Here's a console/microcomputer I didn't think I'd ever cover. I really want to play an Apple II game again soon.
Sir Graham is now King of Daventry, but he must find a bride in order to find companionship as well as He sees a vision of a quartz tower that he must go through a magic door in the land of Kolyma to find, then sees a vision of a woman locked in the tower. King Graham gets his adventurer's cap and heads to Kolyma.
Controls are simple: the arrow keys let you move. Tap a direction once to move, and that same direction again to stop. You can type simple commands with the keyboard. Open Apple + Delete lets you delete letters in case you make a mistake. If you press Tab, you'll see your current score and your current inventory.
You start at a beach. To the east is a meadow with flowers, trees and a fence.
Further to the east is a small house. There is a mailbox, and if you open it with OPEN MAILBOX, you'll get one point and find a basket of goodies. Take the basket of goodies ("TAKE BASKET"). You'll get points when you do things that you're supposed to do.
If you open the door of the house ("OPEN DOOR"), you'll find an old woman who is sick in bed. If you talk to her with TALK OLD WOMAN, the old woman will tell you she is sick. She won't be able to do much else until you help her get better. Leave the house.
Go back to the meadow to the west. Little Red Riding Hood will show up if you wait long enough. TALK GIRL. She will tell you that somebody stole her basket of goodies. GIVE BASKET TO GIRL when you are lose enough to her, and Little Red Riding Hood will give you her bouquet of flowers before skipping around.
Go back to the house, then go east. You'll be on the other side of the fence. There is not much here.
To the east of the house is a monastery. You'll see the bell here. If you go east another screen, you'll be able to enter the monastery. Go up to the door and OPEN DOOR to enter. After the music stops playing, walk up to the altar and PRAY. The monk, who will usually not talk to you, will suddenly ask for your name. Enter "GRAHAM" in the text parser, and the monk will tell you that he knows of your quest and give you a silver cross on a chain to protect you from evil. Be sure to WEAR CROSS; it will come in handy later and you will get points for it.
If you wait at the monastery, a fairy will show up and cast a spell that protects you for a limited time.
Leave the monastery. East of the monastery entrance is a pit. There is nothing to do here. However, we can go north from the monastery entrance. If you do, you'll come across a bridge. This bridge will be the death of you - and make the game unwinnable - if you fool around too much. This bridge can only be crossed seven times, and if you don't cross it at the right times, you'll make the game unwinnable. While other versions of the game do not tell you that you gain points for crossing the bridge, this game does, and this is part of the beginner's trap involving the bridge. When you gain a point, you use one of your crossings, so you have to be careful.
We'll need to cross the bridge right now. When we do, we will need to go north. We will then see a door. If you LOOK DOOR, you'll find there is an inscription on it. If you READ INSCRIPTION, you will get a clue that states "Whosoever chooses to seek the key for this door will undoubtedly make a splash." From here, go back to the bridge and cross it again. You'll use your second crossing.
From the bridge, go west. Be careful when moving around, as Hagatha the Witch might show up. If she catches you, the dwarf will show up, and if you have a
To the west is a tree house. The dwarf can show up here, as well. OPEN DOOR at the door, then go in. You can use the arrow keys to climb down the ladder and move to the sides if you need to so you don't kill yourself accidentally. Head to the east and if you get the message stating that the dwarf is home, immediately turn back to the west. If you don't go ahead and explore. You can OPEN CHEST when you get close to it and TAKE EARRINGS after opening it. Be sure to CLOSE TRUNK if you have manners. From there, go tot he fireplace and TAKE POT. This is a pot of chicken soup, which will be useful to help Little Red Riding Hood's grandma feel better. You can eat the soup, but it will make the game unwinnable. From here, you can leave the dwarf's home.
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