WIZARD'S WARRIOR Crusader Walk Through with Dorothy Millard (Spectrum Version) Notes: 1. Although you can CAST GURN AT TORCH to light it, it's not necessary to complete the game. 2. To enter the stone doors make sure you only tap twice. If you tap only once or more than twice it will not work. Also make sure you do not put quotes around Randorlorn or it will not work and you only get one chance. Walk Through (Start in the work room of your tower), INVENTORY (you are carrying nothing and wearing a purple robe), EXAMINE ROBE, EXAMINE CHEST, OPEN CHEST, LOOK IN CHEST (you see a torch and a large travelling clock), GET ALL FROM CHEST, EXAMINE TORCH (would make a good weapon), EXAMINE CLOAK, GET STAFF, EXAMINE STAFF, EXAMINE RUNES (magical), W, D (to base of tower), W (outside), SE, NE (to stable), DROP ALL, SW, NW, E, U (into tower), N (cupboard), EXAMINE CUPBOARD, SEARCH RUBBISH (you find a saddle), GET SADDLE (note you can carry nothing else while carrying the saddle), S, D, W, SE, NE (back to stale), SADDLE HORSE, GET ALL (torch, staff and cloak), WEAR CLOAK, RIDE HORSE, SW, NW (to outside tower). N (must be riding horse), N (to plain), N (you are at the outskirts of the Village of Brell), N (to village centre), DISMOUNT, E (into tavern where you meet Talas), EXAMINE TALAS, SAY TO TALAS "WHAT ARE YOU CARRYING" (it's a set of thieves tools and a curved dagger), SAY TO TALAS "GIVE DAGGER TO ME", W, W (into shop), EXAMINE MAN, SELL DAGGER (the shopkeeper hands you some coins), EXAMINE COINS, EXAMINE DISPLAY (you see an axe), SAY TO TALAS "STEAL AXE", E (leave the horse as it is no longer needed). N, NE (to village road), SAY TO TALAS "WAIT HERE", E (path to V'Oiver), S (to toll gate), PAY TOLL (using the three silver coins), S, SE (to city gate), S (to courtyard), SE (to tower base), CAST TRANSFORM (you feel a strange sensation and transformed - not sure into what!), U (to top of east tower - there is a dog at the bottom of the stairs who will kill you in your present form), CAST TRANSFORM, D (to bottom of east tower), W, SW (to throne room where you meet Mortain who will accompany you), EXAMINE MORTAIN, NE, E, N, N (to courtyard), N (the guard opens the gate for Prince Mortain), N (to toll gate), N, W (to village road where Talas is waiting for you), SAY TO TALAS "FOLLOW ME". NE, E (to river bank where there is a large sturdy tree), SAY TO TALAS "GIVE AXE TO MORTAIN", SAY TO MORTAIN "CHOP TREE" (it forms a bridge across the river), E (to east side of river), SE (to edge of elvan forest), S (into forest), SE, EXAMINE TREE, DROP ALL, CLIMB TREE (there is a bee hive here), GET HIVE (the bees attack but the heavy cloak protects you - note you can carry nothing else while carrying the hive), D, NW, SW, NW (into bear's cave), DROP HIVE (this keeps the bear busy while you get the rope), GET ROPE, SE, NE, SE, GET ALL (torch and staff). SW (to clearing where a voice calls "Stay where you are intruders" - note if you attempt to move out of the clearing you will be killed by arrows), WAIT, WAIT (you are surrounded by elves, captured and taken to the dungeons), EXAMINE DOOR (you cannot open it yourself), SAY TO TALAS "UNLOCK DOOR" (he uses his lock picks), E (into a corridor outside the dungeons), N (into a round chamber where you meet Felon the elf who joins you), EXAMINE FELON, S, E (into kitchen), EXAMINE BOTTLE, GET BOTTLE, W, D (to base of tree), S (into forest), SW (by pond), EXAMINE POND (not fit to drink), CLEAN POND, FILL BOTTLE WITH WATER, S, S (into cottage where you meet a hermit), EXAMINE HERMIT (thirsty), GIVE WATER TO HERMIT (he gives you a plant in return), EXAMINE PLANT (it's wolvesbane), GET PLANT. N, W, W (to mouth of lush valley where a pack of wolves block the passage), THROW PLANT AT WOLVES (they go crazy and run off), D (into lush valley), W (a wall of rock towers above you), EXAMINE BUSHES, SEARCH BUSHES (you discover large stone doors), EXAMINE DOORS, KNOCK ON DOORS, KNOCK ON DOORS, SAY RANDORLORN (a voice says enter friend and the doors swing open), D (into tunnel), D, E (to underground chamber), U (on dais where you meet Glum who joins you and tells you that he has just received a message from the Council who have urgent news of the child Reld... a ship has been prepared), EXAMINE GLUM, D. SE, U (into cave), E (to beach), S, E (onto jetty), E (a ship here has broken free of its moorings), THROW ROPE ONTO SHIP (if you get the message that it slips off, pick it up and try again), PULL ROPE (it catches hold of the ship which is surprisingly light and you pull it in with little difficulty), BOARD SHIP (the crew as yet will only obey Glum), SAY TO GLUM "SET SAIL" (he orders to crew to cast off and from now on to take orders from Randorlorn - note any objects dropped in the sea maze will be washed off the sip by great waves), N, NW, NE (you are in a patch of calm sea), N (you are just south of a beach), OUT (to beach), NW (to base of a large tower), U (into a large circular room where, provided you have a full party with you, one of the eight men there says "Randorlorn, you are here at last. You have gathered the talents of three races from far and wide. It is now that you may undertake the real quest - that of the rescue of the child who was once in your care"). Thus ends part 1 of the Wizards Warrior. Part 2 High Odds begins the quest through foreign lands for Reld, the Wizards Warrior. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com