The Crimson Crown ? Guide and Walkthrough
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------------------------[TRANSYLVANIA II: THE CRIMSON CROWN]-------------------
---------------------------------[by Ice Queen Zero]---------------------------
--------------------------------------[APPLE II]-------------------------------
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o---------------------o
INTRODUCTION
o---------------------o
Transylvania 2: Crimson Crown is the second game in the Transylvania series for
various systems. Since I have done an FAQ for the first game already for the
Apple II, I might as well finish the series on the Apple II.
o---------------------o
OVERVIEW
o---------------------o
The king and queen have died. Now it is up to you to guide Princess Sabrina and
her brother, Prince Erik (heir to the throne) through Transylvania and get back
the crown that was stolen by the evil vampire who intends to uncover the secret
of the crown so he can rule over Transylvania.
o---------------------o
DISCLAIMER
o---------------------o
Transylvania II: The Crimson Crown and its characters are the trademarks of
Polarware and all copyrights belong to them.
This FAQ/Walkthrough is the sole copyright of Ice Queen Zero and cannot be put
on other sites or posted without given permission nor can it be reproduced w/o
proper consent.
o---------------------o
QUICK NOTES
o---------------------o
-This game comes in two parts: Part 1 takes you through the parts you may have
remembered from the first Transylvania.
-There are two versions of this game. This FAQ assumes you are playing the
original version which is also available to download as abandoneware.
-When the spectral sage appears, just move away.
o---------------------o
ORIGINAL vs ABWARE
o---------------------o
-Original version: Actual title screen
-Abandoneware: Picture of a floppy disk saying "OH SHIT!"
-Original version: Start on the shore
-Abandonware: Intro scene of your guide dropping you off at the shore.
-Original version: Erik turns into a frog after drinking potion in four moves.
-Abandonware: Erik turns into a frog in two moves.
-Original version: Cat runs away after cast spell.
-Abandonware: Cat stays on the screen but doesn't block you.
-Original: You can light up the censer.
-Abandonware: It's already lit.
-Original: The grate can be pried open with a sword.
-Abandonware: It is already pried open.
-Original: Ask Erik to drink the potion and he will do so.
-Abandonware: Erik will resent but still drink the potion.
-Original: The griffin is called a gryphon
-Abandonware: It's called a griffin
-Original: Erik eventually becomes a frog again after getting the tablet.
-Abandonware: Erik does not.
-Original: After part 1 ends, insert disk to and continue.
-Abandonware: It ends there and you can't go any further
-Original: Vampire shows up after looking at crystal ball
-Abandonware: Graphics are missing.
-Original: You can just type the character name and give them the command.
-Abandonware: You must put everything in quotations to command Erik or Sabrina.
-Original: Tell Sabrina to kiss the frog and she says "Do not mock my brother."
-Abandonware: It'll give the generic response to using the kiss command.
o---------------------o
WALKTHROUGH
o---------------------o
You are on a lake shore near a sleepy willow tree. A path leads east.
Command: E
You are in the woods. A tree stump lies to the north. An exit leads west.
Command: N
Ahh! A trap door opens below you and you all plummet down into the darkness.
You are in a subterranean crypt before two iron doors. Passages go west and
east.
Command: E
You are in a cave. On a stalagmite rests a pulsating crystal ball.
Command: Look in crystal ball
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A great force hurls your spirit into darkness. A spectral shadow appears. It is
the vampire!
The vampire snarls "Your life means nothing to me, nor can you do anything to
stop me. You are a mere lump of insignificant human flesh. Surrender Sabrina
and the boy to me now, and your deaths will be quick and painless."
Suddenly, another force seizes you and sends you into a chamber of blinding
white light...
A friendly silhouette steps forth and greets you.
"Would that we had met in better times, my brave friends! For the vampire now
threatens the land from the new fortress. You must go there and destroy the
vampire before he learns the secrets of the crown! Make Haste, and may the good
wings of fortune grace your perilous journey! Before you leave, though, take
this--"
"This conversation has ended!"
The image of the vampire springs before you. He laughs cruelly as blood boils
brightly in the malevolent depths of his crimson eyes. Suddenly the crystal
sphere explodes and the earth trembles!
