Shannara чит-файл №3

INTRODUCTION

This walkthrough assumes you are familiar with operating the game's user
interface. As Shannara is a completely linear game, this walkthough provides
the exact solution for completing the game as efficiently as possible.
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GENERAL HINTS


1. Talk to everyone you meet and your companions about everything you can.
They will often have hints on how to proceed.
2. Examine everything that has a 'hot-spot' and take it if you can.
3. Remember to check your companion's inventories as well as Jak's.
4. Remember that your companions all have different physical abilities and
statures, and that different people are suited to different tasks.
5. A record of events is recorded automatically in Jak's journal. Read the
journal to remind yourself of what you heard or witnessed that may be
clues.

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OPENING SEQUENCES

Your spirit has been caught and drawn to a dark evil feeling place. A twisted
gnome is chanting over an ancient and mysterious book in front of an altar. A
spirit is invoked and takes form behind the altar. He changes the form of the
gnome and gives him instructions that are to be carried out in the Four Lands.

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COMBAT


1. Avoid combat where possible by dodging monsters or running away.
2. Save before a major combat sequence in case your whole party is beaten.

3. Choose a method of combat suited to your party's skill.

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FISHING SPOT, NEAR SHADY VALE
                               
You are Jak Ohmsford. Take the journal, stick and fishing pole. Look at the
brook and the reflection. Move the branches with the fishing pole to reveal
the bird's nest and the locket. Try to take the locket with the pole. Attach
the stick to the pole. Use the combined pole and stick to get the locket and
examine it. A monster will appear and before you decide what to do Allanon
turns up. Talk to Allanon. You are ordered to go to Leah to warn the people
about the monsters.
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TRAVELING TO LEAH

When the overhead map is displayed, head east, following the path. You will
come across Shella trapped beneath a tree. Try to move the log. Move the rock,
then move the log to free Shella. Talk to her then hand over the locket.

You both head for the river. Follow Leah's directions to get to Leah. You can
outrun or retreat from the monsters in your path.
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LEAH

Chat to the guard then head north.

Chat to the gardener then go inside and Winston will tell you to go upstairs
and see Menion Leah.

Once inside the bedroom take the cup and notice the steaming pot and brazier.

Return downstairs and chat with Winston. Read the book and note the secret of
the crest of Leah. Take the potpourri and smell it.

Go back to the town gate and enter the herbalist's on the right. Give the
herbalist the cup. He will tell you that the cup contains poison. For the
antidote he requires you to find cloves, dogwood blossom and charcoal. It is
not the season for dogwood blossom!

Go outside and note the pot plant that is flowering out of season. Return to
the herbalist and take the green potion.. Go to the garden and use the green
potion on the dogwood tree. Take the dogwood blossom.

Head back to Menion Leah's bedroom and pour the contents of the steaming pot
onto the brazier. Take the charcoal.

Visit the herbalist again. You will find him dead. Go outside and tell the
guard the herbalist is dead. Go back inside the store and take the paper
containing the antidote recipe and mix the ingredients, dogwood blossom,
charcoal and cloves from the pot pourri, in the mortar on the bench.

The antidote helps Menion recover enough to discuss the situation with Jak,
Allanon and Shella. Shella is refused permission to accompany you to Tyrsis.

Talk to Allanon then go outside. You will meet Shella in the garden. Try to
leave town with her. Chat to her and make plans. She will tell you about
secret passage and give you her locket.

Go inside the mansion talk to Winston and ask him to go to the library.
Examine the crest and dragon and use the locket on the dragon's eye.
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TRAVELING TO TYRSIS

Head west to the road then follow the road north.

Save when you arrive at the ferry. Talk to the suspicious gardener. You will
have to fight. Do not attack the leader and the fight will end sooner. When
the fight is over, use the rod to catch the rope and pulley in the river.
Attach the rope and pulley to the machinery. It's stuck, so using Shella's
inventory, shoot an arrow at the brake on the far side.

Head north then east for Tyrsis.
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TYRSIS

OUTSIDE CITY WALLS

Once you reach the city gate, talk to the guard. Ignore the walking-corpses
and go right until you reach the hut. Knock on the hut's door until it is
opened.

