Abandoned Places (Electronic Zoo) - Part 4 Mystic Mountain, Broken Isles Solution by Brian Burke @~Continued from the last file. Mystic Mountain: Task is to find third piece of Globe of Forthcoming. It's now impossible to describe what pressure plate or button does what and where. I'll list these now by grid reference. The area can be mapped on a grid 30 across the top and 33 down. This assumes that 1 is the start point, at the top going down and on the left going across to the right. Thus 1/1 is the square in the top left hand corner and 30/1 is the top right hand corner. The entry point is 15/13. Turn right and press invisible button in wall then walk forward to enter wall on the right. Fight dwarf in passage on the right and keep going down here to find a door to the left and to the right. The room on the right contains a green key. In room to the left fight another dwarf. Now face the wall with the two doors on your left and right and walk two steps in. Go left still facing ahead to find button in wall (23/13) in third square along. Pressing this opens up wall two squares to the right and behind (22/15). Turn round and go ahead passing over message 'The Sixth has done'. Two squares after message go right. Fight soldier and use green key in keyhole. This opens up an invisible door in the wall at 17/8. Return to where you fought the first dwarf and head right towards door. The first step down this passage releases a fireball trap (18/9) so quickly retreat from whence you came to avoid it. Continue now and facing the door go left through wall to face another door (15/7). (When I initially mapped this level I wandered around without opening any doors. I mapped a good way to the left before deciding to return to this door and enter. To my surprise the route I had just mapped to the left then replicated itself to the right. Upon my return to the left the original area had now closed up. So the directions and locations now given reflect the scenario when this door is opened) Open door and pass dwarf homes to right and then left. Pass door to left (14/3) and continue down passage (I never did find the button or pressure plate that opened this door although the room is accessed later). Go past dwarf homes in recesses to the left. Pass plant on the right (21/4) and another round a bend (24/6). Go straight to open door and find room with a plant. Nothing in the room. Exit and go left. One step down the passage is a fireball trap which quick footwork will avoid (26/6). Passing three dwarf homes fight soldier round bend (27/12) and take left passage to room to find white key to the left of a plant (27/7). Retrace steps to go down passage passing web (28/14). Through door fight dwarf and bear right. Pass three dwarf homes on the right. Opposite the third one (26/24) enter wall. Four steps forward then left. Message at 30/23 'The Second was Sickness', keep on to find white key at 30/20. Return to passage and continue into room with two plants. Also contains a dwarf and a soldier. Now return way back to 15/7 which is the door we opened next to the invisible wall door. At the junction 12/9 go right to open door at 12/7. Fight two baddies and enter room. There are TWO pressure plates to the left. Stepping on the first one at 11/6 opens a door at 28/1. The second plate, 10/6 opens a door at 18/7 (the door in the first fireball trap passage). Ensuring that you only step on the plates once, leave the room and head down the passage to find a door opposite a plant at 11/11. Open door and activate plate at 9/9. This opens door at 6/2. Exit room to fight soldier round corner at 11/13. Head past door on left to web area. If you wish clear the webs and continue to fight soldier at 4/10. Bear right past dwarf home on right and left. Enter wall at 6/6. Ahead two and left over message 'The Third is accidental' at 8/4. One step beyond the message go right to enter room and find malachite key next to plant. This is the room I mentioned earlier whose door I couldn't open. Return to passage and retrace steps to bear left past web at 1/8 and enter room. Pressure plate at 2/4 opens/closes door at 12/7. So don't step on it if you haven't activated both pressure plates yet. Return now to the passage where dwarf homes were accessed via door at 15/7. At 25/5 go left to find opened door at 28/1. Enter room. To the right is a message 'A Fifth is not on the race' and ahead at 30/1 is a plate that opens a door at 27/20. Head down passage to this door and enter to activate plate at 28/21 which opens door at 9/14. Return now to door at 15/7. Slide through wall to find door at 18/7 open. Enter room to activate plate at 19/6. This opens door at 14/17. Go to door at 9/14 and enter room. The wall at the end (9/16) is a false wall and is in fact a set of stairs down. Head left down the passage to enter door at 14/17. Plate at 15/16 opens up door to the chest room