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The Brigands' Brig

When you're ready to start the end sequence (I'd call it 'the last level', but there really aren't levels, per se, in this game), rest up and go to the screen where you first saw the stag, and then go one screen south.  You'll see an Antwerp bouncing around--ignore it, but don't get too close.  This must be "where the bouncer hops around", as you heard Brutus and Bruno talking about.  On the left side of the screen, you should see a strange looking rock.  Search the rock to find a keyhole.

  • Fighters:  Use the key you plucked from Brutus to unlock the rock, and then push the rock to open the door.
  • Magic-Users:  A hidden door that's locked?  Cast Open on it, and it'll move out of your way.
  • Thieves:  For the sake of making things simpler in a moment, you should wait until night to do this.  Pick the lock and push the rock to get the door open.

When the door is open (10), you'll need to remember the 'word' that was repeated countless times during the conversation you overheard?  Say "Hiden Goseke" (5) to get Fred to move, then go on in (2).

Once inside Fred's cave, go around to the bottom opening, and walk through it.  You'll find yourself at the entrance to the Brigand Camp, and will see a minotaur, Toro, pacing back and forth on guard duty.  He won't hesitate to kill anyone who tries to get to the camp, so you'll have to get around him somehow.

  • Fighters:  Sharpen your sword and grit your teeth--this is going to be a tough battle, even with 100's all over your character sheet.  You can weaken (and even kill) him if you throw rocks from behind the bush, but it'll take a lot of patience.  Make sure you have a couple of Vigor Potions handy if you're going this route.  Once he's down (F5), search the body for a decent reward.
  • Magic-Users:  Cast Calm over the area, and Toro (who is apparently very sensitive to magic) will become so calm that he'll fall asleep.
  • Thieves:  This is why we waited until nighttime.  When Toro's back is turned to you, sneak through the bush, and then go up to the wall and over behind the rocks on the right side.  Just make sure you get there before he turns around.

Now that Toro is no longer an issue, you need to get through the gate.

  • Fighters:  HERO SMASH!!!  Break the gate by body-slamming it.  Not entirely subtle, but at least effective.  You can then walk through the open door.
  • Magic-Users:  What's your magic for?  Cast Open to take care of the lock, then open the door and the way will be clear for you to walk on in.
  • Thieves:  From your hiding place behind the rocks, you can climb the wall.  It might take  you a few tries.  If you want to build up your Climbing skill for exporting, you can leave the fortress, climb the wall again, and repeat.  Toro will never notice you.

You're in the brigands' fortress (8), and the brigands don't yet know you're here (even if you smashed your way through the gate) so you have plenty of time to make it through this room.  It's also a good thing there aren't save points in this game, because the traps aren't very obvious, so the only way to get through this place on your own is trial-and-error.  The rug at the front has a deep pit underneath, and there's a trip wire to the right, so go around to the left.  At the moat, take the bridge on the right (if you have good eyes, you'll see that the one on the left isn't securely fastened).  You probably won't notice the trip wire here your first time through, but when you're going between the barrels to the door, you'll need to climb over the wire.  You'll automatically go through the door and into the Mess Hall (8).

Note:  If you want a giggle, save your game and watch all the fun ways you can die in this room.  How did they get that Antwerp up there??

The Mess Hall requires somewhat precise timing in order to succeed--if you do things out of order, or too early or too late, the brigands will nab you.  When you enter the room, the first thing you'll want to do is close the door behind you, to prevent anyone from following you.  The brigands will try, but they can't get through.  As they're coming to the door, go to the chair that's by the door to the right.  Once the brigands following you have started to go away, move the chair in front of the door.  Walk to the candlestick by the bar as the door on the left opens.  Larry, Curly, and Moe will come in and start coming toward you behind the bar.  When all three are behind the bar, push the candlestick over to block their path.  They'll deliver one of their most famous lines, and go around the other way.  Move to the front of the bar, and wait until the first one has turned the corner around the bar, then climb on top of the bar.  You'll automatically grab the rope holding the chandelier, and do a bit of a Tarzan impersonation.  After the Stooges are taken care of, open the door in the north wall (8).

Behold, the Brigand Warlock!  He's relatively secure in his magic maze, and very amused by you.  If you start to bypass his traps, he'll begin casting spells at you.  Instead, talk to him.  Ask about a few things (2), and you might notice that he doesn't have much loyalty to the brigands.  If you drop Elsa or Yorick's name (8), he'll realize that you're here to help, and offer his assistance.  Once he's left, go around to the door on the left and you'll come out the little hole on the right.  Walk down to the door at the bottom right, (if you fall, you can just stop rolling and continue on) and you'll be in the middle of the left side.  Pull the chain to open the door at the top right, then go back through the way you came and walk up to the door that just opened to come out at the top left.  Open the door you see painted on the wall, and move out of the way before the panel falls on your head.  Open the door that's now revealed, and you'll enter the final room of the Brigand Camp (12).

The Brigand Leader isn't very happy to see that you bypassed all the obstacles.  She'll jump over her desk and get ready to send you to your doom.  You should realize by now that she's not actually evil, just under the effect of a curse, so throw the Dispel Potion at her to break said curse (35).

She'll be overjoyed.  Yorick will come out of the secret passage, apologizing for getting lost, and the two of them will teleport back to the castle.  Make sure to listen to Elsa's advice about the Magic Mirror on the desk (which you've probably heard of from Erasmus).  Go to the desk and get the mirror (10).  You can also get the Healing Potions from the desk if you like.  With the mirror in your pack, go through the secret passage on the right, and you'll be back at the Antwerp.

Congratulations!  You've simultaneously removed the Brigand Leader's threat and rescued the Baron's daughter!  There's just one more part of the prophecy to fulfill.


Class
Points
Fighter
425
Magic-User
425
Thief
425

Click here to go back to your preparations, or here to drive the curser from the land.