| Walkthrough for | |
| Countdown to Doom (BBC version) | |
| by Peter Killworth | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a very hard and tightly timed game. You can | |
| die easily. You can lose or destroy a necessary tool just as easily. At least | |
| in this version making a typo does not seem to cost a move. Still, save often, | |
| and keep _all_ your save files until you've finished the game. I don't know | |
| whether saving costs a turn; I've only played this game under emulation, and | |
| saving a state file is, of course, always free. | |
| 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) expect 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 PDF with the original hint | |
| booklet for this game. Note, though, that the hints for the MS-DOS version | |
| available on the IF Archive don't work in this version, and in any case don't | |
| reliably apply here. | |
| Finally, this walkthrough (including the above notes) is for the Topologika | |
| BBC game which is available at the IF Archive. This is rather drastically cut | |
| down from the MS-DOS version also found there, which is why its hints do not | |
| apply to this version. There is also a tape version of this game floating | |
| around the web, which seems to be identical except for the medium. | |
| So, let's be off, then. | |
| You start in your space ship, locked in, with only some explosives for company. | |
| Take them, go north, light the fuse, drop the explosive, then immediately go | |
| south and wait a move - don't try the reversed order. Now go north, push the | |
| door (try pulling if you're feeling suicidal already), and go northeast. We're | |
| out. | |
| First, into the jungle. Go west. This is a maze. In fact, Countdown has three | |
| mazes. Luckily, none of them is large, and this is both the smallest and the | |
| easiest to solve. Go west again, and note that the room description changes, | |
| just as in the "passages, all different" in Advent. You could, if you wanted | |
| to, map the jungle using just these descriptions. There are only four | |
| locations, of which this walkthrough will show you three. From the second | |
| jungle location, go east, then northwest. Take the goggles, then go back | |
| through the jungle: east, north, east. | |
| Now into the swamp. Wear the goggles. One exit into the swamp will look | |
| different; go that way. Keep taking the different-looking direction (four times | |
| in total) until you find yourself on an island. Take both objects you find | |
| there, then go north back to the landing area. Go sw, drop the goggles and hole | |
| (but keep the can), and go ne. | |
| Next go south twice into the desert. Take the net. Make some noise: shout or | |
| jump. You end up in a city. Take the monopole generator. Go south, throw the | |
| can, go south again, take the diamond, and go north twice. Go west and | |
| northwest, and take the vine. Go east, north, east and sw. Drop the diamond | |
| and generator, and go ne. | |
| Go east. Catch (use that word - if you use "get", you will die) the blob. Don't | |
| waste too many moves or the poor thing snuffs it. You are now back in time, and | |
| quite a bit, too. However, you have a limited, cough, time (sorry!) to spend in | |
| this state, and it will just suffice to do what you have to do. So no straying | |
| from the path. | |
| Go north, southwest, and up. Get the box. Go north, and get the suit. Go west, | |
| do _not_ take the crystals yet, but go west again (if you try going past that | |
| monster in the present, it will eat you) and take the spices. Finally, go east, | |
| and now take the crystals. | |
| You are now back in the present, but the tight timing is not quite over yet, | |
| thanks to those crystals. They'll kill you in a few moves, and you can just | |
| make it to the hold with them before they do. Go north, southwest, and | |
| southwest again, and drop the crystals. | |
| You're still getting messages about feeling queasy, but it's not doing you any | |
| real harm now. It's annoying, though. Let's go off to do something about it. Go | |
| northeast. Wear your suit. Now go off into the swamp: go north, and if you | |
| happen to luck upon a solid patch, just keep walking until you do sink under. | |
| Once you're down, take another step in any direction. | |
| You are now in the second maze of the game. It's somewhat larger than the | |
| first, but still smallish. It's dark down here, and there is no portable light | |
| source in the entire game, but you can still map this maze using the standard | |
| method of dropping objects. Instead of seeing which object is there as soon as | |
| you enter, you have to "get" without an object, which, perhaps surprisingly, | |
| work as well in the dark as in light, in this game. If you can't be having with | |
| all that palaver, just go east, get what's there (it's a life support system, | |
| which is one of the components you need for your ship), then go south, east, | |
