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Underworld - The Village (Underworld_the_Village.txt)

UNDERWORLD – THE VILLAGE	
Orpheus Ltd
Keith A. Parrock
Spectrum 48

This is a rather long game, with several uncommon words/phrases (both 
nouns and verbs) you need to perform in order to succeed, which makes 
the game difficult unless you know them. Other than that, the flow is 
logical. Your goal is to collect 21 treasures which, when you drop in 
the vicinity of your car, automatically get stored in the boot (trunk). 
It does not appear to matter in which order you collect the treasures, 
but some organization is helpful so you don't waste your torch power. It 
may help to turn the torch on and off, though you often cannot move in 
the dark unless you know where you are going. The only place it may help 
is at the car.

There are a few small glitches in the game. EXAMINE TIMBERS gives you 
the "start" message". You get the response "you can't do that" when
you 
PUT FUSE (when you have the dynamite), but when you check your 
inventory, you actually have put the fuse in the dynamite. You often 
need to turn your torch on, even in broad daylight, regardless of 
whether you are at the farm or not. 

Hints (not in order):
You will run out of torch power so you will need to buy extra batteries.

There are some random events. A thief can steal your treasures, so after 
you have a few, return to your car. You also need to revisit locations, 
especially if you do not have the necessary objects on the initial trip.

The large key is needed to get out of jail. But since you can avoid 
going to jail, you don't really need it. The small key gets you another 
treasure from the bank area.

While you can drop the yale key and the trowel once you've used them 
(they are now broken and will disappear if you drop them at particular 
locations), other objects (like the gold nugget) will disappear if you 
drop them where you shouldn't, like over the shaft.

To get the 49er from stealing your gold nugget over and over again, say 
GOLD STRIKE to him. He will be found at the dead end north of the 
crossroads.

There is one lift cage (you can go up or down), and one lift (with seven 
levels – six plus the ground floor). You can get out from some levels, 
by retracing your steps and calling for the lift, but from others you 
need to find another way out. 

DROP STEPS at the clock timer. EXAMINE PAINTING first to get a clue 
about the time you need to set (use four numbers starting with a zero).

You may wish to visit the crypt and open the grate and get to the bunker 
early on. There are hints give to get across this terrain: make sure the 
location of the room you are in follows the code. However, this isn't 
really necessary as there is only one exit beyond the one you came in 
from. The maze is long (14 steps to get out) but it is straightforward. 
You get to this area by opening the brown door. You get there by going 
to Level 6. You also get the cash to buy extra batteries in this area.

There are some locations you need to avoid (the coffin, east and south 
of the bunker).

Heat melts ice.

PART the BUSH.

The four-armed, windmill-like figure is a pylon. CLIMB PYLON.

When you see a panel, USE PANEL.

Don't drop the egg. Use another verb to create eggshells (KCARC).

You will find something to dig with, though not a spade.

WALK THROUGH and WALK OVER are needed in two locations.

Showing the security pass when necessary allows you to quickly return to 
your car.

When MOVE does not work, try PUSH or PULL.

Getting and dropping the stone tablet gives you a necessary object. 

Do not LOOK in the mirror first.

The treasures (highlighted in the game) are: gold nugget, platinum bar, 
gilt salver, diamond, old master, Roman coin, jewelled tiara, jade 
figurine, crystal goblet, pearl, ruby necklace, glass slipper, emerald, 
bag of quicksilver, sapphire, onyx candlestick, crown, rare book, 
amethyst brooch, icon, brocade cape.

Solution:

LOOK (you are outside the village hall with your car boot open), 
INVENTORY (you have a torch), KNOCK (no one answers), SW, TAKE MATCHES, 
TAKE SNOWSHOES, NE, OPEN DOOR, IN, W (you see a panel of lights), USE 
PANEL (you see a hole), W, TAKE COAT, E, E, N, TAKE MASK, OPEN CABINET, 
REDESCRIBE, TAKE PAPER, READ PAPER (after the commandment is broken, 
glass become jewel when a wash is given), S, OUT, DROP COAT, DROP PAPER, 
DROP MASK, DROP MATCHES, DROP SHOES, E, E, READ SIGN (eggs for sale), E, 
N, UP, TAKE SUIT, WEAR SUIT, DOWN, N, MOVE RUG, REDESCRIBE (you see a 
trapdoor), OPEN TRAPDOOR, DOWN, TORCH ON, REDESCRIBE, TAKE ICON, UP, S, 
S, S, E, UP PYLON (you need the rubber suit), TAKE EGG, DOWN, W, N, W, 
W, W, OFF TORCH, CRACK EGG, REDESCRIBE (you see a sapphire), TAKE 
SAPPHIRE, DROP SAPPHIRE, DROP ICON (they drop into the boot).

DROP SHELL, DROP SUIT, TAKE SHOES, E, E, E, S, E, E, E, E, N, DOWN, 
TORCH ON, REDESCRIBE, E, E, S, E, N, N, TAKE CROSS, WEAR CROSS, W, N, W, 
N, E, E, N, E, READ BILLBOARD (56556868665755), UP, W, W, DOWN, SW, TAKE 
PASS, S, S (you need proper footwear), WEAR SHOES, S, S, TAKE CAPE, E, 
N, PART BUSH, REDESCRIBE, TAKE BROOCH, N, E, UP, E, E, DOWN, W, S, W, W, 
S, E, S, E, S, S, W, N, W, W, UP, S, W, W, W, N, W, W, W, OFF TORCH, 
DROP CAPE, DROP BROOCH, DROP SHOES, DROP PASS, TAKE COAT, WEAR COAT, 
TAKE MASK, IN, W, IN, ON TORCH, REDESCRIBE, DOWN, NE, READ PLAQUE (press 
CL to call the lift), CL, 2, TAKE BRAZIER, CL, 3, WEAR MASK, E, TAKE 
FIGURINE, W, DROP MASK, CL, 4, E, TAKE PARCEL, W, CL, 6, E, TAKE TROWEL, 
E (you see a window high up, a vaulting horse, and a trampoline).

