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Dun Darach
Gargoyle Games
Download from World Of Spectrum

Number of entries found: 24

Tips
There are four picture galleries and each of the pictures matches up with an object. In room one, you'll need an arrow, an adze, a hoe and a needle. You'll then be presented with a broach that you should give to Pita. In exchange, she'll tell you that "Rats are not rain" - a hint that you should follow the rat when you see it. It'll take you to a secret door where you'll find the jailer. (Paul Allan in Your Spectrum issue 18 , Page 64) 1672

This quick starter comes from P. Bradford of Nottingham, who tells me, "Go to the casino and make some money." Easy? Yep! All you do is take your 2000 iridi into the casino, and then Save the game! Then, place your bet on the 2-1 table; if you lose the bet, all you do is reload the saved position and replace your bet until you win. But that's almost cheating and you know what I think of that! Just this once though - now go to the bank and deposit most of the money, avoiding pickpockets.

     Go to the Thieves' Guild and buy a licence for 10,000 iridi. Keep the asterisk on the licence to avoid being 'mugged'. Go to the Minstrel at 10 Old Hill, and buy a lyre for 1,000 iridi. When you meet Dain, behind the invisible door on Park Row, give him the lyre, and he will give you the shield. Take the shield to 'Hail Midir' at 35 Marsh Street, drop it on the altar, and pick up the M-key. You can use this to let you through the invisible door on Cross Street, opposite number 55, and obtain the Tele-stone. Go to the Strong Room at 1 North Wall, and get the pearl. Once outside the Strong Room, the licence can be discarded. To avoid mugging, though, put the asterisk against the Tele-stone. (P Bradford in Your Spectrum issue 19 , Page 64) 1691

Go to the Magick Shop on Cinder Bank, and buy a spell for 1000Ir. Press 'offer' to activate the Tele-stone, and it'll show you where Skar is. When she's passing you, quickly change the asterisk to the spell and offer it to Skar. She'll say "I am seen", and now you'll be able to see her all the time. Now offer her the pearl, and she'll give you a scroll saying 2**25. In old fashioned ZX Basic this is 2 to the power of 25. The answer to this is 33554432. Make a note of this, as it is an important clue. Go to 3 North Wall, and buy a statue. That'll set you back 600Ir. Take the statue to Teth on Claw Lane - just follow the rat! When you give the statue to Teth, he'll offer you the D-key in return. With it you can pass through the door in the north of the Castle, hence the clue "Teth is jailer". Drop objects on the three altars, under the spinning letters to spell D.P.E. The door to the right of the screen will now be unlocked. Go through this door, retaining the 2**25 scroll plus one other object. (P Bradford in Your Spectrum issue 20 , Page 72) 1717

Go through the next door (bet you've tried that by now, haven't you?) and you'll be presented with a row of six doors (row A). Take the third door to row B. Third door again and you're on row C. Now take the fifth door and you'll come to row D. From row D, it's the fifth door. Betcha reckon all this took ages to work out! Nah, the 2**25 scroll from last month - and before you load up your YS Megabasic, that works out at 33554432 - gives you the route to take. So from row A, we took door 3, then door 3, then door 5 and so on. Easy enough.

     Once you get to the end of the row of doors, you should be faced with a normal door. Inside, spell out the word O A K and pick-up the L-key. Find Loeg and give it to him and he will say "Fair exchange - let's go ..." and witter on much like I do. Now go to South Gate on Claw Lane. Make sure you put the asterisk on another object besides the L- key or the pickpockets will get it. Use the Portal to get to the Soke and go through the South Gate for the final message. And that's it - thanks a million 'P' - couldn' have done it without you! (P Bradford, Charlie Morgan in Your Spectrum issue 21 , Page 80) 1739

So now I've given the game away, I might as well add insults to information and tell you what Charlie Morgan thought of the game. First, he thought the ending was a bit of an anti-climax - the final message is just "The End. Ta from GG!". Worse, you don't even have to free Loeg from jail to finish the game (ah, but it's more fun than just finishing it!) There's also a trawler full of red-herrings - deliberate or a last minute rush asks our man in Croydon?

