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- T H E W O R M I N P A R A D I S E
- (Level 9)
- (Later released as Part 3 of the 'Silicon Dreams Trilogy')
-
-
- Before describing a 'solution' to this adventure, it must be accepted that
- there not a move-by-move answer to your problems from start to finish! Only
- the very early part of the adventure is constant, as far as a solution is
- concerned. This is due to two main features:
-
- (1)THE EDEN TRANSPORT SYSTEM - which throws up different address
- locations on each load of the game.
-
- (2)THE FUZBOTS OF ENOCH - who could crop up anywhere at any time.
-
- These being, obviously, in addition to any normal problems you may generate
- by the wrong action. Other notable features are:
-
- (3)The Enoch TIME system - be sure to be home before curfew is
- imposed, and do not attempt to start a
- job too late in the day or the
- Workplace Droid will reject you!
-
- (4)Never be in debt - you cannot afford the fine AND complete
- the game, so keep an eye on your Creds by
- 'EXAMINE TATTOO'.
-
- THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification!
-
- This consists of three 'ETS' Roundabouts, all accessible from the Northmost
- roundabout. They are uniquely colour-coded by the FIRST COLOUR mentioned on
- a grid location, as follows:
-
- RED........the ETS 'EAST'
- BROWN......the ETS 'NORTH'
- BLACK......the ETS 'WEST'
-
- When entering an ETS type 'JUMP' to reach the centre and 'SAY EXIT' to
- leave (then SOUTH).
-
- There are SIX important addresses on the ETS which you must visit, BUT they
- may differ on each loading of the game!
-
- 1.YOUR HABIHOME
- 2.THE SOCIALIST'S HABIHOME
- 3.THE JOB CENTRE
- 4.THE TRAVEL AGENTS
- 5.THE FLORISTS
- 6.THE HARDWARE WAREHOUSE
-
- The first one (Your Habihome) is easy to find and you don't really need to
- remember this address - just type 'SAY HOME' in open areas, other than
- exits from roundabouts leading to an ETS, and you are deposited one move
- North of your Habihome (SOUTH to enter). On leaving your Habihome, type
- 'SAY EXIT' then 'SOUTH' and you're placed somewhere on the Northmost
- Roundabout, depending on your 'home' address.
-
- The second one (Socialist's Habihome) is found by examining a brooch (see
- Solution).
-
- The remaining four are given out on television advertisements (see
- Solution).
- The different addresses found so far may not provide for EVERY possible
- address but most codes are mentioned. They are as follows:
-
- A.SOCIALIST'S HABIHOME
-
- CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN
- EAST ETS: Route from centre is:- SE-SW-SE-S-SE-SW-SW-S-SW
- -SW-SW-W-W-S- then SOUTH.
-
- CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE
- WEST ETS: Route from centre is:- SW-S-SE-SW-SE-S-SW-SE-SW
- -SW-SE-E-E-E-SW- then SOUTH.
-
- B.THE JOBCENTRE
- CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED
- NORTH ETS: Route from centre is:- S-SW-SE-SW-SW-SE-S-S-S
- -S-SW-S- then SOUTH.
-
- CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN
- EAST ETS: Route from centre is:- S-S-SW-SE-SW-SE-SE-SE-SW
- -S-SE-E-E-SE- then SOUTH.
-
- CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN
- EAST ETS: Route from centre is:- S-SW-SW-SW-SE-S-SE-SW-SW
- -SW-SE-E-E-E-SW- then SOUTH.
-
- C.THE TRAVEL AGENTS
- CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET
- EAST ETS: Route from centre is:- S-SW-SW-SW-S-S-SW-SE-SE
- -SW-SW-SE- then SOUTH.
-
- CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK
- WEST ETS: Route from centre is:- SE-S-SW-SW-SW-S-S-S-SW
- -SE-SE-E-E-W-S- then SOUTH.
-
- CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY
- NORTH ETS: Route from centre is:- S-SE-S-SW-SW-SW-S-SW-S
- -SW-SE-E-E-E-S- then SOUTH.
