******************* Dark Tower of Engor ******************* Solution by Eq -------------- This is a decently logical but difficult game written in BASIC, with a high-fantasy flavour and very sparse text. There are lots of locations and objects: fortunately, you can carry as much as you want. Your aim is to gather four pieces of a talisman, along with a chest, and drop the resulting fused talisman in the throne room near the start. A talisman piece can only be picked up after solving the associated riddle. My accompanying map indicates the locations between which you can successfully swim or sail the boat. There are further locations where you can try swimming, but will drown: these are 44, 78, 79, 66, 67, and 68. Score is a percentage made up of 100 points, indicated by + signs in the solution. n, take steel, w, take spade, s, dig [with spade: +2 points], take flint, s, e, take sword, w, n, n, e, n, take bowstrings, e, n, n, take log, s, w, w, n, take bucket, s, s, take poles, n, e, e, s, e, s, s, take paper, examine paper [an optional but useful hint: "pour the potion on water"], n, n, e, e, s, w, s, s, w, take leaves, w, take bottle, e, e, n, e, kill guardian [with sword: +2], s, e, n, take money, s, w, n, w, n, e, e, e, give money [you buy a mattress: +3], w, w, n, w, w, examine boulder [you find a tap], turn tap [a liquid pours out], take liquid [into the bottle: +3], e, e, n, take vine, w, tie vine [to tree: +3], climb vine, swim, answer tree [there is always a riddle to answer before you can take a talisman piece: +5], take Danyor, swim, examine falls [to find a cave], enter cave, n, w, w, n, w, take sovereign, e, s, e, e, swim, e, n, n, give sovereign [you buy a boat: ignore the boat that remains in this location as it seems to be a bug: +4], s, s, w, n, help [the only really useful hint: that apemen hate smoke], drop leaves, drop log [so you won't set yourself on fire], light log [with flint and steel, to produce smoke: +2], u [it's now safe to climb this tree as the apeman has fled], take belt, d, w, n, w, take rope, e, s, e, s, swim, w, w, use boat [to the island], use boat [to the south side], w, s, w, n, take clay, s, e, n, n, fill bucket [this works in most of the watery locations], use boat, u, answer stars [+5], take Linire, d, use boat, s, e, e, e, e, n, swim, e, e, e, n, w, n, e, e, e, e, s, take basalt, n, w, w, w, w, s, e, s, e [the guard demands an earth-forged stone before you can pass], give basalt [+3], e, answer arrow [+5], take Tende, n, e, s, e, s, take gypsum, make plaster [simply pounding it: no tools required: +1], n, w, n, w, s, s, e, s, w, s, take lamp, light lamp [with flint and steel; it never goes out: +2], n, w, n, w, pour liquid [onto the pool to create cloth; this must be done before damming the river since the pool will disappear: +4], w, examine rocks [a single stone holds them up], tie rope [to stone], pull rope [the rocks dam the river: +4], e [note that a cavern is now accessible], e, s, e, e, e, make glider [from poles, bowstrings and cloth: +5], cut rope [with sword; you must have the glider and mattress to survive being catapulted: +4], s, w, w, s, w, n, w, s, w, take print [of the sleeping man's key, using your clay: +5], e, n, e, s, e, n, e, e, s, w, s, w, s, make key [from the print, using the molten metal here: +5], e, e, take file, use file [to round off the key: +3], n, dig [with spade: +2], take star, s, w, w, n, w, s, s, w, s, unlock gate [with your key: +1], e, e, n, answer water [+5], take Creone, s, e, take cast [of the footprint, using the belt, gypsum, and bucket of water: +5], w, w, w, n, e, n, insert star [you are transported back to the meteor crater: +3], w, w, w, w, swim, w, give cast [to fool the blind guard into thinking you are an apeman: +5], n, take chest [it fuses with the four pieces to form the talisman], s, e, swim, e, e, e, e, s, e, s, w, w, n, w, d [you need the lit lamp to avoid slipping and dying], d, w, w, use boat, w, w, climb vine, s, w, w, w, s, s, e, drop talisman [+10]