WORLD (version 1.06) Author: J.D. McDonald (1988) A text adventure on SynTax disk 723(PC), 126(ST), 564(Amiga). by Bev Truter 1) EXAMINE has to be typed in full. 2) Make use of the adverb carefully/cautiously when doing some things - hypothetical example "climb ladder cautiously". OUTDOORS - VALLEY AND SURROUNDS You can't carry more than a few things at once, so put objects in your knapsack. Remove the boots and wear shoes (for climbing and swimming) from the start of the game. The sapphire and fossil are the easiest specimens to collect, just pick them up. Get moss from the area SW of the Chasm. Swim to the island, also swim south from Gravel Beach to reach the coral reef. Catch fish with net, then swim west to Sandy Beach. Fish must be put in bag filled with water while it is still alive - it dies after 6 moves without water. Climb spire carefully to get key. Get camera and "shoot" at Waterfall, get photo of pterodactyls, and examine photo to see an entrance to a cave behind the waterfall - you also see the entrance if you examine the horsetails, but you need to take 4 photographs altogether for points. Break louver to go north into the building. ------------- INDOORS - INSIDE THE BUILDING (1) WARNING! Do NOT put the film cassette into the machine in the darkroom - you won't be able to retrieve it, and you first have to X-ray it before processing it. The key unlocks two doors in this complex. Collect interesting specimens (for points) and anything edible (for food). The following is a list of objects/problems in alphabetical order: BEES - wear the DEET (it only lasts 6 moves) to repel them. BOX, MAGNESIUM - put on enlarger in Darkroom. BUTTON, SQUARE - switches on the lights in the complex. BUTTON, ROUND - instant destruction! BUTTON, HEXAGONAL - DO NOT PUSH until you've had a look at the world of ponds, east of central greenhouse. Then push it, and look again at the world of ponds. BUTTON, TRIANGULAR - DO NOT PUSH until the rumbling noise stops altogether. Then push it and return to where the pond world was. CABLE - used to repair the antenna at the Hill, but don't fix it yet until you discover what the dish is for. CACTI - "touch cactus" once during daytime, and again at night. CAT - fill bucket with latex from tree in jungle. Go to the centre of the roof in the Aviary, and pour latex on pole so you can climb down it to get the cat. Take cat to Storage Room where you heard the rodents - cat jumps down and you find Terran cartridge. FILM CASSETTE - put in rack in Darkroom. GRAVEL/SCREE - after touching cactus twice, type "tell cactus, freeze gravel". ROBOT - put Terran cartridge in the computer in Control Room, so robot can understand commands in English. Direct robot to the chlorine world (west of greenhouse) and order it to take the insect. Command robot by typing "tell robot, s" or "ask robot, what is xxx". Find out what the two chemicals east of the Darkroom are by asking the robot about them. SUNFLOWERS - wear the tan pants to reflect their deadly rays, get the seed. Be careful about dropping the seed. VINES - find the bucket and fill it with water from the sink in the darkroom, then use it to kill the vines. You should have the violet crystal, flytrap, orchid; and you'll need the seed, wire and something edible for later. ------------- MARTIAN WORLD NIGHTTIME - Go to North of Building, i.e. the disco, and "shoot" - get photo of Martians and examine it. Go to Base of Tower, drop moss (and everything else you're holding or wearing), then "jump". Get diamond - it lands on the moss. If anything you dropped disappears you'll find it at the Dump the following day. DAYTIME - Outside disco "cut glass with diamond". South, stand on glass, then tie wire to knob. Take shortest route to South of Building and "touch dimple with wire" to unlock door. You only have 40 moves with both sphere and camera before the radiation from the sphere causes the camera to malfunction; so toddle off to south of the louver you broke and drop camera, then return to the Martian area for the sphere. You can get a rock from the Red Rocks area if you drop everything, so use the rock to get puck from centre of Bowl by standing on a higher lip and "throw rock in bowl". ------------------ IN CAVE - UNDERGROUND Return to the dark cave with the sphere (light source) and camera. Save a game here, map the maze (sorreee!), then restore and race around to take 2 more photos before trying anything else. Oh all right then, here's the maze moves, at the end of this section. FERRET HOME - shoot, get photo of family. ARTIST'S CAVERN -shoot, get photo of paintings. SCULPTOR'S STUDIO - drop seed and get statue. FERRET NURSERY - "look in house". Eat egg to get coin. Get mushroom (food) and gold nugget (swim in pool). HALL to PAINTINGS: NE,SE,U,D. PAINTINGS to STATUE: U,N,NE,W,N. STATUE to HALL: S,W,N,U,U,S,SW. ---------------- INDOORS - INSIDE THE BUILDING (2) DARKROOM - Check that film cassette is in rack, and magnesium box on enlarger. Break sphere with hammer, put bead in tray. Go outside, and allow the bead to irradiate the box and put an X-ray image on the film for 3 - 6 moves, no longer. Return to Darkroom, put bead in sink. (Prevents you dying from further radiation). Use the bucket again to pour water in centre funnel. Put cassette in opening, put nvglo in left funnel and sbkl in right funnel. Push red button to process the film, then examine the film to see the two numbers that open the magnesium box. Get the good disc from the box, then give it to the robot - he'll have to go back to the chlorine world to clean the plastic coating that's on the disk. CONTROL ROOM - Send robot to the Trail in chlorine world, then tell him to put disc in green vapor, get disc. Put disc in red vapor, get disc. Send him to area with acid, and tell him to wash disc in acid. Send him back to the greenhouse with the cleaned disc. For the next bit you need to hold the empty bucket, coin, sapphire and some food; and wear the knapsack with all valuables in it. (The knapsack mysteriously disappears, but you are credited with points for its contents). METAL CHAMBER - Put the cleaned disc in recess and push any button. Fix the antenna at the Hill - remove damaged cable, "attach good cable to antenna". Return to Metal Chamber and push white button. ------------------- SPACE STATION VENDING MACHINES - Keep on putting the coin in the "armless" one-armed bandit until you hit the jackpot and 5 coins fall out. Use these coins in the remaining 3 vending machines to get a map, a newspaper and a ball/pill. Eat pill (you can now understand all languages), read newspaper. OFFICE - Examine the mural, "open cabinet carefully", read the note - it gives the 3 numbers to open the orange door, plus a clue to push something twice. Look behind cabinet to find a green button, and "push button twice". ("push button", push button" does NOT work!). This opens a secret door in the south wall and the noise attracts the guards next door. Escape towards the vending machines by typing "run ", and they will collapse after 8 moves, but recover after another 8 to continue the chase. So run in a short circuit, timing it so that they collapse when you are near the office with the mural. Then hurry south from the office until you reach the blue door, open it, go south into the small ship, and close the door behind you. The guards give up searching for you after a while, and you can wander about in safety again. SMALL AND LARGE SHIPS - Put sapphire in blue clip, then go to the Anteroom with the orange door. Use the 3 numbers from the note to open the door ("push "). Get the yellow rod and return to the small ship. Put rod in yellow clip, and you are told how to fly the ship. Read map for co-ordinates to several destinations. Fly to Cygnus first to get points for meeting the crab-like creature, then go to Deneb.... THE END - o -