Tuesday, November 18, 2014

Adventure of the Week: The Wizard's Sword (1983)

It's recently come to my attention via the CASA Solution Archive that the SoftSide magazine series of monthly adventures is more extensive than I had realized.  I've played adventures #1 through #20 on the Atari 400/800 computers in past years, but it looks like the magazine ran through at least issue #47.  There seems to be a gap between adventures #20 and #38, but this might be an artifact of a change in the issue numbering sequence, which would mean there are about 29 games in the series rather than the 47 there appear to be.

At any rate, I'm picking up this generally playable series with the next game I've been able to find, The Wizard's Sword, from issue #38 for the TRS-80 Model I/III computers (SoftSide published for multiple platforms.)  The source code credits this one to P. Kirsch, most likely Peter Kirsch who wrote a number of the SoftSide adventures. I also note that this credit line refers to this game as #20, so maybe this was simply published as #21 after Danger Is My Business took that slot.  If that's the case, then there's no real gap here and I'm picking up right where I want to.  There will be more to come as we get this history figured out, I'm sure.



I'm playing using the TRS32 emulator, mostly for the sake of save states as the game has no built-in SAVE function.  The SoftSide BASIC language engine is flexible but simple -- it doesn't have a windowed display, and makes minimal use of platform-specific effects to keep porting straightforward.  The Wizard's Sword is a fantasy tale in which the player is cast as an apprentice to The Wizard of Zzarg.  As the curtain rises, our master's dying words charge us with slaying the evil Medusa of the Green Kingdom, in order to earn our full Wizard status.  Why he didn't bother mentioning this earlier remains a mystery; we suspect he was trying to avoid dealing with it himself, or simply misplaced the necessary equipment and was too embarrassed to admit it.  So it's up to us to find his sword and five magical jewels required to power it; we are told, for example, that the yellow jewel provides wisdom when rubbed.  (Hopefully this wisdom is not along the lines of "I look like an idiot rubbing this jewel to no apparent effect.")

Interested readers are encouraged to reclaim The Wizard's Sword before reading my playthrough notes below;  this is a straightforward but well-built adventure, well worth experiencing firsthand.  Beyond this point, I will be documenting the game in detail for history's sake, so there are certain to be...

***** SPOILERS AHEAD! *****





We begin at the aptly-named Valley of Crossroads, with exits in all four directions and nothing in inventory.  There's a sleeping unicorn here, but we can't WAKE UNICORN or PET UNICORN or YELL or even EXAMINE UNICORN.  However, if we try to walk to the North, the unicorn wakes up and becomes an ANGRY UNICORN (IT HATES PEOPLE.)
The unicorn will now chase us, attempting to gore us with its horn as we walk around, finding the Yellow Kingdom's Valley of Moon to the west, the (apparently ungoverned) Valley of Ice to the south, the Red Kingdom's Valley of Sun to the east, and the Blue Kingdom's Valley of Stars to the north.

There's an iceberg in the Valley of Ice -- can we somehow get the unicorn to lodge its horn in the ice?  We can't GO ICEBERG, but if we hang around here long enough, the unicorn will smash the iceberg with its attack, revealing... THE WIZARD'S SWORD!

There's another iceberg to the east... and here, the angry unicorn gets stuck in the ice after ramming the berg with its horn.  We can see a yellow key buried deep in the ice if we LOOK ICEBERG, so we probably want to break it down if we can.  We can't SMASH ICEBERG or MELT ICEBERG, but I was surprised to find that we can simply FREE UNICORN -- the appreciative animal calms down, drops the RED JEWEL OF LIGHT at our feet and vanishes.

When we GET RED, it automatically attaches itself to the sword, but RUB RED doesn't produce any interesting effect at the moment and LOOK RED doesn't tell us anything further; presumably it will be a light source when needed.  Mapping is a little tricky here, as we don't get a lot of inventory items to work with and many rooms have apparent (if looping) exits in all directions.  Here, in the Valley of Ice, it seems there are three "real" locations; one directly to the south of the Valley of Crossroads, one to the west where the wizard's sword turns up, and one to the east with the yellow key buried in the ice.  Heading north from the Valley of Ice's entry point returns us to the crossroads.

Now that the unicorn isn't chasing us, we can explore the Valley of Stars to the north.  The most interesting location here is to the north, the Valley of All-Ways.  Going north again brings us to the Valley of Horace Greely, and if we take the hint and go W, we find the Valley of Silver and the SILVER JEWEL OF STRENGTH.

East of the Valley of All-Ways, we find the Valley of the Dwarves, where a dwarf child plays with WHAT APPEARS TO BE A PIECE OF BLUE PLASTIC.  We can't just GET BLUE, and it seems barbaric to KILL CHILD (and yes, I have done my duty to you, dear reader, by confirming that the parser will inform us that I WON'T LET YOU KILL THE DWARF CHILD if we try.)

We can continue east into the dwarf village, where we see some huts, and as we wander around we notice that the dwarf child disappears and reappears on occasion, though the piece of blue plastic also vanishes with him so that doesn't give me any ideas.  RUB SILVER makes us feel stronger, but RUB RED doesn't do anything here.  We'll come back here later, maybe we'll find something that a child might like to take in trade.

The Blue Kingdom also contains the Valley of 4 Corners, adjoining the Valley of Poof, which contains the GREEN JEWEL OF COURAGE but also "POOFS" us to the Valley of the Shifting Sands before we can grab it.

I'll make my way back to the crossroads and check out the Yellow Kingdom for a while.  West of the entry point is the Valley of Riddles, where a statue says, "WHAT IS IT THAT NO MAN WANTS, YET NO MAN WANTS TO LOSE?"  I try to ANSWER LIFE first -- thinking that no living creature wants for it -- but this produces no response from the statue.  Neither does MIND or HIS S--T, nor TIME, which I throw in just because it seems appropriate to these kind of mythical stories.  West of the statue is the Valley of Oops, where we can't proceed further west due to a magical force field blocking the way.

Okay.  I'm stuck here, so I'll go back east of the crossroads to the Valley of Sun.  We can travel east again to find ourselves in the Valley of Darkness, where RUB RED turns on the light as expected.  We find a short rod here, and LOOK ROD reveals that THE WORD 'POOF' IS ETCHED IN IT.  Sounds useful!  East again is the Valley of Dreams, where we fall asleep -- and the rod gets stolen overnight!

We might as well keep exploring, anyway -- we enter the Valley of the Dragon next, where some mean dwarves are abusing the poor chained beast, forcing it to breathe fire so they can roast hot dogs.  The chain is red, and we can't UNLOCK CHAIN, although the parser recognizes it, so we might need a red key here.  Trying to go east again causes the dwarves to run off, but we are also seized by an irrational fear and forced to run back to the Valley of Dreams.

Funny how this world has so many valleys, and nary a hill is mentioned, but we'll keep exploring.  The Blue Kingdom also contains a Giant Condor, inspiring fear and fleeing similar to what we just experienced near the dragon (maybe we need that green jewel to build up our courage for these encounters.)  For some reason, a red key has now materialized in the Valley of the Shifting Sands, but we can't overcome our fear long enough to unlock the dragon's chain.

I'll backtrack now, since the short rod doesn't seem to be turning up anywhere after being stolen, so I'll try to get the green jewel before entering the Valley of Dreams.  At least I think this is how this is supposed to work -- nothing changes if I just walk into the Valley of Poof, though.  I have to WAVE ROD first, and now we can GET JEWEL.  Three down, two to go!

Returning to the dragon, it seems that scaring the dwarves triggers the appearance of the red key in the desert.  RUB GREEN overcomes our fear of the dragon, though we still can't travel east as the poor creature is lying there moaning, blocking the path.  We can also RUB GREEN to visit the condor long enough to notice a blue key hanging around its neck, but if we try to KILL CONDOR it just flies off somewhere else (and may not come back for all we know, so I'll restore to an earlier save again.)

Okay -- now we can UNLOCK CHAIN, freeing the dragon, who drops a PIECE OF RED PLASTIC before vanishing.  Aha!  Maybe we can trade this to the dwarf child... and yes, GIVE RED allows us to obtain a PIECE OF BLUE PLASTIC.  It's a filter -- we can see through it to make everything look blue -- but not a power jewel, as far as I can see.  Hmmm.

Past the dragon we find the Valley of Hills -- with a TALL HILL at last!  We can't CLIMB HILL or GO HILL, but LOOK HILL reveals a cave.  GO CAVE finds us in darkness, and we can RUB RED to illuminate the area and see a large boulder, FAR TOO HEAVY TO MOVE when we try.  But we can RUB SILVER to boost our strength, and then MOVE BOULDER to find the YELLOW JEWEL OF WISDOM.

Maybe... yes, RUB YELLOW at the riddle statue in the Yellow Kingdom comes up with an answer I hadn't tried: LAWSUIT.  Clever!  This produces a yellow piece of plastic, and some noise at the bottom of the statue... ?  Ah, there's a yellow keyhole visible in its base now.

Going back to the iceberg where we saw the yellow key earlier, we find this puzzle solved for us -- the dragon we rescued is waiting here, conveniently helping us out by melting the iceberg when we arrive.  Now we can UNLOCK BASE (INSERT KEY and UNLOCK STATUE don't work) and disable the force field, reaching the Valley of Dead Ends to acquire the BLUE JEWEL OF SLEEP.

So we have all five jewels now, and should be ready to find the Green Kingdom and face Medusa.  We can't COMBINE PLASTIC to make a green filter out of the blue and yellow plastic, but when I LOOK YELLOW, EVERYTHING SPINS and YOU FIND YOU ARE ELSEWHERE, echoing the influential early adventures created by Scott Adams.

This magical transportation, however, has only brought us to the Yellow Kingdom we've already visited on foot.  And LOOK BLUE just brings us to the Blue Kingdom's Valley of Stars.  LOOK BLUE AND YELLOW is evaluated as LOOK YELLOW, so that doesn't work.  LOOK GREEN acts as though it could work, but YOU SEE NOTHING SPECIAL, probably because we don't have an actual green piece of plastic.  We must need to mix these two filters somehow... we can't seem to MIX or ATTACH or CONNECT them, though.  Aha!  We can PUT BLUE -- ON WHAT? -- ON YELLOW, and now we have two pieces of plastic clinging to each other.  Now we can LOOK through either piece and reach the Green Kingdom!

Heading south from the Valley of Many Paths, we find the Valley of Medusa.  It's tricky to map, as we only have a few portable items we can afford to drop, but if we head S, E, and N from our entry point, we find a location where a STRANGE GREEN DOOR BLOCKS YOUR WAY.  It's locked, naturally, and we can't UNLOCK DOOR at this point.  Odds are we need a green key, which we have not seen anywhere yet.

