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By Al Giovetti
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Faery Tale Adventure Walkthrough


    Faery Tale Adventure (MicroIllusions) Solution.

    Part 1

    STARTING OUT
    You start the game one morning in Tambry. Your character is Julian, who
    has the highest bravery score of three brothers. As long as you stay
    within the village walls, you will not be attacked. Your first task is
    to thoroughly explore the village to look for magical items that will
    help you on your quests. Go to each of the buildings, and look for
    hidden objects, particularly near fireplaces. You should find: 1) a
    glass vial, which contains a healing potion that will restore lost
    vitality points; 2) a Bird Totem, which is a navigational device that
    gives you a "bird's-eye" view of your surroundings (useful when you're
    lost in Holm -- a common occurrence); 3) a jade skull, which will
    destroy any and all enemies attacking you; 4) a quiver of arrows; 5) a
    gold key. Keep in mind that all magic items and keys can be used only
    once, so be careful and use them wisely.
    Once you have collected these things and have saved your game, you are
    ready to begin. Soon after you step out of the village, you will be
    attacked. Monsters usually come in groups of four or less, and your
    bravery score will go up 1 point for every kill you make. Vitality will
    also increase as bravery goes up, although at a slower rate. Your
    maximum vitality is usually about one third of your bravery score. If
    you are lucky enough to defeat a group of monsters, save the game
    immediately. Then search each of the bodies (using the "take" command).
    You will often find weapons, magic items, and gold coins this way. Be
    prepared to die a lot in your initial encounters. There's no simple way
    to develop a strong character; you'll just need to keep saving and
    restoring until you've won enough battles to accumulate about 100
    bravery points. By that time your character should be able to survive
    many, if not most encounters, provided his vitality doesn't run out.
    When you have a few hundred more bravery points, your character will be
    invulnerable to all but the bowmen.
    SURVIVAL TIPS:
    1) Once you have a sword, your chances of surviving a battle improve
    significantly. You can buy one at the inn in Tambry, but you start the
    game with very little gold; you'll need that to buy food. The best way
    to get a sword is to take it from a dead monster.
    2) There are treasure chests scattered throughout Holm, and you will
    find one just a little southeast of Tambry by the side of the road.
    These usually contain magic items, but their contents are completely
    random. Save the game just before opening a chest. If you don't like
    what you find inside, restore the game, open the chest again, and this
    time you will receive a different treasure. You can keep doing this
    until you get something you like. You might try to get a jade skull,
    which can save your life when you're losing a battle.
    3) If you're hungry and your money is critically low, go to the stone
    circle east of Tambry near the coast (if you look carefully you'll see
    it marked on your map). There you will find 50 gold coins and some other
    treasures.

    MAGIC ITEMS
    Some of the magic items were explained above. Here are others you will
    find:
    1) Green Jewels: These provide light for traveling at night.
    2) Crystal Orbs: These will reveal secret doors in some of the
    dungeons. They're particularly helpful in Hemsath's tomb.
    3) Gold Ring: This stops time for a while, and it's useful when you're
    under attack. You can't slay an opponent while time is stopped, but you
    can take his weapon and magic items.
    4) Blue Stones: There is a network of large stone circles scattered
    throughout Holm. When you use a blue stone while standing in a stone
    circle, you are transported to one of the other stone circles. Which one
    you go to depends on which direction you are facing when you use the
    blue stone. For example, if you go to the stone circle near Tambry and
    face west while using the blue stone, you will be transported to the
    Isle of Sorcery. If you face east, you will be transported to the
    southern edge of Holm. You can use trial and error to "map out" the
    connections between all the stone circles, or you can follow this
    "transportation matrix" (courtesy of Ted Haskell):
    The circle you will be transported to is a result of the direction you
    last moved just before using a blue stone.
    Remember that if you were staggering when you entered a circle, you
    might not have moved in the direction you thought.
    I numbered the circles as follows:
    1) West of dragon's cave.
    2) Isle of Sorcery.
    3) North of Lake of Dreams.
    4) West of Grimwood.
    5) East of Grimwood.
    6) South of Pixel Grove.
    7) East of Tambry.
    8) South of Tambry.
    9) South of Burning Waste.
    10) Near mountains with Temple.
    11) Extreme south near ocean.
    When standing in the circle whose number is in the left column, you
    will be transported to the circle whose number is under the column
    heading in which you last moved before using the blue stone.
    N S E W NE NW SE SW
    1 7 11 8 4 3 6 10 9
    2 6 10 3 9 7 1 8 11
    3 10 5 9 1 11 8 4 2
    4 2 3 6 10 1 5 7 8
    5 1 8 7 11 6 2 3 10
    6 3 9 10 5 8 7 11 4
    * 7 --- 8 ---- 4 ---- 11 ---- 2 ---- 10 ---- 3 ---- 9 -----5
    8 11 2 4 6 9 10 5 1
    9 5 7 1 8 2 4 6 3
    10 9 1 5 7 4 11 2 6
    11 4 6 2 3 5 9 1 7

    Circle 7 is highlighted because it is the closest to Tambry and may be
    thought of as home base.
    5) Keys: These aren't magic, but they do disappear after one use; you
    will need many of them. Keys may be colored green, gray, blue, red,
    gold, and white. Use trial and error to find out which color key opens
    which door. One hint: White keys are rare and can only be found on the
    bodies of wraiths.

