Five Magical Amulets

Walkthroughİ by Bert Jamin (www.gamesover.com) 1 May 2005

You can use this walkthrough for whatever you want. It is as free as this great game is!
However you may not alter this walkthrough in any way.

Part 1

Look at the scrolls at the bottom shelf. Look at the brown book at the right side of the scrolls. Take the red cup from the second shelf. You can have a look at all the other books if you like. Look at the potion at the left side of the shelves.

Take the key that is hanging at the left side of the potion. Take the bread next to the candlestick on the desk. Have a look at the opened book on the desk. Touch the book. Open the big brown chest with the key you just obtained. Examine the opened chest to get a sack with golden coins and... how strange... a blank sheet of paper.

Exit the house on the right side. While you are standing in front of your house tree examine the bushes at your left to get a red rose and a sharp knife. If you like you can study all the different plants and flowers.

Go one screen to the right. You can talk to the woodpecker if you like. Notice that there are six bushes of clover. Pick up a four-leaf clover from one of the bushes. Go one screen to the right. Talk to the bear who is laying on the ground. Use the green amulet on the bear.

Talk to the bear once more. At the moment he isn't in the mood for conversation because he is to hungry. Give him your bread. Talk to the bear once more. Exhaust all dialogs and the bear takes off, setting free a path to the right. Don't go there yet. Instead of that go one screen up.

Take some forest strawberries from the left bush. You can try to get some strawberries from the right bush but those are unripe. Talk to the sparrow that is sitting on the branch. Exhaust all dialogs. Now talk to the cuckoo. Take a look at the puff-ball at the bottom with the fern. Try to pick it up. Go down one screen.

Go one screen to the right where the bear set free the path. Talk to both the storks. Go one screen to the right. Look at the den beneath the rock. Go down one screen. Examine the fern at the right side of the path. Pick up the dirty glass jar.

Have a look at the knot in the tree. Use your knife to cut the knot from the tree. Have another look at the knot. Get some blueberries from the bush at the left side of the tree. Go down one screen. Take the orange pitch from the tree. Go one screen to the right.

Now you are facing Ambra's cottage. Have a look at the spiders web. Take the dead fly from the web. Open the door of the cottage and go in. Talk to Ambra. Give her the letter you got from Twelga. If you like you can try to pick up some things but Ambra won't let you. Leave the cottage at the bottom of the screen. If you want to see what ingredients you need for Ambra's potion, just try to open the door of the cottage.

Go one screen to the left and see how a dwarf is plucking a mushroom. Go two screens up and one screen to the left. Use the dirty glass with the waterfall to get it cleaned. In Inventory combine the strawberries with the clean jar. After that put the blueberries in the jar. Talk to the storks once more.

Go two screens to the left. Talk to the buzzing bee and exhaust all dialogs. Go one screen to the right and one screen up. Those bees sure did a fine job! Talk to the sparrow once more. Exhaust all dialogs. Go one screen to the left. Notice the frog that is sitting on a rock near the water. Also notice the hollow in the ground between the tree and the frog. Say hello to mister frog and off he goes into the water.

Go one screen to the right, one screen down and two screens to the left to end up at your tree house. Enter the house and look the blue book on the second shelf standing at the left side of the sandglass. It's a big book about forest fairies. After that read the book. Exit the house.

Go two screens to the right and one screen up. Talk to the sparrow once more. Go one screen to the left. Throw the four-leaf clover into the water. Talk to the fairy. Keep on talking with her until she changes the colored duck into a white goose and she let's it rain (don't keep on asking where her folk comes from). Don't forget to ask her about the strange wand she is holding!

After she gave you her magic wand use the red cup  to get some rainbow water form the lake. Show the fairy your blank sheet of paper. Go one screen to the right, one screen down, one screen to the right and another screen to the right past the storks.

Use the magic wand with the den. Talk to the dwarf. Exit the den. Go two screens to the left and one screen up. Have another conversation with the sparrow. Catch the three eggs he's dropping down. Go one screen down and two screens to the right. Use the magic wand with the den once more. Give the dwarf the three eggs and the jar with forest fruits. Talk to the dwarf once more. Give him one golden coins for the lack of the flour.

