| Walkthroughs for | |
| the Doom trilogy | |
| by Peter Killworth | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, these are very hard and tightly timed games. You can | |
| die easily. You can lose or destroy a necessary tool just as easily. Making a | |
| typo does nothing but _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, as well - and in some locations, saving has been | |
| disabled. And don't waste moves along the way. | |
| Two, the parser is limited, but good. 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. Turning objects on and off can be done using | |
| more elaborate phrases, but a plain "on" or "off" also works. "Get all" and | |
| even "drop all but bag and keys" are provided. | |
| Third, I'm not taking you past all the sights and clues. Also, these games | |
| (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 in-game hints. There is a zip file which contains documentation for all the | |
| Topologika adventures, including all three Doom games. 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. | |
| Finally, this walkthrough (including the above notes) is for the Topologika | |
| MS-DOS games which are available at the IF Archive, and for the ZCode versions | |
| which were converted by Peter Killworth himself. The latter differ subtly at | |
| some points; where necessary, I'll note this [Z: like this]. I do not know | |
| whether this walkthrough works for other versions, as well, or indeed if any | |
| exist. Since this trilogy was written specifically for Topologika and, unlike | |
| the other Topologika adventures, did not originate in Cambridge University's | |
| Phoenix system, it seems unlikely. One thing I do know is that it doesn't work | |
| for the BBC version also available from the IF Archive; that one was severely | |
| cut down from these versions, and only Countdown is available. You should be | |
| able to find a separate version of this walkthrough for the BBC version in the | |
| same place where you found this one. | |
| So, let's be off, then. I'm taking you through the games in chronological | |
| order: Countdown to Doom first. | |
| 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. | |
| Go east. Don't waste any moves here, while the blob is around - it is not a | |
| danger to you, but you can't afford to let it get to the cliff. Instead, go | |
| east again, then north. Get the gun, then go back s, w, sw. Next, go up | |
| (ignoring the box - we'll be back for it later (or rather, earlier...)), then | |
| west twice. Fire the gun. A passage will open to the west, but don't go there | |
| yet. Instead, drop the gun, and go back e, e, d. | |
| Now 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. Now go south and | |
| southeast. Leave the goggles - we'll get them later, but right now we cannot | |
| afford to waste a single move. (This also means: no typos here!) Flee back | |
| northwest, then north four times [Z: you'll be asked to confirm the last move; | |
| say yes, of course], across the mud pool, into a small cave where you find an | |
| aerosol container. Take this. | |
| Go east, ne, north, and east to where you fired the gun. Again go e, e, d, then | |
| through the jungle again: w, w, e, nw, s, se. _Now_ we can safely take the | |
| goggles, and then go back nw, n, and this time not through the mud - which is | |
| now impassable because we've woken the allodile - but 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. From the southern tip, go | |
| northeast, get the hole, nw, ne, get, sw, w. Shake the aerosol. Go west, and | |
| without wasting a single move, spray the skates. Get them, and drop the (now | |
| empty) aerosol. | |
| Go e, e, n, n back to the landing area; then u, w, w, w past the glacier, then | |
| southwest. Wear the skates, then go west. Go west again to find yourself | |
| confronted with three exits. Take these in turn - any order you like. In each | |
| cave, you'll find a closed container. Open this. For two out of three, your | |
| goggles - which you should still be wearing - will warn you of heat. If so, do | |
| not proceed, but go on to the next cave. | |
| The one container that is not hot will open without asking. You should take the | |
| drugs found inside, as they're a treasure item, but you will need the container | |
| (pan, chest or cabinet) itself as well, so it's best just to take that, and the | |
| drugs with it. Once you've found it, go back to the junction, then e, n, ne, n | |
| (this is safe once - you can't go back) and n. Take the helmet, then shout (or | |
| jump, or anything else which makes a noise). You will fall down, together with | |
| the icicle. Take this. | |
| Go south. You find yourself in a room with a switch. Turn it on. Go south | |
| again. Another room, and another switch. Turn it on, too. If you now were to go | |
