Cheats and Guides for CD-i games

Anything relating to CD-i can be discussed in this forum. From the multiple hardware iterations of the system to the sofware including games, reference, music and Video CDs. Maybe you hold an interest in Philips Media and the many development houses set up to cater for CD-i if so then this is the forum.
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Bas
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Cheats and Guides for CD-i games

Post by Bas » Fri Jun 24, 2005 4:36 pm

they're not widely available, are they.... If anyone has any, please post them!

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Erronous
CDinteractive Moderator
Posts: 490
Joined: Sun Jun 26, 2005 10:43 pm

Post by Erronous » Sun Jun 26, 2005 10:50 pm

Well, since you said to post them :).

Table of Contents



Game path: Region 1 1

Map: Region 1 2

Game path: Shrine 1 3

Map: Shrine 1 5

Game path: Region 2 6

Map: Region 2 8

Game path: Shrine 2 9

Map: Shrine 2 12

Game path: Region 3 13

Map: Region 3 14

Game path: Shrine 3 16

Map: Shrine 3 18

Game path: Region 4 19

Map: Region 4 20

Game path: Shrine 4 21

Map: Shrine 4 23

Game path: Region 5 24

Map: Region 5 25

Game path: Shrine 5 26

Map: Shrine 5 28

Game path: Region 6 29

Map: Region 6 30

Game path: Shrine 6 31

Map: Shrine 6 34

Game path: Region 7 35

Map: Region 7 36

Game path: Shrine 7 37

Map: Shrine 7 39

End Game 40
Game path: Region 1

G23 - Zelda will start at Vision Henge. Move her to the right to H23.


H23 - The Wand weapon lies on stone. Zelda can take it by moving

over it. Go to spot D24.


D24 - You can see 1 Goriya throwing boomerangs. Killing the Goriya

make the Boomerang weapon appear at the left bottom corner.

Take it by moving Zelda over it. Go to spot J22.


J22 - Outside the Inn Zelda can see a Beggar woman. Give her 5

rupees to receive the Firestorm weapon. Enter the

Molblin Inn.


Inn - Lothar the Innkeeper and three customers are inside. Buy the

Calm Spell for 100 rupees. Go to Krebb the Weary (red

shirt) and listen to him. He will give you the Dagger. The

Woman at Table and the Defeated Soldier will also talk to

Zelda when they are touched. Leave the Inn and go to spot J24.


J24 - Take the empty water pitcher from Glebb the Thirsty

Woman. Go to spot F20.


F20 - Select the empty water pitcher and fill it with water in the

above part of the program. A full water pitcher will appear.

Take it by moving over it. Return to spot J24.


J24 - Give the full water pitcher to the woman and she will give you

a Vial of Wind in exchange. Go to spot F26


F26 - A Forest trader sells a Candle for 100 rupees and a Magic

Shield for 500 rupees. Gain the rupees by killing monsters

throughout the game. Go to spot F28.


F28 - Take the Ladder standing against the tree by moving over it.

Go to spot G32.


G32 - Zelda can enter two caves. Enter the upper cave to start

Shrine 1 (S1-01).
Map: Region 1





D


E


F


G


H


I


J

20





Fill empty pitch















21





















22




















Beggar woman: Firestone weapon (5r.)

Inside Inn: Spell of calm (100r.) + Dagger from person in red shirt

23








Shurmaks voice


Start: Vision Henge


Wand weapon






24


Boomerang after killing Goriya

















Glebb: empty water pitch

Give full pitch to Glebb to receive Vial of wind

25





















26








Trader: Shield (500r.)

Candle (100r.)












27





















28








Ladder












29





















30





















31





















32











Entrance Shrine 1











r.: rupees. They can be earned by killing monsters. Collecting a blue coin means 5 rupees. Collecting a gold coin will raise you r amount of rupees with 10.






Game path: Shrine 1
Shrine 1 - Shrine of Rock


G32 - Enter the upper cave in the NW corner of the wall.

Go to S1-02.

S1-02 - Zelda must use the Ladder to cross the gap. Go to S1-04.



S1-04 - When Zelda kills the monsters, they drop a Scroll. Take it by

moving over it. Go down to S1-05.

S1-05 - Kill the 3 bats to see the compass. Take it by moving over it.

Go ti S1-08.

Using the Compass from anywhere in the overworld will

place Zelda at the entrance to Shrine 1. It is useless inside

all shrines.


S1-08 - Go directly to S1-08. Down try to kill the South Sardak in

S1-07 at this moment. The Treasure chest will speak and

give Zelda the Jade Ring. Go up to S1-07.


S1-07 - The South Sardak can only be killed with the Jade Ring.

Go to S1-12.

Each of the 3 Sardaks must be killed to gain entry to

Llorts Lair.


S1-12 - Kill the middle Sardak with the Jade Ring to gain access

Llorts Lair further in the game. Go to S1-16

S1-16 - 3 Red Tektites guard the Red Boots. Kill the monsters and

take the red boots by moving over it. The red boots enable

Zelda to cross the river north of the henge. Go right to

S1-17.