     Two examples; entry to Laydos is with the spell "Show the lady" - you'll get the message "forbidden". Gargoyle says this is because there's all sorts of naughty, naughty goings on inside Laydos. But if you can't get in, why is it there at all? To enter 21 Cinder Bank you need "Gold in Ashes". Inside is a Pyrite which no one in the game wants and therefore seems to be of no use whatsoever. (P Bradford, Charlie Morgan in Your Spectrum issue 21 , Page 80) 1740

Paul of Polesworth passed on news of his stay within the walls of Dun Darach. Here, there are many secret doors which may be found in the blank walls which carry torches.
    "First," says Paul, "obtain a book from the shop in King Street. Give it to the Lady Mhor and she will give one in return. That will open the secret door in Myre Street. The shield found hidden here can be offered to the great Goddess Danu. Now, on Old Hill you may get a lyre. Dain, who dwells behind the ever-open secret door in Park Row, will exchange that lyre of a shield sacred to Midir. Offer it to the god and you shall receive a key."
    Much money may be made in this sorcerous place. "This is simple, O Large One. Take gold from the Assayers in West Way and sell it to the brokers in Cross Street. There are other means but that is easiest. But beware the thieves they will always take the possession you have placed your star beside. Thus it is safer never to place your star on a valued object - leave it on your stock of Iridi which can be easily replaced." (Paul Of Polesworth in Sinclair User issue 43 , Page 97) 4085

Wallace the Mighty, no wally he, had heard of Paul of Polesworth's way to raise cash in Dun Darach and knows what to do with the money. "Get 10,000 Iridi and buy a thieves' licence from the thieves' guild in Silver Street. Using that the pearl can be stolen from the strongroom." (Wallace The Mighty in Sinclair User issue 46 , Page 79) 4185

Q: How do you make Skar visible other than by using the spell?
    A: Go to the Minstrel and get a lyre. Go to Park Lane. and find the secret door (it's between two torches) facing northwards. Go inside and give the lyre to the guy. You'll get an in-key. Go to the secret door facing south on the western part of Cross Street and get the telestone. Then go to the Magick Store and buy a spell.
    Now for the difficult bit. Keep using the 'interact' key and you'll see Skar walking around. Skar will come towards you. Now offer the spell, and if Skar is near enough, she will become visible. (Richard Swann in Your Sinclair issue 75 , Page 36) 5218

Dun Darach Hints and Tips

Pokes:

Infinite Iridi (works, but a bit of graphical corruption)
44458,0 - 45395,153 - 45396,153 - 45397,153

The Tasks

The Outer Castle

  1. Read the clue "because of a tail, the jailor's in jail!", and visit the entrance to the castle, off High Gate. Inside the castle the clue is given that "Teth is jailor".
  2. Get an arrow, adze, hoe and needle and place them one by one on the counter in the gallery at 1, Herne Hill, in accordance with the clues in the pictures. Pick up the brooch and give to Pita in return for the scrip marked with the clue "rats are vain".
  3. Go to the gallery at 3, North Wall and purchase a statue. Now go to the soke and locate the rat running in the streets. Follow the rat until it disappears towards the east end of Claw Lane. Follow the rat through the secret door into Darach Down. Here you will find Teth, the jailer. Exchange the statue of the rat with Teth for the d-key.
  4. Use the d-key to unlock the door which leads to the outer castle. Pick up the scrip which reads, "3 ks 4 keys, with love". Give Keli, Khan and Kara a philtre (a love potion) each. They will reward you with three scrips, reading "pop", "did" and "eve". Place the scrips on the counters in the outer castle, and make the combination 'dpe'. The door to the inner castle is now open. Go through the door and note the clue '8 rows and a bar, for key find skar'.

