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Xanadu Adventure (Xanadu_Adventure.txt)

A guide to the 1982 text-adventure game

  XANADU ADVENTURE

by Paul Shave of Hopesoft 
for the 8-bit BBC Micro computer

This document and the accompanying map were created between 2014 and 2015 by "ahope1" of
solutionarchive.com a.k.a. "lurkio" of stardot.org.uk/forums and can be found at
http://solutionarchive.com/game/id%2C2068/Xanadu%2BAdventure.html and the map alone is also at
http://imgur.com/KTkeCM2

Document version 1.1


CONTENTS 

a. Introduction
b. Essential Tips
c. Walkthrough
d. Transcript
e. Links


a. INTRODUCTION

    In Xanadu did Mr Shave
    A stately torture-dome decree,
    Where alpha-geeks, bewildered, ran
    Through mazes measureless to man
    Inside a BBC.

Xanadu Adventure is a very difficult game. If you want to experience the full, infuriating depth of
its difficulty for yourself, just dive in and start playing! If the subsequent minutes, hours and
days of frustration make you think you might need a little help after all, then read through the
Essential Tips section of this guide and try again. If you still feel that playing Xanadu Adventure
is like wading through a sea of red-hot, neck-high treacle with your eyes taped shut by Satan, you
might then decide to read the walkthrough and the transcript. (If you still care by that point.)

I first started playing Xanadu Adventure in 2014 after I saw a couple of posts on the forum of the
Classic Adventure Solutions Archive website, in which people were talking about it and saying how
hard it was to even get started with. The game seemed to be unsolved: there were no solutions linked
from its entry on the CASA site, and no evidence elsewhere that anyone had ever completed it (though
I did find ads for it in some old computer magazines, in addition to some brief reviews). Xanadu
Adventure was a BBC Micro game, so I searched the Stardot forum to see if there had been any talk of
it there. All I found was a post from April 2014 asking if anyone had played it. The post had zero
replies. 

Curiosity got the better of me, and I fired up my trusty BeebEm emulator, loaded in the tape image
of the game, and started exploring. Little did I know that I had just embarked on an epic quest that
would leave me a mere shadow of my former self...

After many weeks spent wading through Satanic treacle -- and having made a lot of progress but still
being unable to finish the game -- I felt compelled to try to track down the original author. Which,
incredibly, I managed to do. I asked him (begged him, really) for any hints or tips that might
relieve me of my wretched perplexity. Unfortunately, he couldn't remember very much about the
game at all. But he did kindly put me in touch with his sons, who had been his playtesters back in
the day. Though they did give me some helpful clues, I still couldn't quite see how to win. It
seemed that they, too, had forgotten a lot about the game. After all, a fair few years had passed
since its release. So that was that. I was, as they say, stuffed.

Or so I thought. Months passed before it finally dawned on me that I really should have replied to
that lonesome Stardot post and explained my plight. So I did. There followed some useful discussion
which eventually led to user "duikkie" stepping up and employing his elite hacking skills
to trace through the game and extract a list of room-descriptions from it. That turned out to be the
missing piece of the puzzle: his list revealed that there were four rooms in the maze which,
annoyingly, I'd failed to map. The scales had fallen. I finally finished the game and informed
the author. He said it was the first time he'd ever heard of anyone having solved Xanadu
Adventure in the thirty-two years (ulp!) since he wrote it. I rejoiced at my victory and then spent
a couple of eons recovering from the ordeal.

Xanadu Adventure draws a lot of inspiration from the very first text-adventure game ever created:
ADVENT (a.k.a. Colossal Cave). Many of the puzzles in Xanadu Adventure are very similar to puzzles
in ADVENT. So why exactly is Xanadu such a difficult game to play, even if you've already
finished ADVENT? In a word: randomness. Or, in three words: randomness plus constraints. Here are
some of its "special features":

- Random object-placement! Many of the objects in Xanadu Adventure, including some of the treasures
you have to collect, are placed in random locations when you start a new game. The problem of
slogging round the map due to random object-distribution is made worse by...

- Random dwarves and dragons! They pop up when you least expect it, and you have to kill them to
move forward, though they might kill you first. Sometimes when you manage to kill a dragon, you
experience...

- Random sword-breakage! After fighting a dragon, your sword may get broken, at random, so you have
to trek back to the blacksmith to get it re-forged. All this trekking about to find treasures and/or
repair swords is particularly bothersome because of...

- Limited light! Your torch batteries eventually run out, so you need to go all the way back to the
shop at the beginning of the game to buy some more. And no, you can't just buy them when you
start because there's an...

- Inventory limit! There's only a certain number of objects you can carry at one time. You can
buy a bag to increase the inventory limit, but then you run into the problem of there being...

- Limited cash! You get 125 shillings at the start of the game, most of which you have to spend
straight away on weaponry and light. There is some extra cash you might come across later, but you
can never be sure where or when that will be because of...

- Random object-placement! (GOTO 10)

If all this whingeing hasn't put you off, then I salute you, brave adventurer, and hope you
enjoy the rest of this guide to Xanadu Adventure, a game like no other. (By the way, you might have
noticed that I haven't even mentioned the two-player mode yet. Nor do I intend to. Life's
too short.) 


b. ESSENTIAL TIPS

Your goal in playing Xanadu Adventure is to find all the treasures and deposit them at the
designated location, using the DEPOSIT command.

Many of the objects in Xanadu Adventure are scattered about the map at random when you start a new
game, so whenever you come across an object, you must remember to note down its location.
You'll need it later. 

Throughout this document, hexadecimal numbers appear in square brackets after room-names -- e.g.
"Magic Room [19]" -- and correspond to the room-numbers that appear on the map that
accompanies this walkthrough. (See top of this document for link to map.)

Save your game (or your emulator state) more often than you thought humanly possible. Don't
overwrite previously saved games -- save with a new filename each time. Although Xanadu Adventure
does allow you to save your game with the ZZZZ command, its usage is a little arcane, and it's
easier to play the game in a BBC Micro emulator and just save the emulator's state instead.

Make sure you're carrying both an axe and an unbroken sword at all times. Always carry a torch
too. If you see the message "It's dark. I can't see anything", then type ON
TORCH.

If at any time you see the message "A threatening little dwarf is here", you must
immediately THROW AXE and then GET AXE. This procedure is guaranteed to kill 100% of all known
dwarves. Dead.

If a dragon suddenly appears, it will block all exits out of the room except for the one through
which you came in. If you try to KILL DRAGON, you might break your sword, in which case you'll
either have to pay to get it reforged in the Low Room [1b], or you'll have to execute the McFly
Manoeuvre (see below).

Your torch batteries will eventually run out, so you have to conserve their power. Several rooms in
the game are already lit, and you don't need to have the torch switched on when you're in
them, so you can type OFF TORCH. Such rooms include the Large Vaulted Chamber [1d] and rooms south
from it; Chasm Brink W [11] and rooms east from there; the Magic Room [19]; and most of the rooms
inside or in front of the Castle. If at any time you see the message "It's dark. I
can't see anything", then type ON TORCH. If you see a message about the batteries in your
torch running low, then go to the Adventure Shop, buy some new batteries, and INSERT BATTERIES --
or, better still, just reload an earlier saved game and, this time round, use up less battery-power
by taking a shorter route through the map now that you presumably know where more of the randomly
distributed objects are located.

