93 lines
5.1 KiB
Plaintext
93 lines
5.1 KiB
Plaintext
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THE BLACK CAULDRON
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SOLUTION
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By P. J. Gagnon
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Garrettsville, OH
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Begin the game by going into Dallben's cottage. Get the
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gruel to feed HenWen. The cupboard has supplies you will need
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for your adventure, which can be obtained either now or after you
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feed the pig. Go to the barnyard and feed the pig. There is
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dried corn in the shed which the pig will eat, as well, and also
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earns points -- your choice. I could find no other use for the
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corn or the gruel. Then follow the pig back to the cottage where
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you will witness her vision. Dallben will give you rope, and the
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adventure begins. Be sure to fill your flask with water.
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Go north for 3 screens, avoiding water. (If you go into the
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water, the pig gets scared, won't follow you, and you lose her.)
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Go left when you see the edge of the bramble patch. When you
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wiggle through the brambles correctly, you find the hidden
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cottage of the Fair Folk and HenWen is safe. There's some
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cookies in the cupboard.
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Somewhere along here you'll meet Gurgi. When he asks for
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something to eat, offer him either the cookies or the apple.
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Go south upon leaving the cottage for 2 screens. There is a
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lute in the tree with a hole in it. Take it. Go east for 2
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screens, then north, which brings you to the waterfall. The
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magic word will cause a rock to lower in the water so you can
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walk on it. Be careful -- if you fall in the water, you drown.
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You'll fall in a hole after entering the cave. Offer King
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Eidelleg the lute and he'll give you a magic mirror and flying
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dust. After leaving the cave, go west for 3 screens til you
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reach the swamp to the west, then north for 2 screens where
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you'll see a dagger. I've not found a use for the dagger that
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earns points, but I take it anyway. Go west to the scarey trees,
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then north to the rocks. I wouldn't tell you how to maneuver
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through the rocks, even if I could explain it -- that would ruin
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some of your fun. But I will tell you that my 6-year old
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daughter figured it out when I couldn't. You must go through the
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rocks to get to the castle.
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Upon reaching the point of the highest rock, throw your
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rope. It will go either east or west; it makes no matter which.
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Climb the ledge and you will be facing the castle. Welcome to
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disk 2.
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Walk the maze, then go west when you're facing the
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alligators. There will be a henchman pulling a cart at the
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drawbrdige. If he's not there the first time, leave the screen
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and return -- as many times as it takes. Jump on the cart and
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you're in the castle. Wait til the henchman leaves before you
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get off the cart. Go through the northern doorway into the wine
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cellar. Go between the last 2 barrels on the right, and you'll
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fall into a sub-dungeon and find the princess. Go east for 2
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screens. Look at the north wall. There's a crack between some
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of the stones which are moveable and reveal a King's burial tomb.
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There is the magic sword. The princess makes her escape. You
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leave the chamber and go south, then east til you see a gargoyle.
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Turn his head and a door above you opens. Have the sword ready
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so you can bonk the henchman. He's quite a pest. After
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emerging, go north again and get the keys on the wall to your
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right. Open the door straight ahead of you and free Fleuder
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Flam. You can either use the recently acquired keys or simply
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untie his ropes.
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Have your sword ready to bonk the henchman as you leave that
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room. Go west through the first door immediately after leaving
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the room, then up the stairs. Then go east to the main hallway
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and south back through the wine cellar. Go south to the
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drawbridge door and break the chain with the sword. You'll be
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bonking the henchman all along the way.
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Return to disk 1 the same way you came. After getting
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through the rocks, go south for 2 screens where you'll reach the
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southwest portion of the swamp. Use your flying dust to get to
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the witch's house. Go inside and open the chest. When the
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witches appear, offer them the sword and you'll go outside and
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receive the cauldron. The gwythaint will take the cauldron while
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the witches are talking to you.
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Go back to the castle. Take the same route as before, when
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you found the princess. Go south for one screen, then through
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the east doorway (where the skeletons are). Use the magic mirror
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at the proper time and the King jumps in the cauldron. You float
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on a log down the river to the cauldron and the witches appear.
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They will offer you 3 things in exchange for the cauldron. Do
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nothing til they offer you the third item -- the sword. This
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wins the game with 230 out of 230 points. |