Initial commit

This commit is contained in:
root@procul
2021-04-15 13:31:59 -05:00
commit 278a90f7ce
57951 changed files with 34606208 additions and 0 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+153
View File
@@ -0,0 +1,153 @@
Asylum (Screenplay)
-------------------
The game in itself isnt all that difficult. Admittedly, all the puzzles without exception seem to have
been thrown in at random, and quite a lot of them defy any kind of logic. The game doesnt make
the least attempt to develop a story, either. But if you want to beat it, here goes...
Oh yeah, one more thing all objects come in boxes. Weird.
--- Part 1 ---
MAP 1
(1) - You begin in your cell. For some odd reason someone has chosen to leave behind a CREDIT
CARD which gives you access to most rooms on MAP 1. Nice guards, Ill give them that :-)
Take the card.
(3) The inmate here will give you a hint on how to escape: wear a doctors coat.
Now, go through the door leading to MAP 2 then return to point A on MAP 1 and pick up the
GOLD CARD, which has appeared here.
(2) pick up the ROCKET BELT.
(4), (5), (7) and (8) - Pick up the BIRD COSTUME, BEAN BAG, STETHOSCOPE, and SILVER
CARD, respectively.
Proceed to point G, DROP BEAN BAG, RUN to the other end of the hallway, turn around, WEAR
BELT and PRESS BUTTON ON BELT. Youll crash into the wall at the other end, producing
some COPPER WIRE.
(6) Fuse Room EXAMINE FUSE BOX then SCRAMBLE FUSE BOX. This has effect on Electro
Therapy later on.
Sooner or later youll run into a seemingly sick inmate. Just GIVE STETHOSCOPE TO INMATE
and try to KILL INMATE afterwards. This will leave you with some DRUGS.
Go and pick up the AXE at point B. At this point, a wall across the exit is being built (dotted line on
MAP). Keep track of where youre going now! Go back towards the exit and youll run into an
ELECTRICIAN. Do _not_ look up, as he suggests. Instead, KILL INMATE WITH AXE and
TAKE FUSE. Return to where the exit was and HACK WALL WITH AXE to get out!
Nearby, in area C, CLOSE DOOR and LOCK DOOR WITH SILVER CARD. Do this with all the
doors. Hey, there are only a total of 20 (arrrgh! what an awful puzzle!) This will make the unseen
character drop something nearby. Look behind all of the doors and youll eventually find some
MATCHES and a CANDLE.
MAP 2:
(12) Surgery If youre carrying the drugs, the surgeon will alter your face. Now youre looking
like Alfred Hitchcock (???)
(14) Film set Entering here, the producer recognizing you as Mr. Hitchcock gives you a
CAMERA.
Wander around for a bit and a guard will show up and ask to be in your movie. Say YES twice and
then GIVE BIRD COSTUME TO GUARD. Afterwards, take his UNIFORM (great puzzle :-)
(13) Therapy once you enter here, the guards will try to give you shock therapy. If youve messed
up the fuse box at (6), however, the fuses blow and youre left with a BATTERY.
Now, LIGHT CANDLE WITH MATCHES.
MAP 1:
(6) Fuse Room - Simply INSERT FUSE IN FUSE BOX to turn the power back on.
(9) Phone Room WEAR UNIFORM to prevent unwanted attention and then HACK PHONE
WITH AXE and HACK RECEIVER WITH AXE to produce some COINS and a MAGNET.
Remember to DROP UNIFORM and GET UNIFORM again, otherwise the “Outside room”
descriptions vanish (for no apparent reason...)
MAP 2:
(11) Scientist enter here with the MAGNET, BATTERY and COPPER WIRE, and the nice lady
will give you a Time Stasis Unit, a.k.a. a GENERATOR (pretty strange that she doesnt keep it for
herself ah, well...).
(10) Psychiatrist Unless you prefer to be bored to death, PRESS BUTTON ON GENERATOR.
This makes time pass at a tremendous rate. The shrink will depart, leaving his SMOCK behind.
WEAR SMOCK then leave at the nearby exit to finish part 1!
A guard appears to order you to stop the Master Mystic who is roaming the corridors of the asylum.
You are given a PLATINUM CARD, which will grant you access to all rooms on maps 3, 4, and 5.
Afterwards, you are returned to your room.
--- Part 2 ---
Go to MAP 5 via MAP 2.
Go to point H and slip on the banana peel twice. A very peculiar lawyer appears and gives you a
BOOK ON LAW. Also, EXAMINE PEEL to find a CATERPILLAR.
At point F, take the ROPE.
(24) take the RAT SUIT.
Next, enter area D and pick up the KNIFE. This area is very difficult to MAP, so I have merely
given the directions to get you in and out again.
MAP 3:
(18) Spiritual Master GIVE BOOK TO GURU and in return you will receive a SCROLL, which
you must use to end the game.
(17) Exterminator when standing outside the room, TIPTOE, enter the room and TIE
EXTERMINATOR WITH ROPE. This prevents him from showing up later in the game.
(16) Terrorist EXAMINE KNIFE to learn that its a suicide knife. In order to impress this chick
you should KILL MYSELF WITH KNIFE! Fortunately the knife is a prop, but the terrorist, awe-
inspired, leaves the room. This reveals a broken vending machine.
MAP 5:
(25) Author William Denman himself is sitting here (this game is getting really strange!) He
agrees to fix the vending machine.
MAP 3:
(16) INSERT COIN IN MACHINE to get a BOMB!
MAP 5:
(23) Catapult Room first, PUT BOMB ON CATAPULT and PRESS BUTTON ON WALL to
blow a hole in the roof, preventing your own untimely death. Next, its your own turn to go.
Thinking merry thoughts wont get you far, though. Instead, SIT ON CATAPULT and PRESS
BUTTON ON WALL to fly to point E. Here you should get the JAR. Getting out of here is a bit
tricky since those things on the map are revolving doors, and they can prove quite annoying!
Eventually, youll make it :-)
MAP 3:
(19) Entomologist Just GIVE CATERPILLAR TO ENTOMOLOGIST, and in return your jar will
be filled with KILLER ANTS!
MAP 5:
(26) Tourist if you OPEN JAR, the ants will eat the poor guy but leave his LUNCH behind (how
considerate)
[the finale, coming next, has more face changes than Mission: Impossible ;-) It seems like the
author ran out of ideas or maybe he just didnt like being disturbed by silly adventurers?]
MAP 2:
(12) Surgery enter here, say YES and GIVE COINS TO SURGEON to get the face of James T.
Kirk.
MAP 4:
(20) Star Trek if you look like Kirk, Dr. McCoy will give you a broken TRANSPORTER.
MAP 2:
(12) Surgery more facial cuts, this time youll look like Andy Taylor (maybe the Duran Duran
one?).
MAP 3:
(15) Fix-it shop if you look like Andy here and GIVE the LUNCH TO EMMIT, hell gladly fix
McCoys broken transporter for you.
MAP 2:
(12) Surgery (this is really getting tedious!) have the face of the Master Mystic!
MAP 4:
(22) Master Mystic stand outside, PRESS BUTTON ON TRANSPORTER to be able to walk
though walls. Now, DROP RAT SUIT and walk forward though the closed door to enter the lair of
the M.M. If you do not look like him, the game will restart without further explanation. Otherwise,
if you are carrying the scroll from the spiritual master at (18), the M.M. will vanish, leaving you
with a DRAGON RING. This will serve as proof of the fact that you now have completed your
mission.
MAP 1 (go via MAP 3, _not_ via MAP 2!):
(1) LOOK UNDER BED and GET PICTURE FROM UNDER BED to find a photo of yourself.
MAP 2:
(12) Surgery (final one, promise!) say YES to surgery then GIVE PICTURE TO SURGEON to
get your old face back. Now, simply walk through the same door where you ended part one to finish
the game!
*** Congratulations!!! ***
You have escaped from the asylum
- Jacob Gunness, 1998 (gunness@dorit.ihi.ku.dk)
+33
View File
@@ -0,0 +1,33 @@
Introduction to the Asylum solution:
I think a lot of people have found Asylum to be a baffling experience. The game is by no means
outstanding, but it does hold a kind of fascination.
Agreed, there is way too much pointless wandering around, and the game does have its share of
questionable puzzles. However, what annoys most people is - I believe - those diabolical mazes. So
I hope that the maps will clear up things for you!
Naturally, there is also a step-by-step solution.
This file will explain how to use the maps and give you a few hints for the game itself.
Please refer to the file Asylum_solve.txt for the full solution.
A lot of thanks must go to Paul D. Doherty for the original maps.
NOTES:
1. All doors are marked with a straight line. Most of them lead to a room.
2. Most rooms are empty. The important ones have numbers
3. Your starting location is in room #1
4. Cards needed:
Map 1: Credit card for all doors except the ones with 3 lines -
for those you need the gold card.
In area C you need the silver card.
Map 2: Gold card for all the doors.
Map 3-5:Platinum card for all doors.
5. Shaded areas are teleport areas. They are impossible to map, so just
avoid them!
6. Don't keep to many doors open at any given time. Five doors maximum!
7. Part one of the game only takes place on maps 1 and 2.
Enjoy!
- Jacob Gunness - gunness@dorit.ihi.ku.dk
+286
View File
@@ -0,0 +1,286 @@
:==========================================================:
Bard's Tale III: Theif of Fate
Solve
By
King Dan
:==========================================================:
I assume you have the codewheel and a working copy of the
game. If your copy crashes, you'll need the digi-patched
copy. (Or get the patches and make a new character disk and
transfer your characters. More on this later.)
Skara Brae:
~~~~~~~~~~~
Right when you enter the town, enter the building directly
in front of you. There you'll find a whole stash of goodies
(weapons, armor, etc.) Go to the old man in the review board
and read all the info he has to say. Then go to the Mad
God's temple and say "TARJAN" to get to the catacombs. Clean
them out, get experience, and build up your characters.
After the second level of the catacombs, exit the place, get
healed and stuff, then return and this time say "CHAOS" to
the priest. You'll enter Unter Brae. On the first level,
you'll be asked for the rhyming word. Say "BLUE". Behind
there are the stairs. However, you'd save your hit points if
you did a phase door from the opposite side. On the next
level, the answer to the riddle is "SHADOW". Then on the
next level, the answer is "SWORD". Go downstairs through the
portal and make the following moves (N=north, E=east, etc.):
N.E.N.E.E.S.S.E.E.E.E.N.N.W.N.N.W.W.N.N
This way you will avoid all the annoying spinners. When you
enter the next area, you'll be able to go straight through.
However, by taking the direct route, you get hit with lots
of traps and stuff. So, before you head north, go west or
east one square, THEN go all the way north. You'll save a
lot of hassle that way. In the next section of this level,
you should go directly west then all the way north. Behind
the door you get to will be Brilhasti. Get your characters
healed and all, cast your favorite shield spells and bard
songs, then go for it.
You'll have to tromp around in the same dungeon until you
can get a chronomancer. You should get one as soon as
possible, and at the same time, build an archmage with your
other mage.
Once you get your chronomancer, <T>alk to the old man, get
the spells you need, and go to the quiet grove in the
wilderness (NW of Skara Brae). Cast the spell to Arboria
and...
Arboria:
~~~~~~~~
Tromp around in the wilderness until you get the Arefolia
leaves and a few acorns. Enter Ciera Brannia and go to the
wizard's guild. Buy the GILL spell for all your magic users.
Go to the King's Castle near the center of town and read the
info. Then go to the lake behind the fisherman's hut and
enter the palace. Be sure you have some sort of container
(i.e. canteen) and find the Life Spring. <U>se the container
there as many times as you can (I think it's 9) and then
leave. Then go to Valarian's Tower and get to the top floor.
On the third level you'll need to <U>se the acorn at the
hole in the wall, then <U>se the Water of Life in the
canteen. Go to level 4 and get the Nightspear. Then, go to
the Festering Pit. Go downstairs (you'll need to go up and
down some portals a couple times to get to the northeast
area of level 2). Find and kill Tslotha. Get his head and
heart. Return to the King in town and then go to the Sacred
Grove. Tromp around until you find the tomb door. SAVE YOUR
GAME! Enter and <U>se the heart, which puts it in the bowl.
Use the Water of Life, turn to face east, wait a move, then
enter the door. Head to the SE corner and get Valarian's Bow
and quiver. Return to the place you entered Arboria from (it
says "The ground seems to be worn here") and cast the spell
out of Arboria. Return to the old man for your next quest.
A few notes here. Every time you enter a new land, the only
way out is from the "Ground seems to be well worn here"
location. You're also probably getting itchy for a geomancer
by now, but give it up, you won't get one for quite a long
time. Also, whenever you can buy a new spell or bard song,
do it.
Gelidia:
~~~~~~~~
Go to Cold Peak (NE of the camp) to get to Gelidia. If you
stay outside too long here, you'll freeze. Therefore, don't
go exploring around, since there isn't much to see. The only
place you need to go to is the small hut to the northeast of
the Ice Keep. Read the stuff there, then go to the Keep. A
few groundrules: The answer to the "Speak your name,
Defender" question is either "HAWKSLAYER" or "ALENDAR" (both
should work). There isn't anything worth mentioning on the
second level of the Keep, so forget it. In the northwest
corner of level one, at the creature, cast the following
spells: INWO, WIHE, FOFO, INVI. Then enter the Grey tower.
Go to the top level and kill the keepers of the tower and
get the smoky lens. Next, return to the Ice Keep and go to
the curtain in the NE corner. Cast: LEVI, ANMA, PHDO. Enter
the White tower, go to the top level, kill the keepers, get
the Crystal lens and return. Go to the SE corner, and at the
black wall cast: LERE, SHSP, FEAR, SUEL, and SPBI. Enter the
black tower, and (you guessed it) go to the top level, kill
the keepers, get the black lens, and return. Now go to the
slab of white marble on the north side of the level and use
the three lenses. Go downstairs two levels and at the
riddle, answer "CALA". Go through the door and get the Wand
of Power and Sphere of Lanatir. Return to the old man in
Skara Brae.
Lucencia:
~~~~~~~~~
To get here, go to the brook east of Skara Brae. In
Lucencia, wander around until you find the following roses:
yellow, red, white, and blue. Make note of where the dead
rosebush is. Normally, you'd go to the Bard's Hall in town
to get clues, but you won't need them now. There might be a
Bard Song there to learn, so you might as well go. Then go
to the Violet Mountain and enter. Make sure you have a
container. Get to level two and find and kill the Rainbow
dragon. <U>se the container and collect some of its blood.
Get the key. Leave and SAVE YOUR GAME! Go to Cyanis's Tower
and go to level three. Kill Cyanis and get whatever artifact
he has (I forgot what it was.) Go to the dead rosebush and
use the dragon's blood. Get the rainbow rose. [NOTE: If your
copy crashed when you left Cyanis's Tower after killing him
(i.e. the land was really strange), get a fresh copy of the
character disk, apply the Digi-Patches, and transfer your
characters to it. That will fix all errors.] Then go to
Alliria's tomb and use whatever it was that you got from
Cyanis at the black crystal on level one. Go downstairs and
follow the corridors. You will encounter several women. They
will ask for different flowers:
They ask for Give them
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Flower of Truth White flower
Valor Blue
Kinship Red
Nature Yellow
Flower of Alliria Rainbow
Now you'll be able to get through to get the Crown of Truth
and Belt of Alliria. Return to the old man in Skara Brae.
Kinestia:
~~~~~~~~~
Get here from the Old Dwarf Mine. Wander around, get
Hawkslayer, and go to the Private Quarters. Find and get the
Left Key. Talk to the dying Ferofist. In the Barracks get
the Right Key. In the workshop, at the portal on the floor,
use the two keys. Turn the right key 18 times and the left
key 15 times. Go down. Make your way down to the Viscous
Plane. Use the GILL spell here. Head to the SW corner of ple
plane and enter the sanctum. Find Urmech, and tell him that
we can be friends. Get Ferofist's Helm and Hammer. Now, go
to Urmech again, and he'll make you a geomancer. Choose
carefully who you have it done to. I chucked my bard for the
spells, since he was a lousy fighter and I figured he could
risk his songs. Others have won by making a fighter the
geomancer. Use your best jugment. (In all actuality, I
didn't use the Geomancer spells much. By the time he gets
the good ones, you have NUKE, which is the killer spell.)
Return to the old man.
Tenebrosia:
~~~~~~~~~~~
Cast the spell at Shadow Rock to get here. Go to shadow
canyon and map the entire place. There will be a couple
places where you can't seem to get to. By using a phase door
(some places work, some don't), get into these areas. You'll
find the shadow lock. Take it and then go to tar quarry.
Have a container with you. SAVE YOUR GAME! Try to get to the
building in the center of the map. Fill the container (<U>se
it) at the tar fountain. Leave and go to the dark copse. In
the center of the map is one square you can't access. Go to
one of the trees surrounding it (either N, S, W or E) and
<U>se the tar. The tree will burn down and you'll be able to
get the shadow door. Leave and go to the place outside that
says it is the middle of nowhere. Use the shadow door and
shadow lock. Then enter Sceadu's place. Go to the second
level and totally ignore that stuff in the center of the
map. Along the north wall (in the middle) will be a secret
door allowing access to the northern area of the map. Enter,
go to the one little room, kill Sceadu and get his stuff.
Return to Skara Brae.
Tarmitia:
~~~~~~~~~
You get here from the Vale of Lost Warriors. This land is a
real pain. Follow the directions carefully and you'll be out
soon. Go to Troy and at the death head, say "ARES". You will
be zapped to the one unaccessable square in another time.
You will get the next name, and you must find the right time
and say it. This is the order:
Time Name:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Troy Ares
K'un Wang Yen-Lo-Wang (don't forget the hyphens)
Rome Mars
Hiroshima Susa-No-O
Stalingrad Svarazic
Nottingham St. George
Wasteland Sdiabm
Berlin Tyr
Those are the exact spellings, hyphens and periods included.
Type them exactly as shown. It may be possible to skip
everything except Berlin and answer Tyr. After you say Tyr,
it asks for the real name. Type "WERRA". You'll be zapped to
another place. Find Werra and kill him. He will be alive
after you kill him, give you a speech, and then you'll be
attacked by some Black Slayers. Run from them and then go
get Werra's shield. Return to Skara Brae for the last quest.
Malefia:
~~~~~~~~
Get here from the bubbling pool of slop south of the camp a
ways. Be sure you had gotten all of the magical goodies from
the storage building in Skara Brae. Then, get the
Strifespear from Hawkslayer and find all of the statues.
This land consists of three levels, each interwoven with
portals. It is essential that you map these three levels,
since you will have to bounce up and down between lots o'
portals before you finish. You will find six statues, each
one of one of the people you encountered in the other lands:
Alliria (on level 1), Valarian (lev.2), Lanatir (lev.2),
Sceadu (lev.3), Werra (lev.3) and Ferofist (lev.3). At each
one, use their respective artifact (i.e. at Alliria's
statue, <U>se the Belt of Alliria, etc.). After you have
visited all three of them, a door on level 3 will open up
allowing access to the large area in the center (previously
it had been just the outline of a door). SAVE YOUR GAME! To
really succed from here on, you must have lots of Harmonic
Gems, and at least two spellcasters. Both must be able to
cast the DIVA and NUKE spells. Go through the door and kill
the religious nuts. Head for the center of the map and SAVE
YOUR GAME before and after each of these large battles. Go
through the door, kill the guys there, and you'll be
teleported to Tarjan's tower. Go to the center and there you
will find Tarjan. You will fight a group before him, then
you take him on. When you kill him, you are teleported
somewhere, and you are made a god!!! You win!!!
Here's a general strategy for fighting the last few battles.
Starting with the Religious nuts, this is the best method.
Attack with your front guys (having a troth lance is good,
plus the Strifespear). Each round, hide your thief. Then,
with one mage, cast NUKE. With the other mage, cast DIVA. By
doing this, the nuke will blast all the creatures, and the
DIVA will ressurect the dead guys in the first positions.
When your magic points are running low, have one mage use a
gem, while the other casts DIVA. Without a DIVA each round,
the front men will be killed, pushing the mages into the
fighting ranks. They will be killed, and without magic, you
can't win. Constant NUKEs and DIVAs are the key to success.
Another tip: As the game progresses, you'll probably acquire
new items that you can't find an immediate use for. Since
you don't want to overload yourself, create some dummy
characters in the camp for the express purpose of storing
these items. Later on in the game, you may find use for the
items, and by saving them at the camp, you won't have lost
them or had them take up precious space.
Also, a good travelling companion is Black Death (invoked
from a Death figurine.) Tungsten armor is the best, so get
it as soon as you can. As the game progresses, bows become
less useful, so don't waste space with them. (Keep one,
though).
Other than that, you're on your own. The ending is worth the
playing.
-----------------------------------------------------------
Call...
Appleseed ... (818) 760-3941
Valley of the Kings ... (213) 215-3025
-----------------------------------------------------------
+191
View File
@@ -0,0 +1,191 @@
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\ /\/\ /\/\ BARD'S TALES III /\/\ /\/\ /\/\
|||| |||| |||| CHEATS/EDIRS |||| |||| ||||
|\\| |||| |//| BY |\\| |//| ||||
|//| |||| |\\| <<SPIDER MAN>> |//| |\\| ||||
|\\| |||| |//| THANKS: ONE STOOGE |\\| |//| ||||
/________________________________________________________\
/__________________________________________________________\
/__________________________________________________________\
Starts: first you must have your party outside of the camp and "save the game " <very important!!>
then put in your Copy II + (or any other disk editor).
go to the characters are on the following sectors
T21 - S6 (one character)
T21 - S7 ( 2 character)
T21 - S8 //
T21 - S9 //
the Staz on the disk are in same order for every sectors
(thank goodness, this make my job easier!)
the first character on every sectors starts at Byte 00
and second character starts on Bytes 80. I'm only going to
give you the edit on the first character, you can figure
out the second character by your self, its the same thing
but on different places.
Byte | effect | Byte | effect |
===========================================================
00-0F | NAME | 10-14 | ST,IQ,DE,CO,LK |
15-17 | EXP | 18 | EXP ???? |*
19-1B | GOLD | 1C | GOLD ???? |*
1D | CURRENT LEVEL | 1F |old lev,If drain|
21-22 |HP starts at B-22| 23-24 | Max Hit points |
==========================================================
* Gold and Exp: I think it's 4 pairs of Hex, but I
alway edit the first digits and keep on raise my magic
users' level entil he's a archmage. by the way, if you
want a Chronomencers, you'll have to give up all the
spells he knows before he can become one. still, if you
don't have a chronomencers, you can't cast space
teleport spell.
the rest info are on items, a characters can carry up
to 12 items. for the following bytes.
30-21 33-35 36-38 39-3b 3c-3e 3f-41
42-44 45-47 48-4a 4b-4d 4e-50 51-53
the items are a bit tricky, there are 3 pairs of hexes,
the first hexes are for equip or not equip that's
either 00 or 01. but on some music instruments the hex turns to 04 so I would just put a 00 for all the stuffs. and
"trade" the stuff when I starts the game, the computer will
fix it.
the second hex are the item name. (see list)
the third hex are the charges the items have, since some items have no charges, so I just put FF on the items
so, they'll have unlimited charges.
the following lists are the items. if you want it in your backpack, just put that hex.(on second pair!see above)
for example if I want a Soul Mace, and the item number is
42, I'll put 00 42 FF which stands for (unequip, Soul mace,
no limited use).
| Hex | name |Hex | name |
===========================================================
| 01 torch 02 lamp |
| 03 Broadsword 04 shortsword |
| 05 Dagger 06 war axe |
| 07 Halberd 08 Long Bow |
| 09 staff 0A Buckler |
| 0B Tower Shield 0C Leather Armor |
| 0D Chain Mail 0E Scale Mail |
| 0F Plate Mail 10 Robe |
| 11 Helm 12 Leather Gloves |
| 13 Gauntlets 14 Mandolin |
| 15 Spears 16 Arrow |
| 17 Mthr Sword 18 Mthr Shield |
| 19 Mthr Chain 1A Mthr Scale |
| 1B Giant Fgn 1C Mthr Bracers |
| 1D Bardsword 1E Fire Horn |
| 1F LightWand 20 Mthr Dagger |
| 21 Mthr Helm 22 Mthr Gloves |
| 23 Mthr AXE 24 Shuriken |
| 25 Mthr Plate 26 Molten Fgn |
| 27 Spell Spear 28 Shield Ring |
| 29 Fin's Flute 2A Kael's AXE |
| 2B Mthr Arrows 2C Day Blade |
| 2D Shield Staff 2E Elf cloak |
| 2F HawkBlade 30 Admt Sword |
| 31 Admt Shield 32 Admt Helm |
| 33 Admt Gloves 34 Pure Blade |
| 35 Boomerang 36 Ali's carpet |
| 37 luckshield 38 Dozer Fgn |
| 39 Admt Chain 3A Death Star |
| 3B Admt Plate 3C Admt Bracers |
| 3D Slayer Fgn 3E pure Shield |
| 3F Mage Staff 40 War Staff |
| 41 Thief Dagger 42 Soul Mace |
| 43 ogre Wand 44 Kato's bracers |
| 45 Sorcerstaff 46 Galt's flute |
| 47 Frost Horn 48 Ag's Arrow |
| 49 Dmnd Shield 4A BardBow |
| 4B Dmnd helm 4C Elf Boots |
| 4D Vanquisher Fgn 4E Conjoure Staff |
| 4F Staff of Lor 50 Flamesword |
| 51 Power staff 52 Breath Ring (garlic) |
| 53 Dragon Shield 54 Dmnd Plate |
| 55 War Gloves 56 Wiz helm |
| 57 Dragon Wand 58 Death ring |
| 59 Crystal Sword 5A Speed Boots |
| 5B Flame Horn 5C Zen Arrow |
| 5D Death drums 5E Pipe of pan |
| 5F Power Ring 60 Song Axe |
| 61 Trick brick 62 Dragon Fgn |
| 63 Mage Fgn 64 Troll Ring |
| 65 Aram's knife 66 Angra's Eye |
| 67 Herb's Fgn 68 Master Wand |
| 69 Brother Fgn 6A Dynamite |
| 6B Thor's Hammer 6C Stone Blade |
| 6D Holy Hand Grenade 6E Master Key |
| 6F Nospin Ring 70 Crystal Lens |
| 71 Smokey Lens 72 Black Lens |
| 73 Sphere of lanati 74 Wand of Power |
| 75 Acorn 76 Wineskin |
| 77 nightspear 78 Tslotha's Head |
| 79 Tslotha's Heart 7A Arefolia |
| 7B Valarian's Bow 7C Arws of life |
| 7D Canteen 7E Titan Plate |
| 7F Titan Shield 80 Titan helm |
| 81 Fire Spear 82 Willow Flute |
| 83 Firebrand 84 Holy Sword |
| 85 Wand of Fury 86 Light Star |
| 87 Crown of Truth 88 Belt of Alliria |
| 89 Crystal Key 8A Tao Ring |
| 8b Stealth Arrows 8C Yellow Staff |
| 8D Steady Eye 8E Divine Halberd |
| 8f Incense 90 I-Ching |
| 91 White Rose 92 Blue Rose |
| 93 Red Rose 94 Yellow Rose |
| 95 Rainbow Rose 96 Magic Triangle |
| 98 Hammer of Wrath 99 Ferofist's Helm |
| 9C Helm of Justice 9D Sceadu's Cloak |
| 9e Shaclelance 9F Black Arrow s |
| A0 Werra's Shield A1 Strifespear |
| A2 Sheet Music A3 Right Key |
| A4 Left Key (wrong key?) A5 Lever |
| A6 nut A7 Bolt |
| A8 Spanner A9 Shadow Lock |
| AA Shadow Door AB Misericorde |
| AC Holy Avenger AD Shadowshiv |
| AE Kali's Garrote AF Flame Knife |
| B0 Red's Stiletto B1 Heartseeker |
| B5 Dmnd Scale B6 Holy TNT |
| B7 Eternal Torch B8 Oscon's Staff |
| B9 Angel's Ring BA Death Horn |
| BB Staff of Mangar Bc Tesla Ring |
| BD Dmnd Bracers Be Death FGn |
| BF Thunder Sword C0 Poison Dagger |
| C1 Spark Blade C2 Galvanic oboe |
| C3 Harmonic Gem C4 Tung Shield |
| c5 Tung Plate C6 Minstrels Glove |
| C7 Hunter's Cloak C8 Death Hammer |
| C9 Blood Mesh Robe CA Soothing Bolm |
| Cb Mages Cloak CC Familiar Fgn |
| CD Hourglass CE Thieves Hood |
| CF Surehand Amulet D0 Thief Dart |
| D1 Shrill Flute D2 Angel's Harp |
| D3 The Book D4 Truth Lance |
| D5 Dmnd Suit D6 Dmnd Flail |
| D7 Purple heart D8 Titan Bracers |
| D9 Eelskin Tunic DA Sorcerer's hood |
| DB Dmnd Staff DC Crystal Gem |
| DD Wand of Force DE Cli Lyre |
| DF Youth Potion F0 Mthr Suit |
| F1 Titan Suit F2 Mages Glove |
| F3 Flare Crystal F4 Holy Missile |
| F5 God's Blade F6 Hunter Blade |
| F7 Staff of gods F8 Horn of Gods |
===========================================================
That's all folks!!!!!
Binary file not shown.
Binary file not shown.
Binary file not shown.
+21
View File
@@ -0,0 +1,21 @@
Where in Europe is Carmen Sandiego CHEAT
The list of names, ranks, and number of cases solved on the Detective Roster
(what you see when you depress Ctrl-L) is stored on Track 0B Byte 09. The rank
and number of cases solved correspond to the first two bytes of a three byte
sequence that appears after each name. The second byte is the number of games
won (in hex). The first byte is your rank. For example, 00 corresponds to
Gumshoe, ..........09 to Master Detective, and 0A to Super Sleuth. You will
encounter Carmen Sandiego on your 50th case. If you solve it correctly, you
will be promoted to Super Sleuth. So, if you want to get there quickly, just
set the first two byte to: 09 32 which gives you 49 cases solved and a rank of
Master Detective.
The one strange thing I found was that after solving the 50th case (I actually
played all of them from the start), I did not wind up in the Hall of Fame
(Ctrl-F). The game promoted me and asked if I wanted to go on to my next case.
I played it and now had 51 cases. Seems strange that after you capture Carmen
you should be allowed to continue.
-END-
Binary file not shown.
Binary file not shown.
Binary file not shown.
+60
View File
@@ -0,0 +1,60 @@
THE SOUTH POLE..........[312] 677-7140
<+><+><+><+><+><+><+><+><+><+><+><+><+>
<+> CONAN SOLVE <+>
<+> Written by: The Gremlin <+>
<+><+><+><+><+><+><+><+><+><+><+><+><+>
Conan, the solution.....
I know that this is not an adventure game, but some people seem to have
problems in certain parts of the game.
Level 1: Level one is very easy..all there is to do is to kill the bat (if
you want to, 750 points) and climb up to where the blinking arrow is.
Level 2: You must first jump down to the bottom and get the key. then jump
across the water and get to the other tree. Go thru the door and go into the
cave entrance.
Level 3: You must get the gem at the top of the screen and then use it. To
do this you must climb down the ladder at the bottom of the screen and go into
the teleporter (while avoiding the ants, they kill). When you enter the
teleporter it will put you at the op of the screen. Walk over and get the gem
(if you jump and touch the bird you will get an extra man) and go in the
teleporter again. Climb up the ladder and jump over the scorpion and put the
gem in the gem holder. A bubble will rise out of the la va and start going up.
Jump into it and wait until you are farther up the screen. Then go to the left
and you will fall down the shaft.
Level 4: Wait around the screen (gettin extra swords if you want to) until
a gem appears. Get it and put it in the gem holder that is by the waterfall
(you can jump thru the waterfall without dieing). Then wait until another one
appears. Do the same thing. After you put the second gem in, the key will
fall from the cieling, get it. Go back out and go thru the locked door and
leave the level.
Level 5: Go down to the bottom and get a gem. Then go up and wait until a
dragon flys out of the teleporter on the right side of the screen. Kill one
every time it flys out. After doing this for a while, all of them will be
dead. Then go thru the telepor ter and go put the gem in the gem holder on the
right side of the screen. This will stop the electric "beam". Then jump back
across and get the key that is on the left side of the screen. Then go back
across again and go thru the door and leave the level.
Level 6: Every time a thing that looks like an eye appears, kill it with a
sword. Every time you kill one, the ladder near the entrance gets longer.
When it get to the floor, climb it.when you are at the top, face to the right,
throw a sword. This will break the chain and the chandilier will fall on the
machine and break it. Then jump across and leave the level.
Level 7: This is the final level to kill Volta. To complete the level you
must put three gems in the gem holders that are on the left side of the screen.
To get the gems you must "kill" the electric balls that Volta throws at you.
When you hit one with a sword, it turns back into a gem. Get it and put it in
the gem holder. After you fill all three gem holders, the "Avian Ally" will be
released from its cage and drop Volta into the lava and take you out of the
level. You will then get a bonus and your game will be over.
-=-=->the Gremlin<-=-=-

Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+82
View File
@@ -0,0 +1,82 @@
HOW TO SOLVE THE DARK CRYSTAL
---------------------------------
NOW, AS BEFORE EVERYTHING IN "QUOTES" IS A DIRECT COMMAND, AND EVERYTHING
INSIDE A [BRACKET] IS A DIRECTIONAL MOVE. (NORTH, SOUTH, EAST, WEST). I'LL
START OFF WITH SOME BASIC STUFF AND THEN GET TO THE GOOD STUUF.
1ST- GETTING STARTED
1. TO ESCAPE THE GARTHIM JUST ENTER A DIRECTION, YOU WILL ALWAYS OUT RUN THEM
AS THEY ARE SLOW!
2. THE 'CRYSTAL BAT' ALERTS THE SEKISIS OF WHERE YOU ARE, AND IN TURN, THE
GARTHIM ARE INFORMED OF YOUR LOCATION
3. MYSTICS ARE YOUR FRIENDS
4. THE FOLLOWING ITEMS YOU DON'T HAVE TO GET AS THEY DO YOU NO GOOD: SLING
AND POUCH
5. THERE IS >>NO<< SCORE IN THE DARK CRYSTAL ADVENTURE. THE OBJECT IS TO HEAL
THE DARK CRYSTAL
6. SEE THE MOVIE (OPTIONAL) MANY OF THE HINTS ARE REVEALED AFTER SEEING IT.
---------------------------------------
NOW HOW TO SOLVE IT
---------------------------------------
AT THE START OF THE GAME JUST TRY TO MOVE IN >>ANY<< DIRECTION. A MYSTIC WILL
APPEAR. AFTER HE LEAVES FOLLOW THESE DIRECTIONS [E], "GET SHALE", [W,W,W,W,N],
NOW YOU SHOULD BE AT URSU SO TYPE "SPEAK URSU" THEN "LOOK BOWL" THE GO
[S,E,E,N], AND "DIG", "GET FLUTE" AND TAKE ONE STEP [N]ORTH. (YOU WILL FALL
DOWN BUT DON'T WORRY ABOUT IT.) NOW GO: [E,N], "LISTEN BROOK", THEN [W]EST,
"CUT PAD", [E,E,E,E,N,N] AND "USE PAD" (AT SWAMP).
AFTER YOU GET OFF THE PAD GO [N,E]. YOU WILL GET CAUGHT UP IN SOME VINES. JUST
START TYPING DIRECTIONS UNTIL THE DRIVE TURNS ON AND THE PICTURE CHANGES....A
LONG ARM W/AN EYE WILL BE THRUST UP TOWARD YOU.....TYPE "SPEAK BEING", NEXT
TYPE "YES", AND THEN "MOON DAUGHTERS" (ANSWER TO THE RIDDLE). NOW TYPE A RANDOM
DIRECTION AS IT WON'T MATTER BECAUSE IT BREAKS INTO THE MOVE AND GIVES YOU
'BEFORE JEN CAN REACT...' MESSAGE. SHE WILL TAKE YOU TO HER OBSERVATORY, AND
THEN ASK YOU WHAT YOU WANT. TYPE "CRYSTAL SHARD" AND SHE WILL BRING YOU 4
COLORED SHARDS....NOW "PLAY FLUTE", AND THEN "GET BLUE" (THE BLUE CRYSTAL
SHOULD PLAY BACK THE TUNE THAT YOU ISSUE) NOW GO [S]OUTH, !!GARTHIM RAID!!,
TERRIBILE GARTHIM STORM AUGRA'S LAB. SO TYPE "GO WINDOW", THEN [S,W] AND YOU
WILL FALL INTO A BOG...TYPE "HELP"; KIRA & FIZZGIG WILL HELP YOU OUT.
NOW TYPE "TURN SHELL", "GET POUCH", "GO SHELL" AND YOU ENTER AT THE POD
VILLAGE.... JUST TRY TO MOVE AROUND UNTIL THE GARTHIM ARRIVE AND THEN GO:
[S]OUTH, (CHANGE DISKS), NOW GO: [S,W,N], AND "SIT DOWN", THEN "LOOK WALL",
(TAKE NOTICE OF THE SHAPES VERY CAREFULLY) NOW TYPE [N]ORTH, BUT BEFORE IT
MOVES YOU NORTH, A CREATURE WILL APPEAR AND SAY THAT HE WILL HELP YOU! (( HE
LIES!!! )) A TRAP!! DON'T FOLLOW HIM! (HE WILL GO SOUTH) NOW TYPE:
[N,N,W,S,S,E,N], NOW, DEPENDING ON WHICH VERSION OF D.C. YOU HAVE, YOU SHOULD
BE AT THE LAND-STRIDERS (TWO LONG-LEGGED BEASTS) SO TYPE "JUMP ON" AND GO
[W,W,W,W,W,S,W,S] AND YOU WILL BE KNOCKED OFF YOUR STEEDS. SO AS THE GARTHIM
APPROACH, TYPE "JUMP", THEN WHILE FALLING, "GRAB KIRA".
WHEN YOU ON THE GROUND GO [W]EST, AND THEN "SEND FIZZGIG" (IT WILL ASK WHERE
YOU WANT TO SEND IT) SO THEN TYPE "SEND BARS", DO ANOTHER RANDOM MOVE TO WASTE
A MOVE AND FIZZGIG WILL RETURN BEFORE YOU CAN REACT. NOW TYPE "USE KEY", "OPEN
BARS" AND THEN GO: [S,S,S,W,W,S] AND THE CHAMBERLAIN WILL APPEAR AND STEAL
KIRA & FIZZGIG. NOW GO [S]OUTH! (YOU WILL FALL IN A PIT WITH GARTHIM!) SO TYPE
"RUN", THEN "GO HOLE", "CLIMB", AND YOU WILL BE IN THE CHAMBER OF LIFE. (AUGRA
WILL BE HERE ALL WRAPPED UP, YOU CAN LEAVE HER AS IT WILL NOT AFFECT THE GAME
PLAY)
GO: [E,S,E,W,W,], "GO CURTAIN", THEN [N,N,W], & "GET SCEPTER", [E,E,E] AND
"USE HOOK" NOW GO :[E,U,E] (U=UP) AND YOU WILL BE ON THE BALCONY. NOW TYPE
"JUMP CRYSTAL", YOU WILL DROP THE SHARD.
OK, NOW YOU WILL HAVE A CHOICE:
A- SAVE KIRA
B- HEAL CRYSTAL
TO THE QUESTION '..SAVE KIRA..' TYPE "NO" ( AND NO, I'M NOT HEARTLESS) NOW
TYPE "INSERT SHARD"<<--------YOU WIN..... OR DO YOU?
----> KIRA IS DEAD <----
LOGICIAL ANSWER: "KISS KIRA" HAVE FUN....
BROUGHT TO YOU BY....
DOCTOR FLORA

Binary file not shown.
+57
View File
@@ -0,0 +1,57 @@
HOW TO SOLVE DEADLINE
---------------------
ALL COMMANDS ARE IN "QUOTES" AND ALL DIRECTIONAL MOVES ARE IN [BRACKETS].
FROM THE FRONT PATH OF THE ROBNER'S ESTATE PROCEED [N]. NOW YOU SHOULD BE
AT THE FRONT DOOR OF THE HOUSE. TYPE 'OPEN DOOR' AND THEN PROCEED [N] AGAIN.
THIS WILL PLACE YOU WITHIN THE ESTATE. THEN GO [N,N,E,] THEN 'CLIMB STAIRS'
THIS WILL PLACE YOU AT THE SECOND LEVEL OF THE ESTATE. THEN GO [W,W,W,W,N].
THIS WILL PLACE YOU IN THE LIBRARY TO DO YOUR DETECTIVE WORK. FIRST "LOOK RUG".
YOU WILL SEE MUD SPOTS (CRUCIAL FOR THE ARREST). THEN 'TAKE CUP AND PAD AND
CALENDAR AND PENCIL'. NOW 'RUB PENCIL ON PAPER'. AFTER HAVING DONE THIS, 'TURN
PAGE ON CALENDAR' AND 'READ CALENDAR'. AFTER HAVING DONE THIS, 'OPEN BALCONY
DOOR' AND GO [E]. THIS WILL PLACE YOU ON THE BALCONY. 'LOOK RAILING' (THIS WILL
CONFIRM OUR MUD THEORY). HAVING DONE ALL OF THE ABOVE-PROCEDE,
[S,E,E,E,E,D,D,W,S,S]. THIS WILL PLACE YOU AT THE FRONT DOOR AGAIN. NOW GO
[NW,S,S,E,S,E,SE]. THIS WILL BRING YOU TO THE SHED (MORE DETECTIVE WORK). NOW,
'LOOK LADDER' (MORE MUD AGAIN-I THINK IT IS SAFE TO ASSUME THAT THE MURDERER
USED THE LADDER TO ENTER THROUGH THE BALCONY AND THEN SOMEHOW(?) MURDERED OUR
DEAR FRIEND MR.ROBNER). NOW THIS HAVING BEEN DONE, RETURN TO THE FRONT DOOR.
[NW,W,N,W,N,N,SE]. NOW WE HAVE TO TREK ALL THE WAY UPSTAIRS AGAIN!. GO
[N,N,E,U,U,N,N] YOU SHOULD NOW BE IN DUNBAR'S BATHROOM. TYPE 'LOOK LOBO'
(INTERESTING, HEH?). NOW GO ALL THE WAY DOWNSTAIRS AGAIN. [S,S,S,D,D,W,S,S] YOU
WILL BE AT THE FRONT DOOR AGAIN. NOW YOU HAVE TIME TO TAKE A REST. TYPE 'WAIT
TILL 11:30'. IT SHOULD NOW BE 11:31. NOW WE HAVE TO HUNT DOWN MR.MCNABB. GO TO
THE ORCHARD [E,NE,N]. (NOTE: DUE TO THE NATURE OF DEADLINE, MCNABB MIGHT NOT BE
THERE. IF HE IS NOT, HUNT HIM DOWN! - IT DOESN'T MATTER WHERE YOU FIND HIM).
ONCE MCNABB HAS BEEN LOCATED SAY 'HEY MCNABB'/CR/ 'WHAT IS WRONG'. AFTER THIS
FOLLOW HIM. HE WILL THEN POINT OUT TO YOU TWO HOLES IN HIS ROSE GARDEN. YOU
THEN SAY 'LOOK HOLES' (MORE MUD THEORY) AND THEN 'DIG GROUND'. THEN WITH YOUR
NEW FOUND TREASURE TYPE 'ANALYZE FRAGMENT FOR LOBLO'. NOW WE HAVE TO CATCH THE
WILL READING. GO [N,N,SE,S,SW,W,S]. YOU WILL BE AT THE FRONT DOOR ONCE AGAIN.
NOW GO [N,N,W] AND WAIT FOR THE WILL TO BE READ. AFTER THAT SAY 'HEY GEORGE'.
THEN TYPE 'SHOW GEORGE THE CALENDAR'. HE WILL PANIC AND RUN UPSTAIRS. FOLLOW
HIM!! HE THEN WILL DUCK INTO HIS ROOM AND YOU GO [W,W,N,N]. THIS WILL PLACE
YOU IN THE LIBRARY'S BALCONY. NOW TYPE 'WAIT 10 MIN'. ONCE GEORGE ENTERS THE
ROOM WAIT FOR ABOUT 2 MIN AND THEN [S], 'LOOK BOOKCASE', 'PRESS BUTTON', 'GET
WILL', 'LOOK SAFE', 'GET PAPERS', 'READ PAPERS' THEN GO TO THE LIVING ROOM
[S,S,E,E,E,E,D,D,E,E] AND SAY 'HEY BAXTER', 'WHAT ABOUT FOCUS', 'SHOW FOCUS TO
BAXTER', 'HEY DUNBAR', 'SHOW FOCUS PAPERS', 'WHAT ABOUT FOCUS'. THEN FOLLOW
DUNBAR CLOSELY. ONCE OUTSIDE THE HOUSE SHE WILL DROP A PIECE OF PAPER. 'GET
PAPER', 'READ PAPER' THEN CONTINUE FOLLOWING HER. ONCE YOU CATCH UP, ASK HER
'HEY DUNBAR', 'SHOW PAPER TO DUNBAR'. THEN MAKE TRACKS FOR THE SHED. [E,E,SE].
WAIT FOR BAXTER. ONCE DUNBAR AND BAXTER ARE PRESENT TYPE 'ARREST BAXTER AND
DUNBAR'
NOTE:THERE ARE MANY DIFFERENT WAYS YOU CAN ARRIVE AT THAT VERDICT. THERE
ARE ALSO MORE PUZZLES TO BE SOLVED BUT THAT IS ALL THAT IS NECESSARY
TO A SUCCESSFUL ARREST. EXAMPLE: THE MAIL DELIVERED AT 11:10, THE
MORNING PAPER AT 11:30, THE PHONE ,ETC.
BROUGHT TO YOU BY.....
DOCTOR FLORA

Binary file not shown.
+67
View File
@@ -0,0 +1,67 @@
* DEATH IN THE CARIBBEAN *
THE OBJECT OF THIS ADVENTURE IS TO FIND A TREASURE CHEST. START OUT WITH
"N","E","N","E","GET WAGON". THEN "W", "S","E","GET ROCK","E","OPEN BOX", "GET
KEY", "N". YOU ARE NOW AT THE ANTHILL WHICH YOU MUST PLUG UP. SO, "PLUG HOLE",
IT ASKS YOU WITH WHAT? AND YOU ANSWER "ROCK". THEN "N", "GET RING". THIS IS A
MAGIC RING WHICH WILL TRANSPORT YOU FROM ONE PLACE TO ANOTHER IF YOU HAVE BEEN
TO THAT PLACE BEFORE. (YOU CAN'T GO ANYWHERE YOU HAVEN'T BEEN).
CONTINUE WITH "S","W","N","N","E". THEN "DROP KEY". YOU ARE LEAVING THE KEY HERE
FOR FUTURE USE. THEN "W","W", "GET SHOVEL". YOU ARE IN THE GRAVEYARD.
OCCASIONALLY THERE IS A GHOST THAT APPEARS WHO WILL HIDE ANY OF THE ITEMS YOU
ARE CARRYING. IF HE DOES THIS, THEN YOU WILL FIND THE ITEMS HERE, BUT YOU MUST
DIG THE GRAVE TO GET THEM.
NOW GO "E","N","W","GET ROPE","S","W", "TIE ROPE", (IT WILL SAY TO WHAT?),YOU
SAY "TREE", THEN "TIE ROPE" AGAIN, TO "WAGON", AND "DROP WAGON" AND "CLIMB
DOWN", "ROPE". YOU ARE AT THE BOTTOM OF THE CLIFF, SO "GET WAGON", "W","S",
"S","GET LIFE-BELT", "WEAR LIFE-BELT", "N","N","N".
AT THIS POINT IT WOULD BE A GOOD IDEA TO SAVE GAME BECAUSE YOU HAVE TO CROSS THE
CREVASSE BY JUMPING IT AND OCCASIONALLY YOU DON'T MAKE IT. NOW "JUMP
CREVASSE","N","LOOK SIGN", "GET CORKSCREW","N", "GET BOTTLE","S","S". THEN SAVE
GAME BEFORE TRYING THE CREVASSE AGAIN. NOW "JUMP CREVASSE", "S","W","W", "READ
PRINTING" . THERE IS AN INCRIPTED MESSAGE ON THE BASE OF THIS MONUMENT WHICH
TRANSLATES TO "PYRAMID MARKER GUARDS BURIED CHEST. EXCAVATE WITH GREAT CARE".
NOW GO "N", THEN "CROSS RIVER". IT WILL ASK IN WHAT? AND YOU ANSWER "WAGON".
THEN IT WILL ASK YOU WHAT DO YOU USE AS A PADDLE AND YOU SAY "SHOVEL". NOW YOU
ARE ACROSS THE RIVER, SO "DROP LIFE-BELT", "DROP SHOVEL", "DROP RING", "DROP
BOTTLE", "N","E","E" "GET AMULET". THIS AMULET WILL KEEP THE GHOST FROM STEALING
YOUR GOODS, HOWEVER, NOW THAT YOU NO LONGER HAVE THE WAGON, YOU CAN ONLY CARRY
FOUR ITEMS, SO YOU WON'T BE ABLE TO USE IT VERY MUCH.
CONTINUE WITH "E","E","S","GET LANTERN" "N","N","N","W","GET MATCHES","S","W",
"S","DROP LANTERN", "DROP MATCHES", "GET BOTTLE", "N","N". YOU ARE NOW AT THE
FOG. AT THIS POINT YOU HAVE TO EMPTY YOUR WINE BOTTLE AND FILL IT WITH SOMETHING
YOU CAN USE. SO "OPEN BOTTLE", "SPILL BOTTLE". THE FOG AUTOMATICALLY FILLS THE
BOTTLE SO "CLOSE BOTTLE" TO KEEP IT IN. THEN GO "S","S", "GET RING", "GET
LANTERN", "GET MATCHES","LIGHT MATCHES","LIGHT LANTERN","DROP MATCHES","DROP
AMULET". NOW YOU NEED TO USE THE RING TO GET BACK TO THE CHURCH SO "RUB RING"
AND IT WILL ASK YOU WHERE YOU WANT TO GO. ANSWER "CHURCH". THEN GO "E", "DROP
RING", "GET KEY", "UNLOCK DOOR". IT WILL SAY WITH WHAT? YOU SAY "KEY".
YOU ARE INSIDE THE CHURCH, SO GO "S", THEN "LOOK MUSIC". NOTICE WHAT KEY THE
MUSIC IS WRITTEN IN. NOW GO "N", "OPEN TRAPDOOR","GO DOWN". YOU ARE IN THE MAZE
BENEATH THE CHURCH. GO "W","N", "W","N","N","E","S","E","N","W", S", "E","GET
SWORD", "DROP KEY". THEN GO BACK WITH "W","N","E","S","W","N",
"W","S","W","S","W","W".
YOU ARE NOW IN A ROOM WITH A ZOMBIE. THIS IS WHERE YOU USE YOUR BOTTLE, SO "OPEN
BOTTLE". AT THIS POINT IT TELLS YOU THE FOG HIDES YOU SO YOU CAN ESCAPE.
CONTINUE WITH "N","N","N". YOU ARE NOW OUT OF THE CAVE.
NOW GO "W","N","W","S","W","S","S", "GET SHOVEL","DROP LANTERN","N","N", AND YOU
FIND YOURSELF BACK AT THE FOG. NOW USE THE SWORD TO "CUT FOG". THEN GO "N","E".
YOU HAVE FOUND THE PYRAMID MARKER REFERRED TO IN THE MESSAGE. SO, "DIG
CAREFULLY", "UNLOCK CHEST". IT WILL SAY WITH WHAT KEY? YOU ANSWER "G". (REMEMBER
THE KEY THE MUSIC WAS WRITTEN IN?). YOU HAVE NOW OPENED THE CHEST AND FINISHED
THE ADVENTURE -
CONGRATULATIONS!!
BROUGHT TO YOU BY.....
DOCTOR FLORA

