NNNNNNW Ep NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNONNNNNNNNNNNNNNNNNNNNNN6@` @! #@%`')+-/1 O5`79;=AC@EGIKOQ S@oWY[]_a ce`ikmoq s@u`wy{} @` @ ` / @ o @ @ o ǀ  @ o ׀ `@` @! #@%`')+-/1 O5`79;=AC@EGIKOQ S@oWY[]_a ce`ikmoq s@u`wy{} @` @ ` / @ o @ @ o ǀ  @ o ׀ `AGENT TXT lALTERNATTXT tAMAZONE TXT  BALLYHOOTXT BARDTALEDOC N_BLACKC TXT ٺ.}BLACKPOOTXT 3BLOCK TXT 8BORROW TXT :CHAMBER TXT < CIRCUS TXT ? CONMIRR TXT BCORRUPT TXT %FCOUNT TXT *M CRANSTONTXT 0PCREATURETXT 4U CRIMSON TXT =X? CRITICALTXT E\DELTAS TXT K` DESERCRATXT Od DUNGEON TXT dgRDUNMAST2DOC N|=DUNMASTRDOC NRENCHANTOTXT gESCAPE TXT lET TXT sFALCON TXT y LEES DIT rHGHOSTT TXT  GRUDS TXT HITCHHIKTXT HULK TXT  HYBRIS TXT INFIDEL TXT INSTITUTTXT KABULSPYTXT KING_IIITXT KNIGHT TXT ûK_QUEST4TXT 0GAME_OPL A188 mt AME_OPLBAK ####################################### # # # SOLVING # # # # S E C R E T A G E N T: # # # # *** MISSION ONE *** # # # # A NEABBS PRESENTATION # # # ####################################### THIS IS NOT THE FASTEST WAY TO SOLVE THIS ADVENTURE, BECAUSE I HAVE DECIDED TO INCLUDE SOME OF THE MORE INTERESTING THINGS THAT CAN BE FOUND IN SECRET AGENT: MISSION ONE. ALL ACTUAL COMMANDS ARE SURROUNDED BY BRACKETS: [ AND ]. YOU MAY WANT TO SAVE YOUR GAME AT PERIODIC INTERVALS, IN CASE YOU MAKE A MISTAKE. --------------------------------------- THE ADVENTURE STARTS IN AN AIRPLANE. [GET GUN, SHOOT DOOR, WAIT], AT THIS POINT YOU WILL HERE ANOTHER PLANE AND GUNSHOTS, [GO COCKPIT, OPEN CABINET, GET PARACHUTE, GO DOOR, LIFT LATCH, GO EXIT], AT THIS POINT YOU ARE IN MIDAIR, [PULL], YOU WILL LAND AND PASS OUT. YOU WILL NOW FIND YOURSELF IN A HOSPITAL. [GET FORK, SLEEP], WHEN YOU WAKE UP YOU WILL SEE A NURSE WITH A SYRINGE, [KILL NURSE], IF YOU DON'T THE NURSE WILL INJECT YOU WITH POISON, [STAND UP, GO LOBBY, GO EXIT], A NURSE WILL TAKE YOUR FORK. YOU ARE NOW OUTSIDE THE HOSPITAL. [READ BILLBOARD, N, OPEN DOOR, GO STORE, OPEN REGISTER, U, GET CARD, DROP CARD, GO CLOSET, CLOSE DOOR, WAIT], UNTIL YOU HEAR THE MEN LEAVE, [OPEN DOOR, GO DOOR, GET CARD, D, GO DOOR, W] YOU ARE NOW AT A BAR. [GO BAR, BUY DRINK, GIVE DRINK], BUY DRINK AND GIVE DRINK TILL THE DRUNK SAYS THANKS (PROBABLY 4 TIMES), [GO DOOR, N] YOU ARE NOW AT A CLOTHING STORE. [GO STORE, WAIT], UNTIL THE MAN GOES IN BACK TO ANSWER THE PHONE, [BREAK CABINET, GET TIE, GO DOOR, S, E, S, S] YOU ARE NOW BACK AT THE HOSPITAL. [GET PHONE, INSERT DOLLAR, 247-6658], THE PHONE NUMBER OF THE COMPANY THAT MAKES THIS GAME, [GO EXIT, N, N, N, W] YOU ARE NOW AT A RESTUARANT. [GO RESTAURANT, WAIT], AGENT 747 WILL GIVE YOU A MAGNETIC RING, [WAIT], 2 CARS WILL PULL UP, AND BEGIN TO MACHINE GUN THE WINDOW, WHEN PROMPTED TYPE [DUCK] AS FAST AS YOU CAN, [GO DOOR E, WAIT], UNTIL THE BUS ARRIVES, [GO BUS, GET HAIRPIN, WAIT], UNTIL THE BUS COMES AGAIN, [GO BUS, S, E] YOU ARE NOW IN AN ALLEY. [CLIMB LADDER, BREAK WINDOW, GO WINDOW, GET RECORDER, MOVE PICTURE, OPEN SAFE, GET TAPE, GO WINDOW, D, W, N, WAIT], UNTIL THE BUS ARRIVES, [GO BUS, W] YOU ARE NOW IN FRONT OF THE HILTON. [N, TALK RECEPTIONIST, JOSE CALDERA, GO ELEVATOR, OPEN DOOR, GO SUITE], A BELLBOY WILL DELIVER A BOMB IN A PACKAGE, [GET PACKAGE, GO BALCONY, THROW PACKAGE, GO SUITE, ANSWER PHONE], WRITE DOWN THE WORD YOU ARE GIVEN, [PLUG RECORDER, INSERT TAPE, PUSH PLAY, YOU MAY WANT TO WRITE DOWN WHAT IS PLAYED, BUT YOU DON'T HAVE TO, [GO DOOR, PUSH BUTTON, GO DOOR, E, N] YOU ARE NOW AT THE ENTRANCE TO THE DOCKS. [N], NOW TYPE THE WORD YOU WROTE DOWN BEFORE (IT'S EITHER SHARK, CROW, OR TIGER), [E, OPEN CRATE, GET STATUE, GO CRATE], AT WHICH POINT YOU WILL BE LOADED ONTO THE BOAT, AND WHEN YOU WAKE UP... YOU ARE NOW ON MR. MELTON'S (THE EVIL SCIENTIST) ISLAND. [GET ROPE, OPEN DOOR, GIVE FOOD, GO DOOR, CLOSE DOOR, N, WAIT], UNTIL AN ARROW STRIKES THE TREE, [GET NOTE, N, READ SIGN, W, TIE ROPE, CLIMB ROPE, PUSH BRICK], 4 TIMES, [GO HOLE, GET BRICK, SAVE GAME, GO DOOR] YOU ARE NOW IN THE MAZE, HERE ARE THE DIRECTIONS TO GET THROUGH IT: (R STANDS FOR ->, AND L STANDS FOR <-) [A,R,L,A,R,L,R,L,L,A,R,L,R,L,R,A,R,R,L, R,L,R,L,A,L,L,R,A,R,R,L,R,L,L,R,A] YOU ARE NOW INSIDE MR. MELTON'S MANSION. [CLIMB LADDER, WAIT], UNTIL YOU HEAR SOMEONE STANDING IN FRONT OF THE DOOR, PROBABLY ONLY ONCE, [OPEN DOOR, THROW BRICK, GT UNIFORM, GO DOOR, U, READ SIGN, INSERT CARD, GO DOOR] YOU ARE NOW ON THE SECOND LEVEL. [CHEW GUM, PUSH BUTTON, GO ELEVATOR, PLUG HOLE] YOU ARE NOW ON THE THIRD LEVEL. [GO CORRIDOR, GET PLANK, GO HALL, U] YOU ARE NOW ON THE TOP LEVEL. [DROP PLANK, GO DOOR, 1, 2, 3], AT WHICH POINT YOU WILL SEE A GUARD IN THE DOORWAY, [3, 3, GO DOOR, D] YOU ARE NOW ON THE SECOND LEVEL, TYPE [WAIT] UNTIL MR. MELTON CAPTURES YOU. YOU ARE NOW IN A CELL. [LOOK WINDOW, PUSH GEM, UNLOCK DOOR, OPEN DOOR, GO DOOR, GO HALL], AT WHICH POINT YOU WILL BE CAPTURED AGAIN, IF YOU AREN'T CAPTURED IMMEDIATELY, TYPE [WAIT] UNTIL YOU ARE. YOU ARE NOW SURROUNDED BY WATER. [DIVE, UNLOCK GRATE, GO PLATFORM, DIVE, OPEN GRATE, GO PLATFORM, DIVE, GO GRATE] YOU ARE NOW ON THE SECOND LEVEL. [GO CORRIDOR, INSERT CARD, GO DOOR, READ BOOK, GO TABLE, GO DUCT, GET EXTINGUISHER, U, SHOOT GUARD, GET FILM, D, INSERT CARD, GO DOOR, INSERT FILM, LOOK MICROSCOPE], AT THIS POINT YOU CAN USE THE INFORMATION YOU GOT FROM THE TAPE, TO DECODE THE WORD, BUT YOU DON'T HAVE TO, [GET MIRROR, GET FILM, GO DOOR, GO DUCT, GET DOWN, GO DOOR, GO HALL, PUSH BUTTON, GO ELEVATOR] YOU ARE NOW ON THE THIRD LEVEL. [GO CORRIDOR, INSERT CARD, GO DOOR, DROP EXTINGUISHER, GO TREADMILL, GO DOOR, GO HALL, PUSH BUTTON, GO ELEVATOR] YOU ARE NOW ON THE SECOND LEVEL. [GO CORRIDOR, GO DOOR, GO TABLE, GO DUCT, U, INSERT CARD, GO DOOR, GET BOOK, USE MIRROR] YOUR REAL CLOSE NOW. [GO DOOR, LOOK COMPUTER, INSERT CARD, 2], NOW TYPE THE COLOR YOU DECODED FROM THE FILM (IT'S EITHER ORANGE OR VIOLET) IF THE FIRST COLOR YOU TRY DOESN'T WORK THEN START AT 'INSERT CARD' AGAIN, [TURN DIAL] YOU BETTER HURRY. [GO DOOR, D, GO LIBRARY, GO DOOR, D, GO DOOR, REPLACE MIRROR, GO BOOTH, PULL LEVER], AT WHICH POINT YOU WILL BE TRANSPORTED TO THE SURFACE, A HELICOPTER WILL LAND, AND THEN [GO HELICOPTER] HOORAY!!! HOORAY!!! YOU HAVE NOW SOLVED SECRET AGENT: MISSION ONE. (EVEN THOUGH YOU CHEATED BY USING THIS SOLUTION) STER BBS: 01880-40035Alternate Reality, The City. Early 1986 the American company Datasoft launched the first part in a series of computer Role-Playing-Games called Alternate Reality, The City. The concept of this game was invented by the Hawaiian based programmer Philip Price who programmed it on his Atari 800 home-computer. As I had myself an Atari XL computer which is totally compatible (take a leaf out of that, Mister Blue!) I soon became hooked to this game. Philip had pushed the Atari to its utter limits which in practice meant a total of 128 colours at the same time on the screen and excellent four voice music by buddy programmer Gary Gilbertson. As far as the 8-bit home-computers is concerned the Atari 8-bit version is the best of them all. Now to the game itself. At the start of the game you're told that a bunch of aliens have kidnapped you and have left you in the City of Xebec's Demise to rot and probably to die. Now, since you're a human being from the planet Earth you're not going along with this scheme. In fact, you're planning to take revenge on these blasted aliens and return to Terra Firma as soon as possible. The aliens left you very little apart from the breechcloth you're wearing and a few copper pieces. Now, the most important thing to do in order to survive is buying a weapon which means we must find a smith. If you walk a little to the west you hear the sound of a blacksmith merrily hammering away on a newly forged blade. This smithy makes the finest weapons and armour, hence the name of the forge "The Best Armorers" but he charges some pretty stiff prices as well. If you walk to the north and try the walls on your righthand side you will find there's a secret passage after the second cubicle. Ah, there are plenty more of these to find! You are now standing on the most famous walkway in Alternate Reality, The Royal Walkway. Keep following the wall at your righthand side and you will bump into another smithy, the Knights Armorers. These guys charge more reasonable prices and after some haggling you have either purchased a fine dagger or a sharp stiletto. I found that when I was able to purchase a more deadly weapon than either of the above mentioned I immediately received unwelcome attention of some real heavy baddies to finish me off. The morale of the game is apparently very high, if you don't start the humble way you won't start at all seems to be the motto. After you've purchased the dagger get the h.ll out of this area, because it's infested with baddies that are a little bit to much for you right now. The first couple of days should be spent hanging around the Floating Gate talking to the good people of the City and fighting some minor baddies which hopefully will build up your character. You can find out who are good or bad, apart from getting your head chopped off, by listening to the tunes that accompanies the appearance of the characters. There are three distinctive tunes for good, neutral and bad. After you've collected a couple of levels, I recommend at least level 3, it's time to investigate the other areas of the City. In doing so it's likely that you'll come across the Guilds. The first time you enter a Guild one of your Character Stats will be raised by a couple of points. A Guild will remove a Curse on your weapon thus enabling you to drop it. They charge a pretty steep price though for this little service! If you find a weapon after a battle, always pick it up as Secondary weapon. This will leave your Primary weapon unaffected and will only marginally reduce your chances of surviving your next fight. If you have a Primary weapon which is cursed it's time to perform some real fancy athletics as you try to reach the nearest Guild before a baddie bumps into you. Another item which you can find after a fight are potions. On the Atari 8-bit version there's only one good way to use these, save the game and try them out until you'll have a good potion. Preferably a Character enhancing one. On the other versions you can examine it a Midnight without fear of evaporation of the potion. A handy thing to have is a Compass which can be bought in most shops. To pay for these services you have to make a couple of bucks by finding money after a fight or selling the gems and jewels you find after a fight but take note which bank offers the most for your jewellery. There are three banks, one is extremely well hidden in the northwest corner of the City. To avoid attracting Thieves it is wise to invest your money, spread it over all banks and over all accounts. Don't take notice of Low or High risk accounts, they crash all the same after some time. Spread it, is my advice, so you won't loose out to much when one account is closed. After wandering about the place for a long time you eventually grow tired and it's time to find an Inn to spend the rest of the night sleeping in what will be hopefully a comfortable bed with a bath. Inns are well scattered across the City as are Tavernes which are places were you can eat and drink and listen to the latest songs which have some hints in them. While you're in a Taverne it pays to give a round for the house as the area around the Taverne will become safer as you make friends by buying them a drink. Take care not to drink too much as you'll become drunk with a chance of a blackout! In the Tavernes you can stock up on Food Packets and Water Flasks which will form the Iron Rations when you explore the parts of town with few Tavernes. If you manage to get yourself hurt, diseased or diluted during a fight visit one of the healers. There are two of these good Samaritans who will cure or heal you for a fee. The Alpha Omega Healers are located in the area a little to the south and east of the Western Gate, the One Way Soothsayers have their domicile in the area below the arena and are a harder to find. They have an alternating duty roster therefore make it your primary task to find out the exact location of the Healers. Avoiding unnecessary searching when you're wounded. I leave it to you to explore the rest of the City and find out for yourself what's life like in the City of Xebec's Demise. A final note, remember I played The City on an Atari 8-bit computer, there may be differences between this version and those of other computers. Happy Bytes, Theo Okhuijsen The Hague, The Netherlands The Lamp BBS, Europe's most complete Adventure BBS Call Holland (+31-1717-3263) and find out for yourself. and STER BBS: 01880-40035 THE SOLUTION TO AMAZON - LEVEL I by Math Claessens The first thing we are going to do is to make a save-disk: Load the game and when you can give the first command then: CREATE A SAVE DISK. NOW WE START WITH THE SOLUTION: WAIT-1-2-3-GO OFFICE-MJC-YES-NO-YES-NOVICE-GO AIRPORT-OPEN LETTER-FLY MIAMI-GO TO THE INSTITUTE-NO-ENTER INSTITUTE- SHOW LETTER-ENTER INSTITUTE-MJC-YES-EAST-ENTER OFFICE- TAKE DRAPE-MJC-OPEN CAGE-OPEN REFRIGERATOR-GET FRUIT- GIVE FRUIT TO PACO-YES-YES-YES-YES-SAY PACO-GET MEDICINE- OPEN CUPBOARD-LOOK CUPBOARD-GET FOOD-LOOK SHELF-GERT GUN- LEAVE ROOM-BUY PACO-NO-NO-NO-(SAY NO UP TO 5000)-GO AIRPORT- BUY TWO TICKETS-GO TO THE COURTESY BOOTH-YES-GET BACKBACK- GO PLANE-SIT UP-NORTH-WEST-SAY PACO-WAIT-TURN ON COMPUTER- 969-(FROM HERE YOU CAN GO TWO DIFFERENT WAYS,WE GO THE LONGEST WAY SO WE SEE MORE PICTURES.LETS GO:)-WEST-NORTH-NORTH-NORTH- WEST-SMILE-GIVE CIGARETTES-YES-NORTH-NORTH-NORTH-NORTH-WAIT- WAIT-SHOW GOLD-YES-SHOW GOLD-SAY PACO-GET BACKPACK-WEST-WEAR GOGGLES-NORTH-REMOVE GOGGLES-TURN ON COMPUTER-072-YES-"NORTH- NORTH-NORTH-WEST"-NORTH-NORTH-WEAR PARKA-NORTH-NORTH-TURN ON COMPUTER-072-"NORTH-NORTH-EAST-NORTH-EAST"-NORTH-NORTH-ENTER LAVA TUBE-FEED PACO-TURN ON COMPUTER-969-SLEEP-NORTH-NORTH-NORTH- NORTH-EAST-EAST-EAST-EAST-OPEN CARTON-GET RIFLE-GET OAR-GET PARACHUTE-NORTH-WEAR GOGGLES-WAIT-WEST-WEST-SOUTH-GET PADDLE- NORTH-LOOK BOAT-INSERT PARACHUTE IN HOLE-TRANQUILIZE PACO- CLIMB BOAT-CROSS RIVER-USE PADDLE-SLEEP-TURN ON COMPUTER- 969-RETURN-TURN ON COMPUTER-969-"EAST-EAST-EAST-EAST"- EAST-EAST-SHOW GUN-EAST-EAST-SOUTH-SOUTH-SOUTH-WEST-TURN ON COMPUTER-969-SOUTH-WEAR GOGGLES-TURN ON LASER-SLEEP-NORTH- NORTH-NORTH-NORTH-EAST-NORTH-PUSH WALL-PULL LEVER-GO DOWN- WEST-UP-WEST-NORTH-GET KEY-SOUTH-EAST-NORTH-UNLOCK DOOR- GET PAPER-LOOK PAPER-TURN ON COMPUTER-969-WEST-OPEN 132- SOUTH-SOUTH-SOUTH-SOUTH-UP-WEST-ENTER CHOPPER!!!!!THE END!!!!! THIS WAS THE SOLUTION FROM LEVEL ONE. LEVEL TWO AND TREE ARE FOLLOWING... GREETINGS FROM:MATH CLAESSENS WAGENAARSTRAAT 58 6164 XM GELEEN 04494-52532 CALL ME FOR SOLUTIONS AND HELPLINES!!! The Lamp fido 508/21 01717-3263 22.30 -07.00 300 en 1200 bd full Specialiteit >> ADVENTURES <<<< EN from STER bbs: 01880-40035 SOLUTION TO BALLYHOO by Math Claessens START:S-LIFT THUMB-S-GET POLE-N-N-N-CLIMB UP-E-E-E-E-E-E-GET BALLOON-W-W-W-W-W-W-DOWN-DOWN-GET POLE-S-S-W-GET MASK-S-W-HIDE- WAIT-WAIT-E-N-E-N-NE-SEARCH GARBAGE-GET TICKET-PRESS BLUE DOT-SW- S-PUT TICKET IN SLOT-E-S-SE-LOOK INSIDE CAGE-GET KEY WITH POLE- UNLOCK CAGE-OPEN CAGE-ENTER CAGE-GET THE HEADPHONES AND THE BUCKET-S-NW-N-W-W-S-UNTIE BALLOON-BREATH HELIUM-SPEAK TO HARRY-S UNLOCK COMPARTMENT-OPEN IT-GET WHIP-W-WEAR MASK-KNOCK ON THE DOOR-GO IN-CLOSE DOOR-LOOK IN THE ASH-GET NEWSPRINT-WAIT-LIFT WALL-CRAWL UNDER IT-GET TRAP-WAIT-(SOMETIMES 4X)-FEEL THE ROLE- UNSET THE TRAP-PUT THE CHEESE IN TRAP-REMOVE THE MEAT-DROP TRAP- E-W-E-W-GET MOUSE WITH BUCKET-E-N-E-PUT TICKET IN SLOT-E-S-GET MOUSE FROM BUCKET-GIVE MOUSE TO HANNIBAL(2X)-LOOK-N-E-E-N-SE-GET STOOL-NW-S-W-W-W-N-N-UNLOCK LION CAGE-OPEN CAGE-ENTER CAGE-WHIP THE SMOOTH LION (3X)-OPEN GRATE-PUT THE MEAT INTO PASSAGE-GO OUT- GO IN-CLOSE GRATE-LOOK UNDER THE STAND-OUT-S-S-W-S-GIVE CASE TO HARRY-N-E-PUT TICKET IN SLOT-E-E-S-SHOW CASE TO ANDREW-GIVE CASE TO JENNIFER-UP-GET ALL-LOOK INSIDE POCKET-GET VEIL-UP-N-N-GIVE TICKET TO RIMSHAW-RIMSHAW,HYPNOTICE ME-STAND-E-UP-E-PASS MONEY THROUGH CROWD-DOWN-E-UP-E-DOWN-S-GET INTO LONG LINE-WAIT(UNTIL YOU SEE A SHORT LINE)-GO IN SHORT LINE-WAIT (3X)-GO OUT SHORT LINE-GO IN LONG LINE-GO OUT LONG LINE-(DO THIS SO LONG UNTIL YOU HEAR A VOICE,IN SHORT,OUT SHORT,IN LONG,OUT LONG,IN SHORT)-YES- NOW GO AGAIN IN THE LINES AND OUT THE LINES UNTIL YOU CAN BUY BANANAS-REMOVE CHOCOLATE-DROP BANANAS-N-HELLO HAWKER-(NOW WALK AROUND UNTIL YOU ARE BACK TO RIMSHAW)-STAND-S-W-CRAWL UNDER TENT- SEARCH GARBAGE-DROP WHIP-DROP POLE-GET GRANOLA-CRAWL BACK-S-S-SW- N-PUT TICKET IN SLOT-E-E-E-N-SE-SHOW GRANOLA-HELLO TINA-GET HAND- KISS TINA-NW-GET RADIO-OUT-W-W-S-SE-DROP ALL-GET RADIO AND HEADPHONES-CLIMB ON CAGE-CLIMB LADDER-TURN DIAL TO 1170-REWIND TAPE-RECORD THE MUSIC-WAIT (UNTIL THE TAPE IS FINISHED)-REWIND TAPE-DOWN-DOWN-LOOK-GET ALL-NW-UNLOCK CAGE-OPEN CAGE-ENTER CAGE- PLAY TAPE-WAIT-LOOK UNDER STRAW-OPEN TRAP_DOOR-GET RIBBON-OUT-SE- SLIDE TICKET UNDER FRONT-GO IN-GET TICKET-BET $1-(NOW PLAY UNTIL YOU WIN)NOW:OPEN PANEL-OUT-NW-SW-WAIT-NE-SE-SLIDE TICKET UNDER FRONT-GO IN-LOOK UNDER TABLE-GET CASE-WAIT-OUT-DROP ALL-CLIMB UP- CLIMB LADDER-GO HOLE-WAIT(2X)-GRAB SHAFT-PULL SHAFT-DOWN-DOWN-GET ALL-NW-SW-DROP ALL-CLIMB LADDER-OPEN PANEL-KNOCK ON DOOR-GO IN- LOCK DOOR-GET SPREADSHEET-MOVE DESK-UP-DOWN-GET ALL-N-FILL BUCKET WITH WATER-S-NE-N-POUR WATER OVER DETECTIVE-ASK DETECTIVE ABOUT BILLY-DROP STOOL AND RADIO-GET NOTE AND CARD-READ SPREADSHEET-S- SW-N-W-S-ASK HARRY ABOUT EDDIE-W-S-E-HELLO EDDIE-GIVE CARD AND NOTE TO EDDIE-GIVE SPREADSHEET TO EDDIE-GIVE NEWSPRINT AND THE RIBBON TO EDDIE-WEAR DRESS_SUIT-WEAR SHAWL_JACKET-WEAR VEIL-WEAR RIBBON-KNOCK ON DOOR-GO IN-CLOSE DOOR-GET CROWBAR-GET HEAD-OPEN DOOR-OUT-W-OPEN DOOR-GO IN-GET THUMB-OUT-E-GO IN-PUT THUMB IN HOLE-WAIT-GET CHELSEA-OUT-N-E-NE-SW-N-N-N-CLAP HANDS- ROUSTABOUT,GET NET- WAIT-S-S-S-NE-N-DROP ALL-GET RADIO-S-SW-N-N- N-ENTER CAGE-GET STAND-OUT-DROP STAND-STAND ON IT-CLIMB UP-UP- TURN RADIO ON-REMOVE SHAWL_JACKET-REMOVE DRESS_SUIT-REMOVE RIBBON-REMOVE VEIL-DROP SHAWL_JACKET AND DRESS_SUIT-DROP VEIL AND RIBBON-E-W-W-W-W-DOWN-DOWN-(IF YOU DROPPED THE RADIO THEN PICK IT UP HERE)-S-S-S-PHONE STATION-OUT-N-N-N-STAND ON STAND-UP-NOW GO EAST UNTIL THE GIRL IS FALLING DOWN-WAIT UNTIL YOU FALL DOWN!!! THE END!!! If you have problems solving any adventures (also difficult ones, which makes it more of a challenge to me), please write to me or call me; my address is located on the next page. Math Claessens Wagenaarstraat 58 6164 XM Geleen The Netherlands Tel. 04494-52532 STER BBS: 01880-40035 06601030305800 1 2# F0110030 9[...................................................]001 TheBard'sTale Alsgrootfanvanroleplayinggames(UltimaI-IV,PhantasieI- III)hadikalvaakjaloerszittenkijkennaarAppelaars, CommodorianenenAmigators,diehetinmijnogenfraaistespelop ditgebiedkondenspelen,nl.theBard'sTale,eenspel,datzo ophetoogevenmakkelijkspeelbaarwasalsPhantasie,maarnog veelgroterwasenbovendienooknogeenszeerfraaiegraphics had,zelfsopeenApple.Toenmijdanookhetberichtbereikte, datElectronicArts,ondankshunvaakuitgesprokenvoorkeurvoor anderedanAtari-computersendanmetnameAmiga's,tochmaar voorhetgroteaantalverkochteST'sdoordeknieenwasgegaanen eenversievooronstroetelkindhaduitgebracht,hebik onmiddellijkinEngelandeenpaarexemplarenbesteldbijde specialistophetgebiedvanditsoortspellen,StrategicPlus. Watwasheteenkwellingtehoren,datikbeternogtweewekenop deEuropeseversiekonwachten,diezo'nveertigguldengoedkoper was.Maarlanggewachtentochgekregen:opeenmooie octobermorgenroldehetpakjeindebus.Nouenvantoenafheeft niemandmeerietsvanmegehoordofgezien,ikhebwekenlang urenperdagalleenmaarBard'sTalegespeeld.Ikbenookbang, datikdezekeerweinigaandachthebgehadvooranderenieuwe softwareendeadventure-rubriekiserzowathelemaalbij ingeschoten.Ditisabsoluuthetfraaistewatikooitgespeeld hebenalsikeenjaargeledenPhantasieeen10hebgegeven,dan isditminstenseen11. Hetspelzitindebekendemaffecompact-dischoes(mijnenige kritiek).BijgeleverdwordeneenkaartvandestadSkaraBrae, waarhetheleverhaalzichafspeelt,eenachtergrondverhaalover eenvuigetovenaar,MangartheDark,diedestadinzijngreep heeftgenomenenmetzijntrawantendestadtoteenoordvan onheilheeftgemaakt,eenhandleidingeneenboekjewaarinde85! spells(toverspreuken)wordenbeschreven. Heteerstewatjemoetdoeniseeneigencharacterdiskmakenom daaropjevorderingenvastteleggen.Daarnagajeeenparty van6characterssamenstellen,waarmeejeopavontuurkuntgaan. Omeerstwatteoefenenkunjeeenparty,diealopdedisk staat,genaamdATeamgebruiken,maardiepartybiedtabsoluut nietdemogelijkheidomheelvertekomen,daarzijnde personagestemiddelmatigvoor.Hetisvanhetgrootstebelangje partyzeerzorgvuldigsamentestellen.Datdoejedoorinhet AdventurersGuild,waarelketochtbeginteneindigt,deoptie Createamemberaanteklikken.EerstmoetjedaneenRas(race) kiezenuitzevenopties,nl.Human,Elf,Dwarf,Hobbit,Half-Elf, Half-OrcenGnome.Jemerktalsnel,dathetrasveelinvloed heeftopdevolgendebelangrijkefactor,namelijkdekarakter- attributen,zegmaareigenschappen.Eendwergofeenhalf-orcis sterkmaardom,hobbitszijnhandig,gnoomsenelvenzijnheel intelligent.Daarmoetjegebruikvanmakenomeenbijdatras passendeclasstekiezen,waarbijjedekeuzehebtuitvechters bazen(warriors,paladins,monks,ofhunters),eenbard,eendief (rogue)entovenaars(magiciansofconjurers).Elkeklasseheeft daarbijnogweerzijneigenspecialiteiten.Dekeuzevande samenstellingvanjepartyiseenkwestievansmaakenikkan alleenmaarzeggen,waarikgoedeervaringenmeehebopgedaan. OmtebeginnenMOETinelkepartyeenbardvoorhandenzijn,het spelistenslottenaarhemgenoemdenzonderbardzijnbepaalde puzzelsonoplosbaar.Eenbardiseenredelijkevechter,maarkan metdiversemuziekinstrumentenooknogzeernuttigzijn.Welmoet eenbardgeregeldineeninn(kroeg)zijnkeelsmeren,anders wordthijschor.Eenbardiseenhumanofeenelfenvoorhem zijneigenlijkalleattributen,zowelkracht(strenght)als behendigheid(dexterity)alsluckenconditievanbelang,een soortallrounderdus. Vervolgenszouik,zekerinhetbeginvanhetspel,eenmonk nemenwantdiekunnenpractischzonderwapensendusheel goedkoop,heelsnelbijzondergoedevechtersworden,dieboven dienbijnanooitgeraaktwordenenaltijdheelsnelinactie komen.Kiesdaarvooreendwerg,mensofhalfelfenzorgvoor hogewaarden,inkracht,gelukenvooralbehendigheid.Alsderde kunjekiezenuitpaladin,warriorenhunter.Eenpaladinkan verderopinhetspelallerleibijzonderewapenshanterenenis bovendienbetrekkelijkongevoeligvoorspells,dusdatismijn keuzegeweest.EenwarriorishelemaaleensoortTheodeTank, hijkanpractischalleniet-magischewapenshanteren,zelfsiets alseendiamondshield,watookeenpaladintezwaaris.Een hunterheeftalsspecialiteit,dathij"criticalhits"kan uitdelen,waardoorelketegenstanderineenklapdoodis.Deze specialiteitwordtsteedsverderontwikkeld,naarmatehijgeoe fenderraakt.Vechterszijndwergenofhalforcsenhetkomt uiteraardvooralaanopkracht,behendigheidenconditie.Veel gelukisooknooitweg. Eenroguekunjewatmijbetreftmissen,alsvechterhebjeer nietsaan,hijverbergtzichsteeds(hideintheshadow)enzijn specialebegaafdheid,nl.hetopenenvanschatkistenzonder daarbijdoorallerleiviezevallentewordengetroffenkandoor elketovenaarwordenovergenomenmetde"TrapZap"spell.Wilje tochgraageendief,neemdaneenhobbitenletvooralop dexterity. Totslotmoetjenogeenpaar(tweeofnoglieverdrie)magic userskiezen.Elvenenmetnamegnoomszijndaarvoorgeschikten zijmoetenvooralintelligentzijn,gelukhebbenenliefstnog watbehendigheid.Ikraadaantweeconjurerseneenmagician. Mijnfavorietepartybestaatdusuiteenmonk,eenbardeneen paladinopdeeersterijvoorhetlijfaanlijfwerkenopde tweederijdrietovenaars.Eenredelijkalternatiefisdebardop detweederijtezettenenindeeersterijnogeenwarriorerbij tenemen.Neembeslistuitgebreiddetijdomeengoedcharacter temaken,zorgbijv.dateenfightervoorkracht18,behendigheid 14enluckminstens10heeft.Probeereenpaarkeeruitwatde hoogstewaardenzijn,diejemeteenbepaaldrasvoorelk attribuutkuntkrijgenenblijfnieuwecharactersmakenmet Reroll,totdatjeeentopindieklassekrijgt.Hier10minuten extrabestedenspaartlatereenhoopellende. Zo,noukunnenwedeeerstevoorzichtigestappenindestadgaan zetten,weslaanonzepartyopmet"saveparty"enkiezende optie"enterthecity".Webevindenonsnuopstraatvoorhet gildeenonzeeerstegangisnaardewapensmid,Garth'sEquipment Shoppe,heteerstealleenstaandegebouwaanonzerechterhandals weopMainStreetnaarhetnoordengaan.Elkcharacterkrijgtbij hetaanmakenzo'n150goudstukkenmeeendaarvankunje uitrustingsstukkenkopen.(Datistrouwensdeeerstemogelijkheid omdekluittebelazeren,jekunteenpaarextrakaraktersmaken, hungoudovernemenenzevervolgensweerwegdoen,ookhandigals jegeengeldmeerhebtomjeverwondingenbijeenHealertelaten genezen).Koopdebestewapens,diejekuntbetalenvoorje vechters,minstenseenhellebaard,eentowershieldenplate armour.Jezietdirectofeenbepaaldkaraktereenwapenkan hanteren.Bewegendoejetrouwensofmetdemuisof-veel handiger-metdecursortoetsen Alsjenaarjepartykijkt,ziejeachterdenameneenaantal dingenstaan,opdeeersteplaatsAC.DatstaatvoorArmourClass enhetisdebedoeling,diesteedsverderomlaagtekrijgen,van +10naar-10(ophetschermstaatdanLO).Elkuitrustingsstuk brengtjeACeenoftweeniveausomlaag.Vervolgensstaater Hits,d.w.z.hetaantalendezwaartevandeklappen,diejekunt oplopenvoorjedoodbent.DevolgendekolomCondgeeftaan hoeveelhitpointsjeopdatmomentnogoverhebtvanjemaximum, indevolgenderijziejehoeveelspellseenmagicuseropdat momenttotzijnbeschikkingheeftenindelaatstekolomstaatje class.Jekijktdusbijv.naarBeuk,AC4,Hits48,Cond31,SpPt 0,Wa.OfTophat,AC7,Hits43,Cond41,SpPt54,Co. Deeersteopgaveisnujekarakterswatexperience(ervaring)te latenopdoenendatkanalleendoortevechtenmetmonsters.Elke vijandheeteenmonster,ofhetnueentovenaar,eenhuurling (mercenary)ofeenwolfis.Jelooptdoordestad,kijkteensin allerleigebouwenenopeengegevenmomentkomjeeengroep monsterstegen.Alsdegroeperniettedreigenduitziet,kiesje deoptieFight,andersRunjeervandoor.Vechtinhetbeginmet Kobolds,Nomads,Spiders,OrcsofGnomes,eenpartyvan8Barbar ianskunjeechtnognietaan.Alsjewilvechtenkomjeineen nieuwmenu,hetCombatSystem.Jekuntelkefiguurlatenkiezen uiteenpaaropties,nl.Attack,Defend,CastSpellof(alleen vooreenBard)BardSong.Jevechtersopdeeersterijkunneneen monsterindeeersteoftweederijaanvallen,jemagicusersop detweederijkunnenvandaarafeenspellgebruiken,maarkunnen zelfookalleendoorspellswordengetroffen,nietdoorwapens. Voorelkgevechtwatjewintkrijgjeeenhoeveelheidexperience pluswatgoud.Alsjeeenbepaaldehoeveelheidexperiencehebt verzameld,kunjepromotiemakennaareenhogerlevel(niveau). Voorlevel2hebje2000experiencepointsnodig.Hebjedatbij elkaardangajenaareensoortexamencommisie,de"Review Board"endiegeeftjedaneenhogerlevel,waarmeejeHitPoints eneventueeljeSpellPointswordenverhoogd.Decommissievindje doorvanMainnoordtegaan,danWestopBlacksmithenZuidop Trumpet.Hetisvanvitaalbelangsnelmetdekaartdewegdoor destadteleren. EenvandegemenighedenvantheBard'sTaleisdathetheel moeilijkisomhettweedeleveltebereiken.Zolangjenog level1bentloopjegeheidbijhetvechtenzoveelschadeop,dat jenaareenHealermoetomtewordenopgelapt.Maardatkostgeld endathebjedusaanwapensenzouitgegeven.Hierhelpentwee dingen:opdeeersteplaatsdealgenoemdetrucmethetgeldvan nieuwepartymembers.EnalsjeopMainnaarhetzuidengaat, evenoostenweerzuidopRakhir(alsjeopderechtermuisknop druktkrijgjeeenextramenu,metdaarino.a.deoptie"Where", diejeverteltwaarjebent)ziejeeenstenenbeeldstaan.Als jedataanvalt,ziejeeensamuraienalseenvanjevechterseen hogedexterityheeft,danmoethetlukkendieaftemakenvoor hijjoueendreunvanzo'n35hitpointsverkoopt.Datlevert175 experiencepointsop,gasnelterugnaarhetgilde,kiesdeoptie "LeaveGame"endanwordtdieervaringgesaved.Mochtjetocheen dreunhebbengekregen,danzitvlaktennoordenvandesamurai aandewestkantvandeweg,ineenheelgewoonhuiseenTemple, devasteverblijfplaatsvanHealers,inditgevaldeThief's Guild.Bootopnieuwenalsjedietruceenaantalkerenuithaalt, hebjegenoegervaringomlevel2teworden.Dangaanzowelje hitsalsjespellsomhoogenwordthetleveneenstukeenvoudi ger.Dankunjemeteenwatgerusterhartdestadeensgaan verkennen. Kijkinallerleigebouwen,vinddedoordehelestadverspreide inns,zoekRoscoe'sEmporium,waarjejemagicpointskunt aanvullen(datkanookdooralleenmaarrondtelopen,maardat duurtdanwelzovreselijklang,datjewaarschijnlijkalweer involgendegevechtenverzeildbentgeraakt)enverzamelsteeds weerexperience,goudenzoafentoewatuitrustingsstukkenals toortsen,lampen,ofwapens.Overtolligewapenskunjevoorde halveaankoopprijsindewapenhandelweerverkopen.Probeeruit watdediversespellsdoen,diejetovenaarsbeheersenengroei zolangzamerhandnaarsteedshogerelevels.Spellscastendoeje ofweldoormetderechtermuisknophetextramenutekiezen,daar deoptiespellsaanteklikken,despellcasteraantegevenen tenslottedegewenstespelltekiezen.Makkelijkergaathet volgensmijmethettoetsenbord,C(cast)typen,vervolgenshet nummerindeopstellingvandespellcasterentenslotteeen simplistischeafkortingvandenaamvandespell,bijv.MAFLvoor MakeFlameofDRBRvoorDragonbreath.Denamenvanveelgebruikte spellskenjezouitjehoofd,deanderekunjealtijdnogmetde muisdoen.Elkespellkosteenpaarspellpoints,diejedusweer bijkuntkopen.Voorelketweelevelskaneenmagicuser bovendientegenbetalingindeReviewBoardnieuwespellsleren. VerderkrijgjeopeenbepaaldmomentdekeuzeomvanMagicClass teveranderen.DOEDATNIET!MagicUserskunneninelkvande vierklassen(behalvedealbekendeconjurersenmagicianszijn ervoorhogerelevelsooknogsorcerersenwizards)7spellni veausleren.Alszehethoogsteniveauinhunklassehebben behaald,moetjepasvanclassveranderen.Hetisnl.de bedoelingomuiteindelijkArchmage(Aartsmagier)teworden, d.w.z.datjeinallevierdeklassenalle7spellniveaushebt geleerd.Maarhetgemeneis,datjenooitterugkuntnaareen klasse,diejeeerderhebtgehad,dusalsjeoplevel3van magicianwizardwordt,kanjenooitmeerArchmageworden.Dat staatnietmetzoveelwoordenindehandleiding,dusikhebtot mijndiepeverdrietopeengegevenmomentalmijntovenaars,met aloverde150hitpointsennogmeerspellpointsmoetenafdanken. Da'sbale,nieuwehalen,da'spech,magierwegommetmijnzoons tespreken.Da'srot,magierkapotenz.,enz. Alsjezooplevel6a7bentaangeland,wordthettijdomaan hetspannenderwerktebeginnen,hetonderzoekenvandezgn. dungeons(kerkers),eenonmisbaaronderdeelvanelkfantasyrole playinggame.DeeerstedungeonheetSewers(riool)enzitonder dewijnkeldervandeinnopRahkir.Probeerzelfmaaruithoeje daarinkomt.Lichtkunjemakenmeteentoorts,eenlampofmet bepaaldespellsalsMAFL(MakeFlame),ofwatlangerwerkende spreukenalsLesserenGreaterRevelation.Laterinhetspelkan hetookmeteengevondenvoorwerpalseenLightwand.Zowathet allervoornaamsteonderdeelvaneenRolePlayingGame(RPG)ishet inkaartbrengenofMappenvandedungeons.Dungeonszijn namelijkwaremierenhopenvanmonsters,schatten,apartewapens envoorwerpen,aanwijzingen,vallen(traps)ennogveelmeer productenvaneensadistischegeestesgesteldheid.Enalsjeniet sneldewegleertdooreendungeon,blijfjeindedezelfde vallentrappen,tegendezelfdemonstersaanlopen,enalshetware doordemonsterswaden,zonderhetuiteindelijkedoelnaderte brengen.ElkedungeonindeBard'sTaleiseenveldvan22*22 vakken,genummerdvan0-21,zodatelkvakmettweecoordinaten kanwordenaangegeven,bijv.14,13ishetvak,dat14Noorden 13Oostvandeingangop0,0ligt.Zowordtookdespell "DescribeSite"(beschrijfplaats)beantwoord,alsjeverdwaald mochtzijn."Where?"werktnietindungeons.Tekenvoorjezelf opruitjespapierin,waardegangenlopen,waardeurenzitten,of heteenoftweerichtingsdeurenzijnennoemmaarop.Schrijfook zorgvuldigalletekstenop,diejetegenkomt.Bijhetmappenis deMagicCompassspellhandig,zonietonmisbaar.Omgeheime deurentevindenhebjeeenRevelationspellnodigenookheel handigzijnSecondSightof,nogbeter,SorcererSight,waardoor jeallerleispecialedingenalsvallen,trappennaareenander niveauofinscriptiesvanverafkuntopmerken.Ikzelfloop altijddoordungeonsmetMagicCompass,SorcererSight,Greater Revelation,MysticalArmour.Verderhebjeomvallenteontwijken ofomnaarhogereniveau'soptestijgennogveelgemakvaneen Levitationspell.Verderopinhetspelkunjeookvoorwerpen vinden,zoalsAli'sMagicCarpet,diederolvanbepaaldespells kunnenovernemenengeenspellpointskosten. Nogeenbelangrijketip:jekuntjepartyvan6nogaanvullenmet eenzevendecharacter,datjeechternietzelfkuntsamenstellen, maarmetspellskuntoproepenofvangen.Datheefttwee voordelen:opdeeersteplaatsstaatdatfiguurvooropenvangt dusheelwatklappenop,dieandersopjepartyterechtzouden komen.Datwerktalmeteenlevel2sorcererspell,TargetDummy, dieeenverderinactieveillusieoproept,dieweldeaanvallen afleidt.Laterkunjeeenwolf,eenwarrior,eenogreofmijn favoriet,eenreddragonkrijgen,naarmatejespellevelstijgt. OokwizardskunnenmetSummonspellswezensalsdemonenoproepen ofmetSpellSpriteeenmonsterindepartyhalen.Zokrijgje bijv.eenCopperDragonaanjezijde. Sewersiseigenlijkmeereensoortoefendungeon,metviersteeds dieperliggendeniveausonderelkaar,eerstdewijnkelderendan nogdrielageneigenlijkesewers.Hetvoornaamstedoelisveel experienceengoudenuitrustingbevechten.Monsterskomennuin veelgroterevariatieenvooralgrotereaantallenvoor,jekomt nuparty'stegenvan8MadDogs,6Barbariansen5Magicians,om maareensietstenoemen.Laterkomjeinextremegevallen toestandenals396!Berserkerstegen,zo'ngevechtkanmakkelijk 10minutendurenenzalheelwathitpointsenmisschienweldoden kosten.Probeeringevechtenaltijdeerstdemagicusersvande vijanduitteschakelen,anderskrijgjevandienareendure verrassingenals"ConjurerWithersYou".JebentdanOLDen verliestheelwatvanjegevechtskrachtenhetkosthandenvol geldomeenOldofzelfsDeadcharacterteHealen.Laterkunnen jekaraktersookPossessed(Bezeten)ofNuts(Maf)raken,zodat zezichzelfstegenhunpartygenotenkunnenkeren.Daartegen helptdeoptiePartyAttack.Kunjemagicusersnietraken, doordatzeopdederdeofvierderijstaan,gazedanmetspells alsARCFIREofSTARFLAREtelijf.Enzijnerveelmagicusersof drakenbij,Rundanmaarliever.OokBlackWidowsof-nogerger- Spinnerszijnnaarlingen,zekunneneencharacterPoisonnen (vergiftigen).BijelkepartymonstershoorteenTreasureChest (schatkist),dienaopenengoudensomsooknoganderenuttige dingenbevat.Dedungeonszijnzoeenuitstekendegelegenheidom snelveelervaringengeldteverzamelenenbovendienzijn bepaaldebeterewapensalleenindedungeonstekrijgen. Ophetderdelevelvindjeeentrap,dietothelemaalaanhet oppervlakleidt,opditmomenteenhandigesnellewegnaar buiten,laterinhetspelderoutenaardevijfdedungeon, Mangar'sTower.Detrapeindigtnl.indevoorhofvandietoren, diejevanuitdestadnietkuntbereiken. ZorgdatjeindeSewersinelkgevaldenaamvande"MadGod"te wetenkomt,wantdatisdesleuteltotdetweededungeon,the templeoftheMadGodopdeGranPlaza.Dezekerker,meteveneens 3niveausisgenaamd"theCatacombs".Hierwordendemonsters weergevaarlijkerentalrijkerenkomjealparty'svan69 skeletonstegen.AlsjeBardaleenFireHornheeft,isdateen probaatmiddeltegenzo'nellende(useitem).Opniveautwee zitteneenpaarleukegrappenopvak0,0en0,21.Opniveau3 moetjeinelkgevaldealleenperteleportbereikbareKing Aildrekhet"EyeoftheMadGod"ontfutselen.Weeswelzoslim niethetzelfdetelatengebeurenalsmijdeeerstekeeroverkwam: almijncharactershaddenhunzakkenvoldusikkreegnietsen mochtnogeenkeerdehelewegteruglopen.Inhetalgemeenmoet jezekersteedsvoortweeadriedingenruimtevrijhouden, anderskunjedemooistezakenmislopen.Desnoodsdropjemaar eenoftweegoedkopeitems.AlsAildrekjeeenleveldraint,kun jedathealenalsjehetspelnognietgesavedhebt(bedankt Lucas). Dankunnenwenaardederde"dungeon",geenonderaardsekerker maareenburchtinhetNWvandestad,genaamdHarkyn'sCastleen bewaaktdoorstenenwachters(guardians)eneenGreyDragon. EnigebeschermingtegenhetbreathenvandedraakbiedtdeBard's song#6,Lucklaran.Hetistrouwensinhetalgemeenaanbevelens waardigvoorjeeendungeoningaatLucklarantespelen,datis daneenlangdurigegratis,beschermendespell.Ookdezeburcht bevatweerdrieniveau'svolverrassingenenvallen,maarzeker ookmeteenaantalvoordiversefightersalseenhunterofeen bardzeereffectiefwapens,nl.Kael'sAxeeneenbijalle fightersdeArmorClassmettweepuntenverlagenditem,eenElf's Cloak. Zoekdetroonop,eencharacter(Umagdriekeerradenwiedit inditspelis.Juist.)neemtplaatsopdietroonener verschijnteengeheimeopening.ZoektUmaaropuwgemakdedrie levelshelemaalafenUvindtweervanallesboeiends,waaronder tweeraadsels.Hetantwoordopheteersterijmt,eniseen verdedigingswapen,hettweedewezenisuitdehorrorfilm overbekend.Uvindtookeenspeciaalschild,Ybarrah'sshield, datUookkuntusen,scheeltweerspellpoints.Oplevel3vindtu diepartyvan4*99BerserkersindeLegion'sBarracks.Vlakbij ishetstatueoftheMadGodendatteleportjenaardedevierde dungeon,eentoreninhetNO,genaamdKylearan'sTower(naarde goedetovenaardieSkaraBraeregeerdetotMangardezaakkwam verzieken).VerlaatHarkyn'sCastleinelkgevalniettotje tenminstetweedingenhebt,nl.hetCrystalSword(oplevel1, vlakbijdeJabberwock)enhetSilverSquare(grapjevande zaak:jevindteenSilverSquare,SilverTriangleenSilver Circle.KijkmaareensnaarhetbeeldmerkvanElectronicArts). DeToweriseenabsolutegruwelomtemappen,zowatdehelftis Darknessenkandusalleenopdetastwordeninkaartgebracht, middenineenenormstukdarknessligtnogeenmagicmouth,die jeeenvraagstelt,diejegoedmoetbeantwoorden,andersloopt dewegdood,erzittenallerleirareteleportsinhetenelevel enplaatsen,diejealleenmaarperteleportkanbereiken.Veld 1,21ishelemaallollig,daarkomjenietmeervanwegendatis knapfrustrerendalsjeneteenFrostHorn,eenDiamondShielden nogwatsuperwapenshebtgevonden.Alsjehethelelevelhebt afgezochtbenjeeenCrystalGolemtegengekomen,hebjedeSilver TriangleendeOnyxKey,diejevanKylearankrijgt. MetdieKeykunjedelaatstedungeon,Mangar'sTowerbinnen,via detrapinSewersIIIendaarwachtenmenogvijfheerlijk smerigelevels,stofvoorzekernogeenmaandspelen. Ditlangdurigplezier,ikschat,datjezo'n80-100uurmethet spelbezigbentalsjealleszelfmoetuitzoeken,gekoppeldmet dewerkelijkzeerfraaiegraphics(ooknoggeanimeerd,ietsheel bijzondersinditgenre,vlammenineenhaardvuurbewegen, evenalsdeschaduwen,diehetvuuropdemurenwerpt,devingers vaneenbardbewegenoverdesnaren,eenMadDogtrektmetzijn bek,eenFredtiktmetzijnstokjeenz.)endeonvoorstelbare hoeveelhedenverschillendemonstersmakendeprijsvanzo'n80 guldenmeerdanverantwoord.Ditisechteenspel,datiedereen moetaansprekenendusookkopen. Bard'sTaleisaangekondigdalsdeeersteafleveringvaneen seriespellen,genaamdTalesoftheUnknown.Opanderecomputers isdeeltwee,DestinyKnightalverschenen,datnogweerveel groterschijnttezijneneennieuwelementtoevoegt,nl.vechten opafstandmetsperenenpijlenboog.Departykannuookbuiten destadkomenengrotegebiedenverkennen.Ikkanhaastniet wachtenenmijnenigeprobleemwordtchronischetijdnoodomal datspulooknogtespelen,ikhebnaasttheBard'sTaleooknog Wizard'sCrownenRingsofZilfinliggenenhetlangverwachte Dungeonmasterisnutochookdefinitiefvoorhalfdecember aangekondigd.Maareerstwilikditspelafmakenomditverhaal inhetvolgendenummerafteronden.Hopelijkkanikookdaarvoor alsikvastzitweereenberoepopLucasv.d.Bergdoen,dieme metzijnzeergedetailleerdeenoverzichtelijkemapsdiverse malenuitdebrandheeftgeholpen.Wantditbladmoettoch verschijnen,ondanksofdankzijditsoortschitterendesoftware. THE SOLUTION TO THE BLACK CAULDRON by Math and Peter Claessens START:GO TO THE DOOR AND PRESS F6/OPEN DOOR/ENTER THE DOOR AND GO TO THE CUPBOARD/PRESS F6/TAKE KNAPSACK/PRESS F6/TAKE APPLE/ PRESS F6/TAKE BREAD/PRESS F6/TAKE WATERBOTTLE/NOW GO TO THE FIRE AND PRESS F6/TAKE GRUELL/LEAVE THE ROOM AND GO EAST/GO TO THE SHED AND F6/OPEN SHED/F6/GET CORN/GO TO THE GATE AND F6/OPEN GATE/PRESS NOW THE TAB KEY AND GO TO GRUELL/PRESS F4 TO FEED THE PIG HEN WEN WITH THE GRUELL/NOW WALK WEST BACK TO THE HOUSE/ GO TO THE DOOR AND F6/OPEN THE DOOR AND ENTER/GO TO THE THE BOWL AND WAIT/NOW YOU GET A ROPE/LEAVE THE ROOM WITH THE PIG/OUTSIDE THE HOUSE YOU GO NORTH/THERE COMES A BIG BIRD AND GET YOU AND HEN WEN/YOU MUST RETURN TO THIS POINT AFTER YOU ARE FREE(2 X SOUTH)/ THEN GO WEST/GO TO THE TREE AND F6/GERT LUTE/ GO WEST/GO NORTH/GO NORTH/GO NORTH/F6/GET DAGGER/GO EAST/PRESS TAB KEY/GO TO WATERFLASK/F4 YOU FILL YOU FLASK WITH WATER/GO SOUTH/THERE IS A HOUSE IN THE BUSHES/SEARCH THE UNDERGROUND HOUSE/F6/OPEN DOOR/ENTER DOOR/GO TO THE CUPBOARD AND F6/OPEN CUPBOARD/F6/GET COOKIES/LEAVE THE HOUSE/GO SOUTH/GO WEST (MORVA MARSH)/GO NORTH/GO NORTH/GO NORTH/(EAGLE MOUNTAIN)/START AT THE RIGHT FROM THE SCREEN TO WALK TROUGH THE ROCKS/WHEN YOU ARE WALKED TROUGH THE ROCKS GO NORTH/GET THE ROPE AND PRESS KEY 7 AND THEN F2/NOW YOU CLIMB THE ROPE/IF YOU HAVE CLIMB THE ROPE YOU CAN CLIMB THE ROCKS/AFTER CLIMBING THE ROCK WALL YOU GO DOWN ON THE OTHER SIDE FROM THE MOUNTAIN/YOU SEE SOME CROCODILES/YOU MUST SWIM TO THE OTHERSIDE/WATCH OUT FOR THE CROCOS/IF YOU ARE ON THE OTHERSIDE YOU MUST GO TO THE WALL AND PRESS F6/CLIMB THE WALL/YOU SEE A WINDOW AND USE HERE THE DAGGER/ENTER WINDOW/GO EAST/GO EAST/GO EAST/WAIT UNTIL CREEPER SITS DOWN BY THE THRONE/NOW F6 DO/ YOU JUMP DOWN AND GO TO THE PIG/PRESS F6 AND WALK WITH THE PIG WEST/AGAIN WEST/GO UP/GO WEST/GO WEST/PRESS F6/THE PIG IS FREE NOW/WAIT FOR THE HENCHMEN/HE PUTS YOU IN PRISON/IN THE CELL THERE IS A TIN CUP/F6/GET CUP/GO DOOR/F4 USE TIN CUP/WAIT/ DOWN/GO NORTH/GO WEST/GO WEST/GO TO THE WALL/PRESS 4 X F6/ GO NORTH/F6/GET SWORD/(YOU CAN USE THE SWORD TO STOP THE HENCHMEN)/GO SOUTH/GO SOUTH/GO EAST/F6/UP/GO NORTH/F4/USE SWORD/F6/GET KEYS/PRESS TAB KEY AND F4/USE KEYS ON DOOR/ENTER DOOR/(CELL FLIRE FLAM)/F4 USE SWORD TO FREE FLIRE FLAM/LEAVE CELL/GO WEST/GO UP 1 X/GO EAST/F6/OPEN DOOR/F6/GET ALL/GO SOUTH/GO SOUTH/F4/USE SWORD FOR OPEN THE BRIDGE/LEAVE CASTLE/GO EAST/GO SOURTH/NOW GO BACK THE WAY THROUGH THE MOUNTAINS/DOWN THE ROPE AND WALK THOUGH THE ROCKS/NOW GO SOUTH/GO EAST(WALK TROUGH THE TREE)/HERE DID YOU FIND THE DAGGER/GO EAST/SWIM/GO EAST/SWIM/ GO EAST/BRIDGE/GO TO THE RIGHT SIDE OF THE BRIDGE AND PRESS F6/AGAIN F6 AND YOU GET A FOOD WALLET/GO SOUTH/WAIT HERE FOR GURGY AND GIVE GURGY THE APPLE/GO SOUTH/FALLING WATER/GO WEST/GO TO THE PIG FOOTPRINTS AND JUMP ON THE ROCKS TO THE BIG ONE/(F6)/DOWN/PRESS F6 AND F4/OFFER THE LUTE TO KINGEIDDILEG/NOW YOU GET A MIRROR AND THE FLYING DUST/F4/USE FLYING DUST TO GO UP/ (IN THE WATER)LEAVE THE WATER AND GO WEST/GO WEST/(SWAMP)F4 USE THE FLYING DUST/FLY TO THE LEFT FROM THE SCREEN,TO THE YELLOW GROUND/(HIDDEN AREA OF MORVA)/STOP FLYING AND PRESS F4/GO TO THE DOOR AND F6/OPEN DOOR/GO TO THE CHEST AND F6/OPEN CHEST/NOW WAIT FOR THE WITCHES/THEN F6/PRESS TAB KEY AND GET SWORD/PRESS F4 USE/OUTSIDE/PRESS F6/DON'T GO TO THE BLACK CAULDRON/WAIT FOR GWYTHAINT/HE MUST STEEL THE BLACK CAULDRON/THEN USE FLYING DUST/FLY EAST/FLY NORTH/STOP FLYING AND PRESS F4/GO NORTH/GO NORTH/GO WEST/(BASE EAGLE MOUNTAIN)/NOW GO BACK TO THE CASTLE/GO TO THE BRIDGE AND ENTER THE CASTLE/INSIDE THE CASTLE YOU GO NORTH/(WINE CELLAR)/GO NORTH/GO WEST/DOWN/GO EAST/GO TO THE GRATE/PRESS F8/PRESS F6/PRESS F6/NOW WAIT AND LOOK WHAT HAPPENS/DO NOTHING/THE GAME IS OVER FOR YOU/LET THE COMPUTER PLAY THE GAME FOR YOU NOW/DON'T GET THE BOOK AND THE GOLD ON THE END/WAIT UNTILL THE GAME IS OVER/ YOU CAN PRESS THE HELP KEY FOR TO SEE THE COMMANDS. THE END MATH CLAESSENS WAGENAARSTRAAT 58 6164 XM GELEEN 04494-52532 THE NETHERLAND CALL OR WRITE TO ME IF YOU HAVE TROUBLES WITH AN ADVENTURE. MAYBE I CAN HELP YOU?????? *************************************** * * * * * STER PRESENTS * * * * HOW TO SOLVE * * * * << THE BLADE OF BLACKPOOLE >> * * * * * *************************************** HERE GOES.... FROM WHERE YOU START THE GAME FOLLOW THESE DIRECTIONS: [ E, N, N, W ] YOU SHOULD BE IN THE WEAPONS SHOPPE! BUY ALL ITEMS [EXCEPT] THE KNIFE! IT IS USELESS! ALSO- IF YOU COME ACROSS AN ITEM IN YOUR TRAVELS THAT WE DON'T TELL YOU TO PICK UP, DON'T, IF YOU DO IT MAY RUIN THE ENTIRE SET UP!!! ANYWAY, BACK TO THE SHOPPE, AFTER YOU BUY ALL THAT YOU NEED GO "E"AST. TYPE "TALK BARTENDER" AFTER YOUR LITTLE CHAT FOLLOW THESE DIRECTIONS: [S, S, E] !QUICKSAND! --------- TYPE "SWIM E" THEN "SWIM N", GET THE POTION AND THEN GO "N"ORTH. (FROM NOW ON ANYTHING IN "QUOTES" IS A DIRECT COMMAND!!!) TYPE "GET BEES" (MUST HAVE THE HONEY YOU BOUGHT IN STORE!) THEN GO [ S, S ] AND "SWIM W" AND "SWIM W" AGAIN! GO [ W, W ] AND "GIVE BEES" TO THE HUGE PLANT!!! NOW FOLLOW THESE DIRECTIONS: [ N, N, E, E, N ] "DROP HONEY" THEN [ S, W, W, S, S, E, S ] AND YOU SHOULD NOW BE AT A BOAT. TYPE "POUR POTION BOAT" AND BOAT WILL SHRINK UP! NOW "GET BOAT" AND GO: [ N, W, N, N, E, E, N, W, N ] AND YOU WILL FALL INTO A PIT! THERE IS NO WAY TO AVOID THIS, SO YOU MUST DO IT! IT WON'T HURT YOU! NOW TYPE "THROW ROPE" AND THEN AFTER ROPE IS SECURED "U" FOR UP. AND THEN "GET ROPE" BECAUSE YOU THREW IT AND IT IS NO LONGER IN YOUR POSESSION! YOU WILL NEED IT LATER. NOW GO: [ N, E ] AND THEN "LIGHT LAMP" AND THEN [ W, S, S ], "GET AMULET", [S, E, S, W, W, S, S, E, E, N, E, N], "GIVE AMULET" (YOU SHOULD BE AT A TREE) AND THEN [ S, W, N ]. NOW, TYPE "DROP ROPE", AND THEN TYPE "BUY ALE", THEN "DROP MONEYBELT" (YOU WON'T NEED IT ANYMORE!) AND FINALLY, "GET ROPE". << INVENTORY CHECK >> TYPE "I": STAFF OLD LAMP SPELL BOOK ROPE MINATURE BOAT MUG OF ALE IF YOU ARE MISSING ONE OF THESE THEN YOU MAY WANT TO GO BACK AND CHECK TO SEE WHAT YOU DID OR DIDN'T PICK UP. HERE'S A BIGGE: NOW MOVE: [S, S, W, W, N, N, E, E, N, W, N, N, N,] AND TYPE "SING". (YOU SHOULD BE AT THE CLIFF AREA RIGHT BEFORE WHERE YOU LIT YOUR LAMP) A GIANT EAGLE WILL FLY DOWN AND PICK YOU UP. NOW TYPE "GO PAD". YOU WILL BE TRANS PORTED ACROSS THE RAVINE! NOW FOLLOW THESE DIRECTIONS: [ N, W ], "THROW ROPE", "D", "GET ROPE", [S, W] AND........ "DROP BOAT" (IN RIVER) NEXT TYPE "GO BOAT" AND "PADDLE N", "PADDLE N", YOU SEE A MONSTER! TYPE: "POUR ALE WATER" (AT SEA MONSTER), AND THEN KEEP "PADDLE N" UNTIL YOU HIT AN ISLAND! A STATUE OF A GRUD WILL BE STANDING THERE... TYPE "GIVE BOOK" AND IN TURN, YOU WILL RECIEVE A KEY! NO GO [S], "PADDLE S" (TWICE), AND THEN "PADDLE W", [W (BOULDER WILL DIS- APPEAR), W, W] AND "GET HELMET". NOW GO: [ E, S ], AND "UNLOCK DOOR", [S], "DROP KEY", [S, S, E], AND "GET LONGBOW", [E,E,E,S,S,S,W] AND "GET SCROLL", [W,N,E,E,E,E]. NOTE: THIS IS THE LABYRINTH AND IT IS DONE RANDOMLY. IF THE ABOVE WILL NOT PUT YOU BACK AT THE SIGN, MOVE AROUND SOME AND TRY GOING [E]AST ABOUT THREE TIMES. << INVENTORY CHECK >> TYPE "I": STAFF OLD LAMP LONGBOW SCROLL HELMET ROPE FROM SIGN GO: [N,N,E,E], "GO BOAT", AND "PADDLE N", "PADDLE N", "PADDLE W" AND THEN TYPE "D". YOU SHOULD BE IN A LAIR OF A LIZARD! DON'T MAKE A N,S,E,W MOVE OR YOU DIE! TYPE "READ SCROLL", YOU WILL SEE TWO SPELLS 'REGNILO' & 'MAHDEN'. TYPE: "SAY MAHDEN" AND AN ARROW WILL APPEAR. "GET ARROW", "SHOOT LIZARD". NOTE: DON'T EVER SAY 'REGNILO' AS IT WILL MAKE YOU LOSE ALL OF YOUR EQUIP. NEXT GO [S], "GET SWORD", [N,N], "PADDLE E", "PADDLE S", "PADDLE S", "PADDLE W", [W,W,S,S,W]. FINALY: "PUT SWORD ALTAR" "SAY MYRAGLYM" ZZZZZZZAAAAAAAAAAAAAAPPPPPPPP!!! YOU ARE TELEPORTED TO A FOREST! NOW GO: [S, S, E], BY NOW YOU WILL BE GETTIN HUNGRY AND WILL DIE IF YOU DON'T EAT! BUT YOU SHOULD SEE: A JAR OF HONEY!!! SO TYPE "DROP LONGBOW", "GET HONEY", "EAT HONEY". THE FINAL MOVES: [S, W, W, S, S, E, E, N, N, ] AND YOU WIN!!!!!!!!!!!!!!!!!!!!!!!! JUST ONE LAST WORD, FOR YOU 1ST TIMERS THE LETTERS IN THE [BRACKETS] ARE DIRECTIONS TO MOVE. IE. NORTH, SOUTH, EAST, AND WEST!.......... THAT'S IT YOU SOLVED THE ADVENTURE (WITH NEABBS) <<<<<<>>>>>>ALTERNATE ROUTE<<<<<<>>>>>> IN SHOPPE: BUY ALL EXCEPT KNIFE AND STAFF!!! AND GET THE SHIELD WHICH CAN BE FOUND JUST SOUTH OF THE TAVERN [S,S]. AND AT ALL COST, KEEP YOUR MONEYBELT, THE MORE GOLD YOU HAVE AT THE END OF THE GAME IN YOUR POSSESION, THE MORE POINTS!!!! SO, DROP THE MONEYBELT WHERE YOU DROP THE HONEY. AND PICK IT UP WHEN YOU EAT THE HONEY (NEAR THE END). THIS SHOULD GIVE YOU A SCORE OF 500/500 INSTEAD OF 430/500. UNTIL NEXT TIME, BCNU, ____________ | | | STER | |01880-40035| -------------SDI.TXT 5583 Dax strategic defense initiative hints, SDI SEASALK.TXT 2304 Dax Oplossing van: Seasalker SOFTPORN.TXT 2816 Dax Oplossing van: Softporno Adventure SORCERER.TXT 14720 Dax Oplossing van: Sorcerer SPACEQ2.TXT 9344 Dax Oplossing van: Space Quest II SPACEQ3.TXT 9085 Dax Oplossing van: Space Quest III STARGLID.TXT 2798 Dax codelijst van STARGLIDER II STATIONF.TXT 14720 Dax Oplossing van: Station Fall STRANG.TXT 2560 Dax Oplossing van: Strange Odessey SUSPEND.TXT 7808 Dax Oplossing van: suspended ...tap Return to continue, 'X' to exit... S_QUEST1.TXT 10417 Dax Oplossing van: Space Quest I S_STONES.TXT 13056 Dax Oplossing van: The standing stones TASSTIME.TXT 2688 Dax Oplossing van: Tass Times THUNDER.TXT 2816 Dax Oplossing van: Palace in Thunderland TIMEZONE.TXT 8221 Dax Oplossing van: Time Zone TRINITY.TXT 8887 Dax Oplossing van: TRINITY UNINVIT.TXT 4736 Dax Oplossing van: uninvited VOODOO.TXT 768 Dax Oplossing van: Voodoo Castle WIZARD.TXT 4352 Dax Oplossing van: The Wizard And Princess ZAK.TXT 11689 Dax Oplossing van: Zak Mc Kracken ZORKIII.TXT 8576 Dax Oplossing van: Zork III ZORK_1.TXT 63 Dax Oplossing van: Zork I ZORK_2.TXT 63 Dax Oplossing van: Zork II ----- 419232 bytes 75 files LATEST ADDITIONS ---------------- ...tap Return to continue, 'X' to exit... File Bytes Source Description ---- ----- ------ ----------- K_QUEST4.TXT 4912 Dax Kaart van Kings Quest IV MINDSHAD.TXT 1213 Dax Oplossing van: Mindshadow Solution to Borrowed Time ------------------------------------------------------------------------------ Originally done by Math Claessens ---- Adapted by Mark Giesbers OPEN DRAWER, GET CHECK, EAST, EAST, EAST, GO BEHIND CHAIR, NORTH, LOCK DOOR, UP, BREAK WINDOW, GET GLASS, ENTER WINDOW, CLIMB CABLE, CUT CABLE, ENTER WINDOW, SHOW GUN, SHOW GUN, WEST, WEST, SOUTH, SOUTH, WEST, WEST, NORTH, YES, LOOK DESK, GET BANDAGES, WEST, LOOK TRASH, GET BONE, DROP GLASS, NORTH, WEST, NORTH, BREAK DOOR, UNTIE MAVIS, GET ALL, LOOK BOOK, GET BOOKMARK, DROP BOOK, SOUTH, SOUTH, EAST, EAST, EAST, NORTH, WEST, NORTH, OPEN DOOR, LOOK TABLE, GET CANDLE, GET MATCHES, LIGHT MATCH, LIGHT CANDLE, BURN ROPE, WEST, MOVE STOVE, BANDAGE HANDS, GET ALL, DROP MATCHES, LOOK CAN, GET RECEIPT, DROP CHECK, EAST, SOUTH, SOUTH, WEST, WEST, WEST, NORTH, SHOW GUN, DROP BONE, SHOW GLOVES AND CANS AND RECEIPT AND TUBE AND BOOKMARK TO THE POLICE, GET BONE, SOUTH, WEST, WEST, NORTH, SAY HELLO, SOUTH, EAST, NORTH, SAY HIYO, NORTH, UNTIE RITA, TALK TO WAINWRIGHT, WAIT, WAIT, WAIT, EAST, EAST, EAST, EAST, EAST, SOUTH, SOUTH, EAST, EAST, OPEN BOX 999, DROP KEY, GET POEM, READ RECOMMENDED: FOR THE ACTIO N SECTIONS; FISHING,JOUSTING,SIGN LANGUAGE, YOU SHO ULD SAVE THE GAME BEFOREHAND, BECAUSE YOU MAY POSSIBLY LO SE ALL OR MOST OF YOUR TIME IN THE PROCESS. THIS WAY, YOU WILL BE ABLE TO DO IT OVER. (THE FISHING CONTEST WILL GIVE YOU TH E CAPABILITY OF SILENCE) S,W,N, OPEN DOOR, N, OFFER GRAIN, OPEN DOOR, N, TAKE ROPE, S,S,S,S,W,N, (YOU SHOULD BE AT THE BARR EL), GO BARREL, E, MOVE BED, WAIT, OFFER PICTURE, W, GO BARREL, N,N,N,N,W, GET LOCKPICK E,S,S,S,S,S, USE LOCKPICK, OPEN STOCKS, N,N,N,E, OPEN DOOR, E, GET CANDLESTICK, E, (HERE IS WHERE YOU NEED THAT 'SILENCE'), READ BOOK, (YOU HAVE TO READ THE BOOK T O FIND A PIECE), W,W,W,S,W, OFFER CANDLESTICK, TAKE BELL OWS, E,N,N,W, OFFER BELLOWS, TAKE SHOVEL, E,E, GET SHADOW, W,S,S,S,S,E,E, USE SHOVEL, TAKE BONES, W,W,N, GO BARREL, W,S,S, OP EN WINDOW, E, DROP LADDER, U, DROP ROPE, U, GIVE BONES, GIVE SHADO W, D,D,W,N,U,E,S,E,E,N,N, W,N,N,E,E,S,S,E,S,E,S,W,W: *** YOU HAVE FOUND THE FIRST PIECE *** E,E,N,W,N,W,N,N,W,W,S,S,S, USE INVISIBI LITY, E,E,E,E, USE LOCKPICK, OPEN DOOR, N, USE COLOR SPELL : *** YOU HAVE FOUND THE SECOND PIECE *** S,W,W,W,W,N,N,N: *** YOU HAVE FOUND THE THIRD PIECE *** S,W, GET FISH, E,S,S,W,W,N, LIGHT CANDL E, OPEN CUPBOARD, E, GET RING, E, USE VISIBILITY, MOVE BED, WAIT , OFFER JUG, W, GO BARREL, W, GET HORSESHOE, W,N, OFFER FISH, GET COAT, S,E,E,S,S, (*** GO TO THE JOUSTING ARENA ***) (THE JOUSTS WILL GIVE YOU THE CAPABIL ITY OF ATHLETIC AGILITY) ------------> HANG IN THERE, WE'RE ALMO ST FINISHED <------------- N, GO BARREL, E, USE INVISIBILITY, S,E, N,N,E,S, USE VISIBILITY, (IF THE JESTER IS NOT HERE; TYPE 'WAIT' ), OFFER HORSESHOE, USE INVISIBILITY, S,W,W,N: *** YOU HAVE FOUND THE FOURTH PIECE *** MOVE BED, W, GO BARREL, N,N,N,N,W,W, TA LK, (*** GO LEARN SIGN-LANGUAGE ***) (YOU HAVE NOW LEARNED SIGN-LANGUAGE) E,E,E, TAKE TELESCOPE, ORION,SCORPIO,GE MINI, TAKE TELESCOPE, W,S,S,S,S, GO BARREL, E, WAIT, OFFER TE LESCOPE: ---------> YOU MAY HAVE RUN OUT OF TIME BETWEEN THE PERIODS OF GIVING BORIS THE JUG AND THE TELESCOPE. THIS MEANS YOU TOOK TO MUCH TIME AT THE JOUSTING ARENA AND LEA RNING SIGN-LANGUAGE. YOU WILL HAVE TO THEN GO DO THIS PERIOD OVE R. MOVE BED, W, GO BARREL, S,E,N,E,E,E,N,E , ('WAIT' FOR THE OLD MAN IF HE IS NOT HERE), TALK, W,S,W,W,W,N, OPEN DOOR, N, OPEN DOOR, N,N,N,N, (THE OLD MAN WILL THEN LEAVE Y OU AT A RIVER), N,E,N,N, (AT THIS POINT: DROP ALL OF YOUR ITEMS EXCEPT YOUR COAT. YOU CAN FIND OUT WHAT YOU HAVE BY TYPING 'INV') , N,W,W,W,W, NOW, I'LL LEAVE THIS PART TO YOU... GET THE RIGHT MISSING PIECE, CHANGE PIECE BY PRESSING WAIT, THEN GET IT WHEN IT IS THE RIGHT SHAPE (YOU MAY HAVE TO USE TRIAL & ERROR), AND YOU HAVE NOW WON THE GAME COMPLIMENTS OF STER  RIGHT SHAPE (YOU MAY HAVE TO USE TRIAL & ERROR), AND YOU HAVE NOW WON THE GAME Hint file voor Corruption: Onderstaande hints zijn afkomstig van Michael Koelstra. Met behulp van deze hints kun je Corruption oplossen. Je wordt niet aan het handje door het adventure genomen, maar Michael geeft je tijden en plaatsen die belangrijk zijn op het adventure op te lossen. Theo Okhuijsen (Adventure SysOp The Lamp, 01717-3263) C O R R U P T I O N ------------------- D A Y - P L A N N E R --------------------- by Michael Koelstra ---------------- 9:OO MY OFFICE : Take ledger; read it Take certificate; read it 9:10 BILL'S OFFICE : Listen at wooden door Read list Bring list to dealing room Tell David about Serious Fraud Office 9:15 MARG. OFFICE : Take envelope and read it Read cheque 9:20 CUBICLE : Take plastic bag (cistern) 9:30 CAR PARK : Throw case at window Open volvo Take folder Take affidavit; read it 10:00 THERESA'S OFF : Take brass key Take letter; read it Unlock door with brass key 10:06 DAVID'S OFFICE : Take cassette; read it 10:15 CAR PARK : Open BMW Insert cassette into stereo Take cassette Take screwdriver (compartment) 10:25 PHARMACIE : Take card Buy razor and soap with card 10:40 BATHROOM : Insert plug into plughole Turn tap Turn tap Insert soap into water Rub soap Shave off beard with razor 11:20 MARG OFFICE : Pick up phone Dial 06022115386 (5x) 11:25 Gesprek Bill+David afluisteren 12:00 MARG OFFICE : Call Jenny 12:07 THERESA'S OFF : Pick up phone ring ..... een of ander nummer 12:11 Gesprek afluisteren 12:00 MY OFFICE : Drop case; drop watch; drop jacket Take car key; certificate; cassette and affidavit 12:25 IN MY CAR : Drop certificate; cassette; affidavit Insert key into ignition; turn key Out Close BMW ====== BOEM! ====== 12:35 HOSPITAL : wacht tot de nurse afnokt Get out Take papers Take pillowcase 12:40 OUTSIDE OPERAT : Put on bandage 12:45 TV ROOM : Take stethoscope Insert it into pillowcase Wait 3x of 4x Daarna; North; West 12:50 OUTSIDE OPRAT : Lie on bed; Wait... 12:55 IN AMBULANCE : Get up Drop bandage Put on stethoscope Wait... 1:00 OUTSIDE POLICE : South; East; enz... 1:05 MY OFFICE : Take case Put on jacket and watch Insert stethoscope into case 2:00 LE MONACO : Lunch Jenny (Take food) (take cutlery) niet echt nodig 3:30 DAVID'S OFFICE : Remove TV Put on stethoscope Turn dial (5x) Take receipts; read them Take ledger ; read it Take chips Close safe Turn dial Insert TV into hole 3:55 THERESA'S OFF : Lock door with brass key Insert brass key into drawer 4:00 BILL'S OFFICE : Unlock wooden door with card Open drawer with screwdriver Take document; read it Read magazine 4:08 CORRIDOR : Close wooden door 4:20 POLICE STATION : Show Russell plastic bag 4:25 INTERVIEUW : Tell him about David Tell him about Bill Tell him about conversation Give him envelope (cheque er in) Tell him about document Say yes 4:50 OUTSIDE POLICE : Go to Le Monaco 4:55 LE MONACO : Show waiter chips 5:00 BACK YARD : Knock wooden door 5:01 CASINO : Ask teller about credit 5:02 PRIVATE ROOM : Charpontier zegt dat je document voor hem moet halen. 5:05 CASINO : South (moet!) 5:08 BACK YARD : Knock wooden door 5:10 PRIVATE ROOM : Wait (3x) 5:15 PRIVATE ROOM : Politie inval; spel opgelost Tijden liggen niet vast en kunnen per spel verschillen... STER BBS: 01880-40035 M Welcome, SIG-Op, to /GAMES: Voor spelletjesfanaten. (R) Read messages (M) Modify a message (W) Write a message (E) Erase a message (U) Upload a file (A) Approve files (0 waiting) (T) Teleconference (C) Configure users (S) SIG-Change Select a letter from this list or X to exit: W Enter the topic of this message (40 chars.): CORRUPTION Your message can be up to 1920 characters long. When done, type OK on a line by itself. (Or, type /S to save and proceed, without editing). HINT FILE VOOR CORRUPTION......... /S Do you wish to "attach" a file to this message (Y)es or [N]o: Y Select an upload method: (1) regular ASCII text (2) XMODEM (3) XMODEM-CRC (4) XMODEM-1K Enter your choice, or ? for help: 3 Beginning upload (CTRL-X to cancel)... CCC ._____________________________________. \ \ \ HOW TO SOLVE: \ \ \ \ THE COUNT! \ \ \ \ PRESENTED BY: STER \ \ \ !_____________________________________! THIS GAME IS STRUCTURED SO THAT JUST A SMALL ERROR WILL CAUSE YOU TO LOSE THE GAME, SO BECAREFUL! THE GAME BEGINS ON DAY 1 REMEMBER EVERYTHING IN [BRACKETS] IS A DIRECTIONAL MOVE, AND EVERYTHING IN "QUOTES" IS A DIRECT COMMAND. "GET SHEET", "GET UP", [N, W], "GO DUMB WAITER","RAISE DUMBWAITER", "GO ROOM", " GET MATCH","GET GARLIC", "GO DUMBWAITER" , "LOWER DUMB","LOWER DUMB", "GO ROOM", [D], (TIE THE SHEET HERE) "TO RINGS", "CLIMB SHEET", "TAKE TORCH" ,"CLIMB SHEET", [U], "GO DUMB", "RAISE D UMB","GO ROOM", (FROM HERE KEEP GOING EAST AND WEST UNTIL YOU HEAR DING-DONG), [E], "TAKE CARD","TAKE CLIP " (FROM CARD), "DROP CARD", "DROP NOTE" (NOT NEEDED ANYMORE), [W, W ], "GO DUMB", "LOWER DUMB","GO ROOM", "P ICK LOCK", "OPEN DOOR","GET MALLET", "GO DOOR", "DROP STAKE","DROP MALLET", "EMP TY VIAL"," GET TABLETS", [W], "CLOSE DOOR", "LOCK DOOR", "DROP C LIP"," LIGHT TORCH", "GO DUMB", "RAISE DUMB", "GO ROOM", (WHEN TIRED, E AT A TABLET), "GO OVEN" (DID IT WORK? IF NOT, IT MUST BE SUNSET), "TAKE FILE", [ W, E, S], "DROP TORCH", "DROP GARLIC", "WAIT" (FOR BAT TO BITE YOU) WHEW! MADE IT! OH NO! ITS DAY 2: "GET SHEET", "GET UP", "TAKE GARLIC", "OPEN WINDOW", (TIE SHEET) "TO BED", "M OVE SHEET", "GO WINDOW", "DROP SHEET", " CLIMB SHEET", "GO BOX", "GO WINDOW", "MO VE PORTRAIT", "DROP PORTRAIT" (THIS GETTING BORING), "DROP FILE", "GO WINDOW", (UGH! NO MORE "QUOTES" THIS IS SICK) CLIMB SHEET, CLIMB SHEET, GO WINDOW, TAKE TORCH, N, WAIT (FOR DING-DONG) E, OPEN PACKAGE, TAKE PACK, W, TAKE CIGARETTE, W, GO DUMB, LOWER DUMB, GO ROOM, PICK LOCK, OPEN DOOR, GO DOOR, DROP PACK, (TIME TO EAT A TABLET), W, CLOSE DOOR, LOCK DOOR, GO DUMB, RAISE DUMB, GO ROOM, E, S, S, GO WINDOW, UNLIGHT TORCH, CLIMB SHEET, GO BOX, LIGHT TORCH, GO WINDOW, TAKE FILE, GO PASSAGE, N, LIGHT CIGARETTE, SMOKE, OPEN COFFIN, GO COFFIN, (BREAK THE BOLT) WITH FILE, U, DROP FILE, S, S, DROP TORCH, DROP MATCH, DROP GARLIC. AN ADVNETURER'S WORK IS NEVER DONE! ON OT DAY 3: GET SHEET, GET UP, OPEN WINDOW, TO BED, MOVE SHEET, GO WINDOW, DROP SHEET, GO WINDOW, N, W, GO DUMB, LOWER DUMB, GO ROOM, PICK LOCK, OPEN DOOR, GO DOOR, GET STAKE, GET MALLET, GET PACK, GO DUMB, RAISE DUMB, GO ROOM, E, S, GO WINDOW, CLIMB SHEET, GO BOX, GO WINDOW, GET TORCH, GET MATCH, GO PASS. N, DROP TORCH, TAKE CIG, LIGHT CIG, SMOKE, OPEN COFFIN, DROP CIGARETTE, GET TORCH, GO COFFIN, KILL DRACULA!!! GESSH! F-I-N-A-L-L-Y   TAKE CIG, LIGHT CIG, SMOKE, OPEN COFFIN, DROP CIGARETTE, GET TORCH, GO COFFIN, KILL STER BBS 01880-40035 *************************************** * * * -=* CRANSTON MANOR TUTORIAL *=- * * * * A * * * * NEABBS * * and STER * * PRESENTATION * * * *************************************** NOTE: (PARANTHESIS) INDICATE A DIRECTION TO MOVE. INDICATE AN ACTION -AND THESE- INDICATES A FOOTNOTE START: (E,N,W) (E,S,S,S,E) -YOU'LL NEED THIS TO GET IN THE MANSION- (N,N,N,W,N) (E,E,E,E,N) (S,E,E,E,E,U) -IF YOU WERE TO CHECK INVENTORY, YOU'D FIND THAT THIS IS NOT A TREASURE, YOU'LL NEED IT LATER- (D,E,E,E,N,W,) -WHERE ELSE ARE YOU GOING TO KEEP A RASCAL OF A MOUSE?- (E,S,E,S,S) -HOW ELSE ARE YOU GOING TO TEMPT A RASCAL OF A MOUSE?- (N,N,N,E) -CONGRATULATIONS, YOU CAUGHT THE LITTLE RASCAL!- -YOU DON'T NEED THE CHEESE ANY MORE, BUT IT'S A WASTE OF TIME TO DROP IT- (W,W) -WOOPS! THERE WENT THE ARMOUR! GUESS YOU'LL JUST HAVE TO TAKE THEIR EXPENSIVE TEAPOT- -YOU'LL NEED HIM MORE LATER- (W,S,S,S,W) (N) -WE'VE FOUND NO USE FOR THE DAGGER, IF ANYONE KNOWS OF A USE FOR IT, LEAVE US A NOTE- (S,S,S) (E) -'SAYING' DOESN'T WORK, YOU JUST TYPE THE WORD- (U) -I HAVE NO IDEA WHY YOU ARE RANSACKING THIS HOUSE, IT'S JUST THE WAY IT'S DONE- (D,W,N,E) (N) -DON'T WORRY, THIS POT ISN'T ILLEGAL- (N,N,W,S,E) (E) -IF YOU WERE TO TRY TO GET THE BILLS NOW, IT WOULD TELL YOU YOU'RE TOO FAR AWAY. SO WHAT DO YOU DO?- (D,W,W,S,S,W,W,W,W,) (E,E) (E,E,E,N,D) -WOW! IT'S GOTTEN DARK!- -LIGHT LANTERN, LANTERN ON, LAMP ON, ETC... ALL WORK, BUT SINCE THEY CALL IT A LANTERN, SO DO I- -THAT'S ONE YOU MIGHT NOT HAVE GOTTEN!- -DIAMONDS!- (U,S,W,N,E,D) -THIS MIGHT BE A GOOD TIME TO SAVE THE GAME. A MEAN LITTLE SOLDIER MIGHT PICK UP ON YOUR TAIL AROUND HERE. IF HE DOES, HE STARTS TAKING POT SHOTS AT YOU, IF ONE HITS, YOU'RE DEAD AND THE GAMES OVER. BUT IF YOU'RE FEELING LUCKY, DON'T BOTHER- (W,S,W,E,N,D) -TOLD YOU IT WASN'T A TREASURE- (U,E,S,S) -WELP! THERE GOES THE APPLE! THE ARMOUR AND THE TIN SOLDIER WILL NO LONGER BOTHER YOU NOW- (N,N,N,W,N) (N,E,E) (E) -A PINK BULL ?!?- (E) (E) (W,D,S) (E,E) -WOW! RIGHT THROUGH THE ROCKS!- (N,D,W,W,N,N,W) -YOU CAN'T TAKE IT OUT THE NORMAL WAY SO YOU SEND IT UP THIS WAY- -AGAIN, YOU CAN'T SAY 'SAY'- (E,E,U,E,D,U,S,S,E,U,W) -YAWN, HOW COMMON- (S) (S,E,S,W) (E,E) -MIRRORS, CUTE- -THE DOOR'S LOCKED ON YOU (HOW CONVIENT, IT BEING A BRIDAL SUITE) SO YOU'LL HAVE TO JUMP OFF THE BALCONY- (S) (D,W,N) (S,W,N,N,W) -YOU DON'T NEED TO DROP IT FIRST BECAUSE YOU DROP IT WHEN IT GETS TOO BIG ANYWAYS- (N) (S,W,S) CONGRATULATIONS!!!!! YOU HAVE SUCCESSFULLY COMPLETED YOUR MISSION AND ARE HEREBY DECLARED A LEVEL-3 ADVENTURER! ======================================= ===>> <<=== ===>> CREATURE VENTURE TUTORIAL <<=== ===>> <<=== ===>> BROUGHT TO YOU BY: <<=== ===>> <<=== ===>> STER <<=== ===>> <<=== ===>> THE BEST BBS IN <<=== ===>> <<=== ===>> THE NETHERLANDS <<=== ===>> <<=== ======================================= 1. THE KEY IS IN THE TREE (CLIMB) 2. "LOOK ROOF" FROM THE TREE 3. TO GET THE KNIFE YOU NEED TO KNOW WHAT IS IN THE MAILBOX FIRST (SAY THE WORD IN THE SHED). 4. LOOK AT EVERY OBJECT YOU GET. 5. ANYTHING YOU DROP BY THE ELF WILL BE THROWN OVER THE WALL. 6. THE OOZLYBUB IS SCARED BY THE WORD ON THE KNIFE. 7. THE PICTURE IN THE MAIN HALLWAY SHOWS WHERE THE MAGIC LAMP IS BURIED. 8. LOOK AT THINGS AFTER FINDING THE GLASSES ON THE TABLE. 9. "BEEZ" + "LEBUB" (ON THE KEY) IS THE WRONG SPELLING FOR "BEELZEBUB". 10. IT TAKES FOUR MOVES TO GET THRU THE MAZE: THE FIRST MOVE IS WEST NEVER THE SAME MOVE TWICE IN A ROW UP AND DOWN ARE NOT USED HERE GO OUT THE WAY YOU CAME IN 11. THE MIRROR IS THE MIRROR THAT ALICE WENT THRU IN THE "LOOKING GLASS" (GO MIRROR) 12. THE FLASHLIGHT IS ON THE STAIRS 13. THE GENIE WILL HANDLE THE MIMIC. 14. THE MIMIC HAS THE SOLUTION TO THE CAVE-IN. 15. THE PILLAR MESSAGE (LOOK PILLAR) IS "INDIAN PARTNER" 16. SAYING "TONTO" OPENS THE SEALED DOOR. 17. THE WATER IN THE BOTTLE MAKES THE TREE GROW. 18. USE THE BOTTLE TO CATCH THE FIRE- FLYS. 19. RUB LAMP TO KILL THE KYBOR. 20. RUB STUMP TO GET TO LUCIFER (DROP FLASHLIGHT FIRST) 21. THE BAT WILL KILL THE SNAKE. 22. DROP LAMP TO KILL LUCIFER. 23. THE CUP AND TACK ARE USELESS. 24. SAY SHAZAM TO CROSS THE GORGE TO THE WEST. 25. TO GET THE PICK YOU MUST FIRST CUT THE TREE AND GET THE BLOB OF RUBBER 26. DROP RUBBER (BLOB) TO STOP THE WATER FROM DROWNING YOU. 27. GET THE CAKE ON YOUR WAY OUT ONLY. 28. THROW KNIFE TO OPEN THE DOOR TO THE EAST. 29. EAT CAKE TO ESCAPE THE CAGE. 30. DIG WITH THE PICK TO GO BEYOND THE DEAD END. 31. YOU CAN FLY WITH THE MAGIC CARPET BUT GET THE PENCIL FIRST. 32. KISS THE MEDUSA AND THEN GO DOWN AND WEST TO A DEAD END. 33. DRAW WITH THE PENCIL THERE. 34. RUB RING TO GET BY THE SNAKE. 35. UNLOCK DOOR WITH THE KEY YOU FOUND AFTER DRAWING THE DOOR. 36. "GOOSUM" WILL GET YOU BY THE SQUID. ====================================== ===>> THAT'S IT FOLKS......... <<=== ===>> <<=== ===>> ENJOY! <<=== STER: 01880-40035 ====================================== CRIMSON CROWN Well, we're here again in the Kingdom of Transylvania. The king has died and the crown has suspiciously disappeared. Your role will be to guide Erik, the pretendent to the throne, ans Sabrina, remember her ?, in order to retrieve the crown and to save the Kingdom. HINT : If a sage appears, speak to him. He may be able to help You. Your adventure begins near the lake shore. GO EAST, NORTH, you now fall in a subterranean crypt, EAST, where you will discover a pulsating crystal ball. LOOK INTO CRYSTAL BALL ; the vampire appears ans menaces you... but you, as an adventurer fears nothing as it seems, you will also recieve some assistance. READ SIGN, SAY WINDMILL, NORTH, you are now in another crypt in front of a sword ; ask erik to take sword (ERIK, TAKE SWORD), SOUTH, PUSH BUTTON to avoid falling back in here in the future. WEST, DOWN, DOWN, NORTH, and now you face the gryphon. TALK TO GRYPHON ; he will ask you if you are ready to answer his three riddles. SAY YES. The answers to the riddles are in order : FEAR, CLOUD, DREAM. Having solved the riddles GET SCEPTER, SOUTH, SOUTH, WEST, NORTH, EAST, ENTER HOUSE. Inside the house go UP, GET CANDLE, DOWN, EXIT HOUSE, WEST, SOUTH, EAST, NORTH. Inside the cavern light the candle : ON TORCH. You must now return to the abandonned house : SOUTH, WEST, NORTH, EAST, ENTER HOUSE, OPEN CRATE.... Oh no! A Zombie!!! But don't worry, you can BURN THE ZOMBIE. DROP CANDLE, GET MOUSE, GET SACK, LOOK IN SACK, EXIT HOUSE, WEST, SOUTH, WEST. You are now under a tree and there's a black cat in your way... bad karma! "SABRINA, CAST SPELL", the cat disappears. WEST, and facing the witch, ask Erik to drink the potion : "ERIK, DRINK". EAST, EAST, SOUTH, Erik is feeling funny, SOUTH, he metamorposes into a frog, GET FROG, WEST, you are now in front of the lake, so : DROP FROG. The frog, (Erik !) returns with a silver coin. CLIMB TREE, GIVE MOUSE TO OWL, DOWN, Erik changes back into himself again. GET COIN, EAST, NORTH, NORTH, NORTH, EAST, back to the cemetery. Your gravestone is already there ! "ERIK, PRY GATE WITH SWORD", DOWN, it now looks like you're trapped, but : PUT SCEPTER IN SACK, PUT COIN IN SACK, GET CENSER, SAY WINDMILL, and you find yourself back in the crypt. WEST, DOWN, DOWN, LIGHT CENSER, SOUTH, WEST, NORTH, WEST. You are now in front of the wizard's castle. NORTH, NORTH, NORTH, UP, WAVE CENSER, NORTH. The wizard Zin appears. TALK TO ZIN. He proposses an agreement. Do you really have a choice ? SOUTH, DOWN, DOWN, DOWN, and you find a scroll. "SABRINA, GET SCROLL AND READ IT". UP, UP, SOUTH, SOUTH, SOUTH, EAST, SOUTH, WEST, WEST. Return in front of the witch. "SABRINA, CAST SPELL", and the witch is eliminated. DROP CENSER, GET TABLET, Erik drinks more potion (frankly you begin to wonder how he'll manage to rule over the whole kingdom). EAST, EAST, NORTH, WEST, NORTH, Erik changes into a frog again. Resist the envy of tossing him into the water.... GET FROG, NORTH, NORTH, UP, NORTH. GIVE TABLET TO ZIN, who gives the word 'lorelei'. (Erik gets back to his former self again..) SOUTH, DOWN, SOUTH, SOUTH, SOUTH, EAST, NORTH. PUT SCROLL IN SACK, GET FLUTE, NORTH, NORTH. You are now in front of a menacing cobra. PLAY FLUTE, WEST and you meet this not very commendable character named Sam. /ok WELCOME TO THE STEP-BY-STEP SOLUTION TO CRITICAL MASS PRESENTED BY: N N EEEEE A BBBB BBBB SSSS NN N E A A B B B B S N N N EEEEE A A BBBB BBBB SSSS N NN E AAAAA B B B B S N N EEEEE A A BBBB BBBB SSSS and STER 01880-40035 NOTES: THE COMMANDS THAT YOU TYPE ARE INSIDE THE "" MARKS. THE REST ARE COMMENTS TO HELP YOU FOLLOW ALONG. AT TIMES IT MAY SEEM THAT YOU COULD SKIP MANY OF THE SEQUENCES AND SAVE YOURSELF LOTS OF TIME. UNFORTUNATELY, AS IN ESCAPE FROM RUNGISTAN, FUTURE EVENTS DEPEND A GREAT DEAL UPON WHAT YOU DO IN THE BEGINNING. EVEN WITH THIS FEATURE CRITICAL MASS CAN BE PLAYED ALL THE WAY THROUGH IN UNDER HALF AN HOUR (DEPENDING ON HOW GOOD YOU ARE AT WATER SKIING). ON WITH THE ADVENTURE!!! "LOOK WALL" :YOU MUST READ THE PASSWORD "GET ENVELOPE" "OPEN ENVELOPE" :FAN MAIL? "GET FLOWERS" "W" "PUSH BUTTON" :INSIDE ELEVATOR "DOWN" :GREAT SECRET WORD "JUMP" :WAIT UNTIL YOU REACH THE 5TH :FLOOR TO HIT RETURN AFTER YOU :TYPEIN JUMP "W" :CAB "ZOO" "N","W","BUY PEANUTS" "E","GIVE PEANUTS" :YOU GET BROOM "E","GET BOMB","THROW BOMB" :TYPE FAST "E","GET NOTE","WITH BROOM" "W","W","S","S" :CAB "UN" "E","E","N","GET BOTTLE" "S" :NOW YOU HAVE TO WIAT UNTIL 10:00 :FOR THE DELI TO OPEN "GO DELI" "BUY CHICKEN SOUP" "W","W" :CAB "AIRPORT" "LONDON" "E","OPEN DOOR" :READ TELEX MESSAGE "KICK TELEX" :OUCH#$&%%&$# "GO DOOR" "GET TELESCOPE" "E","GIVE FLOWERS" :WHAT A DEAL! "W","S" :NEWSSTAND "BUY PAPER","READ PAPER" "N","W","W" :CAB "BRIDGE" "N","LITHIUM" :FIND OUT ABOUT RAND AND :STUPORTINO "S","W" :CAB, PALACE TO THE NORTH "AIRPORT" "ROME" "S" :CAB "RUINS" "N","E","LOOK TELESCOPE" "E","E","GET FLASHLIGHT" "W","W","S","E" :CAB "AIRPORT" "PARIS" "S" :CAB "LAUNDRY" "OPEN DOOR","GIVE TICKET" :GET KEY "S" :OOPS! "N","W","S","S" :TUNNEL "E","E","S","E","S","GET KEY" :A FLOOD! "W","N","N","W","W" :YOU'RE OUT! "N" :BUT YOU CAUGHT A COLD! "DRINK SOUP" :POWERFUL STUFF! "N","E","S","S" :CAB "AIRPORT" "NEW YORK" "MIAMI" "E" :CAB "BEACH" :KOWABUNGA! SURF'S UP! "S","S" :HANG TEN! :THIS IS THE HARDEST PART OF THE WHOLE :ADVENTURE AND I SUGGEST THAT YOU SAVE :THE GAME HERE. YOU ONLY GET ONE :CHANCE BEFORE YOUR CONNECTING FLIGHT :LEAVES AT 13:00 FOR SAN JUAN. :YOU NOW HAVE TO WATER SKI AROUND THE :BOUYS. USE THE RIGHT AND LEFT ARROWS :AND THE SPACE BAT TO STOP. IF YOU :ON YOUR FIRST ATTEMPT (I'M SURE YOU :WILL) YOU MUST RESTORE THE GAME YOU :JUST SAVED. THE BEST HELP THAT I CAN :GIVE YOU IS TO TELL YOU THAT YOU ONLY :HAVE TO CLEAR THE LEADING TIP OF THE :BOUY AND CAN CUT BACK AS SOON AS IT :STARTS TO PASS. SOUNDS EASY YOU SAY? :GO FOR IT!!! "CALL GIDGET" :GOOD LUCK :WHEN YOU COMPLETE THE COURSE YOU WIN A :NIFTY BEACH TOWEL. BIG WOW! "N","N","W" :CAB "AIRPORT" :YOU MUST ARRIVE BEFORE 13:00 "SAN JUAN" "W" :CAB "DOCK" "BUY GAS","WIPE GAS" "W" :BOARD BOAT "PUSH BUTTON" :SET COURSE FOR ST.THOMAS "S","E","E","E","E","E","E" :DOCKED "E","E" :HOUSE "GO STAIRS" "KNOCK DOOR" "MAJOR RAND" "HELP" "STUPORTINO" :THAT OLD SNEEZER! "N","W","W","S" :ON BOAT "PUSH BUTTON" :SET SAIL FOR MARTINIQUE! "S","S","E","S","S","E","S","S","E","S" "S","E","S","S","E","S","S","S","S","E" "N","W" :LAND HO! WHEW, WHAT A TRIP! "E","E","N" :CAVE ENTRANCE "N","E","N","N" :OH NOOOOOOOOOO... "SNEEZER" :WHAT LUCK! "N","U","U","S" :WATCH OUT "DUCK" "S","INSERT KEY" "N","D","N","N" :LOOKING THROUGH VIEWER :NOW WAIT FOR THE COUNTER TO COUNT DOWN :AND THE MISSLES TO LAUNCH. AS THEY :LAUNCH, AIM THE CROSS-HAIRS WITH THE :I,J,K, AND M KEYS AND USE THE SPACE :BAR TO FIRE. GOOD LUCK. THE FATE OF :THE ENTIRE WORLD IS IN YOUR HANDS. CONGRATULATIONS, YOU SAVED THE WORLD. **************************************** * * * DOCUMANTAION ON: * * * * DELTA SQUADRON * * * * PRESENTED BY: * * * * STER 01880-40035 * * * **************************************** WELL, IN THIS GAME CALLED DELTA SQUADRON, IT IS MUCH LIKE THE MOVIE STAR WARS. YOU MUST MANUERVER A SQUAD RON OF FIGHTERS AND BOMBERS THRU SPACE AND TO THE DEATH STAR, AND ALONG THE THRENCH, ALSO AVOIDING AND DESTROYING THE EMPIRIAL PATROL SHIPS THAT TRY TO STOP YOU. YOU GOAL IN DELTA SQUADRON IS TO REACH THE FAR END OF THE TRENCH TO WHERE THE BATTLE STATION'S MAIN BATTERY OF GUNS ARE AND DESTROY THEM WITH ONE SHOT......YOU USE STRATEGY IN GETTING PAST THE DEFENCES, AND THE ENEMY SHIPS. TO START OFF, THERE IS MANY SCENARIOS YOU CAN PLAY.(DIFFERNT ATTACK STRATEGYS) THE FIRST IS: SLINGSHOT- YOUR 16 SQUADRON-SHIPS ARE PLACED IN THE TRENCH WHILE 23 ENEMY SHIPS ARE PLACED IN THE SIDE- MIDDLE AND YOU ALL MEET IN THE MIDDLE AND ALL HAVE A BATTLE. IF YOU SUCCEED IN KILLING THEM. THEN YOU HAVE IT MADE SINCE MORE COME FROM THE SIDES BUT IT IS TOO LATE TO CATCH UP TO YOU..... CONFRONTATION- YOU HAVE 19 SHIPS AND THE ENEMY HAS 19 ALSO, EXCEPT THE ENEMY HAS THE DREADED BATTLE CRUISER THAT USUALLY TAKES OUT HAVE YOUR FORCE, SO USE SPECIAL CARE. YOU START IN THE MIDDLE BOTTOM, WHILE HE IN THE MIDDLE -MIDDLE. POINT- THIS SCENARIO I HAVE NOT EXPERIENCED TO MUCH WITH YET, EXCEPT IT IS VERY HARD AND NOT RECOMMENDE AS IT IS UNFAIR. PROTECT- THIS ONE, ALL THE ENEMY SHIPS GUARD THE MAIN BATTERY LIKE IT WAS ITS MOTHER OR SOMETHING. IT IS THE HARDEST TO SURVIVE, SINCE THEY KEEP COMMING FROM THE ENTRANCE. ARROWHEAD- THE ENEMY SHIPS ARE ON THE MIDDLE-SIDES AND IN THE MIDDLE-MIDDLE ALSO, YOU START OUT ON THE RIGHT-LOWER CORNER. SWEEP-YOU START OUT IN THE MIDDLE TRENCH AT THE BOTTOM WHILE THE ENEMY IS AT THE SIDE CORNER AND THEY SWEEP AROUND TO DESTROY SANDWICH- YOU START IN THE MIDDLE TRENCH WHILE THE ENEMY ARE IN FRONT OF YOU AND BEHIND YOU ALSO."SANDWITCH" GENESIS- MY COPY WONT LET ME PLAY THIS SCENARIO. INTRUCTIONS- 0 MAG- MEANS MAGNIFICATION, AND IT WILL LET YOU SEE THE DEATH STAR AS A WHOLE. YOU SEE WHERE EVERYTHING IS 1 MAG-IT ZOOMS IN A LITTLE CLOSER TO SHOW YOU 1/4 A DEATH STAR LOOK. USEFUL TO SHOW WHERE ALL YOUR SQUAD IS LOCATED.... 2 MAG- A VERY DETAILED LOOK FOR LOOKING A SHIPS AND TACTICAL DISPLAYS MOVE CURSE-HAIRS TO DISPLAY SECTIONS FOR VIEWING.... LOCK- WILL LOCK IN ON A SPECIFIC SHIP AND DISPLAY INFO OR FIRE THAT SHIPS WEAPONS AT TARGET OR MOVE THAT CERTAIN VESSEL...FOR ENEMY LOCK ON, IT WILL ONLY DISLPLAY INFO ON IT.... DATA- WILL PROVIDE INFORMATION ON THAT SHIP, LIKE ITS STATUS AND SHIP NUMBER AND TYPE AND LOCATION. FIRE-YOU MUST POSTION THE CROSS HAIRS AT THE ENEMY AND FIRE WEAPONS AT HIM. SHIP-LETS YOU PICK SPECIFIC SHIPS TO GIVE COMMANDS TO. TRY TO DESTROY THE GUNS AT THE END OF THE TRENCH BEFORE THE BATTLE STATION IS COMPLETED. OR YOU GET DESTORYED BY THE ENEMY FIGHTERS ...... **************************************** HOW TO SOLVE : THE DESECRATION PRESENTED BY: NEABBS SOMETIMES, YOU MAY BE ARRESTED AND PUT INTO JAIL. BEING PUT INTO JAIL WON'T ST OP YOU FROM FINISHING THE GAME. YOU CAN ESCAPE WITH THE HINTS PROVIDED IN THE DESCRIPTION OF YOUR CELL, AND RECOVER YOUR EQUIPMENT FROM THE LOCKERS. THEN PROCEED AS IF YOU WERE JUST COMING INTO THE COMPLEX. DON'T GET ARRESTED TOO MANY TIMES, THOUGH. IF YOU ARE PUT IN A JAIL WITH A MATTRESS, "TEAR MATTRESS", "GET SPRING", AND "PICK LOCK". >RIGHT >KICK CONTROLS >FORWARD >RIGHT >FORWARD (TYPE ANYTHING HERE) >GET MIRROR >USE MIRROR >LEFT >LEFT >FORWARD >FORWARD >RIGHT >FORWARD (SAVE YOUR GAME HERE) >LAUNCH THE ARCADE SEQUENCE : NOTICE THAT ALL THE ALIENS BELOW YOU START SHOOTING AT THE SAME TIME. A HOLE APPEARS TO THE MID-RIGHT PART OF THE SCREEN. SHOOT AS SOON AS YOUR LAST SHOT HITS OR GOES ASTRAY. ALSO, USE PADDLES. AFTER YOU'VE COMPLETED THAT, >FORWARD (PRESS RETURN A FEW TIMES) >FORWARD >INSERT I.D. (YOU START WITH ONE) >LEFT >STEAL PURSE >FORWARD >LEFT (THE FOOD ISN'T NECESSARY) >GET APPARATUS (THE GAS MASK) >GET TECH GUN >RIGHT >STEAL FOOD >FORWARD >FORWARD (IGNORE THE FIRST MAN) >FORWARD >LOOK PURSE >GET GOLD >GIVE PURSE (TO THE GUARD) >RIGHT >FORWARD >GET DE-ACTIVATOR (FOR THE ROBOT) >RIGHT >RIGHT >BACK >GET GROOMING KIT >FORWARD >GROOM BEAST >FORWARD >GET MANUAL (OWNER'S MANUAL) >READ MANUAL >LEFT >RIGHT >DEACTIVATE COMPUTER (NOT DE-ACTIVATE) >LEFT >LEFT >LEFT >BACK >BACK >BACK >LEFT >FORWARD >FORWARD >DEACTIVATE ROBOT (PYKRO'S ANDROID) >GET HAND (ANDROID'S HAND) >FORWARD >GET TRANSLATOR (UNIVERSAL TRANSLATOR) >BACK >BACK >BACK >BACK >FORWARD >FORWARD >SMILE >FORWARD >LEFT >USE HAND (IF YOU DON'T USE THE HAND, YOU WILL HAVE TO PLAY THE SECOND ARCADE GAME) >FORWARD >WEAR APPARATUS (GAS MASK) >LEFT >GET UNIFORM >LOOK CABINETS >GET KIT >USE KIT (MAKEUP KIT) >FORWARD >RIGHT >FORWARD >TYPE KEYBOARD (PASSWORD: PYKRO RULES) >LEFT >FORWARD >RIGHT >GET SUIT >WEAR SUIT (SPACE SUIT) >RIGHT >LEFT (SAVE YOUR GAME) >LAUNCH NOW YOU HAVE TO PLAY THE LAST ARCADE GAME. PLAY IT LIKE THE OTHER ONE, BUT SHOOT OFF THE BOTTOM LEVEL FIRST. ------STER BBS: 01880-40035------------------------------------- Tips und Tricks zum Kultspiel Dungeon Master ============================================ Bevor man sich seine Party zusammenstellt, ist es sinnvoll, alle Charaktere mit ihren verschiedenen Eigenschaften und Gegenstaenden aufzuschreiben. Das hilft enorm bei der Zusammenstellung. Grundsaetzlich ist es am effektivsten, von jeder Art (Priest, Wizard, Fighter, Ninja) den "Journeyman" zu nehmen. Die Kaempfer sollte man dann nach vorne stellen und ihnen sofort eine Waffe in die Hand druecken. Im Laufe des Spieles kann man den Status eines Charakters steigern, indem man ihn kaempfen laesst, also von Mann zu Mann und nicht etwa Aexte oder Schwerter auf die Feinde wirft. Allerdings habe ich auch herausgefunden, dass das Werfen von Gegenstaenden den Ninja-Level eines Charakters erhoeht. Dabei ist es voellig egal, ob ich jetzt einen Ninja-Stern werfe oder mit einem Kaese die Gegend unsicher mache. Beides erhoeht nach einiger Zeit den Ninja-Level. Logischerweise kann man auch die beiden Zauberer (Wizard und Priest) befoerdern. Man muss sie nur wie wild Spells casten lassen. Mit den essbaren Gegenstaenden sollte man von Anfang an sparen, da man sie spaeter in tieferen Dungeons unbedingt braucht. Die Screamer geben hier gute Futterlieferanten ab; ich habe herausgefunden, dass die Viecher (die Worms uebrigens auch) an bestimmten stellen neu ent- stehen. Wenn die ganze Party also hungert, muss man nur ein paar Screamer toeten, schon hat man wieder Futter. Das Ganze kann man natuerlich auch mit den Worms machen, nur sind die nicht besonders nahrhaft und dazu verdammt gefaehrlich. Ich glaube im dritten oder vierten Dungeon gibt es eine Raum, in dem immer ziemlich viele Screamer sind (manchmal bis zu sieben); dieser Raum ist eine ideale Futterstelle. Hat man alle Screamer geratzt, zieht man weiter um her, und nach einiger Zeit sind wieder neue Screamer "nachge- laden". Lasst die Party ab und zu mal schlafen (Zzzz..), damit sie sich wieder erholen. Nun zu den Spells: Da ich ja hier nicht die verschiedenen Zeichen darstellen kann, muss ich sie gezwungenermassen durchnummerieren. Die ersten sechs sind unwichtig, da diese nur die Staerke des Spruchs darstellen. Interessant wird es erst bei der zweiten Kolonne der Zeichen (hier fangen wir mit Nummer 1 an, das ist das Quadrat mit dem Kreuz). Wenn Ihr alles richtig gemacht habt, muesst Ihr auf 18 Zeichen kommen (3*6). Hier ein paar Stichproben: 6. Zeichen = Totenkopf 10. " = E 17. " = Stern Ok, wenn alles stimmt, nenne ich jetzt alle Silben, die ich herausgefunden habe. Zeichen Silbe/Bedeutung ------------------------------------------------------------------------------- 1 MON und YA 2 VI 3 OH 4 FUL 5 DES 6 ZO 7 VEN 8 EW 9 ? 10 ? 11 BRO 12 ? 13 KU 14 ROS 15 DANE 16 NETA 17 EE 18 ? Bei Nummer 13-16 bin ich mir nicht ganz sicher, wenn Ihr was anderes heraus habt, koennt Ihr es ja sagen. Nun zu den verschiedenen Spells, die ich in muehevoller Arbeit zusammen mit Asterix herausgefunden habe. Ein Spell wird gecastet, indem Ihr eines der ersten 6 Zeichen als Bestimmung der Staerke des Spells anklickt, gefolgt von den oben genannten Silben. Grundsaetzlich langt das << (Das aller aller erste Zeichen von allen) zum Casten. Also, nun zu den 25 (!) verschiedenen Spruechen: F = Flasche in rechter Hand , Zahl = X. Silbe (s.o.) Silbe(n) Wirkung Name F ------------------------------------------------------------------------- VI Heilung Healing Potion F MON/YA Stamina erhoehen MON Potion F ZO Tuer oeffnen FUL Raum erhellen VI BRO Potion gegen Gift Anti-VEN-Potion F DES EW Geist toeten YA BRO Magic Shield YA-Potion F YA 10 Magic Shield (fuer alle) OH VEN Gift Wolke ZO VEN Gift Wolke VEN-Potion F DES VEN Gift Spruch FUL 10 "Bomben" Spruch FUL BRO KU Strength erhoehen KU-Potion F YA BRO DANE Wisdom erhoehen DANE-Potion F YA BRO NETA Vitality erhoehen NETA-Potion F YA BRO ROS Fussabdruecke hinterlassen OH EW EE Durch Mauern sehen OH EW 18 (keine Ahnung) OH 9 EE "Bomben" Spruch OH 10 EE Raum erhellen OH BRO ROS Dexterity erhoehen ROS-Potion F FUL BRO NETA Spellshield DES 10 18 Raum verdunkeln ZO 9 EE (keine Ahnung) Zokathra-Spell ZO BRO EE (keine Ahnung) EE-Potion F Fuer die Zweier- und Dreier Spells muesst Ihr schon recht gute Wizards bzw. Priests haben. Trainiert sie gut, indem Ihr sie oft Licht machen lasst usw. Soweit erst mal zu den grundsaetzlichen Tips, demnaechst gehe ich mehr ins Detail sprich Dungeon. Monarch. ...leise schleichen wir um die Ecke. "Verdammt, ich sage dir, diese Steinhaufen werden uns noch kriegen!" brummelt mir Monarch in's Ohr. "Null Problemo" gebe ich zurueck und druecke einen in die Wand eingelassenen blauen Diamanten, der den Stein, mit dem wir den Drucktaster festklemmten, welcher wiederum die Falltuer verschlossen hielt, hinueberschleudert. Diese kurze Beschreibung gilt nicht Monarchs unaufgeraeumten Zimmer, sondern dem Kult-Spiel Dungeon Master, dem wir hiermit ein zweites File spendieren! Hier also ein paar allgemeine Tips: Kriegt man eine Falltuer nicht zu oder ein Gitter nicht auf, so sollte man sich sehr genau umsehen, ob in der Naehe (das kann auch der naechste Raum sein) ein Hebel, eine Druckplatte oder ein in die Wand eingelassener Knopf ist! ACHTUNG! Die kleinsten Knoepfe befinden sich zwar immer in der Mitte der Wand, sind jedoch so extrem klein, dass man sie ultraleicht uebersieht! Wird man von Worms oder Steinhaufen verfolgt sollte man sich grundsaetzlich ein Fallgitter oder etwas Aehnliches suchen! Hat man ein Gitter gefunden, so sollte man hinter dieses laufen, es verschliessen und eine Runde knacken, bis die Steine oder Worms hinter der Tuer sind. Hier gilt es nun verschieden zu reagieren! Steine erledigt man systematisch, indem man das Gitter hochlaesst und ihnen Bomben-Sprueche an die Koepfe wirft. Wer will kann auch nochmals das Gitter runterlassen und schlafen, bis er wieder volle Mana- Energie hat. Hat man genug, so laesst man das Gitter hoch, wartet bis die Steine sich darunter befinden und laesst das Gitter wieder runter! Hier ist es wichtig, dass man NICHT zurueckgeht, da man ansonsten die Steine nicht auf dem Platz halten kann und von ihnen verfolgt wird! Also immer auf der Stelle bleiben und kraeftig drauflos knueppeln. VORSICHT! Geht die Energie der Kaempfer gefaehrlich dem Ende zu, so sollte man die Zauberer bzw. Priester nach vorne stellen! Hat man es mit Worms zu tun kann man es sich noch einfacher machen! Man laesst das Gitter (geht nur mit Gittern) runter und schiesst bzw. wirft Steine, Ninja- Sterne, Pfeile und aehnliches so lange, bis die Worms sterben (nicht entmutigen lassen, wenn man zwanzig mal gegen das Gitter wirft, irgendwann geht die Waffe durch, wenn sie klein genug ist!). Hat man nichts mehr zum Werfen sollte man wie bei den Steinen handeln und das Gitter hochlassen. Die Worms sind zwar genauso zaeh aber wesentlich empfind- licher als die Steine! Sie bleiben nicht stur unter dem Gitter stehen sondern gehen auch mal zurueck! Dies sollte man nutzen, um vergiftete Kaempfer wieder zu heilen und (wenn notwendig) zu schlafen! Wichtig ist, dass man, egal welches Wesen gerade zerstampft wird, trotzdem immer weiter draufeinschlaegt! Erstens erhoeht das den Kaempfer-Level, zweitens kann es auf einen Hitpoint drauf ankommen! Eine andere Moeglichkeit biestige Kreaturen zu zerstoeren ist es, sie zu einem Teleporter zu locken! Nicht, dass die Biester nicht ebenfalls den Teleporter benutzen koennten...aber man kann selbst durch den Teleporter gehen und gleich darauf wieder zurueck! Hat man nun die Viecher vorher an die Zielstelle des Teleports gelockt, so werden sie auf gar wundersame Weise ohne Kampf getoetet! Jetzt noch ein paar spezielle Tips zu ein paar schwierigen Raeumen: Room of the Gurdian: Im Room of the Guardian befinden sich mehrere Teleportfelder hinter Gittern, die man jedoch nicht aufbekommen kann. In einem dieser Teleportfelder befindet sich eine Kiste. Der geneigte Spieler moechte diese natuerlich haben! Und das geht so: Kiste suchen und blauen Diamanten links neben dem Gitter druecken. Die kiste wird nun in ein anderes Teleporterfeld gebracht! Dies wiederholt man so oft an den entsprechenden Diamanten, bis die Kiste draussen steht! Dann oeffnet man diese und findet einen Spiegel! Diesen haelt man vor das Auge, das sich in der Wand gegenueber der Teleports befindet und schon ist man ein Stueck weiter! Time is of Essence: Hier befindet sich ein Druckknopf in einer Wand. Hat man diesen gedrueckt muss man SOFORT und ohne sich umzudrehen vier Schritte nach links und einen nach vorne machen! Creature Cavern: Hier befindet sich ein aeusserst praktisches Fallgitter am Eingang, mit dem man die blauen Kobolde einsperren kann...wer jetzt noch schiesst und wirft wie ein Bekloppter sollte keine Probleme haben! So, dies sollte erstmal wieder genuegen, um alle Dungeon Master-Fans zu beschaeftigen. Sorcerer ...rasselnd geht das Fallgitter hoch. Vorsichig schauen wir uns um, ob von dem Geraeusch irgendwelche Monster angelockt wurden. Weit und breit ist nichts zu sehen. Wir bewegen uns tiefer in den Dungeon und ploetzlich entdecken wir eine Inschrift "Prepare to meet your doom!". Nicht sehr vertrauenser- weckend, wie wir feststellen. Und kaum haben wir uns umgedreht, da kommen uns auch schon ein Haufen Steine, einige Screamers sowie ein gruener Geist ent- gegen. Weit und breit ist keine Tuer, und rueckwaerts koennen wir auch nicht, denn dort haben sich zwei Worms eingenistet. Jawohl, ihr habt erkannt, worum es mal wieder geht! Der Dungeon ruft und alle Masters kommen! Hier die verschiedenen Eigenschaften der unterschiedlichen Wesen: Screamers: Die Screamer (baumaehnliche Geschoepfe) sind relativ harmlos. Sie sind die idealen Sparringspartner, um seine Kaempfer zu erhoehen. Man sollte also bei Screamern immer in einen Hand-to-Hand-Combat gehen, denn hier hat man die Chance Kampfpraxis zu erlernen, die man spaeter dringend braucht. Also, let's beat 'em up! Uebrigens sind die Screamer-Slices sehr vitaminreich!!! Blaue Kobolde: Die blauen Kobolde sind schon verhaeltnissmaessig stark. Trotzdem sollte man sie nicht mit Tueren zerstampfen, wenn es nicht unbedingt sein muss. Besser ist es, sich ein Gitter zu suchen, die Kobolde bis dorthin zu locken und dann das Gitter vor ihnen runterzulassen. Dann wirft und schiesst man Gegenstaende durch das Gitter, bis man keine mehr hat und geht dann in einen Hand-to-Hand-Combat ueber. Hat man eine grosse Ansammlung von Kobolden gefunden (z.B. Creature Cavern), dann ist es auch sehr zweckmaessig, die Keulen zu sammeln, die die "blauen Klaeuse" fallen lassen, wenn sie sterben! So ein Keulenhagel hat schon so manchem blauen Klaus das Leben gekostet! Uebrigens sind die blauen Klaeuse eine der wenigen intelligenten Arten, denen sie hauen ab, wenn sie merken, dass sie im Nachteil sind. Mumien: Ebenso zu behandeln wie die Kobolde! Nur schwaecher. Kann man auch ohne Wurf- und Schiess-Technik besiegen! Stones: Die Stones sind extrem zaeh und langsam! Man sollte ihnen grundsaetzlich erst ein paar Bombensprueche an den Kopf werfen, dann sollte man sie mit einem Gitter zermalmen oder mit einem Teleporter vernichten (siehe Teil 2 der Hilfe) Man kann es nach den Bomben-Spruechen auch mit einer Hau-zu-und-renn-weg-Taktik versuchen! Also eine Waffe aufrufen, zu den Steinen gehen, zuschlagen und gleich wieder weggehen. Meistens entkommt man einem Angriff. Die Stones sind zwar giftig, doch haelt das Gift nicht lange an. Man sollte also keine Anti-Poison-Spell verschwenden. Ausserdem geben Stones immer einen kleinen Rock ab, der ideal fuer eine Schleuder oder zum Handwurf geeignet ist! Worms: Die Worms sind ebenso zaeh wie die Stones, nur sind sie schneller und empfind- licher als letztere! Man sollte sie ebenfalls mittels Tor oder Teleport toeten, man kann es aber auch in einem Rondell versuchen. Also immer ein Feld Abstand halten, Waffe waehlen und warten, bis sie kommen. Dann zuschlagen und gleich wieder weg. Hier ist allerdings das Risiko sehr gross, erwischt zu werden. Achtung! Auch die Worms sind giftig und ihr Gift ist sehr viel staerker! Man sollte also immer eine Anti-Poison-Spell zur Hand haben! Die Worm-Pieces sind zwar auch verzehrbar, wiegen aber 1.1 Kilo und geben nicht viel her, weswegen man sie gleich an Ort und Stelle verzehren sollte! Ghost: Der Ghost ist ein Non-Materiell Wesen, hat also keinen eigentlichen Koerper! Man kann ihn nur mittels Anti-Geist-Spruch toeten! Ansonsten keine Probleme! Slimes: Slimes sehen aus wie erstarrte Fontaenen mit Tentakeln. Man besiegt sie am besten, indem man sich erstmal mit einem Anti-Spellshield eindeckt, denn Spells diesen werfen sie (und die kosten Kraft!). Wenn man sich aber genau umsieht, kann man einen Zauberstab finden, der einen Fire-Schutz und einen Spell- Schutz hat! Diesen sollte man aufrufen und die Slimes mittels Geschossen und Wurfwaffen attackieren. Dann kann man in den Hand-to-Hand-Combat gehen und ihnen den Rest geben. Das letzte uns bekannte Wesen ist eine gefluegelte Schlange: Sie ist extrem brutal und man sollte sie mit dem "Horn of Fear" (dass man bis dato moeglichst gefunden haben sollte) auf Abstand halten, um sie dann mittels Pfeilen und Aehnlichem zu toeten. Das war's dann mal wieder! Bald werden wir auf ein paar Raeume genauer eingehen... Sorcerer "Was machen wir nur?", fluestert Sorcerer, als er den gruenen Geist zuegig naeher kommen sieht. "Keine Panik!", kontere ich, "Lange waren wir wehrlos, aber nun, da unser Gothmog ein gelehrter Wizard ist: Gothmog," sage ich zu selbigen, "zeig dem daemlichen Geist mal, was ein ordentlicher Spell ist!" Gothmog konzentriert sich und schliesslich schiesst er einen bunten, grellen Lichtball geradewegs dem Geist