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I. Contents
1. STORY
2. CHARACTERS
3. CONTROLS
4. HORSE CARE
5. TIPS
6. HEALTH BARS
7. GUIDE
7.1 Day 1
7.2 Day 2
7.3 Day 3
7.4 Day 4
7.5 Day 5
7.6 Day 6
7.7 Day 7
7.8 Day 8
7.9 Day 9
7.10 Day 10
7.11 Day 11
7.12 Day 12
7.13 Day 13
7.14 Day 14
7.15 Day 15
7.16 Day 16
7.17 Day 17
7.18 Day 18
8. SPOILER LISTS
9. VERSION HISTORY
10. CREDITS
****NOTE: For a quick reference for a section, hit CTRL+ F and type in the
number and title of the section****
_______________________________________________
|| ||
|| 1. STORY ||
||_______________________________________________||
Your name is Lucy DesRocher. Your friend, Alexandra, is sending you to a down-
in-the-luck horse farm to join a team of riders. Mysterious things have been
happening to the horses, and it's all up to you to solve the mystery, while
still training as many as eight horses to win championships for the farm. You
alone can bring the farm back to its former glory.
_______________________________________________
|| ||
|| 2. CHARACTERS ||
||_______________________________________________||
Lucy – You are Lucy. You’re new to the farm, and you have to prove to the team
that you can win.
Mathieu – Mathieu is the leader of the team. He teaches you how the farm runs,
how to treat your horses, and at times, helps work out the mystery.
He’s the one who enters the team into all of your competitions.
Akiko – Akiko is a team member whose horses are just a tad troublesome.
Christobald – Christo is another member with some dark secrets that would shock
even Mathieu.
Garance – Garance is the team’s stuck up princess. She’s an excellent rider,
and she’ll let everyone know.
Mr. Gantois – Mr. Gantois is Garance’s grandfather. He is also the local vet.
“The Snake” – “The Snake” is an elusive thief whom everyone talks about, but
has never seen. Is he responsible for the farm's misfortune?
_______________________________________________
|| ||
|| 3. CONTROLS ||
||_______________________________________________||
When walking:
-UP ARROW moves Lucy
-LEFT and RIGHT ARROWS turn Lucy
-SPACEBAR selects items, doors, and initiates conversations
When you see a bubble with “…” over a person’s head, press the spacebar to talk
to them.
When riding:
-UP ARROW makes the horse move faster (each tap)
-DOWN ARROW slows the horse down
-LEFT and RIGHT ARROWS turn the horse
-SPACEBAR makes the horse jump
When competing:
-Jumping: follow the arrows that appear on the ground
-Cross Country: Follow the beaten path; the next jump has a blue diamond above
it
ESC key – pause/game menu
_______________________________________________
|| ||
|| 4. HORSE CARE ||
||_______________________________________________||
You have to take full care of each horse, every day. This includes:
Brushing (improves cleanliness) – each time the horse is ridden
Showering (cleanliness) – each time the horse is ridden
Petting (morale) – each time the morale bar is low
Feeding (health) – ONCE EVERY DAY
Picking Hooves (cleanliness) – each time the horse is ridden
Shoeing (health) - after each competition
Vetting (health) - when the health bar is empty
Sending to Pasture (morale) – each time the morale bar is low
Riding (endurance) – every day, including competition days
Mucking the stall (cleanliness) – once a day
After each competition, you will need to re-shoe your horse.
When the health bar is empty, you need to call the vet.
-You will not be able to ride for two (2) days after.
Try to train every horse into both jumping and cross country, multiple times
each day. This improves their experience and their endurance.
-There are two choices for each discipline:
---Jumping: King of Hearts trail and the Jack of Clubs trail
---Cross Country: Ace of Spades course and the Queen of Diamonds trail
****NOTE: Akiko and Garance will ask you to help with their horses. You can
accept or decline. If you successfully help them, you will get to train their
horses. HOWEVER, you do *NOT* have to care for their horses. All you will have
to do is clean them after you ride.****
_______________________________________________
|| ||
|| 5. GAME TIPS ||
||_______________________________________________||
There are numerous tips that will help you beat the game.
