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Tur: BOOK Or

By KIM SCHlrnTft:

ARRAlrIS, Inc.
THE BOOK DIVISION ,

11223 South Hindry Avenue - los Angeles, CA 90045

~
Credits
Book Design & Graphics
Estela Montesinos

Editors
Nancy Hays
Robert P. Wells

Precis
Elizabeth Anders

Typesetting
Argelia Navarrete
Mark Mansell

Graphics Assistants
Virginia Adams
Steve Gunn

Proofreader
Mark Bodziak

Line Drawings by
Jennifer Boynton on pages 9,16,108,121,131,143,154,165,172,223

Computer Illustrations by
Mia McCroskey on pages 36, 53, 57, 71, 81, 136, 140, 167, 170, 174, 175, 209, 230, 236,
238, 239, 243

ISBN 0-912003-08-1

Copyright 1984 © Arrays, Inc./The Book Division. All rights reserved. Printed in the United
States of America. No part of this publication may be reproduced, stored in a retrieval system,
or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording,
or otherwise, without the prior written permission of Arrays, Inc./The Book Division.

The use of trademarks or other designations is for reference purposes only.

ii
Dedication

This book is dedicated to my loving computer widow who, during the play of these games,
was only once compelled to attack the Apple with a large knife. It is also dedicated to the
world of frustrated adventurers who have for so long wondered where their next clue was
coming from.

iii i
iv
TABLE OF CONTENTS
PREFACE ................................................................................................... viii
INTRODUCTION .......................................................................................... 1
Categories of Adventures ............................................................................... 2
History of Adventures ................................................................................... 2
What Makes a Good Adventure? ..................................................................... 4
How to Tackle an Adventure Game ................................................................. 5
Mapping the Game .................................................................................... 5
Inventory Management .............................................................................. 6
U sing This Book ........................................................................................... 6
THE GAMES ................................................................................................. 7
SOLUTIONS 245

Game Description Maps Solutions


Page # Page # Page #
Adventure 9 10-13 247-248
Adventureland 14 15 248
Adventure in Time 16 17-18 249
Ali-Baba and the 40 Thieves 19 20-21 none
Beneath Apple Manor 22 none none
Birth of the Phoenix 23 23 none
Blade of Blackpoole 24 25 250
Castle of Darkness 26 27-28 251
Chambers of Xenobia 29 29 252
The Count 30 30 253
The Coveted Mirror 31 32-33 254-255
Cranston Manor 34 35-37 256-257
Creature Venture 38 38-41 258
Crime Stopper 43 42-43 259
Crypt of Medea 44 45 260
Crystal Caverns 46 46-47 261-262
Curse of Crowley Manor 48 49 263
Cyborg 51 50-53 264-265
Dark Crystal 54 55-56 266
Deadline 57 58-59 267
v
/
Death in the Caribbean 60 61-62 268
Demon's Forge 63 63 269
Doom Valley 64 65 270
Earthquake-San Francisco, 1906 66 67 270-271
Empire of the Overmind 69 68-70 272-273
Enchanter 71 72-73 274-275
Escape from Rungistan 74 75 276
Escape from Traam 76 77 277
Fantasyland, 2041 AD 78 78-81 none
G.F.S. Sorceress 82 83 278
Ghost Town 84 85 279
Golden Voyage 86 86-87 280
Gruds in Space 88 89-91 281
Infidel 92 92-93 282
Kabul Spy 95 94-95 283-284
Knight of Diamonds 96 96-99 none
Labyrinth of Crete 100 101-103 284-286
Legacy of Llylgamyn 104 104-107 none
Madventure 108 109-110 287
Mask of the Sun 111 112-113 288
Mission: Asteroid 114 114-115 289
Mission Impossible 116 117 290
Mummy's Curse 118 119-120 291
Mystery Fun House 121 122 292
Mystery House 123 124-125 292
Oldorf's Revenge (Wizard I) 126 127-130 293-294
Oo-Topos 131 132-135 294-295
Palace in Thunderland 136 137 296
Pirate Adventure 138 139 297
Planetfall 140 141-142 298-299
Pyramid of Doom 143 144 299
Queen of Phobos 145 146-147 300
The Quest 148 148-151 301
The Sands of Egypt 152 153 302
Savage Island Part I 154 155 303
Savage Island Part II 156 157 304
Secret Agent 158 159 304-305
Serpent's Star 160 161-162 306
Sherwood Forest 163 164 307
Softporn Adventure 165 166 308
Sorcerer 167 168-169 308-309
Starcross 170 171 310-311

vi
Strange Odyssey 172 173 312
Suspended 174 175 313
Time Zone 176 177-206 314-319
Transylvania 207 208 319
Ultima I 209 210-211 320-321
Ultima II 212 213-215 321-323
Ultima III 216 none 323-326
Ulysses and the Golden Fleece 217 218-220 327
Voodoo Castle 221 222 328
Witness 223 224 none
Wizard and the Princess 225 226-229 329
Wizardry 230 231-235 none
Zork I 236 237-239 330-331
Zork II 240 240-241 332-333
Zork III 242 242-244 334-335

Game Versions Available .......................................................................... 336-329


Vendors ...................................................................................................... 341

vii
PREFACE

The world of adventure awaits you within these covers. The solutions to these adventure games were
obtained through many hours of enjoyable, often frustrating, and sometimes tedious labor. Because the
games' creators provided neither the adventure maps nor the puzzle answers, this book remains subject to
variable solutions as well as human error.
The purpose in The Book of Adventure Games is to make the games described more fun to play by
helping you to overcome frustration points-not to layout the solutions, which would lessen the
enjoyment of discovery. I have made every effort to insure the accuracy of the maps and solutions
contained in the book. In all cases, I played through the Apple II version at least twice to verify the specific
solutions and their correct syntax. Spot checks on game versions for other microcomputers augment
vendor statements that the versions for other microcoputers indeed match the Apple II version.
Nevertheless, because of the involved nature of many of these games and the possibility of minor
variations between versions for different machines, neither the author nor the publisher can assume
responsibility for the infalliblity of these maps and solutions. While a solution as presented has solved a
game, alternative approaches may open a new location (although that room would have no bearing on the
ultimate solution). Similarly, I made no attempt to detail the many nuances and alternate computer
responses that make these games so much fun to play. To do so would require several volumes and
materially detract from the enjoyment inherent in these games. Enjoyment, after all, is the real name of the
game.
- K.R.S.

viii
INTRODUCTION
"You are standing at the end of a road before a small brick building." So begins what has perhaps
caused a revolution in the home computer field-the adventure game!
In its simplest form, an adventure game is one in which the computer provides an alter ego for you,
the game player. You can sit back and fantasize about danger and deeds of great daring while the alter
ego takes the risks and the bruising beatings. The challenge usually involves solving many puzzles in
pursuit of the final reward.
The popularity of adventure games stems largely from their providing each player with something a
little different. Some enjoy the pure escapism from dirty realities. Others are drawn by the mental
challenge and stimulation attendant upon their play. Some simply take pleasure in overcoming a
particular hurdle, while others enjoy the mapping of a game and finding a logical presentation for the
map-quite often no mean feat. The search for surprises and a little humor in unexpected places make
up another key factor, as do the side issues and involvement within a game.
Unfortunately, beginning adventurers may throw in the towel on their first game, due perhaps to a
frustrating puzzle, poor vocabulary in the game, or having chosen too difficult a game to start on.
Others may find that they can't seem to start "thinking" like the game's author, but are intrigued by what
they see. Still others wonder what all the hullaballoo is about. This book is intended for all of these
players, as well as for adventurers of all skill levels looking for that specific answer to speed them on
their way to finding the surprise, humor, challenge, and delight in these games.
Puzzles present situations in which you have to figure out what action you need to take in order to
proceed to the next part of the game. You may have to choose a direction, manipulate some object on
the screen, or even figure out how to slay a dragon! You will need to determine which objects-
treasures, devices, etc-you should acquire and carry with you, and which to leave behind or store until
later, a process commonly referred to as "inventory management." Maps show the layout of the game;
they should give a plan view of all the game's locations. Sometimes you will encounter a maze, where
many identical or nearly identical locations seem to exist.
You will discov~r that when trying to solve a puzzle you sometimes use words rejected by the game
because the vocabulary of every game is unique and often limited. You will also learn the syntax, or
command parser, acceptable to each game. You may have to type in two-word only commands or
commands which require that you type a verb first and then a noun: e.g., GET CHEST. In general, the
more synonyms allowed and the more flexible the command parser, the better the game. The
popularity of an adventure game increases in proportion to its sophistication.

- .. - -------------------~
CATEGORIES OF ADVENTURES
Adventure games may be broadly separated into two categories, puzzle adventures and fantasy
adventures. Either may be further divided into all-text adventures or games making use of the computer's
high resolution (Hi-Res) graphics capabilities. The obvious visual difference between the two lies in the
display, either a neatly formatted text page, or a display dominated by a graphics scene with but a few
words of text.
Of the major categories, puzzle games emphasize logical solutions and demand mental agility, ranging
from pure guesswork to inductive and deductive reasoning. They usually present a mission or objective,
be it rescuing the fair maiden, ridding the kingdom of an evil force or creature, or recovering a long lost
treasure. Quite often, the objective doesn't become clear until well into the game. You encounter obstacles
to progress in the form of puzzles which you must resolve before you can realize the objective. You must
find and use a multitude of objects in various locations or use them on other objects to achieve a desired
result. The games can often, therefore, become the source of considerable frustration when the proper
answer eludes you. Some of the pleasure of these games derives from succeeding after repeated failure.
Fantasies, on the other hand, generally have a clearly defined objective at the outset, fewer or much
simpler puzzles, and usually trade off frustration against sheer determination. Fantasy games generally
are less "real." The player often assumes the identity of a character, such as an Elf, Gnome, or Dwarf,
which may further break down to Fighter, Wizard, Mage, or Priest, to name but a few. Fantasies
invariably require a multitude of battles with various and sundry monsters. Here, frustration can arise, as
initially your fledgling character may have trouble surviving long in the world of beasties. To survive,
your character must defeat enough innocent monsters to gain experience and gold, the elements necessary
to build him or her to a state of near invincibility where he or she functions efficiently and can attain the
ultimate goal.

HISTORY OF ADVENTURES
Once upon a time (isn't that the way all good literature starts?), when 16K computers were still the size
of a house, there were adventure games. Even in the 1960s, large and complex games such as Life and the
original Adventure appeared on these mainframes long before the advent of home computers. The
people using these computers employed their imaginations during their spare time searching for new
ways to play with a new "toy."
Thus, adventures evolved essentially parallel to the computers themselves. But when the home compu-
ter first came out, the games initially available were fantasies. Super Dungeon and Dungeon Campaign,
for example, required your carefully tailored alter ego to march around in a multi-level dungeon seeking
various treasures, and encountering and whomping monsters before they whomped you. One of these,
Beneath Apple Manor, published in 1979, became one of the first fantasy classics.
Early adventure history was made when the first of Scott Adams' all-text adventures appeared in late
1979 and the early 1980s. Initially available only on cassette, these relatively compact games consisted of
some thirty-five or so rooms, and were among the first programs written in Assembly language. This
speeds a game considerably, which adds immeasurably to its continuity and playability. As programming
sophistication increased, these popular games were transformed into Hi-Res versions; but in the case of
puzzle games, whether or not this is a true upgrading still sparks debate.
At about the same time, in early 1980, Adventure (sometimes referred to as the Colossal Cave), which
begins "You are standing at the end of a road," was translated into BASIC language for the Apple
computer. This was a major accomplishment considering the size and complexity of the programs being
mashed into Applesoft. At least five different companies have put out a version of this game, including
faster playing Assembly language versions. Although nearly identical, Microsoft's version adds an inter-
esting twist with an additional room, the "Software Den," and a two scenario save-game capability.

2
Roberta Williams "took a small step for man and a large step for adventurers" with the release of the first
Hi-Res adventure, Mystery House, late in 1981. Colorful pictures replaced much of the text, leaving only a
few necessary words in the bottom four lines of the screen display. Some soothsayers stated that this game
would sound the death knell of the all-text games, and indeed such graphics games have become
immensely popular. However, as to ending the reign of all-text games, such predictions were consider-
ably premature.
Many players prefer a good all-text game to even the best Hi-Res game. They like the imagination
required to visualize the surroundings and elements of the puzzles. Often an image appears in your mind's
eye that no on-screen graphic can match for vividness and pleasure. Some all-text games provide screens
of text that rival real literature in terms of their use of allegories and descriptions, even purple prose which
can boggle the imagination. On the other hand, if you simply read that you are in a cave-pocked hillside,
would you immediately respond "Go Cave" as you would if you saw some caves staring you in the face?
Infocom has perhaps done the most to keep the all-text adventures alive and thriving with two
significant breakthroughs. The command parser originally developed for Zork, which was released in
1981 on the Apple (another game originally written on a large computer and subsequently converted),
permits the use of conversational English. You can enter complex commands (complete with adjectives
and adverbs) rather than two-word-only commands such as "Go Cave." Tables of equivalencies and
synonyms added tremendously to the playability of these games, removing much of the unnecessary
"puzzle" of having to guess the exact word to use in order to accomplish a specific task.
Deadline, published in 1982, provided the second breakthrough by permitting the independent actions
of characters within the game; you could interrupt the actions of characters to ask questions and to alter
their future course of action. This game also used a feature first seen in Scott Adams' The Count: objects
and descriptions of locations could change as the days or hours progressed, with new objects appearing in
old locations. Since then, independence of action and change over "time" have evolved even further. In
Labyrinth of Crete, the two alter ego characters, Jason and Hercules, can receive separate commands and
behave cooperatively. The same holds true for the six independent robots of Suspended, another Infocom
game. Anyone of the characters, once given a command, will dutifully carry it out in the background,
reporting back to you upon the completion of its assignment while you manipulate other robots in the
foreground on separate tasks.
An equally noteworthy breakthrough in fantasy games became visually apparent in Ultima, wherein
your character roams over a landscape considerably larger that the immediate area of the visible screen.
As you move "off the edge," new graphics smoothly scroll onto the screen, giving the player a feeling of
great scope and expansiveness.
As the games evolve, the distinction between the two general types blurs. For example, the fantasy
games Ultima III and Legacy of Llylgamyn (1983) both include numerous puzzles, such as riddles or
extensive searching requirements, to find objects. Nevertheless, the primary emphasis remains monster
whomping, searching, and exploration. While Hi-Res graphics have become a large part of the puzzle-
type adventure, a graphics tour de force such as Ulti11Ul or Wizardry still commands an enthusiastic
following.
Today's adventures, always searching for something new, employ a better usage of sound, animation,
Real:time response requirements, and arcade game tasks (e.g., skiing between trees in order to proceed
on to the next puzzle element). Some include major arcade game tasks between elements of a puzzle
adventure. What will appear in tomorrow's adventure is anyone's guess. Like the games themselves, the
answer lies only in the imagination of the programmer of that yet unwritten game. As the games'
sophistication increases, so too will their popularity, as these two factors are synergistically related, each
providing fuel for the other's growth.

3
WHAT MAKES A GOOD ADVENTURE?
Beauty is in the eye of the beholder. Just what sets a good game apart depends on each player. While my
personal favorites are the original Adventure and the Zork series, I didn't know that until I had finished
playing them. Unfortunately, you cannot tell how well you like something until you've tried it, particularly
since most adventure games are packaged with snazzy covers that have little or no bearing on the game
inside.
Regardless of which game you consider your favorite, you should consider the following types of
questions to determine the relative quality of any given game:
Are the puzzles imaginative and logical, or old hat? Are they simply souped-up guessing games?
Are there alternative approaches or more than one area to work on at a time, or must you solve one
specific puzzle before approaching the next? Such in-series-only puzzle games usually offer little inspira-
tion, only a maximum of frustration.
Is the text bright, descriptive, and well-written, or sparse and matter-of-fact, without anything to
stimulate the imagination? Elements of humor and side issues, while they may have no direct bearing on
the game, materially enhance the game and make it enjoyable.
Have you ever taken out your frustrations on the game and sworn at it or given an obscene command?
Try it, you might be pleasantly surprised-and it gives you a rather strange feeling to apologize to a
computer.
It won't take too long to find out about the command parser. Will it accept only two words or an entire
sentence of multiple commands? Do you have to use a specific word to get a response? A good game will
have good vocabulary and a reasonable number of equivalent nouns and verbs. Nothing is more
frustrating than using words like "open," "unlock," "break," "move," "lift," "shake," "twist," and "unwrap"
only to find that "use" is the only correct word.
Take a look at your map. Is it logically laid out? Do the mazes have a reason for existence, or are they
pointless? Are there too many mazes for the size and complexity of the game? Are there many pointless
one-way moves?
Does the game get you killed off unnecessarily without even a chance to defend yourself or escape?
How do you get killed? Was it clever and quick, or was it unnecessarily sick and graphically gruesome?
Did you learn from it?
Does the "save game" feature permit you to save a game at any time, or only when you quit? When you
re-enter a game, is that the only time you can use a saved game? Must you endure a long boot-up cycle to
reload the entire game just to load a saved position? Will the game support two drives, eliminating
unnecessary disk changes?
What of the game's speed? How fast does it play? Slow color fills and a lot of disk interaction detract
from the game's continuity and playability.
Does your Hi-Res game permit you to look at the last sequence of text you entered, or even to play the
game as an all-text adventure?
Finally, when you have finished the game, are you sorry it's over, or simply relieved?
Another way of getting an idea about the quality of an adventure game is to check the ratings in The
Book of Apple Software. For now, why not grab an adventure that's fun, but has been giving you
problems, and take another whack at it?

4
HOW TO TACKLE AN ADVENTURE GAME

Each game has its own flavor and idiosyncrasies. To be successful, the player must try to think the way
the author did when writing the game. When starting a game for the first time, try beating around it for a
while, without even trying to map it or solve any puzzles. Simply try to get the feeling of the game. Pick up
anything you can, and try to do something-anything-to or with it. Next, start over and map as much of it
as you can, without trying to solve anything. Don't even "touch" anything just now-be patient. Annotate
your map with the objects you find and any clues, like signs that you can read or things you shouldn't do
(for example, try not to get killed the same way twice).
At this point, you're finally ready to play the game for real. Look at your map, as much of it as you have
so far. What can be pieced together? Where did you get blocked or clobbered, and why? Use what you've
got and try to develop something, anything. Many times, the initial puzzle isn't too tough (Savage Island
Part II being an exception). As soon as you make a breakthrough, save the game and push your map
forward, if possible. Try to anticipate where the puzzles occur and what you might need to solve them,
then go look for those items.

Mapping the Game


Mapping a game is a necessary element in adventure play. Mapping refers to making a road map to tell
where you are, where you've been, and how to get back to a given location. More importantly, you should
annotate the map with what you find, how it's used (once you find out), and, later, the key words to the
solution of the puzzle at any given point. One of the best games for beginners is Birth of the Phoenix,
which includes one of the best tutorial manuals on mapping and a beginner's approach to adventures. The
game itself, as you'd suspect, isn't difficult; but it contains examples of all the aspects common to most
adventure games.
Start your map with a rectangle to represent the location at which you first find yourself. Methodically
go North, then back (hopefully) South, drawing as you go. Bear in mind that leaving a room to the North
does not mean that you necessarily enter the next room from the South. Concentrate on "finishing" all
possible directions for that initial location. Remember that some games have ten possible directions out of
any location: the four cardinal headings; NE, NW, SE, SW; and up and down. Some games tell you
possible exits-just don't always believe them; draw in a short straight line to mark those directions.
Develop your own shorthand. If you can't go in a particular direction, put an "x" there; if you can't
return to the start by reversing direction, put a one-way arrow on the last line. You can simplify the map
later when and if you find two lines with arrows between two locations. Should a scene seem repetitious,
make sure that you are not in a loop. Drop an object and keep going. If you come across the object again,
obviously you've looped back.
If you find yourself in a maze, be it an open ocean, underground, or a field, use the same technique as
you did to find "loops." Develop your maze on a separate sheet of paper. Drop an object and name your
present location (the rectangle) with the name of the object. Move somewhere, drop another object, and
name that location with the name of the newly dropped object. Draw an arrow from the first object in the
direction that you moved and name it as the second object. Continue moving and dropping objects, and
soon you'll find yourself in familiar locations.
When you've finished, you'll have a number of rectangles equal to the number of locations in the maze,
plus arrows pointing from one location to another, showing directions. You can redraw the maze now,
using the named locations as the basis for your map.
Some mazes are tougher to map. Creatures may come along and pick up what you've dropped, or your
object may sink into the mud and disappear forever. Some mazes (like the ones in The Mask of the Sun)
don't show your object (even though it's really there) unless you "LOOK." Other mazes have a lot of
one-way trips; that is, once you reach a second location, you cannot to return to the first one.

5
Inventory Management
In many games, inventory management proves a problem. You may find more objects to carry than you
can handle at anyone time. Occasionally, you can obtain minor relief by putting smaller objects into larger
ones. The problem may be compounded by the multiplicity of objects often encountered early in the
game, before you have determined their relative uses. A second complication arises because some objects
have several uses in widely separated locations. You have to figure out what to carry, where, and when.
Two suggestions for inventory managment are: first, avoid picking up treasures until you are heading
back to the storage area. Take them back in bunches. In some games, such as Kabul Spy, treasures are
secondary to the real object of the game (but do add to the score); they are seemingly there primarily to
reduce your ability to carry objects you really need.
Second, establish a centrally located despository, sort of a temporary treasure storage area. Don't leave
objects lying all over the place, as you may have a miserable time finding them again. As the game
develops and you probe deeper, bring your objects closer to your "working area" and establish a new
temporary depository.
Be patient, you may be only a few keystrokes away from success. When you really get stuck, marshal all
your objects and forces at that point, and dig in. Keep a dictionary and thesaurus near at hand. Quite often,
having two people tackle one game will produce faster results. What one misses may be intuitively
obvious to the other. When all else fails, look in The Book of Adventure Games.

USING THIS BOOK


This book contains the maps for over seventy of the most popular electronic adventure games. The
purpose of the book is to make these adventures more enjoyable and less frustrating, but not less
challenging. Thus, even though explicit solutions to the games appear in the back of the book, please don't
take the coward's way out. Looking up the answers before you try to solve the game on your own could
ruin the game for you.
Use the maps as you play, and if you really get stuck, look for a number by that location. In the back of
the book you can find corresponding numbers with solutions for that particular problem. Use these
solutions only when you have been stumped for some time. This book is designed to help you find just the
hint you need to keep playing, without giving away the whole game.
Don't worry if the maps show locations that you have not yet found. You may have to solve certain
puzzles to uncover particular locations. These objects may not be visible or accessible on your initial visit
to the location.
This book won't tell you ever thing. The maps don't specify, for example, when or if you should take an
object. They don't help you with inventory management. You will have to read the signs and plaques,
examine and consider the objects and locations, and, most importantly, use your imagination. These side
issues provide much of the fun of the game.

6
THE GAMES

7
....

8
ADVENTURE
Company: Several
Suggested Retail: $29.95
Type: The original all-text adventure-a classic.
Description:
The first message in Adventure consists of the words known to all adventurers: "You are standing at the
end of a road before a small brick building." The last message describes your being borne off on the
shoulders of elves. Between those two lie 130 rooms, fifteen treasures, some forty objects, and a variety of
cave inhabitants for you to deal with and outsmart.
Playability:
If this is your first adventure, you've picked the one that hooked me! The story flows well, and the text
reads like a novel in its expansiveness and descriptions. Most versions are disk interactive and a little slow,
except for the Scott Adams version in Assembly language. The Microsoft version, perhaps the most
faithful, has two saved-game positions and adds a room, the Software Den, with its own special twist.

~.-
..""
-_....: -

9
ADVENTURE

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11
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I
I
I
..J E

S D SE

Note: Letters in
Dead End circles refer to the
Vending letter in the block
Machine to which you go.

12
ADVENTURE
Pirate's Maze

WEST END
of
HALL MISTS

1 2

One
Way

6 I~.----------~I

One Way
to Bird
Chamber
G
XYZZY

13
ADVENTURELAND
Company: Adventure International
Suggested Retail: $39.95
Type: Originally an all-text game, recently re-released in Hi-Res form.
Description:
This game has the distinction of being the first of the good puzzle games. Thirteen treasures lie above
and below ground in this adventure. Some treasures just lie around for the taking, but others will take a bit
of head scratching before you finally glom onto them. In the process, you have to contend with Bees,
Bears, Lava, Insects and a Sleeping Dragon.
Playability:
Overall, the puzzles are not too difficult, and the game provides a good introduction to the tougher
games in the Adams series. The two-word syntax has a limited but adequate vocabulary. The text is brief
and to the point. The game offers a single, easily made or recalled saved-game.

14
ADVENTURE LAND
TREETOP
To the East QUICKSAND
See a Meadow
Beyond a Lake
"Blue Ox" ®
/
-/......,........ ~
Large Misty
MEADOW SIGN
SLEEPING
f'1\
\V LAKE WATER
Room
(In Limbo)
IN FOREST
TREES t-- DRAGON
"Dragon Eggs"
I--- SIGN
'Golden Fish" ®
-~
I t
Swamp-Smelly Mud f3\
PAUL'S PLACE L Oily Slime \::?/ EDGE OF
"Jeweled Fruit" r - - Cyprus Tree I---
SpiderWeb HOLE
Chiggers

I
STORE TREAS.
/
Lamp LEDGE
"Necklace" Flint & Steel
"Bracelet'

Eight Sided Rm.


/ 7
African Bees LOCKED DOOR
"Rubies" THE DEVIL
"Royal Honey"

I /
LONG SLOPING Throne Room
TUNNEL HALLWAY 'Golden Crown"
Buzzing to North Locked door

I 1
WRONG TURN LARGE Royal Chamber CD Window with Ledge Outside 18'
~
I/ __
I'm lost in a I--- Hole in it Throne Room
CAVERN / Bricked-up I - - - Loose Bricks I - - - Thin Black Bear
Computer chip
w_in_d_ow_..... "Magic Mirror'

Opposite of ANTEROOM
Light is Empty Wine
Unlight 1 Bladder

\\~ ~-N-~-Z0)~.L~_,-J'P-st-2-~
.._ _ _
4

West and
3 I-- Up 4

II':'\.
10"
"Rug"
Sign Says
I--~---.
~
Bottom of Chasm
"Golden Net"
®
5 Down 6 I \..:./ Hot Lava
"Firestone"
~~~~\. ~---~~ Sign

\.:J

15
ADVENTURE IN TIME
Company: Phoenix Software
Suggested Retail: $29.95
Type: An all-text adventure.
Description:
You must locate the bad guy, Nostradamus, who lurks somewhere in time, and kill him before he can
assemble the ultimate weapon and destroy the world. You may travel to four different locations in time
and to an interesting lab which even has its own computer. A friendly robot helps you out.
Playability:
This game's traps and puzzles will keep an experienced player busy for several hours. Although rated
for experienced players, it is by no means too difficult for beginners. The crisp, quick response,
tongue-in-cheek style, and save option further add to the game's appeal.

16
ADVENTURE IN TIME

Druid's Very Very Very Bow


Meadow Woods r- I- Very Dark
Dark Dark Dark

I I I
Druid's
Druid's
Woods
Woods
Guard
Druid's
Woods
Very
Dark
- Very
Dark - Very
Dark
f- Very
Dark - Very
Dark

(8 I
Stonehenge Druid's Very Very Very Very
Altar
I--
Woods Dark Dark
;-
Dark - Dark

7
Yellow Cave Entry
Druid's Very
Woods
I-- Druid's
Woods Dark r- Card
Very Dark
r- Message
Snake
Year-SOOO ~
~@)/
Year 1001

Cliff
Hammer

Entryway

1(3 12) ® ® 1
Computer Lab Library Living Rm.
Room
Keyboard
- Cloth
Microscope
- Brown/Blue
Cards
Manual
I-- Kitchen - Syringe
Carpet
Picture
I-- Dormitory

00) (4) Robot (5)

Store Rm. Control


;- Laser
Translator
Greenhouse I -
Security
Room - Room
Time Mach.
Sign

17
ADVENTURE IN TIME
Part 2

Alcove
Soothsayer
Charm

Gangway Coliseum
to r- Lions
Coliseum Red Card

Gangway
to
Coliseum

See
Coliseum

@
Forum Forum Meadow Deep
Swarms Appian Way
Nero of Ground Herd of Bright Forest
Mob Rumbles t-- r-- Sunlight r--
Violin People Dinosaurs Butterfly
of People

82 1 1 ~ I
Entry to Appian Way Can See See Volcano
Tyrano-
Forum
Guards
r-- Seethe
7 Hills
Quicksand
saurus a Volcano r-- Clearly

~ 1 t 1
Appian Way Higher
Forest Mesozoic
Cliff t- Worn by
Boots
Marsh r-- Period r-- &
Drier

Cliff

/'
L
Cliff

18
ALI-BABA AND THE 40 THIEVES

Company: Quality Software


Suggested Retail: $32.95
Type: Originally the all-text game called Fracus, this fantasy has colorful Hi-Res graphics and sound and
has undergone extensive modification.
Description:
This light-hearted combat game takes place in a medieval setting. You beat up monsters, find treasure
to buy more effective weapons and armor, and ultimately rescue the Princess Buddir. You face an endless
procession of assault-minded thieves and assorted monsters. However, you do have a host of allies on your
side, and sometimes the indiscriminate baddies even clobber each other. You can just sit back and watch,
and often listen to lots of music.
Playability:
No single solution to this fantasy adventure exists, so none is provided beyond the map. One or more
players can play with paddles or keyboard. I suggest annotating your map as a means of keeping tabs on
the many hidden doors, chutes, and strange goings-on.

19

~

ALI-BABA AND THE 40 THIEVES

o Open Door ~ Closed Door


o fU G- One Way Door
Royal (Open doors may close at random times)
Library 'Rune' - a message
\:U J:U
r-rJ 1f The $ Treasure
~hahriarLJ Sultan's Foothills Mountain
I' reasury( I Palace I---t Cemetery J--
Dusty Road Bear ~ Store - sells weapons or armor
"' r--I J~~~~I I
~~_ Cave
l1U-I6j I ~~ c
.. II>
c >
~
o ('1 Illusions of doors
'iii ,~
.. .... (:1......
I I g <
Deserted
Tunnel
Ali
Baba's ~::
Home To
Gemini B

Th ieves I '\ ") Crystal Astrologer's Spi ral


Cave Cave Maze IJi[] Staircase

C;t] u
View 10...
R o
~ from a

Forest
Tree
v ,I ~ HW ~..--------.
v y r-
~ 8
>-

~~ t 1
(ij
I

I I I--~
I
L I
~ Princess
I I S Gemini B
U
I
~ Old Mine Road ~ Mine Shaft 1-- ... i
l- H Taurus Aries Pisces
. tAquarius d
e
I r Capricorn us
Thieve's Gemini I I
Clearing A I--- t-- Gilded
M Pathway I--
Astrologer's Den

10- .. Ii
fl I-- Saggltarrlus
-
Cancer I
I I 1 Guard Room
~
~
Leo Virgo Libra Scorpio
I+- ~ I---

\ -/'
J
Stinger Magic
Strewn ~ Tour- ~
away
From
Room billion Home
Deep
Dark Inner
Stairway / Secret Staircase
1
Passage r\
r-- I- ~ ...-.......- Save the -::::.
0 Minotaur's ---- Whales
Labyrinth
~
A I
Under-
0 t-- I I
ground Minotaur's I-- Minotaur's
Vault
stream Den Gold
Dragon
~ For
lair
I ~I I The
I !ULuCkY
Failing l - - Wall t-- From B-
Minotaur's
Playroom

t.o
.....
BENEATH APPLE MANOR
Company: Quality Software
Suggested Retail: $29.95
Type: Originally a Lo-Res game, recently re-released in Hi-Res form.
Description:
In Beneath Apple Manor, a classic fantasy game, you try to find a Golden Apple hidden deep within a
multi-leveled, maze-like basement. You need no hints or clues to solve this game, only a bit of patience.
Different types of monsters abound, and the deeper you go the tougher they become. Magic items found
on most levels may help you in the quest.
Playability:
The new version provides a Hi-Res display of up to five rooms, while a pleasantly familiar Lo-Res (text
page) display of the original version is available for games of up to ten rooms and at any of the ten degrees
of difficulty. Elements of strategy enhance the game, but no puzzles impede your progress. No single
solution exists, so none is provided. Because the maze of each room is random, only a typical floor map,
dumped from the screen, appears.

22
BIRTH OF THE PHOENIX
Company: Phoenix Software
Suggested Retail: $14.95
Type: An all-text adventure (tutorial for adventurers).
Description:
I could have written a solution to this, but didn't-it's not difficult, and brings you along carefully. You
must uncover three treasures and complete a special task as part of this game. Other features common to
big time adventures are a magic word, a maze, and a relatively interactive puzzle.
Playability:
A tutorial adventure for the beginner, enjoyable and worthwhile for first-time adventurers. The
excellent documentation clearly describe game elements in detail, and encompasses clues to a variety of
specific adventure games.

Maze 6 4- Maze 3 :!:> Temple

Maze 2 Treasury

Maze 1 Road to Mountain


Heliopolis t - - - i Rocky Road 1---4 Pass

Guardhouse
Guard Road Mountains

Cliff

In a Well V Clearing
Well
Edge of
Cliff
Cave
Safe

Treetop Forest
Tree Glade Toolshed
Branch

23
BLADE OF BLACKPOOLE
Company: Sirius
Suggested Retail: $39.95
Type: Hi-Res adventure with color graphics and Hi-Res text.
Description:
You have to find and return the Sword of Myraglym. Standing between you and success are talking
plants and idols, several riddles, a booze-happy monster, a tough-hided lizard, and a variety of ways for
you to come to a premature end. Secondarily, you gain 500 points for solving the puzzles; the last point is
sorta tough.
Playability:
While the Blade of Blackpoole contains no adventuring breakthroughs, it offers pleasant enough
story line and graphics. Inventory management does present some challenge, since you can carry only six
of the twenty-three objects at one time. Some objects have multiple uses, but the sequence of managing
them becomes more difficult because you cannot readily return to certain locations. The overall difficulty
leans slightly to the tough side, ideal for average adventurers.

:READ BOOK COHCRATULATIOHS l YOU HAUE SUCCESSFULLY


FUFILLED YOUR QuEST AHD RETURHED THE
SWORD MYRACLYM TO IT'S RICHTFUL PLACE.
THE BOOK COHTAIHS DESCRIPTIOHS OF A YOUR HAME WILL BE PROCLAIMED THROUCHOUT
RITUAL AHD A PRAYER CALLED 'SOLOCIH'. THE LAHD FOR THIS DEED t AHD THESE MEH
YOU CAH'T QUITE READ THE WORDS OF THE SHRLL SERUE TO BEAR WI HESS FOR YOUR
fRAYER,BUT YOU RECOCHIZE THE WORD DAHCER HEROISM AHD BRAUERY.
)MORE<

24
THE BLADE OF THE BLACKPOOLE

~
CASTLE OF DARKNESS

Company: The Logical Choice


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics and animation.
Description:
To overcome the might of the evil wizard, Grimnacht, you must discover the power behind his curse.
You explore the many rooms of two castles, some with treasures, others with monsters or clues, and many
with nothing at all. When you get through them all, you will have gained 200 points and had the dubious
pleasure of watching your animated character march slowly all through the palaces.
Playability:
The game offers a degree of animation and occasional spoken words, but some of the graphics leave a
lot to be desired, particularly small and difficult to differentiate objects. Travel from location to location is
on the slow side. Also, the limited vocabulary often makes progress frustratingly slow.

26
@ @
Room with
Room Strange Walls CASTLE OF DARKENSS
Troll I-- Wizard
Princess Ball

@J
Room
Floor covered
by Fire

l @ @
Room
Wraith
Ingot

Room Room Stairway


Stalagmites Room Steps up of Chiseled
I-- Table I--
Stalactites Stalactites Rock
Room Room Room
v
Room Two Cave
Wraith I-- Room I-- Bench Room I-- t----i Two Tables I--
Orc Branches Bag of Gold
Orc
I ~
,......::::oJ I @=® ==:I Room Room w/
Ugly Large
Troll I-- I-- Stalagmites
Table Stalagtites
Bridge Room
Room ~ Large 1---1 Crack in
Boulder Wall
® z<S;
@)~ @I @ Room Cracks in
® , Chest I-- Wall
Bar/Ring Necklace
Small Caged
'\I MAZE Island Room Wraith I-- Small Room
String I-- Umbrella
Gloves Large Rm.

14) ®
Storeroom Cave Room Room Small Room
Table I--- Orc Small I-- Lare~a~~ble ...- HeavY
Lamp Material Table Bench

1 ®l I ®
Room Room Room Cave
Cave Small Table Table Orc
Steps Go Up Large Table I---
Wraith Cracks Crack Charm

1 I o
Room Courtyard
Rock Table GameRoom t-..... Tower Room Courtyard
Troll Room Grate
Brown
Envelope
N
Sign Pole I--- Dartboard
Darts
I ...... Mean
Troll ~ w/Bench
Stairway
Drawbridge
Bench
I-- Swell Table
Steps Up
V Key

@ 1
Tower Room Room Tower
Cracks in Entryway ~ Room
Steps Up
Two I--- Large Table
Bird
Medal f\ Tables
I--
Wall Bench Wraith
V Paper
'"
~ (£)
West Side Eerie West Side Castlew/
of Castle East Side of
of Castle Towers Castle
Castle Drawbridge w/Moat Drawbridge
Pick axe Waterfall
Moat Moat

~
~
CASTLE OF DARKNESS
Maze
Eerie Dark Rocky Winding
RWED EDWR WEDR WORE EWDR ERWD
WORE OUT
RWED I EDWR ] DEWE ERDW I DERW DRWE EWRD CRWED I REDW RDEW I WRED ~RWDE
WDER \ RDEW DREW
, I oWRE
\
DERW DRWE
RDEW
Entry
DREW
WDER DEWR DRWE
~
DWRE~REDW DREW c;:::f------;WDE J EWDR ERDW I WRDE I EWDR

WERD DREW
\ DEWR ~RED
WORE WERD

WORE EWDR ERWD WRDE DRWE DERW RDEW WRDE

OWER I ERDW I DRWE RDEW I DRWE I EWRD RWED I REDW I DWRE I TROLL
WDER J ERDW
\ "-
WERD RE~W EWDR ' ERWD WERD RWDE EWDR
RDEW

DREW EROW RWDE ERDW WDER EDRW


DEWR

EWRD I ERWO] EWRD WORE I DREW lOWER WRDE~DRWE WDER I WORE EWDR
DEWR \ WERD DERW \ ~ DRWE \
WEDR WDER DRWE

WEDR WERD WDER EDRW


WORE EDRW DWRE DWRE

DWRE I EWDR WRDE ERWD C=OWER I REDW WRED RDEW 'DRWE WRDE I------nfO. LL I
J I WERD~
\ \
WRED DEWR WEDR REWD D~W RWED WEDR
WERD

DERW RWED
EWDR RWDE OWER DEWR

EWDR I EWRD I ERDW DRWE r-----;;WRE I WRED ImRDWE I DR EW r=?EDR I WERD


EWDR '\ \
WRED " EDRW RWDE ERDW
DDWR
(STRING)

WERD EDWR

RWED I DDWR I WRDE Note: Letters refer to the first


letter of the four adjectives.
(STRING) ..... WDER ERWD
CHAMBERS OF XENOBIA
Company: Avant-Garde Creations
Suggested Retail: $15.95
Type: All-text adventure.
Description:
Thirteen treasures await you in the underground cavern, the majority guarded by an unsavory critter
which you must kill to gain reward. Three minor puzzles offer some challenge.
Playability:
The game is easily mapped, offers little reason to playa second time, and contains no unique twists. On
the other hand, it's easy to play, doesn't bomb, isn't devious, and well suits young adventurers. Not
recommended for intermediate to advanced players.

Barren
Field

/ ®
Leave Vault Sacrifice
Treas.Here
Sword
- Narrow
Passage
Pantry
Door r- Diamond
Potion
Room
Zombie
Brass Carving

I
I Acolyte's
Chamber
Dining
Hall
I
Small

I Dusty
Room

Dark Entry Small


Small Kitchen
r-
Musty I
Passageway - Hall Alcove
Room
Stinks
r-- Toglodyte
Wood Chest
Oark
Room High Ceiling
Werewolf
Gold

I
Xenobia's Magicians
I I I 6)
Huge
Lab
Bubbling - Storeroom
Ghoul
Octagonal
Room Storeroom Study - Room
Gate
Platinum Rg. Minotaur
Liquid

I
I
Ratholes
I
Funny
0 I
Long
Corridor
Rat Large
Cavern r-- Groaning Ogre
Sapphire Noise Rubies

® I
You'll never 3 pools
@ I
Stalagtites
I
Bright Light Very
I
Tee
Make it out Clear-bath Cuckoo Dead
- alive - Red-acid
Brown-mud
Clock
Emerald
I-- to East
Hobgoblin
t-- Bright
Room
r- Intersec-
tion
r- End
Door

I CD
Strange
I
North
Mummy
Plush Room Room
Storage
Doubloons
- Soggy
Floor r- Mineral
Formation
South
Hallway Mummy
Onyx Statue

Liquid
Vial
I I 0 I
Room wI Dragons Drafty
Orc - Hallway r- Smooth
Walls
t-- Lair
Platinum
r- Room

29
THE COUNT
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for release in Hi-Res form. Price includes Voodoo Castle and Strange
Odyssey.
Description:
While this game has relatively few locations, a new element-time-has been introduced. You must
properly time-phase your activities over three days and nights in order to find and kill Count Dracula. If
you don't fix his wagon in three days, you won't be around for the fourth. Natch, there are bats, garlic,
blood, Transylanian cigarettes and some No-Doze pills to help you keep awake at night.
Playablilty:
Slightly less complex perhaps than some of the other Scott Adams' games, but unique in that "things
change" between night and day, and between successive days. The two-word syntax has a limited but
adequate vocabularly. As with all of the Adams games, the text is brief and to the point. The game offers a
single, easily made or recalled saved-game.

THE COUNT

Pantry Bathroom
Toilet

® / @

-- Kitchen Outside Closed gate


Oven (at Nite) of Castle
Dark lens
Oven
Dumb-waiter
Hall in Castle
Coat of Arms r-- Crowd of
Townspeople
Bell Pull

/0
Workroom
Day 1: Note/Clip
Day 2: Package/Letter
Cigarretes
Bottle of Blood
Locked Door ~ Closet
Vent

/(1) 00
<9 Crypt
Bedroom
Window
Brass Bed
~
On Ledge
Flagpole

Dungeon
Iron Rings
Vent, Sign
(No Smoking
I
Dark Pit Ext.Cigarettes)
Bya Box

I
In Bed Window Box
Pit-Torch Long N-S Sheets Daisies
Passage Pillow Window

I
Doorless Rm.
Full Size
Portrait

30
THE COVETED MIRROR

Company: Penguin Software


Suggested Retail: $19.95
Type: Hi-Res adventure with color graphics.
Description:
To break the evil rule of King Voar, you must find the fifth piece of a magic mirror. To do so, you must
know the shapes of the other four pieces, solve a number of related puzzles, and play three simple arcade
games. Periodically, the King yanks you back if the Jailer finds you missing, but the Jailer lets you roam if
you bribe him.
Playability:
"Talking" characters will help you order and solve the frequent but not overly difficult puzzles. The
characters often give novel responses should you give them objects not intended for them. A light-hearted
game with nice graphics and a degree of animation, but a rather slow fill time. The vocabulary is nicely
tailored to the game. You get seven saved-game positions, which you should use frequently-especially in
the maze. Suitable for all levels of gaming ability.

31
c.."
1:0

THE COVETED MIRROR Maze I-- Maze Maze


r--
CD 0
In the Damp I
r- f-- I
Barrel Cell •
D .. Maze f.- C .- Maze t-- Maze

@ Dark +® I + I
Alcove -
Magician's Plunder Maze Maze Maze Maze Maze
'-' Room I Room - - r-- - r--
- t I I I
"Keep
- Maze A Maze

B ..... Maze I-- Maze
Out" f.- .... "-

I I + I +® I
Maze Maze Maze Maze At Maze Maze
~ f-- - - Last! - t--
@ ~ Grumpella
The Witch
Winding
Stairs
/@
Top of
Ladder

® /@
Queen's Outside Main Secluded King
Window Corner Chapel
Castle - Gate - Voar
D C
l 1 I
See Face Where Voar
• N.E. Corner
Kitchen --I Corridor Spends Most - of Great Fireplace
in Window - of his Hours Hall --
I I @ 1
S.E. Corner
Corridor of Great Corridor Guard's Color
Hall - Room Room

I I I I I ~~
Open Royal
..... Corridor Corridor Doors I-- Corridor - Corridor ~ Bed-
Chamber
---
Voar's I
Castle A
• Where theJ
~ester Lives j

Town
®
Dark Narrow R
High Thin Edge of
Plateau t-- Mountain's - Log Cave r--
Peak Ahead Precipice
L ~ I @
Edge of a Butted Only the
. Mountain - Against Skinniest
Stream Mountain Can Pass

I
Swinging Perilous
Bridge Path

I
Voar's Swirling Rough
Castle Clouds r- Path

I
Raucus Upin Peak of
Bustle Shrouds
Tree Ahead
To South V
I ®
East of North Nalini
In Tavern r- I-- f-- Stanislaw f--
Fortune Pet Bull
Tavern Gate Astrologist
Teller

G4 I 69) <is)
Henry North Alice's In Tavern
Blacksmith I"- Castle - Hovel Ferd
Street

I G) I @ @
Winder's Town Portal Abbott's
Blow & - Square r-- of - In Church Office
Glow Stone
@ ~3 I ~) + Fishi
Sue South Bernt Door in Blushing Abandoned Forest
Gareth Wayfarer's
Castle ~ f-- ~ of No
Knitting Alchemist I-- Baker Inn Hillside Violet Well
Street V Return

I I ([1 I (!6 L
Money Shop Marigold In See Lady Selga
Starbury
- to ;-- - Outskirts Barrel Country r-- - Vainly r-- Sisters
Lender Lane Cross
West !\ Inn

I @) I @)
Outskirts
Stockade of f-- Graveyard
Thief
Town

g
~
CRANSTON MANOR

Company: Sierra On-Line Systems


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics.
Description:
You must recover sixteen treasures from the multi-roomed Manor so that the town can be restored to its
former glory. Cranston Manor itself is all indoors-upstairs, downstairs, and basement-with a Suit of
Armor chasing you in the house and a dangerous Toy Soldier after you in the basement. The conclusion
extends congratulations and designates you a Class 3 Adventurer!
Playability:
The game provides a few sticky puzzles and several interesting interconnections, but the inability to
restore or restart the game after getting killed off is a serious problem! Despite the relatively large size of
this game, it seems to lack the imagination and freshness which marked The Wizard and the Princess.

North End
of 2nd St. N/W Corner N/E
In Woods Corner

G)

sa:- 1
Cranston Manor
Separate Map

Front

• \+
North End I n front
of First St. - Short St.
~ t-- Gate
(locked)
I-- of a
High Wall
r-- S/E
Corner

FaCing West Free


General ~

Lantern
Store

L
I-- UL Main St.
11111

---1 L

L- UL Pierce St.
U\
L I-- ~L Junkyard
Crowbar

c:
Ci3 .9
.- til
,....
Vl
c:
t!l
o
34
CRANSTON MANOR
Basement

Cave
Entrance

1st Floor Top of


(NE corner) Stairway

/ I
East End
of Dirt Room Bya
~ Corridor
W~og / ~ Corridor
1\ (Main House) Crawl way

~ 0)
Lift Chamber Walls of • Intersection Pink Base of Subway Large Low
~ • Holes in. ~ ~ I-- Platform
Green Light Blue Rock - all directions Sign Bull Steep Slope nl--tl. - Room
Column Machine

I /
Long South Large
Sloping Ice Narrow Nugget
NIS Hallway Caverns Room Chamber Cul-de-Sac
OC Passage First Floor
Ft.
Drop
1 / 0 \.
Bottom Steep
of Controlled UfO
Cul-
r- Door Corridor
Stairs
de-Sac l..-
0/.fi: - ~
e.?)
West End Computer
of Vault
'---
Large Hall Laser

Mushrooms Large ~
on Passage wi ./ ...
- Snake Holes Stalactite
Ceiling

0 I ®
Large Passage
Chamber w/Oebris ~
Wide N-S
Pool Blocking Way Passage

~
CRANSTON MANOR
Hires Adv. No.3

Attic
Gazebo Old Clothes

)---1---1
Surrounded
By Tall
Hedges + + + Surrounded I
By Tall
Hedges
I-_ _"""~
~"'""--t

Cat
Fountain
Piranha

Locked Gate

Woods

Pile of Rock
Cave

36
Dirt Room

( ® MousA
~ ~
Observatory Hole in
Room Atrium Sitting .. Room
Telescope
r- N end t-- Room
f- Wall
of N/S Hall & Floor Mouse

l
~ ~
East Second Floor Second Floor
f-- West End of End of Torch Hole t-- Shabby
E/W Hall EIW Hall in Ceiling
Way Bedroom

I
Chapel r- Pottery
Room t--
If , TI'
N-S
Hall
t--
®
Hunting Rm.
Locked
Closet
~
I
Chair
Servant's I--
Dining Rm.
Empty
Room
Stairs
V
Closet
Secret Top of Rope ~ with
Room Rope

(~ I ®
Organ t-- Middle of t-- Kitchen
Closet Well
I Room N-S Hall

-lfl
I

I Ba~ment I ®
I
I
I
Yc;>u are
Facing East
Stone Porch
Picture
Room - South End
of N-S
Hallway
(Separate Map)
Dining
Room
Cistern
.Pump

I
I

/ ~12) @) Lookout I
Stone
~
See a Smoking J-- Library
Inside Shed Balcony Room Room
Base of
1 ./ Tower

Jlr
Tall Oak
Tree ~
Shed r-
Base ~

Column of Hole in Shabby


Green Light t-- Ceiling t-- Bedroom
Torch

2nd
® Empty
/
Floor Room
on First Floor
Top of Stairs
Toy Soldier N. End of
Master Bdrm Empty
Pearl Ring I-- Upstairs
Closet
'\
Basement
(Separate Map)
Torch Hall

1 I
Children's Middle of Den
Bedroom t-- N-S Hall t--

I ®
South End
Children's of Bridal
Playroom t-- Upstairs Hall I-- Suite

I
/ Ona
Balcony

,/

37
CREATURE VENTURE
Company: Highland Computer Services
Suggested Retail: $24.95
Type: Black and white Hi-Res adventure.
Description:
You eI)ter and explore a mansion which you have inherited, deal with its inhabitants, and find the
treasure, which is in two parts. Once you find the first part of the treasure, you enter a Master's Game,
made more difficult because it no longer allows you the save-game feature and essentially limits the
number of moves available to you.
Playability:
A few interesting animation sequences and challenging portions. Adult adventurers may become bored
quickly because of the limited vocabulary, but kids will find this game, written somewhat tongue-in-
cheek, rather interesting.

Master Game

South
Key End of
Chasm

Treasure
Land Dead
Squid End

North Side
of Chasm

38
CREATURE VENTURE
Part 1

(3)
'--- Oozlybub
rv-- Crack in
wall

~ L- 000 t?I Top of


Roof

CD ®
In a Tree
~ ~9~ ,J
/"
n

~
Elf throws
things
over the
wall

0
Doorway

®
Glasses First p/O
Small 10- Upstairs ~ Large Picture on
Bedroom Hall Bedroom Maze
Table

® ~® 0
/c::::J", Central Library
Hallway
r 1
Living Room

Kitchen
Oven Table
Stove Cabinet

39
CREATURE VENTURE
Maze
2
t
9-- 12
---- 13 I-11

10
t !
2 __
9 10 ~ 11 1--7

Shovel

j
,
9- 4 I-- 4 1--13

13
t I -.
12

r-- 8

t
I-- 7
--- 3 1

12
Central_ Library
Hallway

2 I---

40
CREATURE VENTURE
Part 2

Bottle
of
Water

Lucifer
Himself

Box

10

Long Hall

Start
Boogieman

41
CRIME STOPPER
CD @
Office
TV Phone - Platform
V Pigeons
Alone /
Top
of
Roof
of

~
Ladder Building
Small
Hall
2)1 1
,,~ j

r
Miss
Ibo Hemple's
Tribe
Display
Office
Picture
Edge of
Tank
1\ Water
Tank In Elevator
Panel
Lever
Northeast
Corner

I 1 4) IQ6 I
-
Tribes Hausa Third First Outside Corner
of
Africa
Tribe
Display
Floor
Hallway 1'\ Floor
Hallway
Lobby
Guards r- Sidemore
Building
fo- of 2nd
& 50th 51.

11) 1 J lit ~

i\ @
Watusi 2nd & Busy Elevator
Display 135th Street Corner
t-- of 2nd
Man
Blowgun
Museum
Entrancp NI I of 2nd
& 90th St
& 90th St. N I J
'1
In
Elevator

'--' .. r'
I
In Front In Front
In Front
Museum Gift of of Arnie's
Lobby I- Shop
of
Gepetto's
I-- Joe's
r- Health
Place Foods

I l3) I ®
Inside
Gepetto's Inside In
Cobblers Joe's Movie t- Beau
Shop
Bank
Machine
1
Theater
Lobby I
Ticket
Corner
Booth
of 6th

----
& 50th SI.
1
Corner

~
6th
& 90th SI. I
I J
'1.
r
®
Bad Sector
Bank Corner
Corner of
Apartment
Safe r- of 10th
& 90th SI.
10th & 135th

~ ~ +J ]
1
Kitchen
.1
I

........,
-
Substation
Station Legend
To
Street
Subway Street
Inside
Station Station
Tokens

Subway
Platform To
Map Trains

42
CRIME STOPPER
Company: Hayden Software
Suggested Retail: $34.95 Room Room
t--
Room
10-
2nd Floor
of
209 208 207
Hotel
Type: All-text mystery game.

"
7)1
Description: Beau
McBridge's Hotel Wooden
You are Al Clubs, Private Investigator. You Room
Telephone
Lobby Stairs

arrive at your office at 7 a.m. to find that you have


been hired to recover a kidnapped heiress. You I
In Front
have until midnight to complete your task. You of Broken
Arms
spend a lot of time in the subway. En route, you Hotel

have plenty of reading material and you encoun-


ter two dead bodies. You have to do in three I
Corner
baddies or become a corpse yourself. Justice is of 2nd

I I,J swift, so work fast!


& 8th SI. I'-.J, I
I

====~II.. J Playability: J
There are a few bugs in this game, so save it
often (fortunately, quite an easy thing to do). \
Novice adventurers will find it entertaining. How-
ever, if you got hooked on Deadline, don't expect
@ this to replace it.
Sports
---~Telephone Complex r- Locker
Room
Hallway
t West
I +- Downtown Uptown ....
East I
Corner Bank
of 6th Corner of
& 21st SI. 6th & 8th

---..,J~---...~ ,
~======~~ ~~======================~~

@
Lockers
10th &
21st SI.
I'-.J I
Executive
Row IL......L.--J.., ®I
I~I Crowded
Corridor
Man in
Tattered
Coat
1
Bus
Station
Inside
Bus
®
Station Corner Inside
Steel Freezer
of West t-- WarehousE I-- WarehouSE t-- Door Desk
1 & 8th SI. Crate

Intersection
West
& 21st SI.
L...-_ _.... ~ ...
Departures
~I L
"

43
CRYPT OF MEDEA

Company: Sir-Tech Software, Inc.


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics.
Description:
A humorless and gruesome game, full of blood, gore, and little else. You find yourself in an under-
ground mausoleum; your mission is simply to escape. Decapitated corpses, flea-infested dogs (dead,
naturally), vats full of body pieces, and mutants stand in your way. I can't say much good about this game,
either from the standpoint of its design or implementation.
Playability:
This game does not suit children because of its unnecessary use of violence and horror. The graphics
and text are rather insipid. Nonetheless, the difficulty factor is relatively high, partly because of the
atrocious vocabulary and partly because of the lack of logic associated with the puzzles.

44
CRYPT OF MEDEA
® @
Room with
End of Experimental Blood
Tunnel Testing
Room Running
Down Walls

I 0 I @) I ~
Shallow Large 20 Foot Bloody
- Very
-
West Edge East Edge Puddles of
Tunnel Mausoleum Crawlway r--- Lab r-- Large I-- of r-- of ~ Embalming
V Room Ravine Ravine Fluid

®
-- 0 I @) @ I
Bottom of Boxlike Massacre Small Large Room
False in Store Recant Moss Grows
Room - Wild
Grave Room Room Carnage

/ @ @ I ® @ I T
Wind Tiny Blood Blood in
Stains Small Native Thick Moss
Howling in "- Room r-- I-- Room is r--
Distance on Floor Room Stone Absorbed No Blood

@ I
Upward
Twisting Sloping Long. Low Native
Passage ~ Rock
Corridor Corridor

@ I @ I @ @
Huge
Granite Chamber Cavernous I - - Underground Tracks Room Filled Small
Chamber Room Railroad ~ Split ~ Granite
Smooth With Soil
Dirt Chamber

I @ I / I
Long Low Top of Ant, Room
Twisting Dirt Dark Large Stone Stone Tracks Native of Room
I--
Corridor
-
Room Stairway Cavern r-- Chamber I-- Chamber r-- Curve Rock ~
To West
I
@ I
North End
Long Dirt
Room
"
I
South End Dusty Dead
of I - - Antechamber I-- End
Dirt Room

~
\
J
t
V Short End North
~~ ~ // Hall- of Ridge
way Hall Chasm

\}
Travell-
5 ing on
Road

CRYSTAL CAVERNS
Company: Hayden Book Co.
Suggested Retail: $34.95
Type: All-text adventure.

Little H Tangle
Used of
Path Bushes

o
Second
Dirt Clear-
Road
'ng

@'r-,- -
16 Room Description:
Maze
You become Apple Caverns Estate Land-
lord after finding sixteen treasures in and
N, Bank below an old Victorian Mansion. Lots of
Lava Maze
River imaginatively written, highly descriptive
text, and several very well done puzzles
enhance this game. Also, you must find many
Foot-
bridge objects to figure out which ones to carry
Rickety
Swaying where, and which ones to use on what!
--r---
Playability:
You have to work hard at getting killed, a
welcome change in adventures; but if you
insist, try jumping up and down on the rick-
ety bridge! You make the three save-game
positions to the program disk. Three are just
about right for this game, which is, all in all,
rather interesting.
I
I
,I
~
L::! ors:;'~,
Pit

, J '- ')--:-:--_.,
Long Large Climbing Huge
Narrow c~~~~r Empty Vertical Small Ominous
Tunnel Room Psg. Pit Cavern

N.End
9)1
White Huge
/ Ridge
j/!I
Ridge Psg. Tall
N-S Tunnel Sand Chamber Wide Ends NS
Psg.
r-- Fissure
I-- . of
Fissure
I--
N' Psg.

I oJ \ !\ I
Traver- Small Scat- ~ NS (Parachute Doesn't Open) Echoing
smg Lon Rocky tered Psg. I Cavern
rN-S Psg. Carr. Rocks

~~~
Long Small I
(~ Small Solid I,
/ (~~--~
S.wall
Narrow Winding N-S Stone , of
Chamber Carr. I Psg. Wall Fissure

I I~l 1~ I
Rm. wI Long Wide I Junc- I EW H Small Narrow Point
Cracked Room E-W tion Psg Room E-W over
WailS Icicle Room J I Hole Psg. Quarry
I
I

;:~r E-W E-W Tilting \ Quarry


Room Psg. Psg. Room Floor
I Il H
! 62) l=--
®
Winding E-W Psg. in Rm. wi Warry
Walk- Fly- I"""" Crawl _ S~veral ~ Prehis. S.E.
way trap way ~I~~C;; 1- Pics. Corner

· d·
WIn Small ,i"W.End! Cubby
mg Damp of
Psg.
~ Psg. ,Fissure I 1_ Hole
~I
Space

I ~3) : / I
End Small I Slightly Sloping Bottom E.End Small
of N-S I Humid Ps ~ of ~ of Cramped
Psg. Tunnel I Room g. Fissure Fissure Room

I ® I I ,
Dusty Comp- } - Disk Furnace Bottom ~ Tight
Printer uter Drive Room Large Room
Room Hole


Comp- Roc~y Granite Psg.
uter Corn- ~ Gallery Bends
Panel dar West

~ '"
....
CURSE OF CROWLEY MANOR
Company: Adventure International
Suggested Retail: $29.95
Type: Hi-Res mystery with color graphics.
Description:
As Inspector Black, you start in your Scotland Yard office (which you cannot leave until the phone
rings). An officer (later found gruesomely mutilated) summons you to Crowley Manor to investigate the
murder of Lord Crowley. The balance of the game proves equally gruesome, but the ending is interesting
and well done.
Playability:
You will find it all too easy to get stuck at one location in this guessing game, looking for the right word
combination in a full sentence command. Quite often, otherwise insurmountable obstacles simply
disappear if you happen to be carrying the proper object, so be sure to look everywhere.

