| T H E W O R M I N P A R A D I S E | |
| (Level 9) | |
| (Later released as Part 3 of the 'Silicon Dreams Trilogy') | |
| Before describing a 'solution' to this adventure, it must be accepted that | |
| there isn't a move-by-move solution from start to finish! | |
| Only the very early part of the adventure is constant, as far as a solution | |
| is concerned. This is due to two main features: | |
| (1)THE EDEN TRANSPORT SYSTEM - which throws up different address | |
| locations on each load of the game. | |
| (2)THE FUZBOTS OF ENOCH - who could crop up anywhere at any time. | |
| These being, obviously, in addition to any normal problems you may generate | |
| by the wrong action. Other notable features are: | |
| (3)The Enoch TIME system - be sure to be home before curfew is | |
| imposed, and do not attempt to start a | |
| job too late in the day or the | |
| Workplace Droid will reject you! | |
| (4)Never be in debt - you cannot afford the fine AND complete | |
| the game, so keep an eye on your Creds by | |
| 'EXAMINE TATTOO'. | |
| THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification! | |
| This consists of three 'ETS' Roundabouts, all accessible from the Northmost | |
| roundabout. They are uniquely colour-coded by the FIRST COLOUR mentioned on | |
| a grid location, as follows: | |
| RED........the ETS 'EAST' | |
| BROWN......the ETS 'NORTH' | |
| BLACK......the ETS 'WEST' | |
| When entering an ETS type 'JUMP' to reach the centre and 'SAY EXIT' to | |
| leave (then SOUTH). | |
| There are SIX important addresses on the ETS which you must visit, BUT they | |
| may differ on each loading of the game! | |
| 1.YOUR HABIHOME | |
| 2.THE SOCIALIST'S HABIHOME | |
| 3.THE JOB CENTRE | |
| 4.THE TRAVEL AGENTS | |
| 5.THE FLORISTS | |
| 6.THE HARDWARE WAREHOUSE | |
| The first one (Your Habihome) is easy to find and you don't really need to | |
| remember this address - just type 'SAY HOME' in open areas, other than | |
| exits from roundabouts leading to an ETS, and you are deposited one move | |
| North of your Habihome (SOUTH to enter). On leaving your Habihome, type | |
| 'SAY EXIT' then 'SOUTH' and you're placed somewhere on the Northmost | |
| Roundabout, depending on your 'home' address. | |
| The second one (Socialist's Habihome) is found by examining a brooch (see | |
| Solution). | |
| The remaining four are given out on television advertisements (see | |
| Solution). | |
| The different addresses found so far may not provide for EVERY possible | |
| address but most codes are mentioned. They are as follows: | |
| A.SOCIALIST'S HABIHOME | |
| CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN | |
| EAST ETS: Route from centre is:- SE-SW-SE-S-SE-SW-SW-S-SW | |
| -SW-SW-W-W-S- then SOUTH. | |
| CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE | |
| WEST ETS: Route from centre is:- SW-S-SE-SW-SE-S-SW-SE-SW | |
| -SW-SE-E-E-E-SW- then SOUTH. | |
| B.THE JOBCENTRE | |
| CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED | |
| NORTH ETS: Route from centre is:- S-SW-SE-SW-SW-SE-S-S-S | |
| -S-SW-S- then SOUTH. | |
| CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN | |
| EAST ETS: Route from centre is:- S-S-SW-SE-SW-SE-SE-SE-SW | |
| -S-SE-E-E-SE- then SOUTH. | |
| CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN | |
| EAST ETS: Route from centre is:- S-SW-SW-SW-SE-S-SE-SW-SW | |
| -SW-SE-E-E-E-SW- then SOUTH. | |
| C.THE TRAVEL AGENTS | |
| CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET | |
| EAST ETS: Route from centre is:- S-SW-SW-SW-S-S-SW-SE-SE | |
| -SW-SW-SE- then SOUTH. | |
| CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK | |
| WEST ETS: Route from centre is:- SE-S-SW-SW-SW-S-S-S-SW | |
| -SE-SE-E-E-W-S- then SOUTH. | |
| CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY | |
| NORTH ETS: Route from centre is:- S-SE-S-SW-SW-SW-S-SW-S | |
