ZX Review #1-2
31 декабря 1996
  Игры  

Crossing Dragon - Dungeons & Dragons (the first chapter of a book on adventyurnyh games).

<b>Crossing Dragon</b> - Dungeons & Dragons (the first chapter of a book on adventyurnyh games).
                         CROSSROADS DRAGONS


                         Dear Reader!

        Book that we begin to publish in this issue ZX revue
author sent us a long time. Very difficult for us to find the 
possibility of its publication in book form a rather large 
volume. On the other hand, the theme book, its perfect style, 
versatile erudition of the author, his enthusiasm ... did not 
allow us to sleep - this book was required to see the light! 

        And finally, there came a time when the decision was 
made to substantial increase in the ZX REVIEW 1997!



        It is with great pleasure to present the author:


        Vladimir Leonidovich Ovechkin

        and his book: PEREKRKSTOK Dragon
which we will publish during the 1997 ZX REVIEW and which, as we
seems to be decoration of his game section.

        So put off all business, and sit back ... we start.


                               INTRODUCTION
It happened in those long ago days when programs were
small-premalenkimi, and computers for which they were intended -
big-very big and referred to a computer (computing
machines). Were those same computers are not only huge but also 
terribly expensive but because they rarely met, worked round 
the clock used to solve the most-the most serious problems and 
were surrounded a veil of mystery and legends.

People serving these machines and components for them to program
anyone other than these unknown languages, were clever, and 
preumnymi sereznymipresereznymi. They are very proud of our 
rare profession, and were literally passionate about their 
electronic monsters, sometimes not wanting to part with them 
even on the weekend. And so it happened that pretty tired from 
all sorts of arcane formulas and calculations, an eccentric 
programmer in his spare time ■ not fame and money's sake a 
pleasure to ■, took it and came up first in the world game 
program, calling her a word Nemudrenye ■ Adventure ■ (■ 
Adventure ■). Since no computer graphics are not yet known, 
rather than drawing this person used a brief verbal 
descriptions of various places (and then they were called 
locations), which could move ■ ■, giving the car or that 
command. And that was not aimless wandering, he hid ■ ■ Playing 
the set of all real and fantastic items that placed guard-guard 
mythical monsters. His work programmer did not keep a secret 
(honor and praise him for it!), and offered to Court 
colleagues, and those in his leisure hours with a passion for 
the search began. The idea is so much that she shared with 
drugimiyu And so it went, and she went on and ...

Long since forgotten the name of the programmer. Long ago 
turned from a computer huge electronic monsters in small, 
personal and even home computers, who can not only be 
considered at an incredible rate but even to draw, talk and 
sing. How long have somewhere lost the very first version ■ 
Adventure ■. But the idea of ​​a text game is not only not dead 
but on the contrary gained immense power, embodied in hundreds 
and thousands of different programs, with the most enormous 
amount of programs written for our with you Small, cozy and 
home-predomashnego Speccy. Subjects Adventure genre is 
incredibly diverse. Here and traditional treasure hunt, and the 
salvation of people, countries and even planets; all sorts of 
detective stories and fantastic ... All even list hard, well 
and about to tell you about all this in one go and not think 
necessary. That is why in the book that you now hold in your 
hands, it will go on just the most traditional adventyur ■ ■ 
things: a treasure hunt and various legendary items, for the 
salvation of fabulous characters and fantastic States, that is, 
that the term often referred to as D'D (Dungeons' Dragons = 
Dungeons and Dragons). Due to this term there was also the 
title of the book - ■ Crossroads Dragons ■. In all programs D'D 
has one main character who you are and control. Goal of the 
game is always concrete, and the way of achieving it depends 
entirely on from the player. And do not do it without magic. 
Are you interested in this? If - yes - something very much hope 
that this book is even slightly useful to you, as someone to be 
may help to discover a new, full of mysteries and adventure 
world a world where the eternal struggle between good and evil, 
you will always be on the good side. Well, who win in this 
fight will depend on you and on you! Do not expect to find in 
the descriptions of the answers to all questions raised by this 
or a particular program - for it would release not one very 
solid book. Here, for example, wrote about the program ■ The 
Wrath of Magra ■ Journal ■ Sinclair User ■: ■ It's a huge game, 
and not enough of a lifetime to fully pass it. ■ You can 
dispute this view, but one of my friends (and quite highly 
competent people in all sorts of computer games) spent for 
several months on the game ■ Doomdark `s Revenge ■. In this 
case, it all its wanderings are not lazy in this return made up 
to go along the map. To date, time it takes to map an area of 
​​over one square meter (each location marked on it with a 
square of 1 cm 2), and the end game is not yet clear. Imagine 
now that all his travels, he decided to describe in detail, add 
this story about the most important puzzles and their 
solutions, a dozen or tips small vocabulary - here's the 
impressive tome Volume of several hundred pages. Only whether 
or not to write such a work, and there is a his readers?

In general, the question needs a description of adventyurnym ■ 
■ programs is quite controversial. Anyway, that same friend of 
mine is very categorically stated that the descriptions for 
adventyurnyh games are not only unnecessary, but even harmful! 
It is unlikely that he was right at 100%. If we turn to Western 
journals or in our literature, computer games, we find much 
evidence reverse. So let's not be too categorical: 
descriptions, even very brief need at least because not all 
programs have built-in instructions, and play without knowing 
the ultimate goal, the occupation is not too interesting. Our 
Western colleagues were easier - most software products fall 
into their hands were in their composition colorful booklets in 
which the authors of programs not only explains the ultimate 
goal of the game, but gave some minimal clues, and sometimes, 
if they found it necessary, printed even maps. Alas, in Russia 
the market of software for the Spectrum developed entirely by 
other laws, or rather, out of any laws on the protection 
Copyright. That's why we're not only been deprived of booklets, 
and even the programs themselves in their original form. Very 
often, the game which we have been through so much use of 
hands, and so many hackers ■ ■ bother over them, it hurts 
sometimes to look at what's left of once excellent program. 
What is more frequent at the hands of hackers suffered saver 
programs and regulations (!). Here you have another one, alas, 
not too gay, an argument in benefit descriptions.