S1-17 - Use the Candle item to light the room. Go up to S1-18.


S1-18 - Llorts first appearance. He speaks to Zelda, and hurries

away before she can fight him. Go to S1-20.


S1-20 - Kill the Northern Sardak with the Jade Ring. Watch out: the

Sardak throws spears at Zelda. After killing all three

Sardaks, a beam of light, that blocked the northern doorway,

will disappear. Go up to S1-22.


S1-22 - Zelda is locked inside the lair with Llort, the Shrine King,

who tosses axes at her. Zeldas Wand is the most

formidable weapon against him, although others will work

too. When he is killed the doors will open. If he kills Zelda,

she will return to cell S1-20. After killing Llort, go up to

S1-23.


S1-23 - Zelda can collect the first Celestial Sign atop the pedestal.

Take it by moving her over it. A sequence will be started.

After this sequence Zelda will return to G32.


Map: Shrine 1




















S1-23

Take first celestial sign (Zelda returns to G32)



















S1-22

Kill Llort with Wand



















S1-21













S1-18

Llorts appearance


S1-19


S1-20

Kill North Sardak

with Jade Ring










S1-16

Red Boots


S1-17

Use Candle to light the room















S1-15


















S1-14





S1-13



S1-01


S1-02

Use ladder to cross


S1-03


S1-04

Take scroll after killing monsters


S1-10















S1-05

Take compass after killing monsters





S1-11


S1-12

Kill Middle Sardak with Jade Ring










S1-06


S1-07

Kill South Sardak with Jade Ring


















S1-08

Take Jade Ring


S1-09




Game path: Region 2

With the Red Boots you found in Shrine 1 you can cross the stream in the above part of region 1. Go to J-22 (Inn).

J22 - Go up to cross the river. Now you will enter spot J21 of region 2.


J21 - Enter the cave at the right side of the screen.


Cave - In the cave you can see the harp. Take it by moving over it.

Go back to J21 at the left. Dont leave the cave at the right

side of it because otherwise you will enter a dead end spot.

You cant leave this spot anymore and the monsters will kill

you.


J21 - From this spot go to K20.


K20 - In this place you can see a mushroom. It will speak to you.

Go to K15.


K15 - Kill the 2 blue Tektites that guard the Raft item. Take this

item by moving over it. Go up to K14.


K14 - The Shaggy Woman sits outside a vegetable stand. She is

selling a Candle for 100 rupees and a Potion of Life for 200

rupees. Most important thing to buy is the potion of life. She

will speak to Zelda when touched. A Villager will eventually

wander out from under awning to the west. Go up to K13.


K13 - A Lounger sits between two shops. A Dog darts around Zelda.

Enter the left shop and trade the Bone for an Axe. Enter the

right shop and buy the blue/turquoise ring for 20 rupees.

Go to L14.


L14 - Yvonne the Musician and the Twins (Eric and Ian) stand

outside a house. Listen to Yvonne. She will speak and give

Zelda a Flute. The twins can also speak to Zelda. Go to R9

of region 4 to get the spell of noise from Gwynla (Path from

L14 to R09: Up/Right(2*)/Up/Right/Up(2*)/Right/Up/Right(2*))


R09 - Here you will receive the spell of noise from Gwynla. Go

back to L14 (Follow the same path).


L14 - From here go to N11 (path: Up/Right(2*)/Up(2*))


N11 - Waldensop stands outside the White Steed Lodge along with

two horses. Zelda can enter lodge. He gives Zelda a Feather

after she goes into and comes out of lodge. Go up to N09.


N09 - Here you can see a mermaid. Go towards the mermaid and she

will restore Zelda to full health again. Go to P08

(path: Right/Up/Right).


P08 - Sir Basil will give Zelda a Broadsword on west side of

stream. Take it by moving over it. Go to L08 (4*Left) to play

Shrine 2. Before you will play Shrine 2 you can first go to 011.

O11 - Enter the Abandoned Mine.


Mine - Zelda can traverse hollow tree and get Secret Heart

Container to increase health capabilities.
Map: Region 2




J


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P

08








Entrance Shrine 2











Sir Basil gives you Broadsword

09





















10





















11














Waldensop

gives you feather


Mine:

inside of it, take heart



12





















13





Trade bone for axe

Left shop:

Bone (20r.)

Right shop:

Turquoise ring (20r.)

Jade amulet (100r.)

Magic fireball (150r.)


Inside:

Possession of coal? -> sell it:

999r.

Candle (100r.)












14





Shaggy woman:

candle (100r.)

Life potion (200r.)


Yvonne & twins:

Flute












15





Kill monsters and take raft


Alice












16





















17








Farmer












18





















19





















20





Mushroom















21


Cave at right side


Harp inside cave


Dead end.

No returning possible













Game path: Shrine 2
Shrine 2 - Shrine of Illusion


L08 - Enter the tent to start Shrine 2.


