#@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@P!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr Worm in Paradise Solution. The doc was ported to 8-bit from the STby DENON from ISRAEL. T H E W O R M } I N P A R A D I S E (Level 9) (Later released as Part 3 of the 'Silicon Dreams T}rilogy')Before describing a 'solution' to this adventure, it must be accepted thatthere not a move-by-move answer to you}r problems from start to finish! Onlythe very early part of the adventure is constant, as far as a solution isconcerned. }This is due to two main features: (1)THE EDEN TRANSPORT SYSTEM - which throws up different address } locations on each load of the game. (2)THE FUZBOTS OF ENOCH - who could crop up anywhere at any time.These }being, obviously, in addition to any normal problems you may generateby the wrong action. Other notable features are: (3 })The Enoch TIME system - be sure to be home before curfew is imposed, and do not attempt to sta }rt a job too late in the day or the Workplace Droid will reject y }ou! (4)Never be in debt - you cannot afford the fine AND complete the game, so keep an eye on yo}ur Creds by 'EXAMINE TATTOO'.THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification!Thi}s consists of three 'ETS' Roundabouts, all accessible from the Northmostroundabout. They are uniquely colour-coded by the FI}RST COLOUR mentioned ona grid location, as follows: RED........the ETS 'EAST' BROWN..}....the ETS 'NORTH' BLACK......the ETS 'WEST'When entering an ETS type 'JUMP' to reach the centre a}nd 'SAY EXIT' toleave (then SOUTH).There are SIX important addresses on the ETS which you must visit, BUT theymay differ }on each loading of the game! 1.YOUR HABIHOME 2.THE SOCIALIST'S HABIHOME } 3.THE JOB CENTRE 4.THE TRAVEL AGENTS 5.THE FLORISTS 6.THE HARDWARE WA}REHOUSEThe first one (Your Habihome) is easy to find and you don't really need toremember this address - just type '}SAY HOME' in open areas, other thanexits from roundabouts leading to an ETS, and you are deposited one moveNorth of yo}ur Habihome (SOUTH to enter). On leaving your Habihome, type'SAY EXIT' then 'SOUTH' and you're placed somewhere on }the NorthmostRoundabout, depending on your 'home' address.The second one (Socialist's Habihome) is found by examining a }brooch (seeSolution).The remaining four are given out on television advertisements (seeSolution).The different} addresses found so far may not provide for EVERY possibleaddress but most codes are mentioned. They are as follows:A.S}OCIALIST'S HABIHOME CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN EAST ETS: Route from centre is:- SE-SW-SE-S-SE-S}W-SW-S-SW -SW-SW-W-W-S- then SOUTH. CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/OR}ANGE WEST ETS: Route from centre is:- SW-S-SE-SW-SE-S-SW-SE-SW -SW-SE-E-E-E-SW- then S}OUTH.B.THE JOBCENTRE CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED NORTH ETS: Route from centre is:- S-SW-SE-SW-SW}-SE-S-S-S -S-SW-S- then SOUTH. CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN E }AST ETS: Route from centre is:- S-S-SW-SE-SW-SE-SE-SE-SW -S-SE-E-E-SE- then SOUTH. !} CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN EAST ETS: Route from centre is:- S-SW-SW-SW-SE-S-SE-SW-SW "} -SW-SE-E-E-E-SW- then SOUTH.C.THE TRAVEL AGENTS CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLE#}T EAST ETS: Route from centre is:- S-SW-SW-SW-S-S-SW-SE-SE -SW-SW-SE- then SOUTH. $} CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK WEST ETS: Route from centre is:- SE-S-SW-SW-SW-S-S-S-SW %} -SE-SE-E-E-W-S- then SOUTH. CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY NORTH ETS: Route&} from centre is:- S-SE-S-SW-SW-SW-S-SW-S -SW-SE-E-E-E-S- then SOUTH.D.THE FLORISTS '} CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY EAST ETS: Route from centre is:- SW-SE-S-SW-S-S-S-SE-SW (} -SW-SE-E-E-SE- then SOUTH. CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN WEST ETS: Route from centre )}is:- S-S-S-SE-SE-SW-SE-SW-S -SE-SE-E-E-E-SW- then SOUTH. CODE: RED/GREY/RED/BLACK*}/ORANGE/WHITE/BLACK EAST ETS: Route from centre is:- S-SW-S-S-S-SW-S-SW-S-SW -SW-W-W-E+}-S- then SOUTH.E.HARDWARE WAREHOUSE CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK NORTH ETS: Route from centre is,}:- SW-SE-S-SW-SE-S-SE-S-S -SW-SE-SE- then SOUTH. CODE: RED/BLUE/ORANGE/BLACK/ORA-}NGE/RED/ORANGE EAST ETS: Route from centre is:- SW-SE-S-SW-SE-SW-S-S-SW-S -SE-E-E-W-SE.}- then SOUTH.(Note:- Do not 'type ahead' too far in advance as the parser becomesconfused! If, however, you bec/}ome 'lost', just type 'JUMP' and startworking through the appropriate sequence of directions again.)The final note be0}fore commencing the game is regarding the clock. It is adecimal clock (0-10).....5 is Midday and 10 is Midnight. 'Curfew' i1}s 10-3.Each 'hour' consists of 100 'minutes' - 'WAIT' command uses 10 minutes, anyother single input uses 1 minute.It is2} wise to tackle the adventure in 'day stages' but don't waste any'days' because after about a week the Fuzbots get fed3} up of you wanderingabout and fine you for being a parasite of the state, irrespective of yourwork record!! 4} THE SOLUTIONThe early part of the game is constant. You start 'in a dream' in a Gardenin Paradise.TA5}KE BENCH - E - S - DROP BENCH - ON BENCH - EXAMINE TREE - TAKE APPLE -BITE APPLE - W - W - W - N - KICK BEHEMOTH - N 6}- W - WAIT - N - W - W -WAIT - W - EXAMINE BEHEMOTH - TAKE SCALE - W - N - N - N - N - (Awake from'Paradise Dream' weari7}ng a visor) - (You are in a Dream Alcove in theBeautiful Octagonal Room).DAYS 1&2.(Don't worry about the odd fine of 8}9 Creds)DROP VISOR - BREAK COLLAR - WEAR COLLAR - (this action prevents the Policefrom gaining any extra information abou9}t you - as long as you keep WEARINGit they won't notice it's broken!) - S - NW - WEAR VISOR - SE - W - W - S -S - S - S -:} S - W - S - S - E - E - S - IN - SE - (SELL your spare organsto raise the necessary Creds?) - YES - E - (you stay over;}night and arereturned to the Foyer next morning) - OUT - N - W - W - S - E - E - E - E -E - E - N - TAKE MEDALLION - S - W <}- BUY FLAG - (cost is 9 Creds) - YES - S- W - W - W - W - IN - BUY BOX - (cost again is 9 Creds) - YES - OUT - N -E - EX=}AMINE MEMORIAL - WAIT - (until a potential Socialist arrives and issubsequently arrested) - LOOK - TAKE WALLET - SAY HOME>} - S - E - EXAMINEWALLET - EXAMINE BROOCH - (make a note of the colour code - it's theSocialist's address on the ETS?}) - DROP WALLET - DROP FLAG - DROP BOX - DROPMEDALLION.YOUR HABIHOMEThe poster is really a television screen. SAY ON to @}operate it, or SAY OFFto close it down. In the Bodymaint is a nozzle - SAY ON for a refreshingshower but remove your tA}radclads or other clothing first! The shower willremind you of this!! If you don't shower REGULARLY the Droids may refuse toB}serve you.The crack in the wall is your bed slot. SAY BED and it will swing down. LIEON BED to use it. If you SAY BEDC} while you're still on it you are swungdown to the Undercity below your Habihome, but wait until you're sure thatyou knowD} how to get out again before you try this! When your tattoo buzzesand announces 'Curfew in 1 hour', type SLEEP while on tE}he bed and make anote of your 'dream'.....it may prove useful!REMOVE TRADCLADS - N - SAY ON - (have a shower) - WEAR F}TRADCLADS - S -EXAMINE POSTER - SAY ON - EXAMINE TATTOO - (note the time and the amount ofCreds you have) - (continue to EG}XAMINE POSTER or even EXAMINE TV until youhave got the addresses of the JOBCENTRE, TRAVEL AGENTS, FLORISTS andHARDWAH}RE WAREHOUSE.......it may take quite a while but they all appeareventually!) - SAY BED - LIE ON BED - (when curfew isI} announced.......) -SLEEP.DAY 3.(Refer to maps and ETS notes for directions)Go to the Florist's Shop, buy the wreath, J}leave the ETS and make your wayto the Memorial in the Theme Park. DROP the wreath at the Memorial. Go tothe Jobcentre aK}nd take a job as a Clerk. If you're offered a YTS/YOP job,SAY NO and she'll offer you a job as a Clerk, eventually - if shL}e doesn'tyou'll have to return the next day......maybe you haven't showered!Take the card to the Workplace and go DOWNM}. After your days work you'reescorted out again. SAY HOME and go SOUTH into your Habihome. Go to bed andSLEEP after curfew N}is announced.DAY 4.Visit the Jobcentre again and get a job as a Labourer (turn down YTS/YOPand the Clerks job), take O}the card and proceed to the Workplace. This timeupon entering you're taken to a Workshop. Go WEST and you are in theP}Waldroid Control Cocoon. You now assume the role of the Waldroid in theWorkshop. Go EAST and make your way to thQ}e Hardware Warehouse. (TheWaldroid behaves exactly as if it was you moving about, i.e., JUMP, SAYEXIT, etc).Buy the R} valve. You obtain it for nothing on the council rates; if you hadtried to buy it as yourself it would have cost you 1000S} Creds! Return tothe Workshop - the Waldroid controls die and you return to your normalrole. EXAMINE the WALDROID on tT}he way out and TAKE VALVE. Go home, drop thevalve, WAIT until curfew is announced then SLEEP.DAY 5.Have a shower and proU}ceed to the Pet Shop in the Pleasure Dome (9 Creds togo NORTH through the turnstile). There is a Dagget here that was 800 CV}redson Day 1 but is now only 500 Creds. BUY DAGGET.THE DAGGETThis is a robot dog.....EXAMINE it to reveal that it is a W}kind of plasticlabrador! It operates on batteries through a Batpak (spelling is important- the program doesn't respond toX} Batpack!!). There is no need to carry theDagget for as long as he is fitted with the Batpak he'll follow you aroundand yoY}u don't risk getting fined for possessing him then! To immobilise theDagget, or stop him from following you, REMOVE BATPAZ}K and then drop it .The Dagget winds down after a few moves. Ignore the majority of his crazyantics....they appear purely[} for show!Go to the Museum and REMOVE BATPAK. You now have to steal a Helmet andLeotard from the exhibition without a\}nyone seeing you do it or leaving withthe stolen items. Also there is a security screen covering them. Theexception ]} to the latter rule is when the Tourist Guide comes in and showsthe exhibits to some tourists.WAIT until the tourists le^}ave, then TAKE HELMET AND LEOTARD (you only haveONE move before the screen comes down again!). PUT HELMET IN DAGGET -_}REMOVE TRADCLADS - WEAR LEOTARD - WEAR TRADCLADS.......no-one is any wiseras to your misdeeds now. Don't forget to TAKE `}DAGGET and then go back toyour Habihome.REMOVE HELMET - DROP HELMET - REMOVE TRADCLADS - REMOVE LEOTARD - DROPLEOTARa}D - WEAR TRADCLADS - PUT BATPAK IN DAGGET.Take the brooch from the wallet and go to the Socialist's Habihome. TheDaggeb}t will find an Invitation for you. Return home with the Invitation.Remove the Batpak from the Dagget and DROP BATPAK. Ec}xamine the Invitationand note the time of the meeting (usually at '6'). Drop the brooch, takethe medallion and valve,d} together with the invitation. WAIT until theDagget grinds to a halt then go to the Bison's Temple at the far North ofe}the Pleasure Dome Corridor. Time is important here, as you're only alloweda couple of minutes leeway from the time stated.f}WAIT or go SOUTH then NORTH until ONE MINUTE BEFORE the appointed time ofthe meeting.......remembering that a 'move' g} is ONE minute, WAIT is TENminutes. (EXAMINE TATTOO regularly).At the appointed time, enter the Temple and WAIT until h}the Bison leadercomes out to meet you. Joining fee is 100 Creds. After becoming a Bison goWEST to the Temple Bar and BUYi} the Bottle of Wine, then go home. Drop themedallion, valve and bottle and leave the Dagget for now. Take the walletand j}brooch, together with your invitation, and hand them in to the Police,at the Police Station, in the order:- GIVE INVITATIONk} - GIVE BROOCH - GIVEWALLET. They tell you something you already know and you receive a smallreward - EXAMINE TATTOO. l}Return home, have a shower and SLEEP when curfewis announced.DAY 6.TAKE BATPAK - PUT BATPAK IN DAGGET. (You need him form} the next task). Havea shower again and proceed to the Jobcentre yet again. Turn down everythingand as the Droid shakes on}ur hand it realises that you are now a Bison andoffers you a job as a Managing Director. Go to the Workplace with theo}Dagget. This time, upon entry, you're shown to a Fabulous Office entrance.Go NORTH and you're up to your neck in carpet - p}but the Dagget keeps it atbay so as not to impede your progress. Go WEST to your desk in theBoardroom. After youq}r day's work you're escorted out - with not a littleincrease in Creds. (EXAMINE TATTOO!).Make your way to the Travel r}Agent's and buy a ticket. You couldn't havebought it before because it only sells to Bisons, but make sure you've hada ss}hower that day! Go home, WAIT until curfew is announced thenSLEEP.......you're going need all your wits for the lat}st day!!DAY 7.This is the final day and it is essential that you 'SAVE' game up to thispoint as a lot of things could su}till happen - even on the last move!!Don't worry about the time or Creds, you'll soon have plenty of both,providing v}you're in the right place with the right equipment.Deactivate the Dagget (REMOVE BATPAK - WAIT) and after your morning show}werproceed to the Hardware Warehouse and buy the Vidcam, (cost is 300 Creds).Return home, get the ticket, ensure that you x}are still carrying the Vidcam,then SAY BED - LIE ON BED - SAY BED.You are taken down to the Undercity. Refer to the map ay}nd proceed SOUTH tothe Disgusting Junction. Go WEST and TAKE SIGN then DROP the sign at theDisgusting Junction. It tellz}s the Droids where the rubbish and junk shouldbe deposited......they always leave it by this sign!Go back to the Cluttered{} Stained Room (WEST) and you'll notice a Junk Heap.The cleaning Droids will eventually move this to wherever you have plac|}edthe sign - but you must be very patient! When the junk heap is all movedfrom this location an exit South through a gri}}ll is revealed. A more usefulexit, that was there all the time but not mentioned in the locationdescription, is Nor~}th past the Waterfall to a ledge behind!Move NORTH ONCE ONLY from behind the waterfall and you will see a FlyingSaucer.