THE ULTIMATE GUIDE TO LANDSTALKER


THE ULTIMATE GUIDE TO LANDSTALKER (V1.0)
by David Richey and Victor Trent

drichey@eng.auburn.edu
vtrent@eng.auburn.edu

(Comments Welcome)

Last Updated 2/6/95

*** Introduction ***

LANDSTALKER is a combination adventure/role playing game where you are an
elf called Nigel, a young treasure hunter whose main quest, along with a nymph
named Friday, is to ultimately find the treasures of King Nole.  LANDSTALKER
is a walk-around, pick up objects, and fight monsters type-of-game with a
mixture of platform jumping and having to solve intricate mazes and puzzles
in one huge labyrinth after another.  LANDSTALKER will definitely amaze you
for endless hours in it's complexities of action, adventure and mystery.
Your character's strength and abilities will improve as the game goes on
similar to role playing games.  The most interesting aspect of LANDSTALKER is
the definitative storyline and plot that you have to follow in order to
successfully proceed through the game, with you as the central character.
LANDSTALKER has a battery backup which allows you to save up to 4 separate
scenarios. This is good, since most people take 30-40 hours to complete
the game for the first time. Having played it from beginning to end
several times (to make sure I didn't miss anything), I can now finish
the game in around 15 hours.

I truly believe that LANDSTALKER is one of the best games I've ever seen
for the SEGA game system. I hope those of you playing this game enjoy it
as much as I have. Part of the fun is figuring out the puzzles, but if
you're really stuck (and really frustrated) just keep reading...all will
be revealed!

LANDSTALKER was produced by Climax Entertainment for the Sega Genesis.

I would like to thank Edward J. Girard for putting together the first FAQ
for LANDSTALKER back in 1993. This helped me a great deal!
This new FAQ is, however, much more comprehensive.

: WARNING : WARNING : WARNING : WARNING : WARNING : WARNING : WARNING :
The information given here may spoil some of the games surprises.
Try to read only as far as necesary!


*** Plot Synopsis (walk through) ***

Synopsis Table of Contents
    INTRO/MASSAN/WATERFALL-SHRINE/GUMI
    RYUMA/THIEVES-CAVE/TIBOR-TREE
    MERCATOR
    MIRS-TOWER
    GREENMAZE
    VERLA/VERLA-MINES
    DESTEL/CAVES-UNDER-DESTEL
    LAKE-SHRINE
    MOUNTAINOUS-AREA
    KAZALT


INTRO/MASSAN/WATERFALL-SHRINE/GUMI

The game begins with a short introductory animation in which Nigel finds
the Statue of Jyptya and sells it for 2000gp. He then meets Friday,
a wood nymph (resembles Tinkerbell), who says she knows the location
of King Nole's legendary treasures. She's being persued by a trio of
villians -- Kayla, Ink, and Wally -- who want her to take them to the
treasures. Nigel helps Friday hide, then spends all of his gold on
transportation to the island on which the treasures are supposedly hidden.

You start the game standing on a ledge, near a cave (you're in the
Mountainous Area, but you don't initially know this). After exploring
the cave, you eventually end up running from a large rolling ball that
forces you to ride a raft over a waterfall! You are rescued and taken
to Masson by Fara, the Mayor's daughter. Once you recover and begin
exploring the town, you learn that the people of Masson are feuding with
the people of Gumi (a neighboring village). The Gumi tribesmen have
destroyed a bridge, preventing travel between the two cities. Someone
suggests you ask the sage of the Waterfall Shrine about King Nole's
treasures...

The Waterfall Shrine is the first, and easiest, labyrinth you must explore.
After talking to the sage (who asks you to "come back later"), you should
return to Masson. There you learn that Gumi tribesmen have kidnapped
Fara. You go to Gumi to rescue her (Masson tribesmen have repaired the
bridge). The entrance to Gumi is guarded, but you can take a side path
around to the back of the city, where you will observe a ceremonial
ritual take place: you learn that Fara is going to be sacrificed to
evil gods at the Swamp Shrine! Once all the tribesmen leave for the shrine,
you can explore Gumi. Pockets is on the road just south of Gumi (which is,
by the way, blocked with debris): he tells you that the only thing of
interest in Gumi is a strange statue in the Mayor's house (this is the
Idol Stone -- be sure to take it).