There are many ways to get killed in Xanadu Adventure. If you happen to experience an untimely
demise, you may be reincarnated, but you may also find that some of your possessions have been
stolen and stashed in the Thieves' Lair. You can either go there and retrieve them or,
preferably, do the McFly.

Have you ever wished you could rewrite history? Well, now you can if you execute what I've
irritatingly decided to call the "McFly Manoeuvre": just do something different from the
last time you (unsuccessfully) performed a particular action. Your aim is to "re-seed" the
game's random-event generator and trigger the most favourable outcome. For example, if you try
to KILL DRAGON but the dragon kills you instead, you can reload an earlier saved game and just LOOK
a few times before going in for the kill this time round. Or try exiting and re-entering the room
before striking the fatal blow. Etc. (If at first you don't succeed, try, try again.) Some
might call it cheating, but I think that the McFly Manoeuvre is practically essential in Xanadu
Adventure because of the maddening profusion of random irreversible events, many of which are fatal.

Good luck!


c. WALKTHROUGH

The following walkthrough isn't the sort of thing that you can just type in word for word and
be confident of completing the game with a top score. No way. Xanadu Adventure is too unpredictable
for that. Many objects are distributed around the map at random when a new game is started, and
there are lots of random hazards that can suddenly crop up and kill you if you're not alert. So
proceed with caution. This walkthrough will give you the information you need to finish the game,
but it won't and can't hold your hand.

One more thing: although the walkthrough does tell you to save your game at a few key junctures,
that really isn't enough. You should save your game much, much, much, much, much more often
than that. And use a new filename each time you save. You have been warned. 

1. Choose a one-player game.

2. BUY SWORD. BUY AXE. BUY TORC. OUT.

3. E. N. S. S. W. 

4. If you've seen the bottle, then go to wherever it is, GET BOTTLE, go to the Rill [5], and
FILL BOTTLE. Then return to Lightly Wooded [7].

5. Go WEST from Lightly Wooded [7] into the Dense Forest maze.

6. Repeatedly go NORTH until you emerge from the Dense Forest maze at the location Outside Pagoda
[c].

7. W.  (Have you been making notes of the locations of the objects you've come across so far?) 
E. IN. DOWN. ON TORC. E.

8. Save your position (or save the state of your emulator) as SG01.

9. KILL DRAGON. Did you manage to kill the dragon without breaking your sword? If not, then reload
saved game SG01, perform the McFly Manoeuvre (see above), and try again. Repeat until successful.

10. DROP BOTTLE if you have it. Note its location.

11. GET PAPER. READ PAPER. DROP PAPER. This reveals the magic spell that can instantly transport
treasures from a magic room to the Enchanted Glade [3]. It can also transport *you* back and forth
between those locations.

12. S. S. S. E. E. OFF TORC. You're in the Magic Room [19]. You're now going to catch a
dragon!

13. Repeatedly try to go SOUTH until, "With a roar, a huge dragon lumbers into sight."
(The point of repeatedly trying to go south here -- when there isn't an actual exit in that
direction -- is to waste moves till the dragon shows up, whilst avoiding running down the torch
batteries. The Magic Room is self-illuminating -- hence the "OFF TORC".) 

14. Don't try to kill that dragon! Leave it alone. It won't hurt you. "Trapping"
the dragon like this prevents the game from generating any more dragons. So, from now on, you
won't have to keep fighting them, risking life, limb and lucre. 

15. Leave the Magic Room by going NORTH.

16. If at any point from now on you come across the money, GET MONEY.

17. Save your game as SG02. 

18. Now you need to find the ladder and use it to open up more rooms in the Dungeon. (The Dungeon
comprises those rooms which are outlined in black on the map that accompanies this walkthrough. See
top of this document for link to map.) Unfortunately I can't tell you exactly where to find the
ladder because it's one of the many objects in Xanadu Adventure that are scattered across the
map at random when you start a new game. You'll just have to look around till you find it. The
ladder is often in Wide Cave [15] or Junction [16], but it could be in any of the accessible rooms.
You can't yet access rooms south from South End Ceiling Hole [1f], or east from Chasm Brink W
[11], but everything else is wide open. So go and look.

19. When you've found the ladder, you may want to reload saved game SG02 and this time go to
the ladder directly, thus conserving the power in your torch batteries. In any case, GET LADDER. Go
to Chasm Brink W [11]. DROP LADDER. OFF TORC. E.

20. You now need to find the keys, but I can't tell you exactly where they are because... (Get
the picture?!) But they'll be somewhere in the rooms east of Chasm Brink E [35], where you are
now. Check rooms Small Cave [36], Junction [37], Stalactites [38], Narrow Passage [39], Low Road
[3a] and Wider Higher [3b], and get the keys. Then go to Small Cave [36]. UNLOCK GRATING. DROP KEYS.

21. Now you need to find the growbag and the bean, but I can't tell you exactly where they
are... Go and find them and bring them to South End Ceiling Hole [1f]. OFF TORC. DROP GROWBAG. PLANT
BEAN.

22. Go and get the bottle. If you haven't filled it with water yet, do so now at Rill [5] or
Pool Chamber [1e] -- whichever is nearest. Return to South End Ceiling Hole [1f]. OFF TORC. WATER
BEAN.

23. N. N. E. S. You're now at Coal Seams [1c]. FILL BOTTLE with oil. N. N. S. W. S. S. OFF
TORC. S. S. UP. S. OIL DOOR. DROP BOTTLE. E. E. E. E. You're now at W End Bridge [34].

24. If you haven't yet found the money, do so now, and GET it.

25. Go to the adventure shop (Inside Shop [1]). OFF TORC. BUY BAG. BUY POST. BUY BATT. OUT.

26. Now would be a good time to GET any treasures that are in the Overground area surrounding the
shop. (The Overground area comprises those rooms which are outlined in brown or green on the map
that accompanies this walkthrough. That includes the Dense Forest maze. See top of this document for
link to map.)

27. From Outside Shop [2], go EAST. S. DOWN. S. W. W. W. W. UP. OFF TORC. OUT. DROP BATT. DROP POST.

28. If at any time you see a message about the batteries in your torch running low, then return to
Outside Pagoda [c], GET BATT, and INSERT BATT. Or, better still, reload an earlier saved game and,
this time round, take a more direct route when you re-play the game up to this point, so as to
consume less battery-power. (You have been saving your game often, in separate non-overwritten
saved-game files, haven't you?)

29. If you are carrying any treasures, or there are treasures here at Outside Pagoda [c], then
DEPOSIT them now. (E.g. by typing DEPOSIT RING.)

30. Next, you need to round up the remaining treasures in the Dungeon part of the game, transport
them to Outside Pagoda [c], and DEPOSIT them. One way to do this is to pick up as many treasures as
you can, go to the Magic Room [19], type MINH, and then repeat, until all the treasures have been
magically teleported to the Enchanted Glade [3]. Then go to the glade and manually carry all the
treasures to Outside Pagoda [c] and DEPOSIT each one in turn. 

31. You should now have found and deposited ten treasures: diamond, emerald, fine silk, gilt crown,
gold nugget, persian rug, platinum pyramid, rare spices, ruby ring, and silver bar. Your SCORE
should be over 100. 

