THE AXE OF KOLT (128K)
Written by Larry Horsfield
Solution by Barbara Gibb on a Spectrum
PART ONE
Start on a dry dusty road west of the village of Hengemire. I (carrying
nothing, wearing leather tunic, patched trousers, and rawhide boots), X
SIGNPOST (see notice), READ NOTICE (tells you about the market), E, E, E, E
(catch sight of something or someone moving in trees), LOOK E (outlaws
waiting to ambush anyone using the road), W, S (by church), S (graveyard),
SEARCH GRASS (now have a brass clapper), E (coming here triggers the
arrival of the brewer's dray at the inn), W, N, NW, NW (by inn, should see
the dray in the yard), NW (cobbled yard), HELP LANDLORD (he accepts, you
help him to unload, plus a few other jobs and in return he gives you a meal
and some ale plus a bed for the night). You are now in the main room of the
inn in the company of Lorna, the landlord's wife. TALK TO LORNA (she
mentions a pass through the mountains), ASK LORNA ABOUT "PASS" (another
route to Shorfield, but Dwark lives there), ASK LORNA ABOUT "DWARK" (comes
out at night - the trapper can tell you more), X BEAM (see drawing of a
dragon and the name Zorak), W (by fireplace), X TAPESTRY (depicts warrior
wielding double-headed axe and fighting lizardmen - see name of King Kolt),
E (a traveller enters with the news that the Xixon have returned and that
the King has asked for a volunteer to find the fabled Axe of Kolt; you
decide to visit Magor in the morning). If the traveller doesn't appear, go
W then return E until he does. E, N (fork in track), NW, W (dragon flies
out of a cave, it is fairly friendly and only wants you to remind him of
his name), SAY "ZORAK" (the name on the beam in the inn), W (foot of
pinnacle by stone door to tower), X BELL (clapper missing), FIT CLAPPER
(the one found in the graveyard), RING BELL (door opens), W, U (main
chamber of Magor's tower), TELL MAGOR ABOUT "XIXON" (he is upset, and when
you tell him you intend to find the Axe of Kolt he gives you a bag of gold
so that you can equip yourself for the task), X BAG, LOOK IN BAG (10
coins).
D, E (slab rolls back into place), E, SE, D (north side of green), S, X
STALLS (not yet set up), NW, W (inside inn), BUY ALE (costs 1 gold coin), E
(if you bought ale the market is now open), E (by lampmaker's stall), TALK
TO LAMPMAKER, BUY LAMP (costs 1 gold coin), BUY TINDERRBOX (also costs 1
gold coin), X LAMP (empty), ASK LAMPMAKER ABOUT "OIL" (told oil vendor due
soon), S (middle of village green by stone cross), X CROSS, WAIT (oil
vendor arrives), BUY OIL (need lamp as he fills it for you - oil also costs
1 gold coin), X STALL (of armourer), BUY [anything you see] - everything is
too expensive), W (see the trapper selling fur coats), ASK TRAPPER ABOUT
"DWARK" (trapper says he escaped from the Dwark by diving into a
snowdrift), X COATS, BUY COAT (3 gold coins). With your lamp full of oil,
tinderbox, fur coat and useful information you are ready to journey through
the pass), NE, N (see snow ahead), WEAR COAT, U (it is now night), LIGHT
LAMP (need tinderbox), U (entrance to pass - hear wailing sound), E (meet
Dwark), DIVE INTO SNOW, U, E (Dwark following you), DIVE INTO SNOW (this
time your hand closes on a small rock), U, THROW ROCK (at Dwark), RUN SE,
RUN E (into cave where you are safe). You automatically spend the night
here and awaken refreshed).
EXTINGUISH LAMP, W (to southwest end of pass), D (mountain to a road), SW
(by bridge across a stream - see movement), LOOK SW (those outlaws are
still there - remember this for later), NE, E (passing close to sawmill), E
(near farm), N (dog chases you back to the road), E (T-junction), X
SIGNPOST, S (hear voice), E (meet elderly lady), TALK TO LADY (she has lost
her door key in the flower bed), SEARCH BED (she suggests you borrow a
sieve from the farm), X LADY (shivering), GIVE COAT TO LADY, W, N, W, N
(dog should have disappeared if you have spoken to June Rowe), SEARCH
FARMYARD (see sieve hanging on wall), TAKE SIEVE (farmer says you can have
it if you chop the logs), S, E, S, S, S (bank of river - see ferryman),
TALK TO FERRYMAN, ASK FERRYMAN "CROSS RIVER" (he says his boat leaks and he
has no money for planks and tools, also says if you want to go to Hecate
you'll need some chainmail).
