THORGAL
Unlike any man from this world…

WALKTHROUGH

from DreamCatcherEurope FAQs (with permission)


QUEST 1: THE VIKING VILLAGE

Synopsis:

A violent storm has been raging off the Northern coast for several days already. Thorgal Aegirsson, on his way home to his island and family, has had to seek refuge in a Viking village. The seas are extremely stormy, so much so that he must wait out the tempest before continuing on his way.

A mysterious old man arrives at the village, claiming to be a magician and soothsayer with the ability to see the future. Thorgal, gazing into a mirror, is aghast to see himself killing his son Jolan with a deadly arrow.
Thorgal believes he knows the significance of this incredible vision: someone is going to impersonate him and attempt to kill his son. The hero then decides to brave the dangers of the nearby forest, as he opts for this route, in an attempt to return home as quickly as possible.


Chapter 1: Stormbound

CINEMATIC - PC N°1
Setting: Village
Action: Thorgal looks out at the sea from his pontoon; the faces of Aaricia, Jolan and Louve appear on a background of clouds
Characters: Thorgal; Aaricia; Jolan; Louve
Dialogue: Voice-off ¾ Thorgal

 

Sequence 1: The villagers

VILLAGE SQUARE
- Speak to Village woman (Validity: to the start of Chapter 3)
o The dragon that lives in the forest
o Village woman\'s son, killed by the dragon

INSIDE THE CHIEF\'S HOUSE
- Speak to Village chief (Validity: to the start of Chapter 2 - the last dialogue starts Chapter 2)
o Pillagers of the nearby forest
o The drawbridge
o The storm (bell symbol attached)
- Examine Chests 1 to 3 and Shield (Validity: all of Quest 1)
o Dialogue ¾ Village chief (Thorgal cannot examine the contents of the chests as long as the chief is in the room)


Sequence 2: The village

VILLAGE SQUARE
- Examine Target (Validity: all of Quest 1)
o Thorgal commentary
- Shoot arrows at Target (Validity: all of Quest 1): Thorgal must position all of his arrows inside a rotating target.
- Stand in the starting circle (Validity: all of Quest 1): Thorgal takes up his bow within a matter of seconds.

OUTSIDE THE CHIEF\'S HOUSE
- Open Door to chief\'s house (Validity: all of Quest 1)

VILLAGE PONTOON
- Examine Bell rope securing the clapper of the Pontoon bell (Validity: all of Quest 1)
o Thorgal Commentary

DRAWBRIDGE
- Examine Drawbridge lever base (Validity: all of Quest 1)
o Thorgal Commentary


Chapter 2: Noral\'s mirror

INSIDE THE CHIEF\'S HOUSE

Cinematic TR N°1

Trigger: Dialogue with Village chief
Characters: Thorgal; Noral; Village chief
Setting: Inside the chief\'s house
Action: Arrival of Noral
Dialogue: Noral; Village chief

- Speak with Noral (Validity: up to Cinematic PC N°2)
o Noral the soothsayer

- Use Noral\'s mirror (Validity: up to Cinematic PC N°2): triggering of Cinematic PC N°2

CINEMATIC PC N°2
Setting: Inside the chief\'s house; Thorgal\'s island
Action: vision in the mirror: Thorgal moves forwards, places a bow in his arrow and fires; Aaricia is scared; Jolan, looking as though he was struck by the arrow, falls
Characters: Thorgal; Jolan; Aaricia
Dialogue: to be defined

- Speak with Noral (Validity: up to Cinematic PC N°3): the last dialogue starts Cinematic PC N°3
o Explanations about the vision
o Thorgal\'s hypothesis
o Why Noral warned Thorgal
o Go through the forest

CINEMATIC PC N°3
Setting: Village (outside)
Action: Noral is transformed into a raven
Characters: Thorgal; Noral; Raven
Dialogue: to be defined

Chapter 3: The drawbridge

Sequence 1: The lever

INSIDE THE CHIEF\'S HOUSE
- Speak to Village chief (Validity: up to the end of Quest 1)
o He refuses to allow Thorgal access to the bridge lever; the forest is way too dangerous, and he fears reprisals from pillagers.
- Be inside the chief\'s house when the pontoon bell rings (Validity: until the drawbridge lever has been obtained): triggering of Cinematic TR N°2

Cinematic TR N°2

Trigger: Thorgal\'s entry into the chief\'s house, if the pontoon bell rings
Characters: Thorgal; Village chief
Setting: Inside the chief\'s house
Action: The chief comes out of his house to stop the ringing of the bell
Dialogue: Village chief

- Limited interaction time after Cinematic 2 (Validity: until the drawbridge lever has been obtained): Thorgal must find the drawbridge lever before the Village chief returns
o Open Chest 1 (Thorgal Commentary)
o Open Chest 2 (Thorgal Commentary)
o Open Chest 3 (Thorgal Commentary)
o Examine the Shield: the lever is hidden behind it (Thorgal Commentary)
§ Take the Drawbridge lever

Cinematic TR N°3

Trigger: the limited time for finding the lever has expired
Characters: Thorgal; Village chief
Setting: Inside the chief\'s house
Action: The chief comes back into the house; Thorgal stops his search
Dialogue: Village chief


VILLAGE PONTOON
- Use Knife on Bell rope (Validity: up to the end of Quest 1): the Pontoon bell moves with the wind, and begins to ring

VILLAGE SQUARE
- Speak to Village woman (Validity: up to the end of Quest 1)
o Her son, killed by the dragon, was a good archer
o If Thorgal successfully hits the Target three times, she gives him her son\'s knife
§ Obtain the Knife


Sequence 2: The drawbridge

DRAWBRIDGE
- Use Drawbridge lever on Drawbridge lever base (Validity: until lever has been set up)
- Use Drawbridge lever (Validity: up to the end of Quest 1): the Drawbridge is raised or lowered, according to the start position of the lever.
- When the drawbridge is raised, Thorgal can enter the forest

End of Quest 1

 

QUEST 2: THE PILLAGERS\' FOREST

Synopsis:

Thorgal will confront the last members of the pillagers\' gang, which has greatly declined in numbers and now only consists of the chief and his two sons. He will also solve the mystery of the famous dragon.