S2-01 - Step before the mirror in the center of the ring, a trapdoor

drops Zelda into the next cell (S2-02).

S2-02 - Kill the monsters and go upwards to S2-03.


S2-03 - Kill the 3 monsters. Two doors, one heading west, the other

heading north will appear. Go left to S2-05.

S2-05 - The middle door is the only accessible door, the other two are

false. Go down to S2-04.

S2-04 - Kill the vire and it drops a Key. Take this key. (This Key

enables her to get through the door in cell S2-17.)

Move upwards to S2-06.


S2-06 - Kill the Vire and it drops the Map to Shrine 2. Move right to
S2-07.

S2-07 - Zelda needs the Noise Spell to kill the single Pols Voice.


S2-08 - Stepping stones appear and disappear one after the other

above a chasm. If Zelda falls into the chasm, she is returned

to the first cell of the shrine. The NE door is the only

accessible door. The others two are false. Go up to S2-09.


S2-09 - 2 Wizzrobes fire sound waves at Zelda. Use the Dagger to

kill them. They drop a Compass when dispatched. Take this

compass (compass for Shrine 2). Go up to S2-11


S2-11 - Zelda must carefully traverse a narrow and slippery path over

a chasm. 2 Wizzrobes fire at her from the east and west. If

Zelda falls into the chasm, she returns to the first cell of the

shrine. Go up to S2-13.


S2-13 - Kill the 4 monsters and they drop a Black Orb. Take it.

The door to the west is false. Go back to S2-09.

S2-09 - From here go right to S2-10.


S2-10 - 3 Wizzrobes fire sound waves. Kill them with the dagger.

Go up to S2-12.

S2-12 - Kill the 3 monsters. Only the center door is accessible.

The others are false. Go up to S2-14.

S2-14 - Place the Black Orb in the cup of the center of cell to open

the east door (to remove the bars). Go right to S2-15

S2-15 - Kill the 2 monsters and they drop a Knife. Take it and

cut an exit in the east (right) side of the tent. Go right to

S2-16.


S2-16 - Go down to S2-17.


S2-17 - Pasquinade speaks and disappears before Zelda can fight

him. Zelda can open the green SE door only if she holds the

Key from cell S2-4. Enter the green door to go to S2-18.


S2-18 - Dark room. If you holds a candle you can light the room. Go up

to S2-19.

S2-19 - Kill the monsters to remove the Spikes that block the north

exit. Door along west wall is false. Go up to S2-20.

S2-20 - Kill the monsters (they fire pearls at Zelda). She must kill

them to get a Key that will open the eastern door. Go right to

S2-21.


S2-21 - Kill the monsters and go to the right to S2-22.


S2-22 - 2 Wall Masters, ghostly hands, reach down for Zelda. If she

is touched, she is returned to first cell in Shrine 2.

Exit through the hole in the NE (top right) side of tent to go to

S2-23.


S2-23 - Kill the monsters and go up to S2-24.


S2-24 - Zelda faces Pasquinade inside his lair. The exits are barred.

He fires glowing balls at her. The doors open when Zelda

kills him. If he kills Zelda, she will return to S2-23.

If you kill Pasquinade go up to S2-25.


S2-25 - Collect the Celestial Sign atop the pedestal. Take it by

moving her over it. A sequence will be started.

After this sequence Zelda will return to L08.
Map: Shrine 2

























S2-25

Second celestial sign (Zelda returns to L08)

























S2-24

Kill Pasqui-nade



















S2-21


S2-22

Ghostly hands


S2-23



















S2-20

Kill monsters to get key












S2-13

Kill monsters and take Black orb


S2-14

Place black orb in cup


S2-15

Kill monsters and take knife

Cut exit


S2-16


S2-19

Kill monsters to remove spikes












S2-11

Slippery path


S2-12





S2-17

Pasqui-

nades appea-

rance


S2-18












S2-09

Kill monsters with dagger


S2-10















S2-06

Kill monsters and take map (opening right)


S2-07

Kill monsters with Noise Spell


S2-08

Stepping stones


















S2-05


S2-03





















S2-04

Kill monsters and take key


S2-02
























S2-01

Trapdoor





















Game path: Region 3


From L08 of region 2 go to Q15 (go through region 2: make sure you are above the stream)

Q15 - Spikes block the only passage through tollgate. Pay Yalzan the

Stern 10 rupees to pass. Go to U16.


U16 - Yelena stands before reed hut. She gives Zelda a map.

Go to the right to V16.


V16 - The Hooded woman gives Zelda Yellow Boots. Zelda can

walk into domed house. Go up to V14.


V14 - Giant swamp rat will sell Repellent for 100 rupees.

(green boots??). Go to U18.


U18 - Fox the Boatman waits on the dock with his boat. For 2

rupees, Zelda can take boat to Mystery Island.


Mystery Island - Boat stops at docks and Zelda can walk up onto it.

If she goes down she gets the Secret Heart Container. Take

the Secret Heart Container. It will increase her health by

1 heart. Take the boat back to U18.