32. Regardless of whether or not your torch batteries are running low, GET BATT. INSERT BATT. 

33. Go and get the dulcimer, the postcards, and the oddly shaped tool marked "bivalve
opener" -- wherever they are. You should now be carrying a carrier bag, an unbroken sword, an
axe, a torch, the bivalve opener, the dulcimer, and the postcards. Go to South End Ceiling Hole
[1f]. OFF TORC. Climb UP the beanstalk and go S. E. E. E. E. You're now at W End Bridge [34]. 

34. Repeatedly THROW POSTCARDS until the troll "accepts your offering". (One of the
original playtesters of the game explained the solution of the troll puzzle to me thus: "The
troll is a lonely creature who doesn't get the chance to travel or get out much due to his
guarding the bridge night and day. He treasures views of far away places as much as any
jewel"!)

35. E. E. E. N. IN. You're now inside the Castle. (The Castle comprises those rooms which are
outlined in blue on the map that accompanies this walkthrough. See top of this document for link to
map.)

36. If at any point from now on you find the clove of garlic, then GET CLOVE.

37. DOWN. ON TORC. S. DOWN. OPEN OYSTER. EAT OYSTER. DROP BIVA. GET PEARL. UP. N. UP. OFF TORC. W.
S. N. E. DROP PEARL.

38. W. N. N. UP. W. W. S. PLAY DULC. DROP DULC. The giant should now be asleep in his sitting room.

39. Repeatedly enter and exit the Winding Corridor [5a/5b], which is to the east, until both of the
magic spells ITHURD and GREZON have been revealed. 

40. Go EAST from the Winding Corridor to Corridor Atop Steps [5c]. S. S. ON TORC. E. S. ITHURD. KILL
COCKROACH. GET BROOCH. N. W. S. Save your game as SG03. 

41. KILL SPIDER. If the spider kills you, reload saved game SG03, do a McFly, and try again.

42. W. E. GET GARNET. E. N. N. OFF TORC. N. W. N. E. E. DOWN. S. S. E. You're now in the Bell
Tower [46].

43. If you haven't already found the clove of garlic, try going S. N. N. E. E. E. E. E. S. E.
You should now have found and picked up the garlic.

44. Go UP from the Bell Tower [46]. DROP CLOVE. GET JEWE. DOWN. GET PEARL. You should now be
carrying the pearl, the jewels, the brooch and the garnet, inter alia.

45. Go SOUTH into the Magician's Room [4d]. MINH. Save your game as SG04.

46. N. N. E. E. S. S. You're now in the Witch's Kitchen [55].

47. GET PHIAL. The witch appears and drops you through a trapdoor into a room whose walls are
closing in on you.

48. GET PHIAL. DRINK PHIAL. If you die of poisoning, then reload saved game SG04, do a McFly, and
try again.

49. You should now have been magically teleported to the Crystal Room [57]. A disembodied voice will
say, "The Adventure is closing now. All Adventurers must make their way immediately to the
shop." 

50. GET CHUNK. GREZON. You've been magically teleported to Inside Pagoda [d]. Go OUT. 

51. You now need to go WEST, check the Enchanted Glade [3], and deposit the remaining treasures at
Outside Pagoda [c]. DEPOSIT the crystal chunk, the scarab brooch, the pouch of jewels, the pieces of
garnet, and the pearl.

52. From Outside Pagoda [c], go IN. DOWN. ON TORC. E. E. E. E. E. N. N. UP. W. N. IN.

53. You have finished the game!

You should have a final score of 183, made up of
3 points for killing the dragon,
100 points for depositing the ten treasures from Dungeon and Overground,
5 points for eating the oyster,
50 points for depositing the five treasures from the Castle, and
25 points as a bonus for finishing the game:
183 points in total.

The original instructions for Xanadu Adventure say, somewhat vaguely, that the top score is
"over 175" (but exactly how much over 175 isn't specified): 
http://mocagh.org/loadpage.php?getgame=xanadu


d. TRANSCRIPT

The following is the transcript of a playthrough of the game from start to finish. My comments
appear in square brackets [like this]. You won't be able to reproduce this transcript exactly
when you play Xanadu Adventure yourself because of all the random elements in the game, which
I've gone on about at great length throughout this document.

[Transcript begins]

X a n a d u    A d v e n t u r e 
(c) Copyright Hopesoft 1982 

1 or 2 Adventurers? 1

[And off we go...]

You're in the Adventure shop. There's a list of things for sale: Sword 50 shillings, Axe
40 shillings, Carrier bag 30 shillings, Lunchpack 20 shillings, Postcards 10 shillings, Torch 10
shillings, Spare batteries 5 shillings.

You've got 125 shillings to spend.

>BUY SWORD

You've now got 75 shillings 

>BUY AXE

You've now got 35 shillings 

>BUY TORC

You've now got 25 shillings 

>OUT

[Now let's check the Overground area around the shop, looking for objects and noting down their
locations.]

You're outside a shop on a wooded path leading East and West. A track leads South.

>E

You're by a small sinuous rill flowing from North to South. A path leads West, and to the East
is a forest.

>N

You're at a dried-up stream bed.

I can see a ruby ring 

>S

You're by a small sinuous rill flowing from North to South. A path leads West, and to the East
is a forest.

>S

In the ground there is a steel grating, set in concrete, into which a stream flows. The
grating's locked.

[Now let's pick our way through the Dense Forest maze and try to find the Pagoda.]

>W

You're in a lightly-wooded region with a track leading North.

>W

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

I can see a gilt crown 

>W

You're in an enchanted glade with dense undergrowth all around.

I can see an empty bottle 

>GET BOTT

OK 

>E

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

I can see a gilt crown 

[I'm now going to backtrack a little to fill the bottle with water from the stream at the
Grating. This was probably unnecessary as I could just as easily have filled it in the Pool Room in
the Dungeon later on, which would probably have been more convenient. Doh!]

>N

You're in a dense forest, ancient as the hills.

>W

You're in a dense forest, ancient as the hills.

>W

You're in a dense forest, ancient as the hills.

>W

You're in a dense forest, ancient as the hills.

>W

You're in a dense forest, ancient as the hills.

>W

You're in a dense forest, ancient as the hills.

>W

You're in a lightly-wooded region with a track leading North.

>E

In the ground there is a steel grating, set in concrete, into which a stream flows. The
grating's locked.

>FILL BOTT

OK 

>W

You're in a lightly-wooded region with a track leading North.

>W

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

I can see a gilt crown 

>IN

You're inside the pagoda. It looks as though there was once a staircase up to the top, but
it's now destroyed. Stone steps lead down into the dark.

>DOWN

It's dark. I can't see anything.

>ON TORC

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a fire-breathing dragon and a piece of paper 

>KILL DRAGO

The fight is ferocious but the dragon's superior size and strength prevail. It clumps off,
leaving you for dead. It takes the paper with it.

[I reloaded a saved game at this point because the dragon just beat me!]

>W

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a fire-breathing dragon and a piece of paper 

>KILL DRAGO

Congratulations! You have slain the dragon. But there may be some more around. Unfortunately, your
sword got broken in the fight.

[I reloaded a saved game again here because although I had killed the dragon, my sword got broken,
and I didn't want the battery-wasting hassle of going to the dwarf blacksmith and paying him to
reforge it.]

>KILL DRAGO

The fight is ferocious but the dragon's superior size and strength prevail. It clumps off,
leaving you for dead. It takes the paper with it.

