top

Key & Compass presents:
SpAdventure
by Jay Walton

SpAdventure is a Z-machine interactive fiction game written with Inform 6 and is © 1996 by Jay Walton.

This variant of the 350-point version of Adventure includes Balances-style spells like frotz and rezrov. You are a spellcasting adventurer. Explore the caves, find all 15 treasures, deposit them in the building, and maximize your score.

This solution is by David Welbourn, and is based on Release 2 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: Above ground and approach to Hall of Mists

randomforest keys, lantern,food, bottle At Hillin Road At EndOf Road InsideBuilding randomforest In AValley randomforest randomforest At Slit InStreambed randomforest randomforest OutsideGrate randomforest randomforest randomforest randomforest In Forest(valleyto side) In AValley randomforest At EndOf Road In AValley In Forest(near valleyand road) In AValley randomforest At Top ofSmall Pit OrangeRiverChamber SlopingE/WCanyon In DebrisRoom In CobbleCrawl Below theGrate bird rod, "xyzzy" cage In Hallof Mists At Brinkof Pit Bird is afraidof the rod! ♒ = water source u u d d d

Map 2: Halls and "Y2"

At ComplexJunction In DustyRock Room DirtyPassage Brinkof Pit In Pit "plugh" (firstwindow) At Windowon Pit At "Y2" Jumbleof Rock Dead End7 Low N/SPassage silver coins N/S andE/WCrossover In WestSideChamber Hall of theMountainKing snake! In SecretE/W CanyonAbove Tight Canyon In SouthSideChamber jewelry "dokvim" can't climbwith nugget! At WestEnd ofLong Hall At EastEnd ofLong Hall At WestEnd of Hallof Mists West Sideof Fissure OnEast Bankof Fissure In Hallof Mists At Top ofSmall Pit diamonds wave rod DifferentMaze AlikeMaze Low Room goldnugget u d u e u u d u d d d

Map 3: Dragon's Secret Cavern

AtReservoir In MirrorCanyon SlabRoom In SecretN/SCanyon dragon! SecretCanyon At Secret E/WCanyon AboveTight Canyon Hall of theMountainKing on Persian rug N/SCanyon d d u

Map 4: Bedquilt area

At Windowon Pit (secondwindow) ArchedHall RaggedCorridor Cul-de-Sac Junctionof ThreeSecretCanyons pearl (afteropening clam) LargeLow Room ShellRoom clam In SecretN/SCanyon In SwissCheeseRoom Bedquilt AtComplexJunction InAnteroom magazine At Witt'sEnd AtopStalactite SlabRoom In DustyRockRoom AlikeMaze 4 AlikeMaze 6 AlikeMaze 9 5% d d u u u u d d u u d d

NOTE: Bedquilt connections are the most randomized in the game. The west and east connections are stable, but otherwise, sometimes you end up back in Bedquilt, and the north exit has two destinations.


Map 5: Swiss Cheese, Oriental, and Plover Rooms

SteepInclineAboveLargeRoom The DarkRoom pyramid InAlcove PloverRoom emerald,"plover" Dead EndCrawl In MistyCavern LargeLow Room OrientalRoom vase Bedquilt In SlopingCorridor At East Endof TwopitRoom In SwissCheeseRoom In SoftRoom On SWSide ofChasm Dead End8 pillow In TallE/WCanyon N/SCanyon At Secret E/WCanyon AboveTight Canyon CanyonDead End d/sw verynarrow! 20% 50% d sw d u d

Map 6: Twopit Room, Giant Room, and Waterfall

In CaveWithWaterfall trident SteepInclineAboveLargeRoom ImmenseN/SPassage RecentCave In eggs,"fee fiefoe foo" GiantRoom LargeLow Room In NarrowCorridor Bedquilt SecretN/SCanyon SlabRoom At WestEnd ofTwopitRoom At EastEnd ofTwopitRoom In SwissCheeseRoom In WestPit In EastPit plant oil d u climbplant d d rusty door d/e d climb plant u u

Map 7: Troll, Bear, and Volcano

volcano At Breath-TakingView spices At Junctionwith WarmWalls In Chamberof Boulders On NESide ofChasm InCorridor At Forkin Path On SWSide ofChasm In SlopingCorridor InLimestonePassage In Frontof BarrenRoom In BarrenRoom bear, chain rickety bridgewith troll u se/d s/d w/u d/sw n/u

