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тема: Tir Na Nog - Solution (English) #3



от: Anton Popov
кому: All
дата: 20 Nov 1999
Здраствуй, All! Notes taken from the Sealltuinn, which means Observations, be- ing the diary of Edar Mac Eochaid, a Bard of the Sidhe. The life of a bard is far from an easy one, as I know to my eternal discomfort, but harsh were the fortunes Of Ruad, the Red Bard, who wrote part of the Leabhar Glaodhach and published the shame of the Sidhe. Driven from the Land, it is said he re- turned to dwell in the Plain of Lies, and became a Iore-master of hidden paths and secret doors. The Badbha or Battle Ravens of Badhelm are the bane of King Dhomnuil and all who dwell in the Castle of the Sidhe. Perhaps the Badbha are correct in their claims that Dhomnuil stole Bad- rig's Feather, shortly after it was removed from the dying war- lord and cast in iron... It is my opinion, for what its worth, that, if the 4 Talismans were spirited from the Land, the Sidhe Lords would feel nothing but relief, since we are forbidden to ever use their Power so they remain mute symbols of the Failure of the Sidhe. I hear many stories from our folk who live in the central lands, but none are more intriguing than the tales of the Suil Labhairt, the Speaking Eye, which dwells in Cnoc Suil, and is said to give good advice in return for gifts - I have personal- ly never encountered any Oracle whose advice was in the sligh- test bit helpful... The great Henges and Standing Stones in Tir Clachan cast myste- rious shadows on the history of the Sidhe though they must be home for much that is strange and magical - I would shrink from passing them without all the Words of Power that our Druids co- uld offer. I was today given a piece of the carapace from a Tuath da Nat- hair, one of the Children of Nathair the Fire Serpent - it is said to possess great power but I dislike its fiery touch. Far beneath the black peak of Dubh Sgorr, lie the catacombs called An Lin, the Net. I know little of this dire region ex- cept that the Net was wrought to protect the Heart of Dubh Sgorr... The deserted village in the Northern foothills was once inhabi- ted by Sidhe so arrogant that they termed themselves the Glica na Bhard, meaning Wiser than the Bards! Their paintings and po- etry were quite incomprehensible and, while some obscure works of theirs survived the Great Pestilence, I am glad to say that they themselves did not. The beautiful, but grim Cern Forest that covers the west of Tir Na Nog is home to a curious branch of our people. I have heard that they clean the forest-floor, or perform any other menial task, for the Great Hunter who dwells in the deep wood, in re- turn for the music played upon his enchanted harp. I have also heard that they know a great secret, which is hidden even from the Hunter. That dreary bane of our Land, Olcweed, is spreading daily and causing much inconvenience to the poor traveller - and even po- orer Bard! When I was young, Engos, my tutor, told of a wondrous neckband or Torc that, when carried by a person of honour; would allow him to evade the greatest dangers. Alas, it was broken and lost, and though I searched all morning, I never found it. I have noticed of late that a particularly noxious breed of ca- ve-wight seems to have crept unnoticed into the Land. Of cour- se, it is easy enough to ward them off, but anyone who has been trapped by one of these wights knows how irritating they are to decent folk... Acknowledgements The cover illustration was drawn by S.B. Graphics Limited of Birmingham. It shows a Celtic deity, probably Cernunnos, and is taken from the Gundestrup Cauldron, held in the National Muse- um, Copenhagen. The map of Tir Na Nog was specially commissioned and was pain- ted by Charlie Roberts. Tir Na Nog is manufactured and marketed by Gargoyle Games, 74, King Street, Dudley, West Midlands. Tir Na Nog (c) 1984 Carter Follis Software Associates. All rights reserved world-wide. The game and name Tir Na Nog and all the associated software, code, listings, sound effects, visual displays, graphics, il- lustrations and text are the exclusive property and copyright of Carter Follis Software Associates and may not be copied, transmitted, transferred, reproduced, hired, lent, distributed, stored or modified in any form, in part or full, without the express written permission of Carter Follis Software Associa- tes. TIR NA NOG: THE SOLUTION ======================== Aim: Find the four parts of the Great Seal - Nuada's Sword, Dagda's Cauldron, the Stone of Fal and Lugh's Spear - and reunite them. Nuada's Sword 1. Find some Bones. (These are in most caves). 2. Get the Feather from Stormcave and go to Badhelm. 3. Find the hedge with an entrance in it and go through to Dun Dhomnuil. 4. Get the Honeycomb and return to Badhelm. 5. Find the door marked with a Band enter it to go to Baldrig's Shrine. 6. Drop the Feather at the Shrine to receive an Oak Leaf in re- turn. 7. Return to Dun Dhomnuil with the Bones and enter the door marked X. 8. Drop the Oak Leaf in front of King Dhomnuil to get Nuada's Sword. Dagda's Cauldron 1. Get the Daisy (near the waterfall in Glasmarsh). 2. Go to the Slige Warrens and find the invisible entrance to Caerdach Calum. It is on the side of the building near the por- tal. 3. Pick up the Cauldron - with the Daisy, Nathair will not harm you. The Stone of Fal 1. Get the Book from the water cave in Glasmarsh. 2. Get the Ice from the Ice Cave in Tir Clachan. 3. With the Ice, go to the Slige Warrens and enter the door marked with a snowflake to get to An Lin. 4. Go West and take the second turning to the North, then the first turning to the West, then North, then East, then North. You should now be in a dead end. 5. Pick up the Halbard and go to Sgorr Brag. 6. Once there, drop the Halbard to receive the Stone of Fal in return. Lugh's Spear 1. Pick up the Ring in the Lava Flats and go to the cave marked with a Ring symbol. 2. Enter this cave and take the Antlers. 3. Go to the Forest of Cern and get the Pin. 4. Enter Cern's cave and drop the Antlers to obtain the Harp. This enables you to walk through the Sidhe in the forest witho- ut being harmed. 5. Follow the Sidhe until he goes through an invisible door. Make sure you have the Pin and go through this door. 6. Go to the end of the tunnel and get Lugh's Spear. To finish the game 1. Take all the parts of the Seal to the altar at the start of the game. 2. Go and find a Spade (look in Stormbase). 3. Face the cross in Stormbase and walk North nine paces. 4. Drop the Spade here to receive Calum's Hammer. 5. Return to the altar. If you have dropped all the parts of the Seal here, you should get the message OGAM appearing on the altar (this is the language which you use to translate the scrolls in the Library). 6. Drop Calum's Hammer on top of the parts of the Seal to comp- lete the game. Со всеми.... Anton Popov




Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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