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- NEW ADVENTURE Part One
-
-
- Welcome to the wonderful world of Adventure! The game called "NEWADV" is the
- latest expansion of the ever-popular "Woods-Crowther" Adventure game. The
- object of the game is to collect treasures and leave them safely in the
- building...in the correct place and state. This file will walk you through
- the game. It's a long process; be prepared to spend a fair amount of time on
- it.
-
- You start out outside of the well-house. This is the building where you leave
- your treasures. But first, a cautionary note: There is a pack rat who
- wanders around outside the cave. In order to protect yourself, you must hide
- any articles you're going to need in the cave. So I'll be telling you to pick
- up some things that you won't use until later.
-
- Enter the building and get the lamp and the matchbox. Go into the storeroom
- and get the keys, food, and bottle. The other articles are not necessary.
- The yellow pill is to heal you if the rat bites you, but he only does that if
- you attack him, and you aren't going to do that.
-
- Go out and go south until you get to the grate. Unlock it, and drop articles
- so that you can pick up the cloth bag and drop it just inside the grate. Then
- go back out and get your things, and re-enter the cave. Proceed west, picking
- up the cage and the black rod on your way. Go one step past the bird and drop
- the rod. Then go back and get the bird, and return west and get the rod (the
- bird is afraid of it, so you had to hide it). Go down the steps and west to
- the fissure. Wave the rod and a bridge will appear. Go back to the Hall of
- Mists, and down to the Hall of the Mountain King.
-
- At some point, a dwarf will come along and throw an axe at you. Retain this
- axe and throw it to kill any other dwarves that appear. There are five
- dwarves, so if you count and you've killed five, you can discard the axe.
-
- Also, sometime the pirate will pop out and steal all your treasures. When
- this happens, you can either go get them immediately or finish what you're
- doing first (if he didn't take anything you needed to do so). Once he does
- so, his chest appears at the end of the maze west of the Hall of Mists. All
- of the things he stole from you are in it, and you will need the keys to open
- it. Sometimes there will be so much that you can't lift it. Then you have to
- make multiple trips (a pain).
-
- To reach his chest, go to the "west end of the Hall of Mists" and take the
- following directions: South, east, south, south, south, north, east, north,
- east, northwest. Take the chest, if you can. If it's too full, unlock it
- with the keys and take as much as you can out of it. Then go southeast and
- north and down the pit. You will find yourself in the bird chamber. You can
- then go to wherever you want to store the things with one caution. Do not try
- to go down the steps to the Hall of Mists if you are carrying the gold nugget.
- It's too heavy and you'll fall and kill yourself.
-
- Okay, back to the cave. You're in the Hall of the Mountain King confronting
- the snake. Open the cage, and drop the bird and the cage. The bird will
- chase the snake away. Take the soiled paper out of the cage; it's valuable
- later. Then go northeast to the Throne Room. You may have to keep trying the
- NE command. Once in the Throne Room, go east and get the crown and return to
- the Hall of the Mountain King. Go to the South Side Chamber, drop the crown,
- get the jewelry, then "wear crown," and return to the Hall.
-
- Go north to the "Y2 room." This is the center from which your explorations of
- the cave take place. It is a magic room because if you use the word PLUGH in
- it, you will be transported to the building (PLUGH in the building brings you
- to Y2). Drop everything but the lamp, axe (if you have it), and rod.
-
- Go back to the Hall of the MK, picking up the lyre on your way. Go west (get
- the coins) to the "east end of the long hall". Go south to a crack that
- widens to the south. If you get a dead-end crack, go north and south until
- you get the right one. Continue south to the cloak room.
-
-
- NEW ADVENTURE Part Two
-
- In the cloakroom, you will find the dreaded Wumpus. The only way to get the
- velvet cloak is to yank it (YANK CLOAK) out from under the rocks.
- Unfortunately, this not only wakes the Wumpus, it also blocks the entrance to
- the room. The only solution is to run like heck; but run the right way.