N, N, N, W, W, S (see sawyer), SAY SAWYER "WOOD" (he says the connecting
rod is bent so he can't use his machinery), TAKE ROD, N, E, E, NE (forge,
see blacksmith), SAY BLACKSMITH "STRAIGHTEN ROD" (his response suggests he
will be more helpful if he had something to drink), SW, S, S, W (taproom),
BUY ALE (landlord can't change a gold coin, you need a silver coin), E, N,
N, W, W, W (road at foot of mountains where you meet a sergeant and his
soldiers looking for the outlaws), SAY SERGEANT "FOREST" (the soldiers
capture them and the sergeant gives you a gold coin).
As it is now safe to use the road through the forest, go SW, SW, W, W (to
east side of village green), N (see girl at well), HELP GIRL (she rewards
you with some fruit and vegetables), S, S (by church where toolmaker now
has a stall), TALK TO TOOLMAKER, BUY HAMMER (1 gold coin), NW, X STALL, BUY
AXE (small axe for 2 gold coins), LOOK IN BAG (you now only have 1 gold
coin).
S (see billy-goat), X GOAT (could be dangerous), W (southwest side of
village green by cesspool - see something glinting in the weeds), SEARCH
WEEDS (see a hat pin). When you bend down to pick it up the goat will butt
you and you will land in the cesspool, losing anything you are carrying, so
DROP ALL and then TAKE PIN. You are covered in s**t so DROP PIN for the
moment and go NE, NE (to the well), TURN HANDLE (to lower bucket), TURN
HANDLE (to raise bucket), X BUCKET (full of water), WASH (you are now clean
again), SW, SW, TAKE ALL (including the pin which you had to get before the
husband of the owner claimed it), N, N, W (inside inn, hear some people
arguing), LOOK AROUND (see two men), X MEN (domino players), W (by fire),
DRY CLOTHES, X MANTELPIECE (covered in thick dust), SEARCH DUST (find
domino), E, GIVE DOMINO (to men so that they can resume their game, one is
so grateful he gives you a talisman), X TALISMAN, X RUNES
(indecipherable, may be another visit to Magor will help), E, E, N, NW, W,
RING BELL, W, U, SHOW TALISMAN TO MAGOR (note details), WEAR TALISMAN.
D, E, E, SE, D, S (middle of village green), E, E, E, NE, NE, E, E, N (farm),
CHOP LOGS (need axe you bought at the market), TAKE SIEVE, S, E, S, E (by
cottage), SIEVE BED (find key and given a silver coin if you gave your coat
to the lady), DROP SIEVE, S, W, BUY ALE (need silver coin), E, N, N, NE
(forge), GIVE ALE, GIVE ROD (blacksmith straightens it for you), DROP
TANKARD, SW, W, W, S, GIVE ROD (sawyer gives you some planks), N, E, E, S (by
oak tree - note breeze), S Ç(meet a woman searching for something), X WOMAN
(me in a pre-editorship of Probe era), TALK TO WOMAN, N (by tree), CLIMB TREE
(see hat), TAKE HAT, D, S, GIVE HAT, GIVE PIN (the one you found in the
weeds), GIVE FRUIT (and vegetables, she gives you a gold coin). As you should
now have 2 gold coins, return to Hengemire. N, N, W, W, W, SW, SW, W, W, W
(by armourer's stall), BUY CHAINMAIL (need 2 gold coins), E, E, E, NE, NE, E,
E, E, S, S, S (bank of river), GIVE PLANKS (to ferryman), GIVE HAMMER (to
ferryman - now he wants some nails!), N, N, N, NE (forge). The blacksmith
isn't here but his apprentice appears to be in charge. SAY TO APPRENTICE
"NAILS" (he wants something for them), GIVE AXE (now have nails), SW, S, S,
S, GIVE NAILS, BOARD FERRY and save position to load into part two.