| -SW-SE-E-E-E-S- then SOUTH. | |
| D.THE FLORISTS | |
| CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY | |
| EAST ETS: Route from centre is:- SW-SE-S-SW-S-S-S-SE-SW | |
| -SW-SE-E-E-SE- then SOUTH. | |
| CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN | |
| WEST ETS: Route from centre is:- S-S-S-SE-SE-SW-SE-SW-S | |
| -SE-SE-E-E-E-SW- then SOUTH. | |
| CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK | |
| EAST ETS: Route from centre is:- S-SW-S-S-S-SW-S-SW-S-SW | |
| -SW-W-W-E-S- then SOUTH. | |
| E.HARDWARE WAREHOUSE | |
| CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK | |
| NORTH ETS: Route from centre is:- SW-SE-S-SW-SE-S-SE-S-S | |
| -SW-SE-SE- then SOUTH. | |
| CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE | |
| EAST ETS: Route from centre is:- SW-SE-S-SW-SE-SW-S-S-SW-S | |
| -SE-E-E-W-SE- then SOUTH. | |
| (Note:- Do not 'type ahead' too far in advance as the parser becomes | |
| confused! If, however, you become 'lost', just type 'JUMP' and start | |
| working through the appropriate sequence of directions again.) | |
| The final note before commencing the game is regarding the clock. It is a | |
| decimal clock (0-10).....5 is Midday and 10 is Midnight. 'Curfew' is 10-3. | |
| Each 'hour' consists of 100 'minutes' - 'WAIT' command uses 10 minutes, any | |
| other single input uses 1 minute. | |
| It is wise to tackle the adventure in 'day stages' but don't waste any | |
| 'days' because after about a week the Fuzbots get fed up of you wandering | |
| about and fine you for being a parasite of the state, irrespective of your | |
| work record!! | |
| THE SOLUTION | |
| The early part of the game is constant. You start 'in a dream' in a Garden | |
| in Paradise. | |
| TAKE BENCH - E - S - DROP BENCH - ON BENCH - EXAMINE TREE - TAKE APPLE - | |
| BITE APPLE - W - W - W - N - KICK BEHEMOTH - N - W - WAIT - N - W - W - | |
| WAIT - W - EXAMINE BEHEMOTH - TAKE SCALE - W - N - N - N - N - (Awake from | |
| 'Paradise Dream' wearing a visor) - (You are in a Dream Alcove in the | |
| Beautiful Octagonal Room). | |
| DAYS 1&2. | |
| (Don't worry about the odd fine of 9 Creds) | |
| DROP VISOR - BREAK COLLAR - WEAR COLLAR - (this action prevents the Police | |
| from gaining any extra information about you - as long as you keep WEARING | |
| it they won't notice it's broken!) - S - NW - WEAR VISOR - SE - W - W - S - | |
| S - S - S - S - W - S - S - E - E - S - IN - SE - (SELL your spare organs | |
| to raise the necessary Creds?) - YES - E - (you stay overnight and are | |
| returned to the Foyer next morning) - OUT - N - W - W - S - E - E - E - E - | |
| E - E - N - TAKE MEDALLION - S - W - BUY FLAG - (cost is 9 Creds) - YES - S | |
| - W - W - W - W - IN - BUY BOX - (cost again is 9 Creds) - YES - OUT - N - | |
| E - EXAMINE MEMORIAL - WAIT - (until a potential Socialist arrives and is | |
| subsequently arrested) - LOOK - TAKE WALLET - SAY HOME - S - E - EXAMINE | |
| WALLET - EXAMINE BROOCH - (make a note of the colour code - it's the | |
| Socialist's address on the ETS) - DROP WALLET - DROP FLAG - DROP BOX - DROP | |
| MEDALLION. | |
| YOUR HABIHOME | |
| The poster is really a television screen. SAY ON to operate it, or SAY OFF | |
| to close it down. In the Bodymaint is a nozzle - SAY ON for a refreshing | |
| shower but remove your tradclads or other clothing first! The shower will | |
| remind you of this!! If you don't shower REGULARLY the Droids may refuse to | |
| serve you. | |
| The crack in the wall is your bed slot. SAY BED and it will swing down. LIE | |
| ON BED to use it. If you SAY BED while you're still on it you are swung | |
| down to the Undercity below your Habihome, but wait until you're sure that | |
| you know how to get out again before you try this! When your tattoo buzzes | |
| and announces 'Curfew in 1 hour', type SLEEP while on the bed and make a | |
| note of your 'dream'.....it may prove useful! | |
| REMOVE TRADCLADS - N - SAY ON - (have a shower) - WEAR TRADCLADS - S - | |
| EXAMINE POSTER - SAY ON - EXAMINE TATTOO - (note the time and the amount of | |
| Creds you have) - (continue to EXAMINE POSTER or even EXAMINE TV until you | |
| have got the addresses of the JOBCENTRE, TRAVEL AGENTS, FLORISTS and | |
| HARDWARE WAREHOUSE.......it may take quite a while but they all appear | |
| eventually!) - SAY BED - LIE ON BED - (when curfew is announced.......) - | |
| SLEEP. | |
| DAY 3. | |
| (Refer to maps and ETS notes for directions) | |
| Go to the Florist's Shop, buy the wreath, leave the ETS and make your way | |
| to the Memorial in the Theme Park. DROP the wreath at the Memorial. Go to | |
| the Jobcentre and take a job as a Clerk. If you're offered a YTS/YOP job, | |
| SAY NO and she'll offer you a job as a Clerk, eventually - if she doesn't | |
| you'll have to return the next day......maybe you haven't showered! | |
| Take the card to the Workplace and go DOWN. After your days work you're | |
| escorted out again. SAY HOME and go SOUTH into your Habihome. Go to bed and | |
| SLEEP after curfew is announced. | |
| DAY 4. | |
| Visit the Jobcentre again and get a job as a Labourer (turn down YTS/YOP | |
| and the Clerks job), take the card and proceed to the Workplace. This time | |
| upon entering you're taken to a Workshop. Go WEST and you are in the | |
| Waldroid Control Cocoon. You now assume the role of the Waldroid in the | |
| Workshop. Go EAST and make your way to the Hardware Warehouse. (The | |
| Waldroid behaves exactly as if it was you moving about, i.e., JUMP, SAY | |
| EXIT, etc). | |
| Buy the valve. You obtain it for nothing on the council rates; if you had | |
| tried to buy it as yourself it would have cost you 1000 Creds! Return to | |
| the Workshop - the Waldroid controls die and you return to your normal | |
| role. EXAMINE the WALDROID on the way out and TAKE VALVE. Go home, drop the | |
| valve, WAIT until curfew is announced then SLEEP. | |
| DAY 5. | |
| Have a shower and proceed to the Pet Shop in the Pleasure Dome (9 Creds to | |
| go NORTH through the turnstile). There is a Dagget here that was 800 Creds | |
| on Day 1 but is now only 500 Creds. BUY DAGGET. | |
| THE DAGGET | |
| This is a robot dog.....EXAMINE it to reveal that it is a kind of plastic | |
| labrador! It operates on batteries through a Batpak (spelling is important | |
| - the program doesn't respond to Batpack!!). There is no need to carry the | |
| Dagget for as long as he is fitted with the Batpak he'll follow you around | |
| and you don't risk getting fined for possessing him then! To immobilise the | |
| Dagget, or stop him from following you, REMOVE BATPAK and then drop it . | |
| The Dagget winds down after a few moves. Ignore the majority of his crazy | |
| antics....they appear purely for show! | |
| Go to the Museum and REMOVE BATPAK. You now have to steal a Helmet and | |
| Leotard from the exhibition without anyone seeing you do it or leaving with | |
| the stolen items. Also there is a security screen covering them. The | |
| exception to the latter rule is when the Tourist Guide comes in and shows | |
| the exhibits to some tourists. | |
| WAIT until the tourists leave, then TAKE HELMET AND LEOTARD (you only have | |
| ONE move before the screen comes down again!). PUT HELMET IN DAGGET - | |
| REMOVE TRADCLADS - WEAR LEOTARD - WEAR TRADCLADS.......no-one is any wiser | |
| as to your misdeeds now. Don't forget to TAKE DAGGET and then go back to | |
| your Habihome. | |
| REMOVE HELMET - DROP HELMET - REMOVE TRADCLADS - REMOVE LEOTARD - DROP | |
| LEOTARD - WEAR TRADCLADS - PUT BATPAK IN DAGGET. | |
| Take the brooch from the wallet and go to the Socialist's Habihome. The | |
| Dagget will find an Invitation for you. Return home with the Invitation. | |
