Wednesday, November 21, 2012

Always a Herald (Sung to "Always a Woman" by Billy Joel)

He can call you in court
And bring tears to your eyes
He can lose your device
In his casual files
And he only will read
What is in Heraldese

He draws like a child,
But he's always a herald to me....

He will check your device
He can pass you or fail you
You can show him your proof
But he'll never believe you
And he'll take your four copies
Along with his fee..

Yeah he charges too much
But he's always a herald to me..




Oh he takes care of your name
It can wait if he wants
He is always behind
Oh and he never gives out
He just keeps taking in
And gets further behind

And he'll summon you forth
In front of the kingdom
Then he'll vocally praise you
And smile while your kneeling
But he'll shout out your name
Just as wrong as can be

Blame it all on the scribe
Cuz' he's always a herald to me



He's frequntly loud
And he's seldomly clear
He cries poorly at Pennsic
For he's full of cheap beer
And he can't be retired
He does it for free

And the most he will do
Is shout O'yez at you
But he's always a herald to me....




What do you think?? Should i hang up my chances of passing a device for the
next few years?? Should i put away the Pursuivant's Handbook and take up
fighting to defend myself???
If you are interested in more concerning Hip Hop online, check out Broot Force Music. They have a lot of stuff on their website, including New Hip Hop Music. They also have original, Cheap Beats for sale.

Sunday, November 11, 2012

ADVENTURE QUEST

(Level 9)
(Later released as Part 2 of the 'Jewels Of Darkness Trilogy')


IN
TAKE TABLE
OUT
S
S
S
S
DROP TABLE
TAKE ORCHID
N
N
N
E
GIVE ORCHID (the Unicorn gestures for you to follow him North)
N
N
N
TAKE PIPES
TAKE MEDALLION
S
S
S
W
N
W
W
W
S
S
DROP PIPES
DROP MEDALLION
UP
TAKE SILVER BALL
DOWN
TAKE PIPES
TAKE MEDALLION
N
N
E
UP
E
UP
UP (you may be attacked by wolves before you get to this location, but
you are resurrected to here anyway!)
LOOK (you are given a scroll, and a stick is on the ground here)
READ SCROLL (your quest is explained)
DROP SCROLL
TAKE STICK
DOWN
DOWN
W
DROP STICK (it sheds fruit!)
TAKE ONION
EAT ONION
TAKE STICK
DOWN
N
N
IN
DROP MEDALLLION
DROP STICK
TAKE SLING
TAKE BOTTLE.

OUT
N
N
N
N
N
W (you will hear a sliding sound in the sand!)
N
LOOK
E
E
E
N
E
UP
UP
UP
UP
W
W (you meet a Giant)
WAVE SLING (the Giant runs off!)
E
E
DOWN
DOWN
DOWN
DOWN
W
W
W
W
OPEN SESAME (a cavern opens up to the North)
N
TAKE SUNDIAL
S
E
E
E
S
W
DRINK
UP (you see some snakes)
PLAY PIPES (the snakes dance away)
IN (the Priestess gives you a small ruby in exchange for the sundial)
OUT
DOWN
W
DROP SLING
W
LOOK
S
DROP PIPES
E
LOOK
S
LOOK
S
S
S
S
FILL BOTTLE (from the river here)
DRINK
FILL BOTTLE
IN
TAKE MEDALLION
TAKE KEYS.

OUT
N
N
N
N
N
W
N
LOOK
E
E
E
N
E
UP
UP
UP
UP
W
W
W
UP
UP
UP
UP
UP
UP
UP
DROP MEDALLION
UNLOCK SNOWMAN
DROP KEYS
TAKE SNOWMAN
DOWN
DOWN
DOWN
PUSH ROCKS (with the Snowman's help, you get rid of the Orcs and the
Abominable Snowman!)
DOWN
DOWN
S
S
UP
UP
UP
IN (a Dark Shape flies at you!)
THROW RUBY (it explodes, destroying the Dark Shape)
N
TAKE EYE
TAKE BAG
S
OUT
DOWN
DOWN
DOWN
E
TAKE ROPE
W
N
N
UP
UP
UP
UP
UP
DROP ROPE
DROP EYE
DOWN
DOWN
DOWN
DOWN
DOWN
S
S
S
DOWN
DOWN
DOWN
DOWN
DOWN
DOWN
W
W
W
S (you meet a Djinn, guarding the Oasis to the South)
OPEN BAG (a blast of air blows the Djinn towards a nearby lamp).

S
DRINK
IN
TAKE TRIDENT
OUT
TAKE LAMP
FILL BOTTLE
N
N
E
E
DRINK
FILL BOTTLE (with oil this time!)
E
UP
UP
UP
UP
UP
UP
N
N
N
UP
UP
UP
UP
UP
ON LAMP
IN
THROW BOTTLE
THROW TRIDENT
THROW BAG (they all land with a 'splash!' in the distance)
OUT
TAKE KEYS
TAKE EYE
TAKE ROPE
IN
THROW KEYS
THROW EYE
TIE ROPE (it hangs downwards into the darkness)
OUT
TAKE MEDALLION
IN
THROW MEDALLION
OFF LAMP
THROW LAMP
DOWN (you fall into an Underground River)
CLIMB UP
E
TAKE LUNG-FISH
DOWN
LOOK
UP (here's all your items!)
DROP LUNG-FISH
TAKE LUNG-FISH
TAKE TRIDENT
TAKE LAMP
TAKE BOTTLE
DROP LUNG-FISH
TAKE LUNG-FISH.

DOWN
N
W
W
N
W
UP
DROP LUNG-FISH
TAKE LUNG-FISH
ON LAMP
OIL DOOR
FILL BOTTLE (with water again)
DROP BOTTLE
DROP LAMP
DROP LUNG-FISH
TAKE LUNG-FISH
DOWN
E
E
S
S
S
UP
DROP LUNG-FISH
TAKE LUNG-FISH
TAKE KEYS
TAKE EYE
DROP LUNG-FISH
TAKE LUNG-FISH
DOWN
N
W
W
N
W
UP
DROP LUNG-FISH
TAKE LUNG-FISH
OPEN DOOR
DROP KEYS
DROP LUNG-FISH
TAKE LUNG-FISH
DROP EYE
DOWN
UP
DOWN
E
E
S
S
S
UP
TAKE NET
TAKE BAG
DOWN
UP
TAKE MEDALLION
DOWN
N
W
W
N
W
DROP MEDALLION
E
S
W
TAKE JELLY-FISH
E
N
DOWN
E
IN (an Octopus attacks you!)
OUT
UP
W
W
TAKE MEDALLION
E
DOWN
DROP MEDALLION (it's sucked down a hole!).

UP
DROP JELLY-FISH
UP
TAKE LUNG-FISH
DROP LUNG-FISH
DROP NET
DROP TRIDENT
TAKE EYE
TAKE LAMP
N
W
W
N (Orcs block the way north!)
S
E
E
N
N
N
GIVE EYE (the Statue gives you a sword)
S
S
UP
UP
UP
TAKE EARTH-STONE (it is lost to the Orcs.....but only temporarily!)
DOWN
DOWN
DOWN
S
W
W
N (no Orcs this time!)
N
E
S
S
W
TAKE EARTH-STONE
E
N
N
W (the Orcs chase you!)
CUT BRIDGE
S
S
E
E
DROP SWORD
S
DROP LAMP
TAKE NET
TAKE TRIDENT
TAKE LUNG-FISH
DROP LUNG-FISH
DOWN
TAKE JELLY-FISH.

E
DOWN
DROP EARTH-STONE
UP
DROP JELLY-FISH
UP
TAKE LUNG-FISH
DROP LUNG-FISH
DROP NET
DROP TRIDENT
TAKE BOTTLE
TAKE LAMP
N
TAKE SWORD
N
N
W
W
W (you meet a Dragon!)
THROW BOTTLE (it causes the Dragon to choke and back off)
N
TAKE EGG
S
W
W
WAIT (until the flames move NE/SW)
DOWN
LOOK
DOWN
SCORE
DOWN
SCORE
DOWN
TAKE CLOAK
DOWN
SCORE
DOWN
SCORE
IN
SCORE
DOWN
DOWN
DOWN
DOWN
W
DROP CLOAK (it now covers the hot coals)
W
S
DROP EGG (the Phoenix is reborn!)
N
W
W
W
W
UP
DROP LAMP
TAKE SUN-STONE.

DOWN
E (a Balrog now stands astride the bridge, blocking your way!)
CUT BRIDGE (you fall to a Bleak Moor)
N
W
N
N
TAKE BRAZIER (it shrinks into a tiny ornament!)
TAKE STAR-STONE
DOWN (you slide down a scree slope and the Orcs daren't follow you!)
DROP BRAZIER (you're warm again!)
TAKE BRAZIER
S
S
S
S
E
DOWN
DOWN
DOWN
DOWN
DOWN
S (when the Skeletal Hand grabs you.......'CUT HAND')
S (you are surrounded by Ghosts!)
DROP BRAZIER (the Ghosts are now banished)
E
E
S
S
S
W
W
IN
S (lucky you ate that onion, earlier!!)
UP
THROW STAR-STONE
THROW SUN-STONE
TAKE BOOTS.

DOWN
N
OUT
E
E
N
N
N
E
E
E
TAKE MIST-STONE
W
W
S
W
S
S
S
S
W
W
IN
S
UP
OUT
DROP SWORD
TAKE SUN-STONE
TAKE STAR-STONE
S
S
UP
UP
DROP STAR-STONE
DROP SUN-STONE
DOWN
DOWN
N
TAKE EARTH-STONE
TAKE MEDALLION
S
UP
UP
DROP BOOTS
TAKE SUN-STONE
INSERT EARTH-STONE (the Rock Door opens)
TAKE STAR-STONE
UP
INSERT SUN-STONE (the Gold Door opens)
UP
INSERT STAR-STONE (the Silver Door opens)
UP
INSERT MIST-STONE (the Glass Door opens)
UP (you are now surrounded by Orcs!)
WAVE MEDALLION
N
W
W (more Orcs block the way North)
W
S
E (you hide in the Alcove as the Orcs pass)
W
N
E
N
N
N
DOWN
DOWN
N.

FINAL MESSAGE

The Demon Lord freezes you with a look: "YOU WILL STILL FAIL!", he
snarls, "NO AMULET CAN WORK SO CLOSE TO THE CENTRE OF MY POWER". But
the Phoenix dives at the fire, destroying it completely! The Demon Lord
screams and implodes to nothing. Your mission is successful!! You
scored 5475 out of about 6000. You are clearly a Master Adventurer!

Thursday, November 8, 2012

How To Start Developing Your Fan Base As A Rap Musician Today

What was the process decades ago to get famous as a Hip Hop artist? Well, you had to send in your demo to record labels and hope for a contract. Meanwhile, you had to perform locally to generate a buzz as well. You could have went to the local radio station and hoped to get played if the DJ liked you. However, today is a new age in the music industry. Nowadays you can create an even bigger buzz using tactics that are ten times easier. If you continue reading on in this article, you will find out the best ways to do so!

The number one thing you must do as a Hip Hop artist today is generate a buzz online. The number one place people listen to new music is the internet. There are plenty of radio stations that stream music online that have open submissions for music that they play. You can even find hundreds of music-based communities to submit your music to, get reviews, and gain new fans. Getting yourself out in as many outlets as possible is the best way to generate a buzz. The internet is here to help you. It will get your music to millions of outlets, if you have talent and are willing to work for it.

Don't only focus online though. Building a local buzz is just as important. Once you build your local buzz by performing at concerts and opening for bigger acts (which may lead to more buzz!), you have to take it to the next level. What's the process to generate a buzz and make a name for yourself on the internet? After all, there is a lot more competition online than there is locally. Luckily, this article has some great tips for you. If you aren't using social media sites yet to market your music, you are definitely doing something wrong!

