Salammbô Walkthrough
Act 1
Objective: Provoke war
You are Spendius, a slave in the sacred precinct of Carthage. As the game
starts, you\'re languishing in a secret dungeon, where you\'ve been thrown as a
punishment for your lack of fervor when working.
You need to achieve the
following objectives:
• escape from the secret dungeon, then from the prison,
and finally, from Carthage;
• seek refuge with the mercenaries that are
camped out near the city; and,
• provoke a war between the mercenaries and
Carthage, so as to avoid being taken prisoner again.
Sacred precinct
Secret dungeon
There is only one way out of your prison: a shaft in the ceiling. To reach
this shaft, you must build a pile from the bones that are strewn on the ground.
Begin by placing all of the bones that you possibly can in your inventory:
"Very solid bones", "Solid bones", "Bones" and "Large tibia". (Note that you
need only single-click to pick up the last two objects.)
View of the secret
dungeon after the bones have been picked up:
Pile up the bones in the
space that you’ve cleared out underneath the shaft. Place the bones in the
following order:
• the "very solid bones", to form the base of a
pyramid;
• the "solid bones", that will be your middle level; and
• the
"bones", on the top.
You\'ve finished building your pile. Only the tibia has not been use; it
remains in your inventory, and will be used later on.
Point your cursor
towards the shaft and click to leave the secret dungeon.
Prison
You are in the main hall of the prison. A guard – who also plays
the role of torturer - is dozing off in his chair. Approach him from behind and
hit him in the head with the tibia bone, knocking him out cold. Grab hold of the
set of keys hanging from his belt.
There are three cells off of the main room. The one to the right is open.
The two others are closed but can be opened with the guard\'s keys.
Enter the cell on the right. Take the length of rope.
Enter the middle cell. Take the bench.
Enter the cell on the left. There, you find a slave attached to a rack. The
torture rack\'s winch can be used to remove the bars from the small window
located on the back wall.
First, place the bench underneath the window, so
as to be able to easily access it later on.
Then, untie the rope binding the
slave\'s feet to the rack\'s winch.
Make the winch\'s rope longer by tying it together with the length of rope found in your inventory.
Bring the long rope to the window\'s bars.
Click to tie the rope to the bars. Then, activate the winch\'s lever to remove the bars from the window. Leave the prison through this opening.
Yard
You emerge under a porch that opens up onto a yard filled with mounts and
baggage. There are some guards in the area, but luckily, they are somewhat far
away and not looking in your direction.
Move forward towards the yard. You
walk by a pillar on which a lovely young woman is leaning: it is Salammbô,
daughter of the general Hamilcar and grand priestess of Tanith.
Click on
Salammbô to speak with her. She offers to help you leave the city if you agree
to bring a statuette to the mercenary chief Mâtho, with whom she is secretly in
love. Accept this deal.
The dialog now over, follow Salammbô\'s advice and
go hide among the baggage piled up in the yard.
The following sequence is presented in the form of a comic strip.
Comic Strip: Hidden among the bags of the treasurer Hannon, you leave the sacred precinct and exit the city of Carthage. Hannon is off to pay the mercenaries the money that is still owed them. The treasurer and his escort stop a short ways from the mercenary camp and you take advantage of the general excitement to leave your hiding spot. Sadly, you drop the statuette given to you by Salammbô and it breaks.

Mercenary camp (and surrounding area)
(1) Doors to Carthage
(2) Hannon\'s tent
(3) Moloch\'s finger (upright
stone)
(4) Mâtho\'s tent
(5) Autharite\'s tent
(6) Potter\'s
stall
(7) Wine merchant\'s stall
(8) Narr’Havas\' tent
(9) Pariahs\'
village
(10) Waterworks
(11) Backcountry road
Important : If lost, look at the sky. The red star of Moloch indicates the north.
Hannon\'s tent

