ZX Review #1-2
31 декабря 1996 |
|
Crossing Dragon - Dungeons & Dragons (the first chapter of a book on adventyurnyh games).
CROSSROADS DRAGONS Dear Reader! Book that we begin to publish in this issue ZX revue author sent us a long time. Very difficult for us to find the possibility of its publication in book form a rather large volume. On the other hand, the theme book, its perfect style, versatile erudition of the author, his enthusiasm ... did not allow us to sleep - this book was required to see the light! And finally, there came a time when the decision was made to substantial increase in the ZX REVIEW 1997! It is with great pleasure to present the author: Vladimir Leonidovich Ovechkin and his book: PEREKRKSTOK Dragon which we will publish during the 1997 ZX REVIEW and which, as we seems to be decoration of his game section. So put off all business, and sit back ... we start. INTRODUCTION It happened in those long ago days when programs were small-premalenkimi, and computers for which they were intended - big-very big and referred to a computer (computing machines). Were those same computers are not only huge but also terribly expensive but because they rarely met, worked round the clock used to solve the most-the most serious problems and were surrounded a veil of mystery and legends. People serving these machines and components for them to program anyone other than these unknown languages, were clever, and preumnymi sereznymipresereznymi. They are very proud of our rare profession, and were literally passionate about their electronic monsters, sometimes not wanting to part with them even on the weekend. And so it happened that pretty tired from all sorts of arcane formulas and calculations, an eccentric programmer in his spare time ■ not fame and money's sake a pleasure to ■, took it and came up first in the world game program, calling her a word Nemudrenye ■ Adventure ■ (■ Adventure ■). Since no computer graphics are not yet known, rather than drawing this person used a brief verbal descriptions of various places (and then they were called locations), which could move ■ ■, giving the car or that command. And that was not aimless wandering, he hid ■ ■ Playing the set of all real and fantastic items that placed guard-guard mythical monsters. His work programmer did not keep a secret (honor and praise him for it!), and offered to Court colleagues, and those in his leisure hours with a passion for the search began. The idea is so much that she shared with drugimiyu And so it went, and she went on and ... Long since forgotten the name of the programmer. Long ago turned from a computer huge electronic monsters in small, personal and even home computers, who can not only be considered at an incredible rate but even to draw, talk and sing. How long have somewhere lost the very first version ■ Adventure ■. But the idea of a text game is not only not dead but on the contrary gained immense power, embodied in hundreds and thousands of different programs, with the most enormous amount of programs written for our with you Small, cozy and home-predomashnego Speccy. Subjects Adventure genre is incredibly diverse. Here and traditional treasure hunt, and the salvation of people, countries and even planets; all sorts of detective stories and fantastic ... All even list hard, well and about to tell you about all this in one go and not think necessary. That is why in the book that you now hold in your hands, it will go on just the most traditional adventyur ■ ■ things: a treasure hunt and various legendary items, for the salvation of fabulous characters and fantastic States, that is, that the term often referred to as D'D (Dungeons' Dragons = Dungeons and Dragons). Due to this term there was also the title of the book - ■ Crossroads Dragons ■. In all programs D'D has one main character who you are and control. Goal of the game is always concrete, and the way of achieving it depends entirely on from the player. And do not do it without magic. Are you interested in this? If - yes - something very much hope that this book is even slightly useful to you, as someone to be may help to discover a new, full of mysteries and adventure world a world where the eternal struggle between good and evil, you will always be on the good side. Well, who win in this fight will depend on you and on you! Do not expect to find in the descriptions of the answers to all questions raised by this or a particular program - for it would release not one very solid book. Here, for example, wrote about the program ■ The Wrath of Magra ■ Journal ■ Sinclair User ■: ■ It's a huge game, and not enough of a lifetime to fully pass it. ■ You can dispute this view, but one of my friends (and quite highly competent people in all sorts of computer games) spent for several months on the game ■ Doomdark `s Revenge ■. In this case, it all its wanderings are not lazy in this return made up to go along the map. To date, time it takes to map an area of over one square meter (each location marked on it with a square of 1 cm 2), and the end game is not yet clear. Imagine now that all his travels, he decided to describe in detail, add this story about the most important puzzles and their solutions, a dozen or tips small vocabulary - here's the impressive tome Volume of several hundred pages. Only whether or not to write such a work, and there is a his readers? In general, the question needs a description of adventyurnym ■ ■ programs is quite controversial. Anyway, that same friend of mine is very categorically stated that the descriptions for adventyurnyh games are not only unnecessary, but even harmful! It is