What about the condor?  We can RUB BLUE now, causing the bird to fall asleep, and GET KEY.  So now we have a blue key... but no blue lock has turned up so far.  The green door can't be unlocked with the blue key, which isn't surprising, and we can't PUT one key on another, so there must be a blue keyhole somewhere we haven't been yet.

We can't put the dwarf child to sleep by rubbing the blue jewel.  There don't seem to be any exits on the map that we haven't tried yet.  Can we combine the yellow and red plastic to reach an Orange Kingdom?  Everything looks orange when we look through the plastic, but we don't get sent anywhere new.  There's no Purple Kingdom either, apparently, though I give credit to Mr. Kirsch for anticipating both attempts.

What about the dwarven huts?  I was trying to GO HUTS earlier, to no avail, but further experimentation establishes that if we attempt to GO to a specific HUT instead, we can choose to enter Hut #1, #2, or #3.  Hut #1 features crude etchings of four kingdoms -- red, blue, yellow and green -- all of which we have visited.  Hut #2 contains a hope chest -- we can UNLOCK CHEST, probably with the blue key, and... OUT SPRINGS BOB HOPE!  The popular 1940s comedian thanks us for rescuing him and gives us a GREEN KEY!  Hooray!  Hut #3 contains the stolen short rod, so this would have been useful to discover earlier but isn't essential at this point in my playthrough.

Okay, now we should be able to breach Medusa's lair.  We can indeed UNLOCK DOOR with the green key, OPEN DOOR and GO DOOR to reach the aptly-named Valley of Almost There, where a wooden door stands in our way and SEEMS TO BE STUCK until we RUB SILVER to temporarily augment our strength.  Beyond the wooden door we find a giant spider, and must RUB GREEN to gain the courage to face it before we can RUB BLUE to put it to sleep.

Now we sense a TERRIFYING SHADOW CREEPING UP BEHIND YOU.  WHAT DO YOU FEED SNAKES?   I try to RUB BLUE and KILL MEDUSA, neither of which does anything useful.  Remembering our mythology and thinking to CLOSE EYES helps, though -- we cover our eyes with one hand and can hear her hair hissing behind us as Medusa draws closer.  Now we can try to KILL MEDUSA again... and this time, victory is ours!  We strike a Harry Hamlin-esque pose before we're unceremoniously dumped out to the BASIC prompt:



The Wizard's Sword is a high-quality adventure by magazine standards -- the puzzles are varied and logical, and information we acquire early on has value in the endgame.  There's not much risk or tension in the plotting -- even the endgame lets us fumble around quite a bit without penalty -- but I quite enjoyed the journey and I'm glad to have a few more SoftSide adventures to play.




Tuesday, November 11, 2014

Adventure of the Week: Escape From Sparta (1983)

I'm returning once again to the 1983 Rainbow Book of Adventures this week, to tackle Escape From Sparta, written by Rick Townsend and Rick Hollerback in BASIC for the TRS-80 Color Computer.  It took me a little doing to get this one running, only because the first disk image I found in the online archives contained only the instructions and loader program, and I finally figured out I needed to insert a second disk to load the game proper (ESSPARTA/BAS).  I'm playing using the VCC 1.42 CoCo emulator.



Escape From Sparta is a science-fiction tale, casting the player as a robot on a mission to rescue its Creator from an evil alien warlord bent on destroying all robots so he can take over the galaxy/universe/neighborhood/school board/whatever.  The peculiarly short-sighted Creator has imbued his robots with a novel approach to planned obsolescence -- he is the only person who can control or modify them, and they will self-destruct if anyone else tries to, say, repair them.  So we have to rescue him from Space Station Sparta, where he is being held captive.

Interested readers are encouraged to Escape From Sparta independently before proceeding with my playthrough notes below -- it's not a difficult game at all, and it does a few interesting things with the format.  Beyond this point, I'll be documenting my experience for history's sake, and there are guaranteed...

****** SPARTA SPOILERS AHEAD! *****








After the optional instructions are displayed, we find ourselves in the Security Room, with broken monitors strewn about and an enemy robot immediately attacking.  The parser requires us to hit a key to interrupt the constant attacks and enter a command; a few KILL ROBOT commands are sufficient to cause it to explode into rubble (apparently these robots are made of concrete.)  LOOK RUBBLE (EXAMINE doesn't work) discovers something called a redchip, and we now have 1 REDCHIPS and ENERGY LEFT = 750 in inventory.  So we can guess that we need to collect some number of these, without running out of energy ourselves as we take hits from enemy robots.

We can only travel up or down from our starting point, so we'll venture into the bowels of the ship first.  We find ourselves in the -- ahem -- BOTTOM ACCESS CHAMBER, with a computer console in the center of the room and exits in multiple directions.  The first door I try, the one to the west, is locked; we can INSERT REDCHIP and confirm security clearance, but the door remains locked; the card apparently only goes into the console.  But we might as well check that out while we're here -- LOOK CONSOLE establishes that the console is off, and while we can't TURN ON CONSOLE or SWITCH CONSOLE or ACTIVATE CONSOLE, we can ON CONSOLE and then type $ as prompted to use it.

This is a neat design concept -- we actually get to interact with the computer console, though it's really just the parser in disguise, as we answer the INPUT REQUEST? prompt with OPEN DOOR -- and DOORS ARE UNLOCKED.  We type X to return to the main game.

Let's head west, since the door is now open, into Tunnel #4 where we can see a brilliant star cluster out the window.  Continuing west through the tunnel, we reach the Robot Repair Room where another enemy robot is attacking and can be dispatched.  I also discover that if we hit the [ENTER] key without typing a command, we waste 10 energy units doing nothing -- and normal moves don't cost us energy at all, so I'll try to keep my keyboard fingers under control.

North of the Robot Repair Room is a lab, with lab animals and ELECTRONIC EQUIPTMENT [sic -- and a persistent typo in this game].  There's nothing we can apparently do here, so I suspect this is going to be a hunt-down-the-robots game at heart; this is odd, as the mad alien overlord we're trying to defeat is supposedly trying to destroy all the robots, and it seems like we're actually helping him by doing so.  But while I personally believe that everybody must get stunned, we don't have that option here.

East of the access chamber is Tunnel #6, with more broken EQUIPTMENT, leading to the Engineers' Quarters, where we are attacked by a human for a change.  We can easily KILL HUMAN -- there are no Asimovian restrictions in this world -- and LOOK HUMAN to discover a greenchip.  Hmmm. 

There's also a console here, but we'll go north first into the nuclear reactor room and kill another robot, collecting another redchip.  There are some levers here for controlling the nuclear reactor, but I'm not going to mess with them just yet.  South of the Engineers' Quarters is the MAINTANCE ROOM, apparently with signage provided by the same people who maintan the equiptment.  There are tools and parts here, none of which seem interesting if we LOOK at them; other than enemies and colored chips, there's not much we can interact with on this space station.

Back in the EQ, I try to ON CONSOLE but don't have security clearance until I INSERT GREENCHIP.  This console presents the same INPUT REQUEST? prompt, and I don't have anything specific to do with it just yet, though I do attempt to ask it to KILL ROBOTS for me, with no success.

Returning to the bottom access chamber, I head south through Tunnel #5 to the Computer Room, killing another human when we get here to collect another greenchip.  We can use the console here, the same way as the others, by inserting a chip and turning it on.  East of the computer room is the Sick Bay, where the beds and medical equiptment reveal nothing interesting.  The Doctor's Quarters contains yet another console, on the doc's desk, though we can't interact with this one for some reason.

Trying to head west from the Computer Room, I encounter a locked door, so we need to use the console here to open it.  This leads to a Control Room with another easy-to-murder human, and from here we can go north to the Captain Quarters, where we find THE CREATOR, the human we are here to rescue!  We have to kill a human guard, of course, and can GET SILVERCHIP after doing so.

I'm down to 290 in energy at this point, so this first run will probably be a learning experience.  But we'll try to GET CREATOR -- and this seems like a milestone, as the parser tells us O.K. YOU RESCUED THE CREATOR NOW LETS GET OUT OF HERE.   He's in no position to repair us, nor can we take a moment to berate him over his bizarre need for job security.

North of this room is the Weapon Room, but everything is smashed so we'll have to continue working with our built-in weapon.  We've explored this floor completely now, so we'll head D from the access chamber to find ourselves in the promising-sounding DOCKING BAY #2.  There's another, somewhat tougher robot to kill here, before we travel downward again to find ourselves in the even more promising ESCAPE POD #2 with a computer console handy.

This may not be a moment too soon, as we're getting ENERGY LOW! warnings now because I'm down to 100 units of energy after that last battle.  I opt to try the obvious -- we INSERT SILVERCHIP into the console and turn it on... then we access the console, and finally attempt to LAUNCH POD... to unexpected victory!



This seemed a little too straightforward -- I never even explored the upper part of the ship -- but I guess I was just lucky that my initial explorations led me straight to victory without so much as a restart.  I tried again, and confirmed that the locations of The Creator and the necessary chips are not randomized, so it's possible to finish the game in just a few minutes if you know where to go.  We do need the silverchip to use the escape pod, but since the human guarding The Creator has one, it's not like we have to go hunting for it.  On a second try, with less exploration and therefore fewer extraneous battles, I finished the game with 496 energy units to spare.

Escape from Sparta is closer in spirit to a dungeon crawl than a standard adventure -- while there's a plot of sorts, it plays more like an RPG; we spend most of our time engaging in semi-random combat, and there are no significant puzzles beyond working out how to use the computer consoles.  But I enjoyed it, simple as it is, and this brings me one game closer to exhausting The Rainbow Book of Adventures.

Tuesday, November 4, 2014

Adventure of the Week: SPY Fox in "Dry Cereal" (1997)

For a change of pace, this week I'm taking a look at another Humongous Entertainment series, with SPY Fox in "Dry Cereal", the debut title for a character aimed at slightly older children than the Putt-Putt, Freddi Fish and Pajama Sam games.  Ron Gilbert's kid-focused adventure game company released this title in 1997, and it's still commercially available today via Steam.  I have been consistently impressed with the quality and quantity of 2-D animation in the Humongous Entertainment games -- they're well above the technical standards of the Lucasarts classics that preceded them, though they run on the same SCUMM engine, and they always make me wish point-and-click adventures for adults had stayed in production a few years longer.