entgegen. Treffer! Mit einer Rauch- wolke verabschiedet sich die Gestalt auf Nimmer Wiedersehen. Willkommen zu: Tips & Tricks zu Dungeon Master Teil IV. -------------- ======================================== In der heutigen Folge geht es nochmal um grundlegende Kenntnisse und um einige Raetsel. Sorcerer hatte ja schon in der letzten Folge die verschiedenen Wesen, die in den Dungeons rumspuken erklaert. Ich habe noch einige Ergaenzungen dazu machen. Skelette: Die Skelette sehen am Anfang schwerer aus, als sie sind. Als mir das erste Skelett begegnete, dachte ich mir "Oh Gott! Leute, ich habe so ein komisches Gefuehl in der Magengegend!". Doch Stamm, der Staemmige schleuderte seine Axt dem Ding einfach zwischen die Rippen, und siehe da "kling, klong": Das Ding ist weg und hinterlaesst uns ein Holzschild und ein Falchion. "Nett von ihm!" bemerkte Mophus laessig. Es langt aber schon bei weitem, wenn man dem Ding die Axt entgegen"chop"t. Begegnet Ihr einer Vierer-Formation von Skeletten castet den Bombenspruch FULL (10) ein- zweimal den Dingern entgegen und schon liegen 8 Gegenstaende auf dem Boden. Also: Lange Rede, kurzer Sinn: Die Skelette sind lasch! Seeker: Die Seeker (die Namensgebung stammt von Sorcerer) schweben ueber dem Boden und haben viele Tentakel, an denen Augen haengen. Scheinbar ist das Ding ein riesiges Auge, denn es schleudert verschiedene Sprueche, die uebrigens die Wizards ebenfalls beherrschen, der Party entgegen, und zwar aus einem riesigen Auge. Fertigmachen kann man das Ding am besten, indem man ihm dauernd Sprueche an die Birne haemmert. Ansonsten bewaehrt sich auch die Schritt hin - Klopp' rein - Schritt zurueck - Taktik. Anscheinend sind die Biester, ebenso wie die Skelette, intelligent denn sie wollen manchmal partout nicht unter eine Falltuer gehen. Mehr Wesen sind uns noch nicht begegnet. Noch mal ein Wort zu der Transporter- Ratz-Methode. Ich moechte nochmal kurz auf diese Methode eingehen, weil ich meine, dass Sorcerer's Erklaerung nicht ganz einleuchtend war. Man geht folgendermassen vor: Man geht in einen Transporter und merkt sich die Stelle, an der man wieder erscheint. Nun lockt man die Viecher, die man gern tot haben will, an diese Stelle; stehen sie kurz vor einem, geht man in den Transporter zurueck. Nun laufen die Dinger auf die Zielstelle, jetzt brauch' man nur wieder zurueck gehen und schon sind sie tot. Dieser Effekt laesst sich recht einfach erklaeren. Es koennen keine zwei Wesen auf einer Stelle gleichzeitig stehen, dabei geht die Party keinerlei Risiko ein. Falls jemand von Eurer Party ein Rope haben sollte, so kann man damit in Fallgruben klettern. Haeufig liegt irgendwo dort unten ein Drumstick herum, der ja recht nahrhaft ist. Also: Wenn Ihr eine Fallgrube findet, klettert ruhig mal runter. Ich habe sogar einmal eine Magical Box gefunden. Im Laufe des Spieles haeufen sich die gefundenen Gegenstaende (insbesondere Futter) sehr stark an. Passt also auf, dass niemand zuviel schleppt, das kann auf Kosten der Stamina gehen. Verfaerbt sich die Load-anzeige gelb oder rot bedeutet das, dass der Charakter ueberladen ist. Wenn Ihr eine Truhe findet, verstaut dort auf jeden Fall wichtigen Kram. Futter hat immer Vorrang, schmeisst lieber mal ein paar Waffen (insbes. Keulen) weg. Nun ein paar Tips zu Raetseln: Im RIDDLE-ROOM befinden sich vier Nischen. Neben jeder dieser Nischen steht immer ein Spruch, der einen Gegenstand umschreibt, der dort hinein gehoert. Habt Ihr drei Nischen gefuellt, oeffnet sich die Tuer am Ende des Raumes. Folgende Gegenstaende werden hierzu benoetigt: - BLUE GEM ("Harder than Rocks....") - BOW ("I arch yet back...") - MIRROR ("I'm all I'm nothing") Habt Ihr alle Gegenstaende deponiert, sollte das Gitter hochrasseln. Dahinter kommen dann knackige Raetsel. Keine Angst, den Bogen und all' den anderen Kram braucht Ihr nicht dort liegen lassen. Wenn Ihr naemlich den naechsten Gang zurueckgeht, so findet Ihr einen Edelstein-Druckknopf. Drueckt Ihr diesen, dann oeffnet sich vor Euch die Wand und Ihr koennt den Kram wieder- holen. Weiter gehts: Am Ende des Ganges findet Ihr eine wunderschoene mit Diamanten besetzte Tuer, in welche ein IRON KEY muss. Ihr findet diesen in dem Grab des Goldkoenigs, an der Wand steht irgendwas mit BULLION, was soviel wie Goldstueck heisst. Man soll dem Toten ein Goldstueck geben. Null Problemo, wir haben ja schon genug und wissen ja schon garnicht mehr wohin damit. Also nehmen wir eines und werfen es in das Mauerloch in dem Raum. Schwupp! oeffnet sich die Wand und Ihr koennt den 1. IRON KEY holen. Kaum habt Ihr die Diamantentuer geoeffnet, da seht Ihr auch schon die naechste. Den naechsten Schluessel findet Ihr in dem Raum des EXPLORER OF COMBINATIONS. Hier muesst Ihr solange die in der Wand eingelassenen kleinen Knoepfe druecken, bis sich die Wand oeffnet, wo auch dann der naechste Key liegt. Wenn Ihr die naechste Diamantentuer geoeffnet habt, erwartet Euch auch schon ein netter Spruch: "You better turn around and run!". Cool wie wir sind, ignorieren wir diesen laecherlichen Spruch. Uns stehen zwei Wege zur Auswahl. Waehlen wir den linken, so stossen wir schon bald wieder auf die naechste IRON KEY DOOR. Wir benoetigen also einen weiteren KEY. Den rechten Weg ueber- lasse ich mal Euch, denn dort bin ich auch noch nicht weitergekommen. Wenn ich ehrlich sein soll, komme ich bei dem linken Weg auch nicht mehr weiter. Ich weiss zwar wo sich der Key befindet - ich kann ihn sogar sehen - aber ich weiss um Himmels Willen nicht, wie ich an ihn herankommen kann. Ihr findet ihn, wenn Ihr direkt nach der Riddle-Room-Door nach rechts geht und nur geradeaus geht. Hinter dieser Tuer ist ein schweres Raetsel versteckt. Probiert Ihr mal, an des Schluessel heranzukommen, ich bin daran schon fast verzweifelt. Viel Glueck!! So, Folks, das war's mal wieder fuer heute. Bis demnaechst! Dungeon Master "Monarch" STER bbs: 01880-40035 06601030305800 1 2# F0110030 9[...................................................]001 DungeonMasterafl.2 Ikhadjulliedevorigekeerachtergelatenoplevel7(of8,als jedeHallofChampionsookalseenlevelbeschouwt),degrote kamermetderondvliegendevuurballen.Voorikverdergametmijn tochtdoordedungeonseenpaaropmerkingenvooraf:indiverse DuitseenEngelsbladenismenernuookeindelijkachter,dat DungeonMasterbeslisthetspelvanhetjaaris,enerduikenal zolinksenrechtsalwat"tips"op.Jekuntwelmerken,dathet daarbijgaatomtipsvanlieden,dienognietergvergevorderd kunnenzijnmethetspel,wanterstaatnogalwatonzintussen. ZolasikinPowerPlay,hetuitsluitendopgamesgeorienteerde zusjevanHappyComputer,datjeerhetbesteaanzoudoenomde wurmenoplevel3maarteontlopendooreromheentegaan.Die kennerzalnogtotzijnschadeenschandeondervinden,datdie ontlopenbeessiesopeengegevenmomentachterhemstaanenalsje ineengangtussentweepaarwormenzit,kunjehetwelschudden. 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Hetjuistereceptisenblijft:blijvengooienmetalleswatje voordevoetenkomt,potionsblijvenmaken,hoesterkerhoe beter,hetdondertnietofdespellwerkt,metallesvechtenen alsmaarlightspellsenfireballsblijvencasten.Datishet enige,datdenodigelevelsoplevert.Eengoedkarakterisop level5zekeraljourneymanofcraftsmaninALLEvierdeklassen. Ikloopechtdoordegangenmet15of20wormpiecesenshrieker partsofmetevenzoveelfalchionsenwoodenshields,aandode skeletten(??)ontfutseld,dieikmaarvoormeuiblijfgooien. Datzietermisschiengekuitenkostwattijd,maarhetlevert hopenninjalevelsopendaarmeedexterityensomsookstrenght. Alsdaarmeedestaminavaneenkarakteropraakt,dangeefjehem eenstaminapotionenlaateentijdjeeenanderkarakterals werperoptreden.Jekuntzelfslevelsopbouwendooropeenrustig plekjeeenzwaardaanTiggyofWuuftegevenenwatindelucht testaanhakken,warcrytekiezenofdoorkickenpunchtedoen. Vooralbijzwakke,breekbarefigurenmetveelmanaisdateen idealemanieromwatfighterlevelsenduswatstrenghttewinnen endusookweerwatmeertekunnenmeeslepen. Goed,terugnaarhetspel.Jegaatdetrapafendanlinkstotde muuraandeoverkant.Danweerlinks,totjeopdemuureenknop ziet,vlaknaasteenblauwschermeneennismetnogeenknop. Drukdieknoppeninendankunjeindegang,waardevuurballen uitkomeneenkistmetdaarineenzgn.skeletonkeyvinden.(Die skeletonkeyszijnheelbelangrijk,zeliggenopelklevelvan hierafenbiedentoegangtoteensoortcentraaltrappenhuis, waarmeejeheelvlugvanhetenelevelnaarhetanderekunt, zonderdathelelevelweerdoortemoetenlopen).Nukunjewat veiligerdoordegrotekamerbewegen,waarjeoverigensveel immaterialbeingstegenkomt,waarnochwapensnochfireballs tegenwerken.Jemoetzebestrijdenmetdespelllodesew.Wat ookwerktisdeophetvorigelevelgevondenYewStaff(dispell) ofdeeveneensophetvorigelevelliggendeVorpalBlades (disrupt).Ookmoetjeindezekamerafrekenenmetdegremlins (ziehetvorigeartikel).Kijkgoedopdegrond,evenvoorbijeen zomaarindekamerstaandedeurligteenheelmoeilijkzichtbare sleutel.Nukunjeopdiverseplaatsenknoppenindrukkenen daardoorkleinegangetjesopenen,waarnuttigespulleninliggen, waarondernogeenstaff.Eenvandiegangen,rechtvandetrap, geefttoegangtoteennogalmoeilijktevindenkamer,jemoet namelijkprecies26stappendoordiegangdoenenjedan omdraaien,waarnaeengangaandelinkerkantopengaat.Daarin zittennogwatbehoorlijksterkemummiesenskelettenen uiteraardnuttigewapens,deDeltaDaggermetname.Helemaal terugnaardehoekmetdefireballs-gangligtdelaatstegang,te openenmetdegevondensleutel.Zovindjedetrapnaarhet volgendelevelenookdetrapnaarhetcentraletrappenhuis. Gaviadegewonetrapnaarlevel8.Eerstkunjemaareenklein stukjebereiken,maardemededeling"whenarockisnotarock" verraadtdegrap:jekuntdoordemuurheenlopen.Gaeerstlinks enverzameldaarallesenneemdandeanderekant.Vlakvoorhet eindevandegangisnogeengemeneteleport,diejestiekem omdraait.Opditniveaukomjegrotegemenerattentegenen verdereengeksoortbeest,hetRustMonster.Datzijnheeltrage beesten,dusdiebiedeneengoedekansomjezwakkerekarakters eensvooroptezettenmeteenwapenenwatfighterlevelste verdienen.Deeerstvolgendemoeilijkepuzzeliseenvalhekwaar jenietdoorkunt.Jehebtdaarvoordeineenkleinsub-level liggendeGreenGemnodig("puttheGemback),diejedooreen goedeNinjadoorhettraliehekmoetlatengooien,vanafdejuiste afstand,andersvliegthijteverenvaltinhettweedegaten moetjehemweerteruggaanhalen. Devolgendeisookeenleukerd:what'sunderfootwillsoonbe overhead.Kijkmaareensgoednaardevloer,danziejedaareen aantalkleinedrukplaten.Alszewordeningedrukt,krijgjeeen fireballnaarjehersens.Deoplossingisduszorgen,datde plaatingedruktwordtenblijft,terwijljezelfalsde wiedeweergauitdevuurliniestapt.Datluktnatuurlijknietals jeoverloadedbent.Succes.Gaaanheteindlinksendanvindje eentouw,eenklein,bruinenhardknallendmannetjeenjeeerste DragonSteak,hetallerbestevoedsel.Derestvanhetlevelis hetgewonewerkvanvechtenenzoekenenvoorwerpenverzamelen, totjebijdetrapnaarhetnegendelevelkomt.Zorgwelnog,dat jedeskeletonkeyweergebruiktvoordeopeningnaardecentrale trap.AlsjewiltkunjemetdetweedeinmiddelsgevondenRaKey evenviadietrapnaarlevelzesteruggaanendetweededeur naardeTomboftheFirestaffopenen.Scheeltiniedergevalweer plaatsvooreenvoorwerp,wantvannuafisdateengroot probleem,jehebtteveelleukespullen,diejeeigenlijkniet kwijtwiltofdurft,enhetgewichtvanaldietroepissomste grootvooreenkarakter.Delettersdiehetmeegezeuldegewicht aangevenwordendangeel.Echtgevaarlijkisdatniet,maarhet koststamenenbovendienbeweegjedanlangzamer,zodatjenet eenstaptelaatbentomdefireballvaneenBeholderte ontwijken.Hetnegendelevelbegintmeteengoeie:gooimaareens ietsalsjeonderaandetrapstaatenprobeerdatdanweeropte halen.Deoplossingstaatopdemuur:atwisted(kronkelig)sense ofhumourennogietsoverslangen.Aanheteindligteensleutel opdegrond,waarmeejeeenvantweedeurenmoetopenen,het maakteigenlijknietuitwelke.Bovendienkunjeinelkvande tweegangenweereensleutelvindenomookdeandereganguitte stoffen,danmisjeinelkgevalniets.Eneenleuknieuw monster,eenreuzen-schorpioen,dieechtnietliefis.Hijdeelt betenvanzo'n90damageuitenvierhardefireballs(nietmet lo,maarmeteedus)slikthijzondermoeite,hetgeentoch minstenszo'n500schadeoplevert.Vervolgenswordthetevenheel snel,alsjeopeensoortcarousselstapt("ZOOOMM")enhetis nogeenheleklusomeropdegoedeplaatsaftekomen,alsjein hetblauweschermkomt,kunjeweerbijdesnakebeginnen.Dan komteenkamervoordevechtersbazen:ikhebindieenekamer vijfskeletons,viergremlins,vierbeholdersendrie schorpioenenontmoet.Hetbestelukthetnogalsjedirectnahet binnengaanrechtdoorloopt,eerstdeskeletteneneenpaar gremlinsafmaakt,deSpeedbowpaktenweerbuitenvoorde (gesloten)deurgaatresten,totjemanaweeroppeilis,een aantalbeholderseneenoftweeschorpioenenkoudmaakten desnoodsnogeenkeerrestneemt.Derestvanhetlevelis allemaalnogalrechtopenneer,opeendingna:alsjenawat gedoemeteenaantaldrukknoppeneengeheimegangblootlegt blijktachterdiegangnogeenkamertjetezittenmetdaarin Speedboots,nietonmisbaarmaarleuk.Enletinhethokmethet "ShieldofLyte"goedop,erligtooknogeensleuteleneris nogeendrukknopindiezelfdekamer.Enverdervindjeopdit leveleensuperbijl,deHardcleaveeneenMagnifier. Trapafennaarlevel10.Demoeilijkstepuzzelvanhetspel,ik keneerlijkgezegddeprecieseoplossingniet,hetheeftme gewooneenpaarkeereenhalfuurtjeproberengekostendanwas ikerplotselingdoorheen.Jeloopteenvierkantbinnenwaarinje schijnbaarnietskuntdoenalsrondrennen.Ergensopdemuur staanheldereopmerkingenalsTurnBackenClockwise,maarwat datpreciesinhoudtisooknietzoduidelijk.Ikhebgemerkt,dat alsjeeenveldnaastClockwisegaatstaanendanmetdeklokmee omjeasdraait,erdingenveranderen.Jelooptweliswaarnog steedsineenvierkant,maarhetiskennelijkeenander,er liggenanderespullenopdegrond,waarondereensleutel.Naweer watgemiermetClockwiseenachteruitlopen,probeermaarvan alles,ziejeeenbruinslot.Alsjedaardesleutelinsteekt gaateenhekopenmetdaarachtereenkist.Daarzitdanweereen sleutelin.Diepast(Clockwiseetc.)ineengeelslotenalshet goediswordjedaarnadoorwespenaangevallen.Datishetteken datachterhethekmetdekisteenopeningisontstaannaarde restvanhetlevel.Linksafbrengtjeviaeennis,diebijhet eerstbetredengeen,maardetweedekeerweleendrukknopheeft bijeensleutel.Vervolgensligtopeenkruispuntvoordrie deureneensleutelopdegrond,waarmeejeduseenvandedrie kuntopenen.Derechtsevoertlangsontstellendehopenblauwe trolls,vooralgeschiktdusalsjewatgoeiefightersenninja's aanboordhebt,dewegrechtdoorvoertlangseindeloosveel wespen,meerietsvoormagicusersdus.Endelinksehebiknooit geprobeerd.Naarikhebgehoordzoudendaarveelwater-elementals zitten,dusdatvraagtomeenbehandelingzoalsnon-material beings.Dedrierouteskomenuiteindelijkweerophetzelfdepunt uit.Netvoorbijdetrapligteenkamerwaarjeleukedingenkunt doenmetaldiecoppercoins,diejealaldietijdmeesleept (nietdefulbombsopgebruiken,diehebjeinhetvolgendelevel hardnodig).Evenvoordetraptenslottekomjeweerbijzo'n "zoomm"maarjezultjeinspanningmoetenvergrotenomdaarvan degoedekantbijtekomen.Weereensleutel.Trapaf,level11, hetmoeilijkstelevel.Heelgeniepigzijndebijnaonzichtbare gatenindevloerindegrotekamer,waarjebinnenkomt,jemoet tweekeeropdedrukplaatstappenomzetesluiten.Diegatenkun jetrouwensaardiggebruikenommonstersintelatenvallen. Liefstdriesoortenmonsterskomenopditlevelingrotengetale voor,KnightsincursedArmour,diemethuntweezwaardenenorme klappenuitdelenenwatervlugzijn.Vuurballenschijnenopdeze ijzerenmannenweinigofgeeneffecttehebben,jezulthetecht methetwapenindevuistmoetenuitvechten.Jekuntzehetbeste meelokkentotzeophetpuntkomenwaarzenietverder(kunnen) gaanendaarhetbeproefdeheldhaftigesysteemtoepassenvaneen klapuitdelenenmoedigterugwijkennaardeplekwaarzejeniet kunnenbereiken.Verderziejereuzenspinnenmeteenvreselijke beeteneenondefinieerbaargeheel,noghetmeestlijkendopdrie spaghetti-strengelsmeteengloeiendblauwbolletjeerbovenop. MisschienzijnhetAirElementals,inelkgevalwerkenDispellen VorpalBladesertegen,maarzewerpenonfatsoenlijkharde fireballsenpoisonbombs,waarbijzeooknogafentoe onzichtbaarworden.Ophethelelevelzittendeuren,dieniet opengaanenknoppen,diegeenzicht-ofhoorbaareffecthebben. Paslaterblijktzo'ndeurineensopentestaan,zodatde knoppendrukkerijtochheeftgewerkt.Zowordteendeurhelemaal linksboveninhetveldgeopenddooreenknopineenkamer onderaan.Endanisereenkamer,waarikweltienkeeropnieuw aanbenbegonnen,erzittenietsvanzo'ntienspinneninenals jeereenoftweedoodtendanweerdekameruitgaat,wordendie weergeregenereerd.Doorvechtenisdusdeenigeoplossingendat betekentaljefulbombsgebruikenenaljemagicboxes,datzou jetijdgenoegmoetengevenomdezaakuittemesten,maarreken maaropeenpaarpogingenopzijnminst.Aanheteindvanhet levelmoetjenogovereenbewegendgatheenzientekomen,en danvindjedederdeRaKey.Daarmeekunjeeindelijkindetomb oftheFirestaffbinnen.Datlijktmeookeengunstigmomentom aftebreken,errestenonsnunogthetomb,hetlevelmetde draakentenslotteChaoszelf.Datzullenwedanindederdeen laatsteafleveringmeenemen.Totdanveelplezier, doorzettingsvermogenenveelextralevels.Gegroet. WimDenie P.S.Indeversie1.0,dieikbezat,ziteenbug(je),alsjeop hetlaatstelevelmetChaosindeweerbent,kanhetvoorkomen, dathijopeengegevenmomentcompleetverdwenenis.Ikhadvan JaapToornstrauitAmsterdamalgehoord,datChaoszichdanin eenvandezwartevlammenverborgenhield,maarikwaserna ettelijkeurennognietingeslaagdhemweertevoorschijnte brengen.IneenbriefdieikaanF.T.L.hebgestuurdmeteen aantalvragen(o.a.naardeopvolgervanDungeonMaster)maakte ikmeldingvandatprobleem.Inhunantwoordwerdmij medegedeeld,datdatfoutjehenbekendwasendatzede programmacodeinzoverrehaddenaangepast,dathetnietmeer mogelijkwasdattweeobjectenzichopeenplaatsbevonden.Heel vriendelijkstuurdenzemijookeendiskmetversie1.2mee, waarindatprobleemwasopgelost.Endaarnahadikhetspelook invijfminutenuit. Verderheeftdienieuweversienogeenheelprettigeverbetering: hetrustenvanfigurenmetveelmanaenhitpointsduurdesomswel 5minuten,datisnuteruggebrachttot20a30seconden.Er schijntinNederlandookeenversie1.1inomlooptezijn,maar ofdeverbeteringendaarookalinzijnaangebracht,weetik niet.Enwatdieopvolgerbetreft:erwerdgewerktaaneennieuw spel,waarinjemeteencharactereditorjepersonenuitDungeon Masterkuntinpassen,maareenverschijningsdatumwasnogniet bekend.Datbetekentdusnogeven"volverwachtingkloptons hart".Zodraikmeerweet,leestUdatuiteraardhier.Totdan. 06601030305800 1 2# F0110030 9[...................................................]001 DungeonMaster WatisdieNederlandsetaaltocharm!Inelkgevaltearmommij maarsteedsweernogsterkeresuperlatieventebiedenomalweer eennogmooierrole-playinggametebeschrijven.Ikdachtin PhantasieI,II,enIIIalhetspelderspellentehebben gevonden,toenkwamtheBard'sTale,datwasnogfraaierendaar hebikmaareen11voorgegevenennuiserdusDungeonMasteren hetisalweernogmooier.Ikzieernumaarvanafnogeencijfer tegevenenhoudhetmaaropongelofelijkfraai,ingewikkelden boeiendeneenbedreigingvoordesoftware-enadventure rubriekeninditbladwantikwilalsmaarverderspelenenzo komtditbladnooitoptijdklaar.Gelukkighebikookditkeer weerveelhulpgehadvanLucasvandenBergenhebikvanHerman vanHaarlemeenstelprachtigekaartengekregen,waarvaniker metzijnwelwillendeinstemmingeenpaarmagpubliceren,waarvoor mijnoprechtedank. Almeerdaneenjaargeledengingereendemo-diskrondvan DungeonMaster,doorFTLSoftware(FasterThanLight,o.a.bekend vanSundog)waarvaniedereenspontaangingwatertanden,zofraai enveelbelovendwarendegraphics.Enikhebdanooktot vervelenstoeinEngelandgeinformeerd,ofhetspelnoueindelijk leverbaarwas.Ukuntzichdanookmijnpleziervoorstellen,toen beginjanuarieindelijkhetlang-verwachtepakjeinmijnbrieven busrolde.Envantoenafwashetweerhetoudeliedje:zodrade computerbeschikbaarwasgauweveneenhalfuurtjeDungeon Master,eneenhalfuurtjewerddanmeestaleendrietaluurtjes, endanwashetalweerdiepindenacht.Ophoudendoejedanpas, alsjevoordezoveelstepuzzelstaat,waaroverjetochechteens metjematenmoetpratenendatinhetholstvandenachtmet goedfatsoennietmeerkuntmaken,zelfsnietbijLucas,diedit soortspelleninvol-continudienstschijntaftewikkelenen altijdalweerdiverselevelsvoorligt. DungeonMasterisdenaam,dieroleplayers(geencomputeraars, maarspelersvanDungeons&Dragons,aldannietadvanced)geven aandespelleider,dieinveleurenvoorbereidingvoorde deelnemersaaneenavontuureenspeluitzet,metvelevallen, maarookveelschattenenmogelijkhedenomeenkarakterte verbeterendoorervaringoptedoen.Inhetprogrammametdie naam,functioneertdecomputeralsdespelleider.Deinhoudvan hetverhaaldoetzoalsmeestalhetgevalisnauwelijksterzake: jemoetergensineenstelselvangrotteneenvoorwerp,de Firestaffzientevindenendaardooraaneenbozemacht,genaamd Chaos,dekansontnemenomvandewereldeenchaostemaken.Maar dewarelolzitindemanierwaaropjedaarkomt,welkemonsters jetegenkomt,welkeraadselsjemoetoplossen,welkevuiletrucs dedungeonmasternuweerheeftbedacht.Hetistrouwens duidelijktezien,datdeontwerpersvanhetspelzelfookal eensmetAdvancedDungeons&Dragonshebbengewerkt,wantjekomt nogalwatmonsterstegen,dierechtuithetMonsterManualvanA D&Dstammen,BeholdersenCouatlsendatsoortongedierte. Aldiemonsterszienerdanooknogfantastischuit,zijn geanimeerdenprachtiggedetailleerd,netalsdedungeonszelf, jelooptheusnietdoorsaaiegrijzegangen,overalzittenzeer fraaiedetailsalsplassenwateropdegrond,mostussende stenen,ringenofboeienaandemurenenoveralliggenspullen verborgen.Deeerstekeerkijkjegladovereengrijzeironkey heen,dieergensopdegrondligtofmisjehetonopvallende knopje,dateendeuropentofontgaatjedenisindemuur,waar jewatinmoetstoppen.Heelgoeduitkijkenenoplettenblijft hethelespellanggeboden. Aanhetbeginvanhetspelkunjekiezenomofwelopnieuwte beginnen(Enter)ofweleengesavedspelvoorttezetten(Resume). Daaraangaatdanweleenontstellendlangelaadtijdvooraf,want FTLheefthetkunststukuitgehaaldommeerdaneenMegabyteaan graphicsdoorallerleicompressie-techniekenopeenenkelzijdige diskteproppen.Hetladenklinktdanookeenbeetjealsofer iederekeeropnieuwmetveelmoeitenogeengaatjevoornogeen trackmoetwordengevonden. Alsjemoetbeginnen,komjeeerstindezgn.HallofChampions, waarje24verschillende,alminofmeerspeelklarekarakters aantreft.Jekuntzo'nfiguurresurrecten,datwilzeggen,dat hijherleeftinzijnoudevormofjekuntminofmeerhelemaal opnieuwbeginnendoorhem(ofhaar)tereincarneren,watmevoor rechtgeaarderoleplayerstochwelhetaardigstlijkt. Dekaraktersonderscheidenzichopdeeersteplaatsvanelkaar doordrieeigenschappen,respectievelijkhealth,staminaenMana, d.w.z.gezondheid,uithoudingsvermogenenmagischeenergie. Boveninhetschermkunjeopelkmomentindriestaaf-grafieken voorelkkarakterzien,hoedestandvanzakenvoordiedrie eigenschappenis.Narustenofslapenstaandemetersinde hoogstestand,doorverwondingenoptelopen,hongerofdorstte lijdengaatjehealthnaarbeneden,deinspanningvanwapens gebruikenofspullentegooienofteschietenvermindertje staminaenjemanaraaktopdoortoverspreukentegebruiken. Elkkarakterkanzichinvierskills(vaardigheden)bekwamen,te wetenFighter,Ninja,WizardenPriest.DeFighterszijnde sterkeboysofgirls,diemetdezwaarstewapensen