You have been summoned by Grimmold, the King of the Dwarves, to recover the fabled Hammer of Grimmold, the dwarves symbol of health and virility.
It has been stolen by Valk, an evil magician and taken to the Citadel, Valk's impregnable fortress guarded by a band of Orc archers.
He further tells you that should you meet a friend, then saying the King's name will help you in your quest. He then wishes you good luck and sends you on your way.
The original Spectrum, and C64 versions of the game were written using the Quill.
A later updated PAWed version was also produced for the ZX Spectrum.
The ST version was produced with the STAC.
The Amstrad CP/M version was produced with the PAW and was published by The Adventure Workshop.
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i send the solution to this game but i also have drawn its map. How can i send it? Right now is in excel format.
Hmm this is looking like another cracking Amstrad port of a Jack Lockerby game. In the Cellar, "close trapdoor" parses "ok" and it becomes dark. Lighting the lamp reveals that the trap door is still open and wasn't closed at all. Another object flag not set correctly.
The .prg version of this ST game is available at https://demozoo.org/productions/88563/
There are two main versions of the game. Version 1 is full of bugs: to give just an example, you can MOVE BODY in any location (regardless of a body being there) and a trapdoor will appear, which you can UNLOCK but not go through. Version 2 (the recoded PAW one) is better behaved, but there are many differences and additional puzzles.
One thing that I have picked up as a constant throughout the various ports of Jack's games is that the Commodore 64 and Atari ST versions seem easier; often a failed attempt at solving a problem will feed you a clue by way of a reply when playing the first two. Some of the puzzles themselves are also more elaborate (which of course doesn't always mean harder) in the Amstrad and Spectrum versions. I am not including the bugged versions in this appraisal of course! I think Nimusi mentioned this somewhere. I personally prefer the original (and tougher) games but they are nearly all very worthy, with the exception of a couple that I have played. Islands Of Sinbad isn't a great game but anyone who can write more then thirty-five games of such a general high standard is allowed to cut themselves a little slack.
I have found a new bug in the PAWed Amstrad version of this game. If you put the broken axe in the backpack it can never be referred to or taken again. I am not sure at this juncture if it has a secondary use; if it does then putting it inside the backpack is locking you out from winning. This goes with the trapdoor which can be closed but is still described as open and the dwarves which are mentioned as still building after they have left. Neither of the latter two are game breaking.