This document retains as much as possible of the game-file's hints in the original spirit, so as not to spoil the "atmosphere". It also incorporates hints from Abandonia's Armaeth forum (www.abandonia.com), plus my own experience. Therefore, most of the credit must be given to the original hints file and to the Abandonia forum.

Introduction:
THIS WALKTHROUGH IS NOW ALMOST COMPLETE (still missing: 40 game-points (action-points) and 300 treasure / fortune points). See the table at the end of this walkthrough for all the points found. If anyone discovers any of the missing points and values, please advise Mr. Bill of the details, via his website.
If you don't feel you need a complete walkthrough then try the Armaeth: The Lost Kingdom Hints File.
Running the Game:
Armaeth will deceptively seem to work fine on a modern PC, but you will come to places which are impossible, due to "timer" problems (e.g. climbing down the well) so if you have a very old PC you should play Armaeth on it. Otherwise, on a modern PC using Windows 2000, XP or Vista use DOSBox, it works.
If you are using an old PC (e.g. Pentium 200 or thereabouts): Install under C:\Armaeth, otherwise saved games will not work (it will appear to save, but when you re-start your PC next time and try to load the saved games, they will not load).
Saved games are named using SVG (for SaVed Game) followed by 3 numeric characters (number of the individual save) and then an extension beginning with the dot (period, if you will) followed by 3 letter characters (e.g. SVG008.BEN or SVG160.AAA).
WARNING: In this game, you can die often, so save frequently!!!
Starting the Game:
Use the DOSBox instructions on modern computers.
Hit the Enter key to bypass the "Numerical array control" / number window, the Introduction will begin.
In order to watch all of the introduction, keep hitting the Enter key to advance to the next dialogue window.
Icons and Controls:
F1 = game controls
Use arrow-keys (or walk-icon with mouse) to move. Use arrow-keys (not walk-icon) to leave screen.
Left click = make the clicked icon active – it will appear in the box in the middle of the row of icons, signifying it is now the active icon.
Right click = toggle the icon’s function (if it can toggle)
Blonde girl on left of row of icons: left click on her to display a description of the current screen.
Old man on right of row of icons: left click on him to cycle through the different rows of icons. There are 3 rows of icons (some icons stay the same in more than one row).
FIRST ROW OF ICONS (STARTING ROW): T (below) = Toggle
Blond Girl; Look / Read (T); Pick Up / Drop (T); Open / Lock (Close) (T); Light / Extinguish torch (T); Push / Pull (T); Currently Active Icon (in center of row); Talk; Weapon (ball and chain / sword) (T); Heart (what for?); Climb / Step Up / Down (T); Walk; Old Man
SECOND ROW OF ICONS:
Blond Girl; Look / Read (T); Pick Up / Drop (T); Open / Close (T); Eat / Drink (T); Give; Currently Active Icon (in center of row); Hammer / Hit / Demolish; Talk / Greet; Wash / Scrub / Rub; Climb / Step Up / Down (T); Walk; Old Man
This row contains the Control and Resuscitate / Revive icons:
Blond Girl; Restore / Load Game; Resuscitate / Revive Yourself; Save Game; Restart Game From Beginning; Exit Game; Currently Active Icon (in center of row); Summary of Situation + Score + Aim / Objectives; Extended / Additional Music On / Off (T); Music On / Off (T); Walk Faster / Slower (T); Pause Game; Old Man
INVENTORY (F10 Key):
The Story:
Armaeth was the King of the Dwarf Kingdom. The dwarves and elves were allies. Menankar, Master of dark forces and evil creatures, coveted Armaeth’s wealth and sent an invading army of evil creatures to conquer Armaeth’s kingdom, but was eventually defeated by the dwarves and elves. The dwarves and elves hid to recover in a secret kingdom, Dol Armaeth.
You are Killian, an adventurer looking for glory (and loot?). Hence, you are looking for the secret entrance to the coveted kingdom of Dol Armaeth.
WARNING AGAIN: In this game, Killian can die often, so save frequently!!!
Playing The Game:
GAME LEVEL 0: Bear, Magpie, Fire, Torches, Secret Entry
Objectives for Level 0:
Helpful Information for Level 0:
The bear only attacks when he is hungry, in which case you will see him walking upright. He will also kill you if you get in his way. Otherwise he is not to be frightened of. Run away, climb a tree or a wall, or cross a river, he won’t be able to follow you. (Or leave the screen).
The bear can devour and therefore eliminate the other game characters that are captured. Its fur is of great value, but it is impossible to get it until the bear is dead. The bear can only die of hunger. You may only try to prevent the bear to meet anybody (including you) so that it cannot eat (although it might still eat honey) and it dies of hunger. But, is it desirable?
The magpie can steal the gold key and so make it difficult to get it back. You cannot catch or eliminate the magpie.
