Adventures On The Spectrum
Adventures On The Spectrum
by
Mike Gerrard
ADVENTURES ON THE SPECTRUM
ADVENTURES
ON THE SPECTRUM
Mike Gerrard
First published in 1989 by
Mike Gerrard
PO Box 7
Ramsey
Huntingdon
Cambs PE17 2UZ
ISBN 0 9515193 0 1
Printed by:
Antony Rowe Ltd
Bumper's Farm
Chippenham
Wiltshire SN14 6LH
Contents
Acknowledgements
I would like to thank Sandra Sharkey very much indeed for the use
of her photocopier and for her time. Also, the various editors of
Your Sinclair over the past few years (Kevin, Teresa and Matt) for
giving me a totally free hand with their adventure pages. And
finally all the readers of the magazine who have sent me
solutions, asked me questions, given me compliments and
criticisms, and generally made writing the adventure section as
much fun as it's been hard work.
To John and Esther Ryan
The more you play adventure games, and the more you get used to
them and their little quirks, the harder it is to remember that
there are still lots of people who haven't a clue as to what
they're about, or are just embarking on their first adventure
ever. I'm always getting letters saying 'What games do you
recommend for a beginner?' or from people saying they're finding
their first adventure rather difficult - then you discover they've
chosen a game that you yourself found not merely difficult but
virtually impossible, and that's after several years experience of
playing adventures! So for all those people who constantly ask me
for more help for beginners in my adventure columns, here it is.
One thing you have to remember is that some games are more
difficult than others, so if you're finding your first adventure
rather hard going it may well be that you've chosen a particularly
tough game. Of course adventures aren't meant to be easy, but some
are better for beginners than others. I wouldn't recommend The
Pawn, for example, because that was written by people who'd
already played a lot of adventures themselves, and they wrote the
game as a reaction to those adventures. In some aspects it's a
send-up of typical adventure conventions, so it helps if you know
what those conventions are in the first place. No, I'd save The
Pawn till you've managed to solve a handful of other games first.
There is one game that is far from easy, but which I do often
recommend for beginners, and that's the original Colossal Cave
Adventure, available as Colossal Adventure from Level 9 in their
Jewels of Darkness trilogy published by Rainbird. You could also
try the budget title, The Serf's Tale, from Players - if you can
get hold of it. This is a slightly different version of the game
that was written by Smart Egg Software as a way of developing and
testing their own adventure-writing system. When they'd finished
the experiment they thought the game might even be good enough to
release - and Players agreed. So did I, because although when it
came out I'd seen umpteen versions of Colossal Cave, Smart Egg
managed to introduce a few changes that made the game seem fresh
and new.
Once beyond the grate you'll find many more locations to map and
explore, more objects to find, and a tricky problem in a snake
that won't let you past. This is a good one for beginners, because
the solution isn't immediately obvious, yet you know it has to be
something to do with one of the several objects you should have
picked up by the time you encounter the snake. Or perhaps there
was an object that you couldn't get hold of - maybe the answer to
the problem of the snake has something to do with that? By the
time you reach the snake you should have a few things like a black
rod, a sandwich or other food, a bottle, a bunch of keys, a lamp
or torch, a bird and a gilded cage. These enable you to try
various approaches to see what will deal with the snake: feed it
the food, hit it with the bottle, attack it with the black rod?
The beginner may well try all of these and hopefully will hit on
the right answer after a little bit of thought. By this time, too,
a few treasures might have been found - always a satisfying part
of any adventure! (See also page 16 for a little more beginners
help using this adventure as an example).
To save your game requires only a little bit of effort, and you
should do this constantly. I usually make a note on my map of
exactly where I've saved the game, so that if I need to go back I
can see which saved position takes me back to the required place.
It frequently happens that a later problem could be solved if only
you still had with you that object you dropped a long time back.
Take the original adventure again by way of example. The bunch of
keys can be used to unlock the grate, and because you can only
carry a certain number of objects many players would now
automatically drop the keys assuming that they had served their
purpose. But suppose that the keys are needed again later on in
the game - and by this time you are unable to get back to reach
them? Anything might happen. The caves might explode, someone
might steal the keys: anything. To avoid having to go back all the
way to the start, do have a series of well-labelled saved games at
different stages of the game. I know this can be a real pain if
you're saving to and reloading from tape, but try to make the
effort: it'll be worth it.
Many people neglect this due to the fact that most games nowadays
enable you to save your position instantaneously to memory. If you
come across a tricky situation then it's obviously wise to use
this RAM SAVE in case you get killed, but this won't help you if
you discover that the way to stop yourself getting killed is to go
back and get a particular object - which you now can't get at
because something in the game has changed to prevent you. So save
to tape or disc regularly as well: save quickly, save often,
that's the motto.
It goes without saying (so I'll say it) that you should make a
good map of the game as you go. Try and make it reasonably legible
and logical, and don't stint on paper as it doesn't really cost
that much. One of the Murphy's Laws of adventure playing is that
no matter where you start your map on a sheet of paper, it's
always in the wrong place. You will reach the edge of the paper
very quickly in one direction, while 90% of the paper is still
empty. Don't give in to the temptation to start using the empty
bits of paper, or the back of the sheet, connecting everything
together with long arrows. The map will probably get more
complicated later on and you'll never be able to follow it. Get a
new sheet of paper and continue the map on that - I always
sellotape sheets together so that the map continues fairly
logically. I end up with some pretty big maps but I usually know
where I am!
When mapping I draw a square for each location I come to, and
write in that a brief summary of the place, so eighteen lines of
golden prose on the screen might end up on my map as 'The Big
Cavern'. I usually use lower-case letters as I like to use
capitals to mark the objects, but no doubt everyone devises their
own little system. As long as it helps you keep a track of what
you're doing, that's the main thing. If a location does have
objects in then I jot them down alongside in capitals, e.g. DESK,
CUPBOARD, KNIFE. I write these underneath each other because a
desk may have a drawer in it that may be locked, or that you might
open to find a letter, so that becomes DESK: DRAWER: LETTER
followed by any relevant information contained in the letter. Or
it may be DESK: DRAWER: LOCKED. That reminds me that there's an
unsolved problem, so that if I find a key or a screwdriver or
something similar later on, I can go back to the desk to see if
it'll open the drawer. If it does then I change the note to DESK:
DRAWER: LOCKED: USE SCREWDRIVER.
One reason for marking the objects, apart from the fact that it
makes the game easier to play if you do have to restart it for
some reason, is that you may only be able to carry a certain
number of things with you at any one time. You can guarantee that
if you come across a problem later on, the very object you need
will be the very one you decided not to carry. If you can look
back on your map and spot where you first found the SCISSORS,
you'll know how to get to them a lot more easily than relying on
memory or haphazard exploring. You should also be able to tell
whether you can in fact get to them, or whether you'll have to
reload a saved game. You'll now see why you mark your saved games
carefully - look back to the one you saved just before you reached
the scissors, and load it in. A tip when you are carrying lots of
objects: the author will often put some kind of container in the
game, like a backpack or a sack or something similar. Make use of
it, as it means you'll be able to carry more objects. Try to PUT
FOOD IN BACKPACK or even PUT ALL IN BACKPACK and see what happens.
If you're carrying a burning torch you may find you burn the
backpack to a cinder, but never mind: you did save your game just
beforehand, didn't you?
Back to the map, and the next thing to do is to mark the exit from
the location you've just arrived in. You will often be told these
in the location description, but some games don't tell you and
leave you to work them out for yourself. If the text on the screen
says 'There are exits to the north, south and west' then I will
draw little lines leaving my location box to the north, south and
west. You can only explore one direction at a time, and no doubt
in that one direction you'll soon get stuck, so it helps you to
see at once which directions you haven't yet explored to enable
you to go back and explore them. Most locations will only have a
few exits, and a box can cope with lines for north, south, east
and west leading off from the middle of each side, and if there
are north-east, north-west and so on, use diagonal lines going off
from the respective corners. If there's also an up and a down
exit, you can usually squeeze it in somewhere.
Even when you are apparently told the exits, it's worth trying the
other directions as well because some authors are a bit sneaky and
put exits there without telling you about them. If you're not told
the exits then try each direction in turn and mark them. In such a
case I usually mark non-exits with a double-line or a red line, to
remind me that I've tried it and there's nothing in that
direction. This can also help you get the shape of a map, as some
games are designed on very conventional grids of 10 x 10 or
whatever. One example is Urban Upstart, which is designed on just
such a conventional layout. Even the mini-maze in the hospital
fits into the grid. Knowing the way the map's shaping up can help
tell you when you might be wasting your time trying to go in a
certain direction, or can tell you that there must be another
location beyond the rockfall, despite the fact that you don't seem
to be able to pass it.
Something else worth noting on your map (if you can find room
after all this information is squeezed on!) are any unusual
commands that you have to use. A good program will cope with a
range of inputs that all mean the same thing - but the trouble is
that not all adventures have been well programmed. If you find
you're having to use uncommon words, then jot them down on your
map when you discover what they are. You may think that you'll
never forget the obscure command that took you half an hour to
find - but you will! If you need to PRISE CUPBOARD instead of
merely opening it or unlocking it, then write it down. Remember it
for later on, too, as the chances are that the programmer might
have tried to save on memory by using the word again in another
context.
The trouble here is that you can't always tell whether you're
being persistent in trying to solve a problem, or whether you're
just being stubborn and you're totally on the wrong lines. The
difference is that you're being persistent when you know the
answer, and keep going till you get there, but you're being
stubborn when you only think you know the answer. After all, the
cupboard could be a complete red herring and have nothing inside
it and not even be capable of being opened. Adventure writers are
sometimes like that: warped. Bear that one piece of advice in mind
and you won't go far wrong!
CHAPTER TWO
The Dungeon Master controls the game and acts like the banker does
in a game of Monopoly, except that in D&D you can't get by without
one. Armed with the comprehensive set of rules, drawn up by
Arneson and Gygax with the hope of covering every eventuality, the
Dungeon Master acts as referee and should be able to tell the
players the consequences of each and every action. If they choose
to attack the fire-breathing dragon with a wet lettuce, the
Dungeon Master should be able to let them know the result of this
rash move.
The ultimate referee is, of course, a computer. This can store the
vast amount of information needed, and check through it
instantaneously to inform you just what will happen if you do
attack the dragon with the wet lettuce - or tell you that you
aren't carrying a wet lettuce in the first place. A computer
should also be free of any suggestion of bias or cheating,
although anyone who has ever played (and lost) a game like poker
against the wretched machines will have their own views on that
subject.
Many people who were into D&D tended also to be into computers:
and vice versa. The problems of gathering together enough like-
minded people and a Dungeon Master together in the same place at
the same time in order to indulge in your favourite hobby were
quite considerable, and made organising a four for bridge seem
pretty straightforward. In the mid-1970s two fantasy-game
enthusiasts, Willie Crowther and Don Woods, got together in
America and wrote the first sizeable computer adventure game. It
was a way of playing D&D on your own, and with the computer acting
as Dungeon Master. The game was called Adventures, was written in
the Fortran language, and took up a massive 300k of memory. In
fact the game isn't as large as that might make it seem, as
advances in programming techniques mean that the same game can now
be played on our humble 48k Spectrum, and with some room left
over. Remember, though, that Crowther and Woods were writing the
game for fun, not as an exercise in programming efficiency. They
also put the program into the public domain, so that it was soon
circulating on many computer networks. This is also why there are
several versions of the game available, under titles like Colossal
Cave Adventure or Classic Adventure. There is no copyright in the
game, so anyone is free to copy it, or adapt it by changing the
problems, or do anything to it whatsoever. This does not mean that
you can freely copy the Level 9 version, or Melbourne House's
Classic Adventure, as copyright does exist in their particular
implementations of the game and in their own coding.