At the forest\'s border, the pillagers\' fortress protects the access to a valley that is Thorgal\'s only possible route. He manages to climb atop the ramparts… and to enter the fortress.


Chapter 1: Biarn the pillager

Sequence 1: The iron bow

FOREST ROAD 1
- Take the Iron bow (Validity: until Gelorn has been asked for a grappling hook)


Sequence 2: Biarn

BANDIT\'S BRIDGE
- Move towards Biarn, who guards the bridge (Validity: up to Cinematic TR N°4): triggering of Cinematic TR

Cinematic TR N°4

Trigger: Thorgal moves towards Biarn
Characters: Thorgal; Biarn
Setting: Bandit\'s bridge
Action: Introduction to Biarn
Dialogue: Biarn introduces himself and orders Thorgal to turn around


- Speak with Biarn (Validity: until the start of the confrontation)
o Pillagers\' family

If Thorgal moves towards Biarn after having triggered Cinematic TR N°4, the confrontation begins.

Confrontation ¾ Biarn

Attack opponent: Attack on contact, by charging with the shield (first attack) and from a distance, by using a throwing axe (next attacks); low frequency
Conditions for victory: use arrows to cut three straps and cause a pole that looks like a dragon to fall onto Biarn, who will be unconscious and wedged under this pole
Opponent\'s behavior: moves about for the first attack, but will remain fixed thereafter, unless Thorgal moves forward again, in which case a new charge
Thorgal: not carrying a weapon or arc
Number of hits to kill Thorgal: 4
Setting: a rock offers complete cover
Dialogue: each time a strap is cut, Biarn makes fun of Thorgal, thinking that the hero has been unsuccessful at hitting him

Cinematic TR N°5

Trigger: the three straps are cut
Characters: Thorgal; Biarn
Setting: Bandit\'s bridge
Action: The pole falls onto Biarn, who is knocked unconscious… Thorgal can now cross the bridge
Dialogue: a remark by Thorgal (to specify that Biarn has indeed been knocked unconscious)

- Get the Dragon key from an unconscious Biarn (Validity: until the Dragon key has been obtained)


Chapter 2: The dragon

Sequence 1: Gelorn, the armourer

THE ARMOURER\'S CLEARING
- Speak with Gelorn (Validity: to the start of Chapter 4)
o Introduction: Gelorn does not appreciate having his solitude disrupted
- Give Iron bow to Gelorn (Validity: until Gelorn has been asked for a grappling hook): the armourer recognizes a bow he made for one of the pillagers; glad to obtain this unique weapon, he is friendlier with Thorgal
o Dragon symbol

Sequence 2: Dragon passage

DRAGON PASSAGE 1
- Approach the Wall of fire (Validity: until the wall of fire disappears)
o Thorgal makes a comment about the dragon and the wall of flames
- Enter the Wall of fire (Validity: until the wall of fire disappears): Game-over if Thorgal stays in the wall more than three seconds
- Use Triangular stone (Validity: until the Dragon rock revolves): the Dragon rock revolves
- Examine the Dragon rock (which has revolved) (Validity: to the start of Chapter 4)
o Thorgal Commentary
- Use the Dragon-key on the Dragon rock (which has revolved) (Validity: until the dragon puzzle is solved): move on to the Dragon Puzzle display


DRAGON PUZZLE

DRAGON PUZZLE
How it works: The dragon-key consists of several jointed parts. These must be placed in a particular position, so as to match the shape of the lock built into the dragon rock. Solving the puzzle will make the wall of fire disappear, after which the Dragon Passage 1 is once again displayed.


DRAGON PASSAGE 2
- Approach the dragon (Validity: up to Cinematic TR N°6): triggering of Cinematic TR N°6

Cinematic TR N°6

Trigger: Thorgal approaches the dragon
Characters: Thorgal
Setting: Dragon passage
Action: Thorgal discovers that the dragon is but an illusion
Dialogue: Thorgal Commentary on the dragon\'s false nature

 

Chapter 3: The wall - Gelorn the armourer


Sequence 1: The grappling hook arrow

THE ARMOURER\'S CLEARING
- Speak with Gelorn if Thorgal has examined the Turret grille (Validity: to the start of Chapter 4) - dialogue possible only if Thorgal has given Gelorn the iron bow
o Grappling hook arrow if Thorgal demonstrates his worthiness as an archer (if he is able to touch the five targets - see below)
§ Obtain the Grappling hook arrow

- Limited interaction time: shoot arrows (Validity: to the start of Chapter 4). Thorgal must position an arrow in each of the five Targets, all of which are revolving on a wheel, within a limited time. To shoot his arrows, he must stand on the starting circle, a spot marked on the ground.

