Note: This solution is for the ST version of the game but most if not all the information should be the same for the Amiga version. TOP�SECRET�-�A�REVIEWERS�SOLUTION�GUIDE�TO�"TANGLEWOOD" by�Richard�Karsmakers ��I�know�what�some�of�you�might�think.��You�will��probably��think� that��it's�not�quite�honourable�to�publish�this��document,��being� something��that��a��software�company�gave�to�me�to��allow��me��to� review��their�product�better�instead�of�publishing�it�and��giving� it�away�to�everyone. �Well. �First�of�all,��Microdeal�forgot�to�send�me�"Tanglewood".�Second:� I�never�received�the�'reviewer's�solution�guide'.��So�I��consider� it��strictly��'honourable'�to�publish�something�like�this��now��I� have��had�the�possibility�to�put�my�greedy�paws�on�it�through��an� alternative�way.��If�you�think�differently�about��this,��however,� please��send��a�note�to�the�ST�NEWS�correspondence��address��(not� when�you're�a�Microdeal�employee). �Anyway:�"Tanglewood"�is�not�that�hot�a�game�anymore,�and�I�think� that��the��people�who�busted�their�brains�for�all�that��time��now� ahve�the�right�to�have�some�assistance�in�their�quest. ���������������������TANGLEWOOD�-�A�solution Tanglewood�is�a�very�large�game.��Even�knowing�exactly�what�to�do� and�where�to�go,��it�is�hardly�possible�to�play�the�game��through� at��a�single�sitting.��The�following�suggestions�may�help�you��to� see�as�much�of�the�game�as�possible�in�a�fairly�short�time. There��is��no��one��set�solution.��Problems��can��be��tackled��in� different�orders,��at�different�times.��If�you�get�stuck�on��one,� there�will�be�plenty�of�others�to�try�which�are�not��related.��Of� course,��they��all��have��to�be�solved�before��the��game��can��be� completed. The��hints��below��are�set�out��in��groups,��depending��on��which� particular�problem�they�relate�to.��As�a�general�rule,��SAVE��the� game��regularly,��so�that�when�you�get�zapped�or�stuck,��you��can� always�go�back�and�try�again.�The�only�real�danger�is�running�out� of�time,�so�don't�make�excessive�use�of�the�time-warp�facility. 1.�To�reactivate�Mobile�4: Objects�required AERIAL:�In��the���middle��of�the�stony�area�to�the��left��of��the� ��������'purple�cabbage'�maze.�Drop�it�in�the�bottom�left�section� ��������of��the��mobile�base�which�is�in�the��bottom��right��hand� ��������corner�of�the�main�map. 2.�Dog-Crystals. ��������������������������For�Mobile�1 Objects�required TRANSLATION�DATA:�In�mobile�base�bottom�left�centre�of�map. GOLDA�COIN:�Dive�in�large�lake�(see�maze�routes) Pass�Translation�date�to�M4�and�'use'�by�clicking�on��it.��Mobile� then�'assimilates'�data.�Go�to�trading�post�and�'use'�GOLDA�COIN. ��������������������������For�Mobile�2 In�the�small�lake�-�the�RIGHT�hand�one�of�the�two�just�above��the� bottom�of�the�map.�Dive�in�the�LEFT�hand�lake�after�moving�Mobile� 5��there��at��night�(because�you�have�to�use��the��paths��to��get� there).�Follow�maze�routes�(q.v.) ��������������������������For�Mobile�3 In��the�stony�area�to�left�of�space-ship�in�the�earthquake��zone.� See�under�Earthquake�zone. ��������������������������For�Mobile�4 In��the��garden��to�the�right�of�the�base��where��you��found��the� Translation�data. All�Dog-crystals�must�be�identified�by�taking�them�to�the��Mobile� Library�(the�odd�looking�contraption�which�looks�like�a�screen�on� wheels,��with��a�sort�of�tap�on�its�left�hand�side).