Jazz
and Faust
By
1c Company
Walkthrough
by MaGtRo June, 2002
Game
Play: This is point and click game and
is mouse driven. The Main Menu can be accessed within the game
by pressing ESC. The Main Menu has the Save, Load, Options,
Credits and Exit. To go back to the game from the Main Menu
press ESC. The cursor changes over an active item, location
or person to show information (spyglass), move (arrow), hammer
and anvil (use), hand (can be taken) and dragon (to talk to).
Right click of mouse opens the inventory, a second right click
closes the inventory and left click on an item in inventory
will place it on a frame for further usage in the game by clicking
the dragon on item or person to use it with. Arrow keys will
scroll to see what is inventory. To save a game, type the name
at the bottom (backspace to retype a new name) and then press
enter. Double click to a place makes the character run
towards it. The game is very linear and exact activities have
to be done to advance in the game (enter a place or pick up
inventory).
In a
prosperous country in the heart of the desert, invaders led
by Alkaim and his nephew Selim entered the palace of the Supreme
Ruler and killed him. The Princess Lousa survived and when she
grew up became the favorite wife of Alkaim. After many years,
rebellion due to the people's dissatisfaction drove Alkaim and
Selim in to the desert with loot treasures and Lousa. They settled
in the night at a ghost city, where Lousa induced Selim to kill
his uncle to have control over all the treasure. They left Alkaim
alone with no food and water and traveled to a deserted temple
where they hid most of the treasure. They knew that Alkaim will
come after them and escaped overseas to the coastal city of
Er-Elp. Lousa dressed as a man and acted as servant of Selim,
who is hiding behind a merchant's disguise. They devised a plan
to elude Alkaim. Selim, acting as a merchant went to the police
station and told a story about being beset by robbers in the
desert and the only survivor is himself, his nephew and a slave.
The story continued in finding treasure in a temple in the desert,
of having killed the nephew because of greed and of the fear
of revenge from the ghost of the nephew, Selim. He asked the
Chief of Police for protection and was told to leave the police
alone. That night 2 men were decapitated and found in the country
house of the merchant and his slave. The police did not continue
the investigation of the foreigners' death. Lousa has killed
both Selim and Alkaim and escaped to go back to her tribe in
the desert as sovereign and sole owner of the treasure.
The opening
scene shows Jazz (left) and Faust (right) wave at the gamer
and playing a game of dice. Click on either one to choose the
character for a new game. Read the background of the main characters
in the manual.
Jazz
Er-Elp
Police
Station: Jazz in his cell and the guard
on his desk are asleep. Selim, disguised as merchant and using
the name Alkaim comes in and begs protection from the Police.
Selim gives the story as described above and was summarily dismissed
by the Police. Jazz kicks open the cell. Go out, look around
and pick up the Whaler gin, the police have confiscated.
Wake the guard up by getting the Whaler Gin from inventory and
clicking it on the guard. The sergeant says that there will
be a court hearing and 150 coins is needed within 3 days or
else Jazz' ship Smokey will be impounded for smuggling.
Porch
of Police Station: Look around
and pick up the big axe on the left by the stocks. Look
in the cell on the right and talk to the animal trainer with
his rat, Lucy who bit a policeman.
Police Station Square:
Look at the hole under the steps and the an active spot on plants
on the right.
Trade Square: Exit right and
talk to the oriental seller. He recommends for you to go to
the tavern and talk to Hugo.
Tavern
Square: Pick up the cup
from the table. Talk to sleeping Hank and he wants a cigar.
Read the note tacked on the door about the magician at the first
floor of the tavern. Enter the Two Knives Tavern. Look around
and say Hi to Miranda, the waitress. Try to get cigar from the
red box on the bar and the barkeep will stop you. Try talking
to the grouchy barkeep. Talk to Hugo sitting at the table on
the right. He buys the Smokey for 50 gold coins (2 bags of
gold) and he takes care of the impounding and other fees.
Click on the chair and sit down. Miranda will come and ask if
you want a bottle of wine. Click the arrow key in inventory
and get the bag of coins, click on Miranda and buy a bottle
of wine. If the bag of gold is not placed active on the
screen, a hand will appear and when clicked will get Jazz to
not order anything and stand from the table. Miranda talks about
the 2 decapitated men last night. Go to the balcony and try
to open the Magician's door. Exit the tavern and open gate on
the right.
Port: Pick up a cannon
ball from bottom of the screen and a lantern from
the cart at bottom right. Go left to the berth and was
told go away by a guard from Jazz' former ship. Go to the lighthouse
and look around. Go to the pier at the bottom right and
look around.
Finding out about the murders:
Trade
Square: Talk to the oriental seller
and he says that it's hot today and needs refreshment. Give
him the bottle of wine. He talks about the widow who found the
dead men (trigger for widow's house to appear). For further
info from him, he wants more wine but wine cannot be bought
right now.
