THE SWAMP Walk Through by Dorothy Millard (Spectrum Version) Note The Orc appears at random - when this occurs just input KILL ORC. Walk Through (Start in the swamp by a gnarled hollow tree), D (small damp chamber), N, E (cell-like room - leave the brush and hammer), E, N, N, W, W, S (storeroom), GET SKULL, DROP SKULL (it breaks and the pin which used to hold it to the wall rolls across the floor), GET PIN, N, U, N, N, N, N (silver room), GET MAGNET, S, S, S, E (maze of passages), S, S, E (narrow corridor), S, S, S (a dwarf throws a bottle at you), GET BOTTLE, N, N (circular cave where there is a hook on the wall), HANG BOTTLE (the bottle vanishes and an archway appears), E (huge cavern), GET SAND, N (you can't because the hinge pin is broken and the door is stuck), REPAIR DOOR (using the pin), N, (two candles have fallen over and a fire breaks out!), THROW SAND (goes out), N, N, E (cell). D (iron room), OPEN TRAPDOOR (there is no handle), USE MAGNET (door opens), N (building area), U, GET SPADE, GET FLOWERS, D, S (back to iron room with trapdoor), USE MAGNET (door opens), DROP MAGNET, U, W (high square room where there is a pile of soil), DIG SOIL (find a tin can), GET TIN, DROP SPADE, S, S, S, E (damp room), TURN TAP, FILL TIN (with water), W, N (dusty chamber), GET FIGURE (plaster), N, W (cold area where a dogge blocks the way north), GIVE WATER (dogge drinks it and runs off), DROP TIN, N, N, W (an injured creature blocks the way... he wants something to stop the blood), GIVE FIGURE (plaster!), W (workroom where you see some stone chippings), GET CHIPPINGS, N (stone bed), DOWN, E, S (chilly anteroom where the exit is block by a huge stone face with a chipped mouth), GIVE CHIPPINGS (the stone face slides to let you pass), E (tomb of Katz where all the skulls but one are filled with flowers), USE FLOWERS (the wall moves and you are pushed into a black pit... you float gently downwards). (You are in a narrow passage), D (kitchen), E, N. N, W (main cooking area), OPEN OVEN (see a treacle tart), GET TART, S, W (cold store), N (neglected room), LOOK TEAPOT (find a brass key), GET KEY, S, W, S, D (locked cupboard), UNLOCK CUPBOARD (see an old recipe book), DROP KEY, GET BOOK, U, N, E, E, E, S, W, U (back to narrow passage), W, W, W, N, N (oracle's cave), GIVE TART, (a passage opens up to the north), N (bare stone room), GET HELMET (iron), WEAR HELMET, S, S, S, S (the bones batter your helmet), E, E, E, E (bedroom), LOOK BED (see a leather sock), LOOK SOCK (gold coins fall out), GET COINS, W, W, W, W, S, E (storeroom), D, S, S, S, E, E (meet an old man with a green beard), BUY BATTERIES (using gold coins), GET BATTERIES. W, W, W, N, N (store keeper's office), GET TORCH, USE BATTERIES (the torch shines out brightly), N, N, N, N, E, E, E (narrow passage), D (kitchen), E, OPEN CHEST (see a pair of gripper boots), GET BOOTS, WEAR BOOTS, W, U (narrow passage), W, W, W, S (the bones batter you helmet again), E, E, E, E (bedroom), S, W, W, S, S, S (cold damp place), E, E, N, N (Grimelda's lair - she has lost a very important book), GIVE BOOK (Grimelda flings open a door) - ENTER (Ankhon's chamber - there is a humming sound and a wire runs up the wall), PULL WIRE (the humming stops... Ankhon throbs and swells, then with a dreadful cry, it expands hugely and bursts... the menace is over). THE END. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com