The best sites to utilize for your music are Youtube, Facebook, and Twitter. Get active on Youtube, instead of just posting all of your music and videos for people to view. Get out there, comment on other musicians' videos, collaborate like crazy, which can build a great fan base, and keep at it. Posting videos with links to free music downloads is a great idea every once in a while as well. Every new video you put on Youtube should be posting to Facebook and Twitter, so your followers and fans can get it right away. Gain more fans and followers on Facebook and Twitter by staying active on those sites and by posting in Hip Hop forums. You can find hundreds of Hip Hop forums to join and post to by just searching Google quickly.

Some of the newest faces in Hip Hop, like Hopsin, have generated almost all of their fans through the internet. You can be that next artist in line, if you have the right amount of talent and marketing ability. If you find that you can't market yourself online, there are thousands of marketing agencies out there waiting to help you. I'm sure there are plenty out there that will even give you discounts if they like your music. Good luck with the music career!

If you are interested in more regarding Hip Hop online, check out Broot Force Music. They have a lot of stuff on their website, including New Hip Hop Music Downloads. They also have services, like Cheap Logo Design.

Sunday, October 28, 2012

Five Things To Prevent In The Fitness Universe

Have you ever known somebody that went all out with exercise and fitness and then quit in a few weeks? I think we all know somebody like that, and that strategy creates a problem. That leads to many people giving up. It even happens to people that have been doing it for years if they aren't careful. It doesn't just affect newcomers. The best thing you can do to make sure this doesn't happen to you is continue reading this article to find out 5 mistakes thousands of people make!

1 - No Planning

You have to plan ahead if you want to succeed with a healthier lifestyle through diet and fitness. This means you need to plan your diet, plan your meals, plan your workout program, and set realistic goals in a reachable timeframe. Chances are, if you forget to plan any of these things, your results will suffer and you may end up quitting, simply because you don't know what you need to be following. Random workouts and meals are good sometimes, but if you rely on randomness all the time, you will probably fail!

2 - Excuses

Excuses are too common in our world today, and they are even more common in the fitness world. Maybe you have a cough so you don't feel like working out. Your friends may want to party later tonight so you can't workout today. You can't afford to eat healthy. There is an excuse for everything, and none of them are worth the time it took to think them up. If you want a better body and better overall health, quit making excuses and step up to the challenge. You don't succeed in life by putting stuff off because you have a 'good' excuse.

3 - How Often To Workout

Do you think working out for 30 minutes a week is good? Well, some people do. Others think they have to be in the gym every day of the week for 2 hours or more. They are both wrong. You have to workout the right amount every week to meet your goals, and that amount of time spent working out is different for everyone. If you workout too little, you will never meet your goals. If you workout too much, you risk injury and overtraining. Usually, the best routine to do is 3 to 4 times per week for about an hour per workout. In fact, thousands of people already follow workout routines that follow that schedule!

4 - Magic Answers

There are no magic pills, magic diets, or magic workout programs. There is nothing magic about success with health and fitness. It just takes hard work and dedication. I hate to sound mean but it's the truth. Companies spend millions on advertisements hoping the consumers don't realize that magic doesn't exist.

5 - Comparing Yourself

So many people lose motivation because they choose to compare themselves to somebody else, usually with more experience under their belt. If you want to succeed, you can't go around comparing your body to the next person. Your genetics are different than everybody, so you can't make comparisons that aren't fair. The only comparison you should be making is yourself now to yourself 6 months ago. That is something that should motivate you dramatically!

Now you know what you need to avoid doing if you want to succeed with your fitness lifestyle. If you just avoid these mistakes alone, you are on your way to succeeding with your goals, as long as they are within reach. Even the professionals make mistakes from time to time, so go ahead and save this article for future reference!

If you are looking for more information on health and fitness, you should check out Milo Martinovich Fitness. It features an informational Fitness Blog. If you are interested in personal training services in Reno, NV, Milo Martinovich is a highly qualified Fitness Trainer In Reno, Nevada.