Widow's
house: Look around and note
the ladder by the house. There are steps to go under the bridge
but Jazz will not go there. Enter the house and talk to the
widow. She does not have time to talk since she's waiting for
the cloth dealer. Try taking the basket. Exit and see an exit
to bottom right for Widow's Country House which is not available
at the moment.
Trade
Square: Click on the bolt of red
cloth on the right side of the table and the oriental seller
will sell it for a discount. Buy a bolt of cloth. Use
the cup on fountain and get cup of water.
Widow's
house: Give the cloth to the
widow. As payment is information to satisfy Jazz' curiosity.
She rented her country house to 2 foreigners and found them
killed this morning. A crowd is there and the police are looking
for clues. Jazz can go find out for himself and go by canal
to first house out of town (trigger to country road).
Widow's
Country House: Talk to man
and find out 2 headless corpses but only one head were found.
He blocks entry to the house and yard. Pick up empty bottle
by wall and the hat (cowboy) by the plant on lower right.
See a road to the cemetery on lower right that is not accessible.
Tavern
Square: Show the hat to Hank
but he wants a cigar first. Enter the tavern and see 2 sailors
arm wrestling. Show the empty bottle to the barkeep and he recognizes
it as Whaler gin and only Martyr drinks it (trigger for overturning
mug of wine). He said Hank knows where he is. We need a cigar
for Hank to talk, so start a diversion. Go to the 2 sailors
arm wrestling and click on the mug of wine to tip it to start
a fight. Immediately, click on red box on bar to get 2 cigars.
Go out and give a cigar (out of 2) to Hank. Show him the hat
again and he says that it is Martyr's who live under the bridge
(trigger to bridge).
Under
the bridge: Walk under the
bridge. Pick up dirty rag beside the crate of bottles.
Click on the pavement close to the rope and then use the axe
to get rope. Wake Martyr up by pouring the cup
of water on him. Show Martyr the hat and empty bottle. He tells
his story of falling asleep by the house, woke up and heard
cries from house, saw a figure in dark cloak running out of
the house carrying something. Jazz believes him and correlates
it with the merchant and the treasure.
Finding information about the Stork:
Tavern
Square: Ask Hank about
the man with a black cloak. Give him the last cigar and Hank
says the man has gone on the ship Stork. Enter the tavern and
ask the 2 sailors about the Stork (trigger to buy wine). They
told you to go away. Talk to Miranda about the ship and she
asks if you want to buy a bottle of wine. Buy a bottle of
wine and then give it to the sailors. The sailor said that
he saw the captain of the Stork coming down the stairs over
there. Go to the magician's room upstairs. The small apprentice
would not let you talk to the magician unless you give him an
exquisite gift, which you can get not necessarily from a live
person (trigger for cemetery). Exit the tavern to nighttime.
Police
Station Square: Now
that it is nighttime, the plant on the right side is hiding
an old jug that cannot be taken.
Cemetery: Talk to Martyr.
He gives you a gold decoration not to tell on him. Pick
up the harpoon by the fence where Martyr was before (the
rope is automatically tied to the harpoon). Look at the gravestone
on the left. Use the cannon ball on the headstone and get gravestone
fragments in inventory.
Tavern
Square: Go the Magician's
room and give the gold decoration to the small man. Talk to
the Magician. He knows all about what you want to know. The
captain of the Stork is long away at Black isles. He also said
to be prepared to return the favor when you next need help.
Go down and Miranda tells you that Hugo wants to talk to you.
Talk to Hugo. He wants Jazz to be a navigator on his former
ship Smokey to bring goods to Black Isles. One of his men will
keep an eye on you.
Port: Still nighttime,
go to the pier at the bottom right and pick up the empty
bird cage from the bottom right of the screen by the grilled
door. Note the barrel of oil by the stair railing. At the berth,
try to get onboard the Smokey and the guard still will not let
you on board.
Getting on board the Smokey:
Tavern
Square: Talk to one of the sailors
about trying to get on the ship. He said you need to be a magician
to do that. Go up and talk to the magician. He wants a gravestone
and a dead man's head before he will help you (trigger for country
house). You already have the gravestone and heard of only one
dead man's head today - the murdered man's.
Widow's
Country House: Still nighttime,
try getting to the house by the door but a guard comes out.
Jazz hides. It's too bright with the lantern. Cover the lantern
with dirty rug. Try to enter the door and hear them talking
about the severed head in the well. Take the lantern and hang
it on the well. Look at the head and use the harpoon on it.
Jazz places it back until he can disguise it (trigger for ladder).
Widow's
house: It is now close to
daybreak. Get the ladder and Jazz props it by the overhang.
