BEGINNING OF THE END by Jonathan Scott (Zenobi Software) Like many others of Jonathan's games, this is a difficult game, with specific verbs, some of which are found when you type VOCABULARY. References are made to people found in other games. This game is a prequel to The End is Nigh. Part 1: You find yourself in a classroom. INVENTORY (nothing), EXAMINE WALLCLOCK, TAKE WALLCLOCK, EXAMINE CUPBOARD (six padlocks; you get a pole), EXAMINE POLE (hook on end), EXAMINE WINDOW (it leads to a ledge; there is a handle which is closed), EXAMINE DESK (nothing on top), LOOK UNDER DESK (you get a container), EXAMINE CONTAINER, OPEN WINDOW WITH POLE, DROP POLE, STAND ON DESK, OUT. You are on a ledge. There is a workman there. You see a hose draining the pool. EXAMINE LADDER (rungs are loose and it is collapsible), SAY "HELP" TO WORKMAN (he says he used to be a watchmaker), TURN HANDLE FORWARD (it is stuck), SAY TO WORKMAN "FIX CLOCK" (he does), SAY TO WORKMAN "JUMP". He does and is knocked out. He knocks the hose into the pool. TURN HANDLE FORWARD (time flies and the pool fills up), OPEN CONTAINER, PUT CLOCK IN CONTAINER, CLOSE CONTAINER. Go DOWN, EXAMINE POOL (there is a plug), EXAMINE WORKMAN (you find a microchip), OPEN CONTAINER, PUT MICROCHIP IN CONTAINER, CLOSE CONTAINER, PULL PLUG. You find yourself in an empty cavern. Go S, TAKE CORKSCREW, E, EXAMINE CHEST (it has a cork in it), REMOVE CORK, EXAMINE HOLE (there is a blue key inside), TAKE KEY, W, N, W (you see a trapdoor), UP (it is too high), W (you see a harpoon gun and a stone), TAKE GUN (you can't), TAKE STONE (you can't), EXAMINE STONE (glows), E, E, E, UNLOCK DOOR, DROP KEY, OPEN DOOR, E (you see a trampoline), PUSH TRAMPOLINE WEST, PUSH TRAMPOLINE WEST, PUSH TRAMPOLINE WEST, CLIMB ON TRAMPOLINE, JUMP, JUMP, JUMP, JUMP. You find yourself in the Wizard's grotto. You see potions. SAY "POTIONS" TO WIZARD. He gives them to you but wants a magic stone in return. Go DOWN, CLIMB OFF TRAMPOLINE, INVENTORY (you have a potion of Life and a potion of Strength), DROP CORK, DROP CORKSCREW, E, E, POUR LIFE ON FISH (it wriggles), EAT STRENGTH (it only lasts 2 moves), TAKE FISH, W (you discard the fish), WAIT (the fish swims west), W, WAIT (the fish swims west), W, TAKE GUN, TAKE STONE, E, CLIMB ON TRAMPOLINE, JUMP, JUMP. The wizard tells you a tale about how he became a conjurer. Call him and he will take you to Central Teleport. CLIMB OFF TRAMPOLINE, E, S, S (you see a diver), SAY "HELP" TO DIVER, ZAP DIVER (he dashes away), DROP GUN, W (you see a mermaid). She wants a dentine (i.e. a tooth), SAY "HELP" TO MERMAID (she has something for you), E, E (you see a shark). Go W, EXAMINE VALVES (two), S, EXAMINE LEVER (three positions; on top is a button; the lever is in position 1), S (you can't), PUSH LEVER (to position 2), PUSH BUTTON. You are sucked in through the door to an entrance hall, EXAMINE CARPET (you see a strange animal being killed by a crystal), S (when you see a psychic killer, ignore him for now), S, STAND ON STONE (you create an opening), S, EXAMINE ARMOUR, WEAR GAUNTLET, SEARCH RUBBISH (you see a staircase), DOWN, EXAMINE MACHINERY (you get a Geiger counter), CLIMB, N, N, N, NW, TAKE CRYSTAL (you need to be wearing the gauntlet), SE, W, W (when you see a gypsy, ignore her [yes, it is a her as you find out later] for now), S, S (you see a manticore), GIVE CRYSTAL (the manticore disappears east into a pit), REMOVE GAUNTLET, E (you see a pit and can't go further). Go W, N, N, E, EXAMINE PANEL, PUSH PANEL (Matilda and Basil dash out), S, READ WRITING, EXAMINE PACK, TAKE PACK, N, E, S, E, S, S, EXAMINE POT (you get a coil of wire), PICK FLOWER, SAY TO GARDENER "FLOWER". He tells you it is a flower of Peace. Go N, N (walk around until you see the psychic killer, whom you may have seen before), GIVE FLOWER. He feels better and gives you an optical sight and says if you need him to have psychic stuff done, he's your man. Go S, EXAMINE STRAW (you find a telecode and memorize it), S, SE, N, N, E (you see a laser beam emitter, but are thrown fireballs by the Demon), S, S, NW, SAY TO GARDENER "TAKE FLOWER" (he does), SAY TO GARDENER "FOLLOW" (he does), SE, N, N, SAY TO GARDENER "GO EAST". You see him giving the flower to the demon who vanishes. Go E, TAKE EMITTER, INSERT PACK IN EMITTER, W, S, S, NW, N, N, W, N, W, W, S, S, E, ATTACH GEIGER, ATTACH SIGHT, ZAP WALL (the wall collapses, but the emitter explodes), E, READ INSCRIPTION (you see a number which you memorize), EXAMINE SKELETON (it has a yellow ribcage), EXAMINE RIBCAGE (you find a red key), W, W, N, N, E, E, S, E, E, EXAMINE PAINTING, EXAMINE MASTERPIECE, MOVE MASTERPIECE, EXAMINE SAFE (closed), OPEN SAFE (with the number you memorized), EXAMINE SAFE (you get a teletoken), W, S, S, SE, N, N, OPEN DOOR, W, TAKE MEAT, S, S, NW, N, N, W, N, N, N, E, GIVE MEAT (you get a tooth), EXAMINE TOOTH. Go W, W, GIVE TOOTH (the mermaid gives you a necklace of pearly shells), E, S, PUSH BUTTON, W, W (or thereabouts until you find the gypsy), GIVE NECKLACE. The gypsy says there is a piece on equipment in it), E, E, S (or thereabouts until you see the psychic killer), SAY TO KILLER "REMOVE EQUIPMENT". He does. You now have a transannihilator. This has turn into a Green Zone. This allows you to open the airtight container without things flying out from it. OPEN CONTAINER, PUT TRANS IN CONTAINER, CLOSE CONTAINER, N, W, W (until you find the gypsy), GIVE NECKLACE. She gives you a locket of sunlight. EXAMINE LOCKET, E, E, S, S, S, S, E, EXAMINE SCREEN (it shows a hole in the ceiling from which a ladder juts out), W, W. You see a ladder going up. UP (you see a vampire), OPEN LOCKET (the vampire disappears, leaving a packet of crisps), DOWN, W, EXAMINE OBELISK (teleport # 1), ACTIVATE TELEPORT, E, E, E, N, EXAMINE OBELISK (teleport # 4), ACTIVATE TELEPORT, S, W, N, N, N, E, S, S, SE, N, N, N, EXAMINE OBELISK (teleport # 2), ACTIVATE TELEPORT, S, S, S, NW, N, N, W, N, W, W, S, W, EXAMINE OBELISK (teleport # 3), ACTIVATE TELEPORT, E, N, N, EXAMINE OBELISK (teleport # 5), CALL WIZARD. You are finished Part 1. The codeword for Part 2 is >voodoo'. The airtight container needs to contain the wallclock, the microchip, and the transannihilator. There are other passwords: >chaos' - if you are