Erik the Viking  
 Walkthrough
Colossal  
 Adventure
Adventure 
 Quest
Dungeon  
 Adventure
Snowball
Lords of  
 Time
Return  
 to Eden
Emerald Isle
Red Moon
The Worm  
 in Paradise
The Price  
 of Magik
The Secret  
 Diary of A.M.
The Archers
Erik the  
 Viking
The Growing 
 Pains of A.M.
The Jewels of  
 Darkness
Silicon 
 Dreams
Knight Orc
Time and 
 Magik Trilogy
Lancelot
Gnome  
 Ranger
Ingridīs  
 Back!
Scapeghost
Linie

      THE SAGA OF ERIK THE VIKING
      ---------------------------------------

(You begin on Mountain Path) D, W, S, GET KINDLING, GET WHETSTONE (used to make fire), N, W, N, W, N, GET HAMMER, S, W, S, E, BREAK TABLE (with the hammer. You get a plank to repair the ship), GET PLANK, EXAMINE RUSHES, GET BLUEBLADE, D, EXAMINE BEDDING, GET HORN, BLOW IT (Erik's men run to the boathouse), DROP IT, U, W, N, GET STEWPOT, E, N, DROP KINDLING, GET NAILS, N, W, NE, PULL BOAT (with your men's help you launch the boat), IN, D, MEND LEAK (using plank, hammer and nails), DROP HAMMER, DROP BLUEBLADE, DROP STEWPOT, U, OUT, E, S, GET KINDLING, GET SCALES, N, W, IN, D, DROP SCALES, GET SKATES, U, W (you sail off), W, N, W.

Deep Fjord: OUT, GET DRIFTWOOD, W, N, N, N, N, IN, W, CLOSE DOOR, GET CHALICE, THROW IT (the enchantress melts and leaves a mirror behind), GET MIRROR, OPEN DOOR, E, OUT, S, S, S, E, E, IN (the journey to the iceberg appears to be randomized).

Iceberg Ledge: OUT, LIGHT DRIFTWOOD (with Whetstone; this melts the icicles), N, N, N, N, W, D, GET PLUG (water starts pouring in), E, S, S, S, S, IN, D, DROP MIRROR, DROP KINDLING, DROP WHETSTONE, DROP SKATES, DROP KINDLING, U, S, S, W, W.

Rock in the Maelstroem: THROW PLUG (this blocks the stream!), S, W, S, W, W, W, W, S, S, S.

Slimy Rocks: OUT, E, EXAMINE HAY, GET NEEDLE, E, EXAMINE TOOLS, GET SPADE, GET CLIPPERS, W, W, IN, MEND SAIL (with the needle, otherwise it will tear real soon), W, W, S, S, E, E, E, S, E, E, E.

Shady Cove: OUT, E, E, KNEEL, PRAY (the door opens), IN, E, GET BELL, GET CANDLE, GET BOOK, W, OPEN DOOR, OUT, S, W, IN, D, DROP BOOK, DROP NEEDLE, DROP CLIPPERS, DROP SPADE, DROP CANDLE, DROP BELL, U, W, W, W, W, N, W, W, W, S, S, W, S, S.

Stone Quay: OUT, N, N, N, N (you hear a voice from the chest), OPEN CHEST, YES (inside is the wizard Al Kwasarmi, who will make you a magic potion. He gives you some things to gather the ingredients in), GET SPITTOON, GET FLASK, GET JAR, S, S, S, S, IN, D, DROP FLASK, DROP JAR, GET STEWPOT, U, E, N, N, N, N, N, E, E, E, E.

Gravel Beach: OUT, EMPTY STEWPOT (you find your helmet and some meat. In addition, the stew will make Bear Sinews, one of the ingredients, appear on the beach in a while), DROP STEWPOT, GET MUTTON, U, U, U (don't give the eagle anything to eat till it has spit in the spittoon), GIVE MUTTON, GET BRACELET, GET STICK, D, D, D, GET SINEWS, GET HELMET, WEAR IT, IN, D, DROP SINEWS, DROP SPITTOON, DROP BRACELET, GET JAR, U, S, W, S, S, E, S, S.

