The 3 games are downloadable for free from www.bigbluecup.com
Introductory Information that applies to all three games and their walkthroughs
On a Windows XP PC, use the setup file to change the game resolution to 640 x 480 before starting this game.
The three games
Each of the three Zelda-like games is a self-contained story, so they could be played in any order, but the stories do follow vaguely-logically after each other, so it makes sense to play them in order. The first game, Melrin 1: The Disciple Ordeal, and the second game, Melrin 2: The Pendant Quest, are of medium lenth and the third, Melrin 3: The Dragon Menace, is longish in length. (The author’s note in 2005 on the bigbluecup forums mention an intended 4th Melrin game. However there does not seem to be a 4th game available yet as of May 2011).
Important Note for all three walkthroughs
If you are stuck, re-visit all screens, because sometimes a character or an object or a situation-change has suddenly appeared in a previously-visited screen.
Melrin 1: The Disciple Ordeal Walkthrough
Easter Eggs An Easter Egg is something humorous and usually unrelated to the story and/or completion of the game that has been hidden within the game by the developer as an additional challenge for the players to find.
In Melrin 1 there are no Easter Eggs to find.
Warning you can die in this game, so it is advisable to save your game regularly.
This game is divided into 3 logical sections / areas, to which I have given them descriptive names for the sake of this walkthrough.
AREA 1: Lost In A Strange Country
Look in the well. Read message in well: "Go east and talk to the Guardian"
Go east, then talk to the statue on the right, this is the Guardian.
He says Melrin must:
Try the door at the top of the screen. It is locked. Go right, and read the inscription on the single tombstone outside the fencing. This is a gravedigger’s grave. Go left, then south. Look in tree-stump to obtain a silver key. Go right and look at the barrels. "What does the pattern mean?"
Go south, and talk to the fairy in the green heart-shape. She gives Melrin a magic sphere. Melrin can examine it in the inventory. It is a green freeze-spell, "but it only works for a short time".
Go north and then right. Look at the damaged wall / cliff at right of screen. "Can’t move this with my bare hands".
Go left then north x 2 then right x 2. Try the door. It is locked.
Go left then south to a small lake and bridge. Examine the notice-board by the bridge, this is Joshua’s bridge. Examine it again, to get the "paper", then take it from inventory and click it on Melrin to read it. The note says: "when feeling lost, to return look to the south twice. To find what you seek, follow me. /Eswinn" (or one of several other names).
Go left x 2 then south x 2. Cross the bridge to reach the small island, then examine the barrel, and pick up the golden key that emerges. Leave the island, go left and then go almost to the top of the screen. SAVE Game Here.
Go north, and quickly use the freeze-spell from inventory on the bald man (click it on him). It can be tricky to do this. Then quickly go examine the yellow tree, amongst the green trees, to obtain a shovel, but "it is too dark in here to read". Quickly go north to the next screen before the bald guy unfreezes. Now in inventory read the inscription on the shovel. It says "Dig the Digger".
Go right x 2 to the graveyard. Use the shovel on the gravedigger’s tombstone / grave (the one outside the fencing). Examine the resulting hole to obtain a pink magic sphere = a magic earth spell which allows Melrin to break materia (material) that is "not too solid".
Go south then right, cross the screen and use the "break materia" spell to break away the broken wall / rubble. SAVE Game Here
Enter the next screen through the newly-opened passage, and immediately stand still. Menacing music!!! Melrin cannot go further yet into the crypt without dying, because there are 2 living-dead guards guarding a silver object lying between them. Remember the Guardian’s instructions: "make sure they don’t see you". Retreat back left.
Go left out of the sandy-screen, then north x 2 and right x 2 to a screen where there is a door and a single statue. Use the gold key on the door and enter the room. Walk to the pressure-plate at top right of room and stand on it. "Wow! I wonder what just happened".
Exit room and go right. A panel has opened in the big grey stone square in the ground. So try to go in at the red steps, but "it is too dark".
Go all the way to the far top-left screen (big lake with cluster of trees). Notice the weak section of wall at the top of the screen. Melrin can’t reach it, but notice that there is a small grass access-strip above the river coming from the right.
So, go right, then cross a small bridge over the river, to the building, and walk to the left (alongside the building) to reach the green strip above the river and hence to the weak wall.
Use the "break materia" spell (from inventory) on the weak wall, and then walk north through the resulting gap.
Use the small silver key (earlier found in the tree-stump) on the red chest. Click on the now-opened chest, to obtain an orange magic sphere. Examine it in inventory: it will make Melrin invisible but it can only be used once.
Go down, right x 2, down, to barrels-pattern, then go right and SAVE game. Go right again, into living-dead room and stand still immediately. Use the invisibility spell on Melrin, and quickly go pick up the silver object. Examine it in inventory. It is an unlit silver torch. Quickly go right, into the next room, and light the silver torch on one of the 3 burning-torches on the wall. Quickly exit left x 2, the way Melrin came in, before the invisibility spell wears off.
