CRYSTAL QUEST by C. Chadwick (chris@chadwick67.freeserve.co.uk) A Graphic Adventure for the 48k ZX Spectrum COMPLETE GAME SOLUTION ---------------------- The complete solution for Crystal Quest follows, with explanation for moves, and alternative vocabulary that can be used. GET SHELL:A source of light and help. EXAMINE ROOF/MARKINGS:to find some runes scratched into the rock. WEST:EXAMINE/READ SIGN gives a warning about entering the wood at night. SOUTH, EXAMINE SKELETON:to find the belt. GET BELT, SOUTH, WEST, SOUTH, WEAR BELT:to support your back. LIFT/MOVE/RAISE BEAM:off the rug. GET RUG, REMOVE BELT, DROP BELT:not needed again. NORTH, EAST, NORTH, NORTH, NORTH:to outside the hermit's cave. He takes the giant snail and shuts himself inside the cave. STACK/PILE LOGS:below the ledge. UP/CLIMB LOGS, COVER CHIMNEY WITH RUG:to smoke-out the hermit. GET RUG:off the chimney so the smoke can escape again, allowing you to enter the hermit's cave. DROP RUG:not needed again. DOWN, WEST:the hermit follows you inside. GET SNAIL:the hermit won't let you have it until you collect three ingredients to make a remedy for his sore eye. GET JAR, GET PEG, EAST, GET LOG:just one. You are unable to carry them all. SOUTH, SOUTH, EAST, EAST, CRAWL:under the willow tree. EXAMINE TRUNK: to find a branch. SNAP/BREAK BRANCH:sap (the first ingredient) starts dripping from the trunk. UNCORK JAR or PULL CORK, CATCH/COLLECT SAP:in the jar. CRAWL, WEST, SOUTH:to the carnivorous plant's lair. It sprays noxcious gas at you in an attempt to claim you as its next meal. PLUG/STOP/BLOCK HOLE WITH CORK:to stop the gas. GET GAUNTLET, WEST, SOUTH, EXAMINE MANURE:to find the mushrooms (the second ingredient). WEAR PEG:on your nose. PICK/GET MUSHROOMS, PUT MUSHROOMS INTO JAR, REMOVE PEG, DROP PEG:not needed again. EAST, EXAMINE FIREPLACE:to find the fire has almost gone out. THROW/PUT LOG ON/IN FIRE:to warm the scribe. He wants to help you in return and says he's good at languages. EXAMINE DESK: to find the parchment. You also notice an ink-well full of gold ink. GET PARCHMENT, WEST, SOUTH, EXAMINE TREE:to find the spiky pods. WEAR GAUNTLET:to protect your hand. PICK/GET POD:EXAMINE POD tells you it's a conker pod. DROP POD, STAMP on POD:to open it. REMOVE GAUNTLET, DROP GAUNTLET:not needed again. GET CONKER, SOUTH, EXAMINE BOULDERS:to find the moss (the last ingredient). PEEL MOSS, PUT MOSS INTO JAR, NORTH, WEST, WEST, GET FLINT, GO/ENTER CRACK:the crystal staff is also here but is too long to fit through the crack with you. EAST, EAST, EXAMINE VEGETATION:to find the huge lily pads growing here. CUT/SAW STEM WITH FLINT:one of the pads drifts free. DROP FLINT:not needed again. WEST, NORTH, NORTH, NORTH, NORTH, NORTH, WEST:back to the hermit's cave. GIVE JAR:to the hermit. He throws down his eye patch and says that you can borrow his homing snail. GET EYE PATCH, GET SNAIL, EAST, EXAMINE CARCASS:to find the forked bone. GET BONE. TIE EYE PATCH TO BONE:to make a catapult. SOUTH, SOUTH, WEST:you meet a wood elf carrying the crystal ring. Mischievously, he swallows it, but chokes and dies. GET DEAD ELF, SOUTH, EAST, EAST:back to the carnivorous plant. FEED PLANT WITH ELF:the plant chews the elf and spits the indigestible remains to the floor. This includes the crystal ring the elf swallowed. Leave it here until the end of the game. WEST, WEST, NORTH, SEARCH ASH:to find the stick of charcoal. GET CHARCOAL, EAST, NORTH, EAST:back to the cave. COPY/DRAW/WRITE RUNES ONTO PARCHMENT, DROP CHARCOAL:not needed again. WEST, SOUTH, SOUTH, SOUTH, EAST:back to the scribe. SHOW/GIVE PARCHMENT:to the scribe. He translates the runes written on it which tell of a magic word named OPENITE. WEST, NORTH, WEST, GET LEAVES, EAST, NORTH, EAST, EXAMINE BRIDGE:to