} The wiggly roots before you are part of an alarm/gas system so stayput! SQUEEZE VIDCAM to record the scene then proceed S}OUTH - SOUTH - EASTto the Disgusting Junction. If the junk heap has not appeared here yet thenhave a walk around (or WAIT)} awhile. When the junk heap materialises CLIMBHEAP then UP, and you pass through the manhole - one way - to the WorkplaceRo}undabout Exit of the Southmost Roundabout.Proceed to the Police Station and GIVE VIDCAM. Go to the Riverboat Platformin t}he Theme Park and then NORTH to cross the river to the Island of theMighty. (This is ONE-WAY once only!). Follow the ma}p to the South of theFabulous Foyer where you see a Reception Droid. On arrival you are escortedby elevator to the Top } Floor and subsequently interviewed about the'aliens' on television. The 3rd Kimberley rewards you (1000 Creds) and}makes you a Party Member. You are then taken back home. FINAL SEQUENCE OF EVENTSREMOVE TRADCLADS} - (but still carry them!) - TAKE LEOTARD - WEAR LEOTARD -TAKE HELMET - TAKE BOTTLE - TAKE MEDALLION - TAKE VALVE - (these} latter 2items to trigger the alarm) - TAKE BOX - PUT BATPAK IN DAGGET - (Now is hisfinest hour!) - TAKE DAGGET - (he won't} necessarily follow you on this one)- SAY BED - LIE ON BED - SAY BED.Drop the Dagget and proceed to the Disgusting Junct}ion. Take the sign andgo EAST to the location described as 'Between Dry Pillars' and festooned inred tape. Drop the sig}n here, then proceed: WEST - WEST - NORTH - WEARHELMET - THROW MEDALLION NORTH - the alarm sounds and gas flows in....a}Technician from the Saucer will look out, see no-one and proclaim 'FalseAlarm'. THROW VALVE NORTH......the Technician }records another false alarmand orders the system to be shut down until Maintenance check itover.......BUT this } is NOT immediate so WAIT at least FOUR TIMES until anoccupant of the Saucer has looked out another TWICE!Now go NORTH }- NORTH for a bit of a surprise! (This is where you saygoodbye to your old friend......wipes tears of emotion away and c}ancels theKennomeat!). TAKE COSTUME then EAST to the East/West Corridor (see Map).Remove and drop the helmet and leotar}d here then WEAR TRADCLADS. Go to theRed Tape location and WAIT until the Junk Heap materialises. When it doesCLIMB HEAP} then UP. This time, however, the manhole is rusted up somewhat,so REMOVE CORK......the cork pops out of the bottle and w}ine sprays overeverything, lubricating the manhole cover.IMPORTANT NOTE: TAKE CORK....you'll need this right at the end!!}UP and you are in the Quad, South of the Pyramid of Power. Proceed NORTH tothe Fabulous Foyer then NORTHEAST - NORTH - EXAM}INE BUTTONS - (they are alldifferent colours but WHITE is the one for you!) - PUSH WHITE BUTTON - (theElevator goes only } so far towards your required destination, so......) -PUSH WHITE BUTTON again, and you're on the Top Floor.Proceed SOUTH }then EAST past the Pyramid Droid and you are confronted by amirror. PUSH MIRROR and it revolves depositing you at the base }of a SpiralStaircase. Go UP - THROW BOX NORTH - it lands below the partition andcauses a malfunction. Continue } NORTH then NORTH again. Now fireextinguisher foam starts to pour in from an orifice!......your finalcommand is} to PUT CORK IN ORIFICE!!!!!! FINAL MESSAGE"You block the orifice and stop the foam. Yo}u threaten to tell the truthabout fake aliens and wave the costume as proof. Eventually a deal isstruck. You give }back the alien costume and, in return, are adopted intothe Party Leadership. Congratulations! You have won!" "You sco}re 1000 out of 1000 and are a Grandmaster Adventurer". * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *} * *000 out of 1000 and are a Grandmaster Adventurer". * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Don't you get tired with adventure solution?, here is another solution that was ported and edited from the ST by DENO}N from israel. COLOSSAL ADVENTURE } (Level 9) (Later released as Part One of the 'Jewels of Darkness' trilogy. There are several 'random' eleme}nts within this adventure, so it is not possible to indicate EXACTLY where or when they occur. The best thing to do i}s follow the procedures, detailed in these preliminary notes, to deal with each problem as and when it arises. (1) T}he first Dwarf you meet will throw an axe or small knife at you. It always misses the first time. Ignore the knife but ge}t the axe. From then on, when you meet a Dwarf, throw the axe and take it again. One throw will usually suffice but y}ou may have to repeat the action. (2) When you have some treasures the Pirate will rob you. To retrieve them (also t}he chest, which is itself a necessary treasure) go to the West End of the Hall of Mists. Now follow these directions EXAC}TLY: S - E - S - S - S - N E - E - NW. You will now have found the chest containing your stolen tr}easure. Take the chest AND your stolen treasures and proceed EXACTLY as follows: SE - N - DOWN - E }- E - SAY XYZZY. You are now back at the Small Brick Building. deposit the chest and treasures and resume where you l}eft off. The Pirate will not return. (3) When you are told that the lamp is flickering, this is a warning that the b}atteries need replacing. Go back to the Small Brick Building and GET THE COINS. 'SAY PLUGH' and then 'ON LAMP' then proce}ed EXACTLY as follows: S - S - UP - W - W - W - W - W - S - E - E - CLIMB. You will now have found the }Vending Machine and you should 'DROP COINS'. The machine will dispense new batteries and your lamp is automatically '}recharged'. Now proceed: N - UP - E - E - E - E - E - DOWN - N - N - OFF LAMP - SAY PLUGH. You are now back at the} Small Brick Building. As the coins were a necessary treasure, this procedure will deduct TEN points from your final }score! This solution cuts a few unnecessary corners out, and fully utilises ON/OFF LAMP and the magic words: PLUGH, PLOVE}R and XYZZY to reduce the chances of needing replacement batteries. (4) The 'Endgame' will materialise when ALL trea}sures have been collected and shortly after you are informed that the 'Caves are closing'. (6) Finally, each tim}e you 'SAVE' your position, ONE point is deducted from your score. Right, off we go!! } THE SOLUTION Start at the End of the Road. E DOWN TAKE COINS UP DROP COINS TAKE LAMP EXA}MINE LAMP TAKE KEYS TAKE BOTTLE E S S S TAKE SANDWICHES EXAMINE SANDWICHES (Honey! Bears like} this too!!) W FILL BOTTLE S S EXAMINE GRATE OPEN GRATE (using the key.......it is now unlocked) }N N N E SAY PLUGH ON LAMP (you are now in the 'Y2' Room) S DOWN W DOWN W W W} W DOWN (the wilting seedling whispers: "Water! Water!") WATER PLANT (it grows and asks for more water) UP } E E NE E UP E E DOWN FILL BOTTLE UP W W DOWN W W W W DO}WN WATER PLANT (it now projects through an opening above you). UP E DOWN FILL BOTTLE (with oil this time}) UP W DOWN CLIMB PLANT W (note the inscription on the West wall) N OIL GATE (it creaks open) } DROP BOTTLE S TAKE EGGS S E UP E E NW (you may have to repeat this until it works, and you s}hould now be in the Oriental Room) W SW N CROSS BRIDGE (a Huge Troll appears and demands payment) GIV}E EGGS (you will retrieve them later) CROSS BRIDGE FEE FIE FOE FOO (these latter four inputs will return }the eggs to where you first found them!). NE E NE E TAKE SPICES W S DOWN DOWN IN} FEED BEAR (with the sandwiches) OPEN CHAIN (using the keys) TAKE BEAR TAKE CHAIN OUT UP UP W} W CROSS BRIDGE (the greedy Troll appears again!) THROW BEAR (it sees off the Troll!!) CROSS BRIDGE SW } DOWN SE SE NE E UP E UP N OFF LAMP SAY PLUGH (you are now back in the Brick Buildin}g) DROP CHAIN DROP SPICES W S S S DOWN W TAKE CAGE ON LAMP W (note the word 'XYZZ}Y' on the wall here) W W TAKE BIRD (in the cage) W DOWN DOWN FREE BIRD (it sees off the snake!).} DROP CAGE S TAKE JEWELLERY N SW W KILL DRAGON YES (you kill the Dragon with your bare hands!}) TAKE RUG E E N N OFF LAMP SAY PLUGH DROP JEWELLERY DROP RUG SAY PLUGH (back to the }'Y2' Room) SAY PLOVER (you are now in the Plover Room) NE TAKE PYRAMID S SAY PLOVER (back to the 'Y2' Roo}m again) ON LAMP S TAKE BARS N OFF LAMP SAY PLUGH DROP PYRAMID DROP BARS SAY PLUGH ON} LAMP S DOWN W DOWN W W W W DOWN CLIMB PLANT W (there's your eggs!) N N } TAKE TRIDENT S S TAKE EGGS S E UP E E NE E N OPEN CLAM (a pearl rolls away} out of sight!) S UP E UP N OFF LAMP SAY PLUGH DROP TRIDENT DROP EGGS. SAY XYZZY (yo}u are now in the Room of Debris) TAKE ROD W W W DOWN S TAKE NUGGET N W WAVE ROD (a cr}ystal bridge appears and spans the chasm!) DROP ROD W TAKE DIAMONDS E E DOWN N N OFF LAMP} SAY PLUGH DROP DIAMONDS DROP NUGGET SAY PLUGH ON LAMP S DOWN W DOWN E TAKE GAZET}TE E DROP GAZETTE S (repeat until you are back in the Ante Room) W W NW (repeat until you move to the} Oriental Room) N W OFF LAMP DROP LAMP E TAKE EMERALD W TAKE LAMP ON LAMP NW S } TAKE VASE SE NE E UP E UP N OFF LAMP SAY PLUGH DROP EMERALD [DON'T DROP THE VASE YE}T!!] SAY PLUGH ON LAMP S DOWN W DOWN W W E TAKE PILLOW W NE E UP }E UP N OFF LAMP SAY PLUGH DROP PILLOW DROP VASE (it lands safely on the pillow). SAY PLUGH O}N LAMP S DOWN W DOWN N DOWN DOWN TAKE PEARL UP UP S UP E UP S } N S (repeat alternate North and South movements until an Elf appears. He is the Warrior who gave you the map to the }Colossal Cavern. He then congratulates you and asks you to free his people) YES (the 'Endgame' now materialises, and }you are at one end of a Huge Room) N S (there's all sorts of bits and pieces here!) TAKE KEYS TAKE LAMP } TAKE DYNAMITE ON LAMP N DROP DYNAMITE SW TAKE ROD BLAST (you kill most of the Evil Dwarfs and crea}te a new exit to the West!). W W W UP UP UP UP UP E DOWN W W W W}AVE ROD (the old bridge trick!!) W W W DOWN DOWN DOWN TAKE ELIXIR OFF LAMP DROP ROD T}AKE PENTACLE UP UP UP E E E E E N (lots of skeletons are chained to the wall, here) D}ROP ELIXIR (all the skeletons return to life!!) S W N OPEN CHAIN (to free the Elves) S S OPEN CHA}IN (to free the remaining Elves) N W W W W LOCK DOOR UP UP UP UP E (a huge blast }will now rock the Dungeon as cold water meets hot lava!!) N TAKE ORB E E DROP KEYS TAKE SCEPTRE } S W W (the Spider stares at your pentacle!) W (it now follows you) UP UP UP THROW PENTACLE (th}e Spider follows it into space!!) ON LAMP DOWN DOWN DOWN E E E S TAKE CROWN W N } UP UP W W W W W (you are now being gently swept along by the stream, your lamp remaining on!)} UP (you are now on the edge of an underground reservoir) S S S E E UP E E E E } E E UP. FINAL MESSAGE "The Elves are waiting for you in a golden host surrou}nding their King. They cheer wildly as you emerge into the sunlight" (Score out of 1100 depends on how many times yo}u 'SAVED' and if you used the coins to renew the lamp batteries or not!!). * * * * * * * * * * * * * * * * * * * * }* * * * * * * * * * * * * *the coins to renew the lamp batteries or not!!). * * * * * * * * * * * * * * * * * * * *  Here is another adventure solution that was ported from the ST By DENON from ISRAEL... } ADVENTURE QUEST (Level 9) (Later released as Part 2 of the 'Jewels Of D}arkness Trilogy') IN TAKE TABLE OUT S S S S DROP TABLE TAKE ORCHID N N N } E GIVE ORCHID (the Unicorn gestures for you to follow him North) N N N TAKE PIPES TAKE MEDALLION } S S S W N W W W S S DROP PIPES DROP MEDALLION UP TAKE SILVER BALL }DOWN TAKE PIPES TAKE MEDALLION N N E UP E UP UP (you may be attacked by wolves before you} get to this location, but you are resurrected to here anyway!) LOOK (you are given a scroll, and a stick is on the g}round here) READ SCROLL (your quest is explained) DROP SCROLL TAKE STICK DOWN DOWN W DROP STICK (}it sheds fruit!) TAKE ONION EAT ONION TAKE STICK DOWN N N IN DROP MEDALLLION DROP STICK } TAKE SLING TAKE BOTTLE. OUT N N N N N W (you will hear a sliding sound in the sand!) }N LOOK E E E N E UP UP UP UP W W (you meet a Giant) WAVE SLING (the Giant} runs off!) E E DOWN DOWN DOWN DOWN W W W W OPEN SESAME (a cavern opens up to the} North) N TAKE SUNDIAL S E E E S W DRINK UP (you see some snakes) PLAY PIPES (the} snakes dance away) IN (the Priestess gives you a small ruby in exchange for the sundial) OUT DOWN W DROP} SLING W LOOK S DROP PIPES E LOOK S LOOK S S S S FILL BOTTLE (from the ri}ver here) DRINK FILL BOTTLE IN TAKE MEDALLION TAKE KEYS. OUT N N N N N W } N LOOK E E E N E UP UP UP UP W W W UP UP UP UP UP } UP UP DROP MEDALLION UNLOCK SNOWMAN DROP KEYS TAKE SNOWMAN DOWN DOWN DOWN PUSH ROCKS (w}ith the Snowman's help, you get rid of the Orcs and the Abominable Snowman!) DOWN DOWN S S UP UP} UP IN (a Dark Shape flies at you!) THROW RUBY (it explodes, destroying the Dark Shape) N TAKE EYE TAK}E BAG S OUT DOWN DOWN DOWN E TAKE ROPE W N N UP UP UP UP UP D}ROP ROPE DROP EYE DOWN DOWN DOWN DOWN DOWN S S S DOWN DOWN DOWN DOWN }DOWN DOWN W W W S (you meet a Djinn, guarding the Oasis to the South) OPEN BAG (a blast of air blows }the Djinn towards a nearby lamp). S DRINK IN TAKE TRIDENT OUT TAKE LAMP FILL BOTTLE N N } E E DRINK FILL BOTTLE (with oil this time!) E UP UP UP UP UP UP N N N } UP UP UP UP UP ON LAMP IN THROW BOTTLE THROW TRIDENT THROW BAG (they all land with a } 'splash!' in the distance) OUT TAKE KEYS TAKE EYE TAKE ROPE IN THROW KEYS THROW EYE TIE ROPE } (it hangs downwards into the darkness) OUT TAKE MEDALLION IN THROW MEDALLION OFF LAMP THROW LAMP } DOWN (you fall into an Underground River) CLIMB UP E TAKE LUNG-FISH DOWN LOOK UP (here's all your it }ems!) DROP LUNG-FISH TAKE LUNG-FISH TAKE TRIDENT TAKE LAMP TAKE BOTTLE DROP LUNG-FISH TAKE LUNG-F }ISH. DOWN N W W N W UP DROP LUNG-FISH TAKE LUNG-FISH ON LAMP OIL DOOR FILL B }OTTLE (with water again) DROP BOTTLE DROP LAMP DROP LUNG-FISH TAKE LUNG-FISH DOWN E E S S } S UP DROP LUNG-FISH TAKE LUNG-FISH TAKE KEYS TAKE EYE DROP LUNG-FISH TAKE LUNG-FISH DOWN } N W W N W UP DROP LUNG-FISH TAKE LUNG-FISH OPEN DOOR DROP KEYS DROP LUNG-FISH } TAKE LUNG-FISH DROP EYE DOWN UP DOWN E E S S S UP TAKE NET TAKE BAG DOW }N UP TAKE MEDALLION DOWN N W W N W DROP MEDALLION E S W TAKE JELLY-FISH } E N DOWN E IN (an Octopus attacks you!) OUT UP W W TAKE MEDALLION E DOWN D }ROP MEDALLION (it's sucked down a hole!). UP DROP JELLY-FISH UP TAKE LUNG-FISH DROP LUNG-FISH DROP N }ET DROP TRIDENT TAKE EYE TAKE LAMP N W W N (Orcs block the way north!) S E E N } N N GIVE EYE (the Statue gives you a sword) S S UP UP UP TAKE EARTH-STONE (it is lost to th }e Orcs.....but only temporarily!) DOWN DOWN DOWN S W W N (no Orcs this time!) N E S } S W TAKE EARTH-STONE E N N W (the Orcs chase you!) CUT BRIDGE S S E E DROP } SWORD S DROP LAMP TAKE NET TAKE TRIDENT TAKE LUNG-FISH DROP LUNG-FISH DOWN TAKE JELLY-FISH. } E DOWN DROP EARTH-STONE UP DROP JELLY-FISH UP TAKE LUNG-FISH DROP LUNG-FISH DROP NET } DROP TRIDENT TAKE BOTTLE TAKE LAMP N TAKE SWORD N N W W W (you meet a Dragon!) THROW } BOTTLE (it causes the Dragon to choke and back off) N TAKE EGG S W W WAIT (until the flames move NE/ }SW) DOWN LOOK DOWN SCORE DOWN SCORE DOWN TAKE CLOAK DOWN SCORE DOWN SCORE } IN SCORE DOWN DOWN DOWN DOWN W DROP CLOAK (it now covers the hot coals) W S DROP EGG } (the Phoenix is reborn!) N W W W W UP DROP LAMP TAKE SUN-STONE. DOWN E (a Balrog no }w stands astride the bridge, blocking your way!) CUT BRIDGE (you fall to a Bleak Moor) N W N N TAKE B }RAZIER (it shrinks into a tiny ornament!) TAKE STAR-STONE DOWN (you slide down a scree slope and the Orcs daren't fol }low you!) DROP BRAZIER (you're warm again!) TAKE BRAZIER S S S S E DOWN DOWN DOWN } DOWN DOWN S (when the Skeletal Hand grabs you.......'CUT HAND') S (you are surrounded by Ghosts!) DROP BRAZI }ER (the Ghosts are now banished) E E S S S W W IN S (lucky you ate that onion, earlier!!) } UP THROW STAR-STONE THROW SUN-STONE TAKE BOOTS. DOWN N OUT E E N N N E } E E TAKE MIST-STONE W W S W S S S S W W IN S UP OUT D }ROP SWORD TAKE SUN-STONE TAKE STAR-STONE S S UP UP DROP STAR-STONE DROP SUN-STONE DOWN !