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Castle Elsinore (Castle_Elsinore.txt)

CASTLE ELISNORE
Charles A. Crayne (Temple Software)
Walk Through by Dorothy Millard (PC Version)


Scenario
You are about to enter the gloomy halls of Elisnore Castle, an ancient rambling structure perched on
cliffs overlooking the sea.  A stern Danish king rules the castle, along with his beautiful arrogant
queen.  There are strange tales of murder, betrayal, love, madness and treasure.  You can wander
through the ancient halls if you dare!

Treasure Chest
1. Pagan Idol covered with jewels, an image of the Nordic God Odin (under churchyard).
2. A valuable piece of blood-red coral (fish at the seashore).
3. Beautifully carved piece of jade (graveyard when you bury the body).
4. Small, but very expensive, Persian rug (north end of great hall).
5. A find marble statue of Saint Dympna (chapel).
6. Beautiful miniature oil painting (turret chamber).
7. Small Danish coin (empty fountain where the tulips are).
8. Little gold cross (barren room beyond the dining hall).
9. Lovely pink diamond (Queen's bedchamber).
10. Ivory mouse (from the cat in the kitchen when you give it the emerald and ruby).
11. Elaborate platinum brooch, set with enamels (circular chamber in the ancient caverns).
12. Large ornate clock quietly ticking (cozy room beyond the king's bedchamber).
13. Lovely old bronze vase (drawing room beyond the Prince).
14. Magnificent pearl necklace (small bedchamber beyond the Prince).
15. Jeweled trinket shaped like a coach & horses (castle vault).
16. Lovely little chest full of jewelry (smuggler's cave).

Notes
1. A score of 5 points is awarded when treasures are deposited in the town hall.
2. The document is your pass into the castle.
3. When the page offers you the sword in the castle, take it.
4. SAVE often as the swordsmen sometimes kill you.
5. Carry the sword in the castle to defend yourself against the fighters - KILL SWORDSMEN or KILL
MAN.  If you are having trouble with lots of swordsmen attacking, leaving the castle will get rid of
them. 
6. At some point a seaman will steal your treasure, but don't worry as it will be retrieved
later in the game, together with his treasure.  Additionally, if you drop treasures in the castle
they may be collected by the seaman.  This may also affect the dropping of treasures in the town
hall if one has been stolen, so you will have to adjust accordingly.
7. In the wine cellar it may take several attempts to move in the direction you wish to go.

Walk Through
(Start on a narrow stretch of sandy beach), N, N (seashore), GET BALL, EXAMINE BALL (the heavy iron
ball has writing on it), READ BALL (Acme), S, S, S, GET ROD, EXAMINE ROD (something has been stamped
in the wood), READ ROD (Ace Sporting Goods), S (south end of beach), U (road), S (village square),
GET WATERPUMP, EXAMINE WATERPUMP (hand operated), NE (tavern), GET DOCUMENT, EXAMINE DOCUMENT, READ
DOCUMENT (note this is your pass into the castle), EXAMINE DANE, SW, E (apothecary's shop),
EXAMINE SHOPKEEPER, W, SE (boatwright's shop), GET STRING (and hook), EXAMINE STRING (smells of
dead fish - a clue), NW, SW (blacksmiths), GET SICKLE, EXAMINE SICKLE, NE, S, S, S (church steps), E
(churchyard where there is a freshly dug grave), GET SKULL, EXAMINE SKULL, W, N, N, N (back to
village square).

N, D (beach), N, N, N (seashore), TIE STRING TO ROD, FISH (you catch a piece of rare blood-red
coral), DROP ROD, GET CORAL, EXAMINE CORAL (note the sea monster), S, S, S, U (road), N (bridge), W
(king's game preserve), CLIMB TREE (crotch of oak tree), CUT MISTLETOE (using sickle), D, GET
MISTLETOE, EXAMINE MISTLETOE, DROP SICKLE, E, NE, E (king's game preserve), E (pine forest), W,
W, N, E (small glade where you see three witches and a broom), EXAMINE WITCHES, GET BROOM, EXAMINE
BROOM, FLY (to bleak wasteland), S, S (stone circle - must be carrying the mistletoe to pass the
wraith), SE (black altar), GET EMERALD, EXAMINE EMERALD, NW, NE, N (back to where you landed), FLY
(back to glade), DROP BROOM, DROP MISTLETOE, N, N, E, S, W, S, SW (bridge).

