| Walkthrough for | |
| Hamil | |
| by Jonathan Partington | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, make no mistake: this is not the hardest and certainly not the largest of | |
| the 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. Some of the puzzles are logical; some are not. One of the | |
| meanest tricks of this game is that if you spend more than a certain number of | |
| turns in one location, you are randomly and arbitrarily killed. Remember this | |
| if you want to experiment. | |
| 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. In the Topologika version, so are multiple objects (as in "get | |
| bread, eggs and milk") and "drop all but sword". | |
| 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 Hamil. 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. The | |
| ZCode version does not have these, but the hints in the Topologika port are | |
| just as valid for the original. | |
| Finally, this walkthrough (including the above notes) is for the Topologika | |
| MS-DOS game which is available at the IF Archive, for the ZCode version which | |
| was converted from the original Phoenix code, and for the BBC version (which is | |
| not on the Archive but can be found elsewhere on the web). As far as I have | |
| found, there are no real differences between the first two, but the BBC version | |
| has been somewhat curtailed. I do not know whether this walkthrough works for | |
| other versions, as well, or indeed if any exist. | |
| The main differences in the BBC version are that the Monster Maze is missing | |
| (and so, therefore, is the wand); the bottle must be opened in the room where | |
| the tapestry is found (in the other versions, it works its magic anywhere); and | |
| the parser is less good. Only the first four letters of words are significant | |
| (as was usual at the time on home computers). More importantly, "all" and | |
| multiple objects are not supported; where I tell you, below, to "drop all", | |
| you'll have to drop each individual object. There is one spot where this will | |
| run you into trouble with the aforementioned arbitrary killer, and I'll give a | |
| workaround for that. Wherever I need to mention different commands for the BBC, | |
| I'll mark them [B: like this]. (There are also some scenery objects missing | |
| from the BBC version. Where I tell you to "ignore this object", you might find | |
| it isn't there to ignore in the first place.) | |
| So, let's be off, then. | |
| You start in a stone chapel. Going out through the arch would be predictably | |
| lethal. Go east twice, therefore, take everything, go west, lift the slab, and | |
| go down. Turn on your lamp (which is done using simply the command "on"). Note | |
| the legend. This is, obviously, a substitution cypher: each letter in the code | |
| stands for one other letter in the plain text. The first three words stand for | |
| "The password is". What the password _is_ varies each game, but all its letters | |
| are present in the first part, so you should be able to decode it. By the way, | |
| you might want to note down this code; we will need it again. | |
| Go east, and say the password you've found. Now go west twice. Open the coffin. | |
| Without wasting a move, go east three times and take the tapestry. Go back west | |
| three times, take the documents, and go east and south. Go sw, south and west, | |
| take the bottle, [B: go e, n, ne, n, e], open the bottle, [B: go back w, s, sw, | |
| s, w], go east twice and take the cheese, then go west, north, ne and se, and | |
| fill your bottle. | |
| Go nw, w, sw, w, n, w. Take the egg. Go e, s, s, se and drop the egg. Now go | |
| sw, eat the cheese, and go south. You will hear a word; remember this. Go | |
| north, nw and ne, then n four times. Utter the word you heard in your dreams. | |
| Go south and get the "curved piece of wood". Consider what kind of object this | |
| could be... | |
| Go south twice. There may be a jackdaw here. If not, check the east and west | |
| parts of the court. Go to where the jackdaw is and throw the boomerang. Now go | |
| back to the centre of the court and then south before it turns back and hits | |
| you! Then go se and throw water. Go east, get the folio, and go back w, nw, n. | |
| Take everything that's here. Go east, ne, east. Drop all; take lamp. [B: | |
| Instead of the previous two commands: take inventory; drop the first four | |
| objects, skipping the lamp; go west and back east to reset the "arbitrary | |
