Eamon Adventurer's Guild Online1h>
Eamon Walk-Throughs
Eamon #7 "The Devil’s Tomb"
Walkthrough by Tom Zuchowski
This isn’t really all that difficult of an outing, except
that there are one or two puzzles that will surely try your puzzling skills as
well as your patience!
First, the hints, for those of you who want to try this on
your own. These are largely repeats of the hints listed in the review:
You must often type in full commands with no abbreviations.
However, when working with doors, use the object name DOOR instead of the door’s
listed name.
The first door can’t be opened, but there are two standard
commands that will get you out.
The second door can only be opened, but it takes ALL
of your strength to do so, even that strength you are using to carry your stuff.
Well, let’s get started! This time out, we’ll take the
scenic route and hit almost all of the rooms. I will say to kill most of the
denizens you see, but there is a chance that some might be friendly, so you
might want to test them before attacking.
As the adventure opens, you find yourself trapped in a cell
in the Devil’s Tomb. Obviously, your objective is to find your way out, and
maybe pick up a little treasure along the way.
First off, let’s check the command list. Our new commands
are BET, OPEN, and READ. Given the age and level of this Eamon, odds are good
that the new commands are special purpose and not general-use.
We need to do something about that door. Hmm, it won’t
open, and you can’t attack it. Let’s try magic and use our POWER spell. It
vanishes! (POWER is the intended command, but if your POWER spell is weak,
you’ll find that a minor programming bug lets GET work just as well.)
Go S into the torture chamber, then W into a cell, and get
the diamond ring. Return E.
Continue E into another cell. There’s nothing here, so
return W.
Head S to a T-intersection. Turn E, and kill the zombie.
Continue E and kill the lizard.
Let’s look up those stairs: go N three times to a platform
and look around. There’s nothing here, so return S three times.
Go E into a cell with shiny blue walls. Read the word NEAMO
on the floor. If you SAY NEAMO, you will be randomly transported elsewhere in
the dungeon. We don’t’ really need to do that, so return W three times to the
first T-intersection.
Go W four times. Get the painting and vase along the way if
you wish. There’s nothing here, so return E.
Turn S to a corridor with a hole in the west wall. Get the
bow.
Go W through the hole and kill the torturer. Go U the
ladder into a huge cavern. A book! Get the book and read it, and learn the spell
TREZORE. (TREZORE is a very powerful spell that is very similar to POWER. It
carries the chance of great reward as well as great danger. It looked to me like
the odds may favor a harmful result. TREZORE is not needed, but it has a lot of
interesting results. Use it at your pleasure and your peril.)
Go S to a 4-way intersection. Continue S into a cell.
There’s nothing here either, so return N.
Head W and get the ruby. Go N and kill the wildman. There’s
nothing else here, so return S and E.
Go E down the tunnel. Kill the Blob, then continue E to a
T-intersection. Go N – we’ve been here before, so return S.
Go E to the bend. Read the inscription – hmm, apparently we
can’t read inscriptions.
Go N into a cell and kill the infant. Get the old book.
Sheesh, this can’t be read either. There’s nothing else here, so return S.
Continue S, then E, then S again. Go S into another cell.
Open the box of TNT and find it’s empty. Return N.
Go W into another cell and pick up the sling, then return
E.
Go E down the corridor and find a golden apple. The apple
is a trap that explodes when you pick it up, but the damage is minimal., and you
do get to keep the apple.
Continue E to the end of a long hallway. Notice that south
wall? Don’t do a LOOK yet; we’ll be back shortly to check that out. For
now, head N up the corridor. Kill the tiger.
Go W into a fancy room, find nothing, and return E.
Go E into the casino, and find a scroll. Get the scroll. It
will crumble to dust if you try to read it.
You can BET on the Wheel of Fortune if you wish. This is a
very high-stakes game! You bet points of your hardiness, agility, or charisma,
and you might die if you get a bad spin.
Return W and go N, then N again to find a dead end. Get the
necklace, then return S three times to that wall we noticed.
LOOK, and find a secret passage south! In fact, you’ve
moved into the passage, and there’s no going back. You can get the trident, but
it belongs to the Devil and it will burn you (a trap.) Also, if you try to ready
it, it will burn you again and then disappear (another trap.)
Go E, and get the bottle. Read the bottle. What’s this? It
turns out that the bottle is filled with a harmful gas that will slightly injure
you if you open the bottle (yet another trap.)
Go N into a small chamber, and kill the witch doctor. Get
the shield and the gold spear, then return S.
Continue S into another small chamber. Open the chest, and
get all. Return N then W.
Continue W, then S to an arch. It says ABANDON HOPE ALL YE
WHO ENTER HERE. Well, that sounds both promising and dangerous. Let’s check it
out! Go S through the arch.
The Devil’s Temple! Yow, there sure are a bunch of bad
guys. Fortunately, they are rather cowardly. Clean them out.
There are exits in all directions, but I’ll save you a
little aggravation right now and tell you that all of the exits are death traps,
except for the way you came in, and the iron door.
That big bolted iron door looks interesting. OPEN doesn’t
work. POWER doesn’t work. TREZORE doesn’t work. There’s only one way to get it
open. DROP ALL, then OPEN DOOR. Pretty obscure, I have to say.
OK, it’s open. GET ALL of your stuff, and go W through the
door.
You’re out! Sell your loot, and head home!
Eamon #19
"Death Trap"
Walkthrough by Tom Zuchowski
We had a request for this Eamon. While it's an early one, it has a well-earned
difficulty level of (9), and there is plenty of tricky combat plus some obscure
puzzles to boot.
First, let's get up to speed on
some features of this Eamon. In the early style, it uses a lot of randomizing;
there are lots of monsters that may or may not be friendly, and results of an
action can vary quite a lot from one try to the next.
This dungeon tailors itself to
your character's weapons. During initialization, the MAIN PGM examines your
weapons, and adds more and tougher monsters to equalize your big guns. If the
total of your weapons' dice times sides adds up to less than 50, you get the
"minimum" dungeon, but if it adds up to more, you get more and tougher monsters
on an ascending scale. To give you a reference, the weapons used by "FRESH SAM"
add up to 132. The extra bad guys are placed randomly. I can't predict what
weapons you'll bring, or where the tough guys will be randomly placed, so this
walk-through addresses the minimum dungeon only. There is actually pretty much
everything you need here in the way of weapons and armor.
This Eamon is a straight
kill'n'loot scenario with your only quest to escape alive. The entrance is
sealed, so you need to find an alternate escape route. It turns out that a lot
of the combat is optional to the basic route out, but we'll hit every room to
let you know what you will see and do. We won't discuss treasure either, but
please feel free to grab all you can carry. For simplicity, we'll assume that
all the variable-friendliness monsters are enemies.
This is a tough Eamon to
survive, so I suggest two MAIN PGM modifications before you get started: delete
lines 1055 and 30130. Doing this will prevent the FRESH MEAT and saved game
files from being deleted. Thus, if you get killed or simply wish to restart
while playing, all you need do is halt the game with a control-C, type CLOSE,
then RUN.
So let's get started!
You begin the adventure hanging
onto a sheer cliff face, and must climb up or down. Right away, you hit a stroke
of good luck and find a climbing rope! GET the rope.
Go up twice to the ledge where
you must use the rope to proceed. THROW ROPE. Odds are such that you may miss
many times before you succeed. There is also a 10% chance with each throw that
you will slip and die.
Once you secure the rope,
continue up twice, then go SE twice, then E twice to the cave entrance. Go south
and enter the cave.
Trapped! The entrance is no
longer passable! Now you need to find another way out. There are three different
ways out. The first is via the POWER spell. If you are asked to surrender and do
so, you are returned safely to the Main Hall. But we are not losers, so we'll
find a more honorable way out!
Go south to the T-intersection,
then head east twice. A blue dragon with a bad attitude, and a magic ring!
Before you do anything else, GET the ring.
Here is the first trick this
Eamon throws at you. WEAR the RING. (Hey! There's no WEAR in the command list!
This is not a bug. John did it that way on purpose. Gotcha!) This is a
first-rate magic ring, and it boosts your armor to 100 (regular plate armor is
7). Not too shabby. But there is a catch: once the ring absorbs a certain number
of hit points of damage, it vanishes from your finger. You can recharge the
ring's power by periodically removing it from your finger with the REMOVE RING
command. (Hey! There's no REMOVE command in the list, either!) There is no harm
in wearing it constantly, but it's a good idea to recharge it pretty often. The
ring's capacity is randomly set and can vary between 50 and 170 hit points.
(Here's a hidden testing
feature: if you are wearing the ring and answer "T" to the POWER spell's
surrender question, you are made pretty much invincible. But we aren't cheaters,
either, so we'll work it through the hard way!)
Now that you are protected,
kill the dragon. Take a LOOK around. A dark hole to the south! Go south into a
closet. That south wall doesn't look too sturdy, so try going that way, too. You
find a small white pill. This pill will heal all your hits one time (the command
is TAKE PILL).
Go south and kill the wizard.
Head east twice. Wow, who stepped out of the mirror? A clone of yourself! He'll
have the same weapons and armor as you, and more will appear shortly, so you
need to shut that business off right now. ATTACK MIRROR. Get that big mirror
fragment, it may come in handy later. Go back to the T-intersection two rooms
west of the blue dragon (W,W,N,N,N,W,W)
Go south, then west. Kill the
hill giant, and get the shovel. Go back east, then go south twice, then SW to
the 4-way intersection. Go NW, then DIG in the soft ground. A box, and a huge
diamond! Go back SE. GO SE again, kill the warrior, and DIG. A skull. Return NW.
Go SW to another 4-way
intersection, then go SE twice to a "very strange" four-way intersection. Go
east from there. You meet the Lone Ranger, who will probably be your friend. If
he turns out to be your enemy, be sure to get his pistol after you kill him.
Go back to the last 4-way
intersection (W,NW,NW). If you killed the Lone Ranger and have the pistol, READY
it now. Go NW, then north. Kill the Werewolf (the Lone Ranger used silver
bullets, remember?) The Lone Ranger isn't a very good shot; if he is with you as
a companion, you may have to "kill" the werewolf several times before he finally
nails it permanently. Return to the intersection.
Go SW, then west. Get the
wooden stake. Never know when you might run into a vampire. Go south. Wow. Here
you find Odin's spear, Gungnir, guarded by a Viking. The Viking won't fight you
unless you try to get the spear. Gungnir is a first-class magical weapon with
4D12 damage potential. The easiest way to get it (though somewhat cowardly) is
to attack and kill the Viking before you touch the spear. Whether you get the
spear or not, head back to the intersection. (N,E,NE)
Go back SE twice to that "very
strange" four-way intersection. Go SW, then south, then east. Kill the black
dragon and get the cannon. (Here is the second way out of the cave. If you
return to the entrance and ATTACK ENTRANCE with the cannon as your ready weapon,
you will blast it open so you can leave.)
Go back to the 4-way
intersection (W,N,NE), and go east from there to where you met the Lone Ranger.
LOOK reveals a secret passage to the east.
Go east twice to the tomb and
kill the caveman. Go south twice to the trophy room, and east into a
T-intersection. Go south and kill the mammoth, then return north.
Go north, then east into a
4-way intersection. Go east twice to a room with a statue. READ the door. You
can't understand it, but you can make out the name MEDUSA. Medusa was the Gorgon
who turned men to stone when they looked upon her. No doubt the fate of this
stone statue here. Let's see if we can't free him-- keep trying POWER, and you
will eventually hit a result that turns the statue into Perseus.
READY the mirror. Now you are
gazing into the mirror, but still have your old ready weapon readied as well. Go
south into Medusa's lair and kill her. Go back north.
Go north into the other
chamber. GET the bottle and OPEN it. A genie! He's just a fighting companion,
but the more, the merrier. Return to the last 4-way intersection. (S,W,W)
The four rooms to the south of
the intersection are simple enough and don't require mention here. To the north
are two doors; you can open them with an OPEN DOOR command. Behind the north
door is an evil book. There is nothing to gain from opening the book, but if you
do, you will find yourself facing four movie monsters and will need that wooden
stake. Return south to the 4-way intersection.
Return to the last
not-fully-explored 4-way intersection (W,S,W,N,N,W,W,W)
Go NE, then east three times,
then north. You meet Unus, who is said to be indestructible. If you have trouble
damaging him with your weapons, use your BLAST spell on him.
Check out that east wall: it's
just paper. Go east twice. You'll pick up Lockjaw as a companion, which is good
and bad, as Lockjaw may randomly teleport you at random moments. Go north twice.
You may or may not be able to
get a bead on Vanisher with your weapons, but the BLAST spell works well on him
also. Go north twice.
Uh-oh. This Baalzebul character
is in fact as bad as he looks. I could find only one way past him, and that is
to FLEE until I achieve the state where he didn't follow me and I am in a room
ahead of him. There's no telling where you will be by the time you achieve this,
but from this room head on north to the bend.
Go west twice. A dead end, but
you can DIG here. If you DIG west several times, you will eventually break
outside by the cave entrance.
And that's it. Head back down the cliff and return to the
Main Hall, and collect on your bet!
Eamon #44 "Escape
from the Orc Lair"
Walkthrough by Jared Davis
This Eamon is actually very simple, and has many secret passages discovered
by LOOK, but as soon as you find them, you go through them immediately!
LOOK around first of all. Ah, you go DOWN! Now find a "T-intersection E-W &
N." LOOK to go south. ATTACK SNARG and FLARG.
Go on South, West, and Up to find Corondol. Go Down and West. ATTACK BORK and
CORK. Go South, South, South, and ATTACK the GIANT PIKE. Go South, East, and GET
the RUBY. Go East to a big battle. Eugene may or not become a companion. Go East
when all the enemy orcs are dead. Here are more orcs! Mork may become a
companion.
Go North, East, and GET the CRYSTAL. Go East, and LOOK to go North.GET the
COINS. Go South.
Go East, South, and ATTACK the enemy orcs. Go South, West, and ATTACK Klorg,
Blorg, Mortimer, and Ferdinand. Go West, South, LOOK to get out! You can finish
now or go back inside. I suggest leaving.
Thanks a lot!
Eamon
#62 "The Caverns of Doom"
Walkthrough by Paul J. Hollander
Tom Zuchowski reviewed this adventure (EAG, Sep. '96). He
complained about the spelling errors and room connection errors. I agree
completely. Tom also criticized the lack of a theme. The Egyptian elements
hint at an ancient Egyptian theme, which could have been very interesting. But
the monsters and artifacts from other mythologies bury the Egyptian elements.
Tom reported that the room exits were usually well enough
marked. I found the hallways to be well marked, but the room exits are not.
Mapping was mandatory just to remind me where I entered a room. This wouldn't
be a bad problem if there was only a single entrance. But 18 of the 100 rooms
have unmarked exits in addition to the entrance. Concealed doors should be
visible if one LOOKs, but these are not. Bashing into walls looking for exits
gets frustrating very rapidly.
Tom was unable to find an exit to the Caverns, and neither
could I. However, one room is named Exit Chamber, obviously marking where the
exit should be. After spending a few days with the Caverns, I decided to add an
automatic exit (line 205). I also modified the LOOK command (lines 6052-6058)
to show all the exits.
Modifications to the Main Pgm:
205 IF ROOM = 96 THEN ROOM = 97 : NBTL = 0 :
GOTO 100
6052 A$ = "EXIT " : PRINT DK$;"READ EAMON.ROOMS,
R";ROOM
6054 FOR D = 1 TO 6 : INPUT R2 : IF R2 THEN A$ =
A$ + MID$(" N S E W U D ", D*2, 2)
6056 NEXT : PRINT DK$ : PRINT A$
6058 IF ROOM = 98 THEN PRINT : PRINT "A VINE
COVERED SIGN POINTS NORTH TOWARD THE GUILD
HALL."
I persistently try to read scrolling text. This strains my
eyes and has given me some bad head- aches. So I added another modification to
minimize the scrolling:
Line 300 becomes line 302, and a new line 300 is added.
300 HOME : PRINT "YOUR COMMAND? "; A$
Make the modifications to a copy of The Caverns of Doom.
There are still twisty passages, unfriendly monsters, and death traps. But with
luck and a good healing spell, the adventurer can get out alive with a pack full
of loot.
The adventure's primary objectives are the four stolen
pieces of computer equipment. One can leave the caverns with none, some, or all
of them. Other loot is usually less valuable, so if anything must be abandoned,
the computer parts should be the last to go.
_______________________
The following route seems the most direct to the computer
equipment and the exit:
One enters the Caverns and walks south into a large cavern.
Go west to the large room and make friends with Superman. You need all the
friends you can get. Continue west then south into the green room. Go south.
The cyber-nibble lies in the hallway.
After getting the cyber-nibble, continue south. Turn east
then north into the staff room. Continue north through a one-way portal to a
west- north bend. Go north, then east to a T-intersection. Continue east to
another T-intersection. Turn south and continue south all the way to the end of
the hallway. Turn west into the space room, where the cyber-bit lies.
After getting the cyber-bit, return east into the hallway.
Go north to the first T-intersection, then west to a four-way intersection. Turn
south, then west, then north to get to another T-intersection. Turn west, and
enter the lava room.
Go south from the lava room to a four-way intersection.
Turn east into the secret room, and climb a ladder to reach the endgame
beginning. Go south to a four-way intersection. One of the hallways leads to
one of the missing computer parts and another leads to the other missing part.
Take the east hallway for two moves. There is a room to
the south, where the cyber-byte is located. Get the cyber-byte, and return to
the four-way intersection.
Walk west to the vertical chamber, and go up. Go east to a
four-way intersection, and turn south. Continue south through the chapel to the
burial chamber, where mummies are prepared. Go down, then proceed east through
several rooms. The hallway turns north to enter a four-way intersection. Go
north into the Egyptian room, and get the cyber-key.
You now have all four of the stolen computer parts in your
pack, and you want to leave the Caverns. Go north into the exit chamber, where
you are spit out into the forest. Stroll north until you reach the guild hall.
You've won, and the townsfolk reward you handsomely.
Eamon #74 "DharmaQuest"
Walkthrough by Tom Zuchowski
In this adventure, you have
offended Hokas, and he sends you to another land to learn some manners and
compassion.
First, the hints for those who
wish to solve it on their own:
If you delete line 19050 from
the MAIN PGM, you can restart a saved game more than once. You will need a
separate "Save" disk . This disk will be formatted and erased when you save a
game to it.
There are two ways to exit the
adventure. One is through a simple magical portal, which can be done at any time
once you find it. The other exit is more difficult to achieve, and gives a far
more satisfying outcome. The maximum outcome ends with the gods boosting every
one of your major stats. Those of you who use cheater-superman characters will
not want to return to the Main Hall, as the reward maxes your main stats to 25.
Use the Ring of Asroth
sparingly. You must kill some enemies in the conventional fashion in order to
learn every clue you need to completely solve this outing.
There is a bug that deposits
you in the Temple of Aphrodite if you SAY something that the program doesn’t
recognize. You will find things less confusing if you only SAY things you are
reasonably sure that the SAY routine should recognize.
There is a random chance that you will
be denied entrance at each of the four temples. There is nothing in these
temples that you have to have in order to achieve the maximum outcome. If you
want to complete all of the temples, here is a workaround:
1) If the statue disappears and
your prayers are ignored, halt the game with a Control-C, then type:
R2=xx:POKE51,0:GOTO3500
2) Replace "R2=xx" with
these values:
Temple of
Poseidon: R2=39
Temple of
Apollo: R2=45
Temple of
Aphrodite: R2=63
Temple of
Artemis: R2=52
Be aware that the gods cherish
their pets!
OK, those are enough hints.
Let’s get started!
Many people that you meet have
a random chance of being friend of foe. Take care of them as necessary if they
are enemies. Note that there are some exceptions, listed below.
Note the new commands: PRAY,
HELP
As you begin, there is nothing
to see in any direction but north, so go N and meet Gwynnith. Continue N, then
go E into a cave and meet Polydorus
Continue E deeper into the cave
and discover TABLET1. EXAMINE TABLET1 (NOTE: you MUST use the FULL command!
Command abbreviations often do not work with the EXAMINE command in this Eamon.)
You learn about 4 great
wizards’ magical rings:
Ilgaard’s
opens locks and seals
Twalrep’s
cures wounds
Xantec’s
gives wisdom
Asroth’s
destroys all in its path
Return W twice to the canyon,
then go N into the valley Climb U into a small cave and meet a hermit in
trouble. HELP the hermit, and acquire the bronze Ring of Ilgaard. Return D to
the valley.
Continue N to the river bank, then go
N again into the river, and discover TABLET2. EXAMINE TABLET2, which reads:
F.OM ..S..TH CAME ….R,THE
B.A.. WIZARD
.. KIL.ED THE FOUR AND USED
A SPELL TO
WELD THE RINGS INTO THE
ULTIMATE RING OF
POWER.HE WAS SLAIN BY THE
GODS FOR THE
SIN OF HUBRIS AND THE RINGS
SCATTER.. TO
THE FOUR .INDS. THEY … … ..
That looks interesting! We’ll
have to remember that.
Go W upriver and help a drowning boy.
He tells you that death lurks west of here and east of the ford. Believe him,
and return E.
Continue E. Here is the ford,
so let’s turn N. Continue N again into the village.
There is nothing of real
interest in the huts; explore them as you wish.
Continue N into the Grove of
Athena. Help the old woman, and acquire the golden Ring of Xantec. SAY XANTEC
and learn how to use rings (I guess you already knew that, though, huh.)
Return S three times. Continue
S to the south side of the river and meet Deiphobus. Then go W three times along
the path.
Don’t go D below the bridge.
This is the same point in the river that laid W of the boy, and Death awaits
there. Instead, go N across the bridge and meet Polydamus.
Continue N to the city gate.
The gates are locked and you are blocked here. This looks like a good place to
try out the Ring of Ilgaard – SAY ILGAARD. You find yourself on the Main Plaza,
where you meet Memnon.
You will get yourself into some
combat if you GET the statue of Patroclos. There is nothing to be gained apart
from the thrill of combat and the chance to see a couple Effects. It’s your
call.
Go N to the palace, then go W
and find a crying girl who can’t get her cat. HELP the girl. Have you noticed
that none of these people in trouble quite seem to be what they appear to be?
Return E.
Go N twice to the throne room,
then N and meet Machaon.. EXAMINE TABLET3. Hmm. To gain the power, you have to
not only possess the four rings but must also be noble of spirit? Well, we
have been helping all of these people . . .
SAY XANTEC and learn of a
secret passage down. Go D and meet Theoclymus. SAY XANTEC again and learn of
another secret door down. Continue D and meet Xuthus.
You have found a gold box. SAY
ILGAARD. Get the black Ring of Asroth and some other loot. Do not
ever say ASROTH unless you have an enemy standing before
you! Even then, use it sparingly. When you destroy an enemy, you also destroy
whatever he is carrying; so only use it when you are sure you won’t want what
they might have, or if you are perhaps trying to leave no evidence. I wound up
not using it at all and didn’t miss it.
Return U twice and go N into a
courtyard. SAY XANTEC and discover another secret passage down.
Go D and discover a
sarcophagus. EXAMINE INSCRIPTION. The Black Wizard! The tablet said that we need
his name to forge the rings together. Let’s see if we can find any clues in the
sarcophagus. SAY ILGAARD.
Oops. He’s not so dead, after
all. Kill him with your weapon. Do not use the Ring of Asroth! If you use
the ring, you will never learn his name. As soon as he dies, note his name! It
will appear just as he dies. You get just this one chance to learn it, so be
attentive. Write it down, as it changes with each play.
Return U, S, and E. Continue E
and meet Phaedra. SAY ILGAARD to open the silver box, and discover the silver
Ring of Twalrep. If you are injured, feel free to use this ring as needed to
heal yourself. You may require multiple tries before you become totally
rejuvenated.
OK, we’ve got all of the rings,
and we know the Black Wizard’s name. But let’s hold off on that until we’re
through exploring everything else.
Return W, then go N and meet
Nemo. I expect you’ll have to kill him. Continue E into the wizard’s lair.
EXAMINE INSCRIPTION over the door. Is this the exit? (Yes, this is the quick way
out. But we are going for max points here, so don’t go through it!)
Return W, then S four times to
the Main Plaza. Go D to the Plaza of Temples.
Go W into Temple of Aphrodite
and PRAY.
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=63:POKE51,0:GOTO3500.)
EXAMINE INSCRIPTION over the
east door. Big deal, danger, and glory, the usual stuff. Yada, yada.
Go E through the door. It
becomes blocked behind you – you’re trapped! EXAMINE INSCRIPTION on the wall and
find a riddle! Luckily, it’s the old Sphinx riddle that we’ve all seen on many
an outing. Answer MAN and learn the magic word to exit (get it right the first
time—you just get one chance.)
Get the gold ingots, then SAY
NAUTA to escape the room.
Explore the south room if you
wish, then go into the west room and meet Helen. SAY XANTEC and learn of a
hidden door behind the mosaic. Go N and find yourself back in the little girl’s
garden. Return E, S, D to the Temple Plaza.
Go N into the Temple of Apollo,
and PRAY.