Franctically, the princess drags you out of the room as the cavern collapses
onto itself, showering your party with flying debris.
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You are in a subterranean crypt before two iron doors. Passages go west and
east.
Command: Read sign
I am very old, yet I'm very new. Many used me before, now there are few. A
famous knight made me famous, too... I do not breath, yet I nead air, true.
Erik: "Sabrina, cast a spell that will get us out of here!"
Sabrina: "Not with the little magic that I've learned. We'll have to find
another way!"
Command: Say Windmill
The chamber shakes violently and there is a loud snap. The doors are open!
Command: N
You are in a musty crypt before a cairn of glowing stones. A door lies south.
Command: Erik, take sword
The sword gives itself gladly to the chosen heir.
Command: S
You are in a subterranean crypt before two iron doors. Passages go west and
east.
Command: Press Button
Nothing happens. (Note: this prevents you from refalling through the trap door)
Command: W
You are in a large, misty cavern. An exit lies to the east.
Command: Look Mist
You found a secret passage down in the mist!
Command: D
You are on a staircase which ends abruptly above a cavern some 20 feet below.
Command: D
You are in an oddly-shaped cavern. Tall pillars flank an arched entrance.
Command: N
You are in the gryphon's den.
Command: Talk to Gryphon (Griffin works too)
"Three riddles have I," says the gryphon. "Solve them and my treasure is yours.
Will you take my challenge?"
Command: Yes
"Fine," says the gryphon, "Break the seal and read on! I will accept your
answers anytime you're in my presence." You may now break the seal on the
parchment and read. (Note: The parchment is on the manual but here are the
answers)
Command: Fear
Gryphon: "Humph."
Command: Cloud
Gryphon: "Rrrrrrr. Pure luck!"
Command: Dream
"Aarrrrgh!!!" screeches the gryphon as it disappears into an iridescent fog.
The gryphon's treasure is revealed to be a jeweled scepter.
Command: Get Scepter
Okay.
Command: S
You are in an oddly-shaped cavern. Tall pillars flank an arched entrance.
Command: S
You are before a cave entrance. A path leads west.
Command: W
You are at the crossroads of twisting paths which meander all directions.
Command: N
You are at a foreboding intersection of forest paths which lead all directions.
Command: E
You are before an abandoned house. A dirt road leads west.
Command: Enter House
You are inside an abandoned house. A crate and other household items clutter
the room. Stairs lead up.
Command: U
You are in a large attic. Stairs lead down.
Within sight there is:
a candle
Command: Get Candle
Okay:
Command: D
You are inside an abandoned house. A crate and other household items clutter
the room. Stairs lead up.
Command: Leave House
You are before an abandoned house. A dirt road leads west.
Command: W
You are at a foreboding intersection of forest paths which lead all directions.
Command: S
You are at the crossroads of twisting paths which meander all directions.
Command: E
You are before a cave entrance. A path leads west.
Command: N
You are in an oddly-shaped cavern. Tall pillars flank an arched entrance.
Command: Light Candle
The Candle is now lit.
Command: S
You are before a cave entrance. A path leads west.
Command: W
You are at the crossroads of twisting paths which meander all directions.
Command: N
You are at a foreboding intersection of forest paths which lead all directions.
Command: E
You are before an abandoned house. A dirt road leads west.
Command: Enter House
You are inside an abandoned house. A crate and other household items clutter
the room. Stairs lead up.
Command: Open Crate
Okay.
Oh, no! A hideous zombie emerges from the box!
Command: Burn Zombie
Terrified that you will set its dry, rag clothing on fire, the zombie flees the
house.
Command: Drop Candle
The night breeze kills the candle's flame.
Within sight there is:
a candle
Command: Get Mouse
Okay.
Command: Get Sack
Okay.
Command: Look in sack
In the sack, there is:
a gleaming black ring
a strange-looking flute
Command: Leave House
You are before an abandoned house. A dirt road leads west.
Command: W
You are at a foreboding intersection of forest paths which lead all directions.
Command: S
You are at the crossroads of twisting paths which meander all directions.