Talk to Brendel. Notice that the cooking pot is empty. Offer Brendel some
food. He will tell you that burning laurel wards off the corpses.

Return to the city gate then continue left to the laurel tree. Take a branch
and return to Brendel's hut. Brendel will make the branch into a torch for
you.

Return to the city gate with Brendel, and talk to the guard. He will not allow
a dwarf in so Brendel has to leave.

INSIDE CITY

Once inside the palace of Tyrsis, talk with the Seneschal. Note the mace on
wall and read the plaque.

Go through the first door on right. Look at the fire barrier around the vault.


Return to the Seneschal and have Shella show him her locket. This gets you an
audience with the King.

King Balinor will give you permission to search the palace. You return to the
Seneschal.

Go left to the library. Read the book and check out the synopsis of War of the
Races. Look at locked cabinet then return to Seneschal and ask him to open it.


Read Stenmin's book and learn about a secret passage behind the throne. Take
the book and cut it with the knife. Read the parchment. It is a pact and the
signature is written in Stenmin's blood.

Return to the Seneschal and tell him about the secret passage to get
permission to enter the throne room. Go north to the throne room.

In the throne room, look at the lion on the throne. The jaw is rusted. Pour
oil on it. Pry open the jaw with the dagger to get the key. Move the dragon
tapestry and notice the faint crack in the wall. Push the horse's head
candleholder on wall to reveal a keyhole. Use the key in the keyhole and
unlock the secret door. Enter the secret room and light the lantern.

Examine the skull. Try to open the drawer. You need more light. Light the
candles. The mirror will come to life. When the voice tells you to break the
mirror, attack the mirror with the sword. You experience a disturbing dream.
Select any door to return to the secret chamber. You automatically pick up the
incense. You can now open the skull drawer. Take the scroll and read it. Use
the spell of revealing on Stenmin's book. Read the new entries in the book.
Return to the Seneschal and speak with the King again. This will allow Brendel
to join your party.

Have Brendel take the mace. Take the upper right exit to the wine cellar where
Stenmin died.

Take the empty bottle and fill it with vinegar. Take a bottle of good wine.
Put the incense, the pact and mace on floor. Light the incense. Invoke
Stenmin's book on the pact. Then invoke the book on the mace. This will summon
Stenmin. Talk to him. He refuses to help so invoke the book on him to read the
soul-shattering spell. He will now tell you the formula to disrupt the magic
barrier. Have Brendel pick up the mace.

To solve the riddle you need laurel leaves, rose petals and mistletoe. Get the
laurel leaves from the laurel bush outside the city wall. Have Shella, get the
mistletoe from the tree next to Brendel's hut. The rose petals are in the
pot-pourri. Add these to the vinegar (spoiled wine).

Head for the vault and pour the mixture on the flames. The sword of Shannara
is broken and you will need powerful magic to repair it. You will need the
cooperation of the elves, trolls, dwarfs and gnomes.
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TRAVELING TO ABALORN

Travel north west towards Abalorn. It's a long way so you stop overnight at
Kern and have another dream.
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ABALORN

Talk to the guard, Lessa. Examine the road. Notice the unusual flagstone.
Continue down the road.

Examine the clay, then put some in Brendel's pot. Use Shella's scarf in the
hole. You now have the water rune.

Go inside the manor and talk to Davio. Learn as much as you can. Examine the
parchment on the wall. Try to put a log on the fire and you will learn about
the nest.

Go outside to the garden of life. Look at the vines covering the gate and
remove them.

Close the gate and take the life rune. Open the gate and examine the
runestone.

Return to the roadway, pour water on the flagstone and take it. Use the clay
in the carved stone then put the flagstone on it. Take the earth rune.

Return to the fountain and examine the manor chimneys. The rope is not long
enough to reach the roof.

Go inside manor and talk to Prince Arion. Leave and talk to Davio and find out
more about the runestones.

Return to Lessa. Try to take the ladder and she will let you swap the rope for
it.

Once the ladder is in position at the manor, climb it and remove the bird's
nest from the chimney. Note the metal piece. Turn the weather vane. Oil it and
turn it again. You will sketch the image you see here. Take the shingles.

