Squynchian Adventure

Last modified on May 14th, 2005

Hints:

Object or Being(s)What to Do
TreeClimb it to obtain the staff.
IceLight the pipe, then put the pipe on the ice.
BoulderUnroll the carpet and put it under the boulder and say "Rise".
OrcShow it the gold bar. Go north and throw the bar into the moat.
VialPin your nose with the clothespin before getting it.
ScaleDrop everything you can take on the scale (including the plaque). The pail needs to be filled for extra weight. Put the block in the pail before filling it on the bridge.
CoinWrap it with the wrapper, then pick it up.
OgresGive them the coin.
GlassCut it with the crown (for some reason this only works after you've loosed and bolted the gates with your staff).
BeastGive the meat to it.
RubyPut it on the crown, then wear the crown.
VaseBreak it for a sales tag.

The following original solution and map by Marion Taylor.

Solution:

You start in a pleasant clearing, where a large tree looms above. Climb up and get the staff. Climb back down and go west to the Squynchian Home. Get the candle and doormat. Get the key from beneath the doormat. Go west into the bedroom. Get the vase and pipe. Shaking the vase reveals something inside. Don't be tempted to break the vase. Go east, then north to the top of the well. Descend and get the block, while a note flutters to the ground. Get and read the note for an amusing message, then drop the note. The bottom of the well is covered with a thin layer of unbreakable ice. Light and smoke the pipe, then drop the pipe. The ice melts, revealing a carpet. Get the pipe and the carpet. Examine the carpet and read the label for the operating instructions. Taking the carpet reveals a trapdoor. Open it and enter to find and get a pail.

Go up twice, then east, and north into the Boulder Room. Examine the boulder, then look beneath it to spy a small hole. Unroll the carpet and put the block on the carpet. Slide the carpet under the boulder and say "Rise", whereupon the carpet and boulder fly off revealing the exit. Go north and open the door. Enter the Pirate Cove, where there's a flagstaff and a silver coin. Get coin (it turns to gold when you try to take it) and you're unable to move. The coin slips through your fingers, so leave it for now. Go east into the gloom, where you can see a revolver. Get the gun to reveal a bar of gold embedded in an "X". Get the gold. Type "Get block" to cause a block of stone to appear.

Head west, south twice, then east to get in front of the castle, where the drawbridge is being guarded by an Orc. Show the gold to the Orc. Go north to the moat and toss the gold bar into it. The Orc will go in after it be destroyed! Go south, then east onto the drawbridge. Put the block in the pail and fill the pail with water. Go east into the Waiting Room. Get the wrapper and lunchbox. Examine the lunchbox to learn that it's closed. Unlock the lunchbox to dislodge a nasty appearing piece of meat. Get the meat, then go east twice to the east end of the hallway. Get the spray can and examine it. Head west, then south into the Royal Laundry Room. Examine the clothesline to see a clothespin. Get the clothespin and as you do, a laundry maid enters and explains how to use it.

Go north, then west thrice, and north in front of the moat. Use the clothespin on your nose (to deaden the smell), then go north atop the cove, and get the vial. Go south, west, then north, then wrap the coin (once it's in a wrapper, it's safe to take). Get coin and go south, east, south, east twice, and north in front of the Crown Room. Read the plaque and examine the red emblem over the door. Drop the key, clothespin, and vial. Stand on the scale and drop all. Go down and get the plaque. Stand on the scale and wait until a voice says "oof". The red emblem, above the door, turns green, and the door opens. Drop the plaque, and go down, then east into the Crown Room. Get the Crown and examine it to find a hole in the center (something's missing). Go west and drop all. Get the Crown and stand on the scale. Get the staff, meat, candle, and coin.

Head down, south, then west thrice into the clearing, and south. Give the coin to the Ogres to paralyse them. Go east into the cave and examine the gates. Close the gates and slide the staff through the rings. Examine the cage to find a ferocious beast inside. Try to get the ruby, but you can't because it's completely surrounded by glass. Cut the glass and get the ruby, causing the beast to rush out. Feed the meat to the beast. Now you can get the ruby. Put the ruby in the Crown and wear it. The iron gates burst open and the light of Franklore surrounds all the nasties and begins to shrink them. You collapse and when you wake up, you're in the Royal Crown Room. Squeeb bounces in and addresses you as "Your Highness" as you're still wearing the Crown. You've been Squynched with a final score of 250 out of 250!

Map Key:


KeyDescriptionNotes
001ClearingTREE, PAPER, Up to Top of Tree (007)
002 Squynchian HomeCANDLE, DOORMAT (KEY)
003 WellDown to Bottom of Well (004)
004 Bottom of WellBLOCK(NOTE),ICE(CARPET,TRAP),Up(003),enter trap(005)
005 Through TrapdoorPAIL, Up to Bottom of Well (004)
006 BedroomPIPE, VASE
007 Top of TreeSTAFF, Down to Clearing (001)
008 CoveBOULDER (HOLE), remove boulder to go north
009 CoveCOIN, FLAGSTAFF
010 GloomGUN (BAR OF GOLD), LOOSE BLOCK
011 Entrance to CaveParalyse OGRES to go east to In Cave (012)
012 In CaveBEAST, CAGE, GATES, RINGS, GLASS, RUBY
013 Front of Moat 
014 In Moat 
015 On Top of CoveHERMIT, VIAL
016 Front of CastleORC must be absent to go East to (018)
017 In Moat 
018 Drawbridge
019 Waiting RoomWRAPPER, LUNCHBOX (MEAT)
020 Outside Crown RoomPLAQUE, Use SCALES (see sol) to go east to (021)
021 Crown RoomDIAMOND CROWN
022 West End of Hall 
023 Laundry RoomCLOTHESLINE (CLOTHESPIN)
024 East End of HallSPRAYCAN
025 Top of StairsDown to Dungeon (027)
026 Garden 
027 DungeonSKELETONS, Up to Top of Stairs (025)

Map:


004--(*) 009--010 | | | | | | (*) 003 007 (*) 015 020--(*)--021 | | | | | | | | | | | | 005 (|) (*) 008--013--014 (|) 025--(*) | \ | | | | \ | \ | | | | \ 006--(-)--002--(-)--001--016--(*)--018--019--022--024--026 027 | | | | | | (|) 017 023 | | 011--(*)--012

Return to the Squynchian Adventure index entry