Save Files
The ".txt" files are for the emulator on this site. Open the files, copy the text, and paste it into the emulator's virtual tape area. You can also paste this text into the save-game-viewer's input area.
The ".cas" files are for the online mocha emulator at http://www.haplessgenius.com/mocha/. Mount the "Minotaur" cassette in the emulator, CLOADM, and EXEC. Download the ".cas" file to your computer. In the emulator, press "Local File" and pick the ".cas" file. Now do QUIET in the game and ")" to load.
Walk-Through of my Game
This is a walk-through of my game from start to finish. I broke the game up into 25 tasks, and I present my save-game files after every task. Open the Emulator on the Main Page in a new tab and you can play along with my game.
I made heavy use of the save-game viewer along the way. I can't imagine trying to find things by wondering around. And I certainly can't imagine figuring out all the secrets without having seen the code. This walk-through was challenging enough using the viewer and the code.
You can follow along with my steps, but you won't be able to blindly type them in. There are many random elements in the game you have to adjust for:
Passages will block and unblock at random over time. You'll see the GROUND SHAKING. You can either find another route around a blocked passage or wait for the passage to unblock with time. The POWERRING will let you walk through blocked passages, but the ring is heavy.
There are several passage-actions and enter-room-actions that might move you to a random room. You might have to find your way back onto my path to follow along.
The creatures move around at random. The SPRITE relocates (at random) any objects it finds dropped in the rooms. The creatures will attack you (with random damage). You might get hurt where I didn't, and you will need to heal up before continuing on my path.
General Strategy
There is limited access to the treasure room, Room 202 "GREAT FOREST". You can go UP from Room 10 "TABLE AND CHAIR", the starting room, but you have to be light and healthy. Most of the objects are too heavy to take UP by themselves let alone in groups.
The only other way to get to Room 202 "GREAT FOREST" is to JUMP PIT from Room 164 "NARROW PATH" or JUMP PIT from Room 203 "MAZE". Both of these jumps will fail if you are hurt and/or carrying multiple items.
I used the JUMP PIT from Room 203 "MAZE" exclusively. Thus I carried treasures down to the bottom floor one by one and jumped to the treasure room above the first floor. My game is a long series of loops from top to bottom and back around.
There are 8 spells to learn (10 points each) and 16 treasures to drop in the treasure room (10 points each). My plan is to learn the spells first, then kill the SPRITE so it wouldn't relocate my treasures, and then score the treasures one by one.
Start of Game Save
I save immediately after I started the game.
SAVE GAME:
- after_start.txt (Emulator here)
- after_start.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 1: Learn VETAR
We have to have the LAMP to see on lower levels. The LAMP is in the Room 1 "EMPTY ROOM" along with "_o", which pushes us back at random if we don't have CROM. Every time we get pushed, it's 5 points of damage. The only thing we can do is keep trying WEST to get into the room with lamp.
The VETAR spell in Room 3 "PILE OF BONES" requires us to have the FOOD (Room 14 "BEDROOM") and the MUSHROOM (Room 141 "NARROW TWISTING").
We start in Room 10 "TABLE AND CHAIR" (start).