However, too detailed descriptions, consisting of a continuum: 
Go there, take it, do it - probably not really necessary. Think

themselves, because they not only take away a player no matter 
what it may lead, but and simply kill all interest in the game, 
depriving many interesting discoveries.

Precisely because of all these considerations, descriptions of 
games placed in this book are of the nature of recommendations, 
not dogma. Something they may seem akin ■ ■ debut electronic 
journal spectrophone ■ ■. But this in no way not copying the 
style of this, so beloved by many sinkleristami, magazine. 
Probably just so happened historically that we have with them 
in different ways came to the same conclusion - yes, describe 
the game needed, but they need as a guide to action as a quick 
reference, but in any case not as long and tedious savoring the 
discoveries and achievements of the author's description! 
Therefore, reading the book you will find a lot of unsolved 
mysteries and unsolved problems. Many achievements and 
discoveries made by the author, may you seem controversial, and 
in some cases even leading to a deadlock. Well So what? Do not 
like it? So choose your path! Each adventyura ■ ■ - a 
especially your own adventure and you may pass it as deem it 
necessary to refute, if so requested by the game, the views of 
any authority. So look for their solutions are wrong, step back 
and again go forward - This and only this meaning and value of 
any ■ ■ adventyurnoy game. Even if you yourself do not cope 
with some difficulties, answers to which will not be on these 
pages, there is always the possibility consult with their 
friends, and in extreme cases to apply to section ■ ■ 
Crossroads magazine ■ ZX-Revue ■. Incidentally, something 
similar ■ ■ Crossroads was and western fans Speccy: for 
example, under the heading ■ At The Sign of The Dancing Ogre ■ 
Magazine ■ Sinclair User ■ regularly published tips for 
overcoming the most difficult situations programs Adventure, 
opening the most stubborn researchers games of this genre, 
questions, put their initials to a standstill, not only 
players, but the authors of the magazine. Now the possibility 
of Collective struggle with the problems of Adventure is in our 
country, so why should not she take advantage of, if not think 
of any other way? Incidentally, while writing this book (and it 
was conceived as the fruit of collective creativity, rather 
than as a solo piece), and fought until the author ■ ■ where 
abundance of information, and where its shortages, was born on 
another idea: why do not make a book similar in essence already 
mentioned Crossroads ■ ■? If this idea will find you have a 
response, try to maintain its specific actions - send in 
Inforkom ■ ■ (address, if you do not know yet, we can found at 
the end of the book) with your letter ■ ■ adventyurnymi 
discoveries, challenges, unsolved mysteries. Useful and maps of 
your travels, and dictionaries and games whatever you think 
will be useful the rest adventyurschikam ■ ■. A your 
information quickly came to the right place do not forget to an 
envelope marked - ■ Crossroads Dragons ■. Then, perhaps, common 
efforts see the light of any ■ Star Junction ■, ■ Crossroad 2 ■ 
dragons or something similar, and hopefully much better! In 
addition to descriptions of specific gaming software, the book 
you will find a page dedicated to such common to all ■ ■ 
adventyur issues as the need and how to draw maps of the 
playing area, search for a dictionary program; ■ ■ immortality, 
etc. And for those who have already become narrow scope of 
foreign adventure and want to create something of their own, 
peculiar and beautiful, is a small section of advanced software 
applications for creating ■ ■ adventyurnyh games. Ibid you will 
find some, hopefully not useless for beginners tips. In the 
final part of the book is a list of adventyurnyh ■ ■ programs 
indication (where this was possible) the issuing firms, 
estimated estimate of games on a scale and an indication of the 
literature published in Russia (Including electronic journals) 
in which you can find information on these programs. References 
given a separate table, and order number of relevant figures in 
Column ■ ■ Literature Table ■ Adventure Software ■.

A few words about the evaluation of programs. First tried to 
somehow cope with this problem British journal ■ Sinclair User 
■, typing in the published monthly on its pages directory 
software ■ Software Column Directory ■ ■ Gilbert Factor ■ (■ 
Gilbert Factor ■). This evaluation based on the following: a 
clear description, performance, convenience management; 
originality, the ability to save the current state of games; 
quality graphics and sound; fixing the best results. Its name 
Gilbert Factor was named magazine columnist John Gilbert (John 
Gilbert), who came up with this estimate. In this book, 
attempted to assess ■ ■ adventyurnye program on the same 
criteria. The author tried to be obektinym, and wherever 
possible preserved assessment data at one time by John Gilbert. 
In those cases where information about a particular program was 
insufficient or contradictory, the assessment was not present. 
For more illustrative estimates, we can take advantage of this 
so here's a poster: 

■ ■ adventyurnaya beautiful game


Good game and good to play in it


Normal, well-made, ■ ■ adventyura


The game does not deserve special attention


Without this game, you can very well do

Do not confuse age programs, which are described in the book -
older games do not happen, just as there are no old books. 
Remember ■ hide ■, ■ salochki ■ - they played your 
grandparents, but you did not played? Well, the book: one of 
you did not read Kolobok ■ ■ ■ or Golden Key ■? C computer ■ ■ 
adventyurami situation is very, very similar: grand- 
grandmother in them, though, did not play, but still alive 
Speccy, King Arthur, viking Eric, the hobbit Bilbo Baggins and 
their other characters will live on not aging the screens of 
our worldly-wise monitors! 

