DUSK OVER ELFINTON Written by James E. Hooper & David Harper (Bandit Video Games) 1986 Walk Through by Dorothy Millard (Spectrum Version) PART 1 (Start in library), W, READ SIGN (outside tavern - "All food is free when you rent a room"), N, N, W (cross), EXAMINE CROSS, E, N (standing stone), W (sandy ground), GET FLINT, EXAMINE FLINT, W, S, S (overgrown wheatfield), GET SWORD, EXAMINE SWORD (blunt and tip is broken off), N, E, S (bridge) N, E, S (ogre's bridge - must be carrying sword), GET NUGGETS, EXAMINE NUGGETS (hallmarked), EXAMINE HALLMARK (gold), N, E, S, E, S (field), GET TELESCOPE, EXAMINE TELESCOPE, N, E, N (oak tree), USE TELESCOPE (see a castle in the distance), DROP TELESCOPE, D, N (by gate), N (the magical gate bars your way), READ INSCRIPTION (Elven), S, W, S, E, S (field where you see a gypsy caravan), U (inside caravan where you meet an old withered gypsy), EXAMINE GYPSY, ASK GYPSY FOR HELP (tells you to knock twice on the magic gate), D, N, E, N, N (magic gate), KNOCK TWICE (lightening dissipates the magic), N. W (meet huge ogre - leave it for now), W, W, W, N, E (by log hut), ENTER HUT (meet Finn the Swordsmith who asks what can he do for you), MEND SWORD (he asks for payment), GIVE GOLD (he returns your repaired sword), OUT, N (well), EXAMINE WELL ("make a wish"), READ SIGN (out of order), E, E, E (aqueduct where you see a body hanging on a rope), CUT ROPE WITH SWORD, GET ROPE, EXAMINE ROPE (10 ft), EXAMINE BODY (leave it), W, W, W (back to well), TIE ROPE, D (bottom of well), EXAMINE LEAVES (find some copper coins), GET COINS, EXAMINE COINS (three copper pieces), U, S, W, S, E, E, E (back to where the ogre is), EXAMINE OGRE, KILL OGRE WITH SWORD (something falls out of its pocket and rolls down a crack), LOOK, GET CRYSTAL ORB, EXAMINE ORB, E, S, S (through gate). W, S, S, S (outside inn), ENTER INN (meet bartender), RENT ROOM (he takes your coins and says he will bring your food to your room), U (room - bartender brings some broth), EXAMINE BROTH (smells delicious but don't be tempted to eat it), GET BROTH, GET BUCKET, EXAMINE BUCKET, SLEEP (when you wake), OPEN DOOR (a messenger rides past the window proclaiming that a hero is wanted to fetch back the dragon's crystal orb for a handsome reward), D, OUT, N, N, N, E, N (gate), W, W, W, W, N, N (south edge of lake where a tramp leaves when you enter), EXAMINE REEDS (find a small wooden boat), EXAMINE BOAT (old), ENTER BOAT (you are on the lake but water is rushing in through a hole previously unnoticed), BAIL WATER (using bucket), ROW NORTH (to far side of lake), E, E (Torin's cavern where you meet Torin the Good Red Dragon), GIVE ORB (he gives you a small diamond in return), N, W, W, W, W (by lake), ENTER BOAT, BAIL WATER, ROW SOUTH, S, S, S, E, E, E, E, N, E, S (gate). S, W, W, W, S (grassy bank where blood drips from above into the river), FILL BUCKET (with blood), N, E, E (standing stone), EXAMINE STONE (there are blood stains on it), EMPTY BUCKET (on the standing stone - you hear a tremendous rumbling from the northeast), E, N (gate), N, W, S (to where the stone slab has moved to reveal steps leading down but you will need light first), W, W, W, GET BRANCH, E, E, E, LIGHT BRANCH (using flint), D (honeycomb of caves), N, W (steps), D (flooded cellar), EXAMINE BARREL, U, E, N (guard room), N (door is locked), EXAMINE DOOR (key is in the lock), UNLOCK DOOR, N (strongroom where there is a glass case with a tiny old man inside), EXAMINE CASE (man hollers for you to get him out of there), CUT GLASS (using diamond - man climbs out... he is hungry), GIVE BROTH (to Mithril), ASK MITHRIL TO HELP (he will return you home if you help him regain his castle), S, S, E, S (vaulted chamber - Mithril follows you), ASK MITHRIL TO HELP (he casts a spell and blows a hole through the blocked-up archway... you are pushed through just as everything collapses and lose all your possessions. CONGRATULATIONS! You have completed part 1. The passwords for part 2 are MITHRIL IS A SENILE GIT PART 2 (Start at was once the side of a stone archway - note in this part you have a limited number of moves in which to complete it), U (tunnel), GET STONE, EXAMINE STONE, E (grille), EXAMINE GRILLE (held by a strong padlock), EXAMINE