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Land of Tezrel (Land_of_Tezrel_-.txt)

Land of Tezrel
Omen Software 1984

Solution written by John Christian L√łnningdal - 2013

Commodore 64 version played

Also check out the map which shows the 10x10 locations in the game.

There are some ways to break the game so it exits out into basic due to a few coding errors (as well
as a noticeable spelling mistake). :)

Everything is in BASIC so you can list the program it if this happens. :) Although the game contains
a red fish (indicated by a variable in the program called HP which might have meant Herring
Position), this fish is in fact not a red herring in the classical sense. The fish is useful to
solve a quest. But there are several other objects that does not seem to have a function in the
game, like the rope in the tree (which you can only pick up if you hold the small box). There is
also a lamp which is a bit confusing as one message seems to indicate its a street light, while you
can actually rub this lamp too, in which case a Genie pops out and falls over dead. Not figured out
what this does, but probably just a joke. Finally the wand can possibly be used in some combat
situation as there is code for it to disappear, but its not needed to solve the game. The box is
also not needed to solve the game but only to give you a hint of the queens castle position.

First, you dont need to take the sticky FOOD in your starting location (you can't drop it so it
will be occupying one of your 3 inventory slots). The FOOD is only used to get a hint from the old
man in the ruined keep. Although you need the red FISH which is close by him so if you want you can
bring the food along and GIVE it to him. Actually the FISH might not be needed either as there seems
to be cases where the Wizard Zarbith is simply gone (not quite sure how that happens).

Whenever you face an enemy, just write RUN to get back to previous location unless you have the
SWORD in which case you just write KILL X (where X is DWARF, MONSTER, DRAGON or GUARDIAN). Sometimes
you loose the fight and you end up in a random place though. Check the map and backtrack to where
you were. Sometimes you end up to the north of the river but you can always go south across the
river on the stepping stones (but only go north again if you got the magical cape). Actually the
fact that the DRAGON and the MONSTER only teleport you somewhere randomly means you can solve the
game without the CAPE to get over the river and actually get to a lot of locations bypassing the
quests in order to get to that room. Perhaps not an intended feature, but still a bit fun variation
to the game. As far as I can see there is also no way of dying in the game so you can try anything
here.

The DWARF can steal your SWORD, but usually drops it again shortly after. He also sometimes drop the
WAND which he has picked up somewhere else (but this is not needed to solve the game). Just KILL
DWARF whenever you see him, as your SWORD is needed several places and it makes locating things
easier.

To sum up the game in one paragraph: Go into the caves, get the sword, kill the drawf and the
monster. Head to the dragon, kill him and take the cape. Cross the river, go to the old ruins and
get the red fish, head back down again to the "dessert" and into the canyon where you
killed the dragon to give the fish to the Wizard. He will let you pass and get the keys that can be
used to open the queens castle gates. You then cross back over the river, go up into the north west
corner to get the other set of keys which you need to open the door inside the queens castle. You
then head for the castle gate, open it, kill guardian, open again, go inside to the staircase and
open the door there to go inside and find the Ring of Vorda! You then head down south again across
the river and then straight west to the waterfall which now has magically turned into a wardrobe
(now where did I read about that again?) - and you can open it, fight another monster and then open
it yet again to leave the land of Tezrel!

The following actions could be one way to achieve this:

NORTH x 2
WEST x 6
WEST (Fall into cave)
WEST
SOUTH
EAST (Into Throne Room)
TAKE SWORD
NORTH
WEST
SOUTH x 2
SMASH STALAGMITE (Opens west passage)
EAST x 5
SOUTH
WEST (the dragon is in a random position around here)
KILL DRAGON (If you loose, just backtrack here after teleport and pick up SWORD again)
TAKE CAPE
EAST x 2
NORTH x 4 (to the river)
NORTH (across the stepping stones now that you got the CAPE)
NORTH x 3
EAST x 3
SOUTH x 2
WEST (in court yard)
TAKE FISH
EAST
NORTH x 2
WEST x 3
SOUTH x 8 (down to the bottom of the map in the "dessert" again)
WEST x 5 (to the wizard on the bottom left of the map - can be earlier)
YES (reply to the question if you have a fish or not)
WEST
TAKE KEYS
EAST x 6
NORTH x 9 (dark forest with rope)
WEST x 6
SOUTH
DROP CAPE (not needed any more but only if you have killed both DWARF and MONSTER)
TAKE KEY (you now have both sets of keys)
NORTH
EAST x 4
SOUTH x 3
WEST x 3
NORTH x 2 (by gates to the castle)
OPEN DOOR
KILL GUARDIAN
OPEN DOOR
EAST x 2
OPEN DOOR
SOUTH
TAKE RING (you now have the ring!)
NORTH
WEST x 2
SOUTH x 2
EAST x 5
SOUTH x 2 (across stepping stones - no way back now without CAPE)
WEST x 6
NORTH
OPEN WARDROBE
KILL MONSTER
OPEN WARDROBE (game is won!)