The fire in the centre of the dell (which is west then north of the start-screen) is used to light the dell at night and/or to light your torches. To revive the fire find some wood or torches, stand next to the fire, and type “revive the fire”. You need to add wood regularly so it does not die out, however you can let it die out if you always keep at least one torch lit in your inventory.
To re-light the fire (it is impossible without cheating per the game's hints-file). You may cheat as follows:
To light a torch:
Use the torches to give you light everywhere it is dark or light another torch. It is useful to leave the torches here and there in the caves, in case of... It might be even better to leave them lit.
Walkthrough for Level 0:
First, wander around and make a map. Use arrows to show which side of which screen takes you to what screen. The game is not designed according to logical geography! Note the dark bear cave in the ravine, you cannot see inside. Note the dolmen.
Here is a Map of Level 0 in case you have difficulty making one for yourself.
To climb the cliff, walk up to the right-hand joint of the cliff and rocks, stand with left shoulder just touching the violet-colour flowers, click the climb icon (ladder up), click again to climb up, click climb-icon again to stop climbing when your feet get just above the level of the cliff, then hit the left-arrow key on your keyboard to traverse left. You should arrive on top of the cliff (and probably fall on top of it. (This can be quite difficult).
Now walk up (north), and you will arrive at the LEFT of the woodpile.
{Alternative route to the woodpile (more difficult, in my opinion): instead of climbing the cliff at the purple flowers, you could instead exit this screen to the south (at bottom-centre of screen) and then climb the lone tree (on the screen below the cliff screen). Then go left along the horizontal branch that lies over the green grassy platform on the southwest of the screen. Climb off the branch onto the grassy platform, and walk carefully down the grass (it is slippery) and exit the screen at the south-west corner. This exits onto the northern part of the woodpile screen, to the left of the woodpile, so walk down to the woodpile's lowest point}.
NOTE: the fire has 3 fundamental states:
Look in the small garden for the key, which one can access from the headland (the headland is at the place where one can make out the cabin from afar). The exit from the headland towards the park (secret garden) is to the top right of the screen, across a rock gorge).
To get to the secret garden, go up the centre of the "headland screen" (you can use the walk-icon at key points in the following route, for easier navigation, rather than the arrow-keys on your keyboard which is more finicky). Now kink left to avoid the two trees, go up and around behind them, and continue up slightly and then to the right between the smaller rocks and the big one at the edge. Work your way along the edge of the precipice (tricky!) going up [along the north edge, down at the rock towards the slightly lower rock, along slightly up to the precipice, then to the right along the edge] (the part between the brackets [ ] is shaped like an old-fashioned crank to start a Model-T Ford car). Just past / behind the tree come down almost level with the same lower rock, then go right. You will go off the screen at the top / right between the rocks to the secret garden.
At the secret garden, take the key on the ground. If the key is not there, it may be that the magpie has taken the gold key. If so, have a look in the magpie nest which is in the forest. Before climbing, ensure you have a lighted torch because it is dark up the tree. Climb the largest of the oak trees, and the magpie's nest is the highest of those that are at the top of the oak tree.
The gold key is used later to unlock the slab / stele at the dolmen. However, it is ALSO the key to the dwarves' casket you found at the woodpile and took. Now you can open it: type "open casket with key", then type "look in casket", but there is nothing inside.
Ask questions about the dolmen and about all the details mentioned in its description (using blonde girl icon at the top left of the screen for the description of the screen-scene, plus use the eye icon on all of the visible elements in the image / screen.
Take a look at the thorns on the horizontal slab to the left of the big dolmen. Remove the thorns to uncover the slab underneath, by placing yourself on the thorns and type "remove thorns". (i.e. walk onto the slab from its left-hand side, and immediately you are on the slab, stop walking and type "remove thorns").
Then place yourself on the ground at top left side of slab, and type "push slab with lever". The slab / stele won’t function as long as an object or a character steps on it.
Now enter the secret passageway.
GAME LEVEL 1: Prytwen, Prytwen’s Chest, The Secret Entrance
Objectives for Level 1:
Helpful Information for Level 1:
Prytwen tries to take all objects of value that he finds and puts them in his chest. Prytwen is a merciless enemy of the dwarfs, he tries to eliminate them whenever they meet. Prytwen may attack you to rob your valuable goodies.
Beware: Prytwen accumulates all valuable objects he finds and places them in his chest. So, if Prytwen robs you anywhere in the underground area, you may recover your objects in his chest. Prytwen can put his plunder in his chest only when he returns to his room and if he can open it. If you go back there before he does, or if he cannot open his chest, then...
Prytwen's enemies are also yours, let him fight with his enemies, maybe they will be able to eliminate him. You may leave some passages open, the farther he will go, the less you will meet him.
