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- DARKLORD LOESUNG
-
- ============================
- === THE ELECTRONIC GAMER ===
- ============================
-
- DARK LORD Walkthru
-
- START TO ALCHEMIST
-
- DARK LORD is an introductory-level animated graphics adventure game that
- offers three levels of difficulty: Easy, Normal, and Random. The difference
- between Easy and Normal levels is the ease with which items can be found;
- the Random level scatters game items in different places each time it is
- invoked. This walkthru, as it concerns the actual items and puzzles, can be
- applied to any level.
-
- The plot concerns a hidden room in a mansion you've inherited from your
- grandfather. In the hidden room are his journal and a mirror. The journal
- tells of granddad's trip through the looking glass to Alterworld, where he
- participated in the defeat of Nequam, the Evil One. A few moves beyond the
- mirror, you learn that a mistake was made -- the villagers who killed
- Nequam buried with him the amulet that was the source of his power. Nequam
- lives and he's just as nasty as ever!
-
- Since a picture is displayed after each directional move, keep the (C64)
- "F7 keystroke in mind. It removes the picture to show only text. At the top
- of the all-text screen is the direction you are facing, which doesn't
- necessarily coincide with the direction you last took.
-
- Certain moves must be made within the time limit of screen animation
- routines. For example, on the Island (in Part 2), using a certain item
- opens and closes a sliding door. The time it takes for the door to open and
- close is the amount of time you have to enter the move that gets you beyond
- the door.
-
- The LOOK command is handy in DARK LORD, and not only to redescribe your
- surroundings. Objects you might see on entering a new location won't be
- described in the text. You must ask the game to do so. Type LOOK GROUND to
- learn what the object is, and LOOK (object) to get a description of the
- object.
-
- A note about the amulet: The amulet, the source of Nequam's power, was
- buried with him. You need this item for a certain puzzle. The logical place
- for it to appear is where it was left. Sometimes it appeared there and
- sometimes it didn't. I will comment on this again at the appropriate time.
-
- The opening screen is the hidden room in the mansion. There is a mirror
- here, some books, and a ticking clock. You have no possessions. ENTER
- MIRROR and you'll be pulled through it to another room. A multi-faceted
- scarab will appear in the mirror and fall to the floor. The text won't
- remark on the scarab, so LOOK GROUND.
-
- TAKE the SCARAB. Then go north through the curtain. In this room is an old
- geezer sitting on a crate. ASK MAN ABOUT EVIL ONE and he'll tell you to
- find his brother Krin. A stick, which you must give to Krin, appears on the
- groun TAKE the STICK, then go west through the doorway.
-
- Go west again and you'll see a bridge in the distance. Go north twice and
- the picture of Nequam's castle appears. North three more times will put you
- in a village. Go East through the doorway into the deserted storehouse and
- TAKE the OIL LAMP. West to the village, north to the beach, then west to
- where a man is repairing a boat.
-
- ASK ABOUT KRIN, and the man will tell you that Krin is a mighty alchemist
- who lives in the great chasm. ASK ABOUT the CHASM, and the man will tell
- you it i off to the south, beyond the village. A chasm? I smell a puzzle,
- Go east twice from the man to reach the dock where a strong breeze ruffles
- the flag. LOOK DOCK reveals some rope. TAKE the ROPE.
-
- Go west to the beach then head south six times until you reach the edge of
- a cliff. There is a large tree here. TIE ROPE TO TREE. Down takes you to a
- ledge in the chasm. Go west three times and you'll find Krin sitting at his
- desk. GIVE STICK TO KRIN. He will say he can help but first you must find a
- pearl blossom. No, don't leave right away. First LOOK GROUND then TAKE the
- EMPTY FLASK.
-
- East three times and up returns you to the cliff. Now to find a pearl
- blossom. Go south to the suspension bridge. West twice puts you in a sparse
- forest, and west again puts you in an east/west trench. There is a tree
- here. LOOK TREE reveals a pearl blossom within reach. TAKE PEARL BLOSSOM.
- East three times and north returns you to the cliff. Down then west three
- times brings you to Krin once again.
-
- ASK KRIN ABOUT BLOSSOM. He'll tell you to eat it. EAT the BLOSSOM and
- energy surges through you. ASK KRIN ABOUT NEQUAM. Krin will tell you that
- you can fly, and that your grandfather's journal will be of assistance.
-
- That's it with Krin. He's now useless, and the rest of the adventure must
- be completed without him. So head east three times then up to the cliff.
- We're going to get in some flight time, but not until we've gone fishing.
-
- ISLAND TO VOLCANO
-
- From the tree by the cliff go north twice then east where you see a fish in
- the stream. TAKE the FISH and go west back to the bridge. Go north five
- times to the beach and west to the man repairing the boat. ASK ABOUT ISLAND.
- The man will tell you it is the burial place of Lord Nequam, who swore he
- would return from the grave. ASK ABOUT NEQUAM, and you'll learn that Nequam
- killed this man's father.
-
- Sometimes the man notices the fish you are carrying, sometimes he doesn't.
- If he hasn't by now, GIVE FISH TO MAN. This guy's hungry! He devours the
- fish whole, thanks you for your kindness, then offers to you a scroll which
- had been given to him by an enemy of Lord Nequam. TAKE the SCROLL then READ
- the SCROLL. Nequam thinks he has somehow cheated death, but there is a way
- to defeat him.
-
- Head east then south five times, back to the bridge. Go east back to the
- stream to get another fish. Go west to the bridge then north five times to
- th beach, and west to the dock.
-
- Make sure you have the scarab and the fish. FLY will send you soaring over
- the water. FLY a second time puts you above the island, and LAND sets you
- down. North twice gets you to the top of the island where you'll see a
- square hole in the ground. Down takes you to an underground chamber.
-
- There is a blue door here. LOOK DOOR tells of an indentation. LOOK
- INDENTATION says it has a familiar shape -- that of the scarab.
-
- This is one of the timed puzzles. Check the all-text screen ("F7") to be
- sure of the direction you're facing. It should be north. Type PUT SCARAB IN
- DOOR. The door will slide open then slide closed. There is enough time to
- get the scarab and go north before the door closes, but once we're beyond
- this door, we won't need the scarab and will have to find another exit. So
- as soon as the door starts to open (by way of PUT SCARAB IN DOOR) enter N
- for north. The next picture, an underground corridor, will appear, the door
- will close, and that's that.
-
- Go North. In this room is a cat, a skull, a headless figure on the wall,
- and an exit west. We need the skull, but the cat won't let us take it until
- we GIVE FISH TO CAT. The cat is as hungry as the fisherman. TAKE the SKULL.
- LOOK SKULL reveals that it is lined with lead. Go west into the burial
- chamber.
-
- Here is the scene that was described in your grandfather's journal. LOOK
- COFFIN tells us that a powerful force blew it open from the inside. LOOK
- GROUND to find the amulet.
-
- (See Part 1. This is the only "logical" place for the amulet to be. If it
- isn't here, return to your last save, make sure you have all the items
- you've found thus far, including the rope and the scarab, and try going
- back to the island again. If that doesn't work, you might have to restart
- the game on Easy level. The amulet appeared in the burial chamber every
- time, and the remainder of the walkthru will apply in any case.)
-
- TAKE the AMULET, then MOVE the DEBRIS to find a secret exit, and go west
- into the darkened passage. Up takes you to the peak of the island, and FLY
- twice returns you to the beach on the mainland.
-
- From the beach, go south three times to the corridor carved out of the rock
- (you'll be looking west). Go west twice to the steps. Something is circling
- overhead. Do a save here, then go west to the entrance to the castle. You
- won't be able to get in because whatever it was that was circling overhead
- will grab you in its claws and drop you off somewhere.
-
- If you backtrack to the fisherman and ask about the monster, he'll tell you
- that it lives inside the volcano and is summoned by Nequam. So we have to
- get rid of the monster if we ever hope to enter the castle. At the moment,
- however, we don't have any weapons.
-
- Go east twice from the steps then south five times to the suspension bridge.
- Go west twice to the path and north twice to the end of the path. When you
- FLY, the winds will blow you into a cave. TAKE the AXE. FLY to reach the
- westernmost part of the beach.
-
- We need to fill the flask with water, and we need the oil lamp the axe.
- Make sure you have these items then, from the beach, go west twice. Go
- south five times, FILL FLASK WITH WATER, then south three more times to the
- suspension bridge. Go west twice to the path.
-
- Go west three times through the trench and you'll arrive at a "Beware Of
- Volcano" message. Paths lead north, south, and east. East leads back where
- we came, and north and south eventually lead back to this message. Go north
- once, west twice and south twice. Here you'll find a thorny bush. Since all
- paths lead back to the message, and since the thorny bush is visible but
- not described, we have a puzzle.
-
- BURN BUSH WITH LAMP and the bush will disappear to reveal a new path, one
- that leads into the volcano. Make sure you have the flask filled with water
- and the axe: we're going to meet the winged monster.
-
- MONSTER TO CASTLE
-
- Go west twice through the newly-created passage to reach the lava stream.
- Go north to find plants thriving in the lava. Go north again to find the
- next puzzle. A small stream of lava separates you from a ledge. LOOK LEDGE
- tells you that getting to it is going to be a problem. LOOK PLANT says
- there is a large waxy leaf within reach. TAKE the LEAF. LOOK LAVA reveals a
- small rock protruding above the surface of the lava stream.
-
- None of this has anything to do with getting across to the ledge. This is
- another timed puzzle. POUR WATER IN STREAM (this cools off the lava) then
- enter W for west before the lava heats up. At this point you'll be on a
- treacherous path above a sea of lava.
-
- You're facing west. Go in that direction and the tremendous heat will push
- you back. RUB SKIN WITH LEAF. Whatever factor protects the plants from the
- heat of the lava will do the same for you. Go west again and you will be
- deep inside the volcano.
-
- Go west to find the winged monster, who is sleeping. HIT MONSTER WITH AXE
- and our way into the castle will be clear.
-
- Go east three times, south twice, and east twice to the trench. Then go
- north twice, east twice, and south to the message. Go east three times and
- you'll be in the forest near the suspension bridge.
-
- We're just about ready to enter the castle and meet Nequam, but first we
- need one more item -- a rat.
-
- Go east twice past the suspension bridge, north to the cliff, and east to
- the burning village. LOOK GROUND tells us we see a rat. TAKE the RAT. It is
- warm, friendly, and intelligent, and not at all hungry.
-
- Go west to the cliff and north four times to the corridor in the rock. Go
- west three times to the castle entrance.
-
- It's time to meet the Evil One!
-
- ENDGAME
-
- We can't get in through this entrance, so we'll have to find another. North
- is a dead end, so go south and east to the stream. SWIM in the slimy green
- water. Go west twice and you'll be on the dock of the castle.
-
- Go west to the eerie hall and west again to an intersection. There are bars
- to the left, stairs to the right, and a door ahead. The door is locked from
- the inside. We'll see the bars soon enough, so go north up the stairs to
- the top of the stairway, north again to the balcony, and north a third time
- to the door of Nequam's room.
-
- There is a skeletal guard here. He's waving a knife, and in the corner
- behind him is a key. RUB the AMULET and the guard will be become even more
- skeletal. TAKE the KEY. OPENing the DOOR pulls us through into Nequam's
- chambers, and he promptly puts us into a cell, whose bars we saw at the
- intersection.
-
- MOVE the TORCH and the stones slide away to reveal a new passage to the
- west. Go west to a room with hallways to the north and west. Go north to a
- door on the right and and an open doorway on the left. We can't get in
- through the doorway, and the door leads back to the intersection, which
- we'll get to shortly.
-
- Go south back to the hallway and west to a massive stone door. OPEN the
- DOOR then go north into the power room. LOOK through the WINDOW and you see
- an array of mirrors and lenses. We can't get through to them so our
- intelligent and friendly rodent will have to do it. PUT RAT IN WINDOW and
- it will scurry through, disable the power flow, and return. TAKE RAT (you
- wouldn't want to abandon it).
-
- Go south, east, north, and west into Nequam's crystal room. There is a
- crystal on a pedestal. TAKE the CRYSTAL (vibrations come from deep within
- the castle) then BREAK the CRYSTAL. It will shatter into a zillion
- fragments.
-
- Go east, OPEN the DOOR, and then east again to the intersection. Go north
- three times to the door of Nequam's chambers. OPEN the DOOR to again be
- pulled in, but this time we can confront the Evil One.
-
- He looks like a shadow with blinking dots, except for the eyes. You can try
- all kinds of things here, such as rubbing the amulet or rubbing the skull
- or hitting Nequam with the rat or whatever. When you rub the amulet, Nequam
- gets nervous, but no matter what you do he doesn't do anything except make
- idle threats. All his power is gone.
-
- To rid Alterworld of him once and for all, THROW SKULL AT NEQUAM. It will
- attach itself to Nequam's neck, thus completing the picture in the burial
- chamber, and destroy him.
-
- All the villagers will return to their homes, and celebrate your victory
- with song and dance. The final screen shows the villagers having a party on
- the beach. Your score and the number of moves you needed to complete the
- game is displayed.
-
- DARK LORD is published by Datasoft and distributed by Electronic Arts.
-
- This walkthru is copyright (c) 1987 by The Doctor's Office and THE
- ELECTRONIC GAMER (tm). All rights reserved. Not to be distributed without
- permission.
-
-