Eamon #7 “The Devil’s Tomb”
Walkthrough by Tom Zuchowski
This isn’t really all that difficult of an outing, except
that there are one or two puzzles that will surely try your puzzling skills as
well as your patience!
First, the hints, for those of you who want to try this on
your own. These are largely repeats of the hints listed in the review:
You must often type in full commands with no abbreviations.
However, when working with doors, use the object name DOOR instead of the door’s
listed name.
The first door can’t be opened, but there are two standard
commands that will get you out.
The second door can only be opened, but it takes ALL
of your strength to do so, even that strength you are using to carry your stuff.
Well, let’s get started! This time out, we’ll take the
scenic route and hit almost all of the rooms. I will say to kill most of the
denizens you see, but there is a chance that some might be friendly, so you
might want to test them before attacking.
As the adventure opens, you find yourself trapped in a cell
in the Devil’s Tomb. Obviously, your objective is to find your way out, and
maybe pick up a little treasure along the way.
First off, let’s check the command list. Our new commands
are BET, OPEN, and READ. Given the age and level of this Eamon, odds are good
that the new commands are special purpose and not general-use.
We need to do something about that door. Hmm, it won’t
open, and you can’t attack it. Let’s try magic and use our POWER spell. It
vanishes! (POWER is the intended command, but if your POWER spell is weak,
you’ll find that a minor programming bug lets GET work just as well.)
Go S into the torture chamber, then W into a cell, and get
the diamond ring. Return E.
Continue E into another cell. There’s nothing here, so
return W.
Head S to a T-intersection. Turn E, and kill the zombie.
Continue E and kill the lizard.
Let’s look up those stairs: go N three times to a platform
and look around. There’s nothing here, so return S three times.
Go E into a cell with shiny blue walls. Read the word NEAMO
on the floor. If you SAY NEAMO, you will be randomly transported elsewhere in
the dungeon. We don’t’ really need to do that, so return W three times to the
first T-intersection.
Go W four times. Get the painting and vase along the way if
you wish. There’s nothing here, so return E.
Turn S to a corridor with a hole in the west wall. Get the
bow.
Go W through the hole and kill the torturer. Go U the
ladder into a huge cavern. A book! Get the book and read it, and learn the spell
TREZORE. (TREZORE is a very powerful spell that is very similar to POWER. It
carries the chance of great reward as well as great danger. It looked to me like
the odds may favor a harmful result. TREZORE is not needed, but it has a lot of
interesting results. Use it at your pleasure and your peril.)
Go S to a 4-way intersection. Continue S into a cell.
There’s nothing here either, so return N.
Head W and get the ruby. Go N and kill the wildman. There’s
nothing else here, so return S and E.
Go E down the tunnel. Kill the Blob, then continue E to a
T-intersection. Go N – we’ve been here before, so return S.
Go E to the bend. Read the inscription – hmm, apparently we
can’t read inscriptions.
Go N into a cell and kill the infant. Get the old book.
Sheesh, this can’t be read either. There’s nothing else here, so return S.
Continue S, then E, then S again. Go S into another cell.
Open the box of TNT and find it’s empty. Return N.
Go W into another cell and pick up the sling, then return
E.
Go E down the corridor and find a golden apple. The apple
is a trap that explodes when you pick it up, but the damage is minimal., and you
do get to keep the apple.
Continue E to the end of a long hallway. Notice that south
wall? Don’t do a LOOK yet; we’ll be back shortly to check that out. For
now, head N up the corridor. Kill the tiger.
Go W into a fancy room, find nothing, and return E.
Go E into the casino, and find a scroll. Get the scroll. It
will crumble to dust if you try to read it.
You can BET on the Wheel of Fortune if you wish. This is a
very high-stakes game! You bet points of your hardiness, agility, or charisma,
and you might die if you get a bad spin.
Return W and go N, then N again to find a dead end. Get the
necklace, then return S three times to that wall we noticed.
LOOK, and find a secret passage south! In fact, you’ve
moved into the passage, and there’s no going back. You can get the trident, but
it belongs to the Devil and it will burn you (a trap.) Also, if you try to ready
it, it will burn you again and then disappear (another trap.)
Go E, and get the bottle. Read the bottle. What’s this? It
turns out that the bottle is filled with a harmful gas that will slightly injure
you if you open the bottle (yet another trap.)
Go N into a small chamber, and kill the witch doctor. Get
the shield and the gold spear, then return S.
Continue S into another small chamber. Open the chest, and
get all. Return N then W.
Continue W, then S to an arch. It says ABANDON HOPE ALL YE
WHO ENTER HERE. Well, that sounds both promising and dangerous. Let’s check it
out! Go S through the arch.
The Devil’s Temple! Yow, there sure are a bunch of bad
guys. Fortunately, they are rather cowardly. Clean them out.
There are exits in all directions, but I’ll save you a
little aggravation right now and tell you that all of the exits are death traps,
except for the way you came in, and the iron door.
That big bolted iron door looks interesting. OPEN doesn’t
work. POWER doesn’t work. TREZORE doesn’t work. There’s only one way to get it
open. DROP ALL, then OPEN DOOR. Pretty obscure, I have to say.
OK, it’s open. GET ALL of your stuff, and go W through the
door.
You’re out! Sell your loot, and head home!
Eamon #19
"Death Trap"
Walkthrough by Tom Zuchowski
We had a request for this Eamon. While it's an early one, it has a well-earned
difficulty level of (9), and there is plenty of tricky combat plus some obscure
puzzles to boot.
First, let's get up to speed on
some features of this Eamon. In the early style, it uses a lot of randomizing;
there are lots of monsters that may or may not be friendly, and results of an
action can vary quite a lot from one try to the next.
This dungeon tailors itself to
your character's weapons. During initialization, the MAIN PGM examines your
weapons, and adds more and tougher monsters to equalize your big guns. If the
total of your weapons' dice times sides adds up to less than 50, you get the
"minimum" dungeon, but if it adds up to more, you get more and tougher monsters
on an ascending scale. To give you a reference, the weapons used by "FRESH SAM"
add up to 132. The extra bad guys are placed randomly. I can't predict what
weapons you'll bring, or where the tough guys will be randomly placed, so this
walk-through addresses the minimum dungeon only. There is actually pretty much
everything you need here in the way of weapons and armor.
This Eamon is a straight
kill'n'loot scenario with your only quest to escape alive. The entrance is
sealed, so you need to find an alternate escape route. It turns out that a lot
of the combat is optional to the basic route out, but we'll hit every room to
let you know what you will see and do. We won't discuss treasure either, but
please feel free to grab all you can carry. For simplicity, we'll assume that
all the variable-friendliness monsters are enemies.
This is a tough Eamon to
survive, so I suggest two MAIN PGM modifications before you get started: delete
lines 1055 and 30130. Doing this will prevent the FRESH MEAT and saved game
files from being deleted. Thus, if you get killed or simply wish to restart
while playing, all you need do is halt the game with a control-C, type CLOSE,
then RUN.
So let's get started!
You begin the adventure hanging
onto a sheer cliff face, and must climb up or down. Right away, you hit a stroke
of good luck and find a climbing rope! GET the rope.
Go up twice to the ledge where
you must use the rope to proceed. THROW ROPE. Odds are such that you may miss
many times before you succeed. There is also a 10% chance with each throw that
you will slip and die.
Once you secure the rope,
continue up twice, then go SE twice, then E twice to the cave entrance. Go south
and enter the cave.
Trapped! The entrance is no
longer passable! Now you need to find another way out. There are three different
ways out. The first is via the POWER spell. If you are asked to surrender and do
so, you are returned safely to the Main Hall. But we are not losers, so we'll
find a more honorable way out!
Go south to the T-intersection,
then head east twice. A blue dragon with a bad attitude, and a magic ring!
Before you do anything else, GET the ring.
Here is the first trick this
Eamon throws at you. WEAR the RING. (Hey! There's no WEAR in the command list!
This is not a bug. John did it that way on purpose. Gotcha!) This is a
first-rate magic ring, and it boosts your armor to 100 (regular plate armor is
7). Not too shabby. But there is a catch: once the ring absorbs a certain number
of hit points of damage, it vanishes from your finger. You can recharge the
ring's power by periodically removing it from your finger with the REMOVE RING
command. (Hey! There's no REMOVE command in the list, either!) There is no harm
in wearing it constantly, but it's a good idea to recharge it pretty often. The
ring's capacity is randomly set and can vary between 50 and 170 hit points.
(Here's a hidden testing
feature: if you are wearing the ring and answer "T" to the POWER spell's
surrender question, you are made pretty much invincible. But we aren't cheaters,
either, so we'll work it through the hard way!)
Now that you are protected,
kill the dragon. Take a LOOK around. A dark hole to the south! Go south into a
closet. That south wall doesn't look too sturdy, so try going that way, too. You
find a small white pill. This pill will heal all your hits one time (the command
is TAKE PILL).
Go south and kill the wizard.
Head east twice. Wow, who stepped out of the mirror? A clone of yourself! He'll
have the same weapons and armor as you, and more will appear shortly, so you
need to shut that business off right now. ATTACK MIRROR. Get that big mirror
fragment, it may come in handy later. Go back to the T-intersection two rooms
west of the blue dragon (W,W,N,N,N,W,W)
Go south, then west. Kill the
hill giant, and get the shovel. Go back east, then go south twice, then SW to
the 4-way intersection. Go NW, then DIG in the soft ground. A box, and a huge
diamond! Go back SE. GO SE again, kill the warrior, and DIG. A skull. Return NW.
Go SW to another 4-way
intersection, then go SE twice to a "very strange" four-way intersection. Go
east from there. You meet the Lone Ranger, who will probably be your friend. If
he turns out to be your enemy, be sure to get his pistol after you kill him.
Go back to the last 4-way
intersection (W,NW,NW). If you killed the Lone Ranger and have the pistol, READY
it now. Go NW, then north. Kill the Werewolf (the Lone Ranger used silver
bullets, remember?) The Lone Ranger isn't a very good shot; if he is with you as
a companion, you may have to "kill" the werewolf several times before he finally
nails it permanently. Return to the intersection.
Go SW, then west. Get the
wooden stake. Never know when you might run into a vampire. Go south. Wow. Here
you find Odin's spear, Gungnir, guarded by a Viking. The Viking won't fight you
unless you try to get the spear. Gungnir is a first-class magical weapon with
4D12 damage potential. The easiest way to get it (though somewhat cowardly) is
to attack and kill the Viking before you touch the spear. Whether you get the
spear or not, head back to the intersection. (N,E,NE)
Go back SE twice to that "very
strange" four-way intersection. Go SW, then south, then east. Kill the black
dragon and get the cannon. (Here is the second way out of the cave. If you
return to the entrance and ATTACK ENTRANCE with the cannon as your ready weapon,
you will blast it open so you can leave.)
Go back to the 4-way
intersection (W,N,NE), and go east from there to where you met the Lone Ranger.
LOOK reveals a secret passage to the east.
Go east twice to the tomb and
kill the caveman. Go south twice to the trophy room, and east into a
T-intersection. Go south and kill the mammoth, then return north.
Go north, then east into a
4-way intersection. Go east twice to a room with a statue. READ the door. You
can't understand it, but you can make out the name MEDUSA. Medusa was the Gorgon
who turned men to stone when they looked upon her. No doubt the fate of this
stone statue here. Let's see if we can't free him-- keep trying POWER, and you
will eventually hit a result that turns the statue into Perseus.
READY the mirror. Now you are
gazing into the mirror, but still have your old ready weapon readied as well. Go
south into Medusa's lair and kill her. Go back north.
Go north into the other
chamber. GET the bottle and OPEN it. A genie! He's just a fighting companion,
but the more, the merrier. Return to the last 4-way intersection. (S,W,W)
The four rooms to the south of
the intersection are simple enough and don't require mention here. To the north
are two doors; you can open them with an OPEN DOOR command. Behind the north
door is an evil book. There is nothing to gain from opening the book, but if you
do, you will find yourself facing four movie monsters and will need that wooden
stake. Return south to the 4-way intersection.
Return to the last
not-fully-explored 4-way intersection (W,S,W,N,N,W,W,W)
Go NE, then east three times,
then north. You meet Unus, who is said to be indestructible. If you have trouble
damaging him with your weapons, use your BLAST spell on him.
