| Walkthrough for | |
| Fyleet | |
| by Jonathan Partington | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, make no mistake: this is a Phoenix game, and that means it's hard and in | |
| places capricious and unfair. 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. Although Fyleet is not as random as Philosopher's | |
| Quest, if you want a less demanding game, try the same author's shorter Hamil | |
| or Murdac, or Crobe. | |
| 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. | |
| To start the game, give your name. What you choose doesn't matter, since you | |
| won't be asked to refer to it again yourself. Next answer "y" if you want to | |
| read the back story. It's not very relevant, but it does give a hint as to | |
| where you might find aid. | |
| We enter the game proper by getting one tricky object, and our trusty but | |
| annoying sword, and put them to good use. | |
| Go south, get all, and turn the lamp on - you do the latter by just entering | |
| "on". Unusually, we won't need to worry about it again - it won't run out. Go | |
| south again (ignore the phoenix for now), then east, and take the mat. This is | |
| the tricky object: you need to be careful where you leave it, lest it disappear | |
| on you. More on that later. For now, go back west, north twice, and east. Drop | |
| the mat and pray. | |
| Take all, go west, and wait for the sword to turn blue. Then go west. If the | |
| sword has changed colour again, go back east, wait for it to turn blue, and go | |
| west; repeat until you have a turn in the clearing while it is blue. Then kill | |
| the scarecrow with it. Dig twice - you don't need a spade. | |
| Get all, then go east, then south five times. This is a central location; we | |
| will make it our base of operations. Drop the orb, accordion and scarecrow | |
| here. Go south, get water (in the bottle), then go north, nw and west. Throw | |
| the water. Go west, wait for your sword to turn pink (no need to be as careful | |
| here as with the scarecrow), and kill the plant. | |
| Go west, get the fish, east thrice, se, west - ignore that knight for now - and | |
| west again. Drop the mat, pray, and retrieve the mat. Go south, get the ring, | |
| north, west. Shake the gate (rare mercy!), go west, take the amber, and go east | |
| four times. | |
| Go sw. This is a shrine to Hurgenpor, who if you've read the instructions | |
| you'll know is your own deity; and you'll have noticed that the mat is a prayer | |
| mat, apparently also dedicated to that god. It will be safe to leave it here. | |
| Leave it almost anywhere else, though, and it will disappear behind your back | |
| (Hurgenpor is either very popular or not very constant). It won't disappear | |
| from the same location you are in, and there are a few other spots where you | |
| can leave it, but I wouldn't rely on that. That mat is important. | |
| Therefore, drop the mat (for safety), the sword (because those colour-changing | |
| messages will soon start to annoy), and, because this shrine doubles as the | |
| traditional "treasure drop-off point" (presumably you're offering them to | |
| Hurgenpor) also the fish and the amber. Go ne to our base camp, and drop the | |
| bottle here. We'll be needing it again later. | |
| Now we're off to collect some of the low-hanging fruit, the easy, stand-alone | |
| puzzles. Go north thrice and wear the ring - this must happen here. Go back | |
| south three times and ne, get the ruby, sw twice, and drop the ring and the | |
| ruby. | |
| Go ne and east, drop everything, east, and wave your hands. Get all (and don't | |
| read that book!), west, get all, west. Drop the chair (which is a treasure, but | |
| also an object we'll use later on) and the book, take the orb, go south three | |
| times and take the duster. Go north twice and drop the orb here. The orb is | |
| what allows you to walk on the lake, and we'll be back. | |
| Go north four times, west, nw and north. Take inventory. The sign will have | |
| changed: instead of a message mentioning Carmel Sprout, it will bear a phrase | |
| which is an anagram of one of the eight compass directions. Go in that | |
| direction. For example, if it says "STEW US HOT", go southwest. Repeat this, | |
| taking inventory and following the sign, until you reach the centre. Take the | |
| tusk, go east, take inventory again, and go in any other direction than that | |
| mentioned to leave the warren. Drop the sign. | |
| Go west twice. Throw your lamp - which will remain miraculously undamaged - and | |
| retrieve it. Go west, get the sapphire, east twice and south. Dust the mirror. | |
| A magic word will appear. Enter it as your command. Notice that in here, you'll | |
| see a new magic word. Take the bust, then enter the new word - backwards! By | |