unlikely that he was right at 100%. If we turn to Western journals or in our literature, computer games, we find much evidence reverse. So let's not be too categorical: descriptions, even very brief need at least because not all programs have built-in instructions, and play without knowing the ultimate goal, the occupation is not too interesting. Our Western colleagues were easier - most software products fall into their hands were in their composition colorful booklets in which the authors of programs not only explains the ultimate goal of the game, but gave some minimal clues, and sometimes, if they found it necessary, printed even maps. Alas, in Russia the market of software for the Spectrum developed entirely by other laws, or rather, out of any laws on the protection Copyright. That's why we're not only been deprived of booklets, and even the programs themselves in their original form. Very often, the game which we have been through so much use of hands, and so many hackers ■ ■ bother over them, it hurts sometimes to look at what's left of once excellent program. What is more frequent at the hands of hackers suffered saver programs and regulations (!). Here you have another one, alas, not too gay, an argument in benefit descriptions. However, too detailed descriptions, consisting of a continuum: Go there, take it, do it - probably not really necessary. Think themselves, because they not only take away a player no matter what it may lead, but and simply kill all interest in the game, depriving many interesting discoveries. Precisely because of all these considerations, descriptions of games placed in this book are of the nature of recommendations, not dogma. Something they may seem akin ■ ■ debut electronic journal spectrophone ■ ■. But this in no way not copying the style of this, so beloved by many sinkleristami, magazine. Probably just so happened historically that we have with them in different ways came to the same conclusion - yes, describe the game needed, but they need as a guide to action as a quick reference, but in any case not as long and tedious savoring the discoveries and achievements of the author's description! Therefore, reading the book you will find a lot of unsolved mysteries and unsolved problems. Many achievements and discoveries made by the author, may you seem controversial, and in some cases even leading to a deadlock. Well So what? Do not like it? So choose your path! Each adventyura ■ ■ - a especially your own adventure and you may pass it as deem it necessary to refute, if so requested by the game, the views of any authority. So look for their solutions are wrong, step back and again go forward - This and only this meaning and value of any ■ ■ adventyurnoy game. Even if you yourself do not cope with some difficulties, answers to which will not be on these pages, there is always the possibility consult with their friends, and in extreme cases to apply to section ■ ■ Crossroads magazine ■ ZX-Revue ■. Incidentally, something similar ■ ■ Crossroads was and western fans Speccy: for example, under the heading ■ At The Sign of The Dancing Ogre ■ Magazine ■ Sinclair User ■ regularly published tips for overcoming the most difficult situations programs Adventure, opening the most stubborn researchers games of this genre, questions, put their initials to a standstill, not only players, but the authors of the magazine. Now the possibility of Collective struggle with the problems of Adventure is in our country, so why should not she take advantage of, if not think of any other way? Incidentally, while writing this book (and it was conceived as the fruit of collective creativity, rather than as a solo piece), and fought until the author ■ ■ where abundance of information, and where its shortages, was born on another idea: why do not make a book similar in essence already mentioned Crossroads ■ ■? If this idea will find you have a response, try to maintain its specific actions - send in Inforkom ■ ■ (address, if you do not know yet, we can found at the end of the book) with your letter ■ ■ adventyurnymi discoveries, challenges, unsolved mysteries. Useful and maps of your travels, and dictionaries and games whatever you think will be useful the rest adventyurschikam ■ ■. A your information quickly came to the right place do not forget to an envelope marked - ■ Crossroads Dragons ■. Then, perhaps, common efforts see the light of any ■ Star Junction ■, ■ Crossroad 2 ■ dragons or something similar, and hopefully much better! In addition to descriptions of specific gaming software, the book you will find a page dedicated to such common to all ■ ■ adventyur issues as the need and how to draw maps of the playing area, search for a dictionary program; ■ ■ immortality, etc. And for those who have already become narrow scope of foreign adventure and want to create something of their own, peculiar and beautiful, is a small section of advanced software applications for creating ■ ■ adventyurnyh games. Ibid you will find some, hopefully not useless for beginners tips. In the final part of the book is a list of adventyurnyh ■ ■ programs indication (where this was possible) the issuing firms, estimated estimate of games on a scale and an indication of the literature published in Russia (Including electronic journals) in which you can find information on these programs. References given a separate table, and order number of relevant figures in Column ■ ■ Literature Table ■ Adventure Software ■. A few words about the evaluation of programs. First tried to somehow cope with this problem British journal ■ Sinclair User ■, typing in the published monthly on