BOOK OF THE DEAD (Essential Myth) --------------------------------- Walk Through by Dorothy Millard (C64 Version) (Start inside egg), BREAK EGG (you are cast onto the world's shore… you are on a cliff edge), GET KNIFE, S (wide plain), EXAMINE SHEEP (covered in warm wool), SHEAR SHEEP (using knife), DROP KNIFE, S, S (shingled shore), WASH FLEECE (it's clean but too heavy to lift), E, N (eastern edge of cliff), LIFT WEIGHTS (you feel stronger), S (to where the boulder is), GET BOULDER (water rushes down the channel and you hear a muffled cry from below), S (southern edge of cliff), EXAMINE MANGONEL (this is a catapult and you see it is ready to be fired), PUT BOULDER IN MANGONEL, FIRE (it hits a passing bird), N (shingled shore - the dead Ibis is here and a trolley is in the mud), GET IBIS (you are also carrying a sacred ankh… remember the Ibis had something in it's beak), N, W (temple where engravings depict life under the sun and that's what you need to dry the fleece), PRAY (Amon-Ra is pleased and the sun shines much hotter), E, S (the fleece is now dry), GET FLEECE. S (southern edge of cliff), THROW FLEECE (over the cliff), THROW IBIS (also over the cliff), DOWN (the rope bears your weight and you find yourself in a rock-strewn desert - note if you are carrying anything the rope will break and you die), GET FLEECE, PLUCK IBIS, INVENTORY (you now have a quill), E (river bank), EXAMINE HERMIT (he is wet and cold), DRY HERMIT (using the fleece and he gives you a scroll), READ SCROLL (a gnome appears saying "Command me"), CURE ME (you are now cured of the time limit and the scroll disappears with the gnome), E (Nile River), EXAMINE RIVER, GET STILTS, WEAR STILTS, E (the fleece is pulled away by the river), E (the stilts become stuck in the mud), N, E, N, W (jungle of reeds), GET PAPYRUS (scrap), EXAMINE PAPYRUS (it's blank). E, S, W, N (gates to town), WAIT (until a cloaked woman arrives and mutters something to the gatekeeper), N (you are asks for the watchword), SOMETHING (you are let into the town… Bad, Mad and Sad are here), E (embalmer's shop), DROP QUILL, DROP PAPYRUS, W, N, W, E (rubbish dump - there are lots of items here, but only take ONE at a time), GET BOWL, W (you hear footsteps of thugs), W (you are by the quay and a boat - note you are safe from the thugs here), FILL BOWL (with water), E, S (hear footsteps), S (Bad, Mad and Sad are still here), DROP BOWL, N, W, E (back to rubbish dump), GET FLUTE, W (hear footsteps), W (quay), E, S, S, GET BOWL, S (outside town gate), S, E, E (desert where you see a hissing cobra), PLAY FLUTE (the cobra gets bored and falls asleep), W, W, N, N (repeat watchword), SOMETHING, N, W, E (back to rubbish dump), GET MEAT, W (hear footsteps), W (quay), E, S, S, S (outside gate), S, E, E (by the sleeping cobra), E (obelisk - some symbols are on it: Pyramid, Anchor, Rectangle, Anchor, Door, Obelisk, X… - this decodes to read "PARADOX"). E, FEED CROCODILES (with the meat), E, E (island in the middle of the oasis where you see a lit brazier), POUR WATER (from the bowl which douses the fire and leaves some charcoal), GET CHARCOAL, W, FILL BOWL (with water again), W, W, W, W, W, N (town gate), N (you are asked for the watchword again), SOMETHING, N, DOWN (squalid gutter - there is a beggar here holding out a bowl with a coin in it), GET COIN, UP (hear footsteps), S, E (embalmer's shop), WAIT, WAIT, WAIT, N, READ GRAFFITI (the only legible bit reads "Mix gum, water and charcoal"), N (tavern where you meet the adventuress who is looking dejected - you hear footsteps), IN (you hide in a small cupboard with an old skeleton), WAIT, OUT, BUY DRINK, GIVE DRINK (the woman accepts it and will now follow you - you hear footsteps again), IN (you hide in the cupboard again), OUT. S, W, S (the woman goes into the apothecary, she is the 999th person to go in), W (into the shop and you are the 1000th person to enter and you are told that everything is free), GET OPIUM, GET GUM, MIX GUM, INVENTORY (you've made ink in the bowl with the gum, charcoal and water), E, E (embalmer's shop again), GET QUILL, GET PAPYRUS, WRITE IOU NOTE (on papyrus with the quill and ink), BUY SYRINGE (the shopkeeper then takes your note and waddles into the storeroom to get it, allowing you an opportunity to go upstairs), UP (apartment - there are three jars here… the pictures are of a sailor, priest and scribe), EXAMINE JARS (you can see pickled brains in the jars), EAT SAILORS (brains - knowledge suffuses your mind), EAT SCRIBES (brains - knowledge suffuses your mind), EAT PRIESTS (brains - words form in your mind "Embalm the body and extract brain"), DOWN (you hear snoring from the storeroom), DROP QUILL, DROP OPIUM, W, N, W, E (rubbish dump