  Do not be surprised that the words adventyura ■ ■ and ■ ■ 
adventyurny in the text books will be quoted. It is in this 
transcription, the term came into our life from the pages of 
the magazine ■ ZX-Revue ■, but Indeed the English word ■ 
Adventure ■ sounds a bit different, and that our terminology is 
not cut hearing the supporters of pure English, let adventyura 
■ ■ and ■ ■ adventyurny be in quotes. 

  Try not to confuse the browser magazine ■ Sinclair User ■ ■ 
John Gilbert of the most famous ■ cracker programs for 
Spectrum, Bill Gilbert (Bill Gilbert). C ■ ■ of creations you 
probably already encountered and will encounter again and 
again, each time remembering it is not the best words for 
mercilessly mangled by the program. 

  The fact that most of the programs described in the book were 
published in 1984 1986g.g. more regularity than a coincidence. 
First, during this period experienced the peak of its Spectrum 
popularity in the West, and new programs for it to appear 
almost every day. Secondly, description of programs coming out 
from 1987., have repeatedly met in the domestic computer 
literature, since that time Spectrum has already moved to 
Russia, and the authors descriptions always preferred programs, 
novelties. So it happened that most little-known, we proved 
program 1982-1986. 


                         DUNGEONS 'DRAGONS

ADVENTURE 1
Adventures 1
1982 Abersoft

"Perhaps there is a paradise, and certainly - hell.
But we belong here. Is not it brother? "
Redyard Kipling ■ ■ end of the road

This ancient ■ ■ program has repeatedly appealed to the books, 
but alas, more translation of the built-in game instructions 
(INST), information (INFO) and assistance (HELP) it never went 
down, which is a pity! The author managed to create in her 
surprisingly harmonious fantasy world, once coming into contact 
with that already difficult to be detached. And if you bargain 
for everything else, and fan this genre of literature as 
Fantasy, then your fate sealed - again and again you will 
embark on a journey to the mysterious underground Adventure 1 
and, perhaps, not so much in search of treasure, whose presence 
is the ultimate goal games, but in an effort to resolve 
mysteries of this incredible tale of the world. K A P T A 1

And so, you're standing at the end of the road (End of a road). 
Around the forest, and before you small brick house, near 
which, rushing into a deep ravine, flowing fast stream. 
Somewhere very close by are the great treasures hidden in the 
huge cave, but how to find the cave - a great mystery, for 
those who either goes in search of underground riches, back has 
never returned. In order not to repeat the fate of 
predecessors, let's tackle the case thoroughly and, most 
importantly, let us not hurry. To get started and carried out 
the first a perfectly natural desire - to enter the house. 
Since he does not shut up, do it quite simple: type IN, then 
press ENTER - and you're inside (Inside building). And here is 
the first findings: a large bunch of keys (a large set of 
KEYS), shiny brass lamp (a shiny brass LAMP), a little good 
food (some tasty FOOD) and a bottle of water (a BOTTle of 
water). Do not try to grab all (TAKE ALL): first - it did not 
work, and secondly - "Load" your very limited (7 items), and it 
certainly will something to throw in the wrong place. Take only 
what you need - keys (TAKE KEYS) and a lamp (TAKE LAMP). Now 
you can leave the house (OUT) and hit the road, but before you 
do this, note that description of the location of a room called 
the perfect place for a "big jump "(Large spring). While these 
words to you mean nothing, but rest assured, very soon their 
meaning will become clearer and you'll appreciate the hint. 
Again faced with a house, you could go on all four sides: a 
walk on the road, go into the woods, down into the ravine and 
was knocked back to the house. You may even can not imagine how 
many travelers have not been able to escape this vicious 
circle. But look at the first card, and you can easily find 
right path. Directly from the house should go down into the 
ravine (GULLy) and go down the creek (DOWN), while the path is 
no obstacle to the rock. Stream is lost here, diving into 
2-inch the gap between the stones (2-inch slit in the rock), 
but he's already brought you the right way. Climb the rock 
(ROCK), and you find yourself in a dark cavity surrounded by 
cliffs 20futovymi (20-foot depression). Under the feet of dirt 
champs, and straight into it rests on sturdy steel grille 
installed in the concrete foundation and locked in the safe 
lock. Start up in business keys (OPEN), and when the grating 
will come in the resulting passage (IN). You will find yourself 
in a small room (Small chamber), where low stone manhole going 
to the west begins underground. A few steps forward (W), and 
you occur in the pitch darkness. Move to the touch is not worth 
it: with a probability 100% grohnetes on the first hole and 
broke all the bones. For the first time (and even the second, 
but not anymore!) program will forgive you this mistake and 
restore life, but path will have to start from scratch. To 
avoid such consequences enough to light the lamp (ON), but in 
the future recommend that before make a risky move, to save the 
current state of play with command SAVE.

Turn on the lamp and looking around (LOOK), you will find 
yourself crawling on the cobblestones low-pass (Low passage). 
Be sure to take lying near a small cage (TAKE CAGE) and continue

west (W).
The next location - the ruins of the room (Debris room). That 
moment has arrived solve the mystery of the "big jump": the 
magic word XYZY, writing on the wall being recruited from the 
keyboard and entered by pressing ENTER, allows instantly move 
from the ruins of a room in a brick house or molenky back. 
Truth while the needs in such a move yet, but the most 
impatient and distrustful can check the reliability of magic.

