Retrieved from http://cd.textfil.es/geminiatari/FILES/GAMES/WALKTHRU/COLOSSAL.TXT on 2019-12-13. This walkthrough is also available at https://www.pcjs.org/disks/pcx86/shareware/pcsig08/0501/ on Disk 539 of the "PC-SIG Library 8th Edition CD-ROM (April 1990)." NEW ADVENTURE Part One Welcome to the wonderful world of Adventure! The game called "NEWADV" is the latest expansion of the ever-popular "Woods-Crowther" Adventure game. The object of the game is to collect treasures and leave them safely in the building...in the correct place and state. This file will walk you through the game. It's a long process; be prepared to spend a fair amount of time on it. You start out outside of the well-house. This is the building where you leave your treasures. But first, a cautionary note: There is a pack rat who wanders around outside the cave. In order to protect yourself, you must hide any articles you're going to need in the cave. So I'll be telling you to pick up some things that you won't use until later. Enter the building and get the lamp and the matchbox. Go into the storeroom and get the keys, food, and bottle. The other articles are not necessary. The yellow pill is to heal you if the rat bites you, but he only does that if you attack him, and you aren't going to do that. Go out and go south until you get to the grate. Unlock it, and drop articles so that you can pick up the cloth bag and drop it just inside the grate. Then go back out and get your things, and re-enter the cave. Proceed west, picking up the cage and the black rod on your way. Go one step past the bird and drop the rod. Then go back and get the bird, and return west and get the rod (the bird is afraid of it, so you had to hide it). Go down the steps and west to the fissure. Wave the rod and a bridge will appear. Go back to the Hall of Mists, and down to the Hall of the Mountain King. At some point, a dwarf will come along and throw an axe at you. Retain this axe and throw it to kill any other dwarves that appear. There are five dwarves, so if you count and you've killed five, you can discard the axe. Also, sometime the pirate will pop out and steal all your treasures. When this happens, you can either go get them immediately or finish what you're doing first (if he didn't take anything you needed to do so). Once he does so, his chest appears at the end of the maze west of the Hall of Mists. All of the things he stole from you are in it, and you will need the keys to open it. Sometimes there will be so much that you can't lift it. Then you have to make multiple trips (a pain). To reach his chest, go to the "west end of the Hall of Mists" and take the following directions: South, east, south, south, south, north, east, north, east, northwest. Take the chest, if you can. If it's too full, unlock it with the keys and take as much as you can out of it. Then go southeast and north and down the pit. You will find yourself in the bird chamber. You can then go to wherever you want to store the things with one caution. Do not try to go down the steps to the Hall of Mists if you are carrying the gold nugget. It's too heavy and you'll fall and kill yourself. Okay, back to the cave. You're in the Hall of the Mountain King confronting the snake. Open the cage, and drop the bird and the cage. The bird will chase the snake away. Take the soiled paper out of the cage; it's valuable later. Then go northeast to the Throne Room. You may have to keep trying the NE command. Once in the Throne Room, go east and get the crown and return to the Hall of the Mountain King. Go to the South Side Chamber, drop the crown, get the jewelry, then "wear crown," and return to the Hall. Go north to the "Y2 room." This is the center from which your explorations of the cave take place. It is a magic room because if you use the word PLUGH in it, you will be transported to the building (PLUGH in the building brings you to Y2). Drop everything but the lamp, axe (if you have it), and rod. Go back to the Hall of the MK, picking up the lyre on your way. Go west (get the coins) to the "east end of the long hall". Go south to a crack that widens to the south. If you get a dead-end crack, go north and south until you get the right one. Continue south to the cloak room. NEW ADVENTURE Part Two In the cloakroom, you will find the dreaded Wumpus. The only way to get the velvet cloak is to yank it (YANK CLOAK) out from under the rocks. Unfortunately, this not only wakes the Wumpus, it also blocks the entrance to the room. The only solution is to run like heck; but run the right way. Follow these directions: Northwest, north, down, and east three times to the east side of the fissure in the Hall of Mists. Don't waste any steps on the way, and don't stop, the Wumpus is right behind you. When you reach the *east* side of the fissure, wave the rod. The bridge will vanish and the Wumpus will die in the fall. Wave the rod again to rebuild the bridge, because it's handy. Then you can discard the rod. Now, recross the bridge and pick up the silver horn you passed. Then go back east to the Hall of Mists, and go South to the Nugget of Gold room and get the nugget. Return to the Hall of Mists, and say Y2 to get yourself back to that room. Drop all your treasures. Take the lamp, axe, horn, and bottle, and wear the crown. Go to the Arched Hall (S,D,W,D,N,UP) and blow the horn. Return to the Complex Junction and drop the horn. Proceed west to the west end of the Twopit Room. Go down the west pit, open the bottle and