Binary file not shown.
Binary file not shown.
+942
View File
@@ -0,0 +1,942 @@
WELCOME TO THE WONDERFUL WORLD OF EAMON
by Donald Brown
EAMON is a computerized version of
what are called "Fantasy Role-Playing
Games." When you enter the universe of
one of these games, you are no longer
John (or Jane) Smith, mild-mannered
computer hobbyist. Instead, you become
a character in a land of adventure,
doing almost anything you want to.
In the land of Eamon, you will be
a member of the select Free Adventurers
Guild, which is made up of hardy indi-
viduals like yourself who want to live
by your wits, defeating horrible mon-
sters and finding glorious treasures.
(For those of you who want a more calm
life, you will have to wait for the
game "ADVENTURERS IN THE LAND OF THE
CERTIFIED PUBLIC ACCOUNTANTS".)
Unlike most games, there is no
single set goal for you to achieve, no
way to 'win' the game. Instead, in
Eamon, you have a lasting goal to both
better yourself and also get rich. If
you set for yourself another goal (do
good to all princesses, kill all evil
wizards, that sort of thing), you may
also work towards it in your quests.
To run the adventures of Eamon, you
need an Apple II, one disk drive, and
at least 32K of memory. (Some scenarios
may require 48K.) You do not need this
manual (although it does help keep you
informed, and informed adventurers
survive longer!). The one thing you
must possess for Eamon is a large dose
of imagination.
ACKNOWLEDGEMENTS: The full list of
people who deserve mentioning here is
too long to give, but a few are--Bill
Fesselmeyer, for introducing me to FRP
games, my father for introducing me to
the Apple, the many good friends who
have play-tested this for me, to all
the creators of the games I have played
and to the writers such as Tolkein,
Leiber, and Niven who have given me
so many ideas. And, last but not least,
to the talented people of Ann Arbor,
Michigan who designed that lovely
Dragon Picture.
The basic system of EAMON was created
and developed by Donald Brown. The
individual adventures were created by
various people. Non-commercial distrib-
ution is encouraged.
Far away, at the dead center of the
Milky Way, is the planet of Eamon. It
doesn't orbit any suns--all of the suns
orbit it. The shifting pulls of all of
these great bodies bring strange forces
to bear upon this planet; twisting
light, tides, even the laws of science
itself! Strange things happen there,
and the citizens of Eamon must always
be adaptable, for things are rarely
what they seem, and even more rarely
what they were yesterday!
You are a citizen of this weird
world. You are a free man (or woman)
out to seek your fortune in this world
of shifting laws and time. You will
usually find yourself fighting terrible
monsters such as Orcs, Trolls, and
Dragons to get their treasure. However,
at times you may find yourself fighting
such varied opponents as Billy the Kid
and Darth Vader! Anything can happen,
anything at all.
EAMON is a fantasy role-playing
game. This means that the computer
will generate a character for you and
you will pretend to be that person.
You will command your character into
fierce battle, where hopefully he/she
will emerge victorious and wealthy.
Obviously, not all characters are
equal in ability. Three numbers (called
attributes) describe various parts
of your physical condition. You also
will have various abilities with
weapons, which will increase as you
gain experience with them, and learn
how to better use them. Additionally,
you will be able to learn some powerful
magic spells. (Of course, you will
have to be taught these spells, and
the teacher will charge you for the
job!)
EAMON is usually non-sexist--there
is full room for both male and female
adventurers. However, for simplicity's
sake, an adventurer will usually be
referred to as 'he'--please understand
that it refers to 'she' adventurers
also.
CHARACTER ATTRIBUTES
As mentioned earlier, three numbers
describe the basic 'working material'
of your character. They are all gotten
by selecting three random numbers from
one to eight and summing them, thus the
numbers can range from three to twenty-
four, with more numbers around twelve
to fifteen. (By the way, this is called
'three die eight' or written as '3D8'.
This terminology comes from older role-
playing games where you roll strange
dice, and means roll three eight-sided
dice and add). The three attributes are
HARDINESS, AGILITY, and CHARISMA. Their
descriptions and effects are given
below--
HARDINESS
Your character's hardiness has two
major effects. The most important is
that your hardiness is the number of
points of damage that your body can
withstand before you die. In other
words, assume Hedric the Horrible is
fighting a Troll. Hedric has an HD
(hardiness) of 13. The Troll swings
his Battle axe (as described later in
the COMBAT section of the manual) and
hits Hedric for 10 points of damage.
This brings Hedric down to three more
points of damage before death--if the
Troll can hit Hedric again and do more
than two points of damage (before
Hedric can go home and heal himself, or
use some magic to heal), Hedric will
die!
The other effect of hardiness is
the total weight that you can carry.
The standard measure of weight on
Eamon is the Grond, which can be split
into ten Dos. You can carry up to
ten times your hardiness. Therefore,
Hedric can carry up to 130 Gronds (or
1300 Dos). Note that weight-carrying
ability is based on the characters base
hardiness, not the number of hits he
has left. In his unpleasant encounter
with the Troll, Hedric can still carry
130 Gronds, even though he only has
three hits left before death.
As with all three basic attributes,
a character's hardiness is not normally
changed. (Unusual magic items or spells
might change them). Thus, a player who
starts life as a 90-pound weakling will
remain one until he dies.
AGILITY
The second basic ability is the
player's agility (abbreviated 'AG').
Agility's major effect is in combat--a
player with high Agility is more likely
to hit an opponent. Agility may also
be useful for avoiding special traps
(like falling down a mine shaft) or
other special occurances.
CHARISMA
The last basic attribute for the
player is his charisma (abbreviated
'CH'). Charisma is mostly a measure of
physical attractiveness, although it
also includes such things as a forceful
manner, pleasant speaking voice, and
anything else that makes people look
at you and say, "Gee, what a nice guy!"
(or girl). In some ways, charisma may
be the most important attribute, at
least for the beginning character. The
first major effect of charisma is on
the prices you'll have to pay for goods
and services (or the prices people will
pay you). Obviously, if somebody likes
you, he will give you a better price
than if you disgust him.
The second effect of charisma is on
how citizens of Eamon (generically
called monsters) will react to you. Not
all monsters are bad--you can sometimes
make friends with a few of them, and
their assistance may make the differ-
ence between life and death! Your
charisma will affect the likeliness of
their liking you--subtract 10 from your
charisma, multiply the difference by 2,
and the result adjusts the percentage
chance of a favorable reaction from the
monster--if there was any chance at
all! EXAMPLE: The Mad Hermit of the
Beginner's Cave has a 50% friendliness
rating, which means that Joe Normal
with a charisma of 10 will get make
friends with the Hermit one-half of the
time. However, old Hedric the Horrible
with his charisma of 5 has only a 40%
chance of making friends (5-10=-5, -5*2
=-10). On the other hand, Lovable
Linda with her charisma of 24 has a 78%
chance of making friends. Unfortunately
a rat with a friendliness rating of
0 will never make friends, be it with
Joe Normal, Hedic, or Lovable Linda.
COMBAT
Being a rough and violent world,
combat is the most important aspect of
Eamon. In most adventures, combat is
taken care of on a blow-by-blow method
--every player or monster in turn uses
his weapon(s) on one enemy, the effects
are calculated, and then applied.
Every time that a player or monster
attempts to strike someone else, there
is a percentage chance of success. The
computer will generate a number from 1
to 100, and if the number is less than
the chance to hit, the blow did strike.
Several factors determine just what
that chance to hit is. If a player has
no armour on, there are three factors--
the player's agility, his ability with
that weapon, and the quality of the
weapon (also called the complexity).
Roughly speaking, all weapons in
the world of Eamon can be divided into
five types--axes, bows (this includes
all thrown weapons and guns), clubs (or
any blunt weapons), spears (or other
pole weapons), and swords. Every player
has what are called 'weapon expertises'
for each class. All players start at
the same levels: 5% for axes, -10%
for bows, 20% for clubs, 10% for spears
and 0% for swords. (These numbers are
to reflect the fact that somebody who
doesn't know what he's doing is more
likely to hit with a club than with an
arrow.) Your chance of hitting your
target is equal to twice your agility
plus your ability for the weapon you
are using, plus the complexity of the
weapon you are using. For example, our
old friend Hedric has an agility of 20
and is using a fair quality sword (with
a complexity of 0%). Since he is a
starting character, he has a sword
ability of 0%. Thus his chance of
hitting is 40+0+0 or 40%.
Weapon expertises can be increased
through use in combat. The scheme goes
as follows: Assume Hedric is fighting
his troll and scores a successful hit.
The question now is, did Hedric learn
anything about how to use his weapon
better? Well, it just so happens that
his chance to learn is his chance to
have missed. Thus, 60% of the time
Hedric will learn from his blow. If
he does, his sword expertise will go
up by 2%. Thus, next time his chance
of hitting will be 42%. (Notice that
his chance of learning on the next
successful blow is only 58%.)
Well, Hedric somehow made it out
alive from his Troll battle, and has
brought his sword expertise up to 12%.
He then wants to take his booty and new
knowledge and get a better weapon. If
Hedric goes and buys a new sword-like
weapon, such as a rapier which has a
weapon complexity of 15%, his chance of
hitting with it will be 40+12+15 or
67%. However, if he decides to switch
weapons and get a Battle axe with a
complexity of 15%, his chance with that
will be 40+5+15 or 60%--his experience
with swords will not help him with his
axe.
If an attacker is wearing armour,
his chance of hitting may be reduced.
After all, one just isn't as agile when
one is fighting from within a tin can!
A player may carry a shield, which will
lower the chance to hit by 5%, and may
also wear either leather armour (lowers
chance by 10%), chain mail (20%), or
plate armour (60%!). However, these
numbers are "worst cases". A player
becomes used to the constricting effect
of wearing armour, and builds an armour
expertise (called AE). It is built the
same way that weapon expertise is
increased--every time a successful blow
is landed and the effect of armour is
bigger than the player's AE, a check is
made on the chance to miss and that is
the chance of the armour expertise
going up by 2%. Thus a successful blow
may increase the chance to hit by 4%.
Armour expertise is carried over from
each type of armour. Thus if you've
brought your AE up to 10% while in
leather armour and you go to chain,
your chance to hit will only drop by
10%, not 20%. However, the effect of
armour expertise can never increase the
chance to hit--if the AE is 32% and you
go to leather armour, the net effect
will be 0, not adding 22%.
In addition to agility, weapon
expertise, weapon complexity, and
armour, there may be magical or other
extraordinary forces at work that will
affect the chance of hitting.
When a blow hits, a random amount
of damage is done to the target. This
amount of damage is based on the weapon
and will be given in 'N D N' format.
(Remember 3D8 for the three basic
attributes?) This base number of damage
is usually lowered by the armour worn
by the defender--leather armour and
shield each take one point of damage,
chain takes 2, and plate armour takes 5
points of damage away from that taken
on the body (all effects are cumulative
and magical devices may act as armour).
That, of course, is what usually
happens. However, due to flashes of
good luck or clumbsiness weird things
can happen. About 5% of the time an
attacker will get what is called a
'critical hit'. That will get one of
the following results (each result is
followed by the percentage chance of
its occurance): Ignore armour (50%),
three-halves normal damage (35%), twice
normal damage (10%), triple normal
damage (4%), or automatic kill (1%).
About 4% of the time the attacker
will fumble with his weapon. It will
have one of the following effects:
Recover from fumble without any other
effect (35%), Drop weapon (40%, if the
attacker is using built-in weapons such
as claws, the attacker simply recovers
instead), Break weapon (20%, with a 10%
chance of hitting oneself at the same
time), Hit self normally (4%), and Hit
self with double damage, ignoring
armour (1%).
MAGIC
The strange shifting forces around
Eamon sometimes give results that can
only be called 'Magical'. However,
most of these effects are extremely
localized, and will not be consistent
from one adventure to the next. Most
often these strange things will be the
special results by carrying magical
items, however, some citizens of Eamon
who have lived all of their lives in
one location may have learned how to
control the forces around them.
There are, however, four spells
that work almost everywhere. Anyone
can be taught these spells without too
much difficulty (if you can find a
wizard who will teach them to you!).
When you learn a spell, you will start
with a random ability in it from 25 to
75% (you will not know what your
ability is). As with combat experience,
this can be increased every time you
successful cast the spell--If a random
percentage roll is less than your
chance to not have cast it, your
ability will go up by 2%. However,
there is a catch in casting spells--
due to the tiring effects of sending
all this power through your body, every
time that you attempt to cast a spell
REGARDLESS OF WHETHER OR NOT THE
ATTEMPT WAS SUCCESSFUL your chance for
the rest of the adventure is halved.
Thus, old Hedric who knows a spell with
a 200% ability will always cast it the
first time. His second try will also
always work (100% of the time). His
third try will only work half (50%) of
the time. On the fourth try the chance
is down to 25%, fifth try 12%, and
sixth only 6%. Fortunately for Hedric,
however, if you know a spell your
chance of successfully casting it can
never be less than 5%, so Hedric can
use his spell for the rest of the
adventure at the same odds.
The four basic spells are:
BLAST
This spell sends a magical burning
arrow at your opponent. Armour will
absorb damage from it, but if the spell
is successfully cast it will always hit
its target, regardless of the range.
However, the Blast spell only works
on living (or at least animate) objects
and the targets must be seen by the
person casting it. The arrow will do
1 D 6 of damage (a random number from
one to six).
HEAL
The Heal spell removes hits from
the body of the person casting. It will
cure 1 D 10 hits, but never past 0.
(Hedric, having taken five hits, casts
a Heal spell on himself successfully.
He got a good casting this time--would
have cured 8 hits normally, however it
only cures five hits one him, bringing
Hedric back up to perfect condition).
SPEED
This powerful spell will double
the caster's agility for from 10 to
34 turns. You will know when you have
cast the spell successfully, however
you will not be told when it wears off.
If you successfully cast a Speed spell
while one is already in effect on you,
the new spell will reset the time for
you--it will not have the effect of
quadrupling your agility. Obviously,
when you cast the Speed spell your
chance of hitting goes up accordingly
(Hedric had a 56% chance of hitting
with some weapon before casting the
spell, with 40% of that because of
his 20 agility. When he casts the
Speed spell on himself, his chance
will increase by 40% again, giving him
a 96% chance of hitting).
POWER
The Power spell may well be the
most powerful spell available to you,
and certainly the most uncertain. It
has no set effect, it's a call to the
Gods saying "Hey, do something!". What
they do will certainly differ from
place to place, and may even differ
from one moment to the next! It could
kill all of your enemies, teleport you
randomly somewhere else in the place
you are exploring, cause an earthquake
that buries you and your opponents
alive, or anything else you can and
cannot think of.
For all of these spells, it should
be pointed out that this is the way
they >> USUALLY << work out. In some
obscoure sections of the world spells
may not drop in ability every time you
use them, in other places spells may
not work at all!
RELATING WITH CITIZENS
There are two places you will be
encountering other people of Eamon,
on your adventures and at the Main
Hall of the Guild of Free Adventurers.
At the Main Hall, you will be able
to communicate with the various people
there and do business. However, they
will not do you any real favors (except
possibly giving you good prices on
things if they like you), and you will
not be permitted to fight with anybody
there. Essentially, they will be
businessmen and women, out to relieve
you of some of your gold while helping
outfit you to go get more.
On the other hand, during your
adventures outside of the Main Hall,
you will not be able to communicate
with most of the people you find.
Additionally, they will usually be
rather simple-minded--when meeting you
they will decide if they like you. If
they do like you, they will follow you
around and fight on your side during
any battles. If they don't like you,
they will try to kill you. These people
are rather set in their ways--once they
make up their mind about you they will
usually keep with their decisions,
unless you do something nasty such as
attack a friend, or you do something
especially nice, such as healing an
enemy.
However, just because they do or
do not like you does not mean that they
will always fight to the bitter end.
Some people or things you encounter
will be less courageous (or smarter)
than others and will run from what they
view as a losing battle--both your
enemies and your friends. When someone
retreats they usually kick up a cloud
of dust so you cannot see which way
they ran, although they will always
only run out of exits that are really
there, and you can usually follow them.
Once again, though, note that all
of the statements above were prefaced
by the word 'usually'. In some parts
of the world you may be able to work
quite well with others, give orders,
get ideas, even play games with them.
As always, the key word is flexibility.
HOW TO REALLY AND ACTUALLY PLAY EAMON
(Never thought we'd get here, did you?)
To actually run EAMON on the Apple
II, you must first 'bootup' on the
diskette marked "THE WONDERFUL WORLD OF
EAMON" or simply "EAMON MASTER DISK."
It must be in slot six, drive one--
Eamon doesn't know how to handle any
others yet.
After you are shown the title page
(which you can break out of early by
hitting the "ESC" key), you will be
almost ready to enter the Main Hall.
Simply follow directions (for the sake
of your mothers, if nothing else!). If
you are new to Eamon (or your character
was killed the last time he went out),
you will be directed to the man in
charge of new adventurers. He will show
you what the attributes of your new
character are, and let you read some
instructions that are stored on the
disk. If you have this manual, you
don't need to read his instructions.
Finally, you will be sent to the Main
Hall, where all old adventurers go
immediately from the Irishman.
The Main Hall will serve as your
headquarters. You can buy spells there,
as well as weaponry and armour, you can
'check out' yourself and all your
attributes and abilities. You can also
keep some money with the banker there.
He gives no interest, but money in the
bank is safe if you're robbed on an
adventurer. (Of course, you can't use
it to ransom yourself out of a sticky
situation, either!).
GOING ON AN ADVENTURE
Of course, the main purpose of the
Main Hall is as a place to leave from
to go on adventures. Most of your
exploits will be exploring caves and
old ruins, doing similar things as in
the popular Adventure games. However,
Eamon is wide enough to also have you
go to casinos and gamble your money
away, raise an army to fight invaders
(both from other countries and from
space!), or do just about any other
activity you can think of.
Only one Eamon adventure will be
stored on a diskette. To go on an
adventure, work from the Main Hall as
directed, inserting the diskette with
the new adventure into the disk drive
at slot six, drive one at the proper
time. From then on, you're on your
own. (Notice: characters who do not
return from adventures are considered
dead. Thus, turning off the computer
in the midst of an adventure or halting
it by Ctrl-C or 'RESET' merely commits
suicide).
To help your character get some
gold to equip himself properly and
gather a little bit of experience, one
adventure is included on the diskette--
The Beginners Cave. It's a gentle
little romp through a set of caves
underground. I strongly advise that
you do send your new character through
this first. If he can't survive this,
there's no point in going out to the
dangerous places. (For more information
on The Beginners Cave, see the enclosed
sheet).
BUYING WEAPONS AND ARMOUR
You will have 200 gold pieces when
you start a character, and hopefully
more after your adventures. One of
the most important things for you to
do with this gold is to buy weapons and
armour. Additionally, you may sometimes
want to sell a weapon, be it because
you have no need of it or because you
have reached the legal limit on weapon
ownership of four.
Well, Marcos Cavelli owns a small
weaponry store in the Main Hall that
will do this for you. Marcos carries
five standard weapons--an axe, which
does 1D6 of damage and has a base price
of 25 gold pieces, a bow which does 1D6
and has a base price of 40, a mace
which does 1D4 and has a base price of
20, a spear which does 1D5 and has a
base price of 25, and a sword which
does 1D8 and has a base price of 50.
For each weapon Marcos sells three
grades of quality--poor (with a weapon
complexity of -10%, but only half the
base price), medium (with a weapon
complexity of 0, at normal price), and
good (with a weapon complexity of 10%,
at double the base price). Furthermore,
the price you are given can vary from
one-third to three times the normal
price, depending upon how your charisma
and how Marcos feels about you.
Marcos will also buy old weapons.
If it's of a type that he doesn't sell,
Marcos will pay an average of 100 gold
pieces for a weapon. If it is a weapon
from his stock, he will pay around 1/4
the normal price.
Marcos's base prices for armour are
50 gold pieces for a shield, 100 for
leather, 200 for chain mail, and 500
for plate armour. He will also give
you a trade-in of your old armour at
its old price, subject to adjustment
for the way he feels about you.
Marcos's credit terms, like all
of the businesses in the Hall, are very
simple--none.
BUYING SPELLS
Hokas Tokas, the local wizard in
the Main Hall, is willing to teach
anybody spells for a price. His base
prices for spells are: Power (100 gold
pieces), Heal (1000 gold pieces), Blast
(3000 gold pieces), and Speed (5000
gold pieces). As with Marcos, Hokas
will adjust his prices for how much he
likes you, but he will never give
credit. But, however he may grumble,
he is a nice fellow and will never do
anything to you if you try to buy a
spell you can't afford, or try to buy
a spell twice.
THE BANKER
Shylock McFenney, the local banker,
will open up an account with anybody.
He is absolutely trustworthy with the
funds you leave in his care, although
he does not give interest, nor does he
make loans. (He makes enough money
from adventurers who deposit money with
him and never come back.)
EXAMINING YOURSELF
Unlike most things at the Hall, it
does not cost you anything to examine
your attributes. It is generally a
good idea to examine your attributes
last thing before leaving to go on an
adventure, and write them down--you
cannot examine yourself in the midst of
an adventure!
LEAVING THE UNIVERSE
This is simply ending the game.
However, your character is stored on
the diskette, so he or she can be
called up again the next time you play.
You should only leave the system this
way--otherwise some disk files may be
destroyed, and your character will be
trapped forever in the horrible bit
bucket!
That's really about all there is to
say about playing Eamon. Of course, the
best way to learn is by starting up a
character and running him through a few
adventures. One thing I would warn you
about--do not get too attached to any
character. Unfortunately, while wealth
and expertise come rather quickly in
this world, so does death.
I am very interested in any and all
comments and suggestions on Eamon. I
am particularly interested in getting
copies of adventures that other people
create for Eamon. If you want to build
your own adventures, all of the tools I
used in creating the Beginner's Cave
should be on the master diskette. Feel
free to list and examine them to help
build your own. However, do not at all
be constrained by them, the theme of
Eamon is do what you want to with it.
Eamon hereby officially belongs to the
people who play games on computers, all
I ask is that you enjoy it.
For comments, questions, new
adventures, or suggestions please write
to:
Donald Brown
407 Peery Parkway
Golden, CO 80401
THE BEGINNER'S CAVE
The Beginner's Cave has been set up
by the Warlord as a service to all Free
Adventurers, giving them a chance to
try their skills in a not-too-dangerous
setting. Let us all toast the Warlord
for restocking the cave daily!
Only beginners are permitted in the
Cave. A beginner is someone who has no
armour expertise and who still has all
of the starting levels of weapon exper-
tise. You are permitted to carry in
only one weapon and any armour you
wish. You will not need torches as
there is sufficient light in all parts
of the Cave. A Knight Marshall (William
Misslefire) is on duty to be sure that
you do not break the rules (and to keep
you from doing something really stupid,
like entering the cave without any
weapon at all!).
Once you are in the Cave, you will
give commands by entering verbs and
subjects, such as "GET STONE". If you
use a verb that the computer doesn't
understand, all verbs will be listed.
You must be very exact and use the
words that the computer knows. For
example, if you are carrying a DEAD
MONKEY and you say DROP MONKEY the
computer will not understand.(Sometimes
the computer does recognize more than
one word for an object, though). If you
want to repeat the last command given,
simply hit 'return' when asked for your
next command.
A few commands you should know
about:
N, S, E, W, U, D, NORTH, SOUTH,
EAST, WEST, UP, and DOWN all will move
you in the direction given.
INVENTORY or "I" will list all of
the items you are currently carrying.
READY brings a weapon into 'ready'
mode,meaning that it will be the weapon
used in an ATTACK command.
GET picks up an object (not a mon-
ster!) from the floor. GET ALL gets all
objects there. If you get a weapon and
you have no weapon ready, it will ready
that weapon automatically.
Other commands are either self-
explanatory or they are designed to
make you experiment.
To return to the main hall, you
must leave the cave (getting to the
Cave Entrance) and move North. Once you
have done so, Sam Slicker (the local
dealer for treasures and booty) will
pay you what they are worth (with the
price adjusted by your Charisma). You
will then be returned to the Main Hall.
Of course, that is only if you
survive. If you died, remember that it
probably wasn't that great of a char-
acter anyway!
NOTE: If you accidentally stop the
program while it is running, (such as
accidentally hitting 'reset'), you may
be able to continue by first getting
back into BASIC and then entering:
]POKE 51,0:GOTO 1000
THE MINOTAUR'S LAIR
The method of running the Minotaurs
Lair is roughly the same as it was in
the Beginners Cave. Of course, the mon-
sters and treasures and rooms are not
the same, and some of the verbs that
the computer recognizes are different,
and the Power spell may have different
results, but why quibble?
A major difference now is the fact
that you will not know the way out. A
hint to adventurers:In cases like this,
your top priority should be finding a
way out and mapping the dungeon. Also,
only a real louse would not at least
try to find a good friend if he/she
knows one is in here. (Remember, louses
do not have high charisma!)
Binary file not shown.
+178
View File
@@ -0,0 +1,178 @@
_________ _________ _________
( _ _____) ( _ ______) ( _ ______)
\_\_ __ \_\ \_\
07/26/90 -:_:_)__) -:_>)- -:_>)- 07/26/90
/_/ _____ /_/______ /_/______
(_________) (_________) (_________)
_ _ _ _ _ _
:(_-:(_):= proudly brings to you =:(_):-_):
.... Sierra On-Line's ManHunter: New York //e ....
"Protection" :DEMATERIALIZED: by
_ _ _ _ _ _ ____ ____ __
_/_\_ |) / \ _/_\_ (| (| (__'
( ) _(|_ (_!_) ( ) _) _) ____)
: Official East Coast Connection Release Bases :
The Outer Limits ... (718) 492-3054 ... 9600bps / 255 Megs / HowieNet v1.2
Temple of Karnak ... (516) 361-4999 ... 9600bps / 85 Megs / ProTALK
Oblivion GS ... (516) 922-4312 ... 9600bps / 45 Megs / Exodus
:.:.:.: Official ECC Members listed in Alphabetical Order :.:.:.:
Aiwatts * Commie Scum * The High Priest
Joe Hack * Mavster * The Mercenary * The Overlord
Ronin * Star Gazer * The Wanderer
* Documentation typed up by The High Priest & The Wanderer.
The title screen opens by showing the invasion of New York City. Press ENTER
or the SPACE BAR to bypass the title screen.
Your adventure begins two years after the alien invasion. It is your first day
on the job. You are rudely awakened by the sector's supervising orb, who gives
instructions for your first day's assignment.
" Attention Manhunter! There was an explosion
at Bellevue Hospital! Investigate. "
Press ENTER when you are ready to proceed. (Note: In most situations, the
Spacebar will perform the same functions as ENTER.) Your character gets out of
bed and turns on the lights. He takes his Manhunter Assignment Device (MAD)
and turns it on. The computer reads "ALERT". Press ENTER. The computer
responds, "TRACKER has locked on Target. Location: Bellevue Hospital." Press
ENTER.
The yellow target is the person you are currently tracking. Remember to always
watch where the targets go and what they do. When the computer is finished
tracking, you will receive a message. The computer reads, "Target signal lost.
Tracking terminated." Press ENTER.
Select TRACKER again. After the target leaves the hospital, you will zoom out
to see the target as it travels on the city map. Press C to close the
computer.
You are now viewing the travel map. Locations you are authorized to
investigate are indicated by a blinking square. Your current location is
indicated by an X. The blue/red circle is your marker.
Trace the path of your target to investigate the locations he has visited. To
go to Bellevue Hospital, move the marker down until it hits the bottom of the
screen. The screen will flip to reveal the next portion of the map. You will
see Bellevue Hospital blinking. Position the marker over the hospital blinker.
Press ENTER to travel there.
Now you are standing in front of Bellevue Hospital. Move your marker around
the screen to reveal various messages. Position the marker near the bottom of
the right wall and it will change into an arrow. Press ENTER.
You are now standing where the target bombed the wall of the hospital. Press
ENTER to go inside.
Position the marker over the toe of the corpse and press ENTER. Take note of
the victim's name (Reno Davis). You may press ENTER to back out of view.
Next, position the marker over the corpse's face and press ENTER. Watch this
scene until the baby orbs attack your face.
Note: You can avoid death by pressing ENTER to back out of this view just
before the orbs eat your face.
After you die a message will be displayed. Press ENTER to return to the game.
You are now outside the hospital again. Press the TAB key to display you
inventory. Select MAD. Select INFO. Type: Reno Davis. Press ENTER. Select
EXIT.
Select TRACKER. You may watch the target at the hospital again or press S to
skip ahead to watch you target's movements after departing the hospital.
Watch the target travel through the city. The TRACKER will zoom in to Trinity
Church. After the target leaves the church, press C to close the computer.
Move the marker down to the location of the Trinity Church. Press ENTER to
travel to the church.
Position the marker over the front door of the church. Press ENTER.
Position the marker over the matches and the marker changes into a hand. Press
ENTER to take a match.
The marker changes into a match. Position the marker over a candle wick. Press
ENTER to light the candle.
NOTE: Later in the game you will receive a clue on what you should do at this
location.
Select MAD from your inventory. You will receive a message that the signal is
too weak. Maybe you should go outside to use it. Press ENTER to continue. Press
ENTER to back out of this scene. Press ENTER again to leave the church.
Select MAD from inventory. Select TRACKER.
Watch the church scene again or press S to skip.
The TRACKER proceeds to a bar in North Brooklyn. Watch where the target goes
once he has entered the bar. When the target leaves, press C to close the
computer.
Find North Brooklyn and travel to the bar.
Position the marker over the door and press ENTER.
Position the marker over the video game at the left side of the room and press
ENTER to play the game. You will be interrupted by an unfriendly group of bar
patrons. Watch the scene until it is your turn to throw the knives at the
bartender. The object is to land a knife between each of his fingers (four
total) without missing. Press ENTER to throw a knife.
Throw a knife outside of the hand area. You will be thrown oustside. Go back
inside and position the marker over the knife table. Press ENTER. This time,
throw a knife and hit a finger.
After you die, press ENTER to try again. Aim carefully, and you will soon be
successful.
After winning the contest, watch carefully the signal that the bartender gives
you. This will prove useful later.
Now that you have proved your skills to the thugs, you will be able to play the
video game undisturbed.
Press ENTER to play the video game. Read the instructions.
To move your character through the video game, use arrow keys (left, right, up
and down).
Now you are on your own! Good luck on your adventure!
Hint: Be sure to watch for clues as you play Manhunter. Many objects in
the game have symbolic significance, and may be useful for more than one
purpose. Keep an eye out for strange or unusual things that may occur
in the game.
end of file.
Binary file not shown.
Binary file not shown.
+104
View File
@@ -0,0 +1,104 @@
INFOCOM'S ENCHANTER I.
FROM THE FORK IN THE ROAD GO:
NE, N, OPEN OVEN, GET BREAD, GET JUG AND LANTERN, S, E, SE, NE, DRINK WATER,
GET WATER, SW, SE, SW, SW, S
---> AN OLD HAG WILL GIVE YOU A SCROLL. THROUGHOUT THE GAME, YOU WILL BE FINDING
THESE SPELL SCROLLS. SOME SPELLS YOU WILL NEVER NEED. SOME YOU MAY NEED TO
USE MORE THAN ONCE. YOU MUST WRITE THE ONES YOU NEED TO USE MORE THAN ONCE
IN YOUR SPELL BOOK. 'FWEEP' IS ONE OF THESE, SO:
READ SCROLL, GNUSTO FWEEP, NE, NE, E, E, MEMORIZE FWEEP, FWEEP THE GATE, E
---> YOU HAVE REACHED THE CASTLE. WHEN- EVER YOU FEEL HUNGRY OR THIRSTY, DRINK
THE WATER OR EAT THE BREAD. NOW DO THE FOLLOWING:
READ BOOK, MEMORIZE FROTZ, FROTZ THE LAMP, S, S, E, S, OPEN DOOR, N, READ
WRITING, REMOVE BLOCK, E, GET SCROLL, READ SCROLL, GNUSTO EXEX, W, S, U, DROP
ALL, E, GET LIGHTED PORTRAIT, GET SCROLL, W, GET ALL, READ SCROLL, GNUSTO OZMOO,
N, N, E, MEMORIZE OZMOO, E, OZMOO ME, (WAIT FOR A COUPLE OF TURNS BY TYPING 'L'
OR 'I')
---> YOU WILL NOW BE SACRIFICED, BUT THE OZMOO SPELL WILL KEEP YOU ALIVE!
NOW THEN:
D, OPEN SOUTH DOOR, S, GET ALL, N, W, W, S, CUT ROPE WITH DAGGER, OPEN BOX, GET
SCROLL, READ SCROLL, MELBOR ME, S, W, U, GET IN BED, SLEEP.
---> YOU HAVE NOW PROTECTED YOURSELF (TO A DEGREE) AGAINST THE POWERFUL MAGIC OF
KRILL. THIS ALLOWS YOU TO AT LEAST FACE HIM AND USE THE POWERFUL KULCAD
SPELL... BUT MORE OF THAT LATER. AT THE MOMENT, YOU SHOULD PAY ATTENTION TO
THE DREAM YOU HAVE. NOTICE THE PRINESS WHO SEEMS TO HIDE A SCROLL IN THE
BEDPOST. WELL, WHEN YOU WAKE UP, YOU SHOULD TRY THE FOLLOWING:
GET OUT OF BED, EXAMINE BEDPOST, PUSH BUTTON, GET SCROLL, READ SCROLL, GNUSTO
VAXUM, D, E, E, E, S, SE, MEMORIZE NITFOL, NITFOL TURTLE, MEMORIZE EXEX, EXEX
TURTLE
---> NOW YOU HAVE ONE FAST MOVING TURTLE ON YOUR HANDS! BY THE WAY, IF YOU EVER
GET SLEEPY FROM HERE ON, JUST SAY "SLEEP". OK, NOW YOU WANT THE TURTLE TO
FOLLOW YOU, SO SAY
"TURTLE, FOLLOW ME", NW, N, E, U,
---> NOW YOU HAVE TO GIVE THE TURTLE THE FOLLOWING STRING OF COMMANDS AT ONCE...
"TURTLE, SE, GET SCROLL, NW"
---> YOU'VE GOT THE KULCAD SPELL!
GET SCROLL, "TURTLE, STAY", D, W, N, N, N, N, FOLLOW TRACKS, REACH IN
HOLE, READ FRAYED SCROLL, N, MEMORIZE FWEEP, FWEEP THE GATE, N, GET SCROLL, READ
CRUMPLED SCROLL, S, W, W, W, W, W, U, MEMORIZE FWEEP, FWEEP THE EGG, KREBF
SHREDDED SCROLL, GET SCROLL, D, MEMORIZE VAXUM, E
--> OK, NOW YOU SHOULD MESS AROUND IN THE HALLS OF MIRRORS UNTIL YOU SEE THE
ZORKING ADVENTURER. YOU SHOULD THEN:
ZIFMIA THE ADVENTURER, VAXUM ADVENTURER, SHOW THE DAGGER TO THE ADVENTURER, (GO
EAST UNTIL YOU ARE IN THE GUARDED ROOM), POINT AT THE DOOR, N, "DROP ALL BUT
BREAD, JUG AND LAMP", GET MAP AND PENCIL, S, CLOSE DOOR.
---> IT IS >VERY< IMPORTANT THAT THE THE ADVENTURER DOES NOT TAKE YOUR SPELL
BOOK OR YOUR BRITTLE SCROLL OR YOUR FRAYED SCROLL. IF HE HAS, YOU MUST
RESTART THE GAME AT THE LAST SAVED GAME (YOU HAVE BEEN PERIODICALLY SAVING
THE GAME, HAVEN'T YOU?) AND MAKE SURE YOU CLOSE THE DOOR TO THE ROOM SO HE
DOESN'T GET THOSE THREE ITEMS WHILE YOU ARE OFF DEFEATING THE GREAT
TERROR!!
---> NOW THEN, IF YOU LOOK AT THE MAP, YOU WILL NOTICE THAT IT MAPS THE STRANGE
TRANSLUCENT ROOMS YOU FIND BELOW THE DUNGEON. IF YOU NOTICED THE TUNNELS
CONNECTING THE ROOMS DOWN THERE, THEY WERE PERFECTLY ROUND AND MADE OF
CARBON. WELL, THIS MAGIC MAP CAN MAKE AND ERASE THESE MAGIC TUNNELS JUST BY
DRAWING AND ERASING LINES ON THE MAP!! BUT YOU ONLY HAVE A COUPLE OF LINES
WORTH OF PENCIL LEFT, SO YOU HAVE TO USE IT WISELY! THE SCROLL YOU NEED TO
DEFEAT KRILL LIES IN THE ROOM MARKED P.... BUT SO DOES THE ULTIMATE EVIL
TERROR, WHO IS GUARDING IT. THE IDEA IS TO RELEASE THIS TERROR BY CREATING
A TUNNEL TO P, BUT TO TRAP THE TERROR IN OTHER ROOMS BEFORE IT GETS A
CHANCE TO ESCAPE THE TRANSLUCENT ROOMS AND JOIN FORCES WITH KRILL! FIRST,
GET DOWN TO THE FIRST ROOM BELOW THE DUNGEON...
W, W, W, W, W, W, S, S, S, S, E, S, D,
---> NOW TO TRICK THE TERROR!
S, E, NE, SE, CONNECT F AND P, SW, SW, GET SCROLL, ERASE B AND R, ERASE V AND M,
NE, NW, NW, CONNECT B AND J, W, READ POWERFUL SCROLL, U, U, E, E, N, N, N, N, N,
E, OPEN DOOR, N, DROP MAP AND PENCIL, GET ALL BUT MAP AND PENCIL, S, W, S, S, E,
E
---> NOW TO UNDO KRILL'S MAGIC STAIRS AND GET THE BASTARD!
MEMORIZE VAXUM, KULCAD STAIR, READ ORNATE SCROLL, IZYUK ME, E, GONDAR DRAGON,
VAXUM BEING, GUNCHO KRILL
**** YOU'VE DONE IT!!!!!!!! ****
BROUGHT TO YOU BY.....
DOCTOR FLORA

Binary file not shown.
Binary file not shown.
Binary file not shown.
+131
View File
@@ -0,0 +1,131 @@
GRUDS IN SPACE
+------------------------------------+
YOU ARE THE PILOT OF THE VESSEL USAC 9400, FROM USAC COMMAND ON EARTH. THE
WARSHIPS AT THE FRONT, NEAR BARAROK, HAVE EXHAUSTED THEIR FUEL SUPPLY, SO YOU
HAVE TO GET THE FUEL AND RETURN IT TO THE CARGO SHIP ON PLUTO.
YOU ARE IN THE NAVIGATION ROOM AND HERE IS WHERE YOU BEGIN YOUR MISSION. [ W,S
] YOU SEE YOU HAVE RECEIVED A TRANSMISSION IN COMMUNICATIONS. [ PUSH GREEN,
PRESS GREEN, PRESS GREEN,N,E ]. NOW YOU HAVE TO SET THE NAVATIONAL CO-ORDINATES
FOR SATURN.
[ SET 64-18-52,W,D,D,W,W ]. NOW YOU HAVE TO SET THE TELEPORT CO-ORDINATES FOR
SATURN. [ SET 77-34-40,GO WINDOW ] NOW YOUR ARE ON SATURN. [ N,N,N,W,GET
COIN,E,N,STEAL ROPE, S,S,S,W ]. YOU ARE IN THE CAFETERIA NOW. [ BREAK TABLE
LEG, GET LEG, E,E,S,E ]. YOU ARE AT LORD DEEBOS HOUSE. [ KNOCK DOOR ]. THE
BUTLER WILL ANSWER THE DOOR. [ YES, GIVE COIN,E ].
YOU ARE IN THE PRESENCE OF LORD DEEBO. [ GIVE,YES,E,TALK ]. HEAR LORD DEEBO
EXPLAINS WHAT HE WOULD LIKE YOU TO DO FOR HIM, AND INSTRUCTS ON HOW TO DO IT. [
GET ALL,W,W ]. YOU ARE NOW LEAVING THE HOUSE AND ON YOUR WAY BACK TO THE
TELEPORT WINDOW. [ W,N,W,S ]. YOU SEE THE TELEPORT WINDOW. [ GO WINDOW,E ].
YOU ARE NOW IN AUXILIARY NAVIGATION WHICH YOU WILL BE USING FROM NOW ON TO SET
YOUR NAVIGATIONAL CO-ORDINATES.
[ SET 96-17-14,W,SET 82-13-64, GO WINDOW ] NOW YOU HAVE LANDED ON VENUS. [ E,TIE
ROPE TO TREE,E ] NOW YOU ARE IN A SWAMP. [ D, GET GUN,U,W,UNTIE ROPE,GET
ROPE,W,GO WINDOW,E ]. YOU ARE NOW MUST SET THE CO-ORDINATES FOR SATURN AGAIN.
[ SET 64-18-52, W, SET 77-34-40,GO WINDOW,W,N,W ].
YOU ARE NOW AT THE ENTRANCE TO THE CAVE,AND NOW WE WILL ENTER THE CAVE. [ S,S,
W,TIE ROPE TO STALAGMITE,D,N,E,S,D,N,W,GET KEY,E,S,U, N,W,S,U,E,U,E,N ] YOU ARE
NOW FACE TO FACE WITH A BIG BAT. [ SHOOT BAT,U ] YOU SEE A CHEST. [ LOOK CHEST,
GET KEY,D,S,U,N,E,S,E,E,N,N,E,S, E,N,N,N,W,N,UNLOCK GATE,N,N,N,W ].
YOU ARE AT AN OLD TEMPLE. [ N,N ] YOU SEE A GREEN ORB. [ DROP KEY,DROP KEY ]
YOU DROPPED THE KEYS BECAUSE IF YOU DIDN'T, YOU WOULD NOT HAVE @EEN ABLE TO GET
THE GREEN ORB. [ GET GREEN,S,S ]. NOW YOU ARE ON YOU WAY BACK TO THE CAVE. [
E,S,S,S,S,E,S,S,S,W,N,W,S,W,N,W ] YOU ARE AT THE ENTRANCE TO THE CAVE. [
W,S,S,U,N,W ]. YOU SEE A HOLE ON THE WALL WITH A GREEN BOX ARROUND IT. [ PUT
GREEN ]. YOU SEE A BLUE AND GREEN ORB. [ GET ALL,E,S,D,N,N,E ]. YOU ARE ON
YOUR WAY BACK TO THE SHIP. [ E,S,E,GO WINDOW,E ].
YOU ARE NOW GOING TO SET THE NAVIGATIONAL CO-ORDINATES FOR VENUS. [ SET
96-17-14,W ]. YOU ARE NOW GOING TO SET THE TELEPORT CO-ORDINATES FOR THE
UNIDENTIFIED SHIP. [ SET 66-12-15, DROP ALL, GET BLUE, GET GREEN, GO WINDOW ].
YOU ARE NOW ON THE SHIP. [ E,N ] YOU SEE A GREEN BOX. [ PUT GREEN, GET GREEN ].
ALWAYS TAKE THE ORBS AFTER YOU PUT THEM IN BECAUSE THEY ARE USED IN MORE THAN
ONE PLACE (WITH SOME EXCEPTIONS). [ W ] YOU SEE AN ORANGE ORB. [ GET ORANGE ]
YOU SEE A GREEN BOX. [ PUT GREEN, GET GREEN,E, S ] YOU SEE A GREEN BOX [ PUT
GREEN, GET GREEN, E,E ] YOU SEE A ORANGE BOX [ PUT ORANGE,GET ORANGE, E ] YOU
SEE A PURPLE ORB [ GET PURPLE ] YOU SEE A BLUE BOX. [ PUT BLUE,W,W ] YOU SEE A
PURPLE BOX. [ PUT PURPLE, GET PURPLE,W,W,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE
,GET PURPLE,W ] YOU SEE A WHITE ORB AND AN ORANGE BOX. [ GET WHITE, PUT ORANGE,
GET ORANGE,E,E,E ] YOU SEE A GREEN BOX. [ PUT GREEN,GET GREEN,E,E,S ] YOU SEE A
WHITE BOX. [ PUT WHITE,GET WHITE,W ] YOU SEE A YELLOW ORB AND A PURPLE BOX.
[ GET YELLOW,PUT PURPLE,GET PURPLE,E,N,W ] YOU SEE A PURPLE BOX. [ PUT
PURPLE,GET PURPLE,W,W,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE,GET PURPLE,W,S ]
YOU SEE A WHITE BOX. [ PUT WHITE, GET WHITE,E,E ] YOU SEE A BROWN ORB AND A
YELLOW BOX. [ GET BROWN,PUT YELLOW, GET YELLOW,E,E,PUT PURPLE,GET PURPLE,E,N,N
]. YOU SEE A BROWN BOX. [ PUT BROWN,E ].
FINALLY! THE BLACK ORB!! [ GET BLACK,PUT WHITE,W,S,W ] YOU SEE A PURPLE BOX. [
PUT PURPLE,W,W ] YOU ARE AT THE TELEPORT WINDOW. [ DROP ALL, GET BLACK,GO
WINDOW,E ] NOW YOU HAVE TO SET THE CO-ORDINATE FOR SATURN, SO YOU CAN GIVE THE
ARLER THE BLACK ORB. [ SET 64-18-52,GET GUN,W,SET 77-34-40,GO
WINDOW,N,E,S,E,N,N,N,W,N,N,N,N,E,S,E,SH OT ARLER ] THE ARLER WILL RUN AWAY
FRIGHTENED. YOU CAN NOW GO UP THE HILL. [ U ].
YOU ARE AT THE CAVE. [ DROP BLACK,E,LOOK SCREEN,W,E,GET NOTE,W ]. NOW YOU ARE ON
YOUR WAY TO GET THE DRUM-SHAPED OBJECT FOR LORD DEEBO. [ D,W,N,W,S,S,S,S,E,
S,S,S,W,N,W,S,GO WINDOW,E,SET 96-17-14,W,SET 82-13-64, GO WINDOW ].
YOU ARE ON VENUS NOW. [ E,N,E,N ]. YOU SEE THE BRIDGE HAS BEEN WIPED OUT. [
SHOOT TREE,N,W,GET MONEY MAKER,E,S,S,W,S,W,GO WINDOW, E ] YOU ARE ON YOUR WAY TO
GIVE THE MONEY-MAKER AND NOTE YOU GOT FROM THE ARLER, SO YOU HAVE TO SET THE
CO-ORDINATES FOR SATURN AGAIN. [ SET 64-18-52,W, SET 77-34-40,DROP GUN,GET
LEG,GO WINDOW ] YOU ARE ON SATURN AGAIN. [ N,E,S,E ].
YOU ARE AT LORD DEEBOS HOUSE. [ KNOCK DOOR,E,E ] YOU ARE AT THE PRENCES OF LORD
DEEBO AGAIN. [ GIVE MONEY MAKER ] DEEBO TELLS YOU SOME NEWS AND GIVE YOU A ROCK
FOR BRINGING HIM THE MONEY MAKER. [ GET ROCK, GIVE NOTE ] DEEBO ALMOST GOES
CRAZY WHNE YOU GIVE HOM THE NOTE AND TELLS YOU TO TAKE IT TO MR. GREEN AT ONCE
AND GIVES YOU A CARD TO HIS HIDE OUT. [ GET CARD,W,W,W,N,N ] YOU ARE AT THE
ENTRANCE TO A SUPPLY STORE. HERE WE WILL BUY A CONTAINER TO HOLE THE FUEL AND
WITH THE COIN WE GET FOR CHANGE WE WILL BUY A MASK. [ E,BUY CONTAINER,GET COIN,
BUY MASK, GET ALL,W ].
NOW WE WILL GO GET THE FUEL ON THE NORTH SIDE OF THE ARLER'S CAVE. [ S,S,E,N,
N,N,W,N,N,N,N,E,S,E,U, N,LIFT ROCK,LOOK HOLE,GET HELIOTROPANITE,S,D,W,N, W,S,S,S
] NOW WE ARE ON OUR WAY TO TALK WITH MR. GREEN. [ S,E,S,S,S,W,N,W,S,GO
WINDOW,DROP LEG,E ] NOW YOU MUST SET T THAT MASK AT THE SUPPLY STORE, OR WE
MIGHT NOT HAVE GOTTEN THAT INFORMATION FROM MR. GREEN.
NOW WE WILL GO BACK AND SET THE CO-ORDINATES FOR TITAN. [ PUSH BLUE,E,S,S,
W,S,W,GO WINDOW,E ] [ SET 70-10-24,W,SET 14-93-96,GO WINDOW ] YOU ARE ON TITAN.
[ E,GET BOX,W,N,W,GET BOMB,E,S,GO WINOW,E,E,U,U,S ] YOU ARE IN THE COMMUNICA-
TIONS ROOM NOW. [ PUSH GREEN ] IT SEEMS WE HAVE RECEIVED A TRANSMISSION. [
N,D,D,W ] WE HAVE TO SET THE CO-ORDINATES FOR PLUTO WHERE THE CARGO SHIP IS
LOCATED. [ SET 18-98-32,W,SET,] IT SEEMS WE HAVE SOME COMPANY WE MUST ELIMINATE
HIM.
[ SET 36-24-35, GO WINDOW,DROP BOMB,GO WINDOW, LOOK BOX ] IT SEEMS THERE IS A
RED BUTTON THERE. LET'S PUSH IT. [ PUSH RED ] IT SEEMS WE HAVE DESTROYED THE
ALIEN SHIP...GOOD, WE ARE HOME FREE. NOW WE HAVE TO SET THE TELEPORT
CO-ORDINATES FOR THE CARGO SHIP. [ SET 34-76-21, DROP ALL, GET CONTAINER,GO
WINDOW ] YOU ARE ON PLUTO NOW. [ E ] YOU SEE THE CARGO SHIP.
[ U,PULL LEVER,N ] YOU SEE THE CAPTAIN OF THE SHIP. [ GIVE CONTAINER ] THE
CAPTAIN TELLS YOU TO RETURN TO EARTH AND COLLECT YOU REWARD. [ S,D,W,GO WINDOW,E
] IT SEEMS YOU HAVE RECEIVED ANOTHER TRANSMISSION IN THE COMMUNICATIONS ROOM. [
E,U,U,S ] YOU ARE IN THE COMMUNICATIONS ROOM. [ PUSH GREEN,N,D,D,W ] NOW ALL YOU
HAVE TO DO IS SET THE CO-ORDINATES FOR EARTH AND COLLECT YOUR REWARD.
[ SET 53-42-75,W,SET 66-43-44,GO WINDOW ] YOU ARE IN THE COMMANDER'S OFFICE. [
TALK ] THE COMMANDER SHAKES YOUR HAND VIGOROUSLY AND WITH A BIG SIGH OF RELIEF
HANDS YOU YOUR CHECK FOR ONE MILLION DOLLARS, AND THANKS YOU FOR A JOB WELL
DONE...
AND NOW YOU HAVE COMPLETED
GRUDS IN SPACE
BROUGHT TO YOU BY......
DOCTOR FLORA