Pursuing experiments with teleportation, do not forget lying in
the same room trehfutovy black rod with a rusty star at the end 
(TAKE ROD) and then go further west (W). And one more detail,

which can be useful in the future: in the description of Debris 
room mentions low wide passage paved with cobblestones and 
sealed tube of mud and debris - can you find a way to 
disassemble this plug? K A P T A 2

The path lies in a dirty and dangerous canyon (see map 2) where 
you will meeting with the first of the underground dwellers. 
Alas, a dwarf walking near the canyon, just not happy meeting - 
he threw you in my little hatchet, missed, Messy swore and ran 
to hide in an unknown direction. Well, take an ax and go 
straight to the west (W). Canyon will be over soon and you will 
get a great high room tridtsatifutovye whose walls resemble 
frozen orange river. Here be sure to catch a small bird singing 
merrily. Those who have followed our advice to do so would be 
quite easy: just learn from their luggage rod (DROP ROD) and 
poultry can be taken with bare hands (TAKE BIRD). All other 
ways of catching this feathered creation doomed to failure. He 
coped with the bird and making sure with the command INVE, it 
safely placed in a cage, go further west (W) and you will be in 
end of the passage, where finally able to change direction, 
Downstairs (DOWN or simply D) through a small break, expiring 
meet travelers mist. Here is a huge hall, which stretches far 
to the west, but try to go to this direction (W), you 
immediately run into a wide cleft, which is not will not do any 
jumping. May try to invent any The original method of crossing, 
and if you do not manage, then at least bring, lying near the 
cleft, a small eastern flute (TAKE FLUTe) and return back a 
little (E) and check the two possible options for the path. 
Through a cleft in the south wall (S) can get into the low 
room, where is the first of the treasures - a huge gold nugget 
(a large gold NUGGet). Clumsy writing on the wall warns that 
nugget you do not do a single step. Indeed, taking the gold 
(TAKE NUGGet) and tried to go back (N), you fail. In such 
situations have to face more than once, So remember once and 
for all: in a tangled underworld Adventure 1, if you are logged 
somewhere in the north, it does not mean that output will be in 
the south. Therefore, do not panic, look out, and sooner or 
later it will be. In this case, return to the great hall (and, 
along with the nugget) provides Team LEAVe (leave).

But now a new attack - pull gold up the stairs (UP) will fail
although without him do it - no problem. Need to explore the 
latest rest of the way - to the north (N or STAIr). Having 
decided on this step, you will get to Hall of the Mountain 
King, from all sides at odds a lot of passes, but all of them 
(Except reverse) blocking, roused by the appearance of a giant 
vyshim green snakes. Can not try to hit the snake with an ax or 
cast a spell on his game the flute, it's better to release the 
bird (DROP BIRD): it will fly like the wind a monster and make 
him flee. Now we advise to go to the north (N). Double 
repeating this course you will first in the low-pass north / 
south and then in a huge room. This room notable for the huge 
signs Y2, inscribed on a rock in its center and reaching 
clearly whence a voice that speaks only one word: "PLUGH". If 
you dare to repeat that word (that is, enter it with the 
keyboard), then no time will be transferred into a well-known 
to you a house (remember, you took it equipment before the 
start of the campaign?). There you can leave the gold, and 
those items which in your opinion is not yet needed, and then 
typing or XYZY PLUGh, without Labour back in accordance with 
these magic words place the cave. Well, the first treasures 
were found and taken to a safe place. Not you think it's time 
to begin to act independently? Do not forget program is called 
Adventure1 (Adventure 1), and what will it be adventure, if you 
go all the time holding on to someone else, even a very 
reliable, hand. It is for these reasons, the description of the 
game, starting with this place changes its nature: no longer 
will be detailed recommendations for each step of a player, but 
maps of the locations will remain at your disposal as well as 
brief descriptions of the most intricate places and some of his 
secret puzzles.




Low window

Low window


Low window with a height of 50 feet looks at a giant basin,
stretching to the horizon. The bottom of the hollow shroud 
pieces of white fog condensing on the right. Footprints on the 
dusty floor near the window show that recently there someone 
has visited. Right outside the window, at a distance of 25 feet 
kakihnibud, lit another, very similar to yours, a window of 
some room, and there staring at you waving figure of a ghost.

In this location you can reach not only because of the huge 
room with the inscription "Y2" in stone, but from a secret 
canyon, however, in a secret canyon of a room with low-pass 
window is far from always. Until it received only one again: if 
hitting randomly from a secret canyon to a low window, I 
accidentally gave command W, and suddenly found himself again 
in a secret canyon - to repeat the trick with other 
circumstances could not. Through the window you can certainly 
get into the valley or get to the window on the contrary, but 
how is still unknown. 

Jumble of rock with cracks everywhere

Chaos rocks and cracks


This place is remarkable, perhaps, only by the fact that enter 
into it very simply, and Here you can get only by using the 
ASCE. In this case, you will do is not there, where they were 
before they inadvertently wandered into a chaos of rocks and 
crevices. 

Secret canyon

Secret Canyon


You can get here in three ways:
1 - from a secret canyon N / S;
2 - randomly from locations Bedquilt (Fragmentary base - see 
map 3); 3 - if you're lucky, ranging from Low window (Low box - 
see above). 

Low N / S passage

Low pass N / S


Here is one of the treasures - bars of silver (silver BARS). 
And here You can through a hole in the floor to move into a 
dirty dilapidated passage (Dirty broken passage - see map 3).