- Follow these directions: Northwest, north, down, and east three times to the
- east side of the fissure in the Hall of Mists. Don't waste any steps on the
- way, and don't stop, the Wumpus is right behind you. When you reach the
- *east* side of the fissure, wave the rod. The bridge will vanish and the
- Wumpus will die in the fall. Wave the rod again to rebuild the bridge,
- because it's handy. Then you can discard the rod.
-
- Now, recross the bridge and pick up the silver horn you passed. Then go back
- east to the Hall of Mists, and go South to the Nugget of Gold room and get the
- nugget. Return to the Hall of Mists, and say Y2 to get yourself back to that
- room. Drop all your treasures.
-
- Take the lamp, axe, horn, and bottle, and wear the crown. Go to the Arched
- Hall (S,D,W,D,N,UP) and blow the horn. Return to the Complex Junction and
- drop the horn. Proceed west to the west end of the Twopit Room.
-
- Go down the west pit, open the bottle and water the plant. It will grow, but
- not enough to reach the hole above your head. So you need more water. The
- closest is at the Reservoir (UP,W,UP,N,N). Fill your bottle, return to the
- pit, and water the plant again. It now has grown enough. Go to the east pit
- and fill your bottle with oil. Then return to the west pit and climb the
- beanstalk.
-
- Go West to the Giant Room and get the eggs. Then go north to the rusty door.
- Oil it, and proceed North to the waterfall. Jump down the waterfall and
- you'll arrive at Sword Point. Be certain you are wearing, not just carrying,
- the crown and yank the sword from the anvil. Go east to the slide and down to
- the Misty Cavern.
-
- Go to the Alcove (west) and drop everything so you can squeeze east through
- the tight tunnel. Fetch the emerald and go back and get all the other things.
- A word about the weights of things. For some reason you can always wear
- something, but you may not be able to "take" it. So if you can't pick
- everything up, drop the crown, pick up whatever else, and then WEAR CROWN.
-
- Go NW and south to the Oriental Room and get the vase. NEVER drop the vase
- unless you're in the same room as the pillow (you'll find it). Go SE and
- you're back in the Swiss Cheese Room. Go to the Complex Junction and drop the
- crown, eggs, emerald, and bottle.
-
- Go to the Arched Hall and go north and west from there to the Crypt. Climb
- down, pick up the candle and go south and west to the Gothic Chapel. Take the
- grail. Return to the cathedral, and take the hidden south passage to the
- natural bridge. Wear the shoes. Now go to the east side of the Cathedral.
- Wave the sword to chop down the brambles and then immmediately put the rose in
- the vase (else it will wilt).
-
- Carry everything back to Y2 and leave it. Do *not* drop the vase until you
- have the pillow, keep carrying it. Go West back to Bedquilt and up until you
- get to a north/south passage. You may have to try several times, the Bedquilt
- is very confusing. Once you get to the passage, proceed north to the window,
- and pick up the can. Go back to Bedquilt, and go to the Swiss Cheese Room.
- Go east to the soft room and get the pillow.
-
- Take everything back to Y2 and leave it there (drop the pillow before the
- vase). Then take the lamp, axe, can, lyre, and cloak and say PLUGH to return
- to the building. Turn your lamp off.
-
-
- NEW ADVENTURE Part Three
-
- Exit the building and go west to the forest. Take the mushrooms. Go north to
- the salt marsh and take the pole. Go South and west to the beach and take the
- box, and north and up to Ocean Vista and take the flowers. Then go down and
- into Thunder Hole, and walk East. Play the lyre to put the dog to sleep, and
- go east to the tiny door (you have to jump the river).
-
- Here you play Alice in Wonderland. Eat the mushrooms and you will grow. Now
- you can reach the ledge where the key to the tiny door is. Take it, and then
- eat the tiny cakes on the ledge. You will shrink back to normal. Now, if
- you've played this before, you've probably run into an obnoxious little man
- who kicks you on the knee and yells PHUCE at you. Use this word to shrink
- yourself down to the size of the door. Open it and discard the key. Enter,
- and use PHUCE again to grow to your normal size.
-
- Take the boat, and put the pole, lyre, and can in it. You have to have the
- pole to propel the boat, but it can just lie in the bottom. Go south to the
- gravel beach. Leave the boat, turn on the lamp, and go east to the Apiary.