Tuesday, October 9, 2012

Adventuring Hints

Contents ** Alternate Reality: The Dungeon** ** Cryllan Mission: 2088 (original mission)** ** Dark Heart of Uukrul** ** Deathlord ** ** Defender of the Crown ** ** Dragon Wars ** ** Elite** ** Generic 'Red Sheet' fix** ** Keef the Thief ** ** Might & Magic II ** ** Miscellaneous SSI AD&D Buglets ** ** Pool of Radiance ** ** Realms of Darkness ** ** Space Rogue ** ** Spellbreaker ** ** Ultima V ** ** Wizardry III ** ** Wizardry V ** __________________________ **Alternate Reality: The Dungeon** RSC: IIGS Key to Dungeon Survival By now you probably know that certain CDA's, like DSR's "Diversi Hack" and the built-in "Visit Monitor", permit game interruption, monitor diddling, and program resumption on the IIGS. This opens whole new vistas to SERIOUS gamers, including diskless Realtime Situation Control. With RSC, you can hop into the monitor in mid-combat to juice-up dwindling hitpoints, create food packets for a starving character, shift map coordinates, etc., etc.. My first 'RSC module' is directed to "Alternate Reality" mavens enmeshed in the labyrinthine Dungeon. Assuming you have installed either "'Hack" or "Visit '", during play do a CMD-CTRL-ESC, go to the monitor, and enter 800.8FF (RETURN). Here you will find most of your character parms and staple supplies: (All addresses are Hex offsets from $800.) EXPERIENCE: 3E-40 HITPOINTS current/base: 45,46/47,48 GOLD: B1,B2 SILVER: B3,B4 COPPER: B5,B6 GEMS: B7,B8 JEWELS: B9,BA FOOD: BB WATER: BC TORCHES: BD CRYSTALS: BE KEYS: BF COMPASSES: C0 TIMEPIECES: C1. The following parms are repeated, single-byte numbers: STAMINA: 49/4A CHARISMA: 51/52 STAMINA: 59/5A INTELLIGENCE: 61/62 WISDOM: 69/6A SKILL: 71/72. LOCATION horizontal/vertical/map#: 13/14/15. The game views the 64x64 Level 1 as four 32x32 maps. Coordinates are $00-$1F left-to-right and up to down; maps #0-#3 are NW, NE, SW, SE sections of Level 1. For example, entering 813: 16 03 01 (RETURN) will place you just outside the "Retreat" upon returning to play. __________________________ ** Cryllan Mission: 2088 (original mission)** Crusin' on Crylla: 2088 A good guide to party composition is your standard U.S.S. Enterprise "away team". One doctor can handle all healing chores; a science officer supplies large-area map views (via "Terrain" and "Life Form" scans); and, you need the fire-power of your four weapons specialists. Explore the Ruins thoroughly; the Caverns are good for loot and honing combat technique; take care of things in Adion before entering Cramur. Transports are expensive and you cannot take them into mazes; Heavy Armor is a better investment. The best weapons are won from elite enemy guards. Finally, two items which should have been included in your mission briefing (i.e. the manual): 1. To enter a transport you've purchased, the first step is to move onto the transport figure and 'click'; 2. Any resurrected team member will have reduced attributes. Don't waste time trying to cure this condition (you can't); after a day or so the attributes will return to normal values. __________________________ ** Dark Heart of Uukrul** Become Master of the Game! (II Alive, 1996) When I found Broderbund's Dark Heart of Uukrul for sale at a recent swap meet, it was snapped up without a second thought. Long on my "Must Try" list, the game has proved to be a fine multi-character adventure, playing much like such D&D greats as Champions of Krynn. Inevitably, there came a time when it seemed that "'Uukrul" had 'done me wrong'. Expensive armor and weapons were destroyed, rare artifacts were used up, etc. due to what seemed to be inordinately bad luck and/or an unfair lack of information. Then, my party came upon a message etched into a Temple wall: "When all else fails, cheat!" That was the last straw. The ultimate "game crack" is to have control of character attributes, items, money, etc.. One tactic is to use a block editor (such as the one included with ProSel) to search the Save diskette for a character's name and, then, edit on-diskette Game Save info. This did not work with 'Uukrul. The changes were made with no great difficulty but detected by the game as invalid. Evidently, Game Save data is protected via some kind of check sum. You can, often, get around such schemes on the GS by doing an OA-CTRL-ESC, going to Visit Monitor, finding the character info stuff in memory, and doing the changes there. (If, after starting System 6, Visit Monitor does not show up as an option, go to the SetStart control panel, click "Enable Programmer CDA's", and reboot.) 'Uukrul is supposed to be "uncrackable"; so, naturally, it disables interrupts during key accesses. OA-CTRL-ESC is ignored. (Foiled again!) Happily, there is more than one way to skin a dragon. If the game shuts down OA-CTRL-ESC access, then, perhaps, we should change the game program! A good start is to search the on-diskette copy of the main program for instances of AD 00 C0, a machine code instruction often used to read the keyboard. There are very few of these in Uukrul; so, it was easy to isolate the main KB input routine. On my 5.25" version of the game, I found the routine beginning at byte $110 in block $A5 on the Boot diskette: 2C 00 C0 10 FB AD 00 C0 On a copy of the Boot diskette, this became ... 58 AD 00 C0 10 FB 78 EA The new routine enables interrupts, waits for a keypress, and, then, disables interrupts. This, essentially, "cracks" the game. The GS user can interrupt the program at practically any moment, do a Visit Monitor, make desired changes, and exit back to the game. Although you will need to start System 6 in order to mount the Visit Monitor CDA, 'Uukrul, at least the 5.25" version, does not launch from GS/OS. It is a Pascal-based game which boots from its own diskette. This is nice because it means that you will not need to hunt for the program in GS memory. It will reside in memory Bank $00. In 'Uukrul, you find the party's Food, as a two-byte hexadecimal value, at address $976E. As usual, the low byte is first; so, for example, 5E 01 means you have $15E, or, in decimal, 350 Food packets. (By the way, a cheapo Radio Shack calculator which does hex-to-decimal conversions is very handy for this kind of work!) The Party's Money is saved as decimal, lower bytes first, starting at address $9770. If, while in the monitor in 80-column mode, you enter 97E0.98EF (RETURN), you will see that character names show up in the right side of the display. As in most such adventures, 'Uukrul stores data for individual characters beginning with Name followed soon by Experience (in decimal) and values of attributes, like Dexterity, Piety, ..., in hexadecimal. To make it easier to see what's where, it's a good idea to jot down attributes, hit points, spell points, experience, etc. before going to Visit Monitor. Toward the end of a character's entry are his/her possessions (weapons, armor, healing salve, etc.) stored as two-byte codes. For instance, if a magic user is wearing Silken Robes, you will find 02 55. A charged-up Wand of Potency is 58 D0 and one which is worn out is 58 D8. (To recharge any charged item, you just change the final "8" to "0".) Figuring out what code goes with which item is fun and, as you can see, very useful! The best time to interrupt most adventures is during some non-special situation, such as while your party is exploring a maze. Once the mods (e.g. more Money, more Food, etc.) are done, you return to the game. Your changes may not, immediately, be reflected in the display. No problem. Walking around a bit, battling some monsters, or visiting a shop will usually force a display update. (This also lets the program reinit pointers and other values which may have been affected.) Once it's clear that your mods have taken affect, do a Save. When making changes, a good 'rule of thumb' is to avoid extremes. For example, if you need food, give yourself 400-500 packets, not 65535! Few D&D style adventures allow attribute values much above 18 (12 in hex); setting Strength to something like 127 ($7F) could bomb the program. If increasing a character's Experience, it is best to set a value just below the point at which the next Level increase occurs. Otherwise, your higher Level may be recognized; but, you may get none of the Hit Point, Attribute, etc. boosts which go with advancement! Similarly, when you decide to add some item to a character's inventory, do it by overwriting some other, roughly similar item. For instance, add a Healing Potion by replacing, say, a Flask of Poison, not a 75 lb Mace! This reduces the chance of problems in games which maintain a separate item count for each character or keep track of total weight of items carried. Perhaps most important, you do not want to spoil the game's challenge. Giving your party enough money to replace a valuable suit of Elfin Chain Mail destroyed by a lucky hit from an Acid Lizard may make sense; but, awarding your party 100,000 gold would ruin the value of many rewards supplied by the game for completing difficult quests. The same principle applies to Hit Points, Spell Points, etc.. In fact, 'breaking into' any game produces a new challenge: win with the minimum use of the powers at your disposal. Others, lacking such arcane knowledge, are free of this dilemma. Alas, it is a burden you must bear once becoming Master of the Game! __________________________ ** Deathlord ** Becoming a Deathlord Survivor Possibly, you are enmeshed in "Deathlord" (or, eventually, will be) and are perplexed by 'hero die-off'. (Even Gorbash, winner of Ultima's IV and V, M&M I and II, etc., put "Deathlord" on the back burner for a few months.) One solution, as usual, is 'super-natural intervention'-- i.e. you diddle a few character parms and, SHAZAM!, your guys suddenly feel stronger, faster, smarter, and richer! A second trick is to minimize the damage should a 'worst case scenario' eventuate. [The "SHAZAM" approach is to edit character attributes. When you do this, it's a good idea to have a list of each character's current Hit Points, Strength, etc.. This makes it easier to check which attribute is being changed (and whose) when doing the editing. It is a good idea to make backups before editing. If playing on an emulator, you can use the Windows Copy option to put a duplicate of your DSK's in another folder. If you've been playing on an emulator or using a 'deprotected' copy of the game, the DSK's or diskettes may be 'open'-- at least open enough so that the patch described in steps 1-3 should be skipped. Try starting Copy II Plus's Sector Editor, inserting the Scenario A disk, and going to step 4. If Sector Editor can not read the sector mentioned, you will probably need to do steps 1-3.] First, the SHAZAM solution: Using Central Point's "Copy II Plus" ($39.95, for 128K Apple) and DOS alteration data found in Rob Fiduccia's "Deathlord" article in issue #63, we scanned the Scenario A diskette and found character data in sector $0D on track $13. (1. Go to 5.25" Bit Copy. 2. In the Sector Editor enter "P" to get to the DOS patcher and then "Custom". 3. Under "Address", change D5 AA 96 to D5 AA D6 and DE AA to DE B7. Under "Data", change D5 AA AD to D5 AE AD and DE AA ... to EA AA ... . 4. Exit the patcher and Read T/S $13/$0D. NOTE: Should you wish to scan the diskette starting at track $0, expect to encounter a few unreadable sectors along the way. Just skip these and continue.) [Character attributes in games are usually coded as hexadecimal values. For example, if the first character in your party has a Strength of 17, you would expect to find 11 ($11 = decimal 17) at byte $72 of the sector when viewed with the Copy II Plus Sector Editor. For a two-byte value, like 270 Hit Points (max) for the first character, the hex value is $10E and you would expect to find 0E at byte $42 and $01 at byte $48.] On the Sector Editor screen, you should find character data arranged in six-byte groups (one byte per character) starting at the following bytes: $42: Hit Points, max (low byte) $48: Hit Points, max (high byte) $4E: Hit Points, current (low byte) $54: Hit Points, current (high byte) $66: Level $72: Strength $78: Constitution $7E: Size $84: Intelligence $8A: Dexterity $90: Charisma $96: Power, current $9C: Power, max $CC: Age $D2: Food $D8: Gold (low byte) $DE: Gold (high byte). Edit as desired, write your SHAZAMed characters back to disk, and your quest against the Deathlord is a 'whole new ball game'. Granted, if you max-out every parm and give each character $10,000 gold, there isn't much your party can't handle. If, however, you merely go for a "fair start", then the inconvenience associated with having several characters wiped out remains a threat. You can make a character backup each time you start the game; but, of course, you won't. It's too much bother, the backup won't restore hours of progress made in the current session, and, besides, there's a better way! Use the "Make Scenario" function to create a copy of each current scenario diskette on its unused side. During play, you just do an occasional SAVE on alternate sides. If your party is wiped out and saved as dead on Side One, you can restart from Side Two, etc.. Whatever happens, you will never lose more than the progress made since the last opposite-side SAVE. __________________________ ** Defender of the Crown ** Defending the Crown In Cinemaware's new adventure/wargame, "Defender of the Crown", crunching the opposition takes a lot of practice. You can take it on the chin for however many sessions it takes to 'learn the ropes'; OR you can employ a touch of Realtime Situation Control to make those 'practice games' into victories! Steamrollers As usual, the "Visit Monitor" CDA (or some equivalent) must be installed before booting the game. During play, enter CMD-CTRL-ESC to call up the CDA menu, select "Visit Monitor", and enter 03/BC00.BC2F (RETURN) to view the main status bytes for you and your five rivals (arranged in six-byte sets). Whether "Wolfric the Wild" or some other Saxon, your parms are always first in each set: INCOME ($03/BC03), LEADERSHIP ($03/BC0F), JOUSTING ($03/BC15), SWORD FIGHTING ($03/BC0B), and TREASURY ($03/BC2D). For long play, with plenty of opportunity to practice jousting, sieges, and sword fighting, all you really need is a big army. This you obtain by juicing-up your treasury (e.g. $03/BC2D: F0). Of course, you will certainly want to try your hand at raids and fair maiden rescues(!); so, just boost your sword fighting skill (e.g. $03/BC0B: 1F). Thusly imbued with truth, justice, and raw power, you are ready to hone your technique AND to guarantee that the Crown of England doesn't fall into the wrong hands! __________________________ ** Dragon Wars ** Dragon Wars Survivors How many new guys have YOU lost in Interplay's "Dragon Wars"? Well, that's too many! Before you send in another bunch of doomed weakies, (if you are playing on a IIgs) send your characters through the Computist Enhanced Experience Environment (i.e. the "C3E"). C3E Directions: Install a monitor entry CDA (e.g. "Diversi Hack") in the Desktop and boot the game. Once you have four characters, do an OpenApple-CTRL-ESC to get to the Desktop; and enter the monitor. Character data blocks begin at $4000, $4200, $4400, and $4600. Just enter $7F at byte $3B in each block (e.g. $403B: 7F, $423B: 7F, etc.). Return to the game and go to the Experience displays. Now, instead of only 50 points to spend on each character's attributes and displays, you will have 127! &&&&& Purgatory Lore Flyer (FREE! Please Take One) &&&&& On a map of Purgatory (with X-Y coordinates of 0-31, 0-31), you begin at 19,12. Purgatory has five "towers" and is surrounded by two walls (with a passage between the walls). Visit the small shop along the NW wall to acquire Low Magic scrolls. Volunteers hang out at a bar in the NE. Black marketeers sell weapons and armor in a North wall shop. When you need a Magic Power recharge, check out a pool in the South Tower. Don't overlook hidden doors in some of the other towers. If you reach the gap in the SE outer wall, USE your Swim skill to get out. Tavern Tales "... still packs the Slicer he found in the Underworld and Wackee favors her Dragon Sword. Still when y' want a good solid hit and a few extra yards o' reach, it's hard to beat this here Dragon Tooth." "Our archer wasn't worth spit 'til we found that cache of Grey Arrows in the guard house near the bridge. 'Course, the guards made a terr'ble fuss; but now we can jus' walze in there any old time, spring the lock, and... some other nice stuff in the same chest... " "... to use the Spectacles again and scarf up on more goodies? Right? But it didn't work. You get to the last room and the door is missing! Then Rubywand says, 'Look, we've sprung Zaton; so, let's ditch the Bowl and give it another try.'..." "... place has been sinking for years. Well, Doc Gorbash takes one look and says: 'Hydraulics, Gentlemen, is hydraulics. There has to be a mud leak somewhere. ...'" "... we're about to say adios to the Underworld and try out Lansk hospitality, when Mothnose spots this weird pool just a stone's throw to the west... " "So this mean mud sucker is sittin' there waitin' to be fed and I'm startin' to think maybe we're on the menu. Then ol' Batfoot here blurts out: 'The Mystic Woods! I've still got those... " "... claims they tinkered up a mean little beauty called the Dragon Horn; and it's still down there. Trouble is, no one knows what happened to the dwarves." __________________________ **Elite** An ELITE Craft (ref. Computist #70) Okay, gaining Elite combateer status and finding the mysterious planet Raxxla isn't supposed to be easy. (That's why they call the game "Elite".) On the other hand, anything which can make your quest a bit less difficult is worth serious consideration. The Thargoid invaders certainly don't hesitate to implement every advantage their bug brains can contrive; why should YOU settle for less than the best in human technology?! Every combateer is well acquainted with the Mk III Cobra's major limitation: in galaxies where planetary distances can exceed 100 light years, your fighter/trader craft carries only about seven light years worth of hyperspace jump fuel. Nearly as bothersome, the standard Xexor/Hikan Ltd. intergalactic hyperdrive is good for only one hop; whereupon you must locate a new supplier AND shell out another 5000 credits! Happily, thanks to advanced research at Computist Corp.'s Turdnil Labs, BOTH of the above barriers have been shattered!!! Specifications CC/TL Super Jump: exclusive Tardis-pack for 25.5 LY range on standard fuel CC/TL Multi-Galactic: new Dura-Wolfram core for unlimited repeat G-hops Installation and Operation To implement the new designs, you must be able to RESET or NMI into the Apple monitor while "Elite" is running. For the many readers who have added special "$F8xx " PROMS or are using an OLD, pre-autostart, Apple II, this should be no problem. (Our II+ is equipped with home-brew firmware to allow forcing a "RESET into monitor". Unfortunately, "Elite"'s combat displays do not work correctly on the IIgs; and, besides, the OA-CTRL-ESC interrupt is defeated.) The best time to break in is when docked and viewing one of the game's text displays. For Super Jump enter the following at $6F0C: A2 FF. This mod increases fuel top-off level (i.e. you can buy more). It does not affect fuel received should you use your Escape Pod or the amount which can be 'sun-skimmed'. To have access to multi-galactic jump capability, you must own a "Galactic Hyperspace" drive. (If you do not own one, installing the MG mod will allow multi-jumping as soon as you do.) Enter $6BAE: A2 FF 8E BC 02 E8 EA EA EA 8E C3 02. The new code makes sure that, when you do a "G" hop, your inter-galactic drive is restored and legal status resets to "Clean". Once the enhancements are in place, entering $6E87G restarts the program. You will be docked at the current system's trading station. First, buy some fuel. Your status display will show "Fuel: 25.5 light years"! Switch to the Galaxy Display (i.e. "5" key) to see your new 'range circle'. (WOW!) To try out Multi-Jump, blast off and do a "G". Zavoom! You're in the next galaxy; AND you still have a Galactic Hyperspace drive ready for another hop! To be sure, a very challenging quest remains; but, now, you are at the helm of a Cobra Mk III PLUS! Elite Craft Tech Note (ref. Computist #76) Turdnil Labs Maintenance Note EC/DE25.5/11.90/Elt. Evidently, as Bob Igo indicated last month, there ARE different versions of the game. I worked from an original supplied by Firebird at the time Elite was first released. All of the mods described in issue #70 were incorporated into an open copy of the original-- created to avoid having to make the changes upon each boot-- and they all work fine. That the code locations would be off by just one (e.g. $6F0C vs. $6F0D) in some versions is odd, but not unheard-of. Bob also notes that his fuel boost involved an LDY (i.e. $6F0D: A0 FF) instead of the LDX. Recommendations: After RESETing into the monitor, check the code in the areas to be changed. If you find $6F0C: A2 46, then the issue #70 stuff (as corrected in the above maintenance note) should perform as advertised. If you find A0 46, (A2 46, etc.) at a slightly offset location just change the $46 to $FF. The same holds for changes to $6BAE: AE BC 02 ... AND to program restart ("$6E87 G"). Instead of $6E87: A9 20, you may find $6E88: A9 20. As to completing the Navy's first mission: just follow directions. Two things may throw you off the scent of the rogue craft. First, you may not find clues at every station along the way, especially after a Galactic jump. (I picked up the trail in G2 at Errius.) Second, wait a couple seconds after docking before you start punching keys; otherwise, some messages may be cut off. It's also a good idea to check the current planet's description upon docking. How to become Elite? There may be some shortcut; but, as far as I can tell, you become Elite by blowing away many MANY enemy ships. __________________________ **Generic 'Red Sheet' fix** Getting the Red Out Granted, a software vendor has the right to protect its products any way it sees fit; and, when it employs documentation (instead of screwing-up the software), it deserves a pat on the nose. The dark red code sheets technique employed by some vendors comes close to being an exception. It's nice that they are machine-uncopiable (though, naturally, anyone determined to steal the product need only invest an hour or so to make a copiable hand copy). It's too bad that, under normal lighting, the codes are nearly invisible. After missing the correct response twice on a newly arrived game employing tiny print on such a red background, I was carping about "protection that spoils player enjoyment ...", when Gorbash turned from a nearby computer and suggested: "Maybe you could bleach it out." Well, when an M.I.T. chemistry Doctor of Science says "try bleach", you try bleach. Viola! A dip in a tray of Purex plus some drying/flattening between paper towels in an old magazine and the job is done. (Warning: bleach is bad stuff; so, be careful.) The red is gone and blue print stands out clearly on a light-yellow background. Magic! __________________________ ** Keef the Thief ** Keef 'Visits' YOCS Boy was that close! Ye Olde Computists' Scroll Shoppe must have more traps than the Tel Mercon treasury. Now, to see if it was worth the trouble ... The first scroll reads "After what she says, this may sound dippy: to please the Princess, think like a hippy! The second scroll says "North, South, or West, Mem Santi Maze drives you mad, at best. To find Mem's First, young man, go East. That way there's a chance at least." (Gosh, what really excellent poetry!) Your last prize isn't a scroll at all, just a rolled-up yellow legal pad sheet with some crude notes: "You always see an orange flash when you walk into a wall, right? Uh uh, not if the wall conceals a secret door!" and "Talk to the Smith in TM to find out about guards and bridges." and "Check out Al Handratta's hut near the sea in the southeast." __________________________ ** Might & Magic II ** M&M II Finale From Gorbash, Goo-Goo, Igmo, ... (i.e. my dad) comes a pair of hints that could save your "Might and Magic II" party a bunch of grief as you near ultimate victory: 1. The last puzzle requires you to translate an eight-letter word into its coded version using a famous document excerpt (in code) as your guide. So, if the word is "Freedoms" (it isn't), you might reasonably win with something like "XJKKAHLV", right? No way! "Xjkkahlv" is a better try. (Preserve the case or face disgrace!) 