| killer" counter; take inventory again; and drop all other objects except for | |
| the lamp.] | |
| Next we go visit two areas which look like mazes but, strictu sensu, aren't | |
| (even if one if them is called the Maze of Hamil). They are both perfectly | |
| normally laid-out; the maze-like aspect is that you are expected to take a | |
| twisted path through them. They're rather nice, really. | |
| Go ne and east. You are now (sans lamp, but we'll get it back) in an area in | |
| which you can visit each location only once, because if you leave one, it | |
| collapses. Go east again. There's a coin here. Take it. There are eight coins, | |
| all different, and you'll need them all. | |
| Since all coins are different and the paths don't twist, it is possible to map | |
| this area the normal way. If you do, you'll find that there is only one path | |
| which goes past them all - it wouldn't be much of a puzzle otherwise! From the | |
| first coin, go north, take the coin, east, get, south, get, sw, get, s, get, e, | |
| get, n, get, e. Drop all (and do this in one command, to avoid the random | |
| killer which appears after seven or so moves). [B: and because that doesn't | |
| work on the Beeb, and you can't do the object shuffle we did above in this | |
| room, you'll have them taken off you automatically.] | |
| Take the crown, go south, retrieve your lamp, go west, and sw. Drop the crown. | |
| Get the bottle, go se, and fill the bottle. Go east and northeast. | |
| You are now in the Lost World. This is another interesting area, in many ways | |
| the complement of the Maze of Hamil. Instead of visiting all rooms, you must | |
| (for reasons you can only discover by dying, and I'm not telling...) walk every | |
| path. | |
| This area, too, is perfectly mappable and perfectly regular. Again, if you do | |
| so, you will find the right path without too much trouble, although the nature | |
| of the problem dictates that in this case there are many equivalent paths. I | |
| suggest taking the following: w, n, e, e, e, s, s, s, w, w, w, n, e, e, e, e, | |
| n, w, w, w, s, s, s, e, n, n, n, n, n, w, s, s. | |
| You are now (although you aren't told so) back where you started, and can | |
| safely go down, twice. Take the bust. Go west, take the whistle, and go d, w, | |
| nw. Go east, throw the water and drop the bottle. Go east and get the helmet | |
| (and ignore the valkyrie). Next go west twice and south. Blow the whistle and | |
| drop it, get the goblet and go north. | |
| Take the crown, documents, folio and ring. Go west, sw and west three times. Go | |
| north. Notice that both the tapestry and the statue have ended up here - this | |
| is the treasure vault, and we must store the rest of them here, as well. Drop | |
| all, and take back the documents, lamp and also the garlic. Go back south, east | |
| thrice, ne and east. | |
| Take the jackdaw and boomerang. Go nw. You will see a mural depicting one or | |
| two explorers. Each of these men is famous mainly for travels either to the | |
| north, east, south or west. If there's one, remember just his direction. If | |
| two, you must remember the compass point in between their explorations (e.g., | |
| for Columbus (west) and Peary (north), remember northwest). Ignore the wheel. I | |
| have no idea why it's there. It is not needed to finish the game. Go nw. Take | |
| heed of that voice: if you save now, you will have to return to the mural room | |
| before solving the puzzle it gives a clue to. | |
| Drop the jackdaw, and take it back. Take inventory, and note its changed | |
| description. We'll make use of that later. For now, go west twice, south, east | |
| twice and down. We have to choose one of these exits, but which? Well, if you | |
| remember your mural, that's the direction to take. Then go down until you reach | |
| the bottom. And hope its the right one - if you take the wrong stairs, the | |
| snark is a boojum, you see. | |
| Take the sapphires, then go back up to the dead end, then west twice, north and | |
| west. Take the talisman. With that, we come to a frankly tedious part of the | |
| game. That's because this talisman has the annoying habit of leaving itself | |
| behind when you move, every now and then. When this happens, go back one move | |
| and pick it back up. At least you will be told about it. | |
| Go east, south three times and southwest. Now we enter a maze. And not just any | |
| maze - it's a maize maze. In this maze, it is important that you carry the | |
