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Faerie (Faerie.txt)

FAERIE
Gary Kelbrick/Mike Smith
8th Day Software
Spectrum 48

This is a very long, interesting, but at times, tedious game. The 
settings are descriptive. Objects and locations with red hearts 
(?) are good ones, while those with black hearts spell danger. 
You must collect treasures, quite a few. There is a cave where 
you drop them, but first you must cast a spell in order for the 
treasures to be gobbled up by a tentacled thing and counted in 
your score. 

There are, unfortunately, several very illogical commands needed, 
i.e. no hints given in the game. While some can be deduced (the 
rope and twigs make a besom), others you just have to "know". 
These include: SAY BBPB, CHECK MATE at the gamemaster, SEARCH 
POCKET, WHISTLE TUNE, PULL WALL at the dead end, plus others.

The hints given by the Tipshop, are helpful but not enough. These 
are:

	*   *   *   

To enter the underworld you will need the following objects and 
items: the knife, the sweater, the lit lamp, and the boots).

Under no circumstances should you take the followiong into the 
underworld: (the Black Queen, the Sand Ring). Do you occasionally 
suffer from a nasty attack of the Ogres? The easy cure is to 
THROW KNIFE).

These are courtesy of Tim Kemp in Your Sinclair - issue 74). 
Obtained from the Tipshop.

	*   *   *   

Notwithstanding the above hints, you benefit from 
carrying/wearing other things in the underworld, such as the 
Sapling Crown. 

The Ogre attacks only in the underworld.

You can carry/wear the Sand Ring in the underworld, as long as 
it's not very hot, but it's probably better not to.

TYPE SCORE to know how you are progressing. 

You can wear an unlimited number of objects, but cannot carry 
more than five. Hence much retracing of steps is necessary.

Don't drop the Fairy Gold, unless you are in the cave with the 
tentacled thing. 



The Sand Ring allows you to not be taken by the Sandman, who 
returns you to the dusty road location if you are not wearing it. 
When you are not wearing the ring, this will happen randomly and 
you will need to retrace your steps. However, there are times 
when it is beneficial to remove the ring, allow yourself to be 
taken back to the dusty road (where the gate is), and proceed 
from there. You will need to go back and forth numerous times 
(and I do mean numerous) until this "chance" even occurs. 

Once you climb the gate, and get south of the gate, you cannot 
climb it back up from that location.

You need to have the water-glass to read the sign at the bridge. 
Courtesy, in the case, means GOOD MORNING. This allows you to 
cross the bridge east. 

Examination of objects will tell you whether they are treasures 
(and hence to be dropped off in the cave), tokens, or "magic lies 
therein". These latter two descriptions will be needed to obtain 
other objects.

SEARCH POCKET for a treasure.

Most objects are necessary. Put them in a central location as you 
will have no idea when to use them.
	
There are two talismans: the Snowman's talisman allows you to go 
back to him and give him the coal, and Titania's talisman (in 
order to get it you need to give the coal to the snowman, drop 
the ice-heart at the black rose after you PICK ROSE). This lets 
you pass certain barriers in the underworld.

Be prepared to spend much time in the underworld. Fortunately 
the light of the lamp is limitless.

You need the oak leaf to JUMP at the edge of the fissure and 
back again.

Locations are only marked in some places. In addition to trying 
the usual directions, don't forget to use IN and OUT. 

WHISTLE TUNE when you are below the dip to get in (you still 
need the keys), and also when you are on top of the mushroom to 
get out. 

SAY IXNAY when you meet the man who isn't there.

SAY XCAY at the reversed mirror. You can go IN from there.

You need the stone keys more than once. I used them twice at the 
mushroom, and once at the windmill. UNLOCK DOOR and OPEN 
WINDMILL work when you have them.

You need the sweater to visit the snowman (both times), and in 
the underworld. However, the bull kills you when you go south 
from the dusty road, so you need to plan around this.

When you are at the Anvil, there are two possibilities, both 
needed. The first exit west takes you to the dungeon, where you 
need to PULL LEFT, PULL RIGHT several times to get loose.  The 
second exit west requires the staff, from which you need to 
REMOVE HEELS, WEAR HEELS. Then WAVE STAFF when you meet the 
guardian of the animals. 

