Sinclair Library

Pyramid of Doom

Adventure Game: Text-Only · ZX-Spectrum 48K · 1 players · English

Adventure International

Never released Announced but never sold. No copy exists because none was ever made.

Adventureland, 8 of 13

Mystery Fun HouseGhost Town

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In the magazines 7

Micro Adventurer #15Jan 1985 · p.25

Micro Adventurer

Ken Matthews

THE ADAMS ADVENTURE CONTINUES Ken Matthews looks at Pyramid of Doom, Ghost Town, and Savage Island 1 in his continuing series on Scott Adams. Before I begin this month I'd like to thank all you Adventurers out there who have phoned and sent your comments about the series so far. I've had no unkind remarks yet - unless the Editor is sparing me the embarrassment. I'm very pleased to see that the time I've spent solving these classics has helped others at last. For any newcomers, the phone-in Adventureline is still available to give instant help on Scott Adams and many other adventures. So please call (0474-334008) or write in to me at Micro Adventurer - with an SAE if you need a reply. This article is the third in the series so if you require the last two, concerning adventures 1-7, please order back issues from the address inside the front cover. Still, enough preamble, I'm sure (I hope) many of you are waiting for the latest hints so on with the job! PYRAMID OF DOOM We start with Pyramid of Doom, where Scott really begins putting us through our paces as the adventures become increasingly more difficult. You begin in a desert near the ancient pyramid, to which you, the grave robber, seek safe access. The desert, of course, is very hot so you might begin by filling your canteen or even try a refreshing dip. The desert can hold many secrets and a little delving could uncover some of them. The pharaohs were very jealous of their relics and famous for their skill in protecting their tombs against violation - Scott's pyramid is no exception but a little caution should see you safely inside. A preliminary exploration will show many items, but none of the treasures you are expecting are immediately visible. As with every adventure, it is essential to examine everything at least once and clean up anything that seems a little too dirty to handle - but, sometimes, poking too far into the relics of ancient Egypt could prove fatal! You may encounter an enigmatic oyster and a rather suspicious basket - get on with it! - are you an adventurer or just a fakir? At least you'll have found somewhere to store the treasures if you've read the message right. Fancy some tasty camel jerky - Ugh! It's no use to you of course, but there's more than one creature about, which is the hungriest? . And now the inevitable mummy, he seems pretty lively but you might find some way to dampen his enthusiasm and gain the first obvious treasure. A number of items are now revealed and that skull definitely has a winning smile. A walled up door could present a problem but there's no use holding back - a velvet glove is no good at all... Feeling around, dazzled by your own brilliance? Eeee! You clever devil - you're getting the hang of it now. Giving someone a hand (?) could give you a lift up towards a dismal cell and your meeting with the most puzzling aspect of the game - the celebrated purple worm. Be careful is all I'll say, it's very easy to die here. Apart from that, you're on your own, don't spend too much time here though - there's plenty more to do elsewhere. There's no one to help you on the ledge but it could be a good place to lose a couple of things, especially a ubiquitous Arab nuisance. At last! A throne room. The really valuable treasures must be close at hand. Don't get too flushed with success! - at least, not yet. The mural is the clue and what I'll add is, "roses are red, hearts are red, so are..." if you're not too possessive you'll see your troubles melt away, not before your eyes but close by. The rest of the game should be quite straightforward if you've got this far and all the treasures will be stored safely. See - the worm wasn't that much of a problem was it? GHOST TOWN The next item on the agenda, Ghost Town, is a slight departure from Scott's usual style in that it contains a bonus scoring system. This routine awards extra points if you complete the puzzles in the correct order. It is still possible to finish the adventure if the order is wrong but those of you who enjoy going over things again will have fun sorting this out. I don't know the correct sequence, so, if any of you do - let me know. The game starts you off in a deserted Ghost Town and once more treasures must be found and stored. Once again you might like to begin by having a drink to fortify your spirits, but you just might bump into one once you make your presence known. If you're armed, don't shoot the piano player... Show a little appreciation even if he plays a few bum notes; you probably can't do any better - or can you? Too much vanity could be fatal though - it's up to you to get this one taped. In the stable, your horse, 'ole paint, is waiting for you but he's not quite roadworthy yet, as you'll discover if you see the point. This one has an attractive answer although you'll probably end up in something far less wholesome. Still, down doesn't necessarily mean out - it might be better to look in. The telegraph