Dungeon Adventure
To pass the goat: you need the cracked pot from the filthy dead end cell area.
Fill it with slime from the bottom of the ramp and drop the slime filled pot by
the goat which will slip to its death.
Solution
You start by looking at the driftwood and the packing case. ENTER the packing
case, and pull and push this and that, to prepare things if you need to be
revived. After this, you can happily begin your explorations and use the
storage room inside the packing case to dump things.
The first area to explore is outside: There is a move counter working against
you here in the form of the setting sun, so it's essential to explore carefully
and then run through the area as economically as possible.
Take the driftwood and the case and travel from the mudbank to the E/W road
via the stone bridge. Go E, E, N, N to the giants' clearing and climb the tree.
Take the berry and drop it - you won't need it any more.
Climb back down the tree and rub the belt - rubbing things enables you to wear
them, when possible in one move. Go W along the road until you find the poppy
seed, take it back to the stepping stones and wave it to deafen yourself to the
siren's song. After that you can go N and take the mirror, which will enable
you to go E along the forest road and reflect the sleep spell.
Go S and take the coins, wand and dice, then go back N, W, W, S to get to the
mound below the huge nest. Wave the seed here again, and you can safely collect
the egg from the nest.
After this you need to go W, W to the monoliths. Reply yes to Rakshasa's
question and provided you have your own dice, you'll win. This complete's the
revival spell.
Next, go back to the south end of the island and throw any six objects to
preoccupy the killer willow. Go N for the axe and hit the tree. Relent when the
dryad intercedes. Now you can collect the six discarded objects and prepare to
enter the cave system via the tongue bridge.
When you reach the jet of flame, light the driftwood, then go N and - to take
and wear it - rub the helmet. Take the crucifix and continue N to the
cylindrical room. From there go W, where you'll find the bow tht allows you to
move SW from the cylindrical room, corpse - examine and take - and orange
collar - rub it - then W again for the cube.
Return to the cylindrical room and go E to the storeroom with the haystack.
Examine or search the haystack and, so longs as you are holding the cube - a
magnet - you will find the needle, which you must take.
Now go back to the cylindrical room and leave it by going NW to the dead end
room with the octopus figurine, and take it. Return to the cylindrical room,
and move NE - you can't do it without the octopus - to the 2nd dead end room.
Here take the staff, and rub the yellow collar.
You can now store the needle, cube, and orange collar in the packing case.
Return to the cylindrical room and go SE. This will take you to the junction in
the U-shaped passages where there is a blocked opening E.
There are 3 round rocks here, so naturally you TURN each of them in order to
learn that - having left no stone unturned - you can now proceed E. If you do
so, you are confronted by a rolling boulder on a mossy carpet. So you should
STOP the boulder. It gathers the moss and reveals a sword - dragons for the
killing of - for you to take.
At this point I think I should describe the teleport system which operates in
the caverns. We have already seen two collars of different colours are to be
found in the caverns. These are part of a combined security and teleportation
system. To give an example, you cannot move SE from the cylindrical room unless
you are wearing a collar.
Collars and pedestals are closely connected. Wear a collar of a particular
colour, and then SAY 'colour' and you will instantly be transported to a
pedestal of that colour.
Because the collars are graded in value, you can extend your range as you find
ones with colours higher up the spectrum. You can always teleport to a colour
lower in the spectrum than the collar you are wearing.
Mithril is the highest colour of collar to be found.
Now move NE from the Junction in the U-shaped passages and you will find
yourself in a tall cavern with openings all around.
Here lurks a carnivorous jelly. Dump the corpse in here to distract the
Jelly's attention, and 9 directions are immediately placed at your service.
Move SE to get the hammer from the deserted tool room and then return. After
that, go W, W, W, W, to the neat panelled room. Here, go S into the cupboard
and take the stick and rub the blue collar. Leaving the cupboard, go W from the
neat panelled room and S past the vampire. Provided you are carrying either the
cross or the crucifix, you'll have no trouble with this haemodeficient
creature.
Here you'll find the lower chamber and the skeletons. Wave the staff and the
wand and then drop them - you'll need them later. Return E enough to confront
the vampire, and this time, throw the cross at it, which will utterly destroy
the bloodless thing once and for all, but after that, pick up the cross again.
Make your way to the face. Once on the Face, move on to the nose and then
climb the stairs to the Gatehouse. Ignore the disappearing Dwarf at this point,
and instead enter the nearest gully to avoid being killed by the rolling
boulder.
Once you are at the Gatehouse, SAY PASSWORD is the 'open sesame' while at the
main door N of the bridge, you need to BLOW the Stick before it will open and
admit you.
Once you are inside, locate the Throne Room and go S and down the ramp. Now
you must move around until you are picked up by the Roc.
In the Roc's nest you should take the Rock Crystal and the Caterpillar. Hug or
squeeze the Caterpillar so that it extrudes the rope, you need to take this and
fasten it so that you can climb down from the nest. Abandon the Caterpillar now
as it has no further use.
Below the nest you must get the Will o' the Wisp from the muddy puddle. It is
a light source so you can drop the driftwood here. If you enter LOOK anywhere
near the ramp, you will discover the Face Mask.
Go W twice from the Powdery Peat to the Pit and there you'll find the Gem.
Hitting it with the hammer will destroy its baneful influence on you and the
Ghostly Orcs.
Exercise monumental self-control and ignore the Silver Collar. Instead climb
back up and return to the Throne Room past where the Ghostly Orcs used to be.
