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QUEST FOR GLORY V: DRAGON FIRE

WALKTHROUGH - THIEF (PART 1)

 

This walkthrough was written by Frodo for The Hero's Glory

 

 

 

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WELCOME TO SILMARIA


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As a thief, it’s important for you to be able to get in and out of places undetected.  As soon as you can, press ‘K‘ on your keyboard to enter Sneak Mode.  If at any time the game takes you into a Normal walk, make sure to press ‘K‘ again, so you are Sneaking again.  

 

ERASMUS’S HOUSE

You arrive in Silmaria, in Erasmas’s bizarre mystical house.  Listen to

Erasmus explaining why you have been brought here - the king of

Silmaria was assassinated, thus, the Rites Of Rulership have been

initiated in order to determine a new king.  Erasmus asks you if you

want to jump straight into danger, or if you want to explore Silmaria

first.  Since you are not really equipped to deal with danger yet, you

should choose Silmaria.  

Erasmus teleports you out of his house.  


SILMARIA

Cross over the bridge, sneak left to the Arena, and enter the Arena.  

Talk to Ferrari about everything.  Talk to Abdum about everything.  

You can’t do anything else here for the moment, so leave the Arena.  

Sneak left and enter the Hall Of Kings.  Make your way forward, until

you see Logos and your old friend Rakeesh.  Listen to what they have

to say.  Ask Logos about everything, and then Agree To Enter Rites

Of Rulership.  Now talk to Rakeesh about everything.  When you’re

ready, leave the Hall Of Kings.  

Sneak left to the Notice Board.  Click on the Notice Board, click on

each of the Notices, and click on each announcement on the Notices

to get the details.  There’s a lot of quests shown on these Notices.  

When you’ve read a Notice, it will turn grey, but keep checking back

here, as quests are frequently updated.  When you’re ready, click on

Done to leave the Notice Board.  

 

Sneak through doorway on the left to sneak down the stairs into the

Main Square.  Now this section is kind of a big circle, so don’t worry

about missing anything.  

 

That large white building next to the stairs is the Bank Of Silmaria.  

Enter the bank and talk to the Banker about everything.  You

discover that you need 1000 DRACMAS in order to enter the Rites

Of Rulership… but you don’t have that much money yet, so just

leave the Bank for now.  

 

Sneak right and cross over the bridge.  Enter the Magic Shop.  

 

Inside the Magic Shop, sneak left, until Shakra appears.  Shakra is

Rakeesh’s son, and he runs this Magic Shop.  Talk to Shakra about

everything.  Now talk to him again, and Purchase Something.  Buy

the MYSTIC MAGNETS and buy the MAGIC DAGGER.  As a thief,

you don’t need the other items here, so just leave the shop.  

 

Look at the Fruit Stall.  Talk to Marrak, the Katta who runs this stall,

and ask about everything.  Don’t buy anything from him yet.  Salla is

sitting on a bench near Marrak, playing the flute.  Give her a

DRACHMA to show you appreciate her music.  

 

Continue right, and enter the Apothecary.  Hey, it’s your old pal

Salim.And Julanar - the Tree Woman you helped in QFG2.  Talk to

Salim about everything.  Buy some HEALING PILLS - 3 will do for

now.  Buy some POISON CURE PILLS - 3 will do for now.  Buy some

STAMINA PILLS.  Unfortunately, Salim doesn’t have any STAMINA

PILLS left - he needs some PEGASUS FEATHERS in order to make

more.  Talk to Julanar about everything.  Take a JALAPENO PEPPER

from the bunch near Julanar.  When you’re ready, leave the

Apothecary.  Now, outside the Apothecary are some FLOWERS.  

Take a few bunches of FLOWERS.

Sneak right, climb up the stairs, sneak along the pathway, and down

the next set of stairs.  Now below the stairs is Wolfie’s stall.  Talk to

Wolfie about everything.  Now talk to Wolfie again, and Purchase

Something.  Buy the MAP.  Don’t buy anything else yet - you’re just

starting out, and you need to watch your money.  

 

Continue right to the Katta Stall.  Talk to Sarra, who runs the stall,

and ask about everything.  Don’t buy anything from her yet.  

 

So now you’ve gone full circle, and ended up back at the beginning of

this little circle.  Sneak left again, and sneak through the exit next to

Wolfie’s stall (don’t go up the stairs).  

 

Sneak left, until you reach Gnome Ann’s Land Inn.  


