Red Moon from Level 9 Computing A Magical adventure game with 200 pictures on most micros (check the gold label): Level 9 Computing specialise in big adventures with over 200 locations, detailed scenery and interesting storylines. Thins means more enjoyment for you and we'll send a free cluesheet if you get stuck. All adventures have SAVE and RESTORE commands for the state of play and graphic games have PICTURES and WORDS to turn graphics on and off. This game has graphics on most micros, but don't worry if the version for your micro is pure-text. The puzzles are the same and there is more room for longer messages. The game, Red Moon, re-enacts a tale from the time where Magik still worked and when mythical monsters guarded fabulous treasure. You have the use of many weapons and a dozen different magical spells to help you rescue the Red Moon Crystal, only source of Magik in the land. For more about the game, read the other side of this cover sheet. Here's what reviewers hae said about Level 9. "the ultimate adventure house" - Computing with the Amstrad "The appearance of a new program from Level 9 is a flag day for all aspiring aventurers" - Popular Computing Weekly "You really can't go wrong with any Level 9 game as they are all brilliant" - Crash Other Games """"""""""" Red Moon is Level 9's third true graphical adventure, following Emerald Isle and Erik the Viking. It has pictures on most computers, even the BBC micro. Out other games are basically pure-text, sometimes with pictures on larger micros. The full range is (June 85): 1) Colossal Adventure "Middle Earth" Trilogy 2) Adventure Quest 3) Dungeon Adventure 4) Snowball "Silicon Dream" Trilogy 5) Return to Eden 6) The Worm in Paradise (designed by Pete Austin and now being coded) 7) Lords of Time 10) Erik the Viking (with Terry Jones / Mosaic Publishing) 11) Emerald Isle 12) Red Moon RED MOON """""""" The old storyteller shuffles to her place in the market, noting with satisfaction that a crowd has already gathered. She sits, takes a sip from the leather flask at her side, and begins. "Once upon a time, when the moon was still red, there lived a magician. He, or she, for you can never be quite sure when sorcery is involved, was not the best magician in the world. But it was alread the age of failing powers when simple spells worked best. This is the tale of how that magician kept Magik alive. "When the World was new, gods walked upon the Earth and even animals could talk. Magicians were powerful then. Death, or "time", as some call it, had not been invented. "Magik needs the moon as plants need the sun, and people need both, for thought is magical and all flesh is grass. Then, in the first days of Earth, the moon was not dim as now but glowed with a cold crimson light: the colour of Magik and as bright as the sun. There was so much power that spells were easy as blinking, and so it went for a thousand years. "Overhead, the hot sun and the cold moon circled through the skies, each throwing its own kind of light on the World. But, every so often, their paths crossed. "Even today, whenever the moon blocks the sun, their fighting hurls dragons into space, and their early battles were a thousand times fiercer. Anyway, after each battle the Moon was weaker and paler - until now it's scarred and charred like grey and white ash. And its moonlight is white with little power. "Magik faded with the moon. First to go were the gods, and no one minded that much. You had to watch your language very carefully, I'm told, when they were around, and gods were very insistent indeed about being worshipped properly. Then the mythical beasts, which once ventured abroad by day, became restricted to the night when the moon was stronger. Now they are only seen at full moon. "Well, the conservationists made a fuss, of course, but no one listened. Then, one day at midday, all the cloud castles of all the Magicians fell out of the sky: their spells had failed. And because there was no magical power left to replay events, their inhabitants could not be saved. "When the moon rose that evening, its