THE ADVENTURERS' MUSEUM Legacy of the Necromancer Trilogy (Part 1) Written by Lee Chapel (1989) Walk Through by Dorothy Millard (PC Version) Scenario The Adventurers' Museum has been robbed by a wily demon, who has hidden his stolen loot away in a nearby cave, setting up traps and obstacles for the unwary person attempting to regain the treasures. While passing by the museum you are asked by the museum's curator to find the stolen treasures and return them to the museum. Deciding to aid the curator you set out to find the missing treasures and restore them to their proper place. Notes 1. All 20 treasures must be either put in the case or given to the curator in the museum. 2. When you die you are resurrected in the west wing on the museum by the curator with a resurrection spell and any items carried, apart from the lantern, are scattered in various locations. 3. The lantern and painting will be damaged if they get wet. 4. Anything dropped outside the museum is likely to be randomly moved by the thieving imp, often to an inaccessible location. Additionally the imp will randomly steal treasures you are carrying. Wearing the ring makes you invisible to the thieving imp. 5. The lamp has a limited life and is ruined if it gets wet. The globing orb is an alternative source of light which can be carried through the water. 6. You can only carry six items so it is necessary to return regularly to the museum to deposit treasures. There are several ways of returning to the museum: * Enter the pond, but don't carrying the lantern or painting this way, as they will be ruined by the water. * Riding the broomstick in the open area. This will transport you to various locations near the museum. * Swim river at the troll bridge, however sometimes you are swept over the falls to the west. * Give the flower to the troll which puts him to sleep, then quickly lead the dragon to him. The dragon will deal with the troll which means you can safely cross the bridge. 7. When you feel hungry eat the waybread. There is enough for five meals. Note that if you are carrying this when you feed the horse it will eat it all. 8. When you are thirsty drink from either the pond or the river. 9. To find out more about treasures show them to the curator in the museum. 10. If you wish you can turn the statue so that the bow and arrow point east instead of south. Treasures 1. Gold Ring (Entrance). 2. Ivory Dagger (Cemetery). 3. Silver Key (Mirror Room). 4. Glowing Orb (Beside Small Pool). 5. Trident (Under pool between garden & Cemetery). 6. Silver Bell (Witch's Cave). 7. Sapphire Bracelet (Witch's Cave). 8. Sack of Gems (Frog Room). 9. Tapestry (Pentacle Room). 10. Silver Bars (Smithy). 11. Coins (Machine Room). 12. Platinum Flute (Open Area). 13. Emerald Egg (Garden tree). 14. Jewelry (Temple). 15. Jeweled Sword (Overview). 16. Ermine Robe (Large Cavern). 17. Painting (Dragon's Lair). 18. Golden Coronet (Mirror Room). 19. Ruby (North/South Passage). 20. Diamond (Tomb). Walk Through (Start in front of The Adventurers' Museum on an east/west road), OPEN DOOR, (you enter to the main hall of museum where the curator welcomes you and goes west), W (west wing of museum where the curator tells you of your quest to find the missing treasures stolen by an imp... he hands you a brass lantern and a loaf off bread), EXAMINE LANTERN (off), EXAMINE WAYBREAD, E, DROP WAYBREAD (it's safe here and you have a limited inventory), E (look around east wing!), W, S (outside), S, E (cave entrance), GET RING, WEAR RING (now invisible to the thieving imp), LIGHT LAMP, E (north end of bridge), N (crossroads), W (cemetery), GET IVORY