Username: Password:
RegisterForgotten Password

Diarmid (Diarmid.txt)

DIARMID
Denis Francombe
Zenobi Software
Spectrum 48K

This two-part adventure is generally straightforward, though you 
need to revisit some places to find new exits. Also, it tends to 
rely much on inference - for example, when you "examine the 
cloak", the fact that it has a button and button hole implies 
that you need to "button cloak". There are other examples of this 
as well. So you need to think "outside the box".

You need to always have the cloak with you, as well as the cloth, 
since you are frequently hungry. (How the fact that you are 
hungry and tired, and eating revives both functions, the logic of 
that will not be debated here). Some things need to be done in a 
certain order, otherwise certain events will not occur.

Remember to be generous, and rescue people and animals who are in 
trouble. Greeting people and things is important. Resist 
temptation. Retrieve most items after you have used them as many 
will be used more than once.

To complete part one, you need to have the sword and shield, the 
boots and cloak, the kerchief (you get that close to the end of 
Part 1), and Bran (also at the end of Part 1). You also need to 
have found the names of the three animals.

When you feel hungry and tired, SPREAD CLOTH. Remember to take it 
when you are finished. This walkthrough takes for granted that 
you have done that when necessary.

Part 1:
You hear the story and begin to retrospect. INVENTORY (nothing), 
S, GREET WOMAN. You learn the Black Mac Moran carried off your 
beloved Grainne (lovely name) to the Castle of the Mists. She 
only has Bran to protect her. You must bring her back. Your 
mother gives you a bundle. EXAMINE BUNDLE (a loaf of bread), N, 
E, EXAMINE MUD (footprints), E, E, E, REST. You see a red-bearded 
man, EXAMINE MAN, GREET MAN, GIVE LOAF. He turns into a bird and 
perches on a branch to the south). You see a sword, cloth and 
crumbs. EXAMINE SWORD (makes you invincible), TAKE SWORD, EXAMINE 
CLOTH (food and drink will appear when you need it), TAKE CLOTH, 
TAKE CRUMBS.

Go S, S, S (you see the beach of the Sea of Serpents), N, N, N, W 
(you see rocks), TAKE ROCK, E, E, S, E (you see a shield in a 
tree and bees), EXAMINE OAK, READ WORD (Perceval), THROW ROCK AT 
SHIELD(the shield dislodges and you see an entrance to a cave), 
TAKE SHIELD, EXAMINE SHIELD (scoop-shaped), ENTER CAVE, EXAMINE 
THING, EXAMINE BODY (it crumbles), EXAMINE DUST, SEARCH DUST (you 
find boots), EXAMINE BOOTS, TAKE BOOTS, WEAR BOOTS, S, W, CROSS 
STONES, S, EXAMINE POOL (you see a salmon), SCOOP BANK WITH 
SHIELD. The salmon is freed and tells you he will help if you 
call his name. Go N, E (you see a bird), DROP CRUMBS, EXAMINE RAM 
(he is tangled), CUT RAM (it doesn't work), WRAP HEAD (not 
everyone could deduce this). You free the ram and he tells you 
that he will help you if you call his name.



Go W, CROSS STONES, EXAMINE OAK LOOK IN HOLE (you see a 
honeycomb), TAKE HONEYCOMB, N, N, W, W, TAKE NET, E (the bear 
bars yours way), GIVE HONEYCOMB, E, N, N, EXAMINE NEST, EXAMINE 
BIRD (do not say "eagle"). He has a snare around his beak. THROW 
NET AT EAGLE (he will help when you call his name). Now you need 
to find the names of the three animals you rescued. TAKE NET, S, 
S, E (you see the man again), GREET MAN. He tells you that the 
name of the Salmon is in the Sea of Serpents, that of the eagle 
is in the Fantasmic Forest, and that of the ram is in the Stoney 
Mountains.

