!---------------------------------------------------------------------------- !********************************************************* WALKTHROUGH/HINTS !---------------------------------------------------------------------------- routine PrintText19(val1,val2) { select val1 case 0 { !Walkthrough for the Prologue select val2 case 1 { !Starting out. "Start by checking your inventory:\n\n \_\_\_ INV\n\n Read the parchment, and look at your sword and flask:\n\n \_\_\_ READ PARCHMENT\n \_\_\_ X SWORD\n \_\_\_ X FLASK\n\n Notice that something is glinting in the grass ahead. You can go in any direction. Whatever direction you choose becomes the story's primary \"forward\" direction. Or, you can just let the story decide, and:\n\n \_\_\_ GO AHEAD" } case 2 { !Finding the glint. "Cut down the grass, to find what's hidden:\n\n \_\_\_ CUT GRASS\n\n Then, simply pick it up:\n\n \_\_\_ GET PENDANT\n\n This concludes the prologue." } } case 1 { !Walkthrough for Part 1 select val2 case 1 { !The Barn "The farm is a brief stop on your longer journey.\n\n \_\_\_ EAST\n \_\_\_ EAST\n\n Several things are important here, but first you should:\n\n \_\_\_ MOVE CASK\n \_\_\_ OPEN CABINET\n \_\_\_ GET KEY\n\n You'll need the rope soon, so:\n\n \_\_\_ CUT ROPE\n \_\_\_ GET IT" } case 2 { !The Orchard "You can unlock the gate to the orchard now:\n\n \_\_\_ WEST\n \_\_\_ SOUTH\n\n The girl doesn't notice you. She's tapping a tree.\n\n \_\_\_ TAP GIRL\n\n Before you leave here, though:\n\n \_\_\_ SHAKE TREE\n \_\_\_ GET APPLE" } case 3 { !The Cellar "Return to the barn first:\n\n \_\_\_ NORTHEAST\n\n Something useful is in the cellar\n\n \_\_\_ OPEN HATCH\n \_\_\_ DOWN\n\n What's written on the tapestry? Can you take it? What happens when you try? What about the strange contraption? Nobody can resist turning a wheel:\n\n \_\_\_ TURN WHEEL\n \_\_\_ TIE ROPE TO IT\n \_\_\_ UP" } case 4 { !The Wagon and the Bull "A barn is a perfect place to find whatever you may need to deal with livestock:\n\n \_\_\_ GET HARNESS\n \_\_\_ LOOK IN BIN\n \_\_\_ GET GRAIN\n\n And now, it all comes together:\n\n \_\_\_ NORTHWEST\n \_\_\_ PUT GRAIN IN TROUGH\n \_\_\_ PUT WHEEL ON WAGON\n \_\_\_ HARNESS BULL TO WAGON\n\n You might also tie the rope at both ends and put the harness on the bull, but if you have everything you need, this is easier. All that remains is to convince it to lend a helping hoof:\n\n \_\_\_ PUSH BULL" } case 5 { !The Loft "To now, this one place remains unvisited:\n\n \_\_\_ SOUTH\n \_\_\_ EAST\n\n The ladder and its lever are out of reach, but:\n\n \_\_\_ THROW APPLE AT LEVER\n \_\_\_ UP\n\n This looks useful, but you can't carry it down:\n\n \_\_\_ PUSH BEAM\n \_\_\_ DOWN" } case 6 { !Cornering the girl "All that remains is to trap the girl in the barn, so that you can interact with her where she can't get away. If you have followed this walkthrough exactly, you can go:\n\n \_\_\_ WEST. SOUTH\n \_\_\_ CLOSE PANEL\n \_\_\_ NORTH. EAST\n\n And then block the last remaining exit:\n\n \_\_\_ GET BEAM\n \_\_\_ BAR DOORS\n\n Finally, you can break the curse:\n\n \_\_\_ GIVE PENDANT TO GIRL\n\n This concludes Part 1." } } case 2 { !Walkthrough for Part 2 select val2 case 1 { !Up and Away "And so, your journey brings you farther. Along a stream and in a forest, you come upon an interesting shadow cast by something high overhead. To get a better