48
THE CURSE OF CROWLEY MANOR

Damp Musty
Passage

11

Stark Room

Small E-W
Hall

Kitchen
Nailed Door
Growth

London Office
Apr. 2, 1913

Beautiful In Cab Take


Outside of London Nite
Manor me to Crowley
Big Ben Traf. Sq. Look Driver

49
~

CYBORG
Ventilation
Ducts
Togram

Topol
Shaft Bleachers
In Gym
01 Top of
Rings
Trapdoor

~
25 Meters Center
Below Top Detox. End of West End of
Chamber ,..... East End
of shaft SW Pass. t- olGym Gym-Below f- of Gym
Rings

, ./ 0
50 Meters Opening Belore Top of
Below Top W-NE Steam
In Detox ~
of Shaft Passage Cabinet
Duct Chamber
Hatch

Duct
Junction
South
End of
Gym
V \ Steamy
Cabinet

Narrow Doub!y Endless


Opening Mirror Vast Doorway Doubly
Dense Endless Dense
in Duct Endless For. Image on N-S
Forest Forest Path Forest

0 0 I~
Clearing In N-S Path
Forever Forest Forest Grove of
Forest Twisted Tree
String Clearing Mirage Trees

From
A Identical Little Grove N-S Path Dense
Endless r- Field by t- of t- Through t- Forrest
Forest Puddle Trees Forest of Trees
1/
f
~ ~ r J J From
-

1\ ,\ I I
'\ I
'T' E-W Path Little
Bare E-W Path JunctIOn By E-W
In Metal E-W Dirt Shelved
Room I-- I- By ~ E/W Dirt I- I- Lizard t- Dirt Path I--
Passageway Doorway Path Path Rooms
START

0 0
Clearing by Tangled
Unusually I\- Forrest Doubly Little
. Some I-- Under-
Dense r- Clearing I-- r- Tangled Alcove
Thickets growth
Grove Mess
Snake
V
~
Rising
N-S Darkening
Path Tunnel
Company: S
Suggested R
2 3 3 ~
Type: All-tex :ame. 1 Clearing EW Path End of
2 Below Through Maintenance
I""- I-- E-W r-
Ramp Canyon Room
Description: Path

2 4 4 4
At the outs re a Cyborg,
half-human a Isually cohe-
sive plot, th Dvel than an
3
adventure. I Ie objective, Lost Landing
Top of 2 in
Ramp of
which doesn he game fol- Forest Cubicle
lowing a sur A cute and 4 4
rlally provid-
/ "--
clever Droid -
ing you with 4
2 ®
Playability: 2 4 Lost
Lost
3 in I""- in 2 Cubicle
Forest Forest
Although on the slow 3
1
side, Cyborg enge, domi- 3 4 3

nated by the " theme, and


a well-devel ,es along the 0
way. Thesiz challenge. It Center
West End E-W Hall I..- East End
proves relati :, and even if Huge Hall Hologram Huge Hall

you do, you g


Vending Machine

Ci1
t--
CJ1
to

@ CYBORG @
Messy Inside West End South End
Cabin Glass of Sickbay of
Ultrafiche Cylinder f--
Cylinder - Sickbay
Reader Lever

West End Central East End North End Laboratory Storage


of Controls of Bridge - Red-Stri ped Empty I-- Room
Bridge on Bridge Hall Beaker off Lab

@
West Wall Top of End of
in N-S Hall Yellow E-W Corridor
""" (Red) N-S Hall

II
, J
Midway Down Half-way
South End Red NW/SE Up N-S
N-S Hall Corridor Hall

V
Grill
® @J Smada

Eerily Lit Yellow East End


BarRm North End Hydro-
Red NW/SE ponics I-- Hydro
Scale of Domed Corridor N.S.
Room Corridor Room Ponics Rm
Crystal

Striped
Hallway
Junct.
To Page 1

@ 10_ 3 5
Resting Spot 9
Airlock Transparent South End 50 Meters
Red Center of t- 8
r- Domed Rm Bubble NS Hall Below Top
~I Button Room of Shaft
5
2 3 9 2 9 8 8
4 8 10 7
Rubble
® Formed Com Trapped Rubble
9 in Maze Strewn 14
Debris all -
South End Around of Rubble '"" Passage
of Domed Rm •3
Small 6 7 5 6
Doorway
1
---- ----- -----

q 8 10
,- 1-- ~
0

4 5 6
Maze Maze Debris
7 of Debris ,...-- of Rubble r-- Litttered 4
A and Rubble and Debris Passage

3 3
6,,@ 2
White Northern Northern
Room wi 5 7 I 6 7 I 5
End of ~ End of
Rows of Hooks Dorm Hall 3 Maze 2 Maze
Ie Hold of Debris of Rubble
r- 2 & Rubb 2 6 3
- Debris all
allover over
3 10 10
7 8 5 9
(1~
C
Northern Narrow Standing Cargo Hold Inside
Dorm N-S Outside - West of I-- tiny
Section Hallway Cargo Hold Ship Ship

-Poo~ Trllth __ _

Bottom
Center of Hallway Wide West
r-- f-- f-- of
Dorm Junction Hallway
Shaft

Standing
Southern Southern Before
Dorm Half of Sleepers
Section Hall Chamber

Southern End South End North End


of Dorm - of N-S Sleepers
Hall Station

I'hin
@
Midway
Thru
Sleepers
Room

South End

@
North End
of
Engineering
-
~
DARK CRYSTAL
Company: Sierra On-Line Systems
Suggested Retail: $39.95
Type: Hi-Res fantasy adventure, the sixth in the Roberta Williams series, with color graphics.
Description:
Jen, our Gelfling hero, is your alter ego. You control his actions in his quest to find and replace the
missing shard of the Great Crystal, a deed which must take place at the instant of the triple conjunction of
the Three Suns. The great prophecy states that only a Gelfling can accomplish this task, and Jen is one of
only two who escaped the slaughter of his race by the evil Skeksis. Failure means that the Skeksis and their
robot-like killers, the Garthim, will control the world forever. Success means both the end of their rule and
a return to peaceful harmony in the world of the GeHling and Pod people. If Jen succeeds, he will live
happily ever after with Kira, the female GeHling, who appears haHway through the game.
Playability:
The game is based on and faithful to the movie of the same name, but having seen the movie is neither a
help nor a hindrance when playing the game. The graphics, although having large expanses of white, are
beautifully detailed. Lighthearted and fun to play, the game anticipates your actions and commands. Easy
enough for beginners and captivating enough for more experienced players.

54
@)
Top of Balcony
Narrow Above Ravine
t-- Crystal Surrounding
Stairway
Chamber Castle

L /' @ ®
Bottom Plumetting
In tower of Narrow On the into
of Castle t--- Crystal
Stairway Ravine

@
Conclusion
Gliding
Slowly to
By the Pit Bottom

u
>
~
~
Cj
----.
I ~
I
I ~
I rJ:J
I ~
I
I >
I
~

__ ...I

~
~ Side2B
@) I
@
I
I Mired inan
Forest I Eerie Observa
I
w/Kira ,, Shallow tory
Swamp -
,,
" tt}-t---- J I (9) t
Quickly Carried I
Hot Dry ! Arid Forest I
Making Desert Chasm Forest I
Murky Swamped
Brushland Quiet Down , Sinking Swampland
Way Boundary Twisted stream Wrapped
l- - Scrub - Thickest I-
Trees. I into Muck f- Draped
....
Across I of Gorge Crackle of and walk in Vines
Brush River (Kira) w/vines
Dasert Chasm to ~ Harsh Wind Lizards Leaves into Village
,,I
,
I
1 I 1 I 14) I (13) I + ----------, aT T I
Black Crossing Arid Forest I Swampland
West Chasm Edge
Barren Deser Eastern Edge Brushland Land- Forest Pad Village Treading N. edge
Land Side Large Rock Castle thru
I- Head I- of Chasm Far ....- Low Bush Striders - - ~ of Vast
Air Creature Forest I
Sinister
Oppresive Chasm Side-Desert Hot, Dry
- Peasants - Silence I
Swamp
I

I l I I I ;----1-----.1 -r3- -1--- ------ ~------- - -- ---.:


I +
I Forest
Most Dry, Racing Arid I Ruins Swampland
See Riding Chasm Forest Wandering
Desolate Parched Across Through Brush land Gelfling S.Edge
Place f- Castle I - Empty I- Across is I-- Scrub by i.+
I
Thickly - Ruins Wall - Through Vast
Desert Desert
Seen
to South Land Desert
Bush
I
I
Wooded 2 Rocks Primary
Forest
, Swamp
,I
1 ""Disk ~ Side 2A 1 .. -------- ... I I 5) I I
Disk Side 1B
: Ravine : Forest
Castle : Surrounding : Hideous Forest Wilderness
Castle Cool Virgin Swampland
to ~ Castle ..... - Trees - Serene Ground
East to Forest- Forest
West Canopy Creepers Mucky
:@~:
I ~ I

1 ~---+----~ 1 (6) I 4) I I T
Through
- Castle Can't Wilderness
Wilderness Wilderness
Wilderness
Wilderness Creatunss EW. Path
to Believe Noise Wilderness Scurry Strangely
Lifeless l - I- This r- I-- Babbling I- - Eerie -
Land North almost Pond out of Quiet
Land deafening Brook Hush
way

I I I
Psg. Wilderness
appears Tangle Wilderness
after Vines Alivew/
I- I-- Abundant
listening Talk
to Brook Flowers Foliage

'.J 3) + t 1
In Hills In Mtns.
Large Shadowy Trickling In Mtns.
Cavern Path - thru - Lost
Tree Mtns.

I I I (2) I
Cave Towering START
Passage Cliff Circle In Mtns.
I---< f- of Valley H Mountain
Winds H of
N&E Cave Stones side
Stones
West
I I 1
In Mtns. In Mtns.
Mtns. In Mtns.
Wandering Lost
Around
- Towering f-
~.
over Valley
DEADLINE
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: The first of a series of all-text mystery adventures.
Description:
You, the Detective, are called upon to investigate the apparent suicide of a wealthy and philanthropic
industrialist. You encounter no monsters or wizards, just seven characters you can talk to, question, or
watch as they move about independently. You ha~e twelve hours to unravel the mystery and arrest one or
more of the four principal suspects. You will have to prove motive, opportunity, and means. There are
twenty-five possible endings, ranging from dismissal by the Grand Jury to conviction by the Trial Jury.
Some endings come with shocking suddenness; others give you clues for your next attempt at solving the
mystery.
Playability:
Totally engrossing. You feel as if pulled directly through the CRT and right into the mansion with the
suspects. While the game offers a moqerate difficulty level and number of puzzles, the convoluted
puzzles demand interaction and one of them proves quite tough. This game requires considerably more
deductive logic than adventures usually call for.

57
~
DEADLINE
Outside House
Lake

Lake North Lawn Lake

Garden Path Orchard Path

Among Roses Orchard

No Entry Behind
Shed
East
Invisible
Lawn from
Housel

Inside House
See Separate Map
S. Lawn
Lake ® Lake

Q)

West Lawn West Side East Lawn -'"


of House as
-l

West of East of
Front Door Front Path Front Door

Shed
Ladder
15'
dirty
mud
(dry)
no
South Lawn prints
DEADLINE
Inside House

Balcony
f\ To
Balcony
1\
....._"""'1"_ _...
To
Outside
Rose
;-1)'--......._-, Garden

Library Hidden Master Master


Room Bedroom Bathroom

North
Guest
Closet Upstairs
Hall
- Bedroom

I
End of Hallway Hallway Top of
Hall
f-- I-- Hallway I-- Stairs

I @ I
George's East
George's Mrs. Dunbar's South of
Bedroom I-- Bathroom Bedroom Hall I--
South Hall

I ® I
on Mrs. Dunbar's
Kitchen f-- Pantry Stairs Bathroom Closet

Dining L...... Blind


Room Corner ~ Hall

North Bottom
Living of
Room of I--
Foyer Stairs

I
South r---- Mrs. Rourke's
Hallway Bathroom

® I
Foyer Mrs. Rourke's
Bedroom

+
To Door

59
DEA TH IN THE CARIBBEAN
Company: Micro Lab
Suggested Retail: $35.00
Type: Hi-Res adventure with color graphics.
Description:
You find yourself on an enchanting but dangerous Caribbean island, divided by a fast flowing river.
You've come in search of buried treasure. Yes, it's here, but it will take a bit of doing as well as digging to
get it. The graphics are very well done, sharply detailed and quick to fill. The puzzles offer moderate
difficulty; some-in a sense-involve a play on words.
Playability:
A good, solid adventure. A little thin on the story-line and text, but nevertheless challenging. Playability
would improve greatly if the game supported dual disk drives; as it stands, with two program sides you
quite often find yourself flipping disks like hot cakesl The two-word parser has a limited vocabulary.
Fortunately, the negatives are well balanced by some of the best red-herring puzzles yet encountered,
some helpful magic, and a little cryptology.

60
DEATH IN THE CARIBBEAN
Part 1

® ® ®
Pyramid Upside
Path Turns Down
Intersection I- Marker East Pyramid
Boat
Parrot

(!> ® I ® 1
Path East Lightning
and West Picnic Table Cave
Cross Road r- Very Bad f-- Entrance
Fog to North Storm

~ I I 1 11]
~Maze
Paths Paths North Side North River
Quicksand Cross Road of Bay Tree
t-- Sign t- East. West f- North. West Toward Paths South
- All Directions
r-- LeftPaths
& Right Swing Bay & West
I
and Behind and East
but South
I I
North Bank North In Front
Dense of
of River Riverbank River Graveyard I-- of I--
Alligator Woods Church
Church

(~ I (15) I
Foyer of
Path-Tree Church
Sign Trapdoor
Bell Rope
Maze
I 14) I
North Rim South Organ
of of Music

®
Crevasse

I 0
Church
'"
CD
Path South Rim Man-Eating
South of Top of Ants
of I-- Cross Path ~ Intersection I-- Intersection
River Cliff Ant Hole
Crevasse

®~ 1 I
In Front
South Side of an Old Base of Dead End
of r- Cross Road l"- Intersection ~
Cannon Cliff Wagon
Monument Monument
L-. 7) I I 1 2)
Early Path to
Morning- Right and Rock Bend
Intersection I-- Intersection I- Slide Box
Bull Left

1
Behind
Dead End House

CJ:)
i-'
~

DEATH IN THE CARIBBEAN


Part 2

-I
o
CJ) Cave Chamber
o Entrance in Rock
3

Opening Coffin Church


Zombie Foyer
22

DEMON'S FORGE
Company: Saber Software
Suggested Retail: $39.95
Type: Hi-Res adventure with
color graphics.

Long
Hall
(x 6)

You must escape from underground dun-


geons into which the king has cast you. The
ending relates to the title, but not to the
Varga-like cover jacket. There are lots of
objects with which to contend, and not too
many characters. The puzzles largely belong
to the find it, use it, and leave it type.
Playability:
All in all, an average adventure game,
with pleasant and interesting puzzles.
Inventory management becomes a pro-
blem because you tend to accumulate
objects faster than you can figure out
how to use them. Hints fall few and far
between, and the vocabulary forces you
to play guessing games with synonyms
to get the desired results. At least you
don't get killed too often, but beware
the Rabbit.

2
Pillow Sleeping
Blanket Quarters
Bag of Ashes L-_ _ _- ' "

Cave
Entrance
63
DOOM VALLEY
Company: Superior Software, Inc.
Suggested Retail: $19.95
Type: All-text adventure.
Description:
While vacationing at a ski lodge, you hear that a planeload of UN ambassadors has crashed nearby and
can't be found. You later find that, for unknown reasons, equally unknown parties have chained these
worthies in a medieval castle located in a steamy jungle populated by lions, tigers, and mambas who pay
no attention to you. You win when you return the ambassadors to the ski lodge.
Playability:
So-so at best. Most of the game locations have no bearing on the game. You can win the game in less than
four minutes once you know what it requires. The two-word parser demands specific two-word
responses, usually self-evident. No real challenge, even to a beginner.

\ J

I
r
\

" ,) ~\

"
..
1~. I
l,
'-
(
..... .........

64
CD - ®
Lodge Rent-a-Ski Ski Slope Ski Slope
Radio ~ Mavis Avis I-- Sign I-- Footprints Ski Slope I-- In Cave
Cashbox Ski Eqpt. Snow Snow Bushes Yetti

I l
Ski Slope Fell Off
Ski Jump ~ Cliff
/
- I
Ski Slope
On Ski I-- Wreckage
On Ski Lift ~ Lift To South

I
In Wreck tj
o
o
® ~
Bottom Under 317' Jungle Narrow <
of r-- Jungle ""-
~ of Snow Path Path Secret >
Cliff Cave
" t""I
t""I
t!j
@ I t I ® 0 ~
Jungle Path Jungle Alcove Dungeon
Stream to I - Jungle Path ;-- Library
Path - Lever Ambasadors
South
./ , ., , I
I :/'" Stream I
--'-L ®
South Jungle Path Steps of Castle Hall
of Mambas t-- Castle t-- Knight Stairs Stairs
Stream 1\
1 I J
Jungle
Villages Grass Hut Jungle Path
I-- Ferns
Primitives Map
Armory Guard Landing
t--
Guncase Room Holes in Wall
1 I
On Steel Jungle Path Jungle Path
Jungle Path Lions
Beams t-- Thick ~ t--
2' Apart Undergrowth Tendrils Tigers
ffi
EARTHQUAKE-SAN FRANCISCO, 1906
Company: Adventure International
Suggested Retail: $39.95
Type: Hi-Res adventure using color graphics.
Description:
A note for you in your San Francisco hotel tells you to deliver a ransom (conveniently on the dresser) to a
specific hotel or you'll never see your wife again. This simple task is suddenly complicated by your room
collapsing around your ears, chaos in the streets, fallen buildings, trigger-happy and not-too-honest
soldiers, the need to become a hero, paddling around Oakland Bay, and getting piddled on by a small dog.
Playability:
A lot of backtracking takes place because things at earlier locations change when you meet conditions
set later in the game. Some mildly interactive puzzles, but for the most part you must solve them in
sequence, which slows down the game. The speed of the game, vocabulary, parser, and text all leave a lot
to be desired, but attractive graphics, several intriquing puzzles, and an interesting storyline make the
game worthwhile.

66
EARTHQUAKE-SAN FRANCISCO, 1906
<D
Room in
Hotel

I ® ~

Bedroom Crest
"'- Steep
Bed of I-- Street
Hill

113 '\.:/ ~~ ® /""


Legs Rubble
Trapped Foot of Telegraph Storm
r- of I- r- Hill Drain
By Large hotel Stairway
Beam
~ 5) I (16 i" ~ 8) I
Outside Narrow
FruitstBnd Second Side Storm
Floor 1\ Street Drain

6) I A 1~ 9) I @
Freemont Grand Street
Opera Dead
Avenue I- End near
House Fire Station

I A@ ® @ (22) @ @
Narrow Narrow Short Large Burned North End
E-W r- E-W t-- Alley 10- Court Oriental f-- of
Street Street Yard Garden Tiled Plaza

® (19) 1 @) (23) I
Wagon full South End Old
Portman of
Hotel I-- of 10- Stable Chinese
Refugees Courtyard Restaurant

3~ I I @ (21) I @
Lobby of Near Sitting on
Hotel Pier at Piece of Wood South End Narrow South End
Oakland ~ Oakland t-- Large Piece ~ Stranded of t- of Plaza
Sinister Dock of Lumber Cliff
Figure Soldier in Bay Stable Pagoda

I A ~ I~ I (2~
Foster St. Boat Sinks Inside
Foster St. Burning At the Stranded Storage
t- I-- Docks t- t-- Bare
Waterfront Building in Bay Room Pagoda

I~ I ~I (~ I .A. ~
South End Lifeboat West End Cobblestone
of I-- Casts off Cobblestone t- Street
Docks From Docks Street Fallen Bl'dg.

® ®
Wide Porch Inside
Sutter Wrecked
Hotel Hotel

~
"
Blue Planet Forest (START) In Treetop
Tree
Trees Mountain Peaks
Path Gold Leaf(?)

I Path
~
Mt. Summit Mt. Summit High Plateau
Pkt. to N Cave Cave
Park to S Trail Path Cave Old Man
Mtn. Trail Mtn. Trail Cliff
Valley bet. 2 ran Valley bet. 2 Blanket
Mtn. Trail

I Cliff

Clearing Below Cliff


Mountain N & S
Trail Cliff
Path

I Path
Ancient Roadway Q)
High Plateau Mountain to N Strange Place
Below Cliff Forest Treetop "0
Stone Tower
Cliff Trail
PeakOH/
I Gravei' Stone Door to Twr.
Roa Dirt Road
Dirt
Wooden
Brook
Dirt Road
Tree Mountain Peaks N-S
Stone Tower
Black Demon
Gold Demon
I
"0
Path Tall Trees Golden Sphere ~
Gravel Rd Gravel Road Stick Q;
.r Cliff Gargoyles on Twr .
® I Brook
~

High Plateau Above Brook/Forest


Stone Open Door Surface of Tree Treetop
Trail-Cliff Door Go Door Gold Leaf(?)
Gravel Road Lily Pads
Tall Trees

IGraVel Road I Surface


Entry Hall
Stone Quarry Stone Stairs Underwater Underwater
Stone Door Surface covered by Channel Limestone Cave
Gravel Road Channel Channel
Cave Stone Archway Lily Pads Surface of Q)
Underwater Short Passage
Iron Stone Underwater Pool CI>
as
Channel

~9 ICave Stairway
-"!rCI}
Trapdoor
Crocodile ~
'"
'"
Unlock
Landing- Gloomy Room Open
Smal: Cave Top of Stai rs Stone Arch
Blue Crystal Wood Door Wooden Door
Iron Door Trap Door

® I
Re~
0 o
~oo
6
'000\
Iron Door Wood Door

Closet Wizards Den ROOT CELLAR


Animated Skel. Com pass-Scroll Wooden Door
Wooden Door Desk-Chair Trap Door
Key Window-Iron Door Grass
Open I Open
Window Trapdoor
Oasis
Window Ledge Garden Dry River Underwater
Grass=Secret Trap Dry Wash Pool
Window Channel
Ladder/Long Drop Door Path Palm Trees Su rface of Pool Q)
(.)
Tall Stone Tower Small Pool as
Gargoyles on Roof Dry 't:
(5) Ladder Long Drop-Window lOry River
Wash ::J
en

Tower Roof/Ladder I Path


Astrolobe Desert Mtn. N/S
Trail/Dry River Desert
Stone Gargoyle Dry Wash
Iron Gargoyle Forest Trail Desert Road
Path A Small Cactus Desert Desert Road
Trees Large Cacti Road Abandoned Road
Trail

I Tree
Blue Sand
Abandoned
Road
Treetop Ruined City
Desert Mountain N/S
Forest WOLF Fountain (Water)
Broken Window
Empty Doorframe
Abandoned Road/
Hole Empty
Hole I,Broken Doorframe
Window

Abandoned Bldg. Abandoned Bldg.


Abandoned Bldg. Empty Door
Large Hole in Broken Window
Wall Frame

68
EMPIRE OF THE OVERMIND

Dining Hall
Wooden Door Throne Room
Spoon, Bowl Irone Throne
Bottle, Table Iron Door
Bread, Herring Goblin King

@ WOOdD~ Iron Door


I
Room with Tiles
., Shaft Bottom C5 Large Cavern
Small Hole "0 Iron Wall 0 Small Chamber

-
:I: 0 Rough Wall Roof of Cavern Stairs
I Iron Wall
(Charred Hole) ~
(Charred Hole)
Iron Door
r-;:;- Storm Door r-::- Trap Door
Rough Wall 0. ...
Wood Door
Iron Door
Iron Door
Small Hole ...~ Long Shaft ~ ~
iii ",0
... 0 Trap Door
I
I 05)
Small Hole
'B" (1~Stone Door
1-0

~\0'0
eO
oO(

I Room with Tiles


Small Hole Room with Tile Stone Room
Iron Wall Shaft Lava Pit Stone Door Stairs
(Melted Hole) Stone Door Shelves, Rig
Dirty Section Tortu re Rack

I
Stone Door

Landing at
C5
0
00
On Ledge Tile Walls Long Corridor Landing
Bottom of
Long Spiral Stairs
Stone Door
Shaft
Short Passage
-., Ol
Wooden Door
Short Passage
~
0
0
Wooden Door
Stone Door
0
r"Q)
c:
Stone Door
Stairway
0 0
'"
U)
~ U5
IStaircase Shaft (17) ~
Top of Spiral
Staircase Top of Shaft
Short Passage Short Passage
Stone Door Smooth Shaft

I 00 00
® Cell
Landing at Top 0 Dungeon Dwarf
0
I of Stairs
Stone Stairway - Stone Door
Iron Door - c:
Iron Door
Stone Door
Wooden Door Q)
c:
0
Short Passage e Dirty Wall
U5 Straw Dung

Iron
Door Company: Avalon Hill
Underwater
Small Cavern Suggested Retail: $29.95
Surface
- Underground
Pool -
Small Cavern
Stone Door
of Pool
Channel
'ii
. c:
c:
Short Passage
Scarab Beetle ..
CD
Ol
til
U)
Short Passage Type: An all-text adventure of th e same genre
as its predecessor, Lords 0 f Karma.

Description:
You must find and destroy the Overmind (a golden sphere) to win the love of the enchanted Princess
whom you meet while trying to cope with the game's sundry critters and traps. The game abounds with
many objects, a helpful dwarf, and some useful magical items. It's a toughie.
Playability:
Engagingly difficult but agonizingly slow, especially for an Assembly language program. The docu-
mentation gives the history and game objective in verse, but does not describe how to save or restore a
game. You should read it carefully. Unfortunately, you cannot solve the game without the save and
restore. Try Reset: Call-15I: BSA VE (filename), A$8000, L$lOOO. To restore, use Reset: Blond (filename):
Call-151: 800 C. Despite its obvious weaknesses, it's a very tough and challenging game.

69
EMPIRE OF THE OVERMIND
Red Planet

Mtn. Summit
Mtn. Trail

Trail

Cliff High Plateau Cave Bathroom


Cave/Mtn. Trail Cave Wooden Door Bath
Cliff-Path Sink Faucets Toilet

Path IWood Do or

Bedroom Bed
Dusty Cellar Rolling Foothills Wood Door
Tunnel PathlTunnel Stone Door
Trap Door Tunnel Desert Track Closed Window

I Trap Door
® IStone 000

Abandoned Bldg. Desert Laboratory Landing-Top Stairs


Stone Archway Arch Stone Stairway
Trap Door Track
Empty Door Frame Pistol Archway
Black Box Stone Door

0 I ® IStairway

Ruined City Desert


Desert Lawn Entry Hall
Abandoned Bldg. Road Road
Desert Road Tall Stone Twr. Stone Stairway
Wooden Door Window
Door Frame - Door Dirt Desert Track Gravel Path Stone Stone Door
Girl Wood Desert Road Wooden Door
Green Alien Road Dirt Road Door

I
Door

I Wooden 0 oor

Garden
Abandoned Bldg. Wood Dr. to Twr.
Broken Window Garden Path

IGarden Path

Gravel
Path Gravel Path
Dirt Path
Garden Path

IDirt Path

Cliff Ice Field Barren Wasteland Salt Fiat Barren Wasteland


Obscure River Wash
Obscure Track Dry River Dry Wash Dirt Path
Steep Cliff Track Obscure Track Dry River Dry Wash

70
ENCHANTER
Company: Infocom Inc.
Suggested Retail: $49.95
Type: An all-text adventure.
Description:
Zork lives, embodied here in the descriptions and puzzles accorded to you as the neophyte wizard, .
charged by your wizened mentor, Belboz, to seek and destroy the great evil wizard, Krill. Only an
innocent fledgling can hope to succeed in this quest due to Krill's precognitive powers. It's tough to find
some of the thirteen scrolls you'll need to achieve this goal. Find out what it's like to get sacrificed, and talk
with frogs, turtles, and a shaggy adventurer.
Playability:
The game plays easily and smoothly and employs the excellent parser, vocabulary, and two-drive
save-game capability that mark Infocom games. Lots of fun to play, with well anticipated wise remarks
made to many inputs.

71
~

ENCHANTER
Part 1

Shady
Brook

To
Inside
Gate
Part 2

To Outside
Courtyard
Gate

Courtyard

,
'i-.--~,'
Room of
Terror
Cj
ESCAPE FROM RUNGIST AN
Company: Sirius Software, Inc.
Suggested Retail: $29.95
Type: A black and white Hi-Res adventure that includes some arcade-like action.
Description:
You must escape from your prison cell and cross the border of dictator-ruled Rungistan into the safety
of Nuggyland. Natch, you are pursued by the Rungistanees, who must see to it that you are shot in the
morning-or they get scheduled to lose their own hides.
Playability:
An average adventure in all regards, with much lacking in many regards. One nice feature: the screen fill
takes place crisply and quickly. Often, you get one shot at the correct answer before bad things happen to
you! Generally, you must solve puzzles in order before you can go on to the next location, which slows the
game. The arcade section challenges you to ski between seven or so sets of rapidly approaching trees.
Prior to saying "Geronimo," use the single save-game feature back to the program disk.

D,
D

74
ESCAPE FROM RUNGISTAN
@)
Mountains

11

Landing In Saloon

II

You are now


II
Safe in
Nuggyland
)'
II
Guard's House e-
'"
Mailbox
License Ii II:

rJ)
~

"iii
0
00.
'"
II t.

You Jumped
the Gorge!

75
ESCAPE FROM TRAAM

Company: Adventure International


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics.
Description:
Your spaceship crashes into the planet of Traam, but somehow you survive. Armed with only your wits,
you must find the means to escape this desolate land. Enroute to finding another spaceship in which to
return to your mothership, you encounter an alien warrior, a friendly little creature, some Traam slaves,
and troops of ferocious Traams. You must become something of a linguist to understand some of what you
see or hear.
Playability:
This game shares the shortcomings of Earthquake-San Francisco, 1906, but has few of its virtues. The
puzzles are semi-logical in spots, and seem disjointed and rather unrelated, although for the most part they
occur in sequence. You can make a single saved-game position to the program disk; a few more saves
would help.

76
® i""--...........;0:::;7 CDr=1
__ E_SCAPE FROM TRAAM
North End In a Cave
of Cockpit Creature
Hallway

Center Crest
of of Cliff
Hallway
14

South End Stone


of Room
Hallway Altar

®
Small Drain
Black Black Pipe
Valley

4 9
Edge Traam Drain
Wooded of War Piple
Hill Stream Party Foul Stench

Drain
Piple
Liquid

16
Drain
Pipe
Gas

Gray
Room

22

Deserted Complete North End


Library Darkness of Ha"

South End
of Hall

Paved
Street

@
Bottom Launch Darkly
Orbiting Painted
of Ramp Traam
Deep Pit Fighter Room

24 @
Passage Dark Dark Cell Traams
Widens Crawlway Crawl way

77
F ANTASYLAND, 2041 AD

Company: Crystal Software


Suggested Retail: $49.95
Type: Hi-Res fantasy adventure.
Description:
This game requires no solution, nor has one been provided. Your task, easy enough to say, proves long
and difficult to do-simply find Guinevere or Lancelot. Trek through the six disk -sides and the game's six
different lands, acquiring the men, material, supplies and magical items that you need. Other than finding
out which objects to use on what, you face no real puzzles in this bit of escapism. However, the concept of
the game is well done, with nice shape-tabled graphics interspersed with attractive Hi-Res displays.
Playability:
Nice ideas, led astray by absolutely horrid implementation. Sad to say, this game abounds with bugs,
many of them fatal programming errors. The biggest puzzle, it seems, is to find which events and
sequences you should stay away from. While repetitious, it's sort of fun; too bad it's loaded with syntax
errors and fundamental programming errors.

CONGOLAND Side 1

!
I
II
I
I Swamp I
! !
I
Temple I
__I __
Swamp Swamp Swamp i (Shrunken

______ I
~----+-----+-----J..~----L-----
I I I r-I
Head)

Swamp I Swamp 1 Swamp I Mountain I 1:....L...--r - -r-


-----1-----,-----+-----r----l-----1~~---f--~
. I I I I . I Mountain
Mountains I Swamps I Swamps I Swamps I Mountains I (Psgs.)
II II==:
----: II L I
------+-----t----~----l-----t-----t-
Mountain I Mountain I Mountain I Mountains I Mountain I Mountain I
---r-----
Banana I Banana
I I I I (E-W Psg.) I Groves I Groves

------r----1r----i-----t-----r----lr----i------
I
Jungle I I
JungleI I I
Jungle I Jungle Jungle Water River Trading
I I I I Fall I II I Post

-----t-----t-----t----lr----t-----t-----r-----
I R:~r R\~er
Jungle I
!
I'
Jungle
I I!
I

I
Jungle Jungle
_____
I A t I
+_____ ~-----~----j------
I Jungle

I
I

I
Jungle

Ant
I I

Crabs I Fish I Horses I


Jungle
Hi71S I Jungle I Jungle I Hills
I I I I I I
~----- --~----~----~-----T-----r-----
I I I I
Shields Skulls Jungle I Jungle I Jungle I Jungle I Jungle
I I I I

78
....
ARABIA Side 2

! ! I ! !
Baghdad I I I I I
(Tiger Fang) I Desert Desert Oasis I Desert I Desert I Desert I Desert
I I I I I I I
-----I-----i-----j-----T-----I----~----;-----
I I I I Sand I I I
Desert I Desert I Desert I Mountain I Pits I Desert I Ruins I Desert
I I I I I I I
------r----'-----.-----,-----T-----j----,------
Mountain I Mountain I Mountain I Mountain I S~~sd : Desert I Desert I Desert

-----~-----1-----t-----t-----~----i-----i-----·
Mountain I Desert I Ruins : Desert I Desert I Oasis I Desert I Desert

-----t-----r-----r----'-----1-----t-----r-----
Oasis I Desert I Desert I Desert I Desert I Desert I Desert I Desert

______ ____ _____


I
~
I
~
I
I
I I
~-----~-----~-----~-----L-----
I I
I
I
I
I
I
I
Desert I Desert I Desert I Desert I Desert I Desert I Desert I Ruins
I I I I I I I
~-----1------1-----4------+-----+-----1------&-.----
I I I I I I I
..
Desert I Desert I Desert I Desert I Desert I Desert I Desert I Desert
I I I I I I I
-----~----~----~-----4-----~-----~-----~-----
I I I I I I I
Desert I Desert I Desert I Cathay I Desert I Desert I Desert I Desert
I I I I I I I

KING ARTHUR Side 3

!
II
I ! I! !I iI E I
Camelot Grassland II Swamp II Swamp I Swamp I Swamp I Swamp II Swamp

-----~-----~-----~-----~----1-----1-----;-----
I I I I I I
Grassland I Grassland I Swamp I Swamp I ShFerwotod I Grassland I Grassland I Grassland
I I I I ores I I
------~-----I------1-----~-----t-----T-----r-----
Sherwood
Forest
II Sherwood
Forest
II Sherwood
Forest
II Sherwood
Forest
II Stone-
house
I
I
Sherwood
Forest
II
I
Swamp II
I
Swamp

-----~----~-----+-----~----~----,-----,-----.
I I I I Sherwood I I I
Sherwood I Sherwood I Sherwood I Sherwood I Forest I Swamp Swamp
Forest I Forest I Forest I Forest I (Ring 1) I I I
·-----j-----r----~----,-----t-----t-----t-----
Sh d I Sherwood I Sea I Sea I I I Grassland I .
erwoo 1Ft I of I ~f I Mountains Mountains I (Excalibur) I Mountains
Forest I ores I Mist I Mist I I I I
-----j-----r-----r----,-----
I I Sea I Dragons I
I IVI I
. -
Swamp I Swamp I of I Lair I Mountains I: I
I I Mist I Excalibur I I I I
~-----r-----j-----1----- I - U I LL
I
Swamp I I Swamp Mountains Mountains I. I~ !-----
Merlin's
Hideawa~'"

-----1-----4--- I
I
Swamp I Swamp Mountains -
.-
:::J ___
-I i i--: I
I I ____I _ __
!------
i I - I : I I

79
WHIRLPOOL OF HADES Side 4

777
Grassland Cyclop's
Treasure
Grassland Grassland Med. Med.
Sea
Med.
Sea
- ~Grass
land
Grassland Olympus
Sea

Grass _ Med. Med. Med. Mountains


Ruins Ruins Mountains I- Mountains Grassland
land Sea Sea Sea

Mountains Mountains Mountains Grassland Med. Med. Reefs Reefs Reefs


.+
Med.
Sea Sea Sea

1\" A j\A /"v\ ~


Med. Med. Med. Med. Isle of
Reefs Reefs Reefs Reefs ~
Sea Sea
Sea Sea Thieves
/V\ /\A" /\ ~ ...

Med. Med. Med. Med. Med. Med. Reefs Shallows


Reefs Reefs
Sea Sea Sea Sea Sea Sea

A~" /\
Shallows
Isle
of Reefs ~? Shallows Grassland Mountains Mountains Mountains Shallows
Delos AA~

Shallows Shallows Aegean Aegean Aegean Reefs Shallows Shallows Reefs Reefs
Sea Sea Sea

Aegean Aegean Aegean Aegean Aegean Aegean Aegean Aegean Aegean Aegean
Sea Sea Sea Sea Sea Sea Sea Sea Sea Sea
II

Aegean
Sea
Aegean
Sea
Aegean
Sea /\ Aegean
Sea
Aegean
Sea
Aegean
Sea
Aegean
Sea
Aegean
Sea
Aegean
Sea

CAPTAIN NEMO Side 5

Underwater Underwater Shark Shark Sunken


Underwater Underwater Underwater
600 400 400 Infested Infested Ship
600 600
Waters 200 Waters 200 1000
Atlantis
0 Underwater Underwater Underwater Underwater Underwater Underwater Underwater
1000 600 400 400 600 600 600 600

Underwater Trench Underwater Deep Deep Deep Deep Deep


1000 Trench Trench Trench Trench Trench
200 600 1000 1000 1000 1000 1000

Borregas Borregas Shark


Underwater Infested Reef Reef Reef Underwater
Current Current 400 200 200
1000 1000 Waters 200 200 200

Reef Sunken Underwater Underwater Underwater Underwater Underwater


Ship Underwater
200 400 400 400 400 400 400
1000

Underwater Reef Reef Reef Reef Underwater Underwater Underwater


200 200 200 200 200 600 1000 600

City of
Eelmen Underwater Underwater Underwater Underwater Underwater Underwater Underwater
1000 400 200 200 200 200 400 400

Cave
Underwater Underwater Underwater Underwater Entrance Underwater Underwater Underwater
400 400 400 200 200 200 400 600

80
DANTE'S INFERNO Side 6

C IOt Y II I Sep Iecure


Mtns of I
II lS
~
II Pitch II L 0

eglon
II L
eglon
0 !I
of I Hoof I )C I Pits I of I of I Demon
Dis arm os I Anastus X Demons Demons I
-----,-----~-----L--~-~----~----~-----T-----
Waste- I River II River I River I River I River I River I River
lands I of of of of of of I of
Fire I Fire I Fire I Fire I Fire I Fire Fire
-----~-----~----~----~-----~-----~-----r-----
Waste- I Circle I I I I I Legion I Legion
I Bn~~~one I
0

lands I of I Wasteland Wasteland I Wasteland I of I of


I Plutus I I I I I Demons Demons
~-----~----~-----~-----~-----~-----~----~------
Mountains I Mountains I I Circle I Land I Land I Waste- II Mountains
of I of I Wasteland I of I of I of I of
Hermes I Hermes I I Cerebrius I Harpies I Harpies I lands I Hermes
~----~-----~-----+-----r-----~----~-----~-----·
B Ot I I I Circle I I I I
n~~soneI Bnm~tone I Bnm~tone I
0 0

of I Wasteland I Wasteland I Wasteland I Wasteland


I Pits I Pits I Minos I I I I
-----~-----r-----I----,-----'-----T-----~-----
o I I I I Mountains I Mountains I I
Bnm~tone I Bnm~tone Bnm~tone I Bnm~tone I I I Wasteland I Wasteland
0 0 0

of of
Pits Pits I Pits Pits Hermes I Hermes I
I I I I I
~-----'----I-----'-----T-----T-----r----~------
Limbo
I Limbo I B nm~tone I Mountains
of
0 I Mountains I Legion I
of of
I
Wasteland I Wasteland
I I Pits I Hermes I Hermes I Demons I I
r-----t-----r----~----i-----i-----+-----,-----
Entrance I I I I I I I
Bnm~tone Bnm~tone I
0 0

to Limbo Wasteland Wasteland Waste land Wasteland


Underworld I I Pits I Pits I I I
i i i i I I I

81
G.F.S. SORCERESS
Company: Avalon Hill
Suggested Retail: $35.00
Type: An all-text science fiction adventure game.
Description:
The first in the continuing saga of Joe Justin and Selena Sakarov aboard the spaceship C.F.S. Sorceress.
This time, they meet in outer space, where Justin has been set adrift in a "regenerating" spacesuit after a
trumped-up court martial, to drift alone for the rest of his days. You must make appropriate repairs to the
ship before using it to prove Justin's innocence by finding the Red and Black Books on interstellar law.
Playability:
A good story that keeps you glued to the machine to see how everything comes out. However, the game
plays painfully slowly and becomes very repetitive in some sequences. Use of the robot involves a rather
neat puzzle toward the end of the game.

82
Control Room
Bedroom
Golden Ankh ~~C\'\ eo"",'e6Buttom
Blue Hatch
e\\le r\5: Selena
Altair IV
Yellow Hatch o Green Field
3 4 Hatch

Hibernation White Corridor Red Engine Room Shaft Weapons Pod


Room Signs (2) Valve-Amoeba Xenon Pistol River
White Hatch Hatch Hatches (5) Hatch Red Hatch Console-Black But.

@) Black Hatch Dark


Forest
Joe Justin Tree
501111 Airlock
Floating in ad eu\\o(\)
Retrial Metallic Hatch
Space \.PI
Hidden
lYe;! Path
& ¥o", ® 1
Ion ~tto,,)
~(5)
Trail Stem of Ship Midship Bow of Ship Hidden
Engine Metallic Cannon Path
Large Meteor Hatch Small Harbor

(Green ge Button) Garden


Button) @)
® ~ ® ~
Mtn. Epsilon Eridani Hole Tau Ceti III
Rigel X V Long Overgrown
Mountain Landing
Glacier Path Tunnel Garden
Wasteland Plain

Bridge Stream Desert Archway Archway


Track

Haze Depression Hallway


Ice Field Tablet
Sleeping Crab

Depression Muddy Climb Open Do


Crevasse Path Tree @)
Gold Box Hidden Small Platform
Worm Quicksand Small Room
Valley Hole Lizard

Road Vine Wall


® @
Large Sand Crab Red Carpet
Frozen Holes Quicksand
Staircase Locked Platform Monolith
Lake Sign Hole Door

Archway Climb
Tree
0
Door Robot Can See Arachnid
Small Room CourtYard Library
Silver Book a Trail Trail Web
-

~
GHOST TOWN
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into a Hi-Res version. Price also includes Mystery Fun
House and Pyramid of Doom.
Description:
The locale is an Old West town, complete with saloon, hotel, telegraph stations, a jail, Boot Hill, an
Indian, and a piano-playing ghost. Amid this setting lie thirteen treasures which you must find, collect and
stash away in the General Store. In a typical Scott Adams' switch, you also get an opportunity for revenge
on the Purple Worm.
Playability:
Difficult in spots, and has a game within a game. Once you've solved it, try doing it again. This time try
finding the optimum sequence of moves that will earn you the maximum bonus. The two-word syntax has
a limited but adequate vocabulary. The text is brief and to the point. The game provides a single, easily
made or recalled saved-game.

r •

84
GHOST TOWN
® ®
In Teepee Hidden Back of
Valley In Office
Ole Paint

® I
Mirror
Moved Safe Hole in
Storeroom 'Ole Paint Wires Wall

o CD ~
Telegraph
Stall Office Saloon
Large Field Bell Barbershop
Pile of Manure Telegr. Key Stetson
Large Safe Mirror

j ® @ ®
Ghost Town
Fork in Ona Ghost Town Hotel Ghost Town Ghost Town Boot Hill
Barbershop Ona
Road Road Stable Telegraph Saloon Road Rattlesnake
Office Store Jail

I I
On Ridge
above Dry Goods In Jail In Grave
Ravine Store Door Purple Worm

Ravine
o
Impassible Mtn. Trail ®
Mtn. Trail Line Shack
Line Shack Hotel
Counter Hotel Room In a Cell
@)
In Shack
Telegraph
Key

Behind·
Counter
Sign
Under
Floor

ffi
GOLDEN VOYAGE
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into a Hi-Res version. Price also includes Savage Island,
Parts I and II.
Description:
You have three days to find the potion from the fountain of youth required to restore the aged King. To
help you accomplish this mission, you receive enough gold to buy various supplies and the snazzy sailing
ship needed to shuttle between the three different islands that make up this game. All three islands seem to
contain fountains and some magical stones with which you must contend. Then, if you're lucky or clever
enough, you get to meet Cyclops!
Playability:
Although the twelfth and last of the original Scott Adams adventures, this isn't one of the harder ones.
The degree of difficulty does pick up a bit at the end. The story line is above average, but the relatively
slow and jerky nature of the screen display updates indicates that the basic program shell used for these
games has just about reached its limits. The two-word syntax has a limited but adequate vocabulary. The
text is brief and to the point. The game permits a single easily made or recalled saved-game.

Map Overview

Island - City r--- Ocean - Beach

I 1
Ocean r- Strand

86
GOLDEN VOYAGE

Mountain In Palace
Top King r-- Palace
Sword Guard

(8) I 01
Dark Cavern Persian City Jungle
Hut In Cave Cave
,.....- Grass Hut Strange Ocean Persian City t--- Strange
Box Mountain r-- r-- Persian City r-- Torch
Fountain Large Ship Fountain Stone

I (~ ~5) I
Small Is. On Ship Sandy Beach
Scorpions Persian City On Ship Scorpions
Small Island r-- Small Island See Sandy I-- I-- Jungle
Ocean r-- OnShip Ocean r- Beach Man
Skeleton Jungle ..

0
On Ship
On Ship See Rocky
Strand

(-0 ~
Sacred Temple Rocky Strand
Sacred Temple ~ Altar Scorpions
Stairway ~ Staircase
Ornate Box Stairway ~
t- Statue
S
(?) I ® I
Hidden Block Damp Grotto
Chamber I-- Becomes Grassy
Pit Plain
Small Stone Rubble Stalactite

1
Musty Bottom of
Hall I- Deep Pit
"
Cave
Cyclops

@ 1
Grotto
Magnificent Enormous
r- Cave
Fountain
~
CRUDS IN SPACE
Company: Sirius Software, Inc.
Suggested Retail: $39.95
Type: A Hi-Res adventure with color graphics, animation and Hi-Res text.
Description:
Whimsy and fast moving graphics mark this game in which you, the skipper of a space freighter, head
for Saturn to pick up a load of fuel for urgent delivery to Pluto. Along the way, you make several side trips
to Venus and Titan and encounter a couple of alien space ships as well as some friendly characters and a
couple of creeps. The sound effects aren't bad, either.
Playability:
A rather tough game, partly because of the horrid vocabulary and partly because you only get one move
to guess right before horrible things happen. Kids will thoroughly enjoy the comic-strip like characters,
but may need a lot of help from dad, who will probably also have a tough time in spots. Be sure to make
frequent use of the well-implemented save-game capability.

88
GRUDS IN SPACE

Temple
-
T
End of Path
Temple Rock
Fuel

Spac Computer
r I (16
Room Old
Wandering Cave Arler's
Temple Inters!ction Entrance H Cave
I
~ Path
I I I .............•..·'(f5
Navigation
Supply Room Ladder ~ Keyboard Long Wandering End of
'" Screen Path Path Path

CD I I J
Time Window Comm. Outside
Auxiliary Room Wall
Teleport On Ladder Screen
Navigation Window
Keyboard
V Green Button
10) I
Cave Entrance Locked Gate
2 Gruds Arler

T I
Dark Cave T Wandering
Grud ~ ~ Barracks
Intersection Path

I I
Supply Supplies Long
Bridge f-- ......
Building Sign Path

I I
Cafeteria Outside T
Table - Cafeteria
......., Intersection House

I 3) I
Cave Winding House Lord
Cave - Entrance Path Sign Deebo's - Anteroom ~ Living Room
To West
- Sign House

I
Cave Time
Cave Entrance Grud
- Window
- to West

I
Wandering
Path House f.- Wandering
I- Path
Sign

~
CRUDS IN SPACE
Continuation

Blue/White Green Square Brown Square I - - White Square


Square Orange Orb - Green Square
Black Orb

I @ I I
Orange
Square
White Orb
- Purple Square - Time
Window ~ Green Square r- Purple Square - Orange
Square r- Blue Square
Purple Orb

I I
White Square r-- Black Square r-- Yellow Square
Brown Orb - Brown Square - Purple Square
Yellow Orb - White Square

Alien Ship near Venus


Navigation COOrdinates 96-17-14
Teleport Coordinates 66-12-15

Mr. Green's Jungle

"
Home Mr. Green r-- Path

® I @
Tree
Venusian
Bridge

I
Arler's
Venus Hidden Jungle
Workshop ~ Building
River Path r-- Path

I I 0 I
Time Mushland Stinking Under

"
Window r- End of Path Time Window I-- Tree I-- Swamp Swamp

Titan Venus
Navigation Coordinates 7()"'1()"'24 Navigation Coordinates 96-17-14
Teleport Coordinates 14-93-96 Teleport Coordinates 82-13-64

90
CRUDS IN SPACE

Cave Cave ~
Cave Area of Saturn

Locked
Cave
Chest

® ®~
Large
Cave f-- Cave
Bat
Cave ~

0 I I
~
Cave
Pit
Stalagmite
I-- Cave Cave I-- Cave
V Cave

Cave Cave
f-- Cave Key
10- Cave

I I

~
Cave Cave
Commander's
Office

Navigation Coordinates 53-42-75 Cave I-- Cave


Teleport Coordin ates 66-43-44 Dead End

Cargo
Ship-
Captain

~ I
End of
Time
Window I--
Path
Space
Freighter
V Ladder
Lever

Navigation Coordinates 18-98-32


Teleport Coordinates 34-76-21

Baranok Hold
Bridge I- Time
Guards Window

Navigation Coordinates 18-98-32


Teleport Coordinates 36-24-35

91
INFIDEL
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: All-text adventure.
Description:
Despite the old theme, you'll find lots of new twists and tough puzzles in this game. You are a
not-too-bright archaeologist (in this case, a polite term for grave robber) bent on finding the vast treasures
of an Egyptian Queen's pyramid, rumored to lie not far from your camp in the otherwise endless sand.
Before it's over, you'd better get a lot smarter if you hope to cope with the devilish traps that the Queen has
set for you. Well written, with very interactive puzzles, some given away by the hieroglyphics-if you can
read them!
Playability:
Thoroughly enjoyable and fun to play, using the excellent parser, vocabulary and save-game capability
now so familiar to Infocom game lovers. You'd better stay alert toward the end of this game if you hope to
arrive at the rather unusual ending.

INFIDEL
Part 1
, ", ", , I
l
""
l I I l
'" I
'"
24° 11' 9" - Desert r-- Desert r-- Desert - Desert r-- Desert - Desert - Desert r-

"' CD ' 1\ 1 1
I Inside

J
Tent
Trunk

1\ \ 1
®I /

River
24° 11' 7" - Desert - Bank
Water
- Near
the Nile - Outside
Tent - Northern
Path - Desert t-- Desert ~

,, I
Outside
24° 11' 5" - Desert
Inside
Supply Tent - Supply
Tent
;-- Fire Pit r-- Middle
Path r-- Desert r-- Desert -
, "-
I I
24° 11' 3" - Desert f-- Desert
- Southern
Path t--
Outside
Work
Tent

I
- Southern
Path
I-- Desert I-- Desert r-

~_,M
1 1

~
\ \
X X X X
, 1\ \ 1\ 1
'"
24° 11' 1" - Desert - Desert r-- Desert r-- Desert - Desert t-- Desert r-- Desert -
1 I I I 1 j 1 I
32° 12'31" 32° 12' 33" 32° 12' 35" 32° 12' 37" 32° 12' 39" 32° 12'41" 32° 12' 43"

92
INFIDEL
Burial
Chamber - Treasury
Three Pads Part 2
(1~
Ante
Chamber
@

® ®
Bottom of
Ante
Chamber
Passage
@ ~ Passage r- Passage Stairway
@
lL Top of
Stairway

@ @ 11) @ 72@
Ante Gold Inner Silver
Room of Room of r-
Nephthys
Annex ~ Chamber
Skelkin
Room Chamber r- Room
@ @ Adventure @

"- I I I
Northwest Northeast Temple Silver
Corner Gold Alcove Alcove
Corner Chamber

,0 J
Circular Passageway
Room North
Stature End

I
Southwest
/ Southeast
Passageway
Midway
Corner Corner Down
@ @ J
Top of
Room of Room of Steep
Isis Neith Passageway
From I
Desert
NW Corner Start NE Corner
of Barge

\/
Barge
Chamber Hallway Chamber
® J
Chamber Center Aft
of Fore
Cabin I- of Barge t- Cabin
Ra Mast

~ 6) L
West End
of Hold
I Below
Deck

J
Knothole

SW Corner SE Corner
Barge Barge Barge
Chamber Chamber Chamber

South
" Narrow
Hallway
Landing
@
I
Narrow
Hallway

(@=Hieroglyphics)

Cube Cube Cube

1 1(5'
..... Cube I-- Cube r- Cube
@

I I (8)
Turning
Cube I-- Cube Passage
@

93
~
Cell
Professor

7 .25:

Mess Jail Mine Jeep


Hall Cells Field Bullet
Bars

South of
Mine Field!
Sign
Prison
@
Dead End Path Mtn.
Dirt Hole Ravine
Shovel Trail

@
EW.
Tunnel
Trap
Door

City of Kabul
Tavern Foothills
House
of Sorts on Hill NE of City
Bartender
Road Curves

In Tree City of
Smoke Kabul
to East Near
L- Helicopter
--r--
@ @ @ @
Outside Old
Major Between East West Crossroads Lg. Gate In
Cross- Two Bridge
I . I Road I I Well- Runway
Crossroads Thru Small Travelled Airfield MIG-21
road MIG21
Bridge Gully Paths
.....
In Tank S. Flank Top Corner Meadow
Oil Mtn. of Wall is Green
Cutters Range Hill NE Grass
Spring Device

~'"
@
Grud Inside
Den I . Pass
heer
R'C~:t f r f t n Walls Bldg.
Keys-Food
Sign
Gold I fi ~ Hand1hold Sound of
Water Lamp-Wtr

@
Tunnel
Scratch Sign
Marks
®
-LJ
'-----1,
Cliff Rim Awkward Debris Passage
Forest N EW Passage _ Filled Rm. I-- Dim Light H ....JL
Trail W Precious Rod at End
Necklace Sign Object
@
Foot of S.Bank
Iranian River Without Hisrin
Cliff In
Compound CampW Hisrin
Path E Desert p
Hill or Log
~

o I
TopOl Hill
Iranian Outskirts
Commo With of
Camp Hisrin Town

@ @
Desert Church
......-.........,\
Near Art I--
Border Priest

Quetta

®
In Train
Lumpy
KABUL SPY JL, " .----fi Bed
c!:I Desert I-- Track t-- Desert p •
Company: Sirius Software, Inc.
I
u ~
Suggested Retail: $34.95 0:
~
Type: A Hi-Res adventure with color graphics. Railroad Ticket
Terminal Counter
Description:
Agent 007 comes to the home computer-or is this a treasure hunting fantasy,
complete with magic words? Maybe a bit of both, but the emphasis lies on your
mission to Afghanistan, where you must find and escape with (or at least silence) a
professor held prisoner there. You thread an interesting mine field maze, where it's o
one false step and Boom! The graphics are excellent and the game moves quickly, if Cell
Old Man Small
you can figure out the rather tough puzzles of the latter phases. Guard Airport

Playability: Start

A two-sided game with a save capability made to a scratch disk make this game a Sucked
into
real disk flipping nightmare. A better implementation of the save-game feature Jet
would have done wonders to improve its playability. Some of the difficulty has to do
with the plethora of objects which you encounter, and the game's absolutely terrible
vocabulary.

