The Adventures Of Maddog Williams In The Dungeons Of Duridian

The Adventures Of Maddog Williams In The Dungeons Of Duridian

01.10.2013 12:57:16
Maddog Williams

Walkthru by John R.Barnsley.


ANTIQUES SHOP - BEDROOM - GET SWORD FROM SHELF - EXIT E - GO
DOWNSTAIRS TO DINING ROOM - GET BREAD FROM TABLE - GET MUG FROM
CABINET - EXIT W INTO SHOP - GET GOLD PIECES FROM INSIDE
WOODEN BOX - GET DEVICE WHICH IS STANDING NEXT TO BOX (BEER
SERVER) - EXIT SOUTH TO FRONT OF SHOP EAST TO BEACH - FIGHT
PIRATE - EXIT SOUTH ALONG BEACH TO FISHERMAN - SPEAK TO FISHERMAN
- SOUTH TO CAVE ENTRANCE - [SAVE GAME] - ENTER CAVE, IMMEDIATELY IN
CAVE TURN NORTH AND THEN EAST INTO PASSAGE BEHIND STATUE AND MAKE
YOUR WAY INTO STATUE'S HEAD - STAND NOT TOO NEAR FIRE AND
"SAY STOP", THE CEREMONY WILL STOP - MAKE YOUR WAY BACK INTO CAVE
AND UNTIE MAIDEN - TAKE GOLDEN AMULET - GET ROPE FROM SIDE OF ALTAR.

EXIT CAVE - EAST TO CAVE ENTRANCE THEN N TO RIVER - N TO FISHERMAN
- N TO WALL - W TO SHOP - SOUTH TO PUB - ENTER PUB - SIT AT BAR
- SPEAK - GIVE BREAD - TAKE BOTTLE - LOOK BOTTLE (GRANDMA
BROCK'S HAIRY SCARY MONSTER REPELLENT) - SOUTH TO WATERMILL - SPEAK
TO MAN - BUY AXE - SOUTH TO BRIDGE - EAST TO BROKEN WAGON - LOOK IN
WAGON - GET ROPE - W TO BRIDGE - W ACROSS RIVER OR BRIDGE - TO
FOREST PATH WITH QUICKSAND TO THE WEST SIDE OF SCENE -NORTH ALONG
FOREST PATH TO ROCK SCENE - (FROM HERE THE ONLY LOGICAL EXIT IS
SOUTH) - THERE NOW FOLLOWS A RANDOM SEQUENCE OF FOREST SCENES BEST
CROSSED BY STANDING AT E/W EDGE OF SCENE AND N/S EDGE AND
SWITCHING SCENES A FEW TIMES - WHEN MUSHROOMS ARE SEEN - GET
MUSHROOMS - SCREEN WILL GO DARK BUT WILL RECOVER IN A FEW MOMENTS -
RESUME SWITCHING SCENES OR WANDERING UNTIL GREEN CLEARING APPEARS,
FROM HERE GO EAST.

NEXT SCENE IS WOODEN DOOR IN ROCK - READ WRITING OVER DOOR (THIS
WHEN READ BACKWARDS SPELLS "SPEAK SOFTLY FRIEND AND ENTER") -
TYPE THESE WORDS AND THE WOODEN DOOR WILL OPEN. NORTH TO GNOME -
SHOW AMULET - FOLLOW GNOME -TAKE FLASK - (WATERS OF CHANGING)
AND NOTE YOU HAVE TO LOOK FOR DERIK -LEAVE TREE DWELLING - W TO
CLEARING - W TO FOREST, RANDOM FOREST SCENES AGAIN UNTIL ROCK SCENE
IS FOUND - SOUTH TO QUICKSAND - CHOP DEAD TREE SIDE OF QUICKSAND -
TYPE "WALK ON TREE" - WEST ACROSS TREE TO ROCK SCENE WITH DEER -
AFTER MORE RANDOM FOREST SCENES A WELL IS APPROACHED FROM SOUTH -
GET BUCKET - LOOK IN WELL - CLIMB DOWN WELL - LOOK WALL - PUT
AMULET IN INDENTATION - DOOR OPENS - ENTER - CAVE WITH 2 EXITS E AND
WEST.

