mirror of
https://github.com/antoinevignau/source.git
synced 2024-12-28 04:33:14 +00:00
New game release
This commit is contained in:
parent
931d685e03
commit
ba2066b7de
1020
encounter/applesoft.bas
Normal file
1020
encounter/applesoft.bas
Normal file
File diff suppressed because it is too large
Load Diff
8
encounter/hello.bas
Normal file
8
encounter/hello.bas
Normal file
@ -0,0 +1,8 @@
|
||||
10 HOME
|
||||
20 HGR2
|
||||
30 PRINT CHR$ (4)"BLOAD TITLE,A$4000"
|
||||
40 WAIT 49152,128
|
||||
50 POKE 49168,0
|
||||
60 TEXT
|
||||
70 PRINT CHR$ (4)"RUN ENCOUNTER"
|
||||
80 END
|
278
encounter/solution.txt
Normal file
278
encounter/solution.txt
Normal file
@ -0,0 +1,278 @@
|
||||
ENCOUNTER
|
||||
Severn Software, 1984
|
||||
=====================
|
||||
|
||||
Solution by Exemptus - June 2020
|
||||
Fix by Antoine Vignau - November 2024
|
||||
|
||||
Overview and general hints:
|
||||
---------------------------
|
||||
In this adventure you have to rescue a young girl who has been kidnapped by a
|
||||
gang of thugs and kept in a house. There is a limit of 500 moves to achieve this
|
||||
and a score will be given based on the number of actions taken to complete the
|
||||
game (some of them completely optional) and the moves taken. The game has no
|
||||
random elements so a given solution will always work.
|
||||
|
||||
We are also told that is we trigger the alarm at the house we have 20 seconds to
|
||||
turn it off. Of course, we are not told how this is done or what activates the
|
||||
alarm in the first place. Also it is given that we can manufacture some items
|
||||
and a knowledge of chemistry will be useful. In practice this will be only
|
||||
limited to making gunpowder and a fuse from components in order to build a bomb.
|
||||
|
||||
Some objects require a container to be put into: the black and yellow dusts, the
|
||||
water and the petrol. There are several containers, such as the box, bag, tin or
|
||||
bucket, but they are not operated like true containers - they are just a device
|
||||
to be able to carry the mentioned items, taking additional inventory slots.
|
||||
|
||||
Although the limit seems tight, the game can be finished in as few as 120 moves.
|
||||
The problem is that some versions are bugged and the game will crash in some
|
||||
circumstances. In the Spectrum version labelled as 1.1, frisking the thug after
|
||||
killing him will crash the game with a "Variable not found" report. Indeed, one
|
||||
of the game's internal flags is not initialised correctly. Although it is
|
||||
possible to finish the game without the mentioned action, points are awarded for
|
||||
it. It is possible to patch the Spectrum version with the following POKEs:
|
||||
|
||||
POKE 23759,241
|
||||
POKE 23760,102
|
||||
POKE 23761,107
|
||||
POKE 23762,61
|
||||
POKE 23763,176
|
||||
POKE 23764,34
|
||||
POKE 23765,48
|
||||
POKE 23766,34
|
||||
POKE 23767,58
|
||||
POKE 23768,234
|
||||
|
||||
The POKEs need to be executed before the game runs, for those using an emulator.
|
||||
With this patch the game will run as intended.
|
||||
|
||||
Points are given for the following actions:
|
||||
|
||||
Action Points
|
||||
--------------------------------------------
|
||||
Feeding the meat to the dog 20
|
||||
Killing the dog with the snooker cue 50
|
||||
Opening the steel door 200
|
||||
Breaking the upstairs window 100
|
||||
Killing the thug 50
|
||||
Frisking the thug 50
|
||||
Making the gunpowder 100
|
||||
Making the fuse 100
|
||||
Making the bomb 200
|
||||
Opening the safe 200
|
||||
Stopping the alarm after triggered 200
|
||||
Completing the adventure 200
|
||||
|
||||
This gives a maximum possible score of 1,470 points minus the number of moves
|
||||
taken. Scores into the 1,200 are perfectly possible. The walkthrough below does
|
||||
not try to minimise moves but follows a reasonable, logical sequence. It is
|
||||
based on the Spectrum version, although I'm not aware of any significant
|
||||
differences with other versions.
