But because in some Adventure 350 variants the pirate can delay his appearance until quite late in the game, we can't be sure the player has the trident until after he has retrieved his treasures from the pirate's maze. Take the pearl: it would by all accounts be more efficient to collect the pearl earlier in the game, when the player is in the vicinity of the Complex Junction. The order in which treasures are gathered is also affected. EKMA0350 does not support it, so The Universal Adventure 350 Walkthrough doesn't use it. But teleportation is not available in all Adventure 350 variants consequently, it is not used here. This is an unavoidable consequence of its attempting to be a one-size-fits-all solution: it must accomodate the idiosyncracies of a large number of variations, while not making use of features not common to all.įor example, using the aforementioned teleportation feature, one could shorten the walkthrough considerably. Follow the steps from here carefully, or you'll wind up hopelessly lost.Ī quick glance at any Adventure 350 game map will dispel the notion that The Universal Adventure 350 Walkthrough is in any sense an optimized solution. You should be carrying the lamp and the keys (get them in the building). Golden nugget, diamonds, jewelry, rare coins, gem-encrusted visorless helmet, bars of silver, platinum pyramid Inventory: Now, on with the adventure! First Excursion You're dragon me down. If you say no, the game will delete the save file and you'll never be able to use it again. Note that, should you ever need to restore, you will be asked whether you want to keep the save-image. Colossal Cave Adventure Table of Contents Gameplay Walkthrough Colossal Cave and all of its progeny are relatively complicated games requiring that you remember where you have been and where you end up going each time you move in and out of a room. To help you remember not to forget, we've built saves into The Universal Adventure 550 Walkthrough. It's easy, it's free, and you just never know. Treasures:įor those variants which support saving your game, it's a good idea to save frequently, at the end of each excursion at the very least. In some variants these dastardly denizens of the dark can be difficult to do in. To dispatch subsequent diminutive demons, throw axe then get axe repeatedly until the dwarrowdelf-dweller has met his demise. When the first dwarf appears, he will chuck a treechopper at your head. You'll get all your treasures back (plus one more) later. Except in cases noted below, just ignore him. The pirate will show up at random moments to steal any treasure you're carrying. The appearances of the dwarves and the pirate are random, and thus this walkthrough cannot account for them precisely, so keep your eyes peeled. All other text is commentary or explanation. Words in are placeholders see the notes to find out what to fill in. Words in brackets are optional you may type or omit them as you wish. If you see a command posted pended with (.), it means the command may need to be repeated multiple times to have its effect. The commands you type are formatted in BOLD MONOSPACED ALL-CAPS. This walkthrough will attempt to cover Platt and all of its progeny, including: Over the years, Platt's code was ported to other platforms and languages, until it had become the forebear of one of the largest branches of the Adventure Family Tree. In 1979, David Platt released his 550-point expanded version of the original 350-point Crowther and Woods Colossal Cave Adventure. Just go east twice and then say XYZZY to pop back to the well house.Like its companion, the Adventure 350 Walkthrough, this aims to be a universal walkthrough of Adventure games, only this time for all 550-point variants of the PLAT0550 family. When you take it, head SOUTHEAST, WEST and SOUTH to get down to the Orange Room. You want to go EAST, SOUTH, then NORTH to get to the chest. Now head west and south to get into the Pirate Maze. Wave the Rod to make a crystal bridge appear. OK, now head to the Fissure, west of the Hall of Mists. If you miss, just "take axe" and throw it again. If you hit a dwarf in here anywhere, and he throws an axe, take it! Then when you see him again, "throw axe at dwarf" to get him. Drop off your treasures.ĭrop off the keys for now, then say "plugh" to return to Y2. Say "plugh" to zap back to the Well House. To the north is a chamber with a hole in it, with silver. To the south is the South Side Chamber with jewelry (+7 score, +5 drop off). To the west is a West Side Chamber with coins (+7 score, +5 drop off). Open the cage so the bird drives away the snake. Head south and grab the gold (+7 score, +9 to drop off).
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