555 lines
28 KiB
Plaintext
555 lines
28 KiB
Plaintext
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THE GUARDIANS OF DOOM (G.O.D. USA)
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Present To You:
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Shadow Of The Beast II Docs (English Section Only)
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Typed By: Fizban of G.O.D. USA!
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****************************************************************************
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-- PAGE 1 --
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Table Of Contents
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-----------------
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The Game ................................... Page 2
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Loading Instructions ....................... Page 3
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The Shadow Deepens ......................... Page 4
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Your Objective ............................. Page 6
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Controlling the Warrior .................... Page 7
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Reflections of a Shadow .................... Page 8
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Fact Box ................................... Page 9
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-- PAGE 2 --
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The Game
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--------
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You were once the pawn of Maletoth, the Beast Lord, your humanoid body
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changed and your will sapped by years of subjection to the dark arts of
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his evil mages. Then one fateful day you looked upon the face of your
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father as he was dragged forward for execution, seeing his image opened
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your clouded mind to the truth about your past. As the sacrificial blade
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tore into his body and he screamed his last breath you vowed to take
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revenge on your masters for his slaughter and for what they'd done to you.
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Using your beast-like powers you scoured the land in search of the Beast
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Lord and vengeance. Fighting your way through a seemingly endless barrage of
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adversaries you struggled valiantly towards a confrontation with Zelek, the
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Beast Mage. A terrific battle ensued from which you eventually emerged the
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victor.
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Your prize was the return fo your humanoid body in which you now stand proud
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and free, elated to be rid of the evil dominance of the Beast Lord... but
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your elation doesn't last long!
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Dire news reaches you of the capture of your sister by the Beast Mage. She's
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been taken to Kara-Moon, a far-off hostile place where she is to be
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subjected to years of forced cultivation until eventually taking your place
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as warrior messenger to the Beast Lord. This must not happen!
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Using the last of your gold you buy passage to Kara-Moon on a Tragon; one of
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the few creatures still able to travel to such a dangerous place; made even
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more so now by the presence of Zelek and his minions.
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Following a journey fraught with peril, you eventually reach Kara-Moon and,
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armed only with a mace, prepare for battle. But ironically, without the
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benefit of the beast powers you fought so hard to shed, will you be strong
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enough to succeed?
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--- PAGE 3 ---
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Loading Instructions
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--------------------
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(I'm pretty sure we all know how to load our warez by now, no new info here
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so no reason to type it!)
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--- PAGE 4 ---
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Beast II: The Shadow Deepens
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----------------------------
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The blanket of pitch black that drapes over the land blending shapes into a
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mass of indefinable darkness is only intruded upon by the occasional shaft
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of brilliant lightning.
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In the brief but manic dancing of the diamond-white tongues of energy, one
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shape stands out from the rest: A tower, so tall its pinnacle seems to look
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down on the very source of the storm. The single window near its top is
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almost as black as the surroundings, but closer study reveals a faint glow
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from within...
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Darkness is Zelek's ally, the only place in which he finds solace, yet the
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increasingly frequent bolts of dazzling lightning do nothing more than
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fleetingly interrupt his lonely musings. As he sits, deep in thought, his
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chair seems less comfortable than usual, but then what manner of being could
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be comfortable with the burden he now has to bear:
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His recent clash with the warrior messenger was, at the time, more an
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annoyance than painful. If the messenger hadn't had incredible luck on his
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side Zelek feels sure he would have emerged victorious from the conflict.
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Unfortunately, his master, Maletoth the Beast Lord, takes a very different
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view. He's disappointed in him and has let it be known that should Zelek be
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unable to put right the wrongs of his defeat there are many other mages
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waiting to take the place of honour at his side.
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Knowing to what extent Maletoth dislikes failures -- and how he deals with
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them -- Zelek must quickly make amends for losing his master's prize warrior
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messenger or feel his dreadful wrath.
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Any humanoid child would suffice to provide the mages of darkness with
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another puppet on which to perform their macabre arts to mould it into
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another warrior messenger. But Zelek's recent defeat at the hands of the
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now-free warrior messenger sticks in his craw and he craves revenge, he
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NEEDS revenge. His lackies are even now searching the land in an effort to
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find a suitable candidate but time marches on and Maletoth is not renowned
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for his patience.
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As he contemplates the search himself, one of Zelek's many underlings crawls
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into his presence and, grovelling on the floor in a pathetic attempt at
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homage, tells him of the birth of a child many leagues to the north... "On
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the outskirts of
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--- PAGE 5 ---
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Deadwood Forest there's a small cottage nestling beneath a ridge of granite,
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she lies within".