Examine the pile of leaves next to the table to find the boletus. Take the brown bag from the washing line. In inventory combine the pitch with the fly. Combine the fly in pitch with the bag. Exit the den.

Go down one screen. Talk to the magpie. Exhaust all dialogs. Put the green amulet in the tree knot. Go up one screen and one screen to the left. Clean the green amulet with the water of the waterfall. Oooeeepppsss... Talk to the storks to see if they are able and willing to help you to retrieve the amulet from the deep water. Of course no luck!

Go one screen to the left, one screen up and one screen to the left. Put your trap into the hollow in the ground between the tree and the frog. After a while... pick up the trap. Go one screen to the right, one screen down and another screen to the right. Give the frog to the storks. Uhhh... on second thought you decide to set the frog free. In return the frog digs up your shiny green amulet. Don't forget to pick it up!

Go one screen to the right and one screen down. Put the shining green amulet in the tree knot. Take the ring from the magpie. Pick up the magpie so it flies off. Go down one screen and to the right. Enter the cottage. It seems that Ambra has gone. Touch the open book at the floor. Take the broom that is standing against the wall. Now let's brew the correct potion. Throw the red cup of rainbow water into the cauldron, add the ring and the boletus. Exit the cottage.

Go one screen to the left, one screen up, another screen up and four screens to the left. Enter your tree house. Talk to the opened magic book of spells.

Part two

Take some leaves form the plant beneath the three. Pick up the wire from the path. Go one screen to the right. You finally made it to Tveiran's house but there is nobody home at the moment. Take some apples from the apple tree. Go to the right. Pick up the watering can. Pick up the earthworm. Look at the vegetable. Go three screens to the left. No need to go to the gypsies yet. Go to the left and look at the ruins. Go further to the left. Hmmm... nothing or no one yet. Go three screens to the right. Go up to the village of Gadmor.

Pick up the branch. Enter the village. Enter the opened door of Filis' shop. Examine everything you can in the shop. Talk to Filis. Exit the shop. Enter Hob's tavern. Talk to the innkeeper and to the traveler. Try to pick up the roast near the traveler. Talk to the blacksmith. When he has gotten his extra beer talk to him once more. Exit the tavern.

Go to the left past the window. Enter the blacksmith of Forn. Pick up the putty. In inventory combine the putty with the watering can. Exit the building. Fill the watering can with water from the fountain. Go to the left. Examine the bush of roses to get three hidden chicken eggs. Talk to the housewife.

Go two screens to the right, to the left around the yellow house, one screen down, one screen to the left and up to the gypsies. Talk to the juggler and to the circus performer. Look at the bear. After that talk to the bear. Go one screen to the left and three screens to the right. Talk to the boy on the swing.

Use your watering can on the vegetable. Talk to the wasps. Talk to the boy once more. Go three screens to the left. Talk to the fairy called Arya. Go one screen to the left and talk to Dunce. Go three screens to the right and up into the village.

Enter Filis' shop. Talk to Filis and tell him you want to buy bread and honey. He only wants to sell you honey. Exit the shop and enter Hob's tavern. Talk to the blacksmith. Talk to the traveler. Exit the tavern and go to the left around the yellow house.

Go one screen down and to the right. Try to give the honey to the wasps. Go two screens to the left and up to the gypsies. Talk to the gipsy woman. Talk to the juggler. Go three screens to the left and talk to Dunce. Go one screen to the right and talk to Arya. Go two screens to the right and up into the village. Go to the left around the yellow house and one screen more to the left. Talk to the housewife. Look at the blue cloth at the washing line. Try to get the blue cloth.

Go two screens to the right and to the left around the yellow house. Go down one screen and one screen to the left. Now you'll see a brown molehill next to the path. Talk to the molehill. Put the earthworm into the molehill. Go to the right and up into the village. Enter Filis' shop and buy flower and sugar. Exit the shop.

