WALKTHROUGH FOR ADVENTURE For those of you who have played adventure before, you may notice some differences with this version compared to other's you've played. For those of you new to the game, have fun. This solution works with this version of the game. There are several different versions available which allow the player to make slightly different moves e.g. Saying the name of a room and being taken there instantly. This version of the game doesn't allow that, nor does it allow the player to type the name of a room before actually going there by navigating to it. Typing the word "help" will bring up a list of items about this version of the game. You can move around this list of information by typing either n for next or p for previous. Choosing "how authentic is this edition" will give you more information about this version of the game. This is one possible solution. There are other ways of getting to locations, and things don't necessarily have to be done in the order presented here. Information about each move has been kept brief so the game isn't spoiled too much! Descriptions of game locations have been left out and directions given only. Other information about the game Adventure can be found by going to www.rickadams.org/adventure/index.html There are several variables in the game which I will tell you about first. They will happen at random throughout the game, so you will need to deal with them as they happen. Magic words. In this version of Adventure, there are several magic words which you can use to help you. Xyzzy takes you from the building to the debris room and back again. Plugh takes you from y2 to the well house and from the well house back to y2. Plover takes you from y2 to the plover room, but only after you have found it by going through the cavern and tight tunnel. In other versions of the game, plover will take you there without having found it first., The dwarves. Quite soon after you enter the hall of mists, a dwarf will appear from out of the shadows, throw a little axe at you, miss, curse and run away. Take and keep this axe with you at all times. After this, seven dwarves will appear at random points throughout the game throwing nasty knives at you. You need to "throw axe at dwarf" then take axe and repeat again until you kill it. Don't forget to take the axe again after you kill the dwarf. The pirate. At some point in the game, a pirate will appear and take any treasures you happen to be carrying at the time. Don't worry, you'll be able to get them back later in the game. Oh, when you do get them, you won't be able to carry more than six, including the pirate's chest, so try not to get caught with five treasures on you. Let's hope this doesn't happen when you're carrying the trident before you open the clam. If the pirate does steal some treasure, , you can go on to get other treasures before going back to y2 and the building. You'll get points when you collect the treasures, then more points when each treasure is safely deposited in the well house. At any time, you can type the letter I to get an inventory of what you're carrying. Typing l for "look" wil give yu the long description of a location. I recommend saving the game periodically throughout to avoid having to start again if something goes wrong. This is particularly advisable if you haven't seen the pirate yet and you're carrying some treasures just hard won. Save before you go in to the maze in case you take a wrong turn and need to start that part of the game again. Save by typing "save" then typing in something like advent.sav. Now let's get started! E. Get keys, lamp. W. S. S. S. Unlock grate with key. Open grate. In. Light lamp. W. Get cage. W. Get rod. W. W. Drop rod. Get bird. Get rod. W. D. You should now be in the hall of mists. S. Get gold. N. W. Wave rod. Drop rod. W. Get diamonds. E. E. N. Release bird. Drop cage. Sw. W. Kill dragon. Yes. E. W. Get coins. E. N. N. Plugh. Drop gold, diamonds, rug, coins. Plugh. S. S. S. Get jewels. N. E. N. Get silver. N. Plugh. Drop jewels, silver. Get bottle, food. Fill bottle. Plugh. S. D. W. D. W. W. W. W. D. Water plant. U. W. U. You should now be in secret n/s canyon. N. N. Fill bottle. S. S. D. S. D. Water plant. U. E. D. Fill bottle. U. W. D. Climb plant. W. Get nest. Take note of the inscription on the wall. N. Oil door. Drop bottle. Open door. N.get trident. It might be an idea to save the game here. W. D. You should now be in large low room. Drop food, keys you'll be coming back here soon. Se. Leave the vase for now, we're coming back this way later. Se. Ne. E. N. Open clam with trident. D.d. Get pearl. U. U. S. U. E. U. N. Plugh. Drop trident, pearl. Keepp the nest, we need it again. Plugh. S. D. W. D. W. W. You should now be in swiss cheese room. Nw. If you don't get to the oriental room the first time, keep trying to go nw from the swiss cheese room until you do. From here, go w. Hmm, haven't we been here before? Yes, we're back in the large low room. So, get food, keys. Now go sw. U. Ne. Throw eggs to troll. Ne. Ne. E. Ne. E. Get spices. W.s. Se. S. E. Give food to bear. Unlock chain with key. Drop key. Get chain, bear. W.u. N. W. W. Sw. Release bear. Sw. D. Se. N. W. Drop all. E.get emerald. W.get all. Nw. S. Get vase. Se. E. Get pillow. W. Ne. E. U. E. U. N. Plugh. Drop pillow, vase, chain, spices, emerald. Plugh. Time to use a magic word. Type plover. Ne. Get pyramid. S. Plover. Plugh. Drop pyramid. Plugh. Now time to go get those eggs the troll took before. W. W. D. Climb plant. W.Now back in the giant room, type each of the words of the inscription one at a time. Fee.fie. Foe. Foo. The nest of eggs should reappear. Get nest. N. N. W. D. Se. Se. Ne. E. U. E. U. N. Plugh. Drop nest. Now to go find the pirate's treasure chest. From the building, type xyzzy. W.w. W. D.w. W. W. You should be at the west end of the hall of mists. Now for the maze itself. There are two mazes in the game. This one is a maze of twisty little passages all alike. I'd recommend saving before you go in here in case you get lost and need to restore this part of the game. S. E. S. S. S. N. E. You should be on the brink of a pit. Don't go down here yet. First to get the pirate's treasure chest and any treasures he stole earlier from you. Go n. E. Nw. You should be in a dead end where you'll find the pirate's treasure chest and any treasure he stole.se. N. You should be back at the brink of the pit. D.You should be in bird chamber. E.e. E. Xyzzy. Drop the chest and any treasure. Plugh. At some point, you'll hear an announcement that the cave is closing soon if you haven't heard it already. This will tell you you've collected all the treasures. Another thing you might have noticed is that your lamp is getting dimmer. From y2, go s. D. W. D. You should now be at complex junction. Go e to anteroom. Get magazine. E.drop magazine. This gives you an extra point. Go any direction but w, nw or sw. Which won't work. When you get out go to the plover room or somewhere where there' is light in case your lamp runs out. It's probably quickest to go to y2, then type plover. Wait until something interesting happens. Sw.sw. Get rod. Ne.ne. Drop rod. Sw. Blast. Hopefully you'll finish with a maximum score.