FAERY TALE ADVENTURE, THE (?) (?)
Take a save game file and use a PD program such as NewZap to patch byte 18
to a non-zero value. Load your save game, and now these cheat options are
enabled:
Arrow Keys - Move Rapidly over any terrain
B - Summon Gold Swan
R - Rescue Princess
= - Display coordinates
F9 - Increase time by 1 hour
F10 - Location in coordinates
Sometimes you can accumulate all the treasure you want by going near the
item, pressing space bar, and then continue hitting 'T'. You'll receive an
infinate supply of that treasure. Save your position in a dungeon. Then go
through it until you run out of keys. When you restore your game, all the
doors will be open and you will have a new set of keys. Also works in caves.
Jump on the turtle and start slashing. Your bravery points will go up to
infinity and it doesn't hurt you or the turtle. On the island with the
Crystal Castle, press the RIGHT MOUSE BUTTON while talking to the Sorceress
and your luck will go up to 65. 'ASK'ing the Sorceress several times will
usually boost your luck. If running low on Green keys, use a secret entrance
for the fort. It's on the left side, almost even with the door. Beating the
Turtle is not beating, it is pushing, so push the turtle across the land, to
use it in special places: The turtle was programmed in asbestos, and can
swim in Lava. It can be used to enter the black citadel at the south. Also,
while it is present, you are not attacked, but by the time one has the
turtle, one is already invincible.
One of the hardest things to overcome when first starting the game is how to
avoid dying. Here`s what you do. Make the crystal palace on the isle of
sorcery your prime target with the first character, Julian. When you
confront the good witch, click on ask. She will give you a good statue and a
clue. Now keep clicking on ask: your luck (or lives) will rise from 20 to
65. This makes you impossible to kill. You can always return to the same
spot and do the same if your lives run low.
(Bug or maybe an undocumented feature). Go to the dark evil castle. Stand
right up against the force field. Let yourself starve so that you faint.
When you wake up, you'll be on the other side of the forcefield.
Complete solution:
STARTING OUT:
Faery Tale Adventure is a game of exploration and adventure, rather than a
typical hack and slash CRPG. However, at the beginning of the game, as in
most CRPGs, your character is weak and vulnerable to attack from a variety
of enemies. Before you start journeying through Holm, you will need to
develop a strong character with sufficient bravery and vitality points to
survive. This won't take forever to accomplish, but it will consume the
first few hours of play.
You start the game one morning in Tambry. Your character is Julian, who has
the highest bravery score of three brothers. As long as you stay within the
village walls, you will not be attacked. Your first task is to thoroughly
explore the village to look for magical items that will help you on your
quests. Go to each of the buildings, and look for hidden objects,
particularly near fireplaces. You should find:
- A glass vial, which contains a healing potion that will restore lost
vitality points.
- A Bird Totem, which is a navigational device that gives you a 'bird's-
eye' view of your surroundings (useful when you're lost in Holm -- a
common occurrence)
- A jade skull, which will destroy any and all enemies attacking you.
- A quiver of arrows.
- A gold key. Keep in mind that all magic items and keys can be used only
once, so be careful and use them wisely.
Once you have collected these things and have saved your game, you are ready
to begin. Soon after you step out of the village, you will be attacked.
Monsters usually come in groups of four or less, and your bravery score will
go up 1 point for every kill you make. Vitality will also increase as
bravery goes up, although at a slower rate. Your maximum vitality is usually
about one third of your bravery score. If you are lucky enough to defeat a
group of monsters, save the game immediately. Then search each of the bodies
(using the 'take' command). You will often find weapons, magic items, and
gold coins this way. Be prepared to die a lot in your initial encounters.
There's no simple way to develop a strong character; you'll just need to
keep saving and restoring until you've won enough battles to accumulate
about 100 bravery points. By that time your character should be able to
survive many, if not most encounters, provided his vitality doesn't run out.
When you have a few hundred more bravery points, your character will be
invulnerable to all but the bowmen.
SURVIVAL TIPS:
- Once you have a sword, your chances of surviving a battle improve
significantly. You can buy one at the inn in Tambry, but you start the
game with very little gold; you'll need that to buy food. The best way to
get a sword is to take it from a dead monster.
- There are treasure chests scattered throughout Holm, and you will find
one just a little southeast of Tambry by the side of the road. These
usually contain magic items, but their contents are completely random.
Save the game just before opening a chest. If you don't like what you
find inside, restore the game, open the chest again, and this time you
will receive a different treasure. You can keep doing this until you get
something you like. You might try to get a jade skull, which can save
your life when you're losing a battle.
- If you're hungry and your money is critically low, go to the stone circle
east of Tambry near the coast (if you look carefully you'll see it marked
on your map). There you will find 50 gold coins and some other treasures.
