398 lines
19 KiB
Solidity
398 lines
19 KiB
Solidity
Wizard of Oz Solution
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By Allronix
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Originally found at http://solutions.c64.org/
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Greetings, fellow traveler! So you have that old text adventure and want to
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know how to solve it? Well, search no further! Just throw on your silver
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slippers and queue up Pink Floyd's Dark Side of the Moon. Here we go.
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The first hint: Read the book, fanboy! The movie version with Judy Garland
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will not help you. One dandy thing about Windhams is their acute sense of
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detail. Even when they didn't lift directly, they made sure the details were
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right. This is FAR AND AWAY the closest adaptation, and works with not just
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the famous first book, but much of the second and a visit to the third.
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These books were my "walk-through." Be glad they didn't lift from all TWENTY
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of the original Baums.
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My suggestions: This boasts the finest music of all the Windhams. Take time
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to listen to it.
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When asking one of your party to do something format it as follows "(name),
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(action)"
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Tinman, chop tree
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Scarecrow, what next?
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Tip, carve wood.
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Also, be careful with the punctuation. This game (like all text adventures)
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is very picky. Nothing's worse than typing a two-line long incantation and
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having to do it all over because of a misspelled word or forgotten comma.
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A great thing about this game is how well the game captures the
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personalities as depicted in the book, with actual quotes when they can get
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away with it. Scarecrow's words belie the fact that he is far from the
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brainless being he thinks he is, Tinman's language is appropriately poetic,
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and the Lion stutters like he did in the book. As much as I laughed at Burt
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Lahr's "Lion from Brooklyn," this is far more true. Take some time to "ask"
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or "tell" your friends about things. You can also ask them "WHAT NEXT?" or
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"WHAT NOW?" in a pinch.
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Part 1: Happy Landing!
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We start out in our house, which looks like.well, a tornado hit it. You can
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CLEAN if you like, or EXAMINE the items here, but you'll find nothing of
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use. It's just you and your dog.
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Next, EXIT HOUSE to find you're a long way from Kansas. Don't wander too
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far. Stay put and EXAMINE your surroundings. Well, there are a pair of feet
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beneath your house, and those silver SLIPPERS are much better for a long
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walk than your beat-up farm shoes, so take them. What's that in the bushes?
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It's GLINDA, the Witch of the South. You're free to ASK her about what
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you've landed in.
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ASK GLINDA ABOUT:
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Evil Witch
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*Kansas
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Wizard
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**Emerald City
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Munchkins
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Slippers
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Glinda
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The most important question to ask her is about the Emerald City. She will
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tell you that the journey is sometimes wonderful and sometimes terrible, but
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she will put a blessing on you and kisses your forehead.
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Proceed SOUTH. Glinda will bid farewell.
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Part 2: Assembling the Party
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First, you come to a crossroads. NORTH leads back to the house, SOUTH leads
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to a cornfield and EAST is a blue house.
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Well, no sooner have you started towards the house or the cornfield but lots
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of little people jump out at you. One strides forward. He is BOQ, Mayor to
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the Munchkins. The Munchkins are holding a large celebration party (gee, she
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really must have been nasty!), and you are the guest of honor.
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Being as you are a guest here, head EAST to the party. Sample the PIES,
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FRUIT, or NUTS, and get in a DANCE or two. Boq will ask you to stay. Refuse
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the offer. (Accepting will prematurely end the game. You live among the
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Munchkins, but feel sad you never return home. No worries, though, by Book
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8, Dorothy is living in Oz full-time anyway!). You're on a mission, and this
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is a great opportunity to ask Boq about a few things.
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ASK BOQ ABOUT:
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Glinda
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Munchkins
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Wizard
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Kansas
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**Emerald City
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Evil Witch
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Asking about the Emerald City gleans this tidbit - just drop Boq's name at
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the gate, and you shouldn't have trouble getting in.
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When it's time to go, either head WEST to the crossroad or SOUTH to an oak
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tree.
