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Terrors of Trantoss, The (the_terrors_of_trantoss_wt.txt)

THE TERRORS OF TRANTOSS
The RamJam Corporation, 1986
============================

Solution by Exemptus - January 2025


Overview and general hints:
---------------------------
In this game we control two brothers, Scarn and Lobo, in their quest to destroy
the Mace of Power which is also sought by the evil Lord of Hell, Trantoss, who
terrorizes the whole region of Hapshal. The control is relatively advanced: the
game shows the status of both brothers on screen at all times. One of them is
regarded as active, will carry out the commands typed, and is shown in yellow;
the other will be shown in green if present at the same location and in blue if
elsewhere. Inventories are separate, the active character can be changed by
using SWAP, and both move together until we use the command PART, after which
we can move them separately. The command JOIN (when both are present in the same
place) will move them together again.

PARTing and JOINing the characters will be needed often, as they have different
features: Scarn is light, clever and nimble, but weak and cannot carry a lot.
Lobo is strong as an ox and can carry much, but lacks sheep in the top paddock,
so to say. Being fair, the adventure needs more brawn than brains, at least
in-game. Some actions (like diving) are only possible when parted, but the game
does not warn of this at all, which adds to the challenge.

The game uses only N, E, S, W, U, D directions, along with ENTER (no command to
exit is needed) and understand prepositions such as OVER, BEHIND, DOWN (as in
"drop the rope down the well") and others. Guessing some of the right commands
can be a bit tricky at times, as the wording does not offer a lot of leeway. The instructions
mention the use of TRANSLATE, and it is possible to move quickly
using RUN (which is not actually needed anywhere) and slowly with CREEP (which
is, so keep it in mind). The verb SHINE (lantern, for instance) can be used to
cast light on something. R redescribes the current location. SAY allows to give
orders to NPCs or pronounce magic words. GET ALL and DROP ALL work. STRETCH is
used at one point, but there is a good hint pointing at it. No other caveats in
this area.

The game is on the difficult side: not only some actions are hard to find out,
but puzzles can be involved, some objects transform, geography is important, and
some randomness is also thrown in the mix at times to spice up things. The two
characters gimmick is used at many points, and sometimes an action can only be
executed by one of them, but this is not always plain. There are several mazes,
and one of them changes internal connections depending on something that is not
obvious at all (realizing what is in fact a puzzle). The maximum score is
2020 points. We are given 10 for each key location we visit and the rest for
overcoming obstacles. It is possible to finish the game with less than the max
score, depending on the locations visited.

Some parts of the game seem to be segmented, with one-way connections between
them. This is not so: there are paths back to all parts of the map, but they may
not be obvious. This is a common source of frustration, because it looks like
the player has been softlocked while exploring. It takes a bit of trial and
error to find out what the different ways through are. In particular, it looks
like if we get back to the village area once we have been to the forest, then we
can't find the forest again, but it can be done.

An annoying feature of the game, present in other games from RamJam: pictures
are not just for decoration, but contain vital clues or things that are not
necessarily mentioned in descriptions. Hence it is key to inspect the location
graphics and explore anything that looks significant. This takes time and
dedication. At least the graphics are very well designed, given the limitations
of the platform.

As usual, some locations are dark, and there are two light sources: one of them
is limited in time, the other isn't. Darkness is only fatal in certain places,
but you can surmise that if only one character has a light and we PART them, the
other may be in the dark when away. One location is special with regards to
light and behaves ad hoc, but this is a puzzle by itself.


Walkthrough:
------------
[We start in the village street, controlling Lobo. We can access a tavern, a
store and a house. We carry nothing, so the first order of the day is to get
equipment.]

ENTER HOUSE [We see some things here, but don't ignore the cupboard]
OPEN CUPBOARD [More things appear]
SWAP [To Scarn]
GET LANTERN
GET TINDER BOX
GET FLASK
GET SACK
GET COIN
GET COIN [There are two identical coins]

[The blanket we can ignore, as it has no use.]