��This��moves� from��place��to�place,��(two�locations�around��centre��above��the� Opposition�control�centre,��and�one�to�the�left�of,��and�slightly� below,��swamp.�Sometimes�absent�altogether�for�short�periods�-�It� can��be�a�pain�to�find!).��When�you�get�up�to�it,��click��on��the� middle�of�the�three�small�switches�under�the�mobile�picture��(the� one��which�normally�gives�you�a�location�description).��You��will� get���a��location��description,���plus��energy���recharge,���plus� identification��of�any�Dog-crystals�you�are�carrying�(as�long��as� you're�not�already�carrying�an�identified�one). 3.�Earthquake�zone�(this�is�a�long�business!) Objects�required: SAND,�CEMENT,�BUCKET,�SPADE,�SILVA�COIN,�SEEDS SPADE:��In�the�garden�to�left�of�Opposition�Control�centre SAND�and�CEMENT: Take�M1�or�M4,�carrying�SPADE,�to�the�stony�area�in�the�far�lower� left�of�map.��Location�description�says�'a�recent�landslip',��and� correct�locations�say�'Something's�buried�here'.��TWO��locations,� diagonally�adjacent,��but�you�will�need�them�to�go�into�area�from� top��and�bottom�to�get�to�them.��'Use'�SPADE�in�each�location��to� get�SAND�and�CEMENT. SILVA�COIN:�On�the�island�in�the�lake. Use�M4�to�go�swimming�and�follow�maze�routes�(see�below).�Collect� the��BOATHOOK�as�well�if�you�want�(but�it�has�nothing�to�do��with� this�problem). SEEDS: Go�to�trading�post�about�2/3rds�way�down,��centre,��and�buy�SEEDS� using�SILVA�COIN.�(Use�M4) BUCKET: Plant��the��SEEDS�-�go�to�garden�slightly�above�and��to��left��of� purple�cabbage�maze.��Use�SEEDS�in�location�bordering�blank�space� before��well�in�the�garden.��Wait�for�24�hours�-�or�use�the��time� warp�facility.�Go�to�the�well�and�get�the�bucket. Use�the�BUCKET�+�CEMENT�+�SAND�at�both�the�locations�next�to��the� craters�which�prevent�access�to�the�top�left�hand�section�of��the� map.��(One��to�the�left�of�top�left�hand�mobile�base,��second��to� left�of�lake�north�shore).�You�can�now�enter�the�earthquake�zone.� Make�sure�you�'repair'�BOTH�craters.��It�is�just�possible�to��get� stuck��in�here�if�you�don't,��though�you'd�have�to�be��remarkably� careless�to�let�that�happen. 4.�Repairing�damaged�mobiles: You��can��just�use�M5,��but�at�some�point�you�will��have��to��use� another�method. Objects�required: MICRO-CHIPS,�MAGENTA�COIN,�KEY,�FROZEN�CHIPS MAGENTA�COIN: M3�has�it�on�start�up KEY: At�source�of�lower�river�(right�hand�edge�of�map).�Use�M5. CHIPS: Take�M4�+�MAGENTA�COIN�to�centre�Trading�Post�and�buy�CHIPS. Take�any�mobile�+�these�objects�to�house�in�centre�of�FOREST��(to� left��of�M4's�home�base)�(see�maze�routes)�and��'use'��MICRO-WAVE� OVEN.��You'll�get�a�set�of�MICRO-CHIPS�(sorry�about�that!).�'Use'� these�to�repair�any�damaged�just�as�you�did�using�M5. 5.�To�get�into�the�WALLED�GARDEN The��gate��must��be��opened��from��inside.���Access��is��via��the� underground��tunnels�(entrance�near�end�of�lower�river��to��lower� left�of�walled�garden).��M5�will�go�into�the�tunnels,�but�not�out� into�the�garden�unless�the�fountain�has�been�turned�on. To�turn�the�fountain�on: Take�M4�(easiest,�but�any�will�do),�into�the�Control�Centre.�This� must��be�at�night,��and�you�must�identify�and�'use'��his��crystal� first,�so�that�he�doesn't�get�zapped. Use�the�upper�left�entrance,��accessible�only�by�using�the��upper� of��the��two�subways�first�(crystal�won't�be��stolen,��but��other� objects�may�be,�so�don't�carry�anything�else!).