| Walkthrough for | |
| Crobe | |
| by Jonathan Partington | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, make no mistake: this is (rightly) said to be one of the less difficult | |
| Phoenix games, but that doesn't mean it's actually easy or forgiving by today's | |
| standards. You can die easily. You can lose or destroy a necessary tool just as | |
| easily. Save often, and keep _all_ your save files until you've finished the | |
| game. Then again, the right solution to your problems is often more logical | |
| than in, say, Hezarin. | |
| 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. "Get all" is provided | |
| for, as well. Multiple objects (as in "get bread, cheese, and butter") are not, | |
| though. | |
| Three, this is an old-fashioned game. There are a lot of puzzles which you can | |
| only realistically be expected to solve by dying first, sometimes more than | |
| once. Often, your dying message will advise you on how to avoid that death; | |
| sometimes, it will even give you a hint for another problem altogether. Since | |
| this is a single walkthrough, such hints will not be found here. I'll just | |
| present you with the correct solutions, omitting the process you could have | |
| used to discover them. If this spoils the game for you, well, such is the risk | |
| of reading walkthroughs. By the way, if you don't want to be spoiled quite so | |
| drastically, you should find a ZCode file with hints for individual puzzles in | |
| the same place where you found this document. | |
| Finally, these notes are for the ZCode version generated from the original | |
| Phoenix source, which is available at the IF Archive. I do not know whether it | |
| works for other versions, as well, or even if any exist. | |
| So, let's be off, then. | |
| You start outside the gateway to Crobe. Go east twice. Kiss the lady. Get | |
| everything. Go west twice, then north, and ne. Note that the ex-princess will | |
| make a noise. Go nw. Another noise. This is interesting. I wonder if there is a | |
| pattern to them. Go east, then west twice. Yup, seems to be consistent. Let's | |
| find them all. For the next moves, note down what the frog croaks for every | |
| direction. Go s, se, e. Take the accordion (and if you're wondering why it's | |
| familiar, play Fyleet). Go n, nw, sw, se, ne, n - take the flour - and go west. | |
| You should now have noted croaks for all eight compass points. | |
| Go north. Drop the throne and sit. Take the throne. Go south, se, sw, s, w. | |
| Take the fish. Go east twice and north twice. Cook the fish. Push the pole. Go | |
| east, then push the lemming. Go back w, s twice, w, n, ne, nw, and n. Then go | |
| east twice and southeast twice. Drop the flour and throne here. | |
| By the way, you may have been accosted by an individual proclaiming himself the | |
| "Warden of Crone". He is, in fact, legit. However, since I'm writing this | |
| walkthrough as I'm playing the game and I don't yet know which treasures will | |
| have further use and which will not, we won't avail ourselves of his services | |
| just yet. For example, we could have given him the throne, but then we wouldn't | |
| have been able to get past the beach. Therefore, we will make this our base of | |
| operations, and store all objects here for now. | |
| Take the crystal. Go east. Play the accordion, and go east again. Take the | |
| plant, go back west twice, and drop the accordion. Next go ne and east. Now we | |
| will engage in some astrological experiments. Start by entering the command | |
| "aquarius". Just like that; one word (except without the quote marks, of | |
| course). Take what appears. Next go east and back west, then enter | |
| "sagittarius". Go east again and south, get the figurine, and go back north and | |
| west. | |
| Now go north, and drop your crystal. Then go east. Go back west, retrieve your | |
| crystal, and go east once more. Pick up the silk. Go back w, s. The sailor | |
| demands justice, so let's give him that: enter "libra". One last starsign: | |
| enter "virgo"; take the mace. All other starsigns are either useless or | |
| outright lethal, by the way. | |
| Go west and southwest, and drop the silk, figurine, plant and aquamarine. Go | |
| north. Read the book, and make a note of its subject, which changes randomly | |
| between games. Go back south, then nw, nw, w, w, s, sw. Kill the zombie. Go se, | |
| s, e, s. For your topic of conversation, enter the subject of the book you | |
| read. Take the object the witch leaves behind (which is actually a magic wand). | |
| Then go all the way back n, w, n, ne, nw, n, e twice and se twice. | |
| Go south. The mural you find here is quite obviously a combination lock. You | |