FOREST CROSSING 2
- Take the Rope (Validity: to the start of Chapter 4)

FORTRESS
- Examine the Raven (Validity: to the start of Chapter 4)
o Thorgal Commentary

BASE OF THE RAMPARTS
- Examine Turret grille (Validity: to the start of Chapter 4)
o Thorgal remark: he would need a grappling hook
- Combine Rope & Grappling hook arrow to obtain a Grappling hook (Validity: to the start of Chapter 4)
- Use Grappling hook on the Turret grille (Validity: up to Cinematic PC N°3): precalculated triggering of Cinematic

CINEMATIC PC N°4
Setting: Base of the ramparts; Top of the ramparts
Action: Thorgal hocks the grappling hook arrow and targets the grille protecting the turret window. The arrow whistles through the window bars and the grappling hook quickly snaps into place. Thorgal climbs the wall and reaches the top of the ramparts.
Characters: Thorgal
Dialogue: none


Chapter 4: Vymir the giant


TOP OF THE RAMPARTS

- Move towards Vymir (Validity: until the start of the confrontation): start of the confrontation
- Take Rocks (Validity: until the end of the confrontation): Thorgal will be able to throw these at Vymir to hinder his movement

Confrontation ¾ Vymir

Attack opponent: Attacks on contact or by charging the hero; low frequency
Conditions for victory: neutralized when fallen off the ramparts; the goal is to have him charge the hero while he is on the side of the ramparts, so as to push him off the edge
Opponent\'s behavior: moves around (two speeds) or remains fixed, depending on what Thorgal does
Thorgal: not carrying a weapon; throws rocks at Vymir to hinder his movements (stop and charge)
Number of hits to kill Thorgal: 4
Setting: elements to hinder the giant\'s movement and to bring him along a path so that he ends up in a precise spot from where he will launch a charge and topple over the edge
Dialogue: Vymir is mute, with a limited vocabulary

Cinematic TR N°7

Trigger: Thorgal triggers a charge by Vymir when he is facing the destroyed crenels, beyond which lies a void
Characters: Thorgal; Vymir
Setting: Top of the ramparts
Action: Vymir charges Thorgal… who avoids him by jumping sideways; Vymir, carried by the momentum of his charge, topples over the side. The iron key he wore on his belt falls to the ground.
Dialogue: Thorgal Commentary


- Take the Iron key (Validity: up to the end of Quest 2)
- Use the Iron key on the Door of the ramparts (Validity: up to the end of Quest 2) to enter the fortress

End of Quest 2

 

QUEST 3: HIRALGUR\'S FORTRESS

Synopsis:

Thorgal penetrates inside the fortress and must make his way through a series of corridors that have been destroyed. He will ultimately have to confront Hiralgur, the lord of the pillagers. Killed by his own trap, the lord dies, freeing a cloudburst of water that engulfs Thorgal… Is this the end?


Chapter 1: The fortress corridors


Sequence 1: The laboratory

FORTRESS ROOM
- Take the Rusty key (Validity: until the laboratory door is opened)

FORTRESS CORRIDOR 3
- Open Laboratory door with the Rusty key (Validity: until the laboratory door is opened)


LABORATORY
- Take Board 1 (Validity: until the long board is obtained)
- A few seconds after Thorgal has entered the laboratory: triggering of Cinematic TR N°8 (Validity: up to Cinematic TR N°8)

Cinematic TR N°8

Trigger: The first time that Thorgal remains in the laboratory for 5 seconds
Characters: Thorgal; Noral
Setting: Laboratory
Action: A grille topples over and blocks the laboratory door; a few seconds later, clouds of green smoke appear in certain sections of the room… a poisonous substance that will be Thorgal\'s undoing if he does not quickly leave the room!
Dialogue: Hiralgur chuckling


- Limited interaction time after Cinematic N°8 (Validity: until the laboratory grille is opened): Thorgal must topple over the grille, in order to leave the room and avoid being poisoned to death
- Examine the Metal plate (Validity: up to TR N°9)
o Thorgal Commentary: plate corroded by acid
- Take the Crucible (Validity: until the laboratory grille is opened)
- Take the Green stone (Validity: until the laboratory grille is opened)
- Take the Glass flask (Validity: until the laboratory grille is opened)
- Take the Stone bottle (Validity: until the laboratory grille is opened)
- Combine Crucible and Green stone to obtain Green powder (Validity: until the laboratory grille is opened)
- Use Green powder and Stone bottle on Bowl to trigger the production of Acid drops (Validity: until the laboratory grille is opened)
- Use Glass flask on Acid drops to get a Flask of acid (Validity: until the laboratory grille is opened)
- Use Flask of acid on Grille stopper to open the Laboratory grille and free the passage (Validity: until the laboratory grille is opened)


Sequence 2: The fissure

FORTRESS ROOM
- Take Tongs (Validity: until Board 2 has been obtained)

FORTRESS CROSSING 1
- Use the Tongs on Fixed board to obtain Board 2 (Validity: until Board 2 has been obtained)

FORTRESS FISSURE
- Combine Board 1 and Board 2 to obtain a Long board (Validity: until a Long board has been obtained)
- Use the Long board on the Center of the fissure to cross the first part of the fissure (Validity: up to Cinematic TR N°9)
- Use the Long board on the Side of the fissure to cross the second part of the fissure (Validity: up to Cinematic TR N°9)

FORTRESS CORRIDOR 4
- Use the Dragon eye: the stone doors open (Validity: until the stone doors have opened)

