By Lu Richardson
The vital thing in this game is light - grab all the torches you
find and, as soon as the message comes that the torch you are
carrying is flickering, don't delay in lighting the next. Examine
everything and try everything, but save often because you get killed
if you make the slightest mistake, and it's a pain having to reload
too far back.
Open the skull over the door to get a key. Open the door and go in.
Grab the torches, examine the rug, use the key on the far door, open
it, and light another torch (i.e., operate your lit one on another one)
before you go through.
Get both torches and don't use the funny looking one yet. Don't
pick up the book or the candles - open book and get the key. Double
back to the hallway and use the new key on the door to the right.
Go in and get the sword and the sling. Go back to Hallway (2).
Open the stone at the top. Go through the new passage.
Get arrow, pull the lever to the left. Don't attempt to go through
the door to the top, the slab just breaks. Go left.
Ignore the bridge to the right (you just get killed) and go through
the solid one to the left.
Operate the lit torch on the funny looking one and use that on the
Wraith. Get the cape, examine it and wear it (i.e., operate on
self). Interestingly, if you try to burn it with a torch, it
doesn't - so, it should protect you from fire. In theory. Go
through the door.
Get everything, examine everything, including the cages. Open the
scroll and read it. Speak to the rope and say EPOR. Don't bother
to go up. Open the door to the top. Go in.
Examine the plaque - evidently we need to put in a gem of some sort
in the socket to get the slab to move. Go all the way back to the
book and candles.
This time, go top right. Open the door to the right and go through.
Examine the lake and the skeleton holding a key. Don't try to go in
the lake. Open the door to the top and go through.
Examine the landslide and the waterfall. Pick up the rocks on the
floor and examine each one of them. These can be operated on the
sling to load it. Go back to the hall. Now open the door to the
left and go in.
Examine the pedestal, open the trap in the floor but don't go in.
Examine the hole by the door. Open the door and go in.
Don't pick anything up. Examine everything. By clicking on
operate-self-helmet you are able to pick up the helmet without
getting fried. Go back to the Pedestal Room and out. In the hall,
open the door to the top.
If you open the first sarcophagus to the left, a banshee will come
out and scream. Everyone to their tastes. Getting rid of it is
going to be a problem since you are unable to do anything while the
banshee is outside the tomb airing his feelings. The second
sarcophagus along to the left lets out some slime and if you then
try to advance, the slime eats you - use the GOO-GONE on it to
disolve it. The third leads to another room but, before you go in,
open the first sarcophagus to your right and use a torch to cook the
mummy - you find a scepter. The next two sarcophaguseseses yield a
pouch and nothing, respectively. Open the pouch and examine each
coin. Now you can go through the new doorway.
Pick up the broom. If you try to use it (i.e., operate-self-broom)
you take off but get killed - this applies to every location so
far. The mirrors are magically protected and you can neither break
them nor open them. The hole in the floor leads back to the chamber
with the cages (remember the rope?). Perhaps clearing the tombs
outside has something to do with these mirrors. Perhaps not.
So far, so good. Take it from there, folks!
Copyright (c) 1995 Eurowave Leisure Ltd.