Check out that east wall: it's
just paper. Go east twice. You'll pick up Lockjaw as a companion, which is good
and bad, as Lockjaw may randomly teleport you at random moments. Go north twice.
You may or may not be able to
get a bead on Vanisher with your weapons, but the BLAST spell works well on him
also. Go north twice.
Uh-oh. This Baalzebul character
is in fact as bad as he looks. I could find only one way past him, and that is
to FLEE until I achieve the state where he didn't follow me and I am in a room
ahead of him. There's no telling where you will be by the time you achieve this,
but from this room head on north to the bend.
Go west twice. A dead end, but
you can DIG here. If you DIG west several times, you will eventually break
outside by the cave entrance.
And that's it. Head back down the cliff and return to the
Main Hall, and collect on your bet!
Eamon #44 “Escape
from the Orc Lair”
Walkthrough by Jared Davis
This Eamon is actually very simple, and has many secret passages discovered
by LOOK, but as soon as you find them, you go through them immediately!
LOOK around first of all. Ah, you go DOWN! Now find a "T-intersection E-W &
N." LOOK to go south. ATTACK SNARG and FLARG.
Go on South, West, and Up to find Corondol. Go Down and West. ATTACK BORK and
CORK. Go South, South, South, and ATTACK the GIANT PIKE. Go South, East, and GET
the RUBY. Go East to a big battle. Eugene may or not become a companion. Go East
when all the enemy orcs are dead. Here are more orcs! Mork may become a
companion.
Go North, East, and GET the CRYSTAL. Go East, and LOOK to go North.GET the
COINS. Go South.
Go East, South, and ATTACK the enemy orcs. Go South, West, and ATTACK Klorg,
Blorg, Mortimer, and Ferdinand. Go West, South, LOOK to get out! You can finish
now or go back inside. I suggest leaving.
Thanks a lot!
Eamon
#62 “The Caverns of Doom”
Walkthrough by Paul J. Hollander
Tom Zuchowski reviewed this adventure (EAG, Sep. '96). He
complained about the spelling errors and room connection errors. I agree
completely. Tom also criticized the lack of a theme. The Egyptian elements
hint at an ancient Egyptian theme, which could have been very interesting. But
the monsters and artifacts from other mythologies bury the Egyptian elements.
Tom reported that the room exits were usually well enough
marked. I found the hallways to be well marked, but the room exits are not.
Mapping was mandatory just to remind me where I entered a room. This wouldn't
be a bad problem if there was only a single entrance. But 18 of the 100 rooms
have unmarked exits in addition to the entrance. Concealed doors should be
visible if one LOOKs, but these are not. Bashing into walls looking for exits
gets frustrating very rapidly.
Tom was unable to find an exit to the Caverns, and neither
could I. However, one room is named Exit Chamber, obviously marking where the
exit should be. After spending a few days with the Caverns, I decided to add an
automatic exit (line 205). I also modified the LOOK command (lines 6052-6058)
to show all the exits.
Modifications to the Main Pgm:
205 IF ROOM = 96 THEN ROOM = 97 : NBTL = 0 :
GOTO 100
6052 A$ = "EXIT " : PRINT DK$;"READ EAMON.ROOMS,
R";ROOM
6054 FOR D = 1 TO 6 : INPUT R2 : IF R2 THEN A$ =
A$ + MID$(" N S E W U D ", D*2, 2)
6056 NEXT : PRINT DK$ : PRINT A$
6058 IF ROOM = 98 THEN PRINT : PRINT "A VINE
COVERED SIGN POINTS NORTH TOWARD THE GUILD
HALL."
I persistently try to read scrolling text. This strains my
eyes and has given me some bad head- aches. So I added another modification to
minimize the scrolling:
Line 300 becomes line 302, and a new line 300 is added.
300 HOME : PRINT "YOUR COMMAND? "; A$
Make the modifications to a copy of The Caverns of Doom.
There are still twisty passages, unfriendly monsters, and death traps. But with
luck and a good healing spell, the adventurer can get out alive with a pack full
of loot.
The adventure's primary objectives are the four stolen
pieces of computer equipment. One can leave the caverns with none, some, or all
of them. Other loot is usually less valuable, so if anything must be abandoned,
the computer parts should be the last to go.
_______________________
The following route seems the most direct to the computer
equipment and the exit:
One enters the Caverns and walks south into a large cavern.
Go west to the large room and make friends with Superman. You need all the
friends you can get. Continue west then south into the green room. Go south.
The cyber-nibble lies in the hallway.
After getting the cyber-nibble, continue south. Turn east
then north into the staff room. Continue north through a one-way portal to a
west- north bend. Go north, then east to a T-intersection. Continue east to
another T-intersection. Turn south and continue south all the way to the end of
the hallway. Turn west into the space room, where the cyber-bit lies.
After getting the cyber-bit, return east into the hallway.
Go north to the first T-intersection, then west to a four-way intersection. Turn
south, then west, then north to get to another T-intersection. Turn west, and
enter the lava room.
Go south from the lava room to a four-way intersection.
Turn east into the secret room, and climb a ladder to reach the endgame
beginning. Go south to a four-way intersection. One of the hallways leads to
one of the missing computer parts and another leads to the other missing part.
Take the east hallway for two moves. There is a room to
the south, where the cyber-byte is located. Get the cyber-byte, and return to
the four-way intersection.
Walk west to the vertical chamber, and go up. Go east to a
four-way intersection, and turn south. Continue south through the chapel to the
burial chamber, where mummies are prepared. Go down, then proceed east through
several rooms. The hallway turns north to enter a four-way intersection. Go
north into the Egyptian room, and get the cyber-key.
You now have all four of the stolen computer parts in your
pack, and you want to leave the Caverns. Go north into the exit chamber, where
you are spit out into the forest. Stroll north until you reach the guild hall.
You've won, and the townsfolk reward you handsomely.
Eamon #74 “DharmaQuest”
Walkthrough by Tom Zuchowski
In this adventure, you have
offended Hokas, and he sends you to another land to learn some manners and
compassion.
First, the hints for those who
wish to solve it on their own:
If you delete line 19050 from
the MAIN PGM, you can restart a saved game more than once. You will need a
separate “Save” disk . This disk will be formatted and erased when you save a
game to it.
There are two ways to exit the
adventure. One is through a simple magical portal, which can be done at any time
once you find it. The other exit is more difficult to achieve, and gives a far
more satisfying outcome. The maximum outcome ends with the gods boosting every
one of your major stats. Those of you who use cheater-superman characters will
not want to return to the Main Hall, as the reward maxes your main stats to 25.
Use the Ring of Asroth
sparingly. You must kill some enemies in the conventional fashion in order to
learn every clue you need to completely solve this outing.
There is a bug that deposits
you in the Temple of Aphrodite if you SAY something that the program doesn’t
recognize. You will find things less confusing if you only SAY things you are
reasonably sure that the SAY routine should recognize.
There is a random chance that you will
be denied entrance at each of the four temples. There is nothing in these
temples that you have to have in order to achieve the maximum outcome. If you
want to complete all of the temples, here is a workaround:
1) If the statue disappears and
your prayers are ignored, halt the game with a Control-C, then type:
R2=xx:POKE51,0:GOTO3500
2) Replace “R2=xx” with
these values:
Temple of
Poseidon: R2=39
Temple of
Apollo: R2=45
Temple of
Aphrodite: R2=63
Temple of
Artemis: R2=52
Be aware that the gods cherish
their pets!
OK, those are enough hints.
Let’s get started!
Many people that you meet have
a random chance of being friend of foe. Take care of them as necessary if they
are enemies. Note that there are some exceptions, listed below.
Note the new commands: PRAY,
HELP
As you begin, there is nothing
to see in any direction but north, so go N and meet Gwynnith. Continue N, then
go E into a cave and meet Polydorus
Continue E deeper into the cave
and discover TABLET1. EXAMINE TABLET1 (NOTE: you MUST use the FULL command!
Command abbreviations often do not work with the EXAMINE command in this Eamon.)
You learn about 4 great
wizards’ magical rings:
Ilgaard’s
opens locks and seals
Twalrep’s
cures wounds
Xantec’s
gives wisdom
Asroth’s
destroys all in its path
Return W twice to the canyon,
then go N into the valley Climb U into a small cave and meet a hermit in
trouble. HELP the hermit, and acquire the bronze Ring of Ilgaard. Return D to
the valley.
Continue N to the river bank, then go
N again into the river, and discover TABLET2. EXAMINE TABLET2, which reads:
F.OM ..S..TH CAME ….R,THE
B.A.. WIZARD.. KIL.ED THE FOUR AND USED
A SPELL TO
WELD THE RINGS INTO THE
ULTIMATE RING OF
POWER.HE WAS SLAIN BY THE
GODS FOR THESIN OF HUBRIS AND THE RINGS
SCATTER.. TOTHE FOUR .INDS. THEY … … ..
That looks interesting! We’ll
have to remember that.
Go W upriver and help a drowning boy.
He tells you that death lurks west of here and east of the ford. Believe him,
and return E.
Continue E. Here is the ford,
so let’s turn N. Continue N again into the village.
There is nothing of real
interest in the huts; explore them as you wish.
Continue N into the Grove of
Athena. Help the old woman, and acquire the golden Ring of Xantec. SAY XANTEC
and learn how to use rings (I guess you already knew that, though, huh.)
Return S three times. Continue
S to the south side of the river and meet Deiphobus. Then go W three times along
the path.
Don’t go D below the bridge.
This is the same point in the river that laid W of the boy, and Death awaits
there. Instead, go N across the bridge and meet Polydamus.
Continue N to the city gate.
The gates are locked and you are blocked here. This looks like a good place to
try out the Ring of Ilgaard – SAY ILGAARD. You find yourself on the Main Plaza,
where you meet Memnon.
You will get yourself into some
combat if you GET the statue of Patroclos. There is nothing to be gained apart
from the thrill of combat and the chance to see a couple Effects. It’s your
call.
Go N to the palace, then go W
and find a crying girl who can’t get her cat. HELP the girl. Have you noticed
that none of these people in trouble quite seem to be what they appear to be?
Return E.
Go N twice to the throne room,
then N and meet Machaon.. EXAMINE TABLET3. Hmm. To gain the power, you have to
not only possess the four rings but must also be noble of spirit? Well, we
have been helping all of these people . . .
SAY XANTEC and learn of a
secret passage down. Go D and meet Theoclymus. SAY XANTEC again and learn of
another secret door down. Continue D and meet Xuthus.
You have found a gold box. SAY
ILGAARD. Get the black Ring of Asroth and some other loot. DonoteversayASROTH unless you have an enemy standing before
you! Even then, use it sparingly. When you destroy an enemy, you also destroy
whatever he is carrying; so only use it when you are sure you won’t want what
they might have, or if you are perhaps trying to leave no evidence. I wound up
not using it at all and didn’t miss it.
Return U twice and go N into a
courtyard. SAY XANTEC and discover another secret passage down.
Go D and discover a
sarcophagus. EXAMINE INSCRIPTION. The Black Wizard! The tablet said that we need
his name to forge the rings together. Let’s see if we can find any clues in the
sarcophagus. SAY ILGAARD.
Oops. He’s not so dead, after
all. Kill him with your weapon. Do not use the Ring of Asroth! If you use
the ring, you will never learn his name. As soon as he dies, note his name! It
will appear just as he dies. You get just this one chance to learn it, so be
attentive. Write it down, as it changes with each play.
Return U, S, and E. Continue E
and meet Phaedra. SAY ILGAARD to open the silver box, and discover the silver
Ring of Twalrep. If you are injured, feel free to use this ring as needed to
heal yourself. You may require multiple tries before you become totally
rejuvenated.
OK, we’ve got all of the rings,
and we know the Black Wizard’s name. But let’s hold off on that until we’re
through exploring everything else.
Return W, then go N and meet
Nemo. I expect you’ll have to kill him. Continue E into the wizard’s lair.
EXAMINE INSCRIPTION over the door. Is this the exit? (Yes, this is the quick way
out. But we are going for max points here, so don’t go through it!)
