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Salammbo

Walkthrough by Jen
July 2003

Escape from the Dungeon

As the game begins, Spendius (you) is cast into a dungeon. Look around and pick up three separate pieces of bone. Right-click after each one to put it in your inventory, then right-click again to exit the inventory. After you pick up the three things, you will have four items in your inventory. Use the Very Solid Bones on the hotspot, then the Solid Bones, and finally the Bones. Climb up and leave through the hole in the ceiling.

There is a guard snoring at his table on the other side of the room. Take the Large Tibia out of your inventory and approach the guard and conk him with it. Take the keys from the guard's belt.

Go to the farthest room and take the rope from the bench. Go to the middle room, use the keys on the door, and take the stool. Go to the third room, nearest the guard, use keys on the door, and enter. Use the stool on the floor beneath the high window. Click between the statue's feet to untie the rope, then use your rope on the winch and then the window. Use the crank to pull the bars out of the window. Climb through the window.

Take a step into the temple (the only way you can go, even though there's a directional icon another way), and Salammbo will greet you. Click on her to start a conversation. Exhaust all topics and agree to take the statuette to Matho. Put the statuette in your inventory, turn around, and click on the creatures.

Outside Carthage

Spendius is outside a tent in Hannon's camp, facing a beast drinking from a trough. Turn about 45 degrees to the left of the beast and walk behind the tent. Continue until you come to a road, then turn right and follow the road to its end. A soldier will confront you. Choose "I'm Spendius ... ," "I need to give him a gift from a woman," and you'll find yourself in Matho's tent. Click on Matho to talk to him. Give him the broken statuette, then exhaust all topics, then suspend the dialog.

Turn around and look at the map. After you view it once, you can right-click and use the "map" button on your interface to look at it anytime you want.

Leave Matho's tent. Turn around to the left and take the path that's to the right of Matho's tent. Continue until you reach the wine merchant; talk to the man drinking next to the table. After that, take a step toward the sun, then turn right and enter the camp. You'll be facing Narr'Havas, one of the mercenary chiefs. Keep talking until he gives you a dagger.

Return to the wine merchant's tent. The stall minder has fallen over, dead drunk. Note the purple color of the spilled wine next to him. Use the ingredients on the table to make the powerful elephant wine. The recipe is two blues, one black, and one red, then use the pitcher to mix the wine. Pick up the wineskin from the table and use it on the concoction.

Turn to the left and leave the encampment through the gap, past the flag. Once you're in front of Matho's tent, take the path between the two guards, to the left of the tent. Cross the road into Autherite's camp. Turn to the left and enter the tent. Use the hammer to wake Autherite.

Autherite challenges you to a game of Cottabe. Accept. The helmets are next to Autherite's dog. Pick one up to start the game. If you do too badly, Autherite will give you to the Carthaginians; if you win and tell Autherite he's a sore loser, he will give you to the Carthaginians; if you win but give Autherite another chance, you play the game again. The idea is to let Autherite win but not do so badly yourself that he turns you in. If you lose by an acceptable margin, Autherite will remove your chains.

Talk to Autherite and learn that he wants a war with Carthage.

Leave Autherite's tent, take one step deeper into his camp, then turn to the left and go toward the tent at the back. Talk to the potter. Use the broken statuette on him to get the fish glue. Use the fish glue on the statuette, put the fish glue in your inventory, and take the repaired statuette.

Return to Matho's tent and use the statuette on him. Talk to Matho, and he allows you to move freely through the camp.

Take two steps down the road to Carthage, then turn left. Take one step toward the red flag, and you will be facing Hannon's encampment. If you go into the camp, all is lost; instead take the path to the left of the camp. This is where you were when you first got out of Carthage. Step toward the water trough and use the wine on the water. Thus begins a timed sequence; take a step past the trough, turn around and step toward the tent, use your dagger on the shadow and then on the gap in the tent, go into the tent, turn to the left, put away your dagger and take the money, then leave through the gap in the tent.

Autherite confronts you. Give him the money.

Spendius As Silver-Tongued Devil

Click on any one of the chiefs to start the conversation. You must choose the right path through the dialog. Your responses:

  • Nothing strange for the men to have gotten carried away ...
  • Hannon's flight stopped the payments ...
  • We shouldn't have to hold an inquiry ...
  • It's not the mercenaries' responsibility ...
  • That would be unfortunate ...