its pages directory software ■ Software Column Directory ■ ■ Gilbert Factor ■ (■ Gilbert Factor ■). This evaluation based on the following: a clear description, performance, convenience management; originality, the ability to save the current state of games; quality graphics and sound; fixing the best results. Its name Gilbert Factor was named magazine columnist John Gilbert (John Gilbert), who came up with this estimate. In this book, attempted to assess ■ ■ adventyurnye program on the same criteria. The author tried to be obektinym, and wherever possible preserved assessment data at one time by John Gilbert. In those cases where information about a particular program was insufficient or contradictory, the assessment was not present. For more illustrative estimates, we can take advantage of this so here's a poster: ■ ■ adventyurnaya beautiful game Good game and good to play in it Normal, well-made, ■ ■ adventyura The game does not deserve special attention Without this game, you can very well do Do not confuse age programs, which are described in the book - older games do not happen, just as there are no old books. Remember ■ hide ■, ■ salochki ■ - they played your grandparents, but you did not played? Well, the book: one of you did not read Kolobok ■ ■ ■ or Golden Key ■? C computer ■ ■ adventyurami situation is very, very similar: grand- grandmother in them, though, did not play, but still alive Speccy, King Arthur, viking Eric, the hobbit Bilbo Baggins and their other characters will live on not aging the screens of our worldly-wise monitors! Do not be surprised that the words adventyura ■ ■ and ■ ■ adventyurny in the text books will be quoted. It is in this transcription, the term came into our life from the pages of the magazine ■ ZX-Revue ■, but Indeed the English word ■ Adventure ■ sounds a bit different, and that our terminology is not cut hearing the supporters of pure English, let adventyura ■ ■ and ■ ■ adventyurny be in quotes. Try not to confuse the browser magazine ■ Sinclair User ■ ■ John Gilbert of the most famous ■ cracker programs for Spectrum, Bill Gilbert (Bill Gilbert). C ■ ■ of creations you probably already encountered and will encounter again and again, each time remembering it is not the best words for mercilessly mangled by the program. The fact that most of the programs described in the book were published in 1984 1986g.g. more regularity than a coincidence. First, during this period experienced the peak of its Spectrum popularity in the West, and new programs for it to appear almost every day. Secondly, description of programs coming out from 1987., have repeatedly met in the domestic computer literature, since that time Spectrum has already moved to Russia, and the authors descriptions always preferred programs, novelties. So it happened that most little-known, we proved program 1982-1986. DUNGEONS 'DRAGONS ADVENTURE 1 Adventures 1 1982 Abersoft "Perhaps there is a paradise, and certainly - hell. But we belong here. Is not it brother? " Redyard Kipling ■ ■ end of the road This ancient ■ ■ program has repeatedly appealed to the books, but alas, more translation of the built-in game instructions (INST), information (INFO) and assistance (HELP) it never went down, which is a pity! The author managed to create in her surprisingly harmonious fantasy world, once coming into contact with that already difficult to be detached. And if you bargain for everything else, and fan this genre of literature as Fantasy, then your fate sealed - again and again you will embark on a journey to the mysterious underground Adventure 1 and, perhaps, not so much in search of treasure, whose presence is the ultimate goal games, but in an effort to resolve mysteries of this incredible tale of the world. K A P T A 1 And so, you're standing at the end of the road (End of a road). Around the forest, and before you small brick house, near which, rushing into a deep ravine, flowing fast stream. Somewhere very close by are the great treasures hidden in the huge cave, but how to find the cave - a great mystery, for those who either goes in search of underground riches, back has never returned. In order not to repeat the fate of predecessors, let's tackle the case thoroughly and, most importantly, let us not hurry. To get started and carried out the first a perfectly natural desire - to enter the house. Since he does not shut up, do it quite simple: type IN, then press ENTER - and you're inside (Inside building). And here is the first findings: a large bunch of keys (a large set of KEYS), shiny brass lamp (a shiny brass LAMP), a little good food (some tasty FOOD) and a bottle of water (a BOTTle of water). Do not try to grab all (TAKE ALL): first - it did not work, and secondly - "Load" your very limited (7 items), and it certainly will something to throw in the wrong place. Take only what you need - keys (TAKE KEYS) and a lamp (TAKE LAMP). Now you can leave the house (OUT) and hit the road, but before you do this, note that description of the location of a room called the perfect place for a "big jump "(Large spring). While these words to you mean nothing, but rest assured, very soon their meaning will become clearer and you'll appreciate the hint. Again faced with a house, you could go on all four sides: a walk on the road, go into the woods, down into the ravine and was knocked back to the house. You may even can not imagine how many travelers have not been able to escape this vicious circle. But look at the first card, and you can easily find right path. Directly from the house should go down into the ravine (GULLy) and go down the creek (DOWN), while the path