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Terrors of Trantoss, The (Terrors_Trantoss.txt)

TERRORS OF TRANTOSS

B. R. PELL OFFERS SOME HELP AS PLAYED ON HIS SPECTRUM

The game is a delight on the graphics, but the puzzles are very hard. 
At first I had quite a job finding the second village. Trees, trees 
everywhere and not a place to be found. Carrying all the goods we 
could, I was knackered in search of the little mud huts with the dog 
and the well. At the start, you go into the store and house to get 
your adventure tools. Opening cupboards reveals more. Don't waste time 
with the blanket, shield or the roll of matting, but take everything 
else. Go into the Inn and speak to the fellow who talks from under his 
hat (silly place to talk). Leave with him and he will take you on a 
guided tour of the forest.(so fast that you haven't got a snowballs 
chance in hell of finding your way around or back. Then he clears off 
without a by your leave, leaving you with a staff. From there go S, E, 
S, and you're in the mud hut village. Next the well, then E again for 
the temple. ENTER TEMPLE and you find the guard dog with a key around 
its neck. This is where you have to part company with your mate and
send him round the back to hold the sack over the hole. Inside you 
chase the dog, and with not an ounce of intelligence he runs into the 
sack. You then get a small key (a clue that there is more than one key 
in size).
The fellow with the sack, and now the key, goes inside, closes the 
door, and unlocks the other door to the passage. GO PASSAGE and 
translate. Write down all the symbols and the translation, since you 
will need this later. Now the both of you, back to the well. The well 
is very dark, so out comes the good old Adventurers tool, the lamp - 
where would we be without it. Shine lamp down the well, and you see 
some rungs. Make sure you're still parted and send Scarn down the well 
by climbing down the rungs. You have to have the lamp, sword, knife. 
Wait at the bottom, swap to the fat one Lobo, and send him empty 
handed to the temple to get the front door, which he drops down the 
well. Low and behold Scarn has some planks at his feet.
Make bridge, go N, where sleeps an Ogre. E takes you to his den, but 
the sight and smell quickly puts an end to your little adventure. So, 
drop the lamp and go E. In the blackness you stand a better chance to 
kill the Ogre and take the Stone Key - told you there was more than 
one
key. Back to the top of the well to collect your wares and make for 
the ravine. If you find yourself lost in the forest again, look out 
for the place where it says " a path leads off " and something about a 
bush - move the bush and you find a way to the North. Go N, N, W, N, 
E, E, and you're back to the ravine. CLIMB TREE, W, to the gates. The 
one with the staff should use power, and the gates open, N, - you must 
close the gates or the Fanglizard you are going to meet in the next 
but one location will not let you pass.
A little way ahead you see a bridge, but don't cross or you've had 
your chips, which is what I'm having for my tea in a few minutes. 
Instead go W and the one with the horn (I'm not being rude) blows it 
and a hunchback ferryman appears. He takes you N. Leave the ferry, 
he'll wait for you no matter how long you take before coming back. 
When you find the place with the crack in the wall go W, W, D, to the 
vaults which are (wait for it) a maze. The best route in my A to Z of 
Terrors of Trantoss is N, W, E, N, N, D, to the chest. Open the chest 
and you find a glass lid with a hole. With the staff in hand and the 
horn play lyte, the staff glows and you can then insert the staff in 
the hole. Oh boy, look what you now have in your dirty mits. With 
these about your person go U, then N and you come to the sword 
chamber. The black sword lies before you - I hope you're not colour 
blind because you're looking for a red one - take this one anyway, it 
will come in handy later. Head S, S, U, and your now back on the 
mountain, and from here pass the boulders up to the rockface.
Stretch rope from a short one to a long one, throw rope and up you go 
to the plateau. Water, water everywhere and not a drop to drink - yes, 