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=45:POKE51,0:GOTO3500.)
Go N, then W, and get the
hamster. Return E. Continue E and meet Admetus. Get the chest if you wish.
Continue N and meet Cassandra.
SAY XANTEC and find a secret
passage down. Go D and find a crown. Get the crown. A python appears! Do not
kill him. Give him the hamster and earn his trust.
Again SAY XANTEC and learn of
another hidden passage in the floor. Continue D and meet Astynax. Go S and
return to the Temple Plaza.
Go E into the Temple of
Poseidon, and PRAY
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=39:POKE51,0:GOTO3500.)
Go W and get the salt. Return
E. Explore the south room and return.
Go E and meet Thetis, and then
continue N. SAY XANTEC and discover a secret passage north, behind the mosaic.
Get the golden cup. A sacred bull appears! Do not kill him. Give him the
salt and earn his trust.
Go D into the pool, and find
yourself in the small cave near the beginning. Return to the Temple Plaza (D, N,
W, W, N, N, SAY ILGAARD, D)
Go S into the Temple of
Artemis, and PRAY
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=52:POKE51,0:GOTO3500.)
Go N, then E, and meet three
Amazons (alternatively, you can go S and circumnavigate the island until you run
into them from the other direction.)
Go S, then D and meet
Andromache and Clytemnaestra. Get the jewels, then return U.
Continue U and meet Penthesilea
and her leopard. EXAMINE INSCRIPTION on the door. It says THE FIRST SHALL BE
LAST AND THE LAST FIRST. SAY DNEIRF AND ENTER.
That’s simple enough—SAY FRIEND
and find yourself on the path outside the city.
OK, we’ve done it all. Time for
the finale. SAY the Black Wizard’s name.
Lots of gods here. Let’s try
PRAY and see what happens.
Not bad!
Eamon #77 "Temple of the Trolls"
Walkthrough by Tom Zuchowski
We are on a Quest to have a
superior weapon made for us by Grommick, the Trolls' master armorer.
If you want to solve it
yourself, here are a few clues:
Look before you leap.
Ulik can be sidetracked easily
if you do something unexpected.
The dead adventurer merits
closer inspection than you might think.
The HANSWORD is a 2D10 weapon.
That's enough clues. Let's get
started!
This walk-through will hit
every room and feature, even the ones not necessary to complete the Quest.
The intro spoke of an old map
that we had obtained. Let's try doing an inventory and see what we have. Aha.
READ MAP. OK, now we know what we will need to get our weapon made.
Go N, and LOOK around. You find
a sword blank of excellent quality. How convenient! Get it.
Read the runes. What's this all
about? Let's see if it's a magic word: SAY TREZORE. Yep, that's a good one!
(Note: there are a lot of
Trolls wandering around this place. Many will be friendly, and many will not. I
will mention them in this walkthrough and will leave it up to you to handle them
as necessary. By the way, the KISS command is somewhat effective in winning
enemies of the opposite sex to your side.)
Go N and kill the Sentry. GET
BOTTLE. EXAMINE BOTTLE. Good, a healing potion. We'll want some light too. How
about that torch on the wall? EXAMINE TORCH. Aha. GET TORCH.
Go E twice. Let's find out what
that dead Adventurer is all about. LOOK. Aha. GET TOKEN OF PEACE. Let's look
some more. EXAMINE CORPSE. He's got something in his hand! EXAMINE CORPSE a
second time. GET SCROLL. READ SCROLL. This peace offering should be useful!
Go S twice. Let's check the
hole for trouble and do a LOOK. A ledge! Go S onto the ledge.
Hmm, what's the point? LOOK. A
secret passage West! Go W twice. Get the MAGIC AMULET. READ WALL. The wall says
PRO EC ME. Could that be PROTECT ME? Let's try it: SAY PROTECT ME. Not bad!
Go back E twice to the ledge.
JUMP over the pit. (There is a random chance that you will fall into the pit
below. This merely puts you into a different place in the map. This is quite
playable, but we are not going to handle that possibility in this walk-through.
If you fall below, you need to get back up top to stay with this guide. You can
do this by halting with a control-C and then typing:
MD%(0,13)=0:R2=8:POKE51,0:GOTO3500.)
You encounter the king of the
Trolls!
King Holfane is undoubtedly the
desired recipient of the peace offering. Give the scroll to him, then give the
Token of Peace to him. He responds favorably by teaching you a magic phrase.
Remember it well! (This phrase changes each time you play, so there is no point
in naming it here.)
Now what? This is a dead end.
Try LOOK. A secret stair to the south!
Go S, S, W and meet Halfjac.
Then go S and meet Wenda. Then go E twice and meet Timik. Go N and encounter
Brodjac. Go W, W, S to the room where you met Wenda. LOOK, and find a hidden
stair down.
Go D and meet Frong. Go N
twice, and discover the room that is at the bottom of the pit you jumped over.
Go W and meet Rupper. The BLANK 2 you find here is not as good as the one you
already have.
Go E twice and meet Quater.
LOOK and find BLANK 3, which is even poorer in quality.
Return W, S, S to the stair. Go
E and meet Sanig. Return W then go S.
That stone slab door isn't
going to move easily. Maybe that's what the magic phrase it for? Say the magic
phrase that King Holfane taught you. The door opens!
Go S three times and meet
Slavack and the slaves. LOOK, and find a secret passage west.
Go W twice and meet Neadie and
Yeadie. Return E, then go S and meet Seargant (sic) Hawk, Troggie, and Soggie (dontcha
just love the names that John came up with?) LOOK, and find a large iron key.
GET KEY.
Return N and E and FREE THE
SLAVES. They seem pretty grateful, huh. Get the loot, too!
Go S three times to the slave
pen. Return N then go W, W, S, E and meet Harry. Return W, then go S and find an
iron gate. You'll find that the gate is locked, and that we need different key.
Continue S, S, W and meet Trogg.
Return E, then go E into the other room and meet Wangba.
Return to that last 4-way
intersection by going W, N, N, N, N, E, E. Then continue E, then N and meet
Hakkard. Return S, then go E, S, W. Nothcvvvvvvvv[pppcv xing there. Go E twice
and meet Hiccut. Grab the chalice.
Return W, then go S then W and
meet Tolos. Go E twice and meet Groggo. Get the magic powder and the grog. (The
grog is a healing potion.)
Return W, then go S then E and
meet Rimik. Go W twice and meet Bulik. Get the gold dust. Try LOOK. Yes! GET
KEY!
OK, let's go back to that gate!
GO E, N, N, N, W, W, W, W, S, S. OPEN GATE!
Go E twice, then S. READ
ARCHWAY. It says "DANGER - DO NOT ENTER". Well, that isn't very helpful, but
let's leave it for now.
Go W. Coal? What a waste of
time. Let's look around anyway. GET COAL. Aha! GET RED DIAMOND! Now, that
is a worthy bribe for Grommick!
Return E, then go E again and
meet Truq. LOOK. Another secret passage! However, you'll want to ignore this one
because all it does is dump you into a corridor halfway back through the
dungeon, forcing a lot of useless backtracking. Return W.
Time to pass through that
archway. Go S. Oops, this Ulik character looks like trouble. This is a good
place to consider John Nelson's brand of humor as it relates to the extra
commands in the list. Let's try something outrageous and KISS ULIK. Well, it
wasn't fun, but it worked!
Go S. If you find Ulik here,
just kiss him again.
You finally meet Grommick. GIVE
him the SWORD BLANK, then the MAGIC AMULET, then the RED DIAMOND. Grommick
fulfills your commission and magically transports you to a forest.
There you find the HANSWORD, your new weapon. GET HANSWORD,
then go any direction to exit the adventure.
Eamon #91 "FutureQuest II"
Walkthrough by Richard Davies
Your first action (after perusing the commands list) should be to SAY MCP.
You’ll be able to read about the Planetary Data of the world you’re about to
visit, the Lifeforms to be found there, and some additional commands that will
help you. That done, you can terminate the session. GET ALL. SAY TRANSPORTER and
you’ll get sent to the planet’s surface. That done, you should SAY SCT-11, and
transmit CALIGULA, so as to have LT. SLADE transport down to back you up. (Keep
trying until she arrives. You are going to need allies for this one. Lots of
them.)
From here, go NE to the ruined camp. GET Z-SCAN and then SAY Z-SCAN to
activate it. NW leads you to the sea shore, but it’s a dead end, so from there
return SE then SW to your starting point, and then go SE again. S from here
leads to another dead end, while SE leads you into the grasslands and SW further
into the desert. Incidentally, you can go in any other direction, but you’ll end
up hopelessly lost in the desert. (You can get unlost by a SCAN, and following
the direction or directions indicated, but this may result in you ending up very
far from where you wanted to be. Similar conditions apply in the swamp, as well
as the jungle.)
Heading SW for the moment (you’ll visit the grasslands later) and then SW
again, you arrive at the exterior of a Krell base which you can and should enter
to the SE. Here you meet your first enemies, and encounter one of the less
charming elements of this adventure. The monster descriptions don’t tell you
what name you need to use to attack the darn things! Good thing you’ve got a
walkthrough, huh? ATTACK XESING, then go DOWN. There is a small chance that the
next character you meet will be neutral or friendly, but you probably shouldn’t
take chances. ATTACK INTOK, and go DOWN. ATTACK FINGOR. SAY LINK, and you’ll get
some intelligence. Then go DOWN once more, and ATTACK XAIPEI. Once you’ve
cleared this location, GET the TOW-4 and the SAM-6, and remember their names.
They’re crucial in a pair of forthcoming battles. Now head up to the comm center
again, and SAY TRANSMITTER. When it asks you for the message, enter CALIGULA.
You may have to repeat this several times, but you will eventually get some
reinforcements. (You can try this at each of the four bases, and there are four
additional characters who’ll be sent down.) Now get out of the base, and then go
SW and then SE. Your Z-Scan will tell you that there are ruins to the SE. Let’s
check them out.
Enter the ruins by going S. There’s nothing in the eastern room, but there’s
an interesting inscription in the southwestern room. SAY SCAN, then SAY
TRANSLATE, and you’ll discover a way to awaken the Valdar, who are apparently in
suspended animation, if you can ever find a way into their pyramids. The word
changes from adventure to adventure, so there’s no point in noting it here, but
you should make a note of it. Anyway, there’s nothing more to see in these
ruins, so head out of the circular room by going N, then NW and NW. Then go SW
again, and you’ll discover the first of these pyramids, but you have no way of
entering it yet. Follow the trail SE from here.
Uh-oh! A battle tank! Don’t even waste time trying to attack this thing with
your ordinary weapons. DROP TOW-4, and then SAY TOW-4, to dispatch it. You’ll
then need to ATTACK MORG and ATTACK ZONTIN to finish of its crew. All right, to
the W is another dead-end to the ocean. To the SE are foothills that lead up to
another dead end at the SE. You can go S and find a pass through the mountains,
but it leads through a minefield. You will be all right, but your allies will
all be killed!
So from the site where you fought the battle-tank, head NW and then NE four
times. Now head SE and then E and NE to check out the grasslands. You find
yourself heading into a marsh which is every bit as easy to get lost in as the
desert was. Head SE, and you’ll run into three patrolling soldiers. (See what I
mean about needing allies?) ATTACK RETIN, XAUTING and KAITU. Once this battle is
over, head S twice.
You arrive at the entrance to yet another Krell base. Go UP to enter, and
ATTACK WYR-001, the robot who’s guarding the place. Go NE, ATTACK USEL, and GET
SAM-9. SW then E. As with most of the Wenru in this place, there’s a chance that
MIRRIN will be neutral or even friendly, and (unusually) there’s a similar
chance for JINGZHU. But nobody’s ever gone broke banking on hostility in an
Eamon adventure. After you’re done here, one way or another, W then SE. ATTACK
CRYXOR. SAY LINK, and get some really obvious information. NW then D and out of
the base.
To the SOUTH you’ll pick up a signal from the WEST, and find another pyramid.
You will also find a Zungshh who has apparently never heard of the concept of
“the enemies of my enemies are my friends”. ATTACK SHISSH, then head E and S.
You’re confronted by a helicopter gunship. DROP SAM-9, SAY SAM-9, and then
ATTACK KLAR. From here you can head SW or SE. For now, head SW.
Your Z-Scan will inform you of another set of ruins to the SOUTH. Go UP into
them, and then go S. SAY SCAN. SAY TRANSLATE, and then SAY the word for
brotherhood. (Which varies.) You find another computer. SAY LINK. SAY TRANSLATE.
You get a list of numbers and terrains. (Again, the numbers vary from game to
game, so make a note of them.) I wonder what they mean. Say, we’ve found a
pyramid in two of those terrain types, haven’t we?
Let’s backtrack a bit. Go U, N, D, N, NE, N, W. SAY the number in the list
associated with “swamp”. Voila! You’re inside the pyramid! Now, SAY the word
that you were told would awaken the Valdar, and you get an ally of considerable
worth, P’LOR. The obvious thing to do now is to revisit the pyramid in the
desert. So head E, E, N, W, N, N, SW, W, NW, and SW four times. Say the number
associated with “desert” on the list, say the battle cry, and welcome T’FING to
your party.
Now it’s time to head south again, but you’ll want to avoid the minefield in
the valley. So leave the pyramid by going W, then NE four times, SE, E, NE, S,
S, E, S, S. From the site of your helicopter battle, head SE. Yes, another
opportunity beckons to assist the Krell Empire in it’s campaign of genocide
against the Zungshh, so ATTACK TISSH. Go SW, and ATTACK TUSSH. (I could say
something, but why bother?) Then head S. From this intersection, you want to
head SW. While going SE also gets you where you want to go, you’ll come under
orbital bombardment and lose your allies!
S, SE, then SW. You’re under attack by a Krell fighter! Again, don’t even try
your ordinary weapons. DROP SAM-6, then SAY SAM-6. Then ATTACK KOR-6 (the
pilot). Since you’re here anyway, head SW into the wrecked pyramid. If you say
the magic word or the number associated with “plains”, they’ll have no effect.
Head SE from outside the pyramid, and then SE again. (Apparently, the author
thinks that 5 degrees Celsius is very cold. Living in Canada as I do, I find
this terribly amusing.)
From this junction, you can head SE to another seaside dead end, or SW to a
dock (which is a location you’ll eventually visit, but not now) or NE into
another Krell base. ATTACK TSINGSEI. To the NW is an empty dormitory. Go NE,
ATTACK CEXOR. SAY LINK, and you’ll get the computer access code (which varies
from game to game.) Since this doesn’t reveal anything you can’t get with LINK,
I don’t really see the point. In any event, SAY TRANSMITTER, and send message
NERO, to get a very useful piece of equipment! Then head SW and then SE. Again,
there’s a chance that the Wenru, MALIK, will be neutral or even friendly, but
you might not want to take the chance. After you’re done here, head NW and then
SW twice. ATTACK ACX-108, and descend into the boat. Go SE. This is a one-way
trip!
All right, so you’re on Breisland. Let’s check out the odd ice formation to
the SE. Sure enough it’s a pyramid. Say the number associated with snow, say the
battle cry, and you recruit your last Valdar ally, G’LIN. Exit the pyramid by
going NE twice, and then head E. ATTACK KREELOR and KATAI, then head SE and S,
into the last of the Krell’s outposts. ATTACK FLARG. There’s nothing to the W.
To the SW, you can ATTACK MAJ. KATANG. To the E, you can ATTACK RIK-23. But to
complete your mission, you should go SE, ATTACK KRIN-8, SAY LINK to get the
transporter activation code. If you haven’t already, SAY TRANSMITTER and send
CALIGULA to get all of your allies beamed down. Finally, SAY TRANSPORTER and
enter the code.
You and your allies will be transported to a science station. ATTACK ALIN-12.
Go UP and ATTACK SALGAR. Go UP again, ATTACK RXN-286, and GET ALL. Now go DOWN
three times. ATTACK RHYGED and KAARIN. DOWN once more, ATTACK RYLIN. SAY LINK
and you will find out the code for the security locks (which, you guessed it,
changes every time.) Go DOWN once more, and head W. ATTACK GEN. KRALZ. SAY LINK,
and you will discover the code for the force field.
Return to the small room by going E, and use the security lock code. (SAY
whatever it is.) Finally! An opponent whose name is in the description! ATTACK
KANG, and you are that much closer to finishing the mission. SAY LINK one more
time, and you get the code that will access the mainframe. Go N, then SAY the
code for the force field.
To be absolutely sure that you defeat the robot, DROP SSM-1 and SAY SSM-1.
Whew! Okay, you cannot use LINK on the computer here. SAY COMPUTER and then
enter the access code that you discovered in Kang’s office. Then drop the NJ-5
that you’ve been carrying around all this time, SAY NJ-5, and you’ve destroyed
the deadly weapon. You’ve accomplished your mission, so SAY SCT-11, and SAY
BRUTUS!
Eamon #107 "The Last Dragon"
Walkthrough by Tom Zuchowski
First, hints for those who want
to solve it themselves:
There is much important
information in the introduction text.
There are three magic words or
phrases for you to learn that can get you past certain obstacles. One of them
also serves as a secret password that identifies you to potential allies, both
animate and inanimate. A magic ring is required for some results.
If you find and read all of the
clues carefully, you will know that the old dragon has lived a full life and is
now in pain, and she deserves to die a noble death in combat. If you have
properly interpreted the clues, you will also know that the world will be a
poorer place without dragons in it, and you will have resolved to preserve the
young breeding pair.
All bottles found are healing
potions.
You don’t learn of your true
Quest until halfway through the adventure! A successfully completed Quest
consists of whupping the bad guys and exiting the treasure vault in the company
of both baby dragons.
NOTE-you need a blank disk for
a saved game. The saved files are deleted when you resume the game, so if you
want to preserve your saved place, make a copy of the Save disk.
Let’s get started!
(This walk-through will not
give you every single move as I have done with the most difficult ones. Instead,
here are general guidelines to follow.)
You start on a beach. Board the
ship and look around. When asked to pay, respond by saying QUAAL DRACIS.
Remember that phrase!
As you exit the ship look for a
torch. As you proceed further, keep a sharp lookout for hidden passages– there
are a lot of them! Also keep a lookout for hidden objects that can give you
information about your Quest.
When you reach the dusty plain
above the beach, explore to the east first. There is no key for the first door
you encounter, so you will have to break it down. Same for the large chest you
find.
By the time you leave the
stronghold, you should have a good idea what Invictus is for, and should have
found a lamp and a copper ring.
After returning to the dusty
plain, explore to the west. By the time you reach the cave entrance that is
blocked by a light, you should have Invictus.
Your magical password will get
you into the cave, but it will put you in one of four different paths. Each
winds up in a room blocked by a golden light which can be passed via the usual
means in this adventure. Note that one of the four paths can rob you of your
personal weapons if you are injured by the unicorn.
The Last Dragon! By now you
have learned to recognize that Vincingotrix is old and in pain, and is worthy of
an honorable exit in combat. Ready Invictus and give it to her. After the Elf
takes Invictus, remember to ready your usual weapon.
Go west through the secret
passage, and discover dragon eggs! Vincingotrix was not the Last Dragon after
all! Watch them hatch, then say the words that reveal you as a friend.
Now you have learned your true
quest. Say the word, and be about your business!
Stay on the trails as you
traverse the woods, unless you want to spend a little time being lost. Proceed
to the spot where you kill Kinth.
First, explore to the east, and
free Igraine, then return to Kinth and travel one move north.
From here, explore the path to
the west. Use your magic to free Woglinthe from the ice and Lisolet from the
temple. Ishi gives you a warning: what does it mean? (You will find out!)
Return to the main path and
continue to Sauron’s stronghold. Explore the upper tower first.
Sauron awaits beyond the bronze
door in the lower level. You will find him a worthy adversary as he
shape-changes several times and turns a companion against you before you defeat
him. Remember that the whole purpose of this foray is to blood the pair of
dragons, never forget that they both must survive lest the trip become
meaningless.
After you’ve killed Sauron,
help yourself to the treasure in his vault. If the dragons are not with you at
this point, summon them with the remaining magic word that you’ve found no use
for. They must be with you as you exit back to the Main Hall.
I really love this Eamon. It’s one of my favorites. I hope
you had a successful Quest!
Eamon #108 "The Mines of Moria"
Walkthrough by Jared Davis
You start on a path
south of the Main Hall. You can go back, but if you did, you might as well not
have started at all! Go South, but not South again. There are quite a few
instant death traps, and this is the first. Remember that this is Sam's first
EAMON adventure. Early EAMON adventures had a lot.
Go East. ARGH! A dead
end? Come on? Let's take a closer LOOK! A door! OPEN it! Oh, you can't! EXAMINE
the DOOR! Yes! READ the WRITING! SAY "MY FRIEND." Go East again!
Get the Staff and
Light it. Go East. Go South and LOOK. Get the Key. Go North and East. Here is a
four-way intersection. To the north are some spiders. If you're aching for some
stuff to kill, go ahead. But, other than that, there is nothing there. Go South.
And South again! Okay, four orcs. Time to get your weapon!
ATTACK the ORCs. If
you're strong enough, you should come out with minimal damage. If not, make use
of the HEAL spell. Go West. Okay, here is a SERGEANT, LIEUTENANT, and an ARCHER.
Get the Orc-brew when you've finished them off. Yes, it's a healing potion. You
can also take their weapons. You can sell them when you get back to the Main
Hall.
LOOK. Examine the
desk. Open it. Get the key. Head back to the intersection. Go East twice. A gate
and a crack. One of the keys you found will open it. (I'm not sure which one.)
Go North a couple of times to meet a TROLL! Now to get some compadres! Go East
and ATTACK the GUARDS. FREE the DWARF. It's Gimli! Go West twice to ATTACK some
URUK HAI GUARDS. FREE the WIZARD. Ah, Gandalf! Head back to that crack.
JUMP over the crack!
Go East! To the south is an army of ants protecting a box. Kill them and ATTACK
the BOX until it opens. (There may be a key, but I never found it, or used it
for this purpose.) When the box shatters, OPEN it to GET some DIAMONDS. (No use
in the game, but worth mucho dinero when you return to the Main Hall.) Go North
and JUMP over the trap door! (If you go east, you fall in. But it's easy to get
back out. Just go UP!)
ATTACK the BAT. Go no
further EAST, unless you want to die. Go North, and LOOK for a keyhole in the
wall. INSERT the GOLD KEY and PULL the LEVER. I don't think Tolkien would've
made an elevator, but it's okay. Go Down and East, and don't go south. It seems
to be the pit from...upstairs? Go East and LOOK.
Go East and ATTACK
the BOA, RATTLER, and COBRA. Get the Mining Tools. Exit and go South. Go East
and head to the south. Hmm, a noise. Maybe you oughta turn back....
OR GO SOUTH TO MEET A
DRAGON! ATTACK IT! ATTACK IT! ATTACK IT! Whew! You might survive if you're
pretty strong! (Faints.)
LOOK for the
ARKENSTONE and GET ALL. (You can't move the dragon.) Head back to the s/e/w
intersection. Go East and OPEN the GATE. Go North. ATTACK those LIZARDs! (In my
game, I only had to kill two. Gimli and Gandalf finished off the last one. Go
EAST and MINE. GET the GEMS. Go back West and go North. If you want, you can go
East and MINE to uncover a giant worm. Only if you wanna kill something!
LOOK. Go WEST.
EXAMINE the PILLAR. Do you think something goes in that depression? It must be
made be a dwarf, so it must be a dwarvish item. Hmm, what do you have that's
dwarvish and only one piece? The ARKENSONE. INSERT it. READ the WORDS. (And you
can get the Arkenstone back!) SAY NOW. Go West and LOOK. GET the KEY. OPEN the
BOX to get DURIN'S AXE.
If you want to wake
Durin, play the sequel, "RETURN TO MORIA."
Head back to the
mines. Go North. MINE to go North. There is no turning back here. Be sure you've
done everything above. Okay. Go East, East, and ATTACK the KRAKEN. Go Down and
ATTACK the SHARK. (What is a shark doing in a subterranean river?) Go East,
East, and DOWN. OPEN the GATE. Go East. To the north and south are orcs with
names. No items. The same when you go East. Go East again.
Once again, only
enemies to the north and south. Go East twice. DON'T go south. It starts a path
leading to a death trap. Go EAST. ATTACK the OLOG and URUK. GET the NECKLACE. Go
West, and North. ATTACK the VAMPIRE. (Note: Vampires are part of Middle-earth!
Read "Silmarillion!") Go North to meet an orc named CLUMSY. (Whenever I played,
Clumsy became a companion.)
Go East and ATTACK
the ORC PATROLMAN. Go East and ATTACK HANK. Go East and ATTACK AZOG. GET
SKULLCLEAVER and the bag of GOLD. Congratulations! You've just avenged Thror!
Now you'll have to JUMP over the crack to the South. Continue South.
Go East onto the
Bridge of Khazad-dum. A Balrog!
Let me tell you right
now, there is no point in trying to kill him. Remember the book? Or that movie
from 2001? BLAST the BALROG! The bridge collapses and the Balrog goes bye-bye!
Continue East twice out of Moria. Go North and climb Down. Go East.