Climb down and return to Davio's room and burn the logs. Talk to him again if
you need to.

Go outside and climb the ladder and use a shingle on the glowing metal plate.
Now you have the fire rune.

Climb down and read the journal.. Give the second shingle to Brendel then show
him your journal. This gets you the air rune.

Return the ladder to Lessa she will ask you to give a silver ring to Arion.

Go to the manor and give the ring to Davio. He will pass the ring onto Arion
who will give you a gold ring for Lessa. Shella will note that Arion has the
elf rune. He will not let you have the elf rune.

Return to Lessa and give her the golden ring. She will offer to help you. Ask
her to get the elf rune.

Go to the garden and place the runes in the runestone according to the order
in the parchment: elf, earth, air, fire, water and life. Take the elfstones
then go to the manor..

Talk to Prince Arion and he will give you a letter of passage. Talk to Davio
and give him the elfstones. He will join your party. Leave and follow Davio's
directions.
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STRELEHEIM PLAINS

After a short journey east, you stop to sleep for the night. Continuing east,
the next day, you will come across monsters fighting Panamon Creel. Help him
fight the monsters and the troll Telsek will join you. Telsek and Panamon are
seeking the Black Irix. Telsek will lead you to a box canyon.

Get Telsek to pick up the boulder and throw it at the arch. Enter the canyon
and fight the monsters who are disguised as elves and trolls. Kill the leader
here. Have Davio use the elfstones then defend himself. After the fight, talk
to everyone in your party.

Enter the cave and light the lamp. Talk to Aine. Show Aine the letter of
passage. Examine the Black Irix in the ceiling. Tie your rope to the Irix. You
will pull the Black Irix free and then journey to the battlefield where the
Elves and the Trolls are fighting.

Go east to the Troll camp. You will be captured. Talk to the trolls and try to
persuade them to stop the war. Propose a challenge of Champions.

Head west for the Elf camp and show Arion's letter to the guard. When the
challenge of champions begins you are aiding Telsek, the Troll Champion in a
riddle contest. You can go to the troll camp and talk to Panamon or to the Elf
camp to ask Shella for hints on the riddles. There is a series of riddles to
solve.:

Riddle 1: You are seeking a feather. Go to the promontory and search the
bird's nest. Give the feather to Telsek.

Riddle 2: You need to catch a fish but first you need bait. Talk to the troll
cook about the food in the cauldron. The food is worms! Offer to trade with
the cook. Visit Shella and Brendel at the Elf camp. The wine in Brendel's
Inventory is bad. Take the vinegar from Brendel's inventory. Return to the
troll's cooking area and give the vinegar to the cook. You will receive some
worms. Put the worms on the fishing pole. Return to the stream outside the Elf
camp and use the fishing pole in the stream. You will catch a fish. Give it to
Telsek.

Riddle 3: You need a leaf. Talk to the Elf guard until you convince him to
part with his shield.

Now you can help to ask a riddle. To end this contest ask about Elfstones. But
if you are enjoying solving riddles select the elfstones option last. Here are
the solutions to the other riddles:

Riddle 4: You need an arrow. Get one from Shella's inventory.

Riddle 5: You need spice. Get cinnamon from your potpourri.

Riddle 6: You need a helmet. Get one from the Troll camp behind the troll
guarding Panamon.

After you ask about the elfstones, you will have to fight more of Brona's
monsters.
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TRAVELING TO STORLOCK

When the sequence at the battlefield ends, head east then south through the
pass. Here you must fight and Davio will be injured. Keep going south to
Storlock. You will rest for the night and dream again.
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STORLOCK

Talk to the gnome healer.

Head north-east and follow the stream to a spider. Tie Shella's kerchief to an
arrow then pour oil on it. Light the arrow. Shella will shoot it at the spider
and immobilize it. Telsek will then crush the spider with the boulder. It is
still alive and poisoning the water so you have to attack it with your regular
weapons to finally kill it.

