| Walkthrough for | |
| Quondam (BBC version) | |
| by Rod Underwood and Peter Killworth | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a very hard and often unfair game. You can | |
| die easily. You can lose or destroy a necessary tool just as easily. At least | |
| in this version making a typo does not seem to cost a move. Still, save often, | |
| and keep _all_ your save files until you've finished the game. I don't know | |
| whether saving costs a turn; I've only played this game under emulation, and | |
| saving a state file is, of course, always free. | |
| Two, the parser is limited, but reasonable; slightly better than the normal | |
| home computer parser of its day. 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. | |
| "Get all" is not provided, nor are multiple objects or "it". Words are | |
| significant to the usual first four letters. | |
| Third, I'm not taking you past all the sights and clues. Also, this game | |
| (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 official hints. Floating about the 'net is a PDF with the original hint | |
| booklet for this game. The original manual is also available, but this doesn't | |
| provide much extra information except for mention of the existence of a "safe | |
| place" for depositing objects. | |
| Finally, this walkthrough (including the above notes) is for the Topologika | |
| BBC game. There was, once, a version of Quondam written in TSAL on the original | |
| Phoenix mainframe system, but unfortunately that appears to be lost, and I | |
| don't know whether this walkthrough would have worked for that. Nor do I know | |
| whether there were ever any other versions. | |
| Go west and take the rod. Go west into the web, west again and nw. Get the | |
| ticket. Go west, sw, se, sw out of the web and se. Take everything. Turn the | |
| mirror, and only then go nw out of the cave. Go ne four times to the centre of | |
| the web. Get the bottle. | |
| Now to go back out of the web... but we can't just take the straight route, | |
| because there are spiders lurking. We need to take the long route around. Go | |
| west, ne, east, se, sw, west, sw to the next ring, nw, ne, east, se, sw, se to | |
| the outer edge, west, nw, ne, east, se and east to the clearing, then east | |
| again to the end of the road. | |
| Go ne into the forest. If you enter the forest in any other direction, you will | |
| end up just "lost in the forest"; if you wander about randomly, you will | |
| eventually return to the starting location. Here, though, you will find a bird. | |
| Follow this bird. It will escape; follow it again. Repeat until you arrive at a | |
| sea shore. | |
| Take the brooch which you find here. Now wander in random directions (or keep | |
| going south, which is random enough and works as well) until you reach the end | |
| of the road. Drop everything you're carrying. | |
| Go down. Take everything here, empty the rucksack and get what falls out. Break | |
| the lock, go north, take the cards, and go nw. Open the sandwich and eat it, | |
| then take the sword. Look to see what else was dropped - so get the blade as | |
| well. | |
| Go ne. To evade the vegetable being, jump. Jump another time, then go west. Go | |
| ne to see what that scream was about. Ah - a way out! Drop the rock to make | |
| room in your inventory, take the mushrooms and go down. | |
| We're back at the end of the road. Drop the blade and hilt, and get the rod and | |
| brooch instead. Go north. Notice the mention of "banks": we are now at the | |
| first location which make up the game's "safe place" mechanism, a.k.a. the | |
| "object bank". You can deposit objects into the banks and withdraw them later. | |
| Yes, the puns will get even worse later on. In this case, deposit the brooch | |
| (which is a treasure, so you get points for depositing it), and also the | |
| mushrooms, cards, rucksack, key and flask, which we all want to keep safe but | |
| not burden our present inventory with. | |
| Now to pass the knight: give him the rod, which is (though the game doesn't | |
| tell us unless we manage to kill ourselves with it) a morningstar. Then go nw. | |
| Dig, then plant the sapling. Take the medal. Don't bother the dragon right now. | |
| Instead, go east into the forest, wander to the end of the road, and get | |
| everything you left lying there. | |
| Go ne and follow the bird to the shore again; there, tune the harp and play | |