more water to cross, but you must drop all the weapons like knife and 
sword because otherwise the men on the raft will turn back.
Now blow that horn again to summon them. Board raft, go N, to the 
floating city, and make tracks to the room with the floating pathway. 
Dive down and you see the crown. U takes you back to the surface (any 
other way and you are eaten alive). Back on the raft go E to the 
Hermit and give him your last coin in exchange for a sphere. Head back 
to the mainland, where you will find it hard to get back to the rope 
in order to climb down. So, at the location where it says something 
like Legends etc etc say kenru and a secret door opens. Enter door and 
you are back in the vaults, N, the sword room again and make your way 
out. Go past the crack to the other rock face. Insert the stone key, 
and lo and behold another door opens. You head straight for a 
portcullis, E, and you see a slab. Send your faithful friend Lobo 
empty handed to the boulder to get one and place it on the slab. The 
gate will then rise.
Sitting on the floor is another chest, this time called a casket. Open 
it, empty the sand and with you both joined, lift it. Below is a 
stairs down where you see a blank wall with a round hole. (these holes 
get everywhere.) Insert sphere and say the other magic word which is 
printed on the staff, Open. The wall vanishes and through this is a 
bridge. Cross one at a time and stop. It is best if one of you carries 
the Staff and one the lamp so that you don't end in the dark. The 
first one in should not have the pills (not vital but it makes it a 
bit easier). The first one in gets thrown in jail and stripped of all 
goods. Now send in his mate, who has the whole place to run around in. 
Find the gate up to the ledge, but dont go down. Drop pills down to 
your mate and he takes one and floats to the top with you. Find the 
mace and the prism but don't touch or you'll end up in jail and this 
time there is no way out. Take another pill and while you are on a 
high take prism. With your new toys head to the bridge where you can 
now cross back one at a time, or go down into the ravine, into the 
vaults, and follow the route to get back to the mountain. Walk to the 
hunchback who is still waiting, and cross the river to the place where 
there is a mist.(You know what a bigamist is - an Italian fog.)
Time for breakfast. Drop egg in cup and go into the mist. It 
disappears and the Doors of Vane confront you. Knock on door with 
staff and enter. Drop the crown on the statues head and watch its arms 
creak. Drop the prism on the plinth and your black sword becomes a red 
one.
Good int. it. You now have the long haul back to the place where you 
got the prism. Go
to the ferry departure lounge and blow your horn and the hunchback 
appears, give him the coin. What no money, credit cards won't do. Now 
you've got Quasi out of his cave, one of you nip back, go inside, open 
the chest, and take out the coin. Return to your pal, join, give him 
the coin, and like a sucker he takes the same one. Right, have you got 
back to where you got the prism. Well head for the guard and kill him 
with the red sword. Enter, W, is a stairway, send Scran up alone or 
you'll break it. There you find a slender key (yet another one, at 
this rate you'll need a key ring). If you walk around you will see a 
slot, insert key and turn. A door opens to a room with a lever. Pull 
it and in the room with the tapestry, a hidden one opens. Enter, 
insert sword then you see the real mace. Wear the gauntlets, or you'll 
burn your fingers. The moment you get it, all hell breaks loose and 
demons chase you. Make good your escape, but don't take the bridge 
(you haven't time). Use the ravine to the vaults to run out to the 
crack in the wall. This opens, enter, and this kills all the demons 
outright. You are now in the room of light. From here drop all, and 
send one of the blokes N. He'll get robbed and you're now free to 
travel about with all your goods. There's a place where all the old 
men of light meet, and a blacksmiths a little way away. I'm being 
bombarded by stones and spears at this moment in time,

