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Black Tower, The (Black_Tower_Jim_MacBrayne.txt)

THE BLACK TOWER
Written by Jim MacBrayne
Walk Through by Dorothy Millard (C64 Version)
(with help from Donald Hay)

NOTES:
1. Strange Machine - To activate the portal, press the buttons - the number required is the one
given on the torch (124) and not 134 as given on the sundial.                                       
                                         
2. TV. Monitor - Turning the knob on and off shows the different locations.  You can go to and from
the cubicle at the top of the beanstalk.                            
3. Cubicle - When you press the buttons and pull the lever make sure you have CLOSED the DOOR first.
                                                    
4. Portal - This can only be used ONCE.  Light the torch before putting it in the portal.           
                                                   
5. Don't drop items where there are holes or when climbing as you will lose them.              
                                                          
6. Do not drink any water unless you have filled the bottle, as the bottle purifies it.  The bottle
is only needed if you get lost in the mushroom forest.                                              
                          
7. The magnet and lamp are the only items needed from the cottage and garden locations.             
                                                     
8. The palace has lots of locations, but only those in the solution are of any consequence.         
                                              
9. The genie is of no help.  The lamp vibrates to tell you that something needs to be done in that
location or nearby.                                                      
10. Take no notice of the score as it is meaningless.                                               
                                              

(Start on a narrow meandering path), GET LAMP, S (into wooden hut), GET ROPE, EXAMINE WALLS (the
west wall has a small shelf), EXAMINE SHELF, GET BOOK, READ BOOK (history of the Black Tower), OPEN
BOOK, READ BOOK, TURN PAGE, READ BOOK, TURN PAGE, READ BOOK, TURN PAGE, READ BOOK, N, E (to barren
heath), NE, GET PAPER, READ PAPER, DROP PAPER, NW, SE, GET RING, S (back to path), N, N (into wooden
hut), EXAMINE WALLS (the west wall has a tiny cupboard), OPEN CUPBOARD, EXAMINE CUPBOARD, GET GOLD
KEY.                                                                                                
                     

S, NE, NE (to cliff edge), D (to ledge), READ SIGN, U, NW, NW (across the rope bridge), D (to sunken
garden), N, EXAMINE SUNDIAL (the shadow points at 01.34), N, GET CRAMPONS, S, E, UNLOCK DOOR (using
the gold key), DROP GOLD KEY, OPEN DOOR, LIGHT LAMP, E, GET BOTTLE, EXAMINE BOTTLE (Acme Magic
Purifying Bottle Co. Ltd. - this will purify any water), NE, NE (a pool separates you from the other
side and a wall blocks progress), FILL BOTTLE, N (you are swimming on the surface of the pool), D
(to bed of pool), N (you swim under the wall), U (to south side of the wall), N (into a passage),
NE, NE (to a rock cavern).                                                                          
                                                                        

N, N, EXAMINE NICHE (it contains a bag), GET BAG, OPEN BAG (some beans fall out), DROP BAG, GET
BEANS, S, W, READ SIGN (ring to enter), PUT RING IN OPENING (the door opens), W, W (to wine cellar),
SW (to dead end), READ MESSAGE (vegetable chute), DROP BEANS (they fall down the hole), NE, NW, D
(the stairs), D, S, S, NW, EXAMINE MONITOR (the following routine shows different locations that
lead from the cubicle at the top of the beanstalk), TURN KNOB, EXAMINE MONITOR, TURN KNOB, EXAMINE
MONITOR, TURN KNOB, EXAMINE MONITOR, TURN KNOB, EXAMINE MONITOR, SE.                                
                                                                                                   

N, N, WEAR CRAMPONS (a piece of iron on climbers shoes - these stop you slipping when climbing), N,
N, E (to a tiny side chamber), MOVE PANEL (you can now move northeast to the ledge where the sign
is), W, N, W (to a small rock chamber with a hole and a hook), TIE ROPE TO HOOK, E, E (to
magnificent cavern), EXAMINE BOAT ("Politeness is its own reward"), ENTER BOAT, NORTH
PLEASE, NORTH PLEASE (to sandy shore), EXIT BOAT, W, NW (to bottom of rock face), GET WAND, SE, E,
NW, N, NE, NW, N (if the beans were dropped down the hole there will be a beanstalk here), N (onto
branch of beanstalk), U, U (to top of beanstalk).                                                   
                                   

N (to strange machine), EXAMINE BUTTONS (red, black, blue, green & yellow), PRESS RED BUTTON,
PRESS BLUE BUTTON, PRESS GREEN BUTTON (you are asked for a number - it is the one on the torch and
not the one on the sundial), 124, LIGHT TORCH (otherwise you will not see it later on), PUT TORCH IN
PORTAL (it is transported to a dark location), S, E, N, N, N, E, ENTER BOAT, NORTH PLEASE, NORTH
PLEASE, EXIT BOAT, NW, N, NE, NW, N, N, U, U, N, N (to cubicle), CLOSE DOOR, DROP BOTTLE, DROP LAMP
(only carry wand and wear crampons), PRESS PURPLE BUTTON, PULL LEVER, OPEN DOOR, S, GET TORCH
(follow directions), N, SE, E, NW, S, W, DROP TORCH (as it is needed later - you see three buttons),
PRESS WHITE BUTTON (this raises the portcullis).                                                    
                                                                      

