Abandoned Places (Electronic Zoo) - Part 5 Tower of Scions, Peak of Mount Griffin Solution by Brian Burke @~Continued from last issue. Tower of Scions: Task to weld pieces of Globe together when exiting the tower. (I haven't successfully completed this area yet. Reason is I found a mithral key but can't yet find a keyhole to use it in. When I left the area the key stayed with me until I entered another area when it vanished from the inventory, so its use must be in the tower area? There could be a play on words in that the key itself is a myth?) This is where I'm at so far. Map on a 30 x 30 grid. Once this area is entered there's no retreat. Enter area at 16/29. Message at 16/28 'This area is very dangerous'. Too true. The skeletons and zombies are much tougher now. Healing potions will be useful now depending on your Cleric's skills. Should have Heal spell by this time which means the fighters can get fairly low and be healed with one spell. Stepping forward to 16/26 will seal the wall behind the Party. Quickly go to crossroads at 16/24 and go right. Message appears 'This place is called Double or Nothing', depending on how fast you have moved you will meet three or four monsters along this passage. If you wait you can be trapped and forced into a battle that could be beyond your powers. Passing the tomb on the right, turn right at junction 22/26. There is a button in a skull at 22/28, which opens the door at 28/17. Head up passage and take the right hand bend at 22/24 and turning right at the next junction, find door on the right. There is nothing in the room beyond but it is a useful place to rest in peace. Leave room and continue to junction at 26/20. Turn right, then left to find an open door at 28/17. Enter the room to find button at 26/16. This button opens door at 6/6. (All the buttons can close doors as well as open them - see list below). Head north and take the passage left at 28/12, bear left at 24/24 and turn right at 24/17. Follow passage to find two doors, door on left to enter room which contains nothing. Door on right reveals a button at 18/22 which opens door at 12/8. Retrace steps to 28/12 and continue up the passage passing a door at 28/9. Button at 27/6 opens door at 3/18. Buttons at 26/5, 25/4 and 24/3 all activate the same door. There is a message at 22/2 'You see the rest of the switches on the ground', continue on and enter passage on left at 17/5. Message at 17/6 'You see signs of a removed switch'. Continue into the room with two columns and bear right. Pressing button on door at 14/11 opens the door behind you at 17/16. Turn round and head down the passage to fight. Enter room to find a chest on the right at 16/19. Chest contains potions and money. Button at 17/19 opens door at 27/29. Exit room pressing button on door at 17/16 to open door at 19/13. Leave passage and turn right, fight and enter room to find chest at 20/15. Chest contains mithral key, armour, food and treasure. Leave room and press button at 19/13 to open door at 14/11. Go to this door and fight. There is nothing in the passage beyond. Exit this area and go left at 17/3, continue down passage to find door on left at 12/4. Open door to find button to the right at 12/5. This opens door at 28/9. Continue left to find opened door at 6/6. Enter room to find chest at 8/5 containing armour, sword and hammer. Button on the wall next to chest at 8/6 opens door at 11/16. Go south to find passage to the right at 9/8. Carry straight on here to enter door at 12/8. Find two buttons at 14/7 and 14/8. The button at 14/7 opens door at 21/8 and releases a baddie from this location. The button at 14/8 closes the door at 21/8. Do not use till that room visited. Return to passage and retrace steps back to the door at 28/9. Enter room to find a chest at 25/10 containing necklaces, money and scale armour. Button at 25/9 will close door at 27/29. Do not close until that room visited. Exit room and go south to passage at 28/12. Enter and bear right to access room at 21/8. Fight to gain entrance and find chest at 22/6. Chest contains magic staffs and potions. Button at 21/6 opens door to stairs at 4/12. Regain passage and go south at junction 24/14. Keep south to junction at 26/20. South to 26/24 and bear right then left. Past skull at 22/28 to enter door at 27/29. Button at 29/29 closes door at 28/17. Return to crossroads at 16/24 and head north to receive message again at 16/22. At junction 14/21 go right to enter door at 11/16. Button at 9/16 closes door at 12/8. Return to junction at 14/21 and go south round bend to find door at 7/23. There are two buttons in this room, both at 6/23. The button straight ahead will close door at 11/16. The button to the right will close the door at 6/6. Leave room and turn left, heading north to find door at 6/12. Button at 7/10 closes door at 28/9. Return to crossroads at 16/24. Head west to find door at 13/28. To the right will be skeletons and zombies. Fight them retreating into the door at 13/28 to rest if needed. There's nothing in this room. When the battle is won go through room