THIS PART WILL CONTAIN SPOILERS.
5a. Ride hard and ride often. There’s no time limit on the day, so try to train
each horse in at least one jumping and one cross country trail each day.
The more you practice on the same trail, the more experience the horse will
get.
5b. Remember to feed your horse ONCE per day. Over feeding (or under feeding)
will get them sick.
5c. Look at everything that flashes when you stand in front of it. Hit the
spacebar to look at them.
5d. There are five gaits that the horses run. Each tap of the UP ARROW makes
them go faster.
- First tap: Walk - Second: Trot - Third: Quick Trot
- Fourth: Canter - Fifth: Gallop
5e. When competing in cross country, don't go faster than a canter. Galloping
is fast, but it wasts a lot of energy. But be careful, slow down when going
around turns, to at least a quick trot. Some trails are harder to navigate
and require you to trot or even walk.
5f. When competing in jumping, don't go faster than a quick trot. Like cross
country, all the turns in jumping are difficult to navigate at a canter or
gallop.
5g. SPOILER: When you see a book with numbers carved into the cover, write down
the title and the numbers JUST AS THEY ARE (i.e. if the book says "7th-7",
write it down like that).
5h. Refusal - When you're challenged by your teammates and when competing, a
horse can make a refusal to go over a jump (the horse head at the bottom).
- When challenged, a teammate will tell you you're allowed so many
refusals. They mean that your horse can refuse a jump so many times
before you have to be rechallenged.
- When competing, you are allowed three(3) refusals before you're
disqualified.
5i. When caring for your horse, a white flash will fill the screen when you've
successfully completed the activity. If you feed and DON'T get a white
flash, you've overfed the horse. Watch the health, it will go down.
5j. You *CAN* hurt your horse! So be careful when picking its hooves. Stay away
from the middle of the hoof. If you hit it, your horse will neigh in pain
and the health will drop.
5k. Ride before doing anything else (except maybe feeding or mucking). What's
the point of cleaning your horse before taking it out to get dirty again?
5l. Faults - when competing, there are four(4) types of faults: refusals,
dropped poles, time limits, and flipping over the horse.
- Refusals - explained earlier; this can cost you 20 faults in cross
country, and four(4) faults in jumping. 60 faults are added if you
have to back the horse up to get over the jump.
- Dropped poles - four(4) faults per pole that falls in jumping; I
don't think it's possible to drop poles in cross country.
- Time limits - one(1) fault for every two(2) seconds over the time
limit.
- Flipping over the horse - eight (8) faults in jumping; right now,
I don't know how much for in cross country.
5m. Green pyramid/Red pyramid - Over doors and other travel spots, you'll see
either a red inverted pyramid or a green inverted pyramid.
- A red inverted pyramid shows a place that is off limits. Don't worry,
you'll get there eventually. At the beginning, there's three (3).
There's a fenced off area to the right of the Queen of Diamonds
course (leading to Gantois' house), a dark patch of sand on the beach
(leading to Christo's beach house), and in front of the big fence of
the light house.
- A green inverted pyramid shows a place that you can go. There's
numerous ones; the stables, yours, Akiko's, and Garance's rooms,
Mathieu's office, each available horse's stalls. On the trails, you
can only go so far before you hit a green pyramid. There is no way
to get around them, so you'll have to go to the courses. Learn to
anticipate the courses themselves by looking for the shadows or
landmarks. YOU CANNOT GO PAST THE GREEN PYRAMIDS ON THE TRAILS.
_______________________________________________
|| ||
|| 6. HEALTH BARS ||
||_______________________________________________||
When you're in the stall of a horse, you'll see four (4) bars in the upper left
corner. Each bar stands for something important.
- The YELLOW bar with the HORSE SHOES is the EXPERIENCE bar. The more
you ride and train, the higher this bar gets.
- This bar starts out empty on the first day. It's up to you
and how much you ride to fill this bar up.
- The GREEN bar with the CROSS under it is the HEALTH bar. This
improves when you clean your horse's stall and feed it.
