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| <h1>Eamon Adventurer's Guild Online</1h> | |
| <h2>Eamon Walk-Throughs</font></h2> | |
| <table border="0" width="100%" cellspacing="0" cellpadding="0"> | |
| <tr> | |
| <td> | |
| <ul> | |
| <li>7 | |
| <a href="#Devils Tomb">The | |
| Devil�s Tomb</a></font></li> | |
| <li>19 </font> | |
| <a href="#Death Trap">Death Trap</font></a></li> | |
| <li>44 | |
| <a href="#Escape from the Orc Lair">Escape from the Orc Lair</a> </font> | |
| </li> | |
| <li>62 | |
| <a href="#Caverns of Doom">The Caverns of Doom</a></font></li> | |
| <li>74 | |
| <a href="#DharmaQuest">DharmaQuest</a></font></li> | |
| <li>77 <a href="#Temple of The Trolls">Temple of the | |
| Trolls</a></font></li> | |
| <li>91 <a href="#FutureQuest II">FutureQuest II</a></li> | |
| <li>107 <a href="#The Last Dragon">The Last Dragon</a></font></li> | |
| <li>108 | |
| <a href="#The Mines of Moria">The Mines of Moria</a> </li> | |
| <li>109 | |
| <a href="#The Forest of Fear">The Forest of Fear</a> </font></li> | |
| <li>114 <a href="#Thrors Ring">Thror's Ring</a></font></li> | |
| <li>115 | |
| <a href="#The Ring of Doom">The Ring of Doom</a> </li> | |
| <li>116 <a href="#The Iron Prison">The Iron Prison</a></font></li> | |
| <li>120 <a href="#Orb of My Life">Orb of my Life</a></font></li> | |
| <li>124 | |
| <a href="#Assault on Dolni Keep">Assault on Dolni Keep</a> </li> | |
| <li>126 <a href="#Pyramid of Anharos">Pyramid of Anharos</a></font></li> | |
| </ul></td> | |
| <td> | |
| <ul> | |
| <li>127 <a href="#The Hunt for the Ring">The Hunt for the | |
| Ring</a></font></li> | |
| <li>128 | |
| <a href="#Quest of Erebor">Quest of Erebor</a> </li> | |
| <li>129 <a href="#Return to Moria">Return to Moria</a></font></li> | |
| <li>130 | |
| <a href="#Haradwaith">Haradwaith</a> </font></li> | |
| <li>132 <a href="#Rhadshur Warrior">Rhadshur Warrior</a></font></li> | |
| <li>145 <a href="#Buccaneer!">Buccaneer!</a></font></li> | |
| <li>147 <a href="#The Dark Brotherhood">The Dark Brotherhood</a></font></li> | |
| <li>150 <a href="#Walled City of Darkness">Walled City of | |
| Darkness</a></font></li> | |
| <li>159 | |
| <a href="#The Bridge of Catzad-Dum">The Bridge of Catzad-Dum</a> </li> | |
| <li>161 <a href="#Operation Endgame">Operation Endgame</a></font></li> | |
| <li>166 <a href="#Storm Breaker">Storm Breaker</a></li> | |
| <li>194 <a href="#Attack of the Kretons">Attack of the | |
| Kretons</a></font></li> | |
| <li>206 <a href="#Curse of the Hellsblade">Curse of the | |
| Hellsblade</a></font></li> | |
| <li>220 <a href="#Catacombs of Terror">Catacombs of Terror</a></font></li> | |
| <li>239 <a href="#Idol of the Incas">Idol of the Incas</a></font></li> | |
| <li>SD137 <a href="#Redemption">Redemption</a></font></li> | |
| </ul></td> | |
| </tr> | |
| </table> | |
| </p> | |
| <hr> | |
| <h2 style="text-align: justify"> | |
| <a name="Devils Tomb"></a>Eamon #7 "The Devil�s Tomb"</font><br> | |
| Walkthrough by Tom Zuchowski</font><br> | |
| </h2> | |
| </p> | |
| This isn�t really all that difficult of an outing, except | |
| that there are one or two puzzles that will surely try your puzzling skills as | |
| well as your patience!</font></p> | |
| </p> | |
| First, the hints, for those of you who want to try this on | |
| your own. These are largely repeats of the hints listed in the review:</font></p> | |
| </p> | |
| You must often type in full commands with no abbreviations. | |
| However, when working with doors, use the object name DOOR instead of the door�s | |
| listed name.</font></p> | |
| </p> | |
| The first door can�t be opened, but there are two standard | |
| commands that will get you out.</font></p> | |
| </p> | |
| The second door can <u>only</u> be opened, but it takes ALL | |
| of your strength to do so, even that strength you are using to carry your stuff.</font></p> | |
| </p> | |
| Well, let�s get started! This time out, we�ll take the | |
| scenic route and hit almost all of the rooms. I will say to kill most of the | |
| denizens you see, but there is a chance that some might be friendly, so you | |
| might want to test them before attacking.</font></p> | |
| </p> | |
| As the adventure opens, you find yourself trapped in a cell | |
| in the Devil�s Tomb. Obviously, your objective is to find your way out, and | |
| maybe pick up a little treasure along the way.</font></p> | |
| </p> | |
| First off, let�s check the command list. Our new commands | |
| are BET, OPEN, and READ. Given the age and level of this Eamon, odds are good | |
| that the new commands are special purpose and not general-use.</font></p> | |
| </p> | |
| We need to do something about that door. Hmm, it won�t | |
| open, and you can�t attack it. Let�s try magic and use our POWER spell. It | |
| vanishes! (POWER is the intended command, but if your POWER spell is weak, | |
| you�ll find that a minor programming bug lets GET work just as well.)</font></p> | |
| </p> | |
| Go S into the torture chamber, then W into a cell, and get | |
| the diamond ring. Return E.</font></p> | |
| </p> | |
| Continue E into another cell. There�s nothing here, so | |
| return W.</font></p> | |
| </p> | |
| Head S to a T-intersection. Turn E, and kill the zombie. | |
| Continue E and kill the lizard.</font></p> | |
| </p> | |
| Let�s look up those stairs: go N three times to a platform | |
| and look around. There�s nothing here, so return S three times.</font></p> | |
| </p> | |
| Go E into a cell with shiny blue walls. Read the word NEAMO | |
| on the floor. If you SAY NEAMO, you will be randomly transported elsewhere in | |
| the dungeon. We don�t� really need to do that, so return W three times to the | |
| first T-intersection.</font></p> | |
| </p> | |
| Go W four times. Get the painting and vase along the way if | |
| you wish. There�s nothing here, so return E.</font></p> | |
| </p> | |
| Turn S to a corridor with a hole in the west wall. Get the | |
| bow.</font></p> | |
| </p> | |
| Go W through the hole and kill the torturer. Go U the | |
| ladder into a huge cavern. A book! Get the book and read it, and learn the spell | |
| TREZORE. (TREZORE is a very powerful spell that is very similar to POWER. It | |
| carries the chance of great reward as well as great danger. It looked to me like | |
| the odds may favor a harmful result. TREZORE is not needed, but it has a lot of | |
| interesting results. Use it at your pleasure and your peril.)</font></p> | |
| </p> | |
| Go S to a 4-way intersection. Continue S into a cell. | |
| There�s nothing here either, so return N.</font></p> | |
| </p> | |
| Head W and get the ruby. Go N and kill the wildman. There�s | |
| nothing else here, so return S and E.</font></p> | |
| </p> | |
| Go E down the tunnel. Kill the Blob, then continue E to a | |
| T-intersection. Go N � we�ve been here before, so return S.</font></p> | |
| </p> | |
| Go E to the bend. Read the inscription � hmm, apparently we | |
| can�t read inscriptions.</font></p> | |
| </p> | |
| Go N into a cell and kill the infant. Get the old book. | |
| Sheesh, this can�t be read either. There�s nothing else here, so return S.</font></p> | |
| </p> | |
| Continue S, then E, then S again. Go S into another cell. | |
| Open the box of TNT and find it�s empty. Return N.</font></p> | |
| </p> | |
| Go W into another cell and pick up the sling, then return | |
| E.</font></p> | |
| </p> | |
| Go E down the corridor and find a golden apple. The apple | |
| is a trap that explodes when you pick it up, but the damage is minimal., and you | |
| do get to keep the apple.</font></p> | |
| </p> | |
| Continue E to the end of a long hallway. Notice that south | |
| wall? <u>Don�t</u> do a LOOK yet; we�ll be back shortly to check that out. For | |
| now, head N up the corridor. Kill the tiger.</font></p> | |
| </p> | |
| Go W into a fancy room, find nothing, and return E.</font></p> | |
| </p> | |
| Go E into the casino, and find a scroll. Get the scroll. It | |
| will crumble to dust if you try to read it.</font></p> | |
| </p> | |
| You can BET on the Wheel of Fortune if you wish. This is a | |
| very high-stakes game! You bet points of your hardiness, agility, or charisma, | |
| and you might die if you get a bad spin.</font></p> | |
| </p> | |
| Return W and go N, then N again to find a dead end. Get the | |
| necklace, then return S three times to that wall we noticed.</font></p> | |
| </p> | |
| LOOK, and find a secret passage south! In fact, you�ve | |
| moved into the passage, and there�s no going back. You can get the trident, but | |
| it belongs to the Devil and it will burn you (a trap.) Also, if you try to ready | |
| it, it will burn you again and then disappear (another trap.)</font></p> | |
| </p> | |
| Go E, and get the bottle. Read the bottle. What�s this? It | |
| turns out that the bottle is filled with a harmful gas that will slightly injure | |
| you if you open the bottle (yet another trap.)</font></p> | |
| </p> | |
| Go N into a small chamber, and kill the witch doctor. Get | |
| the shield and the gold spear, then return S.</font></p> | |
| </p> | |
| Continue S into another small chamber. Open the chest, and | |
| get all. Return N then W.</font></p> | |
| </p> | |
| Continue W, then S to an arch. It says ABANDON HOPE ALL YE | |
| WHO ENTER HERE. Well, that sounds both promising and dangerous. Let�s check it | |
| out! Go S through the arch.</font></p> | |
| </p> | |
| The Devil�s Temple! Yow, there sure are a bunch of bad | |
| guys. Fortunately, they are rather cowardly. Clean them out.</font></p> | |
| There are exits in all directions, but I�ll save you a | |
| little aggravation right now and tell you that all of the exits are death traps, | |
| except for the way you came in, and the iron door.</font></p> | |
| </p> | |
| That big bolted iron door looks interesting. OPEN doesn�t | |
| work. POWER doesn�t work. TREZORE doesn�t work. There�s only one way to get it | |
| open. DROP ALL, then OPEN DOOR. Pretty obscure, I have to say.</font></p> | |
| </p> | |
| OK, it�s open. GET ALL of your stuff, and go W through the | |
| door.</font></p> | |
| </p> | |
| You�re out! Sell your loot, and head home!</font></p> | |
| <hr> | |
| </p> | |
| <h2> | |
| <a name="Death Trap"></a>Eamon #19 | |
| "Death Trap"</font><br> | |
| Walkthrough by Tom Zuchowski</b></font></h2>We had a request for this Eamon. While it's an early one, it has a well-earned | |
| difficulty level of (9), and there is plenty of tricky combat plus some obscure | |
| puzzles to boot.</font><br> | |
| <p>First, let's get up to speed on | |
| some features of this Eamon. In the early style, it uses a lot of randomizing; | |
| there are lots of monsters that may or may not be friendly, and results of an | |
| action can vary quite a lot from one try to the next.</font><br> | |
| <br> | |
| </p> | |
| </p> | |
| This dungeon tailors itself to | |
| your character's weapons. During initialization, the MAIN PGM examines your | |
| weapons, and adds more and tougher monsters to equalize your big guns. If the | |
| total of your weapons' dice times sides adds up to less than 50, you get the | |
| "minimum" dungeon, but if it adds up to more, you get more and tougher monsters | |
| on an ascending scale. To give you a reference, the weapons used by "FRESH SAM" | |
| add up to 132. The extra bad guys are placed randomly. I can't predict what | |
| weapons you'll bring, or where the tough guys will be randomly placed, so this | |
| walk-through addresses the minimum dungeon only. There is actually pretty much | |
| everything you need here in the way of weapons and armor.</font><p><br> | |
| This Eamon is a straight | |
| kill'n'loot scenario with your only quest to escape alive. The entrance is | |
| sealed, so you need to find an alternate escape route. It turns out that a lot | |
| of the combat is optional to the basic route out, but we'll hit every room to | |
| let you know what you will see and do. We won't discuss treasure either, but | |
| please feel free to grab all you can carry. For simplicity, we'll assume that | |
| all the variable-friendliness monsters are enemies.</font></p></p> | |
| </p> | |
| This is a tough Eamon to | |
| survive, so I suggest two MAIN PGM modifications before you get started: delete | |
| lines 1055 and 30130. Doing this will prevent the FRESH MEAT and saved game | |
| files from being deleted. Thus, if you get killed or simply wish to restart | |
| while playing, all you need do is halt the game with a control-C, type CLOSE, | |
| then RUN.</font><br> | |
| </p> | |
| So let's get started!</font><br> | |
| </p> | |
| You begin the adventure hanging | |
| onto a sheer cliff face, and must climb up or down. Right away, you hit a stroke | |
| of good luck and find a climbing rope! GET the rope.</font><br> | |
| </p> | |
| Go up twice to the ledge where | |
| you must use the rope to proceed. THROW ROPE. Odds are such that you may miss | |
| many times before you succeed. There is also a 10% chance with each throw that | |
| you will slip and die.</font><br> | |
| </p> | |
| Once you secure the rope, | |
| continue up twice, then go SE twice, then E twice to the cave entrance. Go south | |
| and enter the cave.</font></p> | |
| </p> | |
| Trapped! The entrance is no | |
| longer passable! Now you need to find another way out. There are three different | |
| ways out. The first is via the POWER spell. If you are asked to surrender and do | |
| so, you are returned safely to the Main Hall. But we are not losers, so we'll | |
| find a more honorable way out!</font></p> | |
| </p> | |
| Go south to the T-intersection, | |
| then head east twice. A blue dragon with a bad attitude, and a magic ring! | |
| Before you do anything else, GET the ring.</font></p> | |
| </p> | |
| Here is the first trick this | |
| Eamon throws at you. WEAR the RING. (Hey! There's no WEAR in the command list! | |
| This is not a bug. John did it that way on purpose. Gotcha!) This is a | |
| first-rate magic ring, and it boosts your armor to 100 (regular plate armor is | |
| 7). Not too shabby. But there is a catch: once the ring absorbs a certain number | |
| of hit points of damage, it vanishes from your finger. You can recharge the | |
| ring's power by periodically removing it from your finger with the REMOVE RING | |
| command. (Hey! There's no REMOVE command in the list, either!) There is no harm | |
| in wearing it constantly, but it's a good idea to recharge it pretty often. The | |
| ring's capacity is randomly set and can vary between 50 and 170 hit points.</font></p> | |
| </p> | |
| (Here's a hidden testing | |
| feature: if you are wearing the ring and answer "T" to the POWER spell's | |
| surrender question, you are made pretty much invincible. But we aren't cheaters, | |
| either, so we'll work it through the hard way!)</font></p> | |
| </p> | |
| Now that you are protected, | |
| kill the dragon. Take a LOOK around. A dark hole to the south! Go south into a | |
| closet. That south wall doesn't look too sturdy, so try going that way, too. You | |
| find a small white pill. This pill will heal all your hits one time (the command | |
| is TAKE PILL).</font><br> | |
| </p> | |
| Go south and kill the wizard. | |
| Head east twice. Wow, who stepped out of the mirror? A clone of yourself! He'll | |
| have the same weapons and armor as you, and more will appear shortly, so you | |
| need to shut that business off right now. ATTACK MIRROR. Get that big mirror | |
| fragment, it may come in handy later. Go back to the T-intersection two rooms | |
| west of the blue dragon (W,W,N,N,N,W,W)</font></p> | |
| </p> | |
| Go south, then west. Kill the | |
| hill giant, and get the shovel. Go back east, then go south twice, then SW to | |
| the 4-way intersection. Go NW, then DIG in the soft ground. A box, and a huge | |
| diamond! Go back SE. GO SE again, kill the warrior, and DIG. A skull. Return NW.</font></p> | |
| </p> | |
| Go SW to another 4-way | |
| intersection, then go SE twice to a "very strange" four-way intersection. Go | |
| east from there. You meet the Lone Ranger, who will probably be your friend. If | |
| he turns out to be your enemy, be sure to get his pistol after you kill him.</font></p> | |
| </p> | |
| Go back to the last 4-way | |
| intersection (W,NW,NW). If you killed the Lone Ranger and have the pistol, READY | |
| it now. Go NW, then north. Kill the Werewolf (the Lone Ranger used silver | |
| bullets, remember?) The Lone Ranger isn't a very good shot; if he is with you as | |
| a companion, you may have to "kill" the werewolf several times before he finally | |
| nails it permanently. Return to the intersection.</font></p> | |
| </p> | |
| Go SW, then west. Get the | |
| wooden stake. Never know when you might run into a vampire. Go south. Wow. Here | |
| you find Odin's spear, Gungnir, guarded by a Viking. The Viking won't fight you | |
| unless you try to get the spear. Gungnir is a first-class magical weapon with | |
| 4D12 damage potential. The easiest way to get it (though somewhat cowardly) is | |
| to attack and kill the Viking before you touch the spear. Whether you get the | |
| spear or not, head back to the intersection. (N,E,NE)</font></p> | |
| </p> | |
| Go back SE twice to that "very | |
| strange" four-way intersection. Go SW, then south, then east. Kill the black | |
| dragon and get the cannon. (Here is the second way out of the cave. If you | |
| return to the entrance and ATTACK ENTRANCE with the cannon as your ready weapon, | |
| you will blast it open so you can leave.)</font></p> | |
| </p> | |
| Go back to the 4-way | |
| intersection (W,N,NE), and go east from there to where you met the Lone Ranger. | |
| LOOK reveals a secret passage to the east.</font></p> | |
| </p> | |
| Go east twice to the tomb and | |
| kill the caveman. Go south twice to the trophy room, and east into a | |
| T-intersection. Go south and kill the mammoth, then return north.</font></p> | |
| </p> | |
| Go north, then east into a | |
| 4-way intersection. Go east twice to a room with a statue. READ the door. You | |
| can't understand it, but you can make out the name MEDUSA. Medusa was the Gorgon | |
| who turned men to stone when they looked upon her. No doubt the fate of this | |
| stone statue here. Let's see if we can't free him-- keep trying POWER, and you | |
| will eventually hit a result that turns the statue into Perseus.</font></p> | |
| </p> | |
| READY the mirror. Now you are | |
| gazing into the mirror, but still have your old ready weapon readied as well. Go | |
| south into Medusa's lair and kill her. Go back north.</font></p> | |
| </p> | |
| Go north into the other | |
| chamber. GET the bottle and OPEN it. A genie! He's just a fighting companion, | |
| but the more, the merrier. Return to the last 4-way intersection. (S,W,W)</font></p> | |
| </p> | |
| The four rooms to the south of | |
| the intersection are simple enough and don't require mention here. To the north | |
| are two doors; you can open them with an OPEN DOOR command. Behind the north | |
| door is an evil book. There is nothing to gain from opening the book, but if you | |
| do, you will find yourself facing four movie monsters and will need that wooden | |
| stake. Return south to the 4-way intersection.</font></p> | |
| </p> | |
| Return to the last | |
| not-fully-explored 4-way intersection (W,S,W,N,N,W,W,W)</font></p> | |
| </p> | |
| Go NE, then east three times, | |
| then north. You meet Unus, who is said to be indestructible. If you have trouble | |
| damaging him with your weapons, use your BLAST spell on him.</font></p> | |
| </p> | |
| Check out that east wall: it's | |
| just paper. Go east twice. You'll pick up Lockjaw as a companion, which is good | |
| and bad, as Lockjaw may randomly teleport you at random moments. Go north twice.</font></p> | |
| </p> | |
| You may or may not be able to | |
| get a bead on Vanisher with your weapons, but the BLAST spell works well on him | |
| also. Go north twice.</font></p> | |
| </p> | |
| Uh-oh. This Baalzebul character | |
| is in fact as bad as he looks. I could find only one way past him, and that is | |
| to FLEE until I achieve the state where he didn't follow me and I am in a room | |
| ahead of him. There's no telling where you will be by the time you achieve this, | |
| but from this room head on north to the bend.</font></p> | |
| </p> | |
| Go west twice. A dead end, but | |
| you can DIG here. If you DIG west several times, you will eventually break | |
| outside by the cave entrance.</font></p> | |
| </p> | |
| And that's it. Head back down the cliff and return to the | |
| Main Hall, and collect on your bet!</font></p> | |
| <hr> | |
| <h2><a name="Escape from the Orc Lair"></a>Eamon #44 "Escape | |
| from the Orc Lair"<br> | |
| Walkthrough by Jared Davis </h2> | |
| <p>This Eamon is actually very simple, and has many secret passages discovered | |
| by LOOK, but as soon as you find them, you go through them immediately! </p> | |
| <p>LOOK around first of all. Ah, you go DOWN! Now find a "T-intersection E-W & | |
| N." LOOK to go south. ATTACK SNARG and FLARG. </p> | |
| <p>Go on South, West, and Up to find Corondol. Go Down and West. ATTACK BORK and | |
| CORK. Go South, South, South, and ATTACK the GIANT PIKE. Go South, East, and GET | |
| the RUBY. Go East to a big battle. Eugene may or not become a companion. Go East | |
| when all the enemy orcs are dead. Here are more orcs! Mork may become a | |
| companion. </p> | |
| <p>Go North, East, and GET the CRYSTAL. Go East, and LOOK to go North.GET the | |
| COINS. Go South. </p> | |
| <p>Go East, South, and ATTACK the enemy orcs. Go South, West, and ATTACK Klorg, | |
| Blorg, Mortimer, and Ferdinand. Go West, South, LOOK to get out! You can finish | |
| now or go back inside. I suggest leaving. </p> | |
| <p>Thanks a lot!</p> | |
| <hr> | |
| <h2><a name="Caverns of Doom"></a>Eamon | |
| #62 "The Caverns of Doom"<br> | |
| Walkthrough by Paul J. Hollander</font></h2> | |
| </p> | |
| Tom Zuchowski reviewed this adventure (EAG, Sep. '96). He | |
| complained about the spelling errors and room connection errors. I agree | |
| completely. Tom also criticized the lack of a theme. The Egyptian elements | |
| hint at an ancient Egyptian theme, which could have been very interesting. But | |
| the monsters and artifacts from other mythologies bury the Egyptian elements.</font></p> | |
| </p> | |
| Tom reported that the room exits were usually well enough | |
| marked. I found the hallways to be well marked, but the room exits are not. | |
| Mapping was mandatory just to remind me where I entered a room. This wouldn't | |
| be a bad problem if there was only a single entrance. But 18 of the 100 rooms | |
| have unmarked exits in addition to the entrance. Concealed doors should be | |
| visible if one LOOKs, but these are not. Bashing into walls looking for exits | |
| gets frustrating very rapidly.</font></p> | |
| </p> | |
| Tom was unable to find an exit to the Caverns, and neither | |
| could I. However, one room is named Exit Chamber, obviously marking where the | |
| exit should be. After spending a few days with the Caverns, I decided to add an | |
| automatic exit (line 205). I also modified the LOOK command (lines 6052-6058) | |
| to show all the exits.</font></p> | |
| </p> | |
| Modifications to the Main Pgm:</font></p> | |
| </p> | |
| 205 IF ROOM = 96 THEN ROOM = 97 : NBTL = 0 :</font></p> | |
| GOTO 100</font></p> | |
| </p> | |
| 6052 A$ = "EXIT " : PRINT DK$;"READ EAMON.ROOMS,</font></p> | |
| R";ROOM</font></p> | |
| </p> | |
| 6054 FOR D = 1 TO 6 : INPUT R2 : IF R2 THEN A$ =</font></p> | |
| A$ + MID$(" N S E W U D ", D*2, 2)</font></p> | |
| </p> | |
| 6056 NEXT : PRINT DK$ : PRINT A$</font></p> | |
| </p> | |
| 6058 IF ROOM = 98 THEN PRINT : PRINT "A VINE</font></p> | |
| COVERED SIGN POINTS NORTH TOWARD THE GUILD</font></p> | |
| HALL."</font></p> | |
| </p> | |
| I persistently try to read scrolling text. This strains my | |
| eyes and has given me some bad head- aches. So I added another modification to | |
| minimize the scrolling:</font></p> | |
| </p> | |
| Line 300 becomes line 302, and a new line 300 is added.</font></p> | |
| </p> | |
| 300 HOME : PRINT "YOUR COMMAND? "; A$</font></p> | |
| </p> | |
| Make the modifications to a copy of The Caverns of Doom. | |
| There are still twisty passages, unfriendly monsters, and death traps. But with | |
| luck and a good healing spell, the adventurer can get out alive with a pack full | |
| of loot.</font></p> | |
| </p> | |
| The adventure's primary objectives are the four stolen | |
| pieces of computer equipment. One can leave the caverns with none, some, or all | |
| of them. Other loot is usually less valuable, so if anything must be abandoned, | |
| the computer parts should be the last to go.</font></p> | |
| _______________________</font></p> | |
| </p> | |
| The following route seems the most direct to the computer | |
| equipment and the exit:</font></p> | |
| </p> | |
| One enters the Caverns and walks south into a large cavern. | |
| Go west to the large room and make friends with Superman. You need all the | |
| friends you can get. Continue west then south into the green room. Go south. | |
| The cyber-nibble lies in the hallway.</font></p> | |
| </p> | |
| After getting the cyber-nibble, continue south. Turn east | |
| then north into the staff room. Continue north through a one-way portal to a | |
| west- north bend. Go north, then east to a T-intersection. Continue east to | |
| another T-intersection. Turn south and continue south all the way to the end of | |
| the hallway. Turn west into the space room, where the cyber-bit lies.</font></p> | |
| </p> | |
| After getting the cyber-bit, return east into the hallway. | |
| Go north to the first T-intersection, then west to a four-way intersection. Turn | |
| south, then west, then north to get to another T-intersection. Turn west, and | |
| enter the lava room.</font></p> | |
| </p> | |
| Go south from the lava room to a four-way intersection. | |
| Turn east into the secret room, and climb a ladder to reach the endgame | |
| beginning. Go south to a four-way intersection. One of the hallways leads to | |
| one of the missing computer parts and another leads to the other missing part.</font></p> | |
| </p> | |
| Take the east hallway for two moves. There is a room to | |
| the south, where the cyber-byte is located. Get the cyber-byte, and return to | |
| the four-way intersection.</font></p> | |
| </p> | |
| Walk west to the vertical chamber, and go up. Go east to a | |
| four-way intersection, and turn south. Continue south through the chapel to the | |
| burial chamber, where mummies are prepared. Go down, then proceed east through | |
| several rooms. The hallway turns north to enter a four-way intersection. Go | |
| north into the Egyptian room, and get the cyber-key.</font></p> | |
| </p> | |
| You now have all four of the stolen computer parts in your | |
| pack, and you want to leave the Caverns. Go north into the exit chamber, where | |
| you are spit out into the forest. Stroll north until you reach the guild hall. | |
| You've won, and the townsfolk reward you handsomely.</font></p> | |
| <hr> | |
| <h2><a name="DharmaQuest"></a>Eamon #74 "DharmaQuest"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| </p> | |
| In this adventure, you have | |
| offended Hokas, and he sends you to another land to learn some manners and | |
| compassion.</font></p> | |
| </p> | |
| First, the hints for those who | |
| wish to solve it on their own:</font></p> | |
| </p> | |
| If you delete line 19050 from | |
| the MAIN PGM, you can restart a saved game more than once. You will need a | |
| separate "Save" disk . This disk will be formatted and erased when you save a | |
| game to it.</font></p> | |
| </p> | |
| There are two ways to exit the | |
| adventure. One is through a simple magical portal, which can be done at any time | |
| once you find it. The other exit is more difficult to achieve, and gives a far | |
| more satisfying outcome. The maximum outcome ends with the gods boosting every | |
| one of your major stats. Those of you who use cheater-superman characters will | |
| not want to return to the Main Hall, as the reward maxes your main stats to 25.</font></p> | |
| </p> | |
| Use the Ring of Asroth | |
| sparingly. You must kill some enemies in the conventional fashion in order to | |
| learn every clue you need to completely solve this outing.</font></p> | |
| </p> | |
| There is a bug that deposits | |
| you in the Temple of Aphrodite if you SAY something that the program doesn�t | |
| recognize. You will find things less confusing if you only SAY things you are | |
| reasonably sure that the SAY routine should recognize.</font></p> | |
| </p> | |
| There is a random chance that you will | |
| be denied entrance at each of the four temples. There is nothing in these | |
| temples that you have to have in order to achieve the maximum outcome. If you | |
| want to complete all of the temples, here is a workaround:</font></p> | |
| </p> | |
| 1) If the statue disappears and | |
| your prayers are ignored, halt the game with a Control-C, then type:</font></p> | |
| <b> </b></font></p> | |
| <p style="text-align: justify; text-indent: .5in"> | |
| <b> | |
| R2=xx:POKE51,0:GOTO3500</b></font></p> | |
| </p> | |
| 2) Replace "<b>R2=xx</b>" with | |
| these values:</font></p> | |
| </p> | |
| Temple of | |
| Poseidon: R2=39</font></p> | |
| Temple of | |
| Apollo: R2=45</font></p> | |
| Temple of | |
| Aphrodite: R2=63</font></p> | |
| Temple of | |
| Artemis: R2=52</font></p> | |
| </p> | |
| Be aware that the gods cherish | |
| their pets!</font></p> | |
| </p> | |
| OK, those are enough hints. | |
| Let�s get started!</font></p> | |
| </p> | |
| Many people that you meet have | |
| a random chance of being friend of foe. Take care of them as necessary if they | |
| are enemies. Note that there are some exceptions, listed below.</font></p> | |
| </p> | |
| Note the new commands: PRAY, | |
| HELP</font></p> | |
| </p> | |
| As you begin, there is nothing | |
| to see in any direction but north, so go N and meet Gwynnith. Continue N, then | |
| go E into a cave and meet Polydorus</font></p> | |
| </p> | |
| Continue E deeper into the cave | |
| and discover TABLET1. EXAMINE TABLET1 (NOTE: you MUST use the FULL command! | |
| Command abbreviations often do not work with the EXAMINE command in this Eamon.)</font></p> | |
| </p> | |
| You learn about 4 great | |
| wizards� magical rings:</font></p> | |
| <p style="text-align: justify; text-indent: .5in"> | |
| Ilgaard�s | |
| opens locks and seals</font></p> | |
| <p style="text-align: justify; text-indent: .5in"> | |
| Twalrep�s | |
| cures wounds</font></p> | |
| <p style="text-align: justify; text-indent: .5in"> | |
| Xantec�s | |
| gives wisdom</font></p> | |
| <p style="text-align: justify; text-indent: .5in"> | |
| Asroth�s | |
| destroys all in its path</font></p> | |
| </p> | |
| Return W twice to the canyon, | |
| then go N into the valley Climb U into a small cave and meet a hermit in | |
| trouble. HELP the hermit, and acquire the bronze Ring of Ilgaard. Return D to | |
| the valley.</font></p> | |
| </p> | |
| Continue N to the river bank, then go | |
| N again into the river, and discover TABLET2. EXAMINE TABLET2, which reads:</font></p> | |
| </p> | |
| <b>F.OM ..S..TH CAME �.R,THE | |
| B.A.. WIZARD</b></font></p> | |
| <b>.. KIL.ED THE FOUR AND USED | |
| A SPELL TO</b></font></p> | |
| <p class="MsoBlockText" style="text-align: justify; margin-left: 0in; margin-right: 0in; margin-top: 0in; margin-bottom: .0001pt"> | |
| <b>WELD THE RINGS INTO THE | |
| ULTIMATE RING OF</font></b></p> | |
| <b>POWER.HE WAS SLAIN BY THE | |
| GODS FOR THE</b></font></p> | |
| <b>SIN OF HUBRIS AND THE RINGS | |
| SCATTER.. TO</b></font></p> | |
| <b>THE FOUR .INDS. THEY � � ..</b></font></p> | |
| </p> | |
| That looks interesting! We�ll | |
| have to remember that.</font></p> | |
| </p> | |
| Go W upriver and help a drowning boy. | |
| He tells you that death lurks west of here and east of the ford. Believe him, | |
| and return E.</font></p> | |
| </p> | |
| Continue E. Here is the ford, | |
| so let�s turn N. Continue N again into the village.</font></p> | |
| </p> | |
| There is nothing of real | |
| interest in the huts; explore them as you wish.</font></p> | |
| </p> | |
| Continue N into the Grove of | |
| Athena. Help the old woman, and acquire the golden Ring of Xantec. SAY XANTEC | |
| and learn how to use rings (I guess you already knew that, though, huh.)</font></p> | |
| </p> | |
| Return S three times. Continue | |
| S to the south side of the river and meet Deiphobus. Then go W three times along | |
| the path.</font></p> | |
| </p> | |
| Don�t go D below the bridge. | |
| This is the same point in the river that laid W of the boy, and Death awaits | |
| there. Instead, go N across the bridge and meet Polydamus.</font></p> | |
| </p> | |
| Continue N to the city gate. | |
| The gates are locked and you are blocked here. This looks like a good place to | |
| try out the Ring of Ilgaard � SAY ILGAARD. You find yourself on the Main Plaza, | |
| where you meet Memnon.</font></p> | |
| </p> | |
| You will get yourself into some | |
| combat if you GET the statue of Patroclos. There is nothing to be gained apart | |
| from the thrill of combat and the chance to see a couple Effects. It�s your | |
| call.</font></p> | |
| </p> | |
| Go N to the palace, then go W | |
| and find a crying girl who can�t get her cat. HELP the girl. Have you noticed | |
| that none of these people in trouble quite seem to be what they appear to be? | |
| Return E.</font></p> | |
| </p> | |
| Go N twice to the throne room, | |
| then N and meet Machaon.. EXAMINE TABLET3. Hmm. To gain the power, you have to | |
| not only possess the four rings but must also be noble of spirit? Well, we <u> | |
| have</u> been helping all of these people . . .</font></p> | |
| </p> | |
| SAY XANTEC and learn of a | |