find a loose plank. GET PLANK, SOUTH, WEST, SOUTH, SOUTH, WEST, WEST:back to the mountain chamber. DROP SNAIL, CLICK FINGERS:the homing snail finds a way out of the passages, back to the hermit. It leaves a silvery trail behind it. GET STAFF, FOLLOW TRAIL, EAST, DROP STAFF:leave it here until the and of the game. EAST:back to the lake. GO PAD or CLIMB/GET ON, PADDLE:to the island, using the plank. CLIMB/GET OFF, EAST, SHOOT CONKER AT BELL:using the catapult. A dwarf, smoking a pipe, asks for a toll to let you into the town. GIVE/OFFER LEAVES:which the dwarf takes to be tobacco and opens the town gates, to let you in. DROP CATAPULT:not needed again. WEST, GET PAIL:EXAMINE PAIL tells you it has a split down one side. GO PAD, PADDLE, GET OFF, WEST, NORTH, NORTH, EAST, NORTH, EAST:back to the marsh. EXAMINE MARSH/GROUND/EARTH:to find the clay. GET CLAY, WEST, SOUTH, WEST, SOUTH, MEND/FIX/REPAIR/SEAL PAIL WITH CLAY, MILK COW, GET PAIL:now full of milk. SOUTH, EAST, GO PAD, PADDLE, GET OFF:back to the island. EAST, EAST, SOUTH:A cat is here. Frightened by you, it disappears under the bed. SPILL/POUR MILK:onto the floor to make the cat come out from under the bed. DROP PAIL:not needed again. GET CAT, OPEN CUPBOARD:A pillowcase falls from inside it. GET PILLOWCASE, NORTH, EAST, EAST, DROP CAT:the dog guarding the hen house chases after it. NORTH, STUFF/FILL PILLOWCASE WITH FEATHERS:to make a pillow. SEARCH FOOD/SCRAPS:to find the wedge of cheese. GET CHEESE, SOUTH, SOUTH, EXAMINE WELL:to find it is dry and there is something at the bottom. This is, in fact, the crystal hourglass. THROW/DROP PILLOW INTO WELL:to ensure a safe landing. THROW/DROP SHELL INTO WELL:to ensure you will be able to see in the darkness at the bottom. GO/ENTER WELL:Note, you are unable to enter the well if you are carrying anything. GET HOURGLASS, GET SHELL, LISTEN:to find the brick in the side of the well that has water seeping from the crack around it. PULL BRICK: the well fills with water and you float to the top (if you are not carrying too much). NORTH, WEST, WEST, OPEN DOOR, NORTH:into the inn. The old door creeks shut and wakes the innkeeper. EXAMINE BAR:to find the silver coin which the innkeeper won't let you have. OPEN DOOR, WEDGE CHEESE UNDER DOOR:to keep it open. SOUTH:to let the innkeeper fall asleep again. NORTH, GET COIN, SOUTH, EAST, UP, SEARCH JUNK:to find the armour. The shopkeeper requires payment before he will let you take it. If you try BUY ARMOUR, GIVE COIN or PAY SHOPKEEPER using the silver coin, the shopkeeper tells you the armour costs one GOLD coin. DOWN, WEST, WEST, WEST, GO PAD, PADDLE, GET OFF, WEST, NORTH, EAST:back to the scribe's hut. DIP/DUNK COIN:in the gold ink found here earlier, to make it look like a real gold coin. WEST, SOUTH, EAST, GO PAD, PADDLE, GET OFF, EAST, EAST, EAST, UP:back to the junk shop. BUY ARMOUR or GIVE COIN or PAY SHOPKEEPER, GET ARMOUR:EXAMINE ARMOUR tells you it's indestructible. DOWN, WEST, WEST, WEST, GO PAD, PADDLE, GET OFF, DROP PLANK:not needed again. WEST, GET STAFF, NORTH, WEAR ARMOUR, NORTH:into the wood. If it is night, do not worry as the indestructible armour you are wearing will protect you from the Minotaur. In fact, when the stone Minotaur catches you, it strains so hard in an attempt to crush you to death, it shatters into a myriad of stony splinters! EAST, GET RING, WEST, WEST, WEST, NORTH:to the tower with the entrance barred with a portcullis. SAY "OPENITE":the magic word to raise the portcullis. This will only work at nightime, so, if it isn't night already, use the WAIT TEN command until night does eventually fall. NORTH, UP:to the top of the tower. The sandman is here. If you are carrying his three crystal treasures, the game is finished! END: