| Walkthrough for | |
| Philosopher's Quest for the BBC | |
| by Peter Killworth | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a rotten hard and randomly unfair game. In | |
| fact, it has the reputation of being the nastiest of the Topologika games, and | |
| it thoroughly deserves it. The other Topologika games want you dead; | |
| Philosopher's Quest wants you dead _now_, and if at all possible, for you to | |
| suffer in the process. You can die at the game's slightest whim. At least | |
| making a typo doesn't cost a move, unlike in the original. Save often, and keep | |
| _all_ your save files until you've finished the game. | |
| Two, the parser is limited, but reasonable. I have not found any place where | |
| using prepositions ("hit tree with axe") is necessary or even possible. By | |
| contrast, the games are 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", however, is | |
| unfortunately not provided. As far as I can tell, words are significant to the | |
| usual first four letters. | |
| Third, the game has one rather annoying bug. If you die - and in normal play, | |
| you will die a _lot_ - and choose to play another game, you aren't put back at | |
| the start, but in what seems to be a room off the map, apparently the location | |
| where temporarily non-existent objects are stored, still carrying your previous | |
| possessions, and you can't go anywhere. If you really do want another game, | |
| you'll have to reload from the start. | |
| Fourth, I'm not taking you past all the sights and clues. Also, this game | |
| (unfashionably, these days) expects 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 official hints. Floating about the 'net is a text file with the original | |
| hint booklet for this game. Note, though, that the hints for the MS-DOS version | |
| available on the IF Archive don't work in this version, and in any case don't | |
| reliably apply here. | |
| Finally, this walkthrough (including the above notes) is for the Topologika | |
| BBC game which is available at the IF Archive. This is rather drastically cut | |
| down from the MS-DOS version also found there, which is why its hints do not | |
| reliably apply to this one. Many of the deleted puzzles were put into a second | |
| game, Castle of Riddles, which is also available on the Archive. | |
| So, let's be off, then. | |
| You start in a shop, and face the first unfairness straight away. You are only | |
| allowed to take two objects from the shop, but there is no reason at all right | |
| now for you to choose any above the other - except, perhaps, the keys, which | |
| are an adventure staple useful object. And in fact, you're going to need all | |
| four of them. | |
| Take the keys, rod and aqualung. Throw the keys, then go south. No light | |
| here, and no lamp. In this game, though (and in all games of the Phoenix | |
| heritage) you can get objects in the dark, even if you've never seen them | |
| before. So, get, and get again. Light the lamp - this can be done with just the | |
| command "on". Go south. | |
| Throw the rod, off, then go south again. Drop the aqualung, go west, nw, and | |
| north, open door, go east. Get cup - there's your fourth object from the shop, | |
| and note that if we'd been foolish enough to take it with us, it would not have | |
| been here, and no indication that it could have been. Go west and north. A | |
| quest! | |
| Turn off your lamp and go south, se, east and north; turn on your lamp; north | |
| and east; get the amulet; down and north. | |
| Rub the amulet. If you go on from here as usual, you die to a variety of traps. | |
| To avoid them, you must perform a kind of Indiana-Jones-cum-ninja dance. There | |
| are four different traps; you'll see two of them going in and two coming back. | |
| For each trap, you need a different verb to put in front of your direction. So, | |
| where normally you would go north by entering "go n" or "n" (or "north", if you | |
| like typing), you will now have to enter "run n", "jump n", and so forth. The | |
| four traps and their respective verbs are: | |
| pit jump <dir> | |
| blade crawl <dir> | |
| sword hop <dir> | |
| spears run <dir> | |
| In my game, the above was the order in which these traps appeared - the first | |
| two north, the last two south - but I do not know if it is randomised. In the | |
| original Phoenix game it wasn't, but I can't be sure that this hasn't changed. | |
| You may or may not have to experiment. The following paragraph assumes that | |
| this order is correct; reload your last save file and change the order in which | |
| these dance moves occur if necessary. | |
| So, with that assumption: jump north, take the gas mask, run south. Yes, south. | |
| We'll be back for the other two traps (and some objects beyond) later on; right | |
| now we just want the gas mask. | |
| With the mask - this is important - go south, se and south again. Take the | |
| chain. From now on, take extreme care. A single lost move and that cheese will | |
| kill you. No, seriously. | |
| Go north, take the cheese, and go nw, u, n. Drop the cheese here and go north. | |
| We go on this short side trip for two reasons: to recover from the cheese, as | |
| the game tells you, and to score some points. The chain is a treasure, and the | |
| shop is our treasure house. Drop the chain here. | |
| Go south, take the cheese, south again, off, south, drop cheese, west. (Since | |
| your lamp is off, you won't waste its power by doing a just-in-case save here. | |
| Just sayin'.) Go east, take the cheese, west, north, drop cheese, south. That | |
| room was dark, so, to save a turn with the cheese at the cost of a turn of lamp | |
| light, turn it on. Then go north, get the cheese and then the mouse, north | |
| again, drop the cheese. | |
| Now go ne. Drop the mouse and take the tusk. Go north. Hey, there's that dog! | |