| secret passage down. Go D and meet Theoclymus. SAY XANTEC again and learn of | |
| another secret door down. Continue D and meet Xuthus.</font></p> | |
| </p> | |
| You have found a gold box. SAY | |
| ILGAARD. Get the black Ring of Asroth and some other loot. <b>Do</b> <b>not</b> | |
| <b>ever</b> <b>say</b> <b>ASROTH</b> unless you have an enemy standing before | |
| you! Even then, use it sparingly. When you destroy an enemy, you also destroy | |
| whatever he is carrying; so only use it when you are sure you won�t want what | |
| they might have, or if you are perhaps trying to leave no evidence. I wound up | |
| not using it at all and didn�t miss it.</font></p> | |
| </p> | |
| Return U twice and go N into a | |
| courtyard. SAY XANTEC and discover another secret passage down.</font></p> | |
| </p> | |
| Go D and discover a | |
| sarcophagus. EXAMINE INSCRIPTION. The Black Wizard! The tablet said that we need | |
| his name to forge the rings together. Let�s see if we can find any clues in the | |
| sarcophagus. SAY ILGAARD.</font></p> | |
| </p> | |
| Oops. He�s not so dead, after | |
| all. Kill him with your weapon. Do <b>not</b> use the Ring of Asroth! If you use | |
| the ring, you will never learn his name. As soon as he dies, note his name! It | |
| will appear just as he dies. You get just this one chance to learn it, so be | |
| attentive. Write it down, as it changes with each play.</font></p> | |
| </p> | |
| Return U, S, and E. Continue E | |
| and meet Phaedra. SAY ILGAARD to open the silver box, and discover the silver | |
| Ring of Twalrep. If you are injured, feel free to use this ring as needed to | |
| heal yourself. You may require multiple tries before you become totally | |
| rejuvenated.</font></p> | |
| </p> | |
| OK, we�ve got all of the rings, | |
| and we know the Black Wizard�s name. But let�s hold off on that until we�re | |
| through exploring everything else.</font></p> | |
| </p> | |
| Return W, then go N and meet | |
| Nemo. I expect you�ll have to kill him. Continue E into the wizard�s lair. | |
| EXAMINE INSCRIPTION over the door. Is this the exit? (Yes, this is the quick way | |
| out. But we are going for max points here, so don�t go through it!)</font></p> | |
| </p> | |
| Return W, then S four times to | |
| the Main Plaza. Go D to the Plaza of Temples.</font></p> | |
| </p> | |
| Go W into Temple of Aphrodite | |
| and PRAY.</font></p> | |
| </p> | |
| (If the statue disappears, this | |
| temple is barred to you. You can still proceed by halting the game with | |
| control-C and then typing:</font></p> | |
| <b> | |
| R2=63:POKE51,0:GOTO3500</b>.)</font></p> | |
| </p> | |
| EXAMINE INSCRIPTION over the | |
| east door. Big deal, danger, and glory, the usual stuff. Yada, yada.</font></p> | |
| </p> | |
| Go E through the door. It | |
| becomes blocked behind you � you�re trapped! EXAMINE INSCRIPTION on the wall and | |
| find a riddle! Luckily, it�s the old Sphinx riddle that we�ve all seen on many | |
| an outing. Answer MAN and learn the magic word to exit (get it right the first | |
| time�you just get one chance.)</font></p> | |
| </p> | |
| Get the gold ingots, then SAY | |
| NAUTA to escape the room.</font></p> | |
| </p> | |
| Explore the south room if you | |
| wish, then go into the west room and meet Helen. SAY XANTEC and learn of a | |
| hidden door behind the mosaic. Go N and find yourself back in the little girl�s | |
| garden. Return E, S, D to the Temple Plaza.</font></p> | |
| </p> | |
| Go N into the Temple of Apollo, | |
| and PRAY.</font></p> | |
| </p> | |
| (If the statue disappears, this | |
| temple is barred to you. You can still proceed by halting the game with | |
| control-C and then typing:</font></p> | |
| <b> | |
| R2=45:POKE51,0:GOTO3500</b>.)</font></p> | |
| </p> | |
| Go N, then W, and get the | |
| hamster. Return E. Continue E and meet Admetus. Get the chest if you wish. | |
| Continue N and meet Cassandra.</font></p> | |
| </p> | |
| SAY XANTEC and find a secret | |
| passage down. Go D and find a crown. Get the crown. A python appears! Do <u>not</u> | |
| kill him. Give him the hamster and earn his trust.</font></p> | |
| </p> | |
| Again SAY XANTEC and learn of | |
| another hidden passage in the floor. Continue D and meet Astynax. Go S and | |
| return to the Temple Plaza.</font></p> | |
| </p> | |
| Go E into the Temple of | |
| Poseidon, and PRAY</font></p> | |
| </p> | |
| (If the statue disappears, this | |
| temple is barred to you. You can still proceed by halting the game with | |
| control-C and then typing:</font></p> | |
| <b> | |
| R2=39:POKE51,0:GOTO3500</b>.)</font></p> | |
| </p> | |
| Go W and get the salt. Return | |
| E. Explore the south room and return.</font></p> | |
| </p> | |
| Go E and meet Thetis, and then | |
| continue N. SAY XANTEC and discover a secret passage north, behind the mosaic. | |
| Get the golden cup. A sacred bull appears! Do <u>not</u> kill him. Give him the | |
| salt and earn his trust.</font></p> | |
| </p> | |
| Go D into the pool, and find | |
| yourself in the small cave near the beginning. Return to the Temple Plaza (D, N, | |
| W, W, N, N, SAY ILGAARD, D)</font></p> | |
| </p> | |
| Go S into the Temple of | |
| Artemis, and PRAY</font></p> | |
| </p> | |
| (If the statue disappears, this | |
| temple is barred to you. You can still proceed by halting the game with | |
| control-C and then typing:</font></p> | |
| <b> | |
| R2=52:POKE51,0:GOTO3500</b>.)</font></p> | |
| </p> | |
| Go N, then E, and meet three | |
| Amazons (alternatively, you can go S and circumnavigate the island until you run | |
| into them from the other direction.)</font></p> | |
| </p> | |
| Go S, then D and meet | |
| Andromache and Clytemnaestra. Get the jewels, then return U.</font></p> | |
| </p> | |
| Continue U and meet Penthesilea | |
| and her leopard. EXAMINE INSCRIPTION on the door. It says <b>THE FIRST SHALL BE | |
| LAST AND THE LAST FIRST. SAY DNEIRF AND ENTER.</b></font></p> | |
| </p> | |
| That�s simple enough�SAY FRIEND | |
| and find yourself on the path outside the city.</font></p> | |
| </p> | |
| OK, we�ve done it all. Time for | |
| the finale. SAY the Black Wizard�s name.</font></p> | |
| </p> | |
| Lots of gods here. Let�s try | |
| PRAY and see what happens.</font></p> | |
| </p> | |
| Not bad!</font></p> | |
| <hr> | |
| <h2><a name="Temple of The Trolls"></a>Eamon #77 "Temple of the Trolls"<br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| </p> | |
| We are on a Quest to have a | |
| superior weapon made for us by Grommick, the Trolls' master armorer.</font></p> | |
| </p> | |
| If you want to solve it | |
| yourself, here are a few clues:</font></p> | |
| </p> | |
| Look before you leap.</font></p> | |
| </p> | |
| Ulik can be sidetracked easily | |
| if you do something unexpected.</font></p> | |
| </p> | |
| The dead adventurer merits | |
| closer inspection than you might think.</font></p> | |
| </p> | |
| The HANSWORD is a 2D10 weapon.</font></p> | |
| </p> | |
| That's enough clues. Let's get | |
| started!</font></p> | |
| </p> | |
| This walk-through will hit | |
| every room and feature, even the ones not necessary to complete the Quest.</font></p> | |
| </p> | |
| The intro spoke of an old map | |
| that we had obtained. Let's try doing an inventory and see what we have. Aha. | |
| READ MAP. OK, now we know what we will need to get our weapon made.</font></p> | |
| </p> | |
| Go N, and LOOK around. You find | |
| a sword blank of excellent quality. How convenient! Get it.</font></p> | |
| </p> | |
| Read the runes. What's this all | |
| about? Let's see if it's a magic word: SAY TREZORE. Yep, that's a good one!</font></p> | |
| </p> | |
| (Note: there are a lot of | |
| Trolls wandering around this place. Many will be friendly, and many will not. I | |
| will mention them in this walkthrough and will leave it up to you to handle them | |
| as necessary. By the way, the KISS command is somewhat effective in winning | |
| enemies of the opposite sex to your side.)</font></p> | |
| </p> | |
| Go N and kill the Sentry. GET | |
| BOTTLE. EXAMINE BOTTLE. Good, a healing potion. We'll want some light too. How | |
| about that torch on the wall? EXAMINE TORCH. Aha. GET TORCH.</font></p> | |
| </p> | |
| Go E twice. Let's find out what | |
| that dead Adventurer is all about. LOOK. Aha. GET TOKEN OF PEACE. Let's look | |
| some more. EXAMINE CORPSE. He's got something in his hand! EXAMINE CORPSE a | |
| second time. GET SCROLL. READ SCROLL. This peace offering should be useful!</font></p> | |
| </p> | |
| Go S twice. Let's check the | |
| hole for trouble and do a LOOK. A ledge! Go S onto the ledge.</font></p> | |
| </p> | |
| Hmm, what's the point? LOOK. A | |
| secret passage West! Go W twice. Get the MAGIC AMULET. READ WALL. The wall says | |
| PRO EC ME. Could that be PROTECT ME? Let's try it: SAY PROTECT ME. Not bad!</font></p> | |
| </p> | |
| Go back E twice to the ledge. | |
| JUMP over the pit. (There is a random chance that you will fall into the pit | |
| below. This merely puts you into a different place in the map. This is quite | |
| playable, but we are not going to handle that possibility in this walk-through. | |
| If you fall below, you need to get back up top to stay with this guide. You can | |
| do this by halting with a control-C and then typing: </font> </p> | |
| MD%(0,13)=0:R2=8:POKE51,0:GOTO3500.)</font></p> | |
| </p> | |
| You encounter the king of the | |
| Trolls!</font></p> | |
| </p> | |
| King Holfane is undoubtedly the | |
| desired recipient of the peace offering. Give the scroll to him, then give the | |
| Token of Peace to him. He responds favorably by teaching you a magic phrase. | |
| Remember it well! (This phrase changes each time you play, so there is no point | |
| in naming it here.)</font></p> | |
| </p> | |
| Now what? This is a dead end. | |
| Try LOOK. A secret stair to the south!</font></p> | |
| </p> | |
| Go S, S, W and meet Halfjac. | |
| Then go S and meet Wenda. Then go E twice and meet Timik. Go N and encounter | |
| Brodjac. Go W, W, S to the room where you met Wenda. LOOK, and find a hidden | |
| stair down.</font></p> | |
| </p> | |
| Go D and meet Frong. Go N | |
| twice, and discover the room that is at the bottom of the pit you jumped over. | |
| Go W and meet Rupper. The BLANK 2 you find here is not as good as the one you | |
| already have.</font></p> | |
| </p> | |
| Go E twice and meet Quater. | |
| LOOK and find BLANK 3, which is even poorer in quality.</font></p> | |
| </p> | |
| Return W, S, S to the stair. Go | |
| E and meet Sanig. Return W then go S.</font></p> | |
| </p> | |
| That stone slab door isn't | |
| going to move easily. Maybe that's what the magic phrase it for? Say the magic | |
| phrase that King Holfane taught you. The door opens!</font></p> | |
| </p> | |
| Go S three times and meet | |
| Slavack and the slaves. LOOK, and find a secret passage west.</font></p> | |
| </p> | |
| Go W twice and meet Neadie and | |
| Yeadie. Return E, then go S and meet Seargant (sic) Hawk, Troggie, and Soggie (dontcha | |
| just love the names that John came up with?) LOOK, and find a large iron key. | |
| GET KEY.</font></p> | |
| </p> | |
| Return N and E and FREE THE | |
| SLAVES. They seem pretty grateful, huh. Get the loot, too!</font></p> | |
| </p> | |
| Go S three times to the slave | |
| pen. Return N then go W, W, S, E and meet Harry. Return W, then go S and find an | |
| iron gate. You'll find that the gate is locked, and that we need different key.</font></p> | |
| </p> | |
| Continue S, S, W and meet Trogg. | |
| Return E, then go E into the other room and meet Wangba.</font></p> | |
| </p> | |
| Return to that last 4-way | |
| intersection by going W, N, N, N, N, E, E. Then continue E, then N and meet | |
| Hakkard. Return S, then go E, S, W. Nothcvvvvvvvv[pppcv xing there. Go E twice | |
| and meet Hiccut. Grab the chalice.</font></p> | |
| </p> | |
| Return W, then go S then W and | |
| meet Tolos. Go E twice and meet Groggo. Get the magic powder and the grog. (The | |
| grog is a healing potion.)</font></p> | |
| </p> | |
| Return W, then go S then E and | |
| meet Rimik. Go W twice and meet Bulik. Get the gold dust. Try LOOK. Yes! GET | |
| KEY!</font></p> | |
| </p> | |
| OK, let's go back to that gate! | |
| GO E, N, N, N, W, W, W, W, S, S. OPEN GATE!</font></p> | |
| </p> | |
| Go E twice, then S. READ | |
| ARCHWAY. It says "DANGER - DO NOT ENTER". Well, that isn't very helpful, but | |
| let's leave it for now.</font></p> | |
| </p> | |
| Go W. Coal? What a waste of | |
| time. Let's look around anyway. GET COAL. Aha! GET RED DIAMOND! Now, <u>that</u> | |
| is a worthy bribe for Grommick!</font></p> | |
| </p> | |
| Return E, then go E again and | |
| meet Truq. LOOK. Another secret passage! However, you'll want to ignore this one | |
| because all it does is dump you into a corridor halfway back through the | |
| dungeon, forcing a lot of useless backtracking. Return W.</font></p> | |
| </p> | |
| Time to pass through that | |
| archway. Go S. Oops, this Ulik character looks like trouble. This is a good | |
| place to consider John Nelson's brand of humor as it relates to the extra | |
| commands in the list. Let's try something outrageous and KISS ULIK. Well, it | |
| wasn't fun, but it worked!</font></p> | |
| </p> | |
| Go S. If you find Ulik here, | |
| just kiss him again.</font></p> | |
| </p> | |
| You finally meet Grommick. GIVE | |
| him the SWORD BLANK, then the MAGIC AMULET, then the RED DIAMOND. Grommick | |
| fulfills your commission and magically transports you to a forest.</font></p> | |
| </p> | |
| There you find the HANSWORD, your new weapon. GET HANSWORD, | |
| then go any direction to exit the adventure.</font><hr> | |
| <h2><a name="FutureQuest II"></a>Eamon #91 "FutureQuest II"</font><br> | |
| Walkthrough by Richard Davies</font></h2> | |
| <p>Your first action (after perusing the commands list) should be to SAY MCP. | |
| You�ll be able to read about the Planetary Data of the world you�re about to | |
| visit, the Lifeforms to be found there, and some additional commands that will | |
| help you. That done, you can terminate the session. GET ALL. SAY TRANSPORTER and | |
| you�ll get sent to the planet�s surface. That done, you should SAY SCT-11, and | |
| transmit CALIGULA, so as to have LT. SLADE transport down to back you up. (Keep | |
| trying until she arrives. You are going to need allies for this one. Lots of | |
| them.) </p> | |
| <p>From here, go NE to the ruined camp. GET Z-SCAN and then SAY Z-SCAN to | |
| activate it. NW leads you to the sea shore, but it�s a dead end, so from there | |
| return SE then SW to your starting point, and then go SE again. S from here | |
| leads to another dead end, while SE leads you into the grasslands and SW further | |
| into the desert. Incidentally, you can go in any other direction, but you�ll end | |
| up hopelessly lost in the desert. (You can get unlost by a SCAN, and following | |
| the direction or directions indicated, but this may result in you ending up very | |
| far from where you wanted to be. Similar conditions apply in the swamp, as well | |
| as the jungle.) </p> | |
| <p>Heading SW for the moment (you�ll visit the grasslands later) and then SW | |
| again, you arrive at the exterior of a Krell base which you can and should enter | |
| to the SE. Here you meet your first enemies, and encounter one of the less | |
| charming elements of this adventure. The monster descriptions don�t tell you | |
| what name you need to use to attack the darn things! Good thing you�ve got a | |
| walkthrough, huh? ATTACK XESING, then go DOWN. There is a small chance that the | |
| next character you meet will be neutral or friendly, but you probably shouldn�t | |
| take chances. ATTACK INTOK, and go DOWN. ATTACK FINGOR. SAY LINK, and you�ll get | |
| some intelligence. Then go DOWN once more, and ATTACK XAIPEI. Once you�ve | |
| cleared this location, GET the TOW-4 and the SAM-6, and remember their names. | |
| They�re crucial in a pair of forthcoming battles. Now head up to the comm center | |
| again, and SAY TRANSMITTER. When it asks you for the message, enter CALIGULA. | |
| You may have to repeat this several times, but you will eventually get some | |
| reinforcements. (You can try this at each of the four bases, and there are four | |
| additional characters who�ll be sent down.) Now get out of the base, and then go | |
| SW and then SE. Your Z-Scan will tell you that there are ruins to the SE. Let�s | |
| check them out. </p> | |
| <p>Enter the ruins by going S. There�s nothing in the eastern room, but there�s | |
| an interesting inscription in the southwestern room. SAY SCAN, then SAY | |
| TRANSLATE, and you�ll discover a way to awaken the Valdar, who are apparently in | |
| suspended animation, if you can ever find a way into their pyramids. The word | |
| changes from adventure to adventure, so there�s no point in noting it here, but | |
| you should make a note of it. Anyway, there�s nothing more to see in these | |
| ruins, so head out of the circular room by going N, then NW and NW. Then go SW | |
| again, and you�ll discover the first of these pyramids, but you have no way of | |
| entering it yet. Follow the trail SE from here. </p> | |
| <p>Uh-oh! A battle tank! Don�t even waste time trying to attack this thing with | |
| your ordinary weapons. DROP TOW-4, and then SAY TOW-4, to dispatch it. You�ll | |
| then need to ATTACK MORG and ATTACK ZONTIN to finish of its crew. All right, to | |
| the W is another dead-end to the ocean. To the SE are foothills that lead up to | |
| another dead end at the SE. You can go S and find a pass through the mountains, | |
| but it leads through a minefield. You will be all right, but your allies will | |
| all be killed! </p> | |
| <p>So from the site where you fought the battle-tank, head NW and then NE four | |
| times. Now head SE and then E and NE to check out the grasslands. You find | |
| yourself heading into a marsh which is every bit as easy to get lost in as the | |
| desert was. Head SE, and you�ll run into three patrolling soldiers. (See what I | |
| mean about needing allies?) ATTACK RETIN, XAUTING and KAITU. Once this battle is | |
| over, head S twice. </p> | |
| <p>You arrive at the entrance to yet another Krell base. Go UP to enter, and | |
| ATTACK WYR-001, the robot who�s guarding the place. Go NE, ATTACK USEL, and GET | |
| SAM-9. SW then E. As with most of the Wenru in this place, there�s a chance that | |
| MIRRIN will be neutral or even friendly, and (unusually) there�s a similar | |
| chance for JINGZHU. But nobody�s ever gone broke banking on hostility in an | |
| Eamon adventure. After you�re done here, one way or another, W then SE. ATTACK | |
| CRYXOR. SAY LINK, and get some really obvious information. NW then D and out of | |
| the base. </p> | |
| <p>To the SOUTH you�ll pick up a signal from the WEST, and find another pyramid. | |
| You will also find a Zungshh who has apparently never heard of the concept of | |
| �the enemies of my enemies are my friends�. ATTACK SHISSH, then head E and S. | |
| You�re confronted by a helicopter gunship. DROP SAM-9, SAY SAM-9, and then | |
| ATTACK KLAR. From here you can head SW or SE. For now, head SW. </p> | |
| <p>Your Z-Scan will inform you of another set of ruins to the SOUTH. Go UP into | |
| them, and then go S. SAY SCAN. SAY TRANSLATE, and then SAY the word for | |
| brotherhood. (Which varies.) You find another computer. SAY LINK. SAY TRANSLATE. | |
| You get a list of numbers and terrains. (Again, the numbers vary from game to | |
| game, so make a note of them.) I wonder what they mean. Say, we�ve found a | |
| pyramid in two of those terrain types, haven�t we? </p> | |
| <p>Let�s backtrack a bit. Go U, N, D, N, NE, N, W. SAY the number in the list | |
| associated with �swamp�. Voila! You�re inside the pyramid! Now, SAY the word | |
| that you were told would awaken the Valdar, and you get an ally of considerable | |
| worth, P�LOR. The obvious thing to do now is to revisit the pyramid in the | |
| desert. So head E, E, N, W, N, N, SW, W, NW, and SW four times. Say the number | |
| associated with �desert� on the list, say the battle cry, and welcome T�FING to | |
| your party. </p> | |
| <p>Now it�s time to head south again, but you�ll want to avoid the minefield in | |
| the valley. So leave the pyramid by going W, then NE four times, SE, E, NE, S, | |
| S, E, S, S. From the site of your helicopter battle, head SE. Yes, another | |
| opportunity beckons to assist the Krell Empire in it�s campaign of genocide | |
| against the Zungshh, so ATTACK TISSH. Go SW, and ATTACK TUSSH. (I could say | |
| something, but why bother?) Then head S. From this intersection, you want to | |
| head SW. While going SE also gets you where you want to go, you�ll come under | |
| orbital bombardment and lose your allies! </p> | |
| <p>S, SE, then SW. You�re under attack by a Krell fighter! Again, don�t even try | |
| your ordinary weapons. DROP SAM-6, then SAY SAM-6. Then ATTACK KOR-6 (the | |
| pilot). Since you�re here anyway, head SW into the wrecked pyramid. If you say | |
| the magic word or the number associated with �plains�, they�ll have no effect. | |
| Head SE from outside the pyramid, and then SE again. (Apparently, the author | |
| thinks that 5 degrees Celsius is very cold. Living in Canada as I do, I find | |
| this terribly amusing.) </p> | |
| <p>From this junction, you can head SE to another seaside dead end, or SW to a | |
| dock (which is a location you�ll eventually visit, but not now) or NE into | |
| another Krell base. ATTACK TSINGSEI. To the NW is an empty dormitory. Go NE, | |
| ATTACK CEXOR. SAY LINK, and you�ll get the computer access code (which varies | |
| from game to game.) Since this doesn�t reveal anything you can�t get with LINK, | |
| I don�t really see the point. In any event, SAY TRANSMITTER, and send message | |
| NERO, to get a very useful piece of equipment! Then head SW and then SE. Again, | |
| there�s a chance that the Wenru, MALIK, will be neutral or even friendly, but | |
| you might not want to take the chance. After you�re done here, head NW and then | |
| SW twice. ATTACK ACX-108, and descend into the boat. Go SE. This is a one-way | |
| trip! </p> | |
| <p>All right, so you�re on Breisland. Let�s check out the odd ice formation to | |
| the SE. Sure enough it�s a pyramid. Say the number associated with snow, say the | |
| battle cry, and you recruit your last Valdar ally, G�LIN. Exit the pyramid by | |
| going NE twice, and then head E. ATTACK KREELOR and KATAI, then head SE and S, | |
| into the last of the Krell�s outposts. ATTACK FLARG. There�s nothing to the W. | |
| To the SW, you can ATTACK MAJ. KATANG. To the E, you can ATTACK RIK-23. But to | |
| complete your mission, you should go SE, ATTACK KRIN-8, SAY LINK to get the | |
| transporter activation code. If you haven�t already, SAY TRANSMITTER and send | |
| CALIGULA to get all of your allies beamed down. Finally, SAY TRANSPORTER and | |
| enter the code. </p> | |
| <p>You and your allies will be transported to a science station. ATTACK ALIN-12. | |
| Go UP and ATTACK SALGAR. Go UP again, ATTACK RXN-286, and GET ALL. Now go DOWN | |
| three times. ATTACK RHYGED and KAARIN. DOWN once more, ATTACK RYLIN. SAY LINK | |
| and you will find out the code for the security locks (which, you guessed it, | |
| changes every time.) Go DOWN once more, and head W. ATTACK GEN. KRALZ. SAY LINK, | |
| and you will discover the code for the force field. </p> | |
| <p>Return to the small room by going E, and use the security lock code. (SAY | |
| whatever it is.) Finally! An opponent whose name is in the description! ATTACK | |
| KANG, and you are that much closer to finishing the mission. SAY LINK one more | |
| time, and you get the code that will access the mainframe. Go N, then SAY the | |
| code for the force field. </p> | |
| <p>To be absolutely sure that you defeat the robot, DROP SSM-1 and SAY SSM-1. | |
| Whew! Okay, you cannot use LINK on the computer here. SAY COMPUTER and then | |
| enter the access code that you discovered in Kang�s office. Then drop the NJ-5 | |
| that you�ve been carrying around all this time, SAY NJ-5, and you�ve destroyed | |
| the deadly weapon. You�ve accomplished your mission, so SAY SCT-11, and SAY | |
| BRUTUS! </p> | |
| </p> | |
| <hr> | |
| <h2><a name="The Last Dragon"> | |
| </a>Eamon #107 "The Last Dragon"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| </p> | |
| First, hints for those who want | |
| to solve it themselves:</font></p> | |
| </p> | |
| There is much important | |
| information in the introduction text.</font></p> | |
| </p> | |
| There are three magic words or | |
| phrases for you to learn that can get you past certain obstacles. One of them | |
| also serves as a secret password that identifies you to potential allies, both | |
| animate and inanimate. A magic ring is required for some results.</font></p> | |
| </p> | |
| If you find and read all of the | |
| clues carefully, you will know that the old dragon has lived a full life and is | |
| now in pain, and she deserves to die a noble death in combat. If you have | |
| properly interpreted the clues, you will also know that the world will be a | |
| poorer place without dragons in it, and you will have resolved to preserve the | |
| young breeding pair.</font></p> | |
| </p> | |
| All bottles found are healing | |
| potions.</font></p> | |
| </p> | |
| You don�t learn of your true | |
| Quest until halfway through the adventure! A successfully completed Quest | |
| consists of whupping the bad guys and exiting the treasure vault in the company | |
| of both baby dragons.</font></p> | |
| </p> | |
| NOTE-you need a blank disk for | |
| a saved game. The saved files are deleted when you resume the game, so if you | |
| want to preserve your saved place, make a copy of the Save disk.</font></p> | |
| </p> | |
| Let�s get started!</font></p> | |
| </p> | |
| (This walk-through will not | |
| give you every single move as I have done with the most difficult ones. Instead, | |
| here are general guidelines to follow.)</font></p> | |
| </p> | |
| You start on a beach. Board the | |
| ship and look around. When asked to pay, respond by saying QUAAL DRACIS. | |
| Remember that phrase!</font></p> | |
| </p> | |
| As you exit the ship look for a | |
| torch. As you proceed further, keep a sharp lookout for hidden passages� there | |
| are a lot of them! Also keep a lookout for hidden objects that can give you | |
| information about your Quest.</font></p> | |
| </p> | |
| When you reach the dusty plain | |
| above the beach, explore to the east first. There is no key for the first door | |
| you encounter, so you will have to break it down. Same for the large chest you | |
| find.</font></p> | |
| </p> | |
| By the time you leave the | |
| stronghold, you should have a good idea what Invictus is for, and should have | |
| found a lamp and a copper ring.</font></p> | |
| </p> | |
| After returning to the dusty | |
| plain, explore to the west. By the time you reach the cave entrance that is | |
| blocked by a light, you should have Invictus.</font></p> | |
| </p> | |
| Your magical password will get | |
| you into the cave, but it will put you in one of four different paths. Each | |
| winds up in a room blocked by a golden light which can be passed via the usual | |
| means in this adventure. Note that one of the four paths can rob you of your | |
| personal weapons if you are injured by the unicorn.</font></p> | |
| </p> | |
| The Last Dragon! By now you | |
| have learned to recognize that Vincingotrix is old and in pain, and is worthy of | |
| an honorable exit in combat. Ready Invictus and give it to her. After the Elf | |
| takes Invictus, remember to ready your usual weapon.</font></p> | |
| </p> | |
| Go west through the secret | |
| passage, and discover dragon eggs! Vincingotrix was not the Last Dragon after | |
| all! Watch them hatch, then say the words that reveal you as a friend.</font></p> | |
| </p> | |
| Now you have learned your true | |
| quest. Say the word, and be about your business!</font></p> | |
| </p> | |
| Stay on the trails as you | |
| traverse the woods, unless you want to spend a little time being lost. Proceed | |
| to the spot where you kill Kinth.</font></p> | |
| </p> | |
| First, explore to the east, and | |
| free Igraine, then return to Kinth and travel one move north.</font></p> | |
| </p> | |
| From here, explore the path to | |
| the west. Use your magic to free Woglinthe from the ice and Lisolet from the | |
| temple. Ishi gives you a warning: what does it mean? (You will find out!)</font></p> | |
| </p> | |
| Return to the main path and | |
| continue to Sauron�s stronghold. Explore the upper tower first.</font></p> | |
| </p> | |
| Sauron awaits beyond the bronze | |
| door in the lower level. You will find him a worthy adversary as he | |
| shape-changes several times and turns a companion against you before you defeat | |
| him. Remember that the whole purpose of this foray is to blood the pair of | |
| dragons, never forget that they both must survive lest the trip become | |
| meaningless.</font></p> | |
| </p> | |
| After you�ve killed Sauron, | |
| help yourself to the treasure in his vault. If the dragons are not with you at | |
| this point, summon them with the remaining magic word that you�ve found no use | |
| for. They must be with you as you exit back to the Main Hall.</font></p> | |
| I really love this Eamon. It�s one of my favorites. I hope | |
| you had a successful Quest!</font></p> | |
| <hr> | |
| </p> | |
| <h2><a name="The Mines of Moria"></a>Eamon #108 "The Mines of Moria"</font><br> | |
| Walkthrough by Jared Davis</font></h2> | |
| </p> | |
| </p> | |
| You start on a path | |
| south of the Main Hall. You can go back, but if you did, you might as well not | |
| have started at all! Go South, but not South again. There are quite a few | |
| instant death traps, and this is the first. Remember that this is Sam's first | |
| EAMON adventure. Early EAMON adventures had a lot.</font></p> | |
| </p> | |
| Go East. ARGH! A dead | |
| end? Come on? Let's take a closer LOOK! A door! OPEN it! Oh, you can't! EXAMINE | |
| the DOOR! Yes! READ the WRITING! SAY "MY FRIEND." Go East again!</font></p> | |
| </p> | |
| Get the Staff and | |
| Light it. Go East. Go South and LOOK. Get the Key. Go North and East. Here is a | |
| four-way intersection. To the north are some spiders. If you're aching for some | |
| stuff to kill, go ahead. But, other than that, there is nothing there. Go South. | |
| And South again! Okay, four orcs. Time to get your weapon!</font></p> | |
| </p> | |
| ATTACK the ORCs. If | |
| you're strong enough, you should come out with minimal damage. If not, make use | |
| of the HEAL spell. Go West. Okay, here is a SERGEANT, LIEUTENANT, and an ARCHER. | |
| Get the Orc-brew when you've finished them off. Yes, it's a healing potion. You | |
| can also take their weapons. You can sell them when you get back to the Main | |
| Hall.</font></p> | |
| </p> | |
| LOOK. Examine the | |
| desk. Open it. Get the key. Head back to the intersection. Go East twice. A gate | |
| and a crack. One of the keys you found will open it. (I'm not sure which one.) | |
| Go North a couple of times to meet a TROLL! Now to get some compadres! Go East | |
| and ATTACK the GUARDS. FREE the DWARF. It's Gimli! Go West twice to ATTACK some | |
| URUK HAI GUARDS. FREE the WIZARD. Ah, Gandalf! Head back to that crack.</font></p> | |
| </p> | |
| JUMP over the crack! | |
| Go East! To the south is an army of ants protecting a box. Kill them and ATTACK | |
| the BOX until it opens. (There may be a key, but I never found it, or used it | |
| for this purpose.) When the box shatters, OPEN it to GET some DIAMONDS. (No use | |
| in the game, but worth mucho dinero when you return to the Main Hall.) Go North | |
| and JUMP over the trap door! (If you go east, you fall in. But it's easy to get | |
| back out. Just go UP!)</font></p> | |
| </p> | |
| ATTACK the BAT. Go no | |
| further EAST, unless you want to die. Go North, and LOOK for a keyhole in the | |
| wall. INSERT the GOLD KEY and PULL the LEVER. I don't think Tolkien would've | |
| made an elevator, but it's okay. Go Down and East, and don't go south. It seems | |
| to be the pit from...upstairs? Go East and LOOK.</font></p> | |
| </p> | |
| Go East and ATTACK | |
| the BOA, RATTLER, and COBRA. Get the Mining Tools. Exit and go South. Go East | |
| and head to the south. Hmm, a noise. Maybe you oughta turn back....</font></p> | |
| </p> | |
| OR GO SOUTH TO MEET A | |
| DRAGON! ATTACK IT! ATTACK IT! ATTACK IT! Whew! You might survive if you're | |
| pretty strong! (Faints.)</font></p> | |
| </p> | |
| LOOK for the | |
| ARKENSTONE and GET ALL. (You can't move the dragon.) Head back to the s/e/w | |
| intersection. Go East and OPEN the GATE. Go North. ATTACK those LIZARDs! (In my | |
| game, I only had to kill two. Gimli and Gandalf finished off the last one. Go | |
| EAST and MINE. GET the GEMS. Go back West and go North. If you want, you can go | |
| East and MINE to uncover a giant worm. Only if you wanna kill something!</font></p> | |
| </p> | |
| LOOK. Go WEST. | |
| EXAMINE the PILLAR. Do you think something goes in that depression? It must be | |
| made be a dwarf, so it must be a dwarvish item. Hmm, what do you have that's | |
| dwarvish and only one piece? The ARKENSONE. INSERT it. READ the WORDS. (And you | |
| can get the Arkenstone back!) SAY NOW. Go West and LOOK. GET the KEY. OPEN the | |
| BOX to get DURIN'S AXE.</font></p> | |
| </p> | |
| If you want to wake | |
| Durin, play the sequel, "RETURN TO MORIA."</font></p> | |
| </p> | |
| Head back to the | |
| mines. Go North. MINE to go North. There is no turning back here. Be sure you've | |
| done everything above. Okay. Go East, East, and ATTACK the KRAKEN. Go Down and | |
| ATTACK the SHARK. (What is a shark doing in a subterranean river?) Go East, | |