Go to the left around the yellow house. Go one more screen to the left and take the blue cloth from the washing line. Go two screens to the right, to the left around the yellow house, one screen down and one screen to the right.

In inventory combine the blue cloth with the branch. Use the trap with the wasps. Use the key to unlock the door. Open the unlocked door. Examine everything in the house. Pick up the letter next to the cat. Talk to the cat. Exit the house.

Go to the left and up into the village. Enter the tavern. Talk to the blacksmith. Give him the recommendation letter. Take the empty glass from the table. Exit the tavern. Go to the left. Fill the empty glass with water from the fountain.

Go to the right and to the left around the yellow house. Go one screen down and to the right. Open the door of Tveiran's house. Pick up the wood next to the stove. Pick up the flints on the counter next to the stove. Put the eggs, the apples, flour and sugar and the glass of water on the counter. After a while the apple roll is ready! Exit the house.

Go three screens to the left and talk to Arya. Give her the apple roll. Go back to the tavern. Give the piece of apple roll to the blacksmith. Exit the tavern. Walk back to the beach once more and talk to Dunce.

Head back to the tavern and talk to the blacksmith. Give him the rose. Exit the tavern. Go to the left and talk to the little girl standing next to the fountain. Go to Filis' shop. Talk to Filis and ask him if he has some sweets. Exit the shop and return to the little girl next to the fountain. Give her the lollipop. She'll give you her bread in return. In inventory combine the honey with the bread.

Walk all the way to the gypsies. Give the bread with honey to the bear. Go back to the tavern. Give  the collar to the blacksmith. Head back to Arya on the beach and talk to her. Head back to the village. While talking to the innkeeper you tell him "Yes, I'll store something in the safe".

The next morning talk to the blacksmith. Talk to the traveler. Head back to Arya on the beach and talk to her. When Neptunus wants to reward you, pick up the small chest. While standing on the beach open the small chest with the wire. Look at the pieces of paper. Your goal of course is to put all the pieces together. You can pick up a piece of paper by left clicking and rotate it by right clicking. Once a piece of paper is on the correct spot you cannot move it again. This is an image of the first piece of paper on the correct spot.


The first piece of paper on the correct spot

 

When you placed all the pieces of paper correct, combine this blank sheet of paper with... the other blank piece of paper. Look at the map you just created. Head back to the village. While standing near the tree outside the village show the map to Dunce. Look at the map and click on the red spot of Chilon.

Part 3

Talk to the penguins. Take a branch from the tree. Look at the stairs high above. You'll see several constellations. Make a note of the Gate constellation (top left) and the Hunter constellation (bottom right). When you have seen enough, close the view.


The constellations

 

Use the blue amulet on the frozen lake. In inventory use the small knife on the apple. Combine the wire with the worms. Combine the wire with a worm to the rope. Combine the rope with a hook and a worm to the branch. Use the rod with the water.

Pick up the rod with a fish. Go to the left. Talk to the polar bear. Give the fish to the polar bear. Pick up the rod. Combine the worm with the branch with rope and a hook. Use the rod with the water once more. This time leave leave the rod and the fish on the ice. Walk to the polar bear. Talk to the bear and off he goes to snatch the fish.

Enter the cave. Look at the door. By placing the stars on the correct spots you have to make two constellations you just saw. First we'll make the Gate constellation. Because sometimes images tell more than words here is the imitated Gate constellation.


All stars on the correct spot

 

When you did this properly a red dragon will appear for a short while. Have another look at the door. Now we are going to imitate the Hunter constellation. First you place the stars like this.


All the stars on the correct spot BUT one

 

That's correct... one star is missing!!! Close the view. Pick up the stalactite. Use the small knife with the stalactite. Place the star on the door. Have another look at the door. Place the final star at the appropriate spot.


All the stars on the correct spot

 

Now the gate will be opened. You'll enter the gate and meet your mom Tamara.