PART TWO
You start on the other side of the river. S, W, W (fork in path - you get a
feeling you are being watched), WEAR CHAINMAIL (bought in part one), NW
(archer fires an arrow at you but you are all right if wearing the
chainmail), N, E (by abandoned cottage), X PATH (covered in dead leaves),
SEARCH LEAVES (find doormat), LIFT DOORMAT (find key), UNLOCK DOOR, E (dark),
LIGHT LAMP (with tinderbox, both bought in part one), X FLOOR (covered in
rubbish), SEARCH RUBBISH (find a rubber ball), X BALL (probably belonged to
the dog who used to occupy the huge basket), X TABLE (has one drawer), OPEN
DRAWER, SEARCH DRAWER (nothing), REMOVE DRAWER, TURN DRAWER OVER (find a
piece of paper), DROP DRAWER, X PAPER, READ PAPER (in a language you don't
know), W, DROP KEY, EXTINGUISH LAMP, S (garden), X FLOWERS (find seed pod),
TAKE POD (can't), SHAKE POD (seed rattle inside), SHAKE POD HARD (seeds fall
out), TAKE SEEDS, N, W, W (large spider drops onto your shoulder), quickly
type BRUSH SPIDER and as soon as the prompt appears type STAMP ON SPIDER, X
SPIDER (note description for later).
W, SW, SW (east bank of river), X RIVER, X FISH (piranhas), SE, E, E, S, SW
(by oak tree with a small door), X DOOR, KNOCK (told the door won't be opened
until the woodsmen and lizardman have gone), S (back garden of house), SEARCH
IVY (find window), X WINDOW (glass broken). Ensure you REMOVE GLASS before
you CLIMB IN (to study of house), LIGHT LAMP, SEARCH WRECKAGE (find book), X
BOOK, READ BOOK (more in that unknown language), CLIMB OUT, X GAP (between
shed and house), X STRING (now have a pair of knickers), TAKE STRING, X SHED,
LIGHT LAMP (if necessary, need tinderbox), W, X JUNK, SEARCH JUNK (nothing
useful), CLOSE DOOR (see some more junk), SEARCH JUNK (find a piece of wood),
X WOOD (Y-shaped), X KNICKERS, TEAR KNICKERS (now have piece of strong
elastic), TIE ELASTIC TO WOOD (now have a catapult), OPEN DOOR, E, EXTINGUISH
LAMP, N, NE, N, W (hear two men arguing on other side of the hedge), LISTEN,
LOOK N (see two woodsmen), FIND STONE, FIRE STONE AT WOODSMEN (need
catapult). One accuses the other of hitting him, and they fight; one is
killed and the other goes off with the deer), N (through hedge), TAKE SPEAR,
X SPEAR (see note at end of this part).
S, W, NW, S, SE (small clearing with dovecot), X DOVECOT, X DOVE (has piece
of fluffy cotton in its beak), THROW SEED (onto ground, dove flies down and
drops the cotton as it eats the seed), TAKE COTTON (as you try to take it a
magpie swoops down and grabs it), NW, N, SE, E (hear rustle of feathers and
you see the thieving magpie), RS or SAVE to tape/disc as it is random as to
whether you hit or miss the magpie. FIND STONE, FIRE STONE AT MAGPIE (need
catapult). If you miss, RL or LOAD and try again until you are successful.
TAKE COTTON, E (junction), X HEDGE (see gap), N (near bushes), X BUSHES
(moving but there is no wind!). It was from here that the archer probably
fired the arrow at you, so THROW SPEAR AT BUSHES, N (to see a dead Xixon).
TAKE SPEAR, SEARCH BUSHES (find bow and arrow). Now that a woodsman and a
lizardman have been killed, return to the ugly dwarf, S, S, S, SW, KNOCK, SAY
TO DWARF "YES", SHOW SPEAR, SHOW BOW, SHOW PAPER (he now wants something to
eat).
NE, N, E, NE, NW, N, E, N (see movement in orchard), LOOK E (see
partridge), [RS], FIRE ARROW AT PARTRIDGE (may be random, so if
unsuccessful RL and try again), DROP BOW, E (as you approach the dead
partridge a dog appears and stands guard over it), X DOG, WHISTLE (dog
becomes alert), BOUNCE BALL (dog watches it), THROW BALL OVER WALL (dog
chases it), TAKE PARTRIDGE, W, S, W, W, W, SW (boar should appear when you
enter from this direction), THROW SPEAR AT BOAR, TAKE SPEAR (it is
important that the dead boar is left here), SW, SE, E, E, S, SW, (by oak
tree), KNOCK (if you have the partridge the dwarf snatches it from you),
SHOW PAPER (it is a recipe for partridge pie - the dwarf gives you a small
bottle and ask if there is anything else he can help with), SHOW BOOK (he
says it is a diary, but also informs you that the bottle contains fish
repellent).