| must form a word. Only one common English word can be formed with the letters | |
| given, and the second line of the rhyme is a clue, as well. Enter "hymn". Go | |
| south, get the ingot, north twice. Drop the mace and the ingot. | |
| Go se, east, take the potion, se. Wave the needle. Go north twice, and wave the | |
| wand again. Now go east and take the opal. Go nw and down. | |
| The frog croaks again, this time not reacting to our movement but telling us | |
| (thanks to its froggy senses) where it is safe to go. I hope you wrote down | |
| those words when I told you to... Well, go in the direction in which you went | |
| before, which corresponds to this croak. Continue following the frog's | |
| instructions until something happens. You end up back above the marsh, minus a | |
| frog, plus a crown. | |
| Needless to say, do not go back down. Instead, go south three times, into the | |
| dreaded maze of Bedlam. Unlike the marsh maze, which I thought was rather | |
| enjoyable, this one is horrendous. You get three tasks, but you don't have the | |
| time to map the maze before you are expected to solve the first one... and you | |
| need to map at least the start of the maze before you can do so. Harumph. | |
| Luckily, you, dear reader, have no such problems. | |
| Go east. There either is or is not a hangman here. Make a note of this. (If he | |
| isn't here, he can only be in one other place.) Go east twice more for your | |
| first task. Go back three times? You could use the "back" command... but in | |
| this confusing place, that won't help you much. Instead, the nature of Bedlam | |
| dictates that we go east three times more. | |
| Next to find the centre of Bedlam. Go south, west, east, north. Now to go | |
| directly to the hangman. This route depends on whether he was present in the | |
| second location you visited here. If so, go south, north twice, and west. If he | |
| wasn't, go north twice, then west twice. | |
| Next, to go the way of light. If you had had the time to explore Bedlam both | |
| with and without your crystal, this would've been a doddle. Luckily the same | |
| route works independently of where we found the hangman: go east, then south. | |
| To get your reward, now go n, w, s, w. | |
| Take the coin, then go east thrice and north. Drink the potion. Then go west | |
| twice and south, take the fan, and go north and nw. Drop everything and | |
| retrieve your crystal. | |
| Go west, and take the balls. A set of three balls... now what would you do with | |
| those? Right: juggle. The balls will disappear. Go east, sw and south. Drop | |
| your crystal here, then go south. Next, go east twice. Then go south, east, nw. | |
| Notice the switches, and the number on the floor? This is a binary number | |
| puzzle. You need to turn on the switches corresponding to the bits in the | |
| number on the floor. The switch to the south of the entrance has a value of 1; | |
| that to the se is 2; east is 4; ne, 8; and n, 16. Turn on those switches, and | |
| only those switches, whose values add up to the red number. For example, if the | |
| number is 10: go se, on, n, n, on. Return to the entrance (in our example, go | |
| southwest.) | |
| Go west twice. Get the sword; it falls to the ground, so get sword again. Go | |
| east, then south twice. Drop your sword here. Go west twice. A U-shaped bit of | |
| steel? Presumably a magnet, but why the magic word? Let's find out. Go back | |
| east twice, then say it: "gnamet". Oh, look, we've been transported back to the | |
| magnet. That could come in handy. | |
| Take the magnet, go east twice, get the sword, east again. Go east once more. | |
| Oh dear... take inventory. Robbed blind, including even the magnet. Well, we | |
| know what to do about that! Enter "gnamet" again. Get all. Now go w, d, w, n, | |
| n, n. | |
| We're in an alchemical laboratory, so the inscription on that vat presumably | |
| has something to do with chemistry... and indeed, it does. It specifies three | |
| elements. The first two letters are the symbol for one element, the third | |
| letter on its own is another, and the last two letters are a third. Which they | |
| are varies randomly between games. You'll have to look these up in a reference | |
| work - I can't do all your homework for you! That done, go south and west. | |
| Next we come to an interesting part of the game: the mithril mines. And here, | |
| I'm afraid, I must abandon my readers somewhat. You see, this is another maze | |
| with a twist. And it's a very clever twist. As you pass through the Mines, | |
| random tunnels will be blocked off by rockfall. I can't predict which ones will | |
| collapse in your game, and there is no single guaranteed free path through. All | |
| this is great for replayability and adds definite interest to this maze; the | |
