Abandoned Places (Electronic Zoo) - Part 1 General Tips, Opening Dungeon, Twilight Quest, Kal Kalon Library Solution by Brian Burke General Tips: Electronic Zoos' new game is a stinker, not in terms of gameplay but through the devious nature of its puzzles. Be prepared for a good deal of muttering and moaning. It's a shame Zoo has gone bust, an even bigger shame for us as they can't be contacted for the hint book! We're on our own for now. I'm told that the programming team are working on Abandoned Places 2 so maybe a solvent and enterprising concern will take AP distribution on. Let's hope so. Ensure that you have a few formatted save game disks ready and be warned that it is ESSENTIAL you save a game at the START of each quest/dungeon. This will enable exploration and experimentation to take place prior to running through the quest proper in no time at all (relatively). Having selected your party, you are landed in the first dungeon. When this is complete, walk southeast towards the area where the boats dock. En route you will come across horses which you should then choose as your transport, this speeds travel up somewhat. Doubtless you will encounter monsters fairly quickly too. Far from being an annoyance and interruption, these clashes should be used to your advantage in acquiring experience points, points only being gained by baddie bashing. Monsters are a pushover - the frustration is in the lack of a compass and the fact that keys found on one level are used miles away on other floors. Clerics and Mages gain points for spell casting. Be careful not to absorb all the Cleric's points, save a proportion for Healing. You may heal during battles also. Promotion to Level 3 will bring the ability to Create Food which will save having to stock up on supplies. But until this is obtained the party must devote a large portion of its Inventory to food supplies. Elven wafers, followed by chicken, fish and bread provide the best nourishment. Once on the mainland, head for the nearest village and eat a meal in the Tavern. So far the maximum food points seem to be 32 so don't eat any more if you're close to this figure. Head for Twilight from here to meet the mage and receive your first Quest. If you've had a great deal of encounters on any journey then visit the Training Hall before you start each Quest. Opening Dungeon: Your task is to exit the dungeon. You quickly have encounters with Fire Monsters. Either bash them with your hands or go to the centre of the room to find rocks which you can throw. Killing them gives you a red key and a white key. Whichever key is used to unlock one of the two doors, the other will unlock a chest on the next level. Also in this area is the firestone. Hold in right hand to ignite torch in left hand. But Magic Users can cast Light spells. Upstairs, find chest in an alcove. Chest contains food. There is money and a torch to be found in this area as well. Go down one of the two staircases to enter a room with fire. There is no need to enter the fire but you may wish to kill the Fire Monsters to gain experience points. Go up both left and right staircases, through three sets of rooms/stairs, kill monsters to obtain two jail keys and a torch. Back into the fire room, down the central staircase. Use jail key to open door, kill skeleton and enter room (hope you have a good monitor!). Go forward to back wall, sideways to the right two spaces, find and press button on wall, forward again and turn right, head up the first passage on the right. Open doors to both right and left of you, kill skeletons - left hand door reveals a lever which when pulled opens up a passage further on in this dungeon. Ignore the water, retrace your steps and go forward. Ignore the first two doors, take the first passage on your left, open the door to the right to find a good sword. Go down the same passage and open the third door on the right with the jail key. Pull lever to open the passage completely. Retrace steps and continue, open the first door on the left to find a club and chest. Continue up the passage until you come across fire pits and then go left or right through the fire, either walking quickly or using Walk On Fire spell dependent on the characters you selected. Find skeleton and kill to obtain the rope, proceed north to find the door which leads to the dungeon exit. Twilight Quest: The task is to kill all the monsters. Map Level One on an 11 x 10 grid. Stairs left 29 x 27. Stairs right 22 x 23. Ensure you are well stocked up on food before commencing this section. You will meet soldiers initially. Head to the left past plants to go downstairs, meet soldier plus other nasty, kill to obtain the green key. Keep left to find the dagger, then straight on past the plant and alcove to arrive at door on left. Pressing the button opens a door behind you; turn and enter this door, fight soldier, retrace your steps, pressing the button on the door which opens original door you encountered. Enter room to find the Elven wafer. Leave room and go through central opening to the left. Open door straight ahead to find chest with treasures and a lever on the left. Pull the lever and head back down the passage where you killed the soldier. Door at the end of this passage will now be open. There is nothing to the left but you will need to fight some soldiers. Go right, at junction, turn right and find button in wall at first turn right. Retrace steps to take left junction to find door opened by button, nasty is released - kill him to obtain the white key. Re-enter passage with button and use the key at the door in the right hand fork. Continue down the winding passage, fight the soldier and find a red key. Do NOT use this key on this level. Retrace steps to the plant section again, keep left to find a torch and door. Open door, kill soldiers - proceed down passage until you find water. Take a DEEP breath, go forward three and left two to find shuriken and fish. Return to passage. Exit the door, head for plants and turn left. Head for door and open it, fight soldier for points. Return upstairs to first room, keep left, find second set of stairs, go down, fight soldier. There is nothing in the room on the immediate left. Go down passage, at the end bear left. Find door and open with the red key, fight soldier, continue along this passage finding a torch en route until you find a door. Retrace your steps to main