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Magic Stone (Magic_Stone.txt)

THE MAGIC STONE
Written by John Vanderaart (Radarsoft)
Walk Through by Dorothy Millard (C64 Version)


Scenario
Search the haunted house of the evil Grat Von Scwarzherzen for the ingredients needed to carry out
the process that the alchemists could only dream of - the transmutation of lead into gold.  Your
only help is an amulet that changes colour under the influence of black magic.

Walk Through
(Start on a drawbridge), INVENTORY (carrying an amulet and a key), OPEN DOOR, N (main gate), E
(staircase), EXAMINE PLAQUETTE, E (storeroom), OPEN CUPBOARD, LOOK, GET MATCHES, W, W (main gate),
DROP MATCHES, W, W (armoury), LOOK, GET SWORD, E, U (staircase), EXAMINE WALL, EXAMINE PAPER
(it's half a book page), U (tower), CUT ROPE (using sword), LOOK, GET BUNCH (of keys), D, E
(observation post), EXAMINE WINDOW, N (laboratory), LOOK (see a motto), EXAMINE MOTTO (says
"Gold very sweet gold"), MOVE PAINTING (see panel in the wall), S, E, D.

W (main gate where the north door is locked), UNLOCK DOOR (using bunch of keys), OPEN DOOR, N (hall
where the east door is locked), UNLOCK DOOR, OPEN DOOR, DROP SWORD, DROP KEY, E (visitor's
room), EXAMINE PAINTING (written "Spiritual help"), LOOK (see a leaflet and a hairpin),
GET LEAFLET, READ LEAFLET (states "Everything to make gold is in this mansion No. 1639"),
DROP LEAFLET, GET HAIRPIN **, OPEN PANEL, LOOK (see a book), GET BOOK, READ BOOK (together with the
page found earlier it translates to "You make gold there where the onion smells"), FEEL
BOOK (feels like dried human skin) ***, S, E (bedroom where there is a chest in the corner), LOOK
(there is a bolt on the chest), TURN BOLT, OPEN CHEST, GET HARP, W, S (hall), DROP BOOK.

N, W (kitchen), LOOK, GET APPLE, E, S (hall), DROP HARP, DROP BUNCH (of keys), S, GET MATCHES, N, W
(knight's cove), LOOK (there's a shutter in the floor), MOVE SHUTTER (it's open), D
(connection), LOOK, GET TORCH, LIGHT TORCH, DROP MATCHES, E (torture chamber), EXAMINE RACK (the
counting stopped at 1639), LOOK (the rack looks solid), GET MEMO, READ MEMO (reads "Don't
forget to feed the snake with No. 1639 - PS Clean up the dungeon"), DROP MEMO, S (dungeon),
LISTEN OWL (you can't understand the owl yet), EAT APPLE, DROP CORE, LISTEN OWL ("Ghosts
do like music"), N, W, U, E, GET HARP, S (main gate), E, U, U (tower - note you need the torch
here), LISTEN OWL ("You kill snakes by sword"), D, W, N (laboratory), GET LEAD, SAY GOLD
(the panel opens by magic), N (hiding place - you feel a ghost's presence), ASK GHOST (not yet
willing to talk), PLAY HARP ("Magic will open many closed doors"), DROP HARP, S, S, W, D,
E (main gate).

N, GET SWORD, W, D, DROP LEAD, W (turnkey's - a skeleton hangs here), LOOK, GET SHOVEL, EXAMINE
SKELETON (see a number on the skull 1639), E, E, N (dungeon), EXAMINE STRAW (yellow), SMELL STRAW
(smells like onion), N (dungeon - a snake stands in your way), KILL SNAKE (using sword - see a
shutter), DROP SWORD, SAY MAGIC (something moves), OPEN SHUTTER, D (into a cellar-vault), DIG SAND
(using shovel - you dig a hole in the floor), DROP SHOVEL, LOOK (see a rust-eaten helmet), EXAMINE
HELMET (closed), OPEN HELMET, GET STONE, U, S, S, W (connection), DROP AMULET, GET LEAD, U, E
(hall), GET BOOK, W, D, E, N (dungeon with straw on the floor), HELP (try a number), SAY 1639.

CONGRATULATIONS
You're the Dungeonmaster's Master
You're also one of the very few who succeeded in making gold out of lead.

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

Corrections by FredB74:
** After "get hairpin", you have to add: W, N, OPEN DOOR, N,
UNLOCK PANEL (with hairpin), DROP HAIRPIN
*** After "feel book", you have to add: S, E, LOOK

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