Knight Orc - Rainbird/Level 9 (Part 2) Sent in by John R. Barnsley @~Continued from the last issue where you had just learnt the EYE @~spell.... Go east and then south. Save your game here because there's a lot to accomplish in this room, and you're likely to be interrupted by the adventurers. The mouse enjoys this room, and if you look under the bed, you'll see his favourite hiding place. Cast the EYE spell and tell the floating eye to enter the hole. From inside, you'll see a strange card. Take it, put something else (perhaps Oink's helmet) inside the hole, and close the door. Try to catch the mouse -- he'll try to hide in his hole, but you've prevented that; he'll hide in a crack in the wall. When he emerges, put something in the crack, such as the garlic. Try to catch him again, and he'll hide in a crevice in the wall. When he emerges from the crevice, put something (such as the knife) in the crevice. Drop the sack and try to catch the mouse again. Now you've done it! No place to hide so the mouse runs right in your sack. Pick up the sack and anything else (the garlic, etc.) you used to plug up mouse hiding places. You should have the mouse now, though you have not yet "recruited" him. Leave the room by going north. You should now wait for or find the ghost. Follow him for a while, and eventually he'll take you to another bedroom in the house and show you a secret part of this room which contains some old bones. Take the bones then drop them. You've just learned the SLOW spell. And perhaps you've noticed how the mouse is trying to communicate with you. CAST SLOW ON MOUSE and he'll teach you the DEATH spell (overuse of which will cause you to be evicted from the game). Even though the mouse will pay attention to you, he is not yet recruited. Mouse in hand, go to the dragon. A terrible beast, he has only one vulnerable spot on his lizard body. Too small for you to reach, but no problem for the mouse. Once again, you've stopped a belligerent creature, but not yet recruited him. Go back past the dragon, and follow the halls until you come to his hoard. Don't bother with the gold, just take the piece of dragon-scale. You must now encounter the troll, a hideous woman interested only in wealth. You will need some treasures for her such as the silver plate, silver fish, silver moon, silver sixpence, silver candlestick, silver sliver, silver salver, silver fox or many others which you will find in Middle Earth. Take advantage of this unusual parser and ask it to find the various treasures you've seen lying around, then put each one in the flour sack where they will not be stolen. When you have at least seven treasures, GO TO TROLL. Save your game here! Thousands of things can -- and will -- go wrong before it all works out the way you want. Remove your treasures from the sack while standing next to the troll. Wait for her to steal something from you. When she does start moving away from her bridge. Go west if the bridge is to the east, or go south if the bridge is to the west. She'll follow you (though you may have to wait a bit) and, taking her time, will steal another treasure. Move another step away and wait for her again to show up and steal another treasure. Repeat this process until you are about four or five moves west or south of the bridge where you found her. Then drop the remainder of your treasures and GO TO BRIDGE. There is a door on the bridge leading north which is locked by three bolts. The command, OPEN DOOR, will have to be given three times before you can enter the troll's secret room...IF you have led her far enough away and left her with enough treasure to distract her. Once inside the room, grab her wallet. She'll show up and beg for her wallet back. Don't give it to her, not even if she bargains for it. Not until she admits defeat are you ready to recruit her. Recruiting in Middle Earth is no easy chore. In fact, you were never meant to recruit anyone in the first place. Have you died yet? There is no permanent death (well, almost none) in Middle Earth. Like Viking warriors, you're scooped up from the battlefield by the ever-vigilant Valkyrie and dropped into Valhalla, where you experience resurrection and re-emerge back into the game. At the instant of death, all of a player's equipment, except those being worn, are dropped on the ground where they can be recovered after the adventurer has been raised from the dead. As a robot, however, you discover that Valhalla is, appropriately enough, a repair shop where a useful item is kept which will affect other robots. First, you must find a dead character. The adventurers fight among themselves, so you should be able to find one of their fallen. Or, if need be, kill one yourself. Whoever it is, give that character the glittering card you found in the mouse hole. Now wait for the Valkyrie. She'll be there soon. When she picks up the courier-carcass, follow her or go directly to the glittering