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.
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