#@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@P!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr ɛ I hope that this will be a starting of a new series, every issue i will bring you a complete solution to an Adventure. Le}t me just add that most of the solution i have where taken from DOC'S on my ST computer, (they can be found on sewer or dev}iant designer doc disks) i then ported them to my 8-bit Atari computer and modyfied them (if needed) so they could work oll}so on ower computer. I myself am a big fun of playing Adventure games, i hope that the solution that i will bring every issu}e will help those who stuck and can't find help. the first solution will be for the adventure from scott adams QUESTPROBE 3 }, This adventure is very difficult i think and without the solution i could never have finished it myself. bye untill next }time, DENON from ISRAEL. QUESTPROBE III:HUMEN TORCH & THING Talk to Examiner (if you start with TH }ING then SWITCH) (Torch) Enter shack. Take candle. South. Flame on low. Fly to Thing Give candle to Thing. Switch. } (Thing) Give watch to Torch. Switch. (Torch) Fly to shack. Flame off. Switch. (Thing) Hold breath. Wait. (until Thing }sucked under). Switch. (Torch) Flame on high. Burn tarpit. Flame off. Switch. (Thing) Wait (until Thing stops sinking). S}mash Machinery. W. N. N. E. Light candle. W. S. S. E. Switch. (Torch) Flame on low. Fly to hills. Fly to cave. Fla}me off. Enter cave. Flame on low. Throw high fireball at boulder. Flame off. Take pebble. Put pebble under }boulder. Switch. (Thing) Wait (for pebble). Take pebble. Throw pebble hard into hole. Switch. (Torch) Examine wa}tch. Wait (until 100% rested). Enter shaft. Wait. Wait. Fly down at Nova flame. N. W. N. N. E. Enter fire. E. E. E.} Feel wall. Enter hole. Flame on low. Examine lever. Push lever left. Flame off. Enter hole. W. W. Examine w}atch .Wait (until 100% rested) W. Enter fire. W. S. S. E. S. Wait 5. Take Thing. Flame on High Fly into sha}ft. Fly up. Fly up. Fly up. Fly up. Flame off. Examine watch. Wait (until 100% rested). Leave cave. Take Thing. Flam}e on low. Fly up. Fly to tarpit. Flame off. Drop Thing. Switch. (Thing) E. S. S. Close eyes. Enter tent. Take cano}n. Open eyes. Go out. Enter village. Enter shop. Take gun powder. E. E. N. N. Drop canon. Switch. (Torch)} E. Examine watch. Wait (until 100% rested). Switch. (Thing) Put gun powder in cannon. Enter cannon. Switch. (Torch) Fire} cannon at blob. Throw high flame at blob. Flame on low. Fly to hills. Fly to cave. Enter cave. Examine watch. Wait }(until 100% rested). Enter shaft. Wait. Wait. Fly down at Nova flame. N. W. N. N. E. Enter fire. E. Throw f}ireball at jet. Switch (Thing) South. Take Alicia. * * * * THE END * * * *ter fire. E. Throw fiWhell here we back with Another adventure brought to you by DENONfrom ISRAEL, the TEXT was ported to 8-bit from the ST comp}uter. MASK OF THE SUN There are places to go, and things to do in this game which }are not necessary to complete the adventure, however, I have included them in this Solution so that you get to see the whol}e game, and not what is just necessary to solve it. Specific instructions are enclosed in quotes, so type what you see. }In the beginning of the game, you are in an airplane just landed in Mexico. You are on a search to find the famed Mask of t }he Sun. Here is what to do: "Out Plane," "Get Map," "Look Map," "Get in Jeep." You then start traveling North automatica!}lly. When stopped, continue with "West," "Get All," "Out Jeep," "Go Hut" "Give Food." At this point the old woman will giv"}e you a flute, and tell you something -- remember it. Then "Out," "Get in Jeep" "West," "NW." You will now be at the sta#}tue of a cat whose head has been removed. Type "Drop all but Pills," (these are your strength pills), "Out Jeep," "Look St$}atue." You will see the secret word "XOTZIL." Remember it. Then "Get Head," "Drop Head on Statue." At this point the sta%}tue turns into a jaguar and departs. Now, "Get in Jeep," "Get All," "NW," and you will find yourself at the foot of the f&}irst pyramid. So, "Out Jeep," "Go Stairs," "Up," "Light Match," "Light Lantern," "Go Door." Now, you will find yourself in '}a room with a snake attacking you. You must type the next command quickly, or the snake will kill you. Type "Shoot." The (}snake will then leave you. You are now in the first pyramid. So, "Search Platform," "Open Door," "Forward," "Get Bowl," ")}Forward." You are in the boulder room. This is a worthless room, but kind of fun. Watch the boulder. When ready to contin*}ue, type "Turn Back," "Left," "Move Sarcophagi." A ghost will appear; do nothing. After about 30 seconds, the ghost will +}disappear, and will leave behind the second bowl. Type "Get Bowl," "Turn Back," "Left," "Right," "Get Bowl." The skeletons ,}in the room will now be attacking you, so type "Hit Skeleton With Amulet." Then "Get Bowl," "Get Urn," "Place Urn on Right -}Pedestal," "Go Door," "Go Jeep," "Get in Jeep." You have now conquered the first pyramid! Now on to the second pyramid. G.}o "SE," "South," "West." Here you will find a peddler trying to sell you a bottle of stomach remedy. Don't buy it! Then /}"West," "SW." You are now at the second pyramid. So, "Out Jeep," "Go Pyramid," "Right," "Search Door." You find a gold ke0}y. Then "Forward," "Move Block," and you find a black key. Now, "Open Door With Gold Key," "Go Door," "Down," "Forward," 1}"Left," "Forward," "Right," "Look Pool" (make sure you look!). Then "Turn Back," "Left," "Forward," "Right," "Up," "Out," 2}"Forward," "Forward," "Left," and you have exited the pyramid. Now on to the third one! Continue with "Get in Jeep," "NE,3}" "NW," "Forward," "Forward," "Out Jeep," and you are now at the third pyramid. So, "Climb Pit," "Forward." At this point 4}it would be wise to "Save Game" as the next obstacle requires exact timing, and chances are you will have to do it a few tim5}es before succeeding. Continue with "Forward," "SW." You must answer the SW quickly also, as it is another place where if6} you are too slow to respond, you die. After you have left this room, it will tell you that Raoul has died. This is unimpor7}tant. You now will find yourself having to jump across a river of lava. You need to hit the return key, when the rock is u8}nder the lava and ready to rise. You should be able to determine this after watching it for a while. Once you cross the r9}iver, type "XOTZIL" then "Go Door," "Forward," "Look Altar," "Place Amulet on Altar," "Get Mask." This however is not the re:}al mask. So you must continue searching for the real mask. So type "Search Altar," "Get Mask," "Wear Mask," "Turn Back," ;}"Go Passage," "Forward." At this point you meet the Sun God, and he asks you a riddle. The answer is "Coffin." Then go "<}R," "L," "L," "L," "R." You are now in the Crumble Room. I would save game at this point, as you will soon confront your e=}nemy Roboff. The directions you now take don't really matter. Roboff will eventually appear. However, *before* he does, >}type "Wear Mask." When he shows up, he will want the mask, so "Give Mask." Now the jaguar you set free comes back and kil?}ls Roboff. However, the jaguar now stands in front of you and you must "Play Flute" to soothe the savage beast. He then wa@}lks away, and you can exit the pyramid. You are now finished with Mask of the Sun! o soothe the savage beast. He then waW****************************************************************** B} ** HOW TO SOLVE: ** --- THE ENCHANTOR --- C} ** **********************************************D}********************Again, this is the complete solution to the ENCHANTER adventure the text was ported and edited by DENOE}N from ISRAEL.NOTE:THESE ARE NOT HINTS! THIS IS THE COMPLETE ANSWER TO THEWHOLE ADVENTURE !TYPE ANYTHING THAT IS ENCLOSEF}D IN QUOTES, NOTHING ELSE !( SEPARATE COMMANDS ARE SEPARATED BY A - )THE ANSWERS:"NE-N-OPEN OVEN-GET BREAD,JUG AND LANTG}ERN-S-E-SE-NE-DRINKWATER-GET WATER-SW-SE-SW-SW-S-READ SCROLL-NE-NE-E-E-GNUSTOREZROV-MEMORIZE REZROV-REZROV GATE-E"YOU AREH} NOW IN THE CASTLE. WHEN THE PROGRAM SAYS THAT YOUR THROATIS DRY, THEN DRINK WATER. WHEN IT SAYS THAT YOUR STOMACH ISGRUMBLI}ING, EAT BREAD."READ BOOK-MEMORIZE FROTZ-FROTZ LANTERN-S-S-E-S-OPEN DOOR-N-READWRITING-REMOVE BLOCK-E-GET SCROLL-READ SCROJ}LL-GNUSTOEXEX-W-S-U-DROP ALL-E-GET LIGHTED PORTRAIT-GET SCROLL-W-GETALL-READ SCROLL-GNUSTO OZMOO-N-N-E-MEMORIZE OZMOO-E-OZMK}OOME-"(WAIT TWO TURNS..IE. TAKE INVENTORY TWICE)"-D-OPEN SOUTHDOOR-S-GET ALL-N-W-W-S-CUT ROPE WITH DAGGER- OPEN BOX-GETSCRL}OLL-READ SCROLL-MELBOR ME-S-W-U-SIT ON BED-SLEEP"WHEN YOU SLEEP, YOU WILL HAVE A DREAM ABOUT THE BED YOU ARESLEEPING ON. AM}LL DREAMS ARE HINTS! ALSO, FROM NOW ON, ANYTIME THEPROGRAM TELLS YOU THAT YOU ARE TIRED, THEN SLEEP.(YES, RIGHT ONTHE FLOORN}!) THE REASON YOU HAVE TO SLEEP ON THE BED IS SO YOU CANHAVE THIS CERTAIN DREAM. NOW, ON WITH THE ADVENTURE."STAND UP-EXAMO}INE BEDPOST-PUSH BUTTON-GET SCROLL-READSCROLL-GNUSTO VAXUM-D-E-E-E-S-SE-MEMORIZE NITFOL-NITFOLTURTLE-MEMORIZE EXEX-EXEX TURP}TLE-TURTLE,FOLLOW ME-NW-N-E-U-TURTLE,SE,GET SCROLL,NW-GET SCROLL-TURTLE,STAY-D-W-N-N-N-N-EXAMINE ASHES-FOLLOW TRACK-REACH IQ}N HOLE-READ SCROLL-N-MEMORIZEREZROV-REZROV GATE-N-GET SCROLL-READ CRUMPLED SCROLL-S-W-W-W-W-W-U-GET EGG-MEMORIZE REZROV-REZR}ROV EGG-DROP EGG- GET SCROLL-READSHREDDED SCROLL-KREBF SHREDDED SCROLL-D-MEMORIZE VAXUM-E"YOU WILL NOW BE IN ONE OF FOUR MS}IRROR ROOMS. WAIT IN ANY ONEUNTIL YOU SEE AN ADVENTURER FROM ZORK I ON THE OTHER SIDE OF THEMIRROR. WHEN YOU SEE HIM: "ZIFMT}IA ADVENTURER-VAXUM ADVENTURER-SHOW DAGGER TO ADVENTURER-" (GO EAST UNTIL YOU GET TO A ROOM WITHMONSTERS GUARDING A DOOR) "U}-POINT AT DOOR-N-DROP ALL BUT BREAD,JUG AND LANTERN-GET MAP AND PENCIL-S-CLOSE DOOR-W-W-W-W-W-WS-S-W-W-W-NW-NE- FILL JUG-SWV}-SE-E-E-E-S-S-E-S-D"THIS IS THE SECOND TO LAST PART OF THE ADVENTURE. AT THIS POINTYOU ARE IN A VERY WEIRD KIND OF ROOM! RW}EMEMBER THE MAP YOU PICKEDUP? READ IT NOW. THE MAP IS THE MAP TO THE TRANSLUCENT CORRIDORS.IF YOU CONNECT TWO OF THE LETTERX}S (IE.'CONNECT B AND J") THEN YOUWILL ACTUALLY MAKE A CORRIDOR! NOW, WHAT YOU ARE GOING TO DO ISRELEASE ULTIMATE EVIL FROM Y}ITS LAIR AND ERASE CERTAIN SO YOU TRAPHIM IN ANOTHER PART OF THE TRANSLUCENT CORRIDORS. YOU WANT TO DOTHIS BECAUSE THE SCROZ}LL THAT YOU NEED TO KILL KRILL WITH IS INHIS LAIR! OK THIS IS HOW YOU DO IT:"S-E-NE-SE-CONNECT F AND P-SW-SW-GET SCROLL-ER[}ASE B AND R-ERASE VAND M- NE-NW-NW-CONNECT B AND J-W-READ POWERFUL SCROLL-U-U-E-E-N-N-N-N-N-E- OPEN DOOR-N-DROP MAP AND PEN\}CIL-GET ALL BUT MAP ANDPENCIL-S-W-S-S-E-E"NOW TRY GOING UP THE STAIRS. YOU CAN CLIMB THEM BUT YOU CAN'TREACH THE TOP! THI]}S STAIRWAY IS THE LAST PUZZLE YOU NEED TO SOLVEBEFORE YOU KILL KRILL."MEMORIZE VAXUM-KULCAD STAIR-READ ORNATE SCROLL-IZYUK^} ME-E-GONDARDRAGON-VAXUM BEING-GUNCHO KRILL" THAT'S IT!!!KULCAD STAIR-READ ORNATE SCROLL-IZYUKXAnother INFOCOM adventure solved - The doc was ported from the ST byDENON from ISRAEL. S T A T I `} O N F A L L (Infocom)Note: You will get hungry (Eat 'goo' or 'nectar'; drop kit when a} food isdepleted), and sleepy (get on bed in any Barracks and 'WAIT'), and may beattacked by Plato (SAY 'FLOYD, HELP' b}4 times) at random times. Also, youmust leave the room if a Welder approaches.It is necessary to make an accurate map of y c}our travels as, if there are nophysical directions between the end of a section - in this solution - andthe beginning of d}the next section, then you must make your way via your mapto the point where the solution continues. This is necessary wh e}en any ofthe actions, mentioned in the preceding paragraph, occur. THE SOLUTIONON THE DUFF f}Y.E - N - PUT ROBOT FORM IN SLOT - TYPE 3 - S - E - OPEN HATCH - ENTER TRUCK- CLOSE HATCH - SIT IN PILOT SEAT - PUT S g}PACECRAFT FORM IN SLOT - READCHRONOGRAPH - (Find this number on the Assignment Form in your gamepackaging to disc h}over the correct co-ordinate) - TYPE (NUMBER) - WAIT -(until you land at the Docking Bay) - GET UP - GET KIT - OPEN KI i}T - GETTHERMOS - OPEN THERMOS - DRINK SOUP - OPEN HATCH - OUT - E.LEVEL 5 & PRINTING PLANT.DROP KIT - (return for it when j} you get hungry) - SE - SE - E - GET TAPE - W- PUT TAPE IN READER - TURN READER ON - PUSH BUTTON - (ten times) - TURNREA k}DER OFF - E - LOOK UNDER BED - GET STAMP - W - NW - NW - DOWN - DOWN -(Printing Plant) - OPEN CAN - GET CRUMPLED FORM - DR l}OP ASSIGNMENT FORM - NW- GET DRILL - REMOVE BIT - DROP BIT - SE - GET NANOFILM.LAUNDRY ROOM.OPEN PRESSER - PUT CRUMPLED m}FORM IN PRESSER - CLOSE PRESSER - TURN PRESSERON - TURN PRESSER OFF - OPEN PRESSER - GET FORM - E - N - READ SIGN - (notenu n}mber) - S - SW - GET PUCE - E - DOWN - W - GET LILAC - E - UP - UP - SE.LIBRARY.PUT MAUVE IN READER - TURN READER ON - REM o}OVE MAUVE - DROP MAUVE - PUT PUCEIN READER - REMOVE PUCE - DROP PUCE - PUT LILAC IN READER - TURN READER OFF- W - N - p}GET DETONATOR - OPEN DETONATOR - REMOVE HYPERDIODE - DROPHYPERDIODE.LEVEL 5 & EAST CONNECTOR'S IRIS HATCH.DROP DETONA q}TOR - STAMP FORM - DROP STAMP - SE - S - [SAVE GAME] - W -[RESTORE if Floyd doesn't follow you into the room; try r}telling him tofollow you!] - FLOYD, GET MEDIUM BIT - GET BIT - E - PUT BIT IN DRILL - E -N - N - NE - (East Connector) - PU s}T FORM IN SLOT.BROADWAY.E - GET HEADLAMP - WEAR HEADLAMP - W - S - S - READ SHEET - DROP SHEET - SE- PUT CARD IN SLOT - T t}URN MACHINE ON - TYPE SEVEN - GET CARD - NW - SW - SW- SE - SW - GET CAN - READ CAN.PET STORE & THE BALLOON CREATURE.READ u} SIGN - OPEN CAGE - SPRAY CAN - NE - SPRAY CAN - W - SPRAY CAN - W -SPRAY CAN - W - SPRAY CAN - SW - SPRAY CAN - NW - v}SPRAY CAN - UP - SPRAYCAN - UP - SPRAY CAN - (the Balloon Creature should follow you into theChapel).CHAPEL.OPEN PU w}LPIT - THROW SWITCH - SPRAY CAN - GET LEASH - GET STAR - DROP LEASH- E - DOWN - DOWN - GET KIT AND DETONATOR - SE - SE - E x} - OPEN STAR - GETHYPERDIODE - DROP STAR - PUT HYPERDIODE IN DETONATOR - CLOSE DETONATOR - W- NW - NW - DOWN - SE - (En y}d of Corridor) - PUT CARD IN READER - N - GETGUN - (Level 5) - SE - SE - E - DRILL SAFE - DROP DRILL.LOAN SHARK, THE OSTRI z}CH & THE PX MACHINE.SHOOT LOCK WITH GUN - GET COIN - N - NE - UP - NW - (Pet Store) - EXAMINECEILING - OPEN PANEL - {}GET NIP - SE - SW - SW - SE - SE - NW - (DocSchuster's) - NE - UP - N - N - W - W - W - NW - NE - (PX) - PUT COIN INM |}ACHINE - TYPE 6 - PUT NIP IN HOLE - GET TIMER.MAYOR'S OFFICE.OPEN TEXTBOOK - READ PAPER - DROP PAPER - DOWN - NE - NE }}- N - N - SE -(Barber Shop) - BREAK MIRROR - GET FOIL - NW - S - (Grocery) - DROP ALL BUTTHERMOS.CASINO, FLOPHOUSE & THE ~}ALIEN SHIP.TURN WHEEL - UP - OPEN LOCKER - GET SUIT - DOWN - W - NW - (Grocery Store)- DROP SUIT - (Go to Docking Bay No.1 }) - ENTER SHIP - TASTE DOTS - (comparewith the message on the paper in Mayor's Office) - EXIT SHIP.JUNKYARD & IN SPACE.GE }T BOOTS - WEAR BOOTS - W - NE - UP - N - GET SUIT - WEAR IT - S - DOWN -(Warehouse) - OPEN INNER DOOR - DOWN - (Airlock) - } CLOSE INNER DOOR - OPENOUTER DOOR - DOWN - TURN LAMP ON - GET CYLINDER - PUT CYLINDER IN THERMOS -CLOSE THERMOS - UP - C }LOSE OUTER DOOR - TURN LAMP OFF - OPEN INNER DOOR -REMOVE BOOTS - DROP BOOTS - REMOVE SUIT - DROP SUIT - (Go to Grocery) - G }ETGUN, DETONATOR, TIMER AND FOIL.COMMANDER'S QUARTERS.ATTACH TIMER TO DETONATOR - OPEN THERMOS - GET EXPLOSIVE - ATTACH D }ETONATORTO EXPLOSIVE - PUT EXPLOSIVE IN HOLE - DROP DETONATOR AND TIMER - SET TIMERTO TEN - W - E - (after the explosion! }) - GET KEY - W - NW - NW - N - N -GET JAMMER - SET JAMMER TO SEVEN ONE ZERO - E - N - N - UP - GET BOARD -INSERT BOARD }IN JAMMER.DOME.UNLOCK BIN WITH KEY - OPEN BIN - GET GUN, FOIL AND JAMMER - REMOVE GRATING- ENTER AIR SHAFT - DOWN - (unt }il you reach the bottom) - JUMP ON GRATING -TURN JAMMER ON - TURN JAMMER OFF - UP - SHOOT FLOYD WITH GUN - PUT FOIL ONPYRA }MID. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *- UP - SHOOT FLOYD WITH GUN - PUT FOIL ONPYRA O MINDSHADOW - THE COMPLETE SOLUTIONBrought to you by DENON from ISRAEL, the original file can be found}on the ST COMPUTER.------------------------------------------------------------------------ Well, here we are again, all }set for another adventure, but without anyelfin swords or magic lamps. You awake on a deserted island sufferingfrom amnesia}. Your mission, if you accept, is to save yourself and toregain your memory. There are a few tricky puzzles to solve and sav}ingthe game at various spots is recommended. Also, as in other adventuregames, it is a good idea to map your surroundings. }The graphics areadequate and the parser, although not as good as Infocom's, does work.Remember to examine and search everyt}hing you find in your journey. There are two unique commands built into this game. The most criticalfunction is the "THINK}" command. When a clue is found, type in the wordTHINK (followed by the clue that you found) and hope for the best. Ifyou h}aven't thought enough you'll never solve the game. The othercommand is the "HELP CONDOR" function. The game has a help list }builtinto the program that you can call on if you need a push in the rightdirection. The only problem is that it can be cal}led up only three timesduring the game. After that you are on your own. Let's get started. You awake on a deserted beach w}ith a spectacularview of the ocean. In fact, look at the ocean but but don't go in thewater. Go N, then enter the hut and t}ake some straw. Examine the trashcan and take the candle. Well, you don't really need it. Exit the hutthen go E. Take a pi}ece of steel from the dory, then go E again and take a vine.Go W, W, S, and drop all but the vine. Go E, and you should be a}t theedge of a cliff. Tie the vine to a rock then go Down. Enter the cave andexamine and search all, then take a rock from }the ground. Dig in ground.Take the map, then E, Up, W. Look at the map, then N. At this point, you might want to save the g}ame. Go N, N, E, N, E, E, S,S, E. Search the trunk and take the bottle, but don't drink it. Go W, N,N, W, W, S, W, S, S, S.} Drop the map, then take the piece of steel andthe shell. Listen to the shell. Take the rock, Hit the rock with the steel(T}O MAKE FIRE). then wait. When the boat comes, offer the captain the bottle.You should now be on the pirate ship and the cap}tain will have left youalone to go exploring. Go N, W, and talk to the doctor. Go S, then fightwith the man. Go S again and} take the meat cleaver. You can also eat thefish if you like sashimi. Go N, N, E, S, S, S, W, then cut the chainwith the me}at cleaver. Go E, N, N, E, E. You should now be in England. Go E, E, E, S, and search the sleepingman. Take the hat and th}e money, then go N, W, W, S. Give the man pounds and take the pole. Go N, W, and get the debris with the pole.Drop the pol}e, then take the newspaper. Read it. Remember to remember.Go E, N, and talk to the man. Give the man 5 pounds and remember }thepassword (it may vary with different disks). Go S, E, N, E. This isanother good spot to save the game. Talk to the woma}n, then give her the hat. Go E. Examine the drink, thenfollow the man. Go S, W, then take the hat and look inside the hat.R}ather then leave a tip, you can kiss the woman. Go W, N, E, then type,"CHANDRALT" or whatever the password is in your game. }Give the man 200pounds for your ticket then go W, S, S, W, N, N, and enter the airplane.Remember to remember. You should n}ow be in beautiful downtown Luxembourg. Go N, W, then BOOTH11. Talk to the man. If that doesn't work, search the man. Take t}he noteand the ID card, then read both of them. Go E, E, N, N, W, Up, N. Thisis another spot to save the game.Go W, then }DUCK. Examine the room and take all. Read the parchment. GoE, S, Down, E, S, and now we are going on a little nature hike. G}o E, E,E, S, and dig in the ground with the shell. Drop the shell, then takethe leaflet and read it. It sure does look like} a bank account number. Go N, W, W, W, W, and talk to the woman. Type in the bank number thenopen the box. Take the gun, th}en drop the box. Go E, N, W, Up, N, N, N,N. This is it. Save the game again, then E. Shoot the man with the gun,then take }themessage and read it. Now, if you have remembered all thenames and found all the clues, you should regain your memory and }solvethe game by using the THINK COMMAND. Type "THINK ARCMAN". "THINK BOB". "THINK MASTERS". "THINK JARED"."THINK TYCOON"}. "THINK LUXEMBOURG". "THINK WILLIAM". At this point, anew screen should appear with the entire story of your trials andtri}bulations.XEMBOURG". "THINK WILLIAM". At this point, anew screen should appear with the entire story of your trials andtri Here is the solution th the adventure BALLYHOO from Infocom. In this solution you will finish the adventure with the possib}le points. the text was ported and edited by DENON from israel. BALLYHOO } ******** GETTING AROUND THE CIRCUS Hurry, hurry, hurry! Step right this way, ladies and gentlemen, to see thewo}nders of the ages. Witness death-defying feats of derring-do and digitaldexterity! Behold the fascinating freaks of fiendish} fortune, fettered withfantasies far from the furthest feelings of the fortunate few! Experienceelephants, learn from the l}ions and make a monkey out of yourself!All this forone thin dime, one tenth of a dollar! Hurry, hurry, hurry! (Get away from} herekid, you bother me!) Infocom's latest mystery game is far from what you might expect if you'veplayed WITNESS, SUSPEC}T or DEADLINE. In fact, it has more in common with theadventure series, where you have to find the right items and do the ri}ght things with them in order to solve the game. So let's begin. As always, mapping is a key to playing through successful}ly.All the action takes place on the grounds of THE CIRCUS THAT TIME FORGOT, INC.At the start of the game, there are only a} limited number of places you canvisit, so your first job is to find out how to get to those other places thatare currently} blocked to you. You begin In the Wings. The Big Top lies to the north, and the rest of thecircus grounds south. So head s}outh. You are in the Connection, a kind of crossroads.You will see a midget. If youhave read the Official Souvenir Program}, you will recognize him as ComradeThumb, a Russian emigre clown. A word of advice: You will find few people hereon your si}de, so make friends where you can."Lift the midget" to help the poorguy get a drink, then note where the fountain is for lat}er. There is atemporarily impassable turnstile to the east, so go south again. You are now Near the White Wagon, the busin}ess office. The door is locked andyou have no key, so leave this for later.But do take the pole that is stickingout from un}der the wagon. Read the banner to the south. "Egress" is not a wildbeast, but stay away from it anyway if you don't want the} game to end.Instead,head west. You will be by a second turnstile. Two clowns will get through, but you can'tyet. Be sure} to watch and listen to everything they do and say.If you look intothe cage by the turnstile, you will see the blind guard, }Harry. Harry is averitable encyclopedia of information, and about the only friend you can talkto. Be sure to applaud when C}omrade Thumb finishes his act, wait for him to pass through, then head west again. You are now in the Prop Tent. Leave eve}rything you see, and hide behind thecardboard cutout of William Howard Taft, then listen to the whole conversation.The owne}r's daughter, Chelsea, has been kidnapped! By the sound of him, thisdetective that Mr. Munrab (spell it backwards) has hired} is no Sam Spade.There's only one person who can find Chelsea, and that's you! After they leave, head east into the Back Y}ard, then north to Beside the BigTop. Pick up the mask, and then go east back to the connection.Head north againinto the wi}ngs. A portion of the bleachers has been pulled away.Head northeast,search the garbage and take the ticket you find there. T}hen head southwest andnorth. You are now in the Performance Ring, ready to perform your first death-defyingact.The rousta}bout with the headphones you saw leave as you entered the Big Top(remember him!) has removed the safety net. So drop everyth}ing but thefiberglass pole, and climb the rope ladder.Keep going east until you reach theother platform. Now that was easy,} wasn't it? Take the balloon, and go westuntil you get back to the first platform.Try to go down. You'll drop the pole,but }never mind.Then down again and pick up everything, then go south twice backto the Connection. Punch either the red or blue} dot on your ticket, then "insert ticket in slot."You'll get your ticket back and you can go east through the turnstile into} theMidway. You must repeat this every time you use this turnstile. Examine the pitchman and the detective (and the monkey}).Then go south into theMenagerie, and southeast into the Menagerie Nook. To the north is a cage. Lookinside it.Use the pol}e to get the key ring, then unlock the cage, open the doorand go north into the cage. Take the headphones and the bucket, go} south,northwest, north, and west back through the turnstile.Make your way back to theProp Tent. I found it a good place to} leave everything until you need it. Dropeverything but the balloon. Go east. Now "open the balloon"; then "inhale helium"} and say "Harry, hello." Yourhigh-pitched voice will make him think you are Comrade Thumb, and he will buzzyou through. Go }south. You are now in the Camp (East), west of Gottfried von Katzenjammer's trailer.Head west to Camp (West), with Clown A}lley to the South. Leave both of thoseuntil later. Instead, it's time you learned the fine art of "sidewalling.""Sidewall" }or "crawl under" the canvas, and you'll find yourself back in theProp Tent. Aha! What is this? A piece of wood? Examine it}.Seems harmless enough, so pickit up. When prompted, try entering an obscenity; if shy, just say "ow."Drop themousetrap, ta}ke the piece of meat out of the bucket, and then drop the meat. Timing is crucial here. Go east out of the Prop Tent, then }west back in.You'llhear scurrying. Go out and back in again. You will see a mouse. "Catch mousewith bucket." Now take the} ticket and the bucket and head back to the Menagerie.The real funis about to begin! Okay, you're back at the Menagerie, a}rmed with your ticket and a bucket with amouse in it. Try going east. You have just met Hannibal, the elephant.Take themous}e, then show the mouse to the elephant twice. Hannibal will blow the mouseout of your hand. Wait.The petrified pachyderm wil}l break loose from his chainsin fright and plow through the fence to the southwest. Go through theelephant-sized hole to th}e southwest. You have returned to the White Wagon, only this time you notice a ladderattached to the rear. Climb up the la}dder until you are On the Wagon. Turn thecrank, then look in the wagon. Mr. Munrab is hard at work. The poor man is sotense}, you shouldn't bother him. But you have to get in there, so you must gethim to leave first. From your perch, knock on the d}oor. He will open the doorand, quite perplexed at finding no one there, he will leave. Time is of theessence now. Go "in" a}nd lock the door.Ignore the books and the sheepskin; justexamine the desk and take the spreadsheet you find there.Now, move }the desk and"up". You will be back on top of the wagon and Mr. Munrab, none the wiser, willclose the panel. Go down to the }ground, making sure you pick up anything youmight have dropped, and back northeast to the Menagerie. Now, go north, east, }and east again till you reach the Far End of the Midway.Go north, then northeast or southeast around Tina, and take the stoo}l. IgnoreTina for the moment; she will certainly ignore you. Make your way back to theMidway and return to the Prop Tent, e}ither through the turnstile or by way ofthe elephant-sized hole southwest of the Menagerie. Once you have side-walled a te}nt, you only have to type a direction to go under it again, so go south from the tent and east to Katzenjammer's trailer wi}th the skeleton key in hand. Examine the trailer. Unlock and open the compartment, then take the bullwhip. Go north through }the turnstile and then ask Harry about the lions. He will tell you that only Elsie responds to the whip. Return to the Prop} Tent and make sure you have all of the following: thekey, the stool, the whip, and the meat. Now go east twice and north th}ree timesinto the Performance Ring. Unlock the cage with the key, open the door, and go west into the Lions' Den.The male} shaggy lion is Nimrod;the smooth-bodied female is Elsie.Keep crackingthe whip at the smooth lion until she lies down and ya}wns, then open the grate.The stool will keep keep the shaggy lion at bay. Throw the meat into thepassage, then go east. Go }back into the cage and close the grate.Move the lionstand and you will find a cigarette case. Return to the Prop Tent. Car}rying your ticket and the cigarette case, go east.Ask Harry about Andrew and Jenny, then be sure to give him the cigarette c}ase.He will feel it and tell you it belongs to Andrew. Go north, east, insert yourticket, and east again through the turnst}ile, then east once more.Now go south. You are in Jennifer's Boudoir. Show the case to Andrew.Show the case to Jenny.Obser}ve the fracas that follows with amazement and listen to what is said aboutthe meeting later that night in Katz's trailer. No}w go up the stairs into theWardrobe Closet. Take the dress/suit combination and search it. Take the veilyou find.Take the s}hawl/jacket combo and go up and out of the closet and north.Make your way back to the Prop Tent and relax a minute. For th}e next series you will just need your ticket.It's time to visit Rimshawthe Incomparable. Return to Midway of the Midway and }north into the Hypnotist'sParlor. You must give him your ticket, which he will return. You can say"Rimshaw, read my palm" a}nd "Rimshaw, read my head" for fun; but you're onserious business here. Say "Rimshaw, hypnotize me," and he will. In your }dreamlike state you will return to your seat high up in the bleachers,with a terrible hunger. Stand up. Now go east, up, eas}t, down, east, up, east,and down. On the way, ignore the hawker. He will relieve you of $1.85 withoutyour lifting a finger.