-
- D.THE FLORISTS
- CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY
- EAST ETS: Route from centre is:- SW-SE-S-SW-S-S-S-SE-SW
- -SW-SE-E-E-SE- then SOUTH.
-
- CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN
- WEST ETS: Route from centre is:- S-S-S-SE-SE-SW-SE-SW-S
- -SE-SE-E-E-E-SW- then SOUTH.
-
- CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK
- EAST ETS: Route from centre is:- S-SW-S-S-S-SW-S-SW-S-SW
- -SW-W-W-E-S- then SOUTH.
-
- E.HARDWARE WAREHOUSE
- CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK
- NORTH ETS: Route from centre is:- SW-SE-S-SW-SE-S-SE-S-S
- -SW-SE-SE- then SOUTH.
-
-
- CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE
- EAST ETS: Route from centre is:- SW-SE-S-SW-SE-SW-S-S-SW-S
- -SE-E-E-W-SE- then SOUTH.
-
- (Note:- Do not 'type ahead' too far in advance as the parser becomes
- confused! If, however, you become 'lost', just type 'JUMP' and start
- working through the appropriate sequence of directions again.)
-
- The final note before commencing the game is regarding the clock. It is a
- decimal clock (0-10).....5 is Midday and 10 is Midnight. 'Curfew' is 10-3.
- Each 'hour' consists of 100 'minutes' - 'WAIT' command uses 10 minutes, any
- other single input uses 1 minute.
-
- It is wise to tackle the adventure in 'day stages' but don't waste any
- 'days' because after about a week the Fuzbots get fed up of you wandering
- about and fine you for being a parasite of the state, irrespective of your
- work record!!
-
-
- THE SOLUTION
-
- The early part of the game is constant. You start 'in a dream' in a Garden
- in Paradise.
-
- TAKE BENCH - E - S - DROP BENCH - ON BENCH - EXAMINE TREE - TAKE APPLE -
- BITE APPLE - W - W - W - N - KICK BEHEMOTH - N - W - WAIT - N - W - W -
- WAIT - W - EXAMINE BEHEMOTH - TAKE SCALE - W - N - N - N - N - (Awake from
- 'Paradise Dream' wearing a visor) - (You are in a Dream Alcove in the
- Beautiful Octagonal Room).
-
- DAYS 1&2.
- (Don't worry about the odd fine of 9 Creds)
- DROP VISOR - BREAK COLLAR - WEAR COLLAR - (this action prevents the Police
- from gaining any extra information about you - as long as you keep WEARING
- it they won't notice it's broken!) - S - NW - WEAR VISOR - SE - W - W - S -
- S - S - S - S - W - S - S - E - E - S - IN - SE - (SELL your spare organs
- to raise the necessary Creds?) - YES - E - (you stay overnight and are
- returned to the Foyer next morning) - OUT - N - W - W - S - E - E - E - E -
- E - E - N - TAKE MEDALLION - S - W - BUY FLAG - (cost is 9 Creds) - YES - S
- - W - W - W - W - IN - BUY BOX - (cost again is 9 Creds) - YES - OUT - N -
- E - EXAMINE MEMORIAL - WAIT - (until a potential Socialist arrives and is
- subsequently arrested) - LOOK - TAKE WALLET - SAY HOME - S - E - EXAMINE
- WALLET - EXAMINE BROOCH - (make a note of the colour code - it's the
- Socialist's address on the ETS) - DROP WALLET - DROP FLAG - DROP BOX - DROP
- MEDALLION.
-
- YOUR HABIHOME
- The poster is really a television screen. SAY ON to operate it, or SAY OFF
- to close it down. In the Bodymaint is a nozzle - SAY ON for a refreshing
- shower but remove your tradclads or other clothing first! The shower will
- remind you of this!! If you don't shower REGULARLY the Droids may refuse to
- serve you.
