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Nameless One, The (Nameless_One.txt)

THE NAMELESS ONE
by Dennis Francombe
Adventure Probe Software
Spectrum 48

This is a well-written, long, highly descriptive game set in the time of 
King Arthur's reign.

You play a young man with no name who arrives at King Arthur's court with a 
ring and a scroll. Arthur tells you that you must go to the wastelands of 
Senaudon where the Princess Blonde Esmeree is held captive under a magic 
spell and return her to Camelot. You are given arms.

Hints:

Typing HELP gives you some verbs.

EXAMINE and SEARCH are not the same. Use both. Sometimes you need to LOOK 
BEHIND <object>.

Revisit the crone place once you have helped the peasant.

DIG in the scree.

Need payment for the ferry? EXAMINE the furniture.

People will repay favours. Do you have something that needs repairing?

The spikes get to you? What do you have that can keep the walls apart?

Need a light to enter the cave past the ledge? You should have found some 
objects which would be helpful to make a torch. You will need the verbs 
TRIM and DIP.

Need to light the torch? Have you found something to give to the swineherd?

Need another light source to get into the cave at the strange rock? DIG.

The rope doesn't work at the ledge? How would you lasso the rock? Make a 
noose. 

The peasant tells you about the Northern pastures and the dragon that 
blocks the way at the ford. Before you open the way make sure you have 
light.

Keep falling into the pit when you turn the red wheel? First turn one, and 
then both.

You need the flask later in the game, so keep it.

DROP ALL and TAKE ALL work to the limit of your carrying ability.

Solution:

Part 1:
INVENTORY (you are wearing light armour, and a sword, carrying a shield and 
riding a horse), EXAMINE ARMOUR, EXAMINE SWORD, EXAMINE SHIELD, EXAMINE 
HORSE (Perseus), DOWN, DOWN, DISMOUNT, EXAMINE SCREE, DIG (you see 
gauntlets), TAKE GAUNTLETS, EXAMINE GAUNTLETS (too old and stiff to be 
wearable), MOUNT HORSE, DOWN (you see a cave), E, (the horse shies), 
DISMOUNT, SEARCH PATH (you see a rag), TAKE RAG, MOUNT HORSE, E, S, EXAMINE 
SWINEHERD, W, DISMOUNT, EXAMINE REEDS (you get a paddle), MOUNT HORSE, S, 
SW, EXAMINE TREE (do you see a path?), DISMOUNT, REMOVE SWORD, CUT TREE 
(you create a path northwest and a branch), WEAR SWORD, TAKE BRANCH, 
EXAMINE BRANCH (small shoots still attached), MOUNT HORSE, W, UP, DISMOUNT, 
LOOK BEHIND ROCKS, TAKE ROPE, EXAMINE ROPE (looks strong).

MOUNT HORSE, UP, UP (you see a rock), DISMOUNT, EXAMINE ROCK (there is a 
crack in the side), MOUNT HORSE, DOWN, DOWN, DOWN, E, DISMOUNT, NW, EXAMINE 
CLIFF (you see a ledge), EXAMINE LEDGE (rocks project out), MAKE NOOSE, 
THROW ROPE, SE, MOUNT HORSE, NE, DISMOUNT, E, EXAMINE PEASANT, TALK TO 
PEASANT (he invites you to a meal if his son comes), W, N, E, TALK TO 
SWINEHEARD (he runs home), W, S, E, TALK TO PEASANT. He tells you that 
since the dragon came to the ford, the people cannot pasture their animals. 
Only he and his son and an old wise woman remain. The wise woman tells him 
that his son could become famous if he were given the key. You decide to 
help. TAKE FOOD, W, W (in the forge), EXAMINE ANVIL, MOVE ANVIL (you 
can't), DROP ALL, MOVE ANVIL (you see iron), TAKE ALL, EXAMINE IRON, E, 
DROP BRANCH, DROP PADDLE, W, TAKE RAG, E, DROP RAG, DROP FOOD.

Go S, S, EXAMINE BAR, LOOK BEHIND BAR (you see a trapdoor), EXAMINE 
FURNITURE (you get a coin), OPEN TRAPDOOR (you can't), LEVER TRAPDOOR, 
DOWN, SEARCH RUBBISH (you see a cup), TAKE CUP, UP, N, E, S, EXAMINE 
CUPBOARD (you take out an object), INVENTORY (you have a bauble), EXAMINE 
BAUBLE, N, W, N, DROP COIN, DROP SHIELD, TAKE RAG, TAKE BRANCH, N, E, GIVE 
BAUBLE (the swineherd tells you there is a tarpit in the corner), EXAMINE 
PIT, REMOVE SWORD, TRIM BRANCH, WEAR SWORD, WRAP RAG, DIP  BRANCH (you 
create a torch), W, S, W, SEARCH RUBBISH, TAKE HAMMER E, DROP HAMMER, DROP 
IRON, TAKE FOOD, MOUNT HORSE, N, E, N, W, W, CROSS FORD (the flames drive 
you back but the torch is lit).