As the curtain rises, in a pun-heavy bit of exposition, our Bond-inspired hero SPY Fox learns that an evil goat named William the Kid has stolen the world's milk reserves in an effort to subvert the bovine dairy industry and replace it with goat's milk.  Then our hero parachutes down to the Greek island of Acidophilus to begin his mission.

Interested readers are encouraged to spend some time with SPY Fox #1 before proceeding here -- the animation is loose and energetic, some of the writing and voice work is genuinely funny (especially if you're about 10 years old), and it's a perfectly pleasant round of old-school point-and-click adventuring.  Beyond this point, I'll be detailing my own experience, so there are sure to be...

***** SPY FOX SPOILERS AHEAD! *****   


As we plummet to earth, we're allowed as much time as we need to pick one of Spy Fox's pen gadgets for a safe landing, though he (in a Don Adams-inspired voice) urges us to do something at frequent intervals.  After safely landing using a remarkably well-damped pogo-stick, we're supposed to meet up with Miss Monkeypenny at the Mobile Command Center, but we'll do a little exploration first.



A salty penguin (who sounds like Bobcat Goldthwaite) is eager to show off his chest tattoo, with animations including a dolphin that leaps from pectoral to pectoral.  This is in keeping with the Humongous tradition of providing plenty of fun, non-essential point-and-click gags for the player, though this joke is a little more complex with sardonic commentary from Fox ("Your mother must be so proud") and quite a few different animations are available with repeated clicks.


A trinket shop nearby is closed, as we have arrived unfashionably early; we can dial random numbers on a nearby pay phone, with random responses, including one at the offices of Amalgamated Moo Juice indicating the staff is "all tied up."  There's a Feta Factory down the pier, but it's locked up tight behind a solid steel door.  The Greek Cantina in the town square is also closed at the moment.  The door to an unidentified building up a staircase is also locked, though we get a brief glimpse of its interior while SPY Fox is knocking -- the desk has a nameplate indicating it would normally be occupied by one Grande Fromagio, the Big Cheese as it were.

It seems we have nowhere else to go, so we'll have to take a look at inventory.  Ah, I had forgotten about the fortune cookie Monkeypenny mentioned -- it came with our airplane meal, and contains an entrance code, 555-4023, which sends the phone booth down to an underground command center.

Here, Monkeypenny hands Spy Fox some drachmas and a special laser toothbrush for cutting through thick steel.  Amalgamated Moo Juice CEO Howard Hugh Heifer Udderley III is being held prisoner somewhere, we believe.

After we go back topside, Monkeypenny calls us on the Spy Watch to remind Fox he can use this to contact her at any time; the watch also contains the game's Save and Load buttons, so this is probably a good time to take advantage of the Save feature.  The local establishments are still closed, so we'll try the laser toothbrush on the factory doors.  It's only good for one use, exploding after the door is breached, but that's enough for our purposes.

Inside the factory, we find Mr. Udderley tied up and dangling over a pool of piranha.  There's a winch nearby -- it just lowers him into the pool and back up again, fortunately with minimal munching in the process.  We can turn the temperature of the pool down, and taking it to its lowest setting freezes the water over so Mr. Udderley can get safely down (he sounds like Don Knotts.)  Back at the command center, he tells us that thugs broke into his office, stinking of feta cheese, stuck him in a bag and whisked him away to the factory.  The villain behind the kidnapping is confirmed to be William the Kid, whose Nectar of the Goats corporation (N.O.G.) is apparently out to frame the world's cows with heinous milk-related crimes to turn the world against them.

Udderley had the presence of mind to steal the documentation needed to disarm Kidd's secret weapon, but he had to swallow it for safekeeping.  Fortunately, the vending machine at Mobile HQ has beef-flavored X-Ray Gum for sale -- courtesy of Professor Quack, our inventive gadget source.  Udderley faints during the painless procedure, but we're able to find the note in one of his four stomachs and see that a special key is needed to disarm the weapon.

Other gadgets available from the vending machine include Spy Putty, a copying compound; a Night Vision Shoe that can be strapped onto the user's head; a Cheese and Safe Cracker kit; a Spy Trap nickel that launches a net capable of trapping three or more bad guys; and Suction Cufflinks for scaling walls.  We can obtain all of these items and place them into inventory, though we only have room for four items, so we have to make choices here.  I'll put the X-Ray Gum back for now, gambling that it only has one use in the game, and leave the Spy Trap in the machine as well.

As we leave HQ, we find that the trinket booth is now open for business.  The rabbit proprietor, Gilbert, sounds less than sincere as he "welcomes" customers.  He sells stuffed animals, pennants, taxidermied fish, and a fez that he seems to have confused with Pez.  There doesn't seem to be anything we need here at the moment.

The cantina is open now too, a seedy lounge with a lizard playing organ, grumpy hostess Bea Bear, and a few customers.  Bea's Secret Sauce "may cause drowsiness in alligators," according to the label on the bottle.  A talkative pig at one table offers to play a round of Go Fish, for trinkets, so we'll go buy a jar from the trinket booth for 50 drachmas.  The pig puts up a whistle against Fox's kazoo.  The game follows traditional rules -- my first round played to a draw, I won on the second round.  But the whistle doesn't seem to show up in inventory, so this may just be an entertaining diversion.

The Big Cheese's office is still locked, so we'll have to do some exploring elsewhere.  The cruise ship parked by the pier is now having a deck party, though entry is by invitation only.



We can't get onboard past the weasel doorman, but SPY Fox adds the topic to his word balloon inventory and now we can ask other characters about it.  Gilbert has an invitation, but verbal hints suggest we have to distract him somehow so we can copy it with the spy putty; nothing I try seems to work yet.  The pelican knows nothing about the party; Bea Bear and Big Pig both mention that Gilbert always has an invitation, so we're on the right track.  We can't use the spy trap to trap piranha to use as a distraction; nobody at HQ has any ideas either.

The rabbit never even looks away from the invitation, except when we're conversing, but we can't try to use the spy putty until the dialogue is over.  We can't buy either of the sauces at the cantina, but we can buy some chicken knuckles to go and put the Secret Sauce on them.  But they aren't useful at the trinket booth either.  Can we buy anything besides the trinkets?  The fez is not for sale; neither are the pennants.  But the ship's wheel hung up above is, but proves to be hung too high up for Gilbert to reach.  This seems suitably distracting, and yes, we can make a copy of the invitation while he's struggling to get it down.

The doorman accepts the fake invitation (signed by someone named Russian Blue) and we are now free to come and go on the ship.  Fox checks in with Monkeypenny -- she advises us to look for clues about the location of Kid's secret fortress.

The deck party is in full swing -- a bulldog conducts an orchestra playing a waltz, and various hoity-toity animals occupy the deck.  Russian Blue proves to be an attractive feline femme fatale, and owner of this ship, the S.S. Deadweight.  She loves the tango, so perhaps we want to swap the waltz sheet music here with the cantina's tango pages.  We can visit the ship's cabin, but there's nothing here to do or undo besides triggering some funny incidental animations.

So let's see if we can obtain or copy the tango sheet music.  The spy putty has been consumed now, and the lizard organ player at the cantina won't let us borrow his music.  We can steal a page of the orchestra's waltz music on the ship, though, and trade it to the willing lizard for a sheet of tango music.  (The bulldog sounds like Lawrence Welk, to great comic effect.)  We can't easily sneak it into place, though -- on my first few tries, the conductor catches us in the act and we have to step away.  It's just a matter of timing; it works best if we start trying to place it just before he looks away from the music.

Now Russian Blue goes into what looks like a hypnotic trance and does the tango with SPY Fox, and we can repeat this if we shuffle the sheet music pages.  It seems we're supposed to try to get at her handbag, which she puts down to dance, but our opportunities for interaction are limited.  Maybe we can use the X-Ray Gum on it?  This doesn't seem to work; not while we're dancing, at least.  And there still doesn't seem to be anything we can do while on the ship's bridge.

We do have a new topic to investigate -- Russian Blue is available for discussion, and our vulpine hero suggests it might be worth tracking her movements.  Everyone talks about her passion for the tango.  Monkeypenny's research reveals that Russian Blue works for N.O.G., and provides a (literal) bug named Walter Wireless to help us spy on her.

So how do we "bug" Russian Blue?  We can't just click the bug on her, we have to distract her; this proves to be the point of the tango, and we can access inventory while the dance is in progress to plant the bug on her purse (Walter comically launches, lands and pulls his tiny parachute inside.)  Afterward, Ms. Blue retires to her quarters.

As we leave the ship in search of new clues, a call comes in from Monkeypenny -- we're supposed to meet spy Mata Hari in front of the N.O.G. feta cheese factory.  Walter also calls in with a live report, telling us that Russian Blue has taken an escape speedboat to an unknown destination, and his cover has been compromised.  Spy Fox's car is also repaired (from a previous adventure) and is ready to go.

It seems we're reaching critical story mass, so let's go to the factory first.  Mata Hari is hiding, so we have to poke around a bit until we find her.  She's a giraffe, hidden in a drain pipe, and has discovered a coded password -- "The happy fat girl" -- in a fortune cookie.

We have no conversation topics available right now, so we'll head back downtown.  The Big Cheese's office is still closed, so I guess it's time to jump in the car and see where we can go.  We're supposed to follow a trail Walter left on Fox's spy radar, but we seem to end up right back in town.  Ah... we have to influence the direction Spy Fox travels, instead of just watching as I was doing.  This puzzle takes a while to execute successfully -- there are multiple possible paths, most of which lead back downtown, and it requires some speedy point-and-click reaction times even though we can see the radar onscreen and hear its beeping getting louder as we make correct choices.  Eventually we reach an ornate mansion with a puzzle on the front door.  Walter meets us outside and tells us Russian Blue went through a secret passage, before he splits to avoid the exterminator Ms. Blue has apparently called.

SPY Fox interprets the hieroglyphics on the door (noting that the Greeks didn't use them, to avoid educational malfeasance) as we click on them, trying to find the right combination.  Ah, of course -- we want to click on happy, fat, girl, i.e. smiley face, round body, figure in dress.  This opens the secret passage, and we find ourselves trying to cross a waterway infested with... snapping turtles?  The food from the cantina is no help here.  Neither is the spy trap.  But the suction cufflinks are useful -- if we time Fox's movements to avoid the sporadically draining pipes, we can scale the back wall to cross the channel.