| and southeast. | |
| Take the medikit. This, too, is a ship component, and it rids you of those | |
| irritating messages as well. Go up. The machine will beep. Picture a clock face | |
| and a compass, with midnight being north, and go in the direction indicated by | |
| the number of beeps: east for three beeps, south for six, and so on. | |
| Go up twice, then sw, w, nw, e, d. Pull the lever. Some more manoeuvring is | |
| needed now, but this time not of the single-turn variety. We must, instead, | |
| make the right amount of actual traveling moves to get the platform into the | |
| hold. For this, we need a slight detour. Go up, sw, se, w down the slope, and | |
| now n and sw. The platform will collapse at exactly the right moment. Drop | |
| everything you're carrying. | |
| Now for the final stretch. Go northeast, east, and then northeast thrice to a | |
| curving metal corridor. There is a symbol in a niche, here. Make a note of it. | |
| Go northeast. Note this symbol as well. Go northwest, and note the symbol; and | |
| finally southwest, and note the last symbol. Then push the niche. | |
| You are now in this game's third maze. As the room description indicates, | |
| normal compass directions will not work here. You have to type "left", "right", | |
| "forward" and "back", or "l", "r", "f" and "b". Of course, each time you move, | |
| and enter a room by a different entrance, which direction corresponds to which | |
| exit changes as you change orientation. | |
| To make matters worse, you are not allowed to take any objects into the | |
| artefact, so you will have to map the maze using whatever objects you may find | |
| along the way, plus any distinguishing features of the rooms themselves. As for | |
| objects, you have four discs, one of which is found in this room; apart from | |
| that, there is the hole in the roof, in this room only, and another hole, in | |
| the exit room. | |
| Here's the kicker: there are eight rooms in total. There are six location | |
| markers, and the exit hole does not tell you which way you're oriented. As it | |
| turns out, it is just possible - with nothing to spare - to map the maze using | |
| these resources. Feel free to try. In doing so, you will realise why almost all | |
| interactive fiction has stuck to the illogical and unnatural convention of | |
| giving the player an in-built, perfect compass: it may be unrealistic, but it's | |
| a great deal less confusing to play. | |
| If you don't feel like dealing with that (and I don't blame you), here's how to | |
| get through. Take the pentagon disc that's lying here, go forward, get the | |
| triangle, go right, get the hexagon, right again, get the square, right once | |
| more, go forward, and take one last right turn. Go down. | |
| Ignore the sword. It is only there to tempt you. Instead, go east (hooray for | |
| compasses!) and take the reactor. Then go west and north. Enter "flezz". Clues | |
| for why you would use that word are scattered through the game, but as this is | |
| a walkthrough I haven't shown you any of them - serves you right! Go north and | |
| northwest, and never mind the rat. | |
| There is a computer here, and a slot. Clearly, it wants the discs you gathered. | |
| But in what order? Well, if you remember that I told you to note which symbols | |
| you found in the corridor, you'll know. First drop the disc with the symbol you | |
| encountered first, and continue in that order. Note that the game needs you to | |
| refer to the discs by their symbols - for example, if the symbol in the first | |
| niche was a square, enter "drop square". Keep dropping symbol discs until the | |
| computer coughs up an object. | |
| As the computer explicitly tells you, you are now in yet another timed | |
| sequence, so in the next bit, typos are (eventually) fatal again. Take care. | |
| Get the conductor, and go down. You land in a room with four doors, marked with | |
| (surprise) the same four symbols again. You need to go through these in the | |
| same order as before; that is, if symbol in the first niche was a triangle and | |
| the one in the second niche a hexagon, go south first, then east, and so on, | |
| through all four doors. | |
| You are now at the exit, so go northeast, then west, south, sw, east and north. | |
| Take the gun. Go south, west, sw, up, and west twice. Fire the gun, then drop | |
| it. Go west and take the drugs. Now back to the hold of your ship: east thrice, | |
| se and sw. Drop everything you're carrying. Go south to your control room, and | |
| - guess what? - press the button. Congratulations, you've escaped! | |
| And there you have it. Countdown to Doom on the BBC Model B. There isn't nearly | |
| as much of it as in the MS-DOS or ZCode versions, and more importantly, I don't | |
| think the rest of the Doom trilogy was ever published for the BBC. If you liked | |
| this game, I do suggest you look up the original, complete trilogy. |
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