| Walkthrough for | |
| Acheton | |
| by Jon Thackray, David Seal | |
| and Jonathan Partington | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a rotten hard and often unfair game. You can | |
| die easily. You can lose or destroy a necessary tool just as easily. This | |
| should not be seen as a fault, as such, in one of the earliest adventures ever | |
| written, by mathematicians for mathematicians; but Acheton is not only larger | |
| than nearly all other games, it also does take harshness to extremes at times. | |
| Making a typo does nothing, but in the Topologika version _does_ cost a move, | |
| and this can cost you dearly at certain points in the game. Save often, and | |
| keep _all_ your save files until you've finished the game. And choose carefully | |
| where and when you save, because saving itself costs a move in the Topologika | |
| game, as well. | |
| Two, the parser is limited, but good. I have not found any place where using | |
| prepositions or indirect objects ("hit tree with axe") is necessary or even | |
| possible. By contrast, the game is good at giving you less to type. If there is | |
| only one object, simply "get" will take it; if there are several, it will | |
| assume the first one listed. Ditto for "drop", which will drop the first object | |
| in your inventory; and ditto for several other verbs. Turning your lamp on and | |
| off can be done using more elaborate phrases, but a plain "on" or "off" also | |
| works. "Get all" is provided; in the Topologika version, even "drop all but | |
| lamp" is. | |
| Third, if you're playing the Topologika game, before you resort to reading this | |
| walkthrough you might want to consult the in-game hints. There is a zip file | |
| which contains documentation for all the Topologika adventures, including | |
| Acheton. The main part of these is an index of hints available in the game. You | |
| look up the problem you're stuck at, find a number, type "help" and that | |
| number, and you get a (varyingly subtle) hint. What that file doesn't tell you | |
| is that you can also ask for hint 166, which tells you the purpose (or | |
| purposes!) of an object, or for 167, which can tell you in which direction you | |
| should explore next. If that is not enough, you can also try Marco Cavagna's | |
| most excellent, illustrated and annotated maps of the game. Both of these | |
| resources can be found at the Interactive Fiction Archive (as can the game | |
| itself). | |
| Finally, these notes are for the Topologika MS-DOS version which is available | |
| at the IF Archive, and for the ZCode version generated from the original | |
| Phoenix source, now also to be found there. I do not know whether it works for | |
| other versions, as well, or even if any exist. However, I _do_ know that, while | |
| they're mostly the same, there are some subtle differences between these two | |
| versions - and a few not so subtle ones. For example, you will need to collect | |
| all the endgame weapons in the Topologika versions; in the Phoenix version you | |
| get them once you're there. Where these differences occur, I will annotate them | |
| using remarks between [square brackets], often for either the [TO: Topologika] | |
| or the [PH: Phoenix] version, sometimes for both. There is also a version for | |
| the BBC B available elsewhere on the internet, which - being also published by | |
| Topologika - appears to be identical to the MS-DOS version except for one | |
| single detail, which is noted in the second paragraph below. | |
| So, let's be off, then. | |
| Go north into the farmhouse, get all. [TO: Go northwest. Light your lamp, get | |
| the axe, turn off your lamp, go southeast.] Go south. You might as well go | |
| south now, unlock the grate, and go north again. Go east twice. You are in an | |
| enchanted forest, and no normal movement will get you out. Climb a tree. You | |
| are asked which tree to climb. Later on, we will climb another tree, but now | |
| choose the southern one, and go back down. You are now at a hole in the ground. | |
| Go down it. Well done, you're inside the cave. | |
| Go east twice, turn on the lamp, east another time, get, west, off, w, n. [PH | |
| _and_ BBC: turn your lamp on again. This is the only place I've found where the | |
| BBC version differs from the MS-DOS one.] You will notice that we're trying to | |
| conserve our lamp as much as possible. I do not know whether this is strictly | |
| necessary, but given the size of the game, I'm not going to risk finding out | |
| that it is... Anyway, open the casket and immediately get the coat. [PH and | |
| BBC: turn your lamp off.] Drop the casket. Go s, e; on; s. Fill your bottle, | |
| and go south to the Slab Room. We'll make this our base of exploration, since | |
| it's more or less central to the other areas. | |
| Empty your pocket, then drop all except the lamp. [PH: That command doesn't | |
| work in the original version. You'll have to "drop all", then "get lamp" | |