So here is the rest of my tale. I think I left the two heroes at the 
chamber of light. Well since then, I have discovered that at the 
location where you go up to drop the pills to your mate, who's gone 
and got himself locked in the dungeon, you have to pull lever, then 
smash the door with your staff to get some steel bars, which come in 
handy later on, Right, back to where I left them last issue. Go north 
and you're set upon by some bandits who steal the mace from you. You 
can of course go empty handed, and the fools steal all your objects - 
they haven't the brains to see that you're empty handed. From here go 
north to the blacksmith's shop. Give him the bars and he returns the 
favour with a crossbow. Now leave the shop. You can take the candle or 
come back later for it. It's a good idea to take the axe and save 
walking, which with the amount of miles you've already had to do, you 
might as well reserve the old life fluid.
Head south until you come to a location allowing you to go east, go 
east and cut down the vine. Now here I found I had a bit of trouble, 
the vine isn't called anything that I could make out.Take rope or vine 
didn't seem to work so I eventually resorted to take all which allowed 
me to pick it up. Now west, back onto the path, and south to the next 
east turnoff. You now come to a path going up and a lot of bandits 
throwing spears at you. Don't worry they're lousy shots and none of 
them hit you. Fire the crossbow and after a few shots they run away, 
the cowards. Up you go and get the mace back, or if like me you fooled 
them at the light chamber there's nothing to pick up. Make for the 
path back again to the blacksmith's cave and take the candle. Go west 
to the eternal light and light the candle. Back out and you see the 
mountain men waiting to follow you. Type follow me, and as long as you 
have the vine they will follow like man's best friend.
Return to the place where you got rid of the bandits, and go up to the 
top where you recovered the mace. Join forces with the men and push 
the boulder. Just say push boulder and they all come tumbling down to 
form a dam in the river. To get there go down, west, south and hey 
presto a dam. Cross dam, but only half way, because with the help of 
your new found buddies you need to smash the dam. Make a dash south to 
the other side. Your mates, the mountain men run back home without 
even saying goodbye. You had to destroy the dam because you need to 
return to the place where you first got the mace, and this would be 
flooded if you left the dam intact. Before that go to the temple where 
you got the red sword, you know that you dropped the crown on the 
statues head, and the prism, well this time take the mace and give it 
to the statue. The power is triggered and the mace is destroyed, all 
this work and you end up breaking it. Well that's adventures for you, 
but it's not over yet. Go to the wall which opens with the sphere, and 
now the bridge, guess what? it's gone! Have no fear, as long as you 
have the rope and the vine, you can go back and get the rope from the 
face, just take it, and it comes down from it's place magically tied. 
Tie rope at bridge and then one at a time climb down the rope into the 
ravine and then up the other side. Make your way to the place where 
you got the mace, but instead of going in, go west, you'll find a door 
that wasn't there the last time you visited the place. Inside is a 
chest with treasure, yes a treasure chest. Grab this and head for 
home. One last thing I found out, is you can get across the river, 
this time without the aid of the hunchback, if the river is still 
damned up. Great I thought, no need to call him out, but as I said the 
mace location is flooded, so smash the dam and make sure, you still 
have the horn, with you to call the hunchback, then trick him once 
again and get the coin from his cave, he's such a fool to fall for the 
same trick twice. If you left the horn on the other bank, get it. 
Cross the dam and get the man to help you, then call old humpy to take 
you on the ferry across the river, and home.