; Get the LAMP ; NORTH ; Room 2 "GUARD ROOM" WEST* ; Room 1 "EMPTY ROOM". You might get pushed back by "_o" trying to get into this room. Keep trying. GET LAMP LAMP ON ; Down to the mushroom ; EAST SOUTH ; Back to Room 10 "TABLE AND CHAIR" (start) WEST WEST ; Room 8 "MARBLE FLOOR". This room has "_u", which will drop the SILVER if our LAMP is on. NORTH ; Room 0 "STONE TOWER" DOWN ; Room 64 "GREAT PIT" (URN) ; The URN has oil in it. When our LAMP runs out, we'll return here to fill it. ; EAST ; Room 65 "STONE WALL". This room has "_r" in it. After 3 visits, "_r" drops the SCARAB, which we won't need. ; SOUTH WEST SOUTH SOUTH ; Room 88 "MUSTY, CORRIDOR". The "_q" poison is here ... KEEP MOVING SOUTH EAST EAST EAST NORTH NORTH EAST SOUTH ; Room 92 "WIDE ROOM" (*SKULL) JUMP DOWN ; Room 156 "CAVERN, BONES" ; EAST ; Room 157 "TWISTING, WINDING" (MACE) NORTH* ; Room 149 "NARROW WINDING". You might get pushed back by "_k". Keep trying and you'll get through. NORTH ; Room 141 "NARROW TWISTING" (MUSHROOM) GET MUSHROOM ; Back up to the food and VETRA ; SOUTH* ; Room 149 "NARROW WINDING". You might get pushed back by "_k". Keep trying and you'll get through. SOUTH WEST ; Room 156 "CAVERN, BONES". (You need to be light and healthy to make this climb.) UP ; Room 92 "WIDE ROOM" (*SKULL) NORTH WEST UP ; Room 19 "ANCIENT CARVINGS" EAST NORTH EAST EAST ; Room 14 "BED ROOM" (FOOD, DAGGER) GET FOOD WEST NORTH WEST WEST ; Room 3 "PILE OF BONES" (VETRA) ; ; We now know VETRA ; WEST SOUTH ; Room 10 "TABLE AND CHAIR" ; DROP FOOD ; These will be here if you need to heal up DROP MUSHROOM SCORE ; points=10 (out of 240), condition=251 (out of 255) QUIET ; Saved as "after_1.txt"
SAVE GAME:
- after_1.txt (Emulator here)
- after_1.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 2: Learn MITRA
Getting pushed will drain your health. So will the poison fog in Room 88 "MUSTY, CORRIDOR". So will a creature if you got attacked on that run! You can EAT FOOD at this point and/or EAT MUSHROOM to restore your health.
It would be nice to pick up several objects at once, but that makes jumping much more likely to fail. Instead we'll make several loops getting one object at a time. Next up is the PARCHMENT from Room 206 "Maze".
UP ; Room 202 "GREAT FORREST" Treasure room JUMP DOWN ; Room 162 "STONE CROSS" (*LIGHTRING) SOUTH ; Room 170 "MAZE" DOWN EAST NORTH ; Room 227 "MAZE". It says "maze", but we are really out. ; EAST EAST EAST EAST EAST ; Room 231 "MAZE" NORTH NORTH NORTH NORTH ; Room 199 "MAZE" WEST SOUTH ; Room 206 "MAZE" (PARCHMENT) GET PARCHMENT ; NORTH EAST SOUTH SOUTH WEST WEST ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" Treasure room ; ; Now back to the 2nd floor for MITRA DOWN* ; Room 10 "TABLE AND CHAIR" start (you might end up in a nearby room instead) ; WEST WEST NORTH DOWN ; 64 great pit EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" (OKKAN) EAST EAST ; Room 96 "BROKEN PASSAGE" now know MITRA DROP PARCHMENT SCORE ; points=20 (out of 240), condition=251 (out of 255) QUIET ; save as "after_1.cas"
SAVE GAME:
- after_2.txt (Emulator here)
- after_2.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 3: Learn OKKAN
We just passed the OKKAN spell in Room 96 "MUSTY PASSAGE". We need the TALISMAN from Room 241 "MAZE" to learn it.
WEST DOWN ; Room 161 "LARGE STONE" SOUTH DOWN SOUTH ; Room 241 "MAZE" (TALISMAN) GET TALISMAN ; ; We'll be taking this path a lot in the game to come EAST EAST NORTH NORTH ; Room 227 "MAZE" Really out ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" Treasure room ; ; Now back to the 2nd floor for OKKAN DOWN* ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; 64 great pit EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" (OKKAN) DROP TALISMAN SCORE ; points=30 (out of 240), condition=251 (out of 255) QUIET ; save as "after_3.txt"
SAVE GAME:
- after_3.txt (Emulator here)
- after_3.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 4: Learn AKHIROM
Back around the loop again to get the ROPE from the 4th floor.