| south, you would find yet another room with a third switch, which would refuse | |
| to turn on. There are four of these switches, and they have a mind of their | |
| own. The first one will always turn on or off; the others only when a. the one | |
| just before them is on, _and_ b. none of the ones before that one are. The | |
| state of any later switches does not matter, though. For example, to flip the | |
| third switch on, or back off, the second switch must be on, the first one must | |
| be off, and the fourth may be on or off. | |
| If you find this complicated, you are not a computer programmer. If, OTOH, you | |
| _are_ a programmer, you'll have recognised this as one of the ways to define | |
| Gray code. You need to turn all four switches on. If you don't know Gray code | |
| (and don't want to do a websearch for it and work it out for yourself), just do | |
| the following (starting where we left off, with the first two switches turned | |
| on and standing in the second room): n, off, s, s, on, n, n, on, s, off, n, | |
| off, s, s, s, on, n, n, n, on, s, on. | |
| You just heard a humming noise, which means that all four switches are on and | |
| we can continue. Go south four times. You pass forward in time. You have only a | |
| limited amount of, ahem, /time/ in this state, so careful with the typos again, | |
| until you return to normal. | |
| From the sliding doors, go north five times, east three times, and south; take | |
| the gold; go south twice more, west once and north once. You will be met - as | |
| expected, in a time travel scene in an SF game - with a version of you from | |
| another time, who asks for an object. Obviously, you want to give him | |
| something, so answer yes; and give him the icicle. | |
| You are put back to your original time, and to the portal. Go north five times, | |
| then ne, n, e, e, e, d, sw all the way back to your ship. Those metatermites, | |
| which escaped when you took the phaser gun all the way at the beginning, will | |
| eat anything you drop here, and you'll need to drop everything valuable here. | |
| However, they can be made harmless. Drop the container you found west of the | |
| ice rink - the pan, chest or cabinet. Now you can drop all other things with | |
| impunity. Let's do so, in fact: [Z: remove the goggles, then] drop all but | |
| helmet and can. | |
| Phew! That's the hold made safe, and we now have a safe base of operations. | |
| Save the game here. (A better base would have been the landing area just | |
| outside, but the game considers this an unsafe place, so saving there is | |
| disabled.) | |
| Go northeast, then south twice into the desert. Take the net. Make some noise | |
| again: 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. Now | |
| go southwest and southeast, then east and up. Push the rock. Go back down and | |
| west, and drop the helmet here. Go west thrice and up, push the boulder, and | |
| get everything. Wear the helmet. | |
| Go west and down. Go south five times, west three times, north three times, | |
| east once, and south once. Recognise the pattern, and the environment? Right: | |
| it's the same path we took while moved forward in time, only in reverse; and we | |
| have reached the heavy door from the other direction. Push the door, and your | |
| past/then-future self will appear, and (surprise, surprise!) give you the | |
| icicle (which we couldn't have got past the desert any other way), and help you | |
| through the door. | |
| Take the block of anachron. Go north thrice, then northeast and west. We have | |
| two choices now: the northeast way is easy, but we can only take a single | |
| object through. This is useful for exploring (though you can only pass the | |
| desert once per game), but it's not what we want now. The northwest exit | |
| requires some preparation, but of course this is a walkthrough, so we have come | |
| well prepared... | |
| Throw the icicle, go northwest, and take the vine. Get the rod. Go east twice, | |
| north, and east. A bit of preparation while you're wearing the helmet: go | |
| southeast and east, then back west and northwest, and southwest. [Z: Remove the | |
| helmet]. Drop all but rod and net. | |
| Go northeast and east. Catch (use that word - if you use "get", you will die) | |
| the blob. Don't waste any moves or the poor thing snuffs it. You are now _back_ | |
| in time, not forward, and quite a bit, too, so you won't meet yourself this | |
| time. However, like last, hum, time, 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, | |
| just like before, no straying from the path, and no typos. | |
| 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 the | |
| 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. [Z: You may have to | |