TERRORS OF TRANTOSS

B. R. PELL OFFERS SOME HELP AS PLAYED ON HIS SPECTRUM

The game is a delight on the graphics, but the puzzles are very hard. 
At first I had quite a job finding the second village. Trees, trees 
everywhere and not a place to be found. Carrying all the goods we 
could, I was knackered in search of the little mud huts with the dog 
and the well. At the start, you go into the store and house to get 
your adventure tools. Opening cupboards reveals more. Don't waste time 
with the blanket, shield or the roll of matting, but take everything 
else. Go into the Inn and speak to the fellow who talks from under his 
hat (silly place to talk). Leave with him and he will take you on a 
guided tour of the forest.(so fast that you haven't got a snowballs 
chance in hell of finding your way around or back. Then he clears off 
without a by your leave, leaving you with a staff. From there go S, E, 
S, and you're in the mud hut village. Next the well, then E again for 
the temple. ENTER TEMPLE and you find the guard dog with a key around 
its neck. This is where you have to part company with your mate and
send him round the back to hold the sack over the hole. Inside you 
chase the dog, and with not an ounce of intelligence he runs into the 
sack. You then get a small key (a clue that there is more than one key 
in size).
The fellow with the sack, and now the key, goes inside, closes the 
door, and unlocks the other door to the passage. GO PASSAGE and 
translate. Write down all the symbols and the translation, since you 
will need this later. Now the both of you, back to the well. The well 
is very dark, so out comes the good old Adventurers tool, the lamp - 
where would we be without it. Shine lamp down the well, and you see 
some rungs. Make sure you're still parted and send Scarn down the well 
by climbing down the rungs. You have to have the lamp, sword, knife. 
Wait at the bottom, swap to the fat one Lobo, and send him empty 
handed to the temple to get the front door, which he drops down the 
well. Low and behold Scarn has some planks at his feet.
Make bridge, go N, where sleeps an Ogre. E takes you to his den, but 
the sight and smell quickly puts an end to your little adventure. So, 
drop the lamp and go E. In the blackness you stand a better chance to 
kill the Ogre and take the Stone Key - told you there was more than 
one
key. Back to the top of the well to collect your wares and make for 
the ravine. If you find yourself lost in the forest again, look out 
for the place where it says " a path leads off " and something about a 
bush - move the bush and you find a way to the North. Go N, N, W, N, 
E, E, and you're back to the ravine. CLIMB TREE, W, to the gates. The 
one with the staff should use power, and the gates open, N, - you must 
close the gates or the Fanglizard you are going to meet in the next 
but one location will not let you pass.
A little way ahead you see a bridge, but don't cross or you've had 
your chips, which is what I'm having for my tea in a few minutes. 
Instead go W and the one with the horn (I'm not being rude) blows it 
and a hunchback ferryman appears. He takes you N. Leave the ferry, 
he'll wait for you no matter how long you take before coming back. 
When you find the place with the crack in the wall go W, W, D, to the 
vaults which are (wait for it) a maze. The best route in my A to Z of 
Terrors of Trantoss is N, W, E, N, N, D, to the chest. Open the chest 
and you find a glass lid with a hole. With the staff in hand and the 
horn play lyte, the staff glows and you can then insert the staff in 
the hole. Oh boy, look what you now have in your dirty mits. With 
these about your person go U, then N and you come to the sword 
chamber. The black sword lies before you - I hope you're not colour 
blind because you're looking for a red one - take this one anyway, it 
will come in handy later. Head S, S, U, and your now back on the 
mountain, and from here pass the boulders up to the rockface.
Stretch rope from a short one to a long one, throw rope and up you go 
to the plateau. Water, water everywhere and not a drop to drink - yes, 
more water to cross, but you must drop all the weapons like knife and 
sword because otherwise the men on the raft will turn back.
Now blow that horn again to summon them. Board raft, go N, to the 
floating city, and make tracks to the room with the floating pathway. 
Dive down and you see the crown. U takes you back to the surface (any 
other way and you are eaten alive). Back on the raft go E to the 
Hermit and give him your last coin in exchange for a sphere. Head back 
to the mainland, where you will find it hard to get back to the rope 
in order to climb down. So, at the location where it says something 
like Legends etc etc say kenru and a secret door opens. Enter door and 
you are back in the vaults, N, the sword room again and make your way 
out. Go past the crack to the other rock face. Insert the stone key, 
and lo and behold another door opens. You head straight for a 
portcullis, E, and you see a slab. Send your faithful friend Lobo 
empty handed to the boulder to get one and place it on the slab. The 
gate will then rise.
Sitting on the floor is another chest, this time called a casket. Open 
it, empty the sand and with you both joined, lift it. Below is a 
stairs down where you see a blank wall with a round hole. (these holes 
get everywhere.) Insert sphere and say the other magic word which is 
printed on the staff, Open. The wall vanishes and through this is a 
bridge. Cross one at a time and stop. It is best if one of you carries 
the Staff and one the lamp so that you don't end in the dark. The 
first one in should not have the pills (not vital but it makes it a 
bit easier). The first one in gets thrown in jail and stripped of all 
goods. Now send in his mate, who has the whole place to run around in. 
Find the gate up to the ledge, but dont go down. Drop pills down to 
your mate and he takes one and floats to the top with you. Find the 
mace and the prism but don't touch or you'll end up in jail and this 
time there is no way out. Take another pill and while you are on a 
high take prism. With your new toys head to the bridge where you can 
now cross back one at a time, or go down into the ravine, into the 
vaults, and follow the route to get back to the mountain. Walk to the 
hunchback who is still waiting, and cross the river to the place where 
there is a mist.(You know what a bigamist is - an Italian fog.)
Time for breakfast. Drop egg in cup and go into the mist. It 
disappears and the Doors of Vane confront you. Knock on door with 
staff and enter. Drop the crown on the statues head and watch its arms 
creak. Drop the prism on the plinth and your black sword becomes a red 
one.
Good int. it. You now have the long haul back to the place where you 
got the prism. Go to the ferry departure lounge and blow your horn and 
the hunchback appears, give him the coin. What no money, credit cards 
won't do. Now you've got Quasi out of his cave, one of you nip back, 
go inside, open the chest, and take out the coin. Return to your pal, 
join, give him the coin, and like a sucker he takes the same one. 
Right, have you got back to where you got the prism. Well head for the 
guard and kill him with the red sword. Enter, W, is a stairway, send 
Scran up alone or you'll break it. There you find a slender key (yet 
another one, at this rate you'll need a key ring). If you walk around 
you will see a slot, insert key and turn. A door opens to a room with 
a lever. Pull it and in the room with the tapestry, a hidden one 
opens. Enter, insert sword then you see the real mace. Wear the 
gauntlets, or you'll burn your fingers. The moment you get it, all 
hell breaks loose and demons chase you. Make good your escape, but 
don't take the bridge (you haven't time). Use the ravine to the vaults 
to run out to the crack in the wall. This opens, enter, and this kills 
all the demons outright. You are now in the room of light. From here 
drop all, and send one of the blokes N. He'll get robbed and you're 
now free to travel about with all your goods. There's a place where 
all the old men of light meet, and a blacksmiths a little way away. 
I'm being bombarded by stones and spears at this moment in time,

