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Key & Compass presents:
Bob The Barbarian
by Charles Moore, Jr.

Bob The Barbarian is a Z-machine interactive fiction game written with Dialog and is © 2026 by Charles Moore, Jr.. It was an entry in IF Comp 2026, placement to be determined.

In this fantasy adventure, you play as Bob the Barbarian, armed only with your dull wits. You've crossed miles of wasteland to rescue the princess Xandina from the evil sorcerer Zarayeb and prove yourself worthy of your proud barbarian heritage. Let's do this.

This solution is by David Welbourn, and is based on Release 1 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Maps

Map 1: Talonwich Forest, Flixton, and Black Desert

BlackDesert NorthForestEntrance Forest Forest Forest EastForestEntrance ForestCross-roads Clearing Tent Clearingonly foundwhen drunk Forest Forest Endless Desert Dirt RoadNorth Abdul'sCamelRental SouthForestEntrance EeriePath Inside theHaystack FarmNorth Dirt RoadWest Dirt RoadEast FlixtonNorth PeasantHut FarmSouth BarberShop FlixtonMiddle FlixtonSouth BookShoppe Dock(town) At Sea At Sea in out z.z.z (to backroom) out in raise sail

Map 2: Island and Pirate Ship

Dock(town) At Sea At Sea Dock(island) Island Island PirateTreasury Pier Main DeckFore MainMiddeck Main DeckAft Captain'sQuarters Beach Gun DeckForward GundeckMidships GundeckAft Lagoon Surface Lagoon Surface Seabed Seabed raise sail z.z.z f f f d u f f d d (path ofitems putinto theporthole) z.z.z raise sail a a a u d a a u u

Map 3: Endless Desert

BargeDeck Desert Desert WithinThe Storm WithinThe Storm WithinThe Storm Desert Desert Dirt RoadNorth BargeForward BargeAft follow your compass! 🧭 🧭 🧭 w d f e 🧭 🧭 🧭 u a

Map 4: Ogre Hut and Sorcerer's Castle

Dark Path Dark Path SouthForestEntrance EeriePath OutsideCastle Courtyard Lair TreasureRoom BehindCastle Ogre Hut Tunnel Tunnel Tunnel u d sit u

Waltkhrough

East Forest Entrance

> x me. i. (loincloth and boots only)

The man suddenly notices you, introduces himself as Codby the Bureaucrat who needs to get to Flixton on the other side of the forest. He promises an adequate reward if you'd just lead the way.

> x loincloth. x boots. x Codby. x forest.

> ask him about forest.

> ask him about himself.

> ask him about Flixton.

> w.

Forest (west of entrance)

Use UNDO to your advantage; the game doesn't offer you anything better at this point. When you miss a hit and the troll hits you, UNDO it. Try to kill the troll over-and-over again, with strategic UNDOs to succeed.

> kill troll —or— undo (repeat as necessary until troll is dead; +10 with your victory)

> take club.

> w. s.

Forest Crossroads

> kill thief with club —or— undo. (repeat as necessary until the thief is defeated and runs off; +10 with your victory)

> x sign. read sign. (You can't.)

> Codby, read sign. (Flixton is to the southeast.)

> se. e. s.

South Forest Entrance

+10. Codby gives you something and leaves before you can react.

> i. x coin.

> x buildings. (small town)

> x east. (eerie path)

> sw. s. s.

Flixton South

> x door. x sign. x beggar.

> give coin to beggar. (+10)

> x rod.

> e.

Book Shoppe

> x Agatha. x cat. x case. x scroll.

> x counter. x books.

> ask her about herself.

> ask her about scrolls. (spell of protection; expensive)

> ask her about services.

> ask her about books. ask her about cat.

> ask her about beggar.

> ask her about barber.

> ask her about desert. (black or endless?)

> ask her about black desert. (Could be anything buried in there, but it's too hot to stay long.)

> ask her about town. (forest north, desert west, ocean south, wizard east)

> w. s.

Dock

> x boat. x bottle. x label.

> x sail. (has tear)

> x ocean.

> enter boat. take bottle.

> out. n. n. n. w. w.

Dirt Road West

> x farmstead. w.

Farm North

> x haystack. search it. (nothing)

> s.

Farm South

> x hut.

> w.

Peasant Hut

> x table. x chair. x shovel.

> x cauldron. x beans. x ladle.

> take shovel.