U18 - From here go to Z05 to start Shrine 3.
Map: Region 3

Region 3 is so extensive that I had to use two pages for the map.




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11
























12














Kron ->

life potion 200r.









13
























14

















Pay 10r. to pass the gate






15
























16
























17
























18























mystery island ->

secret heart

19





























T


U


V


W


X


Y


Z

01





















02





















03





















04





















05








Thabul gives advise








Bitterbeck


entrance shrine 3

06





















07





















08





















09





















10











Myntoll









11





















12





















13





















14








rat -> repellent 100r.












15





















16





Yelena ->

map


hooded woman

-> yellow

boots

inside ->

vial of acid












17





















18


you must have spell of calm to pass here


Fox->2r.

for boat















19





















Game Path: Shrine 3


Shrine 3 - Shrine of Air


S3-01 - The Condor drops Zelda off at the entrance to the Shrine of

Air. Go up to S3-02.

S3-02 - The 3 Blue Tornadoes can only be destroyed with the

Calming Spell. Go left to S3-03.

S3-03 - Kill the 4 Blue Tornadoes. Go up to S3-04.


S3-04 - When Zelda kills the 3 Loccasins, they drop a Bow &

Arrows. Take it and go to the right to S3-05.

S3-05 - Crystal shards fire at Zelda from the walls. Use the magic

shield. Go to the right to S3-06.

S3-06 - Crystal shards fly from the walls at Zelda. Again use the

magic shield. Go to the right to S3-07.

S3-07 - 1 Vapora hacks Zelda. Go to the right to S3-08.


S3-08 - 3 Patras drop the Shrine 3 Compass when they expire. Take

it and go to S3-13.

S3-13 - 2 blocks bar the exit to the west (left). Zelda must kill all 4

Dragonflies to remove the blocks.

S3-14 - 2 blue light beams block the north exits. Kill the Vapora to

remove the light beams. When it dies, the Vapora drops a

Magic Cloth. Go up to S3-16.



S3-16 - Push the lower block to the south (down) to remove the spikes

that bar the north exit. If she pushes the upper block to the

west, 3 Voltas materialize and attack. Go to S3-18.


S3-18 - Zelda must kill all 3 monsters to remove the spikes that

block the west (left) exit. Go left to S3-19.

S3-19 - A gaping hole lies in the floor between Zelda and the exit to

the west (left). Crystal shards fly from the north wall and an

animal skull floats from the north to south along the other

side of the hole. Shoot the skull with an arrow and a crystal

bridge appears, upon which she can cross the hole. Go left to

S3-20.


S3-20 - From here go upwards to S3-21.


S3-21 - Fight Avianne, the Shrine King, with the Feather weapon.

The doors will open when Avianna is dead. If Avianna kills

Zelda, she will return to Cell S3-20. If Avianne is killed go

upwards to S3-22.


S3-22 - Collect the Celestial Sign atop the pedestal. Take it by

moving her over it. A sequence will be started.

After this sequence Zelda will return to Z05.
Map: Shrine 3










S3-04

Kill birds ->

take bow & arrows


S3-05


S3-06


S3-07


S3-08

Kill monsters

-> take compass







S3-02

Kill Tornadoes ->

take map


S3-03











S3-09







S3-01











S3-11


S3-10

S3-22

Third celestial sign (Zelda returns to Z05)

















S3-12



S3-21

Kill Avianne with feather weapon














S3-14

Kill vapora to remove light beams

-> take magic cloth


S3-13

Kill dragonflies to remove blocks



S3-20


S3-19

Shoot ice skull with bow to create ice bridge


S3-18

Kill voltas to remove spikes





















S3-17





















S3-16

Push lower block down to remove spikes


S3-15


















S3-14
















Game path: Region 4

From Z05 go to V05 of region 3.

V05 - Enter the cave. This is a shortcut to T06 of region 4.


T06 - From here go to S05 to enter Shrine 4 (door opening).
Map: Region 4




Q


R


S


T

05








Entrance shrine 4



06








Ethera with dog


shortcut to V05

07












08












09





Lonlyn -> gives 25 rupees

Gwynla -> gives spell of noise






10





Squire grip and Merribal (2 persons)






Game path: Shrine 4


Shrine 4 - Shrine of Destiny

S4-01 - Two doors lead to the NW and NE. Enter the NW door to go to
S4-02

S4-02 - Kill the 3 Pols Voices with Spell of noise.

Go left to S4-03.

S4-03 - 4 spiked blocks move north to south across the cell. Shoot

the blue globe in the SW corner and it turns red, the blocks

will disappear. Go left to S4-04.


S4-04 - Kill the 2 Pols Voices with the Spell of noise.

Go to S4-06.

S4-06 - Kill the 2 Gibdos and they drop the Shrine 4 Compass and the

spikes blocking the exit will disappear. Go left to S4-07.

S4-07 - When Zelda kills the 3 Gibdos, they each turn into dangerous

Jacks. Spikes blocking the west (left) exit will disappear

when Zelda successfully kills the Gibdos. Go left to S4-08.


