QUEST ADVENTURE BY HEWSON CONSULTANTS The aim of Quest Adventure is to find the map of the Kingdom of Rog in a world of monsters you need to slay and treasure you need to collect along the way. You play one of five characters: wizard, cleric, rogue, fighter, simpleton; each with different attributes and spellcasting ability. To get started there's a lamp in the hut to the west. Without it, you won't be able to see any objects or monsters. You can't even see the lamp until you've switched it on! Small Forest ------------ The rat blocks the path into the small forest. You need to kill the ghoul to enter the wizard's hut. If you wait around long enough, the wizard offers you a wand. Experimental Curved Space ------------------------- From the entrance to the recess: N, S, W, N You can buy lamp oil from the machine in the recess. From the recess to the exit: S, S Wide Road and Cave ------------------ Open the parcel in the small room. The ring allows you to swim the river. Kill the dwarf in the hut to get the tower shield. Mountain Paths -------------- The tubby goblin blocks the path into the mountains. Kill the unicorn to get the silver chalice. Kill the mindflayer to get the long key. The Thick Forest ---------------- From the entrance to the clearing: N, N, N, N From the clearing to the rough track: W, W, E, E, E, S Castle Oops ----------- The path to Castle Oops is blocked by the black hobbit. You need the long key to unlock the castle door as it resists the dooropen spell. Use the mirror to turn the medusa to stone and get the copper key. Kill the vampire to enter the well-lit room. Kill the dragon to get the grail. Use the copper key or the dooropen spell to unlock the safe. Open the safe built into the wall to release the genie and get the small lamp. Do not open the large safe, any of the boxes or the door marked open. The Dwarf Bridge ---------------- Pay the dwarf or rub the lamp to cross the bridge. Kill the ogre to enter the large room. Use the copper key or the dooropen spell to enter the pirate's room. The Caves --------- The golem blocks the entrance to the caves. Kill the demon, dwarf and balrog to enter the room with glittering walls. When you have 580 points visit the room with glittering walls to be transported to the endgame in the well-stocked room. Clean the picture to discover the map of the Kingdom of Rog. Treasure Points ------------------ Long Key 10 Phrase Book 10 Scroll 10 Silver Chalice 10 Vase 10 * Goblet 15 Mirror 15 * Book 20 Bracelet 20 Golden Chalice 20 Small Lamp 20 Grail 30 * Jewel 30 Ring 40 Scroll 60 Treasure marked * is fragile and will break unless put on a cushion. Points are also scored for visiting the following locations: Location Points ------------------------------ Drawbridge 20 Entrance Hall 20 Huge Cavern 20 Pirate's Room 20 Recess 20 Safe 20 South Bank 20 Track East of Rat 20 Well-Lit Room 40 Room with Glittering Walls 60 Weapon Dice Adds ------------------- Short Sword 3 0 Club 3 0 Rapier 3 4 Broadsword 3 4 Stake 5 0 Mace 5 2 Great Sword 6 0 Shield Hits --------------- Short Shield 3 Shield 4 Tower Shield 6 Monster Dice Adds -------------------- Mindflayer 2 7 Spider 3 8 Dispater 3 10 Dwarf 3 10 Mindflayer 4 12 Ogre 4 13 Centaur 4 14 Rat 4 14 Ghoul 4 14 Vampire 4 15 Vampire 4 15 Tree 4 15 Black Hobbit 4 15 Wizard 4 15 Unicorn 5 16 Orc 5 17 Goblin 5 17 Demon 5 17 Leopard 5 17 Orc 5 17 Tiger 5 17 Dragon 5 18 Golem 5 18 Jubjub Bird 5 18 Warrior 5 18 Balrog 5 18 Dragon 5 18 Troll 5 18 Balrog 6 20 Demon 6 20 You can buy the following spells at any time, assuming you have enough gold pieces: Spell Cost Dex Str Wiz Cle Rog Fig Sim -------------------------------------------- Magicglow 2 8 1 x x x x x Dooropen 2 8 5 x x x x Magiczap 2 7 10 x x Longlight 2 9 7 x x Healme 3 9 2 x x x x Firebolt 3 10 15 x x Iceblast 3 10 18 x x Enchantshield 3 15 20 x x Stoneit 4 20 20 x Zaphim 4 16 25 x Superstrength 4 20 20 x x Stealer 4 20 5 x x