} DOWN N TAKE EARTH-STONE TAKE MEDALLION S UP UP DROP BOOTS TAKE SUN-STONE INSERT EARTH-S "}TONE (the Rock Door opens) TAKE STAR-STONE UP INSERT SUN-STONE (the Gold Door opens) UP INSERT STAR-STONE #} (the Silver Door opens) UP INSERT MIST-STONE (the Glass Door opens) UP (you are now surrounded by Orcs!) WAV $}E MEDALLION N W W (more Orcs block the way North) W S E (you hide in the Alcove as the Orcs pass) %} W N E N N N DOWN DOWN N. FINAL MESSAGE The Demon Lord &} freezes you with a look: "YOU WILL STILL FAIL!", he snarls, "NO AMULET CAN WORK SO CLOSE TO THE CENTRE OF MY POWER". But '} the Phoenix dives at the fire, destroying it completely! The Demon Lord screams and implodes to nothing. Your missio (}n is successful!! You scored 5475 out of about 6000. You are clearly a Master Adventurer! * * * * * * * * * * * * * )} * * * * * * * * * * * * * * * * * * * * * about 6000. You are clearly a Master Adventurer! * * * * * * * * * * * * *, Well, here we go with another adventure solution that was ported by DENON from ISRAEL... +} ADVENTURELAND Here you stand in a forest, about to start your adventure. Move along East, and tiptoe past th ,}e sleeping dragon. Go East again to the lake. Get the axe , then head North into the quicksand bog. Pick up the blue ox , then say the magic word on t .}he axe. Gee, where did everything go? Well, look at it this way: at least you can "Swim" back to the lake. Now go South /} to the bottomless hole. Carefully "Go Hole," and pick up the flint and steel. Go up . Then 0}it's West into the swamp, and West again to the hidden grove. Surprise! There's the axe and the ox, along with another tre 1}asure. Get everthing, and go back East. Climb the tree, get the keys, and climb down again. Now, "Chop Tree." Drop the ax 2}e , get the mud, then, "Go Stump." Once inside the stump, drop the mud, ox and fruit. Go down to 3}the root chamber, pick up the rubies, then go up and drop them off. Easy, isn't it? Okay, time for more treasures. Get th 4}e lamp and rub it twice. Each time you rub the lamp, a genie appears and leaves a treasure. Just make sure you don't rub i 5}t more than two times, or the genie will come out and *TAKE AWAY* a treasure! Now, go down in 6}to the root chamber, and "Go Hole." Open the door and drop the keys. Light the lamp , and "Go Hall." 7}Then continue down to the cavern. From the cavern, trek South and pick up the bladder. Now it's time for a return trip, so 8} move along North, then up until you're out of the stump and back in the swamp again . "Get Gas," then "Go Stump." Now head back down to the cavern , then go South and up. Drop the bladder and "Ignite Gas." *BOOOOM!* You just blew a hole in the bricked-up <}window. "Go Hole," then jump . Ummmm, hello, bear! Well, he doesn =}'t look too mean, but it's better not to take any chances, so "Yell." As the startled bear falls down towards the bottom o >}f the chasm, pick up the magic mirror , then "Go Throne." Grab the crown and go West to the ?} ledge. Jump over again, then West. Pick up the fire bricks on your way out , and go down and North. After that, make your way up again to the treasure room in the stump. Drop off *ONLY* the crown A}. *DO NOT* drop the mirror! Okay, now get the bottle of water, and go down again. This time, drop the flint just before B}you go into the hallway. Go down to the cavern, and from there, down again into the maze of pits. From the "Opposite of Lig C}ht" sign, go down, West, and down. Pick up the rug, then go down again and you're at the bottom of the chasm. "Build Dam," D} then drop the remaining bricks . "Look Lava," and there's a firestone. It's still pretty hot, so E}"Pour Water." Now get the stone and the golden net. Hmmmm, but how to get out of here? Well, that sign might help. "Say F} Away" twice and, voila! you're in the meadow again . Unlight the lamp, then go South a G}nd over to the stump. Drop the firestone, the rug, and the mirror. Make sure that you drop the rug *BEFORE* you drop the H}mirror! Now, get out of the stump, go East t I}o the hole, and North to the lake. "Get Water," then "Get Fish" . Return to the s J}tump, and drop off the fish and the net, in that order. Pick up the mud, and head back down to the cavern. Remember to ge K}t the flint and light the lamp before entering the hallway! Once in the cavern, go North. At this point, you should save t L}he game. Up ahead are the African bees, which you will need to get rid of the dragon. Unfortunately, this part of the game M} seems to be random, and sometimes the bees will suffocate and die before you can bring them out. I have never found a sur N}efire method for keeping the bees alive, so save the game here and hope you won't have to restore it too many times! Okay, now that the game is saved, go North again. Get th P}e honey, pour out the water, and get the bees. Once you have the bees, head back South to the cavern, then all R} the way back up to the swamp. If the mud hasn't fallen off yet, drop it here before going on . All right, now head North and "Drop T} Bees." The dragon will become annoyed and fly away, leaving behind some precious and rare eggs. Pick up the eggs, then re U}turn to the stump. Drop the eggs and the honey, then say "Score." *** YIPPPPEEEE! *** You did it!! Whew! You s Here comes another one, another adventure solution. ported from the ST, by DENON from ISRAEL. X} GHOST TOWN Okay, pardner, it's time for a little trip to a gen-u-ine ghost town! But don't wY}orry, them's *friendly* ghosts. So, mount up and let's get going!the Jail and the Barbershop. Start things off by going intoZ} the Barbershop, where you'll find a Stetson hat. Shake the hat and drop it. Get the key that fell out, then leave (you don[}'t need the hat for anything). Drop the key in the street. Go West along the street and you will come to the Saloon a\}nd the Dry-Goods Store. First go to the Saloon and get the bell, then go to the Dry-goods Store and pick up the matches, an]}d shovel. Back in the street, go West once again, which brings you to the Telegraph Office and the Hotel. Go into the^} Hotel, then East into the empty room. Drop the bell and return to the street. Now enter the Telegraph Office, and move the _}safe. Connect the two loose wires so that the telegraph key now works. You'll be needing it later. Leave the Telegraph offi`}ce, then go West until you come to the fork in the road. From the fork go South to the edge of the ravine. Burn the sa}agebrush, then enter the ravine. Here you will find charcoal (from the burnt brush) and the entrance to a mine. Go into theb} mine. Although it's dark and you can't see it, there is a silver bullet here. Get the bullet, then go down. You can move ic}n the dark safely so long as you always move in the right direction. Now get the candle and light it. Ah, you can seed} again! Go South, and dig roof. You have found your second treasure, a gold nugget. Get that, and go back North and Up out e}of the mine. Remember to pick up the charcoal before leaving the ravine! Now go to the fork in the road, and drop offf} the shovel and the charcoal. From there, go East back into town until you come to the stable. Enter the stable, and then tg}he stall. Get the horseshoe, then make your way back out to the street. Now head along East to the Dry-Goods store. Dq}BSOLUTION013BISOLUTION014BBSOLUTION015B-*SOLUTION016B=WSOLUTION017B,SOLUTION018BSOLUTION0199SOLUTION020#SOLUTION021'SOLUTION022!CSOLUTION023,dSOLUTION024ISOLUTION025 SOLUTION026 SOLUTION027SOLUTION028rop the candle outside, treasures inside, then go out and East again to the Jail. Pick up the key, then use horseshoe. It'sr} magnetic and will open the door to the Jail. Enter the jail, and unlock the inner door with the key. Drop the key, and go s}through the door into the cell. Pick up the hammer, then leave the Jail, making sure you also take the derringer with you. Dt}rop the derringer in the street. It's time to play blacksmith, so go all the way West to the stable, and then enteru} the stall. This time, mount the horse, With the silver spursSpur the horse, and you will into the manure pile outside the sv}tall.Get up (phew!) out of the manure pile, and re-enter the stall. There will nowbe a hole in the wall leading to a store w}room. Go through the hole and getthe keg of nails. Back in the stall, empty the keg and drop it. Now get thenails, and shoex} the horse. Drop the hammer and mount the horse. Say giddyap! (the magic word!), and the horse will take off. Eventualy}ly, you will be thrown, and that's the last you'll ever see of Old Paint. Brush yourself off, and enter the teepee in the hz}idden canyon. Pick up the two treasures there, then go back outside. There doesn't seem to be any way out, but have n{}o fear! Beat the tom-tom, and the ghost of Geronimo will appear. Say How, and ZAP! guess where you are? Right, you're back |}in the manure pile again (hehehe). Get out of that, then head along to the Dry-Goods store and drop off the treasures (don'}}t forget to drop the spurs, too!). Somewhere along the line here you may have heard mysterious ghostly sounds and or ~}voices. The sound of the bell indicates that a ghostly piano player is now visible in the Saloon, and the voice gives you a }clue as to what to do about him. If you are near the Saloon when you hear the bell, go inside, and applaud the ghost. } He (it?) will stand up, take a S bow, and vanish. The piano, however, will remain behind, as a solid object. If you open t}he piano, a map will fall out. This map tells you to "dig roof", but since you've already done that, you don't need the map}, so you can just leave it there. Once you've dropped off the Indian treasures and (possibly) applauded the ghost, re}turn West to the fork in the road. Get the shovel and charcoal, then go North to the field. Dig here, and you will find some} yellow powder (it's sulphur). Get the powder, then go to the manure pile in the stall. Holding your nose, dig around} in the manure, and you will uncover some white crystals. Get those, then head into the stall. Mix the stuff you're carryin}g around, and you will make some gunpowder. Fill the keg with that, then get the keg and go to the Telegraph Office. }Drop the keg in the office. Under no circumstances should you touch the telegraph key, or BOOOOM! (time to restore the game!}). By this time, it's probably getting dark outside. Don't worry, you'll be able to make it to the hotel before sunset. } Just leave the Telegraph Office, enter the Hotel, and go East to the room where you dropped the bell. Ring the bell, and}, like magic, a bed appears! Drop the bell, get into bed, and have a good night's sleep. When morning arrives, get up, the}n move the bed, revealing a roll of tape. Get the tape and leave the room. On your way out, go to the counter and get the c}ashbox. Now return to the Saloon, tape the mirror, and break it, thus revealing a hidden office. Drop the tape, go through t}he hole into the office, and get the Go board. Now it's time for another trip to the Dry-Goods Store. Drop off the c}ashbox and the Go board. Now, pass Go, and collect $200 (tricky, huh?). After that, leave the store and head West to the for}k, then South to the ravine. This time, jump across the ravine. You are now in the mountains. Go West along the trail} to the line shack. Enter the shack, and tap the telegraph key. Boom! The gunpowder in the keg just went off! Now, look at }the floor and you'll notice a loose plank. Get the plank, drop it, then go down the hole into the root cellar. Collect the }pelts, then go back up and make your way across the ravine and into town. As you pass where the Telegraph Office used to be,} you'll see a smoking open safe. Look inside, and pick up the gold dust. Continue East and pick up the derringer, the}n keep going East until you come to Boot Hill. Shoot the rattlesnake with the derringer (it's a water pistol!), then dig a }grave and (gulp!) go into it. Here you find a coin and a purple worm. If you want to indulge in some gratuitous violence, yo}u can kill the worm. In any case, drop the shovel and get the coin. Now climb back out, and make another trip to the }Dry-Goods store. Drop all the treasures, then go back out into the street. Get the candle, then wait for sunset. Once it's }dark, go into the Saloon. A ghostly square dance is in progress (that's what the fiddle strings are all about). Still in the} dark, do a little dancing, and you will win a prize. Now you can light the candle. The dancers will vanish, and you }can now make your final trip to the Dry-Goods store. Drop the cup you just won, and say "Score". All right! You did it, you} collected all thirteen ghost treasures! After all that, why not take a vacation? I know this little deserted island that w}ould be just perfect..... t treasures! After all that, why not take a vacation? I know this little deserted island that w Yet