~
KNIGHT OF DIAMONDS
Company: Sir-Tech Software, Inc.
Suggested Retail: $34.95
Type: Hi-Res fantasy adventure, a mapmaker's delight.
Description:
The second scenario in the already classic Wizardry series. You must find and return the Staff of Gnilda
to the City of Llylgamyn. To get started, you need developed characters from the Proving Grounds,
whom you transfer to the new scenario. In the dungeon you will meet with the No-See-Ums before too
long. Worse than these pests are some of the evil creatures that love to take all but one hit point away from
your favorite characters.
Playability:
No specific way of solving Knight of Diamonds exists, so don't look in the book for one. Map carefully,
grow in strength, get to the sixth level. When you're there, remember The Knight of Diamonds and Shield.
Don't tackle this one unless you are a Wizardry expert and have at least Level 13 characters. Knight of
Diamonds is the maze-type adventure at its best. You can play with one to six people (with one person
acting as the Dungeon Master at the keyboard). It will provide many interesting hours of game fantasy,
albeit somewhat repetitive.

KNIGHT OF DIAMONDS
19
18
17

16
s
15
(Levell)
14
13
THE BEASTS
12 Weretiger
Fuzz Ball
11 Dink
Lefestealer
10 Troll
VERY
9 DARK No-See-Um

8
7
On Fluffy Thing
Mottled Figure
Were Amoebae
Carriers

glj ~
Magic Armor
Chiemeras

I I
@:I ~ g
VD
EA
RR
YK

o ;:&..
o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

96
KNIGHT OF DIAMONDS
N
19 ¢>
18
17
-I
16
15
VERY
DARKr--................ nJ VERY
DARK
s
14 (Level 2)
13 THE BEASTS
12 Rhind Beetle
Scorpion
11 Nightstalker
10 Evil Eyes
Ogres
9 Ogre Lords
Gaunt Figure
8 Magic Shield
~~.-~-~~---H
7 Gorgons
Wyverns
6 Lesser Demons
5 Flame Rod
Jeweled Amulet
4 Amulet of Skill
Dreamers Stone
3
2

012345678 10 11 12 13 14 15 16 17 18 19

19
no
:: [
16
s
15
~

14 (Level 3)
13 THE BEASTS
12 Giant Vipers
Murphy's Ghost
11 Bleepers
----.
............
10
OBJECTS:
Broad Sword-Hrathnir

O~II
o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

97
KNIGHT OF DIAMONDS
N

~
19
U
18
17
16
15
CA~E-
IN
W+E S

14 (Level 4)

13 CAVERN
I c,uc~ I THE BEASTS
12 @ Acid Slimes
~ WiIIO'Wisps
11 Giant Zombies
Were Bats
10 ~ Giant Bats
9 _SIGN Foaming Molds
Succubi
8 ~ Constrictors
Magic Helmet (Kod's)
7
6 OBJECTS:
Amulet of Skill
5 Mace Pro Poison
Amulet/Makanito
4
3
2 I I
OUCrl

;=]? ,!I~
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

N
19
18
17
16
0
[J
VERY
OARK

EA
V0
E4
RR
V0 Y K
VERY
DARK

VERY
~ W+E
~ W
15
VERY
DARK
VERY
DARK
YK VEPY
DARK VERY
S
DARK
I
14 (Level 5)
13
THE BEASTS
12 Wasp Swarm
11 Scrylls
Evil Eyes
10 Giant Zombie
Succubi
9
Fire Dragons
8 Fire Giants

7
6
5
4
3
2
". ·~tS
OARK OARK

~
DARK

vo
EA
RR
YK

VERY
~. vD
EA
RR
YK
V 0 DARK
EA
RA
yK

@ e.,f:i't-
VERY
DAR~

DARK

0
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

98
KNIGHT OF DIAMONDS
19 _~ N

18

17
16
o
15 s
14
(Level 6)
13
THE BEASTS
12 Blobs
Flack
11
High Wizards
10 Air Giants
Hatamoto
9
8 OBJECTS:
Staff of Light
7 Mind Stone
...--....--....L Damien Stone
6
5
4

3
2

o
o 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

SYMBOLS

o STAIRS DOWN

8 STAIRSUP

~ ONE WAY DOOR

:::r ONE WAY PASSAGE

N.D. NODOOR

+ SPINNER

¢< ¢
<¢>
TELEPORT FROM

TELEPORT TO

I PITI IOUCHI
*- LEV 5

LEV 3

4-- LOOKING EAST APPEARS


V
+
ENDLESS (N.D.)
CLOSING
PANEL

NOTE
INVISIBLE DOORS
SHOWN NORMAL

99
LABYRINTH OF CRETE
Company: Adventure International
Suggested Retail: $29.95
Type: All-text adventure.
Description:
Two independently controlled characters, Jason and Hercules, represent your alter ego. Your mission:
to recover the Golden Fleece. Doing so, you earn the respect of the inhabitants of Mount Olympus, who
grant you access to that exclusive area. You'll explore three different worlds, solve a plethora of puzzles,
and encounter most of the gods, goddesses, and creatures of Greek mythology. You don't have to know
anything about mythology, nor will you learn anything about it from the game.
Playability:
The concept of interacting characters who can combine their talents to solve a given puzzle is an
innovation in adventure games. Unfortunately, this game's implementation falls short of its conceptual
promise. You can solve the majority of puzzles simply by Giving or Dropping the right object at the right
location; you can only use most objects in the world in which you find them. The game is long and not too
difficult, but reasonably fun to play and has more puzzles than you can shake a stick at.

100
1,2 U 1,3
Narrow Small
Psg. ~!~ Cave
Bridge ~ Runes
){I
I I
1,5 1,1 1,4
1,13 Blackmail Carved Narrow
Castle Vault I-- Stone t-- Psg.
Hydra Corr.

I I I
1,12 1,11 1,10 1,7 1,6
Tree Corridor Jct. Blackmail Bloody
Guarded of Clashing t-- in Rock I-- Corridor I-- Crypt
by Rocks Walls Hydra
Hesperides 1\
10 @)
1,15 1,14 1,8 1,9
Twisted Volcanic Marble Eros
Obsidian I-- Recess Psg. I-- God of
Corr. Sphinx Love

~./,~./
I
1,27 1,23 1,20 1,16 1,17
Finely Towering Ancient Slimy
Apollo Polished Obelisk ~ Lava Fissure
Hall of Flow Worms
Onyx Blue Rose 1\
J @J I @)
1,26 1,25 1,24 1,21 1,28 1,29 1,31 1,18
Columned Chamber Temple Shaft Gateway
Rusty I-- Onyx r-- Polished r-- of Rusty to U-World
Niche Chamber Cavernous
Archway Recess Granite Hera Iron Cerberes
Dove Ore
1/
® j L -
1,35 1,30 1,19
1,22 1,36 Chamber Shaft Charon
Atlas Phineas I-- Stalag- Gleaming River
Blind Man mites Iron Styx
Harpies Ore

1 0
1,34 1,32 1,33
Tresch. Bottom Hermes
Limestone of - To Part 2
Cavern Chasm
""'o "
......
I-""
~
LABYRINTH OF CRETE
Part 2
® @ @ @
2,1 Opposite 2,10 2,11 2,15
Shore of Children Shades
who Died of those Ixion
River Styx - '--
at Birth who died by
Bowl own hand

/@
2,2
@I 2,12
I 2,18
2,3 2,13 2,14
Flame Entrance
Spectre Spectre Those
Rising from f- to Region Sisyphus
of Poverty I-- of Fear I-- who perished r-
Ground of Most
by False Damned
Thesus Charges Give Hope

(24) I @~ / ' (25) I (21) '1


2,15 2,4 2,19 2,18 2,17 2,23 2,22
Free(So-So) Tantalus Grove
Spectre Spectre Tisiphone Judge of "Seek of Myrtle River
r- of Discord Whip Io- those
I-- Lethe
of Hunger Titan Trees
Falsly Prometheus"
Accused

(35) I 36
I 2,20
I €6 2,25 2,24
2,42
2,8 2.7 Void
Rhadaman- Between
Spectre Spectre Sweet City
~ thys '--- Two
of Age of Disease Nectar of Blessed
Worlds

I @Sf I
2,8 2,25 2,27 2,30 Soul 2,31 2,34 2,40
2,9
Fabled Grove
Spectre Spectre Elesian of Laurel Dim Chamber Bolted
of Toil r- of Grief I-- Griffin Door
Fields Trees

@ @ §
2,37 2,39 2,32 2,33
2,21 2,28 2,29 2,38
Three Fates
Race of Sunken
Gallery of Forge Jagged Only Venom
Sulphurous Condemned Rock Roc Nest
I- Brimstone t-- Hammer Hallway of Scylla
Cavern Titans Seek Scylla -
" Can Cure
Prometheus Jason

-
@
LABYRINTH OF CRETE
~River Part 3
Pactolus

@ @) @
r--
3,5 3,7 3,9

Oceanus
Mine Sparkling Midas
Shaft ~ Castle

3,4
I 3,3 3,6
Barnacled Under- Cavern
Skeletons Wind from Athena
Cave ground Runes
Flatstone Grotto W the North

@ 49
3,1 3,2 3,18 3,19 3,28 3,30
Vast
,~ Hallway
Top of Drafty Forgotten Chamber
Mountain Junction Medusa of
~ Trapdoor
~ Chamber Hall Bright Sun
Pegasus
V1 Crumbling
Marble

To Part 2 ®
1=.: ; ; . . . . . . - - - ,
@ @
3,11 3,10 3,13 3,24 3,31 3,32
Crude Shaft ~6
Baccus Shade
Treacherous Iron Ore Corridor Lofty of
Forest Junction
Gorge Floor Shifts Widens Chamber Medea

®1 3,12 3,16 3,14 3,33


Towering Narrow Narrow
Serpent That Chamber Shaft Chamber
Never Sleeps of Ore

3,35 End
3,17 Dining 3,15
Congrats
End of You have
End of
Area of Tunnel Labrynth earned the
Gods Minotaur
Idol respect of
Mt. Olympus

58

upto
Olympus
I--'

8
tv
LEGACY OF LLYLGAMYM
Company: Sir-Tech Software, Inc.
Suggested Retail: $39.95
Type: A Hi-Res fantasy.
Description:
Third in the Wizardry series, and another map-maker's delight with six additional levels. Evil times
have again befallen the kingdom and famed warriors, such as yourself, are called on to find the mystical
orb hidden deep within a dragon's mountain lair. The orb possesses the power to reveal the source of
danger, and therein lies the hope of the world. The graphics look better than ever, and those of the
introduction are nifty indeed. A few more puzzles appear in Llylgamyn than did before, mostly in the
form of not-too-difficult riddles.
Playability:
You need the basic Wizardry disk in order to create characters, who must then undergo the Rite of
Passage Ceremony. Then you can enjoy the fine graphics. If you've played prior games with a single
alignment, you'll need to change your thinking as both" good" and" evil" parties of characters are required
for success. There's still no way to save the game in the bowels of the dungeon.

LEGACY OF LLYLGAMYN
19

s
16 (Levell)
15 THE BEASTS:
14 High Corsair
Carlan Raiders
13 Ciant Serpents
Slimy Thing
12 Carin Priests
Anacondas
11
Carlan Captains

lOB Ciant Slug


Strange Plants
9 Crawling Kelp
Dusters
8 Shadowy Figures
~~-+--T--L~--~~~~'-~--~~-+--T-~-'--~~~~
7 Carlan Mages
Moat Monsters
6 Large Snakes
Unseen Entities
5 Poltergeists
4 Carian Cuards
Corsairs
3
2

o
o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

104
LEGACY OF LLYLGAMYN
N

W+E
19

18
17
S
16 (Level 2)
15 GOOD ALIGNMENT

14 THE BEASTS:
Komodo Dragons
13 Looters
Pole
12 Friars
Dark Steed
11
Were Vulture
10 Men in Black
Harpies
9 Strangler Vines
Men in Leather
8 Goblins
7 Hobgoblins
Strange Animal
6 Banshees
Ashers
5 Ninja
Witch
4
Women in Robes
3 Men in Anns
Vultures
2 Strange Birds
Shadowy Figures
Mummies
0 Gaunt Figures
Ronin
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Men in Armor

~ :iEJ W+E
19
18
17 TRAP!

~~ S
16
15
C §=i
(Level 3)
14 EVIL ALIGNMENT

13 THE BEASTS
Ronin
12
11
I Dusters
Ashers
Bengal Tigers

~
10 Mummies
Leprechaun
9 Were Vultures
--.J Witches
8 Pixies
MenatAnns
7
6
5
4
3
2

0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

105
LEGACY OF LLYLGAMYN
N

rn
19
18
17
16
CRYSTAL
OF EVIL
W+E S

15 (Level 4)
14 GOOD ALIGNMENT

13 THE BEASTS
Wights Were Tiger
12
Ronin Bengal Tigers
11 Necromancers Strange Animals
Delfs Minions Burglars
10 Delf Giant Leech
Friars Slimy Thing
9 Master Ninja
8 2-Headed Snakes

()
Romodo Dragons
7 if • Dark Steed
Dark Rider
6 Banshees
Men at Arms
5 Giant Ants
4 Goblin Princes
Dwarf Fighters
3 Strangler Vines
Goblins
2 Hobgoblins
I-rI Goblin Shamans
LOOK LOOK
1 Cockatrice
OU1UT'
0 Acolytes

0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

N
19
18
17
PIT PIT PIT

A
I'
PIT
W+E S
16
15 (Level 5)

::Wir
EVIL ALIGNMENT

T
12
11
T06
1 f-----rl
J THE BEASTS
Unicorn
Giant Leech
Samuria
Bengal Tigers
Were Tigers
10
Tien Lung
Priests of Fung
Komodo Dragons
Fairies
Wights
7 Angels
Vultures
6 Giant Ants
5 PIT Strangler Vines
Roc
4 PIT Unicorn
Seraph
3 Crusaders
A Crusader Lords
2 PIT
Dwarf Fighters
A PIT Acolytes

0 PIT

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

106
LEGACY OF LLYLGAMYN
I VERY r----.----,r-f'1h
19 DARK

'DEATH'
18 ............._-'RIDDLE
#5
VERY
17 DARK
·VERYr "J. VERY '----.----;1---1 s
16 DARKl:,. JDARK
VERY • (Level 6)
15 DARK

14 THE BEASTS
Unicorn
13 Seraph
Archangel
12 Burglars
11 Wights
Ghasts
10 Nifune
Gnone Priests

t
9 Anacondas
2-Headed Snakes
8 Hydra
7 Giant Gorillas
Doppelgangers
6 [ L'Kbreth
Men at Arms
5 Dwarf Fighters
Berserkers
4
Elven Mages
3 Xeno

;~ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

SYMBOLS
XXX BEACH A ABDUL'S ETHEREAL TAXI
SERVICE - 2500 GP ONEWAY (LeveI3)
v..JJJ WATER'S EDGE
J'/ ABDUL'S ETHEREAL TAXI
leeol BARRACKS M SERVICE-5000 G.P. (LevelS)

~ FORTRESS/MOAT

~ TELEPORT TO CASTLE

0 STAIRS UP

Q9 STAIRS DOWN

~ -ONE WAY DOOR

~ ONE WAY STAIR

~ TELEPORT (OUT)

~ TELEPORT (IN)

~ INVISIBLE ONE WAY WALL

-M- ONE WAYSTAIR-I~I t


CAN'T RETURN

<¢> o TELEPORT TO LEVEL 1


NORTH, 0 EAST STAIRS
TO CASTLE
~ ROCK

~ ILLUSION

107
MAD VENTURE
Company: Micro Lab
Suggested Retail: $34.95
Type: All-text adventure.
Description:
First, get fifteen treasures to the theater lobby and visit those locations that contribute points to the
maximum of 400. Next, accomplish the above in less than 185 moves. This game contains the author's
choice of the best single puzzle in all adventuredom.
Playability:
Not recommended for beginning or intermediate puzzle-game players. Perhaps the most challenging
set of puzzles yet combined into one program, it is some three times the size of typical Scott Adams
puzzlers. The system will load a saved-game from a scratch disk. This is a super-tough, crisp game for the
puzzle nut!

108
MAD VENTURE Rm. Similar
17 Room Maze
to Library Library
0 Conserv.
@
Gotfork
"- .. 7
Tortoise
Shell @
/@ Subterranean
Garden
Christine
Chapel Adder
Cat

CD @ 8
Chamber
Deposit Welcoming Boo""'"' 1\
Chute I- Hall E-WPath 71
lr Rock
Boarded Up
i

17 Room Maze
/ 10
Gigantic North/South N-S Ravine ~ @ @
Mound Path Blocked
Canyon w/
Mirrors Ivy Walls t-- Tropical h Red Stone
Crystal Rainforest I\
(2 1
Beautiful Pyntz
Meadow Room

@ Balancing
~,
Queen's Gold
,~
Rock Palace t-- Coin
L ___ _ Guard
~
Area
R~'<"'" H Crawl
L~ EJW ~
r) >
Clearing
Gloomy Curtz
Picnic Area Storeroom Junction
Cavern ~

" ~
@ Candy
Hearts
Small Low
Junkyard Rocks-Katie
was here LI )
Granite Wall

L~
Theatre Very Low
Parking Lot t- Squeeze
Lobby
Door
to
Palace
......
.....
~
I--'
I--'
o
MADVENTURE
11 Maze

10 2

Entryl Exit to
To
1 3 Exit Only

To
Entry & Exit

13
MASK OF THE SUN
Company: Ultras oft
Suggested Retail: $39.95
Type: An animated Hi-Res adventure with color graphics and Hi-Res text.
Description:
You as Mac Steele must find the legendary Mask to cure your mysterious malady, held in check only by
the pills which you must always carry. You spend much time on the road in a bouncing jeep, and even
more time in a bouncing sort of walk through drab tunnels. You must hurdle a Real-time, semi-arcade like
lava pit and correctly answer anyone out of three riddles in order to get through two locations.
Playability:
The Mask of the Sun offers several challenges not found too often in adventures. By far the most
difficult task is unraveling the mystery of the maze, actually two mazes separated by a room ready to fall
in on your ears. An average adventure, with a higher than average degree of difficulty.

111
MASK OF THE SUN

Stone
Dead Block
End Door

I
Pool Cob Room with
Webs Four Floom
Room Maze f-- with Star I
Door Doors

~
Maze r-- Maze
I
I
Pit Dead
Bottom
of
V with Four
Doors
End Steps

To
Near
Small
Pyramid

112
MASK OF THE SUN

PI
!!
MAZE 1

Mirage

@ Dead
0- of
Outside
View
~
I Dead
End End
Stone
Face
Riddles

®
Four Dead
Altar
Depression
C Intersection
f;) End
Passages
./
Room with
Altar Mosaic
/'
" "Freedom"
Scenic
Shifting
Room
Maze on View
Floor

~ t @ t @)
Very Dark
Place -
~
I@
Two Stone
Figures - Another
Maze
(Keep Out!)
Teetering
Boulder

L ®
Roboff
and Final
Encounter
I-
Maze 2
52 Rooms

/ Pale
Branch In
Tunnel Sarcogophi
Back to
Jeep
Green Forward I - Gold Bowl
Gas Black-Right Apparition

CD t H®
Lava Top of Jade I 1
Locked
Door Urn
Altar
Warriers

~
Pit Pyramid Bowl Two
Pedestals Silver Bowl
(Not a good idea!)
4'
~
1.
I :.r "L
At Base Pit
Stone
Altar
of Pyramid
Hole in
Ground
Use Rope
(or Search) - Altar t--
Blocked
Stairs

~)
Bottom
of
vi See Ruins
Ahead
Base of
Temple
Stairs V Top of
Temple t-- Snake
Pit

Group of Side 21'''


I' " Near Base See Ruin
Men of in
,,"Side 1
Roboff
, Temple Jungle

I
® XOTZIL
I Very Long Stone
Road
I Continue?
Statue
l, Head
,, '--- CD
,, Branch in Stump Branch Intersection
, Road
Southwest - Man
Cough I--
in Road
West East r--
On Road
by - West
Northwest
Side2', Hut
, Northwest Medicine Northwest Southeast
--,
,, Prof. Perez
Near Small Hut In Raoul
Pyramid Old Woman Plane
r- Map
Tikal Flute Jeep

113
MISSION: ASTEROID
Company: Sierra On-Line Systems
Suggested Retail: $19.95
Type: A Hi-Res adventure with color graphics.
Description:
Your mission: to destroy an approaching asteroid before it collides with the planet Earth. Yes, there's a
time limit.
Playability:
The elements of the puzzles prove easy to solve individually. In fact, this game is very easy right up to
(almost) the very end. However, you have a fixed number of moves and a time limit of five minutes per
move. Saving a game requires you to use a move. Mission. Asteroid is a winner: totally straightforward
and solvable while presenting the challenge of completing it within the tough time constraint.

MISSION: ASTEROID
Continuation

On Planetoid

Flight Pattern to Asteroid


I
Orbiting Planetoid

/~ f!!Al~I:'
I
• • •
0 0
• 10- @ r-- 0 @
Push Orange

Push Blue Push White Push White --- Push White

I I I
• 0 Orb!!!!!2, Earth 0 •
• /T>~ r-- • 0
• 0
Push Orange
I--
Push White Push Black Push Black --- Push Orange

l
Airfield

114
MISSION:ASTEROID
® 0@
Control Room
Supply Room 1----1 ConsolelWindow
Violet Button

[eJ1
Vacuum Lock
Blue Button
Orange Button

r--
1
Rocket Door
Button
(separates door)
Down
( I
r------,
At a Ladder
..r-UP7~ - - - - -
PassageWay At a Ladder
Below Rocket Below Rocket
South On Asteroid On Earth

® I I ®
'\ I-- On an I--- Preflight Room
Airfield Doctor
o
Cave Ends Here Very Deep Pit 1
Long
Tunnel

® o 1
East/WestJ Computer Room Supply Room
Pressroom Briefing Room I--- South 1-------1 Apple and I--- Explosives I--- Gymnasium J---- Shower Room
Reporters I-- General Corridor Diskette with Timer

®
Secretary

CD
Outside_ Bldg
~
~
CJl
MISSION IMPOSSIBLE
Company: Adventure International
Suggested Retail: $39.95
Type: Originally an all-text game, recently re-released in Hi-Res form.
Description:
You must stop the Saboteur from bombing the Nuclear Reactor. To complicate matters, you are a
walking time-bomb, and the saboteur dies before you get very far. You must enter three differently
colored rooms in a specific sequence. The ending can be a real blast.
Playability:
One of the easier games in the series, with not too difficult and quite straightforward puzzles. The game
is sort of fun while it lasts, but it doesn't last all that long. The two-word syntax has a limited but adequate
vocabulary. The text is brief and to the point. The game offers a single, easily made or recalled
saved-game.

116
MISSION IMPOSSIBLE

WHITE VISITORS ROOM


(View From 2nd Floor of Control Room LEDGE
Glass Window 3/lmbedded wires Broken Glass
Button Panel:
White Green

SMALL
VIEWING RM.
6 inch Window @ @
CONTROL ROOM
Movie Film I-- BREAK ROOM
No Beverages
BLUE ANTEROOM Allowed
STORAGE ROOM Plain Door
Control Room Door Jammed by
Vat Blue Button Tape Recorder
Dials & Gauges
Steps to Core

WHITE ROOM
Closed Door
BLUE ROOM ®
Closed Door REACTOR CORE
TV Camera
Big Bomb
Red wire to wall

TWISTING WHITE TWISTING BLUE


Hallway Hallway

PROJECTION BRIEFING ROOM


BOOTH Long Sloping Gray
Empty Movie
MAINT. ROOM NO.1 I- Corridor (Starting POint)
Projector

® / EL-L~O~W-......
,....-Y....
CORRIDOR
MAINT ROOM 2 I -
Yellow Button
0®®0
GRAY ROOM
Box/Apparatus/Chair

YELLOW ROOM
TV Camera

/
Twisting
Yellow
Hallway

117
MUMMY'S CURSE

Company: Highland Computer Service


Suggested Retail: $30.00
Type: Hi-Res adventure with color graphics.
Description:
Find the solid gold burial mask and return it to the starting point. Doing so involves finding and using
three amulets, a little woodwork, and the waving of a scepter.
Playability:
The mummy and a few fixed traps pose little difficulty once you have mapped and understood the
game. The game holds your interest easily, largely because of the excellent save-game implementation.
The game has little in the way of plot, and the vocabulary is poor, but all in all it rates as an average
adventure suitable for beginning to intermediate players.

118
MUMMY'S CURSE
Right Side
I @ ®
Priest's Path End Mummy Burried Obj
Mummy's Trees Gold
Site Tomb
Incense Hemp Mask
C~~E'" ~
I I ® @/
Stone North Mummy Nefertiti Eye of Isis
Shrine Locked Heard You Cleo ~ Horus
Bank Door APEP Horus
SMA of Nile & Hid Amulet

I 11~ I (1~ I (~
Mtn. South Shore Air Old Altar
Pass Bank
of Nile
f-- of Nile
to West
Getting
Stale
Axe
'" Phoenix

1 I ®
See the Paths
Nile & Orange Trapdoor ~ EWPsg. ~ Fatima
Split Room
Tomb

@) /' I
Lush "Interesting" Stairs
Mtns. Ceiling 3-Headed N-S Room Dome
Inscri ption Snake Mirror Up and
Stick to N Psg. Up l/ Room
Down V
I (?5 1
~ North of nl 0
I--- ~ Temple Small
~ Desert Pit
"\
I ® ~"'~
South of Another Blue
~
~
~ Sahara
Small
Pit
I-- EWPsg. \-
Curtain

Sahara I
Blue
Shrouded I--
Man ~~
®
~ @
I
Vacant Hut
Objects will I - -
-~
I--- Merchant Guard
return here A -
r-1.M.
from Nile
f.I
To Satops II
on I
Horizon
Oasis Village Palace
Start
.....
..... Drink Water
co (often)
i-'

~
MUMMY'S CURSE
CD Left Sid e
IL D //
1 \

Dead End Dead End


Flashlight

1 1
Very Sharp Blue Sky Dead End Sharp
Long I-- '--
Tum (Exit) Ewer Tum
Hall -
1 I I 1
Bend Very Dead
Bend Long
Ahead - Ahead End I--
Hall - - I
Dead End Bend Blue
Gold Pit
~ Sky
Ahead r- (Dead)
Coins - -
I I I I
Very Very
Long Bend
Ahead Long
Tunnel - - - Hall

I 1 1
Bend Very Blue Dead End Bend Bend
Ahead I-- Long .....- - MATCHES Ahead Ahead
Sky
Hall

+
Pit
(Dead)

Amulet Horus = Strength


Meanings Apep = Snake
are: SMA = Lung

01
~ In a Pit ~
Pit (Dead)
... ~ ...
t c}
~\\ Satops III
f.l //r; ~ on
Horizon ~
0;.
~ ~
MYSTERY FUN HOUSE
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, soon to be revised into a Hi-Res version. Price also includes Pyramid of Doom and
Ghost Town.
Description:
Spies have hidden secret plans that you must retrieve from a carnival Fun House. Water Maidens,
Shooting Galleries, Carousels, Weird Windows and a slew of locked doors await you. The puzzles,
marked by a high degree of imagination, are devilishly clever.
Playability:
A lot of fun to play, challenging to unravel, difficult to bring to a successful conclusion-and my choice
for the best of Scott Adams' twelve original games. The two-word syntax has a limited but adequate
vocabulary. The text is brief and to the point. The game provides a single, easily made or recalled
saved-game.

! :}
't !,
I
'I

I '"\ ,'
. If
f:
:.
'1 ;
I i
i
j i
!
::= I
I

j\ I
-\..,
;' '''11
,t/
'-I
I

121
MYSTERY FUN HOUSE

Catwalk Red Knob


0 Locked Door Locked Door

Ledge over a Barrel Room


Pit Exit
I Rope I
y I Pole 1 Open Door
Storage Shelves
Pit
(Valve-no handle) Staircase I Horse I
Locked Door
IMerry Gol

11
{,;\I Round
/t
Small Laod;,. A
~I
I

Gentle Greeze or Large Room


Windy Hall Steam Calliope
Hard Blast (from red
button on walk) Blue Button

/ Small Room
In Tank Sloping Fortune Telling
Drain Valve '\
Hallway I- Machine
Mermaid 'Out of Order'
"
Pull Blue

Next to Large
Tank-Window
Mermaid - Room with
Low Ceiling
Skeleton
Knobs: Blue
1--1 "Space Opera
Yellow Green
smalrRoom
Windy Maze
(four cells)
Hall-Mirror=E
Rm-Mirror=S,S,E
Mirror-Rm=
S,S,W,W
A

Music"
J------...... Pull ......-..;;....;";;,,..-....1
Yellow
Pull
Green
Observ. Room B
Valve Handle Mirror Room
Small Room no valve Hidden Door
Locked Door

Parking Lot
Shooting Gallery ,, Ticket Booth
Sign-Shoes Rqd.14---1
Dead Tree Branch
GunIWindow
Clay Pigeons ,, Close at Midnite R~.sty Gr~te
\2 bolts)
,,
Large Room Remove Bolt
Clay Pigeons Move Grate

o
Sewer System
In a Dark Hole
Manhole Open Flood Door
Welded Grate

\-----/
Hidden Lab
Locked Door
V Ina
Long Tunnel

122
MYSTERY HOUSE
Company: On Line Systems
Suggested Retail: $24.95
Type: Hi-Res adventure.
Description:
Based loosely on the Agatha Christie novel, The Ten Little Indians. You have the dual task of trying to
find the treasure hidden somewhere in the house and deducing the identity of the baddy. Unfortunately,
he keeps murdering the other suspects and even tries to kill you.
Playabllity:
Not a long game. The mansion has only two stories. The vocabulary is limited and uses only a standard
two-word parser. The graphics of rooms and objects appear as black and white line drawings. You do get
a save-game option, however. All in all, it's a fun game for beginning and intermediate adventurers, and is
noteworthy as the first of the Hi-Res adventures.

mill

123
....
~
MYSTERY HOUSE 0
House &
Steps

Welcome Mat
and Door

Woods- Kitchen Side


See Page 2 I-- I-- Entry Hall Dusty Library I-- Yard
Sink -
Butterknife
Water
Refrigerator 1(3 I
Pitcher Fenced
Small Cabinet Dining Room Fenced Back r-- Cemetery
Pantry Matches Candle Yard Joe & Graves
Shovel

/
North End Secon
ofN/S
Passageway
Doorway Second Floor Doorway Doorway
r- Doorway r- Landing I-- -
~ l
Moist Basement
Key I
Algae
Hole Small Bedroom
Boys Bedroom Nursery Large Bedroom

Telescope Up
See a Down Stairway to
(into the Attic
attic) --------
Trapdoor Attic

/ ® / 0"'-...
Stairs Very tall Daisy Storage Room Doorway
Pine Tree Trunk

I 4
~ Study
South End Woods Picture-Bolted Bathroom
of N/S Tunnel See Page 2 r-- Towel
Musty Crawl to Wall
Space
/
MYSTERY HOUSE
Forest Maze

Top of
- - - - See Attic
Tree

tall
....- - From Tunnel

WToKitchen

125
OLDORF'S REVENGE (WIZARD I)

Company: Highland Computer Services


Suggested Retail: $19.95
Type: Black and white Hi-Res adventure.
Description:
You simply need to find the fourteen scattered treasures that lie about in the four linked, but otherwise
independent, game segments. You must choose which of the seven types of characters you wish to
become in order to solve specific puzzles. The management of each character's limited "lives" makes up a
large part of the challenge. The graphics are only average, but the text gets rather clever in places,
especially at the end.
Playability:
A barely average adventure, but a good one for first time adventurers. It will serve the more expe-
rienced player as a pleasant way to pass time. After reaching the second segment of the game, you may
save it. The vocabulary is not very good; in fact, it's very poor, but at least you don't get killed off at every
corner.

126
START
OLDORF'S REVENGE
(WIZARD I) Dead End Dead End Dead End

Bottom
ola
Black Crack
Hole

Page 2 5
To Castle

......
~
OLDORF'S REVENGE
Part 2

Small Room

L® Weird Place

"-
Closet for Stairs
To New
Caves

To Page 3 and
Snotgurgle's
Master r-- Upstairs Palace From Page 1
Bedroom Hallway

/ I
Secret Room
Living
Room ~
South End
Main Hall - Dining
Room
Valuable Book
"Care & Feeding
of Elves"
Outside of
Castle in
Back
- Outside
Well r--
Oldorf's
Underground
Castle

I /@
Window Locked
Overlooking -- Coffin
Coffin Ring

@ J
Nice
Kitchen - North End
Main Hall

~
t--
Library
Books
7I
To Castie Long
Skeleton Key Hallway

® I
Wall
Footprints in
Dirt

®
Basement-Writing in Dirt

.' '0
...
'0

128
OLDORF'S REVENGE
Part 3

Magie Mushrooms

@
Opthalplebian
Eye Sentry

Topot Monolith
Monolith , MDCLXVI
Sceptre

Weird

Strange

Plains of
Oxyxides

Bar of Large Room Stairs to


Talking Mirror Where I
Pillar Gold
Cross Wonder

Closed Draw-
Big Diamond Bridge Land
of Onyx "-"""-..........-1

Special Junet. 1 Snotnagle's


E. to Snotnagle's Small
N to Oldorfs Castle
Dto Lynxor's

Special Junction 2
S to Oldorfs
N to lynxor's
E to Snotnagle's

(See Page 4)

129
......
~ Edge of
Great
Cliff

I
Lynxor's Sound of
Vault Vastness
Lynx. Treasure 15 Coins

I
North
Bend Long
I-- Passage I- and
Ahead East
-
I
Passages Lead Back to the
North and Way to
West Lynxor's

I
Slight
Incline

I
Boulders Onward
Necklace The Caverns
Go

..... ® I
Hiding Two Lynxor's
Place of Pets
10 Coins

'j
@ - I
Passage is Above N/S Kinda
Hallway-Down Passages Mirrors-Tolez Passages Head
Widening """'- Pretty Lead North Large Door Down, North
r-- I-- r- ~ ~ 10 Coins
Hiss from West is one-way Ain't it Tiny Lock
only and West and West

./
JUNCTION 3
Back to the
Narrow Corr.
y t
E=Lynxor's
N=Oldorf's Fresh Air Narrow Merlin's
W=Snotgurgle Ahead - - Corridor - Dead End
X=Exit
Dead End /
I
I /
" + ® (2~ I
I@ nn
I /
Secret Hall of Locked Elfatilla's
Vault-Ruby Multiple Door Way to Lynxor's
- Passages - Serpents Buzzard Tiny Key
Treasure Gold Bar

~ L I
Special Junction No.2
S=Oldorf's Castle
N=Land of Lynxor
E=Snotgurgle's Castle
nnn
OO-TOPOS
Company: Sentient Software
Suggested Retail: $32.95
Type: All-text adventure of the futuristic variety. Like, way out!
Description:
Escape from an alien planet and return to Earth after reassembling the widely scattered parts of your
spacecraft and finding the various treasures which were in the spacecraft at the time of your capture. The
jungle maze, one of five in the game, is excellent.
Playability:
A high degree of disk interaction slows OO-Topos, already lengthy and somewhat difficult, largely
because of its size and the number of discrete objects. Most likely, only experienced adventurers will have
the patience to play it through. The vocabulary is limited, and the scoring a complete mystery. Still,
overall, it's an above average game, a challenging adventure with excellent scope and story line.

131
0 @
Ampitheater OO-TOPOS Solarium On On Roof

"
Stage in r-- E. of Beach
Creature Part 1 Tower
Ledge
Jungle Below

/
Trans- Top of
parent Gravtube Gravtube
Dome

/
Northl EasVSW
South
Crawl
Tunnel -
I

Top of
Hologram Gravtube Wide
Room t-- Tunnel
Library Ionized
Air

CD L
Gravcarin Inside Force
Corridor Gravcar Field
Alien Canopy

----
Missing

/ J.---""'
Long Long Corrid
Turning Fork in Inside
I-- Inter- Corridor
Corridor section Gravcar

®
Mirrored White
Passage Room

®
Narrow North End
Twisty Alcove of N/S
Hallway Corridor

Dais / r
I
Narrow
Twisty
Hallway
f--
Narrow
Twisty
Hallway
l

Mirror Rm I--
Narrowing
E/W
Passage
I-- T
Intersection

I
I ./

North End Tiny Room


of Platform
Room Little
Chamber

@ \® I CD
Center
of Wide Mosaic
Stair- Huge Hall Orange Hall- Dead End
Panoramic I - - I-- Hallway I-- way Junc. I - - Alien
case
Chamber Snarl
--, I
South End Bottom Acid Orange
of Narrow of N-S
Staircase Room Hallway
Chamber Gravtube

® 0/
Crond Sentinel Prision
Ship on
Room Room Cell
START Beach to East
-Robot

132
West End East End
of Dark Midway Down of Clear
Passage r-- Clear Passg. I - - Passage

EIW
East End Metal
of Tunnel Tube

~
I ",
-",~
Pool of 1r~ -oS'
To Fly Room
Maze ,,-_w_a_te_r_.. .~~ .~
__t----, East
NW/SE Field Nullifier
Top Of Permoplast Clearing
in Strobe Rm:
Stairs Shaft
Garden

/
Middle of Very Food
Dark East/West Dirt
Straight
Staircase
r-- Dark
Tube
14- Tunnel I-- Catwalk r- Processing
Room r-- Path

~NorthE"d I'
/ ~
Bottom Hot
Tilted of No Ceiling N/S
of
Stairs Room
~ Northtouth
Room Hallway

l / North Stock-
South pile
Catwalk Room

1 @l
Midway
West End East End
South End of Down
of I- of Hot
Flickering Flickering Dry Tunnel
Catwalk Corridor Corridor

@I
Taka <->
Leva

2 4 2

Hydroponic ~_5---=-____1;
Garden Maze 7

~1 West
5 3

N. NW. S.E. _ IN End 174


9

70 ,9
NE.NE - - 5 4 1 4 1 7

3 POOL 14
7 6 3 7 4 4
3 2 2 3 2 3

7~Cor
7 ~6 18
4 4 7 4
Dirt Path

133
OO-TOPOS 3 3
Part 2 Bend in
3
Path
Platform of
Leaves
Sea to North 3
Prison to East

11 (l (l A 2
n /.\ 2
N/S Path
9 In 8 In 7 In In Between
Dense
Jungle
Dense
Jungle
Dense
Jungle Jungle p 2 Jungle and
Prision
10 5 Z
......
@t t 4
t 5
2 t 3 3
2 2
Thorned i3 4EIW Path 8
Bushes I............ Jungle EIW EIW East Tunnel
Clearing Jungle Jungle on Path in
Hedge of ~ .... Huja Path Both Sides Jungle By Jungle
........ ....
,
Thorns
io 3 3 3
~ I
iA -
10 In
Dense
Jungle
9 8
4 •
Shifting
Jungle
8
5
In
Jungle
7

3
('l

(!
3
In
Jungle 5
East of
N/S Path

3
11
U lj U {.tr
LJ " @ !

Bubbling
Pit
Trash

Space
I
Station Southern
End of
Bubbling

l Pit

r
Burned Out of
out I-- Hyper-Space
Guidance

t
In Space
Computer
Sings

conclusion I
In Space
(Hyper-
space)
Signal to N

/@
Cargo Bridge
Hold

I
Inside
Ship

Welcome
Home
Depository

134
Narrow
Path 3

Jungle
,\-_~3_ _.,7 3- -...7
7._---
Overgrown
Small Tricky E/W Trail Crimson
Clearing Path Beach 12
4 8
3 5 5,-__~3____~5~___5____~
3 A
Bend in Shifting Knee Deep
- Fused
Tunnel
Alien
Vegetation
5
5
Crimson
Beach
9
in Salty
Seawater

~~...Il. . ._,-'"'JI,
..,
2
Strange Shifting Crimson Knee Deep
Beach
Bending
Passage
- Alien
Vegetation Stripped
in Salty
Seawater
e Hull
to
I 3
I
Loopy
Tube

./
- Fly Room

6
Shifting
Alien
Vegetation
Crimson
Beach
7
9
Knee Deep
in Salty
Seawater
t1
12
"""'"
..,

1)

4 3
Grautube Fly Fly
Room Room

1--_"/
Viewscreen TOp Step
Room Inside / Pyramidal
Pyramid Shaped Steps

I /' ~---II
2 Bottom
Fly 5 of
Room Pyramid

f 5
Fly Fly
Room Room

Edge of
Pit

3
..-------,. /
TOP OF
STAIRS
Midway
Down
V Near Top
of Pit
/'"

/ @/
To Middle
of Staircase Bookcase JCT in E/W Steel Door
Room Corridor To Cold Cold Room
Repair Cras Room
Manual

135
PALACE IN THUNDERLAND
Company: Micro Lab
Suggested Retail: $24.95
Type: All-text adventure.
Description:
Palace in Thunderland, Micro Lab's second adventure, follows the successful Madventure. You must
find eight treasures and resolve several puzzles. The story follows an Alice in Wonderland theme, very
much tongue-in-cheek, with lots of humor. Who knows, you may become the King!
Playability:
An excellent game. Humor, a reasonable vocabulary and one puzzle in particular that has several viable
alternatives, but only one answer that will permit a perfect game. Beginners can handle Palace, but even
more experienced adventurers will take a good weekend to get through it.

136
PALACE IN THUNDERLAND
Top of 1'\
Turret Turret / Top of
Peasants Turret Turret
Below

Northern
\
Garden
Black Suits

® I @)
r----=_. Queen's
Greenhouse _ Formal '-- Garden
Door ,- Garden ,-- Queen
Crown

I
Southern Butler's
Garden Quarters

~...~~-- Small
Pantry --
~ Hallway

@ I @ @
r--~Nu-rs-e-ry'-'"
Tweedle-Dee Attic Connecting Maid's r\.. Buttery
Tweedle-Dum / Storeroom Chamber I-- Quarters I"' Churn
Rattie
_ / I / ~ . . . . . '" (7 \
r-----=';.{'
Lavatory _ Ruler's r-- Landing Pink Guest Kitchen P lor '-- Aboretum ~I Asc~nding
Mirror Bedroom Room Dormouse ar,- Pool ~ @ Staircase

1
0,"," OOK! .'00 Roo3\ ""!'Y W. CI@1
a:
Room Room Jobbe_ky
~_ ~L....
R~ S \ .'''~m ~~~"';, j\ """~. O""g~~ Com'.'
~~ '" ,

, GLs~Bathroom
~ Trophy
({OJ----- ~
Workshop
I
Walrus Room Carpenter I-- Storeroom
Oysters

®
r------'=_a 0 I
. Great Hall .
Delivery f-- Grandfather _ Library Furnace
Room Clock Old Book Room


Courtyard Maintenance
Crowd of R~~r
Peasants Metalbox
....
~
PIRATE ADVENTURE
Company: Adventure International
Suggested Retail: $39.95
Type: Originally an all-text game, recently re-released in Hi-Res form.
Description:
You must magically travel between a London flat and an island on your way to locating two treasures. It
has a smooth storytelling style, and rooms are populated by such wacky characters as a talkative parrot,
alligators, a mongoose that's a failure in life, and a drunken pirate who is forever wandering off.
Playability:
A good game to cut the young adventurer's teeth on; not too tough, and a lot of fun. The task of building
a ship on the first island presents a good example of a well done interactive puzzle. The two-word syntax
has a limited but adequate vocabulary. The text is brief and to the point. The game offers a single, easily
made or recalled saved-game.

m.
IW.l

138
PIRATE ADVENTURE

Alcove E-W
Window Ledge Open Window Musty Attic
Passage
Bookcase

5
\~~

Flat in London
Rug (Nailed Down)
Long Hall Hill Top
Locked Door Cavern
See Treas. Isle
(locked from the I - -
~
Tool Shed
Crack in Wall
other side)

® 0
Ocean
Fish PIRATES ISLAND Shed
SaltWater

® ®
In Lagoon Sandy Beach
Lagoon Sand Foot of Hill
Anchor (stuck
in Mud)
f--
Ships Keel & Mast I- Meadow
Cave Infested

I
0
@
Grass Shack
Pirate
Chest (Map/Plans)
Parrot
L Maze of
Caves
0
t ~ Locked
Door
Pit
One Day's Sail Crocs

Maze of L..,. Maze of Maze of


1--+ I-- I- Caves I--
Caves Caves

l
@ @
In Monastery
On Beach
Snakes

TREASURE ISLAND
@ @)
Cametery
Bones I- Barren Field

139
PLANETFALL
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: A science fiction all-text adventure.
Description:
After surviving an interstellar spaceship explosion, you find yourself on a strange planet, deserted
except for a friendly robot named Floyd, who gives you his utmost devotion. The purpose of the game
doesn't become clear until well into it, when you come across the computer-within-the-computer. To
succeed, you need to repair four subsystems, overcome hunger and disease, battle a huge microbe, avoid
radiation poisoning, and cope with a room full of dangerous mutants.
Playability:
Perhaps not as "tight" as some other games that Infocom has done, but reasonably challenging
nevertheless. What with the "standard" superlative parser and save-game capability, it's a pleasure to
play. You also get a few red-herring puzzles that are reasonably well developed, scads of objects to
wonder about, and alternative endings that may make you wonder if you have achieved the optimum
solution.

Floyd In Me

140
® \;t
Comm.
Dark Upper
Helipad Room
Room Elevator 2 Consoles

\::./ I ~ I
Admin.
Large Small Plan Tower
I- Corridor r-- Core
Office - Office North Room

@ (5) I
Booth San. San. Admin. Observ.
1 Facility Facility Corridor Deck

I I J 2) I
Dorm Dorm Admin.
Conference Storage San. Upper
B West D Corridor r-
Room Facility Elevator
S Crevice

1 I (4) I I I 11) @)
Rec. Rec. Mess Dorm Elevator Booth
Area f-- Junction I
Corridor t--I Corridor Corridor Lobby 2

I l (7) I I I @ 1~
r1
Mess Dorm Meeh.
Plain Dorm Lower
Canteen C Corridor r-- Storage
Hall A Elevator
North
Physical
L I ~I I Plant I 10)
West San. Kitchen San. Meeh. Reactor Reactor
!""- Courtyard Facility "- I- I-
Wing Facility Machine Corridor Control Elevator

Winding
I
Meeh.
Corridor
./
Dark Waiting
/
Kalamantre
Stairways Room Area Station
South

~ I 3) I
f
Machine Robot
Balcony Tool Room Shop ;-- Lower
r-- Shop
Plaque Dispenser Elevator
Floyd
" @
./
Deck Control Shuttle Control
Crag ;-- I-
8 West Alphie East
.-

,......
.,j>.
,......
.....
l%
PLANETFALL
Part 2
Small
Room

I~~ I
Infirmlry RepaIr Planet
Control Shuttle Control Course
l- I-- Medicine Room Defense
Panel Betty Panel Control
Robot Robot Panel

I I I
Systems
Systems Physical
Corridor I-- t-- ~ I-
West Corridor Plant
East
18) I ~
Lawanda
I-- Escalator t - Hallway library library
t - Computer I -
Booth
Radiation
lock ~
Decontam-
ination I--
Radiation
Lab.
-
Platform Reader 3 West ChamberE Lamp

I
Project Project
Project Main
San. Corridor I - Corridor !'-
Facility - Corridor - Lab
West East

I ~21) I / 1~ I ® -
Shuttle Lab Lab-
Control Control Computer Biolock Bio lock Bio-Lab
Panel I- Alphie I- Office Room Storage I- l- Office
Panel - West East Card - Mask

I ~l 24} I
Miniatur- Auxiliary
Elevator ization Micro
Relay Booth
Booth

~I
Middle
Strip

I
Strip
, Square
Plate I- Near
Station
PYRAMID OF DOOM
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into Hi-Res form. Price also includes Mystery Fun House
and Ghost Town.
Description:
Thirteen treasures lie scattered in an unexplored Egyptian pyramid. Your task: to get in, stay alive, and
haul all thirteen back to a particular location. The game features cobras, mummies, pharoahs, decapitated
statues, a huge purple worm, and a multitude of objects.
Playability:
This game starts out simply enough, but gets very difficult in a few spots; one treasure, for example,
occupies a logical spot where you cannot see it, while another is guarded by a stone-hearted Iron Pharoah.
Have fun, and good luck with the purple worm. The two-word syntax has a limited but adequate
vocabulary, and the text is brief and to the point. You also have a single easily made or recalled
saved-game.

143
PYRAMID OF DOOM

Dining Hall Oyster


In Desert In Desert Table Archway
Strange Hallway
Mask

I I0
By Pyramid
0 I @
In Desert Sarcoph- Blood Hieroglyphs
Pool Stone agus Stained
By Pool Hole Leave Treasure
Water Shovel Bandages Altar Here
Sign

Hole

Sitting
0 10
Tiny Door Stairs in Room Sloping
Sound of '-- Sarcoph- Fireplace Crawlway
Machinery agus Coal Rats
Ashes

Long
Narrow
Passage
Bricked
Door
0
I;
/ r, j

Mirror
Room
Dressing
Room

I J 1/ t
, Burial Room
Mummy Hidden
"Tapestry" Alcove
Alcove

I 0 I (8) ®
Prison Cell Treasure
Dead Exp. Purple Tall Room Room
r-- Rubbish I- Headless Top of

----
Worm Treasure Pyramid
Closed Skeleton Coffer
Porta'

I
Throne
®
Room
Revolving Chain
Cavern ron Pharoah
Mural Chest

L Narrow
Ledge
Hole in
Ceiling
~
Pool Below
I

144
QUEEN OF PHOBOS
Company: Phoenix Software
Suggested Retail: $34.95
Type: A black and white science fiction Hi-Res adventure.
Description:
As the sole occupant of a small spaceship, you must board a derelict Martian spaceship and obtain the
fabled golden mask of Kuh-Thu-Lu. You must find it and make good your escape before the four looters
who are also on board decide to do you in. If you can piece together some of the early-on puzzles, you can
do them in before they conclude that you have to go. The graphics are crisp and well detailed.
Playability:
A well implemented, nicely paced, fast acting adventure of average difficulty. Beginners will find it
challenging and interesting, and more experienced players will find an enjoyable weekend in store. You
must traverse a good-sized maze in order to get to the center of the spaceship, where the real action takes
place and a scary bit of animation occurs. The vocabulary proves quite adequate for the game, and clear
responses answer unknown words.

145
0
E
'0 0
.... a. .... 0 .0 0 .><
Q)._ 0 a: III
-.cO Eas as
c: (/) 0 Qj 0:::
m
QI
!!l. ,.l, ), ,.l,~~oo~
_79
~ ~
~
R
III
~~ H
as
-.J
N« ~

=E
Q)
!!l.
...---I-
-0
QI
-
'"'"
()
~ QI ()IO 0
() - Q) ....
::r1»""'- ....
-':IE '"
:::l r a:
Q) 0
o~
Q
c:
o
0::
dU :::l
10
Q) (II
II
~
----..m u;
I» Q)

~ !!l. 3:
o
z ~
~ E
~ .c 8
t:: t:o:
o 00>
;:J Z [1.c:
'0,
01 c:
~ W

North North North North North

Corridor Corridor Corridor Corridor Corridor

Armory
Galley Thermo-
nuclear
Device
6

~
-t
QUEEN OF PHOBOS

J9)j:>Ol
96P!J8 "SJlO S.U!lIldll~

8 i.

JOP!JJO~ JOP!JJO~
lS9M lse3 lS9M

IIlJON

~
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~en
North
8 C')

Starboard
Engine Room

147
THE QUEST

Company: Penguin Software


Suggested Retail: $19.95
Type: A Hi-Res adventure with color graphics.
Description:
This two-sided disk offers immense proportions, but little content. As the King's advisor, you been
ordered to rid the kingdom of a rampaging dragon. Gorn, the King's loyal but slow-witted champion,
accompanies you on this mission, which will have you ranging among blazing deserts, dark tunnels, and
near endless plains.
Playability:
Guard The graphics and text are rather insipid,
Station except for the all too few glimpses of little
#1
Lisa. The vocabulary is terrible, and the
Dirty Road "multiple-word" parser totally ignores any
Road Major Dusty
Curves Road Bran- and all modifiers to verbs and nouns. A lot of
Inter- Road
S-E Hilly ches
section
Terrain N.S.w seemingly unnecessary disk-swapping goes
9 on, what with the saved-games going to a
Village Beautiful
Dusty Charred Green
scratch disk and all.
Road Rem-
Meadows
mants

Mtns Crystal Road Dirt


A"T" Road Road
to Clear Branches Leads Branches
South Pond Water . Green
South Meadows S.E,W,
South

Dusty Road
Sphinx Road Runs NS
Stretches Through
Endlessly Trees

Cave North- WII


Door Kept Road
ward Lisa Muttled
Winds Frame Curves
Rd. Sounds House N.to. W.

Winds
Moaning
Through
Treetops
11 @
-r---,
Ocean Island Lizard Plies of
Waves to Men Crumbled
Salt Crumbled
South Sword Stone Ruins
Air

Dark
Tunnel (To Part 3)
Leads
to West

In In
Water Water

In
Water

148
i THE QUEST
Part 1
Border
Station To
#4 Desert
Part 2

Dirt
Road Edge
Extends of
N-S Desert

Border 3-Way E-W Road Charred Forks


Inter- Dirt Has Rem- Lead
Station
Section Road Traces mants of N,S,W
#3
of Soot Village

Border Road E/W Dusty Well


Branches Dirt Inter- Road Travelled
Station section
#2 S,E,W Road Bends Road
NW

®. General Road Road


Inside
Store Store Winds Bends
List to West N-S N-W

Small Dusty
Grove High- Dirt Road
of waymen Road Curves
Trees E-W

Dirt
Road
Trees

® @
Thick Road Long Rutted Road Base of To
Swal- Old Water- Dripping
Tree Dusty Dirt Splits Bridge Water
lowed Road N,S,W fall fall Wet
Tops Road
by Forest Tunnel

Trees Not Forrest Faint Mtn.


As Dense to East Rumble Range
toN.S. to NE

0 Shore EWRoad 3-way


Long Deeply
of Reflec- Inter- Rutted
Lake section Expanse
tion of Road Road
Sign to West S,W,E

Dense Bottom Road


of Pit Stretches
Forest N-S
Cobras

®
Deep 3-Way
Swamp E~?e Impres- Inter- Road
Winds
Road
Narrows
Small
Old
Snake Swamp sions section
N,W,E Sign Cave Man

Outside
Skeleton Castle

Provis-
ioner
List

King
Diana
Gorn

149
THE QUEST
Part 2

Light Tunnel
Shines Makes
in from Sharp
Tunnel Left

Ledge Damp
Halfway Young Damp Tunnel
Down Dragon Tunnel Forks
Cliff Left

Desert Desert Desert Foot of


Stretches Stretches Stretches Unclimb- Tunnel
Cave in Tunnel Runs
All All All able Branches
About About About Cliff Straight

Tunnel Damp
Endless Desert Desert Endless Towering Makes
Desert Sands Sands Desert Cliff Tunnel
Sharp Forks
Turn

Desert Cave Tunnel


Desert Halfway
Sands Sands Continues
Up Cliff

Dark
Intense Endless Tunnel Tunnel Cave in
Sunlight Desert Branches Forks
Right

Heat Tunnel
Almost Foot Tunnel
of Continu Ends
Unbear- Abruptly
able Cliff

Blister- Shimmer- Blister- Blister-


ing ing ing ing Towering
Sun Desert Direc- Sun Cliffs
tions

Shimmer- Desert Shimmer- Endless


ing Stretches ing Desert
Desert All Desert Vertical
About Cliff

Dripping
Wet
Tunnel

150
THE QUEST
Part 3

I Cave in I

Lizard
Men
Sword

14 identical E.W. only screens


.......
CJ1
.......
THE SANDS OF EGYPT
Company: Datamost
Suggested Retail: $29.95
Type: A Hi-Res adventure with color graphics and animation.
Description:
You are a world famous archaeologist, now lost in the desert, near what you believe to be a hidden
burial chamber. Thirst be damned! You have a reputation to uphold, so it's on to the hoped-for treasure.
Playability:
Some nicely animated graphics and fast color fill. For the most part, however, the graphics are just
average. An amusing internal (H)elp message comes in handy. The puzzles aren't tough once you
understand the sand maze, which is quite well done. You can make saved-game scenarios to the program
disk and call them at any time. Kids may need help with the mapping.