After that conversation's successful conclusion and the ensuing cutscene, click on Matho to begin the next little chat.

  • You are invincible ...
  • Destroy the city ...
  • Carthage takes advantage ...
  • Let's put together an expedition ...
  • I'll go alone to Carthage ...

Sneaking into Carthage

Go talk to Narr'Havas until he gives you a bow. Go talk to Autherite until he gives you a crampon and an iron bar. Exit the back side of Autherite's camp; you should be facing the Pariahs' Village. Talk to the sentry; agree to shoot three pigs with your bow if he lets you enter the village.

Arm yourself with your bow, then face the back of the village. You'll see the pariahs chasing the pigs—this is your shooting gallery. I found it easiest to aim low and between the two rocks.

Click to enlarge

After you kill the three pigs, talk to the chief to find out how to gain entry into Carthage. Take one step out of the village, then turn to face the city wall to the right of the village. Take two steps that way to reach the vine. Use your crampon on the vine.

Once you're atop the wall, take out your bow and shoot the guard closest to you. Take a step in that direction. Look down at the shield and click on it twice to get a strap. Turn around, use the iron bar on the manhole cover, and go into the hole. You'll be inside the waterworks. Turn to the left. There's a ladder on the ground, but you only need it to get back out in case you forgot something. Otherwise, just go down the path past the ladder until you come to the grate.

Use the strap on the rusty bars at the bottom left of the grate. Use the iron bar on the strap, then click on it to break the bars. Go through the new opening and follow the path as far as you can.

Inside Carthage

Look at the map in front of you. It has a red "you are here" blot to indicate your position. There are several of these throughout the city.

Click to enlarge

Take a step into the city and you will engage in conversation with one of Senator Bostar's servants. Finish talking to him. From here we will make a clockwise circuit about the city. Some of the people on my map will appear only once, but I didn't want to make more than one map.

Go to the pig and take the cloth. Go to the shop and talk to the shopkeeper. Go talk to the man who's looking for Hannon; after you talk to him once he will not appear again. Go talk to the port guards. Go to the tavern and talk to the priestess Night Breeze.

Return to the shop; the shopkeeper has gone inside. Use the door knocker to cause the shopkeeper's wife to rain down a bunch of garbage on you. Take the cage that she threw. Get the ladder and return to the shop. Use the ladder on the ground to the right of the shop door and climb up. Take the three bottles and the bag of grain, then go back down.

Go to the birdman and talk to him. Give him the grain. Give him the cage. Talk to him again and listen to his poem. This poem will appear in your logbook so you can refer to it at any time; it goes:

Go back to the tavern. Talk to the bartender and the other guy until all topics are exhausted. Turn to the right to see a soldier making out with a woman. At the base of the pillar next to them is a pile of helmets. Use the helmets to start a game of Cottabe. This time you need to get 13 points or better. If you succeed, the soldier tells you to steal the sausages from the tavern and sell them to the port guards.

Go left and then left again, then turn to the left to see a bunch of bells. Use the cloth on the bells, then take the sausages. Use the sausages on the port guards to get some money. Use the money on the barman to get some wine.

Use the three colored bottles in your inventory on the dish in front of the barman to make up a fresh batch of elephant wine. The recipe again was two blues, one black, and one red, then use the wine on the whole mess.

Go around the back of the bar again and talk to Hannon's guard (opposite the sausages). Use the elephant wine on him. Approach Hannon's room and use the elephant wine on his gigantic cup when you get the chance. He'll pass out immediately. Enter the tent and look at the tattoo on Hannon's arm.

Click to enlarge

Take the senatorial insignia that's lying in the corner of the room. Right-click, then click on the "Your Character" button and put the senatorial insignia on Spendius. There, now you're a senator.

Go to the entrance to the Sacred Precinct and go up the stairs. This time the guards will let you pass.

Walk to the end of the path and you'll be back at the place where you escaped from the prison. Note the window you escaped through is now bricked over. Turn to the right, where you met Salammbo at the beginning of the game, and go that way. Go up the stairs. When greeted by the guard, choose "I was advised much too late ..." or it's game over.