South side chamber

The south side of the hall


Here is one of the treasures - a very beautiful jewels (Precious
JEWEllery).

Large stalactites

Giant stalactites


Very peculiar place: huge stalactites from the roof to stretch
the floor, and if you managed to jump off or something on 
another walk down the them down you find yourself in a 
completely black spot - a maze of small passages (Maze of 
twisty little passages) - and get out unlikely to be able. 



West side chamber of the hall of the mountain King

The western side of the hall of King Mountain


Take away the rare coins (lots of rare COINs).

Maze of twisty little passages

Maze of small passages


If fate will lead you into a maze of small passages, to get out 
of it will be almost impossible: where no attempt to roll 
everywhere will see a thing same - as like as two peas in a pod 
small passages, bound unthinkable manner.


West end of hall of mists

The western end of the hall fog


Hence, in any case do not go to the south (S) - fall into a 
maze of small passes (Maze of twisty little passages) and will 
stay there forever! 

West side of the fissure in the hall of mists

The western side of the crack in the room mist


Take the diamonds are here (several DIAMonds) and if you can,
cross the crack, and not be able - to go back, because
another way is not here.
K A P T A 3
Dirty broken passage

Dirty dilapidated passage


Here begins the card 3, and from here you can return to card 2 
(UP). 

Arched hall

Vaulted hall


Up to the east of here is the passage of the coral (coral 
passage), which, though and filled up the debris (try to find a 
way to unearth this passage!), but not in able to keep the 
smell of the sea, steeped in the whole air of the hall. 

Large room carved out of sedimentary rock

Big room, cut off the cliff settled


The floor and walls of the room set buried in the stone 
fragments of shells, and the middle of it stands a huge clam 
shell in a tightly closed (an enormous CLAM with its shell 
tightly closed). And do not hide behind a flap giant sink any 
of the treasure, well at least the pearl? Not possible that the 
wreckage of shells embedded in the floor and walls may be 
something interesting. We were trying to break a conch shell 
(BREAK) - nothing happened, no enough strength. Attempt to take 
shellfish and make it out of the room, too, was unsuccessful - 
the size of the shell (5 feet) did not allow her to squeeze 
through narrow passage.




Large room full of dusty rocks

The large room full of small stones


Those who come here in the usual way, or suddenly be 
transferred from location Bedquilt, may be more closely inspect 
the cracks (cracks), which found there at every step.


Bottom of small pit

Bottom of small pits


In the pit flows a tiny stream, appearing and disappearing 
through the cracks no wider than two inches. Crawl through 
small holes you are unlikely to succeed, but Water stream may 
someday prove useful. 

Complex junction

Comprehensive site


Strange but true - despite the large number of converging here
passes, the air in the room is different stiffness and musty.

Ante room

Hallway


In this location you can enter from a complex site, or 
accidentally fall out Bedquilt. In either case you will see 
traces of the recent excavation and hovering in the air, the 
inscription: "The cave leading under the main building is far 
away. Proceed at your own risk. (Company "Witt Construction") 
". Here you can get hold of a few issues of the journal 
"Spelunker News "(a few issues of" Spelunker News "MAGAzine), 
but here's what they do, Nobody will tell.


Large low room

A large low room


Getting here is difficult, but vital, as it is here
start a very interesting parts of the underground labyrinth. 
The easiest way to entrance into a large low room to try to use 
the features of location Bedquilt.


Bedquilt

Fragmentary base


Very, very strange room is a long
pierced holes pass the long, from west to east. To get
hence the need to randomly give commands N, S, D, and UP. But 
you never know in advance where you will be after this - all 
subject to chance. Well at least, that the number of locations 
where you can find yourself limited. On the map, these 
locations are marked with *. Traveling to this location, do not 
despair when the computer over and over again will report: "You 
are crawling in the crawl on a fairly narrow lazu and is again 
in the main aisle, "- sooner or later, somewhere yeah crawls. 



One side large deep chasm

Edge of a huge deep chasm


Out of the canyon rises a thick white mist, hiding all that is 
on the other side. Stretched over an abyss rickety wooden 
bridge, and at the entrance to He is a troll demanding payment 
for passage. Reaffirms the legitimacy of its claims sign: 
"Stop!" Pay the troll! ". As the board fits any of the 
treasures, but you do not lose only the treasures, but also 
points that are awarded for it. Therefore it is better just to 
pay for passage to use the golden eggs (golden EGGS) from 
location Giant room (Giant Room - see map 4). The main 
advantage of these eggs lies in the fact that the magic words - 
fee fie foe foo - they can be returned to gigantic room. By the 
way, do not rush to the bridge, better try again to get the 
golden egg, because for a return pass over the bridge will also 
have to pay. Manipulations with the magic words when you return 
must repeat, and Only then will we take the eggs for a third 
time and finally, as Treasures include the house.

All this requires a lot of patience, but other options are 
crossing with the loss of any treasure or, worse, 
life-threatening. Try to kill the guardians of the bridge do 
not advise, they are much more cool, more and experienced any 
lover of free crossings. I must admit, I once tried to 
zapustitt ax to troll, but he deftly caught it, carefully 
examined and flung back, casually remarking that this thing was 
done soundly, but payment of passage over the bridge it is not 
enough. 

Oriental room

Room in oriental style


The walls of this cave covers an ancient Oriental paintings, 
but it should interest you in the first place, while standing 
in a room, a precious vase Ming (Precious Ming VASE), which is 
still one of those treasures that you seek. 

