Captive by Ian Watt From the book 'Creating Adventure Programs on the BBC Micro' by Ian Watt Official solution "Captive" Starting Room - Prison Cell 1. "KICK-DOOR" - The hinges were weak and the door has collapsed into a pile of dust. (The first obstacle has been removed from the adventurer's path. Now for some exploration). 2. "N" - Bell tower. (Remember not to "RING" the "BELL"). 3. "W" - Winding staircase (A "TORCH" is listed under "OBJECTS"). 4. "GET TORCH" - O.K. (How about lighting it). 5. "LIGHT TORCH" - It is now lit. (Some more exploration now). 6. "N" - Gunpowder chamber (Leave the "GRENADE" till later). 7. "E" - Place with a rocky floor. (Some "GLOVES" are here). 8. "GET GLOVES" - O.K. (How about wearing them). 9. "WEAR GLOVES" - O.K. (Move on to next room). 10. "N" - Signal transmitter room. The transmitter is overheating. (Search for something which can cool the "TRANSMITTER"). 11. "E" - Room of chains (Leave the "ROUGH METAL" for the moment). 12. "N" - Area with a hole in the ceiling (Do not "EXAMINE" the "HOLE" unless you like being killed). 13. "N"- Altar (A "SABRE"is here - it could be used as a weapon). 14. "GET SABRE"- O.K. (Now you have something to fight with). 15. "S"- Area with a hole in the ceiling. 16. "S"- Room of chains (How about picking up the "ROUGH METAL"now - it could be useful). 17. "GET ROUGH METAL"O.K. - (Now for a fight with something). 18. "S"- Muddy Area. (The "MUD-MAN"here does not look as though he is going to live much longer with you standing around brandishing a "SABRE"). 19. "KILL MUD-MAN"- You have killed the mud-man (Surprise, surprise. There is now no further need for the "SABRE".) 20. "DROP SABRE"- O.K. A rumbling sound can be heard (Perhaps there is something to cool the "TRANSMITTER"in one of the rooms off this room). 21. "S"- Locksmiths (The "KEY -CUTTER"looks as though it could be useful). 22. "CUT ROUGH METAL"- The piece of metal has been cut into a key (A "LOCKED-DOOR"can now be opened if you can find it.) 23. "N"- Muddy area (there is one more room off this room). 24. "E"- Frozen room (An "ICE-BLOCK"is here - this should cool the "TRANSMITTER". 25. "GET ICE BLOCK"- O.K. - (The "GLOVES"are no longer required now that the "ICE-BLOCK"has been picked up). 26. "DROP GLOVES" - O.K. (Now you should take the "ICEBLOCK"along to the "Signal transmitter room"to see if it has any effect). 27. "W"- Muddy Area. 28. "N"- Room of chains 29. "W"- Signal transmitter room. The transmitter is overheating (Try dropping the ice here). 30. "DROP ICE BLOCK"- O.K. The transmitter has cooled down, but it does not have an aerial (Go and look for the "AERIAL".) 31. "E"- Room of chains. 32. "N"- Area with a hole in the ceiling. 33. "W"- Dimly lit passage. 34. "W"- Brightly coloured room. 35. "W"- Repairs room (The "AERIAL"is here). 36. "GET AERIAL" - O.K. (How about taking it back to the "TRANSMITTER"). 37. "E"- Brightly coloured room. 38. "E"- Dimly lit passage. 39. "E"- Area with a hole in the ceiling. The noise is becoming louder. 40. "S"- Room of chains. 41. "W"- Signal Transmitter room ("Drop"the "Aerial"like you did with the "ICE BLOCK"). 42. "DROP AERIAL"- O.K. The transmitter is fully operational (Try transmitting a signal now and see what the effect is). 43. "TRANSMIT"- An entrance has appeared into the "air lock". The transmitter is fully operational (Look for other objects which you may require to aid your escape via the "Air lock" 44. "W"- Padded cell. (Some "HEADPHONES"are here). 45. "GET HEADPHONES"- O.K. (How about wearing them). 46. "WEAR HEADPHONES"- O.K. (You still have not picked up the "GRENADE"so go back and "GET"it). 47. "E"- Signal transmitter room. The transmitter is fully operational. 48. "S"- Place with a rocky floor. 49. "W"- Gunpowder chamber. (The "GRENADE"is here). 50. "GET GRENADE"- O.K. (Now to find the "Air lock"and work out how to escape). 51. "E"- Place with a rocky floor. 52. "N"- Signal transmitter room. The transmitter is fully operational. 53. "E"- Room of chains. 54. "N"- Area with a hole in the ceiling. 55. "W"- Dimly lit passage. 56. "W"- Brightly coloured room. 57. "N"- Observation point. 58. "E"- Air lock (The "LOCKED DOOR"in an obstacle which is in the way and must be removed - try using the "SHINY KEY".) 59. "OPEN LOCKED DOOR"- The door came away in your hands but the exit is now blocked by boulders which had been behind the door. The ground is starting to shake (How about using the GRENADE"to remove the "BOULDERS"from your way.) 60. "THROW GRENADE"- You have cleared a passage through the boulders. (Now you are able to pass through into the next room). 61. "N"- Outside of ship. (To enter the ship try saying the magic word "SWARCK"which you discovered on earlier attempts at the adventure). 62. "SAY SWARCK"- You have materialised inside your ship which has immediately taken off. Score - 58 Best Score - 58 Press space to start again.