water the plant. It will grow, but not enough to reach the hole above your head. So you need more water. The closest is at the Reservoir (UP,W,UP,N,N). Fill your bottle, return to the pit, and water the plant again. It now has grown enough. Go to the east pit and fill your bottle with oil. Then return to the west pit and climb the beanstalk. Go West to the Giant Room and get the eggs. Then go north to the rusty door. Oil it, and proceed North to the waterfall. Jump down the waterfall and you'll arrive at Sword Point. Be certain you are wearing, not just carrying, the crown and yank the sword from the anvil. Go east to the slide and down to the Misty Cavern. Go to the Alcove (west) and drop everything so you can squeeze east through the tight tunnel. Fetch the emerald and go back and get all the other things. A word about the weights of things. For some reason you can always wear something, but you may not be able to "take" it. So if you can't pick everything up, drop the crown, pick up whatever else, and then WEAR CROWN. Go NW and south to the Oriental Room and get the vase. NEVER drop the vase unless you're in the same room as the pillow (you'll find it). Go SE and you're back in the Swiss Cheese Room. Go to the Complex Junction and drop the crown, eggs, emerald, and bottle. Go to the Arched Hall and go north and west from there to the Crypt. Climb down, pick up the candle and go south and west to the Gothic Chapel. Take the grail. Return to the cathedral, and take the hidden south passage to the natural bridge. Wear the shoes. Now go to the east side of the Cathedral. Wave the sword to chop down the brambles and then immmediately put the rose in the vase (else it will wilt). Carry everything back to Y2 and leave it. Do *not* drop the vase until you have the pillow, keep carrying it. Go West back to Bedquilt and up until you get to a north/south passage. You may have to try several times, the Bedquilt is very confusing. Once you get to the passage, proceed north to the window, and pick up the can. Go back to Bedquilt, and go to the Swiss Cheese Room. Go east to the soft room and get the pillow. Take everything back to Y2 and leave it there (drop the pillow before the vase). Then take the lamp, axe, can, lyre, and cloak and say PLUGH to return to the building. Turn your lamp off. NEW ADVENTURE Part Three Exit the building and go west to the forest. Take the mushrooms. Go north to the salt marsh and take the pole. Go South and west to the beach and take the box, and north and up to Ocean Vista and take the flowers. Then go down and into Thunder Hole, and walk East. Play the lyre to put the dog to sleep, and go east to the tiny door (you have to jump the river). Here you play Alice in Wonderland. Eat the mushrooms and you will grow. Now you can reach the ledge where the key to the tiny door is. Take it, and then eat the tiny cakes on the ledge. You will shrink back to normal. Now, if you've played this before, you've probably run into an obnoxious little man who kicks you on the knee and yells PHUCE at you. Use this word to shrink yourself down to the size of the door. Open it and discard the key. Enter, and use PHUCE again to grow to your normal size. Take the boat, and put the pole, lyre, and can in it. You have to have the pole to propel the boat, but it can just lie in the bottom. Go south to the gravel beach. Leave the boat, turn on the lamp, and go east to the Apiary. Feed the flowers to the bees, and take the honeycomb back and put it in the boat. Turn off the lamp. Now go north and east to the east side of Blue Grotto. Put the trident in the boat and, still in the boat, go north again. Open the can, put the green stone in it and close the can. If you don't close it, you will get radiation sickness and die. Leave the boat, turn on the lamp, and go up to Fairy Grotto. Wear the cloak, then go East to the Hall of Ice and get the diamonds. Return to the Fairy Grotto, and turn your lamp off. Go south to the Crystal Palace (you can't get in with your light on). Take the opal and go east to the yellow path. There is a hidden passage to the north. Go up it (lamp back on) and get the cask. Then go back through the Crystal Palace and SW and down to your boat. Put everything in the boat except the lamp and the axe. Go south to the east side of the grotto, and leave the boat. Ascend to the bat cave and get the shovel. Proceed east, then up over the Tongue of Rock, then East again, picking up the broom, sapphire, and card. Then SE at the Elbow you reach the Rotunda. Enter the phone booth. If the gnome beats you to it, just keep leaving the room (going east then west is easiest) until you can get in. Kick the phone and take the slugs. Then go to the Conservatory (east) and get the flute. Open the piano and take the letter out (this is the "official" paper if it ever asks "which paper"). Return to the boat, and drop your treasures inside. Go back to the Tongue of Rock, north and down to Lost River Canyon. Take the ring from the Wumpus' finger. Now return to the boat and put everything but the lamp and axe in it. Take the boat to the west side, and north to the dark cove. Take the cask and go northeast, up, and east to the Winery. Fill the cask with wine, return to the boat, and return to the west side of the Blue Grotto. Take everything out of the boat except the pole. You should be able to carry it all, but make two trips if you must. Say PHUCE, go out the door, and say PHUCE again. Now go to Ocean Vista and play the flute. The