weak light restoring Magik to the World, the surviving Magicians met to decide their future. I'll tell the story of that gathering another day. They found that Magik of the level needed to revive the moon was no longer possible. Even a brave attempt by Wavyhill and The Warlock to use the power of the last god on Earth could not succeed, but that's for another day as well. "What could be done, though not easily, was to build a new moon. And so the 'Red Moon Crystal' was made as a new source of Magik. While much, much too weak to illuminate the whole World, this crystal was mounted in the Moon Tower in Baskalos to shine out over the kingdom. "So Baskalos remained as island of Magik and enlightened civilisation. And so it is still, especially under the rule of our noble King, even now when the moon is grey and the Dark Ages have overtaken the Earth. "But, to return to my story, Baskalos nearly fell to barbarism with the rest, for the moon crystal was stolen. My story today is of the Magician who recovered it and saved out country. "Now, if you'll each put a coin in the hat which my assistant is carrying among you, I'll tell you the tale ..." Magik """"" To cast a spell, enter: CAST spell-name optional-target For example: CAST ESCAPE or CAST SNOOP NORTH Spell Focus Action """"" """"" """""" BOUNCE BLACK BALL Reverse fall ESCAPE DULCIMER Teleport to/from start EXTINGUISH FAN Put out fire FIND LAMP Locate object MAGIC MEDALLION Is object magic? RESTORE none Restoe SAVE none Save SHIELD CLOAK Ward off attacks for a while SNOOP PEARL Look into nearby room STRONG SPICES Become stronger for a while TREASURE GLOVES Is object valuble? ZAP DAGGER Attack enemy magically Playing the game """""""""""""""" The adventure asks "What now?" (or something similar) whenever it expects you to type another command. Simply type a short English phrase, followed by ENTER or RETURN, to tell it what you want to do next. If the game stops dead for no apparant reason, then it is probably printing a very long message and has paused to let you read the first part of the text before it scrolls off the top of the screen. When you've read it, press SHIFT or RETURN and the game will continue. The game understands hundreds of words, many of which can be abbreviated (e.g. NORTH to N and NORTHEAST to NE). Here are some useful words known by Level 9 adventures - most will work in this game: TAKE, GET, WEAR, DROP, the 8 main compass directions, IN, OUT, UP, DOWN, LEFT, RIGHT, CLIMB, LOOK, LISTEN, LOOK AT, EXAMINE, FILL, OPEN, CLOSE, LIGHT, SCORE, QUIT, TAKE or DROP EVERYTHING, SAVE and RESTORE (see above), AGAIN (repeat previous command), INVENTORY (list what is carried, and WORDS and PICTURES (turn pictures off/on in a graphics game). Level 9 games use many words in descriptions that they will not understand in your sentences. For example, you might read "Black clouds hide the sun, plunging the world into twilight." However, if the game doesn't understand the words SUN or CLOUDS in your input, you can assume that they are not important for completing the adventure, but are included only to enhance your mental picture of the scene. The games try to be as helpful as possible. For example, if you are "deep in a narrow gully between walls of jagged rock" and try typing "TAKE ROCK", the game might reply "You can't see a space rocket". This looks odd at first sight, but it tells you that the game does not know the word ROCK (presumably it's just scenery), and also that there is a rocket elsewhere which does matter in the game and whose name can be abbreviated to save typing. Much better than responding "You can't see it"! In general, the game should understand if you keep commands simple. If the program doesn't know what you mean then you are probably trying something which is not important in the story. It can be worth rephrasing commands, though, and with a little practise you'll discover the best words to use. Good adventuring! Combat """""" You may need to fight some of the creatures you find in this adventure. If you do attack something, consider carrying a