Friday, August 2, 2024

PrinceWatercress plays The Ring of Time - The Longplay


Now for the whole game in one shot, minus commentary. Enjoy!


Legend speaks of a ring that controls time that belongs to a wizard known as Zor, an evil magician from the Middle Ages...and you're looking for it.

N, S, E and W take you north, south, east and west, respectively. U and D go up and down where applicable. QUIT saves the game, and INVEN checks your inventory. Your inventory has a six-item limit. The top part of the screen shows a description of where you are, while the bottom part is where you'll be typing out your commands.

At the start, head south twice to reach the intersection. Going west takes you on a route leading to a cottage. Go west, then north, and you'll be in the cottage garden. ENTER COTTAGE, then go up. TAKE PENKNIFE ("GET" does not work as the game does not recognize it), go back down and go south to leave the cottage. From here, you'll want to go back to the intersection.

West of the cottage is a large oak tree. If you try to CLIMB TREE or SEARCH TREE, the game tells you that you will need a rope to do that. Remember that for later.

Back at the intersection, go north until you are back at the open plain, then go east to find a supply shed. ENTER SHED. The shed will be empty, but if you SEARCH SHED, you'll find a box of matches. TAKE MATCHES. 

Go south to leave, then go north from the open plain. Keep going north until you are outside some stables, then ENTER to go inside. TAKE CANDLE. KILL DOG with the penknife in your inventory, CUT DOG with the penknife to get meat, then TAKE MEAT to get the meat. SEARCH STABLES to find a jug. TAKE JUG.

Go south to leave, then head back to the intersection. This time, go east and keep going that way to find a large monastery. ENTER MONASTERY, then go north to enter the chapel, then go north again to the altar. Head to the east to the chamber where the abbot prepares for mass. TAKE PARCHMENT. You can READ PARCHMENT for an advertisement for another Kansas City Systems game, Dracula Island, but it's not required to beat the game.

Go west, south and south, then DROP PENKNIFE before going south to leave. Go west back to the intersection. Go south, then go east at the green rolling field. You'll find a large opening in the ground. Go down to enter the hole, then LIGHT CANDLE. POUR WAX to pour the wax into the jug, filling a hole that you'll need to fill later. Go south two times until you reach a lake, then THROW MEAT to get the crocodiles out of your way. (If you don't throw the meat before swimming, you're dead.) FILL JUG here to fill it with water (make sure you POUR WAX first!), then SWIM LAKE.

The candle will go out when you reach the other side, so LIGHT CANDLE again. Go east, then north. You'll encounter a locked door. DROP PARCHMENT, PUSH PARCHMENT to slide it under the door, PUSH KEY to push it out from the other side, then PULL PARCHMENT. TAKE KEY, then TAKE PARCHMENT. UNLOCK DOOR, then DROP KEY. Afterwards, BURN PARCHMENT. When you do this, the parchment will reveal secret writing when it burns up, and it reveals a secret combination that is random with every game (I got 50-27-35 on both the Let's Play and the Longplay).

Go east to enter a cave. SEARCH CAVE to find a sword. TAKE SWORD, then go back west, south, and west. SWIM LAKE, then LIGHT CANDLE and go north twice. DROP CANDLE to snuff the candle out, then DROP MATCHES and go back up.

Head back to the monastery. TAKE PENKNIFE, then go east twice. TAKE BOOTS, then CUT PAINTING with the penknife in your inventory. You'll find a safe behind the painting. UNLOCK SAFE, and the game will ask you for the combination. Give the exact combination that the game gave you from burning the parchment earlier, complete with dashes. Do not enter a space at the beginning. By getting the combination right, you'll open the safe and reveal a leather saddle. TAKE SADDLE, then DROP PENKNIFE.

Go west, then go north. You'll be in the dining hall, where a mad monk has taken control of the area. If you try to go east past the monk, he gets in your way. KILL MONK with the sword in your inventory, then FRISK MONK to find a necklace. TAKE NECKLACE, then WEAR NECKLACE. You can finally go east now that the monk is dead. DROP SWORD. In the next room, you will find sugar lumps if you OPEN CUPBOARDS and SEARCH CUPBOARDS. TAKE SUGAR. Go north to enter the larder and find a coil of rope. TAKE ROPE.

Go south, west, south, west, and south again. Go west until you reach the intersection, then DROP BOOTS, DROP SADDLE, DROP JUG and DROP SUGAR. Go back to the cave. TAKE CANDLE. TAKE MATCHES. LIGHT CANDLE. Go south until you reach the lake, then SWIM LAKE. LIGHT CANDLE again, then go east, north, east and DROP CANDLE and TAKE CANDLE again at the cave. You can also BLOW CANDLE to blow out the candle without dropping it.

At the cave, go east. You'll be outside of the cave. Go south, south, east, and north to enter an old, crumbling mill. THROW ROPE, then CLIMB ROPE to find a shovel on the upper floor. TAKE SHOVEL, go down, then TAKE ROPE. Go south, west, north, north, then GO CAVE once you are outside of the cave. LIGHT CANDLE, go west, south, west. SWIM LAKE, LIGHT CANDLE, then go north until you reach the hole. DROP CANDLE and DROP MATCHES. Thankfully, you won't have to go through here anymore.

Go up, then west, then north until you reach the intersection. Head west towards the cottage, then go west at the cottage garden to go back to the large oak tree. THROW ROPE, then CLIMB ROPE. At the top of the tree is a magpie's nest. SEARCH NEST to find a small silver bell. TAKE BELL. Go down. Leave the rope, because you won't be needing it again. Go back to the intersection, TAKE BOOTS, WEAR BOOTS. Head to the stables, then RING BELL to summon a horse. DROP BELL, since you won't need the bell anymore. GIVE SUGAR to feed the sugar lumps to the horse, then go back to the intersection and TAKE SADDLE and TAKE JUG. Head back to the stables and SADDLE HORSE.

Now that you've gotten the horse ready, MOUNT HORSE, then KICK HORSE with the riding boots on. You'll be taken to a dense forest where the horse rears up and throws you off. Go north, east, and then south to get out of the forest. You'll encounter a sinister cowled figure. If you're not wearing the necklace when you go south from here, you're dead. If you don't have the necklace at all, the game is unwinnable. If you do have the necklace around your neck with the WEAR NECKLACE command, you can pass through.

From here, keep going east until you are in the cemetery and you can see an unmarked grave. If you dig the grave now, the ground will be too hard. POUR WATER on the grave with the jug of water to soften the ground, then DIG GRAVE. You'll find a sealed coffin. OPEN COFFIN. You'll see a hideous skeleton. SEARCH SKELETON. You'll find the Ring of Time. TAKE RING. You'll win the game, but you'll be taken to another time and place. The adventure continues in Revenge of Zor!


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