DOS=spC>p%NJg "@"NbCNJg @ hpNupNudos.libraryexpansion.libraryb2ick stick on vine. From now on, I'm just going to assume you know how to do this everytime I tell you to go through this screen. E. Make the skeptic potion like so: 1) click the orange peel on the bowl. click the rootbeer on the bowl. Now, you have sweet-n-sour sauce. 2) toss the U horseshoe you used on the squid in the cauldron. 3) toss the taffy w/the rabbit footprint in the cauldron. 4) toss the sween-n-sour sauce in 4) toss the dragon tears in ʼ5) the cauldron should turn purple 6) fill your flasks and click each flask on the altar, which will give you a brief graphics bonanza (nothing compared to Hard Vacuum (tm) coming soon) and activate the potion. W. W. go to the fish, give potion to the sheriff. W. enter the shop. give the potion to the shopkeeper. then give him all three gold pieces, and take your travel voucher. E. head to the fish. If you're out of Skeptic Potions, head back to the altar and activate another potion by clicking a flask on the cauldron (which should go dark) and then clicking the flask on the altar. Then head W. W. and to the fish. Click the magnet on those three gray pixels in the water. It's a key! Enter the fish thing. Marko the Moron has been imprisoned! Hooray! Unfortunately, you can't just let him rot in there (much as I tried). Click the key on his cell-lock. You get thrown in the other cell. Click the magnet on the key. The shq1 eriff will come and throw the key out the window. Click a couple times on the rug in Zanthia's cell and she'll unravel it. Marko the Moron just happens to have a hook on him (what're the chances of that?) that he ties on the string. Click this fishing line on the window and catch the fish. Take the key. Unlock yourself. Unlock Marko the Moron. Leave. Lower E. Give potion to the captain. Give voucher to the captain. Hide your magnet in the coil of rope. The ga'}%me takes care of getting you to Volcania, throwing you off the ship (I wanted to see her white top wet, but noooooooo) and putting you ashore with only your alchemy magnet. Time for: *** Part Three Now this is a really annoying scene, with really no other purpose than to pad the game out. Once ashore, take everything. Walk around the whole island, making sure you get all the heavy rocks. Fill the rest of your inventory with sand dollars (you need six) and as maB[ny of the starfish and seashells as you can. Then go to the counter with the man and woman (get the flask there) and talk to them. They'll give you a promotional pen, which you need to keep. Give them the six sand dollars, and then give them whatever they ask for next, and whatever they want after that. You may have to go wander around until you find as many as you need. After you've done all this, you find out that most people just jump down the hot air vents. ˏj Now, if you try this before you they tell you, she gets caught in the air and does a brief Marilyn Monroe impression (!!). But now, having spent so much time wandering around, you're able to jump in them. Padding padding padding. So jump down an air vent. Now you're in crystal land, with a hip new outfit. Go top-half east on the bridge. Get the stick, the rocks, and click on one of the crystal trees to get 'crystal tree fluff' (I told you it got stupid after  ;Hithe first half). N. Get everything you can. click your trusty stick on the stegosaurus, who has surprising canine tendancies. Do it twice, and a big chunk of rock will fall and block one of the holes in the snake's head. Now there's a huge air plume. Go ahead! Jump in! Now you have two black pebbles for the Teddy Bear spell. W. W. W. Get the flask and a rock. E. E. use alchemy magnet on the heart-shaped lead rock. Now, it's time for the Teddy Bear potion: 1) in the  cauldron, toss: a) crystal tree fuzz b) gold heart-shaped rock c) black pebbles 2) the cauldron will turn blue 3) click flask on the cauldron 4) click flask on you With the Teddy Bear in your possesion but NOT as the active item (this is the ultimate bullshit) click on the T. Rex. You'll use the Teddy Bear as bait and ride the T. Rex around. When it's over, you've got a red piece of cloth. W. If the triceratops faces E, leave and re-enter until it  |=i8 faces NW. Then, go to the door. Click the red cloth on the triceratops. The big lug will bash down the door. Then there's a dumb midgame sequence with Marko the Moron and Faun. When it's all over take the parchment. Now, take the stones you've been collecting and walk around, plugging the little lava tubes that stick up. When you've done them all, go back to the triceratops room. The large lava tube at the center of the room should be pulsating like it's about to sp! :ew, and when you click on the island in the center it'll blow and you'll be catapulted to the next section. If you step on the island and nothing happens, you haven't capped all the small lava tubes. Go wander around some more. In a huge plume of lava, you're catapulted into the upper atmosphere and on to Tree Level. *** Part Four On Tree Level, Zanthia changes into a lovely hiking number before setting out to take this level, too. First, get the pinecone. Then"\Lg click on the hole you just made - there's a flask there. W. Get the moss. Get it again. A rock will start rolling around. Get it. Get the twigs at lower right, and the snowball from the bank on the left. E. Click the twigs on the flint rock. Click the rolling rock on the flint. Get the rolling rock and the charcol. Make the snowman potion: 1) Into your ever-useful traveling cauldron, dump: a) the snowball b) the charcol c) moss 2) it should go light #_DGblue. 3) click the flask on the cauldron- it should be l. blue with snowman details W. click the potion on the night. Click on the hole in the castle to get a walnut. W. click alchemy magnet on the statue. Zanthia correctly will say "What does that box have to do with that statue?" It has nothing to do with it, it's just another one of the click-everywhere puzzles bored Westwood designers threw in here. Rest assured, Hard Vacuum (tm) (coming soon) will have no $_q such flaws. Get the toy drums and the jack from the box. Click the jack on the foot. You'll also learn a bit about the whole plot, but considering how lame the plot is, I'd recommend ignoring it. Also, remember to get the acorn on the tree at lower left, next to the statue. E. E. Click the drums on the stump (you'll go E). Click on the tram. The squirrel will then decide to take his break. Give the guy the pinecone, the walnut and the acorn. Then click the rolling roc%A<>k on the wheel. Click on the tram again and you're off. There's another dumb Marko the Moron midgame, and Zanthia ends up climbing the rest of the way. *** Part Five Zanthia, in deference to the cold, gets rid of that lovely tank top and becomes the finest ski bunny yet to walk an adventure game. Alas, now the game gets really silly. Get the feather duster and the broom. Enter the lodge. Click on the bull (you'll get musk), the shelf (flask) and the three can&M_nonballs. Leave. Use the alchemy magnet to turn the cannonballs to gold, and give one to the mother. Then steal the sucker from the kid (kinda heartless, huh?) Pick up a snowball from the snow at right. Time to make the Abominable Snowman potion. 1) Carelessly chuck a) snowball b) musk c) feather duster d) lollipop into the cauldron 2) it'll turn a yellowish urine color. Quaff the potion. The kid and mother aren't surprised, apparently, bu'8ٛt enter the lodge. The game will segway unsurprisingly as the actual snowman falls in love with you. In SnowBoy's palace: get candy, get cologne, get feathers from pillow, get flask from his bar. Exit onto patio. Get icicles. Make a second potion, with icicle instead of snow, cologne instead of musk, feathers instead of a feather duster and candy instead of the lollipop. Use the icicle on the wall. SnowBoy will come out and haul you back in. Exit again. Hunters will be (yafoot. Wait until you can click the potion on them (you may need to walk closer to them). Climb up using the icicle. You'll walk E and down to the cabin. Enter the cabin. Would you look at that, it's the rainbow plant! And there are seven orbs you need to fill to heal it! And you DON'T use that list of colors you've written down. That alone just saved you an hour figuring out what colors go where. The correct order of colors is ROYGBIV, and you must mix a potion for)^) each color. You're supplied with every spell component you need, so I'll be brief in my description of how to put the potions together: Red- Flying Shoes (hot air+feathers+red leather folio) Orange-Sandwich (make mustard (ground radish+vinegar) +ground grain+lettuce +cheese) Yellow- Snowman, Abominable (snow+musk+feathers+sugar) Green- Snakescare (gnarlwood+sulfur+onion+reptile tears+wood stool+hot water) Blue- Teddy Bear (crystal palm fuzz+lead heart (change to gold*$, w/Alchemists' magnet before using)+2 black pebbles) Indigo- You have to invent this yourself. I'll save you the trouble: blueberry+amethest Violet-Skeptic Spell (horseshoe+rabbit foot print+sweet&sour sauce+reptile tears) The plant is healed! Leave the cabin, get an icicle from the right corner of the roof, click the icicle on the house to climb it. *** Part Six So you meet the hand and fight, and she changes into the Rambo outfit (!!!) After it's over, head E.+sc: S. It's the Wheels o' Fate! yeeeha! Click the alchemy magnet on the satellite dish on the roof that's reflecting the sunlight. Enter. Enter the control room at up left. Check out the equipment- you need a gear! Exit S. Head to the OOO s at top right. This is a puzzle! It's the inverted towers of Hanoi. You must click on the disks and move them all into the other towers. You can only place a larger disk on top of another disk. When you get all the disks in the middl,\e one, the middle mouth opens and out pops a gear. When you get all the disks on the far left tower, out pops your stick. Exit. Then head to the control room again. Put the gear on the spindle and SAVE THE FUCKING GAME!! This is the last point you can save before the game will set the room clear and clear your possessions. Then read the next paragraph before you continue. Then click the stick on the gear and lever it into place. Out comes the Hand, carrying Marko the- Moron, who's gotten himself into trouble yet again. The Hand will charge after giving you a second to move. Click down at the lower left corner as if you were exiting. The hand will charge and you'll run along the control panels to the other side. For the next round, click on the bottom of the Hand's fingers. You'll run forward and sumersault under the Hand as it leaps up to get you. Next round, click behind the Hand at the railing and you'll run at the Hand as Mar.ko helps you throw it off the railing. Then there's a long game end that just screams "Sequel", and if we're not playing Hard Vacuum (tm), coming soon, we'll be here to write that solve, too. you'll run along the control panels to the other side. For the next round, click on the bottom of the Hand's fingers. You'll run forward and sumersault under the Hand as it leaps up to get you. Next round, click behind the Hand at the railing and you'll run at the Hand as Mar67PONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"! e25Apd>" WALKTHRU FOR SOUTHERN HEMISPHERE OF RELENTLESS. (walkthru for Northern Hemisphere is RELENT.WLK) This walkthru starts off very explicit for the new players. In general, talk to every friendly you see and check every planter, black trash can, and barrel for money & hearts. Use the magic ball from a distance to kill enemies, Discreet mode lobs the ball. Use the F1, F2, F3, F4 keys to change modes since this is faster. Some terms used in this walkthru are: TALK meanJ!ss select Normal mode (F1 key), and use the Action key (Spacebar). RUN means select Athletic mode (F2 key), and HOLD DOWN the up arrow key. JUMP means select Athletic mode, and hit Spacebar once. HIDE means select Discreet mode (F4 key). KILL means select Aggressive mode (F3 key), and HOLD DOWN Spacebar. KILL can also mean to throw the magic ball from a safe distance. Get all the money you can. At one point in the game you will need $200 to buy a boat;. Tip: You can re-enter any scene such as your house and collect all the hearts, magic, and money stored in the plants, and cupboards again. If you enter and leave your house 3 times, you can collect all the goodies all 3 times! Applies everywhere else in the game! Select Aggressive mode, wait for guard to arrive. Turn facing guard, hit Spacebar several times to kill him. Take money. If you missed the elevator, walk onto it when it re-appears. Ride elevator till VTit stops. Select Aggressive mode (F3) and kill guard on left. Then kill the scientist at right, get key. Walk down stairs, walk West to locked gate and through gate. Select Athletic mode (F2), Run straight ahead to red alarm switch. Select Aggressive mode (F3), face guard, and kill him when he approaches. Tip: Hit the key anytime to center the screen. Sometimes you cannot see an enemy cuz he is outside the screen, hitting key may help. Walk East  #rinto the room on the right. Stand in front the first 2 lockers and use the Action key (Spacebar) in Normal mode (F1). Get your I.D. Card & Holomap. The Holomap tells you where to go next indicated by a red arrow. Walk behind changing screen to change to white nurse's uniform. Stand facing each of the 3 lockers and use the Spacebar in Normal mode. Ignore the nurse in next room. Walk West to room having stairway. Check all the barrels for hearts and money. Do NOT go near the!“m White Grobo. Proceed up the stairway and to the right. Select Aggressive mode, quickly kill guard next to red alarm button before he trips alarm. Kill the scientist next, get key, walk East through locked door. Once outside, select Normal mode (F1), walk up stairs towards guardhouse. After his warning, walk behind the guardhouse to the trash pile. Hit Spacebar to talk to Rabbibunny, select Discreet mode (F4), hit Spacebar again, this starts animation sequence. S"4gelect Normal mode (F1), use Action key (Spacebar) to check trash, then talk to Green Grobo. Read posters on wall and write down the clues. There will be many other dialogue clues from other characters throughout the game, so write them all down! Walk East, enter house door, use Action key (Spacebar) in Normal mode to talk to Rabbibunny. Get money from chest. Also stand in front of bed-stand to get a heart, exit house. Walk South to next scene. Walk onto square sewer grat# ing at bottom right of screen, hit Spacebar once in Normal mode to drop down into sewer. Talk to Rabbibunny found there. Then keep walking left and along wall at bottom to the end. Take clover box, you now have an empty box to hold one extra life. Drop down into sewer, climb up ladder on other side in Normal mode. Take all mushrooms and check all barrels. Carefully walk West to very edge, hit F2 key, then hit Spacebar once. Hopefully you just jumped onto the other side, o $Vtherwise walk to ladder, try again. Walk onto sewer grating, hit Spacebar once in Normal mode to return to surface. Head left and follow paved road down to right stairway. Hit F2 key once and holding down the up-arrow key RUN down the right stairway avoiding the guard, at the bottom make a U turn to your left and continue running down the right side of town on the paved road. Continue running SouthWest down the right side of town. When the paved road ends, walk right ont %(o the grass, talk to Rabbibunny, then go around the house. You will see your girlfriend dressed in Pink in that scene. Talk to her for an animation sequence. Immediately after the dialogue ends, hit key, select QUIT GAME, select Option Menu, select Saved Games Management, select Copy Saved Game, highlight & hit key on name of your current saved game to copy, type in MEET WITH GIRLFRIEND hit key, then select Return to Previous, and Return to Previous a &Cgain. Select Continue Saved Game, highlight your current saved game NOT the one named MEET WITH GIRLFRIEND, and continue your previous saved game. You should be back in your house talking with your girlfriend. Immediately after she stops talking, select Athletic mode (F2), quickly run around the girlfriend, run down the stairs and straight through the doorway, stop, and run to the right side corner to hide. HIDE by selecting Discreet mode and holding down the Spacebar '4; to crouch down. The objective is to hide behind a wall, in a corner, from the 2 Grobos. If this does not work, COPY the saved game named MEET WITH GIRLFRIEND to a new name such as IN MY HOUSE and continue again using that name. If you were to continue using MEET WITH GIRLFRIEND then you will lose that saved game when you are captured again. After escaping the 2 Grobos, explore your entire house. There are hearts everywhere in the plants and cupboards. Make sure you get (:U4 your magic Tunic & magic Ball from the cupboard behind the drawing table. Also, in the kitchen, check that plant by the doorway for a key to the cellar. In the cellar use the Spacebar in Normal mode in front of the barrels to reveal a secret passage. You CANNOT do anything in the secret room, but you know how to find it now. Exit your house by walking into the fireplace. My inventory key is: Holomap, magic ball, magic Tunic, I.D. Card, and clovers. Hitting key shows me: full health, 2 clovers (2 extra lives), and 1 empty clover box for one more life when I find one. You can hit the key, select the green clover and hit to give yourself instant full health & full magic at any time. Such as when just before fighting something. Once outside, drop down to next level East but not off cliff. Slowly walk East, observe yellow Rabibunny clone, lob magic ball to kill clone as it patrols South side of house. Continue *xrwalking down East. At bottom, run past Grobo guarding your house. Run backup along the right side of town towards the tavern. Talk to everyone there. Go upstairs, turn right at top of stairway walk to Green Grobo, talk to him, walk to top of stairway and wait for waiter, talk to waiter, then return to Green Grobo, he will now tell you about another island. When exiting the tavern check the plants and nearby black trash can. Walk to left side of town, then North West, exitin+g scene. In the next scene walk NW to the second doorway and enter. Quickly hit F2 and run straight all the way to back wall, turn around. Ignore the Pharmasist, throw magic ball at Grobo who appears. After killing Grobo, then kill Pharmacist. Look for bottle of red syrup and take it (Spacebar in Normal mode). Check cash register and candy machine for money. Exit Pharmacy. Again walk SouthWest along left side of town till you see the guard at guardhouse. Lob magic ball and , kill him for more money. Then walk NW thru corridor. At next scene, walk halfway up steps, throw magic ball to kill Grobo, get key, continue walking NW through gate. Turn right, check all barrels. Talk to sailor, enter building, arrange the boxes on the X's. Push first crate just forward enough to squeeze around it to the right, walk NE, then NW, push center crate NW against doorway, walk SW, push bottom crate NW just enough to squeeze around to the right. Then walk NE p-OBushing center crate to corner of room. Walk back SW and push bottom crate only 1 step SW, walk around to back of crate, push it SE against SE wall, lining it up with walkway, then push it NE all the way to corner. Walk to third crate top-right of screen, push it just a bit SE. Walk back to NW side of first crate, push it SE only 1 step, now walk completely around stone block not the crate to SW side of crate, push it NE against wall. Walk just to right, push crate NW down .Jwalkway to stone block, walk around and push crate NE against far wall. Walk to right and push both crates NW to final positions. Talk to the sailor outside and he will give you a ferry ticket. Later he will sell you ferry tickets for 5 Kashes. Walk East up the dock, give ticket to boat Captain, then walk onto boat. Inventory currently has bottle of red syrup added to previous items. Boat takes you to Principal Island. Check all barrels for money. Walk East down dock, /6turn right, select Athletic mode, then just run past Green Guard and Yellow Rabbibunny clone. Run and zig-zag if possible. In next scene run all the way West and exit the West side of screen to Town. Walk slowly right and kill the Yellow Rabbibunny clone with magic ball. Just keep throwing and hitting him. Killing him proves your are a friend, then all the other friendlys will talk to you. Walk near where you entered scene, enter house there, talk to Rabbibunny lady, s0 >earch her house and watch her TV. Exit holuse, walk West. Talk to Rabbibunny at corner. He will show you the way around town. Follow him. At friend's house use in Normal mode in front of sink, then do same in front of secret passage. You will re-appear in store, talk to Grobo, exit store, go to the locked gate on your right, he will follow and give you the key. Avoid the White Grobos. Walk through gate, then to the left, enter the shop displaying a green gas can1d above the door, buy gas for 30 Kashes and a meca-penquin. Exit store, walk NW to tavern, enter tavern, talk to all 3 characters there. Note how they complain about the water and a new location appears on you Holomap. Exit Tavern. Now talk to the lone Rabbibunny lady. follow behind her, stop in front the statue, wait till the White Grobo leaves, then go left up the stairs, at the top of stairs go right, then up the stairway, use Action key in Normal mode on the square gr2yating. Talk to round guy, you now have Port-Belooga on your Holomap and a friend there who will help laters. Get money from chest, walk downstairs, check for stuffs, exit room. Use Discreet mode after Green Grobo leaves area to get to Rabbibunny lady again, have her distract the White Grobo again then quickly walk to the brown wooden bench and hit F4 to hide from Green Grobo. When White Grobo leaves, follow him to leave area. Then go down SE stairway, walk SW to corner whe3are lone Rabbibunny is standing, continue walking SW to next scene. Walk SW, enter house, talk to lady. Note what she says about clover box on island. Get all the money in her house and check plant outside too. Walk West along paved road. Kill the guard, take motorcycle to water- tower. Walk up the stairways, use Action key in Normal mode on square door. Drop down passage. Take the mushrooms, check the barrels, read the sign, then pour the red syrup in water. You're done4, BUT, climb completely out of room, then drop back down into it repeatedly to get more money from the mushrooms! Take motorcycle back, RUN past guard, enter the lady's house again to get more money. Inventory: added empty syrup bottle, meca-penquin, and 8 gas. I left the water-tower with 133 Kashes, 3 clovers, and full health. Exit scene and RUN NE completely through next scene. Then continue running NE, staying on the paved road, make a sharp right past the 2 guards 5in the bunker. Continue running right, past the other 2 guards, stop at sign. Walk NE, check the flowers and trash cans. You should now be at the top-right of screen at the top-right corner of Principal Island. The stairway leads to the Library, enter Library. Inside the Library, ignore the Librarian he's a snitch. There are 4 characters to talk to: Green Grobo - tells of Hamalayi Mountains & Rebels, puts them on Holomap. Round Yellow Guy - tells of pulling middle6~~N & right levers to solve puzzles. Sitting Rabbibunny - tells of statues without pedestals hiding something. Walking Rabbibunny - talk to him, then follow, he unlocks room. Read book, this puts White Leaf Desert on Holomap. For laters, one needs 200 Kashes to buy a boat. Killing the Librarian and robbing the cash register is the fastest way to get money. Just kill the Librarian then exit the Library, re-enter and kill him again. Try Aggressive mod7䮐Re, if he trips the alarm, position yourself so the desk & lamp are between you and the green guard. You can then lob magic ball over and kill guard easily. I left the Library with 251 Kashes. Walk SW, exit to next scene. Hit F2, run SW, stop near green guard in trench, kill him with magic ball. Jump into trench, run back NE to end of trench. Hit F1, talk to prisoner. He tells you to see his brother on Proxima Island and gives a password. Hit F2, run back through trench8(, kill yellow Rabbibunny clone and green guard at machine gun, climb out using ladder, try to run left, then left again away from fort. You cannot enter fort at this time. Keep running left, back to the paved road on the right side of fort, and back the way you first entered scene. Exit scene at top of screen back on road leading to Library. You have now done everything needed on Principal Island. Now to leave Principal Island for Port-Belooga. Head for the top- left9/Rmost corner of Principal Isle, this is the scene having those 2 green guards in the covered bunker. From the paved road near Library, note the sleeping guard. Wait until the other guard goes over and wakes him up, that's your chance to run NW on paved road. Exit and continue running past 2 guards in bunker while making a sharp left turn. Do not leave this scene. Near the bottom of paved road, walk onto the grass heading NW and stop between the 2 wooden posts. Watch for that ye:Wllow Rabbibunny clone, jump over sandbags, run straight NE along right side of statue, and along right side of 3 outhouses, to opening in wall. Walk into enclosure and take green cart to Port-Belooga. On Port-Belooga, talk to the small round guy (will sell a boat laters), then walk up the dock and talk to fisherman. He'll take you to White Leaf Desert. At White Leaf Desert, Jump across stones to the right, then South. Generally, position yourself at the edge of the s ;ztone you're jumping from and aim for the center of stone you're jumping to. Note the pattern of the bullets and stand between them. Hit to center screen. Run to right of machine gun, along left side of tents, kill guard for key to enclosure having the 3 wagons. Enter enclosure, walk straight SE, talk to man in desert, then jump into round ventilation shaft. Face SE, run to edge, jump to nearest column. Jump columns to right, then jump over spikes, get money in vase,!<&07 ignore bouncing ball, go down stairway and up other side. Don't touch levers, yet! Walk around to the left. Continue walking, down steps and up the other side. Drop down inner enclosure, walk around right and flip lever, note moving elevator. At top of stairs, run straight to barrel, then run just into corridor on left. In Athletic mode still, edge forward, when you hear log rolling down, run backwards and around SW corner. Walk back into corridor and flip both white le"=p&vers. Run around barrel and through opened gate. Stand just to left of the row of spikes. Run diagonally to end of stones immediately after blue poles start left. Stand at end of stones, hit F1 and walk against wall. Hit F2 and generally run SW to corner when yellow ball sequence pauses. Ignore barrels and vases here. Up the stairs is the statue. Push it East, then drop it down, push it SW, then NW around fence onto elevator plate. Jump over wall, flip white lever. Then w#>^`@alk back up stairway, walk around to the right. Then jump on top of right wall of stairway. Walk SE along top, a bit NE, then jump across to top of SE wall. Walk NE along top and jump to NE wall. Drop down and flip other white lever. Walk up to moved statue, push it SE onto second elevator plate. Try to position statue on SW corner of plate, then lob magic ball at skeletons. Discreet mode kills nearest skeleton. Normal mode kills far skeleton. Walk down flip lever. Walk to sta$? Ktue, walk behind statue onto elevator plate. Push statue and onto pedestal and retreat quickly avoiding yellow balls. Exit through opened door to second half of Bu. Select Athletic mode, run down along top walkway, down stairs and stop at the bottom corner of edge. Jump to bottom row of tiles to escape log. Sometimes if you are too close to inner edge of tiles the log still gets you. Keep trying, if you fall to lower level, quit game and restart, lower level is dead end! %@t Walk along edge, jump to other side, run East, flip white lever. Walk East avoiding dark colored tiles and openings. Lob ball to kill skeleton. Run past blue pole, keeping on right side. Inch close to stairway, run up stairs after 4th ball. White levers on post should be in down position. Walk around right and through gate. Walk up left stairway, walk along top of wall to switch (lever) post. Lob magic ball at switch in Discreet mode. Jump onto elevator plate, use in Normal mode to flip switch again. Jump to opposite wall, walk to second switch pole, F4, lob magic ball, get on plate, again. Walk off plate, walk SW till end of wall, jump across to top of bottom wall, walk East. Walk to NE around corner, flip switch. Walk down stairs, drop down. Quickly walk South to avoid rock. Ignore blue magic bottle and passageway. Walk only along bottom of room, head SE to 3 switch poles. Flip only the middle and right switches! 'Bb} Then walk only West away from switch poles. Approach first elevator plate from left side only. Jump on and up other 2 plates to upper level. Push statue onto topmost plate, then push down to other 2 plates. At bottom, push statue onto pedestal to open door. Walk down corridor, stop just before corridor opens into room. Lob magic ball into room to kill both skeletons. Get Bu book and read wall. Then exit South. Talk to man in desert, and talk to horse. Exit desert, hea(Cd back to the boat the same way you came. Take boat back to Principal Island (actually Port-Belooga), so you can buy the guy's boat. At Port-Belooga, talk to that small round guy, follow him, and he will sell you a yellow catamaran. Take it to Proxima Island. Inventory: Holomap, Tunic, magic ball, Book of Bu, I.D. Card, meca- penquin, empty bottle, 7 (voyages) gas. 84 Kashes and no clovers. On Proxima, keep checking all trash cans, barrels, and planters. Walk right, )Dku,down paved road, buy Hair Dryer from salesman in grey suit. Walk back to boat dock. Walk West to next scene. Walk NW into Inventor's house and exchange Hair Dryer for Proto-pack. Exit Inventor's house. Walk NE, and attempt to enter chained house. A Grobo will appear, run away around him up the stairs. He will patrol house, so just lob magic ball down and kill him. Enter house, talk to Rabbibunny, give password, get Red Card. Exit scene back to boat dock. Enter gate near*Ei dock, buy more gas in store. Then walk NW and enter second house. Grobo will give you Digital Keypad for use in Teleportation Center so make mental note of this. :-) Return to boat dock, walk East, down the paved walkway. Walk North to door on left and use Red Card to open. Enter Museum, locate square grating, use in Normal mode to setup grating for laters. Walk down through sewer, climb up other side, exit sewer on other grating. In building, first kill guar+Fld in white, then talk to Green Grobo. Flip Red Alarm Lever to evacuate Museum. Return to Museum through the sewer gratings you just set up. In darkened Museum, put on Proto-Pack, , select Proto-pack, hit , hold down up arrow key and head East towards door. Do not stop to put your feet down, cuz the floor is alarmed. North of doorway, stop on pedestal, take Pirate Flag, hit , hit , put on Proto-Pack again. Fly East then up stairs. Work your way ,GmWest avoiding the robots. Find the treasure chest, get Golden Key. Exit Museum same way. Exit sewer and building. Try killing that sleeping guard to get 4 Kashes. Return to boat dock checking all barrels and trash cans along the way. You're done for now on Proxima. Take yellow catamaran to Citadel Isle to use Golden Key in basement under your house. At Citadel Island, walk to West end of dock. Jump onto ledge on left side of cliff face. Walk around ledge and jump ont-Hz<o beach. Walk into cave, up to door on left, use Golden Key, enter room, take Gawley's Horn & Sendell's Medallion. Walk to Seal of Sendell on East wall, blow horn in front of Seal. Take clover. Read writing on West wall. Check everywhere for hearts & magic. Return to boat dock. Take catamaran back to Proxima Island. Buy hearts at the store if your health is low. Walk all the way East, up stairs, head NE first. Always run quickly past yellow Rabbibunny clone without bumping.IIT into him. Take green cart to Marked Stone. Blow Gawley's Horn on Seal of Sendell, enter passage, read Stone, get password for Eclipse Stone. Return to green cart. Take cart back to Proxima. Run straight SW past clone up to motorcycle. Take motorcycle to Eclipse Stone, read Stone, get Magic Flute, get password for Marked Stone. Return to Proxima. Run NE back to green cart. At the Marked Stone give the password. Get enough health & magic, use key to check health &/JA magic bars. You have done everything on Proxima Island. Return to boat dock. Take catamaran to White Leaf Desert to blow horn at Seal of Sendell there. Inventory: Holomap, Tunic, Red Card, Proto-Pack, Pirate flag, Golden Key, Digital Keypad, magic ball, Book of Bu, Twinsen's I.D. Card, meca-penquin, empty bottle, 12 voyages gas, Sendell's Medallion, Gawley's Horn, and 3 clovers. At White Leaf Desert, watch out for guard at outhouse! Kill the guard at the gate to0Kh get key again. Look for Seal of Sendell behind rocks just North after entering desert. Blow Gawley's Horn on Seal, enter passage, catch Elf, get Blue Card, exit maze. Return to catamaran. At yellow catamaran, use Black Pirate Flag, it will appear on rear of catamaran. Take catamaran to Rebellion Island. At Rebellion Isle, talk to lone Soldier there. He tells you where & who to see. Run SW to end of island, then NW, jump into trench. Talk to soldier, offers his b1L#uggy. Exit trench by jumping on sandbags & box. Walk SW to buggy, take buggy to Rebel Camp. At Rebel Camp, head NE, talk to small round robot. Says to help rescue captured Leader in Hamalayi Fort guarding pass to Northern Hemisphere. Return in buggy, walk North along West side of island, meet with Soldier. He explains battle plan of mission. Walk onto transport. At landing, run SW avoiding the mines. Kill the 2 guards at bottom left of screen. Walk SW in same scene a2M@nd climb up sandbags & barrels to snow ledge along left side. Walk NE along snow ledge and destroy Radio Antenna at end. Drop down and kill guard. Follow Soldier NE into next scene. Run straight through, don't have to kill everything cuz not coming back this way ! In scene having parked Blue Tank on left, kill both guards in scene. Allow Soldier to take the tank. Soldier will then drive tank rest of the way, so get into tank ! At Fort, it is easier to kill first3N! yellow Rabbibunny clone with magic ball. Then use meca-penquin on the second guarding door. Observe that Rabbibunny clone, and when clear, run in front of door facing East, release meca-penquin, ( key, select meca-penquin, hit key), then run back down steps. After killing clone, take key, enter Fort. Use a clover for maximum health & magic. Take out 2 guards up the stairway first by running up to them and throwing magic ball. Take keys, but ignore doo4OXrs. Walk back and just lob magic ball down from stairs to kill scientist and clone. Get the key from locker there. Check for hearts. Ignore 2 locked doors on right side. Enter locked door on left. Carefully observe Red Grobo, wait till he leaves, then unlock door. Kill Green Grobo. In next room, release Rebel Leader, listen to what he says. Slowly approach last room, lob magic ball in to kill last Red Grobo. Then leave through square passage door at end of room. (Spac5Pk,Gebar in Normal mode) Congratulations ! You just completed the Southern Hemisphere of Relentless ! Inventory: Holomap, Tunic, Red Card, Blue Card, Proto-Pack, Golden Key, Digital Keypad, magic ball, Book of Bu, Twinsen's I.D. Card, empty bottle, 7 voyages gas, magic Flute, Sendell's Medallion, Gawley's Horn, and a Snowboard. Also, 47 Kashes and 1 clover. Walkthru for Northern Hemisphere is named RELENT.WLK and can be downloaded from Gamers forum, Adventure games 6section file library. Much thanks to the crew who designed & produced Relentless. Awesome game! Written by Mark Hashimoto. 