INVENTORY AND HINTS FOR THE AMULET ATARI

This is an excellent game; one of the best Atari only text adventures that I have ever 
played.  The only thing that really lets it down is the sudden ending.  This can in part be 
explained by the death of commercial games in the late eighties/early nineties and the 
consequent decision by the writer to abandon the planned sequel.  It is very easy to soft lock 
and hard lock the game although it should be obvious in each case.  Some objects have multiple 
uses and there are no red herrings.  It is also a difficult game, so save often and read the 
background story which is available on the mocagh.org site prior to beginning play.

HUGE STONE
BARBED HOOK
HOLLOW LOG
STRANGE RING
BLUNT AXE
SHARP AXE
SNOWSHOES
LINE ROLL
CALCIUM CARBIDE CRYSTALS
MORTICE KEY
BLACK CLOAK
WORM CAST (KEY PART)
ANCHOR (KEY PART)
BUCKET
FOIL GLOVES
JEWELLED AMULET
CLOTH
FRESH WATER
TWISTED BRANCH (KEY PART)
SHARP THORN
CINDERS
BENT NAIL (KEY PART)
PEBBLE (KEY PART)
POISONED WATER
HORN PIPE
ACETYLENE LAMP
STRIPED LADDER
TWO-SPOTTED DICE
SMALL WAND
MAGIC PENTAGON
ADVENTURERS PENTAGON
CLIPPED BOOTS
MONKEY NUTS
GOLD PIN (ARTEFACT)
SILVER BROOCH (ARTEFACT)
FLOORBOARDING TIMBER
FISHERMANS FRIEND
CHALK STUB
AMULET PRIMER
PAPER SLIP
STONE LEVER
STRONG ROPE
PRISMATIC SPRAY SPELL
PANACEA SPELL

HINTS

1. I cant seem to get anywhere at the start
2. I get blown away when I try to cross the Bleak Platform.
3. What do the arrow patterns mean in certain locations?
4. I cant get the bent nail out of the hollow log.
5. I die when I attempt to cross the Marsh.
6. I cant see in the dark caves.
7. What do I do with the strange ring that the hermit gives me?
8. What are the strange chemicals on the island steps?
9. Why dont I die when I go to Hell?
10. How do I mend the bucket with the hole?
11. I die when I drink the water from the Oasis.
12. I cant open the sluice gate on the dam.
13. My axe is blunt.  How do I sharpen it?
14. The snowshoes keep falling off my feet when I try to wear them.
15. I cant seem to get anywhere in the boat on the lake.
16. I cant climb the fir tree; I slip back down again.
17. I cant take the sharp thorn as I keep pricking myself.
18. The ape wont let me enter the Stone Lion.
19. I drown when I attempt to swim in the sumps.
20. I cant reach the recess in the dusty alcove.
21. I cant open the sturdy grate in the Mill Wall.
22. I cant climb the mossy ramp below the sturdy grate.
23. The cinders are lost when I attempt to take them into the sumps.
24. I cant reach the second ledge on the mountain side.
25. I slip back down again when trying to climb the snowdrift on the Very Narrow Ledge.
26. I cant open the gate latch which leads to Hell Fire.
27. I die when I examine the Demon.
28. I burn to death in Hell Fire.
29. I cant open the lockers in the Warm Chamber.
30. I cant cross the large hole in the Eastern Cave.
31. I cant do anything with the small hole between the lions feet.
32. I pull the lions claw but nothing happens.
33. What should I do in the Looted Cave?
34. I cant get my bearings in the coloured stone rooms.
35. I cant reach the high crack in the West Room.
36. I cant reach the high hole in the East Room.
37. The cobra kills me when I play the horned pipe in the West room.
38. What do I do with the strange dice?
39. What is the significance of the heel print on the oak table in the Dining Room?
40. Ive found the lamp but I cant get it to work.
41. I cant get out of the coloured room region.
42. I cant reach the Circular Area beneath the Balcony.
43. The parchment blows away when I attempt to unfold it.
44. I cant open the amulet.
45. I cant cross the deep rift to the south of the Slide Room.
46. How do I prime the amulet as requested by the Hermit?
47. The pedestal is too high to reach.
48. I have the primer but I still cant use it successfully on the amulet.
49. I cant enter the narrow crack in the SE corner of the Circle Chamber.
50. I cant use items to map the Maze of Interconnecting Passages as the sloping floor carries 
    them away.
51. Pulling the stone lever in the Pedestal View room achieves nothing.
52. The evil spirit kills me after I have primed the amulet.
53. I cant cross the deep rift a second time to leave the Circle Chamber region.
54. I lose the pentagon when crossing the deep rift.
55. I cant take the pentagon with me when climbing the rope to the Ice Passage.
56. I cant see whats in the pilar of ice.
57. The Eskimo wont let me climb the rope.
58. I cant find the rope after giving the amulet to the Hermit.
59. The adventurer dies when climbing down the rope from the Narrow Ledge.
60. The adventurer wont accept any item that I give him.
61. The adventurer has quit and left me on the Narrow Ledge.