    A FEW WORDS ABOUT MONSTERS
    Skeletons are the easiest enemies to kill, and they will often have
    green jewels or glass vials. The hooded wraiths are deadly when you
    first start out, but after you've accumulated enough bravery points,
    they can do you little harm. Wraiths will often disappear when you kill
    them, but there is a way to get their treasure before they vanish. Watch
    carefully while you're battling a wraith. When you see its body start to
    crumble, stop fighting and immediately use the "take" command. If you
    time your actions correctly, you'll get the wraith's treasure just
    before it vanishes.
    Ogres are usually armed with maces or swords and won't pose much of a
    threat to a strong character. However, bowmen are always deadly no
    matter how many experience points you have. Kill them quickly.

    FAERY TALE ADVENTURE
    Part 2
    THE GRAVEYARD AND MARHEIM

    The following will describe of all the important places you will need
    to visit. You don't need to use my sequence exactly, but there is a
    rough order you must follow to complete your quests successfully. Before
    leaving on a long journey, make sure that you are well fed and your
    vitality points are high. Food is very scarce in Holm, and you will be
    starving for much of the time. Hunger won't diminish your ability to
    fight, but it will slowly drain your vitality.
    Once you start exploring, visit the various inns and keeps around
    Tambry. (Keeps are marked as little towers on the map.) You'll find
    treasures and gold in these places. There is a graveyard southeast of
    Tambry on the road leading to Marheim. (You'll see it on your map marked
    by a little headstone.) The graveyard is a good place to gain bravery
    points because you will be attacked often there -- usually by wraiths
    and skeletons. There is a crypt in the corner of the graveyard, and you
    can enter it if you have a gray key. Hang around in the crypt until
    midnight, and you will meet the Spectre who will give you a quest: He
    wants you to find the bones of the ancient king and bring them to him.
    Next you might want to go to Marheim, the capital city of Holm. The
    king's palace is here, and you can enter if you have a white key and a
    few gold ones. The king is upset because his daughter has been
    kidnapped. One of your quests will be to find her, but you won't be able
    to accomplish this until much later in the game. Search all the
    buildings in the city, and you'll find treasure. You will also meet the
    priest. If you ask him to, he will restore your vitality points to
    maximum (about one third of your bravery points). There's no tavern in
    Marheim, but there are apples in some of the buildings. You can carry
    these with you and eat them as you travel, but they will run out
    quickly. As far as I know, there is no other portable food in the game.

    TURTLE POINT AND SORCERY ISLAND
    By this time you should have considerable bravery points and be ready
    for a long journey. Head north towards Turtle point. There you will see
    three small, round objects which are the sea turtle's eggs. You will be
    attacked by some red serpents, which you should be able to easily kill.
    The sea turtle will then appear. If you have enough kindness points (25
    or 30 should do it), you can talk to her. She will thank you for saving
    her eggs from the serpents, and she will let you ride on her back. She
    will also give you a seashell that you can use to summon her anytime
    you're near coastal waters.
    Once you're riding the turtle, sail west to Sorcery Island. Visit the
    crystal palace where the sorceress lives. You will need two blue keys to
    get in. Talk to her when you find her, and she will give you one of the
    five golden statues you must find to complete the game. Keep talking to
    her, and your luck score will go up five points at a time. If you use
    your save function conscientiously, you won't need much luck for most of
    the game, but it will come in handy when you reach the endgame. Now, if
    you want a short cut home, go to the stone circle in the northern part
    of the island. Face northeast, and use a blue stone. You will be
    transported to the Tambry stone circle.