You may try to lock Prytwen in the jail. The jail is trapped. Leave the jail bars open, maybe Prytwen will fall into the trap. Try to have Prytwen follow you into the jail, leave some treasure there just to interest him. Try to haul Prytwen off to the jail: knock out Prytwen, then carry Prytwen into the jail, but you can only carry Prytwen by leaving almost everything that you carry.
NOTE: Do not "knock Prytwen" near a narrow place, otherwise you cannot get past him or past the items you have to drop at that time.
Walkthrough for Level 1:
Again, wander around and make a map. Use arrows to show which side of which screen takes you to what screen. Again, the game is not designed according to logical geography!
Map of Level 1 in case you have difficulty making one for yourself.
Well, actually, his lair's entrance is the wooden door in the room to the left of the fountain.
Type "open door" to enter Prytwen's room. In Prytwen's room go to the cabinet and type "open cabinet" then "look in cabinet". Use the pickup icon to take the bottle of hydromel.
Also go to the chest and try to "unlock chest", but you do not have the appropriate object.
At some stage, you may be carrying too much, in which case, you can drop some of them in a convenient place (e.g. the armour room), but only drop non-valuable items, otherwise Prytwen will take them. ("drop nnnnn" where nnnnn is the name of the item to drop).
If you try to take the gold nugget, the game will probably tell you that you are carrying too much. I eventually discovered that there is a clever solution. Remember when you looked at the casket at the top of the woodpile and the game said that the casket has magical properties. Well, drop a lot of heavy items (not the casket!) so you can pick up the nugget. Then type "put nugget in casket". Hooray, the magic casket allows you to carry the nugget inside without feeling heavy!. Now pick up all the items you just dropped.
Ask for the description (blonde woman icon and / or eye icon) of everything that you see in the jail. Look at the inscriptions on the walls of the jail. You must ask to read the inscriptions, one of the inscriptions is not like the others. Look at the mould on the wall (to right of the gate / bars). You must clean off the mould in order to read the inscription.
Use the wash / rub icon on the mould and the inscription then becomes legible:
"S—ret p-s—ge under th- th-on-, pu-l t-e can—lab—m."
Therefore, the inscription says that you must pull the torch which is nearby the throne to open the secret passage. But first...
Provoke a fight with Prytwen by speaking to him. That makes him come towards you. You may then attack him as soon as he is near you. Wait until he approaches close to you, then type "knock Prytwen". Prytwen is very strong, you will need luck to defeat him. In any case, after several fights that he will win, he will become weaker and therefore easier to vanquish, but only for a short time. After you fight Prytwen, you will lie on the floor, knocked out. Take note of where Prytwen exits the room, and when you recover (after several long seconds) you must follow him, and go through the whole knock / fight sequence again, and repeat for about 4 times, until at last you manage to knock him out.
Prytwen has the key for his chest (at least at the beginning of the game). If you succeed in getting his key, then you will need to go later, not now, to where his chest is and open Prytwen's chest with the key.
The game warns that "you must explore all corners and holes of the kingdom to find defense and attack weapons, otherwise your survival chances will be next to zero" (because you have discovered the dwarves hidden world and they will try to kill you, to keep their secret).
GAME LEVEL 2: The Dwarfs, The Shield, The Stone Portcullis, Segomir’s Lair
Objectives for Level 2:
Helpful Information for Level 2 (provided by the developer):
The dwarfs thoroughly search this kingdom looking for intruders.
It is just impossible to stay away from the dwarfs, the dwarfs explore all nooks and crannies. However, the more you leave passages open, the more they will explore, and the less you will see them. I really think this point about leaving passages open, belongs to level 3 (it is certainly not applicable in level 2).
To eliminate the dwarfs, you need a good weapon to increase your chances of winning, and a good defense to effectively protect you (look for the defense item per this walkthrough for this level, and look for the weapon per this walkthrough for Level 3).
If you don't succeed in eliminating the dwarfs, it is perhaps better so, they can attack your enemies if it is in their interest. The dwarfs have other enemies besides you. Facilitating their encounters may be a way to eliminate one or the other (I think this is only relevant for level 3).
The stone portcullis is in the entrance dome, just below the throne room. The portcullis protects / closes off access to the secret mine of Suhl Aenath.
The stone portcullis opens and closes by magic spells. Look for the magic spell on a piece of parchment left by a previous adventurer.
Walkthrough for Level 2:
Again, wander around and make a map. Use arrows to show which side of which screen takes you to what screen. Again, the game is not designed according to logical geography!
Map of Level 2 in case you have difficulty making one for yourself.
You are at the stairway / ramp which goes down to the Portcullis, and there is also an archway under the ramp. First task is to get across the gap in the ramp. There are one or more dwarves that appear on this (and nearby) screens.