The Gods

  1. Get a hammer, barrel, drysalt and broadaxe and place them one by one on the counter in the gallery at 71, Stone Road, in accordance with the clues in the pictures. Pick up the bracelet and give to Pita in return for the scrip marked with the clue "gods see all".
  2. Get a last, lead, sting and hemlock and place them one by one on the counter in the gallery at 4, Herne Hill, in accordance with the clues in the pictures. Pick up the earing and give to Pita in return for the scrip marked with the clue "art in order".
  3. Observe all the letters in the pictures in the deposit houses. Rearrange in order of their door numbers to obtain the clue "by alchemist counter Pt is key". Enter the secret room in the alchemist's shop by using a platina as a key. Inside the room you will see the shield marked 'parthol'. Put this shield on the HAIL PARTHOL altar to obtain the clue "+". Deposit the platina safely for future use.
  4. Get the book marked 'verit ghoom' from the archivist. Rearrange letters to obtain the clue 'give to mhor'. Do as the clue says and Mhor will give you another book marked 'look for my rest'. Use this book to as a key to open the secret door to the deposit house at 1, Myre St. Take the shield marked 'danu' and place on the altar at HAIL DANU to obtain the clue "ST".
  5. Get a moleskin and give to Bren in exchange for the map marked 'gold in ashes!'. This red herring leads you to the locked deposit house at 21, Cinder Bank. Enter the deposit house using the map as a key to find only useless pyrite (fools gold!). Then give the previously deposited platina to Bren and take the map marked 'galicia is far' in return. Give this map to Ryde, a galician, who will willingly exchange it for the shield marked 'belinus'. Put this on the HAIL BELINUS altar to obtain the clue "54".
  6. Obtain a lyre from the minstrel's shop. Take it to Dain's secret room at 30, Park Row. Swap the lyre for the shield marked 'midir'. Take the shield to HAIL MIDIR and place it on the altar. The m-key should appear. Take it.
  7. The three clues from BELINUS, PARTHOL and DANU point to a secret door at 54, Cross St. Go there and open the door with the m-key.

Skar

  1. Enter the deposit house at 54, Cross St and pick up the telestone.
  2. Get a rue, pile, razor and foil and place them one by one on the counter in the gallery at 34, Marsh St., in accordance with the clues in the pictures. Pick up the necklace and give to Pita in return for the scrip marked with the clue "skar's a pearl".
  3. Obtain a licence from the thieves guild and go to the strongroom at 1, North Wall. Pick up the pearl. Buy a spell from the magick shop at 24, Cinder Bank. The spell gives the message 'show the lady!', the lady being Skar.
  4. Use the telestone to show Skar's location and track her down. When close enough to Skar offer her the spell. Her invisibility is now lost as she cries 'I am seen!'. Offer her the pearl and she will give you a scroll in return marked with the clue "2**25". Deposit this scrip safely for future reference.

The Rescue Of Loeg

  1. Skar's scroll gives the combination to the 8 rows in the castle. 2**25 = 33554432, so the third portal in row A must be entered, the third in row B... and so on. The scroll itself is the key to the door at the end of the maze.
  2. Take the scrip bearing the clue 'call me to enter'. 'me' is referring to the city, Dun Darach which, according to 'Dinn Nemeton' in the instructions, is the resting place of the Sacred Oak which binds together the very fabric of the earth and sky. The name Dun Darach means 'The Hill Of The Oak'. With this in mind, make the combination 'oak' and, taking the l-key, go through the door to the keep.
  3. Offer Loeg the l-key and he will leave. Make your way towards Claw Lane and use the l-key to unlock the South Exit. Exit Dun Darach through this door. This ends the game.