2. If you've been playing on a speeded IIe or IIgs set to FAST, then beware. The last puzzle is timed via a program software loop. At FAST, the ten minutes normally allowed shrinks to about four! Before booting the game for the 'big push' (i.e. you know the password and are ready to tackle The Island), setting speed to NORMAL could make all the difference. __________________________ ** Miscellaneous SSI AD&D Buglets ** Lest a new player be concerned that "Something is wrong with my computer", it is worth noting that, indeed, some of SSI's AD&D games do exhibit a few glitches. You do not, for example, always get a "Keep" option when selling gems and jewelry; and, "Sell" sometimes switches to "Join". Occasionally, your inputs for Platinum to be Traded are ignored; a few non-critical artifacts don't work as advertised; early adventures failed to warn that elves cannot be resurrected; etc.. To these you can add the absence of a map for Level 3 of the Mines in the 'Silver Blades Clue Book (Level 1 is repeated)-- all in all, fairly minor stuff which is 'nice to know about', but does not seriously impact enjoyment. ("Easy for you to say; none of YOUR characters is an elf!" True.) Returning to 'Silver Blades: there is at least one piece of documentation which approaches bug-by-omission status. You may "Join" (combine) spell scrolls into 10-scroll bundles. This can easily put 20-30 major attack spells at the ready disposal of each magic user-- a factor which drastically affects game strategy. Yet, the feature is mentioned only as a brief note on the last fold of the "Data Card". A more serious bug turned up in Champions of Krynn. Here the protection scheme uses references to passages in the "'Journal", instead of an 'Infotator'-type code wheel. The problem is that, perhaps once in every ten game starts, you will be asked to type in "Word #116 of Journal entry #207", etc.. Well, aside from the ridiculous requirement of counting 116 words, there is no Journal entry #207! With a little experimentation (you get three tries at the right answer), my dad and I came up with two words that seem to work most of the time: KNOW and HELP. (You may need to reboot once or twice to get a protection check which will accept one of these words.) Altogether (i.e. over the life of the game), the bug probably cost me no more than four or five reboots. __________________________ ** Pool of Radiance ** No Clue in the Pool? Responding to various rumors, SSI's Linda Blanchard notes that there is currently no plan to supply free Clue Books with any of the TSR D&D adventures. Regarding David Stewart's observation that Pool of Radiance left him wandering and victoryless: Yes, due largely to the piecemeal nature of the quest (i.e. you are supposed to clear the city of Evil), POR is known for its unspectacular ending. So long as you do not expect any fireworks, you will have a pretty good idea when to declare Victory in POR. (Besides, the adventure continues in a sequal!) As to being able to wander around after winning: this is an on-purpose feature of TSR adventures. Characters on the verge of Level promotion can gain experience and advance in preparation for the next adventure. Pool Cues For those currently enmeshed in Pool of Radiance here are a few doplets of information which may prove useful. I. The Bishop's Volunteer At some point you will visit Bishop Braccio (near the temple just east of City Hall). He will offer the services of a Level 6 cleric named Dirten who will join your party to help clean out the Temple of Bane. Needless to say, Dirten is a valuable addition, particularly since his Lawful Good alignment means that he won't turn tail or backstab your characters in the heat of battle. Unfortunately, if he is in on the Temple of Bane mission, he will (according to the Clue Book) leave your party once the job is done. I happened to visit the Bishop AFTER clearing Bane's temple of evil doers and gromming the treasures (I had not, however, destroyed the alter); yet old Braccio made the same offer! Since there was a vacant character slot, I accepted and discovered that Dirten is perfectly willing to stick with the party to the end. II. New Alignments for Old Evidently, the fighter NPC's (non-player characters) you can hire at the Dueling Hall always come with a Lawful Evil alignment. To make this "Chaotic Good", change byte $D8 in the character's descriptor block from $02 to $06. ($00 for Lawful Good, etc.. The values follow the same order as the "Alignments" listing on page 5 of the game manual.) If playing on a IIe, you can modify on-diskette character data (see T. Rapheld's article in Issue #70). On a IIgs, the easiest approach is to make changes directly to memory during play. Just install the Visit Monitor CDA (Call -151 and enter #) before booting. (Or, you can boot a diskette which installs DSR's Diversi Hack.) Once the game is running and you are walking around town, do an OpenApple-CTRL-ESC and select "Visit Monitor" from the Control Panel. Find the block for your NPC (e.g. "Hero") which should begin somewhere between $4400 and $4F00 and enter the new alignment (e.g. $4AD8:06). This is also a good time to give your NPC a real name (e.g. replace "HERO" $4A00:48 45 52 4F 00 ... with $4A00:4D 4F 54 48 4E 4F 53 45 00 ... for "MOTHNOSE", etc.). CTRL-Y returns you to the Control Panel where selecting "Quit" puts you back in the game. Note: Whenever modifying characters as above, be sure the target character is not currently selected (e.g. being VIEWed, etc.) when you go to the control panel. The program maintains a status buffer for a VIEWed character which, once you return to the game, may over-write any changes. Hence, the suggestion that you interrupt play while in 'Exploration mode' (movement using I, J, K, M keys). III. Super Weapon? Somewhere along the way, perhaps during the mission to clear the Valhingen Graveyard, I came upon a "+2 Two-handed Sword". The item went unnoticed until the usual post-mission visit to the Armor Shop, where a "Sell" check produced an offer of 20,000+ gold! THEN I observed that the "+2" did not, as usual, follow the item name. Tests indicate that it is not a sword or even a weapon. It is a magical artifact which grants a brief enormous increase (when you USE it) in the wielder's hitpower-- perfect for the big showdown with The Boss. (Unfortunately, my experiments wasted the phantom sword's power. You, however, can be on the look-out for the item and put it to better use.) IV. Endgame Finally, you are dispatched (on a special mission from a councilman) to help the Forces of Good seize the Stowjanow Gates. After this success, you will be able to enter Valjevo Castle, wend and/or hack your way through a hedge maze, and take on The Boss in his two-story keep at the center. (See pictorial map on page 26 of the "'Journal".) Strategy Hints In the first part of the 'Final Battle', feel free to unload all of your mass-destruction spells on the elite guards. (They aren't much good against The Boss anyway.) If you survive this fight, you'll have a chance to pick over some +3 Rings of Protection, heavy-duty Plate Armor, and at least one +5 Long Sword. Be sure to try the new stuff here (i.e. TAKE and then VIEW/READY items while checking changes in Armor Class and Damage). Immediately after EXITing the TAKE routines, you will, at last, see the Pool of Radiance and face The Boss himself. One or two fighters armed with Fine (silver) Longbows and silver arrows are VERY helpful here. (You will have to be a fast reader to catch all of the message following victory. ALTERing speed to its slowest setting before the battles may be a good idea.) As noted earlier, adventure players accustomed to flashy displays, parades, coronations and other such celebrations are bound to find POR's ending a tad underwhelming. Lest there be any doubt, once Phlan is cleared of The Boss and his major minions, the City Clerk will hand over a pile of gems, some fairly hefty Experience bonuses, and tell you that you have completed The Quest. __________________________ ** Realms of Darkness ** Light in the Realms Having polished off the first batch of quests in SSI's Realms of Darkness, your stalwart band is stymied. You know that a "Rogue Alliance" is stirring up trouble; but no one in Badel is handing out nice specific assignments. Then one day, in a desolate region just north of the city, your scout stumbles upon a hidden cave! Following a trail marked by flickering neon arrows you arrive at a brightly lit grotto in the center of which is a huge stone statue. At its feet a sign reads: "Ye Olde Computist's Oracle. Cross my palm with silver." Figuring that ANY chance to end your aimless wandering is worth taking, you plop the party's last silver denar into the figure's extended hand. With a horrendous groan the golem closes its fist upon the coin and begins to speak in a deep rumbling voice: "Questless in Badel? Not at all! To destroy the Rogue Alliance is the call. First, three quests for Shapes. Then, on the Star, a spell is bound; and teleport to another ground. One maze here? Yes, but toggles too. Enter a room past Gertrude's sign and map Level two a second time! Back to Badel, then North and down you pursue the Bones of Dragon. The Eight-legged Guardian passes just one. Pull, stone grinds, and the way is done. Rejoined and confused? A new doorway is used! Down a long corridor, past many alcoves you lead; and a mapper exclaims "Aha! 'Bones' indeed!" First, a hero's treasure; then East to take your magic's measure. Against a Rogues army second to none, Reflect early and Realms' greatest quest is won!" __________________________ ** Space Rogue ** A Space Rogue's Jottings Stardate 2330.04.15: "Raided a merchant trader today. This didn't exactly 'put me in solid' with the Guild (my standing went to Neutral); but now, at least, Sir Gut is willing to talk to a 'fellow pirate'." Stardate 2330.11.22: "Located that robot's 'girlfriend' in a 'ruti cantina. What a disguise! (Still, the no-liquor business was a dead giveaway.) Also, what a repair droid! I hope she's not too anxious to get back. Stardate 2330.01.10: "Now that he's got the 'mutation coil, maybe that weirdo on Micon IV really can come up with a true hyperspace drive. He'd better! I've 'borrowed' my last component from a Navy carrier. (Darn good thing I had those alien lens 'plants!) Stardate 2331.03.05: "After months of looking for some trick to get past the monster on the mining station, I finally just landed and 'went for it'. That sucker is MEAN, but not especially bright. Found the neurostabilizers in the safe and got out FAST! __________________________ ** Spellbreaker ** Spellbreaker Break (Rating Change: **) Third in Infocom's legendary "Enchanter Trilogy", Spellbreaker (for 64K Apple II) casts you as the new leader of the Circle of Enchanters-- owing to your brilliancies in Enchanter and Sorcerer-- facing an ominous new threat to the very existence of magic. The all-text adventure easily earned three stars after my dad and I enjoyed many hours of challenging play. However, we had not finished the game and have, since, discovered a fairly significant bug! At some point in the adventure you will need an item (one of the cubes) obtained from a hermit at the cliff top. To get there you must stop an avalanche via the GIRCOL (time freeze) spell scroll. If you have used up the scroll to handle some earlier problem, you are likely to, eventually, find yourself 99% of the way through the adventure with no hope of winning! I finally checked the Clue Book-- something I have never before done for one of the "Enchanter" adventures. Its comment about wasting GIRCOL (on page 6) is: "Bad Move". No kidding! With luck, you may have to replay 'only' 80% of the game to correct the error you committed due to an ESP deficit. This sort of thing isn't supposed to happen in an Infocom product. If you need GIRCOL to solve the cliff puzzle, you should not be able to waste it somewhere else. Spellbreaker remains a fine adventure; and, now that the bug has been exposed, you can avoid the problem. Still, such flaws weaken the trust essential for enjoyment of puzzle-intensive adventuring. ("I've gotten this far. There MUST be a solution!") Hence, the new (one star less) rating. __________________________ ** Ultima V ** Wombala's Wonderful Walk Okay, so you've made it into the dungeon at the center of "Ultima V"'s Underworld only to encounter THE insoluble room. (i.e. You know there is an exit; but it's sealed or there's 'no way' to reach it). Not to worry. If you are on a IIGS with "Diversi Hack" or "Visit Monitor" installed, then Wombala's Wonderful Walk is at your disposal. Named for a sorcerer of the ancient Zulu empire, this realtime map-diddling spell replaces rocks, water, etc. with nice firm ground. When in the room, just do a CMD-CTRL-ESC, select Visit or Hack, go to the monitor and enter 800.878 (RETURN) to display the 121 bytes of the current 11x11 room map. $FF's are blanks, $4D's are rocks, etc.. Now type-in $05's wherever you want open ground; return to the game; and, ZAVOOMBA!, your Wonderful Walk is ready. __________________________ ** Wizardry III ** Keeping the Wiz in Wiz III "THAT piece'", Gorbash commented, "has been invaluable." The article to which he referred is John Wiegley's description of how to transfer characters from earlier Wizardrys to Wizardry III: Legacy of Llylgamyn Having 'gotten into' Sir Tech's new Trilogy package re-release (64K Apple II version), Gorbash had completed Knight of Diamonds only to encounter Wiz III's infamous 'spirit barrier'. Normally, developed characters do not truly transfer to Wiz III. Instead, your Legacy guys are supposed to be descendants of earlier heroes. Via a Rite of Passage they undergo a kind of 'spirit transfer' to acquire the "memories and skills" (and names) of Wiz I/II characters. Fair enough. It HAS been a long, long time since the legendary Knight of Diamonds quest. Alas, spirit transfer technology has a long way to go; The Rite slashes hard-won attributes and rips off possessions. JW's technique gets your guys into the Legacy scenario, too; but, in tact! The first step is to go through the standard Wiz III character transfer to an initialized disk. (Do _not_, however, attempt the Rite of Passage.) Using Copy II Plus's Sector Editor, the 'trick' is to find the last byte in each character's information block, add $20, and substitute the resulting value. The problem is that finding the last byte isn't always such a simple matter. Some blocks are split and the second part may not be in an adjacent sector. To simplify things, we finally went back to Wizardry II: Knight of Diamonds, rested-up/spelled-up the characters, and noted Level, Hit Points (current & max), plus any mage and priest spell counts (e.g. "9/9/9/9/9/7/5 ...") and current Armor Class. As shown in Rob Hall's "Wizardry" character block break-down (Computist #40, page 25-- another invaluable Wiz resource!), these numbers appear in the latter part of the block: Level at $84, $85 Hit Points (current) at $86, $87 Hit Points (max) at $88, $89 Mage spells (2-byte counts for each spell level 1-7) at $92-$9F Priest spells (2-byte counts for each spell level 1-7) at $A0-$AD current Armor Class at $B0, $B1 After exiting Wiz II, we booted Copy II Plus, hopped to the Sector Editor, and used known character numbers (e.g. Level, etc.) to track down the second parts of split blocks. For example ... Suppose Rev Gun's block shows up as starting at byte $B0 on the Sector Editor display for Track $1A, Sector $00. (You see "REV GUN" in flashing letters.) Each "block" is $D0 bytes long; so, you know $50 bytes are here and the last $80 bytes of the block are somewhere else. If Rev Gun ended "Wiz' II'" with 283 Hit Points, then (if he left with current HP= max HP), you might SCAN for hex bytes 1B 01 1B 01 ($011B in hexadecimal = 283). Track $19, Sector $00 is a safe place to start, since character block storage seems to begin around Track $1A. When Copy II Plus finds the numbers, you can use other character numbers to verify that, for sure, this is the rest of Rev Gun's block. Some 'good try' places to look for block continuations include Track/Sectors $1A/$0F, $1B/$00, $1B/$0B, $1B/$0C, $1B/0E. Bongs The creators of Wizardry III were concerned with the problem of designing a challenge appropriate for heroes which may come from either Wiz I or Wiz II. They have come up with a fairly plausible device for re-leveling the 'playing field'. The question is: just how much re-leveling are you willing to accept? Is the "legacy" of your new characters merely names and memories OR does it also include developed powers and a pile of hardware?! __________________________ ** Wizardry V ** NOT a Bug Some years back, my dad caught what appeared to be a sure bug in the original "Ultima": when an attribute's value increments beyond 99, it resets to zero. Well, we called Richard Garriot/ Lord British and were told that the recyclying is, most certainly, not a bug. No indeed, Richard explained, it is a "feature" intended "to keep players from being too greedy". Evidently, there are many fewer bugs and many more features floating around than one might suppose. Last month I reported an apparent "Wizardry V" bug which produces unexpected Good-to-Evil shifts in orientation. Since the game does not permit forming a party including both Good and Evil members (though, interestingly, it will not boot out misfits at the time the shift occurs), the result can be the loss of valuable personnel. A problem? Yes. A bug? No. According to Sir Tech's Brenda Garno, when the manual says: "Certain peaceful monster types may offer your party a truce" (p.58), it is referring to those times you encounter messages such as "You see a wandering group of Arch Devils Attack/Leave alone". Choosing to attack is viewed as evidence of evil inclinations. (Like, clearly, you'd have to be really corrupt to beat-up on "peaceful" Arch Devils.) Due to a random factor, just one such attack may trigger a shift; or, it may take several. Wiz V: Kettles & False Mazes Dr. Hackenbush's question in #68 provoked a look through my "Wizardry V" notes, and, very probably, has re-hooked me on finishing the quest. This IS one of the great adventures. As to where to find the Laughing Kettle: on Level I at coordinates 22 East, 23 North, there is a secret door in the north wall which leads to the Kettle. He offers some useful clues for prices ranging from $500 through $5000. (Incidentally, don't be fooled by his jolly appearance. If attacked, the Kettle proves to be tough, powerful magic user; AND, should you win, the temple healers will require that you pay for his resurrection!) The "false mazes" encountered by some "Wiz' V" players ARE very strange places (places, in fact, where you are not supposed to be); but the phenomenon is not the result of some bug. (In the first batch of "Wizardry V" packages shipped, some did have bad diskettes-- quickly replaced by Sir Tech-- but, these simply crashed the game.) Rather, the false maze problem stems from player errors which go undetected because 'correct diskette' verification is limited, mainly, to occasions when you move from one level to another. For example, if you take an elevator to Level 3, the program will insist that Level 3's diskette be in place before play continues. If, once on Level 3, you should swap in Level 5's diskette, the program will try to construct a maze from (and do updates to!) whatever it finds. Naturally, the Level 5 'player copy' diskette is ruined; and you find yourself in an oddly 'inside-out' maze which can look just genuine enough to occupy your best mapping skills for an hour or so. My excursion into a false maze began when, using Roger Wagner's "Soft Switch" (on a IIgs), I decided to jump back to an earlier position on another level and forgot to swap in the new level's diskette. Well, the program had no way of knowing that some sly user was playing fast and loose with the adventure. It went merrily along, reading from and WRITING TO the other level's diskette; I ended up mapping a hefty chunk of "Wizardry V"'s 'twilight zone', and the diskette side was bombed. A reasonably satisfactory cure is to get out your set of originals and recopy the side that's been damaged. Everything on the restored level will be reset-- you may have to reopen a few locks, etc.-- but, at least, the quest can continue.

