MERLIN #6
AUGUST 1985
This month sees the first of our Adventure Top Tens. All the marks that you've sent in have been averaged out to produce a list of adventures that you think are the best. The result is shown below.
ADVENTURE TOP 10
1. Wheel of fortune (Epic Software)
2. Kingdom of Klein (Epic Software)
3. Castle Frankenstein (Epic Software)
4. Sphinx Adventure (Acornsoft)
5. Twin Kingdom Valley (Bugbyte)
6. Quest for the Holy Grail (Epic Software)
7. Classic Adventure (Melbourne House)
8. Sadim Castle (MP)
9. Five Stones of Anadon (Softek)
10. Valley Of the Kings (MP)As you can see, Epic Software has done extremely well, deservedly so in my opinion.
Sphinx Adventure, Twin Kingdom Valley and Classic Adventure are the three programs that I get asked the most questions about, so I'm not surprised to see them do well.
One thing that did surprise me was that very few people wrote in with marks for any Scott Adam's games. Maybe that's because they're too engrossed in them to put pen to paper.
Later in the year we'll publish another Top Ten, so keep those marks coming in.
I've had numerous requests for a list of the adventures available for the Electron and so I have compiled one of all those that I have reviewed.
This list is available to anyone on request, provided they send an sae.
Now on to the problems. Dougie Crouch wants to know whether there is any significance to the description "You are in a wide LANE" after getting the stake in Sphinx Adventure. I think this is one part of an anagram, DAVE KNEW being the other part.
Turning to Castle Frankenstein, Phillip Dawson wants to know how to attach the rope to the ground after climbing down the castle steps. Also how to get into the room above the sulphur pits.
I don't think he can do either. Does anybody know different?
D. Turner can't befriend Josh or get Eno to read the map in Suicide Island. I would like to know who Suicide Island is by - I haven't heard of lt.
Richard Neuten can't get past the troll in Classic Adventure. Give the golden eggs to get across and free the bear to get back. He's also having problems with the clam. Use the trident.
Charles Place wants to know where the matches are in Five Stones of Anadon. Look in the bag in the wizard's bedroom.
Pettigrew's Diary has M.A. Evans wanting some help. To get the combination to the House of Phun, read the diary and examine the book titles.
The Barry Manilow room number can be found if you listen to the shady lady's story.
Philip Jong wants to know if there is any way of saving your position in Sphinx Adventure.
I seem to remember that a way of doing it on the BBC was described in a recent issue of The Micro User but I have not heard of a way of doing it on the Electron. Anyone got the answer?
Still on Sphinx Adventure, Alistair Grammer can't get across the troll's bridge without it collapsing. You are not alone!
Darren Marks can only find the lockpick and fuel capsule in Stranded. Climb a tree, Darren!
Zalacio the Great (sic) wants to know where the dungeons lead to in Quest for the Holy Grail. Only one dungeon is safe to use. Find it and then push the wall.
He also wants to know how to open the safe in Kingdom of Klein. Use a key.
R. Gande and Adam Badland are having problems with the dragon and the monastery in Quest for the Holy Grail. The dragon dislikes oil and the dungeons are definitely worth exploring.
G.R. Hobson has some questions about Blue Dragon. Can you get into the cottage? No. How do you get up the rickety staircase? You can't.
Where is the dragon? A long way away! Use the galley, the boat, then cross the desert and explore the fort.
Adam Badland and Arif Ali are both still having trouble with that well in Wheel of Fortune. Arif seems to be more confused than ever since he read my hints in April's column!
Go down beggars walk, making sure that you pick up everything, then go north to one location past the crossroads and drop the truncheon.
If the policeman finds you with it you'll go to jail and have to restart the game.
Go west for the ladder, then wait one location north of the vending machine. The beggar will walk past you eventually on his way to the machine.
When he comes back north from the machine, give him the penny then go south.
Empty the cup to get the penny, then insert it for a box of matches. Then let the beggar put his penny in the machine and when he has tell him to follow you.
Go to the well and get into the bucket, then the beggar will lower you if you ask him.
Finally, I would like to give a very big thank you to John and Eve Thompson for the maps and solutions they kindly sent in.
This article appeared in the August 1985 edition of the "Electron User", published by Database Publications.
Scanned in by dllm@usa.net
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