Late newsflash: someone on the Adandonia forum discovered that later in the game a dwarf was walking around with the bear fur, so you might want to leave the 2 secret entrances OPEN (by the throne and by the dolmen) so that this will happen. Also, the bear fur has been found at various places at the “outside world” e.g. near the lone tree with long overhanging branch, or near the beehive by the pool, or amongst the big oak trees.
Per the game’s hints-file, the shield is in the well. To get the shield go to the entrance-room which is underneath the dolmen and take the left-hand entrance. Save your game here! Place yourself against the well and type "down" or hit the plus key (+) or use the "ladder down" icon. The shield is in the nook in the middle of the well. You should force the nook's door with the axe. Place yourself against the door and type "break the door with the axe". Take the shield in the nook.
Here is my own description of how to get the shield. Go to the well, and at the north of the well, stand slightly to right-of-centre above the well's ladder and click the down-ladder icon. You will step into the well, grasping the inside-top of the well ladder. Click the down-ladder icon again to start climbing down, and click it again quickly when you are level with the hatch in the left sidewall of the well, to stop climbing. (Very finicky here, so be persistent if you fall and die).
Use the eye icon to look at the hatch. The description says it is a postern and that the hole behind the postern is a nook. Type "hit postern with axe" then type "look in nook". The shield will appear as an icon below the centre of the row of icons at top of the screen. Click on the pick-up icon to take the shield. It will then appear in your inventory. Use the up-ladder icon to climb out of the well. Again, Save your game here!
If a dwarf defeats you, you are dead, so restore your game.
If you defeat a dwarf, one of 2 things will happen:
(A) the dwarf will be unconscious and will revive after a short while and pursue you again, unless you kill him while he is unconscious "kill dwarf with axe". OR
(B) the dwarf will die, in which case his body will disappear after a short while (useful if his body is blocking your path).
Per the game’s hint-file, Segomir's lair is in the nook, the entrance of which is mid-height in the left wall. Place yourself at the bottom of the wall and type "up" or "scale" or hit the minus button (-).
To be precise, place yourself exactly in front of the lowest red flower, and climb vertically up quite far, then traverse left to above the patch of sand, which actually leads off to the left to Segomir's lair-screen.
Now go all the way back to the dwarves forge, and go to the right, into the little jail, and take the pitcher. Then go left twice, to get to the portcullis and save your game here.
To open the portcullis, use the clues from the parchment. Try it yourself before reading further.
Remember the gentlemanly rule of "ladies first".
Oh, okay: The password to open the portcullis is "Tinhuel" and to close it is "Armaeth".
You need to open the portcullis in order to be able to get more information, so carefully read the descriptions that come onto the screen when you enter the portcullis-room (this room is the dwarves' guard-room and pantry, plus there is a steel door, plus the entrance to the Suhl Aenath mines). You will no doubt die unless you quickly exit this room after reading the descriptions, because the dwarves in here wear helmets so your axe can't defeat them (so obviously you need a better weapon!).
However, now you have the info you need, so restore if you died, and after exiting the room, type "Armaeth" to close the portcullis behind you.
Then you can proceed to Level 3.
For easy reference, here is the main info you get from the descriptions in the above room:
This room is the start of Suhl Aenath: the dwarves guardroom, pantry, secret mines, and the room also has a steel door. You are advised to consider:
It says that these questions will only make sense if you survive passing this huge door, which is far from being done.
You may be able to conclude a secret pact with Minas Thyl, who knows essential secrets about the dwarves. However, she threatens the Kingdom that may be yours one day.
GAME LEVEL 3: The Dwarfs Guards, Minas Thyl The Witch, The Sarhuls, Orichalque’s Sword, The Magic Wand, The Spellbook, The Talisman, Invisibility.
Objectives for Level 3:
Helpful Information for Level 3:
Walkthrough for Level 3:
At the start of level 3, you have 2 alternatives: You can either enter the portcullis room and run fast towards and through the door to the right, to go to explore the mine (which is very confusing), only to discover that you need a plank to get across a drop; or else, you can save yourself some frustration and first look for the plank, which is what this walkthrough will do.
Here are Level 3 Maps (three of them) in case you have difficulty making them for yourself.
By the way, at times you may find you are carrying too much, so at one or more stages you will need to drop some of the items in a safe place where you can get them again and where they will not get stolen. I left my items at the sides of the throne room (hence the need to keep closing the slab when going in and out the 2nd secret entrance hereafter) and at a later stage I put the valuable items into the casket (you get points for the first time you do that) and then I put the casket plus the gold nugget you acquire later, into the dwarves pantry and locked them in there.
GETTING THE SWORD
To find the board, go as follows (my screen-names should be descriptive enough to give you the idea that you are on the right screen), and keep saving as you go:
Starting from entrance-dome / portcullis room: go right (under entrance-ramp) to the forge-room. By the way, you can also light a torch in the forge, whenever you are in that vicinity. Just walk up to the forge (I approached from the south side) with wood in your inventory, and type "light torch with fire". You will now have a newly-lit torch.
