FAMOUS FIVE ON A TREASURE ISLAND Enigma Variations Walk Through by Dorothy Millard (C64 Version) Scenario Famous Five on a Treasure Island is based on the first of Enid Blyton’s Famous Five adventures where the five meet for the first time. Julian was the head, altong with his brother Dick and sister Anne. They first meet their cousin George (Georgina) and her dog Timmy in this story. The game is set on Kirrin Island, which belongs to George’s family, and a wreck which has been swept onto some rocks after a storm. A map is discovered in the wreck and it has one word on it, Ingots, another word for gold. Someone offers to by Kirrin Islnd in order to get the ingots and the five decided to go to the island and get the ingots before the villan does. Notes: 1. You have to change character sometimes, but you can tell/ask other characters to do something. 2. Each character, Julian, Dick, Anne and George can only carry up to four items, and sometimes only certain characters can perform certain actions. It may therefore be necessary to swap objects between them. 3. Type LOOK for information on who you are playing, who is present and what they are carrying. 4. Do not turn on the wireless more than three times, or you will end the game. Walk Through (Start sitting on plush seats on a steam train), EXAMINE TRAIN, WHO (you are Julian), EXAMINE JULIAN, EXAMINE DICK (the train stops at a station), LEAVE TRAIN (you are on the platform of Kirrin station where Aunt Fanny is meeting you), E (into lane), E, NE (to village square), N, W (to Kirrin Cottage), W (into hallway where Aunt Fanny tells you to explore), EXAMINE AUNT FANNY, EXAMINE ANNE, S, ASK AUNT FANNY ABOUT GEORGE, N. E (into front garden), E, S, SW, E (to grocers), BUY GINGER BEER, BUY ICES, W, NE (to village square where you should meet George but if she isn’t here just wander in this area until you meet her - note if you leave it until later she should be somewhere around the cottage), GIVE ICES TO GEORGE (you make friends), EXAMINE GEORGE, EXAMINE STATUE, EXAMINE TELESCOPE, ASK GEORGE ABOUT STATUE, N, W, W (back to Kirrin Cottage), U (to landing), U (to attic), OPEN TRUNK, GET CANDLE, D, W, S (to spare room), EXAMINE BED (underneath is a box of matches), GET MATCHES, N, E, S (into bedroom), EXAMINE CLOCK, BECOME ANNE, GET BATTERIES, N, D, W (to west end of hall), BECOME JULIAN, LIGHT CANDLE, N (into store room), BECOME ANNE, GET TORCH, INSERT BATTERIES IN TORCH, S, S (into study), EXAMINE UNCLE QUENTIN, EXAMINE DESK (leaver the draw for now), OPEN WINDOW, W (onto patio), N (into toolshed), GET ROPE, S. SE, NE, W, N, W (into kitchen where Joanna chases you out), S, S (to sitting room), SAY TO DICK GO N, BECOME DICK, N (to dining room), BECOME GEORGE, TURN ON WIRELESS (you hear about a severe storm expected soon in the Kirrin area… Joanna enters and turns the wireless off because the noise disturbs Uncle Quentin - immediately..), BECOME DICK, W (to kitchen), OPEN DOOR, W (into vegetable garden), GET SPADE (leave the onion), E (you are chased out of the kitchen again), DROP SPADE, BECOME ANNE, TURN ON WIRELESS (Joanna appears and turns it off), SAY TO JOANNA GIVE ME GLOVES (she does), BECOME DICK, W (into kitchen), SE (into pantry), GET ALL (cakes, scones and lemonade), NW (you are chased out yet again), S, S (into sitting room), BECOME GEORGE, N, N, GET SPADE, S. BECOME JULIAN, E, E (to low cliff), NE (to beach where George points to an island and boasts that she owns it), E (to east end of the bay where Alf has been taking care of Timmy for George), EXAMINE TIMMY, PAT TIMMY, STROKE TIMMY, BOARD BOAT, BECOME GEORGE (only George can row the boat), GET OARS, ROW (you are in the middle of the sea), ROW (still in the middle of the sea), ROW (you are halfway), ROW (you are near the coast - note from here you can leave the boat and swim down to the shipwreck but you lose the oars), ROW (you are among rocks), ROW (you are in a quiet cove), DROP OARS, LEAVE BOAT (to a secluded cove - a storm is brewing), PULL BOAT (it is now resting on the sand and will be safe during the storm). NE (to stone archway where Timmy takes off after a rabbit and falls down a hole), E (you hear Timmy howling underground), SAY TO ANNE GIVE ME GLOVES, WEAR GLOVES, PULL BUSH (reveals and old well shaft), D (to stone slab where Timmy makes a fuss of you), U, W, SW, N, E, E (to eastern tip), EXAMINE HEATHER (you see a tree stump), BECOME ANNE, TIE ROPE TO STUMP, THROW ROPE DOWN HOLE, D (into a large cave), OPEN CRATE (it is nailed shut), SMASH CRATE (you find an axe), GET AXE, U, GET ROPE, UNTIE ROPE, W, W, S, NE, E, NE (to ruined tower), EXAMINE TOWER (you see jackdaws), BECOME DICK, EAT CAKE (a large black jackdaw flies down, eats the crumbs and drops some sticks), GET STICKS (by this time you should be soaked by the storm), SW, E, E (to long dark room), EXAMINE RECESS (an ideal place to build a fire), DROP STICKS (they form a neat pile in the recess), UNWRAP SANDWICHES (by now you are probably feeling hungry), EAT SANDWICHES (you see the piece of paper that was wrapping them), GET PAPER, SAY TO JULIAN GIVE ME MATCHES (by now you should all be sneezing), LIGHT PAPER, LIGHT STICKS (you should now be dry and warm from the fire), DROP MATCHES.W, W, W, SW, N, NE (to slippery rocks where a shipwreck has been washed up y the storm), BOARD SHIP (to deck), W (to bow - George tells you that this was her grandfather’s ship), EXAMINE FIGUREHEAD, CLIMB MAST (too rotten and slippery), E, D (to corridor), W (into captain’s cabin), EXAMINE SEAWEED (you uncover a cupboard), OPEN CUPBOARD (locked), BECOME ANNE, CHOP CUPBOARD (using the axe - you discover a box), GIVE AXE TO DICK, GET BOX, E, U, LEAVE SHIP, SW, S (to secluded cove), PUSH BOAT (into the water), BOARD BOAT, BECOME GEORGE, GET OARS, ROW (six times), DROP OARS, LEAVE BOAT (to east end of Kirrin Island). W, SW, W, OPEN DOOR, W (into Kirren Cottage), U, U (to attic), OPEN WINDOW, BECOME ANNE, THROW BOX OUT OF WINDOW (it falls to the crazy paving below, landing with a splintering crash… Uncle Quentin hears the noise and confiscates the box), D, D, SAY TO JULIAN GO W, BECOME JULIAN (note if you enter the study now Uncle Quentin will throw you out and the game will end), DROP POCKET MONEY, DRINK GINGER BEER, WAIT (until you hear snoring from the study), QUIETLY GO S (into study where Uncle Quentin is snoring), EXAMINE DESK, OPEN DRAWER, GET wooden BOX, OPEN BOX (a map, small key and documents fall out), GET MAP, READ MAP (shows the ground floor and dungeon levels of a castle), DROP MAP, CLOSE BOX, DROP BOX (note if you try to take any of these items out of the study the game will end), N, E (back to hall), OPEN DOOR, E, WAIT (until Timmy growls and looks west), WAIT (you see a stranger enter), EXAMINE STRANGER (a sinister character),.E, NE, E, BOARD BOAT, BECOME GEORGE, GET OARS, ROW (six times), DROP OARS, LEAVE BOAT (back on Kirrin Island), NE, E, E, E (to long dark room), GET MATCHES, W (to outside whole stone room), DIG WITH SPADE (you strike something hard underground), SAY TO TIMMY DIG (a large stone slab is revealed), EXAMINE SLAB (an iron pull ring is attached to the slab), BECOME ANNE, TIE ROPE TO RING, PULL ROPE (everyone pulls and the slab is dragged out of place), GET ROPE, UNTIE ROPE, TURN ON TORCH, D, D (to bottom of stairs), W, NW, NW, S (into large circular dungeon with a column, but you can’t examine it to see the grille, but it is there!), EXAMINE GRILLE (it is made of corroded iron and looks fragile in the middle), PUSH GRILLE (the centre gives way leaving a very small hole), N (into draughty chamber). SW, SW (into a dark chamber with an imposing wooden door), INVENTORY (as Julian you should be carrying the matches and axe and Anne should have the lit torch and rope), CHOP DOOR (a splinter of wood embodies itself in Dick’s cheek and he goes up for some fresh air accompanied by Anne), CHOP DOOR (it’s too dark), LIGHT MATCH, CHOP DOOR, CHOP DOOR (the match goes out), LIGHT MATCH, CHOP DOOR, CHOP DOOR (the lock gives way the door swings open), N (into a room with gold ingots… a stranger enters, steals the gold and locks you in, leaving you a lantern), GET INGOT, GET LANTERN, BECOME DICK, SAY TO ANNE GIVE ROPE AND TORCH TO ME, WAIT (5 times until you see a motor boat speeding away from the island - it is now safe to go south), S, NE, E (to courtyard), D (to stone slab), D (to bottom of ladder), TIE ROPE TO LADDER, DROP ROPE DOWN HOLE (you are now hanging on the end of the rope), W (through the grille hole to circular dungeon), N, SW, SW (to outside door), EXAMINE MATTING (you find a key), GET KEY, UNLOCK DOOR (you rescue the others), N, S, CLOSE DOOR. S (into small damp chamber), WAIT (until Timmy growls and looks north indicating the men’s return), N, LOCK DOOR (you hear shouts on the other side), NE, NE, SE, SE, E, U, U, W (to courtyard), BECOME ANNE, U (you meet the others), W, SW, BOARD BOAT, BECOME GEORGE, GET OARS, ROW (6 times), DROP OARS, LEAVE BOAT, W, SW, W, OPEN DOOR, W (into hall), BECOME JULIAN, N, S, W (to patio or wherever Uncle Quentin is - George tells him about the gold but he doesn’t believe her), GIVE INGOT TO UNCLE (now he believes you… he telephones the police), WAIT (until the police arrive), BECOME GEORGE, E, N, E, OPEN DOOR, E, E, NE, E, BOARD BOAT, GET OARS, ROW (6 times), DROP OARS, LEAVE BOAT, NE, E, E, D, D, W, NW, NW, SW, SW (in front of door), BECOME DICK, UNLOCK DOOR (the men are taken to Kirrin police station and George gets to keep the island). SCORE 100% ************************************************************* Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com