NE, NW, N (castle gateway where the guard will let you pass providing you are carrying the
document), N, N (drive), N (front steps), N (entry hall), E (guardroom), GET LANTERN, EXAMINE
LANTERN, W, S, S, S, S (back to castle gateway), S, SE, SW (bridge), S, S, S, S, S, S (village
church), U, U (bell tower), EXAMINE BELL (emits a low note that can be hear on land and sea), RING
BELL (you hear an echo from far, far away), D, D, N, N, N, N, N, D (beach), N, N, N (keep going
north/south until a huge scaly creature crawls up on the beach making loud bell-like cries), EXAMINE
CREATURE, LOOK (until creature leaves), S, S, S (to where irregular steps follow the side of the
river - the sea monster plods up the river), LOOK (until monster leaves), U, S, S, S, E, S, S
(oldest part of churchyard where it slopes down to the river and you have a good view of the church
and tower), LOOK (until sea monster is floating in the middle of the river, gazing at the bell tower
and making loud noises), LOOK (until monster crawls towards the bell tower), LOOK (until the monster
rears up against the side of the church and bites the bell-tower), LOOK (until some horrible
disaster, the sea monster, has stripped the tower from the village church, revealing a dark tunnel
leading down), TURN LAMP ON, D (dark tunnel), SW (intricate maze of catacombs), N, SW, S (chamber
filled with mummified remains), GET IDOL (of the Nordic God, Odin), EXAMINE IDOL, N, NE, S, NE (back
to dark tunnel), U (oldest part of churchyard), TURN LAMP OFF, N, N, W, N, N (village square), NW
(town hall), DROP IDOL, DROP EMERALD, DROP CORAL.

SE, N, N (bridge), NE, NW, N (castle gateway), N, N (drive), W, N, NE (amongst tulips), EXAMINE
FOUNTAIN, EMPTY FOUNTAIN (using pump - find a coin), DROP PUMP, GET COIN, EXAMINE COIN, SW, S, E, N
(castle front steps), N (entry hall), DROP BALL (for later), N, N, N, N (north end of great hall),
GET RUG (Persian), E, S (chapel), GET STATUE, EXAMINE STATUE, S, S, W, S (entry hall), S, S, S, S
(castle gateway), S, SE, SW (bridge), S, S, NW (town hall), DROP RUG, DROP STATUE, DROP COIN.

SE, N, N, NE, NW, N (castle gateway), N, N, N, N (entry hall), W, N, N, N, N (library), GET BOOK,
EXAMINE BOOK (self-improvement), S, S, S, E, E, U, U, (west upstairs hall), TURN LAMP ON, E, U, U
(top of spiral staircase in the tower where a pretty girls threatens to scream if you come any
closer), EXAMINE GIRL, GIVE BOOK TO GIRL (it's just what she needs and she sits down on the
steps to read it), S (turret chamber), GET PAINTING, EXAMINE PAINTING, N, D, D, W, TURN LAMP OFF, D,
D, W, S (entry hall), S, S, S, S (castle gateway), S, SE, SW (bridge), S, S, NW (town hall), DROP
PAINTING.