Binary file not shown.
+207
View File
@@ -0,0 +1,207 @@
# WALKTHROUGHS
Walkthroughs of Apple II Specific Adventures
## FILES
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/abyssal.solve [ 2515] Solution to The Abyssal Zone by Salty Software, by Aleister Fiend
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/adventureland [ 2616] Solution to "Adventureland" from Scott Adams, by Davy Crockett
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/alpine.ncountr [ 1659] How to Solve "The Alpine Encounter"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/amazon [ 3428] The Complete Solution to Amazon! by Disk Master, Sea Dog, and Micron (1984)
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/asylum_solve.txt [ 7627] Solution to Asylum by Jacob Gunness (1998)
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/asylumreadme.txt [ 1419] Introduction to the Asylum Solution, by Jacob Gunness
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/bards.iii.solve [ 13312] Solution to Bard's Tale III by King Dan
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/bards.tale.3.ed [ 10105] Bard's Tale III Cheats and EDIRs by Spider Man and One Stooge
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/birth.phoenix [ 2050] Solution to "Birth of the Phoenix", by The Succumbi
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/blade.blckpoole [ 5634] How to Solve the Blade of Blackpoole (1983) by the Minds of Moira
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/captain.cuckoo [ 1610] How to Solve Captain Cuckoo, by The Dragon Lord
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/carmen.cheat [ 1117] Cheating on Where in Europe is Carmen Sandiego?
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/castle.wolf.map [ 1433] Castle Wolfenstein Player Map
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/chivalry.map [ 4890] Map for the game "Chivalry"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/claymorgue.cstl [ 3548] Solution to "Saga 13: The Sorcerer of Claymorgue Castle" by Sire Merlyn
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/conans.app [ 3222] Solution to "Conan"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/coveted.mirror [ 3723] Solution to The Coveted Mirror by The Saint
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/cranston.manor [ 4206] Solution to Cranston Manor by Bsbal the Wise and Michael Decaye
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/critical.mass [ 3661] Solution to Critical Mass by The Maniac
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/crowley.manor [ 3658] Solution to The Curse of Crowley Manor by The Crimson Rat
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/cutthroats [ 6444] Solution to Cutthroats by Green Manalishi
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/darkcrystal.txt [ 4053] SOLUTION: The Dark Crystal
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/deadline [ 4421] Solution to the game Deadline (Possibly Inaccurate)
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/deadline.txt [ 3542] SOLUTION: How to Solve Deadline, by Infocom (Possibly Inaccurate)
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/death.caribbean [ 4668] Solution to the game "Death in the Caribbean" by Sheree
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/deathincarrib.txt [ 3746] SOLUTION: Death in the Carribean
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/demon.s.forge [ 3739] Walkthrough for Demon's Forge, by Doctor Death
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/dotc.solve [ 20750] Solution for Defender of the Crown
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/eamon [ 31856] Welcome to the Wonderful World of EAMON by Donald Brown
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/earthquake [ 3160] Solution to Earthquake by Copy/Cat of Hi-Res Hijackers and Demuffin Man
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/ecc.mh.walkthru [ 6893] Walkthrough for Manhunter by Sierra Online
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/enchanter [ 3463] How to Solve Enchanter, by The Grud
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/enchanter.2 [ 1116] Enchanter II Help
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/enchanter.txt [ 4566] WALKTHROUGH: Enchanter, from Infocom
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/escape.runistan [ 4966] How to Solve Escape from Matsirung by The Shadow Lord
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/et.solve [ 2021] Solution to E.T. Comes Back by Copy/Cat of Hi-Res Hackers
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/ghost.town [ 2318] How to Solve Saga #9: Ghost Town, by Demiffin Man
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/grudsinspace.txt [ 7305] SOLUTION: Gruds in Space, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/hitchiker.guide [ 6624] Walkthrough for Hitchiker's Guide to the Galaxy by the Ghost
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/infidel [ 4991] Walkthrough for Infocom's "Infidel"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/infidel.txt [ 2946] SOLUTION: Infidel, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/institute [ 5870] Walkthrough for "The Institute" By Ctrl-Reset and The Intern
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/journey.into.da [ 6499] Walkthrough for Journey Into Darkness by Mr. Wonderful and The Necromancer
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/kabul.spy [ 4950] Walkthrough for Kabul Spy, by Sheree
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/kabulspy.txt [ 2157] WALKTHROUGH: Kabul Spy, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/karateka [ 8447] Walkthrough for Karateka by Syntax Error of T-Men
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/karateka.2 [ 3695] Walkthrough for Karateka by The Blind Thief
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/king.quest.slve [ 2893] Walkthrough for Kings Quest II: Romancing the Throne by Crystal Axe (October 23, 1985)
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/knight.diamonds [ 1885] Walkthrough for The Knight of Diamonds by The Elven Adventurer
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/kq3.solve [ 15445] Solution to King's Quest III by Kloey Detect
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/kq3.vol.nums [ 3489] Walkthrough for Kings Quest III
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/kq3.walkthru [ 31211] Walkthrough for King's Quest III
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/kukuclan [ 2010] Walkthrough for Kikulcan by The Duke
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/leather.god1 [ 2219] Walkthrough for Leather Gods of Phobos
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/leather.god2 [ 4932] The Complete Solve to Leather Goddess of Phobos by Charazz, Mad Hacker, & Obsidian
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/legacy.llylgmyn [ 12685] Walkthrough for Legacy of Llylgamyn by Alien Aardvark
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/life.death.solv [ 22869] Walkthrough for Life and Death
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/llygiamyn.solve [ 12560] Walkthrough for Legacy of Llygamyn by Alien Aardvark
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/manhunter.solve [ 11503] Walkthrough for the Sierra Online game "Manhunter"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/maskofthesun.txt [ 4092] WALKTHROUGH: Mask of the Sun, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/masquerade [ 3409] Walkthrough for Masquerade by The Big M of 1200 Club
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/mummys.curse [ 1864] Walkthrough for The Mummy's Curse by ME III
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/oo.topos.hints [ 2048] Hints for OO-Topos by Miss Piggy
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/palace.thndrlnd [ 2622] Walkthrough for Palace in Thunderland by Chip Hayes
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/pitfall [ 3334] Solution to Pitfall II by Screaming Lord Byron
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/planetfall.txt [ 6835] WALKTHROUGH: Planetfall, by Infocom
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/qm.solve [ 4512] Walkthrough for Questmast I by GS Doctor and Mr. T.
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/quest [ 2741] Walkthrough for The Quest by The Wizard
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/rungistansol.txt [ 1342] WALKTHROUGH: Escape from Rungistan, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/sandsofegypt.txt [ 1393] WALKTHROUGH: The Sands of Egypt
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/seastalker [ 4448] Walkthrough for Infocom's "Sea Stalker"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/secret.agent [ 5949] Walkthrough for "Secret Agent"
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/serpentsstar.txt [ 1682] WALKTHROUGH: The Serpent's Star, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/shard.sprng.slv [ 9665] Walkthrough for The Shard of Spring by Coast to Coast
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/sherwood.solve [ 5431] Walkthrough for Sherwood Forest
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/sherwoodforest.txt [ 4464] WALKTHROUGH: Sherwood Forest, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/shrinking.man [ 1290] Walkthrough for The Incredible Shrinking Man by Green Manalishi
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/softporn.solve [ 1830] Walkthrough for Softporn Adventure by The Enchantor
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/softporn.txt [ 1553] WALKTHROUGH: The Softporn Adventure, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/sorcerer.hints [ 8575] Walkthrough for Infocom's Sorcerer by Hayes
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/star.cross [ 10267] Walkthrough for Starcross by DJC
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/star.cross.map [ 1747] Starcross Map, by The JD
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/suspended.txt [ 7220] WALKTHROUGH: Suspended from Infocom, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/thewitness.txt [ 4401] WALKTHROUGH: The Witness from Infocom, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/translyvania [ 3171] Solution to Transylvania by The Enchantor
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/transylvania.txt [ 2392] WALKTHROUGH: Transylvania
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/ultimaiv.app [ 7452] Softdocs for Ultima IV
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/ulysses.txt [ 3659] WALKTHROUGH: Ulysses and the Golden Fleece from Sierra Online, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/viking.quest [ 4590] Walkthrough for Viking Quest by The Wyvern
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/wime [ 11779] Docs: J.R.R. Tolkien's War in Middle Earth, by Rusty Nail
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/witness [ 4647] Solution to The Witness, by Doobie Productions
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/wizardandprincess.txt [ 1923] WALKTHROUGH: The Wizard and the Princess from Sierra Online, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/wizardry.app [ 17664] Spellbooks for Wizardry
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/ys.solve [ 18908] Solution to Ancient Land of Ys
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zac.mckracken.txt [ 13154] Solution of: Zak Mc' Kracken and the Alien Mindbender, by Ton Kroon
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zork.i [ 4826] How to Solve Zork I: The Great Underground Empire, by Screwy Luey
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zork.ii [ 4499] How to Solve Zork II, by The Elven Adventurer
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zork.iii [ 3354] Solving Zork III, by The Lunatic
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zork1.txt [ 13726] WALKTHROUGH: Zork I, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zork3.txt [ 7937] WALKTHROUGH: Zork III, by Doctor Flora
=> gemini://informis.land/textfiles/apple/WALKTHROUGHS/zorro.txt [ 4623] Solution to Zorro by The Tap Dance Kid
Binary file not shown.
+57
View File
@@ -0,0 +1,57 @@
INFIDEL
BEFORE TRYING TO PLAY THE GAME BE SURE TO READ THROUGH THIS TUTORIAL FIRST.
IT IS POSSIBLE THAT THERE MAY BE SOME ERRORS.
AT THE BEGINNING YOU HAVE BEEN LEFT BY YOUR WORKERS IN YOUR TENT. A CRATE
IS AIRDROPPED AS YOU BEGIN, THAT IS AN AVIGATION BOX CONTAINING ALL THAT YOU
NEED TO LOCATE THE PROPER AREA TO DIG FOR THE PYRAMID WHICH IS SPELLED OUT ON
THE MAP THAT COMES WITH THE GAME.
GET UP, S, S, GET ROCK AND PACK AND MATCHES, W, W, GET AXE AND SHOVEL, E,
E, S, S, OPEN SACK, PUT PACK AND MATCHES AND AXE IN SACK, GET CANTEEN, GET SACK,
N, N, N, N, BREAK LOCK WITH ROCK, GET LOCK, DROP LOCK AND ROCK, OPEN TRUNK, GET
BEEF AND MAP, S, W, W, DRINK , OPEN CANTEEN (DON'T FORGET INFOCOM'S DETAIL),
FILL CANTEEN, CLOSE CANTEEN, E , E, E, S, S, E, E, DIG IN SAND, DIG IN SAND, DIG
IN SAND, DIG IN SAND, DIG IN SAND, UNFOLD MAP, PUT CUBE IN OPENING, DROP MAP AND
SHOVEL, D.
DROP SACK, EAT BEEF, OPEN CANTEEN (DETAILS), DRINK, CLOSE CANTEEN, DROP
CANTEEN, GET ROPE, TIE ROPE TO ALTAR, THROW ROPE NORTH, GET TORCH AND JAR AND
MATCHES, OPEN JAR, POUR LIQUID ON TORCH , CLOSE JAR, LIGHT MATCH, LIGHT TORCH,
PUT MATCHBOOK AND JAR IN SACK, GET SACK, D.
PUSH STATUE, GET HEAD, PUSH STATUE NW, DROP HEAD, SE, SE, SE, GET OPAL, NW,
NW, NW, GET HEAD, PUSH STATUE SE, A GAIN, DROP HEAD, NW, NW, NW, GET DIAMOND,
SE, SE, SE, GET HEAD, PUSH STATUE NW, PUSH STATUE NE, DROP HEAD, SW, SW, SW, GET
EMERALD, NE, NE, NE, GET HEAD, PUSH STATUE SW, AGAIN, DROP HEAD, NE, NE, NE, GET
RUBY, SW, SW, U, DROP ALL BUT TORCH.
S, D, NE, NW, N, E, D, W, PUT TORCH IN KNOTHOLE, GET SHIM, DROP SHIM, PUSH
UP BEAM, GET TORCH, E, U, W, GET BEAM, S, W, N, E, N, D, D, N, N, E, S, GET
SILVER CHALICE, N, W, W, S, GET GOLDEN CHALICE, N, E, S, S, U, U, S, W, S, E,
SE, SW, U, U, PUT RUBY AND DIAMOND AND EMERALD AND OPAL IN SACK, GET SACK, W, S.
GET FIRST BRICK, DROP FIRST BRICK, GET THIRD BRICK, DROP THIRD BRICK, GET
FIFTH BRICK, DROP FIFTH BRICK.
E, N, D, DROP SACK, GET AXE, BREAK PLASTER WITH AXE, GET SACK, W, W, W, PUT
BEAM IN NICHES, STAND ON BEAM, BREAK PLASTER WITH AXE, OPEN DOOR, W, GET BEAM,
S, PUT BEAM IN DOORWAY, OPEN DOOR, W, DROP SACK PUT DIAMOND IN FIRST HOLE, PUT
RUBY IN SECOND HOLE, PUT EMERALD IN THIRD HOLE, PUT OPAL IN FOURTH HOLE, OPEN
SLAB, GET BOOK, OPEN BOOK WITH SPATULA, EXAMINE BOOK.
GET JAR, OPEN JAR, POUR LIQUID ON TORCH, DROP JAR, GET SACK, E, GET BEAM,
N, N, PUT BEAM UNDER LINTEL, BREAK SEAL WITH AXE, DROP AXE, OPEN DOOR, N, E, PUT
SILVER CHALICE ON LEFT, PUT GOLDEN CHALICE ON RIGHT, DROP SACK, PUT PACK IN
SILVER CHALICE, GET SCARAB, EXAMINE SCARB, W, PUT BOOK IN LARGE RECESS, PUT
SCARAB IN SMALL RECESS.
TURN NEITH, TURN SELKIS, TURN ISIS, TURN NEPHTHYS, OPEN SARCOPHAGUS (THE
CLUE TO THIS WAS THE HIEROGLYPHICS IN EACH OF THE ROOMS FOUR ROOMS OF THE GODS
YOU PASSED TROUGH EARLIER).
BROUGHT TO YOU BY... DOCTOR FLORA

Binary file not shown.
Binary file not shown.
Binary file not shown.
+39
View File
@@ -0,0 +1,39 @@
HOW TO SOLVE --KABUL SPY--
-------------------------------
N, W, GET MATCHES, BUY TICKET N, GIVE TICKET, W, GET CIGARETTES, E, E, BUY
TICKET, Q, DROP TICKET, LIFT BED, GET NEWSPAPER, READ NEWSPAPER, DROP NEWSPAPER,
N, GIVE 10 RUBLES, READ PAPER, W, S, W, GO TO HELL, SAY KOJA HISRIN, N, W, SHOOT
PRIEST (CROOKED GUY), E, S, N,(SAVE THE GAME HERE) LIGHT MATCH, LIGHT CIGARETTE,
N, N, E, S, W, GO BUILDING, GET LAMP, LIGHT LAMP, WITH CIGARETTE, DROP PILL,
DROP MATCHES, DROP CIGARETTES, OFF CIG, GET KEYS, E, S, S, S,UNLOCK GRATE, W, W,
W, GET NECKLACE, E, GET ROD, DROP NECKLACE, SAY XYZZY, E, N, S, W, W, GIVE 20
RUBLES (MAYBE MORE TO GET THE STAFF), W, W, DROP PISTOL, GO IN, GET GOLD, S,
DROP GOLD, GET PISTOL, E, E, N, W, E, E, U, SHOOT REBEL, GET BAR, D, DROP BAR,
DROP PISTOL, D, W, W, W, GET ALL, E, DROP DIAMONDS, E, E, SAY HELLO, UNLOCK
TANK, DROP KEYS, GO TANK, GET ALL, U, E, E, ERASE BRIDGE, E, N, N, W, SAY KOJA
TARSIDAN, W, N, W, DROP ROD, W, GET SHOVEL, E, E, N, N, (SAVE THE GAME HERE)
PROBE N, N, PROBE E, E, PROBE E, E, PROBE N, N, PROBE N, N, PROBE E, E, PROBE N,
N, PROBE E, E, PROBE E, E, PROBE N, N, DROP STAFF, PROBE E, E, GET BULLET, W,
PROBE N, N, PROBE W, W, PROBE W, W, PROBE N, N, PROBE N, N, PROBE W, W, PROBE W,
W, PROBE W, W, PROBE N, N, PROBE N, N, CUT FENCE, SHOOT GUARD WITH RIFLE, PROBE
S, S, PROBE S, S, PROBE E, E, PROBE E, E, PROBE E, E, PROBE S, S, PROBE S, S,
PROBE E, E, PROBE E, E, PROBE S, S, GET STAFF, DROP RIFLE, DROP WIRECUTTERS,
PROBE S, S, PROBE W, W, PROBE W, W, PROBE S, S, PROBE W, W, PROBE S, S, PROBE S,
S, PROBE W, W, PROBE W,W, PROBE S, S, PROBE S, S, S, S, S, S, W, W, N, U, W, U,
SAY SUIRIS, E, GET EMERALD, E, DROP EMERALD, PUT OIL ON TRAP, OPEN TRAP,(SAVE
THE GAME HERE) U, E, GET BARS, N, S, W, D, W, W, D, DIG DIRT, D, S, E, ERASE
BRIDGE, E, E, DROP BARS, S, E, SMOKE GRASS, W, GET DEVICE, N,
(THIS SHOULD BE THE GATE.I HAVE FOUND A BUG IN THE PROGRAM THAT ALLOWS YOU TO
OPEN THE GATE MORE EASILY:SAVE THE GAME,THEN RESUME THAT SAME GAME.)
E, E, PUT DEVICE ON CANOPY, GO MIG, FLY
-----==++> W-I-N <++==-----
BROUGHT TO YOU BY....
DOCTOR FLORA