} As soon as you find yourself back In the Wings, a monkeywill land on your back. Go south to the Connection, then get in lin}e at theconcession stand. Wait till the second line starts. You will have to type "getout of line" twice, then "get in shor}t line." Wait until Jerry's friends allarrive, then get out of the line. When asked if you really want to surrenderyour pla}ce in the long line, say "Yes." Get in the short line, get out of theshort line then get in the *long* line. Reverse psychol}ogy pays. Now you have a chocolate-covered banana. Bite it.Hmmm, someone else is hungry,too. Drop your hard-won prize and }go north Into the Wings. Say hello to thehawker you see taking a break there. Then go up. Some stranger will hurl agranola }bar at you and you'll wake from your trance.Stand up and go south, thenwest. Now side-wall the tent, and you're Under the }Bleachers.Search the garbage andyou'll find the granola bar. Take it and go south. Who do you know that might appreciate a} granola bar? Yes, go east and eastagain, then north. Examine Tina. She is holding a radio. Go northeast orsoutheast around} her, then give her the granola bar.That got her attention! Say"Tina, hello." Take the hand she offers you, then kiss it. Go} northwest orsouthwest, and you will find the radio. Take it and go south. eturn once againto the Prop Tent. You are once} again in the Prop Tent, and it's time you got on with the actualbusiness of solving the crime. You have already obtained a  }clue: thespreadsheet. Examine it. It describes the steadily deteriorating financialcondition of one Eddie Smalldone. Unfort }unately, this is not much to go on. Examine the headphones. Rewind the tape and then play it until you hear thesubliminal  }voice. So Rimshaw is in on this! Rewind the tape again. For the next series, you will need your ticket, the key, the radio, } and theheadphones. But first, pay a visit to Harry. Go east and ask Harry about EddieSmalldone, then ask him about the cir }cus and the gorilla. To tame the gorilla,you will need soothing music, and all you have is Jimi Hendrix and astatic-produci}ng radio.Consult your souvenir program again, then turn the radioto WPDL, 1170 on your AM dial. Not much of an improvement, }I'm afraid. You willhave to improve your reception noticeably. Make your way to the Menagerie Nook. Drop your ticket and t}he key, then climbthe cage. The static will miraculously disappear."Record music" and wait untilthe tape stops, just to be }sure. Rewind once again to the beginning, then godown. Oops. You seem to have died. Naw! Try typing "restore," then "wait.}" Take thekey and ticket, then go northwest. Unlock the cage with the key, open the doorand go west. Behold Mahler the Gori}lla! (Just for fun, you might try thiswearing the gorilla suit!) Search the straw. A trap door! Now play the tape.Mahler wi}ll leave you alone so you can open the trap door and take the ribbonthat is in there. Go east and close the door behind you.} Make your way back tothe Prop Tent. Drop off everything. Take the mask, then go south. Wear the mask and knock onthe doo}r of the trailer. When Chuckles lets you in, go south. Examine the ashtray, move the ash and take the scrap of newspaper rev}ealed. Chuckles by thenwill see through your disguise, but his careless tongue will have revealed "thegrift" (i.e., illegal} gambling), and that to reach it you must shove "AnnieOakley" (i.e., your ticket) under the front by the elephant tent. (See} thesouvenir program for translation of circus lingo.) Go back north into the Prop Tent, and make sure you have the bucket} and yourticket. Then make your way to the Menagerie Nook. Slide your ticket under thefront, then go east through the secre}t panel. Take your ticket again. Now it's time to play a little blackjack.There is a $2.00 house limit, and itdoesn't real}ly matter if you win or lose. Play a couple of hands, then type"open panel." Instead of obeying your command, the game will }suggest you playanother hand. This time, however, something has changed. You will feel someonetapping on your foot. If you }pay attention, the number of taps indicates thevalue of the dealer's hole card. Try to look under the green tablecloth. The}game's odds have swung about to your favor, so play as long as you like untilBilly Monday 86's you from the Blue Room. Go no }rthwest, then north. You will see the body of the detective. Is he dead? He sure is: Dead drunk,that is. You will have to !}revive him. Go west through the turnstile.About thistime, you will run into Comrade Thumb again. By sign language, he will a"}dviseyou to return to the Blue Room. First, you must deal with the detective. Pourwater on him. This will revive him, and br#}ing on sudden feelings of shame andremorse. You must exploit those feelings while you have his attention. Say"Detective, gi$}ve me the ransom note."He will produce the note and a trade cardfor Dr. Nostrum's.(You have one in your BALLYHOO package; it%} has a picture of acute blonde girl with a red ribbon in her hair.) Return to the Menagerie Nook, and drop the bucket. You&} won't need it again.Once again, slide your ticket under the front, and go east into the Blue Room.Look under the tableclot'}h, and take the suitcase.Open the panel and...too late!The suitcase is ripped out of your grasp and the culprit dashes west (}through the open panel. You must stay hot on his heels! Go west, then up and up again.Which way did he go? Which way did he)} go? Never mind.You've got more important things to worry about, like the elephantprod that comes bursting through the ten*}t near you!The tip is deadly, but onlythe tip.So go in any direction until the second time the prod is pushed throughthe te+}nt.Grab the shaft, then pull it or push it. You are now out of danger. Godown and down again. The cowards have vanished. But,} you have gathered all theclues you need.It is time to take stock of your position, so return to the PropTent again. You ar-}e almost done. Take the trade card, ransom note, ribbon, spreadsheet, and scrap of newspaper.Examine the scrap. Read the r.}ansom note. Compare the scrap to the ransom note.Aha! Examine the ribbon. It appears to match the one worn by the girl on th/}etrade card. Let us now marshall our facts: 1) The circus is not doing well financially. 2) Eddie "Chuckles" Smalldone 0}is involved because the scrap you found in histrailer matches the scraps used to make the ransom note. 3) Rimshaw the Incom1}parable is involved, because of the hypnotic voice of theheadphones. His unwilling accomplice is the roustabout you saw wear2}ing theheadphones early in the game. 4) Andrew is involved, because Jenny told you so.But you are not likely to seeeither 3}of them again. 5) Billy Monday is involved, because you assume that Chelsea was in thesuitcase he took from you. 6) Gottfr4}ied von Katzenjammer is involved, because you know a meeting is setfor his trailer this evening. Take the five clues, go s5}outh, and east.You will find Chuckles "polishing" thelion tamer's trailer. Say "Eddie, hello."Then show him the clues in thi6}s order:the spreadsheet, the note, the scrap, the ribbon, and the trade card.Guilt-stricken or scared out of his floppy sho7}es, he will beat a hasty retreat. Now, how to get into the trailer? Once again, you must disguise yourself.Return to the P8}rop Tent, then get and wear the following items: the dress-suitcombination, the shawl-jacket combo and the veil. Drop everyt9}hing else. Go south and east, then knock on the door. Katzenjammer, mistaking you forAndrew/Jenny, will leave you alone by:} the trailer. Time's a-wasting! You don'tknow when he'll return, so go east into the trailer. Close the door. You will fin;}d a crowbar. Take it. Now move the moosehead. Itwill reveal a one foot square crawl space which is too small for you to ente<}r.Now who could fit in there? Hmmmm. (Light bulb!) Open the door and go west twice. Examine the door. It is slightly warpe=}d (butaren't we all!).Open the door with the crowbar, then go south into Clown Alley.Fortunately, Comrade Thumb is there. L>}ift him and carry him back toKatzenjammer's trailer. Put him in the crawl space and wait. He will handChelsea out to you!?} Now to reunite the poor girl with her distraught father. Go west and north,receiving Harry's congratulations, then east to @}the White Wagon.A happy endingseems to be within your grasp. Unfortunately, Mr. Munrab misunderstands your sudden appearanA}ce with hisdaughter and goes screaming northeast for the detective. Follow him. A tensemoment ensues, but before you can exB}plain, you are blind-sided by a berserk simian. Go north, west, north, and north again after Munrab and the ape. This is C}the scene that confronts you in the Performance Ring. Munrab and theroustabout stand aghast looking at Mahler holding the heD}lpless Chelsea high upon the tightrope platform. What is worse, you can no longer reach the ropeladder. Is all your work foE}r naught? Stay calm. This is no time for panic. You need unquestioned obedienceimmediately. Clap your hands! This will triF}gger Rimshaw's post-hypnoticsuggestion and make the roustabout your willing slave. Tell him to get thesafety net. This is aG}n opportune time to get out of all of Andrew/Jenny'sclothes you are wearing. Go west to the Lions' Den and take the lion sH}tand, then go east and drop it.You will now be able to climb the stand and reach the rope ladder. Butexperience has told yoI}u what you need to (a) cross the tightrope and (b) calmthe gorilla. One last time, return to the Prop Tent and get the fiberJ}glass poleand the transistor radio. Return to the Performance Ring. Climb the stand, then the rope ladder, with just the pK}ole. This will driveMahler into the guy wires above the platform. Try to climb the wires. You can'tbut this will drive MahlL}er to the far platform. Drop the pole and go back downfor the radio. Go up again. Confident in your proven tightrope walkingM} ability,and reassured by the soothing strains of classical music, head east slowlyacross the tightrope. Easy. Easy. Step bN}y step, inch by inch. Almost there.... Suddenly, the music is interrupted by a pledge break. AAAARRRRGGGGHHHH!!!! Youmust O}go back west to the first platform. Drop the pole and radio, and go down.Where is a phone? Go south three times and east intP}o the White Wagon. Take thephone and call WPDL, then return to the Performance Ring and climb back up tothe platform. Pole Q}and radio once again in hand, you gamely venture east onemore time. This time you make it all the way! The assembled thronR}g cheers. This unnervesMahler once again, and you suddenly find yourself hanging from the tightropehigh above the obliviousS} crowd who have rescued Chelsea below. You feel yourhand beginning to slip. All seems lost, but at least you have accomplishT}ed whatyou set out to do; you have not only saved Chelsea from her kidnappers, but youhave shown that you have what it takeU}s to make it in the sawdust and tinselworld of the circus. Such a pity you won't live to enjoy it. Your weary hands lose tV}heir grip and you plummet earthward! Fortunately, thegrateful circus folk notice your predicament, and in the nick of time sW}ave youfrom a terrible fate. As you plunge into oblivion, your last thought is of thecircus, and you know that someday you'X}ll have one helluva story to tell yourgrandchildren. They'll never believe a word of it.s, and you know that someday you'\ Here is another great adventure solution that was ported from the ST by DENON from ISRAEL. Z} MOONMIST (Infocom) EXAMINE GATE PRESS EYE (THE NAME YOU SELECT) YE[}S GREEN YES S YES YES ASK TAMARA ABOUT GHOST S ASK JACK ABOUT GHOST WAIT ASK HYDE ABO\}UT GHOST ASK VIVIEN ABOUT GHOST WAIT NO YES ASK IRIS ABOUT GHOST E OPEN LUGGAGE GET DINNER OU]}TFIT PUT LUGGAGE IN WARDROBE ASK BOLITHO ABOUT GHOST YES WAIT YES YES YES PUT TWEED IN WARDRO^}BE DROP ALL N TAKE BATH S GET ALL FROM WING CHAIR WEAR DINNER OUTFIT GO TO NEW GREAT HALL EXA_}MINE FLOOR YES GET LENS GO TO KITCHEN GET LANTERN GO TO LIBRARY SEARCH ROOM YES GET NOTEBOOK`} GO TO DINING ROOM. READ NOTEBOOK WAIT EXAMINE BUST WAIT WAIT WAIT LOOK UNDER PUNCHBOWL Ra}EAD CLUE JACK, GIVE ME THE SECOND CLUE READ IT GO TO GAME ROOM EXAMINE RHINO EXAMINE EYE GET THIRD CLb}UE READ IT GO TO MY ROOM EXAMINE WALL MIRROR PRESS SWITCH LIGHT LANTERN E N N W S c} GET FOURTH CLUE READ IT N E E S W DROP LANTERN GO TO OFFICE EXAMINE INKWELL GET MOONd}MIST DROP ALL CLUES GO TO GALLERY NE W EXAMINE KIT GET BOX E W EXAMINE KIT GET COSTUMe}E E W EXAMINE KIT GET BLOWGUN E EXAMINE MOONMIST EXAMINE BLOWGUN EXAMINE COSTUME EXAMINE f}BOX COMPARE FIRST LENS AND SECOND LENS W SCORE WAIT ARREST WENDISH YES. BLUE version. EXAMIg}NE GATE PRESS EYE (THE NAME YOU SELECT) YES BLUE YES S YES YES ASK TAMARA ABOUT GHOST S q}BSOLUTION001B&SOLUTION002BASOLUTION003B*_SOLUTION004B&SOLUTION005BSOLUTION006B5YSOLUTION007BkSOLUTION008BSOLUTION009B*SOLUTION010SOLUTION011TSOLUTION012 ASK JACK ABOUT GHOST WAIT ASK HYDE ABOUT GHOST ASK VIVIEN ABOUT GHOST WAIT NO YES ASK IRIS ABOr}UT GHOST E OPEN LUGGAGE GET DINNER OUTFIT PUT LUGGAGE IN WARDROBE ASK BOLITHO ABOUT GHOST YES WAIs}T YES YES YES PUT TWEED IN WARDROBE DROP ALL N TAKE BATH S GET ALL FROM WING CHAIR WEt}AR DINNER OUTFIT GO TO NEW GREAT HALL EXAMINE FLOOR YES GET LENS GO TO KITCHEN GET LANTERN GO TO u}DINING ROOM WAIT TILL LIMMEL SPEAKS. EXAMINE BUST WAIT WAIT WAIT LOOK UNDER PUNCHBOWL READ CLUEv} JACK, GIVE ME THE SECOND CLUE READ IT GO TO BASEMENT GET BOTTLE EXAMINE BOTTLE GO TO SITTING ROOM w} EXAMINE PIANO GET MUSIC EXAMINE MUSIC N E EXAMINE SUIT OF ARMOUR OPEN HELMET GET THIRD CLUE x}READ IT GO TO FIGHTING DECK DROP ALL CLUES DROP BOTTLE DROP MUSIC EXAMINE BELL GET SKULL GO TO VIy}VIENS ROOM EXAMINE BOX GET PLASTIC BOX E W EXAMINE WOODEN BOX GET DIARY E W EXAMINE WOODEz}N BOX GET COSTUME E W EXAMINE WOODEN BOX GET BLOWGUN E EXAMINE SKULL EXAMINE BLOWGUN EXAM{}INE COSTUME