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- THE IMMORTAL
-
- GENERAL TIPS
-
- 1. A slash does much more damage than a jab. Strike the opponent when
- he is not parrying or when there is an opening between his moves. A good time
- to attack is when the opponent swings back his weapon. Always keep the
- joystick back so a slash can be delivered readily. Don't bother to parry.
-
- 2. Resting on the hay stack restores four hit points, up to a maximum
- of fifteen. It is a good idea not to rest (except at the end of a level) until
- you have lost more than four points. Only one rest per level. The dreams make
- interesting reading, but have no direct relation to the game.
-
- 3. Once the fireball scroll has been invoked it cannot be disarmed. Be
- careful not to waste the spell by accidentally hitting the fire button. Once
- hand-to-hand combat has been initiated fireballs cannot be released.
-
- 4. Goblins have green skin. Trolls have olive (yellow?) skin.
-
- 5. Unless you are a slow reader, hold down either joystick button to
- speed up the text display. Press both buttons together to zip past text
- screens.
-
- SOLUTIONS TO ERINOCH CITY
-
- Note: The certificate numbers listed give the best character condition.
-
- LEVEL 1
-
- Exit through the only door. If you wish to be briefed on your mission,
- approach the round table to hear Mordamir's last recorded words. Otherwise
- stay close to the wall as you walk out.
-
- Relieve the dead warrior's body of its possessions. The corpse is directly in
- front of you when you exit the first room. The fireball scroll is optional,
- but it is a good idea to take it since it will reduce your amount of fighting.
- Avoid the goblin if possible. Dispatch it quickly if necessary (one slash or
- fireball will do).
-
- Slay the goblin involved in a fight with a human. Approach the human. The two
- are in the left section of the room, near the bottom of the screen. The goblin
- will direct its attention at you when you approach. It can take about two
- slashes or one fireball.
-
- Mordamir's servant Ulindor will give you a key to open the chest in the room.
- The key cannot be found on his person if he has been slain.
-
- Open the chest and take all the items. The map is optional, but it can give a
- better idea of the locations of the traps on level one than this document.
- There is at least one more fight on this level. If you think you need healing
- at this point, exit through the door nearest the chest. Go to the haystack
- and rest. Return to the original room afterwards.
-
- Exit through the far door. The exit is located beside the right wall of the
- room, at the top of the screen.
-
- Go right, ignore the goblin's warning and kill it. Take everything on the
- goblin and in the room. Exit through the door on the north wall. As soon as
- you advance beyond the point of warning the goblin will walk toward you. It is
- weak and can only take one slash. The only optional item is the note, which
- warns of the nature of wraiths. It will disappear after reading. The exit is
- directly opposite the door through which you entered.
-
- Walk closely along the wall of skulls, turn at corner but stick to the wall.
- Do not stop walking or change direction after stepping on floor plates. Enter
- the first door encountered. There are no floor mechanisms along the wall of
- skulls. When the first mechanisms are triggered at the second corner keep
- walking in the original direction until you are beside a door. Enter quickly.
-
- Keep to the left wall (ie. near the pile of dirt) and enter the door on the
- other side of the room. There are pit traps in the room. See the map for
- their precise locations.
-
- Walk to the sconce on your right (it is on the same wall as the door) then
- walk in a straight line down the length of the room. Pick up the amulet. Walk
- to the scroll in a straight line from the location of the amulet. Take the
- scroll. Walk in a straight line to the wall opposite the wall beside the
- scroll. Exit through the door. This is the part where a bit of luck comes
- into play. If you do not wish to waste time or do not have fireballs left,
- follow the above directions and you may avoid the wraiths. If you still have
- a fireball you can light a torch by shooting at a sconce, this will allow you
- to see the shadows of the two wraiths. If engaged in battle, a few good
- slashes are required to dispatch the undead. The exit leads to the room with
- the haystack.
-
- Walk to the source of the light and use the amulet. Do not read the runes.
- Climb down the ladder to the second level.
-
- LEVEL 2 (CDDFF10006F70)
-
- Avoid the slimes. Take the red gem. Search the pile of bones and take the
- Elven sword. Search no further afterwards. Exit through the door at the
- bottom of the screen. The touch of slime means death at this point. The sword
- of Arinar will grant you additional agility. If you search again after find-
- ing the sword a slime will appear and cause your demise. You can also exit
- through the other door.
-
- Enter the door in front of you. Before you exit, there is a haystack to the
- right (bottom of the screen) of the room if you need the rest. Ignore Lindli
- the dwarf for now. The exit is opposite the door you just entered.
