WALKTHROUGH FOR KINGDOM OF HAMIL BY ACORNSOFT ============================================= Legend: > .. : Comments <* .. *> : Text that may vary (see comments) > You start at the western end of a chapel. E, E, TAKE STEAK, TAKE LAMP, TAKE ROD, W, LIFT SLAB, D, ON > Remember the message on the wall. E > The message on the wall was THE PASSWORD IS XXXXX in code. Suppose the > coded message was TPM WNLLZSAY HL WNLTM. You obtain the password XXXXX > to be said at this place by replacing every character in WNLTM by > decoding the same character from TPM WNLLZSAY HL as follows. > > T P M W N L L Z S A Y H L W N L T M > | | | | | | | | | | | | | | | | | | > v v v v v v v v v v v v v v v v v v > T H E P A S S W O R D I S . . . . . > > Thus, in this case the password is PASTE. SAY <*PASTE*> W, W, OPEN COFFIN, E, E, E, TAKE TAPESTRY, W, W, W, TAKE DOCUMENTS E, S, NE, E > Now you are in the Maze of Hamil. In every room in the maze you visit > next, there is a metal coin to be taken. E, TAKE <*METAL*> N, TAKE <*METAL*> E, TAKE <*METAL*> S, TAKE <*METAL*> SW, TAKE <*METAL*> S, TAKE <*METAL*> E, TAKE <*METAL*> N, TAKE <*METAL*> E, TAKE CROWN, S > You are now in the Quaternion room. At this place you find back all > items you lost when entering the maze. TAKE STEAK, TAKE LAMP, TAKE DOCUMENTS W, SW, SE, E, NE > You are now on the slopes of the lost world, a maze. N, N, E, S, S, S, S, S, W, N, N, N, W, N, E, E E, S, S, S, W, W, W, N, E, E, E, E, N, W, W, W, D > You are now on the centre of the plateau D, TAKE BUST, W, TAKE WHISTLE, D, W, NW, S, BLOW WHISTLE, TAKE GOBLET, DROP WHISTLE, N > A visit to the castle Hamil to drop off treasures W, SW, W, W, W, N, DROP BUST, DROP GOBLET, DROP CROWN, S, E, E, E, NE, E SW, S, S, OFF > You are now in the fish room. The word SWAMP glows on a wall. SWAMP > decoded (in the same way as XXXXX in THE PASSWORD IS XXXXX) is OPREH. SAY OPREH ON, S, TAKE RUBY, N, N, N, W, TAKE CREATURE, FEED CREATURE, E, NE, SE U, DROP CREATURE > You are now on the rocky plain by the tunnel. Now follow the creature > (hexapod). The route is random. Remember your route. <* S, SE, SW, SW, SW *> TAKE PEARLS > To go back to the rocky plain by the tunnel, take the opposite route. <* NE, NE, NE, NW, N *> D, NW, SW, S, W, TAKE BOTTLE, E, N, NE, N, E, E, OPEN BOTTLE W, W, S, SE, FILL BOTTLE, NW, E, THROW WATER, E, TAKE HELMET W, W > A visit to the castle Hamil to drop off treasures W, SW, W, W, W, N, DROP HELMET, DROP PEARLS, DROP RUBY, S, E, E, E, NE, E W, SW, W, N, N, TAKE WOOD, S, S, E, THROW WOOD, W, W, E, E TAKE JACKDAW, TAKE RING, TAKE BOOMERANG W, N, N, E, E, DROP JACKDAW, TAKE JACKDAW SE, SE, SW, S, E, TAKE CHEESE, SE, E, THROW JACKDAW, E, E, TAKE CROZIER W, W, W, NW, W, N, NE, SE, FILL BOTTLE, NW W, SW, W, N, W, TAKE EGG, E, S, S, SE DROP EGG, SW, NW, NE, N, S, SE, THROW WATER, E, TAKE FOLIO, DROP BOTTLE W, SW, EAT CHEESE, S > In your nightmare a man calls out a word. Remember this. Suppose it is > ZOG N, NE, NW, N, N, N, N, SAY <*ZOG*> S, W, TAKE TALISMAN > You now have a talisman which you will loose many times, particularly > when you are in or near the enchanted maize (cornfield), which comes > next. If you move around in the maize without your talisman, spirits > will kill you. So if you loose your talisman during a move, immediately > go back to the previous place (you need the map to see how to go back in > the maize) and TAKE TALISMAN. <* E, S, S, S, SW > You are now near the cornfield (enchanted maize). The direct route to > the end of the maize, where the painting is, and back: W, E, SE, SW, W, SE, E TAKE PAINTING NE, SE, NW, NW, NW, NE, N, W NE, DROP TALISMAN *> > You can stop worrying about your talisman > A visit to the castle Hamil to drop off treasures and to pick up the > garlic N, W, W, N, DROP PAINTING, DROP FOLIO, DROP CROZIER, DROP RING TAKE GARLIC S, E, E, E, NE, E, NW, LOOK > You are now in the mural room. On the walls are one or two murals > showing the explorations of famous explorers. Remember the explorers. > As you leave the room, a voice whispers "Don't save!", so do not save > during the next moves. NW, W, W, S, E, E, D > Now take the direction indicated by the explorer(s) you saw before. > They are: Peary-north, Columbus-west, Scott-south, Marco Polo-east. In > case you saw two explorers, combine their directions, eg. Peary and > Columbus make NW. <* NW *> D, D, D, D, D, D, D, D, D, D TAKE SAPPHIRES U, U, U, U, U, U, U, U, U, U, U U, W, W, S, E, NE, E, SW, W, SW, EAT GARLIC, W, TAKE EMERALDS E, NE, E, NE, W, SW, W, W, W, N > You are now in the departure lounge. The messages on the wall read > (decoded in the same way as in other decoding puzzles): > > What are their orders? > What was the phrase? > What is the set, sorted? > > You must obtain the set of letters from THE PASSWORD IS, which is > THEPASWORDI. Then you must sort the letters, resulting in ADEHIOPRSTW. > Finally you must encode this string. You do this in the opposite way > in which you decoded messages. Thus, if, for example TPM was decoded to > THE, THE is encoded as TPM. ADEHIOPRSTW encodes to NYMPHSWALTZ. To > finish the game you must type NYMPHS WALTZ. (SAY NYMPHS WALTZ or > NYMPHSWALTZ do not work.) NYMPHS WALTZ > The nymphs applaud, an orchestra plays the Blue Danube, and you waltz > your way onto the ship for Valhalla, and set sail, watched by a happy > crowd of hobgoblins, hexapods and other beings. You really are rather > clever! > > You finished with the maximum score of 250.