[I *still* couldn't beat the $#@*ing dragon! It whupped me again! And this time it actually
took away the piece of paper that had the magic spell written on it, which would have made the rest
of the game a lot harder! No thanks. I reloaded a saved game and did the McFly Manoeuvre (see
Essential Tips section above).]

>W

You're in a narrow tunnel leading East. There are steps up into the light.

>LOOK

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a fire-breathing dragon and a piece of paper 

>KILL DRAGO

Congratulations! You have slain the dragon. But there may be some more around.

[Yes! Success! Dragon killed. Sword intact.]

>DROP BOTT

OK 

>GET PAPER

OK. The paper says: "The spell for magic and enchanted places is MINH".

>READ PAPER

"The spell for magic and enchanted places is MINH".

>DROP PAPER

OK 

>S

You're in a narrow passage leading North and South.

>S

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>S

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>E

You're in a damp chamber with thick stalactites hanging from the ceiling.

>E

You're in a magic room which is bathed in an eerie light. All the walls and ceiling are black
and there is a pentagram carved into the stone floor.

I can see a growbag and a small ladder 

[Now we set about trying to catch a dragon! We first switch off our torch to conserve the power in
the batteries.]

>OFF TORC

OK 

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

[Still waiting for a dragon to appear, having paused briefly to dispatch an annoying dwarf.]

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

>S

I can't go in that direction.

With a roar, a huge dragon lumbers into sight. Its body is covered in hideous slimy green scales and
it breathes flame through its nostrils.

>LOOK

You're in a magic room which is bathed in an eerie light. All the walls and ceiling are black
and there is a pentagram carved into the stone floor.

I can see a growbag and a fire-breathing dragon and a small ladder 

>GET LADD

OK 

>GET GROW

OK 

>N

It's dark. I can't see anything.

>ON TORC

You're in a damp chamber with thick stalactites hanging from the ceiling.

>N

You're in a narrow passage leading North and South.

>N

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a bottle of water and a piece of paper 

>E

You're at the brink of a chasm stretching across the cave floor. It's too wide to jump.

I can see a bean 

>DROP LADD

It now spans the chasm.

>N

You're in a narrow passage, almost blocked by rocks.

I can see a dulcimer 

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

I can see a bean 

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

I can see a bunch of keys 

>GET KEYS

OK 

>E

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>N

You're in a small, damp cave. A grating is set low in the cave roof through which daylight
streams. The grating's locked.

>UNLOCK GRAT

OK 

>DROP KEYS

OK 

>S

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>S

From the rock high above your head hang some stalactites. The stumps of broken-off stalagmites stand
beneath them.

>N

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>E

You're in a narrow passage. The roof is quite low.

>S

The roof here is so low that you have to crawl.

>S

The passage suddenly becomes much wider and higher.

I can see a gold nugget 

>W

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>W

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>W

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

I can see a bean 

>INVE

You're carrying a lit torch and a sword and an axe and a growbag 

>GET BEAN

OK 

>W

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a bottle of water and a piece of paper 

>GET BOTT

You can't carry any more. Your hands are full.

>S

You're in a narrow passage leading North and South.

>S

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>W

You're in a wide cave with paintings and runic inscriptions on the walls.

>S

You're at a junction of twisting passages.

>S

You're in a damp, foul-smelling passage leading North and South.

>S

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>OFF TORC

OK 

>S

You're at the South end of the vaulted chamber. There are no openings in the walls, but there
is a six foot diameter hole in the ceiling through which the light shines.

>DROP GROW

OK 

>PLANT BEAN

OK. The bean will need watering.

>N

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>N

It's dark. I can't see anything.

>ON TORC

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>N

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>N

You're in a narrow passage leading North and South.

>N

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a bottle of water and a piece of paper 

>GET BOTT

OK 

>S

You're in a narrow passage leading North and South.

>S

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>W

You're in a wide cave with paintings and runic inscriptions on the walls.

>S

You're at a junction of twisting passages.

>S

You're in a damp, foul-smelling passage leading North and South.

>S

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>OFF TORC

OK 

>S

You're at the South end of the vaulted chamber. There are no openings in the walls, but there
is a six foot diameter hole in the ceiling through which the light shines.

I can see a growbag 

>WATER BEAN

The bean grows furiously. Soon a strong beanstalk reaches up through the hole in the ceiling.

>INVE

You're carrying a torch and a sword and an axe and an empty bottle 

>N

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>ON

It's dark. I can't see anything.

>ON TORC

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>E

You're in a damp chamber with thick stalactites hanging from the ceiling.

>S

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

I can see a silver bar 

>FILL OIL

I can't.

>FILL BOTT

OK 

>N

You're in a damp chamber with thick stalactites hanging from the ceiling.

>W

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>W

You're at a junction of twisting passages.

>S

You're in a damp, foul-smelling passage leading North and South.

>S

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>OFF TORC

OK 

>S

You're at the South end of the vaulted chamber. There are no openings in the walls, but there
is a six foot diameter hole in the ceiling through which the light shines.

I can see a growbag with a huge beanstalk growing from it 

>UP

You're in a winding corridor. A plant sticks up through a hole in the floor.

I can see a huge emerald 

>S

You're at a rusty door in an East-West corridor.

>OIL DOOR

OK 

>DROP BOTT

OK 

>E

You're on a sloping path. To the East there is a smell of blossom and a sound of birds singing.

>E

You're in an oak beamed passage.

>E

You're on a path at the entrance of a cave. The path out of the cave leads East.

>E

You're at the West end of a beautiful but delicate bridge crossing a huge ravine. A sign says
"Stop: pay troll".

>W

You're on a path at the entrance of a cave. The path out of the cave leads East.

>W

You're in an oak beamed passage.

>W

You're on a sloping path. To the East there is a smell of blossom and a sound of birds singing.

>W

You're at a rusty door in an East-West corridor.

I can see an empty bottle 

>W

You're in a winding corridor. A plant sticks up through a hole in the floor.

I can see a huge emerald 

>GET EMER

OK 

>DOWN

You're at the South end of the vaulted chamber. There are no openings in the walls, but there
is a six foot diameter hole in the ceiling through which the light shines.

I can see a growbag with a huge beanstalk growing from it 

>N

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>N

It's dark. I can't see anything.

>ON TORC

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>N

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>E

This is the soft room. The walls and ceiling are hung with oriental tapestries and the lack of
echoes gives a quiet stillness to the place.

>W

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>S

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>E

You're in a damp chamber with thick stalactites hanging from the ceiling.

>S

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

I can see a silver bar 

>W

You're in a low room with an opening to the East. A massive anvil stands in one corner. A sign
says "Broken swords re-forged: 5 shillings".

I can see a friendly-looking dwarf 

>E

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

I can see a silver bar 

>S

You're in a winding passage. A sign, pointing South, says "To the lair".

>S

You're in a maze of twisty passages, all alike.

>N

You're in a maze of twisty passages, all alike.

>E

You're in a maze of twisty passages, all alike.

>E

You're in a maze of twisty passages, all alike.

>N

You're in a maze of twisty passages, all alike.

I can see some money 

>GET MONEY

You've now got 55 shillings 

>W

You're in a maze of twisty passages, all alike.

>W

You're in a winding passage. A sign, pointing South, says "To the lair".

>N

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

I can see a silver bar 

>N

You're in a damp chamber with thick stalactites hanging from the ceiling.