The original game owes a great deal to the D&D format, but now a
single player can set off on the quest and explore the underground
caves where Adventures takes place. The question of creating a
character at the start has been eliminated, so no need to choose
whether to be smart, cunning, strong or whatever, although this
aspect would of course return to the computer adventure with role-
playing games (RPGs) like The Bard's Tale. The game very quickly
achieved cult status and travelled round the circuits, so to
speak, of American programmers in a variety of offices, whose
bosses frequently discovered that their employees had been logged
on to the company computers apparently slaving away into the early
hours of the morning. Little did they know that their staff were
not looking for ways of making the company more profitable, or
making sure they got the accounts out on time, but were trying to
find ways of coaxing a singing bird into a wicker cage or were
busily throwing axes at little dwarves who'd attacked them with
knives. Much more fun than trying to balance the balance sheet.
Players familiar with the adventure may want to skip the next few
paragraphs, because I'd like to deal with the start of the game in
some detail for the benefit of newcomers to adventuring, who are
forever asking me for advice.
From somewhere in the forest area you should be able to find your
way through (see advice on mapping in the previous chapter) to a
small depression in the ground, with a locked grille nearby. Try
to OPEN GRILLE and obviously you can't, as it's locked, but if you
have with you the key or bunch of keys that were so thoughtfully
left in the building by the programmers, you should be able to
UNLOCK GRILLE to enable you to OPEN GRILLE and go through into the
colossal cave network. If you don't have a key with you, go back
and find it at once (which will teach you the advantage of proper
map-making).
One of the many good things about this adventure is that it sets
very high descriptive standards, even if the prose does tend to be
a bit purplish on occasions. Once you have played a game which
creates such a very rich and convincing atmosphere, it becomes
difficult to enjoy the rather amateurish approach of some
adventure games where locations are described along the lines of
"You are in a tunnel" or "You are in a room". Compare this with
the description of a location you should very soon find yourself
in when playing the original version, or an accurate home-micro
rendering of it: "You are in the Hall of the Mountain Kings, a
huge room decorated with majestic statues. The east wall is
covered by trophies and the mounted heads of elves and monsters,
with a carved granite throne standing beneath them. The hall is
hung about with the tattered remains of rich tapestries and has
large doorways on all sides. A huge green snake hisses fiercely at
you."
If you want to go further into the network of caves then you
obviously have to do something about that snake, and while I'm not
going to spoil it for anyone who hasn't yet encountered or solved
it, it is a good gentle introduction to what adventure-playing is
all about, causing you to examine carefully the handful of objects
you should have come across so far to see how they might be used:
picking up and dropping different items, throwing things at the
snake, attacking it with different objects, experimenting with
various combinations of words, looking for an alternative route
past the snake, and so on. The delight of a problem like this,
when you think about it, is that there are so many possible ways
of dealing with the snake. A locked door offers only a limited
number of ways to get past it, but a snake....
Once you've disposed of the creature - and sorry, but there isn't
a convenient can of anti-snake spray lying around - you can then
travel further round the caverns and passages, and if you look in
the right places now you will start to discover some of the items
of treasure that traditionally lurk in every adventure. Well,
unless it's the type where you're rescuing a princess or saving
the earth from destruction, that is. You will be introduced to the
concept of magic words, too. If you see an unusual (or even an
ordinary) word written down somewhere, on a wall or a parchment or
perhaps told to you by another character in the game, you should
always try saying this word at regular intervals, in any likely
place you can find. Sometimes magic words open doors (as with
'Open Sesame'), while others will transport you from one place to
another: well, they are magic, after all. Magic also makes an
appearance when you come across a yawning chasm that obviously
needs crossing: and no, you can't give it something to stop it
yawning.
Scott Adams was the first to do this, however, and the result was
Scott Adams International and a string of successful adventures,
like Adventureland, Pirate Adventure, Savage Island and so on. Six
months after starting work on his interpreter, the first of these,
Adventureland, was published. They look rather primitive now, but
you have to bear in mind that they were written with the intention
of getting them into the then-standard 16k home micro. No room for
pages of purple prose, but an emphasis instead on very devious
problems.
Time for a slight diversion to deal with parsers. Time again for
anyone who knows what a parser is and how it works to skip the
next bit. Apologies for this, but advice for beginners is very
much mixed up with the development of adventure games. The more
you know about their simple origins, the easier it is to
understand how to play them. Anyway, for quite a few years the
player's input in a game had been limited to two words. The writer
could go to town, giving you a screenful of the most vivid
descriptive text, but at the end of it all the player was only
able to respond with a very prosaic GO NORTH or GET KETTLE. This
was dictated by the simple way in which early parsers worked. The
first word had to be a verb, the second word a noun. The program
would read the player's input till it came to a space, then stop.
It would 'know', for example, that the player had typed 'GET'. In
the program would be a list of verbs that were understood, and
which would be dealt with in the appropriate way. All the program
was really doing was scanning the player's text and matching it
against the text written into the program by the programmer. 'GET'
would be read at the keyboard and matched up against 'GET' in the
program, and the program would then go off to the bit that told it
what to do with the word 'GET' - i.e. you then read the second
word, 'KETTLE' say, and look for a match for that in the
vocabulary as well. If it's not in there, tell the player you
don't recognise the word. If it is in there, check whether the
'kettle' object is in the same location that the player's in. If
it is and there's no problem, let the player pick it up. This
means removing it from the screen so it no longer says "You can
also see a kettle", and adding a kettle to the objects the player
is carrying around.
If the program was really clever in these early days you could
type something like PUT KETTLE, and back would come the question
"On what?". You could then type ON STOVE and the two-word input
had somehow coped with a four-word command. Very clever. The first
word didn't have to be a verb - obviously the program, which is
simply moving words around, and in order to do that is just moving
numbers around in its memory, has no idea what a 'verb' is. The
program does what the programmer tells it. Mostly, anyway. But
adventure-playing in the main involved the player using the VERB-
NOUN type of input: GET KEY, DROP TOAST, KILL DWARF, THROW AXE,
OPEN DOOR, and so on. Many adventure players still think in those
simplified terms - and many adventure writers do too. Someone
recently wrote to me to say he was having difficulty getting
through a door in one particular adventure, and could I help? I
checked my files and saw that there was no problem in getting
through the door, it wasn't locked, you didn't have to break it
down with a hammer, all you had to do was... and then I saw why
the person must be stuck. The command needed was GO DOOR, which
was quite obvious to someone ancient like me who'd started out
playing these simple VERB-NOUN types of adventure, but when you
sat down and analysed it the terse command 'GO DOOR' didn't
actually make much grammatical sense. Sure enough, the player had
tried OPEN DOOR, to be told it was already open, then GO THROUGH
DOOR, WALK THROUGH DOOR, and so on.
The first Spectrum adventure where you could actually type more
than a two-word input, and also the first one to introduce the
idea of graphics into a game, was the extremely successful The
Hobbit. This game is also responsible for introducing lots of
people to the adventure game too, as I know several people who
tried the game just because they were fans of Tolkien, having no
idea what an adventure game was, and they so loved the game that
they were hooked on adventures for life. That must have happened
quite a lot, because adventure games don't generally sell anything
like the quantities of arcade games, yet The Hobbit became a best-
seller. Several years ago someone from its publishers, Melbourne
House, revealed the sales figures to me at that time, provided I
kept them to myself, but I think now that the years have passed I
won't be thrown to the trolls if I reveal that the figure then was
in excess of 200,000 copies, a phenomenal amount for an adventure
game. Presumably it's way beyond that now, as the game continues
to sell.
There are also other techniques which The Hobbit developed, and
it's possible to use that wonderful invention called 'hindsight'
and see exactly why it was so successful - and why it deserves its
place in the Adventure Hall of Fame, alongside the original
Crowther and Woods classic game. One of those techniques was the
way in which you could talk to the other characters, not merely
telling them to do things but actually having to ask them, and
hoping they were in the right frame of mind to co-operate. At one
point in the game you are totally dependent on either Thorin or
Gandalf to help you get out of a certain location. Your
instruction SAY TO THORIN "CARRY ME" is less likely to be
successful if you've spent the early part of the game trying to
beat him up.
If the player types in the word SAY, the program can be told to
think along the lines of: "Hang on... is it SAY or SAY TO? If it's
SAY TO, let's look for the name of another character... Then let's
look for the quote marks, and see what they want this other
character to do... Do they want them to GET, DROP or KILL
something? Well, that's fairly straightforward, I know how to cope
with that. Right you are, squire." Programmers might phrase it
differently, but in simple terms that's more or less what's going
on. It does help you to play adventures more successfully if you
have some basic idea of what's happening inside the program. The
reason you may not be able to solve a particular problem could be
the fault of the program, not you, and sometimes you can figure
out whether you're on the right lines or not by the way in which
the program responds. If you come across a locked door and type
UNLOCK DOOR and the program responds by asking "What with?" then
the chances are you're looking for a key. If the program were to
respond "I don't understand the word UNLOCK" then you'll know the
door cannot be unlocked as the word isn't contained in the
program's vocabulary, so you might be better off looking for a
sledgehammer, or trying to PICK LOCK.
The next step in adventure game development was in the graphics
department, though, with the arrival of Valhalla. This also,
incidentally, predicted the way in which adventures would go when
16-bit machines arrived, with more concentration on the graphic
element than the text. For some people the graphic development of
Valhalla was very much at the expense of the adventure itself -
and some would argue that's been the way with graphic adventures
ever since. For all its advanced techniques, The Hobbit was still
your traditional adventure with graphics simply being used to
illustrate some of the locations you visited. You can just as
easily play the game without the graphics - in fact owners of
those allegedly superior-in-every-department BBC machines had to
play a text-only version, due to the lack of sufficient memory to
cope with the pictures as well. But with Valhalla the graphics are
what the game is all about, and it was one of those releases which
started to break down the barriers and question the assumption as
to just what an adventure game was. Other releases were described
as arcade-adventures, such as Imagine's Alchemist or the various
Ultimate titles. Some people suggest that the definition arcade-
adventure is a misleading one anyway, having been coined by
software houses in the hope of selling their games to both arcade
and adventure fans.
Valhalla's step forward was actually to depict the axe, the food,
the treasures and so on on-screen, and to go further than that
even and portray the characters themselves as moving cartoon-like
creations which responded to the commands you typed in at the
bottom of the split-screen. If you type GET AXE your matchstick-
man hero marches across the screen and picks up the axe, with
commands like EAT FOOD, GET WINE and DRINK WINE producing similar
responses. Just as in The Hobbit you weren't taking part in the
adventure completely alone, so too in Valhalla there are a host of
other characters, from gods to dogs, who all have a say (well,
maybe not the dogs) in what is happening. If you're getting hungry
and need to eat then you'd better make sure you get to the food
before one of the other characters feels a bit peckish and nips in
before you. Even if there is only you, a snake and a bottle of
wine on the screen, don't think you can saunter across slowly and
pick up the bottle whenever you're feeling thirsty. I once saw the
snake slither over and drink the wine. The result was an amazed
player and a paralytic python.
In fact Valhalla was such a step forward that it was the first
adventure in which the player did not even need to touch the
keyboard. If you load the game and simply sit back and watch, the
various characters will wander onto and off the screen, eating,
fighting, arguing, ignoring you or maybe even killing you, and you
needn't lift a finger. Of course it's much more fun if you do, but
it might be an interesting experiment to leave the game running
for a few hours then go back and view the results: probably a
screenful of dead little computer people. There is also an
interesting kind of morality built into the program - again a step
forward in adventure-gaming - whereby if you go round doing good
deeds and co-operating with the other characters then you are far
more likely to be successful than if you charge about attacking
everything in sight.
There is, however, only so far you can go and still fit a game
into the Spectrum. On 16-bit machines adventures are headed in all
kinds of directions, not all of them beneficial to my eyes.