EXAMINE BOX COMPARE FIRST LENS AND SECOND LENS READ DIARY W SCORE WAIT ARREST VIVIEN|} YES. YELLOW version. EXAMINE GATE PRESS EYE (THE NAME YOU SELECT) YES YELLOW YES S YE}}S YES ASK TAMARA ABOUT GHOST S ASK JACK ABOUT GHOST WAIT ASK HYDE ABOUT GHOST ASK VIVIEN ABOUT GH~}OST WAIT NO YES ASK IRIS ABOUT GHOST E OPEN LUGGAGE GET DINNER OUTFIT PUT LUGGAGE IN WARDROBE} ASK BOLITHO ABOUT GHOST YES YES YES YES PUT TWEED IN WARDROBE DROP ALL N TAKE BATH S} GET ALL FROM WING CHAIR WEAR DINNER OUTFIT GO TO NEW GREAT HALL E EXAMINE CARPET YES GET JEWEL } W GO TO KITCHEN GET LANTERN UP E EXAMINE JEWEL WAIT YES YES YES YES YES YE}S WAIT EXAMINE BUST. WAIT WAIT WAIT LOOK UNDER PUNCHBOWL READ CLUE JACK, GIVE ME THE SECOND }CLUE READ IT LIGHT LANTERN GO TO FIGHTING DECK EXAMINE BELL GET THIRD CLUE READ IT GO TO DUNGEON} ENTER MAIDEN (!?!!) EXAMINE COFFIN GET FOURTH CLUE READ IT ENTER MAIDEN E EXAMINE WALL GET BR}ICKS ENTER HOLE EXAMINE SKELETON GET NECKLACE DROP ALL CLUES ENTER BASEMENT GO TO MY ROOM EXAMINE} WALL MIRROR PRESS SWITCH E N GET ALL EXAMINE COSTUME EXAMINE BLOWGUN EXAMINE NECKLACE S }W GO TO TAMARAS ROOM EXAMINE CASE GET EARRING NW E EXAMINE EARRING INSERT JEWEL IN EARRING SE} LOOK UNDER BED READ JOURNAL LOOK UNDER BED READ RECEIPT SCORE ARREST TAMARA YES. RED versi}on. EXAMINE GATE PRESS EYE (THE NAME YOU SELECT) YES RED YES S YES YES ASK TAMARA ABOUT G}HOST S ASK JACK ABOUT GHOST WAIT ASK HYDE ABOUT GHOST ASK VIVIEN ABOUT GHOST WAIT NO YES }ASK IRIS ABOUT GHOST E OPEN LUGGAGE GET DINNER OUTFIT PUT LUGGAGE IN WARDROBE ASK BOLITHO ABOUT GHOST } YES YES YES YES PUT TWEED IN WARDROBE DROP ALL N TAKE BATH S GET ALL FROM WING CHAIR } WEAR DINNER OUTFIT GO TO NEW GREAT HALL E EXAMINE CARPET YES GET JEWEL W GO TO KITCHEN GET L}ANTERN UP E EXAMINE JEWEL WAIT YES YES YES YES YES YES WAIT EXAMINE BUST. } WAIT WAIT WAIT LOOK UNDER PUNCHBOWL READ CLUE VIVIEN, GIVE ME THE SECOND CLUE READ IT LIGHT LAN}TERN GO TO CHAPEL EXAMINE WINDOW GET THIRD CLUE READ IT GO TO COURTYARD E E EXAMINE GARDEN } GET FOURTH CLUE READ IT W W S SEARCH ROOM YES DROP ALL CLUES GET CANE GO TO JACK'S ROOM} EXAMINE COMMODE GET NECKLACE E EXAMINE CANE REMOVE PAINT INSERT JEWEL IN NECKLACE EXAMINE CLUB } LOOK THROUGH JACK'S KEYHOLE EXAMINE CREST REMOVE CREST PLAY RECORDER GO TO MY ROOM EXAMINE WALL MIRROR} PRESS SWITCH E S W DOWN W WAIT (several times.....be patient!!) EXAMINE GHOST TALK TO GH}OST PUSH LEVER SCORE N ARREST JACK YES. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *} * * * *EVER SCORE N ARREST JACK YES. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * This adventure solution was ported from the 'st' by DENON from ISRAEL. STARCROSS } Is it Earth approach time already? No, that's the alarm bell ringing! Nowwhat? T}ime to get up and see what's up on board the Starship STARCROSS. Up andat 'em and don't forget that tape library. Go starboa}rd and push the red buttonto turn off the bell. Push the blue button and go starboard. Get the suit andsafety line then ba}ck port to the control panel. Ah, peace! Since you can hear yourself think again, sit down and fasten yourseatbelt. Let'}s see what the hullabaloo's about. Read the screen. So that'sit, a mass is out there...maybe it's another black hole or as}teroid, or whoknows! Look up the mass's location on your starchart and key the coordinatesinto your onboard computer as fo}llows: TELL COMPUTER "RANGE IS xxx" TELL COMPUTER "PHI IS xxx" TELL COMPUTER "THETA IS xxx" After several seconds of bl}inking lights, the computer should say thecoordinates have been fed into the navigation prograam and it's waiting forconfir}mation. Tell the computer "confirmed" and wait for the countdown. Goodthing your seatbelt was secured or you would've boun}ced all over the cabin! Nowyou're on your way to the mass. So you'll have to keep typing in LOOK or WAITuntil the STARCROS}S is held firmly by the grappling hooks of the.... Alien Artifact?!? My stars, what have you gotten us into? Well, too la}te toworry about that now. May as well have a look around. So unfasten your beltand stand up. Open the inner door and e}xit. Close the inner door and put your suit on. (Inspace, no one will hear you explode if you come into contact with vacuum}!) Openthe outer door and go outside. Your first problem stares you in the face. Analien sculpture beckons you. This is a}ctually the red airlock's welcome mat.But before it will allow you entrance, you have to tell it where you're from.Upon clo}ser examination, you see it's really just a bas-relief of the solarsystem. So push the fourth bump (which represents Earth)}. The whole sculpturerecedes except for one hexagon. Push it and a black rod is thrust forth. Takethe rod and voila! The }airlock opens! Enter the airlock and close the outer door. Remove your suit and open theinner door. The air is breathabl}e...for a while, that is. We're off to collectrods to repair the systems that have failed and stalled the Artifact in space.}The black rod is not one of the required rods, so drop it here and head out. You're in a long red hall with side corridors}. In the Artifact, the standarddirections can replace the fore, aft,starboard and port directions, so if you'dprefer using} north, south, east and west, feel free! First, we're going to repair the air supply. So go fore, starboard four times,for}e and starboard. You're in some sort of Intergalactic Zoo and there's a nestof creatures that look like a cross between rats} and ants! Ferocious littlebeggars aren't they? Look closely at their nest and you'll see a red rod hasbeen used as part o}f the structure. Trying to just take it isn't notablyhelpful since these little critters nip at you everytime you try. So t}he onlyway to get the rod is to destroy their nest and divert their attention. Throwthe tape player at the nest. The rat-}ants go into furious activity repairingyour handiwork! While they're busy, get the rod and your tape library back.Now go p}ort, aft, port, and aft. There's a blue airlock here. So open theairlock and go down. Now close the inner door and open t}he outer door. There'san umbilical connecting the blue airlock to a series of bubbles. Go aft to thebubbles and another umb}ilical connects the bubbles to a ship grappled just likeyours is! Go aft to the ship and look! There's a multi-eyed creatu}re staringat you. It looks like a spider, but don't worry, it's friendly and certainlyvery lonely. Wonder what would perk} it up? Say, turn your tape library on andplay it. Well, well, well, look at that guy! He's all ears! Give the spiderthe} tape library and, in gratitude, he gives you a yellow rod! Nice guy! Takethe rod, bid farewell to your new-found friend an}d head back fore to the blueairlock. Enter the airlock, close the outer door, open the inner door and go up twice. We're} now going to repair the lighting and air supply aboard the Artifact.You're standing inside the Inner Region of the Artifact}. Evidently, the aliensrecreated an ecosystem which sheltered a race of weasels and their foodsupply...Unicorns! But you h}aven't got time to explain to the weasel huntingparty that unicorns are extinct. If you don't fix the air supply, more anima}lswill become extinct...including you! So go aft and you see a covered hatch.Open the hatch and go down. You're now in th}e Repair Room. Get the metal andceramic square you see lying here then take a look around. My goodness look atall those slo}ts! What goes where? Well, logical deduction tells you that youshould put the yellow rod in the yellow slot. Do so. Now }about those redslots: There are three of them and depending on what sort of gas you're used tobreathing (the aliens thought} of everything!)will dictate which slot you chooseto put the red rod in. The dots are representations of gases, and if you }lookvery carefully, you'll see the second slot's dots represent oxygen. So put thered rod in the second slot. You hear hid}den machinery hum to life! Nice going!Okay, back up and fore then down back to the blue airlock area. Now, go aft and port}. You've found the Weapons Deck and there's a strangelooking raygun laying here. Get the gun and look inside. Aha! A silv}er rod!Get the silver rod and keep the gun. Go back starboard, aft, port, and fore.You're in the yellow airlock area. Ope}n the inner door and enter the airlock.Now close the inner door, put your space suit on and open the outer door. Hmmm,it's }a bit tight, better try opening it again. Oomph! Finally! Okay, gooutside and attach your safety line to the suit and the }hook you find here.This will keep you from floating off into space! Go port and look! There's a dead alien here tangled i}n the debris and it'sclutching a pink rod! Get the rod and go back starboard, detach the line fromthe hook and enter the a}irlock. Close the door, remove the suit and get thatstrange basket you see here. It'll help you carry your rods. Insert th}e pinkand silver rods in the basket, open the inner door and go back up to the yellowhall. Now go aft twice and then star}board. You've found the laboratory! And look atthat! There's a strange silver globe seemingly floating in mid-air! If you}turn the dial to 1, the globe shrinks in size revealing a blue rod firmlyembedded in the globe! Very curious! Turn the di}al back to 3 for now. Get thered and blue disks you see hanging on the wall here. These disks are extremelyimportant since }they are teleportation disks!They will help you out of severaltight squeezes later on. But for now, they are instrumental i}n acquiring theblue rod. Drop one of the disks on the floor and put the other one under the silverglobe. It doesn't matte}r which disk you use where since they both have the sameproperties. Now place the basket on top of the globe. Let's see no}w, turningthe dial to 1 made the disk smaller, so turning it to 4 should make it larger,right? Right! So turn the dial to} 4 and...gracious! The globe expands to apoint where it is resting on the floor (and, o. ains the blue rod!Turn the dialbac}k to 3 and retrieve both of the disks, your basket and all the rods. Now head port and go fore four times, then port and af}t. You've located theComputer Room and it's awfully quiet in here. Let's see if we can get the oldgirl humming again! O}pen the access panel and you see one of the cards is missing. The metal andceramic square you're carrying would probably fi}ll the gap! So insert thesquare, close the panel and turn the switch on. Shoooom! The computer comes tolife with a bewild}ering blinking of lights and gauges. They won't mean much toan alien (you!), so don't bother trying to decipher them. The o}bject of thislesson, though, is in an output hopper...a gold rod! Get the rod and insert itin your basket. We're off to lo}cate a janitor and a chief! Go fore out of the Computer Room then go starboard and start heading aft untilyou see the mech}anical maintenance "mouse." When you do find it, drop one ofthe disks and do an occassional "examine receptacle" until you }see the disk youdropped in its receptacle. Then head aft until you get to the farthest aftyellow hall. From there go port} twice then fore twice and starboard twice. You are now in the Village Center of the Weasel's Warren. If the Weasel Chiefi}sn't here, wait until he arrives. He will start pointing at your spacesuit.When he does, give it to him. He will be very gr}ateful and offer you his wivesand children, but don't accept them. Instead do as he did and point to thebrown rod he has h}anging around his neck! When he gives you the brown rod,he'll leave. But don't lose him! Follow him everywhere he goes. }If he stopsand is just standing there, do a "look" and he'll take off again. But whateveryou do, don't give up following hi}m! Eventually, he'll lead you to the Center of the Warren and the entrance to agreen airlock, then he'll sit down and pati}ently await your return. So go downto the airlock, and close the inner door. Open the outer door and exit into theumbilical} that's connecting the airlock to yet another alien spacecraft mooredport of here. Inside, you find yourself in a cargo hol}d. Get the visor you seelying here then go fore to the Control Room. Shhhh! An alien commander'sskeleton reposes here in e}ternal sleep. You seem to have discovered some sortof altar, for scattered about are fruits and vegetables. Move the skelet}on andsomething falls to the ground. It's a violet rod! Get the rod and insert it inyour basket. Now you can also insert }the brown rod in the basket. You didn'thave a chance to do so before because you were so involved following the chief!Now }drop the other disk you have and step on it. You're instantly transportedto.... Say...where the heck are we? Looks like }some sort of garage or something. Andlook over there...a garbage dumpster filled to overflowing with trash! Let's godo some} trash searching and see what we come up with. Hmmm, there's our otherteleportation disk. Further digging reveals all sort}s of junk, but finally youfind a green rod! Get the green rod, insert it in your basket and let's get outof here. There's }only one exit so go fore and you're in a room on Ring Four.Go port twice, fore twice, starboard, fore and port. You've foun}d theObservatory! What a strange projection! Use the visor to look inside theprojector and you see a crystal clear rod the}re! Get the rod and insert it inyour basket, drop the visor and go starboard. Time to get the artifact re-programmed and }moving again! Go aft twice then upto the Inner Region. Go aft twice then starboard. You're at the base of a verytall tree }and it's climbable. So go up the tree twice to the top. Gravity isvery light up here and you can see, within jumping dista}nce, a silver slot nextto a door leading into a Drive Bubble. So jump and insert the silver rod intothe silver slot. Glor}y be! The door opens and you scamper inside. There,floating in the weightlessness of this place is a white rod. Get the wh}ite rodand insert it into the white slot. Now exit the Drive Bubble and go up on theDrive Bubble. On the other side of th}e Inner Region you can see the ControlBubble. But how to get there? Well, let's jump to get started in thatdirection. No}w if we just had a propellent of some sort. Ah...the raygun!Fir le. So go down and insert the gold rod into the gold slot }and enter the Control Bubble. This is it, the very heart of the Artifact. Looking around all you see is acrystal clear s}lot. Insert the crystal rod and long-dead machinery hums to lifeand reveals five different colored slots...blue, green, vio}let, brown and pink!Insert your remaining rods in their correspondingly colored slots. As you doso, spots of the same colo}r appear next to each slot. These spots are thetrajectory, speed, course and map controls. First press the large pink squar}euntil you see the inner solar system from the Sun to Jupiter. Now press thebrown spot until you see Earth displayed. Sel}ect the speed of the Artifact bypressing the green spot until you see a slowly flashing series of dots.Finally, set the orb}ital course to a circular one by pressing the violet spot.Now we're ready to start the Artifact heading toward Earth. Press} the blue spotto start the age-old engines and look. You're heading toward Earth in a slow,grand trajectory! As you appro}ach Earth and slowly slide into permanentplanetal orbit, the viewscreen comes to life showing one of the Aliens who builtth}e Artifact. His congratulations and warmth pour from the speakers and allEarth rejoices with the return of the Galactic Ove}rlord!act. His congratulations and warmth pour from the speakers and allEarth rejoices with the return of the Galactic Ove KNIGHT ORC Ported from ST to 8-bit by DENON from ISRAEL, "} a verry good solution i must say.