-
- Slay the troll. Walk to the other end of the room then exit. One slash is all
- it takes. If you are confident at evading slimes you can skip this room al-
- together and take the other way as suggested by step one. The room reached
- through the exit is the same one reached by the other door of the first room
- on this level.
-
- Use the charm scroll. Go to the merchant on the right of the room. Refuse
- the slime oil at 80. Go to him again and buy the oil at 60. Pick up the
- stone. Exit through the metal door at north (top of the screen). Cast charm
- at the sight of the first will-o'-the-wisp. Since you do not have eighty gold
- pieces you will have to return to the merchant a second time to buy the oil at
- sixty.
-
- Slay the two goblins. Take the complacence dust. Enter the door guarded by
- the goblins. You can either set the wisps on them by casting charm again (at
- least one wisp has to be in the room with you) or kill them by hand. The door
- leads to Gresh the Wise.
-
- Slay the two goblin guards. This step is optional. If the wisps have not been
- used yet, use them now. Be sure not to enter fighting distance with either
- guard (so you can stand and watch the guards beaten to death by the wisps).
- Otherwise kill the guards by hand.
-
- Use the spores on the pile of dirt. Exit quickly and return after a second or
- two. Approach the goblin king and give him water. Exit room. The mushrooms
- kill both goblins and humans. Giving water to Gresh will allow him to give
- you a key.
-
- Go back to the room with the dwarf gem cutter Lindli. Stand near the dwarf
- and use the dust. Approach dwarf. Use the oil before entering the rightmost
- door on the bottom of the screen. You can go to Lindli through either the room
- with the slimes or the troll room. The dwarf will become friendly due to the
- effects of the magical dust and he will give you another red gem. If you need
- healing a haystack is available. The next room contains two slimes.
-
- Drop stone into a slime. Pick up the red gem when it appears. Exit at the
- other end of the room.
-
- Place the gems in the holes indicated by the following diagram:
-
- @ = gem (number beside symbol indicates order of placement); H = hole
-
- H 1@ 2@ H H H
- H H 3@
-
-
- H H H
-
- Left triangle Right triangle
- (top of screen) (bottom of screen)
-
- Climb down the ladder.
-
- LEVEL 3 (F47EF21000E10)
-
- Go down the ladder at the bottom of the screen.
-
- Go to the chest and remove everything in it. Do not step on a flamethrower.
-
- Arm the fireball scroll and cast one at the troll. Remove the ritual knife
- from the dead troll. The goblin will ignore you and unlock the door in the
- room then leave. If the goblin is killed there will be no way to open that
- door.
-
- Climb out of the room and go down the other ladder.
-
- Throw the second fireball at the goblin on the left (the one whose back is
- to the wall with the torch). Remove the Protean ring from the dead troll. The
- real goblin is harmless. The alternative to using a fireball is to wait until
- the goblin has been killed then kill the impostor goblin by hand. The bottle
- of slime is useless. Opening it means your demise.
-
- Climb down the ladder. Wear the Protean ring and walk to the chest. Take
- everything from the chest. Go to the ladder then remove the ring. Climb up.
- You can also kill the goblin guard if you do not wish to use the ring. A fight
- will occur either if you (as a human) walk past the warning point or touch the
- guard while disguised as a goblin. You cannot climb or cast spells as a
- goblin.
-
- Go to the room where the fireball scroll and the ritual knife were found.
- Exit through the door. Climb the ladder beside Gresh the Wise. Do not wear the
- Protean ring when you are near Gresh. He will declare you an impostor and a
- pit will appear beneath you, causing you to shuffle off this immortal coil.
- It is all right to put on the ring after he has spoken to you though.
-
- Pick up the red gem and exit the room via the other ladder. The path free
- of spikes is in the following general shape:
-
- L = ladder; # = represents squares; @ = gem
-
- | ################################################################ /|\
- | ################################################################ |
- \|/ ##### ##### ##### |
- | L | <------- ##### <------- | L |
- End | | /|\ ##### | | | Start
- ##### Go to the | ##### | #####
- other ladder | ##### \|/
- #####
- ##### Take the gem,
- ##### follow the original path
- ##@## back to the intersection.
-
- Watch the screen for a while to get an idea of the general locations of the
- spikes.
-
- Throw the ritual knife at the troll guarding the door. While it is fighting
- with another troll enter the metal door to the north (top of the screen). Use
- the goblin gas bombs on the two trolls. Get the muscle potion. Exit through
- the wooden door to the north (top of screen). Drink the potion and kill the
- troll in the room with the haystack.