Need to distract the widow, so knock on the door and immediately
click on ladder. At the balcony, get the basket. Climb
down and go back to the well at the Country house.
Widow's Country
House: Spear the head again
at the well and it is automatically placed in the basket to
get a basket with head.
Tavern Square:
Go the Magician's room and give the head to the magician. He
doesn't want gravestone fragments but a whole one. Gravestone
puzzle - When a fragment is highlighted, it can be
turned around by right clicking on it to the position you think
is right. The positions of the fragment are clues as to where
they go, like on the corners or the cardinal points. To interchange
position, one fragment should be highlighted and then left click
on the fragment you want to change places with. If done correctly,
all the fragments close in and form a complete gravestone.
The magician gives
2 stones, a magical potion - pour one drop on
a man and it will make a man disappear and an amulet
that will be needed in an unexpected way.
Port: At
the berth, click the magic potion on the guard and he disappears.
Click on Smokey and talk with Hank inside the ship. He says
that the ship is full of rats and that they have to be removed
before sailing because of the goods. He also tells Jazz to light
the lighthouse (trigger for jug and oil).
Preparing
to set sail:
Police Station
Square: Finally,
pick up the empty jug.
Porch of Police
Station: Talk to the animal
trainer in the cell. Ask to borrow Lucy, who is hungry after
eating all the rats in jail. He might change his mind about
lending Lucy if you see his widowed mother and get some food.
Widow's house: Knock on
the door and Jazz explains about her son being in jail She gives
a small parcel of food.
Porch of Police Station:
Talk to the animal trainer in the cell and automatically gives
the food. Give him the bird cage and Lucy will return to him
when Jazz' problem is solved. Get a cage with a rat in
inventory.
Port: At
the pier, use the empty jug on barrel of oil to get a
jug of oil. At the lighthouse, click the
lantern on top of the lighthouse to get Jazz to place the lantern
on the ground by the stairs to the lighthouse. Fill the lantern
with oil using the jug of oil. Use the 2 stones to light the
lantern and then pick up the burning lamp. Click the
burning lamp on the lighthouse and Jazz climbs the lighthouse.
The lighthouse is now lit.
Black
Isle
Jazz and Hank sail
to the Black Isles. While on the ocean, Hank and Jazz toast
to luck but Hank drugs Jazz unconscious.
Prison Cell:
Jazz wakes up in a prison cell in the Black Isle. Hank enters
Jazz' prison cell and gives a bowl of bread. He demands
to know about the treasure since Jazz has been talking to the
magician, blackmailing the tramp and saw a stranger. Jazz remains
silent. Hank leaves. Click on the stone in the middle of the
floor. Click on what is hidden underneath and get a scroll.
It was written on a moonless night about a prisoner, a road
to freedom and to read the incantation over a small creature.
A rat walks in. Aha! Use bowl of bread on rat. While the rat
eats the bread, Hank walks in and threatens Jazz. Jazz backs
up to the wall by the skeleton. Click on skeleton and Jazz hits
Hank unconscious. Click scroll on rat and Jazz becomes small.
The guard walks in and sees Hank. Go out the door and Jazz locks
them in the cell.
Outside Prison
cell: Note the
pot with spikes underneath. Pick up the poker and keys
by the table and the jug of water under the stairs.
Try to pick up the torch stand and it is too hot. Use jug of
water on torch stand and get torch and torch handle.
Talk to the prisoner and find out that he is the Captain of
the Stork, imprisoned because of a tavern brawl. Give the torch
handle to the Captain and then use the poker on the bars. Click
keys on prison door to go outside to the square.
Look around Prison
Square. Go to the Garbage dump on the left and look around.
Go to Tavern square on the left.
Tavern square:
Enter tavern and forward to he
bar. Sit on barstool beside the Captain. The Captain talks about
the beautiful female passenger who wants to go to Khaen but
embarked in the Black isle. The Captain runs off to fight the
man that caused him to be jailed. They apologize to each other
after Jazz calms them down. The Stork Captain invites Jazz to
sail with him to Khaen. Jazz meets Faust, Captain of the Invisible.
Faust owes him a favor now for saving his life. Exit the tavern
and click on the ship.
Khaen
The Captain tells
Jazz about the 7 Sorrows, an opium den where they can rest and
talk. Exit to the Lane. If you exit to the port, channel and
harem gates, nothing is active, so sightsee around, OK.
Getting
in and out of the slave market:
Lane:
The Captain moves away to check the opium den. Meet the 2 sailors
met at the tavern in Er-Elp. They said that Jazz stole the goods
and killed Hank. They were going to take Jazz back to Hugo,
the antiquarian. The Stork Captain comes back and stops the
sailors but one of the sailors shot him. Jazz brings the wounded
Captain to the Opium den. The guard says that Jazz is the one
that caused damage to a merchant and that since there is no
jail in Khaen, he will be sent to the slave market.
