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End is Nigh, The (End_is_Nigh.txt)

THE END IS NIGH
Jonathan Scott and Stephen Boyd
Zenobi Software

This is an interesting game, though it's a shame that you have to get 
to the end to find out what it is all about. There are several 
unnecessary objects in the game, but since you can carry an unlimited 
number of objects, that is not a problem.

You are Fred.

Part 1: The Victorian Zone

You begin in an empty house. Teleport Pad # 3 is here. INVENTORY (you 
have an airtight container, a coil of wire, code1 access card. EXAMINE 
CONTAINER (closed), OPEN CONTAINER (this is not a Green zone!), 
EXAMINE WIRE (false lead?), EXAMINE CARD, N, TAKE BROOM, S, S, EXAMINE 
COBBLES, EXAMINE WELL (there is a handle, bars, plaque), EXAMINE 
PLAQUE, READ PLAQUE. It is a wishing well. One guinea per three 
requests. EXAMINE HANDLE (strictly no pulling), EXAMINE BARS (holding 
up the top). Go N, E, GO, EXAMINE AGGIE, TALK TO AGGIE (she needs a 
brush), GIVE BROOM. She gives you a tin guinea. EXIT.

Go W, S, DROP GUINEA IN WELL (a sprite emerges), EXAMINE SPRITE, 
EXAMINE BOOK, EXAMINE HIEROGLYPHICS, TALK TO SPRITE, WISH (you are 
given a lightning spell), WISH (you are given a blessing), WISH (buy 
Green). Go N, E, S. You enter Buckingham Palace. You've walked under 
the Queen's dress and get put in prison, EXAMINE BARS (metal), FIRE 
LIGHTNING. The bars fly open. Go E, TAKE PLANK, EXAMINE PLANK, N, 
EXAMINE TREE (you get a divining rod), EXAMINE ROD (could have 
esoteric applications), EXAMINE RIVER, E, DROP PLANK ACROSS RIVER, S.

You see Black Rod who says Guy Fawkes is around. He runs off to get 
help. TAKE SLIPPERS, EXAMINE SLIPPERS (so you won't fall), DOWN. You 
see Guy Fawkes and a barrel of gunpowder ready to explode. Go S, TAKE 
BUCKET, N, EXTINGUISH FUSE. You defuse the explosion. Parliamentarians 
rush in, exorcize Guy and open the door.  (Don't waste any time doing 
this, otherwise the gunpowder explodes and the door will not be 
opened. ) Go W, W, EXAMINE DOOR (might have to blow it up), E, E, S, 
W, EXAMINE MOSAIC (you get dynamite), EXAMINE DYNAMITE, WEAR SLIPPERS, 
S (you see a Giant sleeping. The slippers allow you to pass him with 
awakening him), S, S, EXAMINE CHILD, TALK TO CHILD, EXAMINE GOLLIWOG, 
FIX GOLLIWOG, TAKE MATCHES.

Go N, N, N, E, N, W, W, DROP DYNAMITE, LIGHT DYNAMITE (you run east), 
WAIT (until the dynamite explodes. You see a 100 pound banknote), W, 
TAKE NOTE, W, EXAMINE SHELVES (you get a mechanism and put it in your 
back pocket), EXAMINE MECHANISM (insert in mini-transporter and press 
button), E, E, E, S, S, TAKE CARD, EXAMINE CHAIN, PULL CHAIN (you hear 
a creaking sound elsewhere), S, EXAMINE SALESWOMAN, EXAMINE DRESS, 
TAKE DRESS (you need 100 guineas), BUY DRESS, N, N, W, S, S, S, W, 
REMOVE SLIPPERS, EXAMINE ROOK, USE ROD. You cross the chessboard. Joe 
gives you a flask. 



EXAMINE FLASK ( a good potion), WAIT (until Matilda comes), EXAMINE 
MATILDA (she is wearing a ragged suit), GIVE DRESS (otherwise Matilda 
keeps ejecting you from the room. If you are wearing the slippers, she 
takes those, and you are stuck in the mosaic room, unable to get past 
the sleeping giant again), N, N, EXAMINE CRATE (pulling the chain 
opened it), CLIMB IN CRATE, TAKE SPECTACLES, EXAMINE SPECTACLES (Nora 
MacNamara's), S (you see an old fogey who apologizes for previous 
behaviour), EXAMINE FOGEY, TALK TO FOGEY (he wants to be a boy again), 
GIVE FLASK. He hands you a pneumatic inverse director. You pick up the 
flask. 

This is now a Green zone. Go S. You are told all components should be 
inside the airtight container which must be closed before you leave. 
EXAMINE DIRECTOR (it is a component), OPEN CONTAINER, PUT DIRECTOR IN 
CONTAINER, CLOSE CONTAINER, S, EXAMINE TRANSPORTER (needs a mini-
mechanism), EXAMINE POCKET (you see a mini-mechanism and a thesaurus), 
INSERT MECHANISM IN TRANSPORTER, PUSH BUTTON. You are back in the 
empty house. EXAMINE PAD, PRESS BUTTON. You find yourself in a 
spacecraft. You hear your name called. Score: 83/250

If you wish, you can now drop the slippers, the rod, spectacles, but 
keep the flask.