03-01-1995 [end of walkthru text for Southern Hemisphere] ### Bu, Twinsen's I.D. Card, empty bottle, 7 voyages gas, magic Flute, Sendell's Medallion, Gawley's Horn, and a Snowboard. Also, 47 Kashes and 1 clover. Walkthru for Northern Hemisphere is named RELENT.WLK and can be downloaded from Gamers forum, Adventure games Q Reqponmlkjihgfedcba`_^]\[ZYXWVUTSR;26pQSk WALKTHRU FOR ONLY THE NORTHERN HEMISPHERE OF RELENTLESS. I wrote this walkthru only for the Northern H. cuz most have already finished the Southern Hemisphere. (revised1.1) A general hint is to always play with maximum health & magic if possible by using a clover. You can always get extra clovers by talking to that Rabbibunny in the Rabbibunny Village, or by jumping to the iceberg located South and just behind the lone soldier on Hamalayi after landing by catamaran. AlQT|so, when using the sword, use the Alt key, not the Spacebar to fight. At the top of the ski lift, walk between any 2 same colored flags. At the bottom, walk East to the edge, then North till you come to the exit to the Rabbibunny Village. Talk to all 3 Rabbibunnies before leaving. One will dig a hole for you to the military base. Jump off the ledge, kill the marching guard, walk SouthEast, talk to the Sailor at the dock. Then walk slowly North and kill the Red Grobo at a dQUoistance by throwing magic ball and take his key. Enter building. Talk to Green Grobo, he will startup the subway car for you, so wait on the South side of that subway car till he opens the gate for you, then just walk to the car. Do NOT follow the Green Grobo! After the ride, ignore the small clone robot, walk to your right when he passes. Using discreet mode, observe the walking guard wearing white. You must then run past him between the red alarm button and kill him QVLg}before he reaches it. Then walk to the stairs, observe the Rabbibunny clone and kill him by lobbing the magic ball. Walk up the stairs and proceed to the left side. Use magic ball to kill scientist & all 4 mutant parts. Head left in discreet mode, position yourself just behind the 2 barrels, then lob your magic ball to kill guard ahead in white. Keep trying, this works, or just move a little bit to the left. After killing the guard, throw magic ball in the pit to kill both boQW-uncing clones. Then walk back, straight thru the empty mutant room and to the left being careful NOT to fall off the walkway, then right to the control room. Discreetly kill the guard in white at the control room. I moved all three levers up, worked for me! Exit and find your way back to the subway car. (It may be easier to jump down off the walkway just outside the control room and head forward and to the left, but I never tried this.) Anyways, fight the clones again QX?and hope they don't trip the alarm. At the subway car, head left, kill the clone robot, then go forward and stop to the left of the bottom of the stairs. A mutant crab will appear, throw your magic ball to kill it. Ignore the Red and Green Grobos and head forward and to the left. Take the green cart back to the Rabbibunny Village. Talk to all 3 Rabbibunnies again. One will always give you a green clover after doing a flip. Another will open the Carrot Door for you now QY[so follow him. Go through the Carrot Door. Head left, kill the guard to get the key. Go through the locked gate, kill all 3 guards. (I lob the magic ball, but for the stairway guard, run right up to him and be Aggressive.) Then, you may climb to the top of the bunker to get a looksee around, note the guard across the way. Run across the bridge along the right side, careful not to fall off and use blue card to open gate. Run towards the top-right corner of screen, and kilQZȌRl marching guard there for key. Select a clover for maximum health now. Observe Red Grobo marching below right, and walk to bottom-right of screen. Jump down and open gate when Red Grobo is at other end, then quickly climb back up. Then lob magic ball in discreet mode at Red Grobo as he marches by & turns around. After killing Red Grobo, jump down, walk to end of dock, then turn left. (Do not take airboat yet!) You are now at Clear Water Lake, select & use magic flute therQ [-e. Take airboat to Tippett. Talk to clone and Green Grobo. Walk to the barrel, up the stairs, and buy a meca-penquin and more gas. Walk across bridge and talk to Funky Guy. Buy all his information. Tip: Use the meca-penquin on the Red Grobos and Yellow Rabbibunny clones. Very effective and easy! To use: quickly face a Red Grobo, hit the key, select the meca-penquin, hit and run backwards fast! Remember to get another at any store! Then walk West tillQ \C you come to the fisherman. Talk to fisherman and he will catch you something. Take center walkway on way back. Enter locked gate, walk slowly forward keep on the right. Throw ball at the 2 elephants, you just need to kill 1 elephant, the other will run away towards gate so don't get in his way! Walk into cafe. Talk to entertainer on stage. Then talk to bartender. Take airboat to Hamalayi so you can get back to White Leaf Desert and exchange your magic flute for the desert Q ]Qyguy's guitar. At Hamalayi, walk left, go through the Carrot Door. Head for the hole that puts you back at the Military Base. Talk to that Rabbibunny first if you need an extra clover. Drop down the hole, staying on the ledge, walk to the left, kill the guard, then walk left to the end of the ledge. Drop down on the left side of the fence. Run left past the machine guns and head for the bottom left of the screen again. Keep heading left in the next screen too until you reaQ ^T&Kch your yellow catamaran. NOTE: On the yellow catamaran screen, if you need 3 extra clovers, you can always jump to the iceberg located just South of that lone Rabbibunny soldier. Carefully walk behind him, then jump to that tiny iceberg, use the Action key on the barrels. Take yellow catamaran to White Leaf Desert to trade for guitar. Be careful, there's now a guard who comes out shooting from the outhouse. And a tank has been added. Exchange your magic flute with theQ _Ze man-in-the- desert's guitar. Take yellow catamaran to Principal Island to get architect's plans in fort since you are already in the Southern Hemisphere again. Once on Principal Island, buy a meca-penquin if you don't have one. Then attack the fort from the front left side. Run up to the green guard in the trench on the LEFT side and quickly kill him with the magic ball. Jump into the trench, walk right and climb out when you see the ladder. Simply walk and go up the sQ`ͮktairway without shooting at anything else. Walk left and use the Red Card to open the gate. Then run just past the open gate, then stop facing both Red Grobos, release the meca-penquin, then walk backwards behind the safety of the gate pillar. The meca- penquin should kill both Red Grobos. Use the Blue Card on the next gate. Standing at the entrance to that gate, lob the magic ball to kill the yellow Rabbibunny clone, and the White Grobo which appears after. Get the key QaD{and enter FunFrock's fort carefully. Throw the magic ball twice immediately at the guard in white before he trips the alarm. Head left, then down to the RIGHT side of screen first, kill the second guy in white for his key, then walk back over to the LEFT side of screen. Kill the yellow Rabbibunny clone, walk down, open the door to FunFrock's office. Then simply stand and lob the magic ball at the Green Grobo. Doc will run away, and the Green Grobo is killed. Talk to the SQbNٷailor in the jail cell. Use his key on the safe. You get a magic sword and read the note in the safe carefully. Walk back up the stairs and go down the stairs on the other side, open the jail cell, talk to the Rabbibunny, he knows a secret way out. Return to the Green Cart. Take your yellow catamaran to Citadel Island. Talk to that Rabbibunny running around just outside your home. Have to catch him first tho. Follow him to his house. Talk to him inside and carefully note Qc|/what he says. Take his I.D. Pass to enter the Teleportation Center later. For fun, (not required to finish), go to the Tavern, defeat the Red Grobo outside and a Green Grobo inside. Then use his key on the locked tavern cellar door. This gets you lives, magic, and an extra clover box. Get all the way back to Tippett Island in the Northern Hemisphere. On the way, get 3 clovers on that iceberg when landing at Hamalayi. On Tippett Island, buy a meca-penquin if you don'tQdr have one also life & magic. Head for the cafe. Get past the 2 elephant thieves. Give the guitar to the entertainer on stage. Talk to the bartender and he will reveal the secret passage to the basement at the bottom right of screen. In the basement, kill the green blob, then walk to very edge of stairs near the right corner. The crab should pinch you, then it will pause, that's your chance to run onto it's back. Ride around on the crab's back several times for timing purposeQe»s, the as it nears the right stairway on the other side. Jump off onto the stairway in athletic mode. Kill the mantis in the next screen. Climb the ladder, drop down the hole to find the key. Climb ladder again and go through gate. In athletic mode, run past the snakes, down stairway, to ladder. Climb ladder, find flying dragon, talk to dragon. Then go to Fortress Island, talk to both Rabbibunnies there. One says to get the Architect's plans, but you have already been "Qf$Љtold" them. Just go directly to Brundle Island and use the Architect's I.D. to get in. After you destroy the Teleportation Center, that Rabbibunny will still dig a hole for you at Fortress Island. Go directly to Brundle Isle, give the Architect's I.D. Card to the guard. Enter through the gate, head towards the left side of the building and talk to the Rabbibunny found there. He tells an odd tale. Climb the ladder on the building and walk forward to the painted wall. A SealQgRj should appear, blow Gawley's Horn and a hole will appear. Enter the Teleportaion Center. Kill the Red Grobo on the right using the meca-penquin released on the stairs and get his key. Creep up to the guard in white and lob the magic ball to kill him before he sets off the alarm. You do not have to enter the enclosed area. Then go to the top right of screen. Use digital keypad on the door. Get another meca-penquin for use on the yellow Rabbibunny clone in the tape-deck Qh;room. Walk to the room having the tape decks. I released the meca-penquin near the second tape-deck. The yellow Rabbibunny tends to find it and goes crazy giving you a chance to lob magic balls at him! Kill that Rabbibunny Clone, this one's a little smart and tricky. Walk down the hallway, go to the left, use the Action key in Normal mode on the first barrel to get the key to the locked door. Select and use a clover for maximum health and magic. After entering the lockedQi! door, RUN straight down the hallway up to the Rabbibunny Clone, quickly select & use the sword, select Aggressive mode, then attack the clone pressing the Alt key. Then you must kill the scientist who is pressing the button to call more clones! Then go after whatever other clones appear there. Then using the sword, destroy the red switches for every clone machine along the left side. Then go down the stairway, kill the scientist, then destroy the main Teleportation conQj5'sole. Exit the Teleportation Center by jumping out through the broken wall at the bottom right of the screen nearest the FunFrock statue. Walk to the left behind the statue and drop down. The Center should now be empty and dead. Take the dragon to Fortress Island. Meet with the Rabbibunnies there. One will now dig a hole for you to enter the fortress after you kill the guards and tank. Tip: lob magic balls over the locked gate to kill the tank, before opening the gate. Qk h Open the locked gate, then look for and follow that Rabbibunny who will dig a hole. Enter the hole and observe the pattern of the volcano things. Run straight ahead, jump up to the next level, then select & use your sword. Jump to the next level, select Aggressive mode, and use the Alt key to battle the monster. Select Athletic mode, jump to the top-left corner and take the mushroom & key. Walk down to the top-right corner of screen, read the sign, then turn the wheel Ql%0water valve in Normal mode, Action key. This will drain the pool in the next screen. Climb the ladder just to the left of the sign. If the pool is not drained, then go back and turn the wheel some more! (Quite a few times, Whew!) Drop down into drained pool, select & use a clover for maximum health. Select & use sword, select Aggressive mode. Remember to use Alt key, not the Spacebar. Walk towards right of pool. Kill both flying Grobos who attack. Climb ladder at right coQm_;4rner of pool. Walk right, kill guard, get key and release Girlfriend Clone. Listen to sequence. Escape from prison same as before. Once through locked gate, select & use sword, select Aggressive mode, kill Girlfriend Clone, use key on door to right. Get inventory from locker. Walk through corridor exit at top of screen. Ignore sewer grating! Once inside clone room, do NOT disturb the clones! Walk to rear left corner of room. Blow Gawley's Horn in front of Seal of Sendel. QnCd1Enter wall, read Stone, then select & use Clear Water on Stone. After sequence, walk towards top of screen around all the wreakage. Exit through top of screen, and run around tractor towards construction worker. Kill construction worker, get and use key on gate. THEN, RUN STRAIGHT UP THE MIDDLE FOLLOWING THEM TRUCK TRACKS, THROUGH ALL CONSTRUCTION SCENES TILL END OF ISLAND. DO NOT STOP TO KILL ANYTHING. (There are mushrooms for extra life around tho.) At end of the islQoCCand, walk to left, talk to Green Grobo, get and use his key on the nearby tractor. After animation sequence, run right, jump up to next level, run left, kill worker with jackhammer. Run just past the pile of bricks, jump up to next level. When yellow tractor leaves, run up to the 2 wooden blocks, jump to top block if possible up to next level. Walk to right corner, wait for tractor, run around it to very end of road to the far right, drop down to escape tractor. Kill the QpX&1worker to get key. Drop all the way down to lower level. Walk left along the bottom, then kill worker at locked gate. Go through gate, select & use sword, select Aggressive mode, slowly walk towards stone mountain. A worker will suddenly appear behind you. Kill him, then select Discreet mode and lob magic balls at the other 2 workers. To the left of the small pile of rocks, is a ladder on the stone mountain. It's hard to see if you have a dim monitor, turn up the brightness.Qq)l Climb up to the top. Select & use the sword, select Aggressive mode. Fight Dr. FunFrock. Then jump up to where your real girlfriend is waiting. Blow Gawley's Horn on Seal, then drop down. Immediately after falling, select & use a green clover for maximum health & magic. Make sure you select your sword, and Aggressive mode and be ready to battle the Doc again! That's all folks! Very creative game! by Mark Hashimoto 71501,2733 [end of Relentless walkthru file]Q  | up to the top. Select & use the sword, select Aggressive mode. Fight Dr. FunFrock. Then jump up to where your real girlfriend is waiting. Blow Gawley's Horn on Seal, then drop down. Immediately after falling, select & use a green clover for maximum health & magic. Make sure you select your sword, and Aggressive mode and be ready to battle the Doc again! That's all folks! Very creative game! by Mark Hashimoto 71501,2733 [end of Relentless walkthru file]rsm~}|{zyxwvuts027prt.[ : : ___/\_____________/|__/\______/\ for you! /| \_/ \_ ______/ \_____ FB\ \ _____ _______ __________/ | \ / | \_ / |/ / / \\__ \/ ___ \/ ___\_ / | \_/ |_// / / __/ __/ \/ _ \ \/ _ \ \ / / | / | \___ / \ \_ | \ \ \_ \ \_\___ | / | / / \ / _ \_ \ / \ //ru~C{ / | \ | \ /\___|\ /\___|\ /__|\__/\___|\__/ \ /\| -======\ __|===\ /==:====\/=======\ /==[FiREBiRD/PNX]===\ /==:=====- \/ \/ \/ \/ ijij ijijĿ Menzoberranzan Walkthrough Plus Maps ijij ijij THE VILLAGE AND ArvjµREA Just exit the tavern out into the village. Grab some buckets from outside the tavern. Head over to the burning house in the southeast corner of the village and use (by putting in your hand and swinging them) the buckets by every little fire. When you run out of water, head over to the well in the center of the city to refill. Once the fire has been put out (you will get a message), go to the guardhouse and get the NPC there to join you. Return to the tavern and talk rwAVto the barkeep. Get the helmet from him. Leave the tavern and head east to the woods outside the village. Enter the house in the middle of the area. Talk to the old man (Vermulean) and he will tell you that you will need special gems to enter the Underdark. Leave the cottage, and go east to the next area. Go to the east of the area and enter the cave on the eastern edge of it. Collect all four gems from this Verbeeg lair and exit, head back to Vermulean and he will encharx}Dant all the gems to protect you from the Underdark. Distribute the gems, one to each character. Leave, go back to the Icewind Dale Plains 1 and this time head south. On the way, you will meet up with Drizzt who will join you if asked (he's a level 15 ranger with magical weapons). Now, head south to the next area. Just enter the cavern in the south-east part of this useless area. You have now entered the Underdark. THE UNDERDARK These areas are generally useless, so ry-it's just a matter of making it to the exit. In the first level, you must go down the stairs in the south to level 2. On level two you will appear in the eastern part. Make your way to the north and take the stairs up which are there. Keep in mind that to get through the webbed portals, you have to drink a passweb potion. On level 1 again, you will appear in the northwest corner of the level. Walk down to the southwest, and before taking the stairs down right in the sorz{Quthwestern corner, take the pickaxe close to them. Now back on level 2, you will appear right in the south. Head up all the way to the northwest corner of the level and use the doorway there to enter the Underground Lake which is just a useless little area with one easy monster. Leave the underground lake through the other exit and you will now appear a little south of where you exited. Now just head south until you come to a webbed passage with ochre jellies behind it. r{BJust kill them and proceed through the doorway to the dwarven mines. DWARVEN MINES Make your way to the entrance to the temple of Dumathoin in the north part of the mines. There is absolutely nothing else here. TEMPLE OF DUMOTHAIN LEVEL 1 Go to the head of the eastern hammer, enter through the secret door, push the button, go to the room slightly west, and retrieve the Holy Symbol. Go two rooms south, and get into the room on the east side with the key in it. Pick upr | the key therein (you will spy on a conversation between the savant and a priestess) and go to the room north-east, and open it using the key you just found. Kill the savant, and take his key. Use it to open the western most little room, and go down the stairs to level 2. TEMPLE OF DUMOTHAIN LEVEL 2 Go to the south part of this level, retrieve the key, go to the north eastern room, use the key to open the teleportal, use it, push the button on the south wall, go west, r }/`Bopen the door, retrieve the horn, enter the teleportal in the west. Go to the south west, push the button (in the head of the hammer on the south wall) go through the opened door. Use the horn by the statue of the dwarf holding a chalice. Take the chalice, proceed east, long the south wall. The door will open to let you through (make sure you have both the holy symbol and the chalice) and go down stairs to level 3. TEMPLE OF DUMOTHAIN LEVEL 3 On this level, retrieve thr ~e key in the north western part of the level, and the axe key in the north east. Also, you will need the diamond from the room right below the one with northwestern key in it. Your characters will tell you there is a diamond in the room, just locate it, and use your pick axe by it. Take the diamond, use the axe key to open the doors in the centre of the level, then use the other key to open the door to the eastern part of the level. Use the diamond on the fountain, and afterr ߸. you get all the goodies, proceed down the southern corridor to the exit, and follow the stairs up, and up again back to the mines level. Here, Drizzt will get captured, and taken away from your party. Proceed through the doorway into the cavern of Galeb Dhur. CAVERN OF THE GALEB DHUR Make your way to the center of the cavern and talk to the stone face there. It will quest you for a necklace and it will open a way there. Get the necklace from the northwestern par ꭸzrt of the level and return to the face. It will now open a new way to the west. Just make your way to the exit and the cavern of the driders. CAVERN OF THE DRIDERS This is a big and useless area. Just make sure that you collect the three blue gems from this level (if you have some from previous levels, then you only need to collect enough so that you have three in total). Then make your way to the teleportal marked on the map. You will get teleported into a closed r6?off area with more teleportals in it. Just teleport around until you end up in the small room in the middle. Then just use the exit. In the much smaller second cavern just find the Drider Mage who will give you a special scroll with which you can get by a web which is unpassable by any other means. Return to the first drider cave and make your way to the webbed chasm. Your characters will tell you when to use the scroll, and when they do you should use it to get by that werb. When you do you will end up by the underground river. Talk to the ferryman and he will take you across for three blue gems. This is just a useless ride while assorted monsters get to take swings at you. At the end of the boat ride, you will be placed in a useless area called approach to Menzoberranzan. There is absolutely nothing useful here, so just find the way out and you are now in the city of Menzoberranzan. MENZOBERRANZAN First, head over to the Merchantr/e9 Bazaar and find the store of Ssar Tarrell. Talk to her about the Drider mage and she will direct you to a sorceror in the Tower of Sorcere. Leave the Merchant Bazaar and head over to the Tower of Sorcere. Talk to the mage in the western section, northern room, and he will offer to help you if you can bring him a music box. Return to the Merchant Bazaar, and find the other shopkeeper. He will offer to trade the music box for the helmet from the inkeeper on the surface. rcRefuse and he will tell you to find Trincia's Gauntlets for him instead. Go to the north-eastern mantle cavern and get the Trincia's Gauntlets. Return to the merchant and exchange them for the music box. As you leave the store, the helmet will get stolen by a thief from house Do'Urden, but there is nothing you can do about it. Return to the sorceror and he will give you a scroll which will allow you to return the drider to human form. Leave the tower and go to House r FBaenre. You will release the drider, and the inkeeper from the surface will get killed. Now leave and return to Ssar Tarrell. She will tell you that the prisoners and Drizzt have been taken to house Do'Urden. She will also tell you about a wizard from house Fey Branche who will help you get into house Do'Urden. Go to house Fey Branche and talk to that wizard in the south western part of the structure. He will change your entire party to drowish appearance, and he will rц tell you about Rizzen Do'Urden in the Carpathian Tavern who can help you get into house Do'Urden. Also, he will inform you about the Spider Helmet which was stolen from you. Return to the merchant's bazaar and talk to the witch once again. Ask her to contact Vermulean and he will reveal one of the stones as the one needed to activate the spider helm. You will also receive this stone. Now go to the Carpathian Tavern and talk to Rizzen. He will give you the passwordr for the house, but he will be unable to give you the insignias and will instead direct you to Jarlaxle in Glovellius' Tavern. Go there and talk to Jarlaxle. He will quest you for a necklace from the second Mantle Cavern. Go to the north-western Mantle Cavern and get the necklace from the secret room in the middle. Return with it to Jarlaxle and he will inform you of a drow patrol from house Do'Urden in the first mantle cavern. Go there and in the south-western corner r|;of the cavern you will encounter the patrol. Wipe them out and take their insignias. Now go to house Do'Urden in the western part of the city. HOUSE DO'URDEN Commoner's Area: Talk to the two guards and they will allow you to pass. Now retrieve the key from the northern part of the level and use it to open one of the three doors leading west. Now retrieve the key from the southern rooms to open one of the next three doors. The last key is located right in the nrZorth-west corner of the level, behind the illusionary wall. You will walk by the prisoners' cell, but you cannot rescue them yet. Just open the door at the end of the corridor in the south-west and go to the big doors to "float" up to the first Noble's Area. Noble's Area 1: You will soon come to a big door which is guarded and you cannot pass through it yet. Just go to the northern part, find the elevator up, and take it. Noble's Area 2: Make your way to the tr=eleportal in the very northwestern corner of the level. You will appear in a maze in the south. Continue west and pass through the illusionary wall into a room with the Spider Helmet. You will be attacked by Rizzen and some fighters, wipe them out and pass through the illusionary wall to the east. Get the chest and take the helmet and key out of it. If you want you can now put the gem which Vermulean gave you into the helmet to make it a lot better (-4AC). Take the teleporrstal at the end of that niche and return to the elevator. Take it down. Noble's Area 1 Again: Now you can pass through that big door using the key you just found. Go to the southwestern part of the level and get the key from the room near where Twinkle and Icingdeath, Drizzt's scimitar's are stored. Now go to the north-west corner and open the door there. Follow the rooms and go through the illusionary wall in the last one. Get the blue key. You can now open one r of the three doors leading into the western part of the level. Open up one of them and you will be attacked by Vierna Do'Urden, a wimpy priestess. Go through the teleportal in the western wall into the chapel. Matron Malice is preparing to sacrifice Drizzt as you walk in. You will first have to get rid of the Handmaiden of Lloth which will block your way, so make sure you have Drizzt's scimitar's equipped with someone. Then, go after Malice herself. She is very wimrsa>py, so it's not a big problem. When Malice is dead, the Do'Urden house will supposively be attacked. Just bump off all the drow who will appear in the room, especially the no-name priestess. Once that priestess is dead, the game is over and you get your final animation. . You will first have to get rid of the Handmaiden of Lloth which will block your way, so make sure you have Drizzt's scimitar's equipped with someone. Then, go after Malice herself. She is very wim"T@_28p -+- NOCTROPOLIS -+- WALK THROUGH THE BOOKSTORE LOOK AT ITEMS IN STORE AND LOOK AT DOORS GOTO OFFICE DOOR LOOK AT ITEMS IN ROOM AND ON THE DESK GET SWEEPSTAKES LETTER FROM DESK AND NOTICES FROM UNDER DESK AND PAPERS IN UPPER RIGHT CORNER LOOK AT DARKSHEER COMIC BOOK ON OTTOMAN GET DARv60KSHEER COMIC BOOK FROM OTTOMAN AND YOU WILL DREAM WHEN DOORBELL RINGS GO IN BOOKSTORE THEN GOTO FRONT DOOR SELECT RESPONSES 2 -1- 4 LOOK AT PACKAGE GET PACKAGE GO INTO YOUR INVENTORY USE SILVER COIN AND GAME BEGINS "WELCOME TO NOCTROPOLIS" NOCTROPOLIS - MAIN STREET TALK TO NEWSPAPER MAN USE RESPONSE'S 1 - 2 TRADE COMIC BOOK FOR A NEWSPAPER S ASK ABOUT FATHER DESMOND AND THE CATHEDRAL SELECT TRAVEL TO GO TO MAP AND SELECT CATHEDRAL CATHEDRAL SAVE GAME TALK TO BOY USE RESPONSES 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 GET WIRE AND POST ON LEFT SIDE OPEN PANEL ON RIGHT LAMP POST USE WIRE AND THEN USE POST TO KILL GARGOYLE GO INSIDE CATHEDRAL AND GOTO CONFESSION BOOTH (UPPER LEFT) SAVE GAME TALK TO FA_THER DESMOND USE RESPONSES 2 -2 -1 -1 -1 -1 HE WILL GIVE YOU "JAWBONE" ASK ABOUT STILETTO SELECT TRAVEL AND GO TO STILETTO'S APARTMENT THEN SAVE GAME STILETTO'S GOTO DOOR TALK TO STILETTO USE RESPONSE 1 - 2 - 1 SELECT TRAVEL AND GO TO MAIN STREET MAIN STREET GOTO THE HALL OF RECORDS TALK TO CLERK (TOP OF SCREEN) USE RESPON@0SE'S 1 - 1 - 1 USE THE JAW BONE YOU GOT FROM FATHER DESMOND ASK ABOUT BEN HUTCHIN'S SELECT TRAVEL AND GO TO THE MAUSOLEUM THEN SAVE GAME MAUSOLEUM MOVE CORPSE AND GET KEY LOOK AT TAG ON COFFIN TO GET BORNICK'S MANSION TO APPEAR ON MAP OPEN AND THEN GOTO COFFIN MEET "SUCCUBUS" - RESPONSE'S 4-3-2 AFTER "SUCCUBUoS" FINISHES WITH YOU MOVE STATUE AND GOTO DEN LOOK AT ITEMS - MOVE PILLOW -LOOK AT DIARY- GET SPEAR -USE SPEAR EXIT AND SAVE GAME SELECT TRAVEL AND GO BACK TO THE CATHEDRAL CATHEDRAL MOVE PILLOW (IN FRONT OF ALTER) AND GET THE DETONATOR GET THE MIDDLE STATUE (IN FRONT OF ALTER) GET THE CHALICE (ON ALTER) GET HOLY WATER (UPPER LEFT) WHILE STwG=ILETTO IS FIGHTING "SUCCUMBUS" SHE WILL ASK YOU TO HELP HER USE THE HOLY WATER AFTER YOU PASS OUT YOU WILL WAKE UP AT "SHADOWLAIR" SHADOWLAIR WHEN YOU WAKE UP AND TALK TO STILETTO USE RESPONSE'S 1-2-2-2-4-2-1-1 THEN ASK HER QUESTIONS OPEN PANEL IN THE COLUMN AND GET THE DARKSHEER HISTORY AND NOCTROLYPH OPEN THE PANEL RIGHT OF THE FOUNTAIN AND GET9u{ DARKSHEER COSTUME SAVE GAME AND SELECT TRAVEL AND GO TO THE "BORNICK MANSION" BORNICK MANSION GOTO DOOR AND TALK TO WIFE USE RESPONSE'S 1-2-3-3-3-2-1 THEN ASK QUESTIONS SAVE GAME AND SELECT TRAVEL AND GO TO "SUNSPIRE TOWER" SUNSPIRE TOWER LOOK AT TRUCK SO "THE GREENHOUSE" WILL APPEAR ON MAP TALK TO GUARD UNTIL HE MENTIONS "SAM JENKIN'S"   TALK TO STILETTO (RESPONSE - 3) SO SHE WILL DISTRACT GUARD GOTO CONSTRUCTION SITE AND GET GLASS CUTTERS ON TOP OF WOOD USE LIFT AND GO UP AND GET THE GLASS SHARD SAVE GAME SELECT TRAVEL AND GO TO CYGNUS CONSTRUCTION CYGNUS CONSTRUCTION ENTER AND GET THE ELEVATOR PASS ON FLOOR BY DESK TALK TO SECRETARY RESPONSES 2-1-2-1 THEN GOTO DOOR ON RIGHT TALK TO LEON THEN TALK  TO STILETTO TO GET HER TO TALK TO LEON MOVE THE RED SWITCH TO GET AIR CONDITION TO START WORKING GO BACK OUT AND TALK TO THE SECRETARY AND SHE WILL LET YOU SEE SAM JENKINS - GO IN AND TALK TO HIM THEN ASK HIM QUESTIONS GO BACK OUT AND TALK TO THE SECRETARY AND THEN SHE WILL LEAVE GOTO THE ELEVATOR AND USE THE PASS AND GO UP AND TALK TO MS. SHOTO RESPONSES 1-1-1-2  5 EXIT AND GO BACK DOWN ELEVATOR SELECT TRAVEL AND GO TO MAIN STREET MAIN STREET GOTO HALL OF RECORDS TALK TO CLERK AND ASK ABOUT THE GREENHOUSE SO IT WILL APPEAR ON YOUR MAP SAVE GAME AND SELECT TRAVEL AND GO TO THE GREENHOUSE GREENHOUSE GOTO TRUCK AND GET VINESEED AND QUICKGROW SOLUTION GOTO GREENHOUS >qE AND USE THE GLASS CUTTER GO IN THE GREENHOUSE AND MEET GREENTHUMB USE RESPONSE'S 1 -2 LISTEN TO WANT HE TELLS YOU WHEN HE LEAVES USE YOUR LIQUIDARK GRENADE TO ESCAPE AND GET STILETTO SELECT TRAVEL AND GO IMMEDIATELY TO SHADOWLAIR AND GOTO POOL AFTER YOU ARE HEALED SAVE GAME AND SELECT TRAVEL AND GO TO MAIN STREET MAIN STREET GOTO HALL O ZP?F RECORDS AND TALK TO CLERK ASK ABOUT OPERAHOUSE SAVE GAME AND SELECT TRAVEL AND GO TO THE OPERAHOUSE OPERAHOUSE (1st TRIP) YOU WILL MAKE THREE TRIPS HERE GOTO DOOR AND GO IN AND YOU WILL MEET "TOPHAT" USE RESPONSE'S 1-2 EXIT AND SELECT TRAVEL AND GO TO THE OBSERVATORY OBSERVATORY USE YOUR NOCTROLYPH TO GET PAST THE SECURITY CAMERA'S GOTOM DOOR THEN USE YOUR VINESEEDS THEN GOTO HOLE THAT APPEARS TO ENTER LOOK AROUND SAVE GAME AVOID THE SPOTLIGHTS WATCH THEM TO SEE PATTERN FOR BLIND SPOTS (THERE ARE FOUR) TIME YOUR MOVES CAREFULLY IF LIGHT HITS YOU GAME ENDS. "TIP" SAVE GAME WHEN YOU GET EACH ITEM THEN IF YOU GET CAUGHT RESTORE GAME AND YOU WILL BE BACK AT THE DOOR WITH THE ITEMS. FIRST WALK CLOSE TO WALPL AND GOTO THE SCREWDRIVER AND GET IT - SAVE GAME NEXT GOTO THE OIL CAN AND GET IT - SAVE GAME NOW GOTO AND MOVE THE PLATFORM AND USE THE OIL CAN THEN USE THE SCREWDRIVER GET THE LENS AND THEN GET THE LOGBOOK ON THE PLATFORM NOW MOVE THE PLATFORM TO GO BACK TO GROUND LEVEL AND SAVE GAME RETRACE YOUR STEPS AVOIDING LIGHTS AND EXIT SELECT TRAVEL AND RETURN TO THE޹ OPERAHOUSE OPERAHOUSE (2nd TRIP) TALK TO TOPHAT TALK TO THE OLD MAN TO GET FREE RESPONSES 2 - 1 SELECT TRAVEL AND RETURN TO SHADOWLAIR IMMEDIATELY TO HEAL YOURSELF SAVE GAME AND SELECT TRAVEL AND RETURN TO OPERAHOUSE FOR 3rd TRIP TO FIND STILETTO OPERAHOUSE (3rd T-RIP) ENTER OPERAHOUSE AND GET THE KNIFE STUCK IN FLOOR LOOK AROUND FOR A WAY OUT NOTE TRAP DOOR IN FRONT OF WHEEL TRAPDOOR IS ACTIVATED BY THE CONTROL PANEL GET A BRICK AND STAND ON TRAP DOOR AND USE BRICK YOU DROP INTO A DRESSING ROOM LOOK AROUND GET MAKE UP KIT AND JEWELRY MOVE THE CLOTHES TO FIND A HIDDEN DOOR AND GOTO DOOR INTO BOILER ROOM LOOK AROUND - GET SCREWD RIVER ON TOP OF STEAM DUCT ON LEFT USE SCREWDRIVER ON THE DOOR MOVE THE WATER VALVE ABOVE THE HOSE GET AND USE THE HOSE AND YOU WILL BREAK AN OPENING IN WALL - GOTO OPENING LOOK AROUND THEN TALK TO THE "GANG" RESPONSES 2-3-1-2 GIVE THEM THE KNIFE THEN RESPOND 2-3 GIVE THEM THE JEWELRY TO LEARN WHERE TO LOOK FOR "STILETTO" GO BACK TO THE DRESSING ROOM THE WAY YOU CAME MOVE SWITCH  TO RETURN TO THE STAGE THEN SELECT TRAVEL AND GO BACK TO MAIN STREET TALK TO THE NEWSPAPER MAN ABOUT "BUTCHER" TO GET THE BUTCHER SHOP TO APPEAR ON YOUR MAP THEN GO OVER TO HALL OF RECORDS AND ASK CLERK ABOUT THE "WHISPERMAN" SAVE GAME AND SELECT TRAVEL AND GO TO THE BUTCHER SHOP BUTCHERSHOP TALK TO THE BUTCHER RESPONSES 3-2-1-1 TRADE HIM YOUR NEWSP$APER FOR THE SAUSAGE GOTO THE FREEZER AND GET THE MEAT HOOK MOVE THE 3rd SIDE OF BEEF TO FIND A SECRET DOOR SAVE GAME AND GOTO OPENING AND MEET "MASTER MACABRE" MASTER MACABRE'S MAZE IT DON'T MATTER WHAT YOU SAY TO MACABRE YOU WILL BE CAPTURED WHEN YOU WAKE UP TALK ABOUT ANYTHING - WHEN HE LEAVES IS YOUR CHANCE TO GET FREE MOVE THE ACID BOTTLE THAT IS ON TRAY BETWEEN=R YOU AND STILETTO MOVE THE CART NEXT TO THE TRAY WHEN STILETTO UNTIES YOU GET AN EMPTY BEAKER FROM THE SHELF ON RIGHT WATCH YOUR TIME - YOU MUST GET OUT OF MAZE AND BACK TO SHADOWLAIR TO HEAL BEFORE IT RUNS OUT GOTO DOOR AND ENTER NEXT ROOM AND GET ACID (GREEN STUFF ON FLOOR) GOTO DOOR ON RIGHT AND GOTO FAN AND GOTO NEXT ROOM WHEN BLADE PAVSSES LOOK AROUND AND GET THE WHEEL VALVE ON LEFT USE YOUR GLASS SHARD AND GET ROPE THEN GO BACK TO FAN ROOM AND USE ROPE GOTO THE NEW PASSAGE AND LOOK AROUND USE THE ACID THEN GOTO DOOR GOTO THE 1st DOOR AND GET THE "REBAR ON THE FLOOR THEN GO BACK OUT NOW USE THE REBAR AND GOTO DOOR ON END AND USE WHEEL VALVE GO BACK TO ROOM YOU GOT THE REBAR - YOU CAN NOW ENTER THE]^_ TUNNEL WHEN YOU EXIT FROM TUNNEL GOTO NEXT ROOM (CURTAIN) TALK TO SCARED MAN USE RESPONSES 1-3 THEN GIVE HIM THE MAKEUP KIT AND USE RESPONSES 2-2 NOW YOU MUST SOLVE THE PUZZLE OF THE DOOR AND YOUR OUT SOLUTION TO DOOR IS YOU MUST HAVE ALL THE BLUE BALLS ON THE LOWER ROW - ALL THE WHITE BALLS ON THE UPPER LEFT AND ALL THE RED BALLS ON THE UPPER RIGHT THERE IS AN EMPTY HOLE T}>2O THE LOWER RIGHT OF DOOR - THAT IS YOU FIRST MOVE - REMEMBER WATCH YOUR CLOCK - IF YOU RUN OUT OF TIME YOUR DEAD SAVE GAME BEFORE YOU START (ANSWER TO DOOR NEXT PAGE) DOOR PUZZLE SELECT MOVE AND CLICK MOUSE ON BALLS IN THIS ORDER TO SOLVE DOOR PUZZLE 9 - 2 - 6 - 3 - 8 - 5 - 2 - 8 - S4 - 1 - 9 - 10 DOOR WILL OPEN NOW - SELECT TRAVEL AND GO TO SHADOWLAIR AND HEAL YOURSELF AFTER YOU ARE HEALED YOU MEET DREALMER TALK TO HIM AND THEN YOU WILL BE TRANSPORTED TO "DREAMPARK" x DREAMPARK WHEN YOU FIRST ENTER DREAMPARK GET THE BUCKET OF PAINT LEFT OF JACKS FUNHOUSE AND THEN GOTO THE CLOWNS MOUTH GOTO MOUTH OF SECOND CLOWN AND GET THE DENTAL PICK EXIT AND GO BACK OUTSIDE (DOOR WITH FUN FLASHING) GOTO THE FUNHOUSE AND USE THE PICK AND GO INSIDE LOOK AROUND AND GET A MATCH EXIT AND GO BACK IN THE 8CLOWNS MOUTH GO THRU THE DOOR IN THE TOWER (REAR) AND GET THE OIL LAMP AND EXIT MOVE THE SCREEN (LEFT OF CLOWN) HANGING BELOW THE COLUMN AND GO THRU THE DOOR YOU ARE IN THE THORN FOREST - USE MATCH AND THEN GET THE EGG SACK AND THE WEB (VERY HARD TO SEE - ITS JUST ABOVE EGG SACK EXIT AND GO BACK THRU THE TOWER DOOR (DEMON) USE THE EGG SACK TO KILL HIM AND THEN GET THE DIAMOND C; EXIT AND GO BACK INTO JACK'S FUNHOUSE USE THE DIAMOND AND GO THRU THE OPENING YOU MAKE MOVE THE PEPPER SHAKER AND GET PEPPER EXIT AND GO BACK INTO CLOWNS MOUTH AND THEN INTO SECOND CLOWNS MOUTH USE PEPPER AND THEN GET PAINT BRUSH EXIT MOUTH AND USE THE PAINT BRUSH AND GO THRU THE DOOR YOU JUST MADE YOU SHOULD NOW BE AT THE BASE OF THE DREAM TOWER - USE THE Ӊ WEB CLIMB UP WEB (GOTO) WHEN YOU GET UP TO THE TOP MOVE THE FLOOR MAT AND THEN GET AND USE THE KEY YOU WILL MEET THE DREALMER AGAIN TALK TO HIM AND YOU WILL EVENTUALLY GET OUT OF THE DREAM WHEN YOU WAKE UP YOU WILL BE BACK AT SHADOWLAIR YOU SHOULD HAVE DONE ALL THE THINGS YOU NEEDED TO DO (KILL ALL FIVE BOSSES) AND HAVE ALL THE ITEMS YOU NEED NOW TO WIN THE GAME & ITEMS YOU MUST HAVE ARE THE LOGBOOK (FROM OBSERVATORY) AND THE MEATHOOK AND THE SAUSAGE (FROM BUTCHER SHOP) IF YOU DON'T GO BACK AND GET THEM NOW TALK TO STILETTO RESPONSES 1 - 2 SAVE GAME E END GAME SELECT TRAVEL AND GO TO CYGNUS CONSTRUCTION AND GOTO THE ELEVATOR AND USE PASS TO GO UP TO TALK TO MS.SHOTO USE RESPONSES 1 - 1 - 2 - 1 - 3 GO BACK DOWN AND EXIT TO FRONT OF BUILDING GOTO THE LAMP POST AND GET THE SHAFT GOTO THE MAN HOLE AND USE THE SHAFT THEN GO DOWN IN THE HOLE LOOK AROU K+XND AND THEN GET THREE PIECES OF A BROKEN CHAIR FROM PILE ON RIGHT (HARD TO SEE) THEN OPEN FURNACE DOOR (BOTTOM) AND USE THE CHAIR PIECES THE GRATE WILL NOW OPEN GO DOWN INTO IT AND YOU MEET THE WHISPERMAN SAVE GAME AND TALK TO HIM RESPONSES 3 - 1 - 4 - 1 - 1 - 1 - 1 - 1 -2 - 1 - 1 EXIT AND GO BACK UP AND INTO CYGNUS - GOTO THE ELEVATOR BUT THIS TIME USE THE LOGBOOK AND IT W!