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wormpara.txt
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Text File
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1993-08-14
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20KB
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387 lines
T H E W O R M I N P A R A D I S E
(Level 9)
(Later released as Part 3 of the 'Silicon Dreams Trilogy')
Before describing a 'solution' to this adventure, it must be accepted that
there not a move-by-move answer to your problems from start to finish! Only
the very early part of the adventure is constant, as far as a solution is
concerned. This is due to two main features:
(1)THE EDEN TRANSPORT SYSTEM - which throws up different address
locations on each load of the game.
(2)THE FUZBOTS OF ENOCH - who could crop up anywhere at any time.
These being, obviously, in addition to any normal problems you may generate
by the wrong action. Other notable features are:
(3)The Enoch TIME system - be sure to be home before curfew is
imposed, and do not attempt to start a
job too late in the day or the
Workplace Droid will reject you!
(4)Never be in debt - you cannot afford the fine AND complete
the game, so keep an eye on your Creds by
'EXAMINE TATTOO'.
THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification!
This consists of three 'ETS' Roundabouts, all accessible from the Northmost
roundabout. They are uniquely colour-coded by the FIRST COLOUR mentioned on
a grid location, as follows:
RED........the ETS 'EAST'
BROWN......the ETS 'NORTH'
BLACK......the ETS 'WEST'
When entering an ETS type 'JUMP' to reach the centre and 'SAY EXIT' to
leave (then SOUTH).
There are SIX important addresses on the ETS which you must visit, BUT they
may differ on each loading of the game!
1.YOUR HABIHOME
2.THE SOCIALIST'S HABIHOME
3.THE JOB CENTRE
4.THE TRAVEL AGENTS
5.THE FLORISTS
6.THE HARDWARE WAREHOUSE
The first one (Your Habihome) is easy to find and you don't really need to
remember this address - just type 'SAY HOME' in open areas, other than
exits from roundabouts leading to an ETS, and you are deposited one move
North of your Habihome (SOUTH to enter). On leaving your Habihome, type
'SAY EXIT' then 'SOUTH' and you're placed somewhere on the Northmost
Roundabout, depending on your 'home' address.
The second one (Socialist's Habihome) is found by examining a brooch (see
Solution).
The remaining four are given out on television advertisements (see
Solution).
The different addresses found so far may not provide for EVERY possible
address but most codes are mentioned. They are as follows:
A.SOCIALIST'S HABIHOME
CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN
EAST ETS: Route from centre is:- SE-SW-SE-S-SE-SW-SW-S-SW
-SW-SW-W-W-S- then SOUTH.
CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE
WEST ETS: Route from centre is:- SW-S-SE-SW-SE-S-SW-SE-SW
-SW-SE-E-E-E-SW- then SOUTH.
B.THE JOBCENTRE
CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED
NORTH ETS: Route from centre is:- S-SW-SE-SW-SW-SE-S-S-S
-S-SW-S- then SOUTH.
CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN
EAST ETS: Route from centre is:- S-S-SW-SE-SW-SE-SE-SE-SW
-S-SE-E-E-SE- then SOUTH.
CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN
EAST ETS: Route from centre is:- S-SW-SW-SW-SE-S-SE-SW-SW
-SW-SE-E-E-E-SW- then SOUTH.
C.THE TRAVEL AGENTS
CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET
EAST ETS: Route from centre is:- S-SW-SW-SW-S-S-SW-SE-SE
-SW-SW-SE- then SOUTH.
CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK
WEST ETS: Route from centre is:- SE-S-SW-SW-SW-S-S-S-SW
-SE-SE-E-E-W-S- then SOUTH.
CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY
NORTH ETS: Route from centre is:- S-SE-S-SW-SW-SW-S-SW-S
-SW-SE-E-E-E-S- then SOUTH.
D.THE FLORISTS
CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY
EAST ETS: Route from centre is:- SW-SE-S-SW-S-S-S-SE-SW
-SW-SE-E-E-SE- then SOUTH.
CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN
WEST ETS: Route from centre is:- S-S-S-SE-SE-SW-SE-SW-S
-SE-SE-E-E-E-SW- then SOUTH.
CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK
EAST ETS: Route from centre is:- S-SW-S-S-S-SW-S-SW-S-SW
-SW-W-W-E-S- then SOUTH.
E.HARDWARE WAREHOUSE
CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK
NORTH ETS: Route from centre is:- SW-SE-S-SW-SE-S-SE-S-S
-SW-SE-SE- then SOUTH.
CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE
EAST ETS: Route from centre is:- SW-SE-S-SW-SE-SW-S-S-SW-S
-SE-E-E-W-SE- then SOUTH.