======================================================================== KNIGHT OR"}C has one of the most user-friendly parsers of any computeradventure. For purposes of this walkthru, we will be taking full"}advantage of that parser. Instructions such as GO TO THE MOUNTAIN orFIND THE TROLL do not require you to search around or en"}ter a string ofdirections. Simply enter that command and let the program do the work. Unfortunately, the game is populated "}by a party of adventurers who willtry to start a fight with you for any or no reason. When starting out onany one section, "}it does no harm to enter the "ramsave" command. If youtake too long trying to accomplish something, you may look around tod" }iscover that every adventurer and his auntie are getting in your way.In these cases, entering "ram restore" will bring you b" }ack to a,hopefully, manageable situation. Finally, although the game comes in three parts, note that Parts 2 and3 are inti" }mately related so that you actually complete them together. Ifyou're anxious to understand the workings of these two parts, " }read "TheStory Behind the Story." Otherwise, you can try to piece the backgroundtogether as you proceed. Good morning Grin" }dleguts! Sleep well? Bit of a headache? Sorry for theinconvenience but you're about to be skewered. It can't be avoided I'm"}afraid so you'll just have to suffer the indignity; that's a good orc. Wake up again and smell the garbage Grindleguts, it's"} time to getmoving. Wear the cloak (the less people recognizing your Orcishfeatures, the better), take the knife, and leave"} the trash heap. First,go to the Bar and examine it. There's a lot to see and explore there,but all you need is the spear. "}Take it and go to the castle. Theinnkeeper may, at any time, decide he wants his spear back. If he takesit, simply follow h"}im back to the Bar and take it again. From there, goto the castle and read the note on the drawbridge. Throw the spear atth"}e drawbridge (lucky you decided not to knock on it yourself!), pick upthe spear, and go in. While you're standing on the low"}ered door, dropthe spear and continue north. Go north to the stairway and up. From thetop of the tower you can see every pl"}ace you'll need to visit in orderto complete Part 1: the Gibbet, the Clearing, the Crossroads, theFairground, the Lawn, the"} Cave, the Oak, the Tower, the Well, and theViaduct. Go down the steps and leave the castle, picking up the chest and thes"}pear on your way out. Start at the Gibbet (which is apparently wherecriminals such as yourself usually end up) and take the "}noose. This isthe first piece of rope you must obtain in order to escape from Part 1.From here, go to the Fairground and ex"}amine the flagpole which has thehalyard tied to it -- another piece of rope. Tie the halyard to the ropeyou already have an"}d you can be on your way. Go to the Well and tie your rope to the roller. Climb down the rope andtake the Hessian hawser (y"}et another piece of rope), take the bucket ifyou wish, and climb back up. Take your rope and tie the hawser to it.Take the "}welcome mat and the key which you find underneath it. With thekey, unlock the chest from the castle. There's a cord which su"}pports theback of the chest -- yes, help yourself to it and tie it to your rope.By now, you've noticed that the so called t"}reasures really aren't worthanything to you. But one, any one, will now come in handy. Take it andgo to the Cave. Inside is"} a hermit who breaks into laughter when youoffer him your treasure. When he turns around to put it in his (ZORK?)trophy cas" }e (If you've played THE PAWN, you're going to enjoy this!).HIT HIM! While he's flat on his face, take his belt and tie it to"!} yourrope. From here go to the Clearing. There's a goat here with a tether. (Ifyou've played GOLDEN PATH, you needn't be w""}orried). Take the tether, tieit to your rope, and ignore the goat. Go to the Crossroads. Tie yourrope to the signposts, and"#} shortly you'll see a wild orc-hunter swinginghis lasso and coming right for you. Your rope will trip him off hishorse and "$}leave him momentarily dazed. Take his lasso, tie it to yourrope and leave. Go to the Oak and enter it. Ignore the gold piece"%} andtake the washing line. Tie it to your rope and go to the Tower. The Tower is separated from you by a heavy growth of th"&}orns. Put thewelcome mat on the thorns and go north to the Tower. This is Rapunzel'sTower! This is Rapunzel's hair! This is"'} indecent! Cut the innocentgirl's hair, tie it to your rope, and go to the Lawn. Here, as SirGawain was once challenged, so"(} will you be by the Green Knight! Heoffers you his ax and lays bare his neck for you to sever. Kill hishorse! The green guy")} is buried in equine gore for the moment, so you cantake the late horse's reins and add them to your rope. At this point yo"*}ur score should read 100 and you must have theinnkeeper's spear. If he's taken it back, simply return to the Bar andget it."+} Then, go to the Viaduct. Tie your rope to the spear and take onestep south of the Viaduct. Throw the spear at the ring whic",}h hangs overthe Viaduct and you will complete Part 1. THE STORY BEHIND THE STORY You are not an Orc, nor are any of the "-}other Orcs. The Rainbird is nota bird, the troll is not a troll, the dragon is not a dragon, and themouse is not a mouse. Y".}ou are all robots, programmed to play roles in alive action adventure being staged for the amusement and participationof a "/}group of role-playing adventurers. Visors, worn by human and robot participants, holographically transformthe dull interior"0} of a warehouse into the apparition of Middle Earth.Similarly, participants are transformed into wizards, warriors,barbaria"1}ns and so fourth. Hence, you are not an Orc; you are a robotprogrammed to behave as an Orc. When you crossed the Viaduct yo"2}u suffered just enough trauma to loosenyour visor and make yourself aware of your true surroundings. By reasonof your intel"3}ligence, you are overcome with the drive to escape thewarehouse. To do this you need to reprogram (or recruit) other robots "4}tohelp you along. To wit, the mouse, the troll, the dragon and theRainbird. PART 2 Keep your visor on. There is only on"5}e time it will be necessary toremove it, or it can be removed any time you wish to see thingsdifferently. Accumulating tre"6}asures, as you have seen in Part 1, is not your goal inKnight Orc. They may not be valuable, but they are useful. Pick up th"7}esilver loaf. Try to hold on to it, and any other treasures you comeacross. But don't get upset (DON'T FIGHT!) over the the"8}ft of one ofthese treasures. Go to the mountain and read the inscription. Your scorejust went up and you can now cast the G"9}LOW spell. If you don't believeme, enter the mountain and CAST GLOW (on yourself will do nicely). Once inside the mountain,":} go south which will take you into a verysmall maze. Go southeast and CAST GLOW. This will transfer the glow fromyourself t";}o the walls of the room. Go east and this room will be dark.There are glowing letters there, the COLD spell, which you canno"<}t readwhen the room is lit. Cast the glow spell back on yourself (check outthe letters if you didn't believe me) and go wes"=}t, northwest, north,east, north, east, and up. WHACK! You've been assaulted by theOrc-pounder! You need a helmet to go up t">}hese steps, and Oink is the Orcwho is wearing one. FIND OINK. Once you do, take his helmet and wear it.GO TO LANDING then g"?}o back up the stairs. Now you can take the sack, thetray, and the knife. Put the silver loaf (if you still have it -- if not"@}don't worry) inside the sack. Anything in the sack will be hidden fromsticky-fingered adventurers. Go down, then west twice"A}. Leave the trayfor Grok, but be sure to take his map. The Rainbird is a very important character in the story. You'll need"B}him to help complete the game, but first you can get a lot of valuableinformation simply by asking him about things. GO TO "C}THE RAINBIRD. Oncethere, you'll also notice a book. It's sort of a hint/spell book. If youdecide to read it, you'll learn a"D} free spell. But if you solve 100% ofthe game's puzzles, there will be no need to open the book. The book canonly be read o"E}nce, so think carefully before touching it. Also near theRainbird is a small pond and a druid who wanders in and out. Watch "F}thedruid -- you'll learn the CHARISMA spell which will make you or anyoneelse more handsome. Best to cast it on yourself --"G} an Orc needs all thehelp he can get. For now, ignore the ants and their anthill. Beforeleaving this area, ask the Rainbird"H} about his perch to learn the LOCATEspell. Find the frog now, and when the slimy, green creature stands still fora moment "I}(this shouldn't surprise anyone), kiss him. The frog will belchup a pebble which you should read to learn the JUMP spell. Th"J}ere is onlyone spot in the game where the JUMP spell is useful. Go to the mountainentrance, and go east until you can't con"K}tinue in that direction. CASTJUMP EAST and you'll be in a secret room where you'll learn the SWORDspell. CAST JUMP WEST wil"L}l return you to your possessions which you lostwhen casting the spell previously. Go to the Garden and take the garlic. Go"M} west and you'll be inside ashed. Wait for the custodian, who will eventually join you and point outa piece of paper with t"N}he GROW spell. Leave the shed and CAST GROW ONMARROW. Examine the marrow and you'll learn the very useful CURE spell.Anytim"O}e your health becomes compromised, you can cast CURE on yourselfand be fully recovered. Go east from the Garden to find the "P}HauntedHouse. Enter the House and go north. In the Brown Study is a fireplace. Castcold on the fire; then examine the fire"Q}place to learn the mysterious EYEspell. Go east and then south. Save your game here because there's a lotto accomplish in t"R}his room, and you're likely to be interrupted by theadventurers. The mouse enjoys this room, and if you look under the bed,"S} you'll seehis favorite hiding place. Cast the EYE spell and tell the floating eyeto enter the hole. From inside, you'll se"T}e a strange card. Take it, putsomething else (perhaps Oink's helmet) inside the hole, and close thedoor. Try to catch the m"U}ouse -- he'll try to hide in his hole, butyou've prevented that; he'll hide in a crack in the wall. When heemerges, put som"V}ething in the crack, such as the garlic. Try to catchhim again, and he'll hide in a crevice in the wall. When he emerges fro"W}mthe crevice, put something (such as the knife) in the crevice. Drop thesack and try to catch the mouse again. Now you've d"X}one it! No place tohide so the mouse runs right in your sack. Pick up the sack and anythingelse (the garlic, etc.) you used"Y} to plug up mouse hiding places. Youshould have the mouse now, though you have not yet "recruited" him. Leave the room by g"Z}oing north. You should now wait for or find theghost. Follow him for a while, and eventually he'll take you to anotherbedro"[}om in the house and show you a secret part of this room whichcontains some old bones. Take the bones then drop them. You've "\}justlearned the SLOW spell. And perhaps you've noticed how the mouse istrying to communicate with you. CAST SLOW ON MOUSE a"]}nd he'll teach youthe DEATH spell (overuse of which will cause you to be evicted from thegame). Even though the mouse will "^}pay attention to you, he is not yetrecruited. Mouse in hand, go to the dragon. A terrible beast, he has only onevulnerable"_} spot on his lizard body. Too small for you to reach, but noproblem for the mouse. Once again, you've stopped a belligerent"`}creature, but not yet recruited him. Go back past the dragon, and followthe halls until you come to his hoard. Don't bother "a}with the gold, justtake the piece of dragon-scale. You must now encounter the troll, a hideous woman interested only inwea"b}lth. You will need some treasures for her such as the silver plate,silver fish, silver moon, silver sixpence, silver candles"c}tick, silversliver, silver salver, silver fox or many others which you will find inMiddle Earth. Take advantage of this unu"d}sual parser and ask it to findthe various treasures you've seen lying around, then put each one in theflour sack where they"e} will not be stolen. When you have at least seventreasures, GO TO TROLL. Save your game here! Thousands of things can --and"f} will -- go wrong before it all works out the way you want. Removeyour treasures from the sack while standing next to the tr"g}oll. Wait forher to steal something from you. When she does start moving away fromher bridge. Go west if the bridge is to t"h}he east, or go south if thebridge is to the west. She'll follow you (though you may have to wait abit) and, taking her time"i}, will steal another treasure. Move anotherstep away and wait for her again to show up and steal another treasure. Repeat t"j}his process until you are about four or five moves west orsouth of the bridge where you found her. Then drop the remainder o"k}f yourtreasures and GO TO BRIDGE. There is a door on the bridge leading northwhich is locked by three bolts. The command, O"l}PEN DOOR, will have to begiven three times before you can enter the troll's secret room...IF youhave led her far enough awa"m}y and left her with enough treasure todistract her. Once inside the room, grab her wallet. She'll show up andbeg for her wa"n}llet back. Don't give it to her, not even if she bargainsfor it. Not until she admits defeat are you ready to recruit her."o} Recruiting in Middle Earth is no easy chore. In fact, you were nevermeant to recruit anyone in the first place. Have you di"p}ed yet? There isno permanent death (well, almost none) in Middle Earth. Like Vikingwarriors, you're scooped up from the bat"q}tlefield by the ever vigilantValkyrie and dropped into Valhalla, where you experience resurrectionand re-emerge back into t"r}he game. At the instant of death, all of aplayer's equipment, except those being worn, are dropped on the groundwhere they "s}can be recovered after the adventurer has been raised fromthe dead. As a robot, however, you discover that Valhalla is,appr"t}opriately enough, a repair shop where a useful item is kept whichwill affect other robots. First, you must find a dead chara"u}cter. Theadventurers fight among themselves, so you should be able to find one oftheir fallen. Or, if need be, kill one you"v}rself. Whoever it is, givethat character the glittering card you found in the mouse hole. Now wait for the Valkyrie. She'll"w} be there soon. When she picks up thecourier-carcass, follow her or go directly to the glittering gates. Onceyou see the Va"x}lkyrie enter the gates with your deceased card-carrier,remove the visor and cast the DEATH spell on yourself. You're dead. L"y}ookaround Valhalla and pick up the glittering card, which you can now seeis a magnetic access card. Open the closet in Valh"z}alla (which would notbe visible if you were wearing the visor), and take the device inside --the reprogrammer -- the recrui"{}ter. Once you emerge from the pearly gates, you'll find the objects youdropped when you "died." Take everything, and once a"|}gain wear the visor.Make sure you have the garlic and the mouse (remember you can use the"find" command should anything be "}}missing), and go to the Graveyard. Youshould now RECRUIT MOUSE. South of the Graveyard is a tomb which youcannot yet enter."