_5ILL TAKE YOU UP TO THE ROOF ONCE ON THE ROOF USE THE MEATHOOK AND YOU AND STILETTO WILL SLIDE ACROSS TO SUNSPIRE TOWER GET THE DUCT TAPE AND COIL OF ROPE AND THEN GO UPSTAIRS ON NEXT LEVEL GET THE BROOM AND THEN KEEP GOING UP THE STAIRS WHEN YOU GET TO THE GUARD DOG USE THE SAUSAGE AND THEN USE THE ROPE - SAUSAGE COMBO TO KILL THE DOG GO UP STAIRS AND USE THE DUCT "w&ATAPE AND THEN USE THE BROOM MEAT HOOK COMBO TO GET TO TOP OF TOWER YOU NOW MEET "LUMISHEER" - SAVE GAME TALK TO LUMISHEER USE RESPONSES 2 - 2 - 2 - 1 - 1 - 1 - 1 - 1 - 1 - 2 - 1 WATCH AND THEN USE RESPONSES 1 - 1 SIT BACK AND WATCH ENDING AND SOME BLOOPERS FROM THE GAME E AND THEN USE THE ROPE - SAUSAGE COMBO TO KILL THE DOG GO UP STAIRS AND USE THE DUCT wv#29p SOME HINTS FOR SERF CITY/THE SETTLERS, BROUGHT TO YOU BY THE MIGHTY JAVAHEAD 1994... SORRY THIS ONE IS TOTALLY FUCKED UP GUYS, MY WORD PROCESSOR SCREWED IT UP AFTER I TYPED IT AND I HAD NO BACKUP... DUH... Contact JAVAHEAD on Unlawful Entry if you like this file! * Bakery Goldsmith * At first you will have to find a suitable location for your palace; I effect). - Build buildings in same production chain close toghether. (corn/flour/bakery) (corn/pig-farm/butcher) -2- WHAT ARE THEY FOR ? Contents : 6) Goldsmith ; He makes gold bars from the gold (from mines) you bring to him. (fisher) * Toolshop Farm * * * * * = 3) Woodcutter ; This dude will start looking for trees which he will cut and trim. The trunks are then  nmtransported into your palace. 4) Forester ; You cannot go on cutting trees can you? This guy plants new ones for you. 5) Fisher ; Obvious, when built near water, he will get his fishing- rod and have a nice day. The fish that is caught will be transported into your palace. 6) Windmill ; The corn (produced by your farm(s)) is grinded here, and then transported back to your palace. * Stone-Mason Knight * * < * = * * ------- - Keep a balance between cutting and planting trees. 7) Flag ; Goods are transported between them. ==============(fuel)======================>} *************************************************** * * ------- COALMINE==(fuel)===^ now get some more building material (stones and p-lanks). 1) Stone-Mason; This little dude sets out to find stones in the landscape. different types. ====================>CARPENTER (boats) purposes. 8) Carpenter ; He will make boats from the planks that are brought to Chart of small houses : -Small houses Chart of Workshops if you haven't got a butcher, so build one! You need a windmill to grind ting some gold bars, place a knight or 2 near your borders, to move your frontiers furthe)Mqr away, thus allowing you to build more and more. 2) Knight ; Your frontiers are set by little things that look like The Beer Connection : more than just a name. ************************************************************************* Chart of Mines 2)TOOLS * * * * * Woodcutter Forester Fisher * -------------------- f$=b9or you. *************************************************** - Wait a while before starting making boats and tools; these activities cost a lot of steel and planks, which you will need as building mate- rial. (better to build houses, than tools). - Resources will eventually run out (mines) - Try to put knights as near as possible to your frontiers. (for maximum ************************************************************************** ------------------ -------------------------------------------------------- -1- DESCRIPTION OF HOUSES -> HINTS AND TIPS <- * * * * -Castles/Farms -------------------- The next thing to build is a goldmine and a coalmine; after construction is completed, build a goldsmith to convert the gold found into gold bars (using the coal as fuel for the goldsmith's fire). Once 5$C you start collec- Next thing to do is provide food for the people working in your mines; -3- EXPLANATION OF CIRCULAR COURSES There are two circular courses in the game; food and tools 1) Butcher ; He produces meat when pigs (from pigfarm)are brought to GRANITE-MINE===> STONE ===========================>} -------------------------------------------------------------------------- -4- GETTING STARTED 1) Description of Houses --------------------- r----------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- "THE SETTLERS" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1) Toolshop ; Tools are made here. (wooden planks and steel beams *************************************************** * * needed). 2) Farm ; This farm produces corn. 3) Castle ; I have no idea what exactly it is for, because the game always c .rashes after building it????? (ECS version on an A-1200, can't help it). 4) Pig-Farm ; Difficult this one. 5) Tower ; Same as knight but more powerful. 6) Sm. Castle ; Same as tower but more powerful. - Leave some room for farms (cornfields need a lot of space) --------- CORN======>PIG-FARM (food)====(pigs)====>BUTCHER==>MEAT } when he finds them (large grey boulders) he starts cutting them into little pieces, which can be used for buildin ,E~g small mushrooms. You cannot build beyond these frontiers. If you build this house, a knight will come to live in it and your frontiers will move away further. (payment in gold). him. GOLDMINE=====>GOLDSMITH (bars)====================>KNIGHTS (payment) = } SMITH (weapons) IRON-MINE====>FOUNDRY (beams)=====================>} ===============================>} TOOLSHOP WOODCUTTER===>SAWINGMILL (planks)=================>} Th is doc-file was typed by DYONIC (Dnc), of TBC 2) What are they for ? 3) Explanation of Circular Courses 4) Getting Started -Workshops 5) Some hints When clicking on a site to start building, you will get a chart with all possible houses that can be built there. The houses can be divided into 4 -Workshops -Mines -Castles/Farms ====================>} } CONSTRUCTION STONE-MASON=======^ him. 2) Smith k ; This one makes weapons from steel beams. (needs coal for his fire). 3) Foundry ; Makes steel beams from iron ore. (coal needed). 4) Sawingmill ; Cuts trunks (woodcutter) into planks. } Mines FISH==============================================>FISH } -Mines *************************************************** * Windmill Flag Carpenter * * * (farm) ==>WINDMILL (flour)=============>BAKER====>BREAD } Food for = would advise a place near some mountains (there has to be gold!) and with lots of trees (planks for building material). If possible (not necessary), not too far away from water (fish are easiest to collect). Once you have found a good place for your palace, place a woodcutter and a stone-mason. The next thing i would build, would be a sawingmill. You will *************************************************** N build a pig-farm and a normal farm. The corn will be used as food for the 1) Granite-mine ; The stones you get from this mine can be used for pigs, the rest will be brought to your palace. The pig-farm is useless -5- SOME HINTS the corn (flour). Once this is done, you must build a bakery to make some bread. *************************************************** * Tower Small Castle * * Sy K * * Butcher Smith * 5) Bakery ; When flour is taken to this guy, he will bake some bread *************************************************** * (weapons) * * * * Foundry Sawingmill * * * *************************************************** j* * * Granite-mine Coalmine * * * * Castle Pig-Farm * * * * * * Ironmine Goldmine * * * ------------------------------------------------9J-------------------------- building. 2) Coalmine ; Coal is used as fuel. -Small houses 3) Iron-mine ; Iron is used as a resource for steel and also used for the making of tools. 4) Goldmine ; Gold (when returning from the goldsmith) is used to pay your knights. -------------------------------------------------------------------------- --------- 1) FOOD : * ------------------------------------------------̆y30pƫopen drawer get scissors get magnet leave right get rope get clapper use rope on magnet (get magnet on rope) upper left open door enter pub use scissors on dwarf (get his beard) get matches (on fruit machine) right talk (tell them you do anything to be a wizard) they tell you you need a magic staff leave pub left doorway left if that guy speaks to you talk or abort talk (doesn't matter) left get ladder enter house get cold remedy potion get specimen jar leljRave right right right left right right talk (remove thorn, receive whistle) left down right do something with stump until woodworms talk to you talk until you promise to bring them mahogany down left move handle get bucket right right right right talk to troll talk until he takes the whistle the barbarian comes and gets rid of the troll right upper right right talk to oaf tell him he needs to water the beans, offer him water, you drown the beanZs and leave reenter and get beans from puddle right lower right use clapper on bell move bell use hair you kiss her and she becomes a pig leave the tower use map (troll bridge) upper left so you need something to stop that guy use map (village) doorway left left use pig with chocolate truffel door enter get hat get smokebox leave use matches with smokebox get wax from beehive goto tavern talk to barkeep, order Wet Wizard when the mouse reappears use theɾVқ wax on the barrel he brings the barrel outside because he thinks it is empty he gives you a voucher valid from tomorrow leave get beer go behind cottage (left,doorway,doorway,left,middle) use beans on compost get melon (for guy with tuba) use map (troll bridge) upper left use melon on sausaphone left left left talk get feather right right upper right right get rock (center of screen) look at rock (password for the cave) wear beard (so dwarves think you are  one) enter mine say beer give beer to left one (bribe the guard); he leaves to the right follow him use feather on the sleeping snoring fat guy get key up left (the guard is gone...) get hook use key with door enter offer voucher, let him give you a gem as reward leave mine lower right right talk until you get the metal detector left left upper right right right enter house tell him you came to see him eat that stuff when he gives you more and the mouseJ8 reappears use specimen jar on stew eat another one, he runs out of stew and leaves to get ingredients Optional: move the box and go down, try to go right. Leave the house right right right use metal detector right use Sausaphone on giant right right enter use cold remedy on dragon use hook on boulder walk boulder use magnet on hole use magnet on hole (you need the money for your wizard approval) go back down enter get extinguisher leave upper right get rock ̾^(it contains a fossil) use map (village) doorway talk to the "merchant", offer the gem and get 20 bucks for it doorway use rock with anvil; the blacksmith frees the fossil right right enter shoppe buy hammer buy white spirit (you need to remove paint later) use map (cross roads) upper right vines (lower left of the screen) talk and offer stew use map (centre of forest) upper left get paper right lower left give fossil to hole (Dr. Von Jones digs there) tell himO> you found it in the mountains so he digs free the mithriel use map (village) enter shoppe give shopping list use map (giant) left look dirt get ore use map (village) open box; goblins take you to their hideaway open box get rat bone look boxes (you notice your spellbook) get spellbook look spellbook (you find a scrap of paper) use paper with door, so a key falling down on the other side lands on it use rat bone with lock get paper (with key) use key on lock open d voor get bucket down get mints get flaming brand talk (he believes you are a demon) remove ring talk; he becomes a frog when he sees full moon (or thinks he does) use bucket on druid use flaming brand on druid; he polymorphs he escapes, the ring has no more power, so hide open iron maiden enter iron maiden (ouch!); days later the frog arrives with a saw get saw use saw on bars use map (village) doorway doorway use ore with anvil; get axe head map (centre of the fo ϸIJrest) lower right right give axe head to woodcutter enter get climbing pin use extinguisher on fireplace move hook get mahogany (you are allergic to the rest and the worms want it) use map (witch) right right talk to stump; they enter the mahogany use map (crossroad) lower right use hair use woorworm on floor use ladder on hole down open tomb (flee outside) enter use ladder open tomb move loose bandage (the mummy crumbles to dust) get staff use map to go to t L`he wizards in the tavern give staff to them; pay them; become a wizard use map (dragon) upper right right ice ledge right right use white spirit on stain; talk to tree; get magic words use map (witch) enter get broom fight and win, may take a few tries. The word you say determines what you become : Alcazam - snake Hocus Pocus - cat Sausages - dog Abracadabra - mouse when you got the broom, the witch appears as dragon use Abracadabra and escape WO# through the mouse hole in the wall use map (centre of the forest) upper right right right enter down use hammer on plank right get frogsbane use map (village) doorway left enter talk until he becomes a frog give frogsbane to frog; receive the potion use map (dragon) upper right right use pin on hole consume mints to melt the dangerous snowman right tower use broom when the bridge falls down drink potion get leaf look bucket (get firestick) get stone left  e- use hair with top get lily leaf use stick on lily leaf use leaf on stick seeds get seeds use seeds on stone (get oil) shore use oil with tap move hair puddle's centre look water (notice tadpole) get tadpole talk frog (threaten tadpole) get mushroom eat mushroom get branch enter (the chest becomes a monster, you flee outside) reenter use branch on chest get spear get shield down use spear on skull get skull get chest move lever use chest on block move leve#r (crush chest) move lever get candles up up get socks (they smell like cheese, you want the mouse) get pouch put socks into pouch use pouch on hole (catch the mouse) get book get wand up get chemicals use chemicals on shield (to make it mirror-like) use shield on hook down look mirror (it's a spying device which can see through any mirror-like thing, like the shield you prepared) you want to teleport away, the demos know how to, but they won't tell until youDQ send them to the fiery pits. You need the candles, a mouse, a human skull and their true names, which they won't reveal, so you need the mirror to spy on them look at both books up talk to demos until you convinced them you are a mighty wizard and you will send them back use teleporter; go to fiery pits the mage is there (the demos said is is bathing, there is lava, and you have to destroy the wand there) get pebble get sapling talk; he won't let you in, but heẁ will give you brochures look brochures; receive elastic band use band on sapling to make catapult use catapult on bell; he flees get matches enter get wax right use wand on Sordid; he petrifies use matches on pits use wand on lava the wand is gone, all victims unpetrify, so does Sordid he zaps you right; he begins to zap you again when the mouse appears, use wax on Sordid he slips and falls into the lava Congrats for following this walkthrough ;) but he*;N`31pםJ+From: kl2i+@andrew.cmu.edu (Kwan-Yong Lee) Newsgroups: comp.sys.ibm.pc.games Subject: #### HERE'S UW2 WALK THRU !! ##### Date: 18 Feb 93 01:33:25 GMT Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pit tsburgh, PA Lines: 404 Ok guys, I got this from a friend of mine so don't ask where I got this from. It's not perfect or answers every questions, but it should be enough to satisfy your WILDEST, uh, questions. *ahem* There were some missing hints, so I0 included it. I was going to mail it personally, but considering the amount of requests and other questions, I just decided to post it once and for all. Walk Thru follows!! . . Master Game Solver Pharoah Presents: Ultima Underworld II Solution ----------------------------- Let me just start off by making some comments on the game. While the game was reasonably easy, there were some parts which required some thought. Tۢ*hus, by reading this solve, it is assumed that you are a fairly good adventurer, since this is more of an overview designed to help you rather than coach you step by step. I am not responsible for ruining the storyline for you, so be warned before you read on. I was going to include the end game save but the file was a little huge so I didn't bother. Besides, I find people who just look at intros and endgames before deleting a game are severely retarded loosers. Anyway, enough chatte-gr, now let's journey into the Labyrinth of Worlds: Castle Britannia This is where you start off. There's a hidden door in your room, which if you haven't found that yet then do yourself a favour and do a del *.*. This secret door leads to the surrounding circumference of the castle which can be used as a shortcut, and the sewers are located at the NW corner. However, before venturing into the sewers, you should talk with everyone in the castle for clues. DP"upre will hand you the key to enter the sewers. You will be coming back to the castle over and over to train and this is where major plot events occur. Sewers Some items of interest: On level 3 in the Eastern region, are 2 gazers. Defeat them, and you'll find a moonstone, which will be very helpful once you acquire the gatespell runes VAS,REL and POR. On level 4 is a reaper. Kill it and you'll find the key to the armory on level 2. Level 5 is where t^{6he big blackrock gem is located. This is your portal to other worlds. You will need to find 8 blackrock gem keys, let Nystul treat them, and then use them on the big gem. Each time you use one, a face on the gem lights up, allowing you access to a different world. There are 8 worlds in all. Worlds The ideal order in which to visit the worlds are: 1) The Prison Tower (8 small levels) 2) Killorn Keep (2 medium levels) 3) Ice Caverns (2 huge levels) 4) Talorus (2 large levels) 5) Pits of Carnage (3 huge levels) 6) Mage Academy (8 medium levels) 7) Ethereal Void (we're talking 4 dimensions!) 8) Loth's Tomb (4 large levels) You will be visiting and revisiting many of these worlds several times. It's not just a one shot affair. Prison Tower This world is very simple. Make your way to the top and find Bishop. On level 6 is the main goblin villain. Defeat him and eݑarn a pair of franzium gloves used to pass through the forcefield on level 8. Another pair which you'll need to give to Bishop can be acquired by talking to the smithy on level 5. A troll on level 6 becomes your friend if you release him. Ask him to go to the lower levels and beat up all the goblins. The blackrock gem is found with the goblin villain on level 6. Bishop will tell you to see a lady sorceress in a castle in the sky. This castle is Killorn Keep.  lm Killorn Keep Before talking to the mage Altara in the NW corner of level 1, you'll need to gather information from everyone and talk to Mystell. Mystell will then lead you to try to spy on Altara. However prove your virtue to Altara and she will help you till the end. First she will give you a jeweled dagger to kill the listener who resides in the lava in the castle sewers in the SE corner of level 4. Then she will ask you for a dread spider egg and an amethyst rod to create a i powerful staff. The egg can be found in the NE corner of the 4th level of the castle sewers. The rod is found in a glowing room on the first level of Talorus. After you give her these items, including the black pearl she gives you, you will get a staff which must be used at a certain place in each world to destroy the guardian's power there. For the prison tower, use the rod in the place where you found Bishop. On level 2 of this keep, you'll find the blackrock gem guarded by some h Teadlesses. You will need to come back when you get the runes VAS,EX, and YLEM for the spell Portal. This will let you pass through to the blank space on your map on the SW corner of level 1. Use the Map Area spell Wis Ex to see your surroundings. By going to the second level, from the stairway you will find come upon a guard. Kill him and enter the room where you'll find some brain creatures. Use the pearl-tipped rod here, to rid the guardian's power of this realm.  Li Ice Caverns Just slide your way to level two, the stairs are in the SW corner. On level 2 you'll find the blackrock gem in the southern region. It's on a brown patch surrounded by ice. Be careful not to slip into the river when you try to get it. You will also want to make your way to the dam control to access the lost city of Anonondus (sp?). You can talk to Beatrice the ghost here to learn more about this place. This is where you use the rod. She will tell you about fila O2nium deposits in the SE region. You will need this later. If you're having trouble getting to the dam control lever, then just remember that you'll need to change the maze twice, once to get the key, and once to get to the door. By only using the oppositely facing controls you can do this. It's not difficult to figure out the note that you'll find. If you want to make high jumps then cast UUS POR, which is leap. A side note: I don't have the manual. I found these spells out by trial0q and error. There's a doc file out somewhere which gives the meanings to each rune. There is also a trainer for the game which includes some spells and rune definitions. Unfortunately the lamer who put those in there simply took it directly from the Underworld I doc file which came out a year ago. Needless to say, the list is far from complete and many don't even work for this game. Talorus This particular adventure reminds me of a classic Star Trek epi勑sode. What you'll need to do is help the Taloroids, by making some modifications in the Bliy Skup Chamber. To do this you will need the Information crystal on level 2 (the levels can be accessed by either purple pad on the E and W sides) with the signature E0Y2. You will also need the controller crystal found in the sub room with Futurian. There's also a note there which tells you which one to pick up. Lastly, you'll need the delgnizator on level 2 in the room with the Vorz Skup Duct csonore. With these three items go and kill Bliy Skup Ductsonore and the doors will open. Enter them and use the rod here. Now put the Information Crystal on the purple pad, the controller crystal on the yellow pad, and then put the delginizator on the center blue circle. Activate the machinery by pulling on the pullchain. Now go to Historian and collect your reward (the blackrock gem). Pits of Carnage This is a barbaric realm, where your might is what dete-rmines your status. You can fight some battles in the arena to improve your reputation amongst the people. However the major item of interest on level 1 is the blackrock gem held by Dorstag, the ruler of the realm. He is the undefeated champion and has a damn good aim with a crossbow. Be sure you're ready for the fight before you challenge him to an arena match. After attaining the gem, go to the Northernmost room, where you'll find a trapdoor above you. This is where you use the rodM7. There are also some plants on the ground. Eating these before sleeping will allow you to see your dreams in the Ethereal Void. More on that later. On level 2 in the SE corner is the mage Zoranthus. He will ask you to trade a sceptre of deadly seeker for a djinn air bottle. The Sceptre belongs to a daemon in Red Hell accessed by the red moongate in the Ethereal Void (in the Dreamworld). Mage Academy This whole world is just one big fat test. There are e4Night sections to the test, one for each level. I honestly found it pretty straightforward, and so I don't think it warrants any major hints. On the 5th level is another moonstone. You should have 2 by now. By placing one anywhere then you can go there instantaneosly by placing the gate spell on the other stone. This will save you alot of time and trouble. On the eight level near the locked door to the secure vault, is a pentagram. You'll find many runes here including Hur and Wis. U24}se the rod here. Open the secure vault with the key found under a bed in a room on that level. You'll find a grey moongate which will let you enter a certain area of the Ethereal Void. Make your way through the water till you until you find the other end. However before passing teleporting go back and continue the path you were on even though there is no floor there. You will not fall since the floor is hidden. It's a good idea to cast Night Vision here. Anyway, you'll find a chest w뤊aith basilisk oil and if you continue along the corner across the void and through the force field you'll come upon another room which looks empty. However there's a hidden panel on the center of floor which holds the VAS and TYM runes. With these you can cast the best spells such as Fly (VAS HUR POR), Freeze Time (AN TYM), Gate (VAS REL POR), and more. Do not drink the basilisk oil, you'll need to drop it in the muddy filanium deposits in the Ice Caverns. So go back there and do thatTG and take a mud bath. When you leave, it should say you're skin is oily. Now is a good time to go to the dreamworld on the Ethereal void. Ethereal Void If you arrive here by eating a plant then you will not be able to interact with anything since you will be asleep. Therefore you must either go through the blackrock portal or use a trick I figured out, which I will discuss later. Anyway what you have to do here is ultimately get to the shrine of spirituality. The way to do this is to pass through realms of 4 colors. Then you will be able to get to the shrine which holds the blackrock gem. Use the rod at the shrine to destroy the guardian's power in this realm. The red realm or the Red Hell as it is called is where you'll find the Sceptre of Deadly Seeker. You must cast Iron Flesh (IN VAS SANCT) when you immerse yourself in the lava there to bake and seal the oily mud on your skin. Trade the sceptre with Zoranthus (see pits of carnagğAe above) and take the bottle you get to the Sigil of Binding which is accessed by the white moongate. You'll know you're there when you see a big skull above a pentagram. Smash the bottle on the pentagram and the air daemon will enter you. If you want to finish this part fast which is not recommended since there is alot of fun stuff to see in this world, then you can use the trick of the moonstones. After eating a plant from the pits of carnage and sleeping you will often end up directly in the shrine of spirituality. But since you can't access your inventory, you won't be able to take the gem. However, if you have both moonstones then keep one on the ground before sleeping, so you can get back. Now keep the other item active and ready to throw (it will take the place of the mouse cursor). Press F10 to sleep and in the shrine you can release the stone. When you wake up from the dream into the real world, then you can cast gate on the moonstone in front of you to get back to the dream world fully conscious and take care of business. Just remember to use F10 to sleep rather than using the bedroll or you will not be able to throw the moonstone. I did this both ways, and it is worth it to do it the long way since you'll see things that I guarantee will amaze you. There's one cool maze using ancient wizardry graphics and stick figure monsters where you have to make your way to the guardian's head. Tomb of Praecor Loth ZThe first level is where you'll find the blackrock gem. Use a pickaxe to make your way through the boulders till you get to it. It is also here where you must use Altara's rod. You might also want to pick up the bones that are lying there to give to the ghost Tryestro on the second floor. However, the hints he gives you are pretty much worthless. Anyway also on the first level are several map pieces of level 3. Collect them to make your life alot easier on that level. In the southernmost section of level 2 is Helena, Loth's wife who will ask you to go to level 4 and talk to Praecor Loth. Level 3 is a large labyrinth. However, if you got all the map pieces from level one there should be no problem figuring out what to do and where to go. Level 4 is the domain of Praecor Loth. To get to him you will need to pass three Liches. The first isn't too difficult to kill. Open the door with the key you found in the secret room on level 3 (near the water to the NE). The SepEcond liche can fly so watch out. After defeating him make your way to the orb on the eastern side of the room by casting Portal (VAS EX YLEM) to get to bypass all the teleportation areas. When you reach the orb on the pentagram, remove the candles and the way will be clear for you to go to the 3rd liche. After defeating it, go east and through the water fall and swamp and pull the chain you'll find. Now you can go to Praecor Loth. He will give you a horn which you'll need to blow to 4$shatter the gem. However if you don't have the air daemon inside you then you will not have enough power to blow the horn. What next? Go back to Killorn Keep and you'll find now that it is under the rule of Mors Gotha, one of the Guardian's main agents. She has a spellbook which you'll need to give to Nystul so he can cast the proper spell. You can either take the Spellbook and run away or kill Mors Gotha. It doesn't really make a difference though s])ince she won't die, (the guardian will come to her rescue). After giving Nystul the spell book he will ask you a couple of questions. If you don't know what the answers are then this would be a good time to talk to Nell. When everything is all set and ready, then make your way to the throne room where everyone will be waiting. The finale will occur at this point. THE END Note: I purposely left out the parts when you revisit the castle since this  ⹺ is where the major plot events occur, and so the fun would really be ruined. Besides there's no thinking to be done just talk to everyone every now and then, especially Miranda. For example everytime you finish a new world,it would be a good idea to go back and talk to everyone in the castle. Otherwise certain events will not occur until you do so, thereby preventing you from making progress. Good luck. !2cC -The Pharoah- Trouble Shootings: 1) How do I help the dire ghost in the third world? You need to assemble the magic staff made from the gem rod, black pearl, and spider egg at the magician in the second world. She will explain it's usage. Once you have it, you use it on the fountain (or the mud, I haven't figured it out) to remove the guardians grasp from the world. 2) Am I missing something!?! Where is the rod for the magic staff? The spider egg is in the sewers, it sh"yMouldn't be too hard to find (in an alcove on either the 4th or 5th level)... The pearl is given to you... The rod is found in the 4th world lying in a room filled with odd stuff. 3) Where are the black stones!?! First world... it's at the top of the tower... Second world... it's in a pit filled with Headlesses past a magical trap... Third world... It's lying on a plateau past a river in the ice world. If you don't have the patience to go around when you first see it (I didn't) c#Oast water walk and jump to jump up to it. Fourth world... It's in the center of the lava pit where they dispose of things... Fifth world... It's somewhere past the final test (there are eight) (in one of the rooms that has pentagram on the floor. Sixth world... The top arena duelist has it. Seventh... It's within the altar at the Shrine Eighth... It's in the room behind Lord Loth. 4) I have the stone but am stuck as far as the puzzle for a world is concerned. Can I just take the st$xJ]one and run? No such luck. You need to locate the item or place that the Guardian has power or drains power from a world using the magical staff/sceptre that you assemble. At this point, it seems the stones only keep the passage open for you so you don't have to stand there waiting for the portal to open. (and makes the final solution possible). 5) How do I REALLY destroy the black rock cage? It seems that you need to remove the sources of power supporting it (ie: alternate wor%lds) 6) Where do the cats from the second world come from? Ask the wisps floating around in the 7th workd (alternate dimension) 7) What "secret spells" are there? Turn Undead AKC Flame Reduction IAF Time Trap ITJ Locate BWE Others that I haven't found yet... 8) Where are there Flam, Hur, Vas, and Tym stones? The mages tower (5th world) has a few stones at the end. Flam, and Vas... and Hur and Tym... and... (You get the idea). 9) Where are those stupid ston&9Pes!?! I finished the final exam for the mages tower and I still can't find them... You need to enter the void and at some point, you can walk straight into the "darkness" the are your "walls". Save your game alot and run straight into "darkness" and make sure you have some franzium! There are force fields. The Flam is easy to find, it's in a chest. There is another wall to walk through in the secret room and past the force field in the second passageway is a empty room. Try s'bWearch the ground for some nice magic items as well as the Vas stone. 10) Did I miss anything blowing out those candles in the second world? Try it once if you think you're missing something... just save first... 11) The mages puzzles are driving me crazy, how do I get through them? Most of them a straightforward. Be sure to read any inscriptions on the walls. For the test where you jump from block to block, try not to touch any arrows, if you don't touch them, the block it poin(`V~ts at doesn't vanish. 12) How do I get the gem to let me into a new world!?! I'm tired of the ones I'm on... I think there is a time delay on them or something. Haven't figured it out yet myself, but it lets me into the all... eventually. 13) What is the best way to kill people in the arenas in world 6? There is no good arena of the fire/water/earth/air arenas. Fire has annoying fireballs that hit you (and your enemy). Water has ice and water. Earth is nice (basically a norm)Zal arena) and air has little floater things like on world 4 that send you flying upwards. The guy with the blackrock stone is easiest killed with a missile protection spell and a good weapon or a shockwave spell and frost wand (they don't miss!). Also, if you take the second approach, you can alternate back and fourth and blow away his comrades too (I killed all of his friends and him this way :). ) Oh well, enough spoilers for now... (and by the way, I don't play UW2 all the tim*8ڇe, only about 4 hours a day (still alot) ) -Howard Chen d 4 that send you flying upwards. The guy with the blackrock stone is easiest killed with a missile protection spell and a good weapon or a shockwave spell and frost wand (they don't miss!). Also, if you take the second approach, you can alternate back and fourth and blow away his comrades too (I killed all of his friends and him this way :). ) Oh well, enough spoilers for now... (and by the way, I don't play UW2 all the timq     (32pٞ8 ULTIMA 8 - THE PAGAN [WALKTHROUGH] brought to you by Onkel CHARLIE from O.C.T. ------------------------------------------- Okeydokey kids! Here comes the first of many... Don't read this if you don't want to know! STOP NOW! A brief walkthru of sorts for Ultima VIII: Pagan Enjoy! And don't give me hell for it! -Travel to Mythran of the Plateau area by following the path North of Tenebrae into a cave. Jump across the water via stones. The 2 gates are opened by moving the six levers until each is in the position where it turned the winch. From left to right: \ \ \ / \ / .Then use the 7th winch, cross the bridge, and the broken one should be fixed. -Visit the transporter in Mythran's, also the one in Tenebrae above Mordea. You'll need to purchase a Scroll from Mythran. This is re-usable. You'll use it twice for sure. -The key to get the dagger is with Aramina when she's at her home in Eaxstern Tenebrae. -You can get Sticks in Western Tenebrae by a Big Tree near an abandoned house in the North-Western portion of the map. -Executioner's hood is west and south of the Archway which puts you in the Necromancer's Map Region. It's protected by Changlings. -To cast Necromancer spells you need to put the reagents in a bag, Double-click on the Key of the Caretaker, and then click on the bag. -To find the Necromancers in the Catacombs you should look for a small Mroom to the North-East which has no roof, cobwebs on the door, and a Ghoul inside. Enter the room and you'll fall through the floor, into the Lower Catacombs. -When you finish with the Necromancers, after you re-enter the Catacombs via a cave, you need to go immediately south until you find a door. This will lead you to the Mountain King. -Work your way through the caves Southward. You will know the Entrance to the Hall of the Mountain King by it's Large double-doors.