| instead. Ditto passim.] Go north thrice to "J4". Do _not_ go northwest and take | |
| the idol's eye right now. Instead, go ne, n, sw. Note the magic word on the | |
| wall. We'll use that later, but we had to see it here or it won't work. Go | |
| south, get the sapphire, [go n for TO, nw for PH], n, nw, w. Get all, and go | |
| east twice, south twice, west, south twice. | |
| There is already a list of objects here, and we'll gather more. To reduce the | |
| clutter a bit, we'll keep everything which we'll only need in the end game | |
| somewhere else. [TO: Take the axe.] Go northwest. Notice the star. You'll see | |
| more of them. For reasons that will become clear then, this is where we'll drop | |
| our end game treasures and weapons. Drop the sapphire [TO: and the axe]. Back | |
| se, and drop all but lamp again. | |
| Take your keys. Go south and southwest... or try to. Unlock the manacles and | |
| get them. Go north, drop your keys, and back south. _Now_ go sw, then s. Dig | |
| here, and get all. Throw the manacles. Go se, e, get, w, s, get, n, w, u. Turn | |
| off your lamp, and go west. Drop everything. Jump. You can make this jump | |
| carrying just one object, but that would be of no use, because you want to get | |
| the violin at the other end and jump back. That done, get everything, go south, | |
| and turn your lamp on again. Get the matches, and go back to the Slab Room: d, | |
| ne, n, ne, n. Go nw, drop the [TO: mace, dagger,] statuette, and pearls, back | |
| se, and drop all but lamp. Note that the violin _is_ a treasure, but it's also | |
| a useful object that we'll be needing later. | |
| Next, we'll take a trip to the sea, a rather tricky area where you'll need | |
| exact timing, and one which we'll visit twice, once swimming and once sailing. | |
| We're off for our swim first. Go ne, e, and s to the ningy room. No, I didn't | |
| remember what a ningy was, either, until I did a websearch. Climb the ningy. Go | |
| north and northwest. Leave the scissors for now; you can take only one object | |
| on your swim, and we need it to be the lamp. You'd think that it wouldn't | |
| survive a swim in strong sea currents, but it does. However, turn it off now. | |
| Then go east twice. | |
| Here comes the first tricky bit. We are about to enter the sea, but there's a | |
| current there which drives us steadily west. From the West End of the Beach, go | |
| northwest three times. _Do not_ dawdle on the way - any lost turn will run you | |
| into the maws of Scylla or Charybdis, and unless you're very careful, a move in | |
| any other direction runs the risk of dashing you onto the rocks. [TO: And take | |
| care, because any typo does, unlike in most adventure games, waste a move.] | |
| You arrive in a cave. Go north, and turn your miraculously preserved lamp on. | |
| Now e, take the tiara, w, nw [TO: sw, take the spear, back ne,] and go w, n, n. | |
| Take the fish. Go up, s, and sw. Throw the fish, and go south. You are now back | |
| in the main dungeon. Go s, s, sw, s, w, w and w; you're back in the Slab Room. | |
| As usual: nw, drop all but lamp, se. | |
| Now we go sailing. Take the cloth and the matches. Go back ne, e, s to the | |
| ningy room, climb, and go north. This time we take the other fork: ne and e. | |
| Get the pot, and go back west twice to the fork, then northwest, and this time | |
| we do take the scissors. Turn off your lamp, and go east three times to the | |
| other end of the beach. It says "Middle", but don't be tempted - to the east is | |
| nothing but quicksand. | |
| Enter the dinghy, and sail it. Now sit back and wait, until you see white | |
| water. Then jump. If you jump early, you end up in the sea; jump late, and you | |
| crash. Jump at the right moment, and you'll end up on the south beach of a | |
| coral island. First go northeast, then get the driftwood and drop it again. | |
| This creates a pile, which will come in useful later. Go west. | |
| We're at the centre of the island, with caves in four directions. While you're | |
| here, you may see a ship sail by. When, precisely, depends on the timing of | |
| your moves, so keep your eyes peeled. If this ship bears a white flag, ignore | |
| it for now. However, if its flag is black, guess whose it is? Right, pirates! | |
| They're bad news, and if they catch you they'll kill you; but in the Topologika | |
| version, they also bring another treasure. If you see their ship, immediately | |
| go back to the centre of the island, climb the tree, and wait there until they | |
| leave before climbing down and going back to what you were doing. | |
| We're going to visit some [in TO: all] of the caves, but the order is somewhat | |
| important. The cave northeast must be done early [and in TO the southeast one | |
| late]. So: go ne, on, dig, get the doubloons, off, n; nw, on, get emerald, n. | |
| [TO: sw, on, get the keg, off, n. By now the pirates should have landed and | |
