DRAGON SLAYER Written by Double Play Adventures Walk Through by Dorothy Millard (Spectrum Version) Notes: 1.Red Herrings: - Part 1 - Toadstool, Shield, Helmet, Bronze Key, Crossbow. - Part 2 - Mirror, China Plate, Flintstone, Stick, Silver Vase. - Part 3 - Cabbage, Lute. 2. Elements: - Bucket (water) - Flag (wind) - Clay Pot (earth) - Torch (fire) 3. Programming Error: - Due to a programming error in the copy I had it was not possible to Get the Torch if you were carrying the Kram and therefore it doesn’t become the element fire. - The game is still completeable but without full score. To complete the game if it has the above error, just leave out casting magic, open the casket and put the elements in the casket. You will score 90% instead of 100%. - To fix the above error if the database is available, list under “G” table and GET TORCH - change the first one to GET 39 instead of 38. 4. Casting Magic: - Note the following when casting magic: - Must be present: Flag (wind), Bucket (water), Clay Pot (earth) and Burning Torch (fire). - Must be absent: Golden Keys, Brass Key, Silver Vase, China Plate, Mirror, Empty Bottle, Bottle of Wine, Bottle of Spring Water, Flint Stone. Walk Through PART 1 - DRAGON’S LAIR (Start in a clearing of tall oak trees), E, N, N (cornfield), GET SCYTHE, S, S, W, W (forest path), GET MATCHES, W, S, E (to ditch), U (to top of ditch), W (to where the river narrows), JUMP (to west bank of the river), W, U, W (end of track), CUT THICKET (using the scythe - you notice a spear), GET SPEAR, E, D, E, JUMP (across the river), E, D, W, N, N (to a deep pond with a leather bag at the bottom), GET BAG (using the spear), S, S, E, E, E (to woodsman’s hut with the woodsman sitting outside), GIVE BAG (he gives you an axe in return), S, S, S, S (to where the bramble bush is), CUT BUSH (with the scythe - underneath is a helmet and some brushwood), DROP SCYTHE, GET BRUSHWOOD (underneath you see a hole), DROP BRUSHWOOD (note you need light before going down the hole), N, N, U, W, W, GET LANTERN, E, E, D, S, S, LIGHT LANTERN, DROP MATCHES, D (through the hole into a cave). W, S, S (to a chasm), JUMP (you are on the other side), S (into a small chamber), GET DIAMOND, N, JUMP (across the chasm), U, W, N, U, N (into dragon’s cave where the dragon is amazed at the diamond and stares at it), THROW AXE (it hits the dragon between the eyes and he falls dead), DROP DIAMOND, GET ROPE, GET RING, WEAR RING, GET AXE, S, D, S, E (into a large chamber where you see daylight through a hole above), THROW ROPE, LOOK (the rope is now hanging from the ceiling), U (the rope to a meadow). S, S (you are outside a castle), SWIM (on the way a crocodile attacks but you kill it with the axe - you are now inside the castle), S (into courtyard), REMOVE RING, S (into throne room where the king demands proof of the deceased dragon), GIVE RING (he is very happy…. you are given your own castle and the princess’ hand in marriage). PART 2 - TEMPLE OF LIGHT (Many years later you are living happily in your castle when the call for help comes again, this time the evil wizard has disrupted the four elements from the Temple of Light and transformed them…. You start in a large clearing), S, S, D (sloping track), GET BOTTLE of wine), DRINK WINE, U, N, N, E, E, E, N (spring), FILL BOTTLE (with spring water), E (dell), WATER PLANT (the spring water is magical and the plant turns into the Kram), DROP BOTTLE, GET KRAM, W, S, S, GET SWORD, N, W, D, D (to ravine), E (the bridge is guarded by a troll), KILL TROLL (you catch the troll of guard and using your skill as a swordsman disembowel him). E, U (tower), GET FLAG, INVENTORY (if carrying the Kram