Because 16-bit machines can handle graphics so well, and software
houses tend to cater for tomorrow rather than today, adventures
are being made more graphics-based, regardless of what the
majority of adventure players might actually want. For a long time
now we have had the bizarre situation of not being able to buy
many adventures in the shops. This is undoubtedly good for the
mail-order trade, but not so good for the casual browser. The
decline began when shops stopped stocking text-only games on the
grounds that they didn't sell, yet at the same time hundreds of
people write to me every year saying "I much prefer text-only
adventures, but where can I buy them?" I think it's more truthful
to say that the marketing men that control so much of our lives
decided that adventures had to have graphics, so these are the
adventures that get written and pushed into the shops, the
shopkeepers then telling their customers that text-only adventures
don't sell and aren't being produced. In other words you get what
you're given rather than being able to choose what you want.
The same principal applies still, but at the moment it's the
difference between 8-bit and 16-bit machines. Read any general
micro magazine and you will see a vast amount of space devoted to
16-bit machines. Now I'm not knocking those machines. I have one
myself, an Atari ST, and I love it and can play some adventures on
it that would never fit into my six-year-old Speccy. But the space
devoted to 16-bit machines is completely out of proportion to the
numbers that have been sold. The magazines write about them
because all the journalists have them and love them, and like to
show off their toys. Spectrum has almost become a dirty word. The
magazines also write about them because their advertisers, the
major software houses, are always looking to the future and are
solidly promoting 16-bit software. Yet if you look at the sales
figures the situation is, as I write, that the Spectrum still
accounts for 40% of the computers sold each month in this country,
and the Amiga and ST only amount to about 10% between them! If you
think about it, this means that the gap between the numbers of
Spectrums and the numbers of STs and Amigas in the country is
widening all the time - and in the Spectrum's favour. Yet the
games market and in particular the adventure market for Spectrums
is being ignored by the software houses in their keenness to be at
the cutting edge of technology, always in the future, not left
behind for a second.
BUYING ADVENTURES
One of the most frequent questions I'm asked is "Where can I buy
adventures?" or "Where can I get hold of a copy of....", naming
some adventure that's positively ancient, like all of six months
old.
The situation now, though, is that you'll find very few adventures
in most software or general computer shops. Mail order is the only
way in which you'll get hold of them.
Mail order means two things. One is buying direct from the
software house, whether it be the mighty Rainbird or Joe Bloggs
selling his own games from his back bedroom. The other is to buy
from the type of company that specialises in mail order sales and
sells arcade games along with adventures. Now it's some of these
that have got the mail order business a bad name. The competition
is cut-throat, and companies do their utmost to ensure that they
are selling games at lower prices than their rivals. It is a fact
of economic life that there must be a price below which you cannot
possibly sell a game and still make a profit to enable you to stay
in business. Some companies cut their own overheads by skimping on
things - like efficiency. Some companies have gone bust owing
people money, simply because they're not operating at profit
levels that can allow them to stay in business. Other companies
have gone bust because they're cowboys, pure and simple. They've
taken the money, your money, and run. What sounds like an
impressive address turns out to be an empty office above a chip
shop when you try to get your money back.
I don't want to paint too gloomy a picture as this kind of thing
is the exception rather than the rule, and most mail order
companies work efficiently and get the goods to you at very cheap
prices. If you find such a company that's reliable, stick with
them. You might see the same game on offer for 50p cheaper from
someone else, but you might end up losing much more than 50p.
A very good adventure mail order service was run for several years
by the Adventurers Club Ltd, till it closed down in mysterious
circumstances. I always used to buy my adventures from them, at a
slight discount from the recommended prices. But unfortunately
they have ceased to be, they are no more, they are an ex-
Adventurers Club.
In their place has sprung up the very good mail order service
offered by Official Secrets/Special Reserve (see appendix for the
address). You can join Special Reserve for just a few pounds, and
this entitles you to buy games at vastly reduced prices.
Adventures are well represented, though tend to be only the usual
mainline names, but you can get the very latest releases from
Level 9 and so on at about half price, which isn't bad, though
there is a hefty postage charge. I know several people who have
used the service and they've been impressed by the speed and
efficiency.
That is very much the exception, though, and if you write to any
of the independent companies it's much more likely that you'll
receive your game by return of post. These companies have far
fewer customers than big companies do, and so each one matters to
them. If your game won't load then it'll be replaced like a shot.
Once the big companies have got your money on a game, they often
cease to care about whether the game loads or has got bugs in it,
but these small companies do care, because they want to be sure
that you also buy their next game, and recommend them to your
friends. After all, they can't afford glossy adverts so they rely
very much on word of mouth recommendations.
Adventure clubs and magazines come and go, though the occasional
one manages to survive for more than a year or so. People are
frequently wary of them, which I think is a healthy attitude to
have. A bit of scepticism never did anyone any harm. You often see
ads from people who say they're going to start an adventure
magazine, or a club, or a general fanzine with a healthy adventure
content, and asking potential readers to send off a fiver for
their first few issues. Some of these never see the light of day,
so if you're tempted by the start-up of a new organisation then
I'd say it's probably best only to risk paying for one issue at a
time, till you see how it goes.
Two things are very much in the fanzines' favour. One is that they
are written by adventure players, with the contributions coming
from readers, and the cover price just about covers the cost of
each issue. You won't be paying for glossy advertisements, and
this in turn means that the content of the magazine reflects what
adventurers are actually playing. As most people are still buying
8-bit machines and games, with a few now starting to upgrade to
16-bit, this is the way it reads in the magazine. You won't get
more pages devoted to 16-bit machines than they warrant, simply
because those are the machines all the journalists have got, and
which they therefore want to write about and want to get review
copies for. The excess of 16-bit stuff you read in many so-called
general computer mags is also dictated by the fact that software
houses are putting their money behind 16-bit games, to the
exclusion of 8-bit, and so the magazines' editorial and
advertising policy will follow that trend. They have to. The man
who pays the piper calls the tune, and the man who pays for the
magazines is the advertiser, not the reader. Fanzines are written
by and for fans, and so they're not dictated to in this way.
The second thing that I like about fanzines is that they're a good
place in which to try to get hold of older adventures, which are
virtually impossible to get in the shops at all, even when they're
new, and which are never advertised. If you see an adventure you
like then it's really best to buy it there and then, if you can
afford it, and as long as the address is printed. In a few months'
time, when everyone's raving about it, just you try and track it
down somewhere - impossible! But in the fanzines readers often
advertise their old adventures, when they've finished them and
want to sell them, or you can send in a letter yourself listing
any particular titles you're trying to find. You can also be
reasonably sure that your letter will be printed, unlike with the
major glossy magazines who receive hundreds of letters every week
and simply cannot print them all. Even the adventure section at
Your Sinclair receives well over a hundred letters most months,
and there's no way that I can print them all. The circulation of a
fanzine is likely to be a few hundred rather than anything up to
100,000 for a glossy magazine, so the odds are a bit more in your
favour. You also don't have to put up with all those pages devoted
to arcade games, when all you want to read about is adventures.
(You should still, of course, buy Your Sinclair as its excellent
adventure section is worth the cover price alone!)
The first issue is the only one I've seen at the time of writing,
but that was an excellent effort, although I hope the editor
doesn't indulge himself too often and continue publishing his own
short stories. If the magazine's meant to be about adventure
writing then keep it that way!
Still, there's lots of good stuff too in the mag's 32 pages, which
is sure to expand if the readers respond. It covers all machines,
but naturally the Speccy takes up most of the space anyway. There
are four pages devoted to two particular PAW routines, to do with
printing exits on-screen and the control of other characters. This
'PAW Prints' column will be a regular feature, as will a series on
writing your own adventures in machine code on the Z80, by
adventure author Paul Brunyee. There's advice on doing graphics in
GAC, which I know many people will welcome, a list of useful
addresses and a full list of utilities and add-ons, including some
on the Spectrum which were news to me. If the quality keeps up,
it'll be well worth subscribing. At the moment it costs £1 per
issue but get the latest details by sending a stamped addressed
envelope to editor Chris Hester at 3 West Lane, Baildon, Nr
Shipley, West Yorkshire BD17 5HD.
Many people miss the old Micro Adventurer magazine which Sunshine
Publications used to bring out, and I've still got my complete set
of copies on the shelves. Some computer mags can be thrown out
when you're having a clear-out, but not these! It was certainly
the magazine to read, and every adventure player I know regrets
its passing.
The only magazine I've seen that looks like it could possibly
replace Micro Adventurer has been Confidential, the bi-monthly
magazine published by Official Secrets, the adventure club. It
isn't quite the same, but it's still an excellent magazine. My
only complaint is that it seems to think the term adventures
includes strategy and chess games as well, and in one issue it
even included an interview with arch arcade-writing freak Jeff
Minter! But still, it is mainly devoted to adventure and RPG
games, and it's an excellent read so I forgive it these occasional
aberrations.
The only problem with Confidential is that you have to join the
Official Secrets club in order to get it. You can't just pick it
up in a newsagents, or take out a subscription to the magazine
alone. You're paying for the helpline service they also offer,
whether you use it or not. Mind you, you also get a free
membership to the companion club, Special Reserve, and that does
allow you to buy adventures at very cheap prices indeed. They
stock games by the major software companies, like Level 9,
Mandarin, Rainbird, Magnetic Scrolls, and these are available at
ridiculous discounts - sometimes about half-price. If you buy
about three or four adventures a year then you'll save your
subscription to Official Secrets, when you think of what you'd
otherwise have paid for games in the shops, and if you like you
can join Special Reserve on its own and just get the cheap
software service. Either way, details of the latest subscription
costs for both are available from PO Box 847, Harlow, Essex CM21
9PH.
Clubs do come and go, though, and the saddest departure of all
happened in 1989 with the sudden disappearance of the Adventurers
Club Ltd. This had been running successfully for several years,
and was well-liked by its members - well it must have been, as it
apparently built up a membership of about 3,000 people. It was
occasionally erratic, with the bi-monthly dossiers sometimes being
a few weeks late in appearing, and once it closed down completely
for a few months and re-emerged with the new owner Henry Mueller
talking about takeover bids and management buy-outs in a way that
made it sound like ICI or IBM! It then ran happily for another
couple of years or so, held a high-profile award ceremony in
London in early 1989... and then: absolute silence. The phone went
unanswered, as did letters, and even personal callers couldn't
find out what had happened. This obviously left a lot of
disgruntled members, some of whom had only recently renewed their
expensive subscriptions, and so we had yet another example of poor
service and disregard for people which makes it so much harder for
the honest and hard-working ones to produce their fanzines and
sell their mail-order games. Which is roughly where I came in.
CHAPTER FIVE
HOW TO DO-IT-YOURSELF
Some people who know a bit about copyright will write and ask
permission from whoever wrote the book or made the film or series.
The chances are against you getting it, however. You would be
expected to pay something for the rights to produce a computer
game based on the original work, and the 'something' could be very
high indeed, probably thousands of pounds. There's a lot of money
to be made from a successful computer game, and the rights to
characters like James Bond or the Star Wars films will cost the
software house vast amounts of money. No-one is going to give you
the rights to produce a game free of charge, even if it is only an
adventure game that might only sell a few copies. After all, if
they give the rights to you then that means they can't sell them
to anyone else later - we're talking big business here, so try to
be realistic and don't expect to be allowed to produce an
adventure game based round the next Bond movie. And don't laugh at
the thought - people do write and ask me how to go about it, you
know!
There is a way, however, in which you can use existing stories and
characters to help you if you're finding it hard to come up with a
plot. Books that have been around for some time may well be out of
copyright, which means that anyone's free to use the story, film
it, publish it, rewrite it or turn it into a computer game, a tea
towel or whatever takes their fancy. Copyright in a work generally
exists until fifty years after the author's death. There are a few
exceptions, but if you follow that rule you're unlikely to go
wrong. For example, Sir Arthur Conan Doyle died well over fifty
years ago, so the rights in his Sherlock Holmes and other stories
are all out of copyright. This means that you can take any of the
Holmes stories and turn it into an adventure game, if you wish.
You don't have to get permission from the publisher or anyone.
