Red Moon Solution.

General : 

Combat - this is not a game you win by attacking every creature you
meet, because their ghost may return to fight again. Equip yourself
properly for combat with armour and weapons. If you decide to fight with
magik (CAST ZAP) do not carry iron weapons etc. Note that you can
retreat sometimes and that it's a good idea to use the Potion if badly
injured. 

Magik - you can not use magik if any iron object is nearby on the
ground, carried, or is worn (may include armour and weapons). 

Scoring - 50 points per item of treasure, plus a starter of 50, 200 for
the crystal, -1 per save, -10 per death (of you), plus 50 each for each
Treasure owned or in the House, entering the caves, reaching the Red
room, reviving Kellf, bridge building, killing Mummy, and leaving with
the crystal. 

Treasures are - Silver bars, Black Ball, Book, Box, Brooch, Cloak, Iron
Coins, Crucifix, Crown, Dulcimer, Medallion, Mermaid, Necklace, Opal,
Pearl, Diamond, Emerald (this list probably includes a few spurious
items - the hint writer had a warped sense of humour). 

Teleport - CAST ESCAPE whilst holding the dulcimer. Normally this
returns you to the Grassy Mound where you start. When cast on the Mound,
it returns you to the last place you used it. This is handy for ferrying
items to and from places deep in the map. 

Winning - Take the red Moon Crystal to the Ruined Stone House. 

The design of the map for this game falls naturally into four
recognisable areas, although they all actually form one large playing
area. You are able to pass continuously and seamlessly between them, and
indeed often have to move back and forth as you find items needed to
solve problems. There is always more than one route. Note however that
there are some slides which are one way only, obviously, but some doors
also close behind you then disappear so there is no return. This
explains a few links on the maps which are appear to be missing but
actually are present. 

There is no one correct order in which to move around and tackle this
adventure. 

If you print out the four maps, then Map 1 is the area outside the
castle. Place Map 3 (inside the castle) to the right of Map 1. Map 2
goes below Map 3, and Map 4 goes to the right of Map 3. The layout makes
sense if you visualise the setup in three dimensions. Map 4 fits exactly
under Map 3 - i.e. Map 4 is passages and rooms lying under the castle.
Map 2 is caves and passages part under Maps 1 and 3. If you observe the
various points where you pass from one map to the other this becomes
more or less obvious. Because the maps have to be drawn in two
dimensions some of the links do not line up too well, notably the Tiny
Passage Maze from the Marble Tower into the castle. 

You start on a Grassy Plain (Map 1). Explore all of this, and get all
the items. Note that you can not yet get through the small door into the
Secret Cupboard. Open the Castle gate with the key which you found in
the bushes beside the Lakeside Folly . The handle also found there will,
if put in the square hole and turned, empty the lake opening another
route. Drop all unecessary items in a central place, but keep the gloves
on and take the lamp. 

Now go down the Pothole and down the Webby Junction and Low Crawl, into
the Dormitory Cave (Map 2). Here, go East and get the Mushroom (it will
enable you to enter the Secret Cupboard later). Go West, get the sword
(whilst wearing the Gloves - Hot !) and kill the giant. Go SE to get the
Flask. Return and continue West round the caves, getting the Tube. Leave
the Safe for now. From the Guardian room go North, find your way through
the Tiny Passage Maze and out of the Marble Tower (Map 1), onto the
Grassy Plain. 

Now go down the Pothole again, down to the Small Neat Cave. Eat the
Mushroom, so you shrink and can get into the Secret Cupboard. Take the
Gas Mask, and exit. Return to the Dormitory Cave (Map 2) and go West to
the Well there. Pick up the Box from the safe on the way - don't open it
or the Guardian will take the contents. Go to the Well off Zixx's work
room. Drop unnecessay items (the box) You should now find that you can
travel underwater, having got the tube and flask of air, and wearing the
gas mask. 

Travel though the underwater passages etc, getting the Cloak and Crowbar
and Pearl. You may have to return to get treasure (can not carry much),
including the Box and the Spices from Zixx (do not attack him). 

