GENRE: Text Adventure \ Interactive Fiction
WHERE TO GET IT: GOG
You begin your adventures on the beach, having just arrived in the far-away
land of Kolyma.
Go right twice, so you are at Grandma’s house. LOOK
MAILBOX, and OPEN MAILBOX. There’s a basket of goodies
here, so TAKE BASKET. If you like, you can KNOCK DOOR and
enter Grandma’s house, but there is nothing you can her in there at the
moment.
Keep your eyes out for Red Riding Hood, cos she pops up randomly.
When you find her, TALK RED RIDING HOOD. She tells you
her problems about losing her basket, so GIVE BASKET TO LITTLE
RED RIDING HOOD. She gives you her bouquet of FLOWERS as
a ‘Thankyou’. and then skips around merrily.
Outside Grandma’s house, go up and go right. You see a door in
the tree - watch out for the dwarf. OPEN DOOR, enter,
and climb down the ladder. SAVE YOUR GAME HERE.
Walk right, to the next room. If the dwarf is here, quickly
leave, then come back here. When dwarf is gone, walk over to chest
on the right. LOOK CHEST, OPEN CHEST, LOOK
IN CHEST, and TAKE EARRINGS. Walk over to fireplace,
and TAKE SOUP. Now leave the room, and leave the house.
Outside treehouse, go left and go down, back to Grandma’s house.
Outside her house, SAVE GAME HERE. KNOCK DOOR, OPEN
DOOR, and ENTER. If wolf is here, leave immediately,
If Grandma is here, GIVE SOUP TO GRANDMA. Now LOOK
UNDER BED, and automatically get RUBY RING and BLACK
CLOAK. THANK GRANDMA. Then leave the house.
Walk right, and wait here for a while. If you haven’t dealt with
Red Riding Hood yet, she should show up now - GIVE BASKET TO
RED RIDING HOOD.
Go right to the Monastery. A fairy is here, and gives you a
protective spell, then leaves. Isn’t that nice of her. Go
right again, to Monastery entrance.
OPEN DOOR to enter Monastery. Walk up to the altar, and PRAY. The
monk asks who you are, so tell him GRAHAM. He gives you
his SILVER CROSS to protect you from evil, then goes back to
his praying. THANK MONK, and leave the Monastery.
Go down to the lake. Note that hole in the rock. Stand next
to the hole, and LOOK IN HOLE to see a sapphire
brooch. TAKE BROOCH.
Walk up twice to the chasm - be very careful not to fall in! Cross
over the bridge, and head right to next screen. Now go up one
screen. Hmmm, what’s that strange door doing here? LOOK
DOOR, then LOOK INSCRIPTION. You have to find a key for
the door, and it’s giving you a hint as to where the key might be.
Sounds like it’s hidden under water somewhere.
Go down, left, and cross the bridge again. Go left, and up to the
big tree. LOOK IN HOLE in the tree, to see a
mallet. GET MALLET. Walk left twice, to lake. Notice
the big log at bottom of the screen? Walk up to log, and LOOK IN
LOG to see diamond necklace. GET NECKLACE.
SAVE YOUR GAME HERE. Go up twice - be careful, the evil
witch Hagatha might be lurking. Now walk left, and TAKE
STAKE that’s leaning against the tree.
Go left to the beach. LOOK CLAMSHELL on the sand,
and TAKE CLAMSHELL. Also, TAKE BRACELET that
was hiding underneath. Go down twice, and TAKE TRIDENT.
Now walk up 3 screens. Wow, there’s a mermaid sunbathing on
the rocks. Enter water, and SWIM. Swim over to mermaid,
and GIVE FLOWERS TO MERMAID. She summons a seahorse,
so RIDE SEAHORSE. It takes you down to Neptune’s lair.
Yes, the great Neptune himself. Ride over so you are next to
him and GIVE TRIDENT TO NEPTUNE. As a reward, he
gives you a BOTTLE, then he magically opens a giant clam… revealing
a KEY. Hmmm, weren’t you looking for a key? Ride over
to the clam, and TAKE KEY. Now LOOK BOTTLE that
he gave you, to see it has a piece of cloth in it. TAKE
CLOTH. You never know when a piece of cloth will come In
handy. Now ride right - the seahorse will take you back to the
beach. Then go back on to dry land.
Walk up 3 times, then walk right. Yikes! This is a
spooky-looking cave! SAVE GAME HERE. Enter the
cave. This is Hagatha’s cave, but she may or may not be
here. LOOK CAGE to see a poor nightingale trapped
here. Now if you simply TAKE CAGE, the nightingale
will start singing, alerting Hagatha to your presence, so don’t do
it! Instead, PUT CLOTH ON CAGE. This keeps
the nightingale calm, so you can now TAKE CAGE.
Leave the cave.
Head right 4 times, back to the bridge. Cross over the bridge, and
go right again. Now head up to that mysterious door. This is
so exciting!
What could be behind the door? Okay, UNLOCK DOOR.
The key turns, the door opens, revealing… another door with another
inscription. *sigh* Okay, read inscription. Seems like
the next key is somewhere high up.
Go down, left, and cross the bridge. Go up twice to the lake.
Enter water and SWIM over to far side of the lake.
Head up another 2 screens, to the Antique Shop.
Climb up stairs to the Antique Shop, and READ SIGN in
the window to see that the shop is open. KNOCK DOOR,
then OPEN DOOR to enter the shop. Walk over to the
old lady, and TALK LADY. She tells you about an oil lamp
she recently acquired. GIVE NIGHTINGALE TO LADY. She
gives you the OIL LAMP as a reward, before throwing
you out of the shop. Now READ SIGN again - the shop
is closed now. Hmm, that’s weird.
