Empire of the Overmind Adventure Solution - By Ratware General Notes If you have not got the Rhyme of the Overmind, then one command you will need is 'pyro', this calls a fire salamander. He will help by giving light and killing enemies, but he will only last a few moves, then he will disappear taking a random object from your inventory. To use objects in your inventory you need to be holding them. Always save often in case of something you missed or something unexpected. Whilst following the solution, avoid enemies by moving back and forth between locations, If you have the gun, shoot them! Sometime you may bump into and enemy whilst following the solution, avoid them before following the solution again. Remember things do change in this game, so the solution may not be absolute, but it does give all the directions needed to complete the game. Map Key The map is in PowerPoint format, *You Start Here* Location you start in! Boxes Locations Circles Cross pages links, note A1 & A2 are unidirectional * Items in boxes proceeded by a * are not always found in this location, but can be elsewhere, but usually in a similar location, i.e. a tree. Although I am not sure about all items. ** Location titles that are *Title* are pitch black and need a light source. ! Objects of travel (i.e. windows, doors) preceded by ! are locked to start with. !! Objects of travel preceded by !! needed items to allow passage. #1 The old man recites the Rhyme of the Overmind (which is only included in the original packaging - I still have mine! #2 The Blue Crystal, needed as a light source in dark places! Essential to finish the game. #3 Dirty walls and odd grass, these when cleaned/examined will reveal secret doors. #4 Iron wall, this can only be removed by the girl/Princess. #5 Iron walls, these need to be passed to gain access to the Overmind! Just shoot 'em The Solution When you start, the first thing to do is go tree and get the Golden Leaf. If it is not in the first tree, try the other locations nearby that have trees. From you start location:- go path, go cave. Talk to the old man, whom recites the rhyme of the Overmind (only in virtual reality!). He then leaves a blanket, get blanket. Go cave, go cliff, go path. You are now in a Forest, you should now see a Waterskin - if not look around until you do. Fill Waterskin (from brook). Go road, open stone door, go stone door, go stair, open wooden door, hold leaf, go wooden door, dispel skeleton, drop leaf, get key, go door, unlock iron door, open iron door, go iron door. You are now in the Wizard's Den. Open windows, go window, go ladder, examine astro lab. You will now be transported to the Red Planet. You are now on a Lawn. You need to check the location as you can end up on either lawn, so you may need to go gravel path first. Go dirt path, go wash, go river, go track. You are now in an Ice Field (here you need to have the blanket or you 'die'). Go cliff, go path, go tunnel, open trap, go trap, hold key, go empty. You are now in a Ruined City, here is usually a green alien, keep going in/out the abandoned building via the window until the alien does not follow you back to the ruined city. Now while he is not here unlock and open the locked wooden door and go through. Here you meet the girl/princess, talk girl. Now keeping going in/out this location until you have the alien in there and you outside. Now close the door, if you feel a draft, keep closing the door. Once the door is closed, lock door - this stops the green alien following and shooting you. Now from the ruined city, hold waterskin, go road, drink water, go desert road, hold key, unlock stone door, open stone door, go stone door, go stair, now keep talking and kissing the girl until she disappears. This now clears the iron wall at the Landing Top. Go arch, get pistol, push gray button (takes safety off). Go arch, go stair, go stone door, go path, go dirt path, go wash, go river, go track, go cliff, go cave. You are now transported back to the Blue Planet. You don't need the blanket anymore, drop blanket. You are in the cave where you found the old man. Go cave, go cliff, go path, hold waterskin, fill waterskin, go road, go gravel road, go cliff, go road, go cave, get blue crystal (#2) - this will give you a light source later on. Go cave go road, go cliff, go road, go door. You are now back in the Entry Hall. Go arch, open wooden door, go wooden door. Pyro, you now can see and the blue crystal (#2) starts to glow. Now shoot salamander, I now he is a friend, but you have to be ruthless! And he does hinder you if he stays to long! Once he is gone you still get light from the blue crystal. Examine grass, open trap door, go trap door, go path, hold waterskin, go trail, drink water, go river, fill waterskin, go wash, drink water, hold gun (just in case...), go abandoned road. You are now in a Ruined City. Shoot the wolf, you may have to go into an Abandoned building via the window. Come back here. Go empty window, get kit, get pentagram. Go empty, hold waterskin, fill waterskin, go abandoned road, drink water, go wash. You are now at the Oasis. You don't need the waterskin anymore, so drop it. Hold gun, go pool, go channel, go pool, . If you see a scarab beetle, shoot him and go passage, else go passage, then shoot him. . Clean wall, open door, go door, talk dwarf. He will help you kill goblins, you can deal with two at a time now as you can shoot one and he will kill one, until he needs to go sharpen his axe! You are now in a Cell. Hold key, unlock iron door, open iron door, hold gun, go iron door, go passage, hold kit, tie rope with kit, go rope, tie rope with kit, drop kit, hold gun, go passage, hold key, unlock door, hold gun, open door, go door, hold key, unlock stone door, open stone door, hold gun, go stone door. You now could start to meet goblins! Go stair. You are now in a Large Cavern. Lose/kill any goblins when you have to, open wooden door, go wooden door, get bottle, go wooden door, open stone door, go stone door, fill bottle, go stone door, go trap door, go rough wall, hold key, unlock iron door, hold gun, open iron door, go iron door. You are now at the bottom of the shaft (which you have put climbing ropes!). Shoot iron wall, from here the Overmind can effect you. To stop it we need to drink the goblin ale, this will last a few turns, then we need to go back and get more! So save often, if he keeps getting you before you get to the spot where I say drink ale, then try going back out the charred hole and in again - this usually works. Hold bottle, go charred hole, drink ale, hold gun, shoot iron wall. Now before going through the melted hole into the lair of the Overmind, you have a choice of shooting the Demons with the gun (always Golden first and I think only if you still have the dwarf with you) or using the pentagram and dispelling the demons (gold first). It is best to use the pentagram, as then the dwarf does not get clobbered! Remember to go back and get more ale if you are sobering up! Once you have rid the demons, get golden sphere (the Overmind!), go melted hole, go small hole, go charred hole, go iron door, go stone door. You are now in a room with the lava pit. Drop golden sphere, it falls into the lava pit , gets melted and dies! You have now killed the Overmind and completed the game!!! ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com