There are nine slots for you to
save games, and the game also automatically saves for you.
Each time an AutoSave game is available, you
will see these bones in the walkthrough.
The Viking Village
The Pillagers’ Forest
The Fortress
Between Worlds I
The Starship
Between Worlds II
The Land of Shadows
Between Worlds III
The Fisherman’s Cabin
Thorgal’s Island
The
Viking Village
Enter Oldreif’s home and talk with him. (Always
exhaust all dialogues.) He mentions having to tie the pontoon bell
because it is so windy. Talk with Oldreif about the possibility of
leaving the island through the forest. Oldreif refuses to let you cross
the bridge, because the Pillagers in the forest are too dangerous.
Noral appears. Talk with him as well. He will show you a frightening
scene, reflected in a mirror. Your son, Jolan is in danger, apparently
by Thorgal’s own hand. Speak with Noral again. He mentions a fisherman
named Maleb who could lend you his boat. Noral leaves, and you are
standing outside.
Go right, to the end of the village, where
the drawbridge is located. Examine the mechanism, and discover that
there is a piece missing. Return halfway to the village. Just to the
right of the point where you stop, is a spot on the ground where you
can stand. From there, you can shoot arrows at the rotating target.
Aim at the center of the target, and release the arrow as the target
is facing away from you. That way, the timing is correct, and the arrow
will strike the target when it is facing you. Now talk to the woman
who is working on the far side of the walk. She tells you about the
Dragon. She tells you that the key to the bridge is hidden in Oldreif’s
home. If you have successfully shot three arrows into the target, she
gives you her son’s knife.
Go around the side of the house, where you
first arrived, and find the Bell. Use the knife to
cut the rope. (Right-click for inventory.) A timer starts as you enter
Oldreif’s house, and you have only a brief time to take the lever for
the drawbridge before he returns. It is located behind the shield,
just to the right of the entrance.
Go to the drawbridge, insert the lever (it
looks like a garden-fork to me) and pull it to raise the bridge. Cross
the bridge, and into the Pillagers’ Forest.
The
Pillagers’ Forest
Enter the forest, and take the first left
path, then the next right path This brings you to an encounter with
a rather unpleasant oaf who is guarding a stone bridge. Approach him
to start a rumble, then back away. Shoot at the three cords holding
up the shields and symbols over his head. The material drops, stunning
him.
From here, take the path at the bottom left,
and find the Iron Bow on the ground, below the path.
(Looks sort of like a large snake sitting there.) Go back to the guy
you knocked out, and examine the body. Click once to discover the strange
object (statue) and click again to take it with you.
Cross his little bridge, and proceed to take
the left fork. This will take you to the old man’s house. Talk with
him. Show him the Iron Bow you found. He is grateful to get Andrulf’s
bow back. He soon sends you on your way.
Return to the fork, and find a Rope on
the ground, near the left end of the large log. Now take the other
path, the one to the lower right. Behold the Dragon! Look on the stone
wall, just in from of Thorgal’s face. Press the Triangle. (You may
have to click once to approach it, and again to activate it. A stone
panel opens to your left.
Approach the hole, and use the statuette on
it. A 3-D wooden puzzle is revealed. Don’t even ask how long
it took me to discover the shortest solution.
The
3-D puzzle in the Dragon’s Cave can be solved in 6 clicks!
Start by rotating the
puzzle so you are looking at the left-rear quarter.
Push the pieces 1, 2,
and 3 as indicated.
Rotate it so you are
looking at the right-front quarter, and tip it forward.
Push in the mouth-part, No. 4, then push down on the
right-rear column, 5.
Step 6: repeat step 5.
The dragon’s fire is extinguished. Go forward,
only to discover that the Dragon is a sham, put there to scare people.
Proceed further, to the Fortress. Walk up close to the base of the
tower, and inspect the grille. A grapple could reach it, but you only
have a rope and still need a hook of some sort. Go see the Old Man
and ask for help.
He has made a special arrow, that you must
earn by displaying your skill at archery. Go stand near the pole. The
trick to this challenge is getting the timing.
The best place to aim
is just at the bottom of the pole, and the best time to shoot
is when you see the two targets line up at the right; one
facing you and one facing away, as shown in the picture.
You will have better luck if you wait between alternate targets,
rather than attempting to hit them all in a row. Don’t wait
too long, or the wheel will stop.
Return to the Fortress. Combine the rope and
grapple that the Old Man gave you. Swing the grappling hook at the
Grille, and enter the Fortress.
