BEYOND ELDORADO Written by Laurence Creighton (August 1995) Walk Through by Dorothy Millard (Spectrum Version) Scenario Amongst the bills, letters and junk mail in your post one day, is a letter from an old tribal chief. We have heard of your aptitude in solving and writes a letter of plea to you... He tells you that the airloom of his tribe, the Golden Key of Klef, has been missing for aeons. This key, he states, would unlock the door of a vast treasure-room which would bring great wealth to an impoverished people. You accept the challenge with our wits your total inventory. Notes 1. It is random whether or not the spider bites you so save the game often. 2. Save the game then type VIRUS to see what happens! Walk Through (Start at crossroads), E, S (small open clearing), EXAMINE TREE, EXAMINE BARK (see hollow), EXAMINE HOLLOW, INSERT HAND (pull out an old trowel), EXAMINE TROWEL, N, E (bumpy path), IN (witchdoctor's hut), GET JAR (must help the witchdoctor first), TALK DOCTOR (needs a dead spider to complete his potion), OUT, E, NE (see a sleeping dog), EXAMINE DOG (underneath is a piece of old parchment), LIND KENNEL (find crowbar), GET CROWBAR, EXAMINE CROWBAR (one use only), SW, W, W, W, S (before cottage), LIND COTTAGE (find besom), GET BESOM, EXAMINE BESOM, IN, E (bedroom), LIND DOOR (find kerchief), GET KERCHIEF, EXAMINE KERCHIEF, W, S (kitchen), EXAMINE LAMP, LIN LAMP, GET WICK, EXAMINE WICK (trace of oil on it), D (cellar), EXAMINE BARREL (one hoop is loose), PRY HOOP (using crowbar), EXAMINE HOOP, U, N, OUT, N, E, E (ignore beggar for now), E, E, S (area of ashes), SEARCH ASHES (find baby's dummy which you should ignore), SWEEP ASHES (using besom), DROP BESOM, GET PENCIL, EXAMINE PENCIL (point is broken). S (by totem pole), EXAMINE POLE (see ruby at the top), N, N, W, NE (kennel), WAKE DOG, WAVE HOOP (the dog leaps through the hoop and goes away), DROP HOOP, GET PARCHMENT, SW, W, W, W, W (curving path), NW (the stench makes you run out), WEAR KERCHIEF, NW (smelly junkyard), SEARCH YARD, SEARCH YARD (find a pocket-knife), GET KNIFE, EXAMINE KNIFE, OPEN KNIFE (too rusty), SQUEEZE WICK (oil drips onto the knife), OPEN KNIFE, SHARPEN PENCIL, DROP WICK, DROP KNIFE, GET FLINT, EXAMINE FLINT, SE, DROP KERCHIEF, S (edge of quicksand), EXAMINE QUICKSAND (see stepping stones just under the surface), EXAMINE PARCHMENT (see dots), JOIN DOTS (using the sharpened pencil), DROP PENCIL, EXAMINE PARCHMENT, CROSS QUICKSAND (using the parchment as a map you cautiously walk over the hidden stepping-stones to the other side), DIG (using trowel), GET SILVER COIN, EXAMINE SILVER COIN (note it is big), DIG, DIG, GET CALUMET, EXAMINE CALUMET (a pipe), CROSS QUICKSAND, DROP PARCHMENT. N, E, S, IN (cottage), E (bedroom), GET HANGER, W, S, D (cellar), LIND BARREL, GET SWATTER, U, N, OUT, N (crossroads), E, E (meet beggar), GIVE SILVER COIN (he gives you some change), INVENTORY (now have a copper coin), EXAMINE COPPER COIN (note it is about the size of an average slot), E, E, E (narrow path), EXAMINE ROCKS (see rope and grappling hook between two rocks), GET ROPE (you can't reach it), EXAMINE HANGER (twisted), UNTWIST HANGER (now have a length of wire), BEND WIRE (into hook), HOOK ROPE (using the bent wire), DROP WIRE, GET ROPE, LUND ROCK (a likely home for an insect), LUND ROCK (repeat until a spider appears), SWAT SPIDER (it is dead), DROP SWATTER, GET SPIDER, W, W, W, IN (witchdoctor's hut), GIVE