MERLIN #14
MAY 1986
Something special is on the way …

I must tell you about a new adventure I have been trying to solve. Rick Hanson from Robico will be reviewed shortly, but meanwhile let me say that it is the best I have seen since Wheel of Fortune.

Now to work. Apologies to Larry Horsfield for spelling his name wrong last month. He would like to thank those of you who have written to him in the belief that he is Merlin, but points out that he is not. I am.

Any addresses given in Contact Corner are from readers who want to get in touch with each other about adventures, so please don't write to them with problems, write to me at Electron User.

G. R. Poole says you can have an unlimited inventory in Sphinx Adventure. When you get the "you can't carry any more" message, rub the ring and fill the bottle with water from the lake.

Return to the object you wanted to pick up, drop the water, and you should now find that you can get the object. Apparently, this will work any number of times.

Robert Henderson has given further tips on using the bad program fixer from the December 1985 issue. To stop the dwarf killing you:es:

Now run the program as normal and you'll find that the dwarf is no longer a problem.

Mark Giles asks if Quondam, Seventh Star, Kingdom of Hamil and Gateway to Karos are to be released for the Electron.

As far as I know there are no plans to release them, but if you all write to Acorn asking for them to be released, they may be persuaded that there is a demand for them.

Marty Adam and Andrew Milner have sent in details of how to finish Hampstead. I won't spoil it for anyone, but I will say that a return to your roots is mandatory.

Rick Harrowing complains about Castle of the Skull Lord from Samurai Software, saying that there is a bug in it that causes it to crash if you try to make more than three inputs.

The shop where he bought the program seem unwilling or unable to accept that the program is faulty and won't help him either.

I haven't come across this program before and am unable to trace Samurai Software but if they would like to send me a copy of the program for evaluation I will report back on it.

Meanwhile, I suggest you try it before you buy.

Karen Robinson says that the save-game facility in Terrormolinos won't work with the Plus 1 fitted unless you type in the routine for disabling it given in the February 1986 column.

SOS

Terrormolinos is causing problems for a lot of readers this month. I confess that I haven't looked at it yet and would welcome any maps and solutions that you care to send in.

Meanwhile Karen Robinson, Marty Adair, Billy Ruane and Michael Peters would like help with the following: Why do you need to go snorkelling in the bay?

How do you take the excursion on the coach? Where do you take the tenth picture? How do you get the camera off of the shelf and get into the loft to get the suitcase? How do you use the switch when you have got into the loft?

Strange Odyssey is causing problems for Michael Peters and Jonathan Sambrook. Can anyone tell them how to translate the writing on the boulder?

Jason Palmer wants help with Escape from Pulsar 7. He has mixed the ingredients but cannot find out how to bake the cake.

He also wants to know what the "something happened" is when he closes the door in the crewman's cabin, what the grit, auto-dispense pillow and chips are for, and how to fit the lathe.

Andy Hollis asks how to kill the animated skeleton in Arrow of Death Part 2.

Can anyone tell Mark Giles where the tube with the lever on the side is in Gateway to Karos?

Derek Willoughby asks where the last stone is and how to cross the pit in the Five Stones of Anadon.

Jonathan Williams has some problems with Countdown to Doom. He wants to know what to use the sword for, what the rat can do for him and what it means when it calls you a CAD.

FEEDBACK

Mike Herring tells Darren Woodward that the pagage in Pettigrew's Diary is a package and that he should throw stones at it from the construction site - assuming there are no policemen about.

Nick Southgate offers help with Galadriel in Distress. To read the runes use the magnifying glass which you must steal from the orcs by the castle - but remember to shut the gate.

Jason Palmer answers questions raised in the December 1985 issue about Sadim Castle. To get the knife go to the hunting lodge and climb a nearby tree. Here you will find the keys that allow you to get into the lodge. You will find the knife inside.

Forget the metal door - there is nothing you can do about it.

Try going through different gates to get the wheelbarrow to the castle. You'll find it's a good idea to use that knife on the cheetah first though.

HALL OF FAME

Greedy Dwarf - David CarIton

Once you reach Westminster Abbey drop the flask and amulet. Go west and then run west. Then go: W-W-S-Get gloves-N-NE-S-N-UP-S-S then jump east and take the wand. Jump West and then go N-NE-UP-W-NE-NE and you are in the tight squeeze.

Go east and then run east. Wave the wand and then drop it. Take the keys and then go: E-E-S-S-Take chain-Down-E-SE-Up-Unlock the door and open it and then go east into the leafy glade. Go south twice and get the dynamite and then keep going south until you reach the dog.

Then go W-W-Down, say Kazad and you will find yourself in a cave. Go west, drop the keys-W-W-W take the box, S-UP, light the dynamite and drop it down, and then wait. Then go up and you will find you can get back through the gate.