MAGIC ITEMS:
Some of the magic items were explained above. Here are others you will find:
- Green Jewels: These provide light for traveling at night.
- Crystal Orbs: These will reveal secret doors in some of the dungeons.
They're particularly helpful in Hemsath's tomb.
- Gold Ring: This stops time for a while, and it's useful when you're under
attack. You can't slay an opponent while time is stopped, but you can
take his weapon and magic items.
- Keys: These aren't magic, but they do disappear after one use; you will
need many of them. Keys may be colored green, gray, blue, red, gold, and
white. Use trial and error to find out which color key opens which door.
One hint: White keys are rare and can only be found on the bodies of
wraiths.
- Blue Stones: There is a network of large stone circles scattered
throughout Holm. When you use a blue stone while standing in a stone
circle, you are transported to one of the other stone circles. Which one
you go to depends on which direction you are facing when you use the blue
stone. For example, if you go to the stone circle near Tambry and face
west while using the blue stone, you will be transported to the Isle of
Sorcery. If you face east, you will be transported to the southern edge
of Holm. You can use trial and error to 'map out' the connections between
all the stone circles, or you can follow this 'transportation matrix'
(courtesy of Ted Haskell): The circle you will be transported to is a
result of the direction you last moved just before using a blue stone.
Remember that if you were staggering when you entered a circle, you might
not have moved in the direction you thought. I numbered the circles as
follows:
- West of dragon's cave.
- Isle of Sorcery.
- North of Lake of Dreams.
- West of Grimwood.
- East of Grimwood.
- South of Pixel Grove.
- East of Tambry.
- South of Tambry.
- South of Burning Waste.
- Near mountains with Temple.
- Extreme south near ocean.
When standing in the circle whose number is in the left column, you will
be transported to the circle whose number is under the column heading in
which you last moved before using the blue stone.
N S E W NE NW SE SW
1 7 11 8 4 3 6 10 9
2 6 10 3 9 7 1 8 11
3 10 5 9 1 11 8 4 2
4 2 3 6 10 1 5 7 8
5 1 8 7 11 6 2 3 10
6 3 9 10 5 8 7 11 4
* 7 --- 8 ---- 4 ---- 11 ---- 2 ---- 10 ---- 3 ---- 9 ----- 5
8 11 2 4 6 9 10 5 1
9 5 7 1 8 2 4 6 3
10 9 1 5 7 4 11 2 6
11 4 6 2 3 5 9 1 7
Circle 7 is highlighted because it is the closest to Tambry and may be
thought of as home base.
A FEW WORDS ABOUT MONSTERS:
Skeletons are the easiest enemies to kill, and they will often have green
jewels or glass vials. The hooded wraiths are deadly when you first start
out, but after you've accumulated enough bravery points, they can do you
little harm. Wraiths will often disappear when you kill them, but there is a
way to get their treasure before they vanish. Watch carefully while you're
battling a wraith. When you see its body start to crumble, stop fighting and
immediately use the 'take' command. If you time your actions correctly,
you'll get the wraith's treasure just before it vanishes.
Ogres are usually armed with maces or swords and won't pose much of a threat
to a strong character. However, bowmen are always deadly no matter how many
experience points you have. Kill them quickly.
THE GRAVEYARD AND MARHEIM:
The following will describe of all the important places you will need to
visit. You don't need to use my sequence exactly, but there is a rough order
you must follow to complete your quests successfully. Before leaving on a
long journey, make sure that you are well fed and your vitality points are
high. Food is very scarce in Holm, and you will be starving for much of the
time. Hunger won't diminish your ability to fight, but it will slowly drain
your vitality.
Once you start exploring, visit the various inns and keeps around Tambry.
(Keeps are marked as little towers on the map.) You'll find treasures and
gold in these places. There is a graveyard southeast of Tambry on the road
leading to Marheim. (You'll see it on your map marked by a little
headstone.) The graveyard is a good place to gain bravery points because you
will be attacked often there -- usually by wraiths and skeletons. There is a
crypt in the corner of the graveyard, and you can enter it if you have a
gray key. Hang around in the crypt until midnight, and you will meet the
Spectre who will give you a quest: He wants you to find the bones of the
ancient king and bring them to him.
Next you might want to go to Marheim, the capital city of Holm. The king's
palace is here, and you can enter if you have a white key and a few gold
ones. The king is upset because his daughter has been kidnapped. One of your
quests will be to find her, but you won't be able to accomplish this until
much later in the game. Search all the buildings in the city, and you'll
find treasure. You will also meet the priest. If you ask him to, he will
restore your vitality points to maximum (about one third of your bravery
points). There's no tavern in Marheim, but there are apples in some of the
buildings. You can carry these with you and eat them as you travel, but they
will run out quickly. As far as I know, there is no other portable food in
the game.
