Game Locations and Puzzles:
(numbers refer to the map)
In some rocky mountains (14)
This is your starting-point in the adventure. You need to go south
to get to the inn.
Outside an inn (15)
Inside the deserted inn (21)
There is a clue here to the
way to find the dragon's treasure hoard. If you examine the chair,
you will find some carvings. If you then examine the carvings, then
examine the goblin, you see a goblin blowing a horn next to the dragon.
In a cellar under the inn (22)
Here there is an old coin that you need to give the little man in
the swamp to buy the box with the hang-glider kit.
If you examine the barrels you will find the pewter mug that you need
to carry water for the bird-bath. There is also a
short-cut here to the dragon's tunnels, but you need the lit candle
to move safely. If you step into the dark, you can recover if you
immediately return back the way you have come, otherwise you either
fall in the dark or get killed by the dragon.
In a swamp (10)
There is a little man in the swamp who won't let you go past.
You need to give him the coin from the cellar under the inn to buy
the cardboard box containing the hang-glider kit. You need this to
get down from the castle tower after you have the sword. Once you
have bought the box you can get past the swamp. If you try to kill
the man, he will just kill you instead. If you open the box and
read the instruction sheet, it says 'Acme Hang-Glider Kit - all you need
is a screwdriver'. If you build the hang-glider anywhere else but
the top of the tower, it becomes too awkward to carry. The screwdriver
breaks as you tighten the last screw, so you can't dismantle it.
Outside a cave (11)
This leads to the cave system where the dragon's lair can be found.
You need the lit candle to go into the caves safely. If you go in
without light, you can recover if you immediately return back the
way you have come, though if you try to go in any other direction
you will get lost in the caves and killed by the dragon, or else
fall in the dark.
Beside a thatched cottage (12)
Inside the thatched cottage (24)
This is the Troll's cottage, which he has modified to trap any
burglars and thieves (he is very security-conscious, as you will
find if you talk to him). There is no way out of here without
the magic lamp. The key to get into the castle door is hanging
on a nail behind the door, where the Troll has placed it for
safekeeping. If you examine the table, you will find a bunch of
bananas (left by the Troll's mother) that are needed for the monkey
in the castle tower. Rubbing the magic lamp will take you outside
the cottage with whatever you are carrying, and return the lamp
to the castle forge (where it can be re-used if needed). If you
get stuck in the cottage without the lamp, RESCUE will return
you back outside but replace the bananas and key in the cottage.
On a path in the forest (13)
There is an empty bird bath here. You need to fill the pewter mug with
water from the lake and fill the bird bath. A bird comes down and drops
a candle that you can use to move in the dark of the tunnels.
On a forest path by a tree stump (9)
If you examine the tree stump, you will find the matches you need to
light the candle.
By a lake (8)
You need to collect water here in the old pewter mug from the inn cellar.
The water is needed to fill the bird-bath. The water in the swamp is
too dirty, and the sea-water is too salty. Amongst the reeds here you
will find a sack containing a snake-charming flute, which you need to
break the spell on the dragon. The flute cannot be played properly without
first reading the instruction booklet, found at the top of the tower.
This tells you how to use the flute to 'charm serpents and other dangerous
reptiles, and to break enchantments'.
Objects can be put into the sack, enabling more items to be carried at once.
The program takes care of this automatically if the sack is carried.
At the south end of a road (7)
There is a signpost you can read to find the way to the castle.
At the north end of a road (6)
There is a signpost you can read to find the way to the castle.
In some wasteland near a castle (3)
There is a magic delivery bicycle here. If you try to ride it, it
takes you to the dragon's lair, delivering you to the dragon, whizzing
through the various locations on the way. The bicycle lamp comes on
for a while so you can see your surroundings, but goes out shortly after
the bicycle has entered the dragon's lair.
By a pebbled beach (4)
There is a parachute here. This has no use in the game, but if you
try to use it to get down from the castle tower, it will not open
in time and you will be killed.
By a forbidding castle (1)
To get into the castle you need the key from the little cottage.
There is a silver bell here. You need to ring this to summon the
Troll. He then appears somewhere on the road and wanders at random
along the road and by the lake. If you meet him he will soon attack
you and try to kill you, unless you either talk to him or kill him
first with the sword. If you try to move away, he will follow
wherever you go. You can run away to a location 2 places removed
from where you are by typing RUN or ESCAPE, but you drop everything
you are carrying as you go. The Troll will then continue to roam
around, but he will not follow you unless you meet him again.