Part 2: The Interstellar Zone

You find yourself in a transporter room. Pad # 4 is here. You hear 
that the spacecraft is hurtling into oblivion. You must proceed to the 
nearest emergency bunker and follow escape protocol. Go E, E, E, PULL 
BRAKES. The ship stops. A ship appears on the viewscreen, its captain 
imploring you to locate four gems which power the ship and replace 
them in their rightful position in a chamber in engineering. You must 
release the brakes afterwards. Go W, W, EXAMINE CLOTH, SEARCH CLOTH 
(you get a token), EXAMINE TOKEN (for living quarters 53), E, TAKE 
PAINTBRUSH, EXAMINE ROBOT, OPEN PANEL, EXAMINE PANEL (you notice a 
burnt out wafer).

Go S, E, OPEN BOX, LOOK IN BOX, TAKE PILLS (they are oxygen pills), 
TAKE SUPPLIES, W, W, EXAMINE CLONE (she wants a beau), TALK TO CLONE 
(she will do you a favour if you find her someone), W, EXAMINE 
MECHANISM, TAKE GRABARM, EXAMINE GRABARM (it can't be operated on its 
own), S, EXAMINE DISPLAY (there are four buttons in a blue frame), 
PRESS BLUE, EXAMINE LCD (you get the word Agrime@), E, TAKE TIN, 
EXAMINE VENDING, KICK VENDING (you get a wafer), EXAMINE WAFER (it's a 
program for robots), E (you see a slot), INSERT TOKEN (door opens), E, 
EXAMINE AIRLOCK (just walk in), EXAMINE DISPENSER, FILL FLASK, DROP 
ALL, TAKE WAFER, W, W, W, N, E, E, N.

INSERT WAFER, CLOSE PANEL, ACTIVATE ROBOT, SAY TO ROBOT AFOLLOW ME@, 
S, SAY TO ROBOT AOPEN CUPBOARD@, LOOK IN CUPBOARD. The robot dies. 
TAKE SUIT, EXAMINE SUIT (for an adult), EXAMINE SCANNER (sized to 
fit), W, W, S, E, E, E, TOUCH SCANNER, WEAR SUIT, E (you see a topaz), 
KICK TOPAZ, W, REMOVE SUIT, DROP SUIT, TAKE ALL, W, S, S, READ SIGN 
(pod's energy cells need to be fully charged), EXAMINE POD, EXAMINE 
TUBING, UNSCREW TUBING, TIE ARM, N, N, W, W, N, E, E, N, E, E, S, 
EXAMINE MACHINE (for cloning), GO, EXAMINE PANEL, DRINK OIL (you 
become an adult), TYPE GRIME (a clone of you appears outside and you 
shrink back to size), EXIT, EXAMINE CLONE, SAY TO CLONE AFOLLOW ME@.

Go N, W, W, S, W. The clones meet and you get a sapphire. Go W, S, E, 
E, S, S, OPEN DOOR, GO, CLOSE DOOR, SE, NE, GRAB RUBY, SW, NW, OPEN 
DOOR, RELEASE RUBY, LEAVE, TAKE RUBY, GO, CLOSE DOOR, SE, S (you 
recharge the pod's cells), SW, GRAB SCREWDRIVER, NE, N, NW, RELEASE 
SCREWDRIVER, OPEN DOOR, LEAVE, TAKE SCREWDRIVER, GO, CLOSE DOOR, SW, 
W, TALK TO ALIEN (he asks you to help him), E, NE, OPEN DOOR, LEAVE, 
DROP SUPPLIES, GO, GRAB SUPPLIES, CLOSE DOOR, SW, W, RELEASE SUPPLIES, 
GRAB EMERALD, E, NE, RELEASE EMERALD, OPEN DOOR, LEAVE, TAKE EMERALD, 
N, N.



EXAMINE DOME (a Power Carrot is in it), REPLACE GEMS, W, W, N, E, E, 
N, E, RELEASE BRAKES. The captain says to take the Power Carrot), W, 
S, W, W, S, E, E, BREAK DOME, TAKE CARROT (you put it in the airtight 
container), W, W, N, E, E, N, W, W, PRESS BUTTON. Score: 167/250

If you wish, drop the paintbrush, the tin, flask, but keep the 
screwdriver and pills.

Part 3: The Subterranean Zone

You begin in a teleport chamber. Go S, EXAMINE TREES, READ WRITING 
(this is a Green Zone), EXAMINE ELECTRICIAN, SAY APILLS@ TO 
ELECTRICIAN. He tells you they form a bubble around you, but don't eat 
more than one. EXAMINE MAGAZINE (you find that people can fit in the 
airtight container), N, E. The grotto is flooded. EAT PILL, E, EXAMINE 
STARFISH, S, EXAMINE CHEST, OPEN CHEST (it's locked), N, E (you see an 
anchor), EXAMINE ANCHOR (from the Lusitania), E, TAKE MEDALLION, 
EXAMINE MEDALLION, S, EXAMINE FLOOR. It says there is a nasty little 
creature called a Fief. He steals stuff, so don't carry batteries or 
snuff or toast. 

