Saturday, February 17, 2024

PrinceWatercress plays The Kingdom of Klein - The Longplay


Here's the entire adventure in one shot, minus commentary! Enjoy!


An aura of doom surrounds the Klein Kingdom. The Magic Bottle was removed from its pedestal in the King's Palace and stolen by the Wicked Witch of the Mountain. She swore that she would put a hideous curse on anybody who was foolish enough to try to recover it.

Unfortunately, the citizens of Klein have elected you to be the foolish one!

You must destroy the Wicked Witch, find the Magic Bottle, and return it to the pedestal in the King's Palace.

Commands may be entered in the form of complete sentences. It is usually only necessary to enter the first two or three letters of most words, but if this doesn't produce the expected result, re-type in full.

The program has a vocabulary of over 150 words and it is part of the game to discover what these are. However, some words that you will need to know are listed here.

Most of these have single letter input.

NORTH, SOUTH, EAST, WEST, UP, DOWN, IN, OUT (N, S, E, W, U, D, ENTER and EXIT can also be used)
TAKE - to pick up an object (GET can also be used)
DROP - to drop an object
INVENTORY - to list your possessions (you can only hold eight objects at any given time)
LOOK - to describe your surroundings
SCORE - to obtain your score
SAVE - to save the current game on tape
LOAD - to load back a SAVEd game
QUIT - to end the current game

From here, you'll need to discover the secrets of the five mystical solids and use them to find and kill the Wicked Witch, and return the Klein Bottle to its pedestal in the palace.

You start out in the palace. The only way to go from the start is EAST. You'll enter the antechamber. The courtyard is to the north. There will also be a rolled-up umbrella bearing the initials "MP" here. TAKE UMBRELLA, then go NORTH. You'll end up at the south end of the courtyard, with exits leading off in all directions. To enter these exits, you'll need to go in the same direction twice, otherwise, you'll just go into a different end of the courtyard.

WEST twice takes you to the stable. Go up to explore the hayloft, but do not take the needle, as you will not be needing it. From here, go back DOWN the ladder, then head back to the courtyard by going EAST.

NORTH twice leads to the palace chapel. There are several small portraits on the wall, one of which looks slightly odd. There is also a bible. GET BIBLE, then READ BIBLE. You'll find out that the bible will be useless on your journey, so go ahead and DROP BIBLE. As for the portraits, you'll need to MOVE PORTRAIT. By doing this, you'll reveal a wall safe. If you try to open the safe, you will find out it will be locked, and if you try to unlock it now, you will find out that you have no suitable key.

EAST twice takes you to the palace entrance, with a road leading off to the north. NORTH leads to an east-west road just outside of the palace, with a huge mountain in the distance to the east. From here, you can only keep going east. You'll eventually find a small key. GET KEY, then head back to the palace chapel and UNLOCK SAFE. When you OPEN SAFE, a gold coin will fall out of the safe. GET COIN. You'll need it.

From here, get back on the east-west palace road and keep going EAST until the road bends north and west and a lake can be seen in the distance to the north. NORTH leads closer to the small hut by the side of the lake, and NORTH again leads to the hut itself. There is a boat hut here, with a nearby sign stating "Boats For Hire - One Gold Coin." ENTER or IN allows you to go into the hut, where the boatman inside will be immediately demanding one gold coin. GIVE COIN. The boatman promises to skin you alive if you do not return the boat within five days. GET BOAT. EXIT or OUT allows you to leave the hut. From here, BOARD BOAT or ROW BOAT. You will row to the east side of the lake, and as you do this, the small safe key from earlier will fall into the water in case you do this. Thankfully, the game does this as inventory management, so you might as well have this happen.

At the east side of the east side of the lake, you will be on a north-south road. Leave the boat there, as you will need it later. SOUTH leads to the giant mountain, and from here, you can keep going EAST until you see a narrow, winding path which rises up the side of the mountain, allowing you to climb up. Going EAST from here, takes you around the base of the mountain, and there will be a forest to the south. EAST leads to more mountain base and more trees, but if you go SOUTH from here, you can enter the forest and keep going south until you find a bird egg. TAKE EGG, then keep going NORTH until you are back at the mountain.

Going further EAST at the base takes you to a giant blocking a door leading into the mountain. The giant will threat to slice you in two with his sword if you come back. If you keep going east from here, you will also be killed by the giant. Instead, keep going WEST until you get back to the climbable path, then keep going UP. Eventually, you will reach a narrow ledge leading east along the rock face. Going EAST twice will take you to a pile of rocks blocking your path. PUSH ROCKS to send some rocks falling further down the mountain, then go WEST twice. From here, keep going UP.