| Take it. Then go back south, west and south. That's the last we'll see of the | |
| cheese - phew! Turn off your lamp. Drop the gas mask here, we won't be needing | |
| it again. Go south, nw, north, on, north. Oh, dear. Remember that name. | |
| Off, south, se, east, north, on, north, east, down - note the footprints - and | |
| north. Jump north, and now for the traps we haven't seen yet: crawl north. | |
| Take the trophy. But surely the dog went this way? Remember his name? Call him | |
| by it: enter "spot". Take the dog. By the way, I have no idea what the stars | |
| are for. | |
| Hop south, run south. Go south, up, north, off, north again. Drop the trophy, | |
| amulet and tusk. South, on, south, off, south, west, nw, north, on, north. | |
| What, again!? | |
| Off, south, se, east, north, on, north, east, east. You can't see a dog, but | |
| you can hear it, so it must be there, probably in the kennel: take dog. (Take | |
| inventory for a lark.) Go nw, north, west and east. Ah, there it is! | |
| Back to the lady: west, north, south, off, south, west, nw, north, on, north. | |
| No more dogs - hoorah! Go north, take the will, south twice, off, south, se. | |
| Get wood, east, drop the wood and the keys. North, on, north, and drop the will | |
| here - we'll be back for it later. | |
| Go east, down and west. Drop your lamp (you should now be carrying nothing at | |
| all), then go west. You stop existing. Indeed, the game will refuse to take any | |
| commands, since it doesn't believe in your existence any more. You'll have to | |
| convince it that you do. How does one prove one's own existence? Descartes did | |
| it by positing that /cogito, ergo sum/. Follow his lead: enter "think". Then go | |
| east, get your lamp, west twice, get, se and east twice. | |
| Go ne. Take the matches. Go sw twice. Turn off your lamp, then strike a match. | |
| An old mariner? With a long grey beard and glittering eye? Now who could that | |
| be... and the name of the room is? Coal ridge. Get it? Coal-ridge, hey, hey? | |
| No? Neither do I. By the way, isn't Porlock nice this time of year? Ok, ok, | |
| sorry, back to the game... While your match is still lit, go west. _Now_ light | |
| your lamp, go west, get, east and ne. | |
| Go down to the game's first maze. Somewhere in this maze is a useful person. | |
| You should find him if you go north, south, east and west. After meeting him, | |
| go north, south, north; take the portrait of my favourite graphic artist; and | |
| leave by going north, south, east, west and east. | |
| Take the bottle, then go up and north, turn off your lamp, and north to the | |
| deposit shop. Drop the portrait, albatross and book. Go south, take the will | |
| we'd left here, and turn on your lamp. Go west, down and east, and fill the | |
| bottle. Then west twice to the second maze. | |
| Go east, up and north. Off, take platypus, west. Drop the will, go east and | |
| west, and take the cheque. East, on, and back east through the maze: west, | |
| north, northeast; then up, north, off, and north back into the shop. Drop the | |
| cheque and platypus. | |
| Take the keys. Go south, on, south, off, south. Take the driftwood and | |
| aqualung. Go south. In the water, go down. Turn on your lamp, which - in the | |
| BBC version of the game - miraculously works under water. Down again. Go south | |
| until you reach the wreck. Next go southeast, open the door, go west and take | |
| the slipper. Go back east, northwest, southwest and southeast. Drop the bottle, | |
| then get the chest. Go northwest, northeast and north. | |
| Light a match and see where the smoke goes, then go in the opposite direction | |
| (so if it drifts northwards, go south, and so on). Repeat this. You will come | |
| across a gold tooth. Drop your keys, then take the tooth. Light a match then | |
| light the wood. You will be returned to the sea bed. | |
| Go north until you can go no further, then up once. If you go up to the surface | |
| immediately, you get the bends. You need to acclimatise. To do this, spend one | |
| turn for every five turns spent in the lowest levels of the sea (including the | |
| whale's stomach). If you haven't been wasting any turns, this should be between | |
| thirty and thirty-five turns, so (assuming the game rounds up...) go east and | |
| west here (the command "wait" does not work in this version) for seven turns. | |
| _Then_ go up once more, and north back to the beach. | |
| Go north three times - never mind turning off the lamp, we're nearly there. | |
| Drop the chest, slipper and tooth. | |
| You now have 249 out of 250 points. For the traditional Last Lousy Point, you | |
| traditionally need to do something trivial and unguessable; Philosopher's Quest | |
| breaks the rule once again. What you need to do _is_ trivial, but it's been | |
| written on the walls all along. In the south end of the long passage, a word | |
| has been scratched on the wall. A magic word, of course. However, if you'd | |
| tried its magic up to this point, nothing would have happened. Now, though, it | |
| works: utter the word "blach". | |
| And that's it. That's the sparkling finale of what, I think you'll agree, is a | |
| truly random and unfriendly game. (It's not as if Peter Killworth wasn't a good | |
| adventure writer, either. His Doom trilogy is at times almost as unfair as | |
| Philosopher's Quest, but to yours truly at least a great deal more enjoyable - | |
| probably because most of the time they do present a consistent, whole world. | |
| Still, 250 points are 250 points, right? And on the BBC, there are 250 more to | |
| be had in Castle of Riddles! |
Xet Storage Details
- Size:
- 11.2 kB
- Xet hash:
- 847686b896f3d614c786b70a044b189f51ae09cbd351d53b1cfbe91b0e27c5c4
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.