Go left, north x 2, and then right, to the secret panel Melrin opened earlier. Now Melrin has a lit torch, he can enter the secret panel, so go down the red steps. Oh dear, it says there is a maze and to: "enter at your own risk" (notice the dotted line of arrows to the north). From inventory, take Joshua’s note and click it on Melrin to re-read it carefully (Melrin must read the note each time Melrin enters the maze, if you get lost and do need to re-enter the maze).
NOTE: if Melrin gets lost in the maze, merely go south x 2 (as the note tells Melrin).
The note said "follow me" and "me" has signed his name on the note. Look at the name (it could be one of several possibilities). Bearing in mind the 4 compass points, then the alphabetic letters of the name mean N= North, S = South, E = East, W = West. Ignore any other letters in the name (e.g. ignore "I").
So, interpret the name as compass-directions to get through the maze. Note: the maze only starts at the screen north of the maze-words and dotted line. The first maze screen shows arrows pointing in the 4 compass-directions (E, W, N, S), as do all the subsequent maze-steps.
Maze-directions interpreted from names on the note are for example:
To repeat: if Melrin gets lost in the maze, merely go south x 2 to exit the maze.
When through the maze, Melrin will emerge into a room with a small red item. Look at it. This is the first crystal. Take the red crystal: "I must go to the Heart Fairy". To exit, go south x 2, then up the red steps.
Now go west, then south x 3 to the Heart Fairy. Talk to her. She says Melrin now has the earth crystal and that Melrin must go east and follow the water downwards: "it is shallow and passable". She gives Melrin another invisibility spell.
Go east to the lake with water flowing south. Walk south down the water to the next screen. A rolling boulder blocks the return passage!. Also, Melrin "lost a few inventory items in the water". (Actually, he lost everything except his crystal and his spells).
AREA 2: The Bridges and Beyond
Go south down the bridge. Talk to the guy. He wants a toll fee because he has to feed his family and will not let Melrin pass.
Go back north and take a piece of wood from the dead tree. Then go left and try to talk to the fisherman: "Shhhh".
Go south and see a passageway to the left, but don’t go there yet. Rather go north and see that the fisherman has now caught some fish. Click on the fishes to ask him for one. He says he wants a knife for it.
Go south, then go through path to left. At the three-waterfalls screen, enter the bottom of the middle waterfall which takes Melrin north to a tree, lake and boat. Click on the boat: "would probably sink". Look at the rope tethering the boat to the tree. Take the rope. The boat drifts away.
Go south to the 3 waterfalls, then SAVE Game Here. Go left, to see a graveyard, a prison, and a living-dead guard. Quickly use Melrin’s invisibility-spell on Melrin, and walk past the guard into the prison. Quickly go to the cell at bottom-right of screen, and try to open the cell-gate. Use "break materia" spell on the cell-gate to open it. Quickly go inside cell, and take the white magic-sphere. Quickly exit the cell and exit the prison, go past the guard and exit to the right to get back to the 3 waterfalls.
Examine the white magical sphere in inventory: it can turn small stones into metal. Go to the right through the passage, then north to the fisherman. At top-left of the screen pick up a chunk of wall (stone): "its sharp too". Use the white sphere on the stone in inventory to obtain a sharp piece of metal. Try to give it to the fisherman, but he wants a knife with a wooden handle. Use the metal blade on the wood in inventory to carve a handle and the rope will automatically be used to tie them together to form a knife. Give the knife to the fisherman and he will give Melrin a fish.
Go right x 3, then south down the narrow bridge to the toll-man. Give him the fish and now Melrin can cross the bridge to the right.
The bridge comes to a dead-end with an un-connected second bridge above it. "The bridge looks broken / unfinished". Click the panel on the floor (it looks like a window); the 2 bridges are now joined up. Continue to the upper bridge then right; the bridge breaks again. "Guess I can’t go back". Click the panel on the floor of the upper bridge - nothing happens.
Continue right, to an island. SAVE Game Here. Go to the well and examine it. Melrin now climbs in and hangs from the top of the inside of the well. Click below Melrin’s feet to climb down the inside wall of the well. Then click on the water at the bottom of the well and Melrin will find the water-crystal. Click on the back wall of the well above Melrin’s head, to climb out of the well.
A hot-air balloon appears and lands on the island. Click on it to fly away.
Melrin lands on a plateau atop cliffs. Examine the old tree - nothing. Walk right to a wall / cliff. Try to climb it - no luck. Go back left and use the "break-materia" spell on the old tree which breaks into a pile of wood. Take the wood. Use the rope with the wood to get a ladder. Go right and use the ladder to climb the cliff. Try to exit to the right and Melrin automatically goes back to fetch the ladder.
