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Seven Parchments of Kandos, The (Seven_Parchments_of_Kandos_hints.txt)

THE SEVEN PARCHMENTS OF KANDOS
by Martin Page
Sinclair User
Spectrum 128

This game has many, many random elements and several useless objects 
which make it very frustrating to play. I'm not sure you can win 
without doing a SAVE/RESTORE when needed. 

You goal is to find seven parchments, and when you meet him back in 
your garden,  defeat Kandos.

HINTS:

On the way you will meet several adversaries which you must defeat. 
You can use spells or combat. All of the parchments are either 
healing or combat spells.

Periodically you will need to eat and drink, and your supply appears 
unlimited.

While you can carry many objects, there is a limit. You cannot drop 
any of the parchments once you have them.

You can ask some people you meet to JOIN <name of person> or LEAVE 
<name of person>. Having Tindrel with you may help with navigation of 
the boat.

The "JFMAMJJASOND" puzzle is simply the initial letters of the 12 months.

Apparently Dwalo can read the ship's log for you, though I have not 
been able to figure out how to do this. This is not necessary to 
finish the game.

EXAMINE what objects you can and listen to what Tindrel and Dwalo 
say. Some of the hints are helpful, some not. You can avoid the 
Pixies by not going there.

Take the chess set to the pawnbroker.

Even people who you would not think to kill, you should. Most of the 
time you get a parchment, so you cannot avoid killing them. 

Use the balm instead of a spell.

Buy only two objects at the shop – something to help with light, and 
food.

Any friends who are with you during combat sometimes die. Tindrel 
needs to die.

When in the dungeon, EXAMINE ROOM (not dungeon).

Sometimes only the first word of a two-word description is needed.

The necessary objects are any objects that have an aura of magic 
(talisman, ring, amulet, swimming/drinking the water), balm, torch, 
spade, rope, key, scroll, matches, food, wine, chess set, ticket, 
piccolo, idol, horn, helm.

You would think that the gauntlets should be able to protect you from 
a scorpion bite, but they don't.

Unnecessary objects include the aardvaark gazette, necklace, jewel 
box, potion (though maybe I just was unable to figure out how to use 
them).

Explore the sea fully before deciding where to stop first since there 
are only a limited number of moves before you die, and some dead 
ends. You need to use SAVE/RESTORE since you cannot map in the usual 
way by dropping objects.

The parchments with their Magic Points necessary to use, their 
function, and their name:

RED – 2 MP – to heal wounds sustained in battle; (h) - healing
YELLOW – 3 MP – to open metal doors; (s) - sesame
BLUE – 4 MP – to slow enemies in combat; (w) - web
PURPLE – 5MP – to evade blows in combat; (i) - invisibility
GREEN – 6 MP – to fall from heights with ease; (f) - feather
BLACK – 8 MP – to cast denizens to the void in combat; (v) void
WHITE – 10 MP – to resurrect yourself; cast before death takes place; 
(r) - resurrection

To use a spell, type SPELL and the letter. Use the lower ranking one 
when you can. Save your spell points, though there appears to be many 
ways that they are increased.

Some spells, like the yellow, and the green, are necessary in 
particular situations. Other, the combat spells are optional. Despite 
being given the option to retreat, you seem to always die. You can 
use the spells more than once.  There were several spells I did not 
use. SAVE/RESTORE each successful combat move, but prepared for many, 
many, very many of these. Strength and endurance are randomly 
depleted every time you are hit. Endurance is lost more frequently 
and it appears to be more necessary to minimize its loss.

Doreen Bardon and Terri Sheehan
2005-12-04

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