Slave Market:
Jazz is chained on the slave block with another prisoner. Faust
comes in the slave market and buys some wine from the vendor.
Talk to the other prisoner and Jazz will exchange food for his
plate. Click the plate on the jug of wine Faust bought at the
vendor's table. Jazz throws the plate to tip the Jug of wine.
The guard beats the prisoners up for the incident. Jazz asks
Faust for help. Faust picks the key off the guard and
throws it to Jazz. Faust says see you at the caravansary. The
guard moves away. Click the key on the other prisoner and he
runs off chased by the guard. Jazz stands up and takes the chains
with him. Exit to harem gates.
Finding
a way to get to Caravansary:
Lane:
Note the carpet hanging and barrel of water by door. Enter the
opium den. Try talking to the sleeping man holding a smoking
pipe. Pick up the red hot poker at the center of the room. Talk
to the standing man,merchant about the way to the caravansary.
He will be going there but he wants to drive his sorrows away
first. He wants a hookah
(An Eastern smoking pipe designed with a long tube passing through
an urn of water that cools the smoke as it is drawn through). Exit to the Lane and dip the red
hot poker in barrel of water to get cool poker. Go back
to 7 Sorrows and exchange the cool poker with the hookah
of the sleeping man. Give the hookah to the standing man. He
says he is the main eunuch of his Sultan's harem. He was to
buy a young girl but lost all his money. He wants you to find
a young girl for him and then he will take Jazz to the Caravansary.
Getting
a young girl for the Sultan:
Harem Gates:
Talk to the guard and he shoos Jazz off . He also wants you
to tell the laundress with the carpet to hurry because she is
expected in the palace (trigger for carpet).
Lane: Try to take carpet but it is
too high. Enter opium den and get poker back from sitting man.
Use the poker on carpet.
Money changer shop: Talk
to moneychanger for a veil but wants something in return (trigger
for clock).
Lane: Enter the opium den and
pick up the clock that appeared on the table beside the
sitting man.
Money changer shop:
Exchange clock for veil. He says to change at the opium den.
Lane: Enter and exit the opium
den, coming out at night and wearing the veil. This 'lady' would
not run when double clicked!!!
Harem Gates: Talk to the guard.
Harem: Talk to the eunuch.
Stay in front and then walk to the left of the eunuch. He wants
you to take another carpet to be cleaned. Enter the open curtained
doorway on the right. Jazz asks a houri to get in the carpet.
Exit to Harem gates. The Sultan's eunuch says to hurry to get
to the caravansary.
Travel through the
desert.
Caravansary
Forge: Enter and pick
up the pincers by the fire.
Inner
caravansary: Pick up ripe apple from table.
Talk to Faust. Faust fell in love with the girl in Er-Elp who
wants to be taken to Khaen. Faust could not since he already
has a passenger that gave him a crystal as down payment but
the passenger never returned. Faust asked the Stork Captain
about her and they got into an argument about it. Jazz explains
about the girl being the murderer and the story behind it from
what he heard in jail. A canopied carriage enters the caravansary
square. The 2 men hear a cry for help because of a leopard.
Caravansary
square: Faust tries to distracts
the leopard while Jazz thinks of something to do. Click the
amulet on leopard when the leopard is closest to Jazz. Then
click the chains on the leopard.
Inner
caravansary: The maidservant tells
the 2 heroes that the lady they saved wants to talk to them.
The lady is Lousa, who killed the 2 men in Er-Elp and Faust's
love. Lousa explains her history, about her father the Supreme
ruler of the Red Sands, the attack on the castle by Alkaim,
Selim's beheading of her father, of being Alkaim's concubine,
the rebellion, the escape to the City of the Dead, where they
hid treasure and the happenings in Er-Elp. She has a crystal
to open the gates to the City of the Dead and wants the men's
help. Faust is about to declare himself when Lousa says they
will talk tomorrow.
Jazz
picks up the half of a crystal that Lousa left on the
chest but only a fool leaves his treasure unattended. Jazz plans
to get to the treasure by himself. Exit to square.
Merchant's
canopy: Click on men and
hear them talking about one's adventure in the desert. They
stopped and don't want to be overheard. Exit and then go back.
Look at lit window above the canopy where the merchants are
now. Look at the embedded pegs holding the canopy. Use pincers
on hot coals to get pincers with a small piece of coal.
Use the piece of coal on the pegs.
Caravansary
square: Look at camel. Use
apple on camel. Jazz brings the camel under the window and climbs
on it. He overheard about entering the City of the Dead by going
in the well and through an underground vault. Jazz falls off
the camel. Exit to the desert.
City
of the Dead
Look
around and go to the caves at right.
Cave
entrance: Use the 2 stones
to light the brazier by the cave's mouth. Lit the torch on the
fire. Enter the cave's mouth to the grotto.
