistle for
- freeing their friend. The Llama will give you a flower. There is
- a hank of hair in the brambles. There is a coin in the mud
- beside the puddle. There is a nugget and a yellow fungus in the
- middle of the marsh. If you take the nugget and fungus a mist
- will suddenly come down and you will be unable to move. To find
- a way out either dropeverything you are holding OR wait for
- someone to come past and FOLLOW them. You could for example
- summon the Dogs and send them somewhere and then follow them.
-
- Go to the Forest in the Northeast of the land and WAIT. After a
- while a nymph will appear and wait to be given something pretty.
- If you have the Flower from the Llama or the Necklace from the
- Centaur then give one to the nymph. (To get things from the
- Centaur in addition to the Shovel you will need to trade other
- items on a two-for-one basis).
-
- Once the nymph has been befriended you can give her commands.
- One of the first should be to go the the Rock under which is a
- Bridle. If you drop all you are carrying and lift the rock, you
- can tell the nymph to get the Bridle. Pick everything up again
- and go with the nymph to a position just West of the Waterfall
- where you can see the Rainbow. Give the Shovel to the nymph and
- tell her to go East and then Dig. Wait for a while and then go
- East. You will now find a Crock of Gold and a Leprechaun. Take
- the Crock of Gold and give it the Leprechaun who will now offer
- to help you in future. He will tel you how to summon him when
- you are in need. Bear in mind that the ONLY way to complete the
- first part of Gnome Ranger is to defeat the Witch by destroying
- her source of power, her Magic Wand. In fact only the Leprechaun
- is strong enough to break the Wand.
-
- Blow your Whistle and when the Swarm of Dogs arrives say, DOGS,
- FIND UNICORN. Then tell the nymph to follow the Dogs and then
- follow the Dogs yourself. Once the Dogs track down the Unicorn
- and the nymph sees the Unicorn you will be rewarded again, this
- time by the Unicorn.He will give you a set of pipes with which
- to summon him if you need his help.
-
- Now open the envelope the Centaur gave you, read the letter and
- go back into the shop. You will be thrown out but that is no
- problem, it is the game points that we after here.
-
- It is now time to go through the gate into the cottage garden.
- Go round to the back door and summon the Unicorn by blowing the
- pipes. When he arrives tell him to break the door. Go South into
- the cottage and snap your fingers to summon the Leprechaun. When
- he arrives wait for the Witch to also turn up and quickly tell
- the Leprechaun to break the Wand. Be quick or the Witch will
- turn one of you into stone.
-
- At this point you should have scored 300 out of 300 and will be
- offered the opportunity of moving on to part 2.
-
-
-
- ~Part 2 (Vegetable)
-
- Start by taking the tea leaf. Then go to the kitchen and from
- there into the library. Read the books to get several clues as
- to what to do and how to do it. Go back to the kitchen and take
- the seed and the bulb. Go back to the garden and plant the seed.
- The seed will grow at once and become the greenslave. It needs
- to be animated, brought to life. To make the animate potion taje
- the elder berry, thistle flower, rowan berry and mint leaf and
- take them to the kitchen. put them into the pot one at a time in
- the order given above to produce the anitidote potion which will
- automatically be added to your inventory. Return to the garden
- and put the potion onto the greenslave. Plant the bulb in the
- garden and the blue telelily and the white telelily will appear.
- Climb the trees to get to the treehouse. The treehouse and the
- greenslave can be given instructions in the same way as the dogs
- and the nymph etc in part 1.
-
- Take the telelilies and the compost heap. Go northeast and drop
- the compost heap. You will need to take the compost heap at
- times and drop it on rocky ground in various places to enable
- the treehouse to move. Send the treehouse and greenslave to the
- cave and then follow them. When you, the treehouse and the
- greenslave are all outside the cave give the blue telelily to
- the greenslave then enter:- treehouse, hold cave wait 5. Then
- enter:- greenslave, find stinkwort shoot and put it in blue
- telelily.
-
- Then wait until the stinkwort shoot and the greenslave appear.
- If you experiment with the telelilies you will find that
- anything put into the blue one will reappear from the white one.
- Also note that once a potion has been used the ingredients that
- have been used up will grow again in the garden. They must be
- picked again because each potion will need at least some, if not
- all, of the same ingredients again. So get what you need from
- the garden and go back to the kitchen and make the weedkiller
- potion by putting into the pot in this order:- thistle flower,
- elder berry, mint leaf and rowan berry. Now with the telelilies
- and the weedkiller being carried and with greenslave following
- go to the hedge. Wear the weedkiller to go east past the hedge.