| East, and DOWN. OPEN the GATE. Go East. To the north and south are orcs with | |
| names. No items. The same when you go East. Go East again.</font></p> | |
| </p> | |
| Once again, only | |
| enemies to the north and south. Go East twice. DON'T go south. It starts a path | |
| leading to a death trap. Go EAST. ATTACK the OLOG and URUK. GET the NECKLACE. Go | |
| West, and North. ATTACK the VAMPIRE. (Note: Vampires are part of Middle-earth! | |
| Read "Silmarillion!") Go North to meet an orc named CLUMSY. (Whenever I played, | |
| Clumsy became a companion.)</font></p> | |
| </p> | |
| Go East and ATTACK | |
| the ORC PATROLMAN. Go East and ATTACK HANK. Go East and ATTACK AZOG. GET | |
| SKULLCLEAVER and the bag of GOLD. Congratulations! You've just avenged Thror! | |
| Now you'll have to JUMP over the crack to the South. Continue South.</font></p> | |
| </p> | |
| Go East onto the | |
| Bridge of Khazad-dum. A Balrog!</font></p> | |
| </p> | |
| Let me tell you right | |
| now, there is no point in trying to kill him. Remember the book? Or that movie | |
| from 2001? BLAST the BALROG! The bridge collapses and the Balrog goes bye-bye! | |
| Continue East twice out of Moria. Go North and climb Down. Go East.</font></p> | |
| </p> | |
| Try to OPEN the GATE. | |
| No good. What does it mean "It will open when you approach?" Go East. Oof! Can't | |
| do that? Maybe a word can open it! But what? What have you had since the | |
| beginning? No, it's not your weapons! READ the LETTER. SAY ELBERETH. Go East.</font></p> | |
| </p> | |
| Welcome to Lothlorien. | |
| You can go North to a tavern, but there's nothing but an interesting room | |
| description. You can't get the drink they give you. Go South (twice from the | |
| tavern) to meet an elf who wants to exchange gifts. Sounds good. Now, how do you | |
| exchange? What's another word for exchange? No, it's not GIVE! (Won't do you any | |
| good anyway.) The word is TRADE! TRADE with him for PURE LEMBAS and a WOODEN | |
| CARVING. GET ALL of them. Now go North and East.</font></p> | |
| </p> | |
| Hey, Galadriel! She | |
| must be the person you GIVE the LETTER to! So, GIVE the LETTER TO GALADRIEL! She | |
| sends you back to the Main Hall.</font></p> | |
| <hr> | |
| <h2> | |
| <a name="The Forest of Fear"></a>Eamon #109 "The Forest of | |
| Fear"<br> | |
| Walkthrough by Jared Davis</font></h2> | |
| </p> | |
| <br> | |
| Head on East into the forest. Hmm, singing | |
| to the East? Go on! Uh-oh, a battle! Two orc patrolmen and two wargs! Attack 'em. | |
| Get their weapons if you wish. They will sell for cash back in the Main Hall. Go | |
| on East. More sounds to the East? Go on East again and climb Up the trees. Ah, | |
| you meet Legolas! He's a new companion, armed with a bow and arrows. I might as | |
| well tell you now, you CANNOT heal your companions. Go ahead Down out of the | |
| tree. Go South.</font></p> | |
| </p> | |
| Go East and South until you run into some | |
| spiders. Attack them and head South to fight some more. Get their hoarde of | |
| treasure. Go South again to run into a bear! Attack it and do a quick look. Get | |
| the ring. Go all the way back to where you were at the beginning of the | |
| paragraph. (It's easy, go North until you can go no further, then go West.)</font></p> | |
| </p> | |
| Let's head West! We're combing Mirkwood! | |
| Go West until you meet the Biker Scout. (Hmm, "Lucas is gonna owe me overtime | |
| for this screw-up?" I'm not familiar with Star Wars, so I wouldn't know.) Go | |
| West and South. Go East until you can go South. You will meet Treebeard, quite a | |
| good companion. Get the ent-draught. Comb to the East.</font></p> | |
| </p> | |
| Go South into the lake to attack a Kraken. | |
| Go East to fight more Spiders. Go South.</font></p> | |
| </p> | |
| Attack the spider. Comb to the west, | |
| attacking any enemies along the way. When you've gone as far as you can, go | |
| South twice to cross the bridge. Head South a couple of times to fight some | |
| Wargs. After beating them, head North twice. Comb to the East, attacking all | |
| enemies along the way. When you've gone as far as you can, go West and Up.</font></p> | |
| </p> | |
| Attack the Fell Beasts. Go Down and East. | |
| Go South twice to meet a dragon. Attack it. (You have to beat it.) Go South and | |
| you will be outside Dol Guldur.</font></p> | |
| </p> | |
| Go South and attack Draugluin. Go West | |
| into Dol Guldur. The door locks behind you. Look for a torch and light it. Go | |
| West into the hallway.</font></p> | |
| </p> | |
| Go Up the stairs. Attack the bat swarm. Go | |
| North and Up. Attack the wight. Get the chest (you don't have the key yet) and | |
| go Down and South twice. Go Up and attack the wight. Get the chest. Look and | |
| read the writing on the wall. Go Down and North. Go back Down the stairs.</font></p> | |
| </p> | |
| Go East to the entrance. Go North and West | |
| and attack some orcs! Go West and attack some Uruks. Free the warg pack to fight | |
| them. Head back to the entrance and go South. Go as far West as you can. Go back | |
| East and look for a key. Go West and look for a passage Down. Go that way.</font></p> | |
| </p> | |
| Follow the tunnel to some stairs and go | |
| Down. Go West and attack the enemies. Go West twice to find...</font></p> | |
| </p> | |
| ...The Lord of the Nazgul, the Black | |
| Captain. Attack him. After he's dead, get everything, but do NOT eat the magic | |
| food. It is poison. Head back to the intersection and go South twice and attack | |
| the troll. There is only one cell to visit, and that is the one to the west. | |
| Attack the guard. Get the whip and key. Head back the four-way intersection. | |
| (E/N/N)</font></p> | |
| </p> | |
| Open the gate and go North twice and kill | |
| the slaver. Head north and fight the guard. Get the chain and free the ranger, | |
| who is Aragorn. Head ALL the way back to Dol Guldur's entrance. Open the door.</font></p> | |
| </p> | |
| Wait! Remember those chests you got | |
| upstairs? Open them and get everything inside of them. (And them as well. If the | |
| key doesn't work, drop the chests and attack them until they shatter.) Head East | |
| out of Dol Guldur. Head South twice.</font></p> | |
| </p> | |
| Before leaving, loot the cave to the East. | |
| Then leave the cave and go South.</font></p> | |
| Congratulations!</font></p> | |
| <hr> | |
| <h2></h2> | |
| <h2><a name="Thrors Ring"></a>Eamon #114 "Thror's | |
| Ring"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| <br> | |
| First, for those who want to solve it themselves, here are | |
| some hints:</font></p> | |
| </p> | |
| This Eamon makes full use of the "embedded" type of | |
| artifacts that are mentioned only in the room descriptions. It also "nests" | |
| some embedded artifacts; these are not mentioned in the room descriptions but | |
| only in the descriptions of other artifacts. For example, there is a lamp in | |
| the Southron camp in the glen near the start. You will do well to learn how to | |
| work through the descriptions and find that lamp; it's the key to how this Eamon | |
| works.</font></p> | |
| </p> | |
| There's no HEAL command and the Miruvor won't go real far, | |
| so go easy on it. POWER is good for getting you out of serious trouble and has | |
| no downside, but it won't last long either.</font></p> | |
| </p> | |
| There are several traps and such in there, but there are | |
| warnings, so watch for them in the room descriptions. Eventually you'll have to | |
| brave most of them to find the key to the Quest, but with just a bit of luck | |
| you'll carry through all right.</font></p> | |
| </p> | |
| You NEED your companions. Each has special abilities that | |
| you lack. Take good care of them, and they'll take good care of you. The | |
| Miruvor and Power spell are meant for the good of all, not just you.</font></p> | |
| </p> | |
| As noted in the BUILDER'S NOTES, the doors are not "real" | |
| artifacts, but they work just like real ones.</font></p> | |
| </p> | |
| A very early SAVE is a good idea. If you get in serious | |
| trouble, it's a lot quicker to restart a saved game than to start from scratch.</font></p> | |
| ______________________</font></p> | |
| </p> | |
| Let's begin the Walk-through:</font></p> | |
| </p> | |
| In case you didn't get it, the Quest's object is to recover | |
| a magical ring of great power from an abandoned underground stronghold that is | |
| now overrun with every type of Evil.</font></p> | |
| </p> | |
| This walk-through doesn't hit on everything in the dungeon | |
| but concentrates on the shortest path to success. There are alternate paths, | |
| and there's a lot to see and do in rooms that are not or only briefly mentioned.</font></p> | |
| </p> | |
| First, note well what you're told by the Lady in the | |
| introduction. She's given you a healing potion, and somehow enhanced your POWER | |
| spell, but it will now work just five times.</font></p> | |
| </p> | |
| Once the adventure starts, check out the command list. No | |
| HEAL spell! Try the INFO command. Note the other new commands, and examine the | |
| Miruvor to find out how many doses it contains.</font></p> | |
| </p> | |
| Begin the journey. Go North into the glen and kill the | |
| Southrons. Examine the camp. The camp's description mentions a tent, so let's | |
| examine that too. The tent is real! Open it. A lamp! Get it.</font></p> | |
| </p> | |
| Proceed West to the Dimrill Dale. The Mirromere is pretty, | |
| but that's all. Go North. Oops, you can see in the distance that the main gate | |
| is heavily guarded. Let's look around for another entrance. Go back South.</font></p> | |
| </p> | |
| An unguarded side door! That's more like it. Go West and | |
| enter here. Dispatch the Uruks. Grab the torch and light your lamp. Head | |
| North, then cross the bridge.</font></p> | |
| </p> | |
| (If you try foolish things such as stepping off into the | |
| chasm, or try paths that look "most unwise" like the path north of the gate, | |
| your companions will usually save you. The more times you risk death, the less | |
| the chance of surviving such actions, but odds are good that you'll make it to | |
| the end.)</font></p> | |
| </p> | |
| Nothing on the west side worth noting. Head on West up the | |
| stair. Try North from the top of the stair. Nope, no good. How about South? | |
| No good either. West it is.</font></p> | |
| </p> | |
| North and South from the next room are also dead ends, so | |
| it's West down the passage some more.</font></p> | |
| </p> | |
| (If you're exploring as you go, be sure to keep your | |
| companions healthy, or at least alive with the Miruvor. Besides their | |
| considerable fighting prowess, their presence will greatly ease certain aspects | |
| of play. In a real pinch, resurrect them with the POWER spell.)</font></p> | |
| </p> | |
| North was definitely a bad idea! How about South? A | |
| chest! Examine it. Read the runes. Hmm, whatever is in there sounds like a | |
| magical weapon, so let's get it. It's locked! There must be a key somewhere, | |
| so let's move on down the passage and look around some more.</font></p> | |
| </p> | |
| Next down the passage is a south room covered with | |
| carvings. Better EXAMINE CARVINGS; such relief could cover...a secret passage! | |
| Head South! Oops, a cave troll! Kill him. Let's postpone further exploration | |
| from here for now and go back North through the carvings again, and go West down | |
| the passage.</font></p> | |
| </p> | |
| Hmm, the stonework isn't so good here. A secret passage? | |
| EXAMINE CRACKS. Yes! Go South. A hidden armory! What, more poor stonework? | |
| Go West into the twice-hidden armory. A look around just reveals an old steel | |
| mail shirt. What's the big deal here? There's something else to notice about | |
| this room-- it doesn't list any room exits. Try going West.</font></p> | |
| </p> | |
| You find a mail shirt made from mithril, a metal both | |
| wondrously light and strong. Examine the medallion and read the runes. Dragon | |
| fire? A magical shirt! Get the shirt and wear it.</font></p> | |
| </p> | |
| But wait, wasn't there more here? Examine the bones. | |
| Keys! Get the key ring, and head back to the chest. Open the chest, get | |
| Yrchost, and ready it.</font></p> | |
| </p> | |
| OK, we're loaded for bear now. Head back West through that | |
| door by the cracks. Take a look north and south. Nothing south, but an odd | |
| hole in the floor to the north. Head on west out of the chamber. Open the W | |
| DOOR and continue West. Check out the Chamber. Another hole! Continue West. | |
| Yrchost glows! A warning?</font></p> | |
| </p> | |
| Boy, that door sure looks dangerous. It turns out, | |
| however, that you can't progress further until you go through it. Go West | |
| through the door.</font></p> | |
| </p> | |
| YOW! This is no place to be! Wait a minute, what's that | |
| on the floor there? Grab the hook! The fighting won't last long at these odds, | |
| so invoke the POWER spell!</font></p> | |
| </p> | |
| Hnh. That wasn't so bad. Let's go try out that hook on | |
| those holes. The command is PUT HOOK IN HOLE. The one in chamber two doesn't | |
| pan out. Back to the first chamber. A stair! Down we go, all the way to the | |
| bottom.</font></p> | |
| </p> | |
| Proceed to the first intersection. Avoid any direction | |
| that refers to a "maze of tunnels"; it's not kidding. The maze is rather large | |
| and quite pointless. Go West twice, then North twice. Yrchost glows!</font></p> | |
| </p> | |
| A dragon! Looks like time to earn your pay. Make sure | |
| that you're in pretty good health, wearing the mithril shirt and have Yrchost | |
| readied, and go East through the door.</font></p> | |
| </p> | |
| Attack Mograf! If you're swinging Yrchost and have Galehir | |
| at your side, the battle should be a short one. Darn, the stupid dragon fell on | |
| his hoard. Oh, well. EXAMINE HOARD and get the good stuff.</font></p> | |
| </p> | |
| Time to head for home. If you're inclined to check the | |
| other rooms, there's a huge mithril ingot and a hand-barrow down in the mines, | |
| too. Then head back up the stairs.</font></p> | |
| </p> | |
| Oh, no, someone has closed and locked the east door! We'll | |
| have to find another exit. Go West and take that south exit we skipped earlier.</font></p> | |
| </p> | |
| Go South through the Records Chamber, then East as far as | |
| you can. Another locked gate. Go back West once, then North. The Defaced | |
| Room! Go North through the wall.</font></p> | |
| </p> | |
| Now we're on the other side of that locked door. Retrace | |
| your steps back to the beginning, and return to Forest Lothlorien. You've won!</font></p> | |
| <hr> | |
| <h2><a name="The Ring of Doom"></a>Eamon #115 "The Ring of Doom"<br> | |
| Walkthrough by Jared Davis</font></h2> | |
| You start in Ithilien. Check the | |
| vocabulary. Uh-oh! No SAVE! This means if you die, you'll have to resurrect your | |
| character in the Main Hall and start at the beginning. Now check your inventory. | |
| Shards of a sword called Narsil that can be reforged...somewhere, the One Ring, | |
| some Lembas (Healing item), a flask (for what?), your weapon(s) and gold pieces. | |
| Okay, let's get started.</font></p> | |
| </p> | |
| Go South a couple times to meet Gollum. He | |
| should become a companion. Try to keep him alive. Now, LOOK around. A secret | |
| passage west! Let's go!</font></p> | |
| </p> | |
| Cool, a secret cave! Let's go through the | |
| door. Okay, now that you've met the Rangers of Ithilien, they want you to meet | |
| their leader. Go UP the stairs. Faramir should join you. Go back to Gollum's | |
| Pool. Now South.</font></p> | |
| </p> | |
| A couple of Haradan scouts. Well, let's | |
| get busy! ATTack the HARADAN SCOUTs. They should die quickly if you and weapon | |
| are good enough. Get their weapons if you want. You can sell them when you get | |
| back to the Main Hall. Continue South. When you meet more enemies, ATTack them, | |
| too. When they are dead, LOOK for a passage East.</font></p> | |
| </p> | |
| But is there anything to the south? Yes! A | |
| Mumak, who, even if you have a "super weapon," takes a bit to kill, and some | |
| more Haradan Warriors. They will drop nice items when dead. You can go south | |
| once from there, but any further will take you into the desert, where you die.</font></p> | |
| </p> | |
| Anyhow, now for the passage East. Go East, | |
| South, and UP the stairs. Now go further UP. Go South. The entrance to Cirith | |
| Ungol is to the East. Let's go!</font></p> | |
| </p> | |
| Ooh, kind of dark. Do you have a torch? | |
| No? Neither do I. Head back west, and do another Inventory. What IS that flask | |
| for, anyway? EXAMINE it.</font></p> | |
| </p> | |
| "YOU SEE A FLASK CONTAINING A SHINY | |
| LIQUID. IT IS SAID TO POSSESS PART OF A STAR WITHIN IT. WRITTEN WITH GOLD | |
| LETTERS UPON IT ARE THE WORDS 'GITHONEIL A ELBERETH' AND THEN THE WORDS 'AIYA | |
| ELENION ANCALIMA.'"</font></p> | |
| </p> | |
| Say "GITHONEIL A ELBERETH." Yes! A light | |
| source! Now go in. Go East to where two Uruk sentries wait. ATTack them. Go | |
| East. </font></p> | |
| </p> | |
| Four way intersection. Go South to meet | |
| Sam, who has a friend he has to rescue from "that tower!" He's a great | |
| companion. You can go North a couple times to a storage room, but all that's | |
| there is some junk, a secret passage east when you look, and in there is garbage | |
| and some empty chests. Oh, and a LOOK around reveals some gold. Worth money at | |
| the end, and it's worth it. Go back to the intersection and continue East.</font></p> | |
| </p> | |
| ATTack the SERGEANT and the ORCS. Go | |
| North, East, South. Hmm, South leads to a giant spider named Shelob. Kill her. | |
| Go North, then East.</font></p> | |
| </p> | |
| A blocked tunnel? You sure? LOOK! Go UP.</font></p> | |
| </p> | |
| Now go East, to run into a BIG battle. | |
| ATTack Gorbag, then the Orcs. GET ALL. Go East, East, Down, North, ATTack the | |
| PATROL.</font></p> | |
| </p> | |
| Go W, say "AIYA ELENION ANCALIMA." Go W, | |
| W, ATTack the Guards. Go N and ATTack all the enemies there. GET ALL. Go South, | |
| then UP.</font></p> | |
| </p> | |
| ATTack the ORCs. LOOK. Go South. REFORGE | |
| NARSIL! GET ANDURIL! Go North, North, Up, ATTack the Lieutenant and the ORCs. Go | |
| South. Go Up. ATTack the ORCS. It is likely some of your companions will be | |
| killed. LOOK and go UP. ATTack SHAGRAT. FREE the HOBBIT. Here's Frodo! Backtrack | |
| out of the Tower.</font></p> | |
| </p> | |
| Uh-oh! The Watchers won't let you leave! | |
| Repeat "AIYA ELENION ANCALIMA." Go East, East, North, North, ATTack the TROLLs. | |
| Go WEST, North, Up, ATTack the Nazgul.</font></p> | |
| </p> | |
| Go Up, East, South, South, West, North. | |
| ATTack the Witch King. Get his crown. Go Up. Gollum bites off your finger and | |
| grabs the Ring. He falls in the Crack of Doom! The Ring is destroyed! You | |
| mission is over! You are returned to the Main Hall.</font></p> | |
| </p> | |
| There's more Nazgul and some Variags to | |
| battle, but I side-stepped those.</font></p> | |
| <hr> | |
| </p> | |
| <h2><a name="The Iron Prison"> | |
| </a>Eamon #116 "The Iron Prison"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| Your mission is to enter | |
| Angband, the stronghold of the evil Morgoth, and recover the blessed silmarils | |
| for the Valar.</font></p> | |
| </p> | |
| For those of you who want to | |
| try it on your own, there aren�t a lot of hints to give for this Eamon. It is | |
| very hard because of the many traps and strong enemies you will encounter. This | |
| Eamon dates from a time when Sam believed that any good Eamon will kill the | |
| player several times before he wins through to the end. The theory was that, as | |
| you got killed, next play you would know to avoid that room or that trap.</font></p> | |
| </p> | |
| (Historical note: as I recall, | |
| the original version of this Eamon was literally impossible, with many bad-guy | |
| Hardiness ratings in the mid to high hundreds, and I knocked a zero off most of | |
| these ratings for the EAG release. Arguably, the difficulty could have been | |
| dropped to perhaps (8) at that time.)</font></p> | |
| </p> | |
| Actually, it isn�t all that | |
| difficult if you use a moderately strong character with some good weapons (like | |
| Fresh Sam) and line up your friends early on. But if you intend to play it | |
| without the benefit of this walk-through, you can expect to be killed out a | |
| minimum of two or three times and perhaps many more. There is no SAVE! Keep a | |
| good map so you can remember what rooms to avoid!</font></p> | |
| </p> | |
| Here is my only true hint: be | |
| on the lookout for a magic stone. It will be well-hidden, but it is the key to | |
| easy victory over Morgoth.</font></p> | |
| </p> | |
| Let�s get started!</font></p> | |
| </p> | |
| This walk-through pretty much | |
| hits every room that offers a reward not too far out of line with the associated | |
| combat difficulty. It avoids the death traps and the side trips that offer | |
| high-risk combat for little reward.</font></p> | |
| </p> | |
| First off, let�s enter a bogus | |
| command such as �X� to see the command list. There are two new commands, THROW | |
| and PULL. And SAVE is missing! Let�s be careful out there.</font></p> | |
| </p> | |
| Go N, then W, then U twice, | |
| then E, then U again, and meet the Great Eagles. They are friends, and are very | |
| good company in a fight.</font></p> | |
| </p> | |
| Return D, then go E, then N, | |
| and kill the white dragon. LOOK, and GET the white crystals.</font></p> | |
| </p> | |
| Return S. then go D. Kill the | |
| blue dragon. LOOK, and GET the blue crystals.</font></p> | |
| </p> | |
| Continue D, and kill Celegorm. | |
| I played this several times for this walk-through, and Huan was always friendly. | |
| GET Angrist (4D4) and the Miruvor.</font></p> | |
| </p> | |
| Go W, then N to the stronghold. | |
| Kill Carcharoth. Be sure to GET the torch. If you continue N, you will quickly | |
| find the first death trap, a pit. Instead, LOOK around and find a lever. PULL | |
| the lever. Oops, you�re trapped, but now the way is safe.</font></p> | |
| </p> | |
| Go N. It�s dark! LIGHT the | |
| torch. Continue N twice more, and kill the guards. Then go N once more to the | |
| 4-way intersection.</font></p> | |
| </p> | |
| The iron doors block the way | |
| north, so go W, and kill the vampire. GET the ring and the iron key, and return | |
| E.</font></p> | |
| </p> | |
| OPEN the doors. Go N, then D, | |
| then N, and meet Luthien.</font></p> | |
| </p> | |
| Go W, then N. OPEN the bag, | |
| then GET ALL. Return S and E. (If you go S instead of E, you find the second | |
| death trap, a 1000-orc army!)</font></p> | |
| </p> | |
| Continue further E, then S, and | |
| meet Super Orc. (I don�t know what he�s doing here, as he is totally out of | |
| place in this deadly-serious Tolkein outing, That�s not Sam�s normal style. But | |
| he is another friendly companion. Note: you�ll want to be careful when attacking | |
| orcs with Super Orc along. If you type ATTACK ORC, and they have all been | |
| killed, then ol� Supe gets the hit!)</font></p> | |
| </p> | |
| Return N, then W to the 4-way | |
| intersection. Go N twice and kill some orcs.</font></p> | |
| </p> | |
| Continue N twice, and kill the | |
| balrog. Get the steel key and Demonflame (2D10).</font></p> | |
| Return S, then go E, then N, | |
| and kill the troll. Attack the chest several times until it shatters; open it | |
| and get the jewelry.</font></p> | |
| </p> | |
| Return S. Open the steel doors, | |
| then continue S and kill the troll. Ignore the rocks. LOOK and discover a secret | |
| passage down. Go D, then S and get the lamp. Then go E, kill another troll and | |
| get the gold ore. Return W, then S, kill more trolls and get the gold nuggets. | |
| LOOK and find a secret passage to the south.</font></p> | |
| </p> | |
| Go S and LOOK, and get the | |
| mithril. That�s it. Now return N, N, N, U, N, W to the four-way passage.</font></p> | |
| </p> | |
| Continue W. LOOK, and find a | |
| secret passage to the north. Go N to a storage room. LOOK again, and find a | |
| secret passage down. Go D and kill the troll and orcs. GET the diamonds.</font></p> | |
| </p> | |
| LOOK and find another secret | |
| passage down. Go D, then N, and kill the orcs. Continue N, then go E and kill | |
| more orcs. GET the strange brew, a healing potion. LOOK. READ the sign. | |
| Balrogs! We�ll pass that one by.</font></p> | |
| </p> | |
| Return W, then go N twice, and | |
| kill the sentries. LOOK, and GET the black key. OPEN the gate.</font></p> | |
| </p> | |
| Go N though the gate. LOOK | |
| around and find a lever. PULL the lever. LOOK again, and find a secret passage | |
| down.</font></p> | |
| </p> | |
| Go D, then N, then W. Kill the | |
| slaver, and free the chained man. (He is Beren, a very important character in | |
| the story.) LOOK around. EXAMINE the corpse. Hmm. EXAMINE the skull. Aha. OPEN | |
| the skull. GET the magic stone!</font></p> | |
| </p> | |
| Return E, then continue E, and | |
| kill Gothmog. Get the key he drops, and Bloodfang (3D8).</font></p> | |
| </p> | |
| Return W to the tunnel, then go | |
| N, then E, and kill Thuringwethil. Get the gold key and the cloak.</font></p> | |
| </p> | |
| Return W to the tunnel, then | |
| continue W into the other room, and GET the chained lizard. Don�t free it. | |
| (Strangely, the lizard is a pretty good treasure.)</font></p> | |
| </p> | |
| Return E to the tunnel, then go | |
| N twice to the stone door, and OPEN it. Go W into the room with the bubbling | |
| stuff. (It has no use that I know of.) LOOK and find a secret passage down. | |
| </font> </p> | |
| </p> | |
| Go D and kill the breeder. | |
| LOOK, and get the key. Examine the oak boxes, then OPEN them, and GET the | |
| potion. </font> </p> | |
| </p> | |
| Return U and E. Then continue N | |
| and kill the sentries.</font></p> | |
| </p> | |
| OPEN the gate and go N. (There | |
| is some very good treasure to E and W, but you have to fight some big dragons | |
| for it. Feel free to take them on, if you�re up for it.)</font></p> | |
| </p> | |
| Go N again, and kill the balrog. | |
| LOOK and find a secret passage north.</font></p> | |
| </p> | |
| Go N twice, and kill Sauron.</font></p> | |
| </p> | |
| Go N again. You meet Morgoth! | |
| THROW MAGIC STONE. (You must use that exact command, or it doesn�t work.)</font></p> | |
| </p> | |
| Morgoth dies! The Valar arrive! | |
| You win! If you got the mithril, your reward is Druinval, a quite valuable 4D8 | |
| magic sword that you were already carrying if you were using Fresh Sam.</font></p> | |
| </p> | |
| See, it really isn�t that bad | |
| if you manage to miss the Bad Stuff. There is one other death trap involving | |
| poison darts that we avoided.</font></p> | |
| <hr> | |
| <h2><a name="Orb of My Life"> | |
| </a>Eamon #120 "Orb of My Life"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| This is one of the "Life Orb" | |
| Eamons from the contest that the NEUC ran way back when. Your mission is to | |
| recover Sagonne's life orb.</font></p> | |
| </p> | |
| Like many of John's Eamons, | |
| this one is both very simple and very complex, and I don't really have any | |
| suggestions to offer, except one. If you are playing the DOS 3.3 version, you | |
| might want to go in before starting and make sure that line 29050 in the MAIN | |
| PGM has been deleted. With this line deleted, you can restart a saved game more | |
| than just once.</font></p> | |
| </p> | |
| Oh, and be sure to bring an | |
| industrial-strength magic weapon along!</font></p> | |
| </p> | |
| I should probably add that you | |
| will want to read the descriptions most carefully. This Eamon doesn't have a | |
| very involved plot, but it relies heavily on hidden and embedded artifacts, and | |
| there are clues about things like avoiding death traps and how to do away with | |
| powerful enemies.</font></p> | |
| </p> | |
| Let's get started!</font></p> | |
| </p> | |
| First thing, examine the bed. | |
| Sagonne lives pretty good, huh. Examine Sagonne himself. A letter! Read it. OK, | |
| we now know that two important spells exist.</font></p> | |
| </p> | |
| Take a LOOK around. A secret | |
| passage! Go E. This is a library, so let's try EXAMINE BOOK. Found one! READ | |
| BOOK. Hmm. It looks like we'll need something that can "bend light and space" to | |
| fix the problem.</font></p> | |
| </p> | |
| We're done here. Go W, then S. | |
| READ SIGN. That might well be a "sign" that the woods are a death trap. We'll | |
| keep that in mind.</font></p> | |
| </p> | |
| Go D into the temple, then N. | |
| Fight the Priest (why are priests always bad guys in Eamons?) LOOK around, then | |
| GET the plate & cross.</font></p> | |
| </p> | |
| Go W, then LOOK. A secret door! | |
| Go W, then GET the idol. Return E to the pulpit.</font></p> | |
| </p> | |
| Go E, then E again. LOOK. | |
| Another book! GET it and READ it. Aw, it's just a treasure.</font></p> | |
| </p> | |
| Go E three times. Kill the high | |
| priest. GET and READ the Holy Book of the Slo-Ven. Hmm, that might be useful | |
| information.</font></p> | |
| </p> | |
| LOOK. A note! GET and READ the | |
| parchment. This word "ROVATHA" just might come in handy. Go back W, then N. Skip | |
| the door to the north that goes outside. At best it just wastes your time, and | |
| at worst you die (remember the sign?)</font></p> | |
| </p> | |
| Go E. Kill the serpent and get | |
| the ruby, then go E into the fountain. That deep part looks promising; let's try | |
| going D.</font></p> | |
| </p> | |
| Looks good. Go N twice. LOOK | |
| around. OPEN the box, then GET the orb.</font></p> | |
| </p> | |
| Go E twice. Kill Broglia, then | |
| get the key and chest. LOOK around. A prisoner! Free the bound Centurian (sic). | |
| A "Guilded Might" warrior. He might be useful.</font></p> | |
| </p> | |
| Go back W twice., then go U to | |
| the surface. EXAMINE the log and GET the Key of Isk.</font></p> | |
| </p> | |
| Go W. Kill the pike, then go W | |
| twice more. Heed the description's advice and don't go under the bridge. Go N | |
| onto the beach.</font></p> | |
| </p> | |
| Go W, then N, then W, then N. | |
| Free Harold. Go back S and E. Go E down the tunnel.</font></p> | |
| </p> | |
| A gate of light! Open it. Ow! | |
| that didn't work. Try LOOK. Wait a minute-- the blind priest walked right | |
| through! Let's try something different. CLOSE your EYES and try going NE. No | |
| resistance...OPEN EYES. It worked!</font></p> | |
| </p> | |
| Go S, then E. Kill the | |
| falconer. GET the PERCH. LOOK around. those shelves look interesting; EXAMINE | |
| SHELVES. A secret passage! GO S, then E. LOOK. EXAMINE the TABLE. GET the TARP. | |
| Sheesh, stuff everywhere you look! OPEN the CRATE. Whoa, a Cloak of Levitation! | |
| OPEN the GOLDEN BOX. GET the cloak, ring, and key. Go back W, N, W, N.</font></p> | |
| </p> | |
| EXAMINE the BLUE PAINTINGS. Go | |
| NE , then EXAMINE the other BLUE PAINTINGS. They seem to suggest that a demon | |
| can be destroyed with the BLAST command; let's keep that in mind. Go NE, then W. | |
| Nothing here. Go back E, then go E twice more. Blinded! Try going E again. LOOK, | |
| and GET the staff. Go back W three times to the intersection.</font></p> | |
| </p> | |
| Go S. You've found Sagonne's | |
| friend, Tolor! EXAMINE the CRYSTAL BALL. Hmm, a vortex of some kind is causing | |
| the trouble. EXAMINE the bear-skin rug. A note! READ the PAPER. It says VORAKA | |
| MEDE and ERADA VALA. Can these be the two magic spells we need? (NOTE: these | |
| magic words change with every game, but I'll list the words I saw for you to | |
| cross-reference with the words you see.)</font></p> | |
| </p> | |
| EXAMINE the FIREPLACE, and go | |
| S. LOOK. GET the Jaded Talisman and the globe. WEAR the Jaded Talisman. EXAMINE | |
| that globe. Hmm, it seems to be saying that it won't support weight. Could your | |
| Cloak of Levitation be the 'Cloak of Tolor' the globe mentions?</font></p> | |
| </p> | |
| We're not through here yet. | |
| Let's try reading the symbols on the walls. OK, this looks like some very | |
| important information! We've got the Staff of Light, we're wearing the Jaded | |
| Talisman, and we have a Guilded Might warrior along. And we know where to find a | |
| bright light!</font></p> | |
| </p> | |
| Go back N, then go E into the | |
| magic study. LOOK. READ the BOOK OF TOLOR. You see the word ZABATA.</font></p> | |
| </p> | |
| Let's go see if we can get | |
| something happening back at the bright room. Go W, N, E, E. CLOSE your eyes, and | |
| SAY ZABATA.</font></p> | |
| </p> | |
| Well. THAT got results. (This | |
| might be a good place for a SAVE.) Now is the time to WEAR CLOAK OF LEVITATION | |
| (even if you did it earlier, do it again now.) Go N. Whew, this isn't much of a | |
| bridge, is it? Go N again.</font></p> | |
| </p> | |
| The Demon depicted in the | |
| painting! You'll find that he is VERY tough to kill, but the paintings gave the | |
| clue-- BLAST DEMON. He crumbles to dust!</font></p> | |
| </p> | |
| Go N, then W, then SW, then S, | |
| where you meet the Siren Witch. It looks like she may be some real help, so | |
| let's find her scream for her.</font></p> | |
| </p> | |
| Go N, then W. Uh-oh, these | |
| giants will be more than you can handle. But as the description says, this is a | |
| dream land, and these are dream giants. OPEN EYES. They disappear! But CLOSE | |
| your eyes again real quick; this insanity business looks bad.</font></p> | |
| Continue W twice more. Kill the | |
