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Escape From the Shire (Escape_From_the_Shire.txt)

ESCAPE FROM THE SHIRE
Part 1 of the Forder Saga
D.N.D Software
Spectrum 48

This game has many chance elements and many ways to play it. This solution 
is one version. 

I suggest that just before you begin a fight you SAVE and WAIT (you may 
need to do so more than once), and then go in and fight. The chance 
elements can sometimes work in your favour. The more challenges you face, 
either by fighting or using what you have, the higher your point count at 
the end.

The only way you can check your points is to QUIT.

Despite the exits shown in several places, you cannot always use them. At 
some locations there are exits not marked.

You have mastered Primespeak (the ability to talk with animals) and 
Mindblast (a bolt of energy). You are told to get the scroll which is 
hidden in a tree in the woods. LOOK (the way is clear). INVENTORY 
(nothing), E, S, S, SW, ENTER, SEARCH, TAKE PACK, TAKE FOOD, TAKE COINS, 
FIGHT, LEAVE, E, ENTER, SEARCH, TAKE SCROLL, TAKE RATIONS, TAKE GOLD, USE 
WINDOW, E, N, W, ENTER INN, LEAVE, HELP MAN (he takes you to the entrance 
on the mine), ENTER MINE, N, TAKE A CHANCE, N (at the swamp road), E, S, 
ENTER INN (a man approaches you and asks if you are the one the Seekers 
look for), SAY YES, FOLLOW HIM, E, E, S, SE, S, S, S, S, EAT FOOD, W, 
FIGHT N, EAT FOOD, SE, FIGHT, TAKE MONEY, TAKE VILECH, E (in a clearing), 
OPEN SCROLL (In the elder age, a city was built from precious jewels; in 
the far north lies a gateway; between the peaks of fire lie the pillars of 
madness).

SLEEP, S (you see a crone in a shack), ENTER, DRINK (she gives you a map 
and tells you to go north to the twin oaks, there go north-east to a place 
that will take you out. Beware of the mines). You are on a forest road. 
OPEN MAP (by the door is ZAXX), N, N, N, NE, ZAXX (the door opens), ENTER  
N, USE EXPLOSIVE (the rats disappear), N, N, TAKE KEY, TAKE SPELL, S, S, 
NW, N (in the cave of mirrors: two there are to travel on, and you are 
free to play the don; the other four of mayhem tell, to step through will 
break all hell; and death you'll find that night have been, if you had 
never stepped so clean. So choose our way and live to tell, a tale so long 
to break the spell), S, SE, NE, N (in the cave full of closed doors: the 
time is now the time is then, the time is ever changing when, so choose 
your time and go your way for now it is too late to pray. Two ways are 
there to follow through, so choose with care or you will rue. And die 
again as you might do, in times to come when all is true).

Go W, W (corpses approach you), REMAIN, DO NOTHING (they give you gifts: 
Seal – can call forth the Hosts; Host powder – protects you in dark 
places; king's key – open gates from heldgurd), TAKE SEAL, TAKE BOX, TAKE 
KINGS KEY, E, N, N, USE LEVITATE, N, (you hear hissing getting louder), 
CONTINUE (a creature bears down on you), USE MINDBLAST, N (you hear 
screeching), USE PRIME, NW, USE VILECH, NW, USE KEY, GO OUTSIDE, N, N. You 
are finished part 1, with a score of 100 points. I have not been able to 
find Part 2: The Northern Lands. 

Terri Sheehan
2008-07-18

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