Map 8: Alike Maze

At West End ofHall of Mists AtopStalactite d: 4,6,or 9 n:1 u:Hall w:11 e:2 s:4 1 w:1 e:4 s:3 2 n:DE13 e:2 s:6 d:DE3 3 chest Dead End13 se:13 n:2 u:14 w:1 e:DE1 s:DE2 d:14 4 w:7 e:6 5 w:4 Dead End1 nw:DE13 n:Brink w:12 13 w:5 e:3 s:8 d:7 6 u:6 w:5 e:8 s:9 7 w:4 Dead End2 n:12 w:10 e:13 s:DE6 At Brinkof Pit n:10 u:9 w:6 e:7 s:8 d:DE12 8 n:8 w:7 s:DE4 9 u:3 Dead End3 OrangeRiverChamber n:10 w:8 e:Brink d:DE5 10 n:1 ne:DE10 w:11 e:DE9 s:11 11 w:9 Dead End4 u:10 Dead End5 w:DE11 e:13 s:Brink 12 u:4 d:4 14 e:Brink Dead End6 w:11 Dead End9 s:3 Dead End10 e:12 Dead End11 u:8 Dead End12 u s d

Map 9: Different Maze

At West Endof Long Hall nw:8 n:11 u:7 ne:5 w:10 e:9 sw:4 se:6 s:3 d:Hall MTyLP 1 maze of twistylittle passages nw:5 n:10 u:8 ne:7 sw:6 s:11 d:9 se:4 w:1 e:2 MTgLP 3 maze of twistinglittle passages nw:6 n:4 u:11 ne:8 w:9 e:5 d:10 se:7 sw:3 s:DE LMTgP 2 little maze oftwisting passages n:2 DE Dead End, nearVending Machine nw:1 n:5 u:3 ne:9 w:7 e:10 sw:8 s:6 d:11 se:2 4 LMTyP little maze oftwisty passages nw:10 n:9 u:1 ne:6 w:4 e:8 sw:7 s:2 d:3 se:11 TgMLP 5 twisting maze oflittle passages nw:4 n:3 u:10 ne:1 w:11 e:7 sw:2 s:9 d:8 se:5 6 TgLMP twisting littlemaze of passages nw:11 n:1 u:2 ne:10 w:8 e:6 sw:9 s:5 d:4 se:3 7 TyLMP twisty littlemaze of passages nw:4 n:2 u:4 ne:11 w:3 e:1 sw:5 s:7 d:6 se:10 TyMLP 8 twisty maze oflittle passages nw:7 n:8 u:6 ne:3 w:2 e:11 sw:10 s:4 d:5 se:1 LTyMP 9 little twistymaze of passages nw:2 n:7 u:5 ne:4 w:6 e:3 sw:11 s:8 d:1 se:9 10 MLTgP maze of littletwisting passages nw:3 n:6 u:9 ne:2 w:5 e:4 sw:1 s:10 d:7 se:8 MLTyP 11 maze of littletwisty passages d s

Map 10: Repository

mirror, dwarves,oyster, bottle,lamp, rod with star NE End ofRepository SW End ofRepository mirror, snakes,bird, grate,rod with mark OutsideGrate

Walkthrough

This game is pretty much exactly like the 350-point version of Adventure except with spells. The frotz spell means that you no longer need to worry that your lantern will run out of energy, and you can feel free to explore the caves as leisurely as you like.

That said, there's a lot of empty locations that aren't that interesting and you needn't ever visit. So this walkthrough will feel free to waste time examining things, but will otherwise zoom through the locations to get things done. We certainly won't be bothering with the mazes more than absolutely necessary.

There are a few randomized features you must be aware of:

Oh, finally, I should mention a bug. If you misspell your command; the game throws up a lot of errors instead of just saying it doesn't understand, at least in WinFrotz. I assume that the bug has to do with how the spells are parsed.

At End Of Road

> x me. i. x book.

> memoryorspells. (You always know gnusto, frotz, and rezrov. Nice.)

> x building. x forest. x stream.

> eorin.

Inside Building

> x keys. x food. x lamp. x bottle.

> x spring. x pipes.

You don't need the lamp because frotz is better. The food, keys, and bottle are useful, but not immediately. Leave them all here for later. There are teleport spells that make it easy to return here.

> w. s. s. s.

Outside Grate

> x grate. rezrov grate.

> d. w.

In Cobble Crawl

> x cage. take it.

> w.

Darkness / In Debris Room

I chose to frotz the book since you need to carry the book everywhere already, yes?

> frotz book.

> x rod. take it.