Wide path around a large cavern

Wide road around a large cavern


Wide road runs along the outer edge of a huge cavern. Bottom 
through dense white fog heard a suspicious splash (whatever 
that might mean?). Mist rising from the bottom, goes through a 
crack in the ceiling. 

Alcove

Niche


From a niche to the east is a very narrow tunnel, and it seems 
that the further he becomes even narrower. Make sure you take a 
chance and try to squeeze ahead (E), at least in order to 
determine the source of piercing dark out light.

Alas, if you have with them have any items, almost all of them 
have leave in a niche, and even with the lamp should 
temporarily give up, otherwise the tunnel is not climb.


Small chamber

Small camera


Small camera illuminated dark green reaching clear
where. In the north-east (NE) leaves a dark corridor, but what 
lies behind them You can find out just having a istachnik light 
bulb and remained in a recess of about the road - here's one 
more zadachka nous. If not cope with it, then maybe just a 
little you will comfort, located in the chamber, another jewel 
- an emerald the size of a large egg (EMERald the size of 
provers egg), - Take it and return back.

K A P T A 4
Room whose walls resemble swiss cheese

Room with walls like Swiss cheese


Part of the premises occupied by a giant block of rock and the 
walls are reminiscent of Swiss cheese, but how can you use both?


Soft room

Quiet Room


The walls are hidden behind thick curtains, floor covering nappy
carpet and the moss hanging from the ceiling. The atmosphere is 
indescribable. In memory of this place, going, you can take 
with a small velvet pillow (a small velvet PILLow) - it can 
hardly be considered treasure (though not bad check, and in 
this regard), but it is quite useful can.

Not be amiss to examine the walls, floor and ceiling of the 
room - and suddenly something behind the soft tissues.


West end of the twopit room

The western end of the room of two wells


The wall over the pit there is a pretty big hole, but to reach 
it impossible. But you can descend into the pit, where you'll 
find something very interesting (see description of location 
Bottom of the western pit). 

Bottom of the western pit

The bottom of the western pit


A tiny germ (a tiny little plant), to break through the rocks 
on the bottom of the pit, plaintive whispers: "Water, water 
,..." If you are a reasonably prudent and took along with him 
from home a bottle of water, try watering the plant (DROP 
WATEr), and right on your eyes from a tiny germ, it will turn 
into a 12-foot Beanstalk insistent blaring: "Water!" Water! "

But the bottle is empty - nothing to be done, will go to fetch 
water to underground tank (location Edge of a large underground 
reservoir) and again watered plants. After that, a giant stalk 
make it to the hole in the wall, and you be able to climb up 
(CLIMb). 



East end of the twopit room

Eastern end of the room of two wells


Floor littered with small fragments of stone that allows you to 
easily descend into the pit and just as easily get out of them. 
But you can not do it - All the wells easily bypassed. Within 
the walls of many holes, but only one of them large enough to 
through it could go. This hole is located above pit at the west 
end of the room, but, alas, at such a height that it is 
impossible to reach.

Notice the hole near where you stand (see description of 
location Bottom of the eastern pit).


Bottom of the eastern pit

The bottom of the eastern pit


In the corner at the bottom of the pit is a small puddle of oil 
(a small pool of OIL). 

Large low circular chamber

A large low circular chamber


Floor littered with collapsed ceiling slabs of stone. To the 
east and west here are huge corridors, but they are overwhelmed 
by large boulders. Low small passageways leading to the north 
and south, and south very soon folds to the west, skirting 
boulders. Note that in this room has a secret passage, which is 
not mentioned in the description of location: a team of UP (up) 
allow you to take advantage of this move.


Secret canyon

Secret Canyon


Canyon has exits to the north and east. From the north you come 
and easily can go back, but the path to the east is blocking a 
huge green dragon. He stretched out on the imposingly 
magnificent Persian rug (a persian RUG) and better not try to 
slip by unnoticed - nothing happens. Axe will not help cope 
with the hideous reptile - it bounces off thick scales of a 
dragon, not the reason for that harm. If you'll risk play the 
flute, the dragon who hates music, out of steam jet of flame 
and burn the carpet, which is certainly could be ranked as the 
number of underground treasures.

Try to experiment with the already proven weapon against
Dragons - a brave little bird. We have it did not work out, but 
can have you come out. Well, if there is no need to invent 
something new, very much enticing passage, blocking the dragon.


N / S canyon about 25 feet across

Canyon north / south width of 25 feet


Paul wrapped up the current from the north to the white mist. 
Walls go up by more than a hundred feet. In the middle of the 
canyon parallel to the walls, hanging frightening the size of 
two-way mirror, as enshrined somewhere in the inaccessible view 
heights. The mirror is likely to belong to the dwarves, 
different excessive vanity. At the far end of the canyon, at an 
altitude of about 40 feet can see a small window.


Edge of a large underground reservoir

Edge of a large underground tank


Of water raised dense clouds of white mist, filling the entire
huge cave, and quickly rising up. With a height of about ten 
feet straight over your head, falling into the lake water flow. 
He noisily divided spray somewhere at the bottom among the mist.


Giant room

Giant room


Dimensions of the room is so large that light can not illuminate
ceiling, but on the floor you can see the nest of golden eggs 
(a nest of golden EGGS), and on the west wall, someone scrawled 
the magic words: "FEE FIE FOE FOO ". Take the golden eggs, but 
not in a hurry to carry them home as their first can and should 
be used to pay for crossing the chasm (sm.opisanie location One 
side large deep chasm). 

