Wednesday, May 25, 2016

Chapter 3: Wanderlust (Paul McCartney, 1982)

Check yourself! You need the sword, the lamp and the egg. Use the inventory command to see what you are carrying and then take accordingly.

You want to give the egg to the Thief at some point, so carry it around until you do.

>down


The trap door crashes shut, and you hear someone barring it.

[Darkness]


>turn on lamp


You switch the battery-powered brass lantern on.

[Cellar] This is a dark and damp cellar with a narrow passageway leading east, and a crawlway to the south. To the west is the bottom of a steep metal ramp which is unclimbable.

>east

[Troll Room] This is a small room with passages off in all directions. Bloodstains and deep scratches (perhaps made by an axe) mar the walls. A nasty-looking troll, brandishing a bloody axe, blocks all passages out of the room.

Missing from this room is the tell-tale glow of the sword when something puts you in peril. Still, you recognize the troll is bad news without it, right? Yes? Hello, McFly? Jeez, they will let anyone down here, won't they…


Not known to be great conversationalists, trolls require a much more direct approach. In short, you won't get past the Troll while it is conscious. If you knock it out and move on, it will be here waiting for you later. Your best choice is to kill the troll with the sword. Think of it as urban renewal.

>kill troll with sword

Repeat as necessary. There is a finite chance the troll will kill you; if he does, restore and start again. Do not repair!

Almost as soon as the troll breathes his last, a cloud of sinister black smoke envelops him, and when the fog lifts, the carcass has disappeared.

>save

Saved.


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