again), GET NEEDLE, W, W (quay), E, S, S (Bad, Mad and Sad are still here), GIVE NEEDLE TO MAD (he gives you a luminous stone in return). N, W, W (quay), BOARD BOAT, SET SAIL (as you have eaten the sailor's brain you sail expertly to the sandy cove), LEAVE BOAT, W (the door slams shut behind you and the luminous stone lights up the chamber - an exit lies upwards and Shabti's head is here), GET HEAD, UP, UP (you are now near the temple at the beginning of the game), E, DOWN (rope back to sandy cove where the boat is), BOARD BOAT, SET SAIL (back to the quay), FILL BOWL (with water again), S (warehouse where you see bins full of flour), GET FLOUR (the bowl is now full of glue), N, E (the thugs whose footsteps you heard earlier in the game lie comatosed in their own vomit… if you got caught by these men then you might as well start again as you will not have enough strength to lift both Shabti's head and body), E (back to rubbish dump for the final time), GET BODY (of Shabti), MEND SHABTI (you put the head back on the body using the glue). GET URN, W, S, S (back to Bad, Mad and Sad), GIVE URN TO SAD (this was his auntie so he becomes Glad), GIVE SHABTI TO GLAD (he gives you a blindfold in return), GIVE BOWL TO MAD (he gives you some beads in return), E (final visit to the embalmer's shop), GET OPIUM, GET QUILL, CALL (the shopkeeper returns and gives you the syringe), W, S, S, E, E (that cobra is still sleeping), E, N (by a pyramid), UP (you see a shaft but it is too small for you to enter), DROP QUILL, DROP OPIUM, DROP SYRINGE (they all fall down the shaft), DOWN (back outside the pyramid), WEAR BLINDFOLD, IN (note it will be too dark to see, but you have now completed part 1), SAVE GAME FOR PART 2. PART 2 Note - Load part 2 then SAVED game from part 1 with RESTORE. You will be told once loaded to use SUPERDUPER to get into part 2 should you restart. LOOK (it's too dark because you have a blindfold on), REMOVE BLINDFOLD (note this is only on you when you load a saved game from part 1 - you are in an inhuman entrance hall wherer if you type "DOWN" 50 times you end up upside down in New Zealand and of course you have to type "UP" 50 times to get back again!), INVENTORY (you are carrying a hollow pipe which was the flute in part 1, a blindfold, a luminous stone and some beads), E (the adventuress is here), TALK TO WOMAN (she asks where the treasure is), TORTURE ROOM (she goes off looking for it), W, N (you hear screams of laughter from behind a locked door to the north, but you cannot open it), E, E (guards jump down from a trapdoor and chase you), WAIT (you are captured and dragged off to the torture chamber where the chief priest asks which torture you fear most), RACK (you are stretched, the guards are pleased with their work and go away, but you are still bound and gagged), LOOK (the adventuress bursts in, looks around, releases you then carries on searching for treasure… you feel fine, if a trifle stretched). (You see a chest), GET CHEST, EXAMINE CHEST (it holds valuable gems), PUT PIPE IN CHEST, PUT BEADS IN CHEST, DROP CHEST (the woman cries "Jackpot" and grabs the chest), S (back at the locked door), E, E (here we go again with the guards), N (to a large statue's foot, with the guards still chasing you), IN (you are in an oppressive spot within the statue's foot… the guards stop chasing you), UP, UP (there is a door to the west which leads to the kneecap but you will be captured by the guards again if you go there), UP (the stairway comes to an end but the shaft continues up above… as you have been "racked" you can now get through), UP (leaping up, you just reach the shaft and are now in the upper body), UP (you emerge onto the statue's chest… the mouth above is shut), W (onto the statue's right shoulder… there is a misshapen ear above your head), PULL EAR (the ear creaks and turns as large levers move), E (the mouth is now open), UP (into the mouth), UP (you are in an icosahedral cavern within the statue's head… there is a glass sphere and inside is Morrissey - a rather bored adventure writer), PUSH SPHERE (it rolls out of the mouth and smashes on the ground below), DOWN, DOWN, DOWN, DOWN, DOWN, DOWN, DOWN (foot of statue), OUT (back to north end of room where you see frogs jumping around, which must have been the guards, some powdered glass which was the sphere and Morrissey who is dazed… he looks around and says "This is no good" then goes off changing things). S, W, W, S (back to the inhuman entrance hall), W (there is a chasm here), INVENTORY (you should be carrying nothing - note if carrying anything you would fall and die when crossing the chasm and that's why you put the stuff in the chest which should turn up later), JUMP (across the