Walkthrough for Treasure Island by Jack Lockerby Written by Richard Bos First, a few notes. To start with, this is a PAWed game for the ZX Spectrum. Therefore, words are significant to five letters rather than the more usual Quill's four. Do note though that (and this is different from most PAWed games, and more similar to Quilled ones) to speak to people, you do not use quotation marks. Instead, you just TELL PERSON ABOUT SUBJECT or TELL PERSON TO <command>. Obviously, since this is a walkthrough, spoilers are rife below. I'm not taking you past every single clue and sight, but I do provide some commands which give some hints while not being strictly necessary to get to the end. It may be that it is helpful, for some puzzles, to have read the original book. I have never read it myself. In any case, you need to solve some puzzles for reasons that are completely unpredictable at that point in the game, but which will have repercussions (much) later on; I presume that these would have been less random for someone who has read the book. One more technical point: this is a game in two parts, and at the end of the first part you will need to save your position to tape and load it into part two. This walkthrough deals with the entire game. Make sure you have a tape ready, if you're playing this on a real Spectrum, or prepare a save file if you're using an emulator. We start out in front of the Benbow Inn, waiting for the rescue party to come; but let's do some exploring first. Open the door and go in, up, and north. Open another door and go inside. Examine the bed, then the body. Open its fingers, and get the spot; also open the shirt. Open the cupboard, go inside and unlock the chest. Get packet and put it in your pocket. This is important; if you go about carrying it openly, the pirates will find it even if you yourself are hidden. Odd, but true. Go out twice, south, down and out; then east and down. Look at the sea; this triggers the arrival of the pirates and eventually the rescue party. Go back up and west, and hide. Wait. You'll be told that "a quick look may be in order", so go out, east and down, and in to the boat. Search the boat and take the coin. Go back out, up and west, then hide again. Now wait around until the rescue party arrives. Then go out, get your packet out of your pocket and open it. Take the map. Go west twice and south, knock, and tell the doctor about the map. Go north, east twice and in, then wait. Read the letter. Go outside. Take the book and examine it. Do as it says: go west twice, north and in. You are now in Bristol. Walking about its back alleys, you may be surrounded by cut-throats at any point. If this happens, show them the Black Spot. Their appearance is quite random, so you may never see them, and if you do you'll only encounter them once. In any case, from the Old Anchor Inn, go south, north and inside. Buy the patch and wear it. Go back out, then east, south, east and in. Give the bag to Long John. Go out, west, sw, up, west (you can use port, if you want, and similarly starboard for east, and fore and aft for north and south - in fact, due to the way they've been implemented, you can use these even on land!), south and inside. Give the scroll to the Captain. Go back out, north, east, down, south, east and inside. We're now sailing. You have a limited time to perform everything you need to do on board the Hispaniola - five weeks game time - but the limit is set so generously that you have ample time to have a little look around the ship if you want to. You have just over 150 turns, in fact. Funnily enough, the first 50-ish of these are spent in weeks one through four, and week five takes up all of the last 100 turns... Go west, north and in. Tell Long John to report to the captain. He only stays away for a few turns, so immediately take tankard, and go out, up and east. Give the tankard to the pirate. Open the door and go in. Examine the shelves ("shelf", singular, is not recognised), and take the rope. Go out, south twice, up twice sw and south. Feed rope and release lever - and no, those are not unguessable commands, I've just not told you where to find the hint. It _is_ an unguessable puzzle, though - there is, right now, no reason for you to perform this task, and no hint that you should. Maybe there is one in Stevenson's book, but there isn't one in Lockerby's game. Still, having decided to do this, the exact commands are given, quite nearby. This random act done, go north, ne, down twice, west, down and inside. Give the book to the captain. Now go out, north, up and east. If you want, you can now explore the ship. Go up to the crow's nest, for example, and have a look around. However you choose to spend your time, when the game tells you that it is now week five return to this spot (but don't panic if you can't find it at first - remember, you