| left again; if not, wait up the tree until they do. Then go southeast, on, dig, | |
| get the coins, off, and go north.] | |
| Now go east, and there wait until you see the white-flagged ship approach - if | |
| it happens to be sailing off right now, wait until it returns (not forgetting | |
| to hide up the tree if the pirates appear again). Once it does, light a match | |
| and then light the fire. (Use the word "light". "Burn match" won't work.) This | |
| will attract the ship; unlike the pirates, its crew won't land unless you | |
| attract it. | |
| The ship will deposit you in a harbour cave with a single exit, so go northeast | |
| and turn your lamp on, and what do you know? You're back in the Slab room! Drop | |
| your matches, scissors and pot, and then do the usual tour of nw, drop all but | |
| lamp, se. | |
| Two detours, now. Go east (you've been here already) and get the marble. Last | |
| time we came from the northeast; this time we're taking the southeast route. | |
| You can get where we're going both ways, but this is one move shorter. So, go | |
| se, leave the orb here, se again, e, ne, n (and no, that exit isn't listed) and | |
| e. Get the crown and turn your lamp off. Go north. | |
| You are now in the giant's prison, and if you're not careful he will, quite | |
| accidentally, crush you. Wait until the giant is in the southeast corner, and | |
| then go east three times. [TO: turn your lamp on.] Get everything. Wait | |
| (although you may not have to) until the giant is near the south wall of the | |
| prison, then throw the marble. [TO: turn your lamp off.] Go west, retrieve your | |
| marble, and go west twice and south. | |
| Turn your lamp on again, and go w, s, sw, w, w. Drop the crown here; we'll be | |
| back later to use it. Go nw, w, nw, drop the beryl, se, and drop the plate (not | |
| just the salt - use the word "plate"). | |
| The second detour is not to retrieve something we need, but to use something | |
| we're going to lose later. Get the pillow, the keys, the matches and the bottle | |
| (which should be full of water). Go west three times, then north; don't worry | |
| about the door. Go east and down, get the wine, go up and drop your pillow. Go | |
| west twice. | |
| Something may chime nearby. If not, it will if you wait a while (but don't | |
| bother doing so). There must be a clock nearby, even though we can't see it. | |
| Take it. Go up and nw twice, then turn off your lamp. Go west. | |
| This is a maze, but not a normal one. You won't get through it on your own. | |
| Listen to the clock. It chimes, apparently randomly, each turn. If you picture | |
| a clock face and a compass rose superimposed, with 12 being north, you'll see | |
| that each chime is such that the hour hand would point precisely at a compass | |
| point. Go in that direction. For example, if it chimes half past seven, go | |
| southwest. | |
| Repeat this until you find a horn, floating in mid air. The latter is | |
| important: you can find the horn at other times, even stumbing about randomly, | |
| but it will be an illusion. You can only take it when it is floating. Do so. To | |
| leave the Hall of Mirrors, now go in the opposite direction of that indicated | |
| by the clock (so, if it chimes half past seven, go northeast). | |
| Turn your lamp on, and go southeast. Notice the star. Drop your horn, clock and | |
| wine here. I'll explain why in a couple of paragraphs. Go northwest and north, | |
| turn your lamp off, and go southwest. Ignore the gnome. Instead, go south | |
| twice. Another maze, but this is (for now) a normal one. | |
| Go west (or east; it's symmetrical), south twice, and north. Get the turban. Go | |
| e, e, n, n. There's another treasure in the maze, but we're going to have to | |
| resort to vandalistic pyromania to get it. Light a match, then light the maze. | |
| Go s, s; get the fleece; then n four times back to the lawn. | |
| Go east twice, then south and east. Water the plant. Go north, west, and east | |
| to the greenhouse. Get the spices. Go west three times. We can't visit the | |
| western branch of the garden safely right now, so go north, turn your lamp on, | |
| go s and se - you should be at the magenta star. | |
| This is where I tell you what that magic word meant, and what all those stars | |
| are for: they transport your treasure. In fact, they transport everything that | |
| lies on the ground. There's another hint, which I haven't taken you past yet, | |
| which says that you need darkness for this. What you do is drop your treasure | |
| where there is a star, turn off your lamp, and type "zooge". Anything which is | |
| on the ground (except you, of course) will be moved to a safe. | |
| Why am I telling you this? Because you won't be able to carry all the treasure | |
| you've collected here. So turn your lamp off and drop the spices, fleece and | |
| turban; and then enter "zooge". There should be a >>SNAP<<. You'd think that | |