152
(W , A \V EGYPT
Lost in Lost in Lost in Lost in
......- Desert
Desert Desert Desert ~
r
n, U
I0
c!: Lost in Lost in Top of ~
Desert Desert Cliff -
tJ -U I ---- ~~
Lost in c::; Lost in Base of
Desert Desert Cliff

10 0
Lost in Base of
ro- I-- Base of Cliff
Desert Cliff
Rope

1 u \J
""- Start I- Near
Lost ~ Lost in Upa Tree
Desert Base of Lovely View
in Desert Palm Tree V
4.J @ @
® 0
Oasis
Secret Burial nr Pool
Chamber Chamber -
Camel
Lost in
...- Desert .........
® ~,k lA "- 10
Underground \J
Canal Lost in Pyramid
~ I"' ~
(In a Boat) Desert Carving
Arch Pole
~
0 ®I I
Underground
In Pool Lost in
Canal ... ~
Cover Desert
(In a Boat)

T@ ./6"4 U
Underground Underground
Canal Canal
Boat Hole in Roof
.....
~
SAVAGE ISLAND PART I

Company: Adventure International


Suggested Retail: $39.95
Type: An all-text game, now being revised into a Hi-Res version. Price includes Savage Island, Part II and
Golden Voyage.
Description:
You try in this game to obtain the password that permits you to enter Savage Island, Part II. To do so,
you must survive a tropical hurricane and a sickly bear, find a mysterious looking pirate, cope with a
Neanderthal Man, and push the right buttons.
Playability:
A toughie, meant for those who breezed through Mystery Fun House and casually solved Ghost Town.
Unfortunately, the save game feature is (perhaps) disabled during the toughest sequence of this game,
where your early demise is left in the hands of the computer's randomizer.1f not already familiar with the
Scott Adams' series, you should not start with this game. While some parts move easily and quickly, the
difficulty lies in staying alive long enough to get to them. The two-word syntax has a limited but adequate
vocabulary. The text is a bit more expansive than the others, but not by much. It has a single, easily made
or recalled saved-game.

..

~oo
...,...(' _ _ • . .f'0'

154
SAV AGE ISLAND
Part I @
(Pirate only On Atoll
Top of Statue ®® appears after a Pirate (waiting)
Bottle of Rum cannon offshore
Can See Atoll Ship
Top of Palm is heard)
Tree
Coconuts

6) ./
On Beach By Sand
Ocean-Cliff Statue On Beach
Towers Over Edge of Jungle Palm Trees
West End (Vines)

On Ocean
See an Atoll
Large Plain
Extinct
Volcano

®
1\ ®® sail
Edge of Rim of an
Sandy Cliff Extinct Shallow Tidepool 1IIIE:=-----.:::::::---------------------1 On Ocean
3 meters below Volcano Water (Salt) r
is beach (Loose Ash)

®® o ® o
Secluded Cove In a Volcano In Cave Crevice
Lake Dark Hole Edge of Hot Cliff
West of Lake 1----11 Water (Fresh) See Cave at Sea
Crevice Cave Stone Basin
Beaches to N,S,E Fishbones Bear Level
Bear

t '@
Central Room
Swim
Down/Up Button H Metal Lined H Dimly Lit
Dial-Levers Tunnel Rock Room
Force Field
i
5 j
J ~ Alien
SwimE o In Room Machinery
Lake Bottom Force Field
o 1o Missing
a Wire

Metal Room Metal Room


r,'\ 10 Maze of Display Cage I-- Metal Lined H Display Cage
'-' Caves Tyranosaur Tunnel Caveman
Button Button
L
o
@)
Ancient Cave
Drawings On a Beach
Stalactite (hinge) See Cave
Hole in Roof
i-'
g:
SA VAGE ISLAND PART II
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, soon to be revised into Hi-Res form. Price includes Savage Island, Part I and
Golden Voyage.
Description:
A toughie, full of a curious mix of prehistoric and space age entanglements. If you can get through the
game, you get the code needed to decipher the secret message sheet that came with the game. Except for a
few characters, the two Savage Islands have little in common and do not resemble each other. In the
process of trying to solve this jewel you will encounter vacuums, force fields, atomic blocks, four consoles
with levers, dials and buttons, and your old friends, the Neanderthal Man and the Pirate.
Playability:
This game starts out with a bang, so to speak, and that bang is most likely you! The game lives up to the
first sign that you see, which says "Part I was a piece of cake compared to what you are about to go
through." It does ease up a bit after the first move puzzle. The two-word syntax has a limited but adequate
vocabulary. The text is brief and to the point. The game permits a single easily made or recalled
saved-game.

156
SA V AGE ISLAND
Part II

Small
Cabin

o Main Control
Large Metal Metal Metal
Cabin Room-Viewscreen
Dormitory Room Control Console
Machinery

0)
Metal Room
Console Metal Room
Treadmill Machinery
Punch Bag/Med. Ball Control Console

o
Blinking Red
Light Over
Force Field

o (0
Red Metal Room START Metal-Lined
Control Console Red Metal Room In Force Field Cabin

Pirate
o Metal Room
o Metal Room
Metal-Lined Life Boat
Metal-Lined Cases/Crates Console Weakly Fluttering Hanger
Tunnel Pulsing Field Sign Tunnel Force Field
v Outer Space

o ®
Metal Room
Hydroponics Metal Room Metal-Lined Metal-Lined Metal-Lined
Display Case Force Field Tunnel Tunnel Tunnel
Neanderthal

.....
~
SECRET AGENT:
MISSION ONE
Company: Jor-And
Suggested Retail: $32.95
Type: Black and white Hi-Res adventure, the first in a series.
Description:
Your mission: to locate and deactivate a near-ultimate weapon and escape before the waiting bombers
pound the island (and you) into dust. Many puzzles crop up between the beginning, where you're in an
airplane about to get shot down, and the end, where you reach the waiting helicopter and safety. The
game includes a difficult maze and many straightforward puzzles.
Playability:
The graphics are neat and crisp, but the text, somewhat sparse. Although the plot won't win any awards,
it does hold your interest throughout the game, presenting several interesting twists along the way. The
two-word syntax and limited vocabulary are unusually well-integrated into the game's design. You get a
single save-game position, written to or recalled from the disk any time the command cursor is available.

158
@
SECRET AGENT: MISSION ONE
Bya Melton
Well Manor

@ Maze
Room
Sign
Bottom
of Forest
Note
Well
Computer !

~I
Corridor
Plate

~I
Laser Library
Stairs f-- Books

@ ",/@ @:
I ",/
,; Long
In Room
Five
Switches Door
,;,;
,;
","
Phone
Plug
- By
Room
Pier
Ship
~ Crates

",;
~I @ ~I €) ,; ,," I 1~ I 111
Pit Gym Corridor
Door Scale Guard Booth Balcony Lobby Guard
Ahead Treadmill Film Lever Gate

/ 81 / (3]) I I @
Hallway Door Lab
Corridor Hallway Bus
Stair I-- Corridor
Door Extingui- r-- Mirror
Micro-
Hotel - Stop
Hairpin
Elevator sher scope

1 ISign
® 9) ® @)
on On Fire
Bus
Elevator Table
In
Restaurant r-- Restau-
rant
I-- Stop Escape r- Office
Picture
Duct Window

~I @ 1~9 ?) J /
Stud\
Corridor
Elevator
Crate
- Door I--
Table
Book
Duct
In
Store r--
Clothing
Store
f--
Notlem
Bldg. - Alley

/I ~I @) <D
Cockpit
Under
Water
Grate
Door
Guard
Prison
Cell - Window Closet Parachute
Dead
Pilot

@I I I 2) I
Platform
Watch '"
Hallway. I--
Stairs
Door

®
Table

4J/
In
Airplane
(Start)

/
I
In In Front
Guard
In Bar
Man
I--
Front
of
Bar
- of Closed
Store
r- In Store
Register
In
Midair

I~ @)i
Closet
Uniform
More
Maze

®
In
Phone
Booth
f--
Street
Sign

Hospital
Lobby f-- Hallway I--
hHospital
Room

159
SERPENT'S STAR
Company: Ultrasoft
Suggested Retail: $39.95
Type: An animated Hi-Res adventure with color graphics and Hi-Res text.
Description:
The setting: Tibet. Your mission: find the last three scrolls which lead to the fabled Serpent's Star gem
and steal it. To accomplish this dastardly deed, you must visit two monasteries, buy and give away
objects, initiate a few quick actions, dodge through an avalanche, answer five riddles, navigate the maze,
and even solve a puzzle or two.
Playability:
Three of the five riddles are a basic test of Buddhist and Yogi tenets, and you only get one chance to
answer each question correctly. You get no clues to the tougher puzzles. Serpent's Star is a game that many
have started but few have completed (before giving up in frustration). This book should help a lotI

the
Star rests in
[ waiting]

160
SERPENT'S STAR
® Part 1
Richly
Appointed
Room
Abbott

Branch
in Library
r-- 5 Scrolls
Passage

® CD Transform-
Mild Looking Statue of Door to
Monk Wandering ation
~ Buddha Monastery
Doorway Small Altar Monk to
Monastery -- Monk

I I ® t (12
Poorly Lit
Stooped Wall of Ice Small
Room
Figura Cavern Valley
Monks
of Man Stream Ruins
Buddha - ./

I (4) L __ (9 1 I 61 ..
ZisKa Zoo & Snow
Gate of Chamber Branch in
Monastery - Tunnel or White
YerPa Furry Shapes

I I T I GO
Narrow
Merchant Rickety Treacherous Daylight
Small Avalanche
- Wares Bridge r- Road Rising Sighted Once r-
- Monastery
Quickly More

CD ® I
Cozy Inn Rock
Caravan Outside Old Men
- Inn - Slide
Westerner

t
SenSa
Starting Zhis Ka
Sequence r-
Gates
Lhasa
Zhis Ka
~
(3)
Dusty
Road
Wolf

Narrow
T rescherous Rickety
Road Rising Bridge
Quickly

I--'
Cb
I--'
I-'

f!5
Total
Darkness

-
Temple Maze
Mural r- Maze Tsampa
Gong

I f\
Dead End Maze t-- Maze Maze

Maze Maze Maze


I--
(entry)
I.r.J
t!'j

Maze ~
Blue Gem Maze t!'j
~Z
@ ~ ® ~~
t-Or:./5
Temple Monk's Old Monk Strange
Altar Dead Broom Darkness Looking I.r.J
Question I-
Box End Closet (All is lost) r-- Door ~
Time
>
@ @ @ 0~ r--- ® @ =
Courtyard
Room of Oversized Monks Pool
'--- Small Shrine f-- Statue r- Niche r-- Dragon
Unusual Obj. Practicing
of Buddha Martial Arts

J§2
Visiting Rm. Main Two Seated
Brass Door Temple
Four Flames Magazines Golden
r'\ Tapestry Shrine
Monk
\~i9U'~
ArmorRm.
Monastery Plaque Shield Silver Door
Courtyard r-- Helmet "- Statues
Armor

t
From Door
SHERWOOD FOREST

Company: Phoenix Software


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics and animation.
Description:
As Robin Hood, it's your wedding day. But several puzzles lie between the wedding and your shooting
off to the Honeymoon Suite with the fair Maid Marion. You have lost your pretty green uniform, and your
old friends don't recognize you. Find that, get something to amuse your merry men, and you'll be on your
way. A bit of animation adds a nice touch.
Playability:
Extremely well implemented. Aimed at the beginning to intermediate adventurer, it moves quickly.
Not too tough, but cleverly interactive puzzles have several amusing twists. The command parser
supports more than two words, and the save-game feature is excellent. A very light-hearted and cheery
game. Great for kids.

163
I-'

~
o @ SHERWOOD FOREST
Kissing Booth
On Stage
Maid Marion

® 19 I
Fair Midway By Stage
On Pier '-- Beggar f...- Merry Men

~G6) 11)
Trading Ship In Tailor Shop

I
Outside
Faire Entrance Outside Wedding In Chapel
Tailor Shop r- Friar Tuck
- Chapel

I
Swimming Top ofa
Well-Travelled Outside
Around Blacksmith I-- Well-Travelled
.. Tall Fir Tree
Road I--
(4th time=Ship) Shop Road
11'4) /
(5) I 62
(From
' " Cave) Base of Tree
Hole in Ground I-
Blacksmith Shop Pole

/
® 0 @ / @ @
Castle-Sign Long Dirt North End Log Bridge Battlefield On Rocky
Sheriff I-- Rich Taxman I-- Road t- r- r- I- Edge of Cliff
of Forest Little John Catapult Plain

p) 16) 1 111) .............


South End Rocky Top of Rocky Ledge
Shallow Pool t- of Forest r- Haystack Sloping Sloping I-- Outside
Owl Path Path Cave

9) I ~
Narrow
Outside Cave Sloping Path r--... Twisting
Boulder Path

1~
~

Inside Cave Sloping Path I.-


Boulder I By a Hole
"""
-
V -
SOFTPORN ADVENTURE
Company: On-Line Systems
Suggested Retail: $29.95
Type: An all-text adventure.
Description:
Your goal, bizarrely enough, is to find and seduce three women. The game also incorporates both
blackjack and slot machine games-these broads are expensive! Descriptions are PC rated, while user
input can be X-rated.
Playability:
A moderately difficult but quite challenging and solvable puzzle game good for would-be adventurers.
You can save the game on a scratch disk, but you can't recall it from within the game. Lots of tongue-in-
cheek humor.

165
I-'
as 13 14
SOFT-PORN ADVENTURE
Window Ledge IHookers Balcony
Window Billboard

Inside Room

0 0
Street Outside Filthy Dumpster
Bar-Sign
I Garbage Hooker's Bedrm.

@
Hallway Sleezy Bar Backroom
Businessman Bartender Big Dude
Desk Button/Curtain TV
,
H
• I I I

Penthouse
Porch
Telephone

- I
®
Disco Jacuzzi Living Room
Girl Disco Entrance Girl (Eve) Closet
Waitress
Table
L -
Private
Penthouse Kitchen
Telephone Booth I-- Sink-Water
555-6969 Presidential St. Pharmac Foyer Button
Bum Elevator Cabinet
555-0439 Display Ra

L
Hotel Desk
Hotel Hallway Blonde
Ashtray I-- Button
Elevator


Quicky 21 Room Honeymoon Balcony
Marriage Dealer Suite Radio
Center Cards Bed Peephole
Preacher Rope

I I ® ®
Downtown St. Hotel Lobby
i"- Slot t-- Plant t-- In Bushes
Sign (Bushes)
Machines
- - - - --
--
SORCERER

Company: Infocom, Inc.


Suggested Retail: $49.95
Type: An all-text adventure, a follow-up to The Enchanter.
Description:
Remember taking the role of neophyte wizard in The Enchanter? Well, you're back again, this time
armed with seven spells at the outset. Seems that your mentor, the aged and wise Belboz, has gone off on a
secret mission to rid the world of an evil force so sinister that he dare not reveal it to any in the Circle of
Enchanters. You must find and rescue him, which you can accomplish only by doing in the evil force
known as Jeearr. You'd better find the nine other spell scrolls or you won't have a chance.
Playability:
A worthy successor, with the promise of a third. Interactive puzzles and reasonably jazzy text, though
not as golden or expansive as some others from Infocom. The parser and save-game capability don't get
any better-they can't. The difficulty factor is well chosen, not too tough for a novice (with lots of
patience) and plenty challenging for the experienced dungeon trekker.