You will eventually find a small opening in the rock. ENTER the small opening. Inside is a weird-tree like structure growing upwards from inside the rocks, with the branches contorted into a variety of unnatural configurations. Keep climbing UP. When you climb up once, you'll find a letter P carved in the bark. Make note of this. Going UP again will lead to a torn scroll. TAKE SCROLL. From here, SAVE, the READ SCROLL. You'll get a message:

ask you must find
olids. They will
ch's cavern, where
erties will be
the Wicked Witch of
ecover the mysterious

When you read it, however, an evil spirit will emerge and destroy you, but not before you see a faint image of a mountain door. Keep that in mind as you LOAD your game.

From here, keep going DOWN until the game tells you that you are inside the mountain, then EXIT and keep going DOWN until you reach the ground at the base of the mountain. From here, you can get going EAST, and this time, the giant from earlier will be dead, having been crushed by the rocks you pushed from up the mountain earlier. Leave the long sword, as you will not need it.

From the dead giant, go EAST. You'll approach a small door in the rock, with an inscription above that reads "This is the domain of the Wicked Witch of the mountain. A hideous curse will befall anyone entering here." If you remember earlier, when we read the scroll after getting it, we were given a brief vision of this door before dying, loading our game, and getting over here. If you READ SCROLL now, the scroll will pop out of your hands and fly to the other side as the door in the rock opens. If you take too long before you type ENTER or IN, the door will close before you can get through, and you will make the game unwinnable. You'll have to LOAD your game to try again.

By going through the opening immediately, you'll enter a tunnel, and the door will slam shut behind you. From here, you will have to go forward in order to go back. You can READ SCROLL without having to pick it up, and if you do, you'll find out that the scroll has changed to contain this message:

To carry out your t 
the five Platonic S
lead you to the Wit
their mystical prop
required to defeat
the mountain and r
Klein Bottle

This is the other half of the message. Here is the message in full:

To carry out your task you must find
the five Platonic Solids. They will
lead you to the Witch's cavern, where
their mystical properties will be
required to defeat the Wicked Witch of
the mountain and recover the mysterious
Klein Bottle

Keep this in mind for later.

From the entrance to the tunnel, go NORTH. You will be in a narrow north-south tunnel. Go NORTH again, and you'll find the letter "O" scratched into the wall. Going NORTH again leads you deep into the mountain, and you will also find a torus. A torus is a ring-shaped geometrical object. TAKE TORUS.

Going NORTH again takes you to a curious space. Once you enter this area, you can't go back, so make sure you've taken the torus or else you'll have made the game unwinnable. You'll soon end up in a strange room with an exit to the west. Go WEST. You will be at the east end of a brightly lit east-west corridor with a number of entrances leading off the corridor at various points. Go WEST and keep going WEST. (If you go west once and then go south, you'll enter a room full of icicles and you will be frozen, soft-locking the game and making it unwinnable.) You'll soon find a luminous gem and a magic wand. TAKE WAND. Leave the gem alone.

Go NORTH. You'll enter a spell chamber with stars on the walls. You'll also find a box of spells. GET SPELLS. If you try to go south, you won't be able to leave, so WAVE WAND to get out. You'll end back up where you found the wand and the gem. Go WEST, and you'll find an "L" carved in the floor. Go NORTH from here. You will be in a room with five-pointed stars engraved in the walls, and an evil presence that you can sense. There is also a voodoo doll in the room. TAKE DOLL, then go SOUTH to go back to the corridor. Go WEST twice from here to reach the west end of the east-west corridor. You'll see a stretch of water to the north. 

If you were to go SOUTH from where you saw the "L" and kept going, you would have run into a vicious looking dog. You won't be able to do anything there yet, but thankfully, the vicious looking dog cannot hurt you if you try to go past him. Just go back NORTH to the east-west corridor.

From where you can see the stretch of water to the north, go NORTH. You will be at the end of an east-west ledge by the side of a large pool. Go WEST, and you'll find a recess in the rocks. ENTER the recess, then DROP SPELLS here. When you do, the box of spells will dematerialize when you set them down. You will need to do this, as this will teleport the box of spells elsewhere, allowing you to get them at a later point. EXIT the recess, then go WEST. You'll be at the end of the ledge, overlooking the pool. JUMP to jump off the cliff and get into the pool.