EAST DOWN SOUTH DOWN ; Room 233 "MAZE" EAST EAST NORTH ; Room 227 "MAZE" out again NORTH EAST EAST EAST EAST ; Room 223 "MAZE" (ROPE) GET ROPE ; ; Now back to the 2nd floor for AKHIROM NORTH WEST WEST ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" Treasure room ; DOWN* ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST EAST EAST NORTH ; Room 91 "STONE TILES" We now know AKHIROM DROP ROPE SCORE ; points=40 (out of 240), condition=251 (out of 255) QUIET ; save as "after_4.txt"
SAVE GAME:
- after_4.txt (Emulator here)
- after_4.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 5: Learn NERGAL
We are halfway through the spells. We need the SCEPTER from the 4th floor Room 218 "MAZE". The NERGAL spell is in the room with "_x", which will heal us and move us to a random room. There is no way around dealing with "_x".
SOUTH WEST WEST DOWN SOUTH DOWN ; Room 233 "MAZE" EAST EAST NORTH ; Room 227 "MAZE" out again EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" WEST WEST SOUTH ; Room 218 "MAZE" (SCEPTER) GET SCEPTER ; ; Now to the 3rd floor for NERGAL NORTH EAST EAST NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" Treasure room ; DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; 64 great pit JUMP PIT ; Room 128 "NARROW TUNNEL" ; SOUTH ; Room 136 "SMALL CAVERN" ; SOUTH ; Room 144 "HIGH NARROW" walk through an enchanted aura (random placement) ; This room has _x in it. It heals us 40 health but moves us to a random room ; on this level (but not the maze). It won't heal/move us again for 10 minutes. ; We'll come right back to get the spell within that 10 minute window. LOOK ; Room 90 "TOMB, SKULL" (*VIAL) EAST NORTH UP ; Room 19 "ANCIENT CARVINGS" EAST NORTH WEST WEST ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT JUMP PIT ; Room 128 "NARROW TUNNEL" ; SOUTH SOUTH ; Room 144 "HIGH NARROW" we now know NERGAL NORTH NORTH ; Room 128 "NARROW TUNNEL" JUMP UP ; Room 64 "GREAT PIT ; UP SOUTH EAST EAST ; Room 10 "TABLE AND CHAIR" start ; DROP SCEPTER SCORE ; points=50 (out of 240), condition=255 (out of 255) QUIET ; save as "after_5.txt"
SAVE GAME:
- after_5.txt (Emulator here)
- after_5.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 6: Learn BELROG
The BELROG spell requires us to have the VIAL from Room 90 "TOMB, SKULL". The VIAL is protected. We must have the PARCHMENT, which we happened to leave near the VIAL in Room 98 "BROKEN PASSAGE".
WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST EAST ; Room 98 "BROKEN PASSAGE" (PARCHMENT) GET PARCHMENT ; EAST NORTH WEST ; Room 90 "TOMB, SKULL" (*VIAL) GET VIAL DROP PARCHMENT ; EAST SOUTH WEST WEST DOWN WEST NORTH ; Room 152 "GREAT TUNNEL" we now know BELROG ; DROP VIAL SCORE ; points=60 (out of 240), condition=255 (out of 255) QUIET ; save as "after_6.txt"
SAVE GAME:
- after_6.txt (Emulator here)
- after_6.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 7: Learn CROM
CROM is in Room 237 "MAZE". We need the PENDANT from Room 146 "NARROW TUNNEL", which is just around the corner from where we are.
EAST EAST NORTH ; Room 146 "NARROW TUNNEL" (PENDANT) GET PENDANT ; SOUTH SOUTH SOUTH DOWN ; Room 234 "MAZE" EAST EAST EAST ; Room 237 "MAZE" we now know CROM ; DROP PENDANT SCORE ; points=70 (out of 240), condition=255 (out of 255) QUIET ; save as "after_7.txt"
SAVE GAME:
- after_7.txt (Emulator here)
- after_7.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 8: Learn ISHTAR
The final spell is in Room 179 "MAZE". We need the *SPELLBOOK from Room 35 "SERVANT CHAMBER" on the 1st floor. The *SPELLBOOK is protected. We must have the *POWERRING to get it. We already have BELROG, which is what we need for the *POWERRING.
