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Читы для Adventures of Maddog Williams in the Dungeons of Duridian, The

Чит-файл для Adventures of Maddog Williams in the Dungeons o...

Adventures of Maddog Williams in the Dungeons of Duridian, The

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Game Crafters
Издатель:Game Crafters
Модель распространения:бесплатная
Официальный сайт:Открыть
Жанры:Adventure / 3rd Person
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1992 г.

Solution [ENG]

Информация актуальна для
Walkthru by John R.Barnsley.


ANTIQUES  SHOP - BEDROOM - GET SWORD FROM SHELF - EXIT E - GO
DOWNSTAIRS TO DINING  ROOM  -  GET  BREAD FROM TABLE - GET MUG FROM
CABINET - EXIT W INTO SHOP  -  GET  GOLD  PIECES  FROM  INSIDE
WOODEN  BOX - GET DEVICE WHICH IS STANDING  NEXT  TO  BOX (BEER
SERVER) - EXIT SOUTH TO FRONT OF SHOP EAST TO BEACH  -  FIGHT
PIRATE  -  EXIT  SOUTH ALONG BEACH TO FISHERMAN - SPEAK TO FISHERMAN
- SOUTH TO CAVE ENTRANCE - [SAVE GAME] - ENTER CAVE, IMMEDIATELY IN
CAVE  TURN NORTH AND THEN EAST INTO PASSAGE BEHIND STATUE AND MAKE
YOUR WAY  INTO  STATUE'S  HEAD  -  STAND  NOT  TOO NEAR FIRE AND
"SAY STOP", THE CEREMONY  WILL  STOP - MAKE YOUR WAY BACK INTO CAVE
AND UNTIE MAIDEN - TAKE GOLDEN AMULET - GET ROPE FROM SIDE OF ALTAR.

EXIT  CAVE  - EAST TO CAVE ENTRANCE THEN N TO RIVER - N TO FISHERMAN
- N TO WALL  -  W  TO  SHOP - SOUTH TO PUB - ENTER PUB - SIT AT BAR
- SPEAK - GIVE BREAD  -  TAKE  BOTTLE  -  LOOK BOTTLE (GRANDMA
BROCK'S HAIRY SCARY MONSTER REPELLENT)  - SOUTH TO WATERMILL - SPEAK
TO MAN - BUY AXE - SOUTH TO BRIDGE -  EAST TO BROKEN WAGON - LOOK IN
WAGON - GET ROPE - W TO BRIDGE - W ACROSS RIVER OR BRIDGE - TO
FOREST PATH WITH QUICKSAND TO THE WEST SIDE OF SCENE -NORTH ALONG
FOREST PATH TO ROCK SCENE - (FROM HERE THE ONLY LOGICAL EXIT IS
SOUTH)  - THERE NOW FOLLOWS A RANDOM SEQUENCE OF FOREST SCENES BEST
CROSSED BY  STANDING  AT  E/W EDGE OF SCENE AND N/S EDGE AND
SWITCHING SCENES A FEW TIMES  -  WHEN MUSHROOMS ARE SEEN - GET
MUSHROOMS - SCREEN WILL GO DARK BUT WILL  RECOVER IN A FEW MOMENTS -
RESUME SWITCHING SCENES OR WANDERING UNTIL GREEN CLEARING APPEARS,
FROM HERE GO EAST.

NEXT  SCENE IS WOODEN DOOR IN ROCK - READ WRITING OVER DOOR (THIS
WHEN READ BACKWARDS  SPELLS  "SPEAK  SOFTLY FRIEND AND ENTER") -
TYPE THESE WORDS AND THE  WOODEN  DOOR WILL OPEN.  NORTH TO GNOME -
SHOW AMULET - FOLLOW GNOME -TAKE  FLASK  -  (WATERS  OF CHANGING)
AND NOTE YOU HAVE TO LOOK FOR DERIK -LEAVE  TREE  DWELLING  -  W TO
CLEARING - W TO FOREST, RANDOM FOREST SCENES AGAIN  UNTIL ROCK SCENE
IS FOUND - SOUTH TO QUICKSAND - CHOP DEAD TREE SIDE OF  QUICKSAND  -
TYPE "WALK ON TREE" - WEST ACROSS TREE TO ROCK SCENE WITH DEER  -
AFTER  MORE RANDOM FOREST SCENES A WELL IS APPROACHED FROM SOUTH -
GET  BUCKET  -  LOOK  IN WELL - CLIMB DOWN WELL - LOOK WALL - PUT
AMULET IN INDENTATION - DOOR OPENS - ENTER - CAVE WITH 2 EXITS E AND
WEST.