| wander around a bit more in this version. You'll be told that you bump into | |
| something, and asked whether you want to take it. You do.] | |
| 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" or "get all", 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) [Z: in this version, there'll | |
| be nothing to get; you picked it up when you bumped into it earlier - | |
| presumably this is because Inform, in which the ZCode version was written, | |
| makes it harder to pick up unknown objects in the dark], and 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, and wait a turn. 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. Wave the rod. Walk on through the laser, in the same direction | |
| as before. | |
| 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. [Z: | |
| Remove the suit.] 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 go in. | |
| 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! [Z: Retrieve | |
| everything the robot stole from you, if anything.] 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 insert 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 "insert square". Keep inserting 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. [Z: In the ZCode version, you have to go through these | |
| in the reversed order instead. So, first go through the exit with the symbol | |
| above it that was in the _last_ niche, and so on.] | |
| You are now at the exit, so go northeast. Then back to the hold of your ship: | |
| w, s, sw, sw, sw. Drop the conductor and the reactor. Go south to your control | |
| room, and - guess what? - press the button. Congratulations, you've escaped! | |
| For now, that is... on to the next installment. | |
| ######## ######## | |
| Next up is Return to Doom. This starts with an unfairly timed section. From the | |
| start, there are a couple of directions to explore in, a couple of puzzles to | |
| solve and a couple of objects to get, but if you get them all, you will end up | |
| completely stuck afterwards, because you are too late for an event to happen. | |
| So far, so simply nasty; the unfair bit is that you have, at this point, no way | |
| of knowing which objects are going to be important and which are not. Feel free | |
| to explore this area, solve all puzzles - which are, in themselves, not at all | |
| bad or unfair, and would have done well elsewhere in the game - and then start | |
| over for real. | |
| From your space ship's control room, go north. Take the extinguisher, go | |
| northeast, then west. Make a noise: jump, or shout. One of the mouths will | |
| close. Go that way - don't go through the open one. Get the rod, and go back | |
| out through the other route (so if you entered by going northwest, now go | |
| southeast, and vice versa). | |
| Go east twice, get the tank, east again, get the tectonometer, go west and | |
| southeast, and get the rock - or try to, rather. Go back nw, w, then s and e. | |
| Knock (don't "knock door", just "knock"). Go north. Note the word on the wall. | |
| You could go down to see the danger, and come back up - I think you do have | |
| that couple of moves leeway, but not many - but to be on the safe side, just | |
| open the tank, then drop it. _Now_ go down and north, get the pill, and go all | |
| the way back s, u, s, w, n, e, e. | |
| Get the rock, go west, and throw the rock. Open the tectonometer. The next | |
| couple of moves will be tightly timed, and there will be a lot to see, so be | |
| careful. Eat the pill, then open the extinguisher, then go east. Read the | |
| resulting wodge of text with care. In particular, pay attention to what the | |
| robots do and what the ambassador says, and make a note of that password. Then | |
| immediately go north. Whistle, and go north again. Get everything, and go | |
| south. | |
| Enter the password the ambassador told you, but backwards (i.e., if she said | |
| "KALAB", enter "BALAK"). Go northeast and east to a junction which is clearly | |
| going to be central to the rest of the game area. We'll make this our base of | |
| operations. Drop everything, then save. | |
| For the next part, make sure that you're running the game in an emulator or | |
| shell [Z: or 'terp] from which you can capture the output. We're going to | |
| get an infodump, and you will need to refer to its contents later. | |
| Go southwest, west and up. You will see a cyclone approaching from one of the | |
| cardinal compass points, and you're in a dangerous environment. You will need | |
| to tread carefully here, to avoid being blown onto the sage. Luckily, the way | |
| the cyclone blows you is more or less predictable. If it comes from the north, | |
| go se, then s; if from the south, nw then n; if from the west, ne then e; and | |