Once you are on the Throne, press button 4.
This deposits you in the Odd Little Room where you'll find THE collar
(Mithril). Wear it and then get the Lepis Lazuli and Onyx Oryx, put them and
the Crystal, Stick, Face, and Figurine into the Packing Case - which you should
always carry.
Finally, climb back up to the Throne, and press button 5, but make sure you
are carrying an odd number of objects - use the Violet Collar as a make-weight
if necessary. Button 8 on the Throne provides information and 9 teleports you
back into the Pit.
Now that you have the Mithril Collar you can go almost anywhere you like:
Simply climb on to a coloured Pedestal and enter a colour, and you will be
teleported to the pedestal of that colour.
Since the Throne counts as a pedestal, enter ORANGE to teleport to the
pedestal of that colour, and climb down.
Now go NE to the lower chamber and then to the upper one. Kill the dragon with
the sword, and make sure that you explore the area thoroughly. Collect the
wand, staff, chair, bed and teeth as you do so. Put these into the packing case
and return to the orange pillar. Enter YELLOW to teleport to the prison area.
Get the sliver (rancid chip) and the pot from the cells and the jar of cold
cream from the walk-in cupboard and the nails from the toolroom.
Go E from the jelly cavern unitl the rat is scared off by the rancid chip,
drop it and get the pendant from the rats nest. Return to the jelly cavern and
go up the chimney. Then you must rub the cold cream all over yourself so that
you can enter the fire elemental's alcove and take the medallion.
Return to the jelly cavern, go N twice and fill the pot with slime. Now return
to the yellow pedestal and enter BLUE to teleport to the Wight House. Make sure
you are carrying both the cross and the crucifix here, and go S, S to the
crypt. Close the coffin with the hammer and nails, then take the trident. It's
now time to deal with that beligerent goat. Leave the Wight House, and drop the
slime-filled pot beside the goat and you'll now be able to take the horn
safely.
Next you must go U the stairs to the gully above the winding stairs where the
dwarf was seen to disappear. Move N from here and take the ore. Now store the
pendant, medallion, trident, cross, crucifix, and horn in the packing case. You
can also abandon the hammer now if you didn't leave it by the coffin. Go D from
the first aquaduct to the ledge, eat the mushroom and cross the bridge, giving
the Troll the ore.
Go N to the ledge where you have the message "you keep bumping into things
that you can't see" and eat the invisible mushrooms. Enter the troll's store
and take the spices and ore before you lose your invisibility. Now go D from
the 2nd ledge and eat the small mushrooms so that you are enabled to go back up
and through the fissure to the N and into the srongroom.
Undo the bolt, take the chest and return to the cavern floor with the small
mushrooms. Drop the chest, cross the floor and eat from the large mushroom,
return and eat the small mushrooms, then last of all eat from the large
mushroom once again. Now pick up all the dropped items and go up and up again
from the Golden Bridge.
Now go to the ramp area. First go to the salt cellar and take the pig.
Whatever you do, don't look in this room - remember what happened to Lot's
wife. Next you should go E and climb the ramp to the first doorway, then go E,
U, E. Take the topaz and move W, W to get out.
Climb the ramp to the third doorway - with the ornate entrance - go in and
PUSH the statue to reveal a hole: A second PUSH will close it. Take the
rhinestone from this concealed room and leave.
Now go back down the ramp to the bottom. N, D to the new doorway. Go in and
push button 9 in the skinner box and then button 4 in the reward room. Next
climb the ramp to the square doorway, go in and take the box. After that you
should go back down and then S along the ladder to the ramp with the shallow
water. Drop the pig and the box here, take the pearl, open the box to get the
opal and leave the box.
Store the chest, ore, opal, pearl, rhinestone, sapphire, topaz and spices in
the packing case and climb back up the ramp to the rubbery doorway. Enter and
take the emerald from the black glass room.
Now you must be brave. Continue up until you here the bouncing boulder, climb
up one more move, enter the doorway, and leave once the boulder has passed and
carry on up to the dark doorway. Go in to trigger the black sphere and then
leave and carry on all the way up to the room with the sanity-sapping images on
the wall. Close your eyes here and move N where another black sphere awaits.
Open your eyes after the mutual destruction and take the diamond and shield.
Go S now, close your eyes again, move D and then open your eyes once more.
Carry on down to the doorway with the holes, enter and examine the corpse. Take
the blindfold, wear the gauntlet and leave.
Next climb back up to the red gold room, enter and you will find you can now
take the ring safely. Descend to the dark doorway and take the wedge from
inside. Go down to the doorway with scratches, because you can now enter safely
when you here the boulder.
At the message "The walls at the far end clash together" throw the wedge. When
the bars lift, go W and then into the treasure room for the agate. Next go down
to the room with the hand sign, throw the ring, enter and collect the ruby. You
must now go D to the acrid-smelling doorway, wear the blindfold and enter. Take
the brooch and leave. Lastly descend to the pale room, go in and throw the
brooch at the executioner; ignore the hood but take the amethyst.
Either go to the black pedestal and enter GREEN, or leave through the
signposted doorway carrying 9 of the gems. Make sure you have the cross and
crucifix before leaving the exit chamber.
Finally make sure you have either the horn or the teeth from the packing case.
Go outside and, as the Orcs are encountered, either blow the horn, or plant the
teeth. Remember Cadamanthus? Then amble E along the forest road to civilisation
in order to win.