�(You�can�also�get� there�via�the�mines,��but�that's�another�story).��This�brings�you� into��the��basement.��Assuming��NORTH�is��always��UP��the��screen� (whichever�way�you�have�turned)�GO�N,N,N,E�(i.e.�turn�E),N,N,N,N, E,N,W,N,N,N,W,N,N,E,N,W,N.��'Use'�the�lever.��The�fountain�in�the� walled�garden�is�now�ON. Retrace�your�steps�-�or�explore�further�if�you�want!! Objects�required: CARROT: In�garden�where�SEEDS�are�planted�(see�under�BUCKET�in�Earthquake� zone).��It��is��advisable�to�get�this�during�the�first��'day'��as� hostile�mobiles�will�collect�later�and�store�it�in�the�centre��of� they�can. BOATHOOK:�See�under�SILVA�COIN�(Earthquake�zone) Take�M4�into�the�TUNNELS.��'Use'�the�carrot,��so�that�it�will��be� fed��to��the��rabbit�when�you�meet�it.��Follow��route��(see��maze� routes)�until�you�emerge�in�the�FOUNTAIN.��'Use'�the�BOATHOOK��to� open�the�gate�when�in�fountain�bottom�right�hand�corner. NYLON��LINE:��Collect��this��from�the�upper�part��of��the��walled� garden��as�soon�as�you�can�after�opening�the�gate,��otherwise��it� may�be�collected�by�a�hostile�mobile. 6.�To�get�into�the�SWAMP:�(below�main�lake) Objects�required: GRAVITY�REDUCER,�HOOK,�NYLON�LINE NYLON�LINE:�In�walled�garden�(see�above) HOOK:��In��the��lower��section�of�the��walled��garden.��Turn��the� fountain��OFF�again�(see�above),��so�that�normal�mobiles�can��get� across�it. Go��to�the�Diving�board�overlooking�the�small�lake�in�the��garden� lower��right�centre.��'Use'�the�NYLON�LINE,��while��carrying��the� HOOK.�Collect�the�GRAVITY�REDUCER. 7.�To�use�the�SPACE�SHIP: Earthquake�zone�must�be�open�first�(see�above) Objects�required: TICKET:��In�the�tree�tops�(large�dark�brown�square�between�purple� cabbage�maze�and�control�centre) Use��a��mobile��with�CLIMB.DTA�(M3�or�M2�base��is��quite��close).� Follow�maze�route�(see�below). Take��M2,��M3��or�M4�to�Space�Ship�carrying�ticket,��but��NOT��at� night�(no�night�flights). Enter�space�ship.��Mobile�will�be�'away'�until�next�day,�but�will� return�with�the�BADGE. ���������The�Opposition�Control�Centre�-�general�remarks It��is��not�possible�to�provide�you�with�a��complete��mapping��of� this,�but�some�of�the�simpler�routes�are�given�below.�There�are�5� floors��(basement,��ground,��1,��2,��3).��Each��floor��is��15x10,� including�blanks�for�inaccessible�locations.��Floors�Ground�and�1� use��the��same��graphics�due��to��memory��limitations.��Different� sections�become�available�as�your�security�rating�increases.��Any� objects�removed�or�stolen�from�you�on�the�main�map�are�stored��in�� the��centre,��but��only�in�rooms�which�are�available��given��your� current��security��rating.��The�hatches�may�take�you��to��'rooms'� (which�are�merely�a�5-location�cross)�or�to�other��levels.��There� is��one�trap,��and�entry�to�the�cellar�is�dangerous��without��the� electronic�jammer�working. 8.�To�use�the�Computer�in�the�control�centre: Objects�required: MOBILE�2's�Dog-Crystal�(see�above) COMPUTER�KEY:�In�Control�centre Take��M2��through��Tree�tops�(see�maze��routes)��to��lower��right� control��centre��entrance.��Make�sure�Dog-crystal��is��operating.� Using�same�notation�as�above,��go�N,N,N,N,E,N,W,W.��The��computer� key�is�in�a�box�on�one�of�the�shelves�in�this�'room'.