| \raggedbottom \widowpenalty 2000 | |
| \def\Avon{{\it Avon}\ } | |
| \centerline{\bf AVON -- information for reviewers} \vskip 0.25in | |
| One feature of \Avon that the casual explorer soon discovers is | |
| that the adventures take place on three different dates, as indicated by a | |
| calendar that the player will find. On January~6th it is a dark evening (and | |
| some events from {\it Twelfth Night} and {\it The Winter's Tale} take place); | |
| later the player can move to March~15th by drinking a potion -- when it is | |
| daylight and events such as those on the Ides of March in {\it Julius Caesar} | |
| take place; finally it becomes June~24th and a light evening as in {\it A | |
| Midsummer Night's Dream}. It is not necessary to recognise the Shakespearean | |
| references in order to solve the game, which could otherwise be regarded as a | |
| `standard' Adventure but using unusually poetic language! | |
| The player starts on `the stage'. It will be dark soon and the | |
| first problem is to find a light source. {\it Macbeth}'s three witches are on | |
| a heath nearby and one has a choice of objects from their cauldron: the eye | |
| of newt is the one needed at this stage. ({\bf N, accept EYE, GET EYE.}) | |
| Other useful items that need collecting early on are the dagger | |
| and the laundry basket. The basket has the property that putting things into | |
| it and closing it causes the objects to vanish -- in fact they are | |
| transported to the end of the game and the player gets credit for this. Later | |
| on the player will need to get into the basket as well. There is also a cloud | |
| round here whose description is variable: sometimes it is shaped like a camel, | |
| or a weasel, or a whale. This is purely local colour (from {\it Hamlet}) and | |
| has no other purpose. ({\bf S, E, E, GET DAGGER, E, N, GET BASKET, W.}) | |
| The dagger has an immediate use: it cuts a pine tree and lets | |
| out the spirit Ariel ({\it Tempest}) who gives you a message, containg the | |
| word ``Fathom'' which will be useful later. ({\bf N, NE, CUT PINE.}) | |
| One feature of the game is the ``casket problem,'' which takes | |
| place on all three dates. The lady Portia ({\it Merchant of Venice}) has | |
| three caskets, which must be opened in the correct order. Opening them in the | |
| correct order yields a prize (in this case a portrait), whereas opening them | |
| incorrectly yields a booby prize (in this case a piece of ice). It is | |
| possible for players to think they have solved the puzzle, obtain the ice, | |
| and then look for a use for it. The solution to the puzzle is cued by an | |
| (apparent) magic word, which is really something else. Yorick, the king's | |
| jester ({\it Hamlet}) tells the player a ``password'', which may be Golesida, | |
| Silegoda, or one of several others. The first two letters indicate which | |
| casket to open first, the next two which to open next, so that, e.g. Lesigoda | |
| means ``open lead, then silver.'' {\it It is important not to save between | |
| getting the word and opening the caskets: we ``spoil'' saves in order to | |
| prevent trial and error solutions!} We also collect a worm, to be used later. | |
| {\bf SW, E, (note word), N, GET WORM, S, W, S, S, W, W (to stage), W, NW, W, | |
| OPEN CASKET (in order given by jester), GET PORTRAIT.} | |
| You may now save again! | |
| You are now in a house and elsewhere in the house is the statue of a lady (or | |
| is it the lady herself?) -- Hermione from {\it The Winter's Tale}. | |
| Re-animating her is easy, and gives the player more treasure. {\bf N, E, KISS | |
| STATUE, GET NECKLACE.} | |
| One more action can be performed in this area -- killing | |
| a Scotsman (Banquo from {\it Macbeth}) with the dagger. Killing someone is | |
| something that even jaded adventurers shouldn't do lightly, and this action | |