Try to OPEN the GATE.
No good. What does it mean "It will open when you approach?" Go East. Oof! Can't
do that? Maybe a word can open it! But what? What have you had since the
beginning? No, it's not your weapons! READ the LETTER. SAY ELBERETH. Go East.
Welcome to Lothlorien.
You can go North to a tavern, but there's nothing but an interesting room
description. You can't get the drink they give you. Go South (twice from the
tavern) to meet an elf who wants to exchange gifts. Sounds good. Now, how do you
exchange? What's another word for exchange? No, it's not GIVE! (Won't do you any
good anyway.) The word is TRADE! TRADE with him for PURE LEMBAS and a WOODEN
CARVING. GET ALL of them. Now go North and East.
Hey, Galadriel! She
must be the person you GIVE the LETTER to! So, GIVE the LETTER TO GALADRIEL! She
sends you back to the Main Hall.
Eamon #109 "The Forest of
Fear"
Walkthrough by Jared Davis
Head on East into the forest. Hmm, singing
to the East? Go on! Uh-oh, a battle! Two orc patrolmen and two wargs! Attack 'em.
Get their weapons if you wish. They will sell for cash back in the Main Hall. Go
on East. More sounds to the East? Go on East again and climb Up the trees. Ah,
you meet Legolas! He's a new companion, armed with a bow and arrows. I might as
well tell you now, you CANNOT heal your companions. Go ahead Down out of the
tree. Go South.
Go East and South until you run into some
spiders. Attack them and head South to fight some more. Get their hoarde of
treasure. Go South again to run into a bear! Attack it and do a quick look. Get
the ring. Go all the way back to where you were at the beginning of the
paragraph. (It's easy, go North until you can go no further, then go West.)
Let's head West! We're combing Mirkwood!
Go West until you meet the Biker Scout. (Hmm, "Lucas is gonna owe me overtime
for this screw-up?" I'm not familiar with Star Wars, so I wouldn't know.) Go
West and South. Go East until you can go South. You will meet Treebeard, quite a
good companion. Get the ent-draught. Comb to the East.
Go South into the lake to attack a Kraken.
Go East to fight more Spiders. Go South.
Attack the spider. Comb to the west,
attacking any enemies along the way. When you've gone as far as you can, go
South twice to cross the bridge. Head South a couple of times to fight some
Wargs. After beating them, head North twice. Comb to the East, attacking all
enemies along the way. When you've gone as far as you can, go West and Up.
Attack the Fell Beasts. Go Down and East.
Go South twice to meet a dragon. Attack it. (You have to beat it.) Go South and
you will be outside Dol Guldur.
Go South and attack Draugluin. Go West
into Dol Guldur. The door locks behind you. Look for a torch and light it. Go
West into the hallway.
Go Up the stairs. Attack the bat swarm. Go
North and Up. Attack the wight. Get the chest (you don't have the key yet) and
go Down and South twice. Go Up and attack the wight. Get the chest. Look and
read the writing on the wall. Go Down and North. Go back Down the stairs.
Go East to the entrance. Go North and West
and attack some orcs! Go West and attack some Uruks. Free the warg pack to fight
them. Head back to the entrance and go South. Go as far West as you can. Go back
East and look for a key. Go West and look for a passage Down. Go that way.
Follow the tunnel to some stairs and go
Down. Go West and attack the enemies. Go West twice to find...
...The Lord of the Nazgul, the Black
Captain. Attack him. After he's dead, get everything, but do NOT eat the magic
food. It is poison. Head back to the intersection and go South twice and attack
the troll. There is only one cell to visit, and that is the one to the west.
Attack the guard. Get the whip and key. Head back the four-way intersection.
(E/N/N)
Open the gate and go North twice and kill
the slaver. Head north and fight the guard. Get the chain and free the ranger,
who is Aragorn. Head ALL the way back to Dol Guldur's entrance. Open the door.
Wait! Remember those chests you got
upstairs? Open them and get everything inside of them. (And them as well. If the
key doesn't work, drop the chests and attack them until they shatter.) Head East
out of Dol Guldur. Head South twice.
Before leaving, loot the cave to the East.
Then leave the cave and go South.
Congratulations!
Eamon #114 "Thror's
Ring"
Walkthrough by Tom Zuchowski
First, for those who want to solve it themselves, here are
some hints:
This Eamon makes full use of the "embedded" type of
artifacts that are mentioned only in the room descriptions. It also "nests"
some embedded artifacts; these are not mentioned in the room descriptions but
only in the descriptions of other artifacts. For example, there is a lamp in
the Southron camp in the glen near the start. You will do well to learn how to
work through the descriptions and find that lamp; it's the key to how this Eamon
works.
There's no HEAL command and the Miruvor won't go real far,
so go easy on it. POWER is good for getting you out of serious trouble and has
no downside, but it won't last long either.
There are several traps and such in there, but there are
warnings, so watch for them in the room descriptions. Eventually you'll have to
brave most of them to find the key to the Quest, but with just a bit of luck
you'll carry through all right.
You NEED your companions. Each has special abilities that
you lack. Take good care of them, and they'll take good care of you. The
Miruvor and Power spell are meant for the good of all, not just you.
As noted in the BUILDER'S NOTES, the doors are not "real"
artifacts, but they work just like real ones.
A very early SAVE is a good idea. If you get in serious
trouble, it's a lot quicker to restart a saved game than to start from scratch.
______________________
Let's begin the Walk-through:
In case you didn't get it, the Quest's object is to recover
a magical ring of great power from an abandoned underground stronghold that is
now overrun with every type of Evil.
This walk-through doesn't hit on everything in the dungeon
but concentrates on the shortest path to success. There are alternate paths,
and there's a lot to see and do in rooms that are not or only briefly mentioned.
First, note well what you're told by the Lady in the
introduction. She's given you a healing potion, and somehow enhanced your POWER
spell, but it will now work just five times.
Once the adventure starts, check out the command list. No
HEAL spell! Try the INFO command. Note the other new commands, and examine the
Miruvor to find out how many doses it contains.
Begin the journey. Go North into the glen and kill the
Southrons. Examine the camp. The camp's description mentions a tent, so let's
examine that too. The tent is real! Open it. A lamp! Get it.
Proceed West to the Dimrill Dale. The Mirromere is pretty,
but that's all. Go North. Oops, you can see in the distance that the main gate
is heavily guarded. Let's look around for another entrance. Go back South.
An unguarded side door! That's more like it. Go West and
enter here. Dispatch the Uruks. Grab the torch and light your lamp. Head
North, then cross the bridge.
(If you try foolish things such as stepping off into the
chasm, or try paths that look "most unwise" like the path north of the gate,
your companions will usually save you. The more times you risk death, the less
the chance of surviving such actions, but odds are good that you'll make it to
the end.)
Nothing on the west side worth noting. Head on West up the
stair. Try North from the top of the stair. Nope, no good. How about South?
No good either. West it is.
North and South from the next room are also dead ends, so
it's West down the passage some more.
(If you're exploring as you go, be sure to keep your
companions healthy, or at least alive with the Miruvor. Besides their
considerable fighting prowess, their presence will greatly ease certain aspects
of play. In a real pinch, resurrect them with the POWER spell.)
North was definitely a bad idea! How about South? A
chest! Examine it. Read the runes. Hmm, whatever is in there sounds like a
magical weapon, so let's get it. It's locked! There must be a key somewhere,
so let's move on down the passage and look around some more.
Next down the passage is a south room covered with
carvings. Better EXAMINE CARVINGS; such relief could cover...a secret passage!
Head South! Oops, a cave troll! Kill him. Let's postpone further exploration
from here for now and go back North through the carvings again, and go West down
the passage.
Hmm, the stonework isn't so good here. A secret passage?
EXAMINE CRACKS. Yes! Go South. A hidden armory! What, more poor stonework?
Go West into the twice-hidden armory. A look around just reveals an old steel
mail shirt. What's the big deal here? There's something else to notice about
this room-- it doesn't list any room exits. Try going West.
You find a mail shirt made from mithril, a metal both
wondrously light and strong. Examine the medallion and read the runes. Dragon
fire? A magical shirt! Get the shirt and wear it.
But wait, wasn't there more here? Examine the bones.
Keys! Get the key ring, and head back to the chest. Open the chest, get
Yrchost, and ready it.
OK, we're loaded for bear now. Head back West through that
door by the cracks. Take a look north and south. Nothing south, but an odd
hole in the floor to the north. Head on west out of the chamber. Open the W
DOOR and continue West. Check out the Chamber. Another hole! Continue West.
Yrchost glows! A warning?
Boy, that door sure looks dangerous. It turns out,
however, that you can't progress further until you go through it. Go West
through the door.
YOW! This is no place to be! Wait a minute, what's that
on the floor there? Grab the hook! The fighting won't last long at these odds,
so invoke the POWER spell!
Hnh. That wasn't so bad. Let's go try out that hook on
those holes. The command is PUT HOOK IN HOLE. The one in chamber two doesn't
pan out. Back to the first chamber. A stair! Down we go, all the way to the
bottom.
Proceed to the first intersection. Avoid any direction
that refers to a "maze of tunnels"; it's not kidding. The maze is rather large
and quite pointless. Go West twice, then North twice. Yrchost glows!
A dragon! Looks like time to earn your pay. Make sure
that you're in pretty good health, wearing the mithril shirt and have Yrchost
readied, and go East through the door.
Attack Mograf! If you're swinging Yrchost and have Galehir
at your side, the battle should be a short one. Darn, the stupid dragon fell on
his hoard. Oh, well. EXAMINE HOARD and get the good stuff.
Time to head for home. If you're inclined to check the
other rooms, there's a huge mithril ingot and a hand-barrow down in the mines,
too. Then head back up the stairs.
Oh, no, someone has closed and locked the east door! We'll
have to find another exit. Go West and take that south exit we skipped earlier.
Go South through the Records Chamber, then East as far as
you can. Another locked gate. Go back West once, then North. The Defaced
Room! Go North through the wall.
Now we're on the other side of that locked door. Retrace
your steps back to the beginning, and return to Forest Lothlorien. You've won!
Eamon #115 "The Ring of Doom"
Walkthrough by Jared Davis
You start in Ithilien. Check the
vocabulary. Uh-oh! No SAVE! This means if you die, you'll have to resurrect your
character in the Main Hall and start at the beginning. Now check your inventory.
Shards of a sword called Narsil that can be reforged...somewhere, the One Ring,
some Lembas (Healing item), a flask (for what?), your weapon(s) and gold pieces.
Okay, let's get started.
Go South a couple times to meet Gollum. He
should become a companion. Try to keep him alive. Now, LOOK around. A secret
passage west! Let's go!
Cool, a secret cave! Let's go through the
door. Okay, now that you've met the Rangers of Ithilien, they want you to meet
their leader. Go UP the stairs. Faramir should join you. Go back to Gollum's
Pool. Now South.
A couple of Haradan scouts. Well, let's
get busy! ATTack the HARADAN SCOUTs. They should die quickly if you and weapon
are good enough. Get their weapons if you want. You can sell them when you get
back to the Main Hall. Continue South. When you meet more enemies, ATTack them,
too. When they are dead, LOOK for a passage East.
But is there anything to the south? Yes! A
Mumak, who, even if you have a "super weapon," takes a bit to kill, and some
more Haradan Warriors. They will drop nice items when dead. You can go south
once from there, but any further will take you into the desert, where you die.
Anyhow, now for the passage East. Go East,
South, and UP the stairs. Now go further UP. Go South. The entrance to Cirith
Ungol is to the East. Let's go!
Ooh, kind of dark. Do you have a torch?
No? Neither do I. Head back west, and do another Inventory. What IS that flask
for, anyway? EXAMINE it.
"YOU SEE A FLASK CONTAINING A SHINY
LIQUID. IT IS SAID TO POSSESS PART OF A STAR WITHIN IT. WRITTEN WITH GOLD
LETTERS UPON IT ARE THE WORDS 'GITHONEIL A ELBERETH' AND THEN THE WORDS 'AIYA
ELENION ANCALIMA.'"
Say "GITHONEIL A ELBERETH." Yes! A light
source! Now go in. Go East to where two Uruk sentries wait. ATTack them. Go
East.
Four way intersection. Go South to meet
Sam, who has a friend he has to rescue from "that tower!" He's a great
companion. You can go North a couple times to a storage room, but all that's
there is some junk, a secret passage east when you look, and in there is garbage
and some empty chests. Oh, and a LOOK around reveals some gold. Worth money at
the end, and it's worth it. Go back to the intersection and continue East.
ATTack the SERGEANT and the ORCS. Go
North, East, South. Hmm, South leads to a giant spider named Shelob. Kill her.
Go North, then East.
A blocked tunnel? You sure? LOOK! Go UP.
Now go East, to run into a BIG battle.
ATTack Gorbag, then the Orcs. GET ALL. Go East, East, Down, North, ATTack the
PATROL.
Go W, say "AIYA ELENION ANCALIMA." Go W,
W, ATTack the Guards. Go N and ATTack all the enemies there. GET ALL. Go South,
then UP.
ATTack the ORCs. LOOK. Go South. REFORGE
NARSIL! GET ANDURIL! Go North, North, Up, ATTack the Lieutenant and the ORCs. Go
South. Go Up. ATTack the ORCS. It is likely some of your companions will be
killed. LOOK and go UP. ATTack SHAGRAT. FREE the HOBBIT. Here's Frodo! Backtrack
out of the Tower.
Uh-oh! The Watchers won't let you leave!
Repeat "AIYA ELENION ANCALIMA." Go East, East, North, North, ATTack the TROLLs.
Go WEST, North, Up, ATTack the Nazgul.
Go Up, East, South, South, West, North.
ATTack the Witch King. Get his crown. Go Up. Gollum bites off your finger and
grabs the Ring. He falls in the Crack of Doom! The Ring is destroyed! You
mission is over! You are returned to the Main Hall.
There's more Nazgul and some Variags to
battle, but I side-stepped those.
Eamon #116 "The Iron Prison"
Walkthrough by Tom Zuchowski
Your mission is to enter
Angband, the stronghold of the evil Morgoth, and recover the blessed silmarils
for the Valar.
For those of you who want to
try it on your own, there aren’t a lot of hints to give for this Eamon. It is
very hard because of the many traps and strong enemies you will encounter. This
Eamon dates from a time when Sam believed that any good Eamon will kill the
player several times before he wins through to the end. The theory was that, as
you got killed, next play you would know to avoid that room or that trap.
(Historical note: as I recall,
the original version of this Eamon was literally impossible, with many bad-guy
Hardiness ratings in the mid to high hundreds, and I knocked a zero off most of
these ratings for the EAG release. Arguably, the difficulty could have been
dropped to perhaps (8) at that time.)
Actually, it isn’t all that
difficult if you use a moderately strong character with some good weapons (like
Fresh Sam) and line up your friends early on. But if you intend to play it
without the benefit of this walk-through, you can expect to be killed out a
minimum of two or three times and perhaps many more. There is no SAVE! Keep a
good map so you can remember what rooms to avoid!
Here is my only true hint: be
on the lookout for a magic stone. It will be well-hidden, but it is the key to
easy victory over Morgoth.
Let’s get started!
This walk-through pretty much
hits every room that offers a reward not too far out of line with the associated
combat difficulty. It avoids the death traps and the side trips that offer
high-risk combat for little reward.
First off, let’s enter a bogus
command such as ‘X’ to see the command list. There are two new commands, THROW
and PULL. And SAVE is missing! Let’s be careful out there.
Go N, then W, then U twice,
then E, then U again, and meet the Great Eagles. They are friends, and are very
good company in a fight.
Return D, then go E, then N,
and kill the white dragon. LOOK, and GET the white crystals.
Return S. then go D. Kill the
blue dragon. LOOK, and GET the blue crystals.
Continue D, and kill Celegorm.
I played this several times for this walk-through, and Huan was always friendly.
GET Angrist (4D4) and the Miruvor.
Go W, then N to the stronghold.
Kill Carcharoth. Be sure to GET the torch. If you continue N, you will quickly
find the first death trap, a pit. Instead, LOOK around and find a lever. PULL
the lever. Oops, you’re trapped, but now the way is safe.
Go N. It’s dark! LIGHT the
torch. Continue N twice more, and kill the guards. Then go N once more to the
4-way intersection.
The iron doors block the way
north, so go W, and kill the vampire. GET the ring and the iron key, and return
E.
OPEN the doors. Go N, then D,
then N, and meet Luthien.
Go W, then N. OPEN the bag,
then GET ALL. Return S and E. (If you go S instead of E, you find the second
death trap, a 1000-orc army!)
Continue further E, then S, and
meet Super Orc. (I don’t know what he’s doing here, as he is totally out of
place in this deadly-serious Tolkein outing, That’s not Sam’s normal style. But
he is another friendly companion. Note: you’ll want to be careful when attacking
orcs with Super Orc along. If you type ATTACK ORC, and they have all been
killed, then ol’ Supe gets the hit!)
Return N, then W to the 4-way
intersection. Go N twice and kill some orcs.
Continue N twice, and kill the
balrog. Get the steel key and Demonflame (2D10).
Return S, then go E, then N,
and kill the troll. Attack the chest several times until it shatters; open it
and get the jewelry.
Return S. Open the steel doors,
then continue S and kill the troll. Ignore the rocks. LOOK and discover a secret
passage down. Go D, then S and get the lamp. Then go E, kill another troll and
get the gold ore. Return W, then S, kill more trolls and get the gold nuggets.
LOOK and find a secret passage to the south.
Go S and LOOK, and get the
mithril. That’s it. Now return N, N, N, U, N, W to the four-way passage.
Continue W. LOOK, and find a
secret passage to the north. Go N to a storage room. LOOK again, and find a
secret passage down. Go D and kill the troll and orcs. GET the diamonds.
LOOK and find another secret
passage down. Go D, then N, and kill the orcs. Continue N, then go E and kill
more orcs. GET the strange brew, a healing potion. LOOK. READ the sign.
Balrogs! We’ll pass that one by.
Return W, then go N twice, and
kill the sentries. LOOK, and GET the black key. OPEN the gate.
Go N though the gate. LOOK
around and find a lever. PULL the lever. LOOK again, and find a secret passage
down.
Go D, then N, then W. Kill the
slaver, and free the chained man. (He is Beren, a very important character in
the story.) LOOK around. EXAMINE the corpse. Hmm. EXAMINE the skull. Aha. OPEN
the skull. GET the magic stone!
Return E, then continue E, and
kill Gothmog. Get the key he drops, and Bloodfang (3D8).
Return W to the tunnel, then go
N, then E, and kill Thuringwethil. Get the gold key and the cloak.
Return W to the tunnel, then
continue W into the other room, and GET the chained lizard. Don’t free it.
(Strangely, the lizard is a pretty good treasure.)
Return E to the tunnel, then go
N twice to the stone door, and OPEN it. Go W into the room with the bubbling
stuff. (It has no use that I know of.) LOOK and find a secret passage down.
Go D and kill the breeder.
LOOK, and get the key. Examine the oak boxes, then OPEN them, and GET the
potion.
Return U and E. Then continue N
and kill the sentries.
OPEN the gate and go N. (There
is some very good treasure to E and W, but you have to fight some big dragons
for it. Feel free to take them on, if you’re up for it.)
Go N again, and kill the balrog.
LOOK and find a secret passage north.
Go N twice, and kill Sauron.
Go N again. You meet Morgoth!
THROW MAGIC STONE. (You must use that exact command, or it doesn’t work.)
Morgoth dies! The Valar arrive!
You win! If you got the mithril, your reward is Druinval, a quite valuable 4D8
magic sword that you were already carrying if you were using Fresh Sam.
See, it really isn’t that bad
if you manage to miss the Bad Stuff. There is one other death trap involving
poison darts that we avoided.
Eamon #120 "Orb of My Life"
Walkthrough by Tom Zuchowski
This is one of the "Life Orb"
Eamons from the contest that the NEUC ran way back when. Your mission is to
recover Sagonne's life orb.
Like many of John's Eamons,
this one is both very simple and very complex, and I don't really have any
suggestions to offer, except one. If you are playing the DOS 3.3 version, you
might want to go in before starting and make sure that line 29050 in the MAIN
PGM has been deleted. With this line deleted, you can restart a saved game more
than just once.
Oh, and be sure to bring an
industrial-strength magic weapon along!
I should probably add that you
will want to read the descriptions most carefully. This Eamon doesn't have a
very involved plot, but it relies heavily on hidden and embedded artifacts, and
there are clues about things like avoiding death traps and how to do away with
powerful enemies.
Let's get started!
First thing, examine the bed.
Sagonne lives pretty good, huh. Examine Sagonne himself. A letter! Read it. OK,
we now know that two important spells exist.
Take a LOOK around. A secret
passage! Go E. This is a library, so let's try EXAMINE BOOK. Found one! READ
BOOK. Hmm. It looks like we'll need something that can "bend light and space" to
fix the problem.
We're done here. Go W, then S.
READ SIGN. That might well be a "sign" that the woods are a death trap. We'll
keep that in mind.
Go D into the temple, then N.
Fight the Priest (why are priests always bad guys in Eamons?) LOOK around, then
GET the plate & cross.
Go W, then LOOK. A secret door!
Go W, then GET the idol. Return E to the pulpit.
Go E, then E again. LOOK.
Another book! GET it and READ it. Aw, it's just a treasure.
Go E three times. Kill the high
priest. GET and READ the Holy Book of the Slo-Ven. Hmm, that might be useful
information.
LOOK. A note! GET and READ the
parchment. This word "ROVATHA" just might come in handy. Go back W, then N. Skip
the door to the north that goes outside. At best it just wastes your time, and
at worst you die (remember the sign?)
Go E. Kill the serpent and get
the ruby, then go E into the fountain. That deep part looks promising; let's try
going D.
Looks good. Go N twice. LOOK
around. OPEN the box, then GET the orb.
Go E twice. Kill Broglia, then
get the key and chest. LOOK around. A prisoner! Free the bound Centurian (sic).
A "Guilded Might" warrior. He might be useful.
Go back W twice., then go U to
the surface. EXAMINE the log and GET the Key of Isk.
Go W. Kill the pike, then go W
twice more. Heed the description's advice and don't go under the bridge. Go N
onto the beach.
Go W, then N, then W, then N.
Free Harold. Go back S and E. Go E down the tunnel.
A gate of light! Open it. Ow!
that didn't work. Try LOOK. Wait a minute-- the blind priest walked right
through! Let's try something different. CLOSE your EYES and try going NE. No
resistance...OPEN EYES. It worked!
Go S, then E. Kill the
falconer. GET the PERCH. LOOK around. those shelves look interesting; EXAMINE
SHELVES. A secret passage! GO S, then E. LOOK. EXAMINE the TABLE. GET the TARP.
Sheesh, stuff everywhere you look! OPEN the CRATE. Whoa, a Cloak of Levitation!
OPEN the GOLDEN BOX. GET the cloak, ring, and key. Go back W, N, W, N.
EXAMINE the BLUE PAINTINGS. Go
NE , then EXAMINE the other BLUE PAINTINGS. They seem to suggest that a demon
can be destroyed with the BLAST command; let's keep that in mind. Go NE, then W.
Nothing here. Go back E, then go E twice more. Blinded! Try going E again. LOOK,
and GET the staff. Go back W three times to the intersection.
Go S. You've found Sagonne's
friend, Tolor! EXAMINE the CRYSTAL BALL. Hmm, a vortex of some kind is causing
the trouble. EXAMINE the bear-skin rug. A note! READ the PAPER. It says VORAKA
MEDE and ERADA VALA. Can these be the two magic spells we need? (NOTE: these
magic words change with every game, but I'll list the words I saw for you to
cross-reference with the words you see.)
EXAMINE the FIREPLACE, and go
S. LOOK. GET the Jaded Talisman and the globe. WEAR the Jaded Talisman. EXAMINE
that globe. Hmm, it seems to be saying that it won't support weight. Could your
Cloak of Levitation be the 'Cloak of Tolor' the globe mentions?
We're not through here yet.
Let's try reading the symbols on the walls. OK, this looks like some very
important information! We've got the Staff of Light, we're wearing the Jaded
Talisman, and we have a Guilded Might warrior along. And we know where to find a
bright light!
Go back N, then go E into the
magic study. LOOK. READ the BOOK OF TOLOR. You see the word ZABATA.
Let's go see if we can get
something happening back at the bright room. Go W, N, E, E. CLOSE your eyes, and
SAY ZABATA.
Well. THAT got results. (This
might be a good place for a SAVE.) Now is the time to WEAR CLOAK OF LEVITATION
(even if you did it earlier, do it again now.) Go N. Whew, this isn't much of a
bridge, is it? Go N again.
The Demon depicted in the
painting! You'll find that he is VERY tough to kill, but the paintings gave the
clue-- BLAST DEMON. He crumbles to dust!
Go N, then W, then SW, then S,
where you meet the Siren Witch. It looks like she may be some real help, so
let's find her scream for her.
Go N, then W. Uh-oh, these
giants will be more than you can handle. But as the description says, this is a
dream land, and these are dream giants. OPEN EYES. They disappear! But CLOSE
your eyes again real quick; this insanity business looks bad.