| Remove the Batpak from the Dagget and DROP BATPAK. Examine the Invitation | |
| and note the time of the meeting (usually at '6'). Drop the brooch, take | |
| the medallion and valve, together with the invitation. WAIT until the | |
| Dagget grinds to a halt then go to the Bison's Temple at the far North of | |
| the Pleasure Dome Corridor. Time is important here, as you're only allowed | |
| a couple of minutes leeway from the time stated. | |
| WAIT or go SOUTH then NORTH until ONE MINUTE BEFORE the appointed time of | |
| the meeting.......remembering that a 'move' is ONE minute, WAIT is TEN | |
| minutes. (EXAMINE TATTOO regularly). | |
| At the appointed time, enter the Temple and WAIT until the Bison leader | |
| comes out to meet you. Joining fee is 100 Creds. After becoming a Bison go | |
| WEST to the Temple Bar and BUY the Bottle of Wine, then go home. Drop the | |
| medallion, valve and bottle and leave the Dagget for now. Take the wallet | |
| and brooch, together with your invitation, and hand them in to the Police, | |
| at the Police Station, in the order:- GIVE INVITATION - GIVE BROOCH - GIVE | |
| WALLET. They tell you something you already know and you receive a small | |
| reward - EXAMINE TATTOO. Return home, have a shower and SLEEP when curfew | |
| is announced. | |
| DAY 6. | |
| TAKE BATPAK - PUT BATPAK IN DAGGET. (You need him for the next task). Have | |
| a shower again and proceed to the Jobcentre yet again. Turn down everything | |
| and as the Droid shakes our hand it realises that you are now a Bison and | |
| offers you a job as a Managing Director. Go to the Workplace with the | |
| Dagget. This time, upon entry, you're shown to a Fabulous Office entrance. | |
| Go NORTH and you're up to your neck in carpet - but the Dagget keeps it at | |
| bay so as not to impede your progress. Go WEST to your desk in the | |
| Boardroom. After your day's work you're escorted out - with not a little | |
| increase in Creds. (EXAMINE TATTOO!). | |
| Make your way to the Travel Agent's and buy a ticket. You couldn't have | |
| bought it before because it only sells to Bisons, but make sure you've had | |
| a shower that day! Go home, WAIT until curfew is announced then | |
| SLEEP.......you're going need all your wits for the last day!! | |
| DAY 7. | |
| This is the final day and it is essential that you 'SAVE' game up to this | |
| point as a lot of things could still happen - even on the last move!! | |
| Don't worry about the time or Creds, you'll soon have plenty of both, | |
| providing you're in the right place with the right equipment. | |
| Deactivate the Dagget (REMOVE BATPAK - WAIT) and after your morning shower | |
| proceed to the Hardware Warehouse and buy the Vidcam, (cost is 300 Creds). | |
| Return home, get the ticket, ensure that you are still carrying the Vidcam, | |
| then SAY BED - LIE ON BED - SAY BED. | |
| You are taken down to the Undercity. Refer to the map and proceed SOUTH to | |
| the Disgusting Junction. Go WEST and TAKE SIGN then DROP the sign at the | |
| Disgusting Junction. It tells the Droids where the rubbish and junk should | |
| be deposited......they always leave it by this sign! | |
| Go back to the Cluttered Stained Room (WEST) and you'll notice a Junk Heap. | |
| The cleaning Droids will eventually move this to wherever you have placed | |
| the sign - but you must be very patient! When the junk heap is all moved | |
| from this location an exit South through a grill is revealed. A more useful | |
| exit, that was there all the time but not mentioned in the location | |
| description, is North past the Waterfall to a ledge behind! | |
| Move NORTH ONCE ONLY from behind the waterfall and you will see a Flying | |
| Saucer. The wiggly roots before you are part of an alarm/gas system so stay | |