On the next screen is a green wall to climb down. Try the ladder. It is too short. Use the spade on the cliff to carve out a stairway and Melrin automatically goes down it.
Go south on the next screen, then go left. Melrin will automatically talk to the Heart Fairy who is there. She gives Melrin a note re a spell. Examine it in inventory. It says: "Ingredients for a levitation spell: Petal of a red flower, A toadstool, A small metal disk, A papyrus roll. Mix all the ingredients in a cauldron, and slowly heat it up".
Leave the screen then come back again. A hole has appeared in the cliff-face. Examine the hole to obtain a ceramic bowl. Use the "stone to metal" spell to obtain a metallic bowl.
Go right, and pick up a blue flower. Go right. Notice that there is one exit to the right, one exit to the south and above the walkway Melrin is on, there is a small island with a yellow crystal, but Melrin can’t reach it.
Go south, and take some red berries from the berry-shrub at top-right of screen – Melrin must walk close to the shrub to be able to pick them. Combine the red berries with the blue flower to get a red flower.
Go north then right. Pick up a stone at bottom-left of screen. In inventory, click the "stone to metal" spell on the stone. Melrin now has a coin.
Enter the doorway at top of screen, and while there observe what is in the room: Toady, a stool, a burning fire in the fireplace, and some barrels. Toady will not let Melrin stay in his room and chases Melrin out.
Outside Toady’s house, click the red flower on the metallic bowl. Melrin comments that the bowl can be used as a cauldron. Click the yellow coin (= a small metal disk!) on the cauldron.
Melrin still cannot get into Toady’s house (he keeps throwing Melrin out), so Leave the screen and then come back. Toady’s door is now closed. Go into Toady’s house (he is now out) and take the stool = a toad’s stool = a toadstool! Put the toadstool into the cauldron.
Now Melrin still needs a papyrus roll. Examine Melrin’s inventory, to see what you can find.
Try putting the fairy’s note into the cauldron. "I guess this is as close to a papyrus roll as I can get". Now put the cauldron onto the burning fire to heat the ingredients. Melrin now has a blue magical sphere, that can make Melrin levitate.
Exit Toady’s house and go left and again notice the yellow crystal on the island at north of screen. Use the levitation spell on Melrin. He will automatically float to get the crystal. It is the yellow air crystal, but then Melrin falls into the sea on the way back.
Melrin will automatically come ashore on an island, but says he has lost some items (actually, he has lost all his items in the sea, except for his 3 crystals).
AREA 3: The Phoenix’s Island and Beyond
Go south. The Heart Fairy is here. She tells Melrin that the Phoenix that rules this island throws balls of fire. So Melrin must avoid the Phoenix until Melrin can defeat it. She says Melrin must use fire to defeat the Phoenix. She gives Melrin a fire-spell’s ingredients-list. Once he makes the fire spell he can use it to defeat the Phoenix.
Examine the spell-list / note in inventory. It says that the following is needed: A black bat, A white shell, A yellow ghost robe.
Click again, then it says - Mix the ingredients together and place them above wood in a place where the sun don’t shine. Then say the following words - "Where darkness rules let there be light of fire".
SAVE Game Here, then go left, then left again but stop. oh no, the fire-bombing Phoenix! Quickly go right to exit the Phoenix screen before Melrin dies.
Go south to a graveyard. Click on the north part of the picket-fence to obtain a piece of the fence.
Go north, east and then north to where Melrin landed and see a new pile of sand. Examine it to find Melrin’s metallic bowl.
Go south, west, south and west to the barrels-screen. Go to the barrels on the far right of the screen and examine the different-looking one (it has no black spot on the lid) to obtain a file. Examine the barrel again to obtain a key.
Go south to a lake then left to see a tar-pit.
Go east twice and see a house. Try to open the door. It is locked. Unlock door with the key, go inside, take the white table-cloth, then exit the house. Go south. It is just the sea. Go back north to house-screen, then go north through the gap on the right-hand side of the house to a beach. Examine the barrel twice, to find Melrin’s blue magical sphere = the levitation spell.
Go south, west, south to a bird’s nest with an egg on top of a cliff-tower. Use the levitation spell to get the bird’s egg – oops, dropped it! Pick up the broken shell from the egg-remains on the ground. Now click the table-cloth from inventory onto the yellow of the egg to turn the table-cloth yellow = a yellow ghost robe!
Go north then west to the tar-pit. In inventory, use the file on the piece of fence, to obtain a baseball-bat. Use the bat on the tar-pit to make it black = a black bat!
Go north to the graveyard and then go left between the gap in the trees and through the passage between the cliffs into a paved cave. There is a wooden box in here. Melrin cannot open it or carry it, but Melrin will need it for the spell.