You will be underwater, and you will not be able to breath normally. If you take too long underwater, you will die. Once you are in the water, go SOUTH. You'll find an octahedron. GET OCTAHEDRON, then go NORTH and then go UP. This will allow you to surface out of the pool and get your air back. You'll be back on the ledge. JUMP to get back in the water, go SOUTH, then go EAST. You will find the letter "Y" formed in the bed of the pool. Go SOUTH. You'll find a cave entrance to the south, but if you enter it, a giant squid will find you and kill you. Instead, go WEST. You'll reach the end of the underwater passage and an area where you can surface. Go UP, and you'll be at the other side of the pool with a beach to the west.

From the edge of the pool, go WEST. You'll be on the beach. Go WEST again, and you'll see a letter G traced in the sand as well as some rocky cliffs to the north. Keep going NORTH to keep walking along the beach until you are at the base of the cliffs, then head EAST to walk along the base of the cliffs. You'll see some rough steps further to the east. Go EAST twice to find a recess. ENTER the recess to find the box of spells that you put in the recess on the other side of the pool. (Had you taken the spells into the pool, you would have lost them and made the game unwinnable.) GET SPELLS, then EXIT the recess. Keep going EAST, and you'll reach the bottom of a staircase. Go UP eight times to reach the top of the staircase and the top of the cliff. (Do not go down from the top of the staircase for any reason; if you do, you will die.) Go NORTH, then keep going WEST until you reach a large open plain.

When you enter the plain, you will see the letter O traced in the earth. Go NORTH once, then keep going WEST until you reach an oak tree. From there, you'll find another letter O carved in the bark. Climb UP the oak tree three times to reach the top and find a dodecahedron. GET DODECAHEDRON. Go back DOWN the tree, then go NORTH once and WEST seven times until you find a small wooden hut. The letter T will be engraved above the door. Hope you've copied down all those letters. You won't be able to enter the hut...yet.

From here, go EAST eleven times and SOUTH twice to go back to the plains entrance, then EAST twice until you see the cliff overhang the beach. If you JUMP right here without hesitation, you will die. Instead, OPEN UMBRELLA, then jump. The umbrella will allow you to float downward and land a lot more gracefully. From here, CLOSE UMBRELLA, then go EAST. (If you haven't closed the umbrella, do it now; otherwise, the umbrella will be blown from your grasp on the next screen and make the game unwinnable.) Head SOUTH and keep going in that direction. Two screens in, you'll find a mysterious star drawn on the beach. Keep that in mind. Go SOUTH again, and you'll encounter a giant sand lizard who watches your every move. The giant sand lizard will get in your way, but he will not kill you. THROW SAND to temporarily blind the sand lizard, then immediately go SOUTH twice before the sand lizard sees you again. (Yes, this part is timed.)

You'll soon see a large circle traced in the sand and brass key on the ground. You'll need to do some inventory management to get the key. DROP OCTAHEDRON, DROP DODECAHEDRON, DROP TORUS, DROP DOLL, DROP EGG, TAKE KEY. You will be back here later to get the five items you've dropped. Now we need to get back to the hut. Go NORTH three times. Thankfully, the sand lizard will not bother you on the way back north. You'll be back on the mysterious star, and once again, the game connects stars with waving the wand. WAVE WAND. You'll be back in the five-pointed star room from earlier where you found the doll. Welcome to the game's first backtracking section, where you'll have to put the spells in the recess again, get back in the pool and swim back to the beach, get the spells out of the recess on the other side, then get to the hut. When you get to the hut, UNLOCK DOOR, then OPEN DOOR and ENTER.

You will be in the kitchen of the hut. There is an opening leading to another room in the north, and there is a table in the room that you are in right now. Go NORTH first to explore the other room. You will notice that there is a trap door on the ceiling. You'll also find a miniature witch's hat. GET HAT. Go back to the previous room, then PUSH TABLE, now that you know about the trapdoor. You'll push the table into the other room and automatically enter the other room at the same time. STAND ON TABLE. This will get you closer to the trapdoor. OPEN TRAPDOOR. Go UP. You'll be in the loft. Inside is a bucket and spade as well as a cube. GET BUCKET AND SPADE, and GET CUBE. Go DOWN to get back on the table, then go DOWN again to get back on the floor. EXIT the hut.

From here, you'll need to head back to the beaches below the cliffs to the large circle drawn in the sand where we dropped a bunch of items. Once again, you'll need to open the umbrella to jump off the cliff overhang, close the umbrella after landing, then head south and throw sand at the sand lizard. From here, you'll be doing some rather arcane things. At the large circle, BUILD SANDCASTLE. Since you have the bucket and spade, you'll be able to build a sandcastle in the sand. From here, WAVE WAND. Your magic spells will turn the sandcastle into a real castle that you can enter. You'll no longer have any use for the bucket and spade, so DROP BUCKET AND SPADE. You also won't need the key for the hut either, so DROP KEY. GET DOLL, then PUT HAT ON DOLL to dress up the doll like a witch. You'll need to do this later. GET EGG. GET DODECAHEDRON. GET TORUS. We'll be back for the octahedron.