Go N, DIG, DIG, TAKE COIN, S, DROP TROWEL, MOVE HORSE, REDESCRIBE, TAKE 
NECKLACE, BOUNCE (you enter the next room), N, E, E, OPEN BROWN DOOR 
(you see a room made of bricks), TAKE CASH, PULL BRICK (a hole appears), 
S, E, OUT, OFF TORCH, DROP COIN, DROP NECKLACE, DROP FIGURINE, SW, TORCH 
ON, REDESCRIBE, BUY BATTERIES, NE, TAKE PASS, IN, W, IN, DOWN, NW, DROP 
BRAZIER, TAKE TIARA, SE, NE, CL, 6, E, E, BOUNCE, N, E, E, OPEN GREEN 
DOOR (you are in the catacombs), TAKE TABLET, READ TABLET (the 11th 
commandment – thy shalt not throw stones at glass palaces), DROP TABLET, 
REDESCRIBE, TAKE ROCK, E, E (the hermit takes your parcel and leaves 
grain behind), TAKE GRAIN, N, E, S, S, TAKE GLASS, UP, E, N, THROW ROCK 
(you see splinters), TAKE SPLINTERS, S, S, E (remember what you read in 
the paper), DROP SPLINTERS, TAKE DIAMOND.

GO W, S, E, TAKE POTION (you cannot carry any more), W, S, W, W, PUSH 
BOOKCASE (it slides back), E, E (you kick something), REDESCRIBE (you 
see a crown), N, N, N, E, SHOW PASS, E (you see a rare book but are 
still carrying too many objects), S, S, OUT, OFF TORCH, DROP GLASS, DROP 
TIARA, DROP DIAMOND, DROP GRAIN, IN, TORCH ON, W, IN, DOWN. Somewhere 
here your torch goes out. When than happens, INSERT BATTERIES. TORCH ON, 
NE, CL, 6, E, E, BOUNCE, N, E, E, OPEN GREEN, E, E, N, E, S, S, UP, E, 
S, S, E, TAKE POTION, W, W, WALK THROUGH (who do you think you are, 
Alice?), DRINK POTION, WALK THROUGH, N, TAKE GOBLET, S, E, E, S, TAKE 
CROWN, W, W, DOWN, W, N, N, TAKE CANDELSTICK (avoid the coffin to the 
east).

GO S, E, S, UP, E, E, N, N, N, E, SHOW PASS, E, TAKE BOOK, S, S, OUT, 
OFF TORCH, DROP GOBLET, DROP CANDLESTICK, DROP CROWN, DROP BOOK, DROP 
COAT, DROP PASS, TAKE MATCHES, E, TORCH, ON, N, N, N (the entrance is 
blocked), E, E, TAKE DYNAMITE, TAKE FUSE, PUT FUSE, INVENTORY (the fuse 
is in the dynamite), W, W, DROP FUSE, STRIKE MATCH (you hear an 
explosion), DROP MATCHES, IN. Around here you will see a random thief; 
sometimes he takes a treasure but sometimes he doesn't. Go E, TAKE KEY, 
E, E, E, TAKE TITLE, READ TITLE (take it to the lawyer's office), W, W, 
W, DOWN, MOVE TIMBERS, N, UP (you see a red bell), EXAMINE BELL (wires 
lead into the wall), DOWN, W, TAKE YALE, W, TAKE CUTTERS, E, E, UP, CUT 
WIRES, DROP CUTTERS, S, TAKE MASTER, N, DOWN, W, W, TAKE STEPS, E, E, N, 
W, EXAMINE PAINTING (the hands of the clock point to 9:30).

Go E, N, WALK OVER PAD, N, TAKE SALVER, S, OPEN BOXES, REDESCRIBE, DROP 
BROKEN KEY, TAKE EMERALD, W, N (the door closes), DROP STEPS, TAKE BAR, 
SET TIME (what time?), 0930 (the safe door opens), S, S, S, S, UP, W, 
OUT, S, S, S, S, NW, OFF TORCH, DROP BAR, DROP SALVER, DROP EMERALD, 
DROP MASTER, TAKE GRAIN, E, E, E, TORCH ON, S, E, E, N, UP, DROP GRAIN, 
TAKE PEARL, DOWN, S, W, W, N, W, W, W, TAKE PASS, IN, W, IN, DOWN, NE, 
CL, 1, E (the lawyer gives you a bag of quicksilver if you have the 
title deeds), W, CL, 6, E, E, BOUNCE, N, E, E, OPEN BROWN DOOR, S, E, 
OUT, DROP BAG, E, N, N, N, IN, E, E, E, IN CAGE, PRESS 6, OUT CAGE, W, 
TAKE NUGGET, E. Around here or later an old miner takes the nugget. Go 
IN CAGE, PRESS 7, OUT CAGE, W, N, TAKE NUGGET, GOLD STRIKE (the miner 
leaves), S, W, W, OUT, S, S, S, W, DROP NUGGET, DROP PEARL. You are 
finished with 100%.
	
Terri Sheehan
2005-12-31

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