�Exit�room. One�possible�route�(there�are�many�others,�and�in�fact�a�computer� is�inaccessible�from�four�floors)�is�now�N,N,W,N,E,N,N�(to��floor� 2).��N,N,E,N,N,E,N,N,N,E,N,N,W,N,N,W,N,E,N,N,E,N,N,W,N,N,N,W,N,E, N,�(into�room)�N,E,N�(exit�room)�W,N,N�(to�basement)�S,N�(exit�is� E,N,N,E,N��from��here)��N,N,E,N,N,W,N��(intro��room)��N,N���(into� computer) 'Use'�the�computer�key�to�get�higher�security�rating.��Then�'use'� again�to�get�inventory�of�objects�stored�in�centre.�Then�get�out,� if�you�can. 9.�To�get�higher�security�ratings: Objects�required: SECURITY�CARD: In�the�TEA�HOUSE�on�the�island�in�the�lake.��Open�the��earthquake� zone��(see�above).��Mobile�with�JETS.PRG�will�use�it��from��small� flower��patch��on�North�shore�of�lake�('this�looks��like��a��good� place�for�take-off').��After�using�JETS.PRG�to�return,��you��will� need��the�OIL�before�Mobile�will�go�through�trees�to�lower��right� castle�entrance. To�get�OIL: Objects�required: VISA�CARD,�(TRANSLATION�DATA) VISA�CARD:�By�the�well�in�the�middle�of�the�purple�cabbage�maze. OIL:�In�bottom�left�Trading�Post. All��security�levels�are�raised�by�1�if�the�computer�has��already� been��used�(see�above)�and�then�(in�addition)�one�of��the��centre� entrance��squares��of��occupied��by��a��mobile��with��Dog-crystal� working. 10.�To�open�the�underground�route�to�the�centre. Objects�required: ELECTRONIC�JAMMING�DEVICE,�BATTERIES BATTERIES: In��the�litter�bin�to�the�right�of�bottom�left�Trading��Post.��To� charge��the�batteries,��leave�them�in�the�battery�charger�in��the� control��centre.��They��will�be�charged�by�the��next��night.��The� charger��is�on�floor�2,��and�is�only�accessible�with��a��security� rating�of�1�or�more. JAMMING�DEVICE: On�the�floor�in�a�security�1�room. 'Use'��the�batteries�when�charged,��and�when�holding�the��jammer.� This�will�install�them. Go�to�the�cellar�in�the�basement�(you�are�told�that�you�are�under� observation�here),��and�'use'�the�jammer.��The�trapdoor�from��the� TUNNELS�can�now�potentially�be�opened�(but�see�below). 11.�To�get�light�for�M5�in�the�TUNNELS: Objects�required: BOATHOUSE�KEY,�NET,�JAR,�(GRAVITY�REDUCER) BOATHOUSE�KEY: In�one�of�the�rooms�in�the�centre�Basement NET: On�jetty�to�far�side�of�Boathouse JAR: In�a�litter�bin�on�RHS�of�Earthquake�zone�(see�above) Go��into�the�SWAMP�at�night�(see�above�and�maze�routes)��and��get� the�LIGHT-FLEAS�in�the�JAR. 12.��To�get�to�the�T'nglian�centre�in�the�upper�right�part�of�the� main�map: Objects�required: BADGE�(see�under�Space�Ship) Other�requirements: You�must�have�answered�three�telephone�calls. You�must�have�visited�the�great�sage�(house�at�left�of�Earthquake� zone�-�q.v.),�while�carrying�the�BADGE. You��must�have�visited�the�church�either�during�the�last��daytime� period�(red�on�indicator),�or�first�night-time�period�(light�blue� on�indicator).��It�is�no�good�going�here�before�you�have�met��the� great�sage.��The�hymn�numbers�which�you�then�see�are�a�key�to�the� route�through�the�T'nglian�centre.��The�numbers�go�clockwise�from� North��(0)�to�West�(3),��and�you�must�be�carrying�the�BADGE��when� you�enter�this�section. The��great��chieftain��will�give�you�the�ELEVATOR��CARD��to��gain� access��to�the�crucial�section�of�the�control��centre.��(You��can� reach�this�floor�earlier�by�raising�your�security�rating�above�1,� so��that�you�can�partially�map�it,��and�also�get�the�DISK��DRIVE,� but�cannot�read�the�crucial�section). 13.