| the way, you'll note that all letters used in either word are horizontally | |
| symmetrical, so they can reasonably be read in a mirror. | |
| Go west, sw, and nw, and take the portrait. Now go all the way back se, ne | |
| twice, east, se, east, south thrice and sw. Drop the portrait, sapphire, | |
| tusk and bust, go ne, and drop the duster here. | |
| Go nw and north, get the staff, and without wasting many turns go south, se | |
| twice, and south, and drop it. Go north and se (and note that this is no place | |
| to dawdle - we'll be back later), and east. Take the broom, and go west, nw, | |
| and south. The staff will have turned into a snake - this is the only safe | |
| place for it to do so. | |
| Take the snake, which is now completely harmless, go north and nw, and drop it. | |
| (By the way, I'm using the word "it" in this walkthrough; the game doesn't | |
| understand it, but then, you can get the same effect using simply "drop"!) | |
| Go nw and west, sweep the floor, open the trapdoor, go down, and get the | |
| candlestick. Go back up, east, se and sw, drop the candlestick, go ne, and drop | |
| the broom. | |
| Next is a semi-maze. It's not really a maze, but the actions of its denizens | |
| make it one. It's also, in my opinion, a lot fairer and more interesting than | |
| both main real mazes in the game. | |
| Get the bottle and accordion, south, get some water, north, sw, get the mat, | |
| and go ne, west twice, and south twice. This is the area in question. Those | |
| giants throw rocks, and they'll hit you if you are too close, too close being | |
| within two rooms' distance, rounded down. That means that, if the blue giant is | |
| about to throw, you must move to (or stay in) one of the three rooms closest to | |
| the south-eastern corner; and to evade the red giant's rocks, near the north- | |
| eastern one. This is always possible, but it takes exact timing. | |
| Go se. This is the east edge of the room, which is always safe to remain in, as | |
| neither giant can reach it. Note the red giant about to throw - the north | |
| corner will now be safe, so go north. Make a note of the word on the wall (and | |
| note also that this is the Giants' Word, as there will be more magic words | |
| later on). Go south to safety. Drop the mat, pray, and get all. The blue giant | |
| should be about to throw (if not, wait a turn), so go sw, then south out of | |
| this area. | |
| Go south. Read the papers, then play the accordion. Take inventory to see that | |
| Bacchus has done something appropriate. Drop the accordion, which we won't use | |
| again. Go north, get the colander, go west twice, and note the chant. If you | |
| can read music, you'll notice that it spells a word. If not, well, each O | |
| stands for a note, which stands for a letter from A to G. There are exactly as | |
| many letters in the chant as there are Os, and the word can only be one of | |
| three: BEEF, BADGE or CABBAGE. The number of Os alone, therefore, tells you | |
| which chant is sung, even if you can't read music. Needless to say, make a note | |
| of this word as well. | |
| Go back east twice, north and ne, wait one turn for the right giant to throw, | |
| then go nw, north twice, east twice, and se twice. Take the helmet - thanks, | |
| Bacchus! Go nw twice and sw, and drop the mat safely, then ne, and drop the | |
| colander and bottle. Wear the helmet, go nw, west and up, get the hay, and go | |
| down, east and se. Drop the helmet - we'll need it again. | |
| Go south, get the orb, south, and drop the orb here. We'll see soon why it's | |
| not wise to carry it around this time. Go south and west, take the parrot, east | |
| and north, and drop it. Take the orb. Notice the parrot's squawk - if it does | |
| that two turns in a row, Bad Things happen. Luckily, it only does it when | |
| you're carrying the orb, not when it's lying on the floor. Therefore, | |
| immediately go north, and drop it. Ah, but now how are we going to get back | |
| across, now, to retrieve the parrot? We're not - it is coming to us. Look up | |
| the magic word you found on the wall in the giants' room, and enter it as your | |
| command. Hey presto! Get the parrot, and notice how it does nothing while | |
| you're carrying _it_ but the orb is just lying here. | |
| With the parrot, go north thrice and east. This is a wishing well. Drop the | |
| parrot, wish, and choose wish G - floating like a feather. Enter the parrot's | |
| word again, and retrieve it, cheating the well of its payment! (In fact, you | |
| could do this again and again, getting all wishes - consecutively, not | |
| concurrently - but you only need it this once. This is unusual clemency in a | |
| Phoenix game - I'd have made sure it worked only once...) | |