Command: W
You are under a large, shady tree facing a grassy clearing. Paths go east and
west.
Command: Sabrina, cast spell
Sabrina whispers a few magic words, the feline arches its back, then dashes off
Command: W
You are in a clearing. A broom-bearing witch stands near a simmering kettle and
a stone tablet.
Command: Erik, Drink potion
Erik: "Okay, I suppose." glub, glub...
Command: E
You are under a large, shady tree facing a grassy clearing. Paths go east and
west.
Command: E
You are at the crossroads of twisting paths which meander all directions.
Command: S
Erik: "Oh I don't feel well at all!"
The sage dissolves as smoke upon the very wind.
You are facing an ancient stump. Paths go north and south.
Command: S
Poof! Erik: "Croak! What a revolting development!"
You are in the woods. A tree stump lies to the north. An exit leads north and
west.
Command: Get Frog
Okay.
Command: W
You are on a lake shore near a sleepy willow tree. A path leads east.
Command: Drop Frog
The frog hops into the lake and emerges seconds later with a silver coin in his
mouth. He sets it before you.
Within sight there is:
a silver coin
Command: Climb tree
You are in the crown of a sleepy willow tree bathed in moonlight.
Command: Give Mouse to owl
The owl grabs the mouse and flies away, hooting: "Very kind of you. If you ever
need me, just whistle."
"Hey! I'm back to normal!" declares Erik.
Command: D
You are on a lake shore near a sleepy willow tree. A path leads east.
Within sight there is:
a silver coin
Command: Get Coin
OKay
Command: Put scepter in sack
Okay
Command: E
You are in the woods. A tree stump lies to the north. An exit leads north and
west.
Command: N
You are facing an ancient stump covered with faint writing. Paths go north and
south.
Command: N
You are at the crossroads of twisting paths which meander all directions.
Command: N
You are at a foreboding intersection of forest paths which lead all directions.
Command: N
(Don't bother cutting to the chase, the game won't let you.)
You are standing before a mysterious cave. Paths lead south and east.
Command: E
You are in a forlon cemetery. A single path leads west. A grating is here.
Command: Erik, Pry Grate with sword.
Erik slips the sword into a crack in the grate, gives a mighty heave, the grate
pops open, and Erik inelegantly falls on his royal behind.
Command: D
The grate above you slams shut.
Sabrina: "We're trapped!"
You are in a dark, underground annex. Above you is a closed rusty grating.
Within sight there is:
a censer
Command: Put Coin in Sack
Okay.
Commmand: Put Scepter in sack.
Okay:
Command: Get Censer
Okay
Command: Say windmill
A wind blows and you are elsewhere...
You are in a subterranean crypt before two iron doors. Passages go west and
east.
Command: W
You are in a large, misty cavern. An exit lies to the east.
Command: D
You are on a staircase which ends abruptly above a cavern some 20 feet below.
Command: D
You are in an oddly-shaped cavern. Tall pillars flank an arched entrance.
Command: LIGHT CENSER
The censer is now lit.
Command: S
You are before a cave entrance. A path leads west.
Command: W
You are at the crossroads of twisting paths which meander all directions.
Command: N
You are at a foreboding intersection of forest paths which lead all directions.
Command: W
You are at the crossing of north and east paths. To the north lies a gloomy
castle.
Command: N
You are standing before a gloomy castle. A path leads south.
Command: N
Sabrina: "This is the wizard's castle. Beware! What little magical power I have
will not save us from him should we make him angry."
You are in the north/south entranceway of a recently refurbished castle.
Command: N
You are in a large candle-lit chamber. Stairs go up and a hall slopes down.
Command: U
You are in a high chamber. Stairs wind down. An eerie chamber lies north of you
Command: Wave Censer
A blood-curdling howl erupts from the wall of the chamber.
Command: N
You are in the chamber of the not-so-evil wizard Zin. The wizard is in.
Command: Talk to Zin
Wizard: "Hmmm... It seems our interests lie along similar paths. The witch has
stolen an ancient tablet from me. Return it and I shall show you the way to the
fortress."