READ  PARCHMENT - THEN W TO CAVE WITH STALACTITES - WEST AGAIN TO
CAVE WITH LARGE  CIRCULAR  SANDY  PATCH  IN CENTRE - (SAVE GAME) -
TYPE "GIVE OCTOPUS MUSHROOM"  BUT  DO NOT PRESS RETURN!  MOVE MADDOG
TO CENTRE OF SANDY PATCH, HE WILL BE GRASPED BY OCTOPUS, NOW PRESS
RETURN.

THE OCTOPUS WILL FALL ASLEEP - AT NORTH EDGE OF SCENE, SAVE GAME.
EXIT CAVE N  -  NEXT  SCENE  FIGHT TROLL - GET STAFF FROM REAR OF
CAVE - EXIT SOUTH -REPEAT OCTOPUS ROUTINE - EXIT E THEN E THEN E TO
BRIDGE SCENE.

LOOK  UNDER  BRIDGE  - CLIMB UNDER BRIDGE - E TO LOCKED WOODEN DOOR
- BREAK LOCK  - GET LOCK - OPEN DOOR - GET DIARY - READ DIARY -
CLOSE DOOR - EXIT N TO  WATERFALL SCENE - N AGAIN TO WATERFALL SCENE
- EXIT WATERFALL SCENE - N TO FORK IN PASSAGE.

NORTH EXIT LEADS TO SPIDER TRAP!!!  EXIT E TO CAVE WITH PEDESTAL
WITH SNAKE STATUE THAT HAS BROKEN HEAD - GET SNAKE HEAD - PUT HEAD
ON STATUE - DESCEND SECRET STAIRS - EXIT STAIR SCENE - E TO OMINOUS
STATUE.

FILL  BUCKET FROM FOUNTAIN - PUT OUT FIRE - DESCEND INTO MOUTH OF
STATUE TO MAZE.  MAZE  HAS  ONLY  ONE EXIT. AT EXIT SAVE GAME - TYPE
"DRINK WATERS OF CHANGING"  AND MOVE FORWARD - WHEN CYCLOPS
APPROACHES PRESS RETURN. AFTER A SET  SCENE MADDOG WILL RECOVER -
EXIT N TO TAVERN. ENTER TAVERN AND TALK TO SEATED  MAN - GIVE MAN
STAFF - TAKE LAMP FROM TABLE - GO TO FIREPLACE - GET MATCHES.

EXIT  TAVERN  AND  GO  N  TO HOUSES - KNOCK ON DOORS. CENTRE HOUSE
IS WHERE DERIK  LIVES.  SHOW  AMULET  TO DERIK AND NOTE THE WORDS
"MALTHAIC POWERS". EXIT  EAST  TO  WATERFALL - GET FLOATING OBJECT
(MOONSHINE) - EXIT SOUTH TO STEPS  - EAST DOWN STEPS - FOLLOW PATH
(SAVE GAME) DOWN AND THROUGH ARCH TO SMALL  CREATURE.  RUB REPELLENT
ON SELF - MOVE TOWARDS CREATURE WHO WILL BE REPELLED - FOLLOW PATH
TO LAKESIDE SCENE - CONTINUE EAST TO MUD PIT - THROW MOONSHINE  ON
MUD - LIGHT MOONSHINE - CROSS DRIED MUD AND FOLLOW PATH N TO
WATERFALL.
                                        
RUB  LAMP - AFTER A FEW MOMENTS A DRAGON WILL COME IN TO LAND - A
SET SCENE FOLLOWS  AND  MADDOG  LEAVES  ON DRAGON'S BACK. NOW
FOLLOWS A FIGHT ROUTINE WHERE  MADDOG  HAS TO DEFEAT 4 DRAGONS (IN
THE EASY VERSION) SO A SAVE GAME IS  RECOMMENDED  BEFORE  TAKE OFF
ON DRAGON'S BACK.  WHEN DRAGONS HAVE BEEN DEFEATED  DRAGON WILL LAND
AT DEVIL'S LANDING (THE CASTLE ENTRANCE). FOLLOW PATH  NORTH  AND
NORTH  AGAIN  TO  CASTLE DOORS - LOOK AT WATERS IN MOAT -"MOSS"  IS
THE  ONLY  DANGER - SAVE GAME - ENTER CASTLE TO ENTRANCE HALL -FIGHT
GUARD - SEARCH GUARD AND OBTAIN GOLD PIECES - LOOK STATUE.