N [To street again]
ENTER STORE [The shopkeeper says we can take anything we need]
SWAP [To Lobo]
GET GAUNTLETS
GET HORN
GET SHORT SWORD [Ignore the matting and knife]
S
ENTER TAVERN [A stranger says he can guide us through the forest for a fee]
SWAP [To Scarn]
GIVE COIN [He says to bid him LEAVE when ready]

[We have a guide, so we can use him soon. Let's explore the surroundings a bit
first.]

S
W [Wide road]
W
S [This is a dead end]
E
W [A narrow path surrounded by bushes]
W [The path ends abruptly]

[These are all the locations we can apparently access, along with the tavern, so
where is the rest of the game? The answer is that the forest is not easy to
access, and the tavern will provide a means to. But there is in fact a way to
be found on our own: if we MOVE BUSHES in the location east of where we are now,
a North path will appear. This leads us into the deep forest, which is a maze,
and the intended way to travel now is to use the guide. So we'll get back to the
tavern and do this.]

E
E
E
E
ENTER TAVERN
SAY LEAVE

[The stranger leads us on hidden paths through the forest, arriving at the S
edge of a ravine. Then he departs, leaving a staff planted on the ground. After
this, if you ever get back to the village area, you'll need to move the bushes
to reach the forest again.]

SWAP [To Lobo]
GET STAFF [This is a wizard's staff]
EXAMINE STAFF [Runes are shown on screen]

[The runes are, as you can guess, a monoalphabetic substitution cipher. It is
possible to decipher the message by yourself, if you are adept with these
matters, but it will be much easier later. The command TRANSLATE RUNES just says
"not now" because there is only one message that can be translated, and this is
not it.]

S [Into the forest]

[The forest is easily mappable, and it's a good idea to do it now. Good thing
you have a walkthrough to save you the trouble.]

E
S [A deserted native village]
E [A well is here]
E [Beside a temple]

[Here is our first problem. Inside the temple there is a dog with a key hanging
from its collar, which we need. The way to get it is to catch the mutt, but it
will flee. We need to cooperate to catch it.]

PART
SWAP [To Scarn]
E [To side of temple]

[Here the graphics show what looks like a hole in the wall. Indeed it is, and it
will be only way the dog inside will have to escape, which is the reason why we
need to stand guard here.]

HOLD SACK OVER HOLE [It is held in position]
SWAP [To Lobo]
ENTER TEMPLE [The dog is here, as is the door needing the key]
CLOSE DOOR [The outside one, so the dog can't go that way]
CATCH DOG [We swap to Scarn, who catches the dog, and the key falls]
DROP SACK [Did its job]
GET SMALL KEY
W
OPEN DOOR
ENTER TEMPLE [Lobo is still where we left him]
UNLOCK BACK DOOR [Swings open]
DROP SMALL KEY
ENTER PASSAGE

[Here the only thing of note is a secret message, also in runes. But this time
there is enough material to translate it.]

TRANSLATE RUNES

[It contains three hints, which read as follows:
 "In your darkest hour / Lyte comes from the rod of power"
 "The oval green in the cup / Swirling darkness will lift up"
 "What seems too short can be long / Give a tug pretend youre strong"
These will be of use later, but more importantly, we now have a cipher key. So
we note down the correspondence runes-to-letters, in order to decipher all other
messages. Using this, the staff writing we saw before reads "The staff gives
lyte / ophen opens walls". This gives us the two magic words LYTE and OPHEN,
which will be useful later.]

N
W [Outside again]
SWAP [To Lobo]
W
DROP ALL
GET DOOR [We take the door out of its hinges, which will be needed]
W
DROP DOOR DOWN WELL [The door smashes at the bottom of the well]
E
GET ALL
DROP SHORT SWORD [Scarn will need it soon]
SWAP [To Scarn]
GET SHORT SWORD
W

[The purpose of this manoeuvre is to throw the door down the well, because it
will be needed at the bottom. Scarn alone can go down the well, but first we
need to see how to get there.]

LIGHT LANTERN
DROP TINDER BOX
DROP FLASK

[These are only needed to light the lantern again. We will not turn it off, as
having more inventory capacity is more important than light turns, so won't need
them anymore.]