Grotto: Take the pick
axe by the cave's entrance. Talk to the Yehu standing by
the other cave. He captures Jazz and brings him inside to help
another Yehu trapped under a fallen beam. Use the pick axe on
the beam. It did not work. Go to the underground city on the
left and talk to the Yehu. Jazz brings him back to the fallen
beam and together they freed the other Yehu. Go to the entrance
to the Temple on the right and then go back to talk to
the saved Yehu. He does not respond. Show him the red half of
a crystal. He goes he, ye, he, he, hoo and gives a luminous
mushroom. Go to the entrance to the temple and get raised
to the top.
Meet Lousa, her
maid and Faust. Jazz tries to explain his taking the crystal.
Give the red crystal to a nervous Lousa. Enter the temple but
Lousa asks for more light. Give her the luminous mushroom. Enter
the temple again.
Temple:
An ironclad hydra takes Lousa, who drops the luminous mushroom.
Jazz does not have anything in inventory. Go upstairs and realize
that the Hydra is protecting its nest. Click on Faust at the
ground floor of the temple. Jazz goes down and asks Faust to
distract the night beast with light. They both climb up with
Faust holding the luminous mushroom. Stand close to Faust and
then click on the brick wall on the right side of the entrance
to climb up to the beam.
Jazz can not get
the rope on the right wall or the cocoon on the other side of
the beam. Click on the net on the right side of the cocoon at
the foreground, shaking off some items that fall on the temple
floor. Get off the beam by clicking on the bricked wall again.
Jazz jumps off the beam. Click on items on the temple floor
and Jazz will go down and pick up gloves, saber
and a bone. Click on brick wall again to make Jazz climb
back up.
Use the saber to
cut the rope holding the foreground cocoon. The cocoon drops
on the temple floor and the hydra follows it and disappears
when the light hits it. Use the saber to cut the web holding
the far cocoon with the princess inside. Jazz says it's too
high and the drop will kill her. Go back down and talk to Faust.
Faust goes down and holds a net to catch the other cocoon with
the princess. Go back up the beam and use saber again on the
web holding the cocoon. But it's too slippery. Use glove on
web and Jazz pulls the web releasing the cocoon.
In front of the
dragon statue, talk to Lousa. She says that the crystal is the
key to the treasury and the dragon guards the gate. She gives
her half of the crystal. Talk to Faust and he gives you
his half of the crystal. Click a crystal on dragon at
center and Jazz will stand on a lit carved floor tile. Place
crystal back in inventory and talk to Faust again. Jazz says
the dragon moved when the floor tile lit up and asks everybody
to stand on a floor tile. Throw the bone into the dragon's mouth
and then watch the cut scene.
The door to the
treasury opens up and when all of them are looking at the treasure,
Alkaim rises up. He puts a curse on all of them to go back in
time to when they do not know each other.
Faust
While relaxing at
the port of Khaen, Faust is approached by a red bearded man,
Alkaim. Alkaim hires the ship Invisible and its captain, Faust
immediately. They go aboard and sail to Er-Elp, where the red
bearded man asks Faust to wait for his return. Lousa talks to
the Captain of the Stork for passage to Khaen but was told that
he goes to the Black Isle only. Lousa asks Faust for passage
but was reluctantly refused because he was already hired. Lousa
goes back to the Captain of the Stork and they leave for the
Black Isle. Faust is left wishing to find her again.
Er-Elp
Port:
At the berth, pick up the crystal that might have
been dropped by the lady (conflicting versions). Faust hears
a noise. Go to the port and hears the official close the port
because of the murders that happened last night - no ship can
leave without special permission.
Tavern Square:
Talk to Hank, who asks for a cigar when he chats. Enter the
tavern and try to talk to the 2 sailors. Talk to Hugo, who tries
to sell you a weapon. Sit down on the chair and Faust will ask
Miranda about news in Er-Elp. Miranda talks about the 2 decapitation
murders that happened and that the murderer took one of the
heads with him. Faust ponders about the involvement of his passenger.
After Miranda left, a policeman asks for the Captain of the
Invisible. Faust admitted that he is the one he is looking for.
The policeman is tripped by one of the sailors.
On the way out,
Faust says it is bad to leave a man in need even if he is a
cop. Stay in the tavern and help the policeman. Go to the bar
and pick up a bottle of wine. Hit one of the sailors
with the bottle of wine. Get bottle fragment in inventory.
The policeman tells Faust to leave police business alone. Faust
is told that the Invincible is seen involved in illegal activities
such as smuggling and pirating and that the ship will be impounded.
Further discussion involves showing proof of his innocence in
the charges by giving the policeman a bribe. He still cannot
sail because of the murders. Hugo talks to Faust about knowing
that one of the murder victims is his passenger. He again tries
to sell Faust a pistol. Faust does not have any money. Hugo
says that Faust should try proving his innocence in the murders.