>N

You're in a narrow passage leading North and South.

>N

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper 

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>OFF TORC

OK 

>E

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>N

You're in a small, damp cave. A grating is set low in the cave roof through which daylight
streams. The grating is open.

I can see a bunch of keys 

>UP

In the ground there is a steel grating, set in concrete, into which a stream flows. The grating is
open.

>W

You're in a lightly-wooded region with a track leading North.

>N

You're outside a shop on a wooded path leading East and West. A track leads South.

>IN

You're in the Adventure shop. There's a list of things for sale: Sword 50 shillings, Axe
40 shillings, Carrier bag 30 shillings, Lunchpack 20 shillings, Postcards 10 shillings, Torch 10
shillings, Spare batteries 5 shillings.

>BUY POST

You've now got 45 shillings 

>BUY BAG

You can't carry any more. Your hands are full. You've now got 15 shillings 

>DROP POST

OK 

>GET BAG

OK 

>GET POST

OK 

>BUY BATT

You've now got 10 shillings 

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a huge emerald and some
picture postcards and some batteries 

>OFF TORC

I can't. [The torch was already off.]

>OUT

You're outside a shop on a wooded path leading East and West. A track leads South.

>W

You're in a dense forest, ancient as the hills.

>N

You're in a dense forest, ancient as the hills.

>N

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

I can see a gilt crown 

>SCOR

Your score is 3

>DEPO EMER

Your score is 13

>GET CROW

OK 

>DEPO CROW

Your score is 23

>DROP BATT

OK 

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and some picture postcards 

>GET BATT

OK 

>IN

You're inside the pagoda. It looks as though there was once a staircase up to the top, but
it's now destroyed. Stone steps lead down into the dark.

>DOWN

It's dark. I can't see anything.

>ON TORC

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper 

>DROP BATT

OK 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and some picture postcards


>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>OFF TORC

OK 

>E

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>N

You're in a small, damp cave. A grating is set low in the cave roof through which daylight
streams. The grating is open.

I can see a bunch of keys 

>UP

In the ground there is a steel grating, set in concrete, into which a stream flows. The grating is
open.

>N

You're by a small sinuous rill flowing from North to South. A path leads West, and to the East
is a forest.

>N

You're at a dried-up stream bed.

I can see a ruby ring 

>GET RING

OK 

>S

You're by a small sinuous rill flowing from North to South. A path leads West, and to the East
is a forest.

>S

In the ground there is a steel grating, set in concrete, into which a stream flows. The grating is
open.

>DOWN

You're in a small, damp cave. A grating is set low in the cave roof through which daylight
streams. The grating is open.

I can see a bunch of keys 

>S

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>W

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>W

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>W

It's dark. I can't see anything.

>ON TORC

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper and some batteries 

>WE

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>OFF TORC

OK 

>E

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>E

It's dark. I can't see anything.

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>ON TORC

You're in a narrow passage. The roof is quite low.

I can see an axe 

>GET AXE

OK 

>S

The roof here is so low that you have to crawl.

>S

The passage suddenly becomes much wider and higher.

I can see a gold nugget 

>GET GOLD

OK 

>W

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>OFF TORC

OK 

>W

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a ruby ring and a gold
nugget and some picture postcards 

>W

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>W

It's dark. I can't see anything.

>ON TORC

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper and some batteries 

>DROP POST

OK 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and a ruby ring and a gold
nugget 

>S

You're in a narrow passage leading North and South.

>S

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>S

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>E

You're in a damp chamber with thick stalactites hanging from the ceiling.

>S

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

I can see a silver bar 

>GET SILV

OK 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and a ruby ring and a
silver bar and a gold nugget 

>N

You're in a damp chamber with thick stalactites hanging from the ceiling.

>E

You're in a magic room which is bathed in an eerie light. All the walls and ceiling are black
and there is a pentagram carved into the stone floor.

I can see a fire-breathing dragon 

>MING

I don't understand 

>MINH

There is a flash of light and a rumbling sound. All the treasure has been transported to the
enchanted glade.

>N

You're in a damp chamber with thick stalactites hanging from the ceiling.

>S

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

>S

You're in a winding passage. A sign, pointing South, says "To the lair".

>S

You're in a maze of twisty passages, all alike.

>E

You're in a maze of twisty passages, all alike.

>E

You're in a maze of twisty passages, all alike.

>S

You're in a maze of twisty passages, all alike.

>S

You're in a maze of twisty passages, all alike.

>N

You're in a maze of twisty passages, all alike.

>W

You're in a maze of twisty passages, all alike.

I can see a platinum pyramid 

>GET PLAT

OK 

>E

You're in a maze of twisty passages, all alike.

I can see some fine silk 

>GET SILK

OK 

>N

You're in a maze of twisty passages, all alike.

>N

You're in a maze of twisty passages, all alike.

>W

You're in a maze of twisty passages, all alike.

>N

You're in a maze of twisty passages, all alike.

>W

You're in a maze of twisty passages, all alike.

>S

You're in a maze of twisty passages, all alike.

>W

You're in a maze of twisty passages, all alike.

>S

You're at the brink of a pit with a room beneath. You could climb down but you wouldn't be
able to get back up.

>N

You're in a maze of twisty passages, all alike.

I can see a persian rug 

>GET RUG

OK 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and a persian rug and some
fine silk and a platinum pyramid 

>E

You're at the brink of a pit with a room beneath. You could climb down but you wouldn't be
able to get back up.

>W

You're in a maze of twisty passages, all alike.

I can see a diamond 

>GET DIAM

OK 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and a diamond and a
persian rug and some fine silk and a platinum pyramid 

>N

You're at the brink of a pit with a room beneath. You could climb down but you wouldn't be
able to get back up.

>S

You're in a maze of twisty passages, all alike.

I can see some rare spices 

>N

You're in a small, sparsely furnished room. It's the thieves' lair.

I can see an oddly-shaped tool marked "bivalve opener" 

>W

You're in a maze of twisty passages, all alike.

>E

You're at the brink of a pit with a room beneath. You could climb down but you wouldn't be
able to get back up.

>DOWN

You're in a small chamber with a pool in the middle. Through a fissure in the rock, a trickle
of water runs into the pool.

>OFF TORC

OK 

>W

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>N

It's dark. I can't see anything.

>ON TORC

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>E

You're in a damp chamber with thick stalactites hanging from the ceiling.

>E

You're in a magic room which is bathed in an eerie light. All the walls and ceiling are black
and there is a pentagram carved into the stone floor.

I can see a fire-breathing dragon 

>OFF TORC

OK 

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a diamond and a persian
rug and some fine silk and a platinum pyramid 

>MINH

There is a flash of light and a rumbling sound. All the treasure has been transported to the
enchanted glade.

>INVE

You're carrying a torch and a sword and an axe and a carrier bag 

>ON N

It's dark. I can't see anything.

>ON TORC

You're in a damp chamber with thick stalactites hanging from the ceiling.

>S

You're in a chamber whose walls are streaked with seams of coal. There's a small pool of
oil in one corner.

>S

You're in a winding passage. A sign, pointing South, says "To the lair".

>S

You're in a maze of twisty passages, all alike.

>N

You're in a maze of twisty passages, all alike.

>W

You're in a maze of twisty passages, all alike.

>S

You're in a maze of twisty passages, all alike.