DAGGER, EXAMINE DAGGER, E, E (large cavern where you see above you a large boulder balanced near the edge of a cliff), EXAMINE DOOR (see a thin wire between it and the boulder - note you can cut the wire with the dagger but sometimes it lands on you with obvious results), W. N (beside pond), DROP LANTERN (useless if it gets wet), ENTER POND, D (underwater), N (tunnel), GET CRYSTAL TRIDENT, EXAMINE TRIDENT, N, U, E, S (middle of garden - ignore the snake for now), W (flower garden), PICK FLOWER, EXAMINE FLOWER (lotus), SMELL LOTUS (it puts you to sleep), E, E (beside pool), GET ORB (an alternative light source), E (temple where you see some jewelry - note spelling), EXAMINE MURAL, GET JEWELRY (you must please the goddess first), PUT FLOWER ON ALTAR (can now take the jewelry), GET JEWELRY, W, W, S (south garden), EXAMINE VINES, CLIMB VINES (to edge of cliff), E (mirror room), GET SILVER KEY, EXAMINE APPARATUS (note the light comes from a hole in the roof), W, CLIMB VINES, N, N, ENTER POND, D, S, S, U, S (to where you left the lantern), S, S, W, W, N, N (museum), W, OPEN TROPHY CASE, PUT JEWELRY IN CASE, PUT CRYSTAL TRIDENT IN CASE, PUT IVORY DAGGER IN CASE, E, DROP KEY (for later), S. S, E, E, E (dead end - by now you are thirsty), DRINK (from river), W, S (south end of bridge where if you try to go north you meet a troll who wants payment first), E, E, S, E (smithy), GET SADDLE, E (stable), GET HAY, W, W (statue room), EXAMINE STATUE (the statue's bow and arrow are pointing at the south exit, so it is only safe to go south, but not to return north - note if you wish you can turn the statue so that the bow and arrow point east), S, S (open area where you see a winged horse), FEED HORSE WITH HAY (becomes tame - note if you are carrying the waybread it will eat it all), PUT SADDLE ON HORSE, RIDE HORSE (takes you to a cavern), DISMOUNT, S (bat room), GET FLUTE, EXAMINE FLUTE (encrusted with bat guano), N, E, S (ruined well), GET BUCKET, N, D (endless stairway - believe it, it is endless!), U, W, RIDE HORSE (back to open area), DISMOUNT, DROP HAY, N (small cave - note if you go north you will be killed by the statue's arrow), E, N, W. N (foot of stairs), U (stairs), N, N (edge of cliff), CLIMB VINES, N, N (beside pond), WASH FLUTE (you wash off the guano), FILL BUCKET (with water), S, EXAMINE SNAKE, PLAY FLUTE (snake falls asleep), CLIMB TREE, GET EMERALD EGG, D, S, CLIMB VINE, S, S, D (stairs), W, S (witches' cave), EXAMINE WITCH, EXAMINE BREW, THROW WATER AT WITCH (she melts and all that is left is her hat and a broomstick - leave the hat), DROP BUCKET, GET BROOMSTICK, S (the way is blocked by an invisible barrier), WAVE BROOMSTICK, S (storage cave), GET SILVER BELL, OPEN COFFIN (reveals a flight of stairs leading down), D, E (east/west corridor), GET SAPPHIRE BRACELET, E (purple room - note the clue about ringing twice), RING BELL, RING BELL (a section of the wall slides away revealing an opening - return after dumping some treasures), W, W, U (stairs), N, N, E, S, S, S (open area), RIDE BROOMSTICK (it zooms off - keep trying until you land in the area near the museum - make your way to beside river), DRINK, N, N (museum), W, PUT BELL IN CASE, PUT EGG IN CASE, PUT FLUTE IN CASE, PUT BRACELET IN CASE, E (feeling hungry), GET WAYBREAD, EAT WAYBREAD, DROP WAYBREAD, S. RIDE BROOMSTICK (keep trying until you arrive in the open area where the winged horse is), N (small cave), GET CANDLE, E, N, W, N (staircase), GET MATCHBOX, W, S, S, D (stairs), E, S (spellroom), GET FLASK, N, E, E, S (frog room where there is a small hole in the south wall), EXAMINE CANDLE (actually dynamite), PUT DYNAMITE