BOGMOLE 1: THE BLOOD OF BOGMOLE Jon Lemmon (Compass Software) Walk Through with Dorothy Millard and Terri Sheehan (Spectrum Version) Notes: 1. It is impossible to give a complete step-by-step walk through because of the random nature of the game and being continuously captured by orcs. 2. Always carry the lump of mud until an orc patrol spots you, then wear it until the attack is over. When worn the rain will wash away the mud, but if carried it will be okay. If the mud gets washed away you can return to the muddy embankment and get more. 3. The mud staves off some, though not all orc attacks. 4. It is necessary to map the game, then when you are captured by orcs note your position, go to the escape section, then return to the walk through and continue. 5. When it rains you must FILL BUCKET from a puddle. You can also do this after you take the coin before going into the cave at the beginning of the game. 6. The earthquake destroys the chasm. 7. Each time you get captured and escape from jail, the orc army looses two members. 8. Each time you need to return to get another company from Eldrin, the dwarf army loses one member. 9. Once the thief takes the mud from you toward the end of the game, you cannot get more. 10. We are not quite sure what the ring is for. Try wearing it or removing it during the dungeon escapes, during the orc attacks, etc. This walkthrough is completely with the ring worn. 11. The cloak protects you from being killed by Zogan when you enter his chamber alone. 12. Red Herrings - Bone, Nail, Cork, Branch, Skull, Tooth, Spearhead, Horseshoe, Leaf. Escaping from the Dungeon: 1. FIRST TIME – EXAMINE DOOR, EXAMINE WINDOW, EXAMINE OGRE, GET STOOL (clue), EXAMINE HOLE, EXAMINE SPIDER, REMOVE MUD, BLOCK HOLE WITH MUD, WAIT, WAIT, WAIT, WAIT (spider suffocates), UNBLOCK HOLE, EXAMINE SPIDER (dead), PULL LEVER, E, GET ALL, WEAR ALL, LOOK, GET KEY, W, UNLOCK DOOR, OPEN DOOR (stuck), PUSH DOOR, DROP KEY, W, GIVE CLUB TO OGRE, E, S, SE, S (outside the orc encampment). 2. SECOND TIME – E (door is still open), E, GET ALL, W, S, SE, S (outside the orc encampment). 3. THIRD TIME – E (you walk into a door), EXAMINE DOOR (has a barred window), EXAMINE WINDOW (too high), STAND ON STOOL, EXAMINE WINDOW (see bars), BEND BARS (they bend just enough for you to crawl though), CRAWL THROUGH WINDOW (into a large cave), E, GET ALL, W, S, SE, S (outside the orc encampment). 4. FOURTH TIME – WAIT (until the ogre forces open a secret panel and pulls you out of the dungeon), E, GET ALL, W, S, SE, S (outside the orc encampment). 5. FIFTH TIME (and any others) – CALL BERNARD (until he comes), EXAMINE DOOR (there's a big hole in it), E, E, GET ALL, W, S, SE, S (outside the orc encampment). Walk Through: (Start standing on the summit of Mount Crag with a fly buzzing around your head), EXAMINE SPIDER, CLIMB TREE, GET BUCKET, EXAMINE BUCKET (it's magic and can only hold rain water), D, WAIT (until the fly lands on your face), SLAP FACE (the fly falls to the ground dead), GET FLY, EXAMINE WEB (there is a gold coin stuck to it - note if you try to get the coin the spider will bite you), PUT FLY IN WEB (the spider is distracted while eating the fly), GET COIN, E (into a cave where a troll demands a gold coin), PUSH TROLL (he falls down the hole), D, EXAMINE TROLL (dead), SEARCH TROLL (find a key), GET KEY, E (to narrow ledge where you hear orcs talking - note "red faced plague"), SLAP FACE (you are turning red), SLAP FACE (now bright red), DROP COIN (it falls to the ground and an orc bends over to pick it up), D (you jump down and land on the orc, killing him - the other orc runs off thinking you have the plague), GET COIN, SEARCH GUARD (you find a club), GET CLUB. S, E (embankment where you meet a dwarf patrol), EXAMINE EMBANKMENT (note the lumps of mud), GET MUD, WEAR MUD (you look like a mud monster), E, E, E, E, E, E (troll wants a gold coin), S (you jump into the river and a mud monster pulls the troll under the mud), U (you slide back down), U (the mud monster pushes you up). E, E, E (you see a mass of logs blocking the river), E (to end of riverbank where you see Knife breaking into the beaver lodge), FIGHT KNIFE (you must be wearing mud - Knife thinks you're a mud monster and runs away), D (beaver lodge), EXAMINE LEAVES (see Bernard the beaver), EXAMINE BERNARD (has a rag tied around his neck), GET RAG (you can now call Bernard for help), EXAMINE RAG (has writing on it), U, W, W, W, W, W, W, W (muddy river bank – get more mud if needed), W, W, W, N (edge of valley). NE (edge of swamp), N, N, N, N, N, N (meet a troll), GIVE COIN TO TROLL (he walks away), N, N, N, N, N, E (solid ground where Prince Eldrin walks towards you and says "Bogmole we need your help… I have a letter here from your father, it may explain things"), EXAMINE ARMY (note the number of dwarf patrol which remain – this can range from the 70s to the 80s), W, S, S, S, S, S, S, S, S, S, S, S (back to edge of swamp), SW (edge of valley). E, E, E (centre of valley), N (by old stump), N, NW (edge of wood, EXAMINE ORCS (scared), N (clearing with a large pit), EXAMINE PIT (at the bottom you see a giant), EXAMINE GIANT (wants help to get out), EXAMINE TREES (there is a tall one close to the pit), CALL BERNARD (repeat until he comes), POINT AT TALL TREE, S, SE, S (stump), EXAMINE STUMP, BREAK STUMP, CALL BERNARD (repeat until he comes), POINT AT STUMP, GET ROCK, EXAMINE ROCK. (Remove the cloak and mud and wander around until you are taken to Zogan's chamber… you need to use up all your escape routes from the dungeon, and CALL BERNARD several times (see note above about the army)… eventually you are taken to Zogan's chamber where you should watch what the guard does to enter), WAIT (Zogan speaks to you), WAIT, WAIT (you are thrown out), E, TAKE ALL, WEAR ALL (you can leave the rag behind), W, N (no chasm only), PUSH DOOR, PUSH DOOR, PUSH DOOR, N, THROW ROCK AT ZOGAN, GET AMULET, S, SQUEEZE AMULET, S, S, S, SE, S, S, W, W, W, W, W, W, NE, N, N, N, N, N, N, N, N, N, N, N. E, EXAMINE ARMY, W, S, S, S, S, S, S, S, S, S, S, S, SW, E, E, E, E, E (note if the company gets destroyed go back to Eldrin; you may need to do this more than once), W, W, W, W, W, S, E, E, E, E, E, E, E, E (see footprints), U, W, D, SW, S, W. E, N, N, (wait around during the battle until Eldrin tells you to free Gregor now), NW (giant helps), N, (no chasm), EXAMINE DOOR (it is broken), SQUEEZE AMULET, EXAMINE DOOR (it is open), DROP AMULET, N, EXAMINE ALTAR, THROW WATER ON ALTAR, EXAMINE GREGOR, WAIT (until the battle is over). SCORE. If the dwarves are victorious, you win. If the orcs are victorious, you may need to play the game, or parts of it again, maximizing the orc losses and minimizing the dwarf losses. THE END 2000-02-13 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com