So, we must go get the *POWERRING from Room 155 "TWISTING CORRIDOR" and then the *SPELLBOOK from Room 35. Then we go get ISHTAR from Room 179.
WEST WEST NORTH NORTH EAST EAST NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; 64 great pit EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST EAST EAST NORTH NORTH EAST SOUTH ; Room 92 "WIDE ROOM" JUMP DOWN ; Room 156 "CAVERN, BONES" WEST ; Room 155 "TWISTING CORRIDOR" (*POWERRING) GET POWERRING ; EAST SOUTH SOUTH DOWN WEST NORTH ; Room 227 "MAZE" out again EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DOWN* ; Room 10 "TABLE AND CHAIR" start ; EAST EAST SOUTH SOUTH SOUTH ; Room 36 "PANTRY" ; DROP LAMP ; We have to be light or the floor in the next room will cave in WEST ; Room 35 "SERVANT CHAMBERS" (*SPELLBOOK) GET SPELLBOOK EAST ; Room 36 "PANTRY" GET LAMP ; NORTH NORTH NORTH WEST WEST ; Room 10 "TABLE AND CHAIR" start DROP POWERRING ; WEST WEST NORTH DOWN ; 64 great pit EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST DOWN SOUTH SOUTH EAST EAST ; Room 179 "MAZE" we now know ISHTAR ; DROP SPELLBOOK SCORE ; points=80 (out of 240), condition=255 (out of 255) QUIET ; save to "after_8.txt"
SAVE GAME:
- after_8.txt (Emulator here)
- after_8.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 9: Kill the SPRITE
Now for the 16 treasures worth 10 points each. We need to deposit these in the treasure room, but we need to kill the SPRITE first. Otherwise the SPRITE might get in the treasure room and move things to other rooms.
All we need to kill the sprite is the FOOD and NERGAL. The save-game-viewer for after_8 shows the SPRITE is in Room 28: "DARK CHAMBER". But it might move to a nearby room before we get to it.
NORTH DOWN NORTH ; Room 227 "MAZE" out again EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DOWN ; Room 10 "TABLE AND CHAIR" start ; GET FOOD EAST EAST SOUTH ; Room 28 "DARK CHAMBER" KILL SPRITE ; The SPRITE throws the TABLET to a nearby room. We don't need it. QUIET ; save to "after_9.txt"
SAVE GAME:
- after_9.txt (Emulator here)
- after_9.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task Order
There is an order to the objects just as there is an order to the spells. Some objects may be needed to unlock others. I used the protections table at the end of the save-game viewer to create this ordering:
- 10. Use POWERRING to unlock SAPPHIRE, LIGHTRING. Score POWERRING.
- 11. Use SAPPHIRE to unlock AMULET. Score SAPPHIRE.
- 12. Score AMULET.
- 13. Use LIGHTRING to unlock TRUTHRING. Score LIGHTRING.
- 14. Score TRUTHRING.
- 15. Use SPELLBOOK to unlock POWDER. Score SPELLBOOK.
- 16. Score POWDER. (KILL SATYR)
- 17. Score RUBY. (PLAY FLUTE and CLIMB LEDGE)
- 18. Score OPAL. (STAB HYDRA)
- 19. Score FLEECE. (KILL SCORPION)
- 20. Score SILVER
- 21. Score GOLD (LAMP OFF)
- 22. Score DIAMNOD (OPEN CRYPT)
- 23. Score TIARA (LOOK PIT)
- 24. Score POTION
- 25. Score CROWN
Task 10: Score POWERRING
We left the POWERRING in the start room. We need it to unlock the SPPHIRE and the LIGHTRING. We'll unlock those on the way to the treasure room.