| Go west, south twice and sw, and drop that dangerous parrot. Then go ne and | |
| take the duster, go north thrice and get the phoenix, then go north and east. | |
| This would've killed you without the wish. Dig, bandage the gnome, and dig | |
| again. | |
| Go east, ne, take the plate (See? No need for more wishes!), sw, se, south | |
| twice, take the opal, and back north. The reason this room seems wrong is that | |
| there is a hidden exit, but I don't know where it is. It could be in any | |
| compass direction not already mentioned, so just try going east, west, ne, nw, | |
| se, sw until something happens. | |
| Go up twice, south and west, get the wand, go east and south. Throw the phoenix | |
| into the abyss. Make a note of the word it squawks. (I think all possibilities | |
| were OS commmands on the original Phoenix system, but I'm not sure, and at any | |
| rate it isn't relevant to the game.) Go south and jump down, then go west, nw | |
| twice, drop the hay and the wand, sw, drop the plate and opal, and go back ne. | |
| Now for the first real maze. It's a nasty one, and we need to go past it twice. | |
| Take the colander, chair, scarecrow and wand. Go north twice and south. The | |
| statue should speak a riddle, the solution to which is a magic word we need | |
| soon. If it doesn't, keep going back north and south until it does. Then go | |
| south, west and sw into the maze. | |
| Here's why this maze is a stinker: while in here, you will occasionally drop or | |
| attempt to pick up a random object (which makes mapping a pain), or - which is | |
| worse - move to a random adjacent room. The remedy for the first two is simple: | |
| whenever you drop something, immediately pick it up, and when you randomly try | |
| to pick something up, just ignore it. The solution to the wandering... well, | |
| let me quote the original author of the game: | |
| "To get to the south end of the maze, go NW, NE, SE, NE, NW, E, W, SW, S. | |
| Some of these will tell you that you can't go in that direction - ignore | |
| this. If you become confused and wander into another room, restart the | |
| sequence at the beginning." | |
| What a palaver... Luckily, the chances of wandering are not _that_ high, and | |
| the maze is not large. Also, when you drop or pick up something randomly, you | |
| don't wander about that turn. Therefore, you just might get through the maze on | |
| your first try. And therefore, my advise is this: first try to just run through | |
| the maze, going east, east, north, sw, south, not forgetting to retrieve what | |
| you drop. If that works, all well and good. If not, try the solution given in | |
| the quotation above. | |
| Once out of the maze, go west, drop the scarecrow, and enter the solution to | |
| the statue's riddle: peach. Then go west thrice, get the ikon (the more | |
| traditional spelling "icon" works as well), and go east five times. Drop | |
| everything, then take the colander and go se. | |
| This is an interesting area. The two objects in the northmost two rooms need to | |
| be swapped, but you can't have two objects in the same room, not even if one is | |
| in your possession. The problem is that with the topology of the place, this is | |
| simply not possible. There must be a trick... and there is. | |
| I'll give the moves needed in a compact notation, because it's essentially a | |
| block puzzle: se, se, get heart, nw, drop, nw, e, get sunglasses, s, drop, nw, | |
| nw, get spleen, e, drop, s, nw, get heart, nw, drop, se, se, get sunglasses, | |
| nw, drop, nw, s, get toe, e, drop, nw. | |
| Get sunglasses, wear sunglasses. Aha! There's the trick. sw, drop, n, get | |
| heart, se, drop, se, w, get sunglasses, n, drop, se, se, get toe, w, drop, e, | |
| nw, get heart, se. | |
| Back outside, go up, get (this command works in the dark - or you could have | |
| taken your lamp before climbing up, but you don't need to), down, get all, drop | |
| the wand (which we don't need any more), go west, and north back into that | |
| rotten maze. | |
| Follow the same procedure as last time: first try going sw, se, east, se, | |
| north, and if that doesn't work, try the official hint: | |
| "To get to the north end of the maze, do the same, except that the | |
| sequence of directions is SW, NE, S, SE, NW, SW, NW, S, N." | |
| Whew! Out of the maze, go east and sw. Drop the chair, jacinths and bone. Get | |
| your mat, go ne, and take the snake as well. Go west and sw, and through the | |
| maze again: east, east, north, sw, south; and/or follow the same hint as the | |
| first time. Go se and sw. | |
| Here you notice a fare, in groats. You'll have seen a number of coins (and one | |
| note) to the north of here. Their values are: the token is worth 1 groat, the | |