| talisman. If you don't, you run the risk of getting killed by the maize | |
| spirits. And the talisman has that annoying habit... and because it's a maze, | |
| you can't just use "back" to go back one location to retrieve it. You have to | |
| know in which direction to go back. | |
| In the following lines, I shall give the route through the maze, with, for each | |
| step, also the direction to take back if you leave the talisman behind on that | |
| move. For example, if I say "east (back south)", then go east, and if you get | |
| the message about leaving the talisman behind, immediately go south, retrieve | |
| the talisman, and try east again. [B: In the Beeb version, this seems to happen | |
| only in the maze, but every turn in the maze. This makes no difference to the | |
| solution, but is _even more_ irritating.] | |
| Here we go, and I wish you patience. From the forest near the field, go west | |
| (back west), then east (back north), se (back ne), sw (back nw), west (back | |
| nw), se (back se), and east (back ne). Take the painting. Leave the maze by | |
| going ne (back e), se (back se), nw (back w), nw (back sw), ne (back se), north | |
| (back east) and finally west. If you dropped the talisman on the last move, | |
| good riddance. If not, you might as well drop it now - or wait for it to drop | |
| itself somewhere along the way. | |
| Go ne, north, west twice and north. Drop the boomerang, sapphires and painting. | |
| Go south, east thrice, northeast and east. Take everything. [B: There's only | |
| one thing here; the wand is missing from this version.] | |
| Go sw, west. Take the hexapod and feed it. Go e, ne, se, s. Drop the hexapod. | |
| It runs off either southwest, south or southeast. Follow it, and remember where | |
| it went. It runs off again; follow again and remember the path. Repeat until | |
| you meet its parent. Take your gift, then go back across the plain. To do so, | |
| simply go back along the path you just took: northwest for southeast, and so on | |
| until you reach the plain by the tunnel. | |
| Go north, nw, sw, w, sw. Eat the garlic and go west. Take the emeralds. Go | |
| east, se, e, e, se. Now we go south into the labyrinth. [B: This whole section | |
| has been cut from the BBC version. Skip to the notice below.] This is the most | |
| normal of the mazes in this game. One false move and you walk into a room with | |
| a monster, who will kill you if you don't go back - but unlike in the maize | |
| maze, here you can just use the "back" command to go back to the previous room, | |
| just as in the rest of the game. | |
| Go nw, n, se, e, n. There is a kobold here. Unlike the other monsters, you | |
| cannot walk around him. Unlike the other monsters, though, you can defeat him. | |
| Wave the wand. Go nw and take the crozier. Leave the labyrinth by going se, s, | |
| se, w, nw, s, n. [B: This is where BBC players need to join us again.] Go east | |
| and throw the jackdaw, go east twice and take the dilithium crystals. [B: On | |
| the Beeb, the crozier is here, and there are no dilithium crystals. This makes | |
| no real further difference.] | |
| Go west three times, nw, west and south. Turn off your lamp. Notice that word? | |
| It is a password, but... it is written in Hamil's code. The one you made a note | |
| of all the way back in the crypt, remember? Translate it, then enter the | |
| translated password - and do not use the encoded one! Turn your lamp back on | |
| and go south. | |
| Take the ruby. Go back to the vault: north three times, ne, west, sw, west | |
| three times, and north. Take no action yet - you only have a single move in the | |
| departure lounge, and it must be the right one. | |
| There are three notices. They are - not surprisingly - in code. Translate them. | |
| They talk about "orders" and "set", but of what, exactly? Well, of the code | |
| itself. You have made a note of the letters in the code - presumably sorted by | |
| code letter. Well, try sorting them the other way, in the order of the decoded | |
| letters, and see what the code letters spell in that ordering. You should have | |
| two words. Enter them, as a command: "nymphs waltz". | |
| Well, after all that, you still have not regained your Kingdom of Hamil... but | |
| you have reached Valhalla, which is arguably even better! There's just one | |
| thing I still want to know... what on Earth (or Hamil) does "O'GRAM" mean!? |
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