TIME QUEST Written by Peter L. Robinson (Central solutions 1985) Walk Through by Dorothy Millard (Spectrum Version) Scenario Due to a quirk of nature you find yourself cast back in time. In a strange land, you are befriended by a kind but very poor people. Their King promises to reward you if you search the lands outside his kingdom and return with the seven fabulous treasures. Treasures 1. A golden crown. 2. A diamond ring. 3. A silk cloak. 4. A diamond studded sword. 5. A jewelled dagger. 6. A treasure chest. 7. A Persian carpet. Notes 1. The lamp must be off in order to transport. 2. Red Herrings: Spear and sheets. Walk Through (Start in the Land of Friendly People), E (open plains), S (wooded valley), CLIMB TREE, GET LAMP, D, N, E (rocky slope), FEEL GRASS (find a tinder box), GET BOX, N (rocky slope), PUSH BOULDER, GET ROPE, N, GO CABIN, SLIDE TABLE (see a crack in the floor), FEEL CRACK (find a diamond ring), W (shed), GET SHOVEL, E, E, S, S, E (mountainside), LAMP ON, GO, CAVE (inner cave), W, DIG, GET CROWN, U, E, N, W, N, N, E (east end of valley by high cliff), THROW ROPE (hangs down), CLIMB ROPE (to plateau), OFF LAMP, RUB LAMP (the genie of the lamp appears and tells you the first magic word), THEQUILL (you are transported to a clearing), E (shaded path), N (glade where you see a wine bottle), DRINK WINE, S, W, S (bushlands), E (woods where you see a log), ROLL LOG (you find a spear but leave it), S (campsite where you see some food), EAT FOOD, N, W, N (clearing), E, E. E (arched door), EXAMINE DOOR (told it is locked, but it isn't) GO DOOR, PULL LEVER (reveal a tunnel), ON LAMP, GO TUNNEL (to large room), E (small alcove), OPEN CHEST, GET CLOAK, W, W (fine room), DRAW CURTAINS (reveal a door), GO DOOR (marble room), MOVE BLOCK, GET SWORD, N, E, S (bare room), EXAMINE WRITING (the second magic word is ISAVERY), OFF LAMP, ISAVERY (you are transported - it is dark), ON LAMP, R (you are on the river bank), PART BULLRUSHES (you find a small key), GET SMALL, NE (rockface), EXAMINE ROCKFACE (see a cleft), GO CLEFT (to grassy plain), N, CLIMB TREE, GET DAGGER, D, NW (hillside). NE (top of hill where you see a well with a lid), D (bottom of well), GO, TUNNEL, S, S, (see steps cut into the wall which lead to a hollow tree but you can only go one way), E (small room), GET TREASURE CHEST, W, S (bottom of ladder), U (courtyard), S (armoury), EXAMINE WEAPONS (leave them), S (storeroom), KNOCK CRATES (reveal and entranceway), GO ENTRANCEWAY (to a draped room), DROP SHOVEL, GET CARPET, N, N, N, W (hall), GO STAIRS (passage), S, OPEN OTTOMAN (see sheets - leave them), S (bedroom), W (passage), GO DOOR (roof), W (see some loose tiles), KICK TILE (create an opening), GO OPENING (to attic), EXAMINE RAFTER (there are some letters carved on it), STAND CARPET (you are standing on the Persian carpet), GOODPROGRAM (you are transported... you are sat in front of the fire in your own living room... had you been, dreaming?) Well done You have succeeded in your search. The King has the treasures, but you have, the magic words "THE QUILL IS A VERY GOOD PROGRAM" SCORE: 100% Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com