home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GEMini Atari
/
GEMini_Atari_CD-ROM_Walnut_Creek_December_1993.iso
/
files
/
games
/
walkthru
/
zilfin
/
solution.doc
< prev
next >
Wrap
Text File
|
1988-11-27
|
13KB
|
343 lines
Rings of Zilfin
---------------
Solution
By Eric Tremblay
CompuServe I.D. 73117,460
Your Mission:
You are the youth of Sham, you have special abilities. Your
parents were slayn by goblins who were under the control of Lord
Dragos.
Since a long time ago Lord Dragos has taken over Batiniq
from the Zilfins who mysteriously disappeared. The Zilfins used
to bring hope and happiness to the people of Batiniq. Now they
the people of Batiniq know only evil and darkness. Your mission
of course is to bring back the forces of light in the land of
Batiniq.
Parts of your mission consists of saving King Rolan who has
been kidnapped by the followers of Lord Dragos. Why save this
King because Rolan is the only person who knows where the first
Ring of Zilfin is located. The Rings of Zilfin are necessary in
order to gain enough power to defeat Lord Dragos. But will you
survive the Dragons and will you be lucky enough to find the
Treasure of Fulgrash?
It is impossible for me to make a step by step solution of
Rings of Zilfins because you see this game involves about 40
hours of game time. Instead I have made a very good list of
things that are important in the game and that maybe some of you
don't know the answer or maybe overlooked in your notes. Good
luck in your quest and may the force be with you. Take note that
with this solution it is not needed to take notes, all the words
etc that are needed are listed in this text.
I have completed this game on November 5, 1988. It is a very
long game to play and also to map, but the results and
satisfaction of completing a game like this is very rewarding. I
hope that the solution that follows is accurate and complete. The
maps that are included in this solution have all been drawn by
myself using Degas Elite.
Any comments or question are welcomed. Just leave me and E-
Mail on CompuServe at my User I.D. written above. Please remember
that piracy is illegal and hurts our computer in more ways then
one. Will the pirates survive the crossing? I hope not! They sure
don't deserve it.
Rings of Zilfin
---------------
Solution
By Eric Tremblay
CompuServe I.D. 73117,460
The Arc file contains the following files. It includes 11
maps drawn by me, Eric Tremblay and 2 text files, one which
contains this solution (8 pages of text) and another one in who
has the complete list of all the buildings in Batiniq (4 pages of
text). Have fun!
The Files
---------
SOLUTION.DOC This text file.
BUILDING.DOC List of all the buildings of every village
and towns in Batiniq.
DELORIA .PC2 Map of the Kingdom of Deloria saved in Degas
Elite medium resolution in compressed mode.
BEGONIA .PC2 Map of the Kingdom of Begonia.
FIRSTFLR.PC2 Map of the first floor in the Dark Tower.
SECONDFL.PC2 Map of the second floor in the Dark Tower.
THIRDFLR.PC2 Map of the third floor in the Dark Tower.
FOURTHFL.PC2 Map of the fourth floor in the Dark Tower.
SUMARIA .PC2 Map of the Kingdom of Sumaria.
G_FLOOR1.PC2 Map of the first floor of the Castle of Garz.
G_FLOOR2.PC2 Map of the second floor of the Castle of
Garz.
G_FLOOR3.PC2 Map of the third floor of the Castle of Garz.
G_FLOOR4.PC2 Map of the fourth floor of the Castle of
Garz.
Rings of Zilfin
---------------
Solution
General Game Tips
-----------------
First start with the kingdom of Deloria after Begonia and then
Sumaria. In that order!
When walking from one village to another, keep walking during the
night then right before sunrise stop walking, rest and if you
have matches well light it up. This will give you 50 fatigue
points.
Make the most money you can in Deloria. This money is very
useful for buying food, weapons and the services of the healers.
A good supply of bow and arrows is needed. You will need more.
A supply of Priney powder is useful when encountering witches.
Keep a small supply of toys for kids who don't want to talk to
strangers.
A couple of pairs of Elvish boots can be of great help when
crossing marshes.
Be generous with the beggers. They can be of great service.
Always pay drinks to people in the inn's. They can speak more
freely with a couple of drinks down their throat.
Be sure that you have visited the whole kingdom before going to
another.
Rings of Zilfin
---------------
Solution
*** Deloria ***
---------------
The best way to make gold, is to buy tobacco in Tel-Biz and then
sell it in Perimon. Then in Perimon buy toys and then sell the
toys in Tel-Biz.
In the Castle of Durhein Sir Cornbull the swordsmen will increase
your sword skill.
In the village of Perimon a bypasser named Orlan the Dwarf will
ask you this: I know the way to Sumaria. Shall we go?
In Tumriz a begger will introduce to you Eklun. Eklun will
increase your magic skill to level 1 wizard.
In Finduk a Dwarf will show you the way to the Pass Of Gador.
This will bring you to the Kingdom of Begonia.
*** Begonia ***
---------------
In South Tiveron you will meet a Halfling named Jimbo. In order
for him to give you a gift and some advice. You must say the name
of one of his old friend and the word is HAMSHERY.
At the Intersection Menido the Halfling wants to hear the word
Jimbo in order to give you some advice.
In the Castle of Razag the Master swordsman Sir Barnbyl will
increase your sword skill.
In Llorrim the begger will guide you to where Zihten lives.
Zihten will increase your magical skills to a level 2 Wizard.
In South Demion a party of Dwarves will greet you but they will
be a lot more friendly if you say the word DALIN to them.