weapon and wearing armour first. Magik may help. Scoring """"""" The main aim of the game is to recover the Red Moon Crystal, and you score points for making progress towards this goal. In addition, you score 50 points for collecting each of 9 treasures which you should find along the way. Naturally, you should avoid getting killed. RED MOON CLUES (c) Level 9 Computing 1986 - Scanned in and corrected(?) by Bill Bennett who takes full credit for any mistakes Below are most of the objects, creatures, people and particularly interesting places in "Red Moon". Look down the alphabetical lists to find the thing you want to know about, then turn to the entries indicated by the bracketed numbers. A few herrings have mixed with the answers, so try only to read the entries you are directed to. GENERAL CLUES 1. Getting Started: (442). 2. Combat: (361) 3. Ghosts: (325) 4. Iron: (343) 5. Magik: (380). 6. Scoring: (261). 7. Save/Restore: (282). 8. Seeing in the dark (265) 9. Tarot: (331). 10. Teleport: (401) 11. Treasures: 410) 12. Underwater Travel: (445). 13. Winning: (426) 14. Ian McGregor Prize for Protecting Jobs and Services. Winner (490) OBJECTS, CREATURES & PEOPLE 20. Acid: where (187), details (300). 21. Acorn: where (247) details (384) 22. Angel: where (185), details (331) 23. Armour: see (317) 24. Axe: where (192), details (291). 25. Black Ball: where (199) details (389) 26. Silver Bars: where (198) details (226) 27 Beans: where (210), details (264). 28 Blacksmith Giant: where (170), details (392). 29 Bletch: where (336),details (369). 30 Book: where (299) details (398) 31. Boots: where (191) details (232) 32. Bostog: where (152) details (396) 33. Box: where (223) details (411) 34 Bracers: where (227) details (301) 35 Bridge: where (404) details (404) 36 Bottle: where (183) details (470) 37. Brooch: where (460) details (262) . 38. Bushes: where (168) details (264). 39 Chain Mail: where (244) details (376) 40. Chalk: where (366) details (412) 41 Cloak: where (427) details (221) 42. Cloaked Statue: where (163) details (248), 43. Codex Oedipus: where (299) details (398) 44. Coins: where (467) details (266) 45. Crowbar: where (167) details (428) 46. Crown: where (303) details (226) 47. Crucifix: where (463), details (268) 48. Dagger: where (338) details (444) 49 Dagget: where (250) details (309) 50. Demon: where (189) details (461) 51. Dial: where (293) details (271) 52. Dog: where (178) details (386) 53 Dragons: where (308) details (465) 54 Dragonewt: where (250) details (239) 55 Drellap: where (362) details (369) 56 Dulcimer: where (304) details (464) 57 Dust: where (230) details (377) 58. Dwarf: where (152) details (396) 59. Emerald: where (443), details (262) 60. Exploding Foot: where (250), details (263) 61. Fan: where (198). details (459). 62 Fire: where (170) details (225). 63 Flashing Lights: where (274), details (397). 64. Flask: where (211), details (267). 65. Frog: where (297), details (302). 66. Fungus: where (342), details (393) 67 Gas Mask: where (244) details (433) 68. Gate: where (156) details (305) 69. Giant: where (17 0) details (392) 70. Gloves: where (207) details (381) 71. Glowing Sphere: where (251) details (434). 72. Grasper: where (363) details (292) 73. Grating: where(208) details (455) 74. Grid: where (182) details (341) 75. Grill: where (159) details (367) 76. Grue: where (344) details (310) 77 Guardian: where (466) details (472) 78 Handle: where (233) details (349) 79. Healer: where (151) details (340) 80. Hill of Beans: where (211),details (264) 81. Square Hole: where (168) details (349) 82. Horseshoe: where (364) details (413) 83. Iron: (343). 84. Kellf: where (294) details 473) 85. Key: where (233) details (339) 86. Lamp: where (192) details (295) 87 Leaves: where (307) details (264) 88. Lights (Flashing): where (274) details (397) 89. L ine: where (189), detaiIs (311) 90 Linen Shirt: where (227) details (348) 91. Magician: where (212), details (369) 92 Chain Mail: where (244) details (376) 93 Mandana: where (162) details (432) 94. Man in the Moon: where (298) details (224) 95. Gas Mask: where(244) details (433). 