another adventure solution that was ported from the ST By DENON from ISRAEL. MYSTER}Y FUNHOUSE Time for a little spy stuff! A Fun House may seem a strange place for espionage shenanigans, but secr}et agents have a habit of popping up in the darndest places! if you just had some money, you could get inside. The first th}ing to do is drop the watch, because you won't be needing it. Now go East to the parking lot. Ignore the five dollar bill (i}t's a bill for $5!), and look at the tree. Get the branch, then look in the grate. Aha, that's where the real money }is! Chew the gum (tastes HORRIBLE!) then stick it on the branch. Use the branch to get the coin, then drop both the branch a}nd the gum. Return to the Fun House entrance. Wear the shoes, then give the dollar for a ticket. Go Fun. You are sta}nding in the Magical Mirror Room, and just up ahead is (gasp!) a maze. Fortunately, it's not a bad one, if you're careful (i}f you aren't careful, well....). Go North three times, then West twice. This brings you to a small room. Go West fro}m here to the room with the knobs. Pull the green knob, and you will find yourself in another room. Get the trampoline that'}s here, then go South to the shooting gallery and pick up the strange spectacles. You have a few minutes, so, if you want t}o, you can amuse yourself by shooting a few clay pigeons. When you're finished, go back North, then Up, to the knob room. } Now, as you proceed through the adventure, you will from time to time get messages about your shoe heel being loose. I}gnore them, and don't touch the heel for now. There will be time for that later. At the moment, you have other things to do}. So, head along West to the tank room, and from there, Up to the ledge over the pit. Drop the trampoline here, then go East} to the barrel room. Once in the barrel room, get the match and the comb, then crawl (that's how you get out of the barre}l). Drop the match by the trampoline, then head South to the rickety stairs and down to the landing. Go down the slide into }the tank. Get the rusty key, then give the comb to the mermaid. Go up the secret stairs she reveals, and you will be back o}n the landing. Go East into the Windy Hall, and East again into (sigh) the maze. Now, carefully make your way South, }East, South, East, and you will be in the Mirror Room again. Wear the spectacles, and look in the mirror. Sonuvagun! There'}s a hidden door! Open the door and go inside. Here you find a valve handle. Drop the spectacles and get the handle, then go }East back to the mirror room. Once again, go through the maze to the room with the knobs. Drop the key, then continu}e on West and then up until you come to the ledge. Get the trampoline, then go down the ladder to the pit. Drop the trampoli}ne, then put handle and turn handle. You have now turned off the calliope in the merry-go-round room (which is where you're} going next). Now go trampoline, and jump. Wheeee! You're back up on the ledge. Get the match, and return to the knob} room. Drop the match, get the key, and pull the blue knob. Now you're in the room with the Fortune-telling machine. Howeve}r, it won't be telling your fortune today, because it's broken. However, in an odd sort of way, it's going to be very helpfu}l to you. But right now, go on along East to the merry-go-round room. Once in the merry-go-round room, push the blue butto}n to stop the ride. Go merry, then go horse. Climb the pole in the horse's back, which brings you to the top of the ride. L}ook up, and you will see a rope. Jump! Now look, and you will see you are on a catwalk. Go East, and unlock the door. Drop }the key, and look at the shelves. Grab the flashlight and the wrench, then head back West, and climb all the way back down a}gain, then return to the knob room. As you pass the fortune-telling machine, pick up the "out of order" sign. Pull t}he green knob, then go South to the shooting gallery. Drop the sign there, then return to the knob room. Get the match, then} pull the yellow knob. This takes you to a small room with strange music. Go North into the maze (again!), then go East, So}uth, East, South, East, and you're in the Mirror Room. From there, go South out of the Fun House. Now it's back to th}e parking lot. Open the grate. You will only be able to open one bolt, but you can slide the grate to make room for yourself} to go down. Drop the wrench and get the gum. Turn on the flashlight, then go down the manhole, and East to the room with t}he second grate. Close the door, and drop the ticket. Now, the big moment has arrived! Remove the heel from your shoe}. A couple of things will fall out. One is a note expaining what this is all about, the other is a fuse. Drop the heel and }the note, and get the fuse. Chew the (yuck!) gum again, then stick it to the fuse, then stick it to the grate. Light }the fuse, and POP! the grate blows open. Get the ticket, then go through the hole. Now up through the shooting gallery (good} thing you put that sign there!) and South to the hidden lab. There they are...the secret plans! Grab them and...congrats! }You have successfully completed your assignment! After all this, you could use some peace and quiet. How about a trip to so}me faraway place, like Egypt? In fact, you might even want to visit the pyramids..... e and quiet. How about a trip to soY Well this time i am back with a solution to another great adventure the original text file was found on my ST computer and} it was ported and edited by me, yes DENON from ISRAEL. GUILD OF THEVESES You thought you knew }everything there was to know about stealingtreasures, right? WRONG! Here you are in a rickety old boat with themaster thief} who tells you that you are a rank amateur and you have toPROVE yourself! Hmmmmph! I'll bet he would have been KILLED in tha}tPyramid, and I'll BET he never got a Babel Fish in his entire life! Oh well, let's show the old geezer what we're made of}. Now hold on. Youdon't want to get wet, so don't just recklessly head off West. See thatrope? The rope is about two meters} long, right? Well your legs AIN'T, soPULL ROPE and then WEST and you'll save the bath for Saturday night. Let's take a mom}ent to see what provisions we have. You're carrying aSwag Bag (look up Swag in your Oxford Dictionary). OPEN BAG THEN LOOK I}NIT will show you that you have the indispensable tool of allAdventurers, The Lamp! LOOK IN POCKET and you will find that y}ou alsohave a plastic card which might come in handy later. Meager pickings,but we've started with less! WEST again will t}ake you to an area where you'll spot an old manstruggling along with a trunk. Remembering your lessons from ZORK III,you'd }better HELP MAN. In fact, if you don't, you'll never get into thecastle and you'll fail miserably! You and the old man will }end up at thecastle where the gatekeeper will lower the drawbridge for the old man,who will disappear inside with the trunk}, never to be seen again. As amatter of interest, before helping him, you might ask him about thetrunk, the castle and the }baron. With the castle invitingly open, you can go NORTH where you'll be metby the gatekeeper who will deposit you in the E}ntrance Hall. Along theway, he will tell you about his favorite hobby, Rat Racing, and promiseto let you know when the race} is about to begin. A couple of notes here. The rat race is variable and will take placesometime in the next 20-60 moves. Y}ou have to be either downstairs or inthe corridor upstairs in order to hear him shout at you. If you miss hiswarning, the r}ace will take place without you and you will not be ableto win any money (which you need desperately.) This walkthru is wri}tten from a LOGICAL standpoint. There are fasterways to complete the game without backtracking, but you would have to dothi}ngs without knowing WHY you were doing them. Okay, we're alone now, so let's start exploring. Go WEST into theLounge and th}e only interesting thing you'll see is a bucket. LOOK INBUCKET and TAKE COAL that you'll find there. BREAK COAL and you'lld}iscover a fossil. Not the most exciting thing in the world, but we'llkeep it anyway. Now SOUTH to the Gallery. Here we'll di}scover threepaintings, each important in its own way. EXAMINE PAINTINGS and TAKE OILPAINTING since it's described as a clas}sic and is, no doubt, valuable.The watercolor depicts an interesting scene -- keep it in mind forfuture reference especiall}y the words. The gaudy painting doesn't looklike it belongs here. If you move it, you'll discover a safe here; butsince you} are not, and never will be, a safecracker, leave it alone.It's not important. SOUTH again will take you into the Drawing R}oom. The red leather setteeis obviously out of place, and if you EXAMINE SETTEE you'll find acushion. OPEN CUSHION THEN LOO}K IN IT and you'll find a Note. (Remember,this is a British creation, a Note is money, not something you read!)TAKE NOTE th}en go NORTH twice and EAST to the Entrance Hall. This is agood, central location to dump stuff. Unfortunately, there is no L}eglessHorse in this game, and the swag bag is definitely NOT bottomless. GoingEAST will take you to the Dining Hall where y}ou'll see a Bear in a cage.Also in the cage is a Platinum Chalice, and there's no question thatTHIS is a treasure! Unfortun}ately the cage is locked, and the bear lookstesty anyway so leave it for now. SOUTH again will take you to the Kitchen. The} cupboard looks inviting,so OPEN CUPBOARD AND LOOK IN IT and you'll find some rat poison and ajam jar. TAKE ALL FROM CUPBOA}RD and head SOUTH again to the Servant'sQuarters. OPEN CABINET THEN LOOK IN IT and you'll find a key. TAKE KEYthen SOUTH ag}ain to the gatekeeper's Bedroom. If you LOOK UNDER BEDyou'll find a tub. OPEN TUB THEN LOOK IN IT and you'll find a Maggot.}Yeecchhh! But it must be useful, so TAKE TUB. About this time you should hear the gatekeeper shout that the rat racewill st}art soon. Go NORTH three times and WEST to the Entrance Hall.DROP ALL BUT NOTE AND SWAG BAG. (You don't want the gatekeeper }to knowyou're a thief, do you?) Besides, if you try to pass the gatekeeper withany treasures, the results will be fatal! No}w SOUTH to the Courtyard.The gatekeeper will begin setting up for the race, so WAIT. He will thenask you if you'd like to b}et and give you the odds. This MIGHT be avariable, but every time I played, the Grey rat had the longest odds. Inany event }bet on the rat with the longest odds (you need lots ofmoney!). So BET ON GREY RAT WITH NOTE. You'll be treated to an excitin}gdescription of the first race at Santa Courtyard; but never fear, yourrat will win. The gatekeeper will give you a VERY d}ubious looking cheque (check toyou Americans), but it's all you'll get so settle for it. He will thendepart, leaving a bird}cage behind. Leave it for now. Time to explore some other areas and get some background on what'sgoing on here. Go SOUTH (d}on't ever spend more than one move at theGatehouse unless you are talking to the gatekeeper. He will escort youback to the }Drawing Room if you do. SOUTH and WEST twice to the CaveEntrance. Now GET LAMP AND LIGHT IT, it gets pretty dark in these ca}ves. WEST again will take you to the Junction Chamber, from which all roadslead. We'll try SOUTHEAST first. Here at the for}k in the road you'llfind an iron gate to the southeast. OPEN GATE THEN SOUTHEAST and you'llsee a gravedigger plying his tra}de. Ignore him, he's pretty morose.EXAMINE YEW TREE and you'll spot some berries. You might get hungrylater so GET BERRIES }then NORTHWEST. Now SOUTH to the Undertaker'sParlor. It's locked up tight (no, the key won't work here) but thatshouldn't s}top a Thief. BREAK WINDOW and SOUTH and you're in! There's acasket here, which is useless. You'll notice the counter has a f}lap init, so LIFT FLAP and SOUTH. The only thing of interest here is the Till.You'll find a button, so PUSH BUTTON THEN LOO}K IN TILL and you'll find acoin! GET COIN then NORTH twice and WEST. Here's the "Ba k of Ker vn a." If you READ NOTICE you'}ll find that thebank is closed due to no business. Don't bother trying to break in. Youcan't. We'll get it open another way}. The bank is closed because theThieves, who used to deposit all their loot here, have gone away, andthere's no business. M}aybe you can fix this. You'll also find a nightdeposit safe here. What we are going to do is deposit all our treasuresin th}e Bank in the hopes that it will reopen. Okay, now that you know what to do with your treasures, let's get downto some ser}ious hunting. From the Bank go EAST, NORTH, NORTHWEST to theJunction. To the southwest you'll see some very large, substanti}allooking iron bars blocking your way. Just for kicks, try BREAK BARS.Aha! Just as you thought, the old Polystyrene-Bars-Th}at-Look-Like-Irontrick! Now SOUTHWEST and you'll find a skeleton. EXAMINE SKELETON andyou'll find it has one of its finger }bones resting on a chest. Just tobe safe, let's GET FINGER AND CHEST. Then OPEN CHEST AND LOOK IN IT andyou'll find a heart}. (Where ELSE would you expect a heart to be, but ina chest? Isn't British humor wunnerful?) Now go SOUTH and you'll find y}ourself up to your knees in a stream.Follow it WEST to the Top of the waterfall. There's a rope ladder hereand if you EXAMI }NE LADDER you'll find it's tied in a tight ball. UNTIELADDER and the ladder will unroll. Don't bother going down -- there's }nothing you can do down there now. Go EAST, NORTH, NORTHEAST then EAST four times then SOUTH to theWheatfield. You'll see a } windmill operating in the distance. If you tryto talk to the Miller he won't hear you because of the windmill. SoSHOUT HEL }LO and the Miller will answer. Then SHOUT STOP WINDMILL andhe'll shut it down. Now SOUTH and sit down to talk with the Mill }er. He'll give you a pieceof gum which you should keep for future reference. If you ASK MILLERABOUT LUTE that he's playing }with, he'll tell you that the salesman toldhim it was magic. You can ask him about a few things you're interestedin, and ev}entually he'll tell you he's tired of the Lute and wants tosell it. BUY LUTE WITH CHEQUE (careful of the spelling) and you'l}l bethe proud owner of a magical (?) instrument. Lutes are VERY delicate, so PUT LUTE IN BAG and NORTH. Whooooops! It'sa g}ood thing you protected the Lute, you clumsy oaf! Now WEST, NORTHfour times. As you go through the courtyard, you'll probabl}y see adescription of fish jumping. Keep that in mind. In the Entrance Hall GETLUTE and DROP LUTE, BERRIES, CHEST AND GUM. }Now let's check out theupstairs. UP and WEST will take you into the Library. EXAMINE DESK will show youa paperback and a b}ox. READ PAPERBACK and you'll discover that yourinstincts were right: the fossil IS valuable. EXAMINE BOX and you'llfind th}e outlines of a heart, spade, diamond and club. Now OPEN BOX andinside you'll find three cards and a joker. This is VERY IMP}ORTANT. Payattention to which suit is NOT represented in the box (it's a variable);this will save your life later. You can }DROP BOX because you won't needit anymore. Now you can READ BOOK. You will get a variety of interestingtopics, all of them }variable. Among them you should find one that tellsyou that rats can't swim, another that tells you how to make a fishingpo}le out of a piece of wood, thread and needle or pin. Many of the bookswill give hints as to things to come in the game while} others areuseless. When you're tired of reading, go EAST (ignore the bathroom to the Northof here), EAST and NORTH to the} Billiard Room. GET CUE and then EXAMINEBILLIARD TABLE. You'll see three balls of different descriptions on thetable. Now H}IT (color) BALL WITH CUE. This may or may not be a variable(it was always the Red ball in my game), but one of the balls wil}lrefuse to go in a straight line. GET RED BALL (or whatever) AND OPEN ITand you'll find a diamond! DROP BALL but keep the c}ue -- it's amulti-purpose tool! Now EAST into the Music Room and you'll see an interesting stool. OPENSTOOL THEN LOOK IN I}T and you'll find a plastic bag. GET PLASTIC BAGTHEN EXAMINE IT and you'll find a valuable original manuscript! NowSOUTH tw }ice to the Spare Bedroom. There's a wealth of important stuffhere. First LOOK IN BED and you'll find a Sewing Box. GET BOX T!