- If the bar empties, you'll have to call the vet and you will
not be able to ride the horse for two (2) days after.
- The RED bar with the HEART under it is the MORALE bar. This tells
your horse's mood.
- If the bar gets low, you'll have to pay a lot of attention
to it. Pet it and walk it in the pasture for awhile.
- The BLUE bar with the WATER DROP under it is the CLEANLINESS bar. In
short, a clean horse is a happy horse.
- Make sure to always brush, shower, pick the hooves, and muck
the stall after riding to clean your horse.
_______________________________________________
|| ||
|| 7. GUIDE ||
||_______________________________________________||
===========
7.1 Day 1
===========
You start by being driven to the farm. A letter from your ole pal Alexandra
shows. She asks that you go to this farm, meet Mathieu, and ride/compete
with the team. You'll start in front of the gates to the farm; walk straight
ahead and stop at the guy; this is Mathieu. Talk to him by hitting the spacebar
when the "..." shows up above his head. He'll tell you to walk through the red
doors (which are behind him) and he'll show you your horse.
Meet Tempete. He is your primary horse, for the time being at least. Mathieu
will tell you about caring for your horse. He walks you through it, so I won't.
Make sure to muck the stall (the last icon before the red arrow) before riding
(the picture of the saddle). There are four courses available for you to ride.
Mathieu will tell you that it's late, but there's no time limit on the day, so
you can ride as much as you like, or not at all if you don't want. Either way,
it's best to get as much training in as possible. If you ride now, you'll have
to wash Tempete again.
Whether you ride or not, after you're done, go into the farm house and meet
Akiko to find your room. She's the girl next to the table and chairs. You have
a computer, diary, and bed available to you in your room. Save your game and
head to bed.
===========
7.2 Day 2
===========
You'll get a call from Mathieu, telling you to ride today. Once you leave your
room, you'll get another call from him, talking about the computer in your
room. Your computer holds documents ranging from horse health, to coats, to
breeds, and to how to muck a stall. Look at the documents available on your
computer, if you want, but it's not necessary right now.
Head downstairs and meet your other teammates. Garance is at the bar, and
Christobald is in the little seating area across the room. Garance will rant
about Daddy sending her to another farm. Christo will just introduce himself.
Akiko's nowhere to be seen. So head out to the stable. Once you get outside,
Mathieu will call you and tell you to meet him at the King of Hearts course
with Tempete. Mathieu will ask you to go through the course and that's all he
wants. But that's not all we're going to do. If you got any faults, do the
course over. The best way to get the horse some experience is to do the courses
multiple times in one riding session. The first few times, I like to go slow,
then gradually speed up. I ride until I get 0 faults. Don't worry about the
time limit and time faults for now - it's only practice! The important thing is
that the horse gets used to the way you ride and the courses. Once the horse is
comfortable with you (you DO have to think of them, too!), then concentrate on
the time limits and getting 0 faults.
Continue training Tempete for awhile. Don't forget to clean him, his stall, and
feed him!
After you're done with that, you'll get yet another call from Mathieu (he's
such a nag!!). Hopefully you already groomed your horse. You can look at the
documents on your computer now. Once in the farmhouse again, you'll get a call
from Mathieu. He unlocks the office door for you and allows you to look at the
computer. You'll send more documents to your own computer. Better shut him up
and go take a look at them now, eh? After that, save and sleep.
===========
7.3 Day 3
===========
Head downstairs and talk to Christo or Akiko. They'll challenge you to a little
riding session (hope you familiarized yourself with the courses yesterday). The
only way you'll be able to compete in REAL competitions is if you complete
Akiko's, Garance's, and Christo's challenges.
Let's start with Christo's challenge. He'll spin the wheel and it'll land on
the 4 of clubs. Meaning you'll be allowed 4 refusals on the Jack of Clubs
course. This is a jumping course. Go immediately left and stay completely left.
It's pretty straightforward. Do the course, if you do it right, he'll be on
the phone with his dad, and that'll be that. Train on that course if you want,
but you'll eventually need to go back to the stables.