- Feed the flowers to the bees, and take the honeycomb back and put it in the
- boat. Turn off the lamp.
-
- Now go north and east to the east side of Blue Grotto. Put the trident in the
- boat and, still in the boat, go north again. Open the can, put the green
- stone in it and close the can. If you don't close it, you will get radiation
- sickness and die. Leave the boat, turn on the lamp, and go up to Fairy
- Grotto. Wear the cloak, then go East to the Hall of Ice and get the diamonds.
- Return to the Fairy Grotto, and turn your lamp off. Go south to the Crystal
- Palace (you can't get in with your light on). Take the opal and go east to
- the yellow path. There is a hidden passage to the north. Go up it (lamp back
- on) and get the cask. Then go back through the Crystal Palace and SW and down
- to your boat.
-
- Put everything in the boat except the lamp and the axe. Go south to the east
- side of the grotto, and leave the boat. Ascend to the bat cave and get the
- shovel. Proceed east, then up over the Tongue of Rock, then East again,
- picking up the broom, sapphire, and card. Then SE at the Elbow you reach the
- Rotunda. Enter the phone booth. If the gnome beats you to it, just keep
- leaving the room (going east then west is easiest) until you can get in. Kick
- the phone and take the slugs. Then go to the Conservatory (east) and get the
- flute. Open the piano and take the letter out (this is the "official" paper
- if it ever asks "which paper").
-
- Return to the boat, and drop your treasures inside. Go back to the Tongue of
- Rock, north and down to Lost River Canyon. Take the ring from the Wumpus'
- finger. Now return to the boat and put everything but the lamp and axe in it.
- Take the boat to the west side, and north to the dark cove. Take the cask and
- go northeast, up, and east to the Winery. Fill the cask with wine, return to
- the boat, and return to the west side of the Blue Grotto.
-
- Take everything out of the boat except the pole. You should be able to carry
- it all, but make two trips if you must. Say PHUCE, go out the door, and say
- PHUCE again. Now go to Ocean Vista and play the flute. The pack rat will
- appear and will throw himself off the cliff to his own destruction. Now you
- don't have to worry about him stealing your things.
-
- Go to the beach and drop the shovel. From here you can just say "B" to get
- back to the building. Drop everything, then return to the beach and use the
- shovel to dig three times. Discard the shovel, and take the conch shell back
- to the building (your hands were probably too full before).
-
- Leave everything in the building except the wooden box. Go back to the grate
- where you hid the cloth bag and get it. Then go north until you enter the
- swamp. Go east from there and you'll find some bubbling wet sand. Open the
- bag, pour the powder (it's cement) and the quicksand will become concrete.
- Drop the bag, and go north to the ravine. Be certain you're carrying nothing
- but the wooden box and go down into the ravine. Drop the box and place the
- marble statue in it. Then climb back up and go east to the cliff. Climb the
- vines and get the rope. Go down, part the vines, and go through the defile
- and NW at the bend and get the shamrock. Then go back through the defile.
- From here, also, the letter "B" will get you to the building.
-
- Since the rat is dead, you can now move all the things you've hidden in the
- cave to the building. Then get the tools you're going to need for the next
- sections of the game. These are the lamp, axe, candle, keys, eggs, shamrock,
- ring, rope, honey, card, trident, broom, slugs, and flute. Get all these
- things to Y2.
-
- Now take the lamp, axe, broom, slugs, and trident. Go to the dusty room and
- sweep it to find the combination to the safe. Discard the broom. Go to the
- Shell Room and open the clam (you needed the trident). Chase the pearl down
- and get it. Then return to the Hall of the Mountain King.
-
-
- NEW ADVENTURE Part Four
-
- From the Hall of the Mountain King, go SW until you get to the secret canyon.
- You may have to try several times. Continue west to the dragon room. Kill
- the dragon (when it asks if you want to do it with your bare hands, say yes).
- Then take the rug and return east to the Hall of the Mountain King. Go west,
- west, and south to the west end of the long hall. Now you're going to enter
- the maze and get fresh batteries in case you need them later. From this
- point, go south, south, east, and south to the vending machine. Put the slugs
- in the machine and take the batteries. Then go north, southwest, west, and
- down to the long hall again. Return to Y2 and leave your treasures.
