Adventure Solution/Walkthrough (original 350-point version) by David A. Wheeler # When first see Dwarf, get axe; from then on, # "throw axe at dwarf ; get axe" repeatedly to kill him. # When pirate appears, go to "West End of Hall of Mists", then # S; E; S; N; GET ALL; SE; N; D returns you to "Orange River Chamber". # DO NOT use the coins in the vending machine - you need the coins to # get all points. Don't eat the food either - you need to use it. E GET ALL W S S S UNLOCK GRATE WITH KEYS OPEN GRATE D W GET CAGE W LIGHT LAMP # Now in Debris room / Xyzzy room. # Don't get rod now; it's trouble, and not needed yet/ever. W W GET BIRD W D # In Hall of Mists. # Advent1.sav S GET NUGGET N N # Hall of Mountain King, where Snake starts. DROP BIRD GET BIRD N # We'll leave keys in Low N/S Passage DROP KEYS GET SILVER N # Now at "Y2". PLUGH # Drop. Cage & Food give no points, and we'll need the food later, # but right now we need space to carry stuff. We'll bring bottle to feed plant DROP SILVER DROP NUGGET DROP CAGE DROP FOOD PLUGH # Advent2.sav # Get rug from dragon, ming vase, and its required pillow. S S # At Hall of Mountain King; now go to secret area with dragon. SW W KILL DRAGON # With bare hands? YES # We did it! GET RUG E D N N # Swiss Cheese room. Let's start watering the plant. W W D # Advent3 POUR WATER ON PLANT # We'll need to get more water, but there's some in the wellhouse. U E E # Back to Swiss Cheese room. # May need to go NW more than once to enter Oriental Room: NW # In Oriental room. Don't get vase yet; we need to view the Plover room. N W # Now in Alcove. DROP ALL E GET EMERALD W GET ALL NW S # Back in Oriental room; now get vase. GET VASE SE # Now get pillow, else we can't drop vase. E GET PILLOW W NE # Bedquilt. E U E # Save here Advent4. U N PLUGH DROP PILLOW DROP RUG DROP VASE DROP EMERALD FILL BOTTLE # Get the pyramid. GET FOOD PLUGH # Advent5. PLOVER NE GET PYRAMID S PLOVER PLUGH DROP PYRAMID PLUGH # Deal with troll/bear S GET KEYS D W D W # Now at Bedquilt W W W D POUR WATER ON BEANSTALK # Get ready for door, later. U E D # This fills the bottle with the oil here, which we need for the door. FILL BOTTLE U W D # We're back.. CLIMB BEANSTALK W GET EGGS N OIL DOOR N # Advent6 GET TRIDENT W D # Large Low room - temporarily drop this. DROP TRIDENT SW U NE # Advent7 # We give eggs to troll, because we can make them magically reappear later. GIVE EGGS NE NE E D S E # In Barren Room - get it? GIVE FOOD TO BEAR UNLOCK CHAIN WITH KEYS GET BEAR GET CHAIN # Now bring out W W N NE E GET SPICES W S W W # On NE Side of Chasm SW DROP BEAR SW SW D GET TRIDENT SE # Now at Oriental Room SE NE E # Advent8 # At complex junction. Drop keys, no longer needed. DROP KEYS # Get that last extra point: E GET MAGAZINE E DROP MAGAZINE W U # Back at complex junction. Open the clam. # I recorded this, but I've been told this was wrong: # N # U # U # S # I'm told by Scott Mohler that this is correct instead: N OPEN CLAM WITH TRIDENT D D GET PEARL U U S # Back at Complex Junction again! U E U N PLUGH DROP TRIDENT DROP CHAIN DROP SPICES DROP PEARL # Advent9 # Back for the eggs. PLUGH S D W D W W # Swiss cheese room W W D CLIMB BEANSTALK W FEE FIE FOE FOO GET EGGS # Advent10 # If the pirate steals at this point, no big deal. S E U E E # Swiss cheese room NE # Bedquilt E U E U N PLUGH DROP EGGS # Get Jewelry, coins, diamond PLUGH S S S GET JEWELRY N W GET COINS W W E E GET DIAMONDS N W N E # West Side Chamber E N N PLUGH # NOTE: I could drop bottle after oiling door, then have room to get eggs # on first trip. That'd be even faster, but I didn't need the speed. # NOTE: wave rod for faster crossing by creating crystal bridge across fissure. # The crystal bridge isn't needed, so I didn't do it. # The following were recommended by Scott Mohler DROP DIAMONDS DROP COINS DROP JEWELRY PLUGH # Here's how to get to pirate's den from Y2: S S W W W E # West End of Hall of Mists, about to enter maze "all alike": S E S N GET ALL SE N D # Now at Orange River Chamber E E GET ROD XYZZY DROP ALL GET LAMP GET AXE PLUGH # Repeatedly "wait". # Transported to Repository. SW GET ALL NE DROP ALL SW BLAST "There is a loud explosion, and a twenty-foot hole appears in the far wall, burying the dwarves in rubble. You march through the hole and find yourself in the main office, where a cheering band of friendly elves carry the conquering adventurer off into the sunset. *** You have won *** In that game you scored 350 out of possible 350, in 288 turns, earning you the rank of Grandmaster Adventurer! Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do or QUIT?" In the "AMUSING" section, a menu item with "Did you know..." notes that weird stuff like "The five dwarves have a 96% chance of following you, except into light, down pits or when admiring themselves... watering the hinges of the door rusts them up again..."