
From the starting point just outside the Centaur`s shop, first Knock on the Door. Enter the shop and do things such as Examine All until the Centaur (Cap) asks you to deliver a letter for him. Take the letter and then when asked by the Centaur, take the Shovel. Now you may GO TO or RUN TO any of the important locations. There is no particular order in which to do things, and many of the items you will find are of no real use. A random element exists here and some things will require perseverence to achieve. This is one solution.
Move around until you see the Eagle above you. Examine Eagle and then WAIT until it lands and carries you off to its nest. HIT CHICKS to be rewarded by the Eagle. Go to just outside the gate at the entrance to the Witch`s Cottage. DO NOT ENTER! It is a one-way gate! Ring the Bell, that the Eagle gave you, and wait until the Eagle lands. Say (for example) "EAGLE GO TO PEG AND TAKE IT THEN FIND ME AND DROP PEG". The Eagle should then go into the cottage garden and free the Dog from its kennel. The Dog will now come through the garden gate. Follow the dog until it meets the Swarm Of Dogs. They will reward you with a whistle for freeing their friend. The Llama'll give you a flower. There is a hank of hair in the brambles. There is a coin in the mud beside the puddle. There is a nugget and a yellow fungus in the middle of the marsh. If you take the nugget and fungus, a mist will suddenly come down and you will be unable to move. To find a way out, either drop everything you are holding OR wait for someone to come past and FOLLOW him or her. You could for example summon the Dogs and send them somewhere and then follow them.
Go to the Forest in the northeast of the land and WAIT. After a while a nymph will appear and wait to be given something pretty. If you have the Flower from the Llama or the Necklace from the Centaur, then give one to the nymph (to get things from the Centaur in addition to the Shovel you will need to trade other items on a two-for-one basis).
Once the nymph has been befriended you can give her commands. One of the first should be to go the the Rock under which is a Bridle. If you drop all you are carrying and lift the rock, you can tell the nymph to get the Bridle. Pick up everything again and go with the nymph to a position just west of the Waterfall, where you can see the Rainbow. Give the Shovel to the nymph and tell her to go east and then Dig. Wait for a while and then go east. You'll now find a Crock of Gold and a Leprechaun. Take the Crock of Gold and give it to the Leprechaun, who now will offer to help you in future. He'll tell you how to summon him when you are in need. Bear in mind that the ONLY way to complete the first part of Gnome Ranger is to defeat the Witch by destroying her Magic Wand, which is her source of power In fact only the Leprechaun is strong enough to break the Wand.
Blow your Whistle and when the Swarm of Dogs arrives say, "DOGS, FIND UNICORN". Then tell the nymph to follow the Dogs and then follow the Dogs yourself. Once the Dogs track down the Unicorn and the nymph sees the Unicorn, you will be rewarded again, this time by the Unicorn. He'll give you a set of pipes with which to summon him if you need his help.
Now open the envelope the Centaur gave you. Read the letter and go back into the shop. You'll be thrown out but that's no problem, for it's the game points that we're after here.
It is now time to go through the gate into the cottage garden. Go around to the back door and summon the Unicorn by blowing the pipes. When he arrives, tell him to break the door. Go south into the cottage and snap your fingers to summon the Leprechaun. When he arrives, wait for the Witch to also turn up and quickly tell the Leprechaun to break the Wand. Be quick or the Witch will turn one of you into stone. You should've now scored 300 out of 300 and will be offered the opportunity to move on to part 2.
Start by taking the tea leaf. Then go to the kitchen and from there into the library. Read the books to get several clues as to what to do and how. Return to the kitchen and take the seed and the bulb. Go back to the garden and plant the seed. The seed will grow at once and become the greenslave, which needs to be animated (i.e. brought to life). To make the animate potion, take the elderberry, thistle flower, rowan berry, and mint leaf to the kitchen. Put them into the pot one at a time in the above given order to produce the anitidote potion which will automatically be added to your inventory. Return to the garden and put the potion onto the greenslave. Plant the bulb in the garden and the blue and white telelilies will appear. Climb the trees to get to the treehouse. The treehouse and the greenslave can be given instructions in the same way as the dogs and the nymph, etc., in part 1.