FORTRESS CORRIDOR 5 STONE DOORS
- Examine Stone doors (Validity: until the stone doors have opened)
o Thorgal Commentary


Chapter 2: Hiralgur\'s trap


LORD\'S ROOM 1

- Move further into the room (Validity: up to Cinematic TR N°9): triggering of Cinematic TR

Cinematic TR N°9

Trigger: Thorgal moves into the room
Characters: Thorgal
Setting: Throne room
Action: A stone wall closes off the entrance to the throne room
Dialogue: Laughter and comments from Hiralgur


LORD\'S ROOM 2

- Move towards Hiralgur, who is sitting on his throne (Validity: up to Cinematic TR N°10): triggering of Cinematic TR

Cinematic TR N°10

Trigger: Thorgal moves towards Hiralgur
Characters: Thorgal; Hiralgur
Setting: Throne room
Action: Introduction of Hiralgur
Dialogue: Hiralgur introduces himself as the lord of the fortress


- Speak with Hiralgur (Validity: until the start of the confrontation)
o Hiralgur\'s madness

If Thorgal moves towards Hiralgur after having triggered Cinematic TR N°10, the confrontation begins.

Confrontation ¾ Hiralgur

Attack opponent: Attack by maneuvering the levers controlling the setting elements (stakes and javelins); average frequency
Conditions for victory: killed by his own trap; to stop the equipment, Thorgal must use his arrows to cut the ropes holding back the four counterweights; the counterweights are mobile, and can only be hit when they are in a certain position.
Opponent\'s behavior: does not move
Thorgal: carrying a bow
Number of hits to kill Thorgal: 4
Setting: no possible cover; Thorgal can visually anticipate when the traps will be triggered
Dialogue: Hiralgur joking

Cinematic TR N°11

Trigger: Thorgal has neutralized the counterweights
Characters: Thorgal; Hiralgur
Setting: Throne room
Action: Hiralgur is killed by his own trap; before dying, he trips a mechanism on the throne
Dialogue: Hiralgur would have Thorgal accompany him to his death…

Cinematic PC N°4 starts after Cinematic TR N°11

Cinematic PC N°5
Setting: Lord\'s room
Action: Brimming with multiple openings, cloudbursts of water suddenly gush rapidly into the room. All exits are blocked… Thorgal swims to the surface, but quickly finds himself submerged in the dark water; he begins to have trouble breathing. The hero is suffocating and faints… He thinks he sees a light nearby, just before drifting off into unconsciousness.
Characters: Thorgal
Dialogue: thoughts of Jolan and Aaricia (voice-off)

End of Quest 3

 

QUEST 4: BETWEEN TWO WORLDS (1)

Synopsis:

The hero was saved from drowning by the timely intervention of the old man with the mirror. Thanks to his magical powers, the soothsayer transported Thorgal to Between Two Worlds, a place existing outside of time and space.
The old man tells Thorgal why he saved him: he has a favor to ask of him. He would like Thorgal to kill him.
The magician tells his story. But Thorgal categorically refuses: he has never before killed a man who was not a mortal danger to him.
Faced with the hero\'s refusal, the magician disappears, leaving Thorgal alone in the place known as Between Two Worlds.
While exploring this desolate place, Thorgal meets the Guardian of the Keys, she who guards the passages between the universes. She warns Thorgal: the old magician has become dangerous. The hero is not far from thinking that the immortal will transform himself to look like him and kill his son. He asks the Guardian to send him back to Mitgard. Saddened, the Guardian tells Thorgal that she cannot grant his request: he is presently between two worlds, i.e., between what exists and what does not. To return to Mitgard, Thorgal must find his existence, his destiny. He must first find two keys and join them together. Then, before being able to take the road to Mitgard, he will need to prove his worthiness.


Chapter 1: Noral\'s story

NORAL DISCUSSION
- Speak with Noral (Validity: up to Cinematic TR N°12)
o Saving Thorgal; Between Two Worlds
o Noral asks a favor and begins to tell his story

Cinematic TR N°12

Trigger: Noral\'s dialogue
Characters: Thorgal; Noral; Alianne
Setting: Rocky plain
Action: The ghostlike silhouette of Alianne appears, at the beginning of Noral\'s story
Dialogue: Noral\'s story

- Speak with Noral (Validity: up to Cinematic TR N°13)
o Noral\'s request; Thorgal\'s refusal

Cinematic TR N°13

Trigger: Noral\'s dialogue
Characters: Thorgal; Noral
Setting: Rocky plain
Action: Noral disappears in a blinding flash of lightning
Dialogue: Before disappearing, Noral tells Thorgal that they will meet again; Thorgal calls out to Noral, who doesn\'t reply

Chapter 2: The Guardian of the Keys

THE THREE DOORS

- Speak with the Guardian of the Keys (Validity: until the first door has been passed through)
o Introduction of the Guardian
o Warning about Noral
o Thorgal\'s request to return to Mitgard; the Guardian\'s refusal
o Introduction of the two keys test

- Use Star door 1 (active following the Guardian\'s dialogue) (Validity: until the first door has been passed through): Passing through the first door - start of Quest 5

End of Quest 4

 

QUEST 5: THE STARSHIP

Synopsis:

Thorgal finds himself aboard a spaceship. In front of him, a small boy, afflicted with amnesia, who asks him for help in finding a disk and a box, to allow him to remember his name. The disk is in another section of the ship, guarded by a robot. Thorgal obtains the disk by neutralizing the robot. The box is located in a room of the ship, behind a locked door whose code Thorgal is able to figure out.
Thorgal puts the two objects together and gives these to the young boy, who then tells him his story. He says that his name is Thorgal and that his parents are called Haynée and Varth…
Thorgal realizes that the young boy is none other than himself. The boy thanks him and gives him his toy, a miniature boat, to convey his gratitude …and then he disappears, leaving behind him the First key.
A blinding white flash: the hero finds himself next to the Guardian of the Keys, in front of the three doors.