|
||||
|
||||
|
||||
Walkthrough:
|
||||
------------
|
||||
[We begin at the market square.]
|
||||
|
||||
E
|
||||
N
|
||||
GET KEYS [Keys are always useful]
|
||||
N
|
||||
N
|
||||
E
|
||||
N [If we go N we will be confronted by the dog, which we are not yet ready for]
|
||||
GET KNIFE
|
||||
N
|
||||
W [Note a barred window can be seen from here]
|
||||
S
|
||||
W
|
||||
GET CUE [This will be extremely useful]
|
||||
S
|
||||
GET MEAT
|
||||
|
||||
[The bread can also be used to feed the dove. However, the dove has no real use
|
||||
so we can ignore it.]
|
||||
|
||||
S
|
||||
GET TIN
|
||||
E
|
||||
THROW MEAT
|
||||
|
||||
[The dog eats the meat. This does not have any effect - we still have to kill
|
||||
it. We did it for the points. Until we kill the dog, we are unable to move in
|
||||
other directions.]
|
||||
|
||||
THROW CUE [We spear the dog this way - there are other ways to kill it though]
|
||||
GET CUE
|
||||
N
|
||||
N
|
||||
N
|
||||
THROW CUE [This smashes the upstairs window]
|
||||
|
||||
[The alarm has been activated. We have 20 moves to turn it off, but fortunately
|
||||
we can do it, as the mechanism is hidden behind a panel in the cellar, which the
|
||||
keys will open.]
|
||||
|
||||
S
|
||||
E
|
||||
D
|
||||
D [Note there is a heavy safe here]
|
||||
S [Fix by Antoine Vignau: move was missing]
|
||||
USE KEYS [A red button appears]
|
||||
PRESS BUTTON
|
||||
|
||||
[The alarm is now off. One could have though that the alarm might alert the
|
||||
thugs in the house, but it turns out there is only one and he's fast asleep, so
|
||||
there is nothing to be concerned about. By the way, we have dropped the keys
|
||||
automatically on using them, so we just have the knife and tin in our inventory.
|
||||
We will need other components, which we will retrieve now.]
|
||||
|
||||
N
|
||||
U
|
||||
U
|
||||
GET MATCHES
|
||||
W
|
||||
N
|
||||
E
|
||||
GET LADDER
|
||||
|
||||
[We may think that the ladder is a good option to reach the broken window, but
|
||||
it turns out it is too short. The only real use of the ladder is to escape the
|
||||
pit where the yellow powder is.]
|
||||
|
||||
S
|
||||
S
|
||||
S [Note the abandoned car]
|
||||
S
|
||||
S
|
||||
GET BAG [To put the yellow powder in]
|
||||
N
|
||||
E
|
||||
GET POWDER [Carry it where?]
|
||||
BAG
|
||||
CLIMB LADDER
|
||||
|
||||
[We are out. The ladder remains in the pit.]
|
||||
|
||||
W
|
||||
S
|
||||
W
|
||||
N
|
||||
GET DUST [Carry it where?]
|
||||
TIN
|
||||
MAKE GUNPOWDER [From the carbon and brimstone]
|
||||
GET GUNPOWDER [Carry it where?]
|
||||
BAG [Which was emptied after making the gunpowder]
|
||||
|
||||
[Now we need some petrol and tissue in order to make a fuse. The petrol can be
|
||||
siphoned from the abandoned car and the tissue is upstairs in the house.]