JUMP when you reach the ford. This gives you a shortcut to the 
chessboard.



You will find several wands on your journey. You need to WAVE 
WAND to be transported to a different location. Some disappear 
after use, though once you find the Aspen Wand again, it doesn't. 
You don't really need the Beech Wand, and save the Cedar Wand 
until the end.

ASPEN: Allows you to begin the game. When you find it again, 
waving it will take you to the dusty road. However, do give it to 
the man who wants it.
WILLOW: takes you to the coffin. Make sure you have the lamp with 
you.
CEDAR: takes you to the small bedroom in the house. You need it 
to get the tile out.
LINDEN: takes you to outside the cave.
BEECH: takes you to the meadow.
WYCH-HAZEL: takes you to below the glacier. Make sure you are 
wearing the sweater.

You need to WAVE STAFF when it's heel-less.

R (redescribe) and (I) check inventory frequently. There will 
often be a treasure that you had not noticed before.

Some objects are needed more than once.

The book lists several spells: XAIVE, CRUTHAN, AMOCH, YIEICE. 
Some are hurled, some cast, and some said. Try all possibilities 
until one works. You do not need to be carrying the book. I am 
unclear about how you are to know when to use the spells and 
when. Maybe documentation came with the original game.

XAIVE: SAY it in the cave to create the tentacled thing
CRUTHAN: SAY it several moves after being possessed (in the 
underworld)
AMOCH: HURL it in the caver in the underworld; I believe you need to be 
wearing the sapling crown
YIEICE: CAST it when you are in the windmill above the grainery	

SAY IXNAY when you are on the stairs in the house.

PULL TREE when you are beneath it.

The ogre in the underworld attacks randomly. Always make sure you 
have the knife with you. Once you THROW KNIFE, remember to TAKE 
KNIFE again.

Make sure you are not carrying the portrait when you are in the 
picture gallery in the house. It confuses the parser, Drop it 
elsewhere and EXAMINE PICTURE to get in.

The penguin frequently appears when you are in the boat. When that 
happens go south, then try again by going north.

WAIT or EXAMINE for several moves when you see the witch. She will 
tell you what she needs.  

When you meet Rhianon, go east first to get a treasure.

OPEN WINDOW at the house west of the meadow in order to get in.



You cannot put anything into the rucksack. However, there is 
something it in. Do not SEARCH RUCKSACK until you are faced with 
the ogre in the underworld. Otherwise the rucksack is not needed, 
but you can wear it, whereas you have to carry what is inside. 

The treasures are, and their value are:	

Treasure			Value

tile				4	
copper ornament		3
carriage clock		4
paper-punch		2
chrysanthemum		2
doll				4
rune				4
cornflake			5
fairy gold			1
orb				2
shield				2
ruby				3
figurine			3
brand				3
mirror				5
ingot				5
horse-shoes			1
statue				4
urn				3
portrait			3
diamond			3
pot of gold			5
daisy				5
scabbard			3
coin				2
purse				2
horn				5
pearl				4
goblet				2
slipper				1
bananna (sic)		1
medallion			1

Total: 100 points

There are several objects you do not need to take, and can safely 
ignore: the black bishop, the black queen.

The use of objects:

sweater: allows you to meet the snowman and is needed to get into 
the underworld
coal: you get a treasure when you give it to the snowman