TURTLE POINT AND SORCERY ISLAND:
By this time you should have considerable bravery points and be ready for a
long journey. Head north towards Turtle point. There you will see three
small, round objects which are the sea turtle's eggs. You will be attacked
by some red serpents, which you should be able to easily kill. The sea
turtle will then appear. If you have enough kindness points (25 or 30 should
do it), you can talk to her. She will thank you for saving her eggs from the
serpents, and she will let you ride on her back. She will also give you a
seashell that you can use to summon her anytime you're near coastal waters.
Once you're riding the turtle, sail west to Sorcery Island. Visit the
crystal palace where the sorceress lives. You will need two blue keys to get
in. Talk to her when you find her, and she will give you one of the five
golden statues you must find to complete the game. Keep talking to her, and
your luck score will go up five points at a time. If you use your save
function conscientiously, you won't need much luck for most of the game, but
it will come in handy when you reach the endgame. Now, if you want a short
cut home, go to the stone circle in the northern part of the island. Face
northeast, and use a blue stone. You will be transported to the Tambry stone
circle.
THE DRAGON'S CAVE:
Your next quest will be a little more complicated. The dragon's cave is
located in the northern part of the snow mountains, east of the stone
circle. (If you look closely, you will see the cave entrance marked on the
map.) The easiest way to get there is to go to the Tambry stone circle, and
use a blue stone while facing west. This will take you back to Sorcery
Island. Now, face northwest, use another blue stone, and you will arrive at
the stone circle near the snow mountains. From here, go south until you hit
water. Then go directly east, and you will come to a mountain range. You
should arrive right at the cave entrance or very near to it.
When you enter the cave, you will go through a twisting tunnel until you
reach a forked intersection. Take the branch on the right. (If you go left,
you will find a maze of caves and tunnels that are interesting but contain
no important treasure.) Soon, you will see the dragon.
The best way to get around her is to stop time using a gold ring, and sneak
by. After you pass her, you will come to a dungeon. It's only one level, but
it's large. Make a rough map and explore thoroughly. There are magic wands
in two separate locations, but you'll only need one. Once you find the wand
you can explore for fun, but there are no important items to be found.
Return to the dragon, and use a gold ring to go past. When you reach the
stone ring, use a blue stone while facing north to return to Tambry.
THE TOMBS OF HEMSATH:
Now you are ready for an even more complex task. Make sure you have a large
number of gold keys and crystal orbs. You should also have a number of red
keys. Set out early in the morning for the tombs. Make sure you're well fed
before you leave.
Upon entering the tombs, take the first right. Go to the end of the
corridor, and turn right again. You will now go south through an extremely
long corridor. You will eventually come to a corridor leading east. This
will take you to a stone maze with rooms connected by golden doors. There's
no easy way to tell you how to negotiate the maze. Of course, the golden
doors unlock with the gold keys. Occasionally, you will see two rooms that
are close together but have no connecting door. Use a crystal orb, and a
secret door may be revealed. Use a red key to unlock secret doors. Explore
the maze thoroughly, and you will find a gold statue and a bone (which
represents the bones of the ancient king that the Spectre wanted you to
find).
There is a bug in the Amiga version that might help you if you're short on
gold keys. Save the game before entering the stone maze. Unlock a few doors,
then immediately restore to your original position. The doors will all be
unlocked, and you will get back all the keys you used. I don't know if this
will work for the Commodore version. Additional Amiga Note: There are still
a couple of different versions of the Amiga game disks on dealers' shelves,
and you'll need the current version to function properly with expansion
memory.
After leaving the tombs, go see the Spectre in the graveyard crypt at
midnight. Give him the bone, and he will give you the crystal shard.
THE DREAM KNIGHT AND THE WITCH OF GRIMWOOD:
You will now embark on a series of quests that will culminate in the rescue
of the king's daughter. First you need to find the 'Temple of the People who
have Gone Before.' This is located in the mountains south of Marheim but is
not marked on your map. Fortunately, it's not too hard to find. Go to the
stone circle near Tambry, and use a blue stone while facing northeast.
You will be transported to a place west of a mountain range. Before you
go anywhere, use a bird totem, and you will see the temple to your
northeast. It is almost completely surrounded by mountains, but you can
reach the temple from the south. Once you arrive, you will face the Dream
Knight, who will challenge you to a duel. By this time you should have
enough bravery points to defeat him with your sword. Then you can enter the
temple and find the sunstone. Go back to the stone circle, and use a blue
stone while facing west to return to Tambry.
Now you are ready to enter Grimwood to find the witch's castle. Grimwood is
a dense forest with a complex maze of paths. Finding your way through the
forest maze is probably the most difficult part of the game, and the
castle's location is not marked on the map. There's no way I can give you
specific directions to find the castle, but here are a few guidelines. At
the Tambry circle, use a blue stone while facing south, and you will be
transported to the circle west of Grimwood. The entrance to the forest is to
your east. Once in the forest, take the paths that head north. Use bird
totems often to keep track of where you are, and make a map as you go along.
