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:
- Save the game at all available save-locations (bow in front of the statue).
- Watch your power level - use power-potion as required ('large white bottle').
- Don't use ANY 'small brown bottles' - they are poisonous potions.
- Bats rob power - either kill them, avoid them by ducking, or outrun them.
- Use varied sword techniques on the different types of demons and guards.
- Shurikens (ninja-stars) are most useful on archers and evil-wizards.
- Several rooms have multiple objects in them, so search carefully.
- Falling into pits is instant death in most cases (FiRMINSURANCE or not!).
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;
- have full power;
- jump quickly to within striking distance;
- use only the stand-up striking method;
- 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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