Command: S
You are in a high chamber. Stairs wind down. An eerie chamber lies north of you
Command: D
You are in a large candle-lit chamber. Stairs go up and a hall slopes down.
Command: D
You are in the cellar. Stairs slope up and down. A huge vault door lies before
you.
Command: D
You are in the treasure chamber. A staircase leads up.
Within sight there is:
a scroll
Command: Drop Censer
Okay.
Within sight there is:
a censer
Command: Sabrina, get scroll
Okay.
Command: Sabrina, read scroll.
Sabrina: "it's a spell of laughter."
Command: U
You are in the cellar. Stairs slope up and down. A huge vault door lies before
you.
Command: U
You are in a large candle-lit chamber. Stairs go up and a hall slopes down.
Command: S
You are in the north/south entranceway of a recently refurbished castle.
Command: S
You are standing before a gloomy castle. A path leads south.
Command: S
You are at the crossing of north and east paths. To the north lies a gloomy
castle.
Command: E
You are at a foreboding intersection of forest paths which lead all directions.
Command: S
You are at the crossroads of twisting paths which meander all directions.
Command: W
You are under a large, shady tree facing a grassy clearing. Paths go east and
west.
Command: W
You are in a clearing. A broom-bearing witch stands near a simmering kettle and
a stone tablet.
Command: W
Suddenly the witch erupts with laughter. After a few moments she becomes
totally incoherent.
Command: Get Tablet
Okay
Command: E
You are under a large, shady tree facing a grassy clearing. Paths go east and
west.
Command: E
You are at the crossroads of twisting paths which meander all directions.
Command: N
You are at a foreboding intersection of forest paths which lead all directions.
Command: W
You are at the crossing of north and east paths. To the north lies a gloomy
castle.
Command: N
You are standing before a gloomy castle. A path leads south.
Command: N
You are in the north/south entranceway of a recently refurbished castle.
Command: N
You are in a large candle-lit chamber. Stairs go up and a hall slopes down.
Command: U
You are in a high chamber. Stairs wind down. An eerie chamber lies north of you
Command: N
You are in the chamber of the not-so evel Wizard Zin. The wizard is in.
Command: Give Tablet to Zin
"'Lorelei' is the word that will let you across. This is all I can promise,"
says the wizard tersely.
Command: S
You are in a high chamber. Stairs wind down. An eerie chamber lies north of you
Command: D
You are in a large candle-lit chamber. Stairs go up and a hall slopes down.
Command: S
You are in the north/south entranceway of a recently refurbished castle.
Command: S
You are standing before a gloomy castle. A path leads south.
Command: S
You are at the crossing of north and east paths. To the north lies a gloomy
castle.
Command: E
You are at a foreboding intersection of forest paths which lead all directions.
Command: N
You are standing before a mysterious cave. Paths lead south and east.
Put scroll in sack
Okay
Get Flute
Okay
Command: N
You are in a dark cavern. Flying bats obscure your vision. Exits go north and
south.
Command: N (Don't get scared at what comes next. I know I did the first time.)
Before you a giant cobra rears its head. The only unblocked exit is to the
south!
Command: Play flute
The loathsome reptile is hypnotized by the enchanting melody. It turns and
slithers away, fading into the darkness of the cavern.
Command: W (Don't get scared by this either)
You are in Fair Deal Sam's place of business. An exit lies to the east.
Command: Get Coin
Okay
Command: Talk to sam
Sam: "I have just the thing for you. But it's not free!"
Command: Give coin
Sam: "Well, I know I shouldn't do this, but... I'll let you have this sphere of
annihilation!"
You are in a large, dark cavern. Distant passages extend north, south, and west
Command: Look sphere
The faint outline of a creature can be seen on the sphere's surface. The figure
flickers; sometimes it resembles a man, sometimes a horse.
Command: N
You are standing on a high ledge.
Command: Drop flute
Okay
Within sight there is:
a strange-looking flute
Command: Say Lorelei
(As B.S. as this sounds, if you tried skipping to this part after getting the
coin then you'd get this message... You hear the voice of the sage: "You are
unprepared!")
