LITTLE WANDERING GURU Written by Clive Wilson & Les Hogarth Walk Through by Dorothy Millard (Spectrum Version) Note QSAVE/QLOAD saves to and loads from memory. Walk Through (Start in your living room), EXAMINE TABLE (someone has scratched the word DUBBLE on the surface), EXAMINE PAINTINGS, EXAMINE SOFA, GET SOFA, W, S (into bedroom), EXAMINE BED, SEARCH UNDER BED (you discover a potty), GET POTTY, W (into smallest room), EXAMINE TILE (ignore the crumbs), EXAMINE BASIN, GET SOAP, N (to kitchen), OPEN CUPBOARD, SEARCH CUPBOARD (you discover a knife), GET KNIFE, E (into hall), SEARCH HALL, GET UMBRELLA, OPEN DOOR, N (you are allowed out if you have all the necessary items). (A little Wandering Guru appears and asks you to find is sister the Queen of the Fayrees.... he whisks you away to a lands "quite far away"....... ; you are now in a desert of sand), W, N, W, N, N, W (note the tree), DROP SOFA, DROP UMBRELLA (or any other two objects except the potty), DIG SAND (you discover a worm and about now you are feeling hungry), PUT WORM IN POTTY, BREAK BRANCH (from the tree), GET BRANCH, LIGHT FIRE (you automatically cook the worm), EAT WORM, DROP POTTY, GET SOFA, GET UMBRELLA (or whatever you dropped), E, S, S, W, W, DIG SAND (you find a clock), GET CLOCK, EXAMINE CLOCK (not ticking), WIND CLOCK (the hands point due north), E, E, E, S, E, E, N, N, N, N (you find a gap in the hedge leading to a roadway, but only if carrying the ticking clock), DROP CLOCK. DROP SOFA, WAIT (by sitting on the sofa... you are now refreshed), W, W, LOOK, TAKE CARD, EXAMINE CARD (a playing card), N (into a quiet glade where you see two oak doors), ENTER TUTU DOOR (you enter a tiny room with three wires running down the wall and a machine), CUT GREEN WIRE (using the knife), CUT YELLOW WIRE, JOIN WIRES (you drop the knife and lose it), EXAMINE MACHINE (an inscription says to put all cards in the slot), PUT CARD IN SLOT (you find yourself back in the glade), S, W, CLIMB SCRUB (to an open plain were you see a landrift), OPEN UMBRELLA, LIFT UMBRELLA (a gust of wind blows you over the rift), DROP UMBRELLA. (You are by a lake near the ice palace), W, EXAMINE BOAT, GET CLOTHES, EXAMINE CLOTHES, WASH CLOTHES (using the soap - a goblin appears and takes you across the lake... you are now outside the gate to the ice palace), DROP SOAP, N (a guard prevents you), WEAR CLOTHES, N (into courtyard), DROP CLOTHES, E, E, SWITCH ON WIRELESS (a racket pops out), GET RACKET, E, N (into a dungeon), DIG DUST (repeat if necessary until you discover a crown), GET CROWN, WEAR CROWN, S (must be wearing crown), E, E (to end of passage), EXAMINE WALL, GET BRICK, EXAMINE WALL (this time you discover a sceptre), GET SCEPTRE, DROP BRICK, W, W, S (ignore the monster here), N, W, W, W (back to courtyard), W, W (into cave), WALK ACROSS PIT (by a rusty door), EXAMINE DOOR (you discover a rusty key - leave it), N, E, E, N (into guard room), KNOCK ON DOOR, OPEN DOOR, N, WEAR RACKET, N (the Queen of the Fayrees steps up to you "Hello" she says, "I suppose my brother has been looking for me - well I'm quite safe and have had a jolly time.") Taking your hand she leads you back to where the Guru is waiting. "Ta," he says, "You're not such a bad sort after all," then they disappear into the sunset and so you fade back into reality. THE END Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com