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Magic Mountain (Magic_Mountain.txt)

MAGIC MOUNTAIN
Phipps Associates


(You start at the foot of a mountain) GET HAT, WEAR HAT, W (bamboo
thicket), PULL DOOR, ENTER (a vault where a message on the wall reads
"I always return"), GET COIN, OUT, E, D (cave where a dwarf sells
scythes and tells fortunes; ignore the quill), GIVE COIN, GET SCYTHE,
DWARF TELL FORTUNE (he tells you a three letter code such as 'ACB',
remember this.)

S (into the maze), E, E, D (hidden chamber), GET CARPET, RETURN (the
vault; the coin has reappeared), GET COIN, OUT, USE SCYTHE (it cuts the
bamboo and a cane falls to the ground), DROP SCYTHE, GET CANE, W, GET
CASKET, E, E, E, USE CANE (to pull down the rope), DROP CANE, GET SHOES,
WEAR SHOES, SWING (across fissure to a windy gully.)

N (wet cave where there may be a lizard), CATCH LIZARD (in casket), W
(back to windy gully; if the lizard wasn't in the wet cave, it'll be in
the cold cave: D, CATCH LIZARD, W), OPEN CASKET (the lizard jumps out
and eats the deadly spider), DROP CASKET, D (cold cave), GET BLANKETS,
LIFT TRAPDOOR ("Open Trapdoor" won't work; anyway, once it's open you
automatically go through to the wizard's prop room), GET BOOK, READ BOOK
(you must be wearing the wizard's hat; book says "Rise and Shine"), DROP
BOOK, U, W (windy gully), GET BOTTLE, E (long passage where the roof has
caved in to the south), UNCORK BOTTLE (a genie appears and will grant
you one wish; be careful with your wording or he won't obey), MOVE ROCKS
(even though "rocks" aren't mentioned anywhere; that's why this is the
puzzle that I couldn't get past at all when I originally played this
game back in the eighties; anyway, the genie clears the path for you.)

DROP BOTTLE, S (northern edge of crevasse), TIE BLANKETS (now have an
improvised rope), DROP BLANKETS (they hang down the side of the
crevasse), CLIMB BLANKETS (ravine base), E, GET LANTERN, W, CLIMB
BLANKETS (back to northern edge of crevasse), RISE AND SHINE (the magic
carpet takes you across the crevasse to a vending machine).

INSERT COIN (the machine produces some matches), GET MATCHES, SAY RETURN
(to vault), GET COIN, OUT, E, E, SWING (across fissure), E, S (to
crevasse), RISE AND SHINE, DROP CARPET, E, S, BUY PARCHMENT (with coin),
GET PARCHMENT, READ PARCHMENT (says "Phooey"), DROP PARCHMENT, N, N
(witch's dungeon), LIFT SLAB (you find a tunnel underneath), CRAWL, GET
KEYS, STRIKE MATCH (this turns on the lantern in the next move), E (with
the lantern lit, you can see a sword), GET SWORD, W, S, S (you hear a
dragon; it'll kill you if you're not wearing the shoes.)

KILL DRAGON (with the sword; don't go E first), DROP SWORD, E, UNLOCK
DOOR, (you're asked which order to use the keys in the locks; this
depends on the lucky code the Dwarf told you, so if it was 'ACB', use
key A then key C then key B; once the the door is open, you go through
automatically to a cave; the rectangular shape in the wall here is
another door), OPEN DOOR (you automatically go through it), GET OARS,
OPEN DOOR, (you automatically go through it), E, (river with dinghy;
don't waste time trying to "Enter Dinghy" or "Board Dinghy" or "Go
Dinghy"; illogically you need to do the exact opposite) GET DINGHY, ROW
DINGHY (with oars).

DROP DINGHY, N, N (inner temple where you see the scroll of wisdom), GET
SCROLL, S, S (you can't, an evil force prevents you from going further;
for some reason, you don't win if you just use "Return" to get out),
PHOOEY (the force is nullified by your magic), S (river), W (into the
Scroll Bearer's Path.)


CONGRATULATIONS.  You managed to get the scroll and come out of the
mountain in one piece!