First to Room 102 "ANCIENT KING" to OPEN CRYPT. Then to
NORTH WEST WEST DROP FOOD GET POWERRING EAST EAST SOUTH SOUTH SOUTH EAST EAST DOWN OPEN CRYPT ; DOWN WEST SOUTH DOWN WEST WEST NORTH ; 227 "MAZE" out again EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN EAST SOUTH WEST SOUTH SOUTH SOUTH GET TALISMAN EAST DOWN EAST ; Room 162 "STONE CROSS" GET LIGHTRING DROP LIGHTRING DROP TALISMAN ; SOUTH EAST DOWN NORTH ; 227 "MAZE" out again EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP POWERRING SCORE ; points=90 (out of 240), condition=255 (out of 255) QUIET ; after_10.txt
SAVE GAME:
- after_10.txt (Emulator here)
- after_10.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 11: Score SAPPHIRE
The packrat "_t" Room 131 "STONE CORRIDOR" has the AMULET. If we are carrying the SAPPHIRE then "_t" will drop the AMULET.
DOWN ; Room 10 "TABLE AND CHAIR" start ; EAST EAST SOUTH SOUTH SOUTH EAST EAST ; Room 38 "EMPTY CHAMBER" DOWN ; Room 102 "ANCIENT KING" GET SAPPHIRE JUMP UP ; Room 38 "EMPTY CHAMBER" WEST WEST NORTH NORTH NORTH WEST WEST WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" ; JUMP PIT ; Room 128 "NARROW TUNNEL" SOUTH SOUTH ; Room 144 "HIGH NARROW" ; ; ENCHANTED AURA moves us ; LOOK ; Room 129 "SMOOTH MARBLE" we had good luck ; EAST EAST ; Room 131 "STONE CORRIDOR" GET AMULET ; WEST SOUTH SOUTH SOUTH SOUTH SOUTH EAST DOWN NORTH ; 227 "MAZE" out again ; DROP AMULET ; Easier to get to here ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP SAPPHIRE SCORE ; points=100 (out of 240), condition=255 (out of 255) QUIET ; save as after_11.txt
SAVE GAME:
- after_11.txt (Emulator here)
- after_11.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 12: Score AMULET
Back around the loop for the AMULET we dropped.
DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" EAST SOUTH WEST SOUTH SOUTH SOUTH EAST DOWN SOUTH EAST DOWN EAST NORTH ; 227 "MAZE" out again ; GET AMULET ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP AMULET SCORE ; points=110 (out of 240), condition=255 (out of 255) QUIET ; save as after_12.txt
SAVE GAME:
- after_12.txt (Emulator here)
- after_12.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 13 : Score LIGHTRING
We need the LIGHTRING to unlock the TRUTHRING. We already unlocked the LIGHTRING. We also need the AX from Room 157 "WINDING TWISTING".
DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST EAST EAST NORTH NORTH EAST SOUTH ; Room 92 "WIDE ROOM" JUMP DOWN ; Room 156 "CAVERN BONES" EAST ; Room 157 "WINDING TWISTING" GET AX ; WEST SOUTH WEST SOUTH DOWN NORTH ; 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" JUMP PIT ; Room 128 "NARROW TUNNEL" SOUTH SOUTH ; Room 144 "HIGH NARROW" JUMP ; Room 133 "DEEP PIT" DROP AX ; WEST WEST WEST SOUTH SOUTH SOUTH SOUTH ; Room 162 "STONE CROSS" GET LIGHTRING SOUTH DOWN EAST NORTH ; 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" JUMP PIT ; Room 128 "NARROW TUNNEL" SOUTH SOUTH ; Room 144 "HIGH NARROW" JUMP ; Room 133 "DEEP PIT ; GET AX GET TRUTHRING ; WEST WEST WEST SOUTH SOUTH SOUTH SOUTH SOUTH DOWN EAST NORTH ; 227 "MAZE" out again DROP AX DROP TRUTHRING ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP LIGHTRING SCORE ; points=120 (out of 240), condition=255 (out of 255) ; Halfway done! QUIET ; save as after_13.txt
SAVE GAME:
- after_13.txt (Emulator here)
- after_13.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 14: Score TRUTHRING
Loop back around and get the TRUTHRING.