is no obstacle to the rock. Stream is lost here, diving into 2-inch the gap between the stones (2-inch slit in the rock), but he's already brought you the right way. Climb the rock (ROCK), and you find yourself in a dark cavity surrounded by cliffs 20futovymi (20-foot depression). Under the feet of dirt champs, and straight into it rests on sturdy steel grille installed in the concrete foundation and locked in the safe lock. Start up in business keys (OPEN), and when the grating will come in the resulting passage (IN). You will find yourself in a small room (Small chamber), where low stone manhole going to the west begins underground. A few steps forward (W), and you occur in the pitch darkness. Move to the touch is not worth it: with a probability 100% grohnetes on the first hole and broke all the bones. For the first time (and even the second, but not anymore!) program will forgive you this mistake and restore life, but path will have to start from scratch. To avoid such consequences enough to light the lamp (ON), but in the future recommend that before make a risky move, to save the current state of play with command SAVE. Turn on the lamp and looking around (LOOK), you will find yourself crawling on the cobblestones low-pass (Low passage). Be sure to take lying near a small cage (TAKE CAGE) and continue west (W). The next location - the ruins of the room (Debris room). That moment has arrived solve the mystery of the "big jump": the magic word XYZY, writing on the wall being recruited from the keyboard and entered by pressing ENTER, allows instantly move from the ruins of a room in a brick house or molenky back. Truth while the needs in such a move yet, but the most impatient and distrustful can check the reliability of magic. Pursuing experiments with teleportation, do not forget lying in the same room trehfutovy black rod with a rusty star at the end (TAKE ROD) and then go further west (W). And one more detail, which can be useful in the future: in the description of Debris room mentions low wide passage paved with cobblestones and sealed tube of mud and debris - can you find a way to disassemble this plug? K A P T A 2 The path lies in a dirty and dangerous canyon (see map 2) where you will meeting with the first of the underground dwellers. Alas, a dwarf walking near the canyon, just not happy meeting - he threw you in my little hatchet, missed, Messy swore and ran to hide in an unknown direction. Well, take an ax and go straight to the west (W). Canyon will be over soon and you will get a great high room tridtsatifutovye whose walls resemble frozen orange river. Here be sure to catch a small bird singing merrily. Those who have followed our advice to do so would be quite easy: just learn from their luggage rod (DROP ROD) and poultry can be taken with bare hands (TAKE BIRD). All other ways of catching this feathered creation doomed to failure. He coped with the bird and making sure with the command INVE, it safely placed in a cage, go further west (W) and you will be in end of the passage, where finally able to change direction, Downstairs (DOWN or simply D) through a small break, expiring meet travelers mist. Here is a huge hall, which stretches far to the west, but try to go to this direction (W), you immediately run into a wide cleft, which is not will not do any jumping. May try to invent any The original method of crossing, and if you do not manage, then at least bring, lying near the cleft, a small eastern flute (TAKE FLUTe) and return back a little (E) and check the two possible options for the path. Through a cleft in the south wall (S) can get into the low room, where is the first of the treasures - a huge gold nugget (a large gold NUGGet). Clumsy writing on the wall warns that nugget you do not do a single step. Indeed, taking the gold (TAKE NUGGet) and tried to go back (N), you fail. In such situations have to face more than once, So remember once and for all: in a tangled underworld Adventure 1, if you are logged somewhere in the north, it does not mean that output will be in the south. Therefore, do not panic, look out, and sooner or later it will be. In this case, return to the great hall (and, along with the nugget) provides Team LEAVe (leave). But now a new attack - pull gold up the stairs (UP) will fail although without him do it - no problem. Need to explore the latest rest of the way - to the north (N or STAIr). Having decided on this step, you will get to Hall of the Mountain King, from all sides at odds a lot of passes, but all of them (Except reverse) blocking, roused by the appearance of a giant vyshim green snakes. Can not try to hit the snake with an ax or cast a spell on his game the flute, it's better to release the bird (DROP BIRD): it will fly like the wind a monster and make him flee. Now we advise to go to the north (N). Double repeating this course you will first in the low-pass north / south and then in a huge room. This room notable for the huge signs Y2, inscribed on a rock in its center and reaching clearly whence a voice that speaks only one word: "PLUGH". If you dare to repeat that word (that is, enter it with the keyboard), then no time will be transferred into a well-known to you a house (remember, you took it equipment before the start of the campaign?). There you can leave the gold, and those items which in your opinion is not yet needed, and then typing or XYZY PLUGh, without Labour back in accordance with these magic words place the cave. Well, the first treasures were found and taken to a safe place. Not you think it's time to begin to act independently? Do not forget program is called Adventure1 (Adventure 1), and what will it be adventure, if you go all the time holding on to someone else, even a very reliable, hand. It is for these reasons, the description of the game, starting with this place changes its nature: no longer will be detailed recommendations for each step of a player, but maps of the locations will remain at your disposal as well as brief descriptions of the most intricate places and some of his secret puzzles. Low window Low window Low window with a height of 50 feet looks at a giant basin, stretching to the horizon. The bottom of the hollow shroud pieces of white fog condensing on the right. Footprints on the dusty floor near the window show that recently there someone has visited. Right outside the window, at a distance of 25 feet kakihnibud, lit another, very similar to yours, a window of some room, and there staring at you waving figure of a ghost. In this location you can reach not only because of the huge room with the inscription "Y2" in stone, but from a secret canyon, however, in a secret canyon of a room with low-pass window is far from always. Until it received only one again: if hitting randomly from a secret canyon to a low window, I accidentally gave command W, and suddenly found himself again in a secret canyon - to repeat the trick with other circumstances could not. Through the window you can certainly get into the valley or get to the window on the contrary, but how is still unknown. Jumble of rock with cracks everywhere Chaos rocks and cracks This place is remarkable, perhaps, only by the fact that enter into it very simply, and Here you can get only by using the ASCE. In this case, you will do is not there, where they were before they inadvertently wandered into a chaos of rocks and crevices. Secret canyon Secret Canyon You can get here in three ways: 1 - from a secret canyon N / S; 2 - randomly from locations Bedquilt (Fragmentary base - see map 3); 3 - if you're lucky, ranging from Low window (Low box - see above). Low N / S passage Low pass N / S Here is one of the treasures - bars of silver (silver BARS). And here You can through a hole in the floor to move into a dirty dilapidated passage (Dirty broken passage - see map 3). South side chamber The south side of the hall Here is one of the treasures - a very beautiful jewels (Precious JEWEllery). Large stalactites Giant stalactites Very peculiar place: huge stalactites from the roof to stretch the floor, and if you managed to jump off or something on another walk down the them down you find yourself in a completely black spot - a maze of small passages (Maze of twisty little passages) - and get out unlikely to be able. West side chamber of the hall of the mountain King The western side of the hall of King Mountain Take away the rare coins (lots of rare COINs). Maze of twisty little passages Maze of small passages If fate will lead you into a maze of small passages, to get out of it will be almost impossible: where no attempt to roll everywhere will see a thing same - as like as two peas in a pod small passages, bound unthinkable manner. West end of hall of mists The western end of the hall fog Hence, in any case do not go to the south (S) - fall into a maze of small passes (Maze of twisty little passages) and will stay there forever! West side of the fissure in the hall of mists The western side of the crack in the room mist Take the diamonds are here (several DIAMonds) and if you can, cross the crack, and not be able - to go back, because another way is not here. K A P T A 3 Dirty broken passage Dirty dilapidated passage Here begins the card 3, and from here you can return to card 2 (UP). Arched hall Vaulted hall Up to the east of here is the passage of the coral (coral passage), which, though and filled up the debris (try to find a way to unearth this passage!), but not in able to keep the smell of the sea, steeped in the whole air of the hall. Large room carved out of sedimentary rock Big room, cut off the cliff settled The floor and walls of the room set buried in the stone fragments of shells, and the middle of it stands a huge clam shell in a tightly closed (an enormous CLAM with its shell tightly closed). And do not hide behind a flap giant sink any of the treasure, well at least the pearl? Not possible that the wreckage of shells embedded in the floor and walls may be something interesting. We were trying to break a conch shell (BREAK) - nothing happened, no enough strength. Attempt to take shellfish and make it out of the room, too, was unsuccessful - the size of the shell (5 feet) did not allow her to squeeze through narrow passage. Large room full of dusty rocks The large room full of small stones Those who come here in the usual way, or suddenly be transferred from location Bedquilt, may be more closely inspect the cracks (cracks), which found there at every step. Bottom of small pit Bottom of small pits In the pit flows a tiny stream, appearing and disappearing through the cracks no wider than two inches. Crawl through small holes you are unlikely to succeed, but Water stream may someday prove useful. Complex junction Comprehensive site Strange but true - despite the large number of converging here passes, the air in the room is different stiffness and musty. Ante room Hallway In this location you can enter from a complex site, or accidentally fall out Bedquilt. In either case you will see traces of the recent excavation and hovering in the air, the inscription: "The cave leading under the main building is far away. Proceed at your own risk. (Company "Witt Construction") ". Here you can get hold of a few issues of the journal "Spelunker News "(a