area with water, find lever on wall to extreme right. Return to door and kill soldier for sword and nasty for mushrooms (edible, of course). Return to water area and enter log room. You will find rope, gold and torch here. Kill all baddies and exit the dungeon. You cannot open cage doors so ignore. You may wish to try moving plants to see if other areas can be accessed. I didn't, which is why I don't know if there is anything more of use. Upon leaving this dungeon you will be advised to go to Kalon to find the Book of the World. Kal Kalon Library: The task is to find the Book of the World. Map on a 22 x 22 grid which can include the opening hall level. Stairs left 9 x 28. Stairs right - first level 4 x 19, second level 28 x 30. At either side of the entrance are doors that lead to a room containing cupboards with gold. Fill your purse and climb the stairs. Down hallway to right hand door, open it and fight. Go straight on to open a door on the left and another fight. Exit room to continue down passage past a locked door on the left, open door ahead to fight and obtain white key. Continue past columns on left and enter room on right to find piece of corn. Exit room and carry on through door to enter a room on the left. Kill to obtain white key. Look in cupboard for gold. Enter room opposite to find a chest with goodies. Exit room and enter a door to stand in a hallway. Use white key on door to left and find a chest containing a blue key. Enter room opposite to find chest with more goodies. Enter final door. Fight and go left of the columns to find cupboards containing an apple and jade. Turn right to find door. Fight to obtain a white key. Turn left and enter door on left. Open chest with blue key. Find yellow and green keys. Find Elven wafer in cupboard. There's a chest in the room opposite but the key is found on another level. Exit this area by going left to find door. Fight and go past columns to find a torch. Exit through unopened door and you're back in the start hallway. The two white keys you have will open the door to your left and the door past the first room you entered on this level. There's nothing significant in either of these rooms. Return to the stairs and, facing the exit/entrance staircase, descend right. Go down corridor, open door, fight and go left. Through the door at the end turn right and enter room on the right using the yellow key. Fight to find red key. Enter other door using green key and pull the lever. This opens up a wall in another level. You may explore further but there's nothing of interest to be found. Hotfoot back to the unopened chest room and use the red key to find a turquoise key and a hematite key. Now descend the other staircase. Fight and go left to the door at the extreme end of the corridor. The three rooms you pass on the right do not contain anything useful. Use the hematite key in the keyhole to open up a wall at the opposite end of this section. This complements the lever you pulled on the other level. Go to the other end of this area, open door to find a staircase leading down. Enter the centre door, dispose of skeleton and go past fire squares to plant obstruction, push plant twice and then use Fire Path spell on webs. Go left to two doors. Door on left contains skeleton, kill to obtain white key. The door opposite leads to a room with a chest containing goodies. Return to entrance area where webs found and go to a 'dizzy square'. Using spells or weapons, dispatch the two baddies. Using your timing skills, jump into the left passage to find a door guarded by skeleton and nasty. There's nothing of interest down the other corridor. Enter room to find four teleport levers. From the left these are - teleport to stairs at entrance of level. Second lever teleports to the room where skeleton was killed for white key. The lever on the far right teleports to the room containing the chest. Pull the third lever from the left to teleport to an area of webs accessed via a door. Clear webs with Fire Path and go to junction with three skeletons. Kill these to obtain treasures and go left to find water. Quickly go through water, time your last jump to avoid being trapped in water by skeleton. Go right to room with web. Clear web to find three treasures. Return through water to junction. Bear left, time jump through fire to kill skeleton. Continue to door and zap baddie for points. Return to water junction and go up passage opposite to water. Take passage first left, keep on, ignoring passage to the right. Enter room, fight skeleton, move plants to find a rope and gold. You could now return the way you've come or cast Walk On Fire spell if you have it, or just run like mad. Go straight through fire and round to the right, ignoring the fire passage on the left for now. Continue up passage opposite the water and go straight. Ignore the button in the wall opposite the passage on the right. If you go through this wall pressing the buttons you seal this area and miss out on pots of dosh. Instead go straight to find a room with logs on the left. Fight to obtain a golden key. Return to passage opposite the button and use golden key on door at end. Load your purse and take passage next left (heading back down towards the water junction). This passage twists and turns and eventually comes to a door which needs a malcatite key to open. First we need to find the key. Return to the fire passage and this time go up it. At the top, enter room with skeleton and lever. Pull lever to open door behind you and kill skeleton to obtain the malcatite key. Keep on and find a chest on the right containing a carnelian key. At the end of the passage press button to access corridor. Turn left then right at junction to exit through the door using the malcatite key. Use carnelian key on opposite door. The room on the right has a button in the right hand wall which opens a wall behind to reveal a chest with goodies. Continue down passage to push plant and find skeleton and nasty. Go on through door and find Book of the World on the right. Exit Library and visit the Mage in Twilight. Eat a meal and visit Training Hall. When you obtain the Create Food spell for the cleric, keep the left hand free for the spell to operate. This saves you carrying supplies around. The Mage now reveals a Quest to the north in Wyrm Hills to find part of a scroll ... @~The next part of this solution is in the next file.