@Le}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@W!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr  DARK CRYSTALWARNING: This walkthru shows how to solve this adventure step by step; these are not hints! Specific instruc}tions are IN CAPITALS, so type what you see. If you have seen the movie, then some of the situations will seem familiar. Seei}ng the movie will help you in some spots, but not all of them! At the start of the game, just move in any direction. A mysti}c will appear. After he leaves, go EAST GET SHALE WEST WEST WEST WEST NORTH Now you should be at Ursu, so type SPEAK }URSU and then LOOK BOWL Then go SOUTH EAST EAST NORTH and DIG GET FLUTE. Then take one step NORTH (You will fall down, }but don't worry about it.) Now go NORTH and CUT PAD then EAST LISTEN BROOK EAST EAST EAST NORTH NORTH and USE PAD. } After you get off the pad, go NORTH and EAST You will get caught up in some vines. Just type directions until a long arm wi }th an eye is thrust up toward you. Type SPEAK BEING then type MOON DAUGHTERS (which is the answer to the riddle). Now, typ }e a random direction as it won't matter because it breaks into the move and gives you a Before Jen can React... message. This } being is Aughra. She will take you to her observatory, and ask you what you want. Type CRYSTAL SHARD. There are four diffe}rent colored shards, so to find the one you want, PLAY FLUTE. The blue one will echo your flute, so that is the one you want}. Type GET BLUE and then SOUTH Now the Garthim come, so GO WINDOW then SOUTH WEST and you will fall into a bog. Now type} HELP and Kira and Fizzgig will appear and help you out. Type TURN SHELL GET POUCH GO SHELL You then enter the pod villag}e. Try to move around until the Garthim arrive, then go SOUTH WEST and SIT You are now in some ancient ruins. Type LOOK W}ALL and READ HEIROGLYPHICS. (Notice the female gelfling.) Then go NORTH but before you can go, a creature will appear and s}ay that he will help you. (He lies!) Don't follow him! (He will go South.) So, type NORTH WEST and you should be at the la}ndstriders. Type RIDE LANDSTRIDERS and go WEST WEST WEST WEST WEST SOUTH WEST SOUTH You will be knocked off the la}ndstriders by the Garthim, so type JUMP. Then, while you are falling, type GRAB KIRA. When you are on the ground, go WEST} then SEND FIZZGIG (it will ask where you want to send him). So then type SEND BARS. Do another random move to waste a mov}e, and Fizzgig will return before you can react. Now type USE KEY OPEN BARS and then go SOUTH SOUTH SOUTH WEST WEST }SOUTH The chamberlain will appear and steal Kira and Fizzgig. Now go SOUTH (You will fall into a pit with Garthim). Type RU}N then GO HOLE CLIMB and you will be in the Chamber of Life. (Aughra will be here all wrapped up, but you can leave her as} it will not affect the game.) Now go EAST SOUTH WEST EAST EAST then GO CURTAIN NORTH NORTH WEST and GET SCEPTER. } Now go EAST EAST EAST and USE HOOK. Head EAST Up EAST and you will be on the balcony. Type JUMP CRYSTAL and you will }land on the crystal. But, you have dropped the shard. It will ask you if you want to save Kira. Answer NO. Now type INSERT} SHARD. At this point, the crystal is healed, but Kira is dead. How do you heal Kira?? You guessed it! Type KISS KIRA. You} have now solved The Dark Crystal! Paul Hegge but Kira is dead. How do you heal Kira?? You guessed it! Type KISS KIRA. You. CUTTHROATSLook out windowWind watchGet out of bedRead noteOpen dresserGet passbook and room keyLook in the closet }Open doorClose doorLock doorWait until the weasel comesGo NorthNorthEastEastEastEastSouth and sitOrder foodOrder!} drinkEat foodDrink drinkGet out of chairGo NorthWestWestSouthSouthWestWestEastEastEastEastNorthEastSouthSou"}thSouthWestWestWestEastEastNorthLook until 9:00NorthWithdraw $603Go SouthNorthEastNorthNorthWestWestWestWest#}Open windowLook through windowGo WestDrop passbookGo EastEastNorthNorthWestWestSouthWestSouthWestNorthWestWait t$}ill Johnny starts to talkExamine plateGo SouthEastNorthEastNorthEastEastSouthNorthEastEastSouthNorthSouthEastSou%}thSouthSouthEastTake inventoryWait till Johnny red comes alongShow $500Go NorthWestNorthNorthNorthWestWestSouthWa&}it till McGinty leavesLookGive amount of money John says you need to pitch inBuy C battery and puttyBuy flashlight and re'}pellentBuy electromagnetRent compressorGo NorthEastSouthSitWait till Johnny starts to talkOrder foodOrder drinkEat (}foodDrink drinkGet out of chairGo NorthSouthEastSouthSouthSouthWestWestWestWait for McGinty to go EastGo EastEast)}NorthEastNorthNorthNorthWestWestWestSouthSouthWestLook through windowGo WestEastWaitLook through windowOpen wi*}ndowEnter windowGet envelopeGo NorthWestSouthSouthUnlock doorOpen doorGo SouthRead envelopeGet all from closetGo +}NorthClose doorLock doorGo NorthNorthEastEastSouthSouthWestWestDrop room keyGo EastEastEastEastNorthEastNort,}hWestSouthSitOrder drinkDrink drinkWaitWaitGo NorthWestSouthWaitWait till delivery boy leavesGo NorthWestNorth-}WestSouthDownNorthNorthNorthGet C batteryGet drillOpen panelPut C battery in drillClose panelGo South four timesW.}aitWaitWaitWaitDrop envelopeGo NorthUpNorthSouthDrop wet suitDrop flippersDrop maskDrop drillTake inventoryGo W/}estNorthDownGo NorthGet allExamine compressorExamine air tankFill tank with airGo SouthSouthDrink waterGo SouthDo0}wnUpSouthNorthNorthNorthLook under bunkGo NorthSouthUpWestSouthExamine drillGo NorthWait until 5:45Go SouthDo1}wnNorthEat stewDrink waterGo NorthInventorySleepGet out of bunkGet UpSitWhen you see an obstacle to the port push l2}eft and to the starboard push rightIf you need a midnight snack go to galley for some stew right after you avoid an obstacle3}Get out of chairGo DownSleepRestGet out of bedGo SouthEat stewDrink waterGo SouthSouthGet envelopeShow envelope t4}o JohnnyGo NorthUpDownUpDrop allGet watchWear watchGet wet suitWear wet suitGet air tankWear air tankGet flippers5}Wear flippersGet maskWear maskLookGet tubeGet flashlightGet canisterGet drillGet electromagnetLookJumpDive in oce6}anOpen lidGo DownTurn on flashlightGo DownDownSouthOpen doorGo SouthPut magnet on mineTurn on magnetDrop magnetGo7} UpRemove tankGo SouthSouthTurn drill onDrill safe with drillTurn drill offGrab caseGo NorthNorthDownNorthUpDrop8} tankExamine tankExamine glass caseExamine stampsTurn drill onDrill case with drillOpen tubePut glob in caseGo DownN9}orthUpUpUpUpUpYou have just come up with the fifty million dollar stamp collection!CONGRATULATIONS! You have just solv:}ed the adventure CUTTHROATS!just come up with the fifty million dollar stamp collection!CONGRATULATIONS! You have just solv GHOST TOWNYou are standing on the main street between two buildings, the Jail and the Barbershop. Go Barbershop, where <}you'll find a stetson hatShake the hat and drop itGet the key, then leaveDrop the key in the streetGo west, and you will =}come to the Saloon and the Dry-Goods StoreGo to the Saloon and get the bell, then go to the Dry-Goods Store and pick up the >}matches and shovelBack in the street, go west once again, which brings you to the Telegraph Office and the HotelGo into the?} Hotel, then east into the empty roomDrop the bell and return to the streetNow enter the Telegraph Office and move the safe@}Connect the two loose wires so that the telegraph key now worksLeave the Telegraph Office and go west until you come to theA} fork in the roadFrom the fork go south to the edge of the ravineBurn the sage brush then enter the ravineYou will find chB}arcoal and the entrance to a mineGo into the mineAlthough it's dark and you can't see it, there is a silver bulletGet the C}bullet, then go downYou can move in the dark safely so long as you always move in the right directionGet the candle and ligD}ht itGo south, and dig roofYou have found your second treasure, a gold nugget. Get it and go back north and up out of the mE}inePick up the charcoal before leaving the ravine!Go to the fork in the road, and drop off the shovel and the charcoalGo eF}ast into town until you come to the stableEnter the stable and then the stallGet the horseshoe, then make your way back outG} to the streetHead east to the Dry-Goods StoreDrop the candle outside, treasures inside, then go out and east again to the H}JailPick up the key, then use horseshoeIt's magnetic and will open the door to the JailEnter the jail, and unlock the inneI}r door with the keyDrop the key, and go through the door into the cellPick up the hammer, then leave the Jail, taking the dJ}erringer with youDrop the derringer in the streetGo west to the stable, and then enter the stallMount the horse, and you wK}ill find a pair of silver spursSpur the horse, who will buck and throw you off into the manure pile outside the stallGet upL} and re-enter the stallThere will now be a hole in the wall leading to a store roomGo through the hole and get the keg of nM}ailsBack in the stall, empty