GNOME ANN’S INN

Enter the Inn - notice Rudolph and his flashing nose above the door

(hee hee).  Talk to Gnome Ann about everything.  Now sit down at

the table, and she’ll bring a meal out to you.  She’s rather long-

winded!  

 

After the meal climb up the stairs, and she’ll give you a KEY to your

room.  Now again, climb up the stairs.  Your room is the door on the

right, so Unlock The Door and enter the room.  

 

Open the chest of drawers and take the spare SHEET.  Now notice

that storage locker in the front of your room.  You can store items in

this storage locker.  Hopefully you’ve already bought the MYSTIC

MAGNETS from the Magic Shop - store one (and keep the other one)

of the MAGNETS in the storage locker here.  This means that

wherever you are, you can use the MAGNET you’re still carrying to

quickly teleport back here.  You’ll probably want to store other

things here as well, as the game progresses.  Now check the time by

clicking on your portrait at the bottom left - it’s probably pretty late

by now.  Click on the bed, and for a bit of fun, Jump On The Bed

(Wheeeeee!).  Now click on the bed again, and Steal The Sheet, so

you have 2 SHEETS.  Yet again, click on the bed, then Go To Sleep,

and Sleep Until Morning.  

 

The next morning, leave your room and sneak downstairs.  Sit down

at the table - Gnome Ann will bring your breakfast out to you.  Talk

to Ann about everything.  When you’re ready, leave the Inn.  


SILMARIA

Let’s do some more exploring.  Sneak right, cross the bridge, and

enter the Adventurer’s Guild.  Click on the logbook next to the door -

Examine Logbook, Read Logbook, and Sign Logbook.  Now look at

the Notice Board, and study all the Notices, just like you did with the

other Notice Board at top of the stairs.  Have a shot on the treadmill

to improve your strength.  Now sneak left a little bit, so you see Toro.  

Toro is the Guild Master here in Silmaria.  Talk to Toro about every-

thing.  It seems Elsa has also entered the Rites Of Rulership.  When

you’re ready, leave the Adventurer’s Guild.  

 

Sneak right and sneak through the archway.  

 

You’ve reached the Pier area.  If Andre is here (on the boat), talk to

him about everything.  Andre is a fisherman, and he often leaves the

pier early to go fishing, so if he’s not here, don’t worry about it.  

 

Look at The Dead Parrot Inn.  It only opens in the evening, so you

won’t be able to enter it at the moment.  

 

Sneak right a little bit, and talk to Pholus at the Weapons Stall, and

ask about everything.  Now talk to him again and Purchase Some-

thing.  Buy THROWING SPEAR - 1 will do for now.  Don’t buy any-

thing else from him yet.  

 

Sneak right a little bit more.  Notice those ROCKS on the ground -

pick up all the ROCKS.  Now enter the Famous Adventurer’s

Correspondence School (it opens at 9am), which is the building next

to the barn.  

 

The Famous Adventurer’s Correspondence School seems to be some

kind of library.  Have a look around - there’s a lot of interesting things

to see here.  Talk to the Famous Adventurer (FA) and ask about

everything.  Now click on the books near front of the screen, and

Read A Book (it’s a book about swimming), Examine The Books, and

Ask For Man’s Autograph.  Now open your Inventory, select the

Handbook Of Swimming, and Read it.  Congratulations, you now

know how to swim.  Leave the Famous Adventurer’s Correspondence

School for now.  

 

Back-track left a little, and make your way up through the archway.  

Continue left, cross over the bridge, and climb up the stairs.  

 

Sneak right, all the way along, until you see Rakeesh on the platform.

Talk to Rakeesh about everything.  He gives you the MAGIC

GRAPNEL you got back in Shapier.  

 

Make your way back down to the Main Square.   Sneak right, and

sneak through the archway near the Fruit Stall.  Now make your way

down to Pholus’s stall, and then continue right and enter the Famous

Adventurer’s Correspondence School again.  Talk to Famous

Adventurer about everything.  You learn about the Hippocrene water

- remember that for later.  The Famous Adventurer sounds he misses

his glory days - poor old man.  Anyway, when conversation is over,

leave his building.  Make sure you have some ROCKS from in front of

his building.  

 

Sneak right, and sneak through the tall Portcullis gate.  


SCIENCE ISLAND

Sneak left, and continue left, until you see the Windmill contraption.  