S4-08 - 2 spiked blocks move north-to-south. Another one moves

east-to-west. Manoeuvre Zelda to S4-09 (down).

S4-09 - From here go down to S4-14.


S4-14 - 3 spiked blocks move north-to-south across cell. Manoeuvre

Zelda to S4-15 (right).

S4-15 - Kill the 2 Gibdos and go to the right to S4-16.


S4-16 - Zelda must carefully traverse a narrow slippery path over a

chasm. If she falls off, she returns to first cell of the shrine.

Kill the 2 Wizzrobes with the dagger. Go upwards to S4-17.


S4-17 - Zelda traverses narrow slippery path over chasm. She

returns to S4-01 if she falls off. Kill the 3 Wizzrobes with

the dagger. Go to the right to S4-18.


S4-18 - Narrow walkways over chasm. You can kill the 4 Romravens.

The pair of walkways leading south are dead-ends. So take

the lower path west(left) back to S4-17.


S4-17 - Go south (down) to S4-16.


S4-16 - Follow the path to the right to S4-19.


S4-19 - 2 Wizzrobes fire at Zelda from the narrow walkways over a

chasm. 1 blocks the east exit. The other is on the lower

walkway. Go to the right to S4-20.


S4-20 - Hit the first and third globes, and turn them red. This will

remove the spikes from the east doorway. Go to the right

to S4-21.


S4-21 - Kill the 4 Romravens. Zelda must turn the blue globe to red

to remove the spike from the east doorway. As soon as you

touch the globe, two Jacks will appear. Go to the right to

S4-21.


S4-22 - Kill Malmord, the Shrine King. She appears and disappears as

Zelda battles her. When she is defeated, the doors to the NW

and NE will open. If Malmord kills Zelda, Zelda will

reappear in cell S4-21.

Take the NE (left) exit to S4-23


S4-23 - Collect the Celestial Sign atop the pedestal. Take it by

moving her over it. A sequence will be started.

After this sequence Zelda will return to S05.
Map: Shrine 4



















S4-12







S4-04


S4-03

Shoot blue globe to remove blocks


S4-02


S4-01

Two doorways


S4-11







S4-05












S4-08

3 spiked blocks


S4-07

Each monster turns into jack after killing it


S4-06

Kill 2 monsters -> take compass












S4-09





S4-17

wizzrobes


S4-18








S4-23

Celestial sign (Zelda returns to S05)

S4-14

3 spiked blocks


S4-15


S4-16

Kill wizzrobes with dagger


S4-19


S4-20

Hit 1 and 3 globe to remove spikes


S4-21

Hit globe to remove spikes (jack will appear)


S4-22

Kill malmord


Game path: Region 5

From S05 of region 4 go to L28 of region 5.

L28 - If Zelda has completed first 4 shrines, 2 seafarers will wait

with a raft at the dock. Zelda must give them a Vial of Wind

and 20 rupees. When Zelda steps onto raft it will automatically lead her to Shrine 5. If Zelda has not completed

first 4 shrines, the seafarers and their raft will not be there.

O28 - Before Zelda reach Shrine 5 a seamonster will attack the raft.

Kill this monster.


Q28 - This is the place where the raft will dock. Go to R29 to enter

Shrine 5.
Map: Region 5




K


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15

















wo-man


















16




































17











slee-ping

man
























18




































19




































20

















house











Beachcomber->

candle

100r.






21




































22




































23




































24




































25








secret heart



























26








house



























27





house->

thief


seafarer



























28





give vial of wind and 20r.

-> enter raft














raft docks

here















29























entrance shrine 5












Game Path: Shrine 5


Shrine 5 - Shrine of Water

S5-01 - Go to the right to S5-02.


S5-02 - Avoid the dangerous spears striking from above. Go to the

right to S5-03.


S5-03 - Avoid the spears striking from above and kill the 2 Zols.

Take the map and go down to S5-04.


S5-04 - Take the plank that lies amid the stalactites. Go down to

S5-05.


S5-05 - Place the plank across the hole to get across. Go left to

S5-06.


S5-06 - Kill the 3 Zols and go to S5-08.


S5-08 - Kill the southern Kelpi with the (blue) Turquoise Ring to

remove the spikes in the east (right) doorway. Go to the right

to S5-09.


S5-09 - Avoid the spears striking from the above. Kill the 2 Zols and

go to the right to S5-10.


S5-10 - Kill the Oktorok and go down to S5-11.


S5-11 - Kill the Oktorok and go to S5-13.


S5-13 - Kill the northern Kelpi with the Turquoise Ring in order to

remove the spikes from the passage to the east (right). Go to

the right to S5-14.


S5-14 - Avoid the spears striking from above. Take the Shrine 5

Compass that lies in the SE corner. Go through the middle

passage in the north (upwards) wall to S5-15.


S5-15 - Kill the 2 Giant squids and go upwards to S5-16.