Continue W twice more. Kill the
Prince of Darkness. Be about it smartly, because he will call up companions. GET
the cloak. Hey, this cloak appears to affect dimensional boundaries. This could
be the gizmo described in Sagonne's book!
Go back E, then go S three
times. Go SW and meet Tobias, Lord of Poverty. That might be a clue; GIVE him
100 GP and see if you can buy him off.
Go W twice, and meet the
elders. They don't seem to like you much. Take a LOOK around-- a wooden box!
Here you have two options. If
you have the Emerald Key of Isk, you can trade for it. If Hero is with you, you
can use the ROVATHA command and he will fetch the box for you.
Let's see what we've got here.
OPEN WOODEN BOX. Yeek! CLOSE WOODEN BOX! Let's go find the hag! Go E, E, NE, NE,
SE, N, E, E, S. GIVE the WOODEN BOX to the SIREN WITCH. She gave you something;
do an INVENTORY to find out what it was. The Jewel of REOME! EXAMINE it. Our
ticket home?
OK, let's see if we can end
this. Go N, W, W, S, S, SW, W, W and return to the clearing.
Now it gets hairy. Ready your
best magic weapon. WEAR the CLOAK OF DARKNESS. It makes you invisible, but at a
price. You will gradually weaken. Watch for injury messages to yourself and HEAL
at the first sign.
Go W. You encounter two very
heavy bad guys, but your invisibility allows you to let your companions enjoy
their attentions. Somewhere along the line they will summon an ally or two, so
get to work and slay them!
Go N. The ORB!!! Darrk Ness
thinks he's got you beaten by that force-field, but he doesn't realize that the
Cloak of Darkness allows you to bend dimensional obstacles. GET the ORB!
That got his attention. You've
got to kill him before you move on, as the programming tends to get squirrely if
you don't do so. Once he's dead, SAY VORAKA MEDE (remember, your magic words may
be different.)
Whoa. The vortex! DROP the
Cloak of Darkness. SAY ERADA VALA. The dimensional hole is repaired!
But there are no exits from here. Well, the hag gave you
the Jewel of Reome; let's try SAY REOME. It worked. Go any direction. You've
won!
Eamon #124 "Assault on
Dolni Keep"
Walkthrough by Jared Davis
Although this can be one of the hardest
EAMON adventures out there, when I finally solved it, I realized how simple it
was! Obviously the true mark of a great EAMON adventure!
Oh, and this is ONE way to finish, not
necessarily the best. Probably the best is the one where you get rescued.
However, I took so long finding THIS way to finish, I'm not even going to
bother!
Now for the solution...
Go east. There is no way I know of to keep
Gorim from falling or getting the tinder, flint, or torch from him. But it
doesn't matter. Climb down and meet with Gorim. Head north until you reach the
Keep Wall. Then head east twice. You can scale the wall! So go up.
Attack the orc sentry. Go west. Hm,
Galehir is very good with a bow. Continue west to the grate and go down.
Clinging onto the grate, go east to the riverbank. See, you didn't even have to
get wet! Go east behind the wagon. Go ahead north into the Keep.
Wow, you've made it into the Keep and
didn't raise an alarm. But quickly dispatch of these guards! Head north twice
and get the torch off of the wall. Head south and east. Answer yes to the
question. Go east again and dispatch the six orcs here. Light the torch. Head
back to the main passageway. Go north three times. Cross the bridge to the west.
Here's something that I suggest you do
now. Get the keystone. Destroy the bridge. (And Gorim approves!) Continue west
into the oval room, which is so large, it counts as two. So go to the west side
of it.
FROMIR!!! And an evil orc, so dispatch of
him, and do NOT flee! Free Fromir and get all. Give Fromir his ring.
Now to escape! Head east and drop the
rack. Go up! Now to set the rack on fire! Drop the straw and light it! Go up!
Follow the crack until it comes to an ewud.
(East, west, up, and down intersection.) Go down, it's the only way! Follow the
fissure south. You can go down to an area you've already been to, or wander
around. The point is to get out, so go down. You're back in the room where you
lit the torch. So, carefully go in reverse all the way back to the beginning and
go down! You'll win!
It looks as if your reward depends on HOW
you managed your adventure. In this solution, you get 5000 gold pieces.
Okay, getting out,
I'll simply sum it up in easy directions.
w/w/w/s/w/s/u/u/e/e/e/s/yes/w/w/s/look/u/w/d
Eamon
#126 "Pyramid of Anharos"
Walkthrough by Tom Zuchowski
This is a worthy quest for the
hardened Adventurer! It's a puzzle-rich outing with minimal combat. Not only are
there plenty of puzzles to solve, but you are on a tight timeline no longer than
the contents of your water bag.
Everything hinges on water
consumption, and there is very little margin for error. Normally, anyone could
expect to die and restart several times before winning. Your armor and your
companions are also a drain on your water. So here are the hints for those who
wish to solve it themselves:
Hire the best guide and follow
his suggestions. Anything you see off the guide's recommended path is likely a
mirage. Get off his path, and you become lost and will waste much water before
you find your way again.
You and your guide will consume
one unit of water per turn. If you are wearing armor, you will sweat so much
that water consumption might double or more. There is only one place in the
entire adventure where armor is desirable, so take it off until you need it.
You will be unable to find your
way in the desert until you get Anharos to show you the way.
The protection of Terza should
be sought as well.
Let's get started!
First things first. You're
sweating all your water away in your armor, so take it off! DROP your armor,
then GET it again for later use.
Follow Omar's (you did get the
best guide, right?) advice and go east, then SE. Kill the Dust Devil. Again
follow his advice and go S, E, and E.
A great pyramid! Read the
glyphs on the door. SAY FOR ANHAROS, then go east. GET a torch. (Actually, there
are two torches. I only found a need for one, but feel free to grab both if you
wish.) Light the torch and go east. Uh, oh. Those flattened bodies and dark
stains indicate that there is probably a heavy deadfall trap ahead, so we'll
just turn around right now. Go back outside and around to the south side of the
pyramid.
Once you reach the south side,
take a LOOK around. That loose stone looks interesting. It's far too large and
heavy to move yourself, so let's try the same trick that got us in the main
entrance: SAY FOR ANHAROS. It opens!
Go north, then west. Kill the
guards and get the pike.
Go east twice. That rope looks
like it might be useful–EXAMINE it to see if it's real–it is! GET the rope, then
return west to the center chamber. Go north three times.
Go west into the storeroom and
LOOK around. Get the tunic. Go east twice and LOOK around again. Get the amulet,
and WEAR it. Go back west to the center chamber.
Go north. A huge statue! Maybe
there's something up there? EXAMINE it. Maybe you could hook one of the teeth?
THROW ROPE. Climb UP the rope, then go south into the statue's mouth.
Hmm. That moat looks fishy, and
the corpse with the flesh eaten away is a clear warning of danger. EXAMINE the
moat to get a closer look at it. Whatever it is, it isn't water, so let's play
it safe and not try swimming in it. That pike should make a pretty good vaulting
pole, so let's use it to JUMP across the moat. (Simply type JUMP.)
A wall of flame! You don't want
to end up like the burned corpse. That tunic you found is a real heavy fabric
and should offer some brief protection from the flames, so WEAR TUNIC, then go
south into the fire.
Yeah, that worked well. DROP
the tunic to conserve your water consumption. Go south. But now we're facing
some sort of electrical discharge, and that corpse bears signs of electrocution.
Perhaps that amulet will offer some protection? Let's try it! Go south. It
works!
Oops, another corpse, this one
clawed badly. Read the glyphs engraved in the floor. They say, THOSE WITHOUT
HONOR PASS AT THEIR PERIL. Now go south. You face an avatar of Alaxar! If you
don't get the answer right, your Quest ends here. It's looking for a worthy
trait, so your answer is HONOR.
A stair! Go up, then north. A
pool, and none too soon! Get water from the pool to refill your water bag, then
return back south for a look around. Try south into the black room. Whoops,
that's no good at all. Return north and relight your torch.
Examine that pedestal. Remember
that the desecration involved the theft of the Diamond of Purity, so that
depression in the pedestal is certainly where it must belong. Read the glyphs.
They say to "follow the light of the spectrum and reach he who lies above."
That's the key here. Go into each of the colored rooms, in this order: red,
orange, yellow, green, blue, and violet. Now, go back north into the white room.
A column of water reaches to
the room above! SWIM, and it will carry you up there. Go north.
Looking around, you find that
this Inner Chamber contains the Queen's remains. We're looking for Anharos, so
continue north.
This sarcophagus bears the Seal
of Anharos-- pay dirt! Take a LOOK around, and find a hidden door in the mural.
Open it. Read the glyphs on the reliquaries. Yep, as you would expect, they
contain Anharos' internal organs. (If you don't know, this really was standard
procedure for mummification.)
You remember that Pindar Rambis
said that Anharos will "reveal the gem when he is made whole again." Open the
sarcophagus, and put the reliquaries inside.
Anharos awakes! Listen to what
he says, and make note of the map he etches on the sarcophagus lid.
Now we know where we are going!
SWIM back down the waterspout and refill your water bag, then leave the pyramid,
using all the protections you used while getting in. (Don't forget to take the
tunic off after passing the flames.)
The map departed from the east
side of the pyramid, so that's where you'll want to start from; go east and
north to get there. Then from that point, go east six times. Ignore the crazed
hermit if you can, or kill him if you must.
You arrive at the Obelisk of
Terza. If you've been paying attention, you've noted that you are walking in the
Desert of Terza, and that she is the goddess of pain and purification. It could
do no harm to get her protection. Read the glyphs on all four sides, enduring
the pain. Her protection comes at a price, but you can stand it! Heal yourself
when done.
Now go south five times, to the
Riff camp. It is your option whether to aid Farouk along the way, but I would do
so. Pat, er, Alaxar, has a history of rewarding good behavior. Be warned, the
aid will cost you 20 units of water, but you should be able to afford it if
you've been sticking to the plan here.
A spring! Refill your water
bag. You can expect some fighting here too. With the spring nearby, here is an
excellent place to don your armor for combat.
There are a couple of ways to
go from here. If you go to the west then south, you have to kill all the Riff
children (which is rather distasteful to classy Adventurers.) If you go
straight south, you have to kill the women. If you go east, then south, you have
to kill the men. The choice is yours. I've tried them all and prefer dealing
with the women; it's the straightest path to your goal.
Kill the sheik and his aide.
You're through fighting now, so drop your armor to remove it and conserve water.
Examine that carpet. Read it. It says, "SOAR WITH ALAXAR." What's this, a
magical flying carpet? Get it!
Still nothing to be found. LOOK
closer. You find an onyx case! Get the case and open it. The Diamond of Purity!
Get it! (Just so you know, if you aren't enjoying Terza's protection at this
point, the diamond will sap your strength and kill you in three or four moves.
Remember the Sheik's sickly condition?)
Your water is probably running
low by now, so go back to the spring and refill your water bag. Now it's time to
try out that carpet. SAY SOAR WITH ALAXAR, and return to the pyramid.
Re-enter the pyramid, and
return to the Pedestal Room. Put the Diamond of Purity in its niche on the
pedestal. Order is restored in the universe! Your Quest is complete!
But you're not done yet. Return
to the pyramid's secret entrance (use the carpet), and SAY FOR ANHAROS to
re-seal it.
Then use the magic carpet to go
home!
Eamon #127 "The Hunt for
the Ring"
Walkthrough by Tom Zuchowski
This Eamon was chosen for a
walk-through because it includes several fairly obscure puzzles, and also has
the potential to be pretty deadly.
Not much to say in the way of
hints that wasn't said in the review. Pay very close attention to the
information that people give you. Be on the lookout for embedded artifacts.
Don't explore the cave without a light source in hand. If you are familiar with
the LOTR story, you may do better, as Sam uses many of the events therein.
Let's get started!
First, let's do an inventory.
Yep, you have the magic ring Narya that Gandalf gave you. (You can wear the
various magic rings, but they are greater than you and it's generally a bad idea
to do so.)
Go North, then West and meet
Cirdan. GIVE Narya to Cirdan, and pay attention to his advice.
Go East twice, then South into
Buckland where you meet your friend, Merry. From here, go East to avoid the road
as Cirdan advised. Go East twice more, and kill Old Man Willow.
Continue East, then go North
and meet Tom Bombadil. (Tom's advice will only come into play if you go into the
fog and become a prisoner of the barrow-wight. This is an interesting side
event, but it is not necessary to the Quest and involves unnecessary combat.)
Go North, then East twice, then
South, then East into Bree. Go North into the Prancing Pony and meet Strider,
another companion.
Go South, then East, and kill
the midges. Continue East, then North to again avoid the road. Go East, then
South to avoid the Trollshaws (another interesting side-event.) Go East three
times.
The Nazgul! If you haven't read
the books, the Nazgul are very bad customers indeed, and there is no way you can
defeat them. FLEE!
Aha. A magical event saves you.
Perhaps we are nearing Rivendell, our first goal. Go East. Nothing here, but the
Misty Mountains are to the east, which puts us in the general area we are
seeking. Let's take a LOOK around. A secret passage East! Go East into Rivendell.
(There is an intermittent bug here. If you get the message that you can’t turn
your back with enemies present, halt the program with control-C, then type
NB=0:POKE51,0:GOTO100 to clear it. Or you can simply FLEE once.)
Go East twice more and meet
Elrond. Say GITHONEIL A ELBERETH, as Cirdan instructed, and Elrond will advise
you. Get the miruvor. (Another note: The miruvor doesn't heal all that much, and
it only works twice. You will likely need to cheat once or twice to recover your
health or healing ability to survive. Here's a short refresher on the method:
after halting with a control-C, you can restore your health and beef up your
HEAL spell by typing this: MD%(0,13)=0:S2%(2)=2000:POKE51,0 :GOTO100.
We're through here for now. Go
West three times, then South twice. Kill the Crebain. Continue South twice more
and kill the Dunlandings. Then South twice yet more, then East, and kill the
Uruks.
Here is Isengard. If you've
read the books, you know that this is the entrance to Orthanc, Saruman's lair.
Saruman covets the Ring and may know or have something useful. Go North and kill
Ugluk, then Up twice and kill Wormtongue. LOOK around, and go Up again. Saruman!
Kill him.
This room is just loaded with
Stuff. LOOK around. GET the key. EXAMINE the crate and closet. OPEN the crate.
OPEN the closet. EXAMINE the shelves and cushion. GET ALL.
We're done here. Go Down three
times, then South to leave. Go East into the Gap of Rohan, and kill the Orcs. Go
East twice more, then South twice to Minas Tirith. Go West, then Up and meet
Denethor.
Denethor is suspicious of you.
You'll have to prove yourself to him. Hmm. You found a valuable heirloom of the
men of old in Orthanc; could that do it? GIVE Elendilmir to Denethor. He rewards
you with access to their records. You’ll want to EXAMINE BOOKS. EXAMINE SCROLL.
READ SCROLL. EXAMINE MANUSCRIPT. READ MANUSCRIPT. GET ALL, for future reference
if you need it. Now we're done here. Leave by going Down twice, then East.
Now, what? Well, let's look at
what we learned from the visit to the archives: not much, except the seemingly
useless factoid that Hobbits will respond to a call for a drink. That was a lot
of bother for so little information. Is it a clue to our next step? We'll save
you some time here and tell you that the call achieves nothing in Hobbiton.
Let's try to find another land of the Hobbits. Go North twice, then West, then
North twice into Fangorn (the Ent will not attack you.) Go East, then North four
times into the Gladden Fields.
Hey, there are burrows here.
The manuscript said that Hobbits lived in burrows. Is this the spot we're
looking for? Say HO! HO! HO! TO THE BOTTLE I GO! Weagol appears! GIVE the
pipeweed to Weagol. (There is a screen pause in the text that follows, but the
YOU SEE text will shoot the second screen off the top, so be ready with the
control-S key and halt it after a half-dozen lines so you can read it first.)
She rewards you with reminiscences, a coat, and a torch. GET ALL.
So, what good were those
reminiscences? We need to put some pieces together here. Look at where you are:
the Gladden Fields. You know that the Ring was captured in the Gladden Fields
shortly before it became lost. Weagol went on about this Gollum character who
found some sort of "precious" item. Let's go find Gollum!
Go West, then North twice, then
Up and kill the Goblins. Go West, then North into the cave. A dead end? LOOK. A
secret passage!
Go North and kill the Orcs.
LOOK and find another secret passage. Go West, then North.
It's dark, and you've lost your
companions! LIGHT your torch, then go Down.
You meet Gollum. Agree to the
riddle contest (type Y with no return.) The answer to the riddle is FISH. Be
careful with your typing, you only get one chance!
Gollum "leaves" you for a
moment. While he's "gone," LOOK around.
What's this? A small ring. GET
it and WEAR it.
Gollum rushes past you as if
you are invisible! (You are invisible. This small, nondescript trinket is the
Great Ring you are seeking.)
He thinks you've gone for the
exit. Follow him by going South.
Remove the Ring. It is far more
powerful than you and will turn you to Evil if you leave it on.
We are nearly done. All we need
to do now is deliver the Ring to Elrond.
Go East, South twice, East,
Down, South eight times, West three times, North six times, and East three
times.
Give the Ring to Elrond. Your
Quest is complete!
Eamon #128 "Quest of Erebor"
Walkthrough by Jared Davis
First of all, here
are some notes:
When you get into a
battle, some of the dwarves will sometimes run away. You can COUNT them to see
who's missing. In order to find them, go in any direction from the scene of
battle. COUNT DWARVES to see if they're back. If not, go back to the scene of
battle and try another direction. There are supposed to be thirteen dwarves:
THORIN, BALIN, DWALIN, BIFUR, BOFUR, the infamously fat BOMBUR, NORI, ORI, DORI,
FILI, KILI, GLOIN, and OIN. (What a mouthful!)
The Woodman who you
can rescue and Beorn are not important to get, but they are nice to have in
combat.
There are extra
battles to be fought outside the Lonely Mountain. None are important, but if you
take the WAIN in the northernmost battle, it's worth quite a bit when you return
to the Main Hall.
Now for the
solution...
After the long list
of the dwarves, you will see that one member of your company isn't here. Bilbo.
He's over to the east. Please note that if you go west here, you end the game.
Now go East, and you
will find BILBO and a DOE. Also note that instead of listing all the dwarves, it
just says "The Dwarves are here." As far as I know, the doe is of no use, nor is
it harmful, so leave it alone.
Go North a couple
times to meet BEORN. SAY HELLO or SAY HELP, and he will follow you. Or attack
you.
Now go South. And
then East into the forest. You will immediately meet two wargs and three orcs. I
suggest ATTACKing the WARGs first. After they're dead, ATTACK the ORCs. After
they're dead, look around for any missing dwarves. Head East from the scene of
battle to...
...go to another one.
A warg is attacking a poor guy. So, ATTACK this WARG. Now, TAKE the WOUNDED MAN.
You can go South, then East, to a village where a woodman is. GIVE WOUNDED MAN
to the WOODMAN, and you have a new ally! Now, go back West, North, then West to
the scene of your first battle.
Head North for
another battle with a BUNCH of ORCs. Oh, and three WARGs. Attack either the
WARGs or the ORCs first. When you're done, probably a lot of dwarves have run
off, and many of your companions have been injured.
Well, you can only go
East, South, and North. Go South and North first to pick up any dwarves that ran
off, and then go East. Go East again, and you meet a BEAR you have to ATTACK.
Now, head North, then East. Here is the infamous black river. Go South and LOOK
for a BOAT. TAKE the BOAT. Go East. In the boat some of the dwarves will fall in
the river, so you have to TAKE ALL of the sleeping dwarves. Then head East, and
WAIT until all the sleepyheads wake up. Then head North.
Head East to lose ALL
the dwarves. Go South, ATTACK all the SPIDERs, LOOK, get the SHOVEL, then head
South and kill all the spiders. Go East and kill the spiders here. Get Sting and
DIG and GET the HOARD. Go West and North twice. LOOK for a secret passage East
to get into the Elvenking's Halls.
Head East. further
east, the Elvenking is partying. But, nothing important there. Unless you want
the ELVEN KING'S TREASURE. But then, that'll make 'em mean. It might be wiser
to...leave it be... If you did go, go back West. LOOK for a way Down.
Right now, I'm going
to tell you this: THESE ELVES ARE PEACEFUL. YOU WILL SAVE YOURSELF A LOT OF
TROUBLE BY LEAVING THEM ALONE! Okay? Good!
Now that you're down
here, go East. Unless you took the treasure...
Go east, ignore the
elves, go north and have a LOOK around. Get the bottle. (Note: it might not be a
good idea to get the barrels...) Go South twice, go Down, go East twice to the
end of the hall, then LOOK for a passage Down. Go North, North, then West. PUT
the BOTTLE ON the TABLE to get the butler and guard "stoned." LOOK for the TRAP
DOOR, then OPEN it. TAKE the KEYS, go East, S, then OPEN DOOR, and go West.
Here's Thorin! He's
asleep, but just GET THORIN! Go South, Up, OPEN DOOR, and go North. Here are
more dwarves. GET ALL of them! Go South, West, OPEN DOOR, North, GET ALL of the
dwarves here, South, West, OPEN DOOR, N, GET ALL the other dwarves, then go
South, then Up, then North a couple of times and TAKE BARRELS. OPEN BARRELS, and
PUT THORIN IN BARREL. The rest of the dwarves will follow suit, as will Bilbo.
Go back to the platform with the (now open) trap door and DROP BARRELS, then go
Down.
Go East three times
and OPEN the BARRELS. Go East into Lake Town. Go North to meet Bard. You can
give the Northmen some money to join you. Go South and East twice to get to the
Desolation of Smaug.
Now the important
thing is to get inside the Mountain and kill Smaug. You can just go North from
here until you get there. There are other things to do as well, though, so I
will go into those.
Go East to meet three
SAGATH warriors. Dispatch of them. Go North into Dorwinion. You can get some
grapes here. Go North again to get some presents from the Dorwinion people. You
can also hire one of them, but not the other one, unless the other one is
killed. If you try to hire both, the first one you hired will always get the
gold. Go North a few times to fight some WAINRIDERS. I suggest ATTACKing their
CAPTAIN first. Here LOOK and go East twice to meet Dain and his army. You can
keep going North and fight some BALCHOTH, then go West.
There are two ways to
enter the Mountain. There's the main entrance and the secret side door.
MAIN ENTRANCE
From here you can go back Down, East, South, South, and West to get to the main
entrance. Go North twice to enter the Mountain. Go North and Up. Go North and
LOOK for a passage West. GET ALL the things in here. Exit and go North. SAVE
here! Go North to meet SMAUG!
SECRET DOOR
From the Far North, go as far West as possible. ATTACK the ARMY of Orcs and
Wargs. Go South and Up the Mountain. Look and go Up. Look for the key. (Get it!)
WAIT three times and PUT the KEY into the HOLE. Go East and Down to meet SMAUG!
Here is a bug that
sometimes happens. It will prevent you from leaving or FLEEing. After Smaug is
dead, leave, then go back. For some reason, doing a LOOK here before leaving the
first time will make the program think Smaug is still alive. You cannot FLEE
Smaug, and you cannot leave a room with enemies in it.
ATTACK SMAUG. After
he is dead, go South to avoid the bug. Go back North and LOOK for the ARKENSTONE
and GET it. Head back to the bridge. PUT the PLANKS on the BRIDGE. Go West twice
to return to the Main Hall.
Eamon #129 "Return to Moria"
Walkthrough by Tom Zuchowski
This is a very tough Eamon on
two levels. The first is the puzzling, which is complex and often deadly if you
don't correctly figure it out. The other is the combat, which is rich, varied,
and at times very difficult to survive. This Eamon dates from a time when Sam
believed that a proper Eamon required many plays to survive; thus there are many
avoidable foes and death traps that can only be found the hard way.
I know of no way to avoid nor
to survive the encounter at Balin's Tomb. As near as I can tell, it is a slow
death trap by combat unless you are using a superman character carrying tactical
nukes, and even then your companions will not survive. And yet, there is no way
around it that I can discover. I do not know what Sam's intentions are here.
Perhaps it is a puzzle that eludes me.
Here is a way to cheat past
that encounter: when you go west from Balin's Tomb and are jumped by all those
bad guys, hit control-C at the YOUR COMMAND? prompt to halt play. Then type in
this command (you can type it in without any spaces, but I include the spaces
here for clarity):
FOR I = 1 TO NM: MD%(I,5) = MD%(I,5) * (MD%(I,5) = RO
AND MD%(I,14) = 3 OR MD%(I,5) <> RO): NEXT: NB = 0: POKE 51,0: GOTO 100
Poof, they disappear!
I have little in the way of
hints for this. Read carefully. Save often. Try examining the stuff you see in
the descriptions. Examine all artifacts that you find in rooms. Read carefully.
Save often.
As Sam recommends in his
Author's Notes, you will want at least one magic weapon capable of at least
20 hit points. This is not an adventure for lightweights!