}HEN OPENIT and you'll see some cotton with a needle. Now LOOK UNDER BED andyou'll find a china pot. GET POT. Now OPEN WARDR"}OBE THEN LOOK IN IT andyou'll see a designer dress. TAKE DRESS. This throws a lot of people offthe track. The china pot and#} designer dress are BOTH treasures, eventhough they don't look like much. We've looted this room pretty good so go NORTH, W$}EST twice and SOUTHtwice to the Main Bedroom. There is a strange looking painting over thebed, so GET PAINTING THEN DROP IT%}. It's not valuable, but you'll see ahole in the wall. Looking through the hole will show you a light a LONGway off, so I w&}ouldn't enter the hole if I were you. You need a way toget across the chasm to the light. There's a mirror on the cabinet, s'}oGET MIRROR and then OPEN CABINET AND LOOK IN IT. You'll see a plaquethere; and if you READ PLAQUE, you'll find two buttons(} and theinformation that this is a folding bed. Being a very ingenious kind ofthief, you know immediately what to do, right)}? SIT ON BED. Now you can't reach the buttons from here, but remember thecue? PUSH TOP BUTTON WITH CUE and Wheeee! You're i*}n the SecretLaboratory. If you LOOK IN CAULDRON you'll find a sachet. EXAMINE SACHETand you'll find that you better not ope+}n it until you're ready to useit. Since you have no idea what it's good for, better leave it for now.There's only one other,} significant thing here: the diary. READ DIARY andyou'll have an idea what the sachet is for, but you still will have tofig-}ure out the other ingredients. The word "distasteful" gives you someideas, though, huh? There's nothing else to be done her.}e right now so go WEST and you'llfind yourself magically back in the Main Bedroom. Now North twice andDOWN. GET THE PAINTIN/}G AND FOSSIL, then EAST, SOUTH and EAST again tothe Gloomy Passage. OPEN DOOR and NORTH and you'll be at the top of aflight0} of stairs. The cellar below is infested with rats; but no matterhow hard you try, you can't get the rat poison where it wil1}l do anygood. On the south wall is a drainage system consisting of a stopcockand pipe. Remembering what the book said about2} rats and swimming, OPENSTOPCOCK and you'll hear water gurgling down the pipe. But we want thewater in the cellar so GET PI3}PE and the cellar will start to flood. WAIT one turn for the cellar to become half flooded then CLOSESTOPCOCK. Now you can 4}safely go DOWN and EXAMINE RACK. You'll find twobottles there. GET ALL FROM RACK and you'll end up with a red bottle anda C5}hampagne bottle. EXAMINE CHAMPAGNE BOTTLE and you'll find theinstructions "Shake me, say 'Hooray' and I will explode." Somet6}hingyou'll probably want to remember later. OPEN RED BOTTLE THEN LOOK IN ITand you'll find some wine and a ruby! GET RUBY T7}HEN DROP BOTTLE. (Isuppose you can drink the wine if you really WANT to.) Now UP and SOUTH twice to the Junk Room. You'll s8}ee a cube here. Itdoesn't look very impressive, but GET CUBE and then MOVE JUNK and you'llfind another exit. Go SOUTH and y9}ou're outside the castle By The Moat.There is another of those Night Deposit Safes here. It's time to see ifwe can't help t:}he local economy (and ourselves). OPEN SAFE then put theruby, diamond, dress, plastic bag, fossil, painting and pot in the s;}afe(you won't be able to put them all in at the same time) then CLOSE SAFE. Now NORTH twice, EAST, NORTH twice and EAST. Yo<}u've been working hardso it's time for a little recreation now. If you were lucky in the Library, you read a book that men=}tioned how tomake a fishing pole out of a piece of wood, thread and pin. If not, thisis something you just have to figure o>}ut yourself. The fish jumping inthe moat in the courtyard is about the only other hint you have aboutfish. You're going to ?}have to deal with the bear in the cage somehow,and although there IS some honey available, as far as I can tell there'sno w@}ay to get it, and it wouldn't accomplish the purpose. A bear's OTHERfavorite food is fish! GET COTTON and then FIX COTTON TA}O CUE. The syntax is a little trickyhere, and if you don't get it right, the parser doesn't understand whatyou want to do. B}Also, DON'T remove the needle from the cotton...I couldNEVER find a way to put it back! Now all you need is bait, so GET MAGC}GOTTHEN PUT IT ON NEEDLE and you're all set! Go SOUTH to the Courtyard andFISH IN MOAT. You will very quickly catch a fish,D} and the fact that it'sdead doesn't matter. (Dead mackeral maybe?) Anyway, go NORTH, GET COTTONFROM CUE, DROP CUE AND COTTOE}N. Then GET POISON AND PUT POISON ON FISH.Now go EAST to the Dining Room and UNLOCK CAGE WITH KEY and then GIVEFISH TO BEARF}. The fish will work wonders and then you can OPEN CAGE, GETCHALICE, CLOSE CAGE. (I don't know if the bear will ever wake upG}, but Idon't believe in taking chances! Now SOUTH, EAST, SOUTH, SOUTH and OPEN SAFE, PUT CHALICE IN SAFE, CLOSESAFE. Then H}NORTH, NORTH, WEST, NORTH, WEST. GET JAM JAR and go NORTHonce more. There is a stable door here. EXAMINE DOOR and you'll seeI} ahorseshoe. Let's RUB HORSESHOE for good luck. You see a golden glow, butnothing much else happens. Well, maybe something J}good will happen later.Now EAST to the stable. Simply OPEN JAR and a fly will enter the jar andget stuck. This will come inK} handy later. WEST, SOUTH will take you backto the entrance hall. We'll need a few supplies for our trip so DROP ALLthen GEL}T LAMP, CHAMPAGNE BOTTLE, COIN, FINGER, MIRROR, CUBE, LUTE, JARAND GUM. Now SOUTH, GET CAGE and SOUTH AGAIN, WEST twice and M}NORTHWEST,SOUTHWEST. There's a gem stuck in the wax in the ceiling, but it'sreally pretty simple to get. Just REFLECT BEAM N}AT WAX WITH MIRROR andthe gem will fall. CATCH GEM and you can DROP MIRROR. Now NORTHEAST andSOUTHEAST to the Junction. WeO}'re going to take a little unnecessary side trip here, just so youcan see what is going on. Go SOUTHEAST, SOUTH, WEST and yoP}u're in frontof the bank. READ NOTICE and you'll see that it says "Closed due to lackof business." Now OPEN SAFE, PUT GEM IQ}N SAFE and CLOSE SAFE. Now WAITone turn and you'll see a little man come out and change the notice. Ifyou READ NOTICE, you'R}ll see that it now says "Closed due to not muchbusiness." It might be fun later to save up all your treasures and bringthemS} here and deposit them one at a time, and see how long it takes thelittle man to drop from exhaustion! Now EAST, NORTH, NORTT}HWEST to theJunction. If you're not interested in watching the scenery just described, youcan bypass that and go directly U}to the Zoo and put the gem in the safethere. From the Junction go NORTHEAST and you'll be at the entrance tothe Zoo. There'V}s a toll gate here and you'll have to PUT COIN IN SLOT toget in. There is also a Night Deposit Safe here in which you can puW}t thegem if you still have it. Now EAST, SOUTH and WEST will take you to the Insect House. Somevandals have been at work hX}ere, but read the plaque which will tell youthat the snake (what's a snake cage doing in an insect house?) whoescaped likesY} cold climates. GET SNAKESKIN (you might want to make awallet later) and then head EAST. Oops! You seem to have a snake corZ}set! Not to worry. Remember that signat the T-Junction which mentioned a Jungle? Jungles are HOT! So go NORTHtwice and then[} WEST and the snake will expire from heat stroke. Nowyou're faced with a yucky spider, but if you DROP JAR, a stickysituati\}on will be to your benefit. Go EAST back to the T-Junction. There's an Aviary to the East but we'llforget it for now. SOUTH]}, WEST, and SOUTHWEST will take us back to theJunction. We're going to investigate another area now so go EAST twice, SOUTH^}twice, WEST and SOUTH again and you're at the Antechamber to the Temple.There's another of those Night Safes here, a good s_}ign that there mightbe treasure around! SOUTH again takes you into the temple. Whatever you do, DON'T touch thestatue yet.`} Instead EXAMINE ALTAR and you'll find an Incense Burner. GETBURNER and you're ready to investigate the other exits. There ia}s nothingat the Northeast exit so ignore it. Go SOUTWEST, UP and EAST and you'llfind an organ. EXAMINE ORGAN then GET ALL Kb}EYS FROM ORGAN. Now WEST,DOWN, NORTHEAST and SOUTH. You'll see a beehive here. EXAMINE HIVE andyou'll find that it's closedc} and there are some gloves on it. You canopen the hive and there is honey inside, but I know of no way in theworld to get id}t, and it isn't needed. But the gloves might help so GETGLOVES then NORTH, SOUTHEAST and UP. There's an ivory rhinoceros here}e,and ivory is valuable, so GET RHINOCEROS then DOWN, NORTHWEST andNORTHWEST again. Then DOWN to an exit with "WOBNIAR" abof}ve it. If you'revery observant, you'll notice that that spells rainbow backwards. BetterSAVE the game here, one false step g}and you're a goner! Those of us who have played HOLLYWOOD HIJINX will NEVER forget theorder of the colors of the rainbow. Fh}or those of you who didn't, theyare Violet, Indigo, Blue, Green, Yellow, Orange, Red. You must passthrough the following roi}om by stepping on these colors in order.Assuming it is NOT a variable (it was the same in every game I played)you should bej} able to get through by using this sequence: SOUTHEAST(Black), SOUTHEAST (Violet), NORTH (Indigo), EAST (Blue), EAST (Green)k},SOUTHEAST (Yellow), SOUTH (Orange), SOUTHWEST (Red), EAST (White). SOUTHEAST will take you to the Crypt Room. The sarcophal}gus is locked,and what better to open it with than a skeleton bone? So, UNLOCKSARCOPHAGUS WITH FINGER then OPEN SARCOPHAGUSm}. There's a skull in there,and if you EXAMINE SKULL, you'll find an eye in the skull. TAKE SKULLTHEN DROP FINGER. There's nn}othing else of interest here so go EAST intothe Shrine. There's a statuette here, and although the description ispretty vago}ue, it is valuable, so TAKE STATUETTE. Now there's a blackdoor behind a black drape...so what do you suppose would unlock itp}?Right! UNLOCK DOOR WITH EBONY KEY. Now OPEN DOOR, DROP EBONY KEY and goEAST. Nothing here but a pamphlet, so READ PAMPHLETq} and you'll get somevaluable information about walking on coals. We're done here so go WEST, WEST, and NORTHWEST to the whir}te square.Follow the rainbow colors to get out (not the reverse of the way you gotit!). From the white square: NORTHWEST, Ns}ORTH, NORTHWEST, EAST,SOUTHWEST, SOUTHWEST, NORTHWEST, NORTH should put you on the blacksquare. Now NORTHWEST, UP, SOUTHEASt}T and NORTH to the Antechamber. OPEN SAFE then PUT BURNER, STATUETTE AND RHINOCEROS IN SAFE, then CLOSESAFE and some more ou}f your valuables have been deposited. Now we'reready to tackle that statue. Go SOUTH into the temple. Just for safetysake Pv}UT LUTE IN SWAG BAG and then GET STATUE. Now you know why I told you not to touch that statue! Don't panic,though, just WAIw}T one turn. Now DROP STATUE (or you'll drown) and NORTHthree times which will put you on a sandy beach. GET BROOCH which is x}inplain sight and then investigate those lumps in the sand. DIG IN SANDand you'll find some wetsuit boots. GET BOOTS. Now gy}o DOWN to the ThinShaft. If you try to enter this shaft without the right equipment,you'll slip and die, so WEAR BOOTS THENz} DOWN and you'll make it okay.Now go SOUTH. You see that rope? Well, you can't possibly climb itunless you WEAR GLOVES. Now{} UP and GET PICK then DOWN and WEST. Lookslike these minerals might be valuable so GET MINERALS WITH PICK. You cannow DROP |}PICK, GLOVES AND BOOTS and GET STONE. Now EAST and then SOUTH. Does this look familiar? Sure it does: It's the rope ladder y}}ou letdown earlier; good thing, too! So UP, EAST, NORTH and NORTHEAST andyou're back in the cave at the good old Junction!