> x scroll. take it. gnusto it. ("xyzzy")

> w. w.

Orange River Chamber

If you try to take the bird while carrying the rod, you can't because the bird is afraid of the rod. So you need to drop the rod first. Also, you need the cage to carry the bird.

I suppose this is also as good a time as any to try out the yomin, lesoch, and malyon spells. They're all quite useless, but you should try them at least once, y'know?

> x bird. learn yomin. yomin bird.

> learn lesoch. lesoch.

> drop rod. learn malyon. malyon rod.

> take bird. take rod.

> w.

At Top of Small Pit

> x crack. x pit. x mist.

> d. (+25)

In Hall of Mists

Be prepared for the pirate and dwarves to start annoying you. Killing the dwarves with the first one's axe takes priority over all othe actions.

> x scroll. take it. gnusto it. ("dokvim")

> n.

Hall of the Mountain King

> x snake. open cage. (The bird drives the snake away.)

> drop cage.

> e. w.

On East Bank of Fissure

> wave rod. drop it. x bridge.

> w.

West Side of Fissure

Ignore the diamonds for now, but there is a chance the pirate will steal them regardless as you pass by them.

> w. s.

Maze (Alike Maze 1)

> learn dokvim. dokvim.

Dead End (Dead End 13 on the map)

By arriving here, at the pirate's lair, the pirate stops trying to steal your treasure.

> x chest.

> take chest. (+7)

> take diamonds. (+7, if they're here to take.)

> learn xyzzy. xyzzy.

Inside Building

> drop chest. (+7)

> drop diamonds. (+5, if you have them.)

Now let's collect up all the treasure shown on Map 2.

> learn xyzzy. xyzzy.

In Debris Room

> w. w. w. d. s.

Low Room

> x gold. take it. (+7)

> n. w. w.

West Side of Fissure

I'm assuming the diamonds are still here, just in case the pirate didn't steal them earlier.

> x diamonds. take it. (+7)

> e. e. n. s.

In South Side Chamber

> x jewelry. take it. (+7)

> n. w.

In West Side Chamber

> x coins. take it. (+7)

> e. n.

Low N/S Passage

> x silver. take it. (+7)

> n.

At "Y2"

Sorry, a little bit of juggling is necessary because your carrying-capacity is limited to 7 items.

> drop silver. (−5)

> take scroll. x it. gnusto it. ("plugh")

> take silver. (+5)

> learn plugh. plugh.

Inside Building

> drop gold. (+5)

> drop diamonds. (+5, if you have them)

> drop jewelry. (+5)

> drop coins. (+5)

> drop silver. (+5)

Next, collect the rug, eggs, and trident; see map 3 and map 6. Take and fill the bottle with water before you go.

> take bottle. fill it.

> learn plugh. plugh.

At "Y2"

> s. s. sw. w.

Secret Canyon

> x dragon. x rug.

> kill dragon. ("With what? Your bare hands?")

> yes. (Success!)

> x dragon. take rug. (+7)

> n. d. s. d.

In West Pit

> x plant. water plant. (It grows from tiny to tall.)

> u. w. u. n.

In Mirror Canyon

If you see a dwarf here, he'll be distracted by the mirror, making it even easier than usual for you to kill him.

> x mirror. n.

At Reservoir

> fill bottle.

> s. s. d. s. d.

In West Pit

> water plant. (It grows from tall to huge.)

> u. e. d.

In East Pit

> x oil. fill bottle. (This time, you have oil.)

> u. w. climb plant. w.

Giant Room

Remember "FEE FIE FOE FOO" for later.

> x eggs. take it. (+7)

> n.

Immense N/S Passage

By the way, rezrov has no effect on this unlocked door.

> x door. oil it. open it. n.

In Cave With Waterfall

> x trident. take it. (+7)

> x waterfall.

> learn plugh. plugh.

Inside Building

> drop rug. (+9)

> drop eggs. (+9)

> drop trident. (+9)

> drop bottle.

Next, collect the pillow, vase, emerald, pyramid, and the "plover" spell; see map 5. This section will be annoying.

> learn plugh. plugh.

In "Y2"

> s. d. w. d. w. w.

In Swiss Cheese Room

The northwest connection only works half the time.

> nw. (Repeat, if necessary, until you get to the Oriental Room.)

Oriental Room

Don't pick up the vase just yet. You'll be dropping everything soon and the vase is too fragile to drop just anywhere.

> n. w.

In Alcove

The east connection is very narrow and the only thing in the game you can carry through it is the emerald, and you won't be doing that.