Walk around behind the structure where the guard is; do not pass the guard more than once or it's game over.

Head down the steps toward the skull-shaped building, go to the left, then turn to the right to see a small door. Click to open it, and go in. The senate meeting is the part of the birdman's song that goes "As each pair of demons howls in unison, the door of terror will open up for you."

Temple of Tanith

Take a step into the tunnel and see a memory game. The catch is, the pieces are all sounds. I don't know if this randomizes or not, but here is my solution:

Click to enlarge

No matter if it does randomize; you get as many tries as you need and can take the systematic approach. When the puzzle is solved, the door opens; enter.

In the new room, take the keys that are next to the dead guy; you'll pick up the tinder box at the same time.

Look at the central pillar in front of you. Looks like another puzzle.

Go to the left of the central pillar and turn to face the pillar again. Take the hammer from the table. Use the tinder box on the lamp above the table. Go to the back of the pillar and look at each of the three scrolls stored there. The rightmost one has a bunch of symbols and Roman numerals; match up the numbers to the symbols from Hannon's tattoo. Hannon's code translates to 4 2 1 3. Go back to the puzzle on the front of the pillar and enter the code, using the hammer to push the buttons.

Click to enlarge

Pick up the treasure at the back left and put it down in one of the empty slots on the right side of the room. Go back to where the treasure was and open the scroll—it expands your map! Pick up the papyrus that's lying on the map. Use it on the flame over the table, then position yourself so that you're in between the big statue and its offering bowl and use the lit papyrus on the offering bowl. You will be carried into a new chamber, completing the part of the birdman's song that goes, "Pass in front of the treasures, follow darkened corridors and find the path leading to the gardens."

Sacred Gardens

You'll have two paths to choose from; one leads to a locked door and the other to the gardens. If you get to the locked door, you can use the dead guy's keys on it if you want, but you're aiming for the gardens.

Once you get to the top of the stairs, you'll be in a little building at the back of the garden. On the bench is a chest and a pestle; open the chest and take the mortar and the mask. Put the mask on Spendius.

Turn to the right and take a step out of the building. Put the Princess Bird on the perch. Above and slightly to the right of her is another perch. Use the glue on that perch. Click on the Princess Bird to attract the bicephalous bird, who will land on the sticky perch. Use the cage on it. This is "In the sacred groves, a female bird sings and the bicephalous bird, a male, is caught in the trap" from the song.

Turn to the right and go up the steps. Turn to the left and see a sleeping dragon; go toward it. "Near the slumbering monster grow three sleep-inducing flowers to be picked, ground and then thrown in the fire." Pick the three flowers and return to the little building. Use the flowers in the mortar, then use the pestle to make a powder. Take the bowl.

Go back into the garden and up the steps. This time go toward the two squabbling monkeys to the right, and then take the path to their left, toward a building where a woman sings inside. Take a step into the building to hear 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 song goes into your logbook; no need to write it down.)

Use the sleeping powder on the coals. (Make sure you're wearing the mask first.) This completes the part of the birdman's song that goes "Put she who watches to sleep."

Go into the entrance that the singer was guarding. Click on the gate to open it, then step out to face a snake. This is the chamber of the Zaimph.

Click to the right of the steps, turn right, and go into the pit. Take the glowing blue apple.

Go back toward the electrified green guardian of the Zaimph, and you'll face a tile puzzle. The tiles are lying to the right of the puzzle; pick them up. You'll find quite a few tiles in your inventory. Here is where the singing guard's song comes into play. The tiles on the picture match the key words of her song, and you must arrange them in the tile slots to deactivate the shield around the Zaimph. The trick is, you have to start at the right. First place the galley tile in the rightmost position, then continue with the sea, mountain, shepherd, and finally the star at the left. In the bottom opening place the Crescent of Tanith tile.

Face the snake at the bottom of the steps (on either side; it doesn't matter). Use the two-headed bird on the perch above the snake, then click on the bird to charm the snake out of the way. Go up the steps and take the Zaimph. This completes the birdman's song: "charm the guardian and close your hand over the sacred veil." Turn around and go down the steps into the central pit. Salammbo is pissed! Don't give her back the Zaimph; instead, finish the conversation and put it on yourself. Try to leave through the open door opposite Salammbo; a timed sequence starts. Give the apple to the monkey, then leave.