Solution for Accolade Comics

------ Game 1 ------ This game has a lot of possible solutions, here is one: Keene, have you seen this week's Times? The next five answers don't have any effect on the game. Hey! Forget I mentioned it. Choose the Door It's Joe the TV repairman. Your set now receives dirff'rent strokes! Choose the suitcase. The next two answers dont' have any effect on the game. Select the car. The next two answers dont' have any effect on the game. Herb Grinders Action Game: Goal is to get 5 keys and leave through the door on the right I think I'll book a slow cruise to ireland! Choose the door The next answer doesn't have any effect on the game. I just saw the cutest poodle outside! Choose the right way Action Game Choose the hook. Where's The Professor Being Held? I'd better see what he wants. The next two answers dont' have any effect on the game. We've got to find the launch control room! Choose the ladder. Action Games ------ Game 2 ------ Okay flies... I'm ready for you now! Spartex Electronics Say! What's that behind you? Glass Pipes Action Game: Goal ist to hit the middle of these white things. Press button to release the green thing, and press butten again when it as above the center of the white quadrates. It's not grease, it's dried blood. Push the joystick right an take the man with the strange black hair. I think, I'll not douse him with water. What do you know about fire hydrants? Action Game: Goal is to go up the ladders and get on the roof of the house Choose the lady or the guy on the right. Choose laughing Al's at the right or Cryptic Caverns at the left. If you choose lauging Al's: That or a cheese sandwich! Let's See! I think I'll follow them! If you choose Cryptic Caverns: The next answer doesn't have any effect on the game. Take the right way. In both cases you'll go on here: Push your joystick up to select the left entry. The next answer doesn't have any effect on the game. Action Game: Goal is to destroy all red things driving on the ground. Hint: Don't move too fast, the violet things can't shoot straight down. You can touch the floor and shoot at the red things through it.

