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Dungeon Romp, A (Dungeon_Romp.txt)

DUNGEON ROMP
By Karl Bunyan
Zenobi Software
Spectrum 128

This is another Bernard game. Sit back, enjoy the wry humour and the 
unusual puzzles. 

Some objects are used creatively, provided you do something to them first.

Type HELP in almost every location (sometimes more than once) for hints.

The parse recognizes more than two words.

To SAY <something> put the message in quotations ("…"). When playing on an 
emulator quotation makes are made by pressing the left shift key and the 
letter 'p'. Also, you can string several commands together, separated by 
commas.

Consider adding "WAIT" to commands you give others. They allow you to 
perform an action in between.

The backpack can store many items, so there is no need to drop items and 
retrace steps. 

Some objects are needed more than once, so keep everything.

There are several unnecessary objects: sword, penknife, and lantern.

There is no killing or hitting or other aggressive actions required.

When playing cards, there seems to be no way to win and leave. So you must 
lose.


Solution:

INVENTORY (you have a lantern, a sword, a shield, a blowpipe, and a 
backpack), EXAMINE BACKPACK (there is a penknife in it), EXAMINE LANTERN, 
EXAMINE SWORD, EXAMINE SHIELD, EXAMINE BLOWPIPE, EXAMINE GUARDS, HELP 
(patriotic guards will stand attention for the right tune), SING ANTHEMN, 
HELP (a wind instrument is in order), EXAMINE RIVER, EXAMINE HOLE, EXAMINE 
DOOR, N (you can't), PUT HOLE IN BLOWPIPE (you now have a flute), PLAY 
ANTHEM (you go north), PUT FLUTE IN BACKPACK, TAKE PLANK, HELP (you can't 
be drawing a 'plank' here), EXAMINE FISSURE, JUMP GAP (you can't), PUT 
SWORD IN BACKPACK, PUT PLANK OVER GAP (you cross over), TAKE PLANK, E, E, 
LISTEN, HELP (strength is in order here to release someone from an 
underground cell), EXAMINE BOULDER, MOVE BOULDER (you release a halfling).

EXAMINE HALFLING, PUSH BOULDER, SAY TO HALFLING "FOLLOW", NW, EXAMINE 
LAKE, SWIM, HELP (cooperation could be needed to cross more than one 
person), HELP ( a good shove could set anyone on their way), EXAMINE BOAT 
(single-seater), SAY TO HALFLING "GET IN BOAT, WAIT, EXIT BOAT, PUSH 
BOAT", PUSH BOAT, WAIT, WAIT (the boat arrives), GET IN BOAT, TAKE 
WHISTLE, PUSH BOAT (you arrive at the other side), EXIT BOAT, EXAMINE 
WHISTLE (no sound comes out), PUT WHISTLE IN BACKPACK, TAKE TWINE, EXAMINE 
TWINE, PUT TWINE IN BACKPACK, SAY TO HALFLING "FOLLOW", W (you are in a 
room with two levers), EXAMINE LEVERS (in up position), HELP (two hands 
are better than one; four are better than two; whatever their size) or/and 
(one person can't be in two places at a time), SAY TO HALFLING "GO N, PULL 
LEVER", PULL LEVER (both rise simultaneously), SAY TO HALFLING "WAIT, 
WAIT, GO N", N, PULL LEVER, SAY TO HALFLING "PULL LEVER" (both are again 
up), SAY TO HALFLING "FOLLOW", N.

You see sleeping Orcs. EXAMINE ORCS, HELP (orcs chasing you need something 
to slow them down), HELP (even orcs can't catch Bernard without using 
feet), EXAMINE POCKETS (you get 30 gold pieces), PUT MONEY IN BACKPACK, 
EXAMINE BENCHES, TIE FEET, SAY TO HALFLING "FOLLOW", E (the Orcs tie 
themselves up in knots), HELP (money can take all the attention of the 
greedy orcs), HELP (count any spending as an investment – but has Bernard 
any money), SIT, PLAY CARDS. The rules are explained to you. You need to 
lose, otherwise you cannot leave, so always say "TWIST". When you are 
asked if you want to play again, say "YES". Eventually you run out of 
money, E, HELP (those who are smaller, fly better), HELP (Bernard, a 
halfling, a rock, and a plank. Gravity could do the rest), EXAMINE ROCK, 
EXAMINE LEDGE, PUT PLANK ON ROCK, SAY TO HALFLING "STAND ON PLANK", JUMP 
ON PLANK (the halfling is catapulted onto the ledge and throws you an 
Orc's shield).

EXAMINE ORC SHIELD, SAY TO HALFLING "FOLLOW", N, EXAMINE FLAGSTONES, HELP 
(something needed to relieve the pressure), HELP (Bernard needs to spread 
the load), REMOVE SHIELD, PUT FEET IN SHIELDS, N (you cross the 
flagstones). TAKE GLASS, EXAMINE GLASS, EXAMINE WEREWOLF, EXAMINE CHAIN,  
HELP (all may not have been as it seemed), HELP (I can only give 'sound' 
advice),TAKE WHISTLE FROM BACKPACK, BLOW WHISTLE (the wolf sits down), E 
(the halfling does not follow, but that's all right). EXAMINE FLY, HELP (a 
large fly has the same stupidity as a smaller one), HELP (flies are just 
kamikaze pilots at heart, although it's not easy to see it), HOLD GLASS 
(the fly hits the glass), PUT GLASS IN BACKPACK, TAKE FLY, S, EXAMINE 
SPIDER, HELP (food occupies most of these creatures lifes), GIVE FLY TO 
SPIDER, UP. You are finished.

Terri Sheehan
2005-01-05

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