| piece 3, the coin 9, the noble 27, and the note 81. All powers of 3. It is well | |
| known that you can make any whole number by adding powers of 2, as used in | |
| binary numbers. What is less well known is that you can also make any whole | |
| number by adding _or subtracting_ powers of 3. For example, 30 = 27 + 3; but | |
| also 29 = 30 + 3 - 1. Thus, you can make your fare by inserting several of the | |
| coins, and possibly inserting the negative of some others. I'm afraid you'll | |
| have to figure out which to pay and which to subtract yourself - a whole table | |
| would take too much room - but that's what you're in for in an adventure | |
| written by a Cambridge mathematics student! Be grateful it doesn't involve | |
| fifth-degree polynomials... | |
| Anyway, having made the calculation, go nw and ne, and take all the pieces of | |
| money you need to pay on the plus side. Go sw and se, and insert each coin (and | |
| probably the note). Then go back ne and nw, and take all coins (certainly not | |
| the note, this time, unless you've counted wrong) you need to pay with a minus | |
| in front. Then go sw and east - note the bit about negative ionisation - and | |
| sw, and insert each coin. | |
| You'll find a badge. You will remember that this was one of the possibilities | |
| for the chant, near the giant room. If it was the one sung in your game, take | |
| it now. If the chant was one of the others, leave the badge. Go south, drop the | |
| mat, and pray. Notice the symbol? You _could_ leave the mat here safely. Just | |
| to be extra sure, though (and so as not to forget it), retrieve it right now. | |
| Wait _one_ more turn, then go south. Get the belt. | |
| You will have been moved out of the Humpty Dumpty room, either north or south. | |
| If you're north of Humpty, go to the south side, by going south twice. Once | |
| there, go east. Here are two more chant objects: some beef, and a cabbage. If | |
| yours was one of these, get it. Ignore the other one, but do get the onion as | |
| well. Go west twice, throw the snake, and go north. | |
| Go nw, ne, and north, then go back through the maze (sw, se, e, se, n; or | |
| follow the second quoted hint above). Three cheers: that was the last we'll see | |
| of that maze. Outside, go east and sw, drop the mat, belt and icon, go ne, and | |
| drop the onion (but keep your chant object). | |
| A rather weird area, which IMAO doesn't really fit with the rest of the game, | |
| is up next. Go west twice, south twice, se, wait a turn, sw, south, and west | |
| twice back to the room with the chant and the postbox. Post your object, and | |
| weirdness starts. Go southwest. | |
| You are now in a slippery area, which is really a lines-through-the-dots | |
| puzzle. Note the letter above your head. There are twenty-five of these, in a | |
| 5x5 grid, which leaves one letter left over. You have eight moves before you | |
| are tossed out of this area, and you need to see all letters. Because this area | |
| is slippery, you can see more than one letter per move, but it still comes down | |
| to connecting 25 dots with 8 straight lines, starting from one corner of the | |
| grid. Oh, and horizontal moves go all the way across the grid, but diagonal | |
| moves - being longer across - go three squares at most. Using this information, | |
| it is quite possible to find the solution on paper - there is only one, with | |
| four symmetrical variations - but if you can't be bothered: | |
| Making a note of all letters you pass (you will see some twice): go west, | |
| south, east, north, sw, north, se, west. Take the turnip. Exit, and when asked | |
| which exit to take, answer with the one letter you didn't pass in the grid. You | |
| might want to take a note of the calculation you see, which provides a partial | |
| solution to a problem you come across later. You might not need it - it's quite | |
| solvable without it, and anyway I'll give away the solution - but if you want | |
| to have a go and might need the hint, remember it. | |
| You are now in a good(?) old wolf-goat-vegetable puzzle. So: drop turnip, get | |
| goat, north, read poster (see?), drop goat, south, get turnip, north, | |
| drop turnip, get goat, south, drop goat, get wolf (which bites you, which is | |
| why it's important to do him last - you have a few moves leeway, but not | |
| dozens), north, drop wolf, south, get goat, north. | |
| Go south. You get a hint on how to get out of here, but first get the | |
| bloodstone. Then follow the hint, and go in all possible directions: north, | |
| northeast, east, southeast, south, southwest, west, northwest, up, down. | |
| I find it advisable to keep to a systematic order; that way you don't forget | |
| one direction (much though you might like to - bleedin' noise...). | |