96. Meat: where (312)details (405). 97. Medallion: where (474) details (262) 98. Merlin: where (154) details (352) 99. Metal Gate: where (156) details (305) 100. Mole: where (220), details (398) 101. Moon Crystal: where (484) details (475). 102. Mummy: where (272), details (446). 103. Mummy Dust: where (230) details (377) 104. Mushroom: where (313) details (270) 105 Necklace: where (479) details (262) 106. Newtling: where (382) details (369) 107. Nezzon: where (151) details (340) 108 Oil: where (296) details (315) 109 Oyster Fungus (342) details (393) 110. Pearl: where (252) details (226) 111. Pills: where (366) details (405) 112. Poison: where (408). details (408). 113. Pool of Acid: where (234) details (300). 114. Potion: where (175). details (387). 115. Raisin: where (415) details (402). 116. Rat: where (229). details (292), 117. Red Line: where (189). details (311) 118. Red Moon Crystal: where (484) details (475). 119. Reflection: where (183) details (347). 120. Ring: where (447), details (284). 121. Safe: where (238) details (316). 122. Sarcophagus: where (201). details (476) 123. Saxa the Sage: where (403) details (481). 124. Scorpion Man: where (336) details (369) 125. Scroll: where (368), details (400) 126. Shield: where (414), details (480) 127. Shirt: where (227), details (348), 128. Silver Bars: where (198). details.(226). 129. Sog: where (382) details (369) 130. Sphere: where (251) details (434) 131 Spices: where (212) details (333) 132. Spider: where (250) details (344) 133. Square Hole: where (168), details (349). 134. Statue: where (163) details (248) 135. Sword: where (170) details (319) 136, Thin Red Line: where (189) details (311) 137 Tiny Door: where (194) details (332) 138. Troll: where (362), details (369). 139, Tubing: where (477), details (445). 140. Vampire: where (162). details (432). 141. Watchdog: where (178) details (386) 142. Water: where (478) details (469) 143. Weapons: (355) 144. Wellington Boots: where (191), details (232). 145. Wizard: where (196) details (416) 146. Worm: where (185) details (298) 147. Xiiz: where (196) details (416) 148. Ziix: where (212) details (369) 149. Zombi: where (250), details (287). PLACES 150. Acid Pool: where (234), details (300). 151. Alchemist's Sanctum: where (241) details (340). 152. Beautiful Room: where (417) details (396). 153. Bone Room: where (273). details (239) 154. Camelot: where (253), details (374). 155. Castle: where (421). details (483) 156 Castle Entrance: where (321) details (305) 157. Cave (Windy) : where (286) details (374) 158. Chasm: where (276), details (404). 159. Chimney: where (326), details (379). 160. Circular Lamplit Room: where (240) details (374). 161. Crater of Volcano: where (345), details (259). 162. Crypt: where (440). details (432). 163. Dark Junction: where (430) details (374). 164 Entrance Hall: where (242) details (305) 165. Fantastic Chamber: where (231) details (374) 166. Flashin g Lights: where (274). Details (397) 167 Flooded Tunnel: where (482) details (445) 168. Folly: where (330), details (431). 169. Forest: where (439) details (239) 170. Forge: where (350) details (451) 171. Grassy Mound: where (254 ) details (290). 172. Grassy Plain: where (373 details (333) 173. Great Hall: where (306). details (259). 174. Helix of Het: where (222) details (289). 175. Hospital: where (278) details (239) 176 House: where (235) details (324) 178. Kennel: where (383), details (386). 179. Lake: where (330), details (356). 180. Marble Tower: where (256). details (485) 181 Maze of Tiny Passacres: where (486) details (474). 182 Metal Room: where (488) details (341) 183. Mirror Room: where (438) details (375). 184. Mound: where (254). details (290). 185. Paradise: where (323) details (331). 186. Plain: where (373) details (333) 187. Pool of Acid: where (234), details (300) 188. Pothole: where (419), details (333) 189. Red Room: where (418), details (311) 190. River Tunnel: where (482) details (445) 191 Rubber Room: where (437) details (259) 192. Ruined Stone House: where (235), details (324). 