S5-16 - AgWanda speaks to Zelda and disappears before Zelda can

fight her. Use the raft when AgWanda has

vanished. When Zelda steps onto the raft it will

automatically take her east downstream to S5-17


S5-17 - The raft stops at a small dock. Step onto the land here. Kill

the giant squid and go upwards to S5-19.


S5-19 - Again use the raft. The raft will lead you to S5-24. During

this short voyage you will pass the following spots: S5-20,

S5-21, S5-22 and S5-23.


S5-20 - Zeldas raft continues to drift. 2 Turtles will attack you.


S5-21 - The east Kelpi keeps guard will attack you.


S5-22 - 3 stingrays will attack you.


S5-23 - 1 giant squid will attack you.


S5-24 - Zeldas raft goes ashore along the SE corner. Go to the right

to S5-25.


S5-25 - Kill AgWanda, the Shrine Keeper. She will attack Zelda

with water weapons. The doors will open when AgWanda has

been defeated. Go to the right to S5-26.


S5-26 - Collect the Celestial Sign atop the pedestal. Take it by

moving her over it. A sequence will be started.

After this sequence Zelda will return to R29.
Map: Shrine 5


S5-01


S5-02

spears


S5-03

spears and map




































S5-04

plank

































S5-06


S5-05

place plank

































S5-07














S5-18


S5-19

take raft


S5-20















S5-08

kill Kepi with turquoise ring


S5-09

spears


S5-10





S5-16

Take raft


S5-17





S5-21

Kelpi


S5-22


S5-23















S5-11


S5-12


S5-15














S5-24


S5-25

kill

Agwanda


S5-26

celes-tial

sign

Zelda returns

to R29













S5-13

Kelpi


S5-14

compass





















Game Path: Region 6


From R29 of region 5 go to H9 of region 7. Here you will get the Jousting stick from a Goblin (this is needed to play Shrine 6).

From H9 go to AB17 of region 6.


AB17 - Now you can see the entrance of Shrine 6. If you are not at

full health you can go to spot AC18.


AC18 - There the mermaid pool restores Zelda to full health again.


AA15 - On this place you will receive a lump of coal. If you sell the

lump of coal in the blue shop of spot L13 you will receive 999

rupees.


Map: Region 6




X


Y


Z


AA


AB


AC

13


















14


















15











Lump of coal






16


















17














Entrance shrine 6



18

















mermaid pool

Game Path: Shrine 6


Shrine 6 - Shrine of Power

S6-01 - Stall keeper #1 will speak to Zelda when touched. Buy a

Red Ribbon for 50 rupees (which will be needed to fight in

the joust) and two other ornaments for 20 and 10 rupees. Go

to the right to S6-02.


S6-02 - Push the left block to the right and a Map of the Shrine

appears. Go back to S6-01.


S6-01 - Go down to S6-03.


S6-03 - A carny barker and a Water Bearer will speak to Zelda

when touched. If Zelda continues to touch the Water

Bearer, she will give her the Compass to Shrine 6. The

Pickpocket will lift 25 rupees from Zelda if he touches

her or she touches him. The Pickpocket will eventually

Wander around and out of the cell. Go to S6-05


S6-05 - A Thirsty Child beside a well will ask Zelda for help. Help

the child by touching the well and it will give Zelda the Gold

Necklace. Go to the right to S6-06.


S6-06 - A Female Trainer stands at a counter, behind which 3 target

bears move north and south. Zelda can shoot them if she has

the Bow and Arrow weapon. She will be awarded rupees

for each successful shot. Go down to S6-07.


S6-07 - A blue globe lies at the end of a short corridor. Shoot it from

a distance with a Missile weapon. When the globe turns red,

spikes cut off the corridor and a pair of spike blocks move

east to west. If Zelda doesnt shoot the globe, she wont be

able to get through the east door in the next cell. Go quickly

down to S6-08.


S6-08 - Two blue globes lie in the SW and NE corners of cell. Hitting

the SW globe causes spikes to pop up in the north doorway. Hit the NE globe and take the roar stick weapon that appears.

Go to the right to S6-09.

S6-09 - Stall keeper #2 will sell Zelda a Ticket to the jousting

match for 20 rupees. Buying the Ticket will cause the

spikes to disappear from east doorway.

Go to S6-12.


S6-12 - If Zelda has the Red Ribbon, the Red Knight will appear to

fight her. She must use the Jousting Stick against him.

Killing the Red Knight causes the spikes to disappear from

the east doorway. Go to S6-14.


S6-14 - Spikes block the north doorway and a blue globe sits in NE

corner. She must hit the globe from a distance with a

Missile weapon. When hitting the globe the spikes from the

door will disappear and will appear around the globe. Go to

S6-15.


S6-16 - Clear a path through the blocks by pushing the lowest one to

the right, the next one to the left and the one to the right. Exit up to S6-17.


S6-17 - Kill the 3 Iron Knuckles and go to the right to S6-18.