the keg and drop itGet the nails, and shoe the horseDrop the hammer and mount the horseSay gN}iddyap! and the horse will take offEventually, you will be thrown, and that's the last you'll ever see of Old PaintBrush yoO}urself off, and enter the teepee in the hidden canyonPick up the two treasures there, then go back outsideBeat the tom-tom P}and the ghost of Geronimo will appearSay How! and you are back in the manure pileGet out of that, then head to the Dry-GoodQ}s Store and drop off the treasures and the spursThe sound of the bell indicates that a ghostly piano player is now visible iR}n the Saloon, and the voice gives you a clue as to what to do with himIf you are near the Saloon when you hear the bell, go S}inside and applaud the ghostHe will stand up, take a bow, and vanishThe piano, however, will remain behindIf you open the T}piano, a map will fall outOnce you've dropped off the Indian treasures and applauded the ghost, return west to the fork in tU}he roadGet the shovel and charcoal, then go north to the fieldDig here, and you will find some yellow powder (it's sulphur)V}Get the powder, then go to the manure pile in the stallHolding your nose, dig around in the manure and you will uncover somW}e white crystalsGet those, then head into the stallMix the stuff you're carrying around, and you will make some gunpowderFX}ill the keg with that, then get the keg and go to the Telegraph OfficeDrop the keg in the officeUnder no circumstances shouY}ld you touch the telegraph key, or BOOOM!By this time it's probably getting dark outsideDon't worry, you'll be able to makeZ} it to the hotel before sunsetLeave the Telegraph Office, enter the Hotel and go east to the room where you dropped the bell[}Ring the bell and a bed appears!Drop the bell, get into bed and have a good night's sleepWhen morning arrives, get up and \}then move the bed, revealing a roll of tapeGet the tape and leave the roomGo to the counter and get the cashboxReturn to t]}he Saloon, tape the mirror and break it, thus revealing a hidden officeDrop the tape, go through the hole into the office an^}d get the Go boardIt's time for another trip to the Dry-Goods store. Drop off the cashbox and the Go boardNow, pass Go and _}collect $200Leave the store and head west to the fork, then south to the ravineJump across the ravineYou are now in the mo`}untainsGo west along the trail to the line shackEnter the shack and tap the telegraph keyBOOM! The gunpowder in the keg jua}st went off! Look at the floor and you'll notice a loose plankGet the plank, drop it, then go down the hole into the root ceb}llarCollect the pelts, then go back up and make your way across the ravine and into townAs you pass the old Telegraph Officc}e you'll see a smoking open safeLook inside, and pick up the gold dustContinue east and pick up the derringer, then keep god}ing east until you come to Boot HillShoot the rattlesnake with the derringer then dig a grave and get inYou find a coin ande} a purple wormDrop the shovel and get the coinClimb out, and make another trip to the Dry-Goods StoreDrop all the treasuref}s, then go back into the streetGet the candle, then wait for sunsetOnce it's dark, go into the SaloonA ghostly square dancg}e is in progressDo a little dancing, and you will win a prizeLight the candleThe dancers will vanishGo to the Dry-Goods Sh}toreDrop the cup you just won and say ScoreCONGRATULATIONS!! You just solved another one of those daring adventures.oods Sw HITCHHIKER'S GUIDEThis is not the only way of getting through the game. Many of the problems and situations (such as the wh j}ale's belly) have more than one solution. You may want to save the game from time to time, and experiment a little, to see if k} you can find other ways of doing things. Also, consult the Guide frequently during play. No matter how bad things may look: l}DON'T PANIC!Here you are, mild-mannered Arthur Dent, about to start the worst day of your life. The day is already getting o m}ff to a bad start since you've just awakened in the dark with a really bad headache. The first thing you need to do is stand n}up and turn on the lightGrab the dressing gown and put it onLook in the pocketAh! an analgesic! Take that, then get the sc o}rewdriver and the toothbrush and head South to the porchYou hear a tree fallHere you find somthing no modern home should be p} without: junk mail. Take the mail and go on outsideThere's a very big bulldozer on its way to level your home, and there's q}Prosser standing by, watching it allLie down in front of the bulldozerJust wait a while until Ford Prefect shows upFord se r}ems a trifle preoccupied with the sky, but he is aware enough of you to try and give you back your towelDon't take it or he' s}ll leave and you will be a lot worse off than you ever imaginedInstead of taking the towel, ask Ford about your home. He wil t}l eventually come to his senses and realise what is going onWhen that happens, he will be able to persuade Prosser to take y u}our place in front of the bulldozer while the two of you head off to the pub to hoist a few. As soon as Prosser takes your pl v}ace, go South and West to the pubBuy a cheese sandwich while you wait for him to arrive. When Ford gets there he'll buy you w}a few beersDrink only three of themAround about the time you've finished the third one there will be a loud crash. In fact, x} it's the sound of your home being demolished by the bulldozerDon't take that sitting down, leave the pub and return to wher y}e your house used to be. Along the way you'll see a starving dogWhile you may wonder if anything could eat that sandwich and z} survive, give it to the dog, who will enjoy it immensely, ignoring a microscopic space fleet that whizzes pastContinue on t {}o the ruins of your home (Ford will be right behind you)The Vogon construction ships appear to demolish the Earth to make wa |}y for a new Hyper-space Bypass. Maybe Ford wasn't kidding when he said he was from another planet, or that Earth would be des }}troyed in a short time. Wait until Ford drops the sub-etha signalling deviceThere won't be much time after that, so pick up ~}the device, push the green button and you will be in the darkGet used to that, you'll be spending a lot of time there before } this adventure is over.Notice that, at first, you can't do much. All your five senses seem to be out of order. However, if }you wait and read the descriptions very carefully, you will see that eventually it mentions only four of your senses. The one } that's missing is the one you can useKeep this in mind, it will come in handy later. Right now, your nose seems to be worki }ng again, so smellWhatever it is, it sure is strong! You are also now dimly aware of a shadow, so look at itIt turns out to } be Ford Prefect! And, looking around, you find yourself in the hold of a Vogon ship. Certainly better than being on Earth (o }r where Earth used to be)There's a glass case with an Atomic Vector Plotter inside, but don't bother with it yet. You have s }omething else to do firstObtain a Babel Fish. Babel Fish are pretty slippery characters. And the cleaning robots are certain }ly no help; they seem to have only one mission in life: grabbing your Fish away from youFirst thing to do is remove your gow }n and hang it on the hookNow, wait for Ford to curl up, then get the towel and the satchelPut the towel over the drain and }the satchel in front of the robot panelPut the junk mail on top of the satchelNow you can push the button! Then step back a }nd watch the Rube Goldberg shenanigans, which end with the Babel Fish stuck solidly in your earNow that you have the Fish, y }ou'll be able to understand anyone who talks to youBy the way, somewhere along the line you will get a message that one of t }he phrases you've used was instrumental in starting a war that wiped out most of a small galaxyThere is nothing you can do a }bout this; no matter how you try, it will come to pass. Rather unfortunate, isn't it?Even more unfortunate, sooner or later, } the survivors will figure out how that happened and they will be looking for revenge.. but more about that charming prospect } laterRight now, press the switch on the case. This will tell you what the code word is that will open the case so you can s }natch the plotterMake careful note of what word is required; it is chosen randomly each timeToo bad you have to listen to s }ome pretty rotten poetry to get the word. Speaking of poetry, in a short while you and Ford will be hustled into the Captain' }s quarters and strapped into Poetry Appreciation Chairs (worse things could happen, but right now you probably can't think of } any)After the Vogon Captain has tortured you with the first verse, grit your teeth and enjoy the poetry. He will then, to y }our dismay, read you the next verse. While you could easily live without hearing it, in this case you do need to listen so yo }u know the