Entering the evil fortress, we check in with Monkeypenny, who reminds us that our next step is to disarm the Milky Weapon of Destruction.  A guard robot boots us out of the room if we don't have a proper uniform.  There's a locker room nearby; opening one locker transports us back to the town square -- into the office we were unable to enter before, in fact.  And we can go back the way we came too, so this provides a quick shortcut back to town in case we need an unequipped spy gadget or something. 

Fortunately, one of the lockers contains a yellow uniform, which allows us to get past the guard robot to an area with conveyor belts.  Spy Fox has to hide behind some boxes, as Russian Blue confers with William the Kid.  He gives her a key wallet to return to its normal storage location -- it contains the disarm key, we are helpfully informed by their conspiratorial chatter.

We can enter a control room, and call Monkeypenny again to confirm that we need to find the key and disarm the weapon.  The key is not just lying around in the control room, of course; we have to configure a control panel in the conveyor room to match a diagram in the locker room (which I somehow failed to notice, so the dialogue hint was appreciated.)  It has levers in left, left, right, up, up positions, reading from upper left down and then right.  Configuring the conveyor belt controls to match reverses the direction of the belts, and Fox can now ride up to the top of Kid's missile-shaped milk carton weapon.

A small tram car here allows us to reach rooms on the upper level of the fortress.  Heading left, we find a room with several N.O.G. employees hanging around, sort-of-guarding a door.  There are three of them, so perhaps the spy trap will work here -- and it does, after a well-crafted bit of animation as the three guards sweat it out before diving for the nickel simultaneously and being trapped in a net that springs out and leaves them all suspended from the ceiling.  So that's how it works!

Now we can access Kid's secret office, where the key is held behind laser beams, a puzzle requiring us to replace the existing mirrors with differently angled ones while keeping red and blue points connected consistently.  This isn't too difficult; we can also draw on a nearby easel using the mouse and colored chalk, just for fun.

Now that we have the key, we just need to return to the weapon control room and disarm it... right?  We have five keys to pick from, with different patterns.  It takes me four tries -- there doesn't seem to be a direct clue to help us out with this -- but now the bomb is disarmed.

Of course, William the Kid refuses to give himself up, and pulls a lever flooding his stables with milk, to drown all of the world's kidnapped cows.  As he departs on his world domination getaway blimp, he conveniently mentions that there's a secret passage to the stables.

How to get there, then?  Kid's yellow ascot has been left behind, sticking through the secret door, so maybe we can just see it somewhere, but I'm not spotting it anywhere so far, even downtown.  Ahhh, here it is -- on the "Goat Milk?" billboard on the upper level of the fortress, next to the tramway. 

Past the secret door, we find a waterfall and a shallow waterway blocked by alligators.  The cantina's chicken knuckles, doused with alligator-drowsiness-inducing secret sauce, prove useful here (and there are empty takeout containers strewn about, in case we need a visual hint.)

Now we can rescue the cows before they drown in their own milk, by pulling the most prominent lever available.  But now Kid's blimp rises, to threaten another attempt on the world's milk supply!




We have to act quickly here to help SPY Fox take after him in a truck, and on my first try I was taking notes and failed to capture the bad guy.  We still earn a small victory cookie, a Presidential commendation (from a bull who sounds like Bill Clinton), and a reasonably happy ending. 

This isn't quite satisfying, though, so trying again, I manage to take a jump off the end of the mountain road and board Kid's escape blimp.  SPY Fox is concerned that actually defeating Kid will prevent the production of a sequel, but Monkeypenny assures him there are plenty of other villains about.  She also tells us we have to maneuver the blimp to a location 4 degrees north, 16 degrees east, in order to capture William the Kid with ground support.

We can take a small airplane from the back of the blimp to the front, where the controls are, along with Kid, who is distractedly staring out the window and contemplating his comeback.  An A2-PLT robot is actually doing the flying, and we can adjust the destination coordinates simply by messing with the interface on its back.

Our next task is to get Kid out of the blimp and to "evil villain jail."  Fortunately, the ejection seat controls are also handily available, if we can get the panel open with a screwdriver.  We can take a zipline back to the rear of the plane, where a screwdriver is sitting on a workbench, then return and select the right drill bit shape to open the panel.  Next, we have to put something into the ejector gadget (a toaster) to get it to fire; we can also find a piece of bread in the back of the blimp.  Funny how these things become easier to spot when you know you're looking for them!

Now all we have to do is arm the toaster and wait.  The ejection mechanism pops William the Kid out of the blimp and into jail, protesting loudly about the meddling SPY Fox.  And this time, we get a bigger victory cookie:




I enjoyed playing SPY Fox in "Dry Cereal" -- it was more like a traditional adventure game than most of the Humongous Entertainment games, with a little more meat on its bones, aimed at a slightly older audience.  The puzzles are simple and the hints plentiful, but the storytelling and animation are well handled and the game is entertaining though not difficult to solve.  I had fun with it.

Tuesday, October 28, 2014

Adventure of the Week: The Beast of Torrack Moor (1988)

It's that time of year, when I like to play something that fits the All Hallow's Eve theme, and a recent reader recommendation brings me to Linda Wright's The Beast of Torrack Moor, originally published by Marlin Games in 1988 and re-released by Zenobi Software for the 128K Sinclair Spectrum ZX computer.  I've played Ms. Wright's Cloud 99, and enjoyed her atmospheric writing and sense of humor, so I'm looking forward to this one.


This is an investigative adventure with a monster theme, set in the English countryside.  A brief prologue wakes us up and sits us blearily at our desk at work, where a strange envelope arrives.  We work at a small regional newspaper, it seems, with an editor who's pressuring us for a decent story, something beyond the usual local interest coverage the Lowsea Gazette usually features.

I generally encourage interested readers to sample these adventure games before reading about my experience, and I always do so when the game is of sufficient quality to merit your time.  This is one of the good ones -- the 128K Speccy was a great platform for text adventures, with a decent amount of text onscreen and plenty of memory for prose and illustrations, even without a disk drive.  The Beast of Torrack Moor uses illustrations to great effect, providing vital clues within them, and Ms. Wright's writing is atmospheric and polished.  I got stuck in a few places and was grateful for Dorothy's CASA walkthrough, but it's not an overly difficult game, though it does have its share of old-school fatal dead ends where missing something early on makes it impossible to finish.

Whatever you decide, when you proceed beyond this point, beware... there are sure to be...

***** SPOILERS AHEAD! *****





As the story begins, our area of the office contains a desk and a black swivel chair, as well as the aforementioned envelope.  Doors lead south to the street and east to the office of our editor, one Mr. C.D. Slime.  We have nothing in INVENTORY, but we're wearing some thin trainers, your denim jeans and a lilac shirt.  The player character is never given a specific gender, but I'm going to assume we're a female reporter for this one given its authorship.

The desk has a drawer and, possibly, woodworm.  The parser refuses to let us OPEN DESK, but OPEN DRAWER yields a bus timetable, a pencil, an electricity bill, and a notepad.  The bill has been paid, the notepad is full of illegible scrawlings, and READ TIMETABLE produces a barely legible graphic illustration, indicating a bus to L??? Street at 9:48 and somewhere else starting with a P at 10:48.  The strange envelope is addressed to LOWSEA GAZETTE, LONG STREET, LOWSEA, so we'll surmise we're on Long Street and the 9:48 bus is about to arrive in seven minutes, in my playthrough so far.

The letter is from one Rose Myrtle of Puddlecombe -- how convenient, it appears we can take a bus there -- advising us of a rumored strange beast seen on the Moors, a large black animal believed to be mauling the local livestock.  This sounds like a potentially exciting story, and we have no other obvious adventuring options, so we'd probably better try to get on that bus.

It's 9:50 as I get outside, after trying to tell Mr. Slime where I'm going to no obvious response, but fortunately the bus is still here.  But it's too cold to stay outside, and we're automatically returned to the office.  EXAMINE CHAIR yields a thin anorak, and now we can WEAR ANORAK and BOARD BUS.  Off to Puddlecombe we go at 9:57 AM!

We may have just made the bus, as we find ourselves standing on the Green at the center of the tiny village of Puddlecombe at 10:58 AM.  Ernest, the Torrack Moor Ranger, recognizes us as a reporter he's talked to before, and warns us that the Beast is not worth investigating, before he trundles off north.

A picture of the signpost here indicates High Street is to the west, Church Street to the southeast, and the Moors to the northeast.  The church clock has chimed 11 o' clock, and a mobile library has pulled up nearby but hasn't opened its doors yet.  There's also a notice-board here -- it tells us the mobile library will be on the Green from 11 AM to 1 PM, and that the Ranger can tell visitors about Torrack Moor if they visit the cottage on Moor Lane.

We can travel E to enter the library, operated by a Miss U.B. Kriett, where we espy a local map.  We can't READ MAP unless we have a ticket, the librarian informs us.  As we examine other possibilities, to no effect, Miss Rose Myrtle arrives.  ASK MISS MYRTLE ABOUT LETTER produces a smile but no response, and SHOW LETTER TO MYRTLE is also unproductive.  Hmmmm.  EXAMINE MYRTLE establishes that she is A sweet little old lady, with grey hair and blue eyes, but apparently a very short memory re: her correspondence.  I hope this whole Beast business isn't just her way of complaining about local rowdies!

Exiting the library, we try to head south, but the way is blocked by a closed door that turns out be locked if we try to OPEN DOOR.  So we'll head west into the High Street, as winds blow and clouds loom overhead.  There are some notices stuck on the doors here -- the Estate Agent is open from 9 to 5, and an establishment known simply as The Stores keeps the same hours but closes for lunch from 1 to 2 PM.

We'll head north into the offices of Connum and Fleesum, the Estate Agents.  The youthful desk clerk offers nothing comprehensible in the way of remarks, and we can't BUY HOUSE, so we'll move along for now.

On the south side of the street we can visit The Stores, a shop with inflated prices and a talkative parrot perched by the door.  Items on offer include a 35mm film (black and white), a can (of baked beans), and a torch (the battery-operated British variety.)  I BUY CAN, and then try to BUY TORCH, but I haven't got enough money.  So I'll have to try come up with some more, I guess.

We'll head further down to the west end of the High Street, where it meets the road from Lowsea and branches off into a narrow lane to the north.  A building on the south side of the street is occupied by MR. A. BITTERN, VETERINARY SURGEON, open 10 to 5.

We can enter the vet's waiting room, where a receptionist prevents us from going further south; we must have an animal in need of attention to proceed, so we'll come back later.  We can't travel further west on the road back to Lowsea on foot, so we'll head north onto Quarry Lane.