Return W, then S four times to
the Main Plaza. Go D to the Plaza of Temples.
Go W into Temple of Aphrodite
and PRAY.
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=63:POKE51,0:GOTO3500.)
EXAMINE INSCRIPTION over the
east door. Big deal, danger, and glory, the usual stuff. Yada, yada.
Go E through the door. It
becomes blocked behind you – you’re trapped! EXAMINE INSCRIPTION on the wall and
find a riddle! Luckily, it’s the old Sphinx riddle that we’ve all seen on many
an outing. Answer MAN and learn the magic word to exit (get it right the first
time—you just get one chance.)
Get the gold ingots, then SAY
NAUTA to escape the room.
Explore the south room if you
wish, then go into the west room and meet Helen. SAY XANTEC and learn of a
hidden door behind the mosaic. Go N and find yourself back in the little girl’s
garden. Return E, S, D to the Temple Plaza.
Go N into the Temple of Apollo,
and PRAY.
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=45:POKE51,0:GOTO3500.)
Go N, then W, and get the
hamster. Return E. Continue E and meet Admetus. Get the chest if you wish.
Continue N and meet Cassandra.
SAY XANTEC and find a secret
passage down. Go D and find a crown. Get the crown. A python appears! Do not
kill him. Give him the hamster and earn his trust.
Again SAY XANTEC and learn of
another hidden passage in the floor. Continue D and meet Astynax. Go S and
return to the Temple Plaza.
Go E into the Temple of
Poseidon, and PRAY
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=39:POKE51,0:GOTO3500.)
Go W and get the salt. Return
E. Explore the south room and return.
Go E and meet Thetis, and then
continue N. SAY XANTEC and discover a secret passage north, behind the mosaic.
Get the golden cup. A sacred bull appears! Do not kill him. Give him the
salt and earn his trust.
Go D into the pool, and find
yourself in the small cave near the beginning. Return to the Temple Plaza (D, N,
W, W, N, N, SAY ILGAARD, D)
Go S into the Temple of
Artemis, and PRAY
(If the statue disappears, this
temple is barred to you. You can still proceed by halting the game with
control-C and then typing:
R2=52:POKE51,0:GOTO3500.)
Go N, then E, and meet three
Amazons (alternatively, you can go S and circumnavigate the island until you run
into them from the other direction.)
Go S, then D and meet
Andromache and Clytemnaestra. Get the jewels, then return U.
Continue U and meet Penthesilea
and her leopard. EXAMINE INSCRIPTION on the door. It says THE FIRST SHALL BE
LAST AND THE LAST FIRST. SAY DNEIRF AND ENTER.
That’s simple enough—SAY FRIEND
and find yourself on the path outside the city.
OK, we’ve done it all. Time for
the finale. SAY the Black Wizard’s name.
Lots of gods here. Let’s try
PRAY and see what happens.
Not bad!
Eamon #77 "Temple of the Trolls"
Walkthrough by Tom Zuchowski
We are on a Quest to have a
superior weapon made for us by Grommick, the Trolls' master armorer.
If you want to solve it
yourself, here are a few clues:
Look before you leap.
Ulik can be sidetracked easily
if you do something unexpected.
The dead adventurer merits
closer inspection than you might think.
The HANSWORD is a 2D10 weapon.
That's enough clues. Let's get
started!
This walk-through will hit
every room and feature, even the ones not necessary to complete the Quest.
The intro spoke of an old map
that we had obtained. Let's try doing an inventory and see what we have. Aha.
READ MAP. OK, now we know what we will need to get our weapon made.
Go N, and LOOK around. You find
a sword blank of excellent quality. How convenient! Get it.
Read the runes. What's this all
about? Let's see if it's a magic word: SAY TREZORE. Yep, that's a good one!
(Note: there are a lot of
Trolls wandering around this place. Many will be friendly, and many will not. I
will mention them in this walkthrough and will leave it up to you to handle them
as necessary. By the way, the KISS command is somewhat effective in winning
enemies of the opposite sex to your side.)
Go N and kill the Sentry. GET
BOTTLE. EXAMINE BOTTLE. Good, a healing potion. We'll want some light too. How
about that torch on the wall? EXAMINE TORCH. Aha. GET TORCH.
Go E twice. Let's find out what
that dead Adventurer is all about. LOOK. Aha. GET TOKEN OF PEACE. Let's look
some more. EXAMINE CORPSE. He's got something in his hand! EXAMINE CORPSE a
second time. GET SCROLL. READ SCROLL. This peace offering should be useful!
Go S twice. Let's check the
hole for trouble and do a LOOK. A ledge! Go S onto the ledge.
Hmm, what's the point? LOOK. A
secret passage West! Go W twice. Get the MAGIC AMULET. READ WALL. The wall says
PRO EC ME. Could that be PROTECT ME? Let's try it: SAY PROTECT ME. Not bad!
Go back E twice to the ledge.
JUMP over the pit. (There is a random chance that you will fall into the pit
below. This merely puts you into a different place in the map. This is quite
playable, but we are not going to handle that possibility in this walk-through.
If you fall below, you need to get back up top to stay with this guide. You can
do this by halting with a control-C and then typing:
MD%(0,13)=0:R2=8:POKE51,0:GOTO3500.)
You encounter the king of the
Trolls!
King Holfane is undoubtedly the
desired recipient of the peace offering. Give the scroll to him, then give the
Token of Peace to him. He responds favorably by teaching you a magic phrase.
Remember it well! (This phrase changes each time you play, so there is no point
in naming it here.)
Now what? This is a dead end.
Try LOOK. A secret stair to the south!
Go S, S, W and meet Halfjac.
Then go S and meet Wenda. Then go E twice and meet Timik. Go N and encounter
Brodjac. Go W, W, S to the room where you met Wenda. LOOK, and find a hidden
stair down.
Go D and meet Frong. Go N
twice, and discover the room that is at the bottom of the pit you jumped over.
Go W and meet Rupper. The BLANK 2 you find here is not as good as the one you
already have.
Go E twice and meet Quater.
LOOK and find BLANK 3, which is even poorer in quality.
Return W, S, S to the stair. Go
E and meet Sanig. Return W then go S.
That stone slab door isn't
going to move easily. Maybe that's what the magic phrase it for? Say the magic
phrase that King Holfane taught you. The door opens!
Go S three times and meet
Slavack and the slaves. LOOK, and find a secret passage west.
Go W twice and meet Neadie and
Yeadie. Return E, then go S and meet Seargant (sic) Hawk, Troggie, and Soggie (dontcha
just love the names that John came up with?) LOOK, and find a large iron key.
GET KEY.
Return N and E and FREE THE
SLAVES. They seem pretty grateful, huh. Get the loot, too!
Go S three times to the slave
pen. Return N then go W, W, S, E and meet Harry. Return W, then go S and find an
iron gate. You'll find that the gate is locked, and that we need different key.
Continue S, S, W and meet Trogg.
Return E, then go E into the other room and meet Wangba.
Return to that last 4-way
intersection by going W, N, N, N, N, E, E. Then continue E, then N and meet
Hakkard. Return S, then go E, S, W. Nothcvvvvvvvv[pppcv xing there. Go E twice
and meet Hiccut. Grab the chalice.
Return W, then go S then W and
meet Tolos. Go E twice and meet Groggo. Get the magic powder and the grog. (The
grog is a healing potion.)
Return W, then go S then E and
meet Rimik. Go W twice and meet Bulik. Get the gold dust. Try LOOK. Yes! GET
KEY!
OK, let's go back to that gate!
GO E, N, N, N, W, W, W, W, S, S. OPEN GATE!
Go E twice, then S. READ
ARCHWAY. It says "DANGER - DO NOT ENTER". Well, that isn't very helpful, but
let's leave it for now.
Go W. Coal? What a waste of
time. Let's look around anyway. GET COAL. Aha! GET RED DIAMOND! Now, that
is a worthy bribe for Grommick!
Return E, then go E again and
meet Truq. LOOK. Another secret passage! However, you'll want to ignore this one
because all it does is dump you into a corridor halfway back through the
dungeon, forcing a lot of useless backtracking. Return W.
Time to pass through that
archway. Go S. Oops, this Ulik character looks like trouble. This is a good
place to consider John Nelson's brand of humor as it relates to the extra
commands in the list. Let's try something outrageous and KISS ULIK. Well, it
wasn't fun, but it worked!
Go S. If you find Ulik here,
just kiss him again.
You finally meet Grommick. GIVE
him the SWORD BLANK, then the MAGIC AMULET, then the RED DIAMOND. Grommick
fulfills your commission and magically transports you to a forest.
There you find the HANSWORD, your new weapon. GET HANSWORD,
then go any direction to exit the adventure.
Eamon #107 “The Last Dragon”
Walkthrough by Tom Zuchowski
First, hints for those who want
to solve it themselves:
There is much important
information in the introduction text.
There are three magic words or
phrases for you to learn that can get you past certain obstacles. One of them
also serves as a secret password that identifies you to potential allies, both
animate and inanimate. A magic ring is required for some results.
If you find and read all of the
clues carefully, you will know that the old dragon has lived a full life and is
now in pain, and she deserves to die a noble death in combat. If you have
properly interpreted the clues, you will also know that the world will be a
poorer place without dragons in it, and you will have resolved to preserve the
young breeding pair.
All bottles found are healing
potions.
You don’t learn of your true
Quest until halfway through the adventure! A successfully completed Quest
consists of whupping the bad guys and exiting the treasure vault in the company
of both baby dragons.
NOTE-you need a blank disk for
a saved game. The saved files are deleted when you resume the game, so if you
want to preserve your saved place, make a copy of the Save disk.
Let’s get started!
(This walk-through will not
give you every single move as I have done with the most difficult ones. Instead,
here are general guidelines to follow.)
You start on a beach. Board the
ship and look around. When asked to pay, respond by saying QUAAL DRACIS.
Remember that phrase!
As you exit the ship look for a
torch. As you proceed further, keep a sharp lookout for hidden passages– there
are a lot of them! Also keep a lookout for hidden objects that can give you
information about your Quest.
When you reach the dusty plain
above the beach, explore to the east first. There is no key for the first door
you encounter, so you will have to break it down. Same for the large chest you
find.
By the time you leave the
stronghold, you should have a good idea what Invictus is for, and should have
found a lamp and a copper ring.
After returning to the dusty
plain, explore to the west. By the time you reach the cave entrance that is
blocked by a light, you should have Invictus.
Your magical password will get
you into the cave, but it will put you in one of four different paths. Each
winds up in a room blocked by a golden light which can be passed via the usual
means in this adventure. Note that one of the four paths can rob you of your
personal weapons if you are injured by the unicorn.
The Last Dragon! By now you
have learned to recognize that Vincingotrix is old and in pain, and is worthy of
an honorable exit in combat. Ready Invictus and give it to her. After the Elf
takes Invictus, remember to ready your usual weapon.
Go west through the secret
passage, and discover dragon eggs! Vincingotrix was not the Last Dragon after
all! Watch them hatch, then say the words that reveal you as a friend.
Now you have learned your true
quest. Say the word, and be about your business!
Stay on the trails as you
traverse the woods, unless you want to spend a little time being lost. Proceed
to the spot where you kill Kinth.
First, explore to the east, and
free Igraine, then return to Kinth and travel one move north.
From here, explore the path to
the west. Use your magic to free Woglinthe from the ice and Lisolet from the
temple. Ishi gives you a warning: what does it mean? (You will find out!)
Return to the main path and
continue to Sauron’s stronghold. Explore the upper tower first.
Sauron awaits beyond the bronze
door in the lower level. You will find him a worthy adversary as he
shape-changes several times and turns a companion against you before you defeat
him. Remember that the whole purpose of this foray is to blood the pair of
dragons, never forget that they both must survive lest the trip become
meaningless.
After you’ve killed Sauron,
help yourself to the treasure in his vault. If the dragons are not with you at
this point, summon them with the remaining magic word that you’ve found no use
for. They must be with you as you exit back to the Main Hall.
I really love this Eamon. It’s one of my favorites. I hope
you had a successful Quest!