Now go south out of the forge-room, to the waterfall / river cavern and across the bridge, and on the same screen turn left, and exit into the wooden-bridges room and save, then cross the wooden bridges and out at left, into the grotto-room with bats, then left into the small room with a "glow" up north. Ensure you save here on two different save-numbers, for safety!!!
The board you need is in the room to your north, where the glow is. Before you try to cross the lava-bed, you must figure out the answer to a "problem" you encounter as you enter the room!!! Do not waste time trying to cross the lava-bed until you figure out and use the solution to this "problem"! I did cross first, and cursed like hell when I got back because I had to revert to an older save, find the solution to the "problem" and use it, and then had to repeat the whole painful crossing to the board and back!
When you enter the lava-bed room, you are told that the draft has blown out your torch. Please note, if you do not solve this problem before crossing the lava-bed to the board and back, when you emerge from this room, it is pitch black with no idea where you are and no way (that I know of) to re-light your torch so you can see.
Therefore, find the solution to the torch problem. Try it yourself first.
Oh, okay, it is very simple! Restore your game and drop a lighted torch before you enter the lava-bed room!
Save several times in the lava-bed room while crossing the board and back!!! Note that you will die from erupting geysers or from staying in the toxic fumes for too long.
You need to avoid the geysers that periodically spout lava and rock into the air. Get your timing right, and go to fetch the board (from the entrance to this screen, skirt around the big lava-pool on the left, "timing" past the geyser which is on the right, then kink left, then go straight up to the board while "timing" past the next geyser on the right. Take the board (save your game!), and come back using the same route, and out the lava-bed room.
Some people, including myself, have experienced freezing in this area, so Saved Games are available here to help if you have the same problem.
Pick up the lighted torch (the one you dropped before entering the lava-bed room). Save your game again. Then go back to the entrance-dome / portcullis room, to attempt the mines! But see below first.
Come into the guards room and run as fast as you can towards the mine (exit at the door to the right).
Note: when going through the mines, you will come across a dwarf, and if you kill him, you will see a pile of 15 gold coins after his body has evaporated. Pick them up ("take coins"). If you do not find them in this way, you will find them being carried by another dwarf, or lying on the floor somewhere (e.g. in the refectory, etc).
When you enter the first mine-screen (they are all identical, to confuse you!), you come in from the left. Now go out to the south. You will re-emerge from the right (believe me) and you must now go out to the south again. You will re-emerge from the left, and must now go out to the right.
You need to put something across the pit, so how about the board (which hopefully you fetched earlier). Place yourself at the edge of the platform, and type "place the board" (or "use board"). Walk across to the right side, and keep walking straight. You will stop at the right near the edge of the screen. Use the eye-icon, directly to the right of your knee, and two treasures will appear below the icon-row at top of screen. Use the eye-icon to get a description of each, then use the pick-up icon to take each one. They will then automatically go into your inventory. (Alternatively, type "look in the hole", and then type "take xxx in the hole").
Hooray, you now have the Orichalque sword and an emerald (keep the emerald on you, you will need it later). Go back across the screen via the board and wooden gangway (leave the board where it is, otherwise you will be too heavy) and back to the left side of the screen, and pick up all your items. If you want to, for completeness sake, drop the sword and the emerald here on the ledge and save your game, then go back to the left edge of the board. Stand with your toes at the board, and type "pick up board" then go back to the left of the screen and pick up all your items you dropped previously, including the sword and the emerald.
The game's hints-file says "the bear can only die of hunger". So, if you have killed all the dwarves and not found the fur on one of them, you may want to leave the slab for the secret entrance (at the dolmen-screen) open in the hopes that the bear falls in and dies of its own accord (or of hunger), in which case you can get its fur. Someone else at Abandonia forum reported finding his fur here (see later in this walkthrough), but I am not sure at what stage you should leave it open. Too soon and the body and fur will probably rot away, leaving only a worthless skeleton which I found lying by the lone tree overhanging the small green plateau.
DEALING WITH THE WITCH
Well, look at your game-icons (top of screen), what do you have that could interest her? Actually, she does ask if you have a present for her, before she tries to eat you.
You need something to distract the witch!!!
So, click on the "gift" icon before you enter her lair, to attach it to your cursor, then enter the lair and as she comes towards you, click the gift-icon on her. She will freeze, allowing you to get past her (to left of the cauldron) and up into the room. (N. B. I think this "gift" trick will only work once).
Go right up, and she should wander out after a shortish time. Save your game (in case she comes back too soon). Quickly examine the bench along the left of the witch's lair. Take the dragon's blood flask, and the gold ingot.
Now quickly look at the rest of her lair. There is a spellbook at top left. So look at it (eye icon). You cannot however, pick up the spellbook "Minas Thyl's spellbook belongs to Addanc, you cannot take it away".