 

Part 4

Look at the tree. Use the green amulet on the tree. Look at the lava river. Use the blue amulet on the lava river. Look at the guard in front of the castle. Exhaust all dialogs. Go to the right. Look at the dandelions. Take one of them. Pick up the sausage next to the sewer. Talk to the rat. Give the sausage to the rat. Exhaust all dialogs. How convenience... he gives you the name of the Chef of the castle. Return to the guard. Talk to him and tell him that you are a new kitchen helper.

Inside the castle look at the gargoyle. Use the blue amulet on the gargoyle. Enter the corridor. Talk to the maid. Several hours later you try to climb up the stairs. The maid won't let you because she is scrubbing the carpet. Go to the right.

Look at the armor. Open the door at the left side of the armor. Walk to the left and talk to the cook who is cutting something on the table. Talk to the cookie who is facing the cauldron. Surprise! Walk to the right and look at the cupboard with the kitchenware. Take the pot of sugar. Try to pick up the boiling kettle. Talk to the cookie who is sitting on the stool. Exit the kitchen.

Open the door at the right side of the armor. Look at the box beneath the bottles of milk. Take one lemon form the box. Take the blue cup next to the bottles of wine. In inventory select your pot of sugar. Switch it with the pot of salt next to the mortar. Use the blue amulet on the bottles of wine. Exit the storage room.

Open the kitchen door. Throw the plum brandy into the fire beneath the pig. Walk to the left. Wait until the cook is watching the spider coming down. Quickly throw the worms into the pot with cream sauce. Wait until the cook is watching the spider once more and than quickly throw the honey into the bowl with dressing. Exit the kitchen. Walk to the left to find out the maid is still scrubbing the carpet. Head back into the kitchen.

Go back to the maid and talk to her. Talk to her once more. Head back into the kitchen and talk to the cookie. Exit the kitchen and enter the storage room. Take the poppy head from the box with fruits. Exit the storage room and... look what we have here!

In the morning you quickly get the dishes. If you want you can examine the painting and the cupboard. Head back into the kitchen. The Chef will give you the key to the servants room. Exit the kitchen and walk to the right. Use the key on the door at the right side of the painting. Open the door and enter the servants room.

Get the hookah from the cupboard. Take the key from the rack. Look under the right bed. Look at the brown book on top of the cupboard. Have a look at the blue book in the cupboard. Exit the servants room.

Use the key on the door at your right side. Open the unlocked door to enter the dungeons. Talk to the standing guard. Try to walk to the left. The guard won't let you. Go up the stairs. Walk to the end of the corridor. Go one screen down. Use the empty bottle with the water. Use the blue cup with the water.

Head back into the kitchen. Walk to the left and take the yellow flask of cinnamon from the cupboard behind the Chef. In inventory combine the cinnamon with the rum bottle. Exit the kitchen. Walk to the right and open the door at the right side of the painting. Take the clothes that are laying on the floor near the bed. Exit the servants room. Open the door at your right to go down the dungeons.

Talk to the drunk guard who is sitting on the floor. Give him the bottle of uhhh... rum. Now walk to the left. When the guard Odnorf isn't looking, quickly use the hookah with the jar he keeps on drinking from. Examine the stunned guard. Walk to the left. Your way will be blocked by a magic spell. In inventory study the parchment - magic. Pluck some hairs from the stunned guard. Head back to the first floor. Go to the left. After the conversation with the maid is over, go further to the left.

Take the blue flower from the flower pot on the table. Put the poppy head in the flower pot. Use the blue cup on the flower pot. Use the yellow amulet on the flower pot. Take the red poppy. Have a look at the pile of wood next to the fireplace. Have a look at the coat-of-arms above the fireplace. Head back into the kitchen. Go to the left. Put the hairs of Odnorf into the cauldron. Add the dandelion, the blue flower and finally the poppy. Use the blue cup on the cauldron. Head back into the dungeons. Walk all the way to the left and see what a potion can do...

In inventory read the diary. Climb up the stairs. Look at the painting. Use the green amulet on the painting. This is a painting op a miller. Talk to the painting. Now notice that something strange is happening. The image of the miller will be placed on some kind of board in a hidden room.