(2a) Drinking trough and mount
(2b) Hannon\'s tent
(back door)
(2c) Towards Moloch\'s finger
(H) Hannon on his tank
(G)
Carthaginian guards
(M) Mercenaries come to get the money still owed them
You leave your hiding place at (2a), behind Hannon\'s tent, near a trough
where a mount is drinking.
Be especially careful to not go near the
Carthaginians: your shackled hands reveal your status as an escaped slave and
they would capture you immediately.
Go to (2c) and continue towards the
south. You reach a paved road, near an upright stone that the local people call
"Moloch\'s finger".
Head to the right, and follow the road (partly covered
with sand) leading to the mercenary camp.
At Mâtho\'s tent
The first tent you reach is Mâtho\'s (4). It is guarded by two sentries.
Answer their questions honestly and you’ll be allowed to enter the chief
mercenary\'s tent.
Give the broken statuette to Mâtho. He gets mad and
insists that you fix it.
You won\'t be able to carry out this task with your
shackled hands. Go to the Gaul Autharite, who has blacksmith\'s tools.
Leave
Mâtho\'s tent, turn around and click the area to the left of the tent. Cross the
road and continue to walk in a southerly direction, until you reach Autharite\'s
tent (5).
At Autharite\'s tent
Autharite is not there when you enter his tent. Click on the hammer and
scissors that are on the chest. The tools fall, making a frightful noise.
Autharite, alerted by the din, emerges. Livid, he speaks of handing you over to
the Carthaginians.
To calm him down, agree to play the game of cottabe with
him. This game consists of throwing a helmet on a shield.
Autharite has been
drinking and his aim is poor. But be careful! If you trounce the Gallic chief,
he’ll become upset and hand you over to the enemy.
Always aiming outside of
the target is not the solution either: this will also anger Autharite, for he
likes a close game.
To win him over, you will need to choose the middle of
the road: let him win, but only after having proved to be a worthy opponent.
Here\'s the easiest way to proceed:
• Win the first game.
• Propose a
rematch to Autharite.
• Lose the second game.
A satisfied Autharite
removes your chains. Your hands are now free. Leave Autharite\'s tent, head to
the right, then again to the right, until you reach a stall (6) run by a Gallic
potter.
Potter\'s stall
Chat with the potter, to obtain some general information.
Put the broken
statuette on the table: the artisan gives you a pot of glue.
Use the glue to
fix the statuette.
Take the object you’ve repaired and return to Mâtho\'s
tent.
Back at Mâtho\'s tent
Give the repaired statuette to Mâtho. He accepts the statuette, but selfishly
refuses to protect you. You’ll have to manage on your own!
Turn the
mercenaries against Carthage, so as to avoid being taken prisoner again. You can
do this by making sure they don\'t get paid the money they are owed; this will
involve stealing the money kept under guard in Hannon\'s tent. This feat is
possible, but only if you can draw the sentry on guard behind the tent away from
his post. To do this, you will need two objects:
• a wineskin filled with
"elephant wine", a powerful drug given to the war elephants prior to battle so
that they will be thirsty for combat.
• a dagger
When you exit Mâtho\'s
tent, turn left and head directly north, towards the section of the camp
occupied by Narr’Havas and his Numidian cavalrymen.
When you reach the first
Numidian tent, turn left and go to (7), in front of the wine merchant\'s stall.
Wine merchant\'s stall
A drunk Numidian is guarding the stall. Ask him for
something to drink. He refuses, but reveals to you one of the three ingredients
used to make elephant wine: pepper.
Move away from the stall, then go back.
The Numidian is on the ground, snoring. Take advantage of this opportunity to
enter the stall and find the complete formula for making elephant wine.
On
the stall are a jug of wine, a bowl and four flasks respectively containing
brimstone flour (yellow), pepper (black), pimento (red), incense (blue) and salt
(white).
Take the black flask and single-click on the bowl to pour in a
measure of pepper. In the same manner, add a measure of red pimento and two
measures of blue incense.
Take the jug and pour its contents into the
bowl.
You will obtain a bubbling purple liquid: the elephant wine.
Take the
empty wineskin that lays on the table. and click on the bowl. You gather a good
portion of elephant wine, that will be useful to you at a later point.
Turn
to the right, move forward, then turn to the right yet again, to head towards
the center of the circle formed by the Numidian tents. Turn around: you are
facing Narr’Havas, chief of the Numidian cavalry, who is having tea in front of
his tent (8).
Narr’Havas
Speak with Narr’Havas, exploring every possible avenue:
• Ask him to help
you: he refuses
• Beg him to allow you to join his group: he refuses yet
again.
• Insist that he brings you with him to his native country: again, he
refuses.
• Ask him for a weapon: he gives you a dagger.
Armed with this
blade and the elephant wine, go back to (2), the area behind Hannon\'s tent.
Stealing the treasure
(2a) Drinking trough and mount
(2b) Hannon\'s tent (back door)
(2c)
Towards Moloch\'s finger
(H) Hannon on his tank
(G) Carthaginian
guards
(M) Mercenaries come to get the money still owed them
Avoiding the guards, go to (2a), near the mount. Pour the elephant wine into the trough. The mount drinks some of liquid and runs off at a gallop, its insides on fire. The sentry on guard behind the tent, at (2b), abandons his post to chase the mount.
A gauge is displayed on the screen to show you the time available until the
guard returns.
Without taking any detours or losing any time whatsoever, go
immediately to the door (2b) that is now, with the sentry\'s disappearance, no
longer being guarded. To the left, through the tent\'s canvas, you see a
bent-over silhouette: it\'s Hannon\'s interpreter, filling a bag with the money
destined to the mercenaries. Stab the man through the canvas.
Use your dagger to sever, in one swipe, the leather cords tying the tent door shut. Don’t waste time individually undoing them by hand!
Enter the tent. The interpreter\'s body is lying in front of a chest. Take the bag of money found inside this chest and leave immediately.
Comic Strip: Now without his interpreter and having lost the money, Hannon confronts the angry mercenaries. Throw a stone at him, to provoke a riot. The treasurer and his escort flee towards the city. Your plan has worked to perfection. You enter the mercenary camp, with the treasure hidden beneath your clothing.
Chiefs\' council
Autharite stops you on the road to the camp, near
Moloch\'s finger. He\'s figured out what you\'ve been up to. It\'s useless to
deny it: acknowledge the truth and offer him a deal.
The Gaul wants the
stolen money. Hand over the treasure to him without argument. In exchange, he
introduces you at the Chiefs\' council. It\'s now up to you to do what it takes
so that the friction between the mercenaries and Carthage degenerates into an
all-out war.
The mercenary chiefs greet the general Hamilcar, sent by
Carthage as a negotiator.
You will get involved in the conversation a number
of times. Always choose the reply that will lead to the events that you wish to
bring about.
When Hamilcar calls for justice for the attack and thievery
that Hannon has been subjected to, reply:
"Nothing strange for the men to
have gotten carried away. They\'ve about run out of patience."
Hamilcar is
astonished at the mercenaries\' anger, particularly given that the treasurer had
begun to pay them the money that was owed them. Reply:
"Hannon\'s flight
stopped the payments. When will they begin again?"
Hamilcar then calls upon
the mercenaries to hold an inquiry. Retort:
"We shouldn\'t have to hold an
inquiry."
Hamilcar is amazed at your reply. Go on to say:
"It\'s not the
mercenaries\' responsibility to investigate this. The treasure was under the
guard of Carthage when it was stolen."
Hamilcar, annoyed, expresses his fear
that there will be "a war that may prove very bad for everyone". Conclude
with:
"That would be unfortunate, but everyone should be responsible for his
actions."
After Hamilcar\'s departure, Narr’Havas frets: he feels that
attacking Carthage would be a foolish move. Other chiefs agree with him.
Reassure them by stating:
"You\'re invincible! Remember your victories
against Rome."
Mâtho is hesitant to fight against Salammbô\'s native
country. Tell him:
"Destroy the city and Salammbô will be yours. Harden your
heart, Mâtho, for you have no other choice."
Narr’Havas is afraid of defeat
at the hands of Carthage\'s allies. Argue that:
"Carthage takes advantages of
its allies. They will revolt as soon as they see that the city is having
difficulties."
The Etruscan chief (recognizable by his closed helmet)
declares that no one shall rebel against the Carthaginians as long as they
possess the Zaimph, the sacred veil of Tanith. Propose a plan of
action:
"Let\'s put together an expedition to go get the Zaimph!"
No one
will volunteer to carry out such a risky action, objects Narr’Havas. Put an end
to the discussion by volunteering to do so yourself:
"I\'ll go alone to
Carthage and bring back the Zaimph."
Act 2
Objective: Steal the Zaimph
You’ve promised the mercenary chiefs that you will bring them the Zaimph. To
do this, you will need to:
• return to Carthage, knowing that the city\'s
doors are sealed following the riot against Hannon;
• return to the sacred
precinct;
• find the Temple of Tanith, steal the Zaimph and return to the
mercenary camp, all without being apprehended.
Mercenary camp
Gathering material
Go see Narr’Havas. Ask him how to penetrate into the city of Carthage. He
refuses to have any part of your problem. Insist:
"I am about to undertake
huge risks on behalf of everyone. You must help me!"
Narr’Havas gives you a
bow, a weapon "for killing sentinels from a distance and without making any
noise."
Go to Autharite\'s tent. Ask the Gaul how to enter the city of
Carthage, then tell him:
"I need equipment to be able to complete my
mission."
He gives you an iron bar and climbing crampons.
Pariahs\'
village
Go find the pariahs that live at (9), south of the mercenary camp. To
enter their village, tell the sentry that you can kill pigs with your bow.
The chief of the pariahs requires that you kill three pigs that are running
around the village. This is not an easy task, for you must hit the animals
without injuring the men who are chasing them. If your marksmanship is poor, use
the F8 key. This shortcut allows you to automatically carry out this
challenge.
The pariahs roast the pigs you’ve killed and prepare a feast.
Ask the chief about the big, long structure located behind the village. He
replies that it’s the waterworks installation that supplies Carthage with water.
Ask him how to scale this structure. He tells you about the only spot where this
can be done.
Waterworks
Following the chief\'s instructions, leave the
village, turn left and go to (10), to the roots of a giant ivy plant that is
growing on the waterworks.
Sentries are posted atop the structure, but
they’re relaxed and their guard are down. Take advantage of this to climb the
ivy, using your climbing crampons.
Once atop the structure, you notice guards
facing away from you. Do not approach them, rather, aim the nearest one and fell
him with an arrow.
The guard falls off the structure. Go to the place where
he was standing. You will find his shield, placed next to a closed
shaft.
Turn the shield round.
Remove the leather strap from the shield and
place it in your inventory.
Use your iron bar to open the shaft.
Enter
the waterworks passage.
Head to the left. A grate blocks the passage. Its
bars, both at the top and to the left, are rusted. Attach the shield\'s leather
strap to this fragile part of the grate, then use your iron bar on the strap.
The bar acts as a lever, around which the strap wraps itself; the bars
will bend closer to one another, then break. Take the path thus opened and
continue making your way towards the reservoirs of Carthage.
Streets of Carthage