193. Sanctum of Alchemy: where (241) details (340) 194. Small, Neat Room: where (489) details (332) 195. Stained Room: where (370) details (239) 196. Stairway: where (452), details (416) 197. Straw-filled Room: where (322) details (333). 198. Stunningly Fantastic Chamber: where (231) details (374) 199 East of the Dark Junction 200. Tiny Passages: where (486), details (474) 201. Tomb of an Avatar of Litter Muurdox: where (436). details (476) 202. Tower: where (229), details (476) 203. Treasure Vault where (453) details (334). 204. Turkish Bath: where (454), details (239). 205. Underwater Travel: see (445) 206, Vault (Moon Crystal): where (346) details (484) 207. Volcanic Crater: where (345), details (259). 208, Well (Blocked): where (228) details (455) 209. Well (Water-filled):where (487) detaiIs (445) . 210. Windy Cave: where (286), details (374). 211. Windy Store Room: where (258), details (290) 212. Work Room of Ziix: where (365). details (435). ANSWERS 220. Monday on television. 221. Wear to ward off (134). 222. Across the chasm, (158). 223. inside [121): 224, Answer his riddles to reach (185). 225, Extinguish it. See (243). 226. Treasure. 227. In the Wardrobe. northwest of (160) 228. SW. SW, W from (160). 229. W, S from the Mound 230. When (102) is present, see (246) 231 Beyond the Acid Pool. 232. Rubber. See (249) 233 Examine (38) 234. E, S, S, E from (174) 235. South of where you start 236. On a cloud. 237. North of (168). 238. In (203). 239. Nothing special, 240. Due south of the Bone Room, 241. Down and due east from the Great Hall. 242. Beyond the Pale. 243. Use Magic. A spell or (25). 244. Beyond (137). 245 Gar1ic k eeps off (140) 246.Hint: read (30), see (257) 247. Search (87) 248 Attacks See (255) to avoid this 249. Wear for insulation. See (260) 250. Not in this game. 251. Drop. (1l5) 252. Examine (66), 253. Possibly at Cadbury Castle. See (250). 254. Where you start. 255. Wear (41), 256. In the Grassy Plain. 257. Say Ollabin, 258. West and due South from the Forge, 259, Scenic but nothing special. 260. Protects you in (182). 261. Fifty per treasure, see (11). with bonusses (275), 262 A treasure 263. Arcade game. Win every time by crouching at the left of the screen and treading on your opponent's toe, 264. Search them, 265. Light the Lamp and carry it or use (130) 266 Treasure made of iron 267. Contains air. See (12). 268. Repells the Vampire. 269. Liquifies the 2ombi. 270. Eat it. See (279), 271. A red herring. See (281). 272. In the Sarcophagus. See (277) 273. W, S, SE, W from the Strw-Filled Rooom 274. S and E from the Red Room. 275. 50 initially. 200 for the Crystal, -1 per SAVE, -10 per death, plus fifty each for the achievements listed in (285) 276. SE of the Stained Room. 277. Read the Book. See (283) 278. South of the Straw-filled Room 279. You Shrink. See (288). 280. You grow See (287). 281. Turn (121) instead 282. SAVE and RESTORE are like any other spells. They do not work if iron Is near. Drop any iron objects that you may own and move away from them to a place where there is nothing made of iron. Then SAVE and.RESTORE will work OK. 283. Say Obis beside (122) 284. Wear it to dodge better 285 Each treasure owned or in (176); entering the caves; reaching (189); reviving Kellf; bridge building; killing Mummy and leaving with the Crystal 286. SW and S from the Forge. 287. Bad for you. 288. And can use (137). You lose hit points, temporarily. 289. Spectacular scenery. 290, Dig 291. An Iron weapon. 292. Avoid this There is no point in fighting it. 293. Part of the Safe 294. SE and E from the Crypt: 295. Light it to see in dark. Examine it. See (8) 296. Due north of the Crypt. 297. Nowhere. 298. Buy it. 299, Say Satarh and visit the House, 300. Drop (40) to neutralise it. 301. Wear them to carry more. 302. Eat it to carry more. 303. Dig at (184) 304. Due west of the Great Hall. 305. Open the gate with (85). 306. E E, NE, N from the Castle Entrance. 307. SE. E, E from the Circular Lamplit Room. 308. Appear when you take (101) 309, Cute. Almost worth 9.95 by itself 310. Yeuch! 