Faust needs money to keep Hugo silent.
Police Square:
Look around. Faust cannot get in the police
station to ask for special permission from the police Chief.
Trader's Square:
Talk to the oriental seller and
give him the crystal. The oriental trader is happy for Faust
to pawn it for 2 bags of gold. Talk to the boy, who wants
candy for information.
Tavern Square:
Enter the tavern and give a bag of gold to Hugo. He gives a
pistol, a coin and his silence to Faust in exchange
for the gold.
Trader's Square:
Click on the oriental seller's
table (trigger for boy's conversation). Talk to boy about distracting
the seller with smooth talk. Give the boy the coin (everybody
really wants to be bribed here!). The boy goes over and chats
with the seller. Look at the merchandise on the table and get
the crystal. Oops!! Got caught! Faust places the crystal back.
Now what? Take the bottle fragment and click it on the
table as exchange for the crystal (wonder if that will
fool the seller long). Time to get out of Er-Elp. (Getting the
Crystal is trigger to get in the police station).
Police Station:
Enter and talk to the sleeping police chief. He is mad to be
awakened. Faust asks to leave the port today and ask for special
permission. The police chief asks on what grounds. Give the
bag of gold to police chief as proof of grounds to leave. He
gives the special permission.
Port:
At the berth, the guard will not let you leave without special
permission from the Police Chief. Give the guard the special
permission. Faust sails to Black Isle to find the mysterious
lady.
Black
Isle
Find the
beautiful lady:
Tavern Square:
Talk to the old fisherman by the tavern door. Nothing is happening
yet inside the tavern. Go left of tavern square.
Warehouse: Talk to
the man and he says the warehouse is still closed. Try to get
the net behind him. Note the barrel of water. Try to touch the
cat trapped up the beam of the hut and the dog. Go right
of tavern square.
Garbage Dump:
Talk to young boy. He will tell
Faust where the Captain of the Stork is if Faust can find his
cat for him (trigger for barrel).
Prison Square: Note the shark
hanging on the right side of the screen.
Warehouse: Click
on barrel of water and Faust will pull the cork off the
barrel emptying it. Click on barrel again and Faust will turn
the barrel over the dog. Click barrel again and Faust will climb
on it and get the cat. Wait Faust, what about the dog?
Garbage Dump:
Give the cat to the boy. Matilda,
the cat is now safe and the boy says that the Captain of the
Stork is spending the second day drunk in the tavern (trigger
for seeing captain).
Tavern Square:
Enter tavern and approach the bar. Talk to the drunken man by
the bar. The Captain of the Stork gets rowdy and starts a fight.
The policeman arrives and takes the captain to jail. Go outside
and talk to the old fisherman about the beautiful lady. He needs
a net and is worried that he cannot feed his family (trigger
for entry to warehouse).
Warehouse:
Talk to the man. Ask about the net and he said that they do
not sell old nets. The warehouse has new ones but be careful
about fires since there is a lot of cotton in there. Enter the
warehouse. See a man running around. Click on the net hanging
up the ceiling. Faust climbs up the box and checks the securely
tied net. On the way down, Faust accidentally tips the fire
stand and the floor is on fire. Go out and the running man tells
the warehouse guard about the fire. They leave to get water
leaving the warehouse unguarded. Get the old net hanging
behind where the guard used to be.
Find a
way to have ship repaired or how to catch a beast:
Tavern Square:
Give the net to the old fisherman. He tells Faust that the lady
left on a slaver ship for Khaen. Faust cannot follow because
he needs to have his ship repaired and has no money (trigger
to talk to barkeep). Enter the tavern. Talk to the woman behind
the bar. She needs someone to remove the beast in the Bamboo
woods. The beast has taken the shaman into the forest. If successful
will be handsomely rewarded. Exit the tavern and pick up the
rope hanging on the right corner post of the tavern.
Garbage Dump:
Pick up the axe on the chopping block. Get the bone
from the dumpster under the bearskin. It's too small for the
monster but maybe a small animal. Go to Warehouse and then north
to the Bamboo woods.
Bamboo woods:
Look around and note the deity with 6 arms. They sacrificed
dogs to this deity. Look at the trees on the right archway and
Faust says it will make a trap. Use axe on trees. Boy, that's
one big cage!!! Faust wants rope to shut the door to the cage
when the beast gets trapped. Use the rope on cage. Faust attaches
the invisible rope on the cage. He says he needs bait. Oh no!
Not the dog!!
Warehouse: Click on the barrel
with the dog inside. Yup, Faust wants the dog as bait. Use the
bone on the barrel.
Bamboo woods: Now the dog sits outside
the cage and Faust wants an attractive smell to entice the beast
(trigger for fish).
