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Treasure of the Santa Maria, The (Treasure_of_Santa_Maria.txt)

TREASURE OF SANTA MARIA
Written by Laurence Creighton (May 1991)
Walk Through by Dorothy Millard (Spectrum Version)

Scenario
More than two centuries ago, a Spanish galleon disappeared in a storm off the Cornish coast.  On
board was a fortune in golden doubloons. This was, however, unknown to you.  Needing a holiday, you
decide on Cornwall.  You find a cottage; only the rent and deposit needs to be paid before you can
put your feet up and relax. However, it isn't long before you get to know of the sunken
treasure.  Can you find it? 

Notes
1. There are some random elements in the game and it is easy to die, so SAVE OFTEN.
2. If you get run over by a truck trying to cross the road you have no choice but to restore your
position and try again.
3. If you bleed to death when you take the fragment of glass you must restore and try again.
4. If you deviate from the solution when underwater you will run out of air and/or light.

Walk Through
(Start outside estate agency), INVENTORY (wearing jeans), EXAMINE JEANS, SEARCH JEANS (find plastic
card), EXAMINE CARD (it's your cash card), SEARCH JEANS (find a scrap of paper), READ PAPER
(note the numbers), N (estate agents office - wants £50 deposit), EXAMINE AGENT, S, W, N (ATM which
is offline), WAIT (until the machine is back on line), EXAMINE ATM, INSERT CARD (insert pin number),
5963 (the machine delivers a £50 note but retains your card), GET NOTE, DROP PAPER, S, E, N (back
to estate agent), PAY AGENT (she gives you the key), S, E, E, E (cottage garden where an Alsatian is
on guard), EXAMINE ALSATIAN, W, W, W (outside estate agents), WAIT (about 45 turns for the estate
agent to returns and give you a refund of 20p), E, N (butchers), BUY BONE, S, E, E (cottage garden),
GIVE BONE (to Alsatian), E (front door of cottage), SMELL (you smell gas), UNLOCK DOOR (the key
doesn't fit properly), W, SEARCH GARDEN (find a carton of Xmas decorations), GET CARTON, SEARCH
CARTON (find some leftovers from last Christmas), DROP CARTON, GET CRACKER, W, N (locksmiths where
he is asleep), PUT KEY (on counter), PULL CRACKER (the noise wakes the locksmith who grinds down the
key), S, E.

E (front door of cottage), UNLOCK DOOR, DROP KEY, E (it's very dark), OPEN CURTAINS, OPEN
WINDOW (the gas quickly dissipates), S (bedroom - note you cannot open the wardrobe here), LOOK
UNDER BED (you find a lighter), GET LIGHTER, N (search the rest of the cottage later as you have a
limited amount of time to meet the man at the bus stop), W, W, W, W, W, W (busy street crossing),
CROSS STREET (to bus-stop where a man asks you for a light - note if you get run over by a truck you
have no choice but to restore and try again), GIVE LIGHT (as he takes his cigarettes from his pocket
a piece of paper flutters in the wind across the street), CROSS STREET (you will now have to chase
the ticket), E, E, E, E, E, W, W, W, W, W (back to crossing), GET TICKET, EXAMINE TICKET (a free
pass valid for two weeks), E, E, E, E, E.