167
SORCERER
Barracks

Chamber River
of the Bank
Circle Fort Parade
Entrance I-- Ground I-- Cannon
® I
~~~~ I - Hallway I -
Your
Room
Stagnant
Pool
Hidden
Cave
I
Armory

1
Helistar's Frobar's Mine- River
Room t - Hallway I- Room field Turret Bed

~ ~ ~ 1(9 7 Start
Pit Top Outside
Storage Tree Forest Draw of
Lobby ~ Library Meadows t - t- Ruins of Glass t--

!! / Edge ~
Room ~ bridge of Mirror
Branch Bones Door
Falls Maze
I---

~) ../\:8 /
Twisted Snake Entrance
Cellar f------~ Forest Pit Hall

I
/
Slimy
Room
~I .£, ~Olll
R~~d HH~~~- H I Gate
Outside
Store -
End of
Highway I--
Stone
Hut

~I"""
Tree Edge
of Store
Room
Canyon

1
Elbow Bare East
Slanted
I-- Ch~~m -
-,
Room Passage - Crater Room

Roller Haunted Winding

'c)
Coaster House Tunnel

I I @
Casino
H
~~
End

I
H
West

I
East
End
Park
Entrance Ic~~:~~s
@I@ l2~L-/ /

Arcade Flume
Chamber
of
Living
Death
Sooty
Room
i---
H
_...&........
Coal
Bin
~ Dial
Room
L
I
Bottom
S~!ft

Hall
of
Pain
I-
Mam-
moth
Cavern
J
t---+---l
Grue
Lair
@
Mouth
of
River

T
Belboz Ocean
Hideout Shore

I @
Cave .....-------1 Lagoon N
r=:--....,
Lagoon
Bottom

""'""----I..~~
Shore
i---

168
SORCERER MAZES

To Ledge from
Outside

To Outside from Ledge

169
STARCROSS
Company: Infocom, Inc.
Suggested Retail: $39.95
Type: An all-text science fiction adventure.
Description:
It's long ago and far away when suddenly the strident alarm of your one-man spaceship awakens you,
advising you of the presence of an uncharted mass in space. Naturally curious (if not, it would make a very
short game), you rendezvous, effect an entrance, turn on some lights and encounter both living and dead
remnants of preceding alien civilizations, advanced technology, religious superstition, and past tragedy.
Hopefully, you will be accorded the salutation of Galactic Overlord.
Playability:
While less difficult than its predecessors in the series, the game contains a relatively hard sequence
which involves obtaining one of the twelve differently colored control rods. Throughout, the true use of
the Ray Gun, required to successfully complete the game, is neatly disguised. It's almost a shame to waste
the story line on kids who will simply enjoy the puzzles and ask a lot of embarrassing questions about the
Periodic Tables, Newton's Third Law, and Solar System basics.

170
Room on
Ring 1
:to:
Computer
Room

Bubble
Clear Slot

Slots for:
Pink
Brown Green r:I}
Violet Blue
t-3
>
Cj
=
=
o
r:I}
r:I}

......
--l
......
STRANGE ODYSSEY

Company: Adventure International


Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into Hi-Res form. This price also includes Voodoo Castle
and The Count.
Description:
Stranded on an alien planet in a damaged spaceship, your only hope lies in finding objects needed to
repair your ship, figuring out how to do it, obtaining the planet's five treasures, and returning home. You
cannot simply take all of the treasures-diamonds, especially, are tough to obtain.
Playability:
The puzzles are not too hard once you figure out how to get around among the locations of this game.
Four of the five treasures you want you can get into the fold without too much trouble, but getting the fifth
becomes a dog of a job and it might take a pretty cold day before you pry it loose. The two-word syntax
has a limited but adequate vocabulary. The text is brief and to the point. The game offers a single easily
made or recalled saved-game.

172
r n STRANGE ODYSSEY
.2 .4 Methane
0- Methane Snow
Storm <; Snow
Storm
~

t tI@
...-_0.,;;.7 0-
.3 Methane Snow
Storm
0- .1
Curtain of Light
Light Far to Methane Snow
In a Derelict North Storm
Alien Space Craft

~
Buttons
Hose Fitting 4 ~~~~;~~:: / ' Galectic Zoo
Plastic Glows Regalian-Ice
Hound
Four Times

® ® ®
Plastic Glows
Two Times 1
,...-----=. Strange Hexagonal Room Curtain of
Strange Jungle
Strange Flickering Light
An Empty.
Nothingness Plastic Glows
Curtain of Light
Rod protruding from Wall
- Grassy Plain at
edge of jungle
~ Centurian
Slime Trees
Black Hole Five Times Plastic piece flush on Wall

Plastic Glows
Plastic Glows OneTime
Six Times

In Cave
Plastic Glows Shimmering ~ In Cave
Alien Museum Seven Times Curtain of Light Large Boulder
Rock Dust

@ r-- "\)-----'---1/
On Small

Jovian Mining
-- Planetoid
Cave
Colony
I

On Small
I
On Small
Planetoid Planetoid
Scoutship

7/ ' \ u
~----~~- ~----------~
Small Airlock Hold of Mother Ship
Outside Airlock Red Button Sign Says:
Ground 90 Inner Dor Leaves Treasure
Meters Below Outer Door Here

Q) -;/
One Man Scoutship
Control Console
2 Buttons

/
Maintenance
Crawl way
Empty Crystal
Holder

12 /
Storage Hold
Main! Acccess
Hatch

173
SUSPENDED
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: A science fiction all-text adventure.
Description:
It starts as just another day in the life of the central mentality of a planet-that's you. Normally, three
underground computers maintain stability and equilibrium in the weather, food growing and transporta-
tion systems, but today just isn't one of your better days. Seems like everything's going wrong, so you must
use your wits, manual override capabilities, and six independently controlled robots to right the wrongs.
The robots will steal the show, each with his own unique capabilities.
, Playability:
The puzzles are complex and very interactive, but few in number. Depending on how well you manage
to repair things while minimizing the loss of life on the planet's surface, the ending will grade you with
interesting witticisms, or, if you flunk out, "talking mechanisms" will summarily replace you. As always,
the Infocom parser, vocabulary, and save-game capability appear in fine form.

Auda

Iris

Sensa

174
'"""
Of
TIME ZONE
Company: Sierra On-Line Systems
Suggested Retail: $99.95
Type: A monster-sized Hi-Res adventure with color graphics.
Description:
In the course of your mission you use the Time Machine in your backyard to travel into the future to
Neburon, deal appropriately with the evil Ramadu, and destroy his Ray Gun before it demolishes the
Earth. You also need to return home safely to garner the title of Ultimate Adventurer. To achieve this rank
requires traveling through twenty-four of thirty-nine accessible eras. Beware, this game is of humongous
proportions, considering its six double-sided disks. The scope and size warrant the price.
Playability:
Time Zone is a map maker's delight. The final product will fill a book! You encounter bunches of
puzzles, but the majority prove more frustrating than tricky or difficult. Sorry, no help or hint option for
this one. The command syntax allows two words only. Many ways of getting killed crop up, especially in
areas useless to the solution! Be sure to save the game on entering each new land.

176
TIME ZONE
Europe 400 MBC

t
Caught In Edge of
Slimey Swamp Swamp

~ 1
TM
I---r:::::::. n
Green Green
Green
<; Meadow
Meadows
Meadow f;>

I
Edge of Edge of
Lake Edge of
Lake

x-
Brontosaurus Lake
Tyranosaurus

I
Middle
of f---
Lake

rl
Cave Entrance
Creepy In In Inside
<:; Jungle Jungle Jungle Cave

U I
In Pterodactyl
In Jungle Nest
<:; Jungle Pointed Stick Eggs

U.

177
TIME ZONE
So. America/Inca City
1000 AD

Edge of
Cliff

I
T.M.
Edge of Plateau in Edge of
Cliff 10- 10-
Andes Cliff

I
Inside Steep
Pyramid Mountain
Ladder Side

~ ~
Bottom Terraced
of Ladder Mountainside
Potatoes

I ~

Small Tomb Lower


Lit Torch Terrace
Corn

~
Green Lush
Valley I-- Valley f-- Meadow - Valley

I I I 1
Green Meadow Walking in Green
(!
Meadow I-- Stream
Water
10- Meadow 10- Meadow p
® I I u \J
Top
of
Pyramid
I~ Strolling
Meadow f--
City To
East I--
Inca
City 10- Temple
To East 1-+
Inside Temple
Priests

'\ ~
l'
"
I AI

e Pretty
Meadow
I--
Bottom of
Pyramid f--
Lush
Green ~

I I I
ce; Meadow Sunny Beautiful
f--
~
f--
Meadow Meadow

\) U V

178
TIME ZONE
Europe/Paris 1700 AD

NIW Corner
Stonefence - Back
Stone Fence - N/E Corner

+
House

Outskirts __ Hedge
of Paris - West Side
Stonefence Maze
x- East Side

~
"
Hills
"
Farm in
~
Front
Surrounding
Paris
~ French
Countryside
- Paris I--
SIW Corner
Stonefence - of
Stonefence
Iron Gate
""""-
S/E Corner
Stonefence

I I I
Hills Wandering
~ Around
Paris
'--
Paris in
Distance - Cobblestone
Road - Vineyard
Grapes - Hills About
Paris
::;>

I I I
Rolling Hills Gentle
t!: Surrounding
Paris
- Sloping
Hills - Grapes
Vineyard r--
Grapes
Vineyard
,.- In Hills
::;>

I I I
T.M.
~ In The Hills Gentle Gentle Wandering
Hills """"- Stream '-- Green r-- Sloping Hills '-- About Hills ~
Valley

I I I I I
Gentle Sloping
c!: Roaming I---
In Sloping
- Green - Hills ,.-
Roaming
The Hills Hills Valley Gang of
Thieves
The Hills :>

I I I I I
Gentle
<!:: In The
Hills - Wandering
in Hills - Sloping
Hills
- Wandering
in Hills - In Hills
::;>

.v ~ tJ \} \J

179
TIME ZONE
PIO Paris 1700 AD

Maze I-- Maze I-- Maze

I I
Maze r-- Maze Maze Maze I-- Maze
~

G>
I I
-
"0
i:i5
Ul
r- Inside
West - Maze ....... Maze Maze "- Maze
G>
;: Side The
Hedge
~
I
Maze
~ Maze I-- Maze Maze I-- Maze

1 I
Maze r-- Maze Maze - Maze

I I
Maze I-- Maze - Maze

TIME ZONE
Europe 1700AD Paris
Josephine's
North Entrance Bedroom
Comb
( Back Side
North
Perfume

I I
Inside E/W Hall Hall
Inside
N/W Corner
r- North
Corner
- Inside
N/E Corner
Hall
Ends
I-- Top of
Stairs
I"-
Ends

J I j
Hedge r--
Pretty
Garden

I
- Ferocious
Watchdog
Guards

t
Side Door EIW
of Palace r- Hallway - Hallway

180
TIME ZONE ®
NorthAmerica Prairie 1400 AD Tee Pee
Indian Chief
Bow & Arrow

n
<;:
Low Bushy
Hills t--
Indian
Village t--
"
Low
Brushy
:;)
Hills

I
Low
C; Hills - Hill
(Bridge)
r- Brushy
Hills '=t>

Ravine
Ravine Ravine Ravine
(Bridge)

C;
In Prairie In Prairie
Indian
t-- On Prairie I"-- On Prairie
p
Dead Buffalo

In Prairie Walking Wandering On Prairie


~
C; in Prairie I"'"- in Prairie l"'"-

, Lost
On Prairie Wide Prairie r-- On Prairie t--
Walking
In Prairie p
n
Wide Dusty Rooming T.M. Lost in
c; r- t-- t--
Prairie Prairie Prairie Prairie Prairie I:i>
(1)

c:;
Lost in
Prairie I--
In
Prairie
Dry
Prairie - Lonesome
Prairie - Lost in
Prairie ~

~
Gully

Lost In Prairie Dry, Dusty Traveling


I-- t-- In Prairie I-- :;>
C; On Prairie Gully Prairie The Prairie

lJ lJ lJ V lJ

181
TIME ZONE fi (';

Europe 1400 AD Edge of


Palos, Spain Ocean r-- Hills
p

I
Edge of Rolling
r--
Ocean Hills ~

T.M.
Edge of Low
r--
Ocean
Hills ~

l
Galley Edge of Lost in
Ocean r-- Hills f::;>

Q)~
1
Crow's Short Inside House
Nest Hallway Man

® Mast
l
Fishing
I ft
Hold on Galley on
on Deck Village
Deck at Front of
Deck r- r-- r-- Hills
Rope
Midship
Sailor
Stern
Columbus
Palos,
Spain
House I""-
P
Ladder
u
L 1 I
Edge of
Cargo End 01 Pier Wandering
r-- Ocean r--
Hold Santa Maria
Pier
in Hills ~

I 1!
Edge of Rolling
Ocean r-- Hills r-- Hills p
J 32 1
Edge of Among
Ocean - Hills r-- Farm House r-- Inside House
Iron Bar

~ V
1
c! Hills
t:t>
U

182
Inside Barn
Saw

I
Open Door Old Barn Grazing Land
Grazing Land ~ I---
~
Ranch House Padlock Sheep

I I I J
Ranch to North ~
Ranch to North Grazing Land
;: Grazing Land Sheep Sheep ,-- Sheep

~
c:>~
I I I J q.a:;
~t!j
~

Grazing Land Grazing Land I-'N


Grazing Land Grazing Lnad ~ - Sheep
~
~O
°2
>t!j
I ! J I u
: Grazing Land Grazing Land Man on Horseback Grassland Meadow I--- Meadow
- Grazing Land -
-
I t I I I
Green Meadow Lush Green TM Pretty
r-- Meadow r-- I---
Meadow Meadow Meadow

I I I I
Green Pretty Green
: - Meadow i--- Lush Meadow ,-- Meadow
Meadow

.....
~
.....
~

®
Backroom
Kite
Wood Trunk
Skeleton Key

I
Lost Inside <!: Rolling Front ~ Rolling
In Hill :;> Courthouse Hills ~ Office Hills

I I I 0 I I z
~ Court Ben Franklin's
Low f---- House Philadelphia ~ Hills
- Hills Print Shop ~
(Open Door)
>
I I ~
~::1. 1-4
I I I 2~
Pasture ...... tfj
: Pasture '-- Pasture Land Pasture f---- Sloping -l
Sign Hills 8N
""
>0
Q..Z
I I I I I ~tfj
. Lost Beautiful Entered ~
~ Pasture Woods r--
-....a.
Woods - Woods Some Woods
~
....
. ~

I I I I
: Pretty T.M. Hiking Thick
Woods Woods - Woods Woods
------
I I I I
• Lost in Among Lost in
Woods r-- Woods Woods
Woods
------
TIME ZONE
ASla
. / Tokyo 2082 AD
Kitchen City City
Matches Street ~ Street
North
01 Side
I 1
Sitting at City Street City
Table City City
f--
Restaurant I-- Street ~
Street
I--
Street
Menu Car

I I I 1
City City City City City
Street t-- Street f-- Street Street
,..-
Street
Car

I
City
Street
"
North Side
Station

t
City City
Street ,..-
Street

1 1
City City Street Residential Residential East
;--
Street Car Street Street Side

I I 1
West
Side
City
Street - City
Street
Residential f - Residential
Street Street - Residential
Street
~
Residential
Street

/ 1 1 1
WestSide
City
Street
Station ~4 4 Downtown
Tokyo
Residentail f - Residential
Street Street - Residential
Street
Enter Subway

1 ~ 1 1
City Street
Car
~
City
Street I--
City
Street
...
3 East Side
Station
Residential
Street f--
Residential
Street

I (~ 1 North Side 1
Empty City Street 2 South Side
City City Residential
Street
r- Street Warehouse
1 Yen V locked
Warehouse
3
4
East Side
West Side 1--3 Street

2 City
City City
Street f-- Street
Street

City City City


~ I-- Street
Street Street
CAR

South
Side
"t
South Side
Station

City ~ City Street f - City


Street Car Street

185
TIME ZONE
Asia 2082 AD Tokyo

City City City


Street I-- Street I-- Street

City
Street
f---
City
Street - City
Street
f.- City
Street

City f.-
City I-- City
Street Street Street

CD /
Civic Center
Supersonic
Subway
4 Buttons

City TM City
Street City Street Street
in Tokyo

186
TIME ZONE
North America
Los Angeles 2084 AD

City
City
Street - City
Street
Street
Car
I---- City
Street

Park
City City Spring Fountain City City
Street - Street Water Heavily Street Street
Chlorinated

City City City City City


Street I---- Street Street ~
Street I----
Street

T.M.
City
Street - City
Street Vacant Lot
in LA
City
Street

City City City


Street I---- Street I---- Street

0
Front Porch City
Locked Door City City Street
Mat Street Street Car
Key

0
----
Residential St.
House City City City
Locked Car Street Street I---- Street
Dynamite

187
Inside

~
Pyramid
TIME ZONE
Africa 50Be Thebes 0 n n A
Halfway Desert
Up Large Lost in Hot, Dry
<; Desert ~
Desert f-- Along -x
Pyramid Nile

I r
~
A I
Backside East Side
c;:
Lost in
Desert I-- of Large
Pyramid
- of Large
Pyramid
- Desert
Along
Nile
-x

I I I I
West Side Front of
c;:
Lost in
Desert ~ of Large
Pyramid
- Large
Pyramid
f--
Desert
Along
Nile
-I(

1I r T I
Inside Inside Lost in Desert
Dark
~
Inside
Dark
I--
Dark c;: Desert I-- Hot, Dry
Desert
~ Along r-«
Nile

./ C I I
Inside Wandering Desert
Inside Inside Along
Dark f--
Dark
f-- Dark C; in Desert ~
Nile
I-

~/ I I
Inside Inside Desert
Dark
Stone
r---
Inside
Dark r--- Dark
SHIELD
C; Desert - Along
Nile
~

U 3) I
Statue T.M.
of Desrt
Ra Along Nile

T L
Desrt
Temple r--- Along Nile
Snake

D r I
Market ~ Thebes
Fruit

0 I
Bathing Outskirts
Throme
Room r---- Room of Thebes
Cleopatra

I I
Cleopatra's
Palace ~ Desert
Guard

I
Lost in
Desert - Desert

I I
Lost in
Desert - Desert

U
188
o ®
Lush West Side Chinese Inside
Green I-- Yangtze I- Rock Garden I-- Temple
~ Shovel
- Meadow River
Jade (2)
Budda

Lush West Side outside


Green I-- Yangtze Riv. I- Field I-- Tempel
;; Meadow POLE

Soggy rice Beautiful West Side Poor Fishing


Paddy I-- Soggy Rice I - - Green I-- Yangtze I- - Village
.. Paddy Meadow River Small

T.M. Soggy Rice West Edge East Edge


_ Soggy Rice Lush Yangtze Field
~ Soggy Rice I--- Paddy I--- I-- I- - Yangtze I - -
... Paddy Meadow River River
t:;:
Paddy

Soggy Soggy Pretty West Edge East Edge


I-- Rice r- I-- Yangtze I- - Yangtze I - - Field t:;
r; Rice Green
Paddy Paddy Meadow River River

0
Pretty West Edge East Edge
Green I-- Yangtze I-- In Boat I--- Yangtze I-- Field I-- Field I-
Meadow River River ...

0
Soggy Walking
Lush West Edge East Edge Wide Rice
Green Yangtze (- Yangtze ~ r- Through
C; I-- Field Paddy Field
Meadow River River Peasant
..
---
Rice
Rope

East Edge Walking Dry


x- Yangtze I-- Through I-- Field
River Field
.....
~
TIME ZONE
Australia SOBe

n A fr
Barren Lost in Dry
C! ~
Desert Desert
~ Grass
~

11 11
Lost in Dry Grassland
<.!: Desert Desert
Grass Rhea Egg
Walking in
Grassland
t=>
V

~ Wandering T.M. Grass


in Desert Grassland
Desert Field
~

C!: Lost in Hot


Desert Desert Grassland Grassland p
U \J

e: Lost in
Desert
Roaming
in Desert I;>
'U V

190
o Back Building
Back Window Back
~
Alley Bag of Money
- Alley
1-3
~
I I ~
Sheriff's t!j
N/S Alley Office N/SAlley
Sheriff

I I I oN
Z
~
Sheriff's EIW & Alley King Richard's
t!j
Road - I- Road ~
Office - Road Castle

I
Inside Door Nottingham
Mirror Village

(2) I A I
House of Path " c:;: Dark
Maid <; Forest - to North - Forest ::;> Forest
Marion Sign

(l I I n
Lost in Wandering
" Dark Dark
Lost in
C; Forest in Forest Forest
------ J
- - Forest p Forest

I I I I
Lost in Roaming Dark .... Dark
- ~ Forest Forest Forest
Forest in Forest ~
SSE WW
(\ I I I 0 n • ----\...
c;: Forest I-- Wandering
in Forest r-- T.M.
Forest -
Forest
Knight w/Lance r-
Forest
Robin Hood r-
-
Lost in
Forest
) Dark Forest
Dryad -
(on 2nd visit)

I I I /
Lost in Lost in Dark
Forest ~ Forest ~ Forest Forest
~
\
I-'
c:o
I-'
TIME ZONE
Australia 1000 AD

n
~ Lost in Brush
~
n n (\

~ Brush ~ Brush - Two Abo's


Boomerang - Lost in
Brush :::;>

c=: Dry
Desert
~
Walking in
Brush
r--- Brushland
vV
c=: Hot
Desert - Brushland
Dead Kangaroo - Lost in
Brush '::;}

ij

"
c: Lost in
Desert - Wandering
in Desert - Grasslands ~ Grasslands -Wild Dingos

Lost in Hot. Dry T.M.


Desert Grasslands Grasslands
Desert Grasslands

Arid Grasslands
Desert Desert Grasslands Grasslands

u u u

192
TIME ZONE
Asia 1400 AD Japan

0)
-

Edge of Ocean Small


Edge of Samuri Warrior Edge of Edge of Fishing Edge of Edge of
I-- r-- I-- ~ ~
Ocean Sword Ocean Ocean Village Ocean - Ocean .

0
Lost in Beautiful Small Small Silk Shop Small Forest
· ~ I-- ~ I--
Forest Forest Rice Paddy - Rice Paddy - Silk Rice Paddy ..

Lost in Wandering r-- Clearing r-- Forest Green Cool Lost in


· Forest - in Forest in Forest - Forest I-- Forest - Forest

Lost in Wandering Hiking


Through T.M. Forest Cool Green Lost in
· ~ r-- Through I--
Forest - Forest - - Forest Forest
Forest Forest

: Lost in Thick Lost in


Green Forest I-- Forest I-- Forest - Forest

"""'
~
f""""

~
Gladiator Upper Upper
Training I - Level - Level
Room
I
Balcony Upper
Over I- Level
Arena
2) I
Tunnels Upper Upper
Level Level

/ /0
Labrinth Lion
Corridor Arena
Tunnels r- Tunnels - Tunnels - of - Corridor "- Corridor ,.....- Cage
Tunnels
/ Pit
Lion
I
Corridor
G)
Corridor Entry Ass'y Room
Tunnels r- Tunnels Tunnels ~ Tunnels Prisoner Corridor Library I- Room Brutus
Cage Ladder Vase
- Caesar
Roman
Bath
(\ I
Low Roman Roman Roman Low
Senate I-
C; Hills - Building - Colosseum
Guards
"
Hills

U
Stone Road

Tunnels I- Tunnel
Olive Olive
Orchard r-- Orchard
Cave I I 1\
Tunnels Tunnels Romulus
Tunnels - ~ Romus Olive Olive Olive
775BC Orchard ~ r-- I"'--
Orchard Orchard

I I
Tunnels Tunnels Olive Olive
Hills C Orchard Orchard
Tweesers

I ~ I JI
Rolling T.M. Top of Olive
Hills
- Hills Hill Orchard

I
Wandering r-
in Hills Hills
TIME ZONE
Australia/Sydney 2082 AD

n n nr
C;
Lost in
Forest
Field of
Dry Grass
"
Meadow
Edge of
Pacific p
\J

Green Edge of
Bathroom Kitchen Pacific
Meadow ;:;J

Bedroom
Closet Living Pretty Green Public
Coat Room Meadow Beach
~

Il
Suburb of
Sydney Downtown Next to
Forest
C; HouselWindow
Sydney Pier ~

Lost in Field Public


Field
C; Forest Beach ~

Thick T.M. Dry Edge of


c;: Forest Open Field Field Pacific ~

Lost in Open Dry Edge of


C; Forest Field Field Pacific ~
11 U u u

195
~

~
,

~ Lost in In Ice Lost in


Ice & Snow - & Snow I-- Ice & Snow ~

I I I
Wandering Cold Ice In the Lost in
in Snow t- & Snow - r-- Ice & Snow r--
Snow Ice & Snow

I I I I I
Lost in Col Ice T.M. Walking Thru Lost in
Snow t- & Snow I-- SnOwTlce r-- Ice & Snow
- Ice & Snow ...
I I I I I
Lost in Freezing Walking Cold Ice Wandering
Ice & Snow f-- Ice & Snow - f-- in Ice & Snow
- Thru Ice

I I I I J
Ice & Snow
i:
~.

· Ice & Snow I-- Ice & Snow I-- Ice & Snow Ice & Snow ~
- Bridge - i'" ~
-.It-3
Waterway Waterway 6) Waterway Waterway 8~
I -
Ice & Snow Bridge Ice & Snow Castle Door
>~
I-- Ice & Snow - - Ice & Snow Ice & Snow tH!j
Ice & Snow - I - - Two Cossacks
~N
I I I I ~@) I I Hat Pin I ""dO
~
Q)
~2
Lost in Walking Ice & Snow Ice & Snow 0; '-- ~ t!j
I-- I"""- r-- Ice & Snow - Ice & Snow Ice & Snow
Ice & Snow in ice & Snow !; Vl
C"'
(2) ~
J I I I I I I ()Q
Bridge
>--- Freezing Ice & Snow Ice & Snow Saint
I-- Cold Snow f-- Ice & Snow - r-- Petersburg
Snow & Ice Kossach
· in Roaming
Ice & Snow -
Sign

I I I I c:
I 1 I ~
en
~ Ice & Snow Q)
Ice & Snow Ice & Snow Ice & Snow f-- Ice & Snow 0 Ice & Snow r-- r-- Ice & Snow .r:.
- - .... Bridge
··
Cl 0;
m
Waterway- Waterway- Iwaterway Waterw~y
I

Bridge
Ice & Snow - Ice & Snow f-- Ice & Snow r-- Ice & Snow I

I I I I as
Q)
en
Lost in Wandering Q)
Ice & Snow Ice & Snow I .r:.
Ice & Snow - r-- in Ice & Snow - 0;
m
TIME ZONE
Africa 1000 AD Congo Killed by
Cannibals

(\ o 3
• ()
Fall in Hot and

C;
Steaming
Jungle r---+ Deep Pit
Elephant Skel.· f+-
Sticky
Jungle - Hot
Jungle :J
Tusks Skull

" ® I I I '"
Hot and
c;:
Hot
Jungle - Lion - Sticky
Jungle
- Humid
Jungle

A I I I I
C;
Lost in
Jungle I--
Treking in
Jungle ~
Muggy
Jungle I--
Steaming
Jungle - Lost in
Jungle ~

I I I I I
«;: North Side
Congo River r- North Side North Side
Congo River I - - Congo River I---
North Side
Congo River - North Side
Congo River ~

I t
Middle of Congo
River

I 0 I I
South Side South Side Congo River Congo River
c;: of
Congo River
"'"- of Congo River
Log - South
Log - South
Log - Congo River
South ~

I I I I ~
Lost in Hot, Sticky Steamy Lost in
c;: r- Jungle I-- I--- ~
Jungle Jungle Jungle Jungle ~

U V
I I I
c;:
Lost in
Jungle - T.M.
Jungle - Hot
Jungle ~ Monty Python

I I I
Lost in Hot Lost in
<;: Jungle - Steamy
Jungle
- Jungle :;>

ij t tI
Quicksand

197
TIME ZONE
Africa 1400AD Morocco
Need Egg
filled wlWater

C!:
A
Lost in
Desert
t
......
I
Hot, Dry
Desert r--
n
Parched
Desert -
n
Dry
Desert -
11
Lost in
Desert ?

I t 0 ~
Moroccan Baz.
/'
I l
c::: Lost in
- Wandering
f-- Merchant - Desert !--
Lost in
Desert in Desert Knife Desert ~
Persian Rug

lJ
I I I I
~ Lost in
Desert - Hot, Dry
Desert - Arab
Community - Lost in
Desert :;>

A I I I I
~ Lost in
Desert ~
Parched
Desert ~
Hot
Desert -
Desert
See Arab
Tents - Lost in
Desert ~

I I I I I
<! Hot, Dry
Desert - Wandering
In Desert ~
Very Hot
Desert - Hot, Dry
Desert - Parched
Desert p
I I (~ I I I
Wandering in
<!: Hot, Dry
Desert
- Hot, Dry
Desert
f--
T.M.
Desert - Very Hot
Desert - Wandering
In Hot Desert ~

J J I I I
~ Hot, Dry
- Parched
f--
Very Hot
- Wandering
- Hot, Dry
Desert Desert Desert In Hot Desert Desert A>

I I I I I
~ Parched '-- Very Hot !-- Wandering f-- Hot, Dry
- Parched
::;»
Desert Desert In Hot Desert Desert Desert

I I I I I
(: Very Hot
Desert
I--
Wandering
In Hot Desert - Hot, Dry
Desert
f-- Parched
Desert - Very Hot
Desert ~

\J V \J U \J

198
Narrow Large Room
Passage - Gold

I
Lost in Hot Lost in Inside
Hot Desert - Desert r--- Desert Cave

I I J ® I
Hot Dry Roaming Arid Desert Lost in
~ r--
Desert - in Desert Desert Strange Mtn. - Desert ::
I I I I
Hot Dry Very Hot Wandering Lost in
~ I-- I--
Desert Desert In Desert Desert I'"

I l I ~
lo0oi
Walking in Desert Lost in
Hot Desert r-- Very Hot - Desert ~
t!j
I I l! 8N
Front of the
°0
Dry Desert Arid Desert Sultan's Palace I-- Inside ~
Market Place >z
- ;:;> Guards City Camels Ot!j

I I A I
Lost in
Lost in I-- Desert I-- Hot Desert I--
In Front of ~
Wandering
'" I-- Desert
Hot Desert Baghdad in Desert Snake ~
I I I I I I
Roaming Arid T.M. Very Hot Lost in
in Desert I-- Desert I-- Desert Desert - Desert - Desert
-
I I I I I I
Desert
Lost in Oasis Dry Roaming Hot Arid Wandering Hot Dry
Desert r--- I-- Desert I-- Desert - Desert r-- in Desert - Desert
WATER .
ICan't Take I l I
,.. Lost in Wandering Hot, Dry Lost
Desert - in Desert I-- Desert - in Desert
I'"
.....
Z8
Thames Thames Thames
~

City City City


Street - Street - Street

I I I
City City City Street r-- City ~ City
Street Street Car Street Street

I 1 I
City City City City Street
Scotland Yard City
Police Dog - Street I-- Street to-- Street Street I-- Big Ben
Parliament

I I I
City City City City City City Street
Street I-- Street I--
Street Street Street Thief with Gun
Car

I I I I I
City City I-- City to-- City City City
~ I--
Street Street Street Street Street Street

I I I I I
T.M.
City I-- City Street ......... City City Street City City
Street Car Street in London Street Street

I I I I
City City City City City City City
Street t-- Street r-- Street t-- Street r-- Street I-- ~
Street Street

,
City
Street
TIME ZONE
lOKBC Large Cave
Stone Age Stone Hammer
2 Cavemen

11
Roaming Wandering
In The through in the
Mountains <; Mountains Mountains

I ® 1
Travelling Through In Mountains Wandering in In
Mountains I--
2 Small Sticks
I"- Sabertooth Tiger 12 Mountains Mountains

I J <2)
Lost in
<;: Mountains - Lovely Rolling
Hills
~
In Mountains
Large Hare - Lost in
Mountains

II
(0 1
Grasslands
Mastodons
Tree

1 ~
"
Grasslands
Grasslands
Mastodons in
c:; I"-
Distance
Grasslands
~

U I -tI

Wandering in Edge of a
<; Grasslands Canyon

l
c:; Wandering in
Grasslands
Edge of a
Climbable
Cliff
\
lJ

\ Rocky
Canyon
Rock

1
T.M.
N/S Canyon

Dead End
Canyon

201
TIME ZONE
N eburon Part I To Disk
6L Neburon
4082 AD

Top of N/S
Stairs Hall

/
Sewer Basement
System Stairs Up

11)/
Sewer Sewer Sewer Sewer
System t- System f-- System ~ System
Grate

I @
High Fence Lobby
Sewer Sewer WestSide
System ~ System Recep-
Gv't Bldg. tionist
Cement Block

r---\ /
Sewer
System
- Sewer
System
Sewer
System ~

Sewer Nursery Front of


Sewer EIW EIW Gv't Bldg.
System f-- System Many f-- & South I-- Alley
Plants Guard

I 7) ( 8)
Reception Jail Cell Street
Doctor's
Office f-- Junction f-- Lobby
Recep-
tionist
NIW
Street
Barred
Window
f--
Back
Alley - Junction
Parks

T
Hospital Operating Nursery Outside
f- Room Nursery I-- Many I-- Junction
Room Dome
Doctor Plants

®
Kitchen

Air Cond
f--
Junction

5)
Guard

I
N/S
I-- Hallway

Reception
-
UP
-

Duct
Grate
"- Hallway
Guard
Office

T
AirCond. Air Condo Empty Closet
AirCond. Hallway
Duct f-- Duct ~ Duct Guard, Steps f--
Door
Peephole

(4) I
End of EIW Edge Passage
Passage
Grate
- Passage f- of
Cliff ~ EndS at
Cliff

202
it
~
~
Barren

n (\ I 1l r-- Sewer

c:: Barren
- Front Barren ........ Barren Barren
of Dome I-- Hole I--
~
I tJA
tin. I U

~ Barren ~
Barren
Waste - Barren
~ Barren ~
Under-
ground
River
~
Under-
ground
Sewer
Sewer r-- '"Sewer
Grate-
Can't Reach

VA I 'h " l
Dead End
~ Barren r- Barren
I-- Barren Wallet} Sewer
Wasteland !=;> 10 Card

\J
I 2) tI 1
~ .LM:.. Sewer
Barren
Wasteland ~ Manhole
Cover
Sewer

I / ® (0 1
East Under-
Sewer
Side of
Gv't Bldg
C Barren
p Sewer r- Sewer r-- Hole in Wall I--
ground
t- Sewer r-- Sewer
Wasteland Sewer
High Fence Rock Grate

I IV
1 j
Nursery
E/W Nursery Especially
Street t-- Many ~ Beautiful!
Sewer t-- Sewer
Alley Plants Flower

I 9) I
N/S Store
Street f-- Flash- Sewer
Store light

I
E/W Nursery Communal
North I-- Bed Room

I
r--
- Top of
Stairs
Guard
........ Bathroom

Large
Small Passage Cavern Narrow
Passage I-- ~
Passage
Stream

203
TIME ZONE
N eburon Part II
4082 AD

Maze Maze - Maze

I I
Maze
Laser Mine - Maze Maze - Maze

@ 1
Maze Button
Maze On Wall Maze Maze Maze Maze
Circle on t-- I-- t--
Floor
I I J
Maze Maze Maze Maze Maze t-- Maze

J
1
Maze
Maze ~ Maze Maze I-- Maze I-- Maze r- Maze r- Laser Mine

I I I
Maze Maze
Laser Mine
t--
Laser Mine
Maze t-- Maze Maze I-- Maze t--

1
Maze I-- Maze Maze 1\ Maze I--

l 1
Maze
Maze ~
Laser Mine
Maze ~ Maze '-- Maze r- Maze

1
Maze Maze Maze Maze Maze
t--
Laser Mine
t-- r--

@ (2~ ,

v~ ~ \
Large Room
Giant Ray
Machine
- Maze
Door

204
TIME ZONE
N eburon Part II
4082 AD
Computer
Room
Button

@
Large Lobby
Room
Telescope
f-- Junction f--
E/W
Hall - Guard

I I
Military
Junction Supply Instal-
f-- Room lation

@ @ I I~ I
Hallway Wire Tall Wire Wire
Maze of
Maze ~ Maze - Hallways
f-- Door
Guard
Fence I-- Fence
Two Guards
f-- Fence

I I I
Maze N/S
f-- Maze Path
Laser Mine

I I I~ I
- Maze Maze - Maze
Laser Mine
Tall Fence
Gate

@ I
Empty
Shed
f-- Tall Fence
Shed - Yard ~
Tall
Fence

@I
Hallway Conference
Door w/Slot f-- Room

@ I @
Office Desk Ramadu's
N/S Hall >-- Office Desk
Desk Door
Cabinet Ramadu
@ I
Office Assembly Junction
Desk - Junction I-- Room f--
Guard

~I
Office
Desk
Safe
To Disk 6K
Neburon

205
~

TIME ZONE SEQUENCE

10 KBC 1000 AD 1700 AD


Start 400 MBC Paris 1400 AD 1400 AD 1700 AD
Prehistoric Stone Age Inca City ~ Palos, Spain
Home r-- Rock ~ t-- Comb I-- Prairie ~ Australia
LEAVE MASK Pointed Stick Unlit Torch Bow Iron Bar Saw- Lock
Rock Hammer Perfume
I....... - - - - - - - - - - -

Objects Needed Pointed Stick Comb 0 Iron Bar


0 0 0
Poi nted Stick 0 Comb 0 Padlock
Used or Leaved 0 Rock 0
0 0 0 0 0 0
Needed in Neburon 2 4 4 6
1 5

2082 AD Home 2084 AD


1700 AD Tokyo Los Angeles
Philadelphia I-- I-- I-- Neburon
Yen Lock Kye Mat
Skeleton Key Matches Mask Dynamite
10.......- - - - - -

Saw Key 0 0 DROP CARRY


Objects Needed 0 Padlock/Yen 0 Small Key Iron Bar TORCH (LIGHT IT!)
KeysMatches Mask Mat Saw Rock Hammer
Used or Leaved Saw Dynamite Keys Perfume
Needed In Neburon 7 8 9 10 Matches Bow
Dynamite

50BC 50 BC 1000 AD 1000 AD 1000 AD 1400 AD


50 BC
Thebes I-- China - Australia f- Nottingham 10- Australia ~ Nottingham - Japan
RICE ROPE Egg
Shield SHOVEL POLE Mirror BOOMERANG Lance SILK SWORD

Perfume & Lit Torch 0 Shovel Bow Rope Mirror Boomerang Boomerang & Rice
Perfume Shovel Shield Boomerang & Rice
0 Rope Mirror o
Objects Needed Lance
0 0 0 0 0 o
Used or Leaved 8 9 9
4 8 8 8
Needed In Neburon Drop Pin off Get Pin and
If at Mome,

50BC 2082 AD 1700 AD 1000 AD 1400 AD 1000 AD 2084 AD To


V London Neburon
. Rome ~ Australia r- St. Petersburg Congo I-- Morocco r-- Baghdad 10- w/5
LASER PISTOL
GOLD items
LADDER COAT PIN WATER TUSKS KNIFE RUG DOG
Objects Needed o SWORD COAT Ladder Rope Tusks Silk Rug Torch Rope
TORCH SWORD
SHIELD Hammer Pole Filled Egg Rug Torch Dog
o Coat Sword
Used or Leaved Shield Ladder Rope Tusks Silk KNIFE
o Pin PISTOL
o Hammer Empty Egg
Needed in Neburon 9 10 9 9 8 7 8
TRANSYL VANIA
Company: Penguin Software
Suggested Retail: $19.95
Type: A Hi-Res adventure with color graphics.
Description:
You must find the enchanted Princess, Sabrina, break the spell that holds her, and return her safely to the
King. If you do not accomplish this task before dawn, Sabrina gets it. The graphics are the strong point of
this game, in which you deal with a neatly detailed Werewolf, a well-dressed Vampire, and several
moderately interactive puzzles.
Playability:
A bit slow, but the graphics make it worth the wait. No gimmicks, mazes, animation, or anything fancy,
but a well-balanced, tongue-in-cheek (although not particularly humorous) game. You save games to a
scratch disk, but call them only on the boot cycle. Not too hard for the beginner and interesting enough for
the more advanced player.

207
TRANSYL VANIA

®
Tower
Chamber
Vines
Sarcophagus

L
Vast High
Penguins
~ Chamba' V Chamber
Ladder

I ®
Musty Inside the
Cellar Small t-- Castle I"- Room
Dungeon V Red Hot Door Room Vampire

L 1
Royal
Treasure Dungeon Gloomy
Room Chamber Castle Attic
Door

~
Coffer
11
Elegant
Underground Dismal
Area I- Victorian r- In House
House

~
(Werewolf
Country)
@
Cemetery
Clearing PAX
Statue Wooden
Cross
1
Paths Broken Wagon Forboding
r- Paths N, W, E
N,E,S with
See Castle r- Part of
Coffin Forest

®
~
2)
On Wagon Inside Hut
Coffin Clay Hut r- Cat

3) ®
Facing Shack
on N-S Tiny Goblin
Shack f-- f-- Deer Head King
Road

Crossroads
~
Note: "Sabrina Cave Secret
Dies at Dawn" t - Entrance Annex
Dawn is 5 a.m.
S) I
In Willow START
Sign Ancient Crystal
Sun will Stump Ball
Rise at 5

~
7) /'
Cavern
Lakeshore Flies
Frog Magic Book
Sailboat Door

208
ULTIMA I
Company: California Pacific Computer
Suggested Retail: $39.95
Type: A Hi-Res fantasy game with color graphics.
Description:
The game starts in the Medieval period, with daggers and leather shields, and progresses through the
space age, with blasters and reflective suits. Your Ultima role-playing character evolves in experience and
attributes through many levels, finally arriving at the "ultimate confrontation" after a trip through time.
The game involves eight castles, eight monuments, some thirty-two cities and dungeons, and an eight by
eight sector space setting in both Hi- and Lo-Res.
Playability:
The Ultima series ranks among the best of the role-playing games. The challenge lies in its sheer
massiveness and evolutionary process more than in puzzles. The game can (and should) be saved
frequently. However, you cannot cannot recall the game without shutting down your system. No regular
solution exists and beating the evil Mondain is lots of work. You'll find a lot of gold-saving and strategic
tips elsewhere in this book.

~ ----~.-

209

THE LANDS OF ULTIMA I

3 Q Grave
of the
Lost
Souls
CJ:J

2 4
'Dungeon
of Doom
CASTLE
White Dragon
Shimano
,
Dead Cat's
QUEST Life 1
Grave of Lost Soul
Balron Morbid
Level 9
@
REWARD
Strength
White Gem
+9 Grabs

MONUMENT
Grave of Lost Soul
East Sign Post

GIFT
Stamina
Nothing
o
Magic

1 3

CASTLE
Barataria
Rondorlin

QUEST Pillar
of the
~ Dead
Pillar of Ozymides Argonauts Warriors
Carrion Creeper Fight
LevelS

REWARD
Strength
Green Gem

MONUMENT Where
Pillar of Ozymides 1 Hercules
Pillar of Argonauts Died
GIFT ! Horror
Wisdom • of the
Weapon Harpies

210
THE LANDS OF ULTIMA I
Tower of

~
1

2 4

CASTLE
Lord British
Lost King • Paws
QUEST Mines
Tower of Knowledge , of Mt.
Gelatinous Cube Drash
Level 3,4
REWARD
Strength
Red Gem
Starting
MONUMENT Area
Tower of Knowledge Dungeon
Pillars of Protection of Doubt'
GIFT
Intelligence
Agility Mines of
,Mt. Drash

1 3 Sign
Post
n.
U
2
AViper's
Pit
CASTLE
Olympus
Black Dragon
QUEST
Find The Sign Post
Kill a Lieche (-level 5)
REWARD Viper'S!
Slow
Strength Pit • Death
Blue Gem
Southern
MONUMENT Sign Post
Sign Post
So. Sign Post

GIFT
Stamina
Charisma

211
ULTIMA II
Company: Sierra On-Line Systems
Suggested Retail: $59.95
Type: A Hi-Res fantasy with color graphics. A graphic tour-de-force.
Description:
It seems that we veterans of the earlier game were mistaken; when we finally killed Mondain, we didn't
find and deal with his apprentice, Minax. Now that she has come of age, she possesses even more power than
her predecessor. So, too, does Ultima II compared to its classy predecessor! Ultima Irs three disk sides
take you to several towers (upside down dungeons), villages, five time periods, and ten planets, in
addition to the towns, castles, and dungeons that players of the original game will remember. You employ
time portals, horses, ships, airplanes, and a rocket to get around.
Playability:
No specific solution exists here either, but check elsewhere for valuable tips and strategies. To achieve
your goal takes many hours of searching, interrogations, and monster whomping. You really only need
two objects to defeat Minax, but both require time, thought, and money. You can save the game at any
point, but, as with the original, you have to go through a lengthy rebooting cycle to recall a game.
Nevertheless, this game is a must .

•: '0': '0 ',",

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212
ULTIMA II
Legends
1423 Be & 1990 AD

213
ULTIMA II
2212 AD

To9MBC
~
i£)
CJ
D~~

G~

Pangea

.: Baradln
•• Town

214
ULTIMA II
TYPICAL TOWNS AND CASTLES

1]

o
o

215

ULTIMA III
Company: Origin Systems, Inc.
Suggested Retail: $54.95
Type: A Hi-Res fantasy adventure.
Description:
Once upon a time, Mondain (Ultima I) and Minax (Ultima II) had a blessed event, named Exodus. Be he
animal, vegetable, or mineral, he's plenty tough, and not a very nice adversary, to say the least. Your task is
to find him, or it, and rid the world of his presence. It ain't easy. Doing so requires bunches of gold and
then more bunches. Guess how you get the goldl Well, whomp millions of monsters, go dungeon
slumming, kiss up to the King, commandeer a ship, and gain tons of experience.
Playability:
A goodly amount of hints, tips, and strategies in the back will materially aid you in achieving the
ultimate goal, but no specific solution as such exists. Get gold, get strong, get marks, get cards, get Exodus I
In this game, you have four characters rather than one, which adds interminably to the combat sequences,
so necessary for success. The weak points of the predecessors remain while some of the neater points have
disappeared. but this game retains interest and challenge.

216
ULYSSES AND THE GOLDEN FLEECE
Company: Sierra On-Line Systems
Suggested Retail: $32.95
Type: A Hi-Res adventure with color graphics.
Description: The King has asked that you find and return to him the fabled Golden Fleece, and even
bankrolls your journey. Before you ride home to riches on Pegasus and become ordained a Level 2
adventurer, you'll have to contend with ocean storms, dragons, Neptune himself, cyclops, magic words,
sirens, and a troop of skeletons bent on doing you dirt.
Playability:
Very well conceived, this game feels tight despite its size. It suffers from a poor vocabulary and lack of
synonym recognition, making some already difficult puzzles even more so. A la Cranston Manor, it takes a
lengthy reboot cycle if you get killed off, but you can call in a saved-game from the scratch disk as long as
you remain alive.

217
toO
I-'
00 ULYSSES Lost in
See an Onan Lost in Wandering
Island I-- l- t-- Ocean
Ocean Ocean in
to North Part 1 Ocean Seagull
takes all
Go To Off-Shore
Page 3 Isle and
1/ Island of
Storms
Lost Lost in
Lost in Sirens Whirlpool in In
Ocean
I-- Safely I-- ~ Ocean t--
Ocean BAG Ocean I
Behind Storm
I
17 I ® :
West of Wandering Lost in In In Ocean Approach Engulfed by
Island of in I~ Ocean I- Ocean I-- Condor I-- Storm Storm
Sirens Ocean

I
Lost in Lost in
" Enchanted Lost in Deck of
Ocean I- Ocean f-- Waters I-- Ocean Ship

@.~ I See
I Sirens ®
Island
0
Neptune ToN Tavern Private
Crew Docks
In Ocean f0o- Guard l-- Dock
for Hire Ship

I
High
Cliffs Alley
to EIW

r (l 0. I ~ CD
Ocean START Lush
Passage Lost on Store
I-- On Ocean I- Green
to North
"
Ocean ~ (7 Items)
3-Way Rd. t--
Greek Town Forest
I
I r 2)
On Isle of
Storms
" Entry Hall Outside King's Outskirts
Ocean f- Guard
I-- ~
is South Castle - Vineyard of Town
of You

3) -t r ~ 0
Throne Dark In Lost in Lost in
Off-Shore Room Forest t--
Forest Forest Forest
Isle of
Storms
" King

I I
Lost in In In Lush Wandering
1 Forest Forest I-- Forest f-- Green I-- in
Sailing Direction Voice Forest Forest

I
Lost Wandering
in in
Forest Forest
ULYSSES
Part 2 Tunnel
Pit

@ @ One
/ I ®
Large Fjord Way
Dead to East Great Tunnel Open Rm.
End Hole Canyon Spring

I t
r I '--' t
Hole in Inside
Passageway t - Passageway
Ceiling Tunnel t- I- Tunnel
- Cave

[14 I I
Atop
Pluto Mountain
Cave to N

I t-...
Passageway Base of Mountain
Wall of Cave in
Passageway Passageway - Mountain
- Fire to
South to North

65 I
Wall of Fire r- Lost in
Directly in Large Hole Jungle
Front of in Wall Mt. to
/From You North
Pit
J I
On Beach Lost in
Underground Passageway Passageway Passageway I"- Cliffs
Passage - - Jungle
- to North

I ~1 I I I
Passageway Passage On Beach
Underground Stream In
Passage
r-- Stream Dragon r-- Passageway Passageway Isle of - Jungle
to East to West I
Storms
n
I I TO~iP J
On Beach Wandering
Underground Dead in
Passage - Passageway Passageway "_gow", Ocean to
- End ~ "_,.,..y' ~ "U"~_'" L"'~go_y ~ West - Jungle

10 I I I I I
Deep Passageway On Beach Lost in Lost in
Dead Fjord Fjord Ocean West Jungle
End I"- Passageway - -.... Passageway
n Passageway I-- Passageway f- t- Jungle
to West to West Cliffs South Bridle

Says N-S I
Should be Small
Dead N-E In Jungle
Pile of Tree wI
L End Sparkling t-
Hole
Dust

to
.....
'"
o Back Building
Back Window Back
~
Alley Bag of Money
- Alley
1-3
~
I I ~
Sheriff's t!j
N/S Alley Office N/SAlley
Sheriff

I I I oN
Z
~
Sheriff's EIW & Alley King Richard's
t!j
Road - I- Road ~
Office - Road Castle

I
Inside Door Nottingham
Mirror Village

(2) I A I
House of Path " c:;: Dark
Maid <; Forest - to North - Forest ::;> Forest
Marion Sign

(l I I n
Lost in Wandering
" Dark Dark
Lost in
C; Forest in Forest Forest
------ J
- - Forest p Forest

I I I I
Lost in Roaming Dark .... Dark
- ~ Forest Forest Forest
Forest in Forest ~
SSE WW
(\ I I I 0 n • ----\...
c;: Forest I-- Wandering
in Forest r-- T.M.
Forest -
Forest
Knight w/Lance r-
Forest
Robin Hood r-
-
Lost in
Forest
) Dark Forest
Dryad -
(on 2nd visit)

I I I /
Lost in Lost in Dark
Forest ~ Forest ~ Forest Forest
~
\
I-'
c:o
I-'
~

~
,

~ Lost in In Ice Lost in


Ice & Snow - & Snow I-- Ice & Snow ~

I I I
Wandering Cold Ice In the Lost in
in Snow t- & Snow - r-- Ice & Snow r--
Snow Ice & Snow

I I I I I
Lost in Col Ice T.M. Walking Thru Lost in
Snow t- & Snow I-- SnOwTlce r-- Ice & Snow
- Ice & Snow ...
I I I I I
Lost in Freezing Walking Cold Ice Wandering
Ice & Snow f-- Ice & Snow - f-- in Ice & Snow
- Thru Ice

I I I I J
Ice & Snow
i:
~.

· Ice & Snow I-- Ice & Snow I-- Ice & Snow Ice & Snow ~
- Bridge - i'" ~
-.It-3
Waterway Waterway 6) Waterway Waterway 8~
I -
Ice & Snow Bridge Ice & Snow Castle Door
>~
I-- Ice & Snow - - Ice & Snow Ice & Snow tH!j
Ice & Snow - I - - Two Cossacks
~N
I I I I ~@) I I Hat Pin I ""dO
~
Q)
~2
Lost in Walking Ice & Snow Ice & Snow 0; '-- ~ t!j
I-- I"""- r-- Ice & Snow - Ice & Snow Ice & Snow
Ice & Snow in ice & Snow !; Vl
C"'
(2) ~
J I I I I I I ()Q
Bridge
>--- Freezing Ice & Snow Ice & Snow Saint
I-- Cold Snow f-- Ice & Snow - r-- Petersburg
Snow & Ice Kossach
· in Roaming
Ice & Snow -
Sign

I I I I c:
I 1 I ~
en
~ Ice & Snow Q)
Ice & Snow Ice & Snow Ice & Snow f-- Ice & Snow 0 Ice & Snow r-- r-- Ice & Snow .r:.
- - .... Bridge
··
Cl 0;
m
Waterway- Waterway- Iwaterway Waterw~y
I

Bridge
Ice & Snow - Ice & Snow f-- Ice & Snow r-- Ice & Snow I

I I I I as
Q)
en
Lost in Wandering Q)
Ice & Snow Ice & Snow I .r:.
Ice & Snow - r-- in Ice & Snow - 0;
m
~

TIME ZONE SEQUENCE

10 KBC 1000 AD 1700 AD


Start 400 MBC Paris 1400 AD 1400 AD 1700 AD
Prehistoric Stone Age Inca City ~ Palos, Spain
Home r-- Rock ~ t-- Comb I-- Prairie ~ Australia
LEAVE MASK Pointed Stick Unlit Torch Bow Iron Bar Saw- Lock
Rock Hammer Perfume
I....... - - - - - - - - - - -

Objects Needed Pointed Stick Comb 0 Iron Bar


0 0 0
Poi nted Stick 0 Comb 0 Padlock
Used or Leaved 0 Rock 0
0 0 0 0 0 0
Needed in Neburon 2 4 4 6
1 5

2082 AD Home 2084 AD


1700 AD Tokyo Los Angeles
Philadelphia I-- I-- I-- Neburon
Yen Lock Kye Mat
Skeleton Key Matches Mask Dynamite
10.......- - - - - -

Saw Key 0 0 DROP CARRY


Objects Needed 0 Padlock/Yen 0 Small Key Iron Bar TORCH (LIGHT IT!)
KeysMatches Mask Mat Saw Rock Hammer
Used or Leaved Saw Dynamite Keys Perfume
Needed In Neburon 7 8 9 10 Matches Bow
Dynamite

50BC 50 BC 1000 AD 1000 AD 1000 AD 1400 AD


50 BC
Thebes I-- China - Australia f- Nottingham 10- Australia ~ Nottingham - Japan
RICE ROPE Egg
Shield SHOVEL POLE Mirror BOOMERANG Lance SILK SWORD

Perfume & Lit Torch 0 Shovel Bow Rope Mirror Boomerang Boomerang & Rice
Perfume Shovel Shield Boomerang & Rice
0 Rope Mirror o
Objects Needed Lance
0 0 0 0 0 o
Used or Leaved 8 9 9
4 8 8 8
Needed In Neburon Drop Pin off Get Pin and
If at Mome,

50BC 2082 AD 1700 AD 1000 AD 1400 AD 1000 AD 2084 AD To


V London Neburon
. Rome ~ Australia r- St. Petersburg Congo I-- Morocco r-- Baghdad 10- w/5
LASER PISTOL
GOLD items
LADDER COAT PIN WATER TUSKS KNIFE RUG DOG
Objects Needed o SWORD COAT Ladder Rope Tusks Silk Rug Torch Rope
TORCH SWORD
SHIELD Hammer Pole Filled Egg Rug Torch Dog
o Coat Sword
Used or Leaved Shield Ladder Rope Tusks Silk KNIFE
o Pin PISTOL
o Hammer Empty Egg
Needed in Neburon 9 10 9 9 8 7 8
toO
I-'
00 ULYSSES Lost in
See an Onan Lost in Wandering
Island I-- l- t-- Ocean
Ocean Ocean in
to North Part 1 Ocean Seagull
takes all
Go To Off-Shore
Page 3 Isle and
1/ Island of
Storms
Lost Lost in
Lost in Sirens Whirlpool in In
Ocean
I-- Safely I-- ~ Ocean t--
Ocean BAG Ocean I
Behind Storm
I
17 I ® :
West of Wandering Lost in In In Ocean Approach Engulfed by
Island of in I~ Ocean I- Ocean I-- Condor I-- Storm Storm
Sirens Ocean

I
Lost in Lost in
" Enchanted Lost in Deck of
Ocean I- Ocean f-- Waters I-- Ocean Ship

@.~ I See
I Sirens ®
Island
0
Neptune ToN Tavern Private
Crew Docks
In Ocean f0o- Guard l-- Dock
for Hire Ship

I
High
Cliffs Alley
to EIW

r (l 0. I ~ CD
Ocean START Lush
Passage Lost on Store
I-- On Ocean I- Green
to North
"
Ocean ~ (7 Items)
3-Way Rd. t--
Greek Town Forest
I
I r 2)
On Isle of
Storms
" Entry Hall Outside King's Outskirts
Ocean f- Guard
I-- ~
is South Castle - Vineyard of Town
of You

3) -t r ~ 0
Throne Dark In Lost in Lost in
Off-Shore Room Forest t--
Forest Forest Forest
Isle of
Storms
" King

I I
Lost in In In Lush Wandering
1 Forest Forest I-- Forest f-- Green I-- in
Sailing Direction Voice Forest Forest

I
Lost Wandering
in in
Forest Forest
ULYSSES
Part 2 Tunnel
Pit

@ @ One
/ I ®
Large Fjord Way
Dead to East Great Tunnel Open Rm.
End Hole Canyon Spring

I t
r I '--' t
Hole in Inside
Passageway t - Passageway
Ceiling Tunnel t- I- Tunnel
- Cave

[14 I I
Atop
Pluto Mountain
Cave to N

I t-...
Passageway Base of Mountain
Wall of Cave in
Passageway Passageway - Mountain
- Fire to
South to North

65 I
Wall of Fire r- Lost in
Directly in Large Hole Jungle
Front of in Wall Mt. to
/From You North
Pit
J I
On Beach Lost in
Underground Passageway Passageway Passageway I"- Cliffs
Passage - - Jungle
- to North

I ~1 I I I
Passageway Passage On Beach
Underground Stream In
Passage
r-- Stream Dragon r-- Passageway Passageway Isle of - Jungle
to East to West I
Storms
n
I I TO~iP J
On Beach Wandering
Underground Dead in
Passage - Passageway Passageway "_gow", Ocean to
- End ~ "_,.,..y' ~ "U"~_'" L"'~go_y ~ West - Jungle

10 I I I I I
Deep Passageway On Beach Lost in Lost in
Dead Fjord Fjord Ocean West Jungle
End I"- Passageway - -.... Passageway
n Passageway I-- Passageway f- t- Jungle
to West to West Cliffs South Bridle

Says N-S I
Should be Small
Dead N-E In Jungle
Pile of Tree wI
L End Sparkling t-
Hole
Dust

to
.....
'"
~
ULYSSES Mount Pegasus

f ~ I
Small Valley
Fly Over Pegasus
Thorns Tree-Thorns

21J I Fleece
Unclimbable
Cliff
Horse
/
Palace
Neighs

I
Wandering In Jungle
in
Jungle Cliff Ahead

_IUII •...,II.,,=,
\I~ 'C7 @. I I
Ruins Jungle Cyclops Cliffs
In Boulder Band of
Cage Clearing Jungle Far to
Harpes to West Sheep Skeletons t--
North

I I I 21 J I
Clearing Lost Cave In Front Cliffs
Tree to In Lost in f....- in to of Large Lost in Far
Carving
I-- Jungle I-- Jungle - I-
North Jungle East Cave Jungle To North

I 1 I I I I
Stumbling Lost
Large Dense Dense In In Dense In in
Tree I- Jungle f---" Jungle Jungle I-- Jungle Jungle I- Through f--
Jungle ....
Jungle Jungle

I J I 1 @ I
On Beach Lost Wandering Lost in
Edge of Island Ocean Yourself Hopelessly 10- Jungle
Beach I-- Beach South in Jungle in Jungle Dwarf

I
Offshore
Colossal
Island

I
Island Wandering
to f....- in
North Ocean

t ~
Island On an
to f...- Ocean
North

I / Island
Lost in at Sirens
Ocean - Behind
VOODOO CASTLE
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text adventure game, soon to be revised into Hi-Res form. Price also includes the Count and
Strange Odyssey.
Description:
Yours is the not so simple task of removing a curse from the Count Cristo. The game takes place amid
the rooms, hallways, and darkened dungeons of Voodoo Castle. You encounter a Kachina Doll, a Juju
Man, a book for removing curses, and much more.
Playability:
Very well done and fast moving, with the best story line of the entire series. A few tricky spots, but
eminently solvable. The two-word syntax has a limited but adequate vocabulary. The text is relatively
expansive compared to the other games. It has a single easily made or recalled saved-game.

221
(g
VOODOO CASTLE
®
Narrow Part of
Chimney-Stuck
Chimney Sweep

0/
Chimney
Soot
Wall boards
Grate
Ledge

o 7 @
Chimney
Closed Flue Room
Window Voodoo
Room

CD @
Drawin~ Room
CHAPEL
Coffin Tunnel
Large Fireplace
Man with Ring
® ®
® Room in Castle
Animal Heads Cast Iron Pot Lab
--1 Witches Brew f-, Chem Tubes
Cell Parlor Safe
Flyer @
® 1 Room
Plaque
Dingy Looking Room Crack-in-wall
Dungeon Stairs Plaque
Crack-in-wall Hole-in-wall
Open Jail Cell Broken Glass
Stairs Hole-in-wall

T
® 7 Medium Magen
Crystal Ball
T
Torture Chamber I..-j Room in
Armory Room in Castle
Tiny Door Castle

Graveyard ~
WITNESS

Company: Infocom, Inc.


Suggested Retail: $49.95
Type: An all-text detective mystery adventure.
Description:
In the Los Angeles of 1938, the wife of a noted millionaire businessman has committed suicide. You are
the police detective assigned to investigate his concern over threats made on his life. There must have
been something to them, for before your very eyes and in the midst of your investigation, he is shot to
death. Whodunit-the Butler, the Daughter, or the wife's lover-and precisely how? It soon becomes
obvious that you cannot mount a good case against several of them.
Playability:
Don't try to compare this one to Deadline. It's much easier, almost too easy, as things quickly fall into
place as soon as you examine certain key objects. Alternate endings exist, but only one is correct.
Imaginative and reasonably interactive puzzles, but just too few of them. OK for neophytes, but not too
much here for advanced adventurers. The parser and save-game capability, as always, are great but the
vocabulary is a bit weak for an Infocom game.

---.,
---" (--..,

223
~
WITNESS
Sorry, no answer numbers this time around as it would be
too revealing. Read the answers in sequence when you're
stuck. No fair to read more than one at a time!

Front Yard Dining Room Living Room


Linder's Bedroom Rock Garden
Garden Table, Benches Fireplace, Chair
- Elegant, Not Tidy Boulders, Gravel
Door, 2 Windows - Double Door Davenport House, 2 Windows
Clothes & Papers
French Door Lamp, Phone

I
Kitchen Bathroom Tub Room
All Appliances Hallway Toilet Large Cabinet
I-- - ~ Shower, Tub
North End (only) Counter, Sink
Cabinet Door, Plants

Butler's Bathroom
Usual Plumbing

I
Butler's' Room Hallway Monica's Bedroom Back Yard
Simply Furnished ~ Middle of Modern Bed Door, Window
Book Central Hallway Table, Phone Books E. of Monica's BR

Entry Porch Entry Hallway


Alcove, Gate Shinto Shrine Runs Length
- ~
DoorBell Shoe Storage of House
Closet Scroll

Office
Storage Room Desk, 2 Chairs Office Porch
I--
Hallway
Odds & Ends Sofa, Telephone Wooden Duck
Broom South End
Picture, Clock Sign

Cabinet
Window, Papers
Driveway Garage
Paved wi Bentley - Workshop
Peastone RedMG

Driveway Entrance Side Yard Office Path


Lit Windows Hidden from Stepping Stones
Matchbook Street Woods to East
WIZARD AND THE PRINCESS
Company: Sierra On-Line Systems
Suggested Retail: $32.95
Type: Hi-Res adventure with color graphics.
Description:
Here you find and return a Princess, bewitched by a wicked wizard and spirited away to his remote
Castle. It's tough to get started. You must pass a coiled snake, but scorpions cover most rocks you might
kill it with. After that you face a desert, a wide canyon, a wooded beach area, two tropical islands, a
rickety bridge, a thieving gnome, a pirate, a giant, a wandering merchant, a maze, and a magical castle.
Playability:
The second of the Hi-Res adventures. Despite its relative age, it's still a winner. The game is disk
intensive and slightly on the slow side, but straightforward and easy to play. Both kids and adults will find
Wizard and the Princess very entertaining and challenging.

225
THE WIZARD & THE PRINCESS
Part 1

to Page 2

CD
~--------~ ~~------~
S"nake

~ .......
17. 'NA
II. ,f'.'];
I-v-Town

226
THE WIZARD & THE PRINCESS
Part 2

11M 'f;JT=
tar(j -: ~Ocket

227
THE WIZARD & THE PRINCESS
Part 3

Boots
Wine Horn
Dagger

228 From Part 2


THE WIZARD & THE PRINCESS
® Part 4

Closet
Shoes

Dining
Room

Main
Entrance
Page 3

229
WIZARDRY
Company: Sir-Tech Software, Inc.
Suggested Retail: $49.95
Type: Hi-Res fantasy adventure.
Description:
The ultimate maze type of fantasy adventure game. Take six characters into the ten dungeon levels and
seek your fame and fortune. You create each character out of five races, three alignments, and eight
classes, and each has its own unique capabilities. The game provides nifty but repetitive graphics, and not
much in the way of text. You have no puzzles as such, but must find a number of objects so you can
proceed. As such, Wizardry requires complete exploration of each level.
Playability:
This game demands careful and detailed mapping and knowledge of your location at any time. No
solution occurs as such, hence, no verbal solution is provided here. It's difficult to get started with a set of
characters that can survive for long, but once you get a reasonable set of spell capabilities, matters change
for the better. This very long and involved game which unfortunately cannot be saved in the midst of a
deep, dark dungeon.

. ........
." • A A •
~ A A •• A A A A A A ... A _
• • • • • ,. A or. ....

230
19
WIZARDRY
(A) Regular Elevation (lst Level)
18

17
16
15
14
13
w+. N

12 ® DOWN STAIRS
11
8 UP STAIRS
10 ®
9
8
~ ONE WAY DOOR

~ ONE WAY PASS.


7 VERY

+
DA.RK

6 SPINNER
5 N.D. NODOOR
4
3
x)< TELEPORT <?
2 FROM TO

1
o -~'
:; :;-
1\
VERY
OARK

0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

19
WIZARDRY
(B) Regular Elevation (2nd Level)
18
17
16
15
14
13
GOLD
KEYS.

VERY
DARK

VERY
DARK
w+. N

12
11
10
9
8
7
6

5 "'~~
4 ~u-

3
2

0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

231
WIZARDRY
(C) Regular Elevation (3rd Level)

w+.
N

o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

19 r
, I I I I I I I I I I , I I I I I I I -,
WIZARDRY
18
(D) Regular Elevation (A)
® Special Elevation (4th Level)
17

0
16
MONSTER
15 ALOCA.TlON
CENTER

14
13
12 BEAR
WALL
s
11
10

9
8
7
6
5
4

3
2
T T T
-
BunONS
oL I I I I I I I I I Ul..I I I I I I I I I J
0123456 8 9 10 11 12 13 14 15 16 17 18 19

232
19 WIZARDRY
(B) Special Elevation (5th Level)
18

17
16
[ Q 0 Q Q
15

14

13 s
12
11

10
9
8
7
6

5
4
3
2

o
o 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

19
18 1 .r--r-J..
L J"
~
L-...L....J ~®B
r--r-J.
L-L-T
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L......LJ
11 WIZARDRY
(C) Special Elevation (6th Level)

17
N

W+E
16
15

14

13
S
12

11

10
+
9
8 0
7

6
IJ.
5
4
3
[9
2

0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

233
r , WIZARDRY
19 0
18
(D) Special Elevation (7th Level)

~i~~
8 w+.
17 N
16
15
L:J
14 L.....-.--.--.--.--n ~~y I, T
s
13 rll-J. r 1-1r - ,----'---'----''---1"1
12 -YrJ
11
10
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8

7 L.....-.---.--,.--.--""""1,.:r
6 I-:l
5
4
3
2

o
L

o 1 2 345 678 9 10 11 12 13 14 15 16 17 18 19

'~'
, ., WIZARDRY
4>

I
EVERY
(F) Special Elevation (8th Level)
UNIT B
SPINS

w+.
N
VERY
DARK

EVERY .&. ~ BUTTONS

o ® ~~~~S I , ,-{r-, ,-{r-, J I


'·F , J

01234567 8 9 10 11 12 13 14 15 16 17 18

234
r' I, WIZARDRY
19
18
".0
LiJ (F) Special Elevatioo (9th Level)
17

w+.
N
16
15
14
13
S
12
11
10
9
8
7
6
5
4
3
2

0
L I J I I ..J
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

+? '-' WIZARDRY
(lOth Level)
18
17
16
15
14
13 s
12
11
10
~ E

9
8
7
6
5 G

4
3
2

• I 1 • • ...I
o 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

235
ZORKI

Company: Infocom, Inc.


Suggested Retail: $39.95
Type: An all-text adventure.
Description:
Zork I is simply the best selling adventure of all time. You start near a deserted house, over a huge and
wondrous underground cavern. Nineteen treasures await discovery, but they are well-hidden by the
expansive and novel-like text descriptions of the dam, coal mine, lake, chapel, and even the Gates of Hell.
Along the way, you will meet and must deal with the likes of a testy Troll, an audacious Thief, and a
hungry Cyclops.
Playability:
Very interactive and challenging puzzles. A superb word parser which anticipates just about any
response supports the multiple word parser. The save-game capability, usable at any time, supports two
drives. Originally written on a mainframe, Zork I faithfully represents the first third of that game. When
you tackle this one, you are in for a lot of fun.

236
In a tree
Birdsnest

Impenetrable

Clearing
\ Pile of leaves Impenetrable
Grate ~
1) I @2 -------- 1/1
Forest-To East Path in Forest Dimly lit Impenetrable
I--
is sunlight
\ Big Tree Forest Mountains

I
North Side

Attic
(3) ...- 0
Living Room
West Side Door's Wooden Trophy Case
Mailbox I-- are Door is 10- Rug Kitchen t-- Behind House Clearing
'"'- ~
(Start) Boarded Nailed Trapdoor
~ -........
To
Zork II ----- ...
Cellar Studio

South Side

l
Dimly lit Canyon View
Forest I-
81
End of the
Rainbow I-
----
Rocky Ledge
To
..
(
Canyon 10-
Bottom

~
~

ZORKI

Smelly
Room

Mine
Gas Room 2

@ ®
B~Room I~ ________________________ ~

Shaft
Bat Room
Basket

Outside
in Forest
Light to E.
Dead End
Pile of Coal
Grate
Room

Atlantis
Room

Raserv.
®
N. Shore Maint. Buttons (4)
Room Red
@ Blue
Brown
Yellow
Treasure Lobby
Maze 9 Room Reservoir Matches
Tour Bk
@
Cyclops Stream
Room Narrow Dam 3
Cyclops Psg. View

LEADS INTO
Living Room
Chasm
S. Side

II @
Troll Rm H I East-West Round Damp
Troll Passage Room Room ~".v' Cave

6
I
,----------- - ----., I
White Sandy
: ® (See above ground map) : Cliffs Beach
I H Beach I (( I Shovel
Living Kitchen I
,,
Room I
I I
Maze Maze Shore
4 H 3 / Room \\
L______ L ____ J ~ 0
Studio ~ Mragon
Note I Temple U E~YPtian
oom Falls

5' ~ It
"-
Chasm
E.End Galiery Altar
---I Room
M::.J----

Winding ~ny
Passage Cave

Land of
Llv. Dead
Crystal
Skull

~
ZORKII
Company: Infocom, Inc.
Suggested Retail: $39.95
Type: An all-text adventure.

West
I East
Viewing Small
Vault Room ",'" Viewing
Room Room
o
",

J _____ "''''", /

\ Depository
Cube
Paper
~----------------~r----'

West East Dragon's


Chairman's Lair
~ Teller's
Office Tellers r-- Chest
Room Room
Princess

~""-B-a-n-k-""~~
Floating
Out
Fresco
®I
White Hse
Dragon
'--------------~ Entrance Room Room

Wide
1
Stone
Ledge
200' Up ~ Bridge

0....-"-1- @ I
Dusty Rm By Ice Cool
Rusty Box Viewing
Lava -
Room Room Room
w/Hoie Ledge

Volcano
Core ~
Volcano
View r-\..
-----.., -~® -------..., '\ .

On A By A
Lava
Narrow _ Narrow ~ Tube
Ledge Ledge
1 '---- 1
100' Up
Library Volcano Cobwebby
4 Books Core ~ Corridor

-------...... ~
Volcano Guarded
In Balloon r- Bottom Room
Balloon Lizard

~ i!5) 1
" Aquarium
".---
Wizard's
~))-
Wizard's
- Room
Baby Sea t- Workroom
Serpent Triangle
-- Work-
shop
"-
1 I ~6) 1
Wizard's Pentagram Trophy
Quarters Room Room
Demon Case-Owl

240
Description:
You start where Zork I left off. Another 400 points and ten more treasures will test your imaginative and
logical abilities to the limit. You'll encounter a dragon, a unicorn, a princess, a baby sea monster, a huge
dog, and a powerful demon. On top of this, the senile master of the domain, the
Wizard of Frobozz almost endlessly torments you. You contend with lots of ob- Inside
Barrow
jects, a riddle, and a hot-air balloon from which you may even catch a glimpse
of the deserted white house where all this started. I
Playability: Narrow
Tunnel
Some new material has been integrated into the mainframe version, and it
fits like a glove. You face several especially hard nuts to crack, like ,
understanding what's going on in the Oddly Angles Rooms.Things really start
Foot
picking up once you figure out how to deal with the curious dragon. The Bridge
ending is quite neat; you may achieve your 400 points-but maybe, just
maybe, yet another puzzle lies ahead of you. J
~-...,..------
Dreary Great
Room Cavern

CD 1
Shallow
Tiny Room Ford

East End Ledge Dark


of - in Tunnel / Gazebo
Ledge Ravine

""I -----, L
Northern
11'-8,,--)_...,
Deep Low Room Machine
Ford
(water)
End of
Formal
Robot
Paper
- Room
3 Buttons
Garden

I 1 ®I
~ '----r-,----'
Marble Path Formal
Hall
Brick
I-- Near
Stream
Garden \ m09'
Closet

I ~I
Topiary
Room 8 - Carousel
Room
Hedge-
Creatures
Top of