| Prince of Darkness. Be about it smartly, because he will call up companions. GET | |
| the cloak. Hey, this cloak appears to affect dimensional boundaries. This could | |
| be the gizmo described in Sagonne's book!</font></p> | |
| </p> | |
| Go back E, then go S three | |
| times. Go SW and meet Tobias, Lord of Poverty. That might be a clue; GIVE him | |
| 100 GP and see if you can buy him off.</font></p> | |
| </p> | |
| Go W twice, and meet the | |
| elders. They don't seem to like you much. Take a LOOK around-- a wooden box!</font></p> | |
| </p> | |
| Here you have two options. If | |
| you have the Emerald Key of Isk, you can trade for it. If Hero is with you, you | |
| can use the ROVATHA command and he will fetch the box for you.</font></p> | |
| </p> | |
| Let's see what we've got here. | |
| OPEN WOODEN BOX. Yeek! CLOSE WOODEN BOX! Let's go find the hag! Go E, E, NE, NE, | |
| SE, N, E, E, S. GIVE the WOODEN BOX to the SIREN WITCH. She gave you something; | |
| do an INVENTORY to find out what it was. The Jewel of REOME! EXAMINE it. Our | |
| ticket home?</font></p> | |
| </p> | |
| OK, let's see if we can end | |
| this. Go N, W, W, S, S, SW, W, W and return to the clearing.</font></p> | |
| </p> | |
| Now it gets hairy. Ready your | |
| best magic weapon. WEAR the CLOAK OF DARKNESS. It makes you invisible, but at a | |
| price. You will gradually weaken. Watch for injury messages to yourself and HEAL | |
| at the first sign.</font></p> | |
| </p> | |
| Go W. You encounter two very | |
| heavy bad guys, but your invisibility allows you to let your companions enjoy | |
| their attentions. Somewhere along the line they will summon an ally or two, so | |
| get to work and slay them!</font></p> | |
| </p> | |
| Go N. The ORB!!! Darrk Ness | |
| thinks he's got you beaten by that force-field, but he doesn't realize that the | |
| Cloak of Darkness allows you to bend dimensional obstacles. GET the ORB!</font></p> | |
| </p> | |
| That got his attention. You've | |
| got to kill him before you move on, as the programming tends to get squirrely if | |
| you don't do so. Once he's dead, SAY VORAKA MEDE (remember, your magic words may | |
| be different.)</font></p> | |
| </p> | |
| Whoa. The vortex! DROP the | |
| Cloak of Darkness. SAY ERADA VALA. The dimensional hole is repaired!</font></p> | |
| </p> | |
| But there are no exits from here. Well, the hag gave you | |
| the Jewel of Reome; let's try SAY REOME. It worked. Go any direction. You've | |
| won!</font></p> | |
| <hr> | |
| <h2> | |
| <a name="Assault on Dolni Keep"></a>Eamon #124 "Assault on | |
| Dolni Keep"</font><br> | |
| Walkthrough by Jared Davis</font></h2> | |
| </p> | |
| <br> | |
| Although this can be one of the hardest | |
| EAMON adventures out there, when I finally solved it, I realized how simple it | |
| was! Obviously the true mark of a great EAMON adventure!</font></p></p> | |
| </p> | |
| Oh, and this is ONE way to finish, not | |
| necessarily the best. Probably the best is the one where you get rescued. | |
| However, I took so long finding THIS way to finish, I'm not even going to | |
| bother!</font></p> | |
| </p> | |
| Now for the solution...</font></p> | |
| </p> | |
| Go east. There is no way I know of to keep | |
| Gorim from falling or getting the tinder, flint, or torch from him. But it | |
| doesn't matter. Climb down and meet with Gorim. Head north until you reach the | |
| Keep Wall. Then head east twice. You can scale the wall! So go up.</font></p> | |
| </p> | |
| Attack the orc sentry. Go west. Hm, | |
| Galehir is very good with a bow. Continue west to the grate and go down. | |
| Clinging onto the grate, go east to the riverbank. See, you didn't even have to | |
| get wet! Go east behind the wagon. Go ahead north into the Keep.</font></p> | |
| </p> | |
| Wow, you've made it into the Keep and | |
| didn't raise an alarm. But quickly dispatch of these guards! Head north twice | |
| and get the torch off of the wall. Head south and east. Answer yes to the | |
| question. Go east again and dispatch the six orcs here. Light the torch. Head | |
| back to the main passageway. Go north three times. Cross the bridge to the west.</font></p> | |
| </p> | |
| Here's something that I suggest you do | |
| now. Get the keystone. Destroy the bridge. (And Gorim approves!) Continue west | |
| into the oval room, which is so large, it counts as two. So go to the west side | |
| of it.</font></p> | |
| </p> | |
| FROMIR!!! And an evil orc, so dispatch of | |
| him, and do NOT flee! Free Fromir and get all. Give Fromir his ring.</font></p> | |
| </p> | |
| Now to escape! Head east and drop the | |
| rack. Go up! Now to set the rack on fire! Drop the straw and light it! Go up!</font></p> | |
| </p> | |
| Follow the crack until it comes to an ewud. | |
| (East, west, up, and down intersection.) Go down, it's the only way! Follow the | |
| fissure south. You can go down to an area you've already been to, or wander | |
| around. The point is to get out, so go down. You're back in the room where you | |
| lit the torch. So, carefully go in reverse all the way back to the beginning and | |
| go down! You'll win!</font></p> | |
| </p> | |
| It looks as if your reward depends on HOW | |
| you managed your adventure. In this solution, you get 5000 gold pieces.</font></p> | |
| </p> | |
| Okay, getting out, | |
| I'll simply sum it up in easy directions. | |
| w/w/w/s/w/s/u/u/e/e/e/s/yes/w/w/s/look/u/w/d</font></p> | |
| <hr> | |
| <h2><a name="Pyramid of Anharos"></a>Eamon | |
| #126 "Pyramid of Anharos"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| <br> | |
| This is a worthy quest for the | |
| hardened Adventurer! It's a puzzle-rich outing with minimal combat. Not only are | |
| there plenty of puzzles to solve, but you are on a tight timeline no longer than | |
| the contents of your water bag.<br> | |
| </p> | |
| Everything hinges on water | |
| consumption, and there is very little margin for error. Normally, anyone could | |
| expect to die and restart several times before winning. Your armor and your | |
| companions are also a drain on your water. So here are the hints for those who | |
| wish to solve it themselves:</font></p> | |
| </p> | |
| Hire the best guide and follow | |
| his suggestions. Any�thing you see off the guide's recommended path is likely a | |
| mirage. Get off his path, and you become lost and will waste much water before | |
| you find your way again.</font></p> | |
| </p> | |
| You and your guide will consume | |
| one unit of water per turn. If you are wearing armor, you will sweat so much | |
| that water consumption might double or more. There is only one place in the | |
| entire adventure where armor is desirable, so take it off until you need it.</font></p> | |
| </p> | |
| You will be unable to find your | |
| way in the desert until you get Anharos to show you the way.</font></p> | |
| </p> | |
| The protection of Terza should | |
| be sought as well.</font></p> | |
| </p> | |
| Let's get started!</font></p> | |
| </p> | |
| First things first. You're | |
| sweating all your water away in your armor, so take it off! DROP your armor, | |
| then GET it again for later use.</font></p> | |
| </p> | |
| Follow Omar's (you did get the | |
| best guide, right?) advice and go east, then SE. Kill the Dust Devil. Again | |
| follow his advice and go S, E, and E.</font></p> | |
| </p> | |
| A great pyramid! Read the | |
| glyphs on the door. SAY FOR ANHAROS, then go east. GET a torch. (Actually, there | |
| are two torches. I only found a need for one, but feel free to grab both if you | |
| wish.) Light the torch and go east. Uh, oh. Those flattened bodies and dark | |
| stains indicate that there is probably a heavy deadfall trap ahead, so we'll | |
| just turn around right now. Go back outside and around to the south side of the | |
| pyramid.</font></p> | |
| </p> | |
| Once you reach the south side, | |
| take a LOOK around. That loose stone looks interesting. It's far too large and | |
| heavy to move yourself, so let's try the same trick that got us in the main | |
| entrance: SAY FOR ANHAROS. It opens!</font></p> | |
| </p> | |
| Go north, then west. Kill the | |
| guards and get the pike.</font></p> | |
| </p> | |
| Go east twice. That rope looks | |
| like it might be useful�EXAMINE it to see if it's real�it is! GET the rope, then | |
| return west to the center chamber. Go north three times.</font></p> | |
| </p> | |
| Go west into the storeroom and | |
| LOOK around. Get the tunic. Go east twice and LOOK around again. Get the amulet, | |
| and WEAR it. Go back west to the center chamber.</font></p> | |
| </p> | |
| Go north. A huge statue! Maybe | |
| there's something up there? EXAMINE it. Maybe you could hook one of the teeth? | |
| THROW ROPE. Climb UP the rope, then go south into the statue's mouth.</font></p> | |
| </p> | |
| Hmm. That moat looks fishy, and | |
| the corpse with the flesh eaten away is a clear warning of danger. EXAM�INE the | |
| moat to get a closer look at it. Whatever it is, it isn't water, so let's play | |
| it safe and not try swimming in it. That pike should make a pretty good vaulting | |
| pole, so let's use it to JUMP across the moat. (Simply type JUMP.)</font></p> | |
| </p> | |
| A wall of flame! You don't want | |
| to end up like the burned corpse. That tunic you found is a real heavy fabric | |
| and should offer some brief protection from the flames, so WEAR TUNIC, then go | |
| south into the fire.</font></p> | |
| </p> | |
| Yeah, that worked well. DROP | |
| the tunic to conserve your water consumption. Go south. But now we're facing | |
| some sort of electrical discharge, and that corpse bears signs of electrocution. | |
| Perhaps that amulet will offer some protection? Let's try it! Go south. It | |
| works!</font></p> | |
| </p> | |
| Oops, another corpse, this one | |
| clawed badly. Read the glyphs engraved in the floor. They say, THOSE WITHOUT | |
| HONOR PASS AT THEIR PERIL. Now go south. You face an avatar of Alaxar! If you | |
| don't get the answer right, your Quest ends here. It's looking for a worthy | |
| trait, so your answer is HONOR.</font></p> | |
| </p> | |
| A stair! Go up, then north. A | |
| pool, and none too soon! Get water from the pool to refill your water bag, then | |
| return back south for a look around. Try south into the black room. Whoops, | |
| that's no good at all. Return north and relight your torch.</font></p> | |
| </p> | |
| Examine that pedestal. Remember | |
| that the desecration involved the theft of the Diamond of Purity, so that | |
| depression in the pedestal is certainly where it must belong. Read the glyphs. | |
| They say to "follow the light of the spectrum and reach he who lies above." | |
| That's the key here. Go into each of the colored rooms, in this order: red, | |
| orange, yellow, green, blue, and violet. Now, go back north into the white room.</font></p> | |
| </p> | |
| A column of water reaches to | |
| the room above! SWIM, and it will carry you up there. Go north.</font></p> | |
| </p> | |
| Looking around, you find that | |
| this Inner Chamber contains the Queen's remains. We're looking for An�haros, so | |
| continue north.</font></p> | |
| </p> | |
| This sarcophagus bears the Seal | |
| of Anharos-- pay dirt! Take a LOOK around, and find a hidden door in the mural. | |
| Open it. Read the glyphs on the reliquaries. Yep, as you would expect, they | |
| contain Anharos' in�ternal organs. (If you don't know, this really was stan�dard | |
| procedure for mummification.)</font></p> | |
| </p> | |
| You remember that Pindar Rambis | |
| said that Anharos will "reveal the gem when he is made whole again." Open the | |
| sarcophagus, and put the reliquaries inside.</font></p> | |
| </p> | |
| Anharos awakes! Listen to what | |
| he says, and make note of the map he etches on the sarcophagus lid.</font></p> | |
| </p> | |
| Now we know where we are going! | |
| SWIM back down the waterspout and refill your water bag, then leave the pyramid, | |
| using all the protections you used while getting in. (Don't forget to take the | |
| tunic off after passing the flames.)</font></p> | |
| </p> | |
| The map departed from the east | |
| side of the pyramid, so that's where you'll want to start from; go east and | |
| north to get there. Then from that point, go east six times. Ignore the crazed | |
| hermit if you can, or kill him if you must.</font></p> | |
| </p> | |
| You arrive at the Obelisk of | |
| Terza. If you've been paying attention, you've noted that you are walking in the | |
| Desert of Terza, and that she is the goddess of pain and purification. It could | |
| do no harm to get her protection. Read the glyphs on all four sides, enduring | |
| the pain. Her protection comes at a price, but you can stand it! Heal yourself | |
| when done.</font></p> | |
| </p> | |
| Now go south five times, to the | |
| Riff camp. It is your option whether to aid Farouk along the way, but I would do | |
| so. Pat, er, Alaxar, has a history of reward�ing good behavior. Be warned, the | |
| aid will cost you 20 units of water, but you should be able to afford it if | |
| you've been sticking to the plan here.</font></p> | |
| </p> | |
| A spring! Refill your water | |
| bag. You can expect some fighting here too. With the spring nearby, here is an | |
| excellent place to don your armor for combat.</font></p> | |
| </p> | |
| There are a couple of ways to | |
| go from here. If you go to the west then south, you have to kill all the Riff | |
| children (which is rather distasteful to classy Adven�turers.) If you go | |
| straight south, you have to kill the women. If you go east, then south, you have | |
| to kill the men. The choice is yours. I've tried them all and prefer dealing | |
| with the women; it's the straightest path to your goal.</font></p> | |
| </p> | |
| Kill the sheik and his aide. | |
| You're through fighting now, so drop your armor to remove it and conserve water. | |
| Examine that carpet. Read it. It says, "SOAR WITH ALAXAR." What's this, a | |
| magical flying car�pet? Get it!</font></p> | |
| </p> | |
| Still nothing to be found. LOOK | |
| closer. You find an onyx case! Get the case and open it. The Diamond of Purity! | |
| Get it! (Just so you know, if you aren't enjoy�ing Terza's protection at this | |
| point, the diamond will sap your strength and kill you in three or four moves. | |
| Remember the Sheik's sickly condition?)</font></p> | |
| </p> | |
| Your water is probably running | |
| low by now, so go back to the spring and refill your water bag. Now it's time to | |
| try out that carpet. SAY SOAR WITH ALAXAR, and return to the pyramid.</font></p> | |
| </p> | |
| Re-enter the pyramid, and | |
| return to the Pedestal Room. Put the Diamond of Purity in its niche on the | |
| pedestal. Order is restored in the universe! Your Quest is complete!</font></p> | |
| </p> | |
| But you're not done yet. Return | |
| to the pyramid's se�cret entrance (use the carpet), and SAY FOR AN�HAROS to | |
| re-seal it.</font></p> | |
| </p> | |
| Then use the magic carpet to go | |
| home!</font></p> | |
| <hr> | |
| <h2> | |
| <a name="The Hunt for the Ring"></a>Eamon #127 "The Hunt for | |
| the Ring"<br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| This Eamon was chosen for a | |
| walk-through because it includes several fairly obscure puzzles, and also has | |
| the potential to be pretty deadly.</font></p> | |
| </p> | |
| Not much to say in the way of | |
| hints that wasn't said in the review. Pay very close attention to the | |
| information that people give you. Be on the lookout for embedded artifacts. | |
| Don't explore the cave without a light source in hand. If you are familiar with | |
| the LOTR story, you may do better, as Sam uses many of the events therein.</font></p> | |
| </p> | |
| Let's get started!</font></p> | |
| </p> | |
| First, let's do an inventory. | |
| Yep, you have the magic ring Narya that Gandalf gave you. (You can wear the | |
| various magic rings, but they are greater than you and it's generally a bad idea | |
| to do so.)</font></p> | |
| </p> | |
| Go North, then West and meet | |
| Cirdan. GIVE Narya to Cirdan, and pay attention to his advice.</font></p> | |
| </p> | |
| Go East twice, then South into | |
| Buckland where you meet your friend, Merry. From here, go East to avoid the road | |
| as Cirdan advised. Go East twice more, and kill Old Man Willow.</font></p> | |
| </p> | |
| Continue East, then go North | |
| and meet Tom Bombadil. (Tom's advice will only come into play if you go into the | |
| fog and become a prisoner of the barrow-wight. This is an interesting side | |
| event, but it is not necessary to the Quest and involves unnecessary combat.)</font></p> | |
| </p> | |
| Go North, then East twice, then | |
| South, then East into Bree. Go North into the Prancing Pony and meet Strider, | |
| another companion.</font></p> | |
| </p> | |
| Go South, then East, and kill | |
| the midges. Continue East, then North to again avoid the road. Go East, then | |
| South to avoid the Trollshaws (another interesting side-event.) Go East three | |
| times.</font></p> | |
| </p> | |
| The Nazgul! If you haven't read | |
| the books, the Nazgul are very bad customers indeed, and there is no way you can | |
| defeat them. FLEE!</font></p> | |
| Aha. A magical event saves you. | |
| Perhaps we are nearing Rivendell, our first goal. Go East. Nothing here, but the | |
| Misty Mountains are to the east, which puts us in the general area we are | |
| seeking. Let's take a LOOK around. A secret passage East! Go East into Rivendell. | |
| (There is an intermittent bug here. If you get the message that you can�t turn | |
| your back with enemies present, halt the program with control-C, then type | |
| NB=0:POKE51,0:GOTO100 to clear it. Or you can simply FLEE once.)</font></p> | |
| </p> | |
| Go East twice more and meet | |
| Elrond. Say GITHONEIL A ELBERETH, as Cirdan instructed, and Elrond will advise | |
| you. Get the miruvor. (Another note: The miruvor doesn't heal all that much, and | |
| it only works twice. You will likely need to cheat once or twice to recover your | |
| health or healing ability to survive. Here's a short refresher on the method: | |
| after halting with a control-C, you can restore your health and beef up your | |
| HEAL spell by typing this: MD%(0,13)=0:S2%(2)=2000:POKE51,0 :GOTO100.</font></p> | |
| </p> | |
| We're through here for now. Go | |
| West three times, then South twice. Kill the Crebain. Continue South twice more | |
| and kill the Dunlandings. Then South twice yet more, then East, and kill the | |
| Uruks.</font></p> | |
| </p> | |
| Here is Isengard. If you've | |
| read the books, you know that this is the entrance to Orthanc, Saruman's lair. | |
| Saruman covets the Ring and may know or have something useful. Go North and kill | |
| Ugluk, then Up twice and kill Wormtongue. LOOK around, and go Up again. Saruman! | |
| Kill him.</font></p> | |
| </p> | |
| This room is just loaded with | |
| Stuff. LOOK around. GET the key. EXAMINE the crate and closet. OPEN the crate. | |
| OPEN the closet. EXAMINE the shelves and cushion. GET ALL.</font></p> | |
| </p> | |
| We're done here. Go Down three | |
| times, then South to leave. Go East into the Gap of Rohan, and kill the Orcs. Go | |
| East twice more, then South twice to Minas Tirith. Go West, then Up and meet | |
| Denethor.</font></p> | |
| </p> | |
| Denethor is suspicious of you. | |
| You'll have to prove yourself to him. Hmm. You found a valuable heirloom of the | |
| men of old in Orthanc; could that do it? GIVE Elendilmir to Denethor. He rewards | |
| you with access to their records. You�ll want to EXAMINE BOOKS. EXAMINE SCROLL. | |
| READ SCROLL. EXAMINE MANUSCRIPT. READ MANUSCRIPT. GET ALL, for future reference | |
| if you need it. Now we're done here. Leave by going Down twice, then East.</font></p> | |
| </p> | |
| Now, what? Well, let's look at | |
| what we learned from the visit to the archives: not much, except the seemingly | |
| useless factoid that Hobbits will respond to a call for a drink. That was a lot | |
| of bother for so little information. Is it a clue to our next step? We'll save | |
| you some time here and tell you that the call achieves nothing in Hobbiton. | |
| Let's try to find another land of the Hobbits. Go North twice, then West, then | |
| North twice into Fangorn (the Ent will not attack you.) Go East, then North four | |
| times into the Gladden Fields.</font></p> | |
| </p> | |
| Hey, there are burrows here. | |
| The manuscript said that Hobbits lived in burrows. Is this the spot we're | |
| looking for? Say HO! HO! HO! TO THE BOTTLE I GO! Weagol appears! GIVE the | |
| pipeweed to Weagol. (There is a screen pause in the text that follows, but the | |
| YOU SEE text will shoot the second screen off the top, so be ready with the | |
| control-S key and halt it after a half-dozen lines so you can read it first.) | |
| She rewards you with reminiscences, a coat, and a torch. GET ALL.</font></p> | |
| </p> | |
| So, what good were those | |
| reminiscences? We need to put some pieces together here. Look at where you are: | |
| the Gladden Fields. You know that the Ring was captured in the Gladden Fields | |
| shortly before it became lost. Weagol went on about this Gollum character who | |
| found some sort of "precious" item. Let's go find Gollum!</font></p> | |
| </p> | |
| Go West, then North twice, then | |
| Up and kill the Goblins. Go West, then North into the cave. A dead end? LOOK. A | |
| secret passage!</font></p> | |
| </p> | |
| Go North and kill the Orcs. | |
| LOOK and find another secret passage. Go West, then North.</font></p> | |
| </p> | |
| It's dark, and you've lost your | |
| companions! LIGHT your torch, then go Down.</font></p> | |
| </p> | |
| You meet Gollum. Agree to the | |
| riddle contest (type Y with no return.) The answer to the riddle is FISH. Be | |
| careful with your typing, you only get one chance!</font></p> | |
| </p> | |
| Gollum "leaves" you for a | |
| moment. While he's "gone," LOOK around.</font></p> | |
| </p> | |
| What's this? A small ring. GET | |
| it and WEAR it.</font></p> | |
| </p> | |
| Gollum rushes past you as if | |
| you are invisible! (You are invisible. This small, nondescript trinket is the | |
| Great Ring you are seeking.)</font></p> | |
| </p> | |
| He thinks you've gone for the | |
| exit. Follow him by going South.</font></p> | |
| </p> | |
| Remove the Ring. It is far more | |
| powerful than you and will turn you to Evil if you leave it on.</font></p> | |
| </p> | |
| We are nearly done. All we need | |
| to do now is deliver the Ring to Elrond.</font></p> | |
| </p> | |
| Go East, South twice, East, | |
| Down, South eight times, West three times, North six times, and East three | |
| times.</font></p> | |
| </p> | |
| Give the Ring to Elrond. Your | |
| Quest is complete!</font></p> | |
| <hr> | |
| <h2> | |
| <a name="Quest of Erebor"></a>Eamon #128 "Quest of Erebor"</font><br> | |
| Walkthrough by Jared Davis</font></h2> | |
| First of all, here | |
| are some notes:</font></p></p> | |
| </p> | |
| When you get into a | |
| battle, some of the dwarves will sometimes run away. You can COUNT them to see | |
| who's missing. In order to find them, go in any direction from the scene of | |
| battle. COUNT DWARVES to see if they're back. If not, go back to the scene of | |
| battle and try another direction. There are supposed to be thirteen dwarves: | |
| THORIN, BALIN, DWALIN, BIFUR, BOFUR, the infamously fat BOMBUR, NORI, ORI, DORI, | |
| FILI, KILI, GLOIN, and OIN. (What a mouthful!)</font></p> | |
| </p> | |
| The Woodman who you | |
| can rescue and Beorn are not important to get, but they are nice to have in | |
| combat.</font></p> | |
| </p> | |
| There are extra | |
| battles to be fought outside the Lonely Mountain. None are important, but if you | |
| take the WAIN in the northernmost battle, it's worth quite a bit when you return | |
| to the Main Hall.</font></p> | |
| </p> | |
| Now for the | |
| solution...</font></p> | |
| </p> | |
| After the long list | |
| of the dwarves, you will see that one member of your company isn't here. Bilbo. | |
| He's over to the east. Please note that if you go west here, you end the game.</font></p> | |
| </p> | |
| Now go East, and you | |
| will find BILBO and a DOE. Also note that instead of listing all the dwarves, it | |
| just says "The Dwarves are here." As far as I know, the doe is of no use, nor is | |
| it harmful, so leave it alone.</font></p> | |
| </p> | |
| Go North a couple | |
| times to meet BEORN. SAY HELLO or SAY HELP, and he will follow you. Or attack | |
| you. </font></p> | |
| </p> | |
| Now go South. And | |
| then East into the forest. You will immediately meet two wargs and three orcs. I | |
| suggest ATTACKing the WARGs first. After they're dead, ATTACK the ORCs. After | |
| they're dead, look around for any missing dwarves. Head East from the scene of | |
| battle to...</font></p> | |
| </p> | |
| ...go to another one. | |
| A warg is attacking a poor guy. So, ATTACK this WARG. Now, TAKE the WOUNDED MAN. | |
| You can go South, then East, to a village where a woodman is. GIVE WOUNDED MAN | |
| to the WOODMAN, and you have a new ally! Now, go back West, North, then West to | |
| the scene of your first battle.</font></p> | |
| </p> | |
| Head North for | |
| another battle with a BUNCH of ORCs. Oh, and three WARGs. Attack either the | |
| WARGs or the ORCs first. When you're done, probably a lot of dwarves have run | |
| off, and many of your companions have been injured.</font></p> | |
| </p> | |
| Well, you can only go | |
| East, South, and North. Go South and North first to pick up any dwarves that ran | |
| off, and then go East. Go East again, and you meet a BEAR you have to ATTACK. | |
| Now, head North, then East. Here is the infamous black river. Go South and LOOK | |
| for a BOAT. TAKE the BOAT. Go East. In the boat some of the dwarves will fall in | |
| the river, so you have to TAKE ALL of the sleeping dwarves. Then head East, and | |
| WAIT until all the sleepyheads wake up. Then head North.</font></p> | |
| </p> | |
| Head East to lose ALL | |
| the dwarves. Go South, ATTACK all the SPIDERs, LOOK, get the SHOVEL, then head | |
| South and kill all the spiders. Go East and kill the spiders here. Get Sting and | |
| DIG and GET the HOARD. Go West and North twice. LOOK for a secret passage East | |
| to get into the Elvenking's Halls.</font></p> | |
| </p> | |
| Head East. further | |
| east, the Elvenking is partying. But, nothing important there. Unless you want | |
| the ELVEN KING'S TREASURE. But then, that'll make 'em mean. It might be wiser | |
| to...leave it be... If you did go, go back West. LOOK for a way Down.</font></p> | |
| </p> | |
| Right now, I'm going | |
| to tell you this: THESE ELVES ARE PEACEFUL. YOU WILL SAVE YOURSELF A LOT OF | |
| TROUBLE BY LEAVING THEM ALONE! Okay? Good!</font></p> | |
| </p> | |
| Now that you're down | |
| here, go East. Unless you took the treasure...</font></p> | |
| </p> | |
| Go east, ignore the | |
| elves, go north and have a LOOK around. Get the bottle. (Note: it might not be a | |
| good idea to get the barrels...) Go South twice, go Down, go East twice to the | |
| end of the hall, then LOOK for a passage Down. Go North, North, then West. PUT | |
| the BOTTLE ON the TABLE to get the butler and guard "stoned." LOOK for the TRAP | |
| DOOR, then OPEN it. TAKE the KEYS, go East, S, then OPEN DOOR, and go West.</font></p> | |
| </p> | |
| Here's Thorin! He's | |
| asleep, but just GET THORIN! Go South, Up, OPEN DOOR, and go North. Here are | |
| more dwarves. GET ALL of them! Go South, West, OPEN DOOR, North, GET ALL of the | |
| dwarves here, South, West, OPEN DOOR, N, GET ALL the other dwarves, then go | |
| South, then Up, then North a couple of times and TAKE BARRELS. OPEN BARRELS, and | |
| PUT THORIN IN BARREL. The rest of the dwarves will follow suit, as will Bilbo. | |
| Go back to the platform with the (now open) trap door and DROP BARRELS, then go | |
| Down.</font></p> | |
| </p> | |
| Go East three times | |
| and OPEN the BARRELS. Go East into Lake Town. Go North to meet Bard. You can | |
| give the Northmen some money to join you. Go South and East twice to get to the | |
| Desolation of Smaug.</font></p> | |
| </p> | |
| Now the important | |
| thing is to get inside the Mountain and kill Smaug. You can just go North from | |
| here until you get there. There are other things to do as well, though, so I | |
| will go into those.</font></p> | |
| </p> | |
| Go East to meet three | |
| SAGATH warriors. Dispatch of them. Go North into Dorwinion. You can get some | |
| grapes here. Go North again to get some presents from the Dorwinion people. You | |
| can also hire one of them, but not the other one, unless the other one is | |
| killed. If you try to hire both, the first one you hired will always get the | |
| gold. Go North a few times to fight some WAINRIDERS. I suggest ATTACKing their | |
| CAPTAIN first. Here LOOK and go East twice to meet Dain and his army. You can | |
| keep going North and fight some BALCHOTH, then go West.</font></p> | |
| </p> | |
| There are two ways to | |
| enter the Mountain. There's the main entrance and the secret side door.</font></p> | |
| </p> | |
| MAIN ENTRANCE<br> | |
| From here you can go back Down, East, South, South, and West to get to the main | |
| entrance. Go North twice to enter the Mountain. Go North and Up. Go North and | |
| LOOK for a passage West. GET ALL the things in here. Exit and go North. SAVE | |
| here! Go North to meet SMAUG!</font></p> | |
| </p> | |
| SECRET DOOR<br> | |
| From the Far North, go as far West as possible. ATTACK the ARMY of Orcs and | |
| Wargs. Go South and Up the Mountain. Look and go Up. Look for the key. (Get it!) | |
| WAIT three times and PUT the KEY into the HOLE. Go East and Down to meet SMAUG!</font></p> | |
| </p> | |
| Here is a bug that | |
| sometimes happens. It will prevent you from leaving or FLEEing. After Smaug is | |
| dead, leave, then go back. For some reason, doing a LOOK here before leaving the | |
| first time will make the program think Smaug is still alive. You cannot FLEE | |
| Smaug, and you cannot leave a room with enemies in it.</font></p> | |
| </p> | |
| ATTACK SMAUG. After | |
| he is dead, go South to avoid the bug. Go back North and LOOK for the ARKENSTONE | |
| and GET it. Head back to the bridge. PUT the PLANKS on the BRIDGE. Go West twice | |
| to return to the Main Hall.</font></p> | |
| </p> | |
| </p><hr> | |
| <h2><a name="Return to Moria"> | |
| </a>Eamon #129 "Return to Moria"<br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| This is a very tough Eamon on | |
| two levels. The first is the puzzling, which is complex and often deadly if you | |
| don't correctly figure it out. The other is the combat, which is rich, varied, | |
| and at times very difficult to survive. This Eamon dates from a time when Sam | |
| believed that a proper Eamon required many plays to survive; thus there are many | |
| avoidable foes and death traps that can only be found the hard way.</font><br> | |
| </p> | |
| I know of no way to avoid nor | |
| to survive the encounter at Balin's Tomb. As near as I can tell, it is a slow | |
| death trap by combat unless you are using a superman character carrying tactical | |
| nukes, and even then your companions will not survive. And yet, there is no way | |
| around it that I can discover. I do not know what Sam's intentions are here. | |
| Perhaps it is a puzzle that eludes me.</font></p> | |
| </p> | |
| Here is a way to cheat past | |
| that encounter: when you go west from Balin's Tomb and are jumped by all those | |
| bad guys, hit control-C at the YOUR COMMAND? prompt to halt play. Then type in | |
| this command (you can type it in without any spaces, but I include the spaces | |
| here for clarity):</font></p> | |
| </p> | |
| <b>FOR I = 1 TO NM: MD%(I,5) = MD%(I,5) * (MD%(I,5) = RO | |
| AND MD%(I,14) = 3 OR MD%(I,5) <> RO): NEXT: NB = 0: POKE 51,0: GOTO 100</b></font></p> | |
| </p> | |
| Poof, they disappear!</font></p> | |
| </p> | |
| I have little in the way of | |
| hints for this. Read carefully. Save often. Try examining the stuff you see in | |
| the descriptions. Examine all artifacts that you find in rooms. Read carefully. | |
| Save often.</font></p> | |
| </p> | |
| As Sam recommends in his | |
| Author's Notes, you will want at least one magic weapon capable of at <b>least</b> | |
| 20 hit points. This is not an adventure for lightweights!</font></p> | |
| </p> | |
| Sam's obscure hint about | |
| "ATTEMPTING" something refers to the fact that you can heal your companions (eg: | |
| HEAL GIMLI). It isn't too hard to keep everyone alive if you temporarily stop | |
| the game with a Control-C and boost your heal ability enormously by typing | |
| </font> </p> | |
| <p align="center" style="text-align: left"> | |
| <b> | |
| S2%(2)=20000:POKE51,0:GOTO100.</b></font></p> | |
| You may wind up needing to do | |
| this more than once if you start getting a lot of NOTHING HAPPENS messages.</font></p> | |
| </p> | |
| You will encounter several | |
| groups of multiple foes. One way to divide their numbers is to FLEE. Usually, | |
| only a few of the foes will follow you. Then you can kill them and return to the | |
| room of the original encounter to finish the rest.</font></p> | |
| </p> | |
| The descriptions are rich and | |
| full, and well worth careful reading even without the vital clues supplied.</font></p> | |
| </p> | |
| The command parser supports "A" | |
| as shorthand for "ATTACK". At the same time, it often requires that you type in | |
| the full object name. Be sure to type the full name when doing EXAMINEs!</font></p> | |
| </p> | |
| One startup note for the ProDOS | |
| version: if you answer "N" to the 5.25 disk question, it assumes that all of the | |
| files are in the same folder.</font></p> | |