Friday, October 5, 2012

Walkthrough

******************************** * HOW TO SOLVE * * * *ZORK I: THE GREAT UNDERGROUND * * EMPIRE * * * * BY * * SCREWY LUEY * ******************************** FIRST: (N,E); "OPEN WINDOW"; IN; "OPEN SACK" "TAKE GARLIC"; (W); "TAKE ALL"; (E,U); "LIGHT LAMP"; "TAKE ALL"; (D); "TURN LAMP OFF"; (W); "DROP GARLIC"; (E,E,N, N,U); "TAKE EGG"; (D,S,E); "IN"; (W); "PULL RUG"; "OPEN TRAP DOOR"; (D); "LIGHT LAMP"; (N); "KILL TROLL WITH SWORD [KEEP IT UP UNTILL HE DIES]"; "DROP SWORD"; (S,S,E); "TAKE PAINTING"; (N); "DROP ALL BUT LAMP AND PAINTING"; (U,W); "OPEN CASE"; "PUT PAINTING IN CASE"; "OPEN TRAP DOOR"; (D,S,E,N); "TAKE ALL BUT MANUAL"; (S,W,N,N) BACK IN THE TROLL ROOM? GOOD. WELL: (W,S,E,U); "TAKE BAG AND KEY"; (SW,U,D, NE); "UNLOCK GRATING"; (U); "TURN OFF LAMP"; (S,S,E); "IN"; (W); "PUT BAG IN CASE"; "TAKE GARLIC"; "OPEN TRAP DOOR"; (D); "LIGHT LAMP"; "DROP KEY"; (N,E,E,SE, E); "TIE ROPE TO RAILING"; (D); "TAKE TORCH"; (S); "TAKE BELL"; (S); "TAKE CANDLES AND BOOK"; (D,W,N,N,N,NE,E,N); "DROP ALL BUT LAMP"; (N); "TAKE ALL"; "PUSH BLUE"; "OPEN TUBE"; "PUT MATERIAL ON LEAK"; "PRESS YELLOW"; "DROP TUBE AND MATERIAL"; (S,S); "TURN BOLT WITH WRENCH"; "DROP WRENCH"; (N); "TAKE ALL BUT GUIDEBOOKS AND SCREWDRIVER"; (S,D); "ECHO"; (W,SE,E,D,S,S,D,D) THIS IS A TOUGH PART. DO NOT WASTE TIME BETWEEN MOVES. "RING BELL"; TAKE CANDLES"; "LIGHT MATCH"; "LIGHT CANDLES"; "READ BOOK" IF ALL WENT WELL, THE SPIRITS TOOK TO THE WALLS. IF THEY DIDN'T, WAIT FOR THE BELL TO COOL DOWN AND TRY AGAIN. "DROP BOOK AND MATCH AND CANDLES"; (S); "TAKE SKULL"; (N,U,W,N,N,N,W,W,S,U); "PUT SKULL IN CASE"; (D,N,E,E,E) THIS PART REALLY DEPENDS ON WHAT THE THIEF DID. IF THERE IS A PLATINUM BAR HERE, TAKE IT AND GO BACK TO THE LIVING ROOM, AND PUT IT IN THE CASE. (THEN COME BACK HERE.) IF NOT, JUST KEEP TYPING. (U,E,N); "TAKE SCREWDRIVER"; (S,W,N); "TAKE TRUNK"; (N,N,U,N,N,W,N,W,N,E); "PUT TORCH AND SCREWDRIVER IN BASKET"; (N,D,E,NE,SE,SW,D,D,S); "TAKE COAL"; (N,U,U,N,E,S,N,U,S); "PUT COAL IN BASKET"; "LOWER BASKET"; (N,D,E,NE,SE,SW, D,D,W); "DROP ALL"; (W); "TAKE COAL AND SCREWDRIVER AND TORCH"; (S); "OPEN LID"; "PUT COAL IN LID"; "CLOSE LID"; "TURN ON MACHINE WITH SCREWDRIVER"; "OPEN LID"; "TAKE DIAMOND"; (N); "PUT ALL BUT SCREWDRIVER IN BASKET"; (E); "TAKE ALL BUT TIMBER"; (E,U,U,N,E,S,N); "TAKE BRACELET"; (U,S); "RAISE BASKET"; "TAKE DIAMOND"; (W); "TAKE JADE"; (S,E,S,E,S); "TOUCH MIRROR"; (N,N,W,W,S,U); "PUT JADE AND DIAMOND AND BRACELET AND TRUNK IN CASE"; (D,N) THERE SHOULD BE A THIEF HERE. IF NOT, LOOK FOR HIM! IT IS VITAL TO THE GAME THAT HE GETS THE EGG. IF HE TOOK IT FROM YOU EARLIER, DON'T WORRY ABOUT IT. DON'T WORRY ABOUT A N Y THING HE TOOK. YOU CAN GET IT BACK. NOW: "GIVE EGG TO THIEF"; (E,E,E,S,S); "TOUCH MIRROR"; (N,W,N,W,N,E); "TAKE TORCH"; (W, S,E,S,E,S); "TOUCH MIRROR"; (N,N,SE,E,D,D D); "DROP GARLIC"; (U) NOW WOULD BE A GOOD TIME TO SAVE THE GAME. HERE YOU WILL BATTLE WITS WITH THE THIEF. IF YOU HAVE LESS THAN 110 POINTS, FORGET IT. YOU'LL DIE RIGHT AWAY. IF YOU MORE THAT 110, GOOD GOING! Bongs "TREASURE"; "KILL THIEF [KEEP ON DOING IT UNTILL HE DIES]"; "DROP KNIFE"; "TAKE ALL BUT KNIFE AND STILETTO"; (D); "ULYSSES"; (E,E); "PUT ALL BUT LAMP AND TORCH IN CASE"; "TURN OFF LAMP"; "TAKE CANARY"; (E,E, S,S); "WIND CANARY"; "TAKE BAUBLE"; (N,W,W,W); "PUT BAUBLE AND CANARY IN CASE"; (W,W,U); "TEMPLE"; (D); "TAKE COFFIN"; (U); "TREASURE"; (D,E,E); "OPEN COFFIN"; "TAKE SCEPTRE"; "PUT COFFIN IN CASE"; (D,N,E,E,N,NE,E,W,N,N); "TAKE PUMP"; (N); "TAKE TRIDENT"; (S,S,E,S,E, D); "INFLATE PLASTIC WITH PUMP"; "DROP ALL" "GET IN"; "TAKE ALL"; "LAUNCH" SAY GOOD-BYE TO THE GREAT UNDERGROUND EMPIRE. IF EVERYTHING WENT WELL, YOU WON'T BE GOING BACK THERE. "WAIT [UNTILL YOU COME TO A RED BUOY]"; "TAKE BUOY"; (E); "GET OUT"; "OPEN BUOY"; "TAKE EMERALD"; "DROP BUOY"; "TAKE SHOVEL"; (NE); "DIG GROUND [UNTILL YOU COME TO A SCARAB]"; "TAKE SCARAB"; (SW,S,S); "DROP SHOVEL"; "WAVE SCEPTRE"; (W,W); "TAKE GOLD"; (SW,U,U,U,NW,W,W); "DROP LAMP AND LABEL AND PUMP"; (W); "PUT ALL IN CASE" YOU DID IT!!! NOW: "TAKE MAP"; (E,E,S,W,SW,W) YOU WON! THE GAME NOW DROPS YOU OFF AT THE BEGINNING OF ZORK II (THE WIZARD OF FROBOZZ) ZORK I:THE GREAT UNDERGROUND EMPIRE ZORK II:THE WIZARD OF FROBOZZ AVALABLE NOW AT FINE STORES EVERYWHERE. COMPLAINTS, CORRECTIONS, AND LETTERS OF PRAISE CAN BE SENT TO "SCREWY LUEY" OF, THE OUTPOST.