| all treasures have been transported, but not so: that clock keeps being a pest. | |
| We'll come back for it later, though. For now, turn the lamp on, go se, d, e, | |
| open the door, go s, e, e, e. Drop the matches and keys. | |
| Next stop, the desert. Get the pot, thread and can (and you should still be | |
| carrying the marble, bottle and lamp). Go ne, e, s to the ningy room. This | |
| time, try and get the ningy. You won't succeed, but you'll open another passage | |
| east. Go east, take the rod, and go e, d, and nw. | |
| The portrait you find here won't fit out the door. You'll have to magic it out. | |
| But there's no star here, you'll say. Correct, but we can make one: we have a | |
| can of paint. Paint a star, turn off your lamp, zooge, drop your can, and turn | |
| your lamp back on. Go se and up, then east twice. | |
| This is the time to consider your pot. If you don't know what "London Dry" | |
| means: it's a type of gin. If you try to jump off the cliff, you'll break your | |
| neck, but being drunk will make you miraculously elastic. So: drink gin, jump, | |
| and jump again. Go north (notice another star), turn your lamp off, and go | |
| west. Drop the lamp, pot and rod here. | |
| Going into the desert unprepared is never wise, and it's no different in | |
| Acheton. We need to establish a water supply. Drink some water from the spring, | |
| then fill your bottle. Now go north, northeast and northwest; fill the barrel; | |
| go back se, sw, s; drink some water, and refill your bottle. You'll have to do | |
| those two in that order! | |
| Well prepared, we now go into the desert. Make sure your bottle is filled, and | |
| that you've just drunk some water. Go n, ne, n, nw, and w. Drink. Go sw, w, nw | |
| and n. Drink, fill your bottle, and take the rug. Go s twice, e, ne, and s. | |
| Drink again. Go east, get [TO: all], and go n, d, se, s and nw. Good thing we | |
| prepared that barrel - you wouldn't have made the spring without it. Drink, | |
| then go back se, sw, s. Go east, drop the [TO: vial,] flask and rug, and go | |
| back west. Drink and fill your bottle again, then go back to the oasis just as | |
| we did above: n, ne, n, nw, w, drink, sw, w, nw, n. | |
| Drink one last time, and drop your bottle. Go east twice. Check your inventory: | |
| you must not be carrying anything except the marble and the thread. Read the | |
| inscription around the cactus - it actually says: "I am edible". Do so: eat the | |
| cactus. Note the change in your possessions. Go down. | |
| Your palantir will be glowing. Go east, and continue to go east as long as it | |
| glows dimly. If it starts glowing brightly, wait; if very brightly, go west. | |
| Meanwhile, note the letters on the south wall. When you reach the letter "Q", | |
| go east even though your palantir is bright. Take the scarab, and say the | |
| letters you found on the wall, in the correct order (they were on the south | |
| wall!): QYWINROL. You're back at the stalactite room. | |
| Go down, and get the helmet. Go south twice. Wait here, if necessary, until you | |
| see a mummy leave to the northeast. Then go south four times. You are now in a | |
| maze full of snakes. This section is rather differently laid out in the two | |
| versions of the game, although the essence is the same. We will find an altar, | |
| and we're going to sacrifice some treasure - but don't worry, we'll get it | |
| back. This serves two purposes: it frees our hands, and it wakes the snakes. If | |
| that sounds dangerous, that's because it is. In the next paragraphs, timing is | |
| of the essence. One missed turn [TO: and in this game, that means one typo], | |
| and you're probably dead. So be careful. | |
| [TO: Get the bracelet, go west and south, get the carbuncle, and go w, n, e, n. | |
| Sacrifice the carbuncle, the bracelet, the scarab, and the palantir. You'll | |
| notice that the walls have started changing colour. This is important. Wait | |
| until the wall is yellow. Then go s, e, s, wait, w, e, s, get the silk, and go | |
| n. The wall should be red, now. Go w and e again, then e, w, w, n, e, n. We're | |
| back at the altar. Wait (two turns) until the wall is red, then go s and e, get | |
| the candlestick, and go w, w, n, n.] | |
| [PH: Go east five times, then north. Get the carbuncle, then go west, north, | |
| and west twice. Sacrifice the carbuncle, scarab and the palantir. You'll notice | |
| that the walls have started changing colour. This is important. Keep entering | |
| "look" - unlike in the TO version, you won't be told the change in colour if | |
| you merely "wait" - until the wall is violet. Then go e, n, n, n, take the | |
| candlestick, wait, n, w, get bracelet, s, wait, e. The wall should be blue. Go | |
| e, e, w, e, w, e, w, e - the walls should be indigo - get the silk, and go w, | |
| s, w, s, w, w, n.] | |
| Whew! We survived the snakes. And both versions of the game are together again. | |
| But we need some more precise timing. Remember that mummy? Go north. Wait until | |