MORE NEXT ISSUE.....

Terrors Of Trantoss

B. R. Pell concludes his help on this Ram Jam adventure.

So here is the rest of my tale. I think I left the two heroes at the 
chamber of light. Well since then, I have discovered that at the 
location where you go up to drop the pills to your mate, who's gone 
and got himself locked in the dungeon, you have to pull lever, then 
smash the door with your staff to get some steel bars, which come in 
handy later on, Right, back to where I left them last issue. Go north 
and you're set upon by some bandits who steal the mace from you. You 
can of course go empty handed, and the fools steal all your objects - 
they haven't the brains to see that you're empty handed. From here go 
north to the blacksmith's shop. Give him the bars and he returns the 
favour with a crossbow. Now leave the shop. You can take the candle or 
come back later for it. It's a good idea to take the axe and save 
walking, which with the amount of miles you've already had to do, you 
might as well reserve the old life fluid.
Head south until you come to a location allowing you to go east, go 
east and cut down the vine. Now here I found I had a bit of trouble, 
the vine isn't called anything that I could make out.Take rope or vine 
didn't seem to work so I eventually resorted to take all which allowed 
me to pick it up. Now west, back onto the path, and south to the next 
east turnoff. You now come to a path going up and a lot of bandits 
throwing spears at you. Don't worry they're lousy shots and none of 
them hit you. Fire the crossbow and after a few shots they run away, 
the cowards. Up you go and get the mace back, or if like me you fooled 
them at the light chamber there's nothing to pick up. Make for the 
path back again to the blacksmith's cave and take the candle. Go west 
to the eternal light and light the candle. Back out and you see the 
mountain men waiting to follow you. Type follow me, and as long as you 
have the vine they will follow like man's best friend.
Return to the place where you got rid of the bandits, and go up to the 
top where you recovered the mace. Join forces with the men and push 
the boulder. Just say push boulder and they all come tumbling down to 
form a dam in the river. To get there go down, west, south and hey 
presto a dam. Cross dam, but only half way, because with the help of 
your new found buddies you need to smash the dam. Make a dash south to 
the other side. Your mates, the mountain men run back home without 
even saying goodbye. You had to destroy the dam because you need to 
return to the place where you first got the mace, and this would be 
flooded if you left the dam intact. Before that go to the temple where 
you got the red sword, you know that you dropped the crown on the 
statues head, and the prism, well this time take the mace and give it 
to the statue. The power is triggered and the mace is destroyed, all 
this work and you end up breaking it. Well that's adventures for you, 
but it's not over yet. Go to the wall which opens with the sphere, and 
now the bridge, guess what? it's gone! Have no fear, as long as you 
have the rope and the vine, you can go back and get the rope from the 
face, just take it, and it comes down from it's place magically tied. 
Tie rope at bridge and then one at a time climb down the rope into the 
ravine and then up the other side. Make your way to the place where 
you got the mace, but instead of going in, go west, you'll find a door 
that wasn't there the last time you visited the place. Inside is a 
chest with treasure, yes a treasure chest. Grab this and head for 
home. One last thing I found out, is you can get across the river, 
this time without the aid of the hunchback, if the river is still 
damned up. Great I thought, no need to call him out, but as I said the 
mace location is flooded, so smash the dam and make sure, you still 
have the horn, with you to call the hunchback, then trick him once 
again and get the coin from his cave, he's such a fool to fall for the 
same trick twice. If you left the horn on the other bank, get it. 
Cross the dam and get the man to help you, then call old humpy to take 
you on the ferry across the river, and home.


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