THE PRISONER IDT Adventure 1 16/48 Tape Magazine by Ian Turtle 1985 Another game, titled “The Prisoner”. This one can be differentiated from the others by the opening screen (you see a ladder with missing rungs). Hints: You first need to map where you are and where you can go. So pick up and drop objects until you get to the hut with the floorboards. USE the axe. Help is available in many locations. When you get the message “with what”, use the verb “USE”. There is nothing you can do with the butler. Since there is only a limited objects you can carry, drop what you may need again (for example, to get inside to return the ring) at the tradesman’s entrance. What to do at the dragon? EXAMINE it. Think of Shakespeare – (music soothes the savage beast). Have you found two objects which you can use? What to do with the prisoner? He has cold feet. Warm them up. You need to RUB something you have previously found. At the crevice, the verb to use is CROSS. I hope you have the means to do so. You don’t? Imagine you are a tight-rope walker. Remember the verb to use with objects is “USE”. What to do with the ring? You need to lose it, before you can proceed (you will find it again later). Where to “lose it”? It should be obvious where. This allows a sequence of events to occur which would not happen otherwise. Yes, you need the robot. Say FOLLOW ME. And ask him for help when it is needed. You only need him for one purpose. Don’t fret when his function is finished. He is only a robot, remember. Animals are attracted to smelly things. Yes, you can manage to outchase the bolder. Keep the lamp. Don’t give it to Marvin. The lamp stops working? Do what you do to most things that stop working – SHAKE it. It does not seem to matter which treasure you take, if any. IN and OUT are among the verbs that are needed. Where you go IN the circle, is not where you come out. More mapping needed. There appears to be one red herring (the glue). Solution: INVENTORY (nothing), W, TAKE AXE, HELP (try using your strength), SMASH FLOORBOARDS (with what?), USE AXE, LOOK, TAKE ACME, E, TAKE LADDER, E, CLIMB LADDER (it is just short) , W, N, N, (you see superglue – ignore it), E, S, TAKE TWIGS, E, E, S, W (at the tradesman’s entrance), EXAMINE SIGN (knock and wait), KNOCK DOOR (not today), PICK LOCK (you enter and see a sleeping butler), DROP AXE, TAKE SOCKS, N, HELP (the bed looks interesting), EXAMINE BED, LOOK, TAKE POT, S, DOWN (you see a prisoner with cold, blue feet), HELP (maybe he might be persuaded to help you), RUB TWIGS (he thanks you), HELP (he looks at something in your possession enviously), GIVE POT (he’s ready to talk), HELP (ask him), ASK PRISONER (he tells you that you must go back to the woods and find the entrance to the Beyond. Somewhere in this world you will find the Golden Sapphire with which you must return here. He gives you a ring which is your key. Do not lose it for you will never return without it), LOOK (a ring on the floor). TAKE RING, EXAMINE RING (destructive power), PICK LOCK (your set won’t work here), UP, TAKE AXE, E, DROP AQXE, DROP ACME, E, N (at the magic circle), IN (you see a sign), EXAMINE SIGN (turn back while you can), S (in the plateau), W, EXAMINE SCRIBBLING, W, W, N, (eastern base), UP (you see a billy-goat), UP (he won’t let you pass), GIVE SOCKS, UP, UP, W, DOWN, DOWN, TAKE LAMP, UP, UP, E, DOWN, DOWN, DOWN, S, E, E, S, TAKE SKELETON, E, E (at the cave entrance), SAY FOLLOW ME, HELP, DROP RING, N (a boulder blocks the cave), S, S (an earthquake erupts), N, IN, S, HELP ( if you want to go west, you’ll have to humble yourself), CRAWL W, TAKE WAND, WAVE WAND (not good for that purpose), CRAWL E, E, E, S, S, TAKE RUBY (or whatever treasure you choose), N, N, W, W, S, S, S, W, S (you see a dragon). HELP ( it’s a musical dragon), PLAY SKELETON, (the dragon sleeps), S, S, S, S, W (on the ledge), DROP WAND, TAKE RING, EXAMINE RING, RUB RING, E, N, N, N, E, E, E (you see crushing walls), HELP (something with you may be helpful), SAY HELP (he props up the walls), S (at the edge of the crevice), HELP (vent your frustrations on the ladder), BREAK LADDER (it splits into two parts), SHAKE LAMP, DROP SKELETON, TAKE LONG, TAKE SHORT, CROSS (it’s a long way across), USE POLE (which one?), USE LONG (it reaches across the crevice), USE SHORT (you are at the other side; you see the sapphire), TAKE SAPPHIRE, (a rock starts to roll after you), USE SHORT, N, W, W, W, N, N, E, N, N, N, N, OUT (the bolder blocks the entrance), S, W, DROP SHORT, N, OUT, N, E, S, E, E, S, W (at the entrance), TAKE ACME. PICK LOCK, DOWN. You are finished. Terri Sheehan 2011-01-22 *********************************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com ,