| has far-reaching consequences, parallelling some of the events of the play! | |
| For the time being it gives the player Banquo's shield, which will be useful | |
| later. Banquo's ghost will also appear later. {\bf S, SE, E (to stage), S, | |
| SW, W, KILL SCOTSMAN, GET SHIELD, E, NE, N (to stage)}. | |
| The player is now ready to explore North, beyond the witches' heath. This | |
| involves crossing an ice floe, which melts in the spring, so that the player | |
| can only go there in winter. In addition, the player is forbidden to take the | |
| potion with him (which could otherwise have been used to change time zone) by | |
| the actions of a ``drug squad'' who also provide the player with a word | |
| (HAVOC) that will be used shortly. First we get rid of a few items, and | |
| prepare to find some new ones. {\bf DROP SHIELD, DAGGER, OPEN BASKET, put in | |
| PORTRAIT and NECKLACE, GET BASKET, N, NE (constable cries ``HAVOC''), N, N, | |
| E, N (over ice floe, into Eastcheap and then to the church), GET COLLAR.} | |
| The collar protects the player from being strangled by Othello, who has | |
| mistaken him for someone else. In compensation for attempting to kill the | |
| player, Othello sends him off to his ``agent'' in Illyria Court, whose | |
| identity is given in code on a piece of paper. Although the cipher is not | |
| identified, it is assumed to be a straight substitution and can thus refer to | |
| only one such character: e.g. ``TEABAG'' refers to OLIVIA, because it has 6 | |
| letters with 3rd and 5th the same, ``THIGHS'' means FABIAN, and so on. The | |
| player collects an antique viola as reward (punning on the name of yet another | |
| {\it Twelfth Night} character.) {\bf S, W, W, W, E 5 times until you reach | |
| Illyria Court, then take correct direction and GET VIOLA.} | |
| The next puzzle involves winning a drinking contest with | |
| Falstaff (from {\it Henry IV part I}). To do this the player must eat a loaf | |
| of bread first to help himself. Taking the loaf of bread will later result in | |
| the player being arrested but he can escape. Winning the contest gains a | |
| trophy and causes a butt of Malmsey wine to be removed from the storeroom of | |
| the inn: if the player goes in while the butt is still there he drowns in it, | |
| as in {\it Richard III}. {\bf W, N, E, GET LOAF, EAT LOAF, W, S, W, W, N | |
| (into inn), win the trophy, GET TROPHY, W, N.} | |
| There is a spear attached to the wall. Shaking this opens a | |
| secret door into a cellar. Apart from more treasure there is a clue written | |
| on the wall. {\bf SHAKE SPEAR, N, GET AGATE, OPEN BASKET, put in AGATE, | |
| TROPHY, VIOLA, GET BASKET.} | |
| The player now takes the worm to an angler nearby. This obvious | |
| action has less obvious consequences including the appearance of the ghost of | |
| Hamlet's father, who provides the player with a `spirit' word, such as GIN, | |
| WHISKY etc. for later use. (There are a lot of spirits of one kind or another | |
| in this game!) The player should then go to the palace of King Lear and help | |
| the king decide which daughter to favour (the clue was given earlier by an | |
| anagram: ANGER is REGAN, ONE GIRL is GONERIL, CORAL DIE is CORDELIA.) The | |
| player can then help a farmer nearby by crying `HAVOC' to summon a dog. (This | |
| was hinted at by the drug squad, earlier.) {\bf S, S, S, obtain word, N, E, | |
| E, E, N, N, W to palace and use clue to name, GET ROBE, E, HAVOC, GET | |
| TOUCHSTONE.} | |
| Now for a simple `maze'. On the mountain paths, the player can | |
| go NE or NW at each stage. Taking the wrong path brings Cassandra (from {\it | |
| Troilus and Cressida}) prophesying doom. The player should go back (South) | |
| and take the other exit. After finding the treasure at the end, it is time to | |
| leave town but the player ends up in gaol. Fortunately the gaoler's musical | |
