| Walkthrough for | |
| Parc | |
| by John Rennie | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a very hard and not always entirely | |
| reasonable game. 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. | |
| 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. | |
| 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. | |
| So, let's be off, then. | |
| You start off outside your rival's mansion. Go east. It's dark. There is, in | |
| fact, a way to get light here, but we're not going to yet. First we're going to | |
| explore a bit, even though walking about in the dark _is_ dangerous in this | |
| game. Take all. That command (and other take commands) work in the dark in most | |
| Phoenix games, even if you've never seen the object you're taking before. | |
| Useful. And no, you didn't get a lamp. | |
| Go north. Try going north again. You are tricked into walking in circles. Close | |
| the curtains. Look... it's dark again. Now go north. Take the figurine. Go up | |
| and east, get the vector, and go west twice. Jump. You're back where you | |
| started. Drop the umbrella, then go east again. | |
| Ok, now it's time to make some light here. What is the first thing you would | |
| normally do in a dark room? Try finding the light switch, of course. Do so now: | |
| turn on the lights. In Phoenix games, that's done using the command "on". Ah, | |
| that's better. But it won't last, so we need another light source. | |
| Go east and southeast. Get all. If you want a hint about your light source, | |
| look up zinc sulphide in a decent encyclopaedia. Go north twice and east. Take | |
| the radium, and the very next turn, wrap radium. If you wait, you die of | |
| radiation poisoning. By the way, it's still not entirely safe - you'll still | |
| die of the same cause after a number of turns - but that number is now much | |
| greater than what you need to solve the game. | |
| Go west, sw, east three times, and ne. Take all and wear the slippers. Go | |
| south, then east. Fly. Surprise! Go east, get crumpet, west, north, east and | |
| down. Get the crucifix, then go south. We're back on the south side of the | |
| chasm. Go west, drop the truss and take the sack. | |
| Go west and north. Take, read and drop the book. Go se, then go up! Take and | |
| read (but don't drop) the dictionary. Go back down, then west twice. Drop all, | |
| then take the cloth and the label. | |
| Go west thrice and enter canoe. You end up in a sticky situation, but your | |
| reading should help you out here... enter "eskimo roll". Go west and drop the | |
| label. | |
| Go north and west. Kiss the prince. Do not kiss Sleeping Beauty! Go down, take | |
| the fork, go up and nw, get the vector, go nw, then take and wear the tie. Go | |
| east, se, e, s thrice and east. Get all. Go west, north, north. Drop the tie, | |
| fork and vector. | |
| Go n, w, nw, sw, w. Throw record; get all. Go east. Take and tear the manual. | |
| And if you don't understand that scene... it's a computer scientists' in-joke. | |
| Go south, take the box, and go north, ne, north. You could now try taking the | |
| tape, but then you'd have to pay for it, and you don't have any money. Well... | |
| steal tape. Go south, and play the tape. Remember that name. Play the tape | |
| again. Another useful hint. Drop the tape. | |
| Go se, east, south twice and east. Take the coin, then go se. Take the spade. | |
| Now a bit of nice guess-the-verbing: build castle. Drop the spade and take the | |
| stud. Go north, west, north. | |
| Drop all. Get cloth; get label. Stick label. Don't worry, we'll get all those | |
| things back soon. Go north and then run north. You must use the prefix "run" on | |
| that last one. Then go se, and east three times. | |
| Take the crucific, dictionary, figurine and vector. Go east and nw. Aha, there | |
| is our loot! Take the hifi and record. Go east. Drop all, then take back the | |
| cloth. Go west. Get box, coin, fork and vector. Go south and west, drop all, | |
| and take back your cloth. | |
| Go east twice, north twice and west. Get all. East, get butter. Go south, se, | |
| west twice. Get the crumpet, fork and sack, and drop the bag. Go se and south. | |
| Light the fire. Toast the crumpet. Go west. Take the diamond, then the snake. | |