You must therefore, first of all open the spellbook if you want to read the inside pages. So type "open spellbook". Then use the read icon on it (the eye-icon, but toggle it to the "read" aspect), but it says you cannot read it because you are not a wizard. The spell-book keeps magic spells only for magicians' / wizards' use. The spell-book can therefore only be read by magicians / wizards. As you are not yourself a wizard, try to become one. So how can you fool the spellbook into "thinking" you are a wizard? I will tell you in a short while, but first save your game and lets quickly get out of this lair.
Then, Per the game's hints-file, Let the witch approach you, so that she will offer you a pact. Accept the pact to find her magic wand. Try to offer her an other object in exchange. It is necessary to bring her the wand if you want to easily get the talisman (BUT beware, you need to use the wand so do not just give it to her).
So, you are also supposed to make a pact with the witch, but if there is a "correct" way, I did not discover it. What I did was to save in her vicinity while she wandered outside her room, then kept restoring until she made a long speech about wanting to make an alliance with you to find her wand. It seems to occur randomly: most of the time she kills you, and some times she offers a pact. I could not figure out how to accept, but it seemed to work fine if I immediately walked away from her and out the room she was in.
The wand is in a steel case at the bottom of the well (per the game's hints-file). You must first of all empty the well before going down there. This well is in fact a reservoir which is filled and emptied by a floodgate. Did you examine the inside of the dwarves' pantry? No, not yet!!! The floodgate is actually in the inside of the dwarfs' pantry. The pantry key is (at the beginning) in the possession of one of the dwarf guards.
So, go all the way back to the dwarves' guardroom, and kill any remaining guards, and pick up the pantry key which one of them drops (if you do not already have it from earlier killing a guard and picking it up). The key is red-and-fawn. Stand in front of the pantry gate and type "Open gate with key". Go inside and use the eye-icon to look around. Take the ham (below the table behind the barred window). Stand in front of the floodgate control-wheel and type "open floodgate" to drain the well. Now go to the well (on the way, open and close the slab by means of the candelabra on the walls, use the pull icon), and climb down into the well all the way to the bottom. Look at the steel chest. Try to open it. "Unlock chest with key". It will only open if you are carrying the correct key.
The correct key is on the key-ring (of 2 keys) you used previously to open the jail (where the writing was on the wall and where you locked Prytwen away). When you have unlocked the chest (and opened it), look inside it by using the eye-icon on it, then use the pick-up icon to take the witch's wand (into your inventory). Hooray!!!
Per the game's hints-file: The magic wand is used for many purposes. It gives the power to use magic, and to cast spells. It is used to read the spell-book. It is used to obtain protection from fire, and to obtain invisibility. It is used later to incite Minas Thyl to give you something in exchange. If you give back the wand to the witch, you had better be well armed. You should also use the wand before giving it back to Minas Thyl to get the talisman. This talisman also becomes accessible if the witch is eliminated.
Now climb out of well, and go back to the entrance-dome / portcullis room (on the way, open and close the slab by means of the candelabra on the walls – use the pull icon).
So all I did, was to save before entering the area, and keep trying until I got into her lair without bumping into her. Once in the witch's lair, go to the spellbook and use the read-icon on it. Tah-dah! Now you can read it because you are carrying the wand. Read it at least twice, making sure you read the 2 spells carefully.
Per the game's hints-file:
"To eliminate the witch Minas Thyl, you should try to make her disappear, by using her greed. There is an object that she covets above everything. Have you read the description of the objects you have found? Minas Thyl would risk everything to get her hands on the emerald."
"Did you ask for the description of the lava craters? Set a trap for the witch on the crater. The trap is the crater itself, the bait is the emerald. Put the emerald in the large crater, on the central island. By this way, Minas Thyl will have to walk on the lava to get it and so will trap herself. You guessed it! You should know yourself how to walk on the lava."
"Find the magic philter (of the spirit of fire) to walk on the lava. Have you read the spellbook well? Have you found the bottle of hydromel. To change the hydromel into the magic philtre, you have to hold the magic wand and the bottle of hydromel, and to invoke the Spirit of Fire by typing "Tehrehanan". Drink the philtre of Tehrehanan (type "drink the bottle") and you will be protected from attacks by fire for a short time."
"It will be sufficient to place the emerald on the island in the crater and go back. (The lava near the geysers could also eliminate Minas Tyhl, but this is more improbable because it is possible to pass around it. If Minas Thyl has already acquired the emerald, then she will leave it now or later at Addanc."
So how do we do the above? You actually already have hydromel, the knowledge of the spell, and the wand.
