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Key & Compass presents:
TWO
by Chris Ainsley

TWO is a web browser text adventure game written with Adventuron and is © 2019 by Chris Ainsley. It is a (very) loose sequel to Cave of Magic.

In this example Adventuron game, the gimmick is that all room names, object names, player commands, and game responses are limited to one-or-two words each. There's no story. Explore the town and caves and find the treasures. Drop all ten in the Treasure Room to win.

This solution is by David Welbourn, and is based on Version 0.3.4 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of a text adventure game. Please make an honest effort to play the game before reading this walkthrough.


Map

LoomRoom Jester'sDen ThroneRoom NorthDungeon TreasureRoom Dungeon BlueRoom OutsideCave EchoChamber SouthDungeon PuzzleRoom Armoury RedRoom Treetop ForestPath Cabin SmallRoom BottomWell GreenRoom On Island Lakeside Clearing Barn Town Hall VillageSquare GeneralStore EdgeVillage Path Hill Top d d u go boat u u d go boat

Walkthrough

NOTE: This early Adventuron game does not support the transcription commands TSTART and TSTOP.

Hill Top

> n. n. n.

Village Square

> x fountain. take pen.

> x villagers.

> w.

Town Hall

> x leader. talk leader. take ladder.

> e. n.

Lakeside

> x trees. x log. x lake. x island.

> climb ladder.

Treetop

> x nest. (apple and eggs found)

> x apple. (sacred)

> x eggs. (rare)

> take eggs. (Huge magpie arrives.)

CAUTION: The magpie attacks if you take more from the nest. The magpie likes it when its nest is full.

> d. s. e.

General Store

> x shopkeeper. x products. (found axe and spoon)

> sell eggs. take coin.

> buy axe. (using the coin)

> w. n.

Lakeside

> chop log. (It's now a boat.)

> s. e.

General Store

> sell axe. take coin.

> w. n. u.

Treetop

> drop coin. (The magpie leaves.)

> take apple. (The magpie returns.)

> d.

Lakeside

> go boat.

On Island

> take ring. wear ring.

> x altar. offer apple. (A statue appears.)

> x statue. x hand. x wand. take wand.

> go boat.

Lakeside

> e.

Clearing

> x man. ("regal prize")

> x stone. x sword.

> pull sword. (can't)

> e.

Barn

> x wheel. x cart. take painting.

> x clutter. take banana. x banana.

> w. w. n.

Forest Path

> x trees. x vines.

> e.

Cabin

> x dog. give banana. (It's now friendly.)

> x table. x knife. take knife.

> w. n.

Outside Cave

> x boulder.

> sharpen knife. (It's now a sharp knife.)

> wave wand. (The boulder is now smashed.)

> n.

Treasure Room

CAUTION: Retreat from the cat monster!

> s. s. e.

Cabin

To convince the dog to follow you, pet it in every location. When it stops following you, it returns here.

> pet dog. w.

Forest Path

> pet dog. n.

Outside Cave

> pet dog. n.

Treasure Room

Cat monster flees from the dog, and an east exit is revealed. Drop treasures here to get the points from them.

> drop pen. (+1)

> drop painting. (+1)

> s. s.

Forest Path

If the Riddle Man isn't here, leave and return until he is here.

Assuming that the Riddle Man is here:

> x man. talk man. ("vampire weakness?")

> say garlic. (The man drops garlic and leaves.)

> take garlic.

> cut vines. (with sharp knife)

> x fibre. take fibre.

> s. u.

Treetop

The magpie doesn't care which items are here as long as there's something. You could drop the knife here instead of the garlic, for example.

> drop garlic. take coin.

> d. n. n. n.

Treasure Room

> drop coin. (+1)

> drop knife.

> e. s. w.

Echo Chamber

CAUTION: Shouting makes the ceiling collapse.

I think SAY ECHO was the solution to a similar room in Zork II, but that was so long ago, I had quite forgotten it.

> say echo. (wizard appears)

> x wizard. talk wizard. (needs something)

> give wand. (The wizard takes it, drops a brass lamp, then vanishes.)

> take lamp.

> e. e.

Puzzle Room

> 30. (diamond and east appear)

> take diamond.

> e.

Armoury

> x sign. ("1838 !")