Immense N / S passage

Huge passage north / south


The path to the north blocks huge, rusty iron door, which
can not open it does not pre-lubricated hinges. Therefore, if 
you have not yet dumped somewhere in a bottle from under the 
water, go into the room of two wells and at the bottom eastern 
pit (Bottom of the eastern pit), type in her oil (TAKE OIL), 
and then Lubricate door hinges (DROP OIL) - pass to the north 
will be opened .. 

Manificent cavern

The magnificent cave


Fast Stream runs through the cave, and sparkling waterfall 
crashes down in roaring maelstrom, leaving a hole in the floor.

Here is one of the sought treasures - Gem
trident (a jewel-encrusted TRIDent). Maybe this thing can be 
used for other purposes - for example, to fight the dragon in 
the location Secret canyon (Map 4), or a bear in Barren room 
(Map 5). 

Top of a steep incline

The top of a steep slope


Hence, down (D) is the shortest path in a large low room (Map 3,
location Large low room), ie ultimately to the house - the 
place where you collect the found treasure. But just in case, 
remember that back in the same through the pass will fail.

K A P T A 5
Far side of the chasm

The opposite side of the abyss


On this side of a precipice near the bridge, too, is a troll 
will be charged pass - I hope you do not forget to grab a 
second time from the location of Giant room (see map 4) golden 
eggs (golden EGGS) to pay for the return pass. 



Long E / W corridor

A long corridor east / west


Nothing remarkable in this corridor there, but the distance is 
heard a faint thunder do not bode well.


The path forks here

Fork


As the distance from the bridge crashing growing suspicious, 
and he goes, seems to northeast (NE).


The walls are quit warm here

Warm wall


The walls of this cave is very warm, and the noise coming from 
the northern reaches of this forces, that everything shakes 
him. It is unlikely that one should go in that direction, 
though and there is a fairly wide passage. Better in low to 
select into a manhole East (E).


Small chamber filled with large boulders

A small room littered with huge boulders


The whole hall littered with boulders. Air in the room 
unbearably hot and stuffy hot walls. Quickly take being here a 
set of very rare spices (some very rare SPICes) and get out 
earlier. 

038 view

Peyzzh 038


Far below see the volcano, the crater of which, cast into the 
deep, flowing streams of molten lava. On your right, from 
sulfur lake in the center of infertile Islands in a cloud of 
scalding steam continuously erupting geyser. Distant right wall 
of the giant hall brilliantly lit by itself, giving additional 
diabolical flavor this already hellish picture. Nowhere to be 
seen no passages, moreover, by which you came here. 

Gently sloping N / S passage

Strange limestone passageway north / south


In the limestone walls of the passage has lots of very strange
insertions which are not harmful to be studied more closely.

Entrance to a large barren room

Log into the huge empty room


Can I take an empty room in which resides the cave bear? About
the presence of this beast alerts sign above the entrance, and 
bear the following location actually is, but the fact remains: 
in the description of room for some reason, called a blank. 



Barren room

Empty Room


Center of the room is really empty except for dust, which
clearly visible traces of lead into the far corner, staring at 
you from the fierce cave bear, chained to the wall of a gold 
chain (golden CHAIn). We were unable to get a gold chain:

- Ax running into a bear does not hit the target and fell so 
badly that get it proved impossible;

- Prsto grab tset (TAKE CHAIn) and open it and then take the 
(OPEN CHAIn then TAKE CHAIn) failed too, and in the first case, 
his legs were suspiciously wet.

DICTIONARY
A



ACROss
VIA (for example -
jump across the chasm)
AWKWard
DANGEROUS

ASCE
LIFTING
AXE
AXE

B



BACK
BACK
BIRD
BIRD

BARRen
BLANK
BOTTle
BOTTom
BOTTLE
BOTTOM

BARS
Bars
BREAk
SCRAP

BATTle
BATTer
Fight, battle
Beat, beat
BROKen
BROKEN,
DESTROYED

BEAR
BEAR
BUILding
BUILDING, HOUSE

BED
CHANNEL



C



CAGE
CELL
CLIMb
Climbing

CANYon
CANYON
COBBle
Cobblestone

CARPet
CARPET
COIN
COIN

CAVE
CAVE
CONTinue
CONTINUE (CR)

CHAIn
CIRCUIT
CRACk
CRACK

CHASm
Chasm
CRAWl
LAZ, crawl

CHESt
CHEST
CROSsover
CROSSING

CLAM
Mollusks



D



DARK
DARKNESS
DOOR
DOOR

DEBRis
The ruins,
Fragments
Down
DOWN

DEPRession
DEPRESSION
DRAGon
DRAGON

DESCend
DOWN
DRAWing
PAINTINGS

DIAMond
DIAMOND
DROP
LEAVE, Throwing

DOME
DOME, REDD
DWARf
GNOME

E



East
move east
ENTEr
LOGIN

EGG
EGG
ENTRance
LOG IN

EMERald
EMERALD
EXIT
EXIT



F



FIGUre
FIGURE
FOOD
FOOD

FISSure
Cleft
FOREst
FOREST

FLOOr
POL
FORK
BRANCHED

FLUTe
FLUTE
FORWard
Forward, forward

G



GIANt
GIANT
GRATe
GRILLE

GEYSer
GEYSER
GULLy
VALLEY, ravine

GOLD
GOLD



H



HALL
HALL
HOLE
HOLE, HOLE

HELP
Call TIPS
HOUSe
HOME

HILL
HILL



I



INFOrmation
call
INFORMATION about
game
INto
LOGIN

INSTruction
Call summary
INSTRUCTIONS
INVEntory
display
LIST OF ITEMS

J



JEWEllery
JEWELLERY
JUG
JUG

JUMP
Jump, Jump



K



KEY
KEY
KNIFe
(KNIVes)
KNIFE (KNIVES)