As you speak the word, the eyes in the distant skull light as if fire has been
ignited from within. A tongue of flame shoots forth and grabs the ledge,
forming a bridge to Karel Thurg!
In a burst, the horrific image of the Vampire materializes before you. "You
have played into my hands," laughs the Vampire, "did you truly believe I knew
nothing of your journey and your plans to do away with me? Did you think it
would be that easy? Sabrina will be mine in time, her brother I will give to my
demon. In the meantime you will await my pleasure in the pit."
Erik disappears along the vampire as you and Sabrina are thrown carelessley
into a dark, dank pit.
End Part 1
Please put in side 2 of your disk.
You wake up in a deep pit. Sabrina lies next to you, unconscious! You are in
the pit, wherein the vampire keeps only his most illustrious guests.
Command: Examine pit
The pit is far deeper than your combined heights. Its walls are covered with
mud and slime.
Command: Examine water
It looks wet.
Command: Splash water
"where are we?" asks the bewildered princess. She rises slowly to her feet and
brushes the dust from armor.
Command: Look Ground
There is a hole in the floor into which the water is running.
Command: Sabrina, Whistle
The owl flutters by and drops a branch with a beehive at Sabrina's feet. "My
debt is repaid, fair one. You're on you own now," the owl hoots.
Command: Get branch and beehive
OKAY
OKAY
Command: Put Beehive in hole
The beehive plugs the hole and water begins to fill the pit.
Command: Hold Branch
Okay
The rising water reaches your knees.
Command: WAIT
OKay. Time passes.
Command: WAIT
Okay. Time passes. The water is now over your shoulders.
Command: WAIT
Okay. Time passes.
Command: WAIT
Okay. Time passes.
Hurrah! You and Sabrina have escaped from the pit by floating up with the
branch!
You are in a damp dark cavern overlooking a deep pit. An exit lies north.
Within sight there is:
An unconscious Eric.
Command: Splash water on Erik
Erik wakes with great difficulty, but soon he is up.
Command: N
You are in a maze of dungeon caverns. Twisty passages lead north, south, east
and west. A salty breeze blows through the chamber.
Command: W
You are in a dark dungeon cavern. A passage leads north.
Within sight there is:
a powerful broadsword
Command: Erik, Get Sword
Erik is glad to have the sword back in his possession.
Command: N
You are in a maze of dungeon cavern. Twisty passages lead north, south, east
and west. A salty breeze blows through the chamber.
Command: N
You are in a dark dungeon cavern. Tunnels lead north, south, east, and west.
Within sight there is:
a jeweled scepter
Command: Get Scepter
Okay.
Command: N
You are in yet another area of the dungeons. There are tunnels to the north,
south, and east.
Command: N
This cavern has only one exit, to the south, the way you entered. Within sight
there is:
a glowing sphere
Command: Get sphere
Okay.
Command: S
You are in yet another area of the dungeons. There are tunnels to the north,
south, and east.
Command: E
You are in a small musty cavern. A rusty lever protrudes from the wall. An exit
goes west.
Command: WAIT
Erik: "Look, someone's coming!"
Command: Pull lever (when troll appears. Keep hitting wait until then)
A gate of iron bars crashes down -- blocking the only exit!
Command: Erik, Attack troll
The troll gazes at Erik in terror as the prince advances, wielding his sword
with immense concentration and clumsiness. The troll becomes hysterical when he
realizes he is trapped, and runs blindly into the gate knocking himself out!
Command: Push lever
The gate slides back up noisely
Command: W
You are in yet another area of the dungeons. There are tunnels to the north,
south, and east.
Command: S
You are in a dark dungeoun cavern. Tunnels lead north, south, east, and west.
Command: W
You are in a damp dungeoun cavern. The sound of water can be heard to the west,
passages lead east and west.
Command: W
You are in a cavern before a roaring waterfall which plummets from unseen
heights. Passages lie south and east.
Command: N
You are in the troll's den -- an annex behind the waterfall.
Within sight there is:
a jeweled scepter
Command: Get scepter
Okay
Command: S
You are in a cavern before a roaring waterfall which plummets from unseen
heights. Passages lie south and east.