Sneak right up to the contraption and pull the lever to set the wind-

mill in motion.  Slightly to the right, is another (blue) control

mechanism.  Look at it to see that it’s a brake device for Science

Island.  Now interact with the lever, and Examine Lever, Pull Lever,

Push Lever, Use Force On Lever - OOPS!  You broke it.  You need to

find something to use in place of the lever.  Open your Inventory, and

use a THROWING SPEAR in the blue contraption.  It fits perfectly!  

Okay, now pull the repaired lever to start the gondolas running.  Time

it correctly, and when a gondola pulls up at the edge of the platform,

pull the brake lever again to stop it from moving.  Now climb into the

gondola.  Now when you’re in the gondola, throw some ROCKS at the

brake lever to start the gondola moving again.  The gondola takes

you to Science Island.  

 

As you may have guessed, Science Island is a small island dedicated

to the pursuit of science.  The Entrance to the Lab is a huge gear

wheel, but it’s currently closed off.  SAVE YOUR GAME HERE.  Look

at the small green screen next to the gear wheel, and you’ll see the

Science Academy Quiz screen.  Click on Take Test.  Now you have to

answer a series of questions in order to prove yourself a worthy

scientist.  Answer the questions as so :  

 


WHAT IS THE PURPOSE OF SCIENCE?
2.  To discover the true meaning of life.  

 

WHAT IS THE GOAL OF THE TRUE SCIENTIST?
D.  All of the above.  

 

WHAT DOES EVERY SCIENTIST NEED?
3.  A diploma.  

 

WHAT IS A QUARK?
D.  All of the above.  

 

WHY IS SCIENCE ESSENTIAL?
1.  Without science, the world would be destroyed.  

 


You’ve answered the questions correctly, and the door to the science

lab is now open to you - enter the lab.  

 

SAVE YOUR GAME HERE.  Look at the pie chart poster on the wall,

and note what pizza it‘s advertising (either artichoke & anchovy, or

pepperoni & jalapeno).  You’ll have to make both types of pizza, but

we’ll get to that later.  Now notice there is another green screen next

to the poster - this is the Science Aptitude Test.  Click on the test,

Take Test, and answer the questions like so :  

 


BOTONY:  WHAT IS A DAFFODIL?
2.  A member of the Narcissus Genus… 

 

PHYSICS:  WHAT IS AERODYNAMICS?
C.  The branch of science…

 

GEOMATRY:  WHAT IS A QUADRANT?
4.  An arc of 90 degrees.

 

ASTRONOMY:  NAME A CONSTELLATION?
D.  None of the above.  

 

ZOOLOGY:  WHAT IS AN OCTOPUS?
1.  A cephalopod mollusk.  

 


Congratulations, you have passed the test, and you are now a

qualified Lab Assistant.  You are given a Password.  Take note of the

Password, because it changes for every game, and you’re going to

need it later.  Make your way round to the table, and talk to the

scientist about everything (NOTE:  Dr Pretorius is here from 6pm-

6am, Dr Mobius is here from 6am-6pm).  

 

There’s nothing else you can do on Science Island at the moment, so

let’s head back to the main island.  Now you COULD leave the lab, get

on the gondola, and travel back that way.  But it’s much easier and

quicker to use your MYSTIC MAGNETS to teleport back to your

bedroom at Gnome Ann’s Inn, so do that now.  


GNOME ANN’S INN

Those MYSTIC MAGNETS are handy, aren’t they?  Back in the Inn,

leave your room, climb downstairs, and leave the Inn.  


SILMARIA

Outside the Inn, make your way right, cross over the bridge, and

continue right, and sneak through the arch to the pier.  If it’s after

5pm, the Dead Parrot Inn will be open, so enter it.  


DEAD PARROT INN

Sneak up stairs on the left to a private table.  Talk to Ugarte about

everything.  Now talk to Ugarte again, and Show Thief Sign to

Ugarte.  He recognises you as a fellow thief, and tells you that the

Guild is hidden near the West Gate, under a bridge.  He also warns

you to look out for traps.  Talk to Ferrari about everything.  It seems

that Ferrari owns this Dead Parrot Inn.  Talk to Ferrari again, and

Show Thief Sign to Ferrari.  He denies recognises the Thief Sign.  

Sneak back down the stairs to the main area of the pub.  

 

There is a man - Arestes - dressed in red sitting at one of the tables.  