To enter into the strange door in Demion North use the following
words MAYGOON, BI-THAR, HAZMEDY. Remember that a torch will be
needed.
Rings of Zilfin
---------------
Solution
At the Temple of Zaradim you must say the words: BELIRR, ONUMDA,
DERHALL to enter the Temple also prepare and cast a sheild when
Zara appears offer her the pearls and she will give you some seed
after that go to the back yard and plant the seed only at sunset.
Then when the sun will rise the Grumm-Tree will die and you will
now have a staff.
In the Village of Fearlot, a trader pays 375 gold for spice and
he also sells pearls.
The Dark Tower
--------------
To enter the magic words are: DEM, OGANDUR, SHEM.
Main Hall & First Floor
You are now in the main hall of the dark tower. To choose a
direction please refer to the lower right hand side of the First
Floor map labeled Main Hall. The numbers that are indicated in
this box will lead you to the coresponding number on the first
floor map. Now select the direction in the main hall that will
lead you to exit 5 (right) and make your way up in the dungeon up
to exit 4. Enter exit 4, you will now be in the slaves quarters
(see lower left hand side of first floor map) now exit to the
right. You will now be in the small room with two doors one to
the left and one to the right, enter the right one. You will be
in a stairway now go up at the top of the stairs xit to the south
or the down arrow, You have now arrived at the second floor.
Second Floor
You will arrive at exit 1 on the second floor, go up to exit 2.
You will enter a room with some creatures kill them and exit
right using a Nuhk. Now reenter exit 2 you will be back in the
same room but with no creatures. Now exit left with a Nuhk you
should appear at exit 3 on the second floor map. If not start
over the last instruction.
Make your way to exit 4 on the second floor this will lead you to
a stairway, go up the stairs and xit left (west) you are now on
the third floor.
Note: That in exit 5 of the second floor is the Slaves Quarters
when you xit down (south) this will lead you to a dead end. Which
I did not map because it is useless.
Rings of Zilfin
---------------
Solution
Third Floor
You are now at exit 1 of the third floor map. Now make your way
to exit 5. This is the Slaves' Quarters. They will give you a
gift. Now exit using the left arrow. Now goto exit 6. Go up the
stairs and xit in the left direction you are now on the fourth
floor.
Fourth Floor
On the fourth floor map, you will arrive at exit 1. Now make your
way to exit 3. This is King Rolan's cell he is a prisonner here.
Now exit up with a Nukh. The only thing left to do is to exit the
dark tower so go back by the same way you came in. But remember
that this time Dzomon will be waiting for you in the main hall
downstairs. Good luck!
In Karadum a bypasser named Barbuny the Dwarf knows where the
Pass of Felak is! This is the passage that will lead you to
Sumaria.
*** Sumaria ***
---------------
In Ne of Ahbap, Harun the Dwarf is there and he wants to hear
this word: DALIN.
In the Cave, you will need a torch and alot of courage and
determination to defeat the Dragon named Bogum. A key will be
needed to open a treasure chest.
In Shimerr, the grumpy halfling wants you to offer him the RIDDLE
BOOK. He will be very happy. He will bring you to Hobtown to meet
Sam who will give you a ring.
In South Metsny Jemo the halfling will be happy to hear about his
old friend JIMBO.
Go to the Castle of Rimline King Hamdi needs to speak to you.
While you are there Sir Furndi will increase your strenght.
At the Well of Demonzi, go in your inventory and use the rope
that you bought in Zax to descend in the well. Once at the buttom
enter the tunnel and light up your torch. At the end of the
tunnel you will hear a low voice sing. Now play the flute and you
will meet Ela. She will ask you to play again, do so and you will
now meet King Elomin. Offer him the Harp and in return he will
give you a Horn.
Rings of Zilfin
---------------
Solution
In the Village of Waylong is a witch, she will give you strength.
In the Village of Elmo the trader sells Enchanted Elvish Cloak.
In Shakamin first buy some cookies, the water Dragons love them
and then give some gold pieces to the begger he will take you to
Lutfen he will make you a level 3 wizard.
At lake Brellent offer the water Dragon a cookie that you bought
at Trader Hant in Shakamin. Then the Dragon will help you cross
the lake which will take you to Hayrush the witch, she will sell
you an Elixir, it will cost you 1000 gold pieces.
At Sharklnn Height, put on your Elvish Cloak to keep warm then
blow the Horn and an Ankha Bird will appear. He will take you to
Castle Graz. Apon arriving at the castle offer four Chewba to
Darmag. He (Darmag) will pass out and you will be able to enter
the castle.
Castle Garz
-----------
First Floor
In the castle refer to the box labeled Main Hall on the first
floor map of the castle. On the first floor go up to exit 8, then
climb up the stairs and xit to the left. You are now at exit 3 of
the second floor map.
Second Floor
From exit 3, go to exit 2. Climb up the stairs and xit up. You
are now on the third floor.
Third Floor
You are at exit 3 of the third floor. Go to exit 4. Climb up the
stairs and xit up. You are now at exit 1 of the fourth floor.
Fourth Floor
From exit 1, go to exit 2. Now enter exit 2. You are presently in
Lord Dragos room and he is standing before you. As soon as you
have a chance Drink the Elixir potion, You will appear to Dragos
as his master he is now at your command. Ask him to SUBMIT THY
RING. He will give you the second ring and to activate it say
this old Zilfin prayer YOKKOL. Lord Dragos has now been defeated
you my friend have brought back light and peace to the people of
Batiniq.
*** Game Now Complete Congratulations ***