READ PARCHMENT - THEN W TO CAVE WITH STALACTITES - WEST AGAIN TO
CAVE WITH LARGE CIRCULAR SANDY PATCH IN CENTRE - (SAVE GAME) -
TYPE "GIVE OCTOPUS MUSHROOM" BUT DO NOT PRESS RETURN! MOVE MADDOG
TO CENTRE OF SANDY PATCH, HE WILL BE GRASPED BY OCTOPUS, NOW PRESS
RETURN.

THE OCTOPUS WILL FALL ASLEEP - AT NORTH EDGE OF SCENE, SAVE GAME.
EXIT CAVE N - NEXT SCENE FIGHT TROLL - GET STAFF FROM REAR OF
CAVE - EXIT SOUTH -REPEAT OCTOPUS ROUTINE - EXIT E THEN E THEN E TO
BRIDGE SCENE.

LOOK UNDER BRIDGE - CLIMB UNDER BRIDGE - E TO LOCKED WOODEN DOOR
- BREAK LOCK - GET LOCK - OPEN DOOR - GET DIARY - READ DIARY -
CLOSE DOOR - EXIT N TO WATERFALL SCENE - N AGAIN TO WATERFALL SCENE
- EXIT WATERFALL SCENE - N TO FORK IN PASSAGE.

NORTH EXIT LEADS TO SPIDER TRAP!!! EXIT E TO CAVE WITH PEDESTAL
WITH SNAKE STATUE THAT HAS BROKEN HEAD - GET SNAKE HEAD - PUT HEAD
ON STATUE - DESCEND SECRET STAIRS - EXIT STAIR SCENE - E TO OMINOUS
STATUE.

FILL BUCKET FROM FOUNTAIN - PUT OUT FIRE - DESCEND INTO MOUTH OF
STATUE TO MAZE. MAZE HAS ONLY ONE EXIT. AT EXIT SAVE GAME - TYPE
"DRINK WATERS OF CHANGING" AND MOVE FORWARD - WHEN CYCLOPS
APPROACHES PRESS RETURN. AFTER A SET SCENE MADDOG WILL RECOVER -
EXIT N TO TAVERN. ENTER TAVERN AND TALK TO SEATED MAN - GIVE MAN
STAFF - TAKE LAMP FROM TABLE - GO TO FIREPLACE - GET MATCHES.

EXIT TAVERN AND GO N TO HOUSES - KNOCK ON DOORS. CENTRE HOUSE
IS WHERE DERIK LIVES. SHOW AMULET TO DERIK AND NOTE THE WORDS
"MALTHAIC POWERS". EXIT EAST TO WATERFALL - GET FLOATING OBJECT
(MOONSHINE) - EXIT SOUTH TO STEPS - EAST DOWN STEPS - FOLLOW PATH
(SAVE GAME) DOWN AND THROUGH ARCH TO SMALL CREATURE. RUB REPELLENT
ON SELF - MOVE TOWARDS CREATURE WHO WILL BE REPELLED - FOLLOW PATH
TO LAKESIDE SCENE - CONTINUE EAST TO MUD PIT - THROW MOONSHINE ON
MUD - LIGHT MOONSHINE - CROSS DRIED MUD AND FOLLOW PATH N TO
WATERFALL.

RUB LAMP - AFTER A FEW MOMENTS A DRAGON WILL COME IN TO LAND - A
SET SCENE FOLLOWS AND MADDOG LEAVES ON DRAGON'S BACK. NOW
FOLLOWS A FIGHT ROUTINE WHERE MADDOG HAS TO DEFEAT 4 DRAGONS (IN
THE EASY VERSION) SO A SAVE GAME IS RECOMMENDED BEFORE TAKE OFF
ON DRAGON'S BACK. WHEN DRAGONS HAVE BEEN DEFEATED DRAGON WILL LAND
AT DEVIL'S LANDING (THE CASTLE ENTRANCE). FOLLOW PATH NORTH AND
NORTH AGAIN TO CASTLE DOORS - LOOK AT WATERS IN MOAT -"MOSS" IS
THE ONLY DANGER - SAVE GAME - ENTER CASTLE TO ENTRANCE HALL -FIGHT
GUARD - SEARCH GUARD AND OBTAIN GOLD PIECES - LOOK STATUE.