Sam's obscure hint about
"ATTEMPTING" something refers to the fact that you can heal your companions (eg:
HEAL GIMLI). It isn't too hard to keep everyone alive if you temporarily stop
the game with a Control-C and boost your heal ability enormously by typing
S2%(2)=20000:POKE51,0:GOTO100.
You may wind up needing to do
this more than once if you start getting a lot of NOTHING HAPPENS messages.
You will encounter several
groups of multiple foes. One way to divide their numbers is to FLEE. Usually,
only a few of the foes will follow you. Then you can kill them and return to the
room of the original encounter to finish the rest.
The descriptions are rich and
full, and well worth careful reading even without the vital clues supplied.
The command parser supports "A"
as shorthand for "ATTACK". At the same time, it often requires that you type in
the full object name. Be sure to type the full name when doing EXAMINEs!
One startup note for the ProDOS
version: if you answer "N" to the 5.25 disk question, it assumes that all of the
files are in the same folder.
All right! Let's get started!
This Walk-through will assume
that you are reading carefully and thus will understand the reasoning behind the
moves outlined below. Also, it ignores passages that contribute nothing except
unnecessary combat to the Quest. Feel free to explore the unlisted passages if
you wish, but only if you are spoiling for a fight!
OK, our Quest as outlined in
the detailed intro is two-fold: bring back mithril for the repair of the gate,
and revive Durin the Deathless.
The adventure opens in a dark
room. Light your Lantern. Go South three times, then West into the Reception
Room. Kill the bat.
Examine the chandelier. Aha,
our new light source. Get it and light it.
Continue West twice more.
Ignore the web. Go further West into the circular tunnel. Turn North, then West.
Kill the spiders.
Continue West, then turn South
twice. Kill those spiders, and get the greasy slime. Light the web.
Continue South, and find
yourself out of the spider tunnels and into Dwarven works. Go West twice. Take
the stair Up twice, and kill the Wargs. Go East and find the Mirrormere.
Examine the Mirrormere. Examine
the stars and find a magical Crown of Stars. You know this crown; it was Durin's!
Get the crown.
Return West and Down twice, and
then continue Down again. Go West three times, then enter the room to the North.
Kill the Uruks.
LOOK around. Get the iron key.
Go South to exit the room.
Go West, and kill the Gate
Keeper. Open the gate. Continue West, then turn South twice, then West twice.
Kill the Orcs.
Continue West, and kill more
Orcs. Examine the beer. It is a one-time healing potion; get or drink it as you
choose.
Continue West twice more and
enter the kitchen. Open the cupboard, and get the Orc Brew. This is another
healing potion that works three times.
Return East, then turn North
twice, then East twice more and enter the Armoury. Examine the molds. They might
be useful, so get them.
Return West. Examine the dead
operator, and get the small key that you find.
Go North into the storage area,
then turn West. LOOK around. Put the small key in the keyhole. Examine the box,
then open it. Pull the lever. (Going down!)
Go West three times and enter
the Chamber of Mazarbul. Examine the stone block, then examine the runes
engraved on it. It's Balin's Tomb! Examine the chests, and the book. Read the
book. Note the magic word "CARASH".
Save the game!
Go West. As you try to pass the
door, you are jumped by overwhelming odds! I know of no way to survive this
combat. Use the cheat outlined at the beginning of this walk-through.
You're still in the Chamber of
Mazarbul. Go West twice, then North. Examine the rope and the winch. Go West,
and examine the rope and the pulley. Put the rope on the crate.
Return East, and pull the
winch. Go South, then East, then North into the booth. LOOK around. Put the
greasy slime on the lever. Pull the greased lever.
Go Down, then West, then North.
Open the crate. Mithril ore! Get the large rocks.
Go South. Open the stone door.
That didn't work. LOOK. The door has no keyhole; is it magical? Say CARASH. It
opens!
Go South. Examine the pool. (It
doesn't say so, but it's full of acid, and you will die if you enter it.)
Examine the plug. Pull the wire.
Continue South twice more, and
encounter the most complex puzzle in the dungeon, with four death traps to
avoid!
Examine the blanket. A spike
trap! Get the blanket. Examine the mithril armour. Another trap! Get the mithril
armour, and wear it.
Return North, then go East.
Examine the red spot. Looks innocent, doesn't it? It's not. LOOK. Put the
blanket on the hooks. Get the gold vase and let the blanket save your life.
Go West twice. Examine the
pillar. The last trap! Put the gold vase on the pillar, then get the diamond
vase. Open the diamond vase. Get the steel key and the serum. (The serum
significantly enhances several character attributes; use it if you wish, but
also be aware that it is the most valuable loot that you will find and is worth
some serious gold.)
Return East, then North twice,
then go West twice. Open the steel door. Continue West, then turn North into the
stone workroom.
LOOK around. Get the explosives
and the black liquid. Examine the smelting pit. Obviously, this is where we
refine the mithril, but we need heat, and it won't accept our large rocks.
Return South, and go West.
Examine the mallet. This looks like the way to make small rocks out of big ones!
Get the mallet, and ready it. Drop the large rocks, then attack them.
Get the mithril ore and the
mining tools. You're done with the mallet, so drop it and ready your combat
weapon!
Continue West, then North. Get
the mining cart. Continue North. Ants! They will be a serious problem if you
don't solve this puzzle. Put the black liquid in the ant hole.
Continue North, then West. Dig.
Get the coal. Return to the smelting pit. (E,S,S,S,E,E,N). Put the mithril ore
and the coal in the smelting pit. Put the molten mithril in the molds, then get
the three mithril bars you created.
Head South, then West twice,
then North, then West twice. Dig, and go South. Dig and go South again, and find
yourself at the lip of a tremendous chasm. Head Down.
When you reach the bottom, go
East three times. Kill the lizard-thing. Then go North twice to a dead end. LOOK
around and find a secret passage East!
Go East and kill the
worm-thing. Continue East, then South to another dead end. LOOK and find a stone
wall. Light the explosive (it won't harm you; you don't even have to drop it.)
Go East through the hole you blasted.
Examine the Dwarf statue. Note
the missing axe part. Put one of the mithril bars in its place. (There is a
spelling problem here that is easy to overlook; note the misspelled DISSEMBLED
AXE.) Examine the curtain, and open it. Another lever! Pull the lever. The
statue moves!
Go East and find a Dwarf lying
in state. Put the crown on him. Durin awakes!
Now we head for the exits. Go
Up five times and encounter a Balrog. Kill the Balrog, and get the key. Return
Down once and open the gate. Go West through the gate.
You've fulfilled both of your Quests!
Eamon #130 "Haradwaith"
Walkthrough by Andrew Davis
First of all, a few
notes...
To start off with,
before beginning the game put all your gold in hand in the bank as at the start
of the game all your money is stolen except for 20 gold pieces. As you play, you
will notice that now and then a "hallucination" will pop up, don't pay any
attention to them. Also after you find the TIMBER, don't sell it as you will
need it to repair the ship after a battle.
Now for the
solution...
Head East and kill
the nomad, then go S and then East twice. Kill the Variags and collect their
JEWELRY. From here, go S,W,S,S, and heading west 2 times from here gets you to
the road to Umbar.
However, we're not
going to Umbar right now, going south twice more leads you to 2 nomads and a
oliphant, a large elephant-like creature called a mumak in its description. Kill
them and go east to the oasis where you find 3 more nomads.
Examine the oasis and
then drink. The water heals you, which is very good if you have a weak heal
spell. You can also take it with you...
From there, go West
and find some Haradan Scouts. Hmm, scouts! For who? Anyway, kill them and GET
their LIGHT ARMOUR and put it on. Then walk S twice and E once to find a scroll.
GET and READ it and find out the Haradan's battle plans.
Venture S and find
the Haradan vanguard made up of 2 mumak, several warriors and their captain. If
you survive, GET all the battle armour and wear one, removing the light armour
first if you wore it. Be sure to HEAL afterwards!
West is the south end
of the desert and the path into the land of the Harads. Head S twice reaching a
jungle. Now go W and S and meet a tiger! Kill it and take its pelt. From here go
W and fight two savages.
Take a LOOK around,
hmm what's this? An emerald! GET it.
Now, let's go back to
the beginning of the jungle (E, N, E). Continue to the east twice and then go
north to enter Haradan City. Let's go W and N to the king's palace.
Enter the throne room
to the W and kill the king and his guards. Get his treasure.
Go back E and take a
LOOK around. What do you see? That's right, a secret passage N. Let's go that
way.
Heading N twice gets
us to a T-intersection. Now we go west, and find the king's secret barracks.
Kill the soldiers and the sergeant. Get the mining equipment. Return E and then
N. Kill the miners and then MINE. Get the gold ore. Leave the mine.
If all the items you
are now holding are weighing you done, you can go east here and meet a merchant
who will be glad to buy anything you have to sell. If he says he "just got a big
shipment of that," (although sometimes it doesn't make sense...) it's best not
to take his offer and just wait until you return to the Main Hall.
From the merchant,
leave town by going S twice. Now we head E and kill the snake and S to kill the
wild Mumak and GET its tusks. Enter the small town and go E to the lumber yard
and get the TIMBER. Go S to be joined by a captured Mumak. Return N.
Now lets go on to
Umbar (In case you're not sure, go W, N twice,W four times and N 7 times and
then enter by going W twice). The captured Mumak will wait outside of Umbar. In
Umbar, head W to a T-intersection. If you go S and E, you meet a magician who
will sell you a strength potion for 3800 gold pieces. If you EXAMINE the BOOKS
here you can TAKE them, but don't READ them as it's a death trap.
Go back to the
T-intersection, and then N. Enter the building to the north, tthen E and S,
attack Arval and his Black Numenorean guards. GET and OPEN the vases. TAKE the
olives and spices. Leave the building and go W, where a lieutenant will attack
you. Kill him and go N to the bar, and meet Malatar and Caliph. The bartender
will give you tips if you buy a drink for 10 GP, but he mostly just tells you of
the army in the desert which we already killed.
Leaving the bar and
heading W will take you in front of another merchant's shop. Go N and sell
enough things to get 3800 GP, then return to the magician and buy his potion.
Drink it and you will feel stronger.
Proceed to the town
square with is just W of the merchants shop. Go S and enter the dark hall. Bribe
the guards (or kill them, your choice) and go E. Then go S and kill the
Numenorean, and welcome the Haradrim into your party. Go U and kill the captain,
Numenorean lord and messanger.
Leave and go S and
enter the warehouse. Examine the barrels and open them. Wow, whale oil! GET ALL.
(Selling the gold ore, tusks, and whale oil will probably give you enough for
the strength potion, if not sell some armor too.) Head W twice and kill the dock
workers, open the crates and find dried fish. Get them. Now go to the ship by
heading E, N 3 times, W and S.
Now, lets SAIL. It
may tell you that you don't have enough crew, but ignore that and sail anyway.
As you sail W, you will encounter 2 ramships and a galley. ATTACK them. I prefer
to salvo them as it seems to work better than ramming them. After they're
defeated continue to SAIL. You will then come up to a battleship and a flagship.
Sink the battleship and board the flagship.
Kill the captain and
go E and kill the Corsairs. Now go down and W and kill the lieutenant. Go E
twice and kill the admiral and his buddies. Get the plans and go back to your
ship. SAIL and you win.
Eamon
#132 "Rhadshur Warrior"
Walkthrough by Tom Zuchowski
First, for those who want to solve it themselves, here are
some hints:
It's a pain, but you'll probably want to have the Seeker
scan each room and then check for advice as you go along. Rooms that you really
want to do this include:
Before the Main Gate
Beneath the sewer grate
Before releasing Threndor
In the secret room beneath the jail
In the Mystics' Dream Room
Be sure to read your encounters with Zarg very carefully to
find what the upgrades do and where to get them. You only get this information
once.
Pay attention to your typing when dealing with Zarg. If he
gets angry and leaves, you won't get the upgrades and information he has. And
you need them!
The Mystics are very tough opponents. Be sure to bring
along at least one major magical weapon. There are two 2D5 swords, 'Exeter' and
'Soul Catcher'; give one to Timur and one to Gareth.
The SAVE routine requires a blank disk. To restart a saved
game, boot the 'save' disk.
If you use a too-strong character, the program will assign
you a set of characteristics more to its liking. But don't worry, you'll get
your original stats back at the end.
Try to preserve the Power Pills in case the Seeker gets
wrecked. For the same reason, rescue Threndor before confronting the Mystics.
The Life-Orb may not be where you expect it.
_________________________
Let's begin the Walk-through:
This is another one of the "Life-Orb" series of Eamons that
resulted from an NEUC contest held long ago. Your mission is to enter Zagora
and recover Threndor Tokas' Life-Orb. Note the names of the secret allies and
the passwords.
Follow your Seeker's advice and avoid the main gate. Go
around back and enter through the sewer. You'll have to attack the grate to
bust it open.
You might want to take a LOOK around the sewer as you
pass. Follow your Seeker's advice and don't go past the overhead grate. Go up.
You meet Zarg. Smile. Pay close attention to what he
says. The map can be rather confusing, but Zarg gives pretty good directions if
you want to stay on mission and not do any random exploring.
The city map is roughly star-shaped with streets radiating
from a central plaza. A rough layout:
Temple is on Glory to the NW
Blood Guard is on Assassins to the NE
Mystics' Hall is on Triumphs to the E
Vulgar Unicorn is on Merchants to the W
The brothel is on Dreams to the SW
The city jail is on Tears to the SE.
Before you get down to work on the Quest, go down the
Avenue of Tears to the city jail. There you'll find some allies. Check the
first floor, then upstairs, then the basement. Be sure to open the desk in the
commander's office. LOOK around in the basement, too. Use the candle if you
need light.
Go meet Zarg in the electronics shop. Smile. Pay close
attention to what he says. No-rooms! A worthwhile upgrade. You can choose to
pay Zarg or you can go get the treasure he wants. We will assume that you will
want to save your money and buy him off with the treasures.
Can't find the Eyes of Rhatek? Did you LOOK in the
Treasury Room where the eyeless statue is? Bust the box open.
Go meet Zarg in the Alley of Beggars. Smile. Answer his
second question with "G" or "T", and he'll grab his payment. Pay close
attention to what he says. Another Seeker upgrade. Combat capability! You can
never have too many allies in combat! (Note: actually there is a minor bug that
gives the Seeker combat capability when he gets the first PC board, but you need
to do this in order to get the next board, which you really want!)
Get the PC board. GIVE it to the Seeker. Now you can scan
for No-rooms!
When you get to the Vulgar Unicorn, go upstairs and go
straight back to the rear bedroom. A woman! Morraine? Give the password.
LOOK. Get the lamp and light it.
Go to the east bedroom and kill Mortan. Be sure to use a
long enough name that you don't attack Morraine by mistake! LOOK. Open the
saddlebags and get all the coins.
Go meet Zarg behind the brothel. Smile and give him his
treasure. Pay attention to what he says. Yet another upgrade, and a really good
one, too! Healing capability! You can only heal yourself though meditation
which cannot be done during combat. This would be very good to have! The
Mystics won't be pushovers. Get the board and GIVE it to the Seeker.
There's nothing in the brothel worth messing with. But if
you do take a look around, don't drink Tamsin's wine!
Go to the Slavers Guild on the plaza. Bust the cabinet
open and open the chest with the key. Get the ingots.
Go meet Zarg at the Vulgar Unicorn. Smile and give him the
treasure. What'd he say? Threndor has been kidnapped! Get the board and GIVE
it to the Seeker.
The Blood Guard barracks is on the Street of the
Assassins. Go there and fight your way in. OK, you know that Threndor is here
somewhere. Maybe in a No-room? Scan the place as you move about.
Be sure to LOOK in the office. You might find something
that will be useful later on.
A No-room off the armory! Kill the guard, then consult
with the Seeker. Of course, it's right,
Threndor needs his Life-Orb to survive. Leave Threndor for
now.
Nothing much left to do now except confront the Mystics in
their hall. Wait a minute. We haven't checked the Temple or jail for No-rooms
yet.
You'll find a No-room in the Temple that con- tains a 2D5
sword named 'Exeter'.
And you'll find a No-room in the basement of the jail that
contains the Life-Orb! The box opens with the hexagonal stone. Be ready for
some trouble; there may be a traitor in your midst.
Go back and get Threndor, and give him his orb. He's not
much of a fighter, but if the Seeker gets wrecked, you won't be able to rescue
him.
OK, the going gets tough now. Time to check out the Guild
of Mystics. Head over to the Avenue of Triumphs and fight your way in. This is
the Mystic stronghold, so be sure to scan as you go.
A No-room off the Dream Room! Hmm. A pool. Examine it.
A "good• Mystic! Swear vengeance. The gift from Harol is a set of Power
capsules. These capsules will each make you invulnerable for the next 6 moves.
Don't take a second pill when one is already active-- it will kill you!
LOOK in the vault. Fight your way up, and up again. Xenon
doesn't fight, but asks you to serve him. Don't do it! He's "really• tough, so
take a power pill, and fight.
Break down the large door, and pass through. Oh no! This
looks really bad. Better consult with Seeker for some advice. Call upon
Rhadshurad by speaking his name.
Whew! That was close. (Mardak has a Hardiness of 200!)
LOOK, and go down. Enter the magic gate. You won! The Orb is recovered!
Threndor is rescued! Harol is avenged! You lived! It's Miller time.
Eamon #145
"Buccaneer!"
Walkthrough by Adam Myrow
First of all, you need to understand what the introduction
has to say. You are going to a public execution because you think that the
pirate Henry Le Marque will reveal the location of some hidden treasure when
"faced with the gallows." Remember that this is a medieval setting and public
hangings of pirates were big events.Here are some hints for those that want to solve this Eamon
without the complete walk-through. This Eamon requires a lot of gold as stated
in the intro. However, if you find yourself short on gold, there are some
provisions for getting more. It also requires that you pay good attention to
detail. Every detail is important. You will be retracing your steps a lot.
Finally, you need to realistically think about how you would prepare for sailing
a ship on the ocean.
Now, we shall begin the walk-through. Note that you may do
things in a slightly different order if you wish. However, the order given here
will work fairly well.
Go south until you come to the intersection of Sea Lane and
Captain's Walk. Go east along Captain's Walk, noting details as you go. In
particular, note the place that looks like a government building, and the
Cartographer. Be sure to also note Ubask and his occupation. A mage may not seem
important now, but he'll certainly prove useful. The last thing to note is the
undertaker (where Le Marque will probably go) and the Chandler. By now, you
should be at the intersection of Captain's Walk and Anchor Way. Since the jail
yard is north, go that way. It looks like you made it to the execution in time.
Let's see what Henry Le Marque says.
Wow! Talk about weird last words. Now what was that about
treasure? Sounds like Le Marque has some good stuff for the taking. However, his
little poem sure doesn't make sense. You could write it down, but fear not!
Your character has done this for you. The locals think that Le Marque's treasure
is on an island. How does one get to an island? Why, they use a ship, of course.
Before you go running off to lease a ship however, you might want to stock up.
Exit the jail yard by going south. Go west once and south
again. This should place you in the chandlery. A clerk will inform you of what
he offers. You need fruit, food, and grog. The command to use is PAY CLERK, 3
times. Each time, you'll be asked what you want to buy. You won't lose any money
if you make a spelling error. You'll just get a message to the effect that the
clerk has no idea what you mean. Get used to the PAY command. You'll use it a
lot.
Now, go through the south door of the chandlery and enter
the shipwright's. Again, you need to PAY CLERK. Buy the caulk, pump, and the
canvas. Exit through the north door to return to the chandlery. I will discuss
the docks when you are ready for a ship.
A good start, but what about that riddle? Well, do you
remember that Ubask guy? He is a mage. Let's give his slogan, "What man has
devised, Ubask knows", a test. Go west twice after exiting the Chandlery. Now,
go north. You should be in Ubask's home. Ubask is famous for breaking codes.
Just what you need! Pay him and see what he has to say.
Well, that explanation of the first part of the riddle
makes sense. Note that you were handed some information about the island. To
check this out, LOOK UBASK'S ANSWER. This sounds like a perfect place to bury a
treasure. It's time to move on in your search for goods.
If you wish, you may go back east and explore the
marketplace and the other buildings. You will find some people who can set up
trading lots for you. I wouldn't pay them until you have a ship. Also, trading
is totally optional and will not be covered here.
Go west after exiting Ubask's house and then go north. You
should now be at the cartographer's. You most definitely want a map. So, PAY
APPRENTICE, and when asked what to buy, enter SEA CHART. Another important item
taken care of. You might want to save your game now, to be safe.
Now, exit the cartographer's shop and go west. You can
explore each and every building if you wish. You will find a tavern to the north
called "The Crow's Nest." More people who can trade with you plus a few ship's
officers are here. You may also try to GAMBLE if you are short on gold. Go west
once again on Captain's Walk and try going north. Some regular crew members.
Since you will be leasing a ship, it would be a good idea to write their names
down. You can't hire them until you have a ship, and it's not a good idea to
hire just anybody. You'll see why in a little while.
Now, go south twice from the inside of the club to enter
that official-looking building you saw earlier. You simply PAY CLERK here and
buy the various pieces of paperwork one at a time. Make sure you have everything
to avoid any legal trouble later. That means the docking permit, trading
license, and the harbor pass. If you are sure you won't be doing any trading,
you may be able to skip the trading license.
Next, go west until you return to the intersection of Sea
Lane and Captain's Walk. Enter the building to the west. This should be the
Temple of Weyren. A priest is asking for an offering. Go ahead and pay it. You
got a blessing. If you LOOK BLESSING, you discover it to be a prayer for when
you get in trouble. You might find a use for it.
Since we haven't been on Sea Lane, let's explore it. Go
east to exit the temple and south to start walking along Sea Lane. Once again,
note details. Since you've already been in the Port Authority, check out the
Registry. A clerk here can help you (for a fee of course) find out about
sailors. Let's practice with the sailors here. PAY CLERK and when asked, enter
each of the sailor's names here. So, Red and Ivan might work. Maybe it's time to
finally get a ship.
Exit the Registry, go south twice, and you are on the first
of many ships to choose from. Go east along the docks and explore each ship one
at a time. Which one you choose depends on what you want to do. If all you want
is to get the pirate's treasure and run, the cutter might do. However, if you
want to do any trading, you might want a bigger ship. Of course, if you want to
fight with other pirate ships, you need some guns on your ship. I personally
like the Packet. Its only drawback is the large crew requirement. Pick the ship
you like before continuing. If you haven't been doing occasional saves, save
your game now!
Now that you have a ship, it might be a good idea to both
continue preparations and start hiring crew members. Return to the Registry and
hire Red and Ivan. Next, go back north past the intersection of Sea Lane and
Captain's Walk. You might want to use the "LOOK" command to refresh your memory
as to what's here.
Let's start by going west into Arkad Trom's shop. As you
may have guessed, PAY ARKAD for the spyglass, sextant, and compass. You've
already been in the other building but you might want to check out some of the
potential crew members by returning to the registry and asking about them. This
is the boring part of the game but it is realistic. The Crow's Nest, the
Steerage, and various other taverns hold crew members and officers. You may also
gamble in all of the taverns if you are short on gold.
While you are hiring crew, work your way back to the
intersection of Captain's Walk and Anchor Way. Start south down Anchor Way. Keep
going, (exploring as you go) until you come to a building with "mystic ruins" to
the east. Enter it. What, somebody else wanting more money? You may as well pay
the attendant. He might tell you the future, or at least something useful.
What was that? Where did you hear the word "soul?" Why, the
last line of Le Marque's riddle says "but the precise spot hides in my soul."
Since you were hearing and copying, it's possible that Le Marque actually meant
"sole." As in the sole of ones shoe. There must be some important information
in the sole of Le Marque's shoe!
Where would his shoes be? They are in the undertaker's
shop. Head back to the intersection of Captain's Walk and Anchor Way. Go west
and then north. That should put you in the undertaker's shop. When there, PAY
HAGGIS. You are now viewing Le Marque's Corpse. You need to SEARCH CORPSE. That
is a rather strange message. It may become more clear when you reach Cormorant
Island.
There is one more thing to buy. Continue on Anchor Way
until you come to the pawn shop. Enter it and buy at least the shovel. You may
wish to buy everything else just to be on the safe side. At last, assuming you
have your crew hired, you are ready to set sail. Go to your ship and type
VOYAGE.
OK, after all that, we are on the water. Here is a brief
explanation of sailing. Once out on the open sea, you get coordinates to tell
you where you are. They are given in a west by south format. That means that the
further you go west, the higher that number gets. Likewise for going south.
Going southwest will increase both numbers. Before going too far, you should
LOOK SEA CHART. Note the location of Cormorant Island. Also, give the STATUS
command a try.
If you see any ships, what you do is up to you. Just don't
attack unless you are told that the ship is flying the "Jolly Roger." Ship to
ship combat will not be covered except that if you find yourself fighting
hand-to-hand, and you see the message "<crewman> is sabotaging your ship," kill
that traitor quickly to minimize the damage! That's why I recommended that you
have some cannons.
Sail southwest so that you are as close to 9 west and 10
south as possible and maneuver around until you have landed. Notice the
driftwood and go south onto the beach. It turns out that the driftwood is an
oar. Type LOOK OAR to get more information.