SW (into a small cave), SW (to cliff base), S (into mushroom forest), N, NE, NW (to north/south
path), N, N, NE, GET MAGNET, SW, S, S, S (to clearing), S (into cottage), READ MESSAGE, GET LAMP, E
(to sitting room - a rope hangs down the chimney), U, U, U, U, GET ROPE, E, E, ENTER BOAT, NORTH
PLEASE, NORTH PLEASE, EXIT BOAT, NW, N, NE, NW, N, N, D (to cliff bottom).                          
                                                                       

NE, N (the portcullis is open), N (into a tunnel), N, N, N, W (into rocky room where a key is
hanging on a thread out of reach), TIE ROPE TO MAGNET, THROW MAGNET AT IRON KEY (note if you are
carrying too much the key will be lost down the chasm), UNTIE ROPE, DROP MAGNET, E, S, S, S, S, S,
SW, U, S, S, SE, SW, S, SE, ENTER BOAT, SOUTH PLEASE, SOUTH PLEASE, EXIT BOAT, W, TIE ROPE TO HOOK,
E, E, ENTER BOAT, NORTH PLEASE, NORTH PLEASE, EXIT BOAT, NW, N, NE, NW, N, N, U, U, N, N, DROP LAMP,
DROP IRON KEY, CLOSE DOOR, PRESS PURPLE BUTTON, PULL LEVER, OPEN DOOR, S (to dark location - you
know the way from the first visit), N, SE, E, NW, S, W, PRESS ORANGE BUTTON (the portcullis will
close - explained why later... you must now return through the cottage location as before), SW, SW,
S, N, NE, NW, S, S, GET LAMP, E, U, U, U, U, E, E, ENTER BOAT, NORTH PLEASE, NORTH PLEASE, EXIT
BOAT, NW, N, NE, NW, N, N, U, U, N, N (to cubicle), GET IRON KEY.                                   
                                                                                           

CLOSE DOOR, PRESS PURPLE BUTTON, PULL LEVER, OPEN DOOR, S (you are in a prison cell), S, E, UNLOCK
DOOR (using the iron key), DROP IRON KEY, OPEN DOOR, S (to stairs), U, U, E (to throne room), N (the
wand vibrates), WAVE WAND (a throne appears), EXAMINE THRONE (a panel opens and you see a sphere but
you must have swum in the river), GET SPHERE.                                                       
                                         

E, N, NW (into cramped passage), NW (on stairway), D, D, N (into armoury), N, N, E (into small store
room), GET SWORD (gilt - if you had not lowered the portcullis the passageway north would be blocked
off), N (to before a strange door), EXAMINE DOOR (a face appears - "Enter your command
please"), OPEN PLEASE (the face groans and the door opens), N (into a beautiful garden), GET
SILVER KEY, N, N, N, NE, N, SW (to outside hut), W (into hut), GET EXCALIBUR, N (to prison
corridor), E (to mauve tinged room).                                                                
                                   

E, N, N, N, N, N, E, ENTER BOAT, NORTH PLEASE, NORTH PLEASE, EXIT BOAT, NW, N, NE, NW, N, N, D (to
bottom of cliff), DROP ALL EXCEPT LAMP AND CRAMPONS (make sure you are wearing the crampons), U, U,
U, N, N (to cubicle), CLOSE DOOR, DROP LAMP, PRESS PURPLE BUTTON, PULL LEVER, OPEN DOOR, S (to dark
location), N, SE, E, NW, S, W, PRESS WHITE BUTTON (now return through the cottage location), SW, SW,
S, N, NE, NW, S, S, GET LAMP, E (to sitting room), U, U, U, U, E, E, ENTER BOAT, NORTH PLEASE, NORTH
PLEASE, EXIT BOAT, NW, N, NE, NW, N, N, D (to bottom of cliff), GET ALL, NE, N, N, N, U (staircase),
U, U (to vast plateau), N (must be carrying the sphere), N (to base of Black Tower and silver door),
UNLOCK DOOR (using the silver key), OPEN DOOR, N, NE (there is a gilt net stopping progress, CUT NET
(using the gilt sword), W, U (stairs), U, U, U, E, SE, NE (you see a pedestal with a depression and
a brazier emitting smoke), PUT SPHERE ON PEDESTAL (the demon of the Black Tower stands before you),
KILL DEMON (using the gilt sword).                                                                  
                                             

After a lengthy battle you defeat the demon who disappears in smoke.  You eventually find yourself
in the village square being proclaimed a hero.

Unfortunately there appears to be a "bug" and instead of the game finishing you find
yourself still in the demon room and you can continually kill him and get congratulated for ever and
ever.

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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