| if from the east, sw then s(!). From then, just wait it out until the cyclone | |
| leaves. | |
| While you were being blown about, you may have come across a glass disc. If | |
| not, explore until you find it. Just don't go through the circular hole yet. | |
| Once you've found the disc, get it, then find the black hole (it's in the | |
| northwestern part of this area) and go nw. You're back in the tunnel; go | |
| northeast. | |
| Now take the computer, prepare your text grabbing tool, and insert disc. | |
| Capture and save everything the computer says. Of course, when it asks whether | |
| you want to carry on, yes, you do, all five paragraphs. Save the entire | |
| lecture, then drop everything. | |
| Take the rod, then go s, u, ne (hey, another artefact! And yes, it holds as | |
| many tricks as the one in the first game) and e. Wave the rod. If you think you | |
| don't know what that inscription means, just write it down all on one line. | |
| Make a note of the name mentioned. Go west, drop the rod, and go northeast | |
| twice. Push cross, wait, e, w, n. Pull the bed and get the mattress. S, w, get | |
| capsule, e. | |
| We're going to use the first bit of information from the computer infodump. It | |
| describes three star systems, and one of them is represented by the pattern | |
| inscribed by the cross, here. Find its name. Which it is changes every game. | |
| Push the cross, enter the name of the star system represented - the elevator's | |
| sound should change - then go east and west again. | |
| Go west, get the trampoline, then east and sw, drop the trampoline, go west and | |
| drop the mattress. Now a short don't-make-a-typo bit: eat the capsule, get the | |
| ball, go east and up, and throw the ball. Go west, get _and wear_ the helmet, | |
| then go east, northeast and west. | |
| The next puzzle is tricky. It's not particularly hard, once you get the idea | |
| behind it, but it's easy to make a mistake. You might want to save here. | |
| Go down. You land on a raft floating in mid-air. You can, obviously, control | |
| the raft's movement by using the four symbols; and indeed, by pressing them you | |
| make the raft accelerate in the four cardinal directions. The trick is in the | |
| mid-air bit: the raft won't just stop on a dime. If it is moving eastwards, | |
| say, and you give it a nudge westwards, it will overshoot by one location, and | |
| only then stop. This means that a fair bit of careful manoeuvring will be | |
| required. Feel free to experiment; you will die a lot, but it really is a nice | |
| puzzle that is well worth figuring out for yourself. If you don't feel like | |
| that, here's what to do: | |
| Push oval, wait, push spiral, push spiral, push oval. Get the boots. Push | |
| spiral, push oval, push oval, wait, push spiral. Push rhomboid, wait, push | |
| rectangle, push rectangle, push rhomboid. Push spiral, push oval, push oval, | |
| wait, push spiral, push spiral, push oval. Finally, push the romboid three | |
| times. | |
| Wear the boots, go either north or south - it doesn't matter which - then east | |
| twice. You arrive at a floating head, which will put you to the test. Here is | |
| where the computer's lecture comes in useful. You will find the answer to the | |
| first question - which varies per game - in it. The answer to the second | |
| question, as you will know if you've played Countdown to Doom, is "I" - the | |
| protagonist of this game is the same as that of the first one (and will be the | |
| same in the third game, as well), and in that game, you did just what the head | |
| describes. | |
| Next up is a series of logic puzzles, of the type beloved by writers like | |
| Gardner and Smullyan. From the signs above the portals, the information the | |
| head gives you, and the assumption that the puzzles are fair, you can deduce | |
| which portal is safe; if any other were, that would lead to a logical | |
| contradiction. The first one is pretty simple. You know that only one exit is | |
| safe, so both signs are false; therefore, the southeast exit is safe, so go | |
| southeast. | |
| The second one is a bit more involved. First, note that the sign "This way is | |
| fatal" can't have hung above the northeast door, because that would lead to a | |
| contradiction whether it is true or not. Therefore, the "Both ways are fatal" | |
| sign must have hung there. Next, note that this sign is certainly false. | |
| Therefore, the northeast exit is fatal; so go southeast again. | |
| For the third test, consider that the last two signs contradict one another. | |
| Therefore, of those two, one must be true, and one false. But the head claims | |
| that only one sign is true, so the sign over the north door must also be false. | |
| Since it claims that that way is fatal, it must in fact be safe, and you should | |
