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+ $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+outdated anyway.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. */