S6-18 - Stall keeper #3 will sell the Ticket to the Field of Swords

for 20 rupees. Buy the Ticket and the spikes in the north

doorway will disappear. Go to S6-20.


S6-20 - Use the Broadsword against the Blue Knight and go

upwards to S6-21.


S6-21 - Use the Broadsword against the Green Knight and go

to the left to S6-22.


S6-22 - If Zelda has not killed all 3 Knights, spikes will block the

north doorway. Go to S6-25.


S6-25 - Kill the 2 Iron Knuckles and go to the left to S6-26.


S6-26 - Kill the 2 Iron Knuckles to remove the spikes from the west

doorway. Go to S6-28.


S6-28 - Zelda is locked inside Ursalas lair. Kill Ursala, the

Shrine King to open the west and east doors. Go to the left

to S6-29.




S6-29 - Collect the Celestial Sign from its pedestal by moving over

it. A sequence will start and after it Zelda will return to

AB17.
Map: Shrine 6
















S6-29

Celestial sign -> Zelda returns to AB17


S6-28

Ursula


S6-27


S6-26


S6-25




































S6-24


S6-23




































S6-22


S6-21

green

knight

S6-01

red ribbon


S6-02

map





























S6-19


S6-20

blue

knight

S6-03

compass


S6-04


S6-05

gold

necklace


S6-06

bears




















S6-17


S6-18

ticket












S6-07

globe

















S6-15


S6-16

blocks















S6-08

globe

-> stick


S6-09

ticket


S6-10


S6-11




S6-12

red knight


S6-13


S6-14

globe









Game Path: Region 7


From AB17 of region 6 go to B7 of region 7.

B7 - This is the entrance of Shrine 7
Map: Region 7




A


B


C


D


E


F


G


H


I


J

07





Entrance Shrine 7
























08






























09























Goblin gives Jousting stick






10














Bridge


secret heart












11






























Game Path: Shrine 7


S7-01 - Go to S7-03.


S7-03 - Kill the Blacksmith and go left to S7-04.


S7-04 - Kill the single Blacksmith who throws spears and he will

drop the Shrine 7 Compass. Take it and go upwards to S7-05.


S7-05 - Kill the 4 Crokarocks. They shoot rocks at Zelda. The door

in the NW corner is false. When Zelda kills all Crockarocks,

they drop the Map of Shrine 7. Take it and go to the right to

S5-06.


S7-06 - Kill the Crockarocks to remove the flames from the

doorway. Go upwards to S7-07.


S7-07 - Avoid the fireballs that leap from the lava and go to S7-09.


S7-09 - Kill the 4 Fireflies. The hole in the east wall is the only

exit (to S7-10).


S7-10- Kill the Romraven and go to the right to S7-11.


S7-11 - Kill the 3 Fireflies to remove the flames in the south

doorway. Go down to S7-12.


S7-12 - Warbane makes a brief appearance, speaks, and disappears.

He leaves behind a Hammer weapon. Take it and go to S7-15.


S7-15 - Kill the 4 Romravens and go to the right to S7-16.


S7-16 - Kill the Kannis and go to the right to S7-17.


S7-17 - Kill the Kannis and go to the right to S7-18.


S7-18 - Kill the single Kannis to remove the flames from the

northern doorway. Go to S7-20


S7-20 - Kill the 2 Bollas. They roll balls of flame at Zelda. Killing

them removes the flames from NW doorway. Go upwards to

S7-21.


S7-21 - Warbane makes a brief appearance, speaks to Zelda and

disappears. Zelda is held motionless and cannot fight him.

Go upwards to S7-22.


S7-22 - Maxus fires flaming arrows at Zelda. He must be destroyed

with the gold necklace. Spikes pop up from the floor and

west doorway. The spikes in the doorway disappear when

Maxus is killed. Go to the left to S7-23.


S7-23 - Zelda is trapped in Warbanes Lair. When Warbane, the

Shrine Keeper has been killed, the doors will open. Go

upwards to S7-24.


S7-24 - Zelda can collect the last Celestial Sign from the pedestal.

A sequence will start and after it Zelda will go to the end

game.
Map: Shrine 7
















S7-24

Celestial sign->

Zelda goes to end game









S7-09


S7-10


S7-11

kill flies

to remove

blocks





S7-23

Kill Warbane


S7-22

kill Maxus with gold necklace






S7-08





S7-12

Warbane talks ->

hammer








S7-21

Warbane






S7-07

avoid

fireballs





S7-13


S7-14





S7-20

kill monsters to remove fire wall


S7-19

S7-05

Kill

crokarocks

-> map


S7-06

kill

crokarocks

to remove flames








S7-15


S7-16


S7-17


S7-18

kill monsters

to remove

flames

S7-04

Kill blacksmith

-> compass


S7-03


S7-02





















S7-01
















End Game :

*

Llort: The end game will start with Llort. As Zelda kill him she will

be taken to Pasquinade.

*

Pasquinade: When Zelda kills him she will be taken to Aviana.
*

Aviana: Kill her with the feather weapon. Zelda will be taken to

Malmord.

