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Blade the Warrior (Blade_the_Warrior_Shaun_Watts.txt)

BLADE THE WARRIOR
Written by Shaun Watts
Walk Through by Dorothy Millard (Spectrum Version)

Scenario
As "Blade the Warrior" you are renown for your prowess and know a little magic.  You are
on a quest to find and destroy the Black Witch who rules the land of Sayell far to the north.  You
have followed the trail of one who has gone before you, Mazar the Wizard, and who has not been heard
of in many, many moons.  It was said that he carried with him magic strong enough to defeat the
Black Witch.

Notes
1. Do not cross the bridge more than twice in each direction.
2. Do not touch black objects or your will die.
3. Save your position before entering the gloomy woods, then if the witch appears before you are
ready to deal with her, simply restore your position and try again.

Walk Through
(You have been chased by a large band of orcs to a wide path), ENTER DOOR (lee of a tall wall),
CLOSE DOOR, EXAMINE DOOR (has a metal bar lock), LOCK DOOR (now safe from the orcs), N (sandy path),
N (sandy clearing), N (narrow path where you see a black axe - note if you try to take it or any
other black objects you will die), EXAMINE ROCK (behind it you find a tinderbox), GET TINDERBOX, S,
W (narrow path where you see a dead body), EXAMINE BODY, GET SWORD, E, E (leafy path), GET TORCH
(unlit), E (leafy clearing - note you must drop sword here or magic makes it vanish), N, N, N, E, N
(clearing dominated by an oak tree), CLIMB TREE, GET RUBY, D, S, S, S, S (back to leafy clearing
where a sign points south), GET SWORD, READ SIGN ("Buy spells for gold").

E, S (see a savaged body), EXAMINE BODY (looks like a fresh kill), S (narrow path), EXAMINE SACK
(the small money sack has been looted), S (you have trapped an ogre), KILL OGRE (using sword),
EXAMINE OGRE (find gold coins), GET COINS, S (clearing), EXAMINE LEAVES (find nothing), EXAMINE
LEAVES (this time you find a diamond), GET DIAMOND, NW, W (pretty clearing), ENTER (log house where
it feel magical), LOOK (a small wizened man appears), BUY SPELL, GET SCROLL, READ SCROLL (a fireball
spell), EXIT, W, S (smelly clearing), ENTER CAVE (you meet a huge Troglodyte), SAY FIREBALL (it
engulfs him revealing a dark tunnel), LIGHT TORCH, E, E (dry cave filled with straw), EXAMINE STRAW
(find a glass ball), GET, EXAMINE BALL (a crystal ball) USE BALL (see an image of the Black Witch
circling on her broomstick over a gloomy wood), DROP BALL, W, W (back to cave), EXIT, EXTINGUISH
TORCH.

N, N, N, E, N (leafy clearing), W, W (sandy clearing), DROP DIAMOND, DROP RUBY (for later), W, W, N,
N (sandy path), GET PICKAXE, S, S, S, S, W (wide expanse of smooth rock at the top of a pothole), D
(it's dark), LIGHT TORCH, LOOK (you are in a deep underground cavern), NW, W (narrow crevasse),
JUMP (across the narrow crevasse), W (subterranean cavern), ENTER WATERFALL (wet cave behind the
waterfall - ignore the dead cleric), GET STAFF, EXAMINE STAFF (staff of levitation), EXIT, S (large
cave), EXAMINE WRITING, N, E, JUMP (across the narrow crevasse), E, SE, W, W (wide crevasse), USE
STAFF (you levitate over the crevasse), S (rockfall), USE PICK (you clear a tunnel south), S (rubble
strewn cavern), GET PENNY (silver), DROP PICK, N, N, USE STAFF (you levitate across the crevasse).

E, E, SW, W, S (very wet cave where you see a rat - ignore it), D (the tunnel is filling with
water), E, E, E, GET OPAL, W, W, W, UP (the water has put the torch out), LIGHT TORCH, N, E, NE, U
(top of pothole), DROP STAFF, EXTINGUISH TORCH, E, N, N, E, E, GET DIAMOND, GET RUBY, N, N, NE, GET
PLANKS, NW (south bank of river), DROP PLANKS, SW, S (well), EXAMINE BOX (the wooden box is empty),
EXAMINE WELL (can't see the bottom but it looks dry), ENTER WELL (see carpenter's tools),
GET TOOLS, U, N, NE, GET PLANKS, MAKE BOAT, DROP TOOLS, USE BOAT (you cross the river), DROP BOAT,
N, N (bridge guarded by a necromancer), SAY EVIL, CROSS BRIDGE, N (well worn path), DROP DIAMOND,
DROP RUBY, DROP OPAL (for later).