Chapter 1: The young boy

SARCOPHAGUS ROOM 1
- Speak with Thorgal child (Validity: to the start of Chapter 3)
o Child\'s amnesia
o Disk and box

SARCOPHAGUS ROOM 2
- Open Door to the sarcophagus room (Validity: all of Quest 5)


Chapter 2: The disk and the box


Sequence 1: The box (the psychotransmitter)

SHIP CORRIDOR 2
- Examine Code lock (Validity: until the door to the room containing the box has been unlocked)
o Thorgal Commentary if lock closed
o If lock open, move to Room door code lock display
- Use Code key on Code lock (Validity: until the code lock has been opened): the cover of the lock opens
- Examine the Door to the room containing the box (Validity: until the door to the room containing the box has been unlocked)
o Thorgal Commentary if door closed (door to the room containing the box signal in red)
- Open Door to the room containing the box (Validity: all of Quest 5) (door to the room containing the box signal in green)

ROOM DOOR CODE LOCK

CODE LOCK PUZZLE
How it works: Based on the mastermind principle, the proper code must be found, with a color code depending on the degree of error on each try (wrong choice, good choice but wrong position, good choice). Five symbols must be chosen, from a total of fifteen, in a maximum of five tries. If successful, the door to the room containing the box signal turns green.


SHIP CROSSING
- Open Wall casing (Validity: until casing has been opened)
o Take the Box key

FORCE FIELD CORRIDOR
- Enter Continuous force fields (Validity: until the force fields have been deactivated)
o Thorgal cannot move forward, he comments on the interrupter located behind the force fields
- Shoot arrows towards the Force field interrupter (Validity: until the force fields have been deactivated): the Continuous force fields become Intermittent force fields for a limited period of time

- Limited interaction time (Validity: until the force fields have been deactivated): Thorgal must pass through the force fields without getting trapped between two Continuous force fields, in which case he would become a prisoner (Force field signals clearly indicate the status of the force fields to the player) and be teleported to the start of the corridor

- Open the Control room door (Validity: all of Quest 5) once the force fields have been successfully passed through
- Remove the Arrow from the Force field interrupter (Validity: until the force fields have been deactivated) to permanently deactive the force fields

CONTROL ROOM
- Open Code key rack (Validity: until the rack has been opened)
o Take the Code key

ROOM CONTAINING THE BOX
- Use the Box key on Box pane (Validity: until the Box pane has been opened)
o Take the Box

Sequence 2: The disk


SHIP CORRIDOR 3
- Open Robot room door (Validity: all of Quest 5)

ROBOT ROOM
- Move forward, towards the center of the room (Validity: up to Cinematic TR N°14): triggering of Cinematic TR

Cinematic TR N°14

Trigger: Thorgal approaches the robot
Characters: Thorgal; Robot
Setting: Robot room
Action: Activation of the robot: flashes begin in the center of the room and activate luminous terminals. A trap door opens, displaying a pit from which the robot emerges.
Dialogue: none

The confrontation begins after Cinematic N°14.

Confrontation Robot

Attack opponent: Attack from a distance, using electric arcs; average frequency
Conditions for victory: remove six cables, thereby cutting off the robot\'s energy supply; each time a cable is removed, the corresponding luminous terminals shut off.
Opponent\'s behavior: does not move
Thorgal: not carrying a weapon
Number of hits to kill Thorgal: 4
Setting: possible cover behind two transparent walls; the robot shoots when Thorgal is behind these, but Thorgal is protected
Dialogue: none

Cinematic TR N°15

Trigger: Thorgal has removed the last cable
Characters: Thorgal; Robot
Setting: Robot room
Action: the robot is disabled, he disappears in the pit and the trap door closes
Dialogue: none


- Take Disk (Validity: to the start of Chapter 3)

Chapter 3: Star child


SARCOPHAGUS ROOM 1
- Combine the Disk & the Box to obtain the Psychotransmitter (Validity: until the psychotransmitter is obtained)
- Give the Psychotransmitter to Thorgal child (Validity: up to Cinematic TR N°16)

Cinematic TR N°16

Trigger: Thorgal has given the psychotransmitter to the child
Characters: Thorgal; Thorgal child
Setting: Sarcophagus room 1
Action: the young boy holds the psychotransmitter in his hands and tells what he sees… from his tale, Thorgal understands that the boy is none other than himself
Dialogue: Thorgal child\'s story

- Speak with Thorgal child (Validity: until the disappearance of Thorgal child)
o Thanks; the young boy gives his miniature boat to Thorgal
§ Obtain the Miniature boat
o The young boy says goodbye, then suddenly disappears, leaving behind him a key
- Take First Key to the Door (Validity: up to Cinematic TR N°17)

Cinematic TR N°17

Trigger: Thorgal has taken the First Key to the Door
Characters: Thorgal; Guardian of the Keys
Setting: Sarcophagus room 1; The three doors
Action: The room is flooded with white light… Thorgal finds himself Between Two Worlds, in front of the first door
Dialogue: none

End of Quest 5

 

QUEST 6: BETWEEN TWO WORLDS (2)

Synopsis:

The Guardian congratulates Thorgal. He must now find the second key, by passing through a second door… Who knows, perhaps he\'ll also be able to find a way of preventing the disaster that awaits his family … The Guardian tells him no more.