>W

You're in a maze of twisty passages, all alike.

>S

You're at the brink of a pit with a room beneath. You could climb down but you wouldn't be
able to get back up.

>S

You're in a maze of twisty passages, all alike.

I can see some rare spices 

>GET SPIC

OK 

>N

You're in a small, sparsely furnished room. It's the thieves' lair.

I can see an oddly-shaped tool marked "bivalve opener" 

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

>GET BIVA

OK 

>S

You're in a maze of twisty passages, all alike.

>S

You're at the brink of a pit with a room beneath. You could climb down but you wouldn't be
able to get back up.

>DOWN

You're in a small chamber with a pool in the middle. Through a fissure in the rock, a trickle
of water runs into the pool.

>OFF TORC

OK 

>W

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>N

It's dark. I can't see anything.

>ON TORC

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>N

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>S

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>E

You're in a damp chamber with thick stalactites hanging from the ceiling.

>E

You're in a magic room which is bathed in an eerie light. All the walls and ceiling are black
and there is a pentagram carved into the stone floor.

I can see a fire-breathing dragon 

>MINH

There is a flash of light and a rumbling sound. All the treasure has been transported to the
enchanted glade.

>MINH

There is a flash of light and a rumbling sound.
You're in an enchanted glade with dense undergrowth all around.

I can see a ruby ring and a diamond and a silver bar and a gold nugget and a persian rug and some
fine silk and some rare spices and a platinum pyramid 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and an oddly-shaped tool
marked "bivalve opener" 

>SCOR

Your score is 23

>OFF TORC

OK 

>E

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

>DROP BIVA

OK 

>INVE

You're carrying a torch and a sword and an axe and a carrier bag 

>W

You're in an enchanted glade with dense undergrowth all around.

I can see a ruby ring and a diamond and a silver bar and a gold nugget and a persian rug and some
fine silk and some rare spices and a platinum pyramid 

>GET RING

OK 

>GET DIAM

OK 

>GET BAR

OK 

>GET NUGG

OK 

>GET RUG

You can't carry any more. Your hands are full.

>E

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".
I can see an oddly-shaped tool marked "bivalve opener" 

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a ruby ring and a diamond
and a silver bar and a gold nugget 

>DEPO RING

Your score is 33

>DEPO DIAM

Your score is 43

>DEPO SILV

Your score is 53

>DEPO GOLD

Your score is 63

>W

You're in an enchanted glade with dense undergrowth all around.

I can see a persian rug and some fine silk and some rare spices and a platinum pyramid 

>GET RUG

OK 

A threatening little dwarf is here.

>THORO AX

I can't.
The dwarf throws a knife at you.
It misses. The knife disintegrates; the dwarf curses and runs off.

[That was a lucky escape! I made a typo when I tried to THRO AXE to kill the dwarf, so the dwarf
took the opportunity to throw a knife at me! Fortunately he missed.]

>GET SILK

OK 

>GET SPIC

OK 

>GET PYRA

OK 

>E

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

I can see an oddly-shaped tool marked "bivalve opener" 

>DEPO PLAT

Your score is 73

>DEPO SPIC

Your score is 83

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a persian rug and some
fine silk 

>DEPO RUG

Your score is 93

>DEPO SILK

Your score is 103

>INVE

You're carrying a torch and a sword and an axe and a carrier bag 

>W

You're in an enchanted glade with dense undergrowth all around.

>E

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".
I can see an oddly-shaped tool marked "bivalve opener" 

>SCOR

Your score is 103

>GET BIVA

OK 

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and an oddly-shaped tool
marked "bivalve opener" 

>IN

You're inside the pagoda. It looks as though there was once a staircase up to the top, but
it's now destroyed. Stone steps lead down into the dark.

>E

I can't go in that direction.

>DOWN

It's dark. I can't see anything.

>ON TORC

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper and some picture postcards and some batteries 

>GET POST

OK 

>GET BATT

OK 

>INSERT BATT

OK 

>S

You're in a narrow passage leading North and South.

>S

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>S

You're in an antechamber to the South of a large hall. There is a passage leading East and
West.

>W

You're at a junction of twisting passages.

>S

You're in a damp, foul-smelling passage leading North and South.

>S

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>OFF TORC

OK 

>S

You're at the South end of the vaulted chamber. There are no openings in the walls, but there
is a six foot diameter hole in the ceiling through which the light shines.

I can see a growbag with a huge beanstalk growing from it 

>UP

You're in a winding corridor. A plant sticks up through a hole in the floor.

>S

You're at a rusty door in an East-West corridor.

I can see an empty bottle 

>E

You're on a sloping path. To the East there is a smell of blossom and a sound of birds singing.

>E

You're in an oak beamed passage.

>E

You're on a path at the entrance of a cave. The path out of the cave leads East.

>E

You're at the West end of a beautiful but delicate bridge crossing a huge ravine. A sign says
"Stop: pay troll".

>W

You're on a path at the entrance of a cave. The path out of the cave leads East.

>W

You're in an oak beamed passage.

>W

You're on a sloping path. To the East there is a smell of blossom and a sound of birds singing.

>W

You're at a rusty door in an East-West corridor.

I can see an empty bottle 

>W

You're in a winding corridor. A plant sticks up through a hole in the floor.

[At this point I reloaded a saved game. I can't quite remember why, but possibly because
I'd forgotten to pick up the dulcimer.]

>LOOK

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

>IN

You're inside the pagoda. It looks as though there was once a staircase up to the top, but
it's now destroyed. Stone steps lead down into the dark.

>DOWN

It's dark. I can't see anything.

>ON TORC

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper and some picture postcards and some batteries 

>GET POST

OK 

>N

You're in a narrow passage, almost blocked by rocks.

I can see a dulcimer 

>GET DULC

OK 

>S

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper and some batteries 

>GET BATT

OK 

>INSERT BATT

OK 

>S

You're in a narrow passage leading North and South.

>S

You're in a large hall with plastered walls which are beginning to look a bit shabby. The stone
floor is well worn by the passage of feet for many centuries. Brick-arched openings lead in all
directions.

>W

You're in a wide cave with paintings and runic inscriptions on the walls.

>S

You're at a junction of twisting passages.

>S

You're in a damp, foul-smelling passage leading North and South.

>S

You're in a large vaulted chamber. A faint light comes from the South, and to the East there is
a sound of running water.

>S

You're at the South end of the vaulted chamber. There are no openings in the walls, but there
is a six foot diameter hole in the ceiling through which the light shines.

I can see a growbag with a huge beanstalk growing from it 

>OFF TORC

OK 

>UP

You're in a winding corridor. A plant sticks up through a hole in the floor.

>S

You're at a rusty door in an East-West corridor.

I can see an empty bottle 

>E

You're on a sloping path. To the East there is a smell of blossom and a sound of birds singing.

>E

You're in an oak beamed passage.

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and some picture postcards and
a dulcimer and an oddly-shaped tool marked "bivalve opener" 

>E

You're on a path at the entrance of a cave. The path out of the cave leads East.

>E

You're at the West end of a beautiful but delicate bridge crossing a huge ravine. A sign says
"Stop: pay troll".

>THRO POST

The troll scornfully throws it back, saying "Not good enough".

>THRO POST

The troll scornfully throws it back, saying "Not good enough".

>THRO POST

The troll accepts your offering.

>E

You're at the East end of the troll bridge. A road leads off to the East.

>E

You're on a dusty road leading East and West.

>E

You're at the end of the dusty road.
Ahead is a small, rather austere looking castle built of grey stone on an outcrop of granite. Around
the castle is a moat about twenty feet wide. A drawbridge provides the way to the main gate. The
drawbridge is up.

>N

Round the back of the castle a plank bridge crosses the moat and leads to the back door.

>IN

You're in the main hall of the castle. It's sparsely furnished and the small windows let
little light in. In one corner is a fireplace; in another some narrow stone steps lead down into the
dark. There's a door leading out, and several other doors.

>OFF TORC

I can't.

>DOWN

It's dark. I can't see anything.

>ON TORC

You're in a low musty cellar at the bottom of a flight of stone steps. The cellar extends to
the South into the dark.

>S

In the middle of the floor is a deep well.

>DOWN

You're at the bottom of the well.
Fortunately, it's dry.

I can see an oyster 

>OPEN OYST

The oyster creaks open. A pearl drops out.

>EAT OYST

That was very tasty. It's renewed your vitality.

>DROP BIVA

OK 

>GET PEARL

OK 

>UP

In the middle of the floor is a deep well.

>N

You're in a low musty cellar at the bottom of a flight of stone steps. The cellar extends to
the South into the dark.

>UP

You're in the main hall of the castle. It's sparsely furnished and the small windows let
little light in. In one corner is a fireplace; in another some narrow stone steps lead down into the
dark. There's a door leading out, and several other doors.

>OFF TORC

OK 

>W

You're in the castle kitchen.

>S

You're in the banquetting hall. A large dining table lies bare.

>N

You're in the main hall of the castle. It's sparsely furnished and the small windows let
little light in. In one corner is a fireplace; in another some narrow stone steps lead down into the
dark. There's a door leading out, and several other doors.

>E

You're in the bell tower. It's a small square room with a rope hanging through a hole in
the ceiling.

>DROP PEARL

OK 

>W

You're in the main hall of the castle. It's sparsely furnished and the small windows let
little light in. In one corner is a fireplace; in another some narrow stone steps lead down into the
dark. There's a door leading out, and several other doors.

>N

You're in a dimly lit passage.

>N

You're at the bottom of a winding staircase.

>UP

You're at the top of a staircase. There are rooms to the East and West.

>E

You're in a beautifully furnished bedroom. In the middle is a large four-poster bed with silk
sheets.

>W

You're at the top of a staircase. There are rooms to the East and West.

>W

You're in a dingy little bedroom. In the middle is a small bed made of slatted planks.

>W

You're in a high-ceilinged passage which leads East and South.

>S

You're in a giant's sitting room. There is a huge oak table and two enormous, roughly-made
wooden chairs. A fire has recently been burning in the grate.
There are doors to the North and East. A giant sits in one of the chairs. He looks grumpy.

>E

The giant doesn't seem very interested in you. But he won't let you through that door.

>PLAY DULC

The sweet music soon lulls the giant to sleep.

>DROP DULC

OK 

>E

You're in a tall, winding corridor.
A sepulchral voice whispers: "You have done well to come this far. I will tell you a spell,
which can be used once only. The spell is GREZON. It will transport you to the pagoda. Use it
wisely".

>W

You're in a giant's sitting room. There is a huge oak table and two enormous, roughly-made
wooden chairs. A fire has recently been burning in the grate.
There are doors to the North and East. A giant sits in one of the chairs.
He's asleep.

I can see a dulcimer 

>E

You're in a tall, winding corridor.

>W

You're in a giant's sitting room. There is a huge oak table and two enormous, roughly-made
wooden chairs. A fire has recently been burning in the grate.
There are doors to the North and East. A giant sits in one of the chairs.
He's asleep.

I can see a dulcimer 

>E

You're in a tall, winding corridor.
A sepulchral voice whispers: "You have done well to come this far. I will tell you a spell,
which can be used once only. The spell is ITHURD. If you say it, the next time you fight someone you
will be invincible. Use it wisely".

>E

You're in a corridor at the top of a flight of steps. A window looks out over the sea. The view
is breathtaking; the wind whips the sea into a raging foam and the water droplets refract the
sunlight to form a rainbow.

>S

You're in a room carved into the rock. It's full of building rubble. A sign says
"Adventure under construction.
Proceed with caution". There are various openings in the walls.

>S

It's dark. I can't see anything.

>ON TORC

This is a narrow part of the cave, stacked high with large boxes of freeze-dried dwarves and
dragons.

>E

You're in a narrow passage with a layer of thick mist close to the floor.

>S

You're at the end of the passage.

I can see a scarab brooch and a cockroach the size of an armadillo 

>ITHURD

The spell is cast.

>KILL COCK

You've killed it.

>GET BROO

OK 

>INVE

You're carrying a lit torch and a sword and an axe and a carrier bag and a scarab brooch 

>N

You're in a narrow passage with a layer of thick mist close to the floor.

>W

This is a narrow part of the cave, stacked high with large boxes of freeze-dried dwarves and
dragons.

>S

In a corner of the rock is an enormous spider's web.

I can see a giant spider 

>KILL SPID

The spider is killed very messily, leaving blood and legs everywhere.

>W

You're in a narrow passage, the walls of which are hot to the touch. Paths lead to the North
and East and a pink glow comes from the South.

>E

You're in a small chamber with lumps of solid garnet mingled with the limestone of the walls.

I can see some pieces of garnet 

>GET GARN

OK 

>E

In a corner of the rock is an enormous spider's web.

I can see a dead spider 

>N

This is a narrow part of the cave, stacked high with large boxes of freeze-dried dwarves and
dragons.

>N

You're in a room carved into the rock. It's full of building rubble. A sign says
"Adventure under construction.
Proceed with caution". There are various openings in the walls.

>OFF TORC

OK 

>N

You're in a corridor at the top of a flight of steps. A window looks out over the sea. The view
is breathtaking; the wind whips the sea into a raging foam and the water droplets refract the
sunlight to form a rainbow.

>W

You're in a giant's sitting room. There is a huge oak table and two enormous, roughly-made
wooden chairs. A fire has recently been burning in the grate.
There are doors to the North and East. A giant sits in one of the chairs.
He's asleep.

I can see a dulcimer 

>N

You're in a high-ceilinged passage which leads East and South.

>E

You're in a dingy little bedroom. In the middle is a small bed made of slatted planks.

>E

You're at the top of a staircase. There are rooms to the East and West.

>DOWN

You're at the bottom of a winding staircase.

>S

You're in a dimly lit passage.

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

>S

You're in the main hall of the castle. It's sparsely furnished and the small windows let
little light in. In one corner is a fireplace; in another some narrow stone steps lead down into the
dark. There's a door leading out, and several other doors.

>E

You're in the bell tower. It's a small square room with a rope hanging through a hole in
the ceiling.

I can see a pearl 

>GET PEARL

OK 

>UP

You've clambered up the rope into the belfry.

I can see a vampire bat and a pouch of jewels 

>DOWN

You're in the bell tower. It's a small square room with a rope hanging through a hole in
the ceiling.

>S

You're in the magician's room. The walls are covered in strange inscriptions in a language
I can't decipher.

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a scarab brooch and some
pieces of garnet and a pearl 

>MINH

There is a flash of light and a rumbling sound. All the treasure has been transported to the
enchanted glade.