Now, in the cave, do the fire-spell as per the Heart Fairy’s note in Melrin’s inventory. Note that Melrin is in a cave = "a place where the sun doesn’t shine". In the inventory, place the following ingredients into the metallic bowl:
Now place the metallic bowl on the wooden box (= above wood) and click on the metallic bowl to say the magic words. Melrin now has a yellow magic sphere in the inventory. It is the fire spell.
Exit the cave and go north. SAVE Game Here. Go west into the Phoenix screen. Quickly before Melrin gets bombed, click the yellow fire spell from inventory on the flying Phoenix. This can be tricky, so if necessary keep restoring your game and trying again.
When you eventually succeed in clicking the Phoenix with the fire-spell, the Phoenix freezes in the air, then after a few seconds Melrin shoots it with a fireball, and it flies away, dropping something orange on the ground. Pick it up, it is the orange fire crystal.
Now Melrin has the fire crystal, Melrin must find out how to get back to the Guardian (statue). Exit the cave, and talk to the fisherman who has suddenly appeared. He says he has built a bridge "to the south-east of here". Go south, west, south, west, south to see a bridge that has now been built to the south over the sea. Cross the new bridge. SAVE Game Here (a long speech is coming soon).
Melrin is now faced with impenetrable cliffs / mountains. Use the levitate spell, which then transports Melrin to the Guardian statue. He will talk to the Guardian.
Listen carefully to the order in which the Guardian talks about the elements. When the Guardian has finished talking, select each element in the correct order (i.e. in the same order as mentioned by the Guardian) from the list the Guardian displays and Melrin will automatically place the crystals on the two boxes in the correct order.
The correct order is: water, air, earth, fire (= the circle of life).
Melrin now automatically walks through the doorway to his home.
END OF Melrin 1
Melrin 2: The Pendant Quest Walkthrough
Easter Eggs An Easter Egg is something humorous and usually unrelated to the story and/or completion of the game that has been hidden within the game by the developer as an additional challenge for the players to find.
In Melrin 2 there is an Easter Egg to find.
Warning you can die in this game, so it is advisable to save your game regularly.
This game is divided into 2 sections / areas, of which the second area has a portal to 3 other smallish areas.
AREA 1: Melrin’s home country.
You gain control in this game outside Melrin’s house: “must fetch bread”. Go south, and look at the signpost: the town is to the right. Go right: “That’s strange” – the city gate is closed. Examine the old tree, to obtain a dry twig.
Talk to the city guard.: the King’s pendant has been stolen, and the city gate is closed while the city is being searched. Try to go right: you cannot : “I must go home again”. Go left then north to Melrin’s house.
Melrin’s teacher, Alfgard of the Magician Council, is there. They go inside the house. Alfgard says that “the legend says that as soon as the holy pendant leaves the castle, the city / land will be destroyed by fire and water. The Magicians are maintaining a shield over the land, but can only keep it up for 3 days. Melrin must find the holy pendant before the shield expires. The Fairy of the Heart will help Melrin in his Quest”. Alfgard leaves.
Look at the blue book on the table: it is Melrin’s book of spells. Take it. In inventory, examine the blue book of spells, and read about each spell.
Here are the five spells and a description of each:
Now look at black metallic bowl and then take it ("it can be used as a cauldron"). Exit Melrin’s house: "I guess I will start with finding the Fairy of the Heart". Go south x 2 then right, to see the Heart Fairy. The Heart Fairy says she thinks that it was the evil Prince Eevail who stole the King’s holy pendant. She says that the pendant could be in one of 3 places, and that Melrin must go to the harbour and go by boat to the Island of Portals, from which Melrin can reach the three places.
Go left x 2 to see a crab. Try to take it, but Melrin “can’t pick it up with bare fingers”. Go right, and pick up a blue flower. Go north and to the right. Go right again (past the castle and guard), to a set of 6 barrels. Does one look different? Examine the one on the bottom-right, which has no black dot on top, to obtain some salt.
Go right, and see a ship. Talk to the Captain standing on the wharf. The Captain will not take Melrin to the Island of Portals until Melrin has paid his fare. Go right, and talk to the girl. She is upset because she has lost her dog. At top left of screen, pick up a coil of rope.
Go left, then south to a bar. Enter it. Take the white head of cabbage from the stool at the bar-counter. Talk to the bartender: “If you want drink, you pay”. Look at the yellow bar on the counter: it is mustard. Dip your blue flower in the mustard – it becomes a yellow flower. Click on the blue bottles behind the counter: “it’s drink, you must pay”. (thereafter ignore the bottles, they are not used in the game). Leave the bar, then go back in: the bartender has placed a lit candle on the barrel at bottom-left of screen. Try to take the candle, to obtain candle-wax.
Leave the bar, and go all the way to the crab-screen (north then left x 3, south, then south-left.
