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1992-05-18
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Level 4
Northeast Solar - The stairway disappears, and here you are. Open the chest,
then walk clockwise around the room, stepping on the four floor tiles that
depress. You'll be awarded an Unlock Door Spell. The chest contains a Super
Fast Potion and a Read Language Spell. Take them. Exit west.
Kings Passage - Use a spell to unlock the door.
Royal Chamber - The chest contains a Dispel Evil Spell. Take it and go south.
Store Room - The chest contains a ripe chicken, an urn with Pickled Eyes
written on it, a book of tips on dealing with Demons, a heavy iron key
bearing the Royal Crest, and a small copper urn holding cured meat
delicacies. Read the book and take the key. Return to the Royal Chamber and
take the west door.
Unnamed Passage - The key with the Royal Crest unlocks the north door.
Kings Bedroom - Get Finvar's Casket of Recharging from under the pillow. The
lever unlocks the west door.
Queens Bedroom - A small brass key is hidden in the tree closest to the door.
The right tapestry rises to reveal a button. Push it. Queen Shallop's diary
makes interesting reading. There's a prayer book, too. The chest (unlocked
with key from tree) contains an Unlock Chest Spell and two bottles of wine.
Grab everything and return to the Store Room. That button opened a passage in
the west wall to the Secret Store.
Secret Store - Here is an urn containing a human ear, a ram skull, some soft
cheese, a bottle of human tears. Inside the chest are four bombs for
demolishing stonework. Take all but the urn. Use one of the bombs to blast
out the blocked-up doorway in the west wall. Step that way carefully.
Pit Room - You want to arm a bomb, then throw it onto the ledge on the far side
of the pit to open another hole. More on this later. Now return to the
Unnamed Passage and take the west door.
Unnamed Passage - (west) Be sure to save here; this is an extremely difficult
manuever. You want to pile four objects on this side of the pit, and get them
as close to the pit as possible. Use the two books, the cheese and one of the
wine bottles. Now jump onto the pile and swig some Super Fast Potion. This
will let you jump right over the pit and stakes. Once across, use the Unlock
Door Spell to continue.
Guards - Search the pillow for a weapon. If you read the Queen's diary, you
know that the guard was given a key to the King's Chapel. Check out the wall
next to the bed. Ignore the levers for now; take the door to the north.
Guard Post - Don't pick up that key yet! It's covered with poison. You can
rinse it clean by dropping the bottle of tears onto it. Now go ahead and pick
it up. Untrap the chest, then open it. Inside is Finovar's Famous
Strengthening Brew and a prayer book that needs translating. Translate it;
you'll use it in the King's Chapel. Grab the bones and return to the Unnamed
Passage.
Unnamed Passage - (north) Now you have to recross that pit. Build a pile of
bones, hop up and take another hit of Super Fast. Now jump across and return
to the King's Bedroom.
King's Bedroom - Unlock the east door.
King's Chapel - Place the Ram Skull on the altar, then read the prayer book
from the Guard Post. A casket will appear with the message "Tanume ve tahule
nigo." It contains a key. You can now open the chest here. Take the Massacre
Spell. The triangle on the side of the altar is a button. Push it to create
steps in the Trophy Room, which you'll reach shortly. Now return to the
Secret Store.
Secret Store - Go west carefully.
Pit Room - Sidle around the pit and go south.
Queen's Shrine - Use the Unlock Chest Spell to open the chest and get a Bless
Potion Spell, a Giant Jump Potion, and a Dispell Trap Spell. Drop a bottle of
wine onto the altar and the gods will award you a key with an emerald heart.
Put the Bless Potion Spell into Finvar's Casket of Recharging; remove it and
Bless Finvar's Famous Strengthening Brew. Drink the Brew and drag the altar
into the center of the room. This reveals a button. Take the candles and push
the button. Return to the Pit Room.
Pit Room - The pit is gone! Go up the steps.
Trophy Room - Examine the trophy. Read the note to learn that the key from the
gods you just received is for this room at midnight. Blow up the wall at the
top of the stairs to reveal a door. Use the heart key when the light is in
the 12 o'clock position. Now take the west door.
North Passage - Throw the lever, but examine the sacks before grabbing them.
One has runes on it and is a trap. You can shuffle it around, but don't pick
it up! Get the Guard Key, the other two sacks and throw the second lever to
make a new opening to the west. Take it.
Bedroom - Get the key from under the pillow. Open the small chest and take a
Magic Missile Spell, a flask, and a Cure Poison Potion. Untrap the large
chest and open it to get a weapon and gold. Check out the lamp in the alcove.
Push the button you find to raise the tapestry. Exit to the passage.