SHINE LANTERN DOWN WELL [You see some rusty rungs]
CLIMB DOWN RUNGS [At the bottom, where it's dry and the door has become planks]
DROP SHORT SWORD [Otherwise we won't be able to carry the planks as well]
GET PLANKS
N [A river divides the tunnel, which is the reason we needed the planks]
PUT PLANKS ACROSS RIVER
S
GET SHORT SWORD
N
N [A strong smell comes from the east]
LOOK EAST

[We see that the smell comes from an ogre's lair, which has a sleeping ogre in
it. If we wake him up by approaching noisily, we'll be killed, as Scarn is no
match for him. But we can avoid this by being stealthy about it.]

CREEP EAST [The ogre does not detect Scarn; there's a stone key here]
KILL OGRE WITH SHORT SWORD [Success]
DROP SHORT SWORD [Not really needed elsewhere]
GET STONE KEY
W
S
S
CLIMB WELL [out again]
E
JOIN
N
N
N [At S edge of ravine again]

[We are done with the forest and can move on. The whole ordeal had as a goal
getting the stone key (and mapping the runes, but this is not strictly needed).]

E [A tall tree is here]
CLIMB TREE [We move along a branch and drop down at the N side of the ravine]
W [The Gates of Ganneth]
EXAMINE GATES [The runes say "Use some power"]
SAY POWER [The gates open]
N [We cross the gates]
CLOSE GATES [We'll see why in a moment]
N [We go down a steep slope of loose stones]
N [A fanglizard is here]

[Fanglizards are nasty beasts, but this one is held back by a short chain so
it's not a problem. It turns out that the chain is tied to the gates two
locations before. If we don't close the gates, the description reads "a long
chain" instead, and the Fanglizard is free to block the path to the north. This
could be baffling, because there's nothing to indicate the above fact, save the
graphics showing the same wall used to display the gates, but it's a thin hint
at best.]

N [Dark sinister mountains appear]

[This is a junction. W of here there is a cave entrance and a hunchback man that
bars entry to it. E of here, a path beyond which a swirling black fog envelops
us and we can't go on. The fog is of a magical nature so light sources won't do
anything. We'll need special means for that. In the meantime we continue north.]

N [At the river bank; there is a rickety bridge crossing.]

[The bridge will break after a single crossing, and we'll need to cross the
river a number of times, so we'll have to find a different way.]

W [A jetty announcing a ferryman is here]

[This is no doubt the way to cross. But the sign says the ferryman needs to be
called, as the lives some distance away, and the ferry costs a gold coin. We
spent one on the guide, and we have only another one left.]

SWAP [To Lobo]
BLOW HORN [The ferryman arrives and demands a gold coin]
SWAP [To Scarn]
GIVE COIN [We are ferried to the N side of the river]

[Note that the description says that the ferryman is a hunchback. This means he
is the same man at the cave entrance west of the mountain junction. Make a note
of it because it will be relevant later.]

N
N [Mountain path with a small crack]
E [A sheer rock face, apparently a dead end]
EXAMINE FACE [Runes saying "The key is stone"]
UNLOCK FACE WITH STONE KEY [A door opens to the N]
DROP STONE KEY
N [A portcullis bars further passage to the N]
PART
SWAP [To Lobo]

[Lobo will help here with getting the portcullis open, but this needs him to go
on an errand. Scarn has the lantern, so we'll need another light source for
Lobo, which is the staff, as hinted at by the runes.]

SAY LYTE [The staff emits a fiery glow]
E [We see a stone slab with a chain attached]

[This looks like a counterweight for the portcullis, and we'll need something
heavy to put here. We have nothing adequate so Lobo will go look for a suitable
weight.]

DROP ALL [Lobo will need to be hands free; the staff here will ensure light]
W
S
W
W [Mountains of Mortran]
N [Valley of Mortran, covered with boulders]
GET BOULDER
S
E
E
N
E [Slab room again]
DROP BOULDER ON SLAB [Sharp grinding noise]
GET ALL
W [The portcullis is raised now]
JOIN
N [Here is a heavy stone casket]
OPEN CASKET [It's full of sand]
EXAMINE CASKET [There's a crack under the casket]

[Looks like the casket is on top of an exit, but it's too heavy to move. We'll
have to empty it first.]

