MOONSHARDS OF SACRIMORE
by Mark Beech
Global Games 1989
Spectrum 128
This solution has been written by Doreen Bardon, with a few changes (as
well as the hints) written by Terri Sheehan. While there is much ambience
in the game and story details, it is still a challenging game to play.
Beware, there are random elements in this game.
HINTS:
If you are killed, save an earlier game and wait a few moves as the
opponents move around. You can also kill them which gives you more points.
This solution does not deal with any fight routines. You will encounter a
ghost, wayfarer, dragon, orc, stableman, elf, stone guardian, wolves,
werewolf, vampyre, daemon, spectre, faery, monks, and a giant, among
others. Some you need to fight directly (some are easier to kill than
others); some you need to give an object to; some you may get an object
from; some you may need to cast a spell on; some you can ignore or buy
things from. Examine the non-threatening folk.
You can always type TIME to determine where you are in the day/night
cycle. This also gets you your status as well.
Eat and drink whatever you find. This adds to your stamina points.
There are many, many unnecessary objects.
Smash the dam.
Climb the millwheel.
The wolves stalk you? Once this happens, go back to where you left your
horse, and cut the bridge. You need to go back to this area though.
You need to jam the cogs with something.
Can't get back across? Use the steadyfoot spell.
Haven't the steadyfoot spell? You need to write in a book you find.
Can't write in the book? You need two implements to do so. Examine the
desk.
Can't open the trunk without dying? EXAMINE TRUNK CLOSELY. You need the
trap spell to open it.
Stuck in the tunnels? You need to swim the tunnel twice. Make sure you can
see as the lantern goes out.
You bump your head? Try crawling in the direction you want to go.
Can't open the chest in the shipwreck? The implement you need is in the
trunk. Play around with the words.
You will find money in various locations. It is not really needed unless
you did not win enough.
Give flowers to the faery. Don't have flowers? But you have a seed of
sorts. Don't have a seed? Did you examine the wayfarer? Accelerate the
bean with a spell.
Spells and how to get them (not all are necessary though they may help you
gain the maximum points):
Defence: cover your ears at the megalith
Steadyfoot: solve the riddle and write in the book
Ageing spell: smash the hourglass
Berserker: read grimoire
Dissipation: read parchment
Fireblast: read scroll
Eyebright: read inscription on the clean idol with the lens
Heal: read manuscript
Disillusionment: give flower to faery
SOLUTION:
This solution does not get you the maximum points, because not all the
attackers are killed. Because of the random elements, you may need to vary
your moves from this solution.
You are Brian Faldock marooned in a boat. Status (randomly determined):
stamina: 186; magick: 15; attack: 15; defence: 18; gold: 0; coppers: 13.
These appear to be randomly determine each time you play.
You have a crescent, sword, breeches and jerkin.You see an anchor. TAKE
ANCHOR, NW, UP (you see a hut), ENTER HUT (you see Flaklim checking his
papers), WAIT (the shaman finds the story of Adault, the moon master. He
tells of the town of Mistoril built by the elves at the base of Mt.
Givondor. A man lived at the palace at the top of the mountain, who was a
wizard, a lunamancer, an immortal. The elves forged a dagger with the hope
of assassination. The attempt failed and orcs laid waste to the town.
Aldault seized the dagger. A blow dislodged one of the moon crystals and
the dagger was rendered harmless as long as the crystal was missing, so he
sent the dagger south and the crystal east. The dagger was lost but the
crystal fell into the hands of a young sorcerer. Aldault cursed the
crystal so that anyone who claimed it would be cast onto the eighth plane.
He asked if you had a crystal. Brion pointed to his crescent. The shaman
wonders whether the curse has grown weak until the moon is full. Brion
noticed that his skin was grey. The shaman said that your soul has been
cast into the eighth plane and unless you take action, your conscience
will follow. The next full moon is on the 10th, the magic will be stronger
then. That is all the time you have. The curse can only be lifted by
Aldault himself. You must travel west, across the forest, over the
flatlands to Givondor. People will be more helpful if you tell them you
know the shaman. He gives you a map).
TAKE MAP, READ MAP (you see directions through the boglands), TIME (27th
October), LEAVE, DOWN, S (at the folly), W, NW, W, S, S, N, W (in Baltrip
town square), S, W (you see a wayfarer), EXAMINE WAYFARER (he has a magic
bean, a piccolo and a violin), SAY TO WAYFARER "GIVE BEAN", TAKE BEAN, S
(you see a dice game), PLAY GAME (keep playing - save and restore - until
you get at least 52 coppers), N, BUY MEAL, YES, EAT MEAL, BUY MEAD, YES,
TAKE CUP, DRINK MEAD, E, E, BUY HORSE, YES, NW, E, S, BUY LANTERN, YES,
BUY OIL, YES, TAKE LANTERN, TAKE OIL, FILL LANTERN, BUY SATCHEL, YES, TAKE
SATCHEL, PUT OIL IN SATCHEL, BUY TINDERBOX, YES, TAKE TINDERBOX, PUT
CRESCENT IN SATCHEL, PUT MAP IN SATCHEL, PUT ANCHOR IN SATCHEL, WEAR
SATCHEL, BUY SADDLE, YES, TAKE SADDLE, N, W, SE, PUT SADDLE ON HORSE, NW,
E, SW, BUY GAUNTLETS, YES, TAKE GAUNTLETS, WEAR GAUNTLETS (score – 7%)..
