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1990-01-27
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KNIGHT ORC
1 Introduction, Building the
Rope
2 Glow, Mountain, Maze, Steps,
Map, Rainbird, Druid, Perch,
Frog, Jump Spell
3 Garden, Marrow, Fireplace,
Mouse, Bones, Dragon, Troll
4 Recruiter, Vampire, Tomb,
Apple Tree, String, Statue,
Plaque, Castle, Ants, Ending
KNIGHT ORC
Part 1
KNIGHT ORC has one of the most user-friendly parsers of any computer adventure.
For purposes of this walkthru, we will be taking full advantage of that parser.
Instructions such as GO TO THE MOUNTAIN or FIND THE TROLL do not require you to
search around or enter a string of directions. Simply enter that command and let
the program do the work.
Unfortunately, the game is populated by a party of adventurers who will try to
start a fight with you for any or no reason. When starting out on any one
section, it does no harm to enter the "ramsave" command. If you take too long
trying to accomplish something, you may look around to discover that every
adventurer and his auntie are getting in your way. In these cases, entering "ram
restore" will bring you back to a, hopefully, manageable situation.
Finally, although the game comes in three parts, note that Parts 2 and 3 are
intimately related so that you actually complete them together. If you're
anxious to understand the workings of these two parts, read "The Story Behind
the Story." Otherwise, you can try to piece the background together as you
proceed.
Good morning Grindleguts! Sleep well? Bit of a headache? Sorry for the
inconvenience but you're about to be skewered. It can't be avoided I'm afraid so
you'll just have to suffer the indignity; that's a good orc.
Wake up again and smell the garbage Grindleguts, it's time to get moving. Wear
the cloak (the less people recognizing your Orcish features, the better) take
the knife, and leave the trash heap. First, go to the Bar and examine it.
There's a lot to see and explore there, but all you need is the spear. Take it
and go to the castle. The innkeeper may, at any time, decide he wants his spear
back. If he takes it, simply follow him back to the Bar and take it again. From
there, go to the castle and read the note on the drawbridge. Throw the spear at
the drawbridge (lucky you decided not to knock on it yourself!), pick up the
spear, and go in. While you're standing on the lowered door, drop the spear and
continue north. Go north to the stairway and up. From the top of the tower you
can see every place you'll need to visit in order to complete Part 1: the
Gibbet, the Clearing, the Crossroads, the Fairground, the Lawn, the Cave, the
Oak, the Tower, the Well, and the Viaduct.
Go down the steps and leave the castle, picking up the chest and the spear on
your way out. Start at the Gibbet (which is apparently where criminals such as
yourself usually end up) and take the noose. This is the first piece of rope you
must obtain in order to escape from Part 1. From here, go to the Fairground and
examine the flagpole which has the halyard tied to it -- another piece of rope.
Tie the halyard to the rope you already have and you can be on your way.
Go to the Well and tie your rope to the roller. Climb down the rope and take
the Hessian hawser (yet another piece of rope), take the bucket if you wish, and
climb back up. Take your rope and tie the hawser to it. Take the welcome mat and
the key which you find underneath it. With the key, unlock the chest from the
castle. There's a cord which supports the back of the chest -- yes, help
yourself to it and tie it to your rope. By now, you've noticed that the so
called treasures really aren't worth anything to you. But one, any one, will now
come in handy. Take it and go to the Cave. Inside is a hermit who breaks into
laughter when you offer him your treasure. When he turns around to put it in his
(ZORK?) trophy case (If you've played THE PAWN, you're going to enjoy this!).
HIT HIM! While he's flat on his face, take his belt and tie it to your rope.
From here go to the Clearing. There's a goat here with a tether. (If you've
played GOLDEN PATH, you needn't be worried). Take the tether, tie it to your
rope, and ignore the goat. Go to the Crossroads. Tie your rope to the signposts,
and shortly you'll see a wild orc-hunter swinging his lasso and coming right for
you. Your rope will trip him off his horse and leave him momentarily dazed. Take
his lasso, tie it to your rope and leave. Go to the Oak and enter it. Ignore the
gold piece and take the washing line. Tie it to your rope and go to the Tower.
The Tower is separated from you by a heavy growth of thorns. Put the welcome
mat on the thorns and go north to the Tower. This is Rapunzel's Tower! This is
Rapunzel's hair! This is indecent! Cut the innocent girl's hair, tie it to your
rope, and go to the Lawn. Here, as Sir Gawain was once challenged, so will you
be by the Green Knight! He offers you his ax and lays bare his neck for you to
sever. Kill his horse! The green guy is buried in equine gore for the moment, so
you can take the late horse's reins and add them to your rope.