| </p> | |
| All right! Let's get started!</font></p> | |
| </p> | |
| This Walk-through will assume | |
| that you are reading carefully and thus will understand the reasoning behind the | |
| moves outlined below. Also, it ignores passages that contribute nothing except | |
| unnecessary combat to the Quest. Feel free to explore the unlisted passages if | |
| you wish, but only if you are spoiling for a fight!</font></p> | |
| </p> | |
| OK, our Quest as outlined in | |
| the detailed intro is two-fold: bring back mithril for the repair of the gate, | |
| and revive Durin the Deathless.</font></p> | |
| </p> | |
| The adventure opens in a dark | |
| room. Light your Lantern. Go South three times, then West into the Reception | |
| Room. Kill the bat.</font></p> | |
| </p> | |
| Examine the chandelier. Aha, | |
| our new light source. Get it and light it.</font></p> | |
| </p> | |
| Continue West twice more. | |
| Ignore the web. Go further West into the circular tunnel. Turn North, then West. | |
| Kill the spiders.</font></p> | |
| </p> | |
| Continue West, then turn South | |
| twice. Kill those spiders, and get the greasy slime. Light the web.</font></p> | |
| </p> | |
| Continue South, and find | |
| yourself out of the spider tunnels and into Dwarven works. Go West twice. Take | |
| the stair Up twice, and kill the Wargs. Go East and find the Mirrormere.</font></p> | |
| </p> | |
| Examine the Mirrormere. Examine | |
| the stars and find a magical Crown of Stars. You know this crown; it was Durin's! | |
| Get the crown.</font></p> | |
| </p> | |
| Return West and Down twice, and | |
| then continue Down again. Go West three times, then enter the room to the North. | |
| Kill the Uruks.</font></p> | |
| </p> | |
| LOOK around. Get the iron key. | |
| Go South to exit the room.</font></p> | |
| </p> | |
| Go West, and kill the Gate | |
| Keeper. Open the gate. Continue West, then turn South twice, then West twice. | |
| Kill the Orcs.</font></p> | |
| </p> | |
| Continue West, and kill more | |
| Orcs. Examine the beer. It is a one-time healing potion; get or drink it as you | |
| choose.</font></p> | |
| </p> | |
| Continue West twice more and | |
| enter the kitchen. Open the cupboard, and get the Orc Brew. This is another | |
| healing potion that works three times.</font></p> | |
| </p> | |
| Return East, then turn North | |
| twice, then East twice more and enter the Armoury. Examine the molds. They might | |
| be useful, so get them.</font></p> | |
| </p> | |
| Return West. Examine the dead | |
| operator, and get the small key that you find.</font></p> | |
| </p> | |
| Go North into the storage area, | |
| then turn West. LOOK around. Put the small key in the keyhole. Examine the box, | |
| then open it. Pull the lever. (Going down!)</font></p> | |
| </p> | |
| Go West three times and enter | |
| the Chamber of Mazarbul. Examine the stone block, then examine the runes | |
| engraved on it. It's Balin's Tomb! Examine the chests, and the book. Read the | |
| book. Note the magic word "CARASH".</font></p> | |
| </p> | |
| Save the game!</font></p> | |
| </p> | |
| Go West. As you try to pass the | |
| door, you are jumped by overwhelming odds! I know of no way to survive this | |
| combat. Use the cheat outlined at the beginning of this walk-through.</font></p> | |
| </p> | |
| You're still in the Chamber of | |
| Mazarbul. Go West twice, then North. Examine the rope and the winch. Go West, | |
| and examine the rope and the pulley. Put the rope on the crate.</font></p> | |
| </p> | |
| Return East, and pull the | |
| winch. Go South, then East, then North into the booth. LOOK around. Put the | |
| greasy slime on the lever. Pull the greased lever.</font></p> | |
| </p> | |
| Go Down, then West, then North. | |
| Open the crate. Mithril ore! Get the large rocks.</font></p> | |
| </p> | |
| Go South. Open the stone door. | |
| That didn't work. LOOK. The door has no keyhole; is it magical? Say CARASH. It | |
| opens!</font></p> | |
| </p> | |
| Go South. Examine the pool. (It | |
| doesn't say so, but it's full of acid, and you will die if you enter it.) | |
| Examine the plug. Pull the wire.</font></p> | |
| </p> | |
| Continue South twice more, and | |
| encounter the most complex puzzle in the dungeon, with four death traps to | |
| avoid!</font></p> | |
| </p> | |
| Examine the blanket. A spike | |
| trap! Get the blanket. Examine the mithril armour. Another trap! Get the mithril | |
| armour, and wear it.</font></p> | |
| </p> | |
| Return North, then go East. | |
| Examine the red spot. Looks innocent, doesn't it? It's not. LOOK. Put the | |
| blanket on the hooks. Get the gold vase and let the blanket save your life.</font></p> | |
| </p> | |
| Go West twice. Examine the | |
| pillar. The last trap! Put the gold vase on the pillar, then get the diamond | |
| vase. Open the diamond vase. Get the steel key and the serum. (The serum | |
| significantly enhances several character attributes; use it if you wish, but | |
| also be aware that it is the most valuable loot that you will find and is worth | |
| some serious gold.)</font></p> | |
| </p> | |
| Return East, then North twice, | |
| then go West twice. Open the steel door. Continue West, then turn North into the | |
| stone workroom.</font></p> | |
| </p> | |
| LOOK around. Get the explosives | |
| and the black liquid. Examine the smelting pit. Obviously, this is where we | |
| refine the mithril, but we need heat, and it won't accept our large rocks.</font></p> | |
| </p> | |
| Return South, and go West. | |
| Examine the mallet. This looks like the way to make small rocks out of big ones! | |
| Get the mallet, and ready it. Drop the large rocks, then attack them.</font></p> | |
| </p> | |
| Get the mithril ore and the | |
| mining tools. You're done with the mallet, so drop it and ready your combat | |
| weapon!</font></p> | |
| </p> | |
| Continue West, then North. Get | |
| the mining cart. Continue North. Ants! They will be a serious problem if you | |
| don't solve this puzzle. Put the black liquid in the ant hole.</font></p> | |
| </p> | |
| Continue North, then West. Dig. | |
| Get the coal. Return to the smelting pit. (E,S,S,S,E,E,N). Put the mithril ore | |
| and the coal in the smelting pit. Put the molten mithril in the molds, then get | |
| the three mithril bars you created.</font></p> | |
| </p> | |
| Head South, then West twice, | |
| then North, then West twice. Dig, and go South. Dig and go South again, and find | |
| yourself at the lip of a tremendous chasm. Head Down.</font></p> | |
| </p> | |
| When you reach the bottom, go | |
| East three times. Kill the lizard-thing. Then go North twice to a dead end. LOOK | |
| around and find a secret passage East!</font></p> | |
| </p> | |
| Go East and kill the | |
| worm-thing. Continue East, then South to another dead end. LOOK and find a stone | |
| wall. Light the explosive (it won't harm you; you don't even have to drop it.) | |
| Go East through the hole you blasted.</font></p> | |
| </p> | |
| Examine the Dwarf statue. Note | |
| the missing axe part. Put one of the mithril bars in its place. (There is a | |
| spelling problem here that is easy to overlook; note the misspelled DISSEMBLED | |
| AXE.) Examine the curtain, and open it. Another lever! Pull the lever. The | |
| statue moves!</font></p> | |
| </p> | |
| Go East and find a Dwarf lying | |
| in state. Put the crown on him. Durin awakes!</font></p> | |
| </p> | |
| Now we head for the exits. Go | |
| Up five times and encounter a Balrog. Kill the Balrog, and get the key. Return | |
| Down once and open the gate. Go West through the gate.</font></p> | |
| </p> | |
| You've fulfilled both of your Quests!</font></p> | |
| <hr> | |
| <h2> | |
| <a name="Haradwaith"></a>Eamon #130 "Haradwaith"</font><br> | |
| Walkthrough by Andrew Davis</font></h2> | |
| First of all, a few | |
| notes...</font></p> | |
| </p> | |
| To start off with, | |
| before beginning the game put all your gold in hand in the bank as at the start | |
| of the game all your money is stolen except for 20 gold pieces. As you play, you | |
| will notice that now and then a "hallucination" will pop up, don't pay any | |
| attention to them. Also after you find the TIMBER, don't sell it as you will | |
| need it to repair the ship after a battle.</font></p> | |
| </p> | |
| Now for the | |
| solution...</font></p> | |
| </p> | |
| Head East and kill | |
| the nomad, then go S and then East twice. Kill the Variags and collect their | |
| JEWELRY. From here, go S,W,S,S, and heading west 2 times from here gets you to | |
| the road to Umbar.</font></p> | |
| </p> | |
| However, we're not | |
| going to Umbar right now, going south twice more leads you to 2 nomads and a | |
| oliphant, a large elephant-like creature called a mumak in its description. Kill | |
| them and go east to the oasis where you find 3 more nomads.</font></p> | |
| Examine the oasis and | |
| then drink. The water heals you, which is very good if you have a weak heal | |
| spell. You can also take it with you...</font></p> | |
| </p> | |
| From there, go West | |
| and find some Haradan Scouts. Hmm, scouts! For who? Anyway, kill them and GET | |
| their LIGHT ARMOUR and put it on. Then walk S twice and E once to find a scroll. | |
| GET and READ it and find out the Haradan's battle plans.</font></p> | |
| </p> | |
| Venture S and find | |
| the Haradan vanguard made up of 2 mumak, several warriors and their captain. If | |
| you survive, GET all the battle armour and wear one, removing the light armour | |
| first if you wore it. Be sure to HEAL afterwards!</font></p> | |
| </p> | |
| West is the south end | |
| of the desert and the path into the land of the Harads. Head S twice reaching a | |
| jungle. Now go W and S and meet a tiger! Kill it and take its pelt. From here go | |
| W and fight two savages.</font></p> | |
| </p> | |
| Take a LOOK around, | |
| hmm what's this? An emerald! GET it.</font></p> | |
| </p> | |
| Now, let's go back to | |
| the beginning of the jungle (E, N, E). Continue to the east twice and then go | |
| north to enter Haradan City. Let's go W and N to the king's palace.</font></p> | |
| </p> | |
| Enter the throne room | |
| to the W and kill the king and his guards. Get his treasure.</font></p> | |
| </p> | |
| Go back E and take a | |
| LOOK around. What do you see? That's right, a secret passage N. Let's go that | |
| way.</font></p> | |
| </p> | |
| Heading N twice gets | |
| us to a T-intersection. Now we go west, and find the king's secret barracks. | |
| Kill the soldiers and the sergeant. Get the mining equipment. Return E and then | |
| N. Kill the miners and then MINE. Get the gold ore. Leave the mine.</font></p> | |
| </p> | |
| If all the items you | |
| are now holding are weighing you done, you can go east here and meet a merchant | |
| who will be glad to buy anything you have to sell. If he says he "just got a big | |
| shipment of that," (although sometimes it doesn't make sense...) it's best not | |
| to take his offer and just wait until you return to the Main Hall.</font></p> | |
| </p> | |
| From the merchant, | |
| leave town by going S twice. Now we head E and kill the snake and S to kill the | |
| wild Mumak and GET its tusks. Enter the small town and go E to the lumber yard | |
| and get the TIMBER. Go S to be joined by a captured Mumak. Return N.</font></p> | |
| </p> | |
| Now lets go on to | |
| Umbar (In case you're not sure, go W, N twice,W four times and N 7 times and | |
| then enter by going W twice). The captured Mumak will wait outside of Umbar. In | |
| Umbar, head W to a T-intersection. If you go S and E, you meet a magician who | |
| will sell you a strength potion for 3800 gold pieces. If you EXAMINE the BOOKS | |
| here you can TAKE them, but don't READ them as it's a death trap.</font></p> | |
| </p> | |
| Go back to the | |
| T-intersection, and then N. Enter the building to the north, tthen E and S, | |
| attack Arval and his Black Numenorean guards. GET and OPEN the vases. TAKE the | |
| olives and spices. Leave the building and go W, where a lieutenant will attack | |
| you. Kill him and go N to the bar, and meet Malatar and Caliph. The bartender | |
| will give you tips if you buy a drink for 10 GP, but he mostly just tells you of | |
| the army in the desert which we already killed. </font></p> | |
| </p> | |
| Leaving the bar and | |
| heading W will take you in front of another merchant's shop. Go N and sell | |
| enough things to get 3800 GP, then return to the magician and buy his potion. | |
| Drink it and you will feel stronger.</font></p> | |
| </p> | |
| Proceed to the town | |
| square with is just W of the merchants shop. Go S and enter the dark hall. Bribe | |
| the guards (or kill them, your choice) and go E. Then go S and kill the | |
| Numenorean, and welcome the Haradrim into your party. Go U and kill the captain, | |
| Numenorean lord and messanger.</font></p> | |
| </p> | |
| Leave and go S and | |
| enter the warehouse. Examine the barrels and open them. Wow, whale oil! GET ALL. | |
| (Selling the gold ore, tusks, and whale oil will probably give you enough for | |
| the strength potion, if not sell some armor too.) Head W twice and kill the dock | |
| workers, open the crates and find dried fish. Get them. Now go to the ship by | |
| heading E, N 3 times, W and S.</font></p> | |
| </p> | |
| Now, lets SAIL. It | |
| may tell you that you don't have enough crew, but ignore that and sail anyway. | |
| As you sail W, you will encounter 2 ramships and a galley. ATTACK them. I prefer | |
| to salvo them as it seems to work better than ramming them. After they're | |
| defeated continue to SAIL. You will then come up to a battleship and a flagship. | |
| Sink the battleship and board the flagship.</font></p> | |
| </p> | |
| Kill the captain and | |
| go E and kill the Corsairs. Now go down and W and kill the lieutenant. Go E | |
| twice and kill the admiral and his buddies. Get the plans and go back to your | |
| ship. SAIL and you win.</font></p> | |
| <hr> | |
| </p> | |
| <h2><a name="Rhadshur Warrior"></a>Eamon | |
| #132 "Rhadshur Warrior"<br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| <br> | |
| First, for those who want to solve it themselves, here are | |
| some hints:</font></p></p> | |
| </p> | |
| It's a pain, but you'll probably want to have the Seeker | |
| scan each room and then check for advice as you go along. Rooms that you really | |
| want to do this include:</font></p> | |
| Before the Main Gate</font></p> | |
| Beneath the sewer grate</font></p> | |
| Before releasing Threndor</font></p> | |
| In the secret room beneath the jail</font></p> | |
| In the Mystics' Dream Room</font></p> | |
| </p> | |
| Be sure to read your encounters with Zarg very carefully to | |
| find what the upgrades do and where to get them. You only get this information | |
| once.</font></p> | |
| </p> | |
| Pay attention to your typing when dealing with Zarg. If he | |
| gets angry and leaves, you won't get the upgrades and information he has. And | |
| you need them!</font></p> | |
| </p> | |
| The Mystics are very tough opponents. Be sure to bring | |
| along at least one major magical weapon. There are two 2D5 swords, 'Exeter' and | |
| 'Soul Catcher'; give one to Timur and one to Gareth.</font></p> | |
| </p> | |
| The SAVE routine requires a blank disk. To restart a saved | |
| game, boot the 'save' disk.</font></p> | |
| </p> | |
| If you use a too-strong character, the program will assign | |
| you a set of characteristics more to its liking. But don't worry, you'll get | |
| your original stats back at the end.</font></p> | |
| </p> | |
| Try to preserve the Power Pills in case the Seeker gets | |
| wrecked. For the same reason, rescue Threndor before confronting the Mystics.</font></p> | |
| </p> | |
| The Life-Orb may not be where you expect it. | |
| </font> </p> | |
| _________________________</font></p> | |
| </p> | |
| Let's begin the Walk-through:</font></p> | |
| </p> | |
| This is another one of the "Life-Orb" series of Eamons that | |
| resulted from an NEUC contest held long ago. Your mission is to enter Zagora | |
| and recover Threndor Tokas' Life-Orb. Note the names of the secret allies and | |
| the passwords.</font></p> | |
| </p> | |
| Follow your Seeker's advice and avoid the main gate. Go | |
| around back and enter through the sewer. You'll have to attack the grate to | |
| bust it open.</font></p> | |
| </p> | |
| You might want to take a LOOK around the sewer as you | |
| pass. Follow your Seeker's advice and don't go past the overhead grate. Go up.</font></p> | |
| </p> | |
| You meet Zarg. Smile. Pay close attention to what he | |
| says. The map can be rather confusing, but Zarg gives pretty good directions if | |
| you want to stay on mission and not do any random exploring.</font></p> | |
| </p> | |
| The city map is roughly star-shaped with streets radiating | |
| from a central plaza. A rough layout:</font></p> | |
| Temple is on Glory to the NW</font></p> | |
| Blood Guard is on Assassins to the NE</font></p> | |
| Mystics' Hall is on Triumphs to the E</font></p> | |
| Vulgar Unicorn is on Merchants to the W</font></p> | |
| The brothel is on Dreams to the SW</font></p> | |
| The city jail is on Tears to the SE.</font></p> | |
| </p> | |
| Before you get down to work on the Quest, go down the | |
| Avenue of Tears to the city jail. There you'll find some allies. Check the | |
| first floor, then upstairs, then the basement. Be sure to open the desk in the | |
| commander's office. LOOK around in the basement, too. Use the candle if you | |
| need light.</font></p> | |
| </p> | |
| Go meet Zarg in the electronics shop. Smile. Pay close | |
| attention to what he says. No-rooms! A worthwhile upgrade. You can choose to | |
| pay Zarg or you can go get the treasure he wants. We will assume that you will | |
| want to save your money and buy him off with the treasures.</font></p> | |
| </p> | |
| Can't find the Eyes of Rhatek? Did you LOOK in the | |
| Treasury Room where the eyeless statue is? Bust the box open.</font></p> | |
| </p> | |
| Go meet Zarg in the Alley of Beggars. Smile. Answer his | |
| second question with "G" or "T", and he'll grab his payment. Pay close | |
| attention to what he says. Another Seeker upgrade. Combat capability! You can | |
| never have too many allies in combat! (Note: actually there is a minor bug that | |
| gives the Seeker combat capability when he gets the first PC board, but you need | |
| to do this in order to get the next board, which you really want!)</font></p> | |
| </p> | |
| Get the PC board. GIVE it to the Seeker. Now you can scan | |
| for No-rooms!</font></p> | |
| </p> | |
| When you get to the Vulgar Unicorn, go upstairs and go | |
| straight back to the rear bedroom. A woman! Morraine? Give the password. | |
| LOOK. Get the lamp and light it.</font></p> | |
| </p> | |
| Go to the east bedroom and kill Mortan. Be sure to use a | |
| long enough name that you don't attack Morraine by mistake! LOOK. Open the | |
| saddlebags and get all the coins.</font></p> | |
| </p> | |
| Go meet Zarg behind the brothel. Smile and give him his | |
| treasure. Pay attention to what he says. Yet another upgrade, and a really good | |
| one, too! Healing capability! You can only heal yourself though meditation | |
| which cannot be done during combat. This would be very good to have! The | |
| Mystics won't be pushovers. Get the board and GIVE it to the Seeker.</font></p> | |
| </p> | |
| There's nothing in the brothel worth messing with. But if | |
| you do take a look around, don't drink Tamsin's wine!</font></p> | |
| </p> | |
| Go to the Slavers Guild on the plaza. Bust the cabinet | |
| open and open the chest with the key. Get the ingots.</font></p> | |
| </p> | |
| Go meet Zarg at the Vulgar Unicorn. Smile and give him the | |
| treasure. What'd he say? Threndor has been kidnapped! Get the board and GIVE | |
| it to the Seeker.</font></p> | |
| </p> | |
| The Blood Guard barracks is on the Street of the | |
| Assassins. Go there and fight your way in. OK, you know that Threndor is here | |
| somewhere. Maybe in a No-room? Scan the place as you move about.</font></p> | |
| </p> | |
| Be sure to LOOK in the office. You might find something | |
| that will be useful later on.</font></p> | |
| </p> | |
| A No-room off the armory! Kill the guard, then consult | |
| with the Seeker. Of course, it's right,</font></p> | |
| </p> | |
| Threndor needs his Life-Orb to survive. Leave Threndor for | |
| now.</font></p> | |
| </p> | |
| Nothing much left to do now except confront the Mystics in | |
| their hall. Wait a minute. We haven't checked the Temple or jail for No-rooms | |
| yet.</font></p> | |
| </p> | |
| You'll find a No-room in the Temple that con- tains a 2D5 | |
| sword named 'Exeter'.</font></p> | |
| </p> | |
| And you'll find a No-room in the basement of the jail that | |
| contains the Life-Orb! The box opens with the hexagonal stone. Be ready for | |
| some trouble; there may be a traitor in your midst.</font></p> | |
| </p> | |
| Go back and get Threndor, and give him his orb. He's not | |
| much of a fighter, but if the Seeker gets wrecked, you won't be able to rescue | |
| him.</font></p> | |
| </p> | |
| OK, the going gets tough now. Time to check out the Guild | |
| of Mystics. Head over to the Avenue of Triumphs and fight your way in. This is | |
| the Mystic stronghold, so be sure to scan as you go.</font></p> | |
| </p> | |
| A No-room off the Dream Room! Hmm. A pool. Examine it. | |
| A "good� Mystic! Swear vengeance. The gift from Harol is a set of Power | |
| capsules. These capsules will each make you invulnerable for the next 6 moves. | |
| Don't take a second pill when one is already active-- it will kill you!</font></p> | |
| </p> | |
| LOOK in the vault. Fight your way up, and up again. Xenon | |
| doesn't fight, but asks you to serve him. Don't do it! He's "really� tough, so | |
| take a power pill, and fight.</font></p> | |
| </p> | |
| Break down the large door, and pass through. Oh no! This | |
| looks really bad. Better consult with Seeker for some advice. Call upon | |
| Rhadshurad by speaking his name.</font></p> | |
| </p> | |
| Whew! That was close. (Mardak has a Hardiness of 200!) | |
| LOOK, and go down. Enter the magic gate. You won! The Orb is recovered! | |
| Threndor is rescued! Harol is avenged! You lived! It's Miller time.</font></p> | |
| <hr> | |
| <h2><a name="Buccaneer!"></a>Eamon #145 | |
| "Buccaneer!"</font><br> | |
| Walkthrough by Adam Myrow</font></h2> | |
| </p> | |
| <br> | |
| First of all, you need to understand what the introduction | |
| has to say. You are going to a public execution because you think that the | |
| pirate Henry Le Marque will reveal the location of some hidden treasure when | |
| "faced with the gallows." Remember that this is a medieval setting and public | |
| hangings of pirates were big events.</font></p>Here are some hints for those that want to solve this Eamon | |
| without the complete walk-through. This Eamon requires a lot of gold as stated | |
| in the intro. However, if you find yourself short on gold, there are some | |
| provisions for getting more. It also requires that you pay good attention to | |
| detail. Every detail is important. You will be retracing your steps a lot. | |
| Finally, you need to realistically think about how you would prepare for sailing | |
| a ship on the ocean.</font></p> | |
| </p> | |
| Now, we shall begin the walk-through. Note that you may do | |
| things in a slightly different order if you wish. However, the order given here | |
| will work fairly well.</font></p> | |
| </p> | |
| Go south until you come to the intersection of Sea Lane and | |
| Captain's Walk. Go east along Captain's Walk, noting details as you go. In | |
| particular, note the place that looks like a government building, and the | |
| Cartographer. Be sure to also note Ubask and his occupation. A mage may not seem | |
| important now, but he'll certainly prove useful. The last thing to note is the | |
| undertaker (where Le Marque will probably go) and the Chandler. By now, you | |
| should be at the intersection of Captain's Walk and Anchor Way. Since the jail | |
| yard is north, go that way. It looks like you made it to the execution in time. | |
| Let's see what Henry Le Marque says.</font></p> | |
| </p> | |
| Wow! Talk about weird last words. Now what was that about | |
| treasure? Sounds like Le Marque has some good stuff for the taking. However, his | |
| little poem sure doesn't make sense. You could write it down, but fear not! | |
| Your character has done this for you. The locals think that Le Marque's treasure | |
| is on an island. How does one get to an island? Why, they use a ship, of course. | |
| Before you go running off to lease a ship however, you might want to stock up.</font><br> | |
| </p> | |
| Exit the jail yard by going south. Go west once and south | |
| again. This should place you in the chandlery. A clerk will inform you of what | |
| he offers. You need fruit, food, and grog. The command to use is PAY CLERK, 3 | |
| times. Each time, you'll be asked what you want to buy. You won't lose any money | |
| if you make a spelling error. You'll just get a message to the effect that the | |
| clerk has no idea what you mean. Get used to the PAY command. You'll use it a | |
| lot.</font></p> | |
| </p> | |
| Now, go through the south door of the chandlery and enter | |
| the shipwright's. Again, you need to PAY CLERK. Buy the caulk, pump, and the | |
| canvas. Exit through the north door to return to the chandlery. I will discuss | |
| the docks when you are ready for a ship.</font></p> | |
| </p> | |
| A good start, but what about that riddle? Well, do you | |
| remember that Ubask guy? He is a mage. Let's give his slogan, "What man has | |
| devised, Ubask knows", a test. Go west twice after exiting the Chandlery. Now, | |
| go north. You should be in Ubask's home. Ubask is famous for breaking codes. | |
| Just what you need! Pay him and see what he has to say.</font></p> | |
| </p> | |
| Well, that explanation of the first part of the riddle | |
| makes sense. Note that you were handed some information about the island. To | |
| check this out, LOOK UBASK'S ANSWER. This sounds like a perfect place to bury a | |
| treasure. It's time to move on in your search for goods.</font></p> | |
| </p> | |
| If you wish, you may go back east and explore the | |
| marketplace and the other buildings. You will find some people who can set up | |
| trading lots for you. I wouldn't pay them until you have a ship. Also, trading | |
| is totally optional and will not be covered here.</font></p> | |
| </p> | |
| Go west after exiting Ubask's house and then go north. You | |
| should now be at the cartographer's. You most definitely want a map. So, PAY | |
| APPRENTICE, and when asked what to buy, enter SEA CHART. Another important item | |
| taken care of. You might want to save your game now, to be safe.</font></p> | |
| </p> | |
| Now, exit the cartographer's shop and go west. You can | |
| explore each and every building if you wish. You will find a tavern to the north | |
| called "The Crow's Nest." More people who can trade with you plus a few ship's | |
| officers are here. You may also try to GAMBLE if you are short on gold. Go west | |
| once again on Captain's Walk and try going north. Some regular crew members. | |
| Since you will be leasing a ship, it would be a good idea to write their names | |
| down. You can't hire them until you have a ship, and it's not a good idea to | |
| hire just anybody. You'll see why in a little while.</font></p> | |
| </p> | |
| Now, go south twice from the inside of the club to enter | |
| that official-looking building you saw earlier. You simply PAY CLERK here and | |
| buy the various pieces of paperwork one at a time. Make sure you have everything | |
| to avoid any legal trouble later. That means the docking permit, trading | |
| license, and the harbor pass. If you are sure you won't be doing any trading, | |
| you may be able to skip the trading license.</font></p> | |
| </p> | |
| Next, go west until you return to the intersection of Sea | |
| Lane and Captain's Walk. Enter the building to the west. This should be the | |
| Temple of Weyren. A priest is asking for an offering. Go ahead and pay it. You | |
| got a blessing. If you LOOK BLESSING, you discover it to be a prayer for when | |
| you get in trouble. You might find a use for it.</font></p> | |
| </p> | |
| Since we haven't been on Sea Lane, let's explore it. Go | |
| east to exit the temple and south to start walking along Sea Lane. Once again, | |
| note details. Since you've already been in the Port Authority, check out the | |
| Registry. A clerk here can help you (for a fee of course) find out about | |
| sailors. Let's practice with the sailors here. PAY CLERK and when asked, enter | |
| each of the sailor's names here. So, Red and Ivan might work. Maybe it's time to | |
| finally get a ship.</font></p> | |
| </p> | |
| Exit the Registry, go south twice, and you are on the first | |
| of many ships to choose from. Go east along the docks and explore each ship one | |
| at a time. Which one you choose depends on what you want to do. If all you want | |
| is to get the pirate's treasure and run, the cutter might do. However, if you | |
| want to do any trading, you might want a bigger ship. Of course, if you want to | |
| fight with other pirate ships, you need some guns on your ship. I personally | |
| like the Packet. Its only drawback is the large crew requirement. Pick the ship | |
| you like before continuing. If you haven't been doing occasional saves, save | |
| your game now!</font></p> | |
| </p> | |
| Now that you have a ship, it might be a good idea to both | |
| continue preparations and start hiring crew members. Return to the Registry and | |
| hire Red and Ivan. Next, go back north past the intersection of Sea Lane and | |
| Captain's Walk. You might want to use the "LOOK" command to refresh your memory | |
| as to what's here.</font></p> | |
| </p> | |
| Let's start by going west into Arkad Trom's shop. As you | |
| may have guessed, PAY ARKAD for the spyglass, sextant, and compass. You've | |
| already been in the other building but you might want to check out some of the | |
| potential crew members by returning to the registry and asking about them. This | |
| is the boring part of the game but it is realistic. The Crow's Nest, the | |
| Steerage, and various other taverns hold crew members and officers. You may also | |
| gamble in all of the taverns if you are short on gold.</font></p> | |
| </p> | |
| While you are hiring crew, work your way back to the | |
| intersection of Captain's Walk and Anchor Way. Start south down Anchor Way. Keep | |
| going, (exploring as you go) until you come to a building with "mystic ruins" to | |
| the east. Enter it. What, somebody else wanting more money? You may as well pay | |
| the attendant. He might tell you the future, or at least something useful.</font></p> | |
| </p> | |
| What was that? Where did you hear the word "soul?" Why, the | |
| last line of Le Marque's riddle says "but the precise spot hides in my soul." | |
| Since you were hearing and copying, it's possible that Le Marque actually meant | |
| "sole." As in the sole of ones shoe. There must be some important information | |
| in the sole of Le Marque's shoe!</font></p> | |
| </p> | |
| Where would his shoes be? They are in the undertaker's | |
| shop. Head back to the intersection of Captain's Walk and Anchor Way. Go west | |
| and then north. That should put you in the undertaker's shop. When there, PAY | |
| HAGGIS. You are now viewing Le Marque's Corpse. You need to SEARCH CORPSE. That | |
| is a rather strange message. It may become more clear when you reach Cormorant | |
| Island.</font></p> | |
| </p> | |
| There is one more thing to buy. Continue on Anchor Way | |
| until you come to the pawn shop. Enter it and buy at least the shovel. You may | |
| wish to buy everything else just to be on the safe side. At last, assuming you | |
| have your crew hired, you are ready to set sail. Go to your ship and type | |
| VOYAGE.</font></p> | |
| </p> | |
| OK, after all that, we are on the water. Here is a brief | |
| explanation of sailing. Once out on the open sea, you get coordinates to tell | |
| you where you are. They are given in a west by south format. That means that the | |
| further you go west, the higher that number gets. Likewise for going south. | |
| Going southwest will increase both numbers. Before going too far, you should | |
| LOOK SEA CHART. Note the location of Cormorant Island. Also, give the STATUS | |
| command a try.</font></p> | |
| </p> | |
| If you see any ships, what you do is up to you. Just don't | |
| attack unless you are told that the ship is flying the "Jolly Roger." Ship to | |
| ship combat will not be covered except that if you find yourself fighting | |
| hand-to-hand, and you see the message "<crewman> is sabotaging your ship," kill | |
| that traitor quickly to minimize the damage! That's why I recommended that you | |
| have some cannons.</font></p> | |
| </p> | |
| Sail southwest so that you are as close to 9 west and 10 | |
| south as possible and maneuver around until you have landed. Notice the | |
| driftwood and go south onto the beach. It turns out that the driftwood is an | |
| oar. Type LOOK OAR to get more information.</font></p> | |
| </p> | |
| So what's the big deal? Well, type READ and notice what | |
| that message you found on Le Marque's sole says. The first two letters are "or." | |
| That could be another homonym trick, and "or" actually refers to "oar." What | |
| about the rest? Well, if you read it carefully, you will notice that all of the | |
| remaining letters are either n, s, e, or w. It is a sort of map!</font></p> | |
| </p> | |
| Use the PACE command and enter each of the letters | |