chasm to the west end), W (to a beautiful finished passage - note if you had come here before it would have been the "unfinished" passage, but Morrissey changed it… the woman here says "This is more imaginative" then strides off), W (into the ante room - this is where a maze of rooms starts - note another way is to type KERSPLAT which will land you at the end of the maze, but to find this word out you have to find a tome book which is at the other end of the maze!), E, S, e, S, E, E, E, s, w, N, UP, S, N, E, N, W, S (ornate room where you see the chest), EXAMINE CHEST (only beads and pipe in there), GET PIPE, GET BEADS. S (well), IN BUCKET (you plummet downwards to the bottom of the well), GET TOME, EXAMINE TOME (you are told to give a page number), PAGE 1 (it says "Only 6 pages have been used - they are 1, 3, 7, 13, 666 and 999), PAGE 3 (reads about "Kersoplat" spell - not a lot of use now!), PAGE 7 (reveals a gravity inverting spell, so you fly to the top of the well again), PAGE 13 (beast control spell which lodges in your mind), N (back to ornate room), E (there is a sign saying "Lemming crossing ahead"), E (you see an endless hoard of Lemmings preventing movement east), PAGE 666 (this page is covered in purple runes… you've invoked a mighty beast who then starts to gobble up the Lemmings, making a way through… Note DO NOT read this page before Page 13 or you'll be got at by beasty!). E (toll bridge), E (a toll is demanded but you haven't any money), W, W, W, N (loopy tunnel), DOWN (the woman is here again), S, DOWN, N (coconut shy… the mutant says "Go on, knock a coconut down"), BLOW BEAD (with the pipe and bead to knock off the coconut… the mutant gives you a pewter shilling), S, UP, N, UP, S (ornate room), E, E, E (toll bridge), GIVE SHILLING (you are told it's not enough, so back to the coconut shy), W, W, W, N, DOWN, S, DOWN, N, BLOW BEAD (the mutant says "You've been here before," but give you a groat), S, UP, N, UP, S (ornate room), E, E, E (toll bridge), GIVE GROAT (you are told you need six of them), W, W, W, N, DOWN, S, DOWN, N (coconut shy), BLOW BEAD (the mutant says "Not you again," but gives you 6 groats), S, UP, N, UP, S (ornate room), E, E, E (toll bridge), GIVE GROATS (you are told that you now need 7 groats), W, W, W, N, DOWN, S, DOWN, N (coconut shy), BLOW BEAD (the mutant weeps and says "I've got a wife and kids to support," but he gives you a portable warp dimension, containing infinite groats), S, UP, N, UP, S (ornate room), E, E, E (toll bridge), GIVE WARP (that's stumped the toll bridge and you are now on the bridge with hills far below). E, N (into a set of four rooms), GET SPADE, N, GET BAND (rubber), W (an ogre is here building a machine but some parts are missing… there's also a pulley system), GET PULLEY (it's too heavy), DROP TOME, GET PULLEY, S, GET LEVER, N (back to the ogre… the pieces must be given in the right order or the machine will go haywire… when you give each part letters are added to the machine), GIVE PULLEY (he builds it into the machine), EXAMINE MACHINE (EX), GIVE BAND (rubber), EXAMINE MACHINE (EXCA), GIVE SPADE, EXAMINE MACHINE (excava), GIVE LEVER (the excavator is complete), USE EXCAVATOR (it hums into life, the spade attachment revolves and digs through the escape proof wall), LOOK (you now see a hole to the west). W (as you escape to the real world, Morrissey turns up saying "Come back to my lovely adventure"… you are now in a black granite chamber and here is the stuff you put down the shaft in part 1), GET SYRINGE, GET OPIUM, W (to an annex where you see a mummy), UNWRAP MUMMY (you now have some linen), E, N (you are in a mammoth high ante chamber… there's and august egg and an unlive being here), LIVE UNLIVE (the unlive being is reanimated and won't trouble you any more), BREAK EGG (the seal breaks, doors open and you are ushered through to the burial chamber), EXAMINE SARCOPHAGUS (you see an amphisbaena - a two headed serpent - remember the symbols on the obelisk in part 1), PARADOX (the serpent turns on itself and begins to eat… soon it is all gone), IN (you are now in the sarcophagus… the lid closes on you and you are in your own coffin), WEAR LINEN, EAT OPIUM (your cares go away for a while), EXTRACT BRAIN (using the syringe… as you prepare to end it all, the coffin lid opens above you and you see the woman peering in, "Goodbye," she says as her image fades into nothing… there is a brief moment of pain then all is gone"). You've ascended 61 Ma'at levels… but wait! What's this?… Beings welcoming you, cheering the afterlife… YES! You have redeemed yourself! Live in Ma'at forever more among the gods - You deserve it…. THE END ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com