Faery Tale Adventure (MicroIllusions) - Part 2 Solution by unknown author, found on the Internet Concluded from last issue THE DREAM KNIGHT AND THE WITCH OF GRIMWOOD You will now embark on a series of quests that will culminate in the rescue of the king's daughter. First you need to find the "Temple of the People who have Gone Before." This is located in the mountains south of Marheim but is not marked on your map. Fortunately, it's not too hard to find. Go to the stone circle near Tambry, and use a blue stone while facing northeast. You will be transported to a place west of a mountain range. Before you go anywhere, use a bird totem, and you will see the temple to your northeast. It is almost completely surrounded by mountains, but you can reach the temple from the south. Once you arrive, you will face the Dream Knight, who will challenge you to a duel. By this time you should have enough bravery points to defeat him with your sword. Then you can enter the temple and find the sunstone. Go back to the stone circle, and use a blue stone while facing west to return to Tambry. Now you are ready to enter Grimwood to find the witch's castle. Grimwood is a dense forest with a complex maze of paths. Finding your way through the forest maze is probably the most difficult part of the game, and the castle's location is not marked on the map. There's no way I can give you specific directions to find the castle, but here are a few guidelines. At the Tambry circle, use a blue stone while facing south, and you will be transported to the circle west of Grimwood. The entrance to the forest is to your east. Once in the forest, take the paths that head north. Use bird totems often to keep track of where you are, and make a map as you go along. Shortly after you enter the forest, you will hit a large quicksand trap. You can walk around the edges, but if you enter the sand, you will sink and be taken to an underground cavern. The exit back to the forest is to the south. Once you get around the quicksand, keep heading north. Here and there you will find cave entrances; one of them will take you to a long, winding east/west path in the most northern part of the forest. Follow this path east, then south, and it will eventually lead you to the castle. When you enter the castle and approach the witch, she will shine a death ray on you that drains your vitality and pushes you away from her. Use the sunstone and watch what happens. The witch loses control of the death ray and becomes vulnerable to attack. You can now kill her with your sword and take the magic lasso. There is one other important object to find in the forest. From the forest entrance, take the paths that run to the southeast, and you will come to the forest keep. (Its general location is marked on your map.) When you arrive at the keep, use a bird totem. Just west of you at the end of a cul-de-sac, you will see a few red markings. This is the ogre's den, and there is a golden statue there. Unfortunately, to reach the den you will have to take a long path that winds north of the keep. My advice would be to forget about this statue until later in the game, when you've tamed the golden swan. Then you can fly right to the den, take the statue, and fly home -- saving a lot of time. SWAN ISLAND After you've found the lasso, you should visit Swan Island. To get there, go to the Tambry stone circle, and use a blue stone while facing southeast. This will take you to the stone circle near the burning waste. Just go west towards the coast, use the seashell to summon the turtle, and then sail southwest to the island, where you will find the golden swan. If you have the lasso, she will let you ride on her back. To control your flight, use the same keys that you used for walking. If you find you're flying too fast in a certain direction, just push the key for the opposite direction, and you will slow down. To dismount, stop your flight, and use the same key that waves your sword. Mastering flight is a little tricky, but it is a lot of fun and will make the game go much faster. THE FORBIDDEN KEEP Now that you've found the swan, you are ready to rescue the princess. She is imprisoned in the Forbidden Keep, which is located in the mountains south of Marheim. This keep is completely walled off by mountains and can be reached only by air. It's marked on your map and is a little southeast of the Dream Knight's temple. When you arrive, land your swan on the roof, and enter the keep. There you will find the princess. As you approach her, the screen will fade to black (darn!), and then you will find yourself back in the king's castle with the princess standing a discreet distance away from you. Talk to the king, and he will give you a writ and 100 gold coins. Take the writ to the priest of Marheim (located in the building just south of the beggar). If you talk to the priest or give him the writ, he will give you a gold statue. You should have four of these statues now, and you are very close to finishing your quest. Take the swan back to Tambry. FAERY TALE ADVENTURE THE FIFTH STATUE AND THE HIDDEN CITY OF AZAL The fifth statue is probably the hardest one to find. As far as I can tell, the game gives you no clues about its location. It's in the Seahold, which is a castle on the southeastern tip of Holm (it's marked on your map). Enter the castle, and you'll find the statue right there. Once you have all the statues, take your swan and fly to the city of Azal, which is in the burning waste. This city is normally invisible and appears only when you have all five golden statues. Search the city thoroughly, and you will find a red rose. THE CITADEL OF DOOM AND THE ASTRAL WORLD You now have all the objects you need, and you are ready to find the necromancer. His citadel is not marked on your map, but it is located in the Black Mountains just south of the lava pits. (On your map, these are the little circles in the Plain of Grief.) You can't land the swan near the citadel because the ground is too hot. You'll have to park a considerable distance away and walk. When you arrive at the citadel, you'll see a lake of fire blocking the entrance. You can walk right over it if you have the rose. Inside the citadel there is a force-field barrier, but the crystal shard neutralizes this. Once you've passed these two obstacles, you will find the portal to the astral world, which is the endgame. The astral world is a series of colored walkways suspended in space. The green walkways are safe. When you're walking on the orange squares, your speed doubles. The blue sections are very slippery, and it is easy to fall over the edge. Just go slow and you'll have no problems. If you do fall off, your character dies and will be restored minus two luck points. This is why it can be important to have a high luck score before playing the endgame. Explore the astral world for a while, and you'll eventually come to a large black area where no stars shine. Just step into the blackness, and you'll find that all your directional keys now work in reverse. For example, the key that normally moves your character south, now moves him north. In the center of the black area is an orange plane where the necromancer is waiting for you. Use your wand to slay him, and he will release the magic talisman. Take it, sit back, and enjoy the ending. RED HERRINGS AND LOOSE ENDS There are several places in Holm that are interesting to visit but aren't vital parts of the game. 1) The Lake of Dreams. There is a raft on the southern edge of the lake, but that's all there is to find. 2) The Pixel Grove: This is a mysterious stone structure that seems to have no function. 3) The Red Knight: The story introducing the game mentions that the Red Knight is missing. Don't look for him because you won't find him anywhere in this game. His home, Vermilion Manor, contains treasure but nothing vital to the game. 4) The Bog: Well, this isn't really a red herring. It does contain a couple of hints which, if you weren't using this walkthru, would be important for completing the game. 5) The Watchtower: If you don't want to travel to Turtle Point, you can take the long journey to the Watchtower where you will find a seashell for summoning the turtle. - o -