Solution for Stranded! Prepare yourself for a difficult challenge; here we entered Stranded! a self published adventure in the grand old 8-bit days where every bedroom held the potential for enough home spun games to create the week's beer money. Part 1: The Starfreighter Etoile From the start we find ourselves stuck in the dark and dingy hold of the starfreighter Etoile, being watched over by a fat, ugly and sarcastic guard. Being stuck here isn't really going to help us solve the adventure, so let's have a look at the important bit in this room: EXAMINE LEVER. If you try and use them the fat guard stops you, so let's WAIT around for the guard to leave; this takes about 10 turns so don't be disillusioned if nothing happens for a while. Once he's gone on his tea break, it's time to escape. PUSH LEVER ONE and PULL LEVER TWO and the door will hiss open. Venture off E and E again and you'll find yourself in the Large Hold, where there's a gas bomb and a gas mask. Potentially useful, so GET BOMB and GET MASK (or if you prefer, GET ALL). For completeness sake, we may as well WEAR MASK. We need to make a quick detour from escaping to save us some time later. Go back W, to the oval corridor, then N and W. Do not go E, certain death awaits us there. Once in the Hold, GET BLUEPRINTS. Now we need to escape the ship. Go E, back to the corridor, S, S and S again. We find ourselves in a small, round, elevator-like cubicle. PRESS BUTTON to be transported up. We can go north to see the flight deck, but there's lots of people there, so THROW BOMB (hence why we wore the mask) and go N. On the flight deck, we see a panelboard. EXAMINE PANELBOARD to see two buttons: LAND and DOOR. Never being somebody to resist pressing buttons (after all this is an adventure): PRESS DOOR BUTTON and PRESS LAND BUTTON. Uh-oh, the ship crashes, not really a good landing after all. We need to escape sharpish. First we find ourselves back in the elevator on the ground floor, so go N, N, N and E. Here, in the ruined guardroom we see the dead guard and a photon emitter. GET PHOTON EMITTER. Go W, N and N to finally escape the ship. Once we're on the ground, go W to leave the crater. Destruction of the ship follows, followed by you being knocked out and kidnapped. Now the real adventure starts.... Part 2: Slave Before we go any further we should take a break and explain about rank and the passage of time. For the rest of the adventure, your rank will restrict where you can do, and therefore which puzzles you can solve. To advance in rank, you must kill the person with the rank you want to advance to. The ranks are Slave, Slave Leader, Soldier, Centurion, Baron's Man, Baron. The major restriction until you're a Baron's Man is time. The day is divided up into periods of Morning (30 turns), Daytime (150), Early Evening (30), Late Evening (20) and Night (40). During this period you need to eat, unless you have another source of food, you'll need to get a food pass to eat at the kitchen in the Early Evening. To get a food pass you need to do a day's work at the Work Registration Office. To get this you must go to the office during the morning, work all day and end up left at early evening. Night is usually spent asleep; so you generally only get around 50 turns to solve the next piece of the puzzle before returning. The biggest hint I can give here is to abuse the Morning turns. 30 turns should be enough to get back from most places. I won't be listing all the end of day bits and will leave you to handle them yourself. I strongly advise stockpiling objects at a central location (I used the junction between the South Fort Road and the Westway). Don't be tempted to skip the food pass - 150 turns isn't very much and you can't solve the adventure in this time. I'll take you through the first work/food cycle. After that lecture, we find ourselves in a long dark hall which servers as a slaves' quarters. Our only friend a straw mattress. FOLD MATTRESS and we see a cigarette hidden in the mattress lining. GET CIGARETTE and CRUSH CIGARETTE for some bonus points (moralising tsk tsk). Now, we need to work for the day and eat, so leave the Slaves' Quarters (N, E). At some point around this courtyard we'll see Vardan the Centurion. He marches in an anti-clockwise direction through the 8 borders rooms of the