Knight Orc has one of the most user-friendly parsers of any
computer adventure. For purposes of this walkthru, we will be taking
full advantage of that parser. Instructions such as GO TO THE MOUNTAIN
or FIND THE TROLL do not require you to search around or enter a
string of directions. Simply enter that command and let the program do
the work.
Unfortunately, the game is populated by a party of adventurers
who will try to start a fight with you for any or no reason. When
starting out on any one section, it does no harm to enter the
"ramsave" command. If you take too long trying to accomplish
something, you may look around to discover that every adventurer and
his auntie are getting in your way. In these cases, entering "ram
restore" will bring you back to a, hopefully, manageable situation.
Finally, although the game comes in three parts, note that Parts
2 and 3 are intimately related so that you actually complete them
together. If you're anxious to understand the workings of these two
parts, read "The Story Behind the Story." Otherwise, you can try to
piece the background together as you proceed.
Good morning Grindleguts! Sleep well? Bit of a headache? Sorry
for the inconvenience but you're about to be skewered. It can't be
avoided I'm afraid so you'll just have to suffer the indignity; that's
a good orc.
Wake up again and smell the garbage Grindleguts, it's time to get
moving. Wear the cloak (the less people recognizing your Orcish
features, the better), take the knife, and leave the trash heap.
First, go to the Bar and examine it. There's a lot to see and explore
there, but all you need is the spear. Take it and go to the castle.
The innkeeper may, at any time, decide he wants his spear back. If he
takes it, simply follow him back to the Bar and take it again. From
there, go to the castle and read the note on the drawbridge. Throw the
spear at the drawbridge (lucky you decided not to knock on it
yourself!), pick up the spear, and go in. While you're standing on the
lowered door, drop the spear and continue north. Go north to the
stairway and up. From the top of the tower you can see every place
you'll need to visit in order to complete Part 1: the Gibbet, the
Clearing, the Crossroads, the Fairground, the Lawn, the Cave, the Oak,
the Tower, the Well, and the Viaduct.
Go down the steps and leave the castle, picking up the chest and
the spear on your way out. Start at the Gibbet (which is apparently
where criminals such as yourself usually end up) and take the noose.
This is the first piece of rope you must obtain in order to escape
from Part 1. From here, go to the Fairground and examine the flagpole
which has the halyard tied to it -- another piece of rope. Tie the
halyard to the rope you already have and you can be on your way.
Go to the Well and tie your rope to the roller. Climb down the
rope and take the Hessian hawser (yet another piece of rope), take the
bucket if you wish, and climb back up. Take your rope and tie the
hawser to it. Take the welcome mat and the key which you find
underneath it. With the key, unlock the chest from the castle. There's
a cord which supports the back of the chest -- yes, help yourself to
it and tie it to your rope. By now, you've noticed that the so called
treasures really aren't worth anything to you. But one, any one, will
now come in handy. Take it and go to the Cave. Inside is a hermit who
breaks into laughter when you offer him your treasure. When he turns
around to put it in his (ZORK?) trophy case (If you've played THE
PAWN, you're going to enjoy this!). HIT HIM! While he's flat on his
face, take his belt and tie it to your rope.
From here go to the Clearing. There's a goat here with a tether.
(If you've played GOLDEN PATH, you needn't be worried). Take the
tether, tie it to your rope, and ignore the goat. Go to the
Crossroads. Tie your rope to the signposts, and shortly you'll see a
wild orc-hunter swinging his lasso and coming right for you. Your rope
will trip him off his horse and leave him momentarily dazed. Take his
lasso, tie it to your rope and leave. Go to the Oak and enter it.
Ignore the gold piece and take the washing line. Tie it to your rope
and go to the Tower.
The Tower is separated from you by a heavy growth of thorns. Put
the welcome mat on the thorns and go north to the Tower. This is
Rapunzel's Tower! This is Rapunzel's hair! This is indecent! Cut the
innocent girl's hair, tie it to your rope, and go to the Lawn. Here,
as Sir Gawain was once challenged, so will you be by the Green Knight!
He offers you his ax and lays bare his neck for you to sever. Kill his
horse! The green guy is buried in equine gore for the moment, so you
can take the late horse's reins and add them to your rope.