Well
r- Tea Room
(hole) I-- Pool Rm
Pond

(1V , 0 ~/
Menhir Riddle Pearl Circular
Room
Rock
Room - Room Room
Lg. Bucket

I (1.~
Oddly Cerberus Crypt
Kennel
Stair-
way
"- Angled
(Dimly) 1\ Room
Dog
Anteroom
Feel Free
(19) I
Glowing Crypt
Brightly

Flickering
Serenely
Glowing I
Landing
Room
Dimly
Glowing

241
1%

ZORKIII
Company: Infocom, Inc.
Suggested Retail: $39.95
Type: An all-text adventure.
Description:
The best has been saved for last in this book. Zork III gets my vote as the best
single adventure. You start where Zork II left off, armed only with your trusty
lantern, having only to round up seven points. You obtain them by accomplishing
specific tasks, like mastering the Time Machine from which you may even glimpse
the fabled Lord Dimwit Flathead himself. But the seven points are only half of it;
the real game still lies ahead of you. Why are you here, and what is the meaning of
all that you survey? Have patience, you may find out when all the treasures of
Zorkdom, including a controlling interest in Fobozzco Inernational, are at your
disposal.
Playability:
If you play this game the same way that you play other adventures, you'll never
get anywhere. This time you must consider sensitivity, trust, and human compassion.
Yes, educational value occurs here, as well as a lot of interesting puzzles, some of
which have alternate solutions. As always, the parser, vocabulary, and save-game
Inside
capability support the game in beautiful style. The game pays superb attention to Hallway
Mirror
detail. Did you know, for example, that the chest is watertight?
9

8
Hairpin Engraving
Bottom
of Stairs Room
Loop
Old Man

Dead
End

Cliff

Museum Jewel
Door Entrance Room

Royal
Land of I Lake Puzzle
Shadow Room
Shore

@
Western Aqueduct High Room in
Shore To East Perch ;e
L Room a Puzzle

®
r-
Scenic
Vista

........... I Aqueduct
~
CN
ZORK III
Room In A Puzzle

(Push a sandstone block with a


ladder on it back under the
starting point to climb out)

? M M M M M M ?
M Start• • S
S • M
~

S • M • (S
M=Marble Block
S=Sandstone Block
M
~
• M
(Movable)
2 have ladders M • • • • • • M

SI· • xS S
~
X=Depression in floor
with Book in it M • M
r--
M • • S • • • M
? M M • • • M ?
.-
Door with /'" ? M M M ?
Sio t

244
SOLUTIONS

245
246
ADVENTURE-THE COLOSSAL CAVE

1. Enter Building. Get Keys and Lamp. The Lamp appears here should you have to be reincarnated.
2. Unlock Gate (With Key). Get Cage.
3. Try the Magic Word, XYZZY. Try it again. Get Rod.
4. Drop Rod. Catch Bird. Get Rod.
5. Wave Rod. Drop Rod. Go Get Diamonds and Gold.
6. Release Bird. Drop Cage. Grab Coins and Silver. Note: Dwarves are lousy shots, but sometimes, unfortunately,
they can get lucky. Carry the Axe, as you may encounter up to five of these critters.
7. Try the Magic Word PLUGH also. Drop Silver, Gold Nugget, Diamonds, Jewelry, and Coins. If you haven't
already, you will soon encounter a thieving Pirate. Not to worry, he's got torob you at least once if you're to win
all the marbles.
8. Carrying Food, Axe, Bottle of Water, Key (all for later) and Lantern, visit the Software Den (Microsoft Version
only). Don't mess with anything-Software types are a weird lot. Get Magic Word LWPl. Works only from
here.
9. Water Plant twice. Get Water for the second pass at the Waterfall.
10. Attack Dragon. Yes. Get Rug.
11. Get Oil (in now empty Bottle). Climb the Plant.
12. Oil Door. Open Door. Drop Bottle. While here and while carrying Golden Eggs, enter FEE, FIE, FOE, FOO,
one word at a time. Check your inventory. Go back to where you first found the Eggs.
13. Throw Eggs (to Troll). Cross Bridge before the FEE, FIE, whatever.
14. Feed Bear. Unlock Chain (With Key). Get Golden Chain. Drop Key. Get Bear. Don'tforgetthe Rare Spices. At
Volcano View, read and remember the words of fire.
15. Release Bear. Don't try crossing the Bridge with him on the Chain.
16. Open Oyster (With Trident). Pearl will roll down into the Cul-De-Sac.
17. Insert Coin to get a replacement battery for your Lamp, if necessary. Coins are a treasure, however, and you
won't get them back, so try beating the game with the original batteries only.
18. Never Drop Vase unless you have already dropped the Pillow.
19. Drop everything in order to enter. Get Emerald.
20. Say PLOVER. Get Pyramid. PLOVER, PLUGH and Pi-tooie!
21. You must traverse the maze to get Pirate's Treasure Chest, which doesn't appear until he's robbed you. Return
via the Pit and XYZZY. Drop all treasures in the House.
22. Drop Magazine in Witt's End for a point. Get out by entering all different direction except North. It may take a
while. Slog around in various and distant locations until a Voice announces that the Cave is now closed. At this
point you are teleported to the two-room Master's Game.

23. Get Black Rod (with the Rusty Marks, not the Star). Drop Rod in the Northeast room. Retreat to the Southwest
room. Type Blast. Alternate endings are possible, but will not yield sufficient points to earn you the rank of
Adventure Grandmaster.

247
Treasure List
What Where
Golden Eggs Giant Room
Trident Magnificant Canyon
Pearl Clam Room
Pirate's Chest Pirate's Maze
Platinum Pyramid Dark Room
Emerald Plover Room
Ming Vase (and Pillow) Oriental Room
Rare Spices Chamber of Boulders
Persian Rug Dragon's Den
Golden Chain Bear's Chamber
Diamonds West Side of Fissure
Jewelry South Side Chamber
Gold Nugget Gold Room
Silver Bars North-South Passage
Coins West Side Chamber

ADVENTURELAND
1. Let sleeping Dragons lie, until much later. (Never go near him with any mud.)
2. In Quicksand take only the Axe. Get Ox. Say Bunyon. Swim South.Go to Paul's Place. En route, get Flint and
Steel.
3. Climb Tree. Get Key. Read Web. Chop Tree. May need Mud for Chigger bites. Go Stump. Start dumping
treasures. Rub Lamp (Twice only) for two more. With the Rubies directly below, there should now be five.
Take Bottle.
4. Unlock Door. Drop Keys. Go Hallway. Light Lamp with Flint and Steel. If Lamp dies, fill with Oily Slime.
5. In Maze, Get Rug and Net. With Rug, get out by Say Away (twice) to transport back to the Meadow.
6. At Lake with filled Bottle and Net, Catch Fish. (Fish die without Bottle.)
7. Get Wine Bladder. Fill Bladder (with Swamp Gas). In Royal Chamber, Drop Bladder. Burn Bladder.
8. Scream (at Bear). Jump Ledge. Get Crown, Mirror and Bricks. Don't throw Axe at Bear or waste Honey on him.
Drop Mirror on Rug only (get clues).
9. Dam Lava with Bricks. Pour Water. Get Firestone.
10. In Beehive, with Rug, Mud, and empty Bottle, Catch Bees. Take Honey. Drop Mud. Go Meadow. Release
Bees. Get Dragon Eggs. (Can make it 50% of the time before Bees die, !>ut using Rug and Say Away is easier.)
After dropping all thirteen treasures, say Score. The treasure summary:

Blue Ox Golden Fish Golden Net


Jeweled Fruit Diamond Ring Bracelet
Rubies Rug Magic Mirror
Golden Crown Royal Honey Firestone
Dragon Eggs

248
ADVENTURE IN TIME
1. Move Picture. Get Robot. Look Robot. Push Stud (will occasionally provide a significant clue). Get Syringe
(with Cloth from Lab, or prints are destroyed).
2. Put Syringe (on Microscope Stage). Drop Cloth.
3. Input Nostradamus. Input Hunter.
4. Say Hunter.
5a. Insert Brown Card. Insert Blue Card. Pull Lever. Go to Year -5000. Leave Manual here.
5b. Insert Green Card. Pull Lever. Go to Year 1001.
5c. Insert Yellow Card. Pull Lever. Go to Year -0030.
5d. Insert Red Card. Pull Lever. Go to Year 10 Million B.C.
6. Need Translator only. Move Altar. Get Green Card. Collect all objects and head for ship.
7. Need Laser and Flute. Play Flute. Get Snake. Fire Laser (F) to see where you can go. Get Bow and Yellow Card.
8. Need Snake and Bow. After getting Charm, Drop Snake. Get Violin.
9. Rub Notepad (with Pencil). Get Clue.
10. Plant Seeds. Get Plants.
11. Need Robot, Plants, Potion, Bow and Violin. Pour Potion (on Plants). Drop Plants. Climb Dinosaur. Open
Compartment. Play Violin. Get Microfilm.
12. Read Microfilm. Input L99A V. Read Tl in Control Room. Input 2396.
13. Get Hammer. Kill Nostradamus. You've saved the worldl

249
THE BLADE OF BLACKPOOLE
1. In Small Room off Tavern, Buy Honey, Rope, and Lamp. Don't buy the Knife or Staff. Buy Ale. Don't drink it.
Drop Remaining Gold, nineteen pieces, in front of Tavern.

2. In Quicksand, Swim East then North. Take Potion. Catch Bees (need Honey). On way out, leave Hammer and
Rock (never needed).

3. Give Bees to Carnivorous Plant. Won't ever bother you now. On way North, leave Battle Axe (not needed).
Drop Honey where Trail Turns North (for later).

4. At Small Pond, Put Potion (on Boat). Take Boat. Go back and Take Shield.
5. Fall in Pit (without a lit Lantern). Throw and Climb Rope to get out. Take Rope again.

6. Light Lamp from Torch. Leave all but Lamp at the Birdsnest. Go back South again. Note that the Lamp will go
out if it's ever dropped; it may be tough to get back to the Torch!
7. Take Amulet (where, with unlit Lamp, the Pit was). Give Amulet to Recluse. Take Book. Return to Birdsnest.
8. Carrying Lamp, Boat, Ale, Rope, Book and Shield, Sing. Stand on Pad.
9. At Cliff, Tie Rope. Down. Take Rope. Put Boat in Water. (Don't leave Ropes tied to Cliff tops and go away;
they fall down!)
10. Use Rope to Climb Cliff. Take Rope. Take Tuning Fork. Return to Boat. Leave Rope at base of cliff. Paddle
North. Note: If you later elect to attack Idol, Rope would be needed, so behave yourself!
11. At the Monster, Pour Ale in Water.
12. At Altar, Say SOLOCIN to Idol. Put Book on Altar. Take Key.

13. At Cave, Hit Boulder with Fork. Drop Fork.


14. With Helmet, Unlock Door (with Key). Drop Key. Take Bow and Scroll out of the Maze. (From Plaque, South,
North. Take Scroll. North, East. Take Bow. East, East, East.)

15. At Very Dark Spot in Water, Down (need Helmet, or else).


16. At Lizard, Say MAHDEN. Take Arrow. Shoot Lizard (with Bow and Arrow). Take Sword. Return to Cave.
(REGNILO causes all objects to be lost.)
17. At Altar, Put Sword on Altar. Say MYRAGLYM. Get Zapped to the Amulet/Pit location.
18. Head toward Tavern. Take Honey. When warned about hunger, Eat Honey. Should now have 430 points.
19. Enter Tavern with Sword, Moneybelt (nineteen pieces of gold=19 points), fora score of 499. For the last point,
try going in with object taken in Step 12.

250
...

1. Dig North.
CASTLE OF DARKNESS
I
2. Kill Ore. Examine North. Get Charm.
3. Look Crack. Get and Read Parchment for clue.
4. Examine East.
5. Examine West.
6. Knock Chest. Get Bar and Ring.
7. Use Bar. Get Key.
8. Kill. Unlock South. Use Key. Don't mess with Troll in Tower.
9. Examine Shoes. Get and Read Coin for clue. So Say Itl
10. Whistle. Get Medal. Read Meoal for clue.
11. Look Dartboard. Get Arrows (three).
12. Say Vanish. Look Cage. Pull Rope.
13. Examine North. Examine and Go Down also.
14. Examine West. Rub Lamp for clue.
15. Use Umbrella.
16. Get Gloves. Use Umbrella.
17. Shake Gloves. Get Vial. Use Vial.
18. Kill. Examine East.
19. Examine Down.
20. Examine North.
21. Enter Maze. From first room in the maze, go N.S.E.D. Get String. Make Bow (need Pole). Return by West,
Down, North.
22. Use Bow (three times). Don't Carry Ring.
23. Use Material. Open North.
24. Say Grimnacht. Use Medal to open door. Open Envelope. Get Pill.
25. Eat Pill. Kill. Get Princess. Break Ball. You should earn 200 out of 200 points if you picked up the treasures along
the way.

251
.,.,

\ CHAMBERSOFXENOBIA

1. Examine Formation. Get Key.

2. Open Door (with Key). Get Vial.

3. Throw Vial. Get Platinum.

4. Examine Clock. Set Clock. 12. Get Huge Emerald.


5. Say Cowabunga.

6. Drink Potion. Open Gate.

7. Examine (Dead) Ogre. Get Rubies.

Treasure Values

Onyx Statue 10
Brass Carving 10
Gold Doubloons 15
Gold Bar 15
Sapphrre 15
Gold Necklace 15
Bunch of Emeralds 15
Platinum Ring 15
Diamond 15
Rubies 15
Huge Emerald 20
Platinum 30

Total 190

252
THE COUNT

l. Day l. En route to Dungeon, enter and raise the Dumb waiter. Go Room and Get Matches and Garlic. In
Dungeon, Tie Sheet. To Ring. Climb Sheet. Light Match. Get Torch. Climb and Untie Sheet. After hearing bell
ring, go Outside of Castle and get Clip on the Note. Drop the note.(In this game, specific tasks must be done in
each of three days and two nights.)
2. Day 1. Pick Lock in Workroom. Get Vial. Drop Wooden Stake. Lock Closet. Leave Clip outside. Take Mallet
along. (Items left locked in Closet won't be stolen.)
3. Night 1. Eat Pill. Go Oven. Get File. (There are sixty-five moves/day, thirty-eight moves/pill; the Bell rings
twenty-five moves before sundown.)
4. Day 2. With File, Mallet and Sheet, Tie Sheet to Bed. Open Window. Throw Sheet out Window. (Don't climb
on the Sheet with a lit Torchl) Move and drop Portrait. Leave Mallet and File in Crypt.
5. Day 2. Await Package delivery Outside Castle. Take one cigarette. Lock up balance in th~ Closet.
6. Night 2. Eat Pill. Go back to Crypt. May have to negotiate the climb in the dark. Climb Sheet. Go Box. Go
Window. Light Torch. Smoke Cigarette. Open and Go Coffin. File Locking Bolt with File.
7. Day 3. In Crypt, with Stake and Cigarettes. Drive Stake.

253
THE COVETED MIRROR
1. Move Bed.
2. Get a piece of the mirror.
3. Open Cupboard. Take Vase. West to return to Magician's Room. Should you lose everything to Voar, this is
where it will all be found.
4. Wait. Give Necklace to Boris. The vertical bar next to the hour glass represents the time you've got until you get
yanked back. The Necklace, Broom, Ax and Cookie each will allow some extra time. The Telescope, Picture
and Jug will allow even more.
5. Open Window. East.
6. The Ax will buy a little time from Boris.
7. Take Ball. Mermaid. Take Ball.
B. Take Telescope. Orion. Scorpio. Gemini. Take Telescope. Its only use is to buy time, but you can see some nice
things through it.
9. Drop Ball. Get Clue about the Vase.
10. Use Lockpick. Open Stocks. Go South or West and Joust. Later in the game you'll need to have done this.
11. Move Barrel. Go Barrel. East to Cell, or West to Magician's Room. Buy some time from Boris. Move Bed, West,
Go Barrel to get back to Town.
12. Take Candlestick (need to have Thief with you). No, you can't read the Abbot's book-yet.
13. Give Candlestick. Get Bellows and Candle. Next time in Magician's Room, Light Candle, Open Cupboard,
East. Take Ring and read the clue.
14. Give Bellows. Get Shovel.
15. Use Shovel. Get Bones.
16. Take Picture. Bear. Take Picture. Its only use is for 01' Boris, but it's relatively potent. Take Grain from next
door.
17. Move Glasses. Get Color Spell. Take the Ladder on the way out. The Bird and Nest are window dressing. Go
North and do the Fishing bit, as it is needed for you to read the Abbot's book.
lB. Give Grain. Open Door. North. Open Door. Get Rope.
19. Get Shadow (need Vase).
20. Drop Ladder. Up.
21. Drop Rope. Up. Give Bones. Give Vase. Get Invisibility Spell. Watch the time remaining in your hour glass.
22. After catching fourteen fish, read the Abbot's Book. When you next visit the Chapel, you'll get another piece of
the mirror.
23. Use Invisibility. Clean out the Castle (i.e., Fish, Moose, and Broom).
24. Wait. Talk to the Jester (must be visible). Give Horseshoe. The next time back in the Cell, ydu'll get another
piece of the mirror.
25. Use Lockpick. Open Door. North. Use Color Spell. Get another piece of the Mirror.
26. Give Fish. Get Coat.

254
27. Give Moose. Get Cookie. Another time buyer.
28. After you have all four pieces, you may enter the Tavern without losing any of your inventory. Jon's there, so
Talk. Flip the disk and learn sign language.
29. If you know sign language, Talk. If Old Man isn't there, Wait. The way to the North is now open.
30. Drop everything except the Coat. North.
31. Wait until the correctly shaped mirror piece comes along. It's the one that looks like a simplistic paper boat.
Take it and watch the finale.

255
CRANSTON MANOR

1. With Lantern and Crowbar from Town, Pry Gate (on West side of the Manor).
2. With Cheese (from Kitchen) and Cage (from Atrium), Drop Cheese. Catch Mouse. Get Cheese. You can now
deal with the Suit of Armor, on a room-by-room basis, by Drop Mouse.
3. Hit the Kitchen. When you were here the first time, the text said there is a Pot on the Stove. Subsequently, the
word Pot isn't repeated, but its a key item.
4. Use Coin. Get ID Card. Move away from the Toy Soldier as you can't handle him, yet.
5. Get Water (with Pot).
6. Use Card.
7. Throw Water. Disabling Computer permanently deals with both the Toy Soldier and the Suit of Armor.
Balance of game is largely a matter of collecting the sixteen treasures and dropping them at the Front Gate.
(Don't forget the Sphere.)
8. East. (Debris moves out of your way.) Get Jade Buddha.
9. Lantern Off. East. Lantern On. East. Get Nugget.
10. Drop Nugget. Lift Up. (Goes to second floor.) Get Water at Pool again and clear out the other Basement
treasures (Gold Eggs, Gold Bars and Sapphire).
11. Prime Pump (need Water). Push Button. Get Bottle (of Diamonds).
12. Open Drawer. Get Key.
13. EMASES. Get Gold Spyglass.
14. Unlock Door. Use Key. Climb Rope. Swing Rope. Get Bills.
15. Play Organ. North.
16. Pull Torch. Get Nugget.
17. Open Dresser. Get Necklace. Jump (off Balcony). Down.
18. With Screwdriver (from Shed) and Liferaft, Inflate Raft. North. Use Screwdriver. Get Emeralds. Drop
treasures at Front Gate and be declared a Level 3 Adventurer.

Object List
1. Crowbar (Town) 7. Pot (Kitchen)
2. Lantern (Town) 8. Cage (Atrium)
3. Key (Smoking Room) 9. Cheese (Kitchen)
4. Gold Coin (Garage Attic) 10. Mouse (Mouse Room)
5.. Dagger (Secret Room) 11. Subway ID Card (Subway)
6. Screwdriver (Shed) 12. Inflatable Boat (Playroom)

256
Treasure List
1. Jewelry (Gazebo) 9. Emeralds (Piranha Pool)
2. Candlestick (Dining Room) 10. Gold Bars (Sloping Corridor)
3. Crystal Triangle (Secret Room) 11. Platinum Sphere (Computer Room)
4. Teapot (Sitting Room) 12. Gold Spyglass (Lookout)
5. Sapphire Pendant (Intersection) 13. Golden Eggs (Large Chamber)
6. Pearl Ring (Master Bedroom) 14. Gold Nugget (Lift Chamber)
7. Necklace (Bridal Suite) 15. Jade Buddha (Basement)
8. $50 Bills (Above Closet) 16. Bottle of Diamonds (Cistern)

2157
CREATURE VENTURE

1. Climb Tree. Get Key-see a Knife.


2. Say Sesame (check the Mailbox). Get Batteries. Go Door. Get Knife.
3. Go Crack.
4. Unlock, Open and Go Door (need Key).
5. Look Table. Get Glasses. Look Picture to see where to dig.
6. Look Stairs. Get Flashlight.
7. Say Beelzebub to open door to Maze. From the Library, go N.W.N.E.N. Kill Bazoo (need Knife). Get Shovel.
Return to Library by S.W.S.E.S.
8. Drop Shovel. Elf will throw it out. Go Crack. North. Say Boo. Get Magic Lamp. Drop Shovel. Go Crack.
9. Go Mirror (need Flashlight and Batteries).
10. Look Pillars. Get clue. (Indian Partner.)
n. Rub Lamp. Get Wand.
12. Say Tonto. Get Bottle of Water.
13. Water Tree. Climb Tree.
14. Rub Lamp. Clobber Kybor. Punch Boogieman. Get Cage.
15. Get Fireflies (need Bottle). Wave Wand. Fireflies permit Flashlight to be dropped; besides it's almost burned
out.
16. Drop Wand. Get Bat (need Cage). Don't get Bat before the Fireflies as Bat will eat them.
17. Rub Stump. Drop Flashlight if you haven't already done so.
18. Release Bat to clobber Snake.
19. Drop Lamp (Lucifer goes blooey). Get most of the treasure. Move on to the Master's Game. Check your
inventory; this is a completely different game and is a good excercise in move planning and inventory
management.
20. Say Shazam.
21. Cut Tree. Get Rubber.
22. Get Pick. Drop Gum. Get Cake on way back.
23. Drop Knife. Go back and Get Ring. Forget the Cup.
24. Eat Cake.
25. Dig. Drop Pick. Go North and Get Rug and Pencil. To save moves, Fly (need Rug). Fly again.
26. Rub Box. Kiss Snakes.
27. Draw (need Pencil). Drop Pencil. Get Key. Fly.
28. Rub Ring.
29. Unlock Door (with Key).
30. Tickle Squid. Get rest of Treasure and zap back to the starting point.

258
CRIME STOPPER

1. 2nd Ave. & 90th St.: Open Drawer and load up. Answer Telephone and Read Telegram. Turn on TV. Change
Channel. Go up on Roof for the Hanky, but don't expect it to be of any use.
2. 2nd Ave. & 90th St.: In Secretary's Office, Move Picture. Get combination L36-R26-L26.
3. 2nd Ave. & 90th St.: Buy a Newspaper for more information. Be ready with the ESCAPE key to stop scrolling.
4. 2nd Ave. & 50th St.: At the Sizemore Building, Tell Guard, Al Clubs.
5. 2nd Ave. & 50th St.: The Subway Platform is a good storage location. For now, Take Money, Bank Card,
Cigarette, and Lighter.
6. 6th Ave. & Bth St.: A convenient place to get enough money for carfare and bribes. Insert card. lO-28-B1.
Cannot carry more than $99. Don't forget Bankcard.
7. 2nd Ave. & Bth St.: Room 209 is at end of hall. Wait for telephone call. Read Receipt.
B. 10th Ave. & 21st St.: Bribe the man in Skid Row doorway (three times at $5 per).
9. West & Bth St.: In Warehouse, Look until you get clubbed. Waking up in Freezer, Stand on Desk. Light Lighter.
Light Cigarette. Get Stub. No hurry-twenty moves available before freezing. Drop Cigarette and Lighter.
10. 6th Ave. & 90th St.: In Theatre, get Invitation by the drugged Beau. The hypo is useless.
11. 10th Ave. & 90th St.: In Apartment, Turn Dial (Left or Right). Be ready with the Space bar. Don't ask why, as it
has no known bearing on the game. Stop just before each number (L36-R26-L26) and creep up on it.
12. 2nd Ave. & 90th St.: On Station Platform, a man should approach with a message.
13. 6th Ave. & 50th St.: Phone will ring, so answer it. This is a good place to check your money, although you don't
need too much more.
14. 2nd Ave. & 135th St.: Find Dead Man. This is Bug City-don't go here before getting the phone call, because
then you can't leave the room. Probably a key on the body-but I couldn't get it! The Blowgun and Dart are of
no use.
15. 6th Ave. & 21st St.: The locked locker is presumably what the missing key is for. The code indicates that there
are Barbells in a Dufflebag inside.
16. 2nd Ave. & 50th St.: Pick up suitcase of money at 6 PM. May have to Wait/Look to get time to move on.
17. West & 21st St.: Deliver ransom by dropping Suitcase at lockers at 9 PM, not before.
lB. West & 21st St.: Wait and watch for Crowded Corridor. If no one comes by 10 PM (the courier is Livwell),
he won't come due to a bug in the program. (On six near-identically played games, he appeared only twice.
Perhaps a flag wasn't set by doing something which seemed to have no bearing on the game, like not getting the
Hanky or going to the "wrong" bank.)
19. 2nd Ave. & 50th St.: Follow Man to Sizemore Building. Enter elevator with him. Shoot Man as soon as he
recognizes you-don't try the command Shoot Livwell.
20. 2nd Ave. & 50th St.: On roof, Shoot Man (not Shoot J.J.). When Cartier breaks away, Pull Lever.

259
CRYPT OF MEDEA

1. Take Candle. Pull Tombstone. Look Crypt. Get Matches. Light Candle. Move Case. Down.

2. Bum Hand With Candle. Take Shovel.

3. Dig. Pull Knob.

4. Look Head. Take Card. Search Corpse. Get Vial. Push Orange.

5. Uncork Vial. Throw Vial at Web. Get Tape.

6. Play Tape (need Tape and Cassette Player). Put Card in Slit. Take Diamond.

7. Cut Case With Diamond. Get Mask. Get Glass.

8. Cut Rope With Glass. Get Rope. Leave the Buttons alone.
9. Drop Candle before entering. Wear Mask. Push Violet. East. Get Rod.

10. Push Yellow. Push Orange. West. Push Blue. East.


n. Having Rod will protect you on entering here.
12. Throw Rope. Carrying only the Candle and Glass, Swing.

13. Throw Glass at Mutant. Get the Magnet to the North.

14. Use Magnet. Get Key.

15. Unlock Door (need Key).

16. Get Gloves. Go back across Chasm.

17. Wear Gloves. Get Dog. Go back across Chasm.

18. Throw Dog at Scum. Look Moss. Tum Valve (empties Vat).

19. Look Vat. Down. Get Hypodermic. Go back across the Chasm again.

20. Inject Jelly with Hypodermic. Pull Trapdoor. Carry the Shovel, Gloves, Knife, Flask and Candle. Save
game-you can't return once you've gone down.

21. Dig. Don't forget the Torch. Light Torch.

22. Pull Switch. Wait until you hear a Thud to the West. Go West to Get Timbers and Fuse.

23. Slice Lard. Get Slice. Put Slice in Flask. Light Burner. Melt Slice With Burner. Oil Dial. Drop Burner and Flask.

24. Should the door to the East close, Wear Gloves. Push Button.
25. Build Bridge (need Timbers from the Cavernous Room).

26. Wear Plugs (need Earplugs from the Dead End). Get Barrel. Make Bomb. Don't read the inscription.

27. Holding Bomb, Light Fuse. Drop Bomb. South. (You literally have only a few seconds to type these commands,
so be accurate and fast.)

28. Use Axe.

260
CRYSTAL CAVERNS

1. Key to Gate is in Eastern Tangle of Bushes. It will be used again. Get Oil and Pliers. Knock on Door.
2. Move Statue. Get Stool.
3. With Oil from Tool Shed, Oil Hinges. Drop Oil. Open Trapdoor. Drop Diamond Bracelet in Cupola. Get
Lamp.
4. Stand on Stool in Parlor. Move Picture. Get Off Stool. Drop Stool. Keep Lamp on only long enough to get
Candelabra. Drop it in Hallway for now. Get Burger.
5. With Shovel, Lamp, Key, Burger, Pliers, Hard Disk, and Parachute. Dig Stump in Second Clearing. Down.
Light Lamp. (Note: The Junction is a neat place to temporarily dump objects and treasures.)
6. Jump Down off South Wall of Fissure with Parachute. Get Bottle and Read Message. Drop Parachute at Many
Passages. Go Down for Painting.
7. Tum Dial in Furnace with Pliers. Get Sapphire. Get Goblet. Don't do Step 8 first or Goblet breaks and becomes
worthless.
8. With Pickaxe from Quarry, Pick Boulder.
9. Dig Sand (with Shovel). Get Computer Magazine.
10. Dig Pit (with Shovel). Get Ivory Tusk. Drop Shovel. Don't try to parachute from Ridge of Wide Fissure
location.
11. Haul the Crowbar from NE Comer back to Quarry. With it, Move Boulder. Get Pearl Necklace. Keep
Crowbar.
12. Carrying Disk, Key and Burger, Feed Flytrap (Burger). Get Stamp. Check out Generator Room, but don't take
in the Hard Disk. Compass is telling you about strong magnetic fields.
13. At End of Passage, Unlock Door with Key. Drop Key. Should have Lamp, Computer Magazine, and Hard
Disk.
14. At Disk Drive, Push Red Button. Push Blue Button. Put Disk in Drive. Push Blue Button.
15. At Computer Panel, Push Load Button. Per Magazine, $$A$SUP2. ISS. DPD. Get Printout at Dusty Printer.
16. Haul Lamp, Crowbar, Pick and any four treasures to Cupola. Leave rest at Junction. Tum off Lamp at Bottom
of Hole.
17. In Study, Break Globe (with Pickaxe). Drop Pickaxe. Tum Globe. Get Ruby. Should now have seven treasures
stashed away.
18. In Tool Shed, Pry Floorboard (with Crowbar). Drop Crowbar. Leave Board.
19. Enter sixteen room maze. Use printout as map. SE.NE.NW.SE. Get Violin. Leave by North, East, South.
Alternative: There is a Power Pack for Lamp recharging, needed if you klutz around underground too long.
From Violin, go N.NE.SE.E.SE. Get Pack. Leave from there by NW.S.E.S.
20. Flick Switch to Open Panel. Can't be opened from other side. Going with the Platinum Record, Rug and Jade
Ring, and on to the Junction, haul five more treasures topside. Make one more trip to the Junction for the last
four treasures. Last treasure in yields a 45 point bonus for a total of 500 points for the new Apple Caverns Estate
Landlord.

261
Treasure Summary
1. Bracelet 5. Record 9. Goblet 13. Painting
2. Candelabra 6. Bear Rug 10. Stamp 14. Necklace
3. Ruby 7. Jade Ring 11. Wine 16. Ivory Tusk
4. Violin 8. Sapphire 12. Doubloons 16. Toothpicks

Object Summary

Oil Can Rusty Hinges


1. Wooden Stool Use in Parlor
2. Key a) Front Door
b) Computer Room
3. Pliers Use in Furnace Room
4. Shovel a) Second Clearing
b) White Sand
c) Small Pit
5. Burger Venus Fly trap
6. Pickaxe a) Small N.S. Passage
b) Use in Study
7. Parachute S. Wall of Fissure only
8. Hard Disk Disk Drive
9. Crowbar a) Quarry
b) Tool Shed
10. Piece of Wood No Use

262
CURSE OF CROWLEY MANOR

1. Climb in. Say Crowley. Look Driver. Get Vial. Look (three times). Get out.
2. In Dining Room, Drop Growth (from looking at Kitchen floor). Look Plate. Shoot when it starts to grow. Open
Cabinet. Get Axe and Letter Opener.
3. In Music Room, Turn Crank. Get Key. Will unlock Cabinet in Hallway.
4. In Parlor, Unscrew Cabinet (with Letter Opener). Get Crucifix. Read and remember the combination 5271.
Drop Letter Opener.
5. In Study, Open Desk. Get Crystal Ball. Read Book, twice.
6. In Storage Room, Chop Hole in Wall. Climb in Hole. Carry along the Revolver, Statue, Crystal Ball, Crucifix,
Vial, and Axe.
7. In Dingy Room, it's hopeless unless you have the Crucifix, Vial, and White Elephant from the Sounth End of the
Hallway. With them, no evident problem. Dial 5271. Open Door. To get back through, if necessary, Open Vial.
8. In Stark Room, Say Gafala. Climb in Wall. Talk to him in Crystal Room. A good Save Game location.
9. In Low Ceiling Crypt, don't Look around. There is a Silver Club, but the Demon will usually teleport you and
leave immediately.
10. Play Mozart. Climb Stairs.
11. Look Up. Climb Rope.
12. In Great Silver Room, Put Crystal Ball in Depression. Look at it. Get Sword.
13. Wide Dark Smelly Pit is no problem if you have the Sword. Good place for a Save Game.
14. After Rat bites off part of your arm, Fire Revolver.
15. Objects required in the Smelly Pit are the Vial, Crucifix, and Axe (to Chop Beams).
16. Clean Sword in the Green Fountain.
17. Beyond the Gigantic (Dark) Cavern, just keep Looking at the Demon until he offers for you to join him. Takes
about seven Looks. You then have one chance to Kill Demon.

263
CYBORG

1. Get Microlaser. Wear Laser. Shoot Snake. Energy=35.


2. Going down from Rising North-South Path, Get Sneakers and Matches. Backtrack for Power Pack, Step
Ladder (Light Match).
3. Get Cube. Cut Cube. Open Cube. Get ID. Insert ID.
4. Insert Card, Get Apple. Eat Apple. Get ID. Wear ID.
5. Cut String. Get String. Lace Sneakers. Wear Sneakers. Get Power Unit and Shoulder Harness. Wear Harness.
6. Climb Tree (wearing Laced Sneakers). Get Fruit. Feed Lizard. Fruit. Ask Lizard (Ask 1, Ask 2, etc).
7. Must be wearing Sneakers to enter Gym. Open Hatch. East. Light Match. Get Droid. Get and Wear IR Lenses.
8. Break Trapdoor. Pet Togram. Ask Togram (Ask 1, Ask 2, etc).
9. Press Plate (must be wearing ID). Drop Ladder, Fiche and Cube off temporarily at Resting Spot, 50 Meters
down. Go down to Bottom of Shaft.
10. Shoot Robot (with Microlaser). Energy=45. Break Chest (of Robot). Open Casing. Get Power Cell. Wear Cell.
Get Tools.
11. Untie String. Give String (to Iguana). Drop Sneakers. Get Manual. Return via Dormitory, Get Bread. Unlock
Locker. Get Solder. Get and Wear Power Battery.
12. Get and Eat Juicy Peach. Get Bundle of Wire. Break Grill. Shoot Smada (with Microlaser). Energy=45. Get
Beaker. Fill Beaker (with Liquid Oxygen).
13. Unlock Latch (need Tools). Enter Cylinder. Close Panel. Pull Lever. Feel Better?
14. Haul load of stuff, including Ladder, Fiche, and Cube to North-South Corridor. Drop Ladder.
15. Insert ID. Insert Fiche. On Reader. Get and Wear ID again. Leave Fiche.
16. Drop Cube. Take Crystal. Leave Crystal by Ladder for now, or go Up and Drop it on Bridge.
17. Remove Droid. Drop Droid. Get Pressure Suit. To wear Suit, remove all objects (can still wear lenses). Drop all
items.
18. Save Game. Push Button (wearing Pressure Suit). West. Best bet is to go by horizontal and vertical coordinates
shown at bottom of screen. Air lock coordinates are 22 and 13. Hole coordinates are 7 and 25. Move back, down
to 13, left to 25, and forward. Reverse process to get back. Time and air go quickly, however.
19. Insert ID to open Cargo Hold.
20. Empty Beaker. Light Match. Drop Match. Ask Reptile. (Ask 1, Ask 2, etc). Give Bread. Get CPU. Nothing else
in Maze.
21. Drop CPU, Solder, Wire, and Crystal. Carry Tools and Manual. Repair Dial. Tum Dial.
22. Throw Switch. Receive the Entire Human Race's Thanks.

264
Object List

Object Usage
Microlaser Wear and Shoot Snake, Robot, Smada
Matches Dark Places and Explode Oxygen
Black Cube Holds ID and for Scale
Ultrafiche Used in Reader
Power Unit Worn
Shoulder Harness Carry Mini-Droid
Mini-Droid Gets Pressure Suit
Stepladder Access to Bridge
Beaker Carry Liquid Oxygen
Liquid Oxygen Clear Rubble in Hold
ID Card Insert or Hold-many places
Apple Eat
String (Pieces) Lace Sneakers and for Iguana
Sneakers Climb Tree and Gym
Strange Fruit Feed to Forest Lizard
IR Lenses Wear
Juicy Peach Eat
Stale Bread Feed to Lizard in Ship
Power Pack Worn
Permanent Power Cell Wear Cell
Sleeper's Manual Hold to Repair Dial
Set of Tools Hold to Repair Dial
Bunch of Solder Drop to Repair Dial
Loop of Wire Drop to Repair Dial
Power Crystal Drop to Repair Dial
CPU Drop to Repair Dial
Pressure Suit Repair Leak in Ship

265
DARK CRYSTAL

1. Visit the dying Ursu for information. (Ask Ursu.)


2. Get Shale.
3. Dig. Get Flute.
4. Look Stream. Get Pebbles. Ask Brook. This action reveals a previously hidden path to the East. Brook is giving
you directions.
5. Get Slingshot. If Bat appears, Sling Pebble. At Bat. If Garshim appear, just move away.
6. Cut Pad (with Shale).
7. Sit Rock. Later, with Kira, don't go with Chamberlain if found here, at least not without a recent saved game.
8. Float Pad.
9. When trapped in the Vines and Aughra appears, Say Moon, the answer to Ursu's riddle.
10. Say Shard. Play Flute. Get Blue. Go Window (when Garshim invade).
11. Help. Meet Kira.
12. Tum Shell. Get Pouch (Smoke Seeds-not too helpful). Enter Shell.
13. Scrape Moss.
14. With Kira, Ride Landstrider.
15. Enter Castle from any direction. Jump.
16. Grab Kira.
17. At Stone Faced door, with triangle inscribed within a circle, Look Face. Send Fizzgig. Through Bars. Get Key.
Unlock Bars. Open Bars. Enter Door.
18. Not to worry, Kira is supposed to get kidnapped here!
19. Don't dally about. Run. Go Hole. Untie Aughra.
20. On hearing footsteps, South, West. (Skeksis go to lunch.)
21. Go Curtain. Listen. Hidden Door will now appear in the Attic.
22. With Scepter from Throne Room, Use Hook. Go Panel.
23. Jump.
24. No. Restore Crystal.
25. Kiss Kira. Live happily ever after.

266
DEADLINE

1. Read Calendar (July 7). Tum Calendar (July 8). Rub Pencil on Notepad. At about 9:00, the phone will ring. Pick
up Phone.
2. Get Loblo Bottle. Read Loblo Label.
3. Around 9:15, an envelope will be delivered to the Foyer. Open Envelope and Read the Letter. Interesting
possibilities, but you'll never get a conviction!
4. Around 11:25, the Herald (newspaper) will arrive. Read Paper. Read Second Section.
5. Around 12:00, attend reading of the Will. Show George the Calendar. Follow George (who is upset and goes to
his room), and go out on the Library Balcony. Look into Library. Save Game when George appears. When
George disappears, enter Library and Examine Bookshelf. Push Button after three Waits (give him time to
open the safe). Alternate solutions evolve by waiting for longer or shorter periods. Try them all. Get Stack of
Papers. Have fun with the new Will.
6. After around 11:20, find McNabb, who will be mumbling to himself. Ask McNabb about the Roses. Ask
McNabb to Show Me the Holes. Follow McNabb. Dig in the Soil. Search the Dirt. Analyze Porcelain for Loblo.
Get Lab Report (later).
7. Ask Dunbar about Loblo Bottle. Show her the Lab Report. Accuse Dunbar. (She should be very uptight now,
and if Baxter is present, should glance nervously at the two of you.) Move away and wait for her to pass by you.
Follow Dunbar (out the Front Door), where she will fish for a cigarette. Get (dropped) Ticket Stub. Ask
Dunbar about the Ticket Stub.
8. Wait and Follow until Dunbar and Baxter are together. Show Baxter the Newspaper and the Second Section.
Ask Baxter about Ticket Stub. Show him the Lab Report. Show him the Stack of Papers. Save Game. Arrest
them individually, then Arrest Baxter and Dunbar. Try hiding behind shed; if they aren't already there, they'll
come.
9. As an alternate, don't arrest either. Wait in Foyer for Dunbar to go by, heading for her room. Wait upstairs for
pistol shot. With everyone assembled in Dunbar's room, Ask Baxter for Pen. Arrest Baxter. As a second
alternate, wait for Dunbar in her room, talk a while, and then leave. By the way, did you ever read the end of the
book in the Living Room?

267
DEATH IN THE CARIBBEAN

1. Get Rope. The Seat will only occupy valuable space in your four object carrying capacity.
2. Move Rock. Get Rock (need Wagon). Look Box and Get Key.
3. Cover Hole. Rock. Much as you may like to get the red lining to wave at the Bull, you won't. Go North and get
the magical Ring.
4. Tie Rope. Tree. Tie Rope. Wagon. Drop Wagon. Climb Down Rope. You can't get the Wagon back up the Cliff
via the Rope, but you can, if you must, get it back up by rubbing your Ring.
5. Look Sign. Get Corkscrew. Go Get the Bottle. No, the River cannot be crossed here. By now you no doubt have
random objects taken by the Elf, which can be dug up in the Cemetary. His actions are cut off by carrying the
Amulet, but it's a good idea to save games fairly often, both for this reason and because some puzzles give you
only one command before you're killed.
6. Using the proper letter substitutions, the message translates to "PYRAMID MARKER GUARDS BURIED
CHEST. EXCAVATE WITH GREAT CARE."
7. A neat puzzle with neither a known nor needed solution as far as the overall game is concerned. You can try Kill
Bull, and may Aim Gun at him or Cut Hom (with Sword), but just try to get by him.
8. Cross River (need Wagon). Wagon(need Shovel). Shovel. You can't save the Wagon, but once you've seen the
Alligator, that word is recognized as a location by the Genie of the Ring, together with the previously seen and
known locations such as Monument, Cliff (top), and Church.
9. Open Bottle (need Corkscrew). Empty Bottle (poison, anyway). Cork Bottle, which is now full of Fog.
10. The Inverted Pyramid and Parrot make up another red-herring puzzle.
U. Bring the Lantern here to light it. Leave Matches. There is no way to stop the Storm, and, hence, no way to enter
the cave from this side.
12. Might as well Eat the Cookies and Drink the Milk-they have no other requirement in the game.
13. To get the Hat, Rub Ring. Cliff. Untie Rope. Get Rope. When you can again Rub Ring, go back to the Alligator
and go into the Quicksand. Get Hat. Wear Hat. Throw Rope. You will lose the Rope and any objects you are
carrying, but not those being worn.
14. Read the Music. Note that it's written in the key of G (OK, OK, so it looks like a C, but you want to solve this
thing, don't you?)
15. Look but don't mess with the Bell Rope. It's another would be puzzle that's a red herring. Open Trapdoor. Go
Down. Carry the Key, Fog-filled Bottle, Corkscrew and Lantern. Wear the Ring, Amulet and Hat. Get the
Sword and Drop Key for it.
16. Open Fog-filled Bottle (need Corkscrew).
17. Cut Fog (need Sword).
18. Dig (after going back for Shovel). Are you ready for this? The Key is GI

268
DEMONS FORGE

1. Get Costume. Look Costume. Get Vial.


2. In Sleeping Quarters, Open, Look, and Move Chest. ("Box" won't work.) Get Pillow, Blanket, and Bag.
3. In Old Armory, Follow Man. In his room, Give Ration. Get Rod. (He only appears on the first visit to the
Armory.)
4. At Birdshead, Insert Rod. Get Red. Rod disappears.
5. At Brazier, Burn Bag. Joe, the Elemental, will accompany you.
B. At Two Doors, Open Doors (need Elemental). Attack Assassin. Drink Vial. Attack Assassin. Search Assassin.
Get Chimes.
7. At Well, Fill Vial (with Water). Jump. Need Elemental, who then disappears. Ring Chimes.
8. Do precisely what the first Sign says. Go Left, then Go Right for five moves.
9. In Magician's Room, Give Water-Rabbit. (Not To Rabbit, and don't Pour Water.) Get Wand. Leave Hat, Vial,
Chimes.
10. At Rubber Door, Use Wand. Smother Fire (with Blanket). Get Axe. Wand may be dropped. (The Sword, Anvil
and Waterfall have no bearing on the game.)
11. At Mirror Maze, Break Mirror (with Axe). Drop the Axe.
12. In Garden, Dig Garden. Get Carrot.
13. In Sleeping Quarters, Climb Rungs. Get Boots and Pendant. Don't Wear Boots as they are a one-shot item.
(Rungs are hard to see on the first issue of the game, but have improved in second version, which has improved
graphics.)
14a. Get First (Glowing Stave). Wear Boots. Dig Ceiling (with Shovel). Get Mound (of Dirt). Go to Ore Hopper.
Fill Hopper (with Dirt).
14b. Get Second (Glowing Stave). Go to Torch on Wall. Burn Second (Stave).
14c. Get Third (Glowing Stave). Go to the Glass Room. Get Bottle. Fill Bottle with Air. Go to Old Well. Drop Third
(Stave). Read Bottom.
14d. Get Fourth (Glowing Stave). Drop Fourth (Stave).
15. At Dropoff, Drop Pillow. North.
lB. At Long Bridge, Drop everything before crossing. Get three Spheres.
17. Juggle Spheres. East (Crossing Bridge again). Pick up just the Carrot.
18. At Altar, Move Altar.
19. At Antechamber, Close Door. Get Key.
20. At Ledge, Eat Carrot to read the sign.
21. At River, Throw Key. Swim River.
22. At Locked Room, unlock door with Key.

23. At Arankull, Throw Silver, Gold, and Platinum Spheres in that order. You are now set free.

269
DOOM VALLEY

1. Get Cashbox. Open Cashbox (with Key from Ski lift).


2. Rent Equipment.
3. Pull Cord. Jump (with Parachute from Wrecked Plane).
4. Build Bridge (with Skis).
5. You can Attack Knight, but it's not necessary. Go Get Pick, but don't Open Bookcase.
6. Don't go by the Book, Push Lever (disables Lasers on the Stairs). Pull Lever and you meet your doom.
7. Examine Chains (sets Ambassadors free if you have Key). Use Pick. Go Passage. Don't head South.
8. Not sure why there's a Necklace, but what the heck, it's on the way back to the Lodge, just don't mess with the
Yeti. (Code says that Drop Gourd, which contains a poison, would kill the Yeti, but enabling that feature is
apparently left to the student as an exercise.)

EARTHQUAKE-SAN FRANCISCO, 1906

1. Get Wad of Bills. Look Dresser. Look Envelope. Get Letter. Look Letter and get your assignment. Letter may
then be dropped.
2. Move Bed. Get Crowbar. (Earthquake hits shortly after you get it.)
3. Use Crowbar.
4. Look Wall. Get Handgun. Open Door. The fragile walls will soon fall, permitting you to Climb.
5. Look. Talk. Pay Owner. Get Apple.
6. Climb. Dig in Rubble. Get Gold Watch. Climb.
7. Bribe Soldier (need Watch). Climb.
8. Listen. Look. Climb. Look. Get Small Child. Climb. Look. Get Gold Key.
9. Look. Talk. Get Lumber.
10. Dig in Masonry. Unlock Iron Box (need Gold Key). Open it and Get Silver Key. Drop Gold Key.
11. Unlock Gate (need Silver Key). Open Gate. Leave Silver Key here-it's needed each time you wish to go through
the gate.
12. Look Manhole. Lift Cover (need Crowbar). South. Look up. Look Light. Climb.
13. Look. Shoot Handgun (Shoot Gun or Shoot Soldier won't work). Look Soldier. Open Pack. Get Iron Nails.
14. Make Ladder-get a clue. Drop Apple, Iron Nails, Handgun, and Lumber for now. Head back and look for
more goodies.
15. Look Wall. Get Hammer. (Note: Time at which Hammer will appear is a variable; seems to be better if you
previously tried to Make Ladder.)
16. Look. Get Small Dog.

270
17. Make Ladder (need Ladder, Iron Nails, Hammer). Leave Handgun and Hammer.
18. After Dog relieves himself, Drop Dog. South. Look. Get Paddle. If you now have Wet Pants, don't drop theml
OK to Drop Ladder.
19. Jump.
20. After Horse takes Apple, Climb on Horse. Ride Horse.
21. Look Crevice. Look Quartz. Look Impression. Look Flat Spot. Look Object. Get Diamond.
22. Open Door. (At first it may be too hot; move away some distance, return and try again.)
23. Sit Down. Eat Food. Get Fortune. Look Fortune. Drop it.
24. Like your Fortune says, go back to Iron Gate. Pull Gate. Get Iron Pole.
25. Vault (need Iron Pole). Iron Pole may now be dropped; needed only to Vault.
26. Cut Hole in Glass (need Diamond). Climb in Hole. Diamond is of no further use.
27. (Go back to Chinatown.) Look Iron Door. Talk. Get Brass Key.
28. Unlock Door (need Brass Key). Open Door.
29. Undress Woman. Get Green Dress.
30. Drop Little Dog. Let him dig a hole. Climb. (If he doesn't finish it fairly soon, meander back to Chinatown and
return.)
31. Pry Boards (need Crowbar). Drop Green Dress, Wad of Bills and Paddle.
32. Drop everything that you are carrying. Climb.
33. Open Door. Get Green Dress, Wad of Bills and Paddle. Open Door.
34. Talk. (Need Green Dress.)
35. Talk. Climb.

36. Look around until boat sinks. Swim (three times-to large piece of wood). Climb.
37. Paddle (need Paddle) until the Soldier pulls you out. Talk. Climb.
38. At Porterman Hotel, Climb.
39. Talk. Pay Hampton. Your mission is over; your wife is free to go.

271
EMPIRE OF THE OVERMIND

General Note: Even though you may be carrying both a Key and a Pistol, for example, you can only use one at a
time. That is, you must Hold Key or Hold Pistol first. The last object picked up is automatically the one being
held. This, plus the one-move-only limit before creatures clobber you can make matters quite awkward.
1. Look for Gold Leaf, probably up a Tree.
2. Talk Man. Get Blanket.
3. Hold Waterskin. Fill Waterskin (at Brook). Don't enter any body of water until you are armed.
4. Holding Gold Leaf on entry, Dispel Skeleton (with Leaf). Get Key. Unlock Iron Door. After Getting Compass,
Open and Go Window.
5. Look Astrolabe. (Transport to Red Planet.) For initial trip, should have Key, Blanket, Waterskin (filled) and
Compass.
6. It is possible to avoid this area altogether. If you do come here, however, you will have to Drink Water.
7. Holding Key on entry, Unlock Door. Open Door. Go Door. Girl will follow you. Move away from the Green
Alien as soon as possible, even if you have to return to enter the balance of these commands. Try dropping
Blanket in Abandoned Bldg. with Empty Doorframe and leading Alien toward High Plateau, then "Wish"
around him.
8. Kiss Girl. Talk Girl. Kiss Girl. Get Pistol and Black Box. Look Pistol. Push Gray Button. Carrying Key, Blanket,
Waterskin, Pistol and Box, Hold Compass. Spin Compass. (Transport to Iron Stone on Blue Planet where
balance of game will be played.) Carry what you can to Oasis. Drop Blanket and another item. Spin Compass
back to Get Iron Stone. Get Blue Crystal. Wish back to Oasis.
9. Call Pyro. The Blue Crystal is now a permanent light source. If you don't have the Blue Crystal, Call Pyro will
provide light for eight moves, and may be repeated twelve moves later, if necessary. Each summoning results
in Pyro taking a random inventory object, which he will deposit on the Mountain Summit of the Blue Planet.
10. Look Grass to reveal a Secret Passage.
11. Clean Wall. Pick up Dwarf and go for the Bottle. Goblins regenerate, and Dwarf will only kill five before he
abruptly runs off to sharpen his Axe. Use him while you Hold Key to Unlock Doors, but Hold Pistol whenever
possible to keep Dwarf around.
12. Tie Kit. Climb Red Rope. Tie Kit (at Ledge). Climb Blue Rope.
13. Drop Blanket; you will want to return here quickly later on.
14. Holding Pistol, Shoot Wall.
15. Carrying Bottle (filled with Ale from Barrel), Blue Crystal, Pentagram and Holding Pistol, Shoot Wall. Hold
Pentagram. Drink Ale (you will feel no pain for six moves). Go Hole. Dispel Demon (twice). Take Sphere.
Wish. Drop Sphere and you and the Princess live happily ever after.

272
Transportation Summary

From At To At How
Blue Planet Tower Roof Red Planet Lawn Look Astrolabe
Red Planet Cave Blue Planet Cave Go Cave
Anywhere Anywhere Anywhere Random Gray Box
Anywhere Anywhere Blanket Anywhere Wish
Anywhere Anywhere Iron Stone Anywhere Spin Compass

Object List

Object Where Use


Gold Leaf Tree top (usually) Dispel!Animate (Skull/Cactus)
Waterskin Brook (usually) Water needed in all Deserts
Blanket Cave near start "Wish" zaps you to it
Iron Stone Stone Quarry Works with Compass
Compass Wizard's Den Spin zaps you to Iron Stone
Blue Crystal Small Cave Light Source (Call Pyro)
Key Closet Unlocks all doors
Xenon Pistol Red Planet Kill Creatures/Burning holes
Gray Box Red Planet Transportation
Mtn. Climbing Kit Abandoned Bldgs. Climb-at Window and Shaft
Pentagram Abandoned Bldgs. Dispel Demons (final phase)
Bottle Dining Hall Carries Liquid from Keg
Liquid from Keg Store Room No pain for six moves
Gold Sphere Strange Place Must be destroyed

The following objects are of no direct use:

Wood Stick Black Stone Scroll


Blue Sand Red Sand Red Herring
Bread Bowl Spoon
Dung Straw Gray Stone

273
ENCHANTER

1. Open Oven. Get Bread, Jug and Lantern.

2. Fill Jug. Good for four slugs-but then this game may drive you to drink.
3. Like the Signs say-Other Waayyyyyy!

4. Having gotten the Rezrov Spell from the Crone, Rezrov the Gate and Frotz the Lantern.

5. Open Door and Examine the Wall. Move the Block and get the Stained (Exex) Scroll. Read, Gnusto and Learn
it, as you do with all (well, almost all) spells. Leave the Spoon.
6. Examine the Bedpost. Rezrov the Bedpost. Get Gold (Vaxum) Scroll. Clue is from dream that occurs if you're
tired and sleep in the bed.

7. Leave Lantern (or your light source) outside. Take Lighted Portrait. Get Black (Ozmoo) Scroll.
8. Rezrov the Gate.
9. Nitfol the Frogs. Look Under Lily Pad. Get Damp (Cleesh) Scroll. Don't forget the Crumpled (Krebf) Scroll in
the Forest. (You can sleep safely anywhere. Read your dreams carefully for clues.)
10. Rezrov the Egg. Take the Shredded (Summon) Scroll. Krebf the Shredded Scroll. Get the Faded (Zifmia)
Scroll.

11. Save Game. Read the Dusty Book. Read Terror and Implementer for information. Examine Rat Tracks. Reach
in Hole (rather fussy about syntax here). Get Frayed (Gondar) Scroll. If you have the time, Zifmia the
Implementers, just for fun. Make sure that you know the Ozmoo and Rezrov Spells and head for the Temple.
12. When you're tossed in the Cell, Ozmoo Myself. Wait. Get the Ceremonial Dagger, the hard way. Down. Open
South Door. You'll probably get flipped back up on the Altar, but your Ozmoo should still hold. Down. South.
Get All. North. Head West.
13. Cut the Rope (with the Ceremonial Dagger). Open the Box. Get Vellum (Melbor) Scroll. Melbor Myself. You
may now roam about with impunity.
14. Find the Adventurer in one of the Mirrored Halls. Zifmia the Adventurer. Vaxum the Adventurer. Show him
the Egg (or Dagger) and he will follow you, at least for a while.

15. With the Adventurer lured there by the sight of your treasures, Adventurer, Open the Door. Get the Map, Pencil
and Purple (Filfre) Scroll. Give the Adventurer the Egg, Dagger and Box if need be to lighten your load. Take
the three objects from him if he has picked any of them up. Filfre the Room, just for fun, as you don't otherwise
require it for the game.

16. Vaxum, Nitfol and Exex the Turtle. Turtle, Follow Me, and he will, for a while.
17. With the Turtle there, save the game. Turtle, SE and Get the Paper. Wave at the Turtle when he's in the Control
Room. Get the Brittle (Kulcad) Scroll.
18. Save the game. Read the Map. Connect F and P. Erase F and P. Erase M and V. Connect M and P. Move to
location P. Get Powerful (Guncho) Scroll. Drop Map and Pencil if necessary.
19. Make sure that you have learned the Vaxum and Gondar Spells. Save the game. Kulcad the Stairs. Read the
Ornate (Izyuk) Scroll. Izyuk Myself.
20. Gondar the Dragon. Vaxum the Being. Guncho Krill. Congratulations on your 400 points and being admitted to
the Circle of Enchanters.

274
The Spells of the Enchanter

Spell Function Description Location


VAXUM Make Hostile Creature Your Friend Gold Bedpost
ZIFMIA Magically Summon a Being Faded Egg
OZMOO Survive an Unnatural Death Black Gallery
EXEX Make Things Move with Greater Speed Stained Cell
KREBF Repair Willful Damage Crumpled Forest
CLEESH Change a Creature to a Small Amphibian Damp Swamp
REZROV Open Even Locked or Enchanted Objects Some Sort House
GNUSTO Write a Magic Spell into the Spell Book Initial Spell Book
BLORB Safely Protect a Small Object Initial Spell Book
NITFO Converse with Beasts in their Language Initial Spell Book
FROTZ Cause Something to Give off Light Initial Spell Book
KULCAD Dispels a Magic Spell Brittle Engine Room
MELBOR Protect Caster from Evil Beings Vellum Box
FILFRE Create Gratuitous Fireworks Purple Map Room
GUNCHO Banish Victim to Another Plane Powerful Terror Room
GONDAR Quench Open Flame Frayed Library
IZYUK Fly Like a Bird Ornate Falling

275
ESCAPE FROM RUNGISTAN

1. In Cell, Read both Books. Call Guard. Food. Eat Steak. Move Bed. Under Window. Give Candy. Get Shovel.
When Mouse appears, Drop Cheese. Get Mouse. Dig Hole in Wall (Not Floor).
2. Untie Rope from Gallows. Run. Jump. (Watch your timing.)
3. Do not push a key if Snake is on screen. Don't forget Knife.
4. Kill Bear. Read Carving. (Don't stick around or go East from the Cliffs.)
5. At Bridge, East. Jump West. (Hurry upl) Throw Rope. Cross Gorge. Start Part II.
6. Break Door. Get Skis. Save Game. Don't dally or you'll freeze. Say Geronimo. Good luck with the six or so sets
of trees.
7. Look Tree. Get Canteen.
8. At Rebel, with Canteen filled from the River, Pour Water (on Dynamite). Take Dynamite.
9. Look Tree. Get Catcher's Mitt. Look Trunk for L7.
10. When Egg is dropped, Catch Egg (with Catcher's Mitt).
11. In Saloon, Look at Horns, and Register. Don't mess with Bottle. Syntax for opening safe is L14R21L7. Get
Non-slippery Bottle. Leave Saloon.
12. Make Raft. Doors (of Saloon). Sail Raft. If you can't make it, you forgot to read Navigation Book in J ail. On to
Side III.
13. In Farm area when hungry, Eat Egg (not Rutabaga). Help Farmer. Get Money.
14. Along Road or whenever Helicopter is seen, move back, away from it. Give Mouse. Get Glass.
15. At Observation Post, wait until Helicopter appears, then go West.
16. In the Pot (with Almanac), Predict Eclipse. Get Gas Tank. Buy Gas (with Money).
17. Gas Tank. With License and Grafitti message, Take Off. Fly N.E.S.S.E.N. (Sure hope you read the Book on
Flying in Jail!) Push Button. Land Airplane.
18. At Blocked Road, Light Fuse (with Glass). Drop Dynamite. Move North.
19. At Border (toward "Prision" by the Sign), Give Booze. Lift Gate. Welcome to friendly Nuggyland.

276
ESCAPE FROM TRAAM

1. Just Look until you crash.


2. Look Ship. Get Nylon Rope. Move Ship. Get Laser.
3. Look Cliff. Look Bush. Throw Rope at Bush. Climb. At top, Untie Rope and take it along.
4. Look Tree. Get Frond.
5. West, until you Bump into an Object. Feel Object. Climb. Look Inscriptions (translates to the Alchemist). Dig
with Frond. Get Stone Cup. Dig with Frond. Get Helmet.
6. Climb. On second pass through, Climb will cause a cave-in.
7. Look ship. Get Small Key (only after Body had Rolled Over).
8. Unlock Trunk (need Silver Key). Open Trunk. Get Dictionary. Read Dictionary. Get Alphabet. Look
Alphabet. (Write it down and decipher Alien's words and those in the Stone Room.)
9. Fill Cup. Get Cup of Liquid.
10. Pour Cup of Liquid on Lead. Get Gold Ball.
11. Drop Gold Ball. Look. Climb. Talk to Creature many times, until he says to find someone.
12. Move Statue (three times). Look. Get Uniform.
13. Climb tree. Climb. Climb down tree.
14. Dig in Mound. Get Pendant.
15. Look Bush. Climb.
16. (Need Helmet.)
17. Push Pin.
18. Shoot Slave with Laser. Look. Get Uniform.
19. (Must Drop Pendant before entering, need Uniform.) Climb.
20. Kastaman.
21. Move Cabinet.
22. Look Shelves. Read Manual. Break Lock. Read Manual.
23. Drop Insect. Look. Look Crack. Move Block. Climb. Crawl. Crawl.
24. Tie Rope to Spike.
25. Like the Manual says, Unhook Auto Pressure. Lift Decoupling Ring. Push Thrust Bar.
26. Look Instruments. Push Button. Look.

277
G.F .S. SORCERESS

1. Go Ion Trail. Go to Bow of Ship. Remove Meteorite from Gun.


2. At Metallic Hatch, Open Metallic Hatch. Enter and close it. Open and Go Black Hatch.
3. Open and Go Red Hatch. Close Valve. Open Valve.
4. Go Shaft. Get Pistol. Check it. Push Violet Button. Like sign says, Don't drop it when armed.
5. Go outside Ship to Engine. Shoot Large Meteor. Return to Ship. Now you can get in Control Room (Blue
Hatch) and briefly meet good old what's her namel (Selena Sakarov)
6. Push Blue Button on Console. Push White Button. Go hibernate in White Room. With Pistol, go out to Rigel X.
Shoot Archway.
7. Get Silver Box (Robot Controller) and Gold Box (Translator). Command Robot to get White and Silver Books
("Robot Get Silver Book"). March Robot to Starship. Return to Control Room.
8. Push Green Button. Do the Engine Fire and hibernation bit. Step out on Epsilon Eridani V, again with Pistol. Go
to the Depression in the Desert. Look Depression. Shoot Door.
9. The Sand Crab only threatens, doesn't attack; do not shoot him. Get Gold Nugget, but only if the first Crab isn't
shot. Return to Control Room.
10. Push Orange Button. Start Engine and hibernate. Get out on Tau Ceti III with Golden Ankh from Bedroom. Put
on Ankh. Climb Tree. Get sprayed so that Web may be gotten. The Quicksand is navigable, but Lizard would
be missed. He is scared if Ankh isn't being worn. Return to Control Room.
11. Push Red Button. Start Engine and hibernate. Holding Silver and Gold Boxes, load up Robot with two books,
Nugget and Pistol. March him out on Altair IV to the Hallway. Drop both books and Nugget.
12. March him into Small Room. Order Robot to Drop (Armed) Pistol. Drop the Silver Box and go to the Small
Room, getting Nugget along the way.
13. Look Monolith. Give Nugget. Drop Web as soon as next Robot is seen. Back up and get books. Exchange White
and Silver Books for Red and Black Books. Return to Control Room.
14. Push Yellow and White Buttons. If attacked by Pirates, Go Green Hatch and Push Black Button. Hibernate for
the last time. Sit back and watch the conclusion.

278
GHOST TOWN

1. In the Telegraph Office, Move Safe. Splice Wires. (You can take them, but the game could never be won.) The
coded message you may receive says Shake Topper.
2. Take the Shovel and Matches from the Dry Goods Store and Dig Manure. Get White Crystals. Take the
Compass along, too, and look at it both before and when you get to the Horseshoe. Drop Compass. Mount
Paint. Take Spurs. Spur Paint. Get up. Go Stable. Go Hole. Take Keg. Empty Keg by or Paint. Take Keg.
3. Dig in Large Field and get Yellow Powder.

4. At the Impassible Ravine, Burn Sage (with Matches). Go Ravine. Drop Powder, Crystals, and Charcoal. Mix.
Drop Keg. Fill Keg. With Gunpowder.
5. In the Mine, Light Match. Get Silver Bullet. Down. Get Candle. Light Candle. Down. Dig Roof. Get Gold
Nugget. Haul the Keg back to the Telegraph Office.
6. After dumping the first load of Treasures, get the Bell from Saloon. Applaud the Piano Player if he's there.
Check Piano for a clue you no longer need.
7. In Hotel, go behind the Counter and get Cash Box. In your Room, Ring Bell. Move Bed to Get Tape. When Sun
goes down, Light Candle. Sleep only in bed.
8. In Saloon, Tape Mirror. Break Mirror, and get the Go-Board. Go back by night, when the Ghost is playing.
Dance and Applaud. Get Silver Cup. If Ghost keeps getting scared, Unlight Candle and Dance in dark. When
dropping off the Go-Board in the Dry Goods, say Pass Go.
9. Get the Stetson in the Barber Shop which has a Small Key in it. Take Horseshoe to Jail and Open Door (Use
Horseshoe). Get Derringer and Hammer.
10. At Boot Hill, Shoot Snake with Derringer, and Dig with Shovel. Get the Gold Coin and fear not, this Purple
Worm is not related to the one in The Pyramid of Doom. Not only is he easily squashed, but a small bonus
rewards doing so.
11. Bring the Hammer, Nails and Horseshoe to 01' Paint. Shoe Paint. Mount him and say Giddyup.
12. Get the Tom-Tom and Necklace. To get back, Beat Tom-Tom. Say How!
13. Jump the Ravine and go to the Line Shack.
14. Take Plank. Go Hole. Get Furs. Press Telegraph Key. Head for the Telegraph Office (that used to be) in town.
Get Gold Dust. The treasure summary:

Cash Box Silver Spurs Gold Nugget


Go Board $200 Silver Cup
Derringer Gold Coin Tom-Tom
Necklace Silver Bullet Furs
Gold Dust

279
GOLDEN VOYAGE