-
- Take the lamp, axe, honey, keys and eggs. Go to the Oriental Room and then
- east to the low room. Go NE to the sloping corridor and up to the Troll
- Bridge. Throw the eggs to the troll and then cross the bridge. From there,
- go NE, East, NE, and East into the Chamber of Boulders. Take the spice, then
- go West, South, SE, South and East into the Barren Room. In the Barren Room,
- feed the honey to the bear (FEED BEAR HONEY), and unlock the chain. Take the
- chain and the bear and return to the troll bridge. When you try to cross, the
- troll will stop you. Drop the bear and he will chase the troll away. Leave
- the bear; he's too heavy to cross the bridge.
-
- Go back to the Twopit Room, and climb back up to the Giant Room. Say FEE,
- FIE, FOE, FOO and the eggs will appear. Take them and go back to Y2. PUT
- SPICE ON FOOD, then drop everything.
-
- Take the lamp, axe, food, flute, card, rope, and candle. Wear the ring and
- the shamrock. Go to the east portal of the Gothic Cathedral. Go northeast
- and north from there to the Elephant's Burial ground. The tusk is too heavy
- now, you'll have to come back for it. Go on North to the boulder. Now, eat
- the spiced food and you will be strong enough to move the rock. Then go on to
- the bottom of the well. Drop the rope and take the handle. Then play the
- flute three times and climb the rope out of the well. Turn your lamp off.
-
- Go west to the Central Court, put the handle in the winch, and turn the winch.
- Drop your treasures. Go north to the big door, and put the card in the slot.
- Go north into Lord's Keep. Go west to the Aviary and get the bird. Return to
- the Great Hall, then go north and northeast and north to the Kitchen. Open
- the cabinet, and put the candle on the dumbwaiter. Leave it. Go to the room
- off the east hall and get the knapsack. Then go back to the Central Court and
- drop the things. Return to the stairway and go northwest this time. Find the
- colored door.
-
- Again, if you have played the game in the past, the leprechaun has zapped you
- back to the grassy knoll (where he kicked you before) with the word FNORD.
- This word also appears in the instructions for the game (the computer tells
- you its language is Fnordish). This is the clue to the colored door. Push
- the tiles in order so that the first letter of their color spells out FNORD.
- Be very careful not to make any mistakes or typos. (The order is Fuschia,
- Nacre, Orange, Red, Dun). Enter the vault and take the shield. Return to the
- Central Court, picking up the tapestry. Make however many trips you need.
- Drop all the treasures.
-
- Now you're ready to take on Ralph the giant centipede. Go south across the
- drawbridge, west to the cliff and part the vines. Enter the recess and take
- the fleece. Immediately go out, east, and north. You have no time to spare.
- When you're there, turn the winch and raise the drawbridge. Ralph will be
- disgusted and return to his lair. Turn the winch again and lower the bridge
- so you can use it.
-
- Take as many of the things as you can (you can wear the knapsack, shamrock,
- and ring), and go south, through the defile, and say "B" to return to the
- building. Drop everything, and go back and get anything you couldn't carry.
- Fill your bottle with water and pour it over the black bird. It will be
- changed to a valuable jeweled statue (the Maltese Falcon as a matter of fact).
-
- Take the flute, axe, and lamp, and return to Sham Rock. Climb it, take the
- pipe, open the pouch, and put the tobacco in the pipe. Then go to the
- Elephant's Burial Ground and get the tusk. Return to the building via the
- castle (play the flute and climb the rope) so you can save your lamp.
-
- Take the pipe with the tobacco in it and the matchbox and go to the concrete
- pavement. The swamp is tricky, so follow these directions: Go west and
- northwest. Here, stop and light the match and then the tobacco (you're
- smoking the pipe). Go northwest again and say "Yes" when it asks if you want
- to go on. The tobacco fumes will drive away the mosquitoes, and you will find
- yourself at the rat's lair. Take the mystic amulet and anything else he might
- have stolen from you (the leather sack and poster are not useful). Then go
- east, south, and east twice to get out of the marsh. Say "B" to return to the
- building.
