This game is not overly difficult to complete. Just remember to talk to everybody including the members of your party. You can get your party to do things by opening their inventory and using their items.
Take journal, stick and fishing pole. Look at brook and reflection -- there's something in the tree. Move branches with fishing pole to reveal bird's nest and locket.
Try to take locket with pole -- too short -- you need to attach the stick to it. Use pole/stick to get locket and examine it. A monster will appear and it makes no difference what you do, Allanon will turn up to save your bacon. Talk to him to get order to go to Leah to warn people of invading monsters.
When map pops up head east (follow path).You will come across a woman (Shella) trapped beneath a tree. Try to move log -- you need to brace your feet. Nearby is a rock, move it then free Shella. Talk to her then hand over the locket. You both head for the river -- choose to go north or south, it doesn't matter. You can outrun or retreat from the monsters in your path.
Chat to guard then head north. Chat to the gardener -- suspicious character -- then go inside and Winston will tell you to go upstairs and see Menion Leah. In bedroom take cup and note steaming pot and brazier. Back down to chat to Winston. Read book for hints re escaping and the secret of the crest of Leah. Take potpourri and smell it. Back to now empty garden and examine hole. On to herbalist and give him cup to learn about poison and get antidote recipe -- cloves, dogwood blossom & charcoal. Oh dear, it's not the season for dogwood blossom, but at least the potpourri contains cloves. Outside and note the pot plant that is flowering out of season -- maybe the herbalist knows the secret. Head back to bedroom and pour contents of steaming pot on brazier to get charcoal. Visit herbalist again -- he's dead. Take the paper/recipe and green potion which is a strange fertiliser. Chat to guard then up to garden and pour potion on Dogwood tree to get blossom. Back to Herbalist's and mix ingredients in mortar on bench. Watch sequence.
Next day you will have a conversation with Menion, Allanon and Shella. Shella is refused permission to accompany you to Tyrsis. Talk to Allanon then outside to meet Shella in the garden. Try to leave town with her -- you can't. Chat to her and make plans. She will tell you about secret passage and give you her locket. (You should already know about the passage if you read the book on the table). Inside mansion again and talk to Winston following Shella's instructions to get rid of him. Examine crest and dragon and use locket on dragon's eye. Outside head west to road then north. Avoid or fight monsters -- it's your choice.
At ferry talk to the evil gardener and prepare to fight -- you can't avoid this one so choose your strategy well. Afterwards examine everything then use rod to snare the rope and pulley in the river. Attach it to machinery then pull it. It's stuck. Use Shella's inventory to shoot arrow at the brake to release ferry. Head for Tyrsis (north and east) dodging the monsters.
At gate ignore walking-corpses and head right to hut. Knock on door -- then again -- till you are admitted. Talk to Brendel. Look in cooking pot, it's empty. Offer food to learn that burning laurel will get rid of corpses. Back to gate and left this time to laurel tree. Break off branch and return to Brendel to get torch. Gate again (with Brendel) and talk to guard. He won't allow a dwarf to enter so talk amongst yourselves till Brendel leaves.
Inside chat with the Seneschal. Note mace on wall. Go through first door on right. Look at fire barrier around vault. Back to Seneschal and have Shella show him the locket. King Balinor will chat and give permission for you to search the area then you'll be returned to the Seneschal.
Go to the library and look around. Read book for synopsis of War of the Races. Look at locked cabinet then return to Seneschal to get him to open it. Read Stenmin's book for info on secret passage behind throne. Take book and cut with knife. Read parchment/pact -- the signature is written in Stenmin's blood. Talk to Seneschal about secret passage for permission to enter throne room.
In throne room note lion on throne, its jaw is rusted. Pour oil on it. Pry open jaw with dagger to get key. Move dragon tapestry to reveal faint crack in wall. Push horse's head on wall to reveal keyhole to unlock secret door. Enter and light lantern. Examine skull, you need more light. Light candles. The mirror will come to life. When voice tells you to break it use your sword.
Watch/click through dream sequence (choose any door) and you will be back in the secret chamber and automatically pick up incense. You can now open skull drawer. Take scroll and read it. Now back to Seneschal and use spell of revealing on Stenmin's book. Read new entries and you'll be able to speak to the King again.