1. Buy and Get everything in the City with the King's Gold.
2. Raise Anchor. Sail West. Leave Compass on Deck. Take Telescope to Mast top. Look Telescope. (This is also
required on the firsttrip to the other two islands.) Drop Anchor. Wear Sandals. Go Island. Get Box and Shovel.
Sword isn't necessary.
3. Sail to Rocky Strand. When Statue animates, Go Staircase. Push Statue. Walk Down. Search Rubble and Get
Stone. Dig for Key on Grassy Plain.
4. Go Stairway. Get Steel. Walk Up. Look Altar. Leave Chalice for now. Unlock Chest (with Key). Leave Mask
and Small Stone for now. At Altar-Pray.
5. Sail to Sandy Beach. Give Medicine (in Box) to Man. Get Clue. Dig in Jungle and Get Rope. Dig (twice) by
Cave and Get Torch and Stone. Light Torch (with Steel).
6. At Fountain, Put Tablet. In Fountain. Dig outside Cave for second Torch (unnecessary).
7. Sail to Rocky Strand. Drop three Stones in Hidden Chamber. Get the Sun Tablet. Head for Small Island.
8. At Grass Hut, Hold Tablet and Say Sun. Go Crevice. Put Sun Tablet. In Fountain. Look Fountain. Get Globe.
Return to Rocky Strand.
9. At Damp Grotto, Tie Rope. To Stalagmite. Drop Rope. Climb Rope.
10. Wear Mask. At Cyclops, throw Globe. Go Cave. Fill Chalice. Save Game. (Cyclops, in his blind frenzy, is likely
to stomp you.)Return to King. Give Chalice.

280
CRUDS IN SPACE

1. To maneuver in space, Type (Navigation coordinates) on Bridge or at Auxiliary Navigation Console. Then
Type (Teleport coordinates) at Teleport Room.
2. Steal Rope. Move away immediately.
3. Get Coin from the one Grud guarding a cave. Knock. Yes. Give Coin. Follow Deebo to Living Room. Get
Flashlight, Note and Venus coordinates.
4. Head for Venus, ignoring the Alien Ship for now. Tie Rope To Tree. East. Down. Get Gun. Untie and Take
Rope on way out.
5. Shoot Venusian. Will only stun him.
6. Drop Gun before approaching Mr. Green. Give Note. Get Money Maker. Shoot Venusian on way out, too, or
else I
7. Back on Saturn, Tie Rope to Stalagmite. Down. Find the Key.
B. Shoot Bat (need Gun). Up. Unlock Box (need Key). Get (second) Key.
9. Give Money Maker (to Deebo). Get Rock in return.
10. Unlock Gate. Drop the two keys. Go Get Green Orb in Temple.
11. Drop Green. Get Blue and Green Orbs (Get All).
12. Use Orbs like keys in matching colored holes. Be sure to Get (color) as soon as you've dropped it. Go East and
North of your Time Window. Get Orange Orb. Work your way to the East, Get Purple Orb. Go back past the
Time Window, and Get White Orb. Return to the Southeast end and Get Yellow Orb. Drop the Blue and Green
Orbs at the Time Window. Go West and South to get the Brown Orb. Finally, Get Black Orb in the Northeast
comer. When you leave, drop all Orbs except the Black Orb.
13. Break Table. Take Leg.
14. Buy H-Container (need Rock). Get one and change. Buy 02 Mask.
15. Shoot ArIer (need Gun, and should have H-Container).
16. Drop Black Orb. Visit ArIer. Look Screen. Get the word on the Fuel.
17. Move Rock (need Leg). Get Fuel. Revisit ArIer's Den, get Note.
lB. Give Note to Deebo. Get Card. Head for Saturn again.
19. Shoot Tree.
20. Look Tree. Insert Card. Revive Mr. Green (need 02 Mask). Get Titan coordinates. Push Blue Button. Head
onward to Titan.
21. Get the Bomb and the Remote Control Box-that's it for here. Check the message waiting for you in your ship,
get coordinates for Pluto.
22. Drop Bomb. Go Window. Push Red Button.
23. Pull Lever. North. Give Fuel.
24. Go to Earth and collect your million bucks and bunches of thanks.

281
INFIDEL

1. After getting up, collect all objects at the Fire Pit, Work Tent, and Supply Tent. Break Lock on Chest with Axe.
Remove and Drop Lock. Open Chest. Get Map and Beef. At the Nile, Drop Knapsack. Open, Fill and Close
Canteen. When you get hungry, have water close at hand. The Knapsack can carry many objects, obviating an
inventory management problem, but at the cost of having to drop them to get at any of the contents, and,
perhaps, forgetting to pick them up again.
2. Open Crate that the Plane dropped. Get Navigation Box. Push Button to get your latitude and longitude. Use
the Box to find the location marked on the Map that came with your game. Dig with the Shovel until you
uncover the top of the Pyramid. Unfold the Map and Put the Cube in the Hole. Check the Hieroglyphics.
3. Get Torch. Open Jar and Dip Torch in it. Drop Knap and get Matchbook. Take Match and Close Matchbook.
Light Torch with Match. Close and Take Jar. (Torch may require this procedure during game; extinguish it
before dipping.) Tie Rope to Altar. Take and Throw Rope to North. Take Knap. Go either North or Down.
4. Move Statue. Take Head and Gold Cluster. Roll Statue Northeast (for example), Drop the Head (to match your
weight on the floor). Go Southwest to the Room of Isis and Get Emerald Cluster. Get the Head and Roll Statue
into another diagonal comer, moving in the opposite direction until you've gotten all four jeweled Clusters.
Note the Hieroglyphics in each room; they differ but slightly, offering a clue to their decipherment. (Hint: a
"direction" and name appear in each.)
5. Compare the Scroll Hieroglyphics to those in one of the Cube rooms; note what may well be the numbers one
through nine.
6. Examine Slot and Remove Shim. Put Torch in Knothole. Now it's safe to Drop All. Lift Mast. Get All. Go up and
Get Beam (Mast), noting its Hieroglyph.
7. Examine the Dead Adventurer for the (Poison) Ring. Save the game and Wear Ring. Deciphering the Chamber
or the Silver or Gold Room Hieroglyphics here would give away too much! Be content by getting the Gold and
the Silver Chalices.
8. Take and Drop First, Third, then Fifth Brick, just like the Scroll "tells" you to do.
9. Break Plaster with Axe.
10. Place the Mast in the Niches, like the Hieroglyphics there tell you to do. Stand on the Beam. Break Plaster with
Axe. Open Door.
11. You need the Mast again. Put the Mast between the rocks. Open Door.
12. Put the jeweled Clusters in their appropriate comers to match up with the God's rooms in which they were
initially found, Diamond in First, Ruby in Second, Emerald in Third, and Opal in Fourth. Be sure to take your
Knapsack. Lift Slab. Get Book and Spatula. Read Book, noting its Hieroglyph. Open Book with Spatula for a
little more easy reading! Take Beam when you've left.
13. Put the Beam under the Timber. Examine the Door and Break the Seal with the Axe. Open Door.
14. Put the Gold and Silver Chalices on the two empty discs on the left and on the right. Pour Water into the Silver
Chalice, or as an alternate, put the Cigarette Pack in the Silver Chalice. This will balance the scales, and permit
you to Get the Scarab. Note its Hieroglyph.
15. Place the Book in the Large Recess of the Queen's Sarcophagus, and the Scarab in the Small Recess. (This is a
direct translation of the Hieroglyphics in the Book.) Tum the Gods in the order implied by the number of "@"
in each of their names, that is, N eith, Selkis, Isis, and N ephthys. When you now move the lid, you have won 400
points but lost something else. Yes, this is the end, there is no other way of getting a perfect score, and no way of
avoiding this ending. You can, however, by using the beam to cross the Pit, get out of the pyramid with 395
points.

282
KABUL SPY

1. Buy Ticket (for Bus at 8 Rubles). Get Matches.


2. Give Ticket (to Bus driver).
3. Drop all Objects except Money. West. Get Mugged. (They leave Money Belt, but take everything else.)
4. Look Dirt. Bribe Guard. Give Guard 215 Rubles. Prison's name is T ARSIDAN.
5. Buy Ticket to Quetta (40 Rubles). NE Border is also 40 Rubles, but you can't win that way.
B. Move Bed. Get and Read Newspaper. KOJ A means Where. KOMAK means Help. SALAM ALEIKOM means
Hello.
7. Kid wants 100 Rubles, will take 10. Note you must have a minimum of 27 Rubles forlater. Go West. South. West.
Boy's Note says East, North, East, which is the way he got here from there.
8. Say Go To Hell.
9. Say KOJA HISRIN (where's Hisrin?).
10. Shoot Priest (or he'll have you Mugged at the River). Return to Bar.
11. Say KOJA (to Hisrin). SHOMAL means North.
12. Light Cigarette. North. Save Game. (Cigarette may go out before you can use it.)
13. Light Lamp with Lit Cigarette. Get Keys.
14. Welcome to the Original Adventure! Get Necklace. Say XYZZY and teleport to Inside Building. You'll need
Knife, Keys, Money, Rod, and Lamp.
15. Buy Staff. Offer 20. Buy Photo. Drop Belt. Staff needed to traverse Trails North of City. If you're broke here,
Sally will get you home to start over.
lB. Iranian Commo Camp may be visited with Picture. Good for 20 points, but no other bearing on game. Leave
and Drop Picture.
17. Get Silver Bar. Rebel can be shot, or you have two or so moves to get in and get out.
18. Get Gold. The Word is SUIRIS. Two or so moves and Chomp!
19. Ask (Dying) Man. Unlock Tank. This area is a good place to temporarily leave objects and treasures. Add Oil and
Wirecutters to pile.
20. Get Rifle and Diamonds. Check out the Map. (Look Map.)
21. Erase Bridge.
22. Say KOJA TARSIDAN (to Bartender). MAHGREB means West. Going West now shows a path to North that
wasn't there before.
23. Drop Rod. Get Shovel.
24. From Edge of Minefield and using Dagger as the Probe, North (into Minefield). N .E.E.N.N .E.N .E.E.N.E. Get
Bullet for Rifle. No need to load Rifle.
25. To Outer Fence from Jeep, West (into Minefield). N.W.W.N.N.W.W.W.N.N. Cut Fence (with Wirecutters).
26. Shoot Guard. Dig (with Shovel). North to MesshaII. Get Bars. Professor will follow you, but won't talk. You
cannot open the Trapdoor from the MesshaII side. There are two ways to get the Professor. Either one can
result in achieving your primary mission; you must go both ways if you are playing for points.

283
KABUL SPY (continued)

27. The second way of getting him starts at the Iron Door. Say SUIRIS. Get Emerald.
28. Put Oil on Rust. Open Door.
29. If you went here before doing the mine field bit, sure hope you have the shovel!
30. Smoke Grass. Get Device to East.
31. Reset Gate.
32. Put Device on Canopy. Go MIG.
33. Close Canopy. Fly MIG. Get your score and number of moves. There are 700 points available, but in the game
as played above, there are still 50 points lurking about, as you will get 650.

LABYRINTH OF CRETE
Part I
1. Separate and go around.
2. Chop Bridge with Ax, Get Boards.
3. At Bridge, Drop Worms, Get Turtle.
4. Give Hermes the Turtle, Get Lyre.
5. Give Apollo the Lyre, Get Fire.
6. Bum the Plank.
7. Bum the Hydra.
8. At Obelisk, Climb Hercules, get Rose.
9. At Sphinx, Say Man.
10. Give Eros the Rose, Get Bow and Arrow. (Give the Coin to Phineas for a clue.)
11. Shoot Harpies, Get Talisman from Phineas.
12. Drop Talisman by Dove, Get Dove.
13. Dove will calm the clashing rocks.
14. Separate. Jason to Castle; Hercules to Atlas, hold Earth. Get Golden Apple.
15. Tell Hera "Atlas" to free Hercules.
16. Hercules holds Cerberus. Jason gets by, and Hercules can then follow.
17. Give Charon the apple, get word "DNECSED."

284
Part II

18. Get Wooden Bowl from the children.


19. Look at the Fire, Speak to Theseus.
20. Fill Bowl at River Lethe.
21. Look at the Myrtle, Get Seeds.
22. At Elysian Fields, Drop Seeds, Get Fruit.
23. At Poverty, Give Water, Get Fruit back.
24. At Hunger, Give Fruit, Tantalus freed.
25. Get clue from Tantalus.
26. Have Jason speak to Rhadamanthus.
27. Get "stoned" Jason; Get Whip from Tisiphone.
28. At Condemned Titans, Use Whip, Get Fire.
29. At Hydra, Drop Fire.
30. Get candle in Hallway, and speak to Fates.
31. At Sunken Rock, Drop Statue (Jason).
32. Whip Griffin, Get Hope J ewe!.
33. Separate, one at Lord Hades, other at Ixion.
34. At Ixion, Drop Jewel, Get Pandora's Box.

35. At Disease, Drop Box, explore balance.


36. At City, Drop feathers and candle, Get Wings.
37. From Canyon, Fly up to Part III.

285
Part III
38. At Oceanus, Drop Idol, Get Trident.
39. At Sparkling Cave, Drop Trident, Get Ore.
40. At Forge, (Part II), Drop ore, Get shield.
41. With Wine Cup, at Crude Shaft, separate; Jason enters Chamber, Get Ambrosia.
42. Give Ambrosia to Bacchus for clue. (Nectar from Part II also works.)

43. Say Theseus to Ariadne, Get Ring.


44. At Castle, Jason touches Midas, Get Gold.
45. At River, Drop Gold, restore Jason, get clue.
46. At Cavern, "Free Dagger," Get Dagger.
47. Kill Medusa, watch Pegasus flyaway.
48. Give Athena Medusa's head, Get Girdle.
49. At Chamber, Drop Girdle to find Pegasus.
50. At Vault, one gets killed, Get Vial.
51. At Golden Fleece, Open (Free) Serpent's Teeth.
52. At Forest, Get (Free) Serpent's Teeth.
53. At Vault with Fleece, Say "YRECROS," Get buddy.
54. (Part II) At Shore, Drop Teeth.
55. (Part II) At Shore, with flat stone, Kill Skeletons, Get word "YRECROS."
56. (Part I) At Cave, Drop Ring, Get Sword.
57. Kill Minotaur at Labyrinth End.
58. Give Fleece to Zeus-ascend to Olympus.

286
MAD VENTURE

1. Read Book. Light Lamp. Deposit Key, Crowbar, Bottle, Book and Lamp (in Chute).
2. Eat Sandwich. Go Hole. You'll get squashed if you're carrying anything.
3. Read Book. Eat Key. There are two more important clues in the book which will appear in due course. Keep
checking.
4. My vote for the best one-command puzzle in all Adventuredom. So simple, so obvious, so difficult, so Take
Fork!
5. Drop Bottle. Get Ball. Throw Ball. Get Kewpie Doll.
6. Use Fork. Get Diamond. Back.
7. Take Shell. Get Fork. Drop Shell. Drop Fork at Checkpoint.
8. Give Doll (to Beggar). Beggar only appears once. The key words in his clue are "On and Off."
9. Use Crowbar. Drop Crowbar. Get Earring, Pewter, Pead and Crystal.
10. Clean Rocks. Say KATIE. Drop first load of treasures. KATIE will return you underground.
11. Climb Ivy for five points. The Stick isn't needed.
12. Can enter only with Ruby and Book. Leave Book for fifteen points.
13. Lamp Off. (Recall the Beggar's words.)
14. Get Coin and don't forget (or Eat) Candy, as it's worth fifteen points. Entering Lobby is good for ten points.
15. Say PL UM (Hint was in Book). Say KATIE. Get Revolver. The effect of magic words changes a bit if you're
carrying the Ruby. This approach also gets the Book to the Library in a move-efficient manner.

16. Pet Cat. Teleport to Catwalk.


17. Get Spoon. Go Mirror. Find Emerald in Maze. Exit from Pit in Maze. It's the only way to get Ruby out.
18. Get Fork. Get another Kewpie Doll. Get Jewel.
19. Drop all treasures off in the Lobby. With careful planning, and using KATIE and PLUM from the beginning,
the game can be completed in 181 moves, assuming no saves, inventories or errors. Don't mess with Sandwich
or bother to Read Book.

'2B7
MASK OF THE SUN

1. After Leaving Plane and Getting in Jeep, drive to Hut. Get food from Jeep. Get out, and Enter Hut. Give Food
to Old Woman. Get Flute. Leave.
2. At Clearing, learn word XOTZIL. Get out of Jeep. Drop All But Pills. Put Head on Statue. Never drop
until you have Mask.
3. At Northwest Pyramid, Take Rope and Lantern from Jeep. Light Lamp. Enter Pyramid. Shoot Snake. (As soon
as Snake appears, push a key. Snake will strike when the "clock" that he just started runs out.)
4. Search Platform. Open (Hidden) Door. Get Jade Bowl. Drop to basement. You can get to Basement from Pit,
but would never get the first Bowl-a bummer.
5. Ask Apparition. Get clue. Get Gold Bowl.
6. Hit Skeleton With Amulet. Get Silver Bowl.
7. Put Urn on Right Pedestal. Door opens. Go back to Jeep. Note: Rest of this Pyramid and all of the five room
jobber to Southwest has no bearing on solving the game.
8. The Southwest Temple (Side 2) and all contents are not in-line to the game. It's all for the clue that these are
two Masks. Search Door. Get Gold Key. Unlock Door (where the Block is) With Gold Key. (You may also Move
Block. Get (useless) Black Key. Cut Web.) Path to Pool through Maze is Forward. Left.
Forward. Right. Look Pool.
9. At Northwest Temple (Side 2), Go Hole. Get clue from corpse. Save game at this point.
10. In Gas Room, depart immediately to Southwest. Sayonara Raoul. Good luck in jumping over the Lava Pit.
11. At Two Stone Idols, Say XOTZIL. Note: To left is Dark Pit, can get out by pounding around for a while. To
right is Maze, needed like a hole in the head.
12. In Mask Room, Look at Carving. Put Amulet on Altar. Take Mask. Search Altar. Find real Mask (first one now
disappears). The disease is now cured; you can drop Pills. Wear Mask to find exit.
13. The answers to two of the three riddles are Fire and Man. You only need one, so forget the other. If you blow the
answer, you get dumped into the Black Pit. Beat on keyboard a while to get second/third shot.
14. From Maze 1 entry, Right, Left, Left, Left. Forward to Mirage or Right to Falling Room. Enter Maze 2 from
Falling Room.
15. Maze 2 is a key-pounding, fifty-two location, slow section. Don't bother mapping. Regardless of direction
chosen, you get to the identical location. Sometime after the seventy-fifth move, Roboff will appear; save
game immediately.
16. Give Mask to Roboff. Play Flute. Watch the fireworks.

288
MISSION: ASTEROID

1. Open Door. Go Door.


2. Look Watch. Push Switch. Starstruck. (Note: Each move takes five minutes.)
3. Salute General. (Brass can get up-tight about the darndest things!)
4. Get and Insert Diskette. Into Computer. Write down the Flight Plan.
5. Open Door. No sweat to pass Preflight Physical if you Exercise and Take Shower. (Sounds like my doctor.)
6. Push Blue Button. Blue opens North hatch, closes South hatch and raises the ladder. Orange is the reverse.
7. Look Console. Read (and write down) Console Sign regarding Rocket Operation. Combine with Flight Plan to
come up with: Push Throttle. Push (Blue, Black, Orange, White, White, White, Blue, White, Orange, Orange)
Button. Pull Throttle.
8. Get Spacesuit. Wear Spacesuit. Don't Turn Dial until you are in Vacuum Lock; air is limited. (Note: The Violet
Button closes door behind the Console. It need never be pushed as it slows you down when time is critical.)
9. Read Watch. If it's later than 5:05 PM, it won't reach, so start over. Set Timer. 120 Minutes. Drop Explosive. In
Pit.
10. Return to Earth by: Push Throttle. Push (Blue, Blue, Black, Orange, Black, Black, Black, Blue, White, White)
Button. Pull Throttle. Things are cool if you're on Earth when the explosives go off at 7:15 PM.

289
MISSION IMPOSSIBLE

1. Sit Down in Chair. Push Red (arms bomb). Push White (disarms bomb). Get Up. Get Visitor's Badge. (Door
sequence is White, Yellow, Blue.)
2. When Thud sounds, find and Frisk Saboteur. Take body and badge to White Room.
3. At White Room Door, Show Visitor's Badge.
4. Break Glass with Recorder. With Saboteur's Badge and body, show Badge. Get Yellow Key on Ledge. Return
to Chair.
5. Unlock Yellow. Push Yellow. Push Red. Push White. Get Maintenance Badge.
6. At Yellow Room Door, Show Badge. Shake Mop for Blue Key.
7. In Chair with Blue Key. Unlock. Push Blue. Push Red. Push White. Get Security Badge.
8. At Blue Room Door, Show Badge. Take Water. Get Suit. Kick Plain Door. Leave Water in Break Room.
9. To see movie, Install Control Room Film in Projection Booth and go to White Visitor's Room. Push Green.
10. In Control Room, Wear Suit.
11. With Cutter, Cut Red Wire. Take Bomb to Break Room as soon as possible.
12. Drop Bomb. Take Water. Pour Water.

290
MUMMY'S CURSE

1. No puzzles, but a few traps. Don't leave without Flashlight, Gold Coins, Matches and Ewer (with Liquid). Be
sure to Drink Water whenever you pass the Oasis.
2. (Need Flashlight.) Write down Amulet meanings: HORUS=Strength; APEP=Snake; SMA=Lung.
3. Buy Knife and Shovel.
4. Dig (with Shovel).
5. Burn Incense (from behind Stone Altar, where you got the SMA).
6. Say Hello.
7. Pour Liquid.
8. Pick Door (need Knife).
9. Use HORUS. (North.)
10. Use APEP. (North.)
ll. Carve Key (need Knife and Stick). North.
12. Make Rope (need Hemp). Cut Trees (need Axe). Get Logs. Make Raft.
13. Use Raft.
14. Use SMA.
15. Wave Sceptre (rise in air). You automatically get Mask.
16. Keep Working. Try a few directions until Mummy kills you. Say "Y" to the question about replaying. You are
returned to the Oasis, but with the Mask. Thus, though you were killed off, you winl

291
MYSTERY FUN HOUSE

1. To get in, Get Branch in Parking Lot. Chew Gum. Stick Gum. On Branch. Look Grate. Stick Coin. Go buy a
ticket.
2. Get Spectacles from Shooting Gallery. With them, you can find a hidden door at the Mirror Room. Get Valve
Handle.
3. With the Valve Handle and the Trampoline from the Small Room, Go Ladder. Tum Valve. Jump Up.
4. After getting the Comb and Match, exit by a Roll.
5. Go Slide. Get Key. Give Comb. Don't mess with the Drain Valve. Go Stairs.
6. In Large Room, Merry-Go-Round must have been turned off by the Valve. Push Blue to stop Merry-Go-Round.
Go Merry-Go-Round. Ride Horse. Climb Pole. Look Up. Climb Rope. Don't mess with the Red Button. Get
Wrench. Open Door with Key. Get Flashlight.
7. At the Rusty Grate in the Parking Lot, Remove Bolt with Wrench. Move Grate. Have the Flashlight and the
Match handy.
8. At Sewer System, look in Heel, if you haven't already done so. Chew Gum. Stick Gum. On Fuse. Stick Gum. On
Grate. Light Match. Light Fuse. Didn't work, did itl Well, Close the Door, dummyl
9. On the return leg of Step 5, the Out-of-Order Sign from the Vending Machine should have been hung in the
Shooting Gallery.

MYSTERY HOUSE

1. Go Steps. Open and Go Door.

2. With the Hammer from the Attic and the Candle from the Dining Room, Open and Look Cabinet. Get
Matches. Open and Look Refrigerator. Get Pitcher. Look Sink. Get Butterknife. Water On. Get Water. Move
Cabinet. Break Wall (with Sledgehammer).
3. With Lit Candle, try leaving. Pour Water. Look Hole. Get Key.
4. After Getting Towel, try to Get Picture. With Lit Candle, try to Get Picture. Unscrew Bolts. With Butterknife.
Get Picture. Press Button. Go Wall.
5. Wipe Algae. Get Brick. Get Jewels. Get Key.
6. Look Telescope. (Permits you to see Hidden Trapdoor).
7. Unlock and Look Trunk. Get Pistol. Go Door. Open Trapdoor. Go Trapdoor.

8. Kill Daisy. With Pistol. Exit via front door (with the Skeleton Key) and become a Guru Wizard.

292
OLDORF'S REVENGE (WIZARD I)

1. Select a Thief as your original character. Unlock Door. Down. Get the ten gold pieces U and D from the
Junction.
2. Change to an Elf. Down. As a Cleric, Translate. Gold. Get five Gold Coins.
3. As Wizard, Cast. Get Sword.
4. Still as a Wizard, Cast to open Spun Glass barrier.
5. Still as a Wizard, Cast away the Snake.
6. As Magician, ZPWW. Get five Gold Coins.
7. As Strongman, Move. Get five Gold Coins.
8. As Elf, Down for five Gold Coins.
9. As Gladiator, Attack (twice). Down for five Gold Pieces. You may now cross Bridge, but must have fifty Gold
Coins to do so. Your count on remaining characters should be all fours, except for three Elves.
10. As Cleric, Read. Get word Shazam.
11. As Magician, Shazam. Get Skeleton Key.
12. As Thief, Unlock Coffin (need Key). Get Ring.
13. As Cleric, Read Books (need Ring). Malanthius. Get a Door and a Book.
14. As Strongman, (U)p. Get five Gold Coins. Go Down twice for next phase. Your character count should not be
worse than 2,3,4,3,3,3,4.
15. As Wizard, Cast to lower Drawbridge.
16. 1666 (i.e., MDCLXVI in Roman numerals). Get Sceptre.
17. As Wizard, Cast to get rid of Sentry. You can go North and South three times to get all three Mushrooms, but
you'd eventually regret it. Take only one, like the Possession Limit says.
18. As Strongman, Move Table. Move Chair. Get Cross. Bar of Gold is next door.
19. As Cleric, Listen. As Strongman, Move (repeat until it's gone). Down to Get Diamond. Go on to next phase.
Your suggested character count should be no worse than 1,3,4,1,3,3,3.
20. Either as Gladiator, Kill, or as Wizard, Cast.
21. As Wizard, Cast. Then as Magician, Magic.
22. As Magician, Magic. Down and Get Tiny Key.
23. As Wizard, Cast. Get Lynxor's Treasure. Don't forget the fifteen Gold Coins.
24. As Cleric, ZELOT (Tolez, spelled backwards). Get ten Gold Coins.
25. As Thief, Unlock Door (need Small Key).
26. As Strongman, Move (repeat until all are moved). Get Necklace. Move (again), so you can get out later. As Elf,
Down for ten Gold Coins.
27. As Wizard, Cast twice, and once more to the West. Get Ickyup's Ruby Treasure.

293
28. Still as Wizard, Cast to get the last of the Gold. At Special Junction 3, (X)it the game and be advised that you are
a "Grand Exalted Whiz Bang All Time Poobah Wizard and a Nice Person!" You should also have 300 points
from the following items.

55 Gold Coins Large Diamond


Valuable Book Gold Bar
Powerful Sword Onyx's Sceptre
Skeleton Key Tiny Key
Oldorf's Ring Ickyup's Ruby Fortune
Magic Mushroom Zit's Necklace
Valuable Cross Lynxor's Treasure

OO-TOPOS

Note: I found it difficult to detail a solution to this game. I noted discrete puzzle solutions, but the main task is to
collect the forty-five or so objects and haul them to the Hull of the spaceship, some 142 rooms later. Property
management is a major task. You should use several intermediate dumping points to minimize a lot of running
around.
1. Get Laser. Shoot Alien.
2. Catch Snarl (with Cage).
3. Pour Flask. Fill Flask (in Acid Room). Pour Flask.
4. Release Snarl. Get Gyro.
5. CROND teleports between here and East End of Wide Tunnel, a good place to collect objects.
6. Get Goggles. Wear Goggles. Look. Get Axe. Chop Partition.
7. Get Dart. Throw Dart. Need Translator to read the Plaque.
8. Get Cylinder (need to Wear Gloves).
9. Get Phase Shifter (need to Wear Gloves and have Field Nullifier).
10. Wear Goggles. Look. Get Jewel.
11. Fill Flask at Pool of Water. Pour Water. Collect any stolen treasures from Stockpile Room. Note: The effect of
the Water wears off after a number of moves, so refill the flask and keep it nearby.
12. T AKA<->LEV A teleports between here and the Crimson Beach, two locations North of the Hull. Get Wrench
(Wear Goggles).
13. Get Pouch. Kill Crabbette (with Pouch). May have to pick up Pouch again, and keep trying at next Beach
location as your luck (and Crabs, too) is randomized.
14. TUGO-TUSTA teleports between here and Solarium.
15. Get Needler. Shoot Gras. Get Chest (Wear Suit and Gloves).
16. Open Box (Wear Goggles). Get Compass.
17. Search Trash for 6502 Chip.
18. Feed Huja (need Tiny Seeds, he won't eat the Freeze Dried stuff). Get Navigation Chip.

294
19. With all spaceship parts by the Hull, Wear Goggles. Get Wrench and Manual. Build Ship. Haul all objects into
the Storage Hold. (Enter Ship.)
20. At Bridge, Up. N.N.W.N. Unload the Hold. Type Score. Don't know the maximum score; my best was 130.

Spaceship Parts Useful Objects Treasures


Tachron Power Cylinder Goggles Small Ring
Gyroscope Vibroaxe Library Crystal
Oxygen Recirculator Gloves Plasma Sphere
Seamless Box (Compass) Pressure Suit Vega Silver
Navigation Chip Flask (Acid/Water) Psi Cube
Repair Manual Cage (for Snarl) Elixir Energy
Converter Field Nullifier Double Helix Healer
Water System Light Rod Atom Transmuter
Translator (sort of) Emerald Flower
Plaque (Ticket) Terran Relics
Harmonica
Weapons Other Stuff Ruby Seashell
4-D Mirror
Laser Food Packet Betamax Cassette
Dart 6502 Chip Moon Jewel
Needler Rainbow Cloth
Seeds (sort of) Jade Seahorse

295
PALACE IN THUNDERLAND

1. Open Clock. Drop Mouse (from Kitchen). Now the flashlight will provide fifteen turns, rather than six, before
it runs down. Six won't do the job.
2. Get Package. Open Package later (with Shears). Get Ermine Robe.
3. Get Drumsticks. Wave Sword in each room, sometimes fun, sometimes clues. Try it here. Get Gold Record. Get
Hairloom en route to Landing.
4. Tum Bed. Get Tag. Get Key. Drop Tag. Leave Package and Gold Record in Storeroom.
5. Unlock Door (with Key). Get Shears. Get Flashlight and Jugs on way back.•
6. Open Vial. Rub Medicine. Look Mirror. Cut Hair (with Shears). Weave Hair. Get Hair Net. Leave Hairloomin
Storeroom. Open Package now (with Shears). (The clue to the hair sequence comes from Waving Sword in
Parlor.)
7. Penny appears only after the lights go out. (Flashlight On.) Be near here at twentieth move after Thunderstorm
starts.
8. You can Kill Jabberwocky (With Sword), but then you've got a no-win game on your hands. Try "Catch
Jabberwocky" (with Hairnet). Get and Wear Boots.
9. Wearing Boots and with Flashlight and Penny, Open Box. Insert Penny. Let there be light!
10. Give Jug (to Carpenter). Get Prybar. Carpenter will follow you.
11. Walrus and Carpenter, get it? Open Oyster (with Prybar). Get Pearl.
12. Drop Jabberwocky. Get Sceptre.
13. Move Rack. Get Chateau Lafeet. (Carpenter will swill that too if you are dumb enough to let him.) Say
Inspector. Get Diamond. (Clue is in Pink Guest Room.)
14. Say Seebone. (Like Sword says.) Get Spikey Ball (Hedgehog).
15. Put Globe, Duster, Drumsticks and Prybar in Mingo Mender. Get Flamingo.
16. Say Revolt. Get Crown. Have fun with Drop Ball. Hit Ball (with Flamingo).
17. Drop balance of treasures in Storeroom. Wear Robe and Crown. Take Sceptre. Go to Top of Turret. Wave.
Drop everything in Storeroom. Go down to Courtyard for finale.

296
PIRATE ADVENTURE

1. Take Book (Opens Book Case). Read Book. Open Book (twice). Go Passage. Get Bag and Torch.

2. On Ledge, Wear Sneakers and with Book, Say Yoho.


3. Give Pirate Rum. Get Chest on way back; leave it on beach. Parrot will stay if you have Crackers. (Dropping
Sneakers and Book on Beach will minimize the inventory management problem.)
4. Matches for Lamp are in Bag. Get Hammer and Wings. Leave balance for now. Return to London Flat.
5. Pull Nails with Hammer. Get Nails and Keys. Get empty Bottle and Wake Pirate in the Musty Attic. Return to
Sandy Beach.
6. Open Chest and look twice. Get Plans and Map. Wearing Water Wings and with empty Bottle, go in Ocean and
fill Bottle. Catch Fish.
7. Take the Torch and Matches. Give Fish to Crocodiles. Get Lumber, Shovel and Sails.
8. With Shovel, Get Anchor.
9. On Beach, Build Ship. Plans say what you need.

10. Board Ship. Raise Anchor. Set Sail.

11. On Beach, Dig. Get Rum. Give to Pirate.

12. In Monastery, Release Bird. Get Dubleons.


13. In Barren Field with Hammer and Shovel, Walk 30. Dig. Open Box. Get Stamps.
14. Wake Pirate. Return to London Flat. Drop both Treasures, say Score.

297
PLANETFALL

1. Nothing really can be done until the explosion occurs. Enter Pod. Get in the Web. Wait until Pod lands. Get out
of Web. Get Kit. Open Bulkhead. Leave Pod. Swim Up.
2. Look at Crevice. Hold Metal Bar Near Key. It's magnetic, so don't carry it when you have any of the Access
Cards.

3. Search Robot. Get Upper Elevator Card. Turn on Robot. You could tum him off later to get it, or Floyd will
eventually volunteer that he has one.

4. Open Lock With Key. Remove and Drop Lock. Open Door. Get Ladder. Leave the Can and Key.
5. Drop and Extend the Ladder. Put Ladder Across the Rift.
6. Look at the Desks in both Offices. Open Drawers and Get the three Cards.
7. Slide Kitchen Card Through Slot.
8. Examine Machine. Open Canteen and Put it Under the Spout. Press Button. Close Canteen or Drink the Liquid
if/when you are hungry. Carry a full canteen with you.
9. All you need from here is the Bedistor.
10. This area is a red herring with no bearing on the game. Ditto for the Dorms and Sanitary Facilities, although it's
a good place to sleep.
11. Press Red and Blue Buttons. Wait for the elevators to arrive. In the Red (Upper) Elevator, Slide Upper Elevator
Card Through Slot. Press Up.
12. Push Button for a message. The clue as to type of coolant required for repairs is the color of the flashing light.
Go down to the Machine Shop. Put Glass Under Spout. Press (color of the light) Button. Take Beaker to
Communications Room and Pour Liquid in Hole. Repeat process for all the subsequent colored flashing lights.
13. In the Blue (Lower) Elevator, Slide Lower Elevator Card Through Slot. Press Down.
14. In Control Room, Push Lever. Pull Lever at 45 MPH. Pull Lever when you see Deceleration Sign. Coax Shuttle
into Station, if necessary, by Pushing and Pulling the Lever.
15. Floyd, North. Floyd, Get the Shiny Fromitz Board. Nothing can be done with the broken robots lying around
here and in the Infirmary.
16. Open Lid. Remove Second Board. Insert Shiny Board in Panel.
17. Open Cube. Pull Fused Bedistor with Pliers. Put Good Bedistor in Cube. Drop Pliers.
18. Although not necessary for winning, it's fun to Put (Green or Red) Spool in Machine. Tum on Machine. Also,
spend some time on interesting reading and background with the computer. Tum on Computer. Type
(number).
19. You can change uniforms if you wish. Open Pocket in Lab Uniform. Get Combination and Teleportation
Cards. Remove and Drop Old Battery and Install New Battery in Laser.
20. Slide Teleportation Card Through Slot. Push (color) to teleport to other Booths. Combination Lock on
Conference Room Door can only be opened from the outside.
21. Read Output. Make sure Floyd sees that the Computer is down, or he won't volunteer to do something later.
22. Open Bio-Lock. Look in Window. Watch Floyd's reaction. Open Door. Close Door. Open Door when Floyd
knocks. Close Door. Get Microminiaturization Card.
23. Slide Micromin Card Through Slot. Type 384.

298
24. With Dial set at 1, Shoot Speck with Laser. Again, until Speck is destroyed. (Try it with a different setting from a
saved-game position.)
25. With Dial set at anything except 1, Shoot Microbe with Laser. Again, until Laser is warm and text notes that
Microbe has taken interest in the heat. Throw Laser Off Strip.
26. Open Desk. Getand Wear Gas Mask. Save Game. Push Red Button. Wait a turn for the gas to take effect. Open
Door. West. Open Door. West. (Don't stop to close it!) Open Door. Move directly and immediately to where
the Mural was seen. Enter the Elevator. Push Button. (Interesting variations on the game outcome and final
printout occur if some of the Comm, Defense, or Course Control units are not repaired and you get through to
the final elevator.)

PYRAMID OF DOOM
1. To get into Pyramid, go into Pool back where you started. Get Water (in Canteen). Get Large Key. With Shovel
Dig in Desert North of Pyramid. Get Small Key. Dig by Pyramid also. Unlock Tiny Door with Small Key. Move
and Drop Stone. Light Flashlight. Unlock Big Door with Large Key. Did you try opening the main door before
unlocking the Tiny Door?
2. Search the Ashes. Get Gold Necklace. Wash Coal (need water in Canteen). Get the Ruby, only it's not a
treasure! With the Flute from the Hallway, Take Basket. Play'Flute. (Pistol won't do it.) Go Passage.
3. Starving Rats will attack randomly. They can be satisfied by the Camel Jerky from the Hieroglyphics Room.
Of course, if you did that there won't be any left when you reaUy need it. Don't waste the bullets here
either-drop them.
4. Feed Oyster (the Beef Jerky). Get Black Pearl and gain access to the Archway, avoiding the Rats. Dump your
treasures. Shovel and Flute are no longer needed-drop them.
5. Open and Go Sarcophagus. Pour Water (from Canteen) on Tanna Leaves. Take Tapestry. Get Skull and Box
from Alcove. Search Box twice, taking the Iron Glove, but leaving the Box and Bones.
6. In Mummy Room, Search Skull, get Gold Teeth. Drop Skull in the Tall Room. Get Saw.
7. Wear Glove. Hit Wall. Feel Floor in the Mirror Room for Gold Coin. East. Light Flashlight. Get Scarab. West.
West. Light Flashlight. Probably a good time to haul treasures up in the Hieroglyphics Room.
8. Saw Table with Saw. Get Diamond Necklace. Shoot the Nomad when he appears randomly.
9. Throw Rope (from Long Narrow Passage). Search Explorer. Get Gold Pin. Search Rubbish for Carving, but
only once. As far as the Purple Worm is concerned, he's invincible-you aren't!
10. You can pull the Pharoah's chain, but to fix him, go back to the Narrow Ledge (over a Pool of Acid). Throw
Ruby (his Heart). Now pull the Chain. Don't forget the Platinum Crown in the Chest.
n. In the Treasure Room, you need the Iron Glove and Small Key. Wear one and use the other to unlock the
Treasure Coffer for the Bracelet. Saw Window to get Platinum Bar. Haul all loot to the Hieroglyphics Room
and say Score.
12. A summary of things not to do include: breaking mirrors; jumping in (Acid) pool; searching basket twice;
pulling chain a third time; searching trash a second time; ignoring the Mummy, Rats, Pharoah, Worm, and
Nomad; opening Pyramid Door before opening Small Door; opening Coffer without wearing Iron Glove. The
treasure summary:
Tapestry Gold Necklace Diamond Necklace
Black Pearl Gold Teeth Gold Pin
Jade Carving Sapphire Gold Scarab
Platinum Crown Emerald Bracelet Platinum Bar
Gold Coin

299
QUEEN OF PHOBOS

Note: Inventory management can be a problem in this game as you can only carry five objects at a time.
Objects randomly located at the start of each game include the Token, Wrench, Beer, Pot, Cable, Gas Mask,
Gas Grenade, and Electric Crossbow. Be sure to dig in all five planet surface locations. Each of these objects is
used once. If you cannot locate the above objects before venturing into the stateroom maze, you'll have a
tougher time solving that specific game, so you may wish to consider rebooting.
I. Push Button. Get Message.
2. Get rid of the nuclear device. Don't Push Button. Take it and the cable to the Unidentified Room, Attach Cable,
go outside on Hull, and Throw Device.
3. Turn Spigot (need Wrench). Fill Pot.
4. Get rid of the five looters; if you delay too long, they will get you. The objects to use for them are:

Dr. Hunter Electric Crossbow


Yuggeth Wear Gasmask; Throw Grenade
Joe Surgical Chainsaw
Geuse Zazu Beer
5. At the Claw Machine, Insert token, Hit machine, repeat until you Get Key.
6. Push Button. Teleport to Planet. Dig (need Shovel) in all five locations. If you get zapped back to the ship, Push
Button again. Just don't push your luck with a third push.
7. Unlock Locker (need Key). Get Salt.
8. Take the following objects along to get the Mask:
Salt
Pot filled with Electrolyte
Any other object
To get to the center of the ship from the Captain's Quarters, North, North. Then W.S.E.S.E.S.E.
E.E.S.W.S.W.W.N.W.W.W.N.E.N.W.W.S.S.
9. At the Laser Room, throw any object into it.
10. Throw Salt at the Zombie.
II. Throw the Pot with the Electrolyte to get Mask. Wear the Mask or your head will explode.
12. Push Button. If you have the Mask, you are promoted to Field Major. If you don't have the Mask, well-it's a
quick way to go.

300
THE QUEST

1. Buy the lot. You can afford it and there is no inventory problem.
2. Tie Rope. Get Gold. Up.
3. Look Waterfall (opens a passage). Light Lantern.
4. Tie Rope. Down. Get Young Dragon.
5. If the Highwaymen get you, start over. Lisa will teleport you safely away if she is with you, however.
6. Be sure to Buy Salt. Dropping it when the Young Dragon is around will cause him to fly off for parts unknown.
Holding it in the presence of the big Dragon will keep you from being incinerated.
7. Knock. Lisa will join you, but takes the Ring. She's handy with Highwaymen and for translating Dragonese.
8. You're right, this Water is poisoned.
9. No, the Village cannot be saved.
10. Give Gold to the Old Man for a clue to a red herring.
11. South. South. Get Key. No matter where you go now, you've had it-this puzzle is the red herring and you're
shark bait!
12. Young Dragons die when exposed to water. Put Young Dragon in Oilskin. (Wrap, Cover, Use, Protect or other
synonyms won't work.) Move East, and immediately Take Young Dragon out of Oilskin, or he will suffocate,
and big Dragons don't take kindly to having dead Cubs delivered to them.
13. Attack. Move out of the area, return and Attack again. Repeat a third time. Get Sword, but its value in the game
is questionable.
14. The answer to the riddle is "Sphinx."
15. On entry to Dragon's Lair, Lisa will translate the Dragonese. Talk to Dragon. You must be carrying the Salt to
stay alive for this sequence. Go find the Young Dragon Cub, and deliver him alive to the big Dragon.

301
THE SANDS OF EGYPT

1. Get Shovel. North. Kill Snake. With Shovel.


2. Take Canteen. North. If you're going for the fewest moves, Fill Canteen. Take Canteen. Otherwise, take a
second trip back after you've gotten some water.
3. Dig. Get Torch.
4. Dig. Get Magnifier.
5. Drop All. Go Tree. Climb Tree. Get Dates. Down. East. East. Take Canteen. Feed Camel (need Dates). Mount
Camel. Ride Camel. Dismount.
6. Climb Pyramid. Get Axe. Look Carving. Oil Scepter (need Snake Oil). Pull Scepter. Take Canteen. Empty
Canteen. Do the Camel bit.
7. Fill Canteen. Take Canteen. Drink. Drop All. Take Axe. Climb Tree again. Cut and Take Fronds. Braid
Fronds. (Get Rope.)
8. Enter Pool. Hook Scepter. On Handle. Pull Scepter. Unhook and Take Scepter. (To get out of Pool, Climb
Steps.)
9. Light Torch. With Magnifier. Drink. Drop Canteen. Enter Drain.
10. Float Boat. Enter Boat. Paddle Boat (need Shovel) twice.
11. Tie Rope. To Boat. Tie Rope. To Pole. Go Arch.
12. Translate Hieroglyphics. Drop Scepter. On Mummy. Drop All. Take Torch. Go Crack.
13. Take Ladder. Go Crack.
14. Look to let Boat drift under the Hole in the Ceiling. Drop Ladder. Climb Ladder. Take Canteen. Drink. Climb
Steps. Do the Camel bit again, and dismount to fame and riches.

302
SAVAGE ISLAND, PART I

1. Dig Sand. With Hands. Look Sand. Look Hole. Get Bottle. Drop Watch-it's not too useful. Get Coconuts in
Palms and leave at Tidepool.
2. By the Cave, keep away from Bear if he makes you nervous. Empty Bottle in Sink. Leave Empty Bottle by
Lake. (You can wash off your nervous perspiration in the Lake, but any carried objects will get dropped.)

3. Return to starting point by Swimming West. Go Crevice. Jump. East. Wait for Hurricane. After Crash, get Palm
Log.
4. Take Palm Log to Lake. In Lake, Hold Breath. Drop Log. Swim Down. Swim North. Get Knife. At ARGH,
Swim Up. Hold Breath. Swim Down again. Swim East. Get Block.
5. Swim West, leaving all but Palm Log at Secluded Cove. Take Log back East by Lake.
6. Take Knife, Block, and Bottle to Tidepool. Get (Salt) Water. Drop other stuff.
7. Take Bottle to Bear Cave. Go Crevice. Empty Bottle. Wait for Puddle to become Salt Pile. Give Salt to Bear. Fill
Bottle (with Rum). (If Hurricane is simply too much for you, Say Yoho, but you can survive the storm the hard
way.)
8. When it gets dark, Sleep only at Secluded Cove.

9. Get Bottle across Lake with help of Log. Drop Bottle. Take Log to Lake side by Bear Cave. Up. (Log gets out,
you don'tl)
10. Cut/Take Vines. Get first Log at Large Plain. Get second Log and Coconut. Don't cut Coconut with Knife; it
will work, but leave you in a no-win situation.
n. Build Raft at Tidepool, using two Logs and Vines. Always cut and take a second set of vines for raft rebuilding.

12. Go Raft. Sail Raft to Atoll, Give Bottle to Pirate. Get Bandana and Note. These objects and information are
needed for Savage Island, Part II.
13. Sail Raft to Beach, Move Stalactite. With Coconut. Go Crevice. Take Block into Force Field. Return to Bear
Cave.

14. At the Bat Guano, Dig. With Hands. Get Wire. Exit via maze into cave. Must have Bandana, Block and Wire.
IS. At Alien Machinery, Fix Machinery. With Wire.

16. With Machinery fixed, Push Neanderthal's Button. Go to Control Room. When there, Push Button. Say Free.
Go Field. Get 123 password.

303
o

SAV AGE ISLAND, PART II

1. Say 123 (from Part I. Saying 474 will also start game, but without the Bandana necessary to the solution.)
2. Hyperventilate. Go Field. Breathe Out. Head for the Display Case.
3. Look Hydroponics. Look Plant. Hold Breath. Push Button. Crush Flower. Drag Neanderthal to the Red Metal
Room.
4. At Console, Wear Bandana. Push Button. Say Free (from Part I). Push Button.
5. At Blinking Light, Close Eyes. Go Field.
6. On Bridge, Unravel Bandana. Tie Bandana. To Itself. Drop Loop. Go Loop. Push Button (resets Force Field).
Don't forget the device.
7. By Medicine Ball (useless), Untie Bandana. Tie Bandana. To Lever. To Treadmill. Go Treadmill. Hold Rail.
Run (resets air supply).
8. In Middle Control Room, Push Button. Move Red (Alien Device). Take Block. Go Field (arms Block). Drop it
and get out. Drop Loop.
9. Go Loop. Move Blue. Push Button. Get code sequence to decipher the story that came with the game.

SECRET AGENT: MISSION ONE

1. Get Pistol. Shoot Door. Go Cockpit. Open Cabinet. Get Parachute. Go Door.
2. Lift Latch. Jump. Pull Ripcord.
3. Get Fork. Sleep. Hit Nurse.
4. Open Door. Go Door. Open Register (Get Money). Up. Take Card. Drop Card. Go Closet. Close Door. Wait.
Open and Go Door. Get Card.
5. Buy Drink. Give Drink. Repeat for information until he simply says "Thanks Man."
6. Return to Hospital. Go Phone. Insert Dollar. 247-6658.
7. Wait until Shopkeeper goes to answer phone. Break Glass. Get Tie. Don't walk by the front of this shop again I
8. Buy Duck. (Get Ring.) Duck. Go Door (Get Doggy Bag).
9. Go to Bus Stop. Wait and Look Watch until half-hour bus arrives.
10. Get Hairpin. Try to catch immediate Bus to town.
n. Break Window. Get Recorder. Move Picture. Open Safe (with Hairpin). Get Tape.
12. Go Elevator. Jose Caldera. Go Elevator. Open Door.
13. Get Package. Go Balcony. Throw Package. Go Room. Answer Phone (Get Password). Look at Recorder and
follow instructions. Take Recorder along.
14. Go Gate. Passwords vary, often being Shark or Tiger.
15. Open Crate. Get Statue. Go Crate.

304
16. Get Rope. Open Door. Drop Food. Go Door. Close the door!
17. Tie Rope. Climb Rope. Push Brick (four times). Go Hole. Get Brick. Save Game.
18. The ten by ten Maze is mappable. In the following, A =Straight; L =Left; and R =Right: A R L A R L R L L A R L
R LR A R R LR LRLALLR A R R LR LL R A. Up.
19. Open Door. Hit Guard. Take Uniform (Get Gum).
20. Insert Card. Must have Uniform.
21. Chew Gum. Push Button. Go Elevator. Stick Gum.
22. With Plank from Corridor, Drop Plank.
23. Push following buttons: 1 2 3 3. Don't push 4 or 5.
24. Insert Card and Go Door (after pressing Button 1).
25. In the three or so moves before you get caught, Go Treadmill (causes you to lose two pounds). You should
weigh 163 pounds now.
26. Push Gem (On Ring; get Key). Unlock, Open and Go Door. Only to get caught again!
27. Go Water. Unlock Grate. Go Platform. Repeat for Open and Go Grate, using only one move underwater.
28. Insert Card and Go Door (after pressing Button 2).
29. Read Book. Go Table. Go Duct. Get Extinguisher. Insert Card (door won't open if Button 4 has been pressed).
30. Pull Handle. Get Film. Insert Card (door won't open if Button 5 has been pressed). Down. Go Door.
31. Put Film. Look Microscope (Get coded color word, decode with code key from tape). Take Mirror.
32. Look Books. Up (need Mirror).

33. You must weigh what the drunk said, either 190 or 183. For 190, carry the Mirror (27 pounds) and the Recorder
(5 pounds), but drop the Extinguisher (20 pounds). For 183 pounds, carry the Recorder and the Extinguisher,
but drop the Mirror. The other items don't change your weight. In either case you must have exercised to sweat
off a couple of pounds. If you are a non-believer or want to check it out, go back to the Scale. If you can't get
back into Gymnasium, go up and push Button 1 twice.
34. Look Computer. Insert Card. Go for Option 2. Enter decoded color, often Violet. Turn Dial (thirty minutes is
only fifteen moves).
35. Pull Lever. Whassamatta, didn't work? Short on time? Don't panic, just make sure that Microscope replaced
Mirror, where it was found.
36. Go Helicopter-Now panic!! (At least for the moment.)

305
SERPENT'S STAR

1. Buy Horse. Buy Saddlebag. Put Saddlebag on Horse. Buy Tent and put in Saddlebag. Buy Tea, Tsampa and
Butter.
2. Tie Horse. Enter. Sit With Westerner. Buy and give him two drinks. Get Lantern and Fuel. (Try a game without
buying anything from the Merchant. Ply each man with many drinks and get minor clues. You have insufficient·
funds to do this in a game you play to win.)
3. Shoot Wolf. Keep Shooting, it may take three shots.
4. Knock on Door. Give Butter.
5. Offer Tea. Don't take the Scrolls in the Library.
6. Ask About Scrolls.
7. Give Tsampa to Monk. Ask About Scrolls. Get Monk's Scroll.
B. No puzzle here if you have the Lamp from the Westerner at the Inn. Fill Lamp. Light Match. Light Lamp.
9. Leave the Crystalline Statue alone-you'll just have to give it up again.
10. Good luck on the jump which comes up next. Save Game.
11. No puzzle here if you left the Statue alone.
12. No puzzle here either, if you have the tent.
13. Put out Flame (three times). Open Door.
14. Get all three gems. Open Box. Get Shell.
15. Lift Lid. Pound around in the darkness for a while.
16. Search Wall. Forward will now work. Get Robes (Wear Robes). Get Staff. Get Key.
17. Unlock Door (with Key). Get Scroll. Examine Staff.
lB. T S K D G will shatter the animated statues. Search Rubble. Get Black Stone.

19. Don't mess with them. Forward.


20. Dragon. Yin and Yang. Man. (Yeah, yeah, but they workl) Right.
21. Ring Gong (once) to raise Serpent's Star above pool level. Anything offered at altar just zaps away. Don't forget
the Blue Gem. Tsampa may be left.
22. Put (each color) Gem in Door. Sequence is Black, Violet, Blue, Green, Orange and Clear.
23. Save Game. Blow Shell. (Dragon rises up.) Rainbow. Nirvana.
24. Put Serpent's Star in Niche.

306
SHERWOOD FOREST

1. At Shallow Pool, Get Whetstone.


2. Rob Rich Taxman. Get Bag of Gold.
3. Give Bag to Blind Beggar. Get Flint.
4. At Maid Marion, Get Awning.
5. At Blacksmith's, Fix Grindstone (with Whetstone). Get Steel.
6. At Haystack, Burn Hay (with Steel and Flint). Search ashes twice. Get Needle, Thread and Penny. Flint and
Steel are no longer needed.
7. In Tailor's Shop, Drop Needle, Thread, and Awning. Leave and return. Get and Wear Uniform. Take extra
Thread.
8. Little John will recogize your uniform and leave.
9. Outside the Cave, Drop All. Now try to Push Boulder again. Get All.
10. At Edge of Cliff, Jump, but only if you have moved the Boulder.
11. Inside the Cave, get the Crank, Life Jacket and Dull Axe.
12. Sharpen the Axe at the Blacksmith's Shop. Drop the Penny and Thread.
13. At Battlefield, Insert Crank in Socket. ("Put" and related synonyms won't work.) Turn Crank. Push Button.
14. Chop Tree. Get Pole. Go Hole. Wear Life Jacket and Uniform.
15. Pry Boulder (with Pole). Get blown into Ocean. All objects except those being worn are lost. Swim around
about four turns.
16. On Trading Ship, Trade Jacket. Get Lute without strings. After being dropped off on Pier, retrieve the Penny
and Thread in the Blacksmith's. String Lute.
17. On Stage, Dance first. Play Lute. Get Charm.
18. At Maid Marion, Wear Uniform and Charm. You also need the Lute, and a clean face, if you haven't already
washed at the Shallow Pool. Kiss her now and she'll follow you anywhere!
19. Get Married in the Chapel. Be sure to have Penny. Get Telescope.
20. At the Battlefield, Mount Telescope. Look through it and Turn Crank until you are lined up on the Castle
Window. Push the Button and live happily ever after.
21. Things not to do include: Jumping off Pier, into Stream at Bridge, or from the Rocky Ledge (if the Boulder's
not in place); attacking Little John or the Sheriff; pushing the Catapult Button before the Crank is installed;
going into the Cave from the Boulder side. (Try an obscenity.)

307

SOFTPORN ADVENTURE

1. Hail Taxi. Casino. To avoid later frustration, run your $1,000 up to around $5,500. Look Ashtray. Get the
Pass card before leaving Hotel. Save Game. (Note: The 21 game plays from a given deck each game; you can
track wins and losses one time and clean up the second time.)

2. Buy what the Pharmacy is selling. Buy first, don't shoplift. Drop Card at Disco Entrance.

3. Buy Whiskey. Give Whiskey (to Businessman). Get Controller. Get Flowers. Open Desk. Look Desk. Read and
Drop Paper.

4. Look Basin. Get Ring. Read the Graffiti, but don't flush the toilet unless you wish to test your saved game.
5. Push Button. Bellybutton. Pay Dude.
6. Wear your purchase from the Pharmacy. Seduce the Lady of the Evening. Take Candy.
7. Look Garbage. Look Core. Get Seeds.
8. Show Passcard. Give Flowers. Give Candy. Buy Wine. Dance. Save Game. Give Ring. Take Wine. Give Wine
(to Bum). Get Knife. Don't carry Wine in Taxi.

9. You need $3,000 here. Marry Girl. Follow her to Honeymoon Suite. Take Radio. Listen Radio. Drop Radio.
10. Dial 555-0987. Order Wine. Be sure that you've called the other two numbers.

11. Cut Ropes (with Knife). Get Ropes. Drop Knife.


12. Look Plant. Enter Bushes. Get Stool. Get Hammer. Drop Seeds. Eat Mushroom.

13. Push Button. Bellybutton. TV On. Change Channel to Channel 6. Leave Controller. Up.
14. Use Rope. West. Break Window (with Hammer). Drop Hammer. Get Pills.
15. Give Pills. Nasty break! Push Button.
16. Drop Stool. Climb Stool. Look Cabinet. Get Pitcher. Water On. Fill Pitcher. The Doll in the Closet is a red
herring.
17. Water Seeds. Water Seeds. Look Tree. Get Apple. Eat Mushroom.
18. Give Apple (to Eve). Use your imagination to get final message.

SORCERER

1. Frotz Me (or the Spell Book). Get up.


2. Take All. Open Mailbox. Before the Mailman comes, Put Matchbook in Mailbox. When you get thirsty and
hungry, Open Vial. Drink Potion.
3. Look Behind Hanging. Get Key. Open Desk. Get Box. Open and Read Joumal. You may leave the Joumal and
Infotater.

4. Take Gaspar Scroll.

308
5. Look in Mailbox. Get Orange Vial. Get and Read Magazine.
6. Take Meef Scroll. Read about the names and places mentioned in the Calendar and Journal.
7. Press (the five colors corresponding to the "Current Code" as taken from the Infotater in the package). Take
Aimfiz Scroll. This is a good save game point. Aimfiz Belboz.
B. You can't deal with either the Hellhound or the Boa Constrictor.
9. To avoid inventory management problems, it's wise to Drop All But Book, Amulet and Orange Vial.
10. Izyuk Me. West.
n. Take Zorkmid. Fear not, one is enough. Don't forget to Izyuk back across the Chasm.
12. Take Fweep Spell. Take Guano and Amber Vial, useless as it is. Don't forget to try the Indigo Potion from the
Torture Chamber, which also has no real use in the game. Get here by Pulver-ing the River.

13. Wake Gnome. Give Zorkmid. When he promptly falls asleep, Look in Pockets. Leave the Waxer in the Store.

14. Learn three Fweep spells. Fweep Me. As a bat, move N.E.S.S.W.D.E.E.N.N.U.U.S.E.

15. Take Swanzo Scroll. Put Scroll in Hole. Fweep Me. Don't dally about. Move W.W.S.E.D.D.W.W.U.U.
N.N.D.W. Fweep Me. S.E.N.D.W.S.E.

16. Take All. Izyuk Me. Up. West.

17. Get Swanzo Spell from Fireplace.

lB. Lower Flag. Search Flag. Get Aqua Vial.

19. Put Guano in Barrel. Get Yonk Spell.

20. Give the poor guy the Zorkmid.

21. Take the Ball. Open Aqua Vial and Drink Potion. Throw Ball at Bunnies. Get Malyon Spell.

22. Learn Malyon. Yonk Malyon. Malyon the Dragon. A good place to save the game.

23. Open Orange Vial. Drink Potion. Write down the combination your "self" gives you. Give Spell Book.

24. Tum Dial to (the combination). Open Door. East. Get Rope.

25. Tie Rope to Timber.

26. Drop All but Rope. Throw Rope Down Chute.


27. Take Golmac Spell. Golmac Me. Open Lantern. Take Vardik Scroll.

28. Self, combination is (whatever it was). Get Spell Book (back) from Self.

29. Meef the Spenseweeds. Get Crate. (Try reading your Spell Book if you didn't drop it before your swim.) Sleep
before proceeding, or you may forget some spells.

30. Meef the Vines. Wearing the Grue Suit and/ or with your Lantern On, and having learned a Vardik and Swanzo
Spell, charge on to the West for the final confrontation.

31. Open White Door. Vardik Me. Swanzo Belboz. Victory, 400 points and a promotion are thine!

309
The Spells of The Sorcerer
Spell Description Location
GNUSTO Write a Magic Spell into the Spell Book Spell Book
VEZZA View the future Spell Book
PULVER Cause liquids to dry Spell Book
IZYUK Fly like a bird Spell Book
YOMIN Mind Probe Spell Book
REZROV Open Even Locked or Enchanted Objects Spell Book
FROTZ Cause Something to Give off Light Spell Book
MEEF Cause Plants to Wilt Library
GASPAR Provide for your own Resurrection Helistar's Room
AIMFIZ Transport to Someone Else's Location Trunk
FWEEP Tum Caster into a Bat Hidden Cave
SWANZO Exorcise an Inhabiting Presence Chimney
YONK Augment the Power of Certain Spells Cannon
MALYON Bring to Life Inanimate Objects Arcade
GOLMAC Travel Temporally Slant Room
VARDIK Shield Mind from an Evil Spirit Slant Room

Potions of the Sorcerer


Color Name Description Location
Ochre Vial Berzio Obviate Need for Food and Drink Store Room
Orange Vial Vilstu Obviate Need for Breathing Mail Box
Indigo Vial Flaxo Exquisite Torture Torture Chamber
Amber Vial Blort Ability to See in Dark Places Hidden Cave
Aqua Vial Fooble Increase Muscular Coordination Flag

STARCROSS

1. The syntax to set Range, Theta, and Phi is "Computer, Range is xxx." Read Range from the line extending from
the center to the right of the map; Theta is read clockwise in 15 degree steps from the top of the map; Phi is the
number in brackets below the object number. Computer, Confirm. Later, Enter Airlock.
2. Press Fourth Bump, Push Tiny Column. Take Black Rod. (Counting the Sun, the Earth would be the fourth
bump out.)

3. Throw Library at Nest. Get Red Rod. Get Library.


4. Give Tape Library to Spider. Get Yellow Rod.
5. Insert Yellow Rod in the Yellow Slot to light the initially dark areas. Insert Red Rod in Second Red Slot to start
manufacture of oxygen (an oxygen atom has eight electrons. The other slots represent CH4 and NH3,
respectively). Try playing around with the other slots; you'll eventually die, but it's cleverly done.

310
6. The Basket will hold all the Rods you can ever find. Tie Line to both Hook and Spacesuit. Get Pink Rod.
7. The Disks are teleportation devices. Drop one somewhere, go somewhere else and drop the other to arm
it-then stand on it. To get the Blue Rod, start with one Disk somewhere else and put the other under the
Sphere; with the Dial on 2, put the Basket on top (with at least three Rods in it) and tum the Dial t04. Everything
will zap to the other Disk.
8. Look in the Gun Barrel. Get Silver Rod. The Gun's three shots can get you all kinds of interesting responses, but
it really has only one use.
9. Let the Mouse take everything except one Disk. Wait a while, or follow him until he disappears in the wall.
Drop the other Disk and stand on it. Collect all your objects again and search the garbage until you find the
Green Rod.
10. With the Square, Open Panel, Insert Square, Close Panel, Tum Switch on. Get Gold Rod.
11. Drop a Disk somewhere before meeting the Chief. Wait for him in the Village Center, and point back at his
Brown Rod. Swap him your Spacesuit for it. Don't take no for an answer. Follow Chief into the Warren to its
Center.
12. Move Skeleton. Get Violet Rod, be sure to take the Visor before standing on the Disk to get out. Make sure you
have done all you need to with the Disks before this. (Save the game first, but did you ever take the Skeleton?)
13. Look at Projector with Visor. Get Clear Rod.
14. Put White Rod in White Slot, but putting the Black Rod in the Black Slot will shut down the ship, and is
dangerous to your health.
15. Shoot the Gun at the Drive Bubble three times.
16. Put the matching colored Rods in the Slots; if you don't have them all, you're in deep trouble! Touch Large Pink
Square until the Solar System is seen out to Jupiter. Touch Brown Spot until Earth is highlighted. Touch Violet
until line terminates in a circle around Earth. Touch Green Spot until the dots flash slowly. Touch Blue Spot. If
you didn't get 400 points, check the scoring below.

Scoring Summary
(25 points for each of the following tasks or items)
Reaching Artifact's Airlock
Black Rod (Entering Artifact - press 4th)
Yellow Rod (Give Spider the Tape)
Red Rod (Break Rat-Ant nest with Disk or Tape)
Pink Rod (Lizard Man - Yellow Dock - need Suit)
Brown Rod (Give Spacesuit for Rod - to Chief)
