| Walkthrough for | |
| Castle of Riddles | |
| by Peter Killworth | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a rotten hard and randomly unfair game. It's | |
| the sequel to Philosopher's Quest, the nastiest of the Topologika games, and it | |
| shows it. The other Topologika games want you dead; Castle of Riddles wants you | |
| dead _now_, and if at all possible, for you to suffer in the process. You can | |
| die at the game's slightest whim. At least making a typo doesn't cost a move, | |
| unlike in the original - but beware, going in a non-existent direction, for | |
| example, does. And there are many places where a single lost move kills you | |
| /instanter/. Save often, and keep _all_ your save files until you've finished | |
| the game. | |
| Two, the parser is limited, but reasonable. I have not found any place where | |
| using prepositions ("hit tree with axe") is necessary or even possible. By | |
| contrast, the games are 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. "Get all", however, is | |
| unfortunately not provided. As far as I can tell, words are significant to the | |
| usual first four letters. | |
| Third, I'm not taking you past all the sights and clues. Also, this game | |
| (unfashionably, these days) expects a lot of experimentation and learning-by- | |
| dying to solve them, none of which can easily be done in a walkthrough. Because | |
| of this, before you resort to reading this walkthrough you might want to try | |
| the official hints. Floating about the 'net is a text file with the original | |
| hint booklet for this game. | |
| Finally, this walkthrough (including the above notes) is for the Topologika | |
| BBC game which is available at the IF Archive. As this is a special game for | |
| the BBC, which includes a few puzzles cut from the BBC version of Philosopher's | |
| Quest, I don't think there are any versions for other systems, but I could be | |
| wrong. | |
| So, let's find that ring. | |
| You start in front of a castle, surrounded by forest. We'll explore outside | |
| first. Go south and west - any other direction will just make you wander | |
| aimlessly in the forest - and take the coin. Go east, climb a tree and go back | |
| down. Now go ne, nw and south, get the usual lamp, north, sw, se, and north | |
| into the castle. | |
| Turn on your lamp (which in this game, as usual in Phoenix-derived games, is | |
| done using only the command "on"), then go north. A maze! This game is riddled | |
| with them. And this is an unusual one: you don't have enough objects to map it | |
| the usual way, and no, there aren't any more to get, yet. In fact, you can't | |
| even use your lamp to object-map it, because of course moving in the dark is | |
| immediatly deadly. (By the way, moving _from_ dark _to_ light, or vice versa, | |
| is safe. We'll use that soon to save lamp power.) | |
| There's obviously a trick to this maze, but what? Well, turn off your lamp | |
| ("off"), and you'll see an arrow appear. Note where it points - and remember | |
| that direction. Turn your lamp back on, then go in that direction. Repeat this | |
| procedure (off, remember direction, on, move) until you reach the anteroom. | |
| Turn your lamp off and go north. | |
| We now have three obvious areas to explore (and one to store our treasure in). | |
| We start by going west. Lamp on, then go ne. Take the rod, then obey the sign: | |
| drop the coin. Go north, and wait for the bear to be at the south end of the | |
| corridor - which he may well already be. | |
| When he is, go north, ne, nw, and north (and don't dawdle on the way or you get | |
| bear-hugged - specifically, don't take the necklace yet), the ne, take the can | |
| and ignore the bed (or not, if you're already suicidal), sw and nw, and take | |
| the contraption (which turns out to be a hangglider). | |
| You are faced with a riddle. In fact, throughout the game you will encounter | |
| six of them. It's called "Castle of Riddles", after all... Some of them are | |
| harder than others, and several could have multiple answers, but the accepted | |
| answer to each is a single word. These are: what gets wetter as it dries is a | |
| "towel"; Nancy Etticoat is a "candle"; everyone overlooks his "nose"; a rich | |
| man and a fat man have "pounds"; what lives in winter is an "icicle"; and the | |
| beginning of eternity is "e". | |
| Give this answer (just the one word, as your entire command). Then make a note | |
| somewhere of this answer, because you'll need it again, and you'll need to | |
| remember the order in which you gave them. I don't know if that order is | |
| randomised; the above is the order in which they appeared in my game, but yours | |
| might or might not be different, so make that note anyway. | |
| Go north, take the book and tiara, then go south twice. You'll have noted the | |
| title of the book... throw the book at the bear. Now go south and se, take the | |
| necklace, and go back nw, north, nw and north. Solve this riddle as well, and | |
| remember it. | |
| Go north. Sit. Sit again, and another time. Go down. Lamp off, get the | |