few issues of" Spelunker News "MAGAzine), but here's what they do, Nobody will tell. Large low room A large low room Getting here is difficult, but vital, as it is here start a very interesting parts of the underground labyrinth. The easiest way to entrance into a large low room to try to use the features of location Bedquilt. Bedquilt Fragmentary base Very, very strange room is a long pierced holes pass the long, from west to east. To get hence the need to randomly give commands N, S, D, and UP. But you never know in advance where you will be after this - all subject to chance. Well at least, that the number of locations where you can find yourself limited. On the map, these locations are marked with *. Traveling to this location, do not despair when the computer over and over again will report: "You are crawling in the crawl on a fairly narrow lazu and is again in the main aisle, "- sooner or later, somewhere yeah crawls. One side large deep chasm Edge of a huge deep chasm Out of the canyon rises a thick white mist, hiding all that is on the other side. Stretched over an abyss rickety wooden bridge, and at the entrance to He is a troll demanding payment for passage. Reaffirms the legitimacy of its claims sign: "Stop!" Pay the troll! ". As the board fits any of the treasures, but you do not lose only the treasures, but also points that are awarded for it. Therefore it is better just to pay for passage to use the golden eggs (golden EGGS) from location Giant room (Giant Room - see map 4). The main advantage of these eggs lies in the fact that the magic words - fee fie foe foo - they can be returned to gigantic room. By the way, do not rush to the bridge, better try again to get the golden egg, because for a return pass over the bridge will also have to pay. Manipulations with the magic words when you return must repeat, and Only then will we take the eggs for a third time and finally, as Treasures include the house. All this requires a lot of patience, but other options are crossing with the loss of any treasure or, worse, life-threatening. Try to kill the guardians of the bridge do not advise, they are much more cool, more and experienced any lover of free crossings. I must admit, I once tried to zapustitt ax to troll, but he deftly caught it, carefully examined and flung back, casually remarking that this thing was done soundly, but payment of passage over the bridge it is not enough. Oriental room Room in oriental style The walls of this cave covers an ancient Oriental paintings, but it should interest you in the first place, while standing in a room, a precious vase Ming (Precious Ming VASE), which is still one of those treasures that you seek. Wide path around a large cavern Wide road around a large cavern Wide road runs along the outer edge of a huge cavern. Bottom through dense white fog heard a suspicious splash (whatever that might mean?). Mist rising from the bottom, goes through a crack in the ceiling. Alcove Niche From a niche to the east is a very narrow tunnel, and it seems that the further he becomes even narrower. Make sure you take a chance and try to squeeze ahead (E), at least in order to determine the source of piercing dark out light. Alas, if you have with them have any items, almost all of them have leave in a niche, and even with the lamp should temporarily give up, otherwise the tunnel is not climb. Small chamber Small camera Small camera illuminated dark green reaching clear where. In the north-east (NE) leaves a dark corridor, but what lies behind them You can find out just having a istachnik light bulb and remained in a recess of about the road - here's one more zadachka nous. If not cope with it, then maybe just a little you will comfort, located in the chamber, another jewel - an emerald the size of a large egg (EMERald the size of provers egg), - Take it and return back. K A P T A 4 Room whose walls resemble swiss cheese Room with walls like Swiss cheese Part of the premises occupied by a giant block of rock and the walls are reminiscent of Swiss cheese, but how can you use both? Soft room Quiet Room The walls are hidden behind thick curtains, floor covering nappy carpet and the moss hanging from the ceiling. The atmosphere is indescribable. In memory of this place, going, you can take with a small velvet pillow (a small velvet PILLow) - it can hardly be considered treasure (though not bad check, and in this regard), but it is quite useful can. Not be amiss to examine the walls, floor and ceiling of the room - and suddenly something behind the soft tissues. West end of the twopit room The western end of the room of two wells The wall over the pit there is a pretty big hole, but to reach it impossible. But you can descend into the pit, where you'll find something very interesting (see description of location Bottom of the western pit). Bottom of the western pit The bottom of the western pit A tiny germ (a tiny little plant), to break through the rocks on the bottom of the pit, plaintive whispers: "Water, water ,..." If you are a reasonably prudent and took along with him from home a bottle of water, try watering the plant (DROP WATEr), and right on your eyes from a tiny germ, it will turn into a 12-foot Beanstalk insistent blaring: "Water!" Water! " But the bottle is empty - nothing to be done, will go to fetch water to underground tank (location Edge of a large underground reservoir) and again watered plants. After that, a giant stalk make it to the hole in the wall, and you be able to climb up (CLIMb). East end of the twopit room Eastern end of the room of two wells Floor littered with small fragments of stone that allows