IN HOLE, OPEN MATCHBOX, GET MATCHES, LIGHT MATCH, LIGHT DYNAMITE, DROP MATCHES, DROP MATCHBOX, WAIT, WAIT (dynamite explodes creating an opening in the south wall), S (cul-de-sac), GET SACK, N, E (pentacle room), READ NOTE (backwards clue for the machine room), SAY ZOPHIA (must be wearing the ring to make you invisible - demon appears but on seeing no-one drops a tapestry and vanishes), GET TAPESTRY, EXAMINE TAPESTRY, W, N, W, W, W, U (stairs), N, N, E, S, S, S (open area), RIDE BROOM (keep trying until you are at a location near the museum - make your way to outside museum), N (museum), W, PUT TAPESTRY IN CASE, OPEN SACK (contains gems), PUT GEMS IN CASE, DROP SACK, E, DROP BROOMSTICK, GET WAYBREAD, EAT WAYBREAD, DROP WAYBREAD, S, S (beside river), DRINK. E, E, S, E, E, U (stairs), N, W (overview where a boulder teeters on the edge), OPEN FLASK (contains a strength potion), DRINK POTION (now strong), PUSH BOULDER (reveals a depression containing a jewelled sword), GET SWORD, E, N, CLIMB VINES, N, W (flower garden), PICK FLOWER, E, S, CLIMB VINES, S, S, D (stairs), W, W (troll bridge), N (troll blocks your way), GIVE FLOWER (the scent overwhelms him and he falls asleep), E, E, U (stairs), E (dragon's lair), EXAMINE DRAGON, HIT DRAGON WITH SWORD (to gain his attention - additionally you could ring the bell or play the flute), W (dragon follows), D, W, W (dragon deals with the dazed troll), OPEN DOOR, W (troll's hut), GET AXE, E, E, E, U, E (dragon's lair), GET PAINTING (dragon won't let you), HIT DRAGON WITH SWORD (you attract his attention), W (dragon follows), N, N, S (dragon loses interest), S, E (back to dragon's lair), GET PAINTING (don't hang around, as the game will end if he catches you - note don't return to the dragon's lair while carrying the painting, also don't get the painting wet), W, D, W, W, N, W, W, N, N (museum), DROP AXE (for later), W, PUT PAINTING IN CASE, PUT SWORD IN CASE., E, GET SILVER KEY, S, S, E, E, N (crossroads), E (large cavern), UNLOCK DOOR WITH SILVER KEY, OPEN DOOR, N (small cave), GET ERMINE ROBE, S W, S, S, E, E, S, E, S (machine room), EXAMINE MACHINES, PUSH BLUE BUTTON, PUSH ORANGE BUTTON, PUSH RED BUTTON (wall slides upwards revealing an opening), E (secret room), UNLOCK CHEST (using silver key), OPEN CHEST (reveals coins), GET COINS, W, N (smithy), EXAMINE ASHES (reveals bars of silver), GET SILVER, W, N, W, W, N, W, W (beside river), DRINK, N, N (museum), W, PUT SILVER IN CASE, PUT COINS IN CASE, PUT ROBE IN CASE, PUT SILVER KEY IN CASE, E, GET AXE, S. S, E, E, S, E, E, U (stairs), E (dragon's lair), D (dead end), READ INVOICE (there's a basilisk in the crate so don't open it here), GET CRATE, N (north/south passage), GET RUBY (too hot - note if you attempt to go north the beam will kill you, also if you wish you can throw water over the ruby), S, U, W, N, N, E (mirror room), OPEN CRATE (basilisk sees the mirror which shatters), GET CORONET, W, S, S, E, D, N (north/south passage), GET RUBY, N (twisting corridor), E (outside treasury), D (dwarf tomb), OPEN COFFIN (ghost of Thorin appears), PUT AXE IN COFFIN (ghost says you may take the diamond from the treasury), W, N (treasury), GET DIAMOND, EXAMINE DIAMOND, S, W, S, S, U, W, D (stairs), W, W, N, W, W, N, N (museum), W, PUT DIAMOND IN CASE, PUT RUBY IN CASE, PUT CORONET IN CASE, PUT ORB IN CASE, PUT RING IN CASE (the museum creator thanks you for recovering the treasures and hands you a parchment map showing the way to the Northern Palace of the Necromancer). To be continued in Part 2 - The Palace of the Necromancer SCORE 300/300. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com