So what's the big deal? Well, type READ and notice what
that message you found on Le Marque's sole says. The first two letters are "or."
That could be another homonym trick, and "or" actually refers to "oar." What
about the rest? Well, if you read it carefully, you will notice that all of the
remaining letters are either n, s, e, or w. It is a sort of map!
Use the PACE command and enter each of the letters
following "or" at the prompt. That is the "see essene" part. Now, dig with the
DIG command. Nothing but some skeletons are here! Dig some more. You dig up a
wooden chest. Now try opening it. It's locked, so attack it and when it
shatters, open it. What? All there is here is a stupid message about a practical
joke!
Never fear, you haven't wasted your time. This is just
another of Le Marque's tricks to stop you. Dig yet again. Now you found a
strongbox. Do just like before. Attack it until it breaks and open it. There is
your treasure! Pick it up. Congratulations! You've got what you wanted. You may
now either explore the other islands, or go home with your treasure. If you
decide to explore, you are on your own.
(Editor's note: Adam outlined the steps to fulfill the
basic Quest, but there is quite a lot more to do than listed here. As Adam
stated, the other things are optional, but they will add a lot of enjoyment if
you are having a good time with this adventure. - Tom)
Eamon #147 "The Dark Brotherhood"
Walkthrough by Tom Zuchowski
First, for those who want to solve it themselves, here are
some hints:
As Pindar Rambis tells you, this is a battle between Good
and Evil, and you are on Good's team. This means that you do not want to be
doing things of a questionable nature. If you do bad things, your soul becomes
tarnished and you become easier pickings for Mlat in the ultimate confrontation.
Probably the safest rule to follow is to do nothing that does not seem noble to
you. You will have to do some bad things to achieve your goal, but they will
hopefully be offset by your good deeds.
Note that your blessed weapon will have special
capabilities and is the ready weapon of choice, but it will decidedly not be up
to the task of doing battle with a god.
A disguise might save you a lot of trouble in Mlat's
temple.
This Eamon is loaded with hidden and embedded artifacts. Be
sure to read the descriptions very carefully, and LOOK at anything mentioned
that seems remotely interesting. This will enable you to find things that you
need, like a lamp, a key, an ally and citizens who need help; and it will also
prove to be a rich reading experience, greatly adding to the ambience and to
your gaming enjoyment.
______________________
Let's begin the Walk-through:
Pat has programmed a number of alternate ways of doing
things. To the best of my knowledge, the following is the most trouble-free
route to your goal of recovering the legendary Shroud of Phrax and returning it
to Him.
The first thing to do is take a LOOK around. LOOK at the
lamp and get it. In fact, make a point to LOOK everywhere you go, and LOOK at
anything that looks interesting in any description. You'll enjoy the depth of
the reading experience and find all kinds of interesting stuff.
Go south into the temple and listen to Pindar Rambis. Note
what your ready weapon is, because that is the one he blessed. You'll find that
it's pretty much impossible to dispatch the Undead with
anything but a blessed weapon. (I was intrigued by the blessing. Does anyone
else read it as sounding like, "Lotsa hooey, Bud's own goody?" Pat has planted
several puns and jokes in this Eamon, if you watch closely for them.)
Go North, LOOKing as you go. Heal the Dragoon. Don't try
climbing on the rubble. Go back South to the Plaza.
Go West down the Avenue of Swords. You'll find a couple of
companions, but nothing else of note.
Head East on the Avenue of Temples. Wear the ring. If you
got the lamp, you don't need the torch. If you are stuck with the short-burning
torch, it can be randomly renewed with POWER, but it's not really a very good
tool. Ready the crowbar and ATTACK the rubble to open a hole. Ready your
blessed weapon, and go East through the hole. Get the board and continue East.
Try to GET the burning timber to rescue the trapped
citizens. Your efforts don't help them, but your soul gets credit for the
effort.
Head East. Kill the fiend first, because it can sap life
force (hardiness) permanently! Don't go North into the Phracian Fields; the
Undead will (literally) have you for lunch. Stay out of the forest, too.
Go South into the crater. (I hope that you are continuing
to LOOK at everything!) The sign removes all doubt that this is the remains of
Mlat's temple. Light the lamp and go South into the temple. Go West and wear
the robe. Go South twice. Drop the board to the East, and go East twice.
Hmm. A wooden floor here. Check it out and open the
trapdoor. Go Down. Say MLAT to get past the Templars. Go North and check out
the mines. Kill the overseer so you can get his key. Get the climbing rope.
Free the human Thralls. The humanoids won't like you, so leave them chained
up. Don't pass the grate at this time. The bone golem will ignore you. Leave
the mines.
This time, go West from the Templar guards and investigate
the place. If you don't want Mlat to get your soul, don't indulge in any of the
vices available here! In fact, you will lose one or two of your companions to
vices if you wander from the hallway (the "straight and narrow", if you will).
Once you get to the Room of Supplication, kneel on the rug.
Go West and look around the rooms here. Read the book and
the missal. Check out the shrine and the face, and read the shrine. While
standing before the shrine, say I AM ONE WITH MLAT.
Whoops, trapped in a killing box! Fortunately, your robe
disguise saves you. Go South and look around these rooms. Leave the Brothers
alone, and they won't recognize you in your disguise. Read the tome. LOOK while
at the altar. A secret passage South!
Now would be a very good time to do a SAVE.
Go South. Ignore the torturers and leave the victim
alone. Go West. Uh-oh. These guys see through your disguise, and they're
spellcasters! Say RAMBIS to get some help, and start slugging. Be sure to keep
your health up; those spells hurt a lot! If Rambis' avatar gets killed, you can
again SAY RAMBIS to conjure up a new one, but if you've still got all your
companions, he should survive.
Another face. Say I SEEK THE CARESS OF MLAT. LOOK at the
well. DROP the rope. Remember the passage from the tome? This is your weapon
to face Mlat with! Get the Sword of Virtue and ready it.
OK, time to face the music. Go Up, and be sure to get the
rope. Go East. Ignore the Gatekeeper. Attack Mlat! The Sword of Virtue does
the hard work here.
Hey, we're back at the shrine. The Shroud! Get it, and
then leave the Halls of the Brotherhood. Again say I AM ONE WITH MLAT to rise
through the floor. Return to the grate in the mines and go through it. Go
North to the brink of the chasm. Ready your blessed weapon, then drop the rope.
Kill the Crypt Terror. Go North, and kill the Lich. Go
North again. Yow! What's this fungus? You can't kill it, so get away from it!
Go East.
A grove. Phrax himself! He takes the Shroud and gives you
a gift. Wear the Hand of Phrax.
You find yourself in the Phracian Fields. Go South onto
the Avenue of Temples, and head to the Main Hall on the Avenue of Swords.
Answer <Q> and quit the game. You've won!
Eamon #150 - Walled City of Darkness
Walkthrough by Tom Zuchowski
Looking back over past issues, it is starting to look like
pretty much everything significant has been said about designing and authoring
new Eamon adventures. Therefore I am starting a new column to replace the
"Dungeon Designs" column. In the future, you will randomly see this column or
"Dungeon Designs", depending on what I come up with to write about.
In this column, I will walk you through every point of
difficult Eamons, from first entry, through every puzzle, to final solution.
One of the most difficult Eamons that does not include a
solutions program and only a few vague hints is Eamon #150: "Walled City of
Darkness"
First, a clarification: whenever you want to restart a
saved game after you have quit playing, you must first run the program WALLED
CITY OF DARKNESS from the DOS 3.3 prompt, let the game fully start up, then type
RESTORE at the YOUR COMMAND prompt. Also, before you start play, be sure to
have an extra formatted disk handy for the SAVE data.
HINTS
If you want to solve the adventure yourself without
following a step-by-step cookbook walk- through, here are some things you should
notice:
The Nameless' reaction to your weapons
The tailor's sign
The mural
The fragment
The gardener's comments
Ali's warning
The statues
The low rail
The reliquary
How is the beer?
The Glass Warrior's weapon has an entire special
effect of its own that describes it in
meticulous detail
What is the blacksmith doing?
How do you banish darkness?
When does the feel of Lumen's temple change?
You may find the Astrologer's forecasts to be very helpful,
though he may push you towards a different order of events than the walk-through
below does.
_________________________
There are many different paths you can take in adventure.
The following walk-through takes you down the most efficient path that also
touches every clue you must have.
Since he summoned you, the first thing you want to do is
find Hokas. You know he's supposed to be near the south gate, so head straight
down the avenue to his house.
OK, now you know that Hokas thinks you can save the city.
Be sure to heed the parting warning that Ali gives you! On your way out, go
around back and check out the chicken house.
At this time, it wouldn't hurt to explore the city and
learn what shops and temples exist. Make note of what each shop carries in
stock; there are many clues scattered here. Hokas said that the gods hold the
tests to reach godhood, so the temples will be where the action is, but the
shops will provide the means. Go cruise the shops. Here is what you should
notice:
Tailor shop: read the sign
Glassblower: glassware to order; plate glass
Silversmith: silver goods to order
Astrologer: forecasts (hints) for sale
Pub: "uncommonly good" beer for sale
Stables: help wanted
Blacksmith: working on a sledgehammer
Leather shop: leather shield handles on wall
Apothecary: (is a chemist/druggist)
Potter: ceramic goods to order
Pawnbroker: buys and sells goods
Carpenter: woodwork to order
Enter the ruined temple and check it out. Note that this
god has the same name as the city-- this must have been the temple of the city's
patron god. Try to pray. Read the fragment.
Go north into Temple Passage and examine the mural on the
wall of the ruined temple. Here you will see the four artifacts you must have
to reach godhood.
Go into the Temple of Bo. Pray, and enter the glowing
wall. There you will find a white light and a pouch to hold it. Note that
there are seven pockets in the pouch. Try to get the white light. OK, you need
some way to grasp the light. Did you read the sign in the tailor's shop? You
need a glove. But you have no money!
There are two ways to get money: you can work for it at the
stable, or you can sell some of your weapons. Work in the stable will damage
you physically, so sell a couple of your weapons for some ready cash. Remember
that the intro says that you will get your weapons back at the end, and also
remember how the Nameless was amused by your magic weapons. In fact, your
personal weapons will prove to be worse than useless against the foes you will
face here.
Go have the tailor make you a glove (BUY GLOVE), and put it
on. Go back to the Temple of Bo and get the white light and pouch. You'll find
that you can only hold one light at a time, so put them in the pouch as you get
them.
Enter the Temple of Meteor, pray, and enter the wall. Get
the yellow light. Note the rail. Read the inscription.
Enter the Temple of Sylicat, pray, and enter the wall. Get
the brown light. Proceed carefully down the tunnel. Note the statues; one will
show you how to approach the cockatrice safely.
You'll need a mirror, and a way to hold it that doesn't
expose any part of your body. Go buy a mirror from the glassblower.
The glassblower doesn't sell mirrors, but he told you what
you need to know. Buy some plate glass, then go to the apothecary and have it
silvered (BUY MIRROR). Nuts, he's got no silver nitrate--go get the silversmith
to make you some, then go back and get the silvering done.
Remember what happened to the statue--you'll want some
straps mounted on the back of the mirror. Go to the leather shop for that.
You can now approach the beast, but how can you kill it
without exposing yourself to its gaze? Do you remember what the gardener said?
Go get a rooster from the chicken house.
After you've dispatched the cockatrice, drop the rooster,
or he'll drive you nuts. Hmm, the niche is empty. Look under the stone
serpent. An odd silver hammer! What could it be for?
Enter the Temple of Salam, pray, and enter the wall. A sea
of fire! You'll have to find a way to cross before you can see what the
glittering creature is all about. Get the orange light.
If you went down the stairs, then you are in need of some
healing by now. Oops, the HEAL spell doesn't work. Have you checked out the
Prancing Unicorn yet? The barkeep wasn't kidding when he said that the beer was
uncommonly good since Hokas put a word on it...
Enter the Temple of H'oh, pray, and enter the wall.
Another obstacle. Get the green light.
Enter the Temple of Gyx, pray, and enter the wall. Hmm, no
light here, so let's check the place out. The guards will let you pass if you
show your reverence with prayer. You'll find a reliquary (container for holy
relics) on the altar. It must contain the object of worship, so open it and
look.
Blue boots! Wear the boots. But the guards won't let you
pass. Remember the mural? Lumen was walking through the air! Go up, and
leave.
You can walk through the air now! Go back to the Temple of
Salam and check things out. A Glass Warrior! If you attack him, you'll find
that your weapon does more harm than good. Note his weapon, then flee and leave
the temple.
How can a Glass Warrior be defeated? It has no vital
parts, but it would be brittle. Perhaps it would succumb to blows from a heavy
hammer. The silver hammer is far too small and light to work, but you remember
that the blacksmith was making a sledgehammer! Go buy it. Return to the temple
and destroy the Glass Warrior. Wear the goggles. You're halfway there now.
Enter the Temple of Fisic, pray, and enter the wall. Get
the violet light. Check out the next room. It is supernaturally dark, but the
goggles enable you to see. A Shadow Warrior! Flee.
Enter the Temple of Dis, pray, and enter the wall. Get the
red light. Now you have all seven! Enter the red structure. Whoa. Niches!
You know what goes in niches.
You can enter any wall, but if it isn't glowing you wind up
back in the gigantic room. You must "enable" a wall by putting the same color
light into its niche. Use full terms like RED LIGHT and RED NICHE here. (I
apologize for the clunky user interface in this part. I had to minimize code
size at the cost of usability. I simply did not have memory space to do a nicer
job.)
The red structure is a maze! But you only get one use of
each light per attempt. How to find the correct path among thousands of
alternate possibilities?
Remember the inscription on Meteor's pinnacle? "When the
walls confound you remember these words: 'Reverence Brings Out Virtuous
Greatness Within You.' Once their beginnings are found you will prosper." The
beginnings of the words are the letters RBOVGWY. This is your road map.
Traverse the maze. A Light Warrior! He has a blue wand!
Another piece of godhood? Enter the wall and leave. Hey, the Temple feels
different now. Oh, no, the lights are missing from the pouch! Try praying.
The wall glows! The gods have accepted you as a candidate.
How can you possibly damage a creature made from light?
Well, one way to break up light is with a prism. What if you had a sword made
from glass? The glassblower can make one if you have a mold. The potter can
make a mold, but needs a pattern. A real sword can serve as a pattern, but
results in such a delicate weapon that it breaks when you try to use it.
Remember the Glass Warrior's weapon? It showed what shape your glass sword must
have.
Go to the carpenter and have him make you a sword (BUY
SWORD). Go to the potter and buy a mold (BUY MOLD), using the wooden sword for
the model. Go to the glassblower and get a glass sword made (BUY SWORD).
Return to the Temple of Lumen, and destroy the Light
Warrior. Get the blue light.
The enemy of darkess is light. Return to the Temple of
Fisic. Ready the blue light and destroy the Shadow Warrior. Wear the gauntlet.
You now have the trappings of a god and have assumed some
godlike traits. But if you go to the Nameless' temple, you'll find that you're
still not ready.
Remember the fragment? It described the forging of a "blue
light" into "the weapon of a god". Go to the Temple of Lumen. Put the blue
light on the anvil. Ready the silver hammer and attack the blue light twice.
You are now a god!
Go to the Nameless' temple. Enter the wall, and cross the
chasm. Battle the damned souls. You are yet too weak; flee and leave the
temple.
Did you notice the result of the prayers that were offered
in the street? Walk around, and you will be not only renewed but strengthened
by the power of their prayers. After a while you will see that you are not
being further strengthened. Time to do battle!
Destroy the damned souls, then go back and renew your
strength. Now is a good time to do a game save before the final confrontation.
(Side note: your hardiness is now 500, and the Star Wand is
a 12x12 weapon, and you will need every bit of it to defeat the Nameless.)
Defeat the Nameless and free the bound being. It's Lumen!
Decide whether to return to the Main Hall, or to stay in the city forever.
There are two different endings, depending on which you
choose. If you choose to stay, the game ends without a return to the Main
Hall. If you choose to return to the Main Hall, you revert to your pre-godhood
state.
There is quite a lot of programming to cover many
possibilities. If you try to do things in a different order or in a different
way, the result may differ as well. (For just one example, there is a way to
enter the Nameless' domain before you reach godhood.) But this is a very
forgiving Eamon; there are no unwinnable dead ends and you should have little
trouble staying alive.
You might also find it interesting to consult the
astrologer regularly just to see what he has to say. You'll have to sell all
four of your weapons to do this, but they aren't good for anything anyway.
Eamon #159 "The Bridge
of Catzad-Dum"
Walkthrough by Jared Davis
READY KATANA. Go Down
and go East until you get to CATZAD-DUM. ATTACK the Gardener in the Water. GET
the clippers and the hand. LOOK and READ the inscription. Hmmm, what does "AYS-AY
EOWM-AY NDA-AY NTERE-AY" mean? Rearrange the letters in "EOWM" and SAY the Word
it makes. Go North until you get to the stairwell.
Go down. Hmm, a smell
of pork? Go north to fight some porks. (Get it? Orcs+P=Porcs, hard "C"=K, Porcs=Porks!)
Get the Axe and sword. Go east twice and south. Get the books. READ them if you
want. Go east twice to the theological department. Get the book and read it to
discover the true nature of these cats. Go North and kill the Pork. Get the
Sword. Go back West to the intersection where tou killed your first porks.
Go North and West.
Kill the Pork and get the tire iron. Go Down. Go Down. Go Down. Hmm, "An elf, a
dwarf and an adventurer much like yourself pass through. They ignore you
completely, as they seem to be intent on some 'Thror's ring' or something." Oh,
well. Go Down.
"WELLINGSD-AY FO-AY
HET-AY ICHR-AY." Go West three times. Go North and kill the perverse pork. Get
the bicycle chain. Go North and READ the inscription: "Tickss-ay nda-ay toness-ay
aym-ay reakb-ay ym-ay onesb-ay, utb-ay hipsw-ay nda-ay hainsc-ay xcitee-ay em-ay."
Leave and go West. Go down to meet Sam Ruby. Don't bother with him. Go Down and
kill the Pork. Get his bicycle chain. Go South until you find a mummified cat.
You can get it. Go South. To the East is more mummified stuff and a scratching
post. Go South and Up. Go South until you run into the Fellowship of the Ring.
(An old man, all
dressed in grey with a great beard, walks in, carrying a gnarled old staff
emitting a bluish glow. Not noticing you he shouts behind himself, "It's OK
guys!" Then with a flurry of many feet, 8 other people of various races enter.
There are two other men, an elf, a dwarf and four short little furry-footed
fellows. One of the men says to the greybeard, "Damn it all. I told you we
should have taken a right at the Burger Ki--", breaking suddenly as he notices
you. The others turn and examine you with surprise. The old greybeard says,
"Don't worry about him. He's just another one of those Dungeons and Dragons toe
suckers." With that, they turn and walk off.)
Go South and Down. Go
East, despite the smell of Porks. Read the Funny message!
(Looking up the hole
you see a bluish glow and hear several voices, and presently a tiny head and
shoulders are silhouetted against the dim glow. All of a sudden you hear a
hollow whistle and a pebble clangs off from your helm.
Angered, you growl
and ready your weapon, and notice the silhouetted figure is gone. Echoing down
the hole, you hear the angry thundering voice of the old man. "You little
bastard!" he screams. "That's the last rock you throw on this trip!" With that a
struggle is silhouetted and you see a tiny body falling faster and faster
towards you. Ducking out of the way, you note it was one of the four
furry-footed fellows, as he splatters in a burst of crimson, thoroughly
plastering the walls with gore.)
Go North and Up.
(As you poke your
head up out of the hole in the floor, an entire troop of porks, at least 30 of
the pig-snouted horrors, push past you. Ducking into the alcove, you examine
them. They wear byrnies of scale or chain mail and plated thigh guards, and
carry Schmeisser submachineguns. On their belts are bicycle chains, tire irons,
and potato masher grenades. On their helmets crouch iron frogs tipping top hats;
and on each link or scale of their mail is engraved "Porky, the all-wise and
most compassionate". Their leader, the foremost, wears a banner mounted on his
back reading "Your pearls or your life". None notice you, even for your glowing
hand, they are too intent on stroking their Schmeissers. And then, they pass on
down the hall towards some grisly chamber.)
Attack the Porks. Get
their weapons. Continue East, killing Porks and getting their weapons. You get
to Fugu. Kill his gunners, then his porks. The b'aalhop appears! GET ALL, then
ATTACK the B'AALHOP! Attack more gunners! Attack those porks! Get All and go
East across the Bridge. Attack the bridge. Ready a sword and go East to meet
Fugu! Attack him, then type DEFLECT. He should kill himself. If not, ATTACK HIM.
Go South to leave.
After selling your
weapons, you will see this message: As you are about to leave this strange land
of Middle-West, you meet a stranger group of travellers. You recognize the seven
bedraggled figures as the group you passed in Catzad-Dum.
You notice the old
man is missing, and out of curiosity ask what became of him.
The elf says, "He did
not survive, as he fell into the shadow..." He quickly is interrupted by one of
the men, who bitterly mutters, "It was his own damn fault. We should have taken
a right at the Burger King!"
You bid them farewell
and sail for the Main Hall via the Bay of Belfalas, the Gulf of Lune, and the
Panama Canal.
Congratulations!
Eamon
#161 "Operation Endgame"
Walkthrough by Tom Zuchowski
I debated for a while about doing a walk-through for this
Eamon, because, like all of Sam's best Eamons, it includes a SOLUTIONS program
that gives hints about how to proceed. But in the end I decided that this
Adventure is a special case. Everyone agrees that it is one of the very few that
get better each time you play it, and that knowing what is coming does not
detract from the sheer joy of playing such an excellent creation! Not to mention
that this is a pretty difficult Eamon even with the SOLUTIONS to help you.
For those who want to play it themselves, here are a few
pointers. SAVE OFTEN. Every ten moves is about right for me. This Eamon is
very unforgiving. The clues are there, but you will overlook a lot of them the
first time through.
Your men have their own medikits, but they won't use them
unless they are at death's door. You will do well to keep them at least
moderately healthy. But your kit only has 15 uses, so use it sparingly. With
nice judgment and just a little luck, it's not too hard to get out with all team
members alive.
Watch your ammo situation! It's easy to miss the message.
If you have your gun readied, you will attack multiple times. If you start
attacking just once, you've run out of ammo.
This is not a normal Eamon where you can explore anything
and everything. Stay focused on the mission and don't explore randomly.
Read the intro very carefully. You might want to take
notes. Read everything carefully. Take nothing for granted. In this game, you
are the commander of the best Special Forces team in the world, embarking on
what is for all intents and purposes a suicide mission. There is zero margin for
error, but, again, the clues are there.
__________________________
Let's get started!
I don't promise that this is absolutely the best possible
set of moves, but it will get you to the end alive and with mission
accomplished.
OK, you're on a suicide mission that will make the
difference between winning and losing the war. You've got a really good team;
with these guys it might be possible to carry out the mission and make it out
alive. Your men are the best! Start off by reviewing their gear. EXAMINE each
of your companions, and INVENTORY yourself. EXAMINE your own equipment as well.
There's a tower in the distance. EXAMINE TOWER. No good,
it's too far. GIVE ORDERS to Tech to use his binoculars to examine it. The
sentry has gotta go. GIVE ORDERS to Mean to use his SVD sniper rifle.
Go south. A fence. Hmm, it's made up of thin, parallel
wires that wouldn't stop much unless it was lethally powered. Let's give the
fence a pass and go in the front door. We won't want to make a ruckus until we
find what we've walked into, so ready your knives with the ARM command.
Go east, then south into the outpost. Check upstairs.
Nothing. Check downstairs. Go south. Breakers! Kill them, then CLEAR the area to
remove evidence of your presence. (This is a secret infiltration. You will
quickly learn that leaving dead bodies in your wake is a no-good way to sneak
through an enemy compound!) Read the paper on the wall. Good news! No relief
until tomorrow; that gives you time to complete your mission before these
soldiers are missed.
Go back upstairs and through the south door, and kill the
Breaker. CLEAR the area. Go down and kill the Breakers. CLEAR the area. This
might be a good spot to do a SAVE.
Take a LOOK around to get a broad layout of the base from
here. Give orders to Tech to check out the airfield, road, and river with his
binoculars. There's an awful lot of light right here. We don't want to get
pinned down by a searchlight while on the side of a cliff, so let's look around
some. Go west. Nope, this is lit too. Go back east twice.
It's dark here. That's more like it. EXAMINE the cliff.
It's high and sheer, so USE your climbing gear. Go down and note that overland
escape will be impossible this way.
The river would be a good way to move, but it is fast
moving and those rocks don't look so good. Let's move west and look for
something better. The river still looks dangerous, so go west again, then move
south into the shallows.
Climb up into the bridge supports. You can climb across the
river through the supports without being seen. Move south.
What did Tech say? What did he mean? Let's think about
this a moment. Many possible escape scenarios might involve hot pursuit as you
high-tail it out of the fort. The only way out you have seen is across this
bridge. The arch is very thin here... GIVE ORDERS for Tech to set a demolition
charge here (USE EXPLOSIVES). Note the button number!