(1) Reservoirs\' dead end
(2) Senator Bostar\'s
home
(3) Genie\'s place
(4) Ladder dead end
(5) Site of the door
(6)
Sharp corner street
(7) Starlight Tavern
(8) Old man\'s balcony
(9)
Skulls staircase
(10) Doors of the sacred precinct;
(11) Sacred
precinct
(12) Ramparts
(13) Doors to the city
(14) Lower city
(G)
Guards
* Direction markers
Reservoirs\' dead end
You exit the reservoirs through an opening dug into a cliff and jump into a deserted dead end (1). You’re now in the city. Your first objective is to enter the sacred precinct, where the Zaimph is kept.
To your right, you notice a direction marker (*). You’ll find a number of these in the city. The municipality of Carthage has erected them to help visitors find their way through the labyrinth of streets. The red dot indicates your position.
Senator Bostar\'s home
At (2), slaves bearing a litter are positioned near
the open door of a house.
They claim to be working for Senator Bostar. They
are waiting for their master, whom they must take to a Senate meeting that will
be held that very same evening in the Temple of Moloch.
Genie\'s place
At this spot (3), an artisan is sweeping the ground in
front of his home. Ask him questions about the statue above his door. He replies
that it is the statue of a genie to which he regularly makes gifts.
Make a half-turn and enter the dead end (4). Take the ladder located on your
right.
Go back to the Genie\'s place. The artisan has closed his door and
the site is deserted.
Take advantage of this opportunity to use your ladder
and access the statue.
Take the gifts that are in front of the genie: a
flask of incense, one of pepper, another of pimento, and a bag of
grain.
Climb down the ladder and use the knocker that’s on the door.
A
woman yells insults and throws objects at you. Look down at your feet and pick
up the bird cage that was among the objects thrown.
Site of the door
Go
to this site (5) and approach a pig that is rummaging in a garbage pile. Take
the cloth that’s on top of the pile.
Sharp corner street
Follow the street (6) up to where it forms a sharp elbow. A slave hails you.
The slave is looking for his master, the treasurer Hannon, to advise him that
the Senate is meeting that very evening. He is beginning to think he will never
find him.
Explain to him that you can\'t help him, and go on your way.
Starlight Tavern
Go to (7), to the open-air tavern.
The tavern is empty, except for a
beautiful tattoo-covered woman who is waiting for the bar to open.
Ask her
questions. Her name is Night Breeze, she is a priestess of Tanith and a sacred
prostitute. She is meeting a client this evening, a renowned figure: the
treasurer Hannon.
Old man\'s balcony
Follow the balcony-like street that dominates the lower city and stop at (8),
in front of an old man.
Question him: he claims to be the king of the birds
and to have magical powers.
Begin by showing him that you are a friend of his
subjects. To do so, give the birds surrounding him the grain you took from the
Genie\'s place.
The old man thanks you and asks you for a cage. Give him the
one you picked up from the Genie\'s place. He gives it back to you; inside of it
is his favorite bird, that he calls his "little princess". He then says a
mysterious phrase, a riddle that involves the Zaimph.
The old man\'s words
and the bird he gave you will help you once you’ve reached the approach to the
Temple of Tanith. For the time being, return to the tavern.
Returning to the tavern