office is a more solid problem - a safe that can't be opened and a key that won't work. You must be moved to greater things and a little electrical know-how will give a clue, albeit in a sort of code! The answer should be very clear to us Brits. The hoosegow should be open to you now, unless your thinking and mine are poles apart. Another item or two should be added to your collection, plus a good clue to give you a monopoly (?). Walk on! Giddyup! Heigh Ho Silver! - in true cowboy style you can gallop across the plains - a short ride should put you in with the Indians though - don't panic - you can drum up some support - if you know. A dry wash? That seems a little odd but the merest flash of inspiration is all that's needed to help you jump ahead. So have a go! A mine of information? - not really, but necessary to visit none the less and easy if you've picked up the clue. At this point you might think of the odd substances you've found. I used to be a chemist, so it was pretty easy for me but it's a safe bet that if I can't help you, Guy Fawkes could! Put plenty of distance between you and the result of your experiment though - or it'll be raining more than cats and dogs today! If you're clever you should be able to find somewhere safe to sleep without my help but don't go to bed too early. After all, you've earned a little relaxation by' now, so go and enjoy yourself - the rewards might be more than spiritual. That should be about all you need to get you by, except to say that the last place a cowboy wants to go is to Boot Hill, but, if you've done everything else, what have you got to lose? Savage Island 1 The fiendish Savage Island 1 is a quest, not for treasures but a password that will get you into the even more diabolical Savage Island II - hardly what I'd call a reward. The theme of this pair of adventures is highly original and slowly unfolds to the more perceptive. If you don't catch on, don't worry, all is revealed - at the end of Part II! You begin in sand again - this time on a tropical island. You must rely on common sense and what you see. A lot of items are obtainable or usable - even if not obviously so. Beach-combing can be a pleasant and profitable activity. If you don't own a spade or metal detector don't worry - the sand is nice and soft. With a little effort you could round off your exploration by entering the extinct volcano and add an unwanted and extremely unhelpful item to your inventory. There's no way I've found to avoid it, you must rely on luck for now. On this first visit you might find somewhere safe to save a drink and a hot-spot that's going to be useful later on. Crossing the lake and diving are quite easy - you've obviously learnt to swim since Pirate Adventure - but a little extra buoyancy is needed before you can hang on to anything you find. If this leaves you with nothing else to do - don't worry, wait it out. Now things have really hit the fan! - stuck in the middle of hurricane Alexis with no option to save. There's always a chance you'll be blown away but a noise or two might lead you to something very heavy and useful but less dense than water. The next part is so awkward I could almost tell you what to do and still leave you plenty of headaches but all I'll do is remind you that there's no wind in the cave but the present occupant seems to like you just a little too much. You must deal with him and collect what you can. A little water sport, a trip to the seaside will help - with a little luck you could see your problems evaporate. The storm's blown out, movement is safe again but there's not long left before dark. There is no safe place to sleep on Savage Island so you'd best get ready to leave - quickly. Tarzan's swinging supports will aid your boat-building activities and, although it might be a little difficult to handle, you should soon have a seaworthy craft. just make sure you build it in the right place. Shades of Pirate Adventure! - time to pay a toll and find someone to give the rum to, this time for a reward and assistance. A new beach is the next stop, but there's no fairground in sight despite the fact it's time to shy a coconut - literally! The force is with you! You've found a light, so now you can retrace your steps and search behind the dark opening - something smells a little fishy - or worse! But you might find a short-cut to make up for it. Back in the tunnels you'll find two creatures, one of whom is slightly familiar and more than a little useful. Once this is sorted you're just about ready for your password - there is more than one and everything has a use, so make sure you are carrying everything you haven't used yet and it'll be as easy as abc. That's it for this month - once again I hope I've left the easier tasks to you to leave plenty to do. This month's hints are a little broader than usual but you should be OK with a little thought and a dictionary (?). If you still have problems please write in or phone. Next month I'll be wrapping up the series with Savage Island II, Golden Voyage and The Sorcerer of Claymorgue Castle so order your copies now! Next month's hint review will be the end of this series on Scott Adams' Classic Adventure. In March, Ken Matthews will begin a new series on the Infocom adventures, beginning with the Zork trilogy.

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