Take the telelilies and the compost heap. Go northeast and drop the compost heap. You will need to take the compost heap at times and drop it on rocky ground in various places to enable the treehouse to move. Send the treehouse and greenslave to the cave and then follow them. When you, the treehouse and the greenslave are all outside the cave, give the blue telelily to the greenslave then enter the treehouse, hold at the cave and wait 5. Then enter the greenslave, find the stinkwort shoot, and put it in the blue telelily. Then wait until the stinkwort shoot and the greenslave appear. If you experiment with the telelilies, youll find that anything put into the blue one will reappear from the white one. Also note that once a potion has been used, the ingredients that have been used up will grow again in the garden. They must be picked again because each potion will need at least some, if not all, of the same ingredients again. So get what you need from the garden and return to the kitchen. Make the weedkiller potion by putting the following items into the pot in the indicated order: thistle flower, elderberry, mint leaf and rowan berry. Now with the telelilies and the weedkiller being carried and with greenslave following go to the hedge. Wear the weedkiller to go east past the hedge. Drop the blue telelily into the pond and put the white one on the skinny beanstalk. Wait until it explodes then go up. Examine the fern plant and take the fern shoot. The only way to pass the hedge from this side is to enter the greenslave, push rock, push rock, push rock. Then enter and push rock, push rock (Thus both you and greenslave will be pushing the rock at the same time). The rock will then roll down onto the hedge and make a path through it. Back to the garden again and then the kitchen to make the next potion, the antidote to the poison of the air plant. Make it in this order: stinkwort shoot, mint leaf, fern shoot, elderberry. It helps to know where the treehouse and the greenslave are at all times (It generally helps to send them back to the garden when they have finished a task and pick them up from there when needed). Now go to the garden and send the treehouse to the air plant. Drink the antidote potion and follow the treehouse. At the air plant, examine it to find the air flower and tell the treehouse to take the air flower and give it to you. You may need to leave the location while the treehouse gets the air flower as it is afraid of animals.
Get some more ingredients and go back to the kitchen to make the fertilizer potion, using: mint leaf, rowan berry, elder berry, and air flower. Return to the garden and put the fertilizer on the tea bush. Take the tea leaf and the other ingredients needed and back to the kitchen.
Now make a pot of tea using: tea leaf, rowan berry, mint leaf, and thistle flower. When the tea is made, the old man reappears and you drink tea with him. You should now have 600 points and be ready for the third part.
Start first on the cloud 9 area. Find the yeti and by talking to him in the usual manner, ask him to lead you to the diamond. Follow him carefully. Take the diamond and the cloudstuff you find near it. Use the cloudstuff to line the yeti's snowshoes.
Now go to the penguin. The mother penguin is looking for a baby sitter. Take the egg and the mother penguin will become your friend. Find the ice bridge and move south onto it. The ice bridge will collapse and you'll find yourself on an ice floe. When the ice floe sails past the mother penguin, say "PENGUIN, PUSH ME WEST". You'll then arrive at the iceberg. Take the sapphire, enter and say "PENGUINS, PUSH ME EAST". Now you'll be back on the coast.
Go to the caves and find the fire king. After that go the prison cell and open it. Go inside and put the ice child in the sack so that the fire guard can't see that you are freeing the child. Now go out and south to the land of the ice people. When the ice queen offers to help you, get her, the ice jester and the ice people to follow you and go to the ice fall. You can't get out of the caves due to a flooded series of tunnels. Water is constantly entering the caves but can't get out quickly enough because a log is obstructing the outlet pipe. You have to temporarily stop the water coming in, so that you can enter the tunnels as the water level drops and remove the obstruction. A dam can be built if the ice fall is pushed into the water. HOWEVER! Each player move causes the water level to increase by 1 level. Each push of the ice fall builds the dam level up above the water level by 1. If the water level reaches the top of the dam it'll break. If the water level reaches 10 the pressure becomes too great and the dam breaks anyway. Help is needed here to build the dam and help is needed to remove the log from the outlet. The idea is to get the Ice queen and the ice people to help you by repeatedly pushing the ice fall into the water, while you send the ice jester down to remove the log from the outlet.
This, or something like it, should work with the ice queen, ice jester and ice people, who're all together with you at the ice fall. Enter: "ICEQUEEN", "WAIT 5 THEN PUSH ICEFALL", "PUSH ICEFALL ICEPEOPLE", "WAIT 2 THEN PUSH ICEFALL", "PUSH ICEFALL", "PUSH ICEFALL ICEJESTER", "FIND DEBRIS AND TAKE LOG", "PUSH ICEFALL".
Try to keep the dam somewhere between 1 and 3 feet above the water level by either pushing the ice fall or waiting. Eventually the dam should break but a cheer should go up as the water level rapidly drops showing that the log has been removed. Now follow the ice queen until she shakes hands with the fire king. Now get the ice queen to follow you again.
Run to the treetrunk and enter "ICEQUEEN, WAIT 12 THEN PUSH TREETRUNK". Now run to the garden, where the gnome requires a gemstone to let you enter the garden. Give him any of your gemstones and you will be thrown into the garden. You'll find your gemstone on the ground along with the emerald and the ruby. Drop everything and pick up the ruby and put it in the sack. Put the other three gemstones (diamond, sapphire and emerald) into the sack as well, and pick up the sack. If you timed it right, the treetrunk should come sailing into view along the river. "STAND ON TREETRUNK" to escape from the garden. The gnome will not let you leave through the gate if you're holding anything you found in the garden. The tree trunk will sail past the iceberg area and when you see a suitable bit of land, you should get off the log.
You should be carrying the four gemstones and the sack. Return to the gate at the beginning of the game. Put the gemstones in the sockets one at a time, and then go north. If all is well, then you will be in Gnomebridge on the road to Gnettlefield. This is the end of the adventure and you should have 1,000 points.
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