DIG SAND [Lobo scoops out the sand]
MOVE CASKET [We see a downward passage]

[However, a wall will stop us down there, which we don't have a way to pass yet.
We'll need a few more things done first, so let's explore.]

S
S
W
W
W [Foot of a high mountain]
D [The vaults of Vendas Vane]

[This is another maze. There are a number of useful things here.]

N
W
E
N
D [We see the chest of Vandas Vane]
OPEN CHEST [A crystal lid covers it, with a small round hole at the side]
INSERT STAFF IN HOLE [The lid opens]

[Everything is useful here: the chest contains a short silk rope, an emerald
egg, a small cup, a gold coin and levitation pills. The cup and egg were
mentioned in the runes hints, so they have to do with lifting the magical black
fog.]

GET ALL [Best if Lobo takes these for now]
U
N [The sword chamber: a black sword is here]
SWAP [To Scarn]
GET BLACK SWORD

[We're done with the vaults, so let's get out and deal with the black fog now
that we can.]

S
S
U [Outside again]
E
E
S
S [To N side of river]
BOARD FERRY [We can go back for free as long as the ferryman is here]
E
S
E
E [The dark mist is here]
SWAP [To Lobo]
PUT EGG IN CUP [Following the runes hint, the mist goes away]
DROP EGG [We stand beside the Great Doors]
KNOCK ON DOORS WITH STAFF [The doors open]
ENTER DOOR [Inside the Temple of Vendas Vane]
N [There is a large iron statue and an altar with a triangular plinth]

[This seems to be an important place, but we don't yet have the means to do
anything here.]

S
S
W
W
N
W [To the ferry crossing again]
BLOW HORN [The ferryman comes]

[We have another coin to give the ferryman, but we need to keep it. This is a
fact that on a first playthrough will be realized later on, and this leads to a
long and drawn-out trek through a lot of locations (or a restore from a saved
game). We'll save considerable time by assuming we know this already from a past playthrough.
The reasons will become clear further on.]

[So, how do we cross the river without spending this coin? This needs a dodge:
I noted before that the ferryman is the man at the cave. Therefore, if the
ferryman is here, he can no longer prevent us from accessing the cave. But, once
called, if we both leave the jetty location, the ferryman will also leave and go
back to blocking the cave. So we need to part ways for a bit.]

PART
E
S
W [As expected, Scarn is keeping the ferryman at the jetty]
ENTER CAVE [There is a chest in the picture here]
OPEN CHEST [A gold coin is here]

[Now, this is the same gold coin we paid the ferryman before. So we are going to
pay him with his own money. We can repeat this trick indefinitely and keep
crossing the river with the same single coin.]

GET COIN
I [We have two gold coins now]
E
E
N
W
JOIN
GIVE COIN [We are ferried over to the N shore]
N
N [Mountain path]

[With our newly found objects we still can't deal with the wall below the casket
room: we need something else, so we will explore another area.]

W
N
U [Mountain ledge in front of a sheer cliff face]

[It is not obvious that this goes anywhere, but if you suspect it does, the
first thought will probably be to use the levitation pills. Regrettably they
only work for very short distances. But remember, there was a hint we haven't
yet used about giving a tug to something short to make it long.]

STRETCH ROPE
I [The short silk rope is now a long silk rope]
THROW ROPE [It coils magically around a rock]
CLIMB ROPE [To a rocky plateau]
E
D [The Realm of Llacland, with curious scratches on the rocks]
EXAMINE SCRATCHES [Runes that say "Open with kenru"]
SAY KENRU [A secret door opens, back to the vaults; we'll use it later]
PART [Lobo must do the following alone]
DROP PILLS [We'll see why later]
N [Beside the Great Lake]
E [You see something far out in the water]
E
E [The shore of the lake ends here]
S
W

[We need to cross the lake, and this is the only location around with anything
significant. If you look at the picture, you'll notice the same graphic used at
the river to display the ferry, which is the indication we need to call its
attention.]

BLOW HORN [A raft paddled by four men comes and offers to take you]
BOARD RAFT [They take you to the city of Vatrlatt]
N [A floating hall]

[Here we see a legend saying "From the deep the crown may rise / and iron head
accept this prize". Where did we see an "iron head"? The iron statue at the
temple qualifies, so that is probably it.]