Don't bother washing up Tempete when you get back; you'll just be taking him
back out. Head into the farmhouse and talk to Akiko. She'll challenge you, just
like Mathieu and Christo did. Her spin of the wheel will result in the King of
Hearts course (another jumping) with 5 refusals. Head there after she leaves.
This is the same thing. Jumping course, five refusals. Another straightforward
team challenge. Head back to the farmhouse afterwards, or you could always
train. Talk to Garance once you get back to the farmhouse. She'll give you your
last challenge. But saves hers for the next morning.
After you're done training Tempete on your own, clean him up (MAKE SURE TO FEED
AND MUCK HIS STALL ONCE TODAY), and save and sleep.
===========
7.4 Day 4
===========
Complete Garance's challenge first thing in the morning (not that you have much
choice) and you can see why the other teammates aren't to keen to be nice to
her. Her challenge is on the Ace of Spades course (cross country) and you only
get two (2) refusals. Hope you trained Tempete well. He'll need to have some
endurance for this one. After you successfully complete the challenge, you'll
immediately get a call from Mathieu, saying he'll stage a mock competition to
see if you're really ready to compete for real. Continue training Tempete for
the day. Then, once you're done, save and sleep.
===========
7.5 Day 5
===========
Today starts off with the mock competition. For each one, you'll see a cutscene
of a plane flying (you can hit space if you want to rush through it). All
you'll have to do for each competition is choose your outfit and your horse.
But because you only have Tempete right now, your horse will be him.
If you do well enough and get in the top three (3), a sponsor will give you a
horse. This will be YOURS to take care of.
After your competition, you can continue to train Tempete. REMEMBER TO RE-SHOE
HIM AFTER EACH COMPETITION.
===========
7.6 Day 6
===========
When you wake up, you'll get another call from Mathieu, saying a horse is ill.
You'll need to rush down to the stables (as much as you can without a run
option) and get Tempete. Once you get outside the farm, you'll get a call from
Mr. Gantois, the local vet. He'll advise you to go to his house. Take the
immediate left (not the King of Hearts trail) and go right. You'll get another
call from Gantois, saying he unlocked the gate so you can get to his house.
You'll have to jump over a few trees (or you could just ride around them) and
once you get there, he'll say there's no rush. Look at the CD on his desk and
get new notes on your computer. There's also a book here. Write down the title
and the numbers that are on it, just as they appear.
There's nothing really to do here. His lab door is locked, you can't have a
conversation with him, so head back to the farm. Once the sick horse is seen,
you'll be free to do whatever. What will you do?
Train Tempete. Once you're done with that and clean him off, Mathieu will call
and say he installed a computer in the office beside the stable. The door is
right there beside the barn door. So go in there and get even more notes on
your computer.
Head to your room, save and sleep.
You have your first real competition tomorrow.
===========
7.7 Day 7
===========
Another plane cutscene. You'll notice that the jumping course is the same as
the farm's Jack of Clubs course. If you do well enough, you'll get a new horse.
Re-shoe and train Tempete, and also train the new one (I think it's a chestnut
coat). After you're done training and cleaning them (DID YOU FEED THEM?!), head
into the farmhouse and talk to Akiko. She'll ask you to help train her horse,
Reglisse. He isn't jumping well. If you can jump him, you can train him and
take him into competitions. So say yes, you'll help her.
You'll have to get him through the Queen of Diamonds course with NO REFUSALS.
If you're successfull, Akiko will ask you to meet her in her room. Hers is the
room above the stairs, right beside yours. If you aren't successful, you'll
have to keep training him until you are.
Once in Akiko's room, take a look around. Look at everything that flashes when
you're in front of it. There's also a book in here. Write the title and the
numbers JUST AS THEY APPEAR.
Once done in there, find Garance. She'll let you "attempt" to ride her horse,
Eclair. If you can get him through the Ace of Spades course perfectly, you can
train Eclair and take him to competitions.