look:\n\n \_\_\_ CLIMB TREE\n\n This is a risky position, so:\n\n \_\_\_ UP\n\n You now find the reason for the captain's inattentive flying:\n\n \_\_\_ X SPIDERS" } case 2 { !A Fierce Battle "You're a skilled swordsman, and combat is what you do best. So:\n\n \_\_\_ FIGHT SPIDER\n \_\_\_ FIGHT SPIDER\n \_\_\_ FIGHT SPIDER\n\n This one won't fall so easily. They say to know your enemy, so:\n\n \_\_\_ X SPIDER\n \_\_\_ CUT LEGS\n \_\_\_ STAB EYES\n \_\_\_ CHOP MANDIBLES\n\n You have him. He's gone, after one good push:\n\n \_\_\_ PUSH SPIDER" } case 3 { !A Frantic Captain "Things still look bleak. The barge has landed, and the spiders are hurrying to catch up. The captain wants you to:\n\n \_\_\_ RAISE HANDLES\n\n Wooden rails are up, around the sides. Now go:\n\n \_\_\_ AFT\n\n The barge is airborne, but something is wrong. The captain can't see beyond the sides with the rails up, so go:\n\n \_\_\_ OUT\n \_\_\_ LOWER HANDLES\n \_\_\_ IN" } case 4 { !The Quarters "The captain has gone out to the deck, to inspect the damage. While he sees to that, you can go:\n\n \_\_\_ UP\n\n Perhaps he won't mind if you:\n\n \_\_\_ LOOK IN DRAWERS\n\n That's all you'll find here, so go:\n\n \_\_\_ OUT" } case 5 { !Into the Mill "Before you leave, you may want to:\n\n \_\_\_ X WING\n \_\_\_ RELEASE WING\n\n And then go:\n\n \_\_\_ DOWN\n\n A rusty lock is all that stands between you and the inside of the old windmill, so:\n\n \_\_\_ BREAK LOCK WITH PIPE\n \_\_\_ WEST" } case 6 { !A Replacement Wing "If you stand a chance of getting one of the sail arms off, it will be necessary to jam the works:\n\n \_\_\_ THROW PIPE AT GEARS\n\n The wing can be removed from the outside, so go:\n\n \_\_\_ EAST\n \_\_\_ LEAN WING AGAINST STEPS\n \_\_\_ CLIMB STEPS\n\n The binding cords are no match for your blade:\n\n \_\_\_ CUT CORDS\n \_\_\_ DOWN\n \_\_\_ CLIMB LADDER" } case 7 { !Fixing the Barge "Here it is, hanging down the side of the pillar but caught at the top. So:\n\n \_\_\_ PUSH CRATES TOWARD MAST\n \_\_\_ CLIMB CRATES\n \_\_\_ MOVE SAIL\n \_\_\_ DOWN\n\n It belongs where the original wing used to be:\n\n \_\_\_ GET SAIL\n \_\_\_ SLIDE IT INTO SLOT\n\n All that remains is to continue the journey, so go:\n\n \_\_\_ IN\n \_\_\_ TURN WHEEL\n\n This concludes Part 2." } } case 3 { !Walkthrough for Part 3 select val2 case 1 { !The Dry Riverbed "The village is just ahead, but you may first want to go:\n\n \_\_\_ DOWN.\n \_\_\_ GET NET\n\n Hooks are above the panel. You could do this later, after it becomes clear why, but you may be inclined to go ahead and:\n\n \_\_\_ HANG NET FROM HOOKS\n\n"; if (not swordsman.misc #2) { !Only give this hint if the player did NOT have the pipe. "If a fist-sized rock is here:\n\n \_\_\_ GET ROCK\n\n Then go back:\n\n"; } else { "You're ready to go back:\n\n"; } "\_\_\_ UP. EAST" } case 2 { !The Village "You have reached your destination. "; if (not swordsman.misc #1) { "You lost the burlap sack along the way, so to find a replacement:\n\n \_\_\_ ENTER HUT\n\n Something else of immediate interest:\n\n"; } else { "To begin with:\n\n"; } "\_\_\_ X WELL\n \_\_\_ ATTACH CHAIN TO SLAB\n \_\_\_ TURN WINDLASS\n\n"; if (not swordsman.misc #2) { !Only give this hint if the player did NOT have the pipe. "If a fist-sized rock fell off:\n\n \_\_\_ GET ROCK\n\n"; } "A tunnel is below the well. You should:\n\n \_\_\_ UNTIE