Next, make your way to the Swamp Shrine. The door to the shrine can only
be opened by using the Idol Stone. Your goal is to rescue Fara. To do
this, you must first find and defeat the Orc Kings. The evil Orcs have
been using magic to control the people of Gumi. Defeating them breaks
the spell.

When you're finished exploring the shrine, return to Masson and visit
the Mayor. He rewards you with the Red Jewel for saving Fara. Next,
go back to see the Sage at the Waterfall Shrine (he tells you that
the legend of King Nole may be true). Go back to Gumi. The villagers
are friendly now: they clear the blocked road south of town for you.

Take the side road to the NE. This leads to the first difficult jumping
puzzle of the game. Beyond it is Kado's house. Kado will give you his
magic sword.

RYUMA/THIEVES-CAVE/TIBOR-TREE

Continue on the main road, towards Ryuma. There is a house in which three
people are having a meeting. A boy is hiding behind this house. Be sure you
talk to him. Once you do, the three men inside will tell you that the
Mayor has been kidnapped by Thieves and taken to their hideout. Agree
to help, and take the raft to the Thieves' Cave. After beating their
boss, you get the Lithograph (an important clue to the location of King
Nole's Treasure). Unfortunately, Kayla, Ink, and Wally steal it from
you (don't worry, Friday has a good memory). Return to the meeting house
in Ryuma. The mayor will give you a Safety Pass. You need this to enter
Mercator, which is your next destination.

On your way to Mercator, visit Tibor (large tree at Mercator/Ryuma/Gumi
crossroads). Once you defeat the monster's inside Tibor the teleport
trees around the island become active.

Also along the way is a side path which leads to the Witch's House.
You don't want to go there just yet...

MERCATOR

Mercator is the largest city on the island, and will take a while to
explore. Once you have gone everywhere and talked to everyone, go to
the fountain on the south east side of the castle. You should see a girl
waiting there. If you don't see the girl, you haven't met everyone you
need to. Be sure to talk to Ludwig, the fortune teller, everyone at Madam
Yard's, and the guards outside the castle. While talking to the girl, you
will see Arthur pay someone to cover for him while he sneaks out. Follow
him to Madam Yard's. Talk to the girls at the bottom of the stairs. One of
them tells you to go to the fortune teller. The fortune teller will cast a
spell on you, making you look like an adult. Go back to Madam Yard's
and go with Layla upstairs. On your way out you will bump into Arthur.
He will invite you to the castle.

When you enter the castle, you will be taken to meet the Duke. You also
meet two other heroes: Dexter and Zak. Explore the castle (be sure to
find and talk to Arthur). Go to the Duke's banquet. He asks Nigel, Dexter,
and Zak to defeat Mir the wizard. Find Arthur again. He says you need a
magic armlet to enter Mir's tower, and the armlet is hidden in the
Mercator Crypt. Spend the night in the castle, then go to the crypt
(located next to the Church).

Once inside the Crypt, you must solve 9 riddles to reach the armlet. This
is a common place to get stuck. The solutions to the riddles are given
in a separate section below.

MIRS-TOWER

Mir's tower contains several difficult puzzles. You'll have to fight Miro,
your evil twin, for the first time while in here
(major hint: use the garlic on him!).
Mir himself is the first truly difficult "boss" you must fight.
Once he's beaten, he gives you the Purple Jewel.
Note: near Mir's tower you'll see several paths blocked by trees. Ignore
these for now.

Return to Mercator Castle. The Duke takes the Red and Purple Jewels and
throws you in the dungeon. The path up out of the dungeon eventually
leads to the top of the Castle's tower, where you see Zak kidnap Princess
Lara. Go back into the castle and save Arthur. He will say "Cut the armor".
Go upstairs and strike the suit of armor with your sword: a rope will
appear. Climb up and get the key. This key opens the door in the south-
east wall of the castle (remember the girl by the fountain? it's the door
you saw Arthur exit). Inside, navigate the jumping puzzle up to the
button. This button causes the fountain outside to open up, revealing
the passage to Greenmaze.

GREENMAZE

The Duke has left town by ship, looking for the treasures. He damaged
the lighthouse in Ryuma on his way, so no other ships can follow. You
must locate the Sunstone (hidden inside Greenmaze) in order to fix the
lighthouse. While in Greenmaze, be sure to help Einstein (the dog). His
master, the woodcutter, will give you a magic whistle which lets you
talk to dogs!