There are some pebbles here, which we can take before we continue north to the Old Quarry.  There's not much to do here among the blasted rockfaces, but there's a small shack to the west -- unfortunately, it seems the door is closed and latched on the other side, so perhaps it serves as an exit from some other location, or else we need to break the window somehow; my bare hands prove insufficient.

Making our way back to the village green, we head north to The Puddle Arms, a pub open 11 AM to 11 PM, VOTED BEST INN 1865.  I really like Ms. Wright's way with words inside the pub, where we see that "several stools are perched precariously in an imaginative line."

The publican, described simply as Plump, doesn't seem interested in talking -- this community is rather tight-lipped -- so we'll continue exploring the map.  Walking southeast of the Green takes us toward the church, as we noted earlier, and we find a poster along Church Lane promoting a JUMBLE SALE 2 PM HERE TODAY.  So we'll probably want to visit later on, it's about 12:30 in my playthrough at this point.

South of Church Lane we find a pretty garden, and Myrtle Cottage, with a bell by the door.  There's another garden southwest of Church Lane, the Vicarage Garden, and we see the Reverend S. Ermon passing by, as he gives us a brief nod.  We can't enter the vicarage -- Ms. Wright's genteel approach makes it impolite and therefore impossible to just OPEN DOOR and barge in -- but if we RING BELL at Myrtle Cottage, Miss Myrtle answers and invites us inside.

We can't SHOW LETTER or SHOW ENVELOPE to any effect, or generically TALK MYRTLE, but if we TALK MYRTLE ABOUT LETTER, we learn that she has seen the beast again, near the farm, a big, black, fast-moving animal she saw jumping over a gate.  She says that the vet thinks it might be a wild cat.  I can't seem to prod her into any other meaningful conversation, so we'll move on for now.

We can travel northeast from Church Lane to a path leading north to the east end of Moor Lane.  There are passages in several directions here, so we'll head east first, to the farmyard where Farmer Lamb seems worried.  We can ASK LAMB ABOUT BEAST to learn that he saw it recently, and it took one of his ewes the other night.  The farmer encourages us to confirm his story by talking to the vet, as the Ranger seemed useless when he reported the incident.  Visiting the barn to the northeast proves uneventful, and we should probably finish exploring town before we head east along the public footpath to the Moors.

There's a small house to the southeast of Moor Lane, which we can't enter at the moment, and an attractive garden to the north where the impressive home of Dr. A.M. Sawly sits.  We can't enter the home, but we can travel into the side garden to the northeast and see the doctor inside the conservatory.  I try to KNOCK DOOR, but he doesn't seem to hear us.

The west end of Moor Lane adjoins a Scout Hut to the north, with a locked door for which we don't have a key.  So I'll head back down to the southeast to visit the church, as it's now 1:56 and almost time for the jumble sale to open.  The church porch to the south features a notice board indicating that Miss Myrtle is on flower rotation duty this week.  I try to KNOCK DOOR, but nobody answers.  To the east of the church is the cemetery, and a bench which on closer examination holds a carrier bag.  This proves to be perfect timing, as when I try to pick it up I have run into the game's inventory limit; it's become very handy to be able to PUT CAN IN BAG, for example.

So where is this jumble sale?  It's 2:31 PM and the church is still locked up?  Ah, there's a church hall directly east of Church Lane by the sign.  The sale is crowded with old dears pushing and shoving in order to get the best of the bargains, and we see Miss Myrtle and Reverend Ermon here.  Trying to quiz the clergyman about the Beast only yields an errand -- he's left a box of books in the Scout Hut, and gives us an iron key so we can fetch them.  Miss Myrtle is promoting a raffle to win a rug, only tenpence for a ticket, and we apparently have enough money to buy one so we'll do that.

I run over to the scout hut, which is in fact a boy scout facility.  The cardboard box is there, as expected, and contains the old books as well as a battered pan, which we'll take for our troubles.  The books are boring and weathered, so I'll just deliver them to the sale -- nothing obvious happens after I DROP BOX there, however.

What now?  We haven't visited the actual moor yet, so let's take a look out there.  A field east of the farmhouse has paths leading east and southeast, and I find Farmer Lamb here, though he has nothing new to say.  A meadow the east features a strong smell of rotting meat.

South of the meadow is some rough pasture, with a gate leading east and a deep ditch to the west.  The ditch is man-made, full of stagnant water, and there's a  man lying on the bank, groaning.  I try to HELP MAN, but the parser advises us to get a doctor.  The doctor is still in the conservatory, and still doesn't hear our knock.  I try to BREAK GLASS or KICK DOOR to get his attention, but that doesn't help.  I try to KNOCK WINDOW, PULL DOOR, and SHOUT DOCTOR, all to no avail.  I guess the fellow in the ditch will have to cling to life on his own a little while longer.

The rough pasture's gate is chained shut and can't be opened.  The man in the ditch appears to be a twitcher, that is, a birdwatcher; I had to look that bit of U.K. slang up!  I ASK MAN ABOUT BEAST, and he asks us to fetch a doctor as he thinks his leg is broken; he fell into the ditch while trying to take a photo of a rare woodpecker, so this is not a Beast-related event.  I try to ASK DOCTOR ABOUT MAN, but he can't hear me from outside.  I ASK LAMB ABOUT DOCTOR -- and the farmer tells us he's deaf, but a good doctor.

The doctor has his back to us as he potters with his plants.  CAST SHADOW is unrecognized by the parser, and WAVE DOCTOR is understood but ineffective.  I try to THROW PAN and THROW KEY, but oddly enough, THROW PEBBLES is the one that works -- he doesn't hear them, but sees them falling on the glass and comes outside.  I then try to TELL DOCTOR ABOUT TWITCHER, but of course he can't hear.  DOCTOR, FOLLOW ME and LEAD DOCTOR don't do the trick either; I then WRITE ABOUT TWITCHER and SHOW NOTEPAD TO DOCTOR, with similar non-results.  I finally manage to SHOUT DOCTOR ABOUT TWITCHER -- he's not completely deaf, actually, and now he rushes off to aid the injured bird-watcher.

An ambulance rushes past me as I head back to the ditch, and when I arrive, the injured man is gone, but there's a camera here which may come in handy if we ever track down the Beast.  I check out the pasture gate again, and this time think to CLIMB GATE, reaching a steep path on the other side at the same time it starts to rain.  We're getting drenched, and are advised to don a rain-proof garment.  I return to the scout hut, but am already pretty soaked; it's 6:27 PM, and a lot of other establishments are now closed.

Fortunately, Miss Myrtle welcomes us into her cottage, and it turns out we've won the raffle and are now in possession of one large rug, very warm by the look of it.  It's now getting dark outside; I try to DROP RUG and LAY RUG or SLEEP in several places, but that doesn't prove useful.  Can we get into the old shack by the quarry?  I still can't BREAK WINDOW WITH PAN or with anything else I have in inventory, it seems.

At 7:35, it's getting too dark to see anything at all, and as I try to move around, I eventually fall and break my leg.  The Ranger bundles me off to the hospital for a lengthy recuperation, and this adventure is unhappily at an end.  I have achieved only 15 out of 150 points in 548 turns, and will have to do much better on the next round.

Restarting from a mid-afternoon save, I run into the Ranger in Moor Lane.  He again says the beast is a "load of waffle" and in his opinion "a large fox" before wandering off.  I visit Ye Olde Tea Shoppe south of the Green, where there's not much to do but BUY TEA and take the plastic teaspoon afterward.  I EXAMINE ANORAK to confirm it's not rainproof, and EXAMINE POCKET to find my reporters pass and some coins.  I COUNT COINS and discover we have 60 pence at this point, so funds are very tight.

I can't afford to buy the torch in the store, but I do finally succeed in getting the Estate Agent to talk when I ASK AGENT ABOUT HOUSE.  He gives us a yale key so we can check out a property called Ivy Cottage, between Church Lane and Moor Lane.  We can READ DETAILS from some papers he provides to learn that the property is listed for 180,000 pounds.  I also EXAMINE DESK and learn that the agent's name is Ian Connum. 

So where is this house?  I have to EXAMINE HEDGES along the path between the two adjacent lanes to discover a gate to the southeast.  An overgrown garden greets us, and there's a brick here which may come in handy for breaking into the shack.  We enter the cottage to find ourselves in a decrepit living room; there's a large rucksack here, empty but useful for carrying things. 

We can enter a kitchen to the south, where a drawer has a broken handle that falls off as soon as we try to OPEN DRAWER.  The parser suggests we may need to lever it open somehow, but I seem to have nothing of use on me at the moment.

Let's open the shack with the brick if we can -- and after I shuffle inventory around, having actually filled the bag and now needing the rucksack to support further lading, I do manage to BREAK WINDOW WITH BRICK.  But as I try to OPEN DOOR, we're warned off for fear of cutting our hand.  So now we're going to need some kind of protection, it appears.

I search around some more -- EXAMINE STOOLS in the pub turns up some matches, but no gloves.  I spend my nearly-last 50p to BUY BEER in the pub, feeling refreshed, but the publican seems no more talkative than before.  No one responds to a knock on the church door, but I am able to enter the vicarage.  I try to ask the vicar about his watercolor paintings, but he sends us off to fetch the books again, as I haven't done that since restoring.  He does say the Beast is a mystery, and he's never seen it himself; he thinks the ranger is a lazy pain in the neck.  I ask him about the church, and he says he's lost his key, but Miss Myrtle has one and should be going to the church about noon.  It's 5:01 PM as I learn this, so I have a feeling I'll need another restart.  Before I do, though, I ASK MYRTLE ABOUT KEY -- but she won't let us have it, so I will indeed restart, having learned quite a bit about Puddlecombe though not much about the Beast so far.

With a fresh start and some a priori knowledge, I open the letter and take time to TELL EDITOR ABOUT LETTER before taking the bus.  He encourages us to track the beast down and get a photo, staying overnight if necessary.  He also gives us five pounds for expenses.  I also have a chance to ASK EDITOR ABOUT CAMERA, but the photographer's off sick, so we will need the bird-watcher's equipment later on, especially as I'm pretty sure five pounds won't buy any new equipment.

The bus arrives at 9:44 AM and we're on the Green at 10:45 this time.  I can COUNT MONEY this time to see that we have 6 pounds 60 with us.  The library isn't quite here yet, so I take a moment to fetch the carrier bag for convenience.  The librarian again tells me I need a ticket to look at the map -- and this time I ask her about this ticket, and she says I need to show some ID.  The Reporter's Pass isn't sufficient, as it shows no address, but we have that electric bill, and this additional evidence earns us a pink ticket.  Oddly, I still can't EXAMINE MAP -- Ms. Kriett again says we need a ticket -- but I can BORROW MAP with it.  It resembles my hand-drawn map so far, with a large unexplored area to the east of the village.