Talk to Arestes about everything.  Now Show Thief Sign to Arestes -

he also tells you that the Guild is under the bridge to the west.  

 

Now sneak right to the bar.  Talk to Budar about everything.  Talk to

Nawar about everything.  Now this is where you can earn a bit of

money, as well as improving your throwing skills, so SAVE YOUR

GAME HERE.  Talk to Nawar again and Play Wheel Of Fortune.  To

begin with, you can only play the ‘Catch A Colour’ variant of the

game, which is to hit 3 of the same colour.  SAVE your game after

each successful turn (you win money), and reload your game when

you don’t win.  After a few successful wins, you can also play the ‘3 In

A Row’ variant, which is to get 3 of the same colour lined up.  Each

time you win, the game will become harder, and faster.  When you’ve

had enough of Wheel Of Fortune, climb up stairs on the right to

sneak to the upper-area of The Dead Parrot.  

 

There is a cloaked man sitting at a table up here - Talk to him, and

Show Thief Sign to the cloaked man.  

 

When you see the ghost in this upper-area, click on it for some extra

points.  

 

Now leave The Dead Parrot Inn.  


SILMARIA

Head left, to the bridge next to the Adventurer’s Guild.  The area

under this bridge, next to the water, is where the Thieves Guild is

hidden.  Go down to this spot now.  

 

SAVE YOUR GAME HERE.  There is a hidden doorway on the base of

the tower under the bridge.  Use your ACME TOOLKIT on the hidden

door - you’ve set off a trap, and you have 1 minute (and 5 chances) to

disarm it.  

 

The idea behind the Thieves Traps is this:  

 

You see a circle of 8 Greek men in various poses.  I suggest you take a

note of the poses, as well as the position in the circle.  Start the trap

by clicking on the centre button.  The 8 men will be covered up, and

one pose will be displayed in the centre.  You have to identify where-

abouts on the circle this pose is located.  You have to get this right 3

times, and you have 5 chances to do this.  

 

Once you’ve successfully disarmed the Thieves Trap, enter into the

Thieves Guild.  


THIEVES GUILD

SAVE YOUR GAME HERE.  Talk to Arestes about everything.  Now

talk to Arestes again, and Join The Guild.  Talk to Arestes yet again

and Buy Something.  Now buy STEALTH OIL, TORCH, PICKPOCKET

KNIFE, ROPE, and BLACKJACK.  In your Inventory window, select the

MAGIC GRAPNEL (from Rakeesh), and drag the ROPE onto it, to get

ROPE AND GRAPNEL.  Also, select the TORCH, and drag the

TINDERBOX onto it, to get a LIT TORCH.  

 

Look at the Betting Board on wall on the right.  This board keeps

tabs on what’s going on in the Chief Thief Competition.  As a thief,

you should strive to become Chief Thief.  SAVE YOUR GAME HERE.  

Click on the Betting Board and Enter the competition.  Now it’s like

any other poker game - it’s up to you if you want to accept the

current bet, raise it, fold, or call it.  I recommend just to accept the

current bet.  When you’re ready, click on Done.  

 

Now as a thief, you need to be good at pick pocketing.  Look at the

dummy, and use PICKPOCKET KNIFE on the dummy to practice your

skills.  Keep doing this until you can successfully pick the dummy’s

pocket without setting off the bell.  When you can pick the dummy’s

pocket, Arestes needs time to set up the more advanced dummy.  

 

There’s nothing more you can do here at the moment, so leave the

Thieves Guild.  


SILMARIA

It’s getting late.  Return to Gnome Ann’s Inn.  


GNOME ANN’S INN

Sit down at the table, and Gnome Ann will get some supper for you.  

Now stand up and go up to your room.  

 

Lie down on the bed and Sleep Until Morning.  Next morning, leave

your room.  

 

Go downstairs and sit at the table for breakfast.  When you’re ready,

leave the Inn.  


SILMARIA

Sneak right a little, and sneak up through the portcullis.  


EXPLORING THE WILDERNESS

SAVE YOUR GAME HERE, and sneak right into the wilderness.  Now

if you remember, one of the notices on the Notice Board, said that

the Katta Sarra has lost her basket.  So let’s go an find it.  It’s on a

beach, south of Silmaria - keep searching until you find it.  A word of

warning - run away from any enemies you see.  You’re not properly

equipped to deal with them yet.  