The Fortress
1. Pick up stones at the very
bottom-left of the screen.
2. Walk to point two in the picture. Stand there,
causing Vymir to walk toward you.
3. When he gets to point 3, throw a stone at him, making him run.
4. Walk toward the notch in the wall.
5. Step aside, and he will fall through the notch.
Pick up the key that Vymir dropped, and enter
the Fortress. When inside, go to the right. You come
to a Tee intersection, where you can go down and left, or up and right.
If you look at the lower corridor, you discover a fissure which you
cannot cross. You will have to find something to help you cross the
gap. The other way, up, leads to a small room. On the way there, notice
a board, solidly attached to the wall. In the room,
find the tongs sitting on a box at the left, and a key sitting
on the large barrel to the right side of the room. Exit this room,
and use the tongs to loosen the board. Take the board.
Return to the place where you entered, and
take the other corridor, to the left. Go around the next corner, and
to the door at the far end. Open it with the key.
The Laboratory
Stop! Before you let Thorgal
touch anything, search the room until you discover the location of six
objects:
A Container on the right
side of the bookshelves
A Board leaning against the wall, just right of the
bookshelves
A Crucible on the far right end of the workbench
A Bottle of Water on the bench in the middle
A Green Stone (Emerald?) in the bottom left corner
of the screen (hard to see)
A Distillation Device, on the lab table, bottom right
of the screen
The moment Thorgal touches any one of these
objects, the gate will close and lock. Your “host” decides to purify
the laboratory. A timer starts, and it only runs for two minutes, not
giving you much time to experiment.
Pick up the first five objects. Combine the
Green Stone with the Crucible, grinding it into a powder. Put the Green
Powder into the distillation device. Put the Water into the distillation
device. Collect the Acid dripping from the end of the coiled tube,
by using the flask. Use the Acid to burn through the lock on the gate,
and exit.
You will have to touch the Eye of the Dragon,
whatever that means. Return to the room with the gap, and combine the
two boards. Use them to jump to the stones, pick up the board, and
use them to cross again. Continue into the Fortress, and go left, into
the room with the red and gold carpet.
On the wall is a carved dragon, whose eye
is a hotspot. If you don’t see it at first, wait and it will sparkle
briefly. Touch the eye and you hear a door open. It is at the end of
the other corridor. Enter the room. Uh-oh, those holes in the floor
look pretty ominous. Have you ever watched Battlebots? Step forward
and meet Hiralgur, Pillager-in-Chief. He is not pleased that you have
conquered his two sons. Step forward again, and you are in really deep
trouble.
The spikes rise randomly, and Thorgal can
only survive a few hits. In order to stop the mechanism, shoot the
sandbags from their ropes. I found that stabilizing the mouse with
two hands made the job considerably easier. Shoot at the ropes as they
are rising, before they reach the top of their travel. Be patient,
you will probably die a few times, while developing the skill to get
through this segment. When you understand just how it is done, you
will be able to knock off the four sandbags right in a row.
When you get the fourth rope, the machine
stops, Hiralgur dies from his own trap. He triggers something, and
the room floods with water. This is the last Thorgal will be seeing
of the natural world for quite some time.
Between Two Worlds
Talk at length to Noral. He unravels
the whole point of the story – the tragic loss of his loved one, and
being eternally doomed by immortality. When he is finished, talk with
the Guardian of the Keys. She will open a portal, of things
past. Enter.
The Starship
Talk to the child – exhaust all dialogues.
You need to find a box and a disk. Go through the portal. You find
the second door locked; examine the pedestal to the right of the door.
A triangular object will probably open the door.
Continue and take the corridor to the left
of the four small doors. There is a series of magnetic fields preventing
you from reaching the door. Notice the triangular switch at the left
of the door. Shoot the switch with an arrow, initiating a repeating
cycle in the deadly magnets. Watch the red lights at the ends of the
magnets to determine when each one is off. Be careful not to step too
far; proceed by stepping over the magnets while they are inactive.
Enter the room, and take the glass triangle that is on the edge of
the console opposite the entrance.
Exit this room, and go back to the four small
doors. In one room you can take a small steel key. (I am not sure if
the position of the door containing the key changes from game to game;
mine was in the second door from the left. The other three doors contain
nothing you can take.) Finally, continue and enter the last large room
to the far right. When you approach the center of the room, the laser-robot
comes to life and is determined to kill you.