JUMP DOWN ; 162 "STONE CROSS" SOUTH DOWN EAST NORTH ; 227 "MAZE" out again GET TRUTHRING ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP TRUTHRING SCORE ; points=130 (out of 240), condition=255 (out of 255) QUIET ; save as after_14.txt
SAVE GAME:
- after_14.txt (Emulator here)
- after_14.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 15: Score SPELLBOOK
We dropped the SPELLBOOK in Room 179 "MAZE" earlier. We need it to kill the SAYTR to get the POWDER. The save-game viewer shows the SATYR in Room 220 "MAZE", but it will might move to a nearby room before we get there.
JUMP DOWN ; Room 162 "STONE CROSS" SOUTH SOUTH EAST ; Room 179 "MAZE" GET SPELLBOOK NORTH DOWN NORTH EAST ; Room 228 "MAZE" KILL SATYR NORTH EAST NORTH; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP SPELLBOOK SCORE ; points=140 (out of 240), condition=255 (out of 254) ; The SATYR did ONE damage. I was really lucky. ; Use the FOOD if you weren't so lucky. QUIET ; save as after_15.txt
SAVE GAME:
- after_15.txt (Emulator here)
- after_15.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 16: Score the POWDER
The SATYR tosses the POWDER to a nearby room. The save-game viewer shows it in Room 229 "MAZE". Let's make the loop and grab it.
JUMP DOWN ; Room 162 "STONE CROSS" SOUTH SOUTH EAST ; Room 179 "MAZE" NORTH DOWN NORTH EAST ; Room 228 "MAZE" EAST ; Room 229 "MAZE" GET POWDER ; NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 "MAZE" JUMP PIT ; Room 202 "GREAT FOREST" treasure room ; DROP POWDER SCORE ; points=150 (out of 240), condition=255 (out of 254) QUIET ; save as after_16.txt
SAVE GAME:
- after_16.txt (Emulator here)
- after_16.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 17: Score RUBY
The RUBY is held by "_e" in Room 196 "MAZE". We have to have the PARCHMENT from Room 90, the FLUTE from Room 176 "MAZE", and the ROPE from Room 91.
DOWN ; Room 10 "TABLE AND CHAIR" ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" EAST SOUTH WEST SOUTH SOUTH SOUTH EAST EAST EAST NORTH ; Room 91 "STONE TILES" GET ROPE ; WEST ; Room 90 "TOMB, SKULL" GET PARCHMENT ; EAST SOUTH WEST WEST ; Room 97 "TWISTING PASSAGE" DOWN SOUTH SOUTH WEST ; Room 176 "MAZE" GET FLUTE ; DOWN EAST EAST EAST NORTH NORTH ; Room 227 "MAZE" out again EAST EAST EAST EAST NORTH NORTH NORTH NORTH ; Room 199 "MAZE" WEST SOUTH WEST NORTH WEST ; Room 196 "MAZE" PLAY FLUTE CLIMB LEDGE GET RUBY ; EAST SOUTH EAST NORTH EAST SOUTH SOUTH WEST WEST ; Room 213 "MAZE" DROP FLUTE DROP PARCHMENT DROP ROPE JUMP MIST ; Room 212 "MAZE" NORTH WEST ; ROOM 203 "MAZE" JUMP PIT DROP RUBY SCORE ; points=160 (out of 240), condition=255 (out of 254) QUIET ; save as after_17.txt
SAVE GAME:
- after_17.txt (Emulator here)
- after_17.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 18: Score OPAL
Now we take on the HYDRA in Room 70 "FOUL SMELLING". For that battle we need the ROPE (just dropped in Room 213) and the DAGGER from Room 14 "BED ROOM".
But first we have to refill the LAMP. It has been flickering. We can refill it from the URN in Room 64 "GREAT PIT".
