MERLIN #3
MAY 1985

I have a lot of problems to answer this month - which is not necessarily the same as having the answers to lot of problems.

Firstly though, could I ask you to send me a map when you write in and, if possible, also tell me what problems you have solved and list the objects you have found.

Sometimes we get an adventure in order to try to answer a reader's problem and it helps if I not only know where you are stuck but also how you got there.

Incidentally, please don't write in offering to give hints. In is more in the spirit of adventuring to write in WITH hints! Which reminds me, let me say thank you to those of you who have written in already. The response has been fantastic.

Some hot news from Epic is that they are soon to release a new adventure. I am told that it will be even better than Wheel of Fortune. Could this be THE adventure of 1985?

Incidentally, Epic tell me that efforts are being concentrated on the Electron now, so we can look forward to even more excellent adventures in the future.

Frustratingly, two problems have arisen with which I cannot help.

Andrew Dickman is having trouble with Program Power's Adventure. He wants to know how to get past the killer rat and what is the password right at the beginning.

I don't understand how he has managed to get to the killer rat without knowing the password, but at any rate I can't help.

Can any intrepid adventurers out there give aid?

Also, J.S. King is stuck in the repository in Classic Adventure. Is this the end game and he can't get out because he hasn't got all the treasure?

PROBLEM CORNER

Beverley McJannett, Jeffrey Cole, Lyndsey Pyatt and Glynn Webb are all having problems with Sphinx Adventure.

To get past the elephant, get the mouse from the vampire's castle. You will find this on the other side of the maze of coloured rooms and junctions. (Hint: There are two red rooms.)

To get out of the serpent, strike a light. The matches are in the Eastern Palace(?). Go past orc, glacier and catacombs.

To get past the ogre, use the sword. To enter the safe you will need the magic word. Go over the troll's bridge and past the ogre.

Incidentally, any treasure that you PAY the troll will turn up, so don't worry. Can't find the boat? Look in the vampire's castle.


This article appeared in the May 1985 edition of the "Electron User", published by Database Publications.

Scanned in by dllm@usa.net
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