*

Malmord: Here Malmord is just standing still. Kill her and may

dragonflies will appear and start flying away. Each killed dragonfly

drops a heart. When the last dragonfly is killed Zelda will be taken to

Agwanda.


*

Agwanda: Kill Agwanda and Zelda will be taken to Warbane.
*

Warbane: Kill Warbane and Zelda will be taken to Ganon.
*

Ganon: Hit Ganon when he appears. Try to stay clear of the electric

spheres he throws. When you kill him you have won the game!!!

When Zelda is killed in one of these end games she will return to the first stage of the end game namely to Llorts room.

When Zelda has passed the end game the game is finished and the end sequence will play.

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Devin
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Post by Devin » Mon Jun 27, 2005 1:35 am

Okay, now your being silly :D

I've got a load of these Game Guides in a very raw state, it's what I used to assemble the Burn:Cycle Guide on Black Moon. When I get the time i'll definately knuckle down and get it in a suitable state for publication. First I might list what I have, if anybody has other Game Guides then by all means post'em here. I know McNo used to sell hard paper copies of Guides for various games but have an inkling they are the same as mine.

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Post by Erronous » Mon Jun 27, 2005 9:14 am

Oh, I also have these in doc-format. But I sometimes see these guides for sale on eBay, they are described as made for the Philips (?) CD-i helpdesk or Gold club. Were these the same as from McNo?

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Bas
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Post by Bas » Mon Jun 27, 2005 11:14 am

Maybe we can upload them to the new site, that would be great! I've seen them on eBay too, bought them and sold them by myself also... They were indeed used at the philips cd-i helpdesk ('consumentenlijn' in holland...), i have seen that with my own eyes..

Of how many games do you have these guides?

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Post by Erronous » Mon Jun 27, 2005 12:38 pm

I think I only have Zelda. Didn't want to start spending money on eBay for that, there are so much games I haven't finished yet :).

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Devin
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Post by Devin » Mon Jun 27, 2005 12:46 pm

Okay here's a run through of everything I have and native language:
  • Alice In Wonderland (Dutch) (Full Game Guide)
    The Apprentice (English) (Full Game Guide)
    Atlantis - The Last Resort (English) (Brief Background Story)
    Braindead 13 (English) (Full Game Guide)
    Burn:Cycle (English) (FAQ/Full Game Guide)
    Creature Shock (English) (Full Game Guide)
    Crime Patrol (English) (Basic Game Guide)
    Dimo's Quest (English) (Full Game Guide)
    Dragon's Lair (English) (Full Game Guide)
    Dragon's Lair 2 (English) (Full Game Guide)
    Escape From CyberCity (English) (Fragmented Game Guide)
    Flashback (English) (FAQ/ Full Game Guide)
    Hotel Mario (English) (Full Game Guide)
    Inca (English) (Full Game Guide)
    Kingdom The Far Reaches (English) (Full Game Guide)
    Kingdom The Far Reaches (Dutch) (Brief Background Story)
    Kingdom II Shadoan (Enhglish) (Full Game Guide)
    Laser Lords (English) (Full Game Guide)
    The Last Bounty Hunter (English) (Basic Game Guide)
    Lemmings (English) (All The Codes)
    Link: The Faces of Evil (English) (FAQ)
    Litil Divil (English) (FAQ/Full Game Guide)
    Lost Eden (English) (Full Game Guide)
    Lucky Luck (English) (Full Game Guide)
    Mad Dog McCree (English) (Full Game Guide)
    Mad Dog McCree 2 (English) (Full Game Guide)
    Marco Polo (English) (Full Game Guide)
    Megamaze (English) (Full Game Guide)
    Merlins Apprentice (English) (Full Game Guide)
    Myst (English) (Full Game Guide)
    Monty Pythons Invasion From Planet Skyron (English) (Full Game Guide)
    Scotland Yard Interactive (English) (Full Game Guide)
    Secret Mission (English) (Full Game Guide)
    The 7th Guest (English) (Full Game Guide)
    Space Ace (English) (Full Game Guide)
    Zelda: The Wand of Gamelon (Dutch) (Full Game Guide)
    Zelda: The Wand of Gamelon (English) (FAQ)
    Zelda's Adventure (English) (Full Game Guide)
In short, alot of work!!

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Bas
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Post by Bas » Mon Jun 27, 2005 3:22 pm

that's on plain paper or digital?

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Devin
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Post by Devin » Mon Jun 27, 2005 7:04 pm

All digital, some HTML, TEXT, RICH TEXT FORMAT all sorts really. Just need the time to sift through it all and arrange into webpages.

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Bas
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Post by Bas » Fri Jul 01, 2005 8:57 pm

can't i help with that...? I just noticed a post from back in 2002 where you're promising the same thing!

http://www.forumplanet.com/classicgamin ... tid=262078

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Devin
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Post by Devin » Fri Jul 01, 2005 10:51 pm

Yes, so much to do so little time!! :cry:

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