-
- The crack in the wall is your bed slot. SAY BED and it will swing down. LIE
- ON BED to use it. If you SAY BED while you're still on it you are swung
- down to the Undercity below your Habihome, but wait until you're sure that
- you know how to get out again before you try this! When your tattoo buzzes
- and announces 'Curfew in 1 hour', type SLEEP while on the bed and make a
- note of your 'dream'.....it may prove useful!
-
- REMOVE TRADCLADS - N - SAY ON - (have a shower) - WEAR TRADCLADS - S -
- EXAMINE POSTER - SAY ON - EXAMINE TATTOO - (note the time and the amount of
- Creds you have) - (continue to EXAMINE POSTER or even EXAMINE TV until you
- have got the addresses of the JOBCENTRE, TRAVEL AGENTS, FLORISTS and
- HARDWARE WAREHOUSE.......it may take quite a while but they all appear
- eventually!) - SAY BED - LIE ON BED - (when curfew is announced.......) -
- SLEEP.
-
- DAY 3.
- (Refer to maps and ETS notes for directions)
- Go to the Florist's Shop, buy the wreath, leave the ETS and make your way
- to the Memorial in the Theme Park. DROP the wreath at the Memorial. Go to
- the Jobcentre and take a job as a Clerk. If you're offered a YTS/YOP job,
- SAY NO and she'll offer you a job as a Clerk, eventually - if she doesn't
- you'll have to return the next day......maybe you haven't showered!
-
- Take the card to the Workplace and go DOWN. After your days work you're
- escorted out again. SAY HOME and go SOUTH into your Habihome. Go to bed and
- SLEEP after curfew is announced.
-
- DAY 4.
- Visit the Jobcentre again and get a job as a Labourer (turn down YTS/YOP
- and the Clerks job), take the card and proceed to the Workplace. This time
- upon entering you're taken to a Workshop. Go WEST and you are in the
- Waldroid Control Cocoon. You now assume the role of the Waldroid in the
- Workshop. Go EAST and make your way to the Hardware Warehouse. (The
- Waldroid behaves exactly as if it was you moving about, i.e., JUMP, SAY
- EXIT, etc).
-
- Buy the valve. You obtain it for nothing on the council rates; if you had
- tried to buy it as yourself it would have cost you 1000 Creds! Return to
- the Workshop - the Waldroid controls die and you return to your normal
- role. EXAMINE the WALDROID on the way out and TAKE VALVE. Go home, drop the
- valve, WAIT until curfew is announced then SLEEP.
-
- DAY 5.
- Have a shower and proceed to the Pet Shop in the Pleasure Dome (9 Creds to
- go NORTH through the turnstile). There is a Dagget here that was 800 Creds
- on Day 1 but is now only 500 Creds. BUY DAGGET.
-
- THE DAGGET
- This is a robot dog.....EXAMINE it to reveal that it is a kind of plastic
- labrador! It operates on batteries through a Batpak (spelling is important
- - the program doesn't respond to Batpack!!). There is no need to carry the
- Dagget for as long as he is fitted with the Batpak he'll follow you around
- and you don't risk getting fined for possessing him then! To immobilise the
- Dagget, or stop him from following you, REMOVE BATPAK and then drop it .
- The Dagget winds down after a few moves. Ignore the majority of his crazy
- antics....they appear purely for show!
-
- Go to the Museum and REMOVE BATPAK. You now have to steal a Helmet and
- Leotard from the exhibition without anyone seeing you do it or leaving with
- the stolen items. Also there is a security screen covering them. The
- exception to the latter rule is when the Tourist Guide comes in and shows
- the exhibits to some tourists.
-
- WAIT until the tourists leave, then TAKE HELMET AND LEOTARD (you only have
- ONE move before the screen comes down again!). PUT HELMET IN DAGGET -
- REMOVE TRADCLADS - WEAR LEOTARD - WEAR TRADCLADS.......no-one is any wiser
- as to your misdeeds now. Don't forget to TAKE DAGGET and then go back to
- your Habihome.