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Doubting the suitability of a female for the role of warrior messenger,
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Zelek enters a shallow trance of peregrination and sends his thoughts to the
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area described by the whimpering subordinate.
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Trasporting his mind into the cottage via the narrow chimney he looks down
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on the baby from the darkness of his storm-torn tower. A burst of knowing
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suddenly hits him as he examines the child and with a speed greater than
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that of the lighting exploding about his lair he reunites his thoughts and
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physical self.
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Standing, he pushes the servant aside, strides to the window and falls
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through to plummet down to the river far below...
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Long before he hits broiling, dark waters Zelek effortlessly metamorphoses
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into his beast persona. Beating huge leathery wings against howling wind, he
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quickly gains height to be amidst the thunder and lightning that spurs him
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north.
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Landing on a high ridge he resumes his more
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--- PAGE 6 ---
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humanoid form to look down on the cottage, confirming his thoughts on the
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child and feeling very good about the pain he's going to inflict on a
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certain ex warrior messenger.
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An angry bolt of lightning hails another transformation to his beast form
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and, wings spread wide, he glides down to the roof of the cottage, screaming
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against the thunder.
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Pausing for but a brief moment to bask in glorious feelings of retribution,
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he smashes a clenched talon through the fragile roof, reaches past the
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terrified mother into the crib and grabs the baby. The moth can only scream
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in terror and beg for him not to take her child, she may as well plead mercy
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from the raging storm.
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Holding the baby roughly in his talons, Zelek launches himself into the
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night. Revenger tasting very sweet on his flickering tongue...
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Your Objective
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--------------
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To save your sister you must fight your way across danger-fraught Kara-Moon
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to reach the Beast Mage and once again defeat him in battle.
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You will confront many creatures on your journey, some of whom may have
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information for you while others merely crave your death. Physical contact
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with enemies depletes your energy.
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Colectable weapons are scattered throughout Kara-Moon as are other useful
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objects and gold.
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Gold can be used to purchase weapons or food to restore lost energy. It may
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also gain you access to otherwise unattainable places.
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Some of the puzzles and obstacles you encounter may require help from other
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characters -- voluntary or otherwise -- to overcome.
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--- PAGE 7 ---
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Controlling The Warrior
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You may use joystick or arrow keys to control the warrior, but we recommend
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joystick.
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JUMP/ASCEND
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/\
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MOVE LEFT <========()========> MOVE RIGHT
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\/
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CROUCH/DESCEND
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FIRE, SHIFT OR ENTER: Use highlighted weapon/object
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Keys: F1-F4: Highlight weapon/object carried.
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O: Offer highlighted object.
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A: Ask nearest character about object or character.
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ESCAPE: Abandon text input.
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S: Display score/gold collected.
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HELP: Pause (DELETE to restart).
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F10: Quit Game
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Pressing the spacebar during the intro displays an option screen from which
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you may select to dispense with the game-over sequence (after you've admired
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it at least once of course!)
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--- PAGE 8 ---
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Reflections Of A Shadow
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PROUD MOMENTS
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We at Psygnosis are very pleased that SHADOW OF THE BEAST (BEAST I) was the
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proud winner of 6 international awards, including Best Graphics, Best
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Sounds, Best Overall Presentation and Best Entertainment Program of 1989.
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REFLECTIONS, the programmers, while being far too modest to be seen smiling
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in public, are rumoured to be pleased also. Unfortunately, with all the work
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they've had to put in to creating BEAST II they haven't had much opportunity
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for self-congratulation. They did however find time to provide a little
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insight into the making of BEAST II:
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BEAST I's method of scrolling, while looking very impressive, imposed
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techincal limitations on what we could do with monsters within the game. We
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needed a completely different approach if we were to extend and enhance
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gameplay in the way we wanted.
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As was its prequal, BEAST II was created on an Amiga 2000 using hardware
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scrolling, dualplay field, hardware sprites and the blitter. To get a game
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to run smoothly at 50 frames per second hardware scrolling has to be used
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since the blitter is not fast enough to move the whole screen in parallax.
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However, the problem with hardware scrolling as it eats large amounts of
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memory which in turn means increased disk access and loading time.
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Unfortunately, with the amount of graphics and music in our games, and only
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half-meg machines as standard, long disk loads are inevitable. So to reduce
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"waiting time" to a minimum we've including Patience Options in BEAST II to
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minimise the problem.
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Scrolling in BEAST II is very different to that of I in that it parallaxes
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in virtually every direction around the player.