SPIDER (he throws it in the cauldron... as a reward he tells you that the brew can strengthen ropes), DIP ROPE (into cauldron), GET JAR, OUT. W, W, N (by turnstile), EXAMINE TURNSTILE (there is a slot on top for a small coin), INSERT COPPER COIN, N (through turnstile), THROW ROPE (it catches on the ledge), CLIMB ROPE (must be strengthened - to mouth of cave), IN (cave), N (meet tribal chief), EXAMINE CHIEF, TALK CHIEF, GIVE CALUMET (he leads you to the totem pole which he causes to vibrate so that the ruby falls), GET RUBY, N, N, W, W, W, W, N, N, CLIMB ROPE, IN, N (cave where you met the chief), EXAMINE PENTAGRAM (in the centre is a small hole), EXAMINE HOLE, EXAMINE RUBY (same size), INSERT RUBY (the wall opens revealing a path north), REMOVE RUBY (the wall remains open), GET RUBY, LIN JAR (inside in a piece of chewing gum), GET GUM, EXAMINE GUM (sticky), CATCH FIREFLIES (in the jar), N (twisting path - the wall closes behind you). E (lake shore), DIG, DIG (find a shell), DROP TROWEL, GET SHELL, EXAMINE SHELL (has a small hole), PLUG HOLE (in the shell using chewing gum), LIN LAKE (see a sunken canoe), LIN LAKE (this time you find an old football boot), GET BOOT, EXAMINE BOOT, GET CANOE (you refloat it but it is rapidly filling up with water), BAIL WATER (using shell - note you automatically plug the hole of the canoe with the chewing gum), BOARD CANOE (you paddle with your hands to the eastern side of the lake), E, E (base of cliff), EXAMINE CREEPER, CLIMB CREEPER (to ledge which creaks ominously), LIND BOULDER, GET FOOTBALL, DOWN CREEPER (ledge collapses), E (river blocks the eastern path), W, DROP BALL, WEAR BOOT, KICK BALL (it dislodges the boulder which falls from the ledge to dam the river), E, CROSS RIVER (to eastern side). E, S (dusty road where you see a haystack), EXAMINE HAYSTACK (dry at the top and wet at the bottom), SEARCH PATH, GET ROD, EXAMINE ROD, STRIKE FLINT (you ignite the top half of the haystack revealing a mallet), GET MALLET, S (by shrine), EXAMINE GUARD, TALK GUARD (a jewel would gain you entry to the shrine), GIVE RUBY, IN (shrine - the jar of fireflies are your light source), S (great altar), EXAMINE ALTAR, LUND COVER (see an etching of a man holding a large hammer over a small statue), N, E (small burial chamber), EXAMINE SARCOPHAGUS, LIN SARCOPHAGUS (see arm), EXAMINE ARM, CLIMB IN (inside sarcophagus), SHAKE HAND (a trapdoor opens), ENTER TRAPDOOR (to a small underground chamber), W (warren of passages), S, NW (pool of water), LIN POOL (see a vision), DIP ROD (into pool - the tip glows brightly), NE, SE (long underground path), S. S (outside great golden temple), TOUCH WALL (with the glowing rod - a door appears), DROP ROD, PUSH DOOR, ENTER TEMPLE (see ladder), EXAMINE LADDER (wood is rotten), CLIMB LADDER (into loft), PULL LEVER (hear rumbling below), TURN LADDER (so the "missing rung" part is at the bottom - note you automatically dropped all carried objects), GET JAR, GET MALLET, DOWN LADDER (see a passage leading south), S (sacred inner sanctum), SEARCH FLOOR (see jade figurine), EXAMINE FIGURINE (there's something inside), HIT FIGURINE (using mallet as per the etching on the altar), DROP MALLET, GET KEY, EXAMINE KEY, N, OUT, N, N, NW, SW, ENTER TRAPDOOR, CLIMB OUT (of sarcophagus), W, OUT, N, N (to where tribal chief is), TALK CHIEF, GIVE KEY (he gives you a diamond as a reward). SCORE 100/100 Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com