EXAMINE ILLUMINATION, TAKE TUBING (it's fluorescent), N, W, S. The 
medallion is pulled into its rightful slot in a grave. EXAMINE GRAVE, 
EXAMINE EPITAPH. This is a grave of the warrior of the oceans. Three 
medallions prevent his ghost from rising, but they have been 
scattered. Bring the medallions here and you will be rewarded. Go S, 
S, TAKE CROWBAR (it won't budge), E, E, TAKE KEY, EXAMINE KEY (it has 
a medallion in its centre), W, W, N, N, N, W, S, UNLOCK CHEST. The key 
vanishes, but you have the medallion. LOOK IN CHEST (you get a 
bracelet), EXAMINE BRACELET (Inca), N, E, S. The medallion is pulled 
into the grave. 

Go S, S, W, EXAMINE CORAL (you get a flute), EXAMINE FLUTE (invented 
by Minerva), EXAMINE REEF (you see a Fief hiding there), W, TAKE 
HERRING, EXAMINE HERRING, S (their home is in darkness), GIVE TUBING 
(they give you batteries), S, E, E, EXAMINE OCTOPUS, PLAY FLUTE, TAKE 
MEDALLION, E, N, EXAMINE STAIRCASE (you get a cell), EXAMINE CELL 
(once it's charged, squeeze to release energy), S, E, EXAMINE 
HISTORIAN (he's searching for wrecks - he might like the anchor), N 
(he won't let you pass), W, W, W, W, N, N, DROP BATTERIES, E, E, N 
(the cell is charged), S, N (Neptune's staff has run out of 
lightning), S, SQUEEZE CELL (you get the crowbar), EXAMINE CROWBAR.

Go N. LISTEN (Stella, his starfish is lost), N. The last medallion is 
pulled into the grave and a ghost emerges. SAY ASTARFISH@ TO GHOST. 
You hear a cry of delight from the south. Go S. Neptune releases the 
mermaid. FOLLOW MERMAID, W, N, N, TAKE BATTERIES, S, S, E, GIVE 
BATTERIES, SAY TO MERMAID AFOLLOW ME@, W, N, N, E (you get past the 
Fief with the mermaid carrying the batteries), E, SAY TO MERMAID AGIVE 
BATTERIES@. She gives them to you. Go N, GIVE BATTERIES, SAY TO 
NEPTUNE AANCHOR HISTORIAN@. He does so, adding that he would like 
something to remind him of his late wife, Pearl. 

Go S, W, W, S, S, E, E, E, E. The historian gives you a soldering iron 
in thanks. Go N, EXAMINE CLAM (closed), PRISE CLAM, SWAP HERRING WITH 
PEARL, EXAMINE PEARL, S, W, W, W, W, N, N, E, E, N, GIVE PEARL 
(Neptune gives you an insulator). This is now a Green Zone. EXAMINE 
INSULATOR (it is a component). This is now a Green Zone. OPEN 
CONTAINER, PUT INSULATOR IN CONTAINER, CLOSE CONTAINER, N, N, W, W, S, 
OPEN CONTAINER, SAY TO ELECTRICIAN AGO CONTAINER@. He does. CLOSE 
CONTAINER, N, E, E, S, S, S, W, W, S, S, E, SAY TO MERMAID AFOLLOW 
ME@, E, E, N, UP. You see >lobe prat cred (4,8)'. This is a clue to 
anagram this into two words of four and eight letters. DROP BRACELET.



The Guardian tells you of a secret exit to the west to a Green 
Zone, but you must be quick. Go W, TAKE PACKAGE, EXAMINE PACKAGE 
(can only be opened by an electrician), OPEN CONTAINER (the 
electrician jumps out), EXAMINE TELEPORT (to operate, connect 
micro-opening switch). The electrician says he has one. EXAMINE 
PANEL, OPEN PANEL, SAY TO ELECTRICIAN ACONNECT SWITCH@, CLOSE 
CONTAINER, GIVE PILLS, E, DOWN, SAY TO MERMAID AGUIDE 
ELECTRICIAN@. They leave. Go UP, W, EXAMINE PANEL, EXAMINE SLOT, 
INSERT CODE1 CARD, INSERT CODE2 CARD. You hear a clunk. PUSH 
SWITCH (you see a button), PRESS BUTTON.

You find yourself in Basil's house. You hear singing and go to a 
room where you see a machine. The Guardian enters and tells you 
about the machine. You give him the airtight container and he 
begins to repair it. Basil rushes in, screaming. The Guardian 
throws the container back to you. Basil disappears. The Guardian 
says he can send you back to your own time. You notice the date - 
April 1994 which is not your time. You arrive back in your French 
classroom. You turn off a switch. The class and the entire village 
are revived. Percival Hodgkins explains that his father froze them 
all. The residents come to terms with the Atime displacement@. 
Score 250/250

Terri Sheehan
2004-01-17

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