+265
View File
@@ -0,0 +1,265 @@
[:] [:] [:] [:] [:] [:] [:] [:] [:] [:]
[ ]
[ HOW TO WIN KARATEKA ]
[ ]
[ WRITTEN BY: ?SYNTAX ERROR ]
[ ]
[ <> T-MEN PRODUCTION <> ]
[ ]
[ ]
[ THE OUTPOST........312/441-6957 ]
[ THE SOUTH POLE.....312/677-7140 ]
[ APPLE MANOR........716/654-7663 ]
[ HOLLOW HILLS.......805/682-5148 ]
[ ]
[:] [:] [:] [:] [:] [:] [:] [:] [:] [:]
THIS FILE IS WRITTEN IN ORDER TO TEACH YOU HOW TO WIN THE GAME
"KARATEKA," BY BR0DERBUND.
UNLIKE AN ADVENTURE WALK THROUGH, YOU STILL HAVE TO LEARN THE MOVES. I
WILL EXPLAIN WHAT TO DO TO WIN THE GAME, AFTER THAT, IT IS UP TO YOU.
[:] [:] [:] [:] [:] [:] [:] [:] [:] [:]
I CONSIDER THE GAME IN 3 LEVELS. THE FIRST LEVEL IS OUTSIDE OF THE
CASTLE, THE SECOND LEVEL IS INSIDE, AND THE THIRD IS UNDER THE FIRST
LEVEL. EACH LEVEL HAS ITS OWN GROUP OF FIGHTERS, ALTHOUGH THE THIRD
LEVEL IS SOMEWHAT INTERMIXED.
YOU MUST HAVE COMPLETE MASTERY OF THE CONTROLS IN ORDER TO WIN THIS
GAME. IF YOU CAN'T CONTROL YOUR MAN, PRACTICE. IT IS NOT TOO
DIFFICULT, USING THE JOYSTICK OF COURSE.
LEVEL ONE
---------
WHEN YOU START THIS LEVEL, YOU HAVE JUST CLIMBED THE CASTLE AND YOU
ARE STANDING IN FRONT OF AN ENEMY. NOTICE THIS MAN'S HEAD. IT IS BY
THE HEAD, OR MASK, THAT EACH FIGHTER IS DISTINGUISHED FROM THE OTHER.
AGAINST THESE FIGHTERS OF LEVEL ONE, THERE ARE TWO STRATEGIES YOU CAN
USE.
1. KICK IN THE FOOT METHOD
THIS METHOD IS ALMOST "CHEAP." THESE FIGHTERS WILL MOVE TOWARDS
YOU CONSTANTLY. ALL YOU HAVE TO DO IS STAND BACK AND WHENEVER
THEY MOVE FOR- WARD, DO A DOWNWARD KICK THREE TIMES. IF YOU DO
THIS A SUFFICIENT NUMBER OF TIMES, THE MAN WILL DIE. YOU MIGHT
SUFFER A FEW BLOWS, BUT THAT IS NO PROBLEM. YOU WILL KILL ALL THE
GUARDS.
2. BANZAI METHOD
THE OTHER STRATEGY YOU CAN USE ON THE FIRST LEVEL GUARDS IS THE SO
CALLED BANZAI METHOD. ALL YOU DO HERE IS PRESS BOTH BUTTONS ALL
THE TIME WHILE MOVING FORWARD. BY PRESSING BOTH BUTTONS, YOU WILL
BE KICK- ING AND PUNCHING RANDOMLY, THUS CONFUSING AND KILLING THE
GUARD. THIS METHOD WILL NOT WORK ON ANY OTHER LEVEL, I GUARANTEE
IT.
HINTS: REMEMBER THAT THE FIRST LEVEL GUARD WILL ALWAYS BE MOVING
FORWARD. TAKE ADVANTAGE OF THIS BE REMEMBERING THAT HE WILL BE ON THE
WRONG FOOT FOR AN ATTACK.
AFTER YOU KILL THE FIRST GUARD, RUN IMMEDIATELY. AFTER THE INTER- NAL
DISPLAY, AN ENEMY GUARD WILL BEGIN TO RUN TO YOU. KEEP RUNNING WHEN
THE SCREEN SWITCHES BACK TO YOU. WHEN IT SWITCHES BACK TO THE GUARD,
AND THEN TO YOU, COUNT TO TWO AND LET UP. YOU WILL BE IN PERFECT
POSITION FOR AN ATTACK.
LEVEL TWO
---------
(THE BIRD APPEARS IN THIS LEVEL. PLEASE SEE THE EXPLANATION OF THE
BIRD IN THE THIRD LEVEL)
NOTE THAT THE FIRST GUARD ENCOUNTERED IN THE SECOND LEVEL IS A FIRST
LEVEL GUARD!
THIS LEVEL IS MUCH LIKE THE FIRST, EXCEPT THAT THE GUARDS DO NOT MOVE
FORWARD ALL THE TIME. THIS ELIMINATES THE "KICK IN THE FOOT" METHOD.
ALSO, THE BANZAI METHOD WILL NOT WORK BECAUSE THE GUARDS ARE OFTEN
WAITING FOR AN ATTACK.
WHEN YOU ENCOUNTER A LEVEL TWO GUARD, HE WILL USUALLY, AFTER THE USUAL
TANGLE AND SEPERATION, BEGIN A KICKING SEQUENCE. BY SAYING THE "USUAL
TANGLE AND SEPERATION," I AM ALLUDING TO THE FACT THAT YOU WILL RUSH
UP TO HIM, FIGHT A BIT, AND THEN BACK OFF OR BE KNOCKED OFF. ANYWAY,
WHEN YOU SEPERATE, THE GUARD WILL DO SEVERAL 1-KICKS, AND THEN EITHER
MOVE FORWARD OR BEING DOING 3-KICKS. A 1-KICK IS A SINGLE KICK, WHILE
A 3-KICK IS A SERIES OF 3 KICKS.
HERE IS WHAT YOU CAN DO: WHEN THE GUARD DOES A 1-KICK, AS SOON AS HIS
FOOR BEGINS TO RETREAT, MOVE FORWARD AND PUNCH. I USUALLY PREFER TO
PUNCH DOWNWARD IN THIS ATTACK, BUT IT IS NOT THAT IMPORTANT. NOW, YOU
MIGHT BE ASKING WHAT IF HE IS DOING A 3-KICK AND I THINK IT IS A
1-KICK? THE ANSWER IS THAT YOU WILL GET KNOCKED SEVERAL TIMES.
KNOWING THAT THE FIRST SEVERAL TIMES ARE 1-KICKS, YOU CAN EITHER WAIT
UNTIL HE BEGINS 3-KICKS OR JUST GUESS AND HOPE. IF YOU GUESS WRONG
AND THE BLOWS START FALLING, PULL OUT BECAUSE YOU ARE IN A BAD
POSITION TO KICK, YOUR LEGS ARE CROSSED, AND YOU CAN NOT BENEFIT OUT
OF A 1 FOR 4 TRADE OFF.
IF THE GUARD BEGINS TO CHARGE AT YOU, THE KICK IN THE FOOT METHOD WILL
NOT ALWAYS WORK, MAINLY BECAUSE THE GUARD COMES AT YOU WITH A KICK
ALREADY GOING. WHAT YUO SHOULD DO HERE:
1. HOPE HE IS DOING A 1-KICK AND GET KNOCKED BUT THE PUNCH HIM.
OR--
2. PULL BACK QUICKLY, WAIT UNTIL HIS FOOT IS RELEASING, AND THEN GO
IN FOR THE KILL.
IF YOU ARE LOSING THE FIGHT, I WOULD RECOMMEND THE SECOND METHOD.
THE FALLING GATE:
WHEN YOU GET TO THE END OF THE SECOND LEVEL, THERE IS A GATE. IF YOU
RUN OR WALK THROUGH THE GATE, IT FALLS ON YOU AND YOU DIE. ALWAYS.
THIS IS WHAT YOU DO. WALK VERY SLOWLY UP TO THE GATE AND GET RIGHT
NEXT TO IT. THEN QUICKLY MOVE FORWARD AND THE BACK. YOU MUST DO THIS
FAST OF YOU WILL DIE. THE GATE WILL THEN FALL, BUT, NOT ON YOU. AS
THE GATE BEGINS TO RISE, RUN INTO IT. NOTICE I SAID, RUN, NOT WALK.
YOU WILL LOSE A POINT EVERY TIME YOUR HEAD HITS THE GATE, BUT KEEP
RUNNING AND START EARLY SO YOU HAVE TIME. AS YOU RUN THROUGH THE
GATE, YOU GET TO THE THIRD LEVEL.
LEVEL THREE
-----------
THE LEVEL THREE GUARDS ARE NOT STUPID AND ARE FAST. THEY WILL NOT
CHARGE FOOLISHLY TOWARDS YOU, AND WILL WAIT FOR THE KILL. ALSO AT
THIS POINT, YOU HAVE VERY FEW POINTS COMPARED TO THE GUARDS, SO BE
CAREFUL AND WATCH HOW MANY POINTS YOU HAVE.
THE BASIC STRATEGY THAT I EMPLOY WHEN FIGHTING LEVEL THREE GUARDS IS
THIS:
1. WAIT UNTIL THE START DOING KICKS.
2. MOVE IN QUICKLY AND HIT THEM WITH A PUNCH, MAYBE TWO IF YOU ARE
LUCKY. IF THEY STAND THERE, KICK THEM, IF THEY MOVE BACK, THAT IS
FINE. YOU JUST INFLICTED 1 OR 2 POINTS ON THEM AT NO COST TO YOUR-
SELF.
3. IF THEY INSIST ON FIGHTING, YOU BEST BET IS TO PUNCH. IN THE TIME
THAT IT TAKES TO GET A KICK GOING, THEY WILL PUNCH YOU AWAY.
REMEMBER THAT IF ONE KICK NAILS YOU, MORE ARE COMING, TO GET OUT OF
THE WAY FAST.
THE BIRD: THE BIRD IS VERY DIFFICULT TO KILL. HOWEVER, ONCE YOU GET
IT DOWN, IT BECOMES EASY.
AFTER YOU HAVE KILLED 4 LEVEL 3 GUARDS, YOU WILL SUDDENLY GET A LARGE
AMOUNT OF POINTS. YOU WILL GET TO A BLOCKED DOOR IN FRONT OF YOU.
WHEN YOU GO TO KICK IT IN, DO AN UPWARDS KICK. AS SOON AS THE DOOR
BREAKS IN, WAIT A MILLISECOND, AND THEN DO 2 MORE UP KICKS. THIS WILL
KNOCK THE BIRD BEFORE IT GETS A CHANCE ON YOU.
FROM HERE ON, IT IS UP TO YOU. I PREFER KICKING THE BIRD AND IT IS
EASIEST WHEN IT IS ON THE TOP LEVEL. JUST WAIT UNTIL THE BIRD IS 1
1/2 INCHES IN FRONT OF YOU, AND THEN KICK 3 TIMES. IF YOU GET IT
GOOD, IF NOT, TRY AGAIN.
AKIMA HIMSELF: HE REALLY IS NO DIFFERENT THAN ANY OTHER LEVEL 3
GUARD. IGNORE THE FACT THAT HE APPEARS BIGGER AND CONCENTRATE ON
GETTING IN 1 OR 2 PUNCHES AFTER SOME KICKS.
KILL HIM, RUN INTO THE ROOM WHERE THE PRINCESS IS STANDING. IF YOU
WALK, SHE KILLS YOU. JUST RUN RIGHT INTO HER.
ONE TECHNIQUE THAT I DID NOT MENTION IS SPAR FIGHTING. IN THIS
METHOD, JUST WAIT UNTIL HE IS NOT KICKING, JUMP UP AND PUNCH. THERE
IS A DELAYED REACTION, SO PULL BACK RIGHT AFTER YOU HAVE HIT THE
BUTTON. YOU MIGHT THINK YOU WILL NOT PUNCH, BUT YOU WILL AND USUALLY
HIT. SOMETIMES YOU WILL GET HIT BACK, BUT NOT ALWAYS. YOU CAN USE
THIS TECHNIQUE ON THE LEVEL 3 GUARDS WHICH CAN BE DIFFICULT
SOMETIMES.
I HOPE THIS EXPLAINS HOW TO WIN IN THIS GAME. JUST PRACTICE, AND IT
BECOMES EASY. IF YOU HAVE ANY QUESTIONS OR PROBLEMS, CONTACT ME ON
THE OUTPOST.
[:] [:] [:] [:] [:] [:] [:] [:] [:] [:]
THIS WAS A T-MEN FILE
[:] [:] [:] [:] [:] [:] [:] [:] [:] [:]
Binary file not shown.
Binary file not shown.
Binary file not shown.
+584
View File
@@ -0,0 +1,584 @@
[*] [*]
[*] K I N G ' S Q U E S T I I I : [*]
[*] [*]
[*] The Solution !!!!!!! [*]
[*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*]
\ /
\ /
\ Written By: Kloey Detect /
---------------------------------------------
SPECIAL THANX TO THE FOLLOWING FOR ALL THEIR
HELP IN SOLVING THIS RADICAL ADVENTURE:
The Shadow
The Undefined Being
The Guardian
Mickey Mouse
PC Pirate
The Game Master
Happy Hacker
Mr.Wonderful
Bleu Beard
Sam Brown
Balboa
CatchClaw
Once again, thank you very much for all of your help in
solving King's Quest III. All of the above helped in one way or
another. Not all provided valid or even intelligent thoughts to
the solution, and you know who you are! But if it was not for
the support of the following on the Gallifrey, King's Quest III
would have taken much longer to solve. Once again thank you and
enjoy this tutorial help guide.
- Five O
Special Thanks To SPI for cracking King's Quest III
Special Thanks to Kloey Jr. for his insight and thoughts !!!!!
This Tutorial is dedicated to my sister, who is now mourning
the death of her pet guinea pig, Max, who left us while I solved
King's Quesy III in the wee hours of the morning.
..................................Amen.
"Hot damn! I beat your ass.........Jesus-H, it is 4:58 AM. I
will write the tutorial tomorrow night."
You have just witnessed the past events of December 7....1941,
a day that will live in infamy, whoops, wrong story. You have
just witness the events of last night or this morning as the case
may be. I have now sat down, after three hours or so, of
re-writting my maps so that people, other than ostriches, could
read my handwritting. If you would like a formal map, please
leave e-mail for Kloey Detect on a BBS near you.
Well, Sierra On-Line topped themselves again. This is the
best of the King's Quest series yet, as far as the toughness
goes, but still feel that King's Quest II was more based on fairy
tales and mythology, as in King's Quest. Well a different guy
did this one. Look for King's Quest IV between June and July!!!
OBJECT
<*><*><*>
You have been captured by the evil and homsexual wizard,
Manannan, who if you can't tell by the name, probably lives in
Greenwhitch Village and skips to work wearing a pink flowing
gown. You must escape from Manannan, rescue your sister, and
take her back to Daventry in time, or the kingdom will suffer
further ruin and be destroyed, which we would not want to happen!
Because King's Quest III is so large, actually smaller than
King's Quest II, but a bitch to map, it makes it very difficult
to explain step-by-step how to solve it, so I am going to help
you solve this adventure, but not really: I will provide the
information necessary to do so, but for those of you who do not
want to take the cheaters way out, you will only get the hints
that you need.
Here we go...................
--------
* NOTE *
--------
The following maps are the most "conceptual" maps that there
are: You may be at a poin and go south, when you go north to
return to the beginning, you will not return to the point you
started at, but instead to the left or right of the point.
There is a wrap-around effect in the game and applies only to the
north/south borders.
* - Magical item which you may not possess while Manannan is
still in the house, unless you enjoy being killed!
O - Ocean, which you can not swim across completely or defend
yourself against sharks!
# - Non-accessable area which is between/in the cliffs, chasms,
walls, mountains, etc.
You have exactly 30 minutes on the game clock in which to either
gather your stuff together and solve the adventure or return to
the house, stash the stuff under your bed(pay attention, clue #1)
and then wait for Manannan to blow off.
---Remember to ALWAYS put the wand back when you return home.
--|
| ---Remember to ALWAYS shut the trap door & move the book back.
|
|
|----------If you do not do this then Manannan will blow you into
cocaine dust.
Manannan's House - 1st Level
----------------------------
8 6
2 | |
\1 -- 7
|
5
|
11
|
12
|
13
Manannan's House - 2nd Level
----------------------------
3 4
| /
2 -- 10
Manannan's Laboratory
---------------------
8
|
|
9
"The World Below The Castle"
Greenwitch Village !
--------------------
_______
/ \
E D 26 -- 25 12 24/23 -- 19 OOOOOOOOOOO
N E | | ######## | | | OOOOOOOOOOO
D S 27 -- 31 ######## 21 --- 20 OOOOOOOOOOO
L E | | ######## | | | OOOOOOOOOOO
E R 28-- 30 -- 13 ---- 14 --- 15 -- 16 -- 17 O
S T | | | | | OOOOOOOOOOO
S 29 -- 32 -- 33 ---- 22 --- 18 OOOOOOOOOOO
Pirate Ship(U.S.S. Five O)
--------------------------
42 -- 41 -- 43
|
44 -- 39 -- 40
|
37 -- 38
Ladder Tree(Robber's Home)
--------------------------
34 -- Outside The House
|
30
Bear's House
------------
36
|
35
Daventry! - The Beach/Mountain Scenario
---------------------------------------
54
|
51 -- 52 -- 53
| |
49 -- 50 55 -- 56
| | |
47-48 57
| | |
45-46 |
\/
Down Only to #58
Daventry! - The Return Home ..........
--------------------------------------
68 -- 67 -- 66 -- 65
| | \
61 -- 62 ###### 64
| ######### /
60 ######## 63
| /
59 -- 58
Just as a brief note, the majority, 99%, of these maps have
been drawn as an overhead/cross-section view, but I guess by now
you have seen that!
In the following pages you will have the numeric key to the
above maps. To understand them you must be at least 10 years in
age and be able to read 3 syllable words. I will list the # of
the map location followed by the description of the location, and
then all the things that should be done on the screen. Now bear
in mind that you may have to complete certain conditions in order
to perform certain commands.
Example: 666 - Satan's Party Hole
[1]Sacrafice virgin
[2]Get pitchfork
Comprende !!??!!
Extra Hints:
[*][*][*][*]
1] To poison the porridge, place the cookie in it.
2] To get the cat fur: a)Hold cat
b)Get fur
3] To stay safe during the journey to Daventry while on the
Pirate's ship, remain at the rear of the ship untill you reach
land. You have to figure it out from there.
4] SAVE YOUR GAME FREQUENTLY!!!!! I used the following format
when I saved a game: 136/210 : Captn.Room : 1:26:23
This is the score I have : Location : Time used
5] The eagle will drop the feather randomly, so GET IT !
Before we continue let me just say I finished King's Quest III,
but did NOT have all the points, which I don't give a crap
about. I attribute the loss in points to the following:
Failure to complete the folowing spells:
----------------------------------------
Understanding the Language of creatures(10 pts)
Causing a deep sleep(10 pts)
Failure to gain the following objects:
--------------------------------------
Reptile skins
Acorns
I needed the above two objects to complete the above two spells,
simple, isn't it! If you could leave e-mail to me, I would
appreciate it to soothe my desire for knowledge.
Points not listed in Map/Tutorial
---------------------------------
Leaving the pirate ship and making it to Daventry(5 pts)
Evading abominable snowman(4 pts)
*Cat fur(1 pt)
*Eagle feather(2 pts)
Dropping fish powder(4 pts)
Poisoning Manannan with porridge(10 pts)
IMPORTANT: When Manannan first appears, he will ask you to go do
something, DO IT, you get now points, but then you
won't get turned to cocaine either!!
Numerical key to the maps in the above:
---------------------------------------
1 - Starting place
2 - Top of staircase
3 - Manannan's bedroom
[1] Get pot(To humor Manannan)
[2] Open drawer(by mirror)
[a] Given *mirror(1 pt)
[3] Open dresser(right hand side)
[a] Given *Rose essence(1 pt)
[4] Move clothes
[a] Given *map(7 pts)
[5] Look top cabinet
[a] Given *key(3 pts)
4 - Observatory
[1] Get *fly(1 pt)
5 - Feed chickens(To humor Manannan)
[1] Get chicken
[2] Get *feather(1 pt)
6 - Get broom(To humor Manannan)
[1] Get bowl(1 pt)
[2] Get spoon(1 pt)
[3] Get knife(1 pt)
[4] Get bread(1 pt)
[5] Get fruit(1 pt)
[6] Get mutton(1 pt)
7 - Manannan's dinner room
[1] Get cup(1 pt)
8 - Manannan's study
[1] Unlock cabinet
[a] Gives you *wand(4 pts)
[2] Move book
[3] Pull lever(5 pts)
[*] The stairs lead down into the lab.
9 - Manannan's laboratory
[1] Get *powdered fish bone(1 pt)
[2] Get *nightshade juice(1 pt)
[3] Get *mandrake root powder(1 pt)
[4] Get *saffron(1 pt)
[5] Get *toad spittle(1 pt)
[6] Get *toadstool powder(1 pt)
[*] Toad cast spells you must "Turn to page 'x' "
[a] Where 'x' is the page the spell is located on.
[b] Spells are at the end of the tutorial.
[c] You gain ten(10 pts)points for every spell done.
10 - Your bedroom
[1] Hide all
11 - Winding Path (SAVE GAME FREQUENTLY)
12 - Bottom of Path
13 - End of path
14 - Stores
[1] General Store
[a] Buy *leather pouch(1 pt)
[b] Buy *salt(1 pt)
[c] Buy *fish oil(1 pt)
[d] Buy *lard(1 pt)
[e] Pet Dog
[1]Gives you *dog hair(1 pt)
[2] Tavern
[a] Talk man
[b] Give coin(3 pts)
15 - Docks
[1] Get water(1 pt)
16 - Extension of docks
[1] Get on ship(2 pts)
17 - End of docks
18 - Beach at the docks
19 - Beach
20 - Stream
21 - White trees with stream leading north
22 - Trees on beach
[1] Get *mistletoe(1 pt)
23 - Cave
[1] Dip feather in essence
[2] Fly towards cave entrance
[3] Enter cave
[4] Get *stone(3 pts)
24 - Waterfall
[1] Get mud(1 pt)
25 - Forest/desert
26 - Medusa
[1] Enter the screen and face away from the way you entered
[2] Wave mirror when Medusa is VERY close to you(5 pts)
27 - Curved desert basin
28 - Desert with cattle bones
[1] Get *cactus(1 pt)
29 - Crackled desert floor
30 - Ladder Tree(Robbers Hideout)
[1] Place hand in tree(4 pts)
[2] Climb ladder
[3] Get off ladder(2 pts)
31 - Large rock with trees
32 - Tall tree
33 - Bear's house
[1] Knock on door
[2] Walk over flowers
[3] Open door
34 - Robber's house
[1] Get *purse(4 pts)
35 - Bear's main room
[1] Get porridge(2 pts)
36 - Bear's bedroom
[1] Open drawer
[2] Get *thimble(1 pt)
[*] Leave house and go into garden and fill thimble(1 pt)
37 - Holding pen
[1] Drop crate(2 pts)
[2] Jump crate
[3] Jump crate
[4] Jump
38 - Storage room
[1] Get crate(? pts)
39 - Captain's room
[1] Open chest
[2] Get all(3 pts)
40 - Store room
[1] Get shovel(1 pt)
41 - Main Deck
42 - Galley
43 - Front of ship
[1] Dip feather in essence(5 pts)
44 - Back of ship
45 - Beach
46 - Beach
47 - Foot of mountain
48 - Foot of mountain
49 - Path to mountain
50 - Path with waterfall
51 - Mountain caps with snow
52 - Path with cave at right
53 - End of path and mountain
54 - Abominabal snowman's house
55 - Cliff and caves
56 - Cliff path
57 - Cliff path down
58 - Old house
59 - Old well
60 - Gnome's house
61 - Castel(left half)
[1] Open doors(4 pts)
62 - Castle(right half)
63 - Stairs
64 - Stairs
65 - Stairs
66 - Cave entrance
67 - Dragon
[1] Screen before(#66) rub ointment on body
[2] Stir brew with finger
[3] Cast storm spell(7 pts)
[4] Untie girl(3 pts)
[*] Take girl back to castle and you will win !
\/\/\/\/\/\/\/\/
That's all folks
/\/\/\/\/\/\/\/\
It took me about 10 hours to complete the thing and to map
it all out and put the above info in a descent order. I only got
169/210 points, and I have allready discussed why.
I have only provided you with 80% of the solve. What I mean
by this is that you must perform certain actions before others
can obviously take place. I.e. You must open a brew to drink it,
unless you are a conehead, or on a more understandable basis, you
must have the key in order to open the wizard's safe.
Well....have fun....live long.....and remember to save your
game frequently......and look for King's Quest IV !!!!
Kloey Detect of Five O
S p e c i a l T h a n k s T o:
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Mr. Camaro
Xpax
The Magician
EXTRA SPECIAL THANKS TO:
oooooooooooooooooooooooo
Augie, Veronica, Ursula, Onika and SUPER DUCK
For listening to my problems!
+76
View File
@@ -0,0 +1,76 @@
_____Of Kings Quest III and volume numbers
_____A DBC (division of WBN) production
by Ar Zimrathon of Idea Systems 612/888-IDEA
also call the Tower 612/420-7811 HST 80mgs
Thanks to Mr. Five (sometimes known as Mr. Jive -- see second version) for
sending me King's Quest III and thanks to the Unicorn for fucking it up before
it got here -- resulting in this file
[If your Kings Quest III works you don't have to bother with this file]
Sometimes there is a problem when you unpack Kings Quest III and other wares
that rely on volume numbers to work properly... A lot of people have unpacked
it incorrectly and then repacked it with-out checking it out... this time they
got burned since each side of kq3 needs to be formatted to the volume of its
corresponding side (side 4 needs to have a volume number of 4.) [one way it
gets screwed is if you didn't have your packer reformat the disk beforing
unpacking...the ware would have the old volume number] For now I'll just tell
you how to correct your DDDeluxe files...if you REALLY need to know how to do it
for other packers leave me mail on the Tower or Idea Systems.
...Ok, with DDDeluxe Louis Roy decided to encode the volume number (don't ask me
why.) To fix it, boot up Block Warden (if you don't have it, get it) and
[F]ollow the file to be corrected (you'll have to do this any number of times
depending on how ever many sides are screwed.) You'll see the text "LouisRoy"
at the beginning... First, look at the two following bytes following the name,
if there are two @'s there ("LouisRoy@@"), skip this next section in brackets.
[if the next two bytes ARE hex $00 and $00, then change these two two bytes to
$40 and $40...this will make it compatible with version 4.2, making it possible
to format to different volumes.] Next, look at the two bytes that follow the two
@'s (the $40's) and simply replace these two bytes with their appropriate values
as found in the following chart. Finally, >SAVE IT< and unpack the corrected
code with version 4.2<<<<
Side# Two bytes
----- ---------
1 00 08
2 00 04
3 00 0C
4 00 02
5 00 0A
6 00 06
7 00 0E
8 00 01
9 00 09
10 00 05
If you really don't care how it works you can stop reading... Below is the
technical shit...
...Ok, this is how you figure out the hex version of volume you want: take the
desired volume number, convert it to an 8 digit binary number, split that number
into two nibbles (split the 8 digits into two groups of four digits each.) Take
each of those groups of 4 digits and flip them (like a 1010 becomes 0101.) Then
you take those digits and zero fill to the right for the left digit and zero
fill to the left for the right digit (if the converted groups were 0101 and 1011
they would become 01010000 and 00001011.) Take these final two binary numbers
and convert them to hex, and voila, there's your DDDeluxe encoded volume number.
In case you didn't follow that I'll go through a number... Say you wanted to
convert a file to volume number 76...
1. decimal to binary: 76=01001100
2. binary to 2 nibbles: 01001100=0100 and 1100
3. flip the nibbles: 0100=0010 and 1100=0011
4. zero fill the nibbles:0010=00100000 and 0011=00000011
5. convert numbers to hex:00100000=$20 and 00000011=$03
6. replace two bytes after the $40's to $20 and $03
{{NOTE: if by the time you read this there is a more recent version of DDDeluxe
than 4.2, then this file MAY not apply to you}}
-END-
#
+527
View File
@@ -0,0 +1,527 @@
KING'S QUEST III
Part 1
KING'S QUEST III starts a bit different than the first two. You begin a simple
slave. As always, keep the role in mind. This means you will have to think like
a slave and act accordingly. If you are to ever escape the wizard's evil
clutches, you will have to use stealth and guile. Keep your own counsel, and
don't get caught even thinking of escape!
You begin at the entry of Manannan's abode. The wizard appears, and remarks that
you have been lax in handling the chores. Being who you are, you immediately
carry out all of his orders. You will need to carry out whatever task it is
(usually the kitchen), then, if it was something else, go to the kitchen, where
this walkthru begins.
One more thing: I prefer a two save approach to such games. That is, I use one
as a miscellaneous save at the bottom for most of the little things. After a
scene has been thoroughly examined, I do a "normal save," such as: "AFTER ALL
SPELLS--0:30:27--62PTS." This way I find that I don't have a bunch of useless
saves that only add to the confusion. Good luck and happy Questing!
You get the knife, spoon, bowl, fruit, mutton, and bread, then go south to the
dining room and get the cup. Head west and you're back at the entry. Now, up the
stairs and east. "Look" and you find yourself in your own pitiful bed chamber
and recall that Manannan never comes in here. "Drop All" and notice that it's a
safe hiding place. "Get All" then out into the hall (still in the same scene)
"Look" then "Look Behind Tapestry." Hmm, seems to be a threat!
Go west and you are again at the head of the stairs. Oh, NO! It's him again!
What's this, he's leaving? Well, while the cat's away.... Go north and you find
yourself in the "Master Bedroom." Totally indecent in its opulence! Decadent in
the extreme when compared to the meager cot in your own room. (What if he comes
back?) You stop to admire the reflection in the mirror but are only reminded of
your lowly position. "Open Drawer" and you find a small mirror (keeping it for
yourself). Now what else might be useful? "Look in Closet" and sheesh what a
fancy wardrobe! Somehow you resist the temptation to wear such finery but "Look
Behind Clothes" and WOW! A map could be very useful, if you ever get out of this
place! Now "Get Map" and "Look at Map." Seems to be a rather unhelpful piece of
parchment, but who knows? Being cautious you "Close Closet" (pun not intended)
and "Look on Top of Closet." A key? Now what could that open? This could be
important so, of course, you take it with you. Then it's over to the dresser and
"Open Drawer" to find a vial of essence. Doesn't mean much but probably worth
more than the map and it, too, winds up in your seemingly bottomless pockets.
Go south then up the stairs to the observatory. "Look Through Telescope" (So
That's his Secret!), then "Get Fly" (My you really are desperate, aren't you?),
and go all the way back downstairs, to the first floor.
At the entry, go north to the study and "Open Cabinet" and VOILA! (Worry sets in
now, to get caught is to be -- well, let's not think about it!) You gather your
courage, and continue the search. Since anything could help, you "Look at Books"
and "Move Book." Now what? "Move Lever" and panic almost overcomes you! This has
got to be one of his biggest secrets! So that's why he doesn't want you in the
study alone!
You tremble and shake but press on. After all, if he caught you now, well you
certainly would be on his bad side. Down those dark stairs you go, but extreme
caution is the word, as even something as silly as a cat on the stairs could
spell your doom! (This is the only place I've found where the cat is actually
dangerous.)
Down and down again. Most certainly this is the dungeon, where he tortures his
victims and...no! Why, it's a laboratory! "Look" then "Look at Book" and hope
shines anew! You "Look at Shelf" and "Get" the six ingredients. An odd
combination of emotions begins to take hold of you now as you experience a
dreadful fear and hope at the same time. So close to freedom, yet so close to
the wrath of one of the most contemptible of all creatures, a slave owner! The
die is cast, there can be no turning back now. It's all or nothing and you know
it! You keep the goodies, and head back up those stairs. (Has he returned yet?)
Cautiously, you stick your head up into the study, half expecting a most
horrible confrontation. Surprised to find you're still alive and human, you
quickly close the trap door, replace the book and return the wand to the
cabinet. You go south twice, and find yourself outside. Ah, the chickens! You
"Open Gate" and "Get Chicken Feather." Knowing that you need to know more about
Llewdor before making good your escape from the tyrant, you head down the
mountain. (Be sure to save your game first!)
The trail down the mountain is treacherous, but make it you do. (The bottom of
the mountain is a good place for the miscellaneous save.) Once at the bottom,
head west, then west again, desert country -- what? That was quick! Oh well,
"restore game." (You did save it at the bottom of the mountain, didn't you?)
From the bottom of the mountain, you go west and stop long enough to get ready
to "Show Mirror to Medusa," then west again and turn around. (Where is she?) You
sense her approach and <CR> Got her!! Perseus would be proud! But you aren't
here to do battle, you are on a scouting mission. So you decide to move on
quickly. After all, stealth and guile are important, but so is time!
KING'S QUEST III
Part 2
You head south and spot a nice cactus by the rock, "Get Cactus" and further
south (nothing here), south again and "Get Snake Skin." Go east and there's an
eagle! As the eagle flies by, he drops a tail feather, so you "Get Feather" and
go east again.
The scenery here is just lovely. So much prettier than the desert that you tend
to linger. (Sierra's famous "if it's slow, it's important".) You take in the
lovely scene and notice the mud along the river. "Get Mud" and continue east.
(If you are really tempted to try the cave, save game first!)
From the cave you head east once more to find a coast line. Hmm. Can't go any
further this way. You go north along the coast and "Get Water." Not much around
here so, north again. Aha! Now this is more like it! Looks like civilization, so
up the ladder and west.
Decisions, decisions! Okay, you try the bar. Nothing much here, no action at all
as a matter of fact. (Unless you try to "Kiss Barmaid!") So it's off to the
store. Finding that you can't buy anything without money, you pet the dog (he's
irresistible) and leave.
Outside you take the easiest route -- south. Here you find stunted trees, but on
closer inspection, there's a sprig of mistletoe. (Now where *is* that barmaid?)
You "Get Mistletoe" and head west.
Why this is right out of a fairy tale! After making sure there is no one home,
you boldly break into the house. Looking around, you don't find much, so it's
upstairs for some real searching. The beds look comfortable, but you have no
time to nap. "Open drawer," and a shiny, silver thimble is there. You "Take
Thimble" and take your leave.
Downstairs again, you can't help but feel there is something missing. Must be
your imagination, so outside and "Look at Flowers" because they are so pretty.
You "Get Dew" and go west again.
Nothing here, so it's north. Here you find nuts, but none to suit your needs.
Hmm, could be some in that hole though, so you "Reach in Hole," and nah. It
couldn't happen twice in one man's lifetime. (Better save game since this is
unpredictable!) You climb the ladder only to find the original robber's roost!
But since he is asleep, you do what you must, and steal from him. (It's only
fair.) After you have the purse, you don't even wait to get away, you count the
coins, eight of them! With this much money, you know what to do! You look at the
map, point to the village and -- WHOOSH! Back to the store. What a way to
travel! You re-enter the store, "Look at Shelf," and buy the four items that
seem most important to you. These items are salt, lard, fish oil, and an empty
pouch.
Suddenly you are almost overcome with fear! The wizard! He could be home by now!
You look at the map again and point at the top of the mountain, and -- WHOOSH!
Nope! It didn't work. Oh well, you sigh and start up that long, dangerous path.
(Don't forget to save your game first!)
At the top of the mountain, the fear is the worst! What if he is back? What
will you do if he's waiting just inside the door? You open the door and the
coast is clear! Better get rid of all this stuff! Upstairs, and east to your own
little room. You drop all and hide it way underneath the bed. Now if only he
doesn't come in here! Oooopps! Better get some of that food, he's always hungry
whenever he returns. You "Get Fruit" and start downstairs. You worry and fret;
but when he does return, he doesn't seem the least suspicious. Just hungry, the
self-centered lout! Being a slave and all does have its drawbacks. Not only do
you have to fetch his meals, you are expected to stand there and watch! The man
has absolutely no class. But you stand there in case he wants something else.
Such is the lot of a simple slave. They way he eats, it's too bad it isn't
poison!
After belching loudly, he takes his leave, and not even thanks! Ah, to heck with
him! You think for a minute, he always takes a nap after he eats like that. Hmm!
And then you can get back to plotting the escape! But not before, you caution
yourself, since it is far too risky with him about, And you almost got caught
coming back up the mountain!
You go back upstairs, waiting in front of his bedroom. When he does take a nap,
you'll want to know. And there he is. Don't disturb him? You wouldn't even dream
of it! Now, quickly you go to the east, to your own room. Wait, there's the cat.
You "Get Cat" and "Get Cat Hair," then into the bedroom and "Get All."
You try to calm yourself, but still you race back to the stairs and down. You go
into the study, and with trembling hands, open the cabinet. Taking the wand, you
close the cabinet and go to the bookcase. Taking a deep breath, you open the
trap door and carefully go down those dark and dangerous stairs.
The laboratory brings back the fear, but you calm yourself and go to the table.
The ancient book calls to you. This is where the hope is! Slowly you "Open Book
to Page II." The room begins to glow and strange music plays. Shivers run
through your body, but you are as if transfixed. You read from the book (the
handbook not the disk) and follow the steps most carefully. (Except step II must
be: "Put the dog fur in the bowl" since you have both.) The last of the
incantation is read, and you wave the magic wand. Whew! Success!
Since that one worked, another is called for, so you return to the book and
"Open Book to Page IV" and follow directions exactly! Again you complete the
spell and hope gives you strength. You decide on just one more for now, where
was that spell? Transforming another into a cat! That's it!
Once more you go to the book and "Open Book to Page XXV." The odd colored lights
again return, and the music starts anew. With shaking hands and strained nerves
you begin the spell. Carefully you follow directions, but is it right? Tension
builds, and builds still more. The longer you work at it the more you shake,
until at last! You wave the magic wand and Ahh....
Strained to the breaking you realize that at last you have the means to
eliminate the evil, old Manannan forever! Then you realize that you have lost
all track of time. When will he awaken? Has he already finished his nap? No,
plenty of time.
Looking at the cookie it occurs to you that it's going to be tougher than you
thought to get him to eat the disgusting cookie. Somehow it will have to be
disguised. But how? You try to "Put Cookie into Bread," but that doesn't work.
Hmm. Have to think of something.
KING'S QUEST III
Part 3
You look at the map, and readily see that there isn't much that you have yet to
see. You point to the bottom of the mountain and WHOOSH! Yes, this is the bottom
of the mountain, so east. Ah, there's that cave again. Not much left then, so
it's east once more and -- nope. Just more coastline. Hmm, back to the west.
Go north and you are again facing the mysterious cave. Let's see, how do you
pass a spider web that size? You don't want to chance it so, "Dip Eagle Feather
in Essence" and fly into the cave. Navigation seems a bit odd as an eagle. Hard
to control where you go. Hey! Spider alert! As you get close to the spider,
something comes over you and it's curtains for the spider.
As the spell wears off you notice that the web has been torn to shreds. You
oh-so-cautiously enter the cave, and a presence causes you to freeze. What is
this place? There in front of your eyes appears an oracle. It seems she knows
you! More than that, she also knows who you really are. As you gaze into the
vision she creates, it is revealed to you that there is another whose fate is
far worse than yours. Not only that, but it is your duty to go to their aid! How
are you ever going to manage?
They say it's always darkest before the dawn. You gird yourself and go forth.
But how can one such as yourself be of any aid to one such as that? And in a
land far, far away!
The spells! You realize that your only hope is to be rid of the tyrant wizard
(which you had in mind anyway) and finish the spells. In order to finish the
spells, you still need three dried acorns. Where might they be found? The desert
is dry, but nothing grows there except cactus. Perhaps near the desert? You head
west and cross the stream, but what's this? You overhear two birds discussing,
of all things, YOU! Further west and two squirrels seem to have the same thing
on their minds. Seems like you are the prime topic in all of Llewdor. The
conversation is only moderately interesting, but it seems to clear your senses,
for insight strikes. The thing that was missing! That fairy tale cottage! You
hurry off, to the north twice, then east. Yes, it is the house of the Three
Bears, and there they go now! As soon as they leave, you enter the house. There
on the table is the thing that bothered you so when last you visited, simply
because it should have been there. Porridge! What an ideal way to hide the
cookie! You "Get Porridge" and exit quickly. (Those bears may no longer have a
sense of humor!)
Outside the house you continue the search for the acorns. Nothing here, so west
again. Nope. Nothing but a couple of noisy squirrels. Argh! And two nasty
bandits! They assault you severely, hit you right on top of the head, and steal
everything!
At least you know where the hideout is, so north you go. And there it is! Wait a
second. You pause long enough to search those nuts just one more time. Lo, and
behold! You find three dried acorns. You "Get Acorns" and "Reach in Hole." (Save
the game.) The ladder appears again so up you go.
Quietly you enter, finding the thief sound asleep. Carefully you approach the
table and nab the purse. Now, where is the rest of it? You spot a bin in the
corner that you hadn't noticed before. You "Open Bin" and "Look in Bin", there
it all is! Quickly, you abandon the tree house, climb down the rope and run to
the east. Even here you don't stop, you feel like just running forever. Almost
blindly you head north where the treacherous mountain path brings you up short.
You know that you can't risk hurrying up that trail. Maybe they aren't
following. You can't help yourself, you simply HAVE to know. Carefully, you take
inventory, even to counting the coins in the purse. What's this? There's eight
coins! But that's more than...oh, well.
That path, hmm. There should be an easier way. Wait! Why walk? You "Dip Eagle
Feather in Essence" and take to the air. Not only is this a lot safer, it's FUN!
At the top of the mountain, you say the magic words, and look for a safe place
to land. Oops, right in the middle of the chicken coop! Any landing that you
walk away from is a good one! You "Open Gate" and head for the house, "Open
Door" and hurry to the study. Yup, you left the trap door open, and the wand!
Got to put that back, too! You're too close to freedom to let a little mistake
ruin it all. So you "Open Cabinet," "Move Lever," and "Move Book". There that's
better. Now it's back to the entry and up the stairs.
You go to your room, and "Put Cookie in Porridge" and when you "Look at
Porridge" you relax for a moment. It will work! It HAS to work! You "Drop All"
and "Get Porridge" and it's off to the dining room. Patience is an asset to a
slave, but was never one of your virtues. As a matter of fact it's all you can
do to keep from dancing from one foot to the other. But wait you must. You have
time on your hands for a short time, but it seems an eternity! You reflect on
the danger ahead and the task set before you. Desperately you try thinking of
anything but the porridge and the waking wizard!
There he is now! Somehow you calm yourself so as not to give any clue that
something is amiss. Now, go to the kitchen, must make it appear that you are
preparing a normal meal. You can't control yourself, you turn right around and
return to the dining room. You "Feed Wizard" and anxiously watch his every bite.
He eats, and eats, and "Ding-dong, the witch is dead..." or something like that!
Hooray!
Up the stairs, and back to your bedroom again. (For the last time!) You "Get
All" and go back to the stairs, then down to the study. You get the wand and
open the trap door and cautiously go down to the laboratory. You feel a sense of
exultation, but also a sense of purpose. You are almost driven to complete the
spells, because, after all, she is your sister. Going to the table, you open the
book to the proper page, and begin to tremble anew as the lights play tricks and
the weird music starts to play. Hope carries you as you patiently carry out the
instructions for the spell to teleport at random. Each step is completed in
accordance with the book, you recite the verse, and wave the wand. Again you
find success, and again you go to the book. Only three spells left, and the
powers of the wizard are yours!
You open the book again, this time to the spell marked Deep Sleep. This one
seems to be a bit harder. The trembling is more pronounced. You get the feeling
that you aren't going to make it, the words on the page begin to blur. But
finally it's over and you have still another spell to call your own.
The last two are certain to be tough! Again you open the book, now to page
LXXIV. The music causes tension, the strain is great. The spell is very
exacting, but so were the others. This spell, and the next come hard, but in the
end they are yours. At last you are, in truth, a wizard in your own right!
The feeling of power is intoxicating! POWER! What a feeling! With this much
power, what could not be done? Why, perhaps you should put the cat/wizard to
sleep forever? No, have him teleporting at random for the rest of eternity!
Slowly, you come back to your senses. The wizard is already suffering his fate.
To do more would be to become as he was. No, you realize that you have been
called to a higher purpose. You must save your sister and the kingdom of your
parents. You wonder what they must be like.
KING'S QUEST III
Part 4
Transportation will be a problem. To know this is to know that the tiny village
is the only hope. You look at the map and point to it. WHOOSH! And here you are.
You feel that already you have become used to such methods of travel. It all
seems so natural. Barely hesitating, you go into the bar, find three sailors and
try to strike up a conversation. Aha! That's just exactly what you do want.
Money is no object, so you "Give Gold to Captain."
Why the louse! Such poor manners! Grabbed all of your gold, and left without so
much as "glad to have you." (Maybe he would like to be a cat?) No, that's bad
thinking. No time to scold yourself though, so it's off you go for a long walk
out on the pier. And this must be the ship. Yes, there's the captain now, and he
seems anxious to get you aboard. That gangway looks a bit tricky, but you are
becoming used to such narrow walks.
As you step aboard, you get the feeling that something is wrong. But what could
it be? Why these men aren't sailors! They're PIRATES! Before you can even manage
a simple spell, they grab all of your possessions and throw you rudely into the
hold.
What a predicament! A short time ago you felt as if you were all-powerful, now
you couldn't feel more powerless! You look around and find that there is a
ladder just above you but just out of reach. You go east and look some more.
There! That small box will surely do. You "Get Box" and go back to the west,
"Drop Box," and "Jump on Box." Yes, it will work! You "Jump on Box" again and
the "Jump" to the ladder.
Cautiously, you stick your head up out of the hold, then climb right up from
there. Hmmm, this seems to be the captain's quarters. You go west and "Open
Chest" then "Look in Chest." Quickly you take your leave, lest you be caught and
the possessions taken from you again -- or worse!
At the ladder you face another tough decision. Up, or further east? Not down,
you know what is down there. Wait a second, what about the map? You "Look at
Map," only to discover water all around. Well, that, at least, figures. Hmm, how
far to Daventry? How soon will you return to the land of your birth?
Time is wasting and you decide to chance a look at the upper deck, so it's up
the ladder. As long as you're climbing, might as well go all the way, so up
still higher. Nothing but the crow's nest, and it looks like a dangerous climb.
Down you go, and back to the quarter deck. Might as well see what's at the back
of the ship. West and into the galley. DRAT! The cook has seen you! You find
yourself thrown back into the hold with a loss of, among other things, your
dignity.
You ponder a moment. What should you do? Since they seem not to have noticed how
you left the hold before, why not try it again? Up the ladder, (carefully) and
peek out slowly. No one around so...Nah, they wouldn't put your things in the
same place. Nothing better to do, so west you go and into the captain's
quarter's once more. The chest is still open, so you look in the chest, and beat
it fast! Sure enough! They DID put it all in the same chest!
Not wanting to risk going up top side again, you decide to go east. A quick look
around doesn't show much, but here's a shovel so "Get Shovel" and scoot back to
the west. Kinda risky around here. What you really need is a place to hide out
and just think. Of course, the hold is the safest place to be right now! So back
down into that dark, dank hold.
You spend some time just thinking about the problem, pacing back and forth like
a caged animal. As a matter of fact you begin to feel just like those mice.
Except not quite so talkative. What are they chattering about, anyway? A
treasure? Five steps east of a lone palm tree? Yeah, well it won't do you any
good here! Got to think of a way out.
You look at the map again, noting that the ship is considerably closer to
Daventry. You'll need a plan before long. What about the storm spell? No, that
could sink the ship and you right along with it! Hmm. Suddenly it strikes you
just as surely as a bolt from a thundercloud! Of course, the sleep spell!
"Land Ho!" A cry comes from high above. Soon, very soon, but the timing will be
important. You are sure that you must wait until the anchor is dropped, but
equally important is everyone must still be aboard. Another cry from above.
"Drop Anchor!" You pour the sleep powder on the floor, and recite the verse.
Quiet falls all around. even the mice are stilled. As if the slightest sound
would break the spell, you slip back up the ladder and out on the main deck. You
"Look for land" and see mountains in the north and land to the east. Cautiously,
you step off the deck and into the water. Not the best dive you ever made, but
you're in the water. East is land so east you swim, only to find the horror of
the sea bearing down on you. You give your best impression ever of Johnny
Weismuller! Whew! That was CLOSE!
The trials you've seen! At last you are free from worry. The wizard will bother
no one ever again, the pirates are caught in the sleep spell, and you have come
at last to the land of your birth. It would be so nice to just lie here in the
sun for awhile. No, that won't do. You still have a sister in the gravest of
danger; and from what the oracle said, the Kingdom itself is in deep trouble.
It's on your feet, and off to the east.
Huh? It's the captain! He escaped the sleep spell! You deftly dodge him by going
north. Something about that beach bothers you though. Wasn't that a lone palm
tree in the sand? You step back to the south and find that he is gone. Over to
the tree and take a close look. Yes, it is a palm tree, but can mice be
believed? Only one way to find out, so stepping slowly you count: One, two,
three, four, five, and "Dig."
Eureka! Why there's a King's Ransom here! You wonder if you should rebury it, or
try to drag it along. How much farther? What the heck, with what you are already
packing, it hardly makes a difference. You grab the chest and move off to the
north.
Yes, the trail does look tough, and no way to get there from here. East, and the
trail begins. A step or two north, around that sharp corner, and back again to
the west. You stop at the base of the Horse Head Rock, and scale the very face
of it. No, this isn't nearly as bad as the trail from the wizard's. East,
following the trail as it winds around to the north, then east to a lovely
waterfall.
Growing weary of the climb, you decide on a shortcut. You "Dip Fly Wings in
Essence" and fly right up to the top of the waterfall. Following the trail east,
you see a cave in the distance. No, you decide to press on. No more side trips,
no more distractions.
Further east and the trail seems to go in all directions, and a big footed foe
comes up behind you! He seems to be a bit confused, and heads back to where he
came from. The impulse to buzz around leaves you, and you land on the path to
the south. Deciding it to be as good a direction as any, you take that path,
only to find yourself scaling an almost vertical cliff!
KING'S QUEST III
Part 5
Slowly, just as slowly as you can, you climb down. You feel carefully for hand
holds and any possible loose stone or ice. Straight down, until you feel a ledge
and carefully let it take your weight. Whew, glad that's over with. Looking
around, you realize that it hasn't even begun! Staying close to the cliff wall,
you carefully move to the west. It looks spooky, but you enter the cave.
DARK! You fear that you will become lost in the maze, but you come at last to
the far side. This isn't an improvement at all. Moving out to the end of the
ledge, you begin scaling down again. No point in trying for the closer ledge,
what you want is to get to the bottom. Slowly you move down, til at about the
midpoint you fail to find a foothold. You move to the west a bit and then down
even more. At last you feel the ledge below you, only to find that the dark
caverns are to be risked again.
Entering the cave again brings you out on the west side of the cliff base. It
looks like you are trapped, but you dare to risk the long climb back up. Moving
a few steps to the east, you begin the climb. You begin to tire, and more than a
little fear arises within you. On you go until you gain the center ledge. This
has got to be the way out! You enter the cave; and at last! Finally you are back
on the path.
You follow the path east, and east again. The mountain scenery is very
beautiful, and you begin to feel relaxed, almost carefree. You are lulled into a
state of recklessness!
The path turns south, and you follow it blindly, right off the mountain!
Actually, it's more like a large hill for you get more of a bruised ego than
anything else. You pick yourself up and have a look. That looks more like a
tunnel than a cave, and that looks as if it's a stairway!
Into the hole you go, somewhat more aware now of where you place your feet. Up
the old stairway you go. A sense of ancient times pervades this dark place. Up
to a landing, and up again. Out into the daylight and warm mists surround you.
Why is it so dreadfully warm? Perhaps dabbling with the mantic arts has given
you a sixth sense, or maybe it comes naturally. You have a feeling that danger
is near, and you "Rub Ointment on Self," before going further west.
The Dragon! Your instincts have proved themselves. The dragon doesn't see you as
you "Stir Storm Brew With Finger." With great care you utter the words that so
long ago were memorized in haste. The storm appears and rages on! The dragon is
struck, and down he falls! As the storm subsides, and the ointment wears off,
the struggling girl captures your attention. You talk to her, trying to calm
her, but she only screams, "Untie me!" You untie Rosella, explaining your
relationship. The doubt shows plainly on her face, but she agrees to follow you.
Rosella follows you east and down the stairs, and out into the daylight again.
Go west, and you come to place that looks to be under siege! The well has been
filled with stones, and that trench seems to run on forever. What purpose can
that great stone wall serve? Go north, and at least there appears to be some
sort of civilization. There is even a castle in the distance. The gnome greets
you and calls you by name. Obviously, you are home at last! The gnome seems to
know the way, so you follow him toward the castle. What kind of kingdom has a
plank in place of a drawbridge? That plank more than anything tells the dire
circumstances of this land. Somehow, this is not the home you had expected to
return to. A sadness comes over you as you cross that moat, and even the rich
entry of the castle does little to dispel your gloom.
You turn at the end of the hall and try to guess how the throne room and your
parents might look, and sadly walk the last short leg of your long journey. A
nervousness comes over you. Can this truly be home? Will they know me? Questions
come quickly to the mind, but there is no time for answers.
As one, you and Rosella enter the throne room of Daventry and no doubt can
remain. This is HOME! It could not be otherwise. Hugs and kisses, and more of
the same! A tear comes to your eye as the King tells of his pride in both of
you. He explains of the once magic mirror, and before your eyes it clears!
The moment could not be more perfect. You could not feel any greater joy, or so
you thought. King Graham brings out his old adventurer's cap and flings it
toward you. What an honor, to wear the cap of the King himself. You reach to
catch it, but what's this? Rosella, too, must think it an honor, for her hand
goes up as well.
In that moment, time seems to stop. Revelation strikes you. There are no
endings, only beginnings. When life brings you to an apparent ending, it is just
life and adventure beginning anew. For whom does life begin this new adventure?
-END-
Binary file not shown.
+54
View File
@@ -0,0 +1,54 @@
LGoP Hints
Brought to you by:
The Charazz
Well, start off in the inner harem...now follow these instructions
exactly, or you'll never get through...
GET ALL, D, SAY "KWEEPA", HOP, CLAP, NW, N, NE, E, CLAP, NE, HOP, NE,
SAY "KWEEPA", CLAP, SE, D, NW, HOP, CLAP, NE, N, SAY "KWEEPA", S, CLAP,
HOP, NE, U, NW, CLAP, GET ALL, SAY "KWEEPA", HOP, NW, CLAP, S, SE, SE,
D, CLAP, HOP, SAY "KWEEPA", NE, W, CLAP, E, HOP, W, S, CLAP, SAY
"KWEEPA", SW, GET ALL, HOP, CLAP, N, S, E, NW, CLAP, SAY "KWEEPA", HOP,
N, U
and bingo...you're in the laundry room. There's one other way out, but I
haven't discovered any significance to it.
By the way, here's some other stuff helpful to solving the game......
The coded message reads "Your mission is to contact wife number ____ of
the sultan and get the secret map. Identify yourself to her by asking
her to kiss your kneecaps." The correct number is the number you see
backwards.
To get the coin (ten marsmids) go into the vizicomm booth and PULL KNOB
and OPEN BOX. Out falls the coin.
To get the mouse, SHOW PAINTING TO MOUSE, GET MOUSE. Pretty easy.
To get the frog(surprise!!), PUT BALM ON LIPS, PUT PIN ON NOSE, DROP
ALL, PUT HANDS OVER EARS, CLOSE EYES, KISS FROG. Then get everything.
To get to Cleveland and get the headlight, go to Wattz Upp Dock and then
go to the oasis next to it. PUT STAIN ON CIRCLE, ENTER CIRCLE. You're in
Cleveland. Get all the shit like the sack, rake, trellis, then go up to
the bedroom. Tear the sheet, tie the strips into a rope, tie the rope to
the bed. Tell Trent you weigh 190 lbs., then he'll get the headlight for
you. To get out of Cleveland, move the sod and enter the circle.
To get the rubber hose, KNOCK ON DOOR,D,GIVE CHOCOLATE TO GORILLA,Z,Z,
FUCK FEMALE GORILLA,EAT CHOCOLATE,OPEN CAGE,GET HOSE,OUT,UNSTRAP
ME,UNSTRAP TRENT,DROP ALL,PULL SWITCH,GET UP,GET ALL,ENTER CIRCLE
If you remove all the words from the scrap of paper, the words say
"Hissing frightens flytraps."
The penguins want a donation.....
That's all the hints I can think of at the moment. Anyway, you got the
solve with this. later all.....
-END-
+79
View File
@@ -0,0 +1,79 @@
The Complete Solve to Leather Goddess of Phobos
-----------------------------------------------
Leather Goddesses of Phobos Solve
By Charazz, Mad Hacker, & Obsidian
Ok...well, we'll start out in Joe's Bar. This is where you decide
whether you want to be a boy or a girl. If you want to be a boy, go NW;
if you wanna be a girl, go NE. The next thing to do is to GET STOOL.
Then PISS. Then go back the way you came, either SE or SW. Now for the
fun part...type LEWD, then 19(for your age). Now WAIT until you're in
the cell. GET ALL, OPEN DOOR, S(outh), OPEN NARROW DOOR, S, GET ALL, N,
U, N, TURN ON FLASHLIGHT, STAND ON TRENT, ENTER CIRCLE, HISS, W, GET
JAR, PUT ALL IN BASKET, ENTER CIRCLE, GET SWORD, S, MOUNT, W. You should
be at the main hatch now. So, DISMOUNT, GET SUIT, WEAR SUIT, OPEN HATCH,
N. Now you are matched up against an assassin with bad breath. So, you
gotta kill him before he kills you. HIT THORBAST WITH SWORD, then press
G until it says that his sword is coming toward you. This may take a
long time, but it will work. If you wish, you may want to alternate
between commands like swing sword, hit sword, kill assassin, etc.
Anyway, once you see that happen, GET HIS SWORD and then OFFER HIS SWORD
TO THORBAST. Now with Thorbast out of the way, HIT MONSTER WITH SWORD
and UNSTRAP YOUNG WOMAN. Now FOLLOW YOUNG WOMAN and you'll get the photo
of Jean Harlow. Now OPEN DOOR and go E(ast). You have a fun time with
Elysia and then go S(outh). Go S, MOUNT, E, DISMOUNT, W, W, W, and ENTER
CIRCLE. Then WAIT and you should be at the ruins with the frog. If not,
then something is screwed. Go W, W, NW, SHOW PAINTING TO MOUSE, GET
MOUSE, S, ENTER CIRCLE. Now you should be in the basement. Go U, U, N
and ENTER CIRCLE. Now you should be in the jungle. Go E, E, TAKE STAIN,
NW, OFFER FLASHLIGHT TO SALESMAN, GET MACHINE, KNOCK ON DOOR, D, GIVE
CHOCOLATE TO MALE (or female if you're female) GORILLA, Z, Z, FUCK
FEMALE GORILLA(or male if you're female), GET HOSE, EAT CHOCOLATE, OPEN
CAGE, OUT, UNSTRAP ME, UNSTRAP TRENT, DROP HOSE, PULL SWITCH, GET UP,
GET HOSE, ENTER CIRCLE, PULL KNOB, OPEN BOX, GET COIN, SE, ENTER CIRCLE.
Now you should be at the Royal Docks. So, ENTER BARGE, PRESS PURPLE,
PRESS ORANGE, Z, Z, Z, Z, PRESS ORANGE, OUT, N, PUT ALL IN BASKET, DROP
SWORD, GET MESSAGE, GET BALM, S, IN, PRESS ORANGE, Z, PRESS ORANGE, Z,
OUT, E, NE, Y(don't worry, Trent and Tiffany never die), SAY "RIDDLE",
W, READ CODED MESSAGE. Now type in the number that appears on the coded
message, except type it in backwards. The guard should reply, I'll
summon that one. Go W, Z, ASK WIFE TO KISS MY KNEECAPS, GET ALL, DROP
STOOL, DROP MESSAGE, D, SAY "KWEEPA", HOP, CLAP, NW, N, NE, E, CLAP, NE,
HOP, NE, SAY "KWEEPA", CLAP, SE, D, NW, HOP, CLAP, NE, N, SAY "KWEEPA",
S, CLAP, HOP, NE, U, NW, CLAP, GET PHONE BOOK, SAY "KWEEPA", HOP, NW,
CLAP, S, SE, SE, D, CLAP, HOP, SAY "KWEEPA", NE, W, CLAP, E, HOP, W, S,
CLAP, SAY "KWEEPA", SW, GET RAFT, HOP, CLAP, N, S, E, NW, CLAP, SAY
"KWEEPA", HOP, N, U, GET PIN, N, E, SE, U, ENTER CIRCLE. Now you've
passed the hardest part in the game. By the way, if you didn't follow
the above catacomb directions to the letter, you should be dead. Anyway,
now you shouldn't be able to see. So type D until the floor crashes in.
Then DROP TORCH, DROP MAP, ENTER CIRCLE, W, IN, PRESS ORANGE, G, Z, Z,
Z, OUT, PRESS ORANGE, W, PUT STAIN ON CIRCLE, DROP STAIN, ENTER CIRCLE,
S, GET SACK, OPEN SACK, EMPTY LEAVES, PUT ALL IN SACK, N, NE, U, GET
SHEET, TEAR SHEET, TIE STRIPS TOGETHER, TIE ROPE TO BED, THROW ROPE OUT
WINDOW, 200, Z, Z, TAKE HEADLIGHT, CLIMB DOWN STAIRS, E, MOVE SOD, ENTER
CIRCLE. You should now be at the end of the hallway. Go N, ENTER CIRCLE,
E, D, OUT, S, SE, DONATE COIN TO PENGUIN, SE, EMPTY BASKET INTO SACK, N,
GET BABY, PUT BABY IN BASKET, PUT BLANKET IN BASKET, S, S, PUT BASKET ON
STOOP, WAIT until she opens the door and takes the baby, then OPEN DOOR,
ENTER IGLOO, TAKE COTTON BALLS, OUT, N, NW, W, ENTER CIRCLE. Now you
should be at Wattz Up Dock. Go W, W, NW, PUT BALM ON LIPS, PUT PIN ON
NOSE, DROP ALL, COVER EARS WITH HANDS, CLOSE EYES, KISS FROG, GET
BLENDER, TAKE PIN OFF NOSE, DROP PIN, TAKE OFF BALM, DROP BALM, SHOW
PAINTING TO MOUSE, TAKE MOUSE (Make sure you show him painting first)
TAKE ALL BUT BALM AND PIN, W, N, N, OPEN COMPARTMENT, PUT JAR IN
COMPARTMENT, CLOSE COMPARTMENT, TURN ON MACHINE, OPEN COMPARTMENT, GET
JAR, RUB CREAM ON DAUGHTER, GET ANGLE, N, PUT RAFT IN WATER, GET IN
RAFT, Z, Z, Z, Z, Z, Z, GRAB DOCK, S, E, S, GIVE COIN TO PROPRIETOR,
SEARCH DUST. Now press G until you grab the tube, then go TUBE, PUT
CIRCLE ON GROUND, ENTER CIRCLE, Z, Z, GIVE BLENDER TO TRENT, GIVE HOSE
TO TRENT, GIVE COTTON BALLS TO TRENT, GIVE ANGLE TO TRENT, GIVE
HEADLIGHT TO TRENT, GIVE MOUSE TO TRENT, GIVE PHOTO TO TRENT, GIVE
PHONEBOOK TO TRENT...
There is is...
-END-
+265
View File
@@ -0,0 +1,265 @@
***************************************
* *
* LEGACY OF LLYLGAMYN *
* *
* A WALK-THRU *
* *
* PRESENTED BY *
* *
* ALIEN AARDVARK *
* *
***************************************
WARNING: THIS WALK-THRU SHOWS HOW TO
SOLVE THIS ADVENTURE STEP BY STEP,
THESE ARE NOT HINTS!
---------------------------------------
THE LEGACY OF LLYLGAMYN -- WIZARDRY III
I WILL TRY TO DEVELOP IT FROM THE BOTTOM UP, SO IF YOU JUST WANT
TO SEE EARLY STUFF, AND SOLVE THE REST YOURSELF, THEN JUST MAKE
SURE YOU ABORT THIS MESSAGE IN TIME! IF YOU DON'T WANT ANY
GIVEAWAYS, YOU SHOULDN'T EVEN BE READING THIS FAR.
1. STARTING OUT. AS WITH THE KNIGHT OF DIAMONDS, YOU CANNOT
CREATE NEW CHARACTERS IN L OF L; THEY MUST BE TRANSFERRED IN.
THERE ARE NO POSTED "MINIMUM LEVEL" SUGGESTIONS, HOWEVER THERE IS
A REASON FOR THIS. WHEN YOU FIRST TRANSFER A CHARACTER OVER, YOU
WILL FIND THAT YOU CANNOT USE HIM/HER IN A PARTY; THE CHARACTER A
IS "ONLY A MEMORY". TO BE USED IN L OF L, EACH CHARACTER MUST
UNDERGO THE "RITE OF PASSAGE" WHICH WILL TURN HIM/HER INTO A
LEGACY. TO DO THIS, ENTER THE TRAINING GROUNDS, CALL UP THE
CHARACTER BY NAME, THEN ENTER "R".
WHOOPS! NOW YOU'VE DONE IT! YOU SEE, PUTTING A CHARACTER THROUGH
THE RITE OF PASSAGE DOES THE FOLLOWING TO HIM/HER: IF IT HAD MORE
THAN 500 G.P., IT NOW HAS EXACTLY 500. ALL EQUIPMENT IS TAKEN
AWAY. IT IS NOW 1ST LEVEL, WITH APPROPRIATE HIT POINTS, SPELLS,
ETC. (YOU DO GET TO KEEP STATS CLOSE TO WHAT YOU HAD, WITH RANDOM
VARIATIONS). THIS WOULD MAKE IT IDEAL TO CREATE A NEW CHARACTER
IN MAD OVERLORD, THEN TRANSFER IT, RIGHT? WRONG. A CHARACTER WITH
BEGINNING STATS, AND LESS THAN 500 G.P. IS GOING TO HAVE IT <VERY
ROUGH> IN L OF L. AT LEAST GIVE HIM SOME MONEY; THAT MAY BE
ENOUGH TO SURVIVE.
THE IDEAL PARTY COMPOSITION WHEN FIRST STARTING OUT IN L OF L IS
THREE FIGHTER TYPES AND THREE BISHOPS! YOU WILL NEED ALL THE
KATINO'S AND DIOS'S YOU CAN MUSTER TO SURVIVE YOUR FIRST FEW
EXPEDITIONS. ONCE YOU HAVE A FEW CHARACTERS UP AROUND THIRD
LEVEL, THE REST WILL HAVE A CHANCE.
SOME CHEATS TO SPEED THINGS UP: L OF L DOES NOT PREVENT YOU FROM
TRANSFERRING CHARACTERS IN AND OUT; JUST NEW ONES NEED TO UNDERGO
THE RITE OF PASSAGE. MAGIC ITEMS ARE NOT TRANSFERRABLE (DIFFERENT
CODING), BUT GOLD IS. THIS MEANS THAT YOU CAN HAVE A CHARACTER
UNDERGO THE RITE OF PASSAGE, TRANSFER IT TO WIZARDRY I OR II, GET
BUNDLES OF GOLD, AND TRANSFER IT BACK. THERE'S NOT AS MUCH TO
BUY, BUT IT'S A START. ALSO, IF THE CHARACTER IS A BISHOP, YOU
CAN TURN IT INTO A SUPERBISHOP IN WIZARDRY 1, THEN SEND HIM/HER
BACK TO L OF L WITH FULL ABILITIES!
LET'S SEE, YOU'VE GOT YOUR PARTY WITH THREE FIGHTER TYPES
(FIGHTERS, LORDS, SAMURAI, OR NINJA -- OR CONCEIVABLY A THIEF)
AND THREE BISHOPS. A QUICK, BUT DANGEROUS, WAY TO GET EXPERIENCE
IS TO TAKE ON THE MOAT MONSTERS AT THE DARK FORTRESS. BY ALL
MEANS, USE KATINO (ONE PER ROUND) ON THEM, AND BE READY TO HEAL
DURING MELEE; THEY HIT HARD!
INTERESTING FEATURES OF LEVEL 1: THE ROOM YOU START OUT IN HAS
TWO OBVIOUS DOORS. THERE ARE ALSO TWO SECRET DOORS (NEXT TO THE
OBVIOUS ONES); EACH OPENS ON A SANDY BEACH WITH AN ISLAND VISIBLE
IN THE DISTANCE. THE ISLAND IS IN THE NE CORNER OF THE 8-SQUARE
LAKE (6E-7E,6N-7N), BUT THAT'S ABOUT ALL YOU CAN DO ABOUT IT AT
THE MOMENT, SINCE THERE'S A LAKE IN YOUR WAY ("YOU'RE AT THE
WATER'S EDGE; GO BACK OR YOU'LL DROWN!"; YOU ARE AUTOMATICALLY
PUSHED BACK WHEN YOU SEE THIS MESSAGE).
UNTIL YOU'RE READY FOR THE ISLAND, YOUR BEST BET IS TO INITIALLY
GO EAST. YOU FIND A 20' LONG CORRIDOR, ENDING IN A DOOR ON THE
SOUTH. WHEN YOU GET TO IT, YOU SEE A SIGN READING "BARRACKS";
IRRELEVANT, EXCEPT TO TELL YOU YOU'RE GOING THE RIGHT WAY. KICK
THE DOOR, TURN EAST, KICK THE DOOR, TURN SOUTH, KICK THE DOOR,
TURN WEST, KICK, KICK. AH HA! ANOTHER MESSAGE! THIS TIME, YOU'RE
AT A DARK FORTRESS; "BEWARE OF MOAT MONSTERS", SAYETH THE SIGN.
INDEED, BEWARE. YOU ARE ABOUT TO HAVE TWO OR THREE ENCOUNTERS
WITH MOAT MONSTERS, THE TOUGHEST (AND BEST EXPERIENCE) CRITTERS
ON LEVEL 1. THIS IS A GOOD WAY TO BUILD UP INITIAL EXPERIENCE;
YOU DON'T WANT TO TRY LEVEL 2 UNTIL YOU'RE AT LEAST 3RD, AND
PREFERABLY 4TH OR 5TH, LEVEL (BE AT LEAST 3RD EVEN IF YOU BRING A
SUPERBISHOP -- LOTS OF SPELLCASTING CREATURES ON THE UPPER
LEVELS, NOT TO MENTION DRAGONS). TURN RIGHT, PROCEED AS FAR AS
YOU CAN, TURN LEFT (WEST), PROCEED, (YOUR FIRST MOAT MONSTER
ENCOUNTER WILL TAKE PLACE IN THE 4TH SQUARE AFTER YOU TURN THE
CORNER (17E, 19N) -- KILL 'EM!), BUMP INTO THE WEST WALL, AND
TURN SOUTH. ON YOUR FOURTH SQUARE (8E, 15N) YOU WILL MEET SOME
MORE MOATIES; TRASH 'EM! WALK ONE MORE SOUTH, THEN TURN LEFT
(EAST); THE DOORS TO THE FORTRESS! WALK FORWARD, THEN KICK.
O.K., YOU'VE JUST KICKED IN THE NORTHERN DOOR TO THE FORTRESS,
AND ARE AT (10E,14N,1U) (INCIDENTALLY, EXCEPT FOR YOUR FINAL
DESTINATION, THE FORTRESS IS TOTALLY SYMMETRICAL, SO YOU COULD
REVERSE MY N-S DIRECTION AND USE THE SOUTH DOOR (13N) IF YOU
PREFERRED). TURN LEFT (N), KICK, WALK TWO SQUARES, TURN RIGHT
(E), KICK, FORWARD 2, KICK, FORWARD 1, TURN RIGHT, KICK, TURN
RIGHT, WALK 2, KICK... GIRD YOURSELF FOR COMBAT, THEN KICK -- YOU
ARE IN A GUARDROOM WITH SOME GARIAN GUARDS. DON'T WASTE SPELLS
ON THEM. JUST FIGHT, AND MOST OF THEM WILL RUN AWAY. <<LEAVE THE
CHEST BEHIND!!>> IT WILL NOT CONTAIN ANY MAGIC, AND THE TRAPS
TEND TO BE VICIOUS.
TURN LEFT, KICK, WALK 1, TURN LEFT, PREPARE, KICK (ANOTHER FIXED
ENCOUNTER WITH GARIAN GUARDS -- <<LEAVE THE CHEST>>). KICK, FIGHT
SOME MORE GARIAN GUARDS AND <<LEAVE THE CHEST>>, WALK TWO
SQUARES, TAKE A DEEP BREATH, MAKE SURE EVERYONE'S HEALED, THEN...
KICK! YOU ARE NOW FACE-TO-FACE WITH THE HIGH CORSAIR AND A
VARIABLE NUMBER (3-5) OF GARIAN CAPTAINS. O.K., REMEMBER ALL
THOSE SPELLS YOU WEREN'T WASTING ON THE PREVIOUS ENCOUNTERS? A
TIME WILL COME WHEN YOUR CHARACTERS WILL SNEER AT THIS ENCOUNTER,
BUT IT'S NOT YET! PUT THE CAPTAINS TO SLEEP, AND CONCENTRATE ALL
THE FIGHTERS ON THE HIGH CORSAIR. ONCE HE'S DEAD, YOU CAN TAKE ON
THE CAPTAINS (THOSE WHICH DON'T RUN AWAY IN PANIC WHEN THEIR
LEADER DIES). THIS CHEST WILL BE TRAPPED WITH "ALARM"; DISARM IT
AND OPEN IT; IT WILL ALWAYS CONTAIN EQUIPMENT, SOMETIMES MAGICAL
-- THE ONLY MAGIC YOU WILL BE LIKELY TO FIND ON LEVEL 1.
GO TO THE DOOR ON THE SOUTH END OF THE EAST WALL, AND KICK. LO
AND BEHOLD, YET ANOTHER MESSAGE! THIS TIME, IT'S "L'KBRETH"
TELLING YOU THAT NEITHER GOOD NOR EVIL ALONE CAN SO LIVE THE
DUNGEON. THIS IS QUITE TRUE. THERE ARE FOUR DOORS AHEAD OF YOU.
THE RIGHTMOST IS AN EMPTY 10X10 ROOM; THE LEFTMOST IS A TELEPORT
BACK TO THE CASTLE (GOOD QUICK EXIT; YOU MAY NEED THIS LATER!),
THE MIDDLE ONES ARE STAIRS. THE CATCH IS THAT ONLY A GOOD PARTY
(AT LEAST ONE GOOD-ALIGNED CHARACTER) CAN USE THE STAIRS DIRECTLY
OPPOSITE WHERE YOU ARE NOW STANDING (19E,13N), WHILE ONLY AN EVIL
PARTY CAN USE THE STAIRS AT (19E, 14N). IF YOU PICK THE WRONG
STAIRWAY, YOU WILL BE TELEPORTED BACK TO THE CASTLE. SO PICK THE
RIGHT ONE, AND GO ON UP.
THE STAIRS UP FROM LEVEL 1 ARE AT (19E,13N) -- GOOD PARTIES ONLY,
AND (19E,14N) -- EVIL PARTIES ONLY (I HAVEN'T TRIED A STRAIGHT
NEUTRAL PARTY -- IF ANYONE HAS, LET US KNOW WHAT HAPPENS). THE
GOOD STAIRS TAKE YOU UP TO LEVEL 2, WHILE THE EVIL STAIRS GO UP
TO LEVEL 3 -- THE LEVELS ARE APPROXIMATELY THE SAME IN
DIFFICULTY.
YOU WILL NEED TO RUN SOME EVILS TO SOLVE THIS DUNGEON, BUT PUT IT
OFF AS LONG AS POSSIBLE -- IT HEAVILY DISCRIMINATES AGAINST THEM!
LEVEL 4 (GOOD PARTIES ONLY) HAS ALL THE MAGIC; LEVEL 5 (EVIL
ONLY) IS ALMOST BARE. SAME WITH LEVEL 2 VS. LEVEL 3. SO, TAKE
YOUR GOOD PARTY, PROCEED UP THE GOOD STAIRS; YOU ARE NOW AT
(19E,0N,2U). TURN WEST (180 DEGREES) AND WALK DOWN THE HALL -- 4
STEPS, TURN RIGHT, 4 STEPS, TURN LEFT, 4 STEPS, TURN RIGHT, ONE
STEP, LEFT, ONE STEP, LEFT (NOW FACING SOUTH) -- KICK THE DOOR,
WALK FORWARD ONE, TURN LEFT, WALK 4, TURN RIGHT, WALK ONE, TURN
RIGHT (NOW FACING WEST), KICK THE DOOR. IN CASE YOU HAVEN'T
GUESSED BY NOW, YOU WILL BE HEARTILY SICK OF THE FORTRESS AND
THIS ROUTE BY THE TIME YOU ARE ABLE TO USE THE SHORTCUT (VIA THE
ISLAND -- YOU GUESSED IT). IF YOU HAVE A SUPERBISHOP ALONG, JUST
MALOR UP TO LEVEL 2 (I DON'T RECOMMEND ATTACKING LEVEL 4, DESPITE
THE GREATER REWARDS, UNTIL EVERYBODY HAS ENOUGH HIT POINTS AND
FIGHTING ABILITY TO SURVIVE A TOUGH MAGIC OR DRAGON BREATH
BATTLE).
LET'S SEE, YOU SHOULD NOW BE AT (13E , 2N, 2U). WALK ONE SQUARE,
TURN LEFT, WALK ONE SQUARE, KICK, TURN RIGHT, KICK (DON'T LOOK
BACK -- THAT WAS A ONE-WAY DOOR YOU JUST KICKED THROUGH!! TO GET
BACK, YOU WILL USE THE DOOR IN THE NORTH -- CURRENTLY TO YOUR
RIGHT). WALK ONE SQUARE, TURN RIGHT, WALK TWO SQUARES, TURN LEFT.
BLANK WALL HERE, EVEN IF YOU HAVE A LIGHT SPELL GOING. SO KICK
THE WALL ANYWAY -- IT'S AN "INVISIBLE" DOOR LIKE THE ONES YOU MAY
REMEMBER FROM KNIGHT OF DIAMONDS. TURN RIGHT, AND KICK ANOTHER
INVISIBLE DOOR IN. WHEW! THAT WAS THE TOUGH PART; (TOOK ME ABOUT
SIX EXPEDITIONS UP HERE TO ISOLATE THIS AS THE ONLY WAY INTO THE
REST OF LEVEL 2).
FROM YOUR CURRENT LOCATION (9E,2N, 2U) TO THE STAIRS UP, YOU
WALK: FORWARD,KICK,FORWARD,LEFT,FORWARD, KICK,
RIGHT,KICK,LEFT,KICK,FORWARD, RIGHT,FORWARD,KICK,RIGHT,FORWARD,
RIGHT, FORWARD,LEFT,FORWARD,KICK, LEFT,
FORWARD,RIGHT,KICK,FORWARD, LEFT, FORWARD ,RIGHT,KICK,FORWARD,
FORWARD, LEFT, FORWARD,LEFT,KICK, RIGHT, KICK,
LEFT,FORWARD,RIGHT, FORWARD,FORWARD,KICK, RIGHT,FORWARD
4,KICK,RIGHT,RIGHT,KICK - - WAIT A SEC -- ISN'T THAT WHERE I JUST
CAME FROM?? NOPE -- YOU JUST TELEPORTED TO (3E,18N,2U)!!
O.K., YOU ARE NOW AT (2E,18N,2U), FACING WEST. KICK THE DOOR,
THEN: FORWARD,LEFT,FORWARD,KICK,LEFT, FORWARD,
RIGHT,FORWARD,KICK, LEFT,KICK, LEFT,KICK,FORWARD,RIGHT,
FORWARD,KICK (BUT REMEMBER THAT DOOR YOU JUST PASSED ON YOUR
RIGHT -- YOU'LL NEED TO GO THAT WAY TO GET OUT!). YOU'RE NOW IN A
NORTH-SOUTH HALLWAY, FACING EAST. TURN LEFT (N), WALK 3 SQUARES,
AND "BINGO"! "I AM AROUND YOU ALWAYS, BUT YOU HAVE NEVER SEEN
ME. YOU WOULD NEVER LEAVE ME, BUT WERE I GONE, YOU WOULD NOT CRY
OUT FOR ME. WHAT AM I?" THE ANSWER IS, OF COURSE, ELEMENTARY (THE
ELEMENTS PLAY AN IMPORTANT PART IN THIS DUNGEON), NAMELY "AIR".
TURN LEFT, WALK 4 SQUARES, AND YOU'RE ON THE STAIRS UP TO LEVEL
4.
IF YOU'VE DETOURED (AS YOU SHOULD HAVE, AS YOU WANT TO HAVE
CHARACTERS OF AROUND 6TH-8TH LEVEL BEFORE GOING UP TO LEVEL 4),
YOU MAY NOTICE THAT YOU'VE ONLY BEEN ABLE TO MAP ABOUT HALF OF
THE SECOND LEVEL. DON'T WORRY ABOUT IT; THERE'S ANOTHER WAY DOWN
FROM 4TH INTO THE OTHER PART. IF YOU GOT LOST, YOUR STAIRS UP
FROM LEVEL 2 WERE AT (0E, 19N,2U), AND YOU ARE NOW AT
(10E,2N,4U). OTHER IMPORTANT LOCATIONS ON LEVEL 4 ARE:
(3E,1N,4U) -- STAIRS DOWN TO THE ISLAND ON LEVEL 1. (13E,13N,4U)
-- STAIRS DOWN TO THE OTHER HALF OF LEVEL 2. (12E,13N,4U) --
CHUTE DOWN TO SAME (COMES OUT AT (2E,11N,2U). (19E,14N,4U) --
STAIRS UP TO LEVEL 6 -- BUT YOU CAN'T GO YET. (17E,11N,4U) -- A
PUZZLE TO GET YOU TO AFOREMENTIONED STAIRS MOST SAFELY.
(7E,17N,4U) -- LAIR OF THE GREATER DEMON DELF -- GUARDIAN OF THE
CRYSTAL OF EVIL -- AN ARTIFACT YOU MUST HAVE TO SOLVE THIS
DUNGEON. THE WHOLE AREA SOUTH OF (17E,10N,4U) -- IS FULL OF
SQUARES THAT SAY "LOOK OUT!" EACH TIME YOU WALK ON ONE OF THESE,
YOU WILL HAVE AN ENCOUNTER ON YOUR <<NEXT>> MOVE. ALL OF THESE
ENCOUNTERS WILL BE PRETTY TOUGH, AND DECENT EXPERIENCE; ALL WILL
HAVE CHESTS; ALL CHESTS WILL CONTAIN MAGIC ITEMS. JACKPOT!
BONANZA! HERE'S WHERE YOU GO TO STOCK EVERYBODY -- GOOD AND
EVIL! IN PARTICULAR, YOU NEED TO FIND SOME GLASS BOTTLES --
THEY'RE "SHIPS IN BOTTLES", AND ENABLE YOU TO WALK ACROSS THE
LAKE TO THE ISLAND (AND SHORTCUT STAIRS) ON THE FIRST LEVEL. GET
SEVERAL, IF YOU CAN. (THEY'RE QUITE COMMON IN THIS SECTION).
-- TO BE CONTINUED....
+277
View File
@@ -0,0 +1,277 @@
LIFE & DEATH SOLVE
---------------------
So you've spent half your life hacking at Orcs, obliterating alien hordes, and
dragging leisure-suited misfits around the world. Now you're looking to do
something useful for humanity. Well, your timing is great. Toolworks General is
looking for a few good surgeons to assume the burden of a few appendectomies,
infections, and vascular grafts. No problem at all!
When you start the game, you'll need to sign in on the receptionist's
clipboard. She'll welcome you and prompt you to go to the classroom, but let's
not do that yet. Using whichever input device you have (a mouse is ideal for
this game), set your difficulty level to Novice until you've successfully
completed both operations. Erase the scrawl in the box at the bottom of the
option screen by clicking on the small Erase checkbox; then draw your own
initials in the space provided. You can turn off the sound at this point, but
don't unless you absolutely have to: The sounds of the EKG and of the clamps
closing are extremely useful.
Click outside the box to signify you're done setting parameters. Now you're
ready to hand-pick your surgical staff and start seeing patients. Since your
first operation will be an appendectomy, let's go into the Staff room and choose knowledgeable and cooperative assistants. Otherwise they'll be of no help at all in the OR (Operating Room).
Look over the six files by first clicking on the filing cabinet, and then on
each name (NOT in the small check-box). You'll get a photo and brief description of each staff member. Gregory Danielson is a must for appendectomies; click on his check-box. But that means that you will NOT want Beverly Kabes on your staff, nor will you want Laurelee Menzies (whose area of expertise is irrelevant to this operation). Kim Brewer would be a good choice if you're looking for a general nurse to assist; if you have trouble keeping your eye on the EKG, then pick Ken Shepherd instead of Kim. If you're anticipating trouble with incisions,
David Manglier would also be a decent alternative. My personal picks are
Danielson and Brewer.
Click on the door of the Staff room to leave and head into the Classroom. Watch the blackboard and listen closely; the advice is basic (most can be found in the manual). When class is over, click on the door and the receptionist will tell you where your patient is.
In the patient's room, there's no need to look at the clipboard yet. The
patients' complaints all sound the same, and your main diagnostic tool is to
palpate the abdomen, so click on the abdomen of whoever's in bed. Click all
around the area; be sure to get each quadrant at least once or you'll be
reprimanded further on down the line. In this, the first half of the game, here
are the guidelines for diagnosing: If there is no pain response anywhere on the
abdomen, that signals intestinal gas and should be OBSERVED. If there is pain
response all over the abdomen, that signals an infection and should be
MEDICATED. If there is pain only in some parts of the abdomen, that could be
either appendicitis or kidney stones; you MUST take an X-RAY (even if the pain
is only on the patient's left side and thus unlikely to be appendicitis). If
there are kidney stones, they'll appear as a clump of small white dots ABOVE the pelvis (surrounded by black). If such stones appear, your action should be
REFERRAL (since urology is not the field you're in). If no stones are present,
that's appendicitis! Click on OPERATE on the clipboard and exit the patient's room.
If you've just booted up, you'll be advised to check in on the phone (the copy
protection). Do that if you need to; the receptionist should then inform you
that they're waiting for you in OR. Head for the OR and here we go!
Operating
---------
On the upper right is the section of the patient's body with which you'll be
working. Beneath the body is a message box (it may not appear instantly) where
words of encouragement, advice, and scorn will appear from your two assistants.
Next to it is a small bottle representing the current fluid connected to the
patient's IV. At the left is the EKG and the anesthetic machinery, and below
that are a tray and two drawers (currently closed) with all the instruments
you'll need to operate. You can see that the anesthetic is OFF and the breathing and heartbeat are regular. You'll want to learn to keep your ears tuned to that EKG; if the pitch changes or if the constant beeping stops, you'll have to turn your attention to the problem. Although you have assistants who will be commenting along the way, I'm going to assume you're in this alone.
The two kinds of heart problems you'll run across are PVC and Bradycardia. With PVC, the EKG will drop in pitch and the line will plummet and bounce back (see the manual for a picture). The cure for this is a quick injection of Lidocaine, already in a hypo in the bottom drawer (marked with an "L"). PVC is easy to remember because it will look like a "V" on the EKG. Bradycardia shows a relatively flat EKG, and the beep will stop altogether; this requires an
injection of Atropine, marked with an "A" and sitting next to the Lidocaine.
Think of "A" going with "B" and you can easily recall Atropine going with
Bradycardia. (These sorts of mnemonics are exactly what help most medical
students get through school.)
Once in a while, the patient's blood pressure will drop. This will happen
without fail if you don't start the patient on IV blood before you begin
cutting. If the heart rate does drop, put blood in the IV and quickly clamp and
cauterize all bleeders. But if the rate drops to 50, immediately inject the
patient with Dopamine (in the bottom drawer, marked "D"). You only have one hypo of Dopamine and unlimited hypos of Atropine and Dopamine.
Since the patient's still awake, you're not likely to run into EITHER problem!
So let's get down to some hacking and slashing of an entirely new kind.
Open the bottom drawer (just click the fingertips on the end of the drawer),
and open the top drawer. From the top drawer: Click on soap to wash; click on
gloves. Click on the large bottle with the "A" on it (it's antiseptic). Holding
the button down, move the antiseptic cloth all over the skin; try not to leave
any unwiped areas. The area will be shaded with black dots to show where you've
wiped. Return the antiseptic to the drawer, and pick up the sterile drape (the
folded cloth on the left). The cursor will change to a square; place this square all the way to the upper left corner of the abdominal window so that the corner of the square fits neatly into the corner of the window (don't leave any visible area in between) and click. You should get a very thin, almost unnoticeable line around the abdomen -- virtually no drape at all. This is crucial since you'll need every available millimeter of space with which to operate. If the square cursor vanishes and is replaced by the hand, and the abdomen window flickers slightly, you've done it right. (A comment in the message box may confirm it.)
Close the top drawer. Turn on the gas. Pick up the hypo labeled "B" (the
antibiotics) in the bottom drawer, and move it over to the skin; click to
inject, and the hypo will vanish. Get a bottle of blood (it LOOKS like blood)
from the drawer, and click it on the full bottle next to the message window;
that bottle should change to blood. This will prevent the patient's blood
pressure from dropping as you make your first incision. Close the bottom drawer, and pick up your scalpel.
You'll be making a McBurney's incision (page 92 of Lindstrom's notes). From
your point of view, you'll be making a single, straight cut from the upper left
corner of the abdomen to the lower right corner. Make the line as long as
possible; this is also crucial because it determines the size of the wound
you're creating, and you need a BIG wound to get at the appendix. So, start and
end as close to the very corners as you can (without cutting the drape).
Incision technique isn't easy; you'll need to learn to cut as straight as
possible while also cutting QUICKLY (which helps to keep the incision neat).
Practice is the only solution here.
Make that incision in the abdomen. Then drop the scalpel, pick up the forceps
(lying horizontally above the scissors) and clamp a bleeder (the widening
circles of red that will appear along the incision). As you clamp, you should
hear a "click" and you'll probably get a comment affirming the action. Another
forceps will have appeared; clamp all the bleeders. When all the bleeders have
stopped spreading, pick up the cauterizer (looks like a soldering iron on the
left edge of the tray) and click once LIGHTLY on each bleeder. You may need to
do this 2 or 3 times on each, but eventually you'll have cauterized them all.
Then remove each clamp, one at a time, and using either sponge or suction hose
(S-shaped), remove the blood.
Pick up the skin spreader (the butterfly-shaped mechanism at the bottom of the tray), and click it on the incision. The skin will peel away and reveal a layer of subcutaneous fat. Congratulations! Get somebody in the room to wipe yourforehead.
All the while, of course, you'll be listening to the EKG and injecting the
proper fluid when necessary. Also keep your eye on that bottle; when the blood
is about to run out (don't wait till the last moment), put in a bottle of
Glucose from the bottom drawer.
Now do the same thing to the subcutaneous fat that you did to the skin; incise
at the same angle, clamp bleeders, cauterize, remove clamps, and wipe clean.
Again, be sure to go to the very corners for your incision, but be careful not
to cut _beyond_ the corners to the skin above. Retract the fat to reveal the
oblique muscle tissue.
The oblique muscle (and the transversus muscle below) has no blood vessels and
will not cause bleeders. Cut the oblique muscle layer exactly as in the last two layers, going from corner to corner and making a straight, neat incision. The next layer -- the transversus muscle -- is striated in the other direction.
Don't cut at the usual angle; cut "with the grain" from upper right to lower
left. Keep making those incisions as long as possible. Retracting the
transversus will reveal the peritoneum, through which you can vaguely see the
end of the large intestine (which covers the appendix).
The peritoneum calls for very delicate incising. Unless you have version 1.03
of the program (or better), forget what the manual tells you about incising the
peritoneum and listen carefully. You're going to cut diagonally from upper left
to lower right with the scissors. FIRST, pick the spot where you're going to
start the incision. Pick up the scalpel and click once just at that point;
you're scraping the peritoneum but not cutting it. Don't draw a line, just click once and let go. Put the scalpel down and get the forceps; clamp the forceps just a pixel or two below where you just scraped. With the forceps in place, pick up the scalpel again and click once more on the same point you scraped; a large black dot should appear. Drop the scalpel, remove the forceps, pick up the scissors and start clicking. Make each click a little farther down and to the right of the last, but not too far or the program will think you've started a new incision. Don't make your first snip right on the black dot; make it a bit further down/right. Continue all the way to the lower right corner and use the skin retractor.
Voila! There's that lovely large intestine, covered with infected fluid (the
black shading). From the bottom drawer, take the test tube, and click it on the
abdomen to get a fluid sample. Close the drawer and get the suction tube; start
to suction off the liquid, and it'll come right up. Put down the hose.
Click the fingertips at the bottom of the large intestine. Provided you've made the incisions long enough, the cecum will flip up into sight. If the incisions aren't as large as they need to be, you won't be able to get at this area, and you'll have to abandon the operation. But let's hope for the best.
Open the top drawer and get the roll of gauze. Click the gauze at the base of
the cecum, and the cecum becomes packed and immobilized. Close the drawer. I
assume you're still watching the IV and the EKG? Of course you are.
Once again, click the fingertips at the base of the cecum to expose more
intestine. Click the fingertips at the base of this new intestine, and the
appendix pops up, pointing to the right. Take a clamp, the L-shaped object in
the center of the tray. Clamp the tip of the appendix, all the way to the right
and just above the bottom edge. If you clamp in the wrong spot, the appendix may rupture; in that case, take the drainer from the top drawer (the red bulb) and drain the appendix before continuing. If you've clamped the appendix correctly, it will be lifted and the underside exposed. You're doing great if you're still with me; put the game on pause and play some golf.
You're going to nick the mesoappendix membrane. Pick up the scalpel. There's a
red line, or shadow, running the length of the appendix. You'll nick -- a quick
click -- at a point slightly to the right and about a fifth of the way up that
red line. If you mess up, you'll know it...and they'll show you in class the
proper place to nick. Assuming you've clicked in the right place, you'll get
another big black dot with a small white dot in the center. Put down the scalpel and take the needle and thread. Click once at the center of that dot to suture the mesoappendix artery.
Get the scalpel. To sever and remove the artery and membrane, you click once
directly on that long red shadow, a pixel or so below the bottom edge of the
clamp. The clamp appears spread; use the lower of the two clamp ends as a
reference point. Click just below that end, and the membrane vanishes. Now get
another clamp and clamp the base of that long, red shadow; Danielson should
confirm that the LOWER clamp is in place. Get another clamp and clamp at about
the middle of the shadow; Danielson will remark that the HIGHER clamp is in
place. Get the needle and thread, click once between the two clamps, and a small "purse string" suture should appear. Click the scalpel just above the suture, and off it goes. The appendix is gone. All the clamps except one will vanish. Remove that clamp and click the fingers on the cecum to tuck in the wound. A small hole appears on the cecum; click the needle on that once to make a Z-string suture across the hole. Put away the needle, and click the fingertips on the base of the cecum. That'll instantly remove the gauze and tuck everything back into place. You're ready to close!
To close each layer, pick up the skin retractor. Move it all the way to the
right of the window; it will be almost entirely off the screen. Click it once
and the peritoneum closes. Put down the retractor, pick up the needle, and place sutures along the closed incision. They don't have to be touching, but they should be fairly close together. You'll need to make a lot of them.
Once you've finished suturing the peritoneum, take the spreader and click it
all the way on the right as you did just before. The transversus muscle layer
closes; suture it the same way. Now close and suture the oblique muscle layer
and the subcutaneous fat layer. Close the skin layer, but don't suture it.
Secure it with the X-shaped skin clips in the upper left corner of the tray. Put them close enough together to touch. Turn off the gas, and let the patient go to Recovery. Congratulations! This was the hard part.
When the program evaluates the surgery, you'll be told to go to Medical School
if your performance was not perfect. If it was perfect, you'll be congratulated
for having performed an appendectomy and sent to medical school anyway! But now
you'll be promoted to deal with a different set of problems, and appendectomies
will become a thing of the past.
Your new crop of patients will have one of three possible conditions:
arthritis, immature aneurysms, and mature aneurysms. The diagnosis is just
nearly as straightforward as in the previous part of the game. Carefully palpate all areas of each patient's abdomen. Be certain to palpate several times just below the navel. If the patient has pain all over the abdomen, take an X-RAY. You'll probably find that the spine is practically a solid white mass; this indicates arthritis and requires MEDICATION. If the patient's response to palpation under the navel is "That feels like a lump" or some mention of a lump, that's probably an aneurysm. Do an ULTRASOUND SCAN to determine its size. If it's less than "5 cm" in diameter (use the ruler up above the ultrascan screen to judge), it's immature and should not be operated upon. Check OBSERVE. If the aneurysm is 5 cm or larger (as it probably will be), you'll have to OPERATE!
Before you go into the OR, though, you'll want to readjust your staff. Be sure
to include Laurelee Menzies, the resident expert on aneurysms. Your other
assistant should be either Kim Brewer, Bev Kabes, or Ken Shepherd. Head into the OR. You'll note a few new items on the trays, but don't be intimidated. Next to conquering the appendix, this one's almost a cakewalk.
Open the bottom and top drawers. Use the soap and the gloves (in that order
please!). Apply the antiseptic (this time you have a whole abdomen to work
with). Put on the drape, and as before, you're going to leave as much room to
operate with as possible. Close the top drawer, turn on the gas, inject with the "B" hypo (there's a new one marked "H" for Heparin, which you'll need in a bit).
Hang a bottle of blood on the IV and pick up your scalpel.
This time you won't be making any McBurney's incisions. Cutting smoothly,
incise the abdomen straight down the middle from as far on top to as close to
the bottom as you can without touching the drape. There shouldn't be much drape
there, anyway...only a line or two on top and bottom. Work quickly to clamp all
the bleeders with the forceps. The cauterizer is gone; we now have a ligator --
a pretzel-shaped loop on the tray. Pick it up and center it over each bleeder;
click once to ligate each bleeder. When you've gotten them all, remove the
forceps and wipe the area clean. Separate the skin with the skin retractor. Do
the same with the rippling subcutaneous fat layer. Always be vigilant for
problems with the EKG; act quickly with Atropine, Lidocaine, and Dopamine when
necessary.
Now you're down to the muscle layer, the rectus abdominus. This one won't
bleed. Cut down the linea alba, the thick white portion at the center. Spread
using the retractor. You'll be looking at the preperitoneum, which is incised
the same way the peritoneum was: Click with the scalpel to scrape, elevate just
below with forceps, click again with scalpel to nick a hole, remove forceps and
snip all the way down with the scissors. Be cautious not to make your snips so
far apart that you appear to be making a separate incision; this will puncture
the intestines. But do try to make the incision straight...neatness counts.
After snipping the preperitoneum, spread it. Using your fingertips, click on
the bottom of the chest to push the intestines out of the way. In the top drawer you'll see a small bag (called the gut bag). Click the bag on the intestines at the top of the screen to keep them clean, tidy, and out of the way. Underneath the intestines is the postperitoneum, and underneath that, the murky shape of the aneurysm. Scrape, elevate, nick and snip the postperitoneum exactly as you did with the preperitoneum. Spread it and there's the aneurysm, the swelling just above where the two iliac arteries merge.
In the bottom drawer, take the Heparin and inject it before proceeding. This
prevents embolisms in 100% of my cases so far! I wouldn't know what to do if
there WAS an embolism. Click the fingertips at the base of the aneurysm and
rubber tubing will appear in place. The aneurysm is now immobilized and ready
for action!
Take a clamp (NOT a hemostat) and clamp either of the iliac arteries, then
clamp the other one. Put another clamp on the small vessel (mesenteric artery)
extending from the center of the aorta, close to where they come together. Then
put a clamp at the top of the aneurysm, right where it comes into view. Work
quickly at this point; you've cut off the blood supply to the legs!
Take the scalpel and nick the mesenteric artery just above the clamp (not
between the clamp and the aorta). A bleeder will appear; ligate it. You're going to incise the aorta with the scalpel. Don't start right at the top! Start about a quarter of the way down the aneurysm or the incision will be too long, and you'll have to abort the operation. Make the incision straight and clean; don't bring it quite all the way to the bottom. Use the skin retractor to expose the clot. Remove the clot with your fingertips; take the Y-shaped dacron graft from the bottom drawer and put it in place.
The graft has to be sutured into place. Take the needle and put three sutures
into each of the graft's three ends (nine sutures altogether). You should be
able to see each of the three sutures connecting the graft to the artery walls.
Put down the needle.
Before you can complete the suturing, you have to close the artery walls around the graft. With your fingertips, click at the junctures of the graft (the three ends) until the flaps of vessel tissue close around them. Then take the needle up and suture three times at each juncture again, for a total of six sutures in each of the three branches. Pick up the retractor and close the aorta around the graft. Suture the aortal incision with close stitches.
The next step is a test of your previous work. Remove one of the iliac clamps.
Then remove the next. Finally remove the clamp at the top, re-establishing the
flow of blood through the aorta. If no bleeders appear, you've made it! If
bleeders do appear, replace the three clamps, starting with the two iliac
clamps. Resuture the incision and try again.
Once the aorta is repaired, remove the rubber tubing. Then un-retract the
postperitoneum. Suture it. Remove the gut bag and replace the intestines.
Un-retract the preperitoneum and suture it. Un-retract the next two layers
(chest muscle and subcutaneous fat). After un-retracting the skin, close it with skin clips instead of stitches. Turn off the gas, and pick up your diploma in the Chief of Surgery's office.
You retire wealthy, and your name will vanish from the receptionist's
clipboard. Should you want to relive past glories, head into the Staff room and
click on the file cabinet. Again, hearty congratulations: I'll catch you on the
back 9!
LIFE & DEATH is published by The Software Toolworks and distributed by
Electronic Arts.
+265
View File
@@ -0,0 +1,265 @@
***************************************
* *
* Legacy of Llylgamyn *
* *
* a walk-thru *
* *
* presented by *
* *
* Alien Advark *
* *
***************************************
Warning: this walk-thru shows how to solve this adventure step by step,
these are not hints!
---------------------------------------
The Legacy of Llylgamyn -- Wizardry III
I will try to develop it from the bottom up, so if you just want to see
early stuff, and solve the rest yourself, then just make sure you abort
this message in time! if you don't want any giveaways, you shouldn't
have been reading this far.
1. Starting out. As with the knight of diamonds, you cannot create new
characters in L of L; they must be transferred in. There are no posted
"minimum level" suggestions, however there is a reason for this. When
you first transfer a character over, you will find that you cannot use
him/her in a party; the character is "only a memory". To be used in L of
L, each character must undergo the "rite of passage" which will turn
him/her into a Legacy. To do this, enter the training grounds, call up
the character by name, then enter "r".
Whoops! now you've done it! you see, putting a character through the
rite of passage does the following to him/her: if it had more than 500
g.p., it now has exactly 500. All equipment is taken away. It is now 1st
level, with appropriate hit points, spells, etc. (you do get to keep
stats close to what you had, with random variations). This would make it
ideal to create a new character in mad overlord, then transfer it,
right? wrong. A character with beginning stats, and less than 500 g.p.
Is going to have it <very rough> in L of L. At least give him some
money; that may be enough to survive.
The ideal party composition when first starting out in L of L is three
fighter types and three bishops! you will need all the katino's and
dios's you can muster to survive your first few expeditions. Once you
have a few characters up around third level, the rest will have a
chance.
Some cheats to speed things up: L of L does not prevent you from
transferring characters in and out; just new ones need to undergo the
rite of passage. Magic items are not transferrable (different coding),
but gold is. This means that you can have a character undergo the rite
of passage, transfer it to Wizardry I or II, get bundles of gold, and
transfer it back. There's not as much to buy, but it's a start. Also, if
the character is a bishop, you can turn it into a superbishop in
wizardry 1, then send him/her back to L of L with full abilities!
Let's see, you've got your party with three fighter types (fighters,
lords, samurai, or ninja -- or conceivably a thief) and three bishops. A
quick, but dangerous, way to get experience is to take on the moat
monsters at the dark fortress. By all means, use katino (one per round)
on them, and be ready to heal during melee; they hit hard!
Interesting features of level 1: the room you start out in has two
obvious doors. There are also two secret doors (next to the obvious
ones); each opens on a sandy beach with an island visible in the
distance. The island is in the ne corner of the 8-square lake
(6e-7e,6n-7n), but that's about all you can do about it at the moment,
since there's a lake in your way ("you're at the water's edge; go back
or you'll drown!"; you are automatically pushed back when you see this
message).
Until you're ready for the island, your best bet is to initially go
east. You find a 20' long corridor, ending in a door on the south. When
you get to it, you see a sign reading "barracks"; irrelevant, except to
tell you you're going the right way. Kick the door, turn east, kick the
door, turn south, kick the door, turn west, kick, kick. Ah ha! another
message! this time, you're at a dark fortress; "beware of moat
monsters", sayeth the sign. Indeed, beware. You are about to have two
or three encounters with moat monsters, the toughest (and best
experience) critters on level 1. This is a good way to build up initial
experience; you don't want to try level 2 until you're at least 3rd, and
preferably 4th or 5th, level (be at least 3rd even if you bring a
superbishop -- lots of spellcasting creatures on the upper levels, not
to mention dragons). Turn right, proceed as far as you can, turn left
(west), proceed, (your first moat monster encounter will take place in
the 4th square after you turn the corner (17e, 19n) -- kill 'em!), bump
into the west wall, and turn south. On your fourth square (8e, 15n) you
will meet some more moaties; trash 'em! walk one more south, then turn
left (east); the doors to the fortress! walk forward, then kick.
O.K., you've just kicked in the northern door to the fortress, and are
at (10e,14n,1u) (incidentally, except for your final destination, the
fortress is totally symmetrical, so you could reverse my n-s direction
and use the south door (13n) if you preferred). Turn left (n), kick,
walk two squares, turn right (e), kick, forward 2, kick, forward 1, turn
right, kick, turn right, walk 2, kick... Gird yourself for combat, then
kick -- you are in a guardroom with some garian guards. Don't waste
spells on them. Just fight, and most of them will run away. <<leave the
chest behind!!>> it will not contain any magic, and the traps tend to be
vicious.
Turn left, kick, walk 1, turn left, prepare, kick (another fixed
encounter with garian guards -- <<leave the chest>>). Kick, fight some
more garian guards and <<leave the chest>>, walk two squares, take a
deep breath, make sure everyone's healed, then... Kick! you are now
face-to-face with the high corsair and a variable number (3-5) of garian
captains. O.K., remember all those spells you weren't wasting on the
previous encounters? A time will come when your characters will sneer
at this encounter, but it's not yet! Put the captains to sleep, and
concentrate all the fighters on the high corsair. Once he's dead, you
can take on the captains (those which don't run away in panic when their
leader dies). This chest will be trapped with "alarm"; disarm it and
open it; it will always contain equipment, sometimes magical -- the only
magic you will be likely to find on level 1.
Go to the door on the south end of the east wall, and kick. Lo and
behold, yet another message! this time, it's "l'kbreth" telling you
that neither good nor evil alone can so live the dungeon. This is quite
true. There are four doors ahead of you. The rightmost is an empty 10x10
room; the leftmost is a teleport back to the castle (good quick exit;
you may need this later!), the middle ones are stairs. The catch is that
only a good party (at least one good-aligned character) can use the
stairs directly opposite where you are now standing (19e,13n), while
only an evil party can use the stairs at (19e, 14n). If you pick the
wrong stairway, you will be teleported back to the castle. So pick the
right one, and go on up.
The stairs up from level 1 are at (19e,13n) -- good parties only, and
(19e,14n) -- evil parties only (i haven't tried a straight neutral party
-- if anyone has, let us know what happens). The good stairs take you up
to level 2, while the evil stairs go up to level 3 -- the levels are
approximately the same in difficulty.
You will need to run some evils to solve this dungeon, but put it off as
long as possible -- it heavily discriminates against them! level 4
(good parties only) has all the magic; level 5 (evil only) is almost
bare. Same with level 2 vs. Level 3. So, take your good party, proceed
up the good stairs; you are now at (19e,0n,2u). Turn west (180 degrees)
and walk down the hall -- 4 steps, turn right, 4 steps, turn left, 4
steps, turn right, one step, left, one step, left (now facing south) --
kick the door, walk forward one, turn left, walk 4, turn right, walk
one, turn right (now facing west), kick the door. In case you haven't
guessed by now, you will be heartily sick of the fortress and this route
by the time you are able to use the shortcut (via the island -- you
guessed it). If you have a superbishop along, just malor up to level 2
(i don't recommend attacking level 4, despite the greater rewards, until
everybody has enough hit points and fighting ability to survive a tough
magic or dragon breath battle).
Let's see, you should now be at (13e, 2n, 2u). Walk one square, turn
left, walk one square, kick, turn right, kick (don't look back -- that
was a one-way door you just kicked through!! to get back, you will use
the door in the north -- currently to your right). Walk one square, turn
right, walk two squares, turn left . Blank wall here, even if you have a
light spell going. So kick the wall anyway -- it's an "invisible" door
like the ones you may remember from knight of diamonds. Turn right, and
kick another invisible door in. Whew! that was the tough part; (took me
about six expeditions up here to isolate this as the only way into the
rest of level 2).
From your current location (9e,2n, 2u) to the stairs up, you walk:
forward,kick,forward,left,forward, kick, right,kick,left,kick,forward,
right,forward,kick,right,forward, right, forward,left,forward,kick,
left, forward,right,kick,forward, left, forward ,right,kick,forward,
forward, left, forward,left,kick, right, kick, left,forward,right,
forward,forward,kick, right,forward 4,kick,right,right,kick - - wait a
sec -- isn't that where I just came from?? nope -- you just teleported
to (3e,18n,2u)!!
O.K., you are now at (2e,18n,2u), facing west. Kick the door, then:
forward,left,forward,kick,left, forward, right,forward,kick, left,kick,
left,kick,forward,right, forward,kick (but remember that door you just
passed on your right -- you'll need to go that way to get out!). You're
now in a north-south hallway, facing east. Turn left (n), walk 3
squares, and "bingo"! "I am around you always, but you have never seen
me. You would never leave me, but were I gone, you would not cry out for
me. What am I?" the answer is, of course, elementary (the elements play
an important part in this dungeon), namely "air". Turn left, walk 4
squares, and you're on the stairs up to level 4.
If you've detoured (as you should have, as you want to have characters
of around 6th-8th level before going up to level 4), you may notice that
you've only been able to map about half of the second level. Don't worry
about it; there's another way down from 4th into the other part. If you
got lost, your stairs up from level 2 were at (0e, 19n,2u), and you are
now at (10e,2n,4u). Other important locations on level 4 are:
(3e,1n,4u) -- stairs down to the island on level 1. (13e,13n,4u) --
stairs down to the other half of level 2. (12e,13n,4u) -- chute down to
same (comes out at (2e,11n,2u). (19e,14n,4u) -- stairs up to level 6 --
but you can't go yet. (17e,11n,4u) -- a puzzle to get you to
aforementioned stairs most safely. (7e,17n,4u) -- lair of the greater
demon delf -- guardian of the crystal of evil -- an artifact you must
have to solve this dungeon. The whole area south of (17e,10n,4u) -- is
full of squares that say "look out!" each time you walk on one of these,
you will have an encounter on your <<next>> move. All of these
encounters will be pretty tough, and decent experience; all will have
chests; all chests will contain magic items. Jackpot! bonanza! here's
where you go to stock everybody -- good and evil! in particular, you
need to find some glass bottles -- they're "ships in bottles", and
enable you to walk across the lake to the island (and shortcut stairs)
on the first level. Get several, if you can. (they're quite common in
this section).
-- to be continued....
+251
View File
@@ -0,0 +1,251 @@
_______________________________________________________________________________
_______________________________________________________________________________
Title: Solution To Manhunter
Date: 9/28/88
Time: 9:41 pm
The Society of Sin and Stairway to Heaven BBS's are proud to present the solve
for Manhunter: New York. Cobra Commander and I spent many a day playing the
game, and we are proud to be among the first to solve it.
Day One:
1) Go to the Hospital. Take a good look at the dead dude. His name is Reno
Davis. Look him up in the Info selection from MAD.
2) Go to the Bar. Play the Video Game. The first time, some dudes will drag
you away and make you chuck knives between a guy's fingers. This takes
practice, but can be done. When you accomplish this, play the game again.
This time, make a COMPLETE map of the maze, including the location of the
little squares. If you have trouble, use graph paper. The map is important.
3) Go to The Park where the bathrooms are. Go to the ladies room (on the left)
and go to the very last toilet on the right. Sit on it and flush it three
times. Whoosh!
4) Ok, this sewer you're in now, this is the maze from the arcade game. Every
square in your map is a key card. Get EVERY Key Card before you leave the
maze. Pay CLOSE attention to your map. When you get to the cave with the
dock, make SURE you get the medallion from the dock.
5) Go to Coney Island. Play Kewpie Doll Baseball. Hit the Dolls in this
order.
1) Top row, third doll.
2) Middle Row, second doll.
3) Bottom Row, last doll.
When the guy looks at you funny, show him the medallion. He'll give you a
data card.
At the end of each day, MAD will ask you for the names of your suspect(s). I
have found that it doesn't make a difference what you put, but the best names
to use are probably Phillipe Cook, Harvey Osborne, Anna Osborne, and Harry
Jones.
End of Day One.
Day Two:
1) Go to your Tracker and track the other two dudes that were with the original
guy you were tracking. One goes to the Museum and one to the Park.
2) Go to the Wretched Excess Nightclub. Go around into the alley. This next
arcade sequence is pretty self explanatory. You don't really need to save the
game here because of the fact that they let you keep doing the same thing over
and over again even though you keep dying. When you make it through here,
though, it may be a good idea to save. Once you're in the Nightclub, take a
closer look at the people. When you get to the screen where you're looking the
backs of people's heads and the rock group, take a closer look at the only
person that has a brown robe on, on the left half of the screen. When you get
knocked over, a keycard will fall onto the ground. Before the bouncer can grab
you and throw you out, grab the keycard. You should now have a total of 13
keycards between this one and the sewer maze.
3) Go to Central Park. You'll notice that if you point the arrow up and start
moving to the left or right, the arrow will blink off and on. This means that
there isn't just ONE screen above here, each time it's blinking on and off
you're traveling to a different ANGLE. So instead of three possible ways to go
from this screen, there are actually about 15. From this first screen, get the
arrow to be pointing right but be as far down as you can get it. Move it up
twice. It should still be facing right. Hit Enter. For this screen, line the
arrow up with the path straight ahead of you facing up. Move it to the left
twice. Hit Enter. For the third screen, line the arrow up with the path
facing right, just below the tree. Hit Enter. For the fourth screen, get the
arrow to line up with the path straight ahead of you facing up. Move it to the
left four times. Hit Enter. For the fifth screen, get the arrow as far to the
right as you can get it and still be facing up. Move it to the left once. Hit
Enter. For this screen, get the arrow to be facing left but as far up as you
can get it. Hit Enter. Pick up the crowbar. You should now be back at the
screen you were just at. Make the arrow face down and Hit Enter. Now you're
at the previous screen. Make the arrow be pointing up but as far left as you
can get it. Now move it twice to the right. Hit Enter. For this screen, make
the arrow be pointing right but as far up as you can get it. Hit Enter. For
this screen, get the arrow to be pointing up just left of the monument. Move
it to the left 5 (if not 5, 6) times. Hit Enter. You should now see a dead
dude. Take a close look at the papers around him, and at his face.
4) Go to your Mad Info. Look up Harvey Osborne.
5) Go to Harvey Osborne's House, near the museum. Look in the shopping bag and
get the key. Push the button. This game has quite a body count, doesn't it?
Take a look at the bitch, push the button again, and leave.
6) Go back to your tracker and watch the guy that goes to the museum. Make a
map of where he went. You CAN NOT mess up at the museum. You need every key
card, all 13.
7) Go to the museum. Go around to the locked glass doors and use the keys.
Use your map to get through the museum, up to the fourth floor where the dude's
signal stopped. When you use a keycard to open a door, you must pass through
the door QUICKLY, or it will close. When you get to the big wooden door, use
the crowbar. When the dragon starts to run after you, use the medallion.
He'll remove the wood and you can go through. When you get to the dead dude,
take a close look at the map on the wall and at the dead dude. Take the Module
out of his hands.
End of Day Two
Day Three:
1)Go to the cemetary. There's nothing you need here, but the sight of the dead
orb with the spear through him is worth going.
2) Go to the Church. Go to the set of candles ob the left. Light them in this
order.
1) Top Row, first candle.
2) Middle Row, third candle.
3) Bottom Row, fourth candle.
Take the Module out of the compartment. Extinguish the candles.
3) Go to Abdul's Pawn Shop. Take a closer look at him. Buy the badges in this
order.
1) The Cross
2) The one near it that looks like one vertical line, with a bunch of
horizontal lines extending out of it to the right, the longest one being
the one on the bottom.
3) The Star
You should now fall through a trap door and land in a secret room with a
painting and a door. Take a closer look at the painting. You will be prompted
to enter a code. The correct code will let you pass to the next room, each one
identical to the first. The codes are as follows:
1) 4,1
2) 1,0,3,1
3) 2,6,4
4) 4,2,5
You should now see a dead body (Yes, ANOTHER dead body). Take a close look at
this one two. Go around the corner and you should see a dude standing on
a ladder leading to a manhole. He'll jump down and try to stab you. This
section is similar to the punks in the alley behind the nightclub. When you
punch him and he runs away, pick up the piece of paper he drops. It reads:
843769
Climb up the ladder.
4) Go to the theatre in times square. Go to the room on the right and remove
the picture on the left of the wall facing straight ahead of you. The code is
(yep, you guessed it):
843769
Take out the paper. It reads:
UCUCC
5) Go to your MAD Info. Look up Harry Jones.
6) Go to Harry Jones's House, it's on the southern tip of Manhatten. Go over
to the radio, and smash it with the crowbar. Remove the Module.
7) Go to your MAD Info. Look up Phillipe Cook.
8) Go to The Empire State Building. Go to the computer and turn it on. The
password is (yep, you guessed it): UCUCC
Select Site Alpha, and switch the robot from Special Detail (or whatever) to
Hall Patrol. Quit the computer.
End of Day Three
Day Four:
1) Go to the hospital. The Robot should not be gurading the door anymore. Go
through the door. Don't worry about being caught and thrown in the room with
pile of bones. Use the crowbar on the window. This is what it means to be
"transfered to Chicago." Now wait until the guard, the orb, and the other
robot leave the room. Take a closer look at the machine. Take Module D. The
switch goes up and down, as well as the middle stopped position. Fix it so
that the belt goes left, away from the People-Smasher. Climb up the ladder and
you'll pass out of the room via the conveyer belt. Now, just what we all
needed, another arcade sequence. This one is a mother, but not as hard as the
punks outside the nightclub (at least we didn't think so). When you get
through it, you'll wind up falling out a window and landing outside the
hospital.
2) Go to Grand Central Station. Take a look at the three little windows at the
lower left side of the screen. Use the crowbar. Climb through the window and
enter the ship. First press the upper left button (the only button you're
allowed to press at all so far). You now have access to the three square
buttons on the bottom of the screen and the three other assorted buttons above
it. Now press the middle square button. After the little scene with the guard
robots is over, press the upper middle button with the little screen. Now
press the button just to the right of it. Now press the right square, and then
the left square. Manuever the ship out through the hatch in the upper right
wall.
3) This maze is so easy I'm not going to take you through it. If you can't
figure it out on your own, you're too lame to be playing Manhunter: New York.
4) After you come up through the bathrooms at the park, see Philippe getting
into his ship, and it says, "Meanwhile, back in your cockpit...", take a closer
look at the screen.
5) You're now flying around New York. You must drop bombs on Sites Alpha,
Beta, Gamma, and Delta. It doesn't matter in which order. First go to the
Statue of Liberty. See the big island with the star where the Statue should
be? Guess again, it ain't there. See the two small islands to the left? Go
to the lower left island. Press Enter to Drop the Bomb. Try to hit the
colored square on the island. You may have to experiment. Next go up to the
screen with the Hospital, The Empire State Building, and Grand Central Station.
You now have to contend with Philippe. Don't let him touch you, if he does
you've got a problem. Drop a bomb on the Empire State Building. If you don't
remember where it is, load in a game where it's a location on your map, and
take a note of where it is. Next, drop one on Grand Central Station. Finally,
on Bellevue Hospital. If you mess up with even ONE bomb, let Phil kill you
and start over, you need all four to hit their targets. As I said before,
this exact order isn't necessary, but I went from hardest to hit to easiest to
hit, so you don't hit all the easy ones and mess up on the hard ones after all
that work.
You've now done all the typing and keypressing necessary. All that remains
is to watch the ending sequences and tell all your friends that you "solved"
Manhunter: New York.
We know these aren't Complete Key-By-Key Docs, but if you can't solve the game
from this, you're one DUMB FUCK!!!
Written by The Deviator and Cobra Commander
Call The Society of Sin at (203)/234-8173!!!
and
The Stairway to Heaven at (203)/393-0899!!!
The Alternate Universe BBS - [718] 326-0720
(085) Cmd:Send via Ymodem
Batch Cmd:
+62
View File
@@ -0,0 +1,62 @@
MASK OF THE SUN
AT THE BEGINNING OF THE GAME, YOU ARE IN AN AIRPLANE JUST LANDED IN
MEXICO. "EXIT PLANE", "GET MAP", "LOOK MAP", "GET IN JEEP". YOU THEN START
TRAVELING NORTH AUTOMATICALLY. WHEN STOPPED, CONTINUE WITH "WEST", "GET ALL",
"OUT JEEP", "GO HUT" "GIVE FOOD". AN OLD WOMAN WILL GIVE YOU A FLUTE, AND TELL
YOU SOMETHING YOU SHOULD. THEN "OUT", "GET IN JEEP", "WEST", "NW".
YOU ARE AT THE STATUE OF A CAT WHOSE HEAD IS LAYING ON THE GROUND. TYPE
"DROP ALL BUT PILLS", (DROP THESE PILLS AND YOU WILL DIE!), "OUT JEEP", "LOOK
STATUE". YOU WILL SEE A SECRET WORD XOTZIL. REMEMBER IT. THEN "GET HEAD",
"DROP HEAD ON STATUE". THE STATUE WILL TURN INTO A JAGUAR AND LEAVE.
"GET IN JEEP", "GET ALL", "NW", AND YOU ARE AT THE FOOT OF THE FIRST
PYRAMID. "OUT JEEP", "GO STAIRS", "UP", "LIGHT MATCH", "LIGHT LANTERN", "GO
DOOR". YOU WILL FIND YOURSELF IN A ROOM WITH A SNAKE ATTACKING YOU. YOU MUST
TYPE THE NEXT COMMAND QUICKLY, OR THE SNAKE WILL KILL YOU. TYPE "SHOOT". THE
SNAKE WILL THEN LEAVE YOU ALONE.
YOU ARE IN THE FIRST PYRAMID. "SEARCH PLATFORM", "OPEN DOOR", "FORWARD",
"GET BOWL","FORWARD". YOU ARE IN THE BOULDER ROOM. THIS ROOM IS A WORTHLESS,
BUT FUN. WATCH THE BOULDER. WHEN READY TO CONTINUE, "TURN BACK", "LEFT",
"MOVE SARCOPHAGI". A GHOST WILL APPEAR, WAIT. THE GHOST WILL DISAPPEAR, AND
LEAVE THE SECOND BOWL. TYPE "GET BOWL", "TURN BACK", "LEFT", "RIGHT", "GET
BOWL". THE SKELETONS IN THE ROOM WILL NOW BE ATTACKING YOU, SO TYPE "HIT
SKELETON WITH AMULET". THEN "GET BOWL", "GET URN", "PLACE URN ON RIGHT
PEDESTAL", "GO DOOR", "GO JEEP", "GET IN JEEP". YOU ARE NOW FINISHEDED WITH
THE FIRST PYRAMID!
NOW TO THE SECOND PYRAMID. GO "SE", "SOUTH", "WEST". YOU WILL FIND A
PEDDLER TRYING TO SELL YOU A BOTTLE OF STOMACH REMEDY. DON'T WASTE YOUR TIME!
GO "WEST", "SW". YOU ARE NOW AT THE SECOND PYRAMID. "OUT JEEP", "GO PYRAMID",
"RIGHT", "SEARCH DOOR". YOU WILL FIND A GOLD KEY. THEN "FORWARD", "MOVE
BLOCK", AND YOU FIND A BLACK KEY. NOW, "OPEN DOOR WITH GOLD KEY", "GO DOOR",
"DOWN", "FORWARD", "LEFT", "FORWARD", "RIGHT", "LOOK POOL" (REMEMBER WHAT YOU
SEE!). THEN "TURN BACK", "LEFT", "FORWARD", "RIGHT", "UP", "OUT", "FORWARD",
"FORWARD", "LEFT", AND YOU HAVE EXITED THE PYRAMID. NOW ON TO THE THIRD!
"GET IN JEEP", "NE", "NW", "FORWARD", "FORWARD", "OUT JEEP", YOU ARE AT
THE THIRD PYRAMID. "CLIMB PIT", "FORWARD". AT THIS POINT IT IS BE WISE TO
"SAVE GAME" AS THE NEXT OBSTACLE REQUIRES EXACT TIMING, AND CHANCES ARE YOU
WILL HAVE TO DO IT A FEW TIMES BEFORE SUCCEEDING. ONCE YOU SUCCEEDE "FORWARD",
"SW". YOU MUST ANSWER THE SW QUICKLY, IF YOU ARE SLOW, YOU DIE. AS YOU LEFT
THIS ROOM, IT WILL TELL YOU THAT RAOUL HAS DIED. THIS IS UNIMPORTANT. YOU NOW
WILL FIND YOURSELF HAVING TO JUMP ACROSS A RIVER OF LAVA. YOU MUST HIT THE
RETURN KEY, WHEN THE ROCK IS UNDER THE LAVA AND READY TO RISE. YOU SHOULD BE
ABLE TO DETERMINE THIS AFTER WATCHING IT FOR A WHILE.
ONCE YOU CROSS THE RIVER, TYPE "XOTZIL" THEN "GO DOOR", "FORWARD", "LOOK
ALTAR", "PLACE AMULET ON ALTAR", "GET MASK". THIS IS NOT THE REAL MASK. SO YOU
MUST CONTINUE SEARCHING FOR THE REAL MASK. SO TYPE "SEARCH ALTAR", "GET
MASK", "WEAR MASK", "TURN BACK", "GO PASSAGE", "FORWARD". AT THIS POINT YOU
MEET THE SUN GOD, AND HE ASKS YOU A RIDDLE. THE ANSWER IS "COFFIN". THEN
GO "R", "L", "L", "L", "R". YOU ARE NOW IN THE CRUMBLE ROOM. SAVE GAME AS THE
NEXT SET OF INSTRUCTIONS ARE LONG AND YOU MAY GET LOST. "FORWARD", "L", "R",
"FORWARD", "L", "R", "FORWARD", "FORWARD", "R", "L", "R", "R", "FORWARD", "R",
"L", "FORWARD", "R", "FORWARD", "L", "R" "L", "R", "L", "FORWARD", "L", "R",
"FORWARD", "FORWARD", "R", "L", "R", "FORWARD", "L", "R", "FORWARD". "WEAR
MASK", "L". YOU NOW CONFRONT ROBOFF, YOUR ENEMY, WHO WANTS THE MASK. "GIVE
MASK". NOW THE JAGUAR YOU SET FREE COMES BACK AND KILLS ROBOFF, HOWEVER,
HE NOW STANDS IN FRONT OF YOU. YOU MUST "PLAY FLUTE" TO SOOTHE THE SAVAGE
BEAST. HE THEN WALKS AWAY, AND YOU EXIT THE PYRAMID. YOU ARE NOW FINISHED
WITH MASK OF THE SUN!
BROUGHT TO YOU BY....
DOCTOR FLORA