Go south, then east into the shallows. OK, lots of cover
here among the anti-invasion obstacles. Go south. So far so good.
Not so fast. Anti-invasion techniques commonly include land
mines. GIVE ORDERS to Tech to sweep the ground with his mine detector. Then go
south and sweep again. Aha. Thought so. Go south into the trench. This looks
like another good spot for a SAVE.
It won't do to attack the pillboxes. Even if you take
them, we can't have that kind of ruckus just yet. Let's WAIT a while and see if
any opportunities turn up.
That truck looks promising. You'd be seen hanging onto the
sides, so Check out the underside. Yeah, lots of room there. ENTER UNDERSIDE.
(Note: from here on in, the enemies you encounter may vary
from what I may mention. Just take them out and clear the area as you
progress.)
Any false move or excess noise now will almost certainly
put the base on alert and scrub your mission. It makes no sense to check out an
open, guarded storage area or to walk down the main road in these circumstances,
so duck west into the alley. It wouldn't be terribly bright to enter a barracks
full of soldiers, so keep looking. Go west again, then south twice, then east
once.
A maintenance building. That look promising! Go south,
then down after clearing the area.
Yuck. It sure stinks like a sewer down here. Just what the
doctor ordered! Examine that pipe. Remove the grate by attacking it. If you
haven't been doing regular SAVE's, this might be a good time for one.
Enter the pipe, and move south four times. Those light rays
must mean there's something up above. Attack the ceiling and go up. Go south
twice. Read the diagram. OK, now we've got ourselves a road map! Be sure to note
the turns you need to take (R,L,R,R,L).
Go east out the door. Go south (R), then east (L) three
times. The alert sounds! Somebody must have stumbled over some of your past
handiwork. The boys have it right, it's time to lock and load, so ARM to ready
your M16.
Go south (R) twice. The tempo is definitely picking up now!
Go west (R) twice. Go south (L). USE the control box to open the security door,
and go south. USE the control box to close the door, and then destroy the box to
disable the mechanism. Now it's a race to finish the mission before the door is
opened!
Go up onto the walkway. USE the lever to open the blast
doors. Go south twice. Have Tech set two explosives charges. Go back north
twice. Close the blast doors. Give orders to Tech to use his detonator to blow
the two charges set on the missile. Mission accomplished! But it ain't Miller
time just yet!
What's that smell? Gas! Did you note the vent at the top
of the stairs? Go find it, and USE HANDLE to close it.
The door opens! You face overwhelming odds, and have no
escape route. Unless you want the game to end right here, you'll have to
surrender. But it ain't over yet-
Interrogation. Note where your gear is. After they leave,
examine your chains. Maybe you can break them. ATTACK CHAINS. It worked! Go
north, then east. EXAMINE the door to find out where you are. Go east again and
examine the doors. C-148! Go north.
Take out the Breakers with hand-to-hand combat. Go east
and get your gear. ARM yourself with your M16. Take a moment to use your medikit
on anyone who is injured worse than "lightly wounded". This is a good spot for a
SAVE.
Now it gets confusing. You have lost your compass and are
turned around in an underground complex. The direction you believe to be North
may or may not be it in reality. The important thing now is to run down
corridors and look for an exit. The complex is small, so that will do for an
improvised plan of action. You will be engaging in a lot of combat, so watch
your ammo!
Go west, then south back into the corridor. Go east three
times, then south. Go west twice.
Blocked by the security door! Set an explosive charge
against it (USE EXPLOSIVE). Go back east twice and north once to get some
protection, and USE the detonator to blow the door.
Go south, then east three times. Go south, then west. OK,
now you've got your bearings! Go east.
Not good. Wait a minute. The Breakers are using that
overturned truck for cover, and its underside is facing
you. A truck's gas tank is often on the underside- ATTACK
TRUCK.
Go north three times. There's that vehicle storage area you
saw on the way in! Go east, then north to try to find a vehicle. ENTER TANK and
escape.
Go north. USE the detonator to blow the bridge. The
airstrip looks like your best opportunity for escape; maybe you can steal
something. Go north, then west, then south, then west. A helicopter! ENTER
CHOPPER.
Remember the base layout? To rise would be suicide. Go
east twice. You made it!
Eamon #166 "Storm Breaker"
Walkthrough by Richard Davies
While Storm Breaker comes with a Solutions program on the disk, I found that
following the advice therein was a surefire route to incredible frustration. Key
information is left out, and the player is encouraged to take actions long
before the character is properly equipped to perform them. So here's what I
found to be a far easier route to a successful conclusion.
After arriving in the storm-wracked city, having a word with the locals (TALK
DOCK HANDS) and seeing nearly all your worldly possessions destroyed, you find
yourself stranded with only the clothes on your back and between 20 and 24 gold
pieces. One quick hint on exploring the city: By going west from the southern
residences, and then north, you can quickly cross from the east side of town to
the west. You can do the same thing in the northern residences. Other than that,
since the city itself is entirely safe, you can and should just explore freely
and familiarize yourself with it.
Having done so, your first step should be to visit the bank. No, not to rob
the place, though you're definitely demonstrating the appropriate attitude. TALK
BANKER, and you'll be given a menu of options, one of which is to take out a
loan with some very favorable terms. (Basically, you pay no interest whatsoever.
Given that you just showed up out of nowhere with nothing, how this bank makes
money is a real mystery.) Choose this option, and you'll be given 50 more gold
pieces that you're going to desperately need.
With your borrowed money in hand, head down to Maker Street, and buy a sword,
a bow, and some arrows. You still can't afford any armour, though. If you
haven't already, now visit the magician's store on Thinker Street and TALK
MAGICIAN. The fact that he demonstrates his wares, rather than expecting you to
know what you want to buy, is quite a change from the way that the rest of the
merchants in this place behave, so BUY FIREWORKS. Head to the city gates and
visit the adventurer's supply store. You should buy some torches (at least one,
and two is a good idea) and a tinder box.
Now that you don't feel quite so under-equipped, visit the palace and talk
with the people that you meet there, so that you can get some idea of what
you're up against. You should also visit the Museum and TALK CURATOR. He'll tell
you all sorts of useful information. Since he encourages you to take a look at
his exhibits, and makes a point of mentioning the dagger, why not EXAMINE both
of them?
The curator talked about the ruins. That seems like a good place to start
looking for information about the bad guy. Visit the gatehouse, and, as the
guard suggests, SAY RUINS to be shown how to get there. From your new starting
point, head S, E, and E again. Light a torch, and head E twice more to run into
your first fight. Have at the foul thing!
Oops. You can't hurt it, but it can hurt you. So you should FLEE as soon as
you're injured. (Remember to XTINGUISH as soon as you're back in the light. You
still don't have so much money that you can afford to waste it on torches.) Head
back to town, and visit the physician. TALK to him, and after he takes your
money, he'll tell you that he can't do a thing for you. (This is why you should
run as soon as you're even lightly injured. The more damaged you are, the more
it'll cost to get this message.) So now what? Well, since he describes your
wound as "unholy", maybe the holy can help. Go to the white temple and TALK
CLERIC.
Okay, you're back up to strength, and you've got a lead on what you need to
protect yourself from such creatures. As long as you're in the temple, why not
PUT your SWORD in the HOLY WATER, and see if that helps make it more effective
against them? To find out about dragons, head for the tavern, and GIVE some GOLD
to the BARD, and tell him that you want to hear about a RED DRAGON. He'll sing a
song that will tell you about one such beast, where you can find it and (most
importantly) who can help you to defeat it. Head for the gate again, SAY WEST
HILLS, and walk along the trail until you meet a pair of dwarves. TALK DWARF,
and then tell them what you want to fight. You'll be allowed into their home,
and allowed to TALK some more. They'll explain what they want from you in
exchange.
Leave the dwarves' hall, head N and then UP into the mountains. Follow the
trail that you find until it leads you to the giants' castle, and go UP to get
inside. Once there, go N, N, U, W, and S. Kill the giant with the keen sense of
smell, and go UP one more time. So that's the guardian the dwarf smith
mentioned. And if you try to attack it with your sword, it'll probably move
until you can't reach it. So try FLEEing, READYing your bow, and returning to
the fray. Unfortunately, your arrows can't hurt it. What you need is a
distraction ... and those fireworks you conveniently purchased should make for a
heck of a distraction. LIGHT FIREWORKS, and you'll kill the monster with one
shot. Unfortunately, all that noise alerts the giants to your presence. If you
can survive one round of attacks that mostly miss, you should be all right.
Pick up your reward (a shield that will protect you from the dragon's firey
breath) and head back to town. Once there, unless you're really hurt, you should
SAY HIGH CAVES to the gatekeeper, and go fight the dragon. Follow the trail,
remembering to light your torch. Fortunately, not only is this a very small cave
system, this is a really stupid dragon. (A smart dragon would realize that your
shield is protecting you, and not waste time with the breath weapon after one
time.) After defeating it, you should get all the treasure you can carry. Sadly,
right now, that's limited to the talisman, which will be revealed after the
first time that you try to GET TREASURE. Anyway, GET TALISMAN and WEAR it.
Return to town, get fixed up if you really need it, and then visit the bank. The
banker will buy your dragonshield for a nice amount, and you'll now have enough
carrying capacity to haul the rest of the dragon's treasure back as well.
You're definitely no longer penniless! While you're at the bank, withdraw 350
hard-earned gold pieces from your account, and go buy a suit of armour as well
as the healing potion that the physician has been pushing on you. Make sure to
wear the chain mail before you return to the ruins. (You might also want to pick
up a full set of torches -- you can carry up to six at a time.) Retrace your
steps, and now have at the foul thing. You'll find that you can damage it
(thanks to the bath you gave your sword) and that it doesn't inflict unhealing
wounds (thanks to the talisman) and that it's much more likely to not do any
damage at all (thanks to that sweet sweet armour).
After dispatching the first shadow, follow the widening cavern by going N
twice, then turning E and going E again. You'll run into a wraith. While its
ability to cause fear will impact your ability to hit, you can still fight. Once
it's dispelled, head E, then S, then E twice more. Attack the group of monsters
that you find here. If necessary, use the healing potion. Once you're past the
ghostly trio, go north five times until you find some scrolls. You won't be able
to make sense of them, but you probably know someone who can. However, you're
not done here yet. Explore the rest of this huge room, and you'll find a lost
treasure that you can sell to the bank. Trust me -- you'll need it!
After returning to the city and selling the found treasure, visit the Museum
and SHOW SCROLLS to CURATOR. He'll translate them for you, and in the process
develop a key so that you can translate any more writings of this nature that
you'll happen to find. He'll also give you a recipe that he found in the
scrolls. (Don't bother trying to read it. The artifact information points to the
wrong description, and the right description isn't to be found either. It still
works when you show it to the right person.)
From the story you've just heard, it's clear that the master of the black
tower has done worse things than just setting in motion forces that lost you
everything you owned, but doing that would be reason enough for you to go and do
battle with him. The curator mentioned that he found the dagger where they were
building the black temple. Remember what the noble you met at the palace said
about there being people in town who were on the Storm Bringer's side? You think
there might be a connection between the black temple and the black tower? )(If
not, do you think there might be a connection between the fact that it's raining
and the fact that you're getting wet?) Anyway, since the curator will probably
be busy going over his new find, he probably won't mind if you "borrow" the
dagger.
Before you go any further, consider buying another dose of healing potion if
you've used the first one up. Then visit the black temple, and EXAMINE the
curtain mentioned in the description. This reveals a passage going W (or going
UP if you're returning from this direction.) and then S will take you to an
unusual sealed door. EXAMINE CIRCLE, and you'll get an idea of how it opens.
Take another gander at the dagger you "borrowed". It seems like a match, but if
you try it, you'll find that it's become too rusty to function. If you visit the
blacksmith on Maker Street, and SHOW DAGGER to him, he can make a more pristine
copy that will work. Return to the temple, PUT KEY in CIRCLE, and head into the
caverns beneath the city.
Travel down the tunnel that you find there, but avoid the "maze of caves" for
the moment. At "the end" of the tunnel, head E. Fight your way through the two
heavily guarded temple rooms, reflecting as you do that the author of this
adventure would have had you doing this much earlier, and doing so without
armour or healing. Once you've killed everyone you've found down there, pick up
the valuables that you find, take a quaff of your healing potion if you need it
(you probably will, if you haven't used it after the first room) and then USE
LEVER to reveal a passage leading E.
Follow the passage and then head up the stairs. Do not try fighting the
guardian that you find there. You'll have to face him soon enough, there's no
need to do so prematurely. Just go up the stairs, and go north from the top.
You'll meet your adversary, but you cannot reach him from where you are. You
also cannot successfully shoot at him. If you're still in good shape after your
earlier battles, you can try to head up to confront him face to face, but you
definitely won't be in good shape after you try to do so. Discretion is the
greater part of valor, so head back south and then down.
However, the guardian intends to teach you a thing or two about fighting.
Again, if you're in good shape, you might be able to fight him for a round, but
it's a losing proposition. So FLEE, but pay attention to his parting taunt. It
tells you more than he probably intended. Remember how the scrolls spoke of a
warrior sent to confront Turlos? Well, now you have an idea of where he wound
up. If necessary, get yourself fixed up, and then head N into the aforementioned
"maze of tunnels".
Light up a torch. Go E, E, S, E, E, E, E. You come into a cave that shows
evidence of having been shaped for human usage, which also has a draft. Head E
up the stairs, and then N. In the strange cavern, you'll find that you cannot
move the lever and cannot, despite the room's name, move N. So head E onto a
platform. EXAMINE BRAZIERS. If you hit the pipe (ATTACK PIPE) you'll summon a
monster. Again, you aren't able to effectively fight this monster, so FLEE. Then
head W and you'll be back in the room with the draft. Investigate the draft by
heading S three times. From that junction, go E and you'll discover a very
useful shortcut between this section of the caves and another area.
Returning to the junction, go W and you'll find evidence of the warrior's
fate. Follow the passageways until you reach the cave where you find his
remains. The scratches on the wall of this cave are writing that, thanks to the
Curator's key, you are now able to read. Do so, and take note of the skeleton's
TATTERED VEST. Actually, forget about taking note. Take the vest itself. Is this
the shielding that the writing mentions? Obviously, "our friend" is the monster
in the caves north of here. It's supposed to give up a treasure of some sort
when shown "red glory". Whatever that means, it probably has something to do
with the braziers on the platform.
Go get them. They're kind of old and rotten-looking, aren't they? Much like
the dagger and the key, they could use replacing. So go back to the surface, and
after visiting the bank to sell your recently acquired valuables and pick up
some more funds, visit the lampmaker to buy new lamps. (SHOW BRAZIERS so that he
knows what to make, and then take the braziers (and the dagger) to the Museum.
There's no reason to do this, but I suspect that the Curator would appreciate
it.) Pick up your lamps and then go buy some oil at the whaling warehouse. You
should get the larger quantity. (You won't need all of it, but it's quicker than
buying the six individual flasks that you will need.) Then go back to the
strange cave, DROP LAMPS, PUT OIL in LAMPS, LIGHT LAMPS, and ATTACK PIPE.
The monster returns, but having been shown red glory, it reveals red
treasure. Go W then N from the platform and you'll find a crystal. Take a look
at the tattered vest. Yup, looks like the crystal was part of the shielding
mentioned by the warrior. Head up again and visit the mason to buy a hammer and
chisel, then return to the crystal. READY HAMMER, ATTACK CRYSTAL, and get
everything that's produced as a result.
Return to the surface, and go to the bank to withdraw around 500 gold pieces.
Your next few steps are going to cost a lot of money. Good thing you got that
treasure, or you could never have afforded all of this. First, visit the
gemcutter to get the crystal cut in a pentagonal shape, as the scrolls
indicated. (Note: after you do this, be sure to refer to the crystal as
PENTAGONAL CRYSTAL, not just CRYSTAL.) Then see the clothier and SHOW TATTERED
VEST to get him to make one just like it. He'll send you to the jeweler to get
fixtures added to the crystal; SHOW PENTAGONAL CRYSTAL. Then go back to the
clothier and SHOW PENTAGONAL CRYSTAL again.
However, your vest is still not quite identical to the original. Now's a good
time to show the list to the alchemist, and see what he can make of it. He
requires an ingredient from the south marshes, and it's up to you to get it.
First, drop your armour off at the bank, as you won't need it for this part of
the adventure. Basically, you need to reduce your load to around 40. Then, after
a short trip to the fisherman's supply store to pick up a net, visit the
woodworkers' guild to buy a boat, and head to the South Marsh.
As soon as you get to the marsh, READY NET. Then go S, W, and S. If you're
lucky, the snake will show up at once. If not then, paddle around any direction
but N. Once you see the snake, ATTACK. You'll catch the snake. Be sure and pick
up the venom that you milked before you head out of the marsh. Also be sure that
you have at least 100 gold pieces left before you visit the alchemist to GIVE
VENOM to him, otherwise you'll have to go through this whole thing a second
time. Finally, drop the boat anywhere. You won't need it again.
After you have the white paste produced by the alchemist, PUT POWDERED
CRYSTAL into WHITE PASTE. After doing so, remember to pick up the RED PAINT
produced. Pick up your armour and anything else you might need from the bank,
before heading for the limner's store. SHOW TATTERED VEST to LIMNER, and then
SHOW RED PAINT as well. WEAR VEST over your armour.
One more stop before you head for the final confrontation. The warrior
referred to the guardian as "one who kills all he sees". But what if he couldn't
see? When you spoke to the magician, he blinded you with a device that he called
a lightball. Go to the magician's store and BUY LIGHTBALL. It's expensive, but
it's worth it, as you'll find out when you descend into the caves for your third
encounter with the guardian. USE LIGHTBALL, and he'll be blinded, allowing you
to strike freely! This is the only sure way to kill him.
With the guardian defeated, head up the tower to have your final
confrontation with the Storm Bringer. The vest protects you from his electrical
attacks, allowing you to close and face him in hand to hand combat. You are
almost certain to win this conflict, but be careful, and SAVE before heading up.
Enjoy the fruits of your victory.
Eamon #194 "Attack of the
Kretons"
Walkthrough by Tom Zuchowski
Be sure to read the Author’s
Notes in the introduction. They contain several very important tips.
For you who wish to play this
without using this walk-through, the intro tips cover most of what you need to
know. But I will add a couple of items:
First, at any given point in
the play, the TALK command will generally give you a tidbit of information about
someplace else. You will do best if you follow up on what you know before
branching elsewhere. Cover the city first. After you’ve done what you can there,
you will have some clues about where to go next. I recommend that you explore
the mountains to the north first thing after leaving the city.
Second, this really isn’t a
terribly difficult Eamon, with perhaps two exceptions. Towards the end you will
come to a place that you can’t escape from, and you will quickly die there
unless you use a specific artifact. This artifact is of the "embedded" type that
can only be found by examining the stuff that the room description tells you
about. Do not proceed to the final confrontation with the god of cheesedip
unless you are carrying the Wand of Water and Frost.
There is also another wand that
can make short work of a formidable adversary.
Let’s get started!
You start out without a weapon
in hand; so ready one of your weapons.
There is one new command: TALK.
We’ll be using it a good bit.
Examine the lump in your seat.
You find a sack of gold! Get it. What the heck, get the cheesedip, too.
TALK IRON MIKE and learn of the
Sage.
TALK MINSTREL and meet Groo,
your companion for this outing.
TALK OLD CRONY and learn of
lights in the woods.
TALK GROO. Well, what would you
expect?
INVENTORY GROO. Hey, he has a
secret message. Request it from him and read it. (It’s just a joke.)
Go E into the men’s room, find
nothing, and return. Go N into the Bazaar.
TALK CHEESY WOMAN and learn
that the Sage had a problem with the witches Arba and Dakarba.
Go E to the end of the street.
You can safely ignore the rioters. Check out the rum shop to the S, and return
N.
Go N into the Prince’s court.
TALK PRINCE. Nuts, he’s passed out. Get the Orb of Evanyur. Huh. If we need it,
apparently we’ll have to get permission from the Prince. Obviously that’s a
waste of time right now, so return S and W to the Bazaar.
Continue W to Skid Row. TALK
DRUNK and learn that the Sage was taken by a bat-thing. It sounds like there
might be some connection with those witches, huh.
Check out the cheesedip shop to
the north, then go W to the city wall.
Go W over the wall. Whoops!
FLEE N. The Kretons don’t follow. Whew.
Go N twice, then W twice, then
U twice, Then W. (There’s a joke at some craggy features.)
Read the sign. Aha. Looks like
we’ve found the witches’ lair. Continue W into the cave.
Go N and meet 10 orcs! Wait a
minute; they don’t seem disposed to fight. TALK ORCS. Yep, looks like we’re
safe. Check the rooms to W and E.
Continue N into the captain’s
room and meet Chichester, another ally. TALK CHICHESTER, and he gives you a
bronze key (it appears in your inventory.) Return S twice to the cave.
Continue S and meet a hideous
demon thing. TALK DEMON THING. Well, it doesn’t seem sociable, so kill it.
Go W. Hmm, we’re blocked by a
bronze door. Well, Chichester gave you a bronze key, so OPEN DOOR.
Go W into the Conjuring Room.
Free the dog. (Talk to him for another joke.)
Continue W into the torture
room, Kill Arba and Dakarba. Get the brass key. Free the bound Sage. Talk to him
to get him up to speed on the Kretons.
Continue W. Examine the
furniture and discover a brass chest—lucky we picked up that brass key, huh.
Open the chest and find the Wand of Water and Frost, a bag of kopins and a
healing potion. Get it all.
Looks like we’re done here.
Return to the fork in the road (E,E,E,N,E,D,D,E,E) and meet Chakaal. Continue E
again and meet Manly Max. It turns out that he is a major foe, and he won’t let
you past him. Don’t try to fight, there’s a better way. FLEE W for now.
Return to the city (S,S,S, then
FLEE E) and find yourself at the Sage’s place. He says he needs brandy, so go to
the bar (E, S) and REQUEST BRANDY from Steel Stan. He wants 75 Kopins for it, so
GIVE 75 to him and get the brandy.
Return N then W to the Sage’s
place. Open the oak door and go N inside. Give the brandy to the Sage, and learn
of the god of cheesedip.
Open the catalog and read it. I
guess that was personal. Open the leather book, then read it and learn of the
Sakainluth, and DHOUD, a password. Get the leather book.
Time to check out these new
leads. Return outside the wall, and FLEE S from the Kretons.
Go S into the Forest of Ewing.
Go E twice, and kill Taranto and his peasant pillagers. Continue S, then W to
the dead end. SAY DHOUD to get the stone slab to move aside.
Go S twice, and kill the death
zombies. Continue E to the Altar of Cheesdip and free the bound man. Learn of
the Amulet of Ian from his rantings before he dies. Get the map off his body.
Read the map and learn of a secret passage in the woods. Return to the fork in
the road (W,N,N,E,N,W,W.)
Continue on this path to a dead
end (W,S,E), and kill the bear. This is a dead end, and the map said the secret
was in the SW corner, so go back W. Examine the oak and find a secret passage W.
Continue W twice and find a
hole. Examine the hole and find a box. Open the box, and get the Amulet of Ian.
Now return to the intersection in the cheesdip caves (E,E,N,E,E,E,S,W,SAY
DHOUD,S,S.)
Proceed W, then N, and kill the
high priest. Get the key and La Codex du Cheesdip. Open La Codex and read it to
learn how to gain entry to the realm of the cheesdip god.
Go S twice and kill the
acolytes. Read the sign. Return N, and open the door. Go W and kill the zombies.
Open the jars. Get the kopins, Wand of Castratia and brooms (actually, the
brooms are optional.)
Let’s go see if the Prince is
awake yet. Return to his court (E,E,N,N,E,N,W,W,N,N,FLEE
E,E,E,E,N.)
He’s awake now. Request the
Orb. He wants this Crystal of Krossos. Well, we figured there would be a price
to pay, didn’t we?
The Wand of Castratia just
might be the ticket to handle an overly many dude. Let’s go see Manly Max (S,W,W,W,W,FLEE
N,N,N,E.) USE the Wand of Castratia and eliminate him as a threat.
Go E, then N. Go N again and
find that the eagles won’t let you pass. SAY THE PASSWORD. Continue N and meet
the Wizard of the Unknown. Talk with him and learn that he has the Crystal of
Krossos. Request the crystal from him.
Fight!
Kill the gorilla, then the
zombies, then Conan, and receive the crystal for your performance.
Go to the Prince (S,S,W,W,S,S,S,FLEE
E.,E,E,E,N) Give the Crystal of Krossos to the Prince. Get the Orb of Evanyur.
Now we’re ready to rock. SAY
IMTU KHOUL, and find yourself on the Plain of Stench. Go S, then E. Ignore the
stone statue and go E into the castle. Kill the Grim Reaper.
Go E—whoops, that’s no good!
Return W.
Go S, then E, and kill the
Melancholy Reaper.
Continue S, then W, and kill
the Jovial Reaper. (There’s a joke in the pun book.)
Continue S. A death trap! Only
seconds to act—USE the Wand of Water and Frost to save yourself.