Prison Square: Use axe on shark
and get fish head.
Bamboo wood: Place
fish head in cage. The monster comes and looks at the dog. Click
on the cage to trap the monster. Click on the monster and Faust
says that he is not so frightful, I'll take you with me.
Tavern Square:
Tell the woman barkeep about
the beast. They repaired Faust's ship for him and she gives
him an amulet from a distant land that might be useful
in his travels. She asks for Faust to take the beast with him.
Exit tavern and click on ship. Faust must have taken the beast
somehow.
Khaen
In search
of Lousa:
Lane: Faust finds 2 men
beating up a man. Click on one of the men and they still continue
beating the man. Use the pistol and Faust fires a shot in the
air and the 2 men get scared off. Faust brings the beaten man
to 7 Sorrows, an opium den. Talk to the den keeper and he gives
a hookah. Give the hookah to the wounded man lying down.
The wounded man wants to know who his savior is and then he
gives a small bag of gold to Faust.
Talk to the den
keeper Fu Chin about the red-haired lady. He recommends that
you stay until morning and then see the moneychanger that has
good memory. The news is that there is a new Sultan who is getting
richer day by day in the desert and that is allied to the dark
forces. Exit the den and lane.
Port:
Enter the moneychanger's shop. Talk to the moneychanger about
the red-haired lady. He will inquire about the lady if Faust
will bring the One-eyed scoundrel to him or help get the money
stolen by the little thief. Lane:
Enter the opium den and talk to the beaten man that is standing.
He asks Faust to buy wine.
Port: Talk to the moneychanger
and he said one good turn deserves another. Hmm! Give the bag
of gold to the moneychanger. He says the red-haired lady is
seen disembarking from a slaver ship and can be found in the
slave's market to be sold (trigger for slave market).
Go to the channel
and then to harem gates. Harem
gates: See a snake charmer
and the way to the Wasp Canyon that is still inaccessible. Exit
at bottom right via bridge to slave market.
Slave Market:
Talk to the vendor about the red-haired lady. A foreign merchant
bought her immediately and Faust says he knows who that man
is. To be sure Faust needs wine and the vendor recommends to
go to the moneychanger where you can buy anything in his shop.
Getting
wine:
Port: Enter the
moneychanger shop. Talk to the moneychanger about the need for
wine. Give him the pistol and he will give you wine if you bring
your own jug or something to put it into (trigger for snake
charmer). Harem Gates:
Try to pick up the jug that has the cobra by the snake charmer.
Exchange the hookah for the jug. Now how to carry it safely.
Place cork on jug and then pick up jug with a snake in it.
Now what to do with the cobra.
Lane: Enter the opium
den and place the jug with snake in it on the fire at center
of the room. The cobra jumps out and slithers away. Pick up
the empty jug.
Port: Enter the moneychanger shop
and give the jug to him. He gives Faust a jug of wine.
Joining
the caravan to go to Red Sand:
Lane: Give the wine to the
beaten merchant. Faust asks him about the redheaded slave. He
says that he is the Vizier of the Sultan of Red Sand. He got
the girl because the Sultan likes beautiful things. Faust asks
to go with him to meet the Sultan. The Vizier agrees only if
Faust has something unique for the Sultan. How about a rare
beast from the Black Isle? The Vizier agrees and gives bag
of gold for Faust to buy camels and supplies for the trip.
Slave Market:
See Jazz and another slave on the slave block. Talk to Jazz
and he asks to be free. Talk to the vendor about buying 2 camels
and food. Give the vendor the bag of gold and he will deliver
the camels and food wherever you like. Talk to the slave driver
and Faust will exchange a young camel for the starveling (Jazz).
Jazz stands up, thanks Faust and will meet him at the Caravansary.
Lane: Talk to the Vizier and
he says that now Faust will have to walk since there is only
one camel. He will meet him at the next stop close to Wasp Canyon.
Harem Gates:
Exit to Wasp Canyon by the left of the screen.
Wasp
Canyon:
Note the skeleton of dead warriors and wasps buzzing by
the unsafe bridge. Pick up the old sword and quiver
of arrows from the tent by the tree but no bows. Pick up
the ragged cloak from the bush. Faust looks at the animal
skull on the bush and says 'Poor thing eaten up by wasps'. Place
the ragged cloak on the skull on the bush. Faust wants bait.
There's no bait here.
Slave Market: Talk to
vendor about attracting wasps. He offers honey. Give him the
quiver of arrows and he gives the honey.
Wasp Canyon: Place the honey
on the cloaked animal skeleton. The wasps swarm on it. Now safely
cross the bridge to the desert.
Desert: Faust finds the
caravan of the vizier attacked by robbers. Faust fights the
robbers but was wounded. Faust talks to Lousa who recognizes
him. She is now a slave and is being brought to the Sultan.