courtyard. So move to the Southern Courtyard, outside the Work Registration Office (E, S) and WAIT until you see Vardan marching towards you. HIT VARDAN and you'll now find you've got the anti common sense. Anyway, enter the Work Registration Office (S) and get your food pass. Then go to the kitchen and get food (W, S). Now it's early evening and we have about 50 turns before we fall asleep. Go back to the Slaves' Quarters (N, W), but this time go N and we find ourselves next to Boltar the slave leader's bed. GIVE CIGARETTE TO BOLTAR, which causes his demise and a promotion for you to slave leader. Part 3: Slave Leader Well done! We're no longer the lowest of the low, but we've got a good way to go... The next step is to stop being a slave. Fortunately we can go to more places now. Leave the Slaves' Quarters (S, E) and venture across to the north-eastern tower (N, E, E, E). Climb the stairs (U) and enter the storeroom (E). GET ANGER and return to the stairs (W). Whilst we're here, we may as well grab another item so we don't have to come back. Climb the stairs (U) and enter the north-eastern tower room (W). GET MONKEY and leave the tower (E, D, D, W). Head to the north-western courtyard (W, W) and enter the fuel store (N), GET AXE. Head to the south-eastern courtyard (S, S, S, E, E) and go through the door (S) into a social room. Here we see Dunkov, a soldier, time to grab his rank. If you examine Dunkov you'll see that he's a nervous fellah, so we can OPEN ANGER which will scare Dunkov to death and make you a soldier! Part 4: Soldier Whilst we're in here, with the Axe, we may as well SMASH PIANO WITH AXE, which will show two keys: a white key and a black key. Take these (you may have to drop the gas mask and axe first, do not drop the anti common sense). Leave this room by heading N and return to the southern courtyard (W). It's time to make a brief journey out of the fort (which we can now we're a soldier). Leave the fort (N, N, N, N, N) to take us to the southern end of the southern fort road. Continue onwards (N, N) until you get to a junction with the Westway. I use this location as an object dump as it is reasonable central. You may want to shed some objects here. Do not drop the anti common sense! Also, ensure that you still have the black key. Head down the Westway until we can go south (W, W, W) and head S, then GET HOLE (this is why we needed the anti common sense). We're going to make a minor detour on the way back to save us some time. Head N, W, W. Leave the plug well alone and go S instead. Go S again and OPEN DOOR (the black key unlocks the door), then go S into the factory and GET PLATES. Head back towards the junction with the southern fort road (N, N, N, E). We should be at the entrance to the forest here, DROP the PLATES, then continue (E, E, E, E) we can drop the black key here as we don't need it again. Now we need to deal with Vardan the centurion to gain his rank. Go back to the Northern courtyard (S, S, S, S, S) and DROP HOLE. Then we can WAIT until Vardan enters this room and falls down the hole. Huzzah! We're now a Centurion! Part 5: Centurion Now we've got an appropriate rank and it'll be some time before we get higher; it's time to actually break the back of the adventure. Prepare yourself for many long ambles... First, DROP ANTI COMMON SENSE as it serves no use now. Now we're going off to get ready to do some fishing - though we need to make the rod first... Head back to your stockpile of items on the Southern Fort road (N, N, N, N, N) and then carry on 'til we get to the major junction of roads (N, N, N, N, N, N, W, W, N). Now we go to Pennywhistle Farm (W, W, W). At the door, KNOCK. If you aren't let in, try DROPing the gas MASK. Continue through the farm (W, W) GET PLONK and continue through (S, W, W), we find ourselves in the cowshed, GET UDDER-COSY. If you examine it, you see it's made out of leather and has gaps for five teats, so it's a bit glove like, so try WEAR UDDER-COSY. Now we need to return to the Southern Fort (E, E, N, E, E, E, E, E, S, E, E, S, S, S, S, S, S) DROP PLONK at your stockpile and continue on (S, S, S, S, S). Now go to the north-western tower (W, W) and up the stairs (U, U) and into the tower room, PULL PAINTING off the wall and PULL TWINE. Finally DROP the PAINTING and we can go on to do