| go north. | |
| In the final hall, note that if the southern exit is safe, all signs are true, | |
| while if the eastern one is, all signs are false. By contrast, when the north | |
| exit is safe, the first two signs are true and the last is false. Since that is | |
| the only case which satisfies the head's claim, go north again. | |
| You will find a robot dog. To wake it up, you'll need to call it by name. This | |
| name, too, is randomised and varies per game; you found it written on the wall | |
| of the artefact. This said "DOGNA MEDXX XXX", that is, "dog named Xxxxx". Just | |
| enter what was written for the x's in your game; for example, if it said | |
| "DOGNAMEDBONZO", type "bonzo". Remember the commands it tells you to give to | |
| it, and start out by entering "heel". Then go east three times, then northeast | |
| to find yourself outside the artefact. Go south and west, get the rod, then go | |
| west, down and north to our base, and drop the rod and boots. | |
| Now for that terminal that's been standing here all this time. As far as I can | |
| tell there is no way to discover what it does except by pressing the shapes, | |
| moving to a different location, waiting several turns, and drawing conclusions. | |
| In short, you can cause weather phenomena to occur, but only once each, and | |
| only in outside locations. And, of course, the terminal itself is inside, so | |
| pushing the button and just seeing what happens there and then won't work at | |
| all. Ah, well. | |
| First, we're going to cause some lightning. Push the hexagon. Now go ne, nw, n, | |
| ne, and se. Don't go southwest yet, or you'll run out of the jungle in a panic. | |
| Instead, wait for the lightning, and then immediately go sw. Get the cap and | |
| the drugs, then go back ne (note the changed location descriptions!), nw, sw, s | |
| and se. While we're here with the dog, go southeast once more. Note the slab of | |
| silica - if you refer back to the computer lecture, you should get an idea | |
| about what to do here. But you'll need help, so wait a couple of turns for your | |
| dog to catch up. Then jump, and when your dog asks if he should help, answer | |
| yes. Then heel, go nw, sw and drop the cap. | |
| Next we cause some rain. However, the dog wouldn't survive the place where we | |
| need that rain, so first tell him to "stay". Then push the square, and go north | |
| and northwest. Wait for rain to appear, and without waiting another turn, go | |
| west. Get everything, and wear the suit. Go back e, se, s. | |
| While your dog is staying put, let's go do something else where he would get in | |
| the way. Go sw, s, and sw. Get the rat - you'd think "free rat" or "untrap rat" | |
| would be more logical, but those don't work. Still, that rat will be of use | |
| later. Go back ne, n, ne. | |
| For the next bit we won't need the weather terminal, but we will need our dog, | |
| so tell him to heel. Then go se twice and east. Throw the seeds. The route | |
| through these plants is highly dangerous and I can't find a way to discover the | |
| safe route except trial and error, but go n, e, e, s, s, nw. Then dig, and of | |
| course you do want your dog to help. | |
| You fall down. Get the nodules, then go west. Then take the holocrys and go | |
| west again, then north. Aren't you glad you helped that silica creature? Next | |
| go ne, e, ne. Drop the drugs. Make a note of the word that is mouthed. Now go | |
| east, get the mirror, and go back w, sw, w, nw. Drop all. | |
| Go sw, s, sw - if the rat had been here now, your dog would have gone for him, | |
| losing you both - and w twice. You want to go west, but the buffalo are going | |
| south, so keep going northwest until you reach the niche. Go west. Enter the | |
| word told to you by the buzzing sounds. Go south, get the holocrys, and go | |
| north and east. Cross the buffalo again by going northeast until you reach the | |
| prairie, then go e, ne, n, ne. | |
| Now for the third type of weather. Push the triangle, then go nw and w. Wait | |
| for snow (yellow snow, no less - pleasant...) and immediately go sw. Go north | |
| twice - good thing you freed that rat! Jump (or shout), then go s, s, nw, w, | |
| get the holocrys, and come back e, se, n, n. You can now safely go northwest. | |
| From here, go in to a cavity, get the crystals, and go back out. You can't go | |
| back past the ecosaurs, but there is another route from here: slide! Go east, | |
| retrieve the crystals, and go se. | |
| And here comes the last type of weather. Take the rod and the machine, then | |
| press the pentagon. Go east and southeast. Wait here for fog, then go southeast | |
| again, and south. Drop the rod, then move in any direction you like, twice. Go | |
| in the same direction as the scavengers. | |
