diff options
| author | Tim Redfern <tim@getdrop.com> | 2023-04-17 19:44:00 +0100 |
|---|---|---|
| committer | Tim Redfern <tim@getdrop.com> | 2023-04-17 19:44:00 +0100 |
| commit | 19be92e0aff674b95bdae72fe7a2e409fd1bf77a (patch) | |
| tree | 079acfc11ffbff8f11b120649f5cb3a623e354d6 /content/texts/adventure-walkthrough.txt | |
| parent | 5309ef89393aa56083d1c2238c517c3d576907ec (diff) | |
add to archive
Diffstat (limited to 'content/texts/adventure-walkthrough.txt')
| -rwxr-xr-x | content/texts/adventure-walkthrough.txt | 362 |
1 files changed, 362 insertions, 0 deletions
diff --git a/content/texts/adventure-walkthrough.txt b/content/texts/adventure-walkthrough.txt new file mode 100755 index 0000000..5fe4f6e --- /dev/null +++ b/content/texts/adventure-walkthrough.txt @@ -0,0 +1,362 @@ + $adventure walkthrough + rev. by Jessica Allan 08/02/97 + +This will RUIN the game for you. Do not use it unless you +are truly desperate to stop playing and get on with your +life. Since I have documented it quite thoroughly, this +will ruin it more than any other walkthrough, and even +contains some of the ending. + +This is an adaptation of Sean L. Palmer's walkthrough, with +better documentation and some improvements made. + +These commands will not work in every single game. There +are some variants, such as get/take, and this will not work +for the 430 point, 550 point, 660 point, 501 point, 551 +point, or 370 point versions. That means that the Windows +version does not conform to this, although the documentation +*may* be helpful. + +I highly recommend Rick Adams' page: +http://www.winternet.com/~radams/adventure/ +This contains the walkthroughs, tips, history, links to an +FTP site providing source code and compiled versions for +DOS/Windows, Amiga, Macintosh, OS/2, and UNIX, and maps. +Even with this documentation, you can *still* get lost due +to some contingencies in the game, such as backtracking to +compensate for piracy, dwarves, and a few other things. + +For those reasons, you cannot feed this through input +redirection, although, if you're astute enough, you could +probably write some mild AI code and feed this through. But +I doubt anyone would bother. + +I can guarantee that this version will work with Adventure +on the Web at Stanford's machine: +http://tjwww.stanford.edu/adventure.html +That is the version I tested it with, and I have kept the +original format that was used, such as five letter packing +and such that was output from the other machine. How close +this is to the original version, I can't say. +I recommend the Web version if you're running a 14.4 +connection or higher, since the Windows version is a bit +outdated anyway. + +Enjoy playing, and I'm sorry I had to do this to you. But +if it wasn't for this walkthrough, I never would have gotten +on with *my* life. :) + +************************************************************ +building /* This will take you to the building, a well + house for a large spring */ +take lamp /* This is vital. It will reappear in the + building should you be reincarnated */ + /* You can only hold seven items at a time. Water and + oil are separate items from their bottles. */ +light lamp /* Some variants want on lamp. Whatever. */ +xyzzy /* A magic word, this will automagically bring you + to the building and back. Works only from + here. */ +e /* Ignore the rod. */ +take cage /* This is for the bird you'll catch soon. */ +pit /* At your feet is a small pit... */ +e /* This is the bird chamber... */ +take bird /* ...where you catch the bird. */ +w /* return to pit */ +d /* Hall of Mists */ +s /* Nugget of Gold room */ +take gold /* 1st treasure */ +n /* Back to the Hall of Mists */ +n /* Hall of the Mountain King */ +free bird /* The little bird attacks the green snake, and + in an astounding flurry drives the snake + away. */ +drop cage /* not a treasure */ +s /* Southside chamber */ +take jewel /* treasure */ +n /* Back to Hall of Mountain King */ +w /* Westside chamber */ +take coins /* treasure */ +e /* Back to Hall of Mountain King */ +n /* Low N/S passage */ +take silve /* treasure */ +n /* Y2 */ +plover /* Plover is another magic word. This takes you + to the Plover room, elsewhere in the cave. So + called because it has an emerald the size of + a plover's egg. */ +ne /* Dark-Room */ +take plati /* treasure */ +s /* Back to Plover room */ +plover /* Saying this here teleports you back to Y2. */ +plugh /* Another magic word that does the same as xyzzy. + Works only from Y2. */ +/* If any dwarves have already arrived, restart! */ +/* Treasures are only awarded full points if they are + dropped in the building. */ +drop plati +drop coins +drop jewel +drop silve +drop gold +take bottl /* Water will come with it. */ +take food /* You'll need to feed a hungry bear. */ +take keys /* You'll need these to unlock a tame bear. */ +plugh /* Return to Y2. */ +/* Soon, a dwarf will arrive, throw an axe at you, curse, + and run away. Take this axe when you see it. There + are seven dwarves in the cave. When you see one, throw + the axe at it. "throw axe" If it misses, take it and + throw it again. If you just ignore the dwarf, + reinforcements will show up and you will inevitably get + killed. */ +s /* Low N/S passage */ +d /* Dirty broken passage */ +bedquilt /* This takes you to Bedquilt, an E/W passage + with a lot of rooms adjoining it. */ +slab /* Slab Room */ +s /* West end of Twopit Room */ +d /* West pit */ +water plant /* It should grow 12 feet tall and demand + more water. */ +u /* West end of Twopit Room */ +w /* Slab Room */ +u /* Secret N/S canyon */ +reservoir /* Refill your water bottle here */ +fill bottle /* Don't want a thirsty plant, do you? */ +s /* Mirror Canyon */ +s /* Secret N/S canyon */ +d /* Slab Room */ +s /* West end of the Twopit Room */ +d /* West pit */ +water plant /* It now grows 25 feet tall and stretches + up to that elusive hole. */ +u /* West end of Twopit Room */ +e /* East end of Twopit Room */ +d /* East pit. There is a puddle of oil here. */ +fill bottle /* You'll need this oil for a rusty door. */ +u /* East end of Twopit Room */ +w /* West end of Twopit Room */ +d /* West pit */ +climb plant /* Aren't you glad you watered it? */ +w /* Giant Room */ +take eggs /* Fee, Fie, Foe, Foo has more significance than + you think. Typing it in this room will + teleport the eggs back here. They are a + treasure item, but you must toss them to the + troll to cross the bridge. */ +n /* End of N/S passage. The way north is barred by a + massive rusty iron door. */ +oil door /* Now, it will open. */ +drop bottl /* You no longer need this. */ +n /* Cavern with waterfall */ +take tride /* This is needed for opening a clam shell + which contains a pearl. Both are treasure + items. */ +w /* Steep incline above large room */ +d /* Large low room */ +sw /* Sloping corridor */ +u /* SW side of chasm */ +/* Try typing "kill troll" or "throw axe" here for + kicks. */ +toss eggs /* The troll will take these and scurry out of + sight. */ +cross /* NE side of chasm */ +ne /* E/W Corridor */ +/* The rumbling noise you hear here is a completely + pointless volcano. Seriously. */ +barren /* Front of Barren Room. */ +e /* Barren room. */ +feed bear /* This will calm down the bear. */ +open chain /* Open with keys, obviously. */ +drop keys /* You no longer need these. */ +take chain /* treasure */ +take bear /* You are being followed by a very large tame + bear. */ +w /* Front of Barren Room. */ +fork /* Fork in path */ +ne /* Warm Walls Junction. */ +e /* Chamber of Boulders. */ +take spice /* treasure */ +fork /* Fork in path */ +w /* E/W Corridor */ +w /* NE side of chasm */ +cross /* Still on NE side of chasm */ +free bear /* Scare a new troll every day... */ +cross /* SW side of chasm */ +sw /* Sloping corridor */ +d /* Large low room */ +bedquilt /* Back to Bedquilt. */ +e /* Complex junction */ +n /* Shell room */ +/* A nightmare that happened to no few of us was having + the pirate show up *now* and take the trident. */ +open clam /* Since when did clams have pearls? */ +/* Note that the clam is now identified for game purposes + as an oyster. :) */ +d /* Ragged corridor */ +d /* Cul-de-sac */ +take pearl /* treasure */ +u /* Ragged corridor */ +u /* Shell room */ +s /* Complex junction */ +u /* Dusty Rock room */ +e /* Dirty passage */ +u /* Low N/S passage */ +n /* Back to Y2 */ +plugh /* Return to building */ +drop chain +drop spice +drop tride +drop pearl +plugh /* Back to Y2 */ +s /* Low N/S passage */ +d /* Dirty broken passage */ +bedquilt /* Back to Bedquilt */ +w /* Swiss Cheese room */ +oriental /* This is the Oriental room, home to a Ming + vase. */ + /* Do NOT take the vase now. If you do, you'll have + to drop it soon and it will shatter. Also, don't + fill it with water or oil. Not that that's all that + accessible... */ +n /* Misty Cavern */ +w /* Alcove */ +drop lamp /* Don't turn it off first. */ +drop axe +e /* Plover room */ +take emera /* Don't suppose you remember this? */ +w /* Alcove */ +take axe +take lamp +nw /* Misty Cavern */ +s /* Oriental Room */ +take vase /* Now, there's no reason for you to drop it. */ +se /* Swiss Cheese room */ +e /* Soft Room */ +take pillo /* Something soft for the vase to land on. */ +w /* Swiss Cheese Room */ +w /* East