At this point your score should read 100 and you must have the
innkeeper's spear. If he's taken it back, simply return to the Bar and
get it. Then, go to the Viaduct. Tie your rope to the spear and take
one step south of the Viaduct. Throw the spear at the ring which hangs
over the Viaduct and you will complete Part 1.
THE STORY BEHIND THE STORY
You are not an Orc, nor are any of the other Orcs. The Rainbird
is not a bird, the troll is not a troll, the dragon is not a dragon,
and the mouse is not a mouse. You are all robots, programmed to play
roles in a live action adventure being staged for the amusement and
participation of a group of role-playing adventurers.
Visors, worn by human and robot participants, holographically
transform the dull interior of a warehouse into the apparition of
Middle Earth. Similarly, participants are transformed into wizards,
warriors, barbarians and so fourth. Hence, you are not an Orc; you are
a robot programmed to behave as an Orc.
When you crossed the Viaduct you suffered just enough trauma to
loosen your visor and make yourself aware of your true surroundings.
By reason of your intelligence, you are overcome with the drive to
escape the warehouse. To do this you need to reprogram (or recruit)
other robots to help you along. To wit, the mouse, the troll, the
dragon and the Rainbird.
Keep your visor on. There is only one time it will be necessary
to remove it, or it can be removed any time you wish to see things
differently.
Accumulating treasures, as you have seen in Part 1, is not your
goal in Knight Orc. They may not be valuable, but they are useful.
Pick up the silver loaf. Try to hold on to it, and any other treasures
you come across. But don't get upset (DON'T FIGHT!) over the theft of
one of these treasures. Go to the mountain and read the inscription.
Your score just went up and you can now cast the GLOW spell. If you
don't believe me, enter the mountain and CAST GLOW (on yourself will
do nicely).
Once inside the mountain, go south which will take you into a
very small maze. Go southeast and CAST GLOW. This will transfer the
glow from yourself to the walls of the room. Go east and this room
will be dark. There are glowing letters there, the COLD spell, which
you cannot read when the room is lit. Cast the glow spell back on
yourself (check out the letters if you didn't believe me) and go west,
northwest, north, east, north, east, and up. WHACK! You've been
assaulted by the Orc-pounder! You need a helmet to go up these steps,
and Oink is the Orc who is wearing one. FIND OINK. Once you do, take
his helmet and wear it. GO TO LANDING then go back up the stairs. Now
you can take the sack, the tray, and the knife. Put the silver loaf
(if you still have it -- if not don't worry) inside the sack. Anything
in the sack will be hidden from sticky-fingered adventurers. Go down,
then west twice. Leave the tray for Grok, but be sure to take his map.
The Rainbird is a very important character in the story. You'll
need him to help complete the game, but first you can get a lot of
valuable information simply by asking him about things. GO TO THE
RAINBIRD. Once there, you'll also notice a book. It's sort of a
hint/spell book. If you decide to read it, you'll learn a free spell.
But if you solve 100% of the game's puzzles, there will be no need to
open the book. The book can only be read once, so think carefully
before touching it. Also near the Rainbird is a small pond and a druid
who wanders in and out. Watch the druid -- you'll learn the CHARISMA
spell which will make you or anyone else more handsome. Best to cast
it on yourself -- an Orc needs all the help he can get. For now,
ignore the ants and their anthill. Before leaving this area, ask the
Rainbird about his perch to learn the LOCATE spell.
Find the frog now, and when the slimy, green creature stands
still for a moment (this shouldn't surprise anyone), kiss him. The
frog will belch up a pebble which you should read to learn the JUMP
spell. There is only one spot in the game where the JUMP spell is
useful. Go to the mountain entrance, and go east until you can't
continue in that direction. CAST JUMP EAST and you'll be in a secret
room where you'll learn the SWORD spell. CAST JUMP WEST will return
you to your possessions which you lost when casting the spell
previously.
Go to the Garden and take the garlic. Go west and you'll be
inside a shed. Wait for the custodian, who will eventually join you
and point out a piece of paper with the GROW spell. Leave the shed and
CAST GROW ON MARROW. Examine the marrow and you'll learn the very
useful CURE spell. Anytime your health becomes compromised, you can
cast CURE on yourself and be fully recovered. Go east from the Garden
to find the Haunted House.
Enter the House and go north. In the Brown Study is a fireplace.
