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1993-03-06
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==========================
== THE ELECTRONIC GAMER ==
==========================
SHADES OF GRAY WALKTHRU
After reading the introduction, you find yourself in a dark woods. You
can't remember a thing about yourself -- not even how you got here. But you
know there's a pack of wolves close on your heels. No matter what direction
you take, you can't get out of the woods. Study the descriptions of the
wolves and the wind. Now HOWL or SCREAM or WAIL. You'll collapse, only to
awaken in a city you don't recognize -- and you're lying in the gutter!
As you walk around the area, you'll begin to suspect you're suffering from
intermittent hallucinations. In fact, you are. Whenever you "feel dizzy"
and find yourself in another place, you're really still in the same place.
But your scrambled mind is seeing things very differently. Explore a bit,
and you'll soon discover that each "real" game location in this section has
a parallel in your hallucinations. So does each puzzle and each item -- even
the ones in your inventory.
The following paragraphs give the "reality" puzzle solutions first,
followed by the corresponding "hallucination" solutions in brackets <...>.
From the gutter <forest glade>, go WEST then SOUTH to the flophouse
<monastery>. GET PARCEL and then LOOK AT PARCEL <the hallucination mode has
the same item>.
Go NORTH, NORTH and NORTH again to the dark alley <gladiator stadium>.
GET CROWBAR <CLUB>. ATTACK MUGGER <GLADIATOR> with CROWBAR <CLUB>. LOOK AT
GROUND. GET BLADE <SWORD> AND DOLLARS <COINS>. CUT PARCEL <PARCEL> WITH
BLADE <SWORD>.
Go SOUTH, SOUTH and EAST to the gutter <forest glade>. In the "reality"
mode, OPEN WALLET; INVENTORY. Check out all the items you are carrying. In
particular, you should LOOK AT PHOTOGRAPH and then READ PHOTOGRAPH, READ the
NEWSCLIPPING and OPEN THE WRAPPER. CHEW GUM. PUT GUM ON STRING. This allows
you to fish the nickel from the drain. <In the "hallucination" mode, OPEN
SCRIP; INVENTORY. LOOK AT and READ the items you are carrying. OPEN VIAL,
GET BUCKET and TIE ROPE TO BUCKET. This enables you to fish the key out of
the well.>
In either mode, as soon as you obtain the nickel <key>, you'll have a
flashback to your childhood. You'll find yourself in front of your parents'
house. Go either EAST or SOUTH, and you will relive the accident that killed
your father. The flashback now takes you to the cemetery, where you'll see
your father's tombstone. READ TOMBSTONE. Now you know your name! You are
Austin Garriot! The childhood flashback ends, and you are back in the gutter
<forest glade>.
Go WEST to the sidewalk <warehouse>. BUY NEWSPAPER WITH NICKEL. <UNLOCK
CHEST WITH KEY; GET SCROLL; READ SCROLL.>
From this point on, you must be in "reality" mode. If you hallucinate
again, simply walk around a bit until the real world returns.
Then, LOOK AT NEWSPAPER; READ NEWSPAPER; READ ABOUT QUEEN; READ ABOUT
SPUTNIK; READ ABOUT HOFFA; READ ABOUT HAITI. The newspaper tells you that
you are in Washington, and that today's date is October 8, 1957.
From the sidewalk <warehouse>, go EAST, EAST, EAST then SOUTH to another
sidewalk <cemetery>. While in "reality" mode, go EAST again to enter the
phone booth. READ BOOK; LOOK; GET SILVER. Go WEST to exit the phone booth.
Go NORTH and READ SIGN. Go EAST to enter the door. If you are carrying
the silver charm you found in the phone booth, the door will ask you five
questions: City? WASHINGTON; Month? OCTOBER; Year? 1957; First Name?
AUSTIN; Last Name? GARRIOT. If you answer correctly, you'll get in to see
Magdalena, who will play a vital role in helping you unravel this mystery.