Eamon #108 “The Mines of Moria”
Walkthrough by Jared Davis
You start on a path
south of the Main Hall. You can go back, but if you did, you might as well not
have started at all! Go South, but not South again. There are quite a few
instant death traps, and this is the first. Remember that this is Sam's first
EAMON adventure. Early EAMON adventures had a lot.
Go East. ARGH! A dead
end? Come on? Let's take a closer LOOK! A door! OPEN it! Oh, you can't! EXAMINE
the DOOR! Yes! READ the WRITING! SAY "MY FRIEND." Go East again!
Get the Staff and
Light it. Go East. Go South and LOOK. Get the Key. Go North and East. Here is a
four-way intersection. To the north are some spiders. If you're aching for some
stuff to kill, go ahead. But, other than that, there is nothing there. Go South.
And South again! Okay, four orcs. Time to get your weapon!
ATTACK the ORCs. If
you're strong enough, you should come out with minimal damage. If not, make use
of the HEAL spell. Go West. Okay, here is a SERGEANT, LIEUTENANT, and an ARCHER.
Get the Orc-brew when you've finished them off. Yes, it's a healing potion. You
can also take their weapons. You can sell them when you get back to the Main
Hall.
LOOK. Examine the
desk. Open it. Get the key. Head back to the intersection. Go East twice. A gate
and a crack. One of the keys you found will open it. (I'm not sure which one.)
Go North a couple of times to meet a TROLL! Now to get some compadres! Go East
and ATTACK the GUARDS. FREE the DWARF. It's Gimli! Go West twice to ATTACK some
URUK HAI GUARDS. FREE the WIZARD. Ah, Gandalf! Head back to that crack.
JUMP over the crack!
Go East! To the south is an army of ants protecting a box. Kill them and ATTACK
the BOX until it opens. (There may be a key, but I never found it, or used it
for this purpose.) When the box shatters, OPEN it to GET some DIAMONDS. (No use
in the game, but worth mucho dinero when you return to the Main Hall.) Go North
and JUMP over the trap door! (If you go east, you fall in. But it's easy to get
back out. Just go UP!)
ATTACK the BAT. Go no
further EAST, unless you want to die. Go North, and LOOK for a keyhole in the
wall. INSERT the GOLD KEY and PULL the LEVER. I don't think Tolkien would've
made an elevator, but it's okay. Go Down and East, and don't go south. It seems
to be the pit from...upstairs? Go East and LOOK.
Go East and ATTACK
the BOA, RATTLER, and COBRA. Get the Mining Tools. Exit and go South. Go East
and head to the south. Hmm, a noise. Maybe you oughta turn back....
OR GO SOUTH TO MEET A
DRAGON! ATTACK IT! ATTACK IT! ATTACK IT! Whew! You might survive if you're
pretty strong! (Faints.)
LOOK for the
ARKENSTONE and GET ALL. (You can't move the dragon.) Head back to the s/e/w
intersection. Go East and OPEN the GATE. Go North. ATTACK those LIZARDs! (In my
game, I only had to kill two. Gimli and Gandalf finished off the last one. Go
EAST and MINE. GET the GEMS. Go back West and go North. If you want, you can go
East and MINE to uncover a giant worm. Only if you wanna kill something!
LOOK. Go WEST.
EXAMINE the PILLAR. Do you think something goes in that depression? It must be
made be a dwarf, so it must be a dwarvish item. Hmm, what do you have that's
dwarvish and only one piece? The ARKENSONE. INSERT it. READ the WORDS. (And you
can get the Arkenstone back!) SAY NOW. Go West and LOOK. GET the KEY. OPEN the
BOX to get DURIN'S AXE.
If you want to wake
Durin, play the sequel, "RETURN TO MORIA."
Head back to the
mines. Go North. MINE to go North. There is no turning back here. Be sure you've
done everything above. Okay. Go East, East, and ATTACK the KRAKEN. Go Down and
ATTACK the SHARK. (What is a shark doing in a subterranean river?) Go East,
East, and DOWN. OPEN the GATE. Go East. To the north and south are orcs with
names. No items. The same when you go East. Go East again.
Once again, only
enemies to the north and south. Go East twice. DON'T go south. It starts a path
leading to a death trap. Go EAST. ATTACK the OLOG and URUK. GET the NECKLACE. Go
West, and North. ATTACK the VAMPIRE. (Note: Vampires are part of Middle-earth!
Read "Silmarillion!") Go North to meet an orc named CLUMSY. (Whenever I played,
Clumsy became a companion.)
Go East and ATTACK
the ORC PATROLMAN. Go East and ATTACK HANK. Go East and ATTACK AZOG. GET
SKULLCLEAVER and the bag of GOLD. Congratulations! You've just avenged Thror!
Now you'll have to JUMP over the crack to the South. Continue South.
Go East onto the
Bridge of Khazad-dum. A Balrog!
Let me tell you right
now, there is no point in trying to kill him. Remember the book? Or that movie
from 2001? BLAST the BALROG! The bridge collapses and the Balrog goes bye-bye!
Continue East twice out of Moria. Go North and climb Down. Go East.
Try to OPEN the GATE.
No good. What does it mean "It will open when you approach?" Go East. Oof! Can't
do that? Maybe a word can open it! But what? What have you had since the
beginning? No, it's not your weapons! READ the LETTER. SAY ELBERETH. Go East.
Welcome to Lothlorien.
You can go North to a tavern, but there's nothing but an interesting room
description. You can't get the drink they give you. Go South (twice from the
tavern) to meet an elf who wants to exchange gifts. Sounds good. Now, how do you
exchange? What's another word for exchange? No, it's not GIVE! (Won't do you any
good anyway.) The word is TRADE! TRADE with him for PURE LEMBAS and a WOODEN
CARVING. GET ALL of them. Now go North and East.
Hey, Galadriel! She
must be the person you GIVE the LETTER to! So, GIVE the LETTER TO GALADRIEL! She
sends you back to the Main Hall.
Eamon #109 "The Forest of
Fear"
Walkthrough by Jared Davis
Head on East into the forest. Hmm, singing
to the East? Go on! Uh-oh, a battle! Two orc patrolmen and two wargs! Attack 'em.
Get their weapons if you wish. They will sell for cash back in the Main Hall. Go
on East. More sounds to the East? Go on East again and climb Up the trees. Ah,
you meet Legolas! He's a new companion, armed with a bow and arrows. I might as
well tell you now, you CANNOT heal your companions. Go ahead Down out of the
tree. Go South.
Go East and South until you run into some
spiders. Attack them and head South to fight some more. Get their hoarde of
treasure. Go South again to run into a bear! Attack it and do a quick look. Get
the ring. Go all the way back to where you were at the beginning of the
paragraph. (It's easy, go North until you can go no further, then go West.)
Let's head West! We're combing Mirkwood!
Go West until you meet the Biker Scout. (Hmm, "Lucas is gonna owe me overtime
for this screw-up?" I'm not familiar with Star Wars, so I wouldn't know.) Go
West and South. Go East until you can go South. You will meet Treebeard, quite a
good companion. Get the ent-draught. Comb to the East.
Go South into the lake to attack a Kraken.
Go East to fight more Spiders. Go South.
Attack the spider. Comb to the west,
attacking any enemies along the way. When you've gone as far as you can, go
South twice to cross the bridge. Head South a couple of times to fight some
Wargs. After beating them, head North twice. Comb to the East, attacking all
enemies along the way. When you've gone as far as you can, go West and Up.
Attack the Fell Beasts. Go Down and East.
Go South twice to meet a dragon. Attack it. (You have to beat it.) Go South and
you will be outside Dol Guldur.
Go South and attack Draugluin. Go West
into Dol Guldur. The door locks behind you. Look for a torch and light it. Go
West into the hallway.
Go Up the stairs. Attack the bat swarm. Go
North and Up. Attack the wight. Get the chest (you don't have the key yet) and
go Down and South twice. Go Up and attack the wight. Get the chest. Look and
read the writing on the wall. Go Down and North. Go back Down the stairs.
Go East to the entrance. Go North and West
and attack some orcs! Go West and attack some Uruks. Free the warg pack to fight
them. Head back to the entrance and go South. Go as far West as you can. Go back
East and look for a key. Go West and look for a passage Down. Go that way.
Follow the tunnel to some stairs and go
Down. Go West and attack the enemies. Go West twice to find...
...The Lord of the Nazgul, the Black
Captain. Attack him. After he's dead, get everything, but do NOT eat the magic
food. It is poison. Head back to the intersection and go South twice and attack
the troll. There is only one cell to visit, and that is the one to the west.
Attack the guard. Get the whip and key. Head back the four-way intersection.
(E/N/N)
Open the gate and go North twice and kill
the slaver. Head north and fight the guard. Get the chain and free the ranger,
who is Aragorn. Head ALL the way back to Dol Guldur's entrance. Open the door.
Wait! Remember those chests you got
upstairs? Open them and get everything inside of them. (And them as well. If the
key doesn't work, drop the chests and attack them until they shatter.) Head East
out of Dol Guldur. Head South twice.
Before leaving, loot the cave to the East.
Then leave the cave and go South.
Congratulations!
Eamon #114 "Thror's
Ring"
Walkthrough by Tom Zuchowski
First, for those who want to solve it themselves, here are
some hints:
This Eamon makes full use of the "embedded" type of
artifacts that are mentioned only in the room descriptions. It also "nests"
some embedded artifacts; these are not mentioned in the room descriptions but
only in the descriptions of other artifacts. For example, there is a lamp in
the Southron camp in the glen near the start. You will do well to learn how to
work through the descriptions and find that lamp; it's the key to how this Eamon
works.
There's no HEAL command and the Miruvor won't go real far,
so go easy on it. POWER is good for getting you out of serious trouble and has
no downside, but it won't last long either.
There are several traps and such in there, but there are
warnings, so watch for them in the room descriptions. Eventually you'll have to
brave most of them to find the key to the Quest, but with just a bit of luck
you'll carry through all right.
You NEED your companions. Each has special abilities that
you lack. Take good care of them, and they'll take good care of you. The
Miruvor and Power spell are meant for the good of all, not just you.
As noted in the BUILDER'S NOTES, the doors are not "real"
artifacts, but they work just like real ones.
A very early SAVE is a good idea. If you get in serious
trouble, it's a lot quicker to restart a saved game than to start from scratch.
______________________
Let's begin the Walk-through:
In case you didn't get it, the Quest's object is to recover
a magical ring of great power from an abandoned underground stronghold that is
now overrun with every type of Evil.
This walk-through doesn't hit on everything in the dungeon
but concentrates on the shortest path to success. There are alternate paths,
and there's a lot to see and do in rooms that are not or only briefly mentioned.
First, note well what you're told by the Lady in the
introduction. She's given you a healing potion, and somehow enhanced your POWER
spell, but it will now work just five times.
Once the adventure starts, check out the command list. No
HEAL spell! Try the INFO command. Note the other new commands, and examine the
Miruvor to find out how many doses it contains.
Begin the journey. Go North into the glen and kill the
Southrons. Examine the camp. The camp's description mentions a tent, so let's
examine that too. The tent is real! Open it. A lamp! Get it.
Proceed West to the Dimrill Dale. The Mirromere is pretty,
but that's all. Go North. Oops, you can see in the distance that the main gate
is heavily guarded. Let's look around for another entrance. Go back South.
An unguarded side door! That's more like it. Go West and
enter here. Dispatch the Uruks. Grab the torch and light your lamp. Head
North, then cross the bridge.
(If you try foolish things such as stepping off into the
chasm, or try paths that look "most unwise" like the path north of the gate,
your companions will usually save you. The more times you risk death, the less
the chance of surviving such actions, but odds are good that you'll make it to
the end.)
Nothing on the west side worth noting. Head on West up the
stair. Try North from the top of the stair. Nope, no good. How about South?
No good either. West it is.
North and South from the next room are also dead ends, so
it's West down the passage some more.
(If you're exploring as you go, be sure to keep your
companions healthy, or at least alive with the Miruvor. Besides their
considerable fighting prowess, their presence will greatly ease certain aspects
of play. In a real pinch, resurrect them with the POWER spell.)
North was definitely a bad idea! How about South? A
chest! Examine it. Read the runes. Hmm, whatever is in there sounds like a
magical weapon, so let's get it. It's locked! There must be a key somewhere,
so let's move on down the passage and look around some more.
