You are dressed as a peasant and will be able to travel freely in most parts of Grunlock provided you do not arouse suspicion. All you have to go on is a torn piece of paper left behind by the thieves with some symbols on it.
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Surprisingly vast and difficult for a 16k game. Requires careful planning. Mapping the game is half the challenge - it has exactly 200 rooms, hence the name.
This game has over 220 locations according to the author's introduction. I have seldom played a game and certainly not one in 16k that is so nit picking with the order of play. Several items cannot be dropped (without making the game unwinnable) once they are picked up and this is not always logical or obvious. A very large maze count indeed. I have just realised that you can use the verb DESCRIBE to glean more information about an object - EXAMINE is not recognised.
An interesting old fashioned voyage which I played many moons ago and made me wish to revisit an old stamping ground.
Quite why throwing a wrench turns a machine on or off I'm not sure but as "turn" isn't recognised as an action you start to experiment with obscure verbs. As Sherlock Holmes observed while lighting his calabash pipe: "Once you have eliminated the probable, the improbable, however unlikely must be the truth.
There are some clever timing puzzles in here, one with coal gas in a mine is particularly exquisite. It would have been nice to see what CJ Coombs could have constructed given larger amounts of memory to play with.