As top agent for the Royal Duchy, you are of course well aware of the rumours of a hidden hoard of Black Beard's treasure and the terrible tales of those who have tried to find it. It is said that most are never heard of again, and that those that do return, do so dreadfully deteriorated in both mind and body. Until now you have discounted such rumours as nonsense, but the morning after the wreck you find the cutter's log washed up at Daymer Cove. It indicates clearly that the entrance to the cave system was used extensively by smugglers some years ago. Thinking that this might be the location of the fables treasure, you climb through the hole high in the cliffs which is the only known entrance. As you enter, you slip and fall twenty feet to the cave floor There is now no way you can get back to the entrance, so you decide to search for the treasure and another way out.
The Ship's log also contains some words in it, which may be of use on your journey. These are: 'LOOK', 'INV', 'N', 'E', 'S', 'W, 'U', 'D', 'TAKE', THROW, 'HIT'. 'SCORE'. 'SAVE'. 'LOAD'. The main object of the adventure is of course, to escape back to the surface with the treasure, but you only score maximum points by using the best route. GOOD LUCK!
The Spectrum version is best-known through its Quicksilva release, although a text-only version (possibly dating from earlier) sold by John's own Camel Micros has been archived.
Camel Micros later produced an Amstrad version of the game, initially selling the game themselves but later directing customers to a release through CRL.
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Early isolated effort, very compact, but too rough. Manages to cram a number of puzzles, some of them reasonable. It feels unfamiliar and strange, but it is a genuine text adventure, even if not a very good one.