ARAZOK'S TOMB by Rick Alves Walk Through by Dorothy Millard (Amiga Version) Scenario As Mark Trade, an investigative reporter on the Los Angeles based International Inquirer, you receive a telegram from an archaeologist friend, Daphney, who with her uncle Jason is excavating at Caer Arazok, the tomb on an unknown druid priest in Scotland. It appears that uncle Jason has gone missing and your help is needed. When you arrive you find that Daphney has also disappeared. The local who drops you off on the road not far from the ruined temple leaves you in a hurry. You are the only person who is prepared to search for Daphney and her uncle. Walk Through (Start in a dense forest in the Scottish southern uplands outside Galloway with a clearing to the north), N (into a clearing in the centre of which is a large druid-like statue), EXAMINE STATUE (a jewel is firmly embedded in one eye and another is loose in the belt), GET JEWEL FROM BELT, PUT JEWEL IN EYE (the statue slides back revealing a hole in the ground), D (into a damp musty chamber), N, N (into a dimly lit chamber where you see a six foot ebony circle), ENTER CIRCLE (there is a moment of intense cold and utter darkness as you are pulled through... you find yourself in a giant forest), GET TOSTINS (Telanian), EXAMINE TOSTINS (they are good enough to eat, which you should do when you get hungry), E (you are at the end of a cliff overlooking an ocean and can see an island), W. W (onto a path where there is a golden flower - leave it), W (to crossroads - leave the whistle), READ SIGN, SW, SW (to blue hall in the city of Zenbambe), W, W, S (into a dusty alchemist's laboratory where you see a mouldy book), GET BOOK, READ BOOK (you read the first page and should note the magic words), READ BOOK (you read how to light a candle - the rest is too faded to read), SAY REZRATHRON (the wizard appears and tells you that you must have the pack to have the power you lack), SAY REZRATHRON (the wizard appears and tells you to find a wall that will rotate), DROP BOOK, N, W (by now you will be hungry), EAT TOSTINS, U (into warriors' quarters), GET ALL (short sword and silver chain mail), WEAR MAIL (chain), D, E, E, E, NE, NE (to crossroads), NW (you are on a path where you see a Carlonian named Zud), KILL ZUD WITH SWORD (he ducks and disappears leaving something behind), GET POUCH, DROP SWORD, DROP MAIL (chain). NW (into the second city of Zambambe), N, N (into a dusty alchemist's laboratory), GET CANDLE (magic - leave the elixir and strength potion), S, S, SE, SE, SW, SW (back into blue hall of the first city), W, W, W (into an empty room), EXAMINE WALL (it is out of alignment), PUSH WALL (it rotates and you find yourself on the other side of a dark room), SAY LIGHT (the magic candle burns with a strange cold flame and you see that you are on a ramp), D, S, W, W (to a dead end), GET DISK (laser), E, E, S, S (into a power room for the whole city where you see a power pack and a control panel), GET PACK (power), EXAMINE PACK (has very little energy left), N, E (into computer room with rows of data banks and a terminal with a large CRT above it), EXAMINE COMPUTER (it has now power and is missing a card from one of its slots), GET CARD (circuit), PUT CARD IN SLOT, GET CARD, W, N (into hall), GET PRISM, N, U (back into the room with the revolving panel), GET CLOAK, PUSH WALL (back to the other side), SAY LIGHT (the magic candle goes out). OPEN POUCH (it contains white powder), POUR POWDER ON PACK (the power pack glows for a second and the pouch disappears), E, E (into a special view screen chamber, but there is no power to run it), EXAMINE SCREEN (it has a large button and a rectangular slot), PUT DISK IN SLOT, PUSH BUTTON (a picture comes on the screen and gives a news update... the screen flashes and there is a further message that there has been a hardware error), GET DISK, W (into hall), DROP PRISM, D (into transport chamber where you see a remote control unit and transport tube), GET CONTROL, EXAMINE CONTROL (it has a button in the middle), EXAMINE TUBE (sealed), PUSH BUTTON (a travel car arrives in the transport tube), ENTER CAR (it is dark), SAY LIGHT (inside the travel car is a control console with a strange handle), PUSH HANDLE (the car speeds north then slows and docks), LEAVE CAR (you are in a murky chamber), SAY LIGHT (the magic candle goes out), DROP CANDLE, D (into gloomy hall), N, N, E (into computer room), GET PRINTOUT (burned), READ PRINTOUT (you receive some passwords), DROP PRINTOUT, PUT CARD IN SLOT (you read that the projector must be set down in the alchemist's laboratory in Zenbambe. W, N (into power room for the whole city), GET WAND (magic), S, S, S, U (to murky chamber), U (onto a ramp where there is a giant snake), WAVE WAND AT SNAKE (it vanishes, leaving behind a small box), SAY NEPO (the box disappears leaving behind a magic key and a small statue), GET ALL (the magic key and a small statue), E, N (you are in a large hall in the second domed city of Zenbambe), OPEN WEST DOOR, U (into warriors' quarters), DROP WAND, DROP CONTROL, GET DECANTER, LOOK IN DECANTER (contains water), DRINK WATER (the decanter slips from your hand and shatters), GET RIFLE (silver), D, E (to hall), OPEN EAST DOOR (you enter a room with another of the large view screens), DROP KEY, PUT DISK IN SLOT, PUSH BUTTON (you are told about people vanishing and about a portal to Arazok's Castle). W, S, W (to ramp), D, D, N, W, W (to dead end where the Carlonian named Zud is), USE RIFLE (beams of energy tear through Zed's chest), GET PROJECTOR, E, E, S (to gloomy hall), U, U (to ramp), E, SE, SE, SW, SW (you are back in the first domed city of Zenbambe), W, W, GET PRISM, S (you are back in the dusty alchemist's laboratory where the mouldy book is), DROP ALL, SAY BOZELBON (in an instant a transport portal appears before you), GET PRISM, PUT PRISM IN PORTAL (it disappears), ENTER PORTAL (there is a moment of intense cold and utter darkness as you are pulled through to the castle where Arazok is), GET PRISM, BREAK PRISM (the wizard materialises and attacks Arazok... the battle is intense but short... in a burst of energy they vanish... you save Daphney from a fate worse than death and live happily ever after. CONGRATULATIONS Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com