end of Twopit Room */ +w /* West end of Twopit Room */ +d /* West pit */ +climb plant /* Emerge in the narrow corridor */ +w /* Giant Room */ +fee /* Magic words, remember? */ +fie +foe +foo +take eggs /* Wonder how that troll feels about this. */ +s /* Narrow corridor */ +d /* West pit */ +u /* West end of Twopit Room */ +w /* Slab Room */ +u /* Secret N/S canyon */ +s /* Secret canyon, complete with dragon */ +kill dragon +yes /* Unbelievable, isn't it? */ +take rug /* treasure */ +e /* Secret E/W canyon above tight canyon */ +e /* Hall of Mountain King */ +n /* Low N/S passage */ +n /* Back to Y2. */ +plugh /* Return to building. */ +drop rug +drop pillo /* It doesn't generally matter which order you + drop things in, but be sure to drop the + pillow before the vase. */ +drop vase +drop emera +drop eggs +xyzzy /* Debris room. */ +take wand /* This is a magic wand. */ +pit /* Back to the top of the pit. */ +d /* Hall of Mists */ +w /* East bank of fissure */ +wave wand /* A crystal bridge will span the fissure. */ +w /* West side of fissure */ +take diamo /* Hope that the pirate steals this. */ +w /* Should be at the west end of the Hall of Mists. */ +/* Save your game at this point. You may not run into the + pirate in time and you could have your lamp run out. + Of course, if you've already seen the pirate, then + forget that advice. */ +/* If you were truly unlucky and got robbed by the pirate + when you were on your way to Y2, then drop your axe + here. You cannot have been carrying more than 5 + treasure items, and there will be 6 when you arrive at + the chest -- the 5 treasures and the chest. Return + and get your axe as soon as you drop off the items. + Also in that case, double back to Y2 and drop off as + much as possible. It is probably a better idea to + ditch your axe at Y2 and then save your game and hope + that no dwarves arrive. */ +s /* You are in a maze of twisty passages, all alike... */ +e /* Hope that the pirate shows up while you're headed to + his lair. */ +s /* Could you imagine being stuck in here and having no + clue where you're going, just trying to get out? */ +s +s +n +e /* You should be on the brink of a pit at this point. + If you're not, you're in trouble. */ +n +e +nw /* This is a dead end where the Pirate's chest is. */ + /* If the pirate hasn't shown by now, you are fighting + for a lost cause, but you can try typing in the + following sequence until he shows: + se n w w w e e w s n s s s n e n e nw + If he appears while you're typing this, just finish + the sequence... don't try to backtrack. The maze is + asymmetrical. */ +take chest /* treasure */ +take diamo /* Also take anything else he stole. */ +se +n /* Brink of pit. */ +d /* Bird chamber. */ +debris /* Back to the debris room. */ +xyzzy /* Return to building */ +drop wand /* This isn't a treasure, but do it anyway. */ +drop chest +drop diamo +plugh /* Back to Y2. */ +s /* Low N/S passage */ +d /* Dirty passage */ +bedquilt /* Back to Bedquilt. */ +e /* Complex junction. */ +e /* Anteroom */ +take magaz /* Spelunker Today? */ +e /* Witt's End */ +drop magaz /* Last point (276) in beginner section. */ +n /* Type this repeatedly until you escape Witt's End */ + /* Other directions work, as long as they're not w, nw, + or sw... that would be too logical! */ +/* Right now, you should hear an announcement in a + "sepulcheral voice" saying, "Cave closing soon. All + adventurers exit immediately through Main Office." + This is a sign that you have gotten all the treasures + and the endgame is about to begin. After leaving + Witt's End, go someplace with light, like near the + grate or the plover room, turn off your lamp, and just + kill time, generally by dropping and picking up your + axe. Your lamp is really close to running out. Don't + go anywhere that doesn't have light. */ +/* If you should find your way to Y2 (which I usually do) + while trying to get back to the Plover room, typing + "plover" still works, but typing "plugh" gives you this + message: A mysterious recorded voice groans into life + and announces: "This exit is closed. Please leave via + Main Office." */ +/* Eventually, the sepulcheral voice will speak again and + say, "The Cave is now closed." There's a blinding + flash of light and a puff of orange smoke. You are + teleported to the Colossal Cave repository. I refuse + to tell you its contents, but it's quite cute. :) */ +sw /* SW end of repository */ +take rod /* Dy-no-mite! */ +ne /* NE end of repository */ +drop rod +sw /* Get out of blast range */ +blast /* A cheering band of friendly elves carry the + conquering adventurer off into the sunset. */ |