| it. To get back, wave the ticket and _immediately_ drink the elixir. Fill the | |
| bottle with sea water, then wander back to the road. | |
| Go west. You'll notice that the spiders have aged with you. There are now three | |
| of them. Each spider sticks to its own ring of the web, and moves in either | |
| direction along it. Needless to say, it's not advisable to meet them. | |
| Therefore, wait until the spider on the outer edge of the web is in the west | |
| part of its path, and only then go west. Repeat with the next spider, moving | |
| along the outer edge if necessary to avoid the first spider, and moving to the | |
| inside when the next spider is elsewhere. Repeat again for the third spider, | |
| and then immediately go to the centre of web, where there is no spider. Take | |
| the bones, then work your way out of web using the same method. You may have to | |
| wait and dodge a few times. Once back in the clearing, go east again to (where | |
| else) the end of the road. | |
| Go north. Throw the water, then go nw. Play the harp for the dragon. Go up and | |
| east, and take the apple. Go west, or try to. Don't give the goddesses the | |
| apple, which is a treasure - give them the mirror instead. Then go west twice | |
| to another bank location, this time one with a mercifully decent pun. Deposit | |
| the medal, apple, harp and bones, then withdraw the mushrooms and pick them up. | |
| Go east, down and nw. | |
| Save. You will be paid a visit by a shady character who tells you not to. Best | |
| comply, right? Wrong. Save again, then _immediately_ take the dropped glasses | |
| before you're whisked away and healed. (From now on, by the way, you can save | |
| normally.) Take the capsule, then give the mushrooms to the apothecary. You | |
| have nothing valuable to declare - your sword is a treasure but allowed through | |
| for survival reasons - so just go north. | |
| Faced with the Inquisition, pray. Pray again. Get both objects. Go west. You | |
| are now in the desert, drying out rapidly, and time is of the essence. Dig, | |
| take the slab, and go nw without bothering about the other object yet. Don't | |
| drink this water! Instead, dig here to find another pun-based bank, and deposit | |
| the rope. | |
| Go west, sw and up, drop the slab, then go down and sw. Finally drink some | |
| water, and fill your bottle while you're here. Go ne and nw, get the flute, go | |
| se twice, give the capsule to the dwarf, take his gift, then go nw and up, take | |
| back the slab, go down, drop the slab, and go east. | |
| Deposit the circlet and flute. Go se, take the object you left here, and go | |
| back nw. Drink the water from your bottle, then drop it. Go west and north to | |
| yet another bank - the other half of the Mud Banks - and withdraw the cards and | |
| flask. Take them both. | |
| Go south, east and nw. Shuffle the cards two times, then deal them. You will | |
| see four cards, each showing a number. Make a note of those four numbers, in | |
| the order given - we will need them later. Take the corkscrew, open the flask, | |
| and drop the corkscrew again. | |
| Go west, then enter "password" as your command. Yes, there is a clue to this | |
| command somewhere in the game, but I haven't shown it to you. Serves you right | |
| for reading walkthroughs. Take the pearl, go north, and wave your sword, then | |
| go back south, east and se. Deposit the pearl and sword. | |
| Go west and north, withdraw the key and bones, get them both, then go south and | |
| east, deposit the cross, and take the diamond. | |
| Go nw, take the lamp, west, north, turn the ring, and go down. Throw the water | |
| and break the pentacle. Boil the bones. Go north. Enter "on", and when asked | |
| what to switch on, answer the lamp. Wind the horse and ride it. Retrieve the | |
| figurine. | |
| Go east, cut the sphere, and take the ruby. Go west twice and south to the | |
| final bank location. Deposit the ruby, diamond and figurine. Withdraw the sack, | |
| rope and flute, and get them all. Go north, drop the rope and play the flute. | |
| Climb the rope. | |
| Go south. Fill the sack with the flute, lamp and flask. Throw the sack. Sit in | |
| the chair. "On" the chair. Give the number you read from the cards. | |
| And... you've won! No more problems... curses? Nah. Well done. Quondam has | |
| enough problems as it is, in such a smallish game. |
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