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- FAERY TALE ADVENTURE SOLUTION
-
- Typed by PAUL COLAIACO. Edited by PARASITE.
-
-
- STARTING OUT
- FAERY TALE ADVENTURE is a game of exploration and adventure, rather
- than a typical hack and slash CRPG. However, at the beginning of the
- game, as in most CRPGs, your character is weak and vulnerable to attack
- from a variety of enemies. Before you start journeying through Holm, you
- will need to develop a strong character with sufficient bravery and
- vitality points to survive. This won't take forever to accomplish, but
- it will consume the first few hours of play.
- You start the game one morning in Tambry. Your character is Julian, who
- has the highest bravery score of three brothers. As long as you stay
- within the village walls, you will not be attacked. Your first task is
- to thoroughly explore the village to look for magical items that will
- help you on your quests. Go to each of the buildings, and look for
- hidden objects, particularly near fireplaces. You should find: 1) a
- glass vial, which contains a healing potion that will restore lost
- vitality points; 2) a Bird Totem, which is a navigational device that
- gives you a "bird's-eye" view of your surroundings (useful when you're
- lost in Holm -- a common occurrence); 3) a jade skull, which will
- destroy any and all enemies attacking you; 4) a quiver of arrows; 5) a
- gold key. Keep in mind that all magic items and keys can be used only
- once, so be careful and use them wisely.
- Once you have collected these things and have saved your game, you are
- ready to begin. Soon after you step out of the village, you will be
- attacked. Monsters usually come in groups of four or less, and your
- bravery score will go up 1 point for every kill you make. Vitality will
- also increase as bravery goes up, although at a slower rate. Your
- maximum vitality is usually about one third of your bravery score. If
- you are lucky enough to defeat a group of monsters, save the game
- immediately. Then search each of the bodies (using the "take" command).
- You will often find weapons, magic items, and gold coins this way. Be
- prepared to die a lot in your initial encounters. There's no simple way
- to develop a strong character; you'll just need to keep saving and
- restoring until you've won enough battles to accumulate about 100
- bravery points. By that time your character should be able to survive
- many, if not most encounters, provided his vitality doesn't run out.
- When you have a few hundred more bravery points, your character will be
- invulnerable to all but the bowmen.
-
- SURVIVAL TIPS:
- 1) Once you have a sword, your chances of surviving a battle improve
- significantly. You can buy one at the inn in Tambry, but you start the
- game with very little gold; you'll need that to buy food. The best way
- to get a sword is to take it from a dead monster.
- 2) There are treasure chests scattered throughout Holm, and you will
- find one just a little southeast of Tambry by the side of the road.
- These usually contain magic items, but their contents are completely
- random. Save the game just before opening a chest. If you don't like
- what you find inside, restore the game, open the chest again, and this
- time you will receive a different treasure. You can keep doing this
- until you get something you like. You might try to get a jade skull,
- which can save your life when you're losing a battle.
- 3) If you're hungry and your money is critically low, go to the stone
- circle east of Tambry near the coast (if you look carefully you'll see
- it marked on your map). There you will find 50 gold coins and some other
- treasures.
-
- MAGIC ITEMS
- Some of the magic items were explained above. Here are others you will
- find:
- 1) Green Jewels: These provide light for traveling at night.
- 2) Crystal Orbs: These will reveal secret doors in some of the
- dungeons. They're particularly helpful in Hemsath's tomb.
- 3) Gold Ring: This stops time for a while, and it's useful when you're
- under attack. You can't slay an opponent while time is stopped, but you
- can take his weapon and magic items.
- 4) Blue Stones: There is a network of large stone circles scattered
- throughout Holm. When you use a blue stone while standing in a stone
- circle, you are transported to one of the other stone circles. Which one
- you go to depends on which direction you are facing when you use the
- blue stone. For example, if you go to the stone circle near Tambry and
- face west while using the blue stone, you will be transported to the
- Isle of Sorcery. If you face east, you will be transported to the
- southern edge of Holm. You can use trial and error to "map out" the
- connections between all the stone circles, or you can follow this
- "transportation matrix" (courtesy of Ted Haskell):
- The circle you will be transported to is a result of the direction you
- last moved just before using a blue stone.
- Remember that if you were staggering when you entered a circle, you
- might not have moved in the direction you thought.
- I numbered the circles as follows:
- 1) West of dragon's cave.
- 2) Isle of Sorcery.
- 3) North of Lake of Dreams.
- 4) West of Grimwood.
- 5) East of Grimwood.
- 6) South of Pixel Grove.
- 7) East of Tambry.
- 8) South of Tambry.
- 9) South of Burning Waste.
- 10) Near mountains with Temple.
- 11) Extreme south near ocean.
- When standing in the circle whose number is in the left column, you
- will be transported to the circle whose number is under the column
- heading in which you last moved before using the blue stone.