Shortly after you enter the forest, you will hit a large quicksand trap. You
can walk around the edges, but if you enter the sand, you will sink and be
taken to an underground cavern. The exit back to the forest is to the south.
Once you get around the quicksand, keep heading north. Here and there you
will find cave entrances; one of them will take you to a long, winding
east/west path in the most northern part of the forest. Follow this path
east, then south, and it will eventually lead you to the castle.
When you enter the castle and approach the witch, she will shine a death ray
on you that drains your vitality and pushes you away from her. Use the
sunstone and watch what happens. The witch loses control of the death ray
and becomes vulnerable to attack. You can now kill her with your sword and
take the magic lasso.
There is one other important object to find in the forest. From the forest
entrance, take the paths that run to the southeast, and you will come to the
forest keep. (Its general location is marked on your map.) When you arrive
at the keep, use a bird totem. Just west of you at the end of a cul-de-sac,
you will see a few red markings. This is the ogre's den, and there is a
golden statue there. Unfortunately, to reach the den you will have to take a
long path that winds north of the keep. My advice would be to forget about
this statue until later in the game, when you've tamed the golden swan. Then
you can fly right to the den, take the statue, and fly home -- saving a lot
of time.
SWAN ISLAND:
After you've found the lasso, you should visit Swan Island. To get there, go
to the Tambry stone circle, and use a blue stone while facing southeast.
This will take you to the stone circle near the burning waste. Just go west
towards the coast, use the seashell to summon the turtle, and then sail
southwest to the island, where you will find the golden swan. If you have
the lasso, she will let you ride on her back. To control your flight, use
the same keys that you used for walking. If you find you're flying too fast
in a certain direction, just push the key for the opposite direction, and
you will slow down. To dismount, stop your flight, and use the same key that
waves your sword. Mastering flight is a little tricky, but it is a lot of
fun and will make the game go much faster.
THE FORBIDDEN KEEP:
Now that you've found the swan, you are ready to rescue the princess. She is
imprisoned in the Forbidden Keep, which is located in the mountains south of
Marheim. This keep is completely walled off by mountains and can be reached
only by air. It's marked on your map and is a little southeast of the Dream
Knight's temple. When you arrive, land your swan on the roof, and enter the
keep. There you will find the princess.
As you approach her, the screen will fade to black (darn!), and then you
will find yourself back in the king's castle with the princess standing a
discreet distance away from you. Talk to the king, and he will give you a
writ and 100 gold coins. Take the writ to the priest of Marheim (located in
the building just south of the beggar). If you talk to the priest or give
him the writ, he will give you a gold statue. You should have four of these
statues now, and you are very close to finishing your quest. Take the swan
back to Tambry.
THE FIFTH STATUE AND THE HIDDEN CITY OF AZAL:
The fifth statue is probably the hardest one to find. As far as I can tell,
the game gives you no clues about its location. It's in the Seahold, which
is a castle on the southeastern tip of Holm (it's marked on your map). Enter
the castle, and you'll find the statue right there.
Once you have all the statues, take your swan and fly to the city of Azal,
which is in the burning waste. This city is normally invisible and appears
only when you have all five golden statues. Search the city thoroughly, and
you will find a red rose.
THE CITADEL OF DOOM AND THE ASTRAL WORLD:
You now have all the objects you need, and you are ready to find the
necromancer. His citadel is not marked on your map, but it is located in the
Black Mountains just south of the lava pits. (On your map, these are the
little circles in the Plain of Grief.) You can't land the swan near the
citadel because the ground is too hot. You'll have to park a considerable
distance away and walk. When you arrive at the citadel, you'll see a lake of
fire blocking the entrance. You can walk right over it if you have the rose.
Inside the citadel there is a force-field barrier, but the crystal shard
neutralizes this. Once you've passed these two obstacles, you will find the
portal to the astral world, which is the endgame.
The astral world is a series of colored walkways suspended in space. The
green walkways are safe. When you're walking on the orange squares, your
speed doubles. The blue sections are very slippery, and it is easy to fall
over the edge. Just go slow and you'll have no problems. If you do fall off,
your character dies and will be restored minus two luck points. This is why
it can be important to have a high luck score before playing the endgame.
Explore the astral world for a while, and you'll eventually come to a large
black area where no stars shine. Just step into the blackness, and you'll
find that all your directional keys now work in reverse. For example, the
key that normally moves your character south, now moves him north. In the
center of the black area is an orange plane where the necromancer is waiting
for you. Use your wand to slay him, and he will release the magic talisman.
Take it, sit back, and enjoy the ending.
Back