word to type inFortunately, after the second verse you don't have to enjoy the poetry. Unfortunately, since you s }urvived both verses, the Captain is going to have you and Ford shoved out the airlock (you have now found something worse tha }n appreciating Vogon poetry)While Ford tries to talk the guard out of spacing the two of you, type in the word from the poem }You must put quotes around the word or it won't go throughThen get the plotter when the case opensNow just wait a while an }d you and Ford will soon be in the airlock, with very little time leftTime has just run out, and there you are in the depths } of space. Lucky for you, the Guide explained how to survive all of 30 seconds out there! Well, perhaps not so lucky, since, }considering the vastness of space, it's quite improbable that another ship will come by to pick you up before the 30 seconds }run out. So naturally, 29 seconds later, the Heart of Gold (the HOG) comes past and picks you upThere you are in the dark ag }ain. Wait and watch the display, until it no longer says you can't hearThen listen and you will hear the sound of the star d }riveNow it gets cute: the program will lie to you and say there is an exit to port. Don't believe it! Go Aft instead and you } will be in Entry Bay 2You can ignore the brochure, if you like. Go Aft again and you're in the Fore End of the corridorHer }e, Ford will find you and take you up to the bridge, where you meet Zaphod and TrillianActually you've seen them both before }, at a party you attended a short time ago. While you listen to the chatter between Zaphod and Ford you can begin to drop som }e items hereYou can drop the plotter, screwdriver, gown and signalling device. By this time, everyone else has gone to the s }auna, leaving you alone on the Bridge with Eddie, the shipboard computer. Don't mind Eddie, he's a little over-protective but } he's a good sort at heart. In fact, you can pretty much ignore him, as well as Marvin the Paranoid Robot, although Marvin wi }ll be important much later on (depressing as that may sound)OK, time to prepare for some pretty weird happenings! First, you }'ll need the spare improbability drive, so go down, then AftKeep going AftThe program will tell you that the Engine Room is } dangerous. It LIES! Don't listen to it, just keep going AftEventually, you'll get there. Of course, as soon as you're there } you'll want to look around. The program will tell you there is nothing to see. That too is a lie!Keep looking and you'll fi }nd that there are some things to see here, especially the spare driveDon't worry about the tools for now; you can leave them } where they areOnce you have the drive, go back to the Fore End corridor, then head Port where you'll find the Nutrimat (try } consulting the Guide about the Nutrimat)Touch the pad, and you will be provided with a delicious (?) cup of advanced tea su }bstituteFortunately, you don't have to drink it. Take the cup (ignore the carton, it's useless) and return to the bridgeDro }p the cup and the driveNow, plug the small plug into the small receptacle and put the plotter's dangly bit into the tea subs }tituteOK, you are about to have some pretty strange experiences, but before you throw the switch, some words of advice and c }aution. There are five scenarios (all rather short, but all of them important) that have to be completed. They come up in ran }dom order, so each one has its own little section of the walkthru. The lead-in to each of them is that familiar dark area, wh }ere you have to wait until one of your senses is working againYou will be in the dark area again when the scenario ends (and } you will have to listen for the drive sound, which will then bring you back to the HOG). Also, be aware there are times when } you may briefly go back to one of the scenarios you have already completed. You just sort of bounce in and out of those, but } you do have to spend time waiting in the darkI couldn't find a way around this, so you'll just have to live with it. Finall }y, it's a good idea to save the game after you complete each scenario, just in caseWith that said, it's time, so push the sw }itch!...The dark ends with something liquidy to the touch. In fact, you find your fingers bathing in a glass of wineComi }ng to your senses, you realise that you are now Trillian and you are at the party where you met both Arthur and a mysterious }man named Phil. Take a good look at Arthur and you will see he has a huge ball of fluff on his jacketJust what you want, but } your hands are full. Drop the plate you're holding and get the fluffOpen your handbag and put the fluff in it, then get the } plate againNow, all you need to do is wait, trying not to be bored to tears by Arthur's feeble attempts at conversationGiv }e Phil a look, and shortly he will come over and take you out to his scooter. As you blast off everything once again becomes }dark....Now you find yourself standing in a country lane, holding a satchel. The place looks familiar. In fact, it's the }lane outside Arthur's home and this time you seem to be Ford Prefect. Those Vogons will be arriving soon, so there's not much } timeOpen the satchel and take the satchel fluff, the towel and the sub-etha signalling deviceGo North and there you will s }ee Arthur lying in front of the bulldozer. With a certain feeling of deja vu you offer him the towel. However, instead of tak }ing it he asks you about his homeYou suddenly realise what is going on (not that it really matters, considering what will sh }ortly happen!). In a moment of magnanimity (or possibly madness) you decide to take Arthur hitchhiking with you. But first, y }ou have to deal with ProsserGo over to him, and ask him to lie down in front of the bulldozerHe'll make a little fuss, but }you'll manage to persuade him. Now, you and Arthur can hurry over to the pub and drink some beer(remember to buy peanuts)Si }t there, drinking your beer (no more than three!) meditating on why Arthur is taking the imminent demise of the world so calm }ly, until the house falls and Arthur goes tearing outFollow him to the ruins of his homeDrop the satchel and put the satche }l fluff on top of itNow waitThe Vogon ships will appear, the winds will pick up, and you'll start fumbling with the device }Oops! you just dropped it! Fortunately it rolls over by Arthur, who picks it up and looks at it. Also fortunately, Arthur man }ages to push the right button and everything becomes ... dark....You come out of the dark to find that you are now Zaphod } Beeblebrox, the President of the Universe. In fact, you're on your way to steal the Heart of Gold (with a little help from T }rillian)As your speedboat zooms towards its destination, search the seat carefully and you will find seat fluff and a keyTh }e key opens the toolbox, but you don't need to do that now. Just make sure you take the box; you might be needing it laterNo }w, if you continue on your present course, you'll never make it between the cliffs and the spire (or maybe you know that alre }ady)The trick is to make the auto-pilot do the hard work, so steer the boat towards the rocky spireThe spire gets closer. T }he auto-pilot wakes up, just in time, and steers you to safety! Now you can stand up and go North to the Dais, where the dedi }cation ceremonies will be heldWait around, enjoying the cheers of the crowd, until Trillian appears. She will jump out of th }e crowd and hold a gun to one of your headsThe guards are a little hesitant about what to do, so now's your chance; tell the }m not to shootAfter a few moments they will drop their rifles into a pile. Tell Trillian to shoot the riflesAs the weapons }disappear you and Trillian make a break for the HOG! You made it!! But everything seems to be getting dark...You're in th }e War Room of a mighty war fleet aproaching Earth (at least you're yourself this time!). Looking around you see an ultra-plas }mic awl. Pick that up, since it might come in handy laterNow, take a good look at the aliens. They are Vl'hurg and G'guvunt. } Sound familiar? Ring any bells? Remember that small galaxy you pretty much wiped out with your careless words? They finally }figured out what happened and now they are on their way to Earth to take revenge!You can't really stop them, so just wait ar }ound and hope for the bestThe fleet gets closer and closer, and then arrives. Amazingly, the first thing they see is a huge }dog happily munching a cheese sandwich! The sight of this giant monster, contentedly eating, softens the hearts of the Vl'hur }gs and G'guvunts. With a new mission in life, they turn around and go homeAlong the way, they transport you back to the HOG. } Unfortunately, since the aliens are microscopic, so are you and you end up materialising inside your own head! There is a ma }dness in this method, after all (or is that the other way around?)Move along the mazy of synapses (any direction