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Mirror of Khoronz, The (Mirror_of_Khoronz.txt)

The Mirror of Khoronz

Written by Derek L. Haslam and published by Phoenix for the BBC, though 
never actually released commercially - game available from The Stairway to 
Hell or The Interactive Fiction Archive, though only the latter version 
includes the original hint files.

This is a massive game with almost two hundred locations and a 'real time' 
environment where the hours pass and night follows day. Indeed one area of 
the game map is only accessible at night with a lit candle. The game is 
unusual in that it allows several players to take part simultaneously and, 
once completed, allows a successful wizard to relocate items and thus 
create entirely different problems. As you'll have guessed from that, the 
aim of the game is to become a wizard.

Two fundamental problems are the size of a player's inventory and the 
limited life of the light source, a candle. Most artefacts have only one 
use and can be relinquished after employment. Wear everything you can and 
put as many objects in the rucksack as possible. The candle should be used 
sparingly and is best not used at all once a player becomes familiar with 
the landscape and remembers the position of various game items. 

Death can occur in numerous locations, but usually with some forewarning, 
though it's essential to save the game regularly.

What follows is a bare bones solution, not a step-by-step walkthrough 
(which would take far too long to write).

1. Head east from the beginning of the game, then southwest to discover 
the box, containing the candle and a parchment describing where the three 
parts of the tile will be found. Outside the caves go up (the word 'climb' 
is not recognised by the game) to find the brass key. The matchbox is 
located in the tower to the north and east of the cave entrance.

The following objects are located inside the caves: the crystal of rock 
salt; the tiny silver key; the silver serpent; and, the rucksack. Use 
'open' rather than 'unlock' to access the grille. Go up and obtain the 
first part of the tile.

2. Don't worry if you get robbed crossing the brigands' valley. Continue 
NE until you reach the path through the woods. At the junction first head 
east to pick up the flat piece of wood, then go west until you reach the 
cross. Waiting here leads to the arrival of a traveller whom, on being 
asked, will provide three important pieces of advice. Go behind the cross 
to discover a clue about a knight and go down from there to obtain the bar 
of tin.

3. Ignore the path south through the woods to the pine tree for the 
moment. Instead head to the Castle of Wonders. The essential thing to do 
in here is to lift the carpet. Go down through the trapdoor and pick up 
the compass and the lantern. Putting the candle in the lantern prevents it 
from being extinguished by the wind in various locations.

4. The compass makes the spinning room at the centre of the castle 
navigable (though don't go west). A white cube can be found to the 
southwest and a black cube (with a button) to the northwest. Heading south 
will reveal a tapestry about alchemy, while heading southeast uncovers 
another describing a manticore defeating a wyvern and a cock victorious 
over a basilisk, as well as a rare book. Reading or examining the book 
(sometimes one command works and sometimes the other) reveals the recipe 
for gold and the five ingredients needed (you should have two by now 
already). Heading northeast from the spinning room and then north you will 
find a suit of armour. Wear this when heading north from the spinning 
room, but remove and then drop it after you've been struck by crossbow 
bolts. 

Pick up the bolts and the knight and examine the chessboard. This reveals 
the classic knight's puzzle where all the sixty-four squares of the board 
are covered once in turn by a series of moves of said chess piece. I'll 
leave you to work it out for yourself (the stone cross provided a clue as 
to where to begin your moves). However, if you want a shortcut, then the 
key words are 'Arc-Evranor'. Remember to get the chessboard.

Go north, then west, south and east from the chessboard room to obtain the 
crossbow (and don't try to kill the ice-dragon with said weapon). Then 
retrace the last three steps and head east and then south across the 
bridge. Note that if you were still wearing the armour you would be pulled 
into the pit and don't worry about the magnetic field destroying your 
compass. 

5. The next part is a little tricky since it can only be navigated at 
night. You will need to wait until 6pm and then light the candle. Once 
outside it should become possible to navigate by the stars. If not, then 
make several moves within the castle and try again. The giant weasels will 
not attack if you are carrying a lit candle. Keep heading north until you 
come to the beach. Now drop everything except the lantern (with candle 
inside), the rucksack, the matchbox, the flat piece of wood, the bolts and 
the crossbow and put everything that will fit into the rucksack. Head west 
to get the coracle and return. Go north then up to board the ship. 

