PRINCE OF TYNDAL Tartan Software INVENTORY (you have a book), OPEN BOOK, READ BOOK (you can=t), S, E, N, EXAMINE FIELD, LOOK, DISMANTLE SCARECROW, TAKE POLE, S, ENTER COTTAGE, OPEN TRAPDOOR, DOWN, TAKE KNIFE, TAKE COAT, EXAMINE CELLAR, LOOK, TAKE HOOK, UP, FIX HOOK TO POLE, TAKE CANDLE, LEAVE COTTAGE, W, W, ENTER TOWER, UP, HOOK ROPE, BURN ROPE, DOWN, TAKE ROPE, LEAVE TOWER. Go W, NE, CLIMB TREE, CLIMB TREE, JUMP, TIE ROPE, DOWN, SE, S, E, S, GIVE BOOK (you get a potion), N, WEAR COAT, DROP WAX, E, E, KNOCK, ENTER COTTAGE (the door closes behind you), S, TAKE SEEDS, N, EXAMINE ARMOUR, EXAMINE SHIELD, LOOK, TAKE JEWEL (you can=t), PRISE JEWEL, TAKE JEWEL, N, ENTER CUPBOARD, TAKE NET, CLOSE DOOR, ENTER PANEL (you are in a garden). Go S, W (Arden tells you that your escape has been discovered by Eldin), W, W, W (you see a magpie sitting on a mushroom), GIVE JEWEL, LOOK, TAKE SPELL, E, E, REMOVE CORK, DROP KNIFE, POUR POTION, DROP BOTTLE, TAKE HELMET, EXAMINE HELMET (battered), TAKE CORK, INSERT CORK IN HELMET, WEAR HELMET, E. Go S, MOVE ROCKS (you can=t), N, E, N, SAY FOLLOW, S, W (the villagers fell you that it is dangerous for a solitary traveller), S, MOVE ROCK, S, W, ENTER CABIN, SAY WAIT (the villagers remain there), LEAVE CABIN, E, CROSS BRIDGE, E, S, TAKE SPADE, W, S, W, SOW SEEDS (the Elf won=t let you), E, S, CAST SPELL, E, S, S, W, DIG SAND, DROP SPADE, LOOK, TAKE VASE, EXAMINE VASE, FILL VASE, S, CAST NET, LOOK, TAKE FISH, S, REMOVE HELMET, FILL HELMET, N, N, E. Go E, DROP SEEDS, REMOVE COAT, DROP COAT, S, W, ENTER CAVE, TAKE BALL, DROP POLE, TAKE PARCHMENT, LEAVE CAVE (the cat follows you), E, N, W (you trip over the cat and spill the water), DROP HELMET, N, N, W, N, W (in the garden with the Elf who runs off), DROP FISH (the cat eats the fish and leaves), E, S, E, S, S, TAKE HELMET, W, S, FILL HELMET, N, E, E, TAKE COAT, WEAR COAT, TAKE SEEDS, N, N, E, S, W, S, W, SOW SEEDS, POUR WATER (you create a beanstalk), WEAR HELMET. CLIMB BEANSTALK, TAKE SPELL, DOWN, E, S, E, S, S, W, S, REMOVE HELMET, FILL HELMET, S, ENTER WATER, CAST SPELL, ENTER HOLE, W, TAKE KEY, E, S, E, EXAMINE ALTAR, DROP KEY (it turns into iron), TAKE KEY, W, S, EXAMINE CHEST (locked), UNLOCK CHEST, OPEN CHEST, EXAMINE CHEST, LOOK, DROP KEY, TAKE CAPE, W, THROW VASE, TAKE TORCH, E, E, E, MELT ICE, TAKE SWORD. Go W, W, S, THROW WATER (the dragon is rendered harmless), WEAR HELMET, S, W, ATTACK DEMONS (the dwarf runs off, your sword is taken and you are put in a cell), MOVE BED, SLEEP (a demon falls over the bed and becomes unconscious), EXAMINE DEMON, LOOK, TAKE POUCH, EXAMINE POUCH, REMOVE COINS, DROP COINS, INSERT PARCHMENT, LEAVE CELL, W, N, TAKE SWORD, S, E, E, ASK HELP (the dwarf throws a fireball and creates an opening). Go S, S, S, CAST NET (you trap the Devils), W, TAKE SHIELD, E, N, REMOVE COAT, EXAMINE STATUE (it has red eyes), WEAR CAPE, PRESS EYES, E, TAKE FLUTE, W, N, W, W (the cape protects you), S, S (the helmet protects you), E, S, ATTACK SKELETON, S, E, GIVE POUCH (Eldin disappears), TAKE ROD (you can=t), PLAY FLUTE, TAKE ROD, S, ENTER BEAM (you are warned not to go into the forest), CROSS BRIDGE, W, ENTER CABIN, SAY FOLLOW, LEAVE CABIN, E, N, N, (villagers chase the robbers), E, N, SAY LEAVE, S, W, N, NW, CLIMB ROPE, GRAB BRANCH, DOWN, DOWN, SW, E, E, GIVE COAT, N, OPEN DOOR. You are finished. Terri Sheehan 2003-10-14 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com