N (to where you have the feeling that something magical is nearby), EXAMINE WALLS (see a crack),
ENTER CRACK (it's dark), LOOK, E, E (a huge wall of fire flares up behind you), S (strange
cave), EXAMINE POOL (see the sparkle of many silver objects at the bottom of the pool), THROW PENNY
(into the pool - the face of the Great Wizard Sayell who was imprisoned by the Black Witch, appears
and gives you some clues), N, W (the fire was a magical illusion), W, W, S, W (narrow ravine), N, N
(see a fire breathing dragon), N (the dragon was an illusion), N, NW, N, N (dreary, sorry wood),
EXAMINE SKELETON (there's a silver pendant around its neck), GET PENDANT, EXAMINE PENDANT (the
image of a wolf is carved in it), WEAR PENDANT, NE (see a toad), GET TOAD, EXAMINE TOAD.

NW (gloomy wood), EXAMINE ROOTS (find a parchment), GET PARCHMENT (don't hang around in the
woods or the witch appears and you aren't ready to deal with her yet), SW, S, SE, S, SE, S, S,
S, E (well worn path where you left the jewels), DROP TOAD, DROP SWORD, EXAMINE PARCHMENT (it's
a map), READ MAP (directions), S, S, S, S, GET BOAT, USE BOAT (you cross the river to the south
bank), DROP BOAT, S, S, S, S (sandy clearing), W, W, W, W (old gnarled tree mentioned in the map
which we will now follow), W, W (place of absolute darkness), N, N, W, D (you fall down some steps
into a large cave), OPEN CUPBOARD, GET SAPHIRE (note it must be spelt with one "p"), U, E,
S, S, E, E (back to gnarled tree), E, E, E, E (sandy clearing), N, N, N, N (river), GET BOAT, USE
BOAT (you cross to the north bank), DROP BOAT.

N, N (bridge guarded by the necromancer), SAY EVIL, N, N (well worn path where you dropped the
jewels), DROP PARCHMENT, DROP PENDANT, W, N, N (dragon), N, N, NW (edge of forest), N (dark and
gloomy wood), LOOK (see gold coins), GET COINS, S, SE, S, S, S, S, E (back to well worn path), S, S,
S, S (north bank of river), GET BOAT, USE BOAT (you cross the river to the south side), DROP BOAT,
S, S, S, S (sandy clearing), E, E, S, W, S, S (t-junction), E (pretty clearing), ENTER (log house),
LOOK (a small wizened man appears), BUY SPELL (with the gold coins), GET SCROLL, READ SCROLL
(another fireball spell), EXIT, W, N, N, E, N, W, W (back to sandy clearing), N, N, N, N (river
bank), GET BOAT, USE BOAT (you cross the river to the north side), DROP BOAT, N, N (bridge with
necromancer guarding it), SAY EVIL, N (back to well worn clearing).

DROP TINDERBOX, GET SWORD, GET DIAMOND, GET RUBY, GET OPAL, GET TOAD, N, N, NE, N, N (black trees),
NE, NW, GET FUNGI, EAT FUNGI, NW, GET HAT, EXAMINE HAT (bears Mazar's name), WEAR HAT, GET
CLOAK, EXAMINE CLOAK (bears Mazar's name), WEAR CLOAK, E (to where the cauldron is), WAIT
(until the Black Witch is circling overhead on her broomstick, if she isn't already), WAIT
(until the witch swoops down beside you), WAIT (your magic jewels glow and the witches' spells
do not harm you), SAY FIREBALL (turns the Black Witch into a ball of flame).

CONGRATULATIONS
You have fulfilled your quest and destroyed the evil Black witch.
Somewhere near, if he isn't with you, a toad turns back into Mazar the Wizard.  
By magic Mazar transfers both of you from whence you came.
SCORE 100%





Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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