| following "or" at the prompt. That is the "see essene" part. Now, dig with the | |
| DIG command. Nothing but some skeletons are here! Dig some more. You dig up a | |
| wooden chest. Now try opening it. It's locked, so attack it and when it | |
| shatters, open it. What? All there is here is a stupid message about a practical | |
| joke!</font></p> | |
| </p> | |
| Never fear, you haven't wasted your time. This is just | |
| another of Le Marque's tricks to stop you. Dig yet again. Now you found a | |
| strongbox. Do just like before. Attack it until it breaks and open it. There is | |
| your treasure! Pick it up. Congratulations! You've got what you wanted. You may | |
| now either explore the other islands, or go home with your treasure. If you | |
| decide to explore, you are on your own.</font></p> | |
| </p> | |
| (Editor's note: Adam outlined the steps to fulfill the | |
| basic Quest, but there is quite a lot more to do than listed here. As Adam | |
| stated, the other things are optional, but they will add a lot of enjoyment if | |
| you are having a good time with this adventure. - Tom)</font></p> | |
| <hr> | |
| <h2><a name="The Dark Brotherhood"></a>Eamon #147 "The Dark Brotherhood"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| First, for those who want to solve it themselves, here are | |
| some hints:</font></p></p> | |
| </p> | |
| As Pindar Rambis tells you, this is a battle between Good | |
| and Evil, and you are on Good's team. This means that you do not want to be | |
| doing things of a questionable nature. If you do bad things, your soul becomes | |
| tarnished and you become easier pickings for Mlat in the ultimate confrontation. | |
| Probably the safest rule to follow is to do nothing that does not seem noble to | |
| you. You will have to do some bad things to achieve your goal, but they will | |
| hopefully be offset by your good deeds.</font></p> | |
| </p> | |
| Note that your blessed weapon will have special | |
| capabilities and is the ready weapon of choice, but it will decidedly not be up | |
| to the task of doing battle with a god.</font></p> | |
| </p> | |
| A disguise might save you a lot of trouble in Mlat's | |
| temple.</font></p> | |
| </p> | |
| This Eamon is loaded with hidden and embedded artifacts. Be | |
| sure to read the descriptions very carefully, and LOOK at anything mentioned | |
| that seems remotely interesting. This will enable you to find things that you | |
| need, like a lamp, a key, an ally and citizens who need help; and it will also | |
| prove to be a rich reading experience, greatly adding to the ambience and to | |
| your gaming enjoyment.</font></p> | |
| ______________________</font></p> | |
| </p> | |
| Let's begin the Walk-through:</font></p> | |
| </p> | |
| Pat has programmed a number of alternate ways of doing | |
| things. To the best of my knowledge, the following is the most trouble-free | |
| route to your goal of recovering the legendary Shroud of Phrax and returning it | |
| to Him.</font></p> | |
| </p> | |
| The first thing to do is take a LOOK around. LOOK at the | |
| lamp and get it. In fact, make a point to LOOK everywhere you go, and LOOK at | |
| anything that looks interesting in any description. You'll enjoy the depth of | |
| the reading experience and find all kinds of interesting stuff.</font></p> | |
| </p> | |
| Go south into the temple and listen to Pindar Rambis. Note | |
| what your ready weapon is, because that is the one he blessed. You'll find that</font></p> | |
| </p> | |
| it's pretty much impossible to dispatch the Undead with | |
| anything but a blessed weapon. (I was intrigued by the blessing. Does anyone | |
| else read it as sounding like, "Lotsa hooey, Bud's own goody?" Pat has planted | |
| several puns and jokes in this Eamon, if you watch closely for them.)</font></p> | |
| </p> | |
| Go North, LOOKing as you go. Heal the Dragoon. Don't try | |
| climbing on the rubble. Go back South to the Plaza.</font></p> | |
| </p> | |
| Go West down the Avenue of Swords. You'll find a couple of | |
| companions, but nothing else of note.</font></p> | |
| </p> | |
| Head East on the Avenue of Temples. Wear the ring. If you | |
| got the lamp, you don't need the torch. If you are stuck with the short-burning | |
| torch, it can be randomly renewed with POWER, but it's not really a very good | |
| tool. Ready the crowbar and ATTACK the rubble to open a hole. Ready your | |
| blessed weapon, and go East through the hole. Get the board and continue East.</font></p> | |
| </p> | |
| Try to GET the burning timber to rescue the trapped | |
| citizens. Your efforts don't help them, but your soul gets credit for the | |
| effort.</font></p> | |
| </p> | |
| Head East. Kill the fiend first, because it can sap life | |
| force (hardiness) permanently! Don't go North into the Phracian Fields; the | |
| Undead will (literally) have you for lunch. Stay out of the forest, too.</font></p> | |
| </p> | |
| Go South into the crater. (I hope that you are continuing | |
| to LOOK at everything!) The sign removes all doubt that this is the remains of | |
| Mlat's temple. Light the lamp and go South into the temple. Go West and wear | |
| the robe. Go South twice. Drop the board to the East, and go East twice.</font></p> | |
| </p> | |
| Hmm. A wooden floor here. Check it out and open the | |
| trapdoor. Go Down. Say MLAT to get past the Templars. Go North and check out | |
| the mines. Kill the overseer so you can get his key. Get the climbing rope. | |
| Free the human Thralls. The humanoids won't like you, so leave them chained | |
| up. Don't pass the grate at this time. The bone golem will ignore you. Leave | |
| the mines.</font></p> | |
| </p> | |
| This time, go West from the Templar guards and investigate | |
| the place. If you don't want Mlat to get your soul, don't indulge in any of the | |
| vices available here! In fact, you will lose one or two of your companions to | |
| vices if you wander from the hallway (the "straight and narrow", if you will). | |
| Once you get to the Room of Supplication, kneel on the rug.</font></p> | |
| </p> | |
| Go West and look around the rooms here. Read the book and | |
| the missal. Check out the shrine and the face, and read the shrine. While | |
| standing before the shrine, say I AM ONE WITH MLAT.</font></p> | |
| </p> | |
| Whoops, trapped in a killing box! Fortunately, your robe | |
| disguise saves you. Go South and look around these rooms. Leave the Brothers | |
| alone, and they won't recognize you in your disguise. Read the tome. LOOK while | |
| at the altar. A secret passage South!</font></p> | |
| </p> | |
| Now would be a very good time to do a SAVE.</font></p> | |
| </p> | |
| Go South. Ignore the torturers and leave the victim | |
| alone. Go West. Uh-oh. These guys see through your disguise, and they're | |
| spellcasters! Say RAMBIS to get some help, and start slugging. Be sure to keep | |
| your health up; those spells hurt a lot! If Rambis' avatar gets killed, you can | |
| again SAY RAMBIS to conjure up a new one, but if you've still got all your | |
| companions, he should survive.</font></p> | |
| </p> | |
| Another face. Say I SEEK THE CARESS OF MLAT. LOOK at the | |
| well. DROP the rope. Remember the passage from the tome? This is your weapon | |
| to face Mlat with! Get the Sword of Virtue and ready it.</font></p> | |
| </p> | |
| OK, time to face the music. Go Up, and be sure to get the | |
| rope. Go East. Ignore the Gatekeeper. Attack Mlat! The Sword of Virtue does | |
| the hard work here.</font></p> | |
| </p> | |
| Hey, we're back at the shrine. The Shroud! Get it, and | |
| then leave the Halls of the Brotherhood. Again say I AM ONE WITH MLAT to rise | |
| through the floor. Return to the grate in the mines and go through it. Go | |
| North to the brink of the chasm. Ready your blessed weapon, then drop the rope.</font></p> | |
| </p> | |
| Kill the Crypt Terror. Go North, and kill the Lich. Go | |
| North again. Yow! What's this fungus? You can't kill it, so get away from it! | |
| Go East.</font></p> | |
| </p> | |
| A grove. Phrax himself! He takes the Shroud and gives you | |
| a gift. Wear the Hand of Phrax.</font></p> | |
| </p> | |
| You find yourself in the Phracian Fields. Go South onto | |
| the Avenue of Temples, and head to the Main Hall on the Avenue of Swords. | |
| Answer <Q> and quit the game. You've won!</font></p> | |
| <hr> | |
| <h2><a name="Walled City of Darkness"></a>Eamon #150 - Walled City of Darkness</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| <br> | |
| Looking back over past issues, it is starting to look like | |
| pretty much everything significant has been said about designing and authoring | |
| new Eamon adventures. Therefore I am starting a new column to replace the | |
| "Dungeon Designs" column. In the future, you will randomly see this column or | |
| "Dungeon Designs", depending on what I come up with to write about.</font></p></p> | |
| </p> | |
| In this column, I will walk you through every point of | |
| difficult Eamons, from first entry, through every puzzle, to final solution. | |
| </font> </p> | |
| </p> | |
| One of the most difficult Eamons that does not include a | |
| solutions program and only a few vague hints is Eamon #150: "Walled City of | |
| Darkness"</font></p> | |
| </p> | |
| First, a clarification: whenever you want to restart a | |
| saved game after you have quit playing, you must first run the program WALLED | |
| CITY OF DARKNESS from the DOS 3.3 prompt, let the game fully start up, then type | |
| RESTORE at the YOUR COMMAND prompt. Also, before you start play, be sure to | |
| have an extra formatted disk handy for the SAVE data.</font></p> | |
| </p> | |
| HINTS</font></p> | |
| </p> | |
| If you want to solve the adventure yourself without | |
| following a step-by-step cookbook walk- through, here are some things you should | |
| notice:</font></p> | |
| </p> | |
| The Nameless' reaction to your weapons</font></p> | |
| The tailor's sign</font></p> | |
| The mural</font></p> | |
| The fragment</font></p> | |
| The gardener's comments</font></p> | |
| Ali's warning</font></p> | |
| The statues</font></p> | |
| The low rail</font></p> | |
| The reliquary</font></p> | |
| How is the beer?</font></p> | |
| The Glass Warrior's weapon has an entire special</font></p> | |
| effect of its own that describes it in</font></p> | |
| meticulous detail</font></p> | |
| What is the blacksmith doing?</font></p> | |
| How do you banish darkness?</font></p> | |
| When does the feel of Lumen's temple change?</font></p> | |
| </p> | |
| You may find the Astrologer's forecasts to be very helpful, | |
| though he may push you towards a different order of events than the walk-through | |
| below does.</font></p> | |
| _________________________</font></p> | |
| </p> | |
| There are many different paths you can take in adventure. | |
| The following walk-through takes you down the most efficient path that also | |
| touches every clue you must have.</font></p> | |
| </p> | |
| Since he summoned you, the first thing you want to do is | |
| find Hokas. You know he's supposed to be near the south gate, so head straight | |
| down the avenue to his house.</font></p> | |
| </p> | |
| OK, now you know that Hokas thinks you can save the city. | |
| Be sure to heed the parting warning that Ali gives you! On your way out, go | |
| around back and check out the chicken house.</font></p> | |
| </p> | |
| At this time, it wouldn't hurt to explore the city and | |
| learn what shops and temples exist. Make note of what each shop carries in | |
| stock; there are many clues scattered here. Hokas said that the gods hold the | |
| tests to reach godhood, so the temples will be where the action is, but the | |
| shops will provide the means. Go cruise the shops. Here is what you should | |
| notice:</font></p> | |
| </p> | |
| Tailor shop: read the sign</font></p> | |
| Glassblower: glassware to order; plate glass</font></p> | |
| Silversmith: silver goods to order</font></p> | |
| Astrologer: forecasts (hints) for sale</font></p> | |
| Pub: "uncommonly good" beer for sale</font></p> | |
| Stables: help wanted</font></p> | |
| Blacksmith: working on a sledgehammer</font></p> | |
| Leather shop: leather shield handles on wall</font></p> | |
| Apothecary: (is a chemist/druggist)</font></p> | |
| Potter: ceramic goods to order</font></p> | |
| Pawnbroker: buys and sells goods</font></p> | |
| Carpenter: woodwork to order</font></p> | |
| </p> | |
| Enter the ruined temple and check it out. Note that this | |
| god has the same name as the city-- this must have been the temple of the city's | |
| patron god. Try to pray. Read the fragment.</font></p> | |
| </p> | |
| Go north into Temple Passage and examine the mural on the | |
| wall of the ruined temple. Here you will see the four artifacts you must have | |
| to reach godhood.</font></p> | |
| </p> | |
| Go into the Temple of Bo. Pray, and enter the glowing | |
| wall. There you will find a white light and a pouch to hold it. Note that | |
| there are seven pockets in the pouch. Try to get the white light. OK, you need | |
| some way to grasp the light. Did you read the sign in the tailor's shop? You | |
| need a glove. But you have no money!</font></p> | |
| </p> | |
| There are two ways to get money: you can work for it at the | |
| stable, or you can sell some of your weapons. Work in the stable will damage | |
| you physically, so sell a couple of your weapons for some ready cash. Remember | |
| that the intro says that you will get your weapons back at the end, and also | |
| remember how the Nameless was amused by your magic weapons. In fact, your | |
| personal weapons will prove to be worse than useless against the foes you will | |
| face here.</font></p> | |
| </p> | |
| Go have the tailor make you a glove (BUY GLOVE), and put it | |
| on. Go back to the Temple of Bo and get the white light and pouch. You'll find | |
| that you can only hold one light at a time, so put them in the pouch as you get | |
| them.</font></p> | |
| </p> | |
| Enter the Temple of Meteor, pray, and enter the wall. Get | |
| the yellow light. Note the rail. Read the inscription.</font></p> | |
| </p> | |
| Enter the Temple of Sylicat, pray, and enter the wall. Get | |
| the brown light. Proceed carefully down the tunnel. Note the statues; one will | |
| show you how to approach the cockatrice safely.</font></p> | |
| </p> | |
| You'll need a mirror, and a way to hold it that doesn't | |
| expose any part of your body. Go buy a mirror from the glassblower.</font></p> | |
| </p> | |
| The glassblower doesn't sell mirrors, but he told you what | |
| you need to know. Buy some plate glass, then go to the apothecary and have it | |
| silvered (BUY MIRROR). Nuts, he's got no silver nitrate--go get the silversmith | |
| to make you some, then go back and get the silvering done.</font></p> | |
| </p> | |
| Remember what happened to the statue--you'll want some | |
| straps mounted on the back of the mirror. Go to the leather shop for that.</font></p> | |
| </p> | |
| You can now approach the beast, but how can you kill it | |
| without exposing yourself to its gaze? Do you remember what the gardener said? | |
| Go get a rooster from the chicken house.</font></p> | |
| </p> | |
| After you've dispatched the cockatrice, drop the rooster, | |
| or he'll drive you nuts. Hmm, the niche is empty. Look under the stone | |
| serpent. An odd silver hammer! What could it be for?</font></p> | |
| </p> | |
| Enter the Temple of Salam, pray, and enter the wall. A sea | |
| of fire! You'll have to find a way to cross before you can see what the | |
| glittering creature is all about. Get the orange light.</font></p> | |
| </p> | |
| If you went down the stairs, then you are in need of some | |
| healing by now. Oops, the HEAL spell doesn't work. Have you checked out the | |
| Prancing Unicorn yet? The barkeep wasn't kidding when he said that the beer was | |
| uncommonly good since Hokas put a word on it...</font></p> | |
| </p> | |
| Enter the Temple of H'oh, pray, and enter the wall. | |
| Another obstacle. Get the green light.</font></p> | |
| </p> | |
| Enter the Temple of Gyx, pray, and enter the wall. Hmm, no | |
| light here, so let's check the place out. The guards will let you pass if you | |
| show your reverence with prayer. You'll find a reliquary (container for holy | |
| relics) on the altar. It must contain the object of worship, so open it and | |
| look.</font></p> | |
| </p> | |
| Blue boots! Wear the boots. But the guards won't let you | |
| pass. Remember the mural? Lumen was walking through the air! Go up, and | |
| leave.</font></p> | |
| </p> | |
| You can walk through the air now! Go back to the Temple of | |
| Salam and check things out. A Glass Warrior! If you attack him, you'll find | |
| that your weapon does more harm than good. Note his weapon, then flee and leave | |
| the temple.</font></p> | |
| </p> | |
| How can a Glass Warrior be defeated? It has no vital | |
| parts, but it would be brittle. Perhaps it would succumb to blows from a heavy | |
| hammer. The silver hammer is far too small and light to work, but you remember | |
| that the blacksmith was making a sledgehammer! Go buy it. Return to the temple | |
| and destroy the Glass Warrior. Wear the goggles. You're halfway there now.</font></p> | |
| </p> | |
| Enter the Temple of Fisic, pray, and enter the wall. Get | |
| the violet light. Check out the next room. It is supernaturally dark, but the | |
| goggles enable you to see. A Shadow Warrior! Flee.</font></p> | |
| </p> | |
| Enter the Temple of Dis, pray, and enter the wall. Get the | |
| red light. Now you have all seven! Enter the red structure. Whoa. Niches! | |
| You know what goes in niches.</font></p> | |
| </p> | |
| You can enter any wall, but if it isn't glowing you wind up | |
| back in the gigantic room. You must "enable" a wall by putting the same color | |
| light into its niche. Use full terms like RED LIGHT and RED NICHE here. (I | |
| apologize for the clunky user interface in this part. I had to minimize code | |
| size at the cost of usability. I simply did not have memory space to do a nicer | |
| job.)</font></p> | |
| </p> | |
| The red structure is a maze! But you only get one use of | |
| each light per attempt. How to find the correct path among thousands of | |
| alternate possibilities?</font></p> | |
| </p> | |
| Remember the inscription on Meteor's pinnacle? "When the | |
| walls confound you remember these words: 'Reverence Brings Out Virtuous | |
| Greatness Within You.' Once their beginnings are found you will prosper." The | |
| beginnings of the words are the letters RBOVGWY. This is your road map.</font></p> | |
| </p> | |
| Traverse the maze. A Light Warrior! He has a blue wand! | |
| Another piece of godhood? Enter the wall and leave. Hey, the Temple feels | |
| different now. Oh, no, the lights are missing from the pouch! Try praying. | |
| The wall glows! The gods have accepted you as a candidate.</font></p> | |
| </p> | |
| How can you possibly damage a creature made from light? | |
| Well, one way to break up light is with a prism. What if you had a sword made | |
| from glass? The glassblower can make one if you have a mold. The potter can | |
| make a mold, but needs a pattern. A real sword can serve as a pattern, but | |
| results in such a delicate weapon that it breaks when you try to use it. | |
| Remember the Glass Warrior's weapon? It showed what shape your glass sword must | |
| have.</font></p> | |
| </p> | |
| Go to the carpenter and have him make you a sword (BUY | |
| SWORD). Go to the potter and buy a mold (BUY MOLD), using the wooden sword for | |
| the model. Go to the glassblower and get a glass sword made (BUY SWORD).</font></p> | |
| </p> | |
| Return to the Temple of Lumen, and destroy the Light | |
| Warrior. Get the blue light.</font></p> | |
| </p> | |
| The enemy of darkess is light. Return to the Temple of | |
| Fisic. Ready the blue light and destroy the Shadow Warrior. Wear the gauntlet.</font></p> | |
| </p> | |
| You now have the trappings of a god and have assumed some | |
| godlike traits. But if you go to the Nameless' temple, you'll find that you're | |
| still not ready.</font></p> | |
| </p> | |
| Remember the fragment? It described the forging of a "blue | |
| light" into "the weapon of a god". Go to the Temple of Lumen. Put the blue | |
| light on the anvil. Ready the silver hammer and attack the blue light twice. | |
| You are now a god!</font></p> | |
| </p> | |
| Go to the Nameless' temple. Enter the wall, and cross the | |
| chasm. Battle the damned souls. You are yet too weak; flee and leave the | |
| temple.</font></p> | |
| </p> | |
| Did you notice the result of the prayers that were offered | |
| in the street? Walk around, and you will be not only renewed but strengthened | |
| by the power of their prayers. After a while you will see that you are not | |
| being further strengthened. Time to do battle!</font></p> | |
| </p> | |
| Destroy the damned souls, then go back and renew your | |
| strength. Now is a good time to do a game save before the final confrontation.</font></p> | |
| </p> | |
| (Side note: your hardiness is now 500, and the Star Wand is | |
| a 12x12 weapon, and you will need every bit of it to defeat the Nameless.)</font></p> | |
| </p> | |
| Defeat the Nameless and free the bound being. It's Lumen! | |
| Decide whether to return to the Main Hall, or to stay in the city forever.</font></p> | |
| </p> | |
| There are two different endings, depending on which you | |
| choose. If you choose to stay, the game ends without a return to the Main | |
| Hall. If you choose to return to the Main Hall, you revert to your pre-godhood | |
| state.</font></p> | |
| </p> | |
| There is quite a lot of programming to cover many | |
| possibilities. If you try to do things in a different order or in a different | |
| way, the result may differ as well. (For just one example, there is a way to | |
| enter the Nameless' domain before you reach godhood.) But this is a very | |
| forgiving Eamon; there are no unwinnable dead ends and you should have little | |
| trouble staying alive.</font></p> | |
| </p> | |
| You might also find it interesting to consult the | |
| astrologer regularly just to see what he has to say. You'll have to sell all | |
| four of your weapons to do this, but they aren't good for anything anyway.</font></p> | |
| <hr> | |
| <h2> | |
| <a name="The Bridge of Catzad-Dum"></a>Eamon #159 "The Bridge | |
| of Catzad-Dum"</font><br> | |
| Walkthrough by Jared Davis</font></h2> | |
| READY KATANA. Go Down | |
| and go East until you get to CATZAD-DUM. ATTACK the Gardener in the Water. GET | |
| the clippers and the hand. LOOK and READ the inscription. Hmmm, what does "AYS-AY | |
| EOWM-AY NDA-AY NTERE-AY" mean? Rearrange the letters in "EOWM" and SAY the Word | |
| it makes. Go North until you get to the stairwell.</font></p> | |
| </p> | |
| Go down. Hmm, a smell | |
| of pork? Go north to fight some porks. (Get it? Orcs+P=Porcs, hard "C"=K, Porcs=Porks!) | |
| Get the Axe and sword. Go east twice and south. Get the books. READ them if you | |
| want. Go east twice to the theological department. Get the book and read it to | |
| discover the true nature of these cats. Go North and kill the Pork. Get the | |
| Sword. Go back West to the intersection where tou killed your first porks. | |
| </font></p> | |
| </p> | |
| Go North and West. | |
| Kill the Pork and get the tire iron. Go Down. Go Down. Go Down. Hmm, "An elf, a | |
| dwarf and an adventurer much like yourself pass through. They ignore you | |
| completely, as they seem to be intent on some 'Thror's ring' or something." Oh, | |
| well. Go Down.</font></p> | |
| </p> | |
| "WELLINGSD-AY FO-AY | |
| HET-AY ICHR-AY." Go West three times. Go North and kill the perverse pork. Get | |
| the bicycle chain. Go North and READ the inscription: "Tickss-ay nda-ay toness-ay | |
| aym-ay reakb-ay ym-ay onesb-ay, utb-ay hipsw-ay nda-ay hainsc-ay xcitee-ay em-ay." | |
| Leave and go West. Go down to meet Sam Ruby. Don't bother with him. Go Down and | |
| kill the Pork. Get his bicycle chain. Go South until you find a mummified cat. | |
| You can get it. Go South. To the East is more mummified stuff and a scratching | |
| post. Go South and Up. Go South until you run into the Fellowship of the Ring.</font></p> | |
| </p> | |
| (An old man, all | |
| dressed in grey with a great beard, walks in, carrying a gnarled old staff | |
| emitting a bluish glow. Not noticing you he shouts behind himself, "It's OK | |
| guys!" Then with a flurry of many feet, 8 other people of various races enter. | |
| There are two other men, an elf, a dwarf and four short little furry-footed | |
| fellows. One of the men says to the greybeard, "Damn it all. I told you we | |
| should have taken a right at the Burger Ki--", breaking suddenly as he notices | |
| you. The others turn and examine you with surprise. The old greybeard says, | |
| "Don't worry about him. He's just another one of those Dungeons and Dragons toe | |
| suckers." With that, they turn and walk off.)</font></p> | |
| Go South and Down. Go | |
| East, despite the smell of Porks. Read the Funny message!</font></p> | |
| </p> | |
| (Looking up the hole | |
| you see a bluish glow and hear several voices, and presently a tiny head and | |
| shoulders are silhouetted against the dim glow. All of a sudden you hear a | |
| hollow whistle and a pebble clangs off from your helm.</font></p> | |
| </p> | |
| Angered, you growl | |
| and ready your weapon, and notice the silhouetted figure is gone. Echoing down | |
| the hole, you hear the angry thundering voice of the old man. "You little | |
| bastard!" he screams. "That's the last rock you throw on this trip!" With that a | |
| struggle is silhouetted and you see a tiny body falling faster and faster | |
| towards you. Ducking out of the way, you note it was one of the four | |
| furry-footed fellows, as he splatters in a burst of crimson, thoroughly | |
| plastering the walls with gore.)</font></p> | |
| </p> | |
| Go North and Up.</font></p> | |
| </p> | |
| (As you poke your | |
| head up out of the hole in the floor, an entire troop of porks, at least 30 of | |
| the pig-snouted horrors, push past you. Ducking into the alcove, you examine | |
| them. They wear byrnies of scale or chain mail and plated thigh guards, and | |
| carry Schmeisser submachineguns. On their belts are bicycle chains, tire irons, | |
| and potato masher grenades. On their helmets crouch iron frogs tipping top hats; | |
| and on each link or scale of their mail is engraved "Porky, the all-wise and | |
| most compassionate". Their leader, the foremost, wears a banner mounted on his | |
| back reading "Your pearls or your life". None notice you, even for your glowing | |
| hand, they are too intent on stroking their Schmeissers. And then, they pass on | |
| down the hall towards some grisly chamber.)</font></p> | |
| </p> | |
| Attack the Porks. Get | |
| their weapons. Continue East, killing Porks and getting their weapons. You get | |
| to Fugu. Kill his gunners, then his porks. The b'aalhop appears! GET ALL, then | |
| ATTACK the B'AALHOP! Attack more gunners! Attack those porks! Get All and go | |
| East across the Bridge. Attack the bridge. Ready a sword and go East to meet | |
| Fugu! Attack him, then type DEFLECT. He should kill himself. If not, ATTACK HIM. | |
| Go South to leave.</font></p> | |
| </p> | |
| After selling your | |
| weapons, you will see this message: As you are about to leave this strange land | |
| of Middle-West, you meet a stranger group of travellers. You recognize the seven | |
| bedraggled figures as the group you passed in Catzad-Dum.</font></p> | |
| </p> | |
| You notice the old | |
| man is missing, and out of curiosity ask what became of him.</font></p> | |
| </p> | |
| The elf says, "He did | |
| not survive, as he fell into the shadow..." He quickly is interrupted by one of | |
| the men, who bitterly mutters, "It was his own damn fault. We should have taken | |
| a right at the Burger King!"</font></p> | |
| </p> | |
| You bid them farewell | |
| and sail for the Main Hall via the Bay of Belfalas, the Gulf of Lune, and the | |
| Panama Canal.</font></p> | |
| </p> | |
| Congratulations!</font></p> | |
| <hr> | |
| </p> | |
| <h2> | |
| <a name="Operation Endgame"></a>Eamon | |
| #161 "Operation Endgame"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| <br> | |
| I debated for a while about doing a walk-through for this | |
| Eamon, because, like all of Sam's best Eamons, it includes a SOLUTIONS program | |
| that gives hints about how to proceed. But in the end I decided that this | |
| Adventure is a special case. Everyone agrees that it is one of the very few that | |
| get better each time you play it, and that knowing what is coming does not | |
| detract from the sheer joy of playing such an excellent creation! Not to mention | |
| that this is a pretty difficult Eamon even with the SOLUTIONS to help you.</font></p></p> | |
| <br> | |
| For those who want to play it themselves, here are a few | |
| pointers. SAVE OFTEN. Every ten moves is about right for me. This Eamon is | |
| very unforgiving. The clues are there, but you will overlook a lot of them the | |
| first time through.</font></p></p> | |
| <br> | |
| Your men have their own medikits, but they won't use them | |
| unless they are at death's door. You will do well to keep them at least | |
| moderately healthy. But your kit only has 15 uses, so use it sparingly. With | |
| nice judgment and just a little luck, it's not too hard to get out with all team | |
| members alive.</font></p></p> | |
| <br> | |
| Watch your ammo situation! It's easy to miss the message. | |
| If you have your gun readied, you will attack multiple times. If you start | |
| attacking just once, you've run out of ammo.</font></p></p> | |
| <br> | |
| This is not a normal Eamon where you can explore anything | |
| and everything. Stay focused on the mission and don't explore randomly.</font></p></p> | |
| <br> | |
| Read the intro very carefully. You might want to take | |
| notes. Read everything carefully. Take nothing for granted. In this game, you | |
| are the commander of the best Special Forces team in the world, embarking on | |
| what is for all intents and purposes a suicide mission. There is zero margin for | |
| error, but, again, the clues are there.</font></p></p> | |
| __________________________</font></p> | |
| </p> | |
| Let's get started!</font></p> | |
| </p> | |
| I don't promise that this is absolutely the best possible | |
| set of moves, but it will get you to the end alive and with mission | |
| accomplished.</font></p> | |
| </p> | |
| OK, you're on a suicide mission that will make the | |
| difference between winning and losing the war. You've got a really good team; | |
| with these guys it might be possible to carry out the mission and make it out | |
| alive. Your men are the best! Start off by reviewing their gear. EXAMINE each | |
| of your companions, and INVENTORY yourself. EXAMINE your own equipment as well.</font></p> | |
| </p> | |
| There's a tower in the distance. EXAMINE TOWER. No good, | |
| it's too far. GIVE ORDERS to Tech to use his binoculars to examine it. The | |
| sentry has gotta go. GIVE ORDERS to Mean to use his SVD sniper rifle.</font></p> | |
| </p> | |
| Go south. A fence. Hmm, it's made up of thin, parallel | |
| wires that wouldn't stop much unless it was lethally powered. Let's give the | |
| fence a pass and go in the front door. We won't want to make a ruckus until we | |
| find what we've walked into, so ready your knives with the ARM command.</font></p> | |
| </p> | |
| Go east, then south into the outpost. Check upstairs. | |
| Nothing. Check downstairs. Go south. Breakers! Kill them, then CLEAR the area to | |
| remove evidence of your presence. (This is a secret infiltration. You will | |
| quickly learn that leaving dead bodies in your wake is a no-good way to sneak | |
| through an enemy compound!) Read the paper on the wall. Good news! No relief | |
| until tomorrow; that gives you time to complete your mission before these | |
| soldiers are missed.</font></p> | |
| </p> | |
| Go back upstairs and through the south door, and kill the | |
| Breaker. CLEAR the area. Go down and kill the Breakers. CLEAR the area. This | |
| might be a good spot to do a SAVE.</font></p> | |
| </p> | |
| Take a LOOK around to get a broad layout of the base from | |
| here. Give orders to Tech to check out the airfield, road, and river with his | |
| binoculars. There's an awful lot of light right here. We don't want to get | |
| pinned down by a searchlight while on the side of a cliff, so let's look around | |
| some. Go west. Nope, this is lit too. Go back east twice.</font></p> | |
| </p> | |
| It's dark here. That's more like it. EXAMINE the cliff. | |
| It's high and sheer, so USE your climbing gear. Go down and note that overland | |
| escape will be impossible this way.</font></p> | |
| </p> | |
| The river would be a good way to move, but it is fast | |
| moving and those rocks don't look so good. Let's move west and look for | |
| something better. The river still looks dangerous, so go west again, then move | |
| south into the shallows.</font></p> | |
| </p> | |
| Climb up into the bridge supports. You can climb across the | |
| river through the supports without being seen. Move south.</font></p> | |
| </p> | |
| What did Tech say? What did he mean? Let's think about | |
| this a moment. Many possible escape scenarios might involve hot pursuit as you | |
| high-tail it out of the fort. The only way out you have seen is across this | |
| bridge. The arch is very thin here... GIVE ORDERS for Tech to set a demolition | |
| charge here (USE EXPLOSIVES). Note the button number!</font></p> | |
| </p> | |
| Go south, then east into the shallows. OK, lots of cover | |