> x button. push button ("3000")

> x chainmail. take it. ("prove thyself")

The number shown by the button is partly controlled by the number of treasures in the Treasure Room. Each treasure in that room adds 1000 to the total. Go back and move two of the three treasures to an adjacent room.

> w. w. n. w.

Treasure Room

> take pen. (−1)

> take coin. (−1)

> e.

Dungeon

> drop pen. drop coin. drop diamond.

> s. e. e.

Armoury

> push button. ("1000")

> e.

Red Room1000/1838

The rooms east of the armoury are dark, but the lamp lets you see the signs in them. Note that the accumulated total is displayed in the far right of the status line.

> x sign. (number 0)

> 4. (The second digit in the accumulatated total becomes an 8.)

> s.

Green Room1800/1838

> 6. (The third digit becomes a 3.)

> n. n.

Blue Room1830/1838

> 8. (The last digit in the accumultated total becomes an 8.)

> s. w.

Armoury

> push button. ("1838")

> take chainmail. (It's yours.)

> wear chainmail.

> w. w. n. n.

North Dungeon

> x guard. (sad)

> tell joke. (The guard is now happy, and a way up appears.)

> u.

Throne Room

> x sign. ("save here !")

> take crown. wear crown.

> x throne. sit.

Don't go west from here just yet. The chainmail will protect you, but you need that sword too.

> d. s. w.

Treasure Room

> drop lamp.

> remove ring. drop ring. (+1)

> s. s. s. e.

Clearing

While wearing the crown:

> take sword. (The King!)

A Kingsword is now here.

> take sword.

> w. n. n. n.

Treasure Room

> e. n. u,

Throne Room

> save.

>> 1

> w.

Jester's Den

The chainmail protects you from his attack.

> kill jester. (He runs!)

> take sceptre.

> n.

Loom Room

> x loom.

If you have fibre:

> make rope. x rope. take rope.

> s. e. d. s. s. s.

Small Room

You don't need the flour.

> tie rope. (It turns into a Down exit.)

> d.

Bottom Well

> take ruby.

> u. n. n. w.

Treasure Room

> drop ruby. (+1)

> drop sceptre. (+1)

> drop sword. (+1)

> remove crown. drop it. (+1)

> remove chainmail. drop it. (+1)

> e.

Dungeon

> take pen. take coin. take diamond.

> w.

Treasure Room

> drop pen. (+1)

> drop coin. (+1)

> drop diamond. (+1)

*** YOU WIN! ***


Extras

Characters


Credits

This is the response to CREDITS:

-------
CREDITS
-------

Game : TWO
Game Version : 0.3.4
Adventuron Version: 1.0.0 Beta 16b [PERSONAL USE ONLY]
Written by : Chris Ainsley

------------
SYSTEM FONTS
------------

- Delta10 - based on Delta 4 font, released into public domain by Fergus McNeill. Mod by CA (10 pixel height + extended accent support).

- Clairsys / Clairsys 10 by Paul Van Der Laan, SIL Font License.

- DAAD by Adventuras AD. Released into the public domain by Andrés Samudio. Minor adaptations applied (by CA).

- Bamburgh - Adventuron Font Created by Chris Ainsley. All Rights Reserved.

- Plotter Bold Extended by Damien Guard. Licensed free to use and redistribute (with games). Credit appreciated if used.

More information can be found on the game's homepage.


Endings

You can lose the game if you're killed by the huge magpie (at Treetop), the cat monster (in the Treasure Room), or the evil jester (in the Jester's Den), but the loss can be undone by answering Y or YES to the "Rollback?" prompt. If you answer N or NO, the game restarts.

You win the game by dropping all ten treasures in the Treasure Room. After the customary YOU WIN!, the game restarts.

The game is Polite under the Zarfian Cruelty Scale, and can never be put into an unwinnable situation.


Inventory

Treasures

After you no longer need a treasure, drop it in the Treasure Room to gain a point. When all ten treasures are deposited there, you win the game.

Other stuff

Score

There is no SCORE command, but your score is displayed in the upper right on the status line.

One point is awarded for every treasure you drop in the Treasure Room. If you take a treasure from the Treasure Room back into your inventory, you lose the point associated with that treasure.

You can earn a maximum of 10 points. When you have 10 points, you win the game.


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