Welcome to Strombringer, the concluding episode in the acclaimed
Magic Knight saga. The story so far…
In previous episodes (Spellbound and Knight Tyme) Magic Knight
rescues his friend and tutor Gimbal the Wizard from a self
inflicted White Out spell, and then finds himself catapulted into
the 25th Century aboard the starship USS Pisces. Having acquired
a secondhand time-machine from the Tyme guardians, Magic Knight
finally reaches his own time and planet – but with a slight
problem; Whilst travelling back, a serious malfunction
occurred with the secondhand time machine, and now, horror of
horrors, there are two Magic Knights!
The other Magic Knight is a real nasty piece of work. He calls
himself the “Off White Knight”, but locally he is known as the
Stormbringer because of his powerful and dangerous Storm Cloud,
which he is planning to use to destroy Magic Knight.
In your role as Magic Knight, you realise that you cannot kill
Stormbringer, because if you do, you will destroy yourself in the
process, the only way for you to become your old self again is
to merge with him. Good Luck, Magic Knight!
PLATFORMS RELEASED ON
ZX Spectrum (separate 48K and 128K versions), Commodore 64, Amstrad, MSX, Atari ST
Frontier Elite II was released in 1984 as a sequel to Elite. It was a massive step forward in gaming and the first realistic + enjoyable space simulator made. It was not just about shooting other spaceships, the main aim was to build up your wealth and status as a spaceship commander.
FRONTIER ELITE II INTRO SEQUENCE
Frontier Elite II Game Cover
One of the main things I remember from playing Frontier Elites II as a child is the music and how well it fitted in with space travel. It changed depending on what you were doing like when docking Blue Danube would play reminding you of the film 2001: A Space Odyssey while leaving hyperspace would play Grieg – Hall of the Mountain King making you feel a bit uneasy as you jetted away from your hyperspace cloud before pirates could track you down and open fire! Here is the full list:
-In The Hall of the Mountain King – Edvard Grieg
-Frontier Main Theme – David Lowe (original music)
-Baba Yaga – Modest Mussorgsky
-Night on Bare Mountain – Modest Mussorgsky
-Frontier Second Theme – David Lowe (original music)
-Ride of the Valkyries – Richard Wagner
-The Blue Danube – Johann Strauss II
-The Great Gates of Kiev – Modest Mussorgsky
FRONTIER ELITE II TIPS
At the beginning of the game sell everything on your ship including the drive, scanner, automatic pilot etc… Then fit a passenger cabin. Go to the bulletin board and take on the first job for transporting someone somewhere. When They are on board your ship, go to the new and reconditioned ships section and select to buy a ship that costs less then yours is worth (you’ll know this because the price will be a minus figure). Then click on buy and the message ‘You can not buy a new ship with passengers on board’ will appear. But they will give you the trade in price anyway. If you keep clicking on the buy button they will keep giving you the money for the ship and you can get really rich!
Frontier: First Encounters (FFE) is the third in a science-fiction game series, all of them set in the same universe. This universe is shown to the player as a fully 3D virtual reality-view through the windows of a spacecraft of your choice. This universe contains other ships to interact with, space stations to dock with, planets to land on, etc.
Your ?rst vision of the Galaxy is the starport of Old Blackelk on the planet Hope, a terraformed planet with a jungle-based ecosystem in the solar system of Gateway (so called because it is the natural entry point to the group of systems banded together to make the Alliance of independent Systems).
FRONTIER ELITE II INTRO SEQUENCE
Frontier Elite II Game Cover
No walkthroughs/tips submitted for this game yet – be the first to submit one on the junglebiscuit.com forums
The game begins deep in the Caribbean island of Melee, where a young chap named Guybrush Threepwood wants to be a pirate. He seeks out three Pirate Leaders in the Scumm Bar and they set him three challenges to prove himself a pirate. To prove himself, he must defeat Carla the island’s swordmaster in insult swordfighting, steal a statue from the Governor’s mansion, and find a legendary buried treasure.
Along the way he meets several interesting characters, including Stan the used boat salesman, Meathook (a combat trainer with hooks on both hands), a prisoner named Otis, the three men of low moral fiber and, most significantly, the gorgeous Governor Elaine Marley. The ghost pirate LeChuck, however, has been in love with Elaine since his living days. While Guybrush is busy, LeChuck’s ghost crew abduct her, taking her to Monkey Island. Guybrush gathers a crew (Carla, Meathook, and Otis), buys a boat, and sets out to find the mysterious island and free Elaine.