will do, th }ey're all alike) until you come to the particle. Look at the particle and you will see it's your commonsenseIf there's one t }hing you surely don't need in THIS adventure it's commonsense, so take the particle. Everything just went dark....You hav }e collected the four fluffs, the ultra-plasmic awl, the paint chipper, the Nutrimat computer interface and the tool box. Afte }r you have done the last scenario (whichever one that is) don't go back to the BridgePick up the interface and go to the Nut }rimat. It's teatime!Open the panel on the Nutrimat, remove the circuit board, and replace it with the interfaceNow, touch t }he padWith a clearer idea of just what it is you want, the Nutrimat begins to have some problems. Its own limited circuitry }can't handle it, so it ties into the main shipboard computer. Don't spend time here watching the Nutrimat go through its gyra }tions. Head for the bridge and plug the large plug into the large receptacleThe moment is almost here: the HOG has arrived a }t the legendary lost planet of Magrathea, and the natives aren't friendly. In fact, they are sending up a bunch of missiles t }o vaporise the HOG. Push the switch on the spare drive. Wow!Talk about improbabilities! The missiles have turned into a gian }t sperm whale! After accepting the congratulations of Ford, Zaphod and Trillian (who conveniently disappear into the sauna ag }ain) return to the Nutrimat, where you will find, at last, a cup of REAL teaGet the cup (you will drop the No Tea) but don't } drink it!! Bring it to the BridgeDrop the real tea (you will automatically pick up the No Tea). Remove the dangly bit from }the tea substitute and put it in the real teaYou have one more little trip to makeFirst, however, drop everything you are c }arrying except the Babel Fish and the Aunt's Thing (yes, you have it again, you just can't get rid of it)Push the switch on }the Drive. After a short stay in the dark you will find yourself in the whale's tummy (it may, however, take more than one tr }y to get here, but you will make it eventually)There's a flowerpot here! Get the pot and put it in the Aunt's ThingNow, wai }t around (you really don't have a choice) and soon you will be in the dark againAh, back on the HOG at last. If you take inv }entory, you'll notice you don't have the Aunt's Thing. Don't panic! It will, as always, turn up. In the meantime, go around p }icking up the various fluffsThe Zaphod fluff, along with the tool box, will be by the hatchTrilian's, of course, is in her }handbag, and Ford's is on the satchel, and the last one is in the pocket of your gown (unless you took it out earlier and dro }pped it somewhere)The Aunt's Thing has re-appeared by now so go up to the BridgeTake the flowerpot, plant all four fluffs, }drop the pot and wait a whileWhen you see a tiny sprout has formed, take the pot into the saunaWhen you emerge, a changed m }an, you will also have a changed plant. However, there is another problem!The HOG had landed on Magrathea, but Eddie, over-p }rotective as usual, has jammed the hatch shut. And, he's not going to open it, no matter how long it takes him to check for d }angers on the planet (which will be quite a few years)You are almost ready! First, eat the fruit from the plant. You have a }vision and pay close attention to it; the vision shows you what tool Marvin will need to open the hatch. This varies from gam }e to game, and there is no way to know which one it is until you eat the fruit. That is also why you have to collect all thos }e toolsGet the tool that you saw in the vision. If it happens to be one you haven't seen yet, then you'll find it in Marvin' }s pantryThe trick now is to find Marvin, and he's in his pantry, behind the screening doorFirst, get the real tea. You auto }matically drop the No TeaBut you don't have your commonsense any more, so pick up the No Tea! Now, you have both Tea and No }Tea at the same time!! Go to the Screening Door. Open itThe Door, impressed by your being able to have both Tea and No Tea, } will let you through! However, WAIT!!! Don't go through the door yet! If you set foot in the pantry you will be overwhelmed } by depression! So, that magic moment has arrived, the moment you've been waiting for ever since you left Earth: drink the re }al tea!! (Ahhhh, good to the last drop!)All right! now you can go into the Pantry (yay!) Marvin will be there, sulking as us }ualTell him to fix the hatch. Marvin will grumble, but he will agree to it and tell you to meet him at the Hatch Access Spac }e with the proper tool in twelve movesAs you already have the tool (thanks to the fruit) you can go directly to the Access S }pace (drop everything but the tool and the Fish) and wait for MarvinWhen he arrives and asks for the tool, give it to himMa }rvin will fiddle briefly and the hatch will slide open. Go out to the Hatch and then down the HatchWow! You have now set foo }t on the legendary lost planet of Magrathea.What comes next will have to wait for the sequel!CONGRATULATIONS! You have just } solved THE HITCHHIKERS GUIDE TO THE GALAXY from Infocom Inc. sequel!CONGRATULATIONS! You have just V INFIDELYou are lying in your cot, trying to shake off the effects of a drug given by your absconding workers. Since ti}me is of the essence, just get up then leave the tent and make your way due South to the Work TentAlong the way, make sure y}ou pick up the matches near the fire pitThe tin foil, which is an empty cigarette pack, can be safely ignoredWhile you're d}oing this a plane will appear overhead. It has the navigation box you've been waiting forYou have to dig where the "X" isIn} the Work Tent is a knapsack that contains a rope and a canteen. Open the sack and get the canteen, then get the sack, which  }will automatically go over your shouldersReturn to the fire pit then go due West to the Supply TentTake both the axe and th }e shovel, step outside and then walk North and WestThis brings you to a river bank. Open the canteen and fill it with water }Head East and you will be outside your tent againEnter it and break the lock on the trunkGet and drop the lock, then open t }he trunkInside is some food, a map and an inspection sticker. Get the food and the mapInside the map is a stone cube, which } you will soon need to enter the pyramid, so make sure you take thatThe map you can drop, and the sticker you don't need for} anything, but you might want to read it before moving onNow, go outside the tent and go East to the North PathFollow the p}ath South until you come to the South PathFrom here, go East twiceYou are now at the spot where the pyramid is buried. Star}t digging until you find the top of the pyramid with the square hole in itWhen that appears, put the cube in the hole and th}e door to the pyramid will openDrop the shovel, since you won't be needing it anymore (also the box, if you have it with you})Go down into the pyramidYou stand in the Chamber of Ra, near an altar. Drop your sack and get the ropeTie the rope to the} altar, and then throw the rope NorthYou will be climbing down that way soon. In the meantime, get the torch and the jarOpe}n the jar, which has oil inside, and dip the torch in itLight a match, then light the torchClose the jar and put that and t}he matches in the sackNow get the sack and you're ready for your explorations. (Note; somewhere along the way you will get h}ungry. When that happens, just eat the beef and then drink a little water.)Climb down the rope and you will be in the Circul}ar Room. Here you see a golden cluster, a statue and four doorways with counterbalanced doors. If you attempt to go down any }of the passageways, you will find that a door will descend and prevent you from going more than about halfway along the corri}dor. So, what you need to do is to find a way of keeping the doors up while you explore the passagesFortunately, there is an} easy, if tedious, way to do this. Roll the statue towards one of the passageways (for example; "Roll statue NW")The first t}ime the statue will fall and the head will break off (ho hum!). Get the head, then roll the statue into a passageway and make} sure you drop the head with the statue as wellNow you can go to the opposite passageway and pick up the treasure that's the}re. You will have to roll the statue (and don't forget the head!) into each of the four passages in turn so that you can get }all four of the jewelled clustersTo continue with the example, so you know exactly what has to be done, after rolling the st}atue into the NW passage go back to the SE passage and you will be able to proceed to the room that has the opal cluster of N }eithAs you get each cluster, drop it off in the Circular RoomWhen you have all five clusters, drop the sack and put all the!