(7a) Bar
(7b) Sausage hooks
(7c) Hannon\'s lodge
(7d) Game of
cottabe
The establishment has recently opened and it counts a good number of
customers. Night Breeze has disappeared: she’s accompanied Hannon to a lodge
(7c), closed off by a curtain. If you approach, a soldier sitting at a nearby
table will warn you to not disturb the treasurer.
At the bar, the innkeeper
is serving a drink to the artisan whom you already met at the Genie\'s place.
Speak to both men; you will learn much about Carthage\'s political situation.
After this conversation, it\'s time for action! Here are the main steps
of the plan that will help you penetrate the sacred precinct:
• Steal the
sausages from the tavern.
• Sell them on the black market.
• Buy wine
with the money obtained from the sale of the sausages.
• To this wine, add
the ingredients necessary to obtain the powerful drug called elephant wine,
which you previously used in Act 1.
• Drug the soldier that is blocking your
access to Hannon\'s lodge, and thus to the treasurer himself.
• Strip Hannon
and don his senator\'s regalia.
• Thus disguised, enter the sacred precinct.
First, go to (7b), to a string of sausages suspended on a hook.
A curtain
of small bells alerts to the presence of thieves. Use the cloth in your
inventory to remove these small bells without making any noise.
The alarm disabled, take the sausages and go to (9), to the Skulls
staircase.
Speak to the guards posted them and give them the meat. In
exchange, they give you some money.
Go back to the tavern, and give this
money to the innkeeper to purchase a wineskin, containing wine.
On the bar
is a bowl that the innkeeper makes available to customers who wish to add spice
to their wine. You will use it to prepare the elephant wine.
You’ve already
been in a very similar situation, in Act 1, in front of the wine merchant\'s
stall. This time, however, the ingredients you need are in your inventory – the
flasks that you took from in front of the statue of the genie and the wine you
bought from the merchant.
In the bowl, place quantities corresponding to the
formula that you noted in your log: one measure of pepper, one of pimento and
two of incense. On top of this, pour the contents of the wineskin that is in
your inventory.
Fill up your empty wineskin by clicking on the bowl.
Go find the soldier
posted in front of Hannon\'s lodge. Give him some of the elephant wine. One
drink is enough to knock him out cold. You’re now free to drug the treasurer.
Turn towards the small table where Hannon puts his cup. Pour some elephant
wine into it. Hannon takes the cup and shares its contents with Night Breeze.
Both of them lose consciousness.
Enter the lodge. To your right are
Hannon\'s regalia and staff, leaning against a pillar.
Take the regalia and
put them on. To do this, you will need to:
• Right-click to call up the
interface.
• Click on the button "your character".
• Take the insignia
from your inventory and click on the shape that represents you.
Go to (10), the area in front of the Doors of the sacred precinct. The guards, believing you to be a senator, grant you access. Sacred precinct
Yard
(1) Porch
(2) Crouched idol
(3) West door
(4) East door
(5)
Temple of Moloch
(6) Temple of Tanith
(G) Guards
(D) Dragon
You emerge at (1), underneath a porch, not far from the spot where you spoke
to Salammbô at the beginning of the game.
While your objective is the Temple
of Tanith (6), you cannot reach it directly. You must first pass through the
Temple of Moloch (5), where the Senate meets.
Do not forget that you’re
disguised as a senator. To trick the guards, play your role well: speak with
confidence, seem to know where you\'re going and avoid backtracking. The
slightest hesitation may well arouse the suspicions of the sentries.
Climb
the staircase leading to (2), the crouched idol.
A guard mentions to you that
you are late: the Senate meeting has already begun.
Admonish him and complain
that you were not advised of the meeting until the last minute. The guard
apologizes.
Skirt around the idol. Below, you will notice the door (3)
leading to the Temple of Moloch. A dragon is lying in front of its threshold. Go
through the door, without allowing yourself to be impressed by the monster: it
is tamed.
Comic Strip: Take your place among the senators in the Temple of Moloch. At the end of the meeting, the room empties and you remain behind, alone. You take a staircase leading down to the crypts, hoping to find a path that will take you to the Temple of Tanith.
Door of terror
Move straight ahead. You come upon a closed door, garnished with medallions. Clicking on a medallion makes it flip over, displaying on its other side the head of a howling demon.
It’s time to consult your log, to recall the words uttered by the old
man, king of the birds:
"As each pair of demons howls in unison
The door
of terror will open up for you."
The riddle is interpreted as follows: The demons sculpted on the medallions
form pairs that let out the same howl. If you successively click on two heads of
a same pair, they remain displayed, but if you click on two dissimilar heads,
they disappear once they have howled. To open the door, you must display all the
heads.
The table below shows where the pairs are located:
1 2 1 3 4
5 4 6 2 7
8 9 0 5 9
8 7 0 3 6
Treasure room

(1) Door of terror
(2) Keys
(3) Manuscripts
(4) Shelf
(5) Cavity
containing a map and papyrus
(6) Clawed statue
(P) Priestess whose body is
pierced by a stake
(V) Precious vases
You enter the Carthaginian republic\'s treasure room.
The door of terror
(1) closes behind you with a sinister slamming noise. Going back on your
footsteps is now impossible: this room was designed to trap thieves; it is much
more difficult to escape it than it is to gain entry! To find a way out, begin
by carefully and systematically exploring the entire area.
The center of the room is dedicated to a stone edicule. It is surrounded by
poisoned stakes: a deathly trap, which, although it once worked, is now, luckily
for you, defused.
At (P) lies the body of the thief who triggered the
trap\'s mechanism. Approach her body and pick up the objects that have fallen
out of her hands: a piece of flint and a set of keys.
Bypass the edicule, on the right. At (3), the stone wall has nine openings, three of which contain rolls of papyrus. They are account books containing the details of the revenues of the Carthaginian republic: taxes, farm rent, customs duties, etc. The most interesting of the books is the one in the opening located at the bottom, to the right.
Click on the roll to read the text. It is as follows:
Profits (in Roman numerals) Profits (in Carthaginian numerals) Headings (in
the Carthaginian alphabet)
37 XXXVII
345 CCCXXXXV
4 IIII
19 XVIIII
32 XXXII
2 II
9 VIIII
1 I
3 III
59 LVIIII
Title
The title of the manuscript is at the bottom. The Carthaginians, in fact,
wrote from right to left and bottom to top, contrary to what is prevalent in the
modern Western world.
The page is divided into three columns:
• The
sources of profits are in the right-hand column.
• The middle column
contains the profits, in Carthaginian numerals. They are distinguished from
letters by the horizontal line above them.
• The column to the left includes
the values of the middle column, expressed in ancient Roman numerals.
Studying this document gives rise to a few obvious concordances:

Now, go to the spot in front of the shelf (4). Take the hammer that is found there and go to (2).
On this side, the wall of the edicule has nine keys, much alike those of a modern digicode. The only difference is the position of the numbers, which follows the Carthaginian rules. The numbers associated with each key are therefore as follows:
9 8 7
6 5 4
3 2 1
The challenge is now to find out the digicode\'s purpose and the numbers to
be entered.
When you drugged Hannon at the tavern, you noticed a strange
tattoo on his arm. Consult your log to refresh your memory.
Hannon, treasurer of the republic, had the combination of the chests for
which he was responsible tattooed on his arm.
The concordances deduced from
the account book let you transcribe the tattoo into more modern Roman numerals:

To find the combination, you need only to read Hannon\'s tattoo from
bottom to top, in the Carthaginian manner. With the hammer you took from the
shelf, hit, one after another, the keys 4, 2, 1 and finally, 3. You trigger a
mechanism that opens up six cavities in the walls of the room.
Four of the
six cavities contain extremely heavy precious vases – proof that Carthage\'s
finances are definitely doing well and that the senator\'s greed was the only
thing responsible for the mercenaries not being paid what they were owed on
time.
Take the vase located in cavity (5). You find a roll, in the very
depth of the cavity. Click to open it: it contains a map of the area surrounding
Carthage, and a long strip of papyrus on which are written Carthaginian
characters. Take this papyrus, then put the vase back in the cavity.
Go back
to (4). Use the flint in your inventory to light the oil lamp above the shelf
and then use the lamp to set fire to the papyrus strip.
Keep the burning papyrus in your hand: if you place it in your inventory, the
fire will die out and you’ll have to light it again.
You must now go to (6),
near the statue, to activate a mechanism that will allow you to leave the room.
Be careful! In this spot, the ground is but a thin floor, underneath which is
hidden a stake-filled pit. Ensure that there are no precious vases in your
inventory: these are so heavy that they would cause you to crash through the
planks of the floor. This trap, however, is only designed for thieves, and is
not dangerous if you don’t try to take any of the vases out of the room.
Be
sure that you are at (6), with your back to the statue - and not at (3), facing
it. Use your burning papyrus to light up the coals filling a saucer located in
front of you.
The resulting flame heats up a metal wire, which in turn
dilates and triggers a mechanism that causes the statue to rotate. The ensuing
rotation transports you out of the room.
Look at the flagstones at your
feet: they form arrows. Follow the directions indicated by the arrows, and after
a series of passages and stairs, you will reach a pavilion located in the
Gardens of Tanith.
Gardens of Tanith