SE, N, N, NE, NW, N (castle gateway), N, N, N, N (entry hall), DROP SKULL, GET BALL, LOOK (if you
haven't already got it, until a palace page enters and puts a long sword at your feet), GET
SWORD (if necessary), EXAMINE SWORD, N, W, N (music room), N (crimson drawing room where there is a
bulge behind the curtain), KILL BULGE (using sword - an old man collapses dropping a crown), GET
CROWN, EXAMINE CROWN (very old), S, S, S (bleak room), TURN LAMP ON, U (tower stairs that lead up to
the battlements), U, U, E (battlements where you meet the ghost of a tall noble-looking man),
EXAMINE GHOST, GIVE CROWN TO GHOST (he puts it on and leaves), E (by massive wooden door with a
cannon pointing out to sea), LOAD CANNON (with the iron ball), TURN CANNON (now aimed at the door),
FIRE CANNON (wrecks the door), E (into a small stone chamber), E (museum), GET RUBY, EXAMINE RUBY
(note "as big as your eye"), E (cluttered room where the scholar is dead), EXAMINE
SCHOLAR, W, W, W, W, W (tower stairs), D, D, D, E (back to entry hall), TURN LAMP OFF, S, S, S, S
(castle gateway), S, SE, SW (bridge), S, S, NW (town hall), DROP RUBY.

SE, N, N, NE, NW, N (castle gateway), N, N, N, N (entry hall), DROP LANTERN, DROP SWORD, N, W, N, N
(back to crimson drawing room), GET BODY (note you can carry nothing other than the document when
picking up the body), S, S, E, S (entry hall), S, S, S, S (castle gateway), S, SE, SW (bridge), S,
S, S, S, S (church steps), E (churchyard where the freshly dug grave is), DROP BODY IN GRAVE (a pair
gravediggers fill in the grave, thank you and leave a jade carving of a horse on the grave), GET
JADE, EXAMINE JADE (Ming), W, N, N, N, NW (town hall), DROP JADE.

SE, N, N (bridge), NE, NW, N, N, N, N, N (entry hall), GET SWORD, GET LANTERN, W, N, W (vast dining
hall), S, W, N, N, N (linen room), TAKE PURPLE YARN, EXAMINE PURPLE YARN, S, W, N (barren room),
TAKE CROSS, EXAMINE CROSS, S, E, S, S, S (kitchen), E, S (south servant's eating hall), TAKE
RED YARN, N, W, N, E, N, N, N (north dining room), E, S, S, S, E, E. U, U (west end of upstairs
hall), S, W (Queen's drawing room), EXAMINE QUEEN, GIVE RED YARN TO QUEEN (she doesn't
want it), DROP RED YARN, GIVE PURPLE YARN TO QUEEN (it's what she has needs for the royal robes
- she becomes friendly and you can now go south), S (Queen's bedchamber), GET DIAMOND, EXAMINE
DIAMOND, N, N, E, N, D, D, W, S (entry hall), S, S, S, S (castle gateway), S, SE, SW, S, S, NW (town
hall), DROP CROSS, DROP DIAMOND.

GET RUBY, GET EMERALD, SE, N, N, NE, NW, N (castle gateway), N, N, N, N (entry hall), GET SKULL, W,
N, W, S, W, S (kitchen), S (scullery), W (landing - note in this area you will meet swordsmen and it
may take several attempts so save often), TURN LAMP ON, D (cellar), N, N (large room), W (ancient
caverns), W, N, SE, N (circular chamber), GET BROOCH (an elaborate Nordic pin), EXAMINE BROOCH, S,
NW, S, E, E, S (back to cellar), E (wine cellar - note sometimes it may take several attempts to go
in the direction you wish while in the wine cellar), NE, E, GET KEY, EXAMINE KEY, W, SW, W, S, U
(landing), TURN LAMP OFF, E, N, N, N, W (servant's entrance), W (vegetable garden - this will
get rid of any swordsmen which may be attacking you), E, E, S, S, S, W (back to landing), TURN LAMP
ON, U (west end of hall of armour), E, SE (trophy chamber), S (upstairs hall).