There are dozens and dozens of potential adventures in the various
collections of Sherlock Holmes stories that were published - just
get them, read them, and find one that would make a good
adventure. You can even write your own story if you wish: turn
Holmes into a transvestite, an alcoholic or anything you like. The
character's now out of copyright and at your mercy.
By far the safest thing is to write your own original game - then
you can do whatever you like, as it's all yours. Planning the game
comes first, and here there are no absolute rules as everyone
works in different ways. One author I know doesn't plan at all, he
just sits down and starts tapping away at the keyboard to see what
comes up. Some book writers work in the same manner, trusting to
their imagination.
All this talk of being cautious might make you wonder whether to
bother at all. I should point out that most people find utilities
very easy to master, and great fun to use - I'm just trying to
warn the few exceptions, that's all. The above comments also apply
if you don't have much money to spare - you can write excellent
adventures with any of the utilities, so don't worry if you can
only afford the cheapest. Buy it, and use it.
If money's no object, however, and you really want to know which
is the one to go for, then I don't think there would be many
people who would argue if I said that PAW is without doubt the
best and most versatile, by a long way. Second choice would be
GAC, and third choice would be The Quill/Illustrator combination.
So if you're going to buy at full price, and are serious about
your adventure-writing, go for PAW, no question.
Assuming you don't heed that advice, and your adventure is nearing
completion, what now (as they say)? If you're hoping to see it
published by one of the major software houses then the sad truth
is that the odds are against you, and getting worse every day. The
big software houses, for some reason, have decided that the 16-bit
market is what matters, and all their energies and advertising
budgets are being thrown behind that. Don't ask me why. More
people still buy a new Spectrum every week than all the 16-bit
machines put together, but the software houses aren't interested
unless they can put something out across all the formats, which
means that Spectrum games are increasingly going to be watered-
down versions of 16-bit games rather than games that are written
specifically for the machine with the intention of getting as much
as possible out of it.
By the way, you should always use a jiffy bag, not an ordinary
envelope. I'm amazed how many people still do this, not realising
that ordinary envelopes will get bashed about in the post, and if
they include a cassette in a box are very likely to get ripped and
spill their contents. A jiffy bag is essential, and that return
address label and postage. You might also send a stamped addressed
envelope, if you want an acknowledgement that your game's actually
arrived. That covering letter is vital, too. I still have on my
shelves an adventure game that someone sent me, and all the
envelope contained was a tape with "Full details in program"
written on the side. The trouble was that the program wouldn't
load, no matter what I tried, so no doubt someone somewhere is
cursing me still for not reviewing their adventure game, and never
sending it back.
This advice about how to submit games to software houses also
holds good if you decide to publish the game yourself and submit
it to magazines for review. Always record the game twice at
different volume levels if it's on tape, and do two versions on
different sides for disc games. Include a covering letter and a
full solution, preferably sealed, so the reviewer can avoid
temptation for as long as possible. You may think that the
reviewer ought to play the game for himself or herself, without a
help sheet, just as any other player would. You're entitled to
your opinion, but what happens if they can't get past the first
problem? They won't write to you and ask how to do it, they'll put
the game back on the shelf and pick up one of the dozens of others
that come in every month, and which does have a solution sheet
with it. You might think the first problem's easy, but everyone's
different and we've all had that experience of telling a friend
how hard we found a particular problem to be, only to hear them
reply: "But that was obvious! It took me five seconds to get
that!"
This isn't a case of the reviewer being lazy, but it's a practical
question. Not only may they get stuck at an early hurdle and so
never see the wonders of the rest of the game, they also have a
deadline to meet, and never as much time as they'd like in which
to look at adventures. In my own experience, I can be sent
anything up to a dozen adventures and more in a month, and they
all have to be looked at. Some can be dismissed in a few seconds
because they really are bad, but most take some time to get to
grips with, so it does take a while just to decide which ones
you're going to review each month. The select few then have to be
looked at in sufficient depth to enable you to review them, all of
which takes a great deal of time. If a game starts giving you
hassles, you can't sit for days trying to solve one problem or
your editor will soon start hurling rude words in your direction,
so you'll probably put that game away and pick up another one:
there's never any shortage of choice. As the writer of a game
you're quite entitled to tell reviewers how to do their job - but
it won't get you a review.
Please don't blame me if your game doesn't get reviewed, will you?
I know it's taken you months to write, and you're desperate to get
a review in one of the glossy mags, but so is everyone else, whose
games have also taken them months to write, and there just isn't
space to cover them all. The space I'm given is generous by most
magazines' standards, but it isn't infinitely expandable and I'm
afraid there are other things going on in the adventure world than
the publication of your game. If you've included return postage
then I'll send your game back and tell you briefly what I thought
of it. I may have liked it, but not quite enough to want to review
it. Opinions on adventures, as on anything else, are all
subjective so it doesn't mean the adventure's no good, just that
it didn't appeal to my tastes. If I thought it was promising I'll
ask you to send your next game in, and if I don't mention your
next game, you'll know that I really wasn't all that impressed!
The trouble with reviews is that people place too much emphasis on
them. This also leads to another major problem for adventure
writers/publishers. They're often so keen to get a review, and
maybe they know a bit about a magazine's deadlines, that they send
in a pre-production copy saying that the final bugs are being
removed, the cover notes are being printed, but meanwhile here's
something for you to look at. In other words you're giving the
reviewer an incomplete version of the game, and telling them that
the program's got bugs in it! I can't speak for others, but if I
look at a game and see a few bugs in the first few locations then
it's very unlikely that I'll review it. The same goes for spelling
mistakes, of course. Even if I do decide to review it, you're
likely to have all the bugs pointed out in the review, and that's
going to do you no good at all. So be patient, and wait till
you've got a final finished version to send in. If you've
submitted a preliminary version, and then a debugged version, I'm
only going to take one look at the second one when it arrives and
think, "Oh, here's another copy of that bug-ridden adventure I've
already looked at." So do yourself a favour, and be patient.
What no reviewer wants to get is a game which the writer asks you
to look at and report back all the bugs that you find, or tell
them how to improve it. I don't ask you to check my spelling, so
don't ask me to hunt out your bugs for you. That's your job, and
it's essential you also recruit several friends to help you do it.
As you've written the adventure, you know how to solve it, and it
therefore means you tend to play it through in that way, just
doing the things you know need doing, and perhaps trying a few
other obvious inputs too. What you need to do is give the game to
several people, and ask them to play the game as thoroughly as
they can, and jot down any bugs or odd responses they see.
Everyone plays an adventure differently. You're very likely to get
a report that says "Did you know that the game crashes if you try
to put the banana sandwich into the torch?" To which you say, "But
why on earth would you want to do that?" And they say, "Why not, I
just thought I'd try it." It might never have occurred to you to
try it, but someone somewhere will, so let the game loose on your
warped friends first and allow them to do everything to it.
If you plan to publish your own games, there are sure to be plenty
of surprises in store for you. One will be how well or how badly
the games sell. Another will be the amount of work involved. Yet
another will be the cost of stamps and jiffy bags.
Sort out your name and trading name while you're writing your
adventure. If you want to trade under another name, say Noddlesoft
Adventure Software, then you'll have to go and see your bank
manager and ask what you need to do to open an account in that
name. Chances are it will be more than you're prepared to do or
more than you're able to do, and you will have to trade as Adrian
Noddle after all. If the bank manager does allow you to open an
account in your preferred business name, you may well be expected
to pay more in bank charges, as business accounts attract higher
charges than ordinary current accounts. As I say, sort all this
out beforehand, so that by the time you send your review copy in
to the magazine you will know whether cheques will need to be
payable to you, or to the name of a company. You could still call
yourself Noddlesoft, but you would have to stress that all cheques
should be payable to Adrian Noddle.
Don't try and pass yourself off as another company, by the way. No
calling yourself Level 8, or Magnetic Scrawls. Their lawyers won't
like it, and nor will you when you get the summons.
THE SOLUTIONS
Index to Solutions:
I've given over asking people to take care when solutions are
available, to avoid reading the whole thing and completely
spoiling the game. I used to advise people to tell a friend or
relative what they wanted to know, and get them to try to find the
answer in the solution, or at most to skim through the thing
themselves till they come to the problem that's puzzling them, and
then stop reading. But some players seem to revel in collecting
complete solutions, in playing through adventures in someone
else's footsteps just so that they can add another title to what
they regard as their list of conquests. If anyone wants to do that
then it's fine by me, as long as they go on buying and playing
adventures. If you've paid £9.95 or £7.95 or even £1.99 for a
game, then I feel you're entitled to play it any way you choose,
even if it's not the way I would.
BEHIND CLOSED DOORS I
Inputs: JOHN, ZENOBI, YS, MIKE, SEAN, RICHARD, KAREN, TV, KEZ,
SEX.
THE BIG SLEAZE
Examine desk, get flashlight, smoke Lucky then wait till woman
appears. Take cheque then get and wear your mac and when Spot
comes in you should read and decode the note (DECODE NOTE) then go
down to your car. Examine car first, then get into car and examine
book to find bank address. For driving, you should JOIN WIRES then
DRIVE TO.....
DRIVE TO IMRAND STREET and when you find the locked door unlock
it, open it and go in. Wait till Ben arrives, EXAMINE SOFA, TAKE
PHOTO and Ben confesses. Back to car to drive to 21st Street,
examine mac to find a crowbar, go to reception, PUSH OBELISK, open
grille with crowbar, turn flashlight on before going into open
grille to reach the next closed grille which you also open with
the crowbar to go IN and EXAMINE DESK to find another piece of
photo before returning to your car.
Part Three
When you arrive home you will meet a German who will give you a
wad of bills so take these then go in to answer the phone and then
go back to car. DRIVE TO CHINATOWN, find Wang's Shop and EXAMINE
CRATES on the way. In the shop just SAY TO WANG OPEN DOOR, and he
will. Go south, get the cloth, leave shop, go south, meet Dyke. He
will get shot by the villain so listen to what dying Dyke says
before going into Dragon Bar.
Part Two
Give bills to old man in shop in exchange for model airplane and
go to library. Find the librarian and WHISPER TO LIBRARIAN
BULLFINCH and READ PAPER. Then Drive to Central Park and make your
way to the Lake (if it's dark be sure to wait till daylight). Take
the net, go to the bridge and examine it. Shoot the whale, get it
and examine it. SMASH BULLFINCH, READ DOCUMENTS, then back to car
and on your return you should get a glimpse of King Kong smashing
the Empire State Building. Drive to Central Manhattan, go to
Empire State Building, PRESS BUTTON inside, enter elevator, PRESS
102, OUT, PUT BATTERY INTO MODEL.
NOTES:
2) In each part try typing FERGUS and SPUD, and anywhere in game
try PIRANHA, DELTA 4 and the various swear words.
Blizzard Pass came bundled with many 128k Spectrums, and so was
the first adventure lots of people tried. The publishers did
provide a solution sheet, but unfortunately it included some
misleading information. This version corrects that, and I'm
grateful to Ruth Golding and Jonathan Borer for helping me with
it. Even loading it can cause problems. You have to go into 128
Basic, type OUT 32765,23 then press ENTER and LOAD"" as normal.
Items to collect: Brass key, polish, bright red wand, black robe,
scroll, garlic, rod of power, earth spell, glowing rock, sword,
shield, sceptre, metal tin, earth spell again, chalk, harp, wind
spell, snow shoes, bless spell, shatter spell, mystic book, ice
wall spell, mind shield spell, crown, orb, rope, ring, chair.
NOTE: Don't upset Louie and Muscles before you've enough cash to
hire them otherwise they may walk off never to be seen again.
You must begin by mapping out the forest maze, which only has six
locations and which can be mapped by dropping objects in each
location in turn and working out how they all connect together.
It's a tedious beginning to what turns out to be an excellent
adventure that's not half as well-known as it ought to be.
