Figment Demonstration Game (MS-DOS) walkthrough

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Complete walkthrough of the Figment text adventure “Figment Demonstration Game” (1988-1990) published by Patch Panel software.
“Figment: The Imagination Processor” is a shareware MS-DOS multimedia authoring system for interactive fiction.
This demonstration game along with the Figment executable can be downloaded from the IF archive at www.ifarchive.org/indexes/if-a...
This walkthrough is largely based on the files DEMO.LOG and CLUE.DOC found within the figment zip file at
www.ifarchive.org/if-archive/p...
Note:- this walkthrough is only valid if the game is started with the command:-
figment demo 10
This sets the random seed to allow for a successful outcome in combat. If the parameter “10” is omitted then the player is very likely to die during combat during the early stages of the game while following this walkthrough.
Note:- commands in square brackets are purely optional although generally informative. Notes are in round brackets.
Text solution:-
(You start in the mountains with only a “nice feeling” in your possession)
look (a stick is revealed), [examine stick] (*note1), take stick (*note2), give wand to fairy (*note3), [examine metal] (it’s a chain mail vest), take metal, [examine rusty] (*note4), take rusty (a bear appears), take wand from fairy, fight bear (*note5), 0, 0 ,0, 6 (the bear is dead), n (a dwarf appears, blocking your exit), hex dwarf, 6 (the dwarf is gone), take gold, n (foggy hollow), take knapsack, open knapsack (*note6), take spray from knapsack (must lighten load for later), drop spray, n (dark forest), take fungus (it is edible), s, s, take candy from knapsack, eat candy, d (beach), open box, take potion from box, open potion, drink potion (it’s the sound of a land shark approaching), drink potion, drink potion, charm shark (you get his gold chain), u, w (spooky cave), [examine bow], take bow, n (hall of kings), abracadabra, e (olaf’s den), drop feeling, u (penthouse), put gold in knapsack (hide it from olaf), take fungus from knapsack, eat fungus, put gold in knapsack (second gold item), take quiver, d, w (hall of kings), shoot the bat with the bow (*note7), drop potion, take legend, e (olaf’s den), take torch from table, d (crevice), look (reveals gold nuggets), take nuggets, d, u, s (home), read legend (... You made it! ...)(*note8), [look]
*note1 - The words “I want to go a-wand-ering” are carved in the stick, hinting that it is in fact a wand.
*note2 - Until the stick is taken, it can only be referred to as a “stick”, but once in your possession it can only be referred to as a “wand”.
*note3 - The fairy removes a curse from a metal vest, which is needed shortly.
*note4 - It’s an old sword with “Ursus Major Destructo” written on the handle, a hint that it can be used against bears.
*note5 - The input prompt changes from “Player: “ to “Wager:” on entering “combat mode”. In this mode the player enters the number of health points to gamble on each turn of combat. Where the value “0” appears in the solution, it can be omitted and just ENTER pressed instead.
*note6 - The knapsack contains a number of items, mostly red herrings - although the candy bar can be eaten.
*note7- There is an element of randomness here. Often, the bat will be killed with the first shot and no damage to the player. If not, then keep shooting until the bat is killed, or occasionally the player will die, in which case a restart is needed.
*note8 - The game does not actually exit when completed. Type “q” to quit back to DOS.

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