| one downside is that it makes a walkthrough more or less impossible. One must | |
| presume that this was precisely the intention. | |
| Anyway, you'll have to explore the mines yourself. You might want to make a | |
| map, or you might want to explore at random. In either case, you are helped by | |
| the following facts: | |
| - Every tunnel is straight - at least, in-game. Going north from one junction | |
| into a tunnel and then north will take you to another junction; going south | |
| from that junction takes you to the same tunnel, and going south again takes | |
| you back to the original room. (If you map the mines, you will see that this | |
| does not work out on paper. It works as far as playing the game is concerned, | |
| though.) | |
| - After a certain number of steps, the tunnels stop collapsing. Once you reach | |
| this point, your map is guaranteed accurate and fixed, albeit for that game | |
| only. | |
| - You are guaranteed a free route from the start to every junction in the mines | |
| and to the end chamber, even if this route varies from game to game and need | |
| not be a single, straight route. You may need to side-track, but you'll never | |
| miss a junction. | |
| - You won't have any loops in your final route. Forks, yes. Loops never. The | |
| end result will be what is called a "perfect maze". | |
| Because of all of this, if you don't want to make a map, and don't want to | |
| wander around randomly hoping to get out, I recommend the following procedure. | |
| It isn't a direct walkthrough, but it will work. | |
| Go south into the mines and back north again. Keep doing this until you stop | |
| hearing the sound of collapsing tunnels. Once that happens, start following the | |
| left-hand rule for solving perfect mazes. (For those of you who don't know that | |
| rule: when you enter a room, leave it by the left-most available exit, seen | |
| from your entrance. Thus, if you enter from the west (by going east!), first | |
| try going north. If that is blocked, try east. If that is blocked, too, try | |
| south. And if _that_ is blocked, you are in a dead end, and have to go back | |
| west. Similarly, if you go south (and thus come from the north), try east, | |
| south, west, and north in that order; after going west, try south, west, north, | |
| east; and after north, try west, north, east, south. You can also reverse | |
| these. You are then following the right-hand rule. This works just as well. But | |
| never mix the two; that does not work.) | |
| When you come across any of the elements that were written on the side of the | |
| vat, pick them up. Leave all the others - you can't carry them all at once, and | |
| you don't need them, anyway. Also take the mithril salver at the end of the | |
| mines. If you follow this procedure, I cannot predict which route you will | |
| follow, but I can guarantee that you'll get in and out of the mines with all | |
| your loot. | |
| Back outside, take inventory. You should have the salver, and three pieces of | |
| element (plus the stole, magnet and sword you already had). Go east and north. | |
| Determine which is the first element written on the vat. Throw that element. | |
| Then throw the second, and the third. It's important to do this in order. Take | |
| the rod. Go south, take the talisman, west, drop all. | |
| Go north, get your crystal, and go north and northeast. Take the flour, throne, | |
| needle, ingot, crown and opal. Wait for the Warden of Crobe to appear - we're | |
| finally going to make use of his services. Give the flour. You'll be asked if | |
| you want to give him anything else, and you do: the throne, needle, ingot, | |
| crown and opal. Be careful not to give him your crystal yet. | |
| Take the mace, aquamarine, silk, coin, fan and figurine. Leave the plant and | |
| the accordion. Go sw and south to the tightrope. Wait here for the Warden to | |
| appear again. This time, give him everything you have; the mace, aquamarine, | |
| silk, coin, fan, figurine, and finally your crystal. | |
| Now go south across the tightrope. Take everything, and go west. Try going west | |
| once more. Wait for the Warden again. This time, don't give him anything (yet), | |
| but request the flour and fan. Take the flour and throw it. Go west, get the | |
| diamond, and go back east. Wait, one final time, for the Warden. Give him the | |
| diamond, rod, salver, stole and magnet. Take the fan. | |
| Go west twice and south. Attack the troll, then push him. Go south again. | |
| Attack Karg. Wave the fan. | |
| Congratulations, you completed your quest! And what a charming little adventure | |
| it was, too. I myself particularly liked the mines. |
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