Once you make it out of Greenmaze with the Sunstone, take it to the
lighthouse in Ryuma.

Also, now that you have the Einstein Whistle, you can go back and
talk to all the dogs you've seen. The dog in the Witch's House says
"I want Bell." Bell is the dog all the way back in Massan! If you
talk to Bell, the dog in Massan, and then go to the Witch's House,
you'll have to make your way through four extremely hard jumping
puzzles. Your reward for completing the Witch's house is the Saturn
Stone. Note: doing the Witch's House is optional.

VERLA/VERLA-MINES

After you've fixed the lighthouse, return to Mercator and take the
boat to Verla. You can't get to Verla by land, because a big rock is
blocking the path North-West of Mercator. When you get to Verla, you
find that all the villagers have been taken prisoner by the Duke and
forced to dig in the mines! Rescue all of the villagers from the mines
and return to Verla. The Mayor tells you to search the well. Inside
you find the Thunder Sword. The villager's digging will open the
path over land back to Mercator. Explore the tunnels they open for
lifestock back in the mines.

Along the road connecting Mercator and Verla is a side path to the
South-West. The first time you enter this area, Friday says "We're
getting near my home town." There is a hidden stairway down to
Twinkle Village here. Why go to Twinkle Village? FREE EKE-EKE!

DESTEL/CAVES-UNDER-DESTEL

Back in the Verla Mines, a path to the North-West, previously blocked
by two statues, will now be open. Follow this path to Destel.
The Kelketo Waterfall Item Shop is located south-west of Destel.

Take the North-East road out of Destel to the lake (don't miss the
Mars Stone along the way). You'll see the Duke travel by raft to the
Lake Shrine. Walk south-east along the lake. You'll come to a large
hill. Jump your way to the very top. You'll see the Duke in the
distance. Go back to Destel. While you were gone chasing the Duke,
Kayla, Ink, and Wally opened the sealed well, leading to the
Caves Under Destel.

The Caves Under Destel are pretty tough. Nasty jumping puzzles, and
nasty monsters. If you make it to the end, you'll face the second
major boss: the Taurus Golem. Beat him, and you get the Boots of
Healing.

LAKE-SHRINE

Once outside, head North-West towards the volcano. Enter the volcano,
then use a statue of Gaia in front of the goddess statue. This causes
a lava flow to spill into the lake, forming a bridge to the Lake Shrine.
Before reaching the volcano, you'll see a path to the South-West. This
leads to a teleport tree that takes you back near Destel.
Greedly's store is along the way.

The Lake Shrine is a very complex labyrinth. The Ice Sword is hidden
inside here. When you reach the end, you'll fight the Duke. When you
think you've won, Zak appears and ambushes you from behind!
Miraculously, Mir teleports you to safety...all the way back in his
tower! (That last chest in the Lake Shrine contains a lifestock, if
you want to go all the way back for it). Mir gives you Axe Magic,
which lets you cut the sacred trees. There's a chest outside his
tower that you'll be able to reach now. Go back towards Mercator.
Along the way is a rope, blocked by a tree, that you can now climb.

Back in Meractor, visit Arthur in the castle. He'll give you a Casino
Ticket. Go down the well to play the Casino games. Go back to Massan.
You can now enter the cave, previously blocked by trees. Inside this
cave you'll find the fireproof boots. Remember the fire and lava
inside the Verla Mines? With the fireproof boots you can explore and
find another lifestock.

MOUNTAINOUS-AREA

Return to Mercator, and head back towards Greenmaze. There's a sign
pointing the way to the Mountainous Area, but trees block the way.
This is no longer a problem, now that you've got the Axe Magic.
Explore the Mountainous Area (the Moon Stone lies hidden in a cave here).
Eventually, you'll have to battle Zak. Beat him and you'll get Gola's
Eye. Use this in front of the goddess statue to activate a teleporter.
This area should look familiar: you're back to where you started the
game! This time around you won't go over the falls. Find the Princess,
then follow the Duke through the teleporter to Kazalt.

KAZALT

Every store so far that has sold lifestock has sold only 1. The store
in Kazalt has an unlimited supply (at 1200 gp each!). Nigel can have
up to 99 hitpoints. If you get every possible lifestock in the game, and
buy just one in Kazalt, you should finish the game with 84 hit points.