After Magdalena greets you, she waits expectantly for you to speak. TALK
TO MAGDALENA (or TO LADY, if you're too impatient to type Magdalena). She'll
tell you you've lost your soul, which is her opinion of what's happened to
you. Humor her, and ASK MAGDALENA ABOUT SOUL. She wants twenty dollars for
a Tarot reading, but you probably have just two. She's a pushover, though,
for silver jewelry. GIVE SILVER CHARM TO MAGDALENA, and she'll give you the
cards. SHUFFLE THE DECK, and she'll lay them out for you. ASK MAGDALENA
ABOUT each card, by its name. Then CONCENTRATE ON (or THINK ABOUT) each
one, in turn.
As you THINK ABOUT the first five cards (HERMIT, FOOL, MOON, DEVIL, and
LOVERS), you'll begin to remember scraps of information about yourself. The
sixth, however -- the TOWER -- will produce a very strange response. It will
take you back to -- what??? A previous life? Another hallucination? Not
even Magdalena knows for sure. But you'll soon learn that it's a dangerous
place and time. And you may learn something important about your present
dilemma -- if you don't get yourself killed!
You'll find yourself on a Civil War battlefield, and you're sure to get
shot if you just stand around. EXAMINE the SOLDIER next to you, and follow
his example. Check your INVENTORY, and be sure to EXAMINE your WATCH. OPEN
your KNAPSACK, GET the SHOVEL and the BULLETS. DIG a HOLE, PUSH the ROCKS
to form a barricade, and ENTER the HOLE. LOAD your GUN, and when a Union
soldier overruns your position, SHOOT the SOLDIER. You'll kill him, but in
a moment, you'll be hit, too, and you'll lose consciousness.
You'll wake up (or do you???) on a desolate field. Go NORTH, NORTH.
EXAMINE the DEAD SOLDIER you come across. EXAMINE his POCKET. Odd, isn't
it, that he has a watch just like yours? He'll kill you, but don't worry.
It's only a dream (or is it???).
When you wake again, you're back in your tent in the Confederate camp.
GET the NEW CLOTHES and go NORTH, NORTH. SALUTE the Colonel, and listen
carefully to his motivational speech. Do you agree with him, or is he the
head loony in a ghastly asylum? When he's finally through, go SOUTH. TALK
to the soldiers in the tents to the SOUTHEAST, SOUTHWEST and NORTHWEST.
You'll get three very different views of the war you're fighting. Who's
right and who's wrong? Are you sure?
If you decide to "get the flock outta there," you'll need to create a
diversion of some sort. From the spot just outside your tent, go EAST and
GET the CROWBAR. Go WEST, NORTHEAST and GET the RAG. Go SOUTHWEST, WEST
and GET the TORCH. Go back to the main camp, and OPEN the BOX WITH the
CROWBAR. GET the ROPE. LIGHT the TORCH in the campfire. Go SOUTH, EAST,
and EXAMINE the POWDER KEG. PUT the RAG IN the HOLE, and LIGHT the RAG.
GET ALL the things you drop when the keg explodes (you can leave the bullets,
crowbar, and torch if you like). Go EAST five times (through the river)
and BOARD or ENTER the TRAIN.
When you wake up, TAKE OFF your UNIFORM and PUT the UNIFORM IN your
KNAPSACK. WEAR the NEW CLOTHES and EXIT the TRAIN. You'll get knocked out
again, but you'll be OK. You'll wake up on the train platform in a town
that seems eerily familiar to you. (If you decide to stay and fight, by the
way, you'll end up here anyway -- this is dream logic, after all.)
From the train platform, go NORTH into the station. READ the SIGN. Go
SOUTH, and when a paper blows past you, go NORTH again. GET the PAPER and
READ IT. Then go SOUTH, SOUTHEAST, EAST, SOUTH, and EAST. Go SOUTH around
the house, EXAMINE the PLANTS, and MOVE the PLANT. GET the KEY, go WEST,
and UNLOCK the DOOR WITH the KEY. Go EAST, UP. EXAMINE the BOY. TIE the
ROPE TO the BEAM, and SWING ACROSS the HOLE. TALK TO the BOY, and you'll
learn more about what's going on in your head. Then you'll find yourself
back at Magdalena's again.