} clusters in itThe gold one is just a Treasure, but the other four will have a very important purpose later. For now, climb "}back up the rope into the Chamber of RaOK, now we're going to visit the Barge Room and its environs. Head along South to the#} landing and continue down to the Narrow HallFrom there, go NE and then NW and you are in the Barge ChamberYou will be visi$}ting the barge itself in a short while; for the moment, go West, then North, then East and you will be behind the Barge where%} a hallway startsGo all the way North along this hallway to the Inner ChamberIgnore the corpse, which is wearing a jewelled&} ring. The ring is not a treasure in the game (no points for getting it) and is in fact a deadly trap, so it's best not to to'}uch it)From the Inner Chamber go West to the Golden Room and then South to the Golden AlcovePick up the Gold Chalice, then (}return to the Inner Chamber and from there go East to the Silver Room and South to the Silver AlcovePick up the silver chali)}ce and return to the BargeOnce in the Barge Chamber, go back to the front of the boatEnter it by going NorthYou are in the*} middle of the barge and there is a mast here. Go East into the Aft Cabin, Down into the hold, then West into the West End of+} the holdHere the mast ends in a slot. If you look in the slot you will see a piece of wood (called a "shim") wedged in the ,}slot to hold the mast in placeGet the shim and drop itReturn to the deck and get the beamIf you like, you can go West to e-}nter the Fore Cabin to read the little scroll of hieroglyphics, although that isn't necessaryGo back to the Chamber of RaFr.}om there go East into the Cube Room, then West, then SouthYou will be in front of a panel with some bricks in it. Remove and/} drop the First, Third and Fifth bricksWhen you remove the Fifth one a secret passageway to the East will open. Go through i0}t to the Turning Passage, then down to the bottom of the stairsUse your pick to dig the plaster away from the door, then go 1}West through the Narrow Passage until you come to the room with the two niches. Here's where the fun startsPut the beam in t2}he niches, then stand on itDig away the plaster with your axe. As you do so the floor will fall awaySince you're standing o3}n the beam, you're safe. Okay, now open the door and go West into the AntechamberSince there are still a few other sneaky th4}ings to avoid, get the beam then go SouthThis is another antechamber with a door in the west wall. Of course, there is also 5}a trap here for the unwary so put the beam in the doorNow you can open the door safely. So do that, and go West into the Sla6}b Room(Note; somewhere along the line here your torch will start to sputter. When that happens, get the jar and the matches 7}from your pack. Light a match then turn off the torch and dip it in the oil. Your match will go out, but you will then have t8}ime to light another one so you can light the torch. After this you can leave the jar and matches because you are near the en9}d of the game and won't need them any more)Here is a slab with holes in each of its four corners. In fact, the placement of :}the holes is very reminiscent of the Circular Room. So, drop the pack and take out the four jewelled clusters (the gold one y;}ou can leave in there)Now, put the clusters in the Slab as follows: Diamond in the First Hole; Ruby in the Second Hole; Emer<}ald in the Third Hole; Opal in the Fourth HoleAs each one is inserted into its hole there will be a click from the slab. Onc=}e the last cluster is in place you can raise the slabInside you will find a golden spatula and a book. Get the book. The spa>}tula can be left in the slab, unless you want to read the hieroglyphics in the book (you need the spatula to turn the pages).?} In any case, you have what you came for, so pick up the pack and go East back to the Antechamber and get the beamNow go Nor@}th twice to the Antechamber with the timbered doorAs you may have guessed, this door is also trapped. Put the beam under theA} timber, then break the seal on the door. (That beam certainly comes in handy!)Now, open the door and go North into the BuriB}al Chamber then East into the Treasury where the scales areYou must balance the scales to be exactly even with the table topC} in order to safely take the scarabSo, drop the sack and get the two chalices. Put the Gold Chalice on either of the scales.D} Fill the silver chalice with water and put it on the other scale. Now you can get the scarabReturn to the Burial ChamberPlE}ace the book in the large recess and the scarab in the small recessThere will be a click from the statues that hold the sarcF}ophagus cover in place. Now, turn the statues in the following order: Neith, Selkis, Isis, NephthysAt this point you have yoG}ur perfect score. If you continue the game by opening the sarcophagus you will die; there is no way around that. You can alsoH} go back to the surface through the stairs in the Chamber of Ra, but all you can do then is wander around in the desertOf coI}urse, you can quit the game here and receive your Master Adventurer rating! CONGRATULATIONS! You've finished INFIDEL J} rer rating! CONGRATULATIONS! You've finished INFIDEL @ MASK OF THE SUN>>Part I>>You are on a search to find the famed Mask of the Sun. Here is what you must do.Get mapLooL}k mapGet in jeepYou will be travelling north automaticallyContinue WestGet AllGo out jeepGo hut and give foodThe old wM}oman will give you a flute and tell you something ... remember it, then go out and get in jeepGo West, then North WestYou wN}ill be at the statue of a cat whose head has been removed. Drop all but pillsGet out of the jeep and look statueYou will seO}e the secret record XOTZIL. Remember itGet HeadDrop Head on StatueThe statue turns into a jaguar and departs>>>Part IIP}>>Get in jeepGet AllGo North West and you will be at the foot of the first pyramidGo out jeepGo stairsGo upLight matQ}chLight lantern and go doorYou will find yourself in a room with a snake attacking you. You must type the next command quicR}kly or the snake will kill youShoot snake. The snake will then leaveYou are now in the first pyramidSearch platformOpen dS}oorGo forward and get bowlGo forward and you will be in the boulder roomWatch the boulderTurn backGo leftMove sarcophagT}iA ghost will appearDo nothingAfter about 30 seconds the ghost will leave and leave behind the second bowlGet bowlTurn bU}ack leftGo rightGet bowlThe skeletons in the room will now be attacking youHit skeleton with amuletGet bowl and get urnV}Place urn on right pedestal and go doorGo jeepGet in jeepYou have now mastered the first pyramidGo South East, South and W}WestHere you will find a peddler trying to sell a bottle of stomach remedyDon't buy it!Go West, South WestYou are now at X}the second pyramidGet out jeepGo pyramidGo right and search doorFind gold keyGo forwardMove block and find black keyOpY}en door with gold key and go doorGo down, forward, left, forward and rightLook poolTurn back, left, forward, right, and upZ}Go out, forward, forward, left and you have exited the pyramid>>>Part III>>Get in jeepGo North West, North West, for[}ward, forward and out jeepYou are now at the third pyramidClimb pit and go forwardSave game because next obstacle requires\} precise timing and chances are you may have to start overContinue forward, South WestYou will be told that Raoul has died]}Jump across a river of lavaHit return key when the rock is under the lava and ready to riseYou should be able to determine ^}this after watching it for a whileOnce you cross the river, type "XOTZIL" and go door, forward and look altarPlace amulet o_}n altar and get maskThis is not the real maskContinue searching for the real maskSearch altarGet maskWear maskTurn back`}Go passageGo forwardYou will meet the Sun God and he will ask you a riddleThe answer is CoffinGo right, left, left, lefta}, right to the Crumble RoomSave game before you meet your enemy RoboffThe directions you now take don't really matterRobofb}f will eventually appearBefore he does, wear maskWhen he shows up, he will want the maskGive maskNow the jaguar you set fc}ree will come back and kill RoboffThe jaguar now stands in front of you and you must play the flute to soothe the savage bead}stHe will walk away, and you can exit the pyramidCongratulations! You have just solved the Mask of the Sune the savage beam MYSTERY FUNHOUSEA Fun House may be a strange place for espionage, but secret agents have a habit of popping up where you lf}east expect them.You stand, shoes in hand, outside the Fun House. If you had some money, you could get insideThe first thing}g to do is drop the watch and go east to the parking lotIgnore the five dollar bill (it's a grocery bill), and look at the tq}9bDARKCRYS bCUTHROAT b.;GHOSTOWN biHITCHHIK bGINFIDEL bKMASK SUNb eFUNHOUSE bASTEROID b'PYRAMID b$PIRATE b(WITNESS b/DEADLINE bMENU b%eDOS SYSb TITLE bAUTORUN SYSTITLE V2 reeGet the branch, then look in the grateChew the gum (tastes HORRIBLE!), then stick it on the branchUse the