(Note:- Do not 'type ahead' too far in advance as the parser becomes
confused! If, however, you become 'lost', just type 'JUMP' and start
working through the appropriate sequence of directions again.)
The final note before commencing the game is regarding the clock. It is a
decimal clock (0-10).....5 is Midday and 10 is Midnight. 'Curfew' is 10-3.
Each 'hour' consists of 100 'minutes' - 'WAIT' command uses 10 minutes, any
other single input uses 1 minute.
It is wise to tackle the adventure in 'day stages' but don't waste any
'days' because after about a week the Fuzbots get fed up of you wandering
about and fine you for being a parasite of the state, irrespective of your
work record!!
THE SOLUTION
The early part of the game is constant. You start 'in a dream' in a Garden
in Paradise.
TAKE BENCH - E - S - DROP BENCH - ON BENCH - EXAMINE TREE - TAKE APPLE -
BITE APPLE - W - W - W - N - KICK BEHEMOTH - N - W - WAIT - N - W - W -
WAIT - W - EXAMINE BEHEMOTH - TAKE SCALE - W - N - N - N - N - (Awake from
'Paradise Dream' wearing a visor) - (You are in a Dream Alcove in the
Beautiful Octagonal Room).
DAYS 1&2.
(Don't worry about the odd fine of 9 Creds)
DROP VISOR - BREAK COLLAR - WEAR COLLAR - (this action prevents the Police
from gaining any extra information about you - as long as you keep WEARING
it they won't notice it's broken!) - S - NW - WEAR VISOR - SE - W - W - S -
S - S - S - S - W - S - S - E - E - S - IN - SE - (SELL your spare organs
to raise the necessary Creds?) - YES - E - (you stay overnight and are
returned to the Foyer next morning) - OUT - N - W - W - S - E - E - E - E -
E - E - N - TAKE MEDALLION - S - W - BUY FLAG - (cost is 9 Creds) - YES - S
- W - W - W - W - IN - BUY BOX - (cost again is 9 Creds) - YES - OUT - N -
E - EXAMINE MEMORIAL - WAIT - (until a potential Socialist arrives and is
subsequently arrested) - LOOK - TAKE WALLET - SAY HOME - S - E - EXAMINE
WALLET - EXAMINE BROOCH - (make a note of the colour code - it's the
Socialist's address on the ETS) - DROP WALLET - DROP FLAG - DROP BOX - DROP
MEDALLION.
YOUR HABIHOME
The poster is really a television screen. SAY ON to operate it, or SAY OFF
to close it down. In the Bodymaint is a nozzle - SAY ON for a refreshing
shower but remove your tradclads or other clothing first! The shower will
remind you of this!! If you don't shower REGULARLY the Droids may refuse to
serve you.
The crack in the wall is your bed slot. SAY BED and it will swing down. LIE
ON BED to use it. If you SAY BED while you're still on it you are swung
down to the Undercity below your Habihome, but wait until you're sure that
you know how to get out again before you try this! When your tattoo buzzes
and announces 'Curfew in 1 hour', type SLEEP while on the bed and make a
note of your 'dream'.....it may prove useful!
REMOVE TRADCLADS - N - SAY ON - (have a shower) - WEAR TRADCLADS - S -
EXAMINE POSTER - SAY ON - EXAMINE TATTOO - (note the time and the amount of
Creds you have) - (continue to EXAMINE POSTER or even EXAMINE TV until you
have got the addresses of the JOBCENTRE, TRAVEL AGENTS, FLORISTS and
HARDWARE WAREHOUSE.......it may take quite a while but they all appear
eventually!) - SAY BED - LIE ON BED - (when curfew is announced.......) -
SLEEP.
DAY 3.
(Refer to maps and ETS notes for directions)
Go to the Florist's Shop, buy the wreath, leave the ETS and make your way
to the Memorial in the Theme Park. DROP the wreath at the Memorial. Go to
the Jobcentre and take a job as a Clerk. If you're offered a YTS/YOP job,
SAY NO and she'll offer you a job as a Clerk, eventually - if she doesn't
you'll have to return the next day......maybe you haven't showered!
Take the card to the Workplace and go DOWN. After your days work you're
escorted out again. SAY HOME and go SOUTH into your Habihome. Go to bed and
SLEEP after curfew is announced.
DAY 4.
Visit the Jobcentre again and get a job as a Labourer (turn down YTS/YOP
and the Clerks job), take the card and proceed to the Workplace. This time
upon entering you're taken to a Workshop. Go WEST and you are in the
Waldroid Control Cocoon. You now assume the role of the Waldroid in the
Workshop. Go EAST and make your way to the Hardware Warehouse. (The
Waldroid behaves exactly as if it was you moving about, i.e., JUMP, SAY
EXIT, etc).
