
You begin near a field. HELP (0 + 10 = 10)the villagers, who give you a coin. GET COIN (+5 = 15), North twice, EXAMINE POT, EAT SOUP (+5 = 20). EXAMINE TABLE, GET KNIFE (+5 = 25). South, East, EXAMINE BARREL, GET FLINT (+5 = 30). Up, MOVE SACK (+5 = 35), which prevents the mill from catching on fire. GET LANTERN (+20 = 55). Down, West, South, East, Up, GET ROPE (+5 = 60), EXAMINE LADDER, GET RUNG (+10 = 70), EXAMINE RUNG (+10 = 80), which is a locking pin for the drawbridge wheel. Down, West, ENTER INN, TALK TO MAN (he wants a drink). BUY ALE (+1 = 81), GIVE ALE TO MAN (+5 = 86)and he tells you about his lost daughter and gives you a key. WAIT*6 (+5 = 91) and the villagers give you a tankard of ale). West twice, EXAMINE CHURCH, GET CROSS (+5 = 96). West twice, EXAMINE WHEEL, TURN WHEEL (+10 = 106), LOCK WHEEL (+5 = 111) with the rung to avoid being killed when you go north! East twice, South, EXAMINE GRAVE, GET BONE. North, West twice, North, KNOCK (+5 = 116) and the door opens (using the key yields zero points), North.
West, UNLIGHT CANDLE (+5 = 121) and the skull’s eyes begin to glow. EXAMINE SKULL, PRESS SKULL (+5 = 126) or you’ll fall into the dungeon when you take the book. GET BOOK (+10 = 136) and a passage opens to the west. If you fall into the dungeon and get lost, EXTINGUISH FIRE with the ALE and GET CAULDRON, which provides an escape route, but zero points. West, DROP KEY, GET TREASURE (+20 = 156). LIGHT CANDLE (+5 = 161) and you see that a book is missing. PUT BOOK ON SHELF (+5 = 166) to reopen the exit. East four times, DROP BOOK, DROP FLINT, DROP LANTERN, GET AXE (+5 = 171), GET ARMOUR (+5 = 176). Up, West, Down, North, KILL KNIGHT (+10 = 186) (you must have both axe and armour to do so) or you can THROW ROPE in order to entangle the knights to get past them. North, DROP AXE, GET CLUB (+2 = 188), REMOVE WEB (+5 = 193). North, DROP CLUB, EXAMINE ADVENTURER, READ NOTE (+5 = 198), GET DAGGER (+5 = 203). PRESS BRICK, which makes a strange clicking noise, but what effect it has is unknown. South twice, Up twice, EXAMINE COUNT, who sees your cross). KILL COUNT (+20 = 223) with the knife, although this doesn’t kill him and he just turns into a bat. UNTIE MAIDEN (+20 = 243). Down twice, East, THROW ROPE (it's the only way to cross the pit with the maiden). Again THROW ROPE, or type HELP to escape from the castle, but the count remains alive!
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