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.
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
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:
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.
For Mobile 1
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
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!)
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
Go to trading post about 2/3rds way down, centre, and buy SEEDS
using SILVA COIN. (Use M4)
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
MICRO-CHIPS, MAGENTA COIN, KEY, FROZEN CHIPS
M3 has it on start up
At source of lower river (right hand edge of map). Use M5.
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!!
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
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)
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
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)
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:
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
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
'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:
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
To get OIL:
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
10. To open the underground route to the centre.
ELECTRONIC JAMMING DEVICE, 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.
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:
BOATHOUSE KEY, NET, JAR, (GRAVITY REDUCER)
In one of the rooms in the centre Basement
On jetty to far side of Boathouse
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
BADGE (see under Space Ship)
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
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.
ALL Dog-Crystals, LIGHT-FLEAS, ELEVATOR CARD, ICE EMERALD,
Occupy all four of the control centre entrance points with Dog-
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!!!!
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
From EAST entrance W,N,N,E,N,N to house
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
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
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)
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
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!
The text of the articles is identical to the originals like they appeared in old ST NEWS issues. Please take into consideration that the author(s) was (were) a lot younger and less responsible back then. So bad jokes, bad English, youthful arrogance, insults, bravura, over-crediting and tastelessness should be taken with at least a grain of salt. Any contact and/or payment information, as well as deadlines/release dates of any kind should be regarded as outdated. Due to the fact that these pages are not actually contained in an Atari executable here, references to scroll texts, featured demo screens and hidden articles may also be irrelevant.