Inside the Undercaves of Kazalt lie the Sword of Gaia, the Iron Boots,
and the Venus Stone. You'll have to beat three bosses (Gehenna's
Gate Keepers). After the first, the Fire Elemental, you'll get
Gola's Nail. After the second, Spinner, you'll get Gola's Fang. After
the third, Miro, you'll get Gola's Horn. After beating all three, you
can teleport to King Nole's Underground Palace. This area is hard,
but you're almost done. Make it to the end and you'll fight another
Taurus Golem, then another Spinner. Finally, you face King Nole. Think
this guy's tough? Just wait until you meet Gola...


*** Kayla, Ink, & Wally Sightings ***

Game Intro: chasing Friday
Ryuma: Float by on raft as you head towards Thieves' Cave
Thieves' Cave: At the end, they take the lithograph
Ryuma (behind the scenes: steal a safe conduct pass)
Mercator Castle (After Mir's Tower): Get put in dungeon with you.
(They escape behind the scenes, through passage in basement)
Geenmaze: They wander by, lost, without seeing you.
Destel (behind the scenes): open entrance to Destel Caves
Mercator (after you've done Lake Shrine): In Jail!


*** Pockets Sightings ***

Masson: Inn
Gumi: In town, then at road south of town (before you do the Swamp Shrine)
Thieves' Cave
Mercator (the Fortune Teller makes you look just like him)
Caves Under Destel
Mercator (after you've done Lake Shrine): In Jail!


*** Items (complete inventory) ***

EkeEke Dahl
Detox Grass Mind Repair
Restoration Golden Statue
Statue of Gaia Key
Idol Stone Safety Pass
Bell Buyer Card
Blue Ribbon Armlet
Sun Stone Einstein Whistle
Casino Ticket Garlic
Lantern Logs
Axe Magic Death Statue
Oracle Stone Short Cake
Pawn Ticket Spell Book
Lithograph Gola's Eye
Gola's Nail Gola's Horn
Gola's Fang Red Jewel
Purple Jewel Antiparalyze


*** Teleport Trees ***

North-West of Gumi, at the Mercator/Ryuma/Gumi cross-roads, you'll
find Tibor, a large tree with a pest problem. I you get rid of the
pests, you'll be able to use the teleport trees: There are 5 sets of
matched trees throughout the island. If you discover and walk beneath
two trees of the same set, an opening will appear in the tree. From
that point on, you can teleport from one tree to the other.

The tree by Tibor connects to the tree south-west of Massan.

The tree south-east of Mercator (outside the front gate of the city)
connects to the tree in Verla.

The tree north-west of Mercator (at Mir Tower/Verla crossroads)
connects to the tree in the Mountainous area.

The tree at the entrance to Greenmaze connects to the tree deep inside
Greenmaze, near where you find the Sunstone.

The tree north-east of Destel connects to the tree south-west of the
volcano/Lake Shrine area.


*** Magic Items ***

Magic Sword (Fire Sword): Kado's House
Thunder Sword: Verla, in the well (after people free from mines)
Ice Sword: Lake Shrine
Sword of Gaia: Kazalt Undercaves

Steel Armor: For sale in Mercator (450gp)
Chrome Armor: Verla Mines
Shell Armor: Lake Shrine
Hyper Armor: Kazalt Undercaves (behind waterfall)

Healing Boots: Caves Under Destel
Fire Proof Boots: Cave in Masson (after getting axe magic)
Iron Boots: Kazalt Undercaves (lets you walk on spiked floors)
Ice Spikes: Kazalt Undercaves (lets you walk on ice)

Saturn Stone: Witch's House (charges magic sword 2x faster)
Mars Stone: NW of Destel (Increases resistance to poisson)
Moon Stone: Mountainous Area (Increases resistance to mind altering spells)
Venus Stone: Kazalt Undercaves (charges magic sword 3x faster)


*** Lifestock ***

Nigel starts the game with 4 hitpoints. Each lifestock you find
gives him an additional hitpoint. The more hitpoints Nigel has,
the more damage he can take before getting killed, and the more
damage his attacks do to enemies. Since lifestocks are often hidden,
or special puzzles must be solved in order to reach them, the following
guide should help you determine if you've missed any along the way.
The numbers represent how many lifestocks may be found in each area.

Starting Area (before going over waterfall): 2
i.e. Nigel should wake up in Masson with 6 hps.