Go S, S, S (you see a boat), EXAMINE BOAT, BOARD BOAT, RAISE SAIL 
(you are on the Sea of Serpents), S, S (you see a serpent rising 
up and a mermaid defending herself with a trident), THROW NET AT 
SERPENT. The mermaid gives you a trident. Go S. Your boat starts 
to leak. You will need to BAIL BOAT (you need the shield for 
this) every several moves. Go E, BAIL BOAT WITH SHIELD, S, E, 
EXAMINE MASTS (you see a chest). The mermaid gives you the chest. 
EXAMINE CHEST, OPEN CHEST (you have the Cloak of Carriance), 
EXAMINE CLOAK (you can't wear it yet because it's wet).

Go W, N, N, N, W, W, S (you see the Great Worm), EXAMINE EYES OF 
WORM (it relies on its hearing), REMOVE BOOTS, GO ASHORE, READ 
NAME (Nazul), N, THROW SWORD AT WORM (it doesn't work), THROW 
TRIDENT AT WORM (this also does not work), TAKE SWORD, TAKE 
TRIDENT, BOARD BOAT (the cloak has dried by now), WEAR CLOAK, 
EXAMINE CLOAK (it has a button and a buttonhole), BUTTON CLOAK 
(you are back on shore), WEAR BOOTS, TAKE CLOAK, WEAR CLOAK, N, 
N, N, E (you see a way north), N, N (you see a lion), W, STAND 
FAST (ignore the meat), W (you are at a pool), FILL SHIELD, N.

EXAMINE DOG (three heads), HIT DOG WITH TRIDENT (it runs off), N, 
N, E (you see a voluptuous woman), SHUT EYES (the image 
disappears), S, S, E, N, N, E, SHUT EYES, TAKE FRUIT, EXAMINE 
FRUIT, N, EXAMINE FLOWERS, N (the creepers prevent you), S, S, W, 
N, N, N, E, SHUT EYES, E (The Dragon prevents you), S, S, E, N, 
N, E, SHUT EYES, N you off), N, SQUASH FRUIT, POUR SHIELD (the 
creepers shrivel), N, EXAMINE CRATER, EXAMINE EDGE, DIG EARTH 
WITH SHIELD (you hear an explosion), S, S, S, W, N, N, N, E, SHUT 
EYES (you see exploded dragon bits), E, READ NAME (Adlon), BUTTON 
CLOAK (you are back at the beach).

TAKE CLOAK, WEAR CLOAK, N, N, N, E (you see a way east but don't 
go there. You can get out, but this side trip is not necessary), 
S, E, TAKE ROCK, ENTER CAVE (there is now a way north), N, E (the 
cloth is torn from your grasp), UP, LISTEN VOICES, REMOVE BOOTS, 
UP (you see the guards and return), WEAR BOOTS, THROW ROCK (the 
guards leave), UP, EXAMINE SHELTER (you see a sheepskin jerkin 
which you take), WEAR JERKIN, UP, UP, EXAMINE DEBRIS, TAKE 
KERCHIEF, EXAMINE KERCHIEF, UP (you see a snowdrift), DIG SNOW 
WITH SHIELD (you see a cave entrance), ENTER CAVE (you see Bran), 
READ NAME (Bael). Now you have all three names), EXAMINE BRAN, 
GREET BRAN, CUT BRAN, DOWN, DOWN, DOWN, DOWN, N, N, N.

You have finished Part 1. The password is Perceval.

In Part 2, you can say "stay" or "follow" or "call" to Bran. 
Remember to "greet_____". "Search" and "examine" and "put"
and 
"drop" are not identical commands. Quotations marks are now 
necessary.