| he appears and leaves again, then go after him straight away. North once, then | |
| northeast and southeast. Get the torque. Go southwest, northwest and north - | |
| just in time to evade him. Ok, _now_ we can relax for a while. | |
| Go north and west, get [TO: all], and go east thrice. You are at a mushroom. Go | |
| north and back south, and eat mushroom. Note letters. Go e, w, eat mushroom. | |
| And go s, n, eat mushroom. You must do all three, or Isis will not be pleased. | |
| Go west twice, back to the gate, and type the word that was revealed to you: | |
| first the single letter, then two, then four [PH: or three]. In the TO version, | |
| that is always ULIMOGA. In the original game, it varies. | |
| You're back in the desert. You might as well drop your helmet here. To get | |
| down, tie the rope (you don't have to say what to), and then go down. Go north, | |
| east and south to find yourself back at the spring. Take a swig. Go east, drop | |
| everything you carry, and go west. Go north and southeast - there are your | |
| treasures! Retrieve the lot, then go back nw and s and take your final drink of | |
| water. Get your lamp and the rod, and go east. | |
| We can't carry all those treasures - the ones we're carrying plus the ones we | |
| dropped here previously - to our base, but of course we don't have to. Drop the | |
| [TO: bracelet,] carbuncle, and scarab, but _not_ the palantir, as we'll need | |
| that for the next bit. Zooge. Now turn your lamp on. Go north and west to find | |
| yourself back in the ningy room, so go n, w, sw for the slab room and drop the | |
| rod and palantir. | |
| If you've been taking more turns than necessary, you may have noticed that your | |
| lamp is growing dim. If not, it is still quite close to running out of power. | |
| Don't worry: we're going to do something about that now. | |
| There is one obvious exit from the Slab room we haven't taken yet, and that is | |
| the southeast one. Make sure that you're carrying nothing except your lamp, and | |
| go se, s - don't worry about the boulder - sw, se, s, se, e, e. You should be | |
| in the Timeless Cavern. For some reason, your lamp is recharged here. Wait | |
| until it starts shining "very brightly" (i.e. not "with its usual brightness"), | |
| then immediately go east. Don't wait one turn longer, because your lamp's bulb | |
| will burst if you do, and it can't be repaired. | |
| Get the ornament, then go east, up twice, [TO: up once more, get the crucifix, | |
| and go down] and west. If you read the writing on the wall, it says "OFF", [PH: | |
| "MOAN"] "WAIT", "EXAKCIP". As far as I can tell, you only need the latter, but | |
| let's play it by the book: enter those three [PH: four] words, in that order. | |
| Something is "Done!", but we can't tell what. In fact, a treasure has appeared | |
| quite a distance away. We'll get it later; for now, just turn your lamp back | |
| on. | |
| Go e, d, d, w, s, sw, get the chess pieces, go ne, w, w, and nw to the pillar | |
| maze. This is a small but normal maze. Go west and up. [TO: go south, get the | |
| stake, go north.] Go east and northeast. We're back in the colossal cave. It | |
| really is colossal, but it isn't a maze in the proper sense - it's all | |
| consistently and logically arranged, there's just a lot of it. | |
| Go southeast twice, get the pendant, go northwest, then west and southwest (or | |
| southwest and west), and southwest again to a room full of stars. This is very | |
| convenient, because we need out hands free for the next bit. Turn your lamp | |
| off, drop everything but the lamp, and say zooge. Turn your lamp back on, then | |
| go ne, e, n; nw, e, se; e, s, s. | |
| Make sure you are carrying nothing except your lamp, then go down the slide. | |
| You are now in another maze, this one very real and rather large. The trickiest | |
| bit is that there are seven objects [six in the Phoenix version] spread through | |
| the maze, but at random places. Even if you map it, you will know what the maze | |
| looks like, but if you play the game again, the objects in it will be in other | |
| rooms. The only way to make sure you get them all is to visit every room in the | |
| maze. | |
| Luckily, it is a well-constructed maze, and there is in fact a path that visits | |
| all rooms exactly once. (Even more luckily, it appears to be the same maze in | |
| both versions; in any case, the same route does work for both, saving yours | |
| truly a lot of tedious mapping.) Therefore, take the following tour, and when | |
| you find any object along the way, pick it up. There should be seven of them: | |
| four treasures, one weapon, and two seemingly worthless objects that we'll turn | |
| into treasures later. Starting from the bottom of the slide: n, s, e, se, n, e, | |
| s, ne, n, w, n, sw, d, n to a dead end, back s, s again, e, sw, u and back d | |
| for another dead end, e, sw, nw, and finally s. | |