~} South of that is a vampire. He'll drink his fill fromthe mouse (the garlic is protecting you) and then teach you the KNIVES"}spell. Take the half-coin which is there and go north. You may wish toheal the mouse with your CURE spell or the Valkyrie w"}ill do the job foryou. Find the troll and, using the recruiter, recruit her. Have her followyou to the tomb, then give her"} the half-coin; tell her to go north theninsert it in the recess in the Gravestone. She'll go north, and shortlythe tomb wi"}ll open to reveal the DETECT spell. Find the troll again and instruct her to follow you to the apple treein the Garden. Tel"}l her to catch an apple while you shake the tree.Examine the apple to learn the EMPATHY spell. Again, with the troll, retur"}n to the bridge. There's a piece ofslippery rope hanging from the bridge. Instruct the troll to pull thestring, while you d"}o the same yourself. As a result of your combinedefforts a ring will be recovered from the water. Don't waste timeexamining"} it at this point. Go back to the fireplace (in the house) andthrow the ring into the fire. Then examine it to learn the EXO"}RCISEspell. (This last one was a trick question unless you had read THE LORDOF THE RINGS previously. If you're upset, blame"} the authors). Now findthe driftwood (which also defies reading), and cast the EXORCISE spellon it. Here is the all-importa"}nt FLY spell. Once more, with the troll, find the plaque in the Marsh. Instruct thetroll to clean the plaque while you do t"}he same. Only through theefforts of both of you will the plaque become clean enough to read theFIREBALL spell. Return to t"}he Garden and cast FLY on the statue. Look under it to findthe SHIELD spell. You are now ready to enter the Castle. Go to t"}he Castle and cast theKNIVES spell on the ropes which are supporting the door. Cast the SHIELDspell on yourself, and boldly"} go south through the front door. Cast FLYon yourself to go over the pool of acid. While you are over it, noticethe button "}at the bottom of the pool. Cast the SWORD spell and use theresultant broadsword to push the button. Continue south. At the "}end of the hallway, go west and then north. Here is a guard whoquickly attaches a ball and chain to your leg. Don't worry ab"}out it (Butmake sure you have it strapped to you before leaving!), and go northuntil you find a suit of armor and a dagger "}in a scabbard. Wear thearmor and take the scabbard, then return south. Go east, past where youentered the hall, until you c"}ome to another door. Open it. (Without theball and chain, as well as the armor, you would quickly be fried.) Go north and y"}ou'll encounter a monk who is most unhappy to meet you.CAST FIREBALL and instruct it to attack the monk's spell scrolls. Go"}north again and read the panel to learn the LIGHTNING spell. Returnsouth to the hallway, then west to the entrance. You can "}now cast GROWon the ball and chain in order to leave it behind. Go north until youare out of the Castle. Find the troll (w"}ho will not enter the Castle) and give her thescabbard. With her holding the scabbard you can remove the dagger whichcontai"}ns the TELEPORT spell. Have her go with you to the Rainbird.Instruct the troll to kill all the ants around the anthill, whil"}e you dothe same. When the number of ants reaches zero (only for a second!) takethe piece of amber from the anthill. Examin"}e it to learn the MAGICIANspell. Cast it on yourself, and if you've learned the other 20 spells,you can recruit the Rainbir"}d. Go to the dragon and recruit him. Give him the small piece of dragonscale and escort him to the main exit. Once there go"} south, and watchthe fire alarm go crazy. Go back and get the Rainbird, the mouse and the troll. (This trio tendsto wander"} around a bit, particularly the troll, so keep an eye on all ofthem.) Bring the three of them down to the exit hallway (wher"}e the firealarm is), and lead them all west. Instruct the troll to open theMaintenance Hatch. Give the mouse to the troll, "}and have her put themouse in the hatch. You can now continue west to examine the Kiosk.Instruct the Rainbird to enter the K"}iosk. You've escaped!Wonderful!...or is it?[ow continue west to examine the Kiosk.Instruct the Rainbird to enter the K 2Here We Go , Here We Go , Here We Go !!! Another adventure solution That wasported from the ST and modyfied by DENON from &}ISRAEL.let me just add that thisis the my fevorit adventure maybe becuse itwas the first adventure i havecompleted my self.&} (when i was about 13 years old.) THE COUNT In this adventure, your goal is to&} find and kill the evil vampire, Count Dracula. This is probably the most boring of the Adams adventures because you have t&}o do a lot of waiting for some things to happen, and exactly when they happen seems to be a random thing. You start o&}ff in bed in Dracula's house. Get the sheets, then get up. Go North into the hallway, then West into the kitchen. Enter the &}dumb waiter and raise it, then go room. You are now in the pantry. Get the matches and the garlic, then return to the dumb &}waiter. Lower ther dumb twice, Now it's time to get the light source, so goDown the dungeon. Tie the sheets to the ir&}on rings, then decend into the pit.Get the torch (it's there even though you can't see it), and climb again.you don't have &}to bother about the sheets again. Go back into the dumb andRaise dumb to get back to the kitchen. When you will hear th&}e bell ring "DING-DONG", This will tell you that the postman has delivered some mail to the house. Once you hear the bell, g&}o to the front door. You will find a postcard with a note clipped to it. Readthe postcard. Get the paper clip and drop the &}note. Now, return to the kitchen, get into the dumb waiter, and lower it to the Work Room. Go into the room. Pick the &}lock on the closet door (with the paper clip, of course), open the door, and enter the closet. Drop the stake you're carryi&}ng, then get the vial and leave. Back in the Work Room, close and re-lock the door, and drop the paper clip. Now go &}back up to the kitchen. Empty the vial (3 no-doz tablets come out) then drop it. Take the tablets, Now you have to wait unti&}l sunset,but you must be careful here. Stop saying "wait" as soon as it starts to getdark outside, When you are starting to&} feel tired Eat a tablet. Thencontinue to wait until nightfall, at which time, light your torch. Wait a little longer&}, then enter the oven. It's a solar oven, so you can never get in here during the day. Get the nailfile that's inside, and &}leave the oven. At this point, you have done all you can, so you might as well go back to bed. Remember to unlight the torch&} before going to sleep. This night you will be bitten, and there is nothing you can do about it. The next morning, you wil&}l notice that the sheets are on the bed again. Get them, then get up. Tie the sheet to the bed, then get the sheet (loose en&}d), open the window, go out the window, and drop the end of the sheet over the ledge. Now climb down the sheet, go t&}o the Window Box, then go through the window into the room. Drop the nail file here, Get the portrait of Draculaand drop it&}. This will reveal a secret passage. If you want to explore it,go ahead (light torch first). Just make sure you unlight the &}torch beforetrying to climb back up the sheets! Well, here you have plenty of time to kill until the mailman bringsa&} certain package. So, just mess around again until the bell rings. (But dont type: Wait!!!) At that point, go to the front d&}oor again. Open the package. Inside are a bottle of blood and a pack of cigarettes. Get the cigarettes (make sure you&} say "pack"!). After that,go back down the sheets to the room with the secret passage. You should dothis before night falls&}. Drop the pack of transylvanian cigarettes and takea cigarette, Dont forget to take the nail file.Now wait for sunset the&} same way you did the night before. Once the sun sets, light your torch and go into the passage. Follow it along to the cry&}pt. Light a cigarett, then smoke it. Dracula's (empty) coffin will appear(this is the only way to make the coffin appear). &} Open the coffin and go inside. Use the file to break the bolt on the coffin, then get out again. Drop the lighted ciga&}rett, and leave the passage.Now, take a second cigarette from the pack and just put out the torch and goto sleep. On&}ce again, you wake up in the bed, with the sheets. Get them, and tie them to the bed as you did the day before. Open the win&}dow and go down thesheets to the room with the secret passage. Drop the new cigarette here.Now go to the Kitchen (don't for&}get to unlight the torch) to the dumb waiterand from there to the Work Room. Use the clip to pick the the lock on thecloset&} door so you can get the stake. Also make sure you grab the mallet onyour way out. Now that you have the stake and th&}e hammer, go up to the kitchen again, and from there to the bedroom and down the sheets to the secret passage. Light the to&}rch, enter the passage, and go to the crypt. Light the cigaretteSmoke the cigarette, and the coffin will appear again. &} Open the coffin, go inside (yes, you must!), and apply the coup-de-grace to the vampire. TA-DA! You're a hero! (Hey, you'r&}e pretty good at this stuff. How are you with voodoo...) coup-de-grace to the vampire. TA-DA! You're a hero! (Hey, you'r$< JINXTER This adventure solution was port*}ed from the ST by DENON from ISRAEL. Okay, enough is enough! Seems that everything you try to do latelyturns out wrong -- *}like getting on this stupid bus. Not a seat leftanywhere! That's it. As soon as this dumb bus driver manages to get youto y*}our nice, comfy house, you're going to go look for yourwossname...lucky charm. It's time things started going right again.M*}eanwhile, there's not much to do for the moment except INVENTORY tosee what you're carrying. Not much. Nothing else much is *}going to happenfor a move or two, so you might as well WAIT a turn or two until theticket inspector asks you for your ticke*}t. GIVE TICKET TO INSPECTOR, andhe will tell you that your destination is two stops from here. Payattention to what you're *}doing here: If you get off too soon or toolate, you're finished before you start! As soon as the bus "sails past a bus stop*}," PUSH BUTTON. Then WAIT acouple of turns again until the bus stops. When the doors open, GET OFFBUS. The inspector will t*}hrow you your keyring. (Don't ask ME how youlost it! You had it the last time you checked.) The keyring will land in the st*}reet. GET KEYRING. As you bend over toretrieve the keys, you find you are about to be hit by a bus. There isnothing useful *}you can do to avoid being hit at this point. No matterwhat you type for the next two moves, nothing will help. Just in the *}nick of time a very strange character will appear, rescueyou from certain death, mumble something about Jannedor the witch, *}andhand you a document. READ DOCUMENT, and you'll be told to read thedocument that came with your package. Then the guardia*}n (so THAT'S whathe is!) will make a few more comments and disappear. Nothing left nowbut to get started on your mission. *}One thing to remember: If you vary from this walkthru, or if at anypoint, you see a message that says, "you feel a little le*}ss lucky thanyou did a moment ago," STOP THERE. You will need ALL your luck at theend of the game, and if you lose any, it *}means you've done somethingwrong (or at least not QUITE right). First OPEN GATE, then go north into your Front Garden. OPEN*} DOOR WITHIRON KEY, and go north again into the Hallway. Go northwest into theBedroom. There's a cello case here which look*}s inviting, so OPEN CELLOCASE, and you'll see a harmonica. Leave it there for now, but TAKE CASE.It'll come in handy for ca*}rrying things. LOOK UNDER BED, and you'll find (what else?) a woolly sock. TAKE SOCK,and OPEN WARDROBE THEN LOOK IN IT. TAK*}E SHOES THEN PUT THEM IN CASE. Go north into the Kitchen. Ignore the refrigerator for now, but LOOK ONTABLE. You'll see a t*}in opener. TAKE OPENER THEN PUT IT IN CASE. NowDROP TICKET AND DOCUMENT. Going east will take you into the Conservatory and*} about this time thephone will ring in the Library. Go south and ANSWER PHONE. Xam willstart screaming at you to get over t*}o his house fast. (At this point youhave NO idea where his house is, but don't worry about it: He's alreadybeen kidnapped, *}so there's no need to hurry.) Going north will take you back to the Conservatory. EXAMINE TABLE, andyou'll find a red table*}cloth. Since you haven't seen a towel anywhere, atablecloth is the next best thing, so TAKE TABLECLOTH. Now OPEN DOORWITH I*}RON KEY, and go north into the Back Garden. Here you'll see a pairof secateurs and a pair of gloves. You'll definitely need *}the gloves,and you MIGHT need the secateurs (cutters, to you Americans). TAKE ALLand WEAR GLOVES. Go north again, then eas*}t into the Grassy Field. Here you'll see anasty