pack rat will appear and will throw himself off the cliff to his own destruction. Now you don't have to worry about him stealing your things. Go to the beach and drop the shovel. From here you can just say "B" to get back to the building. Drop everything, then return to the beach and use the shovel to dig three times. Discard the shovel, and take the conch shell back to the building (your hands were probably too full before). Leave everything in the building except the wooden box. Go back to the grate where you hid the cloth bag and get it. Then go north until you enter the swamp. Go east from there and you'll find some bubbling wet sand. Open the bag, pour the powder (it's cement) and the quicksand will become concrete. Drop the bag, and go north to the ravine. Be certain you're carrying nothing but the wooden box and go down into the ravine. Drop the box and place the marble statue in it. Then climb back up and go east to the cliff. Climb the vines and get the rope. Go down, part the vines, and go through the defile and NW at the bend and get the shamrock. Then go back through the defile. From here, also, the letter "B" will get you to the building. Since the rat is dead, you can now move all the things you've hidden in the cave to the building. Then get the tools you're going to need for the next sections of the game. These are the lamp, axe, candle, keys, eggs, shamrock, ring, rope, honey, card, trident, broom, slugs, and flute. Get all these things to Y2. Now take the lamp, axe, broom, slugs, and trident. Go to the dusty room and sweep it to find the combination to the safe. Discard the broom. Go to the Shell Room and open the clam (you needed the trident). Chase the pearl down and get it. Then return to the Hall of the Mountain King. NEW ADVENTURE Part Four From the Hall of the Mountain King, go SW until you get to the secret canyon. You may have to try several times. Continue west to the dragon room. Kill the dragon (when it asks if you want to do it with your bare hands, say yes). Then take the rug and return east to the Hall of the Mountain King. Go west, west, and south to the west end of the long hall. Now you're going to enter the maze and get fresh batteries in case you need them later. From this point, go south, south, east, and south to the vending machine. Put the slugs in the machine and take the batteries. Then go north, southwest, west, and down to the long hall again. Return to Y2 and leave your treasures. Take the lamp, axe, honey, keys and eggs. Go to the Oriental Room and then east to the low room. Go NE to the sloping corridor and up to the Troll Bridge. Throw the eggs to the troll and then cross the bridge. From there, go NE, East, NE, and East into the Chamber of Boulders. Take the spice, then go West, South, SE, South and East into the Barren Room. In the Barren Room, feed the honey to the bear (FEED BEAR HONEY), and unlock the chain. Take the chain and the bear and return to the troll bridge. When you try to cross, the troll will stop you. Drop the bear and he will chase the troll away. Leave the bear; he's too heavy to cross the bridge. Go back to the Twopit Room, and climb back up to the Giant Room. Say FEE, FIE, FOE, FOO and the eggs will appear. Take them and go back to Y2. PUT SPICE ON FOOD, then drop everything. Take the lamp, axe, food, flute, card, rope, and candle. Wear the ring and the shamrock. Go to the east portal of the Gothic Cathedral. Go northeast and north from there to the Elephant's Burial ground. The tusk is too heavy now, you'll have to come back for it. Go on North to the boulder. Now, eat the spiced food and you will be strong enough to move the rock. Then go on to the bottom of the well. Drop the rope and take the handle. Then play the flute three times and climb the rope out of the well. Turn your lamp off. Go west to the Central Court, put the handle in the winch, and turn the winch. Drop your treasures. Go north to the big door, and put the card in the slot. Go north into Lord's Keep. Go west to the Aviary and get the bird. Return to the Great Hall, then go north and northeast and north to the Kitchen. Open the cabinet, and put the candle on the dumbwaiter. Leave it. Go to the room off the east hall and get the knapsack. Then go back to the Central Court and drop the things. Return to the stairway and go northwest this time. Find the colored door. Again, if you have played the game in the past, the leprechaun has zapped you back to the grassy knoll (where he kicked you before) with the word FNORD. This word also appears in the instructions for the game (the computer tells you its language is Fnordish). This is the clue to the colored door. Push the tiles in order so that the first letter of their color spells out FNORD. Be very careful not to make any mistakes or typos. (The order is Fuschia, Nacre, Orange, Red, Dun). Enter the vault and take the shield. Return to the Central Court, picking up the tapestry. Make however many trips you need. Drop all the treasures. Now you're ready to take on Ralph the giant centipede. Go south across the drawbridge, west to the cliff and part the vines. Enter the recess and take the fleece. Immediately go out, east, and north. You have no time to spare. When you're there, turn the winch and raise the drawbridge. Ralph will be disgusted and return to his lair. Turn the winch again and lower the bridge so you can use it. Take as many of the things as you can (you can wear the knapsack, shamrock, and ring), and go south, through