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- A R A Z O K ' S T O M B
- Aegis Development - (c) 1987.
-
- Solution by Dave Barker
-
- This Amiga text/graphic adventure comes on a single disk which is
- not copy protected. In fact there is no copy protection within
- the documentation either. The graphics are excellent although the
- sound effects are limited and rather basic. The program has some
- convenient drop-down menus which include: the inventory, load and
- save options, sound toggle, speech synthesis toggle and short cuts
- for most keyboard commands. The parser is weak and the puzzles are
- below average, and being American in origin there are constant
- spelling differences. Within the game and the documentation the
- name Daphne has been spelt in three different ways, the other two
- variants are Daphney and Daphnie.
-
- In conclusion Arazok's Tomb is a further example of the triumph of
- the system over the story. All the 'whistles and bells' do not
-
- compensate for the weaknesses in the plot. There was supposedly a
- version available for the ST although I am unaware of its
- existence.
-
- THE STORY.
-
- Legend has it that Arazok formed a sect of the main druid faith.
- Other druids didn't like this at all but were afraid of Arazok's
- power, which included rumours of a gate into another dimension.
- Finally, whilst Arazok was off through the gate on one of his
- journeys the other druids struck. They wiped out his sect and
- destroyed his temple. Arazok was believed to be trapped on the
- other side. Ever since then the locals have feared the temple
- ruins and a great deal of myth has built up concerning it usually
- with regard to evil and misfortune.
-
- You play the part of Mark Trade an investigative reporter on the
- Los Angeles based International Inquirer. You receive a telegram
- from an archaeologist friend, Daphney, who with her uncle Jason is
-
- excavating at Caer Arazok, the tomb of an unknown druid priest in
- Scotland. It appears that uncle Jason has gone missing and your
- help is needed. When you arrive you find that Daphney has also
- disappeared. The local who drops you off on the road not far from
- the ruined temple leaves you in a hurry. You are the only person
- who is prepared to search for Daphney and her uncle.
-
- WALKTHROUGH.
-
- You are in a dense forest in the Scottish southern uplands outside
- Galloway. There appears to be a clearing to the north. "N" - you
- are in a clearing in the centre of which is a large druid-like
- statue. "EXAMINE STATUE" - there is a jewel firmly embedded in one
- eye and another jewel, that appears to be loose, in the belt. "GET
- JEWEL FROM BELT", "PUT JEWEL IN EYE" - the statue slides back
- revealing a hole in the ground. "D" - you are in a damp musty
- chamber dimly lit by glowing rocks firmly embedded within the
- chamber walls. There is a narrow passage leading north and an
- even narrower passage leading up. "N", "N" - in the centre of
-
- this dimly lit chamber is suspended a six foot ebony circle.
- "ENTER CIRCLE" - there is a moment of intense cold and utter
- darkness as you are pulled through.
-
- You find yourself on an east/west path in a giant forest. By the
- wayside you can see some Telanian tostins. "GET TOSTINS" - you can
- eat them when you get hungry. "E" - you are at the edge of a
- cliff that overlooks an ocean. Just off shore to the east is a
- mist-enshrouded island with what appears to be a castle rising up
- out of the mist. "W", "W", "W", "SW", "SW" - you are in a hall
- inside the domed city of Zenbambe. "W", "W", "S" - you are in a
- dusty alchemist's laboratory. You can see a mouldy book here.
- "GET BOOK", "READ BOOK" - you can only read the first page, 'To
- conjure spirits say the word Rezrathron. To enchant a small
- statue say Tnahcne'. "READ BOOK" - it continues, 'To light a
- magic candle simply say the word light, to turn the candle off
- simply say ....' the rest of the book is too faded to read.
-
- "SAY REZRATHRON" - a wizard appears and says, 'You must have the
- pack to have the power you lack'. "SAY REZRATHRON" - the wizard
- reappears and says, 'To explore these cities must be your fate.
- Find a wall that will rotate'. "DROP BOOK", "N", "W", "U" - you
- are in the warriors' quarters, there is a ramp leading down. You
- see a short sword and silver chain mail. "GET ALL", "WEAR MAIL",
- "D", "E", "E", "E", "NE", "NE", "NW" - you are on a path leading
- northwest and southeast. You see a Carlonian named Zud here. "KILL
- ZUD WITH SWORD" - he ducks and disappears leaving something
- behind. "GET POUCH", "DROP SWORD", "DROP MAIL". "NW" - you are in
- a hall inside the (second?) domed city of Zenbambe.
-
- [This is very confusing for although the documentation states that
- the land beyond the portal(?) has two cities, they both appear to
- be called Zenbambe. That is assuming that the land is not called
- Zenbambe and it has but a single city.]
-
- "N", "N" - you are in a dusty alchemist's laboratory. You can see
- a magic candle, an elixir, and a strength potion. "GET CANDLE",
- "S", "S", "SE", "SE", "SW", "SW" - you are back inside the first
- domed city. "W", "W", "W" - you are in a room that appears to be
- empty except for a ramp leading up and a hall to the east.
- "EXAMINE WALL" - it seems to be out of alignment. "PUSH WALL" -
- the wall rotates and you find yourself on the other side. The room
- is as dark as Arazok's soul. "SAY LIGHT" - the magic candle burns
- with a strange cold flame. You are on a ramp that leads up to a
- blank wall and down to a dark hall. You see a cloak, and a
- revolving panel here. "D", "S", "W", "W" - you have come to a dead
- end, there is a laser disk here. "GET DISK", "E", "E", "S", "S" -
- you are in the power room for the whole city.