Say Arc-Evranor to the sailors to get the ship moving. All three items on 
board the ship are useful. The canvas can be found by going down, but 
you'll need to use on-board directions ('forward' and 'astern') to 
discover the cord and the bottle. Once all three have been obtained, leave 
the ship.

6. Head east and then northeast from the jetty. Drop the canvas in the 
copse. The sulphur can be found by retracing your steps and heading south 
from the pool location. From the pool keep heading northeast and then 
north from the signpost to the causeway. Once you enter the lake (coracle 
required) head north until you see the information about a tower off to 
the northeast. Head NE and then immediately go in (don't use 'enter 
tower'). Shoot the beast three times with the crossbow then drop the 
weapon and pick up the hacksaw. 

Back outside the tower go to the northern shore. A brass arm ring can be 
found in the cave to the northwest and a second part of the tile by 
climbing the obelisk. Now go back to the centre of the lake. Head west and 
then down to pick up the flaming sword. Tie the cord to the bottle and go 
down again to the pool of mercury. Fill the bottle then go up. The cord 
should float to the surface (if it doesn't first time around, go down and 
up again). Pull the cord to get the bottle. Now go all the way back to the 
copse. Get the axe and use it to break the door and chop down the trees. 
Go inside the cabin to get the hammer and nails and back outside to make a 
raft. Drop the axe and hammer. Fit the canvas to the raft and pick up your 
new vessel. If you're wondering why you need this, then try going back 
across the sea in the coracle. Instead launch the raft from the jetty to 
return.

7. Back on the southern shore pick up everything you had left behind. 
Again you'll need to wait until nighttime to traverse the weasels' domain. 
Head all the way back to the cross and then return to the castle. Kill the 
ice-dragon with the flaming sword then go west to get the rope and 
grapnel. Tie the rope to the grapnel and return to the pine tree location. 
Throw the grapnel and go up the tree to discover the location of the 
warlock's warren.

8. Head west from the pine tree until you reach the centre of the clearing 
and the well. Drop everything (especially the white cube!) except the 
lantern/candle, matchbox and the black cube. Light the candle and then 
drop the matchbox. Descend the well and first head west once you have 
entered the warren. Do not open the manticore's cage from its actual 
location but go into the recess to the south and then open the gate. Go 
back out and into the cage. Head east to get the casket, open the iron 
door, get the cage (don't type 'get cock' as it will fly away), and then 
the ruby. Go east and then north and jump the pit. Note that carrying any 
more weight than this results in instant death by snake-bite. Get the 
tile. East and southeast from the warlock's lair you'll find a bronze 
dragon and then going north leads to a cube room. Press the button on the 
black cube and return to the clearing location. Pick up everything (you 
might need to drop the black cube).

9. Now go all the way back to the Castle of Wonders, past the corpse of 
the ice-dragon to the spiral stairway. If you examine each of the three 
tile parts in turn, you'll discover that the words needed to enter the 
wizard's domain are 'Draco Vincit Est'. Just type these and enter. Give 
the wizard the three tile pieces (type 'give tiles'), get the ivory box 
and go south to enter his laboratory. Examine the furnace and get the 
crucible. Light the furnace. Put the mercury, salt, sulphur, tin and 
powder in the crucible (type 'put **** in crucible'). Put the crucible in 
the furnace. Wait three times. Get the crucible. Wait again. Get the gold. 
Now cut the gold with the hacksaw and remember to pick up both the pieces.

10. That's almost it. First, head all the way back to the brigands' valley 
and allow yourself to be robbed again. If you had already tried to open 
the casket, you'll know the bandits' fate. Go directly to the thieves' 
lair and release the cock to destroy the basilisk. Pick up all the 
treasures.

11. Head right back to the entrance to the initial cave system and then 
south to the grinning skull. Wait and then question the Narvik who 
arrives. Give him the small lump of gold and get led across the swamp. 
Enter the throne room and give the large lump of gold to the king. Now go 
to the mine and explore its various locations. Examine the ore wagon and 
obtain the shovel. Go to the location where the roof has collapsed and 
dig. Go back to the wagon and push it. Follow its route to discover that 
the wagon has smashed the oak door. Go in and the south.

'You are home again, your quest completed. Congratulations! You have 
earned the rank of Wizard and the right to use the commands FIND, VISIT 
and others which you can discover for yourself - the game still has its 
secrets!'

A Wibble and Blim production for CASA.

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