something more interesting. Head back to the courtyard (W, D, D, E). Now head to your stockpile of items (E, N, N, N, N, N). GET WHITE KEY and GET BLUEPRINTS head off down the Westway to the forest (W, W, W, W). GET PLATES and head into the forest (N, N). We're now in the forest maze - it's relatively simple to navigate through, so don't worry too much. We need to get something to finish our fishing rod, so go N, N, E, N and CLIMB TREE. Once we're at the top, CLIMB BRANCH, which will snap off and return you to the forest with a loose branch. GET BRANCH and TIE TWINE TO BRANCH and you have a serviceable fishing rod. Now for some fishing, go to the fishing spot (S, W, N, N) and CAST ROD. An old flask, not too good; but there may be something more useful later. GET FLASK and head back into the depths of the forest (S, S, S, E). We're outside a locked log-house. OPEN DOOR (with the WHITE KEY) and go E. GET BEAMS and GET PLANKS and go back W. Head S, S and D. We're now in the shrunken shack. This is were we'll make our space ship to get off this godforsaken planet, so BUILD FRAME and ATTACH PLATES TO FRAME. This is as far as we can go for now so DROP BLUEPRINTS, so we need to head back to our stockpile, (W, N, W, S, S, E, E, E, E). Once here, we can drop some of the stuff we don't need: DROP PLANKS, DROP WHITE KEY, DROP FLASK. We're going to try and catch some fish, so go back to the farm (N, N, N, N, N, N, W, W, N, W, W, W, W, W, S, W, S, S) and we find ourselves at a fishing spot. CAST ROD to produce a much better catch and GET FISH. Now, make your way back to the stockpile (N, N, E, N, E, E, E, E, E, S, E, E, S). At the bridge DROP ROD for use later. And continue back to the stockpile (S, S, S, S, S). Before we start on a trip down the mines, ensure you are carrying only the following items: PHOTON EMITTER, BRASS MONKEY and FLASK. We need to pick up one item before we go into the mines, go to the Crater (N, N, E, E, E, E, S) and GET MEMORY. Return to the stockpile (N, W, W, W, W, S, S) We're now going to work through a day without eating, so ensure you go back to the work place and eat, then return to the stockpile to start off again. Head to the Mines (W, W, W, S, S, D, D). Before we enter the mines we need to start emitting photons, SLIDE SWITCH and enter the mines (S, S). GET DEJA VU and head to the South Tunnel (D, E, E, S, U, S) and GET INTUITION. Return to the Fork (N, D, N) and continue along the north fork (N, D, E, U) and GET IMAGINATION. Head to the Carriage loading bay (D, N) and WAIT for a mine carriage to come along. This may take several turns, do not worry if the carriage continues on before you can catch it, just WAIT for the next one. Go D into the carriage and get ROPE LADDER. Note, around this time you may fall asleep, do not worry, there is plenty of time to get through the mines and get food. WAIT until the carriage stops and go U. Head up the Shaft (U, U, E). Now we need to descend the shaft, so JUMP and land on a large heap of coal. Beneath the coal is the Hall of Riddles, these aren't essential to complete, but they add to your score. DIG to enter the halls. For each hall, you enter the solution to the riddle, which will open an exit to the E. The quick route through is: MINCE MEAT, E, ROAST BEEF, E, WATER MELON, E, MILK SHAKE, E, U. You should find yourself on another heap of coal. Go W and N. You'll find the cold has frozen the ball of a brass monkey. GET MARBLE and DROP MONKEY. Go S, S and GET HOIST. Head back to the first heap of coal (N, W) and JUMP to get to the top of the shaft. Head back to the loading bay (W, D, D, D) and WAIT for a carriage. D to enter the carriage once more and WAIT for it to stop again, then U to enter the third loading bay. From here, head N, U, U, U, U to enter the dungeons. You cannot map the dungeons out by any logical means, having the intuition will allow you to escape them, so wander around aimlessly for a while: N, N. You should see a puddle of oil. FILL FLASK WITH OIL and aimlessly wander for a bit more: N, N, N. You will get out of the maze, head out of the trapdoor (U) and you'll find yourself in the south- eastern tower. Now we're back from the mines, but haven't eaten so we'll need to find some way of doing this. The only opportunity is to go to the North Fort, the only place we haven't