In inventory, open Melrin’s spell-book and read the Animal Transformation Spell to refresh your memory. Now do the spell as follows:
“It worked”. Look in the inventory to see a blue Animal Transformation Spell.
Use this spell on the crab, to transform it (back) into a dog. Lead the dog to the girl on the wharf (go right, north, then go right at the roadsign, then right again x 3). The girl is now happy and gives Melrin a reward of a few coins.
Go left to the ships captain, use the yellow coins on him, and walk on board the ship, which then sails to the Island of Portals.
AREA 2: Island of Portals and the 3 portal-destinations.
Melrin is standing at the wharf of the Island of Portals. If you missed the rope in the previous Area, there should now be a rope on the wharf here so take it. (a small bug occasionally shows a rope in both places, but only one rope is needed in the game).
Walk south to a clearing with 3 portals. Melrin must explore the three portal areas, and search to find the pendant.
Portal on the left: The jail. Walk right, to see a jail cell. Speak to the prisoner. She says she is Angela, and was captured by a troll. The troll brings her bread and wine daily. Melrin can do nothing to help her yet, so go left and enter the portal to return to the 3 portals. Enter the portal in the centre.
Portal in the centre: The troll. Take a stone at the bottom of the screen, then go right. Go north through the gap in the cliffs, to see an oil lake. Take some oil. Go south then right. Melrin sees a group of trees and a big armoured troll. Try to go through the bottom gap in the trees, towards the troll: “I’m not going walking up there!”. Go left x 2 to the portal, and enter it to go back to the 3 portals. Enter the portal on the right.
Portal on the right: The Locked Door. There is a building with a locked door. Try to open it: you cannot yet. Re-enter the portal, to go back to the 3 portals.
The 3 portals. What now? Melrin seems to be unable to proceed with his quest.
Go north to the wharf to see the Heart Fairy arrive. She gives Melrin something. Look at it in the inventory. It is a hairpin.
Now go south and enter the portal on the right. Use the hairpin on the locked door and go through the opened doorway. There is a tree-stump with a bird’s nest and an egg. Take the egg. Exit the screen and then immediately come back into it. The birds-nest has now disappeared. Examine the tree-stump, to obtain a hammer. Exit the screen, and go into the portal, to return to the 3 portals.
Now go into the left portal. Walk right to the jail and the imprisoned Angela. In the inventory read the Metal To Ice Spell, then make the spell:
Now there is a blue "metal to ice" spell in the inventory. Click on it, then click it on the gate of the jail-cell. The bars of the gate are now made of ice. In the inventory take the hammer, then use it on the ice gate. The gate is now a pile of ice on the floor. Angela gives Melrin a feather and then leaves. Pick up the ice from the floor. Go inside the jail cell and take the bread and wine. Exit the cell and go left and step into the portal to return to the 3 portals.
Melrin can now make other spells:
The Wood To Fruit Spell:
Look in the inventory. Melrin now has an orange "Wood To Fruit Spell".
In the Inventory click on the orange Wood To Fruit Spell and use it on the block of wood in the inventory. Now we have a lemon.
The Invisability Spell was written into the spellbook with invisible ink, but now Melrin can make the invisibility spell in the blue spellbook readable:
in the inventory, click the lemon onto the blue spell book: "I will peel the lemon first".>/P>
In the inventory click on the blue spell book, then choose "Invisibility spell" in order to read it at last. The instructions are: "Bread and oil mixed with ice and to each and one a big surprise you cannot be seen by living eyes".
The Invisibility Spell:
Look in the inventory. Melrin now has a yellow Invisibility Spell.
Now enter the Portal in the centre, then go right x 3 to the troll-screen. Stand below the tree towards bottom of the screen at the gap between the trees.
Click on the yellow invisibility spell, then use it on Melrin. Now Melrin is invisible. Go north past the troll. There is a doorway to the north. Go through it. To the north of this next screen is a bolted-up doorway. Read the white notice on the wall:
"First comes the light of the night
After which you should prepare for fight
A new star will rise and the table will be turned
As I reach what I truly have earned.
Use the hammer on the bolted-up doorway. Now walk through it. You now see a door with a coloured control-panel next to it. Click on the control panel to go into a close-up view of it: there are 8 symbols and 4 buttons. Use the words of the notice to guide you as to which symbols to press and in which order to press them. Each correct choice will turn a button green.
If you got it right, a panel will open and you will acquire a yellow royal crown.
Go north through the now-opened door, and see a pendant hanging from the ceiling. "It is too high up to reach".
In the inventory use the blue spell book to read the Jewelry Retriever Spell. Now Melrin must make the spell:
Look in the inventory. Melrin now has a grey Jewelry Retriever Spell.
Now use the grey Jewelry Retriever Spell on the pendant and it will go into the inventory. Hooray!