Thorgal thus passes through the second door...


Chapter 1: The second door


THE THREE DOORS

- Speak with Guardian of the Keys (Validity: all of Quest 6)
-
o Second key
o Allusion made to how Thorgal\'s family might be saved

- Use Star Door 2 (active after Guardian\'s dialogue) (Validity: all of Quest 6): Passing through the second door - start of Chapter 7

End of Quest 6

 

QUEST 7: THE LAND OF SHADOWS

Synopsis:

Thorgal finds himself in Niflheim, the land of the dead.
In a deep and gloomy voice, Death announces to the hero that she holds the key that will allow him to continue on his journey… but she wants something in exchange. Thorgal must find a lost spirit and convince it to leave Niflheim.
To find this spirit, Thorgal will need a gold and silver mask (made of a gold headband and a silver gag). Thorgal wins the gag by beating a mute angel at the Runes game. The hero wins the headband by granting sight to a blind archer who is none other than himself.
Armed with the mask, Thorgal is finally able to find the lost spirit, only to discover that it is Alianne, Noral\'s lost love. The young woman reveals that the magician is only being kept alive thanks to the crystal pendant, but that he doesn\'t know this. She asks Thorgal to tell him, so that he can join her in the gardens of the goddess Frigg and they can finally be reunited.
Death gives Thorgal a key and sends him back to Between Two Worlds, so that he can carry out the final test that will allow him to return home.


Chapter 1: Death

ROOM OF DEATH
- Speak with Death (Validity: up to Cinematic TR N°18)
o Introduction of the character
o Second key to the door
o Walk: find the lost spirit

Chapter 2: The gold and silver mask

Sequence 1: The silver gag

THE ANGEL\'S ROOM
- Speak with the Angel (Validity: all of Quest 7): the Angel is mute, the voice that Thorgal hears is that of Death
o The Angel has nothing to teach Thorgal
o If the Archer has spoken to Thorgal of the Gold and silver mask: the Angel agrees to give the Silver gag if Thorgal beats him three times at the Runes game
o If Thorgal wins three times at the Runes game
§ Obtain the Silver gag
- Use the Runes game cubes (Validity: all of Quest 7): passing to the display for the Runes game, game with or without stakes (the latter case would be to practice)

- Get the Silver gag (Validity: all of Quest 7) if Thorgal has won three times at the Runes game

RUNES GAME

RUNES GAME PUZZLE (LIMITED TIME)
How it works: the game consists of getting rid of the runes randomly drawn at the start of the game by rebuilding a precise set of runes; it is possible to hinder one\'s opponent by replacing the runes in his game. If Thorgal beats the Angel three times, he obtains the Silver gag. If he is beaten three times, he becomes a prisoner forever in the land of shadows (Game over). Possibility of playing without stakes in order to practice. The time limit corresponds to a limited number of draws.

Sequence 2: The gold headband

SHADOW CROSSING 1
- Take Crystal chip 1 (Validity: until the archer\'s transformation)

SHADOW ROAD 2
- Take Crystal chip 2 (Validity: until the archer\'s transformation)

SHADOW CROSSING 2
- Speak with the Archer (Validity: until the archer\'s transformation): the Archer is blind
o Lost spirits in the form of butterflies; souvenirs in the form of roses, regrets in the form of crystals
o Gold and silver mask
o Asks Thorgal to give him back his sight by bringing him two crystals
- Give Crystal chip 1 and Crystal chip 2 to the Archer (Validity: until the archer\'s transformation): the Archer is transformed into a White butterfly, leaving behind him a Gold headband

- Take the Gold headband (Validity: to the start of Chapter 3)
- Combine the Gold headband & the Silver gag to obtain Gold and silver mask (Validity: to the start of Chapter 3): a voice is heard, singing a melancholy tune… the closer Thorgal gets to Road 1, the louder the voice.

Chapter 3: Alianne

SHADOW ROAD 3
- Take the Scarlet rose (Validity: up to Cinematic TR N°18)

SHADOW ROAD 1
- Give the Scarlet rose to the Red butterfly (Validity: up to Cinematic TR N°18): triggering of Cinematic TR

Cinematic TR N°18

Trigger: Thorgal has given the scarlet rose to the red butterfly
Characters: Thorgal; Red butterfly; Alianne
Setting: Road 1
Action: the red butterfly is transformed into a young redhead: Alianne.
Dialogue: Alianne\'s dialogue

- Speak with Alianne (Validity: up to Cinematic TR N°20)
o Role of the pendant
o Alianne\'s promise
o Thanks; Alianne gives a moonstone to Thorgal, explaining its powers
§ Obtain the Moonstone

Obtaining the moonstone triggers the arrival of Death (Cinematic TR)

Cinematic TR N°19

Trigger: Thorgal has taken the moonstone
Characters: Thorgal; Alianne; Death
Setting: Road 1
Action: Death\'s arrival
Dialogue: Death\'s dialogue

- Speak with Death (Validity: up to Cinematic TR N°20)
o Death\'s sarcastic comment
§ Obtain the Second Key to the Door

Cinematic TR N°20

Trigger: Thorgal has taken the second key to the door
Characters: Thorgal; Alianne; Death; Guardian of the Keys
Setting: Road 1; The three doors
Action: The corridor is flooded with white light… Thorgal finds himself Between Two Worlds, in front of the second door.
Dialogue: none

End of Quest 7

 

QUEST 8: BETWEEN TWO WORLDS (3)

Synopsis:

The Guardian congratulates Thorgal on managing to bring together what was and what will be. The doors to Mitgard will now be open to him… but first, he must successfully pass one final test.
Thorgal uses the two keys and passes through the central door.