The Streets

Street Establishment
Amber Way
  • 64 deposit house 'i'
  • 65 herald : sells piles for 200 ir.
  • 66 argot bank east entrance
  • 67 portal -green-
Baker St.
Bird St.
  • 16 deposit house
  • 18 herbist : sells rues for 100 ir.
  • 19 hail DANU
  • 20 carpenter : sells hammers for 200 ir.
Castle Walk
Cinder Bank
  • 21 deposit house : locked. key = map 'gold in ashes'.
  • 22 hail PARTHOL
  • 23 deposit house 'm'
  • 24 magick : sells spells for 1000 ir.
  • 25 deposit house 'i'
Claw Lane
  • 82 deposit house 'k'
  • 83 entrance to darach down
  • -- south gate : locked. key = l-key.
Cross St.
  • 52 broker : buys aurums for 800 ir.
  • 53 iomain ludum south entrance
  • 54 secret room. locked. key = m-key.
  • 55 deposit house 'e'
  • 57 alchemist : sells leads for 400 ir.
  • 58 hail BELINUS
  • 59 antiquary : sells relics for 500 ir.
  • 60 deposit house 't'
Dice St.
  • 14 deposit house 'e'
  • 15 iomain ludum east entrance
Downs Rd.
  • 41 iomain ludum west entrance
  • 42 deposit house 't'
East Wall
Heath Rd.
  • 57 deposit house 'r'
  • 58 apothecary : sells stings for 100 ir.
Herne Hill
  • 1 gallery
  • 2 portal -white-
  • 4 gallery
  • 6 argot bank west entrance
High Gate
  • -- entrance to castle
High St.
Hill St.
  • 37 deposit house
  • 38 deposit house 'n'
King St.
  • 1 vintner : sells wines for 150 ir.
  • 2 archivist : sells books for 700 ir.
  • 4 fletcher : sells arrows for 150 ir.
Leaf Lane
  • 85 deposit house 'e'
  • 86 deposit house 'y'
Long Lane
  • 1 broker : buys cloths for 200 ir.
  • 3 deposit house
  • 4 cobbler : sells lasts for 200 ir.
  • 5 armourer : sells broadaxes for 400 ir.
  • 6 draper : sells needles for 100 ir.
  • 7 cooper : sells barrels for 300 ir.
  • 8 broker : buys grapes for 200 ir.
  • 9 deposit house 'c'
  • 10 skinner : sells moleskins for 1500 ir.
Market St.
  • 12 apothecary : sells hemlocks for 400 ir.
  • 14 grocer : sells peppers for 150 ir.
Marsh Gate
  • -- the city's second exit gate
Marsh St.
  • 30 portal -magenta-
  • 31 broker : buys spices for 200 ir.
  • 32 deposit house 'c'
  • 33 deposit house 'o'
  • 34 gallery
  • 35 hail MIDIR
  • 37 deposit house 'u'
Mead Cross
Mead Square
  • 1 deposit house 'b'
  • 2 broker : buys remnants for 750 ir.
  • 3 deposit house
  • 4 deposit house 'l'
Moss Lane
  • -- portal -free-
Myre St.
  • 1 secret room. locked. key = book 'look for my rest'.
  • 2 deposit house
New St.
  • 12 deposit house 'h'
  • 14 barber : sells razors for 150 ir.
North Wall
  • 1 strongroom. holds pearl
  • 3 gallery : sells statues for 600 ir.
Oak Rd.
  • 26 swordsmith : sells foils for 500 ir.
  • 27 carpenter : sells adzes for 300 ir.
  • 28 deposit house 's'
  • 29 salter : sells drysalts for 150 ir.
Old Hill
  • 10 minstrel : sells lyres for 1000 ir.
  • 15 portal -yellow-
Park Row
  • 29 deposit house 't'
  • 30 dain's secret room
Silver St.
  • 81 argot bank south entrance
  • 82 assayer : sells platinas for 10000 ir.
  • 83 thieves guild : sells licences for 10000 ir.
Star St.
Stone Rd.
  • 71 gallery
  • 73 magick : sells philtres for 2000 ir.
  • 74 deposit house 's'
  • 75 deposit house
The Calls
  • 1 iomain ludum north entrance
  • 2 lady's forbidden room. locked. key = spell
  • 3 deposit house 'a'
The Parade
  • 2 deposit house 'y'
  • 4 farmer : sells hoes for 250 ir.
  • 5 mercer : sells swatches for 150 ir.
West Castle
  • -- portal -free-
West Wall
  • 59 deposit house 'p'
West Way
  • 79 assayer : sells goldbars for 600 ir.
  • 80 argot bank north entrance

(Dave Batty - brand new tip!) 7269

I don't want to give the game away (I'll let you suffer for another month) but to
help you off let me just say that there is a Goldbar Merchant in West Way and an
Aurums Buyer in Cross Street - enough said.