Masson: 1 (farmer's house), 1 (for sale in store, 150gp)
        1 (in cave with fireproof boots, need axe magic -- after LakeShrine)
1 ("secret" lifestock -- jump on statue)

Waterfall Shrine: 2

Gumi: 1 (along road from Masson), 1 (for sale in store, 206gp),
1 (inside a house), 1 (in Mayor's house, after completing
swamp shrine)

Swamp Shrine: 1 (you must drop to it), 1 (at the end)

Kado's House: 1 (along the way from Gumi)

Ryuma: 1 (for sale in store, 300gp), 1 (in meeting house)
       1 (in lighthouse: return after you've fixed it)
Thieves' Cave: 4

Tibor Tree: 1 (at end)

Mercator: 1 (at Greenpeas), 1 (at vase lady's house), 1 (in castle kitchen),
1 in crypt, 1 NW of city, outside Twinkle Village

Mir's Tower: 1 (along the way from Mercator), 3 (inside tower),
1 (outside tower, need axe magic -- after Lake Shrine)

Castle Dungeon/Tower: 2

Greenmaze: 4

Witch's House: 1

Verla: 1 (behind house, on the way to the mines), 1 (for sale in
store, 450gp -- after Verla Mines finished)

Verla Mines: 2 (inside mine area), 1 (down tunnel 2nd group of saved
villagers open up), 1 (on hill along Mercator-Verla Path,
through tunnel -- after villagers open tunnel)
        1 (down lava path -- need fireproof boots)

Destel: 1 (on the way from Verla), 1 (for sale at Kelketo Waterfall
Item Shop, 300gp), 1 (just SW of city), 1 (in inn),
1 (in Kindley's Shop, 600gp), 1 (NE of city, just past Mars Stone),
1 NW of hill overlooking Lake Shrine.

Caves Under Destel: 5

Lake Shrine: 8 (note: you can only get 7 the first time through. At the
end Zak jumps on you, then Mir teleports you to safety -- before
you open that last chest. If you go all the way back through
the Lake Shrine, you'll find the 8th lifestock in that last chest.

Mountainous Area: 5 (counting the one for sale in Greedly's shop, 900gp)
                  1 (after using Gola's eye to teleport)

Kazalt: 1 (for sale in store: 1200gp !)
note: you can buy as many here as you want, if you've got
enough gold.

Kazalt Under Caves: 5

King Nole's Palace: 1 (in first room, with red balls)

Total = 84 (assuming you just buy 1 in Kazalt)


*** Mercator Crypt Riddles ***

1) Betty Ross: kill the bubbles in this order: white, red, yellow
    (it's hard to kill yellow last, because he's the most aggressive)

2) Ruby Silent: Read the sign. Two white bubbles will appear. Stand
    perfectly still and wait...about 20 secs. That's it!

3) Jack Skywalker: There's an invisible stairway against the north
    wall. From the NW corner of the room, jump SE (diagonally down
    and to the right), untill you reach the top (upper right corner
    of room), then jump diagonally down and to the left (towards
    entrance). That should do it.

4) Maria Hysteria: Kill monster by throwing rock. DO NOT use sword any.

5) Jim Bright: Pick up button and place BESIDE one of the two big lamps
   (it MUST be touching), then jump on the button. If the monsters
   appear, you did it wrong. Run out, re-enter, and try again.

6) Larson E.: Jump beside each chest, but don't open them.

7) Dirk the Dark: There will be 4 white skeletons and 1 dark skeleton.
   Kill the dark one first.

8) Whodini: Use box to jump up onto upper level at NW end of room. Walk
   into hidden passage near center of wall.

After you cross the river:

9) Dead and End: Dodge the fireball until it hits the door.

Next Room ("Evil is beside itself...")
    There is an _invisible_ mummy in this room. The one you _see_ is
    an illusion! Stand in a corner and swing your sword. He'll walk
    into it eventually...


*** Misc ***

Note: on your way to the Waterfall Shrine is a cave. Inside, high on a
ledge, is a coil of rope. Later in the game, you may come back through
this cave from Greenmaze. You can't go in this way at this time.

After exploring Greenmaze, a bell will appear in one of the
stores in Mercator (it's in the floor, partially obscurred). After
buying it, a chime will sound any time you're in an area containing
lifestock.