CONCENTRATE ON the JUDGMENT card, and you'll get a fleeting glimpse of
your near future -- and a major clue to what's really happening in your life.
CONCENTRATE ON the WORLD card, and you'll be swept into another maybe-
past-maybe-hallucination. You'll find that you are/may have been/imagine
yourself to be Robin Hood, and you're in Sherwood Forest. In a moment,
a very cold young woman named Katherine will arrive. She needs your help,
but she's too cold to tell you her story. She'll die if you don't do
something fast, so GET the TWIGS and THROW them ON the FIRE. Keep doing it
until she's warm enough to speak. When she's told you her sad story, EXAMINE
her EYES. You'll see a vision that will aid you in helping her. TELL MARION
ABOUT the VISION. When Katherine leaves, FOLLOW KATHERINE.
Katherine will take you as far as she can toward your quest. After she
has gone, go WEST, SOUTH, and EAST into the ruined shack. GET the SHOVEL.
EXAMINE the broken GLASS, and GET a piece of the GLASS. Go WEST out of the
shack, and SOUTH three times. CLIMB the TREE and GET the ROPE. Then go
NORTH and WEST to the fountain.
EXAMINE the FOUNTAIN and GET the KEY. PUSH the FOUNTAIN. TIE the ROPE
TO the FOUNTAIN, and THROW the ROPE DOWN the HOLE. CLIMB DOWN the ROPE.
From the bottom of the rope, go DOWN and SOUTH into the tunnel. It's really
dark in here, but you can make a brief spark that will let you see the
exits if you RUB the TWIGS together. It may take you a few tries, but it
will work eventually. The tunnel is really a long, continuous passage, but
the exits don't quite line up, and you can't go back the same way you came.
To navigate it, go SOUTHWEST, NORTH, DOWN, SOUTHEAST, and EAST.
With this last EAST, you'll hit a landslide blocking your way. DIG the
LANDSLIDE WITH the SHOVEL. LOOK, and you'll see a pile of rocks. GET a
ROCK, and go EAST. EXAMINE the PORTCULLIS, and UNLOCK the hidden DOOR WITH
the SMALL KEY. Go EAST, and you'll be inside the castle. Be careful! There
are guards here.
Go UP and EAST into the cellblock. THROW the ROCK AT the GUARD before he
sees you, and you'll be able to knock him out. GET the KEYS, UNLOCK the CELL
to the south, and go SOUTH into it. TALK TO ELIZABETH (Katherine's mother).
She will follow you through the castle.
Go NORTH out of the cell, NORTH into the castle, and UP the stairs. Go
WEST into the guards' privy. To keep the guards from breaking in, PUSH the
BOX against the door. To cover your escape, SIGNAL your FRIENDS with the
glass fragment. Then CLIMB OUT the WINDOW. Take any action, and you'll
find yourself back at Magdalena's.
You've been a successful outlaw, but there's another side to the story.
What if Robin's PR men weren't exactly telling the truth about the situation,
after all? CONCENTRATE ON the JUSTICE card, and you'll return to Sherwood
Forest. But this time you're not Robin. You're the law -- the Sheriff of
Nottingham!
Go SOUTH from the great hall and GET a TORCH. Go NORTH, MOVE the CURTAIN,
and go NORTH into the treasury. EXAMINE the CHEST, and OPEN it. GET the
COIN and EXAMINE it. Go SOUTH, SOUTH to the guardhouse. DROP the TORCH and
go SOUTH again to the drawbridge, the last stop before the forest.
Sherwood Forest is basically a five-by-five rectangle, and for the most
part, pathways lead where you might expect them to. Except for the outlaws,
it's a pretty safe place. Don't go into the marsh, the undergrowth, or the
lake, though, or you'll be sorry you did.