At this point your score should read 100 and you must have the innkeeper's
spear. If he's taken it back, simply return to the Bar and get it. Then, go to
the Viaduct. Tie your rope to the spear and take one step south of the Viaduct.
Throw the spear at the ring which hangs over the Viaduct and you will complete
Part 1.
KNIGHT ORC
Part 2
THE STORY BEHIND THE STORY
You are not an Orc, nor are any of the other Orcs. The Rainbird is not a bird,
the troll is not a troll, the dragon is not a dragon, and the mouse is not a
mouse. You are all robots, programmed to play roles in a live action adventure
being staged for the amusement and participation of a group of role-playing
adventurers.
Visors, worn by human and robot participants, holographically transform the
dull interior of a warehouse into the apparition of Middle Earth. Similarly,
participants are transformed into wizards, warriors, barbarians and so fourth.
Hence, you are not an Orc; you are a robot programmed to behave as an Orc.
When you crossed the Viaduct you suffered just enough trauma to loosen your
visor and make yourself aware of your true surroundings. By reason of your
intelligence, you are overcome with the drive to escape the warehouse. To do
this you need to reprogram (or recruit) other robots to help you along. To wit,
the mouse, the troll, the dragon and the Rainbird.
PART 2
Keep your visor on. There is only one time it will be necessary to remove it,
or it can be removed any time you wish to see things differently.
Accumulating treasures, as you have seen in Part 1, is not your goal in Knight
Orc. They may not be valuable, but they are useful. Pick up the silver loaf. Try
to hold on to it, and any other treasures you come across. But don't get upset
(DON'T FIGHT!) over the theft of one of these treasures. Go to the mountain and
read the inscription. Your score just went up and you can now cast the GLOW
spell. If you don't believe me, enter the mountain and CAST GLOW (on yourself
will do nicely).
Once inside the mountain, go south which will take you into a very small maze.
Go southeast and CAST GLOW. This will transfer the glow from yourself to the
walls of the room. Go east and this room will be dark. There are glowing letters
there, the COLD spell, which you cannot read when the room is lit. Cast the glow
spell back on yourself (check out the letters if you didn't believe me) and go
west, northwest, north, east, north, east, and up. WHACK! You've been assaulted
by the Orc-pounder! You need a helmet to go up these steps, and Oink is the Orc
who is wearing one. FIND OINK. Once you do, take his helmet and wear it. GO TO
LANDING then go back up the stairs. Now you can take the sack, the tray, and the
knife. Put the silver loaf (if you still have it -- if not don't worry) inside
the sack. Anything in the sack will be hidden from sticky-fingered adventurers.
Go down, then west twice. Leave the tray for Grok, but be sure to take his map.
The Rainbird is a very important character in the story. You'll need him to
help complete the game, but first you can get a lot of valuable information
simply by asking him about things. GO TO THE RAINBIRD. Once there, you'll also
notice a book. It's sort of a hint/spell book. If you decide to read it, you'll
learn a free spell. But if you solve 100% of the game's puzzles, there will be
no need to open the book. The book can only be read once, so think carefully
before touching it. Also near the Rainbird is a small pond and a druid who
wanders in and out. Watch the druid -- you'll learn the CHARISMA spell which
will make you or anyone else more handsome. Best to cast it on yourself -- an
Orc needs all the help he can get. For now, ignore the ants and their anthill.
Before leaving this area, ask the Rainbird about his perch to learn the LOCATE
spell.
Find the frog now, and when the slimy, green creature stands still for a moment
(this shouldn't surprise anyone), kiss him. The frog will belch up a pebble
which you should read to learn the JUMP spell. There is only one spot in the
game where the JUMP spell is useful. Go to the mountain entrance, and go east
until you can't continue in that direction. CAST JUMP EAST and you'll be in a
secret room where you'll learn the SWORD spell. CAST JUMP WEST will return you
to your possessions which you lost when casting the spell previously.
KNIGHT ORC
Part 3
Go to the Garden and take the garlic. Go west and you'll be inside a shed. Wait
for the custodian, who will eventually join you and point out a piece of paper
with the GROW spell. Leave the shed and CAST GROW ON MARROW. Examine the marrow
and you'll learn the very useful CURE spell. Anytime your health becomes
compromised, you can cast CURE on yourself and be fully recovered. Go east from
the Garden to find the Haunted House.