| That's it: you should be carrying eight [PH: seven] objects, counting your | |
| lamp. Go sw to the infamous lodestone room. This is one of those rooms where | |
| your compass doesn't work and any exit leaves you in a random choice of a set | |
| of rooms, like the Round Room of Dungeon or the Carousel Room of Zork II. | |
| Unlike those, however, the lodestone room cannot be stopped or remedied. Just | |
| go in any random direction. If you wind up back in the lodestone room, try | |
| again; otherwise, follow these directions back to the slab room: | |
| Crystalline chamber w, w | |
| Long wide chamber s, w, w, w | |
| Cavern with glossy walls w, sw, w, w, w | |
| Secret east-west canyon w, w, sw, w, w, w | |
| Nondescript cave w, nw, w | |
| Large chamber e, w, nw, w | |
| Sponge room sw, w, w, nw, w | |
| Bend in the passage n, sw, w, w, nw, w | |
| Go northwest, and drop the brooch, [TO: broadsword,] opals and earrings; go | |
| back southeast, and drop the lead, amulet and quartz. Keep your lamp. | |
| We suffered extreme heat; now we visit the extreme cold. Take your mink coat, | |
| violin, tongs, palantir, and the plate of salt (not just the salt - the entire | |
| plate). Go up and north. Play the violin, then go east. Get the salver and drop | |
| the tongs. Go west, and north four times. | |
| You are now on a melting ice floe. Moving here without knowing where to will | |
| eventually land you in the water, but you are carrying the solution. Type | |
| "look". Your palantir should grant you a vision. Go in the direction whose | |
| scent track corresponds to the course the banqueters are eating - for example, | |
| if they're eating the fish course, move in the direction that smells of sea, | |
| which is southeast. | |
| Get the necklace, and move in any direction, then back south off the ice floe. | |
| The floe melts, but we have what we wanted, so go east. Drop the salt - just | |
| the salt, this time. Go down and se, get the ring, and go back nw, u, nw, then | |
| s, se, s, s, d. Go nw, drop the ring, necklace, salver, plate, violin and | |
| palantir, but keep the coat (and lamp, of course), and go se. | |
| Get the thermometer. Go up, north three times, then west. The next part is a | |
| bit picky, but at least it's a matter of paying attention rather than | |
| single-move timing. You can afford to make a typo here. | |
| Each of the following rooms has one exit back north, and two exits forward - | |
| southeast and southwest. One of these, in each case, leads to a room where your | |
| thermometer indicates four degrees below zero, and one at ten degrees below. If | |
| you are in a -4 room, any step forward is lethal, and you can only safely go | |
| back north. In a -10 room, you can go in any direction. However, one of the -4 | |
| rooms contains a treasure, so you should visit them all until you find it; and | |
| which exit leads to which temperature room is randomised per game. You could | |
| also count them, since it's always in the same room - the sixth room at minus | |
| four degrees - but what with all the back and forth, I found it less confusing | |
| to just be methodical. | |
| So what you do is, go southwest. If you're at -4, get the sceptre if you've | |
| found it, and in any case go back north and then southeast. However, if you are | |
| in a -10 room, go north, southeast, get the sceptre if found, and then go back | |
| north and southwest. Repeat this, moving south only from -10 rooms, but | |
| inspecting each -4 room as well, until you do find the sceptre. After that, | |
| just follow the -10 rooms al the way to the end. | |
| Get the gloves, and go back north to the fork, and north once more to the ice | |
| junction. You can drop your thermometer here. Go west and take the habergeon; | |
| then go e, s, se, s, s, d. Drop the sceptre; store the gloves and coat in the | |
| purple star room. | |
| Let's go rob the wizard of his last treasures. Take your keys and the amulet, | |
| then go west three times. [TO: Open the door.] Go n, w, u, nw, nw, n; off; sw, | |
| w, w. Get the moonstone, go east, turn your lamp on. Now we need to get a move | |
| on. Go n, e, n. Don't be tempted to explore, because those roc eggs will hatch | |
| and it won't be safe out there. | |
| We can't kill the roc fledglings, but we can have something else kill them. See | |
| those creatures in the cage? They're quite deadly to us, but also to the rocs. | |
| Open the cage, turn your lamp off, then wait at least ten turns to let nature | |
| take its course. Turn the lamp back on. Go west, west, south and east. Get the | |
| diadem. | |
| Go west and south - note along the way how our enemies have disposed of one | |
| another for us - then s, e, e; off; d, e, e, e, n; on; s, se. Remember that | |
| clock? Wave the amulet. There it is! The amulet makes visible objects on the | |
| floor visible, and vice versa. We'll make use of this again. Turn your lamp | |