From the drawbridge, go WEST twice and GET the SHOVEL. Go SOUTHWEST twice
to the edge of the lake. Go NORTH and GET the ROPE. Go SOUTH, EAST onto the
pier. TALK TO the FISHERMAN. BUY the NET WITH the COIN.
(Note: you can do the following three traps in any order.)
Go WEST to the edge of the lake, and SOUTHWEST to the willow grove. TIE
the ROPE TO a WILLOW, and PULL the ROPE. HIDE and wait for your prey. Will,
MARION, or NAZIR will come along eventually, and fall into your trap. Go
NORTHEAST three times, EAST twice, and NORTH into the guardhouse. GET a new
TORCH and go WEST. PUT your captive IN a CELL.
Go EAST and DROP the TORCH. Go SOUTH, WEST, NORTH, and WEST three times.
GET the LEAVES AND STICKS. DIG a HOLE, PUT the STICKS OVER the HOLE, and
PUT the LEAVES ON the STICKS. HIDE and wait for your prey. Another of
Robin's band of outlaws will come along eventually and fall into your trap.
Take him/her back to the guardhouse, GET another TORCH, and go WEST. PUT
your captive IN a CELL, then go EAST and DROP the TORCH.
Go SOUTH, WEST and CLIMB a TREE. Wait for your prey. When the third
outlaw appears, DROP the NET on him/her. Take your captive back to the
guardhouse, GET a TORCH, go WEST and PUT him/her IN a CELL.
Don't drop the torch this time. Just go back to the great hall, and
Robin will burst in on you. ATTACK ROBIN WITH the TORCH. You may have to
attack several times, but you will prevail -- and find yourself back in
Magdalena's office.
CONCENTRATE ON the MAGICIAN card, and you'll find yourself in a room with
no apparent exits. EXAMINE everything, especially the BOX. GET the MATCHES,
JUG, and PAPER. EXAMINE the DESIGN and READ it. READ the PAPER and follow
its instructions.
LIGHT the CANDLE, OPEN the JUG, POUR the CLAIRIN (in the jug) ON the VEVE,
and BEAT the DRUM. When Legba arrives, TALK TO him. He will be your guide
for this part of the game, so ASK him ABOUT the things and creatures you meet
here. You can also ask him about many of the words people use here, and about
such things as your memories, the past, and the future. To enter the maze,
SPEAK the WORDS (on the paper) and go NORTH through the mirror-tunnel.
The loas' island is basically a five-by-five rectangle, but unlike Sherwood
FOREST, the pathways don't always go where you might expect them to. If you
want to map the maze, you can use the fruit in the straw basket as place
markers.
You can follow any route around the island, but the following one will get
you through with a fairly small number of moves.
From the clearing at the end of the mirror-tunnel, go NORTH and GET the
BERETTA. Go NORTH and WEST into the military command post. EXAMINE and READ
the PAINTING. GIVE the BERETTA to OGOUN. You'll see a vision of a maybe-
future, and a fragment of what really happened to you over the last 24 hours.
To see your memory again, LOOK IN the MONITOR.
Go EAST and SOUTH and GET the CIGARETTE CASE. Go NORTH, NORTHEAST, and
SOUTH to the expensive villa. EXAMINE and READ the CARVING. GIVE the CASE
to GHEDE. You'll get a quick history lesson and another fragment of your
missing memory. Don't DRINK FROM Ghede's FOUNTAIN unless you have a strong
death wish.
From Ghede's villa, go NORTH and SOUTHEAST, and GET the CONCH. You can
PLAY it if you like. Go NORTH and EAST into the captain's cabin. EXAMINE
and READ the DRAWING. GIVE the CONCH to AGWE. You'll get another maybe-
future vision, and another fragment of your memory.