I'm unsuccessful in getting Rose Myrtle to talk about her letter here in public, but I follow her to the church -- I can't OPEN DOOR or KNOCK DOOR to any effect, but I can freely walk south into the church nave.  A table here contains some leather gloves, which Miss Myrtle says we are welcome to, as some tourist left them ages ago.  She still won't talk about the beast or her letter, however; it seems that conversation has to take place at her cottage.

I search the grass in the meadow this time, finding a dead sheep as the source of the rotting odor, and TELL LAMB ABOUT SHEEP.  He attributes it to the Beast, and gives us a large key to an old shepherd's hut down by the river, where we can shelter for the night if we go out on the Moor.  Good to know.

I get the camera and the brick, and this time succeed in opening the shack up thanks to the leather gloves -- we WEAR GLOVES and can then safely OPEN DOOR.  There's a huge chest here, containing a hammer and a leather pouch, which contains... gunpowder?  Not unusual for a quarry, actually.  I buy the can of beans and the torch, and still have 4.10 available.

I also luck into intercepting Ermon at the sale after I pick up his box of books, and he gives us some sturdy shoes for our trouble.  I replace my thin trainers with the sturdy shoes and feel much better equipped to proceed down the path east of the gate now, but I still don't have any rain gear.

We have some other puzzles to resolve first, anyway.  We can probably pry open that drawer in the ivy cottage now that we have a hammer... and yes, we can OPEN DRAWER WITH HAMMER (though PRY DRAWER WITH HAMMER doesn't work.)  We find a tin opener in the drawer, probably useful for that can of beans if we have to camp out later. 

I now examine the kitchen door more closely and see that it's bolted, not stuck -- I UNBOLT DOOR and we can now visit the back garden, where we find a ladder and an outhouse.  Some leaves rustle, and we find a tortoise there -- we can take him along -- and we also find a trowel in the outhouse.  I try using the ladder to reach the second floor of the cottage, as the stairs are unsafe and impassable, but my attempts to DROP LADDER and CLIMB LADDER and LEAN LADDER are unsuccessful.  I try to LEAN LADDER AGAINST WALL, to no avail, but am luckier when I LEAN LADDER AGAINST STAIRS instead.

This allows us to reach the bedroom above, where we can acquire an unlit candle and a blue vase.  I try to TAKE VASE, but it's too big to fit in the rucksack, so I DROP VASE and it shatters.  I forgot that old adventurer's rule!  I'll restore and leave it alone this time until I know I need it for something; I will take the candle, for now.

I am still going to be wet and chilly at this point, but I am pretty sure I'll need the matches so we'll return to the pub. There's nothing on the bar, and the publican remains untalkative, so I finally consult a walkthrough to learn that I need to SHOW PASS TO PUBLICAN.  Now he's ready to gab, though his comments seem to echo Reverend Ermon's word for word; I think this is just memory-constrained writing, not a sign of mass hypnosis or a village conspiracy.  What does change here is that, as I exit the pub, the barman tosses me a rainproof kagoule coat left by another tourist weeks earlier.  So that puzzle is solved, though it's not the most logical one in the game.

My timing is different on this pass, only 4:31 PM as I climb the gate, but it starts to rain right on cue again.  I'm able to climb up the steep path to Torrack Moor proper now, where we see several paths that exploration determines run northeast, east and southeast.  This becomes a bit of a maze, with lots of paths in multiple directions that aren't called out in the location descriptions.

I do find some notable locations -- a group of Standing Stones to the east of the moor features a tree that's too unsteady for safe climbing.  A dangerous path southward reaches a cliff-face with a path down... a very steep path, as it turns out, and the sturdy shoes are not sufficient to maintain safe footing.  Fortunately, this mistake is not inherently fatal, and we're able to scramble back up to the cliff-face.

We can snag some birch bark from trees at the north edge of the moor, but then I find myself lost and wandering in circles after I pick it up -- this, it turns out, because I put the map away to free up the inventory slot.  I also find a stout branch in the bracken along the dangerous path, and now we're able to work our way down to the river's edge.

It's 6:55 PM when I get here, after wandering too long around the moors, and I head north to see a stone hut... on the other side of the river.  We can't JUMP RIVER or CROSS RIVER, but there's a damaged bridge at the north end of this area.  Should I have brought the ladder along?  That tree up by the standing stones might be movable -- I try to PUSH TREE, and the parser suggests scraping away some of the surrounding earth.  I DIG TREE with the trowel, making a small hole, but it still won't move: "Still won't budge!  Blasted thing, isn't it?"  Hmmmm.  Maybe this is a hint that we need to blast it.

I'm able to PUT POWDER IN HOLE, but not PUT CANDLE IN POWDER.  And as I'm doing this, darkness falls and I break my leg even though I'm not trying to walk anywhere when it happens.  Interestingly, a black, cat-like creature is mentioned, lurking nearby while I'm doing this, but it repeatedly bounds off and seems uninterested in attacking.  Perhaps this Beast is not so beastly after all.

I restore to a point before I got lost in the moors, and try again.  The candle's wick is noted in its description, and I am able to REMOVE WICK.  But I can't seem to PUT WICK IN HOLE or PUT WICK IN POWDER.  Ah -- I have to ATTACH WICK TO POUCH, otherwise it's trying to use the pouch as a container.  I try to BURY POUCH for good measure after putting it in the hole, but this isn't possible, nor is it necessary -- I simply LIGHT WICK, hide behind a rock, and the tree is toppled down the eastern slope by the small explosion.

Returning to the river's edge, we find the washed-out bridge replaced by the old tree and some rocks that fell along with it, and can now cross to the hut -- well, we can cross most of the way, we have to JUMP to the eastern bank when we run out of makeshift bridge.  The shepherd's hut is nearby, but I have to GET LARGE KEY out of the bag before we can enter -- unlocking is only automatic if we have the key in primary inventory and not hidden away in the bag or rucksack.  The hut is small but dry and secure.

I try to SLEEP now, but hunger keeps us awake.  I open the can of beans with the tin opener and put them in the pan, but can't seem to PUT PAN ON FIRE or PUT PAN IN FIREPLACE.  I try to HEAT BEANS, which seems acceptable to the parser, and learn that, of course, there's no fire built yet.

The stout branch is too large to fit in the fireplace, and we're told we need some paper to help ignite the birch bark if we try to light it directly.  The electric bill can't be used for this purpose; nor can the envelope, the bus timetable, or the details about the ivy cottage.  Ack!  All this useless paper remains useless.

So what special bark-igniting paper are we missing here?  I consult Dorothy's walkthrough again, and see that we're supposed to have a newspaper with us at this point.  Hmmmmm.  Apparently I was supposed to find it in the church chancel earlier.  While thinking about where to find it, I also think to check the camera -- and it has no film, so I have to restore and catch the church while Miss Myrtle is still there as well as buy some film at The Stores.

Next try -- starting from just after I arrive in Puddlecombe -- I also remember that I didn't claim the large rug earlier, so I grab that before venturing onto the moor.  I happen to run into Miss Myrtle on my way, and she gives it to me as the raffle winner, so that took a little less time than I thought it would.

Okay!  Back we go to the shepherd's hut.  I get rained on again before remembering I need to visit the publican -- I also confirm that we need to buy a beer (making us broke now!) and ask him about the beast before he'll give us the kagoule.  Now, at last, I have built a fire in the shepherd's hut, heated up some beans, and eaten them with the spoon, so we can SLEEP at last.  Whew!

We awaken just before dawn at 6:01 AM -- the editor wasn't kidding about an overnight stay -- and step outside just in time to see a dark shape disappearing into the combe to the south of the hut.  We head southeast into Eldritch Combe, continuing into the steep-walled passage to discover a pool.

There's a ledge above, a thicket to the south, and some mud between the pool and rocks visible to the east.  EXAMINE MUD reveals paw-marks -- some large and some smaller ones?  Uh-oh.  I head south into the thicket, a useful hiding place perhaps, and from there I go northeast to reach the rocks. 

There's an animal carcass here -- the remains of a deer, clearly a recent meal for some large predator. Uh-oh-oh.  I have enough presence of mind left to PUT FILM IN CAMERA so we can take a picture of the Beast, should we encounter it.  Maybe we should take pictures of the carcass and pawprints?  Heading back to the pool to do so, I startle the Beast -- and her cubs!  The black,  four-legged animal roars and they all disperse into the darkness.

I can climb up to the ledge above the pool, and WAIT -- it takes quite a while, but eventually they return, a mother and two playful cubs.  We TAKE PHOTO OF BEAST -- and the story wraps up, with a reasonably happy ending as the panther and her cubs are moved safely to a wildlife park, while the Ranger gets sacked.  And perhaps there are more Beasts about...



I ended up with 135 out of 150 possible points, so I must have missed something along the way, but I'm satisfied with having completed the game.  I did check the walkthrough -- I missed taking the tortoise to the veterinarian, but that wasn't absolutely essential to finishing the story; my uneducated examination of the tortoise didn't suggest it was ill or injured, though if I'm honest I have to admit that I thought I might need to make some tortoise soup if the beans provided insufficient nourishment, and so didn't really consider taking the poor creature to the vet.

I really enjoyed the writing and construction of The Beast of Torrack Moor -- Linda Wright knows how to design an interactive story, and while there are some time-based events that can inadvertently be missed, other important occurrences happen logically and flexibly.  Most of the puzzles make physical sense, aside from a few parser challenges.  I had good fun with this well-realized story, even if it wasn't quite the horror-themed Halloween adventure I had in mind -- I'm always a sucker for a happy ending.




Tuesday, October 21, 2014

Adventure of the Week: Dungeon Adventure (1983, Steve Sherrard)

This week, we're looking at Dungeon Adventure, aka DUNGEON, written by Steve Sherrard for the TRS-80 Color Computer.  The name is admittedly generic, so much so that there was a second contest-entry game in the same 1983 Rainbow Book of Adventures collection with the same name!  The other Dungeon Adventure is an RPG I haven't been able to get running under Disk Extended Basic, but this one is a proper text adventure, with a D&D atmosphere about it.  We're supposed to be rescuing a princess, but have been thrown into the dungeon ourselves.


The engine isn't bad but it's a little buggy -- the parser has a tendency to get confused about object references with the LOOK command, and while it has a SAVE/LOAD feature, rare in these amateur efforts, and supports both disk and tape saving, the save content fails to retain some important flags.  This makes the restore operation largely useless without a little manual variable modification.