Did you notice the bell sound when you entered Massan?
To get this "secret" lifestock, you must jump on the statue's
head. To do this, jump on one of the guards' head first (timing, and
patience, are important here).

In Mercator, visit the store next to Greenpeas before the ship arrives.
The owner is in bed, depressed because nobody shops at his store! Visit
him again after the ship arrives. He'll ask you for advice, then give
you a Buyer Card. This lets you enter the guarded area on the dock to
buy merchandise for the store.

If you advise him to open a drug store, the following items will be available:
restoration (200gp), mind repair (80gp), dahl (300gp), and antiparalyze (100gp)
Note that all of these except antiparalyze are available elsewhere in the game.

If you advise hime to open a variety store, the following items will be
available: death statue (500gp), oracle stone (1500gp), short cake (200gp),
and spell book (100gp)
Note that all of these items are unique to this store.

If you use the death statue, Nigel will become poisioned, cursed, confused,
etc. at random.

If you use the short cake, Friday gets mad and zaps you down to 1 hitpoint.

If you use the oracle stone, it tells you how much of the game you've
completed (i.e., 75%)

If you use the spell book ("Abracadabra") nothing seems to happen...
BUT if you then use the death statue, Nigel will not suffer an affliction.

If you use the spell book and then use the short cake, Friday says "My
Favorite" and you get full hit points.

There is a wierd spellbook in the church in Destel. If you use it, you'll
hear strange music and see psycodelic lights. It's entertaining, but doesn't
seem to really DO anything.

When you first enter Mercator, the guard asks you for 100gp. Don't give
it to him (he'll really take it!).

There's a guy outside Greenpeas that asks you to invest 100gp in him.
Do it! He'll double your money.

There's an old woman in Mercator that asks you to help here arrange a bunch
of vases. If you do it correctly, she gives you 2 gp. Did you notice the
bell sound? There's a lifestock in there somewhere! Arrange her vases 3
times in a row (i.e., leave and come back 3 times) and a chest will
appear on the table downstairs. Note: you have to leave her house, come back
in, talk to her, then arrage the vases -- 3 times!

You CAN win money at Greenpeas...but once you've won 400gp 3 times, he'll
say "What are you, a con man?" and not let you play anymore.

Have you trained with Fahl, the martial arts instructor?
    Beat him  5 times to win  25 gp
    Beat him 10 times to win  50 gp
    Beat him 20 times to win 100 gp
    Beat him 30 times to win 200 gp
    Beat him 40 times to win 400 gp
    Beat him 50 times to win a Pawn Ticket.

    If you use the Pawn Ticket, your hitpoints will be converted to gold:
    1 hp = 10 gp
    You'll be left with 1 hp. The Pawn Ticket can only be used once.

Did you found the Blue Ribbon? When you first get past the guards at
Mercator Castle, don't go inside the front door imediately. Explore the
courtyard to the left. The ribbon falls from above. Hmmm... I wonder
who it belongs too...?



*** Combat Strategy ***
Mir:
    Keep him going around the perimeter of the room. Try to corner him.
    You should be able to hit him as he rounds the corner. After several
    hits, he'll surrender.

Taurus Golem:
    Jump around a lot. If you're not in the air when he pounds the ground,
    you'll find yourself stunned...and vulnerable to attack. Use a gold
    statue to make every hit count.

Lava Elemental:
    Wear the fireproof boots so you can stand in one of the square holes
    without taking damage. Use the Ice Sword and a gold statue so you
    can hit from a distance.

Spinner:
    Watch out for this guy! He can't be hurt while curled in a ball. Wait
    until he opens up to hit him. Try to stay diagonally away from him. He
    can't bowl you over unless he's lined up to your left, right, front,
    or behind.

Miro:
    Use a gold statue, then stand your ground. Push the 'A' button as
    fast as possible. He'll walk right in to it.

King Nole:
    Keep Moving. Use the Sword of Gaia. When your hitpoints get low, use
    a dahl to recharge. This guy can take a lot of punishment.

Gola (Dragon) :
    Gola only takes damage when the dragon head is on screen. Dodge the
    fireballs and use the sword of Gaia. With a gold statue, you can get
    in two or three hits each time he attacks. He's really easier to beat
    than King Nole, but you may be weakened considerably by the time you
    have to face him.


