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Bungo's Quest For Gold (Bungos_Quest_for_Gold_Gary_Stimson.txt)

BUNGO'S QUEST FOR GOLD
Written by Gary Stimson (1987)
Walk Through by Dorothy Millard (Spectrum Version)


Scenario
You must go to the dragon's cave, collect the gold and take it back to your little hole without
getting killed.

Notes
1. Early in the game Grandalf and Borin will appear and will follow you about adding atmosphere, but
are unimportant as far as solving the game goes.  You can however TALK to them if you wish, although
it doesn't elicit much information.
2. Do not eat the food as it is poisoned.
3. If you try to open the door at the start which you have just painted you will become stuck to it
until you die of hunger.
4. The knob at the dead end requires three random commands to open the door, which can be any
combination of PUSH KNOB, PULL KNOB AND TURN KNOB.

Walk Through
(Start in a tunnel-like hall - note you have just painted the door), EXAMINE CHEST (sturdy), OPEN
CHEST, CLIMB CHEST (see food), GET FOOD (note don't eat it as it is poisoned), CLIMB OUT, S
(bathroom), EXAMINE TOILET (wet and rickety), CLIMB TOILET (now see an axe), GET AXE, EXAMINE AXE
(sharp), CLIMB DOWN, N (back to hall), EXAMINE DOOR (dripping wet so don't try to open it or
you will become stuck and die of hunger), SMASH DOOR (using axe).

E (rocky landscape), E (trolls clearing where you see two hungry trolls), GIVE FOOD (they
disintegrate!), GET KEY, N (trolls path), UNLOCK DOOR (using key), OPEN DOOR, N (trolls cave), GET
ROPE, S, S, E, E (lake), E (river where you see a boat on the other bank), TIE ROPE TO ROCK, THROW
ROPE OVER TREE (on the other bank), WALK ACROSS ROPE (to east bank).

E, E (forest), E, N (rabbit path), GET RED HERRING (ignore the key securely welded to the ground),
EXAMINE RED HERRING, S, W, W, N (you fall into the river and are swept along by the current... you
awake in a cave where a magician says to remember Ali Baba before vanishing), EXAMINE DOOR (has no
knob or handle), OPEN SESAME (rock door opens), N (small cave), N (dragon's cave where you see
a fierce dragon and the gold), GIVE HERRING (to dragon who falls asleep), GET GOLD, S, E (dead end
where you see a knob which requires three random commands to open the rock door and can be any
combination of PUSH KNOB, PULL KNOB and TURN KNOB), ................  (rock door opens), S (cabin),
S, W, W (river bank), WALK ACROSS ROPE, W, W, W, W (hall), DROP GOLD.

SCORE 100%
END OF GAME


Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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