{ݞ Open them by conjuring a Golem from the dirt. -Once inside, head North and East until you find some ruins. Outside(?) it are some levers, pull both(?). Then head back south until you can go West. There should now be some red stepping-stones which appear and disappear over a chasm. Hop across these and continue in this direction. -Once you solve the ForceFields puzzle unlock the door, and head West/South. -You'll need to jump some stones over water to find a key on a sJbkeleton. -Head back and then Northward past the FireShrooms. Cross the small lake. Then take your 2nd left which is a SMALL crevice. This will lead to another door which you have the key for. -Run down the corridor. Jump some more moving-platforms. Then head Northward into the room with all the Skeleton's and Ghouls. At the top you'll meet the King. -Now head Southward. If you have the Recall Item from Mythran visit the transporter, or else just step on the Rune/IconNj and you're teleported to the front of the Hall. Either way you want to: -Head back to the Necromancer's. Talk to him. Double-click on Lothian to inter her. -Talk to the Necromancer again. Re-enter the Catacombs. Find the room with the plaque which reads "Toward fate do you travel." Unlock it with the Key of the Scion. -Head into the Shrine area. Find the 5 levers and figure out how to get the key from the chest. Open the door to the north with this key. In thi #$s maze you can find the "Skull of Quakes" which I never used. Dunno what it's for. -Work your through to a jump over a small chasm and then find the gravesite. Cast "Open Ground" here. Fall through the hole. -Find all the Rolling spheres and the blue floor. You'll need to toss something(skull) over the gate onto the raised platform to open the gate. -Get both keys in this area. Jump over the light-ray to save hp's. To solve the "Hanoi's Tower" puzzle you'll need to m  Qove all the stairs into the middle. Your first step will take away a stair, and your second will place it. You cannot place a larger step on a space where there is a smaller one. -Cast "Rock Flesh"(sp?) to walk through the light-rays unharmed. Unlock the doors. Find the key under the Skeleton's body on the broken bench. -Head back to the Rolling Spheres by unlocking several doors with this key. Almost all can be opened now. Get the Ceremonial shield and return to the   (o place with the benches. Place the shield on the altar. -The door to Khumash-Gor is opened with the scroll you get from Mythran's. To defeat him easily cast a "Grant Peace" on the ghost which attacks you. -Get the Obelisk Tip, and Leave the Catacombs. -If Devion is placed in Jail, you will need to use Mythran's scroll to open the wall where a small purple book lies encaged. Things get kinda un-linear from this point, so I'll just try to break it into elements. The door  zways to the areas of Fire, Air, and Water are all sorta near the gateway you went through before finding the Double-Doorway to the Hall of the Mountain King. Each is unlocked with the Key of the Caretaker. EARTH: -You can get the Heart of Earth easiest by transporting to the Hall of the Mountain King and heading out the doors to the south, then Unlocking the door to the East and Heading up the West-fork. Work your way behind the Conventicle and keep moving until you fi  Und a plaque with the words: "M(??????) Conventicler"(?) on it, and a grave with a gate and a lever. Ghosts and Ghouls attack once you get near. Get the key from the corpse. -Head back to the Conventicle. Unlock the doors with this key. Cast "Open Ground" near the Grave. Pick up the Heart of Earth. WATER: -Find Hydros by walking to the South Side of the lake and hopping across the broken land-bridge. -Enter the cave entrance which is near the South-West side of t e]he lake. Hop the wall with a hole in it. Go through a few more walls, and eventually find a grave above a cliff and next to a small pond. Cast "Open Ground" to free the water. -Return and talk to Hydros. -Head back to Tenebrae and talk to Devion for the Key to the Tear of Seas. I dunno if he'll be offering it yet. If he doesn't, go on to the other elements and he eventually will. AIR: -Find your way to town. Talk to Stellos, and then (the guy with a sword?) wh)To Stellos tells you to see about joining their order. Pass the first test. -Head West of the town to the point for the test of Centeredness. Can't miss it. The test is kinda tricky at first, but the trick is to be in the center before each new gust of wind. -Head back to town and talk to Stellos who'll give you a key to the mines. -The mines are below the Monastery. Take the stairs down in the Kitchen. Find 8 pieces of silver. The building with no door opens with Myth)h/ran's Scroll, and contains The Protector sword. (+5 AC?) -Return to Tenebrae and have the Blacksmith in Western Tenebrae make you 7 Foci. Then go BACK to Argentrock and place the foci on the altar. -To pass the third test you need to return to the mine. Cast "Aerial Servant" on the wounded Torax in the West-end of the mine to bring him closer. Then cast heal it with "Healing Touch." -Talk to the Xavier again. To find his focus cast "Hear Truth" and ask both he andP Stellos about people. Finally ask Holy Cyrrus about Torwin's whereabouts. Head to Windy Point. -To reach Stratos, hop from between the pillars at Windy Point. Hop your way up to her. You can save some time for yourself by casting "Reveal" while she's visible and then "Aerial Servant" to get the Breath of Wind. FIRE: I just stumbled on this area, and didn't have a problem with any bugs this might have caused. So you can do it this way: -To cross the Lava-River you }need to find the point where Devion talks to you at. Then cast "Air Walk" and leap across. (leaping directly Left from your point of view looking at the monitor.) -Jump the water and climb the cliff to "Daemon's Crag." -Visit Bane and get her trust. -Visit Vadion(?) and get his trust. -Give whomever you like most the other's TrueName. -Learn to cast Fire-Spells in the Library. Make sure the reagents are kinda close to the candles they're supposed to be. You'll need rѣeagents and a few candles. -Return to whomever you chose and take the casting-test. -Head West and cross the Land-Bridge and enter the Obsidian Fortress. -Run like hell from those Demons! -Talk to the third Demon you see. -Prepare these spells: Flash, Endure Heat, Extinguish, Banish Demon, and Armor of Flames. You might want to do others as well, but these are necessary. You can save some time later by preparing Explosion and FlameBolt if there are enough symols/rods/taDdlismans. -Solve each of the 4 puzzles, and when you have all 4 symbols return to the Talking Demon. -Finish the Master's test, making sure to have a Banish Demon ready. -After the scene with Pyros, you should return to the Obsidian fortress and kill the Master. Take the Tongue of Flame from him. Now you need to visit Mythran and learn some spells from him. You want to get the "Ethereal Travel" spell from him for 250 coins. To get money, I slept in the Jeweler's bed for4 an hour and she was gone when I woke up. I robbed her blind, and then went back to sleep again. She was back upon waking so I sold her all her gems and had enough money. I'm too kind... Once you cast Ethereal travel you'll need to defeat each element. Use each symbol on each respective Titan. Here are some tips to ease getting to them: Earth: Use "Endure Heat" to get past the lava. I don't get the rocks part. Water: Just keep hopping! Fire: You'll need a bunch of whd*9ite balls to drop on the glowing squares. Air: Ignore all treasure! Just KEEP hopping... Once you have beat them all and have 4 glowing objects, place them on the Pentacle in this order: Mesostel Pa - Heart of Earth Perivolcan Pa - Tear of Seas Perivolcan Ze - Tongue of Flame Mesostel Ze - Breath of Wind Aphelion - Obelisk tip Then double-click on the Tip, and then click on yourself. This should then open the Black Gate if you have them in the right order. h of whl,+*)('&%$#"! )33p< UNiVERSE / CORE DESiGN FULL SOLUTiON ^^^^^^^^^^^^^ Typed by: The Silent Assasin Go West, South, South, PICKUP bent metal bar, North, North, East, East, PICKUP piece of circuit board, East, stay in the middle of the place and wait till the spinning asteroid will show up and JUMP on it (if you fail the first time, just wait and try again :), Go East (wait)uG, JUMP on the duct and you should be back in the place you started the game. Here stand near the satellite dish and INSERT bent metal bar into panel, INSERT circuit board into panel, USE panel, the terminal menu will show up, select CONNECT CHANNEL option and GAVRIC HOMEWORLD, USE panel again, select SET FILTRATION SYSTEM and GAVRIC HOMEWORLD (should be OFF, if its ON, try again), Go North, Stand near the ventilation shaft to the left of the screen and PUSH/PULL it. You shouldu come out at the same planetoid as in the beginning of the game, PICKUP mirror, repeat all the steps with the spinning asteroid and go to the room with the ventilation shaft again. Go North-West to another place, Here on the right of the screen is the doorway with 2 lasers over it, THROW mirror at the doorway and the lasers should get burned (You can do it only if the robot that is moving on the screen is outside), the Alien will tell you to go and see Silphinaa, USE door consoUle at the northern doorway, talk with Silphinaa until she will allow you inside, enter, say that you don't know where you are, read the rest of conversiation until she will tell you to go upstairs, ATTACK keypad (on the door) with bent metal bar, OPEN wardrobe, WEAR suit (its inside the wardrobe), USE arm computer on the console over the bed, USE console, select WINDOW SHUTTER option, JUMP through the window, USE arm computer on the car, JUMP into car, INSERT key-card into con)lTsole to the left of the screen, USE anti-theft keypad to the right of the screen, enter 87764 or anything if you have cracked version. Ok, now you are in space, you'll have some kind of vision where you'll see your soon-to-be pursuer Baron Kaleev, then you'll meet with Snorglat galactic trader, talk with him using options 1, 1, he will leave, now you can use your PTV car by clicking on the console in the middle of the screen. Select NAVIGATE COURSE, check the position of the plknanet Balkamos 7 (to the left of your actual position), use LAY IN COURSE icon and select Balkanos 7 as a destination, select DESCEND TO PLANET option and SELECT QUADRANT, choose north-eastern quadrant, go north, PICKUP droid, go east, south, south, PICKUP canister, COMBINE droid + canister, go west, west, north, here is your car with some nasty aliens on it, USE droid on alien, JUMP into car, use ASCEND FROM PLANET option, use NAVIGATE COURSE option, use LAY IN COURSE icon to F?Jor-Slev 4 planet, use DESCEND TO PLANET option, SELECT QUADRANT, and choose N-W part of the planet, go east, PICKUP rock, THROW rock at Alien, USE droid on blob, you should now have Blobs in your inventory, go back to car, JUMP into car, use SELECT QUADRANT option, choose S-E part of the planet, go west, west, talk with the alien until you'll have the chance to offer him blobs, select this option, he will give you carvite in exchange, go east, east, JUMP into car, ASCEND FROM  PLANET, NAVIGATE COURSE, LAY IN COURSE to Pfenellop Asteroid Cluster, You'll meet Snorglat again, offer him carvite, he will agree to take you to WheelWorld, now its a simple arcade part where you have to dock to Snorglat's spaceship using left mouse button to move your car and right mouse button to catch it. Nothing hard anyway. When you arrive at WheelWorld choose any dialog with Snorglat he will paralyse you anyway and take carvite. JUMP into car, LAY IN COURSE to Landing B  cay - REF.40e. Here you'll find working droid, PUSH droid, PICKUP cable, JUMP into car, LAY IN COURSE to Landing Bay - REF.1h, go east through the open portal, go east, north, go near dispenser, INSERT i.d card into dispenser, select ORDER option, you'll have now synthetic carvite in your inventory, go west, enter through the door into the bar, you can use console to the right to play SPACE INVADERS !!! :), talk with the guy who sit alone, select dialog: 2, 2, 2, you'll go and  !buy a bottle of Gh'Narhl brandy, COMBINE brandy with syntetic carvite, SAVE here because the game is a little bit buggy and when you try now to talk with the guy again, sometimes it gives you again the 1st conversation and you lose your carvite. So talk with the same guy again and in case its the same conversation as the one you already had, load your saved position and it should be fine then, he will drink brandy with carvite and fall asleep, you'll get the badge. Exit the bar "j, go south, you'll find here healer being attacked by some jet-packers. While talking select dialog 3, 3, and you'll follow jet-packers then. Here is another arcade part of the game, also quite easy to pass. After combat, you'll find injuried jet-packer. Select dialog: 1, 2, 1, you'll have the healer's hand now, go east, north, and east again, talk with the healer, follow him west, here you'll get attacked by baron Kaleev and his droids, your character will run to the room wit #Gq h the elevator, stand on the elevator, it will start to go down but then blow up, USE cable on the elevator to go down, go beetween the buildings to the east, stand on the bridge above the rails, JUMP on the train when it will show up, in the next screen fastly JUMP on the anchion to the right of you, JUMP to the lower entrance (on the left of the screen), go near the door, USE droid on the air duct to the left of the door, he will open the door for you, USE I.D card on the ord $*ering terminal, select MEKANTHALLOR GALAXY as the destination route to obtain a ticket, USE door to the left, USE ticket on the terminal, go east, use keypad on the door to enter the ship. You'll find yourself in the lounge of big spaceship. USE lift to go to level 1, here are 2 guys speaking about healer aboard the ship. Talk to them. Select dialog: 3, 1. Go left, USE door console, watch the transmission for you, USE communicator, select LEVEL 3, MYRELL, exit your room, go eas%4st, USE lift to reach level 3, go east, north, east, east, north, east, east, USE doorconsole, use dialog: 1, 1, 1, exit the room, here you'll meet the assasin sent to kill you, select dialog: 1, 2, and the explosion on the ship will knock her unconsious, PICKUP key-card from the assasin, go back to lift, select LAUNCH BAY, JUMP into blue car 3rd from the right side, watch Emperor King's fleet, NAVIGATE COURSE, LAY IN COURSE to ANKARLON 5, DESCEND TO PLANET, SELECT QUADRANT, ch&'hoose N-W part, go west, PULL junk to the left of the screen to get straight metal bar, COMBINE both parts of starchart, COMBINE starchart with straight metal bar, go east, JUMP into car, fly to the mekanthallor galaxy again and then to Daarlor-Korv. Land on the S-E part of the planet, go east, east, INSERT starchart+spindle into recess, you'll get teleported to some weird place, go east, PICKUP the rock, LOOK at the plaque, it will show you some kind of diagram with 6 stones. N'?Oow, you have to run through all of these stones (each disables one of the laser beams) ending at the one in the entrance to this room. Standing on it, fastly throw a rock at the power gem. PICKUP the gem and run to the exit! In the next room, JUMP over the hole and run to the teleport, try again if you get caught by demons. Go west, west, JUMP into car. Fly to Ankarlon 5 again, land on N-W part, go west, LOOK at various places on the giant ship until you'll find a terminal. IN(.PSERT metal bar into it, USE power gem on terminal, USE arm computer on terminal, choose 2nd option, transporter beam will show up, go there, you'll have an interesting talk with an Alien of the Mekalien race, select dialog: 2, 3, 2. He will give you cloaking device. Go east, JUMP into car, ascend from planet, fly to mekanthallor galaxy again, here you'll get on board of the rebellion ship, select dialog: 2, 1, 2, 1. Use transporter pad to land on Coros. Here you'll meet 2 smug) glers who will stole your car. Select dialog: 2, 2, 3 to get with it fastly, go north, TALK to waiting man, Select dialog: 2, 1. He will lead you to the room with droids, wait till he leaves, go west too, go south, speak for a while with sentinels, dialog: 2, 1. Go back, talk to the robot, choose dialog: 1, 2 (about the sentinels), wait till he comes back, choose dialog 2 and wait till he get blasted, go south, PICKUP batteries, COMBINE power gem with cloaking device, COMBINE p*v ower gem with batteries, USE arm computer on power gem, go west, Baron will wait for you and try to kill you, unfortunately power gem defends you and you can get I.D pass out Keelev. USE arm computer on power gem, go back to the room with the 4 droids, talk to the rightmost one, he will recognise you now as Baron Keelev, select dialog: 2, 1, 1. He will blast a hole in the wall, you'll enter it. SAVE here! This is another arcade part, you'll have to run EAST, UP, EAST, EAST, UP+_V (room with the rock, but don't kill the droid with it coz the game likes to stop sending droids after you when you kill 1 with the rock, so just keep running. Also if you save while running, most of the time after loading such version you'll get automatically killed, another bug in the game), EAST, SOUTH, EAST, UP, EAST. You should be now in the room with giant lizard. Quickly, THROW I.D chip into lizard's head and JUMP on lizard's tail. Wait for the droid to come after you, h,3e will get killed by the lizard, PICKUP batteries, COMBINE power gem with batteries, USE arm computer on power gem to turn invicible again, go up, west, you should be in the room with security droids, PUSH the one that got his back to you, go north-west, TALK to man-brute, select dialog: 2, 1. He will give you his armoured glove, go west, watch Emperor King's silly talk, select dialog: 1, 1. Baron will get terminated by the king, select dialog: 1, 1, 1, 1... THE END! Greets tRo ALl the Cool Groups in the scene right now Razor - > Good Job On This One.. Great Game and a Crack That WORKS!! PTG - > Keep it up guys, you control the scene 100% All The Fans and Supporters of The Chemical Warzone The Silent Assasin orth-west, TALK to man-brute, select dialog: 2, 1. He will give you his armoured glove, go west, watch Emperor King's silly talk, select dialog: 1, 1. Baron will get terminated by the king, select dialog: 1, 1, 1, 1... THE END! Greets t-+.%XWVUTSRQPONMLKJIHGFEDCBA@?>=<;:9876543210/.P34p-/-- WRATH OF THE GODS INTRODUCTION This walkthrough gives explicit instructions on playing WRATH OF THE GODS to a successful conclusion. It does, however, assume you have read the Game Manual and are familiar with the various methods of controlling your actions. The game uses compass directions (north, south, east, west) to help you find your way around. I have avoided this in this walkthrough, as it often not easy to orient yourself between the scene and the ma-0\Dp. Instead, I direct you relative to the screen: right, left, up or down. Although, the walkthrough usually makes use of the map unnecessary, I assume you will make use of the map when the directions are not detailed. GENERAL HINTS MONEY Money is in the form of gems. Most everything costs two gems. You will find single gems in many different places but there are two re- newing predictable sources of gems: 1. Arrange the alphabet blocks east of the Chimaer-1n/a. Read the Easy Money paragraph in the main body of the walkthrough. 2. When you have up to two gems you can gamble on any of the fruit machines at the Chariot ticket offices and win two gems. Don't gamble when you have more than two gems, or you will lose. TAKING RISKS Don't be afraid! Do so. In fact you will probably have more fun, dying and seeing what the gods have in store for you, rather than getting everything right the first time. I recommend deliberate-2Ply failing the first, or even second, attempt at solving a puzzle when your life is in danger! CHARIOT STOPS Use the Chariots by all means. They cost two gems a flight and it seems to take just as long to get from A to B. But take the chariot at least once, just for the experience. OPENING SCENES The High King of Mycenae and his daughter, Princess Dione, are in Dione's chamber with her baby son. Dione will not reveal to her father who fathered her baby. -3yqn A visit to the Oracle fills the King with such dread that he forces Dione to abandon her baby. Dione's son is found and raised by a centaur. The young man is sent out by the centaur on the hero's path. At this point you take control of the hero. FINDING A SWORD Leave the centaur by walking to the left and then down to the riverside. Talk to the two women. Carry the older woman across the river. You will meet Hera for the first time. Return to the other side of -4Ithe river and carry the young woman across the river. She will offer you her necklace. Take it. Walk to the left along the path, until you see the soldier and the civilian. Pick up the branch. Talk to the soldier and you now find yourself in jail. Take a look at the bucket...sorry! Pick up the wooden stool and use it on the small hole in the wall to the right until you have made a hole big enough to escape through. Walk outside. From the bloated rams, go left to -5I the Avalanche. Note the glistening at the top of the pile of stones. Pick up the gray rock on the path. Pick up the gem and pick up the rock again. Head right past the bloated rams and talk to the peddler woman at the altar. Give her a gem and you will receive a honey cake. Put the cake on the altar. Pick up the snake. Go right to the four way intersection and head up to the Boulder. Pick up the branch. The idea here is to see if there is anything interesting unde-6ݨwr the boulder. Use the rock as a fulcrum and place it next to the boulder. Use one of the branches as a lever and try to lift the boulder. If the branch breaks use the other branch. Underneath the boulder, you find some smelly old sandals and a rather fine looking sword. KILLING THE HYDRA (+50 = 150 points) Continue along the path until you meet the torchbearer. Pay him a gem and he will guide you to the Hydra. Cross the water to the Hydra. Get out your sword and - 7儚Ttake on the Hydra. Looks like you need some help! Return to the left and talk to the torchbearer again. Return to the Hydra. Attack the Hydra with your sword again. Each time you cut off a head, the torchbearer will cauterize the neck wound so that the Hydra can not re-grow. Once the Hydra is well and truly dead, leave on the right. You will meet Hera again. Remember the password "IO". Leave to the right. CREATING AND DEFEATING THE SEEDMEN (+25 = 175 points) Head - 8up the path and talk to the peddler woman. Pay the peddler a gem and she will give you some elixir. Go down the path to the field. Pick up the bag of seeds and sow the seeds on the field. Several seedmen will grow and line up ready to take you on in single combat! Attack the seedmen with your sword. Pathetic! Drink the elixir. Try attacking again. Better, but you are not strong enough to defeat all these guys. Perhaps you need more elixir? Head right, then left to Had- 9!~es . Go into Hades, then left into the cave. Pick up a sledgehammer and try to leave the cave. If you can not leave, replace the sledgehammer with the one that is second from the left. Leave the cave. Leave Hades and go left to the Chasm. Push the dead tree over and walk over the chasm. Head up the path to the Warehouse. Break down the door of the Warehouse with the sledgehammer. Go inside. Pick up the vat of elixir, the oars and the gem. Leave the Warehouse. Return- :OJl> to the seedmen. Attack the seedmen with your sword again. Drink the contents of the vat of elixir. Try attacking again. You now have the strength to knock these guys off one after another...but they just keep coming, endlessly. There must be another way!...Throw the rock at the seedmen and watch them fight each other to their ultimate deaths. DEALING WITH SCIRON (+25 = 200 points) Leave to the right and head up the path to the cliffs to meet Sciron. Talk to the b- ;Aandit. He will demand that you wash his feet. When you get bored doing this, touch Sciron. Woops...now you are in Hades. You have to get across the River Styx to leave. Talk to the shade on the right. Now go down and right until you meet another shade. Talk to her. Note where the coin falls from. Pick up the coin. (There is a short cut cave here but it only saves you walking through one screen.) Return left to Charon and his boat. Click the coin on your head and Charon -<0bKING FRIENDS WITH THE WATER NYMPH Leave the castle. Take the path to the right to the pool. Jump into the pool with the nymph! Talk to the nymph. Get out and jump in again. Repeat this until the nymph repeats herself and gives you the helmet of invisibility. RISKING AND AVOIDING BEE STINGS Get out of the pool and go left to the bees. Take some beeswax out of the beehive in the tree. Go back to the pool and jump in to escape the bees. Get out of the pool. EAS-?tA Y MONEY! Go left past the bee tree and past the temple. Continue left until you reach the alphabet blocks. The blocks are moved by clicking the hand cursor on the block you wish to move to an empty position. Click the hand cursor _above_ the empty position to place the block here. Rearrange the blocks in the correct order: alpha, beta, gamma and delta and a gem will be revealed. Take it. Each time you return here rearrange the blocks to reveal another gem. A PLETH-@ĴPORA OF HEROES Return right and take the path up to the peddler woman. Talk to her then take her carrot (she will not offer the carrot to you...just grab it!). Go right to another cave entrance to Hades. Go in and walk on until you meet Hercules. Talk to Hercules, then take the path up and you will find yourself in the dark. Eat the carrot. Walk through the caverns until you reach the bottom right. To the right you will encounter Orpheus. Take his lyre. Go up to t-A|he cavern entrance above and meet Theseus. Try to pull him free. You haven't the strength. You need to get help. Go to the left where you will find your way blocked by Cerberus. Play the lyre and Cerberus will fall asleep. Walk past him to the Treasury of Hades. Click on the red button, then select Pluto. Take the gem. Leave to the left, pull open the rock slab and go through to the entrance. Return up to Hercules. Talk to him and he will return with you to Theseus -B{and pull him free. Talk to Theseus, but he will only give you a hint on how to get past Cerberus, which you have already done. Leave the cave as before. Re-enter the cave and travel right across the Elysian Fields until you reach Jason and Perseus jousting. Talk with them, then take a staff. Return to the outside, talking with Perseus on the way. THE GRAEAE AND THE CORYNETES ARENA Once outside, go left to the horse. Head left to another cave entrance. Go in and ta-C`lk to the Graeae. Take the eyeball when it is the hand of the hag on the left. Take the bow rather than the club for now. Leave the cave. Go left to the Corynetes Arena. Enter the arena and talk to the barker. Accept the challenge with Periphetes by taking the barker's club. Strike a blow by clicking the hand cursor on Periphetes. Another pathetic challenge! Leave the arena and return left to the Graeae. Take the eyeball as before then take the club. Return to-D) the arena. Accept the challenge this time by clicking the club on Periphetes. Strike blows using the club. You win the prize...a lump of lead! THE ARGO AND THE CLASHING ROCKS (+25 = 225 points) Leave the arena, go left, past the Graeae cave, the horse and the entrance to Hades. Walk by the Cyclops. At the Mycenae Chariot go right to the beach. Continue right to the ship, the Argo. Take the hardtack out of the barrel. Climb on the boat. (Miss the next step out, if-E6 you wish to die and meet Zeus! You will get another chance to get it right.) Throw the hard tack at the clashing rocks. Click the walk cursor on the clashing rocks to take the ship through. When you encounter the siren, put beeswax in your ears and take the tiller. Look at the siren as the ship goes by her. Note the order she plays the notes in: 2, 1, 3, 4. Take the beeswax out of your ears. THE GOLDEN FLEECE (+50 = 275 points) When you land on the beach, go ri-Fq>ght to the beach front taverna. Talk to the bartender and take the wine. Wow! Take the bottle of wine. Go right and talk to King Aeetes. Take the path up to the Golden Fleece. Try to take the fleece and a fire-breathing dragon will prevent you. Only try the following if you want to have new experience in Hades! (Actually it will be worth your while.) Otherwise skip the next paragraph. Attack the fire-breathing dragon with your sword. Crisped! You are transported to -GȁTantalus and Tartarus. Pick up the gem. Talk to Tantalus and reach for the grapes. Go right. Use the sledgehammer on the stalagmite. Leave the cave and return to the Golden Fleece. Play the lyre, plucking the strings as follows, from the left: 2,1, 3, 4, and the dragon will fall asleep. Take the fleece. THE CYCLOPS Leave the sleeping dragon and return to the beach. Head left past a cave mouth and your way back will be blocked by the Cyclops. Give the wine to the-H Cyclops and he will fall asleep. You can now walk past him when you need to. LEARNING ABOUT MEDUSA Return to the sleeping dragon, via the beach and then take the path up and then to the right. From the Mt. Pelion Chariot stop, go right and then straight on to Medusa. Walk to the right ignoring the spoken cautions and you will be turned to stone when you look at Medusa. Hermes will bring you back to life and give you a fat covered bone. Return to the temple ea-I`Xst of the nymph's pool (via Mt. Pelion Chariot stop, left to Corynetes Arena, down from horse and then right). Offer the fat covered bone to the temple. Try to enter the temple. You will be told to purify yourself before you can enter. Go right, past the bee tree, to the pool and jump in. You are now purified, so return left, past the bee tree, to the temple and enter. Walk toward the frieze. Pick the left most God(dess) Athena. Talk to Athena and she will give you a mi-J&|Xrror. Leave the temple. THE MIDAS TOUCH Return to the Mt. Pelion Chariot stop. Go right, then right again. Pick up the gem. Continue right along the path, through the market place. (If you have 2 gems, buy the eye chart at the market place.) From the Hesperides Chariot stop, continue left past the mountains, then turn right. When you reach the tree, pick the red apple. Dionysus bestows the Midas Touch on you and your apple is turned to gold... the explosion b-K*lasts a path through the hillside. Ignore this short cut for now. MOUNT OLYMPUS Walk on to the right past the tree to Mount Olympus. Climb Mount Olympus. From the terrace enter the doorway to Hermes' bedroom. Walk very carefully round both corners of the bed and take the flying sandals from the pillar to the right of his bed. Leave, again walking carefully around the bed. You may wake Hermes but you will keep his flying sandals. From the terrace, climb over the balc-LJ ony and down the mountain. Leave on the right. DEALING WITH MEDUSA (+25 + 25 = 325 points) Take the short cut made by Dionysus. Go left then up to Medusa. Arm yourself with your sword. Take the mirror then look at it with the eye cursor. Attack Medusa. When she is injured, put on the helmet of invisibility and the flying sandals. Try to walk away and you will lop of her head, keep it and then fly away. TAMING PEGASUS AND DEFEATING THE CHIMAERA (+50 = 375 points)-M>` Return to the short cut path at the ruined buildings. Go right then down the path where a glow can be seen on the skyline. Use the flying sandals to fly to the source of the glow. Pick up the golden bridle. Fly back to the path. Return to the right, go up the short cut path from the ruined buildings to the tree. Go left to Pegasus. Put the bridle on Pegasus. Take the staff. Sharpen the staff with your sword. Use the lump of lead to put a tip on the lance. Ride Pe- Ny8gasus to the Chimaera. Only try the following if you want to have a new experience in Hades! Otherwise skip the next paragraph. Use the sword on the Chimaera and you will die...and be transported to Hades to meet Sisyphus. Push the boulder up the slope and keep pushing. Leave to the left. Push the rock slab aside. Go through and exit down to the outside. From here you will have to go back to Pegasus' field and ride him to the Chimaera again. Use the lead tipped la-!OYZnce on the Chimaera. You return successful to Pegasus' field. PAN AND HIS PIPES Go left until you meet Pan. Talk to Pan, then continue left, then up the path to the beach. Use the oars to row the boat to the island. Pick up the reeds and string. Return in the boat to the beach. Leave on the right. Go left to the peddler woman. You need to clear the fallen pillar away and you don't have the strength. Go right and return to Pan. Put the reeds on the path in front of-"PܞU Pan. Use your sword to cut the reeds to size. Use the string on the reeds to make some pipes. Give the pipes to Pan. Pan will clear away the fallen pillar. Take the pipes from Pan. Walk to the left. ARGUS Talk to Argus. If you have the eye chart, show it to him. Play the pipes to Argus and he will fall asleep. Walk past Argus. CAENUS Talk to Caenus. He says he is invincible. Try Medusa's Head on him. Not so invincible after all! Walk by Caenus. HERA -#QڛM Talk to Hera. She will transport you to the beach. Swim out to the ship. Talk to King Minos. EXPLORING KNOSSOS (ARRIVAL, DAEDALUS) Talk to King Minos. Leave the arrival hall on the left. Take the wooden shafts of the ceremonial axes. Go through the doorway to the left. Try to take the bottle. Try to pet the bird. Pick up the feathers. Go through the doorway on the right to the workshop. Talk to Daedalus. Take the candle on the shelf at the back of the workshop. L-$Rͽeave on the left and walk down the corridor to the left. Go to the doorway on the right. When you are prompted to enter a password, type "IO". Go through the doorway. BULL-LEAPING (+25 = 400 points) Watch the bull-leaping, then try it for yourself. You will need to practice. First click the hand cursor on the bull then click again on the bull as it is moving. When you succeed in leaping successfully over the bull, you will win the bonus points. Practice some more,-%SO0 then leave on the left. EXPLORING KNOSSOS (THRONE ROOM, GARDEN, DIONE) Go left to the throne room. Pick up both vases. Leave on the right. Talk to Princess Ariadne. Flirt with her, plead for a kiss, then say INEEDHELP ("I need help" with no spaces.) When she asks for the magic word, say PLEASE. Take the ball of thread. Open the door on the right. Fire!...Hurry now! Go back into the garden and fetch water using one of the vases. If the vase leaks, use the other vase-&Ti. If the vase breaks, use the other vase. When the fire is out, pick up the ember. Go through the door on the left. Go left to Dione. Give her the tiara. You are probably getting the hint by now about your final task! ESCAPING KNOSSOS Leave Dione and go out to the terrace. Remember what Daedalus was doing? You are going to make wings. Put the sticks, feathers, candle and ember on the ground. Make the wings. Use the wings to escape from Knossos. BOWMANSHIP (-'U!