Castaway is a MS-DOS adventure game and © 1986 by Conrad Button and ButtonWare, Inc.
This solution is by David Welbourn, and is based on the former shareware release of the game.
Note: Specific location names are not used in the game; the names of locations on these maps are my own invention,
based on the room descriptions.
Map 1: Intro and Island Edges
Map 2: Island Interior
|go pool↑↓u||||||||go altar↓↑n|
|to Southwest Corner|
of the Island
Map 3: Caves
General Notes on ButtonWare Games
For all ButtonWare text adventure games, you should know the following:
- Games are played in a 40-character width screen.
- Commands are almost entirely just one or two words. Use lowercase.
- Words used in your commands are truncated to just their first three letters, so feel free to
abbreviate EXAMINE to EXA.
- Use GET instead of TAKE. Some ButtonWare games understand TAKE, but others do not.
- ButtonWare games don't define many synonyms. For example, if you find some medical supplies and GET SUPPLIES
doesn't work, try GET MEDICAL instead.
- UNLIGHT is the verb used to turn off flashlights and other lightsources.
- There are no diagonal directions (NW, NE, SW, or SE), nor IN, nor OUT. However, you can often GO things (GO DOOR, GO HOLE, GO LADDER, GO POOL,
etc.) to get to a new location.
- The SAVE command is SAVE GAME. You can only save to the root directory of a hard drive, and usually only to drives A
through D. Instead of asking for a filename, it'll ask for your first and middle names. It will then create a filename
using the first three characters of both names, followed by an extension representing the game itself.
For example, if I'm playing Sanctuary and answer "david" and "stewart", then the save file is called DAVSTE.SAN.
- ButtonWare games don't hesitate to kill the player character if he wanders somewhere dangerous. Save often.
- There is no RESTORE command. To restore a previous session, restart the game and answer Y or YES when asked if you
want to resume playing from a previously saved session.
- DO NOT be lulled into thinking that every item in scope is listed explicitly. Some items are invisible but implied
by the room description or one of the more obvious items in the room. Don't just EXAMINE and GO the obvious things.
- If you can't open or read something, GET it first, then try again.
- There is no true container modeling. Examining an open container often moves its contained item into the room proper,
where you can easily GET it.
- There is no true clothes modeling. You never have to WEAR anything. Carrying clothes in your inventory counts as wearing them.
- There is no true darkness, either. You can see fine in a "dark room" without a lightsource, but you get killed
if you walk into a dark room without a lightsource.
- NPCs are usually very passive; they usually won't hurt you until you try to hurt them.
- When you want an NPC to follow you, just pick up the NPC with "GET" and put him or her into your inventory.
- Most games have a twelve item inventory limit, more or less.
- Treasures are sometimes marked with asterisks, e.g.: *Diamonds*, just like in Scott Adams's games.
- In some awkward circumentances (pouring liquids and combination locks), a command might need to be split apart across several prompts:
- Instead of POUR WATER ON BEGONIA, try POUR WATER. If it complains "where?", type ON BEGONIA as your second command.
If it lists targets, saying something like "Where do you want to pour the water? ground, begonia, iris,
or bed?" then just type BEGONIA as your second command.
- Combination locks are solved by doing the basic unlocking first, then answering a series of questions.
For example, in Castaway, when presented with four differently coloured levers, just PULL LEVERS.
You are then asked which color lever you're pulling first, which is the second color, etc.
- Likewise, to unlock the safe in Sanctuary, type UNLOCK SAFE. You are then asked which is the first number,
which is the second number, and which is the third.
- Some sound effects are played via your computer's internal speaker. One tune plays when your character dies; another
tune plays whwn you win. Some games also play a tune when you travel a great distance (e.g. by teleporter or spaceship).
Some games also play a tune when a telephone or similar communication device is ringing.
None of these sound effects need to be heard in order to play the games.
- ButtonWare games are fond of real world geography and will happily drop the names of real cities, mountains, etc. whenever they can.
- Expect to find at least one not-so-hidden "easter egg" per game in the form of a sign or monument bearing a message
from Conrad Button, saying that he hopes you're enjoying the game, urges you to persevere, and expresses confidence
you'll succeed and gain the next skill level of his text adventures.
- Jeweled Dagger is at Altar.
- Pearl Necklace is at Pool.
- Ruby is at Worship Room. Examine idol.
- Silken Robe is at Priest Chambers after you pull levers (in this order: blue, white, black, red).
- Silver Bracelet is at Burial Grounds after you dig graves (with spade). Examine skeleton.
- Emeralds are at Crystal Grotto.
- Jade Stones are at Green Grotto.
- Diamonds are at Glittering Cavern.
- Ancient Scrolls are at Purple Grotto.
- Gold Ingots are at Northwest Corner after you push boulder, dig sand (with spade), and unlock chest (with key). Examine chest.