Now go all the way south past the troll, then to the left x 2, back to the portal. Step into it to go back to the 3 portals screen where Melrin will meet the ship’s captain who will take Melrin across the sea to home. Melrin arrives in the King’s presence. Watch the ending.
HOW TO FIND THE EASTER EGG - Grateful acknowledgements to cittymom of the bigbluecup forums.
Access to the Easter egg is from the screen "outside Angela’s prison cell".
Still not found it?
In Area 2 of the above walkthrough: On the "3 portals" screen go into the left-hand portal, then go to the jail screen. Where the road peters-out at the right of outside Angela’s prison-cell screen, look for a way to walk to the right. It is at the lower part of the green grassy area directly to the right of the petered-out road. (if you had already rescued Angela from the prison, the secret path is where she walked away to the right).
Enjoy the Easter egg scene!
END OF Melrin 3
Melrin 3: The Dragon Menace Walkthrough
Objectives "The King sends Melrin to investigate a rumour that a dragon is pestering the countryside".
Easter Eggs There are 3 Easter eggs (hidden secrets) in Melrin 3, per the game author. (If you cannot find them during the game, see at the end of this Melrin 3 walkthrough for available details).
Note: You cannot die in this game, but as with all games, it is advisable to save your game regularly
The game is played across several areas, accessible from the map.
Watch the introduction. The King says that Melrin must investigate the reason why a dragon has suddenly appeared in the Kingdom, because foul play is suspected. The King sends Melrin by ship to the Island of Nordmansdal to begin his quest. The Fairy of the Heart meets Melrin at the wharf, and gives him a magic map which will enable Melrin to quickly travel to places as soon as he has heard of them. The Fairy leaves.
In the inventory, there is a yellow map from the Heart Fairy.Also in the inventory read the blue spell-book. Melrin has to make the following spells so read each spell carefully to know what ingredients Melrin will either need to find or make himself to create the spell
Universal Translator Spell
When garlic bread with cheese
Gets mixed with a gentle sea breeze
Then no matter if he’s a foe or friend
His language you will understand.
Water To Milk Spell
If you would mix honey so sweet
With some lovely soft red silk
Magical power that when spring water meet
Quickly turns it into some white cold milk.
Take a lemon and a pipe
Say the magic words and they will wipe
The interest off from those that so busy are
And give them some well-deserved R ‘n R.
Hemp To Steel Spell
Mix some rind that yellow are
With some black sticky tar
Use the magic on a piece of string
And it will transform to a new steel thing.
Fire Extinguisher Spell
When you get some sour cream
And mix with what would catch your dream
Also add a piece of meat
And you may then turn off the heat.
Bone Rattle Spell
When a lump of gold together
With a yellow feather
Get mixed and with magic you’ll make
A thing that makes bones rattle and shake.
Phew! Judging by the above, Merlin will need to find or make lots of ingredients during his quest.
Melrin is still standing on the wharf. Go to the right end of wharf. Go left x 3 to a girl at a table with a red jar. Talk to her. She is Ailon and the jar is jam. Melrin can have some if he brings her some berries from The Garden Island.
Look at the map in inventory. The Garden Island has appeared. However, just exit the map, so that you can first explore your current location, Nordmansdal Island.
Go south, then left to a house. Examine the barrel: it is empty. Try to enter the house: it is a bakery but “we are closing now, you have to leave”. Leave the screen, then come back. Examine the barrel again, to obtain old bread (which the baker threw in there when he closed the shop).
Go right x 2 to a house. Examine the windowsill outside the house to find a knife. Enter the house. The man inside is Aaron, but he only speaks a foreign language. There is a fireplace behind him.
Exit the house, then go south. Examine the barrel to obtain a handkerchief. Go left, and pick up the sea-shell.
Now use the map in inventory, and choose The Garden Island as destination.
The Garden Island
Take the brown bowl from under the tree. Go right to a well and a barrel. Go north at the stones at the top-right of screen. Across the small bridge is a tar pit. Take some tar. Go south x 2 then left to a house. Try to open the door. It is locked.
Use the map to go back to Nordmansdal Island.
Walk right x 2 to the previously-unoccupied wharf. Talk to the fisherman. He says he “never saw a dragon, but Erwin Woodsman who lives in the Skoog Forest said he saw a dragon, but he is the biggest braggart”. Talk again to the fisherman: he needs a hook to catch fish with. Use the map to go to Skoog Forest.
Walk (slight zigzag) between the trees at left of screen near the bottom of the screen. Take a lemon from the lemon tree. Exit to the right, the way you came into the screen.
Go along the bottom path to the next screen. It is a dead-end. Go back, and now go along the top path to the top-right exit. Try to open the door. It is locked. Look at the strange area in the sand. Click on it. Whoops!!! Melrin fell through a "trapdoor" and has also now lost his map.