+50 = 450 points) You will land on the beach near the clashing rocks. Make your way to the Mt. Pelion Chariot stop. Go up the path to meet the centaur. Talk to him and hand over your golden apple. Use your bow to shoot at the targets. This is very difficult, but practice. Go to the field where you found Pegasus and go down. Walk up to meet Atlas. Use your bow and shoot at the obnoxious dragon. This is even more difficult as there is a time limit. Keep trying. You wi-(Vll only get maximum points if you defeat this guy. HERA Go left and continue left until you reach Argus' arch. Take the path through the arch and up the steps to the entrance where Caenus stood guard. Go through to meet Hera. To return to Knossos, walk straight ahead toward the view. Talk to King Minos. AT SEA Talk to the sea gull...Sorry! Talk to King Minos. You dive in to recover the ring. You will be eaten by sharks unless you follow these directions: No-)Wjrth, North, East, North, East, East, South, South, East. Go right up to the mermaid. LABYRINTH AND THE MINOTAUR (+50 = 500 points) Talk to Minos outside the labyrinth. Go right until you reach the large stylized bull horn statue. Go up then left, then left again. You should find the Minotaur here. Did you practice bull-leaping? I hope so! That's what you have to do now. Click on the minotaur to get him charging, then click on him again so you can leap over him. If -*Xbݏat first you don't succeed, try and try again! When you have succeeded, punch the Minotaur several times on his nose, a few times on his body and again on his nose until you knock him out. Leave on the left. Walk up, then right to the bull horn statue. Then continue left to the exit. (Alternatively, you can use the ball of thread (clew) that Ariadne gave you.) CONCLUSION You will now meet you father. You may have met him before... Zeus. Enjoy the closing sequenc-+p~es. This walkthrough is copyright (c) 1994 by Diana Griffiths and the Gamers Forum Adventure Library. All rights reserved. Thanks to Clif Smiley for testing this walkthrough and improving its usability and accuracy. ight to the bull horn statue. Then continue left to the exit. (Alternatively, you can use the ball of thread (clew) that Ariadne gave you.) CONCLUSION You will now meet you father. You may have met him before... Zeus. Enjoy the closing sequencY+Z~}|{zyxwvutsrqponmlkjihgfedcba`_^]\[ZP635pY[ Return To Zork RTZ is full of illogical points and obscure puzzles. While there is much information in the game, with vague hints on what to do in some situations, there is also a lot that isn't very clear at all. This walkthru should help you finish the game without too much frustration. Save often as you venture through Zork, and take pictures of everyone and every place that you can. Some of those pics are important. I will be mentioninY\M^g key items thoughout this file, but remember to show all the items and pictures to everyone. Also, when you're finished with an item, keep it in your inventory. You'll need everything that doesn't get used up for the endgame. RTZ isn't exactly non-linear, but there are many things you can do in different order and still reach the end game. For instance, you can easily map your way through the Whispering Woods without the bats, and thus visit Canuk before you see Witch ItY]V ;oah. You would still have to release the bats there later, though, in order to get the bat guano (the bats can only be let out at the Whispering Woods). So, if you are playing the game a little differently than detailed here, it's probably not a cause for worry. Simply check the walkthru for those places where you're stuck. Okay, you start at the Mountain Pass. Pick up the rock at heave it at the vulture, so you can use your knife to dig up the bonding plant. You must dig Y^Oq it up, not just pull it up, as a living plant is needed later on. From there, move along forward to the lighthouse. Talk to the keeper, then go back outside and around to the vines and planks. Cut up the vines and use them on the planks to make a rickety raft. Ride the raft downriver, and be ready to turn right when you see the broken bridge. This will land you in Old West Shanbar. Drop in the the mayor, talk to him, and read all the stuff in his files. Then trek over toY_ـ$ the schoolhouse and ring the bell with your knife. Ms. Peepers will let you in, and give you a pop quiz. This is part of the game's copy protection, and the questions are random. Whatever she asks, you can find in the Encyclopedia Frobozzica. She'll give you a notebook that takes some automatic notes as the game progresses. That's all you can do here for now, so continue on to the hardware store. Pick up the box and crank. The mice are not important, so don't take them (beY`sides, they're diseased; you could carry them safely in the box, but as you don't need them, why bother?). Go back to the bridge and down to have a brief chat with the Waif. Climb up and go left to visit Boos Miller. Here's where the info in the Mayor's files comes in handy. Boos offers you a drink (he does this every time you enter his shack). Follow the toasting ritual, being sure to dump your liquor into the potted (haha) plant each time, and also pretend to drink each timYa9be after the stuff has been poured out. Afte he's had his third shot, ask for his keys. Before this, he's not drunk enough to give them up, and on the fourth he conks out, so it has to be done now. Finish up the ritual. Get the silver flask from the floor and step out the other door to pick up the key for the gift shop. Also pull the chock out of the water wheel so the trap door will open inside the mill. Go to the gift shop. Take the money and tickets from the cash registYbDer, and the battery from the shelf. Put the battery in the Teleglobe. Return to the Waif and give him the tickets. He will give you a "gift". At this time, fill the silver flask with water from the river (just there at the right edge of the screen). You're pretty much done here for now, so go back to the mill and down the trap door. Use Boos' bunch of key to unlock the door at the bottom. Go through that and you'll be in East/West Shanbar (the New West Shanbar). Stop in aY c]....... Did you take the witch's stick? .......... You will need it to navigate to find out where you can step in the bogs. .......... Head north and west to get out of the bogs. THE RUINS: Have you got that puzzle together yet? .......... Exactly what are we trying to say here? .......... Do you give up? 'Course ya do! .......... (Water) Search for 3 more pieces on the ground where this... Page 5: FORES f)4T OF THE SPIRITS: Have you found a tree with metal leaves? .......... Use you sword on the tree. .......... The tree is located east of the entrance. The bowman and the fairy. .......... How can you help the bowman? .......... Have you found something to help eyesight? .......... Have you a cow anywhere? .......... Give the bowman milk. .......... So where is the fairy? .......... Go north and west and you will be in the dark! .......... Strike a match and you !J+ will find the fairy. .......... You will be given fairy dust. .......... You will need to return to this area again so it is best to map out your directions. .......... Have you found the tree spirit? .......... What to do with those piles of leaves? .......... Throw something at them. .......... You can use your sword to open them up and get back your item. .......... The spider. .......... Have you been through the Troll caverns yet? .......... You need the necklace from the Troll leader. The statue. ........ You need to open the statue. ........ Try the sword. Page 6: WHISPERING WOODS: Are you having trouble with your vision? ......... Have you found anything around to help with eyesight? ......... Have you seen any cows? ......... Use the milk to help you vision. ......... How do I get around in here? ......... There has to be an easier way? .....e.... Have you found something that travels well in the dark? ......... Have you visited Witch Itah again? ......... She will give you permission to take the bats on your 2nd trip. ......... Just follow the bats through the forest. ......... Do you need that stuff from the bats for anything? 'Course ya do!! ......... The way through the forest s,s,e,e,s,e,s,e,s,e,n,n,n,e,e,s,s,s,w,s,s just in case you lost your way! THE FERRY: Three rings begin. Two rings return. ......... That is a clue for something close. ......... Maybe a bell nearby? ......... Ring the bell 3 times to go over and 2 times to get back across. So you have no coin to get back across? ......... I certainly hoped you saved you game! ......... He will give you a ride if just SHOW him the coin. Page 7: CANUK'S SHACK: Have you found a bottle around? ........ One that has a ship inside? ..Ķ...... What to do with the scroll? ........ Did you try feeding it to the duck? ........ Throw the egg and you will have the scroll again. Ducks really know how to recycle! ........ Have you tried reading the scroll to the duck? ........ Canuk will give you a lot of info. ........ You might want to wait on asking him about some items. ........ It is best to ask about the bottle last. ........ I would advise you have your game saved if you want to ask about the scroll`|! ........ The ship in the bottle. ........ So you found the safe and so where is the combo? ........ Have you looked around in high places? ........ The combo is on the top sail. ........ Combo is 9-4-2-7. ........ So you do all that to get turned into a duck? ........ How can you stop that spell? ........ Or maybe you can just reflect it? ........ Try the mirror. ........ It is a good idea to have it out before you leave the bottle! ........ So you have anftzother piece of the disc. You might want to find another way out than going back through the forest!! Details later. Page 8: PUGNEY'S RANCH: Have you read up on the guardian in the mayor's office? ........ If you take that box first, you might have wished you didn't. ........ He gives permission to take the bar box after you talk to him. ........ The cow. ........ How can you get this cow milked? ..Zn,&...... Do you remember cold hands and a warm heart? 'Course ya do! It does not apply here! ........ Maybe you need to warm up your hands? ........ Have you tried a little heat? ........ Light the hay with the matches and warm you hands. ........ So you warmed you hands and he still boots you out. ........ If you need more milk you will need to find his food. ........ What did Pugney say he eats? ........ Find the carrots. ........ Seen a silo around? THEP SILO: Have you found a way to open the door? ........ What do you have that will open it? ........ Try the crank. ........ Turn it clockwise. FOOL'S MEMORIAL: You will find the book. Page 9: SNOOT'S FARM: So no one answers the door. ......... Maybe there is another way inside? ......... Have you tried the window? How about Alexis? Do you find him to be man's best friend? 'Course ya do! ..H 2...... I have not found a way past him either. ........ And I doubt there is one. ........ Have you checked out the files in the mayor's office on hellhounds? ........ Have you checked out the kitchen? ........ Did you find some cleaning item? ........ Maybe you should take a bath? ........ Or maybe you have something that needs to be cleaned? ........ Maybe something lucky? ........ Clean Wait's gift in the sink. ........ So you have another piece of the diGsc. ........ Have you checked for food? ........ Maybe you will get hungry later? ........ Maybe something cool? ........ Beef. It's what's for dinner! ........ Want a steak? 'Course ya do! ........ Maybe you should cook it in the oven! ........ Ha-ha-ha! Page 10: CLIFFS ON DEPRESSION: Seen any rope lately? ........ What's down there? ........ Tie the rope to the tree and go on down. ........ to The comedy club. ........ Found any good jokes? ........ So exactly how many jokes do you need? ........ Did you listen good to Pugney? ........ You need 4 jokes to win. ........ Did you show the book to everyone? ........ Rebecca Mayor Blacksmith Witch Itah TROLL CAVERNS: Having a lighting problem? ........ Need a match? ........ 'Course ya do! ........ So you solved the light problem but you cannot fight! ........ You need a better light source. ..y~r...... Have you been back to the lighthouse? ........ Have you been to the Dwarven mines? ........ If you haven't then don't bother. ........ You need the helmet from the dwarven mines. Page 11: VULTURE PITS: So the vulture keeps having you for lunch? ........ Got anything he might be interested in eating? ........ Got anything rotten? ........ Toss it in and see what happens? ........ So t=hat did not exactly work as planned. ........ Do you think a little seasoning would help? ......... 'Course ya do! ......... Have you been to the forest? ......... Have you met a fairy? ......... Use the fairy dust on the rotten meat and throw it in. ......... You will then be able to get the talon. HOW DO YOU GET BACK AFTER GOING TO CANUK'S SHACK? HOW DO YOU GET BACK TO THE LIGHTHOUSE? The easiest way to handle these questions is to answer them both at the same tƽXOime! ........ That is a pretty good hint! ........ Did you talk to Canuk about vulture's? ........ Did you ask Canuk about the whistle? ........ Did you try blowing the whistle? ........ So you got the vulture but you need a little more. ........ Did you find anything at Canuk's shack to help? ........ Did you check out the blueprints? ........ Does it look familiar? ........ Did you check the door? ........ Pry off the magnet with the sword from Canuk's door. .za....... Use the magnet with the whistle and the vulture will come and take you anywhere you want to go. Page 12: THE LIGHTHOUSE AGAIN: You have something that the keeper is interested in finding. ........ You might want to review you tape recorder. ........ Maybe something you found at the ruins after you completed the puzzle? ........ Illumynite. Have you checked outside? ........ Maybe you can do somethsoing with that rail? ........ I don't want to string you along. ........ Try the rope. ........ Remember what the keeper said about the rope? ........ Met anyone that was all tied up? ........ Maybe around a boat? ........ Did you talk to Ben? ........ Maybe you could use something with that rope? ........ Maybe something to bring it back? ........ Maybe something like a boomerang? ........ Try the talon. ]]u Page 13: BEL NAIRE TEMPLE: Did you check out the files in the mayor's office? ......... Did you see anything interesting outside? ......... Did you ask about you inventory items? ......... Did you ask about everything? ......... Did you ask about the sword? ......... DWARVEN MINES: Did you find a good source of light? ......... Do you know of a place to use that somewhere? ......... 'Course ya do! ......... Did they checkk(K out your sword? ......... That's good. Did you find you way through the mines? .......... If you make a wrong turn you go right back to where you started. .......... Do you already know that? .......... And I bet you know what is coming next. .......... 'Course ya do! .......... For the exact way through ........... L,R,S,R,L,R,S,R,L,L,R ........... That was a bit of a pain to get through!  Ƹ Page 14: ANCIENT RUINS: Have you found out who gets what yet? ........ Have you read up in the mayor's office? ........ Did you notice a difference about one of the statues? ........ Maybe the one in the center? ........ Maybe you should leave that one alone? ......... You cannot give him anything. .......... So you have given all the six statues something and it still does not work? .......... Are you having a problem with balance? .......... May!̐ obe you need to give a little more? ......... One of the statues gets two items. ......... Here is the items in order from left to right: ......... Witch's stick Talon Thermozz (Center statue gets nothing) Box and helmet Sheild Tele-orb You know to put the disc in there, don't you? ......... 'Course ya do! ......... It will have to be complete first! ......... SO NOW HOW DO I GET BACK? There is another way around. ......... Have you checked out your map l"}ately? ......... How are you going to get back there? ......... Click where you want to go on the map and you will be there! Page 15: CITADEL OF ZORK: Have you found it yet? ......... Have you found a place you cannot pass? ......... Try the Cliffs of Depression and turn around you will have an arrow to the left. ......... So how can you break through that blocked path? ......... Do you remember what Canuk#. said? ......... Do you suppose it is an illusion? ......... Do you know anything that can break illusions? ......... What about all those pieces you have been picking up? ......... Throw the disc at the blocked path? ......... You will have to have the disc re-forged for it to work. ......... In that case you need to go back to the ancient ruins. ......... HOW DO YOU GET PASSED THE ORC? Maybe it would be best if he did not see you? ......... You did figure out$ϴ>8 the puzzle from the ruins, didn't you? ......... So did you make the potion? ......... Well have a drink. ......... Have you beat up the orc yet? ......... Maybe there is another way? ......... Maybe you should check to files on hellhounds? ......... Maybe man's best friend can help? ......... Play the tape of Alexis to the orc. Page 16: WHAT ABOUT THAT BRIDGE? Maybe you should lighten your loa%T+d? ......... Between downloading and uploading you should get it. ......... You will give up almost all of you items to get across the bridge. All except the photos, recorder, etc. ......... You might want to save before you go inside. ......... And brush up on your survivor skills. ......... You will have to beat Morphius at the game. There is no real hints here because of the variables. ......... Just remember how the game is played. ......... AND REMEMBER &YOU CAN PASS!! ......... And you finally get to meet Rooper! ......... LOCATIONS OF THE DISC PIECES: 1. The ruins--complete puzzle first 2. Wait's gift--needs to be cleaned 3. Comic club--win contest first 4. Canuk--in bottle with ship 5. Lighthouse--2nd visit 6. Forest of spirits--Boar statue--open with sword Page 17: GENERAL TIPS AND HINTS: Mirrors reflect spells. Maximum illumination from Illumy'nite can be obtained by placing near radio speakers. The prototype Tele-orb can receive but it cannot send. With the puzzle all but 1 piece is visible until the correct arrangement of words is achieved. The dwarven sword needs to be blessed by the Holy Women of Bel Naire Temple. The object of the survivor game is to occupy the last remaining square on the board. Talons make good boomerangs. The cow only eats carrots. Milk is good for eyesight. The Tele-orb c(= an be some kind of a lens. Blacksmith with broken sword---use "suspicious" The Troll leader---use "threaten" SHOW the coin for the ferry ride. Rooper turned Canuk into a duck. Magnets attract illumynite. Use flying disc of Frobozz to crack wall of illusion. All the disc pieces are hidden. The rats are in the boat the next time you go to use it. You need to be invisible to get passed to orc. You cannot hurt him but the Alexis tape will scare him off. Troll)V cavern: 1. Sword left 2. Sword up 3. Sword down Threaten the leader for the necklace. Combo to safe in the ship is in the top sail. You need to DIG UP the bonding plant with the knife. Key for the gift shop is behind the Old Mill. Use the crank on the bell at the school.isc pieces are hidden. The rats are in the boat the next time you go to use it. You need to be invisible to get passed to orc. You cannot hurt him but the Alexis tape will scare him off. Troll̏W 38p1RReturn to Zork Points This is a list of all the ways I've found to get points in Return to Zork. This list is based on the floppy version of the game. # Action -- ------ 2 Scaring away the vulture at the beginning 1 Digging up the bonding plant 2 Building a raft at the lighthouse 2 Getting to West Shanbar 2 Ringing the school bell 2 Getting Miss Peeper's notebook 2 Releasing the chock on the water wheel 1 Getting into the gift shop 2 Getting the waif's 2WW(gift 4 Toasting Boos (1 point per toast, up to 4) 2 Getting Boos' keys 2 Unlocking Boos' cellar door 2 Beating Moodock at Survivor 2 Getting the note from Ben 2 Learning the cow-hitch knot from Ben 2 Renting a boat 2 Giving the rusty sword to the blacksmith 1 Getting the bra box 1 Getting the mirror 1 Getting the thermozz 1 Getting the soap 1 Getting the frozen meat 1 Making soapy water 2 Cleaning Waif's gift 1 Letting the meat rot 1 Opening the silo 2 Lighting hay in the barn for the first time 2 Warming your hands for the first time 5 Milking the cow into the thermozz on the first time 1 Getting coins from the money tree 5 Getting the true sword 2 Feeding carrots to the cow 5 Drinking milk 3 times 2 Curing the bowman's blindness 2 Getting fairy dust from the fairy 2 Sprinkling fairy dust on the rotting meat 2 Putting the vultures to sleep 2 Burning the bra box and finding the hot wire 2 Cooling off thٙ de hot wire 2 Finding the whistle in the cereal box 2 Starting the motor on the boat 5 Escaping the creeping bogs 15 Solving the tile puzzle 2 Getting permission to take the bats 2 Releasing the bats in the whispering woods 2 Summoning the Ferryman (1 point on each shore) 2 Showing the token to the fairyman the first time 2 Unducking Canuk 5 Reflecting the duck spell 2 Opening the safe 2 Renting a room at the inn 2 Putting illuminyte on the nightstand 2 Sleeping at the inn 1 Summoning vulture airlines the first time 2 Giving illuminyte to the lighthouse keeper 2 Getting the disc piece from the lighthouse keeper 2 Tying the rope on the tree at the cliffs of depression 8 Telling jokes at the comedy club (2 per joke, up to 4 jokes) 1 Getting the disc piece from Cliff 1 Tying the cow-hitch to the lighthouse rail 2 Tying the talon to the rope at the lighthouse 2 Making a rope bridge at the lighthouse 3 Killing troll guard!s in the troll caverns (1 per troll, up to 3) 2 Getting the necklace from the troll leader 1 Springing the leave trap in the forest 1 Cutting open the leave trap in the forest 3 Hitting the hungry boar memorial (1 per hit, up to 3) 2 Scaring away the spider 1 Cutting through the spider web 2 Making the invisibility potion 10 Getting through the Dwarven Mines 2 Putting the disc pieces into the forge 20 Forging the Flying Disc of Frobozz 15 Shattering Morphius' wall Fiyof illusion 5 Scaring away the troll guard 5 Finding Morphius  from the troll leader 1 Springing the leave trap in the forest 1 Cutting open the leave trap in the forest 3 Hitting the hungry boar memorial (1 per hit, up to 3) 2 Scaring away the spider 1 Cutting through the spider web 2 Making the invisibility potion 10 Getting through the Dwarven Mines 2 Putting the disc pieces into the forge 20 Forging the Flying Disc of Frobozz 15 Shattering Morphius' wall &t+WFG EMERALD.MWBpb HI EMERALDERS!! IF THERE IS ANY EMERALD YOU WANT TO GET..... ONE DISK WILL BE 5 DM (GERMAN MARKS) SO INCLUDE THE MONEY IF THERE IS ANY EMERALD YOU WANT MWB PLK 47899 2504 CD DENHAAG HOLLAND ----------------------------------------------------- BOND MINE. 01. BONDM-01.DMS BOND MINE. 02. BONDM-02.DMS BOND MINE. 03. BONDM-03.DMS BOND MINE. 04. BONDM-04.DMS BOND MINE. 05. F BONDM-05.DMS BOND MINE. 06. BONDM-06.DMS BOND MINE. 07. (7.5) BONDM-75.DMS BOND MINE. 08. BONDM-08.DMS BOND MINE. 09. (KERST VERSION) BONDM-09.DMS BOND MINE. 10. BONDM-10.DMS BOND MINE. 11. BONDM-11.DMS BOND MINE. 12. BONDM-12.DMS BOND MINE. 13. BONDM-13.DMS BOND MINE. 14. Y BONDM-14.DMS BOND MINE. 15. BONDM-15.DMS BOND MINE. 16. BONDM-16.DMS BOND MINE. 17. (KERST VERSION) BONDM-17.DMS BOND MINE. 18. BONDM-18.DMS BOULDERDASH-EMERALD. 01. BD-EME-1.DMS BOULDERDASH. 01. B-DASH-1.DMS BOULDERDASH. 02. B-DASH-2.DMS BOULDERDASH. 03. B-DASH-3.DMS BOULDERDASH. 1/4. C64]F. BOUL-C64.DMS BOULDERDASH. 1ST.CLASS. BOUL-CLA.DMS BOULDERDASH. AMI 100% BOUL-AMI.DMS BOULDERDASH. BLUE DIAMONDS 4. B-BL-DI4.DMS BOULDERDASH. BOBBY. 01. BOULBO-1.DMS BOULDERDASH. COLL. 01. B-COLL-1.DMS BOULDERDASH. COLL. 02. B-COLL-2.DMS BOULDERDASH. COLL. 03. B-COLL-3.DMS BOULDERDASH. CONSTR.KIT. B-CONKIT.DMS BOULDERDASH. ENEMY MINEQ$S. ONLY 1.3 B-ENY-13.DMS BOULDERDASH. FOR 2.0. BOULD-20.DMS BOULDERDASH. MARATHON. 01. B-MARA-1.DMS BOULDERDASH. MARATHON. 02. B-MARA-2.DMS BOULDERDASH. MARATHON. 03. B-MARA-3.DMS BOULDERDASH. MINI. 02. B-MINI-2.DMS BOULDERDASH. MK.01. B-MK--O1.DMS BOULDERDASH. MR.BOULDER. 01. MR-BOULD.DMS BOULDERDASH. PROF. 01. B-PROF-1.DMS BOULDERDASH. PROF. 02. L, B-PROF-2.DMS BOULDERDASH. PROF. 03. B-PROF-3.DMS BOULDERDASH. PROF. 04. B-PROF-4.DMS BOULDERDASH. REVENGE YAM YAMS. 02. B-YAMS-2.DMS BOULDERDASH. ROYAL. 01. B-ROYAL1.DMS BOULDERDASH. WILLY. B-WILLY1.DMS EMERALD MINE. 01. EMERM-01.DMS EMERALD MINE. 01. PROF. E-PRO-01.DMS EMERALD MINE. 02. EMERM-02.DMS EMERALD MINE. 02. PROF. ]@g E-PRO-02.DMS EMERALD MINE. 03. EMERM-03.DMS EMERALD MINE. 03. PROF. E-PRO-03.DMS EMERALD MINE. 04. EMERM-04.DMS EMERALD MINE. 04. PROF. E-PRO-04.DMS EMERALD MINE. 05. EMERM-05.DMS EMERALD MINE. 06. EMERM-06.DMS EMERALD MINE. 07. EMERM-07.DMS EMERALD MINE. 08. EMERM-08.DMS EMERALD MINE. 09. A EMERM-09.DMS EMERALD MINE. 10. EMERM-10.DMS EMERALD MINE. 11. EMERM-11.DMS EMERALD MINE. 12. EMERM-12.DMS EMERALD MINE. 13. EMERM-13.DMS EMERALD MINE. 14. EMERM-14.DMS EMERALD MINE. 15. EMERM-15.DMS EMERALD MINE. 16. EMERM-16.DMS EMERALD MINE. 17. EMERM-17.DMS EMERALD MINE. 18.  O5 EMERM-18.DMS EMERALD MINE. 19. EMERM-19.DMS EMERALD MINE. 20. EMERM-20.DMS EMERALD MINE. 21. EMERM-21.DMS EMERALD MINE. ACE. 01. E-ACE-01.DMS EMERALD MINE. ACE. 02. E-ACE-02.DMS EMERALD MINE. ARMIMINER.01.(Amiga 2.0) ARMIM-20.DMS EMERALD MINE. BABY GHOST. 01. E-BGH-01.DMS EMERALD MINE. BALGROVE. 01. BALGROVE.DMS EMERALD MINE. BEER MINE. 01.  j| BEERM-01.DMS EMERALD MINE. BUGMINE. 01. BUGMI-01.DMS EMERALD MINE. BUGMINE. 02. BUGMI-02.DMS EMERALD MINE. BUGMINE. 03. BUGMI-03.DMS EMERALD MINE. CHAOS CAVES. 01. THRUCAV1.DMS EMERALD MINE. CHAOS CAVES. 02. THRUCAV2.DMS EMERALD MINE. CHAOS CAVES. 03. THRUCAV3.DMS EMERALD MINE. COLD CAVES. (LAZ) COLD-LAZ.DMS EMERALD MINE. COLD CAVES. 01. COLDC-01.DMS EMERALD MINE. COSMO MINE. 01.  M= COSMO-01.DMS EMERALD MINE. COSMO MINE. 02. COSMO-02.DMS EMERALD MINE. COSMO MINE. 03. COSMO-03.DMS EMERALD MINE. COSMO MINE. 04. COSMO-04.DMS EMERALD MINE. COSMO MINE. 05. COSMO-05.DMS EMERALD MINE. COSMO MINE. 06. COSMO-06.DMS EMERALD MINE. COSMO MINE. 07. COSMO-07.DMS EMERALD MINE. COSMO MINE. 08. COSMO-08.DMS EMERALD MINE. COSMO MINE. 09. COSMO-09.DMS EMERALD MINE. COSMO MINE. 10.  % COSMO-10.DMS EMERALD MINE. CRUNCHER. 01. CRUNMI-1.DMS EMERALD MINE. CRUNCHER. 02. CRUNMI-2.DMS EMERALD MINE. CRYSTAL CAVERNS. 01. CRYSTM-1.DMS EMERALD MINE. CRYSTAL CAVERNS. 02. CRYSTM-2.DMS EMERALD MINE. CRYSTAL CAVERNS. 03. CRYSTM-3.DMS EMERALD MINE. CRYSTAL CAVERNS. 04. CRYSTM-4.DMS EMERALD MINE. DANMARK. 01. DANMI-01.DMS EMERALD MINE. DANMARK. 02. DANMI-02.DMS EMERALD MINE. DENMINE. 01.  ~ DENMI-01.DMS EMERALD MINE. DENMINE. 02. DENMI-02.DMS EMERALD MINE. DENMINE. 03. DENMI-03.DMS EMERALD MINE. DENMINE. 04. DENMI-04.DMS EMERALD MINE. DENMINE. 05. DENMI-05.DMS EMERALD MINE. DENMINE. 06. DENMI-06.DMS EMERALD MINE. DENMINE. 07. DENMI-07.DMS EMERALD MINE. DENMINE. 08. DENMI-08.DMS EMERALD MINE. DENMINE. 09. DENMI-09.DMS EMERALD MINE. DENMINE. 10. DgENMI-10.DMS EMERALD MINE. DENMINE. 11. DENMI-11.DMS EMERALD MINE. DENMINE. 12. DENMI-12.DMS EMERALD MINE. DENMINE. 13. DENMI-13.DMS EMERALD MINE. DIAMONDS. 01. DIAMO-01.DMS EMERALD MINE. DOWNUNDER. 01. DOWNU-01.DMS EMERALD MINE. DOWNUNDER. 02. DOWNU-02.DMS EMERALD MINE. DOWNUNDER. 03. DOWNU-03.DMS EMERALD MINE. DOWNUNDER. 04. DOWNU-04.DMS EMERALD MINE. DOWNUNDER. 05. DOWC>NU-05.DMS EMERALD MINE. DOWNUNDER. 06. DOWNU-06.DMS EMERALD MINE. DOWNUNDER. 07. DOWNU-07.DMS EMERALD MINE. DOWNUNDER. 08. DOWNU-08.DMS EMERALD MINE. DOWNUNDER. 09. DOWNU-09.DMS EMERALD MINE. DOWNUNDER. 10. DOWNU-10.DMS EMERALD MINE. DOWNUNDER. 11. DOWNU-11.DMS EMERALD MINE. DOWNUNDER. 12. DOWNU-12.DMS EMERALD MINE. DOWNUNDER. 13. DOWNU-13.DMS EMERALD MINE. DOWNUNDER. 14. DOWNU!j-14.DMS EMERALD MINE. DOWNUNDER. 15. DOWNU-15.DMS EMERALD MINE. DOWNUNDER. 16. DOWNU-16.DMS EMERALD MINE. DOWNUNDER. 17. DOWNU-17.DMS EMERALD MINE. DOWNUNDER. 18. DOWNU-18.DMS EMERALD MINE. DOWNUNDER. 19. DOWNU-19.DMS EMERALD MINE. DOWNUNDER. 20. DOWNU-20.DMS EMERALD MINE. E.M.C. 01. E-M-C-01.DMS EMERALD MINE. EAT. 01. EATMI-01.DMS EMERALD MINE. EAT. 02. EATMI-02.DMS EMERALD MINE. EAT. 03. EATMI-03.DMS EMERALD MINE. EATER. 01. EATER-01.DMS EMERALD MINE. EATER. 02. EATER-02.DMS EMERALD MINE. EDITOR. EMERM-ED.DMS EMERALD MINE. ELVIS MINE. 01. ELVISM-1.DMS EMERALD MINE. ELVIS MINE. 02. ELVISM-2.DMS EMERALD MINE. EMPTY. EM-EMPTY.DMS EMERALD MINE. EVE CAVES. 01. EVECA-01.DMS EMERALD MINE. EXCEPTION. 01. EXCEP-01._jDMS EMERALD MINE. EXPERT. 01. EXPMI-01.DMS EMERALD MINE. EXPERT. 02. EXPMI-02.DMS EMERALD MINE. EXPERT. 03. EXPMI-03.DMS EMERALD MINE. FIRE. 01. FIREM-01.DMS EMERALD MINE. FIRE. 02. FIREM-02.DMS EMERALD MINE. FIX. -MINEFIX.EXE EMERALD MINE. FIXER. FOR 2.0/3.0. -DIVERSE.DMS EMERALD MINE. FREAK. 01. FREAK-01.DMS EMERALD MINE. FREAK. 02. FREAK-02.DMSCS EMERALD MINE. FREAKMINE. 01. FREAKM-1.DMS EMERALD MINE. FREAKMINE. 02. EASY FREAKE-2.DMS EMERALD MINE. FREAKMINE. 02. HARD FREAKH-2.DMS EMERALD MINE. FREAKMINE. JR. 01. FREAKJR1.DMS EMERALD MINE. FRUSTY. 01. FRUSTM-1.DMS EMERALD MINE. FUN. 01. FUNMI-01.DMS EMERALD MINE. FUTURE FIELDS. 01. FUTFM-01.DMS EMERALD MINE. GAZZA MINE. 01. GAZZA-01.DMS EMERALD MINE. GHOST MINE. 01. GHOST-01.DMS  EMERALD MINE. GROTTO. 01. GROTTO-1.DMS EMERALD MINE. GROTTO. 02. GROTTO-2.DMS EMERALD MINE. HAUNTED. 01. HAUNT-01.DMS EMERALD MINE. HAUNTED. 02. HAUNT-02.DMS EMERALD MINE. HAUNTED. 03. HAUNT-03.DMS EMERALD MINE. HAUNTED. 04. HAUNT-04.DMS EMERALD MINE. HAUNTED. 05. HAUNT-05.DMS EMERALD MINE. HEAD. 01. HEADM-01.DMS EMERALD MINE. HIGHLANDER. 01. HIGHL-01.DMS E\MERALD MINE. HISTORY HOLES. 01. HIS-H-01.DMS EMERALD MINE. II. EME-II-1.DMS EMERALD MINE. II. DATA. EME-II-2.DMS EMERALD MINE. JUNIOR ICE. 01. JUNIM-01.DMS EMERALD MINE. JUNIOR ICE. 02. JUNIM-02.DMS EMERALD MINE. JUNIOR ICE. 03. JUNIM-03.DMS EMERALD MINE. JUNIOR ICE. 04. JUNIM-04.DMS EMERALD MINE. KEVIN MINE. 01. KEVIN-01.DMS EMERALD MINE. KEVIN MINE. 02. KEVIN-02.DMS EME,aRALD MINE. KEVIN MINE. 03. KEVIN-03.DMS EMERALD MINE. KIDS FUN. 01. KIDSF-01.DMS EMERALD MINE. LABAN MINE. 01. LABAN-01.DMS EMERALD MINE. LADY BIRDS. 01. LADYB-01.DMS EMERALD MINE. LAW MINE. 01. LAWMI-01.DMS EMERALD MINE. MANTRONIX. 01. (MWB.) MANTR-01.DMS EMERALD MINE. MWB + EDITOR. E-MWB-ED.DMS EMERALD MINE. Mr.B. 01. E-MR-B-1.DMS EMERALD MINE. Mr.B. 02. E-MR-B-2.DMS EMERAPLD MINE. NEW. 01. NEWMINE1.DMS EMERALD MINE. NEW TO OLD NEW-OLD.DMS EMERALD MINE. NOI. 01. N-ONE-01.DMS EMERALD MINE. NOI. 02. N-ONE-02.DMS EMERALD MINE. NOI. 03. N-ONE-03.DMS EMERALD MINE. NOI. 04. N-ONE-04.DMS EMERALD MINE. NOI. 05. N-ONE-05.DMS EMERALD MINE. NOI. 06. N-ONE-06.DMS EMERALD MINE. NOI. 07. N-ONE-07.DMS EMERALD "DMINE. NOI. 08. N-ONE-08.DMS EMERALD MINE. NOI. 09. N-ONE-09.DMS EMERALD MINE. NOI. 10. N-ONE-10.DMS EMERALD MINE. NOI. 11. N-ONE-11.DMS EMERALD MINE. NOI. 12. N-ONE-12.DMS EMERALD MINE. NOI. 13. N-ONE-13.DMS EMERALD MINE. NOI. 14. N-ONE-14.DMS EMERALD MINE. NOI. 15. N-ONE-15.DMS EMERALD MINE. NOI. 16. N-ONE-16.DMS EMERALD MINE. NOI. 17. N-ONE-17.DMS EMERALD MINE. NORDLIGHT. 01. NORDL-01.DMS EMERALD MINE. NORMAL. 01. NORMAL-1.DMS EMERALD MINE. NUGGET. 01. NUGGET-1.DMS EMERALD MINE. NUGGET. 02. NUGGET-2.DMS EMERALD MINE. OH NO MORE YAMS. 01. NOYAMS-1.DMS EMERALD MINE. OH NO MORE YAMS. 02. NOYAMS-2.DMS EMERALD MINE. OH NO MORE YAMS. 03. NOYAMS-3.DMS EMERALD MINE. OH NO MORE YAMS. 04. NOYAMS-4.DMS EMERALD MINEWR. OH NO MORE YAMS. 05. NOYAMS-5.DMS EMERALD MINE. OH NO MORE YAMS. 06. NOYAMS-6.DMS EMERALD MINE. OH NO MORE YAMS. 07. NOYAMS-7.DMS EMERALD MINE. OH NO MORE YAMS. 08. NOYAMS-8.DMS EMERALD MINE. OH NO MORE YAMS. 09. NOYAMS-9.DMS EMERALD MINE. ORG. 40X. E-ORG40X.DMS EMERALD MINE. OZ. 01. OZMIN-01.DMS EMERALD MINE. OZ. 02. OZMIN-02.DMS EMERALD MINE. OZ. 03. OZMIN-03.DMS EMERALD MINE. HOZ. 04. OZMIN-04.DMS EMERALD MINE. OZ. 05. OZMIN-05.DMS EMERALD MINE. PAC MINE DELUXE. 01. PACMINE1.DMS EMERALD MINE. PAC MINE DELUXE. 02. PACMINE2.DMS EMERALD MINE. PAC MINE DELUXE. 03. PACMINE3.DMS EMERALD MINE. PAC MINE DELUXE. 04. PACMINE4.DMS EMERALD MINE. PAC MINIA. 01. PACMI-01.DMS EMERALD MINE. PAC MINIA. 02. PACMI-02.DMS EMERALD MINE. PAC MINIA. 03 PACMI-03.DMS EMERALD MINE. PAI(C MINIA. 04. PACMI-04.DMS EMERALD MINE. PAC MINIA. 05. PACMI-05.DMS EMERALD MINE. PAC MINIA. 06. PACMI-06.DMS EMERALD MINE. POOH. 01. E-POOH-1.DMS EMERALD MINE. PORNO MINE. 01. PORNO-01.DMS EMERALD MINE. PORNO MINE. 02. PORNO-02.DMS EMERALD MINE. PROF ICEMINE. 01. PROFI-01.DMS EMERALD MINE. PROF ICEMINE. 02. PROFI-02.DMS EMERALD MINE. PROF ICEMINE. 03. PROFI-03.DMS EMERALD MINE. PROF> ICEMINE. 04. PROFI-04.DMS EMERALD MINE. PROF ICEMINE. 05. PROFI-05.DMS EMERALD MINE. PROF ICEMINE. 06. PROFI-06.DMS EMERALD MINE. PROF ICEMINE. 07. PROFI-07.DMS EMERALD MINE. PROF ICEMINE. 08. PROFI-08.DMS EMERALD MINE. PROF ICEMINE. 09. PROFI-09.DMS EMERALD MINE. PROF ICEMINE. 10. PROFI-10.DMS EMERALD MINE. PROF ICEMINE. 11. PROFI-11.DMS EMERALD MINE. PROFESIONAL. 03. PROFES-3.DMS EMERALD MINE. RECYCLED. 01. RECYC-01.DMS EMERALD MINE. RECYCLED. 02. RECYC-02.DMS EMERALD MINE. RECYCLED. 03. RECYC-03.DMS EMERALD MINE. RECYCLED. 04. RECYC-04.DMS EMERALD MINE. RECYCLED. 05. RECYC-05.DMS EMERALD MINE. RECYCLED. 06. RECYC-06.DMS EMERALD MINE. RECYCLED. 07. RECYC-07.DMS EMERALD MINE. RECYCLED. 08. RECYC-08.DMS EMERALD MINE. RECYCLED. 09. RECYC-09.DMS EMERALD MINE. RECYCLED,. 10. RECYC-10.DMS EMERALD MINE. RECYCLED. 11. RECYC-11.DMS EMERALD MINE. RECYCLED. 12. RECYC-12.DMS EMERALD MINE. RUNNER. 01. RUNNER-1.DMS EMERALD MINE. RUNNER. 02. RUNNER-2.DMS EMERALD MINE. RUNNER. 03. RUNNER-3.DMS EMERALD MINE. RUNNER. 04. RUNNER-4.DMS EMERALD MINE. RUNNER. 05. RUNNER-5.DMS EMERALD MINE. RUNNER. 06. RUNNER-6.DMS EMERALD MINE. RUPPEL. 01 eb. RUPPEL-1.DMS EMERALD MINE. RUPPEL. 01. EASY. RUPPEL1E.DMS EMERALD MINE. RUPPEL. 02. RUPPEL-2.DMS EMERALD MINE. RUPPEL. 03. RUPPEL-3.DMS EMERALD MINE. RUPPEL. 04. RUPPEL-4.DMS EMERALD MINE. RUPPEL. 05. RUPPEL-5.DMS EMERALD MINE. RUPPEL. 06. RUPPEL-6.DMS EMERALD MINE. SNELMINE. 01. SNELM-01.DMS EMERALD MINE. SOLOMONSLOST. 01. SOLOM-01.DMS EMERALD MINE. SOLOMONSLOST!nJl. 02. SOLOM-02.DMS EMERALD MINE. SPACE MINE. 01. SPACE-01.DMS EMERALD MINE. SPUDMINE. 01. SPUDM-01.DMS EMERALD MINE. SPUDMINE. 02. SPUDM-02.DMS EMERALD MINE. SPUDMINE. 03. SPUDM-03.DMS EMERALD MINE. SPUDMINE. 04. SPUDM-04.DMS EMERALD MINE. SPUDMINE. 05. SPUDM-05.DMS EMERALD MINE. SPUDMINE. 06. SPUDM-06.DMS EMERALD MINE. SPUDMINE. 07. SPUDM-07.DMS EMERALD MINE. SPUDMINE. 08. "ո SPUDM-08.DMS EMERALD MINE. SPUDMINE. 09. SPUDM-09.DMS EMERALD MINE. STOLEN MINE. 01 STOLEN-1.DMS EMERALD MINE. STONEHENGE. 01. STONE-01.DMS EMERALD MINE. STYX MINE. 01. STYXM-01.DMS EMERALD MINE. STYX MINE. 02. STYXM-02.DMS EMERALD MINE. SURFER MINE. 01. SURFER-1.DMS EMERALD MINE. SUPER FREAK MINE PRO 01. S-FREAK1.DMS EMERALD MINE. TEAM AWAY. 01. TEAM-A-1.DMS EMERALD MINE. THRU-THE-YAM-CAV#+ ES. 01. THRUG-01.DMS EMERALD MINE. TOOLS. 4.6.ECS. TOOL46-1.DMS EMERALD MINE. TOOLS. 4.6.ECS. DATA 1. TOOL46-2.DMS EMERALD MINE. TOOLS. 4.6.ECS. DATA 2. TOOL46-3.DMS EMERALD MINE. TOOLS. 4.6.ECS. DATA 3. TOOL46-4.DMS EMERALD MINE. TOOLS. 5.0.ECS. TOOL50-1.DMS EMERALD MINE. TOOLS. 5.0.ECS. DATA. TOOL50-2.DMS EMERALD MINE. TOOLS. 6.0.ECS. TOOL60E1.DMS EMERALD MINE. TOOLS. 6.0.ECS. DATA. TOOL60E2.DMS EMERALD MINE. TOOLS. 6.0.AGA. $\; TOOL60A1.DMS EMERALD MINE. TOOLS. 6.0.AGA. DATA. TOOL60A2.DMS EMERALD MINE. TUTORIAL. 01. TUTOR-01.DMS EMERALD MINE. TUTORIAL. 02. TUTOR-02.DMS EMERALD MINE. TUTORIAL. 03. TUTOR-03.DMS EMERALD MINE. TUTORIAL V6.0 TUTOR-V6.DMS EMERALD MINE. VENOM. 01. VENOM-01.DMS EMERALD MINE. VENOM. 02. VENOM-02.DMS EMERALD MINE. WATER. 01. WATER-01.DMS EMERALD MINE. WATERMILL MINE. 01. %?wn WATMIL-1.DMS EMERALD MINE. WINDMILL MINE. 01. WINDM-01.DMS EMERALD MINE. WONDERMINE. 01. WONDER-1.DMS EMERALD MINE. YKIKAKOU. 01. YKIKAK-1.DMS EMERALD MINE. YKIKAKOU. 02. YKIKAK-2.DMS EMERALD MINE. YOUNG DENMINE. 01. YOUNG-01.DMS EMERALD MINE. YOUNG DENMINE. 02. YOUNG-02.DMS EMERALD MINE. YOUNG DENMINE. 03. YOUNG-03.DMS EMERALD MINE. YOUNG DENMINE. 04. YOUNG-04.DMS ROCKFORD. 01. &IV ROCKF-01.DMS ROCKFORD. 02. ROCKF-02.DMS ROCKFORD. 03. ROCKF-03.DMS ROCKFORD. 