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The other main area in which we've improved gameplay is the style and
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performance of monsters: they act and react to your actions; some are
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intelligent, some not, while others are there to help you. Characters in
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BEAST II suit their locations and they all have a job to do. This feature,
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we feel, greatly increases depth of play.
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--- PAGE 9 ---
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Equipment Necessary For Producing State-Of-The-Art Games.
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---------------------------------------------------------
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The BEAST II program was developed on a 25 megaherts PC running PDS 2
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Graphics were created on an Amiga 2000 running a 25 megaherts 68030
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processor board.
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A range of coffees helped keep us at the keyboard.
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Our next project, on which we've been working alongside Beast 2, is AWESOME,
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a shoot-'em-up that should really space you out. And after that? Beast 3 the
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FINAL encounter??
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Fact Box
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--------
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Total Memory Used: 3.5 megabytes
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Graphics Data: 2 megabytes
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Music & Sound Data: 1 megabyte
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Music Sample Rate: 20 kilohertz
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Screen Update: 50 times a second
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Project Duration: 12 months
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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BEAST II Solve
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-/-/-/-/-/-/-/-/-/-
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Commands:
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A - Lets you ask a question
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S - Lets you see how much money you have and your score
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O - Offer whatever object that is currently being pointed to.
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F1->F4 Choose different objects you may holding.
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For those of you who have become very frustrated with this new Psynosis
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game, here is a simple walk through to get you along, I'm doing this from
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memory so it might not be absolutely perfect.
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1) Activate the cheat by going right as soon as the game starts and
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ask the first pygmie: TEN PINTS
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2) Now go all the way left until you reach this guy who is being
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captured by a gargoyle and shoot the hell out of the gargoyle until
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it releases him. Then ask the man about: TRAPS. The man will tell
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you somewhere in the statement either: Upper Switch or Lower Switch.
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Remember which one it is, you will need to know later!
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3) Go down through the branches and make the first left into this
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tunnel and as soon as you see a gargoyle fly over your head, follow
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it to the hanging rope and kill it fast. If you don't kill it, it
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will cut the rope which will screw your game up. Once you kill it
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then wait at the very edge of the tunnel facing toward the left and
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wait for the guy pushing the stone. Only when the guy reaches the
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edge, start shooting at him and he will die. You can only kill him
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when he when he has reached the end of the tunnel.
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4) Go left into the tunnel until the disk drive turns on. Once the
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drive stops loading you should see a gargoyle flying above you. Kill
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it and take the key he throws and then continue going left. Ignore
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the gargoyle that is next to the see-saw and go up the rope and then
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jump to the right. Use the key to open the iron door and continue
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right until you reach a wall with two switches.
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5) Hit the switch that was told to you by the guy that you saved
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earlier (See step 2). Be very carefull not to hit the wrong switch!
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Once you hit the right switch, the elevator will fall, get inside,
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and it will take you up.
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6) Now, this part you have to be very carefull. Go right until you
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get to the chain and get on the chain. If you climb part of the way
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down the chain you will see a sleeping gargoyle and on the wall will
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be two switches. Climb all the way up the chain, and jump right
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against the wall. When you do this, you will fall straight down
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into the pit where the sleeping is. Once you land, you have to act
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very quickly. Once you land, turn around, fire a QUICK shot or two,
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make a SHORT jump and while in the air fire as many shots as you can.
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If you are successful, the gargoyle will not hit the upper lever on
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the wall and fly away, if you are unsuccessful, the gargoyle will
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hit the upper lever and the chain will retract and you will be
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trapped in that pit. In either case the gargoyle releases that
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animal, but the cheat will protect you. Once the gargoyle flies
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away hit the LOWER lever (You always hit the LOWER lever), jump
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on the chain, and get out of the pit.
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7) Once out of the pit go right, go up the second chain, jump to the
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upper ledge, and get the gold coins (shoot the chest). The coins
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only stay for a few seconds so pick them up quick and from now on
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every time you come across a chest you must shoot it and get the
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coins. Later in the game you need every single coin (36 of them
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in all, 6 coins in each of the 6 chests throughout the game).
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8) Once you get the coins jump down and go right again and pick up
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a key on the far table at the end of the hallway. I have solved
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the game and at no time actively used this key to open any doors, but
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get it anyway just in case it does something without you knowing
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about it.
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9) Now you can leave area all together by going all the way left
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and getting back into the elevator and pushing down on the joystick.
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10) Once you get back down go left, down the rope, and keep going left
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and you will notice two pits of acid, one of them should have a
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bridge across it (that is why you had to hit the lower switch in the
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pit with the sleeping gargoyle; it puts the bridge their).