| Go east and drop the butter. | |
| Go north twice and sw. Drop the snake. Then (and only then) drop the sack. Take | |
| the egg. Go ne, and drop the egg and the matches. Go east and nw, get all, | |
| east, drop all, get cloth. | |
| Next, some mazes. Go west, south and west. Take the bag, vector and matches. | |
| Then go sw, s and w. You are now in the vector maze. Take inventory: your | |
| vector is pointing in a direction. Follow it. Repeat this procedure until you | |
| find something. Take that object, and the one you find underneath. Take | |
| inventory again. If, now, you go in that direction you will get nowhere fast. | |
| Instead, take the directly opposite direction (sw if it is pointing northeast, | |
| and so on). Repeat again until you get out of the maze. | |
| Go n, nw, w, nw. You are in the forest, which is another maze. If you drop an | |
| object here, it will be lost in the undergrowth. What's more, there is already | |
| something in there which we want but which is hidden right now. Light the | |
| undergrowth and drop the matches. You could now solve this maze the normal way, | |
| by dropping objects. However, you could also go ne, get the bottle, and leave | |
| by going east, then sw. | |
| Go west and fill the bag. Go east three times. Drop the bottle, sword and | |
| vector. Go east twice and south. Cover the corpse. Take and unload the gun, and | |
| take the bullet. Go sw. Hold breath. Go south. Breathe. Go west and get all, | |
| east, sw, get, ne and north. Hold breath again. East. Breathe. | |
| Go north thrice and freeze bag. Remember what that tape said about the giant? | |
| Let's go find him. Go south and se, west twice, north twice. Go south. Hah! | |
| Fooled him. Go sw. Drop all. | |
| Take the box, bullet and cloth. Go east twice, then north and ne. Get the | |
| camera. Go south, se, east. Take and wear the truss. Try going south. Now bite | |
| bullet. Go south again. A dragon! This must be the one which was mentioned on | |
| the tape. You've remembered his name, or should have. Enter it now, as your | |
| command. Open the box. Get all. | |
| Go sw. Sit on the throne, then break the door. Drop the truss. Go east. Read | |
| that sign - we'd better comply! Drop your cloth (which, I'm sure you remember, | |
| contains radium and is therefore radioactive). Go north, into a dark room where | |
| something is around. We need light, but not our cloth. Well, we've got an | |
| object which can at least make a flash: take a picture. | |
| Go north, get the goblet, go back south twice. Take your cloth. Go west, ne, | |
| nw, west twice, nw and east. Drop all, and take back the bottle and cloth. Go | |
| west, south and west. Drop the bottle. | |
| Take the coin, egg and pill. Go east and north. Insert the coin. Go east. Flush | |
| the toilet and take the chain. Go west, break the lock and get the coin. Go | |
| south twice. Eat the egg. Go east, and wait a turn. Good thing about that | |
| virus... but we'd better do something about it. Eat the pill. | |
| Look. Take the bolas. Go west, north and west. Get the sword. Go sw, then south | |
| twice. Throw the bolas, kill the bull, and retrieve your bolas. Go sw. Move the | |
| manure (nice...). Take the battery, then go back north, ne, north, ne. Drop the | |
| battery. Get the ruby and pistol. | |
| Go east, nw, east. Drop all, get cloth. Go west, south, west. Get all. Go east, | |
| nw, east. Drop the vector and the thermometer. Go west. Close the door. Connect | |
| the battery to the power source. Go south twice. | |
| Empty bottle. You don't have to specify which - the game will choose the right | |
| one for you. Do so again; this time the other reagent goes in. Connect the | |
| battery, this time to the heater. Fill your remaining bottle. | |
| Go south, and immediately throw the bottle. Go south again. "Endgame"? What's | |
| that? Well, let's see. Open the case. Play endgame. Win Parc. | |
| And so you win a motley collection of puzzles, some good, some ridiculous. One | |
| has to wonder how Mr. Ping Narott could stand to live in a house like that. | |
| Interesting, though, to see a Phoenix game in which some puzzles are based on | |
| physics rather than mathematics. |
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