branch to getr} the coin, then drop both the branch and the gumReturn to the Fun House entranceWear the shoes and give the dollar for a tis}cketGo FunYou are standing in the Magical Mirror Room, and just up ahead is a mazeGo north three times, then West twiceTht}is brings you to a small roomGo west from here to the room with the knobsPull the green knob, and you will find yourself inu} another roomGet the trampoline, then go south to the shooting gallery and pick up the strange spectaclesGo north, then up v}to the knob roomHead along west to the tank room, and from there up to the ledge over the pitDrop the trampoline, then go ew}ast to the barrel roomIn the barrel room, get the match and the comb, then crawl exitDrop the match by the trampoline, thenx} head south to the rickety stairs and down to the landingGo down the slide in to the tankGet the rusty key, then give the cy}omb to the mermaidGo up the secret stairs she reveals, and you will be back on the landingGo east into the Windy Hall, and z}east again into the mazeNow, carefully make your way south, east, south, east into the mirror RoomWear the spectacles, and {}look in the mirrorThere's a hidden door!Open the door and go insideHere you find a valve handleDrop the spectacles and ge|}t the handle, then go East back to the mirror roomGo through the maze to the room with the knobsDrop the key, then continue}} west and up until you come to the ledgeGet the trampoline, then go down the ladder to the pitDrop the trampoline, then put~} handle and turn handleYou have now turned off the calliope in the merry-go-round roomGo trampoline, and jumpWheee! You're} back up on the ledgeGet the match, and return to the knob roomDrop the match, get the key, and pull the blue knobNow you'}re in the room with the fortune-telling machineGo east to the merry-go-round roomOnce in the merry-go-round room, push the }blue button to stop the rideGo merry, then go horseClimb the pole in the horse's back, which brings you to the top of the r}ideLook up, and you will see a ropeJump! Now look, and you will see you are on a catwalkGo East, and unlock the doorDrop }the key, and look at the shelvesGrab the flashlight and the wrench, then head west, and climb all the way down again, then r}eturn to the knob roomAs you pass the fortune-telling machine, pick up the "out of order" signPull the green knob, then go }south to the shooting galleryDrop the sign there, then return to the knob roomGet the match, then pull the yellow knobThis} takes you to a small room with strange musicGo north into the maze, then go east, south, east, south, east, and you're in t}he Mirror RoomFrom there, go south out of the Fun HouseIt's back to the parking lotOpen the grateYou will only be able to} open one bolt, but you can slide the grate to make room for yourself to go downDrop the wrench and get the gumTurn on the }flashlight, then go down the manhole and east to the room with the second grateClose the door and drop the ticketRemove the} heel from your shoeA couple of things will fall outOne is a note explaining what this is all about, the other is a fuseDr}op the heel and the note and get the fuseChew the gum again, then stick it to the fuse, and then to the grateLight the fuse}, and POP! the grate blows openGet the ticket, then go through the holeNow up through the shooting gallery and south to the} hidden labThe secret plans are there!Grab themCONGRATULATIONS!! You have successfully completed your mission!th to thetTHE PIRATE ADVENTUREGrab the crackers, sneakers and rum, and go stairsGet bookA secret passage is revealed! Go passage, th%} MISSION ASTEROIDYou start out facing a building. Open the door and you will hear a beep-beep from your watch. Push the swi}tch and you will hear a voice from mission control telling you the passwordGo door and you will see a secretary at her desk.} Say the password and she will let you passGo north and you will be at the intersection of the passagesGo West and you will} be in the briefing room with a general waiting for youSalute and he will give you your missionHead East a couple of times }and you will find the computer roomThere is a diskette here, get diskette and put diskette into driveThe computer will give} you your flight plan. Go East again and you will find some explosivesGet explosives and head East againYou are now in the }gym. Since you are feeling a little out of shape lift weights and you will feel betterHead East to the showers and take show}er to cool offWest and North twice and you will be in the examination roomOpen door and go West and NorthYou will be at th}e ladder to your rocketClimb ladder and push button to open the doorGo door and push blue buttonThe South door will close }and the North door will openGo North and West and get suitWear suit and head East to the control roomPush violet button to} close the doors and push the throttle to take offOnce you are in space, push black, push orange, push blue and pull throttl}eCongratulations! you are on the asteroid, but the clock is still tickingPush violet to open the door and go South to the a}ir lockTurn dial on your space suit so you can breathe on the asteroidPush the orange button to open the space craftHead S}outh and Down and you will be on the surface of the asteroidHead South, East and East and you will be near a caveGo cave an}d head South twiceThere is a deep pit here, set the timer on your explosives to 150Since you don't want to carry it any mor}e drop explosives in pitWith the explosives planted go North twice and South onceYou can see the rocket in the distance, so} go North and you are at the foot of the ladderGo up and go door, you will be in the air lock againPush blue and the South }door will close and the North door will openGo North and push violet to close the doors againPush throttle and push blue, t}hen black then blue then blackYou should see good old mother earth in your windowPull throttle to land back at the space ce}ntreHold on, you are almost thereAbout all you have to do now is kill time until the asteroid explodesPush violet to open }the door; go South to the air lock and push orange to open the outer doorThen go South, Down, South and EastYou should be i}n the examination roomIf you head back to the briefing room the asteroid should have exploded by the time you get thereCONG}RATULATIONS! You have saved the world and gained its respect by solving MISSION ASTEROID.oded by the time you get thereCONGZ PYRAMID OF DOOMYou notice an oasis and a pole in the sand. Get the pole, then take inventoryThe pole was actually a shove!}lYou also notice you are carrying a flashlight and an empty canteenFind water and fill canteenGo PoolThere's a big key he!}reGet the key, then leave the pool by going eastFeeling more refreshed, you trudge north, then eastDig and you will find a!} tiny keyGo south to the pyramidThere doesn't seem to be a doorGet the stone and the door to the pyramid appearsDig again!}, and go into the hole you madeA tiny door with a tiny lockUnlock door, and then get out of the holeNow it's safe to open !}the doorDrop the shovelLight flash and then go to doorTake pistolDrop keysGo north into the dining room, then eastThere!}'s a rather large oyster here, and at the moment he isn't about to let you pass through the archwayGet the flute, then go we!}st and south, then south again to the sitting roomLook at the ashes, then the fireplaceA lump of coal and a gold necklace!!}Wash coalTake inventory and you'll see the coal is a ruby!Play fluteA cobra slithers out of the basket and into the firepl!}ace, revealing a secret passageAt this point you should save the gameIn the passage are rats! Eight times out of ten, you c!}an pass them safely, but that other twenty per cent of the time they will kill youWith the game saved, drop the flute, then !}Go Passage then head north and east to the heiroglyphics roomReading the heiroglyphics tells you to store your treasures her!}e, so drop the necklaceYou can also drop the stone; you only needed it to read the message hereNow get the camel jerky and !}go west, then north, which will bring you to the oysterFeed the oyster, and get the pearlFrom now on, you can pass through !}the archway instead of having to go through the passage and being eaten by the ratsHead west, then south, and you're back at!} the entranceOpen the sarcophagus, then Go SarcophagusIt's actually a stairway downGo down, and come face to face with a f!}ierce mummyBurning tana leaves are nearby, so Pour Water, putting them out and the mummy to sleepDrop canteen and get the t!}apestry, which reveals an alcoveGo Alcove, and you will find a box and a skullGet the skull, then look at itGold teeth! Ge!}t the teeth, then look at the box twiceIgnore the bones and get the gloveGo west, then back upstairs to the entranceGo wes!}t to leave the sarcophagus, then north, east and through the archway, and east againDrop off the tapestry, teeth and pearlT!