In the forest there are three special locations to look out for:
the clearing to the witch's cottage, the grate over the castle
exit and the temple where the treasures must be taken. In the
cottage you'll find the broomstick and the gingerbread. If you
hang about for too long then the witch will arrive and turn you
into a worm, which isn't much fun for you and also deprives you of
the broomstick and gingerbread (well, where would you put them?)
Being a worm only lasts for a while, although there's always the
chance that you might get eaten by a bird.
To take the iron bar out of the furnace, wear the gloves that are
to be found in the aviary. The bar will cool after about 90 moves,
or by being dropped in a location which has water in it.
To deal with the eagles guarding the eggs in the aviary you need
to be carrying the violin and the bow, and then PLAY VIOLIN.
To get the violin you must first TURN WHEEL in the store room,
which lowers the chandelier in the dining hall. Then take the rope
from the store room, climb the chandelier, jump to the gallery,
and to get down again just drop or tie the rope and go down.
The lamp is in the stables in the centre of the courtyard, and the
oil with which to fill it is at the bottom of the well that's at
the base of the south tower.
The gold ring in the north tower cannot be removed via the
staircase as you will always be killed by the wraiths. You must go
instead through the mirror and down to the banks of the flaming
lake, cross the lake in the boat and then up and out through the
mirror in the south tower.
When you've got the ring you can wear it and make yourself
invisible to any creature beginning with the letter 'D', as hinted
at in the ring's description: dwarves, dragons, dralon sofas...
You must wear the ring in order to get the gold nugget from the
dwarves working at New Face. If you go there and you're ringless a
dwarf will take the gold to the duel room, and if you enter the
duel room the gold will be taken back to New Face. This goes on
forever, unless you wear the ring to render yourself invisible and
enable you to sneak up on the dwarves.
To keep the boat afloat while on the lake you must BAIL BOAT at
every landing. The boat will also enable you to reach the cave
which contains a source of oil that never runs out, unlike the oil
in the well which has a limited life.
To get the diamond from the statue, move it to the other end of
the room then PUSH STATUE, leave the room and press the button
with the warning beneath it. This opens the trapdoor and you can
then find the diamond and the remains of the statue in the tall
room beneath the trapdoor.
To get the sword out of the stone you must PULL SWORD whilst also
wearing the crown and the sceptre.
To deal with the invisible hand which pushes you back down the
narrow corridor you should render it visible by throwing flour at
it.
To get the vase out of the split room you must drop the iron bar
down the crack in the crevice cave. This falls into the split room
and wedges the sliding walls. The bar can't be taken through the
normal entrance to the split room as it won't fit.
Before going into the chapel you should get the scroll from the
dusty study. In the chapel you must immediately enter the pentacle
to protect you from the Angel of Death. There you should READ
SCROLL.
The stairs in the duel room lead up to the dual room, from where
you can reach the room with the star indentation, the hydra pit
and the warm pit which leads to the dragon and throne rooms.
To kill the hydra, throw the gingerbread at it. The gingerbread is
in the witch's cottage near the start of the game. The various
hydra heads will quarrel over the gingerbread and you can kill the
remaining head with a weapon of some kind when you enter the pit.
The troll on the bridge can be passed in two ways, though only one
helps you get the maximum score. You can get past by giving him
something of value, which loses you the value of the something,
and the better solution is to wave the staff from the lake, which
turns him to stone.
Beyond the troll you find the star-shaped gem which you must take
to the star-shaped hole off the dual room and insert it to
activate the entrance button to the hexagon room.
To get through the M-room you must take a route in the shape of
the letter M. From the western entrance go N, N, N, N, SE, S, E,
N, NE, S, S, S, S. This takes you to the eastern entrance, and
obviously reverse the route to go the other way. If you get it
wrong then you will be returned to the place you came in, and your
lamp will end up at the other entrance. The room itself is
actually made up of a simple four-by-four grid of locations. As
well as the name itself, there's a clue to the room and the route
if you examine the painting in the gallery.
You can use the broomstick to fly with if you take it to the
clearing or to the top of the south tower and SAY ABRACADABRA. If
you examine the plaque on the side of the broomstick this gives
you a clue. You can fly for six moves above some of the features
of the landscape, such as the clearing, plus two locations that
are higher up in the air and called 'Between Heaven and Earth' and
'Touching the Stars'.
At the top of the south tower is a golden weather vane, and you
can take this by flying, though you can also get at it by taking
another route from the secret passage behind the mirror in the
south tower. Use the command PUSH ROOF to push the low roof and
open up another route.
When you encounter the dragon, don't kill it from the direction of
the warm pit as its body will then block the way into and out of
the area where the orb is to be found. Instead you should kill it
on your way out of the orb area by dropping the vial, to put it to
sleep, and then killing it with whatever weapon you have with you.
When you INSERT GEM into the star-shaped indentation, pressing the
star button then takes you to the hexagon room which leads to the
orb area. To get through the hexagon room, clues are contained
within the room itself, the route being S, NW, E, SW.
The orb is also in a small maze, and is down the windy passage,
where the wind will blow out your lamp. To get rid of the wind you
must have closed the hatch in the ditch in the courtyard, where a
sign says that it must remain open (windy). You must open the
hatch again once you've got the orb, or you lose a point from your
score at the end of the game. Once you've taken the orb all the
castle entrances will close except for the grate.
If you use the keys to unlock a cell door in the cell block you
will find a cell in which pulling the torch in its holder opens up
a secret doorway down and out of the castle to the grate. This is
the route you must take once you have got hold of the orb.
If you WISH when you've dropped a coin down the well you will be
taken automatically to the temple location.
Once you've got the orb and have put all the treasures in the
temple, in order to complete the game you must then fly to the
'Touching the Stars' location, say TOUCH STARS, enter the passage
and pass through the small punctuation maze, SAY FRIEND to open
the lift, switch the lift on with the button in the electrical
room, then after the lift has gone up SAY FRIEND again to open the
doors. You then meet Artemis and the game finishes.
From the start go south to your car and open boot with the car
keys and take the two objects inside. Go to circus and examine
generator to discover what is missing. Look around till you find
the shovel and dig with it in location where you find it. Light
the flashlight and enter the tent. Take the whip from inside the
closet and open the chest by kicking it. Go to the large tank and
swim. Examine the pile of rope to discover its purpose, and
examine the freezer to find a fish. Examine the cannon, take the
helmet and read the sign. Feed the sea-lion with the fish to get a
snorkel.
You can examine the clown when you meet him, provided you are
wearing the clown costume, and he will provide you with a note to
explain what is happening. He will also follow you as long as you
are wearing the costume, and you will need his help later. Wearing
the slippers enables you to GO TIGHTROPE once you've climbed one
of the ladders, and this provides a metal bar. With this you can
open the waggon and the locker inside the waggon, thus giving you
a hacksaw to cut the tightrope with, as the tightrope makes a good
cable for repairing the generator.
First, though, you should ERECT NET (the clown needs to be present
to help you and tell you exactly where to erect the net), and once
this is done you can go up and cut the tightrope then jump to
safety. Now fix the generator with the cable, then start the
generator with the starting handle, enabling you to get some
petrol by siphoning it with the snorkel. Put this in your car but
don't try and drive away yet - well you can try, but save the game
first.
Go back into the tent, climb to the trapeze, swing on it and cut
the canvas with the penknife - this will prove useful when you
make your exit later using the cannon. Go down again, crack the
whip at the tiger, go through the trapdoor, examine the panel,
press the button, read the blueprint then short the terminals with
the spanner. This only gives you another 24 moves to complete the
game, so make no mistakes from here on in! Go back to the cannon,
wear the helmet, GO CANNON and pull the lever. Head straight back
to your car, GO CAR and DRIVE CAR.
COLOSSAL CAVE ADVENTURE
THE END GAME: You need to have been everywhere and seen everything
in some versions before the end game will materialise. The game
itself can also vary in different versions, but for the lengthiest
and most common, the Level 9/Rainbird version, you should: N, S,
TAKE LAMP, KEYS AND DYNAMITE, ON LAMP, N, DROP DYNAMITE, SW, TAKE
ROD, BLAST, W, W, W, U, U, U, U, U, E, D, W, W, W, WAVE ROD, W, W,
W, D, D, D, TAKE ELIXIR, OFF LAMP, DROP ROD, TAKE PENTACLE, U, U,
U, E, E, E, E, E, N, DROP ELIXIR, S, W, N, OPEN CHAIN, S, S, OPEN
CHAIN, N, W, W, W, W, LOCK DOOR, U, U, U, U, E, N, TAKE ORB, E, E,
DROP KEYS, TAKE SCEPTRE, S, W, W, W, U, U, U, THROW PENTACLE, ON
LAMP, D, D, D, E, E, E, S, TAKE CROWN, W, N, U, U, W, W, W, W, W,
U, S, S, S, E, E, U, E, E, E, E, E, E, U.
THE COLOUR OF MAGIC
Part One
Stand up, wait a while, translate, say yes, talk to Broadman, ask
him to show Twoflower to his room, then go Widdershins and take
the milk. Go and collect Twoflower and take him down through the
Broken Drum, through the fight, and to the docks and say yes to
the Cripple Wa. Give the milk to the cat in Short Street, say yes
to the beggar at the hubward end of Back Street, then go to the
Plaza of the Broken Moons. Here you wait, press lever, turn, talk
to Stren and go Hubwards. Examine the luggage, take the bottle and
biscuits, and go to the Shadow of the Leaning Tower. Ask the guard
where Twoflower is, then go to the Broken Drum and wait behind the
bar till the luggage attacks. Then go up, out, say hello to Stren
and SAVE.
Part Two
Go to the stables and buy and take horses, then go out of the city
to meet Brevd and say yes at the campfire. Then go and kill the
troll, go to the clearing with the wolves, climb the tree, jump,
hit the nest, go to the wide room and talk to Death. Examine the
fragments, take the crystal, say hello to Hrun and wait for his
sword to utter the dreaded word. Throw the crystal, wait till Hrun
summons his horse, take and eat the meat, go Turnwise and Rimwards
and SAVE.
Part Three
Wait for the dragons to appear, then heed Hrun's advice, head
Hubwards twice and pull Kring. Go Rimwards and kill K!sdra. Climb
on the dragon and wait. Take and wear the boots, eat a biscuit and
drink some water. Go Hubwards and type KILL LIO!RT till a
riderless dragon is below you, then remove the boots to fall onto
the dragon. You end up in a dark passage, go down then Hubwards,
unbolt and open the door, go in then out, close and bolt the door,
go Hubwards and wait then imagine a door and enter the door. Go to
the large cave, wait for the dragon, climb on the dragon, wait
again till you land in the sea, wait again till the luggage
arrives, and SAVE.
Part Four
Go down the trapdoor, take the three bottles of rum, then to the
store room and take the bucket. Go up to the deck and drop a
bottle of rum in each of the three starboard locations and watch
the pirate booze himself overboard. Climb into the old tub of a
lifeboat then bail water till you can get the frog then wait till
you're in a different boat and wait again till you hit the
'circumfence'. Say hello to Tethis, wait till you're on the
island, open the door, go Rimwards and wait again (many times...
many many times) till Tethis arrives. Then wait some more till the
bells clang, and wait yet some more (exciting stuff, this) till
you're told to go outside. Go outside, say hello to Marchessa
and... yes... wait again till you get to Krull, then, just for a
change, type WAIT till the frog changes and bites the toe of
Garhartra. Then attack Garhartra, open the door, go Widdershins,
open the white door, go Widdershins, attack the chelonauts, take
and wear the suit, go Turnwise, Hubwards, Widdershins, attack the
hydrophobes and go W, R, R, R, U, R. Then, finally, guess what...
WAIT until you fall.
Open the cabinet in your office, take the share certificate and
amended ledger and put them into your briefcase for safekeeping.