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11) Keep going left and you will find a wall with three switches on it and
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a large stone. Do not break the stone with your mace! Use the
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switches to move and lower the grapling hook over the top part of the
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stone. Use the upermost switch to close the hook and grapple the
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rock. Once the fastened on the rock lift the rock and move it to
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the right (all the way up and all the way to the right). Use the top
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switch to release the rock and drop it on the ground on the other side
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of the exposed acid pool. The rock will land on a spike and break.
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12) Push the remaining fragment of the rock (just walk against it), up to
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the left side of the see-saw. Climb the rope almost 3/4 of the way
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up and jump to right. If you do it right the rock will fly up. Run
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quickly over to the left and get in the elevator. The elevator will
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take you up.
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13) Go left and you will find Ishram, an evil dragon. Kill Ishram and
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shoot the sack that is hanging from the branch. When you release
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the prisoner, he will tell you a password you will need, either:
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NECROPOLIS, SUNSTONE, ETERNITY, or OBERON. You are done with
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this area! Go right, then down the branches, keep going right all
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the way down the hallway to the entrance of that tunnel.
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14) When you reach the rope, go down and jump right. When you get to a
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hole in the ground with braches in it, go down. Then go right again.
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You will reach a stone gate and you will see a dragon head that will
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ask you for a password. Type in the password given to you by the
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guy to rescued from Ishram (See step 13).
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15) Once you enter, go up the rope and you will meet Barloom, a good
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dragon. In front of him is a parchment that has a spell; take it.
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Then back track, go down the rope and go to the right. Get the
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coins from the chest (#2). Go left and leave.
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16) Once you get out go back up the braches and go left, cross the pool
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of acid and keep going left. When you come to this big guy, you
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can't kill him, you have to hit him to push him to the left and knock
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him into the acid. Keep going left and you will find another one of
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those guys, do the same thing, knock him into an acid pool behind
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him. You will also find your thrid chest; get the coins (#3).
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17) When you get to the Karamoon Oasis, go inside. Once inside go to
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the left, up the stairs, and get the jug. That is the only thing
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you need here. Exit and go all the way back to the place where the
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game started you off. You are now done with the entire "Left Side"
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of Karamoon, as I like to put it.
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18) Once you get to the pygmies, cross their forest, keep going right
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until you get to this place where there is a rock above the ground
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and right under the rock, on the ground, you will see this thin
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green piece of grass that is covering the entrance to the Crystal
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Caverns. Before I tell how to get in, you have to get something
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first. Go to the right and when you see these rocks that progress
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like steps, jump from one to the other going up and to the left as
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you jump, until you find this green monster. Kill the monster and
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after you kill him, he drops an axe. Get the axe but don't use it,
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your going to need it in the Cavern. Your going to be carring too
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many things, so put the arrow on the parchment, you don't need that
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for now, and walk over the axe to get it. Don't forget to get the
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coins in the chest (#4).
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19) Go up the little rope, jump over to the rock, and go up on the ledge.
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Break down that green column type thing with your mace. Go right
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and get the chest with the coins their (#5). Now go all the way
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down to the entrance to the Caverns.
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20) Before you go in the Caverns, you should have: MACE, Wierd Key, AXE,
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and the JUG. The way you get in, is you have to jump a whole bunch of
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times on this thin layer of grass. Just keep jumping up and down
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and it will break and you will fall through. Go down into the hole
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and switch disks when it ask you to.
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21) Once you are in the Caverns, go left and you will find the last
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chest (#6), by now you should have 36 coins. Stop going left when
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you reach the right edge of the stone bridge. Now, switch you weapon
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from MACE to AXE but don't push the joystick button, because axe only
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last for a few seconds. Run Left as fast as you can and don't stop
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until a stone wall falls and blocks you from continuing. Ignore the
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little goblin who starts to run, just follow him and when that wall
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comes down, push the joystick button and start firing the axes at the
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top goblin (the one who is retracting that iron draw bridge). Once
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you kill the top goblin, kill the one directly behind the wall.
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You must hurry because the axe only last for a few seconds and the
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bridge, in the mean time, is retracting under you feet. Remember,
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kill the top goblin first, and the bridge will stop retracting, then
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kill the one directly behind the wall. Ignore the two goblins above
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you, their not worth the effort of killing. Use your mace to break
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down the wall and get through; it will take about 10 to 15 hits to
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break down the wall.