(Robin Candy in Crash issue 18 , Page 78) 7814

(There were more tips here, but they were reproduced in issue 27, so have been removed)

To gain as much money as you wish go to the gambling houses in lomain. Now drop all
your money on table B and press 6 to return to the menu. Save the game then return
back to where you were. Keep gambling and saving the game when you win and reloading
a saved game when you lose. This way you can easily build up enough money to
purchase anything you want.

To speed up the interest rate, bank some of your money and then carry out some of the
other tips while it is day (signified by the torches being out) - press 6 and then 1.
This will take you to the menu and then back into the game. When you re-enter the
game the torches will flicker on and you will collect interest for the whole day.
Using this method it is possible to get your 1% interest twice a day.

(Michael Mitchell, Gary Macintosh, Keith Walker, Kevin Penton, Craig Rogers, Robin Candy in Crash issue 19 , Page 64) 7845

I am writing to give you a tip on how to collect large sums of money on Dun Darach.

First go to the gambling house in Iomain and save the game. Then keep putting your
money on table B and leave it there. Save the game after each win (in case you loose
next go) but don't remove winnings.

I tried this last night out of frustration at getting nowhere and amassed 10.5
million Iride. This is a bit over the top, and I could only put 3 million in the
bank before my arm seized up.

Also when I buy a thieves guild licence, I still get robbed by pickpockets (not
money, just objects) but do not get arrested.

(Paul Bennetto in Crash issue 20 , Page 68) 7883

Starting points of the characters that can move are:
BREN: Mead Square 4
KARA: Marsh Street 31
KELI: The Calls 3
KHAN: Cinder Bank 25
MHOR: King Street 2
PITA: Mead Square 1
RYDE: Amber Way 65
SKAR: Stowe Road 74

(the other characters -DAIN, TETH & LOEG- don't move)

(Mike_Myers - brand new tip!) 13906
Maps
(The map was by Oliver Frey, with thanks to the rest. Possibly his was an arty version based on maps sent in by the others. Gerard)

http://www.worldofspectrum.org/pub/sinclair/games-maps/d/DunDarach.jpg

(Oliver Frey, Allan Dixon, Sandra Fallows, Laurence Molloy, Julian Bowman in Crash issue 20 , Page 66) 6298

(Originally printed in Sinclair Programs, September 85 issue)

http://www.worldofspectrum.org/pub/sinclair/games-maps/d/DunDarach_2.jpg

(Unknown in World Of Spectrum) 6299

(This is the map supplied with the game. Originally by Bren. Uploaded to WOS by Mark R. Jones. Gerard)

http://www.worldofspectrum.org/pub/sinclair/games-maps/d/DunDarach_3.jpg

(Bren, Mark R. Jones in World Of Spectrum) 6300

http://www.worldofspectrum.org/pub/sinclair/games-maps/d/DunDarach_4.jpg

(Unknown [uncredited] in Crash Tips Special issue 27 , Page 22) 7193

(Originally published, uncredited, in C+VG's Map Special. Scanned by Aonghus de Barra)

http://www.worldofspectrum.org/pub/sinclair/games-maps/d/DunDarach_5.jpg
(Uncredited, Aonghus De Barra in World Of Spectrum) 11376
Multiface pokesHow to enter these
Download full POKE database
DESCRIPTION POKE(s)
No Enemies34999,255
Unlock doors34378,24

     (Gerard Sweeney in Hack Attack III) 2179

POKE 41443,201 ... Characters don't move
POKE 45391,10 ... 1st item is not stolen
POKE 45392,10 ... 2nd item is not stolen
POKE 45393,10 ... 3rd item is not stolen


POKEs for items

45391,x ... 1st item [x=0-60 or 129-188] (x= item ; if x > 128, it's a stolen item)
45392,x ... 2nd item [x=0-60 or 129-188] (x= item ; if x > 128, it's a stolen item)
45393,x ... 3rd item [x=0-60 or 129-188] (x= item ; if x > 128, it's a stolen item)