Next down the passage is a south room covered with
carvings. Better EXAMINE CARVINGS; such relief could cover...a secret passage!
Head South! Oops, a cave troll! Kill him. Let's postpone further exploration
from here for now and go back North through the carvings again, and go West down
the passage.
Hmm, the stonework isn't so good here. A secret passage?
EXAMINE CRACKS. Yes! Go South. A hidden armory! What, more poor stonework?
Go West into the twice-hidden armory. A look around just reveals an old steel
mail shirt. What's the big deal here? There's something else to notice about
this room-- it doesn't list any room exits. Try going West.
You find a mail shirt made from mithril, a metal both
wondrously light and strong. Examine the medallion and read the runes. Dragon
fire? A magical shirt! Get the shirt and wear it.
But wait, wasn't there more here? Examine the bones.
Keys! Get the key ring, and head back to the chest. Open the chest, get
Yrchost, and ready it.
OK, we're loaded for bear now. Head back West through that
door by the cracks. Take a look north and south. Nothing south, but an odd
hole in the floor to the north. Head on west out of the chamber. Open the W
DOOR and continue West. Check out the Chamber. Another hole! Continue West.
Yrchost glows! A warning?
Boy, that door sure looks dangerous. It turns out,
however, that you can't progress further until you go through it. Go West
through the door.
YOW! This is no place to be! Wait a minute, what's that
on the floor there? Grab the hook! The fighting won't last long at these odds,
so invoke the POWER spell!
Hnh. That wasn't so bad. Let's go try out that hook on
those holes. The command is PUT HOOK IN HOLE. The one in chamber two doesn't
pan out. Back to the first chamber. A stair! Down we go, all the way to the
bottom.
Proceed to the first intersection. Avoid any direction
that refers to a "maze of tunnels"; it's not kidding. The maze is rather large
and quite pointless. Go West twice, then North twice. Yrchost glows!
A dragon! Looks like time to earn your pay. Make sure
that you're in pretty good health, wearing the mithril shirt and have Yrchost
readied, and go East through the door.
Attack Mograf! If you're swinging Yrchost and have Galehir
at your side, the battle should be a short one. Darn, the stupid dragon fell on
his hoard. Oh, well. EXAMINE HOARD and get the good stuff.
Time to head for home. If you're inclined to check the
other rooms, there's a huge mithril ingot and a hand-barrow down in the mines,
too. Then head back up the stairs.
Oh, no, someone has closed and locked the east door! We'll
have to find another exit. Go West and take that south exit we skipped earlier.
Go South through the Records Chamber, then East as far as
you can. Another locked gate. Go back West once, then North. The Defaced
Room! Go North through the wall.
Now we're on the other side of that locked door. Retrace
your steps back to the beginning, and return to Forest Lothlorien. You've won!
Eamon #115 "The Ring of Doom"
Walkthrough by Jared Davis
You start in Ithilien. Check the
vocabulary. Uh-oh! No SAVE! This means if you die, you'll have to resurrect your
character in the Main Hall and start at the beginning. Now check your inventory.
Shards of a sword called Narsil that can be reforged...somewhere, the One Ring,
some Lembas (Healing item), a flask (for what?), your weapon(s) and gold pieces.
Okay, let's get started.
Go South a couple times to meet Gollum. He
should become a companion. Try to keep him alive. Now, LOOK around. A secret
passage west! Let's go!
Cool, a secret cave! Let's go through the
door. Okay, now that you've met the Rangers of Ithilien, they want you to meet
their leader. Go UP the stairs. Faramir should join you. Go back to Gollum's
Pool. Now South.
A couple of Haradan scouts. Well, let's
get busy! ATTack the HARADAN SCOUTs. They should die quickly if you and weapon
are good enough. Get their weapons if you want. You can sell them when you get
back to the Main Hall. Continue South. When you meet more enemies, ATTack them,
too. When they are dead, LOOK for a passage East.
But is there anything to the south? Yes! A
Mumak, who, even if you have a "super weapon," takes a bit to kill, and some
more Haradan Warriors. They will drop nice items when dead. You can go south
once from there, but any further will take you into the desert, where you die.
Anyhow, now for the passage East. Go East,
South, and UP the stairs. Now go further UP. Go South. The entrance to Cirith
Ungol is to the East. Let's go!
Ooh, kind of dark. Do you have a torch?
No? Neither do I. Head back west, and do another Inventory. What IS that flask
for, anyway? EXAMINE it.
"YOU SEE A FLASK CONTAINING A SHINY
LIQUID. IT IS SAID TO POSSESS PART OF A STAR WITHIN IT. WRITTEN WITH GOLD
LETTERS UPON IT ARE THE WORDS 'GITHONEIL A ELBERETH' AND THEN THE WORDS 'AIYA
ELENION ANCALIMA.'"
Say "GITHONEIL A ELBERETH." Yes! A light
source! Now go in. Go East to where two Uruk sentries wait. ATTack them. Go
East.
Four way intersection. Go South to meet
Sam, who has a friend he has to rescue from "that tower!" He's a great
companion. You can go North a couple times to a storage room, but all that's
there is some junk, a secret passage east when you look, and in there is garbage
and some empty chests. Oh, and a LOOK around reveals some gold. Worth money at
the end, and it's worth it. Go back to the intersection and continue East.
ATTack the SERGEANT and the ORCS. Go
North, East, South. Hmm, South leads to a giant spider named Shelob. Kill her.
Go North, then East.
A blocked tunnel? You sure? LOOK! Go UP.
Now go East, to run into a BIG battle.
ATTack Gorbag, then the Orcs. GET ALL. Go East, East, Down, North, ATTack the
PATROL.
Go W, say "AIYA ELENION ANCALIMA." Go W,
W, ATTack the Guards. Go N and ATTack all the enemies there. GET ALL. Go South,
then UP.
ATTack the ORCs. LOOK. Go South. REFORGE
NARSIL! GET ANDURIL! Go North, North, Up, ATTack the Lieutenant and the ORCs. Go
South. Go Up. ATTack the ORCS. It is likely some of your companions will be
killed. LOOK and go UP. ATTack SHAGRAT. FREE the HOBBIT. Here's Frodo! Backtrack
out of the Tower.
Uh-oh! The Watchers won't let you leave!
Repeat "AIYA ELENION ANCALIMA." Go East, East, North, North, ATTack the TROLLs.
Go WEST, North, Up, ATTack the Nazgul.
Go Up, East, South, South, West, North.
ATTack the Witch King. Get his crown. Go Up. Gollum bites off your finger and
grabs the Ring. He falls in the Crack of Doom! The Ring is destroyed! You
mission is over! You are returned to the Main Hall.
There's more Nazgul and some Variags to
battle, but I side-stepped those.
Eamon #116 “The Iron Prison”
Walkthrough by Tom Zuchowski
Your mission is to enter
Angband, the stronghold of the evil Morgoth, and recover the blessed silmarils
for the Valar.
For those of you who want to
try it on your own, there aren’t a lot of hints to give for this Eamon. It is
very hard because of the many traps and strong enemies you will encounter. This
Eamon dates from a time when Sam believed that any good Eamon will kill the
player several times before he wins through to the end. The theory was that, as
you got killed, next play you would know to avoid that room or that trap.
(Historical note: as I recall,
the original version of this Eamon was literally impossible, with many bad-guy
Hardiness ratings in the mid to high hundreds, and I knocked a zero off most of
these ratings for the EAG release. Arguably, the difficulty could have been
dropped to perhaps (8) at that time.)
Actually, it isn’t all that
difficult if you use a moderately strong character with some good weapons (like
Fresh Sam) and line up your friends early on. But if you intend to play it
without the benefit of this walk-through, you can expect to be killed out a
minimum of two or three times and perhaps many more. There is no SAVE! Keep a
good map so you can remember what rooms to avoid!
Here is my only true hint: be
on the lookout for a magic stone. It will be well-hidden, but it is the key to
easy victory over Morgoth.
Let’s get started!
This walk-through pretty much
hits every room that offers a reward not too far out of line with the associated
combat difficulty. It avoids the death traps and the side trips that offer
high-risk combat for little reward.
First off, let’s enter a bogus
command such as ‘X’ to see the command list. There are two new commands, THROW
and PULL. And SAVE is missing! Let’s be careful out there.
Go N, then W, then U twice,
then E, then U again, and meet the Great Eagles. They are friends, and are very
good company in a fight.
Return D, then go E, then N,
and kill the white dragon. LOOK, and GET the white crystals.
Return S. then go D. Kill the
blue dragon. LOOK, and GET the blue crystals.
Continue D, and kill Celegorm.
I played this several times for this walk-through, and Huan was always friendly.
GET Angrist (4D4) and the Miruvor.
Go W, then N to the stronghold.
Kill Carcharoth. Be sure to GET the torch. If you continue N, you will quickly
find the first death trap, a pit. Instead, LOOK around and find a lever. PULL
the lever. Oops, you’re trapped, but now the way is safe.
Go N. It’s dark! LIGHT the
torch. Continue N twice more, and kill the guards. Then go N once more to the
4-way intersection.
The iron doors block the way
north, so go W, and kill the vampire. GET the ring and the iron key, and return
E.
OPEN the doors. Go N, then D,
then N, and meet Luthien.
Go W, then N. OPEN the bag,
then GET ALL. Return S and E. (If you go S instead of E, you find the second
death trap, a 1000-orc army!)
Continue further E, then S, and
meet Super Orc. (I don’t know what he’s doing here, as he is totally out of
place in this deadly-serious Tolkein outing, That’s not Sam’s normal style. But
he is another friendly companion. Note: you’ll want to be careful when attacking
orcs with Super Orc along. If you type ATTACK ORC, and they have all been
killed, then ol’ Supe gets the hit!)
Return N, then W to the 4-way
intersection. Go N twice and kill some orcs.
Continue N twice, and kill the
balrog. Get the steel key and Demonflame (2D10).
Return S, then go E, then N,
and kill the troll. Attack the chest several times until it shatters; open it
and get the jewelry.
Return S. Open the steel doors,
then continue S and kill the troll. Ignore the rocks. LOOK and discover a secret
passage down. Go D, then S and get the lamp. Then go E, kill another troll and
get the gold ore. Return W, then S, kill more trolls and get the gold nuggets.
LOOK and find a secret passage to the south.
Go S and LOOK, and get the
mithril. That’s it. Now return N, N, N, U, N, W to the four-way passage.
Continue W. LOOK, and find a
secret passage to the north. Go N to a storage room. LOOK again, and find a
secret passage down. Go D and kill the troll and orcs. GET the diamonds.
LOOK and find another secret
passage down. Go D, then N, and kill the orcs. Continue N, then go E and kill
more orcs. GET the strange brew, a healing potion. LOOK. READ the sign.
Balrogs! We’ll pass that one by.
Return W, then go N twice, and
kill the sentries. LOOK, and GET the black key. OPEN the gate.
Go N though the gate. LOOK
around and find a lever. PULL the lever. LOOK again, and find a secret passage
down.
Go D, then N, then W. Kill the
slaver, and free the chained man. (He is Beren, a very important character in
the story.) LOOK around. EXAMINE the corpse. Hmm. EXAMINE the skull. Aha. OPEN
the skull. GET the magic stone!
Return E, then continue E, and
kill Gothmog. Get the key he drops, and Bloodfang (3D8).
Return W to the tunnel, then go
N, then E, and kill Thuringwethil. Get the gold key and the cloak.
Return W to the tunnel, then
continue W into the other room, and GET the chained lizard. Don’t free it.
(Strangely, the lizard is a pretty good treasure.)
Return E to the tunnel, then go
N twice to the stone door, and OPEN it. Go W into the room with the bubbling
stuff. (It has no use that I know of.) LOOK and find a secret passage down.
Go D and kill the breeder.
LOOK, and get the key. Examine the oak boxes, then OPEN them, and GET the
potion.
Return U and E. Then continue N
and kill the sentries.
OPEN the gate and go N. (There
is some very good treasure to E and W, but you have to fight some big dragons
for it. Feel free to take them on, if you’re up for it.)
Go N again, and kill the balrog.
LOOK and find a secret passage north.
Go N twice, and kill Sauron.
Go N again. You meet Morgoth!