PADLOCK (old and rusted), BREAK PADLOCK (using stone - grille swings open), DROP STONE, E (sandy cave), E, N, W (path outside mill where you hear angry voices - note don't enter the mill yet as you will be killed if you do), GET LADDER, EXAMINE LADDER, E, N (back of mill), DROP LADDER (it leans against the side of the building), CLIMB LADDER (mill loft), EXAMINE CHAIN (a large hook is fixed to the end of it), GET ANVIL, HOOK ANVIL TO CHAIN (the heavy weight of the anvil pulls the chain down and you hear muffled cries from below), D (mill where you see a bound and gagged orc), EXAMINE GRAIN, UNTIE ORC (Sven thanks you and offers to show you a route up the mountainside), GET ROPE, U (loft), OUT, GET LADDER, E, W (Sven goes east), E (Sven goes south), S (Sven goes south), S (by river - Sven goes west), W (canyon - Sven goes south), S (below waterfall - a band of lizardmen appear on the cliff above and Mithril uses magic to deal with them - note if you enter this location without Sven you are killed). EXAMINE BUSHES (see a path up the mountain but it only leads to a dead end), ENTER POOL, DIVE (see the body of a lizardman), EXAMINE LIZARDMAN, GET ANKH, U, SWIM SOUTH (alcove behind waterfall), DROP LADDER, CLIMB LADDER (mossy ledge), S, W (across rope bridge... as you cross Mithril loses his footing), THROW ROPE, PULL ROPE (you rescue him), DROP ROPE, W (west side of rope bridge - note west takes you to a cart track, but if you follow it you will be attacked by a band of lizardmen), S (circular clearing by an oak door), EXAMINE door (it has an annagrammatical message written on it), READ MESSAGE ("AEIMPRTW - translates to TIME WARP - note two words). GO TIME WARP (you lapse into unconsciousness as the door suddenly opens and you are sucked into a dark void... you find yourself standing outside an old stone fairytale cottage), E, S, E, E (clearing outside shed), ENTER SHED, EXAMINE FIREWOOD, GET AXE, EXAMINE AXE (sharp), EXAMINE SHELF (find a crowbar and a trowel), GET CROWBAR, EXAMINE CROWBAR, GET TROWEL, EXAMINE TROWEL, OUT, W (edge of flower bed), DIG (using trowel), DROP TROWEL, GET WORM, W, N, E (apple tree), CLIMB TREE (see a rather irate magpie), EXAMINE NEST (magpie pecks you savagely), GIVE WORM (magpie flies off), EXAMINE NEST (find a lens), LOOK (see sapphire lens), GET SAPPHIRE, EXAMINE SAPPHIRE (sparkles with an inner glow), D, W, W (outside cottage). ENTER COTTAGE (you are on a raised circular platform), D (barren sandy desert), N, N, N, N, N, N, N, N, N, N (monolith idol), OPEN DOOR (using crowbar), DROP CROWBAR, ENTER IDOL, U (red room where you see an undead mummy who will kill you if not carrying the ankh), GET BOTTLE, EXAMINE BOTTLE (sealed with wax and an eerie mist is trapped inside), D, OUT (desert), S, S, S, S, S, S, S, S, S, S, E (bank of moat), S, E, N (by beech tree), CHOP TREE (using axe - it falls onto the castle wall), CLIMB TREE (courtyard containing a large empty barrel where you see lizardmen approaching), ENTER BARREL (you enter and Mithril gives it a shove... it bounces down the steps into the baddies), S, E (main hall where Mithril tells you he wants you to rescue his servants), N (guardroom with a trapdoor set into the floor and two drunk lizardmen), EXAMINE LIZARDMEN (find a bunch of keys), GET KEYS, OPEN TRAPDOOR (servants rush out and Mithril agrees to help you), S, S, S (south end of hall), GET CORKSCREW, OPEN BOTTLE (genie appears, thanks you for freeing him and gives you an emerald lens), EXAMINE SEAT (find a small button), PRESS BUTTON (a concealed drawer pops out and you find the ruby lens), GET RUBY. E (study), EXAMINE BOOKCASE (Mithril points out that the eastern bookcase is a secret door), E, S (storeroom), MOVE BOXES (uncover a spiral staircase leading up through a hole in the ceiling), U (Mithril's sitting room), N, U (top of tower where, if you are in time, Mithril takes the lenses from you and places them in three hollows in the crystal dome... you step into the pentagram just as the sun sets... Mithril bids you farewell as the first rays of the moon strike the red, blue and green lenses, creating a brilliant white light which envelopes you from head to toe. THE END. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com