04. ROCKF-04.DMS ROCKNUTS. 01. ROCKN-01.DMS ROCKNUTS. 02. ROCKN-02.DMS S EMERALD MINE. YOUNG DENMINE. 02. YOUNG-02.DMS EMERALD MINE. YOUNG DENMINE. 03. YOUNG-03.DMS EMERALD MINE. YOUNG DENMINE. 04. YOUNG-04.DMS ROCKFORD. 01. %S('&%$#"!      D01pι These are the Full DoX for Alien Legacy distributed by Dynamix. Date 6-20-94 Well after spending about 16 hours playing this game. It gets half a thumbs up from me. I mean so far so good but not enough action in the game and too much management. But I will explain the general concept of the game and what you can expect for a 7 disk download. You are in command of the Calypso, a "seed ship" sent to the Alpha Ceali system ԍto colonize a planet and take mankind's first permanent step into the stars. While you were in hyper sleep, Earth had designed and perfected a new seed ship engine which would travel faster than you ship. Matter of fact, it would beat you to the planet by a large margin so the United Nations decides to send it and to also send you a couple of communications explaining the details and who your knew commanding officer will be instead of you running the project yourself. After awakening, you read the messages and also get a few others showing that the colony is nowhere in sight. The ship has arrived before you but there are little to no traces of it. You also realize that a magnetic flux storm wiped away a good portion of your ships computer system memory and bits and pieces of information get restored as you play onward. I will not spoil some of these messages since this is sufficient toXr9 set up the theme of the game. Through colonizing, researching, developing, and probing other planets in the system, you will uncover all the secrets of what happened to the missing colony. -=LORUS=- The game starts out with you on the bridge of the Calypso after the intro. and few messages from your officers. You can move the pointer around the scree nn and see various stations that you can left click on to activate. BRIDGE: Military Advisor - This is your chief military advisor. You can ask her for advice and she will contact you from time to time to inform you of new military technical projects that can be researched as well as other military matters. Chief Navigator - This officer informs you of stellar events as well as probe results. He will also report othe }9r happenings in space and other matters dealing with space craft. Science Advisor - This officer will inform you of scientific breakthroughs and suggest new ideas for research. Chief Engineer - This advisor keeps you up to date on the status of the Calypso, as well as suggesting new research. Robot - The Robot will tell you of advanced scientific breakthroughs that are mainly in the computer/electronics category and it i Ls responsible for repairing the Calypso's computer systems. The Robot also maintains your PDA (Personal Desk Assistant) which keeps track of your log, other unfinished tasks and information on the totals of your colonies, and the casualties suffered in battle overall. View Solar System - This takes you to the Star Map which is explained later. See Ship's Resources - This takes you to the buildings of Calypso. It is manage (Kd and built upon just like any other colony which will be explained later. POP UP MENU By right clicking just about anywhere in the game excepts where noted otherwise, you can access the "pop-up menu" which will take you quickly to anywhere in the game. Bridge - Takes you to the Bridge. Space map - Takes you to the Space Map. Colony Manager - Takes you to where you can manage your colonies.   * Vehicles Manager - Takes you where you can view/manage your spacecraft including the Calypso. Tech Manager - This takes you to the research and development menu. Pause - Pauses game. Options - Takes you to the Game Options menu. Quit - Allows you to quit the game. SPACE MAP The Space Map is a 3D, fully rotatable and scalable map. You can select planets via the planet quick  n՞buttons on the right of the map (you'll begin to recognize them as you access the map more and more) or you can just left quick right on the planet or object of your choice. Right clicking on the Space Map brings up several options to choose from. These are self explanatory so I will not go into explaining them. At the bottom left, you will find the text box. This box will display various information like planet name, turns elapsed, and game  speed. To the right of the text box is the game speed slide bar. This will allow you to compress time and slow it back down at your discretion. This allows you to "burn" turns when you have nothing else to do but that's rare so use it with caution. The other buttons to the right of the slide bar will allow you or rotate and zoom in and out on the planet map. When you see small twinkling spots around planets, these represent your craft. Your dots ar aූe green, the enemies, well, you'll find out sooner or later. COLONY MANAGER This is the comprehensive listing and control menu to view and quickly access all your colonies. The big blocks of information on the left, displays a detailed count of all the resources of your colony. I will explain what all the iconic representations mean in the detailed colony map section. By clicking on one of the large boxes of information 2L, you will immediately be taken to the detailed "construction" map of that colony. To access the other colonies when you get beyond 3 colonies, you can scroll the listing with the arrows at the very bottom and then select the colony or you can use the sort list located to the right of the boxed information. This area as a whole is the best way to keep an eye on how your colonies are doing at a glance. Detailed Colony Map - This is wherm;e you actually construct facilities to meet your colonies needs. The starting facilities that you can build are Habitats, Factories, Power Plants, and Research Labs. To construct a building, use the left and right arrows below the building picture in the upper right corner of the screen to select the building you wish to construct. Then click and hold the left mouse button ON the building's picture. No drag that picture to the location that you  wish to construct the building on the map portion of the screen. You will see a darker are highlighted when you can build in a location. Keep in mined that any one colony can only have a maximum of 16 buildings but through upgrading your buildings when you discover new technology, you can get more performance from those 16 buildings. Constructing Buildings game turns. By positioning the pointers of your buildings, it will give you all the informIҔation you need to know about the building. Anything in red on this list is what your building lacks in order to be built, upgraded, or just plain operated. To upgrade a building or change what it's producing, just right click on the building you wish to affect and you will then see a menu that is self explanatory. Notice the colored "dots" next to each building? These are at a glance indicators to tell you how your colonies are doing. Green Wmeans everything is OK while light green means off-line which takes a building out of the power grid and conserves energy and other resources. Red means without power or resources needed to operate. Yellow dots mean you can upgrade that particular facility. Blue dots mean under construction or upgrade. TO move around the map portion of the screen, hold down the left mouse button and move the pointer towards the edge of the screen that you wish to m ove towards. The map will then scroll that direction. The closer to the edge, the closer you will scroll. The icons at the bottom of the screen shows what resources are available to your colony. These are from top left to bottom right: ORE POWER LIFE SUPPORT HUMANS ROBOTS HABITATS FACTORIES POWER PLANTS RESEARCH LABS SPACE CRAFT When starting a colony, it is wise to build 1 habitatӶ, 1 factory, and one power plant. You will need to transport some resources from Calypso, over to the colony. You might have to use several ships to do this if you are in a hurry. VEHICLE MANAGER This is very similar to the colony manager screen excepts that it pertains to vehicles. You will start with 4 space craft and the Calypso. Each of the larger boxes on the left represent a space craft. By clicking on one,5r you are immediately taken to the hanger where it is located weather it is on a planet, space station, or aboard the Calypso. These boxes also show information like the vehicle identification, the pilot, where the ship is at, and the fuel it has aboard. To the upper right is a sort box and on the right is a planet list. These are ways of locating a ship via other means. Hangers - In the hanger, you will see a picture of your ship, several e icons that are the same as the colony icons, and a mission selector and target selector. This is where you load cargo onto your ship by clicking with the left mouse button ON the icon of what you want to send, and unload your ship by doing the same with the right mouse button. You select the type of mission then the target of that particular mission. Be sure to set the target for your mission as well by left clicking on that button. Missions arqe discussed in detail below. Explore - This will allow you to pilot a craft around the planet that you are currently on, and explore the surface. You will also be able to collect commodities such as ore, life support, power, robots, all kinds of tech points, special items, and things important to the games plot line. Once you take off, you will see a satellite view of the planet. The planet as you will notice, is broken down into gridsm6. These grids may even extend off the screen to the right, so by using the arrows on the left side of the screen, you can move the grid pointer to the right and scroll the planet to see how big it is. Other buttons are added to this screen as you develop new technology but for the time being, you start with (from top left to bottom) the ore scanner, the power scanner, and the build colony button. The scanners will locate grid locations that cDzontain that type of commodity. You must find specific locations that are suitable in order to build colonies. A little bit into the game, you should develop a colony scanner which shows you all the places to build colonies in the immediate area. A trick you building your first colony on a new planet is to send the ship to the center of he planet. Then scan for power. Go to the power sector and collect as much power as you can. Then leave the M)sector. Now scan for a place to build a colony. GO there, build the colony then click on it to land in the colony. Now you have power in the colony and it will refuel your ship every time it lands. This is a quick way to set up a ship outpost even if you don't develop a colony per say. TO land at any sector, just click on that sector to move the ship there, then click again to land. Remember, your ships use fuel for everything they do. keep an eye hïon the fuel gauge else you will see some snazzy animation showing your ship careening into the surface. Once you make a landing, you are now in a 3D mode and are able to skim the fractally generated surface of the planet. There is a compass to the upper right that displays your ships heading. A picture of the pilot. A top view of the entire planet that acts as a "radar and will display all scanned objects. There are also fuel gauges and cargo8 capacity gauges below this. At the bottom of the screen you will see several icons. From left to right these are: Planet View Toggle (between top and 3D view), Planet Scan (shows just about everything on the planet), Bomb (be careful where you drop these!), Cargo List/Drop (shows a detailed manifest of cargo and allows you to jettison some), Movement arrows, these will make the ship turn left, right or move forward. You can also use the cursor arr C2Aow keys for movement and the mouse for picking things up off the planet. Leave will allow you to gain altitude and go to another sector. To pick up and object, just position a pointer on it and when the pointer turns into a hand, click the left mouse button. If there is nothing left on a planet, you will get a "sector clear" message. If you don't see anything after scanning, and still haven't gotten a sector clear message, then there's someth!i=ing still there you will just have to look for manually. Also while you are flying, if the pointer is not positioned over an object, your pointer will be crosshairs. If you left click the mouse with this pointer, you will shoot the ships lasers. You will go on a target run on a planet once you military advisor sets it up. Other weapons become available through invention. Probe - This mission allows you to send a ship to another planet and "%[a start collecting planetary data and forming a topological survey. Once this is complete, you can build colonies there and explore the surface. Transport - This simply tells a ship to go from here to there taking with it anything ins it's holds and then depositing them at the target location. Pipeline - This is a nice but tricky mission to assign. If you have a colony that is producing large amounts of a commodity and you wil#l continuously need these commodities some where's else, set up a pipeline between the two which acts like the Transport command but the ship will fly in a continuos loop back and forth between the two continuing to deposit the same cargo that was first assigned. Saves on repetition but difficult to calculate a safe amount of cargo to take without depleting the producing colony. Space Station - This mission tells the ship to establish  $ϒlPa space station around the target planet. These can be colonized and built up just like any other colony. TECHNOLOGY MANAGER The Tech manager is where you start inventing new technology and seeing the totals of all the Tech Points that are created by Research Labs and gathered on planets. The categories are: ASTRONOMY CHEMISTRY ELECTRONICS GEOLOGY BIOLOGY MATHEMATICS PHYSICS !%H Each invention will cost a certain amount of tech points from all or some of the above categories so it is important to keep a good stockpile in each category. When you see that you can invent something, the amount of tech points required is above the tech point icons whereas your total of tech points is below the tech point icons. If you do not have enough tech points in one or more categories to invent something, then those areas will"&7- be highlighted in red. When you have sufficient tech points to invent and everything is green, then click on "invent". You will then see how man days until completion below the text box that explains and invention. After the item has been invented, the text box will change to explain the inventions exact use instead of the theory behind the invention. MISC. The leave button steps you out of a screen or you can use the po#'ńp up menu with the right mouse button. Whenever an advisor has something important to tell you, a small button grouping will appear in the upper left corner of the screen. Just click on the ones that have a lit green light next to them. When you hear "Eureka!", that means an invention has been finished. Read your PDA whenever you forget something. It also keeps track of all kinds of interesting data that is important to t$(a he plot of the game. Well that's it so I hope you enjoy this game. It's alright in the beggining but get's better as you play it with new colony buildings and new ship weapons etc... DoX By, -=LORUS=- RAZOR DoX GREETS: You know who you are. GROUPS: Ditto.%Xa,)K ----------------|- If you like this game, then but it. -|--------------- this game. It's alright in the beggining but get's better as you play it with new colony buildings and new ship weapons etc... DoX By, -=LORUS=- RAZOR DoX GREETS: You know who you are. GROUPS: Ditto.)$*GMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*D02p)+0From aristo.tau.ac.il!barilvm!dearn!blekul11!frmop11.cnusc.fr!ws41.cnusc.fr!univ-lyon1.fr!swidir.switch.ch! Wed Apr 6 00:35:55 1994 Path: aristo.tau.ac.il!barilvm!dearn!blekul11!frmop11.cnusc.fr!ws41.cnusc.fr!univ-lyon1.fr!swidir.switch.ch! scsing.switch.ch!news.dfn.de!xlink.net!howland.reston.ans.net!agate!news.Brown.EDU!noc.near.net!usenet.elf.com!rpi!millen3 From: millen3@rebecca.its.rpi.edu (Neal W. Miller) Newsgroups: comp.sys.ibm.pc.games.adventure Subject: AITD2 WALKTHRU HER),BoE!!! Date: 27 Mar 1994 17:31:16 GMT Organization: Rensselaer Polytechnic Institute, Troy NY, USA Lines: 331 Distribution: world Message-ID: <2n4ft4$554@usenet.rpi.edu> NNTP-Posting-Host: rebecca.its.rpi.edu Note: The author of this did an admirable job, considering that he speaks French as a first language. The only possibly confusing aspect is that all "vials" are references to "flasks" in the English version. Anyway... ALONE IN THE DARK II COMPLETE STEP BY STEP )-$=WALKTHRU V1.0 by Richard Liblanc with thanks to Hugues Lamy and Frankie McNeil - GENERAL HINTS AND TIPS o Fighting can be made really easy by always closing on your target and punching them as often as you can. Most of the time, they will keep shooting toward but behind you. Most of the thompson guys are poor aimer and they often fire at some spot on the wall instead of at you. Stay close to the walls sometimes ()."2-)specially true in the garden). o There is a strange bug you can use to go through some doors and walls. When you have a sword, close on the door and make the "dive attack" (when you make one step forward while attacking). You'll be able to pass through most of the doors (with VERY erratic results though). o This walkthru does not tell you when to drink your vials and when to reload your guns. You might spend a lot more ammo than I did so maybe you'll )/xRhave to improvise. Maybe the walkthru wont tell you how to get all the storyline elements (books, pictures, etc.). They are pretty obvious and I know you will get all the things the dead guys will leave behind :). o Remember that some weapons seems really weak in attacking power but they can be very useful when speed is important (the revolver, the beater and the good old punch for example). o A rule of thumb : always take everything a dead guy leaves)0[= behind. I think I forgot some stuff like "take the key" or "take the book" but you should be able to figure what to take. o Finally, I played the game with the french version and some objects might have different names. Sorry for the incovenience and for my bad english. I - THE GARDENS - Kill the guy with your bare hands and take his thompson, the clip and the vial. - Run down the alley to the big statue of the anchor, push it and enter the gard)1p/ens. If you make your move fast enough, you should be able to avoid the thompson guys. - There is someone just behind that corner. Kill him from the corner and take the picture. - Turn right, get rid of the thompson guy, take the clip and the vial. Go where that guy came from. - Take the rope, remember you saw a DIAMOND card. - Go back where you found the picture, walk to the crossroad. When you'll walk past the crossroad, another "hey you" will appear)2v. Fill him with lead and take the way to the top of the screen. - Now that guy is a real pain. Dont let him close on you. Stick to the left wall and fire your thompson at him. If you kill him now, he wont bother you again. ( that's the case of most of the bad guys in the gardens, they sometimes track you even if you never "met" them). Go the dead end and take the clip. - Go back to the crossroad and go to the bottom of the screen. There will be ano) 3|6ther tough guy in trench coat. Kill him and continue your way until you find the grapplin. Another "hey you" will appear. If you're not fond of killing, step on the diamond card. If you intend to step on another card, well, save first. II- THE CAVE - Go straight forward and get rid of that green guy. - Go take the vial and forget about the ladder for now. Go to the other part of the cave. - Push the chest to make the altar raise. Watch out fot the ghost) 4! Dont worry, he's thompsonable. Take the pirate's saber. - If you have some "friends" waiting for you at the entrance (place with 4 cards on the ground), it would be a good idea to use the mettalic jack on the altar so you can escape via the other trap. If not, forget about the jack and get out of the cave. III - THE GARDENS AGAIN - If both cases, you should make your way to a 3-ways intesection. Go in the L-path, be scared by the demonic face and tu) 53Vrn left. Shoot the fat 12-gauge wielding gangster and proceed. (not turning will get you back near the crossroad, geez, you're so curious, trust me a little more!). - Cut the weaving branches with your saber and SAVE! See that little brown spot behind the trees? That's Shorty Leg and he's quite tough to kill. Best way to kill him is to hide behind the statue and use everything you've got, especially the revolver. Dont worry about spending all your amm) 62o. Just kill him. - Take the vial and use the grapplin. Use the grapplin again to make the statue's arm move and enter. IV - THE BASEMENT - Darn! No more weapons! Take everything you see (a nickel, a crank and a paper bag). - You can cry on Stryker's corpse if you want but take his notes and the pipe-pick. (sorry, cant remember the right word for it now...). Pushing Stryker off the cliff seems a bad idea but i never did it. Lemme now if it changes ) 7%something later in the game...:) - To open the locked door, you need to use the paper under the door then the pick. You'll get the key and you'll get inside. - There are two ways to get rid of that sitting guy : The "nice" way : Get behind the barrel, just beside the lever. Use the paper bag twice, wait until the guy raises to his feet and push the lever. The "direct" way: Tease the guy, fight with him and try to make him fall the cliff... - Take the)8 shotgun, the book and the vial. Go right behind the grandfather clock and use the crank to open the secret passage. go there and take the shotgun shells. - To get rid of Musicman, just tear his pact( the paper you used to get the key). Dont forget to take the hook. - As you might hear now, there is some heavy shooting nearby. Take the beater and go to the door. DONT GO UPSTAIRS YET!!! - To kill those two guys, stay in the doorway shoot the first guy, go )9: backward and wait for the other guy to show up. - Those two guys were shooting at some rotating cards. Try to align 4 diamonds to open the door. 90 degrees rotations are possible, you just have to be well positioned. - Kill that guy and get into the cellar. Get the vial (i never found any use to the whiskey bottle. HINT: save before drinking). Use the nickel in the slot machine to get two tokens. You might also take the book in the back of the room):Byp. - Return to the shooting gallery. Kill that guy and take the bag. You can also try to get the bag w/o worrying about the guy because he's so drunk but he might shows up a while later... - Open the bag and put on the Santa suit. Okay, you look silly, but at least that little pest upstairs wont alarm everyone. V - THE HOUSE - Turn right and make your way to the kitchen. Watch out for the statue! Try to walk near the door. - In the kitchen, take the f);rying pan and get near the eggs. Listen to what T-Bone tells you and get ready to fight him. The pan is the best weapon because it will block incoming darts. - Take the wine from the stove and the poison beside the dumbwaiter. Use the poison with the wine. - Get near the door in front of the statue and drop your special wine. Wait for results. - Big Evil Hint : To get rid of that little pest walking down the hall and to remove any danger from the sta)<-)tue, wait until that little fellow walks before the statue and start running to trigger the trident. Duck in the kitchen and wait for result. Voila! - Go through the door you opened with the wine and use your two tokens in the juke-box in front of the statue. The golden token will make a doublon appear and the wooden token will open the door. - Get in the new room and take all the war material (bulletproof vest,clip, Thompson). - Now go just be)=`{side the statue with the trident and take the crown. Now go upstairs. (i know, i know, there are still two doors left closed, more on them later). - Kill that laughing zombie first. Best way to do it is too close on him and punch, close again, punch, etc. He'll always miss you with his gun and you wont have any problems getting rid of him (it will take some time though). Open the door and get in the hall. Open the door in the middle hall. - The guy)>7Er will throw a derringer. Take it and use it quick. Take the sword. There are a scroll and a book to find in the bookshelf. Get back in the hall and open the nearest door (the other door at the end of the hall is the bathroom, no need to go there). - The two ghost arms are protecting the other half of the scroll. It is not required to get the scroll but strongly suggested if you want to solve the next puzzle by yourself. Use the sword to kill the arms, stay)? right beside the window, hack, get back, hack again and so on. - CHESS AND MAGIK (the riddle) : Use the crown on the white statue. Go in the magic room and take the amulet. (the door in the magic room is another bathroom). - Two things to take, a vial and a note. Open the door and go immediately to the left and take the thompson with the clip. Stay right where you are and get ready to thompson two baddies. If you still have your bulletproof vest, )@/-there is no problem, otherwise, try to make the gangster fire on the karateka. (remember to USE you bulletproof vest though) - Take the grenade and the key. Dont open the door yet. Get in the open room and use the doublon in the jack-in-the-box. Take the pompon. - Now open the door and get inside the room. The only way to get rid of the clown is to throw the pompon through the archway. The right position is difficult to find. Let the clown go after the pompo)A.-n and use the grenade in the chimney. SAVE!!!. Go down. - The grenade killed two of the baddies but there are still a lot of people down here. The best way to kill them all is to get out as fast as you can and wait for them in the kitchen or the lobby. Slash them when they go through the door. The beater is one of the bet weapon because it's so fast. You could try the Santa suit again but i'm not sure it will work. If someone find an easy way, let me )BB)know... - Take the red ball from the christmas tree and go upstairs again in the pool room. - Use the ball on the big box with holes. Use the key on the door and go inside. Wait for result and dont panic. - Listen to what Jack tells you and when he's done, use the hook to get out of here. - You can try anything you want but you'll always get captured by Elizabeth. The wisest thing to do is to go downstairs and walk toward the kitchen. VI - THE CUTE PA)C(RT : PLAY AS GRACE SAUNDERS!!! - If you havent figured out that you're now Grace, well...First thing to do is to try all those cute moves (gna gna gna gna). Now push the plank so you can get out. Go near the parrot, take the seeds, the sandwich and the pepper. Give the seeds to the parrot if you want a clue. - Get out of the room and IMMEDIATELY go to your left. Hide in the small niche until the pirate stops walking. Go back to the ladder as fast as you )DCVEd can. By the way, it's the ladder at the end of the hall, not the middle one. You dont have much time until the pirate starts chasing you again so make it quick. - Dont tease that pirate and climb the other ladder. - Now you're going to play hide and seek with the crew. You must find a safe way to the open hatch without anyone noticing you. Go behind the sitting guy. Make your way to the edge of the ship and get behind the boxes. By the way, for a cute)E v moment, try to fall into the Start trap. Before going down, take the flint&steel on the deck. --------------_ | Boxes |_| End | | Mast | X Mast | X | X _ | |_| | Boxes Start - Take the small cannonfrom the chest, the vase from the shelf and the stick next to the bed. - Now, position yourself right in front of the door, put down the cannon, use the pepper on)F[ the cannon. Throw the vase, wait until the pirate comes close and use the flint&steel on the cannon. Take the bell and get out the room. - Go through the door in front of you. Take the chicken's foot get near the blue plate, ring the bell and get inside the dumbwaiter. Take the key. - Use the key on the locker in the kitchen and get the molasse and the freezer. When you'll try to get out of the kitchen, you'll hear a familiar "hey you!". Get back in the kit)GCchen and use the freezer in the doorway. - Go upstairs and do the same thing with the molasse. Go to the pool room. Get the token if you want (havent the slightiest idea of what to do with it). Go into the room with the cell and use the stick behind the desk with the broken plate in the corner of the room. You'll find the key and another book. - The door to the chamber and magic room will now open. Get into the magic room and use the stick on the plate.)HH Get back in the kitchen and hope you placed the ice at the right spot. Go next to the dumbwaiter and ring the bell again. - Captured again.... VII - BACK AS CARNBY : THE REVENGE! - Get the key to free yourself and kill that pirate with your bare hands. Take the the sword, use it and follow Grace outside. Dont worry if you lose track of Grace. Kill anything you encounter. - The guy outside will leave the fuse behind. Get it and go through the door )I}|8 in front of you. Kill the two guys and get the fire-iron and the pliers as well as the key in the corner of the room. Get out. - Go through the door next to the niche where Grace hid, kill the guy and take all his stuff (gun ammo,chainmail,vial,gun). - Push the barrel to the left and get the chainmail. - Go through the door at the end of the hallway, close on the pistol pirate with your sword, take the ammo and the vial. Dont let anyone get in your ) J~u3way to the locked door on that deck. Use the key to get inside. - You're in the gunpowder room. think twice before firing your gun. Use the sword to kill the swordmaster, get the book and the gunpowder barrel. Get on the upper deck. - Open all the doors you can, there are two rooms you can enter. A sleeping room (dont stay inside too long because you dont want to wake those pirates) and a room with a cannon. kill the guy sleeping next to the cannon an)!K3md use the pliers to free the cannon. Now PUSH the cannon to the left (this move is difficult, the right position is hard to find). Drop the barrel anywhere in the sleeping room( Carnby always places the barrel next to the wall). - Use the fuse on the cannon and use the fire-iron for a nice show... - Go into what's left of the sleeping room. Take the vial and the gold pieces. - Use the gold pieces near the locked doors and kill the two dwarves. Go )"Lwhere they came from, take the vial. Go kill the cook behind the door, take the metallic diamond card and use it on the last locked door. - Enter and fall (again) under Elizabeth's spell... VIII - GRACE AGAIN! - And Grace saves the day...Use the stick on the statue, get into the room and use the chicken's foot. Bye Bye Elizabeth! IX - BACK AS CARNBY : THE END! - First, FLEE! that ghost is way too tough for you. Climb the ladder to get on the main deck. )#Mw - Kill everyone on the bridge. Get the hook and climb up the mast. Wait for the guy, hit him once with your sword to make him fall. Use the hook on the rope. Kill the karateka. jump down and take Nichol's sword. - Free Grace with the pliers. Run to the cannons to stop the fuse. Now kill One-Eye Jack! Dont forget to use Nichol's sword and watch out for fake deaths! - Guess what? THE END! V1.0 (14/1/94) Send comments/complaints/gripes/suggestions/corre)$u2gctions/money via e-mail to : liblanc@info.polymtl.ca Richard Liblanc ------------ -- ------------------------------------------------------------------------------ Neal Miller | Rensselaer Polytech. | "This Side Up - Not Plummet Please!" millen3@rpi.edu | Troy, NY 12180 | - the box for my Taiwanese CPU fan ------------------------------------------------------------------------------ ripes/suggestions/correNOJSedcba`_^]\[ZYXWVUTSRQPO+03pNP]nPP20 ~lOn@ ' "5K>*'!I'NS~A/ gWJ /zA0؏IkyH>q - <x~Llg //JCP*OîP SYaxA͐RxJM 0\/V#-n }`c & >6ii 2Fm!3S ?o釣rjOg. @=WB”x p a5?*[Ch3G̖nSeDP?&PWX0o[Yh(3 * n/IsNIXgmWxGwd)>33NVE@ Fr!#+?<2Ǘz!0YM\ 33lp3f",258gNQ,Gim\L`hB5C$|(uG3 *NA:dM[8[963ALATGWCdQ𠍧ذ Ix+@!p g&hey$(c3< !01zf?{⓸N * y}u7H{:Px'|7vh`ORA^O'7La=8: [q #S@'m'/-.<y&}>a,_C]s>I0Dsn7y"OЬ1O.A~Ϭϻ8'#ބMsPrܝ3'xo'jO wKϬ P(鏿sEȈ{ Swv֦oo}F>>ؿ{;˟ק|5qw1qi %^0/Xx l=̄ >@!qbMi־5W Чy~5]U^?JYUgϡ!_\Hע#'?ka] 8W;2NT6ct(i|T愈wzpq_[C*!hM'OÑ|aq -O|j_zWH[|ey͓󃍰.En"K092N N޺ {7V܋]BAƃǸC 79 P@lUoӆ{Y_ B:/G2G/%@da ů ˇ.NJc}:.p`Y٧JazZlo%ED 8]Fd܁W})jȅ X$1?!E?(ՆeX܀3/WuIjj=P/ t}SIkφGx<;g'_A|sX|(¦/NY3WJqb=g_r˜|K[%'H^y% u^1 ?|ru{NUqEWHxP_ISyy?O &gȾY^9$DFWŎ?Uv'#\sߺ9wc1 w6/U\*wYWp)'w=y~QyypƦ0Q!14grg "QA祐y{ .Qu. \A3rRSt#VTʉܢ=5>D 'jGwBY! 