| Take everything, then go west. Take the holocrys. That hemisphere is flashing - | |
| push it. Assent to the proposed swap, then throw the powders and escape north, | |
| then go west. Drop the rod and the machine. | |
| Take the disc, then go n, ne, n. Throw the disc and catch the egg, then follow | |
| that pteromorph. Go down. Wear the goggles. Ignore what your dog says, but go | |
| in the direction the pteromorph fledgling indicates. When the egg hatches, | |
| immediately drop the goggles. Get the holocrys, then go north and south back to | |
| the junction. | |
| For the last holocrys, go ne twice. Keep going north (and if you reach the end | |
| of the alley, keep waiting) until the dog warns you that something bad is | |
| coming. When that happens, follow him west, go back east, and continue north | |
| until you reach the protorhino nest. Get the holocrys, and go back south five | |
| times, then sw twice. | |
| Take the nodules, the mirror and the cap. Go west. Remember that password you | |
| said backwards, all the way back when you got here? Now say it again, but this | |
| time say it forwards, how the ambassador said it. Then go southwest and east | |
| (yes, you do want to enter that singularity). Move in any random direction six | |
| times, until you get to the top of a hill. | |
| Your dog is no longer following you, so heel, then go north twice. From now on, | |
| time is critical again, and with rather more justification than at the start | |
| of the game. Wait until both robots are described as being by the steps [Z: in | |
| the ZCode version you have to move one move before they're by the steps; the | |
| clockwise robot should be by the southeast corner, and the anticlockwise one | |
| east of the middle of the south side], then go u, e, n, n, w, d. This, by the | |
| way, is the last point in the game where saving your game, and thereby wasting | |
| a turn, won't kill you immediately - so if you want to, do so now. | |
| Go east, and allow your dog to take your place [Z: and don't go and help him, | |
| when asked]. Awww... but there's no time for sorrow. Drop the spiderbomb, go | |
| west, wave the mirror (no, there's no way to discover those lasers except by | |
| dying), go south and east, throw the nodules, get the ambassador, and go north, | |
| down and north. | |
| You're trapped. But doesn't this environment remind you of somewhere? Right, | |
| there was a shaft and chamber exactly like this one at the start of the game. | |
| Enter its name: Prona. Yup, it's an Underground system. There's another station | |
| in the game, by the way, called Toga, but it's never useful to go there - it | |
| seems to exist merely as a hint. If you go there now, you end up dead, but you | |
| do get told explicitly that these are underground stations and not some more | |
| science-fictional sort of matter transporter. If you feel experimental, start a | |
| new game, go to the Prona station, and enter "Toga", then "Woce". | |
| From the new station, go south. Wear the cap. Go south, west and north. Tell | |
| the dog to "fetch". Go southwest. Celebrate. But there's no rest for the | |
| wicked... the final episode of the trilogy is waiting! | |
| ######## ######## | |
| And now for Last Days of Doom, which, unsurprisingly, is the last part of the | |
| trilogy. Like the previous game, this one starts with couple of tightly timed | |
| sequences, but this time the emergency is made rather more obvious. | |
| You start in your spaceship's control room again, and it's about to tumble into | |
| a crevasse, so move with precision - one lost move and your dog is a goner. Go | |
| north and up, northeast and southeast. Push (or shake, if you wish) the tree | |
| and get the rod, then go back nw and sw and wave the rod. Heel, go south, | |
| fetch, and get the sphere. | |
| You have two ways of going down from here, and at this point you have no way of | |
| telling which is the right one. Go southeast. Then go north twice and | |
| northeast, then south. Dig, go south, and dig again. Go back north twice, | |
| southwest, south twice and east. Take the cylinder. Go east and north, tell | |
| your dog to "stay", and drop all except cylinder. | |
| Go north, east and south. By now you should see a message about robots | |
| employing a neutron missile. Pull the stud on your cylinder. (If you've wasted | |
| a move previously, you will see that message earlier, and will have to pull the | |
| stud at that point. It will still work. Just make sure not to do this where you | |
| left the dog.) | |
| Take the globule, go n, w, ne, drop the globule, take the pollen, push the | |
| rock. Go sw, s, push the rock again, heel, get all, and go east thrice. Get the | |
| dog to "fetch" (you can actually discover why to do this, here, in a fair way - | |