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(The neat thing here is that you don't have to get your party assembled in
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the order the book or movie dictated. I'll stick to tradition here,
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however.)
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WEST takes you to the crossroad. SOUTH will get you to the cornfield.
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It's a cornfield, just like the hundreds on family farms back homes. A hat
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blows over the stalks and lands in front of you. When you TAKE the hat, you
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hear a polite request to have it returned to its owner, a rather bored
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SCARECROW.
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You can return the Scarecrow's hat, and ask a few things. Tell him about the
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Emerald City, and he'll mention that he'd like to go there. So, TAKE him off
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that pole and you have a road-trip buddy!
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EAST takes you to the Oak tree south of the Munchkin village. North
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backtracks to the Munchkin village, but there's nothing more for you there.
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EAST will take you to a canyon, but you'll not be able to get across. SOUTH
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will take you to a bramble bush.
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Going SOUTH, you get a choice. EAST will take you to the Forest (and the
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Lion). WEST will take you to the Tinman's cottage. In the interest of
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tradition, we'll head WEST.
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Well, now.The TINMAN is in a bad spot, rusted solid. Go WEST to his Spartan
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little cabin and TAKE the OILCAN. Go outside and oil his LEGS, ARMS, and
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MOUTH. He will thank you for being so big-hearted. Talk with him a bit
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(asking him about the Wizard, the city, or himself will do it) and he will
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ask to come with you. Well, the more the merrier! (Refuse, and the poor dear
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will cry himself rusted again!)
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Head EAST twice and a LION will jump out at you. While it may seem insane,
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ask TOTO to ATTACK. The little mutt's fierce barking will shame that big
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coward into backing down. Ask the lion about himself, and he'll admit his
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shortcomings, but he'll ask where you got the slippers and the mark on your
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forehead. TELL LION ABOUT GLINDA, and you have earned his respect. Add him
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to the party!
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Part 3: "Ease on down, ease on down the road!"
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Head NORTH to the canyon. The bridge is out and there's nothing here, but a
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big walnut tree. Tell the Tinman to CHOP the TREE, and you'll have a bridge.
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Head across, and you'll be stopped by two massive kalidahs (bear-tigers).
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Well, you have the King of the Forest with you, don't you? Tell him to ROAR!
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The mutated teddy bears high-tail it.
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Head EAST, and there's a cliff. What to do now. If you ask, Scarecrow has an
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idea, what if there was a pillow of some sort? He can make it down the cliff
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okay, but the Lion and you would be badly injured and the Tinman would be
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irreparable. Well send him down and ask him to MAKE PILLOW. Happy landings!
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From the river, TAKE RAFT (hidden in plain sight).
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There's a bit of a problem. The Scarecrow is stuck in the middle of the
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river and the rest of you are carried downstream. A stork happens by and
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asks if the Scarecrow's traveling with you. Tell her "YES," and she'll fetch
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him, but start flying off. FOLLOW the STORK until she drops him in the poppy
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patch.
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Well, you pass out from the poppies (insert grunge musician joke here). The
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Tinman and the Scarecrow take you and Toto to sleep it off. However, the
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Lion is still "comfortably numb," and too big to carry. Ask the Tinman or
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Scarecrow about the situation, and you'll be interrupted by a wildcat
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chasing a little mouse with a crown on her head. Tell the Tinman to ATTACK
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THE WILDCAT. ASK the MOUSE about the wildcat. Lo and Behold, you've saved
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the Queen of All Field Mice! Ask her if she can help with the Lion. She'll
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summon her subjects and get that big lug out of trouble. Everyone but her
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will leave. Talk to the Queen, and she'll finish your reward by taking you
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to the Yellow Brick Road. FOLLOW her, and he Emerald City will be glittering
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in the distance to the SOUTH!
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Chapter 4: "So you wanted to meet the Wizard."