| here among the anti-invasion obstacles. Go south. So far so good.</font></p> | |
| </p> | |
| Not so fast. Anti-invasion techniques commonly include land | |
| mines. GIVE ORDERS to Tech to sweep the ground with his mine detector. Then go | |
| south and sweep again. Aha. Thought so. Go south into the trench. This looks | |
| like another good spot for a SAVE.</font></p> | |
| </p> | |
| It won't do to attack the pillboxes. Even if you take | |
| them, we can't have that kind of ruckus just yet. Let's WAIT a while and see if | |
| any opportunities turn up.</font></p> | |
| </p> | |
| That truck looks promising. You'd be seen hanging onto the | |
| sides, so Check out the underside. Yeah, lots of room there. ENTER UNDERSIDE.</font></p> | |
| </p> | |
| (Note: from here on in, the enemies you encounter may vary | |
| from what I may mention. Just take them out and clear the area as you | |
| progress.)</font></p> | |
| </p> | |
| Any false move or excess noise now will almost certainly | |
| put the base on alert and scrub your mission. It makes no sense to check out an | |
| open, guarded storage area or to walk down the main road in these circumstances, | |
| so duck west into the alley. It wouldn't be terribly bright to enter a barracks | |
| full of soldiers, so keep looking. Go west again, then south twice, then east | |
| once.</font></p> | |
| </p> | |
| A maintenance building. That look promising! Go south, | |
| then down after clearing the area.</font></p> | |
| </p> | |
| Yuck. It sure stinks like a sewer down here. Just what the | |
| doctor ordered! Examine that pipe. Remove the grate by attacking it. If you | |
| haven't been doing regular SAVE's, this might be a good time for one.</font></p> | |
| </p> | |
| Enter the pipe, and move south four times. Those light rays | |
| must mean there's something up above. Attack the ceiling and go up. Go south | |
| twice. Read the diagram. OK, now we've got ourselves a road map! Be sure to note | |
| the turns you need to take (R,L,R,R,L).</font></p> | |
| </p> | |
| Go east out the door. Go south (R), then east (L) three | |
| times. The alert sounds! Somebody must have stumbled over some of your past | |
| handiwork. The boys have it right, it's time to lock and load, so ARM to ready | |
| your M16.</font></p> | |
| </p> | |
| Go south (R) twice. The tempo is definitely picking up now! | |
| Go west (R) twice. Go south (L). USE the control box to open the security door, | |
| and go south. USE the control box to close the door, and then destroy the box to | |
| disable the mechanism. Now it's a race to finish the mission before the door is | |
| opened!</font></p> | |
| </p> | |
| Go up onto the walkway. USE the lever to open the blast | |
| doors. Go south twice. Have Tech set two explosives charges. Go back north | |
| twice. Close the blast doors. Give orders to Tech to use his detonator to blow | |
| the two charges set on the missile. Mission accomplished! But it ain't Miller | |
| time just yet!</font></p> | |
| </p> | |
| What's that smell? Gas! Did you note the vent at the top | |
| of the stairs? Go find it, and USE HANDLE to close it.</font></p> | |
| </p> | |
| The door opens! You face overwhelming odds, and have no | |
| escape route. Unless you want the game to end right here, you'll have to | |
| surrender. But it ain't over yet-</font></p> | |
| </p> | |
| Interrogation. Note where your gear is. After they leave, | |
| examine your chains. Maybe you can break them. ATTACK CHAINS. It worked! Go | |
| north, then east. EXAMINE the door to find out where you are. Go east again and | |
| examine the doors. C-148! Go north.</font></p> | |
| </p> | |
| Take out the Breakers with hand-to-hand combat. Go east | |
| and get your gear. ARM yourself with your M16. Take a moment to use your medikit | |
| on anyone who is injured worse than "lightly wounded". This is a good spot for a | |
| SAVE.</font></p> | |
| </p> | |
| Now it gets confusing. You have lost your compass and are | |
| turned around in an underground complex. The direction you believe to be North | |
| may or may not be it in reality. The important thing now is to run down | |
| corridors and look for an exit. The complex is small, so that will do for an | |
| improvised plan of action. You will be engaging in a lot of combat, so watch | |
| your ammo!</font></p> | |
| </p> | |
| Go west, then south back into the corridor. Go east three | |
| times, then south. Go west twice.</font></p> | |
| </p> | |
| Blocked by the security door! Set an explosive charge | |
| against it (USE EXPLOSIVE). Go back east twice and north once to get some | |
| protection, and USE the detonator to blow the door.</font></p> | |
| </p> | |
| Go south, then east three times. Go south, then west. OK, | |
| now you've got your bearings! Go east.</font></p> | |
| </p> | |
| Not good. Wait a minute. The Breakers are using that | |
| overturned truck for cover, and its underside is facing</font></p> | |
| you. A truck's gas tank is often on the underside- ATTACK | |
| TRUCK.</font></p> | |
| </p> | |
| Go north three times. There's that vehicle storage area you | |
| saw on the way in! Go east, then north to try to find a vehicle. ENTER TANK and | |
| escape.</font></p> | |
| </p> | |
| Go north. USE the detonator to blow the bridge. The | |
| airstrip looks like your best opportunity for escape; maybe you can steal | |
| something. Go north, then west, then south, then west. A helicopter! ENTER | |
| CHOPPER.</font></p> | |
| </p> | |
| Remember the base layout? To rise would be suicide. Go | |
| east twice. You made it!</font></p> | |
| <hr> | |
| </p> | |
| <h2><a name="Storm Breaker"></a>Eamon #166 "Storm Breaker"</font><br> | |
| Walkthrough by Richard Davies</h2> | |
| <p>While Storm Breaker comes with a Solutions program on the disk, I found that | |
| following the advice therein was a surefire route to incredible frustration. Key | |
| information is left out, and the player is encouraged to take actions long | |
| before the character is properly equipped to perform them. So here's what I | |
| found to be a far easier route to a successful conclusion. </p> | |
| <p>After arriving in the storm-wracked city, having a word with the locals (TALK | |
| DOCK HANDS) and seeing nearly all your worldly possessions destroyed, you find | |
| yourself stranded with only the clothes on your back and between 20 and 24 gold | |
| pieces. One quick hint on exploring the city: By going west from the southern | |
| residences, and then north, you can quickly cross from the east side of town to | |
| the west. You can do the same thing in the northern residences. Other than that, | |
| since the city itself is entirely safe, you can and should just explore freely | |
| and familiarize yourself with it. </p> | |
| <p>Having done so, your first step should be to visit the bank. No, not to rob | |
| the place, though you're definitely demonstrating the appropriate attitude. TALK | |
| BANKER, and you'll be given a menu of options, one of which is to take out a | |
| loan with some very favorable terms. (Basically, you pay no interest whatsoever. | |
| Given that you just showed up out of nowhere with nothing, how this bank makes | |
| money is a real mystery.) Choose this option, and you'll be given 50 more gold | |
| pieces that you're going to desperately need. </p> | |
| <p>With your borrowed money in hand, head down to Maker Street, and buy a sword, | |
| a bow, and some arrows. You still can't afford any armour, though. If you | |
| haven't already, now visit the magician's store on Thinker Street and TALK | |
| MAGICIAN. The fact that he demonstrates his wares, rather than expecting you to | |
| know what you want to buy, is quite a change from the way that the rest of the | |
| merchants in this place behave, so BUY FIREWORKS. Head to the city gates and | |
| visit the adventurer's supply store. You should buy some torches (at least one, | |
| and two is a good idea) and a tinder box. </p> | |
| <p>Now that you don't feel quite so under-equipped, visit the palace and talk | |
| with the people that you meet there, so that you can get some idea of what | |
| you're up against. You should also visit the Museum and TALK CURATOR. He'll tell | |
| you all sorts of useful information. Since he encourages you to take a look at | |
| his exhibits, and makes a point of mentioning the dagger, why not EXAMINE both | |
| of them? </p> | |
| <p>The curator talked about the ruins. That seems like a good place to start | |
| looking for information about the bad guy. Visit the gatehouse, and, as the | |
| guard suggests, SAY RUINS to be shown how to get there. From your new starting | |
| point, head S, E, and E again. Light a torch, and head E twice more to run into | |
| your first fight. Have at the foul thing! </p> | |
| <p>Oops. You can't hurt it, but it can hurt you. So you should FLEE as soon as | |
| you're injured. (Remember to XTINGUISH as soon as you're back in the light. You | |
| still don't have so much money that you can afford to waste it on torches.) Head | |
| back to town, and visit the physician. TALK to him, and after he takes your | |
| money, he'll tell you that he can't do a thing for you. (This is why you should | |
| run as soon as you're even lightly injured. The more damaged you are, the more | |
| it'll cost to get this message.) So now what? Well, since he describes your | |
| wound as "unholy", maybe the holy can help. Go to the white temple and TALK | |
| CLERIC. </p> | |
| <p>Okay, you're back up to strength, and you've got a lead on what you need to | |
| protect yourself from such creatures. As long as you're in the temple, why not | |
| PUT your SWORD in the HOLY WATER, and see if that helps make it more effective | |
| against them? To find out about dragons, head for the tavern, and GIVE some GOLD | |
| to the BARD, and tell him that you want to hear about a RED DRAGON. He'll sing a | |
| song that will tell you about one such beast, where you can find it and (most | |
| importantly) who can help you to defeat it. Head for the gate again, SAY WEST | |
| HILLS, and walk along the trail until you meet a pair of dwarves. TALK DWARF, | |
| and then tell them what you want to fight. You'll be allowed into their home, | |
| and allowed to TALK some more. They'll explain what they want from you in | |
| exchange. </p> | |
| <p>Leave the dwarves' hall, head N and then UP into the mountains. Follow the | |
| trail that you find until it leads you to the giants' castle, and go UP to get | |
| inside. Once there, go N, N, U, W, and S. Kill the giant with the keen sense of | |
| smell, and go UP one more time. So that's the guardian the dwarf smith | |
| mentioned. And if you try to attack it with your sword, it'll probably move | |
| until you can't reach it. So try FLEEing, READYing your bow, and returning to | |
| the fray. Unfortunately, your arrows can't hurt it. What you need is a | |
| distraction ... and those fireworks you conveniently purchased should make for a | |
| heck of a distraction. LIGHT FIREWORKS, and you'll kill the monster with one | |
| shot. Unfortunately, all that noise alerts the giants to your presence. If you | |
| can survive one round of attacks that mostly miss, you should be all right. </p> | |
| <p>Pick up your reward (a shield that will protect you from the dragon's firey | |
| breath) and head back to town. Once there, unless you're really hurt, you should | |
| SAY HIGH CAVES to the gatekeeper, and go fight the dragon. Follow the trail, | |
| remembering to light your torch. Fortunately, not only is this a very small cave | |
| system, this is a really stupid dragon. (A smart dragon would realize that your | |
| shield is protecting you, and not waste time with the breath weapon after one | |
| time.) After defeating it, you should get all the treasure you can carry. Sadly, | |
| right now, that's limited to the talisman, which will be revealed after the | |
| first time that you try to GET TREASURE. Anyway, GET TALISMAN and WEAR it. | |
| Return to town, get fixed up if you really need it, and then visit the bank. The | |
| banker will buy your dragonshield for a nice amount, and you'll now have enough | |
| carrying capacity to haul the rest of the dragon's treasure back as well. </p> | |
| <p>You're definitely no longer penniless! While you're at the bank, withdraw 350 | |
| hard-earned gold pieces from your account, and go buy a suit of armour as well | |
| as the healing potion that the physician has been pushing on you. Make sure to | |
| wear the chain mail before you return to the ruins. (You might also want to pick | |
| up a full set of torches -- you can carry up to six at a time.) Retrace your | |
| steps, and now have at the foul thing. You'll find that you can damage it | |
| (thanks to the bath you gave your sword) and that it doesn't inflict unhealing | |
| wounds (thanks to the talisman) and that it's much more likely to not do any | |
| damage at all (thanks to that sweet sweet armour). </p> | |
| <p>After dispatching the first shadow, follow the widening cavern by going N | |
| twice, then turning E and going E again. You'll run into a wraith. While its | |
| ability to cause fear will impact your ability to hit, you can still fight. Once | |
| it's dispelled, head E, then S, then E twice more. Attack the group of monsters | |
| that you find here. If necessary, use the healing potion. Once you're past the | |
| ghostly trio, go north five times until you find some scrolls. You won't be able | |
| to make sense of them, but you probably know someone who can. However, you're | |
| not done here yet. Explore the rest of this huge room, and you'll find a lost | |
| treasure that you can sell to the bank. Trust me -- you'll need it! </p> | |
| <p>After returning to the city and selling the found treasure, visit the Museum | |
| and SHOW SCROLLS to CURATOR. He'll translate them for you, and in the process | |
| develop a key so that you can translate any more writings of this nature that | |
| you'll happen to find. He'll also give you a recipe that he found in the | |
| scrolls. (Don't bother trying to read it. The artifact information points to the | |
| wrong description, and the right description isn't to be found either. It still | |
| works when you show it to the right person.) </p> | |
| <p>From the story you've just heard, it's clear that the master of the black | |
| tower has done worse things than just setting in motion forces that lost you | |
| everything you owned, but doing that would be reason enough for you to go and do | |
| battle with him. The curator mentioned that he found the dagger where they were | |
| building the black temple. Remember what the noble you met at the palace said | |
| about there being people in town who were on the Storm Bringer's side? You think | |
| there might be a connection between the black temple and the black tower? )(If | |
| not, do you think there might be a connection between the fact that it's raining | |
| and the fact that you're getting wet?) Anyway, since the curator will probably | |
| be busy going over his new find, he probably won't mind if you "borrow" the | |
| dagger. </p> | |
| <p>Before you go any further, consider buying another dose of healing potion if | |
| you've used the first one up. Then visit the black temple, and EXAMINE the | |
| curtain mentioned in the description. This reveals a passage going W (or going | |
| UP if you're returning from this direction.) and then S will take you to an | |
| unusual sealed door. EXAMINE CIRCLE, and you'll get an idea of how it opens. | |
| Take another gander at the dagger you "borrowed". It seems like a match, but if | |
| you try it, you'll find that it's become too rusty to function. If you visit the | |
| blacksmith on Maker Street, and SHOW DAGGER to him, he can make a more pristine | |
| copy that will work. Return to the temple, PUT KEY in CIRCLE, and head into the | |
| caverns beneath the city. </p> | |
| <p>Travel down the tunnel that you find there, but avoid the "maze of caves" for | |
| the moment. At "the end" of the tunnel, head E. Fight your way through the two | |
| heavily guarded temple rooms, reflecting as you do that the author of this | |
| adventure would have had you doing this much earlier, and doing so without | |
| armour or healing. Once you've killed everyone you've found down there, pick up | |
| the valuables that you find, take a quaff of your healing potion if you need it | |
| (you probably will, if you haven't used it after the first room) and then USE | |
| LEVER to reveal a passage leading E. </p> | |
| <p>Follow the passage and then head up the stairs. Do not try fighting the | |
| guardian that you find there. You'll have to face him soon enough, there's no | |
| need to do so prematurely. Just go up the stairs, and go north from the top. | |
| You'll meet your adversary, but you cannot reach him from where you are. You | |
| also cannot successfully shoot at him. If you're still in good shape after your | |
| earlier battles, you can try to head up to confront him face to face, but you | |
| definitely won't be in good shape after you try to do so. Discretion is the | |
| greater part of valor, so head back south and then down. </p> | |
| <p>However, the guardian intends to teach you a thing or two about fighting. | |
| Again, if you're in good shape, you might be able to fight him for a round, but | |
| it's a losing proposition. So FLEE, but pay attention to his parting taunt. It | |
| tells you more than he probably intended. Remember how the scrolls spoke of a | |
| warrior sent to confront Turlos? Well, now you have an idea of where he wound | |
| up. If necessary, get yourself fixed up, and then head N into the aforementioned | |
| "maze of tunnels". </p> | |
| <p>Light up a torch. Go E, E, S, E, E, E, E. You come into a cave that shows | |
| evidence of having been shaped for human usage, which also has a draft. Head E | |
| up the stairs, and then N. In the strange cavern, you'll find that you cannot | |
| move the lever and cannot, despite the room's name, move N. So head E onto a | |
| platform. EXAMINE BRAZIERS. If you hit the pipe (ATTACK PIPE) you'll summon a | |
| monster. Again, you aren't able to effectively fight this monster, so FLEE. Then | |
| head W and you'll be back in the room with the draft. Investigate the draft by | |
| heading S three times. From that junction, go E and you'll discover a very | |
| useful shortcut between this section of the caves and another area. </p> | |
| <p>Returning to the junction, go W and you'll find evidence of the warrior's | |
| fate. Follow the passageways until you reach the cave where you find his | |
| remains. The scratches on the wall of this cave are writing that, thanks to the | |
| Curator's key, you are now able to read. Do so, and take note of the skeleton's | |
| TATTERED VEST. Actually, forget about taking note. Take the vest itself. Is this | |
| the shielding that the writing mentions? Obviously, "our friend" is the monster | |
| in the caves north of here. It's supposed to give up a treasure of some sort | |
| when shown "red glory". Whatever that means, it probably has something to do | |
| with the braziers on the platform. </p> | |
| <p>Go get them. They're kind of old and rotten-looking, aren't they? Much like | |
| the dagger and the key, they could use replacing. So go back to the surface, and | |
| after visiting the bank to sell your recently acquired valuables and pick up | |
| some more funds, visit the lampmaker to buy new lamps. (SHOW BRAZIERS so that he | |
| knows what to make, and then take the braziers (and the dagger) to the Museum. | |
| There's no reason to do this, but I suspect that the Curator would appreciate | |
| it.) Pick up your lamps and then go buy some oil at the whaling warehouse. You | |
| should get the larger quantity. (You won't need all of it, but it's quicker than | |
| buying the six individual flasks that you will need.) Then go back to the | |
| strange cave, DROP LAMPS, PUT OIL in LAMPS, LIGHT LAMPS, and ATTACK PIPE. </p> | |
| <p>The monster returns, but having been shown red glory, it reveals red | |
| treasure. Go W then N from the platform and you'll find a crystal. Take a look | |
| at the tattered vest. Yup, looks like the crystal was part of the shielding | |
| mentioned by the warrior. Head up again and visit the mason to buy a hammer and | |
| chisel, then return to the crystal. READY HAMMER, ATTACK CRYSTAL, and get | |
| everything that's produced as a result. </p> | |
| <p>Return to the surface, and go to the bank to withdraw around 500 gold pieces. | |
| Your next few steps are going to cost a lot of money. Good thing you got that | |
| treasure, or you could never have afforded all of this. First, visit the | |
| gemcutter to get the crystal cut in a pentagonal shape, as the scrolls | |
| indicated. (Note: after you do this, be sure to refer to the crystal as | |
| PENTAGONAL CRYSTAL, not just CRYSTAL.) Then see the clothier and SHOW TATTERED | |
| VEST to get him to make one just like it. He'll send you to the jeweler to get | |
| fixtures added to the crystal; SHOW PENTAGONAL CRYSTAL. Then go back to the | |
| clothier and SHOW PENTAGONAL CRYSTAL again. </p> | |
| <p>However, your vest is still not quite identical to the original. Now's a good | |
| time to show the list to the alchemist, and see what he can make of it. He | |
| requires an ingredient from the south marshes, and it's up to you to get it. | |
| First, drop your armour off at the bank, as you won't need it for this part of | |
| the adventure. Basically, you need to reduce your load to around 40. Then, after | |
| a short trip to the fisherman's supply store to pick up a net, visit the | |
| woodworkers' guild to buy a boat, and head to the South Marsh. </p> | |
| <p>As soon as you get to the marsh, READY NET. Then go S, W, and S. If you're | |
| lucky, the snake will show up at once. If not then, paddle around any direction | |
| but N. Once you see the snake, ATTACK. You'll catch the snake. Be sure and pick | |
| up the venom that you milked before you head out of the marsh. Also be sure that | |
| you have at least 100 gold pieces left before you visit the alchemist to GIVE | |
| VENOM to him, otherwise you'll have to go through this whole thing a second | |
| time. Finally, drop the boat anywhere. You won't need it again. </p> | |
| <p>After you have the white paste produced by the alchemist, PUT POWDERED | |
| CRYSTAL into WHITE PASTE. After doing so, remember to pick up the RED PAINT | |
| produced. Pick up your armour and anything else you might need from the bank, | |
| before heading for the limner's store. SHOW TATTERED VEST to LIMNER, and then | |
| SHOW RED PAINT as well. WEAR VEST over your armour. </p> | |
| <p>One more stop before you head for the final confrontation. The warrior | |
| referred to the guardian as "one who kills all he sees". But what if he couldn't | |
| see? When you spoke to the magician, he blinded you with a device that he called | |
| a lightball. Go to the magician's store and BUY LIGHTBALL. It's expensive, but | |
| it's worth it, as you'll find out when you descend into the caves for your third | |
| encounter with the guardian. USE LIGHTBALL, and he'll be blinded, allowing you | |
| to strike freely! This is the only sure way to kill him. </p> | |
| <p>With the guardian defeated, head up the tower to have your final | |
| confrontation with the Storm Bringer. The vest protects you from his electrical | |
| attacks, allowing you to close and face him in hand to hand combat. You are | |
| almost certain to win this conflict, but be careful, and SAVE before heading up. | |
| Enjoy the fruits of your victory. </p> | |
| <p></p> | |
| <hr> | |
| <h2> | |
| <a name="Attack of the Kretons"></a>Eamon #194 "Attack of the | |
| Kretons"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| Be sure to read the Author�s | |
| Notes in the introduction. They contain several very important tips.</font></p> | |
| </p> | |
| For you who wish to play this | |
| without using this walk-through, the intro tips cover most of what you need to | |
| know. But I will add a couple of items:</font></p> | |
| </p> | |
| First, at any given point in | |
| the play, the TALK command will generally give you a tidbit of information about | |
| someplace else. You will do best if you follow up on what you know before | |
| branching elsewhere. Cover the city first. After you�ve done what you can there, | |
| you will have some clues about where to go next. I recommend that you explore | |
| the mountains to the north first thing after leaving the city.</font></p> | |
| </p> | |
| Second, this really isn�t a | |
| terribly difficult Eamon, with perhaps two exceptions. Towards the end you will | |
| come to a place that you can�t escape from, and you will quickly die there | |
| unless you use a specific artifact. This artifact is of the "embedded" type that | |
| can only be found by examining the stuff that the room description tells you | |
| about. Do not proceed to the final confrontation with the god of cheesedip | |
| unless you are carrying the Wand of Water and Frost.</font></p> | |
| </p> | |
| There is also another wand that | |
| can make short work of a formidable adversary.</font><div style="mso-border-bottom-alt: solid windowtext .75pt; border-left: medium none; border-right: medium none; border-top: medium none; border-bottom: 1.0pt solid windowtext; padding-left: 0in; padding-right: 0in; padding-top: 0in; padding-bottom: 1.0pt"> | |
| <p style="text-align: justify; border: medium none; padding: 0in"> | |
| </div> | |
| </p> | |
| Let�s get started!</font></p> | |
| </p> | |
| You start out without a weapon | |
| in hand; so ready one of your weapons.</font></p> | |
| </p> | |
| There is one new command: TALK. | |
| We�ll be using it a good bit.</font></p> | |
| </p> | |
| Examine the lump in your seat. | |
| You find a sack of gold! Get it. What the heck, get the cheesedip, too.</font></p> | |
| </p> | |
| TALK IRON MIKE and learn of the | |
| Sage.</font></p> | |
| </p> | |
| TALK MINSTREL and meet Groo, | |
| your companion for this outing.</font></p> | |
| </p> | |
| TALK OLD CRONY and learn of | |
| lights in the woods.</font></p> | |
| </p> | |
| TALK GROO. Well, what would you | |
| expect?</font></p> | |
| </p> | |
| INVENTORY GROO. Hey, he has a | |
| secret message. Request it from him and read it. (It�s just a joke.)</font></p> | |
| </p> | |
| Go E into the men�s room, find | |
| nothing, and return. Go N into the Bazaar.</font></p> | |
| </p> | |
| TALK CHEESY WOMAN and learn | |
| that the Sage had a problem with the witches Arba and Dakarba.</font></p> | |
| </p> | |
| Go E to the end of the street. | |
| You can safely ignore the rioters. Check out the rum shop to the S, and return | |
| N.</font></p> | |
| </p> | |
| Go N into the Prince�s court. | |
| TALK PRINCE. Nuts, he�s passed out. Get the Orb of Evanyur. Huh. If we need it, | |
| apparently we�ll have to get permission from the Prince. Obviously that�s a | |
| waste of time right now, so return S and W to the Bazaar.</font></p> | |
| </p> | |
| Continue W to Skid Row. TALK | |
| DRUNK and learn that the Sage was taken by a bat-thing. It sounds like there | |
| might be some connection with those witches, huh.</font></p> | |
| </p> | |
| Check out the cheesedip shop to | |
| the north, then go W to the city wall.</font></p> | |
| </p> | |
| Go W over the wall. Whoops! | |
| FLEE N. The Kretons don�t follow. Whew.</font></p> | |
| </p> | |
| Go N twice, then W twice, then | |
| U twice, Then W. (There�s a joke at some craggy features.)</font></p> | |
| </p> | |
| Read the sign. Aha. Looks like | |
| we�ve found the witches� lair. Continue W into the cave.</font></p> | |
| </p> | |
| Go N and meet 10 orcs! Wait a | |
| minute; they don�t seem disposed to fight. TALK ORCS. Yep, looks like we�re | |
| safe. Check the rooms to W and E.</font></p> | |
| </p> | |
| Continue N into the captain�s | |
| room and meet Chichester, another ally. TALK CHICHESTER, and he gives you a | |
| bronze key (it appears in your inventory.) Return S twice to the cave.</font></p> | |
| </p> | |
| Continue S and meet a hideous | |
| demon thing. TALK DEMON THING. Well, it doesn�t seem sociable, so kill it.</font></p> | |
| </p> | |
| Go W. Hmm, we�re blocked by a | |
| bronze door. Well, Chichester gave you a bronze key, so OPEN DOOR.</font></p> | |
| </p> | |
| Go W into the Conjuring Room. | |
| Free the dog. (Talk to him for another joke.)</font></p> | |
| </p> | |
| Continue W into the torture | |
| room, Kill Arba and Dakarba. Get the brass key. Free the bound Sage. Talk to him | |
| to get him up to speed on the Kretons.</font></p> | |
| </p> | |
| Continue W. Examine the | |
| furniture and discover a brass chest�lucky we picked up that brass key, huh. | |
| Open the chest and find the Wand of Water and Frost, a bag of kopins and a | |
| healing potion. Get it all.</font></p> | |
| </p> | |
| Looks like we�re done here. | |
| Return to the fork in the road (E,E,E,N,E,D,D,E,E) and meet Chakaal. Continue E | |
| again and meet Manly Max. It turns out that he is a major foe, and he won�t let | |
| you past him. Don�t try to fight, there�s a better way. FLEE W for now.</font></p> | |
| </p> | |
| Return to the city (S,S,S, then | |
| FLEE E) and find yourself at the Sage�s place. He says he needs brandy, so go to | |
| the bar (E, S) and REQUEST BRANDY from Steel Stan. He wants 75 Kopins for it, so | |
| GIVE 75 to him and get the brandy.</font></p> | |
| </p> | |
| Return N then W to the Sage�s | |
| place. Open the oak door and go N inside. Give the brandy to the Sage, and learn | |
| of the god of cheesedip.</font></p> | |
| </p> | |
| Open the catalog and read it. I | |
| guess that was personal. Open the leather book, then read it and learn of the | |
| Sakainluth, and DHOUD, a password. Get the leather book.</font></p> | |
| </p> | |
| Time to check out these new | |
| leads. Return outside the wall, and FLEE S from the Kretons.</font></p> | |
| </p> | |
| Go S into the Forest of Ewing. | |
| Go E twice, and kill Taranto and his peasant pillagers. Continue S, then W to | |
| the dead end. SAY DHOUD to get the stone slab to move aside.</font></p> | |
| </p> | |
| Go S twice, and kill the death | |
| zombies. Continue E to the Altar of Cheesdip and free the bound man. Learn of | |
| the Amulet of Ian from his rantings before he dies. Get the map off his body. | |
| Read the map and learn of a secret passage in the woods. Return to the fork in | |
| the road (W,N,N,E,N,W,W.)</font></p> | |
| </p> | |
| Continue on this path to a dead | |
| end (W,S,E), and kill the bear. This is a dead end, and the map said the secret | |
| was in the SW corner, so go back W. Examine the oak and find a secret passage W.</font></p> | |
| </p> | |
| Continue W twice and find a | |
| hole. Examine the hole and find a box. Open the box, and get the Amulet of Ian. | |
| Now return to the intersection in the cheesdip caves (E,E,N,E,E,E,S,W,SAY | |
| DHOUD,S,S.)</font></p> | |
| </p> | |
| Proceed W, then N, and kill the | |
| high priest. Get the key and La Codex du Cheesdip. Open La Codex and read it to | |
| learn how to gain entry to the realm of the cheesdip god.</font></p> | |
| </p> | |
| Go S twice and kill the | |
| acolytes. Read the sign. Return N, and open the door. Go W and kill the zombies. | |
| Open the jars. Get the kopins, Wand of Castratia and brooms (actually, the | |
| brooms are optional.)</font></p> | |
| </p> | |
| Let�s go see if the Prince is | |
| awake yet. <span lang="DE">Return to his court (E,E,N,N,E,N,W,W,N,N,FLEE | |
| E,E,E,E,N.)</span></font></p> | |
| <span lang="DE"> </span></font></p> | |
| He�s awake now. Request the | |
| Orb. He wants this Crystal of Krossos. Well, we figured there would be a price | |
| to pay, didn�t we?</font></p> | |
| </p> | |
| The Wand of Castratia just | |
| might be the ticket to handle an overly many dude. Let�s go see Manly Max (S,W,W,W,W,FLEE | |
| N,N,N,E.) USE the Wand of Castratia and eliminate him as a threat.</font></p> | |
| </p> | |
| Go E, then N. Go N again and | |
| find that the eagles won�t let you pass. SAY THE PASSWORD. Continue N and meet | |
| the Wizard of the Unknown. Talk with him and learn that he has the Crystal of | |
| Krossos. Request the crystal from him.</font></p> | |
| </p> | |
| Fight!</font></p> | |
| </p> | |
| Kill the gorilla, then the | |
| zombies, then Conan, and receive the crystal for your performance.</font></p> | |
| </p> | |
| Go to the Prince (S,S,W,W,S,S,S,FLEE | |
| E.,E,E,E,N) Give the Crystal of Krossos to the Prince. Get the Orb of Evanyur.</font></p> | |
| </p> | |
| Now we�re ready to rock. SAY | |
| IMTU KHOUL, and find yourself on the Plain of Stench. Go S, then E. Ignore the | |
| stone statue and go E into the castle. Kill the Grim Reaper.</font></p> | |
| </p> | |
| Go E�whoops, that�s no good! | |
| Return W.</font></p> | |
| </p> | |
| Go S, then E, and kill the | |
| Melancholy Reaper.</font></p> | |
| </p> | |
| Continue S, then W, and kill | |
| the Jovial Reaper. (There�s a joke in the pun book.)</font></p> | |
| </p> | |
| Continue S. A death trap! Only | |
| seconds to act�USE the Wand of Water and Frost to save yourself.</font></p> | |
| </p> | |
| Go S and kill Joey. </font> </p> | |
| </p> | |
| Continue E and meet Sorrimat. Discover | |
| Mr. Roessler, and note his plaid pants. Use the Amulet of Ian. (Mr. Roessler was | |
| Nate�s high school computer teacher, and, rather to his bemusement, regularly | |
| appears as the bad guy in Nate�s Eamons.)</font></p> | |
| </p> | |
| Get the paper and read it to | |
| learn the way home.</font></p> | |
| </p> | |
| Return to the Room of Odd Proportions | |
| ( W,N,N,E.) Continue E and enter the teleporter room.. SAY CAWTEENAHMOSH.</font></p> | |
| </font></p> | |
| Have a fine time in Oigres, and go home!</font></p> | |
| <hr> | |
| <h2> | |