Go E, E, S, W, S, DISMOUNT, SW, NW, REMOVE ARMOUR, DROP ARMOUR, REMOVE 
SWORD, DROP SWORD, DROP FOOD, UP, N, FILL CUP, ENTER (you see a hermit), 
EXAMINE HERMIT, TALK TO HERMIT (he wants water), GIVE WATER, TALK TO HERMIT 
(he wants food), LEAVE, S, DOWN, TAKE FOOD, UP, N, ENTER, GIVE FOOD (the 
hermit wants to repay your kindness), ASK HERMIT ABOUT GAUNTLETS (he 
repairs them), INVENTORY (you are wearing them), LEAVE, S, DOWN, SE, NE, 
TAKE ALL, WEAR SWORD, WEAR ARMOUR, MOUNT HORSE, SW, W, UP, UP, UP, 
DISMOUNT, PUT IRON IN CRACK, HIT IRON (the rock trembles), HIT IRON (the 
rock tumbles down and lands at the entrance of the cave; it turns hot and 
smoke issues out, then the roar stops), MOUNT HORSE, DOWN, DOWN, DOWN.

Go E, NE (the smith wants his hammer back and you give it to him), 
DISMOUNT, TAKE ALL, S, E, (the crone gives you an amulet and warns you 
where you lay your head), EXAMNE AMULET, WEAR AMULET, W, N, MOUNT HORSE, N, 
E, N, W, W (the cave entrance is now blocked), CROSS FORD (you are in the 
Northern Pastures), N (you see a coracle and a chateau beyond), EXAMINE 
CORACLE, DISMOUNT, DROP TORCH (it goes out), BOARD CORACLE, W, EXAMINE 
BUSHES, PULL BUSHES (you get a gold fillet), EXAMINE FILLET (worn to 
control unruly hair), BOARD CORACLE, N, W, LEAVE. A mud monster destroys 
the coracle and you find yourself by the moat. You hear a woman singing. 
LISTEN (you hear of a maiden held captive in the thrall of a wicked 
wizard).

Go N (you see Rhianon), EXAMINE RHIANON, TALK TO RHIANON (her hair is 
unruly), GIVE FILLET (she wants to take you to meet her sister Elaine but a 
Black Knight beckons her and they leave together), S (you see Salore, the 
ferryman), EXAMINE SALORE, BOARD FERRY (he wants payment), GIVE COIN. The 
ferryman tells you the chateau was built by the astrologer Astolpho to 
protect Elaine from her sister Rhianon, and tells you to do all that Elaine 
requires of you. You see a sly grin as he leaves. Go S, UP (you see damsels 
who resemble Rhianon; by a doorway to a bedroom you see Elaine who beckons 
to you), EXAMINE ELAINE, EXAMINE BED, TALK TO ELAINE (she asks you to kiss 
her), KISS ELAINE. She asks how could you bruise her with your armour. You 
drop everything and she pushes you on the bed. The Black Knight and Rhianon 
enter and the knight advances.

TAKE SWORD, TAKE SHIELD, ATTACK BLACK KNIGHT (his head falls off but he 
continues), HIT BLACK KNIGHT, TAKE AMULET. You notice that Rhianon has 
taken it. She holds it up and recites an incantation. Elaine becomes an old 
man. The Black Knight collapses. Rhianon tells you that she is the true 
maid, that Elaine lured many knights to their doom and that she, Rhianon, 
was subservient to the Black Knight. All were illusions. She had no will of 
her own until you restored the golden fillet to her. Later you join her in 
her court. You bid farewell. Rhianon holds her hawk and restores all your 
possessions then gives you the bird. A knight rides by without greeting 
her. She is offended and asks that you fetch him back, FOLLOW KNIGHT, S 
(you hear a crackling sound and see that the chateau has vanished. End of 
Part 1.

Part 2:
You are at a bridge and see a giant with an axe. You can pass if you give 
him the name of the ferryman. SALORE, S (you see a horse and a knight), 
EXAMINE KNIGHT (dying), TALK TO KNIGHT (he offers his horse and a flask 
which you must empty...somewhere), EXAMINE BODY, EXAMINE FLASK (you imagine 
you see Rhianon's face in it), BURY KNIGHT (you see a banner), TAKE BANNER, 
EXAMINE BANNER (a flag with red dragon on a green and white background 
mounted on a sturdy pole), MOUNT HORSE, S (not the right way), N (you cross 
the bridge, speed west and enter a forest clearing), DISMOUNT, EXAMINE 
SHRINE (you see an altar on which lies the body of a headless black knight 
holding a broken axe), EXAMINE ALTAR (you see a recess as a storm 
approaches).

FEEL IN RECESS, TAKE CASKET, MOUNT HORSE, EXAMINE CASKET, EXAMINE LID (tiny 
keyhole), OPEN LID (you can't), EXAMINE INSCRIPTION (it makes no sense), 
WAIT. A bolt of lightning hits the dead knight who sits up and raises his 
axe. Flames begin to engulf the shrine. The horse bolts, clears the Severn 
Sea and runs into Cambria until it collapses. You recover, see Deganwy 
perched on a tree stump. You hear voices to the south. LISTEN (women's 
voices are chanting), TAKE HAWK, S (you see a coffin), EXAMINE COFFIN (a 
body of a young woman, Rhianon, who is still alive and is pleading), 
EXAMINE WOMEN, TALK TO WOMEN. They answer that the maid, seeking you, came 
to them for shelter from Astolpho. He imprisoned her thus. POUR FLASK ON 
COFFIN (it shrinks until a crystal remains).