Cast cold on the fire; then examine the fireplace to learn the
mysterious EYE spell. Go east and then south. Save your game here
because there's a lot to accomplish in this room, and you're likely to
be interrupted by the adventurers.
The mouse enjoys this room, and if you look under the bed, you'll
see his favorite hiding place. Cast the EYE spell and tell the
floating eye to enter the hole. From inside, you'll see a strange
card. Take it, put something else (perhaps Oink's helmet) inside the
hole, and close the door. Try to catch the mouse -- he'll try to hide
in his hole, but you've prevented that; he'll hide in a crack in the
wall. When he emerges, put something in the crack, such as the garlic.
Try to catch him again, and he'll hide in a crevice in the wall. When
he emerges from the crevice, put something (such as the knife) in the
crevice. Drop the sack and try to catch the mouse again. Now you've
done it! No place to hide so the mouse runs right in your sack. Pick
up the sack and anything else (the garlic, etc.) you used to plug up
mouse hiding places. You should have the mouse now, though you have
not yet "recruited" him.
Leave the room by going north. You should now wait for or find
the ghost. Follow him for a while, and eventually he'll take you to
another bedroom in the house and show you a secret part of this room
which contains some old bones. Take the bones then drop them. You've
just learned the SLOW spell. And perhaps you've noticed how the mouse
is trying to communicate with you. CAST SLOW ON MOUSE and he'll teach
you the DEATH spell (overuse of which will cause you to be evicted
from the game). Even though the mouse will pay attention to you, he is
not yet recruited.
Mouse in hand, go to the dragon. A terrible beast, he has only
one vulnerable spot on his lizard body. Too small for you to reach,
but no problem for the mouse. Once again, you've stopped a belligerent
creature, but not yet recruited him. Go back past the dragon, and
follow the halls until you come to his hoard. Don't bother with the
gold, just take the piece of dragon-scale.
You must now encounter the troll, a hideous woman interested only
in wealth. You will need some treasures for her such as the silver
plate, silver fish, silver moon, silver sixpence, silver candlestick,
silver sliver, silver salver, silver fox or many others which you will
find in Middle Earth. Take advantage of this unusual parser and ask it
to find the various treasures you've seen lying around, then put each
one in the flour sack where they will not be stolen. When you have at
least seven treasures, GO TO TROLL. Save your game here! Thousands of
things can -- and will -- go wrong before it all works out the way you
want. Remove your treasures from the sack while standing next to the
troll. Wait for her to steal something from you. When she does start
moving away from her bridge. Go west if the bridge is to the east, or
go south if the bridge is to the west. She'll follow you (though you
may have to wait a bit) and, taking her time, will steal another
treasure. Move another step away and wait for her again to show up and
steal another treasure.
Repeat this process until you are about four or five moves west
or south of the bridge where you found her. Then drop the remainder of
your treasures and GO TO BRIDGE. There is a door on the bridge leading
north which is locked by three bolts. The command, OPEN DOOR, will
have to be given three times before you can enter the troll's secret
room...IF you have led her far enough away and left her with enough
treasure to distract her. Once inside the room, grab her wallet.
She'll show up and beg for her wallet back. Don't give it to her, not
even if she bargains for it. Not until she admits defeat are you ready
to recruit her.
Recruiting in Middle Earth is no easy chore. In fact, you were
never meant to recruit anyone in the first place. Have you died yet?
There is no permanent death (well, almost none) in Middle Earth. Like
Viking warriors, you're scooped up from the battlefield by the ever
vigilant Valkyrie and dropped into Valhalla, where you experience
resurrection and re-emerge back into the game. At the instant of
death, all of a player's equipment, except those being worn, are
dropped on the ground where they can be recovered after the adventurer
has been raised from the dead. As a robot, however, you discover that
Valhalla is, appropriately enough, a repair shop where a useful item
is kept which will affect other robots. First, you must find a dead
character. The adventurers fight among themselves, so you should be
able to find one of their fallen. Or, if need be, kill one yourself.
Whoever it is, give that character the glittering card you found in
the mouse hole.
Now wait for the Valkyrie. She'll be there soon. When she picks
up the courier-carcass, follow her or go directly to the glittering
gates. Once you see the Valkyrie enter the gates with your deceased
card-carrier, remove the visor and cast the DEATH spell on yourself.