Return to the forest:

> e. n. e. e. e. ne.

South Forest Entrance

> n. w. nw. nw. n. n.

Black Desert

The dowsing rod points down suddenly, and you make a divot to mark the spot.

> dig divot. (with the shovel)

> take rock. (+10; the heat is getting bad)

> s.

North Forest Entrance

> x rock. (shiny metallic)

Return to the haystack:

> s. se. se. e. s. sw. w. w. w.

Farm North

> enter haystack.

In The Haystack

Something small hits and sticks to the lodestone.

> x lodestone. (too dark to see in here.)

> out.

Farm North

> x lodestone. (has a needle stuck to it)

> x needle.

Let's get drunk.

> open bottle. (keeping the cork)

> drink rum.

Try to go anywhere, but it's quickest if you aim for the forest crossroads.

> DIRECTION. (Repeat. You'll stumble around, enter the forest, and eventually arrive at...)

Clearing

... and you pass out.

> z. z. z. z. (until the game let's you get up.)

> x tent. in.

Tent

> take spectacles. (+10)

> wear spectacles. (You feel smarter. In fact, you can now read.)

> x label. ("Captain Alis Overproof Rum - For only the most self-loathing sea-dogs.")

> take pouch. open it. x thread.

> out.

Clearing

Make sure you have both the spectacles and thread with you when you leave the clearing. Don't leave anything behind because you can't return here.

> s. e. s. sw. s.

Flixton Middle

> read sign.

> s.

Flixton South

> read sign.

> s.

Dock

> enter boat.

> thread needle with thread. (+10)

> sew sail. (It's now patched.)

> raise sail.

At Sea

> z. z. z.

Dock (island)

The breeze is now northward.

> lower sail. (already done)

> out. s.

Island (at flagpole)

> x flag. read placard.

> s.

Pirate Treasury

> x torch. take it.

> n. e. se.

Pier

> x ship. x gangplank.

> e.

Main Deck Fore

Use nautical direction while on board.

> kill pirate with club —or— undo. (repeat until pirate is knocked out; +10)

> take concertina.

CAUTION: Don't go aft from here to Main Middeck. The crew there will kill you.

> open hatch. d. aft. aft.

Gundeck Aft

> hit pirate with club —or— undo (repeat until he falls; +10)

> search pirate. x handkerchief.

While you can pick up the handkerchief and keep it, it's worthless to you.

> u.

Main Deck Aft

Needless to say, don't wake the macaw.

> open door. aft.

Captain's Quarters

> open wardrobe.

> x compass. (small, missing a needle)

> take compass. (+10; it starts to hum)

> open porthole.

> put compass in porthole.

> f. d. f. f. u.

Main Deck Fore

You hear the pirate queen scream. Uh-oh.

> w.

Pier

And this is why you needed the torch:

> burn gangplank (with torch). (+10; the pirate queen throws something heavy at you.)

> look. take bracelet. (+10)

> x it. x queen.

> nw. w. s.

Pirate Treasury

> put torch in sconce.

> n. e. se. sw.

Beach

You can't carry anything while swimming.

> x sand. drop all.

> s. e. d.

Seabed (east end)

Correction: You can carry the compass while swimming.

> take compass.

> u. w. n.

Beach

> take all. put needle in compass.

> wear bracelet.

> ne. nw. w. n.

Dock (of island)

> enter boat. raise sail. z. z. z.

Dock (near Flixton)

> out. n. n. w.

Barber Shop

> x jar. x quicksilver.

> x chair. x Bumble. x apron. x curtain.

> s. (blocked by Bumble)

Make darn sure you're wearing the bracelet before you dare sit down in that chair.

> sit on chair. (The bracelet gives you some slack against a strap.)

Bumble heads south to get leeches, etc.

> open strap. stand. take jar. (+10)

CAUTION: Don't go south looking for Bumble. He has chloroform and knows how to use it.

> e.

Flixton Middle

The barber shop is now closed.

With the repaired compass and the jar of quicksilver, you're almost ready to brave the endless desert, but first, you need to procure a camel. Find one at the north end of the dirt road.

> n. w. w. n.

Dirt Road North

> x camel. x lock. x tent.

> read sign. ("Abdul's Camel Rental - Enquire Within")

> e.

Abdul's Camel Rental

> x Abdul. x box.

> ask him about himself.

> ask him about camel. (cost is ten gold coins)

> ask him about endless desert.