-
- This is really just one of the many ways to get around the trolls. For
- example, you can use the bombs on the trolls outside the room and use the
- knife inside. If you still have a fireball you can use it on the last troll,
- since it is too strong to be beaten by ordinary means. If you feel adventur-
- ous, you can kill the four trolls inside and outside the room by hand. The gas
- bomb can paralyze any number of trolls as long as they are within range. The
- muscle potion and gas bombs will disappear when you exit the level, so you
- might as well use them. You can also rest on the haystack while the troll in
- the room is paralyzed (although why one would want to do this is beyond me).
-
- Step into the beam of light when it is purple. Use the red gem. Climb
- down the ladder beside you. You will be burned to a crisp if you step into the
- beam at any other color. The teleporter will bring you to the other side of
- the chasm seen at the beginning of the level.
-
- LEVEL 4 (B5FFF31001EB0)
-
- Defend yourself against the troll (it is right beside you as you enter the
- level) until Ulindor kills it.
-
- Approach Ulindor so you will get a magic carpet. Exit through the only door.
-
- Use the carpet as soon as you are in the room. Navigate around the
- flamethrowers until you reach the wooden door. If you stand in any part of the
- room long enough a monster worm will burst from the ground and have you in one
- gulp. You will be burnt to a crisp as soon as you are over a flamethrower
- (they also burst randomly though). Do not move too slowly while on the carpet,
- it has a certain life expectancy and will disappear when the charge is gone
- (in other words, practice flying the carpet!).
-
- Go past the wooden door and keep going until a dead end is reached. Pick up
- the ring then return to the wooden door. This step is optional. The ring is
- not needed to complete the level, but it will make things easier if you do not
- have this cheat file. It is not necessary to get off the carpet to pick up
- the ring.
-
- Use the carpet again to get off it. Enter the door and immediately get on the
- carpet again. Navigate past the flamethrowers to the other side of the room.
- Get off the carpet and enter the door. Climb down the ladder. Enter the door
- quickly after getting off the carpet -- the worm can appear at any time.
- Ignore the brief appearance of a girl and move into the corridor opposite the
- one from which you started. There is a haystack in the room with the ladder,
- so rest if necessary. There are two trolls to fight down the ladder.
-
- Kill both trolls. Go down the ladder. Each troll will need a maximum of two
- slashes. Go rest in the haystack now if you have not yet done so.
-
- Go to the girl (Ana). Answer yes to her question if you have her ring so you
- will get another ring. This step is also optional. If you do not give her her
- ring, she will become upset and will not give you the clue for escaping this
- level. Not a big problem if you have this file.
-
- Climb down the ladder. Walk clockwise around the triangle 3 times. Climb
- down the ladder. Both Protean ring and Ana's gift disappear when you descend
- into level five. Presumably they were red herrings.
-
- LEVEL 5 (D630F43000EB0)
-
- Take the egg. Exit through the only door.
-
- Ignore the goblin conference and enter the door directly opposite the one
- you just entered. Go to the goblins if you wish to know about their "water
- problem." This will give you an idea of what to do in the latter part of level
- seven but is not necessary.
-
- Buy the potion from the merchant. Exit through the entrance. There is no
- haggling with the merchant this time. The potion will shrink you to the size
- of a mouse. Do not drink it yet.
-
- Stand beside the small hole in the wall at the far end of the room. Drink
- the potion and enter the hole before you resume your normal size. You can also
- wait for a moment before entering the hole. The effect of the potion lasts
- for about 15 seconds and there are two trolls on the other side who will try
- to squash you while you are tiny and mobile. However, they will simply stand
- beside you if you do not move. Play around to find the best way for you to
- get past them.
-
- Go to the chest once you become normal and remove everything in it. Exit
- through the only door. Avoid the trolls if possible. Drink the magic water
- before you die. The only optional item in the chest is the note, which tells
- you what to do with the egg once it hatches. The note disappears after read-
- ing. If you maneuver correctly you can avoid fighting either troll. The
- trolls need two slashes each. Do not use the fireballs against the trolls
- since the quantity available varies from game to game. I have encountered as
- few as three and as many as fifty-five. Besides, they are only at one-third
- of the strength of the fireballs previously used. The magic water restores
- five hit points.
-
- Avoid both flying lizards and kill them with fireballs. Search them for a
- key. Exit through the other door. One of the lizards carries a key needed to
- unlock the other door. Each lizard can only withstand one fireball. I suppose
- only one has to die if you are lucky. The ladder on the other side of the
- door leads to an infinite corridor. Ignore it.
-
- Use the worm sensor and follow its pitch across the room according the
- directions given with the sensor (LDRDLDRURD) to the other door. Enter the
- door. This part is very difficult and the only way to succeed is practice.
