PARADOX by Jon A. Slack This is a time-consuming, very frustrating game. It has numerous items you do not need. It has countless rooms which you spend hours mapping only to find that most are unnecessary to visit. It aims to be paradoxical, fanciful and dreamlike but it only succeeds in making you lose your patience. Sometimes of need to wear the ring to use a spell, sometimes you do not. Sometimes you need another object, sometimes you do not. That, I suppose, is part of the surreal atmosphere, obviating the need to use logic to solve the game. You are on some sort of quest, but you don't find out what it is until about half-way through the game. You drop objects in one place and find them in another. Once the have the book of runes, you can map it to the alphabet and they attempt to decipher other runes you see. The spelling is a little off in places. Sometimes the runes are helpful. There appear to be two different places where one can get the gold key. One gets you more points than the other You begin in a tunnel. INVENTORY (you are wearing a sword). Go N, SE, TAKE RING, E, NE, TAKE FLASK, N, UP, W, W, SE, E, NE, E, FILL FLASK, DRINK WATER, DROP FLASK, SE, W (ignore the rope), W, TAKE DOOR, E, E, WEAR RING, DOWN, DROP DOOR, GET ON DOOR. You find yourself in the river and at the valley floor). Go E, E (you find yourself on a gamesboard), S, E, E, E, GO JOIR (she tells you that in a cave with stone tablets, is an answer to a riddle). Go E, E, E (Pan tells you to ignore everyone's advice. If you meet the magician listen. Paradoxes always speak in riddles). Go W, N, S, N, TAKE BOOK, READ BOOK (Use the translation to determine what letters the runes stand for). Go S, S, S, W (the runes say - reality is relative.) REALITY IS RELATIVE (you are transported to the palace). ENTER PALACE. You are in the hall. Go NE, EXAM FIREPLACE (the runes say - beware the evils of greed and violence) SW, E, EXAMINE MAP (the runes say hallucination, dream, nightmare, reality), W, W, TAKE HEALING, E, SE, TAKE DAGGER, W, N, DOWN, S, E, EXAMINE CASES (the runes say - the spell within this case will open unseen doors), OPEN CASE, EXAMINE CASE, TAKE OPENING (you can USE OPEN here and go S, REMOVE RING, USE OPEN, S and get the destruction spell, but that is violence and it is not needed), W, SW, (ignore the ransom - it's greed), N, REMOVE RING, EXAMINE BOOK (the runes say - the book of time), WEAR RING, W, USE OPENING. You are in the top floor of the palace. Go S, E, E, E, N, TAKE CONVERSING, USE CONVERSING (you are told to find the magician and cure him), S, W, W, W, S, EXAMINE BOX (the runes say - a magician cured a unicorn, freed, and use this spell for all), OPEN BOX, LOOK, TAKE APPEARING, S, E, N, EXAMINE BOX (the runes say - warning: to open the box will involve the spell of destruction - this is not true), OPEN BOX, LOOK, TAKE SILVER, S, S, S, E (not all doors can be trusted and there are exits you cannot see). Go S, SE, S, EXAMINE BOX, DROP SILVER, TAKE GOLD, DROP DAGGER, N, N, NW, S, REMOVE RING, S, WEAR RING, UNLOCK DOOR (you see an old man), LISTEN (you can't), USE HEALING (the magician tells you you have to free the unicorn, find Joir and use the transportation spell to bring you both home), E, UNLOCK DOOR, DROP GOLD, TAKE BOOK, TAKE SILVER, UNLOCK DOOR, USE OPENING, FREE UNICORN, DROP SILVER, TAKE TRANSPORTATION, N, W, N, N, E, E, E, S, E, N, N, LISTEN (the fox tells you you need the transportation spell and luck), N, DROP SILVER, TAKE SWORD, SHEATH SWORD. Go W, EXAMINE SHELVES (you go through a secret door), USE APPEARING, KISS JOIR, USE TRANSPORTATION, E, TURN BACK. While the score for this walkthrough yields only 68%, likely it would be higher if you explored more of the gamesboard. Frankly there was too much of it. Terri Sheehan 2003-09-01 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com