with columns and tombs to a passage on the right. Go through door at 3/18 to find door on right at 4/17. Chest at 5/18 contains food and money. There is nothing further down this corridor. Door at 3/12 leads to exit stairs. The Globe joins together when you exit. Herewith list of doors and location of the buttons that activate them. 27/29 - 17/19 + 25/9 28/17 - 22/28 + 29/29 28/9 - 12/5 + 7/10 21/8 - 14/7 + 14/8 6/6 - 26/16 + 6/23 button to the right 12/8 - 18/22 + 9/16 11/16 - 8/6 + 6/23 button straight ahead 3/12 - 21/6 3/18 - 24/3 + 25/4 + 26/5 + 27/6 The Peak of Mount Griffin: The Task is to find a part of the Sword of Darkness. Map on a 28 x 28 grid. Opening stairs are at 16/12 where 16 is the across-the-top reference and 12 down the side. Immediately receive a message 'Do not trust any phrases'. You will encounter baddies to the right, fight to obtain money and a rope. Also baddies to the left, kill for points. To the right is a large area of intermingled corridors. There are messages at 26/13 'These doors are so confusing' and at 22/15:24/21 and at 28/19 'Always choose the right way' - the first two are also spinners. There is also a spinner at 22/21. So from the stairs, head right to find third door on the left at 24/10. Pressing the button opens a door at 17/22 and releases a monster. Enter this room to find button in wall at 15/24. Pressing this opens door at 20/10. Enter the new room to find a chest behind a column containing food, ring armour, shield and a sword. Exit room and head straight down corridor to find a door at 21/26. Press button and enter. There is an empty cupboard in the corner of the room and a message at 22/28 'Swimming is boring'. Enter false wall at 19/28 and find another false wall along corridor at 10/28. Go through to kill two monsters for a blue necklace and press button at 7/27 to open a door at 4/26. Leave this area and head up to the web, break through and, passing two columns on the right, find open door to the left. To open the door beyond this you need to find door at 3/23 and press button to open. Button at 1/24 opens the door at 3/28. Enter this room to open the other door of the room you've just left. So pressing button at 1/27 opens door at 1/21. The button to the right of this door at 2/22 opens a door at the other end of this level at 9/2. Fight baddie through the door and find web to the right. Head straight on to find another web and an empty chest at 3/16. To open the door at 1/14 requires a turquoise key which is found elsewhere. Retrace your steps back to the room with the empty cupboard and, leaving this room, go right to find door at 25/26. Pressing the button opens a door at 24/10. To avoid the spinners go round the side of the room to find this door. Enter room to find chest behind a column. Chest contains food, bow, arrows and treasure. Find access to a twisty passage at 17/16 and 17/17 to discover a door at 7/20 next to a column. Pressing the button here opens the door at 25/26. Head south again to the door at 25/26. In this room with a column is a cupboard at 28/28 containing a green key. On the wall at 27/27 is a button that opens the door to the left of the stairs entrance at 15/10. Head for this door and fight the baddie that has been released. No progress can be made through this door yet. Using the green key, open the door to the right of the stairs at 17/10. At the end of the passage, press button to open door at 7/20. Return to this door and enter small room to find a chest which contains a yellow key, potions, money, food, staff and a hammer. To the right of the chest receive message 'The other part of the sword is near'. Return to the door to the left of the stairs at 15/10 and open the door down this passage at 13/7 with the yellow key. The button ahead of you opens/closes the door you just entered. The button to the right at 11/6 opens a door behind the stairs at 12/14. Exit this area and take the passage almost opposite the party at 14/12. Passing a web, find open door. There's a message 'The other part of the sword is near' and to the left is, indeed, the Sword. To complete the level, return to the stairs passage and go left. The room with water accessed by the door at 10/12 contains nothing but water. Keep heading left to a door at 6/9. Press button to enter. Fight to get ring and find two more baddies a little further on. The next area with two columns can be accessed using either the left or right passage. Find open door at 9/2 (opened by pressing the button at 2/22). To the left here is a message 'The other part of the sword is near'. Enter door and fight two monsters and keep on to find door at 17/3. Open door and fight to find turquoise key. Return to the room with the empty cupboard and enter false wall area at 19/28. Head through passages to open door at 1/14 with turquoise key. Find a chest at 1/11 containing a white key. Head back to whence you came to find door at 22/2 which opens with the white key. Fight baddie to win a topaz. Quit level to find the next part of the Sword. @~To be continued in the next file.