Back to the Mercenary Camp

Back in the tent, click on any one of the mercenary chiefs to start the dialog. Exhaust all topics. When Matho asks about Salammbo, it doesn't matter what you say.

After the conversation, you will be outside Matho's tent. Walk to the left of Matho's tent and onto the road. Turn to face the man caring for the "horses" and talk to him. Tell him he absolutely has to lend you a mount. He can't refuse.

The map screen will come up, showing you two choices: the Solitude Mountains and Hatchet Mountain Pass. You can choose the Solitude Mountains and explore a bit just to get the lay of the land; otherwise just head straight to Hatchet Mountain Pass.

Step into the canyon. You will be faced with two paths; both lead around the central butte. Take two steps down the rightmost path, then turn around and see a little ramp up the side of the mountain and a beehive on the ground. Go up the ramp and take the skull from the skeleton.

Continue deeper into the canyon until you hear the scary music. As soon as you near the back of the canyon, you will be confronted with a slavering beast. As soon as possible, before the little cutscene even finishes, turn toward the rightmost path and run like hell back toward the mouth of the canyon. When you get to the choice between leaving the canyon and going up the ramp to the skeleton, choose the ramp. As soon as you get up there, the timer stops, but be prepared to try this about 10 or 15 times before you make it. The rightmost path is one or two clicks shorter than the leftmost path, which is why you have to go that way.

Once you get up the ramp, turn around and walk past the skeleton. You should be overlooking the bees and the beast. Where the ledge meets the canyon wall there is a pile of rocks. Pick one up and throw it at the beehives. The bees will rise up and chase the beast out of the canyon.

The beast left behind some green saliva. Use your empty pot on it.

Go back to the back of the canyon and through the gap in the canyon wall. Enter the temple and go around to face the backside of the central pillar. Here you see another tile puzzle like the one you needed to solve to get the Zaimph.

Hover your cursor over the writing beneath the tiles to read the clue: "He who maps out/The city precinct/Will continue on his way/Towards the sacred couple." Look at your map of Carthage. See how the towers and the temples are laid out the same as the pattern on the wall? Hover your cursor over each tower and temple on the map and make note of their names. Then place the tiles so that the pictures match the map names:

Click to enlarge

A door opens; turn around and go in.

On the right side of the table is a drum. Use the papyrus on it. Hover your cursor over the papyrus to read: "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."

Click to enlarge

Go around to the other side of the table. One of the "fangs" is at an angle; click on it to open a drawer. Take the Demon Key.

The table is inlaid with nine tiles. Place the skull ("the tomb of thoughts") on Moloch's symbol ("the engraved disk").

Click to enlarge

Then use the Pot Filled with Saliva on the skull. Moloch's eye opens. Use the dagger on the eye to take it.

Cross the room to the Tanith statue and click on its eyes. The object here is to stop the motion of the moon and red sun in front of the dragon ("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"), like this:

Click to enlarge

You can control the direction and speed of the celestial bodies by moving the slider at the bottom of the screen. Successful completion of this puzzle will open a new door at the back of the room.

Go through the new door. Turn to the right at the rockslide and continue down the tunnel. Use the Eye of Moloch on the underground river, then turn around and race back through the tunnel toward the Moloch/Tanith room.

Back to the Mercenaries

The entrance to the waterworks is now cut off, but that other tunnel leg that was blocked by the rockslide is now open. Go that way. You'll be in a room with a glowing red hole in the wall and another tunnel on the opposite side. Go to the end of that tunnel, then turn to the right to see a symbol on the wall. Use the Demon Key on the symbol. Leave through the door that opens, and you'll find yourself at the Solitude Mountains.

Go around the mountain to the mercenary camp. You automatically will talk to Narr'Havas. Exhaust all topics; learn that you have to put out the mountain's sinister eye. Exit the conversation.

Head toward the pond and talk to Autherite. Then use your Empty Pot on the pond to fill it with water.

Return to the back of the mountain. Use the Demon Key on the symbol and return to the room with the red hole. Use the water on the hole, then quickly cross the room back toward the tunnel. The mountain's eye explodes. Return to the mercenary camp and talk to Narr'Havas again. Choose the second topic to be given a quiz to test your leadership ability.