When Guybrush finally reaches Monkey Island, he explores it and discovers a band of cannibals and a strange hermit named Herman Toothrot. After he helps the cannibals recover a lost voodoo ingredient, they provide him with a seltzer bottle filled with voodoo root elixir that can destroy ghosts. However, when Guybrush goes after LeChuck, he is told that LeChuck went to Melee Island to marry Elaine.
Guybrush returns to Melee and goes to the church to prevent the wedding. When he arrives at the church wedding, he realises that Elaine had her own plan to escape. LeChuck starts beating Guybrush; until the arrival at the ship emporium, where he sprays LeChuck with root beer (substituting the magic ghost fighting elixir, which is made from a voodoo root and which Guybrush lost during the fight). With LeChuck defeated, Guybrush and Elaine enjoy a romantic moment, watching fireworks.
MONKEY ISLAND I TIPS
No walkthroughs/tips submitted for this game yet – be the first to submit one on the junglebiscuit.com forums
What had begun as a straightforward quest to banish the Shapeshifter Witch and free the good wizard Calypso has become hideously strange. Only this morning I was eaten by an amphibian whose table manners were quite apalling.
As if that wasn’t a sufficiently inconvenient start to the day, within minutes I was leered at by a rock which refused flatly to say a word. At my wit’s end i consulted with a wise owl. In place of a clue he fed me a red herring. It was delicious but landed me in a pickle.
Rather than completing my noble quest I found myself settling an industrial dispute between a despotic Troll and a herd of militant goats.
My intuition began to tell me that there might be more to this magic forest than meets the eye. Later, I visited the fiery pit of Rondor (open weekdays and bank holidays 10-6) and considered it truly one of the finest of the thousands of sights man or Swampling could ever behold in this queer land.
Sightseeing over, I am determined that tomorrow nothing shall distract me from ending my quest and fulfilling my sacred destiny (weather permitting).
Dizzy was looking forward to the round-the-world cruise he’d booked for. When he told the other Yolkfolk about the good deal he found, they wondered just what lay ahead of him…
Dizzy enjoyed the cruise at first although there were far too many pirates on the ship, the Grog was watered down, and he didn’t even know what a mainbrace was, let alone how to splice it!
The captain, Long John Silver, was a lovely old bloke with a kindly manner, good at insulting and degrading the fare paying punters.
He was well balanced – he had parrot on one shoulder and a chip on the other – and he had a wooden leg which he acquired when he fell out of his pram when he was a kid.
Anyhow, their quaint little man o’ war found itself in still waters one sun-soaked afternoon, and Dizzy thought he would organise a game of cricket on the aft deck. In a fit of blinding stupidity he used LJ’s spare leg collection as makeshift stumps, and when they were lost overboard he was made to walk the plank!
That was how he came to find himself gently poaching on the silent, sun-kissed beach of a seemingly deserted island…
He had to somehow find a way back to the Yolkfolk and lodge his compensation claim with the travel agent…
GET THE CHEST, DROP THE CHEST BY THE CLIFF
UP, 8 SCREENS LEFT, UP, UP
GET THE SNORKLE
KICK THE STONE
GET THE SWORD, GET THE CAMERA
DOWN, DOWN, FICE SCREENS RIGHT, DOWN, RIGHT
DROP THE SWORD, DROP THE CAMERA
RIGHT, DOWN, RIGHT, RIGHT
GET THE SPADE
DROP THE SPADE ON THE ROCK
THREE SCREENS LEFT, UP, LEFT
GET THE CAMERA, GET THE SWORD
RIGHT, DOWN, FOUR SCREENS RIGHT, UP, RIGHT, FOUR SCREENS RIGHT
GIVE THE CAMERA TO THE STOREKEEPER
DROP THE BOAT
THREE SCREENS LEFT
GET THE BIBLE
DROP THE SWORD ON THE GRAVE, GET THE AXE, RETURN TO THE START SCREEN
LEFT, UP, LEFT, LEFT
DROP THE AXE ON THE BRIDGE
GET THE TREASURE, RETURN TO THE STOREKEEPER, GIVE THE TREASURE
DROP THE MOTOR, GET THE KEY
FIVE SCREENS LEFT, DOWN, LEFT
GET THE DYNAMITE
RIGHT, RIGHT, RIGHT
DROP THE KEY ON THE BARREL
GET THE MICROWAVE, RETURN TO THE START SCREEN, DROP THE OVEN
LEFT, UP, SIX SCREENS LEFT, UP, UP
GET THE DETONATOR
DOWN, DOWN, FOUR SCREENS LEFT
DROP THE DYNAMITE BESIDE THE ROCK, GO BEHIND THE OTHER ROCK AND DROP THE DETONATOR, TAKE THE BAG, RETURN TO THE START SCREEN, TAKE THE OVEN, RETURN TO THE STOREKEEPER, GIVE THE BAG, GIVE THE OVEN
DROP THE PETROL, DROP THE KEY
Now, just pay the taxman 30 Gold coins and you’ve done it!
