Escapade (TI-99/4A) walkthrough

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Complete walkthrough of the public domain TI-99/4A text adventure "Escapade". Author and year unknown.
This game is available on Tigercub PD disk 1421 "Classic Text Adventures".
General notes:-
Maximum carrying capacity: Four items.
Red herrings: Water, Rope & Book containing word “DRUNDILL” - none of these are needed.
The torch runs out after 100 turns, which is quite generous and somewhat longer than required.
In the following walkthrough, notes are in round brackets and commands in square brackets are optional but generally informative.
Text walkthrough:-
LOOK SKELETON, GET TORCH, NORTH, [NORTH (*note1), SOUTH], EAST, EAST, LOOK PIT, GET FLINT, WEST, NORTH, GET DAGGER, GET HAMMER, SOUTH, WEST, WEST, NORTH (by a shimmering pool), DROP HAMMER, WEST, GET CROWN, NORTH, EAST (mean looking troll), DROP CROWN (troll now pleased), SOUTH, GET HAMMER, NORTH, [INV] (confirm you have both the unlit torch and two pieces of flint), NORTH (too dark to see), LIGHT TORCH, DROP FLINT, NORTH, EAST, LOOK BOTTLE (large key), GET LARGE, OPEN KEG, EAST (old wizard’s chamber), DROP HAMMER, GET POTION, EAST, DOWN, [NORTH], KILL ELF, DROP DAGGER, UP, WEST, GET HAMMER, EAST, DOWN, NORTH, OPEN DOOR, DROP LARGE, EAST, GET BENCH, DROP HAMMER, EAST, DROP BENCH, EAST, BURN WEB (a small key is revealed), GET SMALL, WEST, WEST, WEST, SOUTH, UP, WEST, WEST, WEST, NORTH, PUSH WALL, NORTH, [NORTH], KILL STATUE, DROP POTION, NORTH (exercise room - ignore the rope), [WEST, GET BOOK, READ BOOK (*note2), DROP BOOK, EAST], EAST, OPEN DOOR, SOUTH, SOUTH, GET SWORD, LOOK SWORD, READ INSCRIPTION (Congratulations!! You have successfully won the right to carry the sword “Anarion”).
*note1 - You see a glowing sword behind a gate - the object of this adventure. Although you can't do anything with it from here.
*note2 - You can make out the word “DRUNDILL” although it’s never actually used for anything in the game.

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