THROW MAGIC STONE. (You must use that exact command, or it doesn’t work.)
Morgoth dies! The Valar arrive!
You win! If you got the mithril, your reward is Druinval, a quite valuable 4D8
magic sword that you were already carrying if you were using Fresh Sam.
See, it really isn’t that bad
if you manage to miss the Bad Stuff. There is one other death trap involving
poison darts that we avoided.
Eamon #120 "Orb of My Life"
Walkthrough by Tom Zuchowski
This is one of the "Life Orb"
Eamons from the contest that the NEUC ran way back when. Your mission is to
recover Sagonne's life orb.
Like many of John's Eamons,
this one is both very simple and very complex, and I don't really have any
suggestions to offer, except one. If you are playing the DOS 3.3 version, you
might want to go in before starting and make sure that line 29050 in the MAIN
PGM has been deleted. With this line deleted, you can restart a saved game more
than just once.
Oh, and be sure to bring an
industrial-strength magic weapon along!
I should probably add that you
will want to read the descriptions most carefully. This Eamon doesn't have a
very involved plot, but it relies heavily on hidden and embedded artifacts, and
there are clues about things like avoiding death traps and how to do away with
powerful enemies.
Let's get started!
First thing, examine the bed.
Sagonne lives pretty good, huh. Examine Sagonne himself. A letter! Read it. OK,
we now know that two important spells exist.
Take a LOOK around. A secret
passage! Go E. This is a library, so let's try EXAMINE BOOK. Found one! READ
BOOK. Hmm. It looks like we'll need something that can "bend light and space" to
fix the problem.
We're done here. Go W, then S.
READ SIGN. That might well be a "sign" that the woods are a death trap. We'll
keep that in mind.
Go D into the temple, then N.
Fight the Priest (why are priests always bad guys in Eamons?) LOOK around, then
GET the plate & cross.
Go W, then LOOK. A secret door!
Go W, then GET the idol. Return E to the pulpit.
Go E, then E again. LOOK.
Another book! GET it and READ it. Aw, it's just a treasure.
Go E three times. Kill the high
priest. GET and READ the Holy Book of the Slo-Ven. Hmm, that might be useful
information.
LOOK. A note! GET and READ the
parchment. This word "ROVATHA" just might come in handy. Go back W, then N. Skip
the door to the north that goes outside. At best it just wastes your time, and
at worst you die (remember the sign?)
Go E. Kill the serpent and get
the ruby, then go E into the fountain. That deep part looks promising; let's try
going D.
Looks good. Go N twice. LOOK
around. OPEN the box, then GET the orb.
Go E twice. Kill Broglia, then
get the key and chest. LOOK around. A prisoner! Free the bound Centurian (sic).
A "Guilded Might" warrior. He might be useful.
Go back W twice., then go U to
the surface. EXAMINE the log and GET the Key of Isk.
Go W. Kill the pike, then go W
twice more. Heed the description's advice and don't go under the bridge. Go N
onto the beach.
Go W, then N, then W, then N.
Free Harold. Go back S and E. Go E down the tunnel.
A gate of light! Open it. Ow!
that didn't work. Try LOOK. Wait a minute-- the blind priest walked right
through! Let's try something different. CLOSE your EYES and try going NE. No
resistance...OPEN EYES. It worked!
Go S, then E. Kill the
falconer. GET the PERCH. LOOK around. those shelves look interesting; EXAMINE
SHELVES. A secret passage! GO S, then E. LOOK. EXAMINE the TABLE. GET the TARP.
Sheesh, stuff everywhere you look! OPEN the CRATE. Whoa, a Cloak of Levitation!
OPEN the GOLDEN BOX. GET the cloak, ring, and key. Go back W, N, W, N.
EXAMINE the BLUE PAINTINGS. Go
NE , then EXAMINE the other BLUE PAINTINGS. They seem to suggest that a demon
can be destroyed with the BLAST command; let's keep that in mind. Go NE, then W.
Nothing here. Go back E, then go E twice more. Blinded! Try going E again. LOOK,
and GET the staff. Go back W three times to the intersection.
Go S. You've found Sagonne's
friend, Tolor! EXAMINE the CRYSTAL BALL. Hmm, a vortex of some kind is causing
the trouble. EXAMINE the bear-skin rug. A note! READ the PAPER. It says VORAKA
MEDE and ERADA VALA. Can these be the two magic spells we need? (NOTE: these
magic words change with every game, but I'll list the words I saw for you to
cross-reference with the words you see.)
EXAMINE the FIREPLACE, and go
S. LOOK. GET the Jaded Talisman and the globe. WEAR the Jaded Talisman. EXAMINE
that globe. Hmm, it seems to be saying that it won't support weight. Could your
Cloak of Levitation be the 'Cloak of Tolor' the globe mentions?
We're not through here yet.
Let's try reading the symbols on the walls. OK, this looks like some very
important information! We've got the Staff of Light, we're wearing the Jaded
Talisman, and we have a Guilded Might warrior along. And we know where to find a
bright light!
Go back N, then go E into the
magic study. LOOK. READ the BOOK OF TOLOR. You see the word ZABATA.
Let's go see if we can get
something happening back at the bright room. Go W, N, E, E. CLOSE your eyes, and
SAY ZABATA.
Well. THAT got results. (This
might be a good place for a SAVE.) Now is the time to WEAR CLOAK OF LEVITATION
(even if you did it earlier, do it again now.) Go N. Whew, this isn't much of a
bridge, is it? Go N again.
The Demon depicted in the
painting! You'll find that he is VERY tough to kill, but the paintings gave the
clue-- BLAST DEMON. He crumbles to dust!
Go N, then W, then SW, then S,
where you meet the Siren Witch. It looks like she may be some real help, so
let's find her scream for her.
Go N, then W. Uh-oh, these
giants will be more than you can handle. But as the description says, this is a
dream land, and these are dream giants. OPEN EYES. They disappear! But CLOSE
your eyes again real quick; this insanity business looks bad.
Continue W twice more. Kill the
Prince of Darkness. Be about it smartly, because he will call up companions. GET
the cloak. Hey, this cloak appears to affect dimensional boundaries. This could
be the gizmo described in Sagonne's book!
Go back E, then go S three
times. Go SW and meet Tobias, Lord of Poverty. That might be a clue; GIVE him
100 GP and see if you can buy him off.
Go W twice, and meet the
elders. They don't seem to like you much. Take a LOOK around-- a wooden box!
Here you have two options. If
you have the Emerald Key of Isk, you can trade for it. If Hero is with you, you
can use the ROVATHA command and he will fetch the box for you.
Let's see what we've got here.
OPEN WOODEN BOX. Yeek! CLOSE WOODEN BOX! Let's go find the hag! Go E, E, NE, NE,
SE, N, E, E, S. GIVE the WOODEN BOX to the SIREN WITCH. She gave you something;
do an INVENTORY to find out what it was. The Jewel of REOME! EXAMINE it. Our
ticket home?
OK, let's see if we can end
this. Go N, W, W, S, S, SW, W, W and return to the clearing.
Now it gets hairy. Ready your
best magic weapon. WEAR the CLOAK OF DARKNESS. It makes you invisible, but at a
price. You will gradually weaken. Watch for injury messages to yourself and HEAL
at the first sign.
Go W. You encounter two very
heavy bad guys, but your invisibility allows you to let your companions enjoy
their attentions. Somewhere along the line they will summon an ally or two, so
get to work and slay them!
Go N. The ORB!!! Darrk Ness
thinks he's got you beaten by that force-field, but he doesn't realize that the
Cloak of Darkness allows you to bend dimensional obstacles. GET the ORB!
That got his attention. You've
got to kill him before you move on, as the programming tends to get squirrely if
you don't do so. Once he's dead, SAY VORAKA MEDE (remember, your magic words may
be different.)
Whoa. The vortex! DROP the
Cloak of Darkness. SAY ERADA VALA. The dimensional hole is repaired!
But there are no exits from here. Well, the hag gave you
the Jewel of Reome; let's try SAY REOME. It worked. Go any direction. You've
won!
Eamon #124 "Assault on
Dolni Keep"
Walkthrough by Jared Davis
Although this can be one of the hardest
EAMON adventures out there, when I finally solved it, I realized how simple it
was! Obviously the true mark of a great EAMON adventure!
Oh, and this is ONE way to finish, not
necessarily the best. Probably the best is the one where you get rescued.
However, I took so long finding THIS way to finish, I'm not even going to
bother!
Now for the solution...
Go east. There is no way I know of to keep
Gorim from falling or getting the tinder, flint, or torch from him. But it
doesn't matter. Climb down and meet with Gorim. Head north until you reach the
Keep Wall. Then head east twice. You can scale the wall! So go up.
Attack the orc sentry. Go west. Hm,
Galehir is very good with a bow. Continue west to the grate and go down.
Clinging onto the grate, go east to the riverbank. See, you didn't even have to
get wet! Go east behind the wagon. Go ahead north into the Keep.
Wow, you've made it into the Keep and
didn't raise an alarm. But quickly dispatch of these guards! Head north twice
and get the torch off of the wall. Head south and east. Answer yes to the
question. Go east again and dispatch the six orcs here. Light the torch. Head
back to the main passageway. Go north three times. Cross the bridge to the west.
Here's something that I suggest you do
now. Get the keystone. Destroy the bridge. (And Gorim approves!) Continue west
into the oval room, which is so large, it counts as two. So go to the west side
of it.
FROMIR!!! And an evil orc, so dispatch of
him, and do NOT flee! Free Fromir and get all. Give Fromir his ring.
Now to escape! Head east and drop the
rack. Go up! Now to set the rack on fire! Drop the straw and light it! Go up!
Follow the crack until it comes to an ewud.
(East, west, up, and down intersection.) Go down, it's the only way! Follow the
fissure south. You can go down to an area you've already been to, or wander
around. The point is to get out, so go down. You're back in the room where you
lit the torch. So, carefully go in reverse all the way back to the beginning and
go down! You'll win!
It looks as if your reward depends on HOW
you managed your adventure. In this solution, you get 5000 gold pieces.
Okay, getting out,
I'll simply sum it up in easy directions.
w/w/w/s/w/s/u/u/e/e/e/s/yes/w/w/s/look/u/w/d
Eamon
#126 "Pyramid of Anharos"
Walkthrough by Tom Zuchowski
This is a worthy quest for the
hardened Adventurer! It's a puzzle-rich outing with minimal combat. Not only are
there plenty of puzzles to solve, but you are on a tight timeline no longer than
the contents of your water bag.
Everything hinges on water
consumption, and there is very little margin for error. Normally, anyone could
expect to die and restart several times before winning. Your armor and your
companions are also a drain on your water. So here are the hints for those who
wish to solve it themselves:
Hire the best guide and follow
his suggestions. Anything you see off the guide's recommended path is likely a
mirage. Get off his path, and you become lost and will waste much water before
you find your way again.
You and your guide will consume
one unit of water per turn. If you are wearing armor, you will sweat so much
that water consumption might double or more. There is only one place in the
entire adventure where armor is desirable, so take it off until you need it.
You will be unable to find your
way in the desert until you get Anharos to show you the way.
The protection of Terza should
be sought as well.
Let's get started!
First things first. You're
sweating all your water away in your armor, so take it off! DROP your armor,
then GET it again for later use.
Follow Omar's (you did get the
best guide, right?) advice and go east, then SE. Kill the Dust Devil. Again
follow his advice and go S, E, and E.
A great pyramid! Read the
glyphs on the door. SAY FOR ANHAROS, then go east. GET a torch. (Actually, there
are two torches. I only found a need for one, but feel free to grab both if you
wish.) Light the torch and go east. Uh, oh. Those flattened bodies and dark
stains indicate that there is probably a heavy deadfall trap ahead, so we'll
just turn around right now. Go back outside and around to the south side of the
pyramid.
Once you reach the south side,
take a LOOK around. That loose stone looks interesting. It's far too large and
heavy to move yourself, so let's try the same trick that got us in the main
entrance: SAY FOR ANHAROS. It opens!
Go north, then west. Kill the
guards and get the pike.
Go east twice. That rope looks
like it might be useful–EXAMINE it to see if it's real–it is! GET the rope, then
return west to the center chamber. Go north three times.