So, Walk out of the witch's lair and go to the north of the big crater to left / below her entrance. You will see that the wall of the crater is low on the north side, so stand there ready to enter the crater. Type "Tehrehanan" The hydromel becomes cloudy. Save your game. Wait for the witch to appear. Immediately she has entered the room, type "drink hydromel" or "drink the bottle" and walk onto the crater and go to just past the middle of the crater. Type "drop emerald" and immediately walk back north off the crater and then to the west of the crater out of the witch's way.
The witch will go to retrieve the emerald and will burn up, dropping the talisman where she died in the crater. Use the eye-icon on the talisman, then save your game. Quickly try to walk onto the crater and pick up the talisman and the emerald, and get off the crater to the north again. If you die because the potion wore off, try again. Or, drink more potion before re-entering the crater and then pick up the talisman and the emerald, and quickly walk off the crater. (Be warned, there are only 2 doses of the potion!!!). Save Your Game Here!
Now go all the way back to the portcullis / entrance dome, and by going left (below the middle of the left side of the screen) walk into the concealed refectory (bedroom and mess). Take the dwarves gold dishes from the table, take the dagger, and also take the gold coins if they are perhaps here. You need to check carefully behind the front walls and arch because sometimes the dagger and coins can be out of sight here. (The dagger moves its location randomly within the refectory).
DEALING WITH THE SARHULS
Now go to the "dwarves' guardroom and pantry" screen, and unlock the single steel door "unlock door with key" or "open door with key". The correct key you should be carrying is the dwarves' pantry-key. It is the red-and-fawn one you acquired earlier. Go through the doorway.
Note! Some people's game crashes back to the desktop here and I have not yet found a solution to this problem. I managed to get 2 saved-games from Sal to get past this point. Sal has been kind enough to share these saved-games with you as well. Thank You Sal!
Saved Games before and after opening the steel door ( prior to and after crash point )
You will now be in a room divided into 3 sections (compartments): the entrance-section with a wall on the right, a pen on the other side (to the right) of the wall, and the main section with a doorway to the north with a green cross on the door and a crown above it (you later will realize the door is actually a double stone door).
Per the games hints-file:
"The Sarhuls prohibit access to the double stone door.
To stay away from the Sarhuls, you could open the doors and run away, the Sarhuls only ask to leave. However, you will find them everywhere afterwards. So rather observe the geography of their cage. The Sarhuls cave has compartments. There are only two compartments that you obligatorily must cross.
You must lock up the Sarhuls in the pen. The pen is the compartment at the bottom to the right in their cage. (It is possible that the Sarhuls will go at the same time into the pen at their own will. With some patience...).
Attract the Sarhuls into the pen with ham which you must put into the pen yourself. It is virtually impossible to go by the Sarhuls without magic because they observe you and will attack you as soon as the bars are open. The problem is that the Sarhuls spot you at first sight. Obviously, if they can't see you anymore..."
"Use the philtre of invisibility. Remember, however, that even if you cannot be seen, they smell you and if they touch you... (It is impossible for you to eliminate the Sarhuls).
How to become invisible: magic is all-powerful. Only magicians and wizards have such a secret. The wizards often keep their magic spells in a spell-book.
To transform the dragon's blood into the philtre of invisibility, take the dragon's blood flask and the wand of Minas Thyl, then pronounce the magic spell "Ezhrimanoth".
Once you have created the philtre of invisibility, type "drink the flask". You can use invisibility...
Try to do all the above yourself before reading further.
Stuck? Okay, the following is a method that works, but it needs good timing and a little luck.
First, some observations:
When you enter the 3-section room where the Sarhuls are, use the eye icon to look at everything, and use the lady-icon at top left of the screen to get a description of the screen. The room is divided into 3 sections: the entrance-section, the pen on the right, and the main section with the doorway to the north. Observe how the Sarhuls walk around, can you see a bit of a pattern? Notice particularly that at one stage in their roaming, they all walk away from the barred gate in front of you.
This gate is a sliding bars-gate, so when it is closed in front of you the pen is open, and when the gate is open in front of you the pen is closed. There is a key-hole at the left of the gate (You need / should have the red-and-fawn dwarves-pantry key for this gate). You want to get all the Sarhuls to be in the pen at the same time, with you standing in front of the sliding-bars-gate's lock INSIDE the main section so you can quickly lock them in the pen. Also observe, that if you go into the main section, one or more Sarhuls will tend to walk south to the entrance section, and once in there they seem reluctant to go north back into the main section and hence will not go into the pen.
So a method to solve this is as follows:
You will need to move quickly out of the way whenever any Sarhul comes near you, during the following sequences. Stand near the keyhole of the sliding bars-gate, and type "Ezhrimanoth" then type "drink the flask" to become invisible. (The invisibility lasts a fair time, but not unlimited time). Wait for the Sarhuls to start to move away from the gate, and type "open bars with key" and as soon as you can move, go through the opened gateway and slightly left, turn around (face south) by the other side of the keyhole and quickly type "close bars with key" before a Sarhul can walk through the gate to the entrance-section.