been! Leave the tower and return to your stockpile (W, W, N, N, N, N, N, N). DROP INTUITION, DROP EMITTER and DROP HOIST. GET COSY and WEAR COSY, GET FISH and finally GET PLANKS. Now we can go through to the north fort. Move to the gate guard (N, N, N, N, N), at the hump-backed bridge we can HOOK LADDER for later use and continue on (N, W, W, N, N, N, N, N). GIVE DEJA to YORVIK and to make it work we need to leave the room and return: S, N. Yorvik will push you through into the Northlands and lock the door behind you. Head to the north fort (N, N, N, N, N, W, W, W). To get into the fort is a wee bit more difficult than just opening the door: PULL PAD, E, TOUCH PAD. Which will catapult you onto the battlements. Head into the fort (D, D, S) and along the corridor (W, W, S, E). GET TANK and GET SCREWDRIVER. You can start filling up the tank by EMPTY FLASK IN TANK. Now we need to eat; go to the kitchen (W, N, E, E, S). OPEN DOOR and GET MANUAL. For some reason the manual is upside down, TURN MANUAL and READ MANUAL. The instructions will change between games, so ensure you read the manual, the instructions given here are an example from when I played it through and yours may differ. Cook the fish, by PUT FISH IN OVEN and TURN DIAL (or whatever the manual says). OPEN DOOR and GET FISH, then DROP MANUAL. Note, at some point in the next few moves you'll get a warning that you need to eat; at this point EAT FISH. Now we need to escape, go to the Chamber (N, E, E, N) and you'll find that your marble has mysteriously grown into a cannonball. Head S and E and you'll set off an alarm, PRESS BUTTON to open the door and E to exit the fort. Head outside (E). We now need a way of stopping the security forces chasing us. PULL PAD and TOUCH PAD to lower the drawbridge. Now go E, E to get over the drawbridge and TOUCH PAD to close the drawbridge. Time to leave the Northlands for good. Go back to the junction on the well paved road (E, S, S) and head down it (E, E). FILL FLASK WITH OIL and EMPTY FLASK IN TANK. Go E, E to another junction and head to the end of the Mud track (N, N, N). GET CORKSCREW and head back down the mud track to the cannon (S, S, S, S). PUT PLANKS OVER DITCH (to stop the cannon getting stuck in the ditch). Now PUSH CANNON SOUTH and follow it S. PUSH CANNON SOUTH once more. JUMP to go into the ditch and REMOVE PLANKS. Head S and LOAD CANNON WITH CANNONBALL, then FIRE CANNON. We can now go S, S and discover that the cannonball has knocked a hole in the wall. Go S once more and GET BALL. Right, it's time to end our period as a Centurion and raise to a Baron's Man. Head back to just north of the stockpile (W, W, W, S, S, S, E, E, S, S, S, S, S) and FILL FLASK WITH OIL and EMPTY FLASK IN TANK. Head S and DROP FLASK, DROP TANK, DROP BALL, DROP MEMORY, DROP COSY, DROP PLANKS and GET IMAGINATION, GET PLONK. Now head back to the southern fort (S, S, S, S, S, E, N) and we see the current Baron's Man: Konker. He's a depressed man, so we can improve this by OPEN PLONK WITH CORKSCREW and GIVE PLONK TO KONKER. You're now a Baron's Man. Part 6: Baron's Man As a Baron's Man we don't need to work, so we get the whole day period to do work. To eat we still need to visit the work registration office during the morning to get a food pass, then visit the kitchen (in the evening). First let's DROP CORKSCREW as we no longer need it. Then you probably need to go to the work registration office and the kitchen - so do it now and return to the south-west Courtyard. From the south-west, enter the south-west tower (W) and head up the stairs (U). Head W and GET RAZOR, then head E and GET PORK PIE. Go back W and head U the stairs, then go E. You see yourself - obviously a mirror. SMASH MIRROR and GET GIZMO. Head back to the West Courtyard (W, D, D, E, N). Go back into the slave quarters (W, S) and GET MATTRESS. Now head to the soldier's barracks (N, E, E, E, S) and GET OATS. Go to the south-east tower (N, W, S, E) and DROP MATTRESS, DROP IMAGINATION and DROP SCREWDRIVER. Note, at some point you may need to eat when away from the kitchen - at this point you can EAT PORK PIE. We'll soon be going back through the mines, but it's time to visit -- for the last time the northly areas of the map. Go to your stockpile (W, W, N, N, N, N, N, N, N). Carry on north 'til we get to