Hmmm, I wonder if this is a magic lamp. And I wonder if I’ll get
3 wishes. RUB LAMP. A genie appears, and gives you
a magic carpet. RIDE CARPET - you end up on a cliff,
somewhere high above Kolyma. Walk right once. Yikes, there’s a
poisonous snake here.
RUB LAMP again. The genie appears again, and gives you a sword. RUB
LAMP yet again, and the genie appears again and gives you
a leather BRIDLE this time. That’s your 3 wishes
used up, so the LAMP disappears.
Now as strange as this may sound, THROW BRIDLE at
snake. Wow, the snake transformed into a winged horse. TALK
HORSE to learn how he was cursed. The horse gives you a
magic SUGAR CUBE that will protect you from poisons, then
he flies away.
Head right, to another cave. Notice that hole in the rock?
For a bit of fun, LOOK IN HOLE. Ahem, very
amusing! Okay, back to the task at hand.
Enter the cave. There’s a key here - TAKE KEY.
Now leave the cave. Go left 3 times, back to edge of the cliff.
Now, how are you going to get back down there? The same way
you got up, of course. RIDE CARPET. Wow, I
could really get used to this way of travelling!
You’re back outside the Antique Shop again. Walk up to next
screen, to the lake. Enter water, and SWIM to the
far side.
Head up another 2 screens to the bridge. Cross bridge, walk right,
then up, so you are back at the door. Just like before, UNLOCK
DOOR. A third door appears, along with a third
inscription! READ INSCRIPTION on the door to get another
clue. What could that mean?
Walk down, left, and cross the bridge. Go left twice and up twice.
You are at edge of the foul lake, and a ghoul is here with his boat.
He can take you across the toxic lake, to that castle you see in the
distance. Try to ENTER BOAT, but the ghoul wants paid, and
you don’t have anything to pay him with. Maybe you can trick him
somehow. If you haven’t already, WEAR CLOAK, WEAR
RING, and WEAR CROSS. Now ENTER BOAT again.
With that cloak on, he’s mistaken you for someone else, and gladly takes
you across the lake.
On the far bank LEAVE BOAT, and SAVE YOUR GAME HERE.
Now those thorns are poisonous. If you have the sugar cube the
winged horse gave you, EAT SUGAR CUBE. If you don’t
have it anymore, don’t worry, you can still get through this, but just be
careful. Now make your way up through the thorny path to the door.
Head up to the next screen.
There are 2 spooky ghosts guarding the castle door. But again,
they are fooled by the black cloak and ruby ring, and mistake you
for someone else, so they float away. OPEN DOOR to
enter the castle.
Inside the castle, go left to next screen. Climb ramp up into the
tower. OPEN DRAWER in the dresser, and GET
CANDLE. LOOK CANDLE to see that it’s unlit.
Now head back down the ramp, but stop when you reach that torch on the
wall. LIGHT CANDLE from the torch, then continue on down
the ramp, and go right, back to Entrance Hall.
Walk right to Dining Hall. TAKE HAM from the
table, but resist the urge to eat it. SAVE GAME HERE.
Now go right again, but be careful - those stairs are nasty. Continue
down stairs until you reach the bottom, and SAVE GAME HERE.
Walk left. *GULP* There’s a coffin
here!!! If the coffin is open, leave the room, then return.
Now when the coffin is closed, walk over to the coffin, and LOOK
COFFIN. OPEN COFFIN to see Count Dracula
lying there. Now quickly, KILL DRACULA with the
stake and mallet you found earlier. Nice work! Graham The
Vampire Slayer! A silver key is left behind in the coffin, so TAKE
KEY. LOOK IN COFFIN to see a satin pillow, so TAKE
PILLOW. A gold key was hiding under the pillow, so TAKE
KEY.
Walk back right again, and climb up stairs, remembering to SAVE GAME every
so often. At top of the stairs, head left once to the Dining Hall,
then head up through purple curtains.
More stairs! You know the drill. Climb up stairs,
remembering to SAVE GAME every so often.
At top of the tower, UNLOCK CHEST with the silver
key. OPEN CHEST, and GET TIARA. SAVE
GAME HERE, then make your way back down the stairs. At
bottom of stairs, go down to the Dining Room, then left to Entrance Hall.
Leave the castle.
Now the effect of the sugar cube may have worn off by now, so SAVE
GAME HERE. Head down one screen, and make your way through the path,
being careful not to get pricked by any of the thorns. ENTER BOAT,
and sail back across the lake to the other side.
Time to unlock that last door. Go down twice and right twice to
the bridge. Cross bridge, and go right again, then go up to next
screen. UNLOCK DOOR with the key. Wow, you see a
world unlike anything you’ve ever seen before. You automatically
enter the door into this strange new world.
What a lovely colour the water is. Head up to the waterfall,
and GET NET from the ground. Go down twice.
Walk to edge of the sea, and FISH. Keep FISHing
until you catch a golden fish. GET FISH to pick it up.
However, it will die out of the water, so THROW FISH back
into the water. RIDE FISH across to the island.
Head up twice, then right once. See that pink thing in the
sand. Walk over to it, and GET AMULET. Walk down once,
and OPEN DOOR.
Enter tower, and SAVE GAME HERE. Climb up stairs to
the top. There’s a huge, hungry lion here. THROW HAM to
lion, and he goes off to sleep. OPEN DOOR, and step into
other room. This is it! This is the woman you saw in the mirror,
the woman of your dreams. Your heart begins to flutter. LOOK
WOMAN, and TALK WOMAN. She tells you her name is Valanice
- tell her you are GRAHAM. KISS WOMAN, then GO
HOME.
Watch the final scene, as you marry Valanice.
Congratulations King Graham, you have completed the game.
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