-
- The pirate *must* show up and take your things at least once, or his treasure
- chest doesn't appear. So if he hasn't by this time, take the lamp and the
- amulet (and the axe, of course) to the cave and rub the amulet. One turn
- later, he'll pop out and steal it. See above to find the pirate's chest.
-
-
- NEW ADVENTURE Part Five
-
- You have arrived at the last big puzzle of the game. In the building, take
- the knapsack, matchbox, "official" letter, and the lamp. Go out of the
- building and east to the helicopter. Board it. When the orcs see your
- letter, they'll let you in. Push the button twice and you'll be at the mine.
- Exit the chopper and go east into the mine and into the engineer's room. You
- can push the green button to turn the lights on and save your lamp. At any
- rate, push the red button to start the pumps.
-
- Go out and into the engineer's room three times (you're pacing). Read the
- gauge to be sure it's zero, and push the yellow button to stop the pumps. Go
- back out to the helicopter and push the button twice again. Exit to the west
- court of the castle. Go to the kitchen, light a match, and light the candle.
- Pull the chain on the dumbwaiter. Go back to the chopper immediately and push
- the button *once*. Exit, go east into the mine again, and down to the bottom
- of it. Drop everything and go through the tight tunnel. You will find the
- silver ingots and the dumbwaiter with the candle on it. Put the ingots in the
- dumbwaiter and go back to the mine entrance, picking up all your things on the
- way.
-
- Go out to the ledge and north until you are above the castle courtyard. Be
- certain you are wearing (not just carrying) the knapsack, and jump. Your
- parachute will open and you will land in the Secret Garden. Discard the
- knapsack, take the apple, move the bar, and go back into the castle. Go to
- the kitchen, pull the chain, and retrieve the ingots from the dumbwaiter.
-
- Go south to the cliff, through the defile, and west to the south side of the
- ravine. Lo and behold, pumping out the mine has floated the box (with the
- statue...remember that?) so that you can take the statue. Get it and return
- to the building (use "B").
-
- You now have all of the treasures but one. Take just the lamp and axe and say
- PLUGH. From the Y2 room, the word PLOVER gets you to the Plover room (where
- you found the emerald). Go down the dark corridor and get the platinum
- pyramid. From Plover you can say Y2 and then PLUGH to get back to the
- building.
-
- The time has come to store your treasures. Open the safe by giving the
- combination (just the numbers). Put the following items in the treasure
- chest: The nugget, cask of wine, ivory tusk, fleece, tapestry, shield, and
- trident. The chest itself, the vase (containing the rose), the rug, and the
- statue just stay in the room. All of the other treasures go in the safe.
- These include: The diamonds, horn, jewelry, coins, eggs, emerald, pyramid,
- pearl, spice, sword, crown, shoes, lyre, sapphire, grail, ring, shamrock,
- cloak, book (already in safe), metal can with the radium inside, opal, apple,
- perfume, maltese falcon, flute, conch, ingots, chain, amulet, and the soiled
- paper, which is now a valuable deed to a silver mine (it was changed when you
- pumped out the mine!).
-
- At this point you should have 700 points. Take the lamp and the axe and go
- back to the cave. Go to the Complex Junction, and then east to the Anteroom.
- Take the magazines and go east to Witt's End. Drop the magazines. Now you
- will have 701 points. The other 50 points come in the endgame, which you are
- about to begin. Go any direction but west to get out of Witt's End. Keep
- trying.
-
- You have to wait for the cave to close. Do this by wandering around inside
- the cave. Stay away from Y2; the clock doesn't tick while you're there.
- Eventually you'll hear an announcement that the cave is closing soon. Keep
- wandering until it does.
-
- There will be a blinding flash of light and you'll find yourself in the
- Repository. You have a limited amount of time to finish the game before the
- phone will start ringing and awaken the dwarves (they'll kill you). You will
- note that you've seen one of each article in the repository except one: The
- rods with the rusty mark (not the star) on one end. Take one and leave it at
- the northeast end of the room. You go to the southwest end and say BLAST.
- You win!
-
-
- ə
- əe end. Take one and leave it at
- the nort