TAKE CRYSTAL, EXAMINE CRYSTAL (you see Rhianon; the image disappears and 
the hawk is impatient), LOOSEN HAWK (she hovers above you and your horse 
comes into the clearing), MOUNT HORSE, FOLLOW HAWK (you see Senaudon; the 
hawk flies off in the direction of the runes), DISMOUNT (you see a cliff, 
the base which is hidden by bushes), EXAMINE BUSHES (you see an entrance to 
a cave), PULL BUSHES (you see a rock), EXAMINE ROCK (three feet high with a 
depression), DIG (you find a disc), TAKE DISC, EXAMINE DISC (like a 
mirror), INSERT DISC (the sunlight is reflected into the cave), ENTER (you 
see stalagmites and stalactites), EXAMINE STALAGMITES, SEARCH STALAGMITES 
(you find a "baby" one), DRAW SWORD, HIT STALAGMITE (you find a tiny key), 
WEAR SWORD, TAKE KEY, EXAMINE KEY (it fits a tiny hole).

READ INSCRIPTION (Pegasus), LEAVE, MOUNT HORSE, UNLOCK CASKET (it is filled 
with grain), GIVE GRAIN (the horse sprouts wings), CLOSE CASKET, EXAMINE 
HORSE (she is showing off), DOWN, DOWN (the wings disappear), E, DISMOUNT, 
EXAMINE RUBBLE, CLIMB RUBBLE (you can't), MOUNT HORSE, UNLOCK CASKET, GIVE 
GRAIN, TALK TO HORSE, SAY TO HORSE FLY (you cross over the rubble and send 
Andromeda back losing the grain, casket and key), S, S (you see pools of 
water and an island), EXAMINE POOLS, SEARCH POOLS (you get a blue wheel), 
EXAMINE BLUE WHEEL (designed to fit ad square axle), N, N, W, S, S (in the 
courtyard), EXAMINE DOOR (locked but you see a cellar), NW, N, EXAMINE 
HANDRAIL, TAKE BAR, EXAMINE BAR (strong).

Go UP (you see a building on an island, some controls and a red wheel), 
EXAMINE CONTROLS, EXAMINE RED WHEEL (you see a square spindle minus a 
wheel), INSERT BLUE WHEEL, TURN BLUE WHEEL (you hear clicking within the 
walls), TURN BOTH WHEELS (a secret door opens which you enter and it 
closes), DOWN, EXAMINE BARRELS (there is a tap), EXAMINE FLAGSTONE (one is 
ill-fitting), LIFT FLAGSTONE (you see steps down), DOWN (you hear voices), 
LISTEN, E (you see drunk soldiers, only holding an empty bottle), EXAMINE 
SOLDIER (you see a large key), EXAMINE DOOR (locked), TAKE KEY (the soldier 
wants something for it), W, UP, FILL FLASK, DOWN, E, GIVE FLASK (the 
soldier unlocks the door; you go through and he locks it).

Go E (you see Deganwy), ENTER, EXAMINE ALTAR (you see a hole), DOWN, 
EXAMINE STRAW (unevenness), MOVE STRAW (you see a ring attached to a 
trapdoor), INSERT BAR IN RING, TURN BAR (Astolpho rises and turns into a 
serpent), UP, CALL HAWK. The hawk seizes the serpent and flies up to the 
roof and releases the serpent. It becomes an eagle and attacks Deganwy. 
Astolpho's power comes from the altar, can you help? DROP CRYSTAL IN HOLE . 
It absorbs the glow; the eagle resumes its human form and crashes to its 
death. The crystal shatters and Rhianon emerges from the altar. Deganwy 
returns to his mistress's wrist. Rhianon tells you to complete your quest 
in the pit and she will wait outside. She givens you a token. EXAMINE TOKEN 
(of a toad), WEAR TOKEN, EXAMINE CORPSE, DOWN, DOWN.

EXAMINE DOOR, EXAMINE SPIKES (they can move), OPEN DOOR (the spikes begin 
to close in), USE BANNER ON SPIKES (the walls stop closing in), OPEN DOOR 
(you step through to the cave and see a dragon), EXAMINE DRAGON (it's 
crying), COMFORT DRAGON (you kiss the dragoon which dissolves, leaving a 
girl, Esmeree), TALK TO ESMEREE. She says she is still afraid of Astolpho. 
You explain that he is dead and that you have come to take her back to the 
court of King Arthur where she will be safe. She takes your hand. Go W, UP, 
UP, LEAVE. Rhianon waits by a barge. You and Esmeree board. You arrive at 
Camelot. Arthur confesses he unwittingly slept with his sister and names 
you Mordred. Merlin pales at the name and, as Sir Lancelot arrives, murmurs 
that the collapse of the Court and the death of King Arthur are imminent. 
You are finished.

Terri Sheehan
2008-02-11

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