�The�Mines Again,��it�is�not�feasible�to�provide�a�complete�map,��but�a��few� general�remarks�will�help. There�are�three�mobiles�which�will�enter�(M1,��M2,��M3).�Each�has� different�problems�due�to�'bad�data'�in�CLIMB.DTA,�or�in�the�case� of�M1,��being�too�heavy�to�go�UP�on�the�lifts.��M2�will�not�climb� UP�ropes,��and�M3�will�not�climb�DOWN�at�all.��3�different�routes� have��to��be�found,��therefore,��and�M2�and�M3�must��prepare��the� ground��for�others�before�they�leave.��Objects�in�the��mines��are� MINING�DATA�(for�M1)�and�the�ICE�EMERALD.�Here's�a�rough�guide: Take��M2��in��by�the�upper�right��entrance.��Go��left,��down��two� ladders,��left�again,�up�a�ladder�and�left�to�the�NICHE�where�you� can�'use'�the�switch�to�turn�the�lifts�on.��Exit�by�going��right,� down�the�ladder,��left�and�up�two�lifts.��These�are�necessary��to� get�M3�in.��Take�M3�in�the�way�M2�came�out,��but�then�head�across� and�up�to�the�lifts�at�the�far�right.�Descend�by�lifts�and�across� to��NICHE�at�lower�left�to�get�MINING�DATA.,��You�must��take��the� lift��which��is�almost�in�the�centre�right�of�the��bottom��floor,� although�you�do�not�need�to�do�so�to�get�to�the�niche.��Otherwise� M1�will�not�be�able�to�get�out�after�getting�the�ICE�EMERALD,�and� will�have�to�use�the�Emergency�exit,�which�leaves�the�ICE�EMERALD� behind. M1�needs�the�DISK�DRIVE�(Control�centre�top�floor)�before�it��can� assimilate�the�MINING�DATA. This�section�is�somewhat�simplified�from�the�original��game,��and� should�not�prove�to�difficult. 14.�Finally.... Objects�required: ALL��Dog-Crystals,���LIGHT-FLEAS,��ELEVATOR��CARD,��ICE��EMERALD,� (Patience) Occupy��all�four�of�the�control�centre�entrance�points�with� Dog-crystals�working. Take�M5�into�centre�via�TUNNELS�(see�maze�routes) get�to�Ground�Floor�(you�must�surely�have�found�out�how�by��now!)� and��take��the�only�hatch�you�have�not�yet�been�able��to��use��to� floor�3.�Now,�ignoring�what�you�see,��go�S,N,N,N,N,W,N,E,N,N,N,E, N,N,W,N,E,N,N,N,E,N,N,E,N,W,N,N,N,W,N,N�and�open�the�box!!!! ���������������������������Maze�routes These��are�a�selection�that�work.��Exit�routes�are�not��supplied,� but�are�NOT�generally�the�reverse�of�the�way�in.��However,�it's�a� lot��easier�to�get�out�than�get�in,��and�random��directions��will� usually�get�you�out�without�too�much�difficulty. Note:��N�means�ahead�(up�the�screen)�-�all�other�directions��mean� turn�only. FOREST: From�EAST�entrance�W,N,N,E,N,N�to�house UNDERWATER: In�main�lake�DIVE�then�N,W,N�to�find�GOLDA�COIN In�small�lake�DIVE�then�E,N,W,N�into�underground�river.��N��until� dead�end,��then�SURFACE.��Follow�river�to�lake�3,�and�DIVE�to�get� M2's�Dog-Crystal. TREE�TOPS: From�EAST�entrance:�E,N,W,N,N,W,N,E,N,E,N,E,N,�and�now ��������������������N,W,N,E,N,�to�centre�side�exit ��������������������E,N,N,W,N�to�find�TICKET LAKE: From�EAST�entrance�N,E,N,E,N,E,N,E�to�island�1 �������������������N,E,N,N,E,N,E���to�island�2 (SILVA�COIN�and�BOATHOOK) MARSH: From�EAST�entrance�E,N,N,N,W�exit�to�road.�Cross�road�and� re-enter�E,N,W,N,W,N�to�get�LIGHT-FLEAS�at�night TUNNEL: From�river�entrance�E,N,E,N,E,N,W,N,�and�now ��������������������E,N,W,N,W,�������exit�to�fountain ��������������������N,E,N,W,N,N,E,N,E�trapdoor�to�centre. �That's�it�folks.��You�should�now�be�able�to�complete�the�game�if� you�want�to.�Show�some�personal�initiative�for�the�best�results!