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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
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Points
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Fighter
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425
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Magic-User
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425
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Thief
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425
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Click here to go back to your
preparations, or here to drive the
curser from the land.
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