NOTE NAME IS "BRAGG" - EXIT E TO LIBRARY - GET APPLE - (DO NOT EAT)
- THIS WILL INCREASE STRENGTH - SAVE GAME - LOOK BOOKS IN LARGE
BOOKCASE, FIND LEVER - PULL LEVER - NOTE "HOLE IN WALL" -
RESTORE GAME - EXIT LIBRARY NORTH TO STEPS AND BALCONY SCENE - GO
UP STEPS TO KING'S BEDROOM, ATTEMPT TO OPEN CHEST (LOCKED).
STRENGTH SHOULD NOW BE BACK TO NORMAL. RETURN TO ENTRANCE HALL -
EXIT HALL WEST TO ROOM WITH DOORS N AND W - SAVE GAME -OPEN WEST
DOOR - NOTE "MONSTER" - RESTORE GAME - EXIT N TO STEPS BALCONY AND
N DOOR SCENE.

GO UP STEPS - KILL GUARD - SEARCH GUARD - GET KEYS - UNLOCK NORTH
DOOR -ENTER - SET SCENE FOLLOWS. NOTE THAT YOU NEED KING'S SCEPTRE -
WHEN "FAITH" LEAVES RETURN TO KING'S BEDROOM AND UNLOCK CHEST -
GET SCEPTER - GO TO MIRROR - ANSWER QUESTIONS AND PASS THROUGH
MIRROR - PUSH CHEST INTO VOID -RETURN TO ROOM NORTH OF MONSTER'S
ROOM AND ENTER ROOM WITH GAPING HOLE IN FLOOR - USING KEYBOARD OR
JOYSTICK JUMP THE GAP - TIE ROPES TOGETHER - IF YOU HAVEN'T
ALREADY DONE SO - TIE ROPE TO UNLIT TORCH - CLIMB DOWN ROPE -EXIT E
INTO COURTYARD THEN N INTO THRONEROOM - SIT ON THRONE - LOOK THRONE
- INSERT SCEPTRE INTO ARM - THRONE DESCENDS - TO DUNGEON BELOW.

EXIT W TO STEPS - DESCEND STEPS - PICK UP STONE FROM EASTERN CORNER
- EXIT W TO ROOM WITH CHEST - PICK UP STONE FROM NR ARCH - OPEN
CHEST - GET GOLD COINS - SAVE GAME - EXIT N - KILL GUARD - PICK
UP STONE - EXIT E THROUGH ARCH TO STEPS - PICK UP STONE - EXIT E TO
DUNGEON WITH CHAIN FROM CEILING -PICK UP STONE - HANG BUCKET ON
CHAIN - PUT STONES IN BUCKET. CHAIN WILL DESCEND AND GATE WILL
BE RAISED - OPEN CHEST - FIERY CREATURES - EXIT N THROUGH GATE TO
DUNGEON WITH SMALL CHEST ON PEDESTAL - OPEN CHEST - GET CONTAINER
- READ LABEL - "DR SKULL'S REDUCING TONIC" - EXIT E TO DUNGEON
WITH CHEST - EXIT S - OPEN CHEST - GHOST - EXIT S TO DUNGEON WITH
SKULL AND FOUNTAIN - SAVE GAME - DRINK FROM FOUNTAIN - WEAKENS
STRENGTH - RESTORE GAME - NOTE STRENGTH AS DOWN STEPS IS A
CREATURE/GUARD - EXIT DOWN STEPS -KILL GUARD - EXIT W INTO DUNGEON
WITH CEILING COMING DOWN - GO QUICKLY TO NW CORNER AND STAND IN
FRONT OF SMALL OPENING - 'DRINK TONIC' - AND EXIT N INTO DUNGEON
WITH CHEST - OPEN CHEST - GET ELIXIR BUT DO NOT DRINK IT YET -E TO
DUNGEON WITH STRANGE FLOOR - SAVE GAME - CROSS TO E STEPPING ONLY ON
THE CRACKS BETWEEN THE STONES - EXIT E TO DUNGEON WITH FOUNTAIN.

DRINK WATER - RESTORES SOME STRENGTH - EXIT S TO OPEN PRISON DOOR
SCENE -GO THROUGH DOOR - TALK TO SHACKLED MAN - RETURN AND EXIT S
TO SCENE WITH GEM ON ROCK PINNACLE - JUMP ONTO STEPPING STONE -
GET GEM ATTEMPT TO JUMP BACK BUT WILL FALL INTO WATER AND BE CARRIED
DOWN THE WESTERN EDGE OVER THE OCTOPUS - EXIT W TO DRAGONS OVER
POOL DUNGEON GET OUT OF WATER AND EXIT DUNGEON W TO DUNGEON WITH
STEPS AND CHEST - OPEN CHEST - LOOK ARMOUR - WEAR CHAIN MAIL - SAVE
GAME - S DOWN STEPS TO GUARD/CREATURE - KILL GUARD.