bull in the corner of the field. If you go south from here, you'llfind your*} way east is blocked by a barbed-wire fence. The problem hereis to get to the east either from here or by going southeast fr*}om theGrassy Field. There are two solutions, either of which will earn you thesame number points. You need only use ONE of *}the solutions, or you cando both if you just want the exercise. You'll only get points for yourfirst action. If you want t*}o deal with the bull (in the Grassy Field), WAVE CLOTH ATBULL. The bull will charge at you. Now THROW CLOTH AT BULL, and it *}willbecome entangled in his horns, blinding him. You can now go southeastinto the Orchard where you can DROP CUTTERS. If y*}ou'd rather deal with the fence, go south from the Grassy Field(you should already be wearing the gloves), and HOLD WIRE THE*}N CUT ITWITH CUTTERS. Now you can go east into the Orchard where you can DROPCLOTH AND CUTTERS. From the Orchard go east. *}You'll see a plastic bottle in the weeds. GETBOTTLE THEN EXAMINE IT. What you've found is a handy little bottle inwhich the*}re is water mixed with oil. Hmm. Go west, then south twice into the boathouse. First EXAMINE DOOR, andyou'll see it needs o*}iling. Aha! But how to deal with the watered-downoil? There are also a can of worms and a mousetrap here. GET ALL thenLOOK *}IN BOAT. There's BUNG in there! Oh Boy! Er, uh, what's a bung?Well, it's a PLUG that goes in a barrel to keep the good stuff*} fromrunning out. GET BUNG and PUT CAN IN CASE. Let's go deal with the oil-in-water problem. Go back north, northwesttwice*}, west, south three times, and west into your Kitchen. Now OPENFRIDGE, PUT PLASTIC BOTTLE IN FRIDGE, then CLOSE FRIDGE. Now *}go east,north three times, southeast, east, and south. Here we are at Xam's Front Garden. OPEN DOOR WITH RUSTY KEY, and go*}southwest into the Messy Kitchen, and west into the Dining Room, thenLOOK ON TABLE. GET CANDLE AND MATCHES, and go south. Ab*}out this time,you'll hear a knock on the kitchen door. Ignore it: it's the postman,and you can't make it to the door in tim*}e anyway. Go southwest thensouth, and you'll find yourself under a holly bush where there's amagpie. LISTEN, and the magpie*} will give you a pair of spectacles to getrid of you. WEAR SPECTACLES. Now go north, northeast, north, east,northeast, and *}LOOK IN MAILBOX. There's a note in there. GET and READNOTE. You'll be told to call the post office to arrange for the delive*}ryof a package. Go southwest, west, south, and DIAL 300. The voice will tell you he'llsend Lebling back with the package. *}Go north and east, then OPEN TRAP.Go down (those spectacles will allow you to see in the dark!) and TAKECHEESE, then go bac*}k up. About the same time you go down into the cellar, the postman will knockon the door. He should still be there when you*} come back up, but hewon't give you the package because you're not Xam. He'll lock it up inthe mailbox. If you go out and t+}ry to open the mailbox with your plastickey, it won't fit. By now you should have noticed a timid mouse dashing in and out +}of thekitchen. Let's deal with the little bugger. This trap is a home-brewdevice, and you have to deal with it quite specif+}ically to get themouse. First PUT CHEESE ON TRAP, then SET TRAP, and DROP TRAP. (Do NOTsay "PUT TRAP DOWN": It won't work!)+} Now let's do a little locksmithing. OPEN MATCHBOX THEN GET MATCH. Next, LIGHT MATCH THEN LIGHT CANDLE WITHMATCH. Finally, +}HEAT PLASTIC KEY WITH CANDLE. AGAIN. (You must heat thekey twice for it to be soft enough to change shape.) Go northeast (yo+}urcandle will go out), and OPEN MAILBOX WITH PLASTIC KEY. Voila! Theparcel! OPEN PARCEL, and GET CHARM THEN READ LETTER. E+}xamine the charm. You'll see the word "OOJIMY" inscribed on it. Ifyou've read your newspaper, you'll know this charm freezes+} things.Speaking of freezing things, it should be about time to check thefridge. GO north, northwest, west, south twice, w+}est, and OPEN FRIDGE. Now GETMILK BOTTLE THEN DRINK MILK. EXAMINE PLASTIC BOTTLE, and you discoverthat the water has frozen+ } leaving only oil behind. GET OIL WITH MILKBOTTLE. Now east, north twice, east, southeast, south, and southwestback to the + }kitchen. EXAMINE TRAP -- there SHOULD be a mouse in it. If not, just wanderaround for a couple of moves, away from the kitc+ }hen, and you willeventually catch the mouse. GET MOUSE, and PUT ALL BUT CHARM IN CASE. Go northeast, north, southeast, and + }south. GET BOTTLE. PUT OIL ONRUNNERS then DROP BOTTLE. OPEN DOOR, and the door will open easily (andquietly). You'll see th+ }e crazy gardener oiling his machine gun. He'll bestartled by your appearance and run off leaving a sack behind.(Unfortunate+}ly, he takes his machine gun with him.) LOOK IN SACK, andyou'll see an amethyst charm. GET AMETHYST CHARM THEN EXAMINE IT. Y+}ou'llfind the word "DOODAH" on it. This charm will cause rain. (Boy, THAToughta come in handy!) DROP SACK. If you EXAMINE +}CANOE, you'll find that it's not seaworthy. Let's fixthat. PUT MOUSE IN HOLE, PUT CANOE IN WATER, then GET IN CANOE and GET+}PADDLE. We're ready to go exploring! Well, don't just sit there in the dumb canoe: Let's get going! Go southtwice to the P+}agoda. DROP CASE AND PADDLE. Now GET OPENER AND CAN. LEAVECANOE and go down the steps. Your path will be blocked by a large +}moundof dirt. Who likes dirt better than worms? OPEN CAN WITH OPENER, thenDROP OPENER, and PUT WORMS ON DIRT. DROP CAN. The+} worms will make shortwork of loosening the dirt. MOVE DIRT then go east twice, and you'llfind some diving equipment. GET A+}LL, then go west twice, and up. Time togo for a swim! First REMOVE TROUSERS AND SHIRT. Now WEAR WETSUIT, FLIPPERS, AND MASK+}.(Don't put on the aqualung yet: You start using air as soon as you putit on, and you don't have much to spare.) Do an INVE+}NTORY here just tobe sure you're not carrying anything except the charms. It's okay tokeep wearing the spectacles and glove+}s though. Go north, down, and northwest. WEAR AQUALUNG, then go north, and you'llfind a hatch. OPEN HATCH and go down. You'+}ll see a panel, so EXAMINEPANEL, then EXAMINE BUTTONS. Now PUSH LEFT BUTTON, then REMOVE AQUALUNG.EXAMINE DOOR, and TURN WH+}EEL THEN OPEN DOOR. Go east and down. EXAMINEDESK. On it, you see a notecase. EXAMINE NOTECASE and TAKE COIN. OPENDOOR then+} go east. You'll see a chandelier that appears to be concealingsomething, but it's too high for you to reach. Go west, up, +}west, and PUSH RIGHT BUTTON. Now east, down, east, andWAIT for the water to reach your scrawny neck. WEAR AQUALUNG, and WAIT+}until "everything is underwater." Go up and EXAMINE CHANDELIER, then GETCHARM. Go down, west, up, west, and OPEN HATCH. The+}n go up, south,southeast, up, south, and you're back at the Pagoda. Now that you're safe on shore, EXAMINE UNICORN CHARM, a+}nd you'll findthe word "WATCHERCALLIT" on it. This is the charm that makes things comeback to you. Drop the aqualung, wetsu+ }it, flippers, and mask, then WEARTROUSERS AND SHIRT. GET IN CANOE, and GET PADDLE AND CASE. Now go norththen southwest, and+!} you're at the Conifer Wood. DROP PADDLE THEN LEAVECANOE, and go south to the Village Green. Let's visit the Bakery first. +"}Go northwest and READ NOTICE. Now ASK FORJOB, and the Baker will give you some instructions. Go down then east tothe Larder+#}. That flour sack looks promising. OPEN SACK then SIFT FLOURWITH SIEVE. Another charm! Go west to the kitchen. EXAMINE TABLE+$} andyou'll see a baking tin with some dough in it. You don't want the bakerto find out you stole the charm, so PUT CHARM IN+%} TIN. OPEN OVEN, and PUTTIN IN OVEN THEN CLOSE OVEN. PUSH BUTTON and the bread will be done toperfection. But WAIT! You do+&}n't want to be stuck here baking bread for the rest ofyour life, do you? PUSH BUTTON again, OPEN OVEN, and GET BREAD. About+'}this time, the baker will show up and search you for the charm. He won'tfind anything, of course! Go up, and the baker will +(}follow you. If youtry to leave with the bread, you won't be able to because the bakerwants to see how you've done. SHOW BRE+)}AD TO BAKER, and he'll take a biteout of it. He'll be so disgusted with the overdone bread, he'll throw it(and you) out the+*} door! Now GET BREAD THEN EAT IT. You'll be left with the pelican charm.EXAMINE PELICAN CHARM and you'll find the word "DOO++}FER" on it. Thischarm will animate things. DROP CASE. Next stop: the Village Pub. Go southeast into the pub. Reading the si+,}gnbehind the bar will tell you that you have only enough money for a beer.Since it's the only money you have in the world, +-}you don't want to spendit foolishly! WATCHERCALLIT COIN, then BUY BEER WITH COIN. As soon asyou buy the beer, the coin will+.} reappear in your hand! You can DRINKBEER if you wish, but what you MUST do is WATCHERCALLIT GLASS. Take a look at the hear+/}th. There's a raging fire in there. Try a littlemore of your magic: OOJIMY FIRE. The fire will go out, leaving an ashbehind+0}. GET ASH. Ignore the bartender's insults, go north to the BeerGarden, and down into the well. There you will see another co+1}in. GETTWO-FERG COIN and climb back up. If you EXAMINE TWO-FERG COIN, you'lldiscover that this one can only be spent once, +2}so you'd better spend itwisely! Go south and northwest. The bartender will snatch the glass from youwhen you leave, but yo+3}u'll soon have it back again. Go southwest to thecarousel. DOOFER UNICORN. The animal will spring to life and fly away,leav+4}ing the saddle behind. While you're here, DOOFER FIRE ENGINE, and itwill take off, leaving its ladder behind. GET SADDLE the+5}n northeast andGET SOCK. Now PUT ASH IN CASE. Go northeast into the Post Office. Takenote of the ringing bell on the way in+6}. When the Postmistress shows up,SEND SADDLE TO STATION. (I have to apologize here. There is absolutely NO CLUE at this poi+7}nt toindicate that you should mail the saddle to the station. WHAT Station?However, by the time you find out about the Stat+8}ion and figure out thatyou have to mail the saddle to it, you will have gone a LONG way out ofyour way, and will have to go+9} through some really strange shenanigans toget the job done. It's a lot easier to pretend you have ESP, and justmail the dr+:}atted thing NOW!) Anyway, the Postmistress will weigh the saddle and tell you it comes totwo fergs. There goes your one-tim+;}e-only two-ferg coin! GIVE TWO-FERGCOIN TO POSTMISTRESS. When you entered the Post Office, you saw a safe set into the wall+<}. Itsure would be interesting to get into that safe, but how can you do thatwith the stupid bell announcing your entrance e+=}very time? At this pointthe Postmistress will bend down behind the counter looking forsomething. While she's down there, PU+>}T SOCK IN BELL and that will takecare of the alarm. Now you can OPEN DOOR and go southwest. You can immediately go back nor+?}theast to the Post Office; this time youwill enter silently, and it will be empty. EXAMINE SAFE and you willnotice four han+@}dles at the four corners of the safe. Playing with the handles quickly reveals that they are interactive. SoMerlin, the mas+A}ter safe-cracker, will save you some time. TURN BOTTOMRIGHT HANDLE. TURN TOP RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. TURNBO+B}TTOM RIGHT HANDLE. Finally, TURN TOP LEFT HANDLE, and the safe will beunlocked! OPEN SAFE and LOOK IN SAFE, then GET CHARM,+C} and you'll have the fifth(and last!) charm. OPEN DOOR and go southwest. EXAMINE DRAGON CHARM, andyou'll find the word "THI+D}NGY" on it. This charm clears up the weather. GET CASE, go southwest, then DROP CASE. If you LOOK THROUGH WINDOW,you'll not+E}ice the clockmaker is busy at work, and there's an oil lampburning in the workshop. You need to get him out of the shop: tim+F}e toget destructive. GET BOTTLE then KNOCK ON DOOR. The clockmaker will leave the workshopto answer the door. THROW BOTTLE+G} AT LAMP. The clockmaker will rush backin, find the fire, and run out the door. The place is now yours toexplore. GET LADD+H}ER and go southwest. If you EXAMINE ladder, you'll discoverthat there are a few rungs missing. That stool might make up for +I}themissing rungs, but it's awfully hot! OOJIMY STOOL and GET STOOL, then goeast in the clock. LEAN LADDER AGAINST GIRDER, a+J}nd DROP STOOL. Before wego up, let's go get some supplies. Go west and northeast. GET SHOES THEN WEAR THEM. GET HARMONICA, +K}ASH,MATCHBOX, AND CANDLE. Go back southwest, and east. GET ON STOOL, thenCLIMB LADDER. JUMP north, and you're on a platform+L}. Read the descriptioncarefully. You need to have the Rain Weatherman close to you. If it is,fine. If the Sun Weatherman is+M} close to you, THINGY. The weather willchange, sending the Sun Weatherman outside, and the Rain Weathermaninside. Now EXAMI+N}NE RAIN WEATHERMAN and TAKE HAT. HOLD ONTO RAINWEATHERMAN and DOODAH. As it begins to rain, you'll be carried outsidewith t+O}he Rain Weatherman. There, you'll see a friendly cloud, which willcome to a halt near you. GET ON CLOUD, then DOOFER CLOUD,+P} and say goodbye to the village! After a short (but thrilling) flight, the cloud will deposit you gentlyat the Railroad St+Q}ation. Get up, then READ SIGN, and you will be toldpositively that Mama Don't Allow No Busking Around Here. (Or somethingli+R}ke that.) For those of you unfamiliar with the term, a "busker" is anitinerant musician or actor. Go east twice to the plat+S}form, then north twice, and you'll come to adoor marked "Private." OPEN DOOR and go west into the Postal Depot.There's the +T}saddle you shipped. GET SADDLE, and go east, south twice,and west. BUY TICKET WITH COIN. The Stationmaster will happily tel+U}l you that it'snot enough, so let's make some more money. PUT COIN IN HAT then PUT HATDOWN. The tourists around here are pr+V}etty hard to please, so you'll needall the help you can get. DOOFER SHOES then play harmonica. A touristwill drop a coin in+W} your hat, but it's a foreign coin and useless. Keepplaying the harmonica, and eventually the Stationmaster will getdisgust+X}ed, and will offer to sell you a ticket at half-price! GET ONE FERG COIN, and BUY TICKET WITH ONE FERG COIN. Unfortunately,+Y}your bad luck is still holding. The ticket will be blown out of yourhand. Pay attention to which direction your ticket is b+Z}eing blown. It seemsthat there may be a variable involved here, but the following directionsworked for me. Go east, GET TIC+[}KET, north, GET TICKET, north, GETTICKET, north, and GET TICKET. When you finally get the ticket, youshould be on the Track+\}s; at this point, the train will start leaving! RUN AFTER TRAIN twice, and you should catch it. When the guard showsup, SHO+]}W TICKET TO GUARD. There's nothing left to do now but WAIT untilthe train stops at the Mountain. Go west, and you'll see the+^} Unicorngrazing peacefully nearby. (Now you know why you've been messing withthat stupid saddle all this time!) PUT SADDLE+_} ON UNICORN, GET ON UNICORN, and DOOFER UNICORN. You'll gofor a quick ride to the castle. GET OFF UNICORN, and go down. REMO+`}VESHOES THEN DROP THEM. Go east and north, then east and down to the gaol.OPEN DOOR and go north into Xam's cell. Examinin+a}g the rope and the hatch will quickly reveal how the doorworks, and give you a fairly simple solution. TIE ROPE TO MANACLES.