wapenrustingenkunnenomgaan,Ninja'sgebruikenmeerprecisie- wapensalspijlenboog,kruisboog,vergiftigdewerppijlenenz. Wizardskunnengevechtsspreukenalsvuurballenofgiftigewolken hanterenenPriestzijnhelers(genezersdus,geenopkopersvan auto-radio's).Daarvoorkunnenzeallerleidrankjes(potions) aanmaken,diedeanderekarakterskunneninnemen.Alsjeeen karakterresurrect,ishijaleengeroutineerdfighter,ninja etc.ofeencombinatievantweeofzelfsallevierskills. Sommigekaraktershebbenalnuttigevoorwerpenalseenboog, pijlen,eenzwaardoflegeflesjesvoorpotionsbijzichof hebbenaleenredelijkebeschermendekledingaan,anderenzijn noghelemaalnaaktenongewapend.Hunspullenmoetjedanineen vandeeerstelevelsbijelkaarzoeken.Jeblijftoverigenshet helespeldoorsteedsbetereendoeltreffenderspullenvinden, zodatjeeerdergevondentroepweerwegkuntgooien.Eenpijl zuljeopeenbepaaldmomentvervangendoorbeterepijlen,de zgn.slayers,deboogwordtdaneenkruisboogenzovoort.Ofje dolk(falchion)maaktplaatsvooreensabel,daneenrapierenz. enz.Ennaarmatedegeoefendheidvaneenkaraktertoeneemt,kan hijookmeermeteenwapendoen,meteenbijlkunjeeerst"chop" doen,laterook"melee"endatzijndanheelwathardereklappen. Jekiestvierkaraktersuit,alnaargelangjeeigensmaaken zorgtdaarbijvooreenredelijkeverhoudingtussensterke kleerkastenenschrielemaarvanveeltoverkrachtvoorziene wezens.Inprincipekanelkkarakteruitgroeientotgrotehoogte, maareenklein,iel,hondachtigwezenalsWuuftheBikawordt nooitsterkgenoegomdeloodzwarewapenrustingen,diejeop laterelevelsvindt,tetorsenzondervoortdurendstrenght- potionsintenemen.Schafjedusminstenstweevanhuisuit gespierdefigurenaan,alsHalktheBarbarianofDaroouofSonja SheDevil.EnigebekwaamheidalsNinjaisooknooitweg,dat verbetertdandebehendigheidwaarmeejekrachtpatsershunwapens hanteren.Verdertweelieden,dieveelManahebbenendusmeerde kantvanWizarden/ofPriestopgaan,wezensalsWuufofTiggyof Gothmog.Heelbelangrijkishetomvanmeetafaanteproberenal jekaraktersinalleskillstescholen,alishetdanookmaar toteenbepaaldehoogte.Hetisheelonhandigalsjeineen gevechtjeWizardvanzijnwerk(vuurballenofvergifwolkenof explosies)moetafhalenomlichttemakenalsjetoortsopraakt. NeemdusinelkgevalFightersmetenigMana,alishetmaar5of 10,datwordtwelmeerenzokunnenzeopmeergebiedenbruikbaar zijndanalleeninhetvuistwerk.Enlaatookiedereenwat simpelepotionsmaken,zogaatjeweerstandtegenvijandelijke magieomhoog.Laatomdebeurtelkkaraktermetstenen,pijlen, schildengooien,zowordjeeenbetereNinjaendatverhoogtje trefzekerheid,ookingewonegevechten.Alseenbepaaldkarakter eenzekereoefeningineenskillheeftverkregen,komtopeen zekermomentdemededelingophetscherm"Syragainedafighter level"of"WuufgainedaNinjalevel".Saveopdatmomenthet spelenspeeldanverder.Elkekeerdatjeineenskillpromotie maakt,gaanenigevande6extraattributen,dieeenkarakter heeft,namelijkstrenght,dexterity,wisdom,vitality,anti-magic enanti-fireomhoog.Strengthbepaaltdekrachtwaarmeejeeen wapenhanteert,endelastdiejekuntdragen,dexteritygeeft behendigheidinhethanterenvanwapensenhetontwijkenvan klappen,wisdombepaalthoeveelenwelketoverspreukenjekunt lerenenhoesneljejeverbruiktManaterugwint,vitalityregelt hoesneljeweerbijkomtvanverwondingenenanti-magicenanti- firemakenjebeterbestandtegenmagieenvuur.Inprincipe lijktelkkarakterwelbruikbaar,maarikhebtocheenzekere afkeerontwikkeldtegenfiguren,diehelemaalopeengebiedzijn gespecialiseerd,zoalsHalktheBarbarianofSonjaSheDevilof StammBladecaster,allenaldirectaanhetbeginredelijk vergevorderdeFighters,maarmetweinigverderemogelijkhedenen datzelfdegeldtvoorMophustheHealerenLeylaShadowseek,resp. eenzeergoedePriestenNinja.AlleenGothmog,eenWizardpur sang,lijktvanwegezijnredelijkehogehealthenstamina bruikbaaropmeerterreinen. MijntegenwoordigepartybestaatuitHissssaLizarofMakanen DarooualsFighters,WuuftheBikaalsPriest/NinjaenGothmog alsWizard.RedelijkealternatievenlijkenmijnogHawkthe FearlessofElijaLionofYaitopia(Fighter/Priest),BorisWizard ofBaldor,GandoThurfoot,TiggyTamal(welergzwak)ofAlex Ander(Ninja/Wizard)enzekerookChaniSayyadinaSihaya (Fighter/Wizard). Hetisoverigensgeenopzet,datdrievanmijnkaraktersgeen mensenzijn,maarresp.eenhagedis,eensoortknotwoleneen hondjeennogveelminder,datergeenvrouwinvoorkomt. FeministeskunnenmetSonja,Chani,SyrachildofNatureenLeyla ofAziziJoharizekereenpartyvanformaatsamenstellen,een novuminhetroleplayen.AlleenUltimaboodtotnutoe mogelijkhedenvoorvrouwvriendelijkingesteldemensen. Alswenuonzepartycompleethebben,kijkenwenogeveninde uithoekenvandeHallofChampionsrondenverzamelenalwat voedsel.Wanthetoppeilhoudenvanetenendrinkenisookeen belangrijkonderdeelvanDungeonMasterenalsjealtelang treuzeltmethetdoordedungeonslopen,bijv.doorsteedste vluchteni.p.v.tevechten,danzaljepartyopeengegeven momenteenroemlozedoodsterven.Waarschijnlijkzaljedatbij jeeerstepogingtochweloverkomen,wantiedereen,dieikken, dieditspelspeeltisopeengegevenmoment,aldanniet gedwongen,helemaalopnieuwbegonnen,omdatdepartytochniet aandeeisenvoldeedofomdaterbijdeeersterondeteveel lateronmisbarevoorwerpenalssleutelsofschildenonontdekt warengebleven. Wedalenafnaarheteerstelevel,datuiteraardnogbetrekkelijk rechtopenneeris:dedeurenofvalhekkenhebbennogkeurigeen drukknopnaastdedeurofdebenodigdesleutelligtvlakbijde deur,inhetergstegevalomdevolgendehoekofinhetvolgende zijgangetje.Eventueleproblemenmetvalluikenofdrukplatenkun jetelijfdoorvoorwerpenopdiedrukplatenteleggen.Hendels, dieuitdemurensteken,moetjeuiteraardomleggen,ookalshet resultaatdaarvannietzichtbaaris.Vechtmetallemonsters,op ditniveaualleennogmaarmummiesdoorzemetknotsenteslaan, metvoorwerpen,desnoodsvoedseltebekogelenofheeleffectief doorzeondereendeurtepletten.Laatgeenmonsterontsnappen, wantdangaathijermetjewaardevollespullenvandoor.Sommige deurenmoetjeookgewoonkapotslaan,vooralalserietsbij staatals"nooneshallpass".Voedselenwaterzijnopditlevel noginovermaataanwezig,maarneemallesmee,dathebjelater noghardnodig.Enblijfmetallesgooien,potionsmaken(loya enloviinhetbegin,kijkmaarindehandleiding)alsjealeen flesjehebtengebruikjemanadoorlofultecasten,ookalsdat inhetbegingeenresultaatheeft,jewintalleenervaringdoor allesalsmaarteblijvenproberenendoen.Onderwegvindjevan alles,waaronderscrolls,diejekuntlezendoorzeindehandte houdenenophetoogvandebetreffendefiguurteklikken.En savedebehaaldelevels.Alseronderwegeenkaraktersneuvelt, moetjehelemaalterugnaardeHallofChampions,waarjede bottenvandedierbareoverledeneophetAltarofRebirthweer totlevenkuntwekken. Naeenlangetochtkomjebijdetrapnaarlevel2,ganaar benedenenjekomtineenhelelangerechtegang.Letzorgvuldig opdemuren,andersmisjebelangrijkespullen.Deenige mogelijkerouteleidtnaareengrotecentralekamer,vanwaaruit jezesdeurenkuntbinnengaan.Deminstgevaarlijkewegisthe Matrix,wantdaarzijngeenmonsters.Welkunjedaarheellang blijvenlopen,maareenblikopjekompas(nognietgevonden?dan terugnaardegangennogbeternaardemurenkijken)leert echter,datjeopeenbepaaldeplekwordtgeteleport.Blijflangs demurenlopen,metjegezichtnaardemuur,totdatjede verborgenknopineeninhammetjevindt,dieeengeheimekamer opent,waarjeeensleutelvindt.Inelkvandezesgangenmoet jezo'nsleutelvinden,anderskomjebeslistnietverder.De volgendegang,diejezoukunneningaanistheCreatureCavern, waarjeblauweengerdsmoetbevechtenen-nogvervelender- wandelendesteenhopen,waaropgezettetijdeneensoort vleesetendeplantuitkomt,diejepromptvergiftigt.(LoViBro helptdaartegen.Diepotionskunjeoverigenshetbestein voorraadaanmakenenaaniederefiguurgeven).Plettenonderde deurisdebestestrijdwijze,opafstandblijvenenspullen gooienhelptook,evenalseenwapengereedmaken,eenstap dichterbijkomen,eenklapuitdelenengauwweerheldhaftig terugtrekken. ProblemenkomjenogtegenbijtheGuardian,waarjeeersteen kistdoorzevenafgeslotenruimtenmoetverplaatsenomdanmetde spiegelmaarweereensgoednaardemuurtekijken.Alsjedrie sleutelshebt,kunjeaanheteindevandelangegangdewegnaar eennieuwAltarvrijmaken,datscheelteenboellopen,voorwater moetjeterugnaarlevel1.IndeGemRoommoetjenogeengat dichteneninTimeisoftheEssencehebjemaarweinigtijdom eensnelsluitendgatindemuurtepasseren.Maakdusgeen nodelozebewegingen. Level3isaanvankelijkredelijkhopeloos,tenzijjeheelgoede wizardsmetveelmanahebt,dieveelfireballskunnenwerpen, maardankomjewaarschijnlijkindeproblemenmetvoedselen water,alsjesteedsmoetslapenomjemanaaantevullen.Opdit levelkomjenamelijksteedsparenpaarsewormentegen,soms zelfsmeerdaneenpaar,dierazendvlugzijn.Mijnzoonheeft eenheelelegantemaniervanvechtenuitgevogeld,dieheel effectiefis,weinigofgeenschadeoplevertenheelwatfighter levelsbrengt:alsdewormenvoorjeliggen,doedaneenstap opzij,draainaardewormentoe,maakeenwapenklaar,geefeen klapendoeweereenstapopzijenz.enz.Datwerktdusalleenin eenkamervanminstenstweebijtwee.Daarnaislevel3bestte doenenjekuntjezelfheelwatgeloopbesparen,doormeteen sleutelhalverwegeeenteleportschermaantezetten,waardoorje alsjeeendoodkaraktermoetgaanlatenherleven,niethethele levelweerafmoetsjokken.Viadeshortcutendeshortcutback gaatdatveelsimpeler.Tweedeurennadeshortcutbackzitook nogeengrapje,namelijkeenmuurwaarjedwarsdoorheenkunt lopen.Daarachterzittendannatuurlijkweerheleleuke,maar nietabsoluutonmisbaredingen.Weerdriedeurenverder,netom dehoekbijeenvalhekzitnogzo'nverrassing. Level4gaatweervaneencentralekameruit,metdaarop uitkomendvierdeuren.Denoordelijkegangleidtnaareenheel groteruimte,datisdusweernep,blijfmaarmetjegezicht langsdemuurlopenenzoekdeverborgendrukknop,dieeen geheimegangopenlegt.Deoostelijkegangleidtnaareen kamertje,waarjepasnahetvindenvanvier,deeennadeander voordedagkomendedrukknoppenineenkamerkuntkomen.De zuidgangisheelgemeen:jeeindigtineenteleportschermenwie datheeftuitgevlooid,weetikniet,ikhebhetvanLucas,maar diehadhetweervaneenander.Jemoetnamelijkeenofmeer kerennaarrechtsdraaien,eenstapnaarvorendoen,weer draaien,stappenenz.Hetjuisteaantalkerenis1,1,2,3,2,1. PuzzelsvoorUoplossenismijngewoonteniet,maarditismete gek.Dewestelijkedeurtenslotteleidtnaareenkamerals gatenkaas,waarooknogallerleivliegendedrakenzitten.AlsU daardoorheenbent,komjenaeenverraderlijketeleport,dieje 90gradenomkeert,houdusdemuurgoedindegaten,ineenklein sublevelonderdiegatenkaasmetalweerdenodigefraaiespullen. Terugnaardetrapnaarleveldrieenvandaarnaardeafdaling naarlevel5,omlaagdus. DaarvindtUweerlolligenieuwemonsters(Beholders,voor kenners)eneenheelingewikkeldepuzzelmetdriedrukplaten,een valkuil,eenscherm,eenhendeleneenvaldeur.Legeenvoorwerp inhetschermenderestwijstzichvanzelf.Verderveellopenen vechtenenuiteindelijkdetrapnaarlevel6vinden.Datis voorlopigeenheelkleinlevel,jekomtnietvoorbijdetweede deurenmoetdussnelafdalennaarniveau7,weereenredelijke nachtmerrieindevormvaneenheelgroteruimtemetzeerveel non-materialbeings,enverraderlijkegremlins,diejewaardevolle spullenpikken(alshetgeluidhardgenoegstaatkunjezehoren giechelen).Laatzenietontsnappen,desnoodskunjezemeteen magicalboxbevriezenomzealsnogaftemaken.Enverderwordt hetlevelgeteisterddoorrondvliegendevuurballen,dievia schermendoordehelekamerwordengestuurd.Voorjeveiligheid kunjemaarbeterdebronopzoekenendeballenstopzetten. Nou,enverderbeniknogniet,deresthoortUhopelijkde volgendekeer.Opditmomentkanikmaareendingzeggen:alsje ookmaareenkleinbeetjeinteressehebtinroleplayen,zowelop computersalsinAD&D-groepen,danisdithetdefinitieve spel.Ikhebindeafgelopentweejaaraldiversekerenzo'n enthousiasteuitspraakgedaanendielaterweermoeteninslikken, maarditisechteindeloos.Zoweldeprachtige,zeerfraai geanimeerdegraphics,alshetheelhandigeenzonderveelgedoe begrijpelijkebedieningssysteem,geheelmetdemuis,verderde zeerlevensechtebalanstusseneten,drinken,rusten,vechten, oefenen,magicgebruikenwaarbijnieteenelementzobelangrijk wordt,dathetdeandereoverheerstmakendittoteenspel,dat deprijsvan95guldenmeerdanwaardis.Alsertochwatkritiek moetzijn,danzouikmehoogstenseenwatsnellerladeneneen ietsuitgebreidergebruiksaanwijzingophetgebiedvanspells castenkunnenvoorstellen,hoeweldatlaatsteookweereensoort copieerbeschermingbetekent,zonderhandleidingishetspelveel enveelmoeilijkertespelen,zekerindeeersteuren.Enverder dandatgaandemeestecopieerderstochniet,hetgaathenniet omgoedespellen,maaromvollebakken.Postzegelverzamelaarsen geenavonturierszijnhet,watmijbetreft. P.S.deafbeeldingenopdedooszijnwatmisleidend,ookalstaat erop,datzevandeAtariSTversiezijn(andereversieszijner trouwensooknogniet).Hetzullenwelscreen-shotsvanpre- productieversieszijn,maarindeuitgebrachteversiekrijgje geenwaarschuwingenoverbewegingenlinks,jemerktpas,datje vanopzijofvanachteren,ofallebei,wordtaangevallen,alsje schadeoploopt.Datisooklevensechterineendonkeredungeon. Enookdeschaaltussenfriendlyenhostileennogzo'npaar dingenontbreekt,daarentegenlijkendegraphicsinde definitieveversienogbetergedetailleerd. Ikgadusmaarweermijndungeoninenhoopdaaruitovertwee maandenopteduikenmeteenverslagvanmijnverdereavonturen. WimDenie *************************************** * * * HOW TO SOLVE: * * * * --- THE ENCHANTOR --- * * * * PRESENTED BY: STER * * * *************************************** TYPE ANYTHING THAT IS ENCLOSED IN QUOTES, NOTHING ELSE! (SEPARATE COMMANDS ARE SEPARATED BY A -) THE ANSWERS: "NE-N-OPEN OVEN-GET BREAD,JUG AND LANTERN-S-E-SE-NE-DRINK WATER-GET WATER-SW-SE-SW-SW-S-READ SCROLL-NE- NE-E-E-GNUSTO FWEEP-MEMORIZE FWEEP- FWEEP GATE-E" YOU ARE NOW IN THE CASTLE. WHEN THE PROGRAM SAYS THAT YOUR THROAT IS DRY, THEN DRINK WATER. WHEN IT SAYS THAT YOUR STOMACH IS GRUMBLING, EAT BREAD. "READ BOOK-MEMORIZE FROTZ-FROTZ LAN TERN-S-S-E-S-OPEN DOOR-N-READ WRITING-REMOVE BLOCK-E-GET SCROLL- READ SCROLL-GNUSTO EXEX-W-S-U-DROP ALL-E-GET LIGHTED PORTRAIT-GET SCROLL-W-GET ALL-READ SCROLL-GNUSTO OZMOO-N-N-E-MEMORIZE OZMOO-E-OZMOO ME-"(WAIT TWO TURNS..IE. TAKE INVEN- TORY TWICE)"-D-OPEN SOUTH DOOR-S-GET ALL-N-W-W-S-CUT ROPE WITH DAGGER- OPEN BOX-GET SCROLL-READ SCROLL- MELBOR ME-S-W-U-SIT ON BED-SLEEP" WHEN YOU SLEEP, YOU WILL HAVE A DREAM ABOUT THE BED YOU ARE SLEEP- ING ON. ALL DREAMS ARE HINTS! ALSO, FROM NOW ON, ANYTIME THE PROGRAM TELLS YOU THAT YOU ARE TIRED, THEN SLEEP.(YES, RIGHT ON THE FLOOR!) THE REASON YOU HAVE TO SLEEP ON THE BED IS SO YOU CAN HAVE THIS CERTAIN DREAM. NOW, ON WITH THE ADVENTURE. "STAND UP-EXAMINE BEDPOST-PUSH BUTTON-GET SCROLL-READ SCROLL-GNUSTO VAXUM-D-E-E-E-S-SE-MEMORIZE NITFOL- NITFOL TURTLE-MEMORIZE EXEX-EXEX TURTLE-TURTLE,FOLLOW ME-NW-N-E-U- TURTLE,SE,GET SCROLL,NW-GET SCROLL- TURTLE,STAY-D-W-N-N-N-N-EXAMINE ASHES-FOLLOW TRACK-REACH IN HOLE- READ SCROLL-N-MEMORIZE FWEEP-FWEEP GATE-N-GET SCROLL-READ CRUMPLED SCROLL-S-W-W-W-W-W-U-GET EGG- MEMORIZE FWEEP-FWEEP EGG-DROP EGG- GET SCROLL-READ SHREDDED SCROLL- KREBF SHREDDED SCROLL-D-MEMORIZE VAXUM-E" YOU WILL NOW BE IN ONE OF FOUR MIRROR ROOMS. WAIT IN ANY ONE UNTIL YOU SEE AN ADVENTURER FROM ZORK I ON THE OTHER SIDE OF THE MIRROR. WHEN YOU SEE HIM: "ZIFMIA ADVENTURER-VAXUM ADVENTURER- SHOW DAGGER TO ADVENTURER-" (GO EAST UNTIL YOU GET TO A ROOM WITH MONSTERS GUARDING A DOOR) "-POINT AT DOOR-N-DROP ALL BUT BREAD,JUG AND LANTERN-GET MAP AND PENCIL-S-CLOSE DOOR-W-W-W-W-W-W-S-S-W-W-W-NW-NE- FILL JUG-SW-SE-E-E-E-S-S-E-S-D" THIS IS THE SECOND TO LAST PART OF THE ADVENTURE. AT THIS POINT YOU ARE IN A VERY WEIRD KIND OF ROOM! REMEMBER THE MAP YOU PICKED UP? READ IT NOW. THE MAP IS THE MAP TO THE TRANSLUCENT CORRIDORS. IF YOU CON- NECT TWO OF THE LETTERS (IE.'CONNECT B AND J") THEN YOU WILL ACTUALLY MAKE A CORRIDOR! NOW, WHAT YOU ARE GOING TO DO IS RELEASE ULTIMATE EVIL FROM ITS LAIR AND ERASE CERTAIN SO YOU TRAP HIM IN ANOTHER PART OF THE TRANSLUCENT CORRIDORS. YOU WANT TO DO THIS BECAUSE THE SCROLL THAT YOU NEED TO KILL KRILL WITH IS IN HIS LAIR! OK THIS IS HOW YOU DO IT: "S-E-NE-SE-CONNECT F AND P-SW-SW-GET SCROLL-ERASE B AND R-ERASE V AND M- NE-NW-NW-CONNECT B AND J-W-READ POWERFUL SCROLL-U-U-E-E-N-N-N-N-N-E- OPEN DOOR-N-DROP MAP AND PENCIL-GET ALL BUT MAP AND PENCIL-S-W-S-S-E-E" NOW TRY GOING UP THE STAIRS. YOU CAN CLIMB THEM BUT YOU CAN'T REACH THE TOP! THIS STAIRWAY IS THE LAST PUZZLE YOU NEED TO SOLVE BEFORE YOU KILL KRILL. "MEMORIZE VAXUM-KULCAD STAIR-READ ORNATE SCROLL-IZYUK ME-E-GONDAR DRAGON-VAXUM BEING-GUNCHO KRILL" THAT'S IT!!! CONTRIBUTED BY -*> THE UNKNOWN HACKER PRESENTED BY: <<< NEABBS >>> HERE ARE THE COMMANDS... LOOK (7 TIMES) LOOK SHIP MOVE SHIP GET NYLON ROPE GET LASER SOUTH ROPE BUSH CLIMB EAST SOUTH CLIMB WEST LOOK TREE GET FROND EAST NORTH WEST TWICE LOOK (UNTIL YOU BUMP AGAINST AN OBJECT) FEEL OBJECT CLIMB DIG WITH FROND LOOK ALTAR DIG WITH FROND GET STONE CUP GET HELMET WEST NORTH TWICE CLIMB LOOK SHIP GET SILVER KEY SOUTH CLIMB EAST SOUTH WEST CLIMB UNLOCK TRUNK OPEN TRUNK GET DICTIONARY READ DICTIONARY DROP DICTIONARY GET ALPHABET LOOK ALPHABET DROP ALPHABET CLIMB WEST CLIMB LOOK INSCRIPTIONS (THE ALCHEMIST) WEST NORTH TWICE CLIMB SOUTH CLIMB UNTIE ROPE GET NYLON ROPE EAST TALK TWICE (BRING ME THE GOLD AND DROP IT HERE. CLIMB THE GOLDEN TREE AND WATCH FOR THE TRAAMS... THEY EAT EARTHLINGS. SOUTH CLIMB FILL STONE CUP GET CUP OF LIQUID NORTH WEST TWICE CLIMB WEST NORTH TWICE CLIMB POUR CUP GET GOLD BALL SOUTH TWICE EAST (3 TIMES) CLIMB NORTH TWICE DROP GOLD BALL LOOK TALK (LEAVE ME ALONE) CLIMB TALK (4 TIMES) SOUTH LOOK STATUE (DICK NIXON) MOVE STATUE MOVE STATUE MOVE STATUE LOOK GET INSECT SOUTH LISTEN (WE LEFT YOU BLUE DOOR UNLOCKED. JUST PUSH THE PIN) CLIMB TREE CLIMB CLIMB DOWN DIG MOUND DROP FROND GET PENDANT SOUTH LOOK BUSH CLIMB SOUTH (3 TIMES) CLIMB PUSH PIN TALK KILL WITH LASER LOOK DROP LASER GET UNIFORM SOUTH (3 TIMES) DROP PENDANT CLIMB TALK KASTAMAN OPEN DOOR MOVE CABINET OPEN DOOR LOOK SHELVES BREAK LOCK READ BOOK EAST SOUTH TWICE EAST SOUTH TWICE LOOK DROP INSECT LOOK (3 TIMES) LOOK CRACK LOOK MOVE BLOCK CLIMB CRAWL TWICE CLIMB ROPE SPIKE CLIMB (3 TIMES) UNHOOK AUTO PRESSURE LIFT DECOUPLING RING PUSH THRUST BAR LOOK INSTRUMENTS PUSH BUTTON -------------* >>>>>>>>>>>>. STER BBS: 01880-40035 .<<<<<<<<<<<<<<< ===> STER TELLS... <=== ===> HOW TO SOLVE E.T. COMES BACK <=== INTRODUCTION: ============= E.T. IS THE WORST GRAPHICS ADVENTURE I HAVE EVER SEEN. IT IS: 1] INCOMPLETE 2] FULL OF GRAMMATICAL ERRORS 3] FULL OF SPELLING ERRORS 4] WRITTEN IN APPLESOFT 5] WRITTEN BY A HOMOSEXUAL 6] WITHOUT A "SAVE GAME" FEATURE IF THOSE DON'T TURN YOU OFF, CONSIDER T HIS : EVERY MOVE YOU MAKE, THERE IS A 20 % RANDOM CHANCE OF BEING CONFRONTED BY " GERTIE", WHO LOOKS LIKE LUCY FROM "PEANU TS". IF YOU DON'T HAVE ANY CANDY, OF WH ICH THERE IS ONLY ONE OF, SHE PULLS THE PLUG ON YOUR COMPUTER. GAME OVER. IF Y OU STILL WANT TO PLAY THIS ADVENTURE, YO U MUST BE STRANGE. BUT DON'T WORRY. I' M STRANGER. I FIXED IT, SOLVED IT, AND WROTE A FILE. IN FACT, I CHANGED THE GAME SO THAT YOU CAN KICK GERTIE'S ASS. YOU COULD, IF Y OU WERE REALLY WEIRD, CHANGE IT SO THAT YOU CAN RAPE HER OR SOMETHING, BUT ANYWA YS, THAT'S FOR YOU TO DO. HERE'S HOW TO SOLVE THE OLD VERSION: BREAK DOOR NORTH DOWN WEST SOUTH TWICE GET CANDY NORTH TALK MICHAEL LOOK HOMEWORK MONDAY GET MICHAEL EAST TWICE SOUTH EAST GET MACHINE WEST NORTH EAST GET UMBRALLA (UMBRELLA) WEST OPEN DOOR UP WEST LOOK MOTHER GO DESK GET KEY SOUTH WEST GET GERANIUM EAST TWICE DOWN NORTH EAST NORTH DROP GERANIUM SOUTH GET E.T. WEST NORTH WEST TWICE UNLOCK GARAGE OPEN GARAGE GO CAR NORTH THREE CONGRATULATIONS! YOU'VE GOTTEN TO THE END OF PART 1! WHERE'S PART 2? DON'T A SK ME, ASK THOSE ASSHOLES WHO PUT THEIR FUCKING NAMES ON THE TITLEPAGE (AND ADDED MASSIVE BLEEDING, WHICH I FIXED). ANYWAYS, TRY BLOADING "ET4. PIC" TO SEE WHAT IT LOOKS LIKE WHEN YOU ACTUALLY WIN. FRANKLY, I THINK THE WINNERS ARE THE PIRATES WHO STAYED AWAY FROM THIS SHIT ADVENTURE. BEDIENINGSTOETSEN FALCON """""""""""""""""""""""" End = Uitzicht naar voren toe (Numeric Keypad) PgDn = Lees uitzicht (Numeric Keypad) Home = Linker uitzicht (Numeric Keypad) PgUp = Rechter uitzicht (Numeric Keypad) Back Space = Wapens kiezen, vanuit de lucht naar de grond Return = Wapens kiezen voor lucht gevecht Space = Trekker Ins = Flares (om geleide raketten te vernietigen) Del = Chaff (om radar gestuurde raketten te vernietigen) Esc = Menu keuze Tab = Landschap aan /uit Shift = Yawn/Pitch Controle Scroll-Lock = Trim Controle 2 = Neus omhoog (Numeric Keypad) 4 = Bank Links (Numeric Keypad) 8 = Neus naar beneden (Numeric Keypad) + = Meer brandstof geven - = Brandstof verminderen / = Gebruik van de naverbrander (militair) A = Automatische piloot B = Lucht remmen C = Radar/Map aan/uit F = Flaps G = Landings gestel O = LCOS ( is de HUD mode die verschijnt zo snel er vijanden in de buurt zijn) P = Pauze toets R = Radar Aan/Uit S = Geluid aan/uit T = Lucht doel selecteren V = Bekijk wapens W = Wiel remmen X = Clear Locked On Position CTRL-B = Zwarte doos CTRL-C = Jettison Centerline Stores CTRL-D = Demo CTRL-E = Uitwerpen CTRL-K = Jettison All Stores CTRL-S = Joystick Controle F1 = Verander snelheid naar CPU snelheid F3 = Toenemen gevoeligheid F4 = Afnemen gevoeligheid F7 = ILS Landings mode F8 = Centreer vliegtuig F9 = Center Yawn/Pitch Controle F10 = Flight Path Ladder aan/uit {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} {}{} Afkomstig van De SAEN: 075- 314430 {}{} {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}  ******************************************************************** Deze diskette is samengesteld door de Stichting ST, Postbus 11129, 2301 RH Leiden. Onze bibliotheek van public domain programma's omvat op dit moment (zomer 1988) al zo'n drie honderd disks. Daarop vindt u programma's op elk gebied, van tekstverwerker en database tot de leukste spelletjes, de fraaiste tekenprogramma's en de handigste utilities. Ook bevat onze bibliotheek een speciale afdeling voor public domain disks met Macintosh software, die te gebruiken zijn onder de ALADIN emulator. Deze MAC-PD serie bevat tot nu toe ongeveer vijfendertig disks. ******************************************************************** U vindt in het twee maandelijks tijdschrift "ST" (Onafhankelijk tijd- schrift van en voor gebruikers van Atari ST computers) een overzicht en een bespreking van de inhoud van de nieuwe public-domain diskettes. Dit tijdschrift bevat tevens een bestelkaart zodat U vlot over de software kunt beschikken. De Stichting ST geeft ook een speciale PD catalogus disk uit. ************** Deze public domain disk is geproduceerd en gedistribueerd door: Stichting ST afd. Software Bakkersteeg 9A 2311 RH LEIDEN ************** Ondanks onze controle komt het af en toe voor dat een diskje niet goed is gecopieerd.Mocht U dit overkomen, aarzel dan niet en stuur de defecte disk aan ons terug. U krijgt dan direct een vervangende disk toegestuurd. ************************************************************************ Teneinde het voor ons mogelijk te maken om productie fouten op te sporen en vervolgens in de toekomst te vermijden, zijn alle disks, geproduceerd door