Command: E
You are in a damp dungeoun cavern. The sound of water can be heard to the west,
passages lead east and west.
Command: E
You are in a dark dungeoun cavern. Tunnels lead north, south, east, and west.
Command: E
You stand in another part of the dungeon caverns. Exits are to the north and
west.
Within sight there is:
a gleaming black ring
Command: Get ring
Okay
Command: Wear ring
Okay
Command: N
This dungeon cavern like the others. Passages lead to the north, south, and
east.
Command: E
You stand in a dark cavern. Exits lead east and west.
Command: E
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: W
You are in a broad chamber, the floor is guled with droplets of blood. An armed
centaur rears before you!
Command: Throw sphere at centaur
The sphere tumbles along the floor and bursts into purple smoke. You hear a
strangled cry. When the mist clears, the centaur is nowhere to be seen. His bow
and arrow are left behind.
Command: Get Bow and arrow
Okay.
Okay.
Command: E
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: E
You are in the dragon's den facing a large dragon.
Command: Wave Scepter
The dragon jerks its head in shock and then speaks: "I, too, was once a citizen
of your proud homeland. A human like you. But Kali, an evil sorcerer, changed
me into this form. I shall join your quest. Together we can defeat the foul
vampire. Summon me by name when you need me -- I am Fury." With that the dragon
burrows deeply into the depths of Karel Thurg.
Command: Drop Scepter
Okay.
Within sight there is:
a jeweled scepter
Command: W
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: S
You stand in a dark cavern. Exits lead east and west.
Command: W
This dungeon cavern looks like the others. Passages lead to the north, south,
and east.
Command: N
You are in a eerie room built among tall marble pillars. A basin of clear water
and two statuettes are before you. An exit leads south.
Command: Dip Arrow in Water
As you lift the arrow from the water, the sharp tip begins glowing softly.
Command: S
This dungeon cavern looks like the others. Passages lead to the north, south,
and east.
Command: E
You stand in a dark cavern. Exits lead east and west.
Command: E
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: N
You are in the throne's antechamber. Before you stands a menacing sentinel!
Command: Load Bow
Okay
Command: Shoot Sentinel
Twang!
"NOOOO!" screams the knight. The arrow pierces his armor. Wild white fire
enters the armor and consumes the evil from within. The empty armor falls
forward and shatters like glass into a thousand pieces.
Command: Drop Bow
Okay
Within sight there is:
a long bow
Command: S
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: S
You stand in a dark cavern. Exits lead east and west.
Command: W
This dungeon cavern looks like the others. Passages lead to the north, south,
and east.
Command: S
You stand in another part of the dungeon caverns. Exits are to the north and
west.
Command: W
You are in a dark dungeon cavern. Tunnels lead north, south, east, and west.
Command: S
You are in a maze of dungeon caverns. Twisty passages lead north, south, east,
and west. A salty breeze blows through the chamber.
Command: E
You are standing by a long lonely seaside. A seagull flies by. A lone path
leads west.
Command: Dig in sand
Digging has unearthed a polished shell!
Within sight there is:
a murex shell
Command: Get Shell
Okay
Command: Examine shell
Some say if you listen to a shell you can hear the ocean.
Command: Listen to shell
A familiar voice speaks out: "This is what I tried to give you, but I left it
here instead. Keep it always by your side, it will help you against the
vampire's power, but you must seek an ally..."
The voice trails off and the shell transforms itself into a huge bright shield!
Command: W
You are in a maze of dungeon caverns. Twisty passages lead north, south, east,
and west. A salty breeze blows through the chamber.
Command: N
You are in a dark, dungeon cavern. Tunnels lead north, south, east, and west.
Command: E
You stand in another part of the dungeon caverns. Exits are to the north and
west.
Command: N
This dungeon cavern looks like the others. Passages lead to the north, south
and east.
Command: E
You stand in a dark cavern. Exits lead east and west.
Command: E
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: N
You are in the throne's antechamber facing two huge iron doors. An exit lies
south.
Within sight there is:
A long bow
Command: Call Fury
The earth shakes and the ground cracks open before you. "Roooarrrr!"
screams Fury. The dragon tears the doors back and disappears into the throne
room.