NE, N, W, W, [RS], NW (see the second woodsman inspecting the boar you
killed; he picks it up and carries it off). As soon as the prompt appears
type FOLLOW MAN before you lose sight of him. He enters a clearing, drops
the boar and opens a concealed door - he reappears with a newspaper and
then enters the privy), N (by mound, see dead boar and the deer he took
earlier), N (by hut/privy), SEARCH HUT (find key hanging on nail), LOCK
DOOR (of privy, to give yourself a little extra time), S, OPEN DOOR (of
house), D (dark), LIGHT LAMP, LOOK UNDER WARDROBE (find grimoire), READ
GRIMOIRE (note details for later), REPLACE GRIMOIRE, U, S, FOLLOW TRACKS
(now back on forest path - if you didn't replace the grimoire the woodsman
will catch and threaten you, but you'll still be able to finish the
adventure).
SW, SW (east bank of river). This is another good time to RS to memory, or
better still SAVE to tape/disk as you have been warned that the fish
repellent has a time limit), EMPTY BOTTLE INTO RIVER, CROSS RIVER, U, NW (by
large thorn bush), TAKE THORN, SE, D, CROSS RIVER (should still be okay), SE,
E, E, E, NE, NW (by stunted sapling), X SAPLING (see leafless branch), [RS],
BREAK BRANCH (see scar with resin oozing out), quickly DIP THORN INTO RESIN
and STICK COTTON TO THORN before the resin hardens (you now have a dart), N,
W (to dead spider), X SPIDER, DIP THORN INTO POISON (now have a poisoned
dart), W, SW, SW (back at river), CROSS RIVER (okay if you haven't wasted too
much time), U, [RS], S (meet an Xixon warrior how wishes to behead you), DUCK
(he now wants to chop off your legs), JUMP. He now tries to run away, so
THROW SPEAR AT XIXON, W, W (see dead warrior), As always, TAKE SPEAR, W (west
end of avenue of stones), LOOK W (see Morgeth and demons). You can't kill her
here, so retreat E, E, SW (by brambles), X BRAMBLES (find low tunnel), CRAWL
W, W (end of tunnel - okay if you have killed the boar on the other side of
the river - I wonder how it managed to escape the fish?) LOOK N, X SPEAR,
UNTIE HEAD (from bamboo tube). Remember what you read in the grimoire? SAY
"NILRE EKIM" (now made the poisoned dart more potent), INSERT DART INTO TUBE
(now have a loaded blow-pipe), BLOW DART AT MORGETH (direct hit - she dies if
you have used the spell), E, E, NE, W, W,. W (by altar - see body of
Morgeth), X MORGETH (crumbles to dust). An apparition of Magor appears and
tells you he will teleport you to a grassy knoll overlooking Daymn village,
close to the Tomb of King Kolt where the fabled axe may be hidden. Save your
position to load into part three.
[Note] While carrying the spear you can UNTIE HEAD so that you have an iron
spearhead and a bamboo tube. If you do this too soon and find you need the
spear again, you can MAKE SPEAR provided you are carrying the
spearhead, tube, and string/clothes line.
PART THREE
Start on a grassy knoll. I (particularly note you still have catapult,
spearhead and string), DROP TUBE, REMOVE CHAINMAIL, DROP CHAINMAIL, D (wide
dirt track), SE (see some movement in the village square), LOOK E (see some
lizardmen in square), SE (corner of building), LOOK E (see horse trough),
FIND STONE, FIRE STONE (need catapult - the noise of the stone landing
distracts the Xixon who all look northwards), RUN E (to behind the trough),
LOOK AROUND, CRAWL E (to cart), LOOK AROUND, TIE STRING TO [spear] HEAD,
WHIRL HEAD (on string), RELEASE STRING and RUN E while soldiers
distracted). You are now behind the wall of a partially-demolished house.