- Drop the blue telelily into the pond and put the white one on
- the skinny beanstalk. Wait until it explodes then go up. Examine
- the fern plant and take the fern shoot. The only way to pass the
- hedge from this side is to enter:- greenslave, push rock, push
- rock, push rock. Then enter:-push rock, push rock. (This way
- both you and greenslave will be pushing the rock at the same
- time). The rock will then roll down onto the hedge and make a
- path through it. Back to the garden again and then the kitchen
- to make the next potion, the antidote to the poison of the air
- plant. Make it in this order:- stinkwort shoot, mint leaf, fern
- shoot, elder berry. It helps to know where the treehouse and the
- greenslave are at all times. (It generally helps to send them
- back to the garden when they have finished a task and pick them
- up from there when needed). Now go to the garden and send the
- treehouse to the air plant. Drink the antidote potion and follow
- the treehouse. At the air plant examine it to find the air
- flower and tell the treehouse to take the air flower and give it
- to you. You may need to leave the location while the treehouse
- gets the air flower as it is scared of animals.
-
- Get some more ingredients and go back to the kitchen to make the
- fertilizer potion. The method is:- mint leaf, rowan berry, elder
- berry, air flower. Back to the garden and put the fertilizer on
- the tea bush. Take the tea leaf and the other ingredients needed
- and back to the kitchen.
-
- Now make a pot of tea using:- tea leaf, rowan berry, mint leaf,
- thistle flower. When the tea is made, the old man reappears and
- you drink tea with him.
-
- You should now have 600 points and be ready for the third part.
-
-
-
- ~Part 3 (Mineral)
-
- Start first on the cloud 9 area. Find the yeti and by talking to
- him in the usual manner, ask him to lead you to the diamond.
- Follow him carefully. Take the diamond and the cloudstuff you
- find near it. Use the cloudstuff to line the yetis snowshoes.
-
- Now go to the penguin. The mother penguin is looking for a baby
- sitter. Take the egg and the mother penguin will become your
- friend. Find the icebridge and move south onto it. The icebridge
- will collapse and you will find yourself on an icefloe. When the
- icefloe sails past the mother penguin say:- penguin, push me
- west. The will then arrive at the iceberg. Take the sapphire and
- enter:- penguins, push me east. Now you will be back on the
- coast.
-
- Go to the caves and find the fireking. After that go the prison
- cell and open it. Go inside and put the icechild in the sack so
- that the fireguard cannot see that you are freeing the child.
- Now go out and south to the land of the icepeople. When the
- icequeen offers to help you, get her, the icejester and the
- icepeople to follow you and go to the icefall. You cannot get
- out of the caves due to a flooded series of tunnels.Water is
- constantly coming into the caves but cannot get out quickly
- enough because there is an obstruction, a log, in the outlet
- pipe. You have to temporarily stop the water coming in so that
- you can enter the tunnels as the water level drops and remove
- the obstruction. A dam can be built if the icefall is pushed
- into the water. HOWEVER! Each player move causes the water level
- to increase by 1 level. Each push of the icefall builds the dam
- level up above the water level by 1. If the water level reaches
- the top of the dam it will break. If the water level reaches 10
- the pressure becomes too great and the dam breaks anyway. Help
- is needed here to build the dam and help is needed to remove the
- log from the outlet. the idea is to get the icequeen and the
- icepeople to help you by repeatedly pushing the icefall into the
- water while you send the icejester down to remove the log from
- the outlet.
-
- This, or something like it, should work with the icequeen,
- icejester and icepeople all together with you at the icefall.
- Enter:-ICEQUEEN, WAIT 5 THEN PUSH ICEFALL, PUSH ICEFALL
- ICEPEOPLE, WAIT 2 THEN PUSH ICEFALL, PUSH ICEFALL, PUSH ICEFALL
- ICEJESTER, FIND DEBRIS AND TAKE LOG PUSH ICEFALL
-
- Try to keep the dam somewhere between 1 and 3 feet above the
- water level. Do this by either pushing the icefall or waiting.
- Eventually the dam should break but a cheer should go up as the
- water level rapidly drops showing that the log has been removed.
- Now follow the icequeen until she shakes hands with the
- fireking. Now get the icequeen to follow you again.
-
- Run to the treetrunk and enter:- ICEQUEEN, WAIT 12 THEN PUSH
- TREETRUNK. Now run to the garden where the gnome requires a
- gemstone to let you enter the garden. Give him any of your
- gemstones and you will be thrown into the garden. You will find
- your gemstone on the ground along with the emerald and the ruby.
- Drop everything and pick up the ruby and put it in the sack. Put
- the other three gemstones (diamond, sapphire and emerald) into
- the sack as well and pick up the sack. If you timed it right,
- round about now the treetrunk should come sailing into view
- along the river. STAND ON TREETRUNK to escape from the garden.
- The gnome will not you leave through the gate if you are holding
- anything you found in the garden. The treetrunk will sail past
- the iceberg area and when you see a suitable bit of land you
- should:-get of the log.
-
- You should be carrying the 4 gemstones and the sack. Return to
- the gate at the beginning of the game. Put the gemstones in the
- sockets one at a time and then go north. If all is well then you
- will be in Gnomebridge on the road to Gnettlefield.
-
- This is the end of the adventure and you should have 1000 points.
-
-
- ~Obtained from the Adventure Probe BBS (0707) 334799 (21:00-06:00)
-
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