ANSWERS

1. Try manipulating the scree.
2. Carry the huge stone with you.
3. They indicate the direction you should face before rubbing the ring.
4. No; you cant.  You will be able to claim it later in the game though.  Just give it to the 
   Hermit for now.
5. Wear the black cloak.  This is originally located in the doorway of the yard when you slide 
   open the bolted door.
6. Until you find (and light) the acetylene lamp you will always die when moving in any dark 
   areas.
7. Wear it and rub it to teleport around the map.
8. They are the detritus from the lamps of previous adventurers who entered the chamber below 
   the lake.  Try examining them.
9. The first time you make a mortal mistake you will be transported alive to Hell.  You must 
   do this once in the game.  Search the area thoroughly.  
10. Patch it with the cloth.  No cloth? Shake the cloak.   
11. So dont drink it.
12. You need the mortice key.  This is located in the recess above the dusty alcove in the 
    Mill.
13. You need to open the sluice gate to start the grind stone turning, then wet the grind 
    stone using water carried within the bucket.
14. You need to find the boots first.  Scare the Demon by entering the Gates Of Hell with the 
    pentagon.
15. Enter the boat, then take the line roll and attach the barbed hook.  When you catch a fish 
    try PULL LINE and the fish will propel you along.
16. You cant climb the tree until you have chopped it down with the sharpened axe.  CHOP TREE 
    twice then PUSH TREE and it comes to rest between the two ledges.
17. Take the cloth first.
18. Feed him the monkey nuts you find in the Dining Room.
19. There are three underwater sump locations and you die after three moves without air. The 
    first is SW of the turbulent pool, the second SW, SW from the turbulent pool and the third SW, 
    SW, W from the turbulent pool.  If accessed from the ramp inside the Mill the third sump is D, 
    the second sump is D, NE and the third is D, NE, NE.  The ledge above the drainage system and 
    below the iron grate is D, E, U from the ramp.
20. Roll the rum barrel and climb it.
21. It cannot be opened, although things can be dropped into it.   See 22 for where they end 
    up.
22. Drop the cinders from the Hermits extinguished fire down the grate; they will land on the 
    ledge below and provide traction enough to ascend the mossy ramp to the Pebble Room west.
23. Dont take them underwater.  Ditto the lamp.
24. Chop the tall tree and ascend it.
25. Youll need to wear the demons boots.  See 14.  Then don the snowshoes.
26. Wear the foil gloves from the shelf in the Warm Chamber.
27. Dont look at him.
28. Youll need the pentagon.  Take the amulet, then drop the pentagon and enter it.
29. They cannot be opened.
30. Drop the huge stone to fill the gap.  This is not necessary as you can enter Hell by the 
    method described in 9.
31. First dig a hole with the shovel to expose the stone slab; then poke the hole with the 
    thorn.  The slab will tip open and you fall through into the underground area.
32. Expose the stone slab first.  See 31.
33. Dig and grab the acetylene lamp.
34. No, theyre very confusing.  Some exits are hard coded and some change as you leave a room 
    and take the surrounding stone slabs with you.
35. Its Snakes and Ladders time.  Play the pipe and the adder will sway to the music and 
    carry you up to the hole.  The same method will get you out.
36. Use the adder and the pipe again (from the Dice Room and Sandy Hole rooms respectively.)  
    You can safely pick up and drop the adder.  The cobra must be eliminated first though.  See 37.
37. Throw the strange dice in the East Room, take it and move W, W to the West Room.  Throw 
    the dice again and the cobra will swallow it and leave.  Now you can use the adder and pipe to 
    access the high crack as detailed in 35.
38. Throw it in the Dice Room and then in the West Room.
39. This is a clue to the presence of the silver brooch secreted away in the chandelier.  
    Presumably whoever hid it stood on the oak table to be able to reach.
40. FILL LAMP twice while holding the calcium carbide crystals and the bucket filled with 
    water.  Light the lamp using the hermits fire. 
41. Youll need to drop the pentagon to be transported to the Damp Chamber beneath the lake on 
    the Island.  All trips via the pentagon end here.
42. No; you cant.  Its merely a heads up for your visit to the area later on via the Stone 
    Lions back.
43. Dont unfold the parchment until you have revitalised it.  Insert it in the tank of pink 
    liquid found in the Small Square Room to the west of the stone corridor beneath the lions 
    back.
44. You need to insert the primer (found in the west wall of the Circle Chamber.)
45. Drop the timber floorboarding found in the room to the west of the Fork to the south of 
    the coloured rooms maze. You can only cross it one way as it breaks and falls into the abyss.  
    Do not carry the pentagon here as you will lose it.
46. You need a room with particularly strong magic.  Push the brass stud found in the Pedestal 
    View room then INSERT PRIMER from the Pedestal Centre location.
47. You can only reach it as described in 46.
48. See 46.
49. You can only carry three items through the narrow crack.  You must take the primer, amulet 
    and chalk with you.  Remove and drop all worn items and stack everything to the west of the 
    stone doorway before entering the maze.
50. You will need the chalk stub to write each room number down.  There are nine 
    interconnecting rooms and the Pedestal View room, each of which has ten exits.  
51. You will need to take it with you.  Pull it to the west of the stone doorway to stop the 
    evil spirit killing you.
52. From the Pedestal Centre PRIME AMULET, NE, INSERT AMULET IN MACHINE, TAKE AMULET, RUN 
    SOUTH, RUN EAST, PULL LEVER.
53. It cannot be crossed again.  To escape from the Circular Chamber Region travel W, W and 
    pull the lever next to the Cave In.
54. So dont take into this region with you.
55. Youll have to leave it behind.  You will have a chance to procure a replacement from 
    someone else.  It is not explained how the owner managed to get it through the hole though.
56. Melt it with your lamp.
57. Let him suck on a Fishermans Friend lozenge.
58. Examine the rubble in the Round Cave after you have given the Hermit the amulet
59. When he falls CAST PRISMATIC SPRAY to secure the rope.
60. When you first meet him (in the Small Cave) he only wants the gold pin or the brooch.  The 
    second time you meet him (on the Narrow Ledge) he only wants the rope.
61. Take back the gold pin and enter the pentagon.  Well done!  The landscape visible below 
    was going to be included in the sequels which were never written.  That is a shame as this is 
    a very good game..