If you LOOK in the large circle area now that you have a full-sized castle, you will find 'Password?' on the underside of the raised drawbridge. The only thing that counts as a password around here is the random letters that you've seen in certain screens across your journey. If you unscramble them, you'll get the word "TOPOLOGY." The command SAY TOPOLOGY will lower the drawbridge. Go SOUTH.

You'll get on the drawbridge. Go SOUTH two more times to go to the iron portcullis blocking the entrance. There will be a wooden peg sticking out of the ground beyond the portcullis, and if you THROW TORUS, you'll throw the torus so that the center of it goes through the peg like a game of ring toss, allowing you to enter automatically. You will then be at the west end of a east-west corridor. GET TORUS, as you will need the torus again, then go EAST five times.

A giant bird will try to attack you. If you go back or do anything else other than what you're supposed to, you will die. Instead, BREAK EGG. A small bird will fly out, grow large enough to fight the giant bird, then chase the giant bird away. There will be a cracked eggshell on this screen; you won't need it.

Keep going EAST. You'll reach the end of the corridor and find a signpost leading south that reads "To The Mobius Ravine." Another exit leads north. Go NORTH twice to cross a narrow north-south road and reach an archway where you will find an old bone. GET BONE. Going north one more time takes you to a zombie blocking a spell refill pack. Leave the zombie alone. You won't need the spell refill pack, and there's no way to get it, either.

Go back SOUTH three times, then go SOUTH one more time to reach the edge of a deep ravine. If you go south at any point on the edge of this ravine, you will fall down and die. There will be a ledge on the other side, and the only direction to go is east towards the ledge.

As you keep going EAST, the scenery will barely change. There will be a sphere on the path; you will not need it. After going EAST sixteen times, there will be an opening in the rock to the south. This is the only screen on the ravine that allows you to go south without killing you. Go SOUTH. You'll soon start entering rooms with symbols and numbers, starting with a triangle with the number 20 inside. Going SOUTH again takes you a room with a square with the number 6. Believe it or not, the symbols with numbers indicate Platonic solids, with the shape indicating what all the faces look like and the number stating how many faces that solid has. Believe it or not, a cube has six square-sided faces, and if you DROP CUBE in this room, the cube will pulse before vanishing completely.

Remember the scroll that told you that you needed to get five Platonic solids in order to reach the witch and defeat her? This is what you need those five solids for.

The next room to the SOUTH is a circle with the number 1 in it. This is technically a sphere, but the sphere is not needed for this puzzle, so don't worry about it. SOUTH again leads to a triangle with the number four in it. If you go EAST of this room, you'll find a room with a star scratched on the wall. Remember this for later. SOUTH of the room with the "4 triangle" in it is another room with a triangle with the number 8 in it. Further SOUTH is a room containing a hexagon with the number 16 in it. SOUTH again takes you to a room with a pentagon on the wall with a number 12 in it. Believe it or not, a dodecahedron has twelve pentagon-shaped faces, and if you DROP DODECAHEDRON in this room, it will pulse and vanish. This it the last room in this series of chambers, and all you can do is go back to the north.

Go back to the "4 triangle" room and head east to find the room with the star scratched on the wall, then WAVE WAND. This will take you back to where you found the doll. This time, keep going south until you meet the vicious dog, then THROW BONE. You will throw the bone, and the dog will disappear into the distance and you will never see it again. (If you just drop the bone, the dog eats it, then stays there, and you make the game unwinnable.) From here, go SOUTH twice, then go EAST until you find a door. KNOCK DOOR, and the door will open, revealing a storeroom. There will be a voice asking who is there, but when you go inside, there is nobody inside. All that is inside is an icosahedron. GET ICOSAHEDRON.

Now that you're in the area past the mountain, you're going to have to do a whole bunch of backtracking again! That means you'll have to put your spells in the recess, swim across the pool, get your spells back out of the recess on the other side, then open your umbrella and jump off the cliff overhang, close your umbrella, go south and throw sand at the sand lizard. At the full-size castle, GET OCTAHEDRON, then go through the castle. When you THROW TORUS again, you won't need to get the torus again. You can then get back to the Mobius Ravine. (This will also be the second and last time you have to do this backtracking, and this is also the last time you have to use the umbrella. You can let the wind blow the umbrella out of your hands if you wish, but you'll have plenty of inventory space to keep it.)