The evil wizard Zaks casts a spell on the Yolkfolk and kidnaps Dizzy’s girlfriend Daisy. It’s up to Dizzy to undo Zaks’ doings and rescue Daisy from the castle in the clouds.
In Dizzy’s hut the door is locked and you will need to open it using the Key which is directly above you when you start the game. Jump onto the dresser and then up on to the rafters. Stand in front of the key and pick it up using the B or 1 button. Now stand in front of the door and put the Key down using the B or 1 button again. Dizzy will open the door. Once doors are open you can make Dizzy go through them by pressing the B or 1 button whilst standing in front of it.
If you walk left from Dizzy’s hut you will find a Plank of Wood. The Plank can be placed over the spit of spikes at the base of the tree-house village, just stand on the edge and put it down. To the left of the Ground level Elevator there is an Elevator Key which should be used to operate the Elevator back up to the tree-house.
Back in the tree-house to the right of Dizzy’s hut is a Snappy Weed which will not allow you to pass. This can be killed by using a Bottle of Weedkiller which can be found just past the pit of spikes.
To the left of the tree-house village there is an Armourog which will attack you unless you give it the Cooked Chicken or Ham found near the Prince. Just stand at the base of the cliff near the Armourog’s den and throw the Chicken by pressing B or 1.
Having killed the deadly grabbing plant you will be able to explore far into the tree-house village. Just past the plant you will find the rope which you will need in the tree-house, the Pirate Ship and Zak’s Cloud Castle. Remember, you can only use it where there is a hook.
To the left of the Armourog there is a Bag of Gold which can be used to bribe the guard in the tunnel of Keldor Village.
As you enter the Village next to Crystal Falls there is an Umbrella which will protect Dizzy from acid drips in the tunnels or mines whenever he is holding it.
On Dock Street in the village, there is a Pirate Ship to explore but you must first get past Blackheart the Pirate. You can find a Barrel of Rum by walking far right of the bridge in Bridge Street. There are several objects on the ships which are used later in the game and will be discussed later but remember to take the Rope onto the ship with you as you will need it to swing around the ship’s masts.
Problems encountered in the Yolkfolk’s secret tree-house village and how to solve them
When exploring the tree-house village you will need all the door and elevator keys. These can be found in the following places:
Daisy’s door Key is just to the left of her hut.
Dozy’s door Key is in Daisy’s hut.
Dora’s door Key can be found on the left side of the tree-house complex, about halfway up.
Dylan’s door Key is to the left of his hut, but you’ll need the rope.
Denzil’s door Key is at the base of the tree-house village on a path below Daisy’s hut.
Grand Dizzy’s door Key is in the meeting hall above Dizzy’s hut.
Dylan, Denzil and Grand Dizzy all have elevators near their huts which must be turned on before they can be operated.
Dylan’s elevator Key is very close to his elevator.
Denzil’s elevator Key is just left of Dizzy’s hut.
Grand Dizzy’s elevator Key is just inside the mine entrance.
Remember to examine what keys you have.
Nearing the top of the tree-house there is a ledge which is slightly too high to jump onto, it’s the one with the hook at the end of it. Just below this ledge you will find a 1 Ton Weight which can be attached to the hook to pull down the ledge, making it possible to continue up the trees.
Rescuing the Yolkfolk.
Within the tree-house village each of the Yolkfolk has their own problem which you must solve in order to progress further into the game
Dora is at home, but she has been turned into a frog by the Evil Wizard Zak. The spell can only be broken by a kiss from a Prince who is on the Forest Floor. In return for bringing Dora the Frog to him, the Prince will give you a Crossbow which you will need later when you make your assault on Keldor Castle.
Dylan can’t catch Pogie the Fluffle, who can be found wandering around the village tree-house. He’s hard to hold, so the only way you can catch him is by placing the Cage over him, this can be found in Daisy’s hut. When you give Pogie to Dylan he gives you a Pygmy Cow which he no longer wants to look after now that he has Pogie back.
Denzil was hit by a Freeze Spell while he was out swimming, he has now been brought back to his hut but needs to be thawed out. This can be done by putting the Pile of Straw, which is found near Denzil’s hut, underneath him and lighting it with the Match found to the left of the Leprechaun. When Denzil thaws out he decides that he won’t be doing much swimming any more and so gives you his Flippers.