Go NE, W, W, W (at old mill), EXAMINE MILLWHEEL (there is something on the
top), CLIMB MILLWHEEL (you are in the river), E, E, N, W, W, SMASH DAM, W,
NW, W, W (at the cottage), ENTER (you are hit over the head and the dwarf
asks you questions), SAY TO DWARF "FLAKLIM" (he releases you and says he
will help). EXAMINE DWARF (he has a key), SAY TO DWARF "GIVE KEY" (he
drops it), TAKE KEY, SAY TO DWARF "FOLLOW ME", W, NE, E, N (at the henge),
EXAMINE MEGALITH, COVER EARS, EXAMINE MEGALITH (you get the defence
spell), NE, E, UNLOCK DOOR, OPEN DOOR, DROP KEY, SE, SE, E, N, E, SE, E
(at the folly). Score: 16%
Go S (at old house; kill the spectre when you find him), ENTER, W, EAT
LOAF, EAT TREACLE, S, LIGHT LANTERN, DOWN, TAKE FUNGUS, PUT FUNGUS IN
SATCHEL, UP, NE, S, EXAMINE DESK, OPEN DESK. EXAMINE DESK (you see ink and
a quill), TAKE ALL FROM DESK, PUSH BOOKCASE, TAKE COINS, PUSH BOOKCASE,
EXTINGUISH LANTERN, N, UP, E, TAKE TWINE, W, S, EXAMINE HATCH, TAKE ANCHOR
FROM SATCHEL, TIE ANCHOR TO TWINE, THROW ANCHOR THROUGH HATCH (it
catches), CLIMB TWINE, EXAMINE TRUNK, EXAMINE TRUNK CLOSELY (you see it is
booby-trapped), CLIMB TWINE, N, DOWN, NE, N, W, NW, W, S, W, NW, NW (at
the tower), ENTER, UP, UP, UP, UP, UP, S (in the magick room), READ BOOK
(you are given a riddle: my first is in cruet but not in cup; my second is
in quit, but not give up; my third is in jug, but not in jar; my fourth is
in akin but not in far; my fifth is in pile, but not heap; my sixth is in
wide, but not deep; my seventh is in blood, but not in stone; my eighth is
in chair but not in throne; my ninth is in tick but not in tock; my last
is in crag but not in rock), WRITE EQUILIBAIA IN BOOK (spelling error
here, probably should be "equilibria"). You get the steadyfoot spell.
Score: 29%
DROP QUILL, DROP INK, EXAMINE HOURGLASS, SMASH HOURGLASS (you get the
ageing spell), CAST AGEING SPELL AT BEAN (it turns into a flower), PUT
FLOWER IN SATCHEL, TIME (it is getting close to nightime so you need to
find a place to sleep), N, DOWN, DOWN, DOWN, DOWN, DOWN, S, SE, SE, E, S,
S, SW, N, BUY ROOM, YES, ENTER, SLEEP, W, S, BUY MEAL, YES, EAT MEAL, BUY
MEAD, YES, TAKE MEAD, DRINK MEAD, BUY MEAL, EAT MEAL, TIME, WAIT (until
sunrise), E, E, MOUNT HORSE, NW, W, W, READ GRIMOIRE (you get the
berserker spell), W, W, N (in Safimere), W, NW, W (under the oak tree; you
eventually will come across a hobgoblin – he is difficult to kill),
DISMOUNT, UP, TAKE HELM, WEAR HELM, TAKE IDOL, DOWN, MOUNT HORSE, SE, E,
E, S, E, SE, S, S (at the lip of the chasm near the rope bridge),
DISMOUNT, S, S, S, S (the wolves stalk you), N, N, N, N, CUT ROPE WITH
SWORD (the wolves perish), CAST STEADYFOOT, S, S, S, W, EXAMINE SKELETON
(you see a parchment), READ PARCHMENT (you get the trap dissipation
spell). Score: 43%).