*** Solutions to Selected Puzzles ***

Thieves Hideout

There is a room with a switch that opens a door and lifts the mine-like thing.
However, by the time you climb the stairs, the door closes and the
mine falls back down. We have found 2 ways to do this:
(1) Get to the door VERY fast! (if you stay to the inside and make the
    distance as short as possible, you should get there.)
(2) Jump when you get near the door, so that you're in the air when the mine
    drops. If your hitpoints or low, this will kill you, but you'll stay
    stuck to the mine. Start jumping towards the door as Friday revives
    you. If all goes well, you'll leap off the mine and go OVER the door!
Inside, you'll get some statues, but no lifestock.

There is a room which contains a rolling ball, a rolling mine, and 3 switches
that when stepped on raise a block.  There is also a ladder. The ladder has
no significance. You want to ride the ball over the spiked pit, then jump up
into the chamber above the pit.  A chest there contains lifestock.

Verla Mines

There is a room with numerous floating haystacks, a large and small spiked
ball, and a crate. 
This one may take time but if you throw the crate on the left side between
the large and small spiked ball, you should be able to use this as a platform
to jump to the chests.

Between Mercator and Vela right after the tunnel with the mushrooms.
Their is a small hill in the lower right with a chest containing lifestock.
On the left hand side at the top of the hill their is another chest.
To get that one, enter the Verla Mines and exit through the tunnel the
townspeople dug while they were captured there. It's the far right path
through the mines.

Destel

In the Destel caves there is a room with 2-lizard men, 2-knights, and a jar.
Then, on an upper level, a button that temporarily activates a haystack that
goes up to a locked door.
To get to that locked door kill all the monster except one.  Then position
the jar so you can jump up and let the remaining monster follow. If you time
it correctly you can get the monster to trip the button so you can jump up
to the door.

Just beyond Destel and on the way to the Lake Shrine there is a rope
coiled up on a high piece of ground. 
The rope is in the Mountainous Area and the only way to reach is from the
other side.

There's a room with two bubbles, 3 crates, and 4 holes in the floor which
have buttons in them. 
You must place a crate in 3 of the 4 holes and then
jump in the 4th.  It's a tight fit but the crates will fall in.
This makes a chest appear containing a key.

Lake Shrine

If you get stuck early in this area, try this:
Go back to the main entrance with the long carpet and Golem statues and
exit to the room to the east (right).  Proceed on until you come to a room with
the floating spiked balls.  Fall down through the big hole with the large
spiked ball going in and out of it.

There's a room with a ball and a small rug on a slightly raised
floor and a locked door.  When the ball s placed on the rug the door
opens for a second and then closes. 
The solution is to stand near the door with the ball in hand,
throw it at the rug, then quickly run for the exit.
This isn't easy since the timing is crucial. The trick here is to move
slightly toward the rug while jumping and throwing and then to exit.  After a
while you'll get it.

If you think you've been everywhere, but can't proceed, try this:
Go back to the room with the 4 gold statues and the big hole in the floor.
Drop through the hole to the room below. Note that landing exactly where you
need to can be a little tricky...

Mountainous Area

In the area with the Goddess statue there is a cave in the upper
left hand side.  Inside the cave you can see a ring, but it's hard
to reach!
This one is an optical illusion. Turn to your left as soon as you enter
this cave and keep walking left. You will drop down to the first step.
>From there maneuver Nigel (blindly) to the ring.

Under Caves of Kazalt

There is a room with a lizard man, a jar, a hole, and a ledge with a jump
to a brown switch that temporarily activates a raised platform.
After you've killed the lizard man, take the jar and throw it so that it
lands on the button.  If it smashes you'll have to leave and try again.
With the button activated, Take the platform and continue on.
This one may take a little practice...

Looking for the Ice Boots?  Find the screen with the floating hands
(Gola's Claws); you'll know when you see them. Jump in and you will
continue to fall over and over in a looping fashion.  Maneuver Nigel over to
one of the hands/claws where you will find a chest on one and the Ice Boots
on another.

King Nole's Underground Palace

Towards the end of the Palace, near the top, there is a room with a
skeleton guarding a ladder, a ground switch, two brown switch boxes,
and blue and white Golems.

After jumping on the ground switch, run to the niche ahead of the blue Golem
and start jumping. The Golem will jump over you and bounce all the way to the
brown switch.  Repeat for the white Golem. This may take a little practice.

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