~}Now we know what those succulents were for so back to the Zoo!NORTHEAST, to the Safe. OPEN SAFE THEN PUT BROOCH AND STONE I}N SAFE,then CLOSE SAFE. Now EAST and then SOUTH and we'll try that other key.UNLOCK DOOR WITH IVORY KEY then DROP KEY THEN }OPEN DOOR. Now EAST intothe Office. There's lots of stuff here, but ignore it all except thespade. OPEN DRAWER THEN LOOK IN} IT and you'll find a key and a magazine.GET KEY AND SPADE THEN READ MAGAZINE and you'll learn the feeding habitsof the Mac}aw. Now OPEN DOOR and NORTHEAST to the White Corridor. ThenUNLOCK DOOR WITH KEY, OPEN DOOR, DROP KEY, then go NORTHWEST and }CLOSEDOOR. There's a noisy little Mynah bird here who can be of great help toyou. OPEN CAGE, GET MYNAH, PUT MYNAH IN CAGE t}hen CLOSE CAGE. Now youcan OPEN DOOR and go SOUTHEAST, SOUTHWEST, WEST, NORTH twice. If you gettired of hearing the Mynah s}quawk, you can teach it to talk by sayingMYNAH, HELLO, or whatever you want it to say. This will be cruciallater. Now go W}EST and GET SUCCULENTS. Then SHAKE PALM TREE and you'll berewarded with some Macaw food. GET COCONUT. (Don't shake the tree }again,or it will be fatal!). Now EAST twice to he Aviary. There's the bird youwant, and he'll tell you that he'll trade som}e information for food.BREAK COCONUT WITH SPADE THEN DROP SPADE and then GIVE COCONUT TO MACAWand you'll be rewarded with t}he ingredients for the Baron's secretformula. Now we're ready to deal with those coals so go WEST, SOUTH, WEST,SOUTHWEST t}o the Junction and NORTHWEST twice. Now RUB SUCCULENTS ONFEET then go UP. You made it! DROP SUCCULENTS here and go UP again.}There's nothing of interest in the Boathouse so just go SOUTHEAST to theYellow Room. You probably should save the game here} in case you mess upthe next part. The secret to this puzzle is really simple if you explore all the roomsand draw a map. }If you look at the map, you'll see that the five roomsare laid out in the same pattern as the spots on the face of a die. Di}ceare a very important part of the game from here on. (Which is probablywhy they included that die in the package.) GET YE}LLOW DIE then go SOUTHEAST. There are rooms with a die in each ofthe four corners of this White Room. Get the three other di}e and comeback here. Okay...now if you examine the slots in the opaque case,you'll see that they are colored Red, Green, Bl}ue, and Yellow, the sameas the dice. The dice you have all have one spot on each face. They needto have a five on each face} (the pattern of the rooms). So start withthe Red Die and ROLL DIE. Wow! That horseshoe was lucky, after all!Okay, tell Lad}y Luck FIVE. Then PUT RED DIE IN RED SLOT. Do the samewith the other three and the case will no longer be locked! Now GETPL}ASTIC DIE. Now I think it's time to start building the Baron's secretrecipe. From the White Room go NORTHWEST twice then DO}WN. Now RUB SUCCULENTS ONFEET (check to make sure you haven't GOT the succulents...you need themhere, but should be able to} use them without picking them up.) Now DOWN,SOUTHEAST twice and you're back at the junction. Now go EAST twice, NORTH twic}e. At the Entrance Hall make sure you havethe cue, berries, heart, eye, cube and snakeskin. Now UP then SOUTHtwice. The bed} which shot you into the Secret Lab is still up againstthe wall, so PUSH BOTTOM BUTTON and the bed will return. Now SIT ON B}EDthen PUSH TOP BUTTON WITH CUE. In the lab, GET SACHET and then,remembering what the Macaw told you, PUT HEART, EYE, SKIN,} BERRIES INCAULDRON. The diary said something about symetrical objects, so PUT CUBEIN CAULDRON. Now OPEN SACHET and the con}tents will turn into powder. PUTPOWDER IN CAULDRON and when you LOOK IN CAULDRON, you'll see an anticube(which isn't there)}. GET ANTICUBE (don't ask ME...I just work here!). Now WEST, then NORTH, NORTH, DOWN. We're about to start the endgame, sol}et's check our provisions. You should have nothing but the LAMP, LUTE,GUM, CAGE, CHAMPAGNE BOTTLE, DIE, and ANTICUBE. Back }to the cave by going SOUTH three times, WEST three times, thenSOUTHEAST, SOUTH, and WEST. The notice at the bank should now }say"Closed due to not quite enough business." Well, you can solve that.There's one last treasure you haven't noticed yet. E}XAMINE LUTE andyou'll find a silver plectrum on it. OPEN SAFE then PUT PLECTRUM IN SAFEand CLOSE SAFE. Now WAIT one turn an}d the little man should come out andchange the notice to read "Bank open all hours, please enter." There are a few preparat}ions you have to make before you're ready totackle the bank. First GET CARD FROM POCKET then PUT DIE AND ANTICUBE INPOCKET.} Now, we're gong to teach the bird a new word. Say MYNAH, HOORAY.You may have to repeat it before the bird says it. Now CHEW} GUM andyou're ready to enter the bank. OPEN DOOR THEN SOUTH and you will find a couple of queues. Experiencedadventurers }will have learned long ago not to try to get in the shortline, so ENTER FURTHER QUEUE and you will immediately be at the tel}ler'swindow. SHOW CARD TO TELLER and you will be whisked into the BankManager's office. He will begin explaining to you tha}t he can't let youhave any of your valuables, because the bank would be out of business.The timing is pretty critical here }so pay attention. As soon as you arein his office DROP CAGE AND BOTTLE. Then WAIT one turn, then SHAKEBOTTLE. At this point} he should escort you out of the office. You mayhave to WAIT a turn after shaking the bottle, but as soon as your areoutsid}e his office and he has locked the door behind him, PUT GUM INKEYHOLE. It is important that you do this while the Bank Manag}er isoutside his office, so that he can't get back in. If you've done everything right, you should hear the Mynah say "hoor}ay"and there will be an explosion. Everyone will panic and leave you alonein the bank. You will notice that the roof has be}en blown off; this isyour big chance. It's time for music so PLAY LUTE AND SING URFANORE PENDRA. You will befloating in th}e air having dropped everything you were carrying. Now goSOUTH and when you land you will be in the Bank Manager's office, a}ndabout to begin a very clever and perplexing puzzle. Go EAST into the bank vault. You will notice three exits besides the}one you came in. Remember that I said dice were very important in thisgame? Well, the exits in the rooms from here on, are e}quivalent to spotson a die. You must roll a number on the die that does NOT contain a spotcorresponding to one of the exits} in the room you are in. In otherwords, you must use an exit that does NOT appear on the die after youroll it. (You may hav}e to read that several times to catch on to what Imean.) To make it more complicated, each time you use an exit, thenumber }you rolled will disappear from the die. You must make your movesso that when you reach the final room (which is ALWAYS reach}ed byrolling a FOUR) ALL the numbers will have disappeared off the die. Itstands to reason that as you get closer to your g}oal it's going to takelonger to get a number...rolling the final four may take 30 or morerolls! Luckily, you rubbed the hor}seshoe and have Lady Luck on your sideto make things easier. Okay, here we go. The room you're in has three exits. ROLL DIE} and askfor a TWO. Then go DOWN (See, the center exit was not represented on thedie). Now the room you are in will have the} same number of exits, in thesame position, as the number you previously rolled, in this case therewill be two exits, NW an}d SE. This time ROLL DIE and ask for a ONE. GoNORTHWEST. Now ROLL DIE and ask for SIX and go DOWN. Now roll a FIVE andgo WE}ST. Now roll a FOUR and go DOWN. Aha! Here are all the treasures you deposited! But wait! There's more!EXAMINE THE PILLAR a}nd you will discover that there is a weighingmachine on it with a cube which appears to be VERY valuable. Theweighing machi}ne is delicately balanced so that if you disturb theweight, you will die. If you EXAMINE CUBE you will see that it is about}the same size as the one in your package. Notice they didn't sayIDENTICAL. It doesn't have any spots...and any spots on the }die you havewould change its weight; THAT'S why you had to end up with a blank die. The solution is really very simple. Fir}st PUT DIE AND ANTICUBE ONSCALE. The anticube EXACTLY CANCELS the weight of the die, so it's as ifyou didn't put anything o}n there at all! Now GET CUBE AND ANTICUBE.Voila! You have another treasure! Now GET ALL and, since you dropped your lamp, G}ET WHITE. (Yup, itworks!) You're still not quite out of the woods yet, though. The pillar has four signs on it pointing to }four directions and naming the four playing card suits. If you chose the wrong direction, you're mincemeat. Remember the bo}x you found in the Library? There was one suit missing, having been replaced by the Joker. I hope you remember what it was.}..because that is the ONLY safe exit! Find the direction on the signpost and then go that way. Well THIS looks vaguely fam}iliar! It's the White Die room. You have only one task remaining now so go NORTHWEST, NORTHWEST, DOWN. Remember when I told} you you wouldn't need the succulents anymore? I lied! RUB SUCCULENTS ON FEET then DOWN, SOUTHEAST, SOUTHEAST, then EAST fou}r times to the Jetty. Now PULL ROPE and then EAST again and you will get your reward! Congratulation you wave finished Gu}ild of Theves...etty. Now PULL ROPE and then EAST again and you will get your reward! Congratulation you wave finished GuAnother adventure solution that wasbrought to you by DENON from ISRAEL.SOLUTION TO PLANETFALLWARNING: THIS IS NOT A HIN}T SHEET!THIS IS A STRAIGHT-FORWARD WALKTHROUGH OF THE GAME! EXIT OUT IFTOO MUCH IS BEING GIVEN AWAY ...AFTER ALL, SOLVING} IT ALONE IS MOSTOF THE FUN!DIRECTIONS ARE GIVEN AS SINGLE LETTERSAND ANYTHING OUT OF THE ORDINARY WILLBE INDICATED IN }'QUOTES'. OTHERWISE,JUST TYPE THE COMMANDS IN THE ORDERGIVEN.HERE GOES ....YOU START ON BOARD THE FEINSTEIN,WHERE Y}OU ARE SUPPOSED TO BE SCRUBBINGTHE DECK ... NOT MUCH TO SEE HERE,EXCEPT THAT MEAN &%$*#$ BLATHER. ANALIEN MAY STOP AND GIV}E YOU AN ADBROCHURE. IF HE DOES, JUST DROP IT ASIT'S JUST INFOCOM'S TRADITIONALTRADEMARK.THEREFORE, YOU SHOULD JUST:WA}IT (KEEP WAITING UNTIL THE SHIPBLOWS UP), THEN GO W INTO THE POD.GET IN WEBBING, WAIT (KEEP 'WAITING'UNTIL YOU LAND ON TH}E PLANET), GETOUT, GET KIT, OPEN DOOR, EXIT POD,SWIM UP, U, U, U.YOU SHOULD NOW BE IN THE COURTYARD.YOU MIGHT WANT TO S}AVE THE GAME HERE,IN CASE YOU GOOF HEREAFTER. NEXT GO:N, NE, E, E, E (DOWN THE LONGHALL), S, S, S, SE, TURN ON ROBOT(NO}THING WILL HAPPEN AT FIRST, BUTHE'LL JOIN YOU SOON), W, W, DROPBRUSH AND ID CARD, GET BAR, NE, N, N,N, N, HOLD BAR OVER CR}EVICE, DROPBAR, S, OPEN KIT, DROP KIT,W, W,UNLOCK PADLOCK WITH KEY, REMOVE PAD-LOCK, DROP KEY AND PADLOCK, OPENDOOR, N, G}ET LADDER, S, E, E, N, N,DROP LADDER, OPEN LADDER, PUT LADDEROVER RIFT, N, W, W, OPEN DESK, GETSHUTTLE CARD, E, OPEN DESK,} GETKITCHEN CARD AND UPPER CARD, E, S, S,S, E, PUSH BLUE BUTTON, W, EAT BROWNGOO, S, S, S, SW, GET FLASK, E, PUTFLASK UND}ER SPOUT, PUSH RED BUTTON,GET FLASK, N, N, N, N, E, N.YOU SHOULD NOW BE IN THE UPPERELEVATOR, WHERE YOU NEED TO:'SLIDE} UPPER CARD THROUGH SLOT','PUSHUP BUTTON'*** NOW, KEEP WAITING (OR DO ANYTHINGTO USE UP MOVES. I LIKE USING 'L'CONTINUOU}SLY) UNTIL THE ELEVATOR DOOROPENS UP. THEN:S, NE, POUR LIQUID IN HOLE, SW, N,SLIDE UPPER CARD THROUGH SLOT, PUSHDOWN BUT}TON, ('WAIT' UNTIL DOOROPENS), S, W, S, S, S, S, PUT FLASKUNDER SPOUT, PRESS GREEN BUTTON, GETFLASK, N, N, N, N, E, N, SLI}DE UPPERCARD THROUGH SLOT, PUSH UP BUTTON,(WAIT UNTIL DOOR OPENS), S, NE, POURLIQUID IN HOLE, SW, N, SLIDE UPPERCARD THRO}UGH SLOT, PUSH DOWN BUTTON,(WAIT UNTIL DOOR OPENS), S, W, S, S,S, S, PUT FLASK UNDER SPOUT, PUSHGRAY BUTTON, GET FLASK, N,} N, N, N, E,N, SLIDE UPPER CARD THROUGH SLOT, PUSHUP BUTTON, (WAIT ...), S, NE, POURLIQUID IN HOLE, DROP FLASK.*** O.K.,} THE COMMUNICATIONS SYSTEM ISREPAIRED. YOU ARE PROBABLY VERY TIREDBY NOW, SO LET'S GET TO BED!...TRY:SW, N, SLIDE UPPER }CARD THROUGH SLOT,PUSH DOWN BUTTON, (WAIT ...), S, W, W,N, GET IN BED, SLEEP (YOU MAY NEED TOWAIT A MOVE OR TWO).*** NO}W, IN MY EARLY VERSION, THERE'SA BUG THAT TAKES ALL OF THE ITEMSTHAT YOU AREN'T WEARING AND PUTSTHEM IN THE ROOM OUTSIDE Y}OUR BED.THEY ALSO AREN'T VISIBLE UNLESS YOU'LOOK' OR GO OUT OF THE ROOM ANDRE-ENTER. IF YOU FIND YOU'RE MISSINGYOUR ACCES}S CARDS, THEY ARE RIGHTTHERE IN THE ROOM NEXT TO THE BUNK.O.K., NOW ON TO THE OTHER COMPLEX!!!(YOU MIGHT WANT TO SAVE THE }GAMEAGAIN!)GET UP, (LOOK AND GET YOUR CARDS IFYOU NEED TO), S, W, S, GET CANTEEN,OPEN CANTEEN, SLIDE KITCHEN CARDTHROU}GH SLOT, DROP KITCHEN CARD, S,PUT CANTEEN IN NICHE, PUSH BUTTON,GET CANTEEN, N, N, E, E, S, E, GETBEDISTOR, W, S, S, SW, G}ET LASERAND PLIERS, NE, N, N, N, EAT REDGOO, E, N.*** NOW, THE NEXT THING YOU NEED ISTHE LOWER ELEVATOR ACCESS CARD. FL}OYDHAS IT, BUT THE ONLY WAY TO GET ITFROM HIM IS TO BE IN THE UPPERELEVATOR WITH HIM AND KEEP SAYING'SLIDE UPPER CARD THR}OUGH SLOT'.EVENTUALLY, HE WILL SHOW YOU HISCARD, AT WHICH POINT YOU SHOULD'GET LOWER CARD'. THEN YOU SHOULD:S, PUSH RE}D BUTTON, DROP UPPER CARD,(WAIT UNTIL THE ELEVATOR OPENS), S,SLIDE LOWER CARD THROUGH SLOT, PUSHDOWN BUTTON, DROP LOWER CA}RD, (WAITUNTIL DOOR OPENS), N, E, S, E.*** YOU SHOULD NOW BE IN THE SHUTTLE.ALFIE CONTROL EAST, TO BE EXACT.THIS LITTLE} HONEY WILL TAKE YOU TOTHE LAWANDA COMPLEX ON THE OTHERISLAND. THE SHUTTLE CONTROLS AREVERY SIMPLE. THE LEVER CONTINUALLY}ACCELERATES THE SHUTTLE WHEN IN THEUP POSITION. IT MAINTAINS CURRENTSPEED WHEN IN THE MIDDLE POSITIONAND DECELERATES THE S}HUTTLE WHENIN THE DOWN POSITION. TO ACTIVATETHE CONTROLS, INPUT:SLIDE SHUTTLE CARD THROUGH SLOT, DROPSHUTTLE CARD, PUSH }LEVER UP.*** O.K. NOW, KEEP HITTING 'L' ANDYOU'LL NOTICE YOUR SPEED INCREASINGEACH TIME IN INCREMENTS OF 5. KEEPHITTING }'L' UNTIL YOUR SPEED HITS55 MPH. (NEVER MIND THE SIGN YOUSEE). THEN, 'PULL LEVER DOWN'. ITWILL NOW BE IN THE MIDDLE POSITI}ONAND YOU WILL BE STEADY AT 55 MPH.SOON YOU WILL SEE A SIGN MARKINGTHE HALFWAY POINT. WHEN YOU SEE IT,HIT 'L' ONE MORE TI}ME, THEN INPUT'PULL LEVER DOWN'. THE SHUTTLE WILLDECELERATE (IGNORE THE SPEED LIMITSIGNS) AND SHOULD STOP RIGHT WHENYOU'V}E ENTERED THE LAWANDA STATION!(THIS IS ANOTHER GOOD TIME TO SAVETHE GAME!)*** O.K., NOW TO FINISH FIXING THEREST OF T}HE SYSTEMS AND FINISH THEGAME. NOTE >>> SOMETIME BETWEEN NOWAND THE END OF THE GAME (DEPENDINGUPON HOW LONG IT TOOK FLOYD }TO GIVEYOU THE LOWER CARD), YOU WILL GETHUNGRY. WHEN YOU DO, JUST 'DRINKLIQUID' AND DISCARD THE CANTEEN.O.K., FROM ALFIE }CONTROL EAST GO:W, N, U, U, NE, N, TELL FLOYD TO GONORTH, TELL FLOYD TO GET SHINY BOARD,S, E, N, OPEN PANEL, REMOVE SECO}NDBOARD, INSERT SHINY BOARD IN PANEL,DROP FRIED BOARD.*** O.K., THE PLANETARY DEFENCES AREREPAIRED! NEXT:S, E, N, OPE}N LID, REMOVE FUSEDBEDISTOR WITH PLIERS, INSERT GOODBEDISTOR IN CUBE, DROP FUSED BEDISTORAND PLIERS.*** COURSE CONTROL I}S FIXED! NOW GO:S, S, S, S.*** YOU SHOULD NOW BE IN THE COMPUTERROOM. YOU MUST NOW WAIT UNTIL FLOYDENTERS AND NOTICES} THAT THE COMPUTERIS BUSTED. THEN:NE, OPEN BIO-LOCK DOOR, SE, E, LOOK INWINDOW.