Go up to the end of the corridor and listen outside the wooden
door to hear David and Bill plotting. Then into the dealing room
with the list. Go into the cubicle in the toilet and look in the
cistern, but don't take the bag. Go to Margaret's room and look at
the desk then ask her for the envelope and have a look at it. Go
down to the car park, get into your car and take the screwdriver
from the glove compartment. Get out of the BMW and smash the
window in the Volvo and take the folder that's on the floor. Read
the Affidavit and put it in your briefcase.
Go to Theresa's office and wait till 10.00 when she goes for a
break. Open the drawer and take the brass key and the letter. Go
into David's office, take the tape from the desk, then get out
quick and shut the door and the drawer. Listen to the tape in the
player in your car, and read the letter. Put the tape in your
briefcase. Go back to your office till approx 11.20, then take the
phone and listen and at 11.25 you'll hear an interesting
conversation between Bill and David. When that's over go and wait
outside Bill's door till David goes in, then listen in again. Go
to Theresa's office and wait till she leaves at 12.00, then pick
up the phone and listen in as David rings Charpontier at 12.10.
Nothing much happens then till about 1.45 when you should go to Le
Monaco to meet Jenny for lunch at 2.00, and if you wait outside
you'll see her arrive with David - a bit blatant, that! Go in and
have your lunch, a quick one, and when you leave just before 2.20
you'll be pushed into the road and wake up in hospital. Don't
worry, this is meant to happen!
Take everything from the cabinet that belongs to you while the
nurse is still in the ward, then when she leaves get up and take
the briefcase, pillow case and papers. Put all your items except
the pillow case and papers onto the empty bed and go south into
the corridor. Go west up to the operating theatre, put the bandage
on your head and go back to the TV room. Take the stethoscope from
the bear, open the locker and take all your clothes then put them
into the pillow case and close it. Go back to the bed, put the
pillow case onto it and then lie down. Wait for the nurse to wheel
you out to the ambulance. Take the bandage and pyjamas off, wear
your shirt, tie, jacket and trousers and take the items that are
left (briefcase, stethoscope etc). When the ambulance stops
outside your building, just walk out.
FEDERATION
In the drawing room: Examine the settee, get the cushion, open it
and get the note.
Take oil painting from gallery. Take water colour and gaudy
paintings to reveal a safe. Examine all three paintings for clues,
but you only need the oil painting.
Break the coal found in the coal bucket in the lounge and take the
fossil. You can try to KICK BUCKET as long as you've saved your
position first!
Buy lute with cheque, but put it in your swag bag and close bag
before leaving.
Shake palm tree to get a coconut. Break it with spade then feed it
to macaw and it will tell you the ingredients to a potion.
To kill rats in cellar, pull the pipe, examine the system, open
the stopcock, wait and then close the stopcock and go down.
Examine wine racks, take red bottle and champagne bottle, open red
bottle to find a ruby and drink the red wine.
Take the snakeskin in the zoo. When the ice snake lands on you go
straight to Hothouse where it will drop off.
Get the temple statue and you will fall. Drop the statue, go down,
north, north, dig in sand and wear the boots that you find. Go
down the thin shaft (north) and take brooch.
To reflect the beam at the wax, use the mirror, then CATCH GEM.
From white square go NW, N, NW, E, SW, SW, NW, N to black square.
(The colours of the rainbow, or WOBNIAR)
Beyond hot coals, roll each coloured die from surrounding rooms
until all are 5's, then insert them in correct slot to open opaque
case and reveal a plastic die.
Close white door at large cage and say 'Hooray' to mynah bird then
put it in cage.
In spare bedroom take china pot (under bed), needle (in sewing box
on bed) and designer dress (in wardrobe).
To get fish from moat, tie cotton to cue, place maggot on needle,
place needle in moat.
Maggots are in the tub.
To get platinum chalice from bear, smear poison on fish and feed
fish to bear.
Bank will open once you have banked enough treasures. Read notice
on bank door every so often till it is open.
In bank, join longer queue, show plastic card (in your pocket) to
teller who will get you into manager's office.
Drop champagne and caged mynah bird in office, open office door,
go north and stick gum over keyhole to stop manager returning. If
timing is right, bird will squawk 'Hooray' in office and champagne
bottle will explode. Roof will be blown off and everyone will rush
out. (Gum should be given to you by miller earlier in game).
In office go east into opening. Roll die and fairy will appear (if
you rubbed the horseshoe). Ask for a TWO then go down. Following
this, roll die again and ask for the following and move in the
direction specified: ONE (SE), SIX (DOWN), FIVE (E), FOUR (DOWN).
You are now in a room with all of the treasures: take all of them.
GO SW (it's dark), NW, NW, RUB SUCCULENTS ON FEET, E, SE, SE, then
GO TO JETTY.
At jetty: pull rope and go east. If you have all the treasures
then you will be made a member of the Guild of Thieves by the
master thief and finish with a full score of 501/501.
RED HERRINGS: The bee hive and the safe in the art gallery.
NOTES:
1) You can put any object, not just treasures, into any of the
deposit safes scattered around the game. Only treasures will
score points for being banked. Any other objects can be found
in the rubbish bags outside the bank. If in doubt: bank it!
You can always get it back again from the rubbish bags.
2) Tear the joker, just in case, although I'm not certain whether
it matters if you do or you don't!
4) Give the map to the mother of weather and she will change the
wind in the airfield.
6) Paint the cord with the black paint then the Japanese soldier
thinks you're a black belt!
8) Play the yoyo over the bottomless pit. It picks up a key that
fits the cell in the citadel dungeon.
9) Take the bread from the cell in the citadel dungeon and feed
the bat in the Caverns of Doobris. The bat will press the
switch which will enable the auto food dispenser in the
Jupiter Ship.
10) Take the chips from the dispenser and drop them in the
airfield and if the wind is in the right direction (see hint
4) the dogs will run to them and allow you to enter the base.
11) Dig with the spade in the airfield and take the gloves. They
will allow you to hold the unlimited lives poker and in turn
allow you to climb the ladder in the platform maze.
12) Use the pickaxe to hit rocks near the mole and fill the can
with oil. Oil the gun in the tank and fire gun. If you have
read the plaque in the bell tower you will then know what to
do!
(NOTE: these can be done in any order, but if you are killed then
you have to go right back to the beginning again.)
Part One
(Played as Frodo)
Open the drawer, chest, cupboard and door, take one of the canvas
backpacks and put into it the matchbox, bottle and food. Go east,
then south to the main highway, then west till you reach the turn-
off for the town hall. Go north and then east to meet the mayor.
Now go west, south, west and west to enter the Mathom House (if
the guard refuses you entrance, just WEAR RING and go west). In
here take the book and the candle. Then go west till you are back
at the highway outside your cottage, then go east, north-east,
north-east, south-east, south and east (through the yellow door)
to find Merry. EAT MEAL until it's finished and go west and north.
If there are no riders about go east and then south-east into the
forest with the trees that move. If the riders are present then go
north, south, east and south-east into the forest (moves east and
west are fatal when the riders are about, but others are usually
safe till they've gone).
In the forest you need to remember two locations, the wide glade
and the grassy glade. To pass from the wide to the grassy you need
to go east, so just type WAIT and then EAST till the trees let you
pass. In the grassy glade it's the same, except that you want to
go south-east to find the hilltop. At the hilltop go south to the
riverbank then north-east to the willow. At this point your
companions should fall asleep, so go north-east to Tom Bombadil
and SAY TO TOM "HELP". Now return to the willow and WAIT. As soon
as they are free go north-east to Tom's and EAT MEAL till it's
finished. Thank Tom then go east till you meet the Barrow Wight.
Now tell your companions to take a sword each, then WEAR RING and
go east. At the gate, TAKE OFF RING and KNOCK. When asked, SAY TO
GATEKEEPER "FRODO" and then SAY TO SAM "GO SOUTH-WEST AND OPEN RED
DOOR". Once Sam has gone go south-west and then south into the
store. Here take all the food supplies and then SAY TO SAM "GO
NORTH AND KILL A BLACK RIDER". Do the same with Pippin, and when
Sam returns tell him to do it again. WAIT till they both return
and then go north and west and SAY TO STRANGER "HELLO". Now WAIT
for Strider to leave, then FOLLOW STRIDER and continue to do so
till you find the flat stone. READ STONE and WAIT, then Strider
will go off again so FOLLOW STRIDER once more till you reach the
Fortress of Fornost. Here WAIT until the Starling talks to Strider
and then FOLLOW STRIDER back to the gate. Now WAIT twice and then
go east, WAIT twice more and go east again. Around this point the
Black Riders should enter, so go north and then east to the bare
hilltop and WAIT five times. Now go south and FOLLOW STRIDER. At
the bridge Strider will stop, so SAY TO STRIDER "GO EAST" (you
will have to do this at least twice). When he agrees to follow
you, go east till you can go no further and Part One is complete.
NOTE RE BLACK RIDERS:
This solution depends on timing to avoid the Black Riders, but the
'correct' way to pass them is to use the pale green jewels. The
following routine should enable you to learn the words needed to
release their powers: Go to the lake, then west, west, south,
south-west, south, east, north-east, south-west, west, south to
locate the Monk who will tell you what to do next. Then go north,
west, north, west, south to locate the Green Knight. Attack and
defeat him and make sure you take the Broken Medallion that he
leaves behind. Then back to Monk, then north, east, south-east to
locate Red Lady, kill her and take her medallion. Return to monk
and you should be allowed to pass through the stone door to the
south of him, where you will find yet another door. Knock and wait
till Radagast answers and he should give you the scroll with the
magic words on. Now whenever you encounter the Black Riders, make
sure that Frodo, Pippin and Sam are carrying one jewel each and
type in magic words to get rid of Riders. Give any spare jewels to
Merry to carry.
GENERAL TIPS:
4) If you ever visit Farmer Maggott's farm, just WAIT three times
when dogs arrive and all will be well.
5) If you must go via the tunnel, then light the candle before
you enter it (OPEN MATCHBOX, LIGHT MATCH, LIGHT CANDLE WITH
MATCH).
6) If you want to use the ferry then take it in turns to wind the
handle.
7) If you really want to live like a Hobbit, then you need to get
the pouch and a pipe. Now OPEN POUCH, FILL PIPE and LIGHT
MATCH (as before). Then LIGHT PIPE WITH MATCH and enjoy a good
smoke of the pipeweed.
LORD OF THE RINGS
Part Two
In the Mines, go up, east, east, east, down, down, west, west,
west, down and you should be in a corridor (but see note 2). PUSH
HORSE and the slab will open, so now go east, east, east, up and
east and you should be in a room with a book and a stone block in
it, along with a pile of armour. READ BOOK and EXAMINE BLOCK in
order to hear a noise in the corridor. WAIT and when they enter,
ATTACK ORCS. Now go east and WAIT. When Gandalf talks to you, go
east and LIGHT CANDLE WITH MATCH. Go down, down, south, down,
south till you enter the square room. If all the party are not
with you, you can backtrack at this point to round them up. When
all are present, go south, down and then proceed east till you get
to the bridge. WAIT on the bridge and Gandalf will tell you to
flee, so go east till you emerge into Dimrill Dale then WAIT and
FOLLOW GIMLI. Now head south-east until you arrive on the eastern
bank of the Nimrodel. When the elf enters, WAIT, then proceed east
to the river. Here the best policy is to SAY TO ELF "HELP" and
then SAY TO GIMLI "GO NORTH-WEST". When he has gone, you must go
north-east over the rope and then WAIT. Now go west and WAIT
again. When the doors have opened, head east to the tree and then
go up, then SAY TO GALADRIEL "HELP". When she has replied, climb
down and go west to the bridge but do not cross it. Now go south
till you reach the banks of the Anduin river and your quest is
complete.
NOTE:
1) There are many other incidents and happenings along the way,
this is just one solution, but it is impossible in a game with
so many variables to include a comprehensive guide to
everything. If you have managed to get through the game once,
however, you should then be able to go back and explore the
complexity of it some more.
2) If the route given above when entering the Mines doesn't work,
try instead going up, east, east, east, down, down, west,
down, south, down.
