MERLIN #18
SEPTEMBER 1986
Speedy Sim gives you lots of lives

First the bad news - I'm only going to include a short piece on Citadel in Feedback this month. Now the good news - in response to the vast number of questions that have been raised about Citadel I have decided that I will do a special on it next month.

In the meantime Robert Duck has written to report that Rick Hanson will not allow you to load or save a game with the Plus One enabled.

David Roberts has sent in a tip for those of you who are having trouble with Sim. When it has loaded press Break and type:

*RUN SIM4

When that has loaded go into Mode 2 and type:

?&198B=255:CALL &1900

This will speed up the game and also give you 255 lives.

J. Elson is one among many who have written in with help for Keith Inman and Andrew Rogers in Citadel.

Getting away from Citadel the Headless Horseman has written in with help for Alan Allcock with Old Father Time. Alan should find the coins, rod, keys, lamp and mirror and dig in the location where he found the lamp.

A word will be revealed which he can use to get past the beam of light. Apparently the word I thought you used, which is seen on the wall, is an anagram that comes into play after you are past the beam.

Also the writing on the Greek coin is not important, but the coins must be used later.

SOS

Margaret Nuttall has written in to ask for help with Seek. The only game of this name that I have heard of was available some years ago on the BBC.

However it was discontinued because it wasn't compatible with Basic II, the ROM that found its way into the Electron.

Anyway can anyone help with the following and also give me more information on the game itself. How do you get out of the crypt and what is the pole for?

Alan Allcock would like to know the following - in The Pen and the Dark how do you get through customs? In Lord of the Rings how do you get the medallion off of the green knight?

Finally, in Star Trek, when you are on the planet how do you get up the smooth mounain without slipping? Can anyone help here?

CONTACT CORNER

If you want an adventure pen-pal why not write to one of the readers mentioned here?

Anyone who wants their name included should write in, making sure that their name and address is legible.

Margaret Nuttall <address removed>
Alan Jones <address removed>
Craig Romans <address removed>
Iain Ellis <address removed>
Laurence Taylor <address removed>
Robert Henderson <address removed>
Christopher Seatory, Don Torre <address removed>

LORDS OF ADVENTURE

Latest peer is Harry Bastien <address removed>.

Harry offers help with Woodbury End, The Ferryman Awaits, Gremlins, Kingdom of Klein, Ten Little Indians, Escape from Pulsar 7, Arrow of Death (Parts 1 and 2), Time Machine, Hampstead, Philosopher's Quest, Classic Adventure, The Count, Stolen Lamp, Ring of Time and Revenge of Zor.

Larry Horsfield <address removed> has also been ennobled.

Larry offers help with Sphinx Adventure, Twin Kingdom Valley, Wheel of Fortune, Quest for the Holy Grail, Castle Frankenstein, Dracula Island, Eye of Zolton and The Five Stones of Anadon.

He is also willing to help with Sadim Castle, Greedy Dwarf, Crown Jewels, Galadriel in Distress, Staff of Law, The Wizard Akryz, Perseus and Andromeda, Feasibility Experiment and Mystery Fun House.

Let me stress that if you write to one of the Lords of Adventure for help with any of these adventures you must enclose an sae.

PROBLEM CORNER

David Ashbury wants to know how to get up the slope in Castle Frankenstein without being killed by the rocks that fall down from above. Wear the hat from the shop.

David Bottomley wants to know where the saddle is and how to mend the jug and what to use it for in Ring of Time.

The saddle is in the abbot's bedroom. Use wax from the candle to repair the jug and then fill it with water and pour the water on the grave.

Vi Rutherford has some questions about Philosopher's Quest. The cheese is south-east from Piccadilly Circus.

To get into the library leave all of your possessions before going into the "cease to exist" passage, but make sure that you leave your lamp switched on.

Then when you cease to exist THINK and then RUN EAST, get the lamp and return to the library.

Alan Allcock would like to know where he can find the matches. You'll find them north-east of Piccadilly Circus.

Anthony Lee is stuck in Rick Hanson. To stay the night you must play the fruit machine and use the impi. The razor is to let you shave in the bathroom.

The significance of the number on the brass frame in the church is that it must be used on the keypad in the computer alcove.

HALL OF FAME

Woodbury End - Les Shipton

Colour bar for bars. You need the book to gain access to the beast's cell - East from the grille. Leave the beast, but look at least. Look in the beast's cell to get the block.

Compass points zero in but can make a din. Take the block and the cube to the clearing separately to get the emitter.

Daily routines can make life predictable. Shoot Fred Bates with the emitter. Who to believe? Trust you mind not your heart. Shoot PC Armstrong too. Suspicious minds - short temper. Shoot Mrs Ackroyd.

Truth may be false if honesty lies. Shoot Mayor Hardy as well. Murder is sin, be careless or win. Shoot George Roberts.

Initially the ball is the point. Take the pen to the beast and look. South for vessel emblem will tell. Blow up the alien spacecraft.

Wheel of Fortune (continued) - Craig Romans

You will find yourself in some more caves. Use the lamp and fill the bucket with water from the underground pool. Collect any treasures that are lying around and search for an exit.

When you find the dragon use the water in the bucket. You will now be able to go across the valley and enter another cave complex. Use the ladder to get across the large pit. Search thoroughly for treasures, then leave the caves and go to the road.

Search the road in both directions and use the gun to shoot the werewolf when you come across him. Going south will find you on the north bank of the canal. Get all the treasure here and then go to the bridge housing. You must watch your timing as you need to pick the lock, but will go to jail if the policeman catches you.