You finally go up into the Brown Passage (Map 3). This is inside the
Castle. Wear the Cloak (it protects you from the Cloaked Statue in the
Dark Junction. Drop items in a central location - I use the Vast
Circular Room. Wander around and collect everything. The Bracers in the
Wardrobe increase your carrying capacity if you wear them. Before going
to the Sanctum of Alchemy, wear the Gas Mask and then open the Box. Take
the Emerald out. Take three useless items to the Sanctum of Alchemy and
give them to Nezzon, and take the Chalk and Pills in return. 

Once you have found the Fan (Map 4), you can cast an Extinguish spell.
So return to the Forge (Map 2), with the Crowbar and Fan. Put out the
fire, climb up, open the Grill with the Crowbar and get the Necklace.
Then return to the Castle interior (Map 3). 

Next you need the Ring, from the Pedestal Room (Map 4). The shortest
route, but possibly not the best one, is via the Beautiful Room. You
have to Kill Grasper, which is a nuisance since his ghost pops up from
time to time ever after, unless you use Mummy Dust. Now, with Sword in
hand, plus the Ring, Potion, and Mushroom, proceed to the Mirror Room.
In the Mirror Room you are attacked by your mirror image, which has all
the attributes you had as you entered. So - eat the Mushroom so you
shrink temporarily, go in, then wear the Ring (extra dodging power), and
drink the Potion ( build you up), then fight. You should thus win the
battle. Exit the room SE, i.e. between the mirrors. 

The Chain Mail is very uncomfortable, so wear the shirt under it.
Incidentally it may not be a good idea to wear the armour in the Mirror
Room - it takes unecessary damage, and your image is also protected by
it. 

Having collected everything from Maps 1, 2, and 3, proceed into Map 4 by
either of the two routes (Beautiful room or Stained room). The important
thing here is to get the Red Moon Crystal. When you have this take it,
and any Treasure you have, to the Ruined House in Map 1. That completes
the game. To get into the Red Moon room you need to extinguish the
Flashing lights in the ante room. Do that by droppping the Black Ball in
the room. If you kill the Mummy it turns to dust. This dust can be used
to kill any single creature completely - their ghost does not return. 

Commands :

Movement : NORTH, NORTHEAST, etc, IN, OUT, UP, DOWN, ACROSS

Actions : e.g. LOOK, TAKE THE HOURGLASS, DROP IT, LOOK AT THE PICTURE,
WEAR THE BRACES, WAVE HORSESHOE, CAST <SPELL>, FIND 

System Commands : EXITS ON/OFF, INVENTORY, SCORE, WORDS, PICTURES,
BRIEF, VERBOSE, LOOK UNDO, SAVE, RESTORE, RAM SAVE, RAM RESTORE, QUIT 

Commands to Others : You can control creatures. Type their name,
followed by a command such as BAT, GO NORTH 

Note that you can save and restore your position in RAM. If you save to
disc, then on Restoring, you may be asked to type in a word from the
short story which came with the game. This givs a degree of copy
protection. However, the word HIS comes up frequently with my copy. 

Note that the Time and Magik Trilogy manual has been OCR'd and is
available from http://www.theunderdogs.org in HTML format. The original
manual is formatted with full justification, 60 characters wide (give or
take a few due to the variation caused by proportional spacing and the
rest !). The thick black bars heading each section run the full width
between margins. The very first line of text, filling the complete line,
is : 

If you have not played a Level 9 adventure before, please read 

Get that correctly formatted, and you may just be able to use the copied
manual to satisfy the copy protection. 

Credits - Chris Richardson provided the original maps he made whilst
completing this adventure. I have traced over them and tidied them up
with a vector drawing package, and filled in all the details to solve
the puzzles, and added the above notes. 

I produced the maps on an Acorn RISC-PC, a platform which has had a
universal vector file format defined for the past 12 years. Wintel PCs
are now, I understand, just starting to implement something similar
(Small Compact, Vector format ?) So for now I have to convert my smooth
scaleable vector files to jaggy bit maps - GIFs probably being the
smallest and most universal ones.