Binary file not shown.
Binary file not shown.
+101
View File
@@ -0,0 +1,101 @@
oo-topos hints typed by miss piggy
the main task is to collect the 45 or so objects and haul them to the hull of the spaceship, some 142 rooms later.
property management is a major task. using several intermediate dumping points will help you save a lot of running around.
spaceship parts
tachron power cylinder
gyroscope
oxygen recirculator
seamless box (compass)
navigation chip
repair manual
converter
water system
weapons
laser
dart
needler
seeds(sort of)
useful objects
goggles
vibroaxe
gloves
pressure suit
flask(acid/water)
cage (for snarl)
field nullifier
light rod
translator (sort of)
plaque (ticket)
other stuff
food packet
6502 chip
jade seahorse
treasures
small ring
library crystal
plasma sphere
vega silver
psi cube
elixir energy
double helix healer
atom transmuter
emerald flowers
terran relics
harmonica
ruby seashell
4-d mirror
betamax cassette
moon jewel
rainbow cloth
1. get lazer. shoot alien
2.catch snarl(with cage)
3.pour flask. fill flask in acid room. pour flask.
4. release snarl. get gyro.
5. chrond teleports between here and east end of wide tunnel, a good place to collect objects.
6. get goggles. wear goggles. look. get axe. chop partition.
7. get dart. throw dart. need translator to read the plaque.
8 get cylinder (need to wear gloves)
9.get phase shifter(need to wear gloves and have field nullifier)
10. wear goggles. look. get jewel.
11. fill flask at pool of water. pour water. collect any stolen treasures from stockpile room. not the effect of water wears off so after a while refill flask and keep handy.
12.taka<->leva teleports between here and the crimson beach, two locations
north of the hull.get wrench.(wear goggles).
13. get pouch.kill crabbette(with pouch). may have to pick up pouch again, and keep trying as location and crabs are randomized.
14.tugo tusta teleports between here and solarium.
15. get needler. shoot gras. get chest (wear suit and gloves)
16. open box. (wear goggles. get compass.
17.
search trash for 6502 chi
Binary file not shown.
Binary file not shown.
+133
View File
@@ -0,0 +1,133 @@
P L A N E T F A L L
DIRECTIONS ARE GIVEN AS SINGLE LETTERS, AND ANYTHING OUT OF THE ORDINARY WILL BE
INDICATED IN 'QUOTES'. OTHERWISE, JUST TYPE THE COMMANDS IN THE ORDER GIVEN.
YOU START ON BOARD THE FEINSTEIN, WHERE YOU ARE SUPPOSED TO BE SCRUBBING THE
DECK... NOT MUCH TO SEE HERE, EXCEPT THAT MEAN &%$*#$ BLATHER. AN ALIEN MAY
STOP AND GIVE YOU AN AD BROCHURE. IF HE DOES, JUST DROP IT AS IT'S JUST
INFOCOM'S TRADITIONAL TRADEMARK.
THEREFORE, YOU SHOULD JUST WAIT (KEEP WAITING UNTIL THE SHIP BLOWS UP), THEN GO
W INTO THE POD.
GET IN WEBBING, WAIT (KEEP 'WAITING' UNTIL YOU LAND ON THE PLANET), GET OUT, GET
KIT, OPEN DOOR, EXIT POD, SWIM UP, U, U, U.
YOU SHOULD NOW BE IN THE COURTYARD. YOU MIGHT WANT TO SAVE THE GAME HERE, IN
CASE YOU GOOF HEREAFTER. NEXT GO:
N, NE, E, E, E (DOWN THE LONG HALL), S, S, S, SE, TURN ON ROBOT (NOTHING WILL
HAPPEN AT FIRST, BUT HE'LL JOIN YOU SOON), W, W, DROP BRUSH AND ID CARD, GET
BAR, NE, N, N, N, N, HOLD BAR OVER CREVICE, DROP BAR, S, OPEN KIT, DROP KIT, W,
W, UNLOCK PADLOCK WITH KEY, REMOVE PADLOCK, DROP KEY AND PADLOCK, OPEN DOOR, N,
GET LADDER, S, E, E, N, N, DROP LADDER, OPEN LADDER, PUT LADDER OVER RIFT, N, W,
W, OPEN DESK, GET SHUTTLE CARD, E, OPEN DESK, GET KITCHEN CARD AND UPPER CARD,
E, S, S, S, E, PUSH BLUE BUTTON, W, EAT BROWN GOO, S, S, S, SW, GET FLASK, E,
PUT FLASK UNDER SPOUT, PUSH RED BUTTON, GET FLASK, N, N, N, N, E, N.
YOU SHOULD NOW BE IN THE UPPER ELEVATOR WHERE YOU NEED TO: 'SLIDE UPPER CARD
THROUGH SLOT', 'PUSH UP BUTTON' *** NOW, KEEP WAITING (OR DO ANYTHING TO USE UP
MOVES, LIKE USING 'L' CONTINUOUSLY) UNTIL THE ELEVATOR DOOR OPENS UP. THEN:
S, NE, POUR LIQUID IN HOLE, SW,N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN
BUTTON, ('WAIT' UNTIL DOOR OPENS), S, W, S, S, S, S, PUT FLASK UNDER SPOUT,
PRESS GREEN BUTTON, GET FLASK, N, N, N, N, E, N, SLIDE UPPER CARD THROUGH SLOT,
PUSH UP BUTTON,(WAIT UNTIL DOOR OPENS), S, NE, POUR LIQUID IN HOLE, SW, N, SLIDE
UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON,(WAIT UNTIL DOOR OPENS), S, W, S, S,
S, S, PUT FLASK UNDER SPOUT, PUSH GRAY BUTTON, GET FLASK, N, N, N, N, E, N,
SLIDE UPPER CARD THROUGH SLOT, PUSH UP BUTTON, (WAIT...), S, NE, POUR LIQUID IN
HOLE, DROP FLASK.
*** O.K., THE COMM SYSTEM IS REPAIRED. YOU ARE PROBABLY VERY TIRED BY NOW, SO GO
TO BED!...TRY:
SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, (WAIT...), S, W, W, N,
GET IN BED, SLEEP (YOU MAY NEED TO WAIT A MOVE OR TWO).
*** NOW, IN THE EARLY VERSION, THERE'S A BUG THAT TAKES ALL OF THE ITEMS THAT
YOU AREN'T WEARING AND PUTS THEM IN THE ROOM OUTSIDE YOUR BED. THEY ALSO AREN'T
VISIBLE UNLESS YOU 'LOOK' OR GO OUT OF THE ROOM AND RE-ENTER. IF YOU FIND
YOU'RE MISSING YOUR ACCESS CARDS, THEY ARE RIGHT THERE IN THE ROOM NEXT TO THE
BUNK. O.K., NOW ON TO THE OTHER COMPLEX!!! (YOU MIGHT WANT TO SAVE THE GAME
AGAIN!)
GET UP, (LOOK AND GET YOUR CARDS IF YOU NEED TO), S, W, S, GET CANTEEN, OPEN
CANTEEN, SLIDE KITCHEN CARD THROUGH SLOT, DROP KITCHEN CARD, S, PUT CANTEEN IN
NICHE, PUSH BUTTON, GET CANTEEN, N, N, E, E, S, E, GET BEDISTOR, W, S, S, SW,
GET LASER AND PLIERS, NE, N, N, N, EAT RED GOO, E, N.
*** NOW, THE NEXT THING YOU NEED IS THE LOWER ELEVATOR ACCESS CARD. FLOYD HAS
IT, BUT THE ONLY WAY TO GET IT FROM HIM IS TO BE IN THE UPPER ELEVATOR WITH HIM
AND KEEP SAYING ' SLIDE UPPER CARD THROUGH SLOT'.
EVENTUALLY, HE WILL SHOW YOU HIS CARD, AT WHICH POINT YOU SHOULD 'GET LOWER
CARD'. THEN YOU SHOULD:
S, PUSH RED BUTTON, DROP UPPER CARD, (WAIT UNTIL THE ELEVATOR OPENS), S,
SLIDE LOWER CARD THROUGH SLOT, PUSH DOWN BUTTON, DROP LOWER CARD, (WAIT UNTIL
DOOR OPENS), N, E, S, E.
*** YOU SHOULD NOW BE IN THE SHUTTLE. ALFIE CONTROL EAST, TO BE EXACT. THIS
LITTLE HONEY WILL TAKE YOU TO THE LAWANDA COMPLEX ON THE OTHER ISLAND. THE
SHUTTLE CONTROLS ARE V ERY SIMPLE. THE LEVER CONTINUALLY ACCELERATES THE
SHUTTLE WHEN IN THE UP POSITION. IT MAINTAINS CURRENT SPEED WHEN IN THE MIDDLE
POSITION A ND DECELERATES THE SHUTTLE WHEN IN THE DOWN POSITION. TO ACTIVATE
THE CONTROLS, INPUT SLIDE SHUTTLE CARD THROUGH SLOT, DROP SHUTTLE CARD, PUSH
LEVER UP.
*** O.K. NOW, KEEP HITTING 'L' AND YO U'LL NOTICE YOUR SPEED INCREASING EACH
TIME IN INCREMENTS OF 5. KEEP HITTING 'L' UNTIL YOUR SPEED HITS 55 MPH. (NEVER
MIND THE SIGN YOU SEE). THEN, 'PULL LEVER DOWN'. IT WILL NOW BE IN THE
MIDDLE POSITION AND YOU WILL BE STEADY AT 55 MPH. SOON YOU WILL SEE A SIGN
MARKING T HE HALFWAY POINT. WHEN YOU SEE IT, HIT 'L' ONE MORE TIME, THEN INPUT
' PULL LEVER DOWN'. THE SHUTTLE WILL DECELERATE (IGNORE THE SPEED LIMIT SIGNS)
AND SHOULD STOP RIGHT WHEN YOU'VE ENTERED THE LAWANDA STAION!
(THIS IS ANOTHER GOOD TIME TO SAVE THE GAME!)
*** O.K., NOW TO FINISH FIXING THE REST OF THE SYSTEMS AND FINISH THE GAME. NOTE
>>> SOMETIME BETWEEN NOW AND THE END OF THE GAME (DEPENDING UPON HOW LONG IT
TOOK FLOYD TO GIVE YOU THE LOWER CARD), YOU WILL GET HUNGRY. WHEN YOU DO, JUST
'DRINK LIQUID' AND DISCARD THE CANTEEN. O.K., FROM ALFIE CONTROL EAST GO:
W, N, U, U, NE, N, TELL FLOYD TO GO NORTH, TELL FLOYD TO GET SHINY BOARD, S, E,
N, OPEN PANEL, REMOVE SECOND BOARD, INSERT SHINY BOARD IN PANEL, DROP FRIED
BOARD.
*** O.K., THE PLANETARY DEFENSES ARE RE PAIRED! NEXT:
S,E,N, OPEN LID, REMOVE FUSED BEDISTOR WITH PLIERS, INSERT GOOD BEDISTOR IN
CUBE, DROP FUSED BEDISTOR AND PLIERS.
*** COURSE CONTROL IS FIXED! NOW GO: S, S, S, S.
*** YOU SHOULD NOW BE IN THE COMPUTER ROOM. YOU MUST NOW WAIT UNTIL FLOYD
ENTERS AND NOTICES THAT THE COMPUTER IS BUSTED. THEN GO NE, OPEN BIO-LOCK
DOOR, SE, E, LOOK IN WINDOW.
*** FLOYD SHOULD NOW BE WITH YOU AND THE BRAVE LITTLE SOUL WILL SEE THE
MINIATURIZATION CARD IN THE LAB AND WILL VOLUNTEER TO GET IT. YOU NEXT OPEN
DOOR, CLOSE DOOR, L, OPEN DOOR, CLOSE DOOR, (DEAR LITTLE FLOYD WILL PERISH),
GET MINIATURIZATION CARD, W, OPEN DOOR, W, S, REMOVE OLD BATTERY, DROP OLD
BATTERY, INSERT NEW BATTER Y IN LASER, N, SW, S, SLIDE MINIATURIZATION CARD
THROUGH SLOT, TYPE 384, SET DIAL TO 1, E, N, N, SHOOT BOULDER WITH LASER, (YOU
WILL NEED TO KEEP SHOOTING THE BOULDER UNTIL YOU DESTROY IT), SET DIAL TO 6, S.
*** A LARGE MONSTER WILL NOW BLOCK YOUR PATH. YOU HAVE TO KEEP TYPING 'SHOOT
MONSTER WITH LASER'. THE WOUNDS WILL KEEP HEALING, BUT SOON YOU WILL SEE IN
THE DESCRIPTION THAT THE MONSTER IS ATTRACTED TO THE HEAT OF THE LASER. WHEN
YOU SEE THIS DESCRIPTION, YOU NEED TO 'THROW LASER INTO VOID'. THE BEAST WILL
FOLLOW AFTER IT. NEXT, GO S, W, (YOU WILL FIND YOURSELF IN AN AUXILARY BOOTH),
N, OPEN DESK, WEAR MASK, PUSH RED BUTTON, OPEN DOOR, W, OPEN LAB DOOR, W, W,
OPEN DOOR, W, SW, W, S, PUSH BUTTON.
*** ALL RIGHT, YOU'VE DONE IT!!!! ALL YOU HAVE TO DO IS WAIT FOR THE DOOR TO
OPEN, THEN GO NORTH AND THE REST TAKES CARE OF ITSELF!!!!
BROUGHT TO YOU BY.....
DOCTOR FLORA

+77
View File
@@ -0,0 +1,77 @@
_________________________________________________________________________
/ \
| |
| Solution to Questmaster I - The Prism of Heheutotol |
| |
| by |
| |
| --> GS Doctor <-- & --> Mr. T <-- |
| |
\_________________________________________________________________________/
This is a step-by-step solution to the game. It is intended to get you to the end of the game in as little time as possible. Since there are supposed to be sequels that will require items found in this game, the solution may not be complete. In other words, there may be items that I have missed that are not required to solve the game, but are needed for the sequels.
Now, on with the solution...
Note: If you ever try to get something & you find that you're arms are full, just put things in your sack to make room. If you can't carry any more weight, you can drop the vial, twig, torch, & crowbar (after you've used them of course.)
In the first screen (the hexagon):
Get key. Open S door. Kick key S. S. Get key. N. Say death to colnar. Insert key into keyhole. N. Say death to colnar (you will get the glass vial & the gem). N.
From the altar:
S. W. W. N. Get cross. S. Drink liquid (this makes you invisible to the Wildebeest). W. W. W. N.
In town:
W. Get pot. Get key. Unlock door with key. Open door. W. Open refrigerator. Get food. E. E. E. Look man. Sit. Give food to man (he gives you a knife). W. N.
At bird:
N. E. Get crowbar. W. S. Look hole. Pry manhole with crowbar. Look D. Yes. D. NW. Cut fruit with knife. Get fruit. Eat fruit (you are teleported to a random spot in a different area.)
After teleport:
Note: These instructions assume you start at the scarecrow. If you're at a different spot, just go to the scarecrow.
____________________________
M | | | | N
I-> | DOLLARS | SCARECROW | CAVE | W-|-E
R |_________|___________|______| S
R | |
O | HUT |
R |_________|
Get hat. W. Get dollars. S. Give gem to lioness (she tells you the secret of the Vagra fruit). N. E. E. Wear hat (you turn into a mouse).
As mouse:
E. NW. Get twig. N. Push cheese with twig. Get cheese. N.
At dirt mover:
Eat cheese (turn back to normal). Go mover. Get all (here's where your stuff went!) Leave mover. E. Turn wheel. Open door. N. Close door. Turn wheel. N. Open door. N. Get ladder. S. W. N. Open ladder. Put ladder across crevice. Cross ladder.
Across crevice:
Open door. N. Open drawer (you get the rod & pin). Look box. Look hole. Put rod into hole. Get torch. Read instructions. Charge torch. Get blueprint. Look meter (this part is a bit tricky because if you do nothing for too long, you get killed. So alternate between reading the instructions & looking at the meter until the torch is full). Unplug torch. S. Put pin into torch. E. N. Pull trigger. Search men. Get wrench. Get keys. N. W. W. Look panel. Press blue pad. W.
Across Bridge:
S. Go S hole. W. S. W. Look table. Buy clips. W. N. Look around sign. Get birdseed. N. Sit on pedestal. Say xxxx (where xxxx is the name you gave your character at the start of the game). Say death to colnar. Say teleportation. N. Get saddle. S. S. E.
At river:
Note: Try to type fast until you're in the water because you will get killed if you wait too long here.
Get reed. Breathe through reed. D. Look (keep looking until the men pass overhead. Don't worry if tour reed gets clogged, you'll have enough time). Get chest. U. Open chest. Look in chest. Get prism. S. E.
At hole in fence:
Attach clips to fence. S. S. Give birdseed to bird. Put saddle on bird. Sit on bird.
That's it! Now sit back & watch the end of the game. You may have noticed a few items that serve no purpose (blueprint, cross, etc.) I can only assume that these will be needed in the sequel. Like I said before, there may be other items I missed too.
Where's Questmaster II??? Lemme at it!!!
Binary file not shown.
+32
View File
@@ -0,0 +1,32 @@
<> ESCAPE FROM RUNGISTAN <>
HERE'S A QUICK RUN DOWN OF COMMANDS:
-----------------------------------
READ BOOK, LEFT, READ BOOK, RIGHT, DROP BOOK, CALL GUARD, FOOD, EAT STEAK, GET
CHEESE, GIVE CHEESE (QUICKLY) AND GET MOUSE (QUICKLY), GET CANDY, MOVE BED,
WINDOW, CLIMB BED, GIVE CANDY, D, DIG HOLE, WALL, GO HOLE. S, U, GET ROPE, D, N,
E, RUN, JUMP (BEFORE YOU REACH THE EDGE), E, E, S, E , N, N, N, N. CROSS BRIDGE,
THROW ROPE (QUICKLY), E. N, N, E, KICK DOOR, ENTER CABIN, GET SKIS, EXIT.
SAVE GAME
W, GERONIMO, SKI CONTROLS: => SKI RIGHT <= SKI LEFT (DON'T HIT THE TREES). W,
LOOK TREE, GET CANTEEN, W, GO SALOON, OPEN CABINET, L14R21L7, OPEN CABINET, GET
BOOZE, EXIT, W, FILL CANTEEN, E, N, E, THROW WATER, GET DYNAMITE, E, LOOK TREE.
GET MITT, W, W, W, CATCH EGG, E, S, MAKE RAFT, DOORS, W, CROSS RIVER, RAFT. S,
S, EAT EGG, S, E, HELP FARMER. S, S.
SAVE GAME
S, S, GIVE MOUSE, GET GLASS, N, N, N, W-E (UNTIL HELPICOPTER FLIES OVER), W, S,
W. N, W, E, S, W, S, PREDICT ECLIPSE, N, E , N N, BUY GAS, W, W, D. LOOK
MAILBOX, GET LICENSE, LOOK GRAFFITI, U, E, E, S, S, FILL GAS TANK, GO PLANE,
LOOK CONTROLS, TAKE OFF, N, E , S, S, E, N. PUSH BUTTON, LAND PLANE, EXIT PLANE,
S, LIGHT FUSE, WITH GLASS, THROW DYNAMITE, N, S, S, E, GIVE BOOZE, LIFT GATE, E.
BROUGHT TO YOU BY......
DOCTOR FLORA

+25
View File
@@ -0,0 +1,25 @@
*=* THE SANDS OF EGYPT *=*
<N,N,N,W,W> (GET SHOVEL) <N> (KILL SNAKE,WITH SHOVEL) <E,E,E> (GET CANTEEN)
<W,S,N> (DIG,GET TORCH) <N,N,W,W,N> (FILL CANTEEN,GET CANTEEN) <S,E,E,D,S>
(DIG,GET MAGNIFIER) <W,W,N,S,E> NOW YOUR AT AN OASIS. (DROP MAGNIFIER,DROP
SHOVEL,GO TREE,CLIMB TREE,GET DATES) <D,W,E> (FEED CAMEL,MOUNT CAMEL,RIDE
CAMEL,DISMOUNT,LOOK CARVINGS,GET SCEPTER,PULL HOOK,GET CANTEEN,CLIMB PYRAMID,GET
AXE) <D> (FEED CAMEL, MOUNT CAMEL,RIDE CAMEL,DISMOUNT) NOW WE NEED SOME WATER
BADLY! (EMPTY CANTEEN,FILL CANTEEN,GET CANTEEN,DRINK, DROP DATES,DROP
SCEPTER,DROP CANTEEN, INVENTORY) MAKE SURE YOU HAVE AN AXE IF NOT YOU ARE GOING
TO HAVE PROBLEMS! (CLIMB TREE,CHOP FRONDS,GET FRONDS, MAKE ROPE,BRAID FRONDS)
<D,W,E> (GET MAGNIFIER,GET SHOVEL,GET TORCH,GET SCEPTER,GO POOL,HOOK HOOK,TO
HANDLE, PULL HOOK,UNHOOK HOOK,CLIMB STEPS, GET CANTEEN,GO POOL,DRINK,DROP
CANTEEN, GET SCEPTER,LIGHT TORCH,WITH MAGNIFIER, GO DRAIN) <W> (TIE ROPE,TO
BOAT,FLOAT BOAT,GO BOAT,PADDLE BOAT,PADDLE BOAT, TIE ROPE,TO POLE,GO
ARCH,TRANSLATE HIEROGLYPHICS,PUT SCEPTER,ON MUMMY, DROP MAGNIFIER,DROP
SHOVEL,DROP AXE, GO CRACK,GET LADDER,GO CRACK,GO ARCH, UNTIE ROPE) TYPE GARBAGE
COMMANDS LIKE LOOK OR SEARCH UNTIL A HOLE APPEARS IN THE ROOF (PUT LADDER,CLIMB
LADDER,GET CANTEEN,DRINK,CLIMB STEPS, GET DATES,FEED CAMEL,MOUNT CAMEL, RIDE
CAMEL,DISMOUNT)
YOU HAVE JUST SOLVED THE SANDS OF EGYPT