- The directions given are from the player's perspective, so a left would mean
- the wizard's right. There are also other paths through the room, but the one
- that comes with the sensor is probably the shortest. When the sensor reaches
- its second highest pitch (it has the highest pitch right when you become the
- worm's meal) it means a wrong step will result in death. Since the sensor
- works only for a short time it is necessary to memorize at least part of the
- correct path. Heaven for masochists.
-
- Avoid the slime. Go to the diagram on the floor and use the bait while
- standing at the center of the triangle. Climb down the ladder. Move quickly.
- The egg hatches as soon as you enter the room. I suppose it might also work
- if you shoot down the hatchling with a fireball when it is directly above the
- triangle, but I haven't tried. The exit only stays open if something presses
- down the center of the diagram.
-
- LEVEL 6 (563FF53010A41)
-
- Enter one of the "spider-holes" while spider legs appear in the other. To
- enter a spider-hole, push the joystick up while standing beside the hole.
-
- Avoid the two egg sacks on the floor. Move slowly toward the spider. Step
- back quickly when it rears to web then rush forward to fight it. Kill the
- arachnid. Climb down the ladder. Little spiders will swarm you if you move
- too close to the eggs. There is a brief interval between each web-shooting,
- during which it is safe to move toward the spider. Attack the spider when all
- its eight legs are on the ground. Two slashes will do the job.
-
- Avoid the eggs and do not open the chest. Pick up the bottle of alcohol. Pour
- it on the chest and remove everything within. Descend. Drinking the alcohol
- will make you inebriated and lose the direction you are going, resulting in a
- quick death.
-
- Immediately use the levitation spell when you are inside the cobwebbed
- corridor. Avoid touching egg sacks and go to the end of the hallway. Use the
- spell again to turn it off. Climb the ladder. The spiders will emerge if you
- stay on the ground for more than a few seconds.
-
- Climb down the other ladder. Rest beforehand if necessary.
-
- LEVEL 7 (C250F63010AC1)
-
- Go to the tortured man chained to the wall. Give Dunric his ring. Descend.
- Kill the troll if you wish. You can also climb down the ladder first and skip
- to step two before coming back up for Dunric.
-
- Kill Ulindor. Descend. Rest first if necessary.
-
- Paddle to the sluice gate where Norlac is and lure it to the whirlpool by
- entering the whirlpool yourself. You have to be sufficiently close to Norlac
- before it will react. This part is also rather difficult, the only way to beat
- Norlac is to have quite a bit of head start when you paddle away from the
- sluice gate. Practice!
-
- LEVEL 8 (E011F730178C1)
-
- Take everything in the chest. Descend. Breasts?! Did I see breasts? Damn, I
- thought Will made a family game!
-
- Walk to the center of the room and let yourself fall down the pit. Swing a
- few times if you feel like it.
-
- Use the blink spellbook while the dragon is coming up. Press button #0 every
- time the dragon just finishes taking a deep breath. Use the fire protection
- scroll when the dragon is ready to breathe a seventh time. The seventh breath
- is the longest. Only the fire protection spell lasts long enough for you to
- survive.
-
- While the dragon is wheezing, hold up the amulet to the light but do not read
- the runes. Let Mordamir talk for a while. Strange you didn't find him such a
- mean teacher before.
-
- Use the Statue spellbook right after Mordamir reclaims the amulet. Press
- button #0 about one second after the lightning bolt disappears into the sky.
- Repeat this three times. There is approximately one second before the
- lightning bolt will come down. Time it yourself.
-
- Use the sonic boom scroll when Mordamir bends down to casts a fourth spell.
-
- Press button #0 twice to avoid the next two lightning bolts.
-
- Press button #0 a final time just before the grim reaper reaches you. Let
- Mordamir gloat and reveal his plans.
-
- Use Magnetic hands when Mordamir holds up the amulet to the light. Enjoy your
- teacher's demise. Ana will get you out of the dungeon.
-
- THE CERTIFICATE NUMBERS
-
- Here is the complete listing of the top certificate numbers from level two to
- eight:
-
- 2 - CDDFF10006F70
- 3 - F47EF21000E10
- 4 - B5FFF31001EB0
- 5 - D630F43000EB0
- 6 - 563FF53010A41
- 7 - C250F63010AC1
- 8 - E011F730178C1
-
- I haven't figured out how the numbers are calculated, but the fifth digit is
- the hit points, the sixth is the level, and the last two seem to represent the
- amount of gold.
-
- THE IMMORTAL is published and distributed by Electronic Arts.
-
- This walkthru is copyright (c) 1991 by Cataya. All rights reserved.
-