(1) Pavilion
(2) Perch
(3) Fountain
(4) Slumber grove
(5)
Priestess\' hall
(6) Towards the Temple of Tanith
You arrive in the pavilion (1). Go to the center of the room and open the
chest on your right. Take the mask and pestle that are inside it.
Leave the
pavilion and position yourself in front of the perch (2).
Review, in your
log, the subsequent instructions given by the old man:
"… In the sacred
groves, a female bird sings
And the bicephalous bird, a male, is caught in
the trap."
Take the princess bird from your inventory: it is the "female
bird" referred to in the riddle. Place it on the perch.
Take the pot of glue
that’s in your inventory and cover the branch located above and to the right of
the perch with glue.
Click on the princess bird to make it sing. Her song attracts a
two-headed male bird, which alights on the branch and remains glued to it.
Capture it, using the empty cage in your inventory.
The bicephalous bird will
be useful later on, when you will be in the Temple of Tanith.
This building -
your final destination - is close by, since it can be accessed from the gardens,
by passing through the hall (5).
However, there is a problem. A priestess
stands guard in this room, and will not let you go by. It’s useless to try and
convince her, much less threaten her – she will only call the guards. Rather,
have another look at the old man\'s instructions:
"… Near the slumbering
monster grow three sleep-inducing flowers
To be picked, ground and then
thrown in the fire.
Put she who watches to sleep, etc."
This passage
refers to the slumber grove (4) where a sleeping dragon lies. You must gather
the flowers that grow in this bed, crush them with the pestle, then throw the
powder thus obtained into the incense burner located at the entrance to the
hall. The smoke will put the priestess ("she who watches") to sleep, and you
will be able to enter the temple. But be careful! If you are not adequately
protected, you will also lose consciousness.
To stop this from happening,
don the mask in your inventory – exactly as you put on Hannon\'s regalia before
entering the sacred precinct.
If you speak to anyone, the mask will
immediately return to your inventory. In such a case, do not forget to put it on
again before being exposed to the sleep-inducing smoke.
Now that we have explained how it should work in theory, it’s time to put our instructions into practice! Carry out the following actions in the order they are listed:
• Don the mask.
• Enter the slumber grove (4).
• Gather the three sleep-inducing flowers: dream flower (red), forgetting
flower (white) and night flower (blue).
• Go back to the pavilion (1).
•
Place the three flowers in the metal saucer near the chest.
• Use the pestle
in your inventory to crush the flowers.
• Take the saucer containing the
flower powder.
• Enter the hall (5). Go through the door but no further.
Sitting on a bench, the priestess who watches over the site is singing and
playing the harp. She turns her back to you, paying you no mind. Pour some of
the flower powder in the incense burner to your left. The smoke acts as a drug
and puts the priestess to sleep.
The smoke of the incense acts as a drug and puts the priestess to
sleep.
Cross the hall and follow the passage (6) to the Temple of Tanith.
Temple of Tanith

1) Secondary door
2) Main door
3) Stairs
4) Stairs
5) Statue of
Tanith
6) Cameos
7) Amphitheatre
You enter the temple via a secondary door (1). The main door (2) is closed and the building, deserted. The Zaimph, the goal of your quest, is draped around the statue of Tanith, at (5).
Go to (3), the foot of one of the sets of stairs leading to the statue. A
threatening serpent blocks your path.
Take the bicephalous bird from your
inventory and place it on the perch protruding from the wall.
The bird begins to sing.
You recognize the melody: it’s the same tune as
the priestess was playing in the hall.
The serpent dances a moment to this
melody, then disappears, leaving the passage open.
You’ve just solved the
last part of the old man\'s riddle:
"… charm the guardian
And close your
hand over the sacred veil."
There remains, however, one obstacle that the king of the birds neglected to
mention: a deadly force field surrounding the Zaimph.
To disable this
magical barrier, go to (6). Take the cameos found in a box at your feet. Then,
raise your eyes and look to the left for a cavity-filled cartouche where the
cameos are to be encased.
The cameos you have in your possession are
engraved with the following symbols:
crescent, star, dragon, serpent,
galley, sea, mountains, shepherd.
There is a link between these symbols and
the hymn sung by the priestess in the hall. Open your log and look over the
words of the song:
"Sometimes thin and bent like a galley with no masts, she
glides over a black sea. Sometimes shiny and round, she skims the peaks of
mountains, like a shepherd among the stars."
The words we have underlined
correspond to certain of the cameo symbols.
To access the Zaimph, you need
to rewrite the words of the song in the form of a puzzle:
• In the upper
section of the cartouche, place the underlined symbols, according to the
Carthaginian manner of reading: star, shepherd, mountains, sea, galley.
• In
the lower section, you must place the cameo that corresponds to the title of the
song. Seeing as the words conjure up the heavenly body of the moon, associated
with Tanith, the sought-out symbol is the crescent of Tanith.
Once the cameos are in the proper position, they will emit a blue light and
the force field will be disabled.
Climb to a spot (5) in front of the statue
of Tanith. Take the Zaimph. A magical alarm is immediately triggered. The guards
will soon be upon you. How can you protect yourself? Remember that the Zaimph
provokes a sacred fear in all Carthaginians. Wrap the veil around you as though
it were a piece of clothing; the guards will not dare touch you, for fear of
damaging the Zaimph.
Go to (7), the center of the room. You find yourself
face to face with Salammbô. She calls you sacrilegious and a thief and demands
that you give her the veil. Refuse, and click near the main door of the temple
(2), henceforth open.
Guards bearing javelins appear from behind the
pillars, intent on blocking your path. But seeing the Zaimph stops them cold: no
man will dare stop you while you are wearing the veil. The domestic monkey that
has just entered the temple, however, has no such inhibitions. You’ll need to
wheedle him and win him over, otherwise he’ll steal the veil, leaving you
defenseless against the guards.
Take the magic fruit floating above the cup
for gifts.
Give this fruit to the monkey, and while he eats it, leave the room by the main door.
Comic Strip: From the temple, descend into the yard of the sacred precinct. You manage to get hold of an elephant and hoist yourself atop the mount. You triumphantly return to the mercenary camp.
Act 3
Objective: Destroy the waterworks
You have brought back the Zaimph. Mâtho immediately gives you another
mission: break the waterworks supplying Carthage with water.
This feat
achieved, you will then need to rally the mercenaries driven out of their camp
by the Carthaginian army and lead them to victory.
Mercenary camp
(1) Doors to Carthage
(3) Moloch\'s finger
(4) Mâtho\'s tent
(5)
Autharite\'s tent
(6) Potter\'s stall
(7) Wine merchant\'s stall
(8)
Narr’Havas\' tent
(9) Pariahs\' village
(10) Waterworks
(11)
Backcountry road
Mâtho holds a gathering of the mercenary chiefs in his tent, to organize the operations against Carthage. He goes off on a mission to the coastal cities, Narr’Havas heads off to check on supplies, Autharite is responsible for guarding the camp and you are in charge of sabotaging the waterworks.
Upon leaving Mâtho\'s tent, go to the pariahs\' village (9) and speak to the
chief. He tells you that the structure is better guarded than ever, and that it
is now impossible to scale.
Call up the interface with a right-click, and
consult the map of the area. You note that the waterworks capture water coming
from deep inside the mountains. Seeing as the structure is closely guarded near
the city, the solution will require sabotaging it nearer to the water
source.
Go to (11), the road leading towards the backcountry.
Talk to the
mercenary who is posted there. Insist that he lend you a mount. He does not dare
refuse you, given how popular you’ve become in the camp since your return with
the Zaimph.
Click on a mount. A map appears, giving you two possible choices
as to your destination: the Solitude Mountains and the Hatchet Mountain Pass.
Click on the second option.
Hatchet Mountain Pass