*** FLOYD SHOULD NOW BE WITH YOU ANDTHE} BRAVE LITTLE SOUL WILL SEE THEMINIATURIZATION CARD IN THE LAB ANDWILL VOLUNTEER TO GET IT. YOU NEXTSHOULD:OPEN DOOR, C}LOSE DOOR, L, OPEN DOOR,CLOSE DOOR, (DEAR LITTLE FLOYD WILLPERISH), GET MINIATURIZATION CARD, W,OPEN DOOR, W, S, REMOVE OL}D BATTERY,DROP OLD BATTERY, INSERT NEW BATTERYIN LASER, N, SW, S, SLIDEMINIATURIZATION CARD THROUGH SLOT,TYPE 384, SET DI}AL TO 1, E, N, N,SHOOT BOULDER WITH LASER, (YOU WILLNEED TO KEEP SHOOTING THE BOULDERUNTIL YOU DESTROY IT), SET DIAL TO 6,}S.*** A LARGE MONSTER WILL NOW BLOCKYOUR PATH. YOU HAVE TO KEEP TYPING'SHOOT MONSTER WITH LASER'. THEWOUNDS WILL KEEP H}EALING, BUT SOONYOU WILL SEE IN THE DESCRIPTIONTHAT THE MONSTER IS ATTRACTED TOTHE HEAT OF THE LASER. WHEN YOU SEETHIS DE}SCRIPTION, YOU NEED TO'THROW LASER INTO VOID'. THE BEASTWILL FOLLOW AFTER IT. NEXT:S, W, (YOU WILL FIND YOURSELF IN ANAU}XILIARY BOOTH), N, OPEN DESK, WEARMASK, PUSH RED BUTTON, OPEN DOOR, W,OPEN LAB DOOR, W, W, OPEN DOOR,W, SW, W, S, PUSH BUT}TON.*** ALL RIGHT, YOU'VE DONE IT!!!!!ALL YOU HAVE TO DO IS WAIT FOR THEDOOR TO OPEN, THEN GO NORTH AND THEREST TAKES }CARE OF ITSELF!!!!HT, YOU'VE DONE IT!!!!!ALL YOU HAVE TO DO IS WAIT FOR THEDOOR TO OPEN, THEN GO NORTH AND THEREST TAKES  ZORK IAnother solution that was ported byDENON from ISRAEL.THANX TO: whoever wrote this text onthe ST #}computer.THIS IS THE STEP-BY-STEP TUTORIAL ONHOW TO SOLVE ZORK II HAVE HEARD OF A STRANGE PASSAGEBETWEEN THE CYCLOPS R#}OOM AND THELIVING ROOM. IF YOU CAN GET THROUGHIT YOU MAY WISH TO USE IT AS A SHORTCUT (OPTIONAL). I WOULD SUGGEST YOUHAVE#} AN INITIALISED SAVE GAME DISK ORELSE IT WILL BE ALMOST IMPOSSIBLE TOWIN!!!FROM THE START: [N,N,U], "GET EGG",(NO WE'RE#} NOT GOING TO THROW IT ONTOTHE GROUND) [D,S,E], "OPEN WINDOW",[W]"GET ALL", [W], "OPEN SACK", "GETLUNCH AND GARLIC", (NO# } WE'RE NOTHAVING A PICNIC) "DROP ALL", "GETSWORD AND LAMP", "MOVE RUG", "OPENTRAPDOOR", "OPEN CASE" (GET EVERYTHINGREADY # }HERE), [E,U], "TURN ON LAMP","GET ALL", [D,W], "DROP KNIFE" (YOUMAY WISH TO SAVE YOUR GAME HERE INCASE THE THIEF POPS IN A# }ND STEALSSOMETHING IMPORTANT)[D,S,E], "GET PAINTING", [W,N], (NOW,SAVE YOUR GAME AGAIN BECAUSE WE'REGOING TO KILL A TROL# }L IN THE NEXTROOM)[N], "KILL TROLL", (KEEP TYPING IN"AGAIN" UNTIL HE'S DEAD. NOW IF YOUWERE WOUNDED OR KILLED YOU CAN RE# }STOREYOUR GAME.)"DROP SWORD", (WE DON'T NEED ITANYMORE), [E,E,SE,E], "TIE ROPE TORAILING", (IT'S SAFER THAN JUMPING!),[#}D,S,E], "GET COFFIN", [W,S], "PRAY"(NOW THAT TRAPDOOR WON'T CLOSEANYMORE!), [S,N,W,W,W], "OPEN COFFIN","GET SCEPTRE", "PUT#} COFFIN ANDPAINTING IN CASE"[E,E,E,E,D,D,N], "WAVE SCEPTRE",[E,E,N,N], "GET SHOVEL", [NE], "DIGSAND", "AGAIN", "AGAIN", #}"AGAIN","DROP SHOVEL", "GET SCARAB", [SW,S,S,W,W], "GET POT", (WHERE DID THIS COMEFROM?), [SW,U,U,NW,W,W,W], "PUT ALLBUT #}LAMP IN CASE", (WE'RE A QUARTEROF THE WAY THERE !!)"GET ALL BUT SACK AND GARLIC", "OPENTRAPDOOR", [D,N,W,S,E,U], "GET BAG#} ANDKEY", [SW,E,S,SE], "GIVE LUNCH ANDWATER TO CYCLOPS" (YOU CAN'T KILL HIM)"DROP BOTTLE", (NOW SAVE YOUR GAMEHERE BECAU#}SE WE HAVE TO KILL THETHIEF), [U], (SAVE YOUR GAME AGAIN IFYOU WERE NOT WOUNDED OR KILLED)(NOW, IF THE THIEF DID NOT TAKE#} YOUREGG BEFORE TYPE IN "GIVE EGG TO THIEF"AND SAVE YOUR GAME AGAIN)"KILL THIEF", (IF YOU HAVE KILLED HIMWITHOUT GETTING#} HIT YOU MAY WISH TOSAVE YOUR GAME ONCE MORE)(IF THE SWORD IS HERE DON'T TAKE IT)"GET ALL BUT STILETTO", "DROP KNIFE",[#}D,NW,S,W,U,D,NE], "UNLOCK LOCK","DROP KEY", "OPEN GRATE"[U,S], "WIND UP CANARY", "GETBAUBLE", [S,E,W,W], "GET CANARY", "P#}UTALL BUT LAMP IN CASE", "GET GARLIC",[D,N,E,N,NE,E,N], "GET MATCHBOOK",[E], "PUSH YELLOW", "GET WRENCH ANDSCREWDRIVER", #}[W,S], "DROP GARLIC ANDSCREWDRIVER", "TURN BOLT WITH WRENCH","DROP WRENCH", [E]"GET PLASTIC", [N], "DROP PLASTIC",[S, SW#},S,E], "ECHO", "GET BAR", [W,SE,E,D], "TURN OFF LAMP", "GET TORCH",[S], "GET BELL"[S], "GET ALL", [D,D], "RING BELL","LI#}GHT MATCH", "LIGHT CANDLES WITHMATCH", "READ BOOK", "TURN OFFCANDLES","DROP BOOK", [S], "GET SKULL"[N,U,N,N,N,W,W,S,U], "#}PUT SKULL ANDBAR IN CASE", [D,N,E,N,NE,E], "GETGARLIC AND SCREWDRIVER", [W,N], "DROPALL BUT TORCH", "GET TRUNK", [N,N],"G#}ET TRIDENT", [S,S,S,SW,SW,W,S,U],"PUT TRUNK AND TRIDENT IN CASE", [D,N,E,N,NE,N], "GET ALL", [N,N,U,N,N,W,N,W], "DROP TORC#}H", "TURN ON LAMP", [N],"GET FIGURINE", (IT'S A GOOD THING WEHAD THAT GARLIC!) [S], "DROPFIGURINE", [N,E], "DROP ALL BUT L#}AMPAND GARLIC", [N,D,E,NE,SE,SW,D,D,S],"GET COAL", [N,U,U,N,E,S,N,U,S], "GETALL", "PUT COAL AND SCREWDRIVER INBASKET", "L#}IGHT MATCH", "LIGHT CANDLESWITH MATCH", "PUT CANDLES IN BASKET","LOWER BASKET", "DROP MATCHBOOK", [N,D,E,NE,SE,SW,D,D,W]"D# }ROP ALL", [W],"GET COAL AND CANDLES ANDSCREWDRIVER", [S], "OPEN LID", "PUTCOAL IN MACHINE", "CLOSE LID", "TURNSWITCH WITH#!} SCREWDRIVER", "DROPSCREWDRIVER", "OPEN LID", "GETDIAMOND",[N], "PUT DIAMOND INBASKET", "DROP CANDLES", [E], "GET ALLBUT #"}TIMBER"[E,U,U,N,E,S,N], "GET SAPPHIRE",[U,S], "RAISE BASKET", "GET DIAMOND",[W,S], "GET ALL", [E,S,D,U], "DROPGARLIC", "##}PUT ALL BUT LAMP IN CASE",[D,N,E,N,NE,N,N], "GET PUMP", [S,S,E],"GET PLASTIC"[S,D,E,E,S], "DROP PLASTIC", "INFLATEPLASTI#$}C", "DROP PUMP", "ENTER BOAT","LAUNCH", "GET BUOY", "LAND", "GETOUT OF BOAT", [S,W,W,SW,U,U,NW,W,W,W],"OPEN BUOY", "PUT EM#%}ERALD IN CASE",(NOW THE LAST TREASURE WILL APPEAR,WHICH IS AN OLD PARCHMENT. YOU DO NOTNEED IT IN THE CASE FOR A PERFECTS#&}CORE SO YOU CAN READ IT IF YOU WISH.)[E,E,N,W,SW,W] AND YOU'RE THERE WITHA PERFECT SCORE OF 350!THE CASE FOR A PERFECTS eThis time it's the solutionto ZORK II, the text wasported by DENON from ISRAEL. ZORK IITO START:--------'(}1. TAKE ALL2. S,S,S,SW,S3. LIGHT LAMP4. SE5. IN (OR ENTER GAZEBO)6. GET TEAPOT7. OUT8. N,NE9. GET WATER10')}. S,SE,S,S,W,SE (YOU SHOULD BE INTHE RIDDLE ROOM, MOVE AROUND UNTILYOU ARE)11. SAY "A WELL"12. E13. GET PEARLS14. E'*}15. GO IN BUCKET16. POUR WATER17. GET OUT18. E19. GET RED CAKE, GREEN CAKE, BLUECAKE20. EAT GREEN CAKE21. E22'+}. THROW RED CAKE IN POOL23. GET CANDY24. W25. EAT BLUE CAKE26. NW27. TELL ROBOT "E"28. E29. TELL ROBOT "PUSH TR',}IANGLE"30. TELL ROBOT "S"31. S32. GET SPHERE33. TELL ROBOT "LIFT CAGE"34. GET SPHERE35. N,W,S (YOU SHOULD BE IN T'-}EA ROOM)36. W37. GET IN BUCKET38. GET WATER39. GET OUT40. DROP TEAPOT41. W,W,NW42. OPEN BOX43. GET VIOLIN44'.}. E,N,N45. IN46. DROP ALL BUT SWORD AND LAMP47. GET MAT AND OPENER48. OUT49. S,S,W,N50. GET CLAY51. N,N,U52. '/}OPEN LID53. PUT MAT UNDER DOOR54. PUT OPENER IN HOLE55. GET MAT, KEY, OPENER56. UNLOCK DOOR WITH KEY57. OPEN DOOR'0}58. N59. GET SPHERE60. S,D,S,S,S,E,N,N61. IN62. DROP ALL BUT BRICK, SWORD, ANDLAMP63. GET NEWSPAPER AND MATCHES64'1}. OUT65. S,S,E,SW66. GET STRING67. N,D,E,N,N68. ATTACK DRAGON69. S70. ATTACK DRAGON71. S72. ATTACK DRAGON73'2}. W,W74. GET RUBY75. S76. GET IN BASKET77. OPEN RECEPTACLE78. PUT PAPER IN RECEPTACLE79. LIGHT MATCH80. LIGHT P'3}APER WITH MATCH81. WAIT, WAIT82. W83. TIE WIRE TO HOOK84. GET OUT85. GET COIN86. S87. OPEN PURPLE BOOK88. GET'4} STAMP89. N90. GET IN BASKET91. UNTIE WIRE92. WAIT, WAIT, WAIT, WAIT93. W94. TIE WIRE TO HOOK95. GET OUT96. S'5}97. PUT STRING IN BRICK98. LIGHT MATCH99. LIGHT STRING WITH MATCH100. N,S101. GET CROWN102. N103. GET IN BASKET'6}104. UNTIE WIRE105. CLOSE RECEPTACLE106. WAIT (KEEP WAITING UNTIL BASKETIS AT THE BOTTOM OF VOLCANO).107. GET OUT10'7}8. N,E,E,SE,E,N,N109. IN110. DROP ALL BUT LAMP111. OUT112. S,W,SW,N,N,N,W,N,N113. GET CHEST114. KISS PRINCESS11'8}5. S,S,S,SE,E,N,N116. IN117. WAIT (UNTIL PRINCESS COMES).118. OPEN CHEST119. OPEN CHEST120. GET DRAGON121. DROP C'9}HEST AND ROSE122. GET CANDY, RED SPHERE, BLUESPHERE, AND PEARLS123. OUT124. S,S,W,S,S,D,S125. GET CLUB126. SE,NE,NW':},SW,N,U,N,N,SW,SW127. FEED LIZARD CANDY128. UNLOCK DOOR WITH GOLD KEY129. OPEN DOOR130. S,W131. DROP ALL BUT LAMP';}132. E,N,N,NE,N,N,N,W,N,W,W,NE,E,S133. GET PORTRAIT134. N135. ENTER LIGHT136. ENTER SOUTH WALL137. ENTER LIGHT138'<}. GET BILLS139. KILL SELF140. W,W,W141. GET LAMP142. S,S,S,SW,S,SE143. IN144. GET ALL145. OUT146. S,S,W,SW,SW'=},S,E147. DROP ALL BUT LAMP148. GET CLUB149. W150. THROW CLUB AT GLASS151. GET WHITE SPHERE152. E153. PUT RED SP'>}HERE ON RUBY STAND154. PUT BLUE SPHERE ON SAPPHIRESTAND155. PUT WHITE SPHERE ON DIAMONDSTAND156. GET BLACK SPHERE157.'?} S158. PUT SPHERE IN CIRCLE159. N160. GET STAMP, VIOLIN, RUBY, ANDCOIN161. S162. GIVE ALL BUT LAMP TO DEMON163. T'@}ELL DEMON "GIVE ME WAND"164. TAKE WAND165. N,E,N,N,NE,S166. POINT WAND AT MENHIR167. SAY "FLOAT"168. SW169. GET C'A}OLLAR170. NE,S,D,D171. PUT COLLAR ON DOG172. E173. OPEN DOOR174. S175. TURN OFF LAMP176. OPEN SECRET DOOR177.'B} SCONGRATULATIONS....*** YOU HAVE JUST SOLVED ZORK II ***OOR174. S175. TURN OFF LAMP176. OPEN SECRET DOOR177.$AThis time DENON from ISRAEL bringa solution to the crazy adventureof them all.Hitchiker's Guide to the Galaxy[This is a+D} Step by step solve abortif you wish to solve it.][Get Up],[Turn on Light],[Get Gown],[Wear Gown],[Look in pocket],[take+E}analgesic], [Get all],[South],[GetMail],[South], [Lie Down In Front OfBulldozer],[Wait],[Wait],[Wait],[WhenProsser Takes +F}your place follow Ford],[Follow Ford],[Enter Pub],[LookShelf],[Buy Sandwich],[Drink Beer],[Drink Beer],[Drink Beer],[Exit]+G},[Feeddog sandwich],[Get towel],[Wait],[wait],[wait],[wait],[wait],[wait],[wait],[get device],[push greenbutton]Vogan+H} Ship[move around until you see you lost'you can't smell anything' and type'smell'],[look at shadow],[EatPeanuts],[Tak+I}e off gown],[Put Gown onhook],[put towel over drain],[getsatchel],[put satchel in front ofpanel], [put mail on satchel],[p+J}ushbutton],[get all],[wear gown],[pushswitch], [this will tell you how tofind a word you need to know, justwait till you +K}are in chairs],[enjoypoetry],[type 'word' you got fromswitch and poetry,[get plotter],[wait till thrown out of ship]Hea+L}rt Of gold ... (Use The Bridgeas a storage area for things)[Move around till you can hear andthen type 'listen'],[Aft],[+M}S],[U],[drop all],[d],[s],[s],[s],[s],[s],[look],[look],[get all],[north],[north],[up],[drop drive],[insertsmall plug in +N}small receptacle],[d],[w],[touch pad],[get cup],[e],[u],[drop cup],[insert dangly bit incup],[get towel],[push switch]+O}Bugblatter Beast[move around until you can smell andthen type 'smell'],[look at shadow],[Type "Say Arthur Dent], [Put t+P}owelover head], [Carve Arthur Dent inmemorial], [remove towel],[w],[sw],[get all] ,[wait until you can hearand type 'list+Q}en'],[Aft],[s],[w],[Open Panel],[Get Board],[Insertinterface in panel],[Press Pad],[Waittill attack starts],[e],[u], [Inse+R}rtlarge plug in large receptacle],StartDriveFrom hear you hit the next threerandomly. Save your game as you diehere als+S}o randomly. As you finish eachPart You start the next by startingthe drive ..............Boat[Wait until you can se+T}e and type'see'],[See Light],[get toolbox],[stand],[Look Under Seat],[Get Fluffand key],[steer towards Cliff],[n],[Do any+U}thing till trillian comes],[tell guards, "drop rifles"],[shootrifles],[e]The party[wait till you can feel, and type+V}'feel'],[drop plate],[look at ArthurDent],[open hand bag],[get fluff],[put fluff in handbag],[Get Plate],[Look at Phil],(+W}Wait till Phil takesyou outside).War ChamberWait till you can hear and type'listen'],[look],[get awl],[examinesun],+X}[examine third planet],[then inmaze move till you are at particleand type 'Look Particle],[Getparticle]Earth[wait t+Y}ill you have vision and type'see'],[See Light],[N],[Offer towelto Arthur,[Go To Prosser],[TellProsser To Lie Down],[s],[w]+Z},[lookshelf],[buy peanuts],[Drink Beer],[Drink Beer],[Drink Beer],[e],[opensatchel],[get fluff],[n],[give fluffto arthur]+[},[Wait Till Back in Ship]Heart of GoldAfter going to these places youshould have 4 Kinds of fluff. From theBridge go+\} [d],[w],[Get Tea],[Get NoTea],[e],[u],[Unplug Dangly Bit fromSubstitute],[Drop Cup],[Insert DanglyBit in Tea],[Drop all b+]}ut Thing,BabelFish],[Start Drive]Inside Whale[Wait till you can touch and type'Feel' .... (Note you only get onech+^}ance at it!!)],[Get Flowerpot],[Insert Flowerpot in Thing],Waittill back at ship]Heart of Gold[Get all Fluff],[Get +_}Thing] .. (If ithasn't shown up visit and come backit reappears by itself...), [RemovePot from thing], [Plant all Fluffin+`} pot],[Wait till something happensin the pot. Then Wait 4 more turns][w],[Look Plant],[Get Fruit],[EatFruit],[Get Tool Men+a}tioned],[Drop allbut the Tea, No Tea,Tool],[d],[s],[w],[Show tea],[Show No Tea],[DrinkTea],[w],[Ask Marvin to open hatch],+b}[e],[d],(Make sure all you arecarrying is the Tool needed & Thebabel Fish),[e],[Wait for Marvin],[Hand him the tool spell+c}ed exactlyright],[w],[d] .... You solved it!! Tool needed & Thebabel Fish),[e],[Wait for Marvin],[Hand him the tool spell(/ An adventure solution that was ported from the ST by DENON from ISRAEL. WITNESS /e} (Infocom)This walkthru will help you to finish "Witness." This game is a muchsimpler one /f} than "Deadline," so I hope you won't be disappointed when yousee how easy it is to solve this mystery. Okay, you start/g} South of thehouse, where you just picked up a matchbook. . Go Northtwice to the front door and ring the bell. Phong will let you in.Then just try to /i}go East, and Phong will lead you to the Living Room, whereMonica and Mr. Linder are. Now, wait , and Linder will eventually take youto his office. Sit down in the wood/k}en chair, and Linder will hand you anote. Read it, as it will help waste some time. Now, just do anything to make time pass. Show the matchbook to Linder for aninteresting reaction, if you like. In any case, you jus/m}t have to keepwaiting.Eventually, Monica will come in briefly to announce she's going to themovies. This is not wha/n}t you're waiting for, however! So, keep on waiting,and finally, the murder will occur. Linder will be shot while you s/o}itthere, and you can't stop it from happening. Read the description carefullyat the moment the shot is fired. There's som/p}ething odd about it. In fact,the whole thing is a setup.The first thing to do is stand up, then push the button. Instead o/q}f ringingto summon the butler, it causes a strange click to be heard from the clock.At this point, Phong will enter the r/r}oom. Tell him you want the