    THE DRAGON'S CAVE
    Your next quest will be a little more complicated. The dragon's cave is
    located in the northern part of the snow mountains, east of the stone
    circle. (If you look closely, you will see the cave entrance marked on
    the map.) The easiest way to get there is to go to the Tambry stone
    circle, and use a blue stone while facing west. This will take you back
    to Sorcery Island. Now, face northwest, use another blue stone, and you
    will arrive at the stone circle near the snow mountains. From here, go
    south until you hit water. Then go directly east, and you will come to a
    mountain range. You should arrive right at the cave entrance or very
    near to it.
    When you enter the cave, you will go through a twisting tunnel until
    you reach a forked intersection. Take the branch on the right. (If you
    go left, you will find a maze of caves and tunnels that are interesting
    but contain no important treasure.) Soon, you will see the dragon.
    The best way to get around her is to stop time using a gold ring, and
    sneak by. After you pass her, you will come to a dungeon. It's only one
    level, but it's large. Make a rough map and explore thoroughly. There
    are magic wands in two separate locations, but you'll only need one.
    Once you find the wand you can explore for fun, but there are no
    important items to be found. Return to the dragon, and use a gold ring
    to go past. When you reach the stone ring, use a blue stone while facing
    north to return to Tambry.

    THE TOMBS OF HEMSATH
    Now you are ready for an even more complex task. Make sure you have a
    large number of gold keys and crystal orbs. You should also have a
    number of red keys. Set out early in the morning for the tombs. Make
    sure you're well fed before you leave.
    Upon entering the tombs, take the first right. Go to the end of the
    corridor, and turn right again. You will now go south through an
    extremely long corridor. You will eventually come to a corridor leading
    east. This will take you to a stone maze with rooms connected by golden
    doors. There's no easy way to tell you how to negotiate the maze. Of
    course, the golden doors unlock with the gold keys. Occasionally, you
    will see two rooms that are close together but have no connecting door.
    Use a crystal orb, and a secret door may be revealed. Use a red key to
    unlock secret doors. Explore the maze thoroughly, and you will find a
    gold statue and a bone (which represents the bones of the ancient king
    that the Spectre wanted you to find).
    There is a bug in the Amiga version that might help you if you're short
    on gold keys. Save the game before entering the stone maze. Unlock a few
    doors, then immediately restore to your original position. The doors
    will all be unlocked, and you will get back all the keys you used. I
    don't know if this will work for the Commodore version. Additional Amiga
    Note: There are still a couple of different versions of the Amiga game
    disks on dealers' shelves, and you'll need the current version to
    function properly with expansion memory.
    After leaving the tombs, go see the Spectre in the graveyard crypt at
    midnight. Give him the bone, and he will give you the crystal shard.

    FAERY TALE ADVENTURE
    Part 3
    THE DREAM KNIGHT AND THE WITCH OF GRIMWOOD

    You will now embark on a series of quests that will culminate in the
    rescue of the king's daughter. First you need to find the "Temple of the
    People who have Gone Before." This is located in the mountains south of
    Marheim but is not marked on your map. Fortunately, it's not too hard to
    find. Go to the stone circle near Tambry, and use a blue stone while
    facing northeast.
    You will be transported to a place west of a mountain range. Before you
    go anywhere, use a bird totem, and you will see the temple to your
    northeast. It is almost completely surrounded by mountains, but you can
    reach the temple from the south. Once you arrive, you will face the
    Dream Knight, who will challenge you to a duel. By this time you should
    have enough bravery points to defeat him with your sword. Then you can
    enter the temple and find the sunstone. Go back to the stone circle, and
    use a blue stone while facing west to return to Tambry.
    Now you are ready to enter Grimwood to find the witch's castle.
    Grimwood is a dense forest with a complex maze of paths. Finding your
    way through the forest maze is probably the most difficult part of the
    game, and the castle's location is not marked on the map. There's no way
    I can give you specific directions to find the castle, but here are a
    few guidelines. At the Tambry circle, use a blue stone while facing
    south, and you will be transported to the circle west of Grimwood. The
    entrance to the forest is to your east. Once in the forest, take the
    paths that head north. Use bird totems often to keep track of where you
    are, and make a map as you go along.
    Shortly after you enter the forest, you will hit a large quicksand
    trap. You can walk around the edges, but if you enter the sand, you will
    sink and be taken to an underground cavern. The exit back to the forest
    is to the south. Once you get around the quicksand, keep heading north.
    Here and there you will find cave entrances; one of them will take you
    to a long, winding east/west path in the most northern part of the
    forest. Follow this path east, then south, and it will eventually lead
    you to the castle.
    When you enter the castle and approach the witch, she will shine a
    death ray on you that drains your vitality and pushes you away from her.
    Use the sunstone and watch what happens. The witch loses control of the
    death ray and becomes vulnerable to attack. You can now kill her with
    your sword and take the magic lasso.
    There is one other important object to find in the forest. From the
    forest entrance, take the paths that run to the southeast, and you will
    come to the forest keep. (Its general location is marked on your map.)
    When you arrive at the keep, use a bird totem. Just west of you at the
    end of a cul-de-sac, you will see a few red markings. This is the ogre's
    den, and there is a golden statue there. Unfortunately, to reach the den
    you will have to take a long path that winds north of the keep. My
    advice would be to forget about this statue until later in the game,
    when you've tamed the golden swan. Then you can fly right to the den,
    take the statue, and fly home -- saving a lot of time.