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The ghost in this room is "Cobra" who is an expert in karate. Your only hope is to gun him down before he can even approach you. After you killed it, take the wig and silver dollar he left behind. Take the flask in the corner if you like. Examine the poster on the wall and insert (use) the silver dollar into the slot to open the door. Go inside to take the matches, then open the door and enter the torture chamber. Do not step inside the skull drawn on floor N5. .yet for it will kill you at the moment. To the left and forward, you will find a bowl. Position yourself in front of it and uses the lead ingot and matches. After Emily escaped, walk to that location again to take the wand. Other items in this room will not aid you directly but will provide clue to puzzles at an later stage. Examine them if you like. Besides Emily is the entrance to a corridor, enter it. Once you entered, the door will lock behind you. To get pass this N6 one, you will need to kill the ghost here real fast, turn around to face the door you came in and stand at a suitable distance away from it. Throw the bottle of ammonia at the door so the smell can wake up Emily -- she will help you stop the advancing spiked wall. Approach the spiked wall and use the wig on the hook above it. Don't forget to pick up the knife the ghost left behind, you MUST have it! Open the spiked wall and save game. Once entered, you will be surround xRHygnusEdTempA.904p&w$ M.W.B. DOXDISK #59 1995  ****************************************** SOME NICE SOLUTIONS FOR THE FANS P 01 ALIEN LEGACY SOLUTION P 20 INCA 2 SOLUTION P 02 ALONE IN THE DARK 2 SLV P 21 INHERIT THE EARTH SLV P 03 ALONE IN THE DARK 3 SLV P 22 JAMMIT CODES P 04 BIOFORGE SOLUTION P 23 KINGS QUEST 7 SOLUTION P 05 CYBERIA SOLUTION P 24 KYRANDIA 2 SOLUTION P 06 DARK FORCES SOLUTION P 25 HEMISPHERE SOUTH SOLV. P 07 DARK SUN 1 SOLUTION P 26 HEMISPHERE NORTH SOLV. P 08 DARK SUN 2 SOLUTION P 27 MENZOBERRANZAN SOLUTION P 09 DEATH GATE SOLUTION P 28 NOCTROPOLIS SOLUTION P 10 DISCWORLD SOLUTION P 29 SETTLERS HINTS P 11 DRAGONLORD SOLUTION P 30 SIMON SOLUTION P 12 DRAGONSPERE SOLUTION P 31 ULT.UNDERWORLD 2 SOLUTION P 13 ECSTATICA SOLUTION P 32 ULTIMA 8 SOLUTION P 14 GUILTY SOLUTION P 33 UNIVERSE SOLUTION P 15 HEIMDALL 2 SOLUTION P 34 WRATH OF THE GODS SOLV. Pu 16 HELL SOLUTION P 35 ZORK 1 SOLUTION P 17 HERO'S QUEST 1 SOLUTION P 36 ZORK 2 SOLUTION P 18 HOBOKEN FACTS P 37 ZORK 3 SOLUTION P 19 HOBOKEN SOLUTION P 38 ZORK 4 SOLUTION DRAGONLORD SOLUTION P 30 SIMON SOLUTION P 12 DRAGONSPERE SOLUTION P 31 ULT.UNDERWORLD 2 SOLUTION P 13 ECSTATICA SOLUTION P 32 ULTIMA 8 SOLUTION P 14 GUILTY SOLUTION P 33 UNIVERSE SOLUTION P 15 HEIMDALL 2 SOLUTION P 34 WRATH OF THE GODS SOLV. PN7aby three ghosts that cannot be kill in conventional ways. Run to the left and enter the room with an eagle statue. Face the statue and use the wand to kill Elwood Brothers. Go back and open the boiler's valve by using search command, then pick up and use the rubble glove lying beside it. Arm yourself with the knife and attacks those electrical wires hang on the wall (beside the locked exit), run back to the eagle statue room and wait for Jen Stones' death. Go out and searN89Ctch this room for a sack of coal before joining Emily. Exit through the newly opened door and walk to the locomotive. Climb the ladder attached to enter. Pour the sack of coal into boiler and use matches to light it. Push the handle to the right of the boiler to start train. THE END !!! h the knife and attacks those electrical wires hang on the wall (beside the locked exit), run back to the eagle statue room and wait for Jen Stones' death. Go out and sear# ]B04pvګ BIOFORGE Full Solve Typed up by: Remo Williams Level 2 (where you start) ------------------------- Once you wake up, go into combat mode. Beat the nursebot, and kick it into the force bars. Pick up the logbook, and the hunk of meat. Go toward the front of the next cell down from you. (the blue guy's cell) Drop the hunk of meat near the entrance. After he grabs it, run in the cell. &1 (waiting for the bars to flicker) While he's distracted, grab the logbook, and the fork. Beat the snot out of him, and grab the photo he drops. Go toward the end of the hallway, and try to open the large doors. Ok, you've just seen the panel short out next to the door. Use the fork on the panel to open it. The correct circuit sequence is: 4-3-2-2-1. Open the doors to the guard room. Push the red button on the wall once. Go up the stairs and examine all the monitors, turning + off the force bars in every room that you have access to. (one of them you cannot shut off from here.) Now go down the stairs and examine the monitors in the little security alcove (there are 3 of them.) One of them will be have a damage report written on it, repair everything you can. Another one of them will be the remote for another nursebot. Access the controls, and maneuver the bot out into the hallway, and have it pick up the severed arm. Move the nursebot into the gu 7}ard room (same room you're in) and position it so it is right in front of the access panel to the sealed door. Read through Cayman's (blue guy) logbook. In it you will find an access code which must be entered through one of the terminals on the floor. If the bot is positioned right, and the access code is correct, you will get a message saying "Insufficient weight to access door" or something similar. Step on the panel near the nursebot and open the door. Once you enter tc8he hallway, you will hear thumping -- there is a large guard robot lurking in the corridor. Run down the hallway until you see a doorway on the left, and run into it until the 'bot passes. Once the bot passes you, continue running down the hallway until you enter the cryo chamber (on the right.) In the cryo chamber, head toward the far side and you will see a button, and a valve/wheel. Push the button, and you will open a hatch. Then turn the valve. Now run back to where you first entered this room, and there will be a display to the left of the door. Look at it, and look specifically at chamber #1. There will be warning sounds saying "Chamber 1 is becoming unstable." Just keep looking at the monitor, and a Cyberraptor will break free of the chamber. Enter combat mode, and knock the Raptor unconcious. While it is out, turn off the valve, and close the hatch. Position yourself a little behind the hatch, so when the Raptor wakes up and you are fHjighting him again, he is standing on the hatch. Beat the Raptor again, and this time, when he snoozes, he should fall squarely atop the hatch. When he does, push the button to re-open the hatch. Once he falls in, and noises start coming from down there, turn on the valve again. Once it's silent, climb down the ladder. Once down the ladder, run down the plank as far as you can go until you come to a spot where there are three holes in the walls. Push towards the right hand hole (tough to find the right spot sometimes) and you will climb up it. Now you're in the cell you couldn't access previously. Once the marine wakes up, beat the stuffing out of him and pick up everything there. (Especially the gun!) Now make your way back to where the robot is patrolling the hallway, and enter the little alcove again. (It's actually an elevator shaft) There is a small panel near it, push it to open the doors, and enter the elevator. Level 1 -------  iNow, you have two choices here -- you can try to pick these robots off one by one, or you can just make a break for it. Whichever you choose, once you exit the elevator, turn and run down either corridor beside the elevator. When you see the guard cowering, kick him around a bit, and eventually he'll tell you that he'll put the main gun back online. When he does, use the cannon, and destroy the dropship flying in. (You have to hit it the first time, then re-use the cannon, an md shoot the second one that comes in as well.) Once you've done that, re-enter the elevator. Level 4 ------- Time to make a little sidetrip. Now that you have the gun, take the elevator to level 4. The only thing to do here right now is secure the area for later. Once you exit the lift, destroy the robot, then re-enter the elevator. Level 3 ------- Take the elevator to level 3, and destroy the robot lurking outside of it. Go down the corridor and take the first left-ha 1mnd door. You'll get a rather lengthy cut-scene. Once it's over, grab the medical device from the floor. Also, get close to the panel on the operating table, and try to access it. You'll get another battery, which you can then switch with the one you have currently if it's running low. Leave the operating room, and enter the room at the very end of the hall. NOTE: This room may have a funky 9-square lock on it. (It might be this room, but I can't remember.) The goal is to have  8all the blocks lit up _except_ for the center one. This may not be the lock to this particular door, but at some point, you'll encounter this lock. Beat the marine up on the dais, and take whatever is left over. Examine ALL the panels here, as some of the information they contain comes in handy. Up on the dais, to the left is access for a pressure suit. Enter it, and you'll wear the suit automatically. From there, walk over to the far side, and down two short flights of stai ˍrs (one from the dais, one to another level down) Examine the panels, (VERY important! One of these panels has a 3-digit code you will need to shut down the reactor... and since it changes from game to game, well, just find it) and when you've gotten all the information you need, choose Icarus access from the panel. Beat the marine that's there. There is a battery in the front of the ship that you can switch off with. It is _very_ important to have at LEAST one useable batteapry here for later in the game. Walk around to the back of the ship, and pick up the alien artifact. Now, head back to the room where you got the pressure suit, and access the display panel with the forklift. Use the forklift, and get it out into the hallway. Drive the forklift to the _first_ door you saw when you entered this level. (Using the forklift's perspective, it would now be the furthest one down on the left.) There will be another door past that one, which will automa2Ztically open as well. When it does, you will see a robot guarding the entrance to the reactor. Drive the forklift into the bot, and both will go plummeting. Now (with the pressure suit on) leave the control panel, and enter the room you just drove the forklift into. There will be another guard outside the door, if you notice you don't have your gun anymore, well, do the enterprising thing and take his. :) Once you beat him, enter the reactor room, and take a couple pot shotO~s from afar at the alien across the bridge. (Might I recommend saving the game right about now?) ***This is TOUGH*** You HAVE to hit him from this distance, because as soon as push the second panel (which opens a bridge to the reactor) you are on the clock. Once you hit him, access the bridge button, and run across it. He will start to follow you back across the bridge if: a.) you hit him once with the gun b.) you ran far enough up the screen Once you do those 2 things, h0/e will start to follow you if you back up across the bridge. When he does, push the button that activates the bridge and send him on an unwanted base jump. :) VERY quickly, re-access the bridge, and run across it. To either side of the main console are two levers, push them both, and then access the main console. Enter the reactor shutdown code, then hit shutdown. Doing this last sequence without beating the alien _may_ seem to work, but then try to leave across the bridge Sagain. :) Once the reactor is shutdown, you're ready to explore the outside world. Go back into the elevator, and head down to level 4. Outside --------------- Exit the elevator, and make your way past the flaming 'bot. Open the doors, and head to the left and down another little elevator. Once you exit, you'll almost immediately be attacked by more little robots (like the kind where you blew up the dropship) Once you come out of the first tube, you will see two large߶) blocks near the bottom of the screen. Walk off the ledge and down onto the blocks. Ready the Alien Cube you picked up near the Icarus, and use it. It should swing you across the blocks to another area. When you get to the second pile of blocks, just climb through in logical fashion until you come to the wreckage of the ship. Enter the ship, and explore around a bit. Eventually a marine will come out from the front of the ship (may need to step in a certain place to trigger@( him.) Beat him and take his stuff. (a BIG gun!) Use the "hey" device on the door, and walk into the area. Access the monitor in there, and fire off a missile to give the thing lurking something to investigate. When he starts moving over to check out what's going on, fire off another torp into him. Leave the dropship. Outside, drop your gun somewhere, and ready the alien cube again. Examine the warhead laying on the ground and you'll eventually pick it up. Now.....run li΁ke hell under the wing of the ship, and towards the little brick spot on the ground. Use the cube to go across. Climb across the turtle-like thing, and climb up to the highest brick you can go to. Again, use the cube. Climb up again, and towards the right hand side of the screen. You will need to use the cube one more time here. Once you've made it across to the other side, and the main walkway, run to the right, down the walkway, and into the tunnel on the left. Quickly hitqs "I" to put the cube into your inventory (confusion is the last thing you want while holding a prepped and primed warhead) run all the way through the tunnel toward the door, and drop the warhead outside of it. Now...run like hell all the way BACK, and make sure you get clear of the door. You'll get a little cutscene, showing it blowing up. Now, head back and get your gun, then return to the tunnel and enter it. Step into the flightsuit chamber, and you'll have it removed on txhe other side of the chamber. The Alien City -------------- Once out of the flightsuit, enter the area on the right. Walk down the hallway, and into the room, and you will notice (once you walk far enough) a crypt, with an alien in it. About this time, your dream date's twin from the reactor room will burst out of the wall. Pull a George Foreman on him, and eventually he'll run away, leaving you to investigate the crypt freely. Pull open the door to it, and you'll haveNR a little puzzle to solve. (Pretty simple, make the bottom row of 9 squares the same as the top row.) Once you finish that, you'll get another alien device. Now, re-enter the main room, and toward the far side you'll see a bot guarding a woman. (As soon as you entered this room, you should have also seen your alien friend access the shimmering tunnel as well.) This is Dr. Escher, who you will have heard about (via Mustaba's babbling) by now. She can help you. Get rid of the dalien, (punch him a bunch, and eventually he'll leave you alone somewhat.) Use the healing device on Escher, and she'll give you the Alien equivalent of a secret decoder ring. Now, head back into the suit, back out the tunnel, and down the walkway toward the blocks again. This time you're climbing over the far side. (You'll be able to see a little doorway in the background) Pass the blocks, and you'll come to a room with a sphere in the middle. On the west, east and southr walls of the sphere are runes. Access the decoder near each wall, and you'll get some more info on the history of the aliens. (What good this does, I have no clue.) Head back to where you just where (with Escher) and use the device you got from the crypt on the shimmering tunnel. Once you exit the tunnel, access the keypad (looks like a pile of bricks) in the center of the room. The display pad is set up like this: 1 For sanity's sake, I've number~ed them, just for 2 3 ease of use. Push 4-9-6 and then the center button (5) 4 5 6 and you'll open up another shimmering portal. Make sure 7 8 you have your gun with you, and enter it. Once inside, 9 Use your gun to fire at the walls for momentum, and get yourself into the tunnel at the opposite end. Once you've done that, you'll be revisited by your alien friend. (The guy is like a Timex) RougOh him up a bit, and grab what he leaves behind. Use the device you just picked up, and you'll phase into a new, wild-looking form. In this form, pass through the blue force field, and you'll be in the company of Gen who you've read about in the runes. Access the small display and you'll be presented with another puzzle. The trick here is to make a path along the hexagons without retracing any steps. The direction the next hex will travel reverses with every step, so you'll aKneed to press the pad in the direction you want to travel, then alternate with the reverse direction. Once you've finished this, Gen will appear, get up on his soapbox, babble for an eternity, and give you a battery. IMMEDIATELY switch out your other battery so you can take this one with you. You _will_ need this one. ***It is VITALLY important that you do NOT drain more than 1/4th of the charge from this battery, as the game becomes unwinnable if you DO drain it. Exit back through the rooms, and back out to where the 8 tunnels are. Access the keypad in the center, and this time press numbers 3-4 and then the center one. Enter the tunnel, and you'll come to the gravity ring that Gen spoke off. Yet another puzzle. The trick here is to line up the rows that have the blue-lined glow on them so they are vertical on the bottom. _______ / \ Ok, so my ASCII sucks. :) | o | X is the column where you want to p/have them all \___X___/ lined up. There are 6 arrows, and 6 rows of symbols. If I remember right, the arrows on the floor make the following changes: < < < < < < Inner 2nd & 3rd 4th & 5th 6th & (1st) 5th 1st 3rd As long as you align the 2nd, 4th and 6th columns first, it's very simple. Once you've cleared the ring of debris, head back through t }S.Hhe tunnel, and access the keypad again. This time press 3-4-9 and then the center button. Toward this tunnel (it'll be flickering) you will see another panel (looks like more bricks) to the right of it. Drop your gun in a corner (away from the tunnel and pad) of the room. Access the panel, and push the top button to raise the sphere. When the marine gets curious and looks into the passage, send it crashing down onto his head. (Nasty!) Raise the sphere again, and the second!w- marine will send you a little Christmas present. QUICKLY grab the grenade, and face the tunnel it just came out of. Toss it back down the tunnel, and you'll hear it going off. (and the marine going with it) Now, making sure you're in your strange, shimmering form, grab the gun and enter the tunnel you threw the grenade into. Exit the door, and climb the blocks. Head back toward where you blew open the door with the warhead from the downed ship (using the alien cube as necess"1nary to get across the gaps in the blocks.) From here, make your way back to the Icarus inside the base. You will have to fight 4 marines, but they are all fairly easy to handle. The last marine you beat will have a log book. Examine the log book, and it will tell you the configuration needed to open the lock on the door into the base. (My game it was in twin horizontal pattern, but this may change from game to game.) Once you open the door, make your way back to level 3 th#^Sorough the elevator, and back down to the Icarus (the ship.) Pick up one of the batteries you left here earlier, and exchange it with the alien battery Gen gave you. Stick the alien battery in the ship..... You've beaten Bioforge! Shhhheah. Is this really the ending? Good game. BAD ending. What about it, Origin? Bioforge II? 3/29/95 (>Remo Williams make your way back to level 3 th/ΩW05p -+- CYBeRiA (KoMPLETTLSUNG) -+- A. The Rig The Rig is your first stop in Cyberia. You will find yourself in the Rig's docking bay. A door on the right leads to Gia and the Gunnery Chair. The door on the left leads to a lift, which connects to the hangar, where a Transfighter is ready. 1. HELP WITH GIA: When you meet Gia, she immediately tells you to turn around and disarm your weapon. To avoid being killed, press t@?$he left arrow key on your keyboard. If you hit any other key or you take to long to react, you will be killed by Gia. 2. THE GUNNERY CHAIR: This is your first big challenge in Cyberia. If you find that this section of the game is too difficult, you may restart the game and choose a lower arcade difficulty level. Pay attention to the six blue indicators on the control panel display. (bottom middle of screen) These display hull damage to the {SaRig which you are defending. If too much damage is sustained to the Rig hull, it will be destroyed. After successfully defending the Rig, Gia will congratulate you and offer a kiss. To accept her kiss, press the up arrow key or just wait. To decline, press the down arrow. Kissing Gia will cause Santos to become jealous and you will be rendered uncon- scious by a guard. There is no way to avoid this if you kiss Gia. 3. THE ELEVATOR: TJt8he elevator takes you from the upper dock to the hangar. To operate the elevator, walk to the buttons in the corner of the room. Your view will switch to a Visor View. Use the arrow keys to move your hand over the Hangar button and press the space bar to select it. The view will switch back to normal and you can walk into the elevator and ride up to the hangar. 4. GUARDS: If you don't kiss Gia, you shouldn't have too much trouble withʸ any of the guards in the Rig, as long as you follow their directions. If you did kiss Gia, Santos is enraged and will order you killed. After escaping from Santos, you will find your self in a warehouse. Be sure to get the power pack for Santos' weapon before you go on. In one of the rooms in the warehouse, you will find a ladder. After climbing the ladder and walking down a ramp, there is a door to the right which leads tgo the hangar. Once inside, you must quickly lock the door behind you or a guard will open the door and shoot you in the back. With the door locked, turn so you are facing the crates by the door and walk towards it. The view will change, showing you looking out from behind the crates. A guard is right down the hall from you. As the guard begins to walk towards your position the view changes back to a normal walking view. To fire your Hy*weapon, push the right arrow key to raise your weapon and press the space bar to fire. To be successful, you must wait until the guard is raising his weapon before you fire. If you shoot too early, you will miss and he'll kill you. 5. THE BOMB PUZZLE: There are three ways of disarming the bomb depending on the puzzle difficulty level you have selected. The directions are as follows: LEVEL 1: First do an MRI test on the bomb by p9uressing F2. There are seven switches in one row, of which only one switch is active, a vibration sensor and an on/off switch. First toggle the vibration sensor switch, then toggle the other active switch. Do not touch the on/off switch. LEVEL 2: First do an MRI test on the bomb by pressing F2. There are seven switches in one row, a vibration sensor switch and an on/off switch. First toggle the vibration sensor switch, then  J toggle the fourth switch from the left, and then the second switch from the left. LEVEL 3: First do an MRI test on the bomb by pressing F2. There are seven switches in one row, a vibration sensor switch and an on/off switch. First toggle the vibration sensor switch, then toggle the fourth switch from the left, and then the second switch from the left. Now toggle the first switch on the right, (not the on/off switch) then  2S toggle the second switch from the right, and then the third switch from the right. B. Transfighter Flying Sequences 1. OPEN OCEAN: This is the first Transfighter sequence. Your goal is to destroy a large enemy ship by exploding it's fuel tank. Your target will be designated by a blue target box. If you do not successfully destroy this ship, your ship will be destroyed. 2. MILITARY ISLANDS: You must pass over a heavily guarded enemy w1 munitions dump on your way to destroy an important enemy submarine. Destroy as many munitions buildings as possible along the way and watch out for cruise missiles as you near the sub. Take careful aim at the blue target box when you reach the sub. You must destroy it or die. 3. NORWAY: This is the third Transfighter mission. Be alert for the numerous tanks in the area as well as air defenses. A large hovercraft will rise from behind t ‹he canyon walls midway through the mission. It must be destroyed quickly or you will be toast. 4. ARCHANGEL MILITARY PORT: This is the fourth Transfighter mission. Your goal here is to fly through the military port in order to reach a freight tunnel through the mountains. Keep alert for numerous air and ground defenses in the area. You will soon learn that the entrance to the tunnel is shielded and you must disable the shield generator. Ag As you make your pass to make your attack, a large gun is readied against you from behind the generator building. You must destroy the generator building or you will be shot down by the gun. 5. FREIGHT TUNNEL: This is the fifth Transfighter mission. Your goal here is to make it through the tunnel in one piece. Do not fire upon the fuel trucks which are designated by blue target boxes. If you do, you will destroy the truck, the tunnQDel, and everything inside...including yourself. 6. ZUBROVSKA: This is the sixth Transfighter mission in which you must reach a refueling center. The trick to this mission is to be very accurate with your shots in the beginning of the mission, using as little weapon energy as possible, so you can have it available when things get hectic. Try firing individual shots instead of holding the trigger down. The hardest part of this mission co#(smes near the end, when three fast enemy planes attack with missiles. Pay close attention where each of these planes appears on the screen, then go back and try to anticipate the arrival of each; readying your controller a moment before each one appears. Once you pass this point, be sure not to shoot the helicopter which passes as your Transfighter lands, or the resulting explosion will destroy you. 7. ICE CANYONS: The seventh Transf4ߘighter mission is a very difficult mission. The most difficult aspect of the mission is to save enough shield and weapon power to defeat the huge enemy attack plane at the end of the mission. To do this you should try to shoot each enemy aircraft as soon as it is targeted with just one shot. After you make a sharp turn over the water, after battling two enemy helicopters, two targets will appear on the right side, one shortly after the  d^ other. You must destroy these ships quickly or suffer major damage to your fighter. 8. SPACE SEQUENCE: This difficult sequence requires perseverance and the memorization of target locations. Try to anticipate the arrival of each enemy target, readying your cross-hairs at the proper location moments before the target actually comes into range. Being merged with the Cyberia weapon, you will have an unlimited supply of weapon energy.œyV<..fire away! ------------------------------------------------------------------------------ A SUMMARY OF ARCADE DIFFICULTY LEVELS ------------------------------------- The Arcade difficulty level you set when first starting Cyberia adjusts the accuracy required for making hits on enemy units. The easy setting displays large target boxes, making enemy ships much easier to hit. Target boxes reduce in size as difficulty le"vel increases. While playing the Transfighter sequences there are three small indicators near the top of your screen. The scale on the top right is your Shield levels. Each hit to your ship depletes your shield levels. When the shields are at very low level, hits from enemy weapons will cause damage to your ship. Shield energy recharges when the system is not being fired upon. The scale at the top left represents weapons energy levels. As energy is dA@epleted, weapon effectiveness is reduced, until, at very low levels, firing becomes intermittent. Weapons energy recharges while weapons are not in use. Beneath the weapons energy is a scale representing actual hull damage. When this level drops to zero, the hull of your ship has been breached, and your Transfighter will explode. This scale will not recharge because damage will not be repaired during flight. All scales will return to full during the next h Transfighter sequence. ------------------------------------------------------------------------------ C. Cyberia Complex 1. GAINING ENTRANCE: The main entrance is to the north and is guarded. To get there, walk north from your landed Transfighter, always staying as far to the left as possible. The other entrance is actually a ventilation shaft, and can be found east of the main entrance, by walking from the Transfighter and staying to the right.qT4 2. VISOR PUZZLES: Your visor aids you in solving many of the puzzles in Cyberia. During each visor puzzle, the F1 key activates the Infra Red Scan (IR), the F2 key activates the Magnetic Resonance Scan (MRI), and the F3 key activates the Bio-Mass scan. The right side of you visor has as small gauge, represented by four colored blocks, indicating your energy level. The solution to the Visor Puzzles will differ depending upon the puzzle leoPOvel that you selected at the beginning of Cyberia. *LEVEL 1 VISOR PUZZLE SOLUTIONS* -------------------------------- PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the third switch then the second switch. THE SECURITY DOOR: First use an infra red scan on the keypad. This will display a reading of heat from the previous person to access the door. The keys are coolȺܔing off in the order in which they were touched, allowing you to read the combination, which is 2571. After punching in the code, press the enter key on the keypad to open the door. THE ELEVATOR PUZZLE: To close the elevator doors to protect you from the blast grenade you will need the combination which can be obtained on the H. Suzuki computer terminal. If you do not have the combination, you must return to that computer terminal to retrieve it. Once at theoͱK Suzuki terminal you will find dossiers for the people who work in the complex. The last record is for a new employee who has been given a temporary access code. Make not of this code and return to the elevator. You must enter the code quickly to avoid being killed by the grenade. By pressing the buttons repeatedly, you may cycle through the various shapes to enter the code. THE PUMP PUZZLE: The doors which lead to the Cyberia Weapon are out of ʖ\service and must be operated manually. To open the doors you must line up the four valves along the center line. Each valve has a pressure switch, which, when pushed, raises the level of the valve. To line up the valves you must press the switches to raise each valve in such a way that the valves will line up. When the valves line up they will lock in place and the door will open. *LEVEL 2 VISOR PUZZLE SOLUTIONS* f -------------------------------- PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the sixth switch and then the third switch. THE SECURITY DOOR: First use an infra red scan on the keypad. You will see the keys cooling off from a previous entry. The code is 2571. Punch in the code and press the enter key. THE ELEVATOR PUZZLE: To close the el)\Mevator doors to protect you from the blast grenade, you will need the combination, which can be obtained on the H. Suzuki computer terminal. If you do not have the combination, you must return to that computer terminal to retrieve it. Once at the Suzuki terminal you will find dossiers for the people who work in the complex. The last record is for a new employee who has been given a temporary access code. Make note of this code and return to the elevator. Yo͌Gu must enter the code quickly to avoid being killed by the grenade. By pressing the buttons repeatedly, you will be able to cycle through the various shapes to enter the correct code. THE PUMP PUZZLE: The doors to the Cyberia Weapon are out of service and must be operated manually. You must line up the four valves along the center line. Each valve has a pressure switch, which, when pushed raises the level of the valve. You must press each switch in such a way as to line up each valve along the center line. *LEVEL 3 VISOR PUZZLE SOLUTIONS* -------------------------------- PERIMETER LOCK: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the sixth switch, and then the third switch. THE SECURITY DOOR: First use an infra red scan on the keypad. The code is 2571. THE ELEVATOR PUZZLE: You must have a code to close the elevator doors to Ϫp:prevent being killed by the blast grenade. The code is at the H. Suzuki computer terminal. You will find dossiers for the people who work in the complex. A temporary access code has been given to a new employee who is the last record in the terminal. Obtain the code and return to the elevator. Enter the code quickly to avoid being killed by the grenade. To enter the code correctly, you must repeatedly press the buttons to cycle through the available choices.  YFb THE PUMP PUZZLE: You must align the pressure valves along the center valve to open the doors to the Cyberia Weapon. Press the pressure switches in such a way as to align the valves on the center line and they will lock into place and open the doors. 3. COMPUTER TERMINALS: While using any of the terminals located in the complex, your arrow keys move between the different selections and the spacebar selects. The information you can access through!\T the terminals will often provide game hints, so you should always check each room for any active computers. To use a terminal, simply move next to it, and if that computer is active it will come on-line with an audible tone. 4. COMPUTER PASSWORD: Only one computer terminal in the complex requires a password. The hint to obtain the password was given on one of the Video Mail's earlier in the game. The hint tells you to go to the berth".@{ing area and look for a picture on the wall. Upon entering these rooms, you find a large portrait of Albert Einstein. This is your clue. The password is Einstein. 5. *GUARDS AND GUNFIGHTING* ------------------------ *OUTSIDE THE CYBERIA COMPLEX: When you reach the main entrance of the complex, you will find a guard outside who begins shooting at you. If you get shot immediately, you have not followed the correct path to the complex. Be su# re to stay as far to the right as possible as you walk from the Transfighter to the complex. The correct path will lead to a shed you can hide behind. Correct timing is the key to killing the guard. Try to time your move in between his shots, then lean out with the right arrow key and shoot with the spacebar. *FOUR GUARDS AND A DINING ROOM: The dining room contains four guards. If $Kyou try to sneak past this room, one of the guards will open the door and shoot you. You must enter the room to deal with the guards. When you enter the room, shoot the two guards on the left, then duck behind the crate to your right. The two guards left will duck behind the tables and continue to fire at you. Perfect timing is the key to killing these two guards. To fire from this position you must raise up with the up arrow, then turn to aim and% shoot. You may use the down arrow to duck behind the crate at any time during this sequence. *GUARD BEHIND GLASS WALL: You will find yourself in a storeroom on the lower level of the complex with a guard behind a glass wall. If he sees you he will activate a Halon System and flood the room with poisonous gas. You must sneak past this guard. Watch his cycling movements from the computer terminal to his notes. Sneak past him when he turns away f& rom the window. Once past him, take the door out into the corridor. The first door on the left is the room he is working in. Enter the room and kill him. *TWO GUARDS IN THE CORRIDOR: The doors blocking the corridor which leads away from the Halon Room are guarded by to men on the other side. To pass them, you must roll to the left just as the door opens. To do this, just press the left arrow key, and Zak will somersault to the left, taking cover'׼. From this position you can lean out to aim and fire by pressing the right arrow key. *THE CONFERENCE ROOM: As you enter the conference room, you will find two men engaged in conversation about the Cyberia Project. If you try to enter the room you will be shot by the man who is standing. Wait until the conversation is finished and the standing man has left the room before you attempt anything. After he is gone, walk towards the crates to your left, (؛ to hide behind them. From this position you can lean out to fire upon the remaining guard. 6. THE RED CARD: To pass through the door into the cryo-lab you will need the red security pass key. The key is located in the infirmary, located on the lower level of the complex, locked in a patients room that has been quarantined. Along the right wall of the room you can see the red key card lying on a table. On the wall are vents which are currently )ɘD closed. Access the computer terminal in the room to open these vents. Once the vents are open, you must go back to retrieve the card. Leave this room and take the first door to the left through the storeroom to the door leading to the red corridor where the lift is located. After entering, immediately turn to the left, and walk to the steel grating blocks your path. Zak will push on the grating and it will fall, opening up a new passageway. * o#At the end of this passage you will find the two vents you opened, and can reach through to get the card. 7. THE MUTAGEN SEQUENCE: On your way through the complex you discover that an experimental virus has infected certain areas, and although a vaccine has been created, it too has become infected. Five of the eight vaccines have already been used, leaving three that you can use. To inoculate yourself against the virus you must first go through the +ۀNculture to destroy the infection. If you are playing with Arcade Difficulty level set to 'EASY', you must destroy at least 50% of the virus. On 'Medium' difficulty you must kill at least 72% and on the 'Hard' level you must kill at least 80%. If you are successful, you are informed that the culture is safe to use, otherwise the culture is still contaminated and you must try another. After you are successful, note the number of the vaccine, (,Y&)$either 6, 7 or 8) and use that culture in inoculation chamber. Note that you have very little time in the chamber before the virus will kill you, so you must enter the vaccine number in the computer and move into the inoculation booth quickly. 