Overview
Rescue princess Mara from Zarn's dungeon and bring her back to the Great Valley.
Primary walkthrough: Jacob Gunness via the Classic Adventures Solution Archive (file id 285), with August 2010 bug fixes by Jim Grimwood. Dorothy Millard's Spectrum walkthrough (Tipshop / her homepage) is a useful cross-check for optional farm food/coin and HELP/KISS variants at the nymph.
Fatal Moves
Action Risk
SWIM Drowning
JUMP the chasm Fall
Climb the volcano wall without the rope Fall
ENTER HOVEL without wearing the ring Witch
Linger with spider / slime / demons / Zarn Timed death after a few turns
Meet the wolves without bow and arrows Instant death
Random Encounters
Gunness: characters appear at random and may kill you - KILL creature WITH BOW, and save often. Enemies listed in the route may also show in adjacent locations.
Code inspection of the random helper: elf and flying lizard scenic hits commonly use a 1/15 fatal roll per appearance; Korl warrior 1/20; many bow attacks miss on a 1/5 roll and must be retried. Not playthrough-verified.
Timed Threats
Spider, slime monster, demons and Zarn arm a short countdown on entry (six turns in this binary). Clear them before it expires: KILL SPIDER WITH BOW, KILL MONSTER WITH BOW, KILL DEMONS WITH SWORD, KILL WIZARD/ZARN WITH SWORD. After the wolves injure you, wait/LOOK until the wood nymph heals you before moving on.
Optional Items And Variants
Gunness skips farmhouse food and the woodman's coin. Millard collects both; they are optional on this route. YS tips say kiss the nymph; Gunness uses LOOK until healed, moves south, then GET RING. TOUCH ROCK and RUB ROCK are treated as equivalent in tips. Tipshop's older Gunness mirror inserts an extra S, W before the return BLOW HORN; the CASA file (with Grimwood fixes) does not - this page follows CASA.
1. Bow And Valley
Command Notes
S You begin in a great valley; an old man gives you a bow and arrows
GET BOW
GET ARROWS
N
E
N
E
N
2. Log, Horn And Chasm
Command Notes
GET LOG
W
S
S
S
S
S
GET HORN
N
E
S
PLACE LOG ACROSS CHASM
E
S
W
W
S
W
3. Rope, Spider And River
Command Notes
GET ROPE
E
KILL SPIDER WITH BOW
N
CLIMB INTO BOAT
ROW BOAT
CLIMB OUT OF BOAT
N
N walk around till you are attacked by wolves
4. Wolves, Nymph And Ring
Command Notes
LOOK until the nymph heals you
S the nymph gives you a ring
GET RING now, from the enchanted wood:
E
E
N
5. Dragon To Marl
Command Notes
BLOW HORN the dragon takes you over the cliff
E
S
S
S
S
6. Witch's Key
Command Notes
WEAR RING
OPEN DOOR
ENTER HOVEL the witch sees the ring and vanishes
GET KEY
E
W
N
N
N
N
E
N
N
E
U
U
7. Crystals Of Vulcan
Command Notes
TIE ROPE TO ROCK
CLIMB DOWN ROPE
UNLOCK CHEST with the key
OPEN CHEST
GET CRYSTALS
CLIMB UP ROPE
D
D
W
ENTER FORGE
GIVE CRYSTALS TO BLACKSMITH he makes you a strong sword
GET SWORD
S
W
S
W
S
E
8. Rock Wall To Zarn
Command Notes
TOUCH ROCK this opens a passage into the wizard's stronghold
E
KILL DEMONS WITH SWORD
E
KILL WARRIOR WITH SWORD
E
D
KILL WIZARD WITH SWORD awful violent game, huh? Anyway, now you've rescued the princess – time to return home
9. Home With Mara
Command Notes
U
S
W
W
N
W
BLOW HORN the dragon picks you up again
W
W
W
S
S
S
CLIMB INTO BOAT
ROW BOAT
CLIMB OUT OF BOAT
N
W
S
W
W
W
N
N
W returning with the princess, you win the game. Congratulations!