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Journey, The (Journey_temptation.txt)

THE JOURNEY
by Alan Davis
Temptation Software Limited
Spectrum 128

This is a challenging, though ultimately boring game. It has many, many 
random elements and also many choice points. It also gives clues 
throughout the game in a cipher-substation code. The cipher-letter 
combinations are scattered throughout the game and can be found by 
examining things. Once you have a few, many letters can be deduced by a 
trial-and-error process. The opening screen provides for several letters.

Typing STATUS gives the current state of your intelligence, strength, and 
experience. At the start you begin with 10, 5, and zero, respectively. I 
believe that the maximum strength points you can accumulate is 40. You can 
increase intelligence only somewhat. Strength is increased by eating and 
drinking, and opening a chest, and experience by combat. You will come 
across many foes and several allies and many weapons. I am not sure 
whether a particular weapon is needed to fight a particular foe. 

Your experience with foes is also random. Sometimes you are wounded 
sometimes not. Sometimes I typed KILL <foe>, then KILL <foe> WITH SPEAR, 
THEN KILL <foe> WITH SWORD, and it worked to not lose points.

It is important to not let your strength fall below a certain point, 
especially during combat. Finding a shield is helpful. Make sure you 
always have it. Often you need to make a choice between gaining experience 
points, or gaining strength. Having powerful allies who can do your 
fighting for you is sometimes a good idea, though if you gain experience 
with lesser foes, you can kill all of them yourself.

The game is played in real time. Type any letter (but not direction 
letters) or hit the "pause" button to stop this. You can also type WAIT or 
just wait.

Keep the flagon even though it's empty. It is filled twice. Objects are 
also needed to map several mazes.

Your friends often give hints. All three are needed, primarily to open 
doors. However, they often take your possessions. This is the most 
annoying part of the game. You can CALL <friend> and they will eventually 
(almost always) come, but if you are attacked, they can come too late.

Type LIST to get an inventory of your possessions, and LIST <person> to 
get an inventory of what they are carrying. You can ask your allies to do 
some things by typing TELL <ally> TO <do something>, including dropping 
what they are holding. You can GIVE them an object. 

Always keep trying a command if they refuse at first. You can also give 
them your possessions as all three will require an object with which to 
help you.

Beware, as there are some objects which are harmful rather than helpful 
and some that appear to be red herrings.

I began with the knife and the dagger and the shield and the spear, and 
building up as many strength points as was possible. I started with the 
bogrwaith, hobgoblin and the giant. I asked the warrior to kill the demon, 
but he killed the goblin, so I killed the demon (that is because they were 
in the same location at the same time, though that does not always happen 
that way). Then the serpent and the troll, then the fiend, and finally the 
dragon. I ended up with 40 strength points, not having to drink the water. 

Because events occur randomly, this walkthrough is only one of several 
possibilities.  I chose to build up my strength first. The order of 
completion appears to be irrelevant.

You wake up on a bank. TAKE KNIFE, EXAMINE KNIFE (E), LIST (you also have 
a sandwich), STATUS, EAT SANDWICH, N (you see runes – DEAD GUARDIANS 
PLEASE WARRIORS), W, EXAMINE BOX (S). When you run across the elf, EXAMINE 
ELF (friendly), LIST ELF (he has a flagon and a dagger), TELL ELF DROP 
FLAGON, TAKE FLAGON, EXAMINE FLAGON (it's a health potion; also you see 
the letter R), W, E, N, EXAMINE BASIN (runes – drink weary traveller, when 
all seems lost), DRINK WATER (it dries up), S, E, EXAMINE FOOTPRINTS (they 
go north), N, WAIT (until the orchard door opens), E (you see a box for 
donations), E, E, TAKE FRUIT, EAT FRUIT, N, W, EXAMINE BOX (A), W, N, 
EXAMINE STONE (O), S. (Avoid getting killed here – so save and restore and 
wait as needed), DRINK POTION, N, KILL BOGWRAITH WITH KNIFE (the warrior 
arrives after your first "kill".

When the flagon vibrates DRINK POTION. This happens twice.

A raven will scratch runes. They say – wizards need wands.

Go S, CALL ELF, TELL ELF DROP DAGGER (repeat until he does), TAKE DAGGER, 
EXAMINE DAGGER (F), S, W, W, N, TAKE SHIELD, EXAMINE SHIELD (C), W (Z), 
(ignore the giant – he is too tough a first opponent), W, TAKE SPEAR, 
EXAMINE SPEAR (G), OPEN CHEST, DRINK POTION, S, KILL HOBGOBLIN WITH SPEAR 
(until he dies), KILL GIANT WITH SPEAR, S, EXAMINE CHEST (M), OPEN CHEST, 
LOOK, TAKE COIN, N, N, EXAMINE ROCKFALL (P), E, E, S, E, E, N, N, E, CALL 
WARRIOR (he happened to have the sword), TELL WARRIOR GO NORTH, N, TELL 
WARRIOR KILL DEMON (he kills the goblin), S, CALL WARRIOR, TELL WARRIOR 
DROP SWORD, TAKE SWORD, N, KILL DEMON, N, TAKE WAND, EXAMINE WAND, S.

TAKE CLUB, S, EXAMINE BOX (L), OPEN BOX (lid snaps shut), W, W, S, WAIT 
(until the door opens), E, EXAMINE BOX (A), DROP COIN IN BOX, E, E, TAKE 
FRUIT, N, W, W, EAT FRUIT, S, W, W, N, N, N, W (runes – leaves disturbed 
means rushing winds). When the wizard arrives, GIVE WAND TO WIZARD, KILL 
SERPENT WITH SPEAR, E(U), N, KILL TROLL WITH SWORD, E, N, KILL FIEND, KILL 
FIEND WITH SPEAR, KILL FIEND WITH SWORD, E, E, E, KILL DRAGON WITH SWORD, 
LOOK, TAKE RING, N, W, W (if you are lacking in strength points go to the 
spring with the ring and DRINK WATER), S, W, S, W, TAKE CLUB, W, N, W, 
CALL WIZARD, TELL WIZARD READ SYMBOLS, TELL WIZARD OPEN DOOR.

Go N, E, N, E, N, TAKE KEY, N, E, S, W, S, READ SPELLS (G), OPEN CASKET, 
LOOK, TAKE PARCHMENT, READ PARCHMENT (runes – seek the northern wall, o 
elven traveller, and the power of the ring the secret door shall open), N, 
CALL WARRIOR, TELL WARRIOR OPEN DOOR, W (the door shuts behind you), N, N, 
W, E, N, N, N, E, N (you see a map and the letters U and X), S, W, S, 
EXAMINE BRIDGE (don't trust it), S, S, W, S (V), S, S, E, E, E, N, N, N, 
E, N, N, W, N, E, EXAMINE CLIFF (you see a depression), CALL ELF, GIVE 
RING TO ELF, TELL ELF OPEN DOOR (three times), N, E, E, S, CALL ELF, CALL 
WIZARD, CALL WARRIOR, TELL WARRIOR GO E, TELL ELF GO E, TELL WIZARD GO E, 
E. You have finished with 90 %.

Terri Sheehan
2006-05-16

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