Binary file not shown.
Binary file not shown.
+52
View File
@@ -0,0 +1,52 @@
THE SERPENT'S STAR
HERE IS A RUN DOWN OF THE COMMANDS:
==================================
AFTER YOU LEAVE THE CITY:
GO CARAVAN, BUY HORSE, BUY SADDLEBAGS, PUT SADDLEBAGS ON HORSE, BUY TENT, PUT
TENT IN SADDLE BAGS, BUY TSAMPA, BUY TEA, BUY BUTTER, N, NE.
TETHER HORSE, GO INN, SIT BY EXPLORER, DRINK, ASK HELP, BUY DRINK, GIVE DRINK,
ASK HELP, LEAVE, REST, OUT, MOUNT.
SAVE GAME
SE, SHOOT (AS FAST AS YOU CAN) AS MANY TIMES AS YOU NEED TO (TO GET WOLF), S.
DISMOUNT, CROSS, NE, GREET MONK, OFFER TSAMPA, ASK ABOUT SCROLL, GET MONK'S
SCROLL, S, W, N, KNOCK, IN, OFF MONEY, DISMOUNT, DROP REINS, IN.
GO BUDDHA, PUT BUTTER ON ALTAR, GO DOOR , F, ASK ABOUT LHASA SCROLL, LEAVE, L,
OUT, OUT, MOUNT. S, NE, NE.
SAVE GAME
PUT FUEL IN LAMP, LIGHT MATCH, LIGHT LAMP, F, F, (TRY AS MANY TIMES AS YOU HAVE
TO BEFORE YOU GET THROUGH THE ROCK SLIDE), F, KNOCK, GIVE MONK'S SCROLL,
DISMOUNT, DROP REINS.
F, F, F, LOOK BEHIND, GO BEHIND, GET ALL, WEAR ROBE, B, F, UNLOCK DOOR, L, LOOK
STAFF, GET SCROLL, B, OUT.
L, LOOK TAPESTRY, F, PUT OUT FLAME (UNTIL ALL ARE OUT), OPEN DOOR, GET ALL , F,
OPEN B, N (UNTIL YOU'RE IN THE ARMORY).
PUT STAFF IN PACK, GET SHIELD, D, DROP SHILED, GET STAFF, SAY TSKDG, PUT STAFF ,
IN PACK, LOOK FLOOR, GET ALL, OPEN DOOR.
F, GET ALL, F, F, DRAGON, YIN AND YANG, MAN.
L, L, GET ALL, B, F, L, F, RING GONG.
PUT BLACK GEM IN DOOR, PUT VIOLET CRYSTAL IN DOOR, PUT BLUE STONE IN DOOR , PUT
GREEN GEM IN DOOR, PUT ORANGE GEM IN DOOR, PUT CLEAR CRYSTAL IN DOOR.
F, BLOW SHELL, RAINBOW, NIRVANA, DROP ALL, GET SERENT'S STAR, LOOK NICHE, PUT
SERPENT'S STAR IN NICHE.
BROUGHT TO YOU BY....
DOCTOR FLORA

+199
View File
@@ -0,0 +1,199 @@
^+^+^+^+^+^+^+^+^+^+^+^+^
How to solve:
The Shard of Spring
Cracked by:
Crockett of Coast to Coast
Written by: Short Circuit
^+^+^+^+^+^+^+^+^+^+^+^+^
Here's the solve to Shard of Spring. It's a decent game... even if I did
complete it in less then 10 hours playing time. One catch though, I
edited my characters as I described in my cheat to Shard of Spring...
that made the game real easy, since I could kill anything in about three
blows. Since I played with those "super" characters, I can't say how
easy things will be for you unless you edit them in a similar manner.
Every now and then, the game would stop me and check the disk... usually
it did this in dungeons. I can only assume that it was checking if I had
gotten certain items, etc. Thus, my edited characters might be able to
pass points where your characters can not. Because of this, you'll have
to try to figure out what it is you need, find it in the solve, and go
get it. The solve will be fairly short, because I'm only going to give a
brief description of what you have to do (some of which your new
characters will not be able to do). Here we go.
Go south from where you begin. You'll spot a bridge (it's orange). You
must move your characters across this, and then go east. Go straight
east and you will soon see a symbol. That's Blackfort. The place where a
priest is being held. Go into the dungeon and wander around till you
find the priest (that's a lot of help, isn't it?). A lantern or torch
will help you see farther. After you rescue the priest and he blesses
you (that's the key action), go down to the south wall of the big room
outside the priest's cell. There should be a orange door there. Go
through it and gaze at the map you see. If you had looked around a bit
before you found the priest (which you probably did) you would have
found the room with the key in it. Well, across the hall from that there
is a secret door where Devir lurks. Go there and kill the S.O.B. That
done, get out of Blackfort.
Continue travelling east until you enter some mountains and see swamps
above you (you will have to skirt south around a lake to get there). Go
up into the swamps (it didn't hurt me, but I had those super charged
guys...) and enter the tomb you see there (it is rather distinct). Go
in, and take the path west from the pool inside. You should get to some
forests. Anyway, go through the door there and travel down the hallway.
Through the door at the end is a pool which will cure a few hit
points... if you're hurt you might want to stop by. If not, then check
the south wall for secret doors. There'll be one, so enter it. You will
fight the Swamp King here (no problem for me, but I hit for an average
of 45 damage points a shot) and when you kill him will recieve a bloody
head (identifying this will reveal it to be a King's Head). Get out of
the palace of the Swamp King (you're in it) and head southeast. Down
there should be another symbol like Blackfort. This is Edrin's pad...
he's another friend of the dragon you're trying to kill... anyway, go
in, and go as far right or left as you can using the passages. Sooner
or later, you'll come to some stairs. Go down them and wander through
the rooms until you come to the place where Edrin is with his friends
(it's hard to describe the route without a map, but it's not difficult).
After you kill him, go back up the stairs and exit the joint.
Ok... your next goal is to conquer Islanda. Go south till you reach a
river. Travel east and west along this river until you find a bridge
crossing it. Cross the bridge and keep going south. Soon you will see
some symbols that look like a wall with an archway through it. Go up to
the archway and you will get a message saying that this is the gateway
to Islanda. Go through, and follow these directions:
Go south following the paths until you get to a place where you have a
choice of routes. Take the left one (your perspective... with your
characters going south it would be their right) and follow it downward
until you come to another branch. (There should be a city in this area,
if you want to stop by, feel free). Take the left (your perspective
again) branch and continue onward. Now, the place you want to get is
roughly southwest of where you are now. So when you have choices of
routes, take the south and the west. If you play your cards right,
you'll eventually get to a tomb (there are five of them in all of
Islanda, but you just want one on an island by itself. You need to cross
a bridge to get to it). This is the tomb of Islanda's liberator. The
dude within (can't remember the name... sorry) conquered the Moonglow
family who were the tyrants who used to rule Islanda. Anyway, go in,
and when he asks you the names of the four Moonglows, type: LOTHIAN,
MURTHIN, CERCION, and VANDIGUARD (there individual tombs <the other four
I mentioned> are interesting to see if you have time and can find
them). He should give you a storm ring. Anyway, get out of Islanda...
you should be able to do that by now.
Time to visit the Gatekeeper. Go east, and you'll eventually run into a
lake of fire with a tower in the middle. This is your ultimate goal...
but you won't get there quite yet... go around it, and look at the shore
beyond. There should be a point of land sticking out away from the
rest. Walk out onto this until you get to the tower of the Gatekeeper.
Enter. Inside is a rather bizarre place. Don't worry... the metal plates
are teleporters, but I'll guide you through. Step onto the first one,
then go down the passage you appear in and take the top teleporter. Then
go up again to the next teleporter, then go down the passage and take
the top (again), then go south to the next one, and finally go right
down the passage to the last one. You will appear in yet another
passageway. Travel down this till you get to the message how the
Gatekeeper greets you and all. The door you have to go through is the
one on the bottom left. Go through it.
You should appear on an island with a bridge in sight above you. Cross
the bridge and go into the tomb. Follow the passages till you get to the
old man sitting by the fire. Go through the top door, the one surrounded
by fire. Here you are outside that tower in the pool of fire. Go into
it, and follow the path around to the bottom where you'll find the gate.
Supposedly this gate is protected by a massive spell, but I never had
trouble getting through it. If you do have trouble, the words to the
spell that open it are: DAZA REVELI. I never had to use them, but maybe
you will. Go in, fight the dragon at the door, and enter. Follow the
passages till you get to the down stairs with a door on your right. Go
through the door. Following is your climb up the tower. It is quite
involved, so all I can say is DO IT. Just follow the passages, and after
climbing numerous stairs and fighting numerous guards, you'll get to a
place where it says there is a balcony with a dove on it, and there are
two doors on either side. Go directly south onto the grass, and get the
dove (you'll have to fight this black raven first). The dove is the
teleporter that can get you out of the castle if you happened to have
missed something you needed (I think I got everything... but...).
Unfortunately, the only place this teleporter will work without
shattering is the lowest level of the castle, about 8 floors down.
Anyway, take the right door in case you ever have to get out of the
castle to obtain something. You'll learn how to mentally block Words of
Power (one of them guards the exit). Since I don't think I missed
anything, you'll never have to use that knowledge. Anyway, go back out
to the balcony and take the right door. This will lead you farther up
the tower (you'll have to fight various demons, devils, and elementals
to get there). When you reach the very top (you'll know because there
will be stairs out in the middle of no where that you have to climb to
get there) your quest will almost be done. Go through the passages till
you get to the lower right room (there are four rooms in a square). Go
to the lower right corner of that room and you should get a message
telling you that there is a row of gems there and in what order do you
want to push them. Well, the song telling you is in Edrin's place, but
(aren't you glad I'm here) the order is Blue, Blue, Red, Green. You
should float through the ceiling <!> and appear in a room with one exit.
Well, take the exit, follow the passage, and you'll come to a place
where the dragon you have to kill is (I can't spell the stupid name so I
don't want to make a fool of myself trying). I found that the dragon
(name starts with an "S".... argh, well, here goes: Sidraidne (sp????))
you have to kill is easier to conquer then some of the demons are.
Anyway, once you kill that dude, you win the game. Fun, eh?
I enjoyed playing the game... for one, it was the first SSI game that
had decent graphics... and the play system was enough like Ultima to be
comfortable, and different enough to be unique. I liked the game. Hope
you did too. Later, all.
Binary file not shown.
+75
View File
@@ -0,0 +1,75 @@
SHERWOOD FOREST
I'LL START WITH SOME OF THE BASIC STUFF..THEN YOU CAN HIT THE SPACEBAR AND
TRY IT FOR YOURSELF....IF YOU'RE REALLY STUCK....WATCH CLOSE...MIGHT HELP TO USE
AE PRO AND PRINT THIS....
OK...FROM WHERE WE START GO WEST AND YOU ARE IN A SHALLOW POOL...LOOK POOL AND
YOU WILL FIND A WHETSTONE...
THEN GO EAST AND YOU ARE BACK TO THE INTERSECTION NEAR THE OWL...GO EAST...
THERE IS A HAYSTACK BUT WE WONT WORRY NOW... GO NORTH AT THE INTERSECTION OF THE
OWL AND YOU ARE AT ANOTHER INTERSECTION TO THE EAST FROM THERE IS LITTLE JOHN HE
SAYS HE WONT BUDGE TILL HE SEES ROBIN HOOD...HE WILL RECOGNIZE ROBIN FROM HIS
GREEN SUIT...
THEN GO BACK TO THE TREE AND GO WEST TWICE AND THERE IS A TAXMAN THERE..TYPE
'ROB TAXMAN' AND HE DROPS A LITTLE BAG OF GOLD DUST....YOU 'GET DUST' AND THEN
GO NORTH THREE TIMES...THERE IS A LITTLE BEGGAR SITTIN' THERE YOU SAY 'GIVE
BAG'...THE BEGGAR TAKES THE BAG SCURRIES AWAY AND LEAVES YOU A PIECE OF
FLINT...YOU 'GET FLINT'..
FROM THERE GO SOUTH TWICE THEN GO EAST...THEN GO SOUTH...YOU'RE AT A
BLACKSMITH'S SHOP AND TYPE 'FIX GRINDER'....THE GRINDER IS FIXED..THERE IS A
PIECE OF STEEL THERE SO 'GET STEEL'...THEN GO NORTH AND YOU'RE AT THE
INTERSECTION OF THE SMITH SIGN...
GO EAST...THEN GO SOUTH...THEN GO SOUTH AGAIN...THEN GO EAST...WITH THE FLINT
AND STEEL IN HAND TYPE...'BURN HAYSTACK'...THE HAYSTACK GOES UP IN SMOKE AND
THERE IS A NEEDLE THERE... GET THE NEEDLE AND TYPE 'LOOK ASHES' AND A SPOOL OF
THREAD WILL APPEAR SO GET THAT AND THEN LOOK ASHES AGAIN AND YOU WILL FIND A
PENNY...NOW..GO WEST THEN NORTH,THEN NORTH AGAIN...GO WEST GO WEST AGAIN...GO
NORTH THREE TIMES.. YOU ARE IN FRONT OF MAID MARION...THERE IS A GREEN AWNING
HERE...GET THE AWNING THEN GO SOUTH THREE TIMES..
THEN FROM THERE GO EAST THEN NORTH AND THERE IS A TAILORS SHOP THERE...GO
NORTH ONCE AND YOU ARE IN THE TAILRS SHOP...DROP THE AWNING, THE THREAD AND THE
NEEDLE
GO SOUTH THEN GO NORTH....YOU WILL SEE THAT THE TAILOR HAS VERY QUICK
SERVICE AND YOUR SUIT IS WAITING...GET THE SUIT...THEN WEAR SUIT..
GO SOUTH TWICE AND YOU ARE IN FRONT OF THE SMITH SIGN...THEN GO EAST..THEN
SOUTH...THEN EAST AND YOU'RE AT THE LOG BRIDGE...THEN GO EAST...THERE IS A
CATAPULT THERE AND THEN YOU GO SOUTH.. THEN GO SOUTH AGAIN..YOU SHOULD BE AT A
CAVE.....DROP EVERYTHING HERE...THEN TYPE....MOVE BOULDER...YOU SHOULD THEN SEE
THE CAVE BLOCKED BY THE BOULDER... THEN GO NORTH..THEN GO UP... THEN EAST AND
YOU'RE AT THE CLIFFS... AT THE CLIFF TYPE 'JUMP...THEN YOU ARE AT A LEDGE WHERE
YOU GO WEST...THEN DOWN AND DOWN....KEEP GOING DOWN AND GETTING EVERYTHING YOU
SEE AS YOU GO ALONG...YOU WILL FINALLY COME TO A DEAD END AND THEN START GOING
UP UNTIL YOU CANT GO UP ANYMORE AND THEN GO EAST THEN GO UP AND YOU'RE AT THE
CLIFF AGAIN...
YOU SHOULD NOW HAVE A LIFE-JACKET... AN AXE...AND A CRANK....GO OVER TO THE
CATAPULT IN THE BATTLEFEILD AND YOU'LL HAVE TO 'INSERT CRANK'...THEN GO TO THE
SMITHS SHOP....'SHARPEN AXE'... THEN GO BACK TO WHERE THE CATAPULT IS AND TURN
THE CRANK...THEN MAKE SURE YOU ARE WEARING THE JACKET... NOW PUSH THE BUTTON ON
THE CATAPULT YOU ARE NOW AT THE TOP OF A FIR TREE.. THEN GO DOWN AND 'CUT
TREE'...YOU NOW SEE A POLE THERE....GET THE POLE THEN GO DOWN.....YOU KEEP GOING
DOWN UNTIL YOU COME TO THE BOULDER...'PRY BOULDER' THEN TYPE'SWIM'FOUR
TIMES...YOU WILL LAND ON A SHIP OF TRADERS...TYPE 'TRADE' AND YOU END UP ON A
PIER WITH A LUTE...IT PLAYS MUSIC BUT HAS NO STRINGS...GO TO THE TAILORS SHOP
WHERE WE LEFT THE THREAD...
TYPE 'STRING LUTE'...AND THE LUTE HAS STRINGS ON IT....GO BACK TO THE
INTERSECTION RIGHT BEFORE THE PIER AND GO EAST THEN 'GO STAGE'...THEN TYPE
'DANCE'....'SING'....'PLAY LUTE'... OK....NOW THEY HAVE GIVEN YOU A CHARM.
TYPE.....WEAR CHARM.....GO OVER TO THE POOL WHERE WE GOT THE WHETSTONE...
AND TYPE 'WASH FACE'....THEN GO TO WHERE MAID MARION IS AND TYPE 'KISS
MARION'....'PLAY LUTE'...THEN GO TO THE OUTSIDE OF THE TAILORS..GO EAST
TWICE....MAKE SURE YOU HAVE YOUR SUIT ON WHEN YOU GO TO SEE MARION... THEN HAVE
THE PENNY WITH YOU WHEN YOU GO TO THE CHAPEL....
TYPE 'MARRY MARION'...'GET SCOPE'.. THEN FOR THE GRAND FINALE GO TO THE
CATAPULT....
****GRAND FINALE****
NOW THAT YOU ARE AT THE CATAPULT.. TURN CRANK...THEN TYPE 'INSERT SCOPE'..
NOW....LOOK SCOPE...THEN FINALLY..
P U S H B U T T O N
=-=-=-= =-=-=-=-=-=
BROUGHT TO YOU BY.....
DOCTOR FLORA

Binary file not shown.
Binary file not shown.
+35
View File
@@ -0,0 +1,35 @@
SOFTPORN ADVENTURE
N, HAIL TAXI, DISCO, E, BUY RUBBER (HIT RETURN FOR COLOR,..ECT.) W, HAIL
TAXI, BAR, S, PUSH BUTTON, BELLY BUTTON, E, U, WEAR RUBBER, FUCK HOOKER, GET
CANDY, DROP RUBBER, N, D, LOOK GARBAGE, LOOK CORE, GET SEEDS, W, S, W, GET
FLOWERS, N, LOOK WASHBASIN, GET RING, S, E, HAIL TAXI, CASINO, E, E, U, W, LOOK
ASHTRAY, GET PASSCARD, E, D, W, W, HAIL TAXI, DISCO, N, SHOW PASSCARD, W, BUY
WINE, GIVE FLOWERS, GIVE RING, GIVE CANDY, DROP CANDY, E, S, GIVE WINE, GET
KNIFE, E, DROP WINE, W, HAIL TAXI, CASINO, N, MARRY GIRL, S, HAIL TAXI, DISCO,
N, SHOW PASSCARD, W, S, DIAL 555-0987, N, E, S, HAIL TAXI, CASINO, E, E, U, W,
S, FUCK GIRL, USE KNIFE, DROP PASSCARD, DROP KNIFE, N, E, D, LOOK PLANT, ENTER
BUSHES, GET STOOL, GET HAMMER, DROP SEEDS, EAT MUSHROOM,
<!NOW YOU ARE SOMEWHERE WITHIN THE BAR, IF YOU ARE NOT AROUND THE BARTENDER THEN
MOVE AROUND UNTIL YOU GET TO HIM.!>
BUY WHISKEY, DROP WALLET, W, GIVE WHISKEY, GET UNIT, E, PUSH BUTTON,
BELLYBUTTON, E, TV ON, 6, DROP UNIT, U, N, USE ROPE, W, BREAK WINDOW, S, GET
PILLS, N, E, DROP ROPE, D, W, HAIL TAXI, CASINO, E, E, U, GIVE PILLS, DROP
PILLS, DROP HAMMER, PUSH BUTTON, E, DROP STOOL, CLIMB STOOL, LOOK CABINET, GET
PITCHER, WATER ON, FILL PITCHER, W, PUSH BUTTON, D, ENTER BUSHES, WATER SEEDS,
GET APPLE, EAT MUSHROOM,
<! GET TO BARTENDER AS BEFORE.!>
N, HAIL TAXI, CASINO, E, E, U, PUSH BUTTON, U, N, D, GIVE APPLE, SCREW
GIRL(OR EVE).............
NOW YOU'VE WON SOFTPORN ADVENTURE!!
BROUGHT TO YOU BY......
DOCTOR FLORA

+199
View File
@@ -0,0 +1,199 @@
***************************************
* *
* W e l c o m e ! *
* *
* to another HAYES tutorial to get *
* you through another of INFOCOM'S *
* brilliant text adventures... *
* *
* S O R C E R E R *
* *
* The Second Book In The *
* ENCHANTER *
* Trilogy *
* *
***************************************
Well, the folks at INFOCOM have done it again. Another superb text
adventure which picks up where ENCHANTER left off. While not quite as
difficult as ENCHANTER, SORCERER is nonetheless a very entertaining
and challenging adventure, with new twists on old standards (the glass
maze comes to mind) and a very logical set of puzzles to solve.
While some of you may be working off a pirated copy of this game, I
urge you to go out and buy an original. If any software company
deserves our continued support, it is INFOCOM. They are truly the
pioneers in the field of interactive fiction and they make up for the
price of their disks by supplying original and very enter- taining
game packages and docs. Besides, one day an original copy of some of
these games may be worth some- thing... I can remember a few comic
books I wish I'd held on to!
Anyway, enough of the commentary... as usual, everything between
commas is input and seperate comments are between (parenthesis) or
offset by the arrow --->.
And away we go...
S, (you'll get eaten by the hellhound and then wake up), Frotz Me (can
you think of a better light source!), Get Up, W, W, Pull Hanging, Get
Key, Open Drawer, Unlock Journal, Read Journal
---> Inside the journal is written a code word which will change every
time the disk is booted, much like the space coordinates in STARCROSS
were protected. Write this code word down as you will be referring to
it in a moment...
Drop Key and Journal, E, S, S, W, Get Matchbook and Vial, Open Vial,
Drink Potion, Drop Vial, E, Open Mailbox, Put Matchbook in Mailbox, E,
Get Scroll, Gnusto Meef, W
---> Now, if you haven't heard the doorbell ring yet, keep typing
'wait' until the mailman arrives and delivers the mail. If you've
heard the bell, then the mail is already here...
Open Mailbox, Get Orange Vial, D
---> OK, Now we need to unlock this trunk. The combination of buttons
to push depends upon the codeword found in Belboz' journal. Follow-
ing are the various words and their associated combinations.
Example: If the code is 'Blood-
worm', you would input:
Push White,
Push Gray,
Push Black,
Push Red,
Push Gray
and the lock would open. Here are the various codes (thanks to the
great FINEOUS FINGERS for supply- them!!):
Bloodworm: White Gray Black Red Gray Brogmoid: Red Purple Red Black
Purple Dorn: Gray Purple Black Gray White Dryad: Black Gray White
Red Red Grue: Black Black Red Black Purple Hellhound: Purple White
Gray Red Gray Kobold: Red Purple Black Purple Red Nabiz: Purple
Black Black Black Red Orc: Red Gray Purple Gray Red Rotgrub: Gray
Red Gray Purple Red Surmin: Black Black Purple Red Purple Yipple:
Gray Purple White Purple Black
---> OK, the lock should pop open and then you should...
Get Moldy Scroll, Aimfiz Belboz, NE
---> That should get you away from the hellhound. I would advise
saving the game here, so you don't have to go through all that again
if you happen to slip up. Also, from now on, you will find yourself
growing sleepy from time to time. Whenever you start feeling tired,
just 'Sleep' wherever you are. Make sure, however, that you are not
in the middle of solving a time-crucial puzzle like the maze or the
coal-bin room where sleep will lead to your doom. I will mention the
places where sleep seems to overcome you, so don't worry about this
too much. On to the solving...
D, D, S (you should be in the Crater), NE, NE, E, N, NE, Memorize
Izyuk, Izyuk Me, U, Get Guano and Scroll, Gnusto Fweep, D, SW, U, W,
W, NE, SE, E, E, Put Guano in Cannon, Get Scroll, W, Lower Flag,
Search Flag, Get Aqua Vial, W, NW, SW, W, D, D, S (you should be back
at the Crater), W, Memorize Izyuk, Again (this is so you can re-
member the spell longer), Izyuk Me, W, W, N, Get Coin, S, E, Izyuk Me,
E,E
---> About this time you may need to sleep. If not, you might want to
type 'Wait' a few times until you get tired. Then type 'Sleep'.
NE, NE, E, E, Wake Gnome, Give Coin, E, E, N, N
---> Now on to the Maze! You need to memorize the Fweep spell at least
3 times in order to get through this sucker. The spell wears off after
a while and you will not be allowed to carry anything (like your spell
book) while you are a bat (early bugs let you, but that is
cheating...). If you haven't memorized it enough, you'll forget it.
So...
Drop All but Book, Memorize Fweep, Again, Again, Fweep Me, E, N, E, S,
S, W, D, E, E, N, N, U, U, S (you should now return to human form), E,
Get Scroll, Drop Scroll in Hole, Fweep Me
---> At this point a Dorn Beast will start coming at you... GET THE
HELL OUT!
W, W, S, E (bye bye Dorn!), D, D, W, W, U, U, N, N, D, E (your Fweep
spell should wear off at this point, so..), Fweep Me, S, E, N, D, W,
S, W, U, W
---> You've done it! Now, keep typing 'Wait' until you are human
again, then...
Get All, S, S, E, Get Scroll, Gnusto Swanzo
---> Here's another good place to save the game. Sleep if you need
to... you probably will by the time you get to the amusement park.
W, W, W, Search Gnome (AHA!), W, W, SW, SW, S, SW, W (a gnome will
appear), Give Coin, W, W, S, Get Ball, Open Aqua Vial, Drink Aqua
Potion, Throw Ball at Bunny, Drop Aqua Vial, N, E, E, NE, S, Yonk the
Malyon, Malyon the Dragon
---> At this point, keep typing 'Wait' until your muscles feel the
effect of the aqua potion wear off. Then...
S, Open Orange Vial, E, Drink Potion
---> At this point, your twin should appear. This is an interesting
time-puzzle that must be solved correctly in order to get past it with
the scroll you find and your spell book still intact. An interesting
bit of trivia for all you ZORK fans who always wanted to know what the
timber in ZORK I was meant for... In the original mainframe ZORK,
which incorporated the best of ZORK I, II, and III combined in one
giant adventure, you found the crystal sphere (now found in the
aquarium in ZORK II) by tying the rope to the timber and then using it
to stop yourself halfway down the chute which ends up in the cellar of
ZORK I. The authors have used this little puzzle here to great
effect... Anyway, on with the solving...
Give Book
---> When you give your spell book to your older self, he will give
you a combination number... remember it, then...
Drop Vial, E, Set Dial to (whatever number you were given), Open Door,
E, Get Rope, U, SW, Get Timber, S, NE, N, W, Tie Rope to Timber, Drop
Timber, Drop Rope Down Chute, Climb Down Rope, Get Scroll, Golmac Me,
Open Lamp, Get Smelly Scroll, D, Tell Younger Self "The Combination Is
(the number you were given)"
---> Remember to use the quotes when you talk to your younger self
this way. He should then give you your spell book (think about what
just happened!!). You should immediately go...
D, (Now 'Wait' a few times until the orange potion wears off and you
feel tired), Sleep
---> You might want to save the game before this final set of moves!
Gnusto Vardik, Memorize Meef, Again, Drop Book, Swim in Lagoon, D,
Meef Weeds, Get Crate, U, W, Drop Crate, Get Book, Open Crate, Get
Suit and Can, NE, N, Meef Vines, Spray Repellent on Suit, W, W,
Memorize Vardik, Vardik Me, Open White Door, Memorize Swanzo, Swanzo
Belboz
*** AND THAT DOES IT!!!!! ***
This tutorial is the >EXCLUSIVE< property of the ADVENTURER'S TAVERN
and should not be posted on any other board without prior permission
of THE GUNSLINGER.
Many thanx to THE GUNSLINGER and FINEOUS FINGERS in helping with this
adventure.
+265
View File
@@ -0,0 +1,265 @@
***************************************
* *
* SOLVING STAR * CROSS *
* *
* BY <D> <J> <C> *
* *
*CORRECTIONS BY: TAMERLANE OF THE RING*
***************************************
STARCROSS IS A RELATIVELY SIMPLE ADVENTURE-- IT'S ALL SIMPLY A
MATTER OF SHOVING COLOR CODED RODS INTO THE APPROPRIATELY COLORED
SLOTS. (FREUD WOULD HAVE BEEN PROUD). THE ONLY PROBLEM IS IN
FINDING THE RODS AND SLOTS. THIS COLUMN WILL TELL YOU EVERYTHING
YOU NEED TO KNOW. (IN CHRONOLOGICAL ORDER!) SO BE SURE AND HIT
THE SPACEBAR IF I START TO TELL YOU ANYTHING YOU *=> DON'T WANT
TO KNOW YET! <=* A WORD TO THE WISE: IF YOU PUT A ROD INTO A SLOT
OF A DIFFERENT COLOR, IT WILL DISAPPEAR FOREVER.
THE LANDING
===========
GET UP. GET LIBRARY. E. PUSH RED BUTTON. READ SCREEN. GET THE
COORDINATES FOR WHICHEVER UNIDENTIFIED MASS (UM-??) HAS BEEN
CHOSEN AT RANDOM FROM THE CHART BELOW:
COORDINATES FOR MASS OBJECTS
OBJECT R THETA PHI TYPE
====== = ===== === ====
UM91 050 015 121 UNCHARTED MASS
UM12 100 345 107 UNCHARTED MASS
UM24 100 285 087 UNCHARTED MASS
UM08 150 210 017 UNCHARTED MASS
UM52 175 165 035 UNCHARTED MASS
UM70 100 135 101 UNCHARTED MASS
UM31 150 105 067 UNCHARTED MASS
UM28 250 045 178 UNCHARTED MASS
AB40 250 300 022 ASTEROID (CERES)
MARS 250 120 012 PLANET
US75 175 135 034 SHIP
AX71 125 180 047 ASTEROID
AX32 125 240 105 ASTEROID
AX01 200 240 134 ASTEROID
AX87 125 075 102 ASTEROID
ENTER COUCH. SAY TO COMPUTER "R IS (R), PHI IS (PHI), THETA IS
(THETA)". WAIT FOR COMPUTER TO REPLY THAT THERE IS INDEED A MASS
THERE. IF IT DOESN'T THEN YOU GOT THE COORDINATES WRONG! TRY
AGAIN. THEN TYPE: SAY TO COMPUTER "CONFIRMED." FASTEN BELT. WAIT.
(THE ROCKETS WILL FIRE.) UNFASTEN BELT. GET UP.EAST.DON SUIT.GET
LINE. W.SIT.FASTEN BELT. WAIT. WAIT OR LOOK UNTIL THE TENTACLES
GRAB YOU AND YOU ARE SAFELY DOCKED. (A TOTAL OF 7 WAITS).
GETTING IN
======= ==
UNFASTEN BELT. GET UP. OPEN INNER. OUT. CLOSE INNER. OPEN OUTER.
OUT. PRESS FOURTH BUMP. (THE SCULPTURE IS SUPPOSED TO BE THE
SOLAR SYSTEM. YOU PRESS THE FOURTH BUMP BECAUSE IT CORRESPONDS TO
YOUR HOME PLANET (EARTH). WHY IS EARTH THE FOURTH BUMP AND NOT
THE THIRD ? BECAUSE THE SUN COUNTS AS THE FIRST BUMP!). AT THIS
POINT YOU SHOULD SEE A 'TINY BUMP'). PRESS TINY. NOW YOU WILL SEE
A BLACK ROD RISE UP. THIS ROD IS A 'SELF-DESTRUCT' DEVICE! DO NOT
PUT IT IN ANY BLACK SLOT, EVER!. TAKE BLACK ROD. THE AIRLOCK DOOR
WILL OPEN WHEN YOU TAKE THE ROD. IN. CLOSE OUTER. OPEN INNER. IN.
TA-DA! YOU ARE NOW IN THE 'ARTIFACT'!!!!
THE ARTIFACT
=== ========
THINK OF IT AS AN INTERGALACTIC INTELLIGENCE TEST. PUT THE RIGHT
BLOCKS IN THE RIGHT HOLES AND WIN THE PRIZE. THE ARTIFACT IS
CYLINDRICAL IN SHAPE, AND DIVIDED (LIKE A PIE) INTO FOUR WEDGES,
WHICH (LIKE THE SLOTS) ARE COLOR CODED. THESE COLORS ARE: RED,
BLUE, GREEN, YELLOW. THESE WEDGES ARE TRANSECTED BY 5 CONCENTRIC
RINGS: IN SHORT, THE CYLINDER IS DIVIDED INTO A SORT OF CIRCULAR
GRID SYSTEM OF RINGS AND COLORS. (THIS WILL BE MORE OBVIOUS TO
YOU AS YOU MOVE ABOUT IN THE ARTIFACT.) DIRECTIONS ARE:
N,S,E,W,U, AND D. UP AND DOWN CORRESPOND TO IN AND OUT. EAST AND
WEST CORRESPOND TO LEFT AND RIGHT, AND ALSO TO PORT AND
STARBOARD. WHEN YOU ENTER THE ARTIFACT, YOU WILL BE UNABLE TO
ENTER THE YELLOW SECTION WITHOUT BEING EATEN BY THE GRUES (WHICH
WERE APPARENTLY CAPTURED ON THE PLANET ZORK, BUT WHO ESCAPED FROM
THE ALIEN ZOO FOR THE EXPRESS PURPOSE OF MENACING ADVENTURERS
FOOLHARDY ENOUGH TO TRAVEL WITHOUT LIGHT. )
COLLECT THOSE RODS!
======= ===== =====
YOU CAN GET THESE IN DIFFERENT ORDERS, BUT THE FOLLOWING ONE WILL
DEFINITELY WORK: BLACK, RED, SILVER, YELLOW, PINK, BLUE, GOLD,
BROWN, VIOLET, GREEN, CLEAR (CRYSTAL), WHITE.
GETTING THE RED ROD: IT'S BEING HELD CAPTIVE BY 'ANT-MEN'! TO GET
THERE: N. W. FORWARD. E. NOW, THE ANT-MEN WILL BE VERY NASTY IF
YOU TRY TO TAKE THEIR ROD AWAY. SO LET'S KEEP THEM BUSY DOING
SOMETHING ELSE--LIKE REBUILDING THEIR NEST. THROW SOMETHING AT
THE NEST--THE TAPE PLAYER WILL DO NICELY, AND YOUR SPACE SUIT
WILL ALSO WORK IF YOU WANT TO BOTHER TAKING IT OFF. THEN GET RED
ROD. DON'T FORGET TO RECLAIM WHATEVER IT WAS YOU THREW!! (GET
LIBRARY)
GETTING THE SILVER ROD: (IT'S ON THE WAY TO THE YELLOW ONE, WHICH
WE REALLY >NEED<!) FROM THE NEST: W. AFT. W. S. S. PORT. GET
GUN. LOOK INTO GUN. GET SILVER ROD. (TOO EASY, NO?)
GETTING THE YELLOW ROD: IT'S IN THE SPACESHIP DOCKED OUTSIDE THE
BLUE AIRLOCK. FROM THE WEAPONS DECK: E. N. OPEN INNER. OUT.
CLOSE INNER. OPEN OUTER. OUT. S. S. GIVE THE TAPE LIBRARY TO THE
SPIDER (THE CLUE HERE WAS THAT HE IS INTENSELY INTERESTED IN
NEWS). HE'LL GIVE YOU THE YELLOW ROD, BUT THAT'S ALL HE'S GOOD
FOR. (GIVE TAPE. GET YELLOW ROD.) THE YELLOW ROD IS ONE OF THE
'USEFUL' RODS: YOU'LL NEED TO STICK IT IN THE YELLOW SLOT TO GET
SOME OF THE OTHERS. TO GET TO THE YELLOW SLOT: N. N. IN. CLOSE
OUTER. OPEN INNER. IN. UP. (YOU ARE NOW IN THE GRASSLANDS. THE
WEASELS AND UNICORNS HERE ARE STRICTLY LOCAL COLOR, NOT USEFUL.)
S. OPEN HATCH. D. PUT YELLOW ROD IN YELLOW SLOT. (PUTTING THE
YELLOW ROD IN THE YELLOW SLOT WILL TURN ON THE EMERGENCY LIGHTING
IN THE YELLOW SECTION OF THE 'ARTIFACT'.) WHILE YOU'RE HERE, PUT
THE RED ROD IN THE >SECOND< RED SLOT (THIS WILL TURN ON THE LIFE
SUPPORT SYSTEM AND GET THAT TELL-TALE WINDEX AROMA OUT OF THE AIR
IN A FEW TURNS. LATER ON THIS WILL ENABLE YOU TO TRADE YOUR OLD
SPACESUIT FOR SOMETHING TRULY USEFUL (LIKE A BROWN ROD)). GET
CARD. YOU'LL NEED TO PUT THIS INTO THE COMPUTER-- I SUSPECT IT'S
A DISK II CONTROLLER CARD-- CAN'T BOOT UP WITHOUT ONE!
GETTING THE PINK ROD: IT'S IN THE SPACESHIP DOCKED OUTSIDE THE
YELLOW AIRLOCK. BE CAREFUL, ONE FALSE MOVE AND IT'S DEEP SPACE
FOR YOU. TO GET THERE : U. N. D. W. OPEN INNER. OUT. CLOSE
INNER. OPEN OUTER. GET BASKET. (THIS BASKET CAN BE USED TO HOLD
THE RODS TILL YOU NEED THEM--THAT WAY THEY WON'T TAKE UP VALUABLE
INVENTORY SPACE.) OPEN OUTER (YES, AGAIN: IT STUCK THE FIRST
TIME!). OUT. ATTACH LINE TO SPACESUIT. ATTACH LINE TO HOOK. PORT.
GET PINK ROD.
GETTING THE BLUE ROD: IT'S IN THE LABORATORY, WITH OTHER USEFUL
IMPLEMENTS. TO GET THERE: E. DETACH LINE FROM HOOK. IN. CLOSE
OUTER. OPEN INNER. IN. S. S. PUT ALL RODS IN BASKET. E. GET ALL
DISKS. NOW COMES THE TRICKY PART: THE ROD IS IMBEDDED IN THE
SILVER SPHERE. ALL WE HAFE AT OUR DISPOSAL TO OBTAIN IT IS THE
4-POSITION DIAL AND THE TWO DISKS. FORTUNATELY, THESE ARE
'TRANSPORTER DISKS'. UNFORTUNATELY, THEY EXPLODE INTO
NOTHINGNESS IF YOU ALLOW THEM TO TOUCH.. ANYWAY, HERE'S THE
PROCEDURE: PUT RED DISK UNDER GLOBE. PUT BLUE DISK ON FLOOR. PUT
CARD ON GLOBE. TURN DIAL TO 4. TURN DIAL TO 2. GET CARD. GET
BLUE ROD. GET ALL DISKS. PUT BLUE ROD IN BASKET. W. PUT BLUE
DISK ON FLOOR. (YOU *>HAVE<* TO PUT IT ON THE FLOOR HERE SO THE
'MAINTENANCE MOUSE' CAN COLLECT IT AND PUT IT IN THE GARAGE SO
YOU CAN TRANSPORT THERE (AND OUT OF TROUBLE) LATER!!!)
GETTING THE GOLD ROD: N. N. N. N. W. AFT. NOW YOU'RE IN THE
COMPUTER ROOM. OPEN PANEL. PUT CARD IN SLOT. CLOSE PANEL. TURN
COMPUTER ON. (IT WILL SPEW OUT A GOLD BAR FOR YOU). PUT GOLD ROD
IN BASKET. LOOK AROUND IF YOU LIKE, BUT THERE'S NOTHING ELSE TO
DO HERE. THE ENUNCIATOR PANEL TELLS YOU WHAT YOU HAVE TO FIX TO
PUT THE ARTIFACT IN ORDER, BUT I'M GOING TO TELL YOU THAT
ANYWAY.
GETTING THE BROWN ROD: N. W. W. S. S. E. E. REMOVE SUIT. LOOK
AROUND OR 'WAIT' OR SOMETHING UNTIL THE CHIEFTAIN COMES. OFFER
SUIT TO CHIEF. POINT AT BROWN ROD.
GETTING THE VIOLET ROD: YOU HAVE NO TIME TO PUT THE BROWN ROD IN
YOUR BASKET! FOLLOW THE CHIEF WHEN HE LEAVES. IT'S THE ONLY WAY
TO GET THE THE VIOLET ROD!!! JUST KEEP SAYING 'FOLLOW CHIEF'
UNTIL YOU GET TO THE 'CENTER OF THE WARREN'. THEN: D. CLOSE
INNER. OPEN OUTER. OUT. P. P. GET VISOR. N. MOVE SKELETON. GET
VIOLET ROD (MOVE THE SKELETON ONLY ONCE!!). S. S. PUT RED DISK
ON FLOOR. STAND ON RED DISK. SURPRISE==> TRANSPORTER CITY. WITH
ANY LUCK YOU'LL NOW BE IN THE GARAGE. IF THE MOUSE HASN'T
COLLECTED THE BLUE DISK YET, YOU'LL BE BACK OUTSIDE THE
LABORATORY. YOU'LL JUST HAVE TO WAIT TILL HE COMES AND GETS IT,
THEN TRANSPORT TO THE GARAGE.
GETTING THE GREEN ROD: ENTER BIN. (KEEP TYPING 'ENTER BIN' OR
'AGAIN' UNTIL YOU FIND THE GREEN ROD. IT MAY TAKE UP TO 10
TRIES!). GET GREEN ROD. PUT GREEN ROD IN BASKET.
GETTING THE CLEAR ROD: F. P. N. N. N. N. W. LOOK AT LASER
THROUGH VISOR. GET CLEAR ROD.
GETTING THE WHITE ROD: E. S. S. U. S. S. P. U. U. JUMP. PUT
SILVER ROD IN SILVER SLOT. IN. GET WHITE ROD.
YOU'VE GOT ALL THE RODS NOW. ALL YOU HAVE TO DO IS FIGURE OUT WHY
YOU'VE COLLECTED THEM.
FINISHING UP
========= ==
PUT THE WHITE ROD IN THE WHITE SLOT. (A BLACK SLOT WILL APPEAR.
DO =>NOT<= PUT THE BLACK ROD IN THE BLACK SLOT!).
GETTING TO THE CONTROL BUBBLE: OUT. U. JUMP. FIRE GUN AT DRIVE
BUBBLE. AGAIN. AGAIN. (YOU SHOULD NOW BE 'ON CONTROL BUBBLE'.)
D. PUT GOLD ROD IN GOLD SLOT. IN. PUT CLEAR ROD IN CLEAR SLOT.
FIVE COLORED SLOTS WILL APPEAR. PUT THE APPROPRIATE ROD IN EACH
SLOT--> THE ORDER YOU DO IT IN DOESN'T MATTER.
THE FINAL SEQUENCE: YOU NOW USE THE VARIOUS COLORED SPOTS TO SET
THE COURSE OF THE ARTIFACT TOWARD EARTH. TOUCH LARGE SQUARE. (THE
VIEW NOW COVERS THE AREA FROM THE SUN TO JUPITER). TOUCH BROWN
SPOT. (YOU WILL HAVE TO TOUCH IT 4 TIMES, UNTIL THE EARTH IS
HIGHLIGHTED). TOUCH VIOLET SPOT (THREE TIMES, UNTIL THE PATH
FORMS A CIRCLE AROUND THE EARTH. (DON'T STOP AT THE ELLIPSE!)).
TOUCH GREEN SPOT. (THE PATH WILL FLASH.) TOUCH BLUE SPOT.
BLAST-OFF!!!!! YOU WIN!!
SIT BACK AND BASK IN THE GLORY OF A PERFECT SCORE.
<D><J><C>
Binary file not shown.
+182
View File
@@ -0,0 +1,182 @@
View: SUSPENDED
SUSPENDED
THE STORY IS QUITE SIMPLE. YOU ARE THE FAILSAFE DEVICE TO PROTECT THE SURFACE
WORLD OF CONTRA SHOULD ANY EMERGENCY DEVOLOP THAT WOULD CAUSE THE PLANET CONTROL
DEVICES TO FAIL(THESE ARE UNDERGROUND IN A COMPLEX WHERE YOU LIVE SUSPENDED IN A
CRYOGENIC TUBE AWAITING A DISASTER). YOU ARE AWAKENED TO FIND THAT THERE HAS
BEEN AN EARTHQUAKE THAT HAS DAMAGED THE CABLES IN THE PRIMARY AND SECONDARY
CHANNEL.
YOU HAVE SIX DIFFERENT ROBOTS AT YOUR COMMAND. THESE ROBOTS ALL ENJOY DIFFERENT
SKILLS AND ABILITIES. EACH ONE REPRESENTS A DIFFERENT SENSE.
* IRIS: THE SENSE OF SIGHT
# WALDO:THE SENSE OF TOUCH AND DEXTERITY
* SENSA:PERCEIVES THINGS MAGNETIC AND ELECTRONIC
# POET:PERCEIVES THINGS ELECTRONIC..CAN DIAGNOSE ELECTRICAL FLOWS
* WHIZ: COMMANDS THE COMPUTER AND CAN DO ERRANDS
# AUDA: THE SENSE OF HEARING
THE TRICK TO WINNING SUSPENDED IS ASSIGNING THE RIGHT TASK TO THE RIGHT ROBOT.
ALSO THE RIGHT ROBOT HAS TO BE AT THE RIGHT PLACE AT THE RIGHT TIME. THIS IS
CALLED CRITICAL PATH PLANNING. AND THIS IS THE SECRET OF SUSPENDED.
IN THE STANDARD GAME THERE ARE A FEW REAL TIME EVENTS TO BE AWARE OF:
1) AT THE 15TH CYCLE THERE IS ANOTHER EARTHQUAKE WHICH CAUSES AN ACID SPILL THAT
KILLS IN SHORT ORDER ANY ROBOT THAT PASSES THROUGH THE CAVERNOUS ROOM
THEREAFTER...UNTIL THE ACID IS SHUT OFF.
2) AT THE 75TH CYCLE THERE IS ANOTHER QUAKE WHICH WRECKS THE HYDROPONICS AND
TRANSIT EQUIPMENT ON THE SURFACE ABOVE. THESE HAVE TO BE FIXXED QUICKLY OR
THE GAME ENDS SWIFTLY DUE TO THE STARVING POPULOUS ABOVE.
3) AT THE 100TH CYCLE HUMANS ENTER THE COMPLEX WITH THE INTENT OF TURNING YOU
OFF BECAUSE BY THIS TIME YOUR CLEARLY SCREWING UP THE ASSIGNMENT. THESE
HUMANS CAN BE THE DEATH OF YOU OR THEY CAN HELP YOU BY ....WELL I WON'T TELL
YOU YET.
THE FOLLOWING COMMANDS GET YOU THROUGH THE GAME IN LESS THAN 70 MOVES. AS A
RESULT THEY GIVE LITTLE AID IN THE EVENT THAT YOU FINISH THE GAME IN MORE THAN
THAT TIME. THE GAME CHANGES CONSIDERABLY AFTER THE 75TH MOVE.
THERE ARE MANY PROBLEMS THAT SURFACE AFTER THAT TIME...WHICH THESE CLUES DO
NOTHING TO AID.
LETS GET STARTED..
#1 POET,GO TO WEATHER CONTROL
#2 SENSA,GO TO SUB SUPPLY ROOM
#3 WHIZ,GO TO SECONDARY CHANNEL
#4 SENSA,TAKE RAMP
#5 SENSA,GO WEST
#6 SENSA,TAKE CONTAINER AND GRASPER
#7 SENSA,GO TO HALLWAY JUNCTION
#8 WALDO,GO TO HALLWAY JUNCTION
#9 AUDA,GO TO GAMMA REPAIR
THE ABOVE MOVES SET THE GAME UP. POET IS NEEDED TO TURN THE WEATHER CONTROL
OFF..THIS MINIMIZES DEATHS AT THE SURFACE...YOUR PRIMARY GOAL. SENSA GETS THE
RAMP THAT IS NEEDED TO ALLOW THE ROBOTS TO GO FROM ONE LEVEL TO ANOTHER. AUDA IS
SENT TO THE GAMMA REPAIR AREA BECAUSE SHE WILL BE NEEDED LATER...AND WITHOUT THE
HUMANS COMING FOR A WHILE THERE IS NOTHING THAT CAN BE DONE WITH HER ANYWAY.
WALDO, IS SENT TO THE HALLWAY JUNCTION TO MEET SENSA AND TAKE THE CONTAINER AND
GRASPER ON HIS WAY TO FIXING IRIS WHO IS REPORTED TO BE OUT OF ORDER.
#10 POET,TURN SECOND DIAL TO 100
#11 POET,GO TO HALLWAY END
#12 IRIS,GO TO MAIN SUPPLY ROOM
#13 SENSA,PUT RAMP AT DROPOFF
#14 AUDA, LISTEN
#15 WALDO,TAKE CONTAINER AND GRASPER
#16 WALDO,GO TO MAIN SUPPLY
#17 WALDO,INSTALL GRASPER
#18 WALDO,TAKE RED IC AND YELLOW IC
#19 SENSA,GO NORTH
#20 SENSA,TAKE RAMP
ONCE POET GOT TO THE WEATHER CONTROL, HE HAD TO RESET THE FAULTY CONTROL TO 100.
THIS IS ONLY A TEMPORARY FIX BECAUSE IF YOU LET THE GAME GO ON TOO LONG, ALL
HELL WILL BREAK LOOSE WITH VARIOUS DISASTERS AND ACCIDENTS OCCURING WHICH YOU
WILL NOT BE ABLE TO CONTROL. POET IS THEN SENT TO THE HALLWAY END WHERE HE WILL
BE USED TO GET THE TV CAMERA NEEDED LATER.
IRIS IS SENT TO THE MAIN SUPPLY ROOM WHERE SHE CAN BE FIXED WHEN WALDO ARRIVES.
SHE WILL ALSO HELP WALDO REPAIR THE MACHINE THERE.
SENSA...UPON ARRIVING PUTS THE RAMP IN PLACE SO THAT AUDA CAN GET TO GAMMA
REPAIR AND SO THAT SHE AND POET CAN GET TO THE OTHER LEVEL. WALDO IS HANDED THE
GRASPER AND CONTAINER WHICH HE INSTALLS. THIS IS DONE NOW TO SAVE MOVES LATER.
#21 SENSA,GO TO SMALL SUPPLY
#22 WALDO,OPEN PANEL
#23 WALDO,REPLACE ROUGH DEVICE WITH ROUGH OBJECT
#24 WALDO,CLOSE PANEL
#25 POET,GET IN CAR
#26 POET,GET OUT OF CAR
#27 POET,GO TO BIOLOGY LAB
#28 WALDO,TAKE BURNED AND FRIED CHIP
#29 POET,TAKE CAMERA
#30 SENSA,PUT RAMP AT HOLDER
THIS STAGE SETS THE ROBOTS TO THEIR MAJOR GATHERING TASKS. WALDO HAS FIXED IRIS,
AND IS NOW SET ON FIXING THE MACHINE AND SALVAGING ITS PARTS. POET HAS ARRIVED
AT THE HALLWAY END , GOTTEN IN THE CAR, EXITED THE CAR AND IS NOW GETTING THE
CAMERA. AND SENSA HAS ARRIVED AT THE SMALL SUPPLY ROOM TO TAKE THE CABLE CUTTER.
#31 SENSA,GET ON RAMP
#32 SENSA,TAKE CUTTER
#33 SENSA,GET OFF RAMP
#34 SENSA,TAKE RAMP
#35 SENSA,GO TO SLOPING CORRIDOR
#36 POET,GO TO VEHICLE DEBARKATION
#37 WALDO,PUT RED IC IN RED SOCKET
#38 WALDO,PUT YELLOW IC IN YELLOW SOCKET
#39 POET,GET IN CAR
#40 POET,GET OUT OF CAR
SENSA HAS COMPLETED HER TASK OF GETTING THE METAL TOOL THAT SHE WILL NEED
SHORTLY. POET HAS GOTTEN THE CAMERA AND IS NOW COMING BACK AND WALDO IS IN THE
MIDST OF FIXING AND SALVAGING THE MACHINE WITH IRIS IN THE MAIN SUPPLY ROOM
#41 POET,GO TO PRIMARY CHANNEL
#42 SENSA,PUT RAMP AT DROPOFF
#43 GO TO GAMMA REPAIR
#44 WALDO,PUSH BUTTON
#45 IRIS,TAKE FUSE
#46 WALDO,TAKE CABLE
#47 WALDO,GO TO THE SECONDARY CHANNEL
#48 IRIS,GO TO MIDDLE SUPPLY
#49 IRIS,TAKE CABLE
#50 IRIS,GO TO MAIN SUPPLY
POET HAS BEEN SENT TO USE THE CAMERA IN THE PRIMARY CHANNEL (THIS IS A KAMIKAZE
MISSION BECAUSE HE HAS TO PASS THROUGH THE CAVERNOUS ROOM TO GET THERE). SENSA
HAS GOTTEN TO THE SLOPING CORRIDOR AND REINSTALLED THE RAMP SO THAT SHE AND POET
CAN GET TO THE LOWER LEVEL. AND WALDO AND IRIS HAVE GOTTEN THE MACHINE FIXED AND
SALVAGE ONE OF THE TWO NEEDED CABLES TO SET THE FCS IN BALANCE.
WALDO IS NOW SET ON A KAMIKAZE MISSION WHERE WHIZ WILL BE WAITING TO INSTALL THE
CABLE NEEDED IN THE SECONDARY CHANNEL.
#51 SENSA,EXAMINE OBJECT
#52 SENSA,TURN FLOWSWITCH
#53 BOTH SENSA AND AUDA,MOVE FRED
#54 SENSA, CUT CABLE WITH CUTTER
#55 POET,PLUG TV1 IN
#56 POET,AIM TV1 AT SIGN
(THIS IS THE IMPORTANT RESET CODE..WRITE IT DOWN..ITS DIFFERENT EVERY GAME)
#57 SENSA,TAKE CABLE
#58 SENSA,GO TO PRIMARY CHANNEL
#59 IRIS, PUT CABLE IN MACHINE
#60 IRIS, PUT FUSE IN MACHINE
SENSA AND AUDA SALVAGED THE REMAINING NEEDED CABLE TO FIX THE CABLE IN THE
PRIMARY CHANNEL. SENSA IS NOW ON HER WAY. POET VALIENTLY DIED TRYING TO WORK THE
CAMERA IN THE PRIMARY CHANNEL AFTER HAVING CORROSIVE ACID SPILLED ON HIM. AND
IRIS HAS FIXED THE RESET MACHINE NOW ONLY AWAITING THE INSTALLATION OF THE
CABLES IN THE FCS TO RESET THE SYSTEMS TO SET THE SURFACE WORLD ABOVE RIGHT.
#61 WHIZ,GO TO WALDO
#62 WHIZ,TAKE FOURTEEN-INCH CABLE
#63 WHIZ,REPLACE THE NINE-INCH CABLE WITH THE FOURTEEN-INCH CABLE
#64 WHIZ,DRAG WALDO TO THE EAST END
#65 AUDA,GO TO SLEEP CHAMBER
#66 SENSA,REPLACE FOUR-INCH CABLE WITH TWELVE-INCH CABLE
#67 IRIS,PRESS ----- CIRCLE
#68 IRIS,PRESS ----- CIRCLE
AT THIS POINT THE GAME IS OVER AND ONLY 8000 ARE DEAD AND YOU HAVE SUCCEEDED IN
YOUR MISSION. IT SHOULD BE NOTED THAT THIS DOES NOT ANSWER ALL THE QUESTIONS AND
PUZZLES THAT ARE PRESENTED IN THE GAME IT JUST TELLS YOU HOW TO WIN THE GAME IN
THE SHORTEST ORDER.
BROUGHT TO YOU BY.....
DOCTOR FLORA