Go S and kill Joey.
Continue E and meet Sorrimat. Discover
Mr. Roessler, and note his plaid pants. Use the Amulet of Ian. (Mr. Roessler was
Nate’s high school computer teacher, and, rather to his bemusement, regularly
appears as the bad guy in Nate’s Eamons.)
Get the paper and read it to
learn the way home.
Return to the Room of Odd Proportions
( W,N,N,E.) Continue E and enter the teleporter room.. SAY CAWTEENAHMOSH.
Have a fine time in Oigres, and go home!
Eamon #206 "Curse of the
Hellsblade"
Walkthrough by Tom Zuchowski
NOTE: in doing this walkthrough, I discovered a serious bug
in the DOS 3.3 version that prevents a successful completion of play. See the
Bug Fixes in this issue for the fix.
I have two hints for those who wish to play it on their
own. First, there are several secret passages that can only be found by going in
that direction. In each case the room description will say something about the
wall being dark or shadowed in that direction. There is no need to try every
direction in every room, but be on the lookout for cues in the descriptions.
Second, there is a means of gaining some control over the
Hellsblade. Be on the watch for it. But also remember that an unfettered
Hellsblade is a very vicious killing machine, probably better than you in a
crunch.
Let’s get started!
From the start, we have a clear Quest here: get rid of that
darned Hellsblade. There are no new commands, which suggests that this is a
straightforward version 7 play.
You begin play outside the cave. First, let’s take stock of
ourselves and do an Inventory. We have the Hellsblade, but our usual personal
weapon is the ready weapon. Let’s ready the Hellsblade, instead.
Go W and enter the cave. There’s a torch here on the wall.
Get it. Continue W, then go N into the chamber. Get the lamp oil and diary. Read
the diary and learn about the Guardian and how to control it. Return S.
Go W, then S. Oops. Light the torch. Go W, and stand by
helplessly as the Hellsblade kills the bats. Return E, then go E into the room
on the other side. After the Hellsblade kills the slime monster, get the gold
watch. Return W.
Continue S twice to a T-intersection. The south wall is
covered in shadow. Could there be something there? Go S.
A secret tunnel! Continue S to a large temple. Where’s that
music coming from? Examine the altar. Aha, thought so. Go S and find the Holy
Gauntlets. Wear them. The Hellsblade whines! Can you control it now?
Return N three times to the
intersection.
Head E, then N, and meet a wolf. The Hellsblade does not
attack! You can control it now, even though you can’t get rid of it yet.
Kill the wolf and get the sword. Return S to the tunnel.
Continue E twice to a 4-way intersection. I guess any old
direction is as good as another. Let’s try N.
Check out that room E, then return W.
Continue N up the tunnel to a dead end. Kill the
rattlesnake. Open the sachel, and get all. Return S twice to the 4-way
intersection.
Continue S, and turn W into a closet. There’s nothing here,
so return E and check out the S room. Kill the grizzly bear. Again, there is
nothing, so return N twice to the 4-way intersection.
Head E, and kill the Zombie. Continue E into a large
chamber.
Open the silver box. Get all, and read the letter. Aha! The
name of John’s love is Elizabeth. Return W.
Go S. Kill the dragon. Yes, you do have better control of
the Hellsblade! It is only killing your target instead of everyone in sight. Get
the treasure chest, then return to the first T-intersection (N,W,W,W,W.)
Continue W twice, then go S into a bedroom. Kill Sodloth,
and get all. Return N to the tunnel.
Continue N twice, then turn E. Kill the lime monster . (For
your information, this is a tough kill with an ordinary weapon. Ain’t this blade
something special? Too bad you can’t keep it!) There’s nothing else here, so
return W.
Go W twice, then N, and find a skull. Open the skull and
get the lump of gold (weird.)
Explore E and find a dead end, so return W.
Continue W into a tunnel. Go N into a study. All that
paneling. . . examine panels. Aha. Go W into a secret chamber. Open the crate
and get the skeleton key. Return E and S.
Go S into a laboratory. Examine the table – another secret
passage! Go S twice. Get the parchment and learn that you can’t read it.
What’s this locked door? Open the door and go W. Kill the
black demon. (Love this sword!) Return to the tunnel (E,N,N,N.)
Go W three times, and take the N turn at the intersection.
Kill the wizard if you must, but he will probably not be an enemy. Get the magic
potion, which is a healing potion. There is nothing in the cabinet that you want
bad enough to kill the wizard for. If he attacks you, then go ahead and open the
cabinet with his key, otherwise it’s no big deal. Return S to the tunnel.
Go W to another T-intersection., and again turn N. Go into
the W chamber. Open the chest of drawers, and get the gold and comb. Return E.
Continue N into a dining chamber and meet Reshkiv. Return S
twice to the last intersection.
Continue S, and check out the E chamber. Kill Puglen and
Gimkog, then return W to the tunnel.
Go S, W, then N, and kill Gorgan Toad. Return S.
Continue W and meet a caveman. It’s a dead end, so return E
twice. Continue E. Enter the chamber to the S, and kill Gromish.
Hmm, the south wall is concealed in shadow. Go S into a
secret tunnel. Go S again and kill Habstash. Open the trunk. Examine the
clothing. Get the axe and gold bars. (You may be running out of strength to
carry stuff here, and may have to begin picking and choosing what to carry.)
(There is a bug in the DROP ALL command that does not set
WT back to zero. If it seems to you that you should be able to carry more, do
this: DROP ALL. Halt the program with a control-C. Then type
WT=0:POKE51,0:GOTO100.)
Go E and get the gold nuggets. Return to the tunnel (W,N,N,N.)
Go E into a room. Kill the packrat, and get all. Read the
paper. It seems to confirm that the Hellsblade has little power against blessed
objects. There are your Holy Gauntlets. What else might there be, to bind it?
Return to the skull (W twice, N twice, E five times,) and
backtrack to a room you skipped earlier (S,E,E,S,W.) Kill the alligator.
Well, we’ve been everywhere but in that pool. But before we
dive in, don’t forget that the water will soak and ruin the torch. Drop the
torch.
Go D into the water. Go D twice more, to the bottom of the
pool. Continue D into the crack. Open the clam, and get the pearl.
The water pressure is getting bad. It could be fatal to
dive deeper. But let’s check out that overhang to the west – go W twice, then go
U three times onto a ledge.
Open the chest. Could this be Elizabeth’s necklace that was
mentioned in John’s letter? Get the necklace and the lantern. Put the oil in the
lantern.
Let’s look at the room again. That vertical crack looks
interesting – examine crack. Thought so. Go W through the crack.
The tunnel is blocked by rubble. Is there anything we can
do? Examine rubble. If we could move that slab, we could get through that hole.
Open slab. Nope. Attack slab. No good either.
Wait a minute; we’ve got mining tools! Ready the miner’s
pick, and attack the slab again. It shatters! Ready the Hellsblade again.
Go W through the hole. Oops. Light the lantern.
Go W. The Guardian! Open the box. The Guardian pushes you
away! Say ELIZABETH. (This is what that bug fix is for.) He stands aside! But
the box won’t open!
Hmm. Let’s review by re-reading the diary, letter and
paper. The key is nearby, buried in the demon’s resting place. There seemed to
be a dark doorway in the last room. Return E. The Guardian is not happy, but
lets you go.
Go N into the tomb. But before you open the coffin, let’s
give this a little thought. The coffin will contain a Prince of Hell, and he
will be no pushover. Will your skills be sufficient to destroy him?
You can fight him yourself and hope for the best, or you
can turn to desperate measures. The Hellsblade is a far more vicious fighter
than you are. You can remove the Holy Gauntlets and give it free rein, but if
you do, it will kill everyone in the room.
If you choose this path (and you probably should,) be sure
to be in perfect health first, because all of your friends will fight for their
lives, and will do their best to kill you. Even then, the risk is great, because
you have no control over whom the Hellsblade chooses to slay, and it may leave
Barbus alive for too long.
One way to greatly improve your chances is to disarm all of
your companions by requesting their weapons before you open the coffin. It’s a
dastardly thing to do, but it’s more important to protect the world from the
Hellsblade.
Open the coffin and meet Barbus, a Prince of Hell. Kill
him, or let the Hellsblade do the job.
Done at last, at terrible cost. Get the gold key, and
return S, and W to the golden box.
Open the golden box. A Sacred Scabbard! This is surely a
safe container for the Hellsblade. Put the Hellsblade in the Sacred Scabbard.
Oops, it won’t go! Wear the Holy Gauntlets, and try again.
This time it goes in, against its will.
Put the Sacred Scabbard in the golden box. Safe now!
But is that enough? You still have the key! Put the gold
key in the golden box as well. Now no one will be able to open it.
You Quest is fulfilled. Time to leave. Return to the other
side of the pool. (E three times, D three times, E twice, U four times.)
Get the torch, and light it. Then return to the entrance (E,S,
E twice, N three times, E four times.)
And now the world is safe from the Curse of the Hellsblade!
Eamon #220 "Catacombs of
Terror"
Walkthrough by Tom Zuchowski
First, the hints for those of
you who want to solve this on your own. There’s really only one: read everything
very carefully. You will face about a half-dozen puzzles, and they are for the
most part very obscure. But if you pay attention, you will see strong hints and
even outright solutions as you work your way through the catacombs. If you
catch all of the clues, this is actually a fairly easy foray.
A second, lesser hint is that
you must be ready to give up your best treasures or companions at certain
points.
One of the potential companions
is far more valuable than the others. It was obvious to me which one to choose.
Note the new commands: HIRE,
DISMISS, JUMP, SACRIFICE, and throw. POWER is gone.
Let’s get started!
If you played this straight,
without this walk-through, you would probably miss several key actions and would
have to backtrack to do them after you found the proper clue. Here we will do
them as we come to them. This could happen, if we were lucky enough to
think of all the right things to do as we went.
You start out in a large field.
What are those bumps? Examine them and find some diamonds. Get them.
Head W into the shack. Open the
cabinet and find a sterling silver cup. Get it, and return E.
Go N twice and find a river of
blood! Get some blood. Return S.
Go E to the cave entrance and
kill the rock eater. Get the torch. (Remember that this is a version 7 Eamon,
and that your spell ability will regenerate, so you might want to top your
health off after each battle.)
Go E and kill the Icy Black
Hand of Death. Grab the sword if you want it. (From here on I will only mention
getting items that you must have. Feel free to grab anything. None of the
magical swords are really awesome weapons; most come in around 2D4 to 3D5.)
Go S. Oops, it’s dark – light
the torch.
Go E twice and get the
sacrificial knife.
Go N twice and kill the orcs.
Continue N to a large chamber,
and find a scroll. Read the scroll and learn of a magic word: ZOOMBA. This word
teleports you back to this room. (We won’t be needing this word, but it would be
very useful indeed if we needed to temporarily depart from one or more tests to
search for the solution.)
You can rouse the statue by
freeing him, but be forewarned that he won’t be friendly and is a very strong
opponent.
Go W. You will find combat in
the rooms to the north and south if you want it. The combat to the south is
quite challenging.
Continue W and kill the rats.
You’ll find more combat in the rooms to the north and south, if you want it. A
10-swallow healing potion is in the south room.
Go W, then N, and meet the
Overlord and the outlaw. You can only hire one companion at a time, and neither
of these two impresses me very much. Let’s look around some more. Return S.
Go S and meet Gar and Ryu. A
pair of fast talkers, but not much else to recommend them. Let’s look a bit
more. Return N.
Go W and meet the Sage and
Ralkor. If the Sage is talking straight, he would be a great asset. Hire the
Sage. Heed his advice!
Return E four times to the
large chamber.
Continue E. Go into the north
room and get the skull. Return S. Examine the south room if you wish.
Continue E. Examine the north
room if you wish.
Go S. Hey; there is something
on these walls. Let’s see if we can get something here – try examining the
writing. Aha! Read the writing. Two passages:
SACRIFICE YOUR BEST COMPANION
AT THE TOP OF THE TOWER – IT IS THE ONLY WAY.
And:
BLOOD FROM A SILVER CONTAINER
WILL SOOTHE THE DEMON.
(What a lucky break that we
already happen to have a silver cup filled with blood!)
Return S, then go E and N. The
Sage says that there is a trapdoor down. If you go down, you’ll find a
Gamemaster who will let you gamble your money, health, or companions. As near I
can tell, it’s a sucker’s game, as the odds appear to me to be stacked 2-1
against you.
Return S, then continue S
again. Free the headless skeleton (the skull is the key – I don’t exactly
understand it, either.) Find yourself with a new companion.
Return N. Examine the east room
if you wish. Then return W three times to the large chamber.
Go N twice. Enter the west room
and open the box. Read the Pamphlet of Destruction and learn how to pass the
First Test by using the magic word QUALCAST.
Return E. Examine the east room
if you wish.
Go N. The Sage says there is a
secret door in the west wall! Open the door, and go W into an ancient library.
Read the Teacher’s Book and
learn of the first four Tests: magic, then skill, then intelligence, then magic
again.
Read the Odd Book. I suspect
that this passage refers to the skull.
Return E, then continue E into
the other room. Get the granite key. Return W.
Go N to the Gateway. Note the
Sage’s advice!
Open the gate and go N.
Your First Test! Remember the
Pamphlet of Destruction? Say QUALCAST. The monster vanishes!
Your Second Test! The book said
that this one is a game of skill. The solution is fairly obscure: throw the
diamonds.
Your Third Test! This one is
subtle, but we have the clues. We know that it is a test of intelligence, and we
remember that the Sage advised us that we’d have to use our brain to succeed.
Let’s try exactly that. (USE BRAIN.)
Your Fourth Test! At first it
seems hard, but then we remember that it was listed in the teacher’s book as a
test of magic. Blast the crystal.
A glass tower! Now the Sage
advises you that you must kill him in the tower. And we remember the writing on
the wall that said that a sacrifice must be made at the top of a tower. So be
it.
Go U twice. Sacrifice the Sage.
Alas, indeed.
There is nothing else to do in
the areas you have already seen. There’s only one thing to do: jump out the
window.
Go S and meet the Demon. Use
the blood to win him over (USE BLOOD.)
Continue S into the treasure
room. (Seems that a treas- ure room should have some treasure in it, doesn’t
it?)
Go W twice. You’ve won!
Eamon #239 "Idol of the Incas"
Walkthrough by Tom Zuchowski
We are on a Quest to seek out
the fabulous legendary Idol of the Incas. Our adventure begins as we approach an
Incan temple.
For those who wish to solve it
on their own, I only have one good hint: this adventure makes very heavy use of
multiply-embedded artifacts. By that term I mean items that are not listed in
the room description but only in other artifact descriptions. For example, the
room description mentions a table, and the table description mentions a plate,
and the plate description mentions a knife, and the knife is a real artifact.
Thus we have table, plate, and knife artifacts in the room, but only the table
is revealed by the room description. Furthermore, the knife description might
mention an inscription that can be examined and read.
Note: this map contains several
passages that have parallel destinations. We will ignore unnecessary side trips
down redundant and dead-end passages, although these passages do serve well to
flesh out the temple and the dangerous Demons of Darkness.
Also, many of the commands will
be based on what we learned from the previous move. Be sure to read the game
text as we progress, so you will understand where each move came from.
Our first move is to go N to
reach the temple. Then go E twice, then N, and discover an entrance to the west.
Go W twice, then U. Oops. It looks like there might be something to that legend,
after all, and we will need light to progress through the temple.
Go D until you stumble back
into a dimly lit passageway. Then go E to exit back onto the outdoor path.
Continue N twice, then W to reach the entrance.
What are those tablets to the
north? Go N and see. EXAMINE TABLETS. EXAMINE SLATE TABLET. READ GLYPHS. A
"Path of Adventure?" This looks promising! GET SLATE TABLET.
Return S, then go Up the steps
and meet Penaca. Try to go W or E, and we find that only one exit is illuminated
by a "suntunnel." Hmm.
This art gallery may hold
clues. EXAMINE FRESCOES. Aha. The suntunnel is different! EXAMINE PAINTING. READ
GLYPHS and learn that the tablet is the key. This is surely our solution, so
let's see what we can do here.
EXAMINE the SLOT in the floor.
The painting showed something here--PUT SLATE TABLET IN SLOT like the painting
showed. Suntunnels open to east and west!
Go W twice, then S twice into
the scribe's room. GET MEDALLION. And there are more tablets strewn about here.
EXAMINE TABLETS. EXAMINE BROKEN TABLET. It's inscribed with an Incan "P".
EXAMINE SCRATCHED TABLET. It's marked with a "T".
GET BROKEN TABLET. GET
SCRATCHED TABLET. Hmm, all we can manage is just one tablet. That will do for
now. Bring the broken tablet along. Go E three times to the library, and kill
Teowamba.
A library could be useful--
EXAMINE BOOK. EXAMINE PAGES. EXAMINE MAP. A map! GET ALL.
READ BOOK. Something about a
"P" "A" "T" "H". Hey, we've got tablets inscribed with a "P" and a "T".
READ PAGES. They are pretty
badly defaced, but we can make out "TABLETS" (reversed) and "PATH OF ADVENTURE."
This P-A-T-H thing is looking stronger.
READ MAP. Yes! A map of the
temple! And the junctions are marked with P-A-T-H. But it crumbles to dust as we
finish reading it! Well, at least we got some good information from it.
This library looked like it
might be the "P" room on the map. Let's refresh our impression and do a LOOK.
The floor is inscribed with symbols. EXAMINE FLOOR. A missing tile! Let's get
creative and PUT the BROKEN TABLET (the one which is inscribed with a "P") in
the FLOOR. The suntunnels extend further!
Go S twice into the basket
room. EXAMINE PEDESTAL. Something belongs here--an "A" tablet? EXAMINE BASKET.
Hey, it looks like it is designed to carry the tablets! GET BASKET.
Let's return to the scribe's
room and gather up that tablet. Return N twice, then W three times. PUT
SCRATCHED TABLET IN BASKET. Then return E three times to the library.
Continue on E twice more to the
mason's room. More tablets! EXAMINE TABLETS. EXAMINE A TABLET. EXAMINE H TABLET.
GET A TABLET. PUT H TABLET IN BASKET.
Return to the basket room by
going W twice, then S twice. PUT A TABLET ON PEDESTAL. The suntunnel extends,
revealing a passage south!
Go S, then D into the armoury.
EXAMINE CORNER. EXAMINE BLOW PIPE. EXAMINE DARTS. EXAMINE NET. EXAMINE SPEARS.
EXAMINE GLYPHS. READ GLYPHS. EXAMINE STAFF OF LIFE. GET ALL. (Whew!)
EXAMINE CORNICE. OPEN BASKET.
Hey, there were jewels in here! A nice bonus. PUT SCRATCHED TABLET ON CORNICE.
The suntunnel extends again! GET ALL.
Go W twice to the tannery.
EXAMINE POUCHES. EXAMINE BACKPACK. OPEN BACKPACK. OPEN POUCHES. Hey, what are
these glowing rock chips? Is a light source involved here? GET ALL.
Return E twice to the armoury,
then continue E twice more to the potter's room. EXAMINE POT. OPEN POT. A key!
GET GOLD KEY. Return W twice to the armoury.
Go S twice to the stone
cutter's room, then go W twice to the smelter. EXAMINE AMULET. GET AMULET. Note
the death grip that Hiram Bingham has on those little boxes. There's something
unnatural about that. Return E twice to the stone cutter's room.
Continue E twice more to the
Lord of Cepons' tomb. Nothing here-- go S twice. A room full of statues, and
they are all holding those little boxes--
EXAMINE BOXES. OPEN DIAMOND
BOX. OPEN RUBY BOX. OPEN EMERALD BOX. OPEN RUDIEM BOX. GET ALL. What's this
strange cold feeling? DROP BOXES. That's better! We don't want to wind up like
these others. Return N twice, then W twice to the armory.
This must be our next tablet
room, and the key must be that illuminated spot on the south wall. EXAMINE WALL.
EXAMINE NICHE. OPEN BASKET. PUT H TABLET IN NICHE. More suntunnels!
There's more to be found--
let's do a LOOK and refresh our viewpoint. What are those glowing rocks and
stones? EXAMINE ROCKS. EXAMINE STONES. GET ROCKS. we can't do it! But they
sparked like those rock chips-- PUT ROCKS IN POUCHES. PUT STONES IN POUCHES.
Head S. EXAMINE ARCH. A secret
passage down! We'll be back for this soon.
Continue S. EXAMINE SCEPTER.
READ GLYPHS. The scepter is a key? GET SCEPTER. It's not there!?! Look around a
little. EXAMINE CONE. EXAMINE WEST WALL. EXAMINE EAST WALL. Aha! It's an
illusion! GET SCEPTER. Return N.
Go D twice into a snake pit.
Kill the serpent. THROW NET to neutralize the cobras. Don't worry about the
snakes, they're not a problem.
Go S-- hey, we need more light
here. OPEN POUCHES to light the room, and discover a door south. PUT STONES IN
POUCHES.
EXAMINE DOOR and find a bronze
lock that might match that bronze key we found. OPEN DOOR and go S. OPEN POUCHES
to light the room. Continue S, then go Up the steps. We must be getting close
now. OPEN CHESTS. Wow! The jackpot! GET ALL.
EXAMINE ALTAR. READ GLYPHS.
This crevasse business looks plenty dangerous, but we laugh at danger! EXAMINE
WOOD STATUE. EXAMINE HOLE. PUT SCEPTER IN HOLE. OPEN WOOD STATUE. The Idol!!!
Penaca is no doubt right about
the great peril here, but this is what we came for! GET IDOL. Uh, oh,
earthquake! The place is falling down around us!
Go E through the broken wall,
and cross the rope bridge. Continue E four times until we reach the mine
entrance. Oh no, we lost all our loot! But we still have the idol. Keep moving!
We need to leave here NOW. (But
before we do, this is a real good place to do a SAVE, and there is an option to
resume play.) The cart is chocked by that stick. GET STICK. It's rolling! JUMP
IN CART.
This ends the text adventure
and takes you to the cart ride, an arcade-like experience. You must ride the
cart as it careens faster and faster, choosing the safe passages as you go.
The ten-second count is to
calibrate the game's speed to your computer. It would be quite impossible on
accelerated machines without this feature.
You get three chances to make
it. (If you die, you can restart that saved game by simply typing RUN.) Get past
25 junctions, and you win the game, no richer than you started, but no poorer,
either. If only that old bridge hadn't collapsed!
SD
137: Redemption
Walkthrough by Sam Ruby
(Listed geographically rather than chronologically)
Agroville
Talk Leather Worker
Talk Horse Trader;
offer to help
Ask Clothmaker (for)
Cloth
Ask Leather Worker
(about) Blog
Ask Brewers (about)
Blog
Talk Farm Hands, Buy
Lake Map
Give Blog's Horn (to)
Horse Trader
Wilderness
Ready Short Sword
Give 1 (to) Ferryman
Tradetown
Market: Sell
treasures, used goods
Store: Buy
Torches, Canoe
Inn:
Talk Bard
Ask Bard (about Blog
Tavern: Talk
Patrons
Buy Forest Map
Docks: Talk
Pilot
Buy River Boat
Come here with Caravan
Enter Boat
Kingscourt
Park: Say
Bard
Palace: Ask
Guards (for) Audience
(answer "Midnight Oilers")
Throne: Ask
King (about) Blog
Scribe: Ask
(for) Instructions
Give scrolls
Clerk: Ask
(about) Castle Logres
Ironcastle
Plaza: Talk
Smiths
Buy Shovel, etc.
Tavern: Talk
Workers
Buy Hills Map
Construction: Ask
Workers (for) Foreman
Talk Foreman
Barracks: Ask
Soldiers (for) Sir Blackstone
Keep: Ask
Blackstone (about) Blog
Give Eggshell (to) Blackstone
Shrine City
Black Temple: Ask
Priests (about) Blog
Give Talisman (to) Priests
Go
SW to Hall of Necromancy
Ask Demon (about) Blog
White Temple: Ask
Monks (for) Healing
Ask Monks (for) Cleric
Ask Cleric (for) Blessing
Forest
Go NW (or another
direction) 2 times
Use Forest Map, Enter
Great Tree
Free Ensnared Man
Talk Guardian Druid
Ask Guardian Druid
(about) Great Eagle
Go Up
Ask Great Eagle (for)
Eggshell
Lake
Bring Canoe
Go NE 2 times
Use Lake Map, Enter
Island Bay
Use Shovel to unblock
door
Open Door
Go Down
Open Chest
Examine Tapestry
(embedded artifact)
Get Tapestry
Read Words
Use Key
Talk Spectre
Use blessed weapon to
kill Spectre
Hills
Go SW two times
Use Hills Map, Enter
Mine
Use Mining Tools three
times, get Gemstones
Go Up
Examine Altar
Put Crystal (on)
Pedestal Staff
Use Lever
Get Scrolls
Swamp
Go SE twice
Use Swamp Map, Enter
Swamp Castle
Put Antidote (on)
Cloth, Wear Cloth
Go SE
Talk Blog, Kill Blog
with Elven Blade
Get Horn
Return here with
Caravan
This page last updated on
04/03/2011.