Enter the House and go north. In the Brown Study is a fireplace. Cast cold on
the fire; then examine the fireplace to learn the mysterious EYE spell. Go east
and then south. Save your game here because there's a lot to accomplish in this
room, and you're likely to be interrupted by the adventurers.
The mouse enjoys this room, and if you look under the bed, you'll see his
favorite hiding place. Cast the EYE spell and tell the floating eye to enter the
hole. From inside, you'll see a strange card. Take it, put something else
(perhaps Oink's helmet) inside the hole, and close the door. Try to catch the
mouse -- he'll try to hide in his hole, but you've prevented that; he'll hide in
a crack in the wall. When he emerges, put something in the crack, such as the
garlic. Try to catch him again, and he'll hide in a crevice in the wall. When he
emerges from the crevice, put something (such as the knife) in the crevice. Drop
the sack and try to catch the mouse again. Now you've done it! No place to hide
so the mouse runs right in your sack. Pick up the sack and anything else (the
garlic, etc.) you used to plug up mouse hiding places. You should have the mouse
now, though you have not yet "recruited" him.
Leave the room by going north. You should now wait for or find the ghost.
Follow him for a while, and eventually he'll take you to another bedroom in the
house and show you a secret part of this room which contains some old bones.
Take the bones then drop them. You've just learned the SLOW spell. And perhaps
you've noticed how the mouse is trying to communicate with you. CAST SLOW ON
MOUSE and he'll teach you the DEATH spell (overuse of which will cause you to be
evicted from the game). Even though the mouse will pay attention to you, he is
not yet recruited.
Mouse in hand, go to the dragon. A terrible beast, he has only one vulnerable
spot on his lizard body. Too small for you to reach, but no problem for the
mouse. Once again, you've stopped a belligerent creature, but not yet recruited
him. Go back past the dragon, and follow the halls until you come to his hoard.
Don't bother with the gold, just take the piece of dragon-scale.
You must now encounter the troll, a hideous woman interested only in wealth.
You will need some treasures for her such as the silver plate, silver fish,
silver moon, silver sixpence, silver candlestick, silver sliver, silver salver,
silver fox or many others which you will find in Middle Earth. Take advantage of
this unusual parser and ask it to find the various treasures you've seen lying
around, then put each one in the flour sack where they will not be stolen. When
you have at least seven treasures, GO TO TROLL. Save your game here! Thousands
of things can -- and will -- go wrong before it all works out the way you want.
Remove your treasures from the sack while standing next to the troll. Wait for
her to steal something from you. When she does start moving away from her
bridge. Go west if the bridge is to the east, or go south if the bridge is to
the west. She'll follow you (though you may have to wait a bit) and, taking her
time, will steal another treasure. Move another step away and wait for her again
to show up and steal another treasure.
Repeat this process until you are about four or five moves west or south of the
bridge where you found her. Then drop the remainder of your treasures and GO TO
BRIDGE. There is a door on the bridge leading north which is locked by three
bolts. The command, OPEN DOOR, will have to be given three times before you can
enter the troll's secret room...IF you have led her far enough away and left her
with enough treasure to distract her. Once inside the room, grab her wallet.
She'll show up and beg for her wallet back. Don't give it to her, not even if
she bargains for it. Not until she admits defeat are you ready to recruit her.
KNIGHT ORC
Part 4
Recruiting in Middle Earth is no easy chore. In fact, you were never meant to
recruit anyone in the first place. Have you died yet? There is no permanent
death (well, almost none) in Middle Earth. Like Viking warriors, you're scooped
up from the battlefield by the ever vigilant Valkyrie and dropped into Valhalla,
where you experience resurrection and re-emerge back into the game. At the
instant of death, all of a player's equipment, except those being worn, are
dropped on the ground where they can be recovered after the adventurer h been
raised from the dead. As a robot, however, you discover that Valhalla is,
appropriately enough, a repair shop where a useful item is kept which will
affect other robots. First, you must find a dead character. The adventurers
fight among themselves, so you should be able to find one of their fallen. Or,
if need be, kill one yourself. Whoever it is, give that character the glittering
card you found in the mouse hole.
Now wait for the Valkyrie. She'll be there soon. When she picks up the
courier-carcass, follow her or go directly to the glittering gates. Once you see
the Valkyrie enter the gates with your deceased card-carrier, remove the visor
and cast the DEATH spell on yourself. You're dead. Look around Valhalla and pick
up the glittering card, which you can now see is a magnetic access card. Open
the closet in Valhalla (which would not be visible if you were wearing the
visor), and take the device inside -- the reprogrammer -- the recruiter.