Faust wants her to run away with him. Lousa will wait for Faust
at the Sultan's harem in Red Sands after he has recovered from
his wounds. The Vizier leaves his servant to take care of Faust
and to bring him to the caravansary.
Caravansary
Inner
Caravansary: Someone camped here.
Pick up the bandages and soporific from the yellow
chest. Merchant's Canopy:
Talk to the merchants about the
way to the cursed Red Sands. They will give Faust a map in exchange
for horseshoes for the camels.
Forge: Enter and talk to the blacksmith.
There is no iron for the blacksmith to forge for horseshoes.
Give him the old sword. Exit and then enter the forge again.
Talk to the blacksmith again and he will give the horseshoes
for free. Acquire hooked rope and lose the bandages somehow
(mystery of gaming!). Merchant's
canopy: Give the horseshoes
to the merchants in exchange for the map and a warning.
Go to the Desert and to the gates of the palace at top of screen.
Palace
Palace
square: Enter the palace
gates to the square. Talk to vizier and he will take you
to the Sultan. Inner Palace:
Sultan warmly receives Faust and gives him fruits and
anything he wants. Lousa secretly gives him a message
and a whistle. Faust asks the Sultan for Lousa and was
ordered to leave and if seen around will lose his head.
Palace
square: Click on the message
in inventory and read about Lousa being ready to run away, for
Faust to go over the palace walls tonight and for Lousa to go
to the balcony upon hearing the whistle. Use hooked rope on
the roof of the curved window on the right side of the palace.
Inner Palace: Blow the
whistle and Lousa comes out on the balcony. Lousa cannot come
with Faust now because the Sultan and Lousa will soon go to
the deserted temple and they will be detected if she is gone.
Exit to square. Exit left to desolate temple.
Temple:
Look at the standing stone behind
Faust. Looks familiar! Place amulet at center of stone. The
Sultan argues with the robbers and they hit him. Move Faust
left of the torch to face the robbers. Give the robbers the
fruits and they give a mirror in return. Click
on the sultan and now Faust disguises himself to look like the
Sultan. Faust orders the guard to stand watch and takes Lousa
with him.
Palace
Square: Lousa would not leave without
her maidservant and the crystal she hid in the cage of the Black
isle beast. She gives a ring so that her maidservant
will know that Faust is her beloved.
Inner Palace: Show the ring to
the maidservant. Give the soporific to the beast and then click
on beast to get the other half of the crystal. They join
to make a crystal in inventory.
Palace Square: Talk to
Lousa and Faust will tell her about his crystal and returns
the other half of the crystal. The crystal will bring them happiness
and wealth.
Caravansary
Merchant's
Canopy: Talk to Jazz.
The story about the fight with the Stork captain, Faust falling
in love with Lousa, the murdered passenger and the involvement
of Lousa were discussed. Faust takes Jazz to meet Lousa.
Inner Caravansary: Lousa
explains her history, about her father the Supreme ruler of
the Red Sands, the attack on the castle by Alkaim, Selim's beheading
of her father, of being Alkaim's concubine, the rebellion, the
escape to the City of the Dead, where they hid treasure and
the happenings in Er-Elp. She has a crystal to open the gates
to the City of the Dead and wants the men's help. Faust is about
to declare himself when Lousa says they will talk tomorrow.
The next morning Lousa is upset that Jazz took her half of the
crystal.
City
of the dead
Bloody
Tree: Look at the 2 corpses
of the robbers under the tree and across by the luminous pool.
Go to the corpse by the luminous pool while keeping away from
the swing arm of the bloody tree. Click on the corpse and Faust
will pick it up and place it by tree to be consumed. They then
leave immediately.
Temple
entrance: They meet with Jazz and
Lousa confronts Jazz. Jazz returns the half of crystal. Enter
the temple.
Temple:
They find a dead hydra with several baby
hydras (hydraettes?) around it. Use the mirror to reflect light
on the small hydras and they disappear. Pick up the hydra
claw.
In front
of the dragon, talk to Lousa. She gives the other half of the
crystal to make a whole crystal. Click on the dragon
and Faust will move to the carved floor tile. The floor tile
will light up. Talk to Jazz and they all move to a carved floor
tile. All 4 floor tiles lit up and the dragon's mouth opens.
Throw the hydra claw into the dragon's mouth and then Faust
places the crystal inside the mouth.
The door
to the treasure opens. They all look at the treasure.
Faust
and Lousa look at the sea aboard the ship Smokey steered by
its Captain, Jazz. A chest of treasure is on deck by the wheel.
They sail into the vast sea.
But
a fiery light comes out of the treasure in the temple, goes
in the treasure on the ship and enters Jazz. Jazz' eyes glow.
The
End.
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