Melrin is at the foot of some stairs. To the right is an unreachable shiny object. Go up the two sets of stairs. There is a locked door and 2 torches. Go right, and then down the stairs. There is a green dwarf at the bottom of the stairs. Talk to him. He is using his finger to block a leak in the wall. He needs something to block the leaking spring water.
Try to go left past the dwarf. He will not allow you to do so. You must first help him. Check what you have in inventory to help. Un-tie the white handkerchief by clicking it on Melrin. It contains some white wax. Click the wax on the dwarf. It is too hard. So, how can we soften the wax.
Go upstairs, then to the left to the two torches. Use the wax on the flames of a torch to soften the wax. Go right, then downstairs and give the soft wax to the dwarf. He plugs the hole, then leaves. Examine the puddle at the foot of the wall. It is spring water. Click the bowl on it to obtain fresh spring water.
Now go left and look at the shiny object you saw earlier but could not reach. It is a hairpin. Pick it up. Go right, then up the stairs and go left. Use the hairpin on the door. "That worked, but the hairpin is now broken". Look at the broken hairpin in the inventory – hmm, interesting shape. Go through the door and you are back in the area where you fell through the "strange area"-trapdoor.
There is a man now walking about here and there is something brown (currently unreachable) at the end of the lower road at the bottom-left of the screen. There is a yellow item lying on the ground. Take it. It is the map Melrin lost when he fell through the trapdoor. Now talk to the man. He is Erwin the Woodsman. He says he has seen several dragons and killed one of them with his bare hands. He says they are in the Kobhara Wasteland.
Go to the right (exit above the 2 trees), then walk along the curved path to the lower right and exit there. Pick up the object you saw from above. It is a rope.
Now use the map to go to the Kobhara Wasteland.
The Garden Island
Go to the locked house (right, south, right). Try to use the broken hairpin on the locked door: "I’ll still need a key … a well-made key … hint, hint!".
Go left then north to the well. Click the rope on the well. "I need to anchor the rope somehow".
Now make the Hemp To Steel Spell:
Look in the inventory. Melrin now has a yellow "Hemp To Steel" Spell. Try to use it on the rope. "No, I do not want to use all this rope". In the inventory cut the rope with the knife. Melrin now has a separate rope and a separate piece of string.
Use the Hemp To Steel Spell on the string. Melrin now has a steel bar. Use the rope with the steel bar, then use the resulting rope/steel bar combination on the well. Climb down the inside of the well (click below Melrin). Take the golden key at the bottom and then climb out of the well.
Go south, then go right to the house. Use the gold key on the door. Go through to a garden. Take some juicy red berries from the berry-bushes. Hmmm! Who did we meet who wanted berries? Use the map to go to Nordmansdal Island.
Go left to the girl. Give her the berries and she will give Melrin the jar containing jam. She says she will also make Melrin some cheese if he brings her some milk.
Use the handkerchief in the jam. Melrin now has a red handkerchief in the inventory and the jar in inventory is now empty. Now use the map to go to Skoog Forest.
Go south to the bees-screen.
In the inventory read the "Relaxer" Spell. Now make the Relaxer Spell in order to be able to calm down the bees.
Melrin now has a blue Relaxer Spell in the inventory. Use the spell on the bees. Try to take something out of the tree-stump "it is honey, but I need something to carry it in". Take the empty jar from the inventory and click it on the tree-stump to obtain a honey-filled jar.
Now lets make another spell. The jam-jar girl on Nordmansland wants milk. In the inventory read the Water To Milk Spell. Now let's make it.
Now look in inventory to see an orange Water to milk spell. In inventory, use the spell on the brown water-bowl ("spring water"). The spell turns the water to milk.
Use the map to go to Normandsdal Island
Walk right x 2 to the fisherman. Give him the broken hairpin to use as a fishhook and he will give Melrin some garlic.
Walk left x 3 to the girl. Give her the bowl of milk. She says "come back in a while, the cheese will then be made". Leave the screen, then go back and take the cheese from the girl’s table.
Go right, south, and then into the house of the foreign-language man. Melrin obviously needs a translator. Read the Universal Translator Spell in the inventory.
Now make the Universal Translator Spell:
Now look in the inventory. Melrin now has a multicolour Translator Spell. You do not need to click it on Aaron. You merely need it in your possession in the inventory.
Talk to Aaron (a very long conversation). He says he came to hunt the dragon. He says that in his own land, the Island of Gastar, the young Duke Hertigen’s mind had been poisoned by the evil Eevail and has turned against magicians. Eevail had given the Duke a potion that is slowly transforming him into a lizard / dragon so he is now half-dragon, half-man and will ultimately turn into a dragon. The Duke has come to get revenge on the magicians of Melrin’s country because he has been convinced by Eevail that the magicians were responsible for his slowly turning into a dragon.