If you talk to him, you may get extra information using phrases
such as 'HELLO' and 'ASK TROLL ABOUT DRAGON' (or CASTLE, COTTAGE, BANANAS,
INN, TREASURE, SELF, MAGIC, HORN, GIFTS etc), and you will find
that he is looking for his silver bell. He will follow you around
until you give it to him, then he will lend you his hunting horn
in exchange. This is needed to open the secret door to the Dragon's
treasure hoard. It is also possible to get the horn by killing the
Troll with the sword, though this approach earns far fewer game
points. If you try to kill the Troll after talking to him and
befriending him, he will kill you with the club.
In the old castle forge (2)
There is a magic lamp here, with some writing on it, 'Merlin's
Lamp Company - Alladin model'. If you rub the lamp, you will be
transported to the outside of the little cottage, and the lamp
returns to the forge, where it was found. You need the lamp to
get out of the Troll's cottage. If you try to light the lamp with
the matches, it will return to the forge.
In the castle hallway (23)
If you go up the stairs to the top of the tower, they collapse
behind you and you can't get back down.
At the top of the castle tower (25)
As you go up to the top of the tower, the stairs collapse. There is
a monkey here waving a sword. You need to get him to drop the sword
by giving him the bananas or dropping them here. You also find the instruction
booklet for the dragon-charming flute here, but the monkey will keep
snatching it away from you until you give him the bananas.
If the silver bell has been rung, the Troll can be glimpsed far away
on the road looking for something (his bell).
To get down from the tower, you need to make the hang-glider from the kit using
the screwdriver, and then use it to get down to the wasteland near the
castle. If you try to use the parachute, it will not open in time and
you will be killed. You can also use the magic lamp
to transport to the path by the cottage (earning fewer points).
If you cannot carry everything you need when you go down from the tower,
it is possible to THROW DOWN objects to the ground below. RESCUE will
take you down to ground level, but without the sword and booklet.
Outside the ruins of a lighthouse (5)
In a room in the old lighthouse (19)
There is an old boot here. You need to tip or empty the boot to find
the screwdriver. You need this to make the hang glider at the top of
the tower.
In a secret passage (20)
This leads from the room in the lighthouse to the dragon's lair. The
passage collapses behind you as you go, so the only way is forwards
to the lair.
Deep in a damp cave (16)
You can get here either by entering the cave, or by going from the
cellar under the inn.
In a great chamber in the rock (17)
This leads to the dragon's lair to the south.
The dragon's lair (18)
You get here from the great chamber in the cave system, by riding
the magic delivery bicycle, or by going through the secret passage
from the lighthouse. Here the dragon is asleep, and you wake it when
you enter. It will soon attack you unless you do something to stop
this happening - either by playing the pipe or by killing it first.
It will spend a little time watching you while pretending to be
asleep, giving you the opportunity to play the dragon-charming
pipe. Once the spell on the dragon has been broken by the music,
you can speak to the dragon and find out more of his story with
phrases such as 'HELLO' and 'ASK DRAGON ABOUT TREASURE' (or SPELL,
WIZARDS, GOBLINS, MEN, TROLL, GIFTS, WINGS, BELL etc). The
spell broken, the dragon now has its freedom and will leave the
land, and in return it gives you its gold, which you will have to
find. It is also possible to kill the dragon with the enchanted sword,
but, as with the Troll, this approach earns far fewer game points.
If you try to kill it after playing the music and befriending it,
it will quickly kill you instead - enchanted swords only work on
enchanted dragons here. To find the treasure, you need to blow the
Troll's ancient hunting horn to open the door to the hoard. There
are some clues to help with this - amongst the bones in the lair is a glass bottle
containing a parchment scroll. You have to break the bottle (which
happens if you DROP it) to get the scroll and read it. The clue given
is: 'Search the mountain inn with care, to find an answer lying there'.
You need to go to the inn and examine the chair and its carvings to
find the next clue, a carving of a goblin blowing the horn next to
the dragon.
In the dragon's store (26)
The dragon's treasure hoard is here. You need to go in here to end the game.