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- GENERAL NOTES:
- 1) Be sure to talk to all signs, and hit them too. Also, every person has
- something to say, as do a (very) few inanimate objects.
- 2) Note that this text you are now reading is not a complete walk through, but
- more of a guide that includes specific directions as well as hints and tips.
- START:
- Begin in darkness, by the light of the moon near midnight, and the game will
- take you to Martridge's house. There Dink will start to learn that which he
- hungers to know more of and will eventually be launched on a somewhat
- different adventure.
- Once Martridge has teleported Dink to the base of the Mountain of Mystery, he
- should examine the signs at his point of arrival and further along the path to
- the north and west. He can hit signs frustration and he can even try (and
- fail) to escape his destiny by refusing to ascend to the North and West. But
- climb he must.
- While proceeding along the path to the nearest town North once then west
- once), Dink can enter the first cave for this adventure. It is to the north of
- the path in the cliffside past the 2nd of the warning signs that warns of the
- dangers of the side path. Be brave Dink. Take the side path anyway to get to
- the cave! After entering the short cave passage, he should be able to easily
- acquire some gold left behind by someone on a little hillock. Be sure to look
- around for a piece of parchment worth reading while you are there too.
- OUTSIDE BLARTINA:
- Go back down the hole to the short cave and proceed along the path to the
- town. You don't have enough money to get past the gate, so you will have to
- get some gold from somewhere, or you could get Dink to complain and beg. If
- you do, then the guard will offer a suggestion worth following through on.
- Head northeast and look for the 2nd cave mouth of this adventure. Enter it
- when you think you are ready to face the fierce beast.
- BONCA & his CAVE:
- Save game and go have a chat with the owner of this cave. You can attack him
- but there is not much point to that.
- The bonca will explain what he wants and why he needs you to do it. But once
- again, you will find Dink short of cash needed to buy the supplies needed to
- help the bonca.
- The bonca tells you where to look for a few scattered coins near the village
- and heaps of sparkling coins of gold stashed near his cave entrance, but once
- you find the rock that stash is under, you will realize that you are not
- strong enough to move it to get to the gold. There are potions nearby that
- you should obtain. One is visible on the same screen as the sparkle of gold
- seen under that rock and another is two screens to the south. When travelling
- south, feel free to stop by the Eternal Mystical Flame and check it out.
- When ready, give that boulder a shove to the east and claim your gold,
- CAREFULLY.
- BACK TO BLARTINA - TO ENTER THE GATE:
- Pay the guard the entrance fee to the town and then enjoy using the magic
- gate. Next stop should be the Mayor's house, which (of course) is the biggest
- one in town and is conveniently located near the gate. You can learn alot from
- the chatty mayor. Be sure to do so, asking all questions.
- North (and then west) of the Mayor's house, you will find the current very
- recently planted crops for the town and some grain warehouses.
- Visit the southwest house next, where the pillbug hunter lives.
- Visit the northwest house next, where you will meet yet another person that
- knows Dink by name, but who has little to say to him for now. Be sure and
- check out the well nearby too.
- Next visit the vendors along the south fence to get an idea of what is for
- sale and buy a bomb to help the bonca move those rocks. Be sure to learn all
- that they will talk to you about.
- RETURN to the BONCA & his CAVE:
- Go back to the bonca's cave with your newly purchased bomb. Save game again in
- the first room of the bonca's cave. Decide if you want to use the explosive or
- chicken out and move all the rocks by hand. After you make the right choice
- you can claim your reward. Then you can return to town.
- BLARTINA AGAIN:
- - It is a good idea to always visit the mayor when in town and see what he has
- to say.
- - Visit the mayor again so you can rest upstairs to recover a few strength
- points.
- - Visit the house in the Southwest corner of town and note what the town's
- hunter has to say to you now.
- - Visit the house in the Northwest corner of town and see if the lady is now
- able to talk to you. Once she is, then you will have a new simple quest.
- - Visit the well again.
- - Visit the supply shop to purchase a ladder & use it to descend into the well.
- - Visit the Southwest house and note what the hunter has to say to you now.
- - Visit the Northwest house to claim your reward.
- - Visit the supply shop to purchase a lantern that you will need later, and
- (if you can affored them) Magic Candles to go with the lantern.
- TIP #1: Be sure to get the full story on how the Magic Candles work from the
- vendor. If you have any money left over, then buy as many healing potions as
- you can afford. But keep in mind that you might want to save money for paying
- the entrance fee to the village a few more times.
- - Visit the weapon shop and clear out his basement (if you have not done so
- aleady).
- - Visit the Mayor's house and see what he has say to you on your way out of
- town.
- HEAD WEST YOUNG MAN:
- You are almost ready for your grand adventure into the caves that will take
- you to the summit of the Mountain of Mystery. Travel to the west of the town
- of Blartina and look for a sparkle only revealed to the bearer of the magic
- amulet. Once you are on the western plateau, make sure to collect up all (7
- potions and 2 chests) of the goodies and head back to Blartina, to rest up,
- taking as many naps as you need in the Mayor's house before your big quest
- truly get's started.
- BACK IN TOWN AGAIN:
- Visit the Southwest house and note what the hunter has to say to you. Decide
- what to do about the need for a good supply of Magic Candles.
- TIP #2: Throughout the game, Dink will need a good supply of Magic Candles.
- In many ways, they are more valuable than any other item in his back pack. Be
- sure that you supply Dink accordingly whenever possible.
- RETURN to the BONCA & his CAVE ONCE MORE:
- He will help you with your need for magic candles.
- THE REDDISH-BROWN ROCK:
- Head back down the road that lead Dink up the mountain to the charming rustic
- mountain village of Blartina, back near the pillbugs at the edge of a forest.
- Find that big rock that of a certain color combination that the bonca told
- Dink about and examine it. Then move it aside!
- INTO THE MAZE OF CAVERNS:
- In the first room of the caverns, Dink pauses to ponder a few things. When he
- is ready to move on, head north into darkness. The Magic Candles should "do
- their thing" right away. Be sure to "arm" the Lantern and use it to check on
- how many more rooms your candle is good for, and check your pack inventory for
- how many more magic candles you posess. Otherwise you could need to find your
- way back through the many dangers of the caves, in the dark.
- I refer you to the CaveMapNormal.bmp bitmap to help you find your way through
- the dark caves and towards some treasures.
- TIP #3: The red path is the *essential* way through the maze. The orange
- branches from that red path and they highlight some special opportunities. You
- should diverge from the main red trail (and even diverge from the orange trail
- too) if you want to find the maximum amount of treasure and have the best
- chance of success.
- Following an odd u-turn bend within the cave map (that goes north and then
- doubles back to the south in the main route in order to avoid a nasty heap of
- bones and cave thorns), Dink should come to a place where he can see a large
- gas burn-off from a round hole just south of a large pile of fallen rocks.
- This will be in the middle of an open area of floor (near where four pathways
- would intersect if it were not for the rockslide) to the north of you. Head
- south, and save game.
- A GLINT is SEEN IN THE DARKNESS:
- Following his way through the dark moving along a trail of spilled gold, Dink
- eventually comes to a room with something sparkling beneath a heap of cave
- thorns. How can he safely extract it? He can do it by burning away enough of
- the cave thorns using fireballs so he can approach that area without injury.
- But be careful, don't get too close! And be certain to launch fireball attacks
- on those thorns from several angles and positions to get the last of them.
- THE FAIRY'S THREE CHOICES:
- The best choice will make the game a good deal safer at a certain point. Hey,
- you don't expect a walkthrough to tell you everything do you? ;-P After all,
- you *did* save game back before freeing the fairy, right?
- TIP #4:
- Be sure to note your progress through the caves and keep an eye on your Magic
- Candle inventory. Once Dink has used 1/2 of his Magic Candles, you would be
- well advised to head back to town to purchase more, UNLESS you have already
- made it through the cave system and out into the Frozen Wastes at the top of
- the Mountain of Mystery. Likewise, it is important to always work to get and
- keep a good amount of gold for the purchase of same.