****IMPORTANT NOTE: The time limit on the course says 2:00, but I think this
was a typo on the programmer's part, as Garance gives you FOUR minutes to
complete the course. DO NOT PANIC when you go over (and you will) the time
limit. Those faults will NOT count against you.****
Meet Garance in her room when you're successful. Her room is on the other side
of the bookcase upstairs in the farmhouse. Like you did with Akiko, take a look
around. There's a book in here. Write the title and numbers JUST AS THEY
APPEAR.
****ANOTHER IMPORTANT NOTE: Saying yes to helping Akiko and Garance, and you're
able to train with their horses, the only thing you will have to do is ride
them and clean them. DO NOT FEED OR MUCK THEIR STALLS. Also, petting and
walking them in the pasture does nothing - their owners do the easy stuff,
leaving you with the rest.****
If you've trained your horses (including Eclair and Reglisse) already and
cleaned them, then this day is done. So head to your room, save and sleep.
Mathieu will call like he likes to do and tell you that there is a competition
the next day.
(I like to save before competing, because if I screw up, instead of having to
wait another whole day, I can just exit from the game and try it again.)
===========
7.8 Day 8
===========
Another competition, another cutscene.
DO NOT TAKE EITHER OF YOUR HORSES. Take Eclair or Reglisse. Both of my horses
were trained to the max and both of them screwed up the competition. I took
Reglisse and went completely faultless (but I had also trained him to about
halfway up the bar the day before). REMEMBER TO RESHOE YOUR HORSE. If you get
into the top three, you'll get your third horse.
Train all five horses, then save and sleep.
===========
7.9 Day 9
===========
The day starts with a frantic call from Akiko, saying her horse, Caramel, is
missing. He apparently got out of his stall in the night. Mathieu thinks she
didn't close it properly, she swears she did. Typical "he says/she says." Talk
to her downstairs before going riding. She'll call you once you choose your
horse and get outside, saying she'll look in the forest.
WARNING!!!!!!! SPOILER!!!!!!!!!
Head towards the beach. It's along the King of Hearts trail. Once you get to
the sand, you'll get a call from Akiko, telling you that you'll have to get
close to Caramel and that she'll come to you once you find him. Look at the far
end of the beach. You'll have to approach him slowly and carefully. You won't
get off your horse, but you'll have to get pretty close in order to really
catch him.
For some reason, Caramel doesn't stay at the stables with the others, so you
don't have to worry about training him. Train the other five horses (okay, you
don't HAVE to train Eclair and Reglisse... I completely ignored them and they
were fine), and then head to bed, saving first. Mathieu will call: another
competition tomorrow.
=============
7.10 Day 10
=============
Fun stuff, more competitions.
Careful, the eighth jump in the cross country is a trio and even the best
trained horses like to refuse them. Best to take them at a trot/quick trot.
Train your horses (including the new one), re-shoe the one you competed with,
then head to your room. Save and sleep.
=============
7.11 Day 11
=============
You'll wake up to a call from Akiko. She needs to talk to you, but doesn't say
why. Head to her room to see her. There, she'll rant about Mathieu and what
happened with Caramel. She'll tell you that she's seen a mysterious rider
leaving the farm the last couple nights. Say that you'll follow him and head
down to the stables.
Train your horses as usual, then when you're done, save and sleep in you room.
The usual evening cutscene will run. You'll see a man galloping off into the
night; you'll have to chase him.
The horse choice is automatic, so let the fun begin.
You'll chase the guy onto the Ace of spades trail, but instead of turning, keep
going straight. You'll jump some rocks and a couple trees. Follow him up the
ramp and to the light house. BE CAREFUL NOT TO GET TOO CLOSE OR TOO FAR AWAY.
You *can* get caught by him and you *can* lose him. If either happens, you'll
have to try again the next night. That's why I save beforehand. So I can exit
the game and retry instead of wasting another day.
=============
7.12 Day 12
=============
Train your horses. While you're out, remember to go back to the light house.
Behind the big rock on the right is a smaller rock with the combination. Head
in and look around at everything. There is a book in the light house, and
another number/name up the stairs. Write down the titles and numbers JUST AS
THEY APPEAR.