Buy the valve. You obtain it for nothing on the council rates; if you had
tried to buy it as yourself it would have cost you 1000 Creds! Return to
the Workshop - the Waldroid controls die and you return to your normal
role. EXAMINE the WALDROID on the way out and TAKE VALVE. Go home, drop the
valve, WAIT until curfew is announced then SLEEP.
DAY 5.
Have a shower and proceed to the Pet Shop in the Pleasure Dome (9 Creds to
go NORTH through the turnstile). There is a Dagget here that was 800 Creds
on Day 1 but is now only 500 Creds. BUY DAGGET.
THE DAGGET
This is a robot dog.....EXAMINE it to reveal that it is a kind of plastic
labrador! It operates on batteries through a Batpak (spelling is important
- the program doesn't respond to Batpack!!). There is no need to carry the
Dagget for as long as he is fitted with the Batpak he'll follow you around
and you don't risk getting fined for possessing him then! To immobilise the
Dagget, or stop him from following you, REMOVE BATPAK and then drop it .
The Dagget winds down after a few moves. Ignore the majority of his crazy
antics....they appear purely for show!
Go to the Museum and REMOVE BATPAK. You now have to steal a Helmet and
Leotard from the exhibition without anyone seeing you do it or leaving with
the stolen items. Also there is a security screen covering them. The
exception to the latter rule is when the Tourist Guide comes in and shows
the exhibits to some tourists.
WAIT until the tourists leave, then TAKE HELMET AND LEOTARD (you only have
ONE move before the screen comes down again!). PUT HELMET IN DAGGET -
REMOVE TRADCLADS - WEAR LEOTARD - WEAR TRADCLADS.......no-one is any wiser
as to your misdeeds now. Don't forget to TAKE DAGGET and then go back to
your Habihome.
REMOVE HELMET - DROP HELMET - REMOVE TRADCLADS - REMOVE LEOTARD - DROP
LEOTARD - WEAR TRADCLADS - PUT BATPAK IN DAGGET.
Take the brooch from the wallet and go to the Socialist's Habihome. The
Dagget will find an Invitation for you. Return home with the Invitation.
Remove the Batpak from the Dagget and DROP BATPAK. Examine the Invitation
and note the time of the meeting (usually at '6'). Drop the brooch, take
the medallion and valve, together with the invitation. WAIT until the
Dagget grinds to a halt then go to the Bison's Temple at the far North of
the Pleasure Dome Corridor. Time is important here, as you're only allowed
a couple of minutes leeway from the time stated.
WAIT or go SOUTH then NORTH until ONE MINUTE BEFORE the appointed time of
the meeting.......remembering that a 'move' is ONE minute, WAIT is TEN
minutes. (EXAMINE TATTOO regularly).
At the appointed time, enter the Temple and WAIT until the Bison leader
comes out to meet you. Joining fee is 100 Creds. After becoming a Bison go
WEST to the Temple Bar and BUY the Bottle of Wine, then go home. Drop the
medallion, valve and bottle and leave the Dagget for now. Take the wallet
and brooch, together with your invitation, and hand them in to the Police,
at the Police Station, in the order:- GIVE INVITATION - GIVE BROOCH - GIVE
WALLET. They tell you something you already know and you receive a small
reward - EXAMINE TATTOO. Return home, have a shower and SLEEP when curfew
is announced.
DAY 6.
TAKE BATPAK - PUT BATPAK IN DAGGET. (You need him for the next task). Have
a shower again and proceed to the Jobcentre yet again. Turn down everything
and as the Droid shakes our hand it realises that you are now a Bison and
offers you a job as a Managing Director. Go to the Workplace with the
Dagget. This time, upon entry, you're shown to a Fabulous Office entrance.
Go NORTH and you're up to your neck in carpet - but the Dagget keeps it at
bay so as not to impede your progress. Go WEST to your desk in the
Boardroom. After your day's work you're escorted out - with not a little
increase in Creds. (EXAMINE TATTOO!).
Make your way to the Travel Agent's and buy a ticket. You couldn't have
bought it before because it only sells to Bisons, but make sure you've had
a shower that day! Go home, WAIT until curfew is announced then
SLEEP.......you're going need all your wits for the last day!!
DAY 7.
This is the final day and it is essential that you 'SAVE' game up to this
point as a lot of things could still happen - even on the last move!!
Don't worry about the time or Creds, you'll soon have plenty of both,
providing you're in the right place with the right equipment.
Deactivate the Dagget (REMOVE BATPAK - WAIT) and after your morning shower
proceed to the Hardware Warehouse and buy the Vidcam, (cost is 300 Creds).