> learn plugh. again.

> spells. (You should have two copies of plugh memorized.)

With luck, you've killed all five dwarves by now and can risk going axe-less for a while.

> drop all.

> e.

Plover Room

> x emerald. take it. (+7)

> x scroll. take it. frotz it.

> ne.

The Dark Room

> x pyramid. take it. (+7)

> plugh.

Inside Building

> drop emerald. (+9)

> drop pyramid. (+9)

> plugh.

At "Y2"

> s. d. w. d. w. w. e.

In Soft Room

> x pillow. take it. w.

In Swiss Cheese Room

> nw. (Repeat, if necessary, until you get to the Oriental Room.)

Oriental Room

> x vase. take vase. (+7)

> n. w.

In Alcove

> take all. (You've finally got your book back!)

> gnusto scroll. ("plover")

> learn plugh. plugh.

Inside Building

Careful! Drop the pillow first so the vase has somewhere safe to land!

> drop pillow. drop vase. (+9)

Next, collect the spices and chain; see map 7. Take the eggs, food, and keys before you go.

> take eggs. (−9)

> take food. take keys.

> learn plugh. plugh.

At "Y2"

> s. d. w. d. w. w.

In Swiss Cheese Room

> nw. (Repeat, if necessary, until you get to the Oriental Room.)

Oriental Room

> w. sw. u.

On SW Side of Chasm

> x bridge. ne. (A troll arrives and stops you.)

> x troll. give eggs. (−5. He leaves.)

> ne. ne. e. ne. n.

At Breathy-Taking View

Enjoy the view!

> x volcano. x gorge. x pit. x formations. x geyser.

> s. e.

In Chamber of Boulders

> x spices. take spices. (+7)

> w. s. d. d. e.

In Barren Room

> x bear. x chain.

> give food. (Bear is now friendly.)

> unlock chain with keys. take chain. (+7)

> take bear. (Now the bear is following you.)

> w. u. u. w. w.

On NE Side of Chasm

> sw. (The troll expects a second treasure.)

> drop bear. (The troll runs away forever.)

Okay, yes, you could have teleported away from the bear as soon as you had the chain, but did you really want to miss two NPCs interacting with each other?

> learn plugh. plugh.

Inside Building

> drop spices. (+9)

> drop chain. (+9)

> drop keys.

You better go reclaim those golden eggs now. You don't want to forget them or leave them for last. Return to the Giant Room:

> learn plugh. plugh.

At "Y2"

> s. d. w. d. w. w. w. w. climb plant. w.

Giant Room

> fee. fie. foe. foo. (The eggs reappear!)

> take eggs. (+5)

> learn plugh. plugh.

Inside Building

> drop eggs. (+9)

Next, get the "last lousy point", and finally, the pearl; see map 4. You need the trident for this part.

> take trident. (−9)

> learn plugh. plugh.

At "Y2"

> s. d. w. d. e.

In Anteroom

> x magazine. take it. e.

At Witt's End

> drop magazine. (+1)

The west exit only works 5% of the time, so instead, teleport to "Y2", using the plover spell.

> learn plover. plover.

At "Y2"

> s. d. w. d. n.

Shell Room

> x clam. open clam with trident. (The pearl rolls away.)

> d. d.

Cul-de-Sac

> x pearl. take pearl. (+32)

When you pick up the 15th treasure, the cave starts "closing"! You have 25 turns to get back to Inside Building and drop off your treasures.

> learn plugh. plugh.

Inside Building

> drop pearl. (+9)

> drop trident. (+9)

Your score should currently be 305. You might've noticed that the keys have vanished, but that's okay. Just wait it out.

> z. (Repeat waiting until you're teleported to... +10)

NE End of Repository

This is the endgame area that you need to safely escape from. Don't wake the sleeping dwarves. Some stuff from the main game have been stored here.

> x mirror. x dwarves. x oyster.

> x bottle. x lamp. x rod.

> sw.

SW End of Repository

Logically, you should be able to rezrov this grate open and escape and win that way, but no no no! This grate is an evil one-way passage to Outside Grate, with no way back to the Repository. Madness.

> x snakes. x bird. x grate. x rod.

Note that this rod is different; it has a mark instead of a star. Make an astonishing leap in logic and guess: one, this bar is a bar of dynamite; and two, it is activated by an unmentioned magic word "BLAST".

No, really. Even looking at the source code, I have no idea how players in the 1990s were supposed to honestly figure this out. The message on the oyster is your only hint, which is really no hint at all. Did everyone just spoil everyone else on this puzzle?