North Passage - Do you have any Shot Shield Potion left from Level 3? It'll
come in handy now. Drink some and ready the Dispel Evil Spell. Go south.
Central Hall - Turn toward one of the demons and fire the Dispel Evil Spell.
Now quickly grab a shirikan and mow down the demons! When the room is clear,
return to the Guard Post.
Guard Post - Examine the keyhole. It's blocked by a metal shutter. Throw both
levers in the Guards so the keyhole is uncovered, then use the Guards Key.
This is another good spot for some Shot Shield Potion! Now head west.
Northwest Solar - If you've been doing your reading, you know that candles and
circles are a bad combination for demons. Drop the candle into the circle,
then use a weapon on the demon. Continue on through.
Little Passage - Continue on through.
Royal Gaol - Ignore that chest. It's a red herring. Continue south up the
steps.
Cistern Room - Continue south.
West Hall - Turn east.
Upper Kitchen - Take the bowl, two chickens and two pickle jars. Note that a
vials of Giant Jump and Super Fast are now bad, so abandon them, then go up
the steps.
West Passage - Don't throw the lever; it'll lock the door. Read the book to get
an Unlock Chest Spell. Now return to West Hall.
West Hall - Head south.
Wulf's View - Use the two chickens to reach the lower pedestal, then drop a
pickle jar on the lower pedestal so you can reach the key. Use the Unlock
Spell on the NW and south doors; go NW.
Pump Room - Put the bowl under the pump, then pump water into it until you can
see some in the bowl. Retrieve it. Untrap the chest and use the Unlock Chest
Spell. Get the Magic Missile Spell, the Mind Blast Spell, the key and the
Stamina Potion. Take the Stamina now, as needed. Back to the Cistern Room.
Cistern Room - Unlock the east door. Drop the bowl of water into the cistern.
Take the east door.
Oil Store - Put the flask under the tap and jump onto the barrel to turn the
tap. Fill the flask with oil, then return to the Upper Kitchen.
Upper Kitchen - Drop the flask of oil onto the flame in the floor. It will
cause a fireball to rise up and consume part of the shelf the ball is rolling
on. When the ball drops, it shatters and you can grab the Gold Key that was
inside. Return to Wulf's View and go up the steps.
Carvers Hall - Unlock the bars and take the Unknown Potion and the rolling
ball. Have any more Shot Shield left? Drink it and take the south door.
Southwest Hall - Take out this demon with the candle procedure, and pick up the
key left behind. Take the south exit.
Small Store - Untrap the large chest and open it. Untrap the small chest and
use the Unlock Chest Spell to open it. Finally, untrap and open the casket to
get the key. Throw the lever down and up on the way out. Return to the
Southwest Hall and go up the steps.
Little Passage - Unlock and go up the steps.
Box Room - Throw the lever down and up. Continue through.
Halbs Delight - Drop the rolling ball against the north door, then move the
boxes one at a time until you can jump down to that door. Go through it.
Inner Passage - Throw the lever to unlock the east door. If it won't open, you
must fiddle with the three recent levers until it does. Drop a pickle jar
onto the top step, then another object on top of it. Climb onto these, then
jump onto the platform to get an Immortal Potion and casket. Head east.
South Passage - Jump onto the pickle jar and the casket and then leap over the
spikes toward the south. Throw the lever. Pick everything up and head south.
South Chamber - Here you must move the name DIANOS from a vertical to
horizontal configuration. I did it by moving the N and A to the right, the I
and D to the left, moved the O and S up, moved the D down, the I up, then
slid everything into the right order from there. Open the chest and get a
Gold Key and a book telling you about the pits in a nearby room. Exit east.
Helms Doom - Take the bottle for alkaline balance and pull the lever. Exit
north.
Gamblers Den - Open that casket you found in the Inner Passage. Save first,
because this is a random game...Gamblers, you know! Take a token and drop it
in the rotunda farthest from the steps. Then drop one in the center rotunda,
then the one closest to the steps. Now drop the tokens in the opposite
direction. Pick up any tokens that dropped and repeat until you get a Stamina
Potion to drop from the rotunda farthest from the steps. Now keep feeding
this rotunda. Good luck! I got 4 Stamina Potions and a key to the lock in the
South Passage (connecting the Central Hall). Pick up the Magic Missile Spell
that is under the steps. Exit east.
Malladins Pits - The book in the South Chamber gave hintsáabout what lies down
each of these pits. The east and south pits have nothing you want. Take the
north pit first.
Great Pit - That wasn't too bad! No spikes and five sacks of gold. Take the
east exit.
Unnamed Junction - Go south.
Great Stair - Up you go.
Upper Chamber - Exit south to the Inner Passage. Return to Malladins Pits.
Malls.
Malls.
Malls.