DOWN ; Room 10 "TABLE AND CHAIR" ; EAST EAST EAST EAST ; Room 14 "BED ROOM" GET DAGGER WEST WEST WEST WEST ; Room 10 "TABLE AND CHAIR" ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" GET URN FILL LAMP DROP URN ; EAST SOUTH WEST SOUTH SOUTH SOUTH EAST ; Room 97 "TWISTING PASSAGE" DROP DAGGER ; DOWN SOUTH DOWN EAST EAST NORTH ; Room 227 "MAZE" out again NORTH EAST EAST NORTH ; Room 213 GET ROPE JUMP MIST ; Room 212 NORTH WEST JUMP PIT ; ; DOWN ; Room 10 "TABLE AND CHAIR" ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" EAST SOUTH WEST SOUTH SOUTH SOUTH EAST ; Room 97 "TWISTING PASSAGE" GET DAGGER EAST EAST NORTH NORTH EAST EAST NORTH NORTH ; NORTH EAST EAST NORTH NORTH ; Room 69 "CHILL MIST" ; ; TODO might get the lamp blown from us and need to use VETRA ; ; The HYDRA is in the room to the EAST. We go in and get pushed back. Then ; we tie it up (from a distance) and go back in to stab it. ; EAST ; Room 70 "FOUL SMELLING" TIE HYDRA EAST ; Room 70 "FOUL SMELLING" STAB HYDRA GET OPAL DROP DAGGER ; JUMP DOWN ; Room 140 "NARROW TWISTING" EAST SOUTH SOUTH WEST SOUTH ; Room 164 "NARROW PATH JUMP PIT ; Room 202 "GREAT FOREST" DROP OPAL SCORE ; points=170 (out of 240), condition=255 (out of 254) QUIET ; save as after_18.txt
SAVE GAME:
- after_18.txt (Emulator here)
- after_18.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 19: Score FLEECE
The SCORPION is carrying the FLEECE. To kill the SCORPION we need the SKULL from Room 92 "WIDE ROOM". The SKULL is protected and requires the SCEPTER from the starting room to get.
The save-game viewer shows the SCORPION in Room 14 "BED ROOM", but it might move to a neighboring room before we get there.
DOWN ; Room 10 "TABLE AND CHAIRS" ; GET SCEPTER ; WEST WEST NORTH DOWN EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST EAST EAST NORTH NORTH EAST SOUTH ; Room 92 "WIDE ROOM" GET SKULL ; ; save game viewer shows the SCORPION on the 1st floor ; NORTH WEST SOUTH SOUTH WEST WEST WEST ; Room 96 "MUSTY PASSAGE" NORTH NORTH NORTH EAST NORTH WEST UP ; Room 0 "STONE TOWER" ; SOUTH EAST EAST EAST EAST EAST ; Room 13 "BROKEN TILES" KILL SCORPION ; ; The FLEECE is thrown to a neighboring room. Search for it or use the save-game viewer. ; WEST ; Room 12 "BROKEN GLASS" GET FLEECE WEST WEST ; Room 10 "TABLE AND CHAIR" start DROP SCEPTER DROP SKULL ; WEST WEST NORTH DOWN EAST SOUTH WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST DOWN SOUTH DOWN EAST EAST NORTH ; Room 227 "MAZE" out again EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 JUMP PIT ; Room 202 DROP FLEECE SCORE ; points=180 (out of 240), condition=255 (out of 254) QUIET ; save as after_19.txt
SAVE GAME:
- after_19.txt (Emulator here)
- after_19.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 20: Score SILVER
The remaining treasures are easy! We just have to pick them up.
The SILVER was dropped by "_u" in Room 8 early in our game.
DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST ; Room 8 "MARBLE FLOOR" GET SILVER NORTH DOWN EAST SOUTH WEST SOUTH SOUTH SOUTH EAST ; Room 97 "TWISTING PASSAGES" DOWN SOUTH DOWN EAST EAST NORTH ; Room 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 JUMP PIT ; Room 202 DROP SILVER SCORE ; points=190 (out of 240), condition=255 (out of 254) QUIET ; save as after_20.txt
SAVE GAME:
- after_20.txt (Emulator here)
- after_20.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 21: Score GOLD
The GOLD is held by "_s" in Room 152. All we have to do is turn the lamp off in that room.
DOWN ; Room 10 "TABLE AND CHAIR" start ; WEST WEST NORTH DOWN EAST SOUTH WEST SOUTH SOUTH SOUTH EAST DOWN ; Room 161 "LARGE STONE" WEST NORTH ; Room 152 "GREAT TUNNEL" LAMP OFF LOOK GET GOLD LAMP ON ; SOUTH EAST SOUTH DOWN EAST EAST NORTH ; Room 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 JUMP PIT ; Room 202 DROP GOLD SCORE ; points=200 (out of 240), condition=255 (out of 254) QUIET ; save as after_21.txt
SAVE GAME:
- after_21.txt (Emulator here)
- after_21.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 22: Score TIARA
The TIARA is held by "_203" in Room 201 "MAZE". We just have to look in the pit -- maybe several times.