(1) Entrance to the pass
(2) Ledge
(3) Insect nest
(4) Rocky
spur
(5) Dragon rocks
(6) Lost temple
Enter the pass, while your mount waits for you at (1). Head towards (6), the
entrance to an underground temple that is linked to the tunnel that collects the
waterworks’ water.
Unfortunately, as you arrive at (5), you are pursued by a
ravenous dragon of the sand. Immediately make a half-turn and take the quickest
route to the ledge (2), i.e., via the rocky spur (4), where you can seek refuge.
On the ledge, pick up a stone to your left, and throw it at the insect nest (3).
Your throw unleashes a swarm, which attacks the dragon and chases it away.
Backtrack to your previous location. Take the skull from the skeleton that
is leaning against the wall.
Go down to the base of the ledge, where the
dragon was previously. On the ground is a pool of green saliva that it left
behind. From your inventory, take the empty pot that used to hold the glue, and
use it to gather up the saliva.
Continue moving forward, until you reach the
Lost temple (6).
Lost temple

(1) Hatchet Mountain Pass
(2) Hall of the Lost temple
(3) Room of
the eye
(4) Stairs
(5) Waterworks
(6) Vaulted room
(6a) Hole in the
wall
(7) Solitude Mountains
(S) Secret doors
Hall
You enter into the hall (2) of a very ancient temple, built by the
Carthaginians at the time their city was created. This temple is dedicated to
Tanith and Moloch. It includes secret halls reserved solely for the initiated,
where one can only enter after having solved sacred riddles.
First, bypass
the hall\'s central pillar and position yourself in front of the vertical
cartouche dug out of the rock.
On a shelf, there are cameos similar to those
you manipulated in Act 2 to get hold of the Zaimph.
Click on the engraved
text beneath the cameos. The translated text is displayed:
"He who maps out
The city precinct
Will continue on his way
Towards the sacred
couple."
The riddle is interpreted as follows: If you symbolically reproduce
the layout of the walls of Carthage on the cartouche, a secret door leading to
the Room of the eye (3) will open; in this room, there are two statues,
representing Tanith and Moloch (= the sacred couple).
Call up the interface,
open the map of the area and look at the ramparts of Carthage.
These ramparts consist of 4 main towers along with the Temples of Tanith and
Moloch, which are part of the precinct. All of these elements form the following
figure:
Temple of Moloch Temple of Tanith
Star Tower
Bull
Tower
Dragon Tower
Serpent Tower
Reproduce this plan on the cartouche by linking each building with the cameo symbolizing it. Crescent for the Temple of Tanith, globe for Moloch, star for the Star Tower, etc.
When this step is completed, and the cartouche resembles the depiction above, a secret door will open behind you. Pass through this door and walk until you reach the Room of the eye.
Room of the eye

(3.a) Statue of Tanith
(3.b) Statue of Moloch
(3.c) Roll
(3.d)
Drawer
You enter a sanctuary where the priests of Carthage used to carry out
sacrifices. The statue of Moloch would then raise its one eyelid, to feast on
the spectacle taking place.
Your goals are to first steal the eye of Moloch,
then to open the south door leading towards the waterworks. To do this, you will
need to carry out ancient rituals. The papyrus found in Carthage\'s treasure
room will give you important instructions. It is in fact a sacred text, cut into
a thin strip so as to render it impossible to read. Place this strip at (3c): it
will wrap itself around the support attached to the altar and the characters
will align themselves, revealing the legible text:
"Place the tomb of
thoughts on the engraved disk
Then pour in saliva from the killer.
Look
deep into Tanith\'s eyes;
Seize the motionless hour where the water
goddess,
In the celestial home of the killer,
Passes in front of Moloch, a
red and torrid fire."
Skirt around the altar, and make your way to (3d). Take the skull (= "the
tomb of thoughts") in your inventory and place it on the symbol of Moloch (=
"the engraved disk").
From your inventory, take the pot filled with dragon
saliva (= "saliva from the killer") and pour it into the skull. The skull imbeds
itself into the altar.
Turn around: Moloch has raised his eyelid, displaying
his red eye.
Walk towards the statue and use your dagger to remove the eye.
Now, go to (3a) and click on Tanith\'s eyes. You are contemplating the world
of the stars. On a backdrop of constellations, the trajectories of the red globe
of Moloch and the crescent of Tanith are intertwined. Use the cursor at the
bottom of the screen to stop the image on the union (pattern of trajectories)
described by the riddle: Tanith in front of Moloch, with a dragon constellation
in the background (= "the celestial home of the killer").
If you have some
difficulty to control the stars, use the F8 key. This shortcut allows you to
automatically carry out this challenge.
Release the mouse button. The screen becomes bright and you leave the world of the stars to return to the room. You notice that the south door is now open. Before passing through this door, go back to (3d) and consider the horns sticking up from the altar. Click on the 6th one from the right. From the drawer that opens, take a strange key in the form of a demon\'s head.
Destroying the waterworks
Go to the foot of the stairs (4). Piled up rubble prevents you from climbing the stairs. Head to the right, following a passage that will bring you to (5), next to a canal that forms the waterworks\' underground structure. Stay as close to the exit as possible and throw the eye of Moloch into the current. There is a violent reaction when the red globe hits the water. Make your way back to (4) without wasting even a second. A tremendous explosion destroys the waterworks, closing off the gallery behind you. Mission accomplished!
At (4), you see that the explosion has brought down the rubble that was
blocking the stairway. Climb up into a large vaulted room (6), then turn to the
left and go down towards a closed door (S). Open this door by using the demon
key in the lock that is dug into the wall on the right.
You emerge at the
bottom of a crevasse. The door closes behind you, but you can easily open it
again by using the key on the outside lock.
For the time being, follow the
crevasse. You emerge at (7), on a desolate plateau: the Solitude Mountains.
Solitude Mountains