|
||||
|
||||
N
|
||||
N
|
||||
GET HOSE
|
||||
E
|
||||
E
|
||||
S
|
||||
|
||||
[We can OPEN CAR or OPEN TRUNK if we wish, but that achieves nothing. The game
|
||||
tells us to try the trunk, so we can assume other parts of the car are there as
|
||||
well.]
|
||||
|
||||
OPEN TANK
|
||||
SIPHON PETROL [What shall we use?]
|
||||
HOSE [Carry it where?]
|
||||
TIN
|
||||
N
|
||||
W
|
||||
N
|
||||
U
|
||||
U
|
||||
|
||||
[We are now upstairs, so far unexplored. To the West and North of here there is
|
||||
a padlocked steel door, which we can correctly assume holds the kidnapped girl.
|
||||
We can also assume the bomb is for opening the door, but this would be a flawed
|
||||
assumption, because it is not.]
|
||||
|
||||
E
|
||||
E
|
||||
|
||||
[There is an asleep thug here. If we FRISK THUG the game tells us that we should
|
||||
subdue him first, so we may think of tying him up using the rope, the twine, or
|
||||
the hose. The game clearly favours more violent approaches, though.]
|
||||
|
||||
KILL THUG [I'm game. How?]
|
||||
STAB HIM [With what?]
|
||||
KNIFE [Messy]
|
||||
|
||||
[But effective - the thug is now dead. It also would have worked to STRANGLE him
|
||||
using the rope, twine or hose, HIT him with the cue, or even SUFFOCATE him with
|
||||
the bag. No comment.]
|
||||
|
||||
GET KNIFE
|
||||
FRISK THUG
|
||||
|
||||
[We find a pistol, but we are not going to use it, so we'll leave it here. If we
|
||||
wanted to, we could LOAD it with the three bullets we found in the cellar.]
|
||||
|
||||
N
|
||||
GET TISSUE
|
||||
MAKE FUSE [Using the tissue and petrol]
|
||||
GET FUSE [Now we can make the bomb]
|
||||
MAKE BOMB
|
||||
GET BOMB
|
||||
S
|
||||
W
|
||||
W
|
||||
D
|
||||
D
|
||||
N
|
||||
N
|
||||
E
|
||||
D
|
||||
D
|
||||
|
||||
[We have to open the safe with the bomb, as it has an object that will allow us
|
||||
to deal with the steel door upstairs.]
|
||||
|
||||
BLOW UP SAFE [Using what?]
|
||||
BOMB [How shall we light it?]
|
||||
MATCHES
|
||||
|
||||
[The safe is open now. We would have to re-enter the room in order to refresh
|
||||
the description, but no need: it contains a bottle.]
|
||||
|
||||
GET BOTTLE
|
||||
|
||||
[Finding out what is in the bottle is not difficult; if we THROW it we will be
|
||||
told that there is a funny smell and afterwards there will be an acid burn in
|
||||
the location. So the bottle holds a corrosive acid, which is what we need.]
|
||||
|
||||
U
|
||||
U
|
||||
W
|
||||
S
|
||||
S
|
||||
U
|
||||
U
|
||||
W
|
||||
N
|
||||
|
||||
[Here is the famous door, impregnable to everything but the acid. Actually there
|
||||
are other possible ways to rescue the girl, such as using the rope to facilitate
|
||||
her climbing down the window, but I won't go into them. Feel free to investigate
|
||||
if you please.]
|
||||
|
||||
THROW BOTTLE [The acid melts a hole and we can see the girl now]
|
||||
THROW KNIFE [The girl cuts her bonds]
|
||||
GET GIRL [She is carryable]
|
||||
S
|
||||
E
|
||||
D
|
||||
D
|
||||
S
|
||||
S
|
||||
S
|
||||
S
|
||||
W
|
||||
|
||||
[End of game, with 1262 points if all went well.]
|
Loading…
Reference in New Issue
Block a user