Adventure Solution/Walkthrough (Advent.z5) (original 350-point version) by David A. Wheeler # This is Colossal Cave Adventure # When first see Dwarf, get axe; from then on, # "throw axe at dwarf ; get axe" repeatedly to kill him. # When pirate appears, go to "West End of Hall of Mists", then # S; E; S; N; GET ALL; SE; N; D returns you to "Orange River Chamber". # DO NOT use the coins in the vending machine - you need the coins to # get all points. Don't eat the food either - you need to use it. E GET ALL W S S S UNLOCK GRATE WITH KEYS OPEN GRATE D W GET CAGE W LIGHT LAMP # Now in Debris room / Xyzzy room. # Don't get rod now; it's trouble, and not needed yet/ever. W W GET BIRD W D # In Hall of Mists. # Advent1.sav S GET NUGGET N N # Hall of Mountain King, where Snake starts. DROP BIRD GET BIRD N # We'll leave keys in Low N/S Passage DROP KEYS GET SILVER N # Now at "Y2". PLUGH # Drop. Cage & Food give no points, and we'll need the food later,but right now we need space to carry stuff. We'll bring bottle to feed plant DROP SILVER DROP NUGGET DROP CAGE DROP FOOD PLUGH # Advent2.sav # Get rug from dragon, ming vase, and its required pillow. S S # At Hall of Mountain King; now go to secret area with dragon. SW W KILL DRAGON # With bare hands? YES # We did it! GET RUG E D N N # Swiss Cheese room. Let's start watering the plant. W W D # Advent3 POUR WATER ON PLANT # We'll need to get more water, but there's some in the wellhouse. U E E # Back to Swiss Cheese room. # May need to go NW more than once to enter Oriental Room: NW # In Oriental room. Don't get vase yet; we need to view the Plover room. N W # Now in Alcove. DROP ALL E GET EMERALD W GET ALL NW S # Back in Oriental room; now get vase. GET VASE SE # Now get pillow, else we can't drop vase. E GET PILLOW W NE # Bedquilt. E U E # Save here Advent4. U N PLUGH DROP PILLOW DROP RUG DROP VASE DROP EMERALD FILL BOTTLE # Get the pyramid. GET FOOD PLUGH # Advent5. PLOVER NE GET PYRAMID S PLOVER PLUGH DROP PYRAMID PLUGH # Deal with troll/bear S GET KEYS D W D W # Now at Bedquilt W W W D POUR WATER ON BEANSTALK # Get ready for door, later. U E D # This fills the bottle with the oil here, which we need for the door. FILL BOTTLE U W D # We're back.. CLIMB BEANSTALK W GET EGGS N OIL DOOR N # Advent6 GET TRIDENT W D # Large Low room - temporarily drop this. DROP TRIDENT SW U NE # Advent7 # We give eggs to troll, because we can make them magically reappear later. GIVE EGGS NE NE E D S E # In Barren Room - get it? GIVE FOOD TO BEAR UNLOCK CHAIN WITH KEYS GET BEAR GET CHAIN # Now bring out W W N NE E GET SPICES W S W W # On NE Side of Chasm SW DROP BEAR SW SW D GET TRIDENT SE # Now at Oriental Room SE NE E # Advent8 # At complex junction. Drop keys, no longer needed. DROP KEYS # Get that last extra point: E GET MAGAZINE E DROP MAGAZINE W U # Back at complex junction. Open the clam. # I recorded this, but I've been told this was wrong: # N # U # U # S # I'm told by Scott Mohler that this is correct instead: N OPEN CLAM WITH TRIDENT D D GET PEARL U U S # Back at Complex Junction again! U E U N PLUGH DROP TRIDENT DROP CHAIN DROP SPICES DROP PEARL # Advent9 # Back for the eggs. PLUGH S D W D W W # Swiss cheese room W W D CLIMB BEANSTALK W FEE FIE FOE FOO GET EGGS # Advent10 # If the pirate steals at this point, no big deal. S E U E E # Swiss cheese room NE # Bedquilt E U E U N PLUGH DROP EGGS # Get Jewelry, coins, diamond PLUGH S S S GET JEWELRY N W GET COINS W W E E GET DIAMONDS N W N E # West Side Chamber E N N PLUGH # NOTE: I could drop bottle after oiling door, then have room to get eggs on first trip. That'd be even faster, but I didn't need the speed. # NOTE: wave rod for faster crossing by creating crystal bridge across fissure. # The crystal bridge isn't needed, so I didn't do it. # The following were recommended by Scott Mohler DROP DIAMONDS DROP COINS DROP JEWELRY PLUGH # Here's how to get to pirate's den from Y2: S S W W W E # West End of Hall of Mists, about to enter maze "all alike": S E S N GET ALL SE N D # Now at Orange River Chamber E E GET ROD XYZZY DROP ALL GET LAMP GET AXE PLUGH # Repeatedly "wait". # Transported to Repository. SW GET ALL NE DROP ALL SW BLAST "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the dwarves in rubble. You march through the hole and find yourself in the main office, where a cheering band of friendly elves carry the conquering adventurer off into the sunset. *** You have won *** In that game you scored 350 out of possible 350, in 288 turns, earning you the rank of Grandmaster Adventurer! Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do or QUIT?" In the "AMUSING" section, a menu item with "Did you know..." notes that weird stuff like "The five dwarves have a 96% chance of following you, except into light, down pits or when admiring themselves... watering the hinges of the door rusts them up again..."