- N S E W NE NW SE SW
-
- 1 7 11 8 4 3 6 10 9
-
- 2 6 10 3 9 7 1 8 11
-
- 3 10 5 9 1 11 8 4 2
-
- 4 2 3 6 10 1 5 7 8
-
- 5 1 8 7 11 6 2 3 10
-
- 6 3 9 10 5 8 7 11 4
-
- * 7 --- 8 ---- 4 ---- 11 ---- 2 ---- 10 ---- 3 ---- 9 -----5
-
- 8 11 2 4 6 9 10 5 1
-
- 9 5 7 1 8 2 4 6 3
-
- 10 9 1 5 7 4 11 2 6
-
- 11 4 6 2 3 5 9 1 7
-
- Circle 7 is highlighted because it is the closest to Tambry and may be
- thought of as home base.
- 5) Keys: These aren't magic, but they do disappear after one use; you
- will need many of them. Keys may be colored green, gray, blue, red,
- gold, and white. Use trial and error to find out which color key opens
- which door. One hint: White keys are rare and can only be found on the
- bodies of wraiths.
-
- A FEW WORDS ABOUT MONSTERS
- Skeletons are the easiest enemies to kill, and they will often have
- green jewels or glass vials. The hooded wraiths are deadly when you
- first start out, but after you've accumulated enough bravery points,
- they can do you little harm. Wraiths will often disappear when you kill
- them, but there is a way to get their treasure before they vanish. Watch
- carefully while you're battling a wraith. When you see its body start to
- crumble, stop fighting and immediately use the "take" command. If you
- time your actions correctly, you'll get the wraith's treasure just
- before it vanishes.
- Ogres are usually armed with maces or swords and won't pose much of a
- threat to a strong character. However, bowmen are always deadly no
- matter how many experience points you have. Kill them quickly.
-
- THE GRAVEYARD AND MARHEIM
- The following will describe of all the important places you will need
- to visit. You don't need to use my sequence exactly, but there is a
- rough order you must follow to complete your quests successfully. Before
- leaving on a long journey, make sure that you are well fed and your
- vitality points are high. Food is very scarce in Holm, and you will be
- starving for much of the time. Hunger won't diminish your ability to
- fight, but it will slowly drain your vitality.
- Once you start exploring, visit the various inns and keeps around
- Tambry. (Keeps are marked as little towers on the map.) You'll find
- treasures and gold in these places. There is a graveyard southeast of
- Tambry on the road leading to Marheim. (You'll see it on your map marked
- by a little headstone.) The graveyard is a good place to gain bravery
- points because you will be attacked often there -- usually by wraiths
- and skeletons. There is a crypt in the corner of the graveyard, and you
- can enter it if you have a gray key. Hang around in the crypt until
- midnight, and you will meet the Spectre who will give you a quest: He
- wants you to find the bones of the ancient king and bring them to him.
- Next you might want to go to Marheim, the capital city of Holm. The
- king's palace is here, and you can enter if you have a white key and a
- few gold ones. The king is upset because his daughter has been
- kidnapped. One of your quests will be to find her, but you won't be able
- to accomplish this until much later in the game. Search all the
- buildings in the city, and you'll find treasure. You will also meet the
- priest. If you ask him to, he will restore your vitality points to
- maximum (about one third of your bravery points). There's no tavern in
- Marheim, but there are apples in some of the buildings. You can carry
- these with you and eat them as you travel, but they will run out
- quickly. As far as I know, there is no other portable food in the game.
-
- TURTLE POINT AND SORCERY ISLAND
- By this time you should have considerable bravery points and be ready
- for a long journey. Head north towards Turtle point. There you will see
- three small, round objects which are the sea turtle's eggs. You will be
- attacked by some red serpents, which you should be able to easily kill.
- The sea turtle will then appear. If you have enough kindness points (25
- or 30 should do it), you can talk to her. She will thank you for saving
- her eggs from the serpents, and she will let you ride on her back. She
- will also give you a seashell that you can use to summon her anytime
- you're near coastal waters.
- Once you're riding the turtle, sail west to Sorcery Island. Visit the
- crystal palace where the sorceress lives. You will need two blue keys to
- get in. Talk to her when you find her, and she will give you one of the
- five golden statues you must find to complete the game. Keep talking to
- her, and your luck score will go up five points at a time. If you use
- your save function conscientiously, you won't need much luck for most of
- the game, but it will come in handy when you reach the endgame. Now, if
- you want a short cut home, go to the stone circle in the northern part
- of the island. Face northeast, and use a blue stone. You will be
- transported to the Tambry stone circle.