- THE WARPSTONES:
- Once the introductory warpstone is met, then Dink needs to keep any eye out
- for other stones of this nature.
- MEANWHILE BACK IN BLARTINA:
- Since DINK has released the cave fairy then he should visit all the homes and
- shops of Blartina and take a look at granery #3 and be sure to do some reading
- in the Mayor's library too.
- BACK TO THE CAVES:
- Eventually, DINK needs to head back to the caves and/or make his way to one of
- the brethren of the warpstone clan that is near the summit of the mountain and
- the Frozen Wastes. Once you follow the CaveMapNormal.bmp map, you will be in
- the icy parts of the caverns, and after a 5 rooms, you will see how to exit to
- the Frozen Wastes and how to get to a warpstone. On your way there you will
- need to avoid the waterfall by taking the path of the arctic ducks through the
- rockslide. Getting through the rocks will require pressing the left arrow key
- while moving up and down with the up and down arrow keys to find the areas
- Dink can walk through.
- USING THE WARPSTONES:
- Once Dink finds and interacts with the Introductory Warpstone and then finds
- one of the slowly blinking warpstones in the cold caverns near the top of the
- mountain that lead out to the Frozen Wastes, he can travel from one blinking
- warpstone to any other blinking warpstone, wherever it may be. Each blinking
- warpstone allows instant transportation to the others. Once Dink is
- transported to the odd location between time and space, he can pick one of the
- other portal windows to enter by pushing against the invisible barrier in
- front of each image that represents a warpstone's placement within the
- universe.
- The next place Dink should go to is the area of the Frozen Wastes, accessible
- only by warpstone.
- FROZEN WASTES:
- TIP #5: It is so cold in the Frozen Wastes, that every step risks Dink's
- health. While he can use healing potions, he will eventually need to take
- shelter from the icy blasts of the enternal windstorm and/or return to
- Blartina to find a way to stay warm while completing his quest. If he has
- enough cash he should be able to purchase firewater from the supply shop.
- Chances are good that he will need to return to Blartina even before he finds
- the ORACULUM within the Frozen Wastes. In the extreme south west corner of the
- Frozen Wastes are a large gold heart and a large red heart. It is likely that
- you will need them if you are exploring this icy realm for very long. It may
- be wise to go there first, instead of starting out by looking for the "reddish
- rock" that marks the location of the ORACULUM.
- The reddish rock that marks the place of the ORACULUM is in a large pond in
- the approximate center of the Frozen Wastes. Approach the pond from the east
- near the rock once you find it. Then head east two screens and look for a
- scrap of paper to read.
- TIP #6: The scroll of the enchanted words will melt in any warmer place. So,
- if you go to such a place, it will be destroyed. The only safe place to store
- it is in the small cave near the warpstone in the Frozen Wastes. If you do not
- store it there, it could blow away in icy winds or melt.
- Once Dink has the scroll from which he must read the enchanted words that will
- help you find the secret passage, head back to the icy part of the caves and
- use it to magically reveal a hidden set of stairs in one of the frigid rooms.
- Then prepare for combat with many dangerous foes. Fighting your way through
- the blue blobs, you will come to a room that is lit by a gas vent and has a
- dark passage to the north.
- TWO BRIDGES:
- Once you carefully study the large cavernous room Dink is about to enter when
- he heads north, you should be ready to enter it slay the monsters in the way
- and make your way safely to the top of the arch. Pick up the section of the
- plank and rope bridge that remains intact and get back down quickly. This is
- what will help Dink safely reach the islet amidst the frozen pond so he can
- examine the 2nd reddish rock.
- THE ORACULUM:
- Once Dink has the bridge, he should proceed to the east of the ice pond that
- features the snow covered reddish rock and use the bridge to get to the rock.
- Look at the rock and then shove it aside. In the secret room beneath this rock
- there will be a chest that needs to be opened. Open it and pick up and use the
- Oraculum.
- RETURN HOME:
- Once safely back in his hometown, Dink will converse with Martridge so that he
- may learn more of what happened to him while he entertains his old friend with
- the tales of his bravery and cunning as an adventurer.
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