}hen it's back west, north, west, south and down the sarcophagus againGo north of the burial room to a passage with a bricked!}-up dorwayWear the glove, then smash the doorRemove the glove and drop itGo DoorThis is the mirror room, and you won't be!} able to keep the light onFeel floor and you will discover a coinGet it, then go eastLight flash, and you find yourself in!} a dressing roomGet the scarab, then go westGo west once more, and light the flashYou're in the passageHead south twice, !}and you're in a tall room with a skeletonDrop the skullThe skeleton comes alive and pulls a lever that exposes a ladder up!}Go Ladder, which takes you to the revolving cavernGo south to the ledge and pick up the sapphireThrow the rubyIt flies ove!}r the ledge and into the acid pool belowGo south to the prison cellLook at the dead explorer and also the rubbishGet the p!}in and the carvingGo west, then down again and north to the burial roomGo up and make a trip to drop off your treasuresOn !}the way back to the sarcophagus, pick up the two keysGo down, and from the burial room, first go north and get the rope and !}the glove, then back south twice to the ladderGet the saw, then go upBack in the revolving cavern, you go south to the ledg!}eThrow rope, which mysteriously attaches itself to something in the hole, allowing you to Go RopeThis is the throne room, w!}here you find a chain, a chest and a pile of metalOpen the chest and get the crown, then pull the chain, revealing a spiral !}staircaseGo Stairs to the treasure roomWear the glove and unlock the chestYou need both keys to do it, and the glove prote!}cts you from the poison needleDrop the keys and the glove, then get the braceletSaw Bars, and then you go to the window, ge!}t the platinum bar, and return west to the treasure roomIt's time to drop off the goodies again, so go down the staircase, t!}hen down the rope, west to the cavern and down the stairsYou can find your way to the treasure room by now, so just head alo!}ng over there and leave the treasuresHead west, then north, then west again into the dining roomSaw table and out comes the!} final treasure! Grab hold of it, go back to the treasure room, drop it and then ScoreCONGRATULATIONS!! You have just solve!}d the PYRAMID OF DOOM!old of it, go back to the treasure room, drop it and then ScoreCONGRATULATIONS!! You have just solve en EastGet the torch and duffel bag, then examine the bagSome matches will fall outDrop the bag (you won't need it) and ge%}t the matchesGo West twiceRead the book, which tells you that the magic word is "Yoho"Go Window, and say the wordYou're n%}ow on a sandy island beachDrop the book and sneakers, then go EastThere's a shack here, so see what's insideGo ShackThere%}'s a pirate, a chest, and a parrotThe pirate's thirsty, so give him the rumHe takes it and runs off! Now it's your turn to %}run off, since you don't need the parrot right now and you can't open the chest yetGo West, then East, which brings you to t%}he cave-ridden hillGo Path, and you're at the top of the hillThere isn't much here except a crack, but it looks like you ju%}st might make it through, so go crackThis brings you into a cave, which is a bit dark, so you had better light the torchTha%}t's better! Now you can see that there is a shed here, as well as some lumber and sailsGo into the shed, pick up the hammer %}and the water wings, then head North and go back through the crackUnlight torch (because it won't last forever) and then go %}back down the hill and continue West until you return to the beachDrop the wings, torch, matches and sack, and get the book %}and sneakersSay the magic word and you will find yourself back on the window ledge againGo inside and make your way to the %}secret passageHead East and find the pirate sleeping off the rumDon't disturb him; just pick up the empty rum bottle and ti%}ptoe out againNow go downstairs to where the rug isThe rug is nailed down, so get nails, then get rugUnderneath is a ring %}of keysDrop the rug, get the keys, and head on back upstairs to the window ledgeSay the magic word once againOn the beach,%} drop the book, hammer, sneakers and nails, then get the water wings and go lagoonThe tide should be coming in nowIf it isn%}'t you'll have to wait for itGo North and you will be in the oceanGet the fish and also some waterNow go South twice to th%}e beachDrop the wings, get the torch and matches and move along East twice to the bottom of the hillLight the torch and go %}downHungry-looking crocodiles! Good thing you have the fish with youFeed the crocs, drop the bottle and unlock the doorGo %}hall and EastThere are lumber and sails here (you didn't really think you could drag this stuff out through the crack, did y%}ou?) But first, go into the shed and get the shovelNow pick up the lumber and sails and go West into the hallFrom there, go%} to the pit, go up, then West, and you're out of the caveTime to unlight your torch and make yet another trip back West to t%}he beachOnce there, drop the lumber, sails, torch and matches and return to the shackNow you can open the chest with your k%}eysLook inside twice, because there are two items there: a map and plans for building a pirate shipGet both of those and th%}e parrot and, once again (sigh!) go back to the beachWait for the tides to change, then go into the lagoon againThis time, %}the tide should be out and you can dig up the anchorGet that and go back South to the beachDrop the anchorThe magic moment%} is almost hereBuild ship and there, by golly, is a pirate ship! However, before you go sailing off onto the bounding main, %}you do need someone to run the shipDrop the plans nowGrab the sneakers and book and say "Yoho"Now go wake up the pirate an%}d return to the beachDrop the book and sneakers again, then go ship and set sailFinally! Treasure Island! Go to the beach a%}nd digThe pirate will grab some of the rum and take offNow go South through the graveyard (being careful not to awaken the %}pirate) then East into a fieldPace 30, then dig and you will uncover a wooden boxGet that then drop the shovel and go Monas%}teryOh boy! Deadly black mamba snakes! Good thing you still have the parrot with youDrop the parrotHe will chase off the s%}nakes and you can pick up the doubloonsHead West twice, wake the pirate, then go North to the beachGo ship and set sailYou%}'re back on the pirate's island nowGo beach and get the hammerOpen the box and get the stampsDrop the hammer and box and g%}et the book and sneakersSay "Yoho" then go inside and down the stairsDrop the two treasures and say "score"CONGRATULATIONS%}! You have just solved the PIRATE ADVENTURE from Scott Adams!e stairsDrop the two treasures and say "score"CONGRATULATIONS$> WITNESSThis walkthru will help you finish Witness. This game is a much simpler one than Deadline, so I hope you won't )}be disappointed when you see how easy it is to solve this mysteryOkay, you start South of the house, where you just picked u)}p a matchbook. (By the way, none of the stuff that came with the game is really necessary to solving the case)Go North twice)} to the front door and ring the bellPhong will let you inThen just try to go East, and Phong will lead you to the Living Ro)}om, where Monica and Mr. Linder areNow, wait (get used to doing that, because there's a lot of waiting in his one), and Lind)}er will eventually take you to his officeSit down in the wooden chair, and Linder will hand you a note. Read it, as it will )}help waste some timeNow, just do anything (but stay seated!) to make time passShow the matchbook to Linder for an interesti)}ng reaction, if you like. In any case, you just have to keep waitingEventually, Monica will come in briefly to announce she')}s going to the movies. This is not what you're waiting for, however! So, keep on waiting and finally the murder will occurLi)}nder will be shot while you sit there, and you can't stop it from happeningRead the description carefully at the moment the )}shot is fired. There's something odd about itIn fact, the whole thing is a setupThe first thing to do is stand up, then pus)}h the buttonInstead of ringing to summon the butler, it causes a strange click to be heard from the clockAt this point Phon)}g will enter the roomTell him you want the keys, and he'll hand them over to youNow, examine the clockKeyhole seems a litt)}le strange, doesn't it? The doorbell rings while you're doing this, so as Phong goes to answer the door, examine the keyhole)}I'll bet you're getting some ideas aready! However, you'll need to have the powder analysed, and Duffy hasn't arrived yet, so)} wait around until he doesThen get the powder analyzed (you can ignore Stiles, he's only a red herring)While that's being d*}one, examine the window (you can't open the clock yet, it's the one key you don't have)The green wire seems suspicious, so g*}et