| off. Drop the diadem, moonstone, and habergeon. Zooge. On. Go se, d, e, n, n. | |
| Remember the word the wizard speaks; we will use it shortly. | |
| You are now in a cell, and a magical cell, at that. You'll get out, but you | |
| will end up in a maze. This is another maze with a difference: you are about to | |
| create it yourself. In this cell, you can move in any direction, but for some | |
| time you'll get nowhere. The directions you try will be remembered, though, and | |
| when you end up in the dungeon maze, those will be the right way out of there. | |
| As an added complication, you can use each direction only once, so you can't | |
| just go north until you're out. | |
| You can try any route you find convenient, but my suggestion would be to just | |
| follow the compass rose until something happens. Therefore, go n, ne, e, se, s, | |
| sw - remember _that_ magic word, as well - and w. Now you're in the maze, so | |
| start over: n, ne, e, se, s, sw. | |
| Here is another treasure: a scroll. We won't be able to take it out as it is. | |
| Wave your amulet, then get the scroll. Go east. From here, the games diverge | |
| again for a bit; the original Phoenix version has an extra maze. | |
| [PH: Go down, east and up. Wave the amulet, then take the coins. Go d, e, u | |
| again. Wave amulet, get stamp. Go down, west and up.] | |
| Go east twice. If you'd been carrying that treasure while it was visible, those | |
| lions would have killed you. Unfortunately, if you leave the house while it's | |
| invisible, you die as well. So we do a bit of an object dance, which, because | |
| of the differences we've just had, is different in detail as well for both | |
| versions, though identical in intent: | |
| [PH: drop stamp, drop scroll, drop coins, wave amulet, get all.] | |
| [TO: get the stamp, drop the scroll, wave amulet, get scroll.] | |
| You can't open this door normally, but the magic words you heard before will | |
| work here. We need them both: enter "nerku ukren" (or "ukren nerku"). You are | |
| now in a large chamber; in fact, it is the same large chamber in which you | |
| could have ended up from the lodestone room, so go e, w, nw, w, nw to the | |
| purple star room. Drop the [PH: coins,] scroll, stamp and amulet here, and go | |
| back se to our slab room base. | |
| It's time to tie up a couple of final loose ends. And yes, that means that | |
| we're getting near the end - hurrah! Take the rod and the scissors. Go north | |
| twice, turn off your lamp, and go west twice, then up. We're back in the | |
| forest. Climb a tree, and this time choose the northern one. Go down to find | |
| yourself in the field, and go west thrice. | |
| Remember that magic word "exakcip" in the mines, which did something but we | |
| couldn't see what? It deposited a diamond here. Get it. It is a great treasure, | |
| but we can make it even greater, using the scissors. Cut the diamond. | |
| Miraculous scissors, aren't they? You ain't seen nothing yet. Cut the diamond a | |
| second time. Now _that's_ a miracle! Get the sculpture, then go east twice and | |
| south. | |
| Here's something else unusual: in Acheton, you _must_ die once to get all the | |
| treasures. Well, this is as good a time as any. If you haven't unlocked the | |
| grate, right at the beginning, do so now. Go down the well. You will die. When | |
| asked if you want to be reincarnated, say no. You end up in Hades. Wander | |
| around in random directions, taking in the scenery, until you come across a | |
| crystal skull. Take this, then say "anon" [TO: or "dante"]. You're back at the | |
| well, with your possessions lying about - and you're still carrying the skull. | |
| Retrieve everything except the keys. | |
| Wave the rod, then go down again. Go east, turn your lamp on, north, get the | |
| sovereigns, off, up. You end up in the forest. This time it's normal forest, | |
| not enchanted, but it is confusing. Go in any direction, and continue to do so | |
| until you reach somewhere that is either the enchanted forest, or not a forest | |
| at all. If you end up outside the forest, find your way back to the field and | |
| then the enchanted forest. | |
| Climb a tree again, choose s, go d twice, e twice, on, s twice, nw, drop the | |
| diamond, sculpture, skull and sovereigns, and go se. | |
| Take the sceptre and the lump of lead. Go e, ne, e, n, w. Drop the lead and | |
| take the stone. Note that it's described as the Philosopher's stone - and if | |
| you don't know what the Philosopher's stone is supposed to do, there's a clue | |
| in the book that's sitting on the shelf. (You can't read the book, by the way. | |
| It will disintegrate. The title is the entire clue.) The stone will transmute | |
| lead into gold, but only if you're holding the stone and the lead is on the | |
| ground. As that is the case now, enter "transmute". Drop the stone and get the | |
| gold nugget. | |
| Go e, s, w, w, se. Get everything. Note that you're now holding the full | |