Wheel of Fortune - Derek Willoughby

Before trying to get into the machinery housing save your position, then use the hairpin to pick the lock. You'll have to keep trying. If you get arrested quit and start again.

To get past the dragon, throw a bucket of water over him. You need the empty cup to carry the oil so don't lose it. The sword, truncheon and gun will land you in jail if the policeman catches you with them.

Once you have scared the troll with the snake and basket store all your treasure inside his cave - but remember to leave the basket outside. When you come back at the end of the game - save your position on tape as the troll sometimes comes back.

Blue Dragon - Paul Edmans

To get past the slug use the words from both of the parchments. If an enemy attacks say Zifro to kill him. Do not use this too often. Like all spells it has a limited life.

Once the slug is dead you can go down the passage to the location where the first parchment was. Don't forget to take the dragon dust with you as you may not be able to return. If you have trouble with the wizard once you have come down the beanstalk with the dust, play the flute.

Now go to the galley and rub the amulet. Leave the galley and use the boat to cross the water to the island. Make sure you remove and drop the ring before meeting the giant and he will give you some directions. To get past the goblin at the fort play the flute again. Go down the hole and empty the urn to finish the game.

PROBLEM CORNER

Sphinx Adventure is still creating problems. Karen Robinson wants to know where to find the letters DAVE KNEW and the inner sanctum. Use DIAXOS when you have crossed the lake.

She also wants to know why you must kill the vampire. I don't know. I didn't try to complete the game without killing him.

Rick Harrowing wants to know how to get out of the ship in Strange Odyssey. Wear and close the spacesuit.

Greedy Dwarf is bemusing Marty Adair. The axe head is needed so that you can make an axe and chop down a tree to cross the river. You'll find it after you have waved the wand at the chasm.

Marty is also in difficulty in Classic Adventure. To get to the pirate's chest from the vast hall go west, wave rod, cross the bridge W-S-E-S-S-S-N-E-E-NW.

Robert Henderson, Michael Peters and Paul Duggan need help with Hampstead. Use the screwdriver on the filing cabinet. The club is N-W-N of Regent Street. The boardroom is inside the bank.

You need to have a reference to get the job in the bank. Visit the club first. Yes, you need the business suit - visit your tailor.

Have you translated the code? No, you can't win in the betting shop.

The sandwich isn't used. The route through the industrial estate to the lathe bracket is Entrance N-E-E-NE-E-E-NE-N-Get the bracket-SW.

Chris Lowe has asked what the password is in Kingdom of Klein. He has the letters POLYGOTO and he's also got the password, though not in the right order.

Darren Rodgers is stuck in Countdown to Doom. Stop the blob with the fishing net. There is one entrance and one exit to the artefact. Make sure you know which is which and then lose your inventory.

"Write steep and read flat" is a clue to help you decipher the letters on the side of the artefact. Write five letters, then five underneath and so on. Read what you have written. One way or another it will make sense.

Michael Peters is bogged down in Adventureland. To get out of the quicksand try swimming. The flint and steel will dispose of the bricked up window if you have a suitably filled container of swamp gas. The bees will wake the dragon.

Spiderman is baffling Mark Hunter and Craig Dilly. To get the printing presses running you must load the scale and use the computer. When you find the strange cloud jump for one location, then return and go up. After getting Dr Octopus's arm you can dispose of Electro.

Geroen Hendrix from Holland wants help with Wheel of Fortune. He has come back up through the trapdoor but is now stuck.

Take the wheel to the hut and spin it.

Andrew Ralford is unable to kill the dragon in Twin Kingdom Valley. Rescue the princess and get the silver key.

Go to the west turret in the desert king's castle and get the wooden staff.

Hit the dragon with it and you can get the master key. This will open any door.

Andy Hollis wants to know what the armchair is for in Dracula Island. If you sit in it you will hear a noise - this is a secret panel opening somewhere.

Find something heavy, sit in the armchair and drop the heavy object, then go and look for the secret passage.

Andy and R. Andrews are stuck in Ring of Time. The ring is in the cemetery, but you must ride the horse first.

You don't get past the abbey, just explore it. Try searching the stables and looking down the opening near the field.

Crown Jewels is creating problems for Mario Ambrosi. Give the ring to the old man to get the key to the cells. The drugs must be put into the coffee of the man on Tower Bridge.

The domestic and flashy will earn you some money if you use them correctly.

Finally, R. Andrews is in the dark with the Stolen Lamp. To prevent the pickpocket from doing his job you must hit him with the sledgehammer from the desert.


This article appeared in the May 1986 edition of the "Electron User", published by Database Publications.

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