at 6/3. Before you leave this area, head down passage, fighting dwarf for a white key at 11/19. The door on the right at 10/21 reveals two soldiers and nothing else. Straight on now to a large room with sixteen plants. Fight a soldier and a dwarf and go left. At corner of room step one pace right to enter wall at 18/26. Two paces in go left. Go left at message 'The First was a mistake'. Bear right at 15/23 to find carnelian key at 15/23. Return to large room. In the centre at 13/29 is a 'boneshaker' square - purpose unknown. Also in this area at 12/27 and 14/31 is a message 'The Fourth is the prize'. Go now to the chest room, through door at 6/3. Fight two soldiers. (I could only find three white keys, there could well be five to match the five chests). Taking the chest on the extreme left to be chest A then - A contains magic staffs, gold and robes, B contains bread, C contains potions, D MUST be opened to get the hematite key, also shuriken and food, E contains shield, magic staff and treasures. Go now to the room with two plants to open door at 25/28 with hematite key. Enter room, fight soldier and pull lever at 23/27. This opens wall downstairs at 18/18. Go here and use malachite key, through door fight soldier and use carnelian key on door to left. Find chest containing piece of Globe. Upon exiting this area you receive a vision of the Tower of Scions. Broken Isles: Task to find part of the Sword of Darkness Map first area on a 28 x 29 grid. Teleport area 17 x 22. From stairs 15/29 go forward to open door facing the party. Take first turn right to find door. Open and fight to obtain malachite key. Bear right to take next turning right. Find pressure plate at 22/21 that opens wall at 23/24. Fight three monsters for points. There's also a trigger at 25/22 that also opens up this passage. Exit this passage and head towards door at 26/23. Open to fight for green key. Whilst here press skull button at 28/23 which opens a door at 12/25. Go left from button to open door and head straight on. Should you explore area near the column at 23/18 DO NOT press the button at 22/16 as this closes up the wall at 15/22 blocking exit to the stairs and means a restart. Go through passage at 27/15 and take right fork to open door. Nothing in this room. Head down the left passage and take a left at 26/7 to find two webs on the left. Ahead and to the left is a door opened with the malachite key. There's a brick button in the wall to the right at 19/8. This closes AND opens the wall at 15/22 but there's no need to press it yet. Exit this room and go right down passage. There's a fireball trap at 20/14 down here so trigger it and nip back to let it past. You will find three rooms down here, each with a chest. The one in the room to the right contains potions, food, a sword and a shield. The centre one has a bow, arrows and a morning star. The chest in the room to the left contains food. Return now to the main entry door at 15/25 and, facing the stairs, use the green key on the right hand door. Fight and go straight on to to enter large room with columns. Fight baddie to the right before finding a blue key on the floor at 4/26 and a white key at 2/25. Return to the door by the skull button and use blue key on the door at 27/24. Fight for red key. This room contains a web and nothing else. Retrace steps to the passage at 15/21 and go right to open door and fight at 13/18. Head right past columns to open door at 10/14. Use white key in keyhole in wall to be teleported. Arrive at new grid reference 4/20. Head up the passage and, after right turn, go left up passage to open door at 4/11. The monsters come up fairly quickly. There are two in the corridors and another through the door. Keep north to open door to left at 4/7. There are two cupboards in this room. To the right find a green key and a yellow key. To the left a blue key and a hematite key. Leave room and go left. Open door at 2/3 to fight two baddies. Return and bear left at junction to open door at 8/7. Fight and leave room via south door at 9/11. Keep south to another door at 8/17. Go round a few bends to find two doors. Enter the nearest one at 14/19. Round bend to open door with blue key. Press button to open door in the other area at 27/4. Back round to open the other door at 14/22 and use yellow key. Press button to teleport back to other area. Arrive at 28/2. Return to opening hall at 15/25 and, facing stairs, use red key on door to the left. Find another white key (I didn't find a use for this). Use hematite key on door at 17/27 and find chest with ring mail, food and treasure. Enter false wall to left of chest at 19/29. If you can't then return to brick button at 19/8 and press the button twice. Open door at 22/29 to find part of Sword. You'll see a vision on leaving - Summer Vale and Peak of Mount Griffin. @~Brian's solution will be continued in the next issue of SynTax.