rook: you need to drop it below the black pawn (ignore the 
bishop), to get the sapling crown.
sand ring: allows you to avoid being taken by the sandman; you 
need to wear it
rope: needed to make a broom/besom
boots: needed to be worn to cross some locations
pebble: throw them in the cellar
phial: throw it when you are before the altar
oak leaf: JUMP at the fissure and to return
besom/broom: the witch wants it
rucksack: SEARCH RUCKSACK in the underworld
box: needed in the attic and in the chimney; DROP BOX, then UP
stone keys: needed to get into the mushroom and into the house
necromancer's book: has four spells you need plus an obscure hint
changeling: TAKE IT and DROP IT numerous times to get a treasure; 
don't take the baby first
twigs: needed to make a broom; TIE TWIGS
staff of rule: it is heeled; REMOVE HEELS, WEAR HEELS, but don't 
drop the staff
boat: you need it to get to certain locations; IN/OUT; you need 
oars
snowman's talisman: you need it to get back to him
titania's talisman: necessary in the underworld
water-glass: needed to read the sign at the bridge which will 
give you a hint how to cross it
dead fish: EAT FISH to give you a clue
ice-heart: DROP it after you PICK ROSE
sapling crown: needed to cast a spell
skeleton's hand: needed to OPEN WINDMILL
oars: necessary to row the boat
black bull: an obstacle; you cannot wear or even carry the 
sweater to get past it
fairies: they will give you something (see changeling hint)
tentacled thing: DROP treasures, then SCORE; it will let you know 
when it's full
dusty man: GIVE ASPEN
gamemaster: CHECK MATE
nuff: GIVE it to the Fairy-Buggon
staff (heel-less): WAVE STAFF at the guardian of the animals


Solution:

This is solution may not be the most efficient, but if works, 
except for the random elements, which may take more time.

INVENTORY (you are wearing a sweater and a rucksack), TAKE ASPEN, 
WAVE ASPEN (you fall), E, S (a gate is in the way), REMOVE 
SWEATER, DROP SWEATER, CLIMB GATE, E (you see a trout saying 
something unintelligible and a dead fish), TAKE FISH, EAT FISH. 
The trout's words are now decipherable. "Magic in the cave will 
help a score while a book's advice will help you more." Go N, 
EXAMINE FAIRY GOLD (treasure), TAKE FAIRY GOLD, W, OPEN WINDOW, 
EXAMINE HORSESHOES (treasure), TAKE HORSESHOES, TAKE BABY, OUT, 
NW, TAKE WILLOW, E, TAKE TWIGS, SW, N, SE, E, UP, DROP WILLOW, 
TAKE SWEATER, WEAR SWEATER, TAKE WILLOW, OPEN GATE (the dusty man 
wants his wand back).



DROP WILLOW, S, W, EXAMINE CHANGELING (enchantment lies within), 
TAKE CHANGELING (the fairies want a swap), DROP CHANGELING. 
Continue to TAKE CHANGELING AND DROP CHANGELING six times until 
the message from the fairies is different. You see a pearl), GIVE 
BABY, TAKE PEARL, INVENTORY (you have a pot of gold), E, E, E, E, 
DROP PEARL, DROP HORSESHOE, DROP POT, IN, TAKE LAMP, OUT, DROP 
LAMP, W, W, TAKE ROPE, TIE TWIGS (you make a besom), E, N, E, 
TAKE KEYS, TAKE SAND, EXAMINE SAND (enchantment), WEAR SAND, W, 
W, OPEN GATE, CLIMB GATE, E, N, W, NW, S, SE, S, NE, E, TAKE 
BOOTS, WEAR BOOTS, N, EXAMINE WITCH. Walk around or examine 
things until you get the message she wants her broom.

GIVE BESOM, REDESCRIBE, TAKE HAND, TAKE BOOK, EXAMINE BOOK (you 
see the spells XAIVE, CRUTHAN, AMOCH, YIEICE - the words of the 
spell are not complete, till xnay, mordin are complete), DROP 
BOOK, S, UP, UP (you can't reach), DOWN, W, S, E, W, S, DOWN, 
WHISTLE TUNE (you are lifted to a mushroom), IN, UP, UP, N, TAKE 
NUFF, S, WHISTLE TUNE, REMOVE RING. Go west and east until the 
sandman takes you back to the dusty road. Go E, OPEN GATE, WEAR 
RING, S, E, E, E, IN, SAY XAIVE (you create a tentacled thing), 
DROP FAIRY GOLD, OUT, TAKE POT, IN, DROP POT, OUT, TAKE PEARL, 
IN, DROP PEARL, OUT, TAKE HORSE, IN, DROP HORSE, OUT, DROP KEYS, 
SW, S, TAKE GLASS, N, N, E, E, N, W, W, OPEN GATE, E, READ SIGN 
(fairy bridge - courtesy preferred).