You're dead. Look around Valhalla and pick up the glittering card,
which you can now see is a magnetic access card. Open the closet in
Valhalla (which would not be visible if you were wearing the visor),
and take the device inside -- the reprogrammer -- the recruiter.
Once you emerge from the pearly gates, you'll find the objects
you dropped when you "died." Take everything, and once again wear the
visor. Make sure you have the garlic and the mouse (remember you can
use the "find" command should anything be missing), and go to the
Graveyard. You should now RECRUIT MOUSE. South of the Graveyard is a
tomb which you cannot yet enter. South of that is a vampire. He'll
drink his fill from the mouse (the garlic is protecting you) and then
teach you the KNIVES spell. Take the half-coin which is there and go
north. You may wish to heal the mouse with your CURE spell or the
Valkyrie will do the job for you.
Find the troll and, using the recruiter, recruit her. Have her
follow you to the tomb, then give her the half-coin; tell her to go
north then insert it in the recess in the Gravestone. She'll go north,
and shortly the tomb will open to reveal the DETECT spell.
Find the troll again and instruct her to follow you to the apple
tree in the Garden. Tell her to catch an apple while you shake the
tree. Examine the apple to learn the EMPATHY spell.
Again, with the troll, return to the bridge. There's a piece of
slippery rope hanging from the bridge. Instruct the troll to pull the
string, while you do the same yourself. As a result of your combined
efforts a ring will be recovered from the water. Don't waste time
examining it at this point. Go back to the fireplace (in the house)
and throw the ring into the fire. Then examine it to learn the
EXORCISE spell. (This last one was a trick question unless you had
read THE LORD OF THE RINGS previously. If you're upset, blame the
authors). Now find the driftwood (which also defies reading), and cast
the EXORCISE spell on it. Here is the all-important FLY spell.
Once more, with the troll, find the plaque in the Marsh. Instruct
the troll to clean the plaque while you do the same. Only through the
efforts of both of you will the plaque become clean enough to read the
FIREBALL spell.
Return to the Garden and cast FLY on the statue. Look under it to
find the SHIELD spell.
You are now ready to enter the Castle. Go to the Castle and cast
the KNIVES spell on the ropes which are supporting the door. Cast the
SHIELD spell on yourself, and boldly go south through the front door.
Cast FLY on yourself to go over the pool of acid. While you are over
it, notice the button at the bottom of the pool. Cast the SWORD spell
and use the resultant broadsword to push the button. Continue south.
At the end of the hallway, go west and then north. Here is a
guard who quickly attaches a ball and chain to your leg. Don't worry
about it (But make sure you have it strapped to you before leaving!),
and go north until you find a suit of armor and a dagger in a
scabbard. Wear the armor and take the scabbard, then return south. Go
east, past where you entered the hall, until you come to another door.
Open it. (Without the ball and chain, as well as the armor, you would
quickly be fried.)
Go north and you'll encounter a monk who is most unhappy to meet
you. CAST FIREBALL and instruct it to attack the monk's spell scrolls.
Go north again and read the panel to learn the LIGHTNING spell. Return
south to the hallway, then west to the entrance. You can now cast GROW
on the ball and chain in order to leave it behind. Go north until you
are out of the Castle.
Find the troll (who will not enter the Castle) and give her the
scabbard. With her holding the scabbard you can remove the dagger
which contains the TELEPORT spell. Have her go with you to the
Rainbird. Instruct the troll to kill all the ants around the anthill,
while you do the same. When the number of ants reaches zero (only for
a second!) take the piece of amber from the anthill. Examine it to
learn the MAGICIAN spell. Cast it on yourself, and if you've learned
the other 20 spells, you can recruit the Rainbird.
Go to the dragon and recruit him. Give him the small piece of
dragon scale and escort him to the main exit. Once there go south, and
watch the fire alarm go crazy.
Go back and get the Rainbird, the mouse and the troll. (This trio
tends to wander around a bit, particularly the troll, so keep an eye
on all of them.) Bring the three of them down to the exit hallway
(where the fire alarm is), and lead them all west. Instruct the troll
to open the Maintenance Hatch. Give the mouse to the troll, and have
her put the mouse in the hatch. You can now continue west to examine
the Kiosk. Instruct the Rainbird to enter the Kiosk. You've escaped!
Wonderful!...or is it?
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