>N

You're in a long corridor.

>N

You're in a long corridor.

>E

You're in a room where all the woodwork is painted brown.

>E

You're in the Indian room. It is decorated as a shrine, and a smell of incense pervades the
air.

I can see a clove of garlic 

>GET CLOVE

OK 

>E

You're in a long corridor.

>E

You're in a long corridor.

>E

You're in a dimly lit passage.

>S

You're in the main hall of the castle. It's sparsely furnished and the small windows let
little light in. In one corner is a fireplace; in another some narrow stone steps lead down into the
dark. There's a door leading out, and several other doors.

>E

You're in the bell tower. It's a small square room with a rope hanging through a hole in
the ceiling.

>UP

You've clambered up the rope into the belfry.

I can see a vampire bat and a pouch of jewels 

>GET JEWE

OK 

>DROP CLOVE

OK 

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

>DOWN

You're in the bell tower. It's a small square room with a rope hanging through a hole in
the ceiling.

>S

You're in the magician's room. The walls are covered in strange inscriptions in a language
I can't decipher.

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a pouch of jewels 

>MINH

There is a flash of light and a rumbling sound. All the treasure has been transported to the
enchanted glade.

>N

You're in a long corridor.

>N

You're in a long corridor.

>E

You're in a room where all the woodwork is painted brown.

>E

You're in the Indian room. It is decorated as a shrine, and a smell of incense pervades the
air.

>S

You're in the witch's anteroom. It's very untidy. There's no sign of the witch.

>S

This is the witch's kitchen. A large cauldron sits in a corner. On a table are two phials, one
marked "poison" and the other marked "transporter".

>GET PHIAL

As you reach for the phial you knock the table. Both phials fall over; one smashes. The witch rushes
in, gives an evil cackle and pulls a lever on the wall. A trap door opens under your feet and you
fall through to a small room with metal walls. The phial's here too, but its label has come
off. There is a whirring noise and the walls start to close in on you.

>GET PHIAL

OK The walls are getting closer.

>DRINK PHIAL

Unlucky. The bad news is that the phial had the poison. The good news is that you die quickly and
painlessly.

I suppose you want me to try and reincarnate you. I'll just consult my spell book. . .
There's a blinding flash and a puff of smoke. You seem to be alive again.

[Unsurprisingly, at this point I reloaded a saved game and did the McFly Manoeuvre to avoid getting
poisoned. The manoeuvre consisted of entering, leaving, and re-entering the witch's anteroom
from the Indian room, before going through to the kitchen -- which seems pointless, but it works,
simply because it's different from what I did last time round.]

>N

You're in a long corridor.

>N

You're in a long corridor.

>E

You're in a room where all the woodwork is painted brown.

>E

You're in the Indian room. It is decorated as a shrine, and a smell of incense pervades the
air.

>S

You're in the witch's anteroom. It's very untidy. There's no sign of the witch.

>N

You're in the Indian room. It is decorated as a shrine, and a smell of incense pervades the
air.

>S

You're in the witch's anteroom. It's very untidy. There's no sign of the witch.

>S

This is the witch's kitchen. A large cauldron sits in a corner. On a table are two phials, one
marked "poison" and the other marked "transporter".

>GET PHIAL

As you reach for the phial you knock the table. Both phials fall over; one smashes. The witch rushes
in, gives an evil cackle and pulls a lever on the wall. A trap door opens under your feet and you
fall through to a small room with metal walls. The phial's here too, but its label has come
off. There is a whirring noise and the walls start to close in on you.

>GET PHIAL

OK The walls are getting closer.

>DRINK PHIAL

A strange disembodied feeling comes over you. You black out for a moment.
When you come to: You're in a room with walls encrusted with crystal. Their many facets reflect
the light so that it seems to shimmer around the room.

I can see a large chunk of crystal A muffled voice from a hidden loudspeaker says: "The
Adventure is closing now. All Adventurers must make their way immediately to the shop".

>GET CHUNK

OK 

>GREZON

You're inside the pagoda. It looks as though there was once a staircase up to the top, but
it's now destroyed. Stone steps lead down into the dark.

>OUT

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

>INVE

You're carrying a torch and a sword and an axe and a carrier bag and a large chunk of crystal 

>DEPO CHUNK

Your score is 118

>W

You're in an enchanted glade with dense undergrowth all around.

I can see a scarab brooch and a pouch of jewels and some pieces of garnet and a pearl 

>GET BROO 

OK 

>GET JEWE

OK 

>GET GARN

OK 

>GET PEARL

OK 

>E

You're outside a small pagoda at a clearing in the forest. The sun glistens on the beautifully
painted woodwork. A sign says "Deposit your treasures here".

>DEPO PEARL

Your score is 128

>DEPO BROO

Your score is 138

>DEPO JEWE

Your score is 148

>DEPO GARN

Your score is 158

>INVE

You're carrying a torch and a sword and an axe and a carrier bag 

>IN

You're inside the pagoda. It looks as though there was once a staircase up to the top, but
it's now destroyed. Stone steps lead down into the dark.

>DOWN

It's dark. I can't see anything.

>ON TORC

You're in a narrow tunnel leading East. There are steps up into the light.

>E

You're in a cave with jagged rocks sticking out of the walls and floor.
Narrow openings lead in all directions.

I can see a piece of paper 

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>E

You're at the brink of a chasm stretching across the cave floor. A small ladder spans the
chasm.

>E

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>E

You're in a narrow passage. The roof is quite low.

>N

You're at a junction with paths leading in all directions. The cave walls have an interesting
green mould growing on them.

>N

You're in a small, damp cave. A grating is set low in the cave roof through which daylight
streams. The grating is open.

I can see a bunch of keys 

>UP

In the ground there is a steel grating, set in concrete, into which a stream flows. The grating is
open.

A threatening little dwarf is here.

>THRO AXE

You've killed a little dwarf.

>GET AXE

OK 

>W

You're in a lightly-wooded region with a track leading North.

>N

You're outside a shop on a wooded path leading East and West. A track leads South.

>IN

In the shop, the magician congratulates you and hands you a shield commemorating your magnificent
achievement. A beautiful princess says "Take me, I'm yours". I think we'd better
stop at this point.

Your score is 183

>

[Transcript ends]


e. LINKS

This document can be found at the Classic Adventure Solutions Archive:
http://solutionarchive.com/game/id%2C2068/Xanadu%2BAdventure.html

The accompanying map can be found at the address above, or also here: 
http://imgur.com/KTkeCM2

Scans of the original instructions for Xanadu Adventure can be found at the Museum Of Computer
Adventure Game History:
http://mocagh.org/loadpage.php?getgame=xanadu

Disc and tape images of Xanadu Adventure for use in BBC Micro emulators can be found at the Stairway
To Hell archive, or at the Stardot forum:
http://www.stairwaytohell.com/
http://www.stardot.org.uk/forums/viewtopic.php?f=40&t=8087

BeebEm, the BBC Micro emulator, for Windows:
http://www.mkw.me.uk/beebem/
 
BeebEm, the BBC Micro emulator, for Mac:
http://www.g7jjf.com/beebemmac.htm

A beginner's guide to interactive fiction (or text-adventure games):
http://pr-if.org/doc/play-if-card/

Video playthroughs of other BBC Micro text adventures:
http://www.youtube.com/user/ahope1/playlists