To Start CHAIN "QUEST1". This will load and run Quest, followed by the database (INIT) which keeps track of the game progress. the starting version of INIT must be kept safely intact, in another directory, or another disc. Should you decide to SAVE a game partway through, a new INIT file will be saved, to be reloaded when you restart. This will overwrite the originalINIT if it is in the same directory. The Blurb from the packaging :- Welcome to the adventure. PHILOSOPHER'S QUEST, an "intelligent" adventure where the player explores a strange land full of weird and unlikely things, some dangerous, some even magical. In this new and authentic game the concept of the adventure is exploited to the full, and extended to include abstract thought as a means to progress and survival. However, wild speculation will get you nowhere, you have to use your wits ! The objective is to find all the treasures and bring them back to where you began,but in the meantime you have to sift clues, weigh up risks, spot magic words and remember which way you came ! Acornsoft 1982 Controls : The computer only look at the first four letters of any word you type. Therefore NORTHEAST must be typed as NE. Some of the words recognised are , MOVE UP, CLIMB, RUN, GET, TAKE, DROP, LOOK, ON, OFF, INVENTORY. To stop use QUIT, or STOP. To save a games for later type SAVE. SCORE will give you your score to date. Max score is 250. SOLUTION : 1. You start in the shop. Do not take anything. Go S. TAKE LAMP. LIGHT LAMP. 2. Go E. TAKE AMULET. D to Piccadilly Circus. W, leave amulet and lamp at sign. Go W and THINK. Return E for Amulet and Lamp.Go W and get BOOK. Return to Piccadilly Circus. Go N and RUB AMULET. JUMP N and TAKE MASK; CRAWL N and take trophy; HOP S then RUN S and return to P. Circus. Go SE, S and TAKE CHAIN. Return to P. Circus. Go U, N, and N into the Shop. DROP book, chain, and amulet. 3. Return to P. Circus - take BOTTLE; NE and take MATCHES; SE and take CHEESE. Go U and drop cheese. Go N and take AQUALUNG, KEYS, and ROD. 4. Go S - throw ROD - and go S to beach. Leave bottle matches and aqualung on beach. Go back and get Cheese. Leave cheese halfway down the passage and go to beach. Return for cheese and leave it at W end of the beach. 5. Go NW to bungalow, N into bungalow. Open door, go E into larder and take TEA. Go W and N to old lady. S out of bungalow and SE to beach. 6. (get 1st dog) Take cheese and go N into cliff. N into small room, take MOUSE, drop cheese. N into larger room, NE to elephants' graveyard, take TUSK. Go N and get dog,S,W,S,S to beach. Drop mouse and mask. Take dog to bungalow. 7. Return to beach, take DRIFTWOOD and drop it at E end of the beach. 8. (get 2nd dog) Go E from shop, D to P. Circus. Go N as before and CALL SPOT. Take dog and return to bungalow. 9. (get 3rd dog) Return from bungalow as before, collect bottle and go to N end of passage. Go E,E to alcove. Take DOG. Go N,W to dead Man's End, E to alcove. the dog should now be visible. take dog to bungalow. Follow old lady N and take WILL. return to dead Man's end. 10. Go D into Smooth Corridor. Go E and FILL BOTTLE. W into maze of smooth passages. Follow maze, take PLATYPUS. Leave will at solicitor's, go away, then return and take CHEQUE. Follow maze out and U to dead Man's End. Go N,N into shop, drop platypus, tusk, cheque at the shop. 11. Return to beach, take wood, matches and aqualung. Go S into sea. D,S and D to sea bed. Continue S to wreck. (IMPORTANT: count how many turns you spend at sea bed). 12. Collect SLIPPER from cupboard by using KEY. Collect CHEST, move octapus by throwing bottle of INK at it. Go to entrance of wreck. drop KEYS. 13. Go N into WHALE. Move through whale - W,W,W,E,E,E,S - take TOOTH. Strike match, light FIRE - this will eject you from the whale. Go U to mid-depth. Go N to beach, but make sure you spent one turn at mid depth for every five spent at sea-bed before going U to surface. Then go N onto beach. Drop aqualung. 14. Go N and into shop. Drop Chest, Tooth and Slipper in shop. 15. Go E and D to P. Circus. SW to mariner. Go W, W and take ALBATROSS. Go E and NE to P. Circus. Switch lamp OFF and strike match. Go D,W,E,S,S,W,W, and W to workman. You should have just enough matches. After meeting workman switch lamp ON and go E to P. Circus. Go D again; then W,E,S and N. Take PORTRAIT. Go W,E,W,S,S,W,W,W, and E to P. Circus. Go U, N, and N into shop. Drop Albatross and portrait. You should now have 249 points ! Additional note : When in shop take rod, keys and aqualung. Throw keys out of shop. You will only get away with this once, so must complete the game this time around or have to start all over again. IMPACT POSTERS, Sheffield.