8. THE CHARLIE SEQUENCE: After you have inoculated yourself against the virus, you learn that some of the virus has mutated into larger creatures called Nanites and are infesting a portion of the complex. Sin-,7ce the infested areas contain the only passage to the Cyberia Weapon, you must clear this area before proceeding. The only method to kill the creatures is to fly a remote unit, named Charlie, into the infested area. You must kill EVERY Nanite before you can proceed pass this point. Note that the ENTER key on your keyboard fires a shock wave device, which will kill all the Nanites in the immediate area. An alarm in the bottom right of your s.3creen will alert you if any Nanites get past you. If this alarm goes off, hit the enter key immediately to stop the Nanite from escaping. The Charlie unit has a limited amount of energy available for its weapons systems. The shock wave device uses much more energy than your regular weapons systems, and so should only be used in emergencies. -eof- /5m, this alarm goes off, hit the enter key immediately to stop the Nanite from escaping. The Charlie unit has a limited amount of energy available for its weapons systems. The shock wave device uses much more energy than your regular weapons systems, and so should only be used in emergencies. -eof-  h"06p\;e For all you Dark Forces fans out there that don't have a clue! HERE IS THE TOTAL LIST OF SECRETS, EVERY SINGLE ONE OF THEM Q: How do I know that this is everything? A: I checked with a LucasArts on all but the codes! There may be more, but I'm not sure. Okay. Codes first, in case you don't want to see spoilers. LAPOSTAL (full weapons, objects, and revive) LASKIP (skips demo and cuts to the end) LACDS (switch: full map w/enemies and back) LAREDLITE (causes [9 objects to become transparent, a time freeze effect that causes enemies to be unaware of you presence, though you can kill them. However, they will not die until you press the code again. Perhaps this is a Force technique?) Please tell me if you can figure out what that weapon is that shows up in the inventory! And, by the way, new things are added with the LAPOSTAL code. Weapon 9 and 0 are added, and concussion rifle and assault cannon. Be sure to press the "fire secd_-ondary weapon" button (usually z ) when you use the cannon! It is a missle launcher! And the gas mask makes you sound like Darth Vader! AND NOW FOR THE SECRETS! Q: What is a secret? A: It is almost always a funny looking section of wall with many cracks in it. It takes either a thermal detonator, a concussion rifle, or a missle to open one up. Q: How do I get the thermal detonators to open a cracked wall? A: There are two ways: (1) This is the easiest, but it is rat the end, so you don't get to really enjoy blowing up the Imperials. First, go to the cargo elevator that takes you to you ship. Around the corner, there is a dead end with two power packs and an enemy. Kill and collect, then face the dead end. Turn left and press the nudge (space) key on the wall. There is a "mystery movie" secret,a turn wall that pushes you into a secret room. In the room, there are several thermal detonators, one of three weapons that bust walls.  This is the only one you can use without cheating. (2) This is the slightly harder way. Once inside the red key room (the room you got to using the red key), press the yellow switch that opens up a new part in the level, leading you to the plans. But once inside the newly opened part with the cargo elevator, tun around and you will see another switch on a column. Flip it, and return to the red key room. Go to the part with the button (now green) and look over across the c'&8hasm. Eureeka! A small closet with thermal detonators! Jump over and get them! WALL SECRETS I'm sure all of you have found the cracked wall on the inner atrium. If not, look around! There really isn't any way of directing you to it. If you go to the east balcony (accessible from the cargo elevator or from jumping from the west balcony), you must go to the columns and turn, facing the northern edge. If you look closely, you will see an open cave like ledge. Align yournoself, run, and jump. Once on the ledge, you will notice a narrow catwalk. Jump across or walk over onto it, and there will be two secrets on that catwalk, one containing the Imperial Repeater Rifle! Be sure to fire the secondary weapon button, giving you three bursts at once in a triangle formation! But the west balcony secret is the best, giving you lots of weapons. Get on the west balcony. There are two ways to do this. (1) Jump across from the east balcony. (2) Jum}pp through the left window in the red key room. This is important- go only through the left window. The following sequense was a designer's mistake and the small enough gap is on only the left window. Also, once in, you cannot go back inside. Go up to th window, hold down the crouch key, keep it held down, jump and run forward. Try until you get it! It won't be done on the first try, most likely, but don't give up! Anyway, once on the west balcony, walk up to the ltop P> lefthand corner. Over the chasm, you will see a secret wall, so toss a detonator at it! Jump in it, next. Once inside, you will notice a room with a small dead-end hall and a black door. Going to the dead end, press space to open a secret panel and flip the switch. It will open the door. In the door, flip the switch and it will lower the wall. There is an Imperial armoury, so watch out for Gamorrean guards, Ree Yees, Imperial Interrigation Droids and Jedi Training remotes. L P.S.- In the Emperor's shrine, the red "x" button is the general alarm, deadliest on easy level, and still tough on medium, with Imperial Probe Droids! Here's another, not really a secret but more of a no-no. On the platform with your ship, there is a littl alcove with a structure in the center. On one side of the structure is a white mesh screen, asseccible by pressing space. It appears to be an elevator shaft. If you jump into it, be warned that it is the same shaft y W/ou jump into at the beginning! MISCELLANEOUS Holding down either the enter key or the fire secondary weapons key longer while using the thermal detonator makes you throw it farther. Perfect for knocking down those pesky ledge snipers! The fire secondary weapon key is useful, so be sure to see what is does on all the weapons.Aww, I might as well say it here. fist -nothing special blaster pistol -nothing either blaster rifle -is it me, or does it f \ire slightly faster? thermal detonator- "bowling ball" and delayed fuse attack. Rolls it quietly over the floor and then explodes after a few seconds repeater rifle -fires a triple triangle shot fusion cutter -fires all barrels claymore mines -sets a proximity explosive, great for when you are running away! morter launcher -nothing special concussion rifle-nothing that I've noticed assault cannon -fires a missle WELL, I BELIEVE THAT'S EVERYTHING! CU o In the Bitstream, babies! rmal detonator- "bowling ball" and delayed fuse attack. Rolls it quietly over the floor and then explodes after a few seconds repeater rifle -fires a triple triangle shot fusion cutter -fires all barrels claymore mines -sets a proximity explosive, great for when you are running away! morter launcher -nothing special concussion rifle-nothing that I've noticed assault cannon -fires a missle WELL, I BELIEVE THAT'S EVERYTHING! CU o!     > ~07p0H ݲ ݲ ݲ ݱ ݱ ݱ ݱ ݱ ݱ ݰ ݰ ݰ ݰ ݰA/5 ݰ ݰ ݰ ݰ ۰ ۰G'93 ۰ I d i o t S' - C r e a t i o n s - U n l i m i t e d P R E S E N T S Documentation and Solve for DARKSUN : SHATTERED LANDS  --------------------------- Company: Strategic Simulations Inc. Release: Crack patch by PENTAGRAM! KEYS ------ 1-4 Change Leader to Char # 5 Break Party Into Formation 6 Collapse Party Into Leader F1 Save (not during combat) F2 Load F3 Exit F4 Music On/Off Esc Exit O Overhead Map I InventorKky H Center View On Leader E See Current Spell Effects C Cast Spell/Use Psionic U Cast Spell/Use Psionic COMBAT -------- G Guard (stand there until there's somebody to hit next to you) W Wait (hold's your action until the end of the turn) MOUSE CONTROLS ---------------- In main view - Primary : Do Whatever the icon shows Se&ccondary : Cycle through Move/Attack/Look/Item Note: if the icon has a red line through it, you can't do it then. Overhead map view - Primary : View centered on that area The blue dot is you. Orange dots are other guys. One tip is that whenever you enter a screen for the first time, look at the map, then look wherever there are orange dots. You can usually figure out the places to avoid, and ݜ where the good loot is, since you can see everything. Look for chests and bags. Note: if the mouse cursor shows that you can do something, but clicking does nothing, then it means that you probably need to talk to someone or do something else before you can get that stuff. However, just looking around can get you tons of stuff. Check whenever there is a skeleton, corpse, wardrobe, or even hole in the grounͬd or wall. INVENTORY SCREEN ---------------- Primary - Select Item (it becomes cursor) Secondary - Look at Item When the cursor is an item (you've picked it up), you can drop it into another character's backpack by secondary clicking on his picture on the left. Also, identical arrows can be combined by clicking on each other. I recommend getting all the arrows you can - no weight to [ł= worry about and when you get cool bows you can do tons of damage. ITEM VIEW --------- Click on Info Button - Tells you who can use it - by name Secondary on spell effect (if there is an icon) - gives you a description of the spell/power) Primary on spell effect - use item Note:if an item says "unknown" for an effect, then try equipping or using it. if it is a scroll, then it probably  8Njust has a message. Also, to learn a spell from a scroll, just use the spell while looking at it. It will say "XXX Learned the spell". EFFECTS SCREEN -------------- Clicking on an effect will cancel it. If it's a spell, then you'll have to cast it again. If it's from an item, then simply re-equipping the item will bring it back. USE/CAST SCREEN --------------- If you're in combat, th oen only the character whose portrait is surrounded by a yellow box can cast, during peace time anyone can. When something effects a character, a gold star will flash over his portrait. Notes on psionics: when the cursor is over a power, it's name and two numbers are listed at the bottom. The first is the power check number needed (out of 20) to use the power. The second is the number of psionic strength points   S needed to use the power. This charge is one time and it'll last until you rest (i think). Primary Click will cast a spell/psionic. Some can only be used on the caster, while others can be used on anyone. If it can be used on anyone, then the cursor will change into an icon of the spell. Click on a character portrait to cast it on them, and click on the little sun icon in the bottom right to cast it o 3n someone/somewhere else in view. Note - if it's an area effect spell it will give you a circle/rectangle of dots showing the area of effect. For a wall spell, you will have to anchor one end before it will show an area of effect. Also, a white box will surround everybody who will be effected by the spell. Use this to make sure that you're getting all of the bad guys and none of yours with the firebal VNFls . Secondary Click will bring up a info box on the power. Clicking on the Mage/Priest/Psionic will toggle between the options available for that character. Level/Type Of Power will cycle through available levels for spells, or through a discipline for psionics - Metabolic/Telepathy/Kinetic. Psionics: If you use a power and it says "Power check failed", then you lose half of the psionic prYoints that were needed to run the power, the second #. You can learn new powers and increase power check #'s by going up levels. When you go up a level, there will be a list of available powers, a toggle for the discipline, and an exit button. The number between the buttons will tell you how many powers you can learn at that level. It will be either 1 or 2. When you move over an icon, it will either say \g "learn XXX" or "Increase XXX to XX." Increase will improve the power #, while learn gets you the new skill. Another way to learn a power is to get a psionic bracelet. These look like giant rings without gemstones, can only be used by a psionicist, and are used the same way as scrolls. You can only have one psionic power running at a time. If you try to use another one, the previous one is canceled, and you'll have to re-start is and spend points again. If you don't have anything better to use, do Mind Blank, which costs nothing to use, and will protect you from some mental attacks from other psionicists. Note: the clerical "turn undead" power will do 1000 points of damage to any enemy undead (zombie, shadow, anything that looks really evil). WALKTHROUGH ----------- Note: You rest by looking at the little fire pits kl(look like circle of stones.) These are scattered all over the place. Also, you regain hit points and psionic points slowly over time. The only way to regain spells is through rest, though. START: When creating characters (gender doesn't matter), make a Half-Giant gladiator, an elven Thief/Psionicist, a human cleric, and a human preserver. For the cleris's sphere, fire is good for combat, water for healing, etc. Remember to max out your guys stats and Hit points as =big as they'll go. This is necessary to survive in combat. Click on the little grey boxes by each stat. SLAVE PENS: You start out as slaves in the gladiator pits. I reccomend fighting several matches in the pits each time. Set the difficultly to Easy (in game options, click on the sun in the top corner of the screen. Leave it on easy for the whole game (all this does it make the enemies have less hit points). Remember to pick up the $$ when it's thrown into the ½ pits. You don't have to wait until the end of a combat to get $$, just click on it with to "look" icon. The same goes for looting bodies - get the stuff as you kill them. This makes it a lot easier to keep track of whose stuff you've already gotten. Anyway, keep fighting so that you get up several levels. Don't worry about casting spells or using powers too much - just go up and beat the crap out of anybody. Equip anybody who can take it with 2 weapons, plus mi;RBssile weapons as you find them. When you go back to the slave pits, first rest, then kill the two gangs. They have some partially useful stuff, at least until you escape. Talk to the chick laying on the straw mat, and make sure you ask her about escaping (she'll get a headache). Talk to trustee - the guy walking around the pens - and tell him you want to see the guy in the lower rooms (the chef). Get the pot from one of the rooms and now go to the arena and fight. )uO When you go back to the pens, go to the southern door, the trustee will open it for you. Go to the east (right) room, and use the empty water pot on the water trough to fill it. Smash (attack) the grain pots in that room, too, and get the gem (you won't really need it, but it's worth $$). Another fun thing to do in the pens is to go into the rooms that are just left and then down from the door - a zombie will come out. Just use turn undead (your cleric) on him, thefƕn search the north wall for a button to open the secret door. Loot these rooms, too. When you're ready to escape, go back to the south rooms (the chef's rooms), then go through the west doors, to the fountain room. Kill the guard here (he won't be able to sound an alarm - too much noise from the water). Now keep walking west to the leader's room. Bargain with him, but when he is walking past you to lead you out, kill him (he was going to betray you anyway). Reme.mber to loot his room. IMPORTANT TIP: Get all the bags and chests you can. Each takes up only one space, but holds six spaces each. You should be full of them by the time you are through the sewers. Since it can get complicated when you try to sort through them, i reccomend having them sorted by type - fruit in one, gems in another, etc. Continue to fight you way through the place, killing and looting as you go. Remeber to search through the wardrobes seveK-ral times each, and get all the grain from the storage room in the west center wall. Eventually work your way to the northwest corner and use your biggest guy to rip open the grate. Now you're in the sewers. SEWERS: Bully your way through the rat-men who want money. Walk north and talk to the leader there. Trade your grain for $$ (the armor is too much trouble to haul around, and not worth much more). Now kill all the rat men here (lower warrens). To open the8y^> grates, turn the wheels near them. A few open by just looking at them, a few need to be forced, and for the broken ones you need a bone crank (you can get it from the temple). Now go to the grate with the other ratmen on the other side. Tell him you want to see the leader, then agree to rescue the leader's daughter. To rescue the guy's daughter, go the the temple, break through the grate, kill the rat men, open the next grate, killI) the leader (remember to loot), then get the bone crank (looks like a leg bone, on the north wall), and open the broken door in the north. Loot the room, then untie the girl. Take the girl to the leader, then agree to defend skull temple (it's in the high warrens, on the other side of a grate with a broken wheel). After this fight you'll get the helm of contemplation (useful magic item). Now go to the skull temple (the thing that you just saved) and talk to the sk [izulls. After a little pestering, they'll give you a bunch of stuff. Now look in the little hole in the north wall of this room and get the staff and stuff in there. If you have a thief, go to the northwest corner of the sewers (there's a river of sludge in there, you'll know that you're going in the right direction when you cross it. Walk at the base of the cliff with you thief as leader. Climb up the cliff (if you don't have a thief, you'll never make it. forget t f5 it). Kill the guys and look at all the skeletons and in the holes in the wall. There should be a magic axe somewhere in this area. If you don't have a thief, don't worry about it. Instead walk along the northern path along the river, looking in all the holes. Toward the east end, one of them should have a lever in it. Pull the lever (watch for traps)(it'll open a secret passage). Now go to the northeast corner of the sewers and use the Staff of Passage (the on ̍e from the hole in the skull temple). Go in here. Dagolar's Lair. Not really complicated. Just follow that guy who agrees to help, and kill everything else. Some cool loot here, including a +3 dagger and some other stuff. Plus having killed Dagolar will be useful when you're talking to other guys later in the game. The sewers (again). This time go through that secret passage. This puts you in the slave fields. Slave Fields. Walk east till you get to the p gq'6art of the bone wall that's sticking out some. Kill the guards and then break through the wall. Now escape by walking east. You are now in the broken wagon area. If you fought through the guards at the main gate then you're at the dead messenger area. The wilderness. Here's a map of the entire wilderness. From an area there will sometime be exits to one or more of the compass directions. None of them have more than one working exit in each direction. A straig >ht line is when you can travel from place to place by simply walking off the edge of the map. It will then ask you if you want to leave the area. A diagonal line is when you need to find a special entrance, such as a cave opening, grate, etc. These are not always located at the edge of the map, so you'll just have to look around. Also, the sea of silt is located off the north edge of the map. Captured Giants Gladiators Statue  n ( Mage Gedron Slaver Elven Village SSaurans Caravan Obelisk Ruins Obelisk Hot Bulette Elven Springs------Combat ------Slavers !~@C= Guarded Tequiki Oasis Wyvern Oasis Village Butterfly Castle Obelisk Wings Wyrm \ wastes Castle \ / / Cerdrite Painted Dead / Redzu.`4EMoK{cp<Sn0@##,y"|Nh#"|Nh#"|Nh#,@Ng# g y<"9$<Ng#"9$<&< N | FORMf ILBMf (Y#"<,yN:g&#й#,y"9$9&9N"9NNJgJgJg,y |N:g#"<NN*,yN|,y yN# P L y L"N y L# L lf,yNv9vsTg9f,yN|,y# l L y L"N y L# L f,yNv,y yN,y"y 9N.,y"yNb"yNb"yNbBNu"9$9&9SNNu"9$<&<NNp"9$<&<N`"9$<&< NNp"9$<&<N"9N`J,y"9$<&</NNp"9$<D&<N"9N`"9$<H&<6N`,y"9$<&<"N`Dr. Maybe from Huissense Computer Club!intuYE{ition.librarygraphics.librarydos.library@Sorry, ik kan de file '' niet vinden! 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No matter what you say to her she will get killed and a group of Draxans will come out to attack you. Kill them and pick up the note which the woman left. 2) Gorvu"]r into the building directly north-east of the place where you fought. It will be an inn. Go into the eastern section and talk to the dwarf Arslan. Tell him that the woman talked to you about the Veiled alliance and that you are not a member but would like to join. He will quest you to discover what the templars are up to in exchange for membership. 3) Leave the inn and enter the building south-east of the one you exited. Go into the eastern section and open the first doorwZr up. Talk to Fayina and say that you need her help to get into the templar's headquarters. She will tell you to first settle her debt with Acar. Leave. 4) Walk down the road west to the market and then go up through the market and enter the building directly north of the market. The guard will stop you. Tell him that you want to see Acar and head to the north-eastern room. Talk to Acar. Tell him that you are there to settle Fayina's debt. Since you won't have the morxA:ney, tell him that that surely the money is not all that important. He will tell you that he can forget the debt if you carry a message to Boric the overseer of the mines. Take the note and leave his house. 5) Go into the house directly west of Acar's. Talk to Boric and tell him that you are there to deliver a note. Give him the note and he will agree to the proposal. Leave his house and return to Acar. 6) Talk to Acar and tell him that Boric agreed to the proposalryeP. He will forgive Fayina's debt. Return to her and tell her that she owes Acar nothing. She will tell you a special way to knock and give you a key to the templar's storeroom. 7) Go to the very north-east corner of the city and enter use Fayina's key on the easternmost door on the Templar HQ. Enter the storeroom and advance to the west wall. You will overhear a conversation between the head Draxan and Griphens. They will say how they plan to deceive the Tyrian Templrzars. Leave the storeroom and go to the main door of the building, to the west. 8) Use the door and knock twice, then once. Enter, go straight north and talk to the head templar. Tell him that the Draxans plan to kill them all. He will want proof. Tell him that the proof is in the room to the east. He will "accidently" drop the key. Use it on the door to the east and kill the little monster. Enter and use the closet at the bottom of the room. You will find a journalr{'8 of the Draxan commander. 9) You can give the journal to the head templar for some experience. Then, use the cabinet in the top of the eastern room twice to enter it. When you appear, the Draxans will all leave through the cabinet (you can't stop them), leaving Kaleobuta alone. Kill her and she will leave a document saying how she planned to ally with the Draxans. This is the proof you needed. Open the eastern door and leave the templar HQ. 10) Return to Arslan ar |nd show him the proof. Tell him that you are ready to go to the Veiled Alliance. Follow him to the bathhouse in the southwest corner of the city. He will leave you there. Open the door and walk in. You will be attacked by 3 giant skeletons. Beat them and enter the room in the north- west corner of the building. Use the fountain to the left of the cabinet and then use the open cabinet to enter the Veiled Alliance HQ. Veiled Alliance Headquarters -----------------------r }f----- 1) When you appear, Matthias will talk to you. He will tell you about the Veiled Alliance and about the other members. 2) Go to the room directly east of the place where you first meet Matthias and talk to Aleka, the woman behind the desk. She will tell you about the other Veiled alliance members including Tasarla, and Romila. She will give you a password to tell to Tasarla so that she will recognize you as a Veiled Alliance member. 3) Go to the southeast cor ~O7rner of the building and you will come to a meeting Romila is holding. Tell her that you believe action is the way to go and she will tell you to come to her chambers after the meeting. When the meeting ends, simply follow her to her chambers in the southwest corner of the compound. She will then inform you that the Draxans must be hiding in Kalak's pyramid and tell you to speak with Tasarla about it. Leave the Veiled Alliance. The City of Tyr Again --------------------r !- 1) Leave the bathhouse and go to the second merchant to the north (in a booth with a blue symbol on the top). Talk to Tasarla and tell her that you want to buy a jaguar cage. Then ask for help in getting into the pyramid. She will tell you about Kovar, a fanatical templar who should be able to help. She will also give you citizenship papers with which you can talk to Kovar. 2) Talk the alley directly east and enter the first door to the north. Kovar's guard, Dhukkarr 5( will talk to you. Tell him that you want to see Kovar and then show him you citizenship papers. He will tell you that Kovar is gone. Ask him for help in getting into the pyramid and he will tell you to read Kovar's book. 3) Go to the room to the north and use the bookcase. Search the shelf and you will find the stone medallion used to get into the pyramid. Leave the house. 4) Go to the north-east corner of the city. Use the stone medallion (it will be just called r_}a key) into the base of the statue to open up the way into the pyramid. Now just enter it. The Pyramid of Kalak ____________________ 1) Upon entering the pyramid, the quickest way through it is to go through the grate to the north of the entrance. Just use the grate, and you will get through to the other side. 2) Head north till you come to a statue. Shoot its head. Walk west past the statue. You will be forced to fight some Draxans here. 3) You will notice that in rᘇthe centre there is a garden. Walk around it, so you will end up near the staircase to the garden on its west side. There is a grate built into the west wall beside the staircase. Use it to go to the room beyond. 4) In this room you will find a prisoner in the cage. Don't walk towards the cage, as you will get hurt, and you can speak to him from a distance. He is a sick preserver and he can be helped with some grapes or berries for bonus experience. 5) Head through to trPʷhe door to the north (you shall get an option to listen on the conversation in the room beyond the door, but you should surprise the talkers instead. Kill the men in the room, and use the cabinet to warp yourself into the middle of the garden. The emissary of the Dragon will attack you, slay her quickly and the garden will go apeshit killing most of her minions. Get the items from her body (particularily the Life Stealer) and return to Veiled Alliance HQ the same way you crZame in. Veiled Alliance HQ again ________________________ 1) The HQ is under attack by Draxans. Help Matthias, and Romila, and save as many other alliance members as possible. 2) With Matthias head through the secret door, and proceed to the room with the urn of Utaci (east). 3) The Lord Warrior will steal the urn and teleport away. Destroy his minions and go to talk to Matthias in the meeting room after the HQ has been cleared of Draxans. 4) Matthias will quest yourW to find the 4 relics: Hammer of Promere, Fire Ruby Cup of Life, and Lyre of Winds. He will also tell you that the cup is in the hands of the local alliance healer, Silvan. 5) Go to Silvan (west, just below the stairs) and talk to her about the cup. Take it from her when offered. 6) Return to the room where you fought Lord Warrior's minions (the room where Lord Warrior made his brief appearance) and take the damaged tapestry off the northern wall (it is the blue tapestry). Arzft this point you could go to get the Fire Ruby, but getting Promere's Hammer makes more sense. 7) Return to Tyr. Under Tyr (optional) ____________________ 1) This quest will yield a +4 sword, Bloodletter. Go to the inn owned by Zambon, in the north east of town (west of the pyramid entrance) and use the chest behind the owner. It will open revealing a passage below Tyr. 2) Use the passage. Talk to the man you see downstairs, and express your good desires, rfand ask him to let you into the sorrows. He will move away, so go through the narrow passage. 3) You will see a big hole in the west end. You can't enter this room yet, instead head north to a building with a man lying in bed. This is the leader of the bandits, so talk to hhim, and express your desire to help him. 4) Return to the hole, and tell the guards you've come to investigate. Look into the hole, and 3 Umber Hulks will appear. Defeat them, and return to the leaderMr again. 5) This time Umber Hulks broke through and kidnapped his men. Go to the west wall, and you should be able to find a narrow passage in the pile of rubble along the west wall. This passage will lead you into the adjoining area. 6) Once you enter the next area you will have to fight a lot of random Umber Hulks, Feyrs and Revenants. There is a good deal of random miscallenous treasure scattered about. 7) Go as far west as possible, and you should hear cries for help. r|tt Turn north and follow the passage till you come to a man covered in rubble. Defeat the nearby monsters, and use the rubble to free the man. He will ask to be escorted back to the exit. Do so for experience. 8) Now, take the passage south from the fork where the cries for help were heard. Follow it, until you come to the big room, which was once a temple. In the chest at the northern end, rests the Bloodletter. Retrieving it will cause the Golem guardians to come aliver[T. 9) Once you get the Bloodletter, return to Tyr. The Jungle Quests (optional) ____________________________ There might be a better way of doing this, but if there isn't use this: 1) Upon entering the forest, walk to the hole in the bush, which is just north west of the lake. Therein you can find a boots of speed if you move one of the barrels away. 2) For 3000 exp you can go to the pillar in the centre of the ruined buildings and find some serpent tracks on the gror und (must be wearing the boots!). 3) Next, you should proceed north, through the jungle into the next area. There you will find a mercenary band. Agree to help them, they will give you a conch to blow when you are ready for them to attack the yuan-ti and 1000 exp. Return to the previous area. 4) Go to a hole in the bush in the south very south of the area...in the west side. There you will find a druidess, Dayria who will tell you that she is being held prisoner by the war̕mrds of the evil yuan-ti sorcerer Soltriss. Agree to help her. She will send you to her garden to get her some roots. The garden is in another bush hole, barely north west of Daryia. After defeating a small encounter you can pluck the roots from their places. Upon return, she will quest you to bring her some berries, which are in a hole on the west wall of the area. Enter it, kill zombies, pick berries, return. Finally Daryia will ask you to help her defeat the yuan-ti srA4orcerer. Agree to it. 5) Proceed towards the mine entrance, which is in the very north west of the area. You will be contacted by a group of halflings inviting you to their village. Their leader Snaggle lives in the first tree, and that's where he will lead you if you follow him. If you talk to him in his tree, he will inform you that he is being attacked relentlessly by yuan-ti, and some halflings are missing. He is also searching for the lost pool of Heroism. TakrUe the flask which lies on the floor behind him. Agree to help. There are a couple of things you can do with halflings from the other trees: go hunting, or pick berries, but both actions appearuseless. 6) Go to a hole in the ground, south of the mine entrance. Enter it, and you will have to fight a squad of yuan-ti. Defeat them, and proceed north. Duck into the alcove in the west wall, when you "hear great many warriors". Wait in the alcove, and you will receive 1000 exp rwfor dodging some fighters. Continue north, and you will have to fight another small group of yuan-ti. Now, head west to the big fountain. Use it to rest, or fill up your flask (from Snaggle's tree) to have some portable rest! Return to where you fought the second yuan-ti squad, and exit the tunnel to the north. Now, head north and east to the office of Jestris. Talk to him, and offer to negotiate with Tantris the mad warrior through the means of a note. Talk to Jentris's r\A"scribe and get him to write you a note to "Dear Tantris, don't let Soltriss summon El, or your a wimp". Now, take this note, and use it on a rock. Move towards the centre (but not too close) and use the rock to throw it at Tantris. 7) Tantris will read the note, but won't act upon it, so move up, and when you're within the temple, blow the conch to signal the mercenaries. 8) As the mercs attack, kill Tantris, and Jestris will attempt to sieze power. He will be unsuccesful,r&< and El will appear inevitably killing him, and the mercenary leader. Kill El, and all the remaining yuan-ti. You will get mega exp bonus. Take El's Drinker from El's dead body. Return to the hole in the ground, and enter it. Now move towards the centre of the area, and you will bump into Soltriss. Tell him El is dead, and kill him, thus breaking the curse on Dariya. 9) After you kill Soltriss, attack the branches blocking the entrance up from El's tomb. Go through therJEe entrance (a half-giant still won't fit) and use the big rock to open the entrance to the missing halfling group. Talk to Halla, in the south west corner of the room, disregarding anything Leaftop might say. Ask Halla about rocksap, tell her to form a plan, and suggest she warn you when Runner is coming, and to block entrance with rocksap. She will act upon your suggestion, so use the rock again, to close the entrance when she say she's ready. 10) When Runner comes, attackr {x him, and kill him. Take the map from his body, and give to Halla when she asks for it. 11) Wait till all halflings leave before you do, to collect maximum experience bonus. Then exit the area through the same exit you came through. 12) If you need giant snake eggs, you will have to go south, of the main area to where there is a bucn of coiled snakes. Taraxis will talk to you and try to get you to drink poison. Don't, move south towards his treasure pile, and fall into ther!1-? pit. Take eggs, walk around till Taraxis offers you up, and accept to drink the poison. Now, kill him when topside, and hurry to get yourself healed. 13) Return topside. Last important thing is to free the chained up girl at the centre of the jungle by breaking the lock or paying off Ptar the giant. Either way will do. The Mines _________ 1) To enter the mines, you will need to buy a key from the mine director, in the building west of Acar. The mine director will r"'sell it to you for 1000 golds. 2) Go to the mine entrance in the north west of the Jungle. Use the door to open the mines. 3) You will talk to Melody, the chief of the mines, pretend to be the team from Urik, and you will be quickly ushered in. 4) Go to the main staging area (where there is 4 tunnel entrances) and take the middle one on the west wall. Go west again, and from the digsite, recover a wheel lying there in the north east corner. 5) With the wheel, return eastr#r back the way you came, and go north. Use the wheel on the over turned ore car. Use the orecar to place it back on the tracks. 6) Return to the main staging area, and go north, north, and north again. Then, go to the east. In this room there is fresh airflow. Set the fan to the west, go west. Set fan south, go south, set the two northern fans west, go west. Go west again (on your way you will be ambushed by Umber Hulks, kill them, and you will remain blocked in by rubblr$}e, wait a while and dwarf Winchester will release you, giving you a whistle to call him in similar circumstance). 7) Set fan west, go west. Set fan north, go north, set fan west, go west, set fan north, go north, set fan to the west to disspate the poison gas, and talk to the guy in the south west corner of the room. Get him to give you the "key" for the elevator. Use it, to memorize the elevator controls. 8) Return to the staging area, and use the console panel by the soutr%Հ#hern most exit on the west wall. Go into the cart, and you will appear by the elevator. Use the panel, to descend. The Lower Levels ________________ 1) Talk to the miners about the deaths and disappearances. Take the orecar around the place and Eventually, you should end up at Hedro's Acre. Enter the doorway in the middle of the plot, and talk to the master switchman (actually, talk to the tube). Ask him for directions to Luckout Tunnels. Go there, and look at tr&>D!-he empty dig site.. At this point, the killers will become active. 2) Walk around until you meet up with a group of gray-cloaked miners. If you try talking to them, they will be described as "tired looking". They also carry axes +3 instead of picks. Attack them. After killing them, make your way to the Old Dig. There should be several mindflayers there. Kill them, and follow the escaping flayer through the secret doorway. 3) Upon entering the doorway, the flayers will cr'@