Values for items
0 = No Item
1 = Token
2 = Moleskin (this is the fur one of the characters wants)
3 = Goldbar
4 = Barrel
5 = Last
6 = Wine
7 = Needle
8 = Sting
9 = Broadaxe
10 = Swatch
11 = Pepper
12 = Hemlock
13 = (nothing, ignore this one)
14 = Arrow
15 = Book
16 = Foil
17 = Adze
18 = Drysalt
19 = Razor
20 = Licence
21 = Hammer
22 = (nothing, ignore this one)
23 = Hoe
24 = Telestone
25 = Relic
26 = Pile
27 = Rue
28 = (nothing, ignore this one)
29 = Lyre
30 = Necklace
31 = Bracelet
32 = Brooch
33 = Earing
34 = Shield
35 = Shield
36 = Shield
37 = Shield
38 = M-Key
39 = D-Key
40 = Statue
41 = Map
42 = Map
43 = Philtre
44 = Book
45 = Scrip
46 = Scrip
47 = Scrip
48 = Scrip
49 = Spell
50 = Pearl
51 = Scroll
52 = Scrip
53 = Scrip
54 = Scrip
55 = Platina
56 = Lead
57 = Scrip
58 = Scrip
59 = T-Key
60 = Pyrite

(list of items is made with names displayed in inventory, so don't be surprised if there's no way to recognize different shields or scrips while playing)

Examples:
45391,6 ... Your 1st item is a barrel
45392,131 ... Your 2nd item is a *stolen* goldbar (it shows the "S" beside the item)

45393,2 ... Your 3rd item is a moleskin
45393,0 ... You don't carry 3rd item.

Note: Enter/exit buildings or press "0" key or spacebar to update the items.

(Mike_Myers - brand new tip!) 13905

Use these pokes to set your money (maximum = 999,999).
POKE 45395,x : 45396, x , 45397, x (x = 0 - 153 [153 = 99(hex)])

Examples:
POKE 45395,153 : 45396,153 : 45397, 153 --> You get 999,999 iridi
POKE 45395,0 : 45396,0 : 45397, 80 --> You get 500,000 iridi
POKE 45395,3 : 45396,2 : 45397, 1 --> You get 10,203 iridi

(Mike_Myers - brand new tip!) 19581

Stop items being stolen = POKE 43397,0: POKE 43398,0
Stop money being stolen = POKE 44611,0: POKE 44612,0

(Jeremy Smith - brand new tip!) 20910
Complete solutions
(Part of these tips were originally printed in issues 19, 20 and 21. They were reproduced with more in issue 27)

Once again you play the mythical Celtic hero Cuchulainn in Dun Darach by Gargoyle Games. It is full of the Follis/Carter puzzles and puns we've come to expect from this pair. For the few who do not know it, you're out to rescue your friend, the charioteer Loeg, from the clutches of the beautiful and evil sorceress, Skar.  The action takes place in the city of Dun Darach.

To find Teth you must first go to the Old Quarter and buy or steal a statue. Now take this to the Soke or Ratha de and follow the rat that wanders the streets. In Claw Lane the rat will disappear - for a few seconds stand on the spot where it disappeared and press Enter; you will now be in Darach Down. Inside Darach Down is Teth. Give Teth the statue and in return he will give you the d-key; this unlocks the door in the castle.

Dainn can be found behind an invisible door in Park Lane. Give Dainn a lyre and in return he will give you the shield Midir. Take this to the room Hail Midir and place it on the table in there and you should receive the m-key. The m-key opens an invisible door on Cross Street.

Buy a Mole Skin from the Skinner and give this to Bren in return for a Map. Now earn enough money to buy the Platinum and give this to Bren for another map and the message 'Galacia is far'. Give this map to Ryde in return for the shield Belinus. Take this to the Hail Belinus room and drop it on the table in there to receive a clue.

Open the invisible door in Cross Street, which is opposite room 55, with the m-key. Inside is the Telestone, take this.

Now go and buy a spell from the Magick Store. Deposit your key on the counter and offer the Telestone, this will reveal the location of Skar. Now go and find Skar (keep using the Telestone so that you can easily track her down) and offer herthe spell when she is near, this will make her visible. If you have a thieves' licence, go and steal the Pearl from the Strongroom; if you don't have a thieves' licence then get some money and buy one, either by honest means or by using the methods detailed later below. Take the Pearl and give it to Skar, who in return will give you a Scroll. Go to the Castle with the Scroll, any other object and the d-key.