| tastes are strongly hinted at, and the player can escape and make his way to | |
| the vasty deep. {\bf N, do maze (NE or NW at each stage), GET ILIAD, SOUTH (8 | |
| times), W, W, S (into gaol), ARNE, GET ALL, SE.} | |
| Summoning spirits from the vasty deep requires the player to | |
| know the right name (as provided by Hamlet's father) and to be wearing the | |
| collar (in order to impersonate a cleric). (This whole incident conflates | |
| scenes from {\it Henry IV part I} and {\it Twelfth Night}.) So now back to | |
| the stage, and prepare to move to the next time zone by drinking a potion of | |
| mandragora. {\bf WHISKY (or whatever), GET TOPAZ, NW, S, SW, S (to stage), | |
| put ROBE, ILIAD, TOPAZ, TOUCHSTONE in basket, GET ALL, DROP COLLAR AND DAGGER | |
| (you should still have SHIELD, BASKET, EYE), W, SW, GET PHIAL.} | |
| There are only a few puzzles which have to be solved in March. | |
| We start by obtaining the frog's toe from the witches. Then onto the bare | |
| moor, where a bear stopped further progress in the winter. The player finds a | |
| meat pie as in {\it Titus Andronicus} (and gets a particularly repulsive and | |
| fatal message if he tries to eat it), as well as a hovel where a poor mad | |
| creature (from {\it King Lear}) is lurking. The mad creature will be needed | |
| later: at this stage one merely has to drive him from the hovel using the | |
| word `Fathom' provided by Ariel in January. (The creature's mad phrases are | |
| limited to one involving `Fathom' once Ariel has been rescued. Otherwise one | |
| obtains a wide selection of authentic but incomprehensible ravings from {\it | |
| King Lear}.) {\bf DRINK PHIAL, GET ALL, NE, E, N, accept TOE, GET TOE, S, E, | |
| E, E, N, E, S, GET PIE, FATHOM, SE, GET GOBLET, NW, N, W, W, S, W, W, W (to | |
| market place), DROP ALL EXCEPT TOE AND BASKET.} | |
| We are now ready to solve the March version of the casket | |
| puzzle. This involves entering a house which is locked except in March, | |
| seeing a clue in a letter therein, and then hiding in the laundry basket in | |
| order to avoid being slain as an intruder. If one does this the basket is | |
| emptied into the river, (as in {\it The Merry Wives of Windsor}) and the | |
| player must have eaten the frog's toe in order to avoid drowning. Now, | |
| without saving, we proceed back to Portia and open the caskets. The notation | |
| is similar to January's: if the letter was addressed to Mistress Silegond, | |
| one opens SILVER then LEAD, and so forth. This time one gains a ring, which | |
| must be retained. {\bf EAT TOE, W, note letter's addressee, OPEN BASKET and | |
| get in at once, (thrown into river), N, GET BASKET, NE, N, W, NW, W, OPEN | |
| correct CASKETS, GET RING, E, SE, GET PHIAL.} | |
| And so we reach June~24th, on which date the remainder of the | |
| game takes place. One of the first things that happens is that the player has | |
| an ass's head put on him ({\it A Midsummer Night's Dream}). This has two | |
| uses: it enables him to eat some grass and open up a path that was overgrown; | |
| also he can come to the aid of Richard III at Bosworth who has offered his | |
| kingdom for a horse. King Richard will also remove the ass's head. (If the | |
| player goes to Bosworth in January he is greeted by an appropriate ``now is | |
| the winter of our discontent'' from the same play.) We also return to the | |
| graveyard: in the intervening months Yorick has died and we take his skull to | |
| the witches in order to obtain {\it both} the remaining items from the | |
| cauldron (otherwise we only get one). {\bf DRINK PHIAL, GET ALL EXCEPT | |
| CALENDAR, E, E, E, N, N, NE, W (ass's head collected), SE, E, EAT GRASS, E, | |
| GET PEARL, OPEN BASKET, put in PEARL and GOBLET, GET BASKET, W, W, GET SKULL, | |
| W, S, S, E, S (Bosworth), GET CROWN, N, W, W, W, N, trade skull for wool and | |