W, N (king's antechamber), N (king's study), EXAMINE MOTTO (graffiti is scrawled in black
crayon), READ GRAFFITI (a clue for using the levers in the treasury), W (king's bedchamber),
EXAMINE BOOKCASE, EXAMINE BUST (has been handled a lot), TURN BUST (bookcase moves to reveal a
passage to the north), TURN LAMP ON, N (flight of narrow stairs), U (top of stairs), W (prettily
furnished little bedroom), S (cosy room), GET ORNATE CLOCK, EXAMINE ORNATE CLOCK, W (dining room), N
(entry), W (stone stairs), D (tiny courtyard), S, (echoing hall), E (musty room where the glum,
preoccupied, royal prince is walking back and forth across the room talking to himself), EXAMINE
PRINCE, GIVE SKULL TO PRINCE (he takes it and walks off muttering), E (bare room), N, N (drawing
room), GET VASE, EXAMINE VASE, S, S, W (back to musty room), N (servant's room with a locked
door north), UNLOCK DOOR (with ornate key), N (small bedchamber), GET NECKLACE, EXAMINE NECKLACE
(pearl), S, S, W, S (rocky tunnel), S (pine forest), S, S, W, W (road), SE, SW (bridge), S, S, NW
(town hall), DROP PIN, DROP CLOCK, DROP VASE, DROP NECKLACE.

SE, N, N, NE, NW, N (castle gateway), N, N, N, N (entry hall), N, E, U, U (upstairs hall), E, NE
(office of the treasurer where there are three metal levers, remember the motto - note pulling the
brass lever sets off an alarm), PULL IRON LEVER (a section of the north wall slides aside), N
(castle vault), GET COACH, EXAMINE COACH, S, PULL BRONZE LEVER (a trapdoor opens and you find
yourself in a cold, dank room overrun with cockroaches and rats... a wooden door is barred from the
other side and there are no other exits), BREAK DOOR (it was rotten), E (dank winding walkway), SW
(irregular cave), S (north end of seashore), E, U (half-way up sheer cliff), S (narrow trail cut
into the face of the cliff), S, E, N, NE (bats), W (crystal cave), NW (smuggler's cave - note
the date 1602 scratched on the wall), GET ............ (any treasures stolen earlier), GET CHEST,
EXAMINE CHEST, 1602 (you are transported to the Prince's bedchamber), N, N (upstairs hall), W,
D, D, W, S (entry hall), S, S, S, S (castle gateway), S, SE, SW, S, S, NW (town hall), DROP
............. (any treasures which were stolen), DROP COACH, DROP CHEST.

GET RUBY, GET EMERALD, SE, N, N, NE, NW, N (castle gateway), N, N, N, N (entry hall), W, N, W
(dining hall), S, W, S (kitchen where you see a large black cat), EXAMINE CAT, GIVE RUBY TO CAT (and
emerald - cat vanishes into a hole and returns with a little carved ivory mouse which it lays at
your feet), GET MOUSE (now that you have the last treasure you have very little time to return the
last treasure to the town hall before you are automatically transported to the meadow, so don't
delay at this point), N, N, W (servant's entrance), W (vegetable garden), W (balustrade), S, E,
S, S (castle gateway), S, SE, SW, S, S, NW (town hall), DROP MOUSE (should have deposited 16
treasures).

LOOK (until a whirlwind places you in a meadow), E, E, E, W, N (vast green meadow where you see a
monolith to the north), N (south face of monolith), NE (east side), NW (north face of monolith where
you see letters embossed on the surface), EXAMINE LETTERS (the first seven are readable), READ
LETTERS (OTTFFSS??? - One, Two, Three, Four, Five, Six, Seven), ENT (first letters of Eight, Nine
and Ten to fill in the question marks - the side of the monolith flashes with a brilliant light that
dazzles you for a moment... when your eyes finally clear you see that a large arched doorway has
appeared in the wall), S (square chamber), SCORE (should be 205), EXAMINE ALTAR (see the outline of
a sword), PUT SWORD ON ALTAR (it vanishes and the block of stone goes dull and gray, all the
enchantment has gone out of it), N (everything has altered and you find yourself in a vast round
hall where you are asked a riddle), MOON (you hear harp music and see a moon overhead), EXAMINE
MOON, N (walking through the mist), E, E (there is a merry laugh behind you, you turn to see a
lovely woman, crowned with the moon and dressed in flowing white draperies, who holds out her arms
and tells you the game is over... she takes your arm and leads you through a great arched gate into
a glorious city of gold where you dwell in joy forever).

You have solved all of the secrets of Elisnore and taken away
every one of its treasures.
You are an adventure Grandmaster.
SCORE 206/206







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

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