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Head SOUTH to the City Gates and RING the BELL. Enter the room, and you'll
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be greeted by the Royal Army of Oz (yes, he is the entire army. Oz denizens
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are pacifists by nature). He'll demand to know your business. Remember what
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Boq said about dropping his name? Tell him about the munchkin mayor, and
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you're in. Follow the Army, and he'll take you on the E-ticket tour.
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This is an optional puzzle, but fun. Take the penny. When the gent comes
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running up to yiu, give him his penny, and he'll hand you nickels for
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lemonade. Buy lemonade and enjoy. The coins are useless anywhere else in the
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game. Examining the coins will provide a useful tip later on. The shiny new
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penny has the large head stamped on one side and the palance on the other.
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The old, tarnished nickel the man gives you has a young prince on one side
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and the palace on the other.
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Following the Army again will take you to the Palace. Enter the Palace.
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From here, you are escorted to a room with a wardrobe and a mirror. Open the
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wardrobe and put on the green gown. Examine the mirror for a reminder of why
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you are here. Exit the room to rejoin your party.
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Here is the Great and Powerful Oz. These are among the few liberties they
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took. In the book, the party goes individually, each seeing a different
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illusion. Here, they stick with the giant head, which is what Dorothy saw.
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TELL the Wizard about BRAINS, HEART, COURAGE, and KANSAS, and ignore the
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cheap puns Mighty Oz makes at your expense. He then tells you to go after
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the Wicked Witch of the West, and don't come back without proof that she's
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dead. LEAVE the throne room, and the Army escorts you through the West
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gates.
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Part 5: Hey! That's in the SECOND book!
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The second book, The Land of Oz, is the basis for this section, and Dorothy
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wasn't even in that one! No worries, it reverts to the first book soon
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enough.
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You start out in Winkie Country, the lands to the west of Emerald City.
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You're in front of the door to a charming hovel. WEST is a maple tree, but
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we'll go there later. Right now, KNOCK on the door. The hostess, Mombi, is
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concocting a brew and would like you to taste-test it. Just ask her about it
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or her boy Tip, and she'll happily tell you it's to get him (and you)
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stoned - as in "turned into." Uh, later! Head south, but the door's locked.
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She takes the batch with her into the back room.
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She left behind her Powder of Life. TAKE it. Your pals notice an escape
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route and you bail. Head WEST to the maple tree. Forget heading east, but
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NORTH is a pumpkin patch, and NORTH is a clearing. Move towards either, and
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a little scamp will leap from the trees and start attacking the Lion. He's
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Tip, Mombi's slave. Well, you don't want to leave him behind. Talking to Tip
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about Mombi or the evil witch provides some useful clues, even if the latter
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is only relevant to someone who's lived under a rock! Take the little guy
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along, and he promises not to cause trouble.
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Heading NORTH the to the pumpkin patch gives you an idea: Mombi hates
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Halloween. Well, take the pumpkin, tell the Tinman to chop some wood, and
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tell Tip to carve the pumpkin. Time to scare her! Examining the Powder
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provides instructions:
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1) Sprinkle powder on (object)
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2) Say, "Tickle, Tackle, Tock. You may now begin to walk."
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There are four doses of powder in the tin. You'll need three.
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Well, sprinkle it on the pumpkin, say the incantation, and you'll have a
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living, sneezing pumpkin. BRUSH the powder away, and he'll want to come
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along. Jack may have a soft head, but he is a sweetie.
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Heading WEST will take you to a river, but the ferryman is most unhelpful.
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Time to head SOUTH to the clearing. There's a sawhorse and a rope here. Take
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that rope, sprinkle powder on the sawhorse, say the magic words, and the
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computer plays the William Tell Overture (aka The Lone Ranger theme). The
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Sawhorse is loose. LASSO the sawhorse (ye haw!), and add him to your merry
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crew. Head NORTH and RIDE THE SAWHORSE across the river.