you to easily descend into the pit and just as easily get out of them. But you can not do it - All the wells easily bypassed. Within the walls of many holes, but only one of them large enough to through it could go. This hole is located above pit at the west end of the room, but, alas, at such a height that it is impossible to reach. Notice the hole near where you stand (see description of location Bottom of the eastern pit). Bottom of the eastern pit The bottom of the eastern pit In the corner at the bottom of the pit is a small puddle of oil (a small pool of OIL). Large low circular chamber A large low circular chamber Floor littered with collapsed ceiling slabs of stone. To the east and west here are huge corridors, but they are overwhelmed by large boulders. Low small passageways leading to the north and south, and south very soon folds to the west, skirting boulders. Note that in this room has a secret passage, which is not mentioned in the description of location: a team of UP (up) allow you to take advantage of this move. Secret canyon Secret Canyon Canyon has exits to the north and east. From the north you come and easily can go back, but the path to the east is blocking a huge green dragon. He stretched out on the imposingly magnificent Persian rug (a persian RUG) and better not try to slip by unnoticed - nothing happens. Axe will not help cope with the hideous reptile - it bounces off thick scales of a dragon, not the reason for that harm. If you'll risk play the flute, the dragon who hates music, out of steam jet of flame and burn the carpet, which is certainly could be ranked as the number of underground treasures. Try to experiment with the already proven weapon against Dragons - a brave little bird. We have it did not work out, but can have you come out. Well, if there is no need to invent something new, very much enticing passage, blocking the dragon. N / S canyon about 25 feet across Canyon north / south width of 25 feet Paul wrapped up the current from the north to the white mist. Walls go up by more than a hundred feet. In the middle of the canyon parallel to the walls, hanging frightening the size of two-way mirror, as enshrined somewhere in the inaccessible view heights. The mirror is likely to belong to the dwarves, different excessive vanity. At the far end of the canyon, at an altitude of about 40 feet can see a small window. Edge of a large underground reservoir Edge of a large underground tank Of water raised dense clouds of white mist, filling the entire huge cave, and quickly rising up. With a height of about ten feet straight over your head, falling into the lake water flow. He noisily divided spray somewhere at the bottom among the mist. Giant room Giant room Dimensions of the room is so large that light can not illuminate ceiling, but on the floor you can see the nest of golden eggs (a nest of golden EGGS), and on the west wall, someone scrawled the magic words: "FEE FIE FOE FOO ". Take the golden eggs, but not in a hurry to carry them home as their first can and should be used to pay for crossing the chasm (sm.opisanie location One side large deep chasm). Immense N / S passage Huge passage north / south The path to the north blocks huge, rusty iron door, which can not open it does not pre-lubricated hinges. Therefore, if you have not yet dumped somewhere in a bottle from under the water, go into the room of two wells and at the bottom eastern pit (Bottom of the eastern pit), type in her oil (TAKE OIL), and then Lubricate door hinges (DROP OIL) - pass to the north will be opened .. Manificent cavern The magnificent cave Fast Stream runs through the cave, and sparkling waterfall crashes down in roaring maelstrom, leaving a hole in the floor. Here is one of the sought treasures - Gem trident (a jewel-encrusted TRIDent). Maybe this thing can be used for other purposes - for example, to fight the dragon in the location Secret canyon (Map 4), or a bear in Barren room (Map 5). Top of a steep incline The top of a steep slope Hence, down (D) is the shortest path in a large low room (Map 3, location Large low room), ie ultimately to the house - the place where you collect the found treasure. But just in case, remember that back in the same through the pass will fail. K A P T A 5 Far side of the chasm The opposite side of the abyss On this side of a precipice near the bridge, too, is a troll will be charged pass - I hope you do not forget to grab a second time from the location of Giant room (see map 4) golden eggs (golden EGGS) to pay for the return pass. Long E / W corridor A long corridor east / west Nothing remarkable in this corridor there, but the distance is heard a faint thunder do not bode well. The path forks here Fork As the distance from the bridge crashing growing suspicious, and he goes, seems to northeast (NE). The walls are quit warm here Warm wall The walls of this cave is very warm, and the noise coming from the northern reaches of this forces, that everything shakes him. It is unlikely that one should go in that direction, though and there is a fairly wide passage. Better in low to select into a manhole East (E). Small chamber filled with large boulders A small room littered with huge boulders The whole hall littered with boulders. Air in the room unbearably hot and stuffy hot walls. Quickly take being here a set of very rare spices (some very rare SPICes) and get out earlier. 