Tuesday, March 12, 2013

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

[Cellar] It is pitch black. You are likely to be eaten by a grue. Your sword is glowing with a faint blue glow.

A glowing sword is a sign of imminent danger...pay attention to it.

>turn on lamp

The lamp is now on.

 
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. Above you is an open trap door. The door crashes shut, and you hear someone barring it.

>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. The axe crashes against the rock, throwing sparks. Your sword has begun to glow very brightly.

Fantastic. A troll. Not known to be great conversationalists, they 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!

The fatal blow strikes the troll square in the heart: he dies. 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. Your sword is no longer glowing.

>save

Saved.


 

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