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(Here is where we start heading back to book 1)
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Into the meadow, headed WEST. You will pass several illusions. The first is
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a field of sunflowers. The second is a wall. Ignore the wall, it's bogus, so
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are the roads that appear next. Just keep going WEST. Uh-oh, brush fire. The
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Sawhorse and Scarecrow are panicking, but the other wooden party member is
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perplexed. Jack sees no fire at all. Ask him to LEAD the way.
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Head WEST into the forest. A pack of wolves! Ask the Lion to roar. At the
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sight of their monarch, the wolves back off. Next, a murder of crows. Well,
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the Scarecrow was designed to scare them, right? Last, is the killer bees.
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Duck behind the Tinman and ask him to shield. The bees are no match for
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metal.
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Now, in come the flying monkeys, and the party is outclassed. They carry you
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all off. The Lion puts up a good fight, but you pass out and come to with
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janitorial duty for the boss from hell - AKA the Wicked Witch. Well, screw
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that! Take the bucket and THROW BUCKET at WITCH. Take the cap. Head NORTH.
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Opening the wooden box reveals your party - what's left of them. An orange
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ball (Jack), a scrap of wood (Sawhorse), a tin pipe (Tin man), straw
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(Scarecrow), a fuzzy ball (Toto), a furry ball (Lion), and a little boy doll
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(Tip). There's also a large, carved stick in the box. Take the wand and WAVE
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it over the box. That revives your party. Head EAST and SOUTH.
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You can use the cap to call the monkeys and ask them to take you to the
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Emerald City, or head EAST, RIDE SAWHORSE, head EAST, SOUTH, EAST, and then
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EAST to the Emerald City.
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Act 5: Oz under siege
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Show the cap to the Army, and he'll take you into the receiving chamber.
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You'll have to WAIT several times. Knock again, and you enter. Show the cap
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to the Wizard, and it becomes obvious he's stalling. Your ticked off party
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shows its teeth. Lion roars, Toto jumps, and the sham is revealed. Ask that
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Cornhusker con artist about providing what he promised for your party. He'll
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reward with tokens, of course, but not before telling them that what they
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sought was in them the whole time. Asking about the "Book 2" party members
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(Tip, Jack, Sawhorse), yields that Tip should visit Glinda, but there is
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nothing much to be done for Jack or Sawhorse. He has a balloon, and is ready
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to take you back to the fair Midwest, though. Say yes to his offer.
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The Wizard is leaving Jack and Sawhorse in charge. (worse than a possible
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President Quayle). When in the balloon, Toto will leap out. Follow your
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little dog (you can stay in the balloon, but it'll be another "premature
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ending") and rejoin your friends. Ask "what Next" to any of them, and
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they'll suggest heading for Glinda's to the south.
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All is not well. There's an army at the gates. "General" Jinjur and her crew
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are going to ransack the Emerald City! (This is another lift from the second
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book, and I think Baum was satirizing the suffragettes). Heading south will
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take you to a premature ending. Run NORTH back to the city.
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Tell Jack about the army outside waiting to make pie out of him. The Tinman
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will have the sense to bolt the palace, but it seems that you're trapped.
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Maybe not. LOOK around, and the barred doors are to the south. A window is
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to the north, and there's a trap door in the ceiling. Well, head UP.
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Not much here on the veranda but furniture. Time to cook up something
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straight out of a Ozian MacGuyver. Tie the two couches together. Tie the
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leaves to the sofa, and tie on the gump head. Now, break open the powder of
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life, and animate your flying machine. All aboard! Tell Gump to fly.
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Well, you're out of the city, but you've landed in a Jackdaw nest. These are
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nasty birdies. Your Gump's lost its wings and wishes to be left alone. Honor
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his request. You have two options. SOUTH to a grassy hill, or EAST to some
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trees. Uh oh! It seems the birdies are back and really ticked off. HIDE
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UNDER STRAW. Unstuffing the Scarecrow provides you cover, but his straw is
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gone! Well, rummaging around the nest, you find plenty of dollar bills.
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Stuff your friend with the money.
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Heading EAST will take you to a most unusual fellow. This is the WOBBLEBUG.
