THE LOST MOUNTAIN Written by Sam Roberts Walk Through by Dorothy Millard (C64 Version) Notes: 1. H=Strike Head, B=Strike Body, L=Strike Legs, S=Cast Spell, R=Run Away. 2. When asked to choose your weapon the game is waiting for you to input a number. 3. Spells: * Magic Missile (magic users) - 3 high damage missiles. * Eternal Light - lights the way. * Cure Heavy Wounds (1-10) - Regain up to 10 battle points. * Cure Light Wounds (1 - 6) - Regain up to 6 battle points. * Sleep - Sends monster to sleep. * Protection from Evil - Protects from attacking monsters. * Invisibility - You cannot be struck or injured. * Detect Evil - Detects monsters in adjacent room. 4. Magic users have more powerful spells than clerics. Note you can play as a Warrior, Cleric or Magic User. If you play as a warrior you don't have magic spells to use. The number and quantity of magic spells is determined at the start of each game. 5. If you have an Eternal Light Spell it isn't necessary to purchase any torches in the shop at the start of the game. If using torches, when the torch goes out, simply relight another. 6. Ensure when you start that your battle points are as high as possible and at least over 60. 7. I found using an Action Replay to save my position a great help. (Start in a small village courtyard), LOOK FOUNTAIN, READ MESSAGE (a riddle), SAY SHADOW (200 gold pieces spew forth), GET GOLD, E (into arms supplies shop where you should purchase a sword, leather armour and lots of torches (about 10) if you don't have an eternal light spell), WEAR ARMOUR. W, W (outside inn), OPEN DOOR, W (into inn where a strange man approaches and tells you to follow him), W (the man says he will guide you to the mountains), N, N (outside mountain gate - the man returns), CLIMB GATE (you meet a troll and will normally have one move before having to fight him, but don't waste energy or a spell if told to fight the troll, and if necessary run), N (it's dark), LIGHT TORCH or CAST eternal light SPELL (you are in a strange room), CLIMB POLE (which one?), 1 (you are teleported to a tiny room - note you can also climb pole 3, but not pole two or your will be trapped). N (into reception room where a bat attacks - use your sword or a spell to fight), LOOK TABLE, GET BOOK, READ BOOK (it tells you that the power stones are needed to activate the rod), W, W (into a crumbling room - don't hang around or look at things in here or the roof collapses), S (into feasting hall where you surprise a giant centipede who you will have to fight or use a spell), N (into kitchen where you will have to fight or use a spell on an orc), LOOK RUBBLE (you see a hammer), GET HAMMER, N (to intersection), D (weaponry), LOOK WEAPONS (you see an axe), GET AXE, U, S, S (into feasting hall), LOOK TABLES (they are made of handy planks), CHOP TABLES (using the axe), GET WOOD, N, N, D, S (into slavery where you must fight or use a spell on a hobgoblin), LOOK MACHINE (you see lose nails), REMOVE NAILS (using the hammer), GET NAILS, S (into a narrow damp corridor), D (into a large cavern where a toad attacks on whom you will need to use a spell or fight), LOOK BOAT (it has a large hole in the bottom), REPAIR BOAT (using the hammer, nails and wood), CROSS LAKE (to a small rocky island), LOOK ROCKS (you find a precious emerald), GET EMERALD, CROSS LAKE, N, U, N (to weaponry), U (to intersection). N (into corridor), S (to library), MOVE SHELVES (they glide aside to reveal a wooden panel behind), PUSH PANEL (it moves aside to reveal an open wall safe), LOOK SAFE (you see a valuable sapphire), GET SAPPHIRE), N, E, E (to western bank of river where there are two mysterious holes in the wall), LOOK HOLES (they will accept two stones), INSERT EMERALD, INSERT SAPPHIRE (a bridge extends across the river), GET EMERALD, GET SAPPHIRE, CROSS BRIDGE (to eastern bank of river). E (intersection), N (into decaying room), GET FLASK, OPEN FLASK, LOOK FLASK (contains a potion), DRINK POTION (which one?), 2 (flask - you regain 10 battle points - now would also be a good time to use any healing spells you may have), E, N (into large room where you must fight the beast or use a spell), LOOK SHELVES (you see a bottle), GET BOTTLE, OPEN BOTTLE, LOOK BOTTLE (inside is a potion), DRINK POTION (which one?), 1 (bottle - you are stronger and more dexterous), S, W, S, S (into large hall where you must fight or use a spell on a stone golem), LOOK POUCH (contains a key), GET KEY, N, N, E (long passage), LOOK HOLES, INSERT SAPPHIRE, INSERT EMERALD (a small keyhole appears in a secret door), UNLOCK DOOR (reveals a secret passage), E (into a stately but unused passage). S (into large room), S (into king's bedroom), W (into hall were you must fight the wizard or preferably use a spell), GET ROD, N, E (into rat burrow - when you meet the rats, if you are given the option, just input a direction and leave the room, or run away to save strength and spells), E, S, E, N (run from the rat), E (you see a diamond and must fight or use a spell on this rat in order to obtain the diamond), GET DIAMOND, N, W, W (back to large room). S (into king's bedroom where the disk is), LOOK ROD (it will accept three stones), INSERT DIAMOND, INSERT SAPPHIRE, INSERT EMERALD (the rod seems to draw magical power), WAVE ROD (a pole rises from the disk), CLIMB POLE (you are teleported to the village courtyard where the fountain is), W, W (to inn). Well Done! You return the rod to the dwarves who lavishly reward you. You are the centre of much festivities for many days. Adopted by the dwarves you live in luxury for the rest of your days. Your quest is ended. Your rank - Senior Adventurer. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com