Monday, August 6, 2012

STATIONFALL SOLVE

STATIONFALL SOLVE ================= Well, here you are, still stuck in a boring job. Only instead of pushing a mop, now you're pushing a pencil! What a demeaning job for a Lieutenant First Class and a HERO to boot! But things are looking up. You have an assignment form here (look in your package) that tells you to go to Space Sation Gamma Delta Gamma. Maybe you can find some excitement there. Might as well get going and pick up your robot to do all the heavy work. There's a door aft, but it's a VERY boring room, contains nothing but stacks and stacks of forms, so don't bother with it. Since you can't get back to the main part of the ship until you've completed your assignment, just ignore the port door and go starboard and then fore into the Robot Pool. You'll get a description of the robots in the first two bins, but the one in the third bin is playing marbles. Now, how many robots do YOU know who play games? So INSERT ROBOT FORM IN SLOT and about then Floyd will stand up and yell at you to pick him. TYPE 3 and you have your favorite adventure companion back with you. Now go aft and then starboard again to the Cargo Bay. There's your spacetruck waiting for you. OPEN HATCH and ENTER SPACETRUCK. You'll immediately see a survival kit, and remembering your experiences on Resida, you TAKE KIT. Then CLOSE HATCH, and SIT IN PILOT SEAT. You might want to TURN ON RADIO to listen to some other truckers. Then INSERT SPACECRAFT FORM IN SLOT. Floyd will beg you to let him launch, and you can say FLOYD, LAUNCH if you want to see what will happen. It's not dangerous, so go ahead. You will be told to enter the course heading, and here's where we separate the Pirates from the good guys! Note the time on the upper right of your screen, then look at your Assignment Completion Form (included in package) and find the appropriate time. Note the number next to that time frame and TYPE XXX and you're on your way! You have nothing to do but WAIT now, so you might want to OPEN KIT and examine your provisions. They are very important because you can starve to death later if you don't have them. You can also OPEN THERMOS now, since you'll soon need it. Now all there is left to do is WAIT as many times as it takes until you are told you have made STATIONFALL. About this time you will be hungry, so DRINK SOUP. Kind of strange that nobody is here to meet you, but GET UP, OPEN HATCH and LEAVE SPACETRUCK. Then east to Level Five. A few explanations are in order here. First of all, this walkthru is written so that things are in LOGICAL order. There are ways to do the game in less moves, but that would mean doing things that would make no sense because you hadn't come across a REASON to do them yet. Next, there are a couple of variables which cannot be pinned down to specific times. From time to time a Hull Welder will show up looking menacing. He will KILL YOU if you hang around. All you have to do is move to another room for one move and come back and he'll be gone. There is no way to know when these welders will show, so they are not included in the walkthru, just watch out for them. Another variable is hunger. It is impossible to know precisely when hunger will strike. If you don't get delayed by too many hull welders, and follow this walkthru, you should have enough food to last you. If not, I'll point out where you can find more food along the way. Sleeping: If you don't get delayed, you should only have to sleep once before finishing your mission. You can sleep safely in any of the barracks or in the captain's quarters. Going too long without sleep will cause you to sleep wherever you happen to be, and if you're exposed, you might wake up DEAD! By the way, watch for Floyd's responses when you type things like SAVE, RESTORE, or especially RESTART, QUIT, and SCRIPT. Okay, let's start solving this problem. Infocom has thoughfully provided complete maps of all levels of the space station so things should be easy to find. A good place to find out what's happening should be the Control Room so go southeast then east to get there. LOOK AT MONITORS and you'll find that some of the systems are failing. Now go south to the Commanders Office and you'll see an empty Log Reader. Going east again will put you in the Commander's Quarters where you'll see a safe and the log. Ignore the safe and GET LOG then west and INSERT LOG IN READER THEN TURN ON READER. Note: If a hull welder shows up while you are reading the log, TURN OFF MACHINE before leaving the room. The log reader will explode after a certain time and you don't want that to happen while you're there! The log will begin to play. Each time you hear the word "More," PUSH RED BUTTON until the log ends. You will learn a LOT of useful stuff from the log. First of all the Captain has hidden fuel cells in the Bin on Level One and the key is locked in the safe. You'll also learn about an Alien Spacecraft in Bay One and that Shady Dan is altering ID cards. You'll also learn about the hull welders going berserk and that there is a validation stamp under the captain's bed. When the log is over, TURN OFF READER, then go east again and LOOK UNDER BED then GET STAMP. You never know when it might come in handy. Let's start investigating. Go west, northwest, northwest, and north and you'll be in the Workshop. You really have no use for the bedistor so ignore it and go north again. Hmmm awfully dark in here, but don't worry, there apparently are no Grues in outer space so just go east and north four times to the Engineering Office. READ DIARY THEN DROP IT. You'll get some interesting information about the alien language being NONVISUAL. Now south and up and you'll find a 20-prong fromitz board. You never know when you might need one of those, so TAKE FROMITZ and down, south three times and northeast to the PX. If you LOOK AT SCREEN you'll find that everything is sold out except timers. Well, you don't have any money anyway, so forget it for now. Somewhere about here Floyd will show up with a new friend, Plato. As far as I can tell, Plato is more or less just window dressing. You don't need to talk to him or worry about him at all. He will become a part of the story a little later, but for now, just ignore him. Usually Floyd (and Plato) will follow you, but you're going to need him, so to be safe, say FLOYD, FOLLOW ME and head southwest three times, south and west where you'll find the Robot Lab. Ignore Oliver for now, he's not awake yet. You see a drill bit in a heating chamber and it's too hot for you to get, but say FLOYD, GET DRILL BIT. Floyd will take it out of the chamber and then drop it because it's hot, so GET BIT THEN EXAMINE IT (note the description of the size) and then head for the elevator, east, north, and northwest. PUSH BUTTON to call the elevator. You've explored everything of interest on this deck, so let's look around at the rest of this lonely space station. Go east into the elevator and you'll find another of the ever-present keyboards. TYPE 9 and you'll discover that the elevator doesn't want to go to that level -- the same results will occur if you try to go to Deck 8. Looks like we'll have to start our exploration on Deck 7 so TYPE 7 and you're there. Leave the elevator by going west and you'll find yourself in the Printing Plant where you see a nanofilm spool and a trashcan. You can ignore the spool (unless you just want to read it later for kicks) but OPEN TRASH CAN and you'll find a crumpled form. GET FORM and EXAMINE FORM and you'll discover it's one of those Illegal Space Village Entry Forms you heard about in the log. You'll also notice that it isn't validated. It's too crumpled to fit in the slot where it belongs, so just keep it for now. Going northwest will put you in the Recycling Plant where you'll discover a drill with a small bit in it. Never know where you might need one, so TAKE DRILL. There's nothing else of interest on this level so go southeast and up. (It's easier to use the ladder for short trips.) There are a lot of beds and bathrooms on this deck, none of which are useful (unless you need sleep) but if you go southeast you'll find a security door. If you PUT ID IN READER you'll discover that you are not authorized in the Armory. This is important information for you to have, which is why we made this trip. Now northwest twice to the Docking Bay One. Here's the alien ship that you heard about in the log. ENTER SHIP and you'll see a skeleton and some strange writing. EXAMINE SKELETON and you'll see that it has an overdeveloped tongue case. Remember what the diary said about "NONVISUAL" communication? You can try your other senses if you want, but the skeleton gives it away, so grit your teeth (no pun intended) and TASTE DOTS. Bingo! Of course what you now have is about as meaningless as the dots, but you've made some progress. Write down or SCRIPT what you find for future reference. (You'll have to come back to this level anyway, to deal with the Armory, so you can look at them again at that time if you don't want to write it down now.) You've seen everything worth seeing on this level so LEAVE SHIP, east, PUSH BUTTON, and go east then TYPE 3 (there's absolutely NOTHING of value on level four, but you may be sleepy by this time and you can sleep there if you wish.) Leave the elevator by going west and then northwest will put you in the Laundry with a couple of machines. A glimmer of an idea begins to shine and you TURN ON PRESSER then OPEN PRESSER. Now PUT CRUMPLED FORM IN PRESSER and CLOSE PRESSER THEN OPEN IT. Now you have a neatly pressed Illegal Space Village Entry Form! GET VILLAGE FORM THEN VALIDATE IT and you can DROP STAMP since you won't need it anymore. You should also TURN OFF MACHINE since they seem to have a habit of blowing up or attacking you if you leave them on. Now east and southwest to the chapel. If you EXAMINE PULPIT you'll discover that you can OPEN PULPIT. Aha! A switch. Pushing the switch turns off the flame. Being very curious, you could try getting the star, but it's out of reach and standing on the pulpit ends in a pratfall. There's also a puce nanofilm spool here and it might help you get the star so TAKE PUCE (where did he GET these colors?) and go east and north to the Gym. Read the sign and keep it in mind, it might be important later. Go south. The Theatre is of no use, and you CAN'T open the Projection Booth so we'll ignore it. Up will take you to the Mess Hall where you'll see a steaming cup of coffee. No matter HOW hungry you are, DON'T drink it! It's acid as is everything dispensed by the Food Processing machines, so ignore them. Instead, go south into Main Storage where you'll see a Detonator. Reverbnation Promotion
GET DETONATOR THEN EXAMINE IT and you'll find it can be opened. When you OPEN DETONATOR you'll discover a blackened hyperdiode which you can REMOVE and DROP. Going north and then southeast will bring you to the Library and a nanofilm reader. PUT PUCE IN READER and TURN ON READER. In the somewhat sketchy description that follows, you will learn that there is a DIODE in the Star! Keep that in mind. Go west and PUSH BUTTON, then east and TYPE 5. When you arrive at Level 5, go west, southwest twice, and east. Now DROP ALL BUT VILLAGE FORM AND KIT, and you're ready to tackle the Illegal Space Village. By the way, from here on you have to draw your own map. There are several "rooms" not described here since they contain nothing vital, but you should explore them anyway, some of them are fun. West, south, west will bring you to the South Connection where you should PUT VILLAGE FORM IN SLOT and the door will open. South twice and up will lead you to the Mayor's Office. EXAMINE TEXTBOOK and a paper will flutter out. GET PAPER AND READ IT and Voila! You now have the means to decipher the dots in the alien spaceship! Down and south will lead you to the Bank, where you'll find a Platinum Detector (Platinum happens to be Element 78, mentioned in the dots!). Turn on Detector (it will last only so long before overheating so if you vary from this walkthru you might lose it.). North, southeast, and southwest will take you to the Pawnshop. TAKE SPRAY CAN and read it. You'll have no idea at this point what it's good for, but take it anyway. Northeast and south will take you to the Loan Shark where you'll find a strongbox you can't open, so north again and southeast. Well, what have we here? An ostrich in space? Well, GET LETTER THEN READ IT and then PET OSTRICH. Observe what happens for future reference. The letter tells you that what you need to deal with the ostrich is in a ceiling panel somewhere. Maybe you'll come across it later. It would sure help if you knew WHO wrote the letter! Now go northeast then east and you'll see a pair of magnetic boots. These might come in handy, but DON'T TOUCH THEM! You're carrying your ID card and the magnetic stripe would be destroyed by the boots. Leave them for now and go up. Hmmmm, Shady Dan. Where have you heard that name before? Looking around you spot a machine that looks like it would hold an ID card. PUT ID IN SLOT then TURN MACHINE ON and it will ask you what rank you'd like to be. I've never tested to see the lowest rank that will get you in the Armory, but if you're going to impersonate an officer you might as well go for broke. TYPE 10 and Presto! You're a Grand Fleet Hyperspace Admiral. GET ID THEN TURN MACHINE OFF and northwest. The 12-prong fromitz is useless but GET INSTRUCTION THEN READ IT and you'll learn all you need to know about blowing things up. Let's see, you have the detonator. All you need now is a timer and some explosive. North will find you in the Grocery where you see a bag. The bag contains some Space Taffy which is very nutritious. Depending on how you stand with food, you can either take it or leave it. Go east and your Platinum Detector will start beeping. About the only thing obvious here is the mirror, so KICK MIRROR and TAKE FOIL (which apparently is made of platinum). Now go northwest and east and you'll find another useful gadget. TAKE HEADLAMP THEN WEAR IT, and let's go back to the space station. You now have some information and equipment that will help you accomplish some more things so go west four times, northwest, southwest, and down to level six. Then southeast will take you to the Armory security door. PUT ID IN READER and the door will open for you. Now north and GET GUN, then south and northwest and up. About this time you should hear an announcement that a message has been received in the CommCenter. When you go by there (Level Five) you can drop in and take a peek if you wish, but it's only window dressing. Let's deal with the dark Storeroom now, so go north twice and TURN ON HEADLAMP. Hmmmm a jammer. Wonder what this could be used for? Let's conserve our light (remember ZORK?) so GET JAMMER, east, TURN OFF HEADLAMP, south, southwest, southeast twice, east, and let's start getting organized. EXAMINE JAMMER and you'll discover 20 sockets. Remember the fromitz board? Well, GET FROMITZ THEN PUT IT IN JAMMER. DROP JAMMER. Now DROP ALL BUT GUN, SPRAY AND KIT. Time for another trip back to the Village. West, northwest, south three times, southeast, south will take you back to the Loan Shark. Now SHOOT STRONGBOX WITH GUN and you'll discover a coin. GET COIN and go north and east. Since you don't have the ID card it's safe to GET BOOTS. Continue up, northwest twice and you'll find yourself in the Pet Store. It's quite probable that the letter about the ostrich came from here, so EXAMINE CEILING. There it is! OPEN PANEL then GET NIP. Now READ SIGN. You learn two things: That they are like hydrogen balloons and they like Spores. OPEN CAGE. The beast has a leash, but if you grab it now you'll drop everything you own so let's just lure him where we need him. This procedure is really simple; you want to move one move AHEAD of the creature and then have him follow you. Here we go. Northeast, SPRAY CAN, west, SPRAY CAN, west, SPRAY CAN, west, SPRAY CAN, northwest, SPRAY CAN, southwest, SPRAY CAN, east, SPRAY CAN, TYPE 3, west, SPRAY CAN, southwest, SPRAY CAN. Now you have the little bugger in the chapel, so GRAB LEASH and you'll find yourself able to GET STAR. Then DROP LEASH. EXAMINE STAR and you'll discover it can be opened. So OPEN STAR, GET DIODE, DROP CAN AND STAR. A note: Somewhere around here Plato will suddenly become nasty. He will tell you he is going to kill you and then launch into a long story about what is going on here. Don't panic! Each time he pauses, type FLOYD, HELP. Floyd will become very confused because he likes Plato but is loyal to you; but in the end, when Plato is really going to kill you, Floyd will come to the rescue. Just sit back and watch the action -- you'll survive. After the scenario with Plato you will have dropped everything so be sure to GET ALL. Now back to Level Five. East twice, TYPE 5, west, northeast twice, and you're in the PX. PUT COIN IN SLOT and TYPE 6 to get the timer. Typical! The damn thing is stuck in the chute and neither you nor Floyd can get it out. Suddenly you remember what happened when you scared the ostrich. Go southwest twice, southeast, south three times, southeast twice. Since you have the ostrich nip, the ostrich will now follow you so back to the PX. Northwest twice, north three times, northwest, northeast twice. Now simply PET OSTRICH and he'll stick his head in the hole. When he pulls it out, you have your timer! DROP NIP and GET TIMER then southwest twice, southeast twice, and east. Now PUT DIODE in DETONATOR. Then CLOSE DETONATOR. Then DROP ALL BUT KIT AND BOOTS and you're ready for your last trip to the Village. West, northwest, northeast, east three times, south, southeast, and east will put you in the Casino. The dice are of no interest; but the roulette wheel might be fun, so TURN WHEEL. Aha! Go UP and OPEN LOCKER and you'll find a space suit. Just the thing for visiting vacuum storage facilities (keeps all the body parts where they belong, y'know). GET SUIT THEN WEAR IT, WEAR BOOTS and go down, west twice, and down again. READ THE SIGN and you'll discover that there might be something interesting below. Now OPEN DOOR, down and CLOSE UPPER DOOR. Then OPEN UPPER DOOR and down again and you're in the dark so TURN ON HEADLAMP. You'll see a tiny cylinder. READ LABEL and you'll find that you have to keep it cold. EXAMINE CYLINDER will tell you that it is about the size and shape of a pencil so now you know what size hole you need. PUT CYLINDER IN THERMOS THEN CLOSE THERMOS. (The thermos will not protect the explosive FOREVER, but it will last long enough to accomplish its purpose). Now go up, CLOSE DOOR, then TURN OFF HEADLAMP, REMOVE SUIT AND BOOTS, and DROP SUIT AND BOOTS since you won't need them anymore. OPEN UPPER DOOR and back to the safe by going up, up, north twice, west three times, southwest, southeast, and east. Now to become a safecracker. Before you start this, make SURE you are NOT carrying the detonator or timer. If you are carrying them, you get some strange responses. REMOVE SMALL BIT FROM DRILL AND DROP IT. GET DRILL AND MEDIUM BIT. PUT MEDIUM BIT IN DRILL THEN DRILL HOLE IN SAFE. You now have the right size hole. Now OPEN THERMOS and GET EXPLOSIVE THEN PUT IT IN HOLE. Then ATTACH DETONATOR TO EXPLOSIVE, then ATTACH DETONATOR TO TIMER and SET TIMER TO 10. Immediately go west and you will hear an explosion. Go east and you will see the safe has been blown open and there is the key you needed. DROP ALL then GET KEY, FOIL, JAMMER, AND GUN. You're now ready to tackle the Storage Bin so go west, northwest, east, TYPE 1, and west. Now UNLOCK BIN WITH KEY THEN OPEN BIN. You will be knocked on your butt by an explosion and also (though unrelated) the lights will go off somewhere around this time. When they do, simply TURN ON HEADLAMP. When you wake up, be sure to GET ALL. The air shaft grating has been damaged so OPEN GRATE then ENTER GRATE and start your journey down. Just keep going down until you reach the Bottom of Shaft. KICK GRATING and you'll find yourself dumped into the Computer Control room where you are facing a berserk exercise machine! Instead of your life flashing in front of your eyes, you see a vision of a sign in the Gym. So you quickly SET JAMMER TO 710 and then TURN ON JAMMER. This will effectively deal with the exercise machine, but now a forklift has picked it up and is going to lift you farther than you care to go. Simple. The exercise machine is not dead, only disabled, so TURN ON JAMMER and it will take care of the forklift. You (and the rest of humanity) are running out of time so quickly go up to the Factory where you meet up with your old buddy Floyd. But wait a minute! Floyd doesn't look quite right. Unbelievable as it sounds, he WILL kill you if you aren't careful -- he's not himself these days. You have NO CHOICE here. You have to SHOOT FLOYD. You don't even have time to mourn because the pyramid is quickly reaching its full power. So COVER PYRAMID WITH FOIL and you are finished. Floyd will tell you that he understands that you had to kill him, and the young robot Oliver will appear on the scene. The game is over. A personal note: I imagine most gamers will have the same reaction to this endgame that I had: anger and sadness. Steve Meretsky has said that he ended the game this way because he did NOT want to do another sequel. I guess we have to respect his wishes; but I, for one, am very unhappy with the way the game ended. The game was so enjoyable throughout, and I was so happy to finally have Floyd back again, that I couldn't help feeling betrayed at the ending. STATIONFALL is published by Infocom, Inc., and distributed by Activision, Inc. This walkthru is copyright (c) 1987 by Merlin (Art Lewis Kimball). All rights reserved.