Go SE away from the village to a mining area. S (by shaft), S (on boards
across shaft), X BOARDS (rotten), WAIT or R (until boards collapse and
plunge you into darkness - you lose all the possessions you were carrying).
Your hand brushes against the winch rope, so GRAB ROPE, CLIMB D, A[gain],
A, FEEL AROUND (find opening to the south), JUMP S (on ledge, still in
darkness), FEEL AROUND, S, FEEL AROUND (rockfall to south), A (this time
you find something), FEEL OBJECT (goggles), WEAR GOGGLES (can now see in
the dark), N, JUMP N (now clinging to rope again), CLIMB U, A, A, A, A (now
see ledge to the east), JUMP E (just in times as the timbers and rope
collapse), LOOK U (note bar for later), E (now at the end of a long mine
tunnel), X WAGON, X CARRIAGE, X BRAKE (lever missing), X WHEELS (rusty), X
BOX, X LUG (pin missing), E, E (wide circular hallway, see turntable), E
(hear weird moaning sound), E (edge of abyss where part of the track has
fallen, note track continues on other side), W, W, N, E (large chamber
where you encounter a giant rat), RUN W, RUN S, RUN W, RUN W, RUN W, GRAB
BAR (the chasing rat plunges down the shaft).
E (by wagon), LOOK UNDER WAGON (find pin), X PIN, SCRAPE RUST (on carriage -
need pin), SEARCH COMPARTMENT (find hacksaw), W (end of track), X BUFFERS,
SAW BOLTS (on buffers, beam now released), SAW BAR (now have it), DROP
HACKSAW, E, E, E, X TURNTABLE, N, E (no more rats!), SEARCH EQUIPMENT (now
have hammer), SEARCH BOXES (now have a tub of grease), PULL SHELVES (find
chalk), TAKE CHALK, MOVE CRATES (find hole), X HOLE (rat's burrow), REACH IN
HOLE (now have a sparker), X CHALK, X TUB, X HAMMER, X HAMMER CLOSELY (see
name cut into wooden shaft), READ NAME (very worn), RUB CHALK ON SHAFT, READ
NAME (now see what is says), DROP CHALK, W, N (unsafe part of tunnel), LOOK N
(see pickaxe about 7' away), X BAR (5' long), TAKE PICKAXE WITH BAR, S, S, S
(south of crossroads), SEARCH RUBBLE (now have a length of fuse), N, E
(tunnel floor bumpy), SEARCH TRACK (now have a stick of explosive), E (edge
of abyss), LEVER TRACK S (need bar), A, A (won't go any further), LOOK ALONG
TRACK (note angle), W, W (at turntable), LEVER TURNTABLE (need bar), W, W (at
wagon), GREASE WHEELS (need tub of grease), DROP TUB, INSERT PIN IN LUG
(secures carriage), CLIMB INTO WAGON, DROP ALL EXCEPT BAR, CLIMB OUT, W, TAKE
BUFFER, E, E, E, E, E (at abyss), SLIDE BUFFER UNDER TRACK (need bar). The
track now inclines upwards and southwards), W, W, W, W (by wagon), INSERT BAR
INTO BRAKE, E, E, S (by rubble), X TUNNEL, X TIMBERS (one is loose). Do not
simply pull it as the roof will collapse, killing you, instead PULL TIMBER
CAREFULLY, TAKE TIMBER, N, W, W, PLACE TIMBER IN WAGON, CLIMB IN WAGON, PUSH
AGAINST ROOF (wagon starts to roll towards abyss). You should be okay if you
have pinned the carriage and moved the track into position to compensate for
the wind and distance travelled), APPLY BRAKE.
