Escape Into Fiction By M27 For Z-code interpreters Solution by Garry Francis ---------------------------------------- This is a minimal solution. You'll need to EXAMINE lots of things for this solution to make sense. Some optional (but significant) commands are shown in brackets. You can omit these once you know what to do. The game comes with two walkthroughs with two endings - a normal ending and a happy ending. The only difference is finding the white mouse in the first library to get the happy ending. Other than this, the white mouse is not important to the solution. When in the field, you need to be wearing the shield to scare off the bandit. Once he's gone, you need his sword and the shield to look heroic to the horse. You then need something to feed the horse so that you can mount it. He will reject the turnip and potato, but not the carrot. When in the second library, you can search the armchair to acquire another green taper. This is a bug. (You can reacquire all the tapers.) You can then light it, light the fat candle, read the book and bypass the island completely. I'm sure that's not what the author intended, so I've given the "correct" fuller solution. (X TALL BOOKSHELF) (top shelf has remains of candle holder) CLIMB BOOKSHELF (you find a white mouse) (X BOOKS) (you may have to search them) SEARCH BOOKS (you find 'The Hero's Challenge') READ BOOK (you're teleported to small hut) (X TABLE) (it's triangular in shape with emblem of rearing stallion) SEARCH TABLE (you find and acquire small hero's shield) WEAR SHIELD OPEN DOOR S (OPEN GATE) (you need something with sharp point to unlock it) S (bandit is scared off by your shield and drops his sword, so you take it) N UNLOCK GATE WITH SWORD (you unlock and open the gate but drop the sword) GET SWORD E (X PLOT) (maybe you should search it) SEARCH PLOT (you find and acquire a turnip) G (you find and acquire a potato) G (you find and acquire a carrot) W S (horse allows you to mount and you're teleported to library) (X TALL BOOKSHELF) (you find an unlit red taper) GET TAPER LIGHT IT LIGHT CANDLE (you light the large candle) (L) (you can now see a short bookshelf) SEARCH ARMCHAIR (you find and acquire a green taper) LIGHT TAPER LIGHT CANDLE (you light the large candle to reveal a book) (X BOOK) (it's 'An Amazing Journey') READ BOOK (you're teleported to air balloon) D (balloon crashes on island) GET CANVAS (it reminds you of a sail) SEARCH DEBRIS (you find and acquire supply box) (X SUPPLY BOX) (food is gone) W GET VINE W SHAKE TREES (you find and acquire strange fruit) E E E GET TIMBER (natives steal timber, vine and canvas and build you a raft) GET RAFT SAIL RAFT (you drift and are teleported to library, yellow object appears) (L) (it's an unlit yellow taper) GET TAPER LIGHT IT LIGHT CANDLE (you light fat candle) (L) (you can now see a long bookshelf) X LONG BOOKSHELF (you find and acquire your diary) READ DIARY ***THE END***