Command: N
You are standing in the Vampire's throneroom. The throne room overwhelms you.
The only glimmer of light comes from the sparkling flames which dance upon the
dragon's scales. "Ho, evil one! Meet YOUR master! Face me!" shouts Fury
defiantly. A clap of thunder erupts knocking you to the floor. As the thunder
rolls through the chamber, the noise contorts into a voice not of this realm,
"Fools! You dare to defy me? Then feel my wrath!!!"
Suddenly, a bolt of lightning crashes upon you!!
The shield protects you! Like a swollen star, the crimson fires expand before
you but fail to crash through the buckler's unfailing steel. Surprised, the
Vampire is caught off guard just long enough for the dragon to catch him with a
dangerous stream of flame! The crown flies from the evil one's grasp. "Go now,"
says Fury, "free our land"
Command: Erik, get crown
His gleaming, Erik quickly grabs the crown! Your feet are stuck to the ground,
they will not move.
Command: Erik, wear crown
Erik struggles against the spell of the vampire but manages to place the crown
on his head. Immediately you notice that he is no longer under the influence of
the spell! It seems as if the Vampire's malevolent stare is what keeps you in
place.
Command: Get Erik
Strength and determination flow through your veins. The spell has been broken!!
Vampire:" You thought to destroy me? You cannot move in my presence"
Command: S
You are in the throne's antechamber, facing two iron doors that have been
ripped open.
Within sight there is:
a long bow
Command: S
You are in a north/south castle corridor. A long saffron runner extends toward
a forbidding archway. Side chambers lie east and west.
Command: S
You stand in a dark cavern. Exits lead east and west.
Command: W
A violent tremor shakes Karel Thurg. It is followed by painful cries.
Erik: "The mountain is going to collapse, we have to find an open area for
safety."
This dungeon cavern looks like the others. Passages lead to the north, south,
and east.
Command: S
You stand in another part of the dungeon caverns. Exits are to the north and
west.
Command: W
You are in a dark, dungeon cavern. Tunnels lead north, south, east, and west.
Command: S
Another tremor rocks the chamber.
Sabrina: "Hurry! We must get to where it is safer!"
You are in a maze of dungeon cavern. Twisty passages lead north, south, east,
and west. A salty breeze blows through the chamber.
Command: E
You are standing by a long lonely seaside. A seagull flies by. A lone path
leads west.
Command: WAIT
Okay. Time passes
Command: WAIT
Okay. Time passes
The ground shakes! Rocks fall from above and the ground spouts fire and smoke.
Command: WAIT!
Okay. Time passes
Command: WAIT
Okay. Time passes
Command: WAIT
Okay. Time passes
The dragon's roar trails off as though he were being strangled...
Sabrina: "It doesn't sound like our friend will make it."
Command: WAIT
Okay. Time passes
Command: WAIT
Okay. Time passes
The vampire's strangled shout joins the dragon's. The mountain is shaking so
much that you can barely stand let alone run.
Command: WAIT
Okay. Time passes
Command: WAIT
Okay. Time passes.
A merchant ship comes into view from around the cove! The Chamberlain had
called upon traders passing through to repay old favors of King John and
venture forth as close as possible to the fortress without compromising their
safety. Having seen the eruption, they came for a closer look and spotted you
approaching the beach! They send forth a small boat, and bring you aboard the
ship!
Sabrina: "We've escaped!"
Suddenly the largest tremor yet rocks the ship and all around, and in a cloud
of dust the mountain collapses upon itself!
Erik: "Nothing inside could have survived!"
With that, you realize that your ally too must be gone, and the sudden silence
after the collapse extends to your souls.
Erik: "This was a mission... an adventure. Now I must take my new responsibili-
ties and assume my father's role, a role I pray I can fill as justly as he.
Without you, friend, this would not have been possible. I thank you. And I
thank our other unexpected friend who gave himself for us. I shall name this
sword 'Fury' in his honor, and I shall hang it upon the castle wall where it
can be viewed by all!"
Sabrina: "And where all shall be safe from it!"
THE END.