TARGHAN (?) (?)

Map and route info for solution of game:

SYMBOL LEGEND:

@ = game starting point
X = normal room
E = exchange object(s)
B = bat(s)
P = power-potion bottle location
T = teleporter (must have sparkling rock)
# = connection only via teleportation
^ = jump required
G = get object(s) here
Q = get object(s) with demon/bat(s)
C = use caution (falling objects)
D = demon/guard/archer
S = save game location (must bow)
| = hole with rope
: = pit (must avoid falling into)

MAP OF LEVEL #1:

  a  b  c  d  e  f  g  h  i  j  k  l  m  n  o  p  q  r  s  t  u  v  w  x  y  z

0                                                 X--D--D
                                                  |     |
1                               Q--D--D     D--D--D^G G^G
                                |     |     |     |: : :
2                            X--X     D--D--X     X--D--G--S-->(TO LEVEL #2)
                             |                                 (becomes 2a)
3 G--@--X--D-^B^-G--D--S--B--Q
        |              :
4       |              :           P--X--X--G        G--X--B--X--X--D--X--X--X:
        |              :              |                 |     |           |   :
5       X--D--G--C--Q--D-^X--X--B--X--X--B--X--B--D--X--X--B--X--X--B--X--X--P:
                             :     |        |           |     |               :
6                                  X--B--X--X--D--X--X--X--B--X--D--G         :

SUGGESTED PATH FOR LEVEL #1:

3b,3a,3b,3c,3d,3e,3f,3e,3d,3c,5c,5d,5e,5f,5g,5h,5i,5j,5k,5l,6l,6m,6n,6o,6p
6q,6r,6s,6t,6u,6v,6w,6v,6u,5u,5v,5w,5x,5y,5z,5y,5x,5w,5v,5u,5t,5s,4s,4r,4s
5s,6s,6r,6q,6p,6o,5o,5n,5m,4m,4l,4m,4n,4o,4n,4m,5m,5l,5k,5j,5i,5h,5g,5f,5e
5d,5c,3c,3d,3e,3f,3g,3h,3i,3j,2j,2k,1k,1l,1m,2m,2n,2o,1o,1p,1q,1q,1q,0q,0r
0s,1s,1s,1s,0s,0r,0q,1q,2q,2r,2s,2t

MAP OF LEVEL #2:

  a  b  c  d  e  f  g  h  i  j  k  l  m  n  o  p  q  r  s  t  u  v  w  x  y  z

0                G--Q                                         G--D
                 #                                            #
1                T--X--D--X                       D--D--D--X--T--D
                    |                                      #
2 E--Q--X--D--D--Q--D--X--X--D--D--X--D--S--Q--D--D--P--D--T--D--D--X--T
                          |                                            #
3                      Q--X                                         X--X
                                                                    |
4                                                          Q--Q--B--X

SUGGESTED PATH FOR LEVEL #2:

2a,2b,2c,2d,2e,2f,2g,1g,1f,0f,0g,0f,1f,1g,1g,1h,2i,3i,3h,3i,2i,2j,2k,2l,2m
2n,2o,2p,2q,2r,2s,2t,2u,2v,2w,2x,3x,3w,4w,4v,4u,4t,4u,4v,4w,3w,3x,2x,2w,2v
2u,2t,1t,1u,0u,0v


SPECIFIC REQUIREMENTS FOR SOLUTION:

GENERAL NOTES:

SPECIAL PROCEDURES FOR SOLUTION:

Ok, basically proceed down the suggested path for level #1, getting all the objects and reading all the scrolls. The shurikens (ninja-stars) are the least important and should be thrown as necessary to make room for other objects. Once you return to the surface and reach the first save-point, at map-location '3h', discard (place on ground) everything except the 'golden goblet' (from location '4r') and any remaining shurikens and then save the game...

Now continue the game until you reach location '1q'. Here you must make some special jumps across the rope to the small 'island-platform' and get all the objects there, then jump back. The same is true for map-location '1s', (if you should 'fall-through', it's no big deal, just climb back up via the rope at location '2q' and try again). When you reach the second save-point at '2t', insure that you have the small 'red box' (from location '3j') and the 'golden goblet', and then save the game again...

Moving to the level #2 map, the first thing you will encounter at '2a' is the friendly wizard 'Athna-An'. Bow to him and then place the 'golden goblet' on the ground. He will then leave the 'sparkling stone' for you to pick up. (This stone must remain with you at all times for you to be able to see and use the 'teleporters'.) Continue the route until you reach the 1st 'teleporter' at map-location '1f'. Enter the 'teleporter', wait to be 'transported', then exit to the right at '0f'. Get the 'small yellow bottle', then enter the workshop of the evil-wizard at '0g'. Destroy the evil-wizard (and the bats), then get the two (yellow?) 'stone-tablets' one- at-a-time, use them (this will display their messages), then drop them again (you don't need to carry them once they have been read). Get another 'small yellow bottle', and the 'small red-orange bottle', (use caution as there is also a 'small brown bottle', which contains poison).

Exit the workshop (via 'teleporter') and continue to location '3h'. Use a lot of caution here, as every breath of flame will damage you an amount equal to 1/2 of the maximum power. (The best procedure I found is to get as near as possible, wait for a breath, use one of the 'small yellow bottles' (a shrinking potion) to travel under the flame until right-against the dragon, 'duck' through next breath (you will be large again), get the object, 'duck' again for another breath, then jump back quickly...) Do NOT use the second 'small yellow bottle' here as it is required below. Save game at '2n' with the following: 'red box', 'sparkling stone', 'small yellow bottle', 'small red-orange bottle', and the 'necklace'...

When you reach the 'teleporter' at '2t', quickly 'walk-through' it and continue to location '2x'. Enter the 'teleporter' here and exit at '3x'. Now use the small 'red-orange bottle' (see-in-the-dark potion) and travel to '4v'. Use the remaining 'small yellow bottle' to enter the hole on the left of the screen into location '4u'. Destroy the second evil-wizard and get the 'small yellow bottle' there for your exit via the same opening. Handle '4t' with a cautious 'jump-duck-get-duck-jump' technique, then travel to '0u'.

THE FINAL BATTLE WITH THE EVIL ONE:

Now, you can ignore the shuriken at location '0u', because it's useless against the EVIL ONE himself... Best advice here is that when you enter '0v' for the final battle;

  1. have full power;
  2. jump quickly to within striking distance;
  3. use only the stand-up striking method;
  4. strike a lot!!!
(Or, do like I did and use the FiRMINSURANCE key... (hehehe))

Like it *should* now say on the screen...

THE END...

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