NOTE  NAME IS "BRAGG" - EXIT E TO LIBRARY - GET APPLE - (DO NOT EAT)
- THIS WILL  INCREASE  STRENGTH  -  SAVE GAME - LOOK BOOKS IN LARGE
BOOKCASE, FIND LEVER  -  PULL  LEVER  -  NOTE "HOLE IN WALL" -
RESTORE GAME - EXIT LIBRARY NORTH  TO  STEPS AND BALCONY SCENE - GO
UP STEPS TO KING'S BEDROOM, ATTEMPT TO  OPEN  CHEST (LOCKED).
STRENGTH SHOULD NOW BE BACK TO NORMAL. RETURN TO ENTRANCE  HALL  -
EXIT  HALL WEST TO ROOM WITH DOORS N AND W - SAVE GAME -OPEN  WEST
DOOR  - NOTE "MONSTER" - RESTORE GAME - EXIT N TO STEPS BALCONY AND
N DOOR SCENE.

GO  UP  STEPS  - KILL GUARD - SEARCH GUARD - GET KEYS - UNLOCK NORTH
DOOR -ENTER - SET SCENE FOLLOWS. NOTE THAT YOU NEED KING'S SCEPTRE -
WHEN "FAITH" LEAVES  RETURN  TO  KING'S  BEDROOM  AND UNLOCK CHEST -
GET SCEPTER - GO TO MIRROR  - ANSWER QUESTIONS AND PASS THROUGH
MIRROR - PUSH CHEST INTO VOID -RETURN  TO  ROOM NORTH OF MONSTER'S
ROOM AND ENTER ROOM WITH GAPING HOLE IN FLOOR  -  USING KEYBOARD OR
JOYSTICK JUMP THE GAP - TIE ROPES TOGETHER - IF YOU  HAVEN'T
ALREADY DONE SO - TIE ROPE TO UNLIT TORCH - CLIMB DOWN ROPE -EXIT  E
INTO COURTYARD THEN N INTO THRONEROOM - SIT ON THRONE - LOOK THRONE
- INSERT SCEPTRE INTO ARM - THRONE DESCENDS - TO DUNGEON BELOW.

EXIT  W TO STEPS - DESCEND STEPS - PICK UP STONE FROM EASTERN CORNER
- EXIT W  TO  ROOM WITH CHEST - PICK UP STONE FROM NR ARCH - OPEN
CHEST - GET GOLD COINS  -  SAVE  GAME - EXIT N - KILL GUARD - PICK
UP STONE - EXIT E THROUGH ARCH TO STEPS - PICK UP STONE - EXIT E TO
DUNGEON WITH CHAIN FROM CEILING -PICK  UP  STONE  -  HANG BUCKET ON
CHAIN - PUT STONES IN BUCKET. CHAIN WILL DESCEND  AND  GATE  WILL
BE RAISED - OPEN CHEST - FIERY CREATURES - EXIT N THROUGH  GATE  TO
DUNGEON  WITH SMALL CHEST ON PEDESTAL - OPEN CHEST - GET CONTAINER
-  READ  LABEL - "DR SKULL'S REDUCING TONIC" - EXIT E TO DUNGEON
WITH CHEST - EXIT S - OPEN CHEST - GHOST - EXIT S TO DUNGEON WITH
SKULL AND FOUNTAIN  -  SAVE  GAME  - DRINK FROM FOUNTAIN - WEAKENS
STRENGTH - RESTORE GAME  - NOTE STRENGTH AS DOWN STEPS IS A
CREATURE/GUARD - EXIT DOWN STEPS -KILL  GUARD  - EXIT W INTO DUNGEON
WITH CEILING COMING DOWN - GO QUICKLY TO NW  CORNER AND STAND IN
FRONT OF SMALL OPENING - 'DRINK TONIC' - AND EXIT N INTO DUNGEON
WITH CHEST - OPEN CHEST - GET ELIXIR BUT DO NOT DRINK IT YET -E  TO
DUNGEON WITH STRANGE FLOOR - SAVE GAME - CROSS TO E STEPPING ONLY ON
THE CRACKS BETWEEN THE STONES - EXIT E TO DUNGEON WITH FOUNTAIN.

DRINK  WATER  - RESTORES SOME STRENGTH - EXIT S TO OPEN PRISON DOOR
SCENE -GO  THROUGH  DOOR  - TALK TO SHACKLED MAN - RETURN AND EXIT S
TO SCENE WITH GEM  ON  ROCK PINNACLE - JUMP ONTO STEPPING STONE -
GET GEM ATTEMPT TO JUMP BACK BUT WILL FALL INTO WATER AND BE CARRIED
DOWN THE WESTERN EDGE OVER THE OCTOPUS  -  EXIT  W  TO DRAGONS OVER
POOL DUNGEON GET OUT OF WATER AND EXIT DUNGEON W TO DUNGEON WITH
STEPS AND CHEST - OPEN CHEST - LOOK ARMOUR - WEAR CHAIN MAIL - SAVE
GAME - S DOWN STEPS TO GUARD/CREATURE - KILL GUARD.