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Do not insult him by referring to him as "bug." (he'll run) He is quite the
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intelligent fellow, and will happily answer most any question you have on a
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famous Oz denizen.
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Heading SOUTH will take you to a grassy hill with a troupe of tin soldiers
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waiting to be brought to life. Too many for the powder, though. EAST is a
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pond, WEST is a large rock and the road to Emerald City. You're badly
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outnumbered at the moment.
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Head EAST for now. It's a crossroad. NORTH is a grove of trees. Go there.
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There are music boxes growing on trees! (with a money-stuffed, brainy
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Scarecrow and the pumpkin-headed ruler of Oz in your party, this surprises
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you?). Take the round box and the square one. The square ones plays a
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military march (Nutcracker Suite). The round ones plays a lullaby that puts
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the Oz natives in your party to sleep (Braham's Lullaby).
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Head SOUTH and WEST. Open that square box, TAKE the SOLDIERS and head WEST.
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The Soldier with the green whiskers will meet you, and follow his head. Head
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NORTH and watch Jinjur's so-called "army" head for the hills! (As the
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computer plays the 1812 Overture).
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Part 6: Off to see Glinda.
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Heading South, Jack will stop you the first time. South again will bid him
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farewell and you're off to Quadling Country to the South. This is slow going
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for all but the Lion. In face, he feels quite at home here. WEST leads to a
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colorful tent, and SOUTH will go to a gully. Head WEST for now.
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Oh, no! The Tree's snagged Scarecrow. Well, ask the Tinman to chop the tree.
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It'll free the Scarecrow. Take the party WEST. Inside the colorful tent is a
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clockwork creation with a big wind-up key. Well, wind the key, and you are
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talking to TIKTOK (who is out of the THIRD book)! TAKE him along. You can
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head EAST back to the trees or SOUTH to a china wall.
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There's not much to do here, but it's optional. STEP OVER the wall, and
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examine the residents of this land, but remember how fragile they are. Step
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over it again and head WEST to the gully.
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In the Gully, the re's a lot of trouble. The leaderless animals are afraid
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tof something and in great debate. Unfortunately, they're conversing in
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their native tongues, and a human like you can't translate. Ask the Lion to
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TALK to them. The biggest tiger will tell him the problem. There's a nasty
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creature in the cave to the south. Well, head South. You'll meet up with the
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Spider From Hell. Tell the Lion to ATTACK THE SPIDER. The big kitty will
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dispatch the nasty bug. The rest of the animals carry you all on their backs
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and your Lion has a kingdom!' Head SOUTH towards Glinda's.
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The Hill of Hammerheads, and the residents will not let you pass. Well open
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that music box, and everyone will fall asleep. That includes your party.all
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except Tiktok. Ask him to CARRY THE PARTY. Huzzah, you are at Glinda's!
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Say "yes" to hear the story. Once, there was a good King of Oz who united
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the four lands. He died, leaving only a small son as heir. His sisters, who
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wanted to rule, studied the Dark Arts and became the East and West witches.
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At this point, the Wizard came, and managed to convince the people that he
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was the rightful ruler. He sent the child away to Mombi, and freaked out
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when you not only exposed him as a fraud, but brought the heir back to the
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city!
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(The books presented another twist. In the books, the child was a girl
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bespelled to appear as a boy! Tip became Ozma, ruler of Oz. When Dorothy
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returned to Oz to stay, she became Ozma's best friend and chief advisor.)
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Tip is crowned king, Jack is Mayor of Emerald City, Tiktok is the palace
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guard. Lion returns to the gully and his throne. Scarecrow becomes the
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Treasurer, Tinman becomes Commander in Chief of the Tin Soldiers.
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Once your friends are seen to, Glinda asks you if you'd like to return home.
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Say "yes" and CLICK YOUR HEELS.
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You are back in Kansas.You win.
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This may be the end of the game, but not the end of Dorothy Gale's
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adventures. Please read the other books in the series. You'll not be
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disappointed. |