(>
+90
View File
@@ -0,0 +1,90 @@
T H E W I T N E S S !
"THE WITNESS" IS A PRETTY STRAIGHT-FORWARD LITTLE MYSTERY. IT'S NOT AS
COMPLICATED OR INVOLVED AS DEADLINE, YET ITS ATMOSPHERE AND DETAIL MORE THAN
COMPENSATE FOR ITS QUICK SOLVE-ABILITY.
ACTUALLY, "THE WITNESS" CAN BE SOLVED BY NEVER HAVING TO LEAVE THE SITE OF THE
MURDER! HOWEVER, A LOT OF THE FUN AND INTERESTING NUANCES OF THIS GAME CAN BE
MISSED BY FOLLOWING THIS QUICK-FINISH, SO BEFORE I REVEAL IT STEP-BY-STEP, I'LL
GIVE YOU A FEW"THINGS TO TRY". THIS IS FOR ALL THOSE TRUE ADVENTURERS WHO MIGHT
JUST BE LOOKING FOR A LITTLE NUDGE IN THE RIGHT DIRECTION.
THE GAME IS SUPPOSED TO BE PRETTY AUTOMATIC FOR THE FIRST PART, SO UNLESS YOU'RE
WANDERING ABOUT OUT-SIDE THE HOUSE FOR MAPPING PURPOSES, START THE GAME BY DOING
THE FOLLOWING:
N,N, "RING THE BELL"
LINDER'S BUTLER, PHONG, WILL ANSWER THE DOOR. YOU CAN NOW DO ANYTHING FOR ONE
MOVE, THEN PHONG WILL SHOW YOU INTO THE LIVING ROOM, WHERE YOU WILL MEET LINDER
AND HIS DAUGHTER, MONICA.
IT MIGHT HELP HERE TO ASK MR. LINDER AND MONICA ABOUT ALL THE OTHER CHARACTERS
IN THE GAME (THIS IS A MUST IN ALL INFOCOM MYSTERIES!). DO THIS BY SAYING "ASK
LINDER ABOUT (MONICA OR MRS. LINDER OR PHONG, ETC.).
AFTER A BIT (10-12 MINUTES), LINDER WILL TAKE YOU INTO HIS OFFICE. HERE YOU
SHOULD "SIT IN THE WOODEN CHAIR" WHEN HE ASKS YOU TO. HE WILL THEN FILL YOU IN
ON THE BACKSTORY OF THE GAME AND WILL SHOW YOU A NOTE, WHICH YOU MIGHT BE POLITE
ENOUGH TO READ.
NOW, IF YOU SIT THERE AND WAIT, MONICA WILL ENTER AROUND 8:35 AND STICK AROUND
FOR A MOMENT TALKING TO HER FATHER BEFORE HEADING OFF TO GO TO THE MOVIES. IF
YOU WAIT UNTIL AROUND 9:03, LINDER WILL HEAR THE DOORBELL; PUSH THE BUTLER'S
BUTTON TO SIGNAL PHONG; THEN DIE FROM A BULLET SHOT THROUGH THE OFFICE WINDOW.
BEFORE LINDER IS KILLED, YOU MIGHT WANT TO TRY THE FOLLOWING AND SEE WHAT
HAPPENS (OR DOESN'T...):
1. TRY PUSHING THE BUTLER'S BUTTON AND SEE WHAT LINDER DOES.
2. EXAMINE THE WINDOW AND ASK LINDER ABOUT WHAT YOU FIND THERE.
3. EXAMINE THE CLOCK AND TRY OPENING IT.
4. TRY STANDING UP AFTER YOU'VE FIRST SAT DOWN IN THE CHAIR.
THEN WAIT UNTIL 9:03 (I'D SAVE THE GAME FIRST!).
AFTER THE MURDER OCCURS, TRY THE FOLLOWING:
1. EXAMINE THE WINDOW AND ANALYZE WHAT YOU FIND THERE.
2. EXAMINE THE KEYHOLE IN THE CLOCK.
3. TRY PUSHING THE BUTLER'S BUTTON RIGHT AFTER THE MURDER. THEN TRY
PUSHING IT AGAIN AFTER MONICA GETS HOME (AROUND 11:00).
4. IF YOU "SEARCH PHONG", YOU WILL FIND THE KEYS YOU NEED TO UNLOCK
ALL THE LOCKED DOORS IN THE HOUSE.
5. GO INTO PHONG'S ROOM AND EXAMI\ THE BOOK HE'S READING. HE'S USING
A VERY INTERESTING BOOKMARK. SHOW THIS TO PHONG AND MONICA AND THE
TIED-UP STILES (HE'S IN THE LIVING ROOM).
6. FOR FUN, TRY CALLING THE RESTAURANT'S PHONE # THAT'S ON THE
MATCHBOOK (ADELINE 1308).
7. ANALYZE THE FOOTPRINTS YOU FIND IN THE MUD OUTSIDE THE OFFICE
PORCH. THEN COMPARE THE PLASTER CAST DUFFY MAKES TO STILES'
SHOES AND ALSO TO THE MUDDY BOOTS YOU FIND ON THE PLATFORM BY THE
FRONT DOOR. ALSO, SHOW THE MUDDY BOOTS TO PHONG.
8. SHOW STILES THE: MATCHBOOK; THE NOTE LINDER GAVE YOU; AND
THE MUDDY HANDGUN (YOU FIND THIS OUTSIDE BY THE OFFICE PATH.)
9. BEFORE MONICA GETS HOME (11:00), UNLOCK AND OPEN THE WORKSHOP
DOOR (IN THE GARAGE) THEN GO INSIDE THE WORKSHOP AND "WAIT FOR
MONICA'. WATCH WHAT SHE DOES WHEN SHE DRIVES IN AND ENTERS.
10. OF COURSE, ASK EVERYBODY ABOUT EVERYBODY ELSE; SHOW EVERYTHING
OF INTEREST TO EVERYONE; AND TRY ACCUSING PHONG, MONICA AND
STILES.
NOW, FOR THOSE OF YOU LOOKING FOR A QUICK FINISH, HERE'S THE STEP-BY-STEP:
N,N, "RING BELL", (DO ANYTHING FOR ONE MOVE, SUCH AS 'I'), (PHONG WILL LEAD YOU
INTO THE LIVING ROOM), "ASK MONICA ABOUT HER MOTHER", "WAIT", (LINDER WILL SOON
TAKE YOU TO HIS OFFICE), "SIT IN THE WOODEN CHAIR', 'WAIT UNTIL 9:04' (ANSWER
YES WHENEVER IT ASKS IF YOU WANT TO KEEP WAITING), (LINDER WILL BE SHOT AND
KILLED), "GET UP", "HIDE BEHIND THE LOUNGE", "WAIT UNTIL 12:05" (ANSWER YES
EVERYTIME IT ASKS), (SOMEWHERE AROUND MIDNIGHT, MONICA WILL COME BACK INTO THE
OFFICE, GO OVER TO THE CLOCK, UNLOCK IT AND REMOVE SOMETHING), "STAND UP",
"ACCUSE MONICA", "WAIT FOR DUFFY", "ARREST MONICA".
THE PROGRAM WILL THEN OFFER YOU A SYNOPSIS OF THE ACTUAL EVENTS.
BROUGHT TO YOU BY....
DOCTOR FLORA

Binary file not shown.
+77
View File
@@ -0,0 +1,77 @@
*:-- T R A N S Y L V A N I A --:*
A LITTLE EXPLANATION BEFORE WE BEGIN. TRANSYLVANIA HAS SOME THINGS THAT LIKE TO
HAPPEN RANDOMLY, WHICH MADE IT A PAIN TO TRY TO WRITE A TUTORIAL FOR IT AND WAS
PROBABLY WHY NO ONE ELSE HAS ALREADY. YOU GOTTA SAVE YOUR GAME ALOT, SO WHEN A
GIANT EAGLE DECIDES TO SWOOP DOWN AND STICK YOU IN SOME STRANGE PLACE YOU CAN
JUST RE-BOOT AND START WHERE YOU LAST SAVED YOUR GAME. OK, LET'S START.
WHEN YOU START, YOU'RE AT SOME OLD STUMP, DON'T MESS WITH IT. RIGHT NOW, WE
GOTTA GO GET A SILVER BULLET.
N,W,N,N, GO WAGON, OPEN COFFIN, GET BULLET, D.
SAVE GAME
NOW WE'RE GONNA GO AFTER A PISTOL, THIS IS A TOUGH ONE.
GO.....E, E, N, E, GO HOUSE, U
A WEREWOLF HAS PROBABLY BEEN FOLLOWING YOU HUH? WELL IF NOT DON'T WORRY HE'LL BE
AROUND SOON. KEEP GOING UP AND DOWN ( 'U' & 'D' ) BETWEEN THE ATTIC AND THE
FIRST FLOOR OF THE HOUSE UNTIL YOU HAVE A FREE TURN TO GRAB THE PISTOL IN THE
ATTIC. NOW.........GET PISTOL
IF THE WEREWOLF DIDN'T APPEAR AGAIN TYPE......LOAD PISTOL.....IF HE DID JUST
KEEP GOING UP & DOWN AGAIN UNTIL YOU GET A CHANCE TO LOAD YOUR PISTOL. WHEN THE
WEREWOLF APPEARS AGAIN, TYPE.. .SHOOT WEREWOLF.....OK NOW IT'S DEAD, NOW GET
BACK TO THE FIRST FLOOR OF THE HOUSE IF YOU AREN'T ALREADY THERE.
SAVE GAME
E, W, W, GET CROSS, S, E, N, N,
NOW THERE SHOULD BE A VAMPIRE, IF NOT, CRUISE AROND THE CASTLE TIL ONE APPEARS
AND TYPE.....SHOW CROSS, THEN...DROP CROSS. GET BACK TO THE MAIN HALL IF YOU
AREN'T ALREADY THERE.
NOW GO....N, D, D, D, OPEN COFFER, GET RING,
SAVE GAME
NOW WE GOTTA GET A POTION
GO.....U, U, U, S, S, S, E, E, SAY IJNID (TO THE GOBLIN), GET KEY, N, N, W,
NOW....MOVE GRAVESTONE, UNLOCK GRATE, GO GRATE, GET POTION.
SAVE GAME
NOW WE HAVE TO GET A WIZARD'S CLOAK.
DROP KEY U, S, S, GO CABIN, PULL HORNS, GET CLOAK, PULL HORNS,
GO....W, N, N, W, WAVE RING
NOW YOU'VE FREED SOME ALIEN DUDE AND HE'S GONNA RETURN WITH SOMETHING.
SAVE GAME
NOW WE'RE GONNA KILL SOME TIME TO WAIT FOR THAT ALIEN.
S, S, S, E, N, N, N, W, S, S, S, E, N, N, ALMOST DONE KEEP GOING, N, W, S, S, N,
N, N, W,
THERE! NOW YOU SHOULD BE AT A FLYING SAUCER OR WHATEVER.
GO SAUCER, NOW YOU GOT A LITTLE BLACK BOX, GO...E, S, E, N, N, N, U,
NOW....CLIMB LADDER, GET VINES, PUSH BUTTON, WAVE POTION, POUR POTION, CLAP,
NOW THE PRINCESS IS AWAKE!
GET PRINCESS, GO..D, D, S, S, S, W, S, S, S,
SAIL BOAT................
YOU WIN!

+160
View File
@@ -0,0 +1,160 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| |
| ____________________________________ |
| ! Ultima IV ! |
| ! Quest of the Avatar ! |
| ! Docs by Happy Cynthax Nautilus ! |
| ------------------------------------ |
| |
--------------------------------------------------------------------
The Dark Ages of Britannia is the name given to that long span of time when
the infamous Triad of Evil stalked the lands and challenged all for the
supremacy of the soul...yet evil abounds but in isolated pockets and in the
hearts of men. A new age awaits the coming of one who can conquer evil on all
frontiers through the mastery of magic and force. Daemons, dragons, and
long-dead wizards still plague the countryside and must be destroyed. The
seeker on the path of the Avatar will face hostile groups composed of mixed
enemy types and will only survive such encounters only by strategic use of
weapons and terrain. Earthly victories over seemingly impossible odds lead to
the final conflict, where the ultimate challenge - the self - awaits.....
--==][==--
Characters:
Mage. The Magi of Britannia gather in Moonglow, near the Lycaeum, where they
can study the ancient mystical scrolls of the Library. They are restricted to
wear only cloth armour and can only use staves, daggers, and slings. Mages
have spell points equal to twice their intelligence.
Bard. The Bards of Britain entertain the people with their wonderful stories
and songs of heroic deeds. Bards not only chronicle deeds of valor, but perform
them as well. The preferred weapon is a sling, although they may use a cross-
bow at times. Leather armour is the only kind they may wear, and they have
magic points equal to their intelligence.
Fighter. From the town of Jhelom hail the mighty fighters passing their lives
in training. They may use all armour and weapons but have no magic ability.
Druids. The Druids are fierce fighters, especailly when defending their
beloved groves. They hold all trees to be sacred and their town of Yew lies
deep in the woods. Druids are also impressive practioners of the mystic arts
and their knowledge of herbs is without peer. They may fight with all all bows,
but prefer the mace. Since they may not wear metal leather is their armour.
Their magic points is equal to one and a half of their intelligence.
Tinker. The Tinkers of Minoc are both highly skilled artisans and superb
fighters. They may use any weapon and non-magical armour, and can repair broken
weapons. Half of their intelligence is their magic points.
Paladin. These great fighters live in the town of Trinsic in the southern
part of Britannia. They are like fighters but are able to use magic, their
spells points their intelligence, because of their deep beliefs in good.
Ranger. Off the western shore of the mainland lies the Ranger retreat of
Skara Brae. They are well-versed in woods lore and fight well with most
weapons, but shun all but leather armour. Their spell points are the same as
the Paladin.
Shepherd. It is uncertain whether Shepherds are skilled at anything, having
no magic or fighting ability. They are highly valued for their knowledge of the
land and humility.
--{~~~ ~~~}--
Weapons and armour:
Staff Dagger Sling Mace Sword Halberd
Axe Bow Crossbow Flaming oil
Cloth Leather Chain Plate
Terrain:
Grass - smoothest and easiest, no impediment.
Brush - move at three quarter speed.
Forest - Speed cut in half, lack of visibility.
Hills - Slows down considerably, at snail's pace.
Marsh - slowed to half pace but give off poisonous gases.
Mountains - impassable and blocks line of sight.
Sea - Three different types of water: Large waves are deep areas, small
waves are shallow, and tight ripples are where shoals are - too
shallow for ships.
Spells:
All spells require material components, most of which one can buy in an herb
shop, but others must be founds. Spell components are sulphurous ash, ginseng,
garlic, blood moss spider silk, black pearl, nightshade, and mandrake root. All
will be now abbreviated by their first or first two letters, and the ratio will
be given as x:y respectively.
A)waken - cancels sleep spell. Ga, Gi - 1:1
B)link - teleport short distance. Sp, Bp - 1:1
C)ure - negate poison. Ga, Gi - 1:1
D)ispel - negate magic. Su, Ga, Bp - 1:1:1
E)nergy field - wall of Sleep, poison, lightning, and fire. Su, Sp, Bp - 1:1:1
F)ireball - ball of fire. Bp, Su - 1:1:1
G)ate travel - teleport to moongate. UNKNOWN
H)eal - heal hit points. Gi, Sp - 1:1
I)ceball - ball of ice. M, Bp - 1:1
K)ill - kill one target. N, Bp - 1:1
L)ight - temporary light. Su - 1
M)agic missile - weak fireball. Su, Bp - 2:1
N)egate - shutup enemy mages. Ga, M, Su - 1:1:1
O)pen - open chest safely. Su, Bm - 1:1
P)rotection - shields party. Su, Gi, Ga - 1:1:1
Q)uickness - haste party. Su, Gi, Bm - 1:1:2
R)esurrect- restore dead member. UNKNOWN
S)leep - make enemy sleep. Sp, Gi - 2:1
T)remor - earthquake. Su, Bm, M - 1:1:1
U)ndead - turn undead. UNKNOWN
V)iew - see map. N, M - 1:1
W)ind change - change wind direction. Su, Bm - 1:1
X)it - leave dungeon. Bm, Sp, Su - 1:1:1
Y) Up - go up one dungeon level. Sp, Bm - 1:1
Z) Down - go down one dungeon level. Sp, Bm - 1:1
Command summary:
A) Attack - direction
B) Board - board a vessel or mount a horse
C) Cast - cast spell. Mix the reagents beforehand.
D) Descend - climb down ladder
E) Enter - go in town, village, etc.
F) Fire - fire ship's cannon, broadsides only
G) Get chest - attempt to open (disarm trap) chest
H) Camp - rest and recover. Works in limited frequency
I) Ignite - light torch
J) Jimmy lock - unlock sealed door
K) Klimb - go up ladder
L) Locate position - requires special item
M) Mix reagents - prepare material components for spells
N) New order - reorder party except player #1 (leader)
O) Open - open door at direction indicated
P) Peer at gem - requires special item
Q) Quit & Save - save current game to disk
R) Ready a weapon - equip player with weapon
S) Search - Search for unusual items
T) Talk - converse with people. Ask people about unknown
things, join party, give money, job, etc.
U) Use - use item found by S)earch command
V) Volume - turn sound on/off
W) Wear armour - outfit player in choice of armour
X) Xit - exit current form of transport
Y) Yell - Yell `giddyup` or `whoa` for horses
Z) Ztats - display status of players
-=:{ : }:=-
Well, that should be enough. Anything else said would spoil the game. In
Ultima IV, try to get as many people to join your party (you can have seven
others) so that chances of dy- ing are slim. If you have any more questions,
leave me mail at Free Haven - (415) 946-9813.
Until then,
---==: Happy Cynthax Nautilus :==---
Call Free Haven (10 meg CAT-FUR) (415) 946-9813
Call Montezuma's Revenge for more docs (415) 945-SHIT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

+92
View File
@@ -0,0 +1,92 @@
* -=* ULYSSES & THE GOLDEN FLEECE *=- *
<><><><><><><><><><><><><><><><><><><><
NOTE: (PARANTHESIS) INDICATE A DIRECTION TO MOVE.
<BRACKETS> INDICATE AN ACTION
-AND THESE- INDICATES A FOOTNOTE
START: (E,S,S,E,E,N) <GET CHEST>
-YOU CAN'T OPEN THE CHEST YET, YOU'LL NEED THE MAGIC WORD-
(W,S,W,N,N,W,S,W,W,W) <SAY YES>
-THE GUARD ASSUMES YOU MEAN THAT YOU HAVE AN APPOINTMENT, OTHERWISE, YOU
MAY WAIT AROUND UNTIL YOU GET KICKED OUT-
<BOW> (E,E,N,W) <BUY WINE> <BUY ROPE> <BUY WAX> <BUY WOOD> <BUY SWORD>
<BUY LEATHER> <BUY FLINT>
-IF YOU READ THE SIGN YOU WILL NOTICE THAT YOU CAN BUY A LANTERN. BUT IF
YOU DO, YOU WILL NEVER FINISH THE ADVENTURE
(E,N,W) <DROP CHEST> (S)
-IF YOU TAKE THE CHEST IN THE BACK ALLEY, YOU WILL BE ROBBED-
<GET COIN> (N) <HIRE CREW>
-YOU NEED THE CREW TO SAIL THE SHIP-
(E) <GIVE COIN>
-ARE YOU TRYING TO BRIBE A GUARD?!?-
<YES> <GET NOTE>
-FROM THE BOTTLE, OF COURSE-
(E,N) <CAST OFF> (N,W) <GET BAG>
-IF YOU GO NORTH FROM HERE, YOU WILL LOOSE ALL YOUR STUFF-
(E,S,E) <GET CONDOR>
-POOR BIRD-
(E)
-THE NEXT SET OF DIRECTIONS ARE FROM THE MAP:-
(N,N,E,S,W,S,W,S,E,N,E,N,E,E) <GO ISLAND> (E,S,S) <GET BRIDLE>
-I WONDER WHO THE BRIDLE IS FOR?
(E,S) <LOOK HOLE> <GET DUST>
-DON'T SNORT IT!-
(N,W,N,N,N,N,N,U,N,E,N) <GET WATER>
-IT'S MAGICAL-
(S,N,D,S,S,E,E,S,E)
-YES, SOUTH THEN NORTH, YA DON'T END UP IN THE SAME SPOT-
<TIE LEATHER> <TO LEATHER> <THROW LEATHER>
-IF YOU THROW ANYTHING ELSE, YOU WILL LOSE IT DOWN THE FJORD-
(E,N,E,N) <GIVE JEWELS>
-DRAGONS ARE SO GREEDY-
(N,E,E,N) <PLUCK CONDOR> <USE WAX> <AND FEATHERS> <FLY> <GET ROCK>
<GET REINS>
-I WONDER WHO THE REINS ARE FOR-
(D,W,W,S) <THROW DUST>
-OUCH!-
(E,S,E,E) <POUR WINE> <ON ME> (S,E) <GO HOLE> (S,W) <GO SHIP> (N,N,W,N,N)
<POUR WATER> <IN OCEAN>
-POSIDON IS ALLERGIC TO WATER-
(N,E,E,N) <TIE ROPE> <TO ME>
-DO YOU WANT TO BE TIED TO THE MAST?-
<YES> <HOLD WAX>
-TO SOFTEN IT UP-
<WAX EARS>
-PUT THE WAX IN THE CREWS' EARS, OR THEY WILL BE DRAWN TO THE
SIRENS. STRANGE POEM, REMEMBER THE LAST VERSE-
(W,N,N,W,N,N,N) <GO ISLAND> (W,W,N) <LOOK TREE> <READ CARVING>
-NOTICE HOW THE CARVINGS CHANGE FROM 'SEVENSEAS' TO 'SVEENSEAS'
(E,E,N,E,N)
-HMM, YOUR MEN SEEM HUGRY-
(W) <SAY SEVENSEAS> <OPEN CAGE> <GET MALLET> (E,E,S,E,N) <GIVE WINE>
-CYCLOPS LIKE WINE. WHAT DO YOU NEED TO MAKE MORE WINE?-
<GRAPES> <GET TRUNK> <SHARPEN TRUNK>
-THE CYCLOPS WILL RETURN SOON-
<MAKE WINE> <MAKE WINE> <MAKE WINE> <MAKE WINE> <USE TRUNK> <IN EYE>
-HOW MEAN-
<KILL SHEEP>
-THE SHEEP WILL STILL RUN OUT OF YOUR REACH EVEN THOUGH THEY ARE DEAD,
STRANGE-
<START FIRE> <COOK SHEEP> <EAT SHEEP>
-YOUR MEN WOULD'VE EATEN YOU, HAD YOU NOT FOUND THE SHEEP-
(S,S,E,N)
-NOW YOU GET TO OPEN THE CHEST-
<SAY ECEELF> <LOOK CHEST> <GET SWORD> <KILL SKELETONS> <WITH SWORD>
(E,N,N)
-DID YOU REMEMBER WHAT THE SIRENS SANG?-
<SUPPELTUDE> (N) <GIVE REINS> <GIVE BRIDLE> <USE HAMMER> <MOUNT HORSE>
<GET FLEECE> <MOUNT HORSE> (W) <YES>
-SAME GUARD-
<GIVE FLEECE>
THE KING DELIGHTEDLY TAKES THE THE FLEECE. HE AWARDS YOU A KINGDOM OF YOUR
OWN AND 300 BAGS OF GOLD.
CONGRATULATIONS!!!!!!!!!
BROUGHT TO YOU BY......
DOCTOR FLORA

Binary file not shown.
+232
View File
@@ -0,0 +1,232 @@
J.R.R. Tolkiens
War in Middle Earth
Typed by Rusty Nail
INTRODUCTION
Three Rings for the Elven-lords under the sky,
Seven for the Dwarf-Lords in their halls of Stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
One Ring to bring them all and in the darkness bind them
In the land of Mordor where the Shadows lie.
The Wizard Gandalf the Grey has identified the ring bequethed to Frodo Baggins
by his Uncle Bilbo, who brought it back from an adventure long ago, as being
"The One Ring". Forged by the Sauron, the Dark Lord, it is very powerful and
very evil. It contains much of Sauron's power - with it he would defeat all
his enemies and subjugate the whole of Middle Earth. Were it to be destroyed
he would be defeated. Though it would be possible to use it against Sauron, it
would then corrupt the wielder turning him into a new Dark Lord.
Because of the magical nature of the Ring, it can only be destroyed by being
thrown into the Cracks of Doom, where it was forged. This is the mouth of the
volcano Mt. Doom in the centre of Sauron's kingdom of Mordor far to the South
East.
Travel with the Fellowship of the Ring through Middle Earth. The starting
group consists of Frodo, his servant Sam Gangee, and his friend Pippin. Help
them find and gather more members into the party, to protect the Ring Bearer.
Do not delay. Sauron is already amassing his forces of war. He knows the Ring
still exists and is looking for it. He has learned of the Ring's location, and
has begun to take interest in Hobbits and their "Shire". Even without the One
Ring he is a powerful opponent. He has armies of Orcs and evil men at his
command. And to do his spying he has the Black Riders. These nine wraiths,
also known as Nazgul, are each controlled by lesser rings. Even now they are
heading for the Shire searching for the Ring and asking after Mr. Baggins.
Your first task is to guide the Fellowship safely to Rivendell. The Nazzgul
will close in, and you must avoid them at all costs. You must leave the shire
along The Great East Road, haed past Bree and on to Rivendell on the edge of
the Misty Mountains. Then with the aid of the companions you will find there,
you must head South to Mordor and Mt. Doom. You are heading into the very
heart of Sauron's power, so be prepared to face mortal danger at every step.
In addition to Sauron's forces, you will also be assailed by those of the
Wizard Saruman. Though he was originally the leader of the Council of Wizards
opposing Sauron, he has been corrupted. He has rasied an army of Orcs and
Dunlendings and he too is looking for the Ring, for he believes he can use it
to control Middle Earth.
You will need to mobilize the nations of the West, the men of Dale, Gondor and
Rohan, the Elves of Lorien adn Mirkwood and the Dwarves of Erebor and the Iron
Hills, or the forces of evil will win by force of arms before you can destroy
the Ring. To do this you must find objects of power and present them to their
kings. Listen to the words of the wise to discover the whereabouts of these
objects.
If any of the forces for good, which you control, can get the Ring to Mt. Doom,
you will win. If the forces of evil obtain the Ring and take it back to
Barad-Dur, Sauron's stronghold in the heart of Mordor, you will lose.
PLAYING THE GAME
There are three levels:-
Full map level This shows you the whole of Middle Earth, with forces
shown as dots, good in blue, evil in red, neutral in
green.
Campaign level Detailed map of part of Middle Earth, this will scroll
if pointer is moved to an edge. Characters are shown
as figures, armies as badges. This is the level all
commands are given on.
Animation level Full animation of characters. Used for encounters.
To move up a level, use the map icaon. To move down a level, select the
magnifying glass, position it over the area you want, and press fire.
SPEED
The game will run at three speeds: normal, hasty and very hasty. To change
speed select the hour glass icon then click on the option you want.
MOVEMENT
You can only command characters or groups that are active, shown flashing on
the campaign map. Select the arrow icon, position it over the force to be
ordered, and press fire. A window will be opened listing the units in the
force - if you only want some to respond click on their names. Then move the
arrow to the destination you want and press fire to set. They will then
proceed to move there at their own pace, finding the best route around
obstacles that they can.
ENCOUNTERS
You will often be told of friendly encounters. Select "Go There" to hear their
advice. This will automatically take you to the animation level. When
characters meet, or forces meet commanders, they may follow or continue on
their way. A window will open in the top right - select the option you want.
If they follow they will become a single force. To see who is in such a force
just click on it. This will open a window listing those present. Those
following will be shown slightly indented.
COMBAT
Combat occurs when enemy forces meet. You can ignore this and accept the
result, or go there and have some influence on the battle. This opens a combat
window, listing all units on both sides. Every friendly unit involved in
battle has four options:-
Charge Move into combat
Engage Fight where you are
Withdraw Move out of combat, but stay close, you may rejoin combat later
Retreat Leave the scene of battle, you cannot return.
These are indicated by a grid of squares, with the selected options shown
filled. To change options, just point at the appropriate square and press
fire. The color in which a character's name appears indicates his health
during the battle. Initially, names are shown in black (healthy) lettering,
turning red when the character is wounded and grey when he dies. Forces do not
get wounded, but when finally destroyed the unit's name is shown in grey.
To find the status of any character or forces outside combat, click on the
character and then on the status icon.
OBJECTS
You will find objects to aid you in your quest. Some of these strengthen your
characters, others can be used to mobilize the nations of the West. To
manipulate objects you must be on the animaton level. Select the provisions
icon (a gauntlet grasping a flask), then the options you require.
SAVED GAMES
To save or load a game go to the full map level and open the archive menu, then
select the option you want.
LOADING THE GAME
If you have two drives, insert disk 1 into the main drive and disk 2 into your
second drive. If you only have one drive insert disk 1 into the drive. You
will be prompted to change the disk regularly throughout the game.
Insert disk 1 into the drive and turn on the computer
When the desktop appears, launch War in Middle Earth by clicking on it with
your mouse. When prompted, eject disk 1 and insert disk 2.
CONTROLS
Move cursor with a mouse. Click on Icons, Windows, etc. with the button.
The following keys can be used instead of clicking on icons:-
Key Icon Description
A Scroll Archive (Save/Restore)
G Arrow Movement Commands (Go to)
M Magnifying Glass Move Down a level
O Provisions Object Manipulation (Get/Use/Drop)
S Eye Status Display
T Hourglass Time
U Map Up a level
N Window Option No-continue on
Y Window Option Yes-accept option
P Pause
X Exit Game
Q Quiet On/Off
OVERVIEW
This game is largely concerned with Hobbits, and from it a player may discover
much of their character and a little of their history. Further information
will also be found in the pages of the Red Book of Westmarch, so wonderfully
translated by the late Professor Tolkien in his works "The Hobbit" and "The
Lord of the Rings".
For those who have not had the pleasure of discovering the world of Middle
Earth a word or two of information regarding hobbits, and the other inhabitants
of that place is in order. Therefore in these few pages we have set out a few
notes providing a short history of Middle Earth, and brief notes on the races
and important personages that dwell there.
In order to make this booklet as easy as possible it has been divided up into
sections. There is an introduction to Middle Earth, which should provide those
who have no knowledge of the story of the Lord of the Rings with enough
background information on each of the races, characters and place in the game.
The gameplay section tells how you actually play the game, and gives you some
hints on the ways in which you may try to win. However, with a game of this
complexity, it is impossible to give a single strategy that will work, or
indeed to say that any strategy is doomed to failure. Finally, we have
included a biography of Tolkien and a reading list for thos people who wish to
earn more about Middle Earth. Separate from this booklet you will find a map,
which has the grid reference system used in the game marked on it.
OF THE CREATION OF MIDDLE EARTH
First there was Eru the one, and from his thoughts came the Ainur. The
greatest of these were named the Valar, who were fifteen; seven lords; Manwe,
Ulmo, Aule, Orome, Mandos, Lorien and Tulkas and seven ladies; Varda, Yavanna,
Nienna, Este, Viare, Vana and Nessa, last there was Melkor who was the most
powerful of them all. To them Eru revealed a great musical theme. Together
they sang in harmony, and from their music the lands of Middle Earth were born.
But Melkor chose to sing a theme of his creation, and so discord was brought to
the land. Though the other voices tried to return the path of the theme to the
original intent of Eru, it was impossible, and the lands of Middle Earth
forever bore the marks caused by the discord, and life was marred by the evil
wrought in the beginning. Melkor was banished from the Ainur and evermore he
was known as Morgoth the Dark Enemy.
OF THE EARLY HISTORY OF MIDDLE EARTH AND THE PEOPLES WHO DWELL THERE
The history of Middle Earth is long and contains many tales, that the Elves
tell long into the night in song and prose. Here but a few words will have to
suffice, for here we are concerned with events late in the history of Middle
Earth. Early struggles, though fascinating, are of little import save to
introduce the main themes. The first born were the Elves. Tall and fair they
are for the light of the stars is mirrored in their countenance. Elves are
uniquely linked to the lands of Middle Earth, their lives are long and unless
they fall in battle they are immortal, for they suffer no ills save on, a
sickening of the spirit and loss of desire to live. Even then they only choose
to lay down their life for a little while and spend some time in the halls of
Mandos, before returning once more to the fair lands of Middle Earth. Their
history is long and full of incident and its telling must be left for others.
Those who wish to know more of this ancient race should seek enlightenment in
the "Silmarillion" where many of their tales are set down with an eloquence
that I, your humble scribe, cannot match.
Binary file not shown.
+42
View File
@@ -0,0 +1,42 @@
WIZARD AND THE PRINCESS
FROM THE VILLAGE:
N, E, E, E, E, N, E, N, W, GET ROCK (THIS ONE IS SAFE TO GET),N, W, N, W, N, W,
N (YOU ARE NOW BACK AT SNAKE), THROW ROCK, N, DRINK WATER, E, GET STICK (YOU
WILL NEED THE STICK TO WARD OFF THE SNAKES THAT PERIODICALLY APPEAR. TYPE THROW
STICK AND SNAKE WILL GO AWAY.)
W, N, THROW STICK, LOOK HOLE, GET NOTE,N, W, LIFT ROCK (THE KING WILL GIVE YOU
THE MAGIC WORD 'HISS'), N, GET NOTE, E, GET LOCKET, E, E, S, W, W, LOOK HOLE,
GET CRACKER, E, N, N, W, N, W, N (YOU ARE NOW AT THE CHASM).
SAY HOCUS, N, GO HOUSE, GET APPLE, W, N (YOU WILL SEE A LITTLE GNOME, TYPE 'LOOK
GNOME'. HE WILL GRAB SOME OF YOUR STUFF, THIS IS NORMAL.)
N, E, SAY HISS, GO CREVICE, S, S, S, GET BREAD, GET LOCKET, GET CRACKER, UNLOCK
DOOR, OPEN DOOR, GO DOOR, U, GO HOLE, N, E, S, GIVE CRACKER,
GET VIAL, N, W, S, W, W, THROW BREAD,N, GET ROPE, GO BOAT, USE BLANKET, N, N,
DRINK WATER, N, E, E, E, GO BEACH
N, N, E, GET ANCHOR, W, TIE ROPE, TO ANCHOR, THROW ANCHOR, UP, GET SHOVEL, DOWN,
S, S, DIG X, LOOK TREASURE (A PIRATE WILL JUMP OUT, GRAB THE CHEST AND LEAVE,
THIS IS O.K.), E, N, W, GO CAVE, OPEN CHEST, LOOK CHEST, GET HARP, N, E, N,
DRINK VIAL, FLY NORTH
N, GET RING, N, W, FOLLOW RAINBOW, GET COIN, N, SAY LUCY, W, W, N, GO CAVE, GET
ALL, N, S, W, PLAY HARP (THE GIANT WILL RUN OFF WITH IT.), N, N, BUY HORN, N, N,
BLOW HORN (BRIDGE LOWERS), NORTH
U, E, OPEN CLOSET, LOOK CLOSET, GET SHOES, LOOK SHOES, W, D, W, W, LOOK THRONE
(AT THIS POINT YOU WILL 'HEAR AN EVIL LAUGH' AND ARE 'ZAPPED' TO ANOTHER
PLACE.), THROW APPLE (BOAR EATS IT), N, E, LOOK CABINET ( YOU WILL BE ZAPPED
AGAIN.), PICK LOCK, WITH KNIFE, OPEN DOOR, E, U, D, U, WEAR RING, RUB RING (YOU
JUST ATE THE WIZARD! ALL OF HIS MAGIC IS GONE... BURP !), D, E, KISS FROG, WEAR
SHOES, SAY WHOOSH, TALK, ..... YOU WON !!!!!!!!!
BROUGHT TO YOU BY.....
DOCTOR FLORA