 

Also, in the Dragon Pillar North-East of Silmaria, get some WAX from

the beehive.  From the Dragon Pillar North of that, pick up the

SHELL.  

 

That’s enough of the Wilderness for now, so use your MYSTIC

MAGNETS to return to Gnome Ann’s Inn.  


GNOME ANN’S INN

Leave your room and leave the Inn.  


SILMARIA

You should have a bit more money now, so you can buy some more

supplies.  

 

Make your way to Pholus at the Weapons Stall and talk to him about

everything.  Now talk to him again and Purchase Something.  Buy

SPEAR - 3 will do for now.  Buy THROWING SPEAR - 3 will do for

now.  Buy DAGGER - 3 will do for now.  

 

Sneak up to the Main Square.  Talk to Wolfie about everything.  Now

click on Wolfie again and Purchase Something.  Buy some

AMPHORAS from him - 15 should be enough.  Buy BALLOON

PAINTING.  

Now sneak right a bit more, to Sarra’s stall.  Talk to Sarra about

everything.  Now hopefully, you have Sarra’s lost BASKET - it’s on the

beach just south of Silmaria.  Give her the BASKET, and she rewards

you with a BEAD NECKLACE.  

 

Continue right to Marrak’s fruit stall, and talk to Marrak about every-

thing.  Now click on Marrak again and Buy Things.  Buy 2 each of

GYRO, ARTICHOKE PIZZA, PEPPERONI PIZZA, and SOKOLATAK.  

 

Sneak down to the Adventurer’s Guild.  Talk to Toro about every-

thing.  Talk to Elsa about everything.  Now talk to Elsa again, and

Make Thief Sign to Elsa.  She recognises it and makes the counter-

sign.  Now leave the Adventurer’s Guild.  

 

Wait until 5pm, then go to the Dead Parrot Inn.  


DEAD PARROT INN

Climb up stairs on the left, to the private seating area.  Talk to

Ugarte about everything.  Now sneak back down the stairs.  

 

Talk to Budar (at the bar) about everything, and talk to Nawar about

everything.  Play Wheel Of Fortune if you like, to win some more

money.  

 

When you’re ready, leave the Dead Parrot Inn.  


SILMARIA

Make your way up through the Main Square, and up the stairs to the

Arena, but don’t enter the Arena.  


ROBBING THE MANSION

Next to the Arena, is an abandoned mansion.  As a thief, this is a

good place for you to practice all your thieving skills.  

 

Wait until 8pm then SAVE YOUR GAME HERE.  Make sure you’re in

Sneak Mode (press ‘K’ on your keyboard), then use ACME TOOLKIT

on the door to pick the lock.  It may take you a few attempts, but

keep trying until you’re inside the mansion.  

 

Use the LIT TORCH on yourself so you can see where you’re going.  

Look at chest next to the door and Pick The Lock.  Dang!  It’s empty!  

Sneak right to the table and take ALABASTER AMPHORA.  Search

settee on the back wall to get GOLD RING.  Search drawers on the

right to get some DRACMAS.  Now SAVE YOUR GAME HERE.  Move

painting on the right wall to reveal a hidden safe.  The safe is booby-

trapped with a Thieves Trap.  Click on the safe then Disarm The Trap.  

You see a circle of 8 Greek men in various poses.  Take a note of the

poses, as well as the position in the circle.  Start the trap by clicking

on the centre button.  The 8 men will be covered up, and one pose

will be displayed in the centre.  You have to identify where-abouts on

the circle this pose is located.  You have to get this right 3 times, and

you have 5 chances to do this.  

 

Once you’ve successfully disarmed the Thieves Trap, click on the safe

again to get DRACMAS and some JEWELLRY.  

 

You’ve done all you can here.  Use MYSTIC MAGNETS to return to

Gnome Ann’s Inn.  


GNOME ANN’S INN

Leave your room and head downstairs.  

 

If Gnome Ann is still here, sit down at the table, and she will bring

you a meal.  

 

When you’re ready, leave the Inn.  

SILMARIA

Now it’s time to fence the goods you ‘acquired’ in the abandoned

mansion.  

 

Sneak right a bit, to the area under the bridge, next to the water.  

This is where the Thieves Guild is hidden.  Now you are an official

member of the Thieves Guild, you know how to bypass their Thieves

Trap, so just click on the hidden door to enter the Thieves Guild.  