EXIT E TO DUNGEON WITH PILLARS STICKING UP FROM ABYSS - SAVE GAME -
YOU NOW HAVE  TO  JUMP  FROM  PILLAR  TO  PILLAR  ACROSS  TO THE
OTHER SIDE - IT IS ADVISABLE  TO  SAVE  GAME  EACH TIME A PILLAR IS
REACHED -(I FOUND THAT THE ROUTE WAS E TO 1ST PILLAR THEN N TO 2ND
PILLAR THEN S TO 3RD PILLAR THEN GO TO  EAST EDGE OF PILLAR THEN N
TO 4TH PILLAR THEN SAME AGAIN N TO GATE THEN FROM  GATE  E  TO
PILLAR  THEN  S TO LAST PILLAR THEN E TO EXIT) EXIT E TO DUNGEON
WITH CHEST AND DOOR TO NORTH - OPEN CHEST - GET CONTAINER - ELIXIR -
EXIT N TO DUNGEON WITH PEDESTAL AND PULSING BEAM - PUT GEM ON
PEDESTAL -NORTH  GATE WILL OPEN - EXIT N.  OPEN CHEST - FIERY
CREATURES - EXIT N - TO DUNGEON  WITH  SARCOPHAGUS  (COFFIN  WILL BE
ACCEPTED) - DOOR TO N HAS WALL BEHIND  IT - OPEN COFFIN - CLIMB IN
COFFIN - SET SCENE - EXIT N - (WALL HAS DISAPPEARED)  TO  DUNGEON
WITH 2 SETS OF STEPS AND CHEST - UP STEPS - OPEN CHEST - GET GOLD -
EXIT N TO DUNGEON WITH EXITS EAST AND WEST - THE EASTERN EXIT LEADS
TO A DUNGEON WITH DRAGON WHO MUST BE DEFEATED TO GET BREASTPLATE
NEEDED LATER - WEST EXIT LEADS TO GUARD/CREATURE WHO MUST ALSO BE
KILLED.

IT  DOES  NOT MATTER WHO YOU TACKLE FIRST. THESE CREATURES ARE NOW
STRONGER AND  WILL PROBABLY REQUIRE THAT YOU EAT APPLE IF YOU STILL
HAVE IT OR DRINK ELIXIR  DURING  THE  FIGHTS  - THEY WILL REGAIN
THEIR STRENGTHS THE SAME AS MADDOG IF YOU LEAVE DURING THE FIGHT
(BUT YOU CAN BACK AWAY FROM THE DRAGON WHILE YOU EAT/DRINK).

AFTER  THE  DRAGON IS KILLED, GET BREASTPLATE FROM FLOOR AT SIDE OF
DRAGON. EXIT  E  -  E AGAIN - E PAST DEAD GUARD TO DUNGEON WHERE
SERAK IS TORTURING THE  KING  -  SET  SCENE FOLLOWS - AFTER SERAK
LEAVES, RELEASE KING - GO TO TORCH  WHICH SERAK USED - TILT TORCH -
EXIT THROUGH NOW OPEN SECRET PASSAGE TO ASCENDING SPIRAL STAIRCASE -
GO UP STAIRCASE. AT TOP OF STAIRS SAVE GAME -  ENTER SERAK'S BEDROOM
- GO IMMEDIATELY TO MIRROR - SMASH MIRROR - END OF GAME  -  A  LOT
OF  SET  SCENES FOLLOW AND AN ADVERT FOR A FOLLOW ON GAME, "ESCAPE
FROM CYLINDRIA".


QUESTIONS ASKED BY THE MIRROR

MAGIC WORDS - "MALTHAIC POWERS"


WHO IS IMPRISONED IN THE WEST WING? "FAITH"
THE DEMON GOD IS "MALTHAZAR"
THE SERVANT OF THE DEMON GOD IS "BRAGG"
WHAT IS BEHIND THE TAPESTRY IN THE WEST WING? "NOTHING"
WHAT IS BEHIND THE BOOKCASE? "HOLE IN THE WALL"
WHAT IS BEHIND THE BOLTED DOOR? "MONSTER"
WHAT CREATURE CAN BE SEEN FROM THE WEST WING TOWER? "CENTAUR"
WHAT DANGER IS IN THE MOAT? "MOSS"
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