W [Floating pathway]
W [Raft room, but no other exits, so we double back]
E
DIVE [Swimming at the bottom of the lake; the Iron Crown is here]

[The reason we dropped the pills earlier is because if we dive with them, they
start to dissolve. This is not critical as they don't disappear right away, but
best not to take chances.]

GET CROWN
U [There is nowhere else to go down there]
E
S [The raft is still here]
BOARD RAFT [Middle of the lake]
E [The E shore, which is unreachable from land]
N [Inside the hermit of Laccyd's cave]

[The hermit asks if we'd like to buy an iron sphere for a gold coin. This is the
reason we did the dodge with the ferryman before, as we needed to get to the N
shore of the river and still carry a gold coin to spend here.]

GIVE COIN
GET SPHERE
S
BOARD RAFT
S [S shore again]
W
S
JOIN
SWAP [To Scarn]
GET PILLS [Better for Scarn to take them]
GO DOOR [This takes us to one of the gloomy tunnels in the vaults]
E
W
W
U [Out]
E
E
DROP CROWN [We'll pick it up later]
E
N
N [Here is the casket we left before; now we can go down]
D [A blank wall with a small round hole]
SWAP [To Lobo]
INSERT SPHERE IN HOLE [It pulses and awaits the word to go]

[What word? There is one we haven't yet used, which was written on the staff.]

SAY OPHEN [The wall vanishes]
N [You are at the S edge of a rocky ravine, spanned by a crystal bridge]

[The bridge, unsurprisingly, is fragile and will break if both characters cross
it at the same time. They can each cross it, but separately.]

PART
N [Lobo goes to the N side]
N [The Guardians of Hell surround Lobo and take him to their Dungeon]

[It is necessary to let one of the characters be captured. This will happen only
the first time we enter this location, and of course it's best if they are
separate at the time, since the other character will then be able to free the
prisoner and get their equipment back. In our case Scarn will be able to do this
because we have given him the pills before.]

SWAP [To Scarn]
N
N
W [Dark tunnel]
N [Here we can see Lobo's inventory and a steel door in bad nick]
N [On a ledge overlooking the dungeon]
DROP PILLS DOWN DUNGEON
SWAP [To Lobo]
GET PILLS
SWALLOW PILL [We float upwards and reunite with Scarn]
JOIN [We can now explore the dungeons at our convenience]
S
GET STAFF

[Lobo can get his things now, but before that it will be convenient to do an
excursion, as it will save time later, and for that we'll need the staff in
order to see in the dark. If we examine the picture closely, we'll see a lever
by the door.]

PULL LEVER [Apparently nothing happens]
DESTROY DOOR [Steel bars roll to the floor]

[The door leads to the dungeon, but this doesn't matter; it's the steel that
we want.]

PART
S
S
S
S [Lobo can cross the bridge as he's on his own]
S
U
S
S
W
DROP BARS [For later use; now we go back]
E
N
N
D
N
N
N
W
N [Back to Scarn now]
GET ALL
JOIN

[At this point the lamp probably has gone out, so Scarn may be without a light.
We'll need to juggle the staff a bit.]

DROP STAFF
SWAP [To Scarn]
GET STAFF
DROP LANTERN
S
E [Pool room]
PART
DIVE [Note diving is only possible if parted]

[We are in another pool room, but this one has a knob on the wall.]

TURN KNOB [The wall opens; now we can travel N/S between both pools]
SWAP [To Lobo, in the dark now]
N
JOIN
N [The mace is here, lit in a beam of light from a red prism above]

[The mace, however, is an illusion, and if we try to take it, the Dark Shadows
of Trantoss will seize us and throw us into a death pit, from where there is no
escape. The important thing here is the prism, but it is too high above to take.
Where do you recall having seen a similar red triangle, by the way? Was this not
a plinth on the altar at the Temple? Surely this bears checking out.]