You are now in THE JUNGLE AREA. Go E, drop blanket, E, take and
transport tusks, take the bamboo, NW, NW, take the berries, NE,
SE, E, take the thorns and make a blowpipe, N, NW, NE, use the
blowpipe, take the pygmy, drop the bamboo, SW, E, give pygmy to
plant, E, E, say frog (because the outline of the map is meant to
look like a frog!), W, W, W, NE, N, E, S, E, E, N, E, S, SE, SW,
S, E, NE, SE, SW, take the dagger, SW, E, E, take and transport
metallic device, W, W, NE, NE, NW, SW, W, N, NE, NW, N, W,
sacrifice frog, take and transport jade frog, take and transport
gems, N, SW, NW, NE, take and transport piece of machine, SW, SE,
go rubble, drop transporter, W, W, D, take and break iron pyrites,
take diamond and take pyrites, U, E, E, take transporter,
transport diamond, D, E, N and the jungle area is complete.
THE ROMAN AREA: NE, E, move churns, take and transport ring, W, W,
examine straw, take battery, E, S, S, push plate till you go back
to...
THE FUTURISTIC AREA: E, drop geiger counter, E, SE, NW, SW, spray
paint, 8875, S, take and transport device, N, NW, SW, S, S, S,
take and transport ingot, N, N, N, NW, W, W, N, E, insert battery,
W, S, E, E, touch plate, S, press 3, press 1, press 2, press 2,
press 4, press 1, N, W, touch plate, S, S, S, touch plate, N, take
and transport crystal orb, NW, NW, take cigar, NW, NW, return to
time machine and use the phone, dialling 1611919 (P=16, A=1 etc),
then back to the droid and say perseverance, N, take and transport
unit, S, SE, SE, SE, S, touch plate, N, N, N, E, SE, NE, NW, NE,
NW, W, W, S, SE, SE, take and transport Roman coins and Cretan
coins, NW, NW, N and N back to the machine. Push plate till you
reach...
THE ROMAN AREA: and make sure you still have the cigar with you.
Go north till you can take the sword and shield, then smoke the
cigar, transport laurels, S, S, S, W, W, N, NE, kill and skin
minotaur, take and transport piece of machine. THE END.
In the cave beyond the waterfall in the jungle area, the south-
west exit isn't given in the location description. It's still
there though. Also, in the location where you get the crystal orb,
there's a north-west exit that's not indicated.
The octopus cannot see you if you turn your lamp off.
The phone call tells you 'All that glitters is not gold', a
reference to Fool's Gold, or iron pyrites, and from this you
deduce that this is what the jester wants.
When you spray the paint on the invisible barrier you see the
deactivation code, 8875.
When the droid repeats the word 'PASS', you are meant to work out
that this is the clue to the password needed for the adamantium
barrier. 'P' is the 16th letter of the alphabet, 'A' the first and
'S' the 19th, making 1611919. As the program only accepts the first
four digits of any inputs, you need only dial 1611 to learn of
'perseverance', which is certainly something you need in order to
get through this frequently illogical adventure.
THE NEVERENDING STORY
Part One
ROUTES:
ROUTINES:
Take Falkor when in possession of Auryn and he will stay with you.
To cross desert, FLY SOUTH when you have Falkor with you.
To get Crystal, go down when thorns have burnt then SMASH BOX
while carrying stone.
DROP CRYSTAL in room with Strange Machine in: you will be told how
to pass the Sphinxes.
GENERAL TIPS:
Do not visit Morla when Artax is with you as the program will
crash in a blaze of coloured squares.
ROUTES:
To find pouch go D, D at well and also you can go E when you have
unlocked the locked cell.
ROUTINES:
To unlock cell you need the iron key from the storeroom.
To pass the torturer you need to find the pouch then TAKE POUCH
and then TAKE COIN. Now when in torture chamber, DROP COIN and go
W to take golden key.
GENERAL TIPS:
Part Three
ROUTES:
ROUTINES:
To complete task, just be carrying Auryn when you finally meet the
Empress.
Meet Kronos first, accept task and then ask 'What is the
wristband?'
Put chit and coin in jeans pocket. Use them to buy whisky from
Honest John.
To remove boulder, tie hoe and rake together with shirt and lever
boulder.
In room with freshly papered walls, tear paper wall with spiky
boots.
Pull handles to open cupboard and tie rope to hook before climbing
down it to ledge below.
Knock five times on door to get porter outside then give him
whisky.
If you have the legless horse, get him to carry all your
equipment. If you've rescued the princess, put her on the horse.
Use slender key to open safe, then search it to find ballot paper.
Part One
Take the tribune and examine it, ignore the ringing phone at
first, drop the tribune, examine your desk, open the drawer, take
all but the sandwich, close the drawer, examine the statue, wait
till the phone rings again and LIFT HANDSET this time, then wait
till Gloria arrives, SAY YES, take and examine the envelope, then
drop it and open your door, go down, HAIL TAXI and when he asks
"Where to?" type 45 WESTERN BLVD. Enter the apartment block, enter
the elevator, JEMMY DOOR, drop the jemmy, examine the photo, open
the bag, take the matches, close the bag, examine the window and
unbolt it, go down, take the switchblade, go east and HAIL TAXI
again. Examine the matches, and this time ask to go to 35 E LAKE,
PAY DOORMAN, ORDER BOURBON, say LOOKING FOR SILVIA, ENTER DOORWAY,
ENTER DRESSING ROOM, examine the table, take and examine the menu,
wait till you're captured, then wait till they leave you tied up
in the manager's office. Type CUT BONDS BLADE (which may sound odd
but nothing else seems to work!), climb through the window, go
east, hail another taxi and say FOLLOW THAT CAR. You'll be given
your code word for part two, which is CAPONE.
Part Two
4) To leave own ship press blue button in cockpit, and wear badge
to cross the docking tube.
7) When entering room with crane in it, you have to have the lead
ball. To destroy crane, ROLL BALL at it. IN to enter
satellite.
9) Carry lit cigar into hygiene room to get rid of probe, then
get sulpha tablet.
12) Drop sulpha tablet onto grill to destroy it - will then fall
through the hole and can get static disrupter. Note: this
happens every time it passes over hole. To avoid it, go SW
from icy corridor.
19) North of hull: don't go north if you don't have the sponge. To
get rid of Sharpshot tracer, SQUEEZE SPONGE.
20) The Remnote holds code for operation manuals. SAY "XXXX" to
library computer.
23) If you have the static disrupter and the Limpetbomb, they will
join into an Emploder Disc. This will destroy the ship when
taken into engine room control, which requires key to open
door. Once in, bomb will auto-arm.
30) From rain forest go up and need a gun to go north past ambush.
Search cupboard in dummy ship.
31) When entering lake, don't have Airmask but do have Aqualung
on. Before entering sphere, get Photonpack. Insert it to win.
In God's Temple, open the cabinet, examine the bath, look under
the bed, get all available objects and drop all through the hole
in the fountain. Give beans to guard, get everything he drops and
enter hut. Crossing maze from foot of steps: N, W, W, E, LOOK IN
BAG, GET KEY, W, S, N, N. Sit on seat with fluffy cover, examine
straw, ring bell and jump onto raft. Give bottle to Wongo, get
cage and go back to maze to catch bird. Climb tree and enter tree
to find burrow. Put 15 useless objects in burrow to get 3rd egg
(the others are at the start and in the white tower).
Wave wand at chasm to cross. Use key to unlock gates to the Temple
of Doom. Free bird to defeat guard. Drop three eggs in treasure
room to get the Golden Eggcup.
THE PROBLEMS:
19) What to do with the Holy Grail when you've found it.
THE SOLUTIONS:
10) Use the lamp from the first location - but don't drop it!
1) If giving the pink shrubbery fails to turn the Knight who says
"NIC" into the Knight who says "CIN", thus allowing you past,
then this is because you have heard too many creaking sounds
when walking through the forest. A counter is set in motion
when you enter the forest, and if you register more than five
creaking sounds then you cannot solve the problem of the
Knight so you must start again or resume a game saved before
you entered the forest area and find a less creaky route
through.
4) Nor will a second meeting with the rabbit do your health much
good, so be fully prepared before you cross its path.
QUESTPROBE III
2) To stay in convent you will need the lighter and must remain
silent.
7) Follow Yellow Brick Road and EXAMINE ROAD where you meet
Dorothy.
8) Get the Oil Lamp from the east of Friar Tuck (or his remains).
Lamp prevents nightfall from causing problems.
10) In KFS building find knife, box and hat. Wear hat to get into
castle via tradesman's entrance. Box contains evidence, so
EXAMINE BOX.
11) When you find the Dead Watson, EXAMINE WATSON then READ PAPER.
12) To get gold for peasant, ROB BISHOP, TAKE GOLD then go south
till you meet peasant again.
19) Now if you have the cape, box, paper, have talked to Grandma
and received an anonymous phone call, PRESS REDIAL at Hurn's
cottage in part 3 and police should break into cottage and
allow you to enter.
20) Go upstairs, OPEN DOOR in bedroom and Hurn will fall out of
Mystic Wardrobe.
21) Go downstairs and when Lestrade asks you what it all means say
MORIARTY SWAPPED HURN and it should all be over.
GENERAL TIPS:
5) Watch out for any routine where noun is WINDOW, which is read
by the program as WIND, because BREAK WIND causes the program
to crash with a "Swear not" warning.
4) For more fun with Marian take her clothes and hide them
somewhere away from the river, then get all your men and
Dorothy and go to the pool or wherever Marian is, and provided
she is still naked just type LOOK continually. Note, though,
that she only goes swimming at the start of the adventure.
You can now escape the castle as before or TAKE SHERIFF HOSTAGE
then RELEASE SHERIFF. Go to Castle Belleme, go door, go south,
kill Belleme with arrow, untie Marion, examine body, get
Touchstone, examine body, get arrow, SAY FOLLOW, go north, go
door, go statue, examine eyes, get gold, down, go to hidden cave,
search bushes (Marion must be with you), go cave, go north, get
Siward, go south twice, then you must go to the tree and the
locations where you may find the serf or Gregory (random elements
here, I'm afraid). Serf should be south of where you met John
Little, the tree two moves east of there, and another meeting
point two moves east again.
You should now have silver arrow and six touchstones, so take them
all to the Stone Circle or Rhiannon's Wheel and drop them to
complete the game.
THE SERF'S TALE
This started off life as yet another version of Colossal Cave, but
several changes got made along the way so apologies for any
repetition. For elaboration of some of the points below, see the
solution for Colossal Cave earlier in the book.
NOTE:
2) HELP tells you of Nigel and Said, the two founders of Smart
Egg Software, and typing NIGEL or SAID gets a further helpful
response.
3) There are no gloves in the game, and the volcano door cannot
be opened.
Note that there are other locations, other characters and other
routines. This is just one of several ways of getting through the
game.