carrying only the container and the coil of wire >renown' - if you are carrying the container, the coil of wire and the gauntlet >eclipse' - if you are carrying the container, the coil of wire, and the crisps However, make sure the codeword is >voodoo'. Part 2: INVENTORY (you have the airtight container, the coil of wire, the gauntlet, and the crisps.) SAY "HELP" TO HEN, GIVE CRISPS (she lays an egg), TAKE EGG, EXAMINE EGG, PUSH BUTTON (to complete this part you need the code1 access card, since it is one of the objects needed to fix the Ultimate Transport), E, EXAMINE BRIDGE, EXAMINE CHASM, E, SAY "HELP" TO WARRIOR (he asks you who the evil genius is who is trying to take over the world), SAY "BASIL" TO WARRIOR. He gives you a hypnosis spell. Go E (you can't), GIVE EGG, E, E, EXAMINE TREES (em ekirts - ekim), STRIKE TRUNK (nothing happens), S, W, GO HUT, EXAMINE CAULDRON, SAY "HELP" TO WITCH (she won't talk to you). EXIT, S, TAKE CARD, EXAMINE CARD, EXAMINE GRASS (raffia), S, EXAMINE KNIGHT, SAY "WHY" TO KNIGHT (he wants his gauntlet), SAY "HELP" TO KNIGHT, SAY "WITCH" TO KNIGHT. He says she gives people this mark which protects them from evil), N, N, GO HUT, SAY "MARK" TO WITCH. She doesn't give it to you. HYPNOTIZE WITCH, SAY "GIVE MARK" TO WITCH. She gives you her mark. EXIT, S, S, S, E, EXAMINE MONOLITH (you get part of a spell), W, W, EXAMINE SOIL (dug up), SEARCH SOIL (you get a 5 franc coin), EXAMINE COIN, E, N, EXAMINE HORSE (can jump great distances), GIVE GAUNTLET, SAY TO KNIGHT "FOLLOW", N, N, E, N, SAY TO KNIGHT "STRIKE TRUNK" (you see a flight potion), TAKE POTION, S, W, S, S, S, SAY TO KNIGHT "STAY", S (you see a sign), TURN SIGN, N, SAY TO KNIGHT "FOLLOW". Go S (the knight rushes south after the good life), S, SAY TO KNIGHT AJUMP CHASM@. He does. EAT FLIGHT, FLY CHASM, SAY TO KNIGHT "FOLLOW", N. The knight dispatches the dragon, then leaves. READ NOTICE, N, EXAMINE DOORS, GO DOOR 2 (it doesn't matter which door you take). You find yourself in a cavern. You notice a maze entrance and an old fogy. He throws a knapsack at you and says to follow him. It may help. FOLLOW FOGY. You find yourself in a maze. EXAMINE WALL (you notice a string), FOLLOW STRING. You meet a fellow traveller and help him out. He gives you part two of the spell. Go N, EXAMINE LAKE (the palace is in the middle), EXAMINE PALACE (how to get there?) SWIM (you clothes will get wet), REMOVE CLOTHES, SWIM. You find yourself in a tiny chamber. You see the palace Crystal. This is now a Green Zone. EXAMINE CRYSTAL (embedded in the ground with secret codekeys), TAKE CRYSTAL (you can't), FLIP KEYS (you get the crystal), OPEN CONTAINER, PUT CRYSTAL IN CONTAINER, CLOSE CONTAINER, SWIM, WEAR CLOTHES (you are too wet), SLEEP (you dry off), WEAR CLOTHES, S, NE, N, READ SIGN (insert coin), INSERT COIN (a crystal bridge is created), E (the bridge shatters), N, W, W, PUSH BUTTON. You see Basil, Matilda, Grizelda and Percival. The teleport works again. You find yourself in Victorian England. To finish this saga , play "The End is Nigh". Terri Sheehan 2004-03-20 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com