311. Don't CROSS the Line. See (327)instead 312 E, E, SE, N, E from the Castle Entrance 313. E. E, SE from the forge, 314. U, U, NW from the Chimney. 315. Plays no part in the game because Aspinall forgot it. 316. Forget the Dial. See (281), 317. Several objects protect you In combat e.g by absorbing blows of your opponent, See (329) 318 Drop in (187) 319. A very effective weapon. See (328) to carry it 320. Very literal. See (311). 321. North of the Lake or North and NE from the Pothole. 322. From the east end of the Great Hall. go D,E,S,S,D. 323. Coming Soon. 324. Leave treasures here. 325. When creatures or people are killed in combat they may return as ghosts and attack again, Killing ghosts gains little, so run away If you can. To avoid creating ghosts, see (337) 326. Above the Fire see (335) 327. Rub it out 328. Wear (70) first 329. Ring, Sh eld and Chain Mail. 330. S,E,N,N from the Pothole, 331. Not in this Game 332. Shrink. See (353) 333. Nothing special 334. Open the Safe. See (316) 335. Extinguish it, see (243) then tackle the Grill 336, W, S from the Straw-Filled Room 337. Avoid fights if possible and see (358) 338. N, E, NW, W from the Mound. 339. Unlocks the Gate. 340, Buy everything See (351). 341. Electrified see (357) 342. in the Lake. See (356) 343. You can't use magik ii any iron object is nearby (on the ground/ carried/ worn), If magik fails, examine all the objects around, drop any that are iron and move away before trying another spell,Note that weapons or armour may be made of iron. 344. Try a gruesome adventure. 345. From tne Mound, go N, E, U, U and N. 346. East of Flashing Lights 347, its hit points dodge etc. are set equal to yours on entry, See (354). 348. Wear it to protect your skin from (39) 349, Put (78) in (81) and turn. 350. From the Pothole, go D, SE. S, E and W, 351. Give Nezzon three objects. See (359), 352. My hero. 353. E a t (104) 354 You can bias the odds e.g. by using (104), (114) and (120) properly 355. Axe, Dagger, Sword and Magik. 356. Drain it See (349), 357. Wear (144) 358 Dispose of things properly, not by brute force 359. As useless as possible. 360. Appears when you enter the Room of Mirrors. See (347). 361. This is not a game where you win by attacking every creature you meet, because their ghosts may return to fight again. Equip yourself properly for combat with armour (317) and weapons (355). If you decide to fight with magik (CAST ZAP) do not carry iron weapons etc. Note that you can retreat sometimes and that it's a good idea to use (114) if badly injured 362 From the Circular Lamplit Room, go W, SW and N 363, North of the Beautiful Room and south of the Crypt 364. W and NW from the Mound 365. From the Windy Store Room, go D, E, E, NE. 366 In the Sanctum of Alchemy see (340) 367. Remove it with (45) 368. W of the Straw-Filled Room 369. Mostly harmless 370. From the east end of the Great Hall, go D, E, S, S, E, S, S, S, D 371. South of the Stairway or NW of the Great Hall. 372. Behind the Tapestry. 373. West of the Mound 334. Scenic. 375, Tackle your reflection. See (360) 376. Uncomfortable iron armour. Wear (90) first. 377. Kills any single creature permanently (their ghost does not return). 378. A musical. 379. See (326) and (75). 380.Magik does not work if iron is present, see (343) All spells require energy from the caster's body so you lose 1 hit point whenever you try to cast a spell, whether it works or not. Each spell is associated with a particular object, its focus, and will only work if you have this. Thus for example, if you want to CAST ESCAPE, you had better carry the dulcimer. See the game cover for details. Examine the Lamp (86) for details 381 Wear for protection against heat. (see 135) 382. D, E, S, S from the east end of the Great Hall, 383. From the Stained Room, go N, W, N, N and E. 384. Grows a bridge. See (395) 385. Grow a beanstalk. See (9) 386, Kill the dog. See (405). 387, Drink it. See (407). 388. Normally this returns you to the Grassy Mound where you start. See (406). 389. Drop for a free Extinguish spell. 390. Explains how to deal with (102) 391. Insert the Pills.See (399). 