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22) Once you get through the goblin's outer defenses, you have to left,
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then go to the chain that leads upward and go up it. You will then
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see a switch that says: Spikes. This switch shuts off the spikes
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in the hallway directly to the left of you for 10 seconds. The
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cheat protects you, so it doesn't matter. Go left across the
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hallway, until you reach a locked door. Kneel and use your mace to
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hit the lever on the other side of the door, this will release a
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chain that will allow you to escape later. Now, run back across
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the hallway, go down, and then go down the other chain into a room
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with four goblins. Go right and get the key on the little table.
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Then go left and allow yourself to be captured by walking under
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that cage hovering above the ground. You are supposed to be captured.
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23) Once captured you will be led to a cell and locked up. Put the arrow
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on the jug and press 'O' for offer. You offer the jug to the guard
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at the table and he drinks it and falls asleep. Now, with you mace
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break the door down (you have to hit it a lot). As soon as the door
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breaks, VERY QUICKLY jump on the chain and climb up and kill the
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goblin guard at the top. If you don't kill the guard at the top of
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the chain, he will kill the prisoner that is trying to escape.
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24) Once you kill the guard at the top of the chain, you will see the
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prisoner come within seconds behind you and he will jump on the
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right ledge and start pulling on a door. Leave the prisoner their,
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go back down, and kill the sleeping guard. Get the key he releases
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and free the other prisoner from the cell that was above yours.
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25) Go all the way up the chain and you should see both prisoners
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waiting in front of the door. First jump left and go left and get
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the RING. Then go back to where the prisoners are, move the arrow
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to the one remaining key that you have, and push the joystick button.
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The door will open and both prisoners will begin running.
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STICK WITH THE FIRST PRISONER, BY STICK I MEAN SHADOW HIM, I.E. RUN
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RIGHT NEXT TO HIM SO THAT YOU CAN BEARLY SEE HIM. Forget about the
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second prisoner, he always gets hit by the spikes, but the first
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|
prisoner is saved as long as you run right next to him. At the end
|
|
of the hallway, this prisoner dissapears. I don't know what the
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|
significance of trying to free the prisoner is, but I suppose it is
|
|
must be important, even though he gives you nothing in return.
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26) Once you get to the end of the hallway, keep going right and leave
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the Cystal Caverns. You are done with this part of the game.
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27) Once you get back to the surface, go back up and get the parchment
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|
you left their earlier. Then go right, to the rope, and go down the
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|
rope and on to the stone in the waterfall. Jump right, from stone to
|
|
stone, kill the ugly monster that greets you at the third stone. And,
|
|
when you jump from the third stone their will be two small stones
|
|
next to each other, the first one is a creature, so don't jump on it.
|
|
Jump on the second of the two stones and then jump to the rope and
|
|
climb up it. Cross over that strip of land and get to the second
|
|
rope. Climb down that rope and half way down jump right to land
|
|
again.
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|
28) You will now get to a bridge and on the other side of the bridge
|
|
will be this brownish/gold guy with a sword. DO NOT KILL HIM. Lure
|
|
him to the left back across the bridge and when he gets to this weak
|
|
spot on the bridge, it will colapse making a hole in the bridge.
|
|
Jump over the hole for now and go to the right and greet the old man.
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|
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|
29) Offer the ring and the parchment to the old man and he will make you
|
|
a weapon. Pick up the weapon and go back to the bridge and fall
|
|
through the hole in the bridge. After you get sucked down the
|
|
whirlpool, you will be in a new place.
|
|
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|
30) In this new place, all the way right, fall down, and keep going right
|
|
and pick up the HORN. Once you have the horn, go down the rope and
|
|
jump right. Go right and when you get to the snail ask him about:
|
|
KARAMOON. He will ask you if you want to go thier. Say YES. He
|
|
will tell you it will cost you 36 coins and will ask you if you
|
|
want to pay it. Say YES. He then takes you back to the surface
|
|
and leaves you right where the old man used to be.
|
|
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|
31) Go right, use the MACE to kill the two guys with the shields. Keep
|
|
going right and fall off the edge into the swamps. Keep going right.
|
|
Past the tree trunk with the snakes. All the way to the edge of
|
|
the land where the sea begins. Point to the HORN and push the
|
|
Joystick button and a sea monster will appear. Climb on its back
|
|
and it will take you across the channel to an island. Jump off onto
|
|
the island and go to the castle and enter.
|
|
|
|
32) Go into the castle, taking the upper stairs lead you to a locked door
|
|
so don't bother going that way. Just go right, all the way right.
|
|
You will find THE MAGE! Kill the MAGE with the new weapon given to
|
|
you by the old man.
|
|
|
|
|
|
GAME OVER!!!!!!!!
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Written by: Sheglyn Hack
|
|
Solve by: Cygnus, Sheglyn Hack
|
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
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Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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