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. Terri Sheehan 2005-12-31 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com