From Agwe's cabin, go WEST, NORTHWEST, WEST and GET the ORCHIDS. Go NORTH,
NORTHWEST, and SOUTH into the elegant boudoir. EXAMINE and READ the PATTERN.
GIVE the ORCHIDS TO ERZULIE. You'll get some ancient history, and a fourth
memory fragment. For an interesting experience, KISS ERZULIE three times
after you've given her the orchids.
From Erzulie's, go NORTH, EAST and GET the DAGGER. Go EAST and GET the
SACK. OPEN it and go EAST. THROW the MEAL TO the HEN. EXAMINE her NEST and
GET the EGG. For an interesting experience, touch or attack the hen three
times BEFORE you throw the meal (but save your game first!).
Go EAST and NORTH into the ancient grove. EXAMINE and READ the LINES.
GIVE the EGG to DAMBALLAH. You'll get some recent history and the last
fragment of your memory. It's OK to DRINK FROM Damballah's POOL, but don't
fall in.
From the grove, go SOUTH, WEST, WEST, NORTH. CUT the BARRIER WITH the
DAGGER, and you'll be back with Magdalena.
By the way, there are three interesting but not-critical wanderers in the
loas' garden. You'll probably miss them if you take this short route. Walk
around a bit before you cut the barrier, and you'll undoubtedly meet them.
At Magdalena's, CONCENTRATE ON the WHEEL of Fortune card, and you'll get
the last piece of your mind-puzzle. You're now whole again, and ready to
confront the future -- and some critical choices.
On the street, CALL a CAB. After a while, you'll arrive at Hilary's
apartment. PAY the CABBIE with the mugger's two dollars. KNOCK ON Hilary's
DOOR.
Once inside, GET your BRIEFCASE and OPEN it. OPEN your PAPERS, and then
OPEN the strange FOLDER you find in them. READ the DOCUMENTS. They're the
ones the "blond vampire" slipped into your briefcase at the library -- and
the ones your tormentors at the warehouse were searching for. You clearly
need to do something about them, so CALL the CIA -- or the FBI -- or just
wait a few minutes and they'll come looking for you.
The CIA's Thomas and the assassin Calthrop will arrive shortly, followed
by FBI agents Smith and Wesson. As you "saw" in the Judgment card, both
agencies want the documents very badly. But which one should you give them
to? Which way should you spin the Wheel of Fortune? You're in control now,
so ASK some questions. You can ASK any of the four men about: THOMAS,
CALTHROP, MATALAS, SMITH, WESSON, DUVALIER, RAIMONE, FIGNOLE, QUEEN,
DOCUMENTS, and SERUNIM.
When you've heard enough, GIVE the DOCUMENTS TO one of the four men.
Which one? You can choose the side of law and order, and give the documents
to SMITH or WESSON. If you do, Raimone's life will be spared, but a nation
will suffer decades of oppression and violence. Or, you can choose to follow
what some would call a "higher law," and give them to THOMAS or CALTHROP.
With this choice, Raimone will surely die, but Haiti may have a chance to
build a peaceful, democratic society.
Which is the right choice? Both? Neither? Hard to say, since nothing
is really drawn in black and white -- only in SHADES OF GRAY.
When you've made your choice, you have one more thing to do. PROPOSE TO
HILARY, and you'll learn what happens after your decision. You'll also
receive one of three possible wedding gifts, depending on what the loa think
about the way you've behaved during the game.
Congratulations, and thanks for playing SHADES OF GRAY.
Two final footnotes:
While the story you've just experienced is fiction, many of the events,
people, and places depicted were or are real. We'll let you decide
which ones.
All seven of SOGGY's authors either appear or are mentioned or depicted
somewhere in the game. While there's no prize for finding us (this is
freeware, after all), you might want to hunt around for us if you like
that sort of thing.
SHADES OF GREY is a freeware game produced by seven members of The Gamers'
Forum using the Adventure Game Toolkit.
This walkthru is copyright (c) 1993 by hercules and Belisana. All rights
reserved. Not to be distributed without permission.