Violet Rod (Move Skeleton)
Silver Rod (Look in Ray Gun barrel)
Clear Rod ( Look at Laser with Visor)
Green Rod (Tum on Computer - need the Square)
Blue Rod (Disk under, Basket on Sphere, Dial 14, teleport)
White Rod (Lying loose in the Drive Bubble)
Entering Control Bubble (Fire Gun at Drive Bubble)
Proper Control sequence (Pink, Brown, Violet, Green, Blue)
Reaching Earth (Proper orbit - "Galactic Overlord")

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STRANGE ODYSSEY

1. Get Suit, Shovel and Phasor. Look Console. Push Red. Wear Suit. Go Door. Push Red. Jump.
2. In Cave. Set Phaser. On Destroy. Shoot Boulder. Go Curtain.
3. Pull Rod. Push Rod. Touch Plastic. Plastic will glow one to seven times. Go Curtain.
4. One Glow: Back to initial Cave entry point.
5. Two Glows: Dig in Grassy Plain with Shovel. Get Pick. Set Phasor. To Stun. Shoot Hound. Take Hound. Return
to Hexagonal Room. (Air is breathable here. Remove Suit here and in Hexagonal Room to conserve air supply.
Read Gauge on Suit.)
6. Three Glows: Drop Hound. Find Mound. Set Phasor. To Destroy. Pick Mound. Shoot Hound. Take Diamond.
Shoot Mound. Return. (Save Game on entry as Hound is unpredictable and there are areas from which no
return is possible.)
7. F our Glows: Refill air supply here. Connect Hose. Push White. Push Black. Read Gauge. If under 90, Push Black
again. Note that another time can pop the suit.
8. Five Glows: Nothing except an easy way to get killedl
9. Six Glows: Get Sculpture. Take Belt from Sculpture. Look at Painting while wearing Goggles after Pushing
Yellow.
10. Seven Glows: Wear Belt. Twist Buckle. Go Light. Get Brandy. Return. Repeat, getting the Piece of Metal.
11. Reset to Scoutship location. Pull Rod. Touch Plastic. Push Rod. Touch Plastic. Then Pull Rod. Break and Take
Rod. Return to spaceship. Will take two trips.
12. Go to Storage Hold. Open Access Hatch (with Piece of Metal). Drop Rod. Push Blue. Exit ship. Drop all five
treasures. Type score.

312
SUSPENDED

1. To minimize casualties, send a robot to Weather Control, tum second dial to zero.
2. Repair Iris, have Waldo wear the extension from Middle Supply, open the maintenance panel, replace the
rough device with the rough object in the basket, and close the panel.
3. Repair the machine in Main Supply by taking out the bubbly and the disfigured devices. Put the red object
(from the basket) in the red socket, and the yellow object in the yellow socket.
4. Get the first replacement cable in Main Supply by pushing button on machine, taking the fuse, then taking the
cable. Be sure to put the fuse in the machine again, and to write down the possible computer reset codes.
5. Get beyond the Hallway Junction by getting the ramp from Sub Supply and putting it on the step. Carefully
check out the Sub Supply for other objects, even though you don't need them.
6. After getting to the sloping corridor, take the ramp and go to the Small Supply. Drop and stand on the ramp to
get the Cutting Tool. Pick up the ramp again, and go to the Hallway End. Get in, then get out and get the TV
Camera in the Biology Laboratory. The vehicle from the Hallway End won't run for all robots, and some can't
get into it.
7. The "Talking Mechanisms" can be slowed down considerably by having Auda follow them to the Sleeping
Chamber, taking the Bag and going to Maintenance Access. The humans will follow and fix the acid leak that
kills off your robots.
8. Get the second replacement cable in Gamma Repair. Have Sensa look at the large object and then turn the
flowswitch. She needs the help of another robot, so "Both Sensa and xxx, Move Fred," the name ascribed him
by Poet.
9. In either Channel, plug the TV camera in and point it at different objects to get the lay of the cables and the reset
codes for the Fe. Its a good idea to save the game before playing around with the cables, for several reasons.
10. In the Primary Channel, replace the red four-inch cable with the red twelve-inch cable from Fred.
11. In the Secondary Channel, replace the orange nine-inch cable with the orange fourteen-inch cable from the
Machine in Main Supply. Poet can't tell which is the bad one, so the way to find out is to take them out one at a
time. The one that doesn't kill your robot is the bad one!

313
TIME ZONE

Time Machine Operation: Enter Machine. Sit Down. Turn Orange (year). Turn Blue (location). Pull Lever. On
first entering, Get Mask and leave it outside. It would disappear if taken back before its time. Pushing Button
will return ship Home.

400MILBC Prehistoric: Get Stick. You can hide in cave to avoid the Pterodactyl.
lOKBC Stone Age
1. After getting Rock, Climb Tree to avoid Mastodons.

2. After getting two Sticks, Kill Tiger. With Stick.


3. Kill Hare. With Rock.
4. Give Hare. Make Fire (with two Sticks). Get Hammer.
lOOOAD SA, Inca City
1. Drop Hammer, but be sure to get it on the way back.
2. Open and Go Door. Get Torch. Drop Torch from top of Pyramid.
1700AD EUROPE, Paris
1. Climb Fence (in Back of Stone Fence). Down. Inside.
2. Open Door (East end of Hall). Get Perfume and Comb.
1400AD NA, Prairie
1. Down into the Gully so the stampede can pass overhead.
2. Give Comb. Get Bow and Arrows.
1400AD EUROPE, Palos
1. Open and Go Door. Talk Man. Yes. On Deck. Get Pass. Show Pass to board ship.
2. Climb Ladder. Look Telescope (see Farmhouse). It is possible but undesirable to sail with the ship.
3. You can now open Farmhouse Door. Get Iron Bar.
1700AD AUSTRALIA: Unlock Padlock. With Bar. Open Door. Get Saw.
1700AD NA, Philadelphia
1. Break Window. Enter Window.
2. Break Trunk. With Saw. Get Skeleton Key. Leave the Kite! (You can Tie Key, To Kite and Fly Kite. Guess wha'
hoppens!)
2082AD ASIA, Tokyo
1. Enter Subway. Sit Down. Answer Voice with West. Look. Exit Subway.
2. Unlock Door. With Key. Get and Drop Lock. Open Door. Get Yen. Take Subway to the North Side.
3. Open Door to Restaurant. Order either selection 2 or 3. Eat Food.
4. Open Drawer. Get Matches. Do Dishes. Take Time Machine home just long enough to get the Oxygen Mask.

314
2082AD N A, Los Angeles
1. Get and Drop Mat. Get Key.
2. Unlock and Open Trunk. Get Dynamite. Travel to Neburon (4082AD IP) and after Lighting Torch (With
Match), Drop Iron Bar, Saw, Keys, Matches, Mask and Dynamite. Go Home just long enough to Drop Mask.
50BC AFRICA, Thebes
1. Carrying Lit Torch, Rock Hammer, Perfume and Bow, Give Perfume (to Cleopatra). Get Money.
2. Buy Dates. With Money. Yes.
3. Eat Dates. Drink Water. (Don't go into it, however.)
4. Open Door. Enter Door.
5. Move Stone. Get Shield.
50BC ASIA, China
1. Get Pole. Enter Boat. Cross Yangtze. Exit Boat.
2. Leave the Emerald alone.
3. Get Shovel. Dig twice. Get two pieces of Jade.
4. Buy Rice and Rope. With Jade.
50BC AUSTRALIA: Dig Ground (need Shovel). Get Rhea Egg. Don't Drop it until you're through using it.
l000AD EUROPE, Nottingham
1. Talk Robin. Yes. Go South, South, East. Kill Dryad. With Bow. Go West, West and get your second assignment.
2. Open and Go Door. Get Mirror.
3. Tie Rope. To Arrow. Look Window. Shoot Arrow. Pull Rope. Get Bag of Money. Go back to Time Machine for
a side trip.
l000AD AUSTRALIA: Trade Mirror. Get Boomerang. Return to Nottingham.
l000AD EUROPE, Nottingham (second visit): Give Money to Robin Hood and Kill Knight. With Boomerang.
1400AD ASIA, Japan
1. Kill Samurai. Throw Boomerang. Get Sword.
2. Trade Rice. Get Silk.
50BC EUROPE, Rome
1. After Getting Tweezers, get tossed into the Lion's Den. Look Paw. Pull Thorn. With Tweezers. Open Cage.
2. Loop around Upper Level. Get tossed into Arena (need Sword and Shield). On leaving, get invitation (to visit
Caesar).
3. Get Ladder. You can even be a witness to Brutus' doing his thing.
2082AD AUSTRALIA, Sydney: Break Window of the House. Enter Window. Go directly to Bedroom Closet and
Get Coat. Return directly to Time Machine before the Police arrive.
1700AD ASIA, St. Petersburg
1. Wear Coat.
2. (Save game.) Kill Kossack (need Sword).

315
3. Stand in front of Castle Door. Look Guard. Talk Guard. Look Door (three times) or until Coach appears. Get
Hat Pin. If nothing has happened after about ten commands, restart at Kossack and approach from a different
direction.
4. Make Hole. In Egg. With Pin. Empty Egg. Get Water.
l000AD AFRICA, Congo
1. Drop all Logs (three) where you first found the middle Log. Make Raft (with Rope). Cross Congo River from
this location only, using the Pole.
2. While you can avoid the Lion, you can also Kill Lion. With Bow.
3. Get Tusks. With Hammer. Use Ladder. Be sure to Get Rope after crossing River.
1400AD AFRICA, Morocco
1. While moving in Desert, a message will warn you to Drink Water.
2. At Bazaar, Trade Tusks. Get Knife. Move North, West, South to loop back to the Bazaar again. Trade Silk. Get
Rug.
l000AD ASIA, Baghdad
1. Trade Rug. Get Camel. (Don't move into Desert without Riding Camel.)
2. Off. Open Sesame. Carrying Torch, Get Gold.
2082AD EUROPE, London
1. Read Note. Yes. Get Dog. Tie Rope. To Dog.
2. Untie Dog. Get Gun. It is now time to tackle Neburon.
NEBURON
Before undertaking the final assualt, verify that you have the following fifteen items in your inventory and that
you are wearing the Mask:
Oxygen Mask Torch Knife
Iron Bar Lance Gold
Stone Hammer Hat Pin Laser Gun
Skeleton Key Ladder Dynamite
Matches Rope Hacksaw
1. Open Grate. Use Hammer. Open Grate. Enter Grate.
2. Open Manhole. Use Knife. Open Manhole. Get Wallet. Open Wallet. Get 10 Card.
3. Tie Rope. To Rock.
4. Open Grate. Mask may now be removed. Open next Grate.
5. Move South. East. Close Door. (Hide in Closet.) Look Peephole until Guard leaves.
6. Shoot Guard. With Gun. Get Uniform. Wear Uniform.
7. Saw Bars (with Saw). Leave Jail.
8. Shoot Thief. End up in Hospital. Show ID to Doctor and Receptionist to get out. Alternatively, Give Gold.
9. Open Door. Buy Flashlight. Show ID. Get Flower, but don't smell it.
10. Move Block. With Bar. Wear Mask. Flashlight On.

316
11. Open Grate. Use Ladder. Open Grate.
12. Open Cabinet. Look Drawer. Get Diagram. Learn your true mission.
13. Open Drawer. Get MC Card.
14. Unlock Safe. With Pin. Open Safe. Get password Allegiance.
15. Open Door. East. Close Door. Shoot Ramadu. With Gun. Open Drawer. Look Drawer. Get Ramadu's MC
Card.
16. Insert MC Card.
17. Open Door. West. Close Door. (Hide in Shed until Guard comes and leaves-about twelve Looks.) You can go
further and get to step 20, but "You Hear Somebody Coming" around then, and it is dicey to hide in time.
18. Unlock Gate. With Key (Skeleton Key, that is). Open Gate. Drop Laser Gun.
19. Talk Guards. Say Allegiance.
20. Show ID Card. Show MC Card.
21. Give Flower (to Guard). Open Door. West. Close Door.
22. Use Lance-it will safely explode Laser Mines. Drop regular MC Card. Verify that you have Ramadu's MC
Card.
23. Insert Ramadu MC Card.
24. Drop Dynamite. Light Fuse. No, you aren't done yet! Ya gotta Go Home.
25. Stand X. Push Button. Zapped to Time Machine. Go Home amid music playing, the key to the city, and to
accolade of Ultimate Adventurer.

317
Time Zone Object List
(Usage Sequence)
What Where When Where Object is Used
1. Pointed Stick Prehistoric 400MBC Stone Age 10KBC
2. Rock Stone Age lOKBC Stone Age lOKBC
3. Hare Stone Age 10KBC Stone Age 10KBC
4. Small Sticks (2) Stone Age lOKBC Stone Age lOKBC
5. Stone Hammer Stone Age 10KBC Africa l000AD Neburon
6. Torch South Amer. l000AD Asia l000AD Africa SOBC Europe SOBC Neburon
7. Comb Europe 1700AD North Amer. 1400AD
8. Perfume Europe 1700AD Africa SOBC
9. Bow and Arrows North Amer. 1400AD Europe l000AD Africa l000AD
10. Boarding Pass Europe 1400AD Europe 1400AD
11. Iron Bar Europe 1400AD Australia 1700AD Neburon
12. Padlock (Broken) Australia 1700AD Not Used
13. Saw Australia 1700AD North Amer. 1700AD Neburon
14. Kite North Amer. 1700AD Not Used
15. Skeleton Key North Amer. 1700AD Asia (N) 2082AD Neburon
16. Padlock (Open) Asia(W) 2082AD Not Used
17. One Yen Asia(W) 2082AD Asia (N) 2082AD
18. Matches Asia(N) 2082AD Inca Torch Neburon
19. Oxygen Mask Home 1982AD Neburon only
20. Key North Amer. 2082AD North Amer. 2082AD
21. Door Mat North Amer. 2082AD Not Used
22. Dynamite North Amer. 2082AD Neburon only

(Continue on with Lit Torch, Rock Hammer, Perfume and Bow)


23. Dates Africa SOBC Africa SOBC
24. Egyptian Money Africa SOBC Africa SOBC
25. Shield Africa SOBC Europe SOBC Europe l000AD
26. Pole Asia SOBC Asia SOBC Africa l000AD
27. Jade Pieces(2) Asia SOBC Asia SOBC
28. Shovel Asia SOBC Asia SOBC Australia SOBC
29. Rope Asia SOBC Europe l000AD Europe 2082AD Africa l000AD Neburon
30. Rice Asia SOBC Asia 1400AD
31. Rhea Egg Australia SOBC Asia l000AD
32. Mirror Europe l000AD Austrlia l000AD
33. Boomerang Australia l000AD Asia 1400AD Europe l000AD
34. Bag of Money Europe l000AD Europe l000AD
35. Lance Europe l000AD Neburon only
36. Roll of Silk Asia 1400AD Africa 1400AD
37. Sword Asia 1400AD Europe SOBC Asia 1700AD
38. Tweezers Europe SOBC Europe SOBC
39. Ladder Europe SOBC Africa lOOOAD Neburon
40. Coat Australia 2082AD Asia 1700AD
41. Hat Pin Asia 1700AD Africa 1400AD for Egg Neburon
42. Water Asia 1700AD Africa 1400AD in Egg
43. Logs (3) Africa l000AD Africa l000AD
44. Ivory Tusks Africa lOOOAD Africa 1400AD
45. Persian Rug Africa 1400AD Asia l000AD
46. Knife Africa 1400AD Neburon only
47. Camel Asia 1000 ADAsia l000AD
48. Gold Asia l000AD Neburon only
49. Police Dog Europe 2082AD Europe 2082AD
SO. Laser Pistol Europe 2082AD N eburon only
51. Wallet Neburon Side6K Not Used

318
52. ID Card 10082 Neburon Side6K Neburon
53. Uniform Neburon Side6K Neburon
54. Flashlight Neburon Side6K Neburon
55. Large Flower Neburon Side6K Neburon
56. MC Card Neburon Side6L Neburon
57. Diagram (Rocket) Neburon Side6L Not Used
58. Note (Allegiance) Neburon Side6L Neburon
59. Ramadu MC Card Neburon Side6L Neburon

TRANSYL VANIA

1. In Victorian House, Get Pistol. Leave Bread.


2. On Wagon, Open Coffin. Get Mice and Silver Bullet. Load Pistol. When Werewolf shows up, Shoot Werewolf;
prior to having a loaded gun, move away as soon as he appears. Drop Pistol.
3. In Cabin, Pull Antlers. Get Cloak. There's a pick in the pocket, but don't search cloak yet as you'll have enough
inventory management problems. Leave Garlic in Shack across street.
4. In Hut, Drop Mice (for the Cat). Get Broom and Acid.
5. Take Cross from Cemetary to Castle. When Vampire appears, Wave Cross. Drop Cross and leave Broom for
now. Get Ring by opening Coffer in Treasure Room. Get Flypaper on way out.
6. At Ancient Stump, Pour Acid. Knock Stump. Catch Flies. Read Book. Pick Lock (Wear Cloak to find). Look
Crystal Ball. To get out, Take Book.
7. Give Flies to Frog for magic word IJNID.
8. Say IJNID to Goblin King. Get Key.

9. At Cemetary, Move Grave. Open Grate (with Key). Get Magic Elixir.
10. At Clearing, Search and Wear Cloak. Wear Ring. Wave Hand. Leave, but return after streaking flame is seen in
sky. Enter Saucer. Get Black Box.

11. In Tower, with Broom, Black Box and Elixir, Get Vines. Push Button. Wave and Pour Magic Elixir. Clap Hands.
Take Sabrina. Ride Broom. Down. Go. Sailboat. Sail Boat.

319
ULTIMA I

No puzzles as such occur in this game; thus, I cannot offer a specific solution. In fact, I can offer only a few hints
because the game essentially requires only patience to beat. I have identfied no specific advantage to any particular
race or type of warrior, but whichever you choose, balance out your attributes reasonably well. At the outset,
relatively high Strength and Agility are of value, but there are no attribute requirements associated with being able to
use any particular weapon or armor.
After getting your first display, head Northwest for the castle and town of Lord British, and hit the store, buying a
bit more food, which goes in a hurry when you're above ground. In the friendly shops, you will find "new," more
advanced items for sale as the game evolves and as your character develops. Even if an advanced item, such as a
top-of-the-line Reflect Suit or a Phazor, is not listed as available, it is always there for the stealing. Therein lies the
biggest clue: go to the food, armory, and weapons stores and try your luck at stealing. No doubt you will get caught
much of the time, but with a bit of luck, like glomming on to Plate Armor or a Light Sword as a minimum, a few
lengthy rebooting cycles are a small enough price to pay. Note that in this game, unlike Ultima II, your game position
is not saved when you enter or leave a town or castles. You must specifically (Q)uit to save the game. Therefore, as
soon as you get something good, duck out of the town, do a quick save and then head behind the counter again!
Once you're reasonably well-equipped, the first major expenditure you should save your pennies for is a ship. Buy
a couple of up ladders and about 200 to 300 hit points from your buddy the King, and head for the nearest dungeon.
Don't go down farther than, say, the second level for a while. The gold comes fairly easily, just make sure you can get
out after you've amassed some loot. As soon as you can afford your ship, your real problems are over, and it's
monster-whomping time in earnest for the gold you need for hit points, spells, and all that good stuff.
Hit each of the four continents and all eight of the castles. You can see from the maps that all are easily accessible
from the water, so an air car, while sporty, isn't really necessary. Take on all eight quests. With lots of up and down
ladders, a few offensive spells for the lower levels, and a bunch of hit points, make your real move in one of the
dungeons. The Gellatinous Cube, found mostly on levels 3 and 4, can destroy your armor, and you cannot ready new
armor underground. Try using down ladders, down to say level 9, where the Balron lives. Get him first while you still
have armor, and work your way back up, trying to get the other three monsters needed to fill your quota of quests.
After reporting back to the appropriate Kings, you'll have the four gems you need, and will have materially
enhanced your attributes.
The space bit, which should come next, is fun and well explained in the documentation. Just keep a record of the
directions in which you've gone. Avoid moving diagonally (unless you're really sure of your location). As soon as
you've downed ten enemy fighters, you will be told that you are an Ace. Get back to good old Terra Firma as soon as
possible.
Assuming that you've got the best in weapons, armor, and about 6,000 hit points, get the Princess out of jail. Try to
force the J ester down toward the entrance of the jail area, then kill him for the key. This starts the guards toward you
with most unfriendly intentions. You can lead the guards around various obstructions to minimize the number that
can get to you at anyone time. The hit point damage you incur is proportional to the total of hit points you have at a
given time. Hang in there: I once got out with only 6 hit points left to my name. Be of stout heart, because sometimes
the J ester has the "wrong" key and it's reboot time.
As soon as the Princess is safe, and using the hit points that she awards you, load up on even more hit points and
head for the area she told you about. (The spaceship is often found at the Grave of the Lost Souls.) Once you meet
Mondain, the only mandatory trick is to move next to the gem and (G)et it. If you don't, his power continues to
regenerate and you'll never get him.

320
Castle Locations and Quests

Area Castle Name Quest Reward


1 White Dragon Grave of Lost Souls Strength
1 Shimano Balron (Level 9) White Gem and "Grabs"
2 Barataria Pilar of Ozymides Strength
2 Rondorlin Carrion Creeper (L6) Green Gem
3 Lord British Tower of Knowledge Strength
3 Lost King Gellatinous Cube (L3) Red Gem
4 Olympus Sign Post Strength
4 Black Dragon Lieche (Level 5) Blue Gem
Monument Locations and Rewards
Area Monument Name Reward
1 Grave of Lost Souls Stamina
1 East Sign Post Nothing
2 Pillar of Ozymides Wisdom
2 Pillar of Argonauts Weapon
3 Tower of Knowledge Intelligence
3 Pillars of Protection Agility
4 Sign Post Stamina
4 South Sign Post Agility

ULTIMA II

Since the puzzles play but a small role in the game, I cannot specify an exact solution. Rather, gold, gold and more
gold is needed to win, and the only way to get it is to whomp monsters and then whomp some more. Aside from gold,
many critters carry objects which you can use to commandeer and operate ships, aircraft, and spaceships.
There are a total of five time periods in the game:
Time of Legends Time before time (Minax)
Pangea 9 Million B.C. (Good place for gold)
B.C. 1423 B.C. (Where you start)
A.D. 1990 A.D. (San Antonio)
Aftermath 2112 A.D. (Rocket Ships)
It is important to learn how to get to a given time period and to recognize the one in which you find yourself. The
easy way of time tripping is to find out how to get to the Time of Legends from each of the other periods, and use the
four time portals there. From left to right, these portals go from the earliest (Pangea) to the latest (Aftermath). The
tablecloth that comes with the game is handy, once you decipher it. (The Rune-written title on it deciphers to The
Time of the Legends.)
The most fruitful place to spend one's gold is Old San Antonio, for the games puzzles are centered here.
1. (O)f£er money to the Hotel Clerk in the California Hotel. You may simply get a "Thank You," but usually a
randomly selected attribute is enhanced by four points per hundred dollars tendered. Strength, however, is
never augmented, so start out with at least 30 (and preferably 40), because that's all you'll ever get. All others
should be in the 90's to optimize your chances for the final assult. Warning: The maximum for any attribute is
99. If you increase an attribute over 99 it starts over at zero again.

321
2. Visit the old man in the garden at the top center (behind two locked gates). (O)ffer him $500 (minimum) and
he will charge you to "Get the Ring," which, from (T)ransacting with various parties, you have no doubt
deduced is on Planet X at 9,9,9. Well, not quite; after stealing a spaceship from Pirate's Harbour in the
Aftermath, you simply get Father Antos' blessing in Town Besko, the only town on Planet X. You must then
return to San Antonio and the old man. (0 )ffer him $500 (minimum) and "The Ring is Yours." The Ring permits
you to walk through fire, a necessity later on. Watch out that a Thief doesn't steal it. Save your game and check
your inventory before entering any time portal, city, or castle to make sure you still have it.
3. The Quick Sword may be obtained from Santre, the prisoner in the second prison cell on the left. (O)ffer him
$500 (minimum) and he'll promptly fork it over. Note that you'll have to fight your way in and out. This is a
good place to use (N)egate. Unlock the door to the prison, (A)ttack the Guard-you'll get a free hit before he
reacts. Back up and lead him out the door, press (N), and make a run for the cell. Note that an agility of about 40
is needed for you to use the Quick Sword.
Try life as a Cleric as it makes things a bit easier, especially in the Dungeons and Towers; however, unlike Ultima!,
you do not have to enter them if you don't wish to. Exploring them is optional, and it's quite possible to get through
the game, defeating Minax, without ever setting foot in them. At the outset of the game, try to avoid combat and
head Northwest, making for the town just Southeast of the Castle you will see. Try to (S)teal a weapon, armor and
some food. Make sure you have enough agility and strength to handle what you've stolen. Should you be successful,
leave the area, which essentially saves the game for you. Now-just maybe-you've got a chance to survive.
As soon as you've won a Blue Tassle (check "z" periodically), save the game to protect it from Thieves. Look for a
ship, because that's the most efficient monster whomper around. Move onto it and (B)oard. In some versions, a
program bug causes another ship to follow the one you've commandeered. You can leave the first and board the
second, and repeat this process until you've got a whole flotilla. In three full games, I have always found it easiest to
get the first ship in the Pangea period, 9 million B.C., also a good place to get rich reasonably quickly.
You may have to fight for your first ship in the A.D. time period. In Port Boniface, (T)ransact with a Guard near the
entry blocks to make sure he'll say "Pay Your Taxes." (Those who don't are invincible.) Attack him, moving yourself
around under the block so that only one guard can get at you. Keep trying. If you don't make it, don't leave town,·
Restart and try again; you'll restart as you were before you entered. The corollory is never to leave a location unless
you've improved your lot in life. If you are successful in killing a guard, leave immediately; you now have two keys.
Re-enter the Port, move near the gate to the shipyards in such a way that the guys on the other side are not in front
of the gate. Use a (N)egate spell, unlock the door and run for a ship. Once on board, beat up the Guards who come to
you as this will build up your inventory of Keys. Assuming that you have a Skull Key and Brass Button, this is an
opportunity to head for San Antonio again and get an airplane. You can't buy them, so unlock the door, kill the
attendant, (B)oard a plane and (L)aunch.
The best place to get Gold in a hurry is on the oblong continent of the Time of Legends, where Minax hangs out.
You need to be able to take care of yourself in order to survive here, as ships, at least initially, are in short supply.
Assuming you can control the fighting enough to take on only one attacker at a time (ie., in the approach to the area
you enter), it's best to have an airplane behind you. As soon as a ship appears, fly to and (B)oard it.
Sail either to the East or West coast. Move to the right, for example, and clobber the critters there while more
critters gath.er on the far shore. Then sail over and repeat the process. In this manner you should be able to collect
enough Gold to buy up to over 9,000 hit points and get into the 90's on all attributes. Only then are you ready to try to
do in dear old Minax.
To save yourself $4,500 of your hard earned gold, here are the Sage's clues (at $100 times the number of the clue):
1. The Queen is the King; the King is aSpy.
2. The evil men do is a horrable thing.
3. But dispelling means that you must have the ring.
4. Just where it is I cannot say.
5. But I'll tell right now there's no other way.
6. I hear in a town where the water runs free.
7. There is an old man living under a tree.
8. He has not a name, but he has got a clue.
9. Mayhaps if you find him, he'll tell it to you.

322
The Bartender's tips for the indicated number of gold pieces are as follows:
1. Hmmm.
2. Some Fighters Wear Magic Helms.
3. Hmmm.
4. Saylors Wear Blue Tassles.
5. Aviators Use Skull Caps.
6. Guards Carry Keys.
7. Mages Carry Wands or Staffs.
8. Planes Need Brass Buttons.
9. Caugh.
As to space travel, watch out for the computer changing your input values of Xeno, Yako and Zabo. As you may
have gathered, you can fly to the eight known planets as well as Planet X and, if you're suicidal, the Sun. There is no
requirement to do so, but several are rather interesting, even though the Dungeons, Towns, Stores and Prices are all
very Earth-like. While only a cave can be found on Mercury and Saturn has naught but some roaming monsters, all
the rest have either towns or villages. Uranus's is somewhat different and full of jesters, while Neptune, where you
can easily get lost, boasts a Computer Camp.

ULTIMA III

There is no set solution to this game. It's long, even with these gold and time saving clues. Try forming a party
and trasferring all food and weapons to one member. This is best done within the Castle, avoiding monsters with
which you can't cope. Leave the town to save the game, hit Reset, reboot, delete the empty character shells, and
create three more. Go to town and buy your front line men with bows; these have the major advantage of hitting
targets from a distance. Consider using a Cleric with 25 Wisdom points, as youl1 need all the healing power he can
muster.
You'll be able to get to a maximum of 550 hit points, initially, by (T)ransacting with the King, provided you have
enough experience. With your 550 points, go to the dungeon in the northeast comer of the island, in the blackened
area. You'll recognize it by its waterway and protecting ship. In the first two levels, you should find two "plates,"
which you should touch. One yields the Mark of the King; and the other the Mark of Fire, which permits you to walk
through fire. With the Mark of the King, you can now get up to 2,550 hit points, again provided that you have enough
experience.
When you leave the Castle, go west 8 steps and south 34. When the moons are in 0,0 conjunction, the town of Dawn
will appear below you. In it you'll be able to buy better armor and weapons, as well as the keys, powders which
negate time, and gems which permit a screen display of the local area. More important, in the lower right comer are
three guys, each with important clues about Exotic weapons. After leaving, try to find a ship if you don't already
have one. Try digging on the two-square island near the island town of Fawn.
Make your way to the town on the island east of the Mainland. You'll recognize it by the bribable guard standing
before a locked gate. You can save the $100 bribe fee and a key by entering the maze south of the main entrance. Go
north at the first place you can, then straight east as far as you can, and then north to inside the gate. Peer at a Gem,
and sketch the town, using the sketch to get into the town. Go west to the locked gate. This one requires using a key.
Go south to the entry on the left side of the screen. Go west to the first north possibility, west to the next south
possibility, and west again. This should put you next to a guard. Bribe him, unless you are strong enough to kill off all
the guards. To the west lies a treasure area; good for about $1,100 (about $2,000 if you have the Mark of Force). It's
good to have a Thief who can grab the chests, and a Cleric who can heal him. Repeat this process until you've got
quite a load of gold, say $13,000 or so. Just be careful that you don't (C)ombine your gold hoard; give it all, say, to
your second or third man, and use both your Thief and Wizard's spells to collect the loot.

323

- ----_._._------- _ .. _--
Loaded with your gold and at least four keys, jump in your ship, find a whirlpool storm and enter it. You'll be cast
on the shore of another island where there are four shrines. Here you can buy capability points at $100 a pop. Peer at a
Gem to get the lay of the land, and make a rough sketch. The Shrine of Strength is in the southwest comer, reached
though the mountain entry way in the northwest comer. Work your way south from there. You're on the right track if
you encounter two sets of wild horses. Keep going south from there. Be sure to <Pray> at each shrine.
The Shrine of Intelligence lies behind three locked gates in the north-central area. Don't bother opening up the
cages. Capture the ship that's waiting for you and sail west to where you can disembark. The Shrine lies behind the
third gate. You reach the Shrine of Wisdom by going north from the entry gate of the Shrine of Intelligence. Track
around to another locked gate. After the initial north and east travel, work your way south and slightly east. Ignore
the next locked gate you see. The Shrine of Dexterity is in the southeast area. After entering the dark area (to the right
and north of your landing point), work your way northeast.
Near the initial entry into this area you'll be able to go south. Following that track gets you to the south shore of the
Island, where you must capture a Pirate ship. Using yet another key, sail through the locked gate to the west and into
the awaiting Whirlpool in order to get back to the point at which you initially entered the Whirlpool. Several trips
between Death Gulch and Shipwreck Island should bring your attributes up to a fairly impressive level, and will
certainly make your life easier.
By now you should have at least two Marks and all four Cards. You'll find the Mark of the Snake on the eighth level
of the dungeon on the large island east of the Mainland. Another Mark appears on that level. If it isn't the Mark of
Force which permits you to walk through force fields, you'll find it in the west end of level 8 in the dungeon
surrounded by lava in the dark mountain area at the southeast end of the island. Lastly, if you want to find the Lord of
Time, look in the northwest comer of level 8 in the dungeon locked in by mountains (which you can only reach via
the Moon Portals).
Once you have 2,550 hit points and all eight Marks and Cards, you're ready for Ultima. "Ready" all of your party
with Exotic weapons and sail up to the Snake in the center of the island on the southeast comer of the Mainland.
<Yell> EZOCANE. It would be wise to make a copy of the player disk before entering the castle, as things can get
rough in there. Go as far to the west as you can, walking through the Force Fields and Fire. Then head north, all the
way up. As you go along you'll have several fairly tough battles. It's a good idea to negate time with a powder at the
outset of each battle.
In the upper central part you'll hit three sets of invisible enemies (Floors), each of whom hit pretty hard. Use your
Wizard's "P" spell or your Cleric's "0" spell. To get the rest, negate time, line your men up abreast, and march up the
room, attacking forward and to the sides. Each Floor panel will only take one hit to kill when you find them. When
the negate powder wears off, watch which of your guys is getting hit: he's the one nearest your foe.
N ow the time has come. Move to the left of the machine that is Ultima. <Insert> Love, move right, <Insert> Sol;
right, <Insert> Moons; right again and <Insert> Death. That should do it, only to whom should you "Report Thy
Feat!"???
Ultima III Prophecies
Gold
100 You'll learn of marks and playing cards and hidden holy shrines.
200 Of marks there are but four-Fire, Force, Snake, King.
300 Learn their use in Devil Guard or death you'll surely bring.
400 Shrines there are but four to which you go and pray.
500 Their uses are innumerable and clues throughout I say.
600 Suits do number four, called Sol, Moons, Death, and Love.
700 Unto the Montors thou must go for guidance from above.
800 To aid thee in thy cryptic search, to dungeons thou must fare.
900 There seek out the Lord of Time to help you if he cares.

324
Bartender Tips
Gold
7-9 Thank you kindly.
10 Ambrosia, ever hear of it?
20 Dawn, the city of myths & magic.
30 The conjunction of the moons finds link.
40 Nasty creatures, nasty dark, sure thee ready for thee embark.
50 None return or so I'm told from the pool dark and cold.
60 Shrines of knowledge, shrines of strength are all but lost into the brink.
70 Fountains fair and fountains foul all are found in dungeons bowel.
80 Exodus: Ultima III which is next? Now could be.
90 Seek ye out the Lord of Time and the one way is a sure findl

Village Rumors & Misty Writings

Cards are useful. <Search> for Shrines.


The King favors a Mark. <Search> the Cards.
Seek ye the Mark of Kings. <Dig> Carefully.
You need a Mark to pass. <Dig> up Exotics.
Marks gained in Dungeons. <Dig> on Islands.
Hot metal leaves a Mark. Baby Bob: Bring me Bucks.
Marks are useful. Seek the Jester in Castle Fire.
A Mark helps invoke the snake. Jester says: West-8, South-35
Invoke the Silver Snake. And Await the Dawn.
Conjunctions of moon finds link. Lord of Time says: Love, Sol,
Only exotics will protect you Moons, Death. All
from great evil. Else Fails.
Seek the Shrines of Truth. Circle of Light: <Yell> EZOCANE.
Seek ye the Dungeon of Fire. Exodus is four as one.
Beware the Fires of Hell. <Insert> Cards into Exodus.
<Pray> for the invocation.
<Pray> in the Circle of Light.
Dawn Lasts but a Moment.

Price Lists

Weapons Armor Objects Sacraments


Dagger 5 B Cloth 75 Keys 50 Curing 100
Mace 30 C Leather 195 Torches 5/30 Healing 200
Sling 60 D Chain 575 Powders 90 Resurrection 500
Axe 125 E Plate 2500 Gems 75 Recalling 900
Bow 350 F +2 Chain 6130"
Sword 200 G +2 Plate 8250"
H Sword 250 H Misc: Horses 4/800
+2 Axes 400 I" Attributes 1/$100 at each Temple.
+2 Bows 1050 J"
+2 Swords 800 K"
Gloves 1200 L"
+4 Axes 2600 M" "=Available only in the Town of Dawn.
+4 Bows 6550 N°
+4 Swords 45500"
Exotics free P

325
,
'I I
/; I
I" f

(f
:"~l Moon Gate Destinations

Conjuction From To
0,0 NE Comer NE Comer
0,1 NE Comer Cave Island
0,2 NE Comer 3 square area
1,3 Cave Island South Coast
1,4 Cave Island 3 square area
1,5 Cave Island Castle
2,6 3 square area Devil Guard
2,7 3 square area Dungeon
2,0 3 square area NE Comer
3,1 South Coast Cave Island
3,2 South Coast 3 square area
3,3 South Coast South Coast
4,4 3 square area 3 square area
4,5 3 square area Castle
4,6 3 square area Devil Guard
5,7 Castle Dungeon
5,0 Castle NE Comer
5,1 Castle Cave Island
6,2 Devil Guard 3 square area
6,3 Devil Guard South Coast
6,4 Devil Guard 3 square area
7,5 Dungeon Castle
7,6 Dungeon Devil Guard
7,7 Dungeon Dungeon

326
'1'" r·

ULYSSES AND THE GOLDEN FLEECE


\\
1. Climb Fence. Get Coin. Don't reenter alley with Chest.
2. Talk Guard. Yes.
3. Bow. Get Chest of Gold and Silver.
4. In the Forest, Get Chest (which you won't be able to open for quite some time yet). Listen to Voice.
5. The only object you don't need is the Lantern!
6. Get Bottle. Get Note. Read Note (says FLEECE, spelled backwards). Give Coin. Yes. Get Map. (From Storm,
Go N.N.E.S.W.S.W.S.E.N.E.N.E.E.)
7. Go Ship. Cast Off.
B. En route to Storm, Get Bag and Condor, then follow Sailing Instructions. Go Shore.
9. Clean out area. Get Bridle, Sparkling Dust (Look Hole). Get Water-the Potion of which the Voice spoke.
10. Tie Leather. To Leather. Throw Leather.
11. Give Gems (to Dragon).
12. Get Feathers (from Condor). Make Wings. With Feathers. Wax. Fly.
13. Get Rock. Get Reins. Go Hole.
14. Throw Dust.
15. Pour Wine. On Me. Return to Ship.
16. Pour Bottle. In Ocean.
17. You can avoid the Sirens, but don't. Knead Wax. Plug Ears. No. Tie Rope. To Mast. Yes. Remember Siren's
Magic Word SUPPELTUEL.
lB. Look Tree. Read Carving. SVENEESAS.
19. SEVENSEAS. Open Cage. Get Mallet.
20. Give Wine. Grapes. Get Trunk. Sharpen Trunk. Kill Cyclops. In Eye.
21. Kill Sheep. Make Fire. Cook Sheep. Feed Men.
22. Keep away from the Dwarf.
23. ECEELF (Opens Chest). Get Sword. Kill Skeletons. With Sword.
24. SUPPELTUEL.

25. Bridle Pegasus. Put Reins. Use Mallet. Mount Pegasus. Get Fleece. Fly. Bow (to King). Give Fleece. Win your
own Kingdom and become a Level 2 Adventurer.

327

VOODOO CASTLE

1. Open Coffin. Take Ring. In Tunnel, Wave Ring. Get Knife. Go Chute. Take Plaque.

2. In Lab with Shield, Mix Chemicals. (Shield protects against exploding test tubes.) Get Hammer on way back.
3. Drink Chemicals. Get Saw. Look Grave. Get Four Leaf Clover. May enter Jail Cell now; need saw to get out.
4. In Chimney, Get and Clean Idol.

5. Look and Move Kettle. Go Hole. Without Idol and with Glass, in Dark Place, get safe combination. With Idol,
Get Rabbit's Foot.
6. Take and Drop Heads. Turn 38. Turn 33. Get Hammer.
7. Pull Nails. Remove Boards with Hammer. Saw Grate with Saw. Drop Nails, Boards and Grate. Push Button.
8. Push Sweep. Read Paper.
9. In Parlor, Say Zap to Ju-Ju Man. Listen.
10. In Room with Plaque and with Ju-Ju Bag, Wave Bag. Go Crack. Get Missing Page.
11. Open Closed Window. Get Doll on Ledge.
12. In Chapel, look in Ju- Ju Bag. Get Stick and Book. Assemble all objects called for in Book and on Missing Page.
Follow their directions in sequence. Make sure you hold either the Rabbit's Foot or the Four Leaf Clover and
put the other on the Man in Coffin.

WITNESS

1. Look for changes before and after Linder's departure.


2. Responses to a given question may vary if more than one party is present at the time.

3. Use a technique comparable to one learned in Deadline. If you need more specific help in this regard, see item
7.

4. Once in the house, there is a way to avoid Linder's murder, but it is not the optimum solution and will cost you
dearly.
5. Several key objects to look at or analyze appear at one location. Be sure to check out the clock.

6. While your Colt can (but needn't be) used, some significant changes can be wrought by the appropriate use of
the handcuffs. (Handcuff her!)

7. Look around for a place to hide. Check the Sofa and Wait.

328
THE WIZARD AND THE PRINCESS

1. A lot of rocks South of town with which to kill the Snake; only one won't get you first, however. Starting in
Town, try the Rock S.S.S.W.S. Get back to Snake with N.E.E.E.N. Whomp 'im.
2. Drink Water. (Check your starting Inventory.)
3. Look Hole. Get Cracker.
4. Take Rock. Get Magic Word HISS.
5. HOCUS (creates Bridge). As an alternate, with the Locket at the Chasm edge, Open and Examine Locket.
North.
6. No, you can't stop him. Be sure to Fill Flask (with Water).
7. HISS. Go Crevice. Recover the Bread, Locket and Cracker. Unlock Door. Open Door.
8. Give Cracker. Get Vial.
9. Feed Lion. Give Bread.
10. Take Rope. Enter Boat. Fill Hole. With Blanket. Go N.N.N.E.E.E. (Drink Water, just offshore.)
ll. Tie Rope. To Anchor. Throw Anchor. Climb Rope. Get Shovel.
12. Dig (with Shovel). Get Chest-momentarily.
13. Get Harp (in Chest).
14. Drink Vial. North. (Fly to another Island.)
15. Follow Rainbow. Get Coin. Don't forget the Ring.
16. Say Lucy. Cross Bridge. Recover stuff from the Cave.
17. Play Harp.
18. Buy Horn. Buying any other item results in a no-win game.
19. Play Horn.
20. If you wind up here, Feed Apple.
21. If you get zapped here, Pick Lock. With Knife. Or go back out through the maze and Open Door from the other
side.
22. Go through Maze to Tower. Down. Go back Up. Rub Ring.
23. Kiss Frog.
24. Look Closet. Get and Wear Sneakers. Say WHOOSH. Zip back to Town for your just rewards.

329
ZORKI
1. Climb Tree. Get Jeweled Egg.
2. Open Window at West Side of House. Enter Window or West.
3. Move Rug. Get Lamp, Sword and Rope. Open Trap Door. Turn on Lamp.
4. Kill Troll. Again, until he's done in. Leave his Axe. Drop all but Lamp.
5. Get Painting. Exit Studio into Kitchen. (Can carry only two objects from Studio.) Start putting Treasures into
Trophy Case, but carry the Egg so that Thief may steal it (so be sure to get it!).
6. With Rope and Lamp, Tie Rope to Rail. Climb Rope. Get Torch. Turn Off Lamp (conserve it wherever
possible). Should Thief steal Torch before you get the Diamond, go to Steps 19 through 21. Otherwise, it's
advantageous to have Thief steal you blind! Leave Bell, Book and Candle for now.
7. Get Coffin. Pray (at Altar). Trap Door will now stay open rather than locking shut on entry. In Clearing or
Behind House, Open Coffin. Get Sceptre.
8. Wave Sceptre. Get Pot of Gold. Add Gold, Coffin and Sceptre to the Trophy Case.
9. Get All (Wrench, Screwdriver and Tube of Gunk). Push Yellow Button to enable the Console in the Lobby. The
Brown Button disables it. Pushing the Blue Button will flood the joint, but gives you a few moves to get out.
10. Turn Bolt With Wrench, opening Sluice Gates. Drop Wrench.
11. Inflate Boat (With Pump). (When getting Pump, it's easier for now if you leave the Trunk and, especially, the
Trident.) Launch. Wait or Look until you drift South to Buoy. Get Buoy. Land. Open Buoy. Get Emerald. Don't
push your luck by going further South; it's a long way down! The Sceptre and Trident are tough on Rubber
Boats, but the Tube of Gunk can Repair Boat.
12. Dig Sand With Shovel until you find Scarab. Drop Shovel. Either walk over Solid Rainbow or carry Boat to
Sandy Beach. Launch. West (to White Cliffs). Park Emerald and Scarab in the Trophy Case. Head back for
more with the Lamp, Torch and Matches. Temporarily drop off the Screwdriver.
13. Echo. Get Platinum. Both Platinum and Coffin are especially heavy, so that you can carry relatively fewer
objects.
14. With Bell, Book and Candle from Altar area, Drop Candles, if lit. Ring Bell. Hold Candle (Light Candle with
Match, if necessary). Read Book. Get Crystal Skull. Leave Bell, Book, Candle and Matches. (Use only the
Matches to relight candles. Save Game and try lighting Candles with Torch or Lamp.)
15. With Lamp, Torch and Screwdriver, Drop (or just hold) Garlic in Bat Room. Leave Jade Figurine for now.
16. Put Screwdriver and Torch in Basket. Light Lamp. Don't check out the Gas Room with the Torch! Run down
and Get Coal. Add it to the Basket. Lower Basket.
17. Drop All. You can now go West from the Timber Room.
18. Open Machine. Put Coal in Machine. Close Machine. Turn Switch With Screwdriver. Get Diamond. Reload
Basket with everything except Screwdriver. Pick up Bracelet, Jade Figurine and Basket goodies. Slide down to
Cellar and stow the treasures.
19. With Lamp, Nasty Knife (or Sword), Food, Water and Key, Get Coins. (Save Game and try throwing Rusty
Knife.) Feed Cyclops the Sandwich in the Brown Bag. Give Water to Cyclops. A less elegant but more effective
approach is to say ODYSSEUS. (Read the Prayer Book, and note that the first letters of each line put together
spell out ODYSSEUS.)
20. Key may be used to unlock Grate from inside. Note nice touch if you have or haven't Moved Leaves, which may
also be Burned or Counted.

330
21. Carrying Lamp, Nasty Knife (or Sword), the Jeweled Egg (if it hasn't been stolen already), and all the
Treasures that you can, confront Thief in his Storeroom. Give him each of the Treasures to load and slow him
down. Kill Thief. Again, until he's vanquished. Should you ever try to polish him off elsewhere, earlier in the
game, save the game first, as your chances of success are slim, but finite.
22. With the Clockword Canary (that was in the Jeweled Egg opened by the Thief's nimble fingers), Climb Tree.
Wind Clockwork. Mother Song Bird will come and drop a Brass Bauble, the last of the needed points.
23. Return all Treasures to the Case. If all fifteen are stored, an ancient Parchment will appear. With it, a Secret
Path can be found, and the beginnings of Zork II are revealed.

Treasures, Scores, and Where to Get Them

Treasure Value Value Where


(touch) (case)
Beautiful Painting 4 6 Gallery
Jewel Encrusted Egg 5 5 In nest in tree
Ivory Torch 14 6 Torch Room
Gold Coffin 10 15 Egyption Room
Egyptian Sceptre 4 6 In the Coffin
Pot of Gold 10 10 End of the Rainbow
Crystal Skull 10 10 Land of Living Dead
Jeweled Scarab 5 5 Buried in Sandy Cave
Large Emerald 5 10 In the Buoy
Platinum Bar 10 5 Loud Room
Trunk of Jewels 15 5 Reservoir
Crystal Trident 4 II Atlantis Room
Jade Figurine 5 5 Bat Room
Sapphire Bracelet 5 5 Gas Room
Huge Diamond 10 10 You create it
Bag of Coins 10 5 In the Maze
Silver Chalice 10 5 Treasure Room
Clockwork Canary 6 4 In the Egg
Brass Baubble 1
J.. I Songbird has it
Ancient Parchment 0 0 On Case if all treasures are in
143 129

Other Points
Getting into the house 10
Getting into the cellar 25
Getting past the Troll 5
Getting to the Torch Room 13
Getting to the Treasure Room 25
78

331
ZORKII

1. With Lamp, Sword, Opener, and Mat from Gazebo, Put Mat Under Door. Move Lid. Insert Opener in Keyhole.
Pull Mat. Get Key. Get Opener. Unlock Door with Key. Get Blue Sphere. Drop Key and Opener. Leave Mat.
(No, you can't do anything to stop the Wizard.)
2. Attack Dragon (With Sword). Don't overdo it, it could be dangerous to your health. Get his attention and move
South. When he follows, whomp him again and move toward Ice Room. Repeat, moving into Ice Room.
Return to Dragon's Lair.
3. Get Trunk. Follow Princess (to Gazebo). (She will open a secret door in Marble Hall.) Get Newspaper, Matches
and Small Gold Key. Red Rose is nice, but of no use.
4. Drop all but Lamp and Teapot in spinning Carousel. Get Portrait, Enter Curtain. Enter South Wall. Enter
Curtain. Get Bills. Enter North Wall. Leave and return. Get Bills and Portrait. Enter Curtain. When returning,
Fill Teapot at Deep Ford.
5. In Riddle Room, Say "Well."
6. Get in Bucket. Pour Water (into Large Bucket). Drop Teapot. (To go down, Get and Fill Teapot.)
7. Get all but the Orange Cake. (Orange Cake will explode if you eat it.) Eat Green Cake and shrink. Enter Tiny
Door. Put Red Cake in Pool. Get Candy. Leave Flask; it's poisonous and of no use to you. Go through
Mousehole again and Eat Blue Cake.
S. Tell Robot East. Tell Robot Push Triangular Button. (At the now-stopped Carousel, Room S and the possibly
useful Grue Repellent have become accessible. A Steel Box with Priceless Violin in it is now also present.) Tell
Robot South.
9. Get Red Sphere. Tell Robot Lift Cage. Make sure you have Sphere.
10. With Brick, String, Paper and Matchbook, Get in Basket. Open and Put Paper in Receptacle. Light Match. Burn
Paper.
11. Land (at Small Ledge). Tie Wire to Hook. Get Out. Get Zorkmid (Coin) and Rare Stamp (in Purple Book).
Read White Book. Get in Basket. Untie Wire. Burn more Paper if necessary.
12. Land (at Wide Ledge). Tie Wire again. Put String in Brick. Put Brick in Hole. Light Match. Light String with
Match. Leave Room and wait for explosion. Get Crown. Leave promptly, as detonation of Brick in any room
makes it very unstable-try it, after you've saved the game. Untie Wire and Close Receptacle.
13. With Lamp, Sword (or Bat), Gold Key and both Red and Blue Spheres, Give Candy to Lizard in Guarded
Room. Unlock Door with Small Gold Key.
14. Throw Sword (or Bat) at Aquarium. Don't stand too close or try it with your hands! Get Clear Sphere.
15. Put Red, Blue and Clear Spheres in their respective Stands. Get Black Sphere.
16. Put Black Sphere in Pentagram to summon Demon. Give Demon each of the ten treasures. Tell Demon Give
Me the Wand, or if you're teed off with the Wiz, Tell Demon Kill Wizard, and then Get Wand. (Several fun
options exist for your wish. Save Game and try, for example, to Tell Demon Kill Dog.)
17. Wave Wand at Rock. Chant Float. Get Collar.
IS. The Oddly Angled Rooms (Maze) are a Baseball Diamond. Find Bat at Home Plate. (Southeast.) Run the bases
SE.NE.NW.SW. Then North. Put Collar on Dog.
19. In Crypt, type Score. One more puzzle? Carrying the Wand, Turn Off Lampl Enter the dominion of Zork III! I

332
Treasures '0 Stuff

Treasures
What Where
Gold Statue Dragon's Lair
Portrait Chairman's Office
$200 in Zorkmids Vault
Small Gold Key Received from Princess
Coin Small Ledge
Rare Stamp In Library's Purple Book
Crown In Dusty Room's Chest
Ruby Lava Room
Violin In Steel Box on Carousel
Pearl Necklace Pearl Room

Objects
What Use
Lamp Light. Finding Hidden Door
Sword Teasing Dragon. Breaking Aquarium
Blue Sphere Making Black Sphere
Red Sphere Making Black Sphere
Clear Sphere Making Black Sphere
Black Sphere Summoning Demon
Teapot Carry Water for Well
Red Rose Nice, but nothing
Placemat Sliding under Dreary Room Door
Letter Opener Pushing out Key
Key Opening Dreary Room
Matches Lighting Papers and String
Newspaper Making Hot Air for Balloon
String Fuse for explosive Brick
Brick Explosive for Box
Green Cake Shrinks you when eaten
Blue Cake Restores normal growth
Red Cake Absorbs water
Orange Cake Explodes if eaten
Flask Not useful
Candy Feed to Lizard
Robot Pushing Buttons and Lifting
Collar Tames Dog
Bat Home Plate. Breaking Aquarium
Books (4) Rare Stamp in Purple Book
Grue Repellent Good for a few moves

333
ZORKIII

1. Be trusting. Tie Chest to Rope. Wait. Hold Rope. Get Staff, don't kill him, or Staff will break.
2. Wait for Boat, Say "Hello Sailor," get Vial-an alternative aid for later.
3. Fight Shadowy Figure. When defenseless, Take Hood and Cloak, don't kill him.
4. At Lake, Drop All (save game-try taking Lamp into lake). Down, Get Amulet.
5. Indicator 1: don't need.
Indicator 2: Rub Table, Get Grue Repellent.
Indicator 3: Get Torch. Rub Table, Drop Torch.
Indicator 4: (Save game) Rub Table, spectacular death.
6. Use Grue Repellent. (Alternative: watertight chest can carry the Lantern.)
7. Get Key. Lift Cover. Cross Viaduct, which collapses in earthquake around turn 130. (Alternative: after
earthquake, use Grue Repellent, get Key, return to Southern Shore immediately. There is just enough life in the
Repellent.)
8. If Old Man isn't there, leave and return later. Wake and Give Bread. Open Door.
9. Break Beam by dropping any object. Go South and Push Button.
10. Enter Mirror. Lift Short Pole. Push Red Panel until Compass points North. Lower Short Pole. Push Mahogany
until room stops. Lift Short Pole. Push Red until Compass points South. Push Pine Panel and exit North to
Wizard's Door. Knock and get Magic Word "Frotz Ozmoo". All but Lamp may be temporarily dropped in
Engraving Room. (Alternative: drinking the liquid in the Vial produces one-to-two move invisibility, just long
enough to get by the Guardians.)
11. After earthquake, tackle Royal Puzzle (see below). Get Book, don't drop it in slot, which will get you out but
leave you in a no-win situation.
12. Push Gold Machine into J eweI Room. Sit on Seat. Turn Dial to 776. Push Button. Take Ring. Listen to Guards
until they leave. Go to Museum. Hide Ring under Seat. Turn Dial to 948. Push Button. Stand Up. Retrieve your
objects in Jewel Room. (By now, you should have all 7 points and the Staff, Hood/Cloak, Key, Amulet, Book,
Ring and Lamp.
13. Turn Dial to 4. Push Button. Turn Dial to any other number. Tell Dungeon Master to stay. Go into Prison Cell.
14. Tell Dungeon Master to Push Button. Unlock Bronze Door with Key and enter the Treasure Vault of Zorkl

334
One Solution to Royal Puzzle
(39 Moves)
(PSW=Push South Wall, etc.)

1) Down 17) PSW


2) PEW 18) PSW
3) W 19) PSW
4) PSW 20) PEW
5) E.SE.NE.N 21) S
6) PEW 22) PWW
7) SW.S 23) SW
8) PSW 24) PNW
9) Get Book 25) PNW
10) PSW 26) NE
11) PWW 27) PWW
12) S 28) SW
13) PEW 29) PNW
14) NE.NE.N.N 30) PNW
15) PWW 31) NW.Up
16) NW
Point Awards-Seven Maximum
(Easy to get and have winless situation)

1. Getting to Chest 5. Rubbing Table


2. Meeting Shadowy Figure 6. Pushing Wall in Royal Puzzle
3. Attacking Shadowy Figure 7. Time Travel to 776
4. Entering Lake

335
Adventure
(Various Companies)
• • • • • •
Adventureland • • • • • • • •
(Adventure International)
Adventure in Time
(Phoenix Software)
• • • •
Ali-Baba & 40 Thieves
(Quality Software)
• • • •
Beneath Apple Manor
(Quality Software)
• • • • •
Birth of the Phoenix
(Phoenix Software)
• • • •
Blade of Blackpoole
(Sirius)
• • • • •
Castle of Darkness
(The Logical Choice)
• • • •
Chambers of Xenobia
(Avant-Garde Creations)
• • •
Count
(Adventure International)
• • • • • • • •
Coveted Mirror • • •
(Penguin Software)
Cranston Manor • • •
(Sierra On-Line Systems)
Creature Venture
(Highland)
• • •
Crime Stopper • •
(Hayden Software)
Crypt of Medea
(Sir-Tech Software, Inc.)
• • • •
Crystal Caverns • •
(Hayden Software)
Curse of Crowley Manor
(Adventure International)
• • • • •
Cyborg • • • • • .1 • •
(Sentient Software)
Dark Crystal
(Sierra On-Line Systems)
• • • • •
I - Model 800
2 - Models I & II

336
Deadline • • • · . . . .2 • • • •
(Infocom)
Death in the Caribbean • • • •
(Microlab)
Demon's Forge 4 • • •
(Saber Software)
Doom Valley • • •
(Superior Software)
Earthquake-S.F. 1906
(Adventure International
• • • • •
Empire of the Overmind
(Avalon Hill)
• • • • •
Enchanter
(Infocom)
• • • • • • • .2 • • • •
Escape from Traam • • • • •
(Adventure International)
Fantasyland-2041 AD4
(Crystalware)
• • •
G.F.S. Sorceress • • • • •
(Avalon Hill)
Ghost Town
(Adventure International)
• • • • • • • •
Golden Voyage • • • • • • • •
(Adventure International)
Cruds in Space • • • • •
(Sirius)
Infidel
(Infocom)
• • • • • • • .2 • • • •
Kabul Spy
(Sirius)
• • •
Knight of Diamonds
(Sir-Tech Software)
• • • •
Labyrinth of Crete
(Adventure International)
• • • •
Legacy of Llylgamyn
(Sir-Tech Software, Inc.)
• • • •
Madventure3 • • •
(Microlab)

3 - Discontinued
4 - No information available except for Apple Models

337
~$
;/!q,;
~ .~ :;f$
~ ~ ACfr
(j~A.~ ~
Mask of the Sun
(Ultrasoft)
• • •
Mission Asteroid
(Sierra On-Line Systems)
• • • •
Mission Impossible
(Adventure International)
• • • • • • • •
Mummy's Curse
(Highland)
• • •
Mystery Fun House
(Adventure International)
• • • • • • • •
Mystery House
(Sierra On-Line Systems)
• • •
Oldorf's Revenge (Wizard I)
(Highland)
• • •
Oo-topos
(Sentient)
• • •
Queen of Phobos • • •
(Phoenix Software)
Quest
(Penguin Software)
• • •
Palace in Thunderland3
(Microlab)
• • •
Pirate Adventure
(Adventure International)
• • • • • • • •
Planetfall
(Infocom)
• • • • • • • • • • • •
Pyramid of Doom
(Adventure International)
• • • • • • • •
Sands of Egypt
(Datamost)
• • • • •
Savage Island I
(Adventure International)
• • • • • • • •
Savage Island II
(Adventure International)
• • • • • • • •
Secret' Agent
(Jor-And)
• • • • •
Serpent's Star
(Ultrasoft)
• • •
3 - Discontinued

338
~~
;:;~
~ .~:;;;
$ ~ ~"ti
~

II
.,. i$ ;f ,," ¢'
§.

'It ~
7,jJ't"71/;.
z Ij/l;
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cJ
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i
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~
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\J"ti~~ ~ JJJllllfr/~~J#/~~o/#~~
Sherwood Forest
(Phoenix Software)
• • •
Softporn Adventure3
(On-Line Systems)
• • •
Sorcerer
(Infocom)
• • • • • • • • •
Starcross
(Infocom)
• • • • • • • .1 • •
Strange Odyssey
(Adventure International)
• • • • • • • •
Suspended
(Infocom)
• • • • • • • es • • • •
Time Zone
(Sierra On-Line Systems)
• • •
Transylvania
(Penguin Software)
• • • •
Ulysses
(Sierra On-Line Systems)
• • • • •
Ultima I
(Calif. Pac. Company)
• • • • •
Ultima II
(Sierra On-Line Systems)
• • • • • •
Ultima III
(Origin Systems)
• • • • •
Voodoo Castle
(Adventure International)
• • • • • • • •
Witness • • • • • • • .1 •
(Infocom)
Wizard & the Princess
(Sierra On"Line Systems)
• • • •
Wizardry
(Sir-Tech Software)
• • • •
Zork I
(lnfocom)
• • • • • • • •• • • • •
Zork II
(Infocom)
• • • • • • • •• • • • •
Zork III • • • • • • • .1 • • • •
(Infocom)
2 - Models I &: II
3 - Discontinued

339
340
VENDORS
Adventure International Highland Computer Services Phoenix Software, Inc.
P.O. Box 3435 8008 Gerard Ave. 64 Lake Zurich Dr.
Longwood, FL 32759 La Jolla, CA 92037 Lake Zurich, IL 60047
Phone: 305-862-6917 Phone: 619-454-5079 Phone: 312-438-4850
Avalon Hill Game Co. Infocom, Inc. Quality Software
4517 Hartford Rd. 55 Wheeler St. 21601 Marilla
Baltimore, MD 21214 Cambridge, MA 02138 Chatsworth, CA 91311
Phone: 301-254-5300 Phone: 617-492-1031 Phone: 213-344-6599
Avant-Garde Creations Saber Software
Jor-And Address unavailable
P.O. Box 30160 P.O. Box 9180
Eugene, OR 97403 Glendale, CA 91206 Sentient Software
Phone: 503-345-3043 Phone: 213-247-6658 P.O. Box 4929
Aspen, CO 81612
California Pacific Computer Co.
Logical Choice, The Phone: 303-925-9293
1205 Drake Drive, Suite D
9200 Baltimore National Pike Sir-Tech Software, Inc.
Davis, CA 95616-0819
Elliot City, MD 21043 6 Main St.
Crystalware Phone: 301-465-3175 Ogdensburg, NY 13699
Address Unavailable Phone: 315-393-6633
Micro Lab
Datamost, Inc. 2699 Skokie Valley Rd. Sirius Software
8943 Fullbright Ave. Highland Park, IL 60035 10364 Rockingham Dr.
Chatsworth, CA 91311 Phone: 312-433-7550 Sacramento, CA 95827
Phone: 213-709-1202 Phone: 916-366-1195
Origin Systems, Inc.
Hayden Book Company Superior Software, Inc.
P.O. Box 58009
10 Mulholland Dr. 4312 Arizona Ave.
Houston, TX 77258
Hasbrouck Heights, NJ 07604 Kenner, LA 70065
Phone: 713-333-2539
Phone: 201-393-6000 Phone: 504-468-2273
Hayden Software Penguin Software Ultrasoft, Inc.
600 Suffolk 830 4th Ave. 13503 Bell-Red Road, Suite 200
Lowell, MA 08153 Geneva, IL 60134 Bellevue, W A 98005
Phone: 617-937-0200 Phone: 312-232-1984 Phone: 206-451-8104

341
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