Thorgal must confront a semblance of his worst enemy, Kriss de Valnor, before being able to take the road to Mitgard.


Chapter 1: The two keys

THE THREE DOORS
- Speak with the Guardian of the Keys (Validity: to the start of Chapter 2)
o Last test

- Combine First key to the door and Second key to the door to obtain the Key to the Door (Validity: until the key to the door has been obtained)
- Use Key to the door on the Central door symbol (Validity: until the appearance of Star door 3)

- Use Star door 3 (Validity: to the start of Chapter 2): Passing through the central door, after having used the Key to the door leads to the Kriss display.


Chapter 2: Kriss de Valnor

KRISS DISPLAY
Moving to the last door, in the middle of the room, triggers the following Cinematic TR.

Cinematic TR N°21

Trigger: Thorgal approaches the last door
Characters: Thorgal; Kriss de Valnor
Setting: Kriss display
Action: Appearance of Kriss de Valnor
Dialogue: Kriss & Thorgal

The confrontation begins once the Cinematic has ended.

Confrontation ¾ Kriss de Valnor

Attack opponent: Attack from a distance, using arrows; average frequency
Conditions for victory: liberate the semblances of Aaricia, Jolan and Louve, held by chains in crystal cages suspended high in the air. Kriss attempts to make these cages fall to the ground. Thorgal can use a polished crystal to momentarily blind Kriss. The cages appear and disappear.
Opponent\'s behavior: moves about, to fire on the ropes that are holding the cages in place.
Thorgal: carrying a bow
Number of hits to kill Thorgal: 3; if one of the cages containing Aaricia, Jolan or Louve falls, game over.
Setting: three possible areas of cover.
Dialogue: Kriss\' sarcastic comments


Cinematic TR N°22

Trigger: Thorgal has freed Aaricia, Jolan and Louve
Characters: Thorgal; Kriss de Valnor; Guardian of the Keys
Setting: Kriss display
Action: Disappearance of Kriss de Valnor; Appearance of the Guardian, who gives Thorgal Sand from Between Two Worlds: this Sand has the ability to dissipate magic; Appearance of a stone bridge leading to the door.
Dialogue: Kriss; Guardian of the Keys indicates to Thorgal that he can return to Mitgard (voice-off)

- Obtain Sand from Between Two Worlds (Validity: until the last door has been passed through)
- Use Star door 4 (Validity: up to Cinematic TR N°23): Passing through the last door: start of Quest 9

Cinematic TR N°23

Trigger: Thorgal passes through the last door
Characters: Thorgal
Settings: Kriss display; display of the arrival at the cove
Action: Thorgal leaves Between Two Worlds and finds himself in a cove
Dialogue: Thorgal Commentary

End of Quest 8

 

QUEST 9: THE FISHERMAN\'S CABIN

Synopsis:

Thorgal finds himself beside a cove. Near a house and a pontoon is Maleb, the fisherman Noral had spoken to him about.
Maleb has, in fact, seen Noral quite recently: he was apparently on his way to some nearby island…
Alas, Maleb cannot bring Thorgal to the island, his boat having run aground on the reef a few days before… The fisherman, at the present time, has no vessel.
Thorgal remembers the toy he was given by the small boy from the ship… and the gift from Alianne. He places the miniature boat on the water\'s surface, and then sets the moonstone down on the wooden toy. A ghost ship appears, ready and waiting to bring the hero to his island.


Chapter 1: Maleb the fisherman

FISHERMAN\'S CABIN
- Speak with Maleb (Validity: up to Cinematic PC N°6)
o Noral
o Boat run aground on the reef


Chapter 2: The ghost ship

PONTOON AT FISHERMAN\'S CABIN
- Use the Miniature boat on the Boat zone (Validity: up to Cinematic PC N°6)
- Use the Moonstone on the Miniature boat (placed in the boat zone) (Validity: up to Cinematic PC N°6): triggering of Cinematic PC N°6

CINEMATIC PC N°6
Setting: Pontoon at Fisherman\'s Cabin; Sea
Action: a ghost ship appears; Thorgal jumps aboard this ship and sails off towards his island
Characters: Thorgal
Dialogue: Maleb Commentary (voice-off); Thorgal Commentary

End of Quest 9

QUEST 10: THORGAL\'S ISLAND

Synopsis:

Thorgal finally arrives on his island. Time is of the essence: he knows that the immortal has been there before him. He finds his son sleeping on the rocks. Awake, the child tells the tale of an old man who came and spoke to him. The young boy gradually fell asleep as he listened to his voice… Before drifting off, he had a strange vision, where he saw himself appear in front of his eyes, holding a knife and murmuring the same sentence over and over: "She will die if I cannot die."
Thorgal thinks back to the vision of the mirror… Behind his falling son is the wife he loves. From his son\'s hand falls a knife. Thorgal then realizes that his wife, and not his son, is the one in danger.
The hero has very little time in which to act. He runs towards his house, bow in hand. He arrives just in time to see the immortal, bearing the features of his son, getting ready to kill his unsuspecting wife.
At the last possible moment, Thorgal nocks an arrow and fires. The arrow flies through the air and cuts the strap of the pendant. The pendant falls to the ground and breaks. The magician collapses.
The immortal regrets having had to act in this manner, but he had no choice. Thorgal replies that he sentenced himself by choosing to wear the pendant. Thanks to the strength of the love of the young woman, intact beyond the shadows, the unfair punishment inflicted by Odin has finally come to an end.
The old man dies and his body turns to dust.
Thorgal has been successful: he has saved his family and helped the immortal, while remaining true to his beliefs. All is well