E (back to cottage), S (bedroom), GET MIRROR, N, E (workroom), EXAMINE BOX (note you cannot open
it), MOVE BOX (reveals a hammer), GET HAMMER, W, EXAMINE DESK, EXAMINE DRAWER (a protruding nail
prevents it from opening), REMOVE NAIL (using hammer), DROP HAMMER, GET NAIL, OPEN DRAWER, SEARCH
DRAWER (find a pistol), GET PISTOL, EXAMINE DRAWER (find a plastic syringe and a page from a diary),
GET SYRINGE, READ PAGE (note Wally), DROP PAGE, EXAMINE LINING (there is writing on it), READ
WRITING (it's too dark inside the drawer), REFLECT LIGHT (using the mirror - note the
coordinates), DROP MIRROR (it breaks), GET BOTTLE, EXAMINE BOTTLE (ink remover), FILL SYRINGE (with
fluid from the bottle), DROP BOTTLE, W, W (garden), GET STOCKING, GET HOSEPIPE (return later for the
candle), W, W, W, W, CROSS STREET (to bus stop), WAIT (until a bus arrives), BOARD BUS (to
quayside), DROP HOSEPIPE, WAIT (until a bus arrives), BOARD BUS, CROSS STREET, E, E, E, E (cottage
garden), GET CANDLE (the wick is loose), REMOVE WICK, W, W, W, W, CROSS STREET (to bus-stop), WAIT
(until a bus arrives), BOARD BUS (back to quayside where there are a group of sailors), DROP TICKET,
GET HOSEPIPE, CHOOSE WALLY (should be carrying hosepipe, syringe, nail, wick, stocking and pistol),
BOARD BOAT (you are asked the coordinates), 6W 47N (you are taken to the designated spot out at sea
but Wally forgot to fill up with petrol).

(Wally hands you a diving suit and you drop everything to put it on), GET CYLINDER (the oxygen
cylinder is too cumbersome to handle alone), WALLY CYLINDER (he straps it on your back), GET
SYRINGE, GET HOSEPIPE, CONNECT HOSEPIPE (to air compressor), SEARCH BOAT (Wally overlooked a
crowbar), GET CROWBAR, ASK WALLY FOR LAMP, GET LAMP, LIGHT LAMP, DIVE (to seabed where you see the
remains of the Santa Maria), E (deck), NE (captain's cabin), OPEN WARDROBE (using crowbar - a
giant octopus fills the cabin with ink), SQUIRT FLUID (from the syringe to counteract this), DROP
CROWBAR, DROP SYRINGE, SEARCH WARDROBE (find a tin), GET TIN, EXAMINE TIN (filled with gunpowder),
SW, SE (galley), GET GLASS, E (storage area), D (the hole is not wide enough), PULL PLANK (go down
later), EXAMINE SILT, BLOW SILT (the compressed air disperses the silt), E (workshop), DIG (reveals
an old oilskin bag), GET BAG (something's holding it underwater), W, W, NW, W (back to seabed),
SURFACE (back to boat).

DROP HOSEPIPE, GET NAIL, MAKE HOLE (in the tin using the nail), DROP NAIL, GET WICK, INSERT WICK (in
the hole in the tin), DROP GLASS (it breaks),  LIGHT LAMP, WALLY LIGHT (he lights the wick), DIVE,
E, SE, E, D (hold where you see a pile of wooden beams), DROP TIN (a hole appears in the beams), U,
W, NW, W (seabed), SURFACE (to boat), GET GLASS (note this may take more than one attempt and if you
bleed to death you must restore and try again) WALLY  CYLINDER (he refills it for you), LIGHT LAMP,
DIVE, E, SE, E, E (workshop), CUT BAG (with the fragment of glass - you find a saw), W, D, E (hold
by anchor), EXAMINE ANCHOR (resting on something), SAW FLUKES, PUSH ANCHOR (reveals an iron chest),
EXAMINE CHEST (held by a corroded lock), SAW LOCK (now dull), W, U, W, NW, W, SURFACE (back to
boat), GET STOCKING, WALLY SAW (he sharpens it for you), LIGHT LAMP, DIVE, E, SE, E, D, E (back to
hold where the iron chest is), SAW LOCK, LIFT LID, EXAMINE CHEST (full of golden doubloons - note if
you try to get doubloons they drift away in the swirling current), FILL STOCKING (with the
doubloons), W, U, W, NW, W, SURFACE (back to boat), GET PISTOL, FIRE PISTOL (the coastguard comes
and refuels your boat).

CONGRATULATIONS
SCORE 100%

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

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