038 view Peyzzh 038 Far below see the volcano, the crater of which, cast into the deep, flowing streams of molten lava. On your right, from sulfur lake in the center of infertile Islands in a cloud of scalding steam continuously erupting geyser. Distant right wall of the giant hall brilliantly lit by itself, giving additional diabolical flavor this already hellish picture. Nowhere to be seen no passages, moreover, by which you came here. Gently sloping N / S passage Strange limestone passageway north / south In the limestone walls of the passage has lots of very strange insertions which are not harmful to be studied more closely. Entrance to a large barren room Log into the huge empty room Can I take an empty room in which resides the cave bear? About the presence of this beast alerts sign above the entrance, and bear the following location actually is, but the fact remains: in the description of room for some reason, called a blank. Barren room Empty Room Center of the room is really empty except for dust, which clearly visible traces of lead into the far corner, staring at you from the fierce cave bear, chained to the wall of a gold chain (golden CHAIn). We were unable to get a gold chain: - Ax running into a bear does not hit the target and fell so badly that get it proved impossible; - Prsto grab tset (TAKE CHAIn) and open it and then take the (OPEN CHAIn then TAKE CHAIn) failed too, and in the first case, his legs were suspiciously wet. DICTIONARY A ACROss VIA (for example - jump across the chasm) AWKWard DANGEROUS ASCE LIFTING AXE AXE B BACK BACK BIRD BIRD BARRen BLANK BOTTle BOTTom BOTTLE BOTTOM BARS Bars BREAk SCRAP BATTle BATTer Fight, battle Beat, beat BROKen BROKEN, DESTROYED BEAR BEAR BUILding BUILDING, HOUSE BED CHANNEL C CAGE CELL CLIMb Climbing CANYon CANYON COBBle Cobblestone CARPet CARPET COIN COIN CAVE CAVE CONTinue CONTINUE (CR) CHAIn CIRCUIT CRACk CRACK CHASm Chasm CRAWl LAZ, crawl CHESt CHEST CROSsover CROSSING CLAM Mollusks D DARK DARKNESS DOOR DOOR DEBRis The ruins, Fragments Down DOWN DEPRession DEPRESSION DRAGon DRAGON DESCend DOWN DRAWing PAINTINGS DIAMond DIAMOND DROP LEAVE, Throwing DOME DOME, REDD DWARf GNOME E East move east ENTEr LOGIN EGG EGG ENTRance LOG IN EMERald EMERALD EXIT EXIT F FIGUre FIGURE FOOD FOOD FISSure Cleft FOREst FOREST FLOOr POL FORK BRANCHED FLUTe FLUTE FORWard Forward, forward G GIANt GIANT GRATe GRILLE GEYSer GEYSER GULLy VALLEY, ravine GOLD GOLD H HALL HALL HOLE HOLE, HOLE HELP Call TIPS HOUSe HOME HILL HILL I INFOrmation call INFORMATION about game INto LOGIN INSTruction Call summary INSTRUCTIONS INVEntory display LIST OF ITEMS J JEWEllery JEWELLERY JUG JUG JUMP Jump, Jump K KEY KEY KNIFe (KNIVes) KNIFE (KNIVES) L LAMP LAMP LOOK VIEW (vb) LANTern LAMP LOW LOW LEAVe LEAVes LEAVE LEAVES LEFT LEFT M MACHine MECHANISM MACHINE MING VASE VASE Ming MAGAzine MAGAZINE MIRRor MIRROR MAIN MAIN MOSS MOX MESS MESSage MESSenger DISORDER MESSAGE HERALD, MESSENGER N NEST NEST NUGGet Nugget North move to the north; intermediate. directions - NW, NE NULLah The ravine, river-bed, CREEK NOWHere ANYWHERE, ANYWHERE O OFF OFF ORIEntal EAST OIL OIL OUT QUIT ON ON (lamp and etc.) OVER EXCESS (y), NAD ONWA ON, AHEAD OYSTer Oysters OPEN OPEN P PASSage PASSAGE PLANt SPROUT PEARl PEARL PLAT PLATe MAP, AREA Land DISHES, PLATE PILLow CUSHION PLUGh magic word for THE BIG LEAP PIRAte PIRATE PYRAmid PYRAMID PIT JMA R RESErvoir RESEmble TANK Hiking, reminiscent Th ROAD ROAD RESTore RESTORE neokonch. game ROCK ROCK RETRograde Fall back ROD Wand RETUrn BACK ROOM ROOM RIGHt RIGHT RUG CARPET S SAVE SAVE current. state Games SNAKe SNAKE SCORe Image Scores South Move to the south; Intermediate. directions: SW, SE SECRet SECRET, SECRET SPICes SPICES SHADowy figure GHOST STAIrway LADDER SHELl SHELL STALactite STALk Stalactite STEM SILVer SILVER STEP STEP SLAB Flagstone STREam CREEK, STREAM SLIT Gap SURFace SURFACE T TABLe TABLet TABLE PLATE TABLETS TRIDent Trident TAKE TAKE TROLl TROLL THROw Chunk TUNNel TUNNEL U Up UP V VALLey VALLEY VIEW VIEW, VIEW, LANDSCAPE VASE VASE VOLCano VOLCANO VENDer DEALER W WALL WALL West move west WATEr (H2O) WATER WINDow WINDOW X XYZY magic word for LARGE LEAP * All commands (words) in the dictionary obtained by viewing the machine unit Codes programs using MONS4B. ** With a shift to the right are the words whose value has not yet check when working with ADVENTURE 1. Here and later in the game description and map use abbreviated names of locations, so if you do not want to miss anything important, carefully read and translate that will report to the computer. Recall the difference in the notation. Bold italic typed fragments describe locations and names of objects (eg, A large set of keys) and the fact that in bold capital letters (eg, TAKE LAMP) - a team that should be dialed using keyboard and run into action by pressing ENTER. Your eyes, hands, etc. The game will be Spectrum. You can manage teams of one or two words, and these words can not type in full, as the program draws attention only on the first four letters of each word. And for the most common commands (eg, driving directions) to specify all 1 * 2 letters. Valid reduction options listed in the dictionary, which is located at the end of the description. These cards include a maximum known to date information on Adventure maze 1, but much remains to this over than have to smash his head: found Not all the treasures, not all the puzzles to solve, many Skrat from the eye passes left undetected, etc. Fee charged for crossing the divide twice in the entire game, ie, when you walk on the bridge first time, and when you first come back. All other crossings over the canyon would not you cost anything. To pay for the passage (eg golden eggs), give the command THROw EGGs, troll deftly catches your treasure and forever hidden from our eyes.
Other articles:
Similar articles:
В этот день... 21 November