it for future referenceNow, go West into the Hallway, then North twice, and open the Butler's doorGo West into the room,*} and read the mystery book (by the way, you can drop the telegram and note, they aren't important)A gun receipt is used as a*} bookmarkThe purchaser's name is obviously phoney, but hang on to the receipt anywayOkay, from the Butler's Room, go East t*}wice to Monica's room, then unlock and open the back doorGo East ino the Backyard, then South twice to the office pathAha, *}a muddy gun! No fingerprints, alas, but you might want to take it along with you, just in caseNow, go West into the Side Yar*}dHmm, more footprints here, but they aren't quite the same as the ones on the ofice path. In fact, it looks like someone wa*}s standing here for a whileWonder who it might have been? (No, not Sergeant Duffy!) Anyway, go West again to the driveway, t*}hen North and East into the GarageUnlock and open both the garage door and the workshop door, then go East into the Workshop* }The place looks like an electrician's paradise, and there isn't much you can do here; but, there are spools of wire hanging * }aroundCould it be...? Examine spool, and you have established a link of sorts between this place and the studyThe green w* }ire is obviously from this roomNow, all you need is the person who put it thereYou now stand there waiting for MonicaJust * }keep waiting; she'll arrive (saying "Wait for Monica" is easiestIt will take a while, so if you want to hunt down Phong and * }ask him about the gun receipt, you have time)When she does get there she'll fiddle briefly with the junction box (very suspi*}cious!) before noticing youNow, wait until she leaves, then follow her. You must use directions here, just saying "Follow Mo*}nica" won't workFollow her all the way to her room, and wait for her to come back out of the bathroomWhen she returns, ask *}her about Mr. LinderHer response will establish the motiveNow, wait some more, and she will eventually leave the room. Foll*}ow her again, this time to the officeAs soon as you get in there, handcuff herSomewhere along the way, Sgt. Duffy will have*} left with the body, so you can't arrest her until he comes backIn the meantime, you have to find Some very important eviden*}ceSo, first search Monica for the keyWhen you get it, unlock the clock and open itShe's already removed the gun, but you c*}an search her for that, alsoNow, just wait until Duffy returns, and arrest her for the murderAnd that should be about itBy*} the way, if you try leaving her and waiting in the office (so you can find the gun in the clock), you'll find that, however *}hard you try, you won't be able to handcuff her (which is necessary so she can be searched). So, you'll just have to wait and*} follow herAs I said in the beginning, it's a pretty simple gamey so she can be searched). So, you'll just have to wait and(B@4DTOADSCREENLOSCREENHSREENLBORDERFILEANEXSCREENLKEADVFI2H} DEADLINEHere is the solution for Infocom's mystery game, DEADLINE. Directional movements are in brackets, e.g. [N,N,E].}. Robin Hood did an excellent job of explaining the solution, but because of typos, or perhaps because of different versions .}of DEADLINE, it didn't work on my copy. So, the corrections are attributable to me, Tamerlane of the Ring. From the front pa.}th of the Robner's estate, go [N] to the front door of the houseType OPEN DOOR and go [N] into the Robner's houseFrom insid.}e the door, go [N,E] and type CLIMB STAIRS twice (or you can just go [U,U]) to get to the second level of the estateFrom the.}re, go [W,W,W,W,N] to the library, where you will start the first of a series of Sherlock Holmes-type activitiesIn DEADLINE,.} you need to establish the motive and method for the murder beyond all reasonable doubt before you can arrest the guilty part. }y. If you don't have an airtight case the jury will acquit the defendant. It is here in the library where we go about establi.!}shing the method by which poor Mr. Robner was done inFirst off, type EXAMINE RUG (or just LOOK RUG)You will find some mud s."}pots, which is your first clueNow, GET THE CUP, PAD, CALENDAR AND PENCILand RUB PENCIL ON PADand then TURN PAGE OF CALENDA.#}RAha! Perhaps a clue as to the motive? Let's see if we can substantiate the method a little more ..that mud on the rug was .$}very interestingType OPEN BALCONY DOOR and go [N] onto the balconyCheck out the railing by typing EXAMINE RAILING and you w.%}ill see some scratches, lending credence to the theory that perhaps the murderer climbed up the balcony from the ground below.&} where he (or she) got mud on his or her shoesLet's have a look below and check for some indication that the murderer was in.'}deed below the balconyTo leave the balcony, go [S,S,E,E,E,E,D,D,W,S]Type OPEN DOOR and go [S] back to the front doorNow go.(} [E,E,SE] to the shed, where you will see a ladderType EXAMINE LADDERHmmm! This ladder-and-balcony theory is looking good! .)}Let's see if we can prove the ladder was below the balconyThis will have to wait a while, though, because it's getting late .*}in the morning and we have to do some more checking in the house before the reading of the will takes placeAnd besides that,.+} we need to talk to Mr. McNabb and he doesn't seem to be in the mood right nowGo back to the house by heading [N,S,N] and he.,}ad back upstairs with [N,N,E,U,U]Let's see what else we can find upstairsGo [S,S] into Dunbar's bathroomType OPEN CABINET .-}and EXAMINE LOBLO Aha! again! Now we go back downstairs and see if we can find Mr. McNabb to see if he knows anything about a..} ladder under the balconyGo [N,N,D,D,W,S,S]Let's take a break for a whileType WAIT UNTIL 11.30And now for Mr. McNabbLet'./}s try the garden path first with [E,NE,E,W]If McNabb is not around, just wait for a while or snoop around the area and he wi.0}ll soon show upDEADLINE is very unpredictable when it comes to the various characters moving around the scenarioOnce you sp.1}ot McNabb, go to him and say HEY MCNABB followed by WHAT IS WRONGHe will tell you about some holes he found in his garden, s.2}o naturally you say SHOW ME THE HOLESHe will take off and you FOLLOW HIMWhen he stops, type EXAMINE HOLESEureka! The ladde.3}r was here and the depth of the holes proves somebody climbed it up to the balcony! To make sure we cover every angle, type E.4}XAMINE GROUND and DIG AROUND HOLESHmm ..wonder what this could be about? To find out, type ANALYZE FRAGMENT FOR LOBLOOops, .5}it's later than we thought! Back to the house for the reading of the willGo [N,SW,SE,E] to the house and [N,N,W] into the li.6}ving roomNow, just WAIT for the will to be readAfter the will is read, you decide to see if you can roust some of those pre.7}sent into giving you some clues as to the guilty party and, perhaps, the motive for the crimeLet's start with GeorgeType SH.8}OW GEORGE THE CALENDAR. He will get very nervous and start heading out of the roomType FOLLOW HIM until he finally goes to h.9}is roomHe will keep telling you to leave him alone, but just keep following him until he enters his roomAt this point, you .:}decide to see if George knows more than he's tellingYou aren't going to get anything from him here, so let's go to the balco.;}ny and wait to see if he does anythingGo [W,N,N] to the balcony and type WAIT 10 MINUTESVoila! Here he comes! Wait until he.<} goes behind the bookshelf and then type WAIT 4 MINUTES to give him time to really get his hands into the cookie jarWhen you.=}r 4 minutes are up, go [S], EXAMINE BOOKSHELF, PRESS BUTTON and go [E]Ha! Caught him redhanded!Type GET WILL, LOOK SAFE, GE.>}T PAPERS and READ PAPERSThings are beginning to look up!Let's see if we can substantiate some of this stuffGo back to the .?}living room with [W,S,E,E,E,E,D,D,W,W,]My, isn't this cosy! Type HEY BAXTER, WHAT ABOUT FOCUSYou know he's lying so you SHO.@}W PAPERS TO BAXTERAh, that's better! Now for some clever psycho-detective workType SHOW LAB REPORT TO DUNBAR and SHOW LAB R.A}EPORT TO BAXTERWhip around and ACCUSE DUNBARHmmm ..a tad nervous, isn't she? Perhaps we should go off and wait to see what .B}developsGo [E] to leave the room and WAIT FOR DUNBARJust as we suspected! When she passes you, type FOLLOW HEROnce outside.C} the house she will drop a ticketType GET TICKET and READ TICKETWow! This is getting good! Type SHOW TICKET TO DUNBARYou k.D}now you've got her on the run now so head off to the shed to wait and see what developsGo [E,E,SE] and WAIT FOR BAXTERWhen .E}they both show up, SHOW TICKET TO BAXTER and ARREST BAXTER AND DUNBARYou didn't believe them for a minute, did you?Due to t.F}he dynamic nature of DEADLINE, there are several ways to end up accusing Baxter and Dunbar of the murder. There are also more.G} puzzles to solve, but this is all that is necessary to put together an airtight case against them.rder. 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