Walkthrough forTarghan

Symbol Legend

  • @ = Game starting point
  • G = Get object(s) here
  • X = Normal room
  • Q = Get object(s) with demon/bat(s)
  • E = Exchange object(s)
  • C = Use caution (falling objects)
  • B = Bat(s)
  • D = Demon/guard/archer
  • P = Power-potion bottle location
  • S = Save game location (must bow)
  • T = Teleporter (must have sparkling rock)
  • | = Hole with rope
  • # = Connection only via teleportation
  • : = Pit (must avoid falling into)
  • ^ = Jump required

Level 1 Map

     a b c d e f g h i j k l m n o p q r s t u v w x y z

0    X--D--D
     |         |
1    Q--D--D D--D--D^G G^G
     |         |   |       |: : :
2    X--X D--D--X X--D--G--S--}(TO LEVEL #2)
     |         (becomes 2a)
3    G--@--X--D-^B^-G--D--S--B--Q
     |                           :
4    |  : P--X--X--G G--X--B--X--X--D--X--X--X:
     |  :   |         |   |               |         :
5    X--D--G--C--Q--D-^X--X--B--X--X--B--X--B--D--X--X--B--X--X--B--X--X--P:
     :         |   |               |               |         :
6    X--B--X--X--D--X--X--X--B--X--D--G           :

Suggested path for Level 1:
3b,3a,3b,3c,3d,3e,3f,3e,3d,3c,5c,5d,5e,5f,5g,5h,5i,5j,5k,5l,6l,6m,6n,6o,6p,6q,6r,6s,6t,6u,6v,6w,6v,6u,5u,5v,5w,5x,5y,5z,5y,5x,5w,5v,5u,5t,5s,4s,4r,4s,5s,6s,6r,6q,6p,6o,5o,5n,5m,4m,4l,4m,4n,4o,4n,4m,5m,5l,5k,5j,5i,5h,5g,5f,5e,5d,5c,3c,3d,3e,3f,3g,3h,3i,3j,2j,2k,1k,1l,1m,2m,2n,2o,1o,1p,1q,1q,1q,0q,0r,0s,1s,1s,1s,0s,0r,0q,1q,2q,2r,2s,2t

Level 2 Map

     a b c d e f g h i j k l m n o p q r s t u v w x y z

0    G--Q G--D
     #             #
1    T--X--D--X D--D--D--X--T--D
     |                         #
2    E--Q--X--D--D--Q--D--X--X--D--D--X--D--S--Q--D--D--P--D--T--D--D--X--T
     |                         #
3    Q--X X--X
     |
4    Q--Q--B--X

Suggested path for Level 2:
2a,2b,2c,2d,2e,2f,2g,1g,1f,0f,0g,0f,1f,1g,1g,1h,2i,3i,3h,3i,2i,2j,2k,2l,2m,2n,2o,2p,2q,2r,2s,2t,2u,2v,2w,2x,3x,3w,4w,4v,4u,4t,4u,4v,4w,3w,3x,2x,2w,2v,2u,2t,1t,1u,0u,0v

General Notes

  • Save the game at all available save-locations by bowing in front of the statue.
  • Watch your power level — use a power-potion (large white bottle) as required.
  • Do not use any small brown bottles — they are poisonous potions.
  • Bats drain power — either kill them, avoid them by ducking, or outrun them.
  • Use varied sword techniques against different types of demons and guards.
  • Shurikens (ninja-stars) are most useful against archers and evil wizards.
  • Several rooms have multiple objects — search carefully.
  • Falling into pits is instant death in most cases.

Level 1 Walkthrough

Follow the suggested path for Level 1, collecting all objects and reading all scrolls. Shurikens are the least important items and can be thrown to make room for other objects. Once you reach the first save-point at map location 3h, discard everything except the golden goblet (from location 4r) and any remaining shurikens, then save.

Continue until you reach location 1q. Here you must make special jumps across the rope to the small island-platform and collect all objects there, then jump back. The same applies to location 1s — if you fall through, just climb back up via the rope at location 2q and try again. At the second save-point at 2t, make sure you have the small red box (from location 3j) and the golden goblet, then save again.

Level 2 Walkthrough

The first thing you encounter at 2a is the friendly wizard Athna-An. Bow to him and place the golden goblet on the ground. He will leave the sparkling stone for you to pick up. You must keep this stone with you at all times in order to see and use the teleporters.

Continue the route until you reach the first teleporter at location 1f. Enter it, wait to be transported, then exit right at 0f. Get the small yellow bottle, then enter the workshop of the evil wizard at 0g. Destroy the evil wizard (and the bats), then get the two stone tablets one at a time. Use each tablet to read its message, then drop them — you don't need to carry them once read. Also collect another small yellow bottle and the small red-orange bottle. Beware the small brown bottle (poison) — leave it alone.

Exit the workshop via teleporter and continue to location 3h. Use great caution here — every breath of flame deals damage equal to half of your maximum power. The recommended technique: get as close as possible, wait for a breath, use a small yellow bottle (shrinking potion) to travel under the flame right up against the dragon, duck through the next breath (you'll be large again), collect the object, duck for another breath, then jump back quickly. Do not use the second small yellow bottle here — it is needed later.

Save at 2n with the following items: red box, sparkling stone, small yellow bottle, small red-orange bottle, and the necklace.

When you reach the teleporter at 2t, walk through it quickly and continue to location 2x. Enter the teleporter there and exit at 3x. Use the small red-orange bottle (see-in-the-dark potion) and travel to 4v. Use the remaining small yellow bottle to enter the hole on the left at 4u. Destroy the second evil wizard and take the small yellow bottle inside for your exit. Handle 4t with a jump-duck-get-duck-jump technique, then travel to 0u.

The Final Battle

At location 0u, you can ignore the shuriken — it is useless against the Evil One. When you enter 0v for the final battle:

  1. Have full power.
  2. Jump quickly to within striking distance.
  3. Use only the stand-up striking method.
  4. Strike frequently!

Walkthrough sourced from The Spoiler Centre.