+b} ThenWAKE XAM. He'll make a lot of noise and summarily be rushed off by theguard, leaving you trapped in the cell. You nee+c}d to find a way to have the hatch door shut with you inside.Hey, piece of cake! First, GET MATCH THEN LIGHT IT. Now, LIGHT C+d}ANDLEWITH MATCH,then PUT CANDLE IN GLASS. WATCHERCALLIT MATCHBOX. (I'll tellyou why in a minute.) PUT GLASS UNDER ROPE, and+e} quickly go north intothe dumbwaiter. WAIT and the candle will burn through the rope, thehatch will slam shut, and the oppo+f}site door will open! Now, about the matchbox: If you leave the Watchercallit spell on theglass, it will reappear in your ha+g}nd after you put it under the rope.Due to what I can only assume is a bug in the game, it will still beunder the rope and b+h}urn through it at the same time! However, if it is abug, they may fix it, so it's better to do the whole thing legitimately.+i} Go north through the Kitchen and up. EXAMINE FIREPLACE in the Hall, andyou'll see that it is immaculate. Keep that in mind+j}. Now go northeast,OPEN DOOR, and east twice. You are now in the Jewel Room. If you EXAMINE DOME, you'll find it's acube p+k}uzzle! EXAMINE BLOCKS, and you'll see the order of the blocks.What you are seeing is a Magic Cube Puzzle. For those of you w+l}ho are notfamiliar with it, a Magic Cube is a puzzle in which you have to arrangenumbers so that they add up horizontally o+m}r vertically to the samenumber. Since the numbers in this puzzle range from 1 to 9, the magic numberhas to be 15. There ar+n}e only two ways to get the numbers to line upproperly. Since the "4" can only end up in the lower right-hand corner,that na+o}rrows the solution down to only one possible combination. This is just like one of the plastic puzzles you played with when +p}youwere a kid, so let's get started. SLIDE 5, SLIDE 8, SLIDE 1, SLIDE 6,SLIDE 7, SLIDE 2, SLIDE 9, SLIDE 5, SLIDE 3, SLIDE +q}4. When you've successfully completed the puzzle, the dome will shatter,scattering glass shards everywhere. (You ARE still +r}wearing the gloves,right?) GET BRACELET, then PUT ALL CHARMS ON BRACELET. You're now ready to deal with Jannedor. Go west t+s}wice, southwest,northwest, up twice, and you're outside two doors. If you have not lost ANY of your luck, you'll choose the+t} right door,and all will be well; however, if you HAVE lost even the smallest amountof luck, you haven't a prayer! OPEN LE+u}FT DOOR, and go north. Jannedor (lucky for you) is arguing withXam out on the balcony. You'll immediately see a crystal ball+v} on thetable. GET CRYSTAL BALL then go south to get out of there before shecatches you! Go down twice, and southeast to th+w}e Hall. Take the time to LOOK INBALL. The crystal ball will show you four possible futures. You want tomake sure that the f+x}uture that will be to your advantage is the one thathappens. Keep looking in the crystal ball until you see the scene where+y}Jannedor ends up in the Great Hall, and glances at the fireplace. Now"fix" this future in place with magic: DOOFER BALL! Wh+z}y do you suppose she looked at the fireplace? Perhaps because itdidn't look the way it was supposed to. PUT ASH ON HEARTH. T+{}hat oughtado it! Go up into the chimney. WAIT, and eventually Jannedor will show up and reach into the chimneyto find out +|}where the ash came from. Quickly PUT BRACELET ON WRIST. You will find yourself (now dressed as a Guardian) right back where +}}itall started, with you about to be hit by a bus. There's nothing to dobut WAIT, because you are GOING to be hit by the bus+~} and you are GOINGto die. Don't yell at me! I didn't write the ending! According to the people atMagnetic Scrolls in Engla+}nd, they judged this to be the only endingpossible, since you were plucked from in front of the bus for the solepurpose of +}retrieving the bracelet and charms; they merely put you backwhere they found you. Seems to me they could have given you mor+}e than a cheese sandwich.d charms; they merely put you backwhere they found you. Seems to me they could have given you mor( Another adventure solution. Edited and ported from the ST by DENON from ISRAEL. R E T U R N T O /} E D E N (Level 9) (Later released as Part 2 of the 'Silicon Dreams Trilogy')(F/}rom the start, in the Control Room of the crashed Stratoglider)E - TAKE COMPASS - TAKE GEIGER COUNTER - TAKE RADSUIT - WEAR/} RADSUIT - W -OUT - E - DIG - (you find a passage) - DOWN - DOWN - DOWN - E - S - (youwill now feel sleepy) - SLEEP/} - (you fall asleep whilst a blast passesharmlessly above you......had you stayed above ground, you would have beenfried!)/} - N - E - UP - E - TAKE SHOVEL - W - DIG - (a passage to the surfaceis revealed) - UP - (the geiger counter now sounds a w/}rning) - YES - (youwait and are now on the surface, or what's left of it!) - DROP RADSUIT - E- E - E.(From now on, w/}henever you hear a droning sound - "HIDE" - it is ahelicopter gunship looking for you!)E - S - (the parrot will rob/} you of one item - usually your geiger counter- around this location) - DROP GEIGER COUNTER - (if the parrot has alreadyst/}olen this then don't worry as you'll get it back soon!) - TAKE BEAN - EATBEAN - (you are now capable of carrying more) - SE /}- TAKE PEA - (wait untila brick-coloured bird appears) - THROW PEA - (the bird will eat it and dropsomething) - LOOK - /}(a brick egg is now here plus a See-Bee with atelescope) - TAKE TELESCOPE - LOOK THROUGH TELESCOPE - (you survey t/}hecity's defences) - TAKE BRICK - PLANT BRICK - (it grows into a smallhouseplant!) - DROP TELESCOPE - (the See-Bee b/}uzzes off with it).IN - TAKE FISH FUNGUS - OUT - W - TAKE STONE FRUIT - N - TAKE SEED -EXAMINE SEED - (it is hone/}ycombed with 'air' pockets!) - N - E - E - TAKESTEM - EXAMINE STEM - (gives a clue as to it's use) - W - W - N - TAKET/}UBERS - EXAMINE TUBERS - (paddle-shaped!) - N - (you now meet theLeviathan) - GIVE FISH FUNGUS TO LEVIATHAN - (it s/}wims away) - N - (you arenow paddling in your 'boat') - N - TAKE PILL - (this pill cures radiationsickness so as soon as/} you are told "you are feeling feverish".........) -EAT PILL - N- E - W - S - (here is the parrot's nest with your sto/}lenitems) - TAKE (whatever he's nicked!) - S - TAKE FOXGLOVES - EXAMINEFOXGLOVES - (finger-shaped petals!) - W - S -/} (paddling the boat again) - S- TAKE LOG - EXAMINE LOG - DROP GEIGER COUNTER - (if you still have it!) -S - W - TAKE WISH/}BONE - EXAMINE WISHBONE - (a useful catapult frame) - E -N - N - SQUEEZE LOG - (the wet bulb grows into a shoot) - TAKE/} SHOOT -EXAMINE SHOOT - DOWN - (using your new para-shoot!) - DROP SHOOT - S - E -E - TAKE VINE - DIG - (you unearth some /}roots) - TAKE ROOTS - SCORE.(Should now be 300/1000 and you are a 7th Class Ensign).W - S - S - (you see a branch that /}is almost within reach) - THROW VINE -(it catches the branch) - UP - N - TAKE BUG - EXAMINE BUG - (could confusea sonar?)/} - NE - S - S - DROP COMPASS - DROP TRADCLADS - WEAR FOXGLOVES -TAKE COLD LEAF - (the foxgloves protect you) - EXAMINE /}COLD LEAF - TAKETWIGS - EXAMINE TWIGS - N - N - SW - S - DOWN - N - N - N - (there's aquicksand here blocking progre/}ss East) - THROW COLD LEAF - (the quicksandfreezes) - E - TAKE CLOAK - EXAMINE CLOAK - WEAR CLOAK - W - S - S - S - UP- W -/} N - W - (you are now on the South Platform of a wierd lift mechanism,supported by a vine over a pulley) - DROP GLOVES - DRO/}P TWIGS - DROP TUBERS- E - E - NE - S - S - TAKE TRADCLADS - TAKE COMPASS - N - N - SW - W - W -DROP TRADCLADS - DROP COMP/}ASS - DROP BUG - E - N - DROP ALL - DROP CLOAK -W - (you are now on the North Platform and the 'balance' between the two/}platforms is now correct, so.....) - PULL LEVER - (the platform moves) - E- S - S - TAKE BLUE BERRY - EXAMINE BLUE BERR/}Y - N - GLUE BRANCH - (thefragile branch is now safe to walk on with ONE item only!) - DROP BLUEBERRY - E - TAKE STAL/}K - W - DROP STALK - E - TAKE CHERRY - W - TAKE STALK- TAKE BLUE BERRY - N - W - PULL LEVER - (the platform moves again) -/} E -TAKE STONE FRUIT - TAKE WISHBONE - TAKE CLOAK - WEAR CLOAK - TAKE SEED -TAKE SHOVEL - TAKE ROOTS - S - W - DROP BLUE/} BERRY - TAKE TWIGS - TAKE BUG -E - S - E - DOWN - N - W - SCORE.(Should now be 400/1000 and you are a Mechanic).S - (y/}ou can now see an Ant Army) - PLAY STALK - (the ants follow you) - N- E - E - E - E - (you see a fence) - E - (the ants b/}reak down the fenceand the bug 'hums' to confuse the sensors) - W - W - DROP STALK - TAKERUBBER BAND - ATTACH RUBBER T/}O WISHBONE - TAKE STALK - (you make a catapult- check your inventory to ensure that this is so!) - E - E - SHOOT CATAPULT- /} (you destroy all the mines by firing the 'cherry bomb') - E - S - S -WAIT - (until the autoscythe arrives) - IN - (y/}ou are now riding on theautoscythe) - WAIT - WAIT - WAIT - (you arrive at the East end of thebeach) - OUT - WAIT -/} (until the weeder arrives) - WAIT - (once more forthe weeder to unload!) - IN - (you are now riding on the weeder) - WAIT/} -WAIT - WAIT - OUT - N - (an alarm sounds as you go down underwater, usingthe seed as an air supply) - E - E - E - E - /}E - E - (you should now be ata tunnel under the city wall) - TAKE CREDIT CARD - EXAMINE CREDIT CARD -(400 credits at the/} moment) - DROP CATAPULT - DROP SEED - DROP TWIGS - DROPSTALK - UP - E.(You will now meet Graunch who will ask you a /}set of riddles in randomorder. The answers are: legs belong to "MAN", the genie is a "COMPUTER",rich man wants "NOTHING"/}, cold-blooded things are "TREES", the blind God is"LOVE", you all know "GOSSIP", healer is "TIME", the unfelt thing is "LIF/}E"and pet is "FIRE". Study the questions and answer them thus: "SAY(correctanswer from list)", then "EXAMINE CREDIT CAR/}D" and you will find that younow have 1300 credits!!).W - S - S - (if and when you see any 'Hell's Angels', throw the bug/}) - S -S - (you now meet the Big Robot) - GIVE CREDIT CARD - S - (charming, isn'the?!) - E - W - PULL PLUG - (that's fixe/}d him!) - E - UP - UP - TAKE FLASK- DOWN - DOWN - DOWN - W - TAKE CUTTERS - E - S - W - PUSH PILLARS - (theceiling colla/}pses, cutting the power cables) - E - SW - SE - THROW FLASK -(the Bodyguard is destroyed and the Godfather gives you back/} your creditcard) - TAKE CREDIT CARD - NE - NW - E - E - DOWN - CUT GRATING - UP - E -(you now meet the Busker) - GIVE CR/}EDIT CARD - (he opens the hatch for youand returns your credit card) - UP - DROP ROOTS - DROP CUTTERS - DROP CLOAK- DROP ST/}ONE FRUIT.(You must now search or listen in all the locations in this vicinity forthe elevator addresses of: (1) Cop/} Shop; (2) DIY; (3) Estate Agents; (4)Travel Agents; (5) Bank - they are DIFFERENT for each game!).S - E - N - SEARCH - (m/}ake a note of the number for the Cop Shop) - S - S -LISTEN - (the Bank number) - W - SEARCH - (the Estate Agents number) - /}W -W - N - W - SEARCH - (the DIY number) - S - IN - (the Chef asks a question)- YES - INSERT CARD - (a Koala pops out!) - T/}AKE KOALA - OUT - N - E - DROPKOALA - (it pulls a note from under the statue) - TAKE NOTE - READ NOTE -(the Travel Agents/} number) - N - W - WAIT - (until the Riverboat arrives) -IN - (you are now taken across to the Casino) - SAY RED - SAY BLA/}CK - SAYRED - SAY BLACK - SAY RED - SAY BLACK - EXAMINE CREDIT CARD - (pretty good,huh?!) - WAIT - (until the Riverboat/} returns) - IN - (you're taken backagain) - S - E - S - S - IN - (you get the address of the Charity Shop butyou can ignor/}e this one) - TAKE POWDER - EXAMINE POWDER - OUT - TEAR PACKET- TAKE TICKET - EXAMINE TICKET - N - E - E - S - S - (your tic/}ket is taken)- WAIT - (until the train arrives) - S - WAIT - (while the train travels) -N - N - N - (to outside an Elevator/}).PUSH BUTTON - (the elevator door slides open) - N - (visit the Cop Shopfirst......remember the numbers) - PRESS */} - PRESS * - PRESS * - S - S -TAKE IDENTITY DOCUMENT - N - PUSH BUTTON - N - (then the Bank) - PRESS * -PRESS * - PRESS/} * - S - S - (you get a loan from the Manager) - EXAMINECREDIT CARD - PUSH BUTTON - N - (now the DIY) - PRESS * - PRESS * -/} PRESS *- S - S - TAKE SCREWFINGER - N - PUSH BUTTON - N - (next, the EstateAgents) - PRESS * - PRESS * - PRESS */} - S - S - (you buy a house and aregiven an address) - PUSH BUTTON - N - (now the Travel Agents) - PRESS * -PRESS * - /}PRESS * - S - S - (you get a travel pass) - TAKE TRAVEL PASS -EXAMINE TRAVEL PASS - PUSH BUTTON - N - (now it's back t/}o the StationPlatform.......remember the number on the ticket barrier?!) - PRESS 0 -PRESS 0 - PRESS 0 - S - S - S.WAI/}T - (until a train arrives) - S - PULL CORD - (the brakes are jammed onand you're fined 50 creds!) - N - DOWN - E - UP - N/} - N - N - (you are nowinvited to vote) - E - YES - W - N - W - N - E - N - N - (you are now madeMayor) - DOWN - TAKE VISO/}R - WEAR VISOR - LOOK 4 - BLINK - UP - SCORE.(Should now be 800/1000 and you are a Starship Captain).S - S - S - S - E/} - S - S - S - S - WAIT - (until a train arrives) - S -WAIT - (until the train arrives at another station) - N - N - N - N -/} N - N- (you are now in the Spacebus) - DOWN - TAKE RADCOM - UP - WAIT - (untilthe Spacebus stops again) - OUT - (y/}ou are now arrested by robots andlocked in a Habiviron) - KICK MUSHMAT - (it dispenses an empty plate) -TAKE PLATE - E/} - OPEN DOOR - E - DROP PLATE - (it blocks the drain and youare floating in the shower!) - OPEN GRILL - (using the screwfing/}er, you arenow in the air duct) - DOWN - W - W - N - OPEN DOOR - E - (you are nowinside a cupboard and the pursui/}ng robots run straight past!!) - TAKEHELMET - WEAR HELMET - TAKE LEOTARD - WEAR LEOTARD - OPEN DOOR - W - S - E- OPEN D/}OOR - S - OPEN DOOR - S - IN - (you are now astride a Starbike) -PULL STARTER - (the Starbike carries you to Snowball 9) - U/}P - UP - W - S -W. FINAL MESSAGEThe crew arrest you and quickly release you again! The/} game is over! Atyour subsequent trial, you are acclaimed as a mega-hero and confirmed asMayor of all Eden by popular de/}mand. Congratulations! You score 1000 out of1000 and are a Megastar Adventurer! * * * * * * * * * * * * * * * * * * * * /}* * * * * * * * * * * * * * * * 1000 out of1000 and are a Megastar Adventurer! * * * * * * * * * * * * * * * * * * * * , *