-
- It is a huge complex that harnesses the power of the sun and of
- sorcery. All the power lines seem to lead to one large crystal
- case that is empty. You can see a power pack and a control panel.
- "GET PACK", "N", "E" - you are in the computer room, there are
- rows of data banks and a terminal with a large CRT above it. The
- computer is powered down. You can see a circuit card. "GET CARD",
- "EXAMINE COMPUTER" - the system appears to have no power to run it
- and is missing a card from one of its slots. "PUT CARD IN SLOT" -
- you gently slip the card into the computer slot. Data appears on
- the CRT, 'Schematic of power pack. The power pack is a proximity
- range power field'. "GET CARD". "W", "N", "GET PRISM", "N", "U" -
- you are back in the room with the revolving panel. "GET CLOAK",
- "PUSH WALL" - you are back on the other side of the wall again.
- "SAY LIGHT" - the magic candle goes out.
-
- "OPEN POUCH" - it contains some white powder. "POUR POWDER ON
- PACK" - you see a flash of energy and then the pouch disappears.
- The power pack glows for a second. "E", "E" - you are in a
- special view screen chamber, but there is no power to run it.
- "EXAMINE SCREEN" - it has a large button and a rectangular slot.
- "PUT DISK IN SLOT", "PUSH BUTTON" - a picture comes on the screen
- and gives a news update about Arazok's attack. People are
- vanishing including the strangers Daphney and her uncle. The
- screen flashes and there is a further message that there has been
- a hardware error. "GET DISK".
-
- "W", "DROP PRISM", "D" - you are in a transport chamber with a
- travel tube leading north and a ramp leading up. You can see a
- remote control unit. "GET CONTROL", "EXAMINE CONTROL" - it has a
- single large button in the middle of it. "PUSH BUTTON" - a travel
- car arrives. "ENTER CAR" - it's dark. "SAY LIGHT" - inside the
- travel car is a control console with a strange handle. "PUSH
- HANDLE" - the car speeds north then slows and stops. "LEAVE CAR",
- "SAY LIGHT" - the magic candle goes out. "DROP CANDLE", "D", "N",
- "N", "E" - you are in another computer room. There is a terminal
- with a large CRT above it. The computer is powered down but you
- can see a burned printout. "GET PRINTOUT", "READ PRINTOUT" - it
- tells you that the word that opens magically sealed objects has
- been changed to 'Nepo'. Also that the transport portal can only be
- opened by using the name of the wizard as the password. "DROP
- PRINTOUT", "PUT CARD IN SLOT" - you read that the projector must
- be set down in the alchemist's lab in Zenbambe.
-
- "W", "N" - you are in the power room for the whole city. It is a
- huge complex that harnesses the power of the sun and of sorcery.
- All the power lines seem to lead to one large crystal case that is
- empty. You can see a magic wand. "GET WAND", "S", "S", "S", "U",
- "U" - you are on a ramp that leads down, there is a giant snake
- here. "WAVE WAND AT SNAKE - the snake vanishes leaving behind a
- small box. "SAY NEPO" - the box disappears leaving behind a magic
- key and a small statue. "GET ALL", "E", "N" - you are in a large
- hall in the second domed city of Zenbambe. There is a door on
- each side of the hall. "OPEN WEST DOOR" - you enter an empty room
- with a ramp that leads up. "U" - you are in the warriors'
- quarters, you can see a decanter and a silver rifle. "DROP WAND",
- "DROP CONTROL", "GET DECANTER", "LOOK IN DECANTER" - it appears to
- contain water. "DRINK WATER" - as you drink all the water, the
- decanter slips from your hand and shatters on the ground. "GET
- RIFLE", "D", "E" - you are back in the domed hall. "OPEN EAST
- DOOR" - you enter a room with another of the large view screens.
- "DROP KEY", "PUT DISK IN SLOT", "PUSH BUTTON" - you get more
- information from the disk. It appears that people are vanishing
- including the strangers, Daphney and her uncle. The wizard
- Bozelbon has created a portal to Arazok's castle, and has not been
- heard from since. You then get a message that there has been a
- disk error.
-
- "W", "S", "W", "D", "D", "N", "W", "W" - You are in at a dead end.
- The Carlonian named Zud is here. "USE RIFLE" - beams of pure
- energy leave the barrel of the rifle and tear through Zud's chest.
- You can now see that he was guarding a portal projector. "GET
- PROJECTOR", "E", "E", "S", "U", "U", "E", "SE", "SE", "SW", "SW" -
- you are back in the first domed city of Zenbambe. "W", "W", "GET
- PRISM", "S" - you are back in the dusty alchemist's laboratory,
- the mouldy book is still here. "DROP ALL", "SAY BOZELBON" - in an
- instant a transport portal appears before you. "GET PRISM", "PUT
- PRISM IN PORTAL" - there is a flash as the prism disappears
- through the portal.
-
- [For more points, put as many objects as possible through the
- portal before you enter it.]
-
- "ENTER PORTAL" - there is a moment of intense cold and utter
- darkness as you are pulled through. You are in the castle, Arazok
- is here. "GET PRISM", "BREAK PRISM" - the wizard materializes and
- attacks Arazok, the battle is intense but short. In a burst of
- energy they vanish. You save Daphney from a fate worse than death
- and live happily ever after.
-
-
- - o -