| Walkthrough for | |
| Nidus | |
| by Adam Atkinson | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, make no mistake: not only is this a Phoenix game, it's one about which the | |
| author himself writes: "Beware: ... NOT a good game. ... should only be played | |
| by ... completists." And from a technical point of view, he is hardly wrong. | |
| Nidus is very strange, in places arbitrary, and often not fair. And it's still | |
| also a Phoenix game, so 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. | |
| That said, it is also whimsical, daft, and imbued with a spirit of fun which | |
| does at least elicit a smile even when the command needed to get there extracts | |
| a groan. One pleasantry which is even more present in Nidus than in most | |
| Phoenix games is background jokes. It pays, in this game, to look about you at | |
| what seems like flavour text. For example, the Collector's Room is well worth a | |
| second look - you will be rewarded both with very vague hints and with | |
| descriptions of considerable silliness. | |
| 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. | |
| Still up for it? OK, then we're first going to get our stuff together. | |
| Go sw, west and nw. Take the bag, sack, box and trunk. Then enter these as | |
| direct commands: needle bag, bat bag, book sack, torch box, humbug box, robe | |
| box, chariot trunk, koala trunk, doll trunk, and finally sack bag. And yes, I | |
| could tell why we're entering all these weird commands, but but I won't. That's | |
| the price you pay for reading walkthroughs. Anyway, you could easily have found | |
| out why yourself. | |
| Now we're outside and have a full kit, take the bat and the needle. Go ne, take | |
| the thread, go north and down. Throw the thread and wave the needle. Take the | |
| necklace. Go up and north twice. Go south and drop the bat. We won't be needing | |
| it again. Go south again, ne and east. Take the ring; don't bother trying to | |
| wear it yet. | |
| Go west and read the graffiti. That sounds like a very obscure hint, doesn't | |
| it? I know two things about Emmy Noether: she's a big name in group theory, and | |
| group theory at that level is far above my level of mathematical knowledge. I | |
| do know that all words used do have a meaning in group theory, but whether they | |
| work together like that, I've no idea. It may be just a mathematician's joke. | |
| Or it might also be a subtle hint - remember that the authors _and_ original | |
| players of these games were students of mathematics at Cambridge. However, for | |
| mere mortals like us, it doubles up as a hint at a much, much more trivial | |
| level. We'll make use of it later - I won't tell you when, but you might be | |
| able to figure it out. | |
| Go sw, south, sw again and up. Cast the pearls before the swine. Take all. Go | |
| south, get the flute, north and down, drop the ring and the needle. Go ne and | |
| north. Give the piglet, pearls and flute to the collector - note that you get | |
| he last one back - then go south and sw, and drop the flute. | |
| We will go into some weird (-er) places, now. We'd better be well prepared. | |
| Take the book, humbug, robe, doll and torch. Go se and east, get rod, and clean | |
| it. Go back west and nw, then west and south. Drop the doll (be careful not to | |
| drop anything else here, or you'll lose it) - then go south, then west into | |
| real chaos. Eat the humbug, then wave the rod. Wait one turn. Clean the robe. | |
| Now there is nothing to do here but wait until you are returned to somewhere | |
| more familiar. | |
| Go west and nw, and drop the now clean robe. Go south and sw. Take the "mater". | |
| Back ne and north, and get the chariot and flute. Now into chaos again, this | |
| time deeper: west, south twice, and drop the mater; south again and west again. | |
| Wave the rod. Get the oak. You can now explore this area - there is more to | |
| see, but nothing more to do - or just wait around until you return to the main | |
| area. | |
| Go se. Play the flute. Drop the chariot _first_, then drop everything else. | |
| This is to avoid a bug in the game which would crash the game with a stack | |
| overflow if we didn't do it like this. I don't know if this bug is original or | |
| a result of the translation to the ZMachine, but in any case, by using this | |