TAKE TIMBER, THROW TIMBER OUT WAGON, TAKE ALL (hammer, pickaxe, stick of
explosive, fuse and sparker), CLIMB OUT, E, E (straight stretch of tunnel -
a ghostly figure of a barrow wight appears), X WIGHT, REMOVE TALISMAN (the
one you have had since part one), SHOW TALISMAN TO WIGHT, SAY "BEGONE
TORBIG BRISFAK" (the name on the hammer), WEAR TALISMAN, E (note alcove is
to south), E, E (end of track), W, W, W, W (crossroads), N, N, TAKE SPADE,
S, S, E, E (near alcove), X TUNNEL, X TIMBERS (look rotten), DROP ALL, W,
W, W (by wagon), TAKE TIMBER (brought from other side of abyss), E, E, E,
PROP ROOF WITH TIMBER, TAKE HAMMER, HAMMER TIMBER, TAKE ALL, E, E
(rockface), X TUNNEL, SEARCH TIMBERS (now have a chisel), TAP ROCK WITH
CHISEL (sounds as if there may be a space on the other side), MAKE HOLE
(need hammer and chisel), DROP CHISEL (keep hammer), ATTACH FUSE TO
EXPLOSIVE, INSERT EXPLOSIVE INTO HOLE, LIGHT FUSE (need sparker), W, W, S
(into alcove - safe if strengthened roof), N, E, E, E (through freshly-made
hole). You are now in a long passage. LOOK BEHIND BOXES (now have a staff),
X STAFF, S (south end of passage), X FLOOR CLOSELY (see holes - a trap),
THROW HAMMER ONTO FLOOR, X DOORS, PUSH DOORS WITH STAFF, S (large square
chamber - see golden doors), LOOK UP (see stone block), OPEN GOLDEN DOORS
WITH STAFF (the stone block crushes the staff but not you), S (tomb of King
Kolt), X THRONE, TAKE AXE, LOOK UNDER THRONE (now have a bronze key), N, N,
N, UNLOCK BRONZE DOORS (need bronze key), N, U, N (north end of sloping
passage blocked by brick wall), HIT WALL WITH PICKAXE, DIG EARTH (need
spade), A, A, A, A (all the earth has now been moved, revealing a slab of
rock), PUSH SLAB, A, A, A (it falls over), N (entrance to tomb), N (edge of
woodland), NW (captured - killed unless you are carrying the Axe of Kolt),
Now in dungeon. X GRILLE (see hole), REMOVE GOGGLES, PUT GOGGLES INTO
CHANNEL, REMOVE TALISMAN, PUT TALISMAN INTO CHANNEL (optional), R (until
prompted to save position to load into part four).
PART FOUR
Start locked in prison cell, you are hungry. SEARCH CELL (nothing), SHOUT,
A, A (jailer appears), SAY "FOOD", WAIT, A, A (jailer brings a plate of
food), TAKE PLATE, EAT FOOD, GROAN, A, A (attract jailer's attention), SAY
"YES", GROAN LOUDLY, A, A, A, A (jailer enters cell), KICK JAILER, SEARCH
JAILER (find keys), UNLOCK MANACLES (need keys), SEARCH CELL (find piece of
rag), GAG JAILER (with rag), CHAIN JAILER (so he can't call out or move),
E, CLOSE DOOR, LOCK DOOR, S (note drainage channel for later), UNLOCK DOOR
(to another cell), OPEN DOOR, E, CLOSE DOOR, LOCK DOOR, WAIT, A (Xixon
warriors enter dungeons, find the cells secure, and then leave).
If you don't waste moves, you should have enough to get this far without
being caught.
DROP PLATE, UNLOCK DOOR, OPEN DOOR, DROP KEYS, W, X CHANNEL, X GRILLE,
SEARCH HOLE (remember what you [should have] put into here at the end of
part three? - you should now have the goggles, plus the talisman as a
optional extra), N, U (top of stairs), E (L-shaped chamber), E (east side
of room), X TABLE, R (until you hear voices and footsteps), HIDE UNDER
TABLE (one Xixon stays), WAIT (Xixon falls asleep), FEEL AROUND (now have
cudgel), W, W, N, HIT XIXON WITH CUDGEL (you kill him, but he inflicts a
nasty wound to your leg), TAKE ALL (goggles, cudgel, etc), U, N, E, E, OPEN
DOOR, N (dark), WEAR GOGGLES (see you are in a small bed chamber), SEARCH
CHAMBER (see shelf), SEARCH SHELF (find sheet), TEAR SHEET, BANDAGE LEG,
SEARCH BED (find bottle), X BOTTLE (acid), X DOOR, READ SIGN, S, W, OPEN
DOOR, PUSH DOOR HARD (it opens), S (confronted by woman aiming a crossbow
at you), CALM WOMAN (a healer), SAY ALISON "HEAL LEG" (says she needs clean
linen and medicines from her locked room, she gives you her key), SEARCH
SCULLERY (now have a piece of string), N, E, E, LOOK N, LISTEN, W, W, W, W,
U, U, U, U (hear voices above), LISTEN, E (see Xixon), CREEP E, STRANGLE
XIXON WITH STRING, TAKE SWORD (from Xixon), UNLOCK DOOR (need key from
Alison), OPEN DOOR, S, TAKE ALL (clean linen and canvas bag), N, DRAG XIXON
S (into room), N, CLOSE DOOR, LOCK DOOR, W, W, D, D, D, D, E, E, KNOCK ON
DOOR, SAY "ALARIC" (now back in scullery), GIVE LINEN TO ALISON, GIVE BAG
TO ALISON (she dresses the wound), SAY ALISON "FOOD", SEARCH CUPBOARD (now
have a piece of meat), TALK TO ALISON, GIVE TALISMAN TO ALISON, OPEN DOOR,
KISS ALISON.