Talk to the gnome leader again to learn about the Torc and the Helm.
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SILVER RIVER

Head south-west then south to the Silver River. This is a fight you cannot
possible win . . . but the King of the Silver River will save you from the
hoards of monsters. He warns you of a sad loss to come and gives you some
magic powder.
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CULLHAVEN

You need the Hammer of Power but you do not get a warm welcome here. Overnight
the Hammer is stolen and your party is accused. Your friends are placed in a
cell and you must find the hammer. Talk to the gnome leader and Kili.

Go east and examine the main hall. Notice the pottery shards. Talk to Kili and
the guard. Look at Kili and note something is missing. You can talk to your
companions through the cell bars to the east.

Go north to the weapons room. Notice the soot, drag marks and gray streak on
chair. Push the chair. Talk to Kili. Note the hole on the right side of the
fire place.

Return to the cell and ask Shella about the stein. Open the stein and you will
find a red sash.

Show the sash to Kili and he will be revealed as Brona's shifter. Fight the
shifter.

Talk with the gnome leader then go east and get the handle from the backpack.
Go north and put the handle in the hole in the fireplace and push it. You have
found the Hammer of Power!

From above the river you can see monsters building a bridge. Go north-east to
a large pond. Davio will explain what you are doing. Talk to Davio. Use magic
powder in the pond. Then use Davio's elf stones on the dam.

Fight the monsters on the bridge then the raft will float down the river.
Watch the dream sequence.
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TRAVELING FROM CULLHAVEN

Head north to the Gnomes. After the rope bridge sequence, tell Davio to tie
the rope around his waist. Cross the bridge. Tell Davio to cross the bridge.
Your next decision may end the game prematurely. If you chose to use the
elfstones, you will save Shella but . . . So instead attack Shella with your
sword then use the ritual of release on her. You are captured by the gnomes.
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GNOME CAMP/HADESHORN

It is dark but search the center of the screen for the boot-heel. Touch it
then push it. Find the nails and use them to cut the rope. Look at everything
then take the coil of rope. Use the boot-heel to cut the tent and exit.

Look at the hatch and the hole in the base plate. Cut the second tent with the
boot-heel.

Enter and take the dagger. Use the blindfold on the Shaman then take the Torc.
Now tie the Shaman up with the rope. You will get a key ring.

Exit and return to the first tent. Open the two metal chests with the key ring
to get your possessions.

Go back to the Shaman's tent and talk to Geeka until he agrees to help in
return for taking him to find the Helm of Command.

Outside, use Geeka's handle on the hole near the hatch. Next go to the first
tent and get Geeka to help with the second metal chest. Tie your rope to the
chest then lower the chest into the pit. Tell Geeka to enter the pit first.

Enter the pit. Look at the hole near the top of the ladder and use Geeka's
handle on it to close the hatch. Use Brendel's war hammer on the grating then
get Brendel to enter it. Brendel gives you a box. Open the metal plate near
the wheel. It's broken so fix it with the contents of the box. Turn the wheel.
Get Telsek to use the Black Irix then get him to open the door. Leave. After
the sequence, go to lake. Enjoy the next sequence!
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HALL OF KINGS

Fight the monsters. In the hall, get Telsek to push over the statues to stop
the monsters coming through the side doors.

Go through main doors and fight the shifter. Davio will have to use the
elfstones twice to kill the shifter. Pick up the diadem and go through
doorway.

You cannot cross the chasm so go back and have Telsek take the broken door.
Return to the chasm and go through the door.

You are now trapped in a cage. Try to lift the cage, then have Brendel help
you. This allows Geeka to get out . . . but he is treacherous once again . . .
and pays for it. Push the cage over the hole that the falling helmet opened in
the floor. Tie the rope to the cage bars then go down the rope.

Look at top of the idol and use Brendel's war hammer on the crystal eye. Pile
offerings against the doors then climb the idol. Draw the Sword of Shannara
when you are able.
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END GAME

Choose appropriate responses during the next sequence. Go through any door.

Once back at the altar, use the Sword of Shannara to attack the book.

Enjoy the closing sequences!
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This walkthrough is copyright - 1997 by Diana Griffiths (email:
ggriffit@icons.net). All rights reserved.