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RETURN OF THE WARRIOR

 

 

Professional, Originally Released On Cassette Only

 

Game Type          : Text Adventure (Adventure No. 2 In THE LARSOFT COLLECTION)

Author             : Geoff Larsen

Standalone Release(s)   : None

Compilation Release(s)   : 1987: THE RISING OF SALANDRA, Larsoft, £3.95

                    2002: THE LARSOFT COLLECTION, Larsoft, PD (Disc)

Stated compatibility    : Electron

Actual compatibility    : Electron, BBC B, B+ and Master 128

Supplier            : LARSOFT, 4 Chantry Road, Clifton, BRISTOL BS8 2QD

Disc compatibility     : ADFS 1D00, CDFS 1D00, DFS 1D00

 

 

Instructions

Having awoken the warrior Thrull from his deep sleep of seven generations you are now set to face the evil Salandra himself.

 

As the dark Warships land at the beach below you, Thrull speaks.

 

"I shall remain for a short while to try to repel the hordes of Salandra's invading forces. Perhaps you, who have proved yourself in being here, could reach the very heart of Salandra's domain. If I were to make the journey his spies would know of me and warn the evil tyrant. A small traveller such as yourself could possibly escape the enemy's attention and reach Salandra's fortress which once belonged to the Lord Siran. Siran, now, has been destroyed.

 

"If you should meet the evil Salandra you will need a talisman of good to protect you. Even then, you will not have sufficient strength to defeat him by yourself.

 

"Good journey!"

 

Thrull waves his Sword and a mist descends arund you. The mist clears and you find yourself on a beach at the South side of the Great Ocean...

 

Official Hintsheet

·   There is always an interesting angle to a rum cove. It could provide light relief.

·   The jester is only here for the beer (to coin a phrase) but he pits his wits against you.

·   The horse needs to chew over the situation before letting you move it.

·   Without the horse it will be curtains for you.

·   Cave paintings will show the way to enter the fortress.

·   The means to venturing behind the blocked door is by the fireplace.

·   This adventure is non-violent ... but you want to kill Salandra? Charming!

 

 

Instructions' Source   : THE RISING OF SALANDRA (Larsoft) Inner Inlay

 

Review                          : No Review Yet

 

Solution (EUG)

Go W and EXAMINE the rock POOL. You will find a fishing net. GET NET and go back E and E. ENTER the CAVE here and go S into a concealed area. USE the NET here to reach the lantern. GET the LANTERN and go N to leave the cave. Now go S, S, S, S, S and W to the hill. Go UP it.

 

On the top you should EXAMINE the chalk FIGURE and be then able to GET a TINDERBOX. Go E, E and S then climb UP, UP, UP and UP the mountain trail before going S, W, S, W to find a ball. GET the BALL and go back N, E, N, E, E to the cabin east of the bridge. GO CABIN and EXAMINE the CHEST it contains.

 

OPEN the CHEST and GET the SCIMITAR inside of it before LEAVEing the CABIN. Go W and CROSS the rope BRIDGE. The cabin owner will yell at you but CUT the ROPES of the bridge to leave him stranded and go S and S until brambles bar your bar. CHOP the BRAMBLES with the scimitar to reveal a way south. Follow it S, CHOP down more BRAMBLES and go S again. PUSH the stone DOOR to open it.

 

Now GO through the DOOR and travel S, S and S to the market square. Go E and GET the ROPE in the stable. Return N and N to the cavern and LIGHT the LANTERN. Go W to enter the dark cave and TIE the ROPE to the stalagmite. CLIMB DOWN the rope to find a gold piece. GET the GOLD piece. Now CLIMB UP and return E, S, S and S to the market square. UNLIGHT the LANTERN to conserve its power.

 

Go W into the inn and W again to be faced with the landlord. GIVE the GOLD piece to him and he will give you a private room. OPEN the WINDOW and PULL back the DRAPES to reveal a sleeping cat. GIVE it the BALL and GET the HAY when it chases after it. Now GO through the WINDOW to leave the inn and E and E again into the stable.

 

GIVE the HAY to the horse which will then allow you to GET HORSE and RIDE HORSE. Go W and N to the T-junction. Ride E and E past the waiting robbers. DISMOUNT and DROP hold of the HORSE. Now go S and E and GET the PICK from the quarry. Go S and W to enter the West hut. EXAMINE in turn the DEBRIS and the MOSAIC and then READ the INSCRIPTION you uncover. Go E, N and N then climb UP and UP the rocky path to ENTER the NEST.

 

CALL QUAG here and the eagle will carry you up to the fortress. GO in through the WINDOW. Go E to the East Wing and GET the BUCKET of coal. EMPTY the BUCKET and go S. Now go D and D the steps and finally W. FILL the BUCKET with water from the tub. Go back E, U, U, N, W and W to the West wing and GO inside the large FIREPLACE. EXAMINE the WALL and PUSH the loose STONES. ENTER the HOLE. LIGHT your LANTERN again and go S.

 

OPEN the COFFIN and EXAMINE the body of SIRAN. DROP the SCIMITAR to free up space and GET his CHARM. Go back N, GO through the HOLE, go S and go E to a room with a locked door where you first entered the fortress. UNLOCK the DOOR and GO through where the DOOR stands open.

 

Inside the anteroom, each time you try to go N, various demons will appear. EMPTY the BUCKET of water to extinguish the wall of flame and try to go N again. USE the PICK to smash the wall of ice. This time going N will take you into Salandra's chamber. WAVE the CHARM and Thrull will appear to battle with the evil Salandra. Keep LOOKing (Key L only) until you complete the adventure.