Now you have all 4 Sarhuls in the main section / pen area. Go into the pen moving out of the way of the Sarhuls as they move around, and wait for a couple to come into the pen, then quickly drop a ham a little to the right (type "drop ham"), and exit the pen quickly dodging Sarhuls as you go. Go to the gate’s keyhole and as soon as all 4 Sarhuls are in the pen, quickly type "open bars with key". Hooray, you have trapped all 4 Sarhuls and they can no longer chase you and kill you. Save your game!
If you do not trap all 4 Sarhuls, the "un-trapped" one/s will be a real nuisance, wandering all over the place and killing you whenever you meet them. Well OK, here is a Saved Game after the 4 Sarhuls are trapped in the pen..
FINDING THE ROYAL CROWN
Okay, now you have sorted the Sarhuls out, you can attempt to open the door to the north in the main section of the room.
However, if you did not get the bear's fur earlier, and if you happened to leave the first secret entrance (at the dolmen) open, then if you go back to the stairs / ramp leading up to the first secret entrance, and use the eye-icon to search the top of the stairs / ramp just below the exit, you may find the bear's fur there, just below the exit but out of sight behind the exit-wall.
Afterwards return here, to open the door (portcullis) to the north of the Sarhuls area / screen.
Use the eye-icon on the door. It is a portcullis, per the description. Type "open portcullis with key" (It opens with the gold key). The portcullis is actually a double stone door (it opens by means of each side sliding sideways). Go in. Use the eye-icon to look at everything. You are now in a magical room containing a magically-protected kiosk constructed by Erin Huviel. Use the eye-icon on the contents of the kiosk. There is a crystal ball resting on a cushion. You need to break the enchantment and penetrate the kiosk.
According to the screen-description (use lady-icon), and the description of the items you click on: "Erin Huviel the great Wiseman of the elves created the two crystal balls of inestimable value, one of which the elves kept, and one was given to Armaeth, the dwarf king of that time (i.e. long ago). The magic crystals have the power to communicate with each other, at any time, in any place". The crystal ball (in the kiosk) is on a "small red velvet cushion, neither soft nor hard". The magic aura around the kiosk prevents any access.
However, remember, we got Erin Huviel's talisman from the witch, so, simply walk into the kiosk (automatically protected by the talisman). Type "take ball" then "take cushion".
Now you have to figure out what to do with the crystal ball. Think and try for yourself before reading further.
Well, how does a gypsy use a crystal ball? Think hard, and very basic.
Try "look at ball". Hmm, no that does not work. What do you do when you look at a crystal ball in order to read it?
Oh, okay then, it is all in the logic and the wording: "look into ball".
You will be told that "you see a bucket, and yourself lifting it and pronouncing a magic word "Sillerynn", and it changing into a crown".
So where did you leave that bucket? You will have to fetch it, if you do not have it in your inventory. Fetch the bucket, "take bucket", then type "Sillerynn". The bucket will change into a crown in your inventory. Use the eye-icon to look at it.
Well, what next? What does someone usually do with a crown?
Type "wear crown".
You will be teleported into the throne room, wearing the crown and kingly robes. Then you will go to the throne and become the king. Read the finale, including your final score-table, and thereafter a message comes up saying that it may be worthwhile looking for the wealth you have not retrieved or conquered (i.e. your missing scores), before you crowned yourself.
The message thereafter says that there are many future challenges to you and your kingdom. It looks as if the game producers were maybe intending to write a sequel!
- If you drop an item, your points are unchanged but your fortune / merchandise value goes down by that item’s value. If you pick it up again, you regain that value.
- The items in this table are in approximately the same sequence (as far as possible) as in the walkthrough above.
TREASURE VALUE | |||
("put wood in embers") | |||
(Casket & Slab/Stele & Second Portcullis)) | |||
(In Hut) | |||
(In Hut) | |||
(Hut's Chest) | |||
(Keys For Jail & For Chest In Well) | |||
value of dropped items | value of dropped items |
||
Dropped Items | of retrieved items | of retrieved items |
|
(Prytwen's chest) | |||
(to be able to carry Prytwen) | value of dropped items | value of dropped items |
|
value of dropped items | value of dropped items |
||
(in well) | |||
(approx 7 altogether spread around the whole area) | |||
(only a specific random one results in these points) | |||
(At Lava Beds) | |||
(central platform) | |||
(Pantry & Sarhul’s Bars) | |||
Freeze Witch (Use Gift Icon On Witch) | |||
(Carried By Dwarf or Lying On Floor Somewhere) | |||
(Bear's Fur) | |||
("open bars with key") | |||
For comments, corrections or suggestions for this walkthrough, send email to Mr. Bill
This walkthrough may NOT be distributed without the written permission of Mr. Bill
Portions Copyrighted © 1993 by Real World Software