MAGIC REALMS: THE SWORD OF KASZA - by James Mallette (1996) A text adventure on disk PCPD Solution by Bev Truter Moon and Moordale ----------------- You wake up in bed in your room at the Horseshoe Tavern. Stand, get note, get knife, read note. Open the door, E-E to an Empty Room. Read the paper. W-S-D-E-N to the crowded Tavern. Sit, and a couple of men brush past, stealing your knife in the process. Stand, S-W-U-N-N to the Hallway, where the door which was previously locked can now be opened. N to the Vacant Room. Open closet - a body tumbles out onto the floor, with your knife protruding from his back. Some burly guards rush in, and you are caught red-handed in the act of removing your knife and locked up in the local jail. In Cell - get bowl, eat swill, drop bowl. By now a strange little man will have knocked out a section of the south wall of your cell and he beckons you to follow him. Follow him S-W-NW to the Thieves' Hideout, where Thormal the master-thief explains how you were framed by the magistrate who sent out his spies to kill the messenger trying to contact you. You must now go to the magistrate's mansion to find proof of his guilt, then you must travel to the King in Red Dale and show him this evidence. Open the chest, get sword, uniform, backpack. Wear the guard's uniform. Go NE to the road and drop the backpack. Open backpack - it contains a bottle of water, a magic torch and some dried beef. Eat the beef when you feel hungry and type RENSAL to turn the torch on and off. N-N-N to the Front Room of the mansion. A guard wanders randomly about here, but he will leave you alone if you have dropped the backpack. Avoid doing anything suspicious in his presence. N-E to the Study. Open desk, get match and candle. W-W to the Landing outside the closed door. Open door, light match, light candle with match. Go south to the Basement, X barrels, X cord. Light cord with candle and go U-U to the Hallway. Wait until you hear the sounds of an explosion from the basement, and all the guards in the mansion go tearing off to investigate. Now you can tackle those closed doors where a guard was standing. Go north, open north door, go north to the Office. Close door, X bolt, move bolt to keep the returning guards from entering the room. X desk, open desk - get the letter and documents. Open window, climb out window, S-S to the Road. Get pack and go west to the Temple Grounds. Get coin, N, read sign, put coin in slot - you feel blessed. N, X priest, X altar, enter booth. The priest enters the confessional on the other side of the grille, so immediately exit, move altar, down to the Crossroads where roads branch off in five directions. Read sign. Red Dale and Red River Castle ----------------------------- NE-N-N to Inside the Castle. X tapestries - one depicts a young boy holding a sword aloft. U-N, read sign, E to the Library. X pedestal, X book, read book. Return to the Library after completing each sub-quest, as there will be a different page available to read each time. W-N-N-N to the Throne Room, where the King, Queen and Wizard wait for you. Give letter to king. Give documents to king. Wait until the Wizard has spoken, then go S-S-S-S-U to the Wizard's Tower. X table, X books, read books (you find a list of simple sums and answers, remember the third from the top, left column: 5+3=8). X mirror, enter mirror. You find yourself in the Machine room, with a strange device on the floor and a dangerous force-field across the northern exit. X device. Type 538 on keypad, press enter, touch pad - the force-field is de-activated. Go north to the Strange Room. X altar, X hilt, get hilt. N-U-E to the Courtyard of the castle. Return to the Library and read book. Return to Crossroads. Crest Falls ----------- From the Crossroads go N-W-W-N to the Inn. (If you tried to go NW here previously, you only went into a Back Room, but now you'll be transported somewhere else). Sit. A cloaked figure appears and asks if you are prepared to embark on another quest - answer YES. Stand. NW to the interior of the Hut. Open cabinet, move rug to find a trap door, open door. Look. Get horn and torch. RENSAL to make the torch emit light. D-SW-S to a position behind the stalagmite in the Great Cavern, where you see a carving. X carving, get carving. (Yes! Contrary to all expectations, it IS indeed gettable). S-SW-W-S to the Leader's Hall, where Arten asks for your help. RENSAL. Blow horn - you are magically transported to a Sandy Beach. Go north to a Glade containing a headstone. X headstone, read inscription, put carving in depression. A strong wind immediately springs up from nowhere and you are unable to see or do anything. Pray - the wind suddenly dies down and the ghost of Marlaine appears in the Glade. Wait (for many turns) until Marlaine bursts into speech and takes Arten's love from your heart. She also removes the locket from around her neck and gives it to you. Go south to the Sandy beach and get the vial. X vial, blow horn to return to the Leader's Hall and Arten. Give the locket to Arten. He gives you a scroll which will help you find your way through the lands of Black Moor, and moves aside the slab of stone blocking the west exit. W-N to the base of the falls in Crest Falls. Return to Red River Castle and read the book in the Library, then return to the Crossroads. Fire Mountains -------------- Go east to the Cave Entrance. RENSAL, then E-D to a Small Grotto. X moss, clean moss to reveal a picture depicting a castle. X castle and you see the blurred letters "VAR...". E-E-E to a Dead End which contains a sparkling pool and three buttons. X pool, X buttons. Push beta button, then look in pool - you see how to get out of the coloured mazes and into a Portal Room. W-SW-S-S to the Hall of the Gods. Enter portal, NE-SE to a Portal Room. Enter portal and you reach the Lair of Ankuse, where a life-like statue seems to guard a chest. X statue, X chest, break lock with sword (this destroys your small sword), open chest. If Ankuse hasn't appeared yet, wait a few turns, and when he appears X Ankuse, then either throw vial at Ankuse or simply wait. Wait a few more turns, and the liquid from the shattered vial finally overcomes Ankuse. Take blade, enter portal to return to the Hall of Gods. The Dwarf god takes both the hilt and blade from you, and forges them into a single magical sword while you sleep. When you wake, he gives the restored sword to you. Enter portal, NW to the Crossroads. Return to the Library to read the book, then go to the Crossroads again. X scroll. With the help of the scroll you are now able to find your way through Black Moor to the stronghold of Rerex, the Demon Lord. To kill Rerex, remember the instructions written on the last page of the book in the Library. Black Moor ---------- SE-W-W to a Cell. Get uniform and wear it. S-W-N to a Corridor. Open north door, N to the Torture Chamber. X skull - gives a clue to its use. Get skull. S-S-S-U to a hidden chamber close to rows of guards lining the corridors. X panel, push panel (it opens) and go east to a room below the Tower. Listen to what Trisella says, then go south to the Cellar containing the imp and idol. Look, X idol, get idol, N-U to the Secret Room where you see a closed trapdoor and a lever protruding from the wall. Throw skull at lever (trapdoor opens), Up to The Void to confront Rerex. He grabs the idol and puts it on the pedestal. Lift sword, wait, say LANKIS. The idol falls off the pedestal and Rerex is ultimately killed by a bolt of light from the sword poised above his head. Get idol, put idol on pedestal, enter portal and you are transported to the Throne Room. Listen to what the Wizard says, and this gives a hint that your quest is not yet finished completely - to be continued in Chapter 2, no doubt. [There is a sequel underway according to the author, but it will be a graphical adventure, not text.] CONGRATULATIONS. You have completed Chapter 1 with a score of 200/200. - o -