| Take the sceptre. The calculation is what's called an alphametic: equal letters | |
| stand for equal digits, there are no leading zeroes, and the resulting addition | |
| must be correct. Solve this (possibly using the hint found earlier) and replace | |
| the digits in the number shown by their corresponding letters. This will give | |
| you a word. (If you really can't work it out: it is either "gudgeons" or | |
| "mongoose".) Enter that word. | |
| Retrieve your lantern, then (not wasting turns - remember that wolf) go east | |
| twice, north, ne, wait one turn, nw, north twice, east twice, and north six | |
| times. Drop all (this is important), swim, and get all. Go back south six times | |
| and sw. Drop the sceptre, bloodstone and emerald, and go ne. | |
| It's time to tie up the last few loose ends before the endgame. Get the book, | |
| go south, get the orb, and go south twice. Go south again, and if you're thrown | |
| out (but only then!), again. Drop the book. You'll be thrown out now. Wait | |
| (exactly!) four turns. Go south twice, se, ne, northeast and nw. Take the | |
| pendant, then leave sw and north. | |
| Go east. You are now in the second horrible maze. It is, in fact, a perfectly | |
| normal, solvable maze, with one complication: at each turn, either the north | |
| and south locations will be blocked off, or the east-west ones will be. Which | |
| it is changes each turn, completely randomly. If you leave your location and | |
| return, the other two directions might be blocked off, or the same. There is no | |
| way of predicting this, and no way of influencing it. However, with sufficient | |
| patience it _is_ quite possible to map the maze using the normal object | |
| dropping method, and once mapped, it is also quite possible to go through it - | |
| again, with patience. That, I fear, is the only advice I can give in this | |
| walkthrough. | |
| Having crossed the maze, take the tapestry (paltry reward for such tedium), go | |
| north back into the maze, and with equal patience traverse it back to the | |
| crossroads. From there, go north thrice and sw. Drop the orb _first_ - remember | |
| that parrot! Then drop the tapestry and the pendant. | |
| Take your sword, go ne, get the onion, hay and helmet, and wear the latter. Go | |
| nw, then west four times. Eat the onion. Take the onyx. Go east four times, | |
| north twice, nw, west, sw twice and west. Feed the horse, then take the shield. | |
| Go east and south and take the figurine. Go north, ne and south. | |
| Wait for your sword to turn green, then pull the rope. Take the egg, then go | |
| north and northeast. Drop everything and retrieve only your sword, then fight | |
| the dwarf (the sword's colour doesn't matter this time). Get all - you won't be | |
| able to carry everything. Drop the shield (we'll be back for it soon), then | |
| take whatever was left on the ground. Go east, se, south twice, se and sw to | |
| the shrine. Drop the egg, figurine, topaz and onyx. | |
| You have now brought Hurgenpor enough treasure to be allowed into the endgame. | |
| Pray to prove this. Take the orb, then immediately (that parrot is still | |
| active) go northeast. Get the broom, then go nw, north twice, nw and west, and | |
| retrieve your shield. | |
| Go southwest twice and north, drop everything, then lift the dumbbells. You now | |
| have a sufficient, but limited number of turns of extra strength, so don't | |
| dawdle. Take all, then go south, ne twice, east, se and east to the glowing | |
| room. Ride the broom. It asks for a magic word - enter the word the phoenix | |
| squawked when you threw it into the abyss. You'll be transported to a new room, | |
| almost but not quite reachable from the main area. | |
| Go south and kill the idol with your extra muscle. Now wait until you shudder | |
| and lose your super-strength, causing you to drop everything. Get all, and wear | |
| the helmet again. Go south and west. You will automatically - if you are kitted | |
| out right - defeat all your enemies. All that is left now is to solve the magic | |
| square - yellow is 8, green 6, blue 4, and red 2 - and give the answer to the | |
| question. The only thing to remember here is that the game wants a two-digit | |
| number in two words, not two separate digits, so (e.g.) 24 must be given as | |
| twenty four, not as twentyfour or two four. | |
| So you've ransacked Fyleet, all for the glory of Hurgenpor and yourself, and | |
| now you're enjoined to try a difficult adventure. So what was this, then, | |
| Wishbringer!? Never mind - apart from those two bloody mazes, and that silly | |
| area inside the post box (which I think just doesn't belong in this game), I | |
| rather liked it. |
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