| <a name="Curse of the Hellsblade"></a>Eamon #206 "Curse of the | |
| Hellsblade"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| NOTE: in doing this walkthrough, I discovered a serious bug | |
| in the DOS 3.3 version that prevents a successful completion of play. See the | |
| Bug Fixes in this issue for the fix.</font></p> | |
| </p> | |
| I have two hints for those who wish to play it on their | |
| own. First, there are several secret passages that can only be found by going in | |
| that direction. In each case the room description will say something about the | |
| wall being dark or shadowed in that direction. There is no need to try every | |
| direction in every room, but be on the lookout for cues in the descriptions.</font></p> | |
| </p> | |
| Second, there is a means of gaining some control over the | |
| Hellsblade. Be on the watch for it. But also remember that an unfettered | |
| Hellsblade is a very vicious killing machine, probably better than you in a | |
| crunch.</font></p> | |
| </p> | |
| Let�s get started!</font></p> | |
| </p> | |
| From the start, we have a clear Quest here: get rid of that | |
| darned Hellsblade. There are no new commands, which suggests that this is a | |
| straightforward version 7 play.</font></p> | |
| </p> | |
| You begin play outside the cave. First, let�s take stock of | |
| ourselves and do an Inventory. We have the Hellsblade, but our usual personal | |
| weapon is the ready weapon. Let�s ready the Hellsblade, instead.</font></p> | |
| </p> | |
| Go W and enter the cave. There�s a torch here on the wall. | |
| Get it. Continue W, then go N into the chamber. Get the lamp oil and diary. Read | |
| the diary and learn about the Guardian and how to control it. Return S.</font></p> | |
| Go W, then S. Oops. Light the torch. Go W, and stand by | |
| helplessly as the Hellsblade kills the bats. Return E, then go E into the room | |
| on the other side. After the Hellsblade kills the slime monster, get the gold | |
| watch. Return W.</font></p> | |
| </p> | |
| Continue S twice to a T-intersection. The south wall is | |
| covered in shadow. Could there be something there? Go S.</font></p> | |
| </p> | |
| A secret tunnel! Continue S to a large temple. Where�s that | |
| music coming from? Examine the altar. Aha, thought so. Go S and find the Holy | |
| Gauntlets. Wear them. The Hellsblade whines! Can you control it now?</font></p> | |
| <p style="margin-top: 12.0pt"> | |
| Return N three times to the | |
| intersection.</font></p> | |
| </p> | |
| Head E, then N, and meet a wolf. The Hellsblade does not | |
| attack! You <u>can</u> control it now, even though you can�t get rid of it yet. | |
| Kill the wolf and get the sword. Return S to the tunnel.</font></p> | |
| </p> | |
| Continue E twice to a 4-way intersection. I guess any old | |
| direction is as good as another. Let�s try N.</font></p> | |
| </p> | |
| Check out that room E, then return W.</font></p> | |
| </p> | |
| Continue N up the tunnel to a dead end. Kill the | |
| rattlesnake. Open the sachel, and get all. Return S twice to the 4-way | |
| intersection.</font></p> | |
| </p> | |
| Continue S, and turn W into a closet. There�s nothing here, | |
| so return E and check out the S room. Kill the grizzly bear. Again, there is | |
| nothing, so return N twice to the 4-way intersection.</font></p> | |
| </p> | |
| Head E, and kill the Zombie. Continue E into a large | |
| chamber.</font></p> | |
| </p> | |
| Open the silver box. Get all, and read the letter. Aha! The | |
| name of John�s love is <u>Elizabeth</u>. Return W.</font></p> | |
| </p> | |
| Go S. Kill the dragon. Yes, you do have better control of | |
| the Hellsblade! It is only killing your target instead of everyone in sight. Get | |
| the treasure chest, then return to the first T-intersection (N,W,W,W,W.)</font></p> | |
| </p> | |
| Continue W twice, then go S into a bedroom. Kill Sodloth, | |
| and get all. Return N to the tunnel.</font></p> | |
| </p> | |
| Continue N twice, then turn E. Kill the lime monster . (For | |
| your information, this is a tough kill with an ordinary weapon. Ain�t this blade | |
| something special? Too bad you can�t keep it!) There�s nothing else here, so | |
| return W.</font></p> | |
| </p> | |
| Go W twice, then N, and find a skull. Open the skull and | |
| get the lump of gold (weird.)</font></p> | |
| </p> | |
| Explore E and find a dead end, so return W. | |
| </font> </p> | |
| </p> | |
| Continue W into a tunnel. Go N into a study. All that | |
| paneling. . . examine panels. Aha. Go W into a secret chamber. Open the crate | |
| and get the skeleton key. Return E and S.</font></p> | |
| </p> | |
| Go S into a laboratory. Examine the table � another secret | |
| passage! Go S twice. Get the parchment and learn that you can�t read it.</font></p> | |
| </p> | |
| What�s this locked door? Open the door and go W. Kill the | |
| black demon. (Love this sword!) Return to the tunnel (E,N,N,N.)</font></p> | |
| </p> | |
| Go W three times, and take the N turn at the intersection. | |
| Kill the wizard if you must, but he will probably not be an enemy. Get the magic | |
| potion, which is a healing potion. There is nothing in the cabinet that you want | |
| bad enough to kill the wizard for. If he attacks you, then go ahead and open the | |
| cabinet with his key, otherwise it�s no big deal. Return S to the tunnel.</font></p> | |
| </p> | |
| Go W to another T-intersection., and again turn N. Go into | |
| the W chamber. Open the chest of drawers, and get the gold and comb. Return E.</font></p> | |
| </p> | |
| Continue N into a dining chamber and meet Reshkiv. Return S | |
| twice to the last intersection.</font></p> | |
| </p> | |
| Continue S, and check out the E chamber. Kill Puglen and | |
| Gimkog, then return W to the tunnel.</font></p> | |
| </p> | |
| Go S, W, then N, and kill Gorgan Toad. Return S.</font></p> | |
| </p> | |
| Continue W and meet a caveman. It�s a dead end, so return E | |
| twice. Continue E. Enter the chamber to the S, and kill Gromish.</font></p> | |
| </p> | |
| Hmm, the south wall is concealed in shadow. Go S into a | |
| secret tunnel. Go S again and kill Habstash. Open the trunk. Examine the | |
| clothing. Get the axe and gold bars. (You may be running out of strength to | |
| carry stuff here, and may have to begin picking and choosing what to carry.)</font></p> | |
| </p> | |
| (There is a bug in the DROP ALL command that does not set | |
| WT back to zero. If it seems to you that you should be able to carry more, do | |
| this: DROP ALL. Halt the program with a control-C. Then type | |
| WT=0:POKE51,0:GOTO100.)</font></p> | |
| </p> | |
| Go E and get the gold nuggets. Return to the tunnel (W,N,N,N.)</font></p> | |
| </p> | |
| Go E into a room. Kill the packrat, and get all. Read the | |
| paper. It seems to confirm that the Hellsblade has little power against blessed | |
| objects. There are your Holy Gauntlets. What else might there be, to bind it?</font></p> | |
| </p> | |
| Return to the skull (W twice, N twice, E five times,) and | |
| backtrack to a room you skipped earlier (S,E,E,S,W.) Kill the alligator.</font></p> | |
| </p> | |
| Well, we�ve been everywhere but in that pool. But before we | |
| dive in, don�t forget that the water will soak and ruin the torch. Drop the | |
| torch.</font></p> | |
| </p> | |
| Go D into the water. Go D twice more, to the bottom of the | |
| pool. Continue D into the crack. Open the clam, and get the pearl.</font></p> | |
| </p> | |
| The water pressure is getting bad. It could be fatal to | |
| dive deeper. But let�s check out that overhang to the west � go W twice, then go | |
| U three times onto a ledge.</font></p> | |
| </p> | |
| Open the chest. Could this be Elizabeth�s necklace that was | |
| mentioned in John�s letter? Get the necklace and the lantern. Put the oil in the | |
| lantern.</font></p> | |
| </p> | |
| Let�s look at the room again. That vertical crack looks | |
| interesting � examine crack. Thought so. Go W through the crack.</font></p> | |
| </p> | |
| The tunnel is blocked by rubble. Is there anything we can | |
| do? Examine rubble. If we could move that slab, we could get through that hole. | |
| Open slab. Nope. Attack slab. No good either.</font></p> | |
| </p> | |
| Wait a minute; we�ve got mining tools! Ready the miner�s | |
| pick, and attack the slab again. It shatters! Ready the Hellsblade again.</font></p> | |
| </p> | |
| Go W through the hole. Oops. Light the lantern.</font></p> | |
| </p> | |
| Go W. The Guardian! Open the box. The Guardian pushes you | |
| away! Say ELIZABETH. (This is what that bug fix is for.) He stands aside! But | |
| the box won�t open!</font></p> | |
| </p> | |
| Hmm. Let�s review by re-reading the diary, letter and | |
| paper. The key is nearby, buried in the demon�s resting place. There seemed to | |
| be a dark doorway in the last room. Return E. The Guardian is not happy, but | |
| lets you go.</font></p> | |
| </p> | |
| Go N into the tomb. But before you open the coffin, let�s | |
| give this a little thought. The coffin will contain a Prince of Hell, and he | |
| will be no pushover. Will your skills be sufficient to destroy him?</font></p> | |
| </p> | |
| You can fight him yourself and hope for the best, or you | |
| can turn to desperate measures. The Hellsblade is a far more vicious fighter | |
| than you are. You can remove the Holy Gauntlets and give it free rein, but if | |
| you do, it will kill everyone in the room.</font></p> | |
| </p> | |
| If you choose this path (and you probably should,) be sure | |
| to be in perfect health first, because all of your friends will fight for their | |
| lives, and will do their best to kill you. Even then, the risk is great, because | |
| you have no control over whom the Hellsblade chooses to slay, and it may leave | |
| Barbus alive for too long.</font></p> | |
| </p> | |
| One way to greatly improve your chances is to disarm all of | |
| your companions by requesting their weapons before you open the coffin. It�s a | |
| dastardly thing to do, but it�s more important to protect the world from the | |
| Hellsblade.</font></p> | |
| </p> | |
| Open the coffin and meet Barbus, a Prince of Hell. Kill | |
| him, or let the Hellsblade do the job.</font></p> | |
| </p> | |
| Done at last, at terrible cost. Get the gold key, and | |
| return S, and W to the golden box.</font></p> | |
| </p> | |
| Open the golden box. A Sacred Scabbard! This is surely a | |
| safe container for the Hellsblade. Put the Hellsblade in the Sacred Scabbard.</font></p> | |
| </p> | |
| Oops, it won�t go! Wear the Holy Gauntlets, and try again. | |
| This time it goes in, against its will.</font></p> | |
| </p> | |
| Put the Sacred Scabbard in the golden box. Safe now!</font></p> | |
| </p> | |
| But is that enough? You still have the key! Put the gold | |
| key in the golden box as well. Now no one will be able to open it.</font></p> | |
| </p> | |
| You Quest is fulfilled. Time to leave. Return to the other | |
| side of the pool. (E three times, D three times, E twice, U four times.)</font></p> | |
| </p> | |
| Get the torch, and light it. Then return to the entrance (E,S, | |
| E twice, N three times, E four times.)</font></p> | |
| </p> | |
| And now the world is safe from the Curse of the Hellsblade!</font></p> | |
| <hr> | |
| <h2> | |
| <a name="Catacombs of Terror"></a>Eamon #220 "Catacombs of | |
| Terror"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| First, the hints for those of | |
| you who want to solve this on your own. There�s really only one: read everything | |
| very carefully. You will face about a half-dozen puzzles, and they are for the | |
| most part very obscure. But if you pay attention, you will see strong hints and | |
| even outright solutions as you work your way through the catacombs. If you | |
| catch all of the clues, this is actually a fairly easy foray.</font></p> | |
| </p> | |
| A second, lesser hint is that | |
| you must be ready to give up your best treasures or companions at certain | |
| points.</font></p> | |
| </p> | |
| One of the potential companions | |
| is far more valuable than the others. It was obvious to me which one to choose.</font></p> | |
| </p> | |
| Note the new commands: HIRE, | |
| DISMISS, JUMP, SACRIFICE, and throw. POWER is gone.</font></p> | |
| </p> | |
| </p> | |
| Let�s get started!</font></p> | |
| </p> | |
| If you played this straight, | |
| without this walk-through, you would probably miss several key actions and would | |
| have to backtrack to do them after you found the proper clue. Here we will do | |
| them as we come to them. This <u>could</u> happen, if we were lucky enough to | |
| think of all the right things to do as we went.</font></p> | |
| </p> | |
| You start out in a large field. | |
| What are those bumps? Examine them and find some diamonds. Get them.</font></p> | |
| </p> | |
| Head W into the shack. Open the | |
| cabinet and find a sterling silver cup. Get it, and return E.</font></p> | |
| </p> | |
| Go N twice and find a river of | |
| blood! Get some blood. Return S.</font></p> | |
| </p> | |
| Go E to the cave entrance and | |
| kill the rock eater. Get the torch. (Remember that this is a version 7 Eamon, | |
| and that your spell ability will regenerate, so you might want to top your | |
| health off after each battle.)</font></p> | |
| </p> | |
| Go E and kill the Icy Black | |
| Hand of Death. Grab the sword if you want it. (From here on I will only mention | |
| getting items that you must have. Feel free to grab anything. None of the | |
| magical swords are really awesome weapons; most come in around 2D4 to 3D5.)</font></p> | |
| </p> | |
| Go S. Oops, it�s dark � light | |
| the torch.</font></p> | |
| </p> | |
| Go E twice and get the | |
| sacrificial knife.</font></p> | |
| </p> | |
| Go N twice and kill the orcs.</font></p> | |
| </p> | |
| Continue N to a large chamber, | |
| and find a scroll. Read the scroll and learn of a magic word: ZOOMBA. This word | |
| teleports you back to this room. (We won�t be needing this word, but it would be | |
| very useful indeed if we needed to temporarily depart from one or more tests to | |
| search for the solution.) </font> </p> | |
| </p> | |
| You can rouse the statue by | |
| freeing him, but be forewarned that he won�t be friendly and is a very strong | |
| opponent.</font></p> | |
| </p> | |
| Go W. You will find combat in | |
| the rooms to the north and south if you want it. The combat to the south is | |
| quite challenging.</font></p> | |
| </p> | |
| Continue W and kill the rats. | |
| You�ll find more combat in the rooms to the north and south, if you want it. A | |
| 10-swallow healing potion is in the south room.</font></p> | |
| </p> | |
| Go W, then N, and meet the | |
| Overlord and the outlaw. You can only hire one companion at a time, and neither | |
| of these two impresses me very much. Let�s look around some more. Return S.</font></p> | |
| </p> | |
| Go S and meet Gar and Ryu. A | |
| pair of fast talkers, but not much else to recommend them. Let�s look a bit | |
| more. Return N.</font></p> | |
| </p> | |
| Go W and meet the Sage and | |
| Ralkor. If the Sage is talking straight, he would be a great asset. Hire the | |
| Sage. Heed his advice!</font></p> | |
| </p> | |
| Return E four times to the | |
| large chamber.</font></p> | |
| </p> | |
| Continue E. Go into the north | |
| room and get the skull. Return S. Examine the south room if you wish.</font></p> | |
| </p> | |
| Continue E. Examine the north | |
| room if you wish.</font></p> | |
| </p> | |
| Go S. Hey; there is something | |
| on these walls. Let�s see if we can get something here � try examining the | |
| writing. Aha! Read the writing. Two passages:</font></p> | |
| SACRIFICE YOUR BEST COMPANION | |
| AT THE TOP OF THE TOWER � IT IS THE ONLY WAY.</font></p> | |
| And:</font></p> | |
| BLOOD FROM A SILVER CONTAINER | |
| WILL SOOTHE THE DEMON.</font></p> | |
| (What a lucky break that we | |
| already happen to have a silver cup filled with blood!)</font></p> | |
| </p> | |
| Return S, then go E and N. The | |
| Sage says that there is a trapdoor down. If you go down, you�ll find a | |
| Gamemaster who will let you gamble your money, health, or companions. As near I | |
| can tell, it�s a sucker�s game, as the odds appear to me to be stacked 2-1 | |
| against you.</font></p> | |
| </p> | |
| Return S, then continue S | |
| again. Free the headless skeleton (the skull is the key � I don�t exactly | |
| understand it, either.) Find yourself with a new companion.</font></p> | |
| </p> | |
| Return N. Examine the east room | |
| if you wish. Then return W three times to the large chamber.</font></p> | |
| </p> | |
| Go N twice. Enter the west room | |
| and open the box. Read the Pamphlet of Destruction and learn how to pass the | |
| First Test by using the magic word QUALCAST.</font></p> | |
| Return E. Examine the east room | |
| if you wish.</font></p> | |
| </p> | |
| Go N. The Sage says there is a | |
| secret door in the west wall! Open the door, and go W into an ancient library.</font></p> | |
| </p> | |
| Read the Teacher�s Book and | |
| learn of the first four Tests: magic, then skill, then intelligence, then magic | |
| again.</font></p> | |
| </p> | |
| Read the Odd Book. I suspect | |
| that this passage refers to the skull.</font></p> | |
| </p> | |
| Return E, then continue E into | |
| the other room. Get the granite key. Return W.</font></p> | |
| </p> | |
| Go N to the Gateway. Note the | |
| Sage�s advice!</font></p> | |
| </p> | |
| Open the gate and go N.</font></p> | |
| </p> | |
| Your First Test! Remember the | |
| Pamphlet of Destruction? Say QUALCAST. The monster vanishes!</font></p> | |
| </p> | |
| Your Second Test! The book said | |
| that this one is a game of skill. The solution is fairly obscure: throw the | |
| diamonds.</font></p> | |
| </p> | |
| Your Third Test! This one is | |
| subtle, but we have the clues. We know that it is a test of intelligence, and we | |
| remember that the Sage advised us that we�d have to use our brain to succeed. | |
| Let�s try exactly that. (USE BRAIN.)</font></p> | |
| </p> | |
| Your Fourth Test! At first it | |
| seems hard, but then we remember that it was listed in the teacher�s book as a | |
| test of magic. Blast the crystal.</font></p> | |
| </p> | |
| A glass tower! Now the Sage | |
| advises you that you must kill him in the tower. And we remember the writing on | |
| the wall that said that a sacrifice must be made at the top of a tower. So be | |
| it.</font></p> | |
| </p> | |
| Go U twice. Sacrifice the Sage. | |
| Alas, indeed.</font></p> | |
| </p> | |
| There is nothing else to do in | |
| the areas you have already seen. There�s only one thing to do: jump out the | |
| window.</font></p> | |
| </p> | |
| Go S and meet the Demon. Use | |
| the blood to win him over (USE BLOOD.)</font></p> | |
| </p> | |
| Continue S into the treasure | |
| room. (Seems that a treas- ure room should have some treasure in it, doesn�t | |
| it?)</font></p> | |
| </p> | |
| Go W twice. You�ve won!</font></p> | |
| <hr> | |
| </p> | |
| <h2><a name="Idol of the Incas"> | |
| </a>Eamon #239 "Idol of the Incas"</font><br> | |
| Walkthrough by Tom Zuchowski</font></h2> | |
| </p> | |
| We are on a Quest to seek out | |
| the fabulous legendary Idol of the Incas. Our adventure begins as we approach an | |
| Incan temple.</font></p> | |
| </p> | |
| For those who wish to solve it | |
| on their own, I only have one good hint: this adventure makes very heavy use of | |
| multiply-embedded artifacts. By that term I mean items that are not listed in | |
| the room description but only in other artifact descriptions. For example, the | |
| room description mentions a table, and the table description mentions a plate, | |
| and the plate description mentions a knife, and the knife is a real artifact. | |
| Thus we have table, plate, and knife artifacts in the room, but only the table | |
| is revealed by the room description. Furthermore, the knife description might | |
| mention an inscription that can be examined and read.</font></p> | |
| </p> | |
| Note: this map contains several | |
| passages that have parallel destinations. We will ignore unnecessary side trips | |
| down redundant and dead-end passages, although these passages do serve well to | |
| flesh out the temple and the dangerous Demons of Darkness.</font></p> | |
| </p> | |
| Also, many of the commands will | |
| be based on what we learned from the previous move. Be sure to read the game | |
| text as we progress, so you will understand where each move came from.</font></p> | |
| </p> | |
| Our first move is to go N to | |
| reach the temple. Then go E twice, then N, and discover an entrance to the west. | |
| Go W twice, then U. Oops. It looks like there might be something to that legend, | |
| after all, and we will need light to progress through the temple.</font></p> | |
| </p> | |
| Go D until you stumble back | |
| into a dimly lit passageway. Then go E to exit back onto the outdoor path. | |
| Continue N twice, then W to reach the entrance.</font></p> | |
| </p> | |
| What are those tablets to the | |
| north? Go N and see. EXAMINE TABLETS. EXAMINE SLATE TABLET. READ GLYPHS. A | |
| "Path of Adventure?" This looks promising! GET SLATE TABLET.</font></p> | |
| </p> | |
| Return S, then go Up the steps | |
| and meet Penaca. Try to go W or E, and we find that only one exit is illuminated | |
| by a "suntunnel." Hmm.</font></p> | |
| </p> | |
| This art gallery may hold | |
| clues. EXAMINE FRESCOES. Aha. The suntunnel is different! EXAMINE PAINTING. READ | |
| GLYPHS and learn that the tablet is the key. This is surely our solution, so | |
| let's see what we can do here.</font></p> | |
| </p> | |
| EXAMINE the SLOT in the floor. | |
| The painting showed something here--PUT SLATE TABLET IN SLOT like the painting | |
| showed. Suntunnels open to east and west!</font></p> | |
| </p> | |
| Go W twice, then S twice into | |
| the scribe's room. GET MEDALLION. And there are more tablets strewn about here. | |
| EXAMINE TABLETS. EXAMINE BROKEN TABLET. It's inscribed with an Incan "P". | |
| EXAMINE SCRATCHED TABLET. It's marked with a "T".</font></p> | |
| GET BROKEN TABLET. GET | |
| SCRATCHED TABLET. Hmm, all we can manage is just one tablet. That will do for | |
| now. Bring the broken tablet along. Go E three times to the library, and kill | |
| Teowamba.</font></p> | |
| </p> | |
| A library could be useful-- | |
| EXAMINE BOOK. EXAMINE PAGES. EXAMINE MAP. A map! GET ALL.</font></p> | |
| </p> | |
| READ BOOK. Something about a | |
| "P" "A" "T" "H". Hey, we've got tablets inscribed with a "P" and a "T".</font></p> | |
| </p> | |
| READ PAGES. They are pretty | |
| badly defaced, but we can make out "TABLETS" (reversed) and "PATH OF ADVENTURE." | |
| This P-A-T-H thing is looking stronger.</font></p> | |
| </p> | |
| READ MAP. Yes! A map of the | |
| temple! And the junctions are marked with P-A-T-H. But it crumbles to dust as we | |
| finish reading it! Well, at least we got some good information from it.</font></p> | |
| </p> | |
| This library looked like it | |
| might be the "P" room on the map. Let's refresh our impression and do a LOOK. | |
| The floor is inscribed with symbols. EXAMINE FLOOR. A missing tile! Let's get | |
| creative and PUT the BROKEN TABLET (the one which is inscribed with a "P") in | |
| the FLOOR. The suntunnels extend further!</font></p> | |
| </p> | |
| Go S twice into the basket | |
| room. EXAMINE PEDESTAL. Something belongs here--an "A" tablet? EXAMINE BASKET. | |
| Hey, it looks like it is designed to carry the tablets! GET BASKET.</font></p> | |
| </p> | |
| Let's return to the scribe's | |
| room and gather up that tablet. Return N twice, then W three times. PUT | |
| SCRATCHED TABLET IN BASKET. Then return E three times to the library.</font></p> | |
| </p> | |
| Continue on E twice more to the | |
| mason's room. More tablets! EXAMINE TABLETS. EXAMINE A TABLET. EXAMINE H TABLET. | |
| GET A TABLET. PUT H TABLET IN BASKET.</font></p> | |
| </p> | |
| Return to the basket room by | |
| going W twice, then S twice. PUT A TABLET ON PEDESTAL. The suntunnel extends, | |
| revealing a passage south!</font></p> | |
| </p> | |
| Go S, then D into the armoury. | |
| EXAMINE CORNER. EXAMINE BLOW PIPE. EXAMINE DARTS. EXAMINE NET. EXAMINE SPEARS. | |
| EXAMINE GLYPHS. READ GLYPHS. EXAMINE STAFF OF LIFE. GET ALL. (Whew!)</font></p> | |
| </p> | |
| EXAMINE CORNICE. OPEN BASKET. | |
| Hey, there were jewels in here! A nice bonus. PUT SCRATCHED TABLET ON CORNICE. | |
| The suntunnel extends again! GET ALL.</font></p> | |
| </p> | |
| Go W twice to the tannery. | |
| EXAMINE POUCHES. EXAMINE BACKPACK. OPEN BACKPACK. OPEN POUCHES. Hey, what are | |
| these glowing rock chips? Is a light source involved here? GET ALL.</font></p> | |
| </p> | |
| Return E twice to the armoury, | |
| then continue E twice more to the potter's room. EXAMINE POT. OPEN POT. A key! | |
| GET GOLD KEY. Return W twice to the armoury.</font></p> | |
| </p> | |
| Go S twice to the stone | |
| cutter's room, then go W twice to the smelter. EXAMINE AMULET. GET AMULET. Note | |
| the death grip that Hiram Bingham has on those little boxes. There's something | |
| unnatural about that. Return E twice to the stone cutter's room.</font></p> | |
| </p> | |
| Continue E twice more to the | |
| Lord of Cepons' tomb. Nothing here-- go S twice. A room full of statues, and | |
| they are all holding those little boxes--</font></p> | |
| </p> | |
| EXAMINE BOXES. OPEN DIAMOND | |
| BOX. OPEN RUBY BOX. OPEN EMERALD BOX. OPEN RUDIEM BOX. GET ALL. What's this | |
| strange cold feeling? DROP BOXES. That's better! We don't want to wind up like | |
| these others. Return N twice, then W twice to the armory.</font></p> | |
| </p> | |
| This must be our next tablet | |
| room, and the key must be that illuminated spot on the south wall. EXAMINE WALL. | |
| EXAMINE NICHE. OPEN BASKET. PUT H TABLET IN NICHE. More suntunnels!</font></p> | |
| </p> | |
| There's more to be found-- | |
| let's do a LOOK and refresh our viewpoint. What are those glowing rocks and | |
| stones? EXAMINE ROCKS. EXAMINE STONES. GET ROCKS. we can't do it! But they | |
| sparked like those rock chips-- PUT ROCKS IN POUCHES. PUT STONES IN POUCHES.</font></p> | |
| </p> | |
| Head S. EXAMINE ARCH. A secret | |
| passage down! We'll be back for this soon.</font></p> | |
| </p> | |
| Continue S. EXAMINE SCEPTER. | |
| READ GLYPHS. The scepter is a key? GET SCEPTER. It's not there!?! Look around a | |
| little. EXAMINE CONE. EXAMINE WEST WALL. EXAMINE EAST WALL. Aha! It's an | |
| illusion! GET SCEPTER. Return N.</font></p> | |
| </p> | |
| Go D twice into a snake pit. | |
| Kill the serpent. THROW NET to neutralize the cobras. Don't worry about the | |
| snakes, they're not a problem.</font></p> | |
| </p> | |
| Go S-- hey, we need more light | |
| here. OPEN POUCHES to light the room, and discover a door south. PUT STONES IN | |
| POUCHES.</font></p> | |
| </p> | |
| EXAMINE DOOR and find a bronze | |
| lock that might match that bronze key we found. OPEN DOOR and go S. OPEN POUCHES | |
| to light the room. Continue S, then go Up the steps. We must be getting close | |
| now. OPEN CHESTS. Wow! The jackpot! GET ALL.</font></p> | |
| </p> | |
| EXAMINE ALTAR. READ GLYPHS. | |
| This crevasse business looks plenty dangerous, but we laugh at danger! EXAMINE | |
| WOOD STATUE. EXAMINE HOLE. PUT SCEPTER IN HOLE. OPEN WOOD STATUE. The Idol!!!</font></p> | |
| </p> | |
| Penaca is no doubt right about | |
| the great peril here, but this is what we came for! GET IDOL. Uh, oh, | |
| earthquake! The place is falling down around us!</font></p> | |
| </p> | |
| Go E through the broken wall, | |
| and cross the rope bridge. Continue E four times until we reach the mine | |
| entrance. Oh no, we lost all our loot! But we still have the idol. Keep moving!</font></p> | |
| </p> | |
| We need to leave here NOW. (But | |
| before we do, this is a real good place to do a SAVE, and there is an option to | |
| resume play.) The cart is chocked by that stick. GET STICK. It's rolling! JUMP | |
| IN CART.</font></p> | |
| </p> | |
| This ends the text adventure | |
| and takes you to the cart ride, an arcade-like experience. You must ride the | |
| cart as it careens faster and faster, choosing the safe passages as you go.</font></p> | |
| </p> | |
| The ten-second count is to | |
| calibrate the game's speed to your computer. It would be quite impossible on | |
| accelerated machines without this feature.</font></p> | |
| </p> | |
| You get three chances to make | |
| it. (If you die, you can restart that saved game by simply typing RUN.) Get past | |
| 25 junctions, and you win the game, no richer than you started, but no poorer, | |
| either. If only that old bridge hadn't collapsed!</font></p> | |
| <hr> | |
| <h2><a name="Redemption"></a>SD | |
| 137: Redemption<br> | |
| Walkthrough by Sam Ruby<b></font> </font></b></h2> | |
| (Listed geographically rather than chronologically)</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Agroville</font></span></u></p> | |
| Talk Leather Worker</font></span></p> | |
| Talk Horse Trader; | |
| offer to help</font></span></p> | |
| Ask Clothmaker (for) | |
| Cloth</font></span></p> | |
| Ask Leather Worker | |
| (about) Blog</font></span></p> | |
| Ask Brewers (about) | |
| Blog</font></span></p> | |
| Talk Farm Hands, Buy | |
| Lake Map</font></span></p> | |
| Give Blog's Horn (to) | |
| Horse Trader</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Wilderness</font></span></u></p> | |
| Ready Short Sword</font></span></p> | |
| Give 1 (to) Ferryman</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Tradetown</font></span></u></p> | |
| Market: Sell | |
| treasures, used goods</font></span></p> | |
| Store: Buy | |
| Torches, Canoe</font></span></p> | |
| Inn: | |
| Talk Bard</font></span></p> | |
| | |
| Ask Bard (about Blog</font></span></p> | |
| Tavern: Talk | |
| Patrons</font></span></p> | |
| | |
| Buy Forest Map</font></span></p> | |
| Docks: Talk | |
| Pilot</font></span></p> | |
| | |
| Buy River Boat</font></span></p> | |
| | |
| Come here with Caravan</font></span></p> | |
| | |
| Enter Boat</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Kingscourt</font></span></u></p> | |
| Park: Say | |
| Bard</font></span></p> | |
| Palace: Ask | |
| Guards (for) Audience</font></span></p> | |
| | |
| (answer "Midnight Oilers")</font></span></p> | |
| Throne: Ask | |
| King (about) Blog</font></span></p> | |
| Scribe: Ask | |
| (for) Instructions</font></span></p> | |
| | |
| Give scrolls</font></span></p> | |
| Clerk: Ask | |
| (about) Castle Logres</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Ironcastle</font></span></u></p> | |
| Plaza: Talk | |
| Smiths</font></span></p> | |
| | |
| Buy Shovel, etc.</font></span></p> | |
| Tavern: Talk | |
| Workers</font></span></p> | |
| | |
| Buy Hills Map</font></span></p> | |
| Construction: Ask | |
| Workers (for) Foreman</font></span></p> | |
| | |
| Talk Foreman</font></span></p> | |
| Barracks: Ask | |
| Soldiers (for) Sir Blackstone</font></span></p> | |
| Keep: Ask | |
| Blackstone (about) Blog</font></span></p> | |
| | |
| Give Eggshell (to) Blackstone</font></span></p> | |
| </font></span></p> | |
| </font></span></p> | |
| <u> | |
| Shrine City</font></span></u></p> | |
| Black Temple: Ask | |
| Priests (about) Blog</font></span></p> | |
| | |
| Give Talisman (to) Priests</font></span></p> | |
| Go | |
| SW to Hall of Necromancy</font></span></p> | |
| | |
| Ask Demon (about) Blog</font></span></p> | |
| White Temple: Ask | |
| Monks (for) Healing</font></span></p> | |
| | |
| Ask Monks (for) Cleric</font></span></p> | |
| | |
| Ask Cleric (for) Blessing</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Forest</font></span></u></p> | |
| Go NW (or another | |
| direction) 2 times</font></span></p> | |
| Use Forest Map, Enter | |
| Great Tree</font></span></p> | |
| Free Ensnared Man</font></span></p> | |
| Talk Guardian Druid</font></span></p> | |
| Ask Guardian Druid | |
| (about) Great Eagle</font></span></p> | |
| Go Up</font></span></p> | |
| Ask Great Eagle (for) | |
| Eggshell</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Lake</font></span></u></p> | |
| Bring Canoe</font></span></p> | |
| Go NE 2 times</font></span></p> | |
| Use Lake Map, Enter | |
| Island Bay</font></span></p> | |
| Use Shovel to unblock | |
| door</font></span></p> | |
| Open Door</font></span></p> | |
| Go Down</font></span></p> | |
| Open Chest</font></span></p> | |
| Examine Tapestry | |
| (embedded artifact)</font></span></p> | |
| Get Tapestry</font></span></p> | |
| Read Words</font></span></p> | |
| Use Key</font></span></p> | |
| Talk Spectre</font></span></p> | |
| Use blessed weapon to | |
| kill Spectre</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Hills</font></span></u></p> | |
| Go SW two times</font></span></p> | |
| Use Hills Map, Enter | |
| Mine</font></span></p> | |
| Use Mining Tools three | |
| times, get Gemstones</font></span></p> | |
| Go Up</font></span></p> | |
| Examine Altar</font></span></p> | |
| Put Crystal (on) | |
| Pedestal Staff</font></span></p> | |
| Use Lever</font></span></p> | |
| Get Scrolls</font></span></p> | |
| </font></span></p> | |
| <u> | |
| Swamp</font></span></u></p> | |
| Go SE twice</font></span></p> | |
| Use Swamp Map, Enter | |
| Swamp Castle</font></span></p> | |
| Put Antidote (on) | |
| Cloth, Wear Cloth</font></span></p> | |
| Go SE</font></span></p> | |
| Talk Blog, Kill Blog | |
| with Elven Blade</font></span></p> | |
| Get Horn</font></span></p> | |
| Return here with | |
| Caravan</font></span> </p> | |
| <hr> | |
| </p> | |
| This page last updated on | |
| <!--webbot bot="Timestamp" S-Type="EDITED" S-Format="%m/%d/%Y" startspan -->04/03/2011<!--webbot bot="Timestamp" i-checksum="12535" endspan -->.</font></p> | |
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