As usual, interested readers are encouraged to take a Dungeon Adventure before reading my notes below.  The game isn't difficult or lengthy, although there are a few unforeshadowed deaths and point-of-no-return challenges that required quite a few replays in my case.  At any rate, take care beyond this point, as there are certain to be...

***** SPOILERS AHEAD! *****

 


We begin in what seems to be a hopeless situation, in a dark pit with no obvious exits.  But INV discovers we've been left with a match and a candle, perhaps thanks to a lax security search, so we can LIGHT CANDLE and LOOK to reveal a stairway leading up.

When we GO STAIRWAY, we find ourselves in a long hall with exits to the south, east and west.  South just takes us back to the dark pit; heading east lets us pick up a sword at a turn in the hall, and there's a drunken guard at the guard post to the south, which is probably why we're free to wander around the dungeon.  We're not allowed to KILL GUARD, though, so we'll probably have to bribe him with some libation.

Heading back to the long hall and exploring to the west, we find a watch, which reveals only that TIME IS RUNNING OUT.  Continuing south through a small tunnel, we reach a round room where we find a bottle of whisky, which we'll probably want to give to the guard next time we see him.  But for now we'll continue exploring to the south, passing through a long corridor and eventually heading east into a foul-smelling room.

Venturing north into the miasma, we discover a room full of cobwebs occupied by a POISONOUS SPIDER.  Fortunately, we can easily KILL SPIDER -- and our sword crashes through the floor, revealing a cave entrance.  There's another sword here -- NOTHING SPECIAL ABOUT IT, though as the parser doesn't distinguish between the one we're carrying... oh, wait, this is our sword, which fell through the floor into the cave below.  Good to have it back, then.  Sometimes text isn't quite as clear as an illustration would be.

We can explore the cave to the east or west... a musty room to the east contains nothing interesting, though it leads south into a supply room with a hammer and exits to the east and west.  We have a five-item inventory limit, so I'll leave the hammer here for now.

East of the supply room is a jagged corridor that travels south into a low passage, with exits west and further south again.  To the south is a store room containing some rusty nails, probably for use with the hammer.  West is the EDGE OF A SMALL HOLE, leading down.  Should we go down there?  Might as well -- the hole contains a ladder, which we can take with us; we can climb U out of the hole without using the ladder, it seems.

Returning to the supply room, we explore to the west to find a descending passage heading south again, leading to a dead end where we can pick up a rope.  (This adventure's item list is nothing if not generic, so far!)

Backtracking to the cave entrance underneath the late spider's den, we explore west from this point to discover a large stone room with further exits south and west.  To the west we find the edge of a pit, and we'll postpone going down there for the moment.  South is a curving passage containing AN ISSUE OF RAINBOW MAGAZINE, and we can LOOK MAGAZINE to find "A REVIEW FOR DUNGEON BY STEVE SHERRARD."  Apparently this was meant as a commercial title at some point?  The reviewer seems filled with enthusiasm, sarcasm, or both: "I LOVE DIGGING HOLES IN DUNGEONS."   Probably a hint.

We'll continue south and west to AN OLD FOOD STORAGE ROOM where we can acquire a mousetrap.  We have to refer to it as a TRAP, not a MOUSETRAP, so we can LOOK TRAP to see an inscription: NEVER-MISS CO.

The dungeon isn't too hard to map out, as many pathways lead to a dead end with just a few forks in the path along the way.  The only direction we haven't checked out down in the cave at this point is the pit, but I'll bring the rope and the ladder along just in case we can't climb out.  We find a shovel in the pit, very handy, and we can test it out by trying to DIG HOLE here, though we don't find anything.

How do we get out of the pit, then?  I brought the ladder, but when I try to drop it and CLIMB LADDER, I HAVE NOTHING TO CLIMB.  Hmmmm.  LOOK LADDER indicates it sports writing reading "4.U.2. CLIMB," but this seems to be false advertising.  Ahhhh... we have to have the ladder in inventory in order to CLIMB LADDER.  This is not the way these devices usually work, but we're out of the pit at least, apparently using some sort of awkward pole vault maneuver to launch ourselves out of its depths while carrying the ladder.

I suspect we're going to need to DIG HOLE in the right place to make much further progress, so I'll spend a little time exploring and digging holes throughout the dungeon map now that we've covered the obvious ground.  But I don't find anything.  Hmmmm.

I guess it's time to GIVE WHISKY to the guard and see where that gets us.  His departure reveals a small passage, and we see a sharp knife here -- though if we try to GET KNIFE, we cut ourselves and bleed to death before we can take any sort of action to stop this from happening.  So we'll leave it alone on our next life.

Continuing past the GinsuKiri knife, we find ourselves in a jail cell with A CAVED IN HOLEDIG HOLE here clears the blockage, and we can enter a tight tunnel if we drop some items that are too large to fit through.  Unfortunately, it seems I should not have dropped the shovel, as the passage caves in behind us once we pass through it.

I might as well continue exploring for a bit before giving up, and I soon discover that our candle can burn out, leaving us in the dark where one wrong step is likely to mean death -- and even stopping to try to take INVentory leads to an accident of precisely this sort, so once the candle is out, we're pretty much done.

On my third life, I SAVE before entering the hole in the jail cell - the game conveniently supports either tape or disk saving -- and discover that the shovel is the thing that won't fit through the tight tunnel.  So we'll have to deal with the cave-in some other way, or simply accept there will be no turning back.

With only the candle in hand, because I don't know what else we might have needed to bring to this point, I explore south of the new cave-in to find a dead end with a lantern and a locked door.  The lantern might last longer than the candle, but of course I've left the matches behind as well, so we'll just have to go until our light source burns out (LIGHT LANTERN yields YOU CAN'T DO THAT YET, so the burning candle is apparently incapable of igniting the lantern.)

We can walk past the cave-in to the north, through a small hall to... a point where the candle again burns out completely, and again I die on the next move even if I stand stock still!  Apparently if we don't have the lantern at this specific location, we're simply doomed regardless of the number of turns we've gone through.  Perhaps there's a bad draft here.

Anyway, we'll LOAD and try again... except it turns out there's a bug of some kind afoot, because while I can still see the CAVE ENTRANCE and the STONE STAIRWAY, I am unable to GO to or through either one of them after a restore.  So I guess this feature doesn't quite work as advertised, and we'll have to start over from scratch anyway.

This time, I go into the jail cell tunnel with the matches, the candle, the rope, and the hammer, speculatively equipped with the items that seem most likely to come in handy.  As it turns out, we can't LIGHT LANTERN until the candle has gone out -- and then we had better do it immediately, or die from a bad fall.

With the lantern lit, we find ourselves in a windy passage now (that is why the candle went out!) with a map and an exit to the west.  The map is A MAP OF SOME TUNNELS.  To the west is a large chamber, and west of that point we are LOST IN MAZE-LIKE PASSAGES, in a location with some moldy bones.

It doesn't seem that this is a traditional adventure maze, however -- the map is still geographically consistent, or at least it is if we're carrying the map.  South of the bones we find a slanted passage heading south to a BRIGHT ROOM with exits north, south, and west.  Traveling south again through a few locations brings us to a KEY.  There's also an outdoor location, outside of the dungeon, west of the bright room, with a sign reading, "RETURN PRINCESS HERE TO WIN."  Oh, yes, the princess -- almost forgot about her!  We've escaped the dungeon, but not our heroic obligations.

The key we found just might work on that locked door near the cave-in... and yes, we can UNLOCK DOOR now.  There's no princess in the OLD DUSTY CHAMBER that greets us, but a large intersection to the south has exits in all four cardinal directions. 

Trying to go south here proves fatal, with no warning, as we slip and fall into a crevice.  I LOAD my previous game, and this time I peek at the BASIC code to learn that I can fix the GO bug by setting F(4) = 1 and continuing; this workaround lets me enter the tunnel I can't otherwise enter after a LOAD and that won't respond to DIG HOLE a second time.  I'm considering this a bug workaround and not a cheat.

Returning to the four-way intersection, I find an empty weapons chamber to the east, and a storage chamber with spiked sneakers to the west.  Ah!  Maybe I need these to keep from slipping and falling.  We can't WEAR SNEAKERS, so I'm relieved to confirm that just having them in inventory helps us travel south of the intersection safely.

And now we encounter... THE DREADED MINOTAUR!  And me with no sword.  Dang it.

Another LOAD and fetch, and we're able to KILL MINOTAUR with the sword in hand, revealing A SMALL OPENING.  And at least we reach the royal chamber!

The princess is ON A CHAIR SCREAMING

There's a bed, and a chair, and a mouse!  Man, I wish I had brought that mousetrap...

But I'll try to KILL MOUSE with the sword... YOU MISSED THE MOUSE AND ACCIDENTLY [sic] KILLED THE PRINCESS!!  Oops!  Sorry, hero, your princess is in another phase of existence.

On the next try, I'll bring the mousetrap so I can TRAP MOUSE... nope... DROP TRAP works, though. THE MOUSE GETS CAUGHT IN THE TRAP AND DIES.  So not one of those newfangled live traps, then.  This may explain why the princess is still screaming, but we can just GET PRINCESS, and OK, YOU GOT HER.  She's treated as an inventory item, basically, and we can't TALK PRINCESS or KISS PRINCESS or otherwise put the King Graham-style moves on her, so we'll just have to haul her back outside the dungeon.

We're outside the dungeon now, with the princess, but we haven't been congratulated yet... so I'll DROP PRINCESS... OKAY, I DROPPED IT, as if to emphasize the game's complete lack of development of her character.  And nope, we still have no luck after dumping her unceremoniously outside the dungeon.  Can we SCORE?  We have 0 points.  What the... ?  Ah!  We have to have the princess in our inventory when we type SCORE... and however the game chooses to interpret that verb, now victory is ours!





Steve Sherrard's Dungeon Adventure isn't a bad little game -- there are plenty of rooms to explore, and some suspense and challenge in the endgame, even though the design is a little too specific about certain events like the candle/lantern switchover and the manner of the princess' rescue.  I had fun playing through it, anyway, and it didn't take too long to uncover its secrets.  Onward!

Tuesday, October 14, 2014

Adventure of the Week: An Unexplored Mansion (1983)

I'm working through a more substantial game as I write this, but in the interest of my more-or-less weekly deadline, I'm tackling yet another Rainbow Book of Adventures contest winner -- An Unexplored Mansion, published in 1983 and written by Tim Hanson in BASIC for the TRS-80 Color Computer.