Say GOOD MORNING (you cross), TAKE SCABBARD, EXAMINE SCABBARD 
(treasure), DOWN, REDESCRIBE, TAKE PURSE, EXAMINE PURSE 
(treasure), TAKE LEAF, UP, E, E, SW, S, E, IN, DROP PURSE, DROP 
SCABBARD, OUT, DROP LEAF, TAKE KEYS, W, N, W, OPEN GATE, E, GOOD 
MORNING, E, E, OPEN WINDMILL, DROP HAND, UP, CAST YIEICE, TAKE 
HARP, TAKE SHIELD, EXAMINE HARP (treasure), EXAMINE SHIELD 
(treasure), DOWN, DOWN, TAKE OARS, S, SW, S, E, IN, DROP HARP, 
DROP SHIELD, OUT, DROP NUFF, TAKE LAMP, W, W, W, W, TAKE WILLOW, 
WAVE WILLOW, ON LAMP, TAKE HORN, PULL LID, REDESCRIBE, OFF LAMP, 
EXAMINE HORN (treasure), REMOVE SWEATER, DROP SWEATER.

Go SE, E, UP, E, GOOD MORNING, E, E, SW, S, E, IN, DROP HORN, 
OUT, DROP LAMP, TAKE NUFF, SW, N, N, OPEN GATE, CLIMB GATE, DOWN, 
W, NW, TAKE SWEATER, WEAR SWEATER, S, SE, S, E, DOWN, E, NE, N, 
E, PULL TREE, REDESCRIBE (you see a boat), IN, N (if you see a 
penguin, go S, S, N, N), N, OUT, DROP KEYS, TAKE DIAMOND, EXAMINE 
DIAMOND (treasure), E, UP, UP, N, GIVE NUFF, TAKE WYCH-HAZEL 
(ignore the Black Queen), REDESCRIBE, TAKE PORTRAIT, S, DOWN, 
DOWN, W, IN, S, S, OUT, DROP DIAMOND, DROP PORTRAIT.

WAVE WYCH-HAZEL (you are below a glacier), W. You see a one-eyed 
snowman who gives you a talisman, EXAMINE TALISMAN (a token), E, 
IN, S, S, OUT, DROP TALISMAN, IN, N, N, OUT, DROP OARS, OUT, TAKE 
KEYS, UP, UP, E, EXAMINE PICTURE, REDESCRIBE (you are outside a 
house), IN (door is locked), UNLOCK DOOR, DOWN, TAKE BOX,, 
EXAMINE MIRROR (you see mirror writing), UP, UP, UP (you see a 
man who isn't there), SAY IXNAY (he disappears), UP, E, TOUCH 
PIXIE, INVENTORY (you have a platinum paper-punch), EXAMINE PUNCH 
(treasure), W, UP, DROP BOX, UP, UP, TAKE TILE, DOWN (you can't), 
DROP TILE, DOWN, DOWN, TAKE BOX, DOWN, DOWN, TAKE BRAND, EXAMINE 
BRAND (treasure).



Go DOWN, DOWN, DOWN, IN, S, S, TAKE CEDAR, N, N, OUT, UP, W, DROP 
KEYS, OUT, W, DOWN, DOWN, W, IN, TAKE OARS, S, S, OUT, DROP OARS, 
W, S, SW, W, UP, N, N, E, UP, DROP BOX, UP, TAKE CHRYSANTHEMUM, 
EXAMINE CHRYSANTHEMUM (treasure), TAKE ROOK, EXAMINE ROOK 
(token), DOWN, DOWN, W, S, S, DOWN, DROP PAPER, DROP 
CHRYSANTHEMUM, DROP BRAND, DROP CEDAR, E, NE, N, E, TAKE 
PORTRAIT, TAKE DIAMOND, W, S, SW, W, DROP PORTRAIT, DROP DIAMOND.