Once you emerge from the pearly gates, you'll find the objects you dropped when
you "died." Take everything, and once again wear the visor. Make sure you have
the garlic and the mouse (remember you can use the "find" command should
anything be missing), and go to the Graveyard. You should now RECRUIT MOUSE.
South of the Graveyard is a tomb which you cannot yet enter. South of that is a
vampire. He'll drink his fill from the mouse (the garlic is protecting you) and
then teach you the KNIVES spell. Take the half-coin which is there and go north.
You may wish to heal the mouse with your CURE spell or the Valkyrie will do the
job for you.
Find the troll and, using the recruiter, recruit her. Have her follow you to
the tomb, then give her the half-coin; tell her to go north then insert it in
the recess in the Gravestone. She'll go north, and shortly the tomb will open to
reveal the DETECT spell.
Find the troll again and instruct her to follow you to the apple tree in the
Garden. Tell her to catch an apple while you shake the tree. Examine the apple
to learn the EMPATHY spell.
Again, with the troll, return to the bridge. There's a piece of slippery rope
hanging from the bridge. Instruct the troll to pull the string, while you do the
same yourself. As a result of your combined efforts a ring will be recovered
from the water. Don't waste time examining it at this point. Go back to the
fireplace (in the house) and throw the ring into the fire. Then examine it to
learn the EXORCISE spell. (This last one was a trick question unless you had
read THE LORD OF THE RINGS previously. If you're upset, blame the authors). Now
find the driftwood (which also defies reading), and cast the EXORCISE spell on
it. Here is the all-important FLY spell.
Once more, with the troll, find the plaque in the Marsh. Instruct the troll to
clean the plaque while you do the same. Only through the efforts of both of you
will the plaque become clean enough to read the FIREBALL spell.
Return to the Garden and cast FLY on the statue. Look under it to find the
SHIELD spell.
You are now ready to enter the Castle. Go to the Castle and cast the KNIVES
spell on the ropes which are supporting the door. Cast the SHIELD spell on
yourself, and boldly go south through the front door. Cast FLY on yourself to go
over the pool of acid. While you are over it, notice the button at the bottom of
the pool. Cast the SWORD spell and use the resultant broadsword to push the
button. Continue south.
At the end of the hallway, go west and then north. Here is a guard who quickly
attaches a ball and chain to your leg. Don't worry about it (But make sure you
have it strapped to you before leaving!), and go north until you find a suit of
armor and a dagger in a scabbard. Wear the armor and take the scabbard, then
return south. Go east, past where you entered the hall, until you come to
another door. Open it. (Without the ball and chain, as well as th armor, you
would quickly be fried.)
Go north and you'll encounter a monk who is most unhappy to meet you. CAST
FIREBALL and instruct it to attack the monk's spell scrolls. Go north again and
read the panel to learn the LIGHTNING spell. Return south to the hallway, then
west to the entrance. You can now cast GROW on the ball and chain in order to
leave it behind. Go north until you are out of the Castle.
Find the troll (who will not enter the Castle) and give her the scabbard. With
her holding the scabbard you can remove the dagger which contains the TELEPORT
spell. Have her go with you to the Rainbird. Instruct the troll to kill all the
ants around the anthill, while you do the same. When the number of ants reaches
zero (only for a second!) take the piece of amber from the anthill. Examine it
to learn the MAGICIAN spell. Cast it on yourself, and if you've learned the
other 20 spells, you can recruit the Rainbird.
Go to the dragon and recruit him. Give him the small piece of dragon scale and
escort him to the main exit. Once there go south, and watch the fire ala go
crazy.
Go back and get the Rainbird, the mouse and the troll. (This trio tends to
wander around a bit, particularly the troll, so keep an eye on all of them.)
Bring the three of them down to the exit hallway (where the fire alarm is), and
lead them all west. Instruct the troll to open the Maintenance Hatch. Give the
mouse to the troll, and have her put the mouse in the hatch. You can now
continue west to examine the Kiosk. Instruct the Rainbird to enter the Kiosk.
You've escaped! Wonderful!...or is it?
KNIGHT ORC is published by Level 9 Computing and distributed by Rainbird
Software (UK) and Firebird Licensees (USA).
This walkthru is copyright (c) 1988 by Allen L. Greenberg. All rights reserved.