(8) Idol (Moloch)
(9) Pond
(S) Secret door
leading to the Lost temple
(*) Lock of the secret door
(M) Disheartened
mercenaries
(E) Etruscan chief
(A) Autharite
Retreating army
At the crevasse\'s exit, turn left and bypass a hill on which stands a
statue of Moloch (8), a bigger replica of the one found in the room of the
eye.
Around the hill, you meet disheartened and injured mercenaries (M).
Speak to the Etruscan chief (E), who is standing in front of the idol. He
explains that Hannon took advantage of Autharite\'s carelessness to attack the
mercenaries. Defeated, they abandoned their camp and sought refuge in the
Solitude Mountains. Their morale is lower than it has ever been and they refuse
to continue to fight. Only a spectacular wonder could draw them out of the
stupor into which they have fallen. You will therefore destroy the eye of the
idol (8) that, according to the Etruscan chief, "brings misfortune".
First,
make your way to the pond (9), on the banks of which Autharite (A) is brooding
over his defeat.
Take the empty pot in your inventory and fill it with
water.
Returning to the temple
Retrace your steps back to the secret passage leading to the Lost
temple.
Climb the stairs up to the vaulted room (6). The idol (8) is truly
vast; in fact, the room you are in is located inside the idol.
Go to (6a),
in front of a hole in the wall. A red light, cast by the eye of the statue,
shines at the bottom of the hole. This eye has the same characteristics as that
which destroyed the waterworks.
Pour your water-filled pot into the hole and
quickly move as far away as you can. As soon as the water makes contact with the
eye, there is a tremendous explosion; so great is it that the eye is propelled
from the idol.
Tactical exam
Return to where the Etruscan chief is standing. Confirm that
the mutilation of the statue is a positive omen:
"It\'s a sign! The gods are
with us! Gather the men and let\'s move forth!"
Before agreeing to follow
you, the Etruscan chief wants to ensure that you are a good general.
He
tests your knowledge through a series of questions that he asks you in a random
order. Here they are, along with the correct answers:
Question: "If your
cavalry is greater than that of the enemy, will you seek a battle on the plains
or in rugged terrain?"
Answer: "On the plains."
Q: "If the enemy camp is
to the west, and you\'ve camped out to the east, do you attack in the morning or
wait until the afternoon?"
A: "The morning."
Q: "If you\'re fighting with
your back to the sea, are you better off attacking at day\'s end or in the
morning?"
A: "At day\'s end."
Q: "You surprise the enemy in his camp in
the middle of the night. You can either entirely circle him or leave him a way
out. Which would you choose to do?"
A: "I\'d leave him a way out."
Q: "
While sacrificing prior to the battle, twelve birds of prey fly off to your
right. What do you do?"
A: "I attack with confidence."
Q: "Is a lunar
eclipse a good or bad omen for an army that must flee?"
A: "A good omen."
Kinematics: After having successfully completed your "tactical exam", you take command of the mercenaries and advance on the Carthaginians. On the way, you meet Narr’Havas, who is returning from checking on the supplies; he is prodding a troop of pigs in front of him. He joins you, along with his weapons and baggage, just before the onset of the battle against Hannon.
Battle against Hannon
Your choice of order of battle will determine whether or not you are
victorious.
Hannon\'s troops are already amassed at the top of the screen.
Select your own units one by one, and place them in front of the enemy,
following the diagram below:
Pigs
Numidian cavalry Heavy infantry Balearic rebels
Begin the battle and relish your victory.
Act 4
Objective: Expose the traitor
Following your victory over Hannon, the mercenaries take back their camp and
lay siege to the city with war machines that Mâtho brought back.
Hamilcar,
who has been leading at Carthage since your troops captured Hannon, has managed
to corrupt Narr’Havas. The danger is now coming from within your own camp. The
Numidian chief plans to first assassinate you, then openly defect and attack
Mâtho.
It\'s up to you to make sure he fails.
Mercenary camp

(1) Doors to Carthage
(3) Moloch\'s finger
(4) Mâtho\'s tent
(5)
Autharite\'s tent
(6) Potter\'s stall
(7) Wine merchant\'s stall
(8)
Narr’Havas\' tent
(9) Pariahs\' village
(10) Waterworks
(11)
Backcountry road
(12) Helepole (siege tower)
Helepole
At Narr’Havas\' request, Mâtho orders you to go to the top of the
helepole (12) and help the Numidian warriors adjust the aim of one of their war
machines.
In front of the helepole, a Numidian warrior greets you and gives
you more specific information concerning your objective: hit the banner hanging
from the enemy ramparts with a burning arrow.
Climb to the top of the tower.
Click on the winch in front of you to hoist up a pail filled with arrows.
Take an armful of arrows from the pail.
Place these arrows in the rack
beside the ballista (type of giant crossbow).
Click on the rack to take an arrow.
Set this arrow on fire by touching it to the fiery coals burning in a bronze vase to your links, then place the burning arrow on the ballista.
You\'re ready to fire.