-
- REMOVE HELMET - DROP HELMET - REMOVE TRADCLADS - REMOVE LEOTARD - DROP
- LEOTARD - WEAR TRADCLADS - PUT BATPAK IN DAGGET.
-
- Take the brooch from the wallet and go to the Socialist's Habihome. The
- Dagget will find an Invitation for you. Return home with the Invitation.
- Remove the Batpak from the Dagget and DROP BATPAK. Examine the Invitation
- and note the time of the meeting (usually at '6'). Drop the brooch, take
- the medallion and valve, together with the invitation. WAIT until the
- Dagget grinds to a halt then go to the Bison's Temple at the far North of
- the Pleasure Dome Corridor. Time is important here, as you're only allowed
- a couple of minutes leeway from the time stated.
-
- WAIT or go SOUTH then NORTH until ONE MINUTE BEFORE the appointed time of
- the meeting.......remembering that a 'move' is ONE minute, WAIT is TEN
- minutes. (EXAMINE TATTOO regularly).
-
- At the appointed time, enter the Temple and WAIT until the Bison leader
- comes out to meet you. Joining fee is 100 Creds. After becoming a Bison go
- WEST to the Temple Bar and BUY the Bottle of Wine, then go home. Drop the
- medallion, valve and bottle and leave the Dagget for now. Take the wallet
- and brooch, together with your invitation, and hand them in to the Police,
- at the Police Station, in the order:- GIVE INVITATION - GIVE BROOCH - GIVE
- WALLET. They tell you something you already know and you receive a small
- reward - EXAMINE TATTOO. Return home, have a shower and SLEEP when curfew
- is announced.
-
- DAY 6.
- TAKE BATPAK - PUT BATPAK IN DAGGET. (You need him for the next task). Have
- a shower again and proceed to the Jobcentre yet again. Turn down everything
- and as the Droid shakes our hand it realises that you are now a Bison and
- offers you a job as a Managing Director. Go to the Workplace with the
- Dagget. This time, upon entry, you're shown to a Fabulous Office entrance.
- Go NORTH and you're up to your neck in carpet - but the Dagget keeps it at
- bay so as not to impede your progress. Go WEST to your desk in the
- Boardroom. After your day's work you're escorted out - with not a little
- increase in Creds. (EXAMINE TATTOO!).
-
- Make your way to the Travel Agent's and buy a ticket. You couldn't have
- bought it before because it only sells to Bisons, but make sure you've had
- a shower that day! Go home, WAIT until curfew is announced then
- SLEEP.......you're going need all your wits for the last day!!
-
- DAY 7.
- This is the final day and it is essential that you 'SAVE' game up to this
- point as a lot of things could still happen - even on the last move!!
-
- Don't worry about the time or Creds, you'll soon have plenty of both,
- providing you're in the right place with the right equipment.
-
- Deactivate the Dagget (REMOVE BATPAK - WAIT) and after your morning shower
- proceed to the Hardware Warehouse and buy the Vidcam, (cost is 300 Creds).
- Return home, get the ticket, ensure that you are still carrying the Vidcam,
- then SAY BED - LIE ON BED - SAY BED.
-
- You are taken down to the Undercity. Refer to the map and proceed SOUTH to
- the Disgusting Junction. Go WEST and TAKE SIGN then DROP the sign at the
- Disgusting Junction. It tells the Droids where the rubbish and junk should
- be deposited......they always leave it by this sign!
-
- Go back to the Cluttered Stained Room (WEST) and you'll notice a Junk Heap.
- The cleaning Droids will eventually move this to wherever you have placed
- the sign - but you must be very patient! When the junk heap is all moved
- from this location an exit South through a grill is revealed. A more useful
- exit, that was there all the time but not mentioned in the location
- description, is North past the Waterfall to a ledge behind!
