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Four New Fields To Conquer... |
Visit The Scan Section |
| Originally published in Electron User 4.06 |
HOT news this month includes an announcement from Adventure Soft UK that it has just released four new adventures for the Electron.
![]() Just Out: KAYLETH |
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| HAMPSTEAD Map 3 - Click To Enlarge |
![]() You Will Find A Hints Utility To FERRYMAN On The Companion Cassette |
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THE FERRYMAN AWAITS VERB LIST |
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ATTACK, BURN, BLOW, CONSUME, CLOSE, DROP, DESTROY, DIG, DOWN, DRAW, DRINK, EAST, EXAMINE, EAT, GET, HIT, INVENTORY, JUMP, KILL, LIST, LOOK, LEAP, LOCK, NORTHEAST, MURDER, MEND, NORTH, NORTHWEST, OPEN, PULL, PUSH, PUT, QUIT, RESTORE, SOUTH, SOUTHEAST, SAVE, SCREAM, SHOUT, SOUTHWEST, SMASH, SPIT, SAY, SHAKE, SWALLOW, SWIM, TAKE, THINK, TUG, UP, UNLOCK, WEST, WAVE, WAIT, WEAR
Most of the above can be abbreviated to their first three letters. Nouns will be discovered as the adventure progresses. |
You begin the adventure as a ready-made sacrifice: "You have been magically paralysed from the neck down... the Priest raises a small yellow stone above your head."
Your actions now must be quick and decisive: SAY NIMLAX, DOWN, PUSH PRIEST, DOWN, SOUTH, DOWN.
Here are some of the objects you will find:
Amulet: In the secret chamber west of the altar hall - needed to work the horn.
Bar: With the rope - used first to ascend to tower roof from the temple, then to climb up gravel slope.
Chalk: Receive this from the old man in the stone tree in exchange for the rod. Use it to draw the pentagram.
Cube: Hallucinogenic drug - don't eat it, but a lick might defy time!
Door: The cell door is "Light but strong". It is useful as a bridge over the gap.
Fungus: Will be found growing on the dead guard's body. GET FUNGUS and drop it in the mud lake to eliminate the weed creature.
Horn: Use with the mouthpiece and amulet - SAY MOLD to be transported to the chamber.
Jerkin: Wear it to enter the pirate's cave.
Keg: In the storeroom. Exchange it for a lump of sticky tar in the pirate's cave.
Mirror: Found in the temple. EXAM MIRROR shows what you are.
Mouthpiece: At the mound. This is needed for the horn.
Parrot: Carry the dead parrot when you visit the pirate's cave. (Shades of Monty Python, I think!)
Pie: It is poisoned. Eat for quick passage to the valley of the shadow of death.
Rags:: You are wearing them. They may be changed for the robe or pirate garb.
Rob: Exchange for the chalk at the stone tree.
Spear: Left at the bridge. Throw it at the parrot.
Sulphur: Yellow disc or slaying stone. Operated by SAY NIMLAX.
Sword: Given to you in exchange for the flint at the pool.
Tar: Given by the pirate in exchange for the keg.
Tricorn: To be found at the end of the passage. Must be worn to get the tar.
As with the opening sequence, in the final conflict it is essential that each action is carried out correctly and that no moves are wasted: N, DRAW PENTAGRAM, SMASH BOTTLE, THROW TAR, SAY NAGROGORGGA, SAY NIMLAX, KILL.
I hope I have left enough undone to still make THE FERRYMAN AWAITS a challenge to the most seasoned campaigner.