the flag turned into the element wind), D, W, W, U, U, W, W, N (into temple of light), DROP FLAG, DROP SWORD, S, S, S, D, S (river bank), GET BUCKET, INVENTORY (if carrying the Kram the bucket turned into the element water), N, U, S, S, U (into a small canyon), GET clay POT, INVENTORY (if carrying the Kram the pot turned into the element earth), D, N, N, N, N, N (into temple of light), DROP BUCKET, EXAMINE POT (inside are the golden keys), DROP POT, GET KEYS. GET SWORD, S, W, N (to clump of trees), GET brass KEY, S, E, S, S, S, S (quarry), E, U, E, S (to quarry worker’s house), GIVE SWORD (he gives you a golden ladle in return), N, W, D, W, S (to wooden door), UNLOCK DOOR (using the golden keys), DROP KEYS, OPEN DOOR, S (into tunnel), S (into forest), W (you are at the centre of a group of huts where the leader wants a gift), GIVE LADLE, W (into clearing where there is a heavy chest), UNLOCK CHEST (using the brass key), DROP KEY, OPEN CHEST (inside is a burning torch), GET TORCH, INVENTORY (if carrying the Kram the pot turned into the element fire), E, E, N, N, N (quarry), N, N, N, N, N (clearing) W, S (by large oak tree), U (into branches), EXAMINE HOLE (it’s too dark to see anything if not carrying the torch - the light from the torch reveals the Spell of Restoration), GET SPELL, D, N, E, N (into temple of light), DROP TORCH, CAST MAGIC (in a flash of light the bucket, torch, clay pot and flag are returned to the four elements), LOOK (you now see the four elements), GET ELEMENTS, OPEN CASKET, PUT ELEMENTS (they are returned… the wizard retreats to his castle swearing revenge and you return to your castle). PART 3 - WIZARD’S CASTLE (The evil wizard has captured and imprisoned you in his evil castle… you start in a cold dark dungeon where if you try to go down you slip and fall), OPEN GRATING (locked), GET STONE, YELL (the guard comes and shines his lantern into the dungeon), THROW STONE (the rock hits the guard who falls unconscious and drops his lantern), GET LANTERN, D (into sewer). W, S, S, W (to where the grate is in the wall), GET PLANK, E, E, E, S (by hole), GET ORB, N, U, U (to where there is a grating above through which you see the wizard plotting evil deeds), THROW ORB (it shoots through the grating, the wizard screams and drops a small key through the grating), GET silver KEY, D, D, W, W, N, N, W, S (castle rubbish pit), EXAMINE CABBAGE (a dagger falls out), GET DAGGER, N, E, U (the ladder - another grating is above), UNLOCK GRATING (using the silver key), OPEN GRATING, DROP KEY, U (into a large corridor), DROP LANTERN. E, E (into guard room where there is an unconscious guard and a lute), N, U, U (to ground floor corridor), S (into a strange corridor where the walls begin to move), PUT PLANK (it stops them moving), S (into wizard’s bedroom), GET COAT, WEAR COAT, GET HAT, WEAR HAT, N, N, W (into guard room where the guard humbly bows thinking you are the wizard), W, S (into main hall), E, S (kitchen), U, U (to top floor of castle), S, E, E, E (onto flat roof), S, GET CROSS, N, W, U, U (to attic - note don’t go east or a trapdoor opens and you fall into a sewer), S (to corner of attic), OPEN CHEST (inside is the wizard’s spell breaker), GET SPELL, N, D, D, W. W, N, E (into wizard’s secret workshop where the wizard backs away from the cross into a vat of boiling lead), W, D, D, N, W, N W, (to oak front door), OPEN DOOR (it is secured by a spell), CAST MAGIC SPELL (the spell is broken and the door is now unlocked), W (you are standing outside the castle, your task is over). You have successfully completed all three adventures. Score 100% ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com