Go E, NE, N, E, TAKE OARS, IN, N, N, OUT, E, UP, UP, E, EXAMINE 
PICTURE, REDESCRIBE, TAKE KEYS, UNLOCK DOOR, DROP KEYS, DOWN, IN, 
SAY XCAY, REDESCRIBE, N, TAKE MEDALLION, EXAMINE MEDALLION 
(treasure), N, TAKE BEECH, N, N, N, W, W, W, S, E, S, DROP ROOK, 
INVENTORY (you are wearing a Sapling Crown), OUT, N, N, E, E, N, 
N, OUT, UP, TAKE KEYS, W, OUT, DROP KEYS, W, DOWN, DOWN, W, IN, 
S, S, OUT, DROP OARS, TAKE TALISMAN, W, S, SW, W, DROP BEECH, 
DROP TALISMAN, REMOVE SAND, UP (keep going north and south until 
the sandman takes you back to the dusty road), E, E, GOOD 
MORNING, E, E, SW, S, E, DROP SAND, TAKE LEAF, TAKE LAMP, DROP 
MEDALLION.

Go SW, S, IN, NE, DOWN, DOWN, ON LAMP, SE, S (if and when you see 
the ogre, SEARCH RUCKSACK, TAKE KNIFE, THROW KNIFE, TAKE KNIFE), 
HURL AMOCH, REDESCRIBE, TAKE STATUE, EXAMINE STATUE (treasure), 
TAKE STAFF, EXAMINE STAFF (a token), N, NW, UP, DROP STATUE, 
DOWN, SW, JUMP, TAKE COAL, TAKE ORNAMENT, S, W, DROP STAFF, W 
(you are hit on the head), REDESCRIBE, PULL LEFT, PULL RIGHT 
(repeat these two moves until you are free - four times), TAKE 
PEBBLE, E, S, JUMP, N, N, N, UP, DROP ORNAMENT, DROP LEAF, DROP 
KNIFE, TAKE STATUE, UP, OFF LAMP, NW, OUT, N, NE, TAKE SAND, WEAR 
SAND, TAKE MEDALLION.

Go IN, DROP STATUE, DROP MEDALLION, OUT, DROP LAMP, W, N, W, OPEN 
GATE, UP, E, N, W, NW, S, SE, S, E, DOWN, DROP COAL, DROP PEBBLE, 
TAKE DIAMOND, TAKE BRAND, TAKE PAPER, TAKE CHRYSANTHEMUM, REMOVE 
SAND, UP (go back and forth north and south until the sandman 
takes you back to the dusty road. This may take many, many 
moves), E, E, GOOD MORNING, E, E, SW, S, E, WEAR SAND, IN, DROP 
PAPER, DROP CHRYSANTHEMUM, DROP BRAND, DROP DIAMOND, OUT, W, N, 
W, OPEN GATE, UP, E, N, W, NW, S, SE, S, E, DOWN, TAKE PEBBLE, 
TAKE COAL, TAKE TALISMAN.

Go E, NE, N, E, TAKE OARS, IN, N (you see a penguin), REDESCRIBE 
(you are on an ice-floe), OUT, W, GIVE COAL, INVENTORY (you have 
an ice-heart), EXAMINE ICE-HEART (token), REDESCRIBE, TAKE 
MIRROR, EXAMINE MIRROR (treasure), E, IN, S, S, OUT, DROP MIRROR, 
DROP TALISMAN, IN, N, N, OUT, E, UP, UP, E, TAKE KEYS, EXAMINE 
PICTURE, REDESCRIBE, UNLOCK DOOR, E, S, SE, THROW PEBBLE, TAKE 
GOBLET, EXAMINE GOBLET (treasure), NW, N, W, DOWN, IN, S, SW, E, 
SW (at the Black Rose), PICK ROSE, GIVE ICE-HEART (Titania asks 
you to free Oberon and tells you to furlow the wind), INVENTORY 
(you have Titania's talisman), REDESCRIBE, TAKE COIN, EXAMINE 
COIN (treasure).

Go NE, N, N, OUT, UP, W, OUT, W, DROP KEYS, DOWN, DOWN, W, IN, S, 
S, OUT, TAKE MIRROR, DROP OARS, W, S, SW, W, UP, REMOVE RING. Go 
north and south until the sandman takes you back to the dusty 
road. WEAR RING, E, OPEN GATE, S, S, NE, IN, DROP COIN, DROP 
GOBLET, DROP MIRROR, OUT, TAKE LAMP, SW, S, IN, NE, REMOVE RING, 
DROP RING, ON LAMP, DOWN, DOWN, S, S, TAKE LINDEN, N, N, UP, DROP 
LINDEN, DOWN, S, S, JUMP, S, W, SE (you see Rhianon and Oberon), 
IN, TAKE PHIAL, OUT, FURLOW WIND, REDESCRIBE, TAKE SLIPPER, 
EXAMINE SLIPPER (treasure), E, UP, DROP SLIPPER, DOWN, NE, PULL 
WALL, E, N, NE, THROW PHIAL, REDESCRIBE, TAKE DAISY, EXAMINE 
DAISY (treasure), SW, S, W, TAKE RUBY, PULL WALL, SW, UP.