THIEVES GUILD

Ugarte is here - talk to him about everything.  Talk to Arestes about

everything.  Talk to Arestes again and Sell Something to him.  Sell

him the ALABASTER AMPHORA, GOLD RING, and JEWELLRY you

got from the abandoned mansion.  Use PICKPOCKET KNIFE on the

dummy to practice your pick pocking skills.  Keep trying until you can

pick the dummy’s pocket without setting off the bell.  

 

There’s nothing more you can do here at the moment, so leave the

Thieves Guild.  


SILMARIA

Return to Gnome Ann’s Inn.  

 


GNOME ANN’S INN

Lie down on the bed and Sleep Until Morning.  

 

Next morning, leave your room and sit down at the table, ready for

Gnome Ann to bring your breakfast to you.  After breakfast, leave the

Inn.  

 


SILMARIA

Make your way to the pier.  Andre should be here on his boat, so talk

to him about everything.  Make sure you ask him about ANCHOVIES

- he gives you some.  

 

Now make your way to Science Island, using the gondola to cross

over to the island.  Check the map I made, if you get lost.  


SCIENCE ISLAND

If you need more ROCKS, you can pick some up from in front of

Famous Adventurer’s house.  

 

You answered all the science questions last time you were here, so

you can just enter the lab without answering the questions again.  

 

SAVE YOUR GAME HERE.  Now look at poster on the wall, and take note of which pizza it’s advertising - Artichoke & Anchovy or Pepperoni & Jalapeno.  It’s day time, so it should be Artichoke &

Anchovy.  In your Inventory, select the ARTICHOKE PIZZA.  Now drag

the ANCHOVIES onto the pizza, and voila!  One ARTICHOKE & ANCHOVY PIZZA.  Sneak right a little bit, and talk to Dr Pretorious about everything.  Give him the ARTICHOKE & ANCHOVY PIZZA.  

You can’t do anything else here for the moment, so use MYSTIC MAGNETS to teleport back to Gnome Ann’s Inn.  


GNOME ANN’S INN

Leave your room and leave the Inn.  


SILMARIA

 

Sneak up through the archway next to Gnome Ann’s Inn.  Make sure

you’re equipped with your DAGGER, and SAVE YOUR GAME HERE.  


EXPLORING THE WILDERNESS

If you run into any monsters, fight them with your DAGGER if you

like.  But since your not really a fighter, you might prefer just to avoid

them.  

 

Make your way up to top of the map, and look for Pegasus Peaks.  It’s

marked by Pegasus head.  


PEGASUS PEAKS

This is Pegasus’s home, and you can see her flying around here.  

There’s a few things you need from this area.  

 

Sneak to the far-right of this area, so you can see the Hippocrene

stream.  Take a drink from the Hipoocrene stream - it tastes

incredible!  Fill all your AMPHORAS with Hippocrene water.  

 

Walk around, behind the tall stone mesas (pillars), so you can see the

path.  Follow path up & round, until you reach the edge.  Use your

MAGIC GRAPNEL to cross the gap, then follow path up & round,

until you see the overhanging branch.  Click on the branch to swing,

Tarzan-style, over the gap.  Now follow path up to the top.  Take the

PEGASUS FEATHERS.  Actually, take a few PEGASUS FEATHERS -

it will save you coming back later.  

 

There’s nothing else you can do here, so use MYSTIC MAGNETS to

return to Gnome Ann’s Inn.  


GNOME ANN’S INN

Leave your room and leave the Inn.  


SILMARIA

Make your way to Science Island, using the Gondola to get across to

the island.  

SCIENCE ISLAND

Wait until 6pm, then enter into the lab and SAVE YOUR GAME

HERE.  Look at the poster on the wall to see what pizza it’s

advertising.  Since it’s after 6pm, it should be Jalapeno & Pepperoni.  

In your Inventory, select the PEPPERONI PIZZA.  Now drag the

JALAPENOS onto the pizza to create JALAPENO & PEPPERONI

PIZZA.  Sneak right a little bit, and talk to Dr Mobius about every-

thing.  Now give JALAPENO & PEPPERONI PIZZA to Dr Mobius.  

You’ve now given both scientist their favourite pizza, so you have

free reign of the lab now.  Have a look around if you want.  When

you’re ready, use MYSTIC MAGNETS to teleport back to Gnome

Ann’s Inn.  


GNOME ANN’S INN

Leave your room and head downstairs.  

Click Here For Part 2
 

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