Go E, S, NW (outside magick cottage), ENTER, TAKE CROWN, S, E, E, E (at
the ivy-covered building), ENTER (you see a pentagram), STAND IN
PENTAGRAM, LIGHT LANTERN, DOWN, E (you see a dragon), TAKE FUNGUS FROM
SATCHEL (the dragon flees), DROP FUNGUS, N, TAKE ROBES, WEAR ROBES, S, W,
UP, EXTINGUISH LANTERN, W, NW, CAST STEADYFOOT, N, MOUNT HORSE, N, N, NE,
E, E, N, DISMOUNT, N, E, SE, E, S, ENTER, UP, S, CLIMB TWINE, CAST TRAP AT
TRUNK, OPEN TRUNK, EXAMINE TRUNK, TAKE SCROLL FROM TRUNK, READ SCROLL (you
get the fireblast spell), DROP SCROLL, TAKE LOCKPICKS FROM TRUNK. Score:
52%.
CLIMB TWINE, N, DOWN, NE, N (at the folly), NW, NW, W, S, MOUNT HORSE, W,
NW, NW, NE, DISMOUNT, DOWN (at the thin ledge), TAKE DRIFTWOOD, LIGHT
LANTERN, DOWN, CRAWL N (you see a shipwreck), ENTER, E (you see a ghost –
fight it), EXAMINE CASK, TAKE BISCUITS FROM CASK, EAT BISCUITS, W, SE,
EXAMINE CHEST (closed), OPEN CHEST (locked), PICK CHEST LOCK, OPEN CHEST,
EXAMINE CHEST, TAKE TELESCOPE FROM CHEST, EXAMINE TELESCOPE (loose lens),
REMOVE LENS FROM TELESCOPE, DROP TELESCOPE, TAKE LENS, CLEAN IDOL, EXAMINE
IDOL (there is an inscription too small to read), READ INSCRIPTION WITH
LENS (you get the eyebright spell), DROP IDOL, DROP LENS, NW, EXIT, CRAWL
S, UP, E, SE, READ SIGN (cave of Grisgil), S, E, NW, EXAMINE SACK
(manuscript), TAKE MANUSCRIPT FROM SACK, READ MANUSCRIPT (you get the heal
spell). Score: 60%.
Go SE, DOWN (you see cogs and machinery), JAM COGS WITH DRIFTWOOD), UP, W,
W, NW, SW, S, DOWN, W, TAKE COINS, S, SE, E, DOWN, E, CAST EYEBRIGHT, SWIM
TUNNEL, SWIM TUNNEL, NW, EAT PIE, SE, N, TAKE NIGHTSHADE, PUT NIGHTSHADE
IN SATCHEL, S, SWIM TUNNEL, W, UP, NW, N, UP, N, NE, SE, E, N, NW, W, UP,
MOUNT HORSE, SW, SE, SE, E, S, W, W, SW, SW, SW, W, W, W, N (at the dell;
you see a faery), TAKE FLOWER FROM SATCHEL, GIVE FLOWER TO FAERY (you get
the disillusionment spell), SW, SW (at Wayward Town Square), SW, W, W, SW
(at the monastery gates), DISMOUNT, KNOCK ON GATES, ENTER, E, WAIT (until
you are told about the priest wanting to see you), UP (the priest tells
you he has learned about the necromancer and his intentions; he has a room
made ready for you), DOWN, NE, W, TAKE MILK, DRINK MILK, DROP GOBLET, EAT
FRUIT, EXAMINE PACKAGE (from the old man), OPEN PACKAGE, TAKE DAGGER,
EXAMINE DAGGER (crescent-shaped indentation), TAKE CRESCENT FROM SATCHEL,
PUT CRESCENT IN HILT (you have the moon dagger), SLEEP, TIME, WAIT (until
daybreak). Score: 78%.
Go E, SW, W, TURN WHEEL, LEAVE, MOUNT HORSE, N, N, E, DISMOUNT, UP, SE, S,
E, SE, EXAMINE BARREL, TAKE NIGHTSHADE FROM SATCHEL, PUT NIGHTSHADE IN
BARREL, WAIT( until you hear someone coming), HIDE (you see an orc and an
elf), WAIT (until there is silence), N (you see the elf; she is in your
debt, and tells you that the moon palace where the necromancer lives has
an apparent entrance through which there is a secret door known only to
the elves; she will show you if you take her.) SAY TO ELF "FOLLOW ME", UP
(you see a trebuchet and a boulder), EXAMINE TREBUCHET (it has a cup),
DROP ALL, TAKE BOULDER, PUT BOULDER IN CUP, TAKE ALL, DOWN, W, W, N, UP
(you see the Guardian moving toward you), DOWN, S, E, E, UP, CUT ROPE WITH
SWORD (you shatter the Guardian), DOWN, W, W, N, UP, E, UP (the elf shows
you the back door), OPEN DOOR, N, N (you see Aldaut who talks about
Flaklim, raises doubts in your mind and forms a daemon), CAST DISILLUSION
AT DAEMON, STAB ALDAUT WITH DAGGER (You notice that your skin is pink).
The story ends. Score: 97%
Doreen Bardon with Terri Sheehan
October 25, 2008
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