(a) Fire control
(b) Right rope
(c) Left rope
(d) Raise the ballista
control
(e) Tension of right rope control
(f) Tension of left rope
control
(g) Dial indicating height
(h) Dial indicating tension of right
rope
(i) Dial indicating tension of left rope
Fire a test shot by clicking on (a). The arrow misses the banner: too
high!
To adjust your aim, you will need to change the settings of the
ballista.
Principle: The height of the shot is largely adjusted with the command (d),
then refined with (e) and (f), which control the tension of the ropes. This
exercise is particularly difficult in that the tensions of each rope, when
modified, must remain equal; if not, the projectile will deviate to one side or
the other. To ensure that they are equal, pluck each rope by clicking on (b)
then (c): they should have the same note, i.e., sound exactly alike. 
Solution: The ballista is properly adjusted when the machine\'s dials are in the following position: \
You now only need fire, to hit the banner and set it on fire.
This done, go stand near the winch and observe what is happening below: the Numidian warrior who greeted you is shirking behind the ladder, ready to fire his weapon at your back if you were to descend. There\'s betrayal afloat!
To thwart the trap that has been set, click on the lever located behind the winch to send the pail of arrows to the ground.
Use the rope tied to the pail to drop down in turn.
Once on the ground, stab the Numidian in the back.
Narr’Havas’ betrayal
Leave the helepole to go to Mâtho\'s tent. The layout of the site requires
that you pass near Narr’Havas\' tent. You have just been attacked by a Numidian
and it would be safe to presume that he acted on orders from his chief…
Be
suspicious; skirt Narr’Havas\' tent rather than pass in front of it. You
overhear a conversation between the latter and a messenger sent by Carthage.
Your suspicions are confirmed: the Numidian chief is betraying the mercenaries!
Go quickly warn Mâtho. As he seems to doubt what you are telling him, add the
following to convince him:
"Hamilcar promised Narr\'Havas Salammbô\'s hand
in marriage in exchange for your head!" »
Then, run over to Autharite\'s tent
to alert him that the Numidian chief is now siding with the enemy.
Finally,
go to the Pariahs\' village. You will have to convince them to side with the
mercenaries, in order to compensate for the loss caused by the Numidian
defection.
The chief of the pariahs is hesitant. Tell him:
"We can no
longer wage this entire battle on our own. You must help us!"
In exchange for
his allegiance, the chief demands food. Promise him the "phenicopterus tongues"
found in Hannon\'s baggage.
The chief replies that he would rather eat
Hannon himself. Set aside your scruples and promise that you will hand over the
Carthaginian treasurer to him. The deal is thus struck.
Return to Mâtho\'s tent. He gives the order to immediately attack Narr’Havas.
Kinematics: Narr’Havas is defeated but Hamilcar launches an attack on your army from Carthage, using his best troops. Forced to flee, you allow yourselves to be trapped in the Hatchet Mountain Pass. Hamilcar, joined by Narr’Havas, who has rallied his troops, blocks all the exits with rocks. He then sets up his camp on a hilltop, thereby preventing Mâtho from coming to your aid.
Act 5
Objective: Survive, to be victorious
You and your men are prisoners in the Hatchet Mountain Pass. You have to
escape, otherwise you will starve to death!
From having visited this site in
Act 3, you know that there is a way out: the secret door in the hall of the Lost
temple. Unfortunately, the mechanism for opening the door no longer works: a
vandal has removed two cameos from the cartouche of the central pillar.
You
must:
• find the cameos, so as to be able to open the secret door;
• cross
the Lost temple to exit at the point in the Solitude Mountains where Hamilcar
has set up camp;
• infiltrate the enemy camp and unleash a panic that will
result in Hamilcar\'s defeat;
• bring the mercenaries back to attack
Carthage, win over the last of the enemy\'s armies and take control of the city.
The first two objectives must be reached as quickly as possible, for you are
slowly dying of thirst and/or hunger. Each second that goes by and every move
that you make lowers the level of a gauge showing your vital energy. It is
therefore critical that you take action, directly and without losing any time.
To buy yourself some extra time, you can gather and eat anything that
remotely resembles food: sandals, cacti, dead rats.
To eat an object that
you have picked up, click on the button "your character", select the food, then
click on the shape that represents you. Any such food eaten will temporarily
raise your life gauge.
Pass and Lost temple

(1) Entrance to the pass
(2) Ledge
(3) Insect nest
(4) Rocky
spur
(5) Dragon rocks
(6) Lost temple
The site has changed significantly since your last visit: the entrance to the pass (1) is closed off by rocks and the ground is littered with the dead and the dying.
The Act begins with a conversation with Autharite in front of the entrance to
the Lost temple (6).
The Gaul claims that you\'re responsible for all of the
army\'s troubles, states that the men have lost confidence in you and predicts
that your end is near. Ignore these defeatist words and enter the hall of the
temple.
Talk to the chief of the Pariahs, who is sitting in the back of the room.
He is the one who stole the cameos required to open the secret door. He sees
these as precious objects ("beautiful things") that have awakened his lust. He
agrees to give them to you if you bring him fresh meat.
Exit the hall and head towards the rocky spur; have no fear of the dragon
from Act 3, he has long ago been killed and eaten by hungry men.
At (4)
grows a cactus that could save you from starving to death.
Use your dagger
to gather the plant. A Gaul appears, claiming the cactus contains poison. Do not
pay attention to this lie; eat the cactus.
Go to the ledge (2).
Pick up a stone.
Throw it at the bird that is
eating a corpse
Go down from the ledge and collect the body of the bird. Resist to the temptation to eat it and return to the hall of the forgotten temple ( 6 ). Give the bird died to the leader of the pariah. He hands you in exchange both missing cameos. Put in their place in the top of cartridge on the central pillar: the secret door opens. Cross all the rooms of the temple. Some leaky rats collected in the passage help you to survive the famine. You arrive finally in front of the secret door looking onto the Mountains of the Solitude. Open it with the demonic, present key in your inventory since the act 3. Once outdoors, you notice that the landscape changed well since your last visit: Hamilcar established his camp on the Mountains of the Solitude and you result in an enclosure where are parked the elephants and the frames belonging to his army.
Camp d’Hamilcar

(8) Workbench
(9) Heap of hay
(10) Tempt store
(11) Campfire
(12) Tent of the generals
(S) Secret door towards the forgotten temple
(*) Lock of the secret door
(G) Enemies
Fenced in
Go in front of the door of the enclosure(pen). To the right, frames graze a heap of hay. To the left, a workbench carries tools intended to shoe animals. You are too weak to open the door without help. Thus take the rope rolled up on the anvil of the workbench, attach it on the closest frame, then on the door. Click the frame and it will open the door for you.
Store
Exceed the door and penetrate into the tent ( 10 ). it serves for storing weapons and food. Finally, you go to be able to eat in your famine! By clicking a basket filled with fruits, you take a substantial meal which spreads(pushes aside) definitively any risk of death(dead man) by inanition. In your haste, you knocked down boxes, revealing a bookcase where are put armors. Take one there. Take the armor and go out of the tent disguised as Carthaginian soldier. Turn to the left and go in front of the campfire ( 11 )
Espionage and sabotage
The soldier who is held in front of the fire orders you to go to find the Enemies who is held in front of the tent of the generals ( 12 ). Obey. BD: posted in front of the tent of the leaders of the enemy army, you hear Hamilcar to hold advice with Narr' Havas. Their conversation learns you that Mâtho camps not far from there. He will attack certainly if you know how to give him a favorable occasion. At the end of your Enemies tour, you meet yourselves in front of the campfire. Collect a firebrand and return to the enclosure(pen). Throw the firebrand in the heap of dried hay ( 9 ). BD: the fire panics the elephants who destroy the camp. Mâtho alerted by flames takes advantage of it to launch an attack. Hamilcar is killed and his scattered army. With Mâtho, you free the hirelings prisoners and return towards Carthage. The city collects its last forces to try to stop you.
Last battle Your problem is to eliminate the devils of Moloch, called by black magic. Only the water can destroy them. In front of these supernatural creatures, arrange pariah in front of the heavy infantry. This combination guarantees you that the centre will like for a long time so that the devils, attracted by your elephants placed to the left, slide towards the sea where they will find their loss. Here is thus the winning battle order:
Parias
Elephants heavy Frondeurs infantry baléares
Launch the battle and attend the crushing defeat of the enemy. This victory opens you the doors of Carthage: to you the booty!
Game-Solves
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