    SWAN ISLAND
    After you've found the lasso, you should visit Swan Island. To get
    there, go to the Tambry stone circle, and use a blue stone while facing
    southeast. This will take you to the stone circle near the burning
    waste. Just go west towards the coast, use the seashell to summon the
    turtle, and then sail southwest to the island, where you will find the
    golden swan. If you have the lasso, she will let you ride on her back.
    To control your flight, use the same keys that you used for walking. If
    you find you're flying too fast in a certain direction, just push the
    key for the opposite direction, and you will slow down. To dismount,
    stop your flight, and use the same key that waves your sword. Mastering
    flight is a little tricky, but it is a lot of fun and will make the game
    go much faster.

    THE FORBIDDEN KEEP
    Now that you've found the swan, you are ready to rescue the princess.
    She is imprisoned in the Forbidden Keep, which is located in the
    mountains south of Marheim. This keep is completely walled off by
    mountains and can be reached only by air. It's marked on your map and is
    a little southeast of the Dream Knight's temple. When you arrive, land
    your swan on the roof, and enter the keep. There you will find the
    princess.
    As you approach her, the screen will fade to black (darn!), and then
    you will find yourself back in the king's castle with the princess
    standing a discreet distance away from you. Talk to the king, and he
    will give you a writ and 100 gold coins. Take the writ to the priest of
    Marheim (located in the building just south of the beggar). If you talk
    to the priest or give him the writ, he will give you a gold statue. You
    should have four of these statues now, and you are very close to
    finishing your quest. Take the swan back to Tambry.

    FAERY TALE ADVENTURE
    Part 4
    THE FIFTH STATUE AND THE HIDDEN CITY OF AZAL
    The fifth statue is probably the hardest one to find. As far as I can
    tell, the game gives you no clues about its location. It's in the
    Seahold, which is a castle on the southeastern tip of Holm (it's marked
    on your map). Enter the castle, and you'll find the statue right there.
    Once you have all the statues, take your swan and fly to the city of
    Azal, which is in the burning waste. This city is normally invisible and
    appears only when you have all five golden statues. Search the city
    thoroughly, and you will find a red rose.

    THE CITADEL OF DOOM AND THE ASTRAL WORLD
    You now have all the objects you need, and you are ready to find the
    necromancer. His citadel is not marked on your map, but it is located in
    the Black Mountains just south of the lava pits. (On your map, these are
    the little circles in the Plain of Grief.) You can't land the swan near
    the citadel because the ground is too hot. You'll have to park a
    considerable distance away and walk. When you arrive at the citadel,
    you'll see a lake of fire blocking the entrance. You can walk right over
    it if you have the rose. Inside the citadel there is a force-field
    barrier, but the crystal shard neutralizes this. Once you've passed
    these two obstacles, you will find the portal to the astral world, which
    is the endgame.
    The astral world is a series of colored walkways suspended in space.
    The green walkways are safe. When you're walking on the orange squares,
    your speed doubles. The blue sections are very slippery, and it is easy
    to fall over the edge. Just go slow and you'll have no problems. If you
    do fall off, your character dies and will be restored minus two luck
    points. This is why it can be important to have a high luck score before
    playing the endgame.
    Explore the astral world for a while, and you'll eventually come to a
    large black area where no stars shine. Just step into the blackness, and
    you'll find that all your directional keys now work in reverse. For
    example, the key that normally moves your character south, now moves him
    north. In the center of the black area is an orange plane where the
    necromancer is waiting for you. Use your wand to slay him, and he will
    release the magic talisman. Take it, sit back, and enjoy the ending.

    RED HERRINGS AND LOOSE ENDS
    There are several places in Holm that are interesting to visit but
    aren't vital parts of the game.
    1) The Lake of Dreams. There is a raft on the southern edge of the
    lake, but that's all there is to find.
    2) The Pixel Grove: This is a mysterious stone structure that seems to
    have no function.
    3) The Red Knight: The story introducing the game mentions that the Red
    Knight is missing. Don't look for him because you won't find him
    anywhere in this game. His home, Vermilion Manor, contains treasure but
    nothing vital to the game.
    4) The Bog: Well, this isn't really a red herring. It does contain a
    couple of hints which, if you weren't using this walkthru, would be
    important for completing the game.
    5) The Watchtower: If you don't want to travel to Turtle Point, you can
    take the long journey to the Watchtower where you will find a seashell
    for summoning the turtle.
     

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