| tongue, put CROWN in basket, GET ALL.} | |
| We now go through a prolonged sequence which is heavily based on {\it | |
| Macbeth}. There's now the smell of blood on your hands (killing that Scotsman | |
| brings its Nemesis) and the dog's tongue must be used to remove the blood. | |
| Then the player is able to sit down at the banquet, be haunted by Banquo's | |
| ghost, and proceed into Birnham Wood. The wood is now moving about | |
| frenziedly, and paths open where there were none before. (If you wandered | |
| into Birnham Wood earlier you would find that the paths led nowhere at that | |
| stage.) Through the wood we go and reach Dunsinane house, where there is a | |
| sceptre. Getting back is tricky: we jump off the balcony of the house, | |
| carrying the bat's wool, which expands into a giant bat and returns us to the | |
| stage (cf. Ariel in {\it The Tempest} again.) {\bf S, S, SW, WASH HANDS, DROP | |
| TONGUE, NE, N, W, NW, NW, SIT at banquet, NE (after ghost), E, NE, N, NW (to | |
| milestone), WAIT for path to open, SW, W, SW, SE (to post), WAIT for path, | |
| NE, N, E, WAIT again, SW to Dunsinane, S, GET SCEPTRE, U, S, D (fly back to | |
| stage), put SCEPTRE in basket, DROP WOOL, GET BASKET (you should now have | |
| basket, ring, shield and pie.)} | |
| It is now possible to visit the Capitol, where a visit on the Ides of March | |
| would have been fatal. There we collect a scroll for later use and the name | |
| of the orator (Legosinius, Gosilenius, etc.) for use with the casket problem | |
| once more. This time we win Malvolio's silk stockings ({\it Twelfth Night}). | |
| {\bf E, E, E, N, E, E, GET SCROLL and note orator's name, W, W, S, W, W, W | |
| (to stage), W, NW, W, OPEN correct CASKETS, GET STOCKINGS.} | |
| At about now the player starts becoming warm and your too too solid flesh | |
| begins to melt ({\it Hamlet}), but this is easily cured by washing and we now | |
| wish to use the scroll to map the undiscovered country from whose bourn no | |
| traveller returns (also {\it Hamlet}). This is a maze and reading the scroll | |
| when in it tells the player the next direction to go in (including possibly | |
| BACK) by means of a Shakespeare quotation. Reading the scroll elsewhere gives | |
| a random enigmatic message (the most helpful being ``By indirections find | |
| directions out''). At the centre of the maze lies Imogen (a rare reference to | |
| {\it Cymbeline}) whose bracelet we take. A final read of the scroll gives us | |
| the unusual direction north-north-west, and NNW returns us to familiar | |
| territory. {\bf E, SE, E, S, SW, WASH, S, SE, READ SCROLL and move in correct | |
| direction, repeat until you find Imogen, GET BRACELET, READ SCROLL, NNW, N, | |
| NE, N, put BRACELET in basket, GET BASKET.} | |
| The rest of the game takes place beyond the Capitol. {\bf E, E, E, N, E, E, | |
| SE, DROP RING, SCROLL and STOCKINGS.} | |
| We now meet the Merchant of Venice and borrow 3,000 ducats from him with a | |
| pound of flesh as security. Since we don't want to give them back, we put | |
| them in the basket. By the docks we find a starling in a cage. Another puzzle | |
| nearby involves waiting for a chest to be swept in by the tide (cf. {\it | |
| Pericles}), opening it (it can't be taken), letting it drift away, and | |
| waiting for another, smaller, chest to arrive. This one can't be opened (it is | |
| barred up ten times and the last fastening defeats the player.) Back past the | |
| moneylender, and instead of losing our life we give him that disgusting {\it | |
| Titus Andronicus} pie as his pound of flesh. {\bf S, S, borrow money, put | |
| DUCATS in basket, GET BASKET, SW, GET CAGE, NE, SE, WAIT several times, OPEN | |
| CHEST when it's at your feet, GET SPICES, WAIT again, GET CHEST when it | |
| arrives, NW, N (losing pie), N, E.} | |
| Don't worry about the slings and arrows of outrageous fortune yet, nor about | |