DROP DAISY, DROP RUBY, TAKE LEAF, DOWN, SW, JUMP, NE, UP, DROP 
ORNAMENT, S, W, DROP KNIFE, TAKE STAFF, REMOVE HEELS, WEAR HEELS, 
TAKE KNIFE, W, REDESCRIBE (you see a Cyclops), WAVE STAFF (the 
Guardian disappears), DROP STAFF, TAKE URN, TAKE ASPEN, E, DROP 
STAFF, W, TAKE URN, E, DROP URN, W, TAKE ASPEN, E, DROP TITANIA, 
TAKE URN, E, N, JUMP, NE, UP, UP, DROP KNIFE, DROP LEAF,TAKE 
SAND, WEAR SAND, DOWN, TAKE ORNAMENT, TAKE RUBY, UP, OFF LAMP, 
NW, OUT, N, NE, IN, DROP ORNAMENT, DROP RUBY, DROP URN, OUT.

Go SW, S, IN, NE, ON LAMP, DOWN, TAKE DAISY, TAKE SLIPPER, TAKE 
LINDEN, UP, OFF LAMP, NW, OUT, N, NE, IN, DROP DAISY, DROP 
SLIPPER, OUT, DROP LINDEN, SW, S, IN, NE, TAKE KNIFE, ON LAMP, 
DOWN, DOWN, S, S, JUMP, E, N, N, N, E, E, E, S, S, CHECK MATE, 
TAKE FIGURINE, EXAMINE FIGURINE (treasure), INVENTORY (you also 
have an ingot), EXAMINE INGOT (treasure), N, N, W, W, W, S, S, S, 
W, S, JUMP, N, N, N, UP, UP, DROP ASPEN, OFF LAMP, NW, OUT, N, 
NE, IN, DROP INGOT, DROP FIGURINE, OUT, SW, S, IN, NE, ON LAMP.

Go DOWN, DOWN, E, E, E, N (you have been possessed), TAKE CLOCK, 
EXAMINE CLOCK (treasure), S, W, W, W, W, SAY CRUTHAN (you are 
healed), UP, UP, DROP KNIFE, OFF LAMP, NW, OUT, N, NE, IN, DROP 
CLOCK, OUT, SW, S, IN, N, E, TAKE KNIFE, SAY BBPB, TAKE BANANNA, 
EXAMINE BANANNA (treasure), NW, W, S, ON LAMP, JUMP, N, N, N, UP, 
UP, OFF LAMP, DROP KNIFE, NW, OUT, N, NE, IN, DROP BANANNA, OUT, 
DROP LAMP, W, N, W, GIVE ASPEN, REDESCRIBE, TAKE DOLL, TAKE 
CORNFLAKE, TAKE ORB, EXAMINE DOLL (treasure), EXAMINE CORNFLAKE 
(treasure), EXAMINE ORB (treasure), S, E, E, E, IN, DROP DOLL, 
DROP CORNFLAKE, DROP ORB, OUT, TAKE LINDEN.

Go W, N, W, OPEN GATE, UP, E, N, W, NW, S, SE, S, E, DOWN, TAKE 
PORTRAIT, TAKE CEDAR, UP, N, N, E, UP, TAKE BOX, DOWN, W, S, S, 
DOWN, WAVE CEDAR (you are in the small bedroom), W, UP, DROP BOX, 
UP, UP, TAKE TILE, WAVE LINDEN, DROP TILE, SEARCH POCKET, 
INVENTORY (you have a runestone), DROP PORTRAIT, DROP RUNESTONE.
You are finished. Score: 100

Terri Sheehan
2004-08-13

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