THE SORCEROR OF CLAYMORGUE CASTLE
GO MOAT, TAKE BREATH, SWIM DOWN, GET TOWEL, SWIM DOWN, SWIM EAST,
U, GET CRATE, OPEN CABINET, S, GET PERMEABILITY SPELL, S, PUSH
EAST, CAST SEED, W, PUSH SOUTH, GET STAR, D, CAST LYCANTHROPE, GO
HOLE, GET STAR, GO HOLE, WALK UP, N, DROP STAR, DROP STAR, PULL
WEST, GET METHUSALEH SPELL, GET UNRAVEL SPELL, E, N, E, CAST
UNRAVEL, W, GET BRICKS, W, PULL LEVER, DROP WOOD, GO DRAWBRIDGE,
DROP BRICKS, E, E, E, GO CHANDELIER, CAST WICKED QUEEN SPELL, GO
BALLROOM, W, N, GO DRAIN, TAKE BREATH, SWIM DOWN, SWIM DOWN, SWIM
DOWN, SWIM DOWN, LOOK BOTTOM, CAST BLISS, GO DRAWBRIDGE, E, E, E,
GO CHANDELIER, CAST LIGHT SQUARED SPELL, GET STAR, GO LOFT, GET
POTION, THROW CRATE, JUMP, W, S, WRING TOWEL, PUSH EAST, GO DOOR,
D, GO LAVA, S, GET STAR, GET DIZZY DEAN SPELL, N, N, U, U, W, DROP
STAR, DROP STAR, DROP STAR, PUSH EAST, GET DUST, W, DRINK POTION,
PUSH DOWN, THROW DUST, LOOK DRAGON, GO HOLE, GET STAR, GET FIREFLY
SPELL, W, GET STAR, U, DROP STAR, DROP STAR, DROP STAR, N, E, GO
CRATE, GO HOLE, GET METAL, GO HOLE, GET DOWN, W, W, GO DRAWBRIDGE,
LOOK BATTLEMENTS, GET BRICK, CAST DIZZY DEAN SPELL, THROW BRICK,
AT CAN, E, E, GET CAN, OPEN CAN, WITH METAL, LOOK CAN, DROP
METHUSALEH, DROP FIRE SPELL, DROP CAN, DROP METAL, DROP TOWEL, S,
GET STARS, N, W, GO DRAWBRIDGE, W, DIG, W, CAST PERMEABILITY
SPELL, CAST FIREFLY SPELL, DROP STARS, CAST YOHO SPELL, GO
DRAWBRIDGE, E, E, GET FIRE SPELL, W, GO DRAWBRIDGE, W, N, CAST
FIRE SPELL, AT TREE, LOOK ASHES, E, GO DRAWBRIDGE, E, E, S, GET
STAR, GET STAR, N, GET TOWEL, GET METHUSALEH SPELL, E, GO
CHANDELIER, GET MIRROR, GO BALLROOM, W, GO FOUNTAIN, GET STAR,
CAST METHUSALEH SPELL, GO CENTREPIECE, GO SHAFT, GET STAR, CAST
YOHO SPELL, DROP STARS, SCORE!
NOTE: Certain random elements have been built into this adventure,
so before throwing the brick or entering the fountain, save game.
SHERLOCK
At the start of the game take the lamp and get Watson to follow
you to platform three at Kings Cross. You should catch Lestrade in
time, so board the same train as him and follow him round on the
first morning in Leatherhead as you will overhear many of the
alibis and also be able to pass the police in front of the Jones
and Brown houses.
In Brown's study open the drawer and closely examine the drawer
for the note and the bank book. Closely examine bank book. Ask
cook to tell you about Basil for news of fight. Open Basil's safe
after midnight to avoid being shot.
THEN: Prove Basil has the plans; prove the sale location is at Old
Mill Road; that the sale is at 2.30pm. You should now be taken to
Old Mill Road.
On the way back you must get out of the police cab the moment it
arrives in Leatherhead. Go north to platform one. Say to Lestrade,
"Follow me". Go north to see Basil and the Agent get on the train
then go south and into police cab. Say to driver "Go to Kings
Cross station". When you arrive with Lestrade and Watson go NE to
platform one and wait for the 6.26 train. Climb in and leave when
it reaches Victoria station at 6.41. As you do so, Basil and Agent
should arrive so enter LOOK to see shoot-out.
Get the snowshoes and sheets and at the end of the corridor go out
onto the window ledge, along the ledge and into room 21, then into
the dressing room. Read the book about skiing. TIE SHEETS to make
a rope then TIE ROPE to the bed and go down. Wear the snowshoes
and go for the skis, then go to the ski hut and get the ski poles
- which are in the picture though not in the location description.
Go back to the top of the slope, remove your shoes and wear the
skis, then go down the slopes. You need the various skiing objects
and to have read the book to do this.
Leave the box outside the butchers for the moment, get the string
and go and pawn the necklace to get some money. At the cable car,
TIE STRING to the lever then ENTER CAR and PULL LEVER to go back
up. Go back into the hotel via the main doors, PAY BILL at
reception and take your one grotnik change. Go to the bar, buy a
drink and give it to the girl. The drink, that is. Your money's
now gone, the girl goes but leaves her handbag behind. Get and
open this and the key to room 20 falls out.
Pick up the box again and go into the butchers. GIVE BOX and GET
LAMB. Get the bottle (of poison) from the apothecary, go to the
fountain and POUR POISON. The piranha fish are killed, so get the
can, drink the lemonade, get the ringpull, go to the promenade,
INSERT RINGPULL in the telescope, TURN TELESCOPE and you'll see
Schloss Drakenfeld.
Go to the taxi rank, and at this point you must have with you the
lamb, aqualung, mirror and foam. ENTER TAXI and say SCHLOSS to be
taken to Drakenfeld. Go to the north-south alley and MOVE
DUSTBINS. Go into the sewer, watch the picture to check the water
level and WEAR AQUALUNG just before water rises to top. Don't do
it too soon as the air is limited, but then again don't do it too
late or...
In the small chamber the rats pounce and eat the lamb, giving you
time to get past them. SEARCH CORNERS in the basement and get the
gun with the bullets and silencer. Go to the ground floor and use
the lift. Note that if you go to the reception the gun is taken
from you and you are put out. Go into the lift and PRESS X, where
X is the relevant button: 3, 2, 1, G or TOR OFFNEN (DOOR OPEN).
You want to go to Floor 2 (and after leaving the lift on this
floor the doors jam and cannot be re-opened). In the east-west
corridor, SPRAY CAMERA to put the camera out of action. Go to the
small landing and KILL GUARD (or he will eventually kill you).
SEARCH GUARD to get the pass, go to the east end of the corridor
and INSERT PASS at the steel door. The password is DRAKENFELD.
In the security room, PUT MIRROR and the beams are shut off. SHAKE
PEDESTAL to get the diamond. Leave the room, SHOOT MAN (with
monocle... er, that is to say, the man has the monocle, you don't
shoot him with it), and go to the foot of the stairs. SHOOT GUARD,
go through the door and to reception where you can now safely get
escorted out and have your gun confiscated.
Luckily for you the taxi is still there, so ask it to take you to
TOWN. Go back to the hotel via the fountain (IN, which somehow
magically transports you to the hotel lobby) as the diamond is
stolen if you use the cable car. In the bar, even if the barman is
not present, GIVE DIAMOND and you will be helped to escape.
Part One
The objects required from Part One are the rod, bottle, food and
utility belt. At the start just go west and examine and touch
everything in sight until Trixie takes over.
At the second restart you are at last in Part Two proper. In the
Mattress Room the exits are randomly chosen if you try to go
north, south, up or down, but east and west are OK. However, keep
trying north, south, up, down till you arrive at the Large Low
Room. From here go north to the Dead End Room. In here you can SAY
MUD to return to the Wellie House, or SAY BRAN to get to the small
chamber that leads to the Dark Room.
In the French Cheese Room you should EXAMINE WALL and GET PIECE
(of broken plate). This can then be used to open the gate in the
room with all the broken crockery on the floor, and when you have
opened the gate you can drop the plate and go east to examine the
gravel in the building site to find the diamond.
The East Pit contains water and the West Pit contains a plant.
WATER PLANT twice then DIAL PARAQUAT to kill it and CLIMB PLANT to
the Giant Room. Here you get the record which you'll need to
destroy the hairy figure on the bridge, and also find the path
that leads to the Oaken Door.
In the alcove you will need to DROP ALL in order to enter the
tunnel that leads to the small chamber. In the chamber GET EMERALD
and SAY BRAN to be taken to the Dead End, which is the only way to
get the emerald out. Now get everything from the alcove, go back
to the Dead End, drop everything bar the lamp and SAY BRAN to go
back to the small chamber. Go north-east while still carrying the
lamp, but to get the platinum brick out of the small chamber go
west through the tunnel while carrying only the brick. If you SAY
BRAN the brick will not be transported with you.
In the Large Room you need the jemmy to open the clam, the jemmy
being found in the caves on the other side of the chasm. JEMMY
CLAM then go down to find the pirate and his chest. Kill the
pirate by giving him the food.
To kill the wombat in the Barren Room you should drop the pirate's
chest and then OPEN CHEST for the ferret to appear and chase off
the wombat, allowing you to get the gold chain.
Ignore the warning about the Ming Vase as if you drop it on the
cushion you will lose it.
To get the dresser to the Dead End, use the same boring procedure
that moved the log in Part One. Do not stain the dresser with the
kit at the Dead End, as you'll then be unable to pick it up, but
wait instead until you've dropped it at the Wellie House and stain
it then.
These are the latest addresses (and in some cases phone numbers)
of companies who publish or have published Spectrum adventure
software.
ABSTRACT CONCEPTS
As for Delta 4
ACTIVISION-MEDIAGENIC
Blake House, Manor Farm Road, Reading, Berkshire RG2 0JN
(0734-311666)
COMPASS SOFTWARE
111 Mill Road, Cobholm, Great Yarmouth NR31 0BB
CRL
9 Kings Yard, Carpenters Road, London E15 2HD (01-53302918)
DELTA 4
The Shieling, New Road, Swanmore, Hants SO3 2PE (04893-5800)
DOMARK
22 Hartfield Road, London SW19 3TA (01-780-2222)
DUCKWORTH
43 Gloucester Crescent, London NW1 7DY (01-485-3484)
EIGHTH DAY
18 Flaxhill, Moreton, Wirral, Merseyside L46 7UH (051-677-1581)
ELECTRONIC ARTS
Langley Business Centre, 11-49 Station Rd, Langley, Nr Slough,
Berkshire SL3 8YN (0753-49442)
ESSENTIAL MYTH
54 Church St, Tewkesbury, Gloucestershire GL20 5RZ
GILSOFT
2 Park Crescent, Barry, South Glamorgan CF6 8HD (0446-732765)
INCENTIVE
Zephyr One, Calleva Park, Aldermaston, Berkshire RG7 4QW
(07356-77288)
INFOGRAMES
Mitre House, Abbey Road, Enfield, Middlesex EN1 2RQ (01-364-0123)
INTERCEPTOR
Mercury House, Calleva Park, Aldermaston, Berkshire RG7 4QW
(07356-71145)
LEVEL 9
PO Box 39, Weston-Super-Mare, Avon BS24 9UR (0934-814450)
MAGNETIC SCROLLS
1 Chapel Court, London SE1 1HH (01-403-4325)
MANDARIN
Europa House, Adlington Park, London Road, Adlington,
Macclesfield, Cheshire SK10 4NP (0625-878888)
MASTERTRONIC
As for Virgin Games
MELBOURNE HOUSE
As for Virgin Games
MOSAIC
Gorley Firs, South Gorley, Hants SP6 2PS (0425-57077)
PLAYERS
Mercury House, Calleva Park, Aldermaston, Berkshire RG7 4QW
(07356-77421)
PRECISION
33 Holst Close, Stanford-Le-Hope, Essex SS17 8RB
RAINBIRD
74 New Oxford Street, London WC1A 1PS (01-631-5373)
SMART EGG
8 Paston Place, Brighton BN2 1HA (0273-693622)
TOPOLOGIKA
PO Box 39, Stilton, Peterborough PE7 3RL (0733-244682)
TYNESOFT
Addison Industrial Estate, Blaydon-upon-Tyne, Tyne and Wear
NE21 4TE (091-414-4611)
U.S. GOLD
Units 2/3, Holford Way, Holford, Birmingham B6 7AX (021-356-3388)
VIRGIN GAMES
2-4 Vernon Yard, Portobello Road, London W11 2DX (01-727-8070)
ADVENTURE CODER
3 West Lane, Baildon, Nr Shipley, W. Yorks BD17 5HD
ADVENTURE PROBE
24 Maes y Cwm, Llandudno, Gwynedd LL30 1JE
OFFICIAL SECRETS
PO Box 847, Harlow, Essex CM21 9PH
SPELLBREAKER
19 Napier Place, South Parks, Glenrothes, Fife KY6 IDX
ADVENTURES ON THE SPECTRUM
Mike Gerrard