Dozy has fallen into a deep sleep and can only be woken by clashing Cymbals near him. The Cymbals can be found in an underwater cave below the bridge near the mine entrance. To gain access to this cave you will need to cut through the bridge with the axe which can be found at the bottom of the mine, but don’t forget the Aqualung. When Dozy wakes up he gives you his Thick Rug which is used in Zak’s Cloud Castle.
Grand Dizzy is ill in bed and needs you to make some medicine for him. The recipe is in his room and you can examine it. You’ll need a Star Plant which can be found just below Grand Dizzy’s hut, the Mushroom which is next to the mine entrance and an Empty Bottle which is also very close to Grand Dizzy’s hut. Throw these three ingredients into the cauldron on Grand Dizzy’s room and then give him the Full Medicine Bottle which comes out of the cauldron. In return for curing him Grand Dizzy will give you a Golden Dragon Egg.
Last of all, Daisy must be rescued from the tall tower in Zak’s Cloud Castle at the very end of the game. You will need to have collected all 250 stars from around the game in order to enter Daisy’s prison Tower.
The following information will help you with the problems encountered under the sea.
On the Pirate Ship, you can swing around the rigging using the Rope and should, with a bit of skill, be able to find a Winch Wheel there. This can be used to open the portcullis of Keldor Castle.
If you walk near the plank on the Pirate Ship, Blackheart the Pirate will jump on you from the rigging above and make you walk the plank. This is not quite as bad as it seems because you can use the bubbles to get back to the surface and collect some valuable starts on the way. When you reach the island at the top of the bubble game you will find an Aqualung which will allow you to breath underwater for as long as you like and so explore the sea bed.
In the sea you will find an old shipwreck which has an empty treasure chest on it. To the left of the shipwreck is a rock with a bubble below it. Using the Pickaxe which is on the first beach you can remove the rock and gain access to the cave below. But don’t attempt to explore this until you have the Flippers. In the cave there is a Coin and some stars. Use the bubble released from below the rock to raise you to the high ledge and onto the new beach.
At the far right of this beach is a cliff which is too high to jump up. To climb this first put down the treasure chest you found on the shipwreck next to the cliff and then jump onto it. You are now high enough to jump up the cliff.
As you walk right from the cliff you will find the broken bridge over the Rock Poll, with a dead-wood log sunk in it. If you drop the Bag of Salt, found on the beach, into the water the buoyancy will be increased and the log will float. Walk onto this and jump off the far end, be careful not to roll into the Poisoned water.
Between the Rock Pool and the Graveyard you’ll find Shamus the Leprechaun barring your way. He has lost his Golden Shamrock along with his temper! The Golden Shamrock can be found at the back of the Dragons Lair deep in the deserted mines.
To reach the dragon and get the Golden Shamrock you will have to go down into the mine. The mine is closed off normally because the elevators don’t work. You can fix the elevator machine by using the Machine Wrench which is found to the right of the bridge near the mine entrance. Work your way deeper into the mine, across the flaming lava pit, until you come across a sign which says “DANGER – Blasting Area”. Put the Sticks of Dynamite, which can be found in the hull of the Pirate Ship, by the pile of rocks and the end of the fuse and then walk back and push the plunger of the detonator. You can now gain access to the Dragons Lair.
Things aren’t as easy however as the dragon is a ferocious guardian of its egg at the back of its lair. However if you are carrying the other Golden Dragon Egg which Grand Dizzy gave you the dragon will let you past to put it back. Once you are in the lair put down the egg and take the Golden Shamrock.
By this stage you will have completed a large part of the game but you will have to contend with Keldor Village and Zak’s Cloud Castle.
To eventually gain access to Zak’s Cloud Castle you will need Zak’s Winch Handle. This is in the centre of the Pirate Ship. It is locked into a small room and you’ll need the Crowbar found in Bridge Street to lever the door open.
You can enter Keldor Castle by using the Winch Wheel, not Zak’s Winch Handle (that is found in the rigging of the Pirate Ship). Make sure you enter the castle carrying the Crossbow which the Prince gave you. Once you have dealt with the guards and entered the castle you should be able to find a Rope Bridge Kit. This is used in the Graveyard to build a bridge across the gap leading towards the Skull Key which is needed in Zak’s Cloud Castle.
In Keldor Village you will have probably noticed a Grave Diggers Spade to the far left of Bridge Street which is too high to get. This can be reached by completing the mine cart game which starts in the mine. This is a difficult part of the game but you should soon learn a route through and collect all the stars.
