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Hitch Your Wagon To A Blazing Star |
Visit The Scan Section |
| Originally published in Electron User 4.04 |
THE festive season is now upon us and hopefully Santa has brought you the goodies you asked for.
| * | You ought to wear something. | ||
| * | A UB40 isn't a pop group in this instance but a means of getting money. | ||
| * | Don't risk spoiling your tracksuit with bicycle oil! | ||
| * | Don't fritter your money away. | ||
| * | A rest on a bench will do you good! |
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| HAMPSTEAD Map 1 - Click To Enlarge |
| Overture And Beginners Last month I introduced this section by suggesting some things to look out for when buying your first adventure. This month I shall try to offer help now oyu have got that prized piece of software home. It perhaps sounds obvious - but we all often miss the obvious - read the inley card or enclosed information carefully before loading your adventure. They often give vital information or important help to get you started. For instance, the small card enclosed with Adventure Soft's VOODOO CASTLE is priceless to the novice adventurer. It tells you to set PAGE to &E00 before CHAINing the program. This is especially important if you have a Plus 1 or DFS fitted and want to avoid the nuisance of waiting five minutes before discovering a Bad Mode or No Room message. The card also informs you that the adventure only accepts one or two word input - usually in the form of verb-noun. And it lists a sample of the vocabulary: GO, TAKE, DROP, CLIMB, ENTER, LEAVE, MOVE, QUIT, WEAR, READ, LIGHT, PULL, PUSH and LOOK. WAVE, DIG, MIX and DRINK are other useful words which are worth trying. My usual practice with any new adventure is to load it and then spend up to an hour just playing around, discovering opening locations and experimenting with vocabulary. I do this purely to get the feel of the adventure and at this point make no attempts at mapping or making serious inroads into the game. So with VOODOO CASTLE, it soon becomes apparent that there is a coffin and the body of Count Cristo at the starting location and that magic is workable in this adventure. Thus when you discover a sapphire ring and later a stone door with a sapphire set into it there appears to be an obvious magical link. After a bit of examination and experimentation, WAVE RING reveals an interesting variation on OPEN SESAME. Such is a typical example of problem-solving in a simple adventure like VOODOO CASTLE. Further exploration reveals all manner of magical apparatus - an iron pot of witch's brew, chem tubes, chemicals, a rabbit's foot, a four leaf clover and so on. Most problems can be solved by careful experimentation with the objects and workable vocabulary. If you are still desperate, most adventure software houses provide hint sheets in return for an sae. Or you can always try writing to me. Next month I will look at beginning to map an adventure. |
Problems Solved
Despite the reams of help given by Merlin for SPHINX ADVENTURE - including a Special and a full solution in Hall of Fame - I still receive many letters from readers who are experiencing problems.
So, for Debbie Dell, Daniel Gilbert, Martin Forrer, Frances Atkinson, W. A. Smith and hundreds of others, this short listing may help.
It was kindly sent in by Simon Doyle of Taunton and enables you to program the function keys. It should be entered and run before CHAINing SPHINX ADVENTURE. You can change the commands to suit your own needs:
| 10 REM DEFINED KEYS 20 REM FOR ACORNSOFT'S 30 REM SPHINX ADVENTURE 40 REM BY SIMON DOYLE 50 *KEY1"GO NORTH|M" 60 *KEY2"GO SOUTH|M" 70 *KEY3"GO EAST|M" 80 *KEY4"GO WEST|M" 90 *KEY5"TAKE " 100 *KEY6"KILL DWARF|M" 110 *KEY7"NO|M" 120 *KEY8"AXE|M" 130 *KEY9"GET AXE|M" 140 *KEY0"INVENTORY|M" 150 CHAIN "SPHINX" |
While on the subject of SPHINX ADVENTURE, there are only four locations in the Catacombs Frances, so drop things to help you map them.
Since its re-release on a budget label, TWIN KINGDOM VALLEY appears to have shot up the popularity stakes again - if it ever left them.
Luke Adams, Stuart Kelly and Helen Knight have all asked where they can find the jug of gold. you should take the jug from the cabin and fill it at the River of Gold, which is beyond the rock fall in the sloping maze.
The treasure chest is in the south turret of the castle, Stuart.
Stuart Kelly and many others seem puzzled as to how to deal with the numerous creatures you meet in your journey through TWIN KINGDOM VALLEY.
Elves are always friendly, as is the giant who will carry things for you. Live and let live is a good maxim, but if they are carrying treasure you will have to bash them.
The most potent weapons are the mace, axe and sword, but save the wooden staff for dragons and witches.
Richard Milligan is having problems with the Forest King. Take him the big diamond - you can pinch in it back later - wear the amulet and rescue his daughter to be rewarded with a silver key.
Compared to Ken Brown's dilemma (do you play golf, Ken?) most other readers' problems seem quite trivial. Ken is threatening an odd form of suicide using his version of HAMPSTEAD unless I help him finish this adventure.
To win myself a life-saving certificate, here goes:
Satisfy Chubby Fish as I hinted in last month's column then: N, GET CAR, N, W, S, S, S, DROP CAR, W, DROP SUIT, GET TRACKSUIT, WEAR TRACKSUIT, E, GET CLIPS, WEAR CLIPS, GET BIKE, RIDE BIKE, N, N, E, E.
I hope that's not too cryptic for you, Austin! I also hope that I have helped Jonathan Ewing (any relation?) and many other readers who were stuck at the end of this adventure.
I would like to thank Mr. W. E. Trevelyan for his most informative and helpful letters, particularly his help with WOODBURY END and THE FERRYMAN AWAITS.
For those of you who have experienced problems with the save/load facility in WOODBURY END, he has sent me an excellent listing to overcome this hassle. I'll print it next month in this column. If you send me a list of your adventures, Mr. Trevelyan, I'll return a top piece of software to you.
It certainly seems to be the month for listings. Nigel Kershaw has sent this super little cheat for all Adventure Soft games: Load the adventure as normal, then quit and type NO when it asks if you want another game. Then type the following four-liner:
| 1 VDU 14 2 FOR X=&E00 TO &FFFF 3 IF ?X>31 AND ?X<127 THEN PRINT CHR$ ?X; 4 NEXT |
Hey Presto! Use SHIFT to scroll and see for yourself.
Finally, if anyone requires a full solution to WOODBURY END or THE STOLEN LAMP, please send an sae.