Deactivate the robot by pressing the six pyramids
atop the poles. Hurry. You must proceed to each pole, then touch each
pyramid to turn them off. Take the disk, which is at the triangular
stand by the robot’s lair.
Go to the locked door, and use the triangle
on the pedestal to reveal a logic puzzle. The object of this puzzle
is to discover which five symbols are the correct ones, and in which
sequence. You will probably want to have a pencil and paper handy.
Choose five of the symbols from the panel at the left, and press the
green button to check your accuracy. If a flashing green light appears,
it is one of the correct symbols, but you have it in the wrong position.
If a steady green light appears, the correct symbol is in the correct
position. If no light appears, the symbol is not to be used. You have
five chances to test your accuracy. The required symbols randomly change
each time you restart the puzzle. Getting all five correct will unlock
the door. You can hear it click. Go in and use the steel key to open
the cabinet containing the box.
Return to the child, combine the disk and
the box, and the boy’s memory is restored. He relates the tale of his
ancestors, and how he came to be saved by the Vikings. He is young
Thorgal.
Take the ring he leaves on the floor, it is
half of a key you will need. Return to the Lands Between.
Between Two Worlds
Talk to the Guardian of the Keys. She now
opens the next portal, of things yet to be.
The
Land of Shadows (Niflheim)
Talk to Death, the Grim Reaper at the entrance.
You must find a lost soul and convince her to return with you. Enter
the caverns. You see three paths: the center one will take you to the Blind
Archer. Go there and talk with him. You learn that the butterflies
are souls, and that you will need to find a gold and silver mask. Also,
you must find two crystal pieces to help the Blind Soul regain his
sight.
Leave the blind man and go to the upper left,
retrieving the Rose. Return to the first crossroad and find the Crystal
Piece sitting on the ground, on the right-hand edge of the blue ramp
(Hard to see). Then go to the far right path then the upper-right path,
and find the second Crystal Piece (easy to see). Give both crystal
pieces to the Blind Soul, and take the Gold Headband that
he leaves behind.
Climb the blue ramp from the crossroad and
speak to the Mute Angel. He challenges you to a game
of Runes. The black game is for high stakes – either the Silver Gag,
or your imprisonment – the white game is for practice. You should first
choose the white game in order to learn the rules and
practice the game. Playing the black game, Thorgal must win three times.
If he loses three times, it is over.
Upon winning, Thorgal receives the silver
gag. Combine the silver and gold pieces to create the mask. You hear
a woman singing in the caves. Go to the lowest point, always taking
the right fork. If you are going the correct way, you will hear the
singing get louder. Find the red butterfly. Do not attempt to talk
to it, or examine it. It will be frightened and fly away. Instead,
give it the Red Rose. The red soul is transformed into Alianne, Noral’s
long lost love. She tells you his pendant must be destroyed in order
to end his immortality. Remember this information. She agrees to leave
the cave in order that you can help.
Between Two Worlds
Kriss is unreal, but dangerous nonetheless.
She has trapped apparitions of your wife, son and daughter in hanging
cages. She attempts to shoot down the cages. If she does this three
times, you are doomed. You must shoot each of the three cables connecting
the top and bottom of each cage in order to free the apparitions. Aim
at the middle of each cable.
After Thorgal frees his family, the Guardian
of the Keys presents him with some sand from the Lands Between and
allows him to return to Mitgard.
The
Fisherman’s Cabin
Talk to Maleb, the Fisherman. He would be
happy to help you, but his boat was smashed in a storm. Go to the end
of the dock and place the miniature boat in the water. Then use the
Moonstone’s magic to activate the boat. You are transported to Thorgal’s
Isle. Next Christmas, I want one of those flying boats under my tree!
Thorgal’s
Island
Go to your home and speak with Aaricia. She
tells you the children are at the beach, fishing. Cross the island,
and find Jolan and Louve. Talk to Louve, and try to talk to Jolan.
Wake him up with the sand the Guardian gave you. He tells you about
an old man, and what he saw before he fell asleep. Talk to him until
Noral appears. He’s a duplicate of Jolan!
Suggest you
save your game right after you see the flashback from
the mirror, and before Noral appears –
The AutoSave takes you back to your first arrival on the
island.
After Noral appears on the beach, first as
Jolan, then as the raven, run (double-click) back to your home. Take
up a position close to the house and click on Noral to get his attention,
then discharge an arrow at him, hitting the pendant and setting him
free from the bonds of immortality. Talk to him, and the ending sequence
follows.