| Cleopatra's barge -- we'll come back to them. We next map the forest of | |
| Arden, whose trees, as in {\it As You Like It}, sometimes bear notices saying | |
| ``Rosalind''. This maze is different every time you map it (we have become a | |
| bit tired of having mazes whose maps are in public circulation), so only map | |
| it once. Whenever you lose the line of Rosalinds, move randomly until you | |
| find you are out of the wood or at the first one again (this soon happens). | |
| The starling has been crying ``Mortimer'' fairly regularly (as in {\it Henry | |
| IV part I}), and this is useful when we reach the centre and rescue a | |
| sleeping man from a snake (as in {\it As You Like It}) with this cry. He | |
| gives us the name of a friend of his, and we wander randomly out of the | |
| forest. {\bf N to Arden, map the maze by following the line of Rosalind | |
| notices, wake the sleeping man with MORTIMER, get the name of his friend | |
| (Costard, Parolles, Nym, Scroop etc.), leave forest (to eastern fringe of | |
| town).} | |
| Back to the town and we go onto Cleopatra's barge. She will not let us leave | |
| again and the only solution is to give her the asp which poisons her (cf. | |
| {\it Antony and Cleopatra}). Carrying the asp (in a vase) is a problem and we | |
| have to stop carrying the vase if the asp wakes up. An exceptionally tame | |
| shrew has to be picked up using the cage and taken home. {\bf OPEN CAGE, W, | |
| S, E, GET VASE (if it ever moves DROP it, WAIT and TAKE it again), W, S, S, | |
| THROW VASE, D, GET SHREW (in cage), U, GET VASE, N, N, N, put VASE and SPICES | |
| into basket and GET ALL EXCEPT SCROLL (so you have ring, stockings, basket, | |
| chest, shrew in cage, and shield.)} | |
| Into the fog now, where {\it King Lear}'s madman guides us to what he says is | |
| the top of a cliff but is in fact the bottom of one. On into the Brave New | |
| World (cf. {\it The Tempest}) and collect a bow to go with our arrow. You are | |
| prompted to give a name at this stage -- it doesn't matter what you call | |
| yourself but it forms the basis for a {\it Comedy of Errors} problem later. | |
| {\bf E, GET ARROW, E (fog), N, JUMP, DROP SHIELD, put CAGE in basket, GET BOW | |
| AND BASKET, E, give any name.} | |
| Further on there is a tavern, but you are not allowed to take weapons into | |
| it. The way beyond it is blocked by a mighty statue, a Colossus no less, (a | |
| reference to {\it Julius Caesar}) and so we shoot the arrow {\it over} the | |
| building to slay it. We also collect a fretful porpentine (i.e. porcupine) | |
| (cf. {\it Hamlet}), protecting our hands with the aid of Malvolio's yellow | |
| stockings. This will soon have two uses. In the tavern we call for the man we | |
| were told about in the forest of Arden and he extracts the jewel (a sapphire) | |
| from the chest for us. {\bf FIRE ARROW, S, GET PORPENTINE (with stockings), | |
| N, DROP BOW, E, say correct name (COSTARD, SCROOP or whatever).} | |
| We carry on, and meet Portia for the last time, who checks that we still have | |
| the ring she gave us. Into a network of streets, and a goldsmith who mistakes | |
| us for our double and gives us a chain (cf. {\it Comedy of Errors}). To avoid | |
| him finding us and claiming it back or demanding payment we cause a `bomb | |
| scare' by using the porpentine (no wonder it's fretful!) to burst a balloon | |
| near his shop. Finally we are stuck outside the castle, with just a watchman | |
| standing in our way. We hurl the porpentine at him, run past, and go safely | |
| into the castle to complete the game. {\bf E, GET BLADDER, E (past Portia), | |
| N, NE, N, NW, GET CHAIN, BURST BLADDER (with porpentine), SW, S, SE, S, put | |
| RING, CHAIN, SAPPHIRE and STOCKINGS in basket, THROW PORPENTINE and win!} | |
| \bye | |
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