Part 2:	


Go E, E, EXAMINE MAN, EXAMINE CART, GREET MAN (you don't 
understand him), PUSH CART, TAKE HAT, EXAMINE HAT, W, W, N (you 
need a different approach), WEAR HAT, N (you are asked for the 
password), SAY APERCEVAL@ TO GUARD. He takes your weapons and 
ushers you into the courtyard. Go SW, NW, UP, UP (you see Grainne 
at the window in the northeast tower), DOWN, DOWN, E, N, N, E, 
EXAMINE TACK, SEARCH TACK, TAKE PITCHFORK, W, SEARCH STRAW WITH 
PITCHFORK, TAKE HANDLE, S, S, E, TAKE TORCH (it goes out), 
EXAMINE TORCH (smouldering), N, EXAMINE WELL, EXAMINE WINCH (no 
handle), INSERT HANDLE IN SLOT (you can't), BEND HANDLE (you 
can't), NW, SW, S, S (you see your shield and sword here, but 
don't take them yet), W, N, MOVE HAY WITH PITCHFORK, EXAMINE 
ROCK, MOVE ROCK (you see a hole).

PUT KERCHIEF IN HOLE, PUT TORCH IN HOLE. If you "save and 
restore" here and enter the hole you will see that there is a 
locked door. Go S, E, N, SAY "PERCEVAL" TO GUARD, NW, W, GREET 
SMITH, SAY TO SMITH "BEND HANDLE" (he wants your hat), REMOVE 
HAT, GIVE HAT TO SMITH (he straightens the handle), E, SE, E, N, 
INSERT HANDLE IN SLOT, TAKE BUCKET (you can't), TAKE BUCKET WITH 
PITCHFORK, DROP PITCHFORK, LOOK IN BUCKET (full of water), EMPTY 
BUCKET, LOOK IN BUCKET (you see a key), TAKE KEY, DROP BUCKET.

Go NW, SW, S, S, W, N, PUT KEY IN HOLE, ENTER HOLE (you are in a 
secret room), TAKE ALL, EXAMINE DOOR, UNLOCK DOOR, OPEN DOOR (you 
find yourself in the kennel), W (you can't), CALL BRAN (the dogs 
no longer stop you leaving), W, SW, NW, W, EXAMINE FORGE, LIGHT 
TORCH (you can't), EXAMINE BELLOWS, PUMP BELLOWS (the torch 
lights), E, NE, NW, DOWN, N, DOWN (Bran paws at you), SHOW 
KERCHIEF TO BRAN, FOLLOW BRAN (you find yourself in a secret 
passage).

Go UP, LISTEN, EXAMINE LATTICE, EXAMINE BENCH, SIT ON BENCH, LOOK 
THROUGH LATTICE (you see a harp which wishes to know who you 
are), SAY "DIARMID" TO HARP. Grainne tells you to find a box in 
the Smoking Waters. Go DOWN, S, S, W, UP, S, UP, SE, S, S, E, E, 
E (you see a fish), REMOVE CLOAK, REMOVE BOOTS, DROP ALL, SWIM 
(you see a box but cannot take it), TAKE ALL, WEAR CLOAK, WEAR 
BOOTS, CALL NAZUL, SAY "TAKE BOX" TO NAZUL (he brings it up), 
EXAMINE BOX (you can't see a way to open it), CALL BAEL, SAY TO 
BAEL "OPEN BOX". He breaks it and a red-bearded man appears. 
GREET COL. He tells you his story about making a crystal dagger 
and gives it to you. He turns into a bird and flies to the north-
east tower. You see a bird circling.

Go W, W, TAKE ALL (you see a bird circling), E, E, E, CALL ADLON. 
He carries you to the top of the tower. Go DOWN, DROP TORCH, 
REMOVE BOOTS, DOWN, E (the door is bolted), UNBOLT DOOR, WEAR 
BOOTS, E, EXAMINE BED (four-poster), EXAMINE WARDROBE, EXAMINE 
HARP, GREET GRAINNE. You hear noises and she bids you to hide. 
HIDE IN BED, LISTEN (you see MacMoran), LOOK THROUGH DRAPES, KILL 
MACMORAN. You see his body beneath the window and hear boots on 
the stairs.TAKE GRAINNE, BUTTON CLOAK. You find yourself in a 
glade with Grianne and Bran. The red-bearded man greets you. Go 
W, W, W, S. You are finished.

Terri Sheehan
2004-08-08

*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com