Go west into the storeroom and
LOOK around. Get the tunic. Go east twice and LOOK around again. Get the amulet,
and WEAR it. Go back west to the center chamber.
Go north. A huge statue! Maybe
there's something up there? EXAMINE it. Maybe you could hook one of the teeth?
THROW ROPE. Climb UP the rope, then go south into the statue's mouth.
Hmm. That moat looks fishy, and
the corpse with the flesh eaten away is a clear warning of danger. EXAMINE the
moat to get a closer look at it. Whatever it is, it isn't water, so let's play
it safe and not try swimming in it. That pike should make a pretty good vaulting
pole, so let's use it to JUMP across the moat. (Simply type JUMP.)
A wall of flame! You don't want
to end up like the burned corpse. That tunic you found is a real heavy fabric
and should offer some brief protection from the flames, so WEAR TUNIC, then go
south into the fire.
Yeah, that worked well. DROP
the tunic to conserve your water consumption. Go south. But now we're facing
some sort of electrical discharge, and that corpse bears signs of electrocution.
Perhaps that amulet will offer some protection? Let's try it! Go south. It
works!
Oops, another corpse, this one
clawed badly. Read the glyphs engraved in the floor. They say, THOSE WITHOUT
HONOR PASS AT THEIR PERIL. Now go south. You face an avatar of Alaxar! If you
don't get the answer right, your Quest ends here. It's looking for a worthy
trait, so your answer is HONOR.
A stair! Go up, then north. A
pool, and none too soon! Get water from the pool to refill your water bag, then
return back south for a look around. Try south into the black room. Whoops,
that's no good at all. Return north and relight your torch.
Examine that pedestal. Remember
that the desecration involved the theft of the Diamond of Purity, so that
depression in the pedestal is certainly where it must belong. Read the glyphs.
They say to "follow the light of the spectrum and reach he who lies above."
That's the key here. Go into each of the colored rooms, in this order: red,
orange, yellow, green, blue, and violet. Now, go back north into the white room.
A column of water reaches to
the room above! SWIM, and it will carry you up there. Go north.
Looking around, you find that
this Inner Chamber contains the Queen's remains. We're looking for Anharos, so
continue north.
This sarcophagus bears the Seal
of Anharos-- pay dirt! Take a LOOK around, and find a hidden door in the mural.
Open it. Read the glyphs on the reliquaries. Yep, as you would expect, they
contain Anharos' internal organs. (If you don't know, this really was standard
procedure for mummification.)
You remember that Pindar Rambis
said that Anharos will "reveal the gem when he is made whole again." Open the
sarcophagus, and put the reliquaries inside.
Anharos awakes! Listen to what
he says, and make note of the map he etches on the sarcophagus lid.
Now we know where we are going!
SWIM back down the waterspout and refill your water bag, then leave the pyramid,
using all the protections you used while getting in. (Don't forget to take the
tunic off after passing the flames.)
The map departed from the east
side of the pyramid, so that's where you'll want to start from; go east and
north to get there. Then from that point, go east six times. Ignore the crazed
hermit if you can, or kill him if you must.
You arrive at the Obelisk of
Terza. If you've been paying attention, you've noted that you are walking in the
Desert of Terza, and that she is the goddess of pain and purification. It could
do no harm to get her protection. Read the glyphs on all four sides, enduring
the pain. Her protection comes at a price, but you can stand it! Heal yourself
when done.
Now go south five times, to the
Riff camp. It is your option whether to aid Farouk along the way, but I would do
so. Pat, er, Alaxar, has a history of rewarding good behavior. Be warned, the
aid will cost you 20 units of water, but you should be able to afford it if
you've been sticking to the plan here.
A spring! Refill your water
bag. You can expect some fighting here too. With the spring nearby, here is an
excellent place to don your armor for combat.
There are a couple of ways to
go from here. If you go to the west then south, you have to kill all the Riff
children (which is rather distasteful to classy Adventurers.) If you go
straight south, you have to kill the women. If you go east, then south, you have
to kill the men. The choice is yours. I've tried them all and prefer dealing
with the women; it's the straightest path to your goal.
Kill the sheik and his aide.
You're through fighting now, so drop your armor to remove it and conserve water.
Examine that carpet. Read it. It says, "SOAR WITH ALAXAR." What's this, a
magical flying carpet? Get it!
Still nothing to be found. LOOK
closer. You find an onyx case! Get the case and open it. The Diamond of Purity!
Get it! (Just so you know, if you aren't enjoying Terza's protection at this
point, the diamond will sap your strength and kill you in three or four moves.
Remember the Sheik's sickly condition?)
Your water is probably running
low by now, so go back to the spring and refill your water bag. Now it's time to
try out that carpet. SAY SOAR WITH ALAXAR, and return to the pyramid.
Re-enter the pyramid, and
return to the Pedestal Room. Put the Diamond of Purity in its niche on the
pedestal. Order is restored in the universe! Your Quest is complete!
But you're not done yet. Return
to the pyramid's secret entrance (use the carpet), and SAY FOR ANHAROS to
re-seal it.
Then use the magic carpet to go
home!
Eamon #127 "The Hunt for
the Ring"
Walkthrough by Tom Zuchowski
This Eamon was chosen for a
walk-through because it includes several fairly obscure puzzles, and also has
the potential to be pretty deadly.
Not much to say in the way of
hints that wasn't said in the review. Pay very close attention to the
information that people give you. Be on the lookout for embedded artifacts.
Don't explore the cave without a light source in hand. If you are familiar with
the LOTR story, you may do better, as Sam uses many of the events therein.
Let's get started!
First, let's do an inventory.
Yep, you have the magic ring Narya that Gandalf gave you. (You can wear the
various magic rings, but they are greater than you and it's generally a bad idea
to do so.)
Go North, then West and meet
Cirdan. GIVE Narya to Cirdan, and pay attention to his advice.
Go East twice, then South into
Buckland where you meet your friend, Merry. From here, go East to avoid the road
as Cirdan advised. Go East twice more, and kill Old Man Willow.
Continue East, then go North
and meet Tom Bombadil. (Tom's advice will only come into play if you go into the
fog and become a prisoner of the barrow-wight. This is an interesting side
event, but it is not necessary to the Quest and involves unnecessary combat.)
Go North, then East twice, then
South, then East into Bree. Go North into the Prancing Pony and meet Strider,
another companion.
Go South, then East, and kill
the midges. Continue East, then North to again avoid the road. Go East, then
South to avoid the Trollshaws (another interesting side-event.) Go East three
times.
The Nazgul! If you haven't read
the books, the Nazgul are very bad customers indeed, and there is no way you can
defeat them. FLEE!
Aha. A magical event saves you.
Perhaps we are nearing Rivendell, our first goal. Go East. Nothing here, but the
Misty Mountains are to the east, which puts us in the general area we are
seeking. Let's take a LOOK around. A secret passage East! Go East into Rivendell.
(There is an intermittent bug here. If you get the message that you can’t turn
your back with enemies present, halt the program with control-C, then type
NB=0:POKE51,0:GOTO100 to clear it. Or you can simply FLEE once.)
Go East twice more and meet
Elrond. Say GITHONEIL A ELBERETH, as Cirdan instructed, and Elrond will advise
you. Get the miruvor. (Another note: The miruvor doesn't heal all that much, and
it only works twice. You will likely need to cheat once or twice to recover your
health or healing ability to survive. Here's a short refresher on the method:
after halting with a control-C, you can restore your health and beef up your
HEAL spell by typing this: MD%(0,13)=0:S2%(2)=2000:POKE51,0 :GOTO100.
We're through here for now. Go
West three times, then South twice. Kill the Crebain. Continue South twice more
and kill the Dunlandings. Then South twice yet more, then East, and kill the
Uruks.
Here is Isengard. If you've
read the books, you know that this is the entrance to Orthanc, Saruman's lair.
Saruman covets the Ring and may know or have something useful. Go North and kill
Ugluk, then Up twice and kill Wormtongue. LOOK around, and go Up again. Saruman!
Kill him.
This room is just loaded with
Stuff. LOOK around. GET the key. EXAMINE the crate and closet. OPEN the crate.
OPEN the closet. EXAMINE the shelves and cushion. GET ALL.
We're done here. Go Down three
times, then South to leave. Go East into the Gap of Rohan, and kill the Orcs. Go
East twice more, then South twice to Minas Tirith. Go West, then Up and meet
Denethor.
Denethor is suspicious of you.
You'll have to prove yourself to him. Hmm. You found a valuable heirloom of the
men of old in Orthanc; could that do it? GIVE Elendilmir to Denethor. He rewards
you with access to their records. You’ll want to EXAMINE BOOKS. EXAMINE SCROLL.
READ SCROLL. EXAMINE MANUSCRIPT. READ MANUSCRIPT. GET ALL, for future reference
if you need it. Now we're done here. Leave by going Down twice, then East.
Now, what? Well, let's look at
what we learned from the visit to the archives: not much, except the seemingly
useless factoid that Hobbits will respond to a call for a drink. That was a lot
of bother for so little information. Is it a clue to our next step? We'll save
you some time here and tell you that the call achieves nothing in Hobbiton.
Let's try to find another land of the Hobbits. Go North twice, then West, then
North twice into Fangorn (the Ent will not attack you.) Go East, then North four
times into the Gladden Fields.
Hey, there are burrows here.
The manuscript said that Hobbits lived in burrows. Is this the spot we're
looking for? Say HO! HO! HO! TO THE BOTTLE I GO! Weagol appears! GIVE the
pipeweed to Weagol. (There is a screen pause in the text that follows, but the
YOU SEE text will shoot the second screen off the top, so be ready with the
control-S key and halt it after a half-dozen lines so you can read it first.)
She rewards you with reminiscences, a coat, and a torch. GET ALL.
So, what good were those
reminiscences? We need to put some pieces together here. Look at where you are:
the Gladden Fields. You know that the Ring was captured in the Gladden Fields
shortly before it became lost. Weagol went on about this Gollum character who
found some sort of "precious" item. Let's go find Gollum!
Go West, then North twice, then
Up and kill the Goblins. Go West, then North into the cave. A dead end? LOOK. A
secret passage!
Go North and kill the Orcs.
LOOK and find another secret passage. Go West, then North.
It's dark, and you've lost your
companions! LIGHT your torch, then go Down.
You meet Gollum. Agree to the
riddle contest (type Y with no return.) The answer to the riddle is FISH. Be
careful with your typing, you only get one chance!
Gollum "leaves" you for a
moment. While he's "gone," LOOK around.
What's this? A small ring. GET
it and WEAR it.
Gollum rushes past you as if
you are invisible! (You are invisible. This small, nondescript trinket is the
Great Ring you are seeking.)
He thinks you've gone for the
exit. Follow him by going South.
Remove the Ring. It is far more
powerful than you and will turn you to Evil if you leave it on.
We are nearly done. All we need
to do now is deliver the Ring to Elrond.
Go East, South twice, East,
Down, South eight times, West three times, North six times, and East three
times.
Give the Ring to Elrond. Your
Quest is complete!
Eamon #128 "Quest of Erebor"
Walkthrough by Jared Davis
First of all, here
are some notes:
When you get into a
battle, some of the dwarves will sometimes run away. You can COUNT them to see
who's missing. In order to find them, go in any direction from the scene of
battle. COUNT DWARVES to see if they're back. If not, go back to the scene of
battle and try another direction. There are supposed to be thirteen dwarves:
THORIN, BALIN, DWALIN, BIFUR, BOFUR, the infamously fat BOMBUR, NORI, ORI, DORI,
FILI, KILI, GLOIN, and OIN. (What a mouthful!)
The Woodman who you
can rescue and Beorn are not important to get, but they are nice to have in
combat.
There are extra
battles to be fought outside the Lonely Mountain. None are important, but if you
take the WAIN in the northernmost battle, it's worth quite a bit when you return
to the Main Hall.
Now for the
solution...
After the long list
of the dwarves, you will see that one member of your company isn't here. Bilbo.
He's over to the east. Please note that if you go west here, you end the game.
Now go East, and you
will find BILBO and a DOE. Also note that instead of listing all the dwarves, it
just says "The Dwarves are here." As far as I know, the doe is of no use, nor is
it harmful, so leave it alone.