JUMP DOWN ; Room 162 "STONE CROSS" SOUTH DOWN EAST NORTH ; Room 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" WEST WEST SOUTH SOUTH WEST NORTH NORTH NORTH ; Room 201 "MAZE" LOOK PIT ; Keep looking until you see the TIARA GET TIARA ; SOUTH SOUTH SOUTH EAST NORTH NORTH EAST EAST NORTH WEST ; Room 203 "MAZE JUMP PIT ; Room 202 DROP TIARA SCORE ; points=210 (out of 240), condition=255 (out of 254) QUIET ; save as after_22.txt
SAVE GAME:
- after_22.txt (Emulator here)
- after_22.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 23: Score CROWN
The CROWN is held by "_33" in Room 33 "DARK, TOWER". Walk in with the LAMP on.
DOWN ; Room 10 "TABLE AND CHAIR" ; ; We have to work our way around some blocked passages. EAST EAST EAST EAST SOUTH SOUTH WEST WEST SOUTH WEST ; Room 35 "SERVANT CHAMBER" JUMP HOLE ; Room 34 SUNKEN PIT WEST ; Room 33 "DARK, TOWER" GET CROWN ; WEST NORTH DOWN SOUTH EAST DOWN ; Room 161 "LARGE STONE" SOUTH DOWN EAST EAST NORTH ; Room 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 JUMP PIT ; Room 202 DROP CROWN SCORE ; points=220 (out of 240), condition=255 (out of 254) QUIET ; save as after_23.txt
SAVE GAME:
- after_23.txt (Emulator here)
- after_23.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 24: Score
The POTION is in the "_d" PILE OF GLOWING ROCKS in Room 216. You have to drop everything to open the crypt.
DOWN ; Room 10 "TABLE AND CHAIR" ; WEST WEST NORTH DOWN ; Room 64 "GREAT PIT" EAST SOUTH EAST EAST NORTH ; Room 67 "GREAT CRYPT" DROP LAMP OPEN CRYPT GET LAMP LAMP ON GET DIAMOND ; SOUTH WEST WEST WEST SOUTH SOUTH SOUTH ; Room 96 "MUSTY PASSAGE" EAST DOWN SOUTH DOWN EAST EAST NORTH ; Room 227 "MAZE" out again ; EAST EAST NORTH NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" NORTH WEST ; Room 203 JUMP PIT ; Room 202 DROP DIAMOND SCORE ; points=230 (out of 240), condition=255 (out of 254) QUIET ; save as after_24.txt
SAVE GAME:
- after_24.txt (Emulator here)
- after_24.cas (JS Mocha)
- Load in the Save-Game-Viewer
Task 25: Score POTION
This is it! The last treasure! The "_d" PILE OF ROCKS holds the POTION in Room 216 "MAZE".
JUMP DOWN ; Room 162 "STONE CROSS" SOUTH DOWN EAST NORTH; Room 227 "MAZE" out again NORTH EAST EAST NORTH ; Room 213 "MAZE" JUMP MIST ; Room 212 "MAZE" WEST WEST SOUTH SOUTH WEST NORTH WEST ; Room 216 "MAZE" ; OKKAN ; This gets the treasure from the rocks ; GET POTION EAST SOUTH EAST NORTH NORTH EAST EAST NORTH WEST ; Room 203 "MAZE" JUMP PIT SCORE ; points=235 (out of 240), condition=244 (out of 254) the spell drained us a bit QUIET ; save as after_25.txt (just before winning) DROP POTION
SAVE GAME:
- after_25.txt (Emulator here)
- after_25.cas (JS Mocha)
- Load in the Save-Game-Viewer
And the reward:
CONGRATULATIONS!!! YOU WIN!