> ask him about box.

> ask him about ogres.

Attack him with flatulence, a classic barbarian move.

> fart.

Hmm. Perhaps you need some help.

> w. s. w. s. w.

Peasant Hut

> take ladle. eat beans.

Move quickly! Don't waste turns!

> e. n. e. n. e.

Abdul's Camel Rental

> z. (You break wind. Abdul can't stand the stench and abandons the tent for a few turns.)

> open box. take key. (+10)

> w.

Dirt Road North

> unlock camel with key. take lock.

> get on camel. w.

Desert (east of the sandstorm)

> x compass. (points west)

> w. w.

Within The Storm

Compass directions in the storm are erratic and random. Only the compass can tell you where to go.

> x compass. DIRECTION-OF-COMPASS.

> x compass. DIRECTION-OF-COMPASS.

> x compass. DIRECTION-OF-COMPASS. (+10)

Desert (west of the storm)

> x compass. (points west)

> w. w.

Barge Deck

> stand.

Don't worry about re-locking the camel. It's too bored to run off, and no-one's going to steal it.

> d. aft.

Barge Aft

> x altar. x vase. look in it.

> pour mercury into vase. (A ruby floats to the top.)

> x ruby. take it. (+10)

> fore. u.

Barge Deck

> ride camel.

> e. e. e.

Within The Storm

> x compass. DIRECTION-OF-COMPASS.

> x compass. DIRECTION-OF-COMPASS.

> x compass. DIRECTION-OF-COMPASS.

Desert

> e. e.

Dirt Road North

> stand.

Feel free to or keep the key and lock, discard them, or return them to Abdul. For simplicity's sake, this walkthrough opts to keep them.

Return to the book shoppe:

> s. e. e. s. s. e.

Book Shoppe

> buy scroll with ruby. (+10. The trade is made, then Agatha teleports you outside.)

Flixton South

The book shoppe is now closed.

> read scroll.

CAUTION: The protection spell is called "Morxis", but don't cast it yet! The spell only lasts a single turn, and it's the only thing that has any chance of protecting you from the evil sorcerer himself.

> n. n. ne. e.

Eerie Path

You hear strange music and singing from the hut to the south.

> s.

Hut

Three ogres with strange string instruments see your concertina, give you an anthem to practice, then they bum-rush you out of the hut and lock the door. +10.

Eerie Path

> read anthem.

> play it. (no, wrong verb)

> sing it. (no, try burping it)

> burp it. (no one here to appreciate it)

> e.

Outside Castle

This is Zarayeb's castle, but it's not wise to boldly charge into his courtyard where most of his guards are. It's much better to go around and find another way in.

> ne. e. se.

Behind Castle

> x grate. open it. (can't)

> look through it. (dark shaft)

> stand on grate. jump. g. g. (+10; the grate falls apart and you fall into...)

Tunnel (east end)

> w.

Tunnel (middle)

A large gray ogre with a crossbow greets you as dinner.

> burp anthem. g. g. (+10; the ogre is overcome with emotion)

You can't get the crossbow, but he lets you pass.

> x ogre.

> w.

Tunnel (west end)

> save

> u.

Lair

You accidentally wake up Zarayeb when you enter. He quickly immobilizes you so he can he can do his evil villain monologue.

> x man. x staff. x throne.

He now points a ball of plasma at you, just as the paralysis spell wears off. Hope you didn't use the scroll earlier.

> cast morxis. (+20. The orb of protection surrounds you, and Zarayeb's spell bounces off, incinerating him. The shockwave also fling the doors open.)

> look. take staff.

> sit on throne.

The throne revolves. You're now facing a treasure hoard and Princess Xandina.

*** You have won ***


Extras

Characters

Mentioned:


Credits

This is the response to CREDITS:

Bob The Barbarian
A text adventure game by Charles Moore, Jr.
Release 1. Serial number 260828.
Dialog compiler version 1c/02. Library version 1.2.3.

In-game help is available via the command HELP WITH... Can be used multiple times for progressive hints.

Many thanks to Andrew Apted, R.J. Kowalski, Gianluca Girelli, and Allyson Gray for input and beta-testing.


Endings


Inventory

Items are listed in the order you acquire them in this walkthrough.


Score

This is the response to SCORE:

You currently have N points out of a maximum of 220 in T moves.

Points are awarded as follows:


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