Later on you have to do this same trick with another three paintings. When you talk to a painting it tells you a riddle. Note down the riddle and that it belongs to the miller! Based on those riddles you have to place the corresponding persons on the correct sign on the board. The only difficult thing is that those riddles can differ from game to game. At the end of this walkthrough I'll give you the riddles with the correct answers that I encountered in my games.

Go upstairs and go to the right. Use the green amulet on the painting of the fisherman. Talk to the fisherman and note down the riddle and that it belongs to the fisherman.

Use the green amulet on the painting of the princess. Talk to the painting, note down the riddle and that it belongs to the princess.

Go further to the right and use the green amulet on the painting of the hermit. Talk to the painting, note down the riddle and that it belongs to the hermit.

Go all the way to the left. Knock on the bear's head to open the hidden room. Enter the hidden room. Now you are facing that strange board. Notice that the miller, the fisherman and the hermit are standing on the board. Also notice that the princess is broken and stands in the corner of the room. You have to take the place of the princess.

I guess you can imagine that these persons aren't standing on the correct symbols right now. When you left click on one of the persons on the board it softly starts glowing red. You can move him than to the appropriate place on the board by clicking on the correct symbol. Notice that there are these 12 symbols on the board.

Clouds Snow Castle Sand
Tree Wheel Bird Sun
Fish Moon Sea Cane

By solving the riddles, you know which person has to be placed on which symbol. When you have done this correctly the eyes of the statue start to glow and the secret door to the prison cell will be opened. I give you one example: If the riddle of the painting of the miller was: "Watch out, boy, my face is made of gold, you need me to live, so or you have been told. I am nice and I am round, I can warm your bones and I can warm the ground." you have to place the miller on the symbol of the sun. And for example if the riddle of the painting for the princess was: "I do not carry a flame, yet I light the darkest night, always changing but ever the same, I can make the shadows bright." you have to step on the symbol of the moon.

Here are some of the riddles and the solution I encountered in my game:

"Run, mortal, run, you don't have a clue find yourself a hiding place, or I'll sprinkle you. Though I have no support I sit upon high. You can't reach me unless you can fly." Cloud

"I look like easy prey, but touch me and I'll slip away. Water is my greatest home, try to catch me and I'm gone." Fish

"Fallen from the sky, yet it belongs here, hold it in your hand, you will see it's tear. Lying in the dirt, but still crystal clear, next year it returns, you don't have to fear." Snow

"Watch out, boy, my face is made of gold, you need me to live, so or you have been told. I am nice and I am round, I can warm your bones and I can warm the ground." Sun

"Standing on the hill, I will protect you, enemies will fall, and their children too, I can survive centuries, I am made of stone, I can even guard, the King's golden throne." Castle

"I do not carry a flame, yet I light the darkest night, always changing but ever the same, I can make the shadows bright." Moon

"I can be used to punish, and to bring people pain. But I can if so wish, help them to walk again." Cane

"I don't even remember how old I am, how many times I saddened, spring cheered me up again. To how many creatures have I offered my shade. I give food to others, yes this is my fate." Tree

"The flowers are crouching, but it's too late. What is it rolling, what is their fate?" Wheel

"Slipping through your fingers, or sitting by the sea, you can't hear my ticking, but your timekeeper I'll be. You can sink into me, I can kill you, man, if you need some mortar, I can help you then."  Sand

"I'm not bound to the ground, I like to fly up and around. My house is up on high, now hear me sing and cry."  Bird

"Endless, untainted dome, trimmed by whitest foam, Cradle of all life, graveyard of all tears deepest abyss of them all, bluish it appears."  Sea

Attention!!!
At the beginning of part two you can pick up some sorrel leaves. Does anybody know what to do with these sorrel leaves??? Please send me an e-mail with that information at gamesover@planet.nl. Of course the name of the person who can give this information will be placed in the Glorious Hall of Fame!!!

The end...

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