N, W, W, N, U, U, U (hear voices from above), E, E, E (hear voices from
below), U, U, W (encounter a Xixon warrior who is approaching you - if you
have the sword but not the butter you are okay and you kill the soldier). A
dwarf appears and takes the body away. EAT MEAT (gives you strength), W
(another Xixon appears - okay if eaten meat and got sword). The dwarf
reappears and again takes the body away. W (hear voices below you), U (see
embrasure), X EMBRASURE, CLIMB EMBRASURE (see opening), X OPENING (narrow), W
(can't squeeze through), D, D, E, E, E, D, D, W, W, W, D, D, D, D, E, S, D
(back at dead Xixon who wounded you), SEARCH XIXON (now have gloves), MOVE
XIXON (see knife), TAKE KNIFE, S, E (see the table you hid under), SEARCH
TABLE (see rancid butter), TAKE BUTTER, W, N, U, N, W, U, X DOOR (see
spyhole), LOOK THROUGH SPYHOLE, U, U, U, E, E, E, U, U, W, W, W, U, CLIMB
EMBRASURE (back at opening), RUB BUTTER ON OPENING, W (okay as butter acts as
a lubricant). You see a drainpipe to the west. WEAR GLOVES (as your hands are
greasy), JUMP W (to drainpipe), U (see Xixon), X XIXON, PULL XIXON (over
battlements), U (south battlements), N (see two Xixons to be northwest), WAIT
(they move away), LOOK D (see flagpole), X FLAGPOLE (see rope), UNTIE ROPE, E
(see Xixon to the east), THROW KNIFE AT XIXON, E (dwarf takes the body away -
before he goes he reveals that Etherug his brother is the dwarf who lives in
the tree you found in part two), SE, NE, LOOK U (see metal bar), GRAB BAR,
PULL BAR, A, A (got it this time), SW, W, W, LOOK D (see ledge about 20'
below), X ROPE (about 20' long), TIE ROPE TO BAR, WEDGE BAR IN BATTLEMENTS,
CLIMB D ROPE (onto ledge), X GRILLE (cemented into wall), POUR ACID ON
GRILLE. Do not drop the grille. TIE ROPE TO GRILLE, CLIMB IN OPENING (dark,
so wear goggles if necessary - see Axe of Kolt secured with heavy staples), X
STAPLES, POUR ACID ON STAPLES (I know if you examine the bottle it says it is
empty but this is the only action that works - you now have the axe. CLIMB
OUT, CLIMB U ROPE, PULL ROPE (you automatically untie the rope from the
grille), NE (north side of battlements), LOOK D (see roofs of some buildings
about 50' below), WEDGE BAR IN BATTLEMENTS, CLIMB D (now 20' nearer the
building), LOOK AROUND (see drainpipe), SWING (you grab the drainpipe and
keep hold of the rope), FLICK ROPE, D (to roof of building), N (edge of roof
25' above courtyard - see another building 15' to the north and 6' lower),
LOOK D (see a man at a window), SHOUT (it is King Kelson), WAVE AXE, S, RUN,
JUMP, UNTIE ROPE (from bar), TIE ROPE TO AXE, LOWER AXE (to King Kelson who
invokes the magical powers of the axe and his action stirs his subjects - the
lizardmen are defeated).
THE END
[Note] - for full points (1500) you have to include some inputs not
essential to complete the adventure.
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