Watch/click through cut sequence and take mace. (Brendel is now with you) Head for wine cellar where Stenmin died. Take empty bottle and fill with vinegar. Take bottle of good wine. Put incense, pact and mace on floor. Light incense and invoke Stenmin's book on the pact, then invoke it on the mace to summon Stenmin. Talk to him. He refuses to help so invoke the book on him to read the soul-shattering spell. He'll now tell you the formula to disrupt the magic barrier. (This will be automatically recorded in your journal).
To solve the riddle you need laurel leaves (the tree outside), rose petal (the potpourri) and mistletoe ( the oak near Brendel's hut -- you are too heavy to get it, Shella will help). Add these to vinegar (spoiled wine).
Head for vault and pour mixture on flames. Watch/click through cut scenes. The sword of Shannara is broken and you will need powerful magic to repair it. You will need the co-operation of the elves, trolls, dwarfs and gnomes.
On map travel north west towards Abalorn. It's a long way so you'll have to stop overnight to have another dream.
Talk to guard (Lessa). Examine road, note unusual flagstone. At fountain note hole. Examine clay and get some, use Brendel's pot. Inside Manor talk to Davio to learn all you can. Examine parchment on wall. Try to use log on fire to learn about nest. Outside to garden of life, look at vines and remove them. Close gate and take life rune. Open gate and examine runestone. Back to fountain and use Shella's scarf in the hole. You now have the water rune. Back to roadway, pour water on flagstone and take it. Use clay in the carved stone then put flagstone on it. Take earth rune. Return to fountain and examine manor chimney's, your rope isn't long enough to get on roof. Inside manor and talk to Prince Arion then leave and talk to Davio some more for info about runestones.
Back to Lessa and try to take ladder -- swap rope for it. The ladder will now be placed against the manor. Climb ladder and remove bird's nest from chimney. Note metal piece. Push/turn weather vane, oil then turn again. You will sketch the image you see. Take shingles.
Down to Davio's room and burn logs. Talk to him again for clues if you need them. Up ladder once more and use shingle on glowing metal plate to get fire rune.
Down and read journal to see image. Give second shingle to Brendel then show him your journal to get air rune. Return ladder to Lessa she will ask you to give silver ring to Arion. Give it to Davio (who will pass it on) then Arion will give you a gold ring for Lessa. Shella will note that Arion has the elf rune -- he won't give it to you. Give golden ring to Lessa and she will offer help. Ask her to get elf rune.
Back to garden and place runes in runestone in order as per parchment: elf, earth, air, fire, water and life. Take elfstones then leave. Talk to Prince Arion, for letter of passage. Talk to Davio and give him the elfstones so that he will join you. Leave and follow Davio's directions.
You will come across monsters fighting Panamon Creel. Help him in fight and you will be joined by the troll, Telsek. He and Panamon are seeking the Black Irix. Telsek will lead you to a box canyon. Get him to take boulder and throw it at the arch. Enter canyon and fight monsters who are disguised as elves and trolls. (The best strategy might be to fight the leader here. Also you can get Davio to use the elfstones once and then defend himself). After fight talk to everyone in your party. Enter cave and light lamp -- talk to Aine. Show him letter of passage then examine Black Irix above entrance. Tie your rope to the Irix. Watch/click through sequences.
Go to Troll camp -- you can avoid fight by retreating. When captured talk to trolls to try to stop war. Propose a challenge of Champions.
Head for Elf camp and show Arion's letter to guard. Watch/click through sequences until the challenge of champions begins and the first riddle is spoken. (Note You can go to troll camp and talk to Panamon for hints on riddles or to Elf camp to ask Shella.) You must aid Telsek, the Troll Champion to solve riddles.
Riddle 1: You are seeking a feather so go to promontory and search bird's nest. Give it to Telsek.
Riddle 2: You need to catch a fish but first you need bait. Talk to troll cook about food in cauldron (worms) and offer to trade. But what? Shella has a hint if you are stuck. Check out Brendel's inventory -- the wine has turned to vinegar just the thing for a Troll cook so give it to him to get worms. Now back to Elf camp and use worms on fishing pole to fish in stream.