EXIT E TO DUNGEON WITH PILLARS STICKING UP FROM ABYSS - SAVE GAME -
YOU NOW HAVE TO JUMP FROM PILLAR TO PILLAR ACROSS TO THE
OTHER SIDE - IT IS ADVISABLE TO SAVE GAME EACH TIME A PILLAR IS
REACHED -(I FOUND THAT THE ROUTE WAS E TO 1ST PILLAR THEN N TO 2ND
PILLAR THEN S TO 3RD PILLAR THEN GO TO EAST EDGE OF PILLAR THEN N
TO 4TH PILLAR THEN SAME AGAIN N TO GATE THEN FROM GATE E TO
PILLAR THEN S TO LAST PILLAR THEN E TO EXIT) EXIT E TO DUNGEON
WITH CHEST AND DOOR TO NORTH - OPEN CHEST - GET CONTAINER - ELIXIR -
EXIT N TO DUNGEON WITH PEDESTAL AND PULSING BEAM - PUT GEM ON
PEDESTAL -NORTH GATE WILL OPEN - EXIT N. OPEN CHEST - FIERY
CREATURES - EXIT N - TO DUNGEON WITH SARCOPHAGUS (COFFIN WILL BE
ACCEPTED) - DOOR TO N HAS WALL BEHIND IT - OPEN COFFIN - CLIMB IN
COFFIN - SET SCENE - EXIT N - (WALL HAS DISAPPEARED) TO DUNGEON
WITH 2 SETS OF STEPS AND CHEST - UP STEPS - OPEN CHEST - GET GOLD -
EXIT N TO DUNGEON WITH EXITS EAST AND WEST - THE EASTERN EXIT LEADS
TO A DUNGEON WITH DRAGON WHO MUST BE DEFEATED TO GET BREASTPLATE
NEEDED LATER - WEST EXIT LEADS TO GUARD/CREATURE WHO MUST ALSO BE
KILLED.

IT DOES NOT MATTER WHO YOU TACKLE FIRST. THESE CREATURES ARE NOW
STRONGER AND WILL PROBABLY REQUIRE THAT YOU EAT APPLE IF YOU STILL
HAVE IT OR DRINK ELIXIR DURING THE FIGHTS - THEY WILL REGAIN
THEIR STRENGTHS THE SAME AS MADDOG IF YOU LEAVE DURING THE FIGHT
(BUT YOU CAN BACK AWAY FROM THE DRAGON WHILE YOU EAT/DRINK).

AFTER THE DRAGON IS KILLED, GET BREASTPLATE FROM FLOOR AT SIDE OF
DRAGON. EXIT E - E AGAIN - E PAST DEAD GUARD TO DUNGEON WHERE
SERAK IS TORTURING THE KING - SET SCENE FOLLOWS - AFTER SERAK
LEAVES, RELEASE KING - GO TO TORCH WHICH SERAK USED - TILT TORCH -
EXIT THROUGH NOW OPEN SECRET PASSAGE TO ASCENDING SPIRAL STAIRCASE -
GO UP STAIRCASE. AT TOP OF STAIRS SAVE GAME - ENTER SERAK'S BEDROOM
- GO IMMEDIATELY TO MIRROR - SMASH MIRROR - END OF GAME - A LOT
OF SET SCENES FOLLOW AND AN ADVERT FOR A FOLLOW ON GAME, "ESCAPE
FROM CYLINDRIA".


QUESTIONS ASKED BY THE MIRROR

MAGIC WORDS - "MALTHAIC POWERS"


WHO IS IMPRISONED IN THE WEST WING? "FAITH"
THE DEMON GOD IS "MALTHAZAR"
THE SERVANT OF THE DEMON GOD IS "BRAGG"
WHAT IS BEHIND THE TAPESTRY IN THE WEST WING? "NOTHING"
WHAT IS BEHIND THE BOOKCASE? "HOLE IN THE WALL"
WHAT IS BEHIND THE BOLTED DOOR? "MONSTER"
WHAT CREATURE CAN BE SEEN FROM THE WEST WING TOWER? "CENTAUR"
WHAT DANGER IS IN THE MOAT? "MOSS"

 
Comments:
Je reactie is bewaard !!!
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