Aaron further says that a hunter had turned up from nowhere onto the Island of Gastar and that a portal appeared on that island leading to the Hidden Island of the Hunters. Aaron asks Melrin to stop the boy/dragon before he fully becomes a dragon. According to Aaron, the boy/dragon is on the Hidden Island of the Hunters.
(Note that the Hidden Island of the Hunters will not appear on the map. It can only be reached via the portal on the Island of Gastar).
Use the map to go to the Island of Gastar.
Island of Gastar
A Dwarf-thief steals Melrin’s knife. Pick up the rope lying between the 2 trees. Go north to a grave. Take a stone.
Go south x 2. See a fenced area and a bucket of yellow paint. Click the stone on the yellow paint to obtain a yellow stone. Go north, then right, and immediately stand still. There is an undead ghost patrolling the area. Melrin cannot advance without dealing with the undead ghost.
In the inventory look at the Bone Rattle Spell in the spell book. Maybe this spell will do the trick, but Melrin is missing an ingredient. He needs a yellow feather. Use the map to go to Kobhara Wasteland.
Island of Gastar
Walk south and then click the feathers in the yellow paint to obtain a yellow feather. The remaining white feathers are also in inventory.
Make the Bone Rattle Spell:
Now look in the inventory. Melrin now has a blue Bone Rattle Spell. Go north then right. Use the Bone Rattle spell on the undead ghost. "Cool!".
Go right. Talk to the boy Orvar at the fire. Ax the dwarf-thief stole his cat. If Melrin returns his cat he will give Melrin a hotdog.
Go north and read the sign. "Do not enter forest maze unless you know the way, or you will be lost forever".
Go south then right then north. Examine the "different" barrel (it does not have a black spot on top). Melrin finds a hammer. Go south, then left x 2 to where the undead ghost was. Walk south through the small gap between the south-most right-hand tree and the cliff. There is a wooden box on this screen. Examine it. Melrin cannot open it with his bare hands. Use the hammer on the wooden box to find the cat.
Lead the cat north through the narrow gap, then right x 2 and lead the cat to the boy, Orvar. He gives Melrin a hotdog.
SAVE Game Here
Go north to the forest-maze screen and see the dwarf-thief going north into the maze. "I should follow him, he obviously knows his way". Follow the dwarf through the maze. It is easy because he "waits" until you enter each screen. Melrin will emerge at a blue portal. Enter the blue portal. Melrin emerges elsewhere, he is now at the Hidden Island.
The Hidden Island of the Hunters
Go right and talk to the hunter. He gives Melrin "until tonight" to find and cure the dragon (the Duke), or else he will kill it.
Go north to see a dragon-man spitting fireballs (accompanied by dramatic music!). There are also some barrels and graves.
How can Melrin defeat the dragon-man?
In the inventory read the Fire Extinguisher Spell in the spell book. Melrin still needs to find or make some more ingredients. Melrin needs sour cream and a dream catcher.
What is cream made of? Who did Melrin give the milk to? Use the map to go to Nordmansdal Island.
Go left and see a bowl on the girl’s table. Look at it. It is cream. Take the cream.
But Melrin needs sour cream. Where have we seen something sour? Use the map to go back to Skoog Forest
Go left between the trees and take a lemon. In the inventory use the lemon on the bowl of cream to obtain sour cream.
Use the map to go back to the Hidden Island
Hidden Island of the Hunters.
Go right, then make the Fire Extinguisher Spell:
Now look in the inventory. Melrin has an orange Fire Extinguisher Spell.
Go north to the dragon-man screen and use the Fire Extinguisher Spell on him. He turns back into a boy / man = the Duke, and the enchantment has gone. They talk for a while, then the Duke leaves to go home. War between the kingdoms has been averted!
"The next day", the King says he will prepare a feast for Melrin. "Sorry, you are not invited. Congratulations for completing the game".
END OF MELRIN 3
LOCATION OF THE 3 EASTER EGGS (with grateful acknowledgements to Ieremiou of the bigbluecup forums):
One Easter egg is in Skoog Forest at the first screen when teleporting in. Go north through a narrow gap in the trees (you can’t enter the gap if you have not already taken the lemon in the screen on the left). A funny character comes to give you an Easter egg : you can then look at it in inventory.
One Easter egg is on the Island of Gastar: go north to the grave, pick up a stone nearby, and use the stone on the grave. A funny character comes to give you an Easter egg : you can then look at it in inventory.
The location of the other Easter egg is unknown to the author of this walkthrough.
For comments, corrections or suggestions for this walkthrough, send email to Mr. Bill
This walkthrough may NOT be distributed without the written permission of Mr. Bill
Portions Copyrighted © 2003-2004 by Joacim Andersson