Riddle 3 You need a leaf. Talk to Elf guard until you convince him to part with his shield.
Now you can help to ask a riddle. The one to end this contest is 'ask about Elfstones'. But if you are enjoying solving riddles choose it last. Here are the solutions to the others: Riddle 4 Arrow -- get one from Shella.
Riddle 5 Spice -- cinnamon from your potpourri.
Riddle 6 Helmet -- get it from Troll camp behind troll guarding Panamon.
After you say 'ask about elfstones' a combat sequence will ensue and you must fight against the monsters who are once again disguised as trolls and elves.
Click through sequences. Head east then south through pass. Here you must fight and Davio will be injured. Keep going south to Storlock. Talk to gnome healer. Head north east and you will follow stream to spider. Your party will tell you what you need to do, but first immobilise the spider -- did someone smell kerosene? Tie Shella's kerchief to an arrow then pour oil on it and light it with tinderbox. Shella's aim is true and Telsek will do his bit before you fight the weakened monster.
Next talk to Gnome again to learn about Torc and Helm. Head SW then S to Silver River (lots of monsters).The King of the Silver River will save you but he foreshadows a sad loss to come and gives you magic powder. Cut sequence sees you on your way.
You need the Hammer of Power. 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 King and Kili. Go east and examine room, note pottery shards. Talk to Kili and Guard. Look at Kili to note something is missing. For help talk to your companions through the cell bars. Go north to weapons room. Note soot, drag marks and grey streak on chair. Push chair. Talk to Kili. Note hole on the right side of the fire place. Return to Davio and ask about stein. He will hand you one. Open it to find red sash. Show sash to Kili to unmask him. Fight -- Telsek will join you. Talk with King then go east and get handle from backpack Put handle in hole in fireplace and push it. Watch cut sequence.
From above river where monsters are building bridge go NE to large pond. Davio will explain what you are doing. Talk to him. Use magic powder in pond. Then use Davio's elf stones on dam. Fight monsters on the bridge then the raft will float down river. Watch dream sequence.
Head north to Gnomes. Click through rope bridge sequence. Tell Davio to tie rope around his waist. Click through sequence. Your next decision is very important. We chose to use spell of release on Shella which means you must kill her -- use your sword.(Using the elfstones ends the game.) You are captured.
In darkness search screen for bootheel. Touch it then push it. Find nails and use them to cut rope. Look at everything then take coil of rope. Use bootheel to cut tent -- exit. Look at hatch and hole in base plate. Cut second tent with bootheel. Enter and take dagger. Use blindfold on Shaman then take the Torc. Now tie him up with the rope, you will get a key ring. Exit and return to the first tent. Open the two metal chests with key ring to get your possessions. Back to 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 hole near hatch. Next go to first tent and get Geeka to help with the second metal chest. Tie your rope to the chest then put (lower) the chest into the pit. Now tell Geeka to enter the pit first. Enter pit. Look at hole near top of ladder and use Geeka's handle on it to close hatch. Use Brendel's war hammer on the grating then get Brendel to enter it. He gives you a box. Now you can open the metal plate near the wheel. It's broken so fix it. Turn wheel. Get Telsek to use Black Irix then get him to open door. Leave. Click through sequence. Go to lake watch/click through sequence. Fight monsters -- watch sequence.
In the hall get Telsek to push over the statues to stop monsters coming through side doors. Go through main doors and fight shifter -- what happens next is meant to happen and Davio uses the elfstones twice. Pick up diadem and go through doorway. You can't cross the chasm so go back and take broken door. (Telsek again). Return to chasm and go through door. You are now trapped in a cage -- try to lift it. Get Brendel to help you. This allows Geeka to get out -- unfortunately certain gnomes aren't to be trusted. Push the cage over the hole that the falling helmet opened in the floor. Tie rope to cage bar then go down. Look at top of idol and use Brendel's war hammer on crystal eye. Fight monsters then climb idol -- watch cut sequence. Draw sword of Shannara. Watch/click through sequence and choose appropriate responses. Move through any door. Back at altar use sword of Shannara to attack book. Watch/click through to the end of the game.
See the metzomagic.com Review of Shannara.
Copyright © Rosemary Young and Gordon Aplin 1996.
All rights reserved.