Open the first locked door with the d-key and go through into a room with 3 revolving wheels (a combination lock). On one of the tables is a script with the clue 3ks 4keys, WITH LOVE. This is a clue to the combination of the lock. If you give the 3 thieves a Philtre each you get scripts with messages on them, take the first letter of each of these messages and you end up with DPE, this is the combination to the locked door.

Keeping the Scroll (the one from Skar), drop your other objects on the tables so as to stop the wheels at DPE.  Now, with the Scroll, go through the door. You will now be in a room with a message 8 ROWS AND BAR FOR KEY FIND SKAR and 8 other doors. Only one of the doors will lead to another row (row B) the rest take you outside of that room. To decide which door to go through you must solve the clue 2**25, which means 2 to the power of 25. This gives you the answer 33554432. Counting from the left, go through the third door into the next row and then through the third door from the left again and so on until you have been through all 8 rows. Now use the Scroll to unlock the locked door.

Go through this and you will be in another room with a combination lock. Drop objects on the tables to stop the combination at OAK. Now go through the locked door with the i-key which is lying just outside the locked door and offer Loeg the i-key. He will be freed and will give you another l-key in exchange. To finish the game go to Claw Lane and open the locked door which leads from Dun Darach and you will see the marvellous end effect - well an end effect anyway!


Some of the clues given in Dun Darach are a bit obscure but if you are still mystified as to their meaning then read on.

ART IN ORDER - Go round all the deposit rooms writing down their numbers and the letter on the wall inside the building. Once you have done this, write down the numbers with their corresponding letters and a message will evolve, BY ALCHEMIST COUNTER PT IS KEY. This refers to an invisible door that is by the Alchemist's counter, it can be unlocked with Platinum. Inside is the shield Parthol.

RATS ARE VAIN - this refers to the statue of the rat needed to free Teth. In the original version of Dun Darach (there are two) there was a mirror but this was changed to a pearl to avoid confusion.

SKARS A PEARL - this is referring to the fact that the pearl can be traded with Skar.

GODS SEE ALL - this refers to the Telestone.


To gain as much money as you wish go to the gambling houses in Iomain. Now drop all your money on table B and press 6 to return to the menu. Save the game then return back to where you were. Keep gambling and saving the game when you win and reloading a saved game when you lose. This way you can easily build up enough money to purchase anything you want.

To speed up the interest rate, bank some of your money and then carry out some of the other tips while it is day (signified by the torches being out) - press 6 and then 1. This will take you to the menu and then back into the game. When you re-enter the game the torches flicker on and you will collect interest for the whole day. Using this method it is possible to get your 1% interest twice a day.


The solutions to the galleries are as follows:

The gallery on the northern part of Herne Hill should have these items dropped in it: an arrow (from the Fletcher in King Street); an adze (from the Carpenter in Oak Road); a hoe (from the Farmer in the Parade) and a needle (from the Draper ir Long Lane).

The gallery on the southern part of Hems Hill should have these items dropped in it: lead (from the Alchemist in Cross Street); a last (from the Cobblers in Long Lane); a sting (from the Apothecary in Heath Road) and hemlock (from the Apothecary in Market Street).

The gallery in Stone Road should have these items dropped in it: a hammer (from the Car p enter in Bird Street); a barrel (from the Cooper in Long Lane); dry salt (from the Salter in Oak Road) and a broad axe (from the Armoury in Long Lane).

The last gallery in Marsh Street should have these objects dropped in it: a rue (from the Herbalist in Bird Street); a pile (from the Herald in Amber Way);a razor (from the Barber in New Street) and a foil (from the Sword smith in Oak Road). Remember Pita likes jewellery!



(Simon Malham, Michael Mitchell, Gary Macintosh, Kevin Penton, Keith Walker, Craig Rogers in Crash Tips Special issue 27 , Page 22) 6033

Click HERE to download a recording of this game being completed,
viewable on an RZX-capable emulator.

Courtesy of the RZX Archive.



(Robin Clive on the RZX Archive) 11545





Brought to you courtesy of Gerard Sweeney and Nick Humphries
plus various other good eggs.

TT: 0 NQ: 3