| but this is a walkthrough, so _I_ don't have to show you!) and take what he | |
| fetches for you. | |
| Go east twice, then north. Wait until the lava comes sweeping by, then | |
| immediately go southeast. | |
| Go north twice, then northwest. This sets the silica creature off on its | |
| mission to tell you something, but you might remember from Return to Doom that | |
| those guys live very slowly, so you won't get the message all at once. We'll be | |
| back for the rest later. For now, go se, ne and nw, drop the sphere, then go | |
| back s, sw, s thrice, e (don't touch that magneton for now!) and e. Tell the | |
| dog to stay, drop everything, go west, get the magneton, go w, n thrice and nw | |
| (See? Word one of the sentence), then se, ne, nw. Retrieve the sphere, then go | |
| s and ne, and push the lozenge. Go south. Tell the dog to "fetch", then open | |
| the vat for it. | |
| Go southwest and northwest for another word, then back se, s, s, s, e, e to the | |
| Square. From there, go sw and d, then w and sit. Go e twice and sit again. Go | |
| west. Don't sit in the chairs in either of the other cubicles! Now go u, ne, s, | |
| n, se and s. Take the zoophot and pull the lever. Go north, northwest, heel, | |
| southeast, stay, and go north again. | |
| Go east twice, then wait two turns - until you are covered with a thick, rather | |
| than thin, layer of gel. Then go north. Get suit and give suit (just use those | |
| two words - "give suit to rat" won't be understood [Z: It will in this | |
| version, but so will the shorter command]). Go nw, retrieve the suit, go east, | |
| get the extinguisher, and go ne. | |
| Go west and southeast. The display on the computer tells you a musical note | |
| (C#, for example), but it is either sideways or upside down. Make a note of | |
| this note. Then go nw, sw and s. Drop all except the zoophot. Go ne, u, se, s, | |
| get the hispajel, n, nw, d, sw. | |
| Go northwest, down and east. Push the cage. Go w, u, se, n, w. Open valve. Go | |
| up, break the reservoir, get the gloves and wear them, then go back d, e, s, | |
| nw, d, e. Take the object - it's a thermostope. Go w and sw. You are given a | |
| set of instructions to operate on the creature; follow these. In my game they | |
| were: ream agapscorta, seal rylloth, grout medibulla. I don't know if it | |
| varies, so follow what's on your screen. Take the object - a sac of sucrose - | |
| then go ne, u and se [Z: remove gloves] and drop everything. | |
| Whistle and heel. Take the rod and the spacesuit. Go w twice, n thrice, nw for | |
| another word, se, and s four times; se, s, w, get the tank, e, n, e, n. Take | |
| the gun. | |
| You are now in the anteroom to a tricky, tricksy area. You cannot walk | |
| anywhere, but you can use the gun to shoot holes in the solid matter. | |
| Obviously, the gun has a limited number of charges, so you can't just fire at | |
| random. In fact, you have exactly enough charges to get to both the item you | |
| need to retrieve, and the exit. The tricksy bit is that the game rearranges | |
| their positions behind your back so that, if at all possible, the two are in | |
| such places as to make one of them unreachable from the holes you've dug so | |
| far. You need to shoot a pattern so that it can't manage that. | |
| Here's what you do: fire the gun north. (This, by the way, is the first time | |
| one of these games _requires_ more than two words in a command.) Then go north | |
| into the hole. Repeat: fire gun n, n. Fire gun ne, and go ne. You are now in | |
| the dead centre of the solid environment. From here, shoot a star pattern: fire | |
| gun ne, fire gun se, fire gun nw. | |
| Now we make sure that we've seen all areas of this solid. Go nw and back se, | |
| then ne and sw. In one of those tunnels you should have seen a portal through | |
| the transpaluminium. Remember which. Then go se; you should now similarly see a | |
| pill. Fire the gun in its direction (as far as I can tell always southeast), go | |
| there, and take the pill. Make your way back to the centre and then to where | |
| you saw the portal. Fire the gun towards it, go that way, and enter the portal | |
| (which should be north). | |
| Go east, wear the spacesuit, and go south, then southeast twice. Wave the rod. | |
| Go west twice, get the goggles, and go n three times, w thrice, nw, n four | |
| times, and nw for the final piece of information from the silica creature. Make | |
| a note of the pitch the dog detects. Go se, s, s, s, e, e. [Z: Remove suit.] | |
| Drop everything except rod and pill. Stay. | |
| Go ne, u, se, s, u, ne, n, n, e, u. Wait, wait, and jump. Wave the rod. Go s, | |
| w, [Z: push boulder - in the Topologika version, the rat does this without | |