| figurine, then dig. Hey, we're back! Go north, on, north again, then through | |
| the maze. This _should_ need the same directions as you took before, so if you | |
| took notes then, try them. If I'm wrong, and it is randomised (but it didn't | |
| seem to be in my game), you can always use the same off-on-move procedure as | |
| before. Turn your lamp off, go north, and answer "no" to the question - clearly | |
| you are nowhere near ready yet. Drop the tiara, necklace, and figurine. | |
| Now the north area. But first open the can, then go north, on, north into an | |
| area where you shouldn't waste a single move, and west four times. Throw the | |
| can. Now this part is safe. Go south three times, take the box (and don't worry | |
| about that ticking), and west thrice. | |
| Rub the mirror and go north. Take the vase and go west. Hey! There's that coin. | |
| Turn your lamp off to save power - it's rather tightly measured (well, what | |
| else did you expect from a game like this). Take the coin, then keep taking the | |
| bucket until you succeed. | |
| Turn your lamp on, then go east and ne. Ah, another riddle! Solve it and | |
| remember it. Go north, get the portrait, solve and remember the next riddle, | |
| and go north, up twice - again no dawdling in this bit - east, and jump. Turn | |
| off your lamp. | |
| We're in the forest, but we know how to deal with that: climb a tree and go | |
| down. Hey, we're not south of the castle this time! Go north into the boat - | |
| just in time! Drop the hangglider and take the cushion. Wait until the water | |
| starts filling your boat, then bail boat. | |
| Ah, here we are! Drop the cushion here - we'll see why later. Then go north, | |
| on, north, through the maze again, off, north, "no". Drop the coin, vase, | |
| portrait and bucket. | |
| And finally... go east. Turn on your lamp, and go east. This is a nasty maze, | |
| which you can't map at all using normal means. There is, in fact, a way to do | |
| so, but it involves an object you've already lost, a word written on both a | |
| wall and a floor, and (now frowned upon, but back then par for the course) | |
| saving and re-loading. No, I'm not going to tell you what this method is. If | |
| you want to know such things, don't read walkthroughs! | |
| In any case, go east again, then north. Take the sculpture, go down, and take | |
| the case - and _do_ worry about that ticking! Go down twice more, ne, and west. | |
| Enter "Spectrum" - a very superior computer to the BBC, of course, and no, I'm | |
| not telling you how to find out about _that_ command, either! | |
| Now for another tightly-timed bit: go north, nw, ne - don't get the brooch - | |
| se, ne, nw, and sw; drop the case and the box (and leave the brooch again), go | |
| nw, ne, ne, off. While your lamp is off, you may as well solve (and note) that | |
| riddle. Then wait for something to go bang. | |
| Turn your lamp back on, then go south, sw, sw, take the stole, ne, se, _now_ | |
| take the brooch and the clock, and go nw, ne, ne and north. Take the diamond, | |
| solve and remember your last riddle, then go north and up, off, and east. No | |
| exits here... except to jump! | |
| Do so to land on that cushion we'd so presciently left here. It may be ruined | |
| now, but take it with you anyway. Then go north, on, north, through the maze | |
| one final time, off, north, "no" (but we're close!), and drop the cushion. | |
| We have no more puzzle areas to explore - it's time to cash in our treasures | |
| for points! Get your coin, go nw, enter the command "gloop" (which you saw | |
| written along a wall earlier, and which wouldn't have worked before you did), | |
| turn your lamp on to see that safe, go west, off (still saving lamp power, you | |
| see). | |
| Drop the coin, sculpture, stole, clock, brooch and diamond. On, east, off, se, | |
| still "no". Take the portrait, vase, figurine, necklace, tiara and cushion; the | |
| only thing left should be the bucket - and the ring, of course. Go nw, on, w, | |
| off. Drop the portrait, vase, figurine, necklace and tiara, but keep the | |
| cushion. | |
| Turn your lamp on, east, then turn it back off and drop it. Go north for a | |
| useful effect, and back south. Retrieve your lamp and turn it on, go west, and | |
| drop cushion - your final treasure! By the way, by now your lamp should be | |
| getting dim, but we're so close to the end that it doesn't matter any more. If | |
| you've been wasting too many moves, though... be careful! | |
| Go east and se, and finally answer "yes"! And for your final puzzle, answer | |
| with the first letters of the answers you gave to the riddles - I hope you did | |
| as I told you and wrote them down... | |
| So there you are. No ring of power, but 250 points worth of treasure. And you | |
| deserve every single point, for getting through this nasty piece of work. | |
| I don't know which is worse, this one or its predecessor Philosopher's Quest, | |
| but in any case I much preferred Killworth's Doom trilogy. |
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