In the centre of the Graveyard you will see a hollow area below the soil. If you use the Grave Diggers Spade here you will gain access to a Secret Cave which has an Empty Bucket in it as well as some valuable stars. When you have the Bucket make sure you go underwater, this will fill it. Remember to examine it to check. To get out of the cave use the trampet found there to propel yourself to the surface. Place it below the opening to the surface and bounce on it.
To get to Zak’s Cloud Castle you will need the Pygmy Cow given to you by Dylan. Give this to the Shopkeeper in Castle Street and he will give you a Magic Bean in return. You can plant this in the soil where Shamus the Leprechaun was standing (there’s a sign with a picture of a bean on it).
Magically a beanstalk will sprout up into the clouds. Jump onto the leaves and then up into the clouds. You must find a route through the clouds up to Cloud Castle but be careful not to sink through them. Stop every so often and jump straight up as this will put you back to the top of the cloud.
When you reach the entrance to Cloud Castle you will need Zak’s Winch Handle which can be found on the Pirate Ship. Once you have used Zak’s Winch Handle and gained access to the Cloud Castle you will find an elevator. Use the Skull Key you found earlier to turn it on. At the top of the elevator there is a Bed of Knives designed to stop intruders. You can get past this obstacle by placing the Thick Rug (given to you by Dozy) over it. Also in Cloud Castle you will find a raging fire which you should put out using the Bucket of Water.
Now continue further into the castle, using the Rope to swing to inaccessible areas, collecting all the stars and find Daisy’s prison tower. When you get to the tower door a magical beam blocks your path. This can be disintegrated by collecting 250 stars. Once inside you must climb the tower, defeat Zak and rescue your true love Daisy! Sounds easy doesn’t it!
Completing The Sub-games
Probably the first one you’ll encounter is Wizard Theo’s Sliding block puzzle. If you can rearrange the blocks to the mystic spell before the egg timer runs out then you will get an extra life.
To move a block hold down one of the buttons at the same tame as pressing the direction you want it to move. The secret is to get the corners and sides first followed by the stork. The rest will then fit together easily. Also try to memorise what the picture looks like when you first see it so that you can visualise it when you try to reconstruct it. It may seem difficult at first but after a few attempts you should get the hang of it. If you walk to the far right of the Pirate Ship, Blackheart will catch you and make you walk the plank. Then you’ll have to play The Bubble game. But it will have it’s reward!
Always walk off a bubble before it bursts or you will fall through other bubbles for a short time. If you are falling and can see no bubble underneath you can then head for the edge. You can make Dizzy swim and hence slow down his fall by repeatedly pressing the jump button. Try to catch fast bubbles as they will take you further. Also remember, the bigger the bubble the longer it lasts! In the deserted Diamond mines of the Yolkfolk to the right of the tree-house village you can find an old mining cart. Jump in and prepare yourself for an exhilarating ride!
The mine has four exits:
1. Brings you back into the mine and is a safer way to get deeper into the mine.
2. Brings you out onto the beach across the bay. If you re-enter this exit you’ll find yourself back in the mine.
3. Brings you out near the Leprechaun and enables you to get an extra life.
4. This exit must be used to get the Grave Diggers Spade.
This is a game of memory and you must learn a safe route. Try to memorise where the trolls in carts come from as they will repeat the pattern every time you play the game. In the centre of Keldor Village you will have noticed a portcullis. Behind this lies the Castle of Keldor. This is guarded by rock throwing Trolls. The only way to defeat them, and gain entry into the castle, is by shooting them with your Crossbow.
Always enter holding the Crossbow and with room to pick up at least one object. Keep the Crossbow pointing near the centre of the castle as most of the guards appear there and not much movement of the crossbow is required to shoot them. Duck (using the B or 1 button) when the guards throw rocks at you. Shoot the guards by pressing the A or 2 button. Each time you get a hit means you’ll have to shoot another guard to counteract the effect. When you have shot 4 more guards than have made hits on you they will surrender and allow you to enter the castle.
When you have solved every problem and collected all 250 stars you will be able to gain entry into Zak’s Tower where he is holding Daisy. To defeat him you will need to turn his evil power against him, but first you’ll have to climb the tower!
As you attempt to climb you’ll have to avoid Zak’s evil Tumbling Balls! These come bouncing down, and if they hit you, you’ll lose energy. Watch the ball carefully and try to avoid it.
All the sub-games appear more difficult than they really are. You will master all of them with time (and practice!).