DROP PILLS
SWAP [To Scarn]
DROP STAFF [Otherwise Scarn will not be able to manage]
GET PILLS
SWALLOW PILL [Scarn floats upwards]
GET PRISM [Scarn gets it, and floats to the ground again]
DROP PILLS [Not needed anymore]
GET STAFF
W [A damp tunnel]
N [A passage guarded by a servant of Trantoss]
KILL SERVANT [This fails because the black sword is evil too]

[We need a different weapon. We can't do anything else in this area, so let's
test this idea we have about the prism and the plinth instead.]

S
E
S
S
S
S [N side of ravine]

[Normally we would PART here and cross separately, but we can save a few moves
by taking a shortcut.]

D [Ravine under the bridge]
W [To Vendas Vane vaults tunnels]
E
S
U
E
E [We left the crown and bars here]
SWAP [To Lobo]
GET CROWN [We'll need it at the Temple]
S
S
BOARD FERRY
E
S
E
E
ENTER DOOR
N
PUT CROWN ON STATUE [Its arms creak outwards]

[We have done something right; the statue is now waiting for the Mace, which we
haven't found yet. Let's try the plinth.]

SWAP [To Scarn]
PUT PRISM ON PLINTH [The Temple glows with power]
I [The sword is no longer black but red]

[Aha: this is what was needed. The sword is no longer evil, and is now lethal
against the servants of Trantoss. We can finally explore the last areas.]

S
S
W
W
N
W
SWAP [To Lobo]
BLOW HORN [We'll cheat the ferryman exactly as before]
PART
E
S
W
ENTER CAVE
OPEN CHEST [There is another coin here, because we paid him last time]
GET COIN
E
E
N
W
JOIN
GIVE COIN
N
N
E
N
N
D
N [S of ravine bridge]
PART
N [In the dark, but it will be just a moment]
SWAP [To Scarn]
N
JOIN
N
N
N
N [The fake mace room]
W
N [The servant of Trantoss is here]
KILL SERVANT WITH RED SWORD [He turns to dust]
N [There is only a lever in this room]
PULL LEVER [Metal groans; this opens a secret passage in a different room]
S
S
W [Brick room with a wall tapestry; we are told that the secret door is open]
MOVE TAPESTRY [The passage is revealed]
PART [Scarn must go alone]
ENTER DOOR [There is a rusty iron staircase here]

[The staircase won't bear the weight of both brothers at once, which is the
reason we sent Scarn on his own.]

U [There is a slender key here]
GET SLENDER KEY
D
E
JOIN
N [A smooth walled room]

[It's easy to miss, but the picture shows something like a keyhole on the wall.]

EXAMINE WALL [You see a small slot]
INSERT SLENDER KEY IN SLOT [It opens]
DROP SLENDER KEY
N [In an inner chamber with a slit on the floor]
INSERT RED SWORD IN SLIT [A slab with the Mace of Power rises from the floor]

[We finally got the Mace, but the moment we take it, all hell breaks loose,
literally: the Demons of Hell will appear and chase us, and we must run for our
lives. Besides, the Mace is so powerful that we cannot touch it with bare hands.
This is why Lobo has been carrying the gauntlets all the game until now.]

SWAP [To Lobo]
WEAR GAUNTLETS
GET MACE [The Demons of Hell surround us, and we'd better run]
S [They chase after us]
S
E
E
S
S
S
S [Crossing the bridge takes time, so we'll take the same shortcut as before]
D
W
E
S
U [Outside, but the demons still chase us]
E
E [This is where we left the steel bars]

[But now there is Trantoss, Lord of Hell himself here firing death at us. Also, 
the mountain has split and there is a new way north, which is where we must go.]

N [The Krak of Kayrace; the demons still chase]

[N of this area is another maze, but this one is tricky, because it changes
depending on whether the demons are chasing us or not. For the time being,
getting rid of the demons is our top priority.]

N [A tunnel of dark forces]
E
E
E [The Chamber of Light: the demons wither and die off]

[That's done, no more demons. And a new area has opened as well, which we must
explore. However, when we move N of here, bandits will appear and rob us blind,
taking all our possessions, Mace included. This is a showstopper, because we
cannot get them back until more things have been done, and lacking a light
source we can't negotiate the maze back where we came (as it has changed now
that we're no longer being chased!). The solution is to drop all and trigger the
robbery, because it won't happen again.]