Pennywhistle Farm (N, N, N, N, N, N, W, W, N, W, W, W). Carry on until we get to the stable (W, W, S, W, N). PUT OATS ON SHORSE and SHAVE SHORSE. Now we have a bundle of oats, but won't be able to get past the farm with in so we need to get it out through a different method. Go to the north bank of the river (S, S ,S) and THROW BUNDLE IN RIVER. We now need to retrieve the bundle - we're on a time limit, so be careful what you type. Head back to the hump-backed bridge (N, N, E, N, E, E, E, E, E, S, E, E, S) and GET ROD. Go D (the rope ladder) and WAIT until you see the bundle then CAST ROD and GET BUNDLE. We've now finished with this whole area and it is time to get promoted to Baron! Head back to your stockpile (U, S, S, S, S, S). DROP ROD, DROP BUNDLE, DROP RAZOR and GET EMITTER, GET INTUITION. Now go to the mine (W, W, W, S, S, D, D, S, S, D) and head to the fork (E, E). To get bonus points PULL FORK out of the pork pie. Head to the carriages (N, D, E, N, N) and WAIT for a carriage to arrive. Go D into the carriage and WAIT for it to stop, then go U and WAIT for a new carriage. Go D into the carriage and WAIT for it to stop. Go U and head through the dungeons (N, U, U, U, U) by going N until the intuition shows you the way out. Now, instead of going through the trapdoor and escaping, go N to a stone chamber. We can see a floating dagger, which is controlled by the gizmo. EXAMINE GIZMO to show us that the gizmo has two buttons: red (deactivate/activate) and green (attack). So PRESS RED BUTTON to activate the dagger (it should now follow you) and go S and U. At the top of the trapdoor we need to GET IMAGINATION and UNFOLD mattress, now we need to wait for nighttime, so kill time by GET SCREWDRIVER, DROP INTUITION or ambling around until you get the warning about sleeping, then return here (where the mattress is unfolded). Do not leave the tower without PRESS RED BUTTON to deactivate the dagger. You will be transported into dreamtime. The aim here is to get out and you can do stuff during the night. Either exit will take you a different scenario where you can do an action to wake you up, they are below: North: Large black room (JUMP) South: Local church (??) East: Large field of hay (COUNT SHEEP) West: In front of your computer (HIT SPACE) Take whichever route you prefer to wake up, and you find yourself back in the south-east tower. Head to the Baron's private room (U, U, W) and PRESS GREEN BUTTON to kill the Baron. Part 7: Baron Well done, you've reached the pinnacle of rank, though in real terms it makes little difference, though you do inherit his ring! PRESS RED BUTTON to deactivate the dagger and DROP GIZMO. EXAMINE RING to see the quartz crystal. You can also DROP IMAGINATION and DROP EMITTER here. Head to the throne room (E, D, E) and UNSCREW THRONE. You can now GET THRONE. Time to head back to your stockpile and finish building your space ship! Go W, D, W, W, N, N, N, N. You may need to WAIT until daylight for the drawbridge to be lowered here. Carry on to the stockpile (N, N, N). DROP RING and GET BALL. Now THROW BALL AT RING to smash the crystal off the ring. GET CRYSTAL and GET RING (useless, but gives you some points). We're nearly finished, pick up the final components of your spacecraft: GET BUNDLE, GET TANK, GET HOIST and head back to the mine (W, W, W). Continue to the edge of the mine: S, S, D, D and GET HANDLE. Put the trolley up the slow way: E, N, N, W, W, N, N) and back to the crater (E, E, E, N, N, E, E, E, E, S). We can now get the engine: PUT ENGINE ON TROLLEY and go back to the forest (N, W, W, W, W, S, S, W, W, W, W, N, N, E, S). We can't take the trolley down to the Sunken Shack, so we must DROP HANDLE here. GET ENGINE, which you then drop and then PUSH ENGINE. Head D, GET BLUEPRINTS and U to enter the spaceship. First let's do some more on the spaceship. PUT BUNDLE IN HOLE and PUT TANK IN HOLE. Now, we need to get the engine in, so leave the spaceship (D) and HOOK HOIST. HOIST ENGINE and go back (U) into the spaceship and PUT ENGINE IN HOLE. Now, PUT CRYSTAL IN HOLE and BOLT THRONE. Before we finally set off, we need to do one thing: leave the spacecraft (D) and CUT HOLE IN ROOF. Then go U and PRESS BUTTON. You should now have completed the game with 610/820 points. ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com