| put! SQUEEZE VIDCAM to record the scene then proceed SOUTH - SOUTH - EAST | |
| to the Disgusting Junction. If the junk heap has not appeared here yet then | |
| have a walk around (or WAIT) awhile. When the junk heap materialises CLIMB | |
| HEAP then UP, and you pass through the manhole - one way - to the Workplace | |
| Roundabout Exit of the Southmost Roundabout. | |
| Proceed to the Police Station and GIVE VIDCAM. Go to the Riverboat Platform | |
| in the Theme Park and then NORTH to cross the river to the Island of the | |
| Mighty. (This is ONE-WAY once only!). Follow the map to the South of the | |
| Fabulous Foyer where you see a Reception Droid. On arrival you are escorted | |
| by elevator to the Top Floor and subsequently interviewed about the | |
| 'aliens' on television. The 3rd Kimberley rewards you (1000 Creds) and | |
| makes you a Party Member. You are then taken back home. | |
| FINAL SEQUENCE OF EVENTS | |
| REMOVE TRADCLADS - (but still carry them!) - TAKE LEOTARD - WEAR LEOTARD - | |
| TAKE HELMET - TAKE BOTTLE - TAKE MEDALLION - TAKE VALVE - (these latter 2 | |
| items to trigger the alarm) - TAKE BOX - PUT BATPAK IN DAGGET - (Now is his | |
| finest hour!) - TAKE DAGGET - (he won't necessarily follow you on this one) | |
| - SAY BED - LIE ON BED - SAY BED. | |
| Drop the Dagget and proceed to the Disgusting Junction. Take the sign and | |
| go EAST to the location described as 'Between Dry Pillars' and festooned in | |
| red tape. Drop the sign here, then proceed: WEST - WEST - NORTH - WEAR | |
| HELMET - THROW MEDALLION NORTH - the alarm sounds and gas flows in....a | |
| Technician from the Saucer will look out, see no-one and proclaim 'False | |
| Alarm'. THROW VALVE NORTH......the Technician records another false alarm | |
| and orders the system to be shut down until Maintenance check it | |
| over.......BUT this is NOT immediate so WAIT at least FOUR TIMES until an | |
| occupant of the Saucer has looked out another TWICE! | |
| Now go NORTH - NORTH for a bit of a surprise! (This is where you say | |
| goodbye to your old friend......wipes tears of emotion away and cancels the | |
| Kennomeat!). TAKE COSTUME then EAST to the East/West Corridor (see Map). | |
| Remove and drop the helmet and leotard here then WEAR TRADCLADS. Go to the | |
| Red Tape location and WAIT until the Junk Heap materialises. When it does | |
| CLIMB HEAP then UP. This time, however, the manhole is rusted up somewhat, | |
| so REMOVE CORK......the cork pops out of the bottle and wine sprays over | |
| everything, lubricating the manhole cover. | |
| IMPORTANT NOTE: TAKE CORK....you'll need this right at the end!! | |
| UP and you are in the Quad, South of the Pyramid of Power. Proceed NORTH to | |
| the Fabulous Foyer then NORTHEAST - NORTH - EXAMINE BUTTONS - (they are all | |
| different colours but WHITE is the one for you!) - PUSH WHITE BUTTON - (the | |
| Elevator goes only so far towards your required destination, so......) - | |
| PUSH WHITE BUTTON again, and you're on the Top Floor. | |
| Proceed SOUTH then EAST past the Pyramid Droid and you are confronted by a | |
| mirror. PUSH MIRROR and it revolves depositing you at the base of a Spiral | |
| Staircase. Go UP - THROW BOX NORTH - it lands below the partition and | |
| causes a malfunction. Continue NORTH then NORTH again. Now fire | |
| extinguisher foam starts to pour in from an orifice!......your final | |
| command is to PUT CORK IN ORIFICE!!!!!! | |
| FINAL MESSAGE | |
| "You block the orifice and stop the foam. You threaten to tell the truth | |
| about fake aliens and wave the costume as proof. Eventually a deal is | |
| struck. You give back the alien costume and, in return, are adopted into | |
| the Party Leadership. Congratulations! You have won!" | |
| "You score 1000 out of 1000 and are a Grandmaster Adventurer". | |
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