Chapter 1: Aaricia

THORGAL\'S HOUSE
- Speak to Aaricia (Validity: to the start of Chapter 3)
o All is well on the island
o Jolan has gone fishing and Louve has just left to go join him


Chapter 2: Jolan

ROAD 1 TOWARDS JOLAN
- Discover the passage to the shortcut Road 1 towards Jolan display (Validity: all of Quest 10)

SHORTCUT ROAD 1 TOWARDS JOLAN
- Once Thorgal has discovered the shortcut, it will be the display used between the Thorgal house display and the Road 2 towards Jolan display (Validity: all of Quest 10)

ROAD 2 TOWARDS JOLAN
- Set up the Tree trunk to save time in moving through the Road 2 towards Jolan display (Validity: all of Quest 10)

JOLAN BEACH
- Speak to Louve (Validity: to the start of Chapter 3)
o Louve has spoken to a raven; the raven was melancholy, saddened by a sorrow that time could not erase
- Examine Jolan sleeping (Validity: up to Cinematic TR N°25)
o Thorgal Commentary: Jolan is not truly sleeping, yet Thorgal cannot wake him up, his sleep appears supernatural
- Use Sand from Between Two Worlds on Jolan (Validity: up to Cinematic TR N°24): triggering of Cinematic TR

Cinematic TR N°24

Trigger: use of Sand from Between Two Worlds
Characters: Thorgal; Jolan
Setting: Jolan Beach
Action: The Sand\'s power dissipates Jolan\'s magical sleep and he wakes up; Thorgal is relieved
Dialogue: Jolan and Thorgal


- Speak with Jolan (Validity: up to Cinematic PC N°7): the last dialogue starts Cinematic PC N°7
o Old man
o Jolan\'s vision

CINEMATIC PC N°7
Setting: Thorgal\'s island
Action: Aaricia is standing behind Jolan as he falls; a knife falls from Jolan\'s hand
Characters: Jolan; Aaricia
Dialogue: Thorgal (voice-off): Aaricia is in danger

Chapter 3: Noral\'s destiny

JOLAN BEACH
- Speak to Jolan or move towards the Road 2 towards Jolan display (Validity: up to Cinematic TR N°25): the dialogue starts Cinematic TR
o Noral, looking like Jolan, will try to kill Aaricia

Cinematic TR N°25

Trigger: Jolan\'s dialogue
Characters: Thorgal; Jolan; Jolan-Noral; Raven
Setting: Jolan Beach
Action: Jolan-Noral appears from behind a rock: he leaves Thorgal no choice, it\'s either him or Aaricia… then, Jolan-Noral is transformed into a raven and flies off towards the house
Dialogue: Jolan-Noral; Thorgal


ROADS TOWARDS JOLAN
- Limited interaction time after Cinematic TR: Thorgal must destroy Noral\'s pendant… he must make good time and arrive before the immortal kills Aaricia. Two roads: one long, one short. In the display Road 2 towards Jolan, Thorgal must pass over the Tree trunk that he will have first put into place, during Chapter 2, otherwise he loses time. He must also pass by the road that is visible in the display Shortcut Road 1 towards Jolan, triggered in Chapter 2. If he arrives in time, he must yell out the magician\'s name. The magician will then turn around, his pendant sparkling brightly. Thorgal then has a mere few seconds to shoot his arrow and break the pendant- triggering of Cinematic TR

THORGAL\'S HOUSE
- Speak to Jolan-Noral (Validity: up to Cinematic TR N°26)
o Thorgal yells out the name of the immortal, who turns around: Thorgal then has but a few seconds to react
- Shoot at the sparkling Pendant (Validity: up to Cinematic TR N°26): start of Cinematic TR

Cinematic TR N°26

Trigger: Thorgal has shot an arrow at the sparkling pendant
Characters: Thorgal; Jolan-Noral; Aaricia
Setting: Thorgal\'s house
Action: the pendant is broken by Thorgal\'s arrow… Jolan-Noral collapses to the ground. Thorgal approaches… The immortal reverts to his original appearance
Dialogue: Aaricia yells

- Speak to Noral (Validity: up to Cinematic PC N°8): the last dialogue starts Cinematic PC N°8
o Noral goes off to join his beloved
o Role of the pendant (Jolan and Louve arrive during this dialogue)
o Noral\'s final dialogue - Noral dies

CINEMATIC PC N°8
Setting: Thorgal\'s island
Action: Noral\'s body has turned to dust; Aaricia hugs her husband. Jolan and Louve are standing near their parents and Thorgal\'s family is safe and sound.
Characters: Jolan; Aaricia; Thorgal; Noral; Louve
Dialogue: Aaricia asks Thorgal who was this strange man who has just died and then disappeared: Thorgal answers that Noral was simply a man who wanted to be free…

End of Chapter 10 - End of Game

GameBoomers Walkthroughs and Solutions