gates. Once you see the Valkyrie enter the gates with your deceased card-carrier, remove the visor and cast the DEATH spell on yourself. You're dead. Look around Valhalla and pick up the glittering card, which you can now see is a magnetic access card. Open the closet in Valhalla (which would not be visible if you were wearing the visor), and take the device inside -- the reprogrammer -- the recruiter. Once you emerge from the pearly gates, you'll find the objects you dropped when you "died." Take everything, and once again wear the visor. Make sure you have the garlic and the mouse (remember you can use the "find" command should anything be missing), and go to the Graveyard. You should now RECRUIT MOUSE. South of the Graveyard is a tomb which you cannot yet enter. South of that is a vampire. He'll drink his fill from the mouse (the garlic is protecting you) and then teach you the KNIVES spell. Take the half-coin which is there and go north. You may wish to heal the mouse with your CURE spell or the Valkyrie will do the job for you. Find the troll and, using the recruiter, recruit her. Have her follow you to the tomb, then give her the half-coin; tell her to go north then insert it in the recess in the Gravestone. She'll go north, and shortly the tomb will open to reveal the DETECT spell. Find the troll again and instruct her to follow you to the apple tree in the Garden. Tell her to catch an apple while you shake the tree. Examine the apple to learn the EMPATHY spell. Again, with the troll, return to the bridge. There's a piece of slippery rope hanging from the bridge. Instruct the troll to pull the string, while you do the same yourself. As a result of your combined efforts a ring will be recovered from the water. Don't waste time examining it at this point. Go back to the fireplace (in the house) and throw the ring into the fire. Then examine it to learn the EXORCISE spell. (This last one was a trick question unless you had read THE LORD OF THE RINGS previously. If you're upset, blame the authors). Now find the driftwood (which also defies reading), and cast the EXORCISE spell on it. Here is the all-important FLY spell. Once more, with the troll, find the plaque in the Marsh. Instruct the troll to clean the plaque while you do the same. Only through the efforts of both of you will the plaque become clean enough to read the FIREBALL spell. Return to the Garden and cast FLY on the statue. Look under it to find the SHIELD spell. You are now ready to enter the Castle. Go to the Castle and cast the KNIVES spell on the ropes which are supporting the door. Cast the SHIELD spell on yourself, and boldly go south through the front door. Cast FLY on yourself to go over the pool of acid. While you are over it, notice the button at the bottom of the pool. Cast the SWORD spell and use the resultant broadsword to push the button. Continue south. At the end of the hallway, go west and then north. Here is a guard who quickly attaches a ball and chain to your leg. Don't worry about it (But make sure you have it strapped to you before leaving!), and go north until you find a suit of armour and a dagger in a scabbard. Wear the armour and take the scabbard, then return south. Go east, past where you entered the hall, until you come to another door. Open it. (Without the ball and chain, as well as the armour, you would quickly be fried.) Go north and you'll encounter a monk who is most unhappy to meet you. CAST FIREBALL and instruct it to attack the monk's spell scrolls. Go north again and read the panel to learn the LIGHTNING spell. Return south to the hallway, then west to the entrance. You can now cast GROW on the ball and chain in order to leave it behind. Go north until you are out of the Castle. Find the troll (who will not enter the Castle) and give her the scabbard. With her holding the scabbard you can remove the dagger which contains the TELEPORT spell. Have her go with you to the Rainbird. Instruct the troll to kill all the ants around the anthill, while you do the same. When the number of ants reaches zero (only for a second!) take the piece of amber from the anthill. Examine it to learn the MAGICIAN spell. Cast it on yourself, and if you've learned the other 20 spells, you can recruit the Rainbird. Go to the dragon and recruit him. Give him the small piece of dragon scale and escort him to the main exit. Once there go south, and watch the fire alarm go crazy. Go back and get the Rainbird, the mouse and the troll. (This trio tends to wander around a bit, particularly the troll, so keep an eye on all of them.) Bring the three of them down to the exit hallway (where the fire alarm is), and lead them all west. Instruct the troll to open the Maintenance Hatch. Give the mouse to the troll, and have her put the mouse in the hatch. You can now continue west to examine the Kiosk. Instruct the Rainbird to enter the Kiosk. You've escaped! Wonderful!...or is it?