-
- THE DRAGON'S CAVE
- Your next quest will be a little more complicated. The dragon's cave is
- located in the northern part of the snow mountains, east of the stone
- circle. (If you look closely, you will see the cave entrance marked on
- the map.) The easiest way to get there is to go to the Tambry stone
- circle, and use a blue stone while facing west. This will take you back
- to Sorcery Island. Now, face northwest, use another blue stone, and you
- will arrive at the stone circle near the snow mountains. From here, go
- south until you hit water. Then go directly east, and you will come to a
- mountain range. You should arrive right at the cave entrance or very
- near to it.
- When you enter the cave, you will go through a twisting tunnel until
- you reach a forked intersection. Take the branch on the right. (If you
- go left, you will find a maze of caves and tunnels that are interesting
- but contain no important treasure.) Soon, you will see the dragon.
- The best way to get around her is to stop time using a gold ring, and
- sneak by. After you pass her, you will come to a dungeon. It's only one
- level, but it's large. Make a rough map and explore thoroughly. There
- are magic wands in two separate locations, but you'll only need one.
- Once you find the wand you can explore for fun, but there are no
- important items to be found. Return to the dragon, and use a gold ring
- to go past. When you reach the stone ring, use a blue stone while facing
- north to return to Tambry.
-
- THE TOMBS OF HEMSATH
- Now you are ready for an even more complex task. Make sure you have a
- large number of gold keys and crystal orbs. You should also have a
- number of red keys. Set out early in the morning for the tombs. Make
- sure you're well fed before you leave.
- Upon entering the tombs, take the first right. Go to the end of the
- corridor, and turn right again. You will now go south through an
- extremely long corridor. You will eventually come to a corridor leading
- east. This will take you to a stone maze with rooms connected by golden
- doors. There's no easy way to tell you how to negotiate the maze. Of
- course, the golden doors unlock with the gold keys. Occasionally, you
- will see two rooms that are close together but have no connecting door.
- Use a crystal orb, and a secret door may be revealed. Use a red key to
- unlock secret doors. Explore the maze thoroughly, and you will find a
- gold statue and a bone (which represents the bones of the ancient king
- that the Spectre wanted you to find).
- There is a bug in the Amiga version that might help you if you're short
- on gold keys. Save the game before entering the stone maze. Unlock a few
- doors, then immediately restore to your original position. The doors
- will all be unlocked, and you will get back all the keys you used. I
- don't know if this will work for the Commodore version. Additional Amiga
- Note: There are still a couple of different versions of the Amiga game
- disks on dealers' shelves, and you'll need the current version to
- function properly with expansion memory.
- After leaving the tombs, go see the Spectre in the graveyard crypt at
- midnight. Give him the bone, and he will give you the crystal shard.
-
- THE DREAM KNIGHT AND THE WITCH OF GRIMWOOD
- You will now embark on a series of quests that will culminate in the
- rescue of the king's daughter. First you need to find the "Temple of the
- People who have Gone Before." This is located in the mountains south of
- Marheim but is not marked on your map. Fortunately, it's not too hard to
- find. Go to the stone circle near Tambry, and use a blue stone while
- facing northeast.
- You will be transported to a place west of a mountain range. Before you
- go anywhere, use a bird totem, and you will see the temple to your
- northeast. It is almost completely surrounded by mountains, but you can
- reach the temple from the south. Once you arrive, you will face the
- Dream Knight, who will challenge you to a duel. By this time you should
- have enough bravery points to defeat him with your sword. Then you can
- enter the temple and find the sunstone. Go back to the stone circle, and
- use a blue stone while facing west to return to Tambry.
- Now you are ready to enter Grimwood to find the witch's castle.
- Grimwood is a dense forest with a complex maze of paths. Finding your
- way through the forest maze is probably the most difficult part of the
- game, and the castle's location is not marked on the map. There's no way
- I can give you specific directions to find the castle, but here are a
- few guidelines. At the Tambry circle, use a blue stone while facing
- south, and you will be transported to the circle west of Grimwood. The
- entrance to the forest is to your east. Once in the forest, take the
- paths that head north. Use bird totems often to keep track of where you
- are, and make a map as you go along.
- Shortly after you enter the forest, you will hit a large quicksand
- trap. You can walk around the edges, but if you enter the sand, you will
- sink and be taken to an underground cavern. The exit back to the forest
- is to the south. Once you get around the quicksand, keep heading north.
- Here and there you will find cave entrances; one of them will take you
- to a long, winding east/west path in the most northern part of the
- forest. Follow this path east, then south, and it will eventually lead
- you to the castle.
- When you enter the castle and approach the witch, she will shine a
- death ray on you that drains your vitality and pushes you away from her.
- Use the sunstone and watch what happens. The witch loses control of the
- death ray and becomes vulnerable to attack. You can now kill her with
- your sword and take the magic lasso.
- There is one other important object to find in the forest. From the
- forest entrance, take the paths that run to the southeast, and you will
- come to the forest keep. (Its general location is marked on your map.)
