| Walkthrough for | |
| Murdac | |
| 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. Many of the puzzles are logical; a few are not. | |
| 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 Murdac. 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, and for the ZCode version | |
| which was converted from the original Phoenix code. As far as I have found, | |
| there are no real differences between the two. I do not know whether this | |
| walkthrough works for other versions, as well, or indeed if any exist. | |
| So, let's be off, then. | |
| Right from the start, you need to hurry. Go south, north, south, north, and | |
| north two more times. Take the shawm. Wonder what a shawm is? I'll show you. Go | |
| south and blow the shawm. Yup, it's an ancient musical instrument. The sound | |
| this one makes is a bit unlikely, though: the game seems to think that it's | |
| some kind of trumpet, but in fact it's an ancestor of the oboe. | |
| Ah well. Go south three times. Take the plank, plus what you find underneath. | |
| Go east, and take the key. Go north, east, west, north. What does one do in a | |
| sandpit? Dig. Take the lamp. Go south. Read the grave. You will be given a | |
| name, and a bit of information about the nature of its occupant. Remember both. | |
| Go east twice. | |
| What you need to do here depends on the information on the grave. For the | |
| baritone, sing his name. For the noise abatement campaigner, whisper it. For | |
| the werewolf, howl it; for the sign language pioneer, sign it (of course), and | |
| for the town crier, shout it. Take the sword. | |
| Go west, unlock and open the door, and go north. Now a bit of precaution: close | |
| and lock the door behind you. Drop the key. Go down and west twice. Throw the | |
| plank. Go west twice. Retrieve the plank. Now throw the rod, and then the plank | |
| again. Immediately go north. | |
| Go back south, then west twice. Take the bowl. Go south. Take the toad, but | |
| when asked if you really want to, answer "no". Get the object it dropped: a | |
| toadstone. This was, in mediaeval bestiaries, a gem found in the forehead of a | |
| toad. It had various alchemical properties, but mainly it was supposed to be an | |
| antidote to all kinds of poisons. | |
| Go back north, and east five times. Take the pillow. Go east four times. You | |
| are now in a haunted area. You will get things thrown at you from various | |
| sides. When this happens, you must move in the opposite direction, relative to | |
| your last move. For example, if you moved east last time (which you did in the | |
| first room) and you get hit on the left arm, go right, that is, south. If you | |
| went west on your last move and get hit in the face, go backwards, that is, | |
| east. Repeat until you end up on a railway platform. | |
| Drop the pillow here and take the peridots. Going east or west does nothing; | |
| going back is deadly; there's nothing for it but to go north, onto the tracks. | |
| Do so. Then go east and north, blow your shawm, north, take the perfume, and go | |
| south twice, east and south. Drop the perfume, peridots, bowl, shawm and sword. | |
| Go south and se. Take the beads. Go east and north. Take the erbium. Now to | |
| return... That manticore is dangerous - to be precise, its tail is venomous. | |
| Therefore, eat the toadstone. Then go back south and west. Go down. Drop your | |
| lamp and look. Now go south. Enter, as your whole command, the word which you | |
| hear. Take what was dropped and go north. | |
| Take your lamp. Go up, nw, north, east, ne. Wave the beads and take the thorn. | |
| Go sw and west, drop everything, and take back your lamp. | |
| Go northeast twice, then down. You are now in a maze. To make matters worse | |
| (and in particular, mapping more tedious), not only are you in darkness, but | |
| any object you drop here will disappear as well. Oh, you'll be able to get it | |
| back - at the end of the maze. Just as well you have a walkthrough... | |
| But first a deviation. Go south. Take the bread. Enter the word written in the | |
| air. Now the maze: go n, u, ne, sw, e, s, nw, w, d, se. Take the myrrh. Leave | |
| the maze by going d, nw, nw, e, e, n, ne, ne, n, d. Go sw twice and drop the | |
| myrrh. | |
| By now you should have seen a pigeon somewhere around here. It is in a | |
| different place in each game, but in any case it is no more than one room away | |
| from the cellar. Find this pigeon. Feed the pigeon and take it. Go back to the | |
| cellar. | |
| Now go north and west, take the dummy, and go south. Drop the pigeon and look. | |
| There are now some letters written on the floor, which make a nonsense word. | |
| Enter that word as your command. Take the statuette. Go north, west twice and | |
| north. Take the dodo. | |
| Go south. That old man is dangerous - he will kill you in a couple of moves. | |
| You only have just enough moves to make it to the place where you can shake him | |
| off, so no typos in this bit! Go east three times, north and down. Wait a move. | |
| Go south twice. Drop the dodo and statuette. | |
| Take the bowl. Go south and sw, and fill the bowl. Go ne, north, west seven | |
| times and south. Look. You will see a vision of a man waving something: either | |
| a staff, a ribbon or a scroll. Remember this. Go back north, then east seven | |
| times to the cellar. Drop the bowl. | |
| Take the beads, tiepin and sword. Go east and down twice. Prick the dummy. | |
| Remember the word you're given. Drop the dummy. Don't give in to the temptation | |
| of pricking it again. Go up twice and west, and drop the pin. | |
| Go ne, get the wig, and go up twice. Take the staff. Go back down twice and sw. | |
| Now, if the object waved in your vision was the staff, do the next two | |
| paragraphs, between the [square brackets]. If it was the ribbon or scroll, skip | |
| them for now. | |
| [ Go west seven times and south. Wave the object from your vision. Go west | |
| three times, to a tribe of cannibals. Wave the beads. Now for a tour of the | |
| island. At some point, your sword will twitch. When this happens, dig, and take | |
| the hoard. From the cannibals, go w, ne, e, se, sw, w. By now you should have | |
| found the hoard. | |
| Go back to the eastern tip of the island - from the end of the tour, that's | |
| east and ne. Enter the word the goblin told you. Go back to the cellar by going | |
| east twice, north, and east seven times. Drop the bible, sword and hoard. Now | |
| resume play from where you left off. (If you waved the staff, that would be at | |
| this point in the walkthrough; if it was the ribbon or scroll, it's at the end | |
| of one of the two paragraphs just below. ] | |
| Go east, down, and south. You are given a ribbon. Go back up and west. Now, if | |
| the waved object in your vision was the ribbon, do the section between square | |
| brackets above, then resume play from here. | |
| Go ne and up twice, receive a scroll in exchange for the ribbon, and go down | |
| twice and sw. If the waved object from your vision was the scroll, now do the | |
| paragraphs between the square brackets, and come back here. | |
| Go east, drop the wig, and go down and south. Finally go up, west, ne, and up | |
| twice for the last time. Take the amethysts. Go down twice and sw. | |
| Take all. You won't be able to carry everything, but that doesn't matter. Take | |
| what you can. Go north three times. Drop all and take back the lamp. Go back | |
| south three times. Get all again. Go north thrice, drop all, get lamp, south | |
| thrice. Get all - this time you should be able to carry everything that's left. | |
| Go north thrice one more time. | |
| You will be asked which object you want to take with you. Choose the sword. You | |
| will be returned to the lake. Throw the sword into it. | |
| And that's all. You've finished Murdac and been proclaimed a hero. Which is all | |
| a very jolly game, I'm sure you'll agree, but... we came here in the first | |
| place to discover what the secret of Murdac was, and I don't think we ever did | |
| find out! |
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