PART
DROP ALL
N [The robbers take all that Lobo has, which is nothing]
W [Chamber of Light again]
JOIN
GET ALL

[Now we can get back for the steel bars we had left, which we can put to use.]

W
W
N
S
N
E
S
S [Krak of Kayrace again]
S
SWAP [To Scarn]
DROP RED SWORD [Not needed anymore]
GET BARS
N
N
E
E
E [Chamber of Light]
N [Mountain road]
N
N
N [Entrance to mountain men's caves; a stone axe is here]
W [The mountain men meet in this cavern by the fire]
E
E [A forge; the blacksmith says he has insufficient steel for his craft]
GIVE BARS TO BLACKSMITH [He accepts and offers us a crossbow]
GET CROSSBOW
W [The mountain men are ready to follow]

[We'll need the mountain men to do some mischief in order to cross the river on
this side, but first we'll need to find a vine for later use.]

GET AXE
S
E [A clearing in the trees with a vine hanging from above]
CLIMB TREE [We need to cut the vine from above or else it will be too short]
CUT VINE [We climb down]
DROP AXE
GET VINE
W
S
S
S
S [Mountain path]
E [The bandits throw rocks and spears at us from up the mountain]
FIRE CROSSBOW [The bandits dodge the bolts]
FIRE CROSSBOW [The bandits dodge the bolts]
FIRE CROSSBOW [The bandits give up]
DROP CROSSBOW

[Now we can go up the mountain, but we'll need the mountain men with us. The
reason we didn't bring them is that they go back home if the bandits harass them
here, so we'd have to make the trip back anyway.]

W
N
N
N
N
SAY FOLLOW
S
S
S
S
E
U [A rocky plateau surrounded by boulders]

[The idea here is that this mountain area ends by the river at its south end,
which is very fast at this point and cannot be crossed. With the help of the
mountain men, we can roll the boulders from up the mountain down to the river
where they will dam the waters and allow us to cross.]

SAY PUSH BOULDERS [We start an avalanche]
D
W
S [The river is dammed here]
S [On the dam]

[While the dam is in place, the river runs dry downstream, so we will be able to
cross it on foot. However, for the very same reason, the ferry won't operate,
and the area where we found the mace will be flooded, so the game won't be
finished optimally because we need to get back there to get Trantoss' treasure.
We need to destroy the dam as we cross and restore the normal flow, although
this is far from obvious now and only clear retrospectively.]

DESTROY DAM [Done; the mountain men run for home]
S [On a path beside the river]

[Now we can destroy the Mace and put an end to Trantoss.]

W
S
E
E
ENTER DOOR
N
SWAP [To Lobo]
GIVE MACE TO STATUE [The Mace is destroyed and the power of Trantoss dies]
DROP GAUNTLETS
S
S
W
W

[Now we need to go back to Trantoss' lair and find the treasure. But first we
need to cross the river once more. We know the drill by now.]

N
W
BLOW HORN
PART
E
S
W
ENTER CAVE
OPEN CHEST
GET COIN
E
E
N
W
JOIN
GIVE COIN
N
N [Note that the crack in the mountain has closed again]
E
N
N
D
N

[Surprise: the crystal bridge spanning the ravine is now gone. So the way north
is blocked. Remember the vine we cut? It's time to use it.]

SWAP [To Scarn]
TIE VINE
CLIMB DOWN VINE [Ravine under the bridge]
N
U [Back at the N side]
N
N
N
N
W
W
N
W [The end room, and there is a way N now that wouldn't have been before]
N [The treasure chamber]
OPEN CHEST
GET TREASURE

[All is done. Now we must get back to the village.]

S
E
S
E
E
S
S
S
S
D
W
E
S
U
E
E
S
S
BOARD FERRY
E
S
S
S [Bottom of slope]

[Here climbing up the slope again fails randomly. Just keep on going S until you
get to the Gates.]

S [Gates of Ganneth]
SAY POWER
S
E
JUMP [Onto the tree and down the other side]
W
W
S
S
E
E
E [To village again, where the game ends.]

[End of game.]