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Survival of the Fittest (Survival_of_the_Fittest.txt)

SURVIVAL OF THE FITTEST
Re-Write by Dorothy Millard
Walk Through by Dorothy Millard (C64 Version)


(Start standing next to your plane), INVENTORY (carrying a box of matches), GET COMPASS (it's
attached to something else), EXAMINE PLANE, GET CAN (of water), GET STRING (large ball), GET MAGNET
(small), EXAMINE PLANE (again), GET OXYGEN (bottle), CLIMB PLANE (you just see over the hedge a
feint trail to the south), THROW WATER (to wet the plane and prevent it catching fire when you light
the hedge), S (an impenetrable hedge prevents you), LIGHT HEDGE (it flares and the fire finally
burns out, exposing a feint track to the south), S (you've no compass), MAKE COMPASS (using the
string and magnet - you now have a makeshift compass).

S (into forest), S, W, GET PARANG, E, E, E (circular clearing), DROP CAN, S, GET MIRROR, N, N, E, E
(to where the Upas tree is), EXAMINE UPAS (a legendary tree reputed to poison the air around it),
CLIMB UPAS (the oxygen protects you... you climb down again), CUT HEDGE (using the parang - note you
must have climbed the Upas tree first), W, GET CAN, E, DROP OXYGEN, GET MOUSE (dead), E (through the
hedge to a very muddy area - note you must be carrying the mirror to reflect the Basilisk's
stare or your will be turned to stone).

W, S (side of hill), GET SHOVEL (it's too far away and the ground is too soft to take your
weight), DROP CAN, DROP MATCHES, HELP (try making something with the string), MAKE LASSO, GET SHOVEL
(using the lasso - you now need a compass before you can move again), MAKE COMPASS, E, E (to where
the pool of boiling mud is), GET MUD (on the shovel), W, S (side of hill where the soft ground is),
THROW MUD (it hardens in the sun and forms a path to the top of the hill), DROP MIRROR, DROP SHOVEL,
GET CAN, GET MATCHES, W (top of hill where you see the building which you can burn if you wish, or
just ignore it!)

W (deep pit), GET LAMP, PULL LEVER (a rusty ladder extends and leads down), D (bottom of pit), E
(it's dark), LIGHT LAMP (see a pool of oil), DROP MATCHES, GET OIL (in the empty can), GET
MATCHES, E, S, DROP CAN, DROP MATCHES, DROP MOUSE, W, EXAMINE SKELETON (it crumbles to dust, but you
find a bundle of dusty clothes), EXAMINE CLOTHES (there's something in the pocket), EXAMINE
POCKET (find coins), EXAMINE COINS (you are holding a brass farthing, a wooden nickel and a nine bob
bit... as you examine them they fall to the ground), GET FARTHING, E, GET HAMMER, OPEN BOX (you find
a bunch of rusty keys), S, READ SIGN (one farthing please), INSERT FARTHING (in the slot... the
glass rolls back exposing a huge piece of rock), DROP HAMMER, EXAMINE ROCK (a present from.....
smells of spearmint!), EAT ROCK (it disappears in a haze of indigestion), GET CAN, GET MATCHES.

S (in front of a vast chasm), JUMP CHASM (you fall in but pick yourself up unhurt... you are on the
floor of the chasm), U (as you climb out the floor gives way revealing a bottomless abyss), S (into
a complex of twisting tunnels), S, N, W, S, S (to the end of a vast corridor), W, W (a fearsome
ghost is here), POUR OIL (it spreads to form a pool), LIGHT OIL (the heat of the flame melts away
the ghost), W, U (steps), DROP CAN, DROP MATCHES, GET STONE (curiously carved), U (top of steps),
READ NOTE (scribbled on the wall - don't fall down the stairs), W, S (to where a solid wall
blocks the way south), EXAMINE WALL (there is a small depression in the wall), EXAMINE DEPRESSION
(at the base there are some curious carvings), INSERT STONE (they match and the wall rolls aside), S
(into a large store room), GET TIMBER (it's too heavy and needs to be reduced in size).

E (small side room), EXAMINE DOOR (locked), UNLOCK DOOR (using the ring of keys - the door swings
open), S, GET NAILS, GET AXE, N, W, N, N, W, N, W (wide lake), DROP NAILS, DROP KEYS, E, S, E, S, S,
CUT TIMBER (it is cut to size), REDEFINE (you see some shaped planks), GET PLANKS, N, N, DROP AXE,
E, D, D, E, E, E, N (maze), W, W, E, N (east side of chasm), DROP PLANKS (they span the chasm), W,
N, GET MOUSE, GET HAMMER, S, E (across the bridge), S (maze), S, N, W, S, S (corridor), W, W, W, U,
U, W, W, N, W, DROP HAMMER, E, S, E, GET AXE, W, N, W, DROP MOUSE, DROP LAMP, GET NAILS, GET HAMMER,
MAKE BOAT (using the nails, planks and hammer), MAKE OARS (that's the last of the wood), DROP
AXE, GET KEYS, GET MOUSE.

LAUNCH BOAT, GO BOAT, ROW NORTH (you see a padlocked and bolted grating), UNLOCK PADLOCK (using
keys), PULL BOLT (using the hammer), ROW EAST (east of grating), ROW EAST (narrow tunnel), ROW EAST
(sandbank), GET OUT (of boat), N (ledge overlooking a sheer drop), DROP KEYS, S, GET BOAT, BREAK
BOAT, DROP OARS, GET PLANKS, GET NAILS, MAKE LADDER, N, W (end of ledge), DROP LADDER (it spans the
gap between the ledge and the cliff), GO LADDER (east end of cliff), DROP HAMMER, W, W, N, N, N, E,
E, S, E, N (small clearing where you meet a Golden Griffin counting his money), EXAMINE GRIFFIN
(deaf), GIVE MOUSE (he accepts with uncanny speed and shows the way north), N, E, N (grassy plain),
E (back into forest next to the still smoldering gap in the hedge where you meet a Silver Phoenix),
HELP (frighten the phoenix), SAY BOO (it takes fright and flies off), N, N.......

You are back in the forest miraculously standing in the clearing in which you first arrived.
A salutary lesson I'm sure, and one which I think you'll not easily forget.
Perhaps next time you'll be more careful.
Anyway here's the helicopter.
CONGRATULATIONS and GOODBYE

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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