L



LAMP
LAMP
LOOK
VIEW (vb)

LANTern
LAMP
LOW
LOW

LEAVe
LEAVes
LEAVE
LEAVES



LEFT
LEFT



M



MACHine
MECHANISM
MACHINE
MING VASE
VASE Ming

MAGAzine
MAGAZINE
MIRRor
MIRROR

MAIN
MAIN
MOSS
MOX

MESS
MESSage
MESSenger
DISORDER
MESSAGE
HERALD,
MESSENGER



N



NEST
NEST
NUGGet
Nugget

North
move to the north;
intermediate. directions - NW, NE
NULLah
The ravine, river-bed,
CREEK

NOWHere
ANYWHERE, ANYWHERE



O



OFF
OFF
ORIEntal
EAST

OIL
OIL
OUT
QUIT

ON
ON (lamp and
etc.)
OVER
EXCESS (y), NAD

ONWA
ON, AHEAD
OYSTer
Oysters

OPEN
OPEN



P



PASSage
PASSAGE
PLANt
SPROUT

PEARl
PEARL
PLAT
PLATe
MAP, AREA
Land
DISHES, PLATE

PILLow
CUSHION
PLUGh
magic word for
THE BIG LEAP

PIRAte
PIRATE
PYRAmid
PYRAMID

PIT
JMA



R



RESErvoir
RESEmble
TANK
Hiking, reminiscent
Th
ROAD
ROAD

RESTore
RESTORE
neokonch. game
ROCK
ROCK

RETRograde
Fall back
ROD
Wand

RETUrn
BACK
ROOM
ROOM

RIGHt
RIGHT
RUG
CARPET

S



SAVE
SAVE
current. state
Games
SNAKe
SNAKE

SCORe
Image
Scores
South
Move to the south;
Intermediate.
directions: SW, SE

SECRet
SECRET,
SECRET
SPICes
SPICES

SHADowy
figure
GHOST
STAIrway
LADDER

SHELl
SHELL
STALactite
STALk
Stalactite
STEM

SILVer
SILVER
STEP
STEP

SLAB
Flagstone
STREam
CREEK, STREAM

SLIT
Gap
SURFace
SURFACE

T



TABLe
TABLet
TABLE PLATE
TABLETS
TRIDent
Trident

TAKE
TAKE
TROLl
TROLL

THROw
Chunk
TUNNel
TUNNEL

U



Up
UP



V



VALLey
VALLEY
VIEW
VIEW, VIEW,
LANDSCAPE

VASE
VASE
VOLCano
VOLCANO

VENDer
DEALER



W



WALL
WALL
West
move west

WATEr
(H2O)
WATER
WINDow
WINDOW

X



XYZY
magic word for
LARGE
LEAP



* All commands (words) in the dictionary obtained by viewing 
the machine unit Codes programs using MONS4B.

** With a shift to the right are the words whose value has not 
yet check when working with ADVENTURE 1.


 Here and later in the game description and map use abbreviated 
names of locations, so if you do not want to miss anything 
important, carefully read and translate that will report to the 
computer.  Recall the difference in the notation. Bold italic 
typed fragments describe locations and names of objects (eg, A 
large set of keys) and the fact that in bold capital letters 
(eg, TAKE LAMP) - a team that should be dialed using keyboard 
and run into action by pressing ENTER.  Your eyes, hands, etc. 
The game will be Spectrum. You can manage teams of one or two 
words, and these words can not type in full, as the program 
draws attention only on the first four letters of each word. 
And for the most common commands (eg, driving directions) to 
specify all 1 * 2 letters. Valid reduction options listed in 
the dictionary, which is located at the end of the description. 
 These cards include a maximum known to date information on 
Adventure maze 1, but much remains to this over than have to 
smash his head: found Not all the treasures, not all the 
puzzles to solve, many Skrat from the eye passes left 
undetected, etc.  Fee charged for crossing the divide twice in 
the entire game, ie, when you walk on the bridge first time, 
and when you first come back. All other crossings over the 
canyon would not you cost anything.

To pay for the passage (eg golden eggs), give the command THROw 
EGGs, troll deftly catches your treasure and forever hidden 
from our eyes. 





Other articles:

Business Card - an overview of electronic journals for the ZX Spectrum.

Computer novella - In the game "The Saga"

Computers, we choose - Finalization of the computer "ATM-TURBO".

Spectrum in School - an article on numerical methods, "Seidel method for solving the linear.

Entry - greetings from the Editor.

New Programs - copier ABCDcopy and utility for formatting floppy disks Floppy Format.

Forum - questions and answers on games: Jungle Warrior, Buratino, Streaker, Paris Dakar, Bloodwych, Hero Quest, Apollo, Cliff Hanger, Cyber Hordes, Paradise Valley, Star Drive, Laser Platoon, Movie, Where Time Stood Still, The Sceptre, Carrier Command, etc.

Expert Tips - the strategic game Wellingsto at Waterloo.

Expert Tips - the strategic game of Napoleon.

Expert Tips - for the game Star Fox.

Crossing Dragon - Dungeons & Dragons (the first chapter of a book on adventyurnyh games).

TR-DOS for beginners - 5 th chapter of the book "General information on the disk system TP DOS.

Returning to the printed - the last file dizzasemblera TR-DOS.

reader-reader - On the hardware, software and Other Computer Profi ...

reader-reader - Recover lost data.

reader-reader - Spectrum and expert systems.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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В этот день...   21 November