Malls.
Mallks, the cheese and one of the
wine bottles. Now jump onto the pile and swig some Super Fast Potion. This
will let you jump right over the pit and stakes. Once across, use the Unlock
Door Spell to continue.
Guards - Search the pillow for a weapon. If you read the Queen's diary, you
know that the guard was given a key to the King's Chapel. Check out the wall
next to the bed. Ignore the levers for now; take the door to the north.
Guard Post - Don't pick up that s
will rise, giving you access to the now-unlocked door. Whew! Now go back and
collect the Potion to Aid the Journey to Eternal Rest. Exit.
Great Pit - Return to the South Chamber.
South Chamber - Take the door in the north wall.
Wardens Room - There is a dying thief here with important information. He's got
acid poisoning, so give him the bottle that restores alkaline balance. This
will start him talking. Note carefully what he tells you. At the end he asks
for a quick death. Administer the Potion that Aids the Journey to Eternal
Rest, and note his final clue. You already have two of the gold keys. Back to
Maladins Pits and exit east.
Lobby - Ready the Dispel Evil Spell and continue east.
Southeast Hall - Fire the Spell, then drop the two demons with weaponry. Exit
north after using the Unlock Door Spell. By the way, those were the last
opponents you'll meet on Level 4, so you can dump all your weapons and
offensive spells - only your diary goes to Level 5.
Learned Hall - As far as I could tell, none of the single levers in any room in
this area did a thing. I left them alone in the end. Continue north.
Learned Hall - (center) Take the east door.
Quadratica - Don't bother fooling with the chest. It's empty. Note the two
clues and grab the Sandy Model Planet. Return to Learned Hall (south).
Learned Hall - (south) Take the west door.
Symbolists Hall - (west) Note the locations of the four symbols atop the poles.
Now cross to the other side of the Learned Hall.
Symbolists Hall - (east) Manipulate the two levers to align the symbols in the
same positions as the ones in the west hall. The combination is LRRL. Correct
alignment causes a button to appear between the levers. Push it. Go east.
Book Store - Read the clues and proceed to Symbolists Hall (west).
Symbolists Hall - (west) Push the button and go west.
Sealed Chamber - Don't push the buttons! Open the chest and get the planet
model. Return to Learned Hall (center).
Learned Hall - (center) Go north.
Learned Hall - (north) Take the east door.
Dianoss Library - Catch up on your reading; you'll need your Read Languages
Spell, and you get an Unknown Spell. Now search the tapestry. Take the key
and cross the hall to the west.
Side Chamber - Ignore that casket and lever. They are a trap. Go up the stairs.
Unnamed Landing - Open the chest to get a Map Spell and a Read Magic Spell.
Head to Quadratica.
Quadratica - That hint about four along and five up was for this room. Drag the
empty chest over to the fourth wall tile from the left, then climb up. A jump
from here will net another model planet. Exit.
Learned Hall - (center) One of the books in the library revealed the four
numbers you need to total with the levers: 29,32,16,7. Set the four numbers
and take the west door.
Queens Library - Continue through to the west.
Wisdoms Hall - Get the planet model and return to the Queens Library.
Queens Library - Use the Read Magic Spell to decipher the Unknown Spell. It is
an Unlock Chest Spell! Use it here to get the Solaris model. Go north.
Planetarium - Note the heights and positions of the rods, and remember the
clues you've found. Return to the Unnamed Landing and take the south door.
Upper Room - Now you want to drop the four planets (NOT the Sand Planet) into
the appropriate four holes. 'Solaris is farthest from Earth' was a clue. This
is not accurate, because the 'glowing' planet actually goes closest to the
door. The planet with two moons does go on the tallest rod, down the hole
closest to the SW window. The planet with the symbols actually goes farthest
from the Earth, in the SE corner. Drop the small, moonlike planet closest to
Earth. Now return to the Planetarium.
Planetarium - Notice that the Earth has stopped spinning. Examine it and push
the button you find. The last two Gold Keys! Yes! Return to the Upper Room.
Upper Room - Drop the Sand Planet down any hole. Back to the Planetarium.
Planetarium - Push the Black globe where the Earth has been to get another key
to the Central Hall. Move on to Wisdoms Hall.
Wisdoms Hall - The fastest way out is up the stairs. Take the four planks and
carry them up those stairs.
East Passage - Throw a plank off of the platform. Drop a plank off the
platform, step onto it, and throw another. Now drop the last plank out across
the electric area of the floor. Finally, unlock the far door with the key you
found and exit west.
Central Hall - Remember one of the thief's clues? He gave you the order to use
the locks in. Check each lock for a number, then open 1432. Once you turn the
last key, you can go to Level 5. Step into the center of the room to do so.