Finish training, clean, save, and sleep. There's a competition tomorrow.
=============
7.13 Day 13
=============
Cutscene of a plane flying along. Be careful in this competition. I found it
one of the toughest. Probably second to the wintery/snowy competition. Both of
the courses are tight and windy. Don't go above a QUICK TROT, and even that
messes up the horse sometimes.
If you don't do well in the jumping course, you can master the cross country
course and still do well. They give you five (5) minutes to do the cross
country course, but you can probably get through it in about four and a half
minutes. TAKE YOUR TIME.
You'll get yet another horse.
=============
7.14 Day 14
=============
Train as usual. Don't forget to reshoe whoever you took into competition.
By now, you have five horses (not including Reglisse and Eclair). Hopefully,
your first two or three horses (or even four) have full experience bars.
Don't worry about training them (unless you want to keep them fit). Maybe
jump a little, but I wouldn't bother doing much more.
At this point, four of my five horses had full experience bars. The only one
that didn't was the newest one from Day 13. I haven't been training
Reglisse or Eclair, because it gets really tedious to train and groom
each and every horse every day.
Make sure to definitely clean and feed each horse every day, even if you
do nothing else with them.
Train whoever you need or want to.
Mathieu will be standing in the middle of the stable, but there's nothing
really to worry about with him, so just ignore him.
Clean your horses when you're done, then head to your room, save, and sleep.
=============
7.15 Day 15
=============
Wake up as usual and head downstairs. You'll get a call from Mathieu,
telling you to hurry to the stables. Once you're there, he'll say that
a horse is really sick. That horse happens to be your darling Tempete.
Hurry and grab a horse, then head to Gantois's house. Mathieu will call
a couple times during the way and interrupt your riding. Just get there,
then a cutscene will run showing Lucy leading Gantois to the stable.
Gantois will inspect Tempete. Talk to Mathieu afterwards. There's a
plot afoot. Tempete was sick because of a drug.
After all this drama, you can take Tempete riding. So go ahead and train
your horses. Clean them up, then head to bed.
=============
7.16 Day 16
=============
Wake up and head downstairs to watch Mathieu and Garance go at it. No fists are
thrown, but she ends up telling him that maybe he should manage the farm and
the team without her and her attitude. Talk to him when she leaves and he'll
tell you to follow her if you want. But in reality, you'll have to.
So grab a horse and head over to her ole pappy's house. Gantois's, that is.
She'll eventually agree to return to the team, thinking she's the only one good
enough to win competitions (hey, a girl has to have some delusions, right?).
Once she leaves, the lab door in the house opens up. Head in and take a look at
the CD on the counter. You'll get new notes to your computer from there.
There's nothing left to do here, so head back and start training your horses.
As usual, clean, save, and sleep.
=============
7.17 Day 17
=============
You'll wake up to a lovely call from Mathieu, saying that the grand finale, the
championship, is tomorrow. So you'll have to train as much as possible.
You know the drill. (train, clean, save, sleep.)
=============
7.18 Day 18
=============
This is the last day. Unless you choose to continue training your horses after
this (I don't know why you would, though).
This competition is really easy for a championship. If you rock out loud like
usual, you'll get your last horse, and you'll see Lucy, Garance, and Mathieu
(or Christo?) on a pedestal.
Once the celebrations are over, you're back in your room. Go downstairs and
you'll find Mathieu and Akiko looking for Christo to celebrate the win.
So head to the stables and take a horse, aiming for the beach. You remember
that dark spot in the sand? Go there. Welcome to Christo's house. Snoop around.
There's a letter from Christo's father on the counter and a book on the shelf.
WRITE DOWN THE TITLE AND NUMBERS.
Then, head into his bedroom. There's another letter on his bed. When you set it
back down, you'll see Christo walk into the front room, on the phone with his
dad. You'll eavesdrop on Christo's side of the conversation, saying that you've
ruined his plans to sabotage the farm and the team. He'll also mention a code
on books. This is the book titles and numbers you've been writing down.
