AFRICA GARDENS HOTEL Written by Tom Davies Walk Through by Dorothy Millard (C64 version) Scenario After a long journey you find yourself standing outside a faded Victorian guesthouse. The cold winter evening seems to be getting colder and misty rain swirls amongst the leafless trees around Africa Gardens. You push open the heavy door and enter the silent hall. Notes 1. A large number of objects in the game are red herrings. 2. The ruby and the diamonds increase your score when carried, but you cannot carry them and everything you need in the treasure chamber at the same time, which means that it isn't possible to score 100%. Walk Through (Start in the hall - ignore the walking stick, it's a red herring), N (corridor), N, N (green room), N (empty blue room), N (foot of stairs), W (gallery of paintings), W, W, S, S (narrow priest hole), GET RING (the ring gives you power over spirits - guard it with your life), N, N, W, W (banquet hall), GET FOOD, E, E, S (warm comfortable study where the cat eats your food - score 5%), W, GET WAXCANDLE, GET KIPPER, E (this time the cat eats the kipper - score 10%), N (completely empty room), DROP WAXCANDLE, DROP RING, E, E, E, N, E, E (summerhouse), GET MEDALLION, W, W, S, E (stale room), GET MATCHES W, W, W, W, GET WAXCANDLE (it automatically lights if you are carrying the matches), DROP MATCHES, W (tall circular room), GET DAGGER, W, W (warm comfortable drawing room where the medallion protect against weakening - score 15%), N, GET CLOAK. E, E, D (foul-smelling cellar), DROP MEDALLION, DROP LIGHT (lighted candle), N, N (can only carry two items), E (slime pit where the cloak spreads itself on the surface and prevents you sinking - score 20%), W, W (surrounded by giant rats which you kill with the dagger - score 25%), W (underground stream), GET DIAMONDS (score 45%), E, E, S, S, GET LIGHT, GET MEDALLION, U, W, W, S, E, E, E (empty room), DROP DAGGER, DROP MEDALLION, DROP DIAMONDS (score has decreased to 25%), GET RING, E (gallery of paintings), S (you have touched the secret panel on the south wall of the gallery and have entered the secret room), GET BOOK (of spells), N, E, E (ballroom), S, S (cupboard), GET KEY, N, N, W (foot of stairs). U (top of great stairway), N, E, N, E (a spell is holding you in the world of spirits - only the power of the ring can save you), SPELL RING (you can now move as you wish), N, E, E, S (the door in front of you can lead to treasure or infinite darkness), DROP KEY, DROP RING, S, W, S, W (a green snake is in the corner, hiding a ruby in its venomous mouth), SPELL RUBY (score 45%), E, N, E (see a goblet of water, a casket of earth and a jar of oil), GET CASKET (leave the rest), N (in front of door), DROP RUBY (score decreases to 25%), GET KEY, W (to where a strong magic spell hides the treasure under the floor), SPELL TREASURE, SPELL CASKET (Mr. Robinson introduces himself and takes the cheque), DROP KEY (you find yourself standing outside the Victorian home... you are free of the dark rooms of Africa Gardens). THE END