the defile, and say "B" to return to the building. Drop everything, and go back and get anything you couldn't carry. Fill your bottle with water and pour it over the black bird. It will be changed to a valuable jeweled statue (the Maltese Falcon as a matter of fact). Take the flute, axe, and lamp, and return to Sham Rock. Climb it, take the pipe, open the pouch, and put the tobacco in the pipe. Then go to the Elephant's Burial Ground and get the tusk. Return to the building via the castle (play the flute and climb the rope) so you can save your lamp. Take the pipe with the tobacco in it and the matchbox and go to the concrete pavement. The swamp is tricky, so follow these directions: Go west and northwest. Here, stop and light the match and then the tobacco (you're smoking the pipe). Go northwest again and say "Yes" when it asks if you want to go on. The tobacco fumes will drive away the mosquitoes, and you will find yourself at the rat's lair. Take the mystic amulet and anything else he might have stolen from you (the leather sack and poster are not useful). Then go east, south, and east twice to get out of the marsh. Say "B" to return to the building. The pirate *must* show up and take your things at least once, or his treasure chest doesn't appear. So if he hasn't by this time, take the lamp and the amulet (and the axe, of course) to the cave and rub the amulet. One turn later, he'll pop out and steal it. See above to find the pirate's chest. NEW ADVENTURE Part Five You have arrived at the last big puzzle of the game. In the building, take the knapsack, matchbox, "official" letter, and the lamp. Go out of the building and east to the helicopter. Board it. When the orcs see your letter, they'll let you in. Push the button twice and you'll be at the mine. Exit the chopper and go east into the mine and into the engineer's room. You can push the green button to turn the lights on and save your lamp. At any rate, push the red button to start the pumps. Go out and into the engineer's room three times (you're pacing). Read the gauge to be sure it's zero, and push the yellow button to stop the pumps. Go back out to the helicopter and push the button twice again. Exit to the west court of the castle. Go to the kitchen, light a match, and light the candle. Pull the chain on the dumbwaiter. Go back to the chopper immediately and push the button *once*. Exit, go east into the mine again, and down to the bottom of it. Drop everything and go through the tight tunnel. You will find the silver ingots and the dumbwaiter with the candle on it. Put the ingots in the dumbwaiter and go back to the mine entrance, picking up all your things on the way. Go out to the ledge and north until you are above the castle courtyard. Be certain you are wearing (not just carrying) the knapsack, and jump. Your parachute will open and you will land in the Secret Garden. Discard the knapsack, take the apple, move the bar, and go back into the castle. Go to the kitchen, pull the chain, and retrieve the ingots from the dumbwaiter. Go south to the cliff, through the defile, and west to the south side of the ravine. Lo and behold, pumping out the mine has floated the box (with the statue...remember that?) so that you can take the statue. Get it and return to the building (use "B"). You now have all of the treasures but one. Take just the lamp and axe and say PLUGH. From the Y2 room, the word PLOVER gets you to the Plover room (where you found the emerald). Go down the dark corridor and get the platinum pyramid. From Plover you can say Y2 and then PLUGH to get back to the building. The time has come to store your treasures. Open the safe by giving the combination (just the numbers). Put the following items in the treasure chest: The nugget, cask of wine, ivory tusk, fleece, tapestry, shield, and trident. The chest itself, the vase (containing the rose), the rug, and the statue just stay in the room. All of the other treasures go in the safe. These include: The diamonds, horn, jewelry, coins, eggs, emerald, pyramid, pearl, spice, sword, crown, shoes, lyre, sapphire, grail, ring, shamrock, cloak, book (already in safe), metal can with the radium inside, opal, apple, perfume, maltese falcon, flute, conch, ingots, chain, amulet, and the soiled paper, which is now a valuable deed to a silver mine (it was changed when you pumped out the mine!). At this point you should have 700 points. Take the lamp and the axe and go back to the cave. Go to the Complex Junction, and then east to the Anteroom. Take the magazines and go east to Witt's End. Drop the magazines. Now you will have 701 points. The other 50 points come in the endgame, which you are about to begin. Go any direction but west to get out of Witt's End. Keep trying. You have to wait for the cave to close. Do this by wandering around inside the cave. Stay away from Y2; the clock doesn't tick while you're there. Eventually you'll hear an announcement that the cave is closing soon. Keep wandering until it does. There will be a blinding flash of light and you'll find yourself in the Repository. You have a limited amount of time to finish the game before the phone will start ringing and awaken the dwarves (they'll kill you). You will note that you've seen one of each article in the repository except one: The rods with the rusty mark (not the star) on one end. Take one and leave it at the northeast end of the room. You go to the southwest end and say BLAST. You win!  e end. Take one and leave it at the nort