The lock must be picked nine times to open the door and when you have done this you must go in, oil the machinery and then puIl the handle.

Search the outside of the housing for treasure, cross the bridge, go to the trolls cave, drop all your treasures and get your score.

If you have less than 8500 you may have missed something. Make sure you have everything and then go up through the trapdoor and get the watch and key that you should have left there.

Now spin the wheel and the screen should flash and tell you that you are back on the country lane where you started. The treasures you should have are gold bar, statuette, pearl necklace, diamond brooch, key, watch, painting, medal and tray.

You should also have bracelet, truncheon, gemstone, trinket, music box, sapphire, pendant, banknote, portrait, ore, purse, tiara, coronet, figurine and lucky charm.

The Count (continued) - A.J. Haynes

Day Three: Tie the sheets to the bed and drop them over the ledge. Go and get the tablets from the vial, matches, torch, pack of cigarettes and garlic. Go to the kitchen and wait for sunset. Light torch and enter the oven. Take the file, then go to the ledge and climb the sheets.

Remove the portrait in the doorless room and then enter into the passage. Smoke a cigarette in the crypt, then open and enter the coffin.

Break the lock with the file, then store your possessions again and go to bed. Take care to remember to put the torch out before climbing the sheets and use the tablet if you start to feel sleepy.

Day Four: Go and get the cigarettes, matches, stake, mallet and torch. Go to the crypt and kill Dracula to finish the adventure.

The game can be completed in three days if days two and three are done as one, but you should be careful not to run out of time.

Robin of Sherwood (continued) - Martin Hanson

When talking to Herne you will have learned that you need to return six touchstones to their rightful place. This is Rhiannon's Wheel and is one location North and several West of your start location in the forest.

To get your first stone go to the holy tree and climb and examine it. Now go to the waterfall and into the cave behind it to get the sword Albion, a long bow and a quiver of arrows.

Then go to the stream and get the quarterstaff and fight Little John. Take him to the outlaws' camp and wait. After this go back to the start location and GO NOTTINGHAM.

Once there you must ENTER the COMPETITION, FIRE ARROW and GET SILVER arrow. You'll find that you can't use the same escape route so GET SHERIFF, GO GATES and DROP SHERIFF. Now go to Belleme's castle and kill him with the silver arrow. Search his body and get the arrow again. Now untie Maid Marion and tell her to follow you.

Go to the Abbey and move two locations East, EXAMINE, GO CAVE and then GO NORTH where you will find Siward.

Sphinx Adventure - M. Alexander

N - TAKE BOTTLE - N - IN - TAKE LAMP - TAKE KEYS - OUT - S - E - E - D - LIGHT LAMP - S - TAKE CARROT - W - W - TAKE WAND - E - S - TAKE SWORD - D - TAKE FOOD - W - FILL BOTTLE - E - N - THROW WATER

E - N -TAKE SILVER - S - WAVE WAND - CROSS BRIDGE - TAKE RUG - E - TAKE BOOKS - U - W - N - E - S - S - FEED CROCODILE

E - S - W - TAKE OPALS - E - S - U - WAVE WAND - GET RING - D - N - N - E - E - TAKE COINS - W - U - S - TAKE STAKE - S - W - TAKE GOLD - RUB RING.

Countdown to Doom - Craig Romans

To get out of the spaceship - GET EXPLOSIVE, NORTH, LIGHT FUSE, DROP EXPLOSIVE, SOUTH, wait for explosion, NORTH, PUSH DOOR, NORTHEAST.

The treasures are dilithium crystals, spices, sword, diamond and the black hole. The equipment you need is - motor, nuclear reactor, perfect conductor, new navigator box. visionary drugs, monopole generator and a life support system.

Terrormolinos - Map 3

Click here for larger image

KEY TO THE CITADEL

HERE are a few tips for Citadel by Superior Software. Crystal One is in the room above the main hall. The second crystal is in the witch's house. To get in, bounce into the room on the trampoline and fall down the chimney.

Before you can collect the crystal you must kill the witch.

To do this get the green skull from the west tower, jump over the cauldron and it will fall in.

Do the same to the pink thing and the grey object from the pyramid, then the witch will die and you can go down and get the second crystal.

The third is in the lab which is down the well. To get it you have to collect the ice crystal from the cellar then go to the east tower where the green key is.

The water will be frozen so you can get the key. Take it to the well wheel and pull the lever.

Then get the cannon ball from the mountains, the powder from the west wing above the arena and go down the well.

Go right at the screen second from the bottom of the well. Walk into the cannon which will knock down the wall and you can get the crystal.

The fourth crystal is in the central tower. First go to the screen next to the tower and throw the switch.

Next go to the top of the east tower and fall off diagonally, get killed by the Monk, again fall diagonally and you will land on the blue wall.

Go left and throw that switch. Now move to the screen left of the central tower and jump on to the platform.

When it is at its highest point jump right to land higher on the central tower.

Walk into the C and you will get transported to where the fourth crystal is.

The last crystal is the hardest. Get the heads from the bottom of the well and the prison.

Go into the pyramid and drop the heads - this will stop the mummies chasing you.

Get the chicken from the freezer and cook it in the kitchen. Take it to the temple past the star port, until you come to the ocean where a multicoloured ball stops you.

Collect the statue and take it to the bottom of the pyramid where the last crystal will appear.

Tim Walter, Monks Park, Bristol.


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

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