CHAIN\n \_\_\_ DOWN" } case 3 { !Tapestries "Neither door can be opened directly, but the plate embedded in the floor works:\n\n \_\_\_ PUSH PLATE. NORTHWEST\n\n You might look around here. It's important to:\n\n \_\_\_ TOUCH UNFINISHED TAPESTRY\n\n"; if (not swordsman.misc #2) { !Only give this hint if the player did NOT have the pipe. "If a fist-sized rock fell from the illusion:\n\n \_\_\_ GET ROCK\n\n"; } "It's time to tend the saplings:\n\n \_\_\_ SOUTHEAST. UP\n \_\_\_ WATER SAPLINGS\n \_\_\_ DOWN. WEST" } case 4 { !Meet the Tyrant rnd = 0 !Used as a flag if we have the items. "Getting in before the ornate door closes is no problem, when you have something to throw:\n\n"; if (swordsman.misc #2) { "\_\_\_ THROW PIPE AT PLATE\n\n"; } else { if Contains(player,apple) { "\_\_\_ PUT APPLE IN SACK\n"; rnd++ !Increment the count } if Contains(player,rusty_lock) { "\_\_\_ PUT LOCK IN SACK\n"; rnd++ !Increment the count } if (rnd < 2) { !We would have two or more rocks. "\_\_\_ PUT ROCKS IN SACK\n"; } else { !We would have only one rock. "\_\_\_ PUT ROCK IN SACK\n"; } "\_\_\_ THROW SACK AT PLATE\n\n"; } "Enter the chamber by going:\n\n \_\_\_ WEST\n\n The tyrant has unwittingly helped you. So, now go:\n\n \_\_\_ EAST\n \_\_\_ UP\n \_\_\_ WATER SAPLINGS" } case 5 { !Defeat the Tyrant "Hurry back, with your newfound speed:\n\n \_\_\_ DOWN. PUSH PLATE\n \_\_\_ WEST. WEST\n\n His time has come. It's important to watch what he does, and heed the feedback you gain when you fail to counter him. In no time, you will:\n\n \_\_\_ DODGE TYRANT\n \_\_\_ BLOCK TYRANT\n \_\_\_ ATTACK TYRANT\n\n If you followed this walkthrough exactly, the net is already hanging from the hooks. If you have not, just follow him out, hang the net, come back through the village, and enter the chamber again.\n\n This concludes Part 3." } } case 4 { !Walkthrough for the Epilogue select val2 case 1 { !A Busy Day "So, the adventure isn't quite over:\n\n \_\_\_ X ME\n\n You can look around the kitchen. Eventually, you will want to go:\n\n \_\_\_ OUT\n\n Before stepping outside:\n\n \_\_\_ GET UMBRELLA\n\n And finally:\n\n \_\_\_ OPEN DOOR\n\n This concludes the story." } } case 5 { !Some introductory text, before showing the walkthrough. "Although looking at a walkthrough may spoil the fun, and although peeking at it once may tempt you to peek again at the slightest of difficulties later, it's here for your use.\n" "This built-in walkthrough is complete (you must answer YES at the prompt), but it is not meant to show you alternate solutions, different phrasing to accomplish the same tasks, or most of the clues that would have helped you solve it on your own.\n" "Such a walkthrough does exist. If you prefer to use that instead, just email a request to:\n" if (after_comp) { !This is just to thwart decompiling or whatever, during the !judging period. It's drastic overkill, but whatever. :) print "\_\_\_\Bsid"; "ney"; "mer"; "k@ho"; "tma"; "il."; "com\b\n" "Or, download it directly from:\n" print "\_\_\_\Bhttp://www.sid"; "neym"; "erk."; "com/swordsman.shtml\b\n" } else { "\_\_\_\Btales_ts@hotmail.com\b\n" "Or, download it directly from:\n" "\_\_\_\Bhttp://www.geocities.com/tts_walkthru/\b\n" } } case 6 { !Player has requested help or hints. "Help and hints are not available, but for information about obtaining a walkthrough, type:\n\n\_\_\_ WALKTHRU" } }