392. Implacably hostile. Just about the only creature you can't avoid fighting. 393. Examine it. 394. Drop it in the Lake 395. Drop it beside the chasm and see (409) 396. Play the Dulcimer 397. Extinguish them. Drop (25). 398. Read it. See (390). 399. Give the Meat to (52) 400. Read it when you've taken (21) to the right place. See (395) 401. Cast Escape while holding the dulcimer See (388). 402. Drop it inside for (71). 403. E from the Circular Lamplit Room. 404. Take the Acorn, See (395) 405. Poison the Meat. See (391) 406. When cast on the Mound, it returns you to where it was used before, Thus it can be easily used to ferry things to and from places deep in the caves. 407. Restores your "hit points" to their start values. 408. Pills, see (111). 409. Read the Scroll. 410. Every other thing in (422). 411. Open with care! 20). 412. Alkali See (113). 413 Magnetic. See (423). 414. SE of the Crypt 415. From the Turkish Bath, go W, SW and N. 416. Give Xiiz a treasure. See (425) 417. From the Chasm, go W, W, SW and NW 418. N, E, S from the Kennel. 419. Due east of the Mound. 420. Wear the Gas Mask. 421. Roughly NE of where you start beyond the Metal Gate or north of the Lake. 422. Silver Bars, Black Ball Book, Box. Brooch,Cloak, Iron Coins, Crucifix, Crown, Dulcimer, Medallion, Mermaid,Necklace, Opal. Pearl, Diamond and Emerald. 423, Wave It in (208). 424. Stretch the Waders. 425. (30) is best because you can get it back easily 426. Take the Red Moon Crystal to the Ruined Stone House, 427. North of the River Tunnel. 428. Use to move the Grill. 429. Play it, see (152),and use it for Magik, see (10) 430, N, NW from the Bone Room. 431. You want to drain the Lake. See (38) and then (349) 432. The Crucifix comes in handy and see (441), 433. Wear it when handling (33) and see (445). 434. Provided light so long as you remain inside. 435. Accept his offer. 436. From the Turkish Bath. go W, SW, N and W. 437. West of the Dark Junction. 438. Up and due North from the Stained Room, 439, South of the Pothole. 440. Due north of the Beautiful Room . 441. Bring the Glowing Sphere. 442. South to the Stone House take everything and go back to th e M ound. See (450). 443. in the Box. Take carel 444. A weapon. Also needed for ZAP, 445. To survive underwater, you need (64) (67) and 139). 446. Say Ollabin 447, Beyond the cave lake: SE, D W and S from the Beautiful Room. 448. Inside the Bottle. 449. Capture the Wind. 450. To the Lake: E. E S. E. N. N and search the i3ushes. See (458). 451 Light 169) and extinguish 452. Inside the Marble Tower, leading down to the Maze 453. From the Windy Store Room, go D. E and SE. 454. from the Stone Kennel, go N. E, N and W. 455. Wave (82). 456. Bribe the Giant. 457. Bribe Mandana. 458, insert the Handle and turn it. See (468) 459 Wave it to cr;ate a great wind. See (471). 460. In the Sarcophagus. 461. Very literal see (311) 462. Throw it to extinguish the Dragons' fire. 463. East of the Metal Room, 464. Play it for (32) and use as a focus for Escape 465. Try the Fan. See (459) 466. SW from the Treasure Vault 467. In the Blocked Well. Use (82) to get them 468 North onto the drained lake, and open the oyster. N and SW to the Metal Gate and open it with the Key. Now you have access to the whole castle. Good luck! 469. To survive under water, see (12). Or take the Bottle and see below (470). 470 Fill with water for Kellf 471 Wave to defeat the Dragons 472 Keep clear if you have the Emerald 473 Fill the bottle with water and give it to him 474 Go SE, SW from the base of the Staircase 475 Take to the Ruined Stone House to win 476 Say Obis to open it 477 From the Windy Store Room, go D and due S 478 All over the place 479 In the Chimney, beyond the Grill 480 Absorbs hostile blows 481 See (369) 482 From the Circular lamplit Room, go SE, E, S and D 483 Quite big, see (1) 484 East of the Flashing Lights and guarded by Dragons You need (61) 485 Say Humkaat to enter 486 Below the Stairway 487 E, E, SE, N from the Forge 488 South of the Vast Circular Lamplit Room 489 From the Pothole, go D, SE and continue Down 490 T&G, for blocking Ford jobs at Dundee.