| 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 pigsthis is your shooting
gallery. I found it easiest to aim low and between the two rocks.

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.

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.

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:

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.

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 scrollit 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:

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."

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").

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:

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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