| prompting] n, ne, n. Take the labiflute. Go s, e, u. Wait until the plant turns | |
| into a droffid. Then eat the pill and go southeast immediately. Go s, w, sw, | |
| and s. | |
| Play the flute, covering 0 holes. The dog will tell you which note you play. If | |
| this is either the note the silica creature told you, or the base note of the | |
| one on the computer screen, make a note of that, too. (If you're not familiar | |
| with musical terminology: the base note of, say, G# is G.) Repeat, covering | |
| more holes, until you have found both. | |
| Take the helium tank, goggles, sac of sucrose, fire extinguisher, pollen and | |
| foodpacks. Heel. Go w, w, n, n, n, e, n. Play the flute, covering as many holes | |
| as were needed to play the silica creature's note. Go southeast twice, then | |
| play the same note. Wear the goggles, then open the cabinet and take the globe. | |
| Play the flute again, and go northwest twice. | |
| Go north twice. Oh look, what a surprise, another artefact! Go northeast. Pull | |
| the knob (on the extinguisher), go down, and drink the sucrose. Drop the flute | |
| and the tank, then take the triangle, square, pentagon and hexagon. | |
| Go west. You are now in a maze. It's the first one since Countdown, and it's | |
| more ingenious and interesting than any of the mazes in that game. It is a grid | |
| of sandstone caverns connected by passageways, some of which are blocked. By | |
| dropping the four shapes, you can blast open these blockages. Of course, you | |
| can only use each shape once, and they all blast in a different direction. And | |
| equally of course, you can reach the dog (which is trapped in the maze) in | |
| exactly one way. It's well worth trying to puzzle this one out for yourself; it | |
| isn't large. However, if you don't want to do so... | |
| Drop the triangle. Go n, w. Drop pentagon, go s, s, w, w, n; drop square, e, n, | |
| n, w, w; drop hexagon, w, s, s, s; heel; n, n, n, e, e, e, s, s, w, s, e, e, n, | |
| n, e, s, e. | |
| Get all, then go south. Eat the foodpacks that very turn. Go w, s, w, sw, s, | |
| se. Get the hawser, then walk around the island with it: e, ne, n, nw, w, sw, | |
| s, se. Insert the hawser [Z: in the socket], and go north. Get the new | |
| foodpacks. Go s, e, ne, n, nw, n, e, se. You should be able to read the | |
| hieroglyphics on the sign. Do as they say: enter your "name", as it is given. | |
| Then go south and down. | |
| You are surrounded by demons. Your orb should tell you which is not real; go in | |
| that direction. Eat the new foodpacks. Open the helium tank, then play the | |
| flute, this time covering as many holes as were necessary for the note shown on | |
| the computer. Go northeast. Throw the pollen. Go northwest. Read the infodump. | |
| When asked if you want the axe, answer yes. When asked whether you want to land | |
| in a specific spot, answer no both times. | |
| The last part of Return to Doom, which starts here, is a rather miscellaneous | |
| collection of "tests" which don't really fit with the rest of the game. The | |
| first of these is a board game of the "Officers & Sepoys" type. Unfortunately, | |
| there are several slightly different sets of rules for these games, and you're | |
| not told which are in use. It would, of course, be possible to work them out by | |
| trying and dying. However... go s, n, w, e, n, ne, nw. | |
| Next up are a set of IQ-test-type questions. For the first one, the letters are | |
| encoded by digits (a=1, b=2...), but written backwards. In this way, the third | |
| set of digits stands for "ache". In the second question, 422 is the only number | |
| not divisible by 3. In the third one, a rickshaw is the only one which is not a | |
| type of boat. The answer to the last question is "stake". | |
| At the start of the next test, yes, you do want to take the gun. Then, go east | |
| and north. Hit marshal. Get everything. Throw barman; throw minister; throw | |
| drunk. | |
| And now for the final test, which isn't really a test. It consists of three | |
| questions; however, it doesn't seem to matter how you answer them. Feel free to | |
| answer "yes" or "no" as you like. Taste the bitter-sweet of victory. | |
| ######## ######## | |
| And there you have it. Three games, sometimes frustrating, always charming; | |
| all similar, all set on the same world, all different. You can clearly see the | |
| evolution of Mr. Killworth as a game designer from Countdown, a pretty standard | |
| puzzle game, through Return, still a set of puzzles but with a greater sense of | |
| purpose behind them, to Last Days, which adds a story, even though the puzzles | |
| remain the main feature. One wonders what would have happened had it been a | |
| trilogy in five parts. |
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