Loch: OUT, E, THROW STICK (it hooks on to the amulet), DROP STICK, GET AMULET, FILL JAR (with water for the plant), IN, U, U, GET RING, D, D, OUT, W, IN, D, DROP RING, DROP JAR, GET SCALES, GET BRACELET, GET WHETSTONE, GET CANDLE, LIGHT CANDLE, DROP WHETSTONE, GET CLIPPERS, U, N, N, E, S, S, S, W.

Jorvik Wharf: OUT, N, N, E, N, GET CAT (guards appear, demanding silver for the cat), GIVE BRACELET, WEIGH BRACELET (you prove that it weighs 2 ounces), GIVE IT, GET CAT, DROP SCALES, S, S, S, S, IN, E, N, N, N, W, W, W, W, N, N, N.

Hot Rock: DROP CAT, OUT, E, NW, E, SE (don't carry more than necessary), N (wear a helmet!), D, D, E, SHAVE DWARF, DROP CLIPPERS, GET BEARD, RUB AMULET (you are transported back to the ship), D, DROP AMULET, DROP HELMET, DROP CANDLE, U, S, E, N, N, E, N, N, D, DROP BEARD.

Rocky Shore: OUT, U, W, W (Freya tells you that her father has left you some stuff in his study), PULL TAPESTRY, N, N, E, N, W, W, S, OPEN DOOR, S, OPEN CUPBOARD, GET SCROLL, GET DUST, GET SPECTACLES, GET BEAN, GET BAG, GET TUBE, PULL LEVER (you fall down), D, IN, D, DROP TUBE, DROP SPECTACLES, DROP DUST, DROP SCROLL, DROP BEAN, DROP BAG, GET SPADE, GET JAR, U, S, S, W, W, W, S, W.

Sandy Shore: OUT, N, SHAKE TREE (a fruit drops to the ground), GET FRUIT, S, PLANT FRUIT, EMPTY JAR (with Mineral Water in Jar. A stone tree grows here. Now you need dolphin breath in the jar), GET ROOTS, IN, E, S, E, S, S, S, S, S, S, D, DROP SPADE, GET BELL, GET SINEWS, GET BEARD, GET FLASK, U.

Stone Quay: OUT, N, N, N, N, NO, DROP ROOTS, DROP JAR, DROP FLASK, DROP BEARD, DROP SINEWS, S, S, S, S, IN, GET CAT, D, GET SPITTOON, U, OUT, N, N, N, N, NO, TIE BELL (to the cat -> Sound of a Cat moving), S, N, YES (Al Kwasarmi makes a ribbon to you from the ingredients), GET RIBBON, S, S, S, S, IN, D, GET BEAN, EAT IT, GET AMULET, WEAR AMULET, GET HELMET, WEAR IT, GET MIRROR, GET RING, WEAR IT, U, E, N, N, N, W.

Farthest Shore: OUT, W, W, W (you make it past the dogfighters), W, W, READ INSCRIPTION, TIE FENRIS (with Ribbon), DROP RING, DROP HELMET, DROP MIRROR, DROP AMULET, DROP CAT, DROP BELL, OPEN DOOR, W (emptyhanded you walk through the door and find your family. The game is now solved with a score of 1000/1000 !!)

DOLPHIN: When you meet the dolphin, you go OUT, FILL JAR, FILL FLASK, IN. This gives you the required breath. Note that it is necessary to use either bottle or jar to water the plant, and subsequently must be filled with breath again.

DRAGON: When you come across him, go U, U, E, N, GET FEATHER (which is tickling the beast), S, W, D, D. As thanks you get a whistle which you can use to summon the dragon. This is not necessary, however.

SHELTERED BEACH: It is not important and leads to the dwarves, like Hot Rock; it doesn't matter which route you choose. To open the door hit it with the hammer.

Ingredients for the ribbon
--------------------------
Roots of a Mountain - plant Fruit on Sandy Shore and water it.
Sinews of a Bear - just empty the Stewpot.
Breath of a Fish - from the dophin. Both Flask and Jar must be filled.
A Birds Spittle - bring along the spittoon at the eagle above Gravel Beach.
A Woman's Beard - shave the sleeping dwarf with Clippers at Hot Rock.
Sound of a Cat moving - tie the bell to the cat at Al Kwasarmi.

Jacob Gunness - d.19/11-1990.