-
- Move NORTH ONCE ONLY from behind the waterfall and you will see a Flying
- Saucer. The wiggly roots before you are part of an alarm/gas system so stay
- put! SQUEEZE VIDCAM to record the scene then proceed SOUTH - SOUTH - EAST
- to the Disgusting Junction. If the junk heap has not appeared here yet then
- have a walk around (or WAIT) awhile. When the junk heap materialises CLIMB
- HEAP then UP, and you pass through the manhole - one way - to the Workplace
- Roundabout Exit of the Southmost Roundabout.
-
- Proceed to the Police Station and GIVE VIDCAM. Go to the Riverboat Platform
- in the Theme Park and then NORTH to cross the river to the Island of the
- Mighty. (This is ONE-WAY once only!). Follow the map to the South of the
- Fabulous Foyer where you see a Reception Droid. On arrival you are escorted
- by elevator to the Top Floor and subsequently interviewed about the
- 'aliens' on television. The 3rd Kimberley rewards you (1000 Creds) and
- makes you a Party Member. You are then taken back home.
-
- FINAL SEQUENCE OF EVENTS
-
- REMOVE TRADCLADS - (but still carry them!) - TAKE LEOTARD - WEAR LEOTARD -
- TAKE HELMET - TAKE BOTTLE - TAKE MEDALLION - TAKE VALVE - (these latter 2
- items to trigger the alarm) - TAKE BOX - PUT BATPAK IN DAGGET - (Now is his
- finest hour!) - TAKE DAGGET - (he won't necessarily follow you on this one)
- - SAY BED - LIE ON BED - SAY BED.
-
- Drop the Dagget and proceed to the Disgusting Junction. Take the sign and
- go EAST to the location described as 'Between Dry Pillars' and festooned in
- red tape. Drop the sign here, then proceed: WEST - WEST - NORTH - WEAR
- HELMET - THROW MEDALLION NORTH - the alarm sounds and gas flows in....a
- Technician from the Saucer will look out, see no-one and proclaim 'False
- Alarm'. THROW VALVE NORTH......the Technician records another false alarm
- and orders the system to be shut down until Maintenance check it
- over.......BUT this is NOT immediate so WAIT at least FOUR TIMES until an
- occupant of the Saucer has looked out another TWICE!
-
- Now go NORTH - NORTH for a bit of a surprise! (This is where you say
- goodbye to your old friend......wipes tears of emotion away and cancels the
- Kennomeat!). TAKE COSTUME then EAST to the East/West Corridor (see Map).
- Remove and drop the helmet and leotard here then WEAR TRADCLADS. Go to the
- Red Tape location and WAIT until the Junk Heap materialises. When it does
- CLIMB HEAP then UP. This time, however, the manhole is rusted up somewhat,
- so REMOVE CORK......the cork pops out of the bottle and wine sprays over
- everything, lubricating the manhole cover.
-
- IMPORTANT NOTE: TAKE CORK....you'll need this right at the end!!
-
- UP and you are in the Quad, South of the Pyramid of Power. Proceed NORTH to
- the Fabulous Foyer then NORTHEAST - NORTH - EXAMINE BUTTONS - (they are all
- different colours but WHITE is the one for you!) - PUSH WHITE BUTTON - (the
- Elevator goes only so far towards your required destination, so......) -
- PUSH WHITE BUTTON again, and you're on the Top Floor.
-
- Proceed SOUTH then EAST past the Pyramid Droid and you are confronted by a
- mirror. PUSH MIRROR and it revolves depositing you at the base of a Spiral
- Staircase. Go UP - THROW BOX NORTH - it lands below the partition and
- causes a malfunction. Continue NORTH then NORTH again. Now fire
- extinguisher foam starts to pour in from an orifice!......your final
- command is to PUT CORK IN ORIFICE!!!!!!
-
-
- FINAL MESSAGE
-
- "You block the orifice and stop the foam. You threaten to tell the truth
- about fake aliens and wave the costume as proof. Eventually a deal is
- struck. You give back the alien costume and, in return, are adopted into
- the Party Leadership. Congratulations! You have won!"
-
- "You score 1000 out of 1000 and are a Grandmaster Adventurer".
-
-
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