At the Mobius Ravine, get back to the edge of the deep ravine and go EAST sixteen times. This time around, however, you'll want to go EAST two more times. You'll find a tetrahedron. GET TETRAHEDRON, then go WEST two times to go back to the opening the rock to the south. GO SOUTH. In the room with the triangle with the 20 in it, DROP ICOSAHEDRON, as an icosahedron has twenty triangle-shaped faces. The icosahedron will pulse and vanish. Go south until you reach the room with the triangle with a 4 in it. A tetrahedron is a Platonic solid with four triangle-shaped faces, much like a pyramid. DROP TETRAHEDRON. The tetrahedron will pulse and vanish. Finally, go SOUTH one more time with the room with the triangle with the number 8 in it. An octahedron has eight triangle-shaped faces and looks much like a diamond. DROP OCTAHEDRON. By dropping all five Platonic solids in their respective rooms, you will be teleported to a mysterious room.

When you reach this room, LOOK. You'll get a look at the room and you'll see the witch in front of a cauldron, ready to kill you! THROW DOLL - which should have a witch's hat on it - at the witch. The doll will land in the cauldron and kill the witch thanks to the witch's hat on it. (If you didn't put the hat on the doll before this point, you will have made the game unwinnable, and you will kill yourself instead.) The witch will burst into flames and fade to ashes. That's the witch down, but we still need to find the Klein Bottle, and the only place to go is to the east.

Go EAST. You'll be in the witch's sitting room. Inside will be a bunch of books as well as a witch's broomstick. GET BROOMSTICK. You're going to need it soon. Go EAST again to enter the witch's spell chamber. You'll find magic items scattered around the room, and you'll also find a star traced on the floor and an opening in the north wall. Keep the star in mind for later and go NORTH.

You'll then walk along a winding bath. From here, go NORTH, EAST, SOUTH, EAST, NORTH, and NORTH again. You'll soon reach the entrance of a dark tunnel, and a nearby sign reads "Every Soul Who Seeks Entry Dies three times, initially."

Believe it or not, the sign actually gives you directions. Notice that the capital letters in each word indicate how you get through the tunnel: East, South, West, South, East, Down. You'll also have to follow these exact directions three times in order to get to the other side, and if you mess it up, you will get lost and die. Be ready to save here before you go down this dark tunnel. 

From here, you'll need to FLY, as going anywhere else from the tunnel entrance other than up will kill you. You'll end up on the south side of a chasm, with paths leading east and west. Going north or south around here, or going anywhere you shouldn't will kill you. Go WEST to a cave entrance. ENTER, and you'll enter the save. A strange blue light will seem to emanate from the south. Go SOUTH, and the walls will glow a strange blue light. There will be an opening in the floor. Go DOWN. You'll be in a cavern beneath these caves, and there will be an alcove to the south. Go SOUTH, and you'll reach the west end of an alcove. You'll also find the Klein Bottle! GET KLEIN BOTTLE! You've completed your quest, but now you've got to get back to the palace!

With a west end of an alcove, there has to be an east end. Go EAST and you'll find a wooden bow. TAKE BOW. From here, you'll need to go all the way back through the cave: WEST, NORTH, UP, NORTH, and then EXIT. From here, you'll need to go EAST three times until you reach the end of the south side of chasm. From here, FLY. You'll reach the north side of the chasm. You'll find an arrow to go with the wooden bow. TAKE ARROW. After that, FLY again. You'll be back on the south side. Go EAST twice, then FLY to get back to the tunnel entrance.

You'll need to go through the tunnel again, and this time, you'll need to go through it in reverse order: Up, West, North, East, North, West. You'll need to do this three times, and once you do that, you'll be back at the end of the dark tunnel near the witch's castle. You'll need to go back through the winding tunnel and back to the spell chamber. When you're back in the spell chamber, WAVE WAND. You'll be at the bottom of the tree in the opening in the mountain! You're back on the other side where the castle is!

From here, you'll need to EXIT, then go back DOWN until you reach the base of the mountain. You can now get back to the boat, but when you do, the boatman will be waiting on the other side of the lake waiting to skin you alive for taking more than five days, even though there is nothing in the game indicating that you have taken this long. If you go over there, he will skin you alive. Thankfully, you have the bow and arrow. SHOOT BOATMAN. You will kill him with the bow and arrow, and you don't have to worry about being skinned alive. (If you're here without the bow and arrow, you've made the game unwinnable, and the boatman will absolutely kill you.)

ROW BOAT. You'll be back on the path leading to the lake from the castle. All you have to do now is get back to the palace and enter the room you started the game from. When you do, the Klein Bottle will magically return back to its pedestal, and you'll complete the game with a perfect score! Congratulations!











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