When he says he's leaving, that's your cue. You'll immediately call Akiko and
tell her what's going on (this happens automatically), and she'll inform
Mathieu. Once off the phone with her, snoop around in the bedroom. There's
another book on the shelf by his computer, and there's also cards on the bed.
You can sort through the cards by using the right and left arrow keys.
WRITE DOWN THE NAMES AND SUITS (clubs, spades, hearts, or diamonds).
YOU WILL NEED THESE SOON.
Once you do that, head back to the farm. Talk to Mathieu, and he'll tell you
that Christo was arrested and admitted to sabotaging the farm. So now it's
up to you (well, you and me) to figure out this code that Christo was talking
about.
Pull out your seven books and numbers combinations.
That silly wheel of Christo's can hold up to seven selected numbers. Gee,
is this a coincidence? From those titles, you have the numbers for the
combination to open the wheel. With the cards from Christo's house, you also
have the suits.
So, when you combine these two lists, you have the combination to the wheel.
If you did it correctly, the wheel will spin and the fireplace will open to
reveal a pearl and sapphire necklace.
Mystery solved.
Congrats! You've just beaten Saddle Up: Time to Ride!
_______________________________________________
|| ||
|| 8. SPOILER LISTS ||
||_______________________________________________||
==========================
List 1:
Books/Numbers Combos
==========================
-Life and Death of Alexander the Great.........1st-7
-Charles Peno or the Passion of a Life.........2nd-4
-Rachel's Choices..............................3rd-9
-Judith........................................4th-10
-David and Goliath.............................5th-10
-Lancelot and the Knights of the Round Table...6th-2
-Cesar and the Splendor of Rome................7th-7
===========================
List 2:
Card Names/Suits Combos
===========================
Alexander.......Clubs
Hogier..........Spades
Charles.........Hearts
Argine..........Clubs
Hector..........Diamonds
Lancelot........Clubs
Caesar(Cesar)...Diamonds
Rachel..........Diamonds
Lahire..........Hearts
Pallas..........Spades
David...........Spades
Judith..........Hearts
===========================
List 3:
Final Wheel Combination
===========================
7 of clubs (Alexander)
4 of hearts (Charles)
9 of diamonds (Rachel)
10 of hearts (Judith)
10 of spades (David)
2 of clubs (Lancelot)
7 of diamonds (Cesar/Caesar)
==================
List 4:
Book Locations
==================
Cesar and the Splendor of Rome...............Akiko's Room
Lancelot and the Knights of the Round Table..Garance's Room
David and Goliath............................Mr Gantois's House
Rachel's Choices.............................Lighthouse (bottom floor)
Judith.......................................Lighthouse (lookout tower)
Life and Death of Alexander the Great........Christo's House (Bedroom shelf)
Charles Peno or the Passion of a Life........Christo's House (Front room shelf)
_______________________________________________
|| ||
|| 9. VERSION HISTORY ||
||_______________________________________________||
Version 1.0 - December 17, 2006
Finished the guide to the adventure. Includes adding Days 14 through 18,
spoiler lists, and also took out the FAQ section. No need to have FAQs if no
one's asking the Q's.
Version 0.1 - December 8, 2006
Includes the contents, majority of the guide, and full sections up to and
through the health bars. More to come when I get questions asked.
Still needed: Completed guide walkthrough, FAQ.
_______________________________________________
|| ||
|| 10. CREDITS ||
||_______________________________________________||
This document is copyright (c)2006 by Kristen Jacobsen, aka "friskierkitty."
However, all trademarks and copyrights found in this document are owned by
their respective copyright and trademark holders. No infringement of copyright
is intended. This document may be printed, in part or in whole, for personal
use ONLY. You may not take any part of this document and display it anywhere
without written consent from me, in the form of an e-mail. Address any
questions, comments, concerns, etc to friskierkitty {at} hotmail {dot} com,
subject line "Saddle Up: Time to Ride WK."
The following are sites that I allow to use this guide:
http://www.gamefaqs.com
http://www.neoseeker.com
Saddle Up: Time to Ride (c)2004 The Adventure Company