Here are some of the questions and answers.

  • 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? Leave him a way out.
  • Is a lunar eclipse a good or a bad omen for an army that must flee? A good omen.
  • 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? The morning.
  • If your cavalry is greater than that of the enemy, will you seek a battle on the plains or in rugged terrain? On the plains.
  • If you are fighting with your back to the sea, are you better off attacking at day's end or in the morning? At day's end.
  • While sacrificing prior to the battle, twelve birds of prey fly off to your right. What do you do? I attack with confidence.

You get as many tries as you need; just keep talking to him until you get four right in a row.

This Means War!

You must place your four groups in the correct spots to win the battle.

Pigs go in front. The Numidian cavalry goes closest to the sea, the Etruscans and Gauls go behind the pigs, and the Balearic Slingers go closest to the rough terrain. Click on the emblem at bottom right to begin the battle, then click through the various screens until the mercenaries are victorious.

Ballista

Matho tells you to go help Narr'Havas with the ballista. Look at the map and the ballista location will be flashing red. Go there (exit Matho's tent, turn around, and take the path to the right of his tent; cross through Narr'Havas's camp and exit on the other side). Narr'Havas tells you to adjust the ballista so that you hit the flag on the enemy ramparts with a flaming arrow.

Climb the ladder to the ballista platform. Use the winch to the left to bring up a basket of arrows. Take the arrows. Cross the platform and use the arrows on the rack to the right. Take an arrow and use it on the fire, then use the flaming arrow at the back of the ballista.

Now for the ballista itself ... At the back base of the ballista is the lever to shoot the arrow. Try it and see where the arrow lands in relation to the flag. There are two ropes on either side of the big bow whose tension may be adjusted; these are used to aim on the horizontal plane. There is a crank on the body of the ballista that adjusts the bow mechanism on the vertical plane. Use the arrows that appear when you hover your cursor over each of these items and adjust them until the gauges show:

Then shoot the arrow. The flag burns and falls. Time to go report back ... or is it? If you go down the ladder, you will be killed. Return to the basket that brought up the arrows; pull the lever to send it back down, then climb down the rope. Sneak up behind your would-be assassin and use your dagger on him.

Treachery

Head back toward Narr'Havas's camp, but don't go in! Sneak around the outside toward the right to trigger a cutscene exposing Narr'Havas's treachery. Continue another step around the right to the wine merchant's tent, then turn to the left and return to Matho's camp. Talk to Matho. He tells you to enlist the aid of the eaters of vile things.

Cannibals?

Go to the Pariahs' Village. (Face Matho's tent and take the path to the left; cross the road, and pass through Autherite's camp.) Enter the village and talk to the chief. Promise him Hannon. Report back to Matho.

Go to Autherite's tent and talk to him. Then report back to Matho again.

Dehydration and Starvation

Thus begins a big, nasty timed sequence. After the narrative, talk to Autherite. As soon as you exit the conversation, the timer starts.

Head out of the gap, take the path to the right, go up the ramp, throw a rock at the bird, go back and pick up the bird. Use your knife on the remaining cactus. Don't give the cactus to the soldier. Right-click and look at yourself, then use the cactus piece to eat it. This will add some time. Race back to the temple gap, go to the back of the temple, and give the meat to the pariah. He gives you the tiles. Place the first tile in the left slot, then open your inventory and get the other tile into the right slot, then run through the tunnels to the Solitude Mountain exit. Use the demon key on the symbol. Run to the gate, pick up the rope from the right side of the bench, use it on the gate, then the "horse," then use the horse. The horse pulls open the gate. Take one step out and turn to the left. Go into the tent and pick up an apple. Whew! The timer goes away.

Take the breastplate from the shelf behind the fruit and put it on Spendius. Leave the tent and talk to the soldier with his back to you. He tells you to take up your post outside the general's tent. Take another step into the enemy camp.

After the narrative, look down at the fire and pick up a burning log. Turn back toward the animal pen and use the torch on the hay.

Final Battle

Place the pariahs in front, the Elephants and Zaimph closest to the sea, the Etruscans and Gauls behind the pariahs, and the Balearic Slingers nearest the rugged terrain. Click on the emblem to start the battle, and click through all of the moves. 

 
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