Go North a couple
times to meet BEORN. SAY HELLO or SAY HELP, and he will follow you. Or attack
you.
Now go South. And
then East into the forest. You will immediately meet two wargs and three orcs. I
suggest ATTACKing the WARGs first. After they're dead, ATTACK the ORCs. After
they're dead, look around for any missing dwarves. Head East from the scene of
battle to...
...go to another one.
A warg is attacking a poor guy. So, ATTACK this WARG. Now, TAKE the WOUNDED MAN.
You can go South, then East, to a village where a woodman is. GIVE WOUNDED MAN
to the WOODMAN, and you have a new ally! Now, go back West, North, then West to
the scene of your first battle.
Head North for
another battle with a BUNCH of ORCs. Oh, and three WARGs. Attack either the
WARGs or the ORCs first. When you're done, probably a lot of dwarves have run
off, and many of your companions have been injured.
Well, you can only go
East, South, and North. Go South and North first to pick up any dwarves that ran
off, and then go East. Go East again, and you meet a BEAR you have to ATTACK.
Now, head North, then East. Here is the infamous black river. Go South and LOOK
for a BOAT. TAKE the BOAT. Go East. In the boat some of the dwarves will fall in
the river, so you have to TAKE ALL of the sleeping dwarves. Then head East, and
WAIT until all the sleepyheads wake up. Then head North.
Head East to lose ALL
the dwarves. Go South, ATTACK all the SPIDERs, LOOK, get the SHOVEL, then head
South and kill all the spiders. Go East and kill the spiders here. Get Sting and
DIG and GET the HOARD. Go West and North twice. LOOK for a secret passage East
to get into the Elvenking's Halls.
Head East. further
east, the Elvenking is partying. But, nothing important there. Unless you want
the ELVEN KING'S TREASURE. But then, that'll make 'em mean. It might be wiser
to...leave it be... If you did go, go back West. LOOK for a way Down.
Right now, I'm going
to tell you this: THESE ELVES ARE PEACEFUL. YOU WILL SAVE YOURSELF A LOT OF
TROUBLE BY LEAVING THEM ALONE! Okay? Good!
Now that you're down
here, go East. Unless you took the treasure...
Go east, ignore the
elves, go north and have a LOOK around. Get the bottle. (Note: it might not be a
good idea to get the barrels...) Go South twice, go Down, go East twice to the
end of the hall, then LOOK for a passage Down. Go North, North, then West. PUT
the BOTTLE ON the TABLE to get the butler and guard "stoned." LOOK for the TRAP
DOOR, then OPEN it. TAKE the KEYS, go East, S, then OPEN DOOR, and go West.
Here's Thorin! He's
asleep, but just GET THORIN! Go South, Up, OPEN DOOR, and go North. Here are
more dwarves. GET ALL of them! Go South, West, OPEN DOOR, North, GET ALL of the
dwarves here, South, West, OPEN DOOR, N, GET ALL the other dwarves, then go
South, then Up, then North a couple of times and TAKE BARRELS. OPEN BARRELS, and
PUT THORIN IN BARREL. The rest of the dwarves will follow suit, as will Bilbo.
Go back to the platform with the (now open) trap door and DROP BARRELS, then go
Down.
Go East three times
and OPEN the BARRELS. Go East into Lake Town. Go North to meet Bard. You can
give the Northmen some money to join you. Go South and East twice to get to the
Desolation of Smaug.
Now the important
thing is to get inside the Mountain and kill Smaug. You can just go North from
here until you get there. There are other things to do as well, though, so I
will go into those.
Go East to meet three
SAGATH warriors. Dispatch of them. Go North into Dorwinion. You can get some
grapes here. Go North again to get some presents from the Dorwinion people. You
can also hire one of them, but not the other one, unless the other one is
killed. If you try to hire both, the first one you hired will always get the
gold. Go North a few times to fight some WAINRIDERS. I suggest ATTACKing their
CAPTAIN first. Here LOOK and go East twice to meet Dain and his army. You can
keep going North and fight some BALCHOTH, then go West.
There are two ways to
enter the Mountain. There's the main entrance and the secret side door.
MAIN ENTRANCE
From here you can go back Down, East, South, South, and West to get to the main
entrance. Go North twice to enter the Mountain. Go North and Up. Go North and
LOOK for a passage West. GET ALL the things in here. Exit and go North. SAVE
here! Go North to meet SMAUG!
SECRET DOOR
From the Far North, go as far West as possible. ATTACK the ARMY of Orcs and
Wargs. Go South and Up the Mountain. Look and go Up. Look for the key. (Get it!)
WAIT three times and PUT the KEY into the HOLE. Go East and Down to meet SMAUG!
Here is a bug that
sometimes happens. It will prevent you from leaving or FLEEing. After Smaug is
dead, leave, then go back. For some reason, doing a LOOK here before leaving the
first time will make the program think Smaug is still alive. You cannot FLEE
Smaug, and you cannot leave a room with enemies in it.
ATTACK SMAUG. After
he is dead, go South to avoid the bug. Go back North and LOOK for the ARKENSTONE
and GET it. Head back to the bridge. PUT the PLANKS on the BRIDGE. Go West twice
to return to the Main Hall.
Eamon #129 "Return to Moria"
Walkthrough by Tom Zuchowski
This is a very tough Eamon on
two levels. The first is the puzzling, which is complex and often deadly if you
don't correctly figure it out. The other is the combat, which is rich, varied,
and at times very difficult to survive. This Eamon dates from a time when Sam
believed that a proper Eamon required many plays to survive; thus there are many
avoidable foes and death traps that can only be found the hard way.
I know of no way to avoid nor
to survive the encounter at Balin's Tomb. As near as I can tell, it is a slow
death trap by combat unless you are using a superman character carrying tactical
nukes, and even then your companions will not survive. And yet, there is no way
around it that I can discover. I do not know what Sam's intentions are here.
Perhaps it is a puzzle that eludes me.
Here is a way to cheat past
that encounter: when you go west from Balin's Tomb and are jumped by all those
bad guys, hit control-C at the YOUR COMMAND? prompt to halt play. Then type in
this command (you can type it in without any spaces, but I include the spaces
here for clarity):
FOR I = 1 TO NM: MD%(I,5) = MD%(I,5) * (MD%(I,5) = RO
AND MD%(I,14) = 3 OR MD%(I,5) <> RO): NEXT: NB = 0: POKE 51,0: GOTO 100
Poof, they disappear!
I have little in the way of
hints for this. Read carefully. Save often. Try examining the stuff you see in
the descriptions. Examine all artifacts that you find in rooms. Read carefully.
Save often.
As Sam recommends in his
Author's Notes, you will want at least one magic weapon capable of at least
20 hit points. This is not an adventure for lightweights!
Sam's obscure hint about
"ATTEMPTING" something refers to the fact that you can heal your companions (eg:
HEAL GIMLI). It isn't too hard to keep everyone alive if you temporarily stop
the game with a Control-C and boost your heal ability enormously by typing
S2%(2)=20000:POKE51,0:GOTO100.
You may wind up needing to do
this more than once if you start getting a lot of NOTHING HAPPENS messages.
You will encounter several
groups of multiple foes. One way to divide their numbers is to FLEE. Usually,
only a few of the foes will follow you. Then you can kill them and return to the
room of the original encounter to finish the rest.
The descriptions are rich and
full, and well worth careful reading even without the vital clues supplied.
The command parser supports "A"
as shorthand for "ATTACK". At the same time, it often requires that you type in
the full object name. Be sure to type the full name when doing EXAMINEs!
One startup note for the ProDOS
version: if you answer "N" to the 5.25 disk question, it assumes that all of the
files are in the same folder.
All right! Let's get started!
This Walk-through will assume
that you are reading carefully and thus will understand the reasoning behind the
moves outlined below. Also, it ignores passages that contribute nothing except
unnecessary combat to the Quest. Feel free to explore the unlisted passages if
you wish, but only if you are spoiling for a fight!
OK, our Quest as outlined in
the detailed intro is two-fold: bring back mithril for the repair of the gate,
and revive Durin the Deathless.
The adventure opens in a dark
room. Light your Lantern. Go South three times, then West into the Reception
Room. Kill the bat.
Examine the chandelier. Aha,
our new light source. Get it and light it.
Continue West twice more.
Ignore the web. Go further West into the circular tunnel. Turn North, then West.
Kill the spiders.
Continue West, then turn South
twice. Kill those spiders, and get the greasy slime. Light the web.
Continue South, and find
yourself out of the spider tunnels and into Dwarven works. Go West twice. Take
the stair Up twice, and kill the Wargs. Go East and find the Mirrormere.
Examine the Mirrormere. Examine
the stars and find a magical Crown of Stars. You know this crown; it was Durin's!
Get the crown.
Return West and Down twice, and
then continue Down again. Go West three times, then enter the room to the North.
Kill the Uruks.
LOOK around. Get the iron key.
Go South to exit the room.
Go West, and kill the Gate
Keeper. Open the gate. Continue West, then turn South twice, then West twice.
Kill the Orcs.
Continue West, and kill more
Orcs. Examine the beer. It is a one-time healing potion; get or drink it as you
choose.
Continue West twice more and
enter the kitchen. Open the cupboard, and get the Orc Brew. This is another
healing potion that works three times.
Return East, then turn North
twice, then East twice more and enter the Armoury. Examine the molds. They might
be useful, so get them.
Return West. Examine the dead
operator, and get the small key that you find.
Go North into the storage area,
then turn West. LOOK around. Put the small key in the keyhole. Examine the box,
then open it. Pull the lever. (Going down!)
Go West three times and enter
the Chamber of Mazarbul. Examine the stone block, then examine the runes
engraved on it. It's Balin's Tomb! Examine the chests, and the book. Read the
book. Note the magic word "CARASH".
Save the game!
Go West. As you try to pass the
door, you are jumped by overwhelming odds! I know of no way to survive this
combat. Use the cheat outlined at the beginning of this walk-through.
You're still in the Chamber of
Mazarbul. Go West twice, then North. Examine the rope and the winch. Go West,
and examine the rope and the pulley. Put the rope on the crate.
Return East, and pull the
winch. Go South, then East, then North into the booth. LOOK around. Put the
greasy slime on the lever. Pull the greased lever.
Go Down, then West, then North.
Open the crate. Mithril ore! Get the large rocks.
Go South. Open the stone door.
That didn't work. LOOK. The door has no keyhole; is it magical? Say CARASH. It
opens!
Go South. Examine the pool. (It
doesn't say so, but it's full of acid, and you will die if you enter it.)
Examine the plug. Pull the wire.
Continue South twice more, and
encounter the most complex puzzle in the dungeon, with four death traps to
avoid!
Examine the blanket. A spike
trap! Get the blanket. Examine the mithril armour. Another trap! Get the mithril
armour, and wear it.
Return North, then go East.
Examine the red spot. Looks innocent, doesn't it? It's not. LOOK. Put the
blanket on the hooks. Get the gold vase and let the blanket save your life.
Go West twice. Examine the
pillar. The last trap! Put the gold vase on the pillar, then get the diamond
vase. Open the diamond vase. Get the steel key and the serum. (The serum
significantly enhances several character attributes; use it if you wish, but
also be aware that it is the most valuable loot that you will find and is worth
some serious gold.)
Return East, then North twice,
then go West twice. Open the steel door. Continue West, then turn North into the
stone workroom.
LOOK around. Get the explosives
and the black liquid. Examine the smelting pit. Obviously, this is where we
refine the mithril, but we need heat, and it won't accept our large rocks.
Return South, and go West.
Examine the mallet. This looks like the way to make small rocks out of big ones!
Get the mallet, and ready it. Drop the large rocks, then attack them.
Get the mithril ore and the
mining tools. You're done with the mallet, so drop it and ready your combat
weapon!
Continue West, then North. Get
the mining cart. Continue North. Ants! They will be a serious problem if you
don't solve this puzzle. Put the black liquid in the ant hole.
Continue North, then West. Dig.
Get the coal. Return to the smelting pit. (E,S,S,S,E,E,N). Put the mithril ore
and the coal in the smelting pit. Put the molten mithril in the molds, then get
the