Return home, get the ticket, ensure that you are still carrying the Vidcam,
then SAY BED - LIE ON BED - SAY BED.
You are taken down to the Undercity. Refer to the map and proceed SOUTH to
the Disgusting Junction. Go WEST and TAKE SIGN then DROP the sign at the
Disgusting Junction. It tells the Droids where the rubbish and junk should
be deposited......they always leave it by this sign!
Go back to the Cluttered Stained Room (WEST) and you'll notice a Junk Heap.
The cleaning Droids will eventually move this to wherever you have placed
the sign - but you must be very patient! When the junk heap is all moved
from this location an exit South through a grill is revealed. A more useful
exit, that was there all the time but not mentioned in the location
description, is North past the Waterfall to a ledge behind!
Move NORTH ONCE ONLY from behind the waterfall and you will see a Flying
Saucer. The wiggly roots before you are part of an alarm/gas system so stay
put! SQUEEZE VIDCAM to record the scene then proceed SOUTH - SOUTH - EAST
to the Disgusting Junction. If the junk heap has not appeared here yet then
have a walk around (or WAIT) awhile. When the junk heap materialises CLIMB
HEAP then UP, and you pass through the manhole - one way - to the Workplace
Roundabout Exit of the Southmost Roundabout.
Proceed to the Police Station and GIVE VIDCAM. Go to the Riverboat Platform
in the Theme Park and then NORTH to cross the river to the Island of the
Mighty. (This is ONE-WAY once only!). Follow the map to the South of the
Fabulous Foyer where you see a Reception Droid. On arrival you are escorted
by elevator to the Top Floor and subsequently interviewed about the
'aliens' on television. The 3rd Kimberley rewards you (1000 Creds) and
makes you a Party Member. You are then taken back home.
FINAL SEQUENCE OF EVENTS
REMOVE TRADCLADS - (but still carry them!) - TAKE LEOTARD - WEAR LEOTARD -
TAKE HELMET - TAKE BOTTLE - TAKE MEDALLION - TAKE VALVE - (these latter 2
items to trigger the alarm) - TAKE BOX - PUT BATPAK IN DAGGET - (Now is his
finest hour!) - TAKE DAGGET - (he won't necessarily follow you on this one)
- SAY BED - LIE ON BED - SAY BED.
Drop the Dagget and proceed to the Disgusting Junction. Take the sign and
go EAST to the location described as 'Between Dry Pillars' and festooned in
red tape. Drop the sign here, then proceed: WEST - WEST - NORTH - WEAR
HELMET - THROW MEDALLION NORTH - the alarm sounds and gas flows in....a
Technician from the Saucer will look out, see no-one and proclaim 'False
Alarm'. THROW VALVE NORTH......the Technician records another false alarm
and orders the system to be shut down until Maintenance check it
over.......BUT this is NOT immediate so WAIT at least FOUR TIMES until an
occupant of the Saucer has looked out another TWICE!
Now go NORTH - NORTH for a bit of a surprise! (This is where you say
goodbye to your old friend......wipes tears of emotion away and cancels the
Kennomeat!). TAKE COSTUME then EAST to the East/West Corridor (see Map).
Remove and drop the helmet and leotard here then WEAR TRADCLADS. Go to the
Red Tape location and WAIT until the Junk Heap materialises. When it does
CLIMB HEAP then UP. This time, however, the manhole is rusted up somewhat,
so REMOVE CORK......the cork pops out of the bottle and wine sprays over
everything, lubricating the manhole cover.
IMPORTANT NOTE: TAKE CORK....you'll need this right at the end!!
UP and you are in the Quad, South of the Pyramid of Power. Proceed NORTH to
the Fabulous Foyer then NORTHEAST - NORTH - EXAMINE BUTTONS - (they are all
different colours but WHITE is the one for you!) - PUSH WHITE BUTTON - (the
Elevator goes only so far towards your required destination, so......) -
PUSH WHITE BUTTON again, and you're on the Top Floor.
Proceed SOUTH then EAST past the Pyramid Droid and you are confronted by a
mirror. PUSH MIRROR and it revolves depositing you at the base of a Spiral
Staircase. Go UP - THROW BOX NORTH - it lands below the partition and
causes a malfunction. Continue NORTH then NORTH again. Now fire
extinguisher foam starts to pour in from an orifice!......your final
command is to PUT CORK IN ORIFICE!!!!!!
FINAL MESSAGE
"You block the orifice and stop the foam. You threaten to tell the truth
about fake aliens and wave the costume as proof. Eventually a deal is
struck. You give back the alien costume and, in return, are adopted into
the Party Leadership. Congratulations! You have won!"
"You score 1000 out of 1000 and are a Grandmaster Adventurer".
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