The story casts the player as a young person setting out for the city after growing up in a small town, then nearly hitting a deer and walking for miles to discover an old mansion... unexplored!  The parser is a straightforward two-word affair, with a few unique quirks -- invalid navigational directions just keep us where we are with no specific feedback, and there's no room-level LOOK, as it substitutes for EXAMINEINV handles inventory, while I and other unrecognized commands just refresh the current room display.

I can recommend this one to interested readers -- the code is fairly robust, and the puzzles are straightforward but well constructed with useful hints to be found via thorough exploration.  I enjoyed working my way through it in an hour or so, and it made for a pleasant diversion.  So please, feel free to step away and enter An Unexplored Mansion on your own before proceeding with my comprehensive...

***** SPOILERS AHEAD! ***** 





We begin outside, on the front lawn, with the exit to the south (reversing the opening geography of many mansion adventures!) with directions AVALIABLE [sic] to the south, east, and west.

Before entering the house, we'll explore the environs -- to the east is the east garden.  I try to DIG but YOU HURT YOUR HAND with no other result.  To the west side is the rock garden, with a large rock and another exit to the south.  GET ROCK reveals a gun underneath?  Might as well take it along.

Continuing around the house, we find a veranda and another entrance to the mansion to the east.  At the southwest corner of the house is a hilly area with a jagged stone tower visible to the south.  We can obtain some batteries and a skull cap here.  LOOK CAP indicates it's produced by SKINNY BONES HATS FOR SKELETONS INC.

Going south again leads us to the stone tower itself -- the door is locked.  This seems like a good time to examine the objects we've acquired -- the gun is a VERY OLD PISTOL, we have two batteries, and the rock we're lugging around MUST WEIGH AT LEAST FIFTY POUNDS.

There's no SAVE GAME feature available, so there seems to be nothing to do but cross our adventuring fingers and enter the mansion itself.  I'll take the unorthodox approach and enter through the door on the mansion's west side first, since we're over here. 

We find ourselves in a ballroom with a staircase leading up and exits in all four directions.  North is the entrance hall -- and there's nothing nasty lurking there, so it wouldn't have mattered which way we entered the house.  East of the ballroom is the dining hall, with four exits again, so we're going to spend some time mapping this space out.

East of the dining hall is the bathroom, with a sheet of paper that provides instructions for use of... a TIME BOMB?  We have to BUILD BOMB, SET TIMER on the bomb, and escape.  Or somebody does, at least; this sounds suspiciously like a task we'll be taking on, rather than instructions for some other mad bomber.

Going north from the dining hall leads back to the entrance hall, and going south leads to the kitchen.  There's a book of matches here, promoting COLLEGE DEGREES BY MAIL, with a phone number that is notably NOT a fictional 555 exchange -- I wonder what its significance was in 1983?  There is also a dark staircase leading down.

The inventory system is interesting -- when I try to exceed its four item limit as I GET MATCHES, the parser reports, "UGH! YOU NEARLY BROKE MY BACK! BECAUSE YOU FEEL YOU SHOULD GET EVERYTHING YOU SEE YOU HAVE DROPPED EVERYTHING!"  I haven't seen this type of approach before, and it's actually kind of handy during this exploratory stage.

East of the kitchen is a pantry, and we can OPEN CABINET to find a soup can -- it reads CHICKEN NOODLE on the label, but it's empty.  We can try to go D the dark staircase in the kitchen, but IT'S TOO DARK, and when we LIGHT MATCH it BRIEFLY FLARES UP AND DIES.  So we'll need a more enduring light source, it seems.

South of the ballroom is a bar, leading south again to a study -- without the usual clue-filled desk.  West of the study is a library, however, with a very dusty book containing instructions for building a time bomb.  We will need a timing device, a small length of fuse, a small metal container (check!), two batteries (check!), an ounce of gunpowder (the gun?), some electrical wiring, and a match (got it).  The book also mentions that "SOME KNOWLEDGE OF THE USE OF TIMEBOMBS IS DESIRABLE," apparently saving that for a second volume.

So it seems our goal (or at least the only objective that has offered itself so far) is not to find treasure or exorcise an evil spirit or rescue anyone trapped in the mansion, but to blow the place up; kind of a SMALL TOWN BOY MAKES GOOD BOMB story.  So let's head upstairs from the ballroom in search of more bomb components.

The upstairs landing has exits in all four directions.  South is a bedroom, where we can OPEN BUREAU to find a torch, which should be handy.  We can tell IT HAS BEEN USED BEFORE, so it seems it's not a U.K. flashlight but an actual wooden torch.  South of the bedroom is a skeleton closet, containing a skeleton, who is described as KIND OF SKINNY.  Should we do something with the skull cap here?  We can't PUT CAP, but DROP CAP prompts the skeleton to say "THANK YOU VERY MUCH" and drop a fuse at our feet.  We'll just pick it up and not think too much about where that came from.

East of the bedroom is a short hallway with a ladder leading up, and more exits to the north and east.  Climbing up to the attic yields an old wooden box, in which we find a telescope with a label reading, "USE IN A HIGH PLACE."  Probably that rock tower.

East of the short hallway is the upstairs bathroom -- nothing of note here -- and north leads to the guest room, where we find an important item in the form of an old alarm clock.  Traveling west from the short hallway leads us back to the upstairs landing. 

Exploring the western side of the upstairs now, we find an overlook with a view of the rock garden.  USE TELESCOPE here only confirms that YOU AREN'T HIGH ENOUGH.  North of the landing is the master bedroom, where we can GET the oriental RUG to discover the traditional trap door.  We can OPEN DOOR and go down to find a secret room -- a window facing west is coated with grime, too thick to see through, and there's a safe here, though of course we can't just OPEN it.  Examination reveals that it has a COMBONATION [sic] LOCK, and the dial is too rusty to move, so we'll have to... hmmmm... maybe blow it open!

This is probably a good time to learn that we can't leave the secret room the way we came -- the door seems to have disappeared, and we can't BREAK WINDOW or CLEAN WINDOW or MOVE SAFE.  But we can OPEN WINDOW -- it allows us to pop through onto the veranda, then shuts tight again.

So what are still we missing for our bomb construction?  We need a length of fuse and some electrical wiring, and there's a good chance we might find both in the basement.  Oh, wait -- the FUSE the skeleton gave us is actually a very short fuse, not an electrical fuse as I was picturing.  We LIGHT TORCH using the matches, and now we can go down to the cellar.  There's a spool of electrical wire right here, perfect for our needs, and we find a barrel of gunpowder in the arsenal room to the south... I opt not to hang around with my blazing torch, however. 

The wine cellar to the east reveals the source of a strong smell noted when we entered -- a rotting cask of chablis, as well as a monster, who lacks even the courtesy to wait for us to make a move, interrupting our typing with repeated attacks!  With four hits, we're dead, and need to restart.  So we'll need to be quicker about leaving the room, or, presumably, dispatching the creature somehow.

On my second go, I focus on this goal first -- only to find that I can't SHOOT MONSTER and when I cooperate with the parser by trying to KILL MONSTER, the gun isn't loaded.  LOAD GUN reveals that YOU DON'T HAVE EVERYTHING YOU NEED -- and while we have a source of gunpowder, we're short of ammunition.

So we actually have a puzzle here. While exploring some more, I find a small bug -- if we drop the rug anywhere at all, when we GET RUG again we reportedly DISCOVER A HIDDEN DOOR, though it only appears in the master bedroom where it's supposed to.  Maybe we don't need to deal with the monster at all -- we have everything we need to build the bomb now, I think.

Oddly, when we GET GUNPOWDER it doesn't show up in our inventory, but we're not allowed to get more, and the parser thinks we still don't have all the materials needed?  Ah, we have to GET POWDER -- GET GUNPOWDER is confused with the GUN, which I already had in inventory.  BUILD BOMB proves fatal, however, as apparently we were supposed to WIND CLOCK before we do so -- something none of the instructions we've found thought to mention.

As I work my way through a third attempt, something tells me we ought to build the bomb where we plan to detonate it, and since the monster in the wine cellar won't let us hang around long enough to deliver the components, it makes sense to attempt this in the secret room.  We GET CLOCK, WIND CLOCK, BUILD BOMB... whoops, I don't have the matches.  I fetch them, WIND CLOCK again just in case, BUILD BOMB, OPEN WINDOW to escape, and... nothing happens?

Ah -- I forgot to SET TIMER (a separate operation from winding the clock).  This time, I OPEN WINDOW, and on the very next turn: KER-POOOOOWWW!!! THE BOMB GOES OFF!

Fortunately, it was not a big enough bomb to destroy the mansion, just damage the safe in the secret room.  THE DOOR HAS BEEN JARRED LOOSE upon our return, and OPEN SAFE yields a silver lockpick, a note, and a bullet.  The note reads, "LET EVERYBODY KNOW (INCLUDING THE APES) THAT A TREASURE IS HIDDEN, BEHIND ROTTING GRAPES."  So the monster wasn't really the source of the wine cellar's strange odor, it seems.

This seems like a fairly obvious clue given our exploration to date, but before we shoot the monster in the wine cellar, let's check out the tower with our telescope and lockpick.  At the base of the tower we can UNLOCK DOOR with the lockpick, and enter to find a shovel stored here along with a rope ladder leading up.  Climbing to the top, we USE TELESCOPE to read writing carved in a faraway tree: THE KEY TO YOUR SUCCESS IS BURIED IN THE FRONT LAWN.  That will save us a little digging time, anyway, though we probably could have figured this out even if we missed the telescope altogether.

DIGging on the front lawn yields a golden key, so now we're ready to get some more gunpowder, LOAD GUN with the bullet, and KILL MONSTER (typing as fast as we can!)  It only takes one shot to kill the nine-foot tall, fanged, big-footed monster, which is fortunate as we only had the one bullet.  The large drum of chablis here is caked with dust, and when we GET DRUM a small wooden door is revealed.  We OPEN DOOR, and an exit to the north is revealed.

Inside the room north of the wine cellar, we find a LARGE VAULT.  And now all we have to do is UNLOCK VAULT, OPEN VAULT, and find victory and wealth (assuming we're allowed to keep the money and aren't convicted of trespassing on someone's property, breaking, entering, and stealing)!





I enjoyed venturing into An Unexplored Mansion quite a bit -- the puzzles were not difficult, but they were logical and there were a few surprises that forced me to stop and think.  And the descriptions and details were of a higher standard than many of the other games in The Rainbow Book of Adventures.  This was definitely one of the better amateur efforts in this collection, as we get close to wrapping this volume up.