keys, andhe'll hand them over to you. Now, examine the clock. Keyhole seems a littlestrange, do/s}esn't it? The doorbell rings while you're doing this, so asPhong goes to answer the door, examine the keyhole.I'll be/t}t you're getting some ideas already! However, you'll need to havethe powder analyzed, and Duffy hasn't arrived yet, so wa/u}it around until hedoes. Then get the powder analzyed . While that's being/v} done, examine the window . The green wire seemssus/w}picious, so get it for future reference.Now, go West into the Hallway, then North twice, and open the Butler'sdoor. G/x}o West into the room, and read the mystery book . A /y}gun receipt is usedas a bookmark. The purchaser's name is obviously phoney, but hang on to thereceipt anyway. Okay, from/z} the Butler's Room, go East twice to Monica'sroom, then unlock and open the back door. Go East into the Backyard, thenSo/{}uth twice to the office path.Aha, a muddy gun! No fingerprints, alas, but you might want to take italong with you, /|} just in case. Now, go West into the Side Yard. Hmm, morefootprints here, but they aren't quite the same as the ones on th/}}e officepath. In fact, it looks like someone was standing here for awhile. Wonderwho it might have been? . Anyway, go West againto the driveway, then North and East into the Garage. Unlock and open boththe garage do/}or and the workshop door, then go East into the Workshop.The place looks like an electrician's paradise, and there isn't/} much youcan do here; but, there are spools of wire hanging around. Could it be...?Examine spool, and you have establishe/}d a link of sorts between this placeand the study. The green wire is obviously from this room. Now, all youneed is the /}person who put it there.You now stand there waiting for Monica. Just keep waiting; she'll arrive. W/}henshe does get there, she'll fiddle briefly with the junction box before noticing you. Now, wait/} until she leaves, then followher. You *must* use directions here, just saying "Follow Monica" won'twork. Follow her a/}ll the way to her room, and wait for her to come back outof the bathroom. When she returns, ask her about Mr. Linder.Her /}response will establish the motive. Now, wait some more, and she willeventually leave the room. Follow her again, this t/}ime to the office. Assoon as you get in there, handcuff her. Somewhere along the way, Sgt. Duffywill have left with the bo/}dy, so you can't arrest her until he comes back.In the meantime, you have to find some very important evidence. So, first/}search Monica for the key. When you get it, unlock the clock and open it.She's already removed the gun, but you can search/} her for that, also.Now, just wait until Duffy returns, and arrest her for the murder. And thatshould be about it. By th/}e way, if you try leaving her and waiting in theoffice , you'll find that, however/}hard you try, you won't be able to handcuff her . So, you'll just have to wait an/}d follow her. As I said inthe beginning, it's a pretty simple game. * * * * * * * * * * * * * * * * * * * * * * * * * * /}* * * * * * * * * *said inthe beginning, it's a pretty simple game. * * * * * * * * * * * * * * * * * * * * * * * * * * , I am back with another great adventure solution and this time it for the amazing adventure 'the pawn', the text was p3}orted from my ST computer and edited by me. until next time bye to you all..... DENON from ISRAEL. 3} THE PAWN Start on a Path. REMOVE WRISTBAND (it refuses to be moved!) S S READ NOTICE 3} E (kronos will now appear) SAY "HELLO" (he gives you a letter for King Erik in the form of a sealed note) TAKE N3}OTE ASK KORNOS ABOUT WRISTBAND (he gives you a small chest) TAKE CHEST (Kronos now leaves) E N W E 3} SW (you find the door closed) INVENTORY (as well as having the chest and note, you are wearing a shirt, some jeans 3}and a wristband) EXAMINE JEANS (to reveal a pocket) EXAMINE POCKET (you find a key!) TAKE KEY UNLOCK DOOR WIT3}H KEY OPEN DOOR SW DROP KEY TAKE HOE AND RAKE EXAMINE BENCH TAKE TROWEL AND EXAMINE IT LOOK UNDER3} BENCH EXAMINE POT EXAMINE PLANT (closely resembles the design on your T-shirt!!) PLANT POT PLANT IN POT WITH TRO3}WEL (the plant in much happier now!) NE (from now on, at ANY location, the Adventurer will appear. when he does......3} 'EXAMINE ADVENTURER' then 'GIVE CHEST TO ADVENTURER'. This will kill him off and thus prevent him from taking objects fr3}om certain locations before you get there!) LOOK UNDER MAT (to find another key) TAKE KEY (this is a wooden key)3} E SHOW NOTE TO GUARDS (the king reads the note and you are subsequently thrown out of the palace.......right! Res3}cue your daughter your damn self!!) W EXAMINE FOUNTAIN LOOK IN FOUNTAIN TAKE CHIT AND EXAMINE IT (it is a3}n I.O.U for 1 Ferg, signed by Honest John) W W W N (ignore honest john at this stage) W W NW 3}(a voice from within the hut calls you inside) ENTER HUT REMOVE SHIRT COVER WRISTBAND WITH SHIRT (the Guru gives 3}you his bowl and tell you to fetch him the 'essential nourishment of all mortals') E E NE REMOVE SHIRT (3}from wristband) TIE RAKE AND HOE TOGETHER WITH SHIRT LEVER BOULDER WITH RAKE AND HOE (a path to the Northwest in now 3}created) REMOVE SHIRT (from hoe) WEAR SHIRT (to stop you from feeling cold) DROP RAKE AND HOE NW CLIMB R3}OCKS UP FILL BOWL WITH SNOW DOWN DOWN DOWN SE S W NW EXAMINE BOWL (the snow has now m3}elted to water!) ENTER HUT GIVE BOWL TO GURU (he tells you that some light in the forest would help you and the t3}rees) TAKE RICE E S S S EXAMINE STUMP TAKE POUCH AND OPEN IT LOOK IN POUCH FEEL BLUE (col3}d) FEEL GREEN (clammy) FEEL RED (warm) MIX COLOURS (they from a 'white' that shines brilliantly) FEEL WHITE (3}warm) N NE N NW CLIMB ROCKS E E E DOWN E READ REM (it reads: "This is where the p3}layer falls down the trapdoor!!") DROP ALL E UP UP EXAMINE WALL (it is fragile) PUSH WALL (it bre3}aks and water floods the chamber, sweeping you down the shaft with it!) LOOK (you are now back in the corridor) T3}AKE ALL E N EXAMINE PEDESTAL (you see the image of a key) MOVE PEDESTAL (to reveal a small niche) EXAMINE3} NICHE (you find a blue key......if it's not here then you have arrived too late!) TAKE BLUE KEY AND EXAMINE IT R3}EAD NOTICE (it tells you that the maze to the North is 'irrelevant'.... if you do decide to enter it, however type 'LEAVE3} MAZE' to get out again) S W W N READ POSTER (tells you to vote for Gringo Baconburger!!) S U3}P W W W UP UP W EXAMINE SNOWMAN MELT SNOWMAN WITH WHITE NE W EXAMINE TABLE (you s3}ee a prism) WEAR BOOTS E UP (NOTE:- At this point you have to make an important decision as the Blue ke3}y can only be used once but has TWO! possible uses! Opening the door before you, to rescue the princess and return her to3} old misery guts, OR opening a safe that you have yet to locate. There are no points to be gained by rescuing the Pri3}ncess, but you NEED to open the safe and then vote for maximum points, so forget the princess. If you want to go ahea3}d and rescue the old girl, then follow the 'mini-solution' at the end of the main solution). DOWN DROP BOOTS 3} SW TAKE WHITE AND PUT IN POUCH E N DOWN DOWN DOWN SE S SW S S CLIMB TREE 3} OPEN DOOR WITH WOODEN KEY DROP WOODEN KEY E CLOSE DOOR MOVE BOARDS (to reveal an opening, leading down) 3}DOWN DOWN E N MOVE RUG (you find a safe) EXAMINE SAFE UNLOCK SAFE WITH BLUE KEY (the key now vanishes3}!!) OPEN SAFE LOOK IN SAFE (it contains nothing) LOOK UNDER SAFE TAKE PAPER AND EXAMINE IT S E EX3}AMINE LARGE BOX (vote for Gringo!) EXAMINE SMALL BOX (to vote against Gringo) PUT PAPER IN LARGE BOX W W 3}W SW OPEN DOOR W WEAR HAT EXAMINE SETTEE MOVE CUSHIONS TAKE COIN W EXAMINE STOVE (you fin3}d a teapot) EXAMINE WORKTOP (you find a carrot) E E NE NW PRESS BUTTON (to motivate the lift) WAI3}T WAIT WAIT WAIT (the lift now arrives) SLIDE DOOR N SLIDE DOOR EXAMINE PLAQUE (maximum load is e3}ight) EXAMINE BUTTONS (first button=UP second button=DOWN) PRESS SECOND BUTTON (the lift descends) SLIDE DOOR (a3} good job you wore the hat, Mac!!) SCRAPE LEAD WITH TROWEL N TAKE ROPE SLIDE DOOR PRESS FIRST BUTTON (the3} lift now ascends) SLIDE DOOR S DROP HAT SE E UP UP OPEN DOOR W DOWN N N 3}NE E LOOK (you see that Honest John is still here) BUY WHISKEY AND ALE WITH COIN DROP CHIT W N NW3} CLIMB ROCKS E E E DOWN N N GIVE RICE TO ALCHEMISTS GIVE LEAD TO ALCHEMISTS (they clear o3}ff) NE TAKE TOMES EXAMINE TOMES CAST SPELL ON TOMES (it opens!) READ BOOK TAKE AEROSOUL AND EXAMINE I3}T (it sucks instead of spraying) SW NW W N N N NE N OPEN CUPBOARD EXAMINE CUPBOARD 3} TIE ROPE TO HOOK EXAMINE WALLS (made of paper!) READ GRAFFITI TEAR PAPER WALL WITH TROWEL TAKE ROPE (this i3}s to ensure that you are holding the other end!!) CLIMB DOWN ROPE DROP ROPE S KNOCK ON DOUBLE DOORS KNOCK3} ON DOUBLE DOORS KNOCK ON DOUBLE DOORS KNOCK ON DOUBLE DOORS KNOCK ON DOUBLE DOORS (the porter now opens the gate3}) GIVE WHISKEY TO PORTER EXAMINE PORTER (drunk!) E DOWN N GIVE ALE TO JERRY S E (your white r3}eflects light from all directions!) CLOSE POUCH E S N N EXAMINE FRIDGE (closed.....leave it as you ca3}nnot stay in this location for more than ONE move or you will DIE!!!) E EXAMINE THRONE (made from human skulls) 3} ASK DEVIL ABOUT WRISTBAND (he will remove it for you, but he demands the soul of Kronos. he gives you a potion and bid3}s you farewell) LOOK (you are back on the rope bridge) TAKE BOTTLE AND EXAMINE IT (contains a black potion that smell3} like burnt toast) N N OPEN POUCH NW EXAMINE SHADOWS (they have small Humenoid shapes hiding in them)3} POINT AT SHAPES SHINE WHITE AT SHAPES (the Dragon now dines on the Hobbits!!) N THROW BOTTLE AT KRONOS (the 3}black liquid eats into his flesh and he slumps to the floor) PRESS NOZZLE ON AEROSOUL (the aerosoul collect the soul 3}of Kronos) EXAMINE KRONOS LOOK (there are now only the clothes left of kronos) EXAMINE CLOTHES WEAR CLOAK 3} WEAR POINTY HAT TAKE WAND DROP TROWEL EXAMINE RACK TAKE WANDS N DOWN (the platform descends rapidly 3}to the Circular Room) CLOSE POUCH N N E GIVE AEROSOUL TO DEVIL (the wristband in now removed) W S3} W UP OPEN POUCH W W TAKE ROPE CLIMB UP ROPE DROP ROPE S S S S S E 3} SE S S S OPEN DOOR S KNOCK ON DOOR (a voice asks if you are wearing the silver wristband) SAY "3}NO" (the door is now open) S (a tired programmer hand you a listing) EXAMINE LISTING. 3} FINAL MESSAGE You have now completed 'THE PAWN' and the programmer clear off to the pub to celebrate your success.3} you are now free to explore the game without dying!!! MINI-SOLUTION FOR RESCUING THE PRINCESS 3} (At the Landing you need a ROPE and the BLUE KEY) N EXAMINE WINDOW TIE ROPE TO BED TAKE PRINCESS E 3}DROP ROPE DOWN N DOWN DOWN DOWN SE S S SE E E E E 3} ---END--- DOWN DOWN DOWN SE S S SE E E E E 0 Here is another solution brought to you by DENON from ISRAEL, and this time i got it from EMLYN who finished the adv7}enture himself. GUNSLINGER -WALK THRO- N,N,W,N,PLAY,KILL MAN,GET MONEY,S,E,S,S,S,W,GET 7}TICKET,GET TICKET,E GIVE TICKET, GET FLINT,E,E,N,N,W,UP,W,GET MIRROR,E,DOWN,E,N,N,W,GET POSTER,E,N,N,N,N,GET KEG,S,7}S,S,S,S,S,S,S,S,LIGHT KEG,DROP KEG,N,JUMP WELL,N,GET LAMP,LIGHT LAMP,N,W,N,GET AX,S,E,N,E,N,UNLIGHT LAMP,DIG, GET C7}RYSTAL,S,LIGHT LAMP,W,S,GO CAR,RIDE,RIDE,RIDE,USE BRAKES,RIDE RIDE,DROP AX,DROP LAMP,UP,UP,GO CLIFF,S,S,S,S,S,S,S,S,E,GI7}VE CRYSTAL, GET BOX,W,W,W,SEARCH GOLD,GET GOLD,E,E,E,GIVE GOLD,RIDE MULE,W,N,N,N,N N,N,N,N,UP,E,GO VALLEY,N,N,N,N,G7}IVE MIRROR,GIVE POSTER,S,S,E,E,E, DISMOUNT,RIDE CANOE,N,N,DUCK,CLIMB TREE,E,E,N,N,N,W,W,GET FUSE,WEAR FUSE,(Now mov7}e around until three men will put you in jail),WAIT 4 MOVES (for example take inventory 4 times),GET SPOON,GET BOWL,WAIT7} 6 MOVES,GET CIGARETTE,UP,DIG,GO OUT,TIE FUSE,CLIMB DOWN,GET FUSE,LIGHT FUSE,N,E,GO TRAIN,UP,ATTACK MAN,DOWN,OPEN D7}OOR,E,E,E,N,N,N,N,N,N,N, E,E,TALK MAN,W,W,S,S,S,S,S,W,DROP SPOON,GET RIFLE,RIDE HORSE,E,N,N,E DISMOUNT,W,N,E,E,LOOK7} WESTERN WINDOW,SMOKE CIGARETTE,EAT FOOD,DROP BOWL WAIT (For example 'take inventory', until hanging),SHOOT FUSE,JUMP 7} HORSE.............. --- THE END ---'take inventory', until hanging),SHOOT FUSE,JUMP 4J I am back with another solution that i got from EMLYN, and this time it's for the adventure VOODOO CASTLE ;}until next time goodbye to you all. DENON from ISRAEL. VOODOO CASTLE OPEN COFFIN,LOOK ;}COFFIN,LOOK MAN,GET RING,READ RING,SOUTH,GET GLASS, NORTH,WEST,GO FIRE,OPEN FLUE,GET IDOL,LOOK IDOL,CLEAN IDOL,SOUTH,EAST;} EAST,GET KNIFE,WAVE RING,GO CHUTE,GET PLAQUE,GO HOLE,LOOK BALL,WEST, SOUTH,WEST,SOUTH,EAST,GET SHIELD,GET SWORD,LOOK;} SWORD,WEST,NORTH,EAST EAST,MOVE KETTLE,GO HOLE,GET FOOT,READ PLAQUE,UP,NORTH,PULL HEAD,DROP SWORD,DROP HEAD DROP GLA;}SS,DROP PLAQUE,DROP RING,TURN 38,TURN 33,GET HAMMER,EAST,EAST,GET CHEMICALS,MIX CHEMICALS,WEST,WEST,SOUTH,WEST,WEST S;}OUTH,DRINK CHEMICALS,GO DOOR,GET SAW,LOOK GRAVE,GET CLOVER,EAST,NORTH GO CELL,READ LEAFLET,SAW BAR,EAST,NORTH,PUT FOOT,ON;} MAN,WEST,GO FIRE, GO CHIMNEY,PULL NAILS,DROP NAILS,GET BOARD,DROP HAMMER,SAW GRATING,DROP GRATING,PRESS BUTTON,DROP ;}BOARD,PUSH SWEEP,READ PAPER,DROP PAPER,DOWN, DOWN,SOUTH,EAST,SOUTH,GO STAIRS,SAY ZAP,LISTEN,DOWN,EAST,NORTH,EAST,EAST ;} GET BAG,GET BOOK,DROP SAW,GET STICK,WEST,WEST,SOUTH,WEST,NORTH,NORTH, GO WINDOW,GET DOLL,LOOK DOLL,SOUTH,SOUTH,EAST,GO C;}HUTE,GO HOLE,SUMMON MEDIUM,WEST,WAVE BAG,GO CRACK,GET PAGE,SOUTH,GO HOLE,LOOK BALL,WEST,READ BOOK,READ PAGE,CIRCLE CO;}FFIN,WAVE STICK,SAY CHANT..... --- THE END ---OK BALL,WEST,READ BOOK,READ PAGE,CIRCLE CO8O Here is another solution that i got from EMLYN, i thing that this was the first adventure i had ever played. i r?}eally enjoyed playing it. well i will close now. DENON from ISRAEL. STRANDED ?} WEST,GET FUEL,EAST,EAST,DOWN,DOWN,WEST,NORTH,CLIMB TREES,GET PARA,DOWN SOUTH,SOUTH,EAST,UP,UP,SOUTH,JUMP,GET LASER,JUMP?},SOUTH,EAST,EAST,GET LOCKPICK,WEST,WEST,NORTH,WEST,DOWN,SOUTH,SHOOT LASER,GO AIRLOCK,PICK LOCK,DROP FUEL,PULL LEVER,N?}ORTH,WEST,NORTH,WEST,NORTH,PICK LOCK,EAST, EAST,GET SUIT,WEST,WEST,SOUTH,SOUTH,EAST,EAST,EAST,SOUTH,SOUTH,GET CRYSTAL?},NORTH,NORTH,WEST,WEST,WEST,NORTH,PICK LOCK,NORTH,DROP CRYSTAL, PUSH RED,SOUTH,EAST,SOUTH,SOUTH,GET KEY,NORTH,WEST,NORTH,?}PUSH WHITE, SOUTH,SOUTH,UNLOCK DOOR, ---- THE END ---- A very short adventure isn?}'t it!ITE, SOUTH,SOUTH,UNLOCK DOOR, ---- THE END ---- A very short adventure isn<