de Stichting ST, voorzien van een groen productie nummer. ************************************************************************ HANTO.TXT 3584 Dax Oplossing van: Enchantor ESCAPE.TXT 1920 Dax Oplossing van: Escape from Traam ET.TXT 1792 Dax Oplossingen van de bekendste Adventures File Bytes Source Description ---- ----- ------ ----------- AGENT.TXT 5888 Oplossing van: Secret Agent ALTERNAT.TXT 6871 Oplossing van: Alternate Reality AMAZONE.TXT 2432 Oplossing van: Amazone BALLYHOO.TXT 4096 Oplossing van: Caribean BARDTALE.ARC 12288 Oplossing van: Bards Tale BLACKC.TXT 4221 Oplossing van The Black Cauldron BLACKPOO.TXT 5120 Oplossing van: Blade Of Blackpool BORROW.TXT 1742 Oplossing van Borrowed Time CHAMBER.TXT 2432 Oplossing van: The Chambers of Xenobia CIRCUS.TXT 2688 Oplossing van: Circus Adventure CONMIRR.TXT 3968 Oplossing van: Conveted Mirror CORRUPT.TXT 6784 Oplossing van: Corruption COUNT.TXT 3072 Oplossing van: The Count CRANSTON.TXT 4864 Oplossing van: Cranston Manor CREATURE.TXT 2944 Oplossing van: Creature Venture CRIMSON.TXT 3391 Oplossing van: Crimson Crown CRITICAL.TXT 3968 Oplossing van: Critical Mass DELTAS.TXT 3456 Oplossing van: Delta Squadron DESERCRA.TXT 2304 Oplossing van: The Desercration DUNGEON.TXT 20992 Oplossing van: dungeon Master (gearct) ENCHANTO.TXT 3584 Oplossing van: Enchantor ESCAPE.TXT 1920 Oplossing van: Escape from Traam ET.TXT 1792 Oplossing van: E.T. FALCON.TXT 2327 BEDIENINGSTOETSEN FALCON GHOSTT.TXT 2688 Oplossing van: Ghost Town GRUDS.TXT 8064 Oplossing van: Gruds In Space HOW TO SOLVE : SCOTT ADAMS' #9 : GHOST TOWN PRESENTED BY: -=> -=> STER 01880-40035 WEST GO STORE GET SHOVEL GET MATCHES GET COMPASS READ SIGN NORTH WEST WEST GO STABLE GO STALL GET HORSESHOE LOOK COMPASS DROP COMPASS SOUTH SOUTH EAST GO HOTEL GO COUNTER GET CASHBOX NORTH NORTH EAST GO STORE DROP CASHBOX NORTH EAST GO JAIL OPEN DOOR (WITH HORSESHOE) GO JAIL GET DERRINGER NORTH EAST EAST SHOOT SNAKE DIG GO GRAVE GET COIN UP WEST WEST WEST GO STORE DROP COIN DROP DERRINGER NORTH ("WAIT" UNTIL IT SAYS "I HEAR SOMETHING IN SALOON". THEN,) GO SALOON ("WAIT" UNTIL IT SAYS "DING-DONG! A BELL RINGS SOMEWHERE". THEN,) CLAP (THE GHOST IS VAIN) OPEN PIANO READ MAP GET BELL SOUTH WEST GO HOTEL EAST DROP BELL RING BELL MOVE BED WEST NORTH WEST WEST WEST SOUTH LIGHT RAVINE GO RAVINE GO MINE LIGHT MATCH DOWN LIGHT MATCH GET CANDLE LIGHT CANDLE SOUTH DIG ROOF GET NUGGET NORTH UP GET BULLET UP UNLIGHT CANDLE GET CHARCOAL UP NORTH EAST EAST EAST EAST GO STORE DROP BULLET DROP NUGGET NORTH EAST GO BARBERSHOP GET HAT SOUTH WEST WEST GO OFFICE MOVE SAFE SPLICE WIRES TAP KEY (DECODES TO "SHAKE TOPPER") SHAKE HAT DROP HAT GET KEY DROP CHARCOAL SOUTH EAST EAST GO JAIL OPEN DOOR GO DOOR DROP KEY GET HAMMER NORTH NORTH WEST WEST WEST GO STABLE DIG PILE GET CRYSTALS GO STALL GO PAINT GET SPURS WEAR SPURS KICK PAINT GET UP GO STALL DROP HAMMER GO HOLE GET KEG NORTH EMPTY KEG SHOE PAINT DROP KEG LIGHT CANDLE GO PAINT SAY GIDDYAP GO TEEPEE GET TOM GET NECKLACE HIT TOM SAY HOW GET UP SOUTH EAST GO HOTEL EAST GO BED UNLIGHT CANDLE SLEEP GET UP GET TAPE WEST NORTH EAST GO STORE DROP TOM DROP NECKLACE DROP SPURS NORTH WEST GO OFFICE DROP CRYSTALS SOUTH WEST WEST WEST NORTH DIG DROP SHOVEL GET POWDER SOUTH EAST EAST GO STABLE GO STALL GET KEG SOUTH SOUTH EAST GO OFFICE MAKE GUNPOWDER FILL KEG (WITH GUNPOWDER) SOUTH EAST GO SALOON TAPE MIRROR BREAK MIRROR GO HOLE GET GO EAST PASS GO DROP TAPE GET $200 SOUTH GO STORE DROP GO DROP $200 NORTH WEST WEST WEST WEST SOUTH JUMP RAVINE WEST GO SHACK TAP KEY GET PLANK DROP PLANK GO HOLE GET PELTS UP SOUTH EAST JUMP RAVINE NORTH EAST EAST EAST LOOK SAFE GET BAG EAST GO STORE DROP PELTS DROP BAG NORTH GO SALOON WAIT WAIT DANCE LIGHT CANDLE SOUTH GO STORE DROP CUP SCORE --------------------*  ELTS DROP BAG NORTH GO SALOON WAIT WAIT DANCE LIGHT CANDLE SOUTH G 0 79 144 THE ANSWERS: "NE- GRUDS IN SPACE YOU ARE THE PILOT OF THE VESSEL USAC 9400, FROM USAC COMMAND ON EARTH. THE WARSHIPS AT THE FRONT, NEAR BARAROK, HAVE EXHAUSTED THEIR FUEL SUPPLY, SO YOU HAVE TO GET THE FUEL AND RETURN IT TO THE CARGO SHIP ON PLUTO. YOU ARE IN THE NAVIGATION ROOM AND HERE IS WHERE YOU BEGIN YOUR MISSION. [ W,S ] YOU SEE YOU HAVE RECEIVED A TRANSMISSION IN COMMUNICATIONS. [ PUSH GREEN, PRESS GREEN, PRESS GREEN,N,E ]. NOW YOU HAVE TO SET THE NAVATIONAL CO-ORDINATES FOR SATURN. [ SET 64-18-52,W,D,D,W,W ]. NOW YOU HAVE TO SET THE TELEPORT CO-ORDINATES FOR SATURN. [ SET 77-34-40,GO WINDOW ] NOW YOUR ARE ON SATURN. [ N,N,N,W,GET COIN,E,N,STEAL ROPE, S,S,S,W ]. YOU ARE IN THE CAFETERIA NOW. [ BREAK TABLE LEG, GET LEG, E,E,S,E ]. YOU ARE AT LORD DEEBOS HOUSE. [ KNOCK DOOR ]. THE BUTLER WILL ANSWER THE DOOR. [ YES, GIVE COIN,E ]. YOU ARE IN THE PRESENCE OF LORD DEEBO. [ GIVE,YES,E,TALK ]. HEAR LORD DEEBO EXPLAINS WHAT HE WOULD LIKE YOU TO DO FOR HIM, AND INSTRUCTS ON HOW TO DO IT. [ GET ALL,W,W ]. YOU ARE NOW LEAVING THE HOUSE AND ON YOUR WAY BACK TO THE TELEPORT WINDOW. [ W,N,W,S ]. YOU SEE THE TELEPORT WINDOW. [ GO WINDOW,E ]. YOU ARE NOW IN AUXILIARY NAVIGATION WHICH YOU WILL BE USING FROM NOW ON TO SET YOUR NAVIGATIONAL CO-ORDINATES. [ SET 96-17-14,W,SET 82-13-64, GO WINDOW ] NOW YOU HAVE LANDED ON VENUS. [ E,TIE ROPE TO TREE,E ] NOW YOU ARE IN A SWAMP. [ D, GET GUN,U,W,UNTIE ROPE,GET ROPE,W,GO WINDOW,E ]. YOU ARE NOW MUST SET THE CO-ORDINATES FOR SATURN AGAIN. [ SET 64-18-52, W, SET 77-34-40,GO WINDOW,W,N,W ]. YOU ARE NOW AT THE ENTRANCE TO THE CAVE,AND NOW WE WILL ENTER THE CAVE. [ S,S,W,TIE ROPE TO STALAGMITE,D,N,E,S,D,N,W,GET KEY,E,S,U, N,W,S,U,E,U,E,N ] YOU ARE NOW FACE TO FACE WITH A BIG BAT. [ SHOOT BAT,U ] YOU SEE A CHEST. [ LOOK CHEST, GET KEY,D,S,U,N,E,S,E,E,N,N,E,S, E,N,N,N,W,N,UNLOCK GATE,N,N,N,W ]. YOU ARE AT AN OLD TEMPLE. [ N,N ] YOU SEE A GREEN ORB. [ DROP KEY,DROP KEY ] YOU DROPPED THE KEYS BECAUSE IF YOU DIDN'T, YOU WOULD NOT HAVE BEEN ABLE TO GET THE GREEN ORB. [ GET GREEN,S,S ]. NOW YOU ARE ON YOU WAY BACK TO THE CAVE. [ E,S,S,S,S,E,S,S,S,W,N,W,S,W,N,W ] YOU ARE AT THE ENTRANCE TO THE CAVE. [ W,S,S,U,N,W ]. YOU SEE A HOLE ON THE WALL WITH A GREEN BOX ARROUND IT. [ PUT GREEN ]. YOU SEE A BLUE AND GREEN ORB. [ GET ALL,E,S,D,N,N,E ]. YOU ARE ON YOUR WAY BACK TO THE SHIP. [ E,S,E,GO WINDOW,E ]. YOU ARE NOW GOING TO SET THE NAVIGATIONAL CO-ORDINATES FOR VENUS. [ SET 96-17-14,W ]. YOU ARE NOW GOING TO SET THE TELEPORT CO-ORDINATES FOR THE UNIDENTIFIED SHIP. [ SET 66-12-15, DROP ALL, GET BLUE, GET GREEN, GO WINDOW ]. YOU ARE NOW ON THE SHIP. [ E,N ] YOU SEE A GREEN BOX. [ PUT GREEN, GET GREEN ]. ALWAYS TAKE THE ORBS AFTER YOU PUT THEM IN BECAUSE THEY ARE USED IN MORE THAN ONE PLACE (WITH SOME EXCEPTIONS). [ W ] YOU SEE AN ORANGE ORB. [ GET ORANGE ] YOU SEE A GREEN BOX. [ PUT GREEN, GET GREEN,E, S ] YOU SEE A GREEN BOX [ PUT GREEN, GET GREEN, E,E ] YOU SEE A ORANGE BOX [ PUT ORANGE,GET ORANGE, E ] YOU SEE A PURPLE ORB [ GET PURPLE ] YOU SEE A BLUE BOX. [ PUT BLUE,W,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE, GET PURPLE,W,W,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE ,GET PURPLE,W ] YOU SEE A WHITE ORB AND AN ORANGE BOX. [ GET WHITE, PUT ORANGE,GET ORANGE,E,E,E ] YOU SEE A GREEN BOX. [ PUT GREEN,GET GREEN,E,E,S ] YOU SEE A WHITE BOX. [ PUT WHITE,GET WHITE,W ] YOU SEE A YELLOW ORB AND A PURPLE BOX. [ GET YELLOW,PUT PURPLE,GET PURPLE,E,N,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE,GET PURPLE,W,W,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE,GET PURPLE,W,S ] YOU SEE A WHITE BOX. [ PUT WHITE, GET WHITE,E,E ] YOU SEE A BROWN ORB AND A YELLOW BOX. [ GET BROWN,PUT YELLOW, GET YELLOW,E,E,PUT PURPLE,GET PURPLE,E,N,N ]. YOU SEE A BROWN BOX. [ PUT BROWN,E ]. FINALLY! THE BLACK ORB!! [ GET BLACK,PUT WHITE,W,S,W ] YOU SEE A PURPLE BOX. [ PUT PURPLE,W,W ] YOU ARE AT THE TELEPORT WINDOW. [ DROP ALL, GET BLACK,GO WINDOW,E ] NOW YOU HAVE TO SET THE CO-ORDINATE FOR SATURN, SO YOU CAN GIVE THE ARLER THE BLACK ORB. [ SET 64-18-52,GET GUN,W,SET 77-34-40,GO WINDOW,N,E,S,E,N,N,N,W,N,N,N,N,E,S,E,SH OT ARLER ] THE ARLER WILL RUN AWAY FRIGHTENED. YOU CAN NOW GO UP THE HILL. [ U ]. YOU ARE AT THE CAVE. [ DROP BLACK,E,LOOK SCREEN,W,E,GET NOTE,W ]. NOW YOU ARE ON YOUR WAY TO GET THE DRUM-SHAPED OBJECT FOR LORD DEEBO. [ D,W,N,W,S,S,S,S,E,S,S,S, W,N,W,S,GO WINDOW,E,SET 96-17-14,W,SET 82-13-64, GO WINDOW ]. YOU ARE ON VENUS NOW. [ E,N,E,N ]. YOU SEE THE BRIDGE HAS BEEN WIPED OUT. [ SHOOT TREE,N,W,GET MONEY MAKER,E,S,S,W,S,W,GO WINDOW, E ] YOU ARE ON YOUR WAY TO GIVE THE MONEY-MAKER AND NOTE YOU GOT FROM THE ARLER, SO YOU HAVE TO SET THE CO-ORDINATES FOR SATURN AGAIN. [ SET 64-18-52,W, SET 77-34-40,DROP GUN,GET LEG,GO WINDOW ] YOU ARE ON SATURN AGAIN. [ N,E,S,E ]. YOU ARE AT LORD DEEBOS HOUSE. [ KNOCK DOOR,E,E ] YOU ARE AT THE PRENCES OF LORD DEEBO AGAIN. [ GIVE MONEY MAKER ] DEEBO TELLS YOU SOME NEWS AND GIVE YOU A ROCK FOR BRINGING HIM THE MONEY MAKER. [ GET ROCK, GIVE NOTE ] DEEBO ALMOST GOES CRAZY WHNE YOU GIVE HOM THE NOTE AND TELLS YOU TO TAKE IT TO MR. GREEN AT ONCE AND GIVES YOU A CARD TO HIS HIDE OUT. [ GET CARD,W,W,W,N,N ] YOU ARE AT THE ENTRANCE TO A SUPPLY STORE. HERE WE WILL BUY A CONTAINER TO HOLE THE FUEL AND WITH THE COIN WE GET FOR CHANGE WE WILL BUY A MASK. [ E,BUY CONTAINER,GET COIN, BUY MASK, GET ALL,W ]. NOW WE WILL GO GET THE FUEL ON THE NORTH SIDE OF THE ARLER'S CAVE. [ S,S,E,N,N,N,W,N,N,N,N,E,S,E,U, N,LIFT ROCK,LOOK HOLE,GET HELIOTROPANITE,S,D,W,N, W,S,S,S ] NOW WE ARE ON OUR WAY TO TALK WITH MR. GREEN. [ S,E,S,S,S,W,N,W,S,GO WINDOW,DROP LEG,E ] NOW YOU MUST SET THE CO-ORDINATES FOR VENUS. [ SET 96-17-14,W,SET 82-13-64,GO WINDOW ] YOU ARE VENUS NOW. [ E,N,E,N,N,W,LOOK TREE,INSERT CARD ] OH, NO! MR. GREEN IS DROWNING! [ REVIVE GREEN ] LUCKY YOU BOUGHT THAT MASK AT THE SUPPLY STORE, OR WE MIGHT NOT HAVE GOTTEN THAT INFORMATION FROM MR. GREEN. NOW WE WILL GO BACK AND SET THE CO-ORDINATES FOR TITAN. [ PUSH BLUE,E,S,S,W,S,W,GO WINDOW,E ] [ SET 70-10-24,W,SET 14-93-96,GO WINDOW ] YOU ARE ON TITAN. [ E,GET BOX,W,N,W,GET BOMB,E,S,GO WINOW,E,E,U,U,S ] YOU ARE IN THE COMMUNICATIONS ROOM NOW. [ PUSH GREEN ] IT SEEMS WE HAVE RECEIVED A TRANSMISSION. [ N,D,D,W ] WE HAVE TO SET THE CO-ORDINATES FOR PLUTO WHERE THE CARGO SHIP IS LOCATED. [ SET 18-98-32,W,SET,] IT SEEMS WE HAVE SOME COMPANY WE MUST ELIMINATE HIM. [ SET 36-24-35, GO WINDOW,DROP BOMB,GO WINDOW, LOOK BOX ] IT SEEMS THERE IS A RED BUTTON THERE. LET'S PUSH IT. [ PUSH RED ] IT SEEMS WE HAVE DESTROYED THE ALIEN SHIP...GOOD, WE ARE HOME FREE. NOW WE HAVE TO SET THE TELEPORT CO-ORDINATES FOR THE CARGO SHIP. [ SET 34-76-21, DROP ALL, GET CONTAINER,GO WINDOW ] YOU ARE ON PLUTO NOW. [ E ] YOU SEE THE CARGO SHIP. [ U,PULL LEVER,N ] YOU SEE THE CAPTAIN OF THE SHIP. [ GIVE CONTAINER ] THE CAPTAIN TELLS YOU TO RETURN TO EARTH AND COLLECT YOU REWARD. [ S,D,W,GO WINDOW,E ] IT SEEMS YOU HAVE RECEIVED ANOTHER TRANSMISSION IN THE COMMUNICATIONS ROOM. [ E,U,U,S ] YOU ARE IN THE COMMUNICATIONS ROOM. [ PUSH GREEN,N,D,D,W ] NOW ALL YOU HAVE TO DO IS SET THE CO-ORDINATES FOR EARTH AND COLLECT YOUR REWARD. [ SET 53-42-75,W,SET 66-43-44,GO WINDOW ] YOU ARE IN THE COMMANDER'S OFFICE. [ TALK ] THE COMMANDER SHAKES YOUR HAND VIGOROUSLY AND WITH A BIG SIGH OF RELIEF HANDS YOU YOUR CHECK FOR ONE MILLION DOLLARS, AND THANKS YOU FOR A JOB WELL DONE... From STER bbs: 01880-40035Oplossing van Hitchhiker's Guide to the Galaxy (64er dec. 1986) Wanneer je de Impropability Drive aan zet wordt je zolang er geen echte TEA wordt gebruikt RANDOM in een deel adventure geslingerd. Als er echte TEA wordt gebruikt, kun je door een kleine truuk be- palen welk deel dat is.In het donker is een van je zintuigen er gelijk weer.Door te wachten, verandert dat zintuig en de plaats van bestemming.Hier volgt de oplossing : Turn on light, stand up, take gown wear gown, open pocket, eat tablet take all, put screwdriver and tooth- brush in thing, south, take all, south, lie before bulldozer, wait, (wait until Ford leaves!) follow ford, follow ford, buy sand- wich, drink beer, drink beer, drink beer, east, give sandwich to dog, north, wait (until Thumb arrives!) take Thumb, press green button, wait (until you smell!) eat peanuts, remove gown, hang gown on hook, take towel and cover drain with it, take satchel then block panel with it, put mail on satchel, press dispen ser button, take all, wear gown, switch switch, wait, enjoy poetry, again, again etc. , type "word" , take plotter, wait (until dark), hear south, take brochure then read it, wait (until all are in sauna), drop all, south, south, yes, yes, no, left , left, take all, north, north, up, drop all, down, west, touch pad, take ats, east, up, remove all from thing, drop all, take towel, plug small plug into small receptacle, put long dangly bit in ats, start the drive Nu volgen de oplossongen van de deel adventures : Traal : (BUGBLATTER BEAST eigendom van Theo Okhuijsen en niet van Infocom of Douggie!) smell, examine shadow, say my name, east, take stone, put towel over head, carve my name into memorial, remove towel, west, southwest, take interface, northeast, east Heb je de interface, dan doe je op de brug van de Heart of Gold de volgende dingen take interface, down, west, open panel, take board, insert interface in nutrimat, east, up, wait (until attack starts), plug large plug into large receptacle, start drive, down, west, take tea, east, up, drop tea, put long dangly bit into tea, start the drive Earth as Ford prefect : examine light, open satchel, take satchel fluff, take towel, take thumb north, offer towel to arthur, idiot, go to prosser; prosser, lie in the mud; south, west, buy peanuts, buy beer, drink beer, drink beer, east north, give fluff to arthur, wait (until dark) War Chamber : take awl, listen, (wait until maze) move random until you find the Black Particle), read markings, take particle Party as Trillian : taste liquid, examine arthur, drop wine, open handbag, take fluff, put fluff into handbag, take wine, wait (until dark) In Speedboat as President : search seat, take all, steer towards cliff, wait (until boat lands), stand up, north, wait (for trillian); guards, drop the rifles; trillian, shoot the pile of rifles; east In Whale : take pot, put pot into thing, wait (until dark) Heb je alle deel adventures opgelost dan gaan we door op de brug van de Heart of Gould : Down, south, down, take all, up, north, up, open toolbox with key, drop all, open handbag, take flowerpot, take all fluff, put all fluff into flowerpot, wait (for plant), drop all, west, examine plant, eat fruit, note wich tool is asked, take the tool wich is asked, take tea and no tea, down south, open door, drink tea, west; marvin; open the hatch; east, down, give tool to marvin, west, down. Je staat nu op het oppervlak van Magrathea en hebt het adventure opgelost. Note : De Tool voor marvin ligt op de brug of in de toolbox, of achter de screening door of in de handbag Happy Bytes, Theo Okhuijsen The Lamp fido 300 bd 22.30-07.00 uur 01717-3263 vergeet geen returns bij inloggen en STER BBS: 01880-40035 %>----------------------------------<% %> <% %> HOW TO SOLVE THE INCREDIBLE HULK <% %> <% %> PRESENTED BY: <% %> <% %> STER <% %> <% %>----------------------------------<% THE INCREDIBLE HULK IS THE FIST IN A SERIES OF SCOTT ADAMS' MARVEL COMIC SERIES. IN ORDER TO SOLVE THE GAME, THE FOLLOWING THINGS MUST BE KNOWN: THERE ARE THREE DOMES IN THE GAME. I WILL ASIGN NUMBERS AS FOLLOWS: DOME 1: THE DOME YOU START IN, WHEN YOU 'LOOK DOME' NOTHING SPECIAL IS SEEN. DOME 2: WHEN YOU LOOK AT THIS DOME YOU WILL SEE A PICTURE OF IT. DOME 3: THIS DOME HAS AN ANTHILL NEXT TO IT. BECAUSE THE GAME RANDOMLY MOVES YOU AROUND AT TIMES, I WILL TELL YOU TO GO TO A NUMBERED DOME TO MAKE THINGS EASIER. THE AREA WHERE YOU WILL PUT THE GEMS WILL BE REFERED TO AS 'THE STORE', THIS AREA IS FUZZY, AND HAS A SIGN SAYING KEEP GEMS HERE. ONE LAST THING BEFORE THE ACTUAL SOLUTION, THE FOLLOWING ABREVIATIONS WILL BE USED: BL - BITE LIP RN - REMEMBER NIGHTMARE %>-----------------------------------<% [BITE LIP],[GET FAN],[GET GEM],[E], [PUSH BUTTON],[BL],[GO OUT],[DIG], [GET GEM],[GO HOLE],[DIG] (UNTIL YOU FIND A GEM),[GET GEM],[U],[MOVE DOME], [GET GEM],[W],[DROP GEM] (FOUR TIMES), MOVE AROUND TILL YOU FIND THE CHIEF EXAMINER'S OFFICE,[LOOK DESK],[GET GEM] [GO DOOR],[DROP GEM] (TWICE),NOW GO TO DOME 2,[GET GEM],[DIG],[GO HOLE],[DIG] (UNTIL YOU FIND A GEM),[GET GEM],[U], [MOVE DOME],[GET GEM],[WAVE FAN], [AT DOME],[GO DOME],[W],[GET WAX],[E], [BL],[GO OUT],NOW FIND DOME 3,[DIG], [W],FIND DOME 3,[GET GEM],[W],FIND DOME 3,[GO HOLE],[DIG] (TILL YOU FIND A GEM) [GET GEM],[U],[W],FIND DOME 3 AGAIN, [MOVE DOME],[GET GEM],[W],[DROP GEM] (SIX OF THEM),FIND DOME 3,[GO DOME], [GET GEM],[W],[BL],[LOOK BASEBOARD], [PLUG OUTLET],[WITH WAX],[BITE LIP], [TALK STRANGE] (3 TIMES),[GET GEM], [GET WAX],[E],[BL],[GO OUT],[W], [DROP GEM] (TWICE),GO TO DOME ONE, [GO DOME],[BL],[RN],[W],[RN],[PULL RING],[RN],[GO HOLE],[EAT EGG],[GO HOLE],[E],[BL],[RN],[W],[RN],[GO HOLE], [RN],[SCRATCH WALL],[RN],[GO CRACK], [GET GEM],[GO CRACK],[GO HOLE],[E], [BL],[GO OUT],[W],[DROP GEM],[PLUG EAR] [WITH WAX],[HOLD NOSE],GOTO DOME WITH ANTHILL,[CLOSE EYES],[GET ANT],[N],[N], [GO CRACK],[OPEN EYES],[GET GEM], [GO CRACK],[BL],[GET BIO],[GO HOLE],[E], [BL],[GO OUT],[W],[DROP GEM] (TWO OF EM),[DROP BIO],[SCORE] YOU'VE NOW WON THE GAME WITH A SCORE OF 100, THE HIGHEST POSSIBLE SCORE!!!!! ONE LAST NOTE, WHEN MOVING FROM DOME TO DOME, SEARCHING FOR THE CORRECT ONE YOU SHOULD NEVER GO NORTH WHEN YOU ARE AT 'THE STORE' AREA. IF YOU DO, YOU WILL DIE, AND WILL HAVE TO START OVER! WELL, HOPE YOU HAVE FUN WITH THIS, AND BE ON THE LOOKOUT FOR MORE SOLVES BY STER 01880-40035 HYBRIS """""" LOADING INSTRUCTIONS """""""""""""""""""" AMIGA 1000: Turn on the computer. Boot with KickStart 1.2. When the WorkBench requester appears, insert HYBRI in drive 0. Click on the disk icon twice. AMIGA 500, 2000: Insert HYBRIS in drive 0. Turn on the computer. The disk will boot automatically. NOTICE: To prevent viral disk infection and also to take time to plug in the necessary equipment, turn off your machine before loading. To play HYBRIS, you will need a mouse (port 1) or a joystick (port 2). At any point during the game, you may insert the HYBRIS disk and press CONTROL A A (together) to automatically boot the game. TO START: After the program has loaded, the title screen will appear. Choose your role as J.P. Maverick or as K. Lovett by using the mouse or joystick to select the appropriate option on the screen. Hitting the space bar brings up the Change Options mode, which allows you to change the parameters controlling the level of difficulty of play. To continue, just hit the spacebar again. The program will automatically switch to the demo mode, displaying the scoring system and the high score table. Press the joystick or mouse button to begin play. DURING GAME PLAY: Expands the ship into a new power configuration. (NOTE: You may perform the same manuever by moving the joystick in a tight fast circle without pressing fire--or, by pressing the right mouse button. Smartbombs P Pause P & ESC Exit the game IMPORTANT: YOUR OBJECTIVE IS TO SEEK THE MISSING COLONY. FIGHTING YOUR WAY THROUGH INCREDIBLY CHALLENGING LEVELS. THE FOLLOWING PAGES CONTAIN TOP SECRET, STRATEGICAL HINTS TO MAKE YOUR TASK SOMEWHAT EASIER TO ACCOMPLISH. WE SUGGEST THAT YOU FIRST TRY THE GAME, AND THEN REFER TO THE INFORMATION IN THE MANUAL. GOOD LUCK! INTERSTELLAR MEMORANDUM CLASSIFICATION: PRIORITY ONE To: Command Center Number 163, Planet Earth From: Space Station -- HYBRIS DATE: Time zone 18003426442, 2461 A.D. RE: Investigation of the earth colony on Planet Jurica START MESSAGE: We have begun our scheduled orbit of Planet Jurica. All attempts at communication with the earth colony have yielded no results. Our long-range sensors detect many strange formations on the planet's surface. We suspect that hostile alien forces have invaded the planet, and we have prepared our scouting ships to investigate. Two pilots have been chosen for the mission: J.P. Lovett and K. Lovett. Both are extremely well qualified and have explicit instructions to remain on the planet until they find the colony -- whatever the cost. Due to great distance between Jurica and Eart, we will continue to forward transcripts of the communication between HYBRIS and the pilots. END MESSAGE TOP SECRET INTERSTELLAR TRANSMITTANCE RECORD SPACE STATION: HYBRIS LOCATION: PLANET JURICA STATUS: RED ALERT - ALL AVAILABLE CREW TO FIGHTER STATIONS DATE: 2461 A.D., 14:04.56 CLASSIFICATION: COMBAT COMMUNICATION WITH SCOUTING SHIP, WAVE 1 HYBRIS: SPACE STATION HYBRIS TO SCOUTING SHIP. YOU HAVE CLEARED THE SPACE PORT SUCCESSFULLY AND SHOULD BE....RED ALERT! RED ALERT! HOSTILE ALIEN FORCES DIRECTLY IN FRONT OF YOU. SS: AFFIRMATIVE. THE ALIENS ARE COMING IN FAST AND FURIOUS. SOME SEEM TO BE STRONGER THAN OTHERS. AS LONG AS I KEEP MOVING, I AM ABLE TO DESTROY MOST OF THEM. THE ONES ON THE PLANET SURFACE SEEM ESPECIALLY DEADLY. I'M TRAVELLING OVER SOME KIND OF DESERT, BUT THERE'S OBVIOUSLY PLENTY OF LIFE DOWN THERE. HYBRIS: COMMUNICATIONS REPORT RECEIVED FROM ANOTHER SHIP. ACQUIRE EXTRA STRENGTH BY SHOOTING AND COLLECTING POWER CUBES. EACH CUBE HAS DIFFERENT EXPANDED FEATURES. SS: AFFIRMATIVE. I HAVE UPGRADED THE SHIP'S CAPACITY. I CAN ACCESS THE EXTRA POWER BY MOVING MY CONTROL WITHOUT FIRING. I'M HIT! I'M HIT! HYBRIS: SUBMIT DAMAGE REPORT. SS: INTERESTING. THE STRENGTH OF THEIR ATTACK DEPENDS ON WHERE THE MISSLES STRIKE THE SHIP. HYBRIS: REMEMBER, YOU HAVE THE CAPACITY TO CARRY ONLY THREE SMARTBOMBS. BETTER SAVE THEM FOR USE IN TIGHT SPOTS. SS: I THINK I'M IN ONE NOW..... ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} {} Bericht afkomstig uit: BBS DE SAEN 075- 314430 {} {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} a/  0 79 138 how to sol * I N F I D E L THIS IS REALLY ONE OF INFOCOM'S EASIEST GAMES TO DATE... AND WITH A SOMEWHAT DISAPPOINTING ENDING. BUT IT IS STILL AN INFOCOM PRODUCT AND THAT MEANS FIRST RATE ADVENTURING!!! WHEN YOU START OFF, YOU HAVE BEEN LEFT IN YOUR TENT BY YOUR MUNTINOUS WORKERS. A CRATE IS AIRDROPPED AS YOU START OUT, BUT ALL THAT IS IN THERE IS A NAVIGATION BOX THAT YOU NEED TO LOCATE THE PROPER AREA TO DIG FOR THE PYRAMID... OF COURSE THIS AREA IS SPELLED OUT ON THE MAP THAT COMES WITH THE GAME PACKAGE (SHADES OF STARCROSS) BUT DON'T WORRY... YOU DON'T NEED THE CRATE'S CONTENTS IF YOU FOLLOW THIS STEP BY STEP TUTORIAL.... TO BEGIN: GET UP, S, S, GET ROCK AND PACK AND MATCHES, W, W, GET AXE AND SHOVEL, E, E, S, S, OPEN SACK, PUT PACK AND MATCHES AND AXE IN SACK, GET CANTEEN, GET SACK, N, N, N, N, BREAK LOCK WITH ROCK, GET LOCK, DROP LOCK AND ROCK, OPEN TRUNK, GET BEEF AND MAP, S, W, W, DRINK, OPEN CANTEEN, FILL CANTEEN, CLOSE CANTEEN, E, E, E, S, S, E, E, DIG IN SAND, AGAIN, AGAIN, AGAIN, AGAIN, UNFOLD MAP, PUT CUBE IN OPENING, DROP MAP AND SHOVEL, D ==> YOU ARE NOW IN THE PYRAMID AND READY TO EXPLORE. YOU FIRST NEED TO EAT, DRINK AND LIGHT THE TORCH, SO: DROP SACK, EAT BEEF, OPEN CANTEEN, DRINK, CLOSE CANTEEN, DROP CANTEEN, GET ROPE, TIE ROPE TO ALTAR, THROW ROPE NORTH, GET TORCH AND JAR AND MATCHES, OPEN JAR, POUR LIQUID ON TORCH, CLOSE JAR, LIGHT MATCH, LIGHT TORCH, PUT MATCHBOOK AND JAR IN SACK, GET SACK, D ==> OK, HERE IS WHERE YOU RACK UP ALOT OF POINTS... IF YOU'RE INTERESTED IN HOW THE LATER PUZZLES ARE SOLVED, NOTE WHAT JEWEL IS FOUND IN WHICH ROOM (NW,SW,SE,NE) AND ALSO STUDY THE HIEROGLYPHICS IN EACH ROOM. IF YOU'RE JUST OUT TO SOLVE THIS BUGGER, THEN JUST KEEP FOLLOWING THESE STEPS: PUSH STATUE, GET HEAD, PUSH STATUE NW, DROP HEAD, SE, SE, SE, GET OPAL, NW, NW, NW, GET HEAD, PUSH STATUE SE, AGAIN, DROP HEAD, NW, NW, NW, GET DIAMOND, SE, SE, SE, GET HEAD, PUSH STATUE NW, PUSH STATUE NE, DROP HEAD, SW, SW, SW, GET EMERALD, NE, NE, NE, GET HEAD, PUSH STATUE SW, AGAIN, DROP HEAD, NE, NE, NE, GET RUBY, SW, SW, U, DROP ALL BUT TORCH ==> WHEW! WELL THAT WAS A PAIN. ON TO MORE INTERESTING STUFF: S, D, NE, NW, N, E, D, W, PUT TORCH IN KNOTHOLE, GET SHIM, DROP SHIM, PUSH UP BEAM, GET TORCH, E, U, W, GET BEAM, S, W, N, E, N, D, D, N, N, E, S, GET SILVER CHALICE, N, W, W, S, GET GOLDEN CHALICE, N, E, S, S, U, U, S, W, S, E, SE, SW, U, U, PUT RUBY AND DIAMOND AND EMERALD AND OPAL IN SACK, GET SACK, W, S ==> NOW YOU NEED TO REMOVE THE RIGHT COMBINATION OF BRICKS FROM THIS PANEL WHICH WILL OPEN THE SECRET DOORWAY. THIS COMBINATION IS RE- VEALED IN THE PAPYRUS SCROLL FOUND ON BOARD THE BARGE (STUDY THOSE HIEROGLYPHICS CAREFULLY!) GET FIRST BRICK, DROP FIRST BRICK, GET THIRD BRICK, DROP THIRD BRICK, GET FIFTH BRICK, DROP FIFTH BRICK ==> AND NOW FOR THE FINAL SETS OF PUZZLES! E, N, D, DROP SACK, GET AXE, BREAK PLASTER WITH AXE, GET SACK, W, W, W, PUT BEAM IN NICHES, STAND ON BEAM, BREAK PLASTER WITH AXE, OPEN DOOR, W, GET BEAM, S, PUT BEAM IN DOORWAY, OPEN DOOR, W, DROP SACK ==> OK, NOW YOU MUST PUT THE PROPER JEWEL CLUSTERS IN THE PROPER HOLES ON THE SLAB. THE ROOM DIRECTION IN WHICH YOU FOUND THE JEWEL DETERMINES WHICH CORNER YOU PUT IT ON THE SLAB: PUT DIAMOND IN FIRST HOLE, PUT RUBY IN SECOND HOLE, PUT EMERALD IN THIRD HOLE, PUT OPAL IN FOURTH HOLE, OPEN SLAB, GET BOOK ==> NOW'S A GOOD TIME TO REPLENISH YOUR TORCH, SO: GET JAR, OPEN JAR, POUR LIQUID ON TORCH, DROP JAR, GET SACK, E, GET BEAM, N, N, PUT BEAM UNDER LINTEL, BREAK SEAL WITH AXE, DROP AXE, OPEN DOOR, N, E, PUT SILVER CHALICE ON LEFT, PUT GOLDEN CHALICE ON RIGHT, DROP SACK, PUT PACK IN SILVER CHALICE, GET SCARAB, W, PUT BOOK IN LARGE RECESS, PUT SCARAB IN SMALL RECESS ==> READING THE BOOK (USING THE SPATULA), AND EXAMINING BOTH THE BOOK AND THE SCARAB GAVE THE CLUES TO THE ABOVE ACTIONS WITH THE BOOK AND SCARAB. NOW, YOU MUST UNLOCK THE STATUES IN A PARTICULAR ORDER. THE CLUE TO THAT ORDER WAS IN THE HEADINGS TO THE HIEROGLYPHICS IN EACH OF THE FOUR ROOMS OF THE GODS. THE ORDER IS: TURN NEITH, TURN SELKIS, TURN ISIS, TURN NEPHTHYS, OPEN SARCOPHAGUS ==> YOU'VE DONE IT!!!!! BUT YOU'RE ALSO DEAD. OK, INTERESTING ENDING, HUH? BUT STILL, SOMEHOW VERY UNSATISFYING... OH WELL, AT LEAST IT'S DIFFERENT!  STER BBS: 01880-40035 *************************************** * * * How to solve "The Institute" * * * * Done exclusively for: * * * * NEABBS * * * *************************************** OK, to start off with, 'The Insti- tute' is the type of adventure where you do a lot of dashing from point 'A', to point 'C', maybe a quick stop-off at point 'B', then back again. This means, that there are a lot of moves required to solve this adventure (around 325). So since you can only save one game per disk, I suggest that you take the files "VENSAV" and "VENLOD", and place them on a few other disks so that you will be able to save more then one game. Next, I'd like to point out that there are also a lot of moves that you would not need to do if you wanted to go a bit more faster through the solve. So, I have included an asterisk (one of these "*") in front of these moves. When you see one of these, you can either ignore it, or follow, but, if there are more then one them in a row, don't start in the middle or you'll find something won't work. You should follow everything in brackets, and in parenthesis are comments or extra directions I might make. ::::::::::::::::::::::::::::::::::::::: [Look](5 times), [Talk](4 times), [Look under bed], [Get mug], [E], [Break mirr or], [Get mirror], [S], [S], *[W], *[Lo ok wall], *[Listen], *[E], [Open], *[Ta lk], *[Fine], [Attack], [Listen], [Drop mug], [Look](6 times), [E], [S], [Open] [Look shelve](twice), [Get scalpel], [O pen], [S], [Open], [Attack], [Cut pads] [Get rope], [Get water], [Look](6 times ), [E], [S], [Open], [Get bottle], [S], [Eat powder]....OK, done with first part...might want to save... Now you should be in a dream...there are 4 seperate dreams you have to go throUgh. This is dream #1. From here on, never drop either the bottle, or the water, until I tell you to at the end. Onwards:::> [E], [Throw rope], [Climb], *[Look tele scope], *[Focus telescope], *[Look tele scope], *[Look Earth], *[Look continent ], *[Look metropolis], *[Look building] *[Look billboard](finally!), [Climb], [W](dear-old Dad is dead), [Talk], [The Institute], [Climb], *[Talk](3 times), [Pull trigger](made my day), [Open], [S ], [Look base], [Get glue], [E], *[Talk ], [Peace], [Attack], [Climb], [Put glu e on shoe], [Drop glue], [Climb], *[Loo k log], [Go hole], [Look], [Get shovel] [Get bronze key], [Climb], [W], [W], [W ](at statue door), [Shafla], [Unlock do or], [Drop bronze key], [N], [N]. Ok, now you must continue to [Drink stream] until you turn >Bright green<, not just green...this could take about 10 times. After turning bright green, [S], [E], [Climb], [Climb], [N], *[Talk], [Open] (flip disk), [Look natives], [Get umbre lla], [N], [Cut strips], [N], [Talk], [Show mirror], [Go crack], [Look](does- n't that always happen to you when you wake up from a dream, I mean the sounds and all???), [Eat powder]. [Open umbrella], [Look](5 times), [Look deck](Gulp!), [Get peserver], [Drop scalpel], [Drop mirror], [S], [Look](3 times), [Jump], [Jump], [Dive], [Get crowbar], [Dive], [Eat powder]. [Water plant], [Climb] [Eat powder](obviously addicted by now), [S], [Look stream], [Move rock], [Get lizard], [Wake up], [Eat powder](flip disk). [Climb], [Open], [S], [W], [Drop crowbar], [N], [E], [Climb], [Climb], [N], [N], [Open](flip disk), [N], [N], [Go crack], [Look], [Eat powder]. [Open umbrella], [Look](5 times], [Drop preserver], [Get scalpel], [Get mirror] [S](before you go on, make sure you have the mirror, the lizard, and the scalpel!),[Look](7 times), [Eat powder] [Open], [Sacrifice lizard](someone call the SPCA!), [Drop scalpel], [Climb], [Hold breath], [Climb], [W],[Show mirror], [Listen], [Listen], [Get steak] (for a, hah, laugh, [Look throne], [Pull handle]...I told you it was a scream) [E], [Climb], [Eat powder]. [Throw steak], [E], [Open chest], [Get screwdriver], [Wake up], [Eat powder] (flip disk). [Climb], [Open], [S], [E], [Climb], [Climb], [N], [Open](flip disk), [N], [N], [Go crack], [Look], [Eat powder]. [Open umbrella], [Look](5times), [Open] *[Look painting], [Unscrew painting], [Get small key], [Wake up],[Eat Powder] (flip disk) [Climb], [Open], [Drop mirror], [Get shovel], [Dig shrub], [Drop shovel], [Get shrub], [S], [E], [Climb], [Climb], [N], [Open](flip disk), [N], [Open], [Unlock box], [Open box], [Drop screwdriver], [Get wrench], [W], [S], [Open](flip disk), [S], [Climb], [W], [W], [W], [Drop umbrella], [Get crowbar], [Open], [Look up], [Climb], [Push 56621](# on billboard...remember?) [Open], [Pry cover], [Turn bolt](yeah... sure...),[Drop bottle], [Get gold key], [Wake up] (what a trip!) [N], [Open], [S], [Open],[Unlock door] [Open](hmm...), [Talk!!!!!!!!] Well, that's it (big deal, huh?)... If you find any spelling errors or inconsistoncies(?), just ignore them and go on... Happy whatevering, NEABBS  . If you find any spelling errors or inconsistoncie STER BBS: 01880-40035 *************************************** * * * KABUL SPY * * * * A WALK-THRU * * * * PRESENTED BY: * * * * NEABBS * * * ****** AND STER BBS: 01880-40035 ****** THERE ARE MANY WAYS TO SOLVE THIS GAME AND THIS TUTORIAL IS ONLY ONE WAY. HOWEVER, I HAVE INCLUDED SOME PLACES WHERE YOU MIGHT GET STUCK EVEN THOUGH GOING THROUGH THEM MAY NOT BE NECESSARY TO COMPLETE THE GAME. SPECIFIC INSTRUCTIONS ARE ENCLOSED IN QUOTES, SO TYPE WHAT YOU SEE. YOU ARE AN AMERICAN AGENT SENT TO AFGHANISTAN TO RESCUE PROFESSOR PAUL EISENSTADT, WHO IS BEING HELD BY THE KGB. YOU HAVE LANDED AT AN AIRPORT IN PAKISTAN, AND THAT IS WHERE YOU START THE GAME. GO "N", "W", "GET MATCHES", "BUY TICKET", "N", "GIVE TICKET". YOU HAVE NOW REACHED BAHAWALPUR. NOW GO "W", "GET CIGARETTES", "E", "DROP ALL", "GET MONEY", "W", "W". YOU HAVE NOW BEEN CLUBBED BY SOME MEN, AND FIND YOURSELF IN A PRISON CELL WITH AN OLD MAN. TYPE "LOOK DIRT", YOU WILL SEE THE THE WORD TARSIDAN, AND A BUILDING WITH A FENCE AROUND IT. THIS IS WHERE YOU MUST GO TO RESCUE THE PROFESSOR. TO GET OUT YOU MUST "BRIBE GUARD", "GIVE 205", "W". YOU ARE BACK AT THE STATION. CONTINUE WITH "GET PISTOL", "GET MATCHES", "GET CIGAREPTES". NOW "E", "BUY TICKET", "Q". YOU ARE ON YOUR WAY TO QUETTA TO FIND YOUR GUIDE, HISRIN. YOU ARE NOW ON THE TRAIN, SO "MOVE BED", "GET NEWSPAPER", "READ NEWSPAPER". YOU WILL FIND SOME IMPORTANT WORDS TO HELP YOU. "DROP NEWSPAPER", "N". YOU ARE NOW IN QUETTA WHERE A BOY ASKS FOR 100 RUBLES TO LEAD YOU TO HISRIN. SO "GIVE 10", "READ PAPER". THESE ARE THE DIRECTIONS HE USED TO GET FROM THE BAR WHERE HISRIN IS. THE PAPER READS ENE SO GO "W", "S", "W". YOU ARE OUTSIDE THE BAR SO "READ SIGN", "GO HELL", "SAY SALAM ALEIKOM", "SAY KOJA HISRIN". YOU WILL FIND HISRIN, AND HE TELLS YOU TO GO DOWN THE HALL, SO GO "N", "W", "SHOOT PRIEST", "E", "S". YOU MEET HISRIN SO CONTINUE "N", THEN "LIGHT MATCH", "LIGHT CIGARETTE", "N". AT THIS TIME HISRIN LEAVES YOU, SO CONTINUE "N", "E", "S", "W", "GO BUILDING". YOU ARE IN A WELLHOUSE. TYPE "GET LAMP", "LIGHT LAMP WITH CIGARETTE", "DROP MATCH", "DROP CIGARETTES", "DROP TICKET", "DROP PAPER", "DROP PISTOL", "GET KEYS" THEN "E", "S", "S", "S", "OPEN GRATE", "D", "W", "W", "GET ROD". YOU WILL SEE THE WORD XYZZY WRITTEN ON THE WALL. SO "SAY XYZZY". YOU THEN FIND YOURSELF BACK IN THE WELLHOUSE. GET OUT OF THE WELLHOUSE WITH "E", "W", "E", "E", "W", "W", "BUY PHOTO", "LOOK MAN". YOU SEE THE MAN HAS A STAFF, SO "OFFER 20", AND YOU HAVE NOW BOUGHT A STAFF. CONTINUE WITH "W", "W", "GO CAVE". YOU SEE WRITTEN ON THE WALL A SAYING ABOUT THE WORD SUIRIS. GO "S", "E", "E", "N", "N", "GO CAVE", "GET RIFLE". IN THIS CAVE IS A DRAWING OF A WALLED BUILDING WITH A TUNNEL UNDERNEATH. THIS IS HOW YOU GET IN TO RESCUE THE PROFESSOR. EXIT THE CAVE WITH "E", "E", "E". YOU SEE A MAN AND A TANK. SO "LOOK MAN", "SAY KOMAK". THE MAN WILL TALK TO YOU AND TELL YOU TO GO TO THE BAR IN KABUL. THEN "GO TANK", "UNLOCK HATCH", "U". YOU ARE IN THE TANK, SO "GET OIL", "U", "E", "E", "ERASE BRIDGE", "E", "READ SIGN", "E", "S", "E", "LOOK GRASS", "SMOKE GRASS", "W", "GET DEVICE","N", "W", "N", "N", "W". YOU ARE IN THE BAR IN KABUL. SO "SAY KOJA TARSIDAN", "W", "N", "W", "THROW ROD", "W", "GET SHOVEL", "E", "E", "N". YOU ARE NOW STANDING NEAR A MINEFIELD IN WHICH THERE IS A JEEP. TO GET TO THE JEEP YOU MUST PROBE N,S,E,W TO FIND THE CORRECT ROUTE. THE ROUTE IS "N", "N", "E", "E", "N", "N", "E", "N", "E", "E", "N", "E". YOU ARE NOW AT THE JEEP. SO "DROP KEYS", "GET BULLET", THEN RETURN WITH "W", "S", "W", "W", "S", "W", "S", "S", "W", "W", "S", "S", "S", "S", "S", "S", "W", "W", "N", "E". YOU ARE NOW AT A MINE. THIS MINE IS THE TUNNEL UNDER TARSIDAN WHERE THE PROFESSOR IS. ENTER THE MINE WITH "W", "U", "SAY SUIRIS", "E", "E", "PUT OIL ON TRAPDOOR", "OPEN TRAPDOOR", "U", "E", "DROP OIL", "REMOVE BARS", "N". YOU HAVE NOW FOUND THE PROFESSOR. NOW GO BACK OUT WITH "S", "W", "D", "W", "W", "D", "DIG". YOU ARE OUT OF THE MINE, SO NOW TRAVEL TO THAT AIRFIELD YOU SAW EARLIER. GO "D", "S", "E", "ERASE BRIDGE", "E", "E", "RESET GATE", "E". YOU HAVE FOUND A PLANE TO ESCAPE IN, SO "PUT DEVICE ON CANOPY", "U", "FLY PLANE". CONGRATULATIONS, YOU HAVE NOW FINISHED KABUL SPY!. BCNU... IMPROVED SOLUTION TO KING'S QUEST III by Harold Foppele START:E-N-CLEAN KITCHEN-GET SPOON-GET KNIFE-GET BOWL-GET BREAD- GET MUTTON-GET FRUIT-S-GET CUP-W-UP-(NOW WAIT UNTIL MANANNANS APPEARS)ENTER MANANNANS ROOM NORTH-LOOK MIRROR-OPEN DRAWER-OPEN CLOSET-LOOK BEHIND CLOTHES-CLOSE CLOSET-LOOK ON TOP OF CLOSET- OPEN DRAWER-(NOW YOU HAVE FOUND IN THIS ROOM:MIRROR,MAP,KEY AND ROSE ESSENCE)-NOW LEAVE THE ROOM AND GO UP TO THE TOP OF THE FLOOR-LOOK TELESCOPE-GET FLY-D-D-N-OPEN CABINET-GO TO THE BOOKS- MOVE BOOKS-PULL LEVER-D-D-LOOK SHELF-GET POWDERED FISHBONE-GET NIGHTSHADE JUICE-GET MANDRAKE ROOT POWDER-GET SAFFRON-GET TOAD SPITTLE-GET TOADSTOOL POWDER-U-U-PULL LEVER-MOVE BOOKS-OPEN CABINET-S-S-OPEN CHICKEN GATE-GET CHICKEN FEATHER-OPEN GATE-NOW GO DOWN THE MOUNTAIN-AT THE BASE OF THE MOUNTAIN GO WEST-NOW TYPE:SHOW MIRROR TO MEDUSA (DON'T HIT RETURN)-NOW GO WEST AND LOOK TO THE THE EAST-HIT RETURN WHEN MEDUSA APPEARS-S-GET CACKTUS-S-S-GET SNAKESKIN-E-(WAIT FOR THE EAGLE,WHEN HE LOSE A FEATHER,YOU MUST PICK IT UP,IF HE DOESN'T APPEAR, LEAVE THIS SCREEN AND COME BACK)-GET FEATHER-E-GET MUD BY THE RIVER-E-E- ENTER THE WATER AND GET WATER-BACK ON THE BEACH-N-N-CLIMB LADDER- W-S-GET MISTLETOU FROM THE TREE IN THE FRONT-W-OPEN DOOR-GO UP STAIRS-OPEN DRAWER-GET THIMBLE-D-GET PORRIDGE-LEAVE HOUSE-LOOK FLOWERS-GET DEW-W-N-LOOK HOLE-GRAB HOLE-U-GET PURSE-LOOK MAP- POINT TO THE VILLAGE-(F6 TELEPORT)-OPEN DOOR-ENTER STORE-GET DOG HAIR-LOOK SHELF-BUY POUCH-BUY SALT-BUY FISHOIL-BUY LARD-LOOK MAP- POINT AT BASE OF THE MOUNTAIN-F6 TELEPORT-UP TO THE HOUSE-OPEN DOOR-U-EAST IN YOUR BEDROOM-DROP ALL UNDER BED-GET FRUIT-W-D-E-N- WAIT UNTIL MANANAN APPEARS (TIME CA.30 MIN.)-S-GIVE FRUIT TO MANANNAN-W-U-WAIT IN THE FRONT OF MANANANS BEDROOM UNTIL HE APPEARS AND HE SAY'S HE'S GOING TO TAKE A NAP-NOW EAST-GET CAT- GET CAT HAIR-ENTER YOUR ROOM-GET ALL-W-D-N-OPEN CABINET-MOVE BOOKS-PULL LEVER-D-D- TURN BOOK TO PAGE II (UNDERSTANDING THE LANGUAGE OF CREATURES) 1:PUT THE SMALL FEATHER IN A BOWL 2:PUT THE DOG FUR IN THE BOWL 3:PUT THE SNAKE SKIN IN THE BOWL 4:ADD A SPOONFUL OF POWDERED FISH BONE 5:PUT THE THIMBLE OF DEW IN THE BOWL 6:MIX WITH HANDS 7:SEPARATE MIXTURE INTO TWO PIECES 8:PUT DOUGH PIECES INTO YOUR EARS 9:RECITE THIS VERSE EXACTLY,EVEN THE , AND . FEATHER OF FOWL AND BONE OF FISH, MOLDED TOGETHER IN THIS DISH, GIVE ME WISDOM TO UNDERSTAND CREATURES OF AIR,SEA AND LAND 10:WAVE THE MAGIC WAND TURN TO PAGE IV (FLYING LIKE AN EAGLE OR A FLY) 1:PUT A PINCH OF SAFFRON IN ESSENCE 2:RECITE THIS VERSE: OH WINGED SPIRITS,SET ME FREE OF EARTHLY BINDINGS,JUST LIKE THEE IN THIS ESSENCE, BEHOLD THE MIGHT TO GRANT THE PRECIOUS GIFT OF FLIGHT 3:WAVE THE MAGIC WAND TURN TO PAGE XXV (TRANSFORMING ANOTHER INTO A CAT) 1:PUT MANDRAKE ROOT POWDER IN A BOWL 2:PUT THE CAT HAIR IN THE BOWL 3:PUT 2 SPOONS OF FISH OIL IN THE BOWL 4:STIR MIXTURE WITH A SPOON 5:PUT THE DOUGH ON THE TABLE 6:PAT DOUGH INTO A COOKIE 7:RECITE THIS VERSE: MANDRAKE ROOT AND HAIR OF CAT MIX OIL OF FISH AND GIVE A PAT A FELINE FROM THE ONE WHO EATS THIS APPETIZING MAGIC TREAT 8:WAVE THE MAGIC WAND LOOK MAP-TELEPORT TO SPIDER CAVE F6-DIP EAGLE FEATHER IN ESSENCE- FLY INTO THE WEB-ENTER THE CAVE-WAIT-LEAVE THE CAVE-W-NOW YOU HAVE THE CHANGE TO LISTEN TO A COUPLE OF BIRDS-ARE THERE NO BIRDS THEN GO TO ANOTHER LOCATION AND COME BACK HERE-LISTEN TO THE BIRDS-N-N-W-WAIT UNTIL THE ACORNS ARE DRY-ARE THEY NOT,GO TO ANOTHER LOCATION AND COME BACK-GET ACORNS-E-N-DIP EAGLE FEATHER IN ESSENCE-FLY UP TO MANANANA HOUSE-EAGLE BEGONE,MYSELF,RETURN- OPEN GATE-OPEN DOOR-N-PULL LEVER-MOVE BOOKS-OPEN CABINET-S-U-E- PUT COOKIE IN PORRIDGE-DROP ALL-GET PORRIDGE-W-D-E-N-WAIT HERE UNTIL MANANNAN COMES BACK-S-GIVE PORRIDGE TO MANANNA-W-U-E-GET ALL-W-D-N-OPEN CABINET-MOVE BOOKS-PULL LEVER-D-D- TURN TO PAGE VII (TELEPORTATION AT RANDOM) 1:GRIND A SPOONFUL SALT IN A MORTAR 2:GRIND THE MISTLETOE IN THE MORTAR 3:RUB THE STONE IN THE MIXTURE 4:KISS THE STONE 5:RECITE THIS VERCE: WITH THE KISS, I THEE IMPART, POWER MOST DEAR TO MY HEART. TAKE ME NOW FROM THIS PLACE HITHER, TO ANOTHER PLACE FAR THITHER. 6:WAVE THE MAGIC WAND TURN TO PAGE XIV (CAUSING A DEEP SLEEP) 1:GRIND THE ACORNS IN A MORTAR 2:PUT THE ACORN POWDER IN A BOWL 3:PUT THE NIGHTSHADE JUICE IN THE BOWL 4:STIR THE MIXTURE WITH A SPOON 5:LIGHT A CHARCOAL BRAZIER 6:HEAT THE MIXTURE ON THE BRAZIER 7:SPREAD THE MIXTURE ON A TABLE 8:RECITE THIS VERSE: ACORN POWDER GROUND SO FINE NIGHTSHADE JUICE LIKE BITTER WINE, SILENTLY IN DARKNESS YOU CREEP TO BRING A SOPORIFIC SLEEP 9:WAVE THE MAGIC WAND 10:PUT THE SLEEP POWDER IN THE POUCH TURN TO PAGE LXXXIV (BREWING A STORM) 1:PUT A CUP OF OCEAN WATER IN A BOWL 2:LIGHT A CHARCOAL BRAZIER 3:HEAT THE BOWL ON THE BRAZIER 4:PUT A SPOON OF MUD IN THE BOWL 5:ADD A PINCH OF TOADSTOOL POWDER 6:BLOW INTO THE HOT BREW 7:RECITE THIS VERCE: ELEMENTS FROM THE EARTH AND SEA, COMBINE TO SET THE HEAVENS FREE. WHEN I STIR THIS MAGIC BREW, GREAT GOD THOR, I CALL ON YOU. 8:WAVE THE MAGIC WAND 9:POUR THE STORM BREW INTO THE JAR TURN TO PAGE CLXIX (BECOMING INVISIBLE) 1:CUT THE CACTUS WITH A KNIFE 2:SQUEEZE THE CACTUS JUICE ON SPOON 3:PUT THE CACTUS JUICE IN A BOWL 4:PUT THE LARD IN THE BOWL 5:ADD 2 DROPS OF TOAD SPITTLE 6:STIR THE MIXTURE WITH A SPOON 7:RECITE THIS VERCE: CACTUS PLANT AND HORNY TOAD, I NOW START DOWN A DANGEROUS ROAD COMBINE WITH FIRE AND MIST TO MAKE ME DISAPPEAR WITHOUT A TRACE 8:WAVE THE MAGIC WAND 9:PUT OINTMENT IN THE EMPTY LARD JAR LOOK MAP-TELEPORT TO VILLAGE F6-OPEN DOOR (TAVERN)-TALK SAILERS- GIVE GOLD TO CAPTAIN-LEAVE TAVERN-E-E-ENTER SHIP-E-GET BOX-W-DROP BOX-JUMP ON BOX-JUMP ON BOX-JUMP ON LADDER-U-W-OPEN CHEST-LOOK IN CHEST-CLOSE CHEST-E-E-GET SHOVEL-W-D-(NOW WAIT UNTIL THE PIRATES SAY:LAND IN SIGN,AND SAY:THE ANCHER IS DOWN)-POUR THE SLEEP POWDER ON THE FLOOR-SLUMBER,HENCEFORTH-JUMP ON BOX-JUMP ON BOX- JUMP ON LADDER-U-U-E-DIVE IN SEA-SWIM TO ISLAND-E-N-S-LOOK TREE- COUNT FIVE STEPS TO THE EAST FROM THE CENTER OF THE TREE-DIG-N-E- W-(HORSESHOE ROCK)-CLIMB ROCK-E-N-E-DIP EAGLE FEATHER IN ESSENCE- N-E-E-S-GO DOWN TO REACH THE FIRST CAVE ON THE LEFT-GO DOWN TO THE MIDDLE CAVE UNDER IN THE SCREEN-ENTER THE CAVE-GO UP TO THE CAVE IN THE MIDDLE OF THE SCREEN-NOW LEAVE THE CAVE UNDER IN THE RIGHT OF THE SCREEN-E-E-S-ENTER CAVE-CLIMB THE STAIRS-AS SOON AS YOU COME OUT OF THE CAVE:RUB OINTMENT ON ME-W-STIR STORM BREW WITH FINGER-BREW OF STORMS,CHURN IT UP-TALK TO ROSELLA-UNTIE ROSELLA-E-ENTER CAVERN-D-D-W-N-N--THE END!!!!!!!!!! Harold Foppele Vervoornstraat 66 3882 XP Putten The Netherlands Telephone 03418-51452 ************************************************************************** * Dit file is afkomstig van het compleetste adventure bbs: * * THE LAMP OPUS 01717-3263 Voorschoten, Holland (node 281/1) * * ---------------------------------------------------------- * * (member of The Dutch Fidonet Foundation, host network 281) * * * * We beschikken naast een filegebied ook over een berichten- * * gebied met adventure specialisten voor al uw vragen. * * Bereikbaar op 300, 1200 en 2400 cps full duplex. * * * * go north ..... or better call .... The Lamp * * Tot op The Lamp, * * het SysOp team * ************************************************************************** ####################################### # # # NEABBS AND STER PRESENTS: # # # # HOW TO SOLVE # # THE KNIGHT OF DIAMONDS # # # ####################################### GET ALL OF KOD'S ITEMS --- --- -- --- - ----- ITEM:GAUNTLETS MALOR: EAST=10 NORTH=10 DOWN=4 TAKE THE STAIRS DOWN; THEN BACK UP! TURN TO THE ONLY DOOR IN THE ROOM... K)ICK IT OPEN...YOU WILL HAVE AN ENCOUNTER W/MAGIC GLOVES...KILL THEM AND THEN TELEPORT OUT!!! +-------------------------------------+ ITEM:SWORD MALOR: EAST=7 NORTH=12 DOWN=3 GO UP TAKE THE DOOR ON THE RIGHT.... ENCOUNTER A MAGICIAL SWORD!!! +-------------------------------------+ ITEM:ARMOR MALOR: EAST=16 NORTH=2 DOWN=0 GO DOWN; THEN BACK UP...TURN TO THE ONLY DOOR IN THE ROOM K)ICK IT OPEN AND FIGHT ANIMATED ARMOR!!! +-------------------------------------+ ITEM:HELM MALOR: EAST=1 NORTH=18 DOWN=4 GO UP, ENTER THE ONLY DOOR, YOU WILL HAVE AN ENCOUNTER WITH A MAGIC HELM!!! +-------------------------------------+ ITEM:SHIELD MALOR: EAST=0 NORTH=0 DOWN=2 GO UP, ENTER THE ONLY DOOR IN THE ROOM, YOU WILL HAVE AN ENCOUNTER WITH A MAGICIAL SHIELD, KILL IT!!! +-------------------------------------+ NOW THAT YOU HAVE ALL <5> ITEMS DO THE FOLLOWING... 1> EQUIP A CHAR. WITH ALL 5 ITEMS. 2> SEND HIM INTO THE MAZE... 3> GOTO THE DIRECT CENTER OF LEVEL 1 (WHERE YOU MET THE APPARATION) 4> ENTER AND BEHOLD... 5> ANSWER TO THE RIDDLE IS: "THE KNIGHT OF DIAMONDS" 6> GET THE STAFF AND EITHER A.EQUIP IT OR B.DON'T EQUIP IT. (READ UNDER KOD MAGIC ITEMS) =>THE STAFF OF GNILDA<= 7> EXIT THE MAZE... +-------------------------------------+ THAT WAS IT....... BCNUTHE MAZE... +-------------------------------------+ STER bbs: 01880-40035KAART VOOR KINGS QUEST IV (24-1-89) Deze kaart voor Kings Quest IV is gemaakt opdat U makkelijker ziet waar U op een gegeven moment bent ten opzichte van bepaalde andere locatie's. 'Gestippelde' lijnen zijn aangebracht op land water grenzen (voor de overzichtelijkheid) en enkele passage's die of speciale maatregelen vereisen of een duidelijke overgang van locatie betekenen. De dubbele lijnen zijn er om duidelijke buitenste grenzen aan te geven die niet passeerbaar zijn. De kaart is niet compleet; het eilandje met de pelikaan en de bridle is niet te plaatsen. Zo ook is de plattegrond van het eiland met het kasteel van de fee niet precies goed aangegeven. Het maken van een plattegrond van de verschillende huizen en grotten leek mij omslachtig en enigszins overbodig. Ik hoop dat je gemak van de kaart hebt, Marc. 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