| order we avoid the bug. | |
| Go nw, west, up, ne, north and down. Enter the command "tonka". Get all, then | |
| go up and north twice. Tie the gibbon - another bad pun! Go south twice, and | |
| give the gibbon to the collector. South and sw, and drop the oak. | |
| Wear the vole. Go west, south once this time, and west, and wave the rod again. | |
| This is a tightly timed area, so be careful of typos here. Go east, take the | |
| can, back west, wait _one_ turn, go north, and enter "brutish tearoom" as your | |
| command that very turn. | |
| Go north, ne, and north thrice to that very tearoom, where all your stuff has | |
| ended up, and one new object as well. Take everything. Go south twice and give | |
| the vole, which has served its purpose, to the collector. South and sw, and | |
| drop all. | |
| Take the can and the ring. Go up and east, and immediately open the can. The | |
| next bit requires exact timing again - no wasted moves or you die! Take the | |
| insect. Go west, down and south. Wear the ring and touch the door. Go north and | |
| down, drop all, go east twice, and wait a turn. Phew! | |
| Go back west, get all (the insect does nothing the second time around), go up. | |
| Take the lemur and give it the ring. Go ne and north to the collector again, | |
| and give him the insect and the lemur. South and sw, and drop the can. | |
| Now we need to do some object and light source shuffling. Get the torch, go | |
| south, drop it. Go east, get (and thanks to the Phoenix game system that | |
| commands does what we want it to do, just like that), go west, north and down. | |
| Never mind the light, just drop what you picked up. Now back up and south, get | |
| the torch, north, se and east, and drop it here. | |
| Go west, nw and down, get, up, se, drop. East, get torch, east, drop torch. | |
| West twice, get the creature, nw, drop it. Go ne and back sw - this is only to | |
| reset the darkness counters. Get the creature and the koala, then go se, east | |
| twice past the torch (which you can ignore), and down. | |
| Go east twice. Close the granite, then open the granite again. Go west - odd, | |
| that - and back east. Close the granite, and now open the basalt. Go east. | |
| Enter the command "yucca lyptose". Yes, hints to this can be found somewhere in | |
| the game. No, I'm not saying where. Go back west, close the basalt, and open it | |
| a second time. Go east twice to familiar surroundings. | |
| Go ne and north and give your final gift to the collector: the koala. Take the | |
| flower, and go south and sw. | |
| We are now ready for the last part of the game. Take the book, rod, robe, and | |
| lump of energy. Go west, then south thrice. Drop the lump. Go south once more. | |
| Give her the robe, then the rod. Something will happen. Throw the talisman. Now | |
| we seem stuck, but we aren't: jump. | |
| We are now in the obligatory maze. It's the only one in the game, which is | |
| unusual for a Phoenix adventure. This place abounds in spells, which you can | |
| cast in a variety of different ways: shouting them, singing them, declaiming | |
| them, and so forth. Some modes work for some spells, and some don't. Each mode | |
| and each spell can be used only once. And some spells destroy others, or open | |
| up new passages in the maze. Confused already? It's really a giant resource | |
| allocation puzzle. There is more than one solution, too, although all are | |
| broadly similar and differ only in details. Here's one: | |
| Announce mungle. North. Cry snode. NE. Shout liiok, south. Intone mique, SE. | |
| Chant nyzth, and note the new stream of light being made. It's not in this spot | |
| here, but we'll go there right now. Go ne twice, sw - that's the new path. | |
| Leave the Serqe spell for now. Instead, go ne again. | |
| Call gombe, west, yodel hqxkf (quite a feat!), west, and now do exclaim serqe. | |
| Another new path! Go west, then up twice. Incant yufto, east, murmur pomyn, and | |
| go down, south and ne to our final spell. But where is it? Throw the flower. | |
| Look. Recite eedul. Read the closing cutscene. | |
| And that's it, the Nidus has been destroyed. I have to admit I liked this game | |
| more for its whimsy than for any game-technical reasons, but still, I liked it. |
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