still have 100 turns). Enter the barrel, wait twice (when the barrel will be shaken about), then listen. Oh dear... trouble! Go out of the barrel, then east, down, south and inside to your own cabin. Tell the captain about the mutiny. That is the end of part one. Insert your (virtual) save tape. The game will now save three copies of your position. Don't ask me why exactly three - if your tape is reliable you only need one, and if it isn't you may want more, but the game will refuse to save more than three. Odd. Well, never mind - load up part two, then insert your tape and load the saved position to find that you've arrived at the island. You have been asked to look into the stockade, so let's do that - but first we need some tools. Go west, north, west, sw twice, west, ne, east and down. Take the shovel and dig four times - you turn up two treasures. Get everything. Go up, west, north, nw, east twice, up and se. Open the door and go inside. Well, that's clearly not as it should be - we should repair that north wall. Drop everything except the axe. Go out, down and se twice. Sharpen the axe here. Go ne and nw. Cut a pine, then drop the axe. Take the trunks, then go back west, north, west, up, nw, and south to the stockade. Take the pickaxe and shovel and mend the wall with them. Search the floor. Take everything, then drop the pickaxe. Go out, ne, nw, down, north, ne, and north into a maze. It's quite possible to solve this the usual way. If you don't care to do so, go east, se and south. Dig here, then drop the shovel. Go north and up. Read what Ben Gunn has to tell you - it contains a few hints. Then tell ben about the map. You could follow his directions, but the route we're going to take is one turn shorter - not that it matters at this point. Go down, nw, south, se and east - there is the cave already. Go inside. Drop the gold bar, then the coin. Search the treasure and get the pail. Go out, then down (that's a one-way route, by the way), west twice and north. Hide - something will happen - and go back out, then ne. Search the pirate and take his pistol. Go west twice, nw, south twice and se. Drop everything, then go up twice. Examine the branch, take a leaf, and put everything in your pocket. Examine your pocket. That caterpillar will turn into a chrysalis with astounding rapidity. Meanwhile, go down twice and retrieve all your possessions. Go nw, east twice, then se three times. Now examine your pocket again - see what I meant with astounding rapidity? And it gets better - keep examining your pocket and soon enough the chrysalis will hatch into a moth. Take this moth and release it. Go nw, three times and west. Get some berries, go north twice, and drop them. A goat will appear. Milk the goat. Now make cheese. Again it's a remarkably speedy process - normally even green cheese takes days to produce, but this only requires a few moves! Next, go all the way back to the cave: south twice, east, ne, north, ne, north, east, south, se and east. Examine the pail - there will be curds in it. Keep examining it until you find cheese instead, then take that cheese. Now you need to find Ben Gunn. He'll be either here or inside the cave. First take a look around to see if he happens to be here; if not, go inside. In either case, give the cheese to Ben. If you found him in the cave, go back outside. Go west, northeast, south twice, sw, south, up, sw, se and in to the stockade. In the mean time you should have heard that the mutiny is now properly underway, so it's just as well that you've mended that wall. You'll find all your friends here. Tell the doctor about the treasure. Now to take control of the ship - but first we need to get there! Go out, down, se twice, down and in to the tent. Get Ben's coracle and take it out and sw. Launch the coracle and enter it. Well, yes - a coracle is not the most stable of crafts. Drop the pail, drop the spoon, enter the coracle again. Paddle until you reach the anchor rope - that should be two turns. Cut the rope. Keep paddling until you see another rope. This time it's the rope you fed into the davit, and let down, all the way back in part one. If you hadn't done that, all your efforts in this part would have been in vain. Charming. Jump at the rope. You're now back on the ship. Go north, ne, down and west. For the time being you can do nothing but go along with what's happening. Just wait until Israel Hands takes out a knife. When that happens, fire your pistol. That's the ship safe, so let's go back to the cave: east, up, sw, south and down to the beach, then east twice, south, west twice, nw, north, ne, north to the maze, and east, south, se, e and east to the cave. Finally, tell the doctor about the Hispaniola. And that's it - you've solved the game. In fact, you've done more than that: you have a score of 102%... well done! And now to find that book...