| regalia. Go south twice. A treasure chest has appeared here; if you had been | |
| here before, without the "King's Combination", the room would have been empty | |
| then. Take the chest, then go n, n, nw, w. | |
| Get the quartz crystals, go southeast to the toll hole (but no further!), and | |
| drop them there. Get the ankh that appears. Go northwest twice, and drop the | |
| ankh, chest, orb, crown, sceptre, and gold. | |
| Now is the grand moment you've been waiting for. Well, the first grand moment, | |
| anyway. All that treasure which we've been collecting so meticulously, near | |
| this star: it's all going to the safe. Turn your lamp off. [TO: Look at your | |
| score, in the status line above the main text area.] Zooge. [TO: Look at your | |
| score again. If that isn't a lot of points for a single turn, I don't know what | |
| is. The difference is less spectacular in the Phoenix version; we will soon see | |
| why.] | |
| And so, at last, we come to the end game. Turn your lamp on. Go se, n, n, n. | |
| [PH: Go ne, n, nw, w, u. See all that treasure? In the Topologika version, | |
| those would all be inside the safe. We have to do all the grunt work ourselves. | |
| Enter "score" now. Get all, e, drop all, w. Get all (this works fine in the | |
| dark), e, drop all, w. Repeat until there is nothing left to get. Ask for your | |
| score again, for an even greater difference than in the TO version, but we | |
| deserve it: we've had to work harder for it. Go east, get the rod and the lamp, | |
| then go w, d, e, e, s, s.] | |
| Go northwest. Take the idol's eye. It will now start searching for you. I don't | |
| know how it finds you, but I do know that the later in the game you take the | |
| eye, the less chance that you'll be caught. In fact, the chance is not quite | |
| zero even this late, but it's very small. | |
| Go se, ne, n, nw, w, u - you can read the inscription if you wish, but it tells | |
| you something I've already revealed - and e. [TO: So that's where all your | |
| treasures went!] Drop the eye [TO: and take the cane]. Go west, close the safe, | |
| and sit back to listen to the counting. | |
| [TO: The objects thrown out of the safe are all the end game weapons. Because | |
| the cane is tipped with silver, if you'd left it in there, it would have | |
| counted as half a treasure, and been lost. Since we're going to need it in the | |
| end game, it was necessary to remove it ourselves. Get everything except the | |
| lamp and the axe.] | |
| Wave the rod. [TO: Common sense would tell us to drop the rod and get the axe | |
| now, but we're going for the Last Lousy Point, so don't do that. Instead, go | |
| east twice.] [PH: Go east, obey the notice by dropping everything, and go east | |
| again.] | |
| Notice two stone discs. Go north. Another stone disc, of another size. North | |
| again, and we find yet another stone disc, of yet another size. Could it be? | |
| Yup, it _is_ a Tower of Hanoi. Luckily, it's only a four disc one, and you | |
| don't even need to move the whole thing. | |
| Get the small disc. S. Drop the disc. S. Get disc. S. Drop disc. S. Get disc. | |
| S. Drop disc. N. Get disc. N. Drop disc. N. Get disc. S. Drop disc. N. Get | |
| disc. Hey, a hole! We can't go down carrying the disc, so go north, drop it, | |
| and go back south, save your game one last time, and go down. | |
| You're now in a gladiator fight with several monsters and fighters. [PH: you | |
| will be presented with the same weapons as in the TO game, without having had | |
| to collect them yourself.] To defeat them, you need to use the correct weapon | |
| on each. The order in which they appear is random, except that, as far as I can | |
| tell, the dragon is always last in the TO version and the orc in the PH one. | |
| Obviously, when asked if you want to quit when you've killed a monster, answer | |
| no. You want to get the whole lot. The weapons to use against each monster are: | |
| Cyclops spear | |
| Knight axe... oops, we left that behind. Well, none, then. As it happens, | |
| if you kill the knight with the axe, you do get to the end alive, | |
| but with only 997 of the 1000 points. Using your bare hands bags | |
| you the full score, and the win. [PH: we _do_ have the axe in this | |
| version, but you should still choose "none", for the full score.] | |
| Minotaur mace | |
| Orc dagger | |
| Scorpion vial of gas | |
| Serpent sword | |
| Spectre crucifix | |
| Vampire stake (what else?) | |
| Wolf cane [TO: told you we'd need it!] | |
| Dragon keg | |
| And that's it! You've won Acheton, with the full 1500 points in the original | |
| version or 1000 points in the Topologika one, and are declared Grandmaster | |
| Supreme and elected to the Ruling Council of Acheton. (This means that you're | |
| now part of a mysterious body - whether that is an honour is a judgement I | |
| leave to you...) Hope you enjoyed yourself - I know I did. |
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