> take rod. ne.

NE End of Repository

> drop rod. sw.

SW End of Repository

> blast. (+35)

*** You have won ***

> amusing

So what did you think of that game? I see it more of a proof-of-concept sort of thing than an honest attempt to make a new game by introducing spells into Adventure. There are too many useless spells, too many teleportation spells, and rezrov was nerfed. This could've been better with more forethought and a greater willingness to make significant changes to the original game.


Extras

Amusing

After you win the game, type AMUSING and select "Did you know..." from the menu:

Did you know that...

The five dwarves have a 96% chance of following you, except into light, down pits or when admiring themselves: and the nasty little knives are 9.5% accurate.

Dragons burn up dwarves (perhaps because dwarves eat only coal).

The bear (who likes the volcano) is too heavy for the bridge... and you can go back to the scene after being resurrected.

You can slip past the snake into the secret E/W canyon, 35% of the time at any rate. And walking about in the dark is not all that gruesome: it carries only a 25% risk of falling down a pit.

The vase does not like being immersed.

Shadowy figures can wave to each other.

Watering the hinges of the door rusts them up again.

When the cave closes, the grate is locked and the keys are thrown away, creatures run off and the crystal bridge vanishes...

...and a completely useless hint is written on the giant oyster's shell in the end game.

The last lousy point can be won by... but no. That would be telling.


Characters


Credits

The credits are displayed when the game begins or when you type VERSION:

SPADVENTURE

Advent Credits:
The Interactive Original
By Will Crowther (1973) and Don Woods (1977)
Reconstructed in three steps by:
Donald Ekman, David M. Baggett (1993) and Graham Nelson (1994)
[In memoriam Stephen Bishop (1820?-1857): GN]

Balances Credits:
An Interactive Short Story
Copyright (c) 1994, 1995, 1996 by Graham Nelson.

SpAdventure by Jay Walton

Advent Release 5 / Balances Release 5
SpAdventure Release 2 / Serial number 971030 / Inform v6.31 Library 6/11 S

Additional information on the history of Adventure and how this variant compares to it can be found in the game's HELP menu.


Endings

Note that if you die, and if you consent to be revived, the game will resurrect you up to two times. You regain life at Inside Building. All of your inventory, except the lantern, is left at the site of your death. The lantern is turned off and left at the End of Road.


Inventory

Note: The maximum number of items you can carry is seven, not counting things inside other things. There is no player's-carryall, so travel light. Throw away stuff you no longer need, and anything else you might want for later should be left at Inside Building, since you can easily teleport there from anywhere else once you have xyzzy or plugh.

Early useful items

Everything acquired before reaching the Hall of Mists, not counting the scrawled scroll.

Other useful items
Scrolls

While holding both a scroll and your spell book, cast gnusto on the scroll to copy the spell written on the scroll into your spell book; the scroll itself is consumed.

Treasures

Bring all 15 treasures to Inside Building and drop them there to get full points for them. Make sure the pillow is there for the vase!

You gain 5 temporary points whenever you pick up a treasure, but these points ware lost whenever and however the treasure leaves your inventory. You gain 2 bonus points for each treasure you pick up for the first time.

Each treasure has "deposit-points" which are earned by leaving the treasure in Inside Building. If a treasure is moved from there or destroyed while there, those points are lost until the treasure is put back.

Treasures can be stolen by the pirate from your inventory or from your current location until you find his treasure chest in the alike-maze; after that, the pirate is neutralized and no longer bothers you.

Picking up the last treasure triggers the "cave closing" message. Hurry back to Inside Building and deposit your remaining treasures before the endgame starts. You have 25 turns before the cave closes and you're teleported into the Repository.

Junk

Junk objects could be used to help you map out the alike-maze, but with the dokvim spell in play, why bother?


Score

The response to SCORE is:

You have so far scored your-score out of a possible 350, in several turns, earning you the rank of your-rank.

Points are awarded as follows:

There are also temporary points. You are temporarily awarded 5 points every time you pick up a treasure, and you lose these points whenever they leave your inventory for any reason.

Points are deducted as follows:

The ranks are:

CAUTION: You can screw up the score accounting if you start putting treasures into the cage, so don't do that.


Spells


Thank You to my Patreon supporters

This walkthrough was funded via Patreon with


Support me on Ko-fi

Ko-Fi is a way to send me small one-time donations. Every little bit helps, and thank you!