- When you arrive at the keep, use a bird totem. Just west of you at the
- end of a cul-de-sac, you will see a few red markings. This is the ogre's
- den, and there is a golden statue there. Unfortunately, to reach the den
- you will have to take a long path that winds north of the keep. My
- advice would be to forget about this statue until later in the game,
- when you've tamed the golden swan. Then you can fly right to the den,
- take the statue, and fly home -- saving a lot of time.
-
- SWAN ISLAND
- After you've found the lasso, you should visit Swan Island. To get
- there, go to the Tambry stone circle, and use a blue stone while facing
- southeast. This will take you to the stone circle near the burning
- waste. Just go west towards the coast, use the seashell to summon the
- turtle, and then sail southwest to the island, where you will find the
- golden swan. If you have the lasso, she will let you ride on her back.
- To control your flight, use the same keys that you used for walking. If
- you find you're flying too fast in a certain direction, just push the
- key for the opposite direction, and you will slow down. To dismount,
- stop your flight, and use the same key that waves your sword. Mastering
- flight is a little tricky, but it is a lot of fun and will make the game
- go much faster.
-
- THE FORBIDDEN KEEP
- Now that you've found the swan, you are ready to rescue the princess.
- She is imprisoned in the Forbidden Keep, which is located in the
- mountains south of Marheim. This keep is completely walled off by
- mountains and can be reached only by air. It's marked on your map and is
- a little southeast of the Dream Knight's temple. When you arrive, land
- your swan on the roof, and enter the keep. There you will find the
- princess.
- As you approach her, the screen will fade to black (darn!), and then
- you will find yourself back in the king's castle with the princess
- standing a discreet distance away from you. Talk to the king, and he
- will give you a writ and 100 gold coins. Take the writ to the priest of
- Marheim (located in the building just south of the beggar). If you talk
- to the priest or give him the writ, he will give you a gold statue. You
- should have four of these statues now, and you are very close to
- finishing your quest. Take the swan back to Tambry.
-
- THE FIFTH STATUE AND THE HIDDEN CITY OF AZAL
- The fifth statue is probably the hardest one to find. As far as I can
- tell, the game gives you no clues about its location. It's in the
- Seahold, which is a castle on the southeastern tip of Holm (it's marked
- on your map). Enter the castle, and you'll find the statue right there.
- Once you have all the statues, take your swan and fly to the city of
- Azal, which is in the burning waste. This city is normally invisible and
- appears only when you have all five golden statues. Search the city
- thoroughly, and you will find a red rose.
-
- THE CITADEL OF DOOM AND THE ASTRAL WORLD
- You now have all the objects you need, and you are ready to find the
- necromancer. His citadel is not marked on your map, but it is located in
- the Black Mountains just south of the lava pits. (On your map, these are
- the little circles in the Plain of Grief.) You can't land the swan near
- the citadel because the ground is too hot. You'll have to park a
- considerable distance away and walk. When you arrive at the citadel,
- you'll see a lake of fire blocking the entrance. You can walk right over
- it if you have the rose. Inside the citadel there is a force-field
- barrier, but the crystal shard neutralizes this. Once you've passed
- these two obstacles, you will find the portal to the astral world, which
- is the endgame.
- The astral world is a series of colored walkways suspended in space.
- The green walkways are safe. When you're walking on the orange squares,
- your speed doubles. The blue sections are very slippery, and it is easy
- to fall over the edge. Just go slow and you'll have no problems. If you
- do fall off, your character dies and will be restored minus two luck
- points. This is why it can be important to have a high luck score before
- playing the endgame.
- Explore the astral world for a while, and you'll eventually come to a
- large black area where no stars shine. Just step into the blackness, and
- you'll find that all your directional keys now work in reverse. For
- example, the key that normally moves your character south, now moves him
- north. In the center of the black area is an orange plane where the
- necromancer is waiting for you. Use your wand to slay him, and he will
- release the magic talisman. Take it, sit back, and enjoy the ending.
-
- RED HERRINGS AND LOOSE ENDS
- There are several places in Holm that are interesting to visit but
- aren't vital parts of the game.
- 1) The Lake of Dreams. There is a raft on the southern edge of the
- lake, but that's all there is to find.
- 2) The Pixel Grove: This is a mysterious stone structure that seems to
- have no function.
- 3) The Red Knight: The story introducing the game mentions that the Red
- Knight is missing. Don't look for him because you won't find him
- anywhere in this game. His home, Vermilion Manor, contains treasure but
- nothing vital to the game.
- 4) The Bog: Well, this isn't really a red herring. It does contain a
- couple of hints which, if you weren't using this walkthru, would be
- important for completing the game.
- 5) The Watchtower: If you don't want to travel to Turtle Point, you can
- take the long journey to the Watchtower where you will find a seashell
- for summoning the turtle.
-
- End.
-