+345
View File
@@ -0,0 +1,345 @@
Formatted for 80 columns.
/%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\
% %
% Spellbooks for %
% Wizardry %
% Typed in by: %
% The Prophet %
% Thanx to The MacTerminator %
% Distributed by The Metallian %
% A Metal Communications/Neon Nights Production %
% %
% //\\//\\etalland West Systems 10Megs/AE/BBS/Cat-Fur/503-538-0761 CALL IT! %
\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%\%/
Most of these spells will work with Wizardry I, II, III, and IV.
Mage Spells
Level 1 Mage Spells
Spell Name HALITO HALITO causes a flame ball about the size of
Translation Little Fire a baseball to strike a monster, inflicting
Spell Type Combat from one to eight hit points of damage.
Area of Effect 1 Monster
Spell Name MOGREF MOGREF reduces the spell-caster's Armor
Translation Body Iron Class by two points. The effect lasts for
Spell Type Combat the entire encounter.
Area of Effect Caster
Spell Name KATINO KATINO causes all of the members in a
Translation Bad Air group to fall asleep. KATINO only affects
Spell Type Combat normal animal or humanoid monsters, and the
Area of Effect 1 Group duration of its effect is inversely
proportional to the power of the monster.
Sleeping monsters are easier to hit, and
successful strikes do double damage!
Spell Name DUMAPIC DUMAPIC grants you insight into your party's
Translation Clarity position in the Maze; the exact displacement
Spell Type Peacetime from the staris leading to th castle
Area of Effect Entire Party (vertically, North, and East), and the
direction you are facing.
Level 2 Mage Spells
Spell Name DILTO DILTO causes one group of monsters to be
Translation Darkness enveloped in darkness, which reduces their
Spell Type Combat ability to defend themselves against your
Area of Effect 1 Group attacks.
Spell Name SOPIC SOPIC causes the spell-caster to become
Translation Glass transparent. This makes him or her harder
Spell Type Combat to see; thus the caster's AC is reduced by
Area of Effect Caster four points during the encounter.
Level 3 Mage Spells
Spell Name MAHALITO MAHALITO causes a fiery explosion to erupt
Translation Big Fire amid a monster group, doing four to twenty
Spell Type Combat four hit points of damage.
Area of Effect 1 Group
Spell Name MOLITO MOLITO causes sparks to fly about and damage
Translation Spark Storm about half the monsters in a group, to the
Spell Type Combat tune of three to eighteen hit points. The
Area of Effect 1 Group monsters have no choice of avoiding the
sparks.
Level 4 Mage Spells
Spell Name MORLIS MORLIS causes one group of monsters to fear
Translation Fear the party greatly. The effects are the same
Spell Type Combat as a double-strength DILTO spell.
Area of Effect 1 Group
Spell Name DALTO DALTO is similar to MAHALITO except that
Translation Blizzard Blast extreme cold replaces flames. In this case,
Spell Type Combat anywhere from six to 36 points of damage
Area of Effect 1 Group are inflicted.
Spell Name LAHALITO LAHALITO is an industrial-strength MAHALITO.
Translation Fire Storm Quite the flamethrower for those extra-
Spell Type Combat irksome monsters. LAHALITO will inflict
Area of Effect 1 Group from six to 36 points of damage.
Level 5 Mage Spells
Spell Name MAMORLIS MAMORLIS is similar to MORLIS, in that it
Translation Terror causes monsters to be gripped with by an
Spell Type Combat incapacitating fear of the party. The
Area of Effect All monsters difference is that all monster groups are
affected by it.
Spell Name MAKANITO Any air-breathing monsters less than eighth
Translation Deadly Air level are killed outright by this spell.
Spell Type Combat More potent creatures are not as impressed
Area of Effect All monsters by it.
Spell Name MADALTO MADALTO is a supercooled DALTO, causing eight
Translation Frost King to 64 hit points of damage. All monsters
Spell Type Combat suffer from it, to some degree.
Level 6 Mage Spells
Spell Name LAKANITO All monsters in the group subjected to this
Translation Suffocation spell die. But if they do not depend on air,
Spell Type Combat or if they're especially magic-resistant,
Area of Effect 1 Group you're in trouble.
Spell Name ZILWAN This spell will destroy any one monster of
Translation Dispell the Undead variety.
Spell Type Combat
Area of Effect 1 Monster
Spell Name MASOPIC This spell duplicates the "transparency"
Translation Big Glass effect of SOPIC for the whole party. Each
Spell Type Combat party member's AC is reduced by four points
Area of Effect Entire Party for the duration of the encounter.
Spell Name HAMAN This spell is indeed terrible, and may
Translation Beg & Grovel backfire on the caster. Thirteenth (or
Spell Type Combat higher) level characters may cast it, but
Area of Effect Unknown doing so will drain them of one level of
experience. The effects of HAMAN are strange
and wonderful.
Level 7 Mage Spells
Spell Name MALOR This spell's effects depend on the
Translation Teleport situation in which the party finds itself
Spell Type Any Time when it is cast. MALOR will teleport from
Area of Effect Entire Party one location to another.
More about MALOR
When used in the heat of battle, MALOR's effects are random, although you
will not be teleported away from the current Maze level. Casting it at other
times, when there is more chance for concentration, affords you the opportunity
to move the party anywhere in the maze. BE WARNED, however, that if you teleport
yourself outside the Maze, or into an area that is solid rock, you will all be
LOST FOREVER, so this spell is to be used with great caution. Combat use of
MALOR will not "rock" you.
Spell Name MAHAMAN The same restrictions apply to this spell as
Translation Beseech do to HAMAN. However, the range of possible
Spell Type Combat effects is even greater. This spell is
Area of Effect Unknown generally used only when there is no other
hope for survival.
Spell Name TILTOWAIT The effect of this spell may be likened to
Translation KERR-BLAAMMM!!! that of a small, well-contained, nuclear
Spell Type Combat fusion explosion. Luckily, the party is
Area of Effect All monsters shielded from its effects. The monsters are
not so lucky. This spell will wreak from ten
to 100 hit points worth of havoc.
Priest Spells
Level 1 Priest Spells
Spell Name KALKI KALKI reduces the AC of all party members by
Translation Blessings one point, and thus makes them harder to hit.
Spell Type Combat
Area of Effect Entire Party
Spell Name DIOS DIOS restores from one to eight lost hit
Translation Heal points to a party member. It will not bring
Spell Type Any Time the dead back to life.
Area of Effect 1 Person
Spell Name BADIOS BADIOS causes from one to eight points damage
Translation Harm to be inflicted on a monster, and may kill
Spell Type Combat it. It is the reverse of DIOS.
Area of Effect 1 Monster
Spell Name MILWA MILWA causes a softly glowing magic light to
Translation Light accompany the party, revealing all secret
Spell Type Any Time doors. This spell only lasts a short while.
Area of Effect Entire Party
Spell Name PORFIC PORFIC lowers the AC of the caster
Translation Shield considerably. The effects last for the
Spell Type Combat duration of the encounter.
Area of Effect Caster
Level 2 Priest Spells
Spell Name MATU MATU has the same AC-reducing properties as
Translation Zeal KALKI, but at double the strength.
Spell Type Combat
Area of Effect Entire Party
Spell Name CALFO CALFO permits the caster to determine the
Translation X-Ray Vision exact nature of a trap on a treasure chest
Spell Type Looting 95% of the time. This spell may only be used
Area of Effect Caster while looking at a chest.
Spell Name MANIFO MANIFO causes some of the monsters in a group
Translation Statue to become stiff as statues for one or two
Spell Type Combat melee rounds.
Area of Effect 1 Group
Spell Name MONTINO MONTINO causes the air around a group of
Translation Still Air monsters to stop transmitting sound.
Spell Type Combat
Area of Effect 1 Group
Level 3 Primst Spells
Spell Name LOMILWA LOMILWA is a MILWA spell that lasts until the
Translation More Light party returns to the castle.
Spell Type Any Time
Area of Effect Entire Party
Spell Name DIALKO DIALKO cures monster-induces paralysis, and
Translation Softness removes the effects of MANIFO and KATINO from
Spell Type Any Time one member of the party.
Area of Effect 1 Person
Spell Name LATUMAPIC LATUMAPIC makes it readily apparent exactly
Translation Identification what the opposing monsters are. This spell
Spell Type Combat lasts until the party returns to the Castle.
Area of Effect Entire Party
Spell Name BAMATU BAMATU reduces the AC of each party member
Translation Prayer by four points, for the duration of combat.
Spell Type Combat
Area of Effect Entire Party
Level 4 Priest Spells
Spell Name DIAL DIAL is similar to DIOS (only better), and
Translation Cure restores two to sixteen hit points to a party
Spell Type Any Time member.
Area of Effect 1 Person
Spell Name BADIAL BADIAL inflicts two to sixteen points of
Translation Wound damage to a monster.
Spell Type Combat
Area of Effeft 1 Mdæ”'ƒ‡ƒ†~~~~| <@FAs k)b
¢ªjz2J™b
¢ªjz2J™k [+™ ƒ{K{s+!ƒ+“›{q3K¡ s hQ£“ sc £K{q«“)ƒ{K{q»C{c) ; KqphQ›ƒ+ca£Ëƒ) £Kk(hQ “+ {1+33+¡ƒ+“›{phPhQ›ƒ+cas k)j
z2Jj
z2JK™ qKkƒ“{³+!z2Ja»K£A+33+£˜hQ. However, the range of possible
Spell Type Combat effects is even greater. This spell is
Area of Effect Unknown generally used only when there is no other
hope for survival.
Spell Name TILTOWAIT The effect of this spell may be likened to
Translation KERR-BLAAMMM!!! that of a small, well-contained, nuclear
Spell Type Combat fusion explosion. Luckily, the party is
Area of Effect All monsters shielded from its effects. The monsters are
not so lucky. This spell will wreak from ten
to 100 hit points worth of havoc.
Priest Spells
Level 1 Priest Spells
Spell Name KALKI KALKI reduces the AC of all party members by
Translation Blessings one point, and thus makes them harder to hit.
Spell Type Combat
Area of Effect Entire Party
Spell Name DIOS DIOS restores from one to eight lost hit
Translation Heal points to a party member. It will not bring
Spell Type Any Time the dead back to life.
Area of Effect 1 Person
Spell Name BADIOS BADIOS causes from one to eight points damage
Translation Harm to be inflicted on a monster, and may kill
Spell Type Combat it. It is the reverse of DIOS.
Area of Effect 1 Monster
Spell Name MILWA MILWA causes a softly glowing magic light to
Translation Light accompany the party, revealing all secret
Spell Type Any Time doors. This spell only lasts a short while.
Area of Effect Entire Party
Spell Name PORFIC PORFIC lowers the AC of the caster
Translation Shield considerably. The effects last for the
Spell Type Combat duration of the encounter.
Area of Effect Caster
Level 2 Priest Spells
Spell Name MATU MATU has the same AC-reducing properties as
Translation Zeal KALKI, but at double the strength.
Spell Type Combat
Area of Effect Entire Party
Spell Name CALFO CALFO permits the caster to determine the
Translation X-Ray Vision exact nature of a trap on a treasure chest
Spell Type Looting 95% of the time. This spell may only be used
Area of Effect Caster while looking at a chest.
Spell Name MANIFO MANIFO causes some of the monsters in a group
Translation Statue to become stiff as statues for one or two
Spell Type Combat melee rounds.
Area of Effect 1 Group
Spell Name MONTINO MONTINO causes the air around a group of
Translation Still Air monsters to stop transmitting sound.
Spell Type Combat
Area of Effect 1 Group
Level 3 Primst Spells
Spell Name LOMILWA LOMILWA is a MILWA spell that lasts until the
Translation More Light party returns to the castle.
Spell Type Any Time
Area of Effect Entire Party
Spell Name DIALKO DIALKO cures monster-induces paralysis, and
Translation Softness removes the effects of MANIFO and KATINO from
Spell Type Any Time one member of the party.
Area of Effect 1 Person
Spell Name LATUMAPIC LATUMAPIC makes it readily apparent exactly
Translation Identification what the opposing monsters are. This spell
Spell The impression that he was either totaly confused or
lying. Then I found out his father is a SCC switchman. So I ended up with
several feet of manuals, 100's of dialups for things in nyc, and gave him
some cosmos manuals which he wanted. It ws very profitable from my end of
it anyway.
ME: I always wondered were all that came from.
AN: ha, yeah, well you can trash from now until 1990, or you can just order the
fucking things from AT&T, I'm on their mailing lists with a maildrop as a
TIRM director. They just keep sending more and more junk.
ME: What did the SCC guy teach you about?
AN: Various things, and cleared up a lot of misconceptions about ANI and how
it actually works, auto-verify, things like that, which I really didn't
know the answers to. He had it as sort of a hobby as well, he was on some
cosmos kick, and I helped him out, so he was grateful. He also had an apple
and to most normal people, you mention free software, and they get this
happy expression. Future 40 yr. old new wares kids being born.
ME: Speaking of that, what do you think of the pirate world? To my knowledge
you are one of the only phreaks to ever be in any large pirate group.
{Apple Mafia}
AN: Well that wasn't through any real involement. I just happened to be friends
with a lot of the people and at the time it was a new idea. (A group), so I
said why not.
ME: What do you think of pirates? did you crack software?
AN: Hahahahaha, yeah dude, I crack the lates36 dam
MADI Regeneration: All hp rs MABADI Maiming: all but 1-8 hp
LOKTOFEIT Recall: Tele castle MALIKTO Wrath: 12-72 dam
KADORTO Resurrection: all hp rs
Have phun..
OKTOFEIT Recall: Tele castle
+367
View File
@@ -0,0 +1,367 @@
ANCIENT LAND OF YS
BRIEFING
The ANCIENT LAND OF YS is an animated CRPG much like Sierra's QUEST series,
with the added feature of fighting battles to earn experience (e.g. hit points)
and gold. To battle the opposition, you must "collide" with them. The damage you
inflict, as well as the damage you receive, is determined by the type of Sword,
Shield, and Armor that you hold. As in many games, you have a hit point total
that increases to a maximum as you gain experience.
The story revolves around the evil wizard Malificus who has stolen the six
Books of Ys. In doing so, Malificus has unleashed all kinds of evil creatures
which roam the Land of Ys, terrorizing the inhabitants. Within these Books is
the secret of the magic metal Kureria. Learning this secret and obtaining the
six Books of Ys is what is required for you to complete the game.
You can save your game as many times as you like, each time naming the file to
be saved on your disk. The files are stored as a NAME.DAT file, where NAME is
your name for the save. It is a good idea to save your game after every major
event. This will help you later if you find you're missing something.
This game is not extremely difficult and can be done in a relatively short
time. Throughout the game you are required to battle the evil creatures that
Malificus has sent out into the Land of Ys. The best way to defeat these
creatures is to come up from behind them and "run into them." If you meet them
head on, you'd better have ample armor and shields. Defeating these creatures
earns you gold and experience. As your experience increases, your hit point
total will increase.
In key areas of the game, you will come upon the LARGE creatures. Be sure to
save your game before you take one of these guys on. The best way to defeat them
is to come up underneath them. These battles may get frustrating because unlike
the normal creatures you'll encounter, these sequences are more like arcade
battles. Try to evade them until you have a chance to attack.
PLAYING GROUNDS
There are five main areas in the Land of Ys:
1. THE TOWN: This is where you start the game. In the town you'll find the
Fortune Teller's Shop, Weapons Shop, Armor Shop, Clinic, Bruis's Bar, and Pawn
Shop. There are also many people to speak with. Speak to the people by running
into them head on.
2. THE LAND: There are three sections of open land with which to contend. When
you exit the town, you'll find yourself in the first land area. This is where
you will have your first battles to earn gold and experience. From here, you
cross the river via a bridge to the second section of land area. Here you'll
find a lake, many trees, and (in the northern section) the entrance to the old
silver mine. To the east of this area is the Zepic Village. To the north lies
the road up the mountain to the Shrine and the Tower.
3. THE SILVER MINE: The silver mine consists of three levels, ending at the
vault at the bottom.
4. THE HOLY SHRINE: The shrine sits atop the mountain north of the Zepic
Village. There are four levels in the shrine.
5. THE TOWER: The Tower lies even further up the mountain beyond the thieves
house. You cannot enter here until you've collected three of the Books of Ys.
FINAL NOTES
1. There are many tasks in this game which can be done in a different sequence
than that presented in this walkthru. This walkthru assumes that the order in
which the tasks are presented is followed.
2. This walkthru is based on the IBM version of the game. Other formats may
contain slight variations or be entirely different.
IN TOWN AND ON THE SURFACE
You paid your bucks, booted the game, and now you find yourself planted near
the entry gates of the town in the ANCIENT LAND OF YS. Check in your pockets and
you'll find $1,000 in spending loot. Explore the town, and enter all the open
buildings. The buildings that are closed are of no consequence to the game.
As you explore you'll find the Fortune Teller's Shop, Armory, Weapons Shop,
Clinic, Tavern, and Pawn Shop. Speak with all the people you meet. You do this
by running head first into them. The Fortune Teller will tell you to come back
when you're ready to become a knight. To do so, go to the Armory and Sword Shops
and purchase a Sword, Shield, and Armor. Equip these items and return to the
Fortune Teller. You'll receive a mission and a Crystal. Now you're ready to
venture outside the gates to do battle with the evil creatures running wild
throughout the land.
You will earn experience and gold by defeating the creatures in the fields. The
best way to battle all the creatures in the Land of Ys is to run into them from
above, behind, or below. Don't try to hit them head on, or you'll soon be
restoring your game.
Explore the grassy area north of the castle, slaying beasts as you go. Cross
the bridge to the east and wander the land there. You might stumble across the
entrance to the old Mine, but don't go in yet: You're not equipped to take on
the creatures within.
If you're lucky, you may find the Golden Amulet in the lake. This can be sold
in the pawn shop for quick cash. If you continue through an opening in the trees
to the east, you'll come to the Zepic Village. There are three houses there. One
is closed and useless to you. The other two are the Church and the home of the
Fortune Teller's Aunt Mara.
In the church, you'll learn that the Silver Bells have been stolen. If you
visit Mara with the Crystal given to you by Sara, she'll give you a Holy Shrine
Key. North of the Zepic Village there is a path going up the mountain to the
Holy Shrine and further up to the Thieves' Shack. Once again, wait until you can
afford better armor before entering the Holy Shrine.
Continue battling until you can upgrade you shield, sword, and armor to the
next level. Once this is done, explore the Holy Shrine. When you first enter,
you'll see six statues. One is different! Run into it and you'll be inside on
level 1. Search the area to locate two chests: One is locked, but the other
contains a Ruby Ring. You won't be able to open the other chest yet.
Further exploration reveals a room with an ornate decoration on the far wall.
Touching the center of this design triggers a battle with the first of the
"large" creatures you'll discover in the Land of Ys. To defeat him, you must
dodge the beams and collide with him. You'll need quick fingers on the arrow
keys to win. Once you've disposed of him, a secret entrance will open where the
decoration was. This leads to the second level of the Holy shrine. Go through
the door and explore level two. Once again you'll find two chests. This time,
they'll both be locked. Become familiar with this level, noting the two jail
cells in the northeast section, then return to Town to return the Ruby Ring. Go
back to the fields and continue fighting the creatures.
At this point, save the game and try the first level of the Mine. There are
fierce creatures that guard the entrance. Go in quickly and turn to the right.
Try to attack these creatures by hitting them from behind. If you learn to
defeat these beasts, you'll be rewarded with big bucks and experience. Once you
get the hang of defeating these foes, you'll find it easier to fight the more
difficult "small" creatures in the game.
Try and earn enough money to buy the third level of Shield, Sword and Armor.
Stop by the pawn shop and buy a Mirror and a Wing. It also would be a good idea
to pick up a bottle of medicine (Heal Potion) at the infirmary. With all these
goodies in tow, head back to the Holy Shrine.
HOLY SHRINE: LOWER LEVELS
Return to the Holy Shrine and go through the secret door to level two. Head
towards the extreme lower left hallway. You'll be at what appears to be a dead
end...but! Try and walk down, as if you're walking through the wall. Suddenly
you'll pass through a doorway that was out of view! Continue down the hallway
and explore the areas to the right. Check out all the chests. You'll find a Jail
Key, and more importantly, a Treasure Chest Key! If you continue your search,
there is also a chest containing Silver Bells.
Return to the surface and give the bells back to the priest in the church.
He'll give you a Power Ring as a reward. Return to the Holy Shrine and open all
the chests you found along the way. You will find Ring Mail, the Mask of Eyes,
and a Necklace. On your way back down, enter the two jail cells and free the
hostage you'll find there. She'll get out on her own; just continue with the
game after you speak with her. Go back through the hidden doorway and continue
down to the next level.
Here you'll encounter more statues like the one you found at the entrance.
Check the place out and you'll find an Ivory Key, a bottle of Heal Potion, and a
Silver Shield (level 4 shield) which you should immediately use. You may notice
a chest that you can't quite seem to get to. Use your Mask of Eyes to find a
doorway previously unseen, and enter the secret area. The chest holds a Marble
Key to the bottom level of the Holy Shrine. Save your game before you enter the
bottom chamber, and battle the next "large" creature to get to the Book of
Mendal. Use your Wing to return to Town.
BACK IN TOWN AND THE MINE
When you check back with Sara, you'll receive some sad news. You'll also
receive the Book of Toban. Restock your Heal Potion supply (if necessary), and
head for the Mine. You can sell the Necklace you found in the Holy Shrine if you
need money.
Enter the Mine and explore the first level. There you'll find three chests. If
you've already found the Ruby Ring in the Holy Shrine, one of the chests will be
empty. The other two contain a Time Ring and Silver Armor (level 4 armor).
In the southeast corner of the Mine, you'll find an almost-hidden passage to
the south that will lead to level two. Explore level two until you find a cave
which is guarded by a one-eyed rock creature. He is protecting a chest in the
cave. To get him to come out, you must walk directly in front of him. Once he's
out, you must get him from behind or you'll be history! There are more of these
creatures in this area; saving the game is a good idea.
In the cave is a chest containing a Heal Ring. Wear this immediately and your
hit points will increase over time like they do on the surface. Search this
level thoroughly. If you find the entrance to level three, don't enter yet.
There are two chests that you must find before you descend any further. They
contain the Silver Harmonica and a Seed of Rodine. When you have these two
items, use the Wing to return to Town.
Give the Silver Harmonica to its owner, and return to the Mine. On your way,
stop by the northern-most large tree in the Fields across the bridge. If you run
into the center of this tree, it will tell you where to find a sword made of
Kureria. This is one of the most important clues in the game! When you go to
find the sword, you'll get a Silver Sword! That should tell you something. Now,
back to the Mine.
Once in the Mine, go straight to level 3. Save your game often because the
battles are tough. Search the level for the two chests containing a Heal Potion
and the Key of Daan. At the very bottom of the level is a locked door. Save your
game before entering. Inside the vault is a chest. When you try to open it, the
next "large" creature will appear. If you don't have the Kureria (Silver) Sword,
this creature is very difficult to kill. Once you polish him off you can open
the chest and take the Book of Towala.
If you've gotten everything listed above from the cave, use the Wing to return
to Town. Buy some Heal Potion if you need it and head to the Zepic Village and
Mara's house. She will read the books for you and tell you how to enter the
Tower.
THE TOWER
The Tower is a circular building that, once entered, cannot be exited without
completing the game. The center of the Tower consists of circular, columned
hallways that look the same on all levels.
After passing through the Thieves' Shack, you enter the Tower. The first level
has three exit hallways, all leading to a circular, columned hallway. The right
hallway leads to a dead-end level containing four chests. In them you'll find
Heal Potion, a Mirror, and the Evil Ring. Don't wear the Evil Ring yet. One
chest is empty. Return through the circular hallway to the entry level. The left
exit leads to the jail level. The middle exit leads up to the second level of
the Tower.
As you pass through this level, you'll find a hallway with a line of statues.
Use your Mask of Eyes to find the secret entrance. Upon entering, you'll find an
old man who won't talk to you. It seems he's lost a valuable Idol. Leave him,
and continue up to level three.
Here you'll find an open chest. Keep going, through another circular hallway to
the fourth level. This level has three exits. You came in from the right; the
center leads to a dead-end level with an empty chest; the top left exit leads
up. When you enter the fifth level, you will pass through a metal detector that
senses your silver. You now find yourself back on the jail level -- in jail,
minus your silver. Here you find Ota, the husband of the wife you spoke with in
the Zepic Village. He'll tell you of a secret passageway in the Tower. As you
search the jail cell, Ogien will break through the walls to rescue you. He'll
also give you an Idol to return to the old man you found earlier. Make sure you
re-equip your level 3 sword, shield, and armor before you leave. (Remember: Your
level 4 items, being silver, were confiscated.)
Leave the jail cell, and again climb the Tower, returning the Idol to the old
man on the way up. The old man will give you a Necklace. This one you can wear.
Since you've lost all your silver, you can now pass through the metal detector
on level 5. Go up to level 6 and you'll run into Ogien again. He'll tell you
that you need a Rod to enter the upper levels of the Tower. You should also find
a chest with a Silver Sword! Continue upwards and enter level 7. Save your game!
Yes, another "large" creature awaits you. Defeating him will net you a Hammer
and the Book of Zakan. Continue up to Level 8 where you'll reclaim the Silver
Shield.
Level 9 contains the Sound Room. First, though, there's an exit to the left
that goes to a dead-end level with Ogien in it. He's of no help here...yet! Back
into level 9, you'll proceed until you enter the Sound Room. You should quickly
run into the first door you come to and find the old man. He'll tell you the
reason behind the sound. From your inventory, select the Heal Potion. Run out of
his room, to the right, and just before your hit points disappear, press return.
This will activate the Heal Potion. Run through the doorway and into the next
circular hallway. Use your Hammer and hit all the columns on that level. Save
the game, then try to enter level 10. If the sound continues, quit the game, and
return to your system prompt. Restart the game and restore your last save. You
should be able to enter level 10 now. (There might be a bug in the software
here.)
Level 10 is empty, but level 11 is important. This is the first level with
magic mirrors. This level has three exits at the top. You came in from the
middle; the right exit leads to a dead-end level with an old man. He will tell
you of a girl being held captive in another Tower. The left exit leads to a
dead-end level with another "large" creature. Save the game, battle the
creature, and claim the Rod and the Book of Malaks.
Return to the Mirror Level (11) and you'll find the Silver Armor. Level 12 has
two chests: One is empty, the other contains the Battle Shield. There is an exit
over to another Tower where the girl is. In order to get past the locked door to
get to the girl, you must be wearing the Evil Ring and the Necklace. Once
inside, the girl will give you special Glasses that enable you to read the Books
of Ys. She will also tell you that Malificus wears a black cape which can only
be pierced by a sword mode of Kueria.
Proceed up to the next level (13), where you will find a chest with Heal
Potion. This is an important bottle because you now have to go back down the
Tower to where you last found Ogien (the level before the Sound Room). Enter the
room where Ogien is, read the Book of Malaks, then speak to Ogien. He will give
you a Blue Amulet. Go back up to Level 13.
From level 13 (the second time), continue up to level 14. There are three exits
here. You came in through the middle exit. The right exit leads to a Temple
level where you'll find Battle Armor. The left exit continues up to Level 15.
When you enter Level 15, you'll have to battle some tough guards who'll come
bursting through a wall. If you go through that wall, you'll find the Flame
Sword.
Level 16 is another "Mirror" level, and leads to another battle with a "large"
creature. These are Twin Heads. Once you've defeated the heads, you're ready to
face Malificus. Enter the top level and defeat Malificus to win the game.
Remember, to defeat Malificus, you must be equipped with a Kueria sword. When
battling Malificus, keep moving and trying to anticipate where he'll be. He's
moving in a sine-wave pattern. Those players who don't like arcade sequences may
have difficulty with this battle. It is, however, doable.
ITEMS LIST
You'll find the following items in the ANCIENT LAND OF YS:
SWORDS: Short sword, Weapons Shop; long sword, Weapons Shop; Talwarl, Weapons
Shop; silver sword, Fields; and flame sword, Tower Level 15.
ARMOR: Chain mail, Armor Shop; plate mail, Armor Shop; reflex armor, Armor
Shop; silver armor, Mine Level 1; and battle armor, Tower Level 14A.
SHIELD: Small shield, Weapons Shop; medium shield, Weapons Shop; large shield,
Weapons Shop; silver shield, Shrine Level 3; and battle shield, Tower Level 12.
ITEMS: Heal potion, Clinic, Mine, Shrine, Tower; wing, Pawn Shop; mirror, Pawn
Shop, Tower; mask of eyes, Shrine Level 2; and evil necklace, Tower Level 2.
KEYS: Shrine key, from Mara; jail key, Shrine Level 2; chest key, Shrine Level
2; ivory key, Shrine Level 3; marble key, Shrine Level 3; and key of Daan, Mine
Level 3.
OTHER INTERESTING ITEMS: Crystal, from Sara; Golden Pedestal, Lake; Ruby Ring,
Shrine Level 1; Necklace, Shrine Level 2; Silver Bells, Shrine Level 2; Silver
Harmonica, Mine Level 2; Seed of Rodine, Mine Level 2; Hammer, Tower Level 7;
Blue Amulet, Tower Level 9A; Rod, Tower Level 11A; Glasses, Tower; and Idol,
Tower Jail.
BOOKS: Book of Mendal, Shrine Level 4; Book of Toban, Sara Shop (after death);
Book of Towala, Mine Level 3 (Blue Room); Book of Zakan, Tower Level 7; Book of
Malak, Tower Level 11A; and Book of Malificus, Tower Level 18.
ANCIENT LAND OF YS is published by Kyodai and distributed by Broderbund.
This walkthru is copyright (c) 1989 by Jon Urban. All rights reserved.
+359
View File
@@ -0,0 +1,359 @@
Solution of: Zak Mc' Kracken and the Alien Mindbender, submitted by
Ton Kroon (ISAABK@HHEOUH50)
-------------------------------------------------------------------------
You start in Zak's room.
First pick up Sushi in fishbowl.
Open dresserdrawer and pick up phonebill.
Open deskdrawer , pick kazoo and close deskdrawer.
Pick up torn wallpaper (on the wall left from the door).
Open the door and walk to door.
Pick up seatcushion (right form the TV).
Pick up seatcushion (the left one).
Pick up remote control (under cushion).
Use powercord in power outlet.
Now you can turn on the TV if you want (use remote control).
Walk to the right and pick up butterknife (on the wall).
Open refrigirator and pick up egg.
Pick up small key (right from the door).
Walk back to Zak's room.
Use butterknife with plastic card (green card under desk).
Leave the room and walk to the right to the front door.
Open the door and walk to door.
Walk to the right untill you see a bus.
Then walk to 14th avenue (at the top of the screen,left from the
bridge).
Walk to lou's loans door,open door and go in.
Buy:the golfclub,the wetsuit,the toolkit,the hat and noseglasses.
Leave the shop .
Walk to the right untill you see a boddy pin sign.
Open toolkit and use wirecutter on boddy pin sign.
Walk back the 13th avenue.
Walk to the left untill you see a bakery.
Push the doorbell at the bakery.
Keep pushing the doorbell untill the baker drops a stale bread.
Walk to the stairs (your house).
Open the cabinet (under the sink).
pick up box of crayons.
use yellow crayon on torn wallpaper.
Use monkey wrench on pipe (in cabinet).
Use stale bread in sink.
Turn on switch (yellow).
Pick up breadcrumps in the cabinet.
Use Sushi in fishbowl.
Walk to Zak's room.
Put on : nose glasses , hat , wet suit.
Pull rug corner (right,under).
Use monkey wrench on loose board (under rugcorner)
Use rope on hole and walk to hole.
Walk to the left and open the door and go in.
Use computer terminal.
Open counter door.
Pick up application (white paper at the left)
Use application with crayon.
Read pay phone (not really neccesary)
Open the (white) door and leave.
Use smallkey in mailbox (right from the stairs)
Use application with mailbox.
walk to the right to the busstop.
Use kazoo.
Wait untill the doors open and use cashcard in cashcardreader.
Walk to the devotee.
Give cashcard to devotee.
Walk to the gate to planes.
You are now in the plane on your way to seattle.
Walk to the left to the toilet.
Open the door and go in.
Use toiletpaper in sink.
Turn on the sink and wait untill the floor is blue.
Then push the call button.
Walk to the right quickly untill you see a microwave oven.
Wait untill you here the stewardes scream "oh what a mess"
Open the oven and use egg in oven.
Turn on the oven and walk back to your seat.
Wait untill the stewardes screams who did this.
Open all the bins untill you find an oxygen tank.
Pick up the tank .
Walk to the first seat in the plane and pick up the cushion.
You now see a lighter falling , pick the lighter up.
Now press return.
You are now in Seattle.
Walk to the right to the door.
You now see Mount Rainier.
Pick up the tree branch.
Walk to the right untill you see the 2 headed squirrel.
Give peanuts to squirrel.
Use branch with loose dirt.
You now see a cave entrance , go in.
Turn on the lighter and look for an abandoned birdnest.
(it's a little bit to the right and the up).
Use branch on birdsnest.
Use branch with firepit,use nest in firepit.
Use lighter on firepit.
Walk to the right (untill the wall).
Use yellow crayon on strange markings.
Walk to the Ankh door.
Use remote control.
Pick up blue crystal and walk back to the door.
Leave the cave.
Walk to the right back to the airport.
Use reservation terminal and go to San Francisco.
Walk to the right and leave the airport.
Walk to your house and use small key on mailbox.
Pick up letter.
Walk to the 14th avenue.
Walk to the second door.
Use blue crystal on drop slot.
Wait untill the door opens.
You now have a new command "switch".
Leave room , put on nose glasses and go to the busstop on
13th avenue.
Use kazoo , use cashcard in cashcardreader.
Use terminal and go to London.
In London now !
Use terminal and go to Nepal.
In Nepal now !
Go outside.
Walk to the right and give book to guard.
He'll open the door for you , walk to the door.
Walk to the right untill you see a Guru.
He'll teach you how to use the blue crystal.
Leave the Guru's home.
Walk to the right.
Use lighter on hay...It will burn.
Walk to the left and pick up the flagpole.
Walk to the Yak
Use Yak with cashcard.
Use terminal and go to Zaire.
In Zaire now !
Go outside and walk threw the jungle untill you see a hut.
Walk to the hut of the doctor (at the left).
Enter the hut and give golfclub to shaman.
They will perform a dance and when the fire burns....
They will bent their knees, write down a 1 if the first person
bent his knees , a 2 if the second ect untill you get a number
of 6 numbers long.
SWITCH TO LESLIE
Open the door enter the car , open glove compartement.
Pick up fuse and the cashcards.
Leave the car , read the cashcards and give melissa's card to
melissa.
Walk to the left untill you see a black monolith.
Use cashcard in monolith.
Walk back to the cabin door.
Use token in metal plate , use fuse in fuse box.
Push button and go in to the door (right)
Pick up vinyl tape.
Open locker and pick up the flashlight.
Walk to the right and pick up the ladder.
Pick up the covers of the bed.
You now have a broom alien.
Leave the house and use broom alien on sand.
Walk to the right and give vinyl tape to melissa.
Walk to the right to the huge face.
Use ladder on door.
Now push in the combination Zak has seen at the dance in Zairre.
The door will open , pick up the ladder .
Walk to the great chamber , walk to the first massive door.
Use ladder on pedestal , use crystal sphere.
Pick up ladder and walk to the doorway.
Use the door 1 maze map (the last page of this).
Turn on flashlight , go to the levers (see maze map).
If you are at the levers pull the switches.
Wait.......you can now take off your helmet.
Now go to the card room.
Read the strange markings in the card room (write'em dowm and
call it the egyptian markings)
Now go back to the great chamber.
Walk to the right untill the second statue.
Read the strange markings on the statue (write'em dowm and call
it the mexican markings).
Walk to the third massive door.
Use ladder on pedestal.
SWITCH TO MELISSA !
Walk to the car and go in.
Pick up cassette tape,pick up boombox.
Use oxygen valve.
Leave the car and go to the huge face , go to the great chamber.
Take off helmet.
Walk to the third massive door
Turn on boombox (record).
Use crystal sphere.
Go back to the great chamber and go to the second massive door.
Turn on boombox (play)
Enter the doorway.
Keep walking untill you find a doorway.
Pick up Ankh.
Walk back to the third massive door.
Walk to doorway.
Keep on walking to the right untill you find a doorway.
Enter the doorway and use ankh in panel.
Pick up golden key.
Push button (on the machine).
You can now hear and see a 3-D message from the ancient ones.
Leave the room and go back to the great chamber.
SWITCH TO ZAK !
Walk back to the jungle untill you find the airport.
Use terminal and go to Cairo.
Go outside , You are now in the dessert.
Go to the sphinx leg if there aren't any strange markings then
go to the other leg.
Use crayon on markings and draw the egyptian markings.
A door in the leg will open , go in.
Now enter the doors with a sun above it untill you are at a room
with 2 eyes above it.
Enter the room.
SWITCH TO ANNIE !
Pick up blotter , pick up cashcard , leave the room.
Go to louis loan and buy the guitar.
Walk to the busstop.
Use bus with guitar.
Use cashcard in cashcard reader.
Use terminal and go to London.
Use terminal and go to Egypte.
Go outside and go inside the sphinx.
Walk to the room where Zak is and read the hieroglyphix.
Push the buttons in the given order.
SWITCH TO ZAK !
Use wallpaper map with crayon.
Read markings (write'em down and call it martian markings.
Leave the sphinx and go back to cairo.
Use terminal and go to miami.
In miami..
Give book to Bum.
Use terminal and go to Mexico.
In mexico...
Go to door.
Walk threw the jungle untill you see a temple.
Enter the temple on top.
Keep on walking an putting on lighttorches with lighter untill
you you find a room with a doorway to the left , a tunnel in the
middle and a doorway to the right.
Enter the left doorway and you'll be in a room that looks the
same.
Keep on entering the left doorways untill you see a stone head.
Then enter the left doorway and the next left doorway.
Then enter the tunnel.
You are now in a chamber with a statue.
Use crayon on markings (mexican markings)
Pick up crystal shard and leave the temple.
Go to the airport , use terminal and go to Peru.
In Peru....
Walk outside and walk threw the jungle untill a birdfeeder.
Use breadcumbs in birdfeeder.
Use blue crystal on bird.
Fly quickly to the right to the huge carvings.
Enter the left eye and pick up the scroll.
Fly back and give the scroll to Zak.
Go back to Zak.
Leave immediatly to the left and enter the jungle.
Go to the airport.
Use terminal and got to San Francisco.
In San Francisco.....
Use terminal and go to London.
In London......
SWITCH TO ANNIE !
Leave the sphinx,go to Cairo.
Use terminal and go to London.
In London......
SWITCH TO ZAK !
Give to Annie:whiskey,wire cutter,scroll,flagpole,2 crystal
shards.
SWITCH TO ANNIE !
Walk to the door.
Give whiskey to sentry.
Pull switch (in guard house).
Use wire cutter on fence.
Walk to stonehenge , use both crystal shards on altar stone.
Use flagpole with altar stone.
Read scroll , pick up crystal , walk to guardhouse.
Walk to airport , give crystal to Zak.
Use terminal and go to Egypte.
In Egypte......
Go outside and go to pyramide.
Enter the pyramide and walk untill you find a doorway.
Go in .
SWITCH TO ZAK !
Use terminal and go to Cairo.
In Cairo......
Use terminal and go to Zaire
Go outside , walk threw the jungle and go to the shaman.
He'll teach you how to use the yellow crystal after you have
given him the yellow crystal.
Use yellow crystal and teleport to Peru (huge carvings)
Pick up calendra.
Use yellow crystal and teleport to Seattle.
Go to the airport , and go to Miami.
In Miami.....
Use terminal and go to Bermuda Triangle.
After a while you are transported into a spaceship.
Write down the colour code the pilot pushed in.
If you want to leave push in the colour code and walk to the left
( But if you need money walk to the right and push the button.
An anlien will let you in , give fan club card to King , the
alien will show you the combination to get home write it down.
But if you walk futher to the right you can read tommorows
winning lotto number , you can buy a ticket at louis loan in SFO.
then go to an another city and return again and you will get your
money at louis loan)
When you leave you will fall.
Use parachute, and you will land safely into the water.
Use kazoo and a dolphin will come.
Use blue crystal on dolphin.
Swim underwater and pick up all seaweed.
Untill you find a glowing object , pick it up and give it to Zak.
Switch back to Zak.
Use yellow crystal and teleport to Egypte.
Walk to the left and pull the lever.
A trapdoor will open.
SWITCH TO ANNIE !
Walk to the stairs (at the top left) and enter.
Walk to switch.
SWITCH TO ZAK. !
Use tape on fishbowl.
Use yellow crystal and teleport to Mars face chamber.
Use crayon on markings (martian markings).
Go to the great chamber (use maze map).
Put on oxygen tank , put on fishbowl.
Leave great chamber and go to monolith.
Use cashcard in monolith.
SWITCH TO LESLIE !
Put on helmet and walk to monolith , use cashcard in monolith.
SWITCH TO MELISSA !
Put on helmet and walk to monolith , use cashcard in monolith.
Use token in tram.
SWITCH TO LESLIE ! (quickly)
Use token in tram.
SWITCH TO ZAK ! (quickly)
Use token in tram.
Walk to pyramide.
SWITCH TO LESLIE !
Walk to pyramide , use broom alien on sand.
SWITCH TO ZAK !
Use boddy pin sign in keyhole.
SWITCH TO LESLIE !
Enter the pyramide and walk to the right untill you find a
doorway , enter and push the feet of the sarcophage.
SWITCH TO ZAK !
Walk to Leslie and walk to the stairs and go up.
SWITCH TO MELISSA !
Walk to the pyramide , walk to Zak.
SWITCH TO LESLIE !
Walk to the right.
SWITCH TO ZAK !
Go and stand in front of the white crystal.
SWITCH TO MELISSA !
Use golden key in box.
Push button.
SWITCH TO ZAK ! (quickly)
Pick up white crystal (quickly).
When you have the white crystal , use yellow crystal.
Teleport to Egypte.
Build the machine (use glowing object on base , use calendra on
glowing object , use the 3 crystals on the calendra)
Pull switch.
SWITCH TO ANNIE !
Pull switch.
THE END.
+109
View File
@@ -0,0 +1,109 @@
********************************
* HOW TO SOLVE *
* *
*ZORK I: THE GREAT UNDERGROUND *
* EMPIRE *
* *
* BY *
* SCREWY LUEY *
********************************
FIRST:
(N,E); "OPEN WINDOW"; IN; "OPEN SACK" "TAKE GARLIC"; (W); "TAKE
ALL"; (E,U); "LIGHT LAMP"; "TAKE ALL"; (D); "TURN LAMP OFF"; (W);
"DROP GARLIC"; (E,E,N, N,U); "TAKE EGG"; (D,S,E); "IN"; (W);
"PULL RUG"; "OPEN TRAP DOOR"; (D); "LIGHT LAMP"; (N); "KILL TROLL
WITH SWORD [KEEP IT UP UNTILL HE DIES]"; "DROP SWORD"; (S,S,E);
"TAKE PAINTING"; (N); "DROP ALL BUT LAMP AND PAINTING"; (U,W);
"OPEN CASE"; "PUT PAINTING IN CASE"; "OPEN TRAP DOOR"; (D,S,E,N);
"TAKE ALL BUT MANUAL"; (S,W,N,N)
BACK IN THE TROLL ROOM? GOOD. WELL:
(W,S,E,U); "TAKE BAG AND KEY"; (SW,U,D, NE); "UNLOCK GRATING";
(U); "TURN OFF LAMP"; (S,S,E); "IN"; (W); "PUT BAG IN CASE";
"TAKE GARLIC"; "OPEN TRAP DOOR"; (D); "LIGHT LAMP"; "DROP KEY";
(N,E,E,SE, E); "TIE ROPE TO RAILING"; (D); "TAKE TORCH"; (S);
"TAKE BELL"; (S); "TAKE CANDLES AND BOOK"; (D,W,N,N,N,NE,E,N);
"DROP ALL BUT LAMP"; (N); "TAKE ALL"; "PUSH BLUE"; "OPEN TUBE";
"PUT MATERIAL ON LEAK"; "PRESS YELLOW"; "DROP TUBE AND MATERIAL";
(S,S); "TURN BOLT WITH WRENCH"; "DROP WRENCH"; (N); "TAKE ALL BUT
GUIDEBOOKS AND SCREWDRIVER"; (S,D); "ECHO"; (W,SE,E,D,S,S,D,D)
THIS IS A TOUGH PART. DO NOT WASTE TIME BETWEEN MOVES.
"RING BELL"; TAKE CANDLES"; "LIGHT MATCH"; "LIGHT CANDLES"; "READ
BOOK"
IF ALL WENT WELL, THE SPIRITS TOOK TO THE WALLS. IF THEY DIDN'T,
WAIT FOR THE BELL TO COOL DOWN AND TRY AGAIN.
"DROP BOOK AND MATCH AND CANDLES"; (S); "TAKE SKULL";
(N,U,W,N,N,N,W,W,S,U); "PUT SKULL IN CASE"; (D,N,E,E,E)
THIS PART REALLY DEPENDS ON WHAT THE THIEF DID. IF THERE IS A
PLATINUM BAR HERE, TAKE IT AND GO BACK TO THE LIVING ROOM, AND
PUT IT IN THE CASE. (THEN COME BACK HERE.) IF NOT, JUST KEEP
TYPING.
(U,E,N); "TAKE SCREWDRIVER"; (S,W,N); "TAKE TRUNK";
(N,N,U,N,N,W,N,W,N,E); "PUT TORCH AND SCREWDRIVER IN BASKET";
(N,D,E,NE,SE,SW,D,D,S); "TAKE COAL"; (N,U,U,N,E,S,N,U,S); "PUT
COAL IN BASKET"; "LOWER BASKET"; (N,D,E,NE,SE,SW, D,D,W); "DROP
ALL"; (W); "TAKE COAL AND SCREWDRIVER AND TORCH"; (S); "OPEN
LID"; "PUT COAL IN LID"; "CLOSE LID"; "TURN ON MACHINE WITH
SCREWDRIVER"; "OPEN LID"; "TAKE DIAMOND"; (N); "PUT ALL BUT
SCREWDRIVER IN BASKET"; (E); "TAKE ALL BUT TIMBER";
(E,U,U,N,E,S,N); "TAKE BRACELET"; (U,S); "RAISE BASKET"; "TAKE
DIAMOND"; (W); "TAKE JADE"; (S,E,S,E,S); "TOUCH MIRROR";
(N,N,W,W,S,U); "PUT JADE AND DIAMOND AND BRACELET AND TRUNK IN
CASE"; (D,N)
THERE SHOULD BE A THIEF HERE. IF NOT, LOOK FOR HIM! IT IS VITAL
TO THE GAME THAT HE GETS THE EGG. IF HE TOOK IT FROM YOU EARLIER,
DON'T WORRY ABOUT IT. DON'T WORRY ABOUT A N Y THING HE TOOK. YOU
CAN GET IT BACK. NOW:
"GIVE EGG TO THIEF"; (E,E,E,S,S); "TOUCH MIRROR"; (N,W,N,W,N,E);
"TAKE TORCH"; (W, S,E,S,E,S); "TOUCH MIRROR"; (N,N,SE,E,D,D D);
"DROP GARLIC"; (U)
NOW WOULD BE A GOOD TIME TO SAVE THE GAME. HERE YOU WILL BATTLE
WITS WITH THE THIEF. IF YOU HAVE LESS THAN 110 POINTS, FORGET IT.
YOU'LL DIE RIGHT AWAY. IF YOU MORE THAT 110, GOOD GOING!
"TREASURE"; "KILL THIEF [KEEP ON DOING IT UNTILL HE DIES]"; "DROP
KNIFE"; "TAKE ALL BUT KNIFE AND STILETTO"; (D); "ULYSSES"; (E,E);
"PUT ALL BUT LAMP AND TORCH IN CASE"; "TURN OFF LAMP"; "TAKE
CANARY"; (E,E, S,S); "WIND CANARY"; "TAKE BAUBLE"; (N,W,W,W);
"PUT BAUBLE AND CANARY IN CASE"; (W,W,U); "TEMPLE"; (D); "TAKE
COFFIN"; (U); "TREASURE"; (D,E,E); "OPEN COFFIN"; "TAKE SCEPTRE";
"PUT COFFIN IN CASE"; (D,N,E,E,N,NE,E,W,N,N); "TAKE PUMP"; (N);
"TAKE TRIDENT"; (S,S,E,S,E, D); "INFLATE PLASTIC WITH PUMP";
"DROP ALL" "GET IN"; "TAKE ALL"; "LAUNCH"
SAY GOOD-BYE TO THE GREAT UNDERGROUND EMPIRE. IF EVERYTHING WENT
WELL, YOU WON'T BE GOING BACK THERE.
"WAIT [UNTILL YOU COME TO A RED BUOY]"; "TAKE BUOY"; (E); "GET
OUT"; "OPEN BUOY"; "TAKE EMERALD"; "DROP BUOY"; "TAKE SHOVEL";
(NE); "DIG GROUND [UNTILL YOU COME TO A SCARAB]"; "TAKE SCARAB";
(SW,S,S); "DROP SHOVEL"; "WAVE SCEPTRE"; (W,W); "TAKE GOLD";
(SW,U,U,U,NW,W,W); "DROP LAMP AND LABEL AND PUMP"; (W); "PUT ALL
IN CASE"
YOU DID IT!!! NOW:
"TAKE MAP"; (E,E,S,W,SW,W)
YOU WON! THE GAME NOW DROPS YOU OFF AT THE BEGINNING OF ZORK II
(THE WIZARD OF FROBOZZ)
ZORK I:THE GREAT UNDERGROUND EMPIRE ZORK II:THE WIZARD OF FROBOZZ
AVALABLE NOW AT FINE STORES EVERYWHERE.
COMPLAINTS, CORRECTIONS, AND LETTERS OF PRAISE CAN BE SENT TO
"SCREWY LUEY" OF, THE OUTPOST.
Binary file not shown.
Binary file not shown.
+189
View File
@@ -0,0 +1,189 @@
ZORK I
SO, YOU'RE ALL SET FOR THE GREAT UNDERGROUND EMPIRE, EH? OKAY, BUT BEFORE
WE BEGIN, A FEW WORDS ABOUT THIS WALKTHRU. FIRST, THIS IS NOT THE ONLY WAY TO
SOLVE THE GAME. IT'S JUST ONE OF THE FASTER ONES. SECOND, BECAUSE THERE IS NO
"WASTED MOTION" IN THIS GAME, YOU WILL NOT BE VISITING ALL THE LOCATIONS. SO,
YOU MIGHT WANT TO PLAY AROUND WITH THE GAME ON YOUR OWN FOR A WHILE, MAPPING OUT
AS MUCH AS YOU CAN, WITHOUT MUCH REGARD FOR GATHERING TREASURES. ACTUALLY,
MAPPING IS A GOOD IDEA, SINCE, IF YOU MAKE A MISSTEP SOMEWHERE, YOU MIGHT FIND
YOURSELF IN TROUBLE! BE ESPECIALLY CAREFULL TO FOLLOW THE DIRECTIONS WHEN IN
THE MAZES; A WRONG MOVE THERE, AND YOU COULD BE LOST FOR QUITE SOME TIME!
FINALLY, YOU MAY NOT GO THROUGH THIS IN EXACTLY THE WAY IT'S WRITTEN
BECAUSE OF THE THIEF. HE IS A VARIABLE ITEM IN THE GAME; YOU NEVER KNOW WHERE HE
WILL SHOW UP. TRY TO MOVE OUT OF THE ROOM HE'S IN AS SOON AS HE SHOWS UP. BUT
KEEP IN MIND THAT EVEN IF HE DOES STEAL ANYTHING FROM YOU, YOU WILL GET IT ALL
BACK FROM HIM IN THE END. OKAY?
LET'S START THE ADVENTURE! YOU BEGIN WEST OF THE HOUSE, AND YOUR FIRST
CHORE IS TO GET INSIDE. SO, GO SOUTH AND EAST. OPEN THE WINDOW AND ENTER THE
HOUSE (YOU'RE IN THE KITCHEN), THEN GO WEST INTO THE LIVING ROOM. GET THE LAMP,
THEN MOVE THE RUG, REVEALING THE TRAP DOOR. OPEN THE TRAP DOOR, TURN ON THE
LAMP, AND GO DOWN. AT THIS POINT, SOME MYSTERIOUS PERSON WILL SHUT THE DOOR ON
YOU; DON'T WORRY ABOUT THAT FOR NOW. OKAY, SO HERE YOU ARE IN THE CELLAR.
IT'S TIME TO PICK UP YOUR FIRST TREASURE, SO GO SOUTH, THEN EAST TO THE
GALLERY. GET THE PAINTING, THEN CONTINUE NORTH TO THE STUDIO. GO UP THE
CHIMNEY (YOU CAN ONLY FIT WITH THE LAMP AND THE PAINTING), AND YOU WILL BE IN
THE KITCHEN AGAIN. NOW, GO UPSTAIRS TO THE ATTIC, AND GET THE KNIFE AND ROPE.
COME BACK DOWN AND GO INTO THE LIVING ROOM. OPEN THE CASE AND PUT THE PAINTING
INSIDE. THEN, DROP THE KNIFE AND GET THE SWORD. OPEN THE TRAP DOOR AGAIN, AND
RETURN TO THE CELLAR. AGAIN, THE DOOR IS SHUT BY SOMEONE (YOU NEVER WILL FIND
OUT WHO'S DOING THIS, BUT IT DOESN'T MATTER). NOW YOU'RE BACK IN THE CELLAR,
AND SINCE WE'RE COMING TO ONE OF THE MORE DANGEROUS PARTS OF THE GAME, YOU MIGHT
WANT TO DO A SAVE HERE. GRIPPING YOUR TRUSTY SWORD, HEAD NORTH INTO THE TROLL
ROOM. THERE'S A NASTY TROLL HERE WITH A BLOODY AXE, AND THE ONLY WAY PAST IS TO
KILL HIM. SO, DO JUST THAT: "KILL TROLL WITH SWORD." IT WILL MOST LIKELY TAKE
MORE THAN ONE ATTEMPT, SO KEEP AT IT, AND EVENTUALLY HE WILL DISAPPEAR IN A
CLOUD OF BLACK SMOKE. N OW, DROP THE SWORD, BECAUSE YOU REALLY DON'T NEED IT
ANY MORE, AND IT WILL HIN DER YOU IN CARRYING OTHER, MORE IMPORTANT ITEMS.
HAVING DISPATCHED THE TROLL, YOU MOVE ALONG EAST, EAST (INTO THE ROUND ROOM),
THEN SE AND EAST.
YOU ARE NOW IN THE DOME ROOM. IT'S A LONG WAY DOWN, AND TOO FAR TO JUMP, SO
HERE'S WHERE THE ROPE COMES IN HANDY . TIE THE ROPE TO THE RAILING, THEN CLIMB
DOWN THE ROPE. YOU WILL BE IN THE TORCH ROOM. LEAVE THE TORCH FOR NOW; YOU'LL
BE COMING BACK THIS WAY AGAIN LATER. FROM THE TORCH ROOM, GO SOUTH, THEN EAST
AND GET THE COFFIN. RETURN WEST, THEN CONTINUE SOUTH TO THE ALTAR. THERE'S NO
WAY YOU'RE GOING TO GET DOWN THAT HOLE WITH THE COFFIN, AND EVEN THE PROGRAM
WILL TELL YOU THAT YOU HAVEN'T GOT A PRAYER. THAT'S A HINT, FOLKS: JUST "PRAY,"
AND YOU WILL FIND YOURSELF IN THE FOREST AGAIN. SINCE IT'S DAYLIGHT OUT, SAVE
ENERGY AND TURN OFF THE LAMP.
NOW, HEAD ALONG SOUTH, THEN NORTH (I KNOW, BUT IT WORKS!) TO THE CLEARING,
THEN EAST TO THE CANYON VIEW. CLIMB ALL THE WAY DOWN TO THE BOTTOM, THEN GO
NORTH TO RAINBOW'S END. DROP THE COFFIN AND OPEN IT. INSIDE IS A JEWELED
SCEPTRE. GET THAT, AND WAVE IT. THE RAINBOW WILL BECOME SOLID (YOU'LL NEED TO
CROSS OVER FROM THE OTHER SIDE LATER ). NOW, "LOOK." YOU SHOULD SEE A
POT OF GOLD. GET THAT, AND THE COFFIN.
AFTER THAT, GO SW, THEN ALL THE WAY BACK UP TO CANYON VIEW. FROM THERE,
IT'S NW TO THE CLEARING, AND THEN WEST TO THE WINDOW. ONCE IN THE KITCHEN, OPEN
THE BAG AND GET THE GARLIC (NOTHING ELSE, JUST THE GARLIC). GO ON INTO THE
LIVING ROOM, AND PUT YOUR TREASURES IN THE CASE. NOW, SIT DOWN AND TAKE A
BREATHER, BECAUSE YOU'RE ABOUT TO DO A LOT OF TRAVELING!
ONCE AGAIN, OPEN THE TRAP DOOR, TURN ON THE LAMP, AND GO DOWN. WATCH
CAREFULLY, AND YOU WILL NOTICE THAT THIS TIME, THE DOOR DOESN'T CLOSE! WHOEVER
WAS DOING IT BEFORE MUST HAVE GOTTEN TIRED. ANYWAY, YOU'RE ON YOUR WAY TO THE
DAM, SO MOVE ALONG NORTH, EAST, NORTH, NE, AND EAST. YOU ARE NOW ON TOP OF THE
DAM. FROM THERE, GO NORTH TO THE LOBBY . PICK UP THE MATCHES, THEN GO EITHER
NORTH OR EAST (DOESN'T MATTER) INTO THE MAINTENANCE ROOM. GET THE WRENCH AND
THE SCREWDRIVER, THEN PUSH THE YELLOW BUTTON. NOW, RETURN TO THE DAM, AND YOU
WILL SEE THAT THE GREEN BUBBLE IS LIT. TURN THE BOLT WITH THE WRENCH, THEN DROP
THE WRENCH YOU HAVE OPENED THE DAM, AND YOU WILL BE COMING BACK THIS WAY AGAIN
TO REAP THE FRUITS OF YOUR LABORS . HOWEVER, RIGHT NOW, YOU'RE ON YOUR WAY TO
HADES, SO LET'S GET GOING! GO SOUTH, THEN DOWN INTO THE LOUD ROOM. LEAVE THE
PLATINUM BAR FOR NOW; YOU'LL GET IT LATER. HEAD WEST INTO THE ROUND ROOM, THEN
SE AND EAST (HMMMM, HAVEN'T YOU BEEN HERE BEFORE?). AGAIN, CLIMB DOWN THE ROPE.
THIS TIME, GET THE TORCH . AT THIS POINT, YOU CAN TURN OFF YOUR LAMP; THE TORCH
WILL PROVIDE LIGHT SO LONG AS YOU HAVE IT.
NOW, CONTINUE STRAIGHT SOUTH, GETTING THE BELL, THEN THE BOOK AND CANDLES
FROM THE ALTAR. GO DOWN THE HOLE TO THE CAVE, THEN DOWN AGAIN TO THE ENTRANCE
TO HADES. YOUR CANDLES WILL HAVE BLOWN OUT BY THIS TIME, BUT DON'T WORRY ABOUT
IT. OKAY, HERE'S WHERE YOU HAVE TO BE CAREFUL. FIRST, RING THE BELL. IT WILL
BECOME RED HOT AND YOU WILL DROP IT. YOU WILL ALSO DROP THE CANDLES. STAY CALM,
AND DO THE FOLLOWING, ALL IN ONE COMMAND: GET THE CANDLES, LIGHT MATCH, LIGHT
CANDLES WITH MATCH (NECESSARY, BECAUSE OF THE TORCH, AND *DON'T* USE THE TORCH,
OR YOU'LL VAPORIZE THE CANDLES!). OKAY, STRANGE THINGS HAPPENED WHEN YOU LIT
THE CANDLES, NOW READ THE BOOK. WHEW! THE DEMONS HAVE BEEN EXORCISED! DROP THE
BOOK, THEN GO SOUTH AND GET THE CRYSTAL SKULL. NOW, BACK NORTH, THEN UP TO THE
CAVE, THEN NORTH TO THE MIRROR ROOM. BY THE WAY, BETTER PUT OUT THE CANDLES.
RUB THE MIRROR, AND YOU WILL NOW BE IN ANOTHER MIRROR ROOM (THIS ONE IS NORTH OF
THE DAM, AS THE OTHER ONE IS SOUTH). NOW, GO NORTH, THEN WEST, THEN NORTH, THEN
WEST INTO THE SQUEAKY ROOM (WELL, I TOLD YOU YOU'D BE DOING A LOT OF TRAVELING
THIS TIME!). MAKE SURE YOU HAVE THE GARLIC WITH YOU, THEN GO NORTH INTO THE BAT
ROOM. SO LONG AS YOU HAVE THE GARLIC, HE WON'T BOTHER YOU. THERE IS A JADE
FIGURINE HERE, BUT LEAVE IT FOR NOW. YOU'LL PICK IT UP ON YOUR WAY OUT.
GO EAST TO THE SHAFT ROOM. PUT THE TORCH INTO THE BASKET, THEN TURN ON
YOUR LAMP AND HEAD NORTH TO THE SMELLY ROOM, THEN DOWN TO THE GAS ROOM (BEST NOT
TO CARRY ANY OPEN FLAMES HERE!). NOW, YOU ARE ABOUT TO ENTER A SMALL MAZE, SO
FOLLOW THESE DIRECTIONS *CAREFULLY*! EAST, NORTHEAST, SOUTHEAST, SOUTHWEST,
DOWN, AND YOU SHOULD BE AT THE TOP OF THE LADDER (IF YOU AREN'T, MAY GOD HAVE
MERCY ON YOUR SOUL!). FROM THERE, GO DOWN TO THE LADDER BOTTOM, AND THEN SOUTH
TO THE DEAD END FOR THE COAL. GET THAT, THEN RETURN TO THE LADDER TOP. FROM
THERE, GO UP, NORTH, EAST, SOUTH, NORTH, AND YOU WILL BE BACK IN THE GAS ROOM.
GO UP, THEN SOUTH TO THE SHAFT ROOM AGAIN. PUT THE COAL IN THE BASKET, AND LOWER
THE BASKET. NOW, GUESS WHAT? YOU HAVE TO GO BACK THROUGH THE COAL MINE AGAIN!
SO, MAKE YOUR WAY TO THE LADDER BOTTOM, BUT THIS TIME, GO WEST TO THE
TIMBER ROOM. IGNORE THE BROKEN TIMBER (NOT USEFUL FOR ANYTHING), AND DROP ALL
BUT THE SCREWDRIVER. NOW, YOU CAN SQUEEZE THROUGH THE CRACK TO THE WEST. AND
HERE YOU ARE IN THE DRAFTY ROOM, WHICH IS ALSO AT THE BOTTOM OF THE SHAFT.
THERE'S THE BASKET, SO GET THE COAL AND THE TORCH, AND MOVE SOUTH INTO THE
MACHINE ROOM. OPEN THE LID, PUT THE COAL IN THE MACHINE, CLOSE THE LID, AND
TURN THE SWITCH WITH THE SCREWDRIVR. DROP THE SCREWDRIVER, OPEN THE LID, AND
GET THE DIAMOND (WELL, NO ONE EVER SAID ZORK WAS AN *EASY* GAME!). NOW, GO BACK
NORTH, AND PUT THE TORCH AND THE DIAMOND IN THE BASKET. SQUEEZE BACK EAST INTO
THE TIMBER ROOM. GET THE SKULL, LAMP, AND GARLIC. YOU WON'T BE NEEDING THE
MATCHES AND THE CANDLES ANY MORE, SO YOU CAN LEAVE THEM. (THEY WERE INSURANCE IN
CASE THE THIEF CAME ALONG AND STOLE THE TORCH BEFORE YOU COULD GET THE DIAMOND).
NOW, HEAD EAST AGAIN TO THE LADDER BOTTOM, AND FROM THERE UP AND THROUGH THE
COAL MINE (YOU KNOW THE WAY NOW!), TO THE GAS ROOM. PICK UP THE BRACELET, THEN
CONTINUE ON UP AND SOUTH TO THE SHAFT ROOM. GET THE TORCH AND THE DIAMOND FROM
THE BASKET, TURN OFF THE LAMP, THEN GO WEST INTO THE BAT ROOM. GET THE JADE,
THEN GO SOUTH, EAST, SOUTH TO THE SLIDE ROOM.
NOW, HERE'S A FAST WAY BACK TO THE CELLAR: JUST GO DOWN THE SLIDE!
WHEEEEE! THEN IT'S UP TO THE LIVING ROOM (REMEMBER, THE TRAP DOOR IS OPEN NOW),
AND ALL THE TREASURES GO INTO THE CASE. HUFF! PUFF! BET YOU DIDN'T KNOW YOU'D
BE DOING *THIS* MUCH RUNNING AROUND! BUT, DON'T GET TOO RELAXED, THERE'S STILL
PLENTY MORE TO COME.
TURN ON THE LAMP, AND RETURN TO THE CELLAR. FROM THERE, IT'S NORTH (AH,
DEJA VU!), THEN EAST, NORTH, NE TO RESERVOIR SOUTH. NOW THAT THE SLUICE GATES
ARE OPEN, YOU CAN HEAD NORTH, PICKING UP THE TRUNK OF JEWELS, NORTH AGAIN TO
RESERVOIR NORTH, GETTING THE AIR PUMP, AND NORTH ONE MORE TIME, GETTING THE
CRYSTAL TRIDENT. AFTER THAT, GO ALL THE WAY BACK SOUTH AGAIN TO RESERVOIR
SOUTH, THEN EAST TO THE DAM, AND THEN EAST ONCE MORE TO THE DAM BASE. HERE YOU
FIND A LITTLE PILE OF FOLDED PLASTIC; GUESS WHAT IT IS? RIGHT, IT'S AN
INFLATABLE BOAT! SO, INFLATE IT WITH THE PUMP, THEN DROP THE PUMP, THEN GET
INSIDE THE BOAT, SAY "LAUNCH," AND YOU' RE FLOATING OFF ALONG THE FRIGID RIVER.
NOW, JUST KEEP WAITING UNTIL YOU SEE THE BUOY. GET THAT, THEN "EAST" TO THE
BEACH. GET OUT OF THE BOAT, THEN GET THE SHOVEL AND MOVE ON TO THE SANDY CAVE
TO THE NE. YOU MIGHT WANT TO SAVE THE GAME AT THIS POINT, SINCE YOU HAVE TO DIG
HERE UNTIL THE SCARAB TURNS UP, AND I'M SURE YOU DON'T WANT TO GET BURIED ALIVE
(IT'S BEEN KNOWN TO HAPPEN!). OKAY, DROP THE SHOVEL AND GET THE SCARAB, THEN GO
BACK SW. DROP THE BUOY AND OPEN IT; INSIDE IS AN EMERALD. GET THAT, THEN
CONTINUE SOUTH TO THE ARAGAIN FALLS.
HERE YOU CAN CROSS THE RAINBOW (SO DO THAT!), WHICH BRINGS YOU TO THE END
OF THE RAINBOW. TURN OFF THE LAMP, THEN GO SW TO THE CANYON BOTTOM. FROM
THERE, MAKE YOUR WAY BACK TO THE LIVING ROOM, AND PUT ALL THE TREASURES IN THE
CASE. YOUR COLLECTION IS QUITE IMPRESSIVE BY NOW, BUT YOU AREN'T FINISHED YET.
GO EAST TWICE, THEN NORTH TWICE. CLIMB UP THE TREE AND GET THE EGG. CLIMB DOWN
AGAIN, AND GO SOUTH, EAST, AND BACK TO THE LIVING ROOM. HOWEVER, THIS TIME, YOU
DON'T PUT THE TREASURE IN THE CASE.
TURN ON THE LAMP, AND GO DOWN (ONCE AGAIN!) INTO THE CELLAR, AND NORTH TO
THE TROLL ROOM. NOW, YOU ARE ABOUT TO ENTER A MAZE, SO FOLLOW THE DIRECTIONS
VERY CAREFULLY! WEST (THIS BRINGS YOU INTO THE MAZE), SOUTH, EAST, UP, AND YOU
FIND SEVERAL ITEMS HERE. TAKE ONLY THE COINS AND THE KEY, AND BE CAREFUL NOT TO
TOUCH THE SKELETON! FROM HERE, GO SW, EAST, SOUTH, SE, AND YOU WILL BE IN THE
CYCLOPS ROOM. THE CYCLOPS IS NOT FRIENDLY, BUT YOU CAN DEAL WITH HIM
EFFORTLESSLY: JUST TYPE IN "ULYSSES " (OR "ODYSSEUS," IF YOU PREFER). OLD
ONE-EYE WILL TEAR OUT OF THERE RIGHT THROUGH THE WALL! IN FACT, HE WILL CREATE A
PASSAGE EASTWARD FROM THAT ROOM RIGHT INTO THE LIVING ROOM!
HOWEVER, YOU DON'T WANT TO GO THAT WAY YET! INSTEAD, GO UPSTAIRS, AND YOU
WILL BE IN THE TREASURE ROOM, THE THIEF'S SECRET LAIR. NOW, GIVE HIM THE EGG,
AND GO BACK DOWNSTAIRS, THEN EAST TO THE LIVING ROOM. DEPOSIT THE COINS IN THE
CASE, THEN GET THE KNIFE (THE THIEF NEEDS A LITTLE TIME TO OPEN THE EGG). OKAY,
GO BACK WEST TO THE CYCLOPS ROOM. AGAIN, AT THIS POINT, SAVING IS RECOMMENDED;
THE THIEF WILL NOT BE EASY TO KILL!
SO, HEAD UPSTAIRS AND USE THE NASTY KNIFE TO KILL THE THIEF. ONCE HE'S
DEAD, ALL TREASURES IN THE ROOM WILL BE VISIBLE. THIS INCLUDES THE EGG, A SILVER
CHALICE, AND ANYTHING HE MAY HAVE STOLEN FROM YOU BEFORE. GET EVERYTHING, THEN
FOLLOW THESE DIRECTIONS: DOWN, NW, SOUTH, WEST, UP, DOWN, NE, AND YOU WILL BE
IN THE GRATING ROOM . UNLOCK AND OPEN THE GRATE (WATCH OUT FOR FALLING LEAVES!),
THEN GO UP. YOU WILL BE IN A CLEARING.
FROM THERE, GO SOUTH AND CLIMB THE TSSS AGAIN. WIND UP THE CANARY THAT'S
INSIDE THE EGG. A SONGBIRD WILL COME BY AND DROP A BAUBLE FOR YOU. CLIMB DOWN
AGAIN AND GET THE BAUBLE, THEN RETURN TO THE LIVING ROOM. PUT ALL THE TREASURES
IN THE CASE, MAKING SURE YOU *REMOVE THE CANARY* FROM THE EGG AND PUT IT IN THE
CASE SEPARATELY! YOU'RE ALMOST FINISHED! JUST ONE MORE TRIP TO MAKE!
NOW, FOR THE LAST TIME, ENTER THE CELLAR AND GO NORTH. FROM THE TROLL ROOM,
GO EAST UNTIL YOU COME AGAIN TO THE LOUD ROOM. TYPE IN: "ECHO," AND YOU WILL
NOW BE ABLE TO GET THE BAR. SO, GRAB IT AND RETURN TO THE LIVING ROOM. ONCE YOU
PLACE IT IN THE CASE, YOU WILL GET A MESSAGE. FOLLOW THE ADVICE OF THAT MESSAGE,
AND YOU WILL GET A MAP. TAKE THAT, AND RETURN TO THE PLACE WHERE THIS ALL
STARTED, THE MAILBOX WEST OF THE HOUSE. YOU SHOULD HAVE NO TROUBLE GETTING TO
THE BARROW FROM THERE. OF COURSE, ONCE YOU ENTER THE BARROW.... YOU DIDN'T
REALLY THINK IT WOULD END THERE, DID YOU? NOT WHEN THERE'S STILL ZORK II AND
ZORK III WAITING FOR YOU UP AHEAD! AH, BUT IT'S TOO LATE; YOU CAN'T TURN BACK
NOW! YOU'LL JUST HAVE TO GRIT YOUR TEETH AND FOLLOW THROUGH TO THE END (WITH A
LITTLE HELP, OF COURSE) . SEE YOU IN ZORK II!
BROUGHT TO YOU BY......
DOCTOR FLORA


Some files were not shown because too many files have changed in this diff Show More