Wednesday, July 11, 2012

TIPS FOR BEYOND ZORK

Wait near the old sailer and take driftwood. 'Wield' a weapon before using it. Exit gondola when you're near a platform. To get the Minx, wipe the tracks and wait for hunters to leave. This will give you 15% compassion. The Minx can discover truffles at every location where an oak is present. Just wait for him to dig it up. Eating a truffle costs 1% compassion but an "ever¥fresh" truffle can come in handy later! The answer to the riddle about the 'tines' is 'lightning'. The answer to the riddle on the boulder is 'youth'. To get rid of the dust bunnies, get the rug and a staff or stick and type "rub rug with staff" (for static electricity!), then type "touch bunny" and watch what happens! The ring can be used later in the game! Use Sayonara to get rid of the Dorn near the chest or better yet, cut the onion with the axe and watch him cry his 69 eyes out. To get the onion you'll need the wine bottle from the cellar, up with the stacks, which only works with 15% dexterity. Still in the cellar? Use the scroll of recall outside the pub and say the word that hangs in the sky once you're in the cellar. You can also kick the door in, using one of the stars on the amulet (see later for explanation) Haven't found a light? Instrumentals Use the lantern on the hook outside the pub, which can be renewed with the scroll of renewal. Having trouble reading scrolls, get your intelligence up by eating the cake from the market (20% gain) or drinking the potion of enlightenment (20%). Kiss horn of unicorn for 15% luck, buy and rub rabbit's foot for 10% luck. More luck can be obtained by touching the coating in the goblet, given to you by the Implementors! (another 15%). How do you get the goblet? Open the chest once and take the outline and the palimpsest when you return. Use palimpsest and create an entrance by cutting the outline with the phase blade (formerly the outline, Magick can do wonders, you know). The pterodactyl can be very helpful, if only you could cure it! Take weed at Edge of Storms (spenceweed), use anesthesia on pterodactyl, take arrow and put weed on wound. Don't forget to take his whistle to summon him if you need. All you need is a saddle, and you can fly on the pterodactyl: the saddle is in the stable and can be taken with the levitation or by using the amulet. How do I use the amulet? This is only possible, if you have the wine bottle! Look at amulet through bottle, so the red twines don't blurr the picture anymore! Then you can say the word, written on the amulet and get 99% strength for a few moves, using one of the three stars on the amulet. Put the saddle on the pterodactyl and fly north (wait if wind is blowing against you! Cloudy directions cannot be entered) to get to the ruins. Use the vial from under the pew in the Chapel (Jungle) to get rid of the undead warrior. To get more dexterity, squeeze moss in cellar or idol, giving you 8% each. To get rid of the monkey grinder, give him the closed chest, after you've opened it once to get to the implementors! He can't read.. To get the jewel, hit the baby hungus, wait for its mother to follow you to the maw of the idol. Get up and take the jewel when the hungus is on the jaw! How do I get out of the idol and get the jewel from the hungus? Use the eversion twice! Point it at idol and hungus To get more compassion (15%), use levitation on the baby hungus (who deserves it after being hit by you!). Sell the jewel (1000 zorkmids) and buy the hourglass, which can be used at the ruins, under the arch (shaped like an hourglass!). Once under the arch, turn the hourglass and you can travel through time! Take the minx and a truffle, who has been in the pool of youth, so it will stay fresh forever! Latest Hip Hop Music Throw the truffle in the trench (where the helmet rolls into) and travel through time to the place called "desolation" and wait for the minx to dig up the truffle. Then you can take the helmet! [Don't go back to the battle trench after that, because history will start all over again and you'll lose the helmet you're carrying. Wearing the helmet gives you 30% intelligence and 5% armor class extra. Use the hurdy¥gurdy from the monkey grinder near the corbies in the gray field of Frotzen! Set dial to eye and close lid. Then turn the crank right until a farmhouse will fall down. Find the farm, enter it and wait to get to a giant boot! Examine the flowers near the boot and choose the right key .... the one having the same colour as the third scarecrow after turning the hurdy¥gurdy. Carrying this key gives you access through the giant wall of corbies and you'll find a (compass) rose. The rose can be used to see in which direction the wind blows AND can actually change the direction of the wind! "Set rose to se" enables you to fly nw with the wind in your back (cloudy directions are still unaccessable). You can use the palimpsest to go to the ruins as well, by saying the word on it when you are on the ground, walk to the location you want to go to once you're above the ground and say the word on the palimpsest again. Search the debris in the lamphouse of the lighthouse and you'll find a valuable sextant you can sell! To get past the Christmas Tree monsters you have to change the butterfly in a caterpillar using the hurdy¥gurdy. The butterfly will align on the rim of the goblet somewhere in the fields of Frotzen (it's attracted by the nectar!). Put the butterfly in the hurdy¥gurdy (open the lid first) and close the lid. Set the dial to clock and turn the crank left ("reverse" time, a butterfly comes out of a caterpillar normally, now it's the other way around). Carrying the caterpillar, the trees will avoid you and you can get through. Take the diary and the hemisphere, along with the leaflet from the mailbox. The leaflet will turn into a burin, needed to inscribe the glyph! The real Infocom freaks can read the diary and know what "girgol" means (from Spellbreaker: stop time). The other ones have to rely on my tip here: point the dispel rod at the dome to undo the spell and release the lava. Run away from the lava, or you'll get killed. Wear the ring and enter the lava while it's still hot. Inscribe the glyph with the burin Glass Pipes(the glyph is written in the diary as well, so read it if you haven't done that earlier; without an example there'll be no glyph¥writing!). Ask cardinal Toolbox for the leather folder and open it: the two hemispheres can be put together, type "put peg in hole". The obtained sphere comes in real handy, getting to the end scene of this magnificent game! Make sure all your attributes are as high as possible before getting into the final battle. Fly to the castle (you can see it from the "Rock Wall" in the jungle, using the pterodactyl and the rose. Hide behind the bush and wait for the platypus to leave! Then take a root and eat it for 3% strength and take the jar from the statue. Blow the whistle and fly back to the mountainside on the pterodactyl. You're ready to try the end scene now: high attributes, all the charms to ward off ill luck (horseshoe, four leave clover, rabbit's foot) are also needed, along with the jar to make mirrors. Enter the "maze" and make mirrors to reflect the light, making you able to penetrate the maze further. The lucksucker (cat or anything else) can be hit with the charm that colours green! When the daylight comes from the sw, turn the mirror s to reflect it to the se. Keep making mirrors and try to find the ur¥grue. Be careful, mirrors do not last forever, so you'll probably have to go all the way back now and then. Finally point a mirror at the ur¥grue and you'll have defeated him (when you've enough compassion....). Take the coconut from the pile of treasure and walk around the maze for a few moves ......... the game will end soon enough then and I won't tell you what happens ...... find out for yourself!!!! May the Spell of Good Luck be with you..... Kwaliterma Software Unlimited, Holland!! List of objects Shillelagh, worth 10 (everything costs twice as much as it's worth when you want to buy it; all the prices in this list are based upon what